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                       1 TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2 ……………… Dead Calm 3-7 ……………… Good Breeze 8-9 ……………… Strong Gale 10 ………………. Storm ! Table 5B : Sailing Table Conditions Travel per day Dead Calm No movement Good Breeze 30 miles Strong Gale 45 miles Storm * 2d6 x 10 miles Rowing Speed * 20 miles / day * Galleys cannot row in a Storm Table 1D : Encumbrance Values Item Enc Dagger 0 Sword 1 Barbarian Weapon 2 Spear 2 Javelin 2 Bow 1 Quiver 1 Sling 0 Shield 2 Helmet 1 Breastplate 3 Bag of 100 coins 1 Harp 2 Person Enc total Other items 0-3 * * determined by the Maze Master Standard Price List Melee Weapons Dagger……………………………………..15 sp Mace…………………………………..……30 sp Axe………………………………………….30 sp Spear………………………………….……30 sp Sword……………………………………….60 sp Missile Weapons Bow…………….…….……………………...40 sp Javelin……………….………………………30 sp Sling…………………………………………..5 sp Arrows (six)…………………………………..6 sp Slingshot (ten)………………………............2 sp Armor Helmet………………………………………75 sp Breastplate…………………………..........150 sp Shield………………………………….........75 sp Travel & Expeditions Rowing boat………………………………….3 gc Small sailing ship…………………………..30 gc Merchant ship…………...……………...…150 gc Warship / galley……………………………300 gc Horse………………………….………………6 gc Mule………………………….………………..1 gc Staff…………………… ……………………..5 sp Flask of oil…………………………………..10 sp Torch…………………………………….……2 sp Flint & tinder………………………………….5 sp Rope (30 feet)………………………………15 sp Bedroll……………………………………….25 sp Rations (one day)………………..…………..2 sp Waterskin……………………………………..2 sp Food & Lodging Night’s lodging…………………..……….2-10 sp* One meal (including wine)………………..2-5 sp* Jug of wine…………………………………1-3 sp* * prices vary with quality Table 5C : NPC Reactions Total NPC Reaction 5 or less Hostile 6 to 8 Wary 9 to 13 Neutral 14 to 16 Trustful 17 or more Friendly 2 CHARACTERS & COMBAT Table 1C : Class Levels Warriors Glory Level Renown 0 to 999 1 Local Hero 1000 to 1999 2 Favored Hero 2000 to 3999 3 Celebrated Hero 4000 to 6999 4 Famous Hero 7000 to 9999 5 Illustrious Hero 10 000+ 6 Legendary Hero Magicians Wisdom Level Insight 0 to 999 1 Novice Adept 1000 to 1999 2 Initiate Adept 2000 to 3999 3 Wise Adept 4000 to 6999 4 Sage Adept 7000 to 9999 5 Venerable Adept 10 000+ 6 Supreme Adept Specialists Experience Level Competence 0 to 999 1 Amateur 1000 to 1999 2 Competent 2000 to 3999 3 Superior 4000 to 6999 4 Expert 7000 to 9999 5 Master 10 000+ 6 Extraordinaire Table 1B : Attribute Scores Score Description Mod 1-2 Abysmal -4 3-4 Pathetic -3 5-6 Inferior -2 7-8 Poor -1 9-12 Average 0 13-14 Good +1 15-16 Superior +2 17-18 Exceptional +3 19-20 Extraordinary +4 Table 3A : Physical Decrepitude D6 Attribute Loss 1-2 Lose 1pt of Might. 3-4 Lose 1pt of Skill. 5-6 Lose 1pt of Grace. Battle Round 1 battle round = 6 seconds 1) Decision Phase. 2) Missile Phase. 3) Movement Phase. 4) Melee Phase. Surprised : Unable to attack, no defense bonus from shield or special ability. Lasts one battle round. Movement : Standard 60’, Encumbered 40’, Heavily Encumbered 20’. Double movement rate if using full movement (no other action possible). Cut in half if moving on difficult ground. Melee Combat Resolving Attacks Roll = 1D20 + Melee mod + other modifiers. Target number = Target’s Defense Class (EDC) Weapon of Choice : Roll two D20s for attack and keep the better result. Shield & Armor Shield, helmet or breastplate = +2 EDC each. Facing Only one attack per character per battle round. Shield does not protect against rear attacks. Retreat Disengage : A character may only disengage from combat at the end of a battle round, if all his opponents have failed their attack roll against him. Retreat : First disengage, then forfeit all attacks and other actions, moving at x2 movement allowance. Weapon Damage Weapons have a basic damage roll of 1D6. Daggers only do 1D6 damage when used for sneak attacks; in normal melee combat, damage is 1D3. 3 Missile Combat Resolving Attacks As for Melee attacks; use Missile modifier instead. Shields only apply if actively used as cover. Range & Visibility Javelin………………………….…...(Might x 10) feet Sling…………………………………..……….150 feet Bow……………………..………….………….300 feet Short range = up to (range / 5) Long range = up to (range x 2) Firing at short range…………………….…………+2 Firing at long range……………………………..….-2 Poor visibility (mist, smoke etc)……………….….-2 Very poor visibility (darkness)…………………....-4 Moving target…………………………………..……-2 Using tactical movement………………….………-2 All modifiers are cumulative. Special Melee Tactics Charge Into Battle : Might 13+, run for 30’ or more. Add Might mod to Initiative and Melee for first round. Hold Back / Weapon Parry : Skill 13+. Forfeits attacks but adds Skill mod to melee Defense Class. Spearmen automatically get this without forfeiting attacks when fighting with spear and shield. Shield Wall : Two Spearmen or more. +2 to EDC vs all attacks. Can be combined with collective Charge. Subterfuge : Wits 13+. Forfeit attacks for one round of observation; next round, add Wits mod to Melee. Two Weapons : Skill 13+. +1 to Melee if second weapon is dagger. If Might also 13+, can use two swords or similar weapons for a Melee bonus of +2. Bashing : Successful attack = no damage but opponent knocked down (must spend one full round getting up, -4 to melee EDC while prone). +2 attack bonus with shield ; can be combined with Charge. Cannot be used vs Large or Gigantic creatures Disarming : Sword only, Skill 13+. Attack roll is not made vs opponent’s EDC but vs (20 + opponent’s Melee). If successful : no damage but opponent disarmed. Picking up a dropped weapon : same effects as prone (-4 to melee EDC, no attacks). Cannot be used vs Large or Gigantic opponents. Double Attack : Melee mod of +4 or more. Attacker makes two separate rolls vs different targets at half Melee mod (round down). Can be combined with Charge (both rolls) or Shield Bashing (one roll only). Unarmed Combat Resolved at the end of Melee, after all other attacks. Pugilism : Cannot be used vs Beasts or Monsters. Subdual damage = 1D3 + Might modifier. Subdual Damage : Increasing total. If this exceeds current Hits Total = KO; all subsequent attacks inflict real damage. Physical Vigor roll (10) after each minute to wake up, reducing subdual damage total by 1D6. Each hour of rest removes (level) subdual Hits (doubled for warriors). Wrestling : Successful attack = no damage but opponent grappled; cannot act and can only try to break free once per round : roll 1D20 + Melee vs a target number equal to grappler’s Might. Damage & Injury Taking Wounds Damage is taken off the target’s Hits Total. 2 Hits or less = Risk of permanent injury. After the adventure, make Physical Vigor saving roll (target number 10). Success = Normal recovery. Failure = Roll 1D6 on the Physical Decrepitude table. 0 Hit or less (creatures & minor NPCs) = death 0 Hit or less (characters) = Make Physical Vigor saving roll (target number 10). Failure = dead. Success (10+) = incapacitated; will die if receiving 1 Hit of damage or more from a coup de grace. 20+ = will still die if 1 Hit is taken but can continue to fight until the end of combat. Incapacitated afterwards. Healing & Recovery 1 week of complete rest = Physical Vigor roll (target number 10). Success = Recovers 1D6 + level Hits. Special Situations Close Quarters : Halve Initiative if using spears or barbarian weapons; forbids all special melee tactics. Mounted Combat : +4 Melee bonus vs opponents on foot (if Medium-sized, Gigantic or Large 0, Small -2, Tiny -4). When Charging, extra +2 to Initiative and Melee and extra trample vs Medium-sized (or smaller) foe : Danger Evasion roll (15) or 1D6 extra damage. If the mount is hit for 4+ Hits, rider must roll Danger Evasion (15) or fall for 1D6 damage. Sneak Attacks : Requires stealth. Sword, barbarian weapon or dagger. +4 Melee bonus and opponent surprised. Damage 1D6 for all weapons, doubled if attack roll beats Defense Class by 10+. 4 Critical Hits & Fumbles (Optional) Critical Hit : Player’s roll beats EDC by 10+. Fumble : Natural attack roll of 1, unless Luck 13+. Melee Critical Hits 1-4 = Stunned ! Opponent takes normal damage and is -2 to attack and EDC next round. 5-8 = Dazed ! Opponent takes normal damage and is -4 to attack and EDC next round. 9-12 = Knocked Down ! Opponent takes normal damage and is knocked down and must spend a round getting back up. Prone characters suffer a -4 penalty to EDC. 13-14 = Armor Strap Cut ! Opponent takes normal damage and loses a randomly chosen piece of armor. If the opponent wears no armor, roll an extra D6 for damage. 15-16 = Weapon/Shield Broken ! Opponent’s weapon is broken – unless he has a shield, in which case the shield is rendered useless. Opponent also takes normal damage. If he has no weapon, roll an extra D6 for damage. 17-18 = Grievous Wound ! Roll an extra D6 for damage. 19 = Maimed ! Opponent takes 2 extra dice of damage and loses a randomly chosen limb. 20 = Instant Kill ! Attacker beheads (or otherwise instantly kills) his opponent (even if multiple-headed). Missile Critical Hits 1-5 = Stunned ! Opponent takes normal damage and is -2 to attack and EDC next round. 6-10 = Dazed ! Opponent takes normal damage and is -4 to attack and EDC next round. 11-16 = Knocked Down ! Opponent takes normal damage and is knocked down (-4 melee EDC + one round to get back up). 17-18 = Grievous Wound ! Roll an extra D6 for damage. 19 = Hit Vital Spot ! Opponent takes 2 extra dice of damage and loses a randomly chosen limb. 20 = Instant Kill ! Target shot between the eyes, through the heart or other instantly fatal wound. Melee Fumbles 1 = Clumsy Move. Embarrassing, but no extra effect. 2-5 = Weapon Arm Numb / Pull Muscle ! Attacker is at -2 to attack and EDC next round. 6-10 = Lose Balance ! Attacker is at -4 to attack and EDC next round. 11-13 = Trip/Fall ! Attacker falls to the ground and must spend a round getting back up. Prone characters suffer a penalty of -4 to their EDC in melee. 14-15 = Armor Strap Breaks ! Attacker loses a randomly chosen piece of armor. If this is impossible, treat as Trip/Fall. 16-17 = Drop Weapon ! Attacker’s weapon flies 2D6 feet in a random direction. If unarmed, treat as Trip/Fall. 18 = Weapon Broken ! Attacker’s weapon shatters. Magical weapons are automatically immune to this effect. If the attacker has no weapon, treat as Trip/Fall. 19 = Hit Friend ! If the attacker has an ally within melee reach, he accidentally hurts him for 1D6 damage. If no ally is within reach, the attacker hits himself as below. 20 = Hurt Self ! Attacker hits himself with his weapon (1D6 Hits). Missile Fumbles 1 = Clumsy Move. Embarrassing, but no extra effect. 2-4 = Vision Impaired ! Attacker is at -2 to Missile attack next round. 5-8 = Vision Blocked ! Attacker is at -4 to Missile attack next round. 9-10 = Weapon Arm Numb / Pull Muscle ! Attacker is at -2 to attack and EDC next round. 11-12 = Lose Balance ! Attacker is at -4 to attack and EDC next round. 13 = Armor Strap Breaks ! Attacker loses a randomly chosen piece of armor. If this is impossible, treat as Lose Balance. 14 = Weapon Broken ! Attacker’s weapon breaks or becomes useless. Magical weapons are immune to this effect. 15-19 = Hit Friend ! If the attacker has an ally within weapon range, he accidentally hits him for 1D6 damage. Otherwise, the attacker hits himself as below. 20 = Hurt Self ! Attacker hits himself for 1D6 damage.
textdata/thevault/Mazes & Minotaurs (osr) [multi]/1st edition (1972)/Mazes & Minotaurs 1e - Supplement Game Shield.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For LIVING GREYHAWK campaign questions email [email protected]. BIS5-01 That’s Rhomstaff! A One-Round D&D® LIVING GREYHAWKTM Bissel Regional Adventure Version 1.1 by Jay Babcock Circle Reviewer: Steven Conforti Playtesters: Crystal Babcock, Phil Bonder, Willi Burger, Art Lobdell, Jon Machnicz, Jon Sedich, Mary Toms, Matt Toms The undead plague from within the Barony of Rhomstaff has deeply affected the lives of many in the March. Many have suffered and perished at the hands of Evard’s minions, and entire generations have been forever scarred … now that’s entertainment! Can you uncover the evil plot? Can you save the day? Can you think of a word that rhymes with ‘Evard’, finish the closing number, and bring the house down? A Bissel regional adventure for inquisitive PCs of APLs 2-12. BIS5-01 That’s Rhomstaff! Page 1 RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2006. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in the Appendices. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. BIS5-01 That’s Rhomstaff! Page 2 Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them, and fight for them. TIME UNITS AND UPKEEP This is a standard one-round Regional adventure, set in Bissel. Characters native to Bissel pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character who does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND The undead plague from within the Barony of Rhomstaff has deeply affected the lives of many in the March. Many have suffered and perished at the hands of Evard’s minions, and entire generations have been forever scarred … now that’s entertainment! Recent events in the March have left morale very low amongst her citizens. Recognizing this, the Bardic Circle, Baron Darius Besselar, and several local nobles have commissioned a new theater in the capital township of Pellak, to serve as a source of entertainment and distraction for the discontented populace. Nearly completed, the Pellak Grand is intended to be the largest and best-appointed theater in the Sheldomar Valley. And what better way to show off the new landmark and boost morale, than with a play about national heroes? Estander the playwright has written a musical about the evils of Evard and his minions, and the heroic adventurers that have stood against them. He quickly won favor with the sponsoring nobles, and was given funding to complete his work. Entitled ‘That’s Rhomstaff!’, it was due to premiere two weeks ago, in Pellak. Beneath the surface, things are fairly insidious. While researching his role in the play, the lead actor, Nicholar, naively ventured into Rhomstaff. He came looking for character inspiration, but all he found was domination by Evard’s nefarious captains. He was outfitted with an arsenal of dark powers, and given one command: “Cause chaos in the March of Bissel.” Unfortunately for the forces of evil, the ritual of domination corrupted Nicholar’s will, but left his mind intact. The self-centered actor could think of no better way to damage the March, than to keep a monumental theatrical production like ‘That’s Rhomstaff!’ from ever seeing an audience. The Pellak Grand Theater, amidst preparations for the play, is the perfect cover for Nicholar’s shenanigans. His undead servants can roam freely... who would suspect that those zombies aren’t really actors in costume? And the stagehand he ‘recruited’ has every excuse to wander the theater. So far, Nicholar’s sabotage has delayed the opening of ‘That’s Rhomstaff!’ twice, without casting any suspicion on him. Of course, the worst he can do is ruin the play … at least, until a greater opportunity arises … ADVENTURE SUMMARY The PCs respond to an advertisement for work. The address leads to the new Pellak theater and Estander, the # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 BIS5-01 That’s Rhomstaff! Page 3 playwright and director behind the theater’s first production, ‘That’s Rhomstaff!’. Estander suspects that the production’s mishaps have been more than just bad luck. He hires the PCs to keep the production on course. The PCs are given a tour of the new theater and may investigate the two previous mishaps. Clues at the scene point to deliberate sabotage and an inside player. They may also interview key members of the production crew. On day two, two more acts of sabotage are perpetrated, giving the PCs direct information about the saboteur. On day three, the worst mishap befalls the production. A giant, animated prop attacks the crew, and the PCs are forced to disable it. With such major damage to the play, Estander solemnly announces that the production will be cancelled. Before the PCs can lament, however, a messenger arrives with great news: Saralind, the Regent of the March herself, will be backing the production and attending opening night. Excitement pours through the crew, and efforts to get underway are redoubled. Nicholar now has an opportunity. Rather than sabotaging ‘That’s Rhomstaff!’ again, he begins planning an assassination attempt for opening night. Opening night arrives without further incident. During the first musical numbers, the PCs notice Nicholar’s henchman messing around. Chase is given throughout the theater, ending in the lead actor’s dressing room. Evidence there directly points to the plot and the true villain. The PCs make it back to the stage for the closing number and confront Nicholar in a final dramatic battle. Introduction: This Looks Like the Place The PCs have learned of a job opportunity in Pellak. They show up at the given address, and it appears to be a nondescript warehouse. People bustle about, but no one has the time to stop and point the PCs in a direction. Encounter 1: Sheep in Wolves Clothing The PCs hear terrified screams from nearby. Investigating, they find several ghoulish creatures crouched over fallen people. The PCs likely attempt to intervene, and it is quickly revealed that the ‘ghouls’ are actors, and that the ‘warehouse’ is the back end of the new Pellak Grand Theater. Encounter 2: Evard, Regard, Discard... The party is led to the Producer’s office. He tells them about the disturbances that have delayed the opening of the play, and offers to hire the PCs to protect the production from further harm. He warns them that the play is dangerously close to being cancelled. Encounter 3: A Hint of Treachery Encounter 4: Burning Down the House In these two encounters, the PCs investigate the scenes of the previous two disturbances. A few clues indicate deliberate sabotage, and that the perpetrator had inside knowledge of the production. Encounter 5: The Unusual Suspects The PCs may decide to interview key members of the production. This will highlight several of the cast and crew members as suspects. These encounters can occur on any day of the adventure. Encounter 6: No News Is Good News On day two, two new acts of sabotage are reported. Encounter 7: A Little Light Humor Encounter 8: Silent But Deadly In these two encounters, the PCs investigate the scenes of the two new disturbances. A few clues give direct information about the culprit. These encounters can occur on any day of the adventure, after the first night has passed. Encounter 9: Large and In Charge On day three, the PCs watch as the production crew tests a giant animated prop. In the middle of the test, control of the prop is wrenched from the crew and it begins to attack. PCs have to battle it and disable it. Clues at the scene indicate that the same culprit is behind the attack. Encounter 10: Downs and Ups The Producer tells the PCs, cast, and crew that the production will have to be cancelled. Midway through his speech, he is interrupted by a page with incredible news – Saralind, the Regent of the March plans to back the production herself, and will be attending on opening night. A successful opening night in front of the Regent would make the production an instant success. Everyone doubles their efforts to get the show ready in time. The villain secretly has a new goal - assassination of the Regent. Encounter 11: I Spy, With My Little Eye On day four, the PCs may encounter a member of the Mist Chameleon organization, snooping around the balcony reserved for Saralind. He can provide some tidbits about the Regent. BIS5-01 That’s Rhomstaff! Page 4 Encounter 12: Live, From Pellak, It’s Opening Night Day five is opening night of the play, and the theater is packed. The play is progressing normally, when the PCs spot a crew member (matching the description from the clues they’ve uncovered) sabotaging part of the stage. When they try to intervene, he flees. A chase ensues throughout the theater, ending in the lead actor’s dressing room. The henchman is freed of the domination that controlled him and the lead actor is revealed as the villain. Encounter 13: Ready For My Close Up The PCs arrive around the stage just as the final number begins. The lead actor and his minions are preparing to assassinate Saralind, and no one in the crowd realizes anything is amiss. PCs must stop the villain in a final battle. Conclusion The plot foiled, the cast finishes the closing number. Depending on how flashy and dramatic the final battle is, the crowd either rewards the PCs with either a round of applause or a standing ovation. They gain the gratitude of the Regent, and may find themselves remembered as great actors. INTRODUCTION: THIS LOOKS LIKE THE PLACE The introduction takes place at the north facade and backstage foyer, locations A and B on DM Aid – Map #1 – The Pellak Grand Theater. The adventure begins with the PCs responding to an advertisement for work: “Excuse me! EXCUSE me! Coming through!” Two burly men hurry past you, a pallet of cloth carried between them. Just as with everyone else in this bustling warehouse, they ignore you as they go about their tasks. You’re sure this is the right place. ‘Seasoned Heroes needed For the Good of the March’, the advertisement read. ‘Apply in person to 13 Wayfinder Lane, Pellak’. Following the directions, you reached your destination: a large, unmarked building, similar to any other warehouse in this end of town, but noticeably of newer construction. Proceeding inside, you’ve run into a dead end. People bustle about, but no one seems willing to stop and point you in a direction. Other adventurers mill about, other respondents to the advertisement, apparently just as lost. You are afforded the opportunity to speak with them, and it comes as a welcome contrast to the rest of the folk around here. The PCs now have the opportunity to introduce themselves to each other. Once they have done so, proceed to Encounter 1. ENCOUNTER 1: SHEEP IN WOLVES CLOTHING This encounter takes place on the stage, location D on DM Aid – Map #1 – The Pellak Grand Theater. Suddenly, a terrible noise rips through the air. A scream of sheer terror comes from somewhere nearby. If the PCs look for the source of the scream, continue on: Rounding a corner, you find the source of the scream. Several ghoulish creatures are crouched over the bodies of fallen people. One of them moves, preparing to finish off one of the victims. Others stand nearby, helplessly watching the slaughter unfold. Treat this as if it was a real combat - ask the PCs for initiative rolls, allow them to make a fake Knowledge (religion) check to falsely identify them as zombies, etc. As soon as the PCs do something offensive, read the following: Suddenly, one of the ghouls throws up its hands to ward you off. “Whoa! WHOA! What are you doing?” One of the ‘victims’ opens her eyes, and looks around in confusion. “That’s not in the script …” A voice speaks up out of the crowd. “Stop! Stop! Out of the way...” An older human man pushes his way forward, and turns to address you. “What do you THINK you’re doing? Who is your supervisor?” Several of the ghoul forms before you waver and shift, and moments later appear to be no different than the other humans around you. The ‘ghouls’ and ‘victims’ were a group of actors rehearsing, and the stage manager is really upset at being interrupted. When the PCs mention the advertisement, continue on: When you mention the request for help, a mixed look of recognition and disgust crosses the manager’s face. “Oh, you’re here to see Estander.” He looks over at the remaining ghoul. “William, can you take them up to see the boss?” BIS5-01 That’s Rhomstaff! Page 5 “Yeah, no problem.” The ghoul waves you on, and starts off towards a large curtain that forms one of the walls of this chamber. Passing through the curtain, you find yourself on a large, ornate stage. Facing you are rows upon rows of comfortable, gilded seats. Above, many private balconies loom ominously. You have found your way into a rather well appointed theater. William notices your looks of surprise. “Yes, isn’t it impressive? When we open the show, the Pellak Grand will be the largest theater in Bissel.” He looks visibly pleased. “Maybe even the greatest anywhere!” He leads you to the front of the theater, through several passages, and through a well-disguised door. This section of the theater is noticeably plain, just like the backstage areas you came from. If the PCs wish, they can make a Sense Motive check against the manager (DC 10). Success indicates that they notice that he is all too happy to get rid of William. The young actor has attention problems, and the manager was not interested in dealing with him any longer. All APLs � William Robann: Male human Com1 (Perform (act) +6); AL NG. Proceed to Encounter 2. ENCOUNTER 2: EVARD, REGARD, DISCARD … This encounter takes place in the Producer’s office, location L on DM Aid – Map #1 – The Pellak Grand Theater. You are led to a door at the end of a hallway. A small brass plaque denotes this as the Producer’s office. William knocks, and a deep voice bids you enter. The ghoulish actor opens the door for you, but remains outside. The Producer’s office is comfortably furnished, but the most notable features are the piles of paperwork and notes covering every surface. A young man with Flan features sits at the desk, perched over a document. He mutters to himself. “… came to the … staff … Evard’s … hand … hmm …” Suddenly, the man looks up at you. “Quick, I need a line that rhymes with ‘To stand against Lord Evard’s hand.’ Something about heroes and valor. I’ve been stuck for days …” He waits anxiously for your response. This is Estander. He waits for the PCs to give him an appropriate rhyme. Be sure to write down what the PCs come up with, as it will come up in Encounter 12. If they wish to know the full context, read them this: “But strong of heart did rally on … To stand against Lord Evard’s hand … To darkest Rypthorn marched … [Line PCs come up with]” If they come up with something decent, read this text: “Oh, I like that!” The man quickly scribbles something down on the document before him. “The muse flows within you, I see. Now, what can I do for you?” If the PCs try to argue that this is a waste of time (Intimidate, DC 18) or honestly can’t come up with something appropriate, read the following, instead: The man sighs. “Well, I guess something will come to me.” He crumples up the document before him, and tosses it into a nearby trash bin. “So, what do you need?” If the PCs mention the advertisement, read the following: The man looks pleased. “Ahh, I was not expecting results so quickly. Wonderful!” “Where are my manners? I am Estander Thomason. I posted that advertisement. Allow me to start at the beginning...” “The Bardic Circle has intended to build a theater in Pellak for years, but until recently, the cost was prohibitive.” “Last year, a number of local... well, let us call them wealthy philanthropists... pledged the funding needed to commission the construction of this theater. It was believed that it would be a focal point, bringing together the people of Pellak. It would be a great step towards restoring our cultural identity. Culture is one of the first things to suffer during a war, you know...” “Anyhow, it was decided that the theater should open with a bang... and that’s when I had it! The greatest idea ever!” He leaps to his feet with an unearthly enthusiasm. “Everyone hears about Evard, and the undead, and all the suffering. But no one hears about the other side, about the men and women that fought for the good of the people, for Bissel!” “And so was born my finest work...” He pauses dramatically. “That’s Rhomstaff!” “The Board of Directors quickly agreed with my vision. They decided that it would be a perfect opportunity to lift the spirits of our people, by BIS5-01 That’s Rhomstaff! Page 6 celebrating our triumphs. I got to work immediately.” “Now, we stand on the verge of the greatest theatrical success, ever.” He pauses, and begins to fidget nervously. “Except for a minor problem.” “You see, ever since we began working on the production, we’ve had questionable luck. Several mishaps have occurred, and we’ve lost valuable time and money. Our opening has been delayed twice now.” “We’re five days from opening. We can’t afford another accident. In fact, any more problems would jeopardize the entire show. We would have to cancel the...” He swallows hard, and continues. “We can’t afford any more setbacks. I’d like to hire you to protect my show from further harm.” He lowers his voice. “I’d also be interested in having you look into the problems we’ve had. I’m not entirely convinced that they’ve been accidents...” Estander can relate the following information, if questioned: • Estander will pay 100 gold coins per PC, upon the successful opening of the play. • The latest two mishaps have not been ‘cleaned up’ yet and are available for the PCs to investigate. • Three days ago, a large scenery panel fell from the backstage rigging, and shattered. A stage hand was struck, and was seriously injured. • Yesterday, a storeroom full of costumes caught fire. Fortunately, many of the costumes usually stored there were absent at the time, and survived. • Earlier mishaps included props being broken or going missing, posts of erroneous schedule changes, and odd changes to script drafts. When the PCs are finished talking with Estander, give them Player Handout #1: The Pellak Grand Theater Map, and read the following: “Well then, if we are in agreement, I will get you started on your way.” He rifles through a desk drawer for a moment, before pulling out what looks to be design plans for the theater. Rising, he walks to the door, and opens it. Standing on the other side is [name of toughest looking PC], or at least someone that looks like him. There is a moment of stunned silence. “Oh, um... sorry...” says the person at the door. His image shifts, and soon he appears to be a young Oeridian man. Estander shakes his head. “William, will you please show these folks around? They will be helping us get back on track.” With that, the playwright returns to his paperwork. The PCs have several options at this point. They may investigate the broken scenery panel (Encounter 3) or the remains of the burnt costume storage room (Encounter 4) or question members of the cast and crew (Encounter 5). All APLs � Estander Thomason: Male human Brd10 (Bluff +19, Diplomacy +8, Perform (act) +13, Sense Motive +15); AL NG. ENCOUNTER 3: A HINT OF TREACHERY This encounter occurs if the PCs decide to investigate the first act of sabotage, a ruined scenery panel. This encounter can occur on any day, but most likely will occur on Day 1. This encounter takes place in the scenery storage room, location U on DM Aid – Map #1 – The Pellak Grand Theater. William pushes open a pair of wide double doors, and leads you into a dark and dusty room. You stop in your tracks at the scene before you… a portal leads out onto a barren plain, and dark stone mountains rise in the distance. A few seconds later, your eyes adjust to the dim light, and you realize that the scene is just an illusion, emanating from a large backdrop. William’s voice breaks the silence. “It’s over here. What’s left of it, at least…” Your guide points to the back wall of the room. Another scenery panel, this one vividly depicting a wide battlefield and blood soaked bodies, is leaned against the wall. A large crack runs up the middle, and a large chunk of the lower right corner is broken off entirely. William can relate the following information about this mishap, if asked: • This piece of scenery was supposed to be used during the big battle scene. • These scenery panels are moved about and manipulated through the use of ropes and pulleys above the stage. • During a rehearsal three days before the PCs were hired, this panel was being lifted off of the stage, when it fell about fifteen feet. The panel was severely damaged by the fall. BIS5-01 That’s Rhomstaff! Page 7 • A stage hand was struck a glancing blow by the falling panel, and it broke his arm. He still has not returned to work. • Barton, the Lead Stage Manager, could probably tell them more. He is much more familiar with their intricate workings. If the PCs think to move the scenery panel, they can see a pulley attached to one corner, and a similar mounting on the adjacent corner, where another pulley was attached. If an investigating PC makes a successful Disable Device (DC 18) or Knowledge (architecture and engineering) (DC 22) check, he can tell that the pulleys were weakened in such a way that they would break after a bit of heavy use, but would appear to be in fine condition. He can also tell that such weakening could not likely happen accidentally. If the PCs decide to track down Barton, he is detailed in Encounter 5. Nicholar’s henchman, Adraeson, sabotaged this panel two days before it was used, and the accident occurred. ENCOUNTER 4: BURNING DOWN THE HOUSE This encounter occurs if the PCs decide to investigate the second act of sabotage, the aftermath of a fire in the costume storage room. This encounter can occur on any day, but most likely will occur on Day 1. This encounter takes place in the burnt costume storage room, location T on DM Aid – Map #1 – The Pellak Grand Theater. “I don’t care what anyone else says, I think it’s a sign of good luck.” William leads you to a hallway full of racks of costumes. “Someone told me that the most expensive costumes were stored in that room. A fire breaks out, in there, right? Well, all the expensive costumes are out for cleaning, a day early. What are the odds?” William pushes a hallway door open. The door jamb is marked, where it was previously forced open. “I think it means our bad luck has changed...” The room you enter could have once been a storage room, but all that remains are a few metal racks, and soot-stained walls. There isn’t anything to find inside the room. Everything that was here, aside from the metal costume racks, was destroyed in the fire. The door is the only way in or out of the room. A PC that makes a Search check (DC 15) realizes that there are scorch marks on all of the walls, not just at one point. This indicates that the perpetrator either wished to destroy the entire room, or couldn’t find what he was specifically looking for. A PC that takes a close look at the door can make an Open Lock check (DC 10). Success means they can notice a lack of smoke stains in the marks on the door jamb, and can determine that the door was not forced until after the fire broke out – the door was forced open by a guardsman, not by the perpetrator. If the Open Lock check makes DC 20, the PC is also pretty sure the lock was not picked, as doing so would usually leave behind subtle scratch marks on the lock mechanism. If PCs attempt to use magical means to locate the key, it is currently in a refuse bin outside the building, where it ended up after Adraeson discarded it. William can pass on the following information, if questioned: • This was one of four costume storage rooms in the theater. • William does not know what distinguishes one from another. • The night before the PCs were hired, a janitor found smoke pouring from around the locked door. He ran for a city watchman, but the contents of the room were totally lost before they could do anything. • Gregan, the Wardrobe Manager, could probably tell them more. He is much more familiar with the costume storage rooms and the incident. If the PCs decide to track down Gregan, he is detailed in Encounter 5. Nicholar borrowed the key to the costume storage room from Gregan, and never returned it. He had his henchman, Adraeson, set fire to the room, not realizing that the costumes he hoped to destroy were elsewhere that night. ENCOUNTER 5: THE UNUSUAL SUSPECTS The PCs may decide to interview key members of the production. This will highlight several of the cast and crew members as suspects. These encounters can occur on any day of the adventure. GENERAL POPULACE The PCs may want to speak with various members of the cast and crew that are not mentioned separately. They may gather bits of the following information by speaking with such an individual. In the case that they want to do a general Gather Information check, use the listed DCs: • (DC 5) The cast and crew have been hired from all over Bissel, with the majority from the Pellak area. BIS5-01 That’s Rhomstaff! Page 8 • (DC 10) The musical was supposed to premiere two weeks ago. The delays are causing problems with the staff, many of whom have been away from family and friends since the beginning. • (DC 15) The general cast and crew do not believe that the mishaps are intentional. • (DC 20) Few members of the cast and crew are aware of how many mishaps have occurred. What they do know is only what they’ve heard about through whispered rumors. LEAD STAGE MANAGER - BARTON Barton can usually be found bustling around the main stage and backstage areas. He is a large and gruff man, of unobvious decent. He can provide the following information, if questioned: • Barton believes that the mishaps are a combination of bad luck and crew members not putting enough effort into their work. • During a rehearsal three days before the PCs were hired, a scenery panel was being lifted off of the stage, when it fell about fifteen feet. The panel was severely damaged by the fall. • The damaged scenery panel was supposed to be used during the big battle scene. • A stage hand was struck a glancing blow by the falling panel, and it broke his arm. He still has not returned to work. • Barton used to work in a theater in Nyrond, where he first saw similar illusory scenery panels used. In fact, he’s worked in several theaters, and never seen anywhere else use similar equipment. • The scenery panels are moved about and manipulated through a complex system of ropes and pulleys above the stage. Barton doesn’t think anyone outside of the stage crew could properly operate... or sabotage... the scenery panels. • (After Day 2) The morning of Day 2, an orb from a lighting array came loose and shattered on the stage, below. Crew members that were present saw someone near the array that looked like one of the PCs. • (After Day 2) Barton does not believe that the PCs are responsible for the damaged lighting array, as they would have nothing to gain. • (After Day 2) While crew members worked to clean up the remains of the broken orb, Barton noticed that a second one from the same array was balanced precariously. He was unable to secure it, before it fell, as well. • (After Day 2) After closer examination, Barton is convinced the array support wire was intentionally cut. • (After Day 2) The production has extra lighting orbs, but it will take time to install a replacement... time already budgeted to other work. All APLs � Barton Gardner: Male human Com6 (Knowledge (architecture and engineering) +9); AL LN. WARDROBE MANAGER - GREGAN Gregan can usually be found around the main stage and wardrobe storage areas. He is a gnome, and many years of stressful work show on his aged face. Regardless of the topic of discussion, after a few moments he will tend to start talking to himself, mentioning unrelated tasks he needs to get done. He can provide the following information, if questioned: • Gregan dismisses the idea that the mishaps were intentional. In reality, the only one he remembers is the fire in the costume room, and he’s certain that was just an accident. • The production uses a large number of costume, some with illusory enhancement. For instance, the Margrave’s costume makes the viewer experience a slight feeling of awe respect and reverence when viewed. Evard’s costume summons up feelings of dread. • Many of the extras are supplied with hats of disguise. The prop manager, Jamin, takes care of those. • The morning of Day 1, Estander told Gregan that a fire had broken out in Wardrobe Room 2, and that everything inside had been lost. • The costumes are sorted between the four wardrobe rooms using a system only Gregan knows or understands. (actually, he has long since forgotten his own system, but he has convinced himself otherwise) • Generally, the costumes for the lead roles - the most expensive ones - were kept in Wardrobe Room 2. • Those costumes were supposed to be sent out for cleaning on Day 1. Due to a ‘misunderstanding’, they got sent out a day early. Gregan will not admit that he got confused, and caused this to happen. • In Gregan’s opinion, only someone close to the lead cast members would know where those costumes are kept. However, even the lead actors would only know which room they belong in, not where in the room they are kept. BIS5-01 That’s Rhomstaff! Page 9 • All of the costumes that were destroyed have already been replaced, but it is still a hurtful financial setback. • If they want the key to the burnt costume room, Gregan pulls out a large ring of keys, and paws through it. After a moment, he frowns, and mentions that it is missing. He doesn’t know whom he might have given it to. All APLs � Gregan Simoin: Male gnome Com3 (Disguise +6); AL LG. PROP MANAGER - JAMIN Jamin can usually be found around the main stage and backstage areas, working on the vast assortment of props used for the production. She is a tall human woman, with distinctive Suloise features. She can provide the following information, if questioned: • Jamin is a member of both the Bardic Circle and the Guild of the Arcane Path. When the chance arose to use all of her skills together, she jumped at it. • Jamin believes that inter-department rivalry is responsible for the mishaps. If everyone would just try to get along, she says, things would work just fine. If asked to give examples of this rivalry, she will admit that she can’t think of any examples, but she is ‘sure that it exists’. • The production of ‘That’s Rhomstaff!’ is making use of many magical devices and gadgets, something not all that common in the theatrical world. When the production is complete, these items will belong to the theater, and will be used for future shows. • Many of the extras are supplied with hats of disguise. This allows them to portray roles such as Evard’s undead as convincingly as possible, and to switch costumes very quickly. • The theater owns a single ring of invisibility. The intention is that it would allow a crew member to move about the stage, undetected by the audience, even during a scene. However, due to the extreme cost of such an item, it never leaves her sight. • A few of the scenes in the musical are enhanced, through the use of wands of various illusion spells. • Jamin keeps a very tight leash on the magical equipment. However, she noticed one of the hats of disguise has gone missing. She has not yet told Estander, as she fears his reaction. • Almost all of the scenes feature wooden backdrops, enchanted with permanent illusion spells. Barton, the lead stage manager, would know more about them. • The most expensive prop is a giant construct, representing Kanner the Tall, a hero of Bissel. • (After Day 3) Jamin understands that the rogue construct had to be disabled. She does not blame the PCs for doing it. • (After Day 3) Repairs to the construct will be costly, both in time, and materials. • (After Day 3) The crew member that was operating the Kanner construct was in plain view moments before he was disabled and robbed of the control goggles and gloves. The crew member only remembers being struck from behind. All APLs � Jamin Witthew: Female human Brd4 (Appraise +6, Knowledge (architecture and engineering) +7); AL NG. LEAD ACTOR - NICHOLAR Nicholar can usually be found around the main stage and his dressing room. He is a tall human man, with slight Oeridian features. When he speaks, there is a condescending edge to his tone. He will grudgingly speak with PCs, if they emphasize the importance of their investigation. Keep in mind that he is shielded from many divination spells (via a recently consumed potion of nondetection at APLs 2 and 4 and via a ring of mind shielding at APL 6 and above), and as a seasoned actor, also has a very good Bluff check. He can provide the following information, if questioned: • Nicholar has worked in dozens of productions, all over the Flanaess. He is natively from the Free City of Greyhawk. • Nicholar was hired early on in the production to play Evard. Estander saw him in another villain role, and recruited him on the spot. • Nicholar has played villains before, but Bissel villains are different than anything he’s portrayed. • Like any professional actor, he spent time researching the role. • Nicholar firmly believes that the mishaps that have plagued the production are deliberate acts of sabotage, even if no one else will believe it. • Estander may be less than committed to the success of the production. His salary was factored into the initial budget, so he has nothing to lose if the musical fails. BIS5-01 That’s Rhomstaff! Page 10 • The nobles backing the production have something to gain if the production fails. If that happens, they can say that the mishaps are evidence that Evard’s influence has spread beyond the battlefield. • Rival nobles also have something to gain. If the production fails, it will make the backers look bad in the eyes of the people. In any situation, Nicholar will use his skills as an actor to appear unimportant with regards to the plot. APL 2 � Nicholar: Male human Sor4; hp 15; see Appendix One. APL 4 � Nicholar: Male human Sor6; hp 23; see Appendix One. APL 6 � Nicholar: Male human Sor8; hp 30; see Appendix One. APL 8 � Nicholar: Male human Sor10; hp 38; see Appendix One. APL 10 � Nicholar: Male human Sor12; hp 45; see Appendix One. APL 12 � Nicholar: Male human Sor14; hp 53; see Appendix One. ENCOUNTER 6: NO NEWS IS GOOD NEWS This encounter occurs at the beginning of Day 2, wherever the PCs happen to be when the cast and crew begin arriving. Crew members have just begun arriving this morning, when a troll runs up to you, with an uncharacteristic enthusiasm in its step. “Hey there! Estander said I can lead you around again, if you want. Sure beats practicing lines...” “Oh, before I forget... boss wanted me to give this to you...” William produces a sealed note from his pocket, and offers it to you. Give the PCs Player Handout #2 – The Note from Estander. This message informs them of two new incidents that were discovered this morning: a broken lighting array and a tainted air vent. The PCs have several options at this point. They may investigate the broken lighting array (Encounter 7) or the tainted air vent (Encounter 8). If they have not yet done so, they may also visit the broken scenery panel (Encounter 3) or the remains of the burnt costume storage room (Encounter 4) or question members of the cast and crew (Encounter 5). ENCOUNTER 7: A LITTLE LIGHT HUMOR This encounter occurs if the PCs decide to investigate the third act of sabotage, a broken lighting array. This encounter can occur on any day after the first night, but most likely will occur on Day 2. This encounter takes place on the main stage, location D on DM Aid – Map #1 – The Pellak Grand Theater. The stage is bustling with activity. William walks over to a beefy half-orc, and tugs on his sleeve. “Gort, what’s going on?” “The stage broked. Need new stage, me think. Dunno whut happen.” He points to the crowd on the stage, which appears to be working diligently to clean something up. If the PCs approach the group on the stage, continue with the following: The stage hands are clearing away large glass shards. It seems that some large breakable object shattered here. Each of the pieces has a noticeable blue glow. Allow any PC that has investigated the stage a Spot check (DC 20). If they succeed, read them the following: You notice a pair of men up in the catwalks, high above the stage. They are laden with tools, and are working on an odd device that hangs from the beams above: a string of large glass orbs, connected via metal beams. Whether they notice, or not, continue on: Suddenly, there is a shout from above. A split- second later, a large glass sphere shatters against the stage. It erupts in a violent flash of light. PCs that spotted the crew working overhead are allowed a saving throw (Reflex, DC 10 + APL). PCs that fail the saving throw, or did not notice the crew, are dazzled, as per the spell flare for 2d10 minutes. Don’t reveal this duration - let affected PCs worry that the damage might be permanent. Continue on with the following, after the accident: A large man scrambles down the ladder at the edge of the stage. “Hells alive! Is everyone alright? I told him it was gonna fall...” A young Baklunish man shouts a curse at the Stage Manager. “What are you trying to do to me, Barton? My eyes...” BIS5-01 That’s Rhomstaff! Page 11 “Hey, don’t use that tone with me! I’m not the one that messed around with the lights.” A few moments of chaos ensue, as the crowd looks for someone to blame. Barton moves through the people, looking for injuries. It seems he is more concerned with everyone’s well being, than finding a scapegoat. Suddenly, one of the gathered crewmen points at [random PC]. “Hey, that’s the one we saw cutting the line!” Several of the other crew members nod, and begin to move in your direction. The man that appeared is Barton, the Lead Stage Manager. He can provide valuable information about this mishap, but he is currently preoccupied by the crowd. Several crew members spotted Adraeson, just after he had sabotaged the lighting. However, he was using a stolen hat of disguise to look like the accused PC. The PCs will need to provide an alibi for the accused, as well as some sort of explanation for what the crew saw. (For instance, someone could have been disguised like the accused PC). The PC talking to the crowd may make a Bluff, Diplomacy or Intimidate check (DC 18). A successful result will make them less hostile, and a second success will convince them to disperse. If a PC attempts to tend to the wounded, award a +2 circumstance bonus to any Diplomacy check made after that point, even by a different PC. The tending PC may make a Heal check (DC 15). Success reveals that no one suffered more than a few minor cuts and bruises, and the blindness will not be permanent. If the crowd is not dealt with in three minutes, a minor brawl will break out. PCs can quell the fight through many means – non-lethal attacks, grappling, and sleep spells are just a few possibilities. If PCs attack for normal damage, the city watch will happily toss them into prison, removing them from the adventure. All APLs � Crew Member: Com1 (Sense Motive +4). After the crowd is dealt with, Barton will happily speak with the PCs. His list of helpful information is detailed in Encounter 5. A PC can easily climb up the ladder to the catwalks above, but hanging on to the ladder and manipulating the broken lighting array requires a Balance check (DC 15) or a Climb check (DC 22). Failure by more than five means the PC falls fifty feet to the stage floor below, taking 5d6 points of damage. Success reveals that even the slightest touch will cause the array to swing around quite a bit. Following up with a Search check (DC 12) will allow the PC to find a restraint line that was sawed through by some sort of bladed object. A successful Disable Device (DC 18) or Knowledge (architecture and engineering) check (DC 20) will confirm that a restraint was severed so that normal operation of the lights would likely cause one to break lose and fall. If a PC makes a Spot check while up on the ladder (DC 18), he notices the glimmer of steel from the otherwise empty orchestra pit, just in front of the stage, almost directly below the sabotaged array. Further investigation produces a small serrated dagger, very likely the one that was used to cut the restraint line. This dagger is small, too small to be held comfortably by a medium size character. This suggests that the saboteur was smaller than the average human. Nicholar’s henchman, Adraeson, climbed the stage ladder, and cut the restraint line this morning. He accidentally dropped the dagger, and was trying to locate it, when he was spotted. Fortunately, he was using a stolen hat of disguise at the time. ENCOUNTER 8: SILENT BUT DEADLY This encounter occurs if the PCs decide to investigate the fourth act of sabotage, a tainted air vent. This encounter can occur on any day after the first night, but most likely will occur on Day 2. This encounter takes place in the air vent, location Y on DM Aid – Map #1 – The Pellak Grand Theater. William leads you to the rear of the main theater seating. A large set of curtains cleverly hide a large air vent. As you approach, you notice two very distinct things: the horrible stench of rotting flesh, and the loud cursing of someone within the vent. Any PC that approaches within 10' of the vent must make a Fortitude save (DC 15) or become sickened by the stench, suffering a -2 penalty to all skill checks for the duration of the encounter. A successful Knowledge [religion] check (DC 15) will allow a PC to immediately recognize the stench... it smells exactly like the foul odor that accompanies ghouls. If the PCs investigate further, read the following: Investigating further, you find that the grate from the front of the air vent has been detached, and someone is inside. A rather unhappy-looking gnome, armed with various cleaning supplies, appears to be the source of the cursing heard before. At his feet is a large puddle of an inky black fluid. He notices you for the first time, and looks in your direction. He does not look pleased. “What do you want? This had better be good...” This is Furvor Brundlebagger, one of the maintenance staff. He can provide the following information, if questioned: BIS5-01 That’s Rhomstaff! Page 12 • He showed up a few minutes late for work today, and was punished with the task of cleaning up this mess. • He has no idea what the goo in the vent is, but it is making him sick. It is also proving very difficult to clean up. • He doesn’t know who found the goo in the vent. Considering the stench, he doesn’t think it would be hard to find. • After this, he will probably quit his job. A little tardiness is not worth this harsh a punishment. • The theater is lucky. If this mess had not been discovered, and the ventilation system was turned on for opening night, the stench would have filled the entire building. The vent area is a 5' cube, large enough for smaller PCs to enter without hindrance, and taller PCs if they duck. At the back of this space is a smaller duct, about 3' tall, which leads into the rest of the ventilation system. A successful Craft (alchemy) check (DC 15) will allow a PC to identify the goo as a substance extracted from an intact ghoul. A successful Search check (DC 18) will find footprints in the goo that do not match Furvor’s boots. If a PC has the Track feat, a successful Survival check (DC 25) will allow him to sort out the sets of footprints. This new set appears to originate within the puddle (there are no such footprints leading into it), and head deeper into the ventilation system. The trail becomes fainter, and finally disappears 20' into the vent passageways. The footprints are small, probably from a halfling or gnome. William can confirm that these ducts lead throughout the entire theater, and so the perpetrator could have gone anywhere. This is an important clue, as it tells PCs that the person they are looking for is a member of the smaller humanoid races. Nicholar provided his henchman, Adraeson, with some ghoul essence, and instructed him to taint the ventilation ducts. Nicholar did not think the odorous substance would be detected until the vents were activated for opening night. Adraeson made two mistakes. First, he placed the liquid too close to a well-trafficked area. Second, he stepped in the puddle, before heading back into the air shafts to escape. All APLs � Furvor Brundlebagger: Male gnome Com1; AL CG. ENCOUNTER 9: LARGE AND IN CHARGE This encounter occurs on Day 3, and is a major turning point in the plot. It takes place at the stage, location D on DM Aid – Map #1 – The Pellak Grand Theater. The PCs start wherever they are currently exploring, and are drawn to the encounter location. The bustle of activity around the theater has increased dramatically today. With just two short days before the opening of the new Pellak Grand Theater, everyone is scrambling to get last minute work done. You are making your way through the theater, when a sudden cacophony tears through the air, the sound of metal and stone being shattered. A deep roar follows soon after. It sounded like something is going on near the stage. If the PCs investigate, continue with the following: The horrible noises continue as you make your way to the stage. A small crowd has gathered, all watching a giant creature lumber about. Standing about twenty feet tall, it looks like a bald human, with radiant skin and giant golden wings. Its eyes glow with tiny jets of flame, and it carries a giant wooden staff, adorned with a multitude of runes. A tall Suloise woman nearby notices your interest in the creature, and nods proudly. “Impressive, isn’t he? Most expensive prop in the show... we weren’t even sure we could have him done in time.” She turns back towards the construct. Shaking her head disapprovingly, she barks instructions at a man standing just offstage. “No, no... He’s still leaning to the right. Phin, back it up, and let’s try again. Come on, people... we don’t want to be here all night!” The giant steps backwards, and stands straight. A number of stage hands hurry over to the still form, and start adjusting various parts of the beast. This is Jamin, the Prop Manager. She will be happy to chat about the construct, while she waits for her adjustments to be made. She can impart the following information: • The construct is the likeness of Kanner the Tall, a famous hero of Bissel during the Small War. He was a herald of Heironeous, the child of an archangel and a fire elemental lord. (He was much different than that, but Jamin doesn’t know it). • Brave adventurers met with Kanner, who gave up his legendary staff to help the March overcome the BIS5-01 That’s Rhomstaff! Page 13 Necromancer. (Jamin doesn’t know this for certain, but is fairly convinced of it.) • If a PC actually possesses Kanner’s Oakstaff (from BIS3-03 Oakstaff) and show it to Jamin, she will look it over inquisitively, and then tell the PCs that she is sure the ‘real’ staff didn’t look nearly that mundane. • This construct is a feat of magic and machinery. It is controlled by a set of gloves and a pair of goggles. (He gestures past the beast, offstage, where the PCs can see a man wearing these items). • Whatever the wearer of the gloves does, the construct mimics. • The goggles allow the controller to see through the construct’s eyes. After the PCs have had a few moments, to ask questions, continue reading this: Jamin claps her hands sharply and the stage hands give her their undivided attention. “Alright, let’s try this again, from the top...” The stage workers scramble out of the way. Moments later, the beast animates once more. You don’t really see any difference in its movement, but Jamin is visibly pleased. “Outstanding! Phin, I think you’ve got it! That certainly looks more ominous!” The beast turns sharply, and lumbers directly towards you and the Prop Manager. “Perfect! I love it! Alright, let’s shut him down. We’ve got more work to do.” The creature continues towards you. “Uhh, Phin... that’s enough. Thank you...” The giant Kanner raises his staff to strike, flame jetting from his eyes. Jamin and the other staff members will quickly get out of the way, leaving the PCs to deal with the giant prop. They need to disable it, or else it will damage them and the theater. Refer to DM Aid – Map #3 – Encounter 9 Combat. If PCs think to look for the controller of the beast, they will find Phineas unconscious, behind a pile of boxes offstage. The gloves and goggles are missing. Nicholar’s henchman, Adraeson, subdued Phineas, and stole the controls for the prop. He is now in one of the offstage storage areas, and will use the prop to attack the PCs, stage crew, and anything related to the production that looks valuable. APL 2 (EL 5) � Kanner Prop: Huge construct; hp 90; see Appendix One. APL 4 (EL 7) � Kanner Prop: Huge construct; hp 150; see Appendix One. APL 6 (EL 9) � Kanner Prop: Huge construct; hp 210; see Appendix One. APL 8 (EL 11) � Kanner Prop: Huge construct; hp 270; see Appendix One. APL 10 (EL 13) � Kanner Prop: Huge construct; hp 330; see Appendix One. APL 12 (EL 15) � Kanner Prop: Huge construct; hp 390; see Appendix One. Once the PCs disable the construct, read the following: With a final shudder, the giant beast screeches to a halt. Cries and shouts rise from the stage hands – some of joy and gratitude, others of panic. Jamin look devastated over the loss of her prop. “What...? How could this happen? What are we going to do, now?” A few stage hands call out to her. “We found Phineas, ma’am. He was unconscious. And these...” One of them holds up the gloves and goggles used to control the giant machine. “We found these in one of the store rooms.” Jamin looks about ready to cry. “Who... would do such a thing? We’re finished! How can we possibly fix this in two days?” If the PCs take a close look at the goggles, allow them a Search check (DC 20). A successful result means they find a few strands of brown hair on the goggles, which do not match Phineas’ hair. It is a fair (and correct) assumption that the hair belongs to the perpetrator. Continue on to Encounter 10. ENCOUNTER 10: DOWNS AND UPS This encounter takes place in the Producer’s office, location L on DM Aid – Map #1 – The Pellak Grand Theater. BIS5-01 That’s Rhomstaff! Page 14 The atmosphere in Estander’s office is subdued. The producer has called for a meeting of all major cast and crew, and the news is not likely to be pleasant. Estander stands solemnly, and looks around at the assembly. “I... I don’t know what to say.” He laughs nervously. “I wish I could just pick up a script, and read my lines to you... not sure I like the ending of this one...” He pauses, and takes a deep breath before continuing. “We’re being cancelled...” Cries of protest and panic go up from the room. “I know, I know... it’s not what I want, either... but our sponsors are tired of the delays... and scared off by the... problems... we’ve lost our funding.” He looks directly at you. “We did what we could...” A dozen voices erupt at once. Estander fights to keep control. “I know you’ve got children to feed, Jam... No, I don’t know what will happen to the Grand... No, I just don’t know...” The sound of someone loudly clearing his throat causes the panic to die down, as everyone turns to look for the source. William stands in the open doorway. Behind him stands a page, dressed in a fine silk tabard. PCs that succeed at a Knowledge (local – Sheldomar Valley Metaregion) or Knowledge (nobility) check (DC 15) recognize the page by his tabard as belonging to Viscountess Saralind Markavan, the Regent of the March of Bissel. “Uh, ex... excuse me, sir,” William stutters. “This fellow says he has a message for you?” The page walks into the office, nose slightly upturned. He presents Estander with a sealed note, pivots on his heels, and quickly departs. The producer breaks the seal, and quickly looks over the message. His face displays confusion, then shock and amazement. “How is this possible...?” “What is it, Estander?” someone interjects. The rest of the room waits on the edge of their seats. “We’re... she’s... see for yourself...” He passes the note around the room. Give the PCs Player Handout #3 - The Note from Lady Saralind, and continue: “Her Noble Ladyship... is going to back our production. And she’s coming to the premiere...” Jamin, the Prop Manager, looks up from the note, stunned. “We can afford to fix our broken props...” Barton, the Lead Stage Manager, shakes his head. “In two days? You really think we could get this all back together in two days?” Nicholar, the lead actor, stands, and turns to the group. “Do you know what this means? Once word gets out that the Regent is coming, every noble in Pellak will just HAVE to attend. They’ll bring their entourages, and families, and.... well, we’ll be an instant success!” An air of excitement begins to fill the room. Estander nods. “It won’t be easy... everyone, we must make this work. Double your efforts... whatever it takes to get the job done, do it. Barton, hire more hands if you need to.” The pleased chatter settles down, and there is a moment of silence. “Well, don’t just sit there... let’s get to it... the show must go on!” The cast and crew will quickly leave, to resume preparations for opening night. They are justified in their excitement - a successful opening night in front of the Regent would make the production a success. Nicholar, however, now has a new goal – the assassination of Lady Saralind. He will no longer seek to sabotage the production, and will instead do what he can to help it reach opening night. The PCs now have two days to continue their investigations as they see fit. They may investigate the mishaps (Encounters 3, 4, 7, and 8) or question the cast and crew (Encounter 5). In the latter case, emphasize how little time the staff has to speak with the PCs. If the adventure is doing well on time, continue on to Encounter 11 (which is optional). Otherwise, once the PCs have completed all of their investigations, continue on to Encounter 12. ENCOUNTER 11: I SPY, WITH MY LITTLE EYE This encounter occurs in the afternoon of Day 4. This encounter begins in the common seats, location F on DM Aid – Map #1 – The Pellak Grand Theater. The premiere of ‘That’s Rhomstaff!’ is now a mere 24 hours away, and the furious work of the cast and crew has settled down considerably; there is still much to do, but it is starting to look possible to complete on time. As you make your rounds through the theater, various crew members nod to you respectfully. For BIS5-01 That’s Rhomstaff! Page 15 the first time in a week, a full day has passed without something going wrong. Rumor has it that your presence is responsible. You are making your way through the main seating area of the theater, when [Random PC] sees movement out of his peripheral vision. Something is snooping around one of the balconies closest the stage. If you’re not mistaken, that is the balcony reserved for the Regent. If the PCs make any offensive moves, the figure notices, and steps into the shadows, hiding and going invisible, removing himself from their view. If they head for the balcony to investigate, proceed with this text: Heading to the balcony, you find… nothing. Whoever was here just moments before has apparently vanished into thin air. “Do you always go jauntin’ about like that?” A voice comes from the empty air beside you. Moments later, that space is filled with a lithe man, features hidden beneath a concealing cloak. “Seriously… never mind my noticing you. I’d bet old Evard heard you up in Thornward from here. Sneaking up on someone usually involves some degree of subtlety, ye ken?” Noticing your reactions, the man cracks a slight smile. “No reason to worry about me. Padamiir Smithsman, at your service.” He extends a hand in greeting. “I’m one of the Lady’s personal bodyguards. Just makin’ sure everything is alright for her appearance, tomorrow night.” This man is not Padamiir Smithsman, nor is he a personal bodyguard. This man is an agent of the Mist Chameleons, the (in)famous spy network loyal to Bissel and her rulers. If a PC wishes to make a Sense Motive check against him, allow it. However, keep in mind that the only thing he is lying about is his identity, and he is a very good liar. If a PC is a member of the Mist Chameleons, have the agent make a Bluff check (DC 15). Success means the PC recognizes key phrases or gestures that are used by Mist Chameleon agents to identify each other. A nonmember may attempt a Sense Motive check against the Bluff result to attempt to intercept the message, but with a -20 penalty to account for insider information and frequently changed code words. The PCs will likely not trust this man, or at least will probably think something amiss about him. Under no circumstances will he admit who he is, or whom he works for. He is shielded by a mind blank spell. If pressed, he will produce a writ from Regent Saralind, permitting him free access to all of Bissel. This is pretty much a blank check, allowing him to do anything he feels necessary to ensure national security. If PCs demand he speak with Estander, the two of them will disappear into the Producer’s office for a few minutes. Then Estander will emerge, pale-faced, and insist that the PCs do not obstruct the agent. If the PCs attack the agent, he will likely win initiative, cast a quickened nonlethal substituted ray of frost (1d3 + 5d6 sneak attack), and then dimension door away before anyone can do anything. PCs will definitely not get the Commendation of the Mist Chameleons reward nor will they be able to use the Mist Chameleon half of the Personal Favor of the Regent reward. He can provide the following information, if questioned peacefully: • He has worked for Regent Saralind since she was elected to the position. He served Margraves Larrangin and Walgar before that. • If a snide remark (or even a questionable comment) is made about Saralind, he snaps “She’s good enough for US to invest our loyalty in. Why isn’t she good enough for you? Or aren’t you for the good of Bissel..?” He will not say who ‘us’ refers to. • Tomorrow night, he and another bodyguard will be here in the balcony with Saralind and her guests. • Saralind’s guests are the baroness of Misty Hills, and the high priest of Heironeous. A Sense Motive check (DC 20) notices that he mentions the first name with some reverence. • He is currently looking around for any security concerns. He is pleased to say he has found nothing amiss. When the PCs stop bothering him, the agent will return to his inspection of the balcony. All APLs � Mist Chameleon Agent: Male human Rog3/Sor6/Arcane Trickster7 (+10 Init modifier, Bluff +18, Hide +34, Sense Motive +21); AL NG. ENCOUNTER 12: LIVE, FROM PELLAK, IT’S OPENING NIGHT This encounter occurs in the evening of Day 5. This encounter begins at the stage, location D on DM Aid – Map #1 – The Pellak Grand Theater. This encounter and the next are complicated and the PCs actions can make them even more so; be prepared to adapt the text as needed to move the action forward along the path defined below. The tension in the air is thick, as Estander shouts out his warning. “Five minutes to curtain!” Looking out from the side of the stage, you can see that the newly opened theater is packed. Every BIS5-01 That’s Rhomstaff! Page 16 private balcony is full, and everyone who is anyone is here. The balcony just to the left of the stage is currently occupied by Lord Mayor Jacen Aldenvor and several local dignitaries. Sir Jerius Greenblade, the Chief of Staff of the Knights of the Watch in Bissel, is seated in the next section, along with a number of knights. Two balconies are filled with priests of Zilchus - not surprising, as high priestess Jorollane is one of the major backers of the production. Several more balconies are occupied by the lords of nearby baronies, and their entourages - Lord Marcomir of Davoniya, Lord Sollus of Paercium, and Lord Ceanatis of Kynneret. Most notably, the balcony just to the right of the stage is occupied by Her Noble Ladyship, Lady Saralind, Regent of the March. On her right is Lady Imycina Trefeloess, baroness of the Misty Hills. On her left, Malto Adeur, high priest of Heironeous. The three seem to be caught up in some rather pleasant conversation. PCs with true seeing or detect invisible can see that there are two invisible figures standing in the shadows behind the Regent and her guests. One of them is the agent from encounter 11. If a PC wishes to attempt to read Saralind’s lips, he can make a Spot check (DC 15). If he succeeds, he can tell they are exchanging jokes, and otherwise behaving like old friends. If the check fails by five or more, give them the cryptic phrase “I look inside myself, and see my heart is black. Be ready, for the attack comes after I dance.” All APLs � Lady Saralind Markavan: Female human Wiz18; AL LG. Once PCs are finished with any attempts to eavesdrop on the Regent, continue: Below, the common seats are mobbed by many excited citizens of Pellak. Once word got out about the play, it quickly became the focus of all local gossip. Hundreds of people have turned out to hear stories of their favorite heroes, and their valiant struggles against the forces of evil. The lights are suddenly dimmed, and a hush falls over the crowd. Softly, the orchestra begins to play a gentle, comforting melody. A pool of light appears in the center of the stage, and slowly broadens to show rolling hills and fields. A chorus of voices emanates from the stage. “Tell a tale of fair Rypthorn... Tradition long and grand... And the man that ruled her... Lord Evard Markavan... Baron Evard, wizard strong... Walgar’s loyal man... Hid from all, his dark deceit... And shaped his conquest plan...” The scene changes, now showing a brightly lit hall. Three men step to center stage, dressed in the trappings of the Margrave Walgar and the Knights of the Watch. A dozen other men, in noble finery, enter and join them. “Assuring smile and gracious gaze... Carefully hid the worst... For ‘mid the Barons Council... Blood would quench his thirst...” One of the nobles, playing Lord Evard, raises his arms. Black arcane fire lances forth. Before it can strike Margrave Walgar, the two Knights of the Watch leap forth and sacrifice themselves to save him. “Treachery foul, the plot revealed... In the eleventh hour... Foul allies came, from dark of shadow... To show Lord Evard’s power...” The Margrave and the other Barons flee from the stage, leaving Evard alone. From every corner of the stage, other figures emerge – dark-robed wizards, humanoids, and foul undead. Estander stands near you, watching his creation come to life. He silently mouths every word spoken, and looks very pleased at how things are progressing. Continue reading this text, but substitute where indicated the line the PCs came up with in Encounter 1. If they did not come up with anything (or it wasn’t appropriate), use the line “To rid this evil from the land...” The scene changes again to show a rocky valley. At the end of the valley sits an impregnable fortress. A legion of soldiers marches onto the stage from each side. “But strong of heart did rally on... To stand against Lord Evard’s hand... To darkest Rypthorn marched... [Insert PC line] Calignosis! Calignosis! Evard’s hidden fortress keep... Our soldiers left for death’s front door... Their widows were left to weep....” Suddenly, a look of slight confusion crosses Estander’s face. “What is he doing?” he whispers under his breath. You look across the stage, searching for the source of his dismay. A stage hand stands in the opposite wing, a halfling with brown hair. It appears BIS5-01 That’s Rhomstaff! Page 17 he is cutting one of the ropes that secure the scenery hanging from the catwalks above the stage. “Quick!” Estander hisses. “Stop him before he ruins everything!” It is very important that the PCs are not able to capture Adraeson until he reaches Nicholar’s dressing room. If they employ magic that would ensnare him, he will automatically make any saving throws to shrug it off. If they choose alternate tactics to try and chase him down, feel free to take poetic liberties to make it exciting, yet fruitless. If the PCs move closer to investigate, continue reading: You hurry behind the stage, anxious to reach the other side and the villain you’ve been pursuing. As you round the corner, the stage hand notices you. He turns, and scowls. Suddenly, the stage lighting goes dark. “As Evard stood before defeat... Darkness struck the valley blind... Calignosis faded from the world... The dark lord left the March behind...” If the PCs have darkvision, they see Adraeson grab one nearby rope and cut another. He is launched into the air, up to the catwalks. Continue reading this text: The stage lights back up, now showing a barren, lifeless landscape of ash where Evard’s fortress once stood. You also find empty space where your quarry stood, just moments ago. If the PCs did not see Adraeson flee to the catwalks, let them puzzle it out for a moment. If they specifically look up, or succeed on a Spot check (DC 15), continue reading: Looking up into the catwalks above the stage, you see the halfling crouched on a catwalk section, peering back down at you. The PCs can easily climb the ladders up to the catwalks, or find a different way up, if they prefer. Once they do, continue reading: You quickly work your way up to the catwalks. It appears that your quarry has once again disappeared. The scene below shifts. Once more, it shows the same rolling hills and fields of the Barony of Rypthorn. This time, however, the land is scarred from the great battle against Evard. “Lord Evard gone, the darkness purged... Rypthorn was beset by peace... The people started to rebuild... And in their lives they gained new lease...” The scarred landscape fades, and is replaced by the same land today. Fields are green, and homes are rebuilt. However, the damage done by the Necromancer is still evident. Somewhere in the distance, a storm approaches. There is a flash of lightning, and the deep rumble of thunder. “A decade passed, the March moved on... Deeper worries upon our brow... Rypthorn - now a forgotten name... Rhomstaff, as we call it now ... The call went out, an army marched... Wicked upon Arvinshire... Lord Evard stood upon the field... Bathed in cloak of unholy fire...” Suddenly, one of the lightning blasts erupts near the rear of the stage. For a brief moment, you see the shadow of a stage hand projected clearly against the back wall, as he runs towards the far end of the catwalks. Wait for players to indicate that they are continuing the chase. Then choose one or more PCs at random (see below). You head after the saboteur, but the advantage appears to be his. He moves nimbly across the catwalks, completely comfortable with the terrain, even in this less than perfect light. Suddenly, he turns and slices through a nearby rope with his dagger. Sandbags above swing wildly in your direction. Point at the random PCs you selected above. APL 2 (EL 1) � Swinging Sandbag: CR 1; mechanical; manual trigger; manual reset; Atk +12 ranged (1d8 nonlethal, sandbag); Search NA; Disable Device NA. APL 4 (EL 3) � Swinging Sandbags (2): CR 1; mechanical; manual trigger; manual reset; Atk +14 ranged (1d8 nonlethal, sandbag); Search NA; Disable Device NA. APL 6 (EL 5) � Swinging Sandbags (3): CR 2; mechanical; manual trigger; manual reset; Atk +16 ranged (2d8 nonlethal, sandbag); Search NA; Disable Device NA. APL 8 (EL 7) � Swinging Sandbags (4): CR 3; mechanical; manual trigger; manual reset; Atk +18 ranged (3d8 nonlethal, sandbag); Search NA; Disable Device NA. APL 10 (EL 9) � Swinging Sandbags (4): CR 5; mechanical; manual trigger; manual reset; Atk +20 ranged (4d8 nonlethal, sandbag); Search NA; Disable Device NA. BIS5-01 That’s Rhomstaff! Page 18 APL 12 (EL 11) � Swinging Sandbags (5): CR 6; mechanical; manual trigger; manual reset; Atk +22 ranged (6d8 nonlethal, sandbag); Search NA; Disable Device NA. Any PC who takes more nonlethal damage then they have hit points is knocked unconscious and falls down upon the catwalk (narrowly averting a fall to the ground below). Have all of the conscious PCs make Balance checks (DC 10). For those who fail the check: You lose your footing. You fall from the catwalks, but manage to get a handhold and save yourself from certain death. For those who succeed at the check: You manage to avoid a deadly fall from the catwalks, but you are distracted from your target by your efforts to avoid a fall. Read to all: The stage hand glares in your direction, before leaping from the far end of the catwalks. He grabs a support line, and slides down to the backstage floor below, narrowly missing a few of Evard’s undead minions, en route to terrorize the March. He hits the floor, and runs off towards the western hallways. Once the PCs climb down and follow Adraeson, continue reading this text: Following the western hallway, you come to the dressing rooms. One door stands ajar – the one belonging to Nicholar, the lead actor. Just inside, you can see the halfling you’ve been chasing. He is holding his head in his hands, and looks very confused. “What... what am I doing here? I just had the most horrible dream...” This is Adraeson, the stage hand that is behind the mishaps plaguing ‘That’s Rhomstaff!’. Nicholar has been dominating him since the production began, and using him to cause all the disturbances. Adraeson is stunned by what has gone on, but he will provide the following information if questioned: • He was hired as a stage hand, during the first week of the production. • Nicholar, the lead actor, called him into this dressing room about five minutes ago. (By Adraeson’s reckoning. This was actually months ago.) • Upon entering the dressing room, he felt a bit dizzy. He started daydreaming. • In his daydreams, he remembers sabotaging the play. He can describe the five mishaps in vivid detail. • He remembers Nicholar repeatedly telling him to return here if anything went wrong. Nicholar’s desk is covered in script pages. A PC that makes a successful Search check (DC 10) will find Nicholar’s journal. Give the finder Player Handout #4 - Excerpts from Nicholar’s Journal. It details Nicholar’s corruption and plot against the Regent. A PC that makes a successful Search check (DC 20) finds a secret drawer that not even Nicholar is aware of; it contains a number of items of value that belonged to the desks previous owner: APL 2 Quaal’s feather token (anchor) Quaal’s feather token (fan) APL 4 elixir of vision silversheen APL 6 Quaal’s feather token (tree) Quaal’s feather token (bird) APL 8 Quaal’s feather token (whip) Quaal’s feather token (swan boat) APL 10 Heward’s handy haversack brooch of shielding APL 12 chime of opening golembane scarab When the PCs decide to head back to the stage, continue on to Encounter 13. ENCOUNTER 13: READY FOR MY CLOSE UP This encounter occurs at the common seating and stage areas, locations D and F on DM Aid – Map #1 – The Pellak Grand Theater. The doors to the main room swing open, just in time for a huge wave of water to wash over you. The audience gasps. The destruction of Clunther complete, the illusion of Lake Hasra fades away. It is replaced by a single pool of light on the stage. Nicholar, portraying Evard the Necromancer, steps into the light. Behind him in the darkness, you can just make out several prominent Bissel landmarks, all shrouded in shadow. He raises his arms towards the balconies, and his voice fills the air. “Too long has Bissel run astray … Fires of weakness too long been fanned … My strength will heal the March’s sins … The time for change is now at hand …” As he finishes, Nicholar turns to face Lady Saralind’s balcony. He slowly advances, intoning the BIS5-01 That’s Rhomstaff! Page 19 words of a spell. It is then that you notice the dark shapes in the shadow around him, waiting to defend their master. Please refer to DM Aid – Map #1 – Encounter 13 Combat. The PCs may immediately make a Spellcraft check (DC 10) to notice that he is really casting a spell. If the PCs immediately decide to intervene, they will get a surprise round. Different things will happen, during the first combat round, depending on the actions of the PCs. PCS HARM NICHOLAR DURING THE SURPRISE ROUND OR READY TO STOP HIS SPELLCASTING: Nicholar will break off his assault on the Regent and will attack the PCs instead. He will save his phantasmal killer spell for his original target. His undead servants will move to intercept the PCs. PCS STAND IDLE, DO NOT REACH NICHOLAR IN TIME, OR ATTACK HIS SERVANTS INSTEAD: During the first combat round, Nicholar will cast phantasmal killer from a scroll at Lady Saralind. The Regent will succeed on the saving throw but is still very badly injured. Several Mist Chameleon bodyguards will leap from the shadows and pull the wounded lady away to safety. If Nicholar is allowed to harm the Regent, the PCs will not receive the Personal Favor of the Regent or Commendation of the Mist Chameleon rewards. More is at stake during this combat than just the Regent’s life. ‘That’s Rhomstaff!’ needs to have a successful opening night, and the closing number could make or break the entire show. As the combat begins, start a counter at zero. For every combat round that passes, increment the counter. Every time the PCs do something flashy or dramatic, describe the reaction of the audience, and increment the counter as below: 1 point Each round of combat. 1 point Each critical hit by a PC. 1 point Each battle cry by a PC. 1 point Each time a PC tumbles. 2 points Each time a PC wields a flashy weapon (once per weapon only). 2 points Each PC bard who sings to enhance his comrades in battle. 3 points Each time PC speaks lines of poetry that could be part of play. 3 points For each time a PC casts a spell with a flashy visual component. At the end of combat, if the counter totals less than 13 + the APL, continue to Ending A in the Conclusion. Otherwise, the counter has reached the required score for Ending B in the Conclusion. If the PCs obtain the required score, they receive the Favor of Estander the Playwright and On Tour! rewards. APL 2 (EL 6) � Nicholar: Male human Sor4; hp 15; see Appendix One. � Troglodyte Zombies (3): hp 29 each; see Monster Manual page 265. APL 4 (EL 8) � Nicholar: Male human Sor6; hp 23; see Appendix One. � Shadows (3): hp 19 each; see Monster Manual page 221. APL 6 (EL 10) � Nicholar: Male human Sor8; hp 30; see Appendix One. � Wraiths (3): hp 32 each; see Monster Manual page 257. APL 8 (EL 12) � Nicholar: Male human Sor10; hp 38; see Appendix One. � Spectres (3): hp 45 each; see Monster Manual page 232. BIS5-01 That’s Rhomstaff! Page 20 APL 10 (EL 14) � Nicholar: Male human Sor12; hp 45; see Appendix One. � Greater Shadows (3): hp 58 each; see Monster Manual page 221. APL 12 (EL 16) � Nicholar: Male human Sor14; hp 53; see Appendix One. � Dread Wraiths (3): hp 104 each; see Monster Manual page 257. CONCLUSION ENDING A Use this ending if the counter (in Encounter 13) totaled less than 13 + the APL. With a final blow, Nicholar drops to his knees, one arm outstretched, as if clinging to the air above him. The orchestra pit is silent, and the audience watches on breathlessly. The actor takes one last look at you, and whispers a single word: “Upstaged...” He collapses, never to move again. There is a flurry of movement from the off-stage wings, and a group of actors rush out onto the stage around you. They begin to sing, as if this was all just part of the play: “Tell a tale of Bissel strength... Against great odds, we stand as one... We take a lashing at the dawn... And win the fight as day is done... Though Evard’s evil is so strong... Never forget the other half... Valiant heroes gave their lives... And thaaaat’s Rhommmmstaff!” There is a long moment of silence. There are a few confused murmurs from the audience, followed by applause. The entire cast comes to the stage for their curtain call, and they insist that you stay for this moment of triumph, as well. There is a sense of relief from all those assembled. A few minutes later, you depart the stage, and are met by Estander. “My friends!” he exclaims. “You’ve done it! You’ve broken our streak of bad luck. I knew you would, right from the moment I met you.” One of the cast speaks up. “Your play is a hit, Estander.” “So it would seem...” he shrugs. “It didn’t get the reception I had hoped. It needs more flash and flare. Maybe I should take it back to the drawing board.” Estander flashes a grin. “Perhaps I’ll leave out the dastardly plot, this time.” “I can’t think of how...” Estander trails off, looking at something behind you. If the PCs saved the Regent from harm, read this text: You turn, and standing before you is Her Noble Ladyship, Lady Saralind, and her retinue of guards. “I understand that you’ve done a great service to the March, today... and as well, a great service to me.” She looks your group over with careful eyes. “I still do not yet understand fully what has taken place. But, rest assured, I always repay my debts.” With that, the Regent and her guards turn, and depart. Estander looks at you with a grin. “What do you know? Not just heroes of the production, but heroes of Bissel...” He chuckles slightly, as a crew member passes him a wine glass. “Well then, my heroes, tonight we drink to honor our success. And we owe that success to you.” With that, cast members uncork bottles of wine, and the celebration begins. If the PCs did not save the Regent from harm, read this text: You turn, and standing before you is a page, dressed in the colors of the Barony of the Misty Hills. “Her Prominence, Lady Imycina, wishes me to inform you that Her Noble Ladyship was seriously injured in the attack this evening, but that she will recover. Of course, there will need to be a full investigation... She will be in contact, very soon.” With that, the page turns and departs. Estander looks at you with a pensive gaze. “Regrettable, that we could not do anything else to prevent this.” He shakes his head in dismay. “Well, no sense in dwelling on something we cannot change.” A crew member passes him a wine glass. “Well then, my heroes, tonight we drink to honor our success. And we owe that success to you.” With that, cast members uncork bottles of wine, and the celebration begins. ENDING B Use this ending if the counter (in Encounter 13) totaled 13 + the APL or more. With a final blow, Nicholar drops to his knees, one arm outstretched, as if clinging to the air above him. The orchestra pit is silent, and the audience watches on breathlessly. The actor takes one last BIS5-01 That’s Rhomstaff! Page 21 look at you, and whispers a single word: “Upstaged...” He collapses, never to move again. Instantly, great cheers go up from the audience. There is a flurry of movement from the off-stage wings, and a group of actors rush out onto the stage around you. They begin to sing, as if this was all just part of the play: “Tell a tale of Bissel strength... Against great odds, we stand as one... We take a lashing at the dawn... And win the fight as day is done... Though Evard’s evil is so strong... Never forget the other half... Valiant heroes gave their lives... And thaaaat’s Rhommmmstaff!” A mere moment later, the theater erupts with activity. Every man, woman, and child in the audience is on their feet, applauding with all their might. The entire cast comes to the stage for their curtain call, but afterwards even they are cheering to you, as the true stars of this show. A few minutes later, you depart the stage, and are met by Estander. “Outstanding!” he exclaims. “You’ve done it! Not only did you uncover the dastardly plot, but you were brilliant on stage!” One of the cast speaks up. “Your play is a hit, Estander.” “No, no way...” he retorts. “That wasn’t my play, out there. I mean, it may have been born as my play, but these paragons of theater gave it life!” He gestures towards you. The rest of the cast nods in agreement. “I can’t think of how...” Estander trails off, looking at something behind you. If the PCs saved the Regent from harm, read this text: You turn, and standing before you is Her Noble Ladyship, the Regent Saralind, and her retinue of guards. “I understand that you’ve done a great service to the March, today... and as well, a great service to me.” She looks your group over with careful eyes. “I still do not yet understand fully what has taken place. But, rest assured, I always repay my debts.” With that, the Regent and her guards turn, and depart. Estander looks at you with a grin. “What do you know? Not just heroes of the production, but heroes of Bissel...” He chuckles slightly. “Well then, my heroes, I have a question to ask you. After seeing you on that stage, tonight, I realize that my vision for ‘That’s Rhomstaff!’ was lacking something. The adventure, the struggle, the excitement... I only write about them, while you’ve been there, actually experienced them. I want you... nay, need you, in our production. What do you say?” As Estander waits for your reply, cast members uncork bottles of wine, and the celebration begins. If the PCs did not save the Regent from harm, read this text: You turn, and standing before you is a page, dressed in the colors of the Barony of the Misty Hills. “Her Prominence, Lady Imycina, wishes me to inform you that Her Noble Ladyship was seriously injured in the attack this evening, but that she will recover. Of course, there will need to be a full investigation... She will be in contact, very soon.” With that, the page turns and departs. Estander looks at you with a pensive gaze. “Regrettable, that we could not do anything else to prevent this.” He shakes his head in dismay. “Well, no sense in dwelling on something we cannot change. I have a question to ask you. After seeing you on that stage, tonight, I realize that my vision for ‘That’s Rhomstaff!’ was lacking something. The adventure, the struggle, the excitement... I only write about them, while you’ve been there, actually experienced them. I want you... nay, need you, in our production. What do you say?” As Estander waits for your reply, cast members uncork bottles of wine, and the celebration begins. The End EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 9 Defeat the Kanner Construct APL 2: 150 xp. APL 4: 210 xp. APL 6: 270 xp. APL 8: 330 xp. APL 10: 390 xp. APL 12: 450 xp. BIS5-01 That’s Rhomstaff! Page 22 Encounter 12 Survive the sandbag trap APL 2: 30 xp. APL 4: 90 xp. APL 6: 150 xp. APL 8: 210 xp. APL 10: 270 xp. APL 12: 330 xp. Encounter 13 Defeat Nicholar and his minions APL 2: 180 xp. APL 4: 240 xp. APL 6: 300 xp. APL 8: 360 xp. APL 10: 420 xp. APL 12: 480 xp. Story Award Settling the disgruntled crew members in Encounter 7 All APLs: 20 xp. Prevent Nicholar from harming the Regent in Encounter 13 APL 2: 30 xp. APL 4: 60 xp. APL 6: 90 xp. APL 8: 120 xp. APL 10: 150 xp. APL 12: 180 xp. Discretionary roleplaying award APL 2: 40 xp. APL 4: 55 xp. APL 6: 70 xp. APL 8: 85 xp. APL 10: 100 xp. APL 12: 115 xp. Total possible experience APL 2: 450 xp. APL 4: 675 xp. APL 6: 900 xp. APL 8: 1,125 xp. APL 10: 1,350 xp. APL 12: 1,575 xp. TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional adventure, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter 12: APL 2: L: 0 gp, C: 0 gp, M: Quaal’s feather token (anchor) (4 gp), Quaal’s feather token (fan) (17 gp). APL 4: L: 0 gp, C: 0 gp, M: Quaal’s feather token (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir of vision (21 gp), silversheen (21 gp). APL 6: L: 0 gp, C: 0 gp, M: Quaal’s feather token (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir of vision (21 gp), silversheen (21 gp), Quaal’s feather token (tree) (33 gp), Quaal’s feather token (bird) (25 gp). APL 8: L: 0 gp, C: 0 gp, M: Quaal’s feather token (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir of vision (21 gp), silversheen (21 gp), Quaal’s feather token (tree) (33 gp), Quaal’s feather token (bird) (25 gp), BIS5-01 That’s Rhomstaff! Page 23 Quaal’s feather token (swan boat) (38 gp), Quaal’s feather token (whip) (42 gp). APL 10: L: 0 gp, C: 0 gp, M: Quaal’s feather token (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir of vision (21 gp), silversheen (21 gp), Quaal’s feather token (tree) (33 gp), Quaal’s feather token (bird) (25 gp), Quaal’s feather token (swan boat) (38 gp), Quaal’s feather token (whip) (42 gp), Heward’s handy haversack (167 gp), brooch of shielding (125 gp). APL 12: L: 0 gp, C: 0 gp, M: Quaal’s feather token (anchor) (4 gp), Quaal’s feather token (fan) (17 gp), elixir of vision (21 gp), silversheen (21 gp), Quaal’s feather token (tree) (33 gp), Quaal’s feather token (bird) (25 gp), Quaal’s feather token (swan boat) (38 gp), Quaal’s feather token (whip) (42 gp), Heward’s handy haversack (167 gp), brooch of shielding (125 gp), chime of opening (250 gp), golembane scarab (208 gp). Encounter 13: APL 2: L: 25 gp, C: 0 gp, M: bracers of armor +1 (83 gp), potion of cure moderate wounds (25 gp), ring of protection +1 (167 gp), arcane scroll of phantasmal killer (7th level caster) (58 gp). APL 4: L: 25 gp, C: 0 gp, M: bracers of armor +1 (83 gp), potion of cure moderate wounds (25 gp), ring of protection +1 (167 gp), arcane scroll of phantasmal killer (7th level caster) (58 gp), amulet of natural armor +1 (167 gp), potion of barkskin +2 (25 gp). APL 6: L: 25 gp, C: 0 gp, M: bracers of armor +2 (333 gp), potion of cure moderate wounds (25 gp), ring of protection +1 (167 gp), arcane scroll of phantasmal killer (7th level caster) (58 gp), amulet of natural armor +1 (167 gp), potion of barkskin +2 (25 gp), ring of mind shielding (667 gp). APL 8: L: 25 gp, C: 0 gp, M: bracers of armor +2 (333 gp), potion of cure moderate wounds (25 gp), ring of protection +1 (167 gp), arcane scroll of phantasmal killer (7th level caster) (58 gp), amulet of natural armor +1 (167 gp), potion of barkskin +2 (25 gp), ring of mind shielding (667 gp), cloak of charisma +2 (333 gp), ring of sustenance (208 gp). APL 10: L: 25 gp, C: 0 gp, M: bracers of armor +3 (750 gp), potion of cure moderate wounds (25 gp), ring of protection +2 (667 gp), arcane scroll of phantasmal killer (7th level caster) (58 gp), amulet of natural armor +1 (167 gp), potion of barkskin +2 (25 gp), ring of mind shielding (667 gp), cloak of charisma +2 (333 gp), ring of sustenance (208 gp). APL 12: L: 25 gp, C: 0 gp, M: bracers of armor +3 (750 gp), potion of cure moderate wounds (25 gp), ring of protection +2 (667 gp), arcane scroll of phantasmal killer (7th level caster) (58 gp), amulet of natural armor +1 (167 gp), potion of barkskin +2 (25 gp), ring of mind shielding (667 gp), cloak of charisma +4 (1,333 gp), ring of sustenance (208 gp). Conclusion: All APLs: L: 0 gp, C: 100 gp, M: 0 gp. Total Possible Treasure (Maximum Reward Allowed) APL 2: L: 25 gp, C: 100 gp, M: 354 gp – Total: 479 gp (450 gp). APL 4: L: 25 gp, C: 100 gp, M: 588 gp – Total: 713 gp (650 gp). APL 6: L: 25 gp, C: 100 gp, M: 1,563 gp – Total: 1,688 gp (900 gp). APL 8: L: 25 gp, C: 100 gp, M: 2,184 gp – Total: 2,309 gp (1,300 gp). APL 10: L: 25 gp, C: 100 gp, M: 3,393 gp – Total: 3,518 gp (2,300 gp). APL 12: L: 25 gp, C: 100 gp, M: 4,851 gp – Total: 4,976 gp (3,300 gp). ITEMS FOR THE ADVENTURE RECORD Special � Favor of Estander the Playwright: This PC has earned the favor of Estander, the author and producer of ‘That’s Rhomstaff!’. Estander has agreed to sell some of the theater’s excess magical gear. You may spend this favor during a Bissel Regional or Sheldomar Valley Metaregional adventure to gain access (Frequency: Adventure) to purchase one, and only one, of the following items (circle the one selected): hand of the mage, hat of disguise, lyre of building, Nolzur’s marvelous pigments, ring of invisibility, ring of telekinesis. Mark this favor as USED when spent. � On Tour!: This PC has helped ‘That’s Rhomstaff!’ become a success and has agreed to tour as part of the production cast. You must immediately spend 6 additional TUs or cross off this reward and lose its benefits. If you do spend time touring, you earn an additional 100 gp (above and beyond the gp cap for your APL) in salary. You also gain a +2 circumstance bonus to all Bluff, Diplomacy, Gather Information, and Perform checks made during any adventure set within Bissel due to your fame as a star on the stage. � Personal Favor of the Regent: You have saved the life of Her Noble Ladyship, the Regent Saralind, and she always repays her debts in full. You may retain this favor for some future use or spend it (marking it as USED) during any Bissel Regional or Sheldomar Valley Metaregional adventure to gain one, and only one, of the following benefits (circle the one chosen): BIS5-01 That’s Rhomstaff! Page 24 • You may have one raise dead spell cast on your behalf at the Temple of Heironeous in Pellak at a cost of 4,000 gp and 2 TUs. • You may request the assistance of the Mist Chameleons, the spy network loyal to the rulers of Bissel. You may inquire about one subject of interest. Information about this subject is discretely delivered to you 12 hours later. In all other regards, this is similar to the use of a legend lore spell. Results are at the discretion of the DM. � Commendation from the Mist Chameleons: This PC, a member of the Mist Chameleons metaorganization, has done an exemplary job of protection the Regent from harm. This PC’s superiors have noticed. This adventure may be counted as one TU towards the yearly TU cost for the Mist Chameleons metaorganization. Item Access APL 2: • Arcane Scroll of Phantasmal Killer (7th level caster; Adventure; DMG) • Quaal’s Feather Token - Anchor (Adventure; DMG) • Quaal’s Feather Token - Fan (Adventure; DMG) APL 4 (all of APL 2 plus the following): • Elixir of Vision (Adventure; DMG) • Silversheen (Adventure; DMG) APL 6 (all of APLs 2, 4 plus the following): • Bracers of Armor +2 (Adventure; DMG) • Quaal’s Feather Token - Bird (Adventure; DMG) • Quaal’s Feather Token - Tree (Adventure; DMG) • Ring of Mind Shielding (Adventure; DMG) APL 8 (all of APLs 2, 4, 6 plus the following): • Quaal’s Feather Token – Swan Boat (Adventure; DMG) • Quaal’s Feather Token - Whip (Adventure; DMG) • Ring of Sustenance (Adventure; DMG) APL 10 (all of APLs 2, 4, 6, 8 plus the following): • Bracers of Armor +3 (Adventure; DMG) • Brooch of Shielding (Adventure; DMG) • Heward’s Handy Haversack (Adventure; DMG) • Ring of Protection +2 (Adventure; DMG) APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): • Chime of Opening (Adventure; DMG) • Cloak of Charisma +4 (Adventure; DMG) • Golembane Scarab (Adventure; DMG) BIS5-01 That’s Rhomstaff! Page 25 APPENDIX 1 – MONSTER AND NPC STATISTICS APL 2 ENCOUNTER 9 Kanner Prop: CR 5; Huge Construct; HD 8d10+40; hp 90; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, flat-footed 13; Base Atk +6; Grp +18; Atk +8 melee (1d8+6, slam); Full Atk +8 melee (1d8+6, slam); Space/Reach 15 ft./10 ft.; SA Eye fire; SQ Construct traits, hardness 5; AL N; SV Fort +2, Ref +1, Will -3; Str 18, Dex 8, Con -, Int -, Wis 1, Cha 1. Eye Fire (Ex): The Kanner Prop can project a 10- foot cone of fire from its eyes once every 2d4 rounds. Damage 1d6 fire, Reflex DC 14 half. The save DC is Con-based. ENCOUNTER 13 Nicholar: Male human Sor4; CR 4; Medium humanoid (human); HD 4d4+4; hp 15; Init +1; Spd 30 ft; AC 13, touch 12, flat-footed 12; Base Atk +2; Grp +3; Atk +4 melee (1d4+1/19-20, dagger); Full Atk +4 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +2, Ref +2, Will +4; Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 17. Skills and Feats: Bluff +10, Concentration +8, Knowledge (arcana) +6, Perform (act) +6, Perform (dance) +6, Spellcraft +7; Combat Casting, Point Blank Shot, Precise Shot. Sorcerer Spells Known (6/7/4; save DC 13 + spell level): 0 – detect magic, light, mage hand, message, read magic, touch of fatigue; 1st – cause fear, mage armor, magic missile; 2nd – scorching ray. Possessions: masterwork dagger, bracers of armor +1, potion of cure moderate wounds, potion of nondetection, ring of protection +1, arcane scroll of phantasmal killer (7th level caster), arcane scroll of dominate person (9th level caster). APL 4 ENCOUNTER 9 Kanner Prop: CR 7; Huge Construct; HD 16d10+40; hp 150; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, flat-footed 13; Base Atk +12; Grp +26; Atk +16 melee (2d6+9, slam); Full Atk +16 melee (2d6+9, slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; SQ Construct traits, hardness 5; AL N; SV Fort +5, Ref +4, Will +0; Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1. Eye Fire (Ex): The Kanner Prop can project a 10- foot cone of fire from its eyes once every 2d4 rounds. Damage 2d6 fire, Reflex DC 18 half. The save DC is Con-based. ENCOUNTER 13 Nicholar: Male human Sor6; CR 6; Medium humanoid (human); HD 6d4+6; hp 23; Init +1; Spd 30 ft; AC 14, touch 12, flat-footed 13; Base Atk +3; Grp +4; Atk +5 melee (1d4+1/19-20, dagger); Full Atk +5 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +3, Ref +3, Will +5; Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 17. Skills and Feats: Bluff +12, Concentration +10, Knowledge (arcana) +8, Perform (act) +7, Perform (dance) +6, Spellcraft +9; Combat Casting, Point Blank Shot, Precise Shot, Spell Focus (necromancy). Sorcerer Spells Known (6/7/6/4; save DC 13 + spell level, 14 + spell level for necromancy spells): 0 – detect magic, ghost sound, light, mage hand, message, read magic, touch of fatigue; 1st – cause fear, disguise self, mage armor, magic missile; 2nd – invisibility, scorching ray; 3rd - lightning bolt. Possessions: masterwork dagger, amulet of natural armor +1, bracers of armor +1, potion of barkskin +2, potion of cure moderate wounds, potion of nondetection, ring of protection +1, arcane scroll of phantasmal killer (7th level caster), arcane scroll of dominate person (9th level caster). BIS5-01 That’s Rhomstaff! Page 26 APL 6 ENCOUNTER 9 Kanner Prop: CR 9; Huge Construct; HD 24d10+40; hp 210; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, flat-footed 13; Base Atk +18; Grp +32; Atk +24 melee (2d6+12, slam); Full Atk +24 melee (2d6+12, slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; SQ Construct traits, hardness 10; AL N; SV Fort +8, Ref +7, Will +3; Str 26, Dex 8, Con -, Int -, Wis 1, Cha 1. Trample (Ex): The Kanner Prop can trample creatures of Medium size or smaller, dealing damage equal to it's slam damage +1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the Kanner Construct can attempt Reflex saves (DC 10 + 1/2 creature's HD + creature's Str modifier) to halve the damage. Damage for this attack is 2d6+12, and the save DC is 30. Eye Fire (Ex): The Kanner Prop can project a 10- foot cone of fire from its eyes once every 2d4 rounds. Damage 3d6 fire, Reflex DC 22 half. The save DC is Con-based. ENCOUNTER 13 Nicholar: Male human Sor8; CR 8; Medium humanoid (human); HD 8d4+8; hp 30; Init +1; Spd 30 ft; AC 15, touch 12, flat-footed 14; Base Atk +4; Grp +5; Atk +6 melee (1d4+1/19-20, dagger); Full Atk +6 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +3, Ref +3, Will +6; Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 18. Skills and Feats: Bluff +15, Concentration +12, Knowledge (arcana) +10, Perform (act) +9, Perform (dance) +7, Spellcraft +11; Combat Casting, Point Blank Shot, Precise Shot, Spell Focus (necromancy). Sorcerer Spells Known (6/7/7/6/4; save DC 14 + spell level, 15 + spell level for necromancy spells): 0 – acid splash, detect magic, ghost sound, light, mage hand, message, read magic, touch of fatigue; 1st – cause fear, color spray, disguise self, mage armor, magic missile; 2nd – ghoul touch, invisibility, scorching ray; 3rd - lightning bolt, ray of exhaustion; 4th - phantasmal killer. Possessions: masterwork dagger, amulet of natural armor +1, bracers of armor +2, potion of barkskin +2, potion of cure moderate wounds, ring of mind shielding, ring of protection +1, arcane scroll of phantasmal killer (7th level caster), arcane scroll of dominate person (9th level caster). APL 8 ENCOUNTER 9 Kanner Prop: CR 11; Huge Construct; HD 32d10+40; hp 270; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, flat-footed 13; Base Atk +24; Grp +42; Atk +32 melee (2d6+15, slam); Full Atk +32 melee (2d6+15, slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; SQ Construct traits, hardness 10; AL N; SV Fort +10, Ref +9, Will +4; Str 30, Dex 8, Con -, Int -, Wis 1, Cha 1. Trample (Ex): The Kanner Prop can trample creatures of Medium size or smaller, dealing damage equal to it's slam damage +1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the Kanner Construct can attempt Reflex saves (DC 10 + 1/2 creature's HD + creature's Str modifier) to halve the damage. Damage for this attack is 2d6+15, and the save DC is 36. Eye Fire (Ex): The Kanner Prop can project a 10- foot cone of fire from its eyes once every 2d4 rounds. Damage 4d6 fire, Reflex DC 26 half. The save DC is Con-based. ENCOUNTER 13 Nicholar: Male human Sor10; CR 10; Medium humanoid (human); HD 10d4+10; hp 38; Init +1; Spd 30 ft; AC 15, touch 12, flat-footed 14; Base Atk +5; Grp +6; Atk +7 melee (1d4+1/19-20, dagger); Full Atk +7 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +4, Ref +4, Will +7; Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 20. Skills and Feats: Bluff +18, Concentration +14, Knowledge (arcana) +12, Perform (act) +11, Perform (dance) +8, Spellcraft +13; Combat Casting, Greater Spell Focus (necromancy), Point Blank Shot, Precise Shot, Spell Focus (necromancy). Sorcerer Spells Known (6/8/7/7/6/4; save DC 15 + spell level, 17 + spell level for necromancy spells): 0 – acid splash, detect magic, flare, ghost sound, light, mage hand, message, read magic, touch of fatigue; 1st – cause fear, color spray, disguise self, mage armor, magic missile; 2nd – false life, ghoul touch, invisibility, scorching ray; 3rd - dispel magic, lightning bolt, ray of exhaustion; 4th - Evard's black tentacles, phantasmal killer; 5th - hold monster. Possessions: masterwork dagger, amulet of natural armor +1, bracers of armor +2, cloak of charisma +2, potion of barkskin +2, potion of cure moderate wounds, ring of mind shielding, ring of protection +1, ring of sustenance, arcane scroll of phantasmal killer (7th level caster), arcane scroll of dominate person (9th level caster). BIS5-01 That’s Rhomstaff! Page 27 APL 10 ENCOUNTER 9 Kanner Prop: CR 13; Huge Construct; HD 40d10+40; hp 330; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, flat-footed 13; Base Atk +30; Grp +50; Atk +40 melee (2d6+18, slam); Full Atk +40 melee (2d6+18, slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; SQ Construct traits, hardness 10; AL N; SV Fort +14, Ref +13, Will +9; Str 34, Dex 8, Con -, Int -, Wis 1, Cha 1. Trample (Ex): The Kanner Prop can trample creatures of Medium size or smaller, dealing damage equal to it's slam damage +1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the Kanner Construct can attempt Reflex saves (DC 10 + 1/2 creature's HD + creature's Str modifier) to halve the damage. Damage for this attack is 2d6+18, and the save DC is 42. Eye Fire (Ex): The Kanner Prop can project a 10- foot cone of fire from its eyes once every 2d4 rounds. Damage 5d6 fire, Reflex DC 30 half. The save DC is Con-based. ENCOUNTER 13 Nicholar: Male human Sor12; CR 12; Medium humanoid (human); HD 12d4+12; hp 45; Init +1; Spd 30 ft; AC 17, touch 13, flat-footed 16; Base Atk +6/+1; Grp +7; Atk +8 melee (1d4+1/19-20, dagger); Full Atk +8/+3 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +5, Ref +5, Will +8; Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 21. Skills and Feats: Bluff +20, Concentration +16, Knowledge (arcana) +14, Perform (act) +12, Perform (dance) +8, Spellcraft +15; Combat Casting, Greater Spell Focus (necromancy), Point Blank Shot, Precise Shot, Spell Focus (necromancy), Spell Penetration. Sorcerer Spells Known (6/8/7/7/7/6/3; save DC 15 + spell level, 17 + spell level for necromancy spells): 0 – acid splash, detect magic, flare, ghost sound, light, mage hand, message, read magic, touch of fatigue; 1st – cause fear, color spray, disguise self, mage armor, magic missile; 2nd – false life, ghoul touch, invisibility, mirror image, scorching ray; 3rd - blink, dispel magic, lightning bolt, ray of exhaustion; 4th - dimension door, Evard's black tentacles, phantasmal killer; 5th - hold monster, telekinesis; 6th - disintegrate. Possessions: masterwork dagger, amulet of natural armor +1, bracers of armor +3, cloak of charisma +2, potion of barkskin +2, potion of cure moderate wounds, ring of mind shielding, ring of protection +2, ring of sustenance, arcane scroll of phantasmal killer (7th level caster), arcane scroll of dominate person (9th level caster). APL 12 ENCOUNTER 9 Kanner Prop: CR 15; Huge Construct; HD 48d10+40; hp 390; Init -1; Spd 30 ft. fly 10 ft. (Clumsy); AC 13, touch 7, flat-footed 13; Base Atk +36; Grp +58; Atk +48 melee (2d6+21, slam); Full Atk +48 melee (2d6+21, slam); Space/Reach 15 ft./15 ft.; SA Trample, eye fire; SQ Construct traits, hardness 15; AL N; SV Fort +16, Ref +15, Will +11; Str 38, Dex 8, Con -, Int -, Wis 1, Cha 1. Trample (Ex): The Kanner Prop can trample creatures of Medium size or smaller, dealing damage equal to it's slam damage +1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the Kanner Construct can attempt Reflex saves (DC 10 + 1/2 creature's HD + creature's Str modifier) to halve the damage. Damage for this attack is 2d6+21, and the save DC is 48. Eye Fire (Ex): The Kanner Prop can project a 10- foot cone of fire from its eyes once every 2d4 rounds. Damage 6d6 fire, Reflex DC 34 half. The save DC is Con-based. ENCOUNTER 13 Nicholar: Male human Sor14; CR 14; Medium humanoid (human); HD 14d4+14; hp 53; Init +1; Spd 30 ft; AC 17, touch 13, flat-footed 16; Base Atk +7/+2; Grp +8; Atk +9 melee (1d4+1/19-20, dagger); Full Atk +9/+4 melee (1d4+1/19-20, dagger); SA -; SQ -; AL LE; SV Fort +5, Ref +5, Will +9; Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 23. Skills and Feats: Bluff +23, Concentration +18, Knowledge (arcana) +16, Perform (act) +14, Perform (dance) +9, Spellcraft +17; Combat Casting, Greater Spell Focus (necromancy), Point Blank Shot, Precise Shot, Spell Focus (necromancy), Spell Penetration. Sorcerer Spells Known (6/8/8/7/7/7/6/3; save DC 16 + spell level, 18 + spell level for necromancy spells): 0 – acid splash, detect magic, flare, ghost sound, light, mage hand, message, read magic, touch of fatigue; 1st – cause fear, color spray, disguise self, mage armor, magic missile; 2nd – false life, ghoul touch, invisibility, mirror image, scorching ray; 3rd - blink, dispel magic, lightning bolt, ray of exhaustion; 4th - dimension door, enervation, Evard's black tentacles, phantasmal killer; 5th - dominate person, hold monster, telekinesis; 6th - disintegrate, globe of invulnerability; 7th - finger of death. Possessions: masterwork dagger, amulet of natural armor +1, bracers of armor +3, cloak of charisma +4, potion of barkskin +2, potion of cure moderate wounds, ring of mind shielding, ring of protection +2, ring of sustenance, arcane scroll of phantasmal killer (7th level caster), arcane scroll of dominate person (9th level caster). BIS5-01 That’s Rhomstaff! Page 28 DM AID – THE PELLAK GRAND THEATER The Pellak Grand Theater, when completed, will be the finest theater in the March of Bissel. Please refer to DM Aid – Map #1 – Map of the Pellak Grand Theater. A) North Facade This side of the building is nondescript, looking like any one of the nearby warehouses. This side does not bare any markings or signs to indicate the buildings purpose. B) Backstage Foyer This entrance bustles with activity. Cast and crew members enter and leave the building here, and deliveries are often received here during the day. C) Backstage This large chamber is constantly full will cast and crew coming and going. The floor and walls are noticeably plain and unadorned. D) Stage This is where the musical is intended to be performed. A huge red velvet curtain spans the south end of this room, separating the stage from the audience. Bolted to the adjacent walls are tall ladders that go up to a maze of catwalks, fifty feet above the stage floor. During performances, a heavy black curtain (indicated on the map by a dotted line) is lowered from above, separating the stage area into two distinct sections. The section containing the doors to backstage is often referred to as the “wings”, and it provides a buffer between the stage and the noise of backstage. E) Orchestra Pit This shallow pit is where the orchestra is located, during a performance. F) Common Seats These rows of seats make up the majority of the audience. Priced for the average citizen, they cost a silver piece per ticket. G) Balconies These private balconies are reserved for the wealthy and prestigious members of the audience. The balconies farthest from the stage cost ten gold pieces to reserve, while the closest ones cost ten times that amount. H) Main Entry Here is where patrons enter the theater. The marble floor is inlaid with a mosaic of the March of Bissel crest. Tapestries depict various scenes of the muses dancing and playing. Small booths by the door sell tickets for the common seats. I) South Facade This side of the building is lavish, built from fine white marble, accented with dark grey granite. During performances, the area before the front of the building is lit by ornamental continual flame torches with deep red flames. An observant patron might notice that the color scheme of the theater facade and torches is the same as the colors in the March of Bissel crest. This was intended by its designers. J) Balcony Hallways These passages lead from the main entry to the balconies. They are decorated similarly to the main entry. Tapestries hang from the outside walls. If the tapestries are lifted, one can find locked service doors that lead to Area K. K) Concealed Doors These passageways lead to the various offices and dressing rooms of the theater. One wall of each passageway contains three service doors that lead to Area J. From this side, these doors are plainly visible, and do not require a key to open. L) Producer’s Office A sign on this office indicates that it is currently occupied by Estander, the writer and producer of the musical. It contains a desk, several chairs, and a small folding cot (Estander sometimes stays here after long nights). Script drafts and theater diagrams can be found in piles on the desk and floor. M) Lead Stage Manager’s Office A sign on this office indicates that it is currently occupied by Barton, the Lead Stage Manager. However, the room is essentially empty (except for dust). Barton spends all of his work time around the stage and backstage areas, and never uses the office he was provided. N) Prop Manager’s Office A sign on this office indicates that it is currently occupied by Jamin, the Prop Manager. It contains a desk and chairs, and several crates full of design specifications and schematics. The desk is covered in correspondence between Jamin and her prop manufacturers. BIS5-01 That’s Rhomstaff! Page 29 O) Wardrobe Manager’s Office A sign on this office indicates that it is currently occupied by Gregan, the Lead Stage Manager. Unlike the other offices, it is well decorated. A throw rug adorns the floor, there are several paintings on the wall, and each corner sports a potted plant. P) Dressing Rooms Sign on each of the doors to these rooms indicate that they are dressing rooms belonging to some significant actor within the production. Each contains an armoire, a small desk and mirror, and a comfortable chair. Q) Lead Actor’s Dressing Room This does not appear any different that the other dressing rooms, other than being slightly larger. There is nothing of interest here until Encounter 13. R) Lavatories These lavatories serve the needs of both cast and crew. S) Wardrobe Storage These storage rooms house the thousands of costumes (and replacements) needed for the musical. T) Burnt Wardrobe Storage This room contained costumes, until it was struck by a fire. It is detailed in Encounter 4. U) Scenery Storage This large storage room contains the dozens of large illusory scenery panels used in the musical. It is detailed in Encounter 3. V) Prop Storage These storage rooms contain all of the miscellaneous props needed for the musical. They are meticulously sorted and arranged. W) Makeup Rooms These rooms contain rows of makeup tables and mirrors, but otherwise, little of interest. Cast members come here to have their makeup applied before and during a show. X) Miscellaneous Storage These storage rooms have not been assigned a purpose for this production. However, at any given point one can find a number of crates and pallets here, awaiting more permanent storage elsewhere. Y) Tainted Air Vent This wall contains on of the many large ventilation ducts that provides the audience with fresh air. This one is the subject of Encounter 8. BIS5-01 That’s Rhomstaff! Page 30 DM AID – MAP #1 – THE PELLAK GRAND THEATER BIS5-01 That’s Rhomstaff! Page 31 DM AID – MAP #2 – THEATER SIDE VIEW DM AID – MAP #3 – ENCOUNTER 9 COMBAT BIS5-01 That’s Rhomstaff! Page 32 DM AID – MAP #4 – ENCOUNTER 13 COMBAT BIS5-01 That’s Rhomstaff! Page 33 PLAYER HANDOUT #1 –THE PELLAK GRAND THEATER MAP BIS5-01 That’s Rhomstaff! Page 34 PLAYER HANDOUT #2 – THE NOTE FROM ESTANDER My most esteemed colleagues: It has come to my attention that, during the night, two more incidents have been discovered. Understand that I hold you at no fault − I could not expect you to jump right in to the situation, and immediately solve all of our problems. I ask that you please include these two locations in your investigations. First, something has occurred with part of the lighting system. I’ve been told that one of its parts fell to the stage below, and was destroyed. Second, several crew members have reported a foul odor near the rear of the common seating. I’ve dispatched someone from the maintenance crew to take a look, but I’d feel much better if you did, as well. Please let me know if you learn anything of substance. Regards, Estander BIS5-01 That’s Rhomstaff! Page 35 PLAYER HANDOUT #3 – THE NOTE FROM LADY SARALIND Dear Estander: Word has gotten to me of the patriotic work you have been doing, in the guise of theater. As well, I have heard of the troubles you have faced. Current events have certainly cast a depressing spell over the minds of our people. However, the worse it has gotten, the brighter by contrast have shined our heroes. I am of the mind that our people would be better spending their energies focusing on the valiant deeds of these beacons, rather than the darkness around them. Your work is a laudable step in that direction. I understand that the families that had initially promised funding have reneged on the arrangement. I have made plans with high priestess Jorollane, of the church of Zilchus. Between our personal pecuniary assets, you will have everything you need to finish your work. In return, I ask but a single request. I wish to attend the opening night performance, to see the fruits of your labors. I would appreciate it greatly if a balcony were reserved for my use. May the Archpaladin bless and strengthen your endeavors. Viscountess Saralind Markavan Regent of the March of Bissel BIS5-01 That’s Rhomstaff! Page 36 PLAYER HANDOUT #4 – EXCERPTS FROM NICHOLAR’S JOURNAL An entry, dated about fifteen weeks ago: Ahh, a wonderful day ! Today I was formally offered the role of lead actor in that new play in Pellak . Not that I doubted for a moment that I would receive it. An entry, dated about fourteen weeks ago: Having looked over the entire script, I must say I am surprised . I’ve played villains before ... masterfully . But this Evard is a different sort . Like any professional, I will research the role before attempting to take it on . Tomorrow I leave for Rhomstaff, once the barony controlled by the man I shall portray. An entry, dated about twelve weeks ago: Yes, I will obey. I must obey. I never realized how wrong I... Yes, I will obey. I can feel them in my mind. They are teaching me to be powerful. His minions are making me stronger. But they are watching me. Commanding me . Cause chaos in the March of Bissel? How do I do that? I must think on this... An entry, dated about nine weeks ago: I have it! And just in time, for it appears my education is complete. What is more important to the people of Bissel than their theater? It is so obvious! I shall return to Pellak and the production, and I shall make the people suffer by keeping them from ever seeing the musical reach the stage. My masters will be pleased, I just know it! BIS5-01 That’s Rhomstaff! Page 37 An entry, dated five days ago: It seems my mischief has finally struck a chord. I have heard that Estander has hired outsiders to investigate our ‘bad luck’. I wonder what triggered this response. Surely not the fire? Potentially damaging, yes, but how was I supposed to know the blasted costumes would be missing? It must have been the scenery. Yes, that must have been expensive. An entry, dated three days ago: These newcomers may as yet pose a problem. I think my biggest handicap, however, is the bumbling idiot I chose to enslave. First, he pours the unguent I gave him too close to the vent mouth, so it is obvious. Then, he knocks one of the stage lights lose while rigging it. Good help is so hard to find. No matter. I have something a bit bigger in mind, for today. An entry, dated two days ago. The handwriting is noticeably shaky, as if the writer was excited: A new opportunity has presented itself. Through it, I can better fulfill my mission. As well, pursuing it means that I will no longer seek to harm the production. All the better for my interests. The most recent entry, dated today: The time has finally arrived. Tonight, my genius will be recognized twice. I will command the stage, and prove myself to be the strongest actor to ever seize the spotlight. And I will fulfill the mission I have been questing after for nearly two months. I will slay the Regent of Bissel. BIS5-01 That’s Rhomstaff! Page 38 CRITICAL EVENT SUMMARY – BIS5-01 THAT’S RHOMSTAFF! 1) Did the PCs defeat Nicholar? 2) Was the Regent injured in the final combat? 3) Did the cast get a standing ovation on opening night? 4) If so, did any of the PCs accept the invitation to tour with the production? How many accepted? If you run this adventure in February or March 2005, please e-mail the results from this critical event summary to a member of the Bissel Triad by April 1, 2005, or have your Senior Gamemaster do so.
textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-01 That's Rhomstaff! (3E).pdf
ДИКАРЬ (WILDEN) ДИКАРИ ПРИШЛИ ИЗ СТРАНЫ ФЕЙ лишь недавно, чтобы сражаться с искажающим влиянием Дальнего Предела. Они еще новички в этом мире, и ищут свое место среди других существ. Одни обращаются к руководству эльфов, дварфов и эладринов. Другие же менее цивилизованны и копируют поведение диких животных. Последние представляют собой смертельную угрозу для искателей приключений. Они территориальные, агрессивные и не любят посторонних. Подобные особенности приводят к вооруженным столкновениям между дикарями и исследователями, вторгшимися на их территорию. Знания о Дикарях Природа Сл 17: Племена дикарей полагаются на своих старейшин. У дикарей мало знаний об обществе, на которые они могли бы опираться, принимая решение или строя планы относительно будущего. Из-за этого дикари могут стать угрозой, когда переселяются на новую территорию. Группа лесорубов может быть ошибочно принята за группу грабителей, которая должна быть уничтожена, а охотник, вошедший на территорию дикарей, рискует жизнью. Также, дикари уязвимы к харизматичным, манипулирующим народам, которые могли бы склонить их ко злу. Лучший способ повлиять на племя дикарей и отвернуть его от пути зла, это убедить старейшин найти другой путь для действий. Старейшины могут потребовать пройти испытание или какое-либо другое доказательство мастерства, как, например, уничтожение зеленого дракона, угрожающего лесу. Хоть подобное задание может быть смертельным, его выполнение обеспечит дружбу с дикарями. Сцены Столкновений Будучи существами новыми для мира, дикари привлекают разношерстных союзников. Многие из них сражаются бок о бок с эльфами, эладринами и дварфами, чтобы защитить свой дом, Страну Фей. В некоторых местах дикари попадают под влияние фоморов, ксивортов и других злых существ, становясь такими же злыми, как и их союзники. В большинстве племен дикарей держат охотничьих животных, особенно волков, дрейков и пауков. Дикарь Разрушитель Воины племен дикарей владеют искусно вырезанными боевыми дубинами, которые отражают их прошлые бои и поступки. Каждый раз, когда разоритель выживает в бою, он размышляет над столкновением, вырезая изображение или символ сражения на его оружии. Дикарь Разрушитель Уровень 2 Солдат Средний фейский гуманоид 125 Опыта Хиты 39; Ранен 19 Инициатива +4 КД 18; Стойкость 14; Реакция 13; Воля 16 Внимательность +4 Скорость 6 Сумеречное зрение Особенности Яростное Возмездие Всякий раз, когда враг, помеченный разрушителем, совершает атаку, не включающую разрушителя в качестве цели, разрушитель получает бонус +4 к броскам атаки и урона против врага, вызвавшего триггер, до конца следующего хода уничтожителя. Стандартные Действия е Палица (оружие) ✦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +7 против КД; Попадание: 2к4 + 4 урона. Эффект: Цель становится помеченной до конца следующего хода разрушителя. н Ручной Топор (оружие) ✦ Неограниченный Атака: Дальнобойный 5\10 (одно существо); +7 против КД; Попадание: 1к6 + 4 урона Триггеры У Гнев Разрушителя ✦ На сцену Триггер: Раненый враг атакует разрушителя или одного из союзников разрушителя, смежного с ним. Эффект (Немедленный ответ): Разрушитель атакует вызвавшего триггер врага палицей. Если атака попадает, то цель также становится ошеломленной до конца своего следующего хода. Навыки: Атлетика +9 Сил 16 (+6) Лов 13 (+2) Мдр 16 (+4) Тел 15 (+3) Инт 10 (+1) Хар 11 (+1) Без мировоззрения Языки: Общий, Эльфийский Снаряжение: доспех из шкур, палица, 3 ручных топора Тактика Дикаря Разрушителя Будучи воинами племени, дикари разрушители ищут самых сильных противников. Они гордятся своими мужественными, наполненными мастерством деяниями, оставляя о них метки на своем оружии. Если несколько разрушителей сражаются вместе, то они предпочитают поделить врагов между собой. Для разрушителя битва один на один является наилучшей мерой мастерства. Разрушители нападают группой только на врага, который больше их в размере или если численность врага слишком мала. Дикарь Охотник Дикари – лесные существа, они отличные охотники и ищейки. Путешественники могут идти через лес несколько дней, не подозревая, что дикари охотники идут по их следам. Дикарь Охотник Уровень 2 Соглядатай Средний фейский гуманоид 125 Опыта Хиты 33; Ранен 16 Инициатива +8 КД 16; Стойкость 13; Реакция 15; Воля 14 Внимательность +9 Скорость 6 Сумеречное зрение Особенности Камуфляж Охотник может совершить проверку Скрытности чтобы скрыться, обладая покровом или укрытием вместо полного покрова или отличного укрытия. Снайпер Если охотник промахивается дальнобойной атакой, будучи скрытным, то он остается скрытным. Скрытный Выстрел Охотник дополнительно наносит 5 урона врагам, от которых он скрылся. Стандартные Действия е Короткий Меч (оружие) ✦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +7 против КД; Попадание: 1к6 + 5 урона. н Длинный Лук (оружие) ✦ Неограниченный Атака: Дальнобойный 20\40 (одно существо); +7 против КД; Попадание: 1к10 + 3 урона. Триггеры Преследование Охотника ✦ Неограниченный Триггер: Враг заканчивает свое движение в пределах 2 клеток от охотника. Эффект (Немедленный ответ): Охотник совершает шаг на 3 клетки. До конца следующего хода охотника его дальнобойные атаки против вызвавшего триггер врага наносят 5 урона дополнительно и игнорируют покров или укрытие. Навыки: Атлетика +6, Скрытность +9 Сил 11 (+1) Лов 16 (+4) Мдр 17 (+4) Тел 15 (+3) Инт 11 (+11) Хар 10 (+1) Без мировоззрения Языки: Общий, Эльфийский Снаряжение: длинный лук, короткий меч, кожаная броня, 20 стрел Тактика Дикаря Охотника Охотники предпочитают устраивать засады на врагов. Они находят лучшие места вдоль дороги, а затем выжидают там, иногда по нескольку дней. Охотники – великолепные стрелки и прибегают к своим мечам только в крайне отчаянных случаях. Дикарь Старейший Дикари относятся к своим шаманам как к старейшинам. Согласно преданиям дикарей, старейший может направить свой разум обратно, вспять, сквозь общую историю Страны Фей и некоторых регионов мира. Когда старейший таким образом проходит через один из своих трансов, деятельность племени останавливается. Старейший всегда просыпается с важным пророчеством, которое направляет деятельность племени. Дикарь Старейший Уровень 4 Артиллерия (Лидер) Средний фейский гуманоид 175 Опыта Хиты 45; Ранен 22 Инициатива +2 КД 16; Стойкость 13; Реакция 12; Воля 15 Внимательность +11 Скорость 6 Сумеречное зрение Стандартные Действия е Копье (оружие) ✦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +9 против КД; Попадание: 1к8 урона, и один союзник, смежный с целью, может совершить стандартную рукопашную атаку свободным действием против цели с бонусом +4 к броску атаки. н Призрачная Лоза (инструмент) ✦ Неограниченный Атака: Дальнобойный 20 (одно существо); +9 против Реакции; Попадание: 1к8 + 7, и старейший притягивает цель на 2 клетки. й Грохочущая Земля (инструмент) ✦ Перезарядка 5 6 Атака: Зональная вспышка 1 в 10 (все существа в зоне); +9 против Воли; Попадание: 1к6 + 4 урона, и цель становится обездвиженной (спасение оканчивает). й Шторм Молний (инструмент, электричество) ✦ На сцену Атака: Зональная вспышка 1 в 20 (все враги в зоне); +9 против Стойкости; Попадание: 3к6 + 4 урона электричеством. Промах: Половина урона. Малые Действия Мудрость Старейшего ✦ Неограниченный Эффект: Один союзник, находящийся в пределах 5 клеток от старейшего, получает бонус таланта +2 к броскам атаки до конца своего следующего хода. Триггеры Пути Древних (телепортация) ✦ На сцену Триггер: Старейший попадает по врагу ближней или зональной атакой. Эффект (Свободное действие): Старейший телепортируется на 3 клетки. Один враг, по выбору старейшего, по которому попала атака, предоставляет боевое превосходство до конца следующего хода старейшего. Навыки: История+9, Магия +9, Природа +11 Сил 12 (+3) Лов 10 (+2) Мдр 19 (+6) Тел 15 (+4) Инт 15 (+4) Хар 14 (+4) Без мировоззрения Языки: Общий, Эльфийский Снаряжение: доспех из шкур, копье, тотем Тактика Дикаря Старейшего Старейшие почти всегда ходят в сопровождении нескольких разрушителей, которые служат в качестве телохранителей. Старейшие сражаются рядом с передними рядами союзников, но достаточно далеко от врагов, чтобы использовать свои дальнобойные и зональные атаки без опасения, что они вызовут провоцированную атаку. Когда старейший сражается, он выкрикивает слова поддержки, предрекая победу, а также помогая тактическими советами.
textdata/thevault/Подземелья и драконы [RU]/ДнД 4/Основные книги/Бестиари/Бестиарий 3/Дикарь.pdf
01005 ����������������������� � �������� �������� Grenades have long been a staple of military arms, dating back to the earliest days of firearms. However, with World War One, there was a revolution in grenade technology, moving it from a short range hand thrown weapon to a long range weapon propelled by the gasses of a blank rifle cartridge. The evolution of the grenade continued through the Twentieth Century, leading to alternatives to simply exploding and ulti- mately, to the spin stabilized grenade. Currently, military theory is entering retrograde in regards to grenade use. For 40 years, the spin stabilized grenade has been seen as the most useful format for grenade use, providing ten times the range a man can throw, with relative accuracy. However, in many conflicts over that time, rifle grenades have proven to be a deciding factor in a battle, thanks to both superior payload and range compared with the spin stabilized types. So while first world armies remain equipped with spin stabilized grenade systems, like the M203, other nations are opting to use rifle grenades, which are cheaper to employ and easier to train. Along with these three delivery methods, there are a vast number of different types of grenades as well. Anti-Personnel: Grenades designed to injure or kill enemy troops, typi- cally fragmentary in nature. Anti-Tank: Grenades designed for use against vehicles and armor. Al- most universally consisting of grenades with HEAT warheads. AP/AV: Dual purpose grenades designed for anti-personnel use, as well as being effective against lightly armored vehicles. Typically, they use a combination fragmentary and hollow charge warhead. Defensive: This is a grenade designed for maximum fragmentation, to induce as many injuries as possible. Flashbang: Designed to produce a brilliantly blinding flash, an extremely loud bang, and a pressure wave which stun anything alive in the blast radius. Designed to be completely consumed in the detonation so that no fragment projection occurs. Fragmentation: Another name for Defensive type grenades. Gas: Grenades designed to deliver some form of chemical weapon. Gas grenades often share body types with smoke grenades. Illumination: A grenade designed to create an intensely bright light ca- pable of brightly illuminating an area tens of meters across or more. Most are designed to be projected high into the air, where they ignite and slowly fall to the ground by parachute. Incendiary: These grenades are designed to burn at incredibly high tem- peratures, useful for destroying equipment and starting fires. Offensive: This is a thin shelled grenade, designed to produce a big bang but reduce fragment projection. They are designed more to shock than wound. Predecessor to flashbang and stun grenades. Offensive/Defensive: A Offensive grenade can be greatly enhanced in power by putting a prefragmented metal sleeve around it, so that deto- nating the grenade shatters the sleeve and produces greatly enhanced wounding. Many nations rely on this design type for individual mission flexibility, rather than fielding two separate designs. Polyvalent: The “universal” grenade. First appearing in Italian hands dur- ing World War II, these are modular systems designed primarily as a hand grenade, but with a rifle launcher attachment that can be added to the grenade. Signaling: Grenades designated for use as a signaling device between multiple ground unit or for ground-to-air signalling. Most Illuminating and Smoke type grenades are dual purposed for signal use as well as their primary function. Smoke: Grenades designed to emit a significant quantity of dense, opaque smoke which can obscure friendly movements. Stun: Predecessor to the flashbang, these grenades were designed to produce pressure waves, in hopes that the effect would easily stun an opponent. Later development lead to the much more effective flashbang grenades. ����������������������� ��������� ����� �������� ������������� ��������� ������������������������ This is the second of the three FM rifle grenades, designed for armor piercing effect. The 58mm diameter aluminum body is filled with a n RDX/TNT shaped charge warhead, capable of cutting through up to 230mm of armor. ����������������������������� This is a rifle grenade, part of a line developed to be launched from any 7.62x51mm caliber rifle that has been fitted with the proper 22mm diameter muzzle adapter. This particular variant is a dual-pur- posed weapon for anti-personnel and light anti-vehicular use (AP/AV). Built of a 40mm diameter steel body filled with an RDX/TNT shaped charge warhead, the weapon can penetrate up to 125mm of armor. Detonation also fragments the steel body, producing a lethal radius of 15 meters. ������������������������ This grenade is a sperical or baseball type with an unusually large fuse structure. With a body of cast nodular iron alloy and the large aluminum fuse body, the weapon pro- duces an impressive level of fragments of 3 to 5 grams in weight, with a 5 meter casualty ra- dius. The large fuse body also facilitates linking with a separate rifle launcher assembly. This launcher is a separate package, complete with propellant cartridge. The unit fits over the muzzle of the Aregntinian FAL clone without need for an adapter, and operates with the rifle’s gas vent plug closed. Weighing in at 285 grams, a soldier can hurl the grenade about 40 meters, or launch it from his rifle to a range of up to 400 meters. �������������������������������� The third of the FM rifle grenades manufactured for the Argen- tine military, the rifle grenade is designed for illumination. Designed to be fired upwards, the grenade will provide 100,000 candela illumination in a 30 meter radius as it slowly descends to the ground. ��������� ������������������������ These grenades, a product of Australia’s largest defense contractor, are rather unusual in design, with the general shape of a shotgun slug projectile. With the fuse mounted on the flat surface of the gre- nade, the weapon’s 70 gram high explosive core of RDX and wax detonates to disperse over 4,000 2.4mm steel pellets over an area of up to 30 meters. Like most new grenade designs, the F1 can be fitted with a tail as- sembly and booster for launching from any rifles based on the Steyr AUG or Colt M16 designs. To fit the projector assembly, the striker for hand use is removed and replaced with the tail assembly then slipped over the rifle muzzle. When use like this, the grenade has a range of up to 200 meters. ��������������������������������������������� ���������������������������� Designed for the Russian 40mm grenade launcher systems, including the Soviet era GP-25 and GP-30 launchers and the newer GP-95 and GP-97 n o p a e W e d a n e r G elfi R B T 8 5 T A E G . g f M s e r a tili M s e n o ic a cir b a F r a e Y n o it a N a n itn e g r A e p y T k n a T -itn A e vitc e ff E ts al B th g ie W g 0 6 6 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 0 4 s e t o N .r o m r a f o m m 0 3 2 o t p u s e t a rt e n e P n o p a e W e d a n e r G elfi R B T 0 4 G A R F T A E G . g f M s e r a tili M s e n o ic a cir b a F r a e Y n o it a N a n itn e g r A e p y T V A / P A e vitc e ff E ts al B th g ie W g 0 0 6 s u id a R la h t e L m 0 1 e g n a R .n i M ytla u s a C m 0 2 .x a M la r e t allo C .ff E m 0 5 4 s e t o N .r o m r a f o m m 5 2 1 o t p u s e t a rt e n e P n o p a e W e d a n e r G d n a H O M - 2 K M F - E M G . g f M s e r a tili M s e n o ic a cir b a F r a e Y n o it a N a n itn e g r A e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 5 8 2 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 5 .x a M la r e t allo C .ff E m 0 4 s e t o N elfir a m o rf d e h c n u al n e h w e g n a r m 0 0 4 n o p a e W L A F a r a p m m 1 . 8 3 .la C e tn a n i m ullI . g f M s e r a tili M s e n o ic a cir b a F r a e Y n o it a N a n itn e g r A e p y T n o it a n i m ullI e vitc e ff E ts al B th g ie W g 0 6 6 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 0 2 s e t o N .s u id a r m 0 3 a n i s d n o c e s 0 3 r o f th g il s e d iv o r P n o p a e W e d a n e r G n o it a tn e m g a r F 1 F . g f M d e ti m iL I D A r a e Y n o it a N a ila rts u A e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 5 7 3 s u id a R la h t e L m 6 e g n a R .n i M ytla u s a C m 5 1 .x a M la r e t allo C m 0 3 .ff E m 0 3 s e t o N elfir a m o rf d e h c n u al n e h w e g n a r m 0 0 2 n o p a e W m m 0 4 ,n o t a B . g f M sla n e s r A e t a t S r a e Y n o it a N S A F R e p y T la h t e L - n o N e vitc e ff E ts al B th g ie W g 0 5 2 @ s u id a R la h t e L e g n a R .n i M m 0 1 ytla u s a C .x a M m 0 7 la r e t allo C .ff E m 0 5 s e t o N la h t eln o N models. This is a direct fire round which launches a rubber baton at the target, essentially a nonlethal round for law enforcement use. ������������������������������ This particular model of grenade is among the oldest weapons still in service with the Russian military. While the weapon is no longer a front line weapon for any nation other than Poland, the F1 or clones of it can often be found in the hands of under- ground organizations ranging from revolutionaries to organized crime to terrorists. The F-1 is formed of a notched cast iron body, giving it the classic pineapple look of the U.S. Mark 2 and British No. 36 hand grenades.Filled with 60 grams of TNT, the grenade performs impressively, with a casualty radius greatly exceeding many newer types of grenades. ������������������������� The GRD-40 is a smoke producing round developed for the GP series underbarrel grenade launchers. The grenades produce thick smoke to screen troop movements. The smoke compound is effective at block- ing IR spectrum light, rendering some night vision equipment useless. Burning for three seconds, the grenade produced a cloud of smoke over 15,000 cubic feet in volume (think of a cube, 25x25x25 meters). This smoke screen will last at least 60 seconds in windspeeds of up to 5m/s or 11 mph. ������������������������� This grenade is similar to the GDR-40, but is instead filled with CS compound and the necessary incendiary compound to vaporize it. Like the GRD-40, it is a spin-stabilized grenade launched from the GP series grenade launchers (GP-25, GP-30, GP-95 and GP-97) as well as the RG-6 multi-shot launcher. ���������������������������� Like the F-1, the RG-42 Offensive Hand Grenade dates back to the Great Patriotic War of 1941-1945, otherwise known as World War II. For the most part, it is now considered obsolete, though it is recently in manufacture with Romania, Poland, and China. One or more may still make the grenade. Despite the age and unsophistication of the design, it is still commonly encountered almost anywhere, es- pecially in Africa and the Balkans. The design is quite simple, made of a sheet metal cannister filled with explosives, with a bouchon igniter screwed into the top. ������������������������ First adopted around 1948, this was another excellent ex- ample of an inexpensive, functional weapon that the Soviets had be- come reknowned for during World War II.The RGD-1 is made of a gray carboard tube, which is fitted with a wooden diaphram at the wide end and the igniter tube in the middle. The grenade is filled with smoke com- pound, fitted with another wooden diaphragm at the smaller diameter end, capped with carboard plugs at each end and wax sealed. To use, the match head striker is rubbed to ignite the three igniter pellets, then the grenade is thrown. Unlike its descnedant grenades, this model could float on water and produce smoke while doing so. The RDG-1 is easily recognizable by both its gray color and its resemblance in shape to a large, necked down cartridge case. ������������������������ The RDG-2 smoke grenade has been in use with the Eastern Block nations since the 1950’s. While a tactical grenade for screening the movements of small units, it is also one of the simplest and least expensive grenades in pro- duction, an excellent example of Russian prag- matism. It consists of a cardboard tube filled with smoke producing burning type filler and a simple friction igniter, all sealed in wax to make it resis- tant to dampness. The grenade burns for about 15 seconds to produce a cloud of thick white smoke measuring 20 to 25 meters long and 8 meters wide. The smoke duration is similar to n o p a e W e d a n e r G d n a H le n n o s r e P -itn A 1 - F . g f M sla n e s r A e t a t S t e iv o S r a e Y - 1 4 9 1 n o it a N S A F R , S I C , R S S U e p y T e vis n e f e D e vitc e ff E ts al B th g ie W g 0 0 6 s u id a R la h t e L m 0 2 e g n a R .n i M ytla u s a C m 0 0 1 .x a M la r e t allo C .ff E m 0 3 s e t o N n o p a e W e d a n e r G e k o m S 0 4 - D R G . g f M sla n e s r A e t a t S r a e Y n o it a N S A F R e p y T e k o m S e vitc e ff E ts al B th g ie W g 0 6 2 s u id a R la h t e L e g n a R .n i M m 0 1 ytla u s a C .x a M m 0 5 2 la r e t allo C m 5 2 x 5 2 x 5 2 .ff E m 0 0 2 s e t o N yln O e k o m S e tih W n o p a e W e d a n e r G lo rtn o C t o i R d z o v G . g f M sla n e s r A e t a t S r a e Y n o it a N S A F R e p y T e k o m S e vitc e ff E ts al B th g ie W g 0 7 1 s u id a R la h t e L e g n a R .n i M m 0 1 ytla u s a C .x a M m 0 5 2 la r e t allo C m 5 2 x 5 2 x 5 2 .ff E m 0 0 2 s e t o N .s d n o c e s 2 1 r o f sti m E ,s a G S C n o p a e W e d a n e r G d n a H e vis n e ff O 2 4 - G R . g f M sla n e s r A e t a t S t e iv o S r a e Y - 2 4 9 1 n o it a N S A F R , S I C , R S S U e p y T e vis n e ff O e vitc e ff E ts al B th g ie W g 0 2 4 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 0 1 .x a M la r e t allo C .ff E m 0 3 s e t o N n o p a e W e d a n e r G e k o m S 1 - G D R . g f M sla n e s r A e t a t S r a e Y - 8 4 9 1 n o it a N S A F R e p y T e k o m S e vitc e ff E ts al B th g ie W g 0 0 5 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C m 5 x 5 x 0 2 .ff E m 5 3 s e t o N . e k o m s k c alb r o e tih w r e h tie s e c u d o r P that of the GRD-40. The RGD-2Kh produces an irritant smoke (probably HC-based) which is primarily used as a training device to simulate a chemical attack. The RGD-2Ch produces thick black smoke, rather than the normal white smoke expected from screening grenades. The RGD-3 grenade pro- duces orange smoke for marking purposes. ���������������������������� The RGD-5 offensive hand grenade is one of the current, in-service grenades for most of the former Warsaw Pact nations. This ovoid grenade is made of a smooth, two piece steel body that is inter- nally prefragmented. The device is fitted with either a 3-4 second delay fuze, or for use as a boobytrap, an adjustable fuze with a 0 to 13 second delay. Filled with 110 grams of TNT, the grenade has an effective casualty radius of about 20 to 25 meters. ������������������������������������ The Ruchnaya Granata Nastupatel’naya hand grenade, or RGN is an offensive and defensive use hand grenade, based on a small, spherical, prefragmented aluminum alloy casing filled with a high explosive burst charge of 97 grams of A-IX- 1 explosive. The casing is smooth, prefragmented in- ternally. The grenade is designed as a “safer” gre- nade, meant to reduce the number of malfunctioning explosive devices remaining on the battlefield once the fight is over. The grenade is fitted with an impact fuse that becomes active less than two seconds after the striker is pulled, giving the thrower time to safely throw the weapon, while a second fuse detonates the device after 4 seconds if impact fails to detonate it. ������������������� While considered an updated version of the RGD-5, the RGN- 86 is designed for optimal use in close quarters combat. Though roughly the same size and shape as the RGD-5, the RGN-86 is significantly lighter, with an internal prefragmentation pattern designed to produce small, light, shard-like shrapnel, rather than the larger more lethal frag- mentation of the RGD-5. The result is a grenade with a small lethal and casualty radius. ������������������������������ The RGO hand grenade, or Ruchnaya Granata Oboronitel’naya, is a small fragmentation hand grenade in use with the RFAS armed forces, as well as Iraq. Of a design similar in size and shape to the RGN, this grenade uses a a double-layered, prefragmented casing to produce significantly more fragments in comparison. The RGO uses the same fuze as the RGN. ����������������������������� The RGO-78 is yet another of the RGD-5 variants, designed to fit in a slightly fatter ovoid casing. Along with a smooth steel body with interior prefragmenting, the casing is also lined with a resin matrix em- bedded with steel balls, producing a larger lethal radius. ������������������������ The RKG-3 is a stick-type anti-tank grenade. The grenade, once thrown, is stabilized by four panels of fabric drogue which are pulled from the handle when the grenade is thrown, allowing it to drop warhead down atop armored vehicles. The original RKG-3, fitted with a n o p a e W e d a n e r G d n a H e vis n e f e D / e vis n e ff O N G R . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T f e D /ff O e vitc e ff E ts al B th g ie W g 0 9 2 s u id a R la h t e L m 8 e g n a R .n i M ytla u s a C m 5 2 .x a M la r e t allo C .ff E m 5 4 s e t o N n o p a e W e d a n e r G d n a H 6 8 - N G R . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T e vis n e ff O e vitc e ff E ts al B th g ie W g 5 6 2 s u id a R la h t e L m 5 . 2 e g n a R .n i M ytla u s a C m 5 .x a M la r e t allo C .ff E m 5 3 s e t o N n o p a e W e d a n e r G d n a H n o it a tn e m g a r F O G R . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 0 3 5 s u id a R la h t e L m 0 2 e g n a R .n i M ytla u s a C m 0 5 .x a M la r e t allo C .ff E m 0 3 s e t o N n o p a e W e d a n e r G d n a H e vis n e f e D 8 7 - O G R . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T e vis n e f e D e vitc e ff E ts al B th g ie W g 0 5 4 s u id a R la h t e L m 0 2 e g n a R .n i M ytla u s a C m 0 4 .x a M la r e t allo C .ff E m 5 3 s e t o N n o p a e W e d a n e r G e k o m S 2 - G D R . g f M sla n e s r A e t a t S r a e Y n o it a N S A F R e p y T e k o m S e vitc e ff E ts al B th g ie W g 0 0 5 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C m 5 2 x 8 x 8 .ff E m 5 3 s e t o N e tih W C H ,h K 2 - G D R .yln O e k o m S e tih W , 2 - G D R e g n a r O , 3 - G D R . e k o m S k c al B ,h C 2 - G D R . e k o m S . e k o m S n o p a e W e d a n e r G d n a H e vis n e ff O 5 - D G R . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T e vis n e ff O e vitc e ff E ts al B th g ie W g 0 1 3 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 5 2 .x a M la r e t allo C .ff E m 0 4 s e t o N steel cone liner, was capable of penetrating 125mm of armor. The later generations, the RKG-3M with a copper liner, and the RKG-3T, are both able to penetrate at least 165mm of armor. This is a hefty grenade with a short throwing range, so typical use is from behind cover and behind the target. The grenade does produce fragmentation which can produce casualties out to 20 meters. ������������������������� This is a high velocity 30mm grenade cartridge designed for use with the AGS-17 and AGS-30 automatic grenade launchers. These grenades are part of the recent trend for “safe munitions” that leave few malfunctioning live round after the battle. The fuze arms 10 to 40 meters out from the muzzle and is extremely impact sensitive so that it will detonate when impacting something soft, like snow, marsh or water. The fuze also initiates a self-destruct no more than 19 seconds after the grenade is fired. The 7P9M is a High Explosive Fragmentation grenade (HE- FRAG), augmented by a layer of steel bearings lining the casing to pro- duce a casualty radius of up to 7 meters. The 7P36 version instead uses an optimum mass prefragmented sleeve, resulting in significantly better fragmentation with slightly more explosive. Both types feed on a 29-round belt. With ammunition box, the belt weighs 14.5 kg. ������������������� The VOG-25 is another spin-stabilized grenade for the GP se- ries of 40mm grenade launchers, replacing its predecessor, the VOG- 15. It is an HE-FRAG grenade, fitted with an impact fuze with self-de- struct capabilities. The fuze is of the same type used on the VOG-17M grenades. �������������������� This is essentially a VOG-25 grenade fitted with a bounding mechanism. Upon impact, a small charge detonates, propelling the gre- nade upwards in the air, where the main charge detonates once it is between 0.5 and 1.5 meters into the air. Aside from a few minor differ- ences in weight and mechanism, the VOG-25M has similar effect. The VOG-25 and VOG-25P are easily differentiated visually, as the VOG-25P is longer, with a more conical nose. ��������������������������������� The ZDP is a rather interesting incendiary smoke grenade, de- signed for use by assault troops and designed to be light enough to allow every soldier to carry several of them without being unduly weighed down. The grenade is assembled from a metal tub with a green cap at one end and a red cap at the other. Removing the green cap activates the short delay fuze and the grenade can be thrown to a range of about 30 meters. However, by removing the red cap, a ring and short cord are exposed. By positioning the grenade against one’s rifle and pulling the ring, a rocket motor is fired, projecting the grenade a great deal further than it could be possibly thrown. With the rocket, the grenade can reach up to 560 meters, though 200 meters is the accepted practical range. ������������������������������������������ These are grenade were common during the Col War, adopted by most, if not all the Warsaw Pack nations and used throughout the era of the Soviet empire, and have since become obsolete and fallen into disuse since the fall of Communism and the collapse of the “Evil Empire”. While these particular grenades are currently obsolete, they have be- n o p a e W e d a n e r G d e zilb a t S n ip S m m 0 3 M 9 P 7 M 7 1 - G O V . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T k n a T -itn A e vitc e ff E ts al B th g ie W g 5 7 2 s u id a R la h t e L m 1 e g n a R .n i M m 0 1 ytla u s a C m 7 .x a M m 0 3 7 , 1 la r e t allo C .ff E m 0 0 2 1 s e t o N .s m a r g 8 4 3 s h g ie w d n u o r e t elp m o C n o p a e W e d a n e r G d e zilb a t S n ip S m m 0 3 6 3 P 7 M 7 1 - G O V . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T k n a T -itn A e vitc e ff E ts al B th g ie W g 5 7 2 s u id a R la h t e L m 1 e g n a R .n i M m 0 1 ytla u s a C m 7 .x a M m 0 0 7 , 1 la r e t allo C .ff E m 0 0 2 1 s e t o N .s m a r g 0 5 3 s h g ie w d n u o r e t elp m o C n o p a e W e d a n e r G d e zilb a t S n ip S m m 0 4 G A R F - E H 5 2 - G O V . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 0 5 2 s u id a R la h t e L m 1 e g n a R .n i M m 0 5 ytla u s a C m 6 .x a M m 0 0 4 la r e t allo C .ff E m 0 0 4 s e t o N n o p a e W e d a n e r G g n id n u o B m m 0 4 G A R F - E H P 5 2 - G O V . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 8 7 2 s u id a R la h t e L m 1 e g n a R .n i M m 0 5 ytla u s a C m 6 .x a M m 0 0 4 la r e t allo C .ff E m 0 0 4 s e t o N n o p a e W e d a n e r G e k o m S y r a id n e c nI P D Z . g f M sla n e s r A e t a t S t e iv o S r a e Y - 4 8 9 1 n o it a N S A F R , S I C , R S S U e p y T e k o m S e vitc e ff E ts al B th g ie W g 8 7 2 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M m 0 0 2 la r e t allo C .ff E m 0 6 5 s e t o N .s r e idlo s e g a r e v a y b s r e t e m 0 3 tu o b a n w o r h t e b n a C n o p a e W e d a n e r G d n a H k n a T -itn A 3 - G K R . g f M sla n e s r A e t a t S t e iv o S r a e Y n o it a N S A F R , S I C , R S S U e p y T k n a T -itn A e vitc e ff E ts al B th g ie W g k 7 0 . 1 s u id a R la h t e L m 1 e g n a R .n i M ytla u s a C m 0 2 .x a M la r e t allo C .ff E m 5 1 s e t o N . m m 5 6 1 T 3 / M 3 - G K R , m m 5 2 1 s e t a rt e n e P 3 - G K R come mainstays for small, violent factions, from rebels and revolutionar- ies, to mobsters and terrorists. ���������������� The M75 was a Soviet grenade used from the mid 1970’s through the 1980’s. Manufactured with a prefragmented plastic casing, the grenades appear to be copied from the HG79, a grenade manufactured by Austrian manufacturer, Arges. While manu- factured by a number of Soviet state arse- nals, the majority of these grenades actu- ally came out of Bulgaria. ������������������������� ������� The RDG-33 is a long obsolete Soviet gre- nade design, dating back to World War II. It is a stick- type offensive/defensive grenade, made primarily of an explosive filled tin cylinder, to which a metal throw- ing handle is attached. In this configuration, the 508 gram grenade can be thrown about 40 meters, and has a lethal radius of 10 meters. A prefragmented metal sleev can be fit over the tin cylinder, converting the grenade to a defensive role. With the metal sleev and its additional 85 grams of TNT, the RDG-33 in defensive configuration has a lethal radius of 25 meters, thanks to the massive fragments produced by the sleeve. However, the throwing range is re- duced to about 30 meters. While obsolete, the gre- nade is still common in some areas of the world, especially southeast asia, where it was quite popu- lar during the Vietnam War. ���������������������������� The RPG-6 is yet another World War II era grenade that re- mained in Soviet stockpiles for decades, eventually adopted by the East- ern Bloc nations and China. By 1980, this anti-tank stick grenade was long obsolete, relegated to use as a training device, as well as being distributed for use by revolutionaries and guerillas, as well as being stockpiled for street-fighting use by militia units. The grenade shares features with almost all the Soviet anti- tank grenades, namely the conical warhead, throwing stick handle, and a drogue of some sort, in this case, four fabric streamer strips to slow and stabilize the grenade when thrown. It is readily identified by the hemispherical head on the base of the warhead cone. While the war- head of 562g of TNT in a cone-shaped liner is capable of penetrating 100mm of armor, it also produces a good fragmentation effect, so it can be used for anti-personnel use in a pinch. �������������������������� ������� This grenade, dating back to World War II, was another example of Russian pragmatism, given the war conditions. This dual purpose grenade was little more than a tin can filled with a massive amount of TNT and fitted with an all-ways impact fuze and a throwing stick handle with a streamer ribbon. At over a full kilogram in weight, the grenade produced a casualty radius of 20 meters, and while useless against real armor, it was excellent for demolishing soft skinned and cargo vehicles. While long obsolete as a front line weapon, the grenade was stockpiled for use by militia units as late as 1979. ����������������������������� The RPG-43 was the first Soviet HEAT warhead and the earli- est of their anti-tank hand grenades. This hefty grenade, once thrown, was stabilized in flight by two cloth streamers, which ensured the gre- nade landed warhead down. Impact detonates the grenade, which can n o p a e W e d a n e r G d n a H 5 7 M . g f M sla n e s r A e t a t S r a e Y - 5 7 9 1 n o it a N a ir a glu B , S A F R e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 0 0 5 s u id a R la h t e L m 5 e g n a R .n i M ytla u s a C m 5 1 .x a M la r e t allo C .ff E m 5 3 s e t o N . 9 7 G H n a irts u A e h t m o rf d e ip o C n o p a e W e d a n e r G d n a H e vis n e f e D / e vis n e ff O 3 3 - G D R . g f M sla n e s r A e t a t S t e iv o S r a e Y 0 7 9 1 - 4 4 9 1 n o it a N S A F R , S I C , R S S U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W ) g 2 2 7 ( g 8 0 5 s u id a R la h t e L ) m 5 2 ( m 0 1 e g n a R .n i M ytla u s a C ) m 0 5 ( m 0 4 .x a M la r e t allo C .ff E m 0 4 ) m 5 2 ( s e t o N .s e s e h t e r a p n i st a ts n o it a r u g ifn o c e vis n e f e D n o p a e W e d a n e r G d n a H k n a T -itn A 6 - G P R . g f M sla n e s r A e t a t S t e iv o S r a e Y 5 7 9 1 - 5 4 9 1 n o it a N S A F R , S I C , R S S U e p y T k n a T -itn A e vitc e ff E ts al B th g ie W g k 1 . 1 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 0 2 .x a M la r e t allo C .ff E m 0 2 s e t o N r o m r a f o m m 0 0 1 o t p u s e t a rt e n e P n o p a e W e d a n e r G d n a H le n n o s r e P itn A 0 4 - G P R . g f M sla n e s r A e t a t S t e iv o S r a e Y 0 8 9 1 - 0 4 9 1 n o it a N S A F R , S I C , R S S U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g k 5 0 1 . 1 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 0 2 .x a M la r e t allo C .ff E m 0 2 s e t o N penetrate up to 75mm of armor. Like most other Soviet era RPG class grenades, the RPG-43 also produced effective fragmentation. These grenade were last known to be used in combat by Egyptian troops involved in the Arab-Israeli war of 1973, and were relegated to the status of surplus training device by 1980. ������������� ������������������������� This device, is essentially a 12.5 pound smoke grenade. How- ever, unlike smoke grenades, this one is set into position and ignited, to provide a long duration and sizable smoke screen. Once lit, the M1 smoke pot will burn its 10 lbs of filler for a period of 5 to 8 minutes, providing a screen of HC smoke that can reach dimensions of up to 20 meters deep, 20 meters high, and 250 meters long. ������������������������������������� This particular smoke pot is a monstrosity, weighing 38 lbs and filled with 27.5 lbs of incendiary material. Use to cover water crossings and amphibious landings, these smoke pots burn for 10 to 15 minutes, producing a field of HC smoke that can measure 20 x 20 x 500 meters. ������������������������� This is the hefty big brother of the M1 smoke pot and the M4A2 floating smoke pot. This overweight package is filled with a whopping 31 lbs of smoke generating filler, this smoke pot weighs a total of 33 lbs, as much as a loaded Vietnam War era M60 medium machine gun. Once ignited, the pot will burn for 20 to 22 minutes, generating a dense smoke cloud of up to 25 x 25 x 500 meters in dimension. �������������������������������� This is another early riot control grenade, using the same sheet metal body as the M7, but filled with 10.5 ounces of CN-DM mixture. This 17 ounce grenade could be hurled up to 35 meters and produced its irritant gas cloud for 20 to 60 seconds. ����������������������������� At some point in the 1960’s, the body of all US gas emitting grenades was changed. This change affected all burning type riot con- trol, chemical weapon, and smoke producing grenades, bringing them all in line to use a cylindrical sheet metal body with four emission holes in the top and one in the bottom. Functionally, the grenade is identical to the M6, but weighs 20 ounces and contains 9.5 ounces of CN-DM. ������������������������ ������� This was the earliest of the U.S. military’s riot control grenades, dating back to the early 1960’s. The M7 was filled with CN, more commonly known as Tear Gas. The M7 is assembled of a sheet metal body of the same dimensions as all other gas and smoke grenades manufactured by the United States, how- ever it is readily identified by having six emission holes in the top and two rows of nine emission holes along the sides. It is filled with 10.25 ounces of CN filler, enough to produce an irritant cloud for 20 to 60 seconds. Weighing 17 ounces, the grenade can be thrown about 35 meters by the average soldier. Iden- tified by its grey body and red band and markings. n o p a e W e d a n e r G d n a H k n a T -itn A 3 4 - G P R . g f M sla n e s r A e t a t S t e iv o S r a e Y 0 8 9 1 - 0 4 9 1 n o it a N S A F R , S I C , R S S U e p y T T A E H e vitc e ff E ts al B th g ie W g k 2 . 1 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 0 2 .x a M la r e t allo C .ff E m 0 2 s e t o N .r o m r a f o m m 5 7 o t p u s e t a rt e n e P n o p a e W t o P e k o m S e tih W C H 1 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T g n in e e r c S e vitc e ff E ts al B th g ie W g k 9 6 . 5 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E s e t o N .s r e t e m 0 5 2 x 0 2 x 0 2 ,s e tu n i m 8 - 5 s n r u B n o p a e W g n it a ol F ,t o P e k o m S e tih W C H 2 A 4 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T g n in e e r c S e vitc e ff E ts al B th g ie W g k 7 2 . 7 1 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E s e t o N .s r e t e m 0 0 5 x 0 2 x 0 2 ,s e tu n i m 5 1 - 0 1 s n r u B n o p a e W t o P e k o m S e tih W C H 5 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T g n in e e r c S e vitc e ff E ts al B th g ie W g k 5 1 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E s e t o N .s r e t e m 0 0 5 x 5 2 x 5 2 ,s e tu n i m 2 2 - 0 2 s n r u B n o p a e W e d a n e r G d n a H lo rtn o C t o i R 6 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g 6 7 4 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 5 3 s e t o N .s r e t e m 5 2 x 8 x 5 , s d n o c e s 0 6 - 0 2 s n r u B n o p a e W e d a n e r G d n a H lo rtn o C t o i R 6 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g 0 6 5 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 5 3 s e t o N .s r e t e m 5 2 x 8 x 5 , s d n o c e s 0 6 - 0 2 s n r u B ����������������������������� This is a revision of the M7 design, switching to the standard smoke grenade body with four emission holes in the top and one in the bottom. This also allows the filler capacity to be increased to 12.5 ounces, increasing the overall weight to 18.5 ounces. However, the filler is still CN tear gas. Aside from this, the grenade is otherwise functionally iden- tical to the M7. ���������������������������������� This is one of two such grenades used by the US military. It is fabricated of a sheet metal body with four emission holes at the top and one in the bottom and filled with 5.5 ounces of incendiary filler and 3.5 ounces of CS in gealtin capsules, allowing it to burn 15 to 35 seconds. Weighing 15.5 ounces, this grenade can be hurled up to 50 meters. Both are identified by their gray bodies with red markings. ���������������������������������� This is a variant of the ABC-M7A2, constructed with a pellet- ized CS compound, rather than the gelatin capsules. The grenade uses 6.5 ounces of incendiary filler and 2.5 ounces of CS compound. Other- wise, the performance is identical. ����������������������������������� With the riots, protests, and ac- tivism through the 1960’s and 70’s, law Enfocement exposed a flaw in the design of the M7 series grenades; the enemy can pick the damned things up and throw them right back at you. The M25 was the re- sponse to the problem. This grenade is a bursting muni- tion, which produces its cloud of gas in an instant, rather than over the course of a minute or two. Weighing only 8 ounces, the grenade can easily be thrown 50 meters by the average soldier. When it bursts, it creates a visible cloud some 5 meters in diameter, though fragments of the grenade shell can be flung as far as 25 meters. The fragments are essentially harmless, since the body is made of flimsy plastic or com- pressed fiber. The grenades are identified by their gay bodies with a red band and markings. The M25A2 did not have a standard filler, and could be found containing, CN, CN-DM, or CS filler. ��������������������������������� This grenade is your classic smoke screen device, used by small units as a signaling and screening device, thanks to the dense clouds of white smoke it produces. Built much the same as the M7A2 Riot Control Hand Grenade, this one is filled with 19 ounces of Type C or Type HC smoke mixture. Weighing 24 ounces, this grenade can only be flung about 30 meters, and will generate its dense clouds of smoke for 105 to 150 seconds. It needs to be noted that the smoke is thick with hydrochlo- ric fumes, which will irritate the eyes, throat and lungs, so protective equipment must be worn if used in an enclosed area. They are identified by their light green bodies, with black markings and white top. ���������������������������������� This is another grenade with the cylindrical 5.7 inch tall sheet metal body, the same as the M7 and M8 grenades. This hefty grenade weighs in at 32 ounces and can only be thrown about 25 meters by the average soldier. It is filled with 26.5 ounces of TH3 Thermate mixture, an improved version of the thermite compound that filled incendiary hand grenades of World War II. This compound will burn for about 40 second at 4,000 degrees Fahrenheit, hot enough to fuse any metal objects it n o p a e W e d a n e r G d n a H lo rtn o C t o i R 7 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g k 6 7 4 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 5 3 s e t o N .s r e t e m 5 2 x 8 x 8 ,s d n o c e s 0 6 - 0 2 s n r u B n o p a e W e d a n e r G d n a H lo rtn o C t o i R 1 A 7 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g 8 1 5 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 5 3 s e t o N .s r e t e m 5 2 x 8 x 8 ,s d n o c e s 0 6 - 0 2 s n r u B n o p a e W e d a n e r G d n a H lo rtn o C t o i R 2 A 7 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g 4 3 4 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 5 s e t o N .s r e t e m 5 2 x 8 x 8 ,s d n o c e s 5 3 - 5 1 s n r u B n o p a e W e d a n e r G d n a H lo rtn o C t o i R 3 A 7 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g 4 3 4 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 5 s e t o N .s r e t e m 5 2 x 8 x 8 ,s d n o c e s 5 3 - 5 1 s n r u B n o p a e W e d a n e r G d n a H e k o m S C H 8 M - N A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T g n in e e r c S e vitc e ff E ts al B th g ie W g 2 7 6 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 5 s e t o N .s r e t e m 0 3 x 0 1 x 0 1 ,s d n o c e s 0 5 1 - 5 0 1 s n r u B n o p a e W e d a n e r G d n a H lo rtn o C t o i R 1 A 5 2 M - C B A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T s a G e vitc e ff E ts al B th g ie W g 4 2 2 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 5 s e t o N . d u olc r e t e m 5 x 5 x 5 a s e t a e r c , e d a n e r G g n its r u B touches and cut through a half inch homogenous steel plate, as well as bright enough to burn the retinas of anyone looking at it. The compound produces its own oxygen as it burns, so it can be used underwater with ease. They are identified by their grey color with purple markings, though older units may be light red with black markings, as per standard color codes. �������������������������� This is an older predecessor of the M8. While the same physi- cal size as the M7, M8, and other grenades, this one is filled with 11 ounces of terephthalic acid, which will burn for 25 to 70 seconds. It is identified by its forest green body, light green markings, white top and blue band. ���������������������������������� The M15 is a sort of jack of all trades, used for signaling, screening, and incendiary purposes, as well as offensively. Another hefty grenade at 31 ounces, it is filled with 15 ounces of white phospho- rous, enough to spray burning fragments and particules in a 17 meter radius. Troops need to take cover when using these grenades, as the average soldier can hurl it 30 meters at best. The filler will burn within the area for 60 seconds at 5,000 degrees fahrenheit. Unfortunately, this high temperature causes the smoke generated by the grenade to rise quickly, especially in cool climates, making it less than desirable as a screening device. They are identified by their grey base color, with a single yellow band and markings. ������������������������� These grenades are used by small units primarily as a signal- ing device between ground units and air units, marking targets and land- ing sites. They are also frequently used for screening, since the smoke is not as hazardous as with the M8 grenades. The M18 is fabricated with the standard 5.7 inch tall cylindrical sheet metal body, with four emission holes on top and one on bottom, filled with 11.5 ounces of smoke compound in either red, green, yellow, or violet. The grenade, weighing 19 ounces, can be thrown about 35 meters, and will burn for 50 to 90 seconds. ��������������������������������������� This is the third incarnation of the M26 hand grenade. The M26, M26A1 and M26A2 were essentially identical, differning only in the fuzing mechanism used. Weighing in at 454 grams, they are internally identical in design to the M61, utilizing both the sheet metal shell and the prescored steel wire coil lining it to produce fragmentation with an effective casualty radius of 15 meters. Initially developed for deployment dur- ing the Korean War, it was one of the few rifle- launchable grenades issued by the U.S. military. The grenade could be fit into the clamp claws of a rifle adapter and launched with a blank car- tridge, reaching a distance of up to 160 meters. �������������������������� The M33 is an older U.S. hand grenade, designed as an oblate spheroid steel shell, filled with 184 grams of Composition B explosive. Fitted with a 4 to 5 second delay pyrotechnic train fuze, this light grenade can be thrown about 45 meters, with a casualty radius of 15 meters. n o p a e W e d a n e r G d n a H y r a id n e c nI 3 H T 4 1 M - N A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T y r a id n e c nI e vitc e ff E ts al B th g ie W g 6 9 8 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 0 2 .x a M la r e t allo C .ff E m 5 2 s e t o N .s e e r g e d K 4 t a s d n o c e s 0 4 s n r u B n o p a e W e d a n e r G e k o m S e tih W 3 8 M - N A . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T g n in e e r c S e vitc e ff E ts al B th g ie W g 0 2 4 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 3 s e t o N . d u olc r e t e m 0 2 x 5 x 5 ,s d n o c e s 0 7 o t 5 2 s n r u B n o p a e W e d a n e r G d n a H s u r o h p s o h P e tih W 5 1 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T . d n e c nI ,la n g i S e vitc e ff E ts al B th g ie W g 8 6 8 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 7 1 .x a M la r e t allo C .ff E m 0 3 s e t o N , m 0 4 x 7 1 e k o m s ,s e e r g e d K 5 t a s d n o c e s 0 6 s n r u B .h g ih m 0 4 n o p a e W e d a n e r G e k o m S d e r olo C 8 1 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n e e r c S ,la n g i S e vitc e ff E ts al B th g ie W g 2 3 5 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 5 3 s e t o N . d u olc m 0 3 x 8 x 8 ,s d n o c e s 0 9 o t 0 5 s n r u B . e k o m s t elo iv r o , w olle y ,n e e r g , d e r n i elb alia v A n o p a e W e d a n e r G elfi R & d n a H e vis n e f e D 2 A 6 2 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 5 5 4 s u id a R la h t e L m 5 e g n a R .n i M ytla u s a C m 5 1 .x a M la r e t allo C .ff E m 5 3 s e t o N .s r e t e m 0 6 1 o t d e h c n u al elfir e b n a C n o p a e W e d a n e r G d n a H e vis n e f e D 3 3 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 0 9 3 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 5 1 .x a M la r e t allo C .ff E m 5 4 s e t o N . e d a n e r g "th g iL " This grenade, though similar in shape and size to the M26, it cannot be launched from a rifle. ����������������������������������������� While long obsolete, the M34 was one of the most versatile grenades manufactured by the United States military. While type classi- fied as a chemical smoke grenade, the weapon found use for signalling, screening, fire-starting, and casualty production. Essentially the same in use and effect as the M15 grenade, the M34 weighed 27 ounces and was filled with 15 ounces of white phos- phorous. The grenade can only be hurled 30 meters by the average soldier, however the grenade has a blast radius of 35 meters, meaning anyone deploying it needs to by in a covered position, as do any friendly forces. The fragments will burn for about 60 seconds, latching onto any clothing of skin as they burn. The fragments burn at 5,000 degrees Fahrenheit, so in an enclosed or obstructed position, it can be used to fuse metal objects. The high burn temperature means that the smoke produced by the grenade tends to rise quickly, making it less than optimal for screening purposes. ������������������������� This is an older grenade, designed very differently from the M67. Using an egg shape, this grenade consists of an explosive core which is then wrapped with a prescored wire which produces its frag- ments, and the fitted inside a sheet metal shell. Weighing in at 16 ounces, this somewhat more unwieldy hand grenade could be tossed up to 40 meters, with a killing radius of 5 meters and a casualty radius of 15 meters. They were identified by their olive drab body and a single yellow band around the top, with further markings (lot number, etc) also in yellow. ���������������������� ������� This is one of several fragmentation hand grenades used by the United States. It is a simple design, based on a simple 2 1/2 inch di- ameter steel sphere filled with explosives. The sphere fragments upon detonation. Weighing a total of 14 ounces, the grenade can be thrown a distance of 40 meters by the average soldier, with a killing radius of 5 meters and casualty radius of 15 meters or 50 feet. They have an olive drab green body with a single yellow band n o p a e W e d a n e r G d n a H n o it a tn e m g a r F y r a id n e c nI 4 3 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 6 5 7 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 5 3 .x a M la r e t allo C .ff E m 0 3 s e t o N r e w o r h T .s e e r g e d K 5 t a s d n o c e s 0 6 r o f n r u b stn e m g a r F . e d a n e r g n w o sih y b d e n r u b t e g r o r e v o c r e d n u e b ts u m n o p a e W e d a n e r G d n a H n o it a tn e m g a r F 1 6 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 8 4 4 s u id a R la h t e L m 5 e g n a R .n i M ytla u s a C m 5 1 .x a M la r e t allo C .ff E m 0 4 s e t o N at the top for identification. ���������������� The M84 is a new grenade, developed at the request of the Army Military Police Corps, rather than the usual source of development, SOCOM. The M84 is a non-lethal, low hazard, non-shrapnel producing device designed to produce a brilliant flash, loud bang of 170 decibels, and pressure wave, which all combine to confuse, disorient, and mo- mentarily distract or stun opponents without permanent harm. This is generated by a flame-consumable fiber shell and 4.5 grams of a pyro- technic metal-oxidant filler composed of magnesium and ammonium. The grenade weighs in at 13.2 ounces, and though it could easily be thrown about 45 yards, is rarely tossed more than a few yards. ����������������������������� This is an older, obsolete grenade that was used from the Korean War through the Vietnam War. The grenade was designed for signaling and illumination, however, unlike other grenades for this purpose, it does not do its job while in flight or descending on a parachute. The Mk1 burns on the ground. Wieghing in at 10 ounces, a soldier can easily hurl the grenade 40 meters. The 3.5 ounces of illuminating pyrotechnic composition filler burns for 25 seconds, providing 55,000 candlepower in a 100 meter radius and is hot enough to be used as an incendiary device. The grenade also has one of the slowest fuses used in a grenade, taking a full seven seconds before detonating. Older MK1 gre- nades are identified by white bodies with n o p a e W e d a n e r G d n a H n o it a tn e m g a r F 7 6 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 2 9 3 s u id a R la h t e L m 5 e g n a R .n i M ytla u s a C m 5 1 .x a M la r e t allo C .ff E m 0 4 s e t o N n o p a e W e d a n e r G d n a H n o it a n i m ullI 1 K M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a n i m ullI e vitc e ff E ts al B th g ie W g 0 8 2 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C .ff E m 0 4 s e t o N s u id a r m 0 0 1 a n ialle d n a c 0 0 0 , 5 5 ,s d n o c e s 5 2 s n r u B n o p a e W e d a n e r G n u t S 4 8 M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n u t S e vitc e ff E ts al B th g ie W g 0 7 3 s u id a R la h t e L e g n a R .n i M ytla u s a C .x a M la r e t allo C m 2 .ff E m 5 4 s e t o N . e d a n e r g g n a b - h s alf s'e cilo P y r a tili M y m r A . S . U black markings, while later manufacture left them unpainted with black markings. ������������������������� The MK2 is another obsolete grenade, one of the classic “pine- apple” grenades. Made with a prefragmented cast iron body, the gre- nade is filled with either flaked or granular TNT and fitted with a fuse. This was a dangerous combination, since tightening a loose fuse can cause the grenade to detonate without ever activating the fuse. Weigh- ing in at 21 ounces, a soldier can hurl the grenade 30 meters, and it has a casualty radius of 10 meters. They are identified by olive drab bodies with a single yellow band at the top. n o p a e W e d a n e r G n o it a tn e m g a r F 2 K M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 8 8 5 s u id a R la h t e L m 2 e g n a R .n i M ytla u s a C m 0 1 .x a M la r e t allo C .ff E m 0 3 s e t o N s'0 5 9 1 e t al e h tlitn u d e s u ,n g is e d a r e 2 W W n o p a e W e d a n e r G d n a H e vis n e ff O 2 A 3 K M . g f M le ir e t a M y m r A . S . U d n a m m o C s s e n id a e R r a e Y n o it a N s e t a t S d e tin U e p y T n o it a tn e m g a r F e vitc e ff E ts al B th g ie W g 7 3 4 s u id a R la h t e L e g n a R .n i M ytla u s a C m 2 .x a M la r e t allo C .ff E m 0 4 s e t o N .s'0 5 9 1 e t al e h tlitn u d e s u ,n g is e d a r e 2 W W ���������������������������� This weapon is a concussion grenade, more commonly known in military circles as an offensive grenade. They are designed to produce casualties in close combat situations while minimizing the risk to friendly forces. They opeatre by greating significant overpressure in an en- closed area, making them exceptionally useful inside structures, as well as making them useful for blasting and demolitions. They are identified by their black base color with yellow markings around the middle. This particular grenade is filled with 8 ounces of TNT with a fiberbody and some fiberglass components. Weighing 15.6 ounces, this grenade can be hurled 40 meters and has an effective casualty radius of 2 meters. � � ��� � � � � � � � � n o p a e W e g n a R e g a m a D la h t e L s u id a R ytla u s a C s u id a R e f a S s u id a R v A th g ie W ts o C � � �� � � � � � B T 8 5 T A E G m 0 0 4 0 1 d 2 , 5 N E P m 1 m 5 - M g k 6 6 . B T 0 4 G A R F T A E G m 0 5 4 6 d 6 , 3 N E P m 0 1 m 0 2 - M g k 6 . O M - 2 K M F - E M G 0 0 4 / 0 4 6 d 6 m 2 m 5 - M g k 3 . m m 1 . 8 3 la C e tn a n i m ullI m 0 0 2 th g iL - - m 0 3 M g k 6 6 . � �� � � � � � � 1 F 0 0 2 / 0 3 6 d 6 m 6 m 5 1 m 0 3 M g k 4 . � � � � � � � � � � � � � � � � � � � �� � � � � � � � � � � � � � m m 0 4 n o t a B m 0 5 6 d 2 - - - M g k 5 2 . 1 - F m 0 3 6 d 8 m 0 2 m 0 0 1 - O g k 6 . 0 4 - D R G m 0 0 2 e k o m S d u ol C m 5 2 x 5 2 x 5 2 M g k 5 2 . s a G S C m m 0 4 d z o v G m 0 0 2 S C d u ol C m 5 2 x 5 2 x 5 2 M g k 2 . 2 4 - G R m 0 3 6 d 4 m 2 m 0 1 - O g k 4 . 1 - G D R m 5 3 e k o m S d u ol C m 0 2 x 5 x 5 M g k 5 . 2 - G D R m 5 3 e k o m S d u ol C m 5 2 x 8 x 8 M g k 5 . h C 2 - G D R m 5 3 e k o m S d u ol C k c al B m 5 2 x 8 x 8 M g k 5 . h K 2 - G D R m 5 3 C H d u ol C m 5 2 x 8 x 8 M g k 5 . 3 - G D R m 5 3 e k o m S d u ol C e g n a r O m 5 2 x 8 x 8 M g k 5 . 5 - G D R m 0 4 6 d 4 m 2 m 5 2 - M g k 3 . N G R m 5 4 6 d 5 m 8 m 5 2 - M g k 3 . 6 8 - N G R m 5 3 6 d 4 m 5 . 2 m 5 - M g k 5 2 . O G R m 0 3 6 d 6 m 0 2 m 0 5 - M g k 3 5 . 8 7 - O G R m 5 3 6 d 6 m 0 2 m 0 4 - M g k 5 4 . 3 - G K R m 5 1 0 1 d 1 , 3 N E P m 1 m 0 2 - M g k 7 0 . 1 T 3 / M 3 - G K R m 5 1 0 1 d 2 , 4 N E P m 1 m 0 2 - M g k 7 0 . 1 M 9 P 7 M 7 1 - G O V m 0 0 2 1 6 d 5 m 1 m 7 - M g k 5 3 . 6 3 P 7 M 7 1 - G O V m 0 0 2 1 6 d 6 m 1 m 7 - M g k 5 3 . 5 2 - G O V m 0 0 4 6 d 5 m 1 m 6 - M g k 5 2 . P 5 2 - G O V m 0 0 4 6 d 6 m 1 m 6 - M g k 5 2 . y r a id n e c nI P D Z 0 0 2 / 0 3 e ri F 6 d 2 d u ol C e k o m S m 0 1 x 5 x 5 M g k 3 . � � �� � � � � � � � �� � � � � � � � � � � � � � � � � � � 5 7 M m 5 3 6 d 5 m 5 m 5 1 - O g k 5 . e vis n e ff O 3 3 - G D R m 0 4 6 d 4 m 0 1 m 0 4 - O g k 5 . e vis n e f e D 3 3 - G D R m 5 2 6 d 8 m 5 2 m 0 5 - O g k 5 7 . 6 - G P R m 0 2 6 d 4 , 2 N E P m 2 m 0 2 - O g k 1 . 1 0 4 - G P R m 0 2 6 d 6 m 2 m 0 2 - O g k 1 . 1 3 4 - G P R m 0 2 6 d 2 , 1 N E P m 2 m 0 2 - O g k 2 . 1 � � � � � � � � � � � � � � � � � �� � � 1 M - C B A - C H d u ol C m 0 5 2 x 0 2 x 0 2 M g k 7 . 5 0 7 $ 2 A 4 M - C B A - C H d u ol C m 0 0 5 x 0 2 x 0 2 M g k 3 . 7 1 0 0 1 $ 5 M - C B A - C H d u ol C m 0 0 5 x 5 2 x 5 2 M g k 5 1 0 0 1 $ 6 M - C B A m 5 3 M D / N C d u ol C m 5 2 x 8 x 5 O g k 5 . 8 1 $ 1 A 6 M - C B A m 5 3 M D / N C d u ol C m 5 2 x 8 x 5 O g k 6 . 8 1 $ 1 A 7 M , 7 M - C B A m 5 3 N C d u ol C m 5 2 x 8 x 8 O g k 5 . 8 1 $ 3 A 7 M , 2 A 7 M - C B A m 0 5 S C d u ol C m 5 2 x 8 x 8 M g k 4 4 . 8 1 $ 2 A 5 2 M - C B A m 0 5 M D / N C , N C S C r o d u ol C m 5 x 5 x 5 M g k 5 2 . 8 1 $ 8 M - N A m 0 3 C H d u ol C m 0 3 x 0 1 x 0 1 M g k 7 . 8 1 $ 3 H T 4 1 M - N A m 5 2 6 d 0 1 m 2 m 0 2 - M g k 9 . 0 4 $ 3 8 M - N A m 0 3 e k o m S d u ol C m 0 2 x 5 x 5 O g k 2 4 . 8 1 $ � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � n o p a e W e g a m a D la citir C e g a m a D e p y T ts r u B s u id a R x elf e R C D e g n a R tn e m e r c nI e zi S th g ie W e s a h c r u P C D n o itcirts e R � � �� � � � � � B T 8 5 T A E G , 5 N E P 6 d 6 0 2 e ri F 5 4 1 0 2 1 M bl 1 B T 0 4 G A R F T A E G , 3 N E P 6 d 4 0 2 e ri F 0 3 7 1 5 3 1 M bl 1 O M - 2 K M F - E M G 6 d 4 - g n ih s al S 5 2 1 0 2 1 / 5 2 M / S bl 5 . m m 1 . 8 3 la C e tn a n i m ullI - - th g iL 0 9 - 1 6 M bl 1 � �� � � � � � � 1 F 6 d 6 - g n ih s al S 0 2 7 1 0 6 / 0 2 M / S bl 1 � � � � � � � � � � � � � � � � � � � �� � � � � � � � � � � � � � m m 0 4 n o t a B 6 d 3 0 2 . g d ul B - - 5 1 S bl 5 . 1 - F 6 d 6 - g n ih s al S 0 6 6 2 0 2 S bl 1 0 4 - D R G e k o m S d u ol C tf 5 7 x 5 7 x 5 7 0 2 1 S bl 5 . s a G S C m m 0 4 d z o v G S C d u ol C tf 5 7 x 5 7 x 5 7 0 2 1 S bl 5 . 2 4 - G R 6 d 4 - g n ih s al S 5 2 1 0 2 S bl 1 1 - G D R e k o m S d u ol C tf 0 6 x 5 1 x 5 1 0 2 S bl 1 2 - G D R e k o m S d u ol C tf 5 7 x 5 2 x 5 2 0 2 S bl 1 h C 2 - G D R e k o m S k c al B d u ol C tf 5 7 x 5 2 x 5 2 0 2 S bl 1 h K 2 - G D R S C d u ol C tf 5 7 x 5 2 x 5 2 0 2 S bl 1 3 - G D R e k o m S e g n a r O d u ol C tf 5 7 x 5 2 x 5 2 0 2 S bl 1 5 - G D R 6 d 4 - g n ih s al S 5 2 1 5 2 S bl 5 . N G R 6 d 5 - g n ih s al S 5 2 8 1 0 3 S bl 5 . 6 8 - N G R 6 d 4 - g n ih s al S 0 1 2 1 0 2 S bl 5 . O G R 6 d 5 - g n ih s al S 0 6 6 2 0 2 S bl 1 8 7 - O G R 6 d 6 - g n ih s al S 0 6 6 2 0 2 S bl 1 3 - G K R , 3 N E P 6 d 4 0 2 e ri F 5 2 1 0 1 M g k 5 . 2 � � ��� � � � � � � � � n o p a e W e g n a R e g a m a D la h t e L s u id a R ytla u s a C s u id a R e f a S s u id a R v A th g ie W ts o C � � � � � � � � � � � � � � � � � �� � � 5 1 M m 0 3 6 d 0 1 m 2 m 7 1 - M g k 9 . 0 4 $ e k o m S d u ol C m 0 4 x 0 4 x 7 1 8 1 M m 5 3 e k o m S d u ol C m 0 3 x 8 x 8 M g k 5 5 . 8 1 $ 2 A 6 2 M 0 6 1 / 5 3 6 d 6 m 5 m 5 1 - O g k 5 . 7 $ 3 3 M m 5 4 6 d 6 m 2 m 5 1 - O g k 4 . 7 $ 4 3 M m 0 3 6 d 0 1 m 2 m 5 3 - M g k 8 . 0 4 $ 1 6 M m 0 4 6 d 7 m 5 m 5 1 - M g k 5 . 7 $ 7 6 M m 0 4 6 d 6 m 5 m 5 1 - M g k 4 . 7 $ 4 8 M m 5 4 n u t S - m 2 - C g k 4 . 5 1 $ 1 k r a M m 0 4 th g iL - - - O g k 3 . 3 $ 2 k r a M m 0 3 6 d 6 m 2 m 0 1 - O g k 6 . 3 $ 2 A 3 k r a M m 0 4 6 d 4 m 0 m 2 - O g k 5 . 3 $ s e t o N g n i w o r h t e h t tn e s e r p e r ) 0 0 2 / 0 3 , 1 F n a ila rts u A , elp m a x e ( s e g n a r o w t h ti w s e d a n e r G .) m 0 0 2 d e h c n u al r o m 0 3 n w o r h t e b n a c 1 F e h t( e g n a r d e h c n u al- elfir e h t n e h t , e g n a r .h t g n el d n i w n w o d d n a ,th g ie h ,h t d i w e r a s n o is n e m id d u ol C . S . U elb a p a c ylali m is o t elb a r a p m o c e b dlu o h s s n o it a n r e h t o f o e d a n e r g r o f s e cir P .s e d a n e r g � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � � n o p a e W e g a m a D la citir C e g a m a D e p y T ts r u B s u id a R x elf e R C D e g n a R tn e m e r c nI e zi S th g ie W e s a h c r u P C D n o itcirts e R � � � � � � � � � � � � � � � � � � � �� � � � � � � � � � � � � � T 3 / M 3 - G K R , 4 N E P 6 d 5 0 2 e ri F 5 2 1 0 1 M bl 5 . 2 ] 3 + [ LI M M 9 P 7 M 7 1 - G O V 6 d 4 - g n ih s al S 5 2 1 5 6 3 S bl 5 . ] 3 + [ LI M 6 3 P 7 M 7 1 - G O V 6 d 4 - g n ih s al S 5 2 1 0 6 3 S bl 5 . ] 3 + [ LI M 5 2 - G O V 6 d 5 - g n ih s al S 5 2 1 0 2 1 S bl 5 . ] 3 + [ LI M P 5 2 - G O V 6 d 5 - g n ih s al S 5 2 1 0 2 1 S bl 5 . ] 3 + [ LI M y r a id n e c nI P D Z 6 d 2 - e ri F 5 9 0 6 / 0 2 S bl 5 . ] 3 + [ LI M e k o m S d u ol C tf 0 3 x 5 1 x 5 1 � � � � 5 7 M 6 d 5 - g n ih s al S 5 1 7 1 0 2 S bl 1 ] 3 + [ LI M e vis n e ff O 3 3 - G D R 6 d 4 - g n ih s al S 0 3 0 2 5 2 M bl 1 ] 3 + [ LI M e vis n e f e D 3 3 - G D R 6 d 6 - g n ih s al S 5 7 9 2 5 1 M bl 5 . 1 ] 3 + [ LI M 6 - G P R , 2 N E P 6 d 4 0 2 e ri F 5 9 5 1 M bl 5 . 2 ] 3 + [ LI M 0 4 - G P R 6 d 5 - g n ih s al S 5 2 1 5 1 M bl 5 . 2 ] 3 + [ LI M 3 4 - G P R , 2 N E P 6 d 3 0 2 e ri F 5 9 5 1 M bl 5 . 2 ] 3 + [ LI M � � � � � � � � �� � � 1 M - C B A e k o m S C H d u ol C tf 0 5 7 x 0 6 x 0 6 - H bl 5 . 2 1 8 ] 3 + [ LI M 2 A 4 M - C B A e k o m S C H d u ol C tf 0 0 5 1 x 0 6 x 0 6 - H bl 8 3 0 1 ] 3 + [ LI M 5 M - C B A e k o m S C H d u ol C tf 0 0 5 1 x 5 7 x 5 7 - H bl 3 3 0 1 ] 3 + [ LI M 6 M - C B A M D / N C d u ol C tf 5 7 x 5 2 x 0 2 0 2 S bl 1 4 ] 3 + [ LI M 1 A 6 M - C B A M D / N C d u ol C tf 5 7 x 5 2 x 0 2 0 2 S bl1 4 ] 3 + [ LI M 1 A 7 M , 7 M - C B A N C d u ol C tf 5 7 x 5 2 x 5 2 0 2 S bl1 4 ] 3 + [ LI M 3 A 7 M , 2 A 7 M - C B A S C d u ol C tf 5 7 x 5 2 x 5 2 0 2 S bl1 4 ] 3 + [ LI M 2 A 5 2 M - C B A S C r o M D / N C , N C d u ol C tf 5 2 x 5 2 x 5 2 0 3 S bl 5 . 4 ] 3 + [ LI M 8 M - N A e k o m S C H d u ol C tf 0 9 x 0 3 x 0 3 0 2 S bl 5 . 1 4 ] 3 + [ LI M 3 H T 4 1 M - N A 6 d 8 - e ri F 5 9 5 1 S bl 2 6 ] 3 + [ LI M 3 8 M - N A e k o m S d u ol C tf 0 6 x 5 1 x 5 1 0 2 S bl 1 4 ] 3 + [ LI M 5 1 M 6 d 8 - e ri F 5 9 0 2 S bl 2 6 ] 3 + [ LI M e k o m S d u ol C tf 0 2 1 x 0 2 1 x 5 5 8 1 M e k o m S d u ol C tf 0 2 1 x 5 2 x 5 2 0 2 S bl 1 4 ] 3 + [ LI M 2 A 6 2 M 6 d 6 - g n ih s al S 5 1 7 1 0 5 / 0 2 M / S bl 1 3 ] 3 + [ LI M 3 3 M 6 d 6 - g n ih s al S 5 2 1 0 3 S bl 1 3 ] 3 + [ LI M 4 3 M 6 d 8 - e ri F 0 1 2 1 0 2 S bl 2 6 ] 3 + [ LI M 1 6 M 6 d 5 - g n ih s al S 5 1 7 1 5 2 S bl 1 3 ] 3 + [ LI M 7 6 M 6 d 5 - g n ih s al S 5 1 7 1 5 2 S bl 1 3 ] 3 + [ LI M 4 8 M 6 d 6 - .c n o C 5 5 1 0 3 S bl 1 4 ] 3 + [ LI M 1 k r a M - - th g iL 0 0 3 - 5 2 S bl 5 . 2 ] 3 + [ LI M 2 k r a M 6 d 5 - g n ih s al S 5 2 1 0 2 S bl 1 2 ] 3 + [ LI M 2 A 3 k r a M 6 d 4 - g n ih s al S 5 9 5 2 S bl 1 2 ] 3 + [ LI M s e t o N e g n a r d e h c n u al si d n o c e s e h t d n a ) stn e m e r c n i 5 ( e g n a r n w o r h t sits rif e h t ,s e ula v o w t stn e s e r p e g n a r n e h W . d e t a n i m ulli a e r a e h t stn e s e r p e r" e p yt" sih t r o f s u id a r d n a , e p yt k c a tt a n a t o n sith g iL .) stn e m e r c n i 0 1 ( d u ol C .s elcih e v ts n ia g a d e s u n e h w s e r o n g i e d a n e r g e h ts s e n d r a h f o stn io p f o r e b m u n e h t si N E P f o e cir p e h t o t e s olc e b lli w e cir p e d a n e r g n g ie r o F .h t g n el d n i w n w o d x th g ie h x h t d i w e r a stn e m e r u s a e m .lla r e tf a ,s n o p a e w x elp m o c ylr alu citr a p t'n e r a y e h T .s e d a n e r g . S . U � � � �� � � n o p a e W g m D e p y T c c A d o m R R T S n i M x a M g n R F o R m m A t W ] g k[ ts o C s e t o N � � �� � � � � � B T 8 5 T A E G 6 d 4 L/p S 1- 0 3 m 0 0 4 3/1 1 7. .r m 1 ,s elcih e v .s v )0 8(6 d 6 1 B T 0 4 G A R F T A E G 6 d 6 L/P 1- 0 3 m 0 5 4 3/1 1 6. .r m 0 1 O M - 2 K M F - E M G 6 d 6 L/P 1- 0 3 0 0 4/0 4 3/1 ro 2/1 1 3. -elfir ro n w orht e b y a M .r . m 2 .d e h c n u al m m 1 . 8 3 la C e tn a n i m ullI - - 1- 0 3 m 0 0 2 3/1 1 7. � �� � � � � � � 1 F 6 d 6 L/P 0 0 3 0 0 2/0 3 3/1 ro 2/1 1 4. elfir ro n w orht e b y a M .s uid ar m 6 .d e h c n u al � � � � � � � � � � � � � � � � � � � �� � � � � � � � � � � � � � m m 0 4 n o t a B 6 d 7 S/B 0 0 - m 0 5 3/1 - 3. .n o p a e w tc a p m i,d e h c n u al 1 - F 6 d 8 L/P 0 0 3 m 0 3 2/1 1 6. .r m 0 2 0 4 - D R G - - 0 0 - m 0 0 2 3/1 - 3. e k o m s m 5 2 x 5 2 x 5 2 s a G S C m m 0 4 d z o v G - p S/p S 0 0 - m 0 0 2 3/1 - 2. S C m 5 2 x 5 2 x 5 2 2 4 - G R 6 d 4 L/P 0 0 3 m 0 3 2/1 1 4. .r m 2 1 - G D R - - 0 0 3 m 5 3 2/1 1 5. e k o m s m 0 2 x 5 x 5 2 - G D R - - 0 0 3 m 5 3 2/1 1 5. e k o m s m 5 2 x 8 x 8 h C 2 - G D R - - 0 0 3 m 5 3 2/1 1 5. e k o m s m 5 2 x 8 x 8 h K 2 - G D R - - 0 0 3 m 5 3 2/1 1 5. e k o m s m 5 2 x 8 x 8 3 - G D R - - 0 0 3 m 5 3 2/1 1 5. e k o m s m 5 2 x 8 x 8 5 - G D R 6 d 4 L/P 0 0 3 m 0 4 2/1 1 3. .r m 2 N G R 6 d 6 L/P 0 0 3 m 5 4 2/1 1 3. .r m 8 6 8 - N G R 6 d 4 L/P 0 0 3 m 5 3 2/1 1 3. .r m 5.2 O G R 6 d 8 L/P 0 0 3 m 0 3 2/1 1 5. .r m 0 2 8 7 - O G R 6 d 8 L/P 0 0 3 m 5 3 2/1 1 5. .r m 0 2 3 - G K R 6 d 4 L/p S 0 0 4 m 5 1 2/1 1 1.1 .r m 1 T 3 / M 3 - G K R 6 d 4 L/p S 0 0 4 m 5 1 2/1 1 1.1 .r m 1 M 9 P 7 M 7 1 - G O V 6 d 6 L/P 0 0 - m 0 0 2 1 - - 4. .r m 1 6 3 P 7 M 7 1 - G O V 6 d 8 L/P 0 0 - m 0 0 2 1 - - 4. .r m 1 5 2 - G O V 6 d 6 L/P 0 0 - m 0 0 4 - - 3. .r m 1 P 5 2 - G O V 6 d 8 L/P 0 0 - m 0 0 4 - - 3. .r m 1 y r a id n e c nI P D Z 6 d 2 L/p S 0 0 3 0 0 2/0 3 2/1 1 3. e k o m s m 0 1 x 5 x 5 � � �� � � � � � � � �� � � � � � � � � � � � � � � � � � � 5 7 M 6 d 6 L/P 0 0 3 m 5 3 2/1 1 5. .r m 5 e vis n e ff O 3 3 - G D R 6 d 4 L/P 0 0 3 m 0 4 2/1 1 5. .r m 0 1 e vis n e f e D 3 3 - G D R 6 d 8 L/P 0 0 4 m 5 2 2/1 1 8. .r m 5 2 6 - G P R 6 d 4 L/p S 0 0 4 m 0 2 2/1 1 1.1 .r m 2 ,s elcih e v .s v )5 3(6 d 7 0 4 - G P R 6 d 8 L/P 0 0 4 m 0 2 2/1 1 1.1 .r m 2 3 4 - G P R 6 d 4 L/p S 0 0 4 m 0 2 2/1 1 2.1 .r m 2 ,s elcih e v .s v )6 2(6 d 5 � � � � � � � � � � � � � � � � � �� � � 1 M - C B A - p S/p S - - - - 2/1 1 7.5 0 7 $ C H m 0 5 2 x 0 2 x 0 2 2 A 4 M - C B A - p S/p S - - - - 2/1 1 3.7 1 0 0 1 $ C H m 0 0 5 x 0 2 x 0 2 5 M - C B A - p S/p S - - - - 2/1 1 5 1 0 0 1 $ C H m 0 0 5 x 5 2 x 5 2 6 M - C B A - p S/p S 0 0 3 m 5 3 2/1 1 5. 8 1 $ M D /N C m 5 2 x 8 x 5 1 A 6 M - C B A - p S/p S 0 0 4 m 5 3 2/1 1 8. 8 1 $ M D /N C m 5 2 x 8 x 5 1 A 7 M , 7 M - C B A - p S/p S 0 0 3 m 5 3 2/1 1 5. 8 1 $ N C m 5 2 x 8 x 8 3 A 7 M , 2 A 7 M - C B A - p S/p S 0 0 3 m 0 5 2/1 1 5. 8 1 $ S C m 5 2 x 8 x 8 2 A 5 2 M - C B A - p S/p S 0 0 3 m 0 5 2/1 1 3. 8 1 $ M D /N C ro N C ,S C m 5 x 5 x 5 8 M - N A - p S/p S 0 0 3 m 0 3 2/1 1 7. 8 1 $ C H m 0 3 x 0 1 x 0 1 3 H T 4 1 M - N A 6 d 0 1 p S/p S 0 0 3 m 5 2 2/1 1 9. 0 4 $ .r m 2 3 8 M - N A - p S/p S 0 0 3 m 0 3 2/1 1 4. 8 1 $ e k o m s m 0 2 x 5 x 5 5 1 M 6 d 0 1 p S/p S 0 0 4 m 0 3 2/1 1 9. 0 4 $ e k o m s m 0 4 x 0 4 x 7 1 ,.r m 7 1 8 1 M - - 0 0 3 m 5 3 2/1 1 6. 8 1 $ e k o m s m 0 3 x 8 x 8 � � � �� � � n o p a e W g m D e p y T c c A d o m R R T S n i M x a M g n R F o R m m A t W ] g k[ ts o C s e t o N � � � � � � � � � � � � � � � � � �� � � 2 A 6 2 M 6 d 8 L/P 0 0 3 0 6 1/5 2 3/1 ro 2/1 1 5. 7 $ .r m 5 3 3 M 6 d 8 L/P 0 0 3 m 5 4 2/1 1 4. 7 $ .r m 2 4 3 M 6 d 0 1 L/p S 0 0 4 m 0 3 2/1 1 8. 0 4 $ .r m 2 1 6 M 6 d 8 L/P 0 0 3 m 0 4 2/1 1 5. 7 $ .r m 5 7 6 M 6 d 8 L/P 0 0 3 m 0 4 2/1 1 4. 7 $ .r m 5 4 8 M - p S/p S 0 0 3 m 5 4 2/1 1 4. 5 1 $ .r m 2 1 k r a M - - 0 0 3 m 0 4 2/1 1 3. 3 $ - 2 k r a M 6 d 8 L/P 0 0 3 m 0 3 2/1 1 6. 3 $ r m 2 2 A 3 k r a M 6 d 4 L/P 0 0 3 m 0 4 2/1 1 5. 3 $ r m 2 s elu R la ic e p S . g n ih c n u al r o f d n o c e s e h t d n a g n i w o r h t r o f e g n a r ts rif e h t tn e s e r p s e g n a r o w t h ti w s e d a n e r G .h t g n el d n i w n w o d d n a ,th g ie h ,h t d i w f o r e d r o e h t y b d e tn e s e r p e r a s n o is n e m id d u ol C .s e d a n e r g . S . U tn ela viu q e f o t a h t o t r ali m is e b o t d e tc e p x e dlu o h s tu b , elb alia v a n u e r a s n o it a n r e h t o r o f s e cir P .s e d a n e r g d e h c n u al elfir r o f si 3 / 1 ,s e d a n e r g n w o r h t r o f si 2 / 1 F O R � � � � � n o p a e W st o h S f o e t a R e ri F e g n a R y c c A g m D ts o C s e t o N � � �� � � � � � B T 8 5 T A E G 1 S S b r e p u S ria F 5 n o it a rt e n e p r o o P .r m 1 B T 0 4 G A R F T A E G 1 S S b r e p u S ria F 8 n o it a rt e n e p r o o P ,.r m 0 1 O M - 2 K M F - E M G 1 S S b r e p u S ria F 0 1 s u id a r m 2 m m 1 . 8 3 la C e tn a n i m ullI 1 S S b r e p u S ria F - th g iL � �� � � � � � � 1 F 1 S S b r e p u S ria F 0 1 s u id a r m 6 � � � � � � � � � � � � � � � � � � � �� � � � � � � � � � � � � � m m 0 4 n o t a B - - t a e r G ria F 4 e rif tc e rid ,la h t eln o n 1 - F 1 S S ria F ria F 0 1 .r m 0 2 0 4 - D R G - - b r e p u S ria F - e k o m s m 5 2 x 5 2 x 5 2 s a G S C m m 0 4 d z o v G - - b r e p u S ria F - s a g S C m 5 2 x 5 2 x 5 2 2 4 - G R 1 S S ria F ria F 6 .r m 2 1 - G D R 1 S S d o o G ria F - e k o m s m 0 2 x 5 x 5 2 - G D R 1 S S d o o G ria F - e k o m s m 5 2 x 8 x 8 h C 2 - G D R 1 S S d o o G ria F - e k o m s k c alb m 5 2 x 8 x 8 h K 2 - G D R 1 S S d o o G ria F - e k o m s C H m 5 2 x 8 x 8 3 - G D R 1 S S d o o G ria F - e k o m s e g n a r o m 5 2 x 8 x 8 5 - G D R 1 S S t a e r G ria F 6 .r m 2 N G R 1 S S t a e r G ria F 8 .r m 8 6 8 - N G R 1 S S d o o G ria F 6 .r m 5 . 2 O G R 1 S S ria F ria F 0 1 .r m 0 2 8 7 - O G R 1 S S d o o G ria F 0 1 .r m 0 2 3 - G K R 1 S S r o o P ria F 5 n o it a rt e n e p r o o P .r m 1 T 3 / M 3 - G K R 1 S S r o o P ria F 5 n o it a rt e n e p r o o P ,.r m 1 M 9 P 7 M 7 1 - G O V - - b r e p u S ria F 8 .r m 1 6 3 P 7 M 7 1 - G O V - - b r e p u S ria F 0 1 .r m 1 5 2 - G O V - - b r e p u S ria F 8 .r m 1 P 5 2 - G O V - - b r e p u S ria F 0 1 .r m 1 y r a id n e c nI P D Z 1 S S d o o G ria F 4 e k o m s m 0 1 x 5 x 5 � � �� � � � � � � � �� � � � � � � � � � � � � � � � � � � 5 7 M 1 S S d o o G ria F 8 .r m 5 e vis n e ff O 3 3 - G D R 1 S S t a e r G ria F 6 .r m 0 1 e vis n e f e D 3 3 - G D R 1 S S ria F ria F 0 1 .r m 5 2 � � � � � n o p a e W st o h S f o e t a R e ri F e g n a R y c c A g m D ts o C s e t o N � � �� � � � � � � � �� � � � � � � � � � � � � � � � � � � 6 - G P R 1 S S e r c o id e M ria F 5 .n o it a rt e n e p elb irr e T ,.r m 2 0 4 - G P R 1 S S e r c o id e M ria F 0 1 .r m 2 3 4 - G P R 1 S S e r c o id e M ria F 5 .n o it a rt e n e p elb irr e T ,.r m 2 � � � � � � � � � � � � � � � � � �� � � 1 M - C B A 1 S S - ria F - 0 7 $ C H m 0 5 2 x 0 2 x 0 2 2 A 4 M - C B A 1 S S - ria F - 0 0 1 $ C H m 0 0 5 x 0 2 x 0 2 5 M - C B A 1 S S - ria F - 0 0 1 $ C H m 0 0 5 x 5 2 x 5 2 6 M - C B A 1 S S d o o G ria F - 8 1 $ M D / N C m 5 2 x 8 x 5 1 A 6 M - C B A 1 S S d o o G ria F - 8 1 $ M D / N C m 5 2 x 8 x 5 1 A 7 M , 7 M - C B A 1 S S d o o G ria F - 8 1 $ N C m 5 2 x 8 x 8 3 A 7 M , 2 A 7 M - C B A 1 S S t a e r G ria F - 8 1 $ S C m 5 2 x 8 x 8 2 A 5 2 M - C B A 1 S S t a e r G ria F - 8 1 $ M D / N C r o S C , N C m 5 x 5 x 5 8 M - N A 1 S S ria F ria F - 8 1 $ C H m 0 3 x 0 1 x 0 1 3 H T 4 1 M - N A 1 S S ria F ria F 0 1 0 4 $ .r m 2 3 8 M - N A 1 S S ria F ria F - 8 1 $ e k o m s m 0 2 x 5 x 5 5 1 M 1 S S ria F ria F 0 1 0 4 $ e k o m s m 0 4 x 0 4 x 7 1 8 1 M 1 S S d o o G ria F - 8 1 $ e k o m s m 0 3 x 8 x 8 2 A 6 2 M 1 S S b r e p u S ria F 0 1 7 $ .r m 5 3 3 M 1 S S t a e r G ria F 0 1 7 $ .r m 2 4 3 M 1 S S ria F ria F 0 1 0 4 $ .r m 2 1 6 M 1 S S t a e r G ria F 0 1 7 $ .r m 5 7 6 M 1 S S t a e r G ria F 0 1 7 $ .r m 5 4 8 M 1 S S t a e r G ria F 4 5 1 $ .r m 2 1 k r a M 1 S S t a e r G ria F - 3 $ .r m 0 5 2 k r a M 1 S S ria F ria F 0 1 3 $ .r m 2 2 A 3 k r a M 1 S S t a e r G ria F 6 3 $ .r m 2 :s elu R la ic e p S .h t g n el d n i w n w o d ,th g ie h ,h t d i w :r e d r o sih t n i s n o is n e m id e vig s a g & e k o m s f o s d u ol C .str a p r e tn u o c . S . U rie h t o t e cir p r ali m is f o e b o t d e tc e p x e e b n a c s e d a n e r g n g ie r o F ������������� ��������������������������� D20 Modern presents a rather simple approach to the use of grenades, essentially making all grenades the same. We have attempted to stay within those guidelines, while providing the differences these many grenades have in the real world. So our suggestion is this: Blast radius in the statistics is based on the grenade’s lethal radius. Inside this area, you get a reflex save to take only half damage. I also suggest that to a distance of 2x blast radius, which is still inside the casualty radius for most grenades, a Reflex save is forced in that area as well, for 1/4 or no damage. For example, the M67 grenade does 5d6 damage and has a blast radius of 15 feet. The character throws it, it goes boom, and the player rolls maximum damage, which is 30 points on 5d6. Anyone up to 15 feet away from the point of detonation will have to make a reflex save for 30 or 15 points of damage. Anyone 15-30 feet away needs to make a reflex save for 7 point or no damage. Illumination type grenades generate an incredible amount of light, many well in excess of 100,000 candella, which is twice as bright as the average sunny day. With such intense light, you may opt to have it frighten off undead, or perhaps even damage photosenstive undead. In the area of range increments, we’d like to reiterate that thrown grenades have only 5 range increments. Rifle launched and spin-stabi- lized launched grenades use 10 range increments. Finally, we use stable damage values and rely on blast radius and the like in order to provide differentiation. Those damage values are as follows: �������������� While Action! includes a few stats for a handful of grenades, there is one serious flaw that was overlooked, namely the application of blast radius to an explosive device. While they list a few grenades, you don’t really know how big a boom you’ll get. The repair for that is simple; list blast radius in the notes. Like the D20 Sys- tem stuff, we’ve decided to rely on a stable damage rating for each type of grenade, as per the table to the right: � � � � � � � � � � � � � e p y T e d a n e r G e g a m a D e p y T e g a m a D n u t S 6 d 3 g n in o e g d ul B e vis n e ff O 6 d 4 g n ih s al S n o it a tn e m g a r F 6 d 5 g n ih s al S e vis n e f e D 6 d 8 o t 6 d 6 g n ih s al S y r a id n e c nI 6 d 0 1 e ri F -itn A r o T A E H k n a T r o m r a -itn a r e p s a s elu r e ri F � � � � � � � � � � � � � e p y T e d a n e r G e g a m a D e p y T e g a m a D n u t S s e ir a v N / B r o N / p S e vis n e ff O 6 d 4 L / P n o it a tn e m g a r F 6 d 6 L / P e vis n e f e D 6 d 8 L / P y r a id n e c nI 6 d 0 1 L / p S -itn A r o T A E H k n a T r o m r a -itn a r e p s a , elp o e p .s v 6 d 4 .s elcih e v ts n ia g a s elu r L / p S ����� As with the other system, a few things need to be clarified for grenades, but nothing too complex. First, an entire new set of range categories needs to be etsablished. Then we need to establish damage. Lastly, hand grenades should be considered Fair to Good in accuracy, while rifle grenades should be considered Mediocre in accuracy. Spin- stabilized grenades adopt the accuracy of the weapon launching them. � � � � � � � � � � � � � e p y T e d a n e r G e g a m a D n u t S 4 e vis n e ff O 6 n o it a tn e m g a r F 8 e vis n e f e D 0 1 y r a id n e c nI 0 1 -itn A r o T A E H k n a T s elu r r o m r a -itn a r e p s a , elp o e p .s v 5 .s elcih e v ts n ia g a � � � � � � � � � � � � � � � � � � � � � � � � � � � � elb irr e T m 0 2 < r o o P m 5 2 - 0 2 e r c o id e M m 0 3 - 5 2 ria F m 5 3 - 0 3 d o o G m 0 4 - 5 3 t a e r G + m 0 4 b r e p u S + m 0 0 1 ������������������� Riot control agents are a class of low lethality chemical weapons that are assumed to be safe for non-killing use against riots and unruly dem- onstrations worldwide. While all these agents are easily lethal after long term exposure, they are fast acting on the human body, forcing most unprotected exposed people to retreat long before their lives are at serious risk. Of course, with every one of these chemical weapons, there are those very few who are severely vulnerable to these chemi- cals, and even short exposure can lead to adverse reactions that can cause lengthy hospitalization or death. Riot control agents can be broken down into several catego- ries. These include lachrymators (tearing agents), stemutators (sneez- ing agents), orticants (itching agents), regurgitants (vomiting agents) and soporifics (sleep-inducing agents). CA - Camite - Brombenzylcyanide - Lachrymator Early Symptoms (under 15 minutes exposure): rritation of the eyes and mucous membranes, causing tears an nausea, inducing retching and vomiting as well as involuntary blinking. Lung tissue also swells, result- ing in a sensation of tightness in the chest. Prolonged Symptoms (past 20 minutes exposure): incapacitation, along with damage to the eyes, mucous membranes, and lungs. Status: Rarely used due to its level of potency. CA is a very potent nonpersistent chemical agent, with effects that tend to be significantly more severe than other irritants of this class. the chemical is identified by its odor of sour or spoiled fruit, and it is treated by removal from exposure and immediate washing. Full recovery can take as much as three days. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 14. No initial damage. Secondary damage is blindness and nausea, lasting for a length of time that ends 1d6 hours after expo- sure to the gas ends. If exposure extends a length of time to reach the Prolonged Symptoms stage, the damage state converts to incapacita- tion until exposure ends. CN - Tear Gas / CAP - Chlorocetaphenone - Lachrymator Early Symptoms (under 15 minutes): Severe irritation of the eyes and mucous membranes, instigating secreting of saliva and mucous. This all leads to tearing, nausea, and coughing. Prolonged Symptoms (after 15 minutes): Severe pain in the lungs, retch- ing, vomiting, and incapacitation. Can cause lung and kidney damage. Status: Employed by Military, law enforcement, and available for civilian purchase. CN is one of the most common formulas sold as “tear gas”, though in the last decade, it has been greatly supplanted by CS. CN is a low-lethality chemical weapon that has been in use by military and police forces worldwide since as early as 1918. In some areas of the world, it has been marketed as a personal defense aerosol. CN is identified by its scent of apple blossoms. Treatment is by removal from exposure and washing, with a full recovery in less than a day. While nonpersistent, it is absorbed by fabrics exposed to it, and will continue affecting anyone wearing the clothing until thoroughly cleaned. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 15. No initial damage. Secondary damage is blindness and nausea, lasting for a length of time that ends 1d8 minutes after exposure to the gas ends. If exposure extends a length of time to reach the Prolonged Symptoms stage, the damage state converts to incapaci- tation until exposure ends. CS - Tear Gas / Pepper Gas - Orthochlorobenzalidene Malononitrile - Lachrymator Early Symptoms (under 15 minutes): Pain, burning sensation and tearing of the eyes. Irritation of the mucous membranes, leading to mucous secretion, causing coughing and runny nose. Nausea can also occur. Prolonged Symptoms (after 15 minutes): Retching, vomiting, and inca- pacitation. Capable of causing lung and kidney damage. Status: Used by Militaty, Law Enforcement, and available for civilian purchase. CS is the low cost replacement to CN. Developed in 1928, it has in the last two decade become the most common riot control agent in use in North America and Europe. While faster acting that CN or CA, it is also considered less lethal. Identified by its scent of pepper. Like CN, CS clings to fabric and will continue having effect until the fabric is washed. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 16. No initial damage. Secondary damage is blindness, lasting for a length of time that ends 1d10 minutes after exposure to the gas ends. If exposure extends a length of time to reach the Prolonged Symptoms stage, the damage state converts to incapacitation until expo- sure ends. DA - Diphenylchlorarsine - Regurgitant Early Symptoms (under 30 minutes): Intense burning in the nose and throat, leading to secreting of thick saliva and mucous. Tighness and pain in the chest, inducing uncontrollable coughing and sneezing. Runny nose, giddiness and faintness. Prolonged Symptoms (after 2 hours): Nausea, vomiting, incapacitation. Possible death. Status: Commonly used until the end of World War II. DA is a vomiting agent, first developed as a chemical weapon for use during World War I, it became a sever riot control agent during the worldwide depression of the 1920’s. As a severe riot control agent, it is only used against civilians in situations were deaths amongst targets are acceptable. After World War II, DA was quickly supplanted by the more easily manufactured DM. Normally dispersed as part of a white smokescreen, DA itself is colorless when aerosolized, and identifiable only by its pepper scent. Treatment is removal from exposure and wash- ing. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 14. No initial damage. Secondary damage is nausea, lasting for a length of time that ends 1d2 hours after exposure to the gas ends (flip a coin). If exposure extends a length of time to reach the Prolonged Symptoms stage, the damage state converts to incapacita- tion until exposure ends. DM - Adamsite - 10-cloro-5, 10-dihydrochlorphenarsazine - Re- gurgitant Early Symptoms (under 15 minutes): Intense burning in the nose and throat, tightness and pain in the chest. Mucous and saliva production lead to runny nose, coughing and sneezing. Faintness and giddiness also occur. Prolonged Symptoms (after 2 hours): Nausea, vomiting, incapacitation, possible death. Status: Commonly used by former Eastern Bloc / Warsaw Pact nations. DM is a more easily manufactured compound, which lead to it replacing DA as the preferred crowd control agent of the Soviet Union. DA is extremely potent and can easily kill, so it is only used in severe riot situations where deaths amongst the targets is acceptible. DM was used in limited chemical warfare activities by the United States, which used it in tunnel clearing operations in Vietnam. In such confined, en- closed areas, DM is extremely lethal. Since DM is colorless when aero- solized and identifiable only by its pepper scent, it is normally deployed as part of a yellow smokescreen. Treatment, like most riot control agents, is a matter of removing oneself from exposure and washing. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 16. No initial damage. Secondary damage is nausea, lasting for a length of time that ends 1d6 hours after exposure to the gas ends. If exposure extends a length of time to reach the Prolonged Symptoms stage, the damage state converts to incapacitation until exposure ends. CN/DM - “Super Tear Gas” Early Symptoms (under 30 minutes): Severe burning and pain in the eyes and throat. Tightness and pain in the chest. Mucous and saliva production leads to running eyes and nose, coughing, sneezing, and nausea, accompanied by giddiness and faintness. Most subjects reach a state of incapacitation within 15 minutes. Prolonged Symptoms (after 2 hours): Vomiting, incapacitation, death. Status: Not in common use. restricted to military use. CN/DM is a nasty substance that lives up to its “Super” identity, since it is far more effective and lethal than either of its components individually. It was developed and used by the United States as a counterinsurgency agent during the Vietnam War. It is identified by its odd scent of pepper and apple blossoms. Treatment is by removal from exposure and washing. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 19. No initial damage. Secondary damage is nausea and blindness, lasting for a length of time that ends 1d6 hours after exposure to the gas ends. If exposure extends a length of time to reach the Pro- longed Symptoms stage, the damage state converts to incapacitation until exposure ends. HC - Hexachloroethane/Zinc Chloride - Screening agent HC isn’t a designated riot control, but for decades has been the primary smoke generation compound used by militaries worldwide for smoke screening. As the compound’s Type C base of granular zinc oxide, HCE, and aluminum burns, zinc chloride is produced, which is a choking agent. When inhaled, zinc chloride can cause tightness in the chest, dry mouth, metallic taste, shallow and rapid breathing, and a sen- sation of choking. Zinc Chloride, on contact with saliva or mucous, reacts with the water in it in an exothermic reaction that causes thermal lesions in the upper respiratory tract. Effects from exposure include pain, hoarsness, coughing, tear- ing, and mucous secretion. Prolonged exposure can lead to bronchop- neumonia, fibrosis, or pulmonary oedema in the lower respiratory tract. While generally considered a minor nuisance on the battlefield, where wind keep the air circulating and smoke screens aren’t in vast use, HC smoke has killed hundreds of military personnel, usually through expsoure in confined spaces, like enclosed vehicles. HC smoke is deadly enough to be used for chemical warfare; a line of 41 M5 smoke pots, all burning at the same time, will generate a lethal cloud of HC smoke which will kill anything in an area of 1,000 x 1,400 meters in a wind speed of 6 meters per second or less (under 14 mph). Unlike riot control agents, symptoms do not quickly disappear, but require treatment, including removal from exposure, oxygen adminis- tration, and high doses of steroids to counter lung damage. Most militaries now require the use of protective respiration equipment (gas masks) when deploying HC smoke. Another alternative has been to turn to a far less toxic formulation that replaces the Zin Oxide pellets with Titanium Oxide. D20 Modern Roleplaying Game & Prometheus Special Rules: Save DC 12. No initial damage. Secondary damage is choking, lasting for a length of time that ends 1d4 rounds after exposure to the gas ends. Treat choking as incapacitation. If exposure extends past 20 minutes, the gas will cause 1d4 damage each round as its burns the lungs. If exposed in an enclosed space, it gas will begin causing 1d4 damage per round immediately. ������������������������ � ���������������������� ��������������������� OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. Big Bang, CyberThriller © and ™ 2003 Dana Jorgensen. All Rights Reserved. All weapon images taken from for-distribution press, review and promotional materials published by weapons manufacturers. Images are copyright their respective manufacturers. All Rights Reserved. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original materials by E. Gary Gygax and Dave Arneson. 'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20 d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with permission 'Action! System' and the Action! System logo are trademarks of Gold Rush Games and are used with permission. The following materials based on Fudge, entitled Big Bang: the Mostly Illustrated RPG Guide to Modern Weapons, are created by, made available by, and Copyright © 2003 by Alternate Realities Publications, and are not necessarily endorsed in any way by Steffan O'Sullivan or any publisher of other Fudge materials. Neither Steffan O'Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright © 1992-1995 by Steffan O'Sullivan, All Rights Reserved. Big Bang: the Mostly Illustrated RPG Guide to Modern Weapons is produced at least six times per year plus an annual compilation. It is produced by Alternate Realities Publications with offices located at: Alternate Realities Publications 734 Dartmouth Dr Wenonah NJ 08090 [email protected] ������������������ � � 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original materials by E. Gary Gygax and Dave Arneson. ' d20 System and the ' d 20 System logo' are trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this license can be found at www.wizards.com. ' Action! System' and the Action! System logo are trademarks of Gold Rush Games and are used with permission. Original Fudge materials Copyright © 1992-1995 by Steffan O' Sullivan, All Rights Reserved. The FUDGE System logo is a trademark of Steffan O’Sullivan and used under license. Big Bang: The Mostly Illustrated RPG Guide the Modern Weapons , CyberThriller © and ™ 2003 Dana Jorgensen. All Rights Reserved. All weapon images taken from for-distribution press, review and promotional materials published by weapons manufacturers. Images are copyright their respective manufacturers. All Rights Reserved. Ultramodern Firearms D20 © 2002, Charles McManus Ryan Designation of Open Content: The D20 Open Content consists of rules under the heading of "Using Data – D20 System Data, covering pages 8 and 9 of this document. Further it also includes all material under the heading of “Converting to the D20 Modern Roleplaying Game”, from the bottom half of page 16 to page 18. Additionally, the game statistics specific to use in the D20 System are also designated as open content. The statistics appear in small tables. An empty example of this table appears on page 8. Action! System Open Content parallels the D20 Open Content, section for section. This consists of rules under the heading of “Using the Data – Action! System Data” on pages 12 and 13 of this document. Additionally, the game statistics specific to use in the Action! System are also designated as open content. These statistics appear in small tables, a blank example of which appears on page 12. FUDGE Notices ABOUT FUDGE Fudge is a role-playing game written by Steffan O' Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of Fudge are available on the internet at http://www.fudgerpg.com and in book form from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from Fudge may specify certain attributes and skills, many more are possible with Fudge. Every Game Master using Fudge is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so; merely include this ABOUT FUDGE notice and disclaimer (complete with Fudge copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of Fudge, Steffan O' Sullivan, P.O. Box 465, Plymouth, NH 03264. DISCLAIMER The following materials based on Fudge, entitled Big Bang: the Mostly Illustrated RPG Guide to Modern Weapons, are created by, made available by, and Copyright © 2003 by Alternate Realities Publications, and are not necessarily endorsed in any way by Steffan O' Sullivan or any publisher of other Fudge materials. Neither Steffan O' Sullivan nor any publisher of other Fudge materials is in any way responsible for the content of these materials unless specifically credited. Original Fudge materials Copyright © 1992-1995 by Steffan O' Sullivan, All Rights Reserved. �������������� � ������ ���� ���� ���������� ���� ���������� �������� ������ ����� �������  !#"� $%��&')( *,+-+ ".�/',01 234,5�6798:5;�<=3>7? Big Bang is the ultimate RPG guide to firearms. Providing factual data on the weapons presented, Big Bang provides statistics for a number of royalty-free, licensed game systems. Free conversion rules are available for other game systems. Big Bang is published in a datasheet format for the ultimate organizational convenience. Available as a semi-regular PDF publication online or as an annual CD-ROM or print product in stores. @,A>B=C�DFEG�DIH#J#J/C�D Welcome to the new mecca of Cyberpunk. CyberThriller is an excellent new game presenting three timelines; the modern era of Now, then steps into the future of 2025, and makes its third stop in 2050. Come visit this forboding world filled with corporate scandal, intrigue, terrorism, revolution, and more. Available Summer 2003. KLM,N�OPRQTS�U=N�OP�V�WXS�O%V�Y For thousands of years, they have walked amongst us. They are a step ahead of us, people with unique talents and gifts that make the devoted quake in their boots. For centuries, those gifted people have been hunted by the devout, labeled as witches. In this modern era, the hunters have become a truly organized force to contend with, feared by the witches and the law alike. Are you one of the hunters or the hunted? Available Winter 2004. Z\[] ^ _`�aFbdc.e>f�g%hi�jeeTk Originally designed as a fan-contributed online sourcebook for the now-dead Cyberpunk 2020 game system, this entire book has been refashioned to fit into Cyberthriller as it's premiere site for cyberpunk subterfuge. Includes an appendix providing Cyberpunk 2020 data for use with that game system. Available Summer 2003. l ie m no�pFq9r stu�v�wx.yzu{ What good is a city without some adventure to make it interesting? This portfolio of adventures all take place in Neo-City. Includes bonus material expanding the Neo-City Sourcebook. Available Winter 2004. | yIx{=}9~:�y%{ Welcome to the military. The age of epic warfare and grand battles has come to an end. These days all conflicts seem to be "low intensity", a struggle between small opposing forces on a scale that was once considered a mere ambush or skirmish. These days five or ten men can handle the job done 30 years ago by an entire platoon or 60 years ago by an entire company of troops. Release date TBA. €��‚ƒ…„R€.†,†>„‡†�ˆ ‰.Š�‹Œ‹%†>‹Œ�Ž= We now live in a world where acts of terrorism happen daily, on scales both large and small. This book provides both historical and technical reference, as well as thoughts and theories on both terror and countering it. Available Fall 2003. ’‘ “•” –%—=˜Œ™›šzš™ Welcome to the world of special operations police units. Originally, there was SWAT, the original police special ops unit formed back in the 1960's, trained in the tactics of storming a building and dealing with heavily armed criminals. With the new millenium came ESWAT, a new police special ops unit designed to face new threats and cross-trained with the military to handle terrorism and weapons of mass destruction, as well as the usual SWAT duties. Now comes the latest evolution in police special ops, MAD, the Miscreant Apprehension Division, the cops trained to deal with the worst threat of all, rogue cyborgs and robots. Release date TBA. œ…,ž,Ÿ¡ >¢,£ Edge Road is the Guide to the Cutting Edge. An irregularly published series for Modern, Technothriller and Cyberpunk genre games, this book follows technological trends, scientific discovery, and gadgets & gimmicks, presenting them in a manner that makes them useful to the game. As with Big Bang, Edge Road will be a multi-system guide to all things technological. Available Fall 2003. ¤�¥¥>¦¨§&¥©dª Welcome to the land of concrete canyons and gang warfare. Take a trip to a cyberpunk Los Angeles and see what the city may look like after the Big One. Release date TBA. «,¬®­ ¯ °±²³«>±�´#µ�¶·,²�µ!¸,±�´�¶ ¯ ¹�º�»¨¼,½�¾³¿À½�ÁÂzÃTÄ,Å�½=Æ Welcome to my hometown area. Nothing beats the feel of a book written by the locals. Come take a look at the city that has quietly become the center of the biochemistry industry and working hard to become a core for internet technology industries. Release date TBA. ÇTÈ�É.Ê�ËÍÌÏÎ�Ð#ÊÑ What happens when genetic engineering goes astray? The residents of Neo-City will find out and no one, be they residents of the corporate tower fortresses above or the slums of the Free Zone below, is safe. Available Fall 2003. ÒÔÓ�ÕÖ�×\Ø�ÙÛÚÝÜÞ>Ü#ßàâá®Ö�ßà,Õ�×%ØTã�ä…åæ The challenge is a tough one. Your task is to protect the life of a top rated SimWire star during the filming of his next film. Unfortunately, the star also like activism and seeks to expose conspiratorial problems in the world with more tenacity than an investigative reporter. His next flick revolves around fending off attempts to assassinate him and exposing which one of his too numerous enemies is behind the plot. Can you survive a year of guarding this twit in order to get the big payoff at the end? Release date TBA. çè�é�êÀëŒé.ì›í&î We live in an ever-expanding world that is rapidly approaching a point where it will grow well beyond the borders imposed by its own gravity. Take a look into human exploration of space, as it is now, and as it hopefully will be in a future where space travel is almost as easy as getting into the family car. Release date TBA. ïð�ñÝòôóTðõ Even as we expand into the airless vacuum of space, so shall we expand into the airless environments of the ocean depths that can kill us as easily as space. Explore the technologies of life beneath the ocean waves. Release date TBA. ö ÷ ö ÷Tø…ù�ù Welcome to the year A.A. 100. That’s 100 After Armageddon. The world as we knew it vanished in the hazy clouds of various weapons of mass destruction. However, the world struggles on and the human species survives, one way or another… Take a journey into the fourth timeline developed for CyberThriller Big Bang is an open-ended series of reference books designed for avid players of roleplaying games, especially in the modern and near future genres. Each volume presents factual data and information on a number of weapons, including details of the weapon’s history, along with statistics allowing immediate use in a number game systems. The factual, real world data can be used to easily adapt the presented weapons to a wide range of game systems. This series is not designed as a stand-alone game. It requires the use of core rules from another game system. Requires the use of the Action! System ™ Core Rules, published by Gold Rush Games™ Requires the use of the d20 Modern ™ Roleplaying Game, published by Wizards of the Coast, Inc.
textdata/thevault/ Any (Any System ; Generic)/Any System - Alternate Reality Publications - Supplement - Big Bang 1.5 - The Mostly Illustrated RPG Guide to Modern Weapons Vol 1.0.pdf
Dungeon World The Bard 1 1 Dungeon World Dungeon World is a world of fantas- tic adventure. A world of magic, gods, demons, Good and Evil. Brave heroes ventureintothemostdangerouscorners of the land in search of gold and glory. You are those heroes. You go where oth- ers can’t or won’t. You conquer the un- beatable and laugh in the face of Death. There are monstrous things lurking in the world. Are you ready to face them? The Bard Sure,anadventurer’slifeisallopenroads and the glory of coin and combat. Those tales that are told in every farmhand- filled inn have to have some ring of truth tothem,don’tthey? Thesongstoinspire peasantry and royals alike—to soothe the savage beast or drive men to a frenzy have to come from somewhere. Enter the Bard. You, with your smooth tongue and quick wit. You teller-of-tales and singer-of-songs. It takes a mere minstrel to retell a thing but a true Bard to live it. Strap on your boots, noble ora- tor. Sharpenthathiddendaggerandtake up the call. Someone’s got to be there, fighting shoulder-to-shoulder with the goons and the thugs and the soon-to-be- heroes. Who better than you to write the tale of your own heroism? Nobody. Get going. The Cleric The lands of Dungeon World are a gods- forsaken mess. They’re lousy with the walking dead, beasts of all sorts, and the vast unnatural spaces between safe and temple-blessed civilizations. It is a god- less world out there. That’s why it needs you. Bringing the glory of your god to the heathens isn’t just in your nature—it’s your calling. It falls to you to prosely- tize with sword and mace and spell. To cleave deep into the witless heart of the wildsandplanttheseedofdivinitythere. Some say that it is best to keep god close to your heart. You know that’s rubbish. Godlivesattheedgeofablade. Showthe world who is lord. The Fighter It’s a thankless job—living day to day by your armor and the skill of your arm. To dive heedlessly into danger. They won’t be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No flock of angels to sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no. Forget them. You do this for the guts and the glory. The scream of battle and the hot hot blood of it. You are a beast of iron. Your friends may carry blades of forged steel but, Fighter, you are steel. While your traveling companions might moan about their wounds over a campfire in the wilderness, you bear your scars with pride. You are the wall—let every danger smash itself to nothing on you. In the end, you’ll be the last one standing. The Paladin Hell awaits. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Dungeon World. All that stands between the pits of that grim torture and salvation is you. Holy man, armored war machine, tem- plar of the Good and the Light, right? TheClericmaysayhisprayersatnightto the gods, dwelling in their heavens. The Fighter may wield his sharp sword in the name of “good” but you know. Only you. Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue. Of justice. Vi- sion, too. A purity of intent that your companions do not have. So guide these fools, Paladin. Take up your holy cause and bring salvation to the wastrel world. Vae victis, right? The Ranger These city-born folk you travel with. Havetheyheardthecallofthewolf? Felt thewindshowlinthebleakdesertsofthe East? Have they hunted their prey with the bow and the knife like you? Hell no. That’s why they need you. Guide. Hunter. Creature of the wilds. Youarethesethingsandmore. Yourtime inthe wildernessmayhavebeen solitary until now, the call of some greater thing – call it fate if you like, has cast your lot with these folk. Brave, they may be. Powerful and strong, too. You know the secrets of the spaces-between, though. Without you, they’d be lost. Blaze a trail through the blood and dark, strider. The Thief You’ve heard them, sitting around the campfire. Bragging about this battle or that. About how their gods are smiling on your merry band. You count your coins and smile to yourself—this is the thrill above all. You alone know the se- cret of Dungeon World: filthy filthy lu- cre. Sure, they give you lip for all the times you’ve snuck off alone but without you, who among them wouldn’t have been dissected by a flying guillotine or poi- soned straight to death by some an- cientneedle-trap? Soletthemcomplain. When you’re done with all this delving you’ll toast their heroes’ graves. The Wizard Dungeon World 2 Fromyourcastle. Fullofgold. Yourogue. The Wizard Dungeon World has rules. Not the laws of men or the rule of some petty tyrant. Bigger, better rules. You drop some- thing—it falls. You can’t make some- thingoutofnothing. Thedeadstaydead, right? Oh, the things we tell ourselves to feel better about the long, dark nights. You’ve spent so very long poring over those tomes of yours. The experiments that nearly drove you mad and all the botched summonings that endangered your very soul. For what? For power. What else is there? Not just the power of King or Country but the power to boil a man’s blood in his veins. To call on the thunder of the sky and the churn of the roiling earth. To shrug off the rules the world holds so dear. Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.” Whoamongthemcanhurlfireballsfrom their eyes? Yeah. We didn’t think so. Setting Up Using Dice 3 2 Setting Up To play Dungeon World, you’ll need to gather yourself and 2–5 friends. A group of 4 to 5, including you, is best. Choose one person to be the GameMaster (here- after: GM).Everyoneelsewillbeplayers, taking the role of the characters in the game. The players get to say what their characters say, think, and do. The GM describes everything else in the world. You can play a single session or string together multiple sessions into a cam- paign. Plan accordingly. Each session will usually be a few hours and you’ll be able to start playing right away within the first session. You’ll need to print some materials. Be- fore you start a new game, print off at least: • A few copies of the basic and special moves • One copy of each class sheet • One copy each of the cleric and wiz- ard spell sheets • One copy of the adventure sheet and GM moves Everyone at the table will need some- thing to write with and some six-sided dice. Two dice is the minimum but two dice per player is a good idea. You’ll also need some specialized dice: four-sided, eight-sided, and ten-sided. One of each is enough but more is better; you won’t have to pass them around so much. Using Dice When talking about dice, dX means a dice with X sides (d4, d6, d8, etc.). A number before the dice size means "roll this many and add them together," so 2d6 means "roll two six-sided dice and add them together." Sometimes you’ll add something to the roll, maybe a static number or the result of another roll, add that to the total. If there’s a "·b" at the end instead of adding them together you takethebestone(’b’for’best’),so2d6·b+1 means "roll two six-sided dice and take the best one and add one to it." A "·w" at the end means you take the worst result, so 2d6·w means "roll two six-sided dice and take the worst one." Moves The Flow of Play 4 3 The Flow of Play Playing Dungeon World is a conversa- tion of sorts; I say something, then you reply, maybe someone else chimes in. We talk about the fiction, what’s hap- pening to the characters we imagine and the world around them. We also talk about the rules, how they come from and lead back to the fiction. There are no turns or rounds in Dungeon World, no forced order of when people talk, but a conversation means taking turns. Dun- geon World is never a monologue, al- ways a conversation. The rules shape the conversation. While theGMandtheplayersarehavingacon- versation the rules and the fiction are having a conversation too. The rules af- fect the game when the fiction triggers themandarulewillalwaystellyouwhen it’s meant to trigger. Moves ThebasicunitofrulesinDungeonWorld is the Move . A move looks like this: Whenyouattackanenemyinmelee , roll+Str. On a 10+ you deal your damage totheenemyandavoidtheirattack. Atyour option, you may choose to do +1d6 damage butexposeyourselftotheenemy’sattack. On a 7–9, you deal your damage to the enemy andtheenemy makes anattack against you. Moves are rules that describe when they trigger and what effect they have. A move always depends on a fictional ac- tionandalwayshassomefictionaleffect. "Fictional" means that the action and ef- fect come from the shared imaginative space we’re describing, not from us di- rectly. In the move above, the trigger is "when you attack an enemy in melee." The effect is what follows: a roll to be madeanddifferingfictionaleffectsbased on the outcome of the roll. Most moves rely on one of a character’s stats which representthecharacter’sinnateabilities. When a player says their character does something that triggers a move that move happens and its rules apply. Moves and dealing damage are the only times dice are rolled. The move will tell you what dice to roll. The basic rule of moves is: take the ac- tion to gain the effect . To make the mechanical aspect of a move happen the character has to do something that trig- gersthatmove. Likewise,ifthecharacter does something that triggers a move the mechanical portion happens. Moves Are Indivisible Acharactercan’ttakethefictionalaction that triggers a move without that move occurring. For example, if Isaac tells the GM that his character dashes past a crazed,axe-wieldingorctotheopendoor he makes the Defy Danger move because its trigger is "when you act despite an imminent threat". Isaac can’t just have his character run past the orc without making the Defy Danger move and he can’t make the Defy Danger move with- out acting despite an imminent threat. The moves and the fiction go hand-in- handtomakeupthegame. Whenamove is made it falls to the GM and players to make sure that both of these things (fic- tion and rules) happen. Takingafictionalactionthatshouldtrig- ger a move and not applying it looks like this: Ben says "I run past the orc to the door," but doesn’t make the Defy Danger move. In this case, the GM should sug- gest that the move applies: "So you’re Defying the Danger of the crazed orc as he swings at you?" Ben then has to be a real adventurer and Defy Danger or back off and do something else; he can’t take action that triggers the move with- out making the move. He can’t "just" run past the orc without making the move that applies. Trying to apply a move without taking the action that makes the move occur happens when a player jumps straight to the effects of the move. The Hack and Slash move has damage as one of its ef- fects. Dan can’t just say "I’m Hacking and Slashing! I rolled +Str and got a 10, I do 1d8 damage." That doesn’t work because his character hasn’t taken any fictional action. "Hack and Slash" isn’t something a character does—it’s a rule that happens when the character fulfills its trigger. The GM’s response should be "okay, how do you do that?" or "what does that look like?" The GM’s questions are there to refine the action, not to deny it. It’s still a con- versation. The GM asks to make sure the everyoneunderstandswhat’shappening and the moves involved. Somemovesworkalittledifferently—they just provide a bonus all the time. These movesarestillsayingsomethingfiction- ally and mechanically. They’re saying something the character is or has. For example, the Thief move Cautious gives a constant bonus. That’s still a move, it’s just one that’s always happening; the Thief is particularly careful when look- ing for signs of traps. Maybe they’ve learned their lesson from being caught in a trap before. Rolls and Results Once a move applies, it’s time to look at the effects. Most moves tell you to roll+something. The roll part means to take two d6s, roll them, and add them together. The +something part means to add the modifier associated with that stat. So, a character with Dex modifier of +2 who launches a Volley rolls two d6s, The Flow of Play Terminology 5 adds them together, and adds two. Easy. The result of the roll falls into three cat- egories: a 10+ is a strong hit . A 7–9 is a weak hit . A 6- is a miss . Strong hits and weak hits are both hits . A hit means the character does what they set out to, more or less. A strong hit meanstheydoitwithoutmuchtroubleor complications. A weak hit means com- plications and unpleasantries. Some- times, a weak hit will mean you need to make a hard decision about what to do next. The move will always say what to do for a strong and weak hit. A miss means that the character’s action is unsuccessful or carries major conse- quences. Unless the move tells you what to do, all moves work the same on a miss—the GM takes action, doing some- thing dangerous to the characters. Terminology Some moves use the phrase "deal dam- age."Dealingdamagemeansyourollthe damage dice for your class and modify it based on the weapon you were using for that move. You have to be wielding a weapon to use your class’s damage dice. Default damage without a weapon is 1. Somemovessay"take+1forward."That means to take +1 to your next move roll (not damage). The bonus can be greater than +1, or even a penalty, like -1. There also might be a condition, such as "take +1 forward to Hack and Slash," in which case the bonus applies only to the next time you roll Hack and Slash, not any other move. Somemovessay"take+1ongoing."That means to take +1 to all move rolls (not damage). The bonus can be larger than +1, or it can be a penalty, like -1. There also might be a condition, such as "take +1 ongoing to Volley." An ongoing bonus also says what causes it to end, like "until you dismiss the spell" or "until you atone to your deity." Some moves give you hold . Hold is currency that allows you to make some choices later on by spending the hold as themovedescribes. Holdisalwayssaved up for the move that generated it; you can’t spend your hold from Defend on Trap Sense or vice versa. There are some moves that all the play- ers have access to. These are the Basic and Special moves. Basic moves are the things that happen often—players will roll these a lot. Special moves are moves that come up less frequently, but every- one has access to them. Each class also has some of its own moves. Some of these moves are start- ing moves that the class starts with. Others are advanced moves that the player may choose as their character grows. Stats The basic stats are: Strength (Str). The character’s physi- cal force and muscle. Used for moves in melee combat and breaking things. Dexterity (Dex). The character’s preci- sion and aim. Used for moves in ranged combat and avoiding things. Constitution (Con). The character’s health and ability to take a beating. Used formovesthatendurethingsandsurviv- ing dangers. Intelligence (Int). The character’s ac- cumulated knowledge and logical think- ing. Used for moves that rely on re- membered facts and casting some kinds of spells. Wisdom (Wis). The character’s keen senses and mental defenses. Used for moves that rely on noticing things and casting some kinds of spells. Charisma (Cha). The character’s force ofpersonalityandcharm. Usedforsocial moves. Each basic stat has a score from 3 to 18 and a modifier from -3 to +3. When a stat is spelled out (like "Strength") that refers to the score, when the three letter abbreviation (like "Str") is used it refers to the modifier. The stat’s modifier de- pends on the stat’s score: Score Modifier 1-3 -3 4-5 -2 6-8 -1 9-11 0 12-15 +1 16-17 +2 18 +3 There are also a few special stats: Bond is how well your character knows another character. You use Bond to aid another character or interfere with their actions. Bond is about knowledge and not about how well you get along or how similar you are. Bond may also be asym- metrical: the Fighter might know the Wizardverywell,buttheWizarddoesn’t pay much attention to the Fighter. Your Bond with someone starts based on your history with them. Each class has start- ing bonds with blanks to fill in names. When you roll+Bond, count the number of Bonds you have with that person and add that to the roll. Level reflects how your character has grown. Your character starts at level 1, and may advance all the way to level 10. Your level tracks how far you’ve grown. As you advance in level you gain new moves. Equipment Every adventurer needs stuff: weapons, spellbooks,armor,holysymbols,andthe like. Each item says what it does. In general, weapons define the way a char- acter deals damage with it and at what range they can do that damage. Armor and shields reduce damage taken. Other items have various effects. Items say what they do through their tags . A tag is a word or phrase that indi- catessomecommonabilitytheitempos- sess. The Messy tag, for example, means theweapondoesdamageinaparticularly devastating way. All items, unless otherwise noted, are mundane . They’re not magical in any way. Some items are enchanted—they work through arcane or divine tricks. These magic items are tougher to get, tougher to destroy, and more powerful to use. Charactersarelimitedinhowmuchthey can carry by their Load . Load is deter- mined by class. Carrying items whose total weight is more than your load causes problems. Some classes have other specific tools at their disposal like custom gear or ties to powerful entities or organizations. The rules for these are detailed with each class. Damage and HP Dungeon World is a dangerous place in many ways, not least of which are the physicalperilsthatawaitintheforgotten halls where adventurers explore. Each character has HP . HP is short for hit points; it’s a number which reflects a character’s condition. The character’s HPvalueisdeterminedbytheirclassand Constitution score. Your HP doesn’t au- tomaticallygoupasyoulevel, butifyour Constitution score changes you update your HP as well. Whenacharactertakesdamagetheyre- duce their current HP by that amount. If their current HP falls to zero it means they’re dying and must immediately make the Last Breath move. HP never goes negative; if damage would take a character’s HP below zero set it to zero instead. Depending on the outcome of the Last Breath move a character may be stable at0HP.Stablemeansthecharacterwon’t get worse on their own but they won’t get better without care or time. If a sta- ble character takes damage they stay at 0 HP but must make the Last Breath move again immediately. Armorpreventsdamage. Whenyoutake damage you subtract your armor from the damage dealt. Advancement The Flow of Play 6 The Cleric is all about healing HP. With- out the Cleric’s healing magics, adven- turers are left at the mercies of ban- dages, poultices, and other crude med- icines, plus the odd healing potion. HP tracks the assorted bruises and cuts that accumulate but some wounds go deeper. These are debilities . Debil- ities give you a -1 to your modifier for one stat. They don’t effect the base score (so being Weak won’t effect your Load, just your Str modifier). They’re tougher to heal than HP, your best bet is to get somewhere safe and spend a few days resting to get rid of them. Advancement Adventurers in Dungeon World grow and learn from their experiences. Even- tually, with time and luck, they survive to level up. Experience is tracked via XP . Players mark XP by keeping a tally on their char- acter sheet. When they have XP marks equal to their current level + 7 they are readytolevelup,buttheydonotactually level up until they have some downtime (usually in camp or in a nearby village). Gaining a new level means choosing a new move from your class. If your new level is 3rd, 6th, or 9th you also get to in- crease one stat by 2, adjusting the modi- fier to reflect the new score. There are two times when you mark XP: when you roll a miss (6-) and when you make the End of Session move. Whenever you roll a miss (a 6 or lower) whenmakingamoveyoumarkXP.These are the tough lessons of the adventuring life. At the end of each session one of your Bonds may resolve. When a Bond is no longer applicable it can be resolved if the person you share that Bond with agrees. When a Bond is resolved you mark XP and write a new bond. You also look back at your alignment over the session you just concluded. If youfulfilledyouralignmentatleastonce in the session you’ll get XP. The End of Session move also has three questions that all the players answer as a group. For each "yes" answer everyone gains XP. Sessions A session of Dungeon World is one time you sit down to play. A session usually runs a few hours and may be a single adventure or part of a larger campaign. The first session of a game starts off a lit- tle different. First you’ll need to choose a GM. Once the GM is settled, everyone else will need to make characters. See the character creation chapter for more on that. During character creation, the GM will be asking questions and making plans for how to start the game. A game of Dungeon World always starts with ac- tion, either action already underway or impending. Such a situation will lead to the charac- tersmakingmoves,whichwillcausefur- ther moves. Moves lead to more moves. This snowballing action from move to move is what builds an exciting game. Onceafewmoveshavebeenmade,you’ll find it easy to keep going. The moves will keep giving you ideas and prompts for further action which leads to more moves. Why? Why play Dungeon World? First, to see the characters do amazing things . To see them explore the un- explored, slay the undying, and go from the deepest bowels of the world to the highest peaks of the heavens. To see them caught up in momentous events and grand tragedies. Second, to see them play off each other : to stand together as a united front against their foes or to bicker and argue over treasure. To unite and fall apart and reunite again. Third, because the world still has so many places to explore . There are unlooted tombs and dragon hordes dotting the countryside just waiting for quick-fingered and strong-armed ad- venturers to discover them. That un- explored world has plans of its own. We play to see what they are and how they’ll change the lives of our characters. Character Creation 1. Choose a Class 7 4 Character Creation Making Dungeon World characters is quick and easy. You should all create your first characters together at the be- ginning of your first session. Character creation is, just like play, a kind of con- versation—everyone should be there for it. It’s somewhat likely your character may die along the way. if they do, no worries, the character creation process helps you make a new character that fits into the group in just a few minutes. If you’re the GM, your role during char- acter creation is to help everyone, ask questions,andtakenotes. Whenaplayer makes a choice—particularly for their Bonds—ask them about it. Get more detail. Think about what these details mean. TheGMshouldalsosetexpectations: the players are to play their characters as people. Skilled adventurers delving into dangerous places, but real people. The GM’s role is to play the rest of the world as a dynamic, changing place. Somequestionscommonlycomeupdur- ing character creation: Are the characters friends? No, not nec- essarily, but they do work together as a team for common goals. Their reasons for pursuing those goals may be differ- ent, but they generally manage to work together. Are there other Wizards? Not really. There are other workers of arcane magic, and the common folk may call them wizards, but they’re not like you. They don’t have the same abilities, though they may be similar. Same goes for any class: there’s only one Cleric, though there are many with similar powers of divine servitude. There’sonlyoneThief, butthereareoth- ers that fight from the shadows and steal things. What’s coin? Coin’s the currency of the realm. It’s good pretty much every- where. It’ll buy you mundane stuff, like steel swords and wooden staves, but the special stuff, like magic weapons, isn’t for sale. Is the GM trying to kill us? Nope. The GM represents the world. It’s a dangerous place, and yeah, you might die. But she’s not trying to kill you. Most everything you need to create a character you’ll find on the charac- ter sheets. These steps will walk you through filling out a character sheet. 1. Choose a Class Look over the character classes and choose one that interests you. Everyone choosesadifferentclass; therearen’ttwo Wizards. If two people want the same class, talk it over like adults and com- promise. I sit down with Paul and Shannon to play a game run by John. I’ve got some cool ideas for a Wizard, so I mention that would be my first choice. No one else was thinking of playing one, so I take the playbook. 2. Choose a Race Every class has a few race options. Chooseone. Yourracegivesyouaspecial move. IliketheideaofsummoningupThingsFrom Beyond, so I choose Human, since that gives me a bonus to Summoning spells. I thought about being an Elf, but Shannon’s playing the Cleric so I don’t think we’ll need more Cleric spells. 3. Choose a Name Choose your character’s name from the list. Avon sounds good. 4. Choose Look Your look is your physical appearance. Choose one item from each list. Haunted eyes sound good, since I’ve seen Things From Beyond. No good Wizard has timeforhairstyling,wildhairitis. Myrobes arestrange,andImentiontoeveryonethatI think maybe they came from Beyond as part of one of my summonings. No time to eat with all that magic: thin body. 5. Choose Stats Look over the basic moves and the start- ing moves for your class. Pick out the move that interests you the most: some- thing you’ll be doing a lot, or something that you excel at. Put your 17 in the stat for that move. Look over the list again and pick out the next most important move to your character, maybe some- thingthatsupportsyourfirstchoice. Put your 15 in the stat for that move. Repeat this process for your remaining scores: 13, 11, 9, 8. Alternatively, if everyone wants a lit- tle more randomness then you can roll stats. Roll 3d6 and assign the total to a stat—repeat this until you have all your stats. If you want something really random you can roll for stats in order (Str, Dex, Con, Int, Wis, Cha). If you choose this method you get to roll before you choose your class. 6. Figure Out Modifiers Character Creation 8 It looks like I need Intelligence to cast spells, which are my thing, so my 17 goes there. The Defy Danger option for Dexterity looks like something I might be doing to dive out of the way of a spell, so that gets my 15. A 13 Wisdom will help me notice important details (and maybe keep my sanity, based on the Defy Danger move). Charisma might be useful is dealing with summoned creatures so I’ll put my 11 there. Living is always nice, so I put my 9 in Constitution for some extra HP. Strength gets the 8. 6. Figure Out Modifiers Next you need to figure out the modi- fiers for your stats. The modifiers are what you use when a move says +Dex or +Cha. You won’t actually use the raw scores much. Score Modifier 1-3 -3 4-5 -2 6-8 -1 9-11 0 12-15 +1 16-17 +2 18 +3 7. Set Starting HP Your starting HP is equal to your class’s base HP+Constitution score. Base4plus9congivesmeawhopping13HP. I guess Summoning takes a toll on the body. 8. Choose Starting Moves Some classes, like the Fighter, have choices to make as part of one of their moves. Make these choices now. The Wizard will need to choose spells for their spellbook. Both the Cleric and the Wizard will need to choose which spells they have prepared to start with. ASummoningspellisaneasychoice,soItake Contact Spirits. Magic Missile will allow me to deal more damage than my pitiful d4 damagedice,sothat’sintoo. IchooseAlarm for my last spell, since I can think of some interesting uses for it. 9. Choose Alignment Your alignment is a few words that de- scribe your character’s moral outlook. These are general and tend to guide your character’s outlook rather than dictate their actions. Usually alignment is a sin- gle term declaring the character’s alle- giance to the forces of good, the hordes of evil, or the path of neutrality between. The alignments are Good, Evil, and Neu- tral. Some classes may only be certain alignments. Choose your alignment—it gives you more ways to earn XP. Avon is all about the magical mysteries, which makes the Neutral alignment stand out. I’ll go with that one. 10. Choose Gear Each class has choices to make for start- ing gear. Keep your Load in mind—it limits how much you can easily carry. Make sure to total up your armor and note it on your character sheet. I’m worried about my HP, so I take armor over books. A dagger sounds about right for rituals, I choose that over a staff. It’s a toss up between the healing potion and the antitoxin, but healing wins out. I also end up with some rations. 11. Introduce Your Character Now that you know who your character is, it’s time to introduce them to every- one else. Wait until everyone’s finished choosing their name. Then go around the table; each player gets to share their look, class and anything else about their character. Youcanshareyouralignment now or keep it a secret if you prefer. This is also the time for the GM to ask questions. The GM’s questions should help establish the relationships between characters ("What do you think about that?") and draw the group into the ad- venture ("Does that mean you’ve met Grundloch before?"). The GM should listen to everything in the description and ask about anything that stands out. Establish where they’re from, who they are,howtheycametogether,oranything else that seems relevant or interesting. "ThisisAvon,summonerofThingsFromBe- yond! He’s a human wizard with haunted eyes, wild hair, strange robes, and a thin body. Like I mentioned before his robes are strange because they’re literally not of this world: they came through as part of a sum- moning ritual." 12. Choose Bonds Once everyone has described their char- acters you can choose your Bonds. You must fill in one bond but it’s in your best interest to fill in more. For each blank fill in the name of one character. You can usethesamecharacterformorethanone statement. Once everyone’s filled in their bonds readthemouttothegroup. Whenamove hasyouroll+bondsyou’llcountthenum- ber of Bonds you have with the character in question and add that to the roll. With everyone introduced I choose which character to list in each Bond, I have Paul’s Fighter Gregor and Shannon’s Cleric Brin- ton to choose from. The Bond about prophecy sounds fun, so I choose Gregor for it and end up with "Gregor will play an im- portant role in the events to come. I have foreseen it!" It seems like The Wizard who contactsThingsFromBeyondandtheCleric might not see eye to eye, so I add Shannon’s character and get "Brinton is woefully mis- informed about the world; I will teach them all that I can." I leave my last Bond blank, I’ll deal with it later. Once everyone is done I read my Bonds aloud and we all discuss what this means about why we’re together and where we’re going. Basic Moves Hack and Slash 9 5 Basic Moves Hack and Slash Whenyouattackanenemyinmelee, roll+Str. On a 10+ you deal your damage to the enemy and avoid their attack. At your option, you may choose to do +1d6 damage but expose yourself to the en- emy’s attack. On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you. Volley When you take aim and shoot at an enemy at range , roll+Dex. On a 10+ you have a clear shot—deal your dam- age. On a 7–9, choose one (whichever you choose you deal your damage): • Youhavetomovetogettheshotplac- ing you in danger of the GM’s choice • You have to take what you can get: -1d6 damage • Youhavetotakeseveralshots,reduc- ing your ammo by one. Defy Danger When you act despite an imminent threat or suffer a calamity , say how you deal with it and roll. If you do it. . . • . . .by powering through, +Str • . . .by getting out of the way or acting fast, +Dex • . . .by enduring, +Con • . . .with quick thinking, +Int • . . .through mental fortitude, +Wis • . . .using charm and social grace, +Cha On a 10+, you do what you set out to, the threat doesn’t come to bear. On a 7–9, you stumble, hesitate, or flinch: the GM will offer you a worse outcome, hard bargain, or ugly choice. Defend When you stand in defense of a per- son, item, or location under attack, roll+Con. On a 10+, hold 3. On a 7–9, hold 1. So long as you stand in defense, when you or the thing you defend is at- tacked you may spend hold, 1 for 1, to choose an option: • Redirectanattackfromthethingyou defend to yourself • Halve the attack’s effect or damage • Open up the attacker to an ally giv- ing that ally +1 forward against the attacker • Deal damage to the attacker equal to your level Spout Lore When you consult your accumu- lated knowledge about something , roll+Int. On a 10+ the GM will tell you something interesting and useful about thesubjectrelevanttoyoursituation. On a7–9theGMwillonlytellyousomething interesting—it’s on you to make it use- ful. The GM might ask you "How do you know this?" Tell them the truth, now. Discern Realities When you closely study a situation or person , roll+Wis. On a 10+ ask the GM 3 questions from the list below. On a 7–9 ask 1. Take +1 forward when acting on the answers. • What happened here recently? • What is about to happen? • What should I be on the lookout for? • Whathereisusefulorvaluabletome? • Who’s really in control here? • What here is not what it appears to be? Parley WhenyouyouhaveleverageonaGM character and manipulate them , roll+Cha. Leverage is something they need or want. On a hit they ask you for something and do it if you make them a promise first. On a 7–9, they need some concrete assurance of your promise, right now. Aid or Interfere When you help or hinder someone youhaveaBondwith,roll+Bondwith them. On a 10+ they take +1 or -2, your choice. Ona7–9youalsoexposeyourself to danger, retribution, or cost. Last Breath Special Moves 10 6 Special Moves Last Breath Whenyou’redyingyoucatchaglimpse of what lies beyond the Black Gates of Death’s Kingdom (the GM will describe it), then roll (just roll, +nothing—yeah, Deathdoesn’tcarehowtoughorcoolyou are). On a 10+ you’re stable. On a 7–9 Death will offer you a bargain—take it and stabilize or refuse and pass beyond theBlackGatesintowhateverfateawaits you. On a miss, you are dead. Encumbrance When you make a move while car- rying weight up to or equal to Load, you’re fine. When you make a move while carrying weight equal to load+1 or load+2, you take -1. When you make a movewhilecarryingweightgreaterthan load+2, you have a choice: drop at least 1 weight and roll at -1, or automatically fail. Make Camp When you settle in to rest consume a ration. If you’re somewhere danger- ous decide the watch order as well. If you have enough XP you may Level Up. When you wake from at least a few un- interrupted hours of sleep heal damage equal to half your max HP. Take Watch When you you’re on watch and something approaches the camp roll+Wis. On a 10+ you’re able to wake the camp and prepare a response, the camp takes +1 forward. On a 7–9 you react just a moment too late; the camp is awake but hasn’t had time to prepare. You have weapons and armor but little else. On a miss whatever lurks outside the campfire’s light has the drop on you. Undertake a Perilous Journey When you travel through hostile terri- tory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster (the same char- acter cannot have two jobs). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6. Each character with a job to do rolls+Wis. On a 10+ the quar- termaster reduces the number of rations required by one. On a 10+ the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much). On a 10+ the scout will spot any trouble quick enough to let you get the drop on it. On a 7–9 each roles performs their job as expected: the nor- malnumberofrationsareconsumed,the journey takes about as long as expected, noonegetsthedroponyoubutyoudon’t get the drop on them either. Level Up When you have downtime (hours or days) and XP equal to (or greater than) your current level + 7 , subtract your current level +7 from your XP, in- crease your level by 1, and choose a new advanced move from your class. If you are the Wizard, you also get to add a new spell to your spellbook. If your new level is 3, 6, or 9, you also get to increase a stat by 2. Increase the base score of the stat of your choice by 2, adjust the modifier to reflect the new score. Changing your Constitution in- creases your maximum and current HP. Ability scores can’t go higher than 18. End of Session When you reach the end of a session , choose one your bonds that you feel is resolved(completelyexplored,nolonger relevant,orotherwise). Asktheplayerof the character you have the bond with if theyagree. Iftheydo, markXPandwrite a new bond with whomever you wish. Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three ques- tions as a group: • Did we learn something new and im- portant about the world? • Did we overcome a notable monster or enemy? • Did we loot a memorable treasure? For each "yes" answer everyone marks XP. Carouse When you return triumphant and throw a big party , spend 100 coin and roll + extra 100s of coin spent. On a 10+ choose 3. On a 7–9 choose 1. On a miss, you still choose one, but things get really out of hand. • You befriend a useful NPC • You hear rumors of an opportunity • You gain useful information • You are not entangled, ensorcelled, or tricked Supply When you go to buy something with gold on hand , if it’s something read- ily available in the settlement you’re in, you can buy it at market price. If it’s something special, beyond what’s usu- ally available here, or non-mundane, roll+Cha. On a 10+ you find what you’re looking for at a fair price. On a 7–9 you’ll have to pay more or settle for something similar. Special Moves Recover 11 Recover When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest in- stead. Recruit When you put out word that you’re lookingtohirehelp,roll. Ifyoumake it known. . . • . . .that your pay is generous, take +1 • . . .what you’resettingouttodo, take +1 • . . .thatthey’llgetashareofwhatever you find, take +1 If you have a useful reputation around these parts take an additional +1. On a 10+ you’ve got your pick of a number of skilled applicants, your choice who you hire, no penalty for not taking them along. On a 7–9 you’ll have to settle for someone close or turn them away. On a miss someone influential and ill- suited declares they’d like to come along (a foolhardy youth, a loose-cannon, or a veiled enemy, for example), bring them and take the consequences or turn them away. If you turn away applicants you take -1 forward to Recruit. Outstanding Warrants When you return to a civilized place in which you’ve caused trouble be- fore , roll+Cha. On a hit, word has spread of your deeds and everyone rec- ognizes you. On a 7–9, that, and, the GM chooses a complication: • The local constabulary has a warrant out for your arrest • Someonehasputapriceonyourhead • Someone important to you has been put in a bad spot as a result of your actions Bolster When you spend your leisure time in study, meditation, or hard prac- tice, you gain preparation. If you pre- pare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays offspend 1preparationfor+1toany roll. Youcanonlyspendonepreparation per roll. Names The Bard 12 7 The Bard Sure,anadventurer’slifeisallopenroads and the glory of coin and combat. Those tales that are told in every farmhand- filled inn have to have some ring of truth tothem,don’tthey? Thesongstoinspire peasantry and royals alike—to soothe the savage beast or drive men to a frenzy have to come from somewhere. Enter the Bard. You, with your smooth tongue and quick wit. You teller-of-tales and singer-of-songs. It takes a mere minstrel to retell a thing but a true Bard to live it. Strap on your boots, noble ora- tor. Sharpenthathiddendaggerandtake up the call. Someone’s got to be there, fighting shoulder-to-shoulder with the goons and the thugs and the soon-to-be- heroes. Who better than you to write the tale of your own heroism? Nobody. Get going. Names Elf : Astrafel,Daelwyn,Feliana,Damarra, Sistranalle,Pendrell,Melliandre,Dagoliir Human : Baldric, Leena, Dunwick, Willem, Edwyn, Florian, Seraphine, Quorra, Charlotte, Lily, Ramonde, Cas- sandra Look Choose one for each: KnowingEyes,FieryEyes,orJoyousEyes Fancy Hair, Wild Hair, or Stylish Cap Finery, Traveling Clothes, or Poor Clothes Fit Body, Well-fed Body, or Thin Body Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 6+Constitution HP. Your base damage is d6. Starting Moves Choose a racial move: Elf When you enter an important location (your call) you can ask the GM for one fact from the history of that location. Human When you first enter a civilized settle- ment someone who respects the custom of hospitality to minstrels will take you in as their guest. You start with these moves: Arcane Art (Cha) When you weave a performance into a basic spell, choose an ally and an effect: • Heal 1d8 damage • +1d4 forward to damage • Their mind is shaken clear of one en- chantment • The next time the target is Aided, on a hit they get +2 instead of +1 Then roll+Cha. On a hit, the ally gets the selected effect. On a 7-9, you also draw unwantedattentionoryourmagicrever- berates to other targets affecting them as well, GM’s choice. Bardic Lore Choose an area of expertise: • On Spells and Magicks • The Dead and Undead • Grand Histories of the Known World • A Bestiary of Creatures Unusual • The Planar Spheres • Legends of Heroes Past • Gods and Their Servants When you first encounter an important creature,location,oritem(yourcall)cov- ered by your Bardic Lore you can ask the GM any one question about it, the GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in. Charming and Open When you speak frankly with someone, you can ask their player a question from thelistbelow. Iftheyanswerittruthfully they then get to ask you a question from the list below. • Whom do you serve? • What do you wish I would do? • How can I get you to ? • What are you really feeling right now? • What do you most desire? A Port in the Storm When you return to a civilized settle- ment you’ve visited before, tell the GM when you were last here. They’ll tell you how its changed since then. Alignment Choose an alignment: Good Perform your art to aid someone else Neutral Avoid a conflict or defuse a tense situa- tion The Bard Gear 13 Chaotic Spurotherstosignificantandunplanned decisive action Gear Your Load is 5+Str. You have dungeon rations (5 uses, 1 weight). Choose one instrument: • Your father’s mandolin, repaired • A fine lute, a gift from a noble • The pipes with which you courted your first love • A stolen horn • A fiddle, never before played • A songbook in a forgotten tongue Choose your clothing: • Leather armor (1 armor, 1 weight) • Ostentatious clothes Choose your armament: • Dueling rapier (Close, Precise, 2 weight) • Wornbow(Near,2weight),bundleof arrows (3 ammo, 1 weight), and short sword (Close, 1 weight) Choose one: • Adventuring Gear (1 weight) • Bandages (0 weight) • Halfling pipeleaf (1 weight) • 3 coin Bonds Fill in the name of one of your compan- ions in at least one: This is not my first adventure with . I sang stories of long before I ever met them in person. is often the butt of my jokes. I am writing a ballad about the adven- tures of . trusted me with a secret. does not trust me, and for good reason. Advanced Moves When you gain a level from 2-5, choose from these moves. Healing Song WhenyouhealwithArcaneArt,youheal +1d8 damage. Vicious Cacophony When you grant bonus damage with Ar- cane Art, you grant an extra +1d4 dam- age. It Goes To Eleven Whenyouunleashacrazedperformance (arighteouslutesolo, mightybrassblast, confusing interpretive dance) choose a target who can hear you and roll+Cha. On a 10+ the target flails in confusion dealing its damage to a creature of your choosing. On a 7–9 it deals its damage, but then takes +1d4 damage ongoing as the music invigorates it. Metal Hurlant When you shout with great force or play a shattering note choose a target and roll+Con. On a hit the target takes 2d6 damage and is deafened for a few min- utes. On a 7–9 it’s out of control: the GM will choose an additional target nearby. A Little Help From My Friends WhenyousuccessfullyAidsomeoneyou take +1 forward as well. Eldritch Tones When you use Arcane Art, you choose two effects instead of one. Duelist’s Parry When you Hack and Slash, you take +1 armor forward. Bamboozle When you Parley with someone, on a hit you also take +1 forward with them. Multiclass Dabbler Get one move from another class. Treat your level as one lower for choosing the move. Multiclass Initiate Get one move from another class. Treat your level as one lower for choosing the move. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Healing Chorus Replaces: Healing Song WhenyouhealwithArcaneArt,youheal +2d8 damage. Vicious Blast Replaces: Vicious Cacophony When you grant bonus damage with Ar- cane Art, you grant an extra +1d4 dam- age. Unforgettable Face When you meet someone you’ve met be- fore (your call) after some time apart you take +1 forward against them. Reputation (Cha) When you first meet someone who’s heard songs about you, roll+Cha. On a 10+,telltheGMtwothingsthey’veheard aboutyou. Ona7-9,telltheGMonething they’ve heard, and the GM tells you one thing. Eldritch Chord Replaces: Eldritch Tones When you use Arcane Art, you choose two effects. You also get to choose one of those effects to double. An Ear For Magic When you hear an enemy cast a spell the GMwilltellyouthenameofthespelland its effects. Take +1 forward when acting on the answers. Devious When you use Charming and Open you may also ask "How are you vulnerable to me?" Your subject may not ask this question of you. Advanced Moves The Bard 14 Duelist’s Block Replaces: Duelist’s Parry When you Hack and Slash, you take +2 armor forward. Con Replaces: Bamboozle When you Parley with someone, on a hit you also take +1 forward with them and gettoasktheirplayeronequestionwhich they must answer truthfully. Multiclass Master Get one move from another class. Treat your level as one lower for choosing the move. The Cleric Names 15 8 The Cleric The lands of Dungeon World are a gods- forsaken mess. They’re lousy with the walking dead, beasts of all sorts, and the vast unnatural spaces between safe and temple-blessed civilizations. It is a god- less world out there. That’s why it needs you. Bringing the glory of your god to the heathens isn’t just in your nature—it’s your calling. It falls to you to prosely- tize with sword and mace and spell. To cleave deep into the witless heart of the wildsandplanttheseedofdivinitythere. Some say that it is best to keep god close to your heart. You know that’s rubbish. Godlivesattheedgeofablade. Showthe world who is lord. Names Dwarf : Durga, Aelfar, Gerda, Rur- gosh,Bjorn,Drummond,Helga,Siggrun, Freya Human : Wesley, Brinton, Jon, Sara, Hawthorn, Elise, Clarke, Lenore, Piotr, Dahlia, Carmine Look Choose one for each: Kind Eyes, Sharp Eyes, or Sad Eyes Tonsure, Strange Hair, or Bald Flowing Robes, Habit, or Common Garb ThinBody,KnobbyBody,orFlabbyBody Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 8+Constitution HP. Your base damage is d6. Starting Moves Choose a racial move: Dwarf You are one with stone. When you Com- mune you are also granted a special ver- sion of Words of the Unspeaking which only works on stone as a Rote. Human Yourfaithisdiverse. ChooseoneWizard spell. You can cast and be granted that spell as if it was a Cleric spell. You start with these moves: Deity You serve and worship some deity or power which grants you spells. Give your god a name (maybe Helferth, Su- cellus, or Zorica) and choose your deity’s domain: • Healing and Restoration • Bloody Conquest • Civilization • Knowledge and Hidden Things • The Downtrodden and Forgotten • What Lies Beneath Choose one precept of your religion: • Yourreligionpreachesthesanctityof suffering, add Petition: Suffering • Your religion is cultish and insular, add Petition: Gaining Secrets • Your religion has important sacrifi- cial rites, add Petition: Offering • Yourreligionbelievesintrialbycom- bat, add Petition: Personal Victory Divine Guidance When you fulfill your religion’s peti- tion your deity grants you some useful knowledge or boon related to their do- main. The GM will tell you what. Turn Undead When you hold your holy symbol aloft and pray aloud for protection, roll+Wis. On a hit so long as you continue to pray and brandish your holy symbol no un- dead may come within reach of you. On a 10+ intelligent undead are momentar- ily dazed by the radiance of your god and mindless undead flee. If you move ag- gressively towards an undead creature while Turning them it breaks the effects and they are able to act as normal. Intel- ligent undead, vampires and so on, may still find ways to harry you from afar. They’re clever like that. Commune When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you lose any spells already grantedtoyouandaregrantednewspells of your choice whose total levels don’t exceed your own+1. You also prepare your rotes; they don’t count against your limit. You can’t prepare spells that are higher level than you. Cast a Spell When you unleash a spell granted to you by your deity, roll+Wis. On a 10+, the spell is successfully cast and your deity doesnotrevokethespell,soyoumaycast it again. On a 7-9, the spell is cast, but choose one: • You draw unwelcome attention or put yourself in a spot (the GM will describe it). • Yourcastingdistancesyoufromyour deity—take -1 ongoing to Cast a Spell until you Commune. • After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you Commune and Alignment The Cleric 16 have it granted to you. Alignment Choose an alignment: Good Endanger yourself to heal another Lawful Endanger yourself following the pre- cepts of your church or god Evil Harmanothertoprovethesuperiorityof your church or god Gear Your Load is 7+Str. You carry dungeon rations (1 weight, 5 uses) and some sym- bol of the divine, describe it (weight 0). Choose your defenses: • Chainmail (1 armor, 1 weight) • Shield (+1 armor, 2 weight) Choose your armament: • Warhammer (Close, 1 weight) • Mace (Close, 1 weight) • Staff (Close, Two-handed, 1 weight) and bandages Choose one: • Adventuringgear(1weight)anddun- geon rations (1 weight) • Healing potion (1 weight) Bonds Fill in the name of one of your compan- ions in at least one: has insulted my deity; I do not trust them. is a good and faithful person; I trust them implicitly. is in constant danger, I will keep them safe. I am working on converting to my faith. Advanced Moves When you gain a level from 2-5, choose from these moves. Chosen One Choose one spell. You are granted that spell as if it was one level lower. Invigorate When you heal someone they take +2 damage forward. The Scales of Life and Death When someone takes their Last Breath in your presence they take +1 to the roll. Serenity You are able to divide your power effec- tively. When you cast a spell you ignore the first -1 penalty from ongoing spells. First Aid Cure Light Wounds does not count against your limit of granted spells. Divine Intervention When you Commune you get 1 hold and lose any hold you already had. Spend that hold when you or an ally takes dam- age to call on your deity, they intervene in an appropriate idiom (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage. Penitent When you take damage and embrace the pain, you may take +1d4 damage (ignor- ing armor). If you do, take +1 forward to Cast a Spell. Empower When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well: • The spell’s effects are doubled • The spell’s targets are doubled Orison for Guidance When you sacrifice something of value to your deity and pray for guidance your deitytellsyouwhatitwouldhaveyoudo. If you do it, mark experience. Divine Protection When you wear no armor or shield you get 2 armor. Devoted Healer When you heal someone else of damage, heal +your level damage. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Anointed Requires: Chosen One Choose one spell. You are granted that spell as if it was one level lower. Vicious Requires: Inquisitor When you do damage with a spell, you deal +1d4 damage. Reaper When you take time after a conflict to dedicate your victory to your deity and deal with the dead, take +1 forward. Providence Replaces: Serenity Youignorethe-1penaltyfromtwospells you maintain. Greater First Aid Requires: First Aid Cure Moderate Wounds does not count against your limit of granted spells. Divine Invincibility Replaces: Divine Intervention When you Commune you get 2 hold and lose any hold you already had. Spend that hold when you or an ally takes dam- age to call on your deity, they intervene in an appropriate idiom (a sudden gust of wind, a lucky slip, a burst of light) and negate the damage. Martyr Replaces: Penitent When you take damage and embrace the pain, you may take +1d4 damage (ignor- ing armor). If you do, take +1 forward to Cast a Spell and add your level to any damage done or healed by the spell. The Cleric Advanced Moves 17 Divine Armor Replaces: Divine Protection When you wear no armor or shield you get 3 armor. Greater Empower Replaces: Empower When you Cast a Spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free. • The spell’s effects are doubled • The spell’s targets are doubled Multiclass Dabbler Get one move from another class. Treat your level as one lower for choosing the move. Rotes Cleric Spells 18 9 Cleric Spells Rotes Light Rote An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence. Sanctify Rote Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy the affected substance is purified of any mundane spoilage. Guidance Rote The symbol of your deity appears before you and gestures towards the direction orcourseofactionyourdeitywouldhave you take then disappears. The message is through gesture only; your communi- cation through this spell is severely lim- ited. 1st Level Spells Bless Level 1 Ongoing You deity smiles on the target in com- bat. They take +1 ongoing so long as bat- tle continues and they stand and fight. While this spell is ongoing you take -1 to Cast a Spell. Cure Light Wounds Level 1 At your touch wounds scab and bones ceasetoache. Healanallyof1d8damage. Detect Alignment Level 1 Whenyoucastthisspellchooseanalign- ment: Good, Evil, or Neutral. One of your senses is briefly able to detect that alignment. The GM will tell you what here is of that alignment. Cause Fear Level 1 Ongoing Choose an intelligent target you can see and a nearby object. The target is afraid of the object so long as you maintain the spell. Their reaction is up to them: flee, panic, beg, panic, fight. While this spell is ongoing you take -1 to Cast a Spell. Magic Weapon Level 1 Ongoing The weapon you hold while casting does +1d4damageuntilyoudismissthisspell. Until you dismiss this spell you take -1 to Cast a Spell. Sanctuary Level 1 You make an area holy to your deity. Walk the perimeter of the area. So long as you stay within that area you are alerted whenever someone acts with malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a Sanctuary heals +1d4 HP. Speak With Dead Level 1 Death A corpse converses with you briefly. It willansweranythreequestionsyoupose to it to the best of the knowledge it had in lifeandtheknowledgeitgainedindeath. 3rd Level Spells Animate Dead Level 3 Ongoing You invoke a hungry spirit to possess a recently-dead body and act for you. This forms a zombie that follows your orders to the best of its limited abilities. Treat the zombie as your character, but with access to only the basic moves. It has a +1 modifier for all stats and 1 HP. While this spell is ongoing you take -1 to Cast a Spell. You get 1d4 of these effects: • The zombie is talented. Give one stat a +2 modifier. • The zombie is durable. It has +2 HP for each level you have. • The zombie has a functioning brain and can complete complex tasks. • The zombie is restored by magic—it does not appear obviously dead, at least for a day or two. Cure Moderate Wounds Level 3 You staunch bleeding and set bones through magic. Heal an ally of 2d8 dam- age. Darkness Level 3 Ongoing Choose an area you can see: it’s filled withsupernaturaldarknessandshadow. While this spell is ongoing you take -1 to Cast a Spell. Resurrection Level 3 Tell the GM you would like to resurrect a corpse whose soul has not yet fully departed this world. The GM will tell you "yes, you can resurrect them, but first. . ." or "yes, you can resurrect them now, butitwon’tbepermanentuntil. . ." andthenonetoallofthethingsfromthis list: • It’sgoingtotakedays/weeks/months • You must ____ • You must get help from ____ • It will require a lot of money • You must sacrifice ____ to do it Hold Person Level 3 Choose a creature you can see. Until you Cast a Spell or leave their presence they cannot act except to speak. If they’re harmed this effect ends. 5th Level Spells Revelation Level 5 Your deity answers your prayers with a moment of perfect understanding. The GMwillexplaintherootcauseofthecur- rentsituation. Whenactingontheinfor- mation, you take +1 Forward. Cure Critical Wounds Level 5 Heal an ally of 3d8 damage. Divination Level 5 Name a person, place, or thing you want to learn about. Your deity grants you Cleric Spells 7th Level Spells 19 visions of the target, as clear as if you were there. Contagion Level 5 Ongoing While this spell is ongoing a target you can see suffers from the disease of your choice and you take -1 to Cast a Spell. Words of the Unspeaking Level 5 With a touch you speak to the spirits withinthings. Thenon-livingobjectyou touch responds to three questions you pose, answering them as best it can. True Seeing Level 5 Ongoing While this spell is ongoing your vision is opened to the true nature of everything you lay your eyes on and you take -1 to Cast a Spell. You pierce illusions and see things that have been hidden. The GM willdescribetheareabeforeyouignoring any illusions and falsehoods, magical or otherwise. Trap Soul Level 5 When cast in the presence of a ghost or recently dead body this spell traps the soulinagemyouprovide. Whiletrapped thesoulanswerseveryquestionposedto it and can not resist your requests. Once releasedthesoulislikelytoholdagrudge against its captor. 7th Level Spells Word of Recall Level 7 Choose a word. The first time after cast- ing this spell that you speak the chosen word, you and any allies touching you when you cast the spell are immediately returned to the exact spot you cast the spell at. Casting Word of Recall again before speaking the word replaces the earlier recall. Heal Level 7 Touch an ally and you may restore up to your maximum HP to them. Harm Level 7 Touch an enemy and strike them with divine wrath—deal 2d8 damage to them and 1d6 damage to yourself (ignores ar- mor). Sever Level 7 Ongoing Choose an appendage on the target such as an arm, tentacle, or wing. The ap- pendage is magically severed from their body, causing no damage but consider- able pain. Missing an appendage may, for example, keep a winged creature from flying, or a bull from goring you on its horns. While you maintain the spell you take -1 to Cast a Spell. Mark of Death Level 7 Choose a creature who’s true name you know. Thisspellinscribesrunesthatwill killthatcreature, shouldtheyreadthem. Control Weather Level 7 Pray for rain—or sun, wind, or snow. Within a day or so, your god will an- swer. Theweatherwillchangeaccording to your will and last a handful of days. 9th Level Spells Command Elements Level 9 A mass of one element (earth, air, water, or fire) that you touch as you cast this spell takes on a form similar to yours and carries out one command you give it. Once the command is completed or a day passes the element retakes its old form. Repair Level 9 Choose one event in the target’s past. All effects of that event, including damage, poison, disease, and magical effects, are ended and repaired. HP and diseases are healed, poisons are neutralized, magical effects are ended. Divine Presence Level 9 Ongoing Everycreaturemustaskyourleavetoen- ter your presence, and you must speak permission for them to enter. Any crea- ture that you deny permission takes an extra 1d10 damage whenever they take damage in your presence. While this spellisongoingyoutake-1toCastaSpell. Consume Unlife Level 9 The mindless undead creature you touch is destroyed and you steal its death en- ergy to heal yourself or the next ally you touch of damage equal to its current HP. Peace Level 9 Chooseonetraumaticmemoryinthetar- get’s past. The target’s memory of that event is calmly erased. If the target is a PC, they must be willing. Names The Fighter 20 10 The Fighter It’s a thankless job—living day to day by your armor and the skill of your arm. To dive heedlessly into danger. They won’t be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No flock of angels to sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no. Forget them. You do this for the guts and the glory. The scream of battle and the hot hot blood of it. You are a beast of iron. Your friends may carry blades of forged steel but, Fighter, you are steel. While your traveling companions might moan about their wounds over a campfire in the wilderness, you bear your scars with pride. You are the wall—let every danger smash itself to nothing on you. In the end, you’ll be the last one standing. Names Dwarf : Ozruk, Surtur, Brunhilda, An- nika, Janos, Greta, Dim, Rundrig, Jarl, Xotoq Elf : Elohiir, Sharaseth, Hasrith, She- varal, Cadeus, Eldar, Kithracet, Thelian Halfling : Finnegan, Olive, Randolph, Bartleby, Aubrey, Baldwin, Becca Human : Hawke, Rudiger, Gregor, Bri- anne, Walton, Castor, Shanna, Ajax, Hob Look Choose one for each: Hard Eyes, Dead Eyes, or Eager Eyes Wild Hair, Shorn Hair, or Battered Helm Calloused Skin, Tanned Skin, or Scarred Skin Built Body, Lithe Body, or Ravaged Body Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 10+Constitution HP. Your base damage is d10. Starting Moves Choose a racial move: Dwarf When you share a drink with someone, you may Parley with them with Con in- stead of Cha. Elf Choose one weapon—you can always treat weapons of that type as if they had the Precise tag. Halfling When you Defy Danger and use your small size to your advantage, take +1. Human Onceperbattleyoumaychooseadamage roll (yours or someone else’s) and reroll it. You start with these moves: Bend Bars, Lift Gates (Str) When you use pure strength to destroy aninanimateobstacle, roll+Str. Ona10+ choose 3. On a 7-9 choose 2. • It doesn’t take a very long time • Nothing of value is damaged • Itdoesn’tmakeaninordinateamount of noise • You can fix the thing again without a lot of effort Armored You ignore the Clumsy tag on armor you wear. Signature Weapon Thisisyourweapon. Therearemanylike it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. With- out your weapon, you are useless. You must wield your weapon true. Choose a base description, all are 2 weight: • Sword • Axe • Hammer • Spear • Flail • Fists Choose the range that best fits your weapon: • Hand • Close • Reach Choose two enhancements: • Hooks and spikes. +1 damage, but +1 weight. • Sharp. +2 piercing. • Perfectly weighted. +precise. • Serrated edges. +1 damage. • Glows in the presence of one type of creature, your choice. • Huge. +messy, +forceful. • Versatile. Choose another range. • Well-crafted. -1 weight. Choose a look: The Fighter Alignment 21 • Ancient • Unblemished • Ornate • Blood-stained • Sinister Alignment Choose an alignment: Good Defend those weaker than you Neutral Defeat a worthy opponent Evil Kill a defenseless or surrendered enemy Gear Your Load is 9+Str. You carry your sig- nature weapon and dungeon rations (1 weight, 5 uses). Choose your defenses: • Chainmail(1armor,1weight)andAd- venturing gear (1 weight) • Scale armor (2 armor, 3 weight) Choose two: • 2 Healing potions (2 weight) • shield (+1 armor, 2 weight) • Antitoxin,dungeonrations(1weight), and poultices and herbs (1 weight) • 22 Gold Bonds Fill in the name of one of your compan- ions in at least one: owes me their life, whether they admit it or not. I have sworn to protect . I worry about the ability of to survive in the dungeon. is soft, but I will make them hard like me. Advanced Moves When you gain a level from 2-5, choose from these moves. Merciless When you deal damage, deal +1d4 dam- age. Heirloom When you consult the spirits of that reside within your signature weapon, roll+Cha. The spirits will give you an insight relating to the current situation, and might ask you some questions in re- turn. Ona10+,theGMwillgiveyougood detail. On a 7-9, the GM will give you an impression. Armor Mastery When you take damage you can choose to let your armor take the brunt of it. Thedamageisnegatedbutyourarmoror shield (your choice) is -1 armor until you get it repaired at a smithy or workshop. Improved Weapon Choose one extra enhancement for your signature weapon. Seeing Red WhenyouDiscernRealitiesduringcom- bat, you take +1. Interrogator When you Parley using threats of im- pending violence as leverage you may use Str instead of Cha. Scent of Blood WhenyouHackandSlashanenemy,you take +1d4 damage forward against that enemy. Multiclass Dabbler Get one move from another class. For the purposes of Multiclass Dabbler the Wizard’s Spellbook, Prepare Spells, and Cast a Spell moves count as one move. The Cleric’s Commune and Cast a Spell moves also count as one move. If you gain the ability to cast spells you cast them as if you were one level lower. Iron Hide You gain +1 armor. Blacksmith When you have access to a forge you can graft the magical powers of a weapon onto your signature weapon. This process destroys the magical weapon. Your signature weapon gains the mag- ical powers of the destroyed weapon. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Bloodthirsty Replaces: Merciless When you deal damage, deal +1d8 dam- age. Armored Perfection Replaces: Armor Mastery When you take damage you can choose toletyourarmortakethebruntofit. The damage is negated and you take +1 for- wardagainsttheattackerbutyourarmor or shield (your choice) is -1 armor until you get it repaired at a smithy or work- shop. Evil Eye Requires: Seeing Red When you go into a dangerous situation, roll+Cha. On a 10+, hold 2. On a 7-9, hold1. Spendyourholdtomakeeyecon- tact with an NPC present, who freezes or flinches and can’t act until you break it off. On a miss, your enemies immedi- ately identify you as their biggest threat. Taste of Blood Replaces: Scent of Blood WhenyouHackandSlashanenemy,you take +1d8 damage forward against that enemy. Multiclass Initiate Required: Multiclass Dabbler Get one move from another class. Treat your level as one lower for choosing the move. Steel Hide Replaces: Iron Hide You gain +2 armor. Through Death’s Eyes When you go into battle, roll+Wis. On a 10+, name someone who will live and someone who will die. On a 7-9, name someone who will live or someone who will die. Name NPCs, not player char- acters. The GM will make your vision come true, if it’s even remotely possible. On a 6- you see your own death and con- sequentlytakea-1throughoutthebattle. Advanced Moves The Fighter 22 Eye for Weaponry Whenyoulookoveranenemy’sweaponry, ask the GM how much damage they do. Superior Warrior When you Hack and Slash on a 12+ you dealyourdamage,avoidtheirattack,and impress, dismay, or frighten your en- emy. The Paladin Names 23 11 The Paladin Hell awaits. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Dungeon World. All that stands between the pits of that grim torture and salvation is you. Holy man, armored war machine, tem- plar of the Good and the Light, right? TheClericmaysayhisprayersatnightto the gods, dwelling in their heavens. The Fighter may wield his sharp sword in the name of “good” but you know. Only you. Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue. Of justice. Vi- sion, too. A purity of intent that your companions do not have. So guide these fools, Paladin. Take up your holy cause and bring salvation to the wastrel world. Vae victis, right? Names Thaddeus, Augustine, Lux, Cassius, Hadrian, Lucia, Octavia, Regulus, Vale- ria, Sanguinus, Titanius Look Choose one for each: Kind Eyes, Fiery Eyes, or Glowing Eyes Helmet, Styled Hair, or Bald Worn Holy Symbol or Fancy Holy Sym- bol Fit Body, Bulky Body, or Thin Body Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 10+Constitution HP. Your base damage is d10. Starting Moves You are human, so you get this move. Human When you pray, even for a moment, to your deity and ask "What here is evil?" the GM will tell you, honestly. You start with these moves: Lay on Hands (Cha) When you touch someone, skin to skin, and pray for your deity to cure them, roll+Cha. On a 10+ you heal 1d8 damage or remove one disease. On a 7-9, they are healed, but the damage or disease is transferred to you. Armored You ignore the Clumsy tag on armor you wear. I Am the Law When you give an NPC an order based on your divine authority, roll+Cha. On a hit, they choose one: • They do it • They back away cautiously, then flee • They attack you Ona10+,youalsotake+1forwardagainst them. On a miss, they do as they please and you take -1 Forward against them. Quest When you dedicate yourself to a mission throughprayerandritualcleansingstate what you set out to do: • Slay , a great blight on the land • Defend from the inequities that beset them • Discover the truth of Then choose up to two boons: • An unwavering sense of direction to . • Invulnerability to (ex: edged weapons, fire, enchantment, etc.) • A mark of divine authority • Senses that pierce lies • A voice that transcends language • A freedom from hunger, thirst, and sleep The GM will then tell you what vow or vows is required of you to maintain your blessing: • Honor (forbidden: cowardly tactics and tricks) • Temperance (forbidden: gluttony in food, drink, and pleasure of the flesh) • Piety (required: observance of daily holy services) • Valor (forbidden: suffering an evil creature to live) • Truth (forbidden: lies) • Hospitality (required: comfort to those in need, no matter who they are) Alignment The Paladin 24 Alignment Choose an alignment: Lawful Deny mercy to a criminal or unbeliever Good Endanger yourself to protect someone weaker than you Gear Your Load is 8+Str. You start with dun- geon rations (1 weight, 5 uses), scale ar- mor (2 armor, 3 weight), and some mark of faith, describe it (0 Weight). Choose your weapon: • Halberd (Reach, +1 damage, two- handed, 2 weight) • Long sword (Close, +1 damage, 1 weight) and shield (+1 armor, 2 weight) Choose one: • Adventuring gear (1 weight) • dungeon rations (1 weight) and heal- ing potion Bonds Fill in the name of one of your compan- ions in at least one: ’s misguided behavior endangers their very soul! has stood by me in battle and can be trusted completely. I respect the beliefs of but hope they will someday see the true way. is a brave soul, I have much to learn from them. Advanced Moves When you gain a level from 2-5, choose from these moves. Divine Favor You gain the Commune and Cast a Spell Cleric move. Your level for the pur- poses of that move is 1 + the levels you’ve gained since you took Divine Favor. Bloody Aegis When you take damage you can use your body to deflect the blow. If you do you take no damage but instead suffer a de- bility of your choice. If you already have all six debilities you can’t use this move. Smite While on a Quest you deal +1d4 damage. Exterminatus When you speak aloud your promise to defeat an enemy, you deal +2d4 dam- age against that enemy and -4 damage against anyone else. This effect lasts un- til the enemy is defeated or you admit your failure and prove your worth. Charge! When you lead the charge into combat, those you lead take +1 forward. Staunch Defender WhenyouDefendyoualwaysget+1hold. Even on a failure you get 1 hold. Setup Strike When you Hack and Slash, choose an ally. Their next attack against your tar- get does +1d4 damage. Holy Protection You get +1 armor while on a Quest. Voice of Authority Take +1 to Order Hirelings. Hospitaller When you heal an ally, you heal +1d8 damage. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Evidence of Faith Requires: Divine Favor Whenyouseedivinemagicasithappens, you can ask the GM which deity granted the spell and its effects. Take +1 when acting on the answers. Holy Smite Replaces: Smite While on a Quest you deal +1d8 damage. Ever Onward Replaces: Charge! When you lead the charge into combat, those you lead take +1 forward and +2 armor forward. Impervious Defender Replaces: Staunch Defender WhenyouDefendyoualwaysget+1hold. Even on a failure you get 1 hold. When you get a 12+ to Defend instead of get- ting hold the nearest attacking creature is stymied giving you a clear advantage, the GM will describe it. Tandem Strike Replaces: Setup Strike When you Hack and Slash, choose an ally. Their next attack against your tar- get does +1d4 damage and they take +1 forward against them. Divine Protection Replaces: Holy Protection You get +2 armor while on a Quest. Divine Authority Replaces: Voice of Authority Take +1 to Order Hirelings. When you roll a 12+ to Order Hirelings the hireling transcends their moment of fear and doubt to perform at the peak of poten- tial. Perfect Hospitaller Replaces: Hospitaller When you heal an ally, you heal +2d8 damage. Indomitable Whenyousufferadebility(eventhrough Bloody Aegis) take +1 forward against whatever caused it. Perfect Knight When you Quest you choose three boons instead of two. The Ranger Names 25 12 The Ranger These city-born folk you travel with. Havetheyheardthecallofthewolf? Felt thewindshowlinthebleakdesertsofthe East? Have they hunted their prey with the bow and the knife like you? Hell no. That’s why they need you. Guide. Hunter. Creature of the wilds. Youarethesethingsandmore. Yourtime inthewildernessmayhavebeen solitary until now, the call of some greater thing – call it fate if you like, has cast your lot with these folk. Brave, they may be. Powerful and strong, too. You know the secrets of the spaces-between, though. Without you, they’d be lost. Blaze a trail through the blood and dark, strider. Names Elf : Throndir, Elrosine, Aranwe, Celion, Dambrath, Lanethe Human : Jonah, Halek, Brandon, Emory, Shrike, Nora, Diana Look Choose one for each: Wild Eyes, Sharp Eyes, or Animal Eyes Hooded Head, Wild Hair, or Bald Cape, Camouflage, or Traveling Clothes Lithe Body, Wild Body, or Sharp Body Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 8+Constitution HP. Your base damage is d8. Starting Moves Choose a racial move: Elf When you undertake a Perilous Journey through wilderness whatever role you take you succeed as if you rolled a 10+. Human When you Make Camp in a dungeon or city, you don’t need to consume a ration. You start with these moves: Hunt and Track (Wis) When you follow a trail of clues left be- hind by passing creatures, roll+Wis. On a hit, you follow the creature’s trail until there’s a significant change in its direc- tion or mode of travel. On a 10+, you also choose 1: • Gainausefulbitofinformationabout your quarry, the GM will tell you what • Determine what caused the trail to end Called Shot When you attack a defenseless or sur- prised enemy at range, you can choose to deal your damage or name your target and roll+Dex. • Head – 10+: As 7–9, plus your dam- age; 7-9: They do nothing but stand and drool for a few moments. • Arms – 10+: As 7-9, plus your dam- age; 7-9: They drop anything they’re holding. • Legs – 10+: As 7-9, plus your dam- age; 7-9: They’re hobbled and slow moving. Animal Companion Youhaveasupernaturalconnectionwith a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species: Wolf, cougar, bear, eagle, dog, hawk, cat, owl, pigeon, rat, mule Choose a base: • Ferocity +2, Cunning +1, 1 Armor, In- stinct +1 • Ferocity +2, Cunning +2, 0 Armor, Instinct +1 • Ferocity +1, Cunning +2, 1 Armor, In- stinct +1 • Ferocity +3, Cunning +1, 1 Armor, In- stinct +2 Choose as many strengths as its ferocity: Fast, burly, huge, calm, adaptable, quick re- flexes,tireless,camouflage,ferocious,intim- idating, keen senses, stealthy Your animal companion is trained to fight humanoids. Choose as many ad- ditional trainings as its cunning: Hunt, search, scout, guard, fight monsters, perform, labor, travel Choose as many weaknesses as its in- stinct: Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame Command When you work with your animal com- panion on something it’s trained in. . . • . . .and you attack the same target, add its ferocity to your damage Alignment The Ranger 26 • . . .and you track, add its cunning to your roll • . . .and you take damage, add its ar- mor to your armor • . . .and you discern realities, add its cunning to your roll • . . .and you parley, add its cunning to your roll • . . .and someone interferes with you, add its instinct to your roll Alignment Choose an alignment: Chaotic Free someone from literal or figurative bonds Good Endanger yourself to combat an unnat- ural threat Neutral Help an animal or spirit of the wild Gear Your Load is 6+Str. You start with dun- geon rations (1 weight, 5 uses), leather armor (1 armor, 1 weight), and a bundle or arrows (3 ammo, 2 weight). Choose your armament: • Hunter’s bow (Near, Far, 1 weight) and short sword (Close, 1 weight) • Hunter’s bow (Near, Far, 1 weight) and spear (Reach, 1 weight) Choose one: • Adventuringgear(1weight)anddun- geon rations (1 weight) • adventuring gear (1 weight) and bun- dle of arrows (3 ammo, 2 weight) Bonds Fill in the name of one of your compan- ions in at least one: I have guided before and they owe me for it. is a friend of nature, so I will be their friend as well. has no respect for nature, so I have no respect for them. does not understand life in the wild, so I will teach them. Advanced Moves Take this move only if it is your first advancement Half-Elven Somewhere in your lineage lies mixed blood and it begins to show its presence. YougaintheElfstartingmoveifyoutook the Human one at character creation or vice versa. When you gain a level from 2-5, choose from these moves. Wild Empathy You can speak with and understand ani- mals. Familiar Prey When you Spout Lore about a monster you use Wis instead of Int. Viper’s Strike Whenstrikeanenemywithtwoweapons atonce,addanextra1d4damageforyour off-hand strike. Camouflage When you’re still in natural surround- ings, enemies never spot you until you make a movement. Man’s Best Friend’ When you take damage and you allow your animal companion to take the blow the damage is negated and your animal companion’s Ferocity becomes 0. If its Ferocity was already 0 you can’t use this ability. When you have a few hours of rest with your animal companion its Fe- rocity returns to normal. Blot out the Sun When you Volley you may spend extra ammo before rolling, for each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets. Well Trained Choose another training for your animal companion. God Amidst the Wastes You gain the Commune and Cast a Spell Cleric move. Your level for the pur- poses of that move is 1 + the levels you’ve gained since you took God Amidst the Wastes. Follow Me When you Undertake a Perilous Journey you can take two roles. You make a roll for each. A Safe Place When you set the watch for the night everyone takes +1 to Take Watch. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Wild Speech Replaces: Wild Empathy You can speak with and understand any non-magical non-planar creature. Hunter’s Prey Replaces: Familiar Prey When you Spout Lore about a monster you use Wis instead of Int. On a 12+ you gettoasktheGManyonequestionabout the subject. Viper’s Fangs Replaces: Viper’s Strike Whenstrikeanenemywithtwoweapons atonce, addanextra1d8damageforyour off-hand strike. Smaug’s Belly When you know your target’s weakest point your arrows have 2 piercing. Strider Replaces: Follow Me When you Undertake a Perilous journey you can take two roles. Roll twice and use the better result for both roles. A Safer Place Replaces: A Safe Place When you set the watch for the night everyone takes +1 to Take Watch. After a night in camp when you set the watch everyone takes +1 forward. The Ranger Advanced Moves 27 Observant When you Hunt and Track, on a hit you mayalsoaskonequestionaboutthecrea- ture you are tracking from the Discern Realities list for free. Special Trick Choose a move from another class. So longasyouareworkingwithyouranimal companionyouhaveaccesstothatmove. Unnatural Ally Youranimalcompanionisamonster,not an animal. Describe it. Give it +2 Feroc- ity and +1 Instinct, plus a new training. Names The Thief 28 13 The Thief You’ve heard them, sitting around the campfire. Bragging about this battle or that. About how their gods are smiling on your merry band. You count your coins and smile to yourself—this is the thrill above all. You alone know the se- cret of Dungeon World—filthy filthy lu- cre. Sure, they give you shit for all the times you’ve snuck off alone but without you, who among them wouldn’t have been dissected by a flying guillotine or poi- soned straight to death by some ancient needle-trap? So, let them complain. When you’re done all this delving you’ll toast their hero’s graves. Fromyourcastle. Fullofgold. Yourogue. Names Halfling : Felix, Rook, Mouse, Sketch, Trixie, Robin, Omar, Brynn, Bug Human : Sparrow, Shank, Jack, Marlow, Dodge, Rat, Pox, Humble, Farley Look Choose one for each: Shifty Eyes or Criminal Eyes Hooded Head, Messy Hair, or Cropped Hair Dark Clothes, Fancy Clothes, or Com- mon Clothes Lithe Body, Knobby Body, or Flabby Body Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 6+Constitution HP. Your base damage is d8. Starting Moves Choose a racial move: Halfling When you attack with a ranged weapon, deal +1 damage. Human You are a professional. When you Spout Lore or Discern Realities about criminal activities, take +1. You start with these moves: Trap Expert When you spend a moment to survey a dangerousarea, roll+Dex. Ona10+, hold 3. On a 7-9, hold 1. Spend your hold as you walk through the area to ask these questions: • Is there a trap here and if so, what activates it? • What does the trap do when acti- vated? • What else is hidden here? Tricks of the Trade When you pick locks or pockets or dis- able traps, roll+Dex. On a 10+, you do it, no problem. On a 7-9, the GM will of- fer you two options between suspicion, danger, or cost. Backstab When you attack a surprised or defense- lessenemywithameleeweapon,youcan choose to deal your damage or roll+Dex. If you roll, on a 10+ choose two, on a 7-9 choose one. • You don’t get into melee with them • You deal your damage+1d6 • You create an advantage, +1 forward to you or an ally acting on it • Reduce their armor by 1 until they repair it Flexible Morals Whensomeonetriestodetectyouralign- ment you can tell them any alignment you like. Poisoner You’vemasteredthecareanduseofapoi- son. Chooseapoisonfromthelistbelow; that poison is no longer Dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are Applied, mean- ing you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the tar- get, they can even be used on the blade of a weapon. • Oil of Tagit (Applied): The target falls into a light sleep • Bloodweed (Touch): The target deals -1d4 damage ongoing until cured • Goldenroot (Applied): The target treats the next creature they see as a trusted ally, until proved otherwise • Serpent’s Tears (Touch): Anyone dealing damage against the target rollstwiceandtakesthebetterresult. Alignment Choose an alignment: Chaotic Leap into danger without a plan Neutral The Thief Gear 29 Avoid detection or infiltrate a location Evil Shift danger or blame from yourself to someone else Gear Your Load is 5+Str. You start with one dungeon rations (1 weight, 5 uses), leather armor (1 armor, 1 weight), 3 uses of your chosen poison, and 10 coin. Chose your arms: • Dagger (Hand, 1 weight) and short sword (Close, 1 weight) • Rapier (close, precise, 1 weight) Choose a ranged weapon: • 3 throwing daggers (Thrown, Near, 0 weight) • Ragged Bow (Near, 2 weight) and bundle of arrows (5 ammo, 1 weight) Choose one: • Adventuring gear (1 weight) • Healing potion Bonds Fill in the name of one of your compan- ions in at least one: Istolesomethingfrom_______________. _______________ has my back when things go wrong. _______________ knows incriminat- ing details about me. _______________andIhaveaconrun- ning. Advanced Moves When you gain a level from 2-5, choose from these moves. Cheap Shot When using a Precise or Hand weapon, your Backstab deals an extra +1d6 dam- age. Cautious When you use Trap Expert you always get +1 hold (even on a failure you get 1 hold). Wealth and Taste When you make a show of flashing around your most valuable possession, choose someone present. They will do anything they can to obtain your item or one like it. Shoot First You’re never caught by surprise. When anenemywouldgetthedroponyou, you get to act first instead. Poison Master After you’ve used a poison once it’s no longer Dangerous for you to use. Envenom You can apply even complex poisons with a pinprick. When you apply a poi- son that’s not Dangerous for you to use to your weapon it’s Touch instead of Ap- plied. Brewer When you have you have time to gather materials and a safe place to brew you can create three doses of any one poison you’ve used before. Underdog When you’re outnumbered, you have +1 armor. Connections When you put out word to the criminal underbellyaboutsomethingyouwantor need, roll+Cha. On a 10+ someone has it, just for you. On a 7–9 you’ll have to settle for something close or it comes with strings attached, your call. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Dirty Fighter Replaces: Cheap Shot When using a Precise weapon, your Backstab deals an extra +1d10 damage and all other attacks deal +1d6 damage. Extremely Cautious Replaces: Cautious When you use Trap Expert you always get +1 hold (even on a failure you get 1 hold). On a 12+ you get 3 hold and the next time you discover a trap the GM will immediately tell you what it does, what triggers it, who set it, and how you can use it to your advantage. Alchemist Replaces: Brewer When you have you have time to gather materialsandasafeplacetobrewyoucan create three doses of any poison you’ve used before. Alternately you can de- scribe the effects of a poison you’d like to create. The GM will tell you can create it, but with one or more caveats: • It will only work under specific cir- cumstances • The best you can manage is a weaker version • It’ll take a while to take effect • It’ll have obvious side effects Serious Underdog Replaces: Underdog You have +1 armor. When you’re out- numbered, you have +2 armor instead. Evasion When you Defy Danger on a 12+ you transcend the danger. You not only do what you set out to but you the GM will offer you a better outcome, true beauty, or a moment of grace. Strong Arm, True Aim You can throw any melee weapon, using it to Volley. A thrown melee weapon is gone, you can never choose to reduce ammo on a 7-9. Escape Route When you’re in too deep and need a way out, name your escape route and roll+Dex. On a 10+ you’re gone. On a 7-9 you can stay or go, but if you go it costs you: leave something behind or take something with you, the GM will tell you what. Disguise When you have time and materials you can create a disguise that will fool any- one into thinking you’re another crea- ture of about the same size and shape. Your actions can give you away but your appearance won’t. Heist When you take time to make a plan to steal something, name the thing you want to steal and ask the GM these ques- tions. When acting on the answers you and your allies take +1 forward. • Who will notice it’s missing? • What’s its most powerful defense? • Who will come after it? • Who else wants it? Names The Wizard 30 14 The Wizard Dungeon World has rules. Not the laws of men or the rule of some petty tyrant. Bigger, better rules. You drop some- thing—it falls. You can’t make some- thingoutofnothing. Thedeadstaydead, right? Oh, the things we tell ourselves to feel better about the long, dark nights. You’ve spent so very long poring over those tomes of yours. The experiments that nearly drove you mad and all the botched summonings that endangered your very soul. For what? For power. What else is there? Not just the power of King or Country but the power to boil a man’s blood in his veins. To call on the thunder of the sky and the churn of the roiling earth. To shrug off the rules the world holds so dear. Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.” Whoamongthemcanhurlfireballsfrom their eyes? Yeah. We didn’t think so. Names Elf : Galadiir, Fenfaril, Lilliastre, Phiros- alle, Enkirash, Halwyr Human : Avon, Morgan, Rath, Ysolde, Ovid, Vitus, Aldara, Xeno, Uri Look Choose one for each: HauntedEyes, SharpEyes, orCrazyEyes Styled Hair, Wild Hair, or Pointed Hat Worn Robes, Stylish Robes, or Strange Robes Pudgy Body, Creepy Body, or Thin Body Stats Assign these scores to your stats: 17 (+2), 15 (+1), 13 (+1), 11 (+0), 9 (+0), 8 (-1) You start with 4+Constitution HP. Your base damage is d4. Starting Moves Choose a racial move: Elf Magic is as natural as breath to you. De- tect Magic is a rote for you. Human Choose one cleric spell, you can cast it as if it was a wizard spell. You start with these moves: Spellbook You have mastered several spells and in- scribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight. Prepare Spells When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you lose any spells you already have prepared and prepare new spells of your choice from your spell- bookwhosetotallevelsdon’texceedyour own+1. You also prepare your cantrips; they don’t count against your limit. Cast a Spell (Int) When you release a spell you’ve pre- pared, roll+Int. On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later. On a 7-9, the spell is cast, but choose one: • You draw unwelcome attention or put yourself in a spot (the GM will describe it) • The spell disturbs the fabric ofreality as it is cast—take -1 ongoing to Cast a Spell until you Prepare Spells again. • After it is cast, the spell is forgotten. You cannot cast the spell again until you Prepare Spells. Spell Defense When you craft an ongoing spell into a makeshift shield of arcane energy to de- flect an attack, the spell is ended and you subtract the spell’s level from the dam- age done to you. Ritual When you draw on a place of power to create a magical effect, tell the GM what you’retryingtoachieve. TheGMwilltell you "yes, you can do that, but..." and then 1 to 4 of the following: • It’sgoingtotakedays/weeks/months • First you must ____ • You’ll need help from ____ • It will require a lot of money • Thebestyoucandoisalesserversion, unreliable and limited • You and your allies will risk danger from ____ • You’ll have to disenchant ____ to do it Alignment Choose an alignment: Good Use magic to directly aid another Neutral The Wizard Gear 31 Discover something about a magical mystery Evil Use magic to cause terror and fear Gear Your Load is 5+Str. You start with your spellbook(1weight)anddungeonrations (1 weight, 5 uses). Choose your defenses: • Leather armor (1 armor, 1 weight) • Bag of books (5 uses, 2 weight) and 3 healing potions Choose your weapon: • Dagger (Hand, 1 weight) • staff (Close, two-handed, 1 weight) Choose one: • healing potion • three antitoxin Bonds Fill in the name of one of your compan- ions in at least one: will play an important role in the events to come. I have foreseen it! is keeping an important secret from me. is woefully misinformed about the world; I will teach them all that I can. Advanced Moves When you gain a level from 2-5, choose from these moves. You also add a new spell to your spellbook at each level. Prodigy Choose a spell. You prepare that spell as if it were one level lower. Empowered Magic When you Cast a Spell, on a 10+ you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well: • The spell’s effects are maximized • The spell’s targets are doubled Fount of Knowledge When you Spout Lore about something no one else has any clue about, take +1. Know-It-All When another player’s character comes to you for advice and you tell them what you think is best, they get +1 forward when following your advice and you mark experience if they do. Expanded Spellbook Add a new spell from any class to your spellbook. Enchanter When you have time and safety with a magic item you may ask the GM what it does, the GM will answer you. Logical When you use strict deduction to ana- lyze your surroundings, you can Discern Realities with Int instead of Wis. Arcane Ward As long as you have at least one prepared spell, you have +2 armor. Counterspell When you are affected by arcane magic you may attempt to counter the spell. Stake one of your prepared spells of equal or higher level on the defense and roll+Int. On a 10+, the spell is countered and has no effect on you. On a 7-9, the spelliscounteredandyouforgetthespell you staked. If the spell has other targets they are effected as usual. Quick Study When you see the effects of an arcane spell, ask the GM the name of the spell and its effects. You take +1 when acting on the answers. When you gain a level from 6-10, choose from these moves or the level 2-5 moves. Master Requires: Prodigy Choose a spell. You prepare that spell as if it were one level lower. Greater Empowered Magic Replaces: Empowered Magic When you Cast a Spell, on a 10-11 you have the option of choosing from the 7-9 list. If you do, you may choose one of these effects as well. On a 12+ you get to choose one of these effects for free. • The spell’s effects are doubled • The spell’s targets are doubled Enchanter’s Soul Requires: Enchanter When you have time and safety with a magic item in a place of power you can empower that item so that the next time you use it its effects are amplified, the GM will tell you exactly how. Highly Logical Replaces: Logical Whenyouusestrictdeductiontoanalyze your surroundings, you can Discern Re- alities with Int instead of Wis. On a 12+ you get to ask the GM any three ques- tions, not limited by the list. Arcane Armor Replaces: Arcane Ward As long as you have at least one prepared spell, you have +4 armor. Protective Counter Requires: Counterspell When an ally within sight of you is af- fectedbyanarcanespell,youcancounter it as if it effected you. If the spell affects multiplealliesyoumustcounterforeach ally separately. Ethereal Tether When you have time with a willing or helpless subject you can craft an ethe- real tether with them. You perceive what they perceive and can Discern Re- alities about someone tethered to you or their surroundings no matter the dis- tance. Someone willingly tethered to you can communicate with you over the tether as if you were in the room with them. Advanced Moves The Wizard 32 Mystical Puppet Strings Whenyouusemagictocontrolaperson’s actions they have no memory of what you had them do and bear you no ill will. Spell Augmentation When you deal damage to a creature you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt. Self-Powered When you have time, arcane materials, andasafespace, youcancreateyourown place of power. Describe to the GM what kind of power it is and how you’re bind- ing it to this place, the GM will tell you one kind of creature that will have an in- terest in your workings. Wizard Spells Cantrips 33 15 Wizard Spells Cantrips Light Cantrip An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. Youhavecompletecontrolofthecolorof the flame. The spell lasts as long as it is in your presence. Unseen Servant Cantrip You conjure a simple invisible construct that can do nothing but carry items. It hasLoad2andcarriesanythingyouhand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant ap- pear to float in the air a few paces behind you. An unseen servant that takes dam- age or leaves your presence is immedi- ately dispelled. Prestidigitation Cantrip You perform minor tricks of true magic. If you touch an item as part of the cast- ing you can make cosmetic changes to it: clean it, soil it, cool it, warm it, fla- vor it, or change its color. If you cast the spell without touching an item you caninsteadcreateminorillusionsnobig- ger than yourself. Prestidigitation illu- sionsarecrudeandclearlyillusions;they won’t fool anyone, but they might enter- tain them. 1st Level Spells Contact Spirits Level 1 Summoning Name the spirit you wish to contact (or leaveittotheGM).Youpullthatcreature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability. Detect Magic Level 1 Divination One of your senses is briefly attuned to magic. The GM will tell you what here is magical. Telepathy Level 1 Divination Youformatelepathicbond,allowingyou to speak to the person you touch with this spell through your thoughts. You can only have one telepathic bond at a time. Charm Person Level 1 Enchantment The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise. Invisibility Level 1 Illusion Touch an ally: nobody can see them. They’re invisible! The spell persists un- til the target attacks or you dismiss the effect. While the spell is ongoing, you can’t cast another spell. Magic Missile Level 1 Evocation Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target. Alarm Level 1 Walk a wide circle. Until you prepare spells again your magic will alert you if a creature crosses that circle. Even if you are asleep, the spell will shake you from your slumber. 3rd Level Spells Dispel Magic Level 3 Choose a spell or magic effect in your presence: this spell rips it apart. Lesser spells are ended, powerful magic is just reduced or dampened so long as you are nearby. Visions Through Time Level 3 Div- ination Cast this spell and gaze into a reflective surfacetoseeintothedepthsoftime. The GM will reveal the details of a Grim Por- tent to you—a bleak event that will come topassifnotdirectlystopped. They’lltell you something useful about how you can interfere with the Grim Portent’s dark outcomes. RareisthePortentthatclaims "You’ll live happily ever after." Sorry. Fireball Level 3 Evocation You evoke a mighty ball of flame that en- velops your target and everyone nearby, inflicting 2d6 damage which ignores ar- mor. Mimic Level 3 You take the form of someone you touch while casting this spell. Your physical characteristics match theirs exactly but yourbehaviormaynot. Thischangeper- sists until you take damage or choose to returntoyourownform. Whilethisspell is ongoing, you lose access to all your wizard moves. Mirror Image Level 3 Illusion You create an illusory image of yourself. The next attack against you effects the illusory image, not you. The image then dissipates. Sleep Level 3 Enchantment 1d4 enemies you can see of the GM’s choice fall asleep. Only creatures capa- ble of sleeping are effected. They awake as normal: loud noises, jolts, pain. 5th Level Spells Cage Level 5 Evocation The target is held in a cage of magical force. Nothing can get in or out of the cage. The cage remains until you cast another spell or dismiss it. While the spell is ongoing, the caged creature can hear your thoughts and you cannot leave sight of the cage. Contact Other Plane Level 5 Divina- tion You send a request to another plane. Specify what you’d like to contact by location, type of creature, name, or ti- tle. You open a two-way communication 7th Level Spells Wizard Spells 34 withthatcreature. Yourcommunication can be cut off at any time by you or the creature you contacted. Polymorph Level 5 Enchantment Your touch reshapes a creature entirely, they stay in the form you craft until you Cast a Spell. Describe to the GM the new shape you craft, including any stat changes, significant adaptations, or ma- jor weaknesses. The GM will then tell you one or more of these: • The form will be unstable and tem- porary • The creature’s mind will be altered as well • The form has an unintended benefit or weakness Summon Monster Level 5 Summon- ing A monster appears and aids you as best it can. Treat it as your character, but with access to only the basic moves. It has +1 modifier for all stats and 1 HP. Choose the type of monster by choosing 1d6 statements from the list below. The GM will tell you the type of monster you get based on your choices: • The monster has +2 instead of +1 to one stat • The monster is not reckless • The monster does 1d8 damage • The monster’s bond to your plane is strong, +3 HP for each level you have • The monster has some useful adapta- tion The creature remains on this plane until it dies or you dismiss it. While the spell is ongoing, you take -1 to Cast a Spell. 7th Level Spells Dominate Level 7 Enchantment Yourtouchpushesyourmindintosome- one else’s. You gain 1d4 hold. Spend one hold to make the target take one of these actions: • Speak a few words of your choice • Give you something they hold • Make a concerted attack on a target of your choice • Truthfully answer one question If you run out of hold the spell ends. If the target takes damage you lose 1 hold. While the spell is ongoing you cannot Cast a Spell. True Seeing Level 7 Divination You see all things as they truly are. This effect persists until you tell a lie or dis- miss the spell. While this spell is ongo- ing, you take -1 to Cast a Spell. Shadow Walk Level 7 Illusion The shadows you target with this spell become a portal for you and your al- lies. Namealocation,describingitwitha number of words up to your level. Step- pingthroughtheportaldepositsyouand anyalliespresentwhenyoucastthespell at the location you described. The portal may only be used once by each ally. Contingency Level 7 Evocation Choose a 5th level or lower spell you know. Describeatriggerconditionusing a number of words equal to your level. The chosen spell is held until you choose to unleash it or the trigger condition is met, whichever happens first. You don’t have to roll for the held spell, it just takes effect. Whileyouhaveacontingentspell, you can’t gain another one. Cloudkill Level 7 Summoning A cloud of fog drifts into this realm from beyond the Black Gates of Death, filling the immediate area. Whenever a crea- ture in the area takes damage it takes an extra 1d6 damage which ignores armor. This spell persists so long as you can see the affected area, or until you dismiss it. 9th Level Spells Antipathy Level 9 Enchantment Choose a target and describe a type of creature or an alignment. Creatures of the specified type or alignment cannot come within sight of the target. If a crea- ture of the specified type does find it- self within site of the target, it immedi- ately flees. This effect continues until you leave the target’s presence or you dismiss the spell. While the spell is on- going, you take -1 to Cast a Spell. Alert Level 9 Divination Describe an event. The GM will tell you whenthateventoccurs, nomatterwhere you are or how far away the event is. If you choose, you can view the location of the event as though you were there in person. You can only have one Alert active at a time. Soul Gem Level 9 You trap the soul of a dying creature within a gem. The trapped creature is aware of its imprisonment but can still be manipulated through spells, Parley, and other effects. All moves against the trapped creature are at +1. You can free the soul at any time but it can never be recaptured once freed. Shelter Level 9 Evocation Youcreateastructureoutofpuremagical power. It can be as large as a castle or as small as a hut, but is impervious to all non-magical damage. The structure endures until you leave it or you end the spell. Perfect Summons Level 9 Summon- ing You teleport a creature to your presence. Name a creature or give a short descrip- tion of a type of creature. If you named a creature, that creature appears before you. Ifyoudescribedatypeofcreature, a creature of that type appears before you. Equipment Tag Glossary 35 16 Equipment The musty tombs and forgotten treasure troves of the world are filled with useful items. The Fighters can find a sharp new sword or the Thief might stumble across a deadly poison. Most items are mun- dane; not magical or intrinsically unique in any way. Any item that is magical or one-of-a-kind is not mundane for the purposes of moves. The Fighter’s signa- ture weapon is never mundane. Weapons don’t kill monsters, people do. That’s why weapons don’t have damage listed. A weapon is useful primarily for its tags which describe what the weapon is useful for. A dagger is not useful be- cause it does more or less damage than some other blade. It’s useful because its small and easy to strike with at close dis- tance. A dagger in the hands of a Wizard is not nearly so dangerous as one in the hands of a skilled Fighter. The stats below are for typical items. There are, of course, variations. A dull long sword might be -1 damage instead while a masterwork dagger could be +1 damage. Consider the following to be stats for a typical weapon of that type—a specificweaponcouldhavedifferenttags to represent its features. Tag Glossary n Ammo : It counts as n ammo for appro- priate ranged weapons. Applied : It’s only useful when carefully appliedtoapersonorsomethingtheyeat or drink. n Armor : It protects you from harm and absorbs damage. When you take dam- age, subtract your armor from the total. If you have more than one item with n- armor, only the highest value counts. +nArmor : Itprotectsyouandstackswith other armor. Add its value to your total armor. Awkward: It’sunwieldyandtoughtouse. +Bonus : It modifies your effectiveness in someparticularsituation. Itmightbe"+1 forward to Spout Lore" or "-1 ongoing to Hack and Slash." Clumsy : It’s tough to move around with. -1 ongoing while using it. n coins : How much it costs to buy, nor- mally. If the cost includes "-Charisma" a little negotiation subtracts the haggler’s Charisma score (not modifier) from the price. +n Damage : It is particularly harmful to your enemies. When you deal damage, you add n to it. Dangerous : It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke theconsequencesofyourfoolishactions. Forceful : It can knock someone back a pace, maybe even off their feet. Ignores Armor : Don’t subtract armor from the damage taken. Messy : It does damage in a particu- larlydestructiveway,rippingpeopleand things apart. n Piercing : It goes right through armor. When you deal damage with n piercing, you subtract n from the enemy’s armor for that attack. Precise : It rewards careful strikes. You use Dex to Hack and Slash with this weapon, not Str. Ration : It’s edible, more or less. Reload : After you attack with it, it takes more than a moment to reset for another attack. Requires : It’s only useful to certain peo- ple. If you don’t meet the requirements it works weakly, if at all. Slow : It takes minutes or more to use. Thrown : Throw it at someone to hurt them. If you Volley with this weapon, you can’t choose to mark off ammo on a 7–9. Once you throw it, it’s lost until you can recover it. Touch : It’s used by touching it to the target’s skin. Two-handed : It takes two hands to use it effectively. Stun : When you attack with it, it does stun damage instead of normal damage. n Uses : It can only be used n times. n Weight : Count the listed amount against your Load. Something with no listed weight isn’t designed to be carried. 100 coins in standard denominations is 1 weight. The same value in gems or fine art may be lighter or heavier. Worn : To use it, you have to be wearing it. Range Tags (From Closest to Furthest) Hand: It’susefulforattackingsomething within your reach, no further. Close : It’s useful for attacking something at arm’s reach plus a foot or two. Reach : It’s useful for attacking some- thingthat’sseveralfeetaway—maybeas far as ten. Near : It’s useful for attacking if you can see the whites of their eyes. Far : It’s useful for attacking something in shouting distance. Weapons Ragged Bow Near, 15 coins, 2 Weight Fine Bow Near, Far, 60 coins, 2 Weight Hunter’s Bow Near, Far, 100 coins, 1 Weight CrossbowNear, +1 damage, Reload, 35 Armor Equipment 36 coins, 3 Weight Bundle of Arrows 3 Ammo, 1 coin, 1 Weight Elven Arrows 4 Ammo, 20 coins, 1 Weight Club,ShillelaghClose, 1 coins, 2 Weight Staff Close, Two-handed, 1 coins, 1 Weight Dagger, Shiv, Knife Hand, 2 coins, 1 Weight ThrowingDaggerThrown, Near, 1 coin, 0 Weight Short Sword, Axe, Warhammer, Mace Close, 8 coins, 1 Weight Spear Reach, Thrown, Near, 5 coins, 1 Weight Long Sword, Battle Axe, Flail Close, +1 damage, 15 coins, 2 Weight Halberd Reach, +1 damage, Two- handed, 9 coins, 2 Weight Rapier Close, Precise, 25 coins, 1 Weight Dueling Rapier Close, 1 piercing, Pre- cise, 50 coins, 2 Weight Armor Leather, Chainmail 1 Armor, Worn, 10 coins, 1 Weight Scale Mail 2 Armor, Worn, Clumsy, 50 coins, 3 Weight Plate 3 Armor, Worn, Clumsy, 350 coins, 4 Weight Shield +1 Armor, 15 coins, 2 Weight Dungeon Gear Adventuring Gear 5 Uses, 20 coins, 1 Weight Adventuring gear is a collection of use- ful mundane items such as chalk, poles, spikes, ropes, etc. When you rummage through your adventuring gear for some useful mundane item, you find what you need and mark off a Use. Bandages 3 Uses, Slow, 5 coins, 0 Weight Whenyouhaveafewminutestobandage someone else’s wounds, heal them of 4 damage and expend a use. Poultices and Herbs 2 Uses, Slow, 10 coins, 1 Weight When you carefully treat someone’s wounds with poultices and herbs, heal them of 7 damage and expend a use. Healing Potion 50 coins Whenyoudrinkanentirehealingpotion, healyourselfof10damageorremoveone debility, your choice. KegofDwarvenStout10 coins, 4 Weight When you open a keg of dwarven stout and let everyone drink freely, take +1 to your Carouse roll. If you drink a whole keg yourself, you are very very drunk. Bag of Books 5 Uses, 10 coins, 2 Weight Whenyourbagofbookscontainsjustthe right book for the subject you’re Spout- ing Lore on, consult the book, mark off a use, and take +1 to your roll. Antitoxin 10 coins When you drink antitoxin, you’re cured of one poison affecting you. Dungeon Rations Ration, 5 Uses, 3 coins, 1 Weight Not tasty, but not bad either. Personal Feast Ration, 1 Use, 10 coins, 1 Weight Ostentatious to say the least. Dwarven Hardtack Requires Dwarf, Ra- tion, 7 Uses, 3 coins, 1 Weight Dwarves say it tastes like home. Every- one else says it tastes like home, on fire, in a hog farm. Elven Bread Ration, 7 Uses, 10 coins, 1 Weight Only the greatest of elf-friends are treated to this rare delicacy. Halfling Pipeleaf 5 Uses, 5 coins, 1 Weight When you share halfling pipeleaf with someone, expend two uses and take +1 forward to Parley with them. Poisons Oil of Tagit Dangerous, Applied, 15 coins, 0 Weight The target falls into a light sleep BloodweedDangerous, Touch, 12 coins, 0 Weight The target deals -1d4 damage ongoing until cured Goldenroot Dangerous, Applied, 20 coins, 0 Weight The target treats the next creature they see as a trusted ally, until proved other- wise Serpent’s Tears Dangerous, Touch, 10 coins, 0 Weight Anyone dealing damage against the tar- getrollstwice and takes the better result. Services A week’s stay at a peasant inn 14- Charisma coins A week’s stay at a civilized inn 30- Charisma coins A week’s stay at the fanciest inn in town 43-Charisma coins A week’s unskilled mundane labor 10 coins A month’s pay for enlistment in an army 30 coins A custom item from a blacksmith Base Item + 50 coins Anight’s"companionship"20-Charisma coins An evening of song and dance 18- Charisma coins Escort for a day along a bandit-infested road 20 coins Escortforadayalongamonster-infested road 54 coins A run-of-the-mill killing 5 coins An assassination 120 coins Healing from a Chirurgeon 5 coins A month’s prayers for the departed 1 coins Repairs to a mundane item 25% of the item’s cost Meals A hearty meal for one 1 coins A poor meal for a family 1 coins A feast 15 coins per person Transport Cart and Donkey 50 coins, Load 20 This donkey is sworn to carry your bur- dens. Horse 75 coins, Load 10 Warhorse 400 coins, Load 12 Wagon 150 coins, Load 40 Barge 50 coins, Load 15 River boat 150 coins, Load 20 Merchant Ship 5,000 coins, Load 200 War Ship 20,000 coins, Load 100 Passage on a safe route 1 coins Passage on a tough route 10 coins Passage on a dangerous route 100 coins Equipment Land and Buildings 37 Land and Buildings A hovel 20 coins A cottage 500 coins A house 2,500 coins A mansion 50,000 coins A keep 75,000 coins A castle 250,000 coins A grand castle 1,000,000 coins A month’s upkeep 1% of the cost Bribes A peasant dowery 20-Charisma coins "Protection" for a small business 100- Charisma coins A government bribe 50-Charisma coins A compelling bribe 80-Charisma coins An offer you can’t refuse 500-Charisma coins Gifts and Finery A peasant gift 1 coins A fine gift 55 coins A noble gift 200 coins A ring or cameo 75 coins Finery 105 coins A fine tapestry 350+ coins A crown fit for a king 5,000 coins Hoards A goblin’s stash 2 coins A lizardman’s trinkets 5 coins A priceless sword 80 coins An orc warchief’s tribute 250 coins A dragon’s mound of coins and gems 130,000 coins Magic Items 38 17 Magic Items There are stranger things in the world than swords and leather. Magic items are the non-mundane, items that have intrinsic power. Magic items are for you to make for your game. Players can make magic items through the Wizard’s ritual and simi- lar moves. The GM can introduce magic items in the spoils of battle or the bounty of reward. This list provides some ideas, but magic items are ultimately for you to decide. When making your own magic items keep in mind that magic items are mag- ical. +1 damage is the realm of the mun- dane, magic items should provide more interesting bonuses. Argo-Thaan, Holy Avenger Close, 2 Weight Therearemanyswordsinthisworld, but thereisonlyoneArgo-thaan. Itisablade of gold, silver and light, revered as a holy relicbyallordersandreligionsforwhom Good rings true. Its touch is a blessing and to many, the sight of it brings tears of joy. In the hands of a Paladin, it strikes true and strong; his damage die becomes 1d12 and he has access to every Paladin move. As well, Argo-thaan can harm any crea- ture of Evil, regardless of any defenses it may have. No Evil creature may touch it without suffering agony. In the hands of any non-Paladin, it is merely a sword, heavier and more cumbersome than most. Argo-thaan, while not intelligent, will foreverbedrawntoacauseofTrueGood, like iron to a magnet. Arrows of Acheron 1 Ammo, 1 Weight Crafted in darkness by a blind fletcher, thesearrowscanfindtheirtargetineven thedeepestdarkness. Anarchermayfire them blind, in the dark, with his eyes boundbyheavyclothandstillbeassured of a clean shot. If the light of the sun ever touches the arrows, however, they come apart like shadows and dust. Axe of the Conqueror-King Close, 1 Weight Itiscraftedofshiningsteel,glowingwith a golden light and imbued with mythical powers of authority. The bearer of the Axe becomes a beacon of inspiration to all she leads. Any Henchmen in her em- ploy have +1 Loyalty, no matter whether she is a benevolent Princess or wicked Queen. Barb of the Black Gate 0 Weight A nail or spike, twisted and forever cold, said to have been pried from the Gates of Death himself. When hammered into a corpse, it disappears and ensures that corpse will never be risen again—no magic short of that of Death himself can reignite the flame of life (natural or oth- erwise) in the body. Bag of Holding 0 Weight A bag of holding is larger on the inside than the outside, it can contain an in- finite number of items, and its weight never increases. When you try to re- trieve an item from a bag of holding, roll+Wis. On a 10+, it’s right there. On a 7-9, choose one: • You get the exact item, but it takes a while • You get a similar item of the GM’s choice, but it only takes a moment No matter how many items it contains, a bag of holding is always 0 weight. The Burning Wheel 2 Weight An ancient wooden wheel, as might ap- pear on a war-wagon, banded with steel. On a glance, it appears to be nothing special—many spokes are shattered and the thing seems mundane. Under the scrutinyofmagicortheeyesofanexpert, its true nature is revealed; the Burning Wheel is a gift from the God of Fire and burns with his authority. When you hold The Burning Wheel and speak a god’s name, roll+Con. On a 7+, thegodyounametakesnoticeandgrants you an audience. An audience with a god is not without a price: on a 10+, you choose one of your stats and reduce it to the next lowest modifier (for example, a 14is+1, soitwouldbereducedto11,a+0). On a 7–9, the GM chooses which stat to reduce. Once used, the Burning Wheel ignites andburnswithbrilliantlight. Itdoesnot conferanyprotectionfromthoseflames, nor does it provide any bonus to swim- ming. Captain Bligh’s Cornucopia 1 Weight A brass naval horn, curled and ornate, carved with symbols of the gods of Plenty. Sounded, the horn spills forth not sound but food. Enough to feed a meal to everyone who hears its sound. The Carcosan Spire Reach, Thrown, 3 Weight None know from whence this spear of twisted white coral comes. Those who bear it too long find their minds full of alien dreams and begin to hear the strange thoughts of the Others. None are impervious. Used against any “nat- ural” target (men, goblins, owlbears and the like) the Spire acts as a mere mortal spear. Its true purpose is to do harm to those things whose strange natures protectthemagainstmundaneweapons. Used thus, the Spire can wound foes otherwise invulnerable to harm. The wielder will recognize these twisted foes on sight—the Spire knows its own. Cloak of Silent Stars 1 Weight Magic Items 39 A cape of rich black velvet outside and sparkling with tiny points of light within, the Cloak bends fate, time and reality around it to protect the wearer, who may Defy Danger with whatever stat he likes. To do this, the wearer in- vokes the cloak’s magic and his player describeshowthecloakhelpshim"break the rules." He can deflect a fireball with his Cha by convincing it he deserves to liveoreludeafallbyapplyingthemighty logicofhisInttoprovethefallwon’thurt him. TheCloakmakesitso. Itcanbeused once for each stat before losing its magic. Coin of Remembering 0 Weight What appears, at a glance, to be a sim- ple copper coin is, in truth, an enchanted coin. Its bearer can, at any time, redeem it to know immediately one fact that has been forgotten. Thecoinvanishesthere- after. It does not have to be a thing for- gotten by the bearer, but it cannot be “known”. Interpretation of this stipula- tion is left to the Gods. If the coin is un- successful, it will still paint an image in the minds eye of someone or something that does remember what was sought. Common Scroll 1 Use, 0 Weight A common scroll has a spell inscribed on it. The spell must be castable by you or on your class’s spell list for you to be able to cast it. When you cast a spell from a scroll, the spell has effect, simple as that. Devilsbane Oil 1 Use, 0 Weight A holy oil, created in limited supply by a mute sect of mountain-monks whose orderprotectedhumanityfromthepow- ers of the Demon Pits in ancient epochs. Only a few jars remain. When applied to any weapon and used to strike a denizen of any outer plane, the oil undoes the magic that binds that creature. In some cases, this will return it to its home. In others, it merely undoes any magic con- trolling it. The oil stays on the weapon for a few hours before it dries and flakes away. If applied to the edges of a doorway or drawn in a circle, the oil will repel crea- tures whose home is any of the outer planes. They cannot pass across it. The oil lasts for one full day before it soaks in or evaporates. Earworm Wax 1 Use, 0 Weight A yellowish candle. Seems never to burn out and the light it casts is strange and weak. Its wax is always cool, too. Drip the wax into the ear of a target and gain 3 hold. Spendthatholdandaskyourtarget a question. They find themselves telling you the whole truth, despite themselves. The consequences, after the fact? Those are up to you to deal with. The Echo 0 Weight Aseeminglyemptybottle. Onceunstop- pered, the whispers of another plane re- sound once and fall silent. In the silence, the bearer learns in his soul the com- ing of one great danger and how he can avoid it. At any point after the Echo is used, the wielder can ignore the results of any single die roll—hers or another player—and roll again. Once opened, the Echo is released and gone forever. The Epoch Lens 1 Weight An archmage, old and too frail to leave his tower, crafted this intricate and frag- iledeviceofglassandgoldtoexaminethe histories and relics he so loved. Looking at an object through the lens reveals vi- sions of who made it and where it came from. Farsight Stone 1 Weight Swirling clouds fill this smoky orb and those in its presence often hear strange whispers. In ancient times, it was part of a network of such stones, used to com- municate and surveil across great dis- tances. When you gaze into the stone, name a location and roll+Wis. On a hit, you see a clear vision of the location and can maintain it as long as you concen- trate on the orb. On a 7–9, you draw the attentionofsomeotherthing(anangel, a demon, or the holder of another Farsight stone) that uses the stone to surveil you, as well. The Fiasco Codex 0 Weight A thick tome, said to be penned in the blood of poor fools and robber-barons by some demon prince possessed of dark humor, the Codex details tales and stories of those whose ambition over- whelmed their reason. Reading from this tome teaches one the value of clear- headedness but leaves a sense of dread behind. When you read from the Codex, Roll+Wis. On a 10+, ask two. On a 7–9, just one. • What is my greatest opportunity, right now? • Who can I betray to gain an advan- tage? • Who is an ally I should not trust? TheCodexgivesupitsanswersonlyonce to each reader and takes 2 to 3 hours to read. Flask of Breath 0 Weight A simple thing, but useful when you need a breath of fresh air. The flask ap- pears empty but cannot be filled, any- thing added to it simply spills out. This is because the flask is eternally full of air. If placed underwater, it will bubble for- ever. If pressed to the mouth, one can breath normally—smoke is no concern, for example. I’m sure you’ll find all sorts of unusual uses for it. FollyHeldAloft,TheWaxWings,AHuge Mistake 1 Weight Who hasn’t always wanted to soar the pretty blue sky? In an attempt to grant the wishes of land-bound folk, these great magical wings were created. Known by many names and crafted by as many mages, they commonly take the shape of the wings of whatever local birds hold affection. Worn by means of a harness or, in some dire cases, a surgical procedure. Whenyoutaketotheairwiththesemagi- cal wings, roll+Dex. On a 10+ your flight is controlled and you may stay aloft as long as you like. On a 7–9, you make it aloftbutyourflightisshortorerraticand unpredictable, your choice. On a 6- you make it aloft, but the coming-down part and everything between is up to the GM. Immovable Rod 0 Weight A funny metal rod with a button on it. Press the button and the rod just sticks. It freezes in place—in mid air, standing up or lying down. It can’t be moved. Pull it, push it, try as hard as you like, the rod stays. Maybe it can be destroyed, maybeitcan’t. Pushthebuttonagainand it’s free—take it along with you. Might be useful to have such a stubborn thing along. Infinite Book 1 Weight This book contains an infinite number of pages in a finite space. With no limit to the pages, everything that ever was, is, or will be is contained somewhere in the book. Luckily the index is great. When you Spout Lore while consulting the book you gain an extra clause. On a 12+ the GM will give a solution to a problem or situation you’re in. Inspectacles 0 Weight Rough-hewn glass in wooden frames. Dinged up and barely held together, they somehow allow the wearer to see much more than their mere eyes might. When you Discern Realities wearing these gifted lenses, you get to bend the rules a little. On a roll of 10+, ask any threequestionsyoulike. Theydon’thave to be on the list. As long as sight could give you answers, the GM will tell you what you want to know. The Ku’meh Maneuver and Other Strat- agem 1 Weight A great leathery tome worn shiny by the hands of a hundred great generals, this bookisoftenpassedfromwarriortowar- rior, from son to father along the great battle lines that have divided Dungeon World’s past. Anyone reading it may, uponfinishingforthefirsttime,roll+Int. On a 10+ hold 3, on a 7–9 hold 1. You may spend your hold to advise a companion on some matter of strategic or tactical significance. This advice allows you to, atanytime, regardlessofdistance, rollto Aid them on any one roll. On a miss, the Magic Items 40 GM can hold 1 and spend it to apply -2 to any roll of yours or the poor sap who listened to your advice. Lamented Memento 0 Weight Taking the form of a single lock of bright red hair, bound in a black ribbon and immune to the ravages of time, the Lamented Memento bears a grim en- chantment. In it are the memories and emotions of a girl who dealt with Death at the Black Gates so many times that, in the end, they fell in love and she left the world to be with him for a time. Her memory protects the wielder. If he finds himself at the Gates, the Memento can be traded for an automatic result of 10+ on the Last Breath move. Lodestone Shield +1 armor, 1 Weight What mixed-up dummy made this? Shields are meant to repel metal, not draw it in! Emblazoned with a lion rampant, the Lodestone Shield has the power to pull blades and arrows to it. When you Defend against enemies us- ing metal weapons you can spend one hold, per target, to disarm them. Also, sometimes you’ll find a handful of loose change stuck to it. Map of the Last Patrol 0 Weight An ancient order of brave rangers once patrolled the land, protecting villages and warning kings and queens of en- croaching danger. They’re long gone, now,buttheirlegacyremains. Thismap, when marked with the blood of a group of people, will always show their loca- tion—so long as they remain within the bounds of the map. Ned’s Head 1 Weight An old skull, missing its jaw and very much worse-for-wear. The skull remembers the folly of its former owner—a man with more honor than sense. Once per night, the owner of the skull can ask “Who has it in for me?” and the skull will give up one name in a sad, lonely voice. If the owner of the skull is ever killed, it disappears surreptitiously. No-one knows where it might turn up next. Nightsider’s Key 0 Weight This key unlocks any door, provided the owner of the key does not belong where she intends to go. So long as the intruder does nothing that would alert another to her presence (remaining unheard, un- seen and unnoticed) and takes nothing more than her memories out with her, the key’s magic will prevent her intru- sion from ever being discovered. It’s like she was never there at all. Sacred Herbs 0 Weight Thesacredherbs, collectedandprepared by an order of lost wizard-monks, can be found in bundles with two or three uses to them. Kept dry, they last in- definitely. When smoked in a pipe or consumed in an incense burner and the thick, blue smoke inhaled, these herbs will grant strange visions of far away places and distant times. If the imbiber focuses his will on a particular person, place or thing, the herbs will respond: roll+Wis. On a 10+ the vision is clear and useful—some valid information is gained. On a 7–9 the vision is of the fo- cus, but unclear, fraught with metaphor or somehow difficult to understand. On a miss, the GM will ask you “What is it you fear most?” You must answer hon- estly, of course. The Sartar Duck 0 Weight An odd, hand-carved wooden duck. Who would make such a funny thing? Whoever bears it finds himself an ex- ceptionally gifted storyteller—no mat- ter the language, he can make himself and his story clear to any audience. They will understand his meaning, if not his words. Tears of Annalise 0 Weight Cloudy red gemstones the size of a thumbnail, the Tears of Annalise are always found in pairs. When swal- lowed, they bind the swallowers to- gether—when either feels strong emo- tions (particularly sadness, loss, fear or desire) the other feels it, as well. The ef- fects last until one spills the blood of the other. Teleportation Room Slow James Ninefingers, eccentric genius mage, created these room-sized magi- cal apparati. A stone room etched with runes and scribblings, glowing with a faint blue light. When you enter and say aloud the name of a location, roll+Int. On a 10+, you arrive exactly where you’d intended. On a 7–9, the GM chooses a safe location nearby. On a miss, you end up someplace. Maybe it’s nearby? It’s definitelynotsafe. Strangethingssome- timeshappentothosewhobendtimeand space with these devices. Timunn’s Armor 1 Armor, 1 Weight A stealthy suit of armor, it appears as many things to many people and blends in with appropriate apparel. The wearer alwaysseemstheheightoffashiontoany who gaze upon him. Titus’ Truthful Tallow 0 Weight A candle of ivory-and-copper colored tallow with a wick of spun silver. When lit, none upon whom its light falls is able to tell a lie. They may keep silent or dis- semble but when asked a question di- rectly, they can speak naught but truth. Tricksy Rope 1 Weight A rope that listens. Does tricks, too, like a smart and more obedient snake might. Tell it “coil” or “slack” or “come here, rope” and it will. The Sterling Hand 0 Weight Crafted by dwarven whitesmiths, this mirrored-metal hand is deeply scored with runes of power and rejuvenation. Meant to replace wounded or destroyed limbs from mining accidents, the Ster- ling Hand bonds to the wound, old or new, and is strong and stout. It can be used as a weapon (near range) and is made of pure enough silver to harm creatures affected by such. Vellius’s Gauntlets 1 Weight Crafted in the name of Vellius the Clumsy, Vellius the Butter-Fingered, Vellius the Clod, these gloves of simple cloth prevent the wearer from dropping any object she does not intent to. She cannot be disarmed nor fall from any rope or ladder, for example. This item can get very messy if you have some- thing strong pulling at your legs while you grip onto something solid. Violation Glaive Reach, 2 Weight A legendary blade, said to have been thrust backwards in time from some grim future, the violation glaive is crafted of strange green iron. The blade strikes at the mind of those it wounds, as well as the body. When you Hack & Slashona10+youhaveanadditionalop- tion: you can deal your normal damage, let them counter attack you, and instill the emotion of your choice (maybe fear, reverence, or trust) Vorpal Sword Close, 3 Piercing, 2 Weight Snicker-snackandallthat. Sharpasany- thing,thissimple-seemingswordmeans to separate one thing from another—the limb from the body or folk from their lives. When you deal damage with the Vorpal Sword, your enemy must choose something (an item, an advantage, a limb) and lose it, permanently. The GM Always Say 41 18 The GM This section is about the art and rules of being the Game Master or GM. There are many styles of GMing epic fantasy games with things like dragons and dun- geons and brave adventurers but Dun- geon World is designed for one of those styles in particular. These rules will help you run a game in that style. Just because the rules are mechanical doesn’t mean they’re removed from the fiction of what’s actually happening in the game or that you’re playing to win. You’ll be refereeing, adjudicating, and narrating your part the game much like you would any other game. You’ll just have a framework that helps you deter- mine what to say, at what time. The GM’s rules are rules, just like the rules for moves and character creation and all the rest. Just like every other rule in the game, they are designed to help you play a game of exploration and epic fantasy. You will of course be making your own rules, in the form of custom moves, but the GM’s rules are as impor- tant to playing Dungeon World as the rules for rolling dice. Play with the rules as written before making any changes, and think carefully about any changes you do make. The Basics Dungeon World is built on a frame- work: the GM’s agenda , principles , and moves . The GM’s agenda is what they set out to do when they sit down at the table. The principles are the guides that keep the GM focused on their agenda. The GM’s moves are the con- crete, moment-to-moment things the GM does to drive the game forward. The GM’s moves aren’t like player moves, they aren’t triggered by the fiction. In- steadtheyareactionsthatdrivethegame onward. The GM’s agenda, principles, and moves are rules just like damage or stats or HP. Youshouldtakethesamecareinaltering them or ignoring them that you would with any other rule. Changing a princi- ple may have just as much of an effect on your game as changing the Fighter’s damage dice or giving the Cleric access to Wizard spells. Always Say When running Dungeon World as the GM you say these things: • What the rules demand • What the adventure demands • What honesty demands • What the principles demand The players have it easy—they just say what their characters say, think and do. You have it a bit harder. You have to say everything else. So what do you say? Say what the rules tell you to . If a movehastriggered,yoursortheplayers’, then say what the rules tell you to say. Embellish and expand but use the rules to give you a start. The rules will always give you material to work with. Say what the adventure demands . You’ll know some things before you sit down at the table. You might know wherethegoblinsarehidingorwhenthe reinforcementsaregoingtoarrive. Ifthe players haven’t done anything to change those things, stick with them. Always be honest . If the rules tell you to give out information, like the Spout Lore and Discern Realities moves, do it. Don’t lie or give half truths; be open and honest—generous, even. The player characters have risked something to get that information just by rolling so make it worth their while. If you don’t know theanswermakeoneuporturntheques- tionbacktotheplayers. Onceyoutellthe players it’s set in stone, no going back on it. This applies in general to the players’ actions, too. If they have worked to achieve something, you should give it to them fully. You’re not here to fight back against the players; you’re not opposed to them at all. You are playing the game with them. At all times, use your principles and agenda as a filter or inspiration. If something falls flat it’s usually because you ignored one of your principles or acted on a different agenda. If you’re un- sure of what you’re about to say just take a moment and look at your agenda and principles to make sure you’re abiding by them. Agenda The GM’s agenda is what they sit down at the table to do: • Make the world fantastic • Fill the characters’ lives with adven- ture • Play to find out what happens Everything you say, create, and do at the table and away from the table is to ac- complishthesethreegoalsandnoothers. Things that aren’t on this list aren’t your goals. You’re not trying to beat the play- ers or test their ability to solve complex traps. You’re not here to give the players a chance to explore your finely crafted setting. You’re most certainly not here to tell everyone a planned story. That one deserves repeating: you are not here to tell everyone a planned story . Don’t ever plan a storyline. You do not know what will happen to the players’ characters any more than they do. Your job is to portray a fantastic world, not provide a canned plot. Principles The GM 42 To that end, Dungeon World adventures never presume player actions. A Dun- geon World adventure describes a lo- cation in motion, someplace important with creatures pursuing their own goals. As the players come into conflict with that location, it will snowball into ac- tion. You’ll honestly portray the reper- cussions of their actions. When you play this way you get to share in the fun of finding out what happens to the characters and the world around them. You’re not a frustrated novelist trying to organize your unruly charac- ters. You’re a participant in a great story that’s unfolding. So really—don’t plan thestory. Therulesofthegamewillfight you. Fill the character’s life with adven- ture means helping the players create a world that’s exciting and full of epic foes to battle, strange places to explore, and glorious treasure to discover. Ad- venturers are always caught up in some plot or world-threatening danger or an- other—encourageandfosterthatkindof action in the game. The players have an agenda too, but it’s probably something they’ll do by de- fault: portray their characters. Principles • Draw maps, leave blanks • Address the characters, not the play- ers • Embrace the fantastic • Make a move that follows • Never speak the name of your move • Give every monster life • Name every person • Ask questions and use the answers • Be a fan of the characters • Think Dangerous • Begin and end with the fiction • Think offscreen, too Your principles are your guides. Often, when it’s time to make a move, you’ll already have an idea. Quickly run it pastyourprinciplesandmakesureitfits, then go with it. Draw maps, leave blanks Dungeon World is mostly in our imagi- nations, but we can actually see it when we draw a map. So, make use of maps. Youwon’talwaysbedrawingthemyour- self, but any time there’s a new location draw it on a map (or make a new map for it). When you draw a map, it doesn’t have to be complete. Leave blanks, places that are unknown to you. As you play you’ll get more ideas or the players will give you inspiration to work with. Address the characters, not the players Addressing the characters, not the play- ers, means that you don’t say "Whit, is Dunwick doing something about that wight?" Instead you say "Dunwick, what are you doing about the wight?" Talking thiswaykeepsthegamerootedinthefic- tion and not at the table. It’s important to the flow of the game, too. If you talk to theplayersyoumayleaveoutdetailsthat are important to what moves the charac- tersmake. Since movesare always based on the actions of the character you need tothinkaboutwhat’shappeninginterms of characters—not players. Embrace the fantastic The fantastic is the core of fantasy: magic, strange vistas, gods, demons, and abominations. The player characters al- ready have these kind of abilities, so you should reflect them in the world. Make a move that follows When you make a move what you’re ac- tually doing is taking some element of the fiction and bringing it to bear against the characters. Your move should al- ways follow from the fiction, and you never speak its name. Instead describe thefictionalactionsthattakeplacewhich follow from the situation established. Never speak the name of your move There is no quicker way to ruin the con- sistency of Dungeon World than to tell the players what move you’re making. Your moves are prompts to you, not things you say directly. You never show the players that you’re picking a move from a list. You know the reason the slavers dragged off Omar was because you made the "Put someone in a spot" move, but you show it to the players as a straightforward outcome of their actions. Give every monster life Monsters are nameless hordes of crea- tures that stand between the players and what they want. Give each monster de- tails that bring it to life: smells, sights, sounds. Your monsters are arrows, fired en masse at the players. Give each enough detail to make it real, but don’t cry when it gets slain by intrepid adven- turers. Name every person Every person gets a name. You’ll have a name list to work from on your ad- venture sheet, so don’t worry too much about it. Anyone that the players inter- act with has a name. They probably have a personality and some goals or opinions too, but you can figure that out as you go. Start with a name. The rest can flow from there. How do you know if someone gets a name? If you start dealing with them as an individual (not just "a member of the Knob Street gang" or "a goblin am- busher") it’s time for a name. Ask questions and use the answers You don’t have to know everything. If you don’t know, or you don’t have an idea, just ask the players and use what they say. The easiest question to use is "What do you do?" Whenever you make a move, end with "What do you do?" You don’t even have to ask the person you made the move against. Take that chance to shift the focus elsewhere: "Rath’s spell is torn apart with a flick of the mage’s wand. Finnegan, that spell was aiding you. What are you doing now that it’s gone?" Be a fan of the characters Treat the players’ characters like charac- ters you watch on TV. You want to see how things turn out for them. You’re not here to make them lose, or to make them win, and definitely not to guide them to your story. You’re here to portray the interesting world around them and see how interacting with that world changes everything. Think Dangerous Thinking Dangerous means that every- thing in the world is a target. You’re thinking like an evil overlord: no sin- gle life is worth anything, there is noth- ing sacrosanct. Everything can be put in danger, everything can be destroyed. Nothing you create is ever protected. Whenever your eye falls on something you’ve created, think dangerous. Think how it can be put in danger, fall apart, crumble. Begin and end with the fiction Everything you and the players do in Dungeon World comes from and leads to fictional events. When the players make a move, they always take a fictional ac- tion to trigger it, apply the rules, and get afictionaleffect. Whenyoumakeamove it always comes from the fiction. You can apply this to everything you say. Start with the fiction ("The ogre’s axe comes sailing down into your shoulder. . ."), apply the rules (". . .you take 12 damage. . ."), go back to the fic- tion (". . .as your collar bone cracks be- neath your armor. What do you do?"). The GM Moves 43 Think offscreen too Justbecauseyou’reafanofthecharacters doesn’t mean everything happens right in front of them. Sometimes your best moveisinthenextroom, oranotherpart of the dungeon, or even back in town. Makeyourmoveelsewhereandshowthe effects later. Moves • Use a monster, danger, or location move • Reveal an unwelcome truth • Show signs of doom • Deal damage • Use up their resources • Turn their move back on them • Separate them • Give an opportunity that fits a class’ abilities • Show a downside to their class, race, or equipment • Offer an opportunity, with or with- out cost • Put someone in a spot • Tell them the requirements or conse- quences and ask Whenever everyone looks to you to see what happens choose one of these. Each move is something that occurs in the fic- tionofthegame—theyaren’tcodewords orspecialterms. "Useuptheirresources" literally means to expend the resources of the characters. Of course you don’t say that to the play- ers. You never speak the name of your move (it’s one of your principles). You makeitarealthingthathappenstothem: "As you dodge the hulking ogre’s club, you slip and land hard. Your sword goes sliding away into the darkness. You think you saw where it went but the ogre is lumbering your way. What do you do?" No matter what move you make al- ways follow up with "What do you do?" Your move is a way of fulfilling your agenda—part of which is to fill the char- acter’s lives with adventure. When a spellgoeswildorthefloordropsoutfrom under them adventurers react. When to Make a Move You make a move when everyone looks to you to find out what happens. When it’s your turn to say something in the conversation you make a move. In par- ticular, you make a soft move: a move that sets up a future move. Making a soft move just means that you puteventsinmotion,thenlettheplayers react. If they don’t do anything about it you follow through with the full conse- quences, making another (harder) move. Showing signs of doom is your most ver- satile soft move since the doom you por- tend is a move waiting to happen. Of course your moves apply when the players undertake something that’s not a player move. In that case the players will say something, like "I lay my case before the king, pleading for aid," and look to you to find out what happens. Since they haven’t made a move (there’s no leverage to make a Parley) you just respond with a soft move of your own as setup by the fiction. You also make a move when the play- ers give you a golden opportunity. A golden opportunity is any time they ig- nore a threat or when they fail a roll (6-). When they give you a golden opportu- nity, you can make your move just as hard as you like. A hard move is one that is irrevocable and immediate. The play- ers immediately feel the consequences of the move and have to deal with them. Dealingdamageisahardmove, sincethe damage is immediately applied. Soft moves are useful to setup future hardermoves. Whenthedoomyoushow signs of is an onslaught of goblin arrows, if the players don’t so something to get out of the way, you can follow through with damage as a hard move. Ignoring the oncoming arrows is a golden oppor- tunity. Choosing a Move To choose a move, start by looking at the obvious consequences of the action that triggered it. If you already have an idea, thinkonitforasecondtomakesureitfits your agenda and principles and then do it. Let your moves snowball . Build onthesuccessorfailureofthecharacters moves and on your own previous moves. You can choose to save up your moves instead. Use this option sparingly, only when you’re sure the consequences of their action occurred off screen and that you’ll be able to come up with those con- sequences later. The saved move should alwaysbeusedinthesamephysicalarea, such as a dungeon complex or sprawling swamp. Your players will come to ex- pect you to make hard moves on the tail oftheirfailedrolls—thiswillthrowthem off. Their actions will instead come back to bite them later. Be careful with it. Making your Move When making a move, keep your princi- ples in mind. In particular, "never speak the name of your move" and "address the characters, not the players." Your moves are not mechanical actions hap- pening around the table. They are con- crete events happening to the characters in the fictional world you are describing. Note that "Deal damage" is a move, but othermovesmayincludedamageaswell. When an ogre flings you against a wall you take damage as surely as if he had smashed you with his fists. If a monster deals damage incidentally as part of an- other move, like charging past Titanius slamming her to the ground, the dam- age dealt is equal to half the monster’s normal damage. If a move causes damage not related to a monster, like a collapsing tunnel or fall into a pit, use the damage rules on page X (Blood and Guts chapter). After every move you make, always ask "What do you do?" The players’ charac- ters are the stars, remember. Use a monster, danger, or location move Eachmonsterinanadventurehasmoves associated with it, as do many locations. A monster or location move is just a de- scription of what that location or mon- sterdoes, maybe"hurlsomeoneaway"or "bridge the planes." If a move (like Hack and Slash) says that a monster gets to make an attack, make a move with that monster. The overarching dangers of the adven- ture also have moves associated with them. Use these moves to bring that danger into play, which may mean more monsters. Reveal an unwelcome truth An unwelcome truth is a fact the players wish wasn’t true: that the room’s been trapped, maybe, or that the helpful gob- lin is actually a spy. You never make up an unwelcome truth when making this move—you just bring one to light. Re- vealtotheplayersjusthowmuchtrouble they’re in. Show signs of doom This is one of your most versatile moves. ’Doom’ is anything bad that’s coming. With this move, you just show them that something’sgoingtohappenunlessthey do something about it. Remember to ask "What do you do?" Dungeon Moves The GM 44 Deal damage When you deal damage you choose one source of damage that’s fictionally threatening a character and apply it. In combat with a lizard man? It stabs you. Running from a collapsing tunnel? Some rocks catch your ankle. The amount of damage is decided by the source. In some cases, this move might involve trading damage both ways, with theplayercharacteralsodealingdamage. Most damage is based on a dice roll. When a player takes damage, tell them what to roll, you never need to touch the dice. If the player is too cowardly to find out their own fate, they can ask another player to roll for them. Dealing damage is a hard move. Use it carefully. Use up their resources Surviving in a dungeon, or anywhere dangerous, often comes down to sup- plies. With this move, something hap- pens to use up some resource: weapons, armor, healing, ongoing spells. You don’t always have to use it up perma- nently. A sword might just be flung to the other side of the room, not shattered. Offer an opportunity, with or without cost Showthemsomethingtheywant: riches, power, glory. If you want, you can asso- ciate some cost with it too, of course. Remember to lead with the fiction. You don’t say "This area isn’t dangerous so you can make camp here, if you’re will- ing to take the time." You make it a solid fictional thing and say "Helferth’s bless- ingsstillhangaroundtheshatteredalter. It’s clearly been untouched, the goblins don’t come here. It’s a nice safe spot, but the chanting from the ritual chamber is getting louder. What do you do?" Put someone in a spot A spot is someplace where they have to make tough, ugly choices. Put them in the path of destruction. Put someone or something they care about in a dan- gerous situation. Whatever you do, just make sure they’re someplace where they have to take action and then ask "What do you do?" Tell them the requirements or consequences and ask This move is particularly good when they’ve done something that’s not a move, or failed a move. They can do it, sure, but they’ll have to meet the requirements. Or, they can do it, but there will be consequences. Maybe they can swing across the chasm, fully ar- mored, and leap into battle, but the rope will be stressed beyond usefulness after- wards. Maybe they can swim through the crocodilian-infested moat before be- ing devoured, but they’ll need a distrac- tion. Of course this is made clear to the characters, not just the players: the crocodilians are slavering hungry and starved, or the rope already has danger- ous give. Dungeon Moves Dungeon Moves are a special subset that areusedtomakeoralteradungeononthe fly. Use these if your players are explor- ing a hostile area that you don’t already have planned all the way through. Map out the area being explored as you make these moves. Most of them will requireyoutoaddanewroomorelement to your map. • Change the environment • Point to a looming threat • Introduce a new faction or type of creature • Use a threat from an existing faction or type of creature • Make them backtrack • Present riches at a price • Presentachallengetooneofthechar- acters You can make these moves whenever everyone looks to you to say something, when the players present you an oppor- tunity, or when the players miss on a roll. They’re particularly well-suited for when the players look at you to find out what a new room or area is like. Change the environment The environment is the general feel of the area the players are in: carved tun- nels, warped trees, safe trails, or what- ever else. This is your opportunity to introduce them to a new environment: the tunnels gradually become naturally carved, the trees are dead, or the trails are lost and the wilderness takes over. Use this move to vary the types of areas and creatures the players will face. It’s an opportunity for you to interject with a change in scenery and play up the themes and dangers that are to come. Snowball this move with itself over time to gradually shift the dungeon to some- thing new and exciting by using one or two elements at a time. First the scent of brimstone fills the tunnels, then hellish sigils mar the walls, then the moans of the damned and before the players know it, they’re not in a cavern at all—they’re in the pit of a demon lord! Point to a looming threat If you know that something lurking and waiting for the players to stumble upon it, this move shows them the signs and clues. This move is the dragon’s foot- prints in the mud or the slimy trail of the gelatinous cube. This move means that when the players finallycomeface-to-facewiththethreat, they’ll have some ideas and fear about what awaits them. Use it to build ten- sion or, in some cases, provide hints that prove to be a surprise. It’s not a wicked red dragon like the players expected, it’s a wounded silver drake who needs their help. Introduce a new faction or type of creature A type of creatures is a broad grouping: orcs, goblins, lizardmen, golems, etc. A faction is a group of creatures united by a similar goal. Once you introduce them you can begin to make moves and cause trouble for the players with those creatures or NPCs. Introducing means giving some clear sensory evidence or substantiated infor- mation. Don’t be coy, the players should have some idea what you’re showing the presence of. You can, however, be sub- tle in your approach. No need to have the cultistoverlord wavinga placard and screaming in the infernal tongue every single time. You don’t have to warn the players about this move. A hard application of this move will snowball directly into a com- bat scene or ambush. Use a threat from an existing faction or type of creature Once the characters have some been in- troducedtothepresenceafactionortype of creature you can use monsters of that type. Use the factions and types broadly. Orcs are accompanied with their hunting worgs. A mad cult probably has some undead servants or maybe a few beasts summoned from the deepest pits. This is a move that, often, you’ll be making subconsciously—it’s just implementing the tools you’ve set out for yourself in a clear and effective manner. The GM Dungeon Moves 45 Make them backtrack Look back at the spaces you’ve added to the map. Is there anything useful there as yet undiscovered? Can you add a new obstacle that can only be overcome by going back there? Is there a locked door here and now whose key lies in an earlier room? When backtracking, take the opportu- nity to show the effect the players have had on the areas they’ve left behind. Whatnewthreatshavesprungupintheir wake? What didn’t they take care of that’s waiting for their return? Use this move the make the dungeon a living, breathingplace. Thereisnostasis in the wake of the characters’ passing. Add reinforcements, cave in walls, cause chaos. Make the dungeon evolve in the wake of the characters’ actions. Present riches at a price What do the players want? What might they give something up for? Putsomedesirableitemjustoutofreach. Find something they’re short on: time, HP, gear, whatever. Find a way to make what they want available if they give up what they have. The simplest way to use this move is the promise of gold out of the way of the main objective. Will they stop to pry the ruby eyes from the idol when they know that the virgin sacrifice looms closer and closer? Use this move and you can find out. Present a challenge to one of the characters Challenge a character by looking at what they’re good at. Give the Thief a lock to pick, show the Cleric evil gods to battle against. Give the Wizard magical mys- teries to investigate. Show the Fighter some skulls he can crack. Give someone a chance to shine. As an alternative, challenge a character by looking at what they’re bad at or what they’ve left unresolved. If the Bard has a long con running what steps will he take to cover it up when someone figures him out? If the Wizard has been summoning demons then what happens when word gets out? This move can give a character the spot- light—even if just for a moment. Try to give everyone a chance to be the focus of play using this move from session to session. Prep First Session 46 19 First Session The first session of a game of Dungeon World begins with character creation. Charactercreationisalsoworldcreation, the details on the character sheets and thequestionstheGMasksestablishwhat Dungeon World is like—who lives in it and what’s going on. This section is for the GM so it’s ad- dressed to you—the GM. For the play- ers, the first session is just like every other. They just have to play their char- acters like real people and explore Dun- geon World. The GM has to do a little more in the first session. They establish theworldandthethreatstheplayerswill face. Don’t worry, it’s fun. Prep Before the first session, you’ll need to print some stuff. Print off: • A few copies of the basic moves and special moves (double sided, basic on one side and special on the other). You’ll want about one per player. • One copy of each class sheet, double sided. • One copy each of the cleric and wiz- ard spell sheets, double sided. • A few copies of the equipment sheet. • The GM moves. • The GM worksheets. You’ll also need to read this whole book, especially the sections on GMing (GM moves) and the basic moves. It’s a good idea to be acquainted with the class moves too, so you can be prepared for them. Beespeciallysuretoreadtherules for Fronts, but don’t create any yet. Think about fantastic worlds, strange magic, and foul beasts. If you’ve played other fantasy games like Dungeons and Dragons think back to what made your old games so much fun. Remember the games you played and the stories you told. They can all provide inspiration for yourDungeonWorldgame. Watchsome movies, read some comics; get heroic fantasy into your brain. Whatyoubringtothefirstsession,ideas- wise, is up to you. At the very least bring your head full of ideas. That’s the bare minimum. If you like you can plan a little more. Maybe think of an evil plot, or who’s be- hind it, or some monsters you’d like to use. If you’ve got some spare time on your hands you can even draw some maps (but remember, from your Principles: leave blanks) and imagine specific loca- tions. Flexibility is key when planning: what happens during character creation trumps anything you wrote ahead of time. The one thing you absolutely can’t bring to the table is a planned storyline or plot. You don’t know the heroes or the world before you sit down to play so planning anything concrete is just going to frus- trate you. It also conflicts with your Agenda: play to find out what happens. Don’t use the Fronts rules (in the next chapter) for the first session either. Thosewillcomewithtimebutinthefirst session you need to be able to focus more on getting the game rolling. The big pic- turedoesn’tmattersomuch,yet. Instead focus on getting the players into action, interacting with each other, and using the rules. Getting Started When everyone shows up for the first session briefly introduce anyone who hasn’t played before to Dungeon World. Coverthemechanicalbasisofmoves. In- troduce the character classes, help play- ers pick their classes, and walk them through character creation. During this entire process, especially character creation, ask questions. Look for interesting facts established by the characters’ Bonds, moves, classes, and descriptions and ask about those things. Be curious! When someone mentions the demons that slaughtered their vil- lage find out more about them. After all, you don’t have anything (except maybe a dungeon) and everything they give you is fuel for future adventures. Also pay attention to the players’ ques- tions. When mechanical questions come up answer them. When questions of set- ting or fiction come up your best bet is to turn those questions around. When a player says "Who is the King of Torsea" say "I don’t know. Who is it? What is he like?" Collaborate with your players. Asking a question means it’s something that interests them so work with them to make the answers interesting. Don’t be afraid to say "I don’t know" and ask them the same questions; work together tofindafantasticandinterestinganswer. Share the ideas you’ve brought to the ta- ble (either general ones or even a specific dungeon). If you’re interested in start- ing with the players hunting for a lost wizard, tell them that. Until the players agree, it’s just your idea. Once they nod their heads, it’s part of the game. Once everyone has their characters cre- ated you can take a deep breath. Look backoverthequestionsyou’veaskedand answered so far. You should have some notes that will point you towards what the game might look like. Look at what the players have brought to the table. Look at the ideas that’ve been stewing away in your head. It’s time for the ad- venture to begin! First Session Prep 47 The First Adventure The first adventure is really about find- ing out what future sessions will deal with. Throughout the first adventure keepyoureyeoutforunresolvedthreats; note dangerous things that are men- tioned but not dealt with. These will be fuel for future sessions. Start the session with a group of player characters (maybe all of them) in a tense situation. Use anything that demands action: outside the entrance to a dun- geon, ambushed in a fetid swamp, peek- ing through the crack in a door at the orcguards,orbeingsentencedbeforethe King. Ifthesituationstemsdirectlyfrom thecharactersandyourquestions,allthe better. Here’s where the game starts. The play- ers will start saying and doing things, whichmeansthey’llstartmakingmoves. For the first session you should watch especially carefully for when moves ap- ply, until the players get the hang of it. Often, in the early sessions, the players will be most comfortable just narrating their actions—this is fine. When a move triggers let them know. Say "It sounds like you’re trying to. . ." and then walk them through the move. Players looking for direction will look to their character sheet. Be quick to ask "so what are you actually doing?" when a player just says "I Hack and Slash him." Ask, too, "how?" or "with what?". For the first session, you have a few spe- cific goals: • Establish details, describe • Use what they give you • Ask questions • Leave blanks • Look for interesting facts • Help the players understand the moves • Give each character a chance to shine • Introduce NPCs Establish details, describe All the ideas and visions in your head don’t really exist in the fiction of the game until you share them, describe them and detail them. The first session is the time to establish the basics of what things look like, who’s in charge, what they wear, what the world is like, what the immediate location is like. Describe everythingbutkeepitbriefenoughtoex- pandonlater. Useadetailortwotomake a description really stand out as real. Use what they give you The best part of the first session is you don’t have to come with anything concrete. You might have a dungeon sketched out but the players provide the real meat—use it. They’ll emerge from the darkness of that first dungeon and when they do and their eyes adjust to the light, you’ll have built up an exciting world to explore with their help. Look at their Bonds, their moves, how they an- swer your questions and use those to fill in the world around the characters. Ask questions You’re using what they give you, right? Whatifyouneedmore? That’swhenyou drawitoutbyaskingquestions. Pokeand prod about specific things. Ask for reac- tions "what does Lux think about that?" "is Avon doing something about it?" If you ever find yourself at a loss, pause for a second and ask a question. Ask one character a question about another. When a character does something, ask how a different character feels or re- acts. Questions will power your game and make it feel real and exciting. Use theanswersyoufindtofillinwhatmight happen next. Leave blanks This is one of your Principles, but it’s especially true during the first session. Everyblankisanothercoolthingwaiting tohappen,leaveyourselfastockofthem. Look for interesting facts There are some ideas that, when you hear them, just jump out at you. When you hear one of those ideas, just write it down. When a player mentions the DukeofSorrowsbeingthedemonhebar- gained with, note it. That little fact is the seed for a whole world. Help the players understand the moves You’ve already read the game, the play- ers may not have, so it’s up to you to help them if they need it. The fact is, they likely won’t need it much. All they have to do is describe what their charac- ter does, the rules take care of the rest. Theoneplacetheymayneedsomehelpis remembering the triggers for the moves. Keep an ear out for actions that trigger moves, like attacking in melee or con- sulting their knowledge. After a few moves the players will likely remember them on their own. Give each character a chance to shine As a fan of the heroes (remember your Agenda?) you want to see them do what they do best. Give them a chance at this, not by tailoring every room to their skills,butbyportrayingafantasticworld (Agenda again) where there isn’t one so- lution to everything. Introduce NPCs NPCs bring the world to life. If every monster does nothing more than attack andeveryblacksmithsetsouttheirwares for simple payment the world is dead. Instead give your characters, especially those that the players show an interest in, life (Principles, remember?). Intro- duce NPCs but don’t protect them. The recently-deceased Goblin King is just as useful for future adventures as the one who’s still alive. Creating Fronts Fronts 48 20 Fronts Fronts are secret tomes of GM knowl- edge. With the exception of a few sneaky PC tricks Fronts are your purview and are a place where you’ll build the ad- versaries, organizations, and other mis- fortune that the characters will come in conflict with. A Front is a collection of linked Dangers—threats to the charac- tersspecificallyandtothepeople,places, and things the characters care about. It also includes one or more Impending Dooms,thehorriblethingsthatwillhap- pen without the players’ intervention. “Fronts”comes,ofcourse,from“fighting on two fronts” which is just where you want the characters to be—surrounded by threats, danger and adventure. Fronts are built outside of active play. They’re the solo fun that you get to have between games—rubbing your hands and cackling evilly to yourself as you craft the foes with which to challenge your PCs. You may tweak or adjust the Frontsduringplay(whoknowswhenin- spiration will strike?) but the meat of them comes from preparation between sessions. Fronts are designed to help you organize yourthoughtsonPCopposition. They’re here to contain your notes, ideas, and plans for these opposing forces. When you’re in a bind your Fronts are where you’re going to turn and say “oh, so that ’s what I should do”. Consider them an organizational tool, as inspiration for present and future mayhem. When you’re building Fronts, think about all the creepy dungeon denizens, the rampaging hordes and ancient cults that you’d like to see in your game. Think in broad strokes at first and then, as you build Dangers into your Fronts, you’ll be able to narrow those ideas down. When you write your Campaign Front, think about session—to—session trends. When you write your Adven- ture Fronts, think about what’s impor- tant right here and right now. When you’re done writing a few Fronts you’ll be equipped with all the tools you’ll need to challenge your players and ready to run Dungeon World. Campaign and Adventure Fronts At their core, all Fronts contain the same components. They sort and gather your Dangers into easy—to—use clus- ters. There are, however, two different kinds of Fronts available to you. On the session—to—session level there’s your Adventure Fronts. These Fronts will see use for 3 or 4 sessions each. They’re tied to one problem and will be dealt with or cast aside as the characters wander the dungeon or uncover the plot at hand. Think of them as episodic content: “To- day, on Dungeon World. . .” Tying your Adventure Fronts together is your Campaign Front. While the Ad- venture Fronts will contain immediate Dangers—the Orcs in Hargrosh Pass, say—the Campaign Front contains the Dark God Grishkar who drives the Orcs to their pillaging. The Campaign Front is the unifying element that spans your all the sessions of your Dungeon World game. It will have slower—burning Por- tents but they’ll be bigger in scope and have a deeper impact on the world. Most importantly they’ll be scarier if they’re allowed to resolve. WhenaDangerfromanAdventureFront goes without resolution you’ll have to make a decision. If the Danger is some- thing you like and feel has a place in the larger story of your game don’t hesitate tomoveittotheCampaignFront. You’re able to make smaller Dangers that went unresolved into bigger Dangers some day later on. You can move Dangers from the Campaign Fronts to the an Ad- venture Front if you’re ready for the big showdown, too. Creating Fronts Here’s how a Front comes together: • Choose Campaign Front or Adven- ture Front • Create 2–3 Dangers • Choose their Impending Doom • (For an Adventure Front, 1–3 Grim Portents) • (For the Campaign Front, 3–5 Grim Portents) • Write 1–3 stakes questions • List the general cast of the Front Creating Dangers Not every single element of your game will warrant a Danger—traps, some rov- ing monsters and other bits of ephemera mayjustbetheretoaddflavourbutaren’t important enough to warrant inclusion. That’s okay. Fronts are here to keep you appraised of the bigger picture. Dangers are divided into a handful of categories, each with its own name and impulse . Every Danger has a crucial motivation thatdrivesitcalledits"impulse."Theim- pulse exists to help you understand that Danger. What pushes it to fulfill its Im- pending Doom? Impulse can help you translation the Danger into action. When creating Dangers for your Front, think about how each one interacts as a facet of the Front as a whole. Keep in mind the people, places, and things that might be a part of the threat to the world thattheFrontrepresents. Howdoeseach Danger contribute to the Front? Fronts Types of Dangers 49 Let’s say we have an idea for a Front—an ancient portal has been discovered in the icy north. We’ll call our Front "The Opening of the White Gate". The easiest place to start is with people and monsters. Cultists, ogre chieftains, demonicoverlordsandthelikeareallex- cellent Dangers. These are the creatures that have risen above mere monster sta- tus to become serious threats on their own. Groups of monsters, too, can be Dangers—goblin tribes or a rampaging centaur khanate, for example. For the Front we’re creating, we can pick a few different groups or people who might be interested in the gate. The College of Arcan- ists, perhaps. There’s a golem, too, we’ve decided, that protects the forgotten portal. The golem is just an obstacle, so we won’t make him a Danger. Thinking more broadly, less obvious el- ements of the world can be Dangers. Blasted landscapes, intelligent magical items, ancient spells woven into the fabric of time. These things fulfill the same purposes as a mad necro- mancer—they’re part of the Front, a Danger to the world. For our Front, we’ll add the Gate itself. Lastly, if we think ahead, we can in- clude some overarching Dangers. The sorts of things that are in play outside therealmoftheobvious—godlypatrons, hidden conspiracies and cursed prophe- cies waiting to be fulfilled. Perhaps the White Gate was carved in the ancientpast,hiddenbyaraceofAngelsuntil theDayofJudgement. We’lladdthe"Argent Seraphim" to our Front. Of course, there’s so much more I could add to my Front, but there’s two reasons not to go overboard: firstly, I want to leave room for discovery. Like a map, blank spaces can always be filled in later. Leaving room for player contribution and future inspiration means I’ll have freedom to alter the Front and make it fit thegameasthestoryemerges. Secondly, not every bad thing that could happen deserves Danger—hood. If you’re un- certain, think about it this way: Dangers can always get worse. A barbarian tribe near the Gate, the frozen tundraitself,abandofrivaladventurers;all these things could be dangerous elements of the game but they’re not important enough just yet to deserve to be Dangers. CreatingDangersisawaytosliceupyour overall Front concept into smaller, eas- ier to manage pieces. Dangers are a tool for adding detail to the right parts of the Front and for making the Front easier to manage in the long run. Once you’ve named and added a Danger to the Front you need to choose a type for that Danger from the list below. Al- ternately you can use the list of types to inspire Dangers: with your Front in mind, peruse the list and pick one or two that fit. For our three Dangers (The College of Ar- canists, The White Gate and the Argent Seraphim)we’veselectedCabal,DarkPortal and Choir of Angels, respectively. Types of Dangers • Ambitious Organizations • Planar Forces • Arcane Enemies • Hordes • Cursed Places Ambitious Organizations • Misguided Good (impulse: to do “what is right” no matter the cost ) • Thieves Guild (impulse: to take by sub- terfuge ) • Cult (impulse: to infest from within ) • Religious Organization (impulse: toes- tablish and follow doctrine ) • Corrupt Government (impulse: to maintain the status quo ) • Cabal (impulse: to absorb those in power, to grow ) GM Moves for Ambitious Organizations • Attack someone by stealthy means (kidnapping, etc.) • Attack someone directly (with a gang or single assailant) • Absorb or buy out an someone im- portant (an ally, perhaps) • Influence a body of control (change a law, manipulate doctrine) • Establish a new rule (within the or- ganization) • Claim territory or resources • Negotiate a deal • Observe a potential foe in great detail Planar Forces • God (impulse: to gather worshippers ) • DemonPrince(impulse: toopenthegates of Hell ) • Elemental Lord (impulse: to tear down creation to its component parts ) • Force of Chaos (impulse: to destroy all semblance of order ) • Choir of Angels (impulse: to pass judge- ment ) • Construct of Law (impulse: to eliminate perceived disorder ) GM Moves for Planar Forces • Turn an organization (corrupt or in- filtrate with influence) • Give dreams of prophecy • Lay a Curse on a foe • Extract a promise in exchange for a boon • Attack indirectly, through interme- diaries • Rarely, when the stars are right, at- tack directly • Foster rivalries with other, similar powers • Expose someone to a Truth, wanted or otherwise Arcane Enemies • Lord of the Undead (impulse: to seek true immortality ) • Power-mad Wizard (impulse: to seek magical power ) • SentientArtifact(impulse: tofindawor- thy wielder ) • Ancient Curse (impulse: to ensnare ) • Chosen One (impulse: to fulfill or resent their destiny ) • Dragon (impulse: to hoard gold and jew- els, to protect the clutch ) GM Moves for Arcane Enemies • Learn forbidden knowledge • Cast a spell over time and space • Attack a foe with magic, directly or otherwise • Spy on someone with a scrying spell • Recruit a follower or toady • Tempt someone with promises • Demand a sacrifice Types of Dangers Fronts 50 Hordes • Wandering Barbarians (impulse: to grow strong, to drive their enemies before them ) • Humanoid Vermin (impulse: to breed – to multiply and consume ) • UndergroundDwellers(impulse: tode- fend the complex from outsiders ) • Plague of the Undead (impulse: to spread ) GM Moves for Hordes • Assault a bastion of civilization • Embrace internal chaos • Change direction suddenly • Overwhelm a weaker force • Display a show of dominance • Abandonanoldhome,findanewone • Grow in size by breeding or conquest • Appoint a champion • Declare war and act upon that decla- ration without hesitation or deliber- ation Cursed Places • Abandoned Tower (impulse: to draw in the weak-willed ) • Unholy Ground (impulse: to spawn evil ) • Elemental Vortex (impulse: to grow, to tear apart reality ) • DarkPortal(impulse: todisgorgedemons ) • Shadowland (impulse: to corrupt or con- sume the living ) • Place of Power (impulse: to be controlled or tamed ) GM Moves for Cursed Places • Vomit forth a lesser monster • Spread to an adjacent place • Draw the attention of a curious party • Grow in intensity or depth • Leave a lingering effect on an inhab- itant or visitor • Hide something from sight • Offer power • Dampen magic or increase its effects • Confuse or obfuscate truth or direc- tion • Corrupt a natural law Description and Cast Write up something short to remind you just what this Danger is about; some- thing to describe it in a nutshell. Don’t worry about where it’s going or what could happen—Grim Portents and the Impending Doom will handle that for you, you’ll get to those in a bit. If there are multiple people involved in the Dan- ger (an orc warlord and his clansmen, a hateful God and his servants) go ahead and give them a name and a detail or two now. Leaveyourselfsomespaceasyou’ll be adding to this section as you play. Custom Moves Sometimes, a Danger will require some particular move that might not exist yet. Write one or two you think you might need, now. They may be player moves or GM moves, as you see fit. Of course, if you’re writing a player move, keep your (the GMs) hands off the dice and keep in mind the basic structure of a move. A 10+ is a complete success; a 7–9 is a partial success. On a miss, maybe the custom move does something specific, or maybe not—maybe you just get to make a move or work towards fulfilling a Grim Portent. The formatting of these moves varies from move to move. See theAdvancedDelvingchapterfordetails on how to create your own. For the Opening of the White Gate, I just know some fool PC is going to end up in the lightthatspillsfromthegate, soI’mwriting a move to show what might occur. Grim Portents Grim Portents are dark designs for what could happen if a Danger goes unchecked. Imagine yourself a kind of diviner working some scrying spell into the future of your campaign or the ad- venture that the characters are under- taking. Think about what would hap- pen if the Danger existed in the world but the PCs didn’t. If all these awful things you’ve conjured up had their run of the world. Scary, huh? The Grim Por- tentsareyourwaytocodifytheplansand machinations of your Dangers. A Grim Portent can be a single interesting event or a chain of steps. When you’re not sure what to do next push your Danger towards resolving a Grim Portent. More often than not, each Portent relies on its predecessors to resolve. The Orcs tear down the city only after the peace talks fail, for example. A simple Front will progress from bad to worse to much worse in a clear path forward. Some- times, Grim Portents are unconnected pathways to the Impending Doom. The early manifestations of Danger might not all be related. It’s up to you how complex your Front will be. Whenever a Danger comes to pass, check the other DangersintheFront. InacomplexFront, you may need to cross off or alter the Grim Portents. That’s fine, you’re al- lowed. Think of your Grim Portents as possible moves waiting in the wings. When the time is right, unleash them on the world. I’ve chosen a few Grim Portents for my new Front. • The College sends an expedition to the Gate • The Key is discovered • The First Trumpet sounds • A Champion is chosen • The Second Trumpet sounds • The Herald appears • The Gate is Opened Grim Portents are the sword of in- evitability that hangs over the charac- ters. The struggles that they fight every day on the field of battle, in the courts of society and in the deepest dungeons of the world. Think about how the Dangers contribute to the Front you’re creating, both externally (the effect of the Danger on the world around it) and internally (the politics or struggles of its parts). Keep scale in mind, too. Grim Portents don’t all have to be world—shaking. They can simply represent a change in direction for a Danger. Some new way for it to cause trouble in the world. When a Grim Portent comes to pass, check it off—the Portent is a part of the world, now. The prophecy has come true! A Portent that has come to pass might have ramifications for your other Fronts,too. Haveaquicklookwhenyour playersaren’tdemandingyourattention and feel free to make changes. One small Portent may resound across the whole Campaign in subtle ways. YoucanadvanceaGrimPortentdescrip- tively or prescriptively. Descriptively means that, through play, you’ve seen the change happen, so you mark it off. Maybe the players sided with the gob- lin tribes against their lizardmen ene- mies—now the goblins control the tun- nels. Lo and behold, this was the next step in a Grim Portent. Prescriptive is when, due to a failed player move or a golden opportunity, you advance the Grim Portent as your hard move. That step comes to pass, show its effects and keep on asking "what do you do, now?" Fronts Resolving a Front 51 Impending Doom At the end of every Danger’s path is an Impending Doom. This is the final toll of the bell that signals the Danger’s triumphant resolution. When a Grim Portent comes to pass the Impending Doom grows stronger, more apparent and present in the world. These are the Very Bad Things that every Dan- ger, in some way, seeks to bring into effect. Choose one of the types of Im- pending Dooms and give it a concrete vi- sion in your Front. These may change in play—often they will, as the characters meddle in the affairs of the world. Don’t fret, you can change them later. • Tyranny (of the strong over the weak or the few over the many) • Pestilence(thespreadofsicknessand disease, the end of wellness) • Destruction (apocalypse, ruin and woe) • Usurpation (the chain of order comes apart, someone rightful is displaced) • Impoverishment (enslavement, the abandonment of goodness and right) • Rampant Chaos (laws of reality, of society, or any order is dissolved) When all of the Grim Portents of a dan- ger come to pass, the Impending Doom sets in. The Danger is then resolved but the setting has changed in some dras- tic way—even on a small level. This will almost certainly change the Front at large, as well. Making sure that these ef- fects are felt and significant to the NPCs, places, and life of the campaign world is a big part of making them feel real. Stakes Your stakes questions are 1–3 questions about people, places, or groups that you’re interested in. People include characters and NPCs, your choice. Re- member that your agenda includes "Play to find out what happens?" Well this is a way of reminding yourself what you want to find out. Stakes are concrete and clear. Don’t write stakes about vague feelings or in- cremental changes. Stakes are about im- portant changes that affect the PCs and the world. A good stakes question is one that, when it’s resolved, means that things will never be the same again. The most important thing about stakes is that you find them interesting. Your stakes should be things that you gen- uinely want to know, but that you’re also willing to not decide. Once you’ve writ- ten it as a stake, it’s out of your hands, you don’t get to just make it up anymore. Now you have to play to find out. Playing to find out is one of the biggest rewards of playing Dungeon World. You’ve written down something tied to events happening in the world that you want to find out about—now you get to do just that. Once you have your stakes your front is ready to play. My stakes questions include, as tailored to my group: • Who will be the Champion? • How will Lux respond to the Light from Beyond? • Will the College be able to recruit Avon? Resolving a Front Often a Front will be resolved in a simple and straightforward manner. A Front representing a single dungeon may have its Dangers killed, turned to good, or overcome by some act of heroism. In this case the Front is dissolved and set aside. Maybe there are elements of the Front—Dangers that go unresolved or leftover members of a Danger that’s been cleared—that lives on. Maybe they move to the Campaign Front as brand new Dangers? The Campaign Front will need a bit more effort to resolve. It’ll be working slowly and subtly as the course of the Campaign rolls along. You won’t introduce or re- solve it all at once, but in pieces. The characters work towards defeating the various minions of the Big Bad that lives in your Campaign Front. In the end, though, you’ll know that the Campaign Front is resolved when the Dark God is confronted, the Undead Plague is wiped clear, and the heroes emerge bloodied but victorious. Campaign Fronts take longertodealwith, butintheendthey’re the most satisfying to resolve. When a Front is resolved, take some ex- tra time to sit down and look at the af- termath. Did any Grim Portents come to pass? Even if a Danger is stopped, if one or two Grim Portents are ful- filled, the world is changed. Keep this in mind when you write your future Fronts. Is there anyone who could be moved from the now—defeated Front somewhere else? Anyone get promoted or reduced in stature? The resolution of a Front is an important event! When you resolve an Adventure Front, usually that means the adventure itself has been resolved. This is a great time to take a break and look at The Campaign Front you have. Let it inspire your next Adventure Front. Write up a new Ad- venture Front or polish off one you’ve been working on, draw a few maps to go with it and get ready for the next big thing. Multiple Adventure Fronts As you start your campaign you’re likely to have a lightly-detailed Campaign Front and a single, detailed Adventure Front. Characters may choose, part-way through an Adventure, to pursue some other course. You might end up with a handful of partly-resolved Adventure Fronts. Not only is this okay, it’s a great way to explore a world that feels alive and organic. Always remember, Fronts continue along apace no matter whether the characters are there to see it or not. Thinkoffscreen, especiallywhereFronts are concerned. When running two Adventure Fronts at the same time they can be intertwined or independent. The Anarchists corrupt- ing the city from the inside are a differ- ent Front from the orcs massing outside the walls, but they’d both be in play at once. On the other hand one dungeon couldhavemultipleFrontsatplaywithin its walls: the powers and effects of the cursed place itself and the warring hu- manoid tribes that inhabit it. A situation warrants multiple Adven- ture Fronts when there are multiple Im- pending Dooms, all equally potent but not necessarily related. The Impending Doom of the Anarchists is chaos in the city, the Impending Doom of the orcs is itsutterruination. Theyaretwoseparate Fronts with their own Dangers. They’ll deal with each other, as well, so there’s someroomfortheplayerschoosingsides or attempting to turn the Dangers of one Front against the other. When dealing with multiple Adventure Frontstheplayersarelikelytoprioritize. The cult needs attention now, the orcs can wait, or vice versa. These decisions lead to the slow advancement of the ne- glected Front, eventually causing more problems for the players and leading to new adventures. This can get complex once you’ve got three or four Fronts in play. Take care not to get overwhelmed. Dangers An Example Front: The Opening of the White Gate 52 21 An Example Front: The Opening of the White Gate Dangers The College of Arcanists (Cabal) Impulse: to absorb those in power, to grow Grim Portents • The College sends an expedition to the Gate • The Key is discovered • The Gate’s Power is harnessed • The College seizes control Impending Doom: Usurpation The White Gate (Dark Portal) Impulse: to disgorge demons Grim Portents • The First Trumpet sounds • The Second Trumpet sounds • The Gate is opened Impending Doom: Destruction The Argent Seraphim (Choir of Angels) Impulse: to pass judgement Grim Portents • A Champion is chosen • An organization of power is formed or co-opted • The Herald appears • Judgement is passed Impending Doom: Tyranny Description and Cast An ancient gate, buried for aeons in the icy north. It opens into a realm of pure light, guarded by the Argent Seraphim. ItwascraftedonlytobeopenedatJudge- ment Day, so that the Seraphim could come forth and purge the realm of men. RecentlyuncoveredbytheCollegeofAr- canists, who do not yet understand its terrible power. • Oren Balserus, Arcanist Supreme • Hali’el, voice of the Seraphim • Drudge, a manservant Custom Moves When you stand in the presence of the Light From Beyond, roll+Wis. On a 10+ you are judged worthy, the Argent Seraphimwillgrantyouavisionorboon. On a 7-9 you are under suspicion and see a vision of what dark fate might befall you if you do not correct your ways.1On a miss, thou art weighed in the balance and art found wanting. Stakes • Who will be the Champion? • How will Lux respond to the holy light? • Will the College be able to recruit Avon? Blood and Guts HP 53 22 Blood and Guts Death and dismemberment are common dangers for adventurers to face in Dun- geon World. In the course of play, char- acters will take damage, heal, and maybe even die. A character’s health is mea- sure by their HP (HP being short for hit points). Damage subtracts from HP, which may lead to death. In the right conditions, or with medical or magical help, damage is healed and HP is re- stored. HP Acharacter’sHPisameasureoftheirsta- mina, endurance, and health. More HP means the character can fight longer and endure more before facing Death’s cold stare. Think of HP in the abstract—a character with high HP can’t be hit in the head any more times than one with low HP—they just have greater stores of en- ergy to expend before it comes to blows- to-the-head. Your class tells you how many HP you get. Your Constitution (the score, not the modifier) always comes into play as well so more Constitution means more HP. If your Constitution permanently changes during play you adjust your HP to reflect your new Constitution score. Unless your Constitution changes your maximum HP stays the same. Damage When a character takes damage they subtractthedamagedealtfromtheircur- rent HP. Armor mitigates damage; if a character has armor they subtract their armor’s value from the damage dealt. Damage can never take a character be- low 0 HP. Damage is decided by the attacker. Each class has a base damage die, which may be modified by the weapon used. No matter the implement, the Fighter will always deal more damage than a Wiz- ard—it’s about training and skill. Mon- sters and other non-player characters have a static damage instead of a dice to roll. Playercharactersdealdamageaccording to their class, the weapon used and the move they’ve made. When a character is armed, they deal their class’s damage. If a character is unarmed, they probably can’tdealdamage,ortheymightdo1stun damage. If a move just says "deal damage" the character rolls their class’s damage dice plus any bonuses or penalties from moves or weapons. If a move specifies an amount of damage, use that in place of the class’s damage roll. Monsters’ damage is listed in their de- scription. Use this damage any time the monstertakesdirectactiontohurtsome- one, eveniftheyuseamethodotherthan their normal attack. Other sources of damage—like being struck by a chunk of a collapsing tower, or falling into a pit—are left to the GM based on these options: • It threatens bruises and scrapes at worst: d4 damage • It’s likely to spill some blood, but nothing horrendous: d6 damage • It might break some bones: d8 dam- age • It could kill a common person: d10 damage Add the Ignores Armor tag if the source of the damage is particularly large or if the damage comes from magic or poison. Temporaryorcircumstantialarmorworks the same way: 1 armor for partial cover, 2 armor for major cover. Rememberthatdamageisbothprescrip- tive and descriptive: if a move says someone takes damage—they have been struck by the weapon or ability causing the damage. If a character is struck by a weapon, they take damage. This means that you can deal damage without mak- ing a move. Think of it like an implied move: if you hurt someone and no other moveapplies,youjustdealyourdamage. Damage only applies when the injury is general. Falling into a pit trap is general, it could cause any sort of injury, so it’s represented by HP loss. When the harm is specific, like an orc pulling your arm from its socket, HP should be part of the effect but not the entirety of it. The big- ger issue is dealing with the newly dis- jointed arm: how do you swing a sword or cast a spell? Likewise having your head chopped off is not HP damage, it’s just death. Damage From Multiple Creatures It’s a brave monster that goes into battle alone. Most creatures fight with some- one at their side, and maybe another at their back, and possibly an archer cover- ing the rear, and so on. This can lead to multiple monsters dealing their damage at once. If multiple creatures attack at once roll the damage die for each of them and take the highest result. If some of the crea- tures deal a different amount of damage roll the damage with the highest poten- tial for each creature involved in the at- tack and take the highest result. Debilities Blood and Guts 54 A goblin orkaster (d10+1 damage ignores armor) and three goblins (d6 damage) all throw their respective weapons—a magi- cal acid orb for the orkaster, spears for the rest—at Lux as she assaults their barricade. I roll the highest damage, d10+1 ignores ar- mor, four times: once for the orkaster, and once for each of the other goblins. I take the highest result, a roll of 8, and tell Lux she takes 9 damage ignoring armor as the acid leaks into the scratches left by the spears. Stun Damage Stun damage is non-lethal damage. A PC who takes stun damage is Defying Dan- gertodoanythingatall,thedangerbeing "you’re stunned." A GM character that takes stun damage counts it against their HP as usual, but when they are out of HP they are knocked out, not at the GM’s mercy. Healing There are two sources of healing in Dun- geon World: the passage of time and medical aid. Whenever a character spends some time resting without aggravating their wounds they heal. The amount of heal- ingisdescribedinthemove(MakeCamp for a night in a makeshift bed, Recover for says in civilization). Medical aid, both magical and mundane, also provides healing. The amount of damagehealedisdependentonthemove or item used. Some moves may fully re- plenish HP while others are just enough to keep someone standing through a fight. No matter the source of the healing a character’s HP can never increase over their maximum. Death Death walks the edges of every battle. It waits silently to claim those that fall. A characters who is reduced to 0 HP im- mediately takes his Last Breath. Death comes for commoner and king alike—no stat is added to the Last Breath roll. What lies beyond the Black Gates of Deathisunknownbutitissaidthatmany secrets of the mortal plane are laid bare in what lies beyond. Death’s bargains range from the simple to the costly. Death is capricious. One life may be traded for two more dead while for another Death may demand eternal servitude. Depending on the outcome of the Last Breath the character may become stable. A stable character stays at 0 HP but is alive and unconscious. If they receive healing they regain consciousness and may return to battle or seek safety. If a stablecharactertakesdamageagainthey face Death and draw their Last Breath once more. After Death Being an adventurer isn’t easy—it’s cold nights in the wild and sharp swords and monsters. Sooner or later, you’re go- ing to make that long walk to the Black Gates and give up the ghost. In Dun- geon World, Death is always watching and waiting for an adventurer to slip up and visit the other side. That doesn’t mean you have to give it the satisfaction of sticking around. Death, in its way, is just another challenge to conquer. Even dead adventurers can rise again. If your character dies, you can ask the GM and the other players to try and res- urrectyou. TheGMwilltellthemwhatit will cost to return your poor, dead char- acter to life. If you’re all willing to pay that cost and succeed at the goal set be- fore you then your character can cross back over to the land of the living. The Resurrectionspellisaspecialcaseofthis: the magic of the spell gives you an easier waytogetacompanionback, buttheGM still has a say. While this quest is underway you can play a new character. Maybe a hireling becomes a full-fledged adventurer wor- thy of a whole share and a part in the real action. Maybethecharactersintheparty find a new friend in a steading, will- ing to join them. Maybe your character had a vengeful family member who now seeks to take up their blades and spells to make right what happened. In any case, make your new character as you normally would at level 1. Add Bonds with the other player characters and join inthequesttoresurrectthefallen. When the price has been paid and the quest is done, you can choose which character to play. You can then retire your new character to safety or simply have them vanish into the background. At the start of any given session, choose which char- acter you’ll be playing that time around and set the other aside. Make sure this change makes sense in the story you’ve created—characterscan’tjustappearout of nowhere without a good excuse. GM, when you tell the players what needs to be done to bring their comrade back, don’t feel like it has to derail the flow of the current game. Weave it in to your fronts, steadings and prep. This is a great opportunity to change focus or introduce an element you’ve been wait- ing to show off. Don’t feel, either, that it has to be some great and epic quest. If the character died at the end of a gob- lin pike, maybe all it takes is an awk- wardwalkhomeandafewthousandgold pieces donated to a local temple. Think abouttheramificationsofsuchacharita- ble act and how it might affect the world, give the character back his sweet, sweet life and remember; Death never forgets a soul stolen from his realm. Debilities Losing HP is a general thing, it’s get- ting tired, bruised, cut, and so on. Some wounds are deeper though. These are debilities. • Weak (Str): You can’t exert much force. Maybe some important mus- cles were slashed, or maybe the strength was pulled out of you by magic. • Shaky (Dex): You’re a little unsteady on your feet and you’ve got a shake in your hands. • Sick (Con): Something just isn’t right deep inside. It could be a disease or it might be an organ swollen to burst- ing. • Stunned(Int): You’rehavingtrouble. . .rememberi Is that how that sentence ends? • Confused (Wis): Ears ringing. Vision blurred. You’re more than a little out of it. • Scarred (Cha): It may not be perma- nent, but for now you don’t look so good. Your voice is probably weak too. Debilities are inflicted by certain mon- sters. Not every attack inflicts a debil- ity—they’re most often associated with magic, poison, or stranger things like a vampiresuckingyourblood. Eachdebil- ity is tied to a stat and gives you -1 to that stat’s modifier. The stat’s score is unaf- fected so you don’t have to worry about changing your Load when you’re Weak. You can only have each debility once. If you’re already Sick and something makes you Sick you just ignore it. Debilities are harder to heal than HP. Somehighlevelmagiccandoit, sure, but your best bet is getting somewhere safe and spending a few days in a soft warm bed. Of course debilities are both de- scriptive and prescriptive: if something happens that would remove a debility, that debility is gone. Debilities don’t replace descriptions and using the established fiction. When someone loses an arm that isn’t Weak, that’s losing an arm. They can’t hold a shield, to begin with. Don’t let debilities limit you. A specific disease can have whatever effects you can dream up, Sick is just a convenient shorthand for some anonymousfeverpickedupfromafilthy rat. Blood and Guts Advancement 55 Advancement Dungeon World is ever-changing. The characters change, too. As their adven- tures progress, player characters gain experience or XP, which lets them level up. This prepares them for greater dan- ger, bigger adventures, and mightier deeds. Advancement, like everything else in DungeonWorld,isbothprescriptiveand descriptive. Prescriptive means that when a player changes their character sheet the character changes. Descriptive means that when the character changes the player should change the character sheet to reflect that. This isn’t a benefit or detriment to the players or the GM; it’s not an excuse to gainmorepowersortakethemaway. It’s justareflectionoflifeinDungeonWorld. Gregor offers his signature weapon, an axe permanently dyed green in orc blood, as a desperatebargaintosavetheKingfrometer- nal damnation. Without his axe he gets none of the benefits of his signature weapon. Should he recover it he’ll have access to its benefits again. Avon, despite being a Wizard, has risen to the notice of Lenoral, the deity of arcane knowledge. After being blessed by an avatar of Lenoral, Avon is under the deity’s watch. He can fulfill Petitions and gain boons like a Cleric. Descriptive changes only happen when the character has clearly gained access to an ability. Befriending a stray dog does not have the same benefits as an animal companion. Level Up When you have a safe moment and XP equal to (or greater than) your currentlevel+7,resetyourXPto0and choose a new advanced move from your class. If you are the Wizard, you also get to add a new spell to your spellbook. Newmovesarechosenbasedonthechar- acter’s new level. If a move requires 6th level, it’s available as the character ad- vances from 5th to 6th level. If your new level is 3, 6, or 9, you also get to increase a stat by 2. Increase the base score of the stat of your choice by 2, adjust the modifier to reflect the new score. Changing your Constitution in- creases your maximum and current HP. Ability scores can’t go higher than 18. Requires & Replaces Some moves depend on other moves. If another move is listed along with the word Requires or Replaces you can only gain the new move if you have the move it requires or replaces. A move the requires another move can only be taken if you have the move it requires already. You then have both moves and they both apply. A move that replaces another move can only be taken if you have the move it replaces already. You lose access to the replacedmoveandjusthavethenewone. Thenewmovewillusuallyincludeallthe benefits of the replaced one: maybe you replace a move that gives you 1 armor with one that gives you 2 armor instead. Bonds Bonds are what make you a party of ad- venturers, not just a random assortment of people. Seeing your bonds evolve and playoffeachotherisoneofthebestparts of the game. That said, this isn’t high drama. How you feel about Titanius doesn’t matter so much when you’re both fighting for life and limb against a horde of demons who would happily end the world if they could. Bonds are the icing on the cake: theymakeyouradventures(andyourad- venturers) more interesting. Resolving Bonds At the end of each session you may re- solve one bond. Resolution of a bond de- pends on both you and the player of the character you share the bond with: you suggest that the bond has been resolved and, if they agree, it is. A bond is resolved when it no longer de- scribes how you relate to that person. Thatmaybebecausecircumstanceshave changed—Thelian used to have your back but after he didn’t rush to save you from the ankheg you’re not so sure. Or it could be because that’s no longer a ques- tion—you guided Wesley before and he owed you, but he paid that debt when he saved your life with a well-timed spell. Any time you look at a Bond and think "that’s not a big factor in how we relate anymore" the bond is at a good place to resolve. If a character has blank Bonds left over from character creation they can resolve that Bond without asking anyone and write a new one or they can add a charac- ter’s name to the Bond instead of writing a new Bond. Ignoring a Bond at char- acter creation does not reduce the total Bonds available to the character. Writing New Bonds You write a new bond whenever you re- solve an old one. Your new bond may be with the same character, but it doesn’t have to be. When you write a new bond first choose another character. Then pick something relevant to the last session you’ve just finished—maybe a place you traveled together or a treasure you discovered. Lastly, choose a thought or belief your characterholdsthattiesthetwotogether and an action, something you’re going to doaboutit. You’llendupwithsomething like this: • Avon proved himself a coward in the dungeons of Xax’takar, he is a dan- gerous liability to the party and must be watched. • Mouse’s quick thinking saved me from the white dragon we faced. I owe her a boon. • Xotoq won the Bone-and-Whispers Axethroughtrickery! Itwillbemine, I swear it. • Valeria’s kindness to the Gnomes of the Vale has swayed my heart. I will find a way to prove to her my love. These new bonds act just like the old ones. They are still resolved and still grant XP when resolved. If you chose not to use a starting Bond you can replace it with a new Bond at the end of any session. This does not count as resolving a Bond, you don’t get XP for it. Alignment Alignment is your characters’ way of thinking and moral compass. For the character, this is reflected as an ethi- cal ideal, religious strictures, or maybe just a gut instinct. It reflects the things your character might aspire to be and can guide you when you’re not sure what to do next. Some characters might proudly proclaim their alignment while others might hide it away. A charac- ter might not say "I’m an evil person" but may instead say "I put myself first." That’s all well and good for a character, but the world knows otherwise. Buried deep down inside is the ideal self a per- son wants to become—it is this mys- tic core that certain spells and abilities tapintowhendetectingsomeone’salign- ment. Every sentient creature in Dun- geon World bears an alignment, be she an elf, a human, or some other, stranger thing. The alignments are Good, Lawful, Neu- tral, Chaotic, and Evil. Each one shows anaspirationtobeadifferenttypeofper- son. Lawful creatures aspire to impose order on the world, either for their own ben- efit or for that of others. Chaotic crea- tures embrace change and idealize the messy reality of the world, prizing free- dom above all else. Good creatures seek to put others before themselves. Evil creatures put themselves first at the ex- Alignment Blood and Guts 56 pense of others. A Neutral creature looks out for itself so long as that doesn’t hurt anyone else much. Neutral characters are content to live their lives and pursue their own goals and let others do the same. Most creatures are Neutral. They take no particular pleasure in harming oth- ers, but will do it if it is justified by their situation. Those that put an ideal, be it Law, Chaos, Good, or Evil, above them- selves are rarer. Even two creatures of the same align- ment can come into conflict. Aspiring to help others does not grant infallibil- ity,twoGoodcreaturesmayfightanddie over two different views of how to help others. A great king may wage war on a freecitydespitehisgoodalignmentsince he sees (justly, perhaps) that the peoples of the free city will live a better life under his enlightened rule. Changing Alignment Alignment can, and will, change. Usu- allysuchachangecomesaboutasagrad- ual slide to a decisive moment when the pain caused becomes too great or the benefit too others too small. Any time a player would earn XP from their current alignment they can, in- stead of taking the XP, change the align- ment. The player must have a reason for the change which they can explain to the other players. If they can’t explain why their character has had a change of hearttheycan’tchangealignment. Don’t abuse the privilege. The first time a player character changes alignment it must be to another align- ment listed for their class, though they can choose any of the alignment moves below for a listed alignment. After that they can go to any alignment they like. In some cases a player character may switchalignmentmoveswhilestillkeep- ing the same alignment. This reflects a smaller shift, one of priority instead of a wholesaleshiftinthinking. Theysimply choose a new move for the same align- mentfrom belowandmentionwhytheir character now sees this as important. GM characters can change alignment as well,eveniftheplayershavealreadydis- cerned the character’s alignment. Since NPCs do not earn XP the GM can change the NPC’s alignment any time it’s war- ranted. The GM is subject to the same justificationrequirement: ifanNPCwith a known alignment is no longer that alignment the players may ask the GM for a reason why. Lawful • Uphold the letter of the law over the spirit • Fulfill a promise of import • Bring someone to justice • Choose honor over personal gain • Put power in its rightful hands • Return treasure to its rightful owner Good • Ignore danger to aid another • Lead others into righteous battle • Give up powers or riches for the greater good • Reveal a dangerous lie • Show mercy Neutral Chaotic • Reveal corruption • Break an unjust law to benefit an- other • Defeat a tyrant • Reveal hypocrisy Evil • Take advantage of someone’s trust • Cause suffering for its own sake • Destroy something beautiful • Upset the rightful order • Harm an innocent Example 57 23 Example I’m GMing a game with Isaac (play- ing Omar), Ben (playing Brianne), Amy (playing Nora), and Dan (playing Rath). The group has come upon a tribe of gob- linspreparingtheritualsacrificeofarare and valuable albino crocodile (highly re- garded as pets among the wealthy of the city). Three of the goblin warriors—drugged on narcotic vapors—charge the fighter Brianne, shrieking. Two others take cover,preparetheirbowsandgestureur- gently toward Rath, as they make signs to ward off the evil eye. Another group of three slips into the shadows around theouter edge of the chamber, preparing a sneak attack. The high priest and her acolyte carry on with the ritual, rubbing the croc’s upturned belly to keep it com- pliant, and bringing out the sacred knife to slit its throat. Once I describe the situation I make sure thegame’saconversationbygivingthem a chance to do something: "So, what do you do?" Isaacjumpsintotheactionfirst. "There’s enough shadows at the edges of the chamber to hide in?" "Yeah," I say, "the goblins aren’t much for lighting appar- ently. The edges of the chamber just kind of disappear into crumbling walls, rubble, and gloom." "Great! I’m going over here, the other side from where the sneaky ones went. Omar glances over his shoulders, pulls up his hood over his head, and ducks into the shadows. I’m going to pop out of the shadows right here, where the torches illuminate the sacrificial altar." Ilookoverthemapandsay"Well,there’s certainly a danger of being discovered that I think you’re defying. Sounds like Dex to me, since you’re moving carefully and silently," so he picks up the dice and rolls. The dice show 1 and 2, plus his Dex of 2 is only 5. "Damn!" he says. I already have an idea of what to do, but I check it against my list of moves to be sure. Sure enough, my idea to have him get his foot lodged in the rubble in the darkness is a move, "put someone in a spot." "As you make your way through the shadows, you put your foot down on some rubble and it shifts under you, pin- ning your foot. What’s worse, you hear a deep raspy breath as the shifting rubble awakes something in the shadows. Are you giving away your position to cry for help or trying to get out yourself?" "Um, I’m not sure." "That’s fine, we’ll come back to you. What are the rest of you doing?" Danstepsup. "Thosegoblinsthatducked into the shadows? Can I see them?" "Not at first glance. Are you trying to pick them out?" "No, I’m just wondering if they’ll be targets for my sleep spell. I push the winds of magic into a lulling summer breeze that fills the room." Dan rolls his Cast a Spell move to cast Sleep. He rolls 6 total on the dice, and he has +2 Int, for a total of 8. He has a choice to make. "You can feel the spell slipping away from you, the winds of magic are alreadyallcaughtupinthegoblin’sritual sacrifice. There are some options on the move, which one are you taking to keep the spell?" Dan ponders his options. "I may need to put more of these guys to sleep. Brianne, can you cover me if I get in trouble or should I take the -1 forward?" "Sure, I can cover you." Ben says. "Okay, I’ll take the danger option." "Great" I say. "The narcotic vapors those goblins are on? It attunes their senses: They can feel the winds of magic just a bit, and now they’re all running at you instead of Brianne. How many creatures are you putting to sleep?" Dan rolls the dice. "Looks like only 1, damn." "Right in the middle of some long gob- lin invocation the priest just drops to thefloor. Heracolyteimmediatelystarts shaking her to wake her up. Neither of them is paying much attention to the al- bino crocodile, which is no longer con- tentsincenooneisrubbingitsbelly. The goblins on the fumes, though, they’re coming right at Rath." Ben jumps in. "I step between Rath and the crazed goblins and make myself a bigtarget,drawingthegoblin’sattention with a yell." "Sounds like Defend" I say. "Okay, I rolled a 7, so I hold 1." "Great. The three goblins on fumes prat- ically bowl Rath over as they slam into him, swinging their daggers wildly." "No they don’t!" Ben says. "I spend my hold to get into the way and direct the attack to me." "So Brianne steps in at the last moment, pushes Rath out of the way, and the gob- lins lay into her instead. Looks like 5 damage. Nora, Brianne’s got these three psychotic goblins all over her, Rath’s just put the priestess to sleep, the croco- dile’s stirring, and Omar’s nowhere to be found. What are you doing?" "First I line up a shot on one of the archer goblins, and while I’m doing that I give a little head nod and Canto heads off into the shadows, he’s trained to hunt, he’s looking for Omar to make sure he’s al- right." IlookovertheRanger’sCommandmove, to make sure I know what the effects of Canto’s search are, before responding. "Well, on his own Canto will probably Example 58 find Omar in a while. If you go into the darkness with him you’ll his bonus to your Discern Realities roll to find Omar. But first it sounds like you’re making a Called Shot?" "Oh, the goblin archers are surprised by me? I thought I was just volleying" Amy replies. It’s time for me to make a call. "No, they’re entirely focused on Rath, they’re about to fire on him. I think you’ve got the element of surprise because they’re just too focused." "Great! Then I’ll go ahead and take a shot at the arms of the one closest to me, I want him to drop his bow. Looks like that’s +Dex. . .10! He drops his bow and takes 4 damage." I consult the goblin’s stats first, then re- ply "yup, that’ll kill him. And since you hit him dead in the arm, he doesn’t get a shot off. The other one, however, re- leases his shot at Rath, for 2 damage. Rath, Brianne pushes you out of the way and you think you’re safe for a split sec- ond before an arrow flies into your leg, what are you doing about it? Actually, hold that thought, let’s see what Omar’s doing." Isaac’s had some time to think things through now. "This deep raspy breath, can I make out where it’s coming from? Is it like a human-sized rasp or a monster-sized rasp?" "Sounds to me like you’re trying to listen to your senses and get some informa- tion." I’m hoping that this will remind Isaac there’s a move for this, instead of just telling him to make the move. "Oh yeah! So I’m Discerning Realities, staying as quiet as I can and just trying to pick up any detail on what this thing is. With my Wisdom that’s a 7, whew. What should I be on the lookout for?" I take a second to look over my notes and the map, just to make sure I give him all the information. "Well, not the goblins, actually. They pass by, closer to the light then you, intent on backstabbing your friends and not noticing you. The thing that you do see is the tip of this huge crocodile snout peak over a mound of rubble, with that rasping sound coming from it. It looks like the albino crocodile hasfamily,andit’sbig,horse-size. Ifyou make noise by moving rocks and getting unstuck it’ll almost certainly hear you. What are you doing about that?" Isaac ponders. "So, I can try to get out of here, Defying Danger most likely from the sounds of it. Or. . .I tear off a piece of my cloak and soak it in an entire dose of my Goldenroot poison. It’s an applied poison,butifIcangetthishugecrocodile to swallow it before it swallows me it’ll treat me as a trusted ally, and then I can use it against the goblins." "Okay!" That sounds like a risky plan to me, but it’s just crazy enough to work. Time to cut back to someone else. "Omar’s soaking poison into a scrap of cloak, Brianne’s got three drugged-up goblinsscrapingather, Nora’sgotaneye out for Omar, there are goblin sneaks in theshadows, onegoblinarcherbytheal- ter, the crocodile is waking up, and Rath just took an arrow to the knee. Whew. Rath, what are you doing about that ar- row?" The world Creating the world 59 24 The world Much of the adventuring life is spent in dusty, forgotten tombs or in places of terror and life-threatening danger. It’s commonplace to awaken from a short andfitfulrest,stilldeepinthebellyofthe worldandsurroundedbyfoes. Whenthe timecomestoemergefromthesekindsof places—whetherladenwiththespoilsof battle or beaten and bloody—an adven- turer seeks out safety and solace. These are the comforts of civilization; a warm bath, a meal of mead and bread, company of fellow men and elves and dwarves. Often, thoughtsofreturningto these places are all that keep an adven- turerfromsuccumbingtomadnessinthe depths. All fight for gold and glory but intheir hearts, everyone wantsaplace to call "home". Thischaptercoversthewiderworld. The grand and sweeping scope outside the dungeon. The always-marching move- ment of the GMs Fronts will shape the world and, in turn, the world reflects the actions the players take to stop or redi- rect them. Steadings We call all the assorted communities, holds, and so on where there’s a place to stay and some modicum of safety Steadings,asin"homestead."Steadings are places with at least a handful of in- habitants, usually humans, and some stable structures. They can be as big as a capitalcityorassmallasfewramshackle buildings. Creating the world Remember how you started the first ses- sion? With action either underway or impending? At some point the charac- tersaregoingtoneedtoretreatfromthat action, either to heal their wounds or to celebrate and resupply. When the players leave the site of their first adventure for the safety of civiliza- tion it’s time to start drawing the Cam- paign Map. Take a large sheet of paper (plain white if you like or hex-gridded if you want to get fancy), place it where everyone can see, and make a mark for the site of the adventure. Use pencil, this map will change. It can be figurative or literal depending on your drawing skill, just make it obvious. Keep the marking small and somewhere around the center of the paper so you have space to grow. NowaddthenearestSteading,aplacethe characters can go to rest and gather sup- plies. Draw a mark for that place on the map and fill in the space between with some terrain features. Try to keep the it withinadayortwoofthesiteoftheirfirst adventure—a short trip through a rocky pass or some heavy woods is suitable, or a wider distance by road or across open ground. When you have time (after the first ses- sion or during a snack break or the like) use the rules to create the first Steading. Consider adding marks for other places that have been mentioned so far, either details from character creation or the Steading rules themselves. Steading Moves When the players visit a Steading there are some special moves they’ll be able to make. Thesestillfollowthefictionalflow of the game. When the players arrive, ask them "What do you do?" The players’ actions will, more often than not, trig- ger a move from this list. They represent respite,reinvigorationandresupply;op- portunitiesfortheplayerstogathertheir wits and spend their treasure. Remem- ber that a Steading isn’t a break from re- ality. You’re still making hard moves when necessary and thinking about how the players’ action (or inaction) leads to your Fronts advancing. The Impending Doom is always there, whether the play- ers are combatting it in the dungeon or ignoring it while getting drunk in the lo- cal tavern. Let each player make one or two moves here, depending on how they answer your "what do you do?" question. Don’t let a visit to a Steading become a per- manent respite. Remember, Dungeon World is a scary, dangerous place. If the players choose to ignore that, make a hardmove. Fillthecharacters’liveswith adventure whether they’re out seeking it or not. These moves exist to you can make a visit to town an interesting thing without spending a whole session hag- gling over the cost of a new baldric. Carouse When you return triumphant and throw a big party , spend 100 coin and roll + extra 100s of coin spent. On a 10+ choose 3. On a 7–9 choose 1. On a miss, you still choose one, but things get really out of hand. • You befriend a useful NPC • You hear rumors of an opportunity • You gain useful information • You are not entangled, ensorcelled, or tricked Supply When you go to buy something with coin on hand , if it’s something read- ily available in the steading you’re in, you can buy it at market price. If it’s something special, beyond what’s usu- ally available here, or non-mundane, roll+Cha. On a 10+ you find what you’re looking for at a fair price. On a 7–9 you’ll have to pay more or settle for something Recover The world 60 similar. Recover When you do nothing but rest in comfort and safety after a day of rest you recover all your HP. After three days of rest you remove one debility of your choice. If you’re under the care of a healer (magical or otherwise) you heal a debility for every two days of rest in- stead. Recruit When you put out word that you’re lookingtohirehelp,roll. Ifyoumake it known. . . • . . .that your pay is generous, take +1 • . . .what you’re settingouttodo, take +1 • . . .thatthey’llgetashareofwhatever you find, take +1 If you have a useful reputation around these parts take an additional +1. On a 10+ you’ve got your pick of a number of skilled applicants, your choice who you hire and no penalty for not taking them along. On a 7–9 you’ll have to settle for whatyougetorturnapplicantsaway. On a miss someone influential and ill-suited declaresthey’dliketocomealong(afool- hardy young duke, a loose cannon mer- cenary, orahiddenenemy, forexample), bring them and damn the consequences or turn them away and risk their ire. If youturnawayapplicantsyoutake-1for- ward to Recruit. Outstanding Warrants When you return to a Steading in whichyou’vecausedtroublebefore , roll+Cha. On a 10+, word has spread of yourdeedsandeveryonerecognizesyou. On a 7–9 that, and GM chooses a compli- cation: • The local constabulary has a warrant out for your arrest • Someone who holds a grudge makes their move • Someone important to you has been put in a bad spot as a result of your actions Bolster When you spend your leisure time in study, meditation, or hard prac- tice, you gain preparation. If you pre- pare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation paysoffspend 1preparationfor+1toany roll. Youcanonlyspendonepreparation per roll. Elements of a Steading A Steading is any bit of civilization that offers some amount of safety to its in- habitants. Villages, towns, keeps, and cities are the most common Steadings. Steadings are differentiated based on size. The size indicates roughly how many people the Steading can support. The population tag tells you if the cur- rent population is more then or less than this amount. Villages are the smallest Steadings. They’re usually out of the way, off the main roads. If they’re lucky they can muster some defense but it’s often just rabble with pitchforks and torches. A village stands near some easily ex- ploitable resource: rich soil, plentiful fish,anoldforest,oramine. Theremight beastoreofsomesortbutmorelikelyit’s just people trading to each other. Coin is scarce. Towns have a few thousand inhabitants. They’re the kind of place that springs up around a mill, trading post, or inn and usually have fields, farms, and livestock of some kind. They might have a stand- ing militia of farmers strong enough to wieldabladeorshootabow. Townshave the basics for sale but certainly no spe- cialgoods. Usuallythey’llfocusonalocal product or two and do some trade with travelers. A Keep is a Steading built specifically fordefense—sometimesofaparticularly important location like a river delta or a rich gold mine. Keeps are found at the frontier edges of civilization. Inhabi- tants are inured to the day-to-day dan- gers of the road. They’re tough folks that number between a hundred and a thou- sand, depending on the size of the Keep and the place it defends. Keeps won’t often have much beyond their own sup- plies, traded to them from nearby vil- lages, but will almost always have arms and armor and sometimes a rare magical item found in the local wilds. From bustling trade center to sprawl- ing metropolis the City represents the largest sort of Steading in Dungeon World. These are places where folk of manyracesandkindscanbefound. They often exist at the confluence of a handful of trade routes or are built in a place of spiritual significance. They don’t often generate their own materials for trade, relying on villages nearby for food and rawmaterialbutwillalwayshavecrafted goods and some stranger things for sale to those willing to seek them. Steadings are created as needed. Dis- covered by players, added as part of the prep for a Front or spawned as the result of the GM asking questions of the play- ers, whatever the reason each Steading is created using the rules below. Like weapons, Steadings are described by their tags. All Steadings have tags in- dicating prosperity, population and de- fenses and many will have tags to illus- trate their more unusual properties. Prosperity indicates what kinds of items are usually available. Population indi- cates the number of inhabitants rela- tive to the current size of the steading. Defenses indicate the general scope of arms the steading has. Tags in these categories can be adjusted. -category means to change the steading to the next lower tag for that category (so Moderate would become Poor when tagged with - Prosperity). +category means to change the steading to the next higher tag (so Shrinking becomes Steady with +Pop- ulation). Tags in those categories can also be compared like numbers. Treat the lowest tag in that category as 1 and each successive tag as the next number (so Dirt is 1, Poor is 2, etc.). Tags will change of the course of play. Creating a Steading provides a snapshot of what that place looks like right now . As the players spend time in it and your Fronts progress the world will change and your Steadings with it. Adding Steadings You add your first Steading when you create the Campaign Map; it’s the place the players go to to rest and recover. When you first draw it on the map all you need is a name and a location. When you have the time you’ll use the rules below to create the Steading. The first Steading is usually a village, but you can use a town if the first adventure was closely tied to humans (for example, if the players fought a human cult). Create it using the rules below. Once you’ve created the first Steading youcanaddotherplacesreferencedinits tags (the Oath, Trade, and Enmity tags in particular) or anywhere else that’s been referredtoinplay. Don’taddtoomuchin the first session, leave blanks and places to explore. As play progresses the characters will discover new locales and places of in- terest either directly, by stumbling upon them in the wild, or indirectly, by hear- ing about them in rumors or tales. Add new Steadings, dungeons, and other lo- cations to the map as they’re discovered or heard about. Villages are often near a useful resource. Towns are often found at the point where several villages meet to trade.Keeps watch over important lo- cations. Cities rely on the trade and sup- port of smaller steads. Dungeons can be found anywhere and in many forms. Whenever you add a new Steading use the rules to decide its tags. Consider adding a distinctive feature somewhere The world Making a Village 61 nearby. Maybe a forest, some old stand- ingstones,anabandonedcastle,orwhat- ever else catches your fancy or makes sense. AmapofonlySteadingsandruins with nothing in-between is dull, don’t neglect the other features of the world. Steading Tags Prosperity Dirt : Nothing for sale, nobody has more than they need (and they’re lucky if they have that). Unskilled labor is cheap. Poor : Only the bare necessities for sale. Weaponsarescarceunlessthesteadingis heavily defended or militant. Unskilled labor is readily available. Moderate : Most mundane items are available. Some types of skilled labor- ers. Wealthy : Any mundane item can be found for sale. Most kinds of skilled la- borers, too, but demand is high for their time. Rich : Mundane items and more, if you know where to find them. Specialist la- bor available, but at high prices. Population Exodus : The Steading has lost its popu- lation and is on the verge of collapse. Shrinking : The population is less than it once was. Buildings stand empty. Steady : The population is in line with the current size of the steading. Some slow growth. Growing : More people than there are buildings. Booming : Resources are stretched thin trying to keep up with the number of people. Defenses None : Clubs, torches, farming tools. Militia : There are several dozen able- bodied men and women with worn weaponsreadytobecalled,butnostand- ing force. Watch : There are a few watchers posted who look out for trouble and settle small problems, but their main role is to sum- mon the militia. Guard : There are armed defenders at all times with a total pool of less than 100 (or equivalent). There is always at least one armed patrol about the steading. Garrison : There are armed defenders at all times with a total pool of 100–300 (or equivalent). There are multiple armed patrols at all times. Battalion : As many as 1,000 armed de- fenders(orequivalent). Thesteadinghas manned maintained defenses as well. Legion : The Steading is defended by thousands of armed defenders (or equiv- alent). The Steading’s defenses are in- timidating. Other Tags Safe : Outside trouble doesn’t come here unless the players bring it. Idyllic and often hidden. If the Steading would lose or degrade another beneficial tag get rid of Safe instead. Religion : The listed deity is revered here. Exotic : There are goods and services available here that aren’t available any- where else nearby. List them. Resource : The steading has easy access to the listed resource (e.g. a spice, a type of ore, fish, grapes). That resource is sig- nificantly cheaper. Need : The Steading has an acute or on- going need for the listed resource. That resource sells for considerably more. Oath : The Steading has sworn oaths to thelistedSteadings. Theseoathsaregen- erally of fealty or support, but may be more specific. Trade : The Steading regularly trades with the listed Steadings. Market : Everyone comes here to trade. Onanygivendaytheavailableitemsmay befarbeyondtheirprosperity. +1toSup- ply. Enmity : The steading holds a grudge against the listed steadings. History: Somethingimportantoncehap- pened here, choose one and detail or make up your own: Battle, Miracle, Myth, Romance, Tragedy. Arcane: Someoneintowncancastarcane spells for a price. This tends to draw more arcane casters, +1 to Recruit when you put out word you’re looking for an adept. Divine : There is a major religious pres- ence, maybe a cathedral or monastery. They can heal and maybe even raise the dead for a donation or resolution of a quest. Take +1 to recruit priests here. Guild : The listed type of guild has a ma- jorpresence(andusuallyafairamountof influence). If the guild is closely associ- ated with a type of hireling, +1 to recruit that type of hireling. Personage : There’s a notable person who makes their home here. Give them a name and a short note on why they’re notable. Dwarven : The Steading is significantly or entirely dwarves. Dwarven goods are lower price. Elven: TheSteadingissignificantlyoren- tirely elves. Elven goods are lower price. Craft : The Steading is known for excel- lence in the listed craft. Items that are a product of that craft are of lower price, higher quality, or both. Lawless : Crime is rampant; authority is weak. Blight : The Steading has a recurring problem, usually a type of monster. Power : The Steading holds sway of some type. Typically Political, Divine, or Ar- cane. Steading Names Greybark, Nook’s Crossing, Tanner’s Ford, Goldenfield, Barrowbridge, Rum River, Brindenburg, Shambles, Cov- aner, Enfield, Crystal Falls, Castle Daunting, Nulty’s Harbor, Castonshire, Cornwood, Irongate, Mayhill, Pigton, Crosses, Battlemoore, Torsea, Cur- land, Snowcalm, Seawall, Varlosh, Ter- minum,Avonia,Bucksburg,Settledown, Goblinjaw, Hammerford, Pit, The Grey Fast, Ennet Bend, Harrison’s Hold, Fortress Andwynne, Blackstone Making a Village By default a village is Poor, Steady, Mili- tia, Resource (your choice) and has an Oath to another steading of your choice. If the village is part of a kingdom or em- pire choose one: • The village is somewhere naturally defended: Safe, -Defenses • The village abundant resources that sustain it: +Prosperity, Resource (your choice), Enmity (your choice) • The village is under the protec- tion of another steading: Oath (that steading), +Defenses • The village is on a major road: Trade (your choice), +Prosperity • The village is built around a wizard’s tower: Personage(thewizard),Blight (arcane creatures) • The village was built on the site of re- ligious significance: Divine, History (your choice) Choose one problem: • The village is in arid or uncultivable land: Need (Food) • Thevillageisdedicatedtoadeity: Re- ligious (that deity), Enmity (a settle- ment of another deity) • The village has recently fought a bat- tle: -Population, -Prosperity if they fought to the end, -Defenses if they lost. • The village has a monster problem: Blight (that monster), Need (adven- turers) • The village has absorbed another vil- lage: +Population, Lawless • The village is remote or unwelcom- ing: -Prosperity, Dwarven or Elven Making a Town The world 62 Making a Town By default a town is Moderate, Steady, Watch, and Trade (two of your choice). If the town is listed as Trade by another steading choose one: • The town is booming: Booming, Lawless • The town stands on a crossroads: Market, +Prosperity • The town is defended by another steading: Oath (that steading), +De- fenses • The town is built around a church: Power (Divine) • Thetownisbuiltaroundacraft: Craft (your choice), Resource (something required for that craft) • The town is built around a military post: +Defenses Choose one problem: • The town has grown too big for an important supply (like grain, wood, or stone): Need (that resource), Trade (a village or town with that resource) • The town offers defense to others: Oath (your choice), -Defenses • The town is notorious for an outlaw whoisrumoredtolivethere: Person- age (the outlaw), Enmity (where the crimes were committed) • The town has corneredthemarket on a good or service: Exotic (that good orservice),Enmity(asettlementwith ambition) • The town has a disease: -Population • The town is a popular meeting place: +Population, Lawless Making a Keep By default a keep is Poor, Shrinking, Guard, Need (Supplies), Trade (some- place with supplies), Oath (your choice). If the keep is owed fealty by at least one settlement choose one: • The keep belongs to a noble family: +Prosperity, Power (Political) • The keep is run by a skilled com- mander: Personage (the comman- der), +Defenses • The keep stands watch over a trade road: +Prosperity, Guild (trade) • The keep is used to train special troops: Arcane, -Population • The keep is surrounded by fertile land: remove Need (Supplies) • The keep stands on a border: +De- fenses, Enmity(steadingontheother side of the border) Choose one problem • The keep is built on a naturally de- fensible position: Safe, -Population • The keep was a conquest from an- other power: Enmity (steadings of that power) • The keep is a safe haven for brigands: Lawless • The keep was built to defend from a specific threat: Blight (that threat) • The keep has seen horrible bloody war: History(Battle), Blight(Restless Spirits) • The keep is given the worst of the worst: Need (Skilled Recruits) Making a City By default a city is Moderate, Steady, Guard, Market, and Guild (one of your choice). It also has Oaths with at least two other steadings, usually a town and a keep. If the city has trade with at least one steading and fealty from at least one steading choose one: • Thecityhaspermanentdefenses,like walls: +Defenses, Oath (your choice) • The city is ruled by a single individ- ual: Personage(theruler),Power(Po- litical) • Thecityisdiverse: DwarvenorElven or both • The city is a trade hub: Trade (every steading nearby), +Prosperity • The city is ancient, built on top of its own ruins: History (your choice), Di- vine • The city is a center of learning: Ar- cane, Craft (your choice), Power (Ar- cane) Choose one problem: • The city has outgrown its resources: +Population, Need (food) • The city has designs on nearby ter- ritory: Enmity (nearby steadings), +Defenses • The city is ruled by a theocracy: - Defenses, Power (Divine) • The city is ruled by the people: - Defenses, +Population • The city has supernatural defenses: +Defenses, Blight (related supernat- ural creatures) • The city lies on a place of power: Ar- cane, Personage (whoever watches the place of power), Blight (arcane creatures) Fronts on the Campaign Map Ofcourseyour steadings are not the only thing on the campaign map. In addition to steadings and the areas around them yourfrontswillappearonthemap,albeit indirectly. Fronts are organizational tools, not something the characters think of, so don’t put them on the map directly. The orcs of Olg’gothal may be a front but don’t just draw them on the map. In- stead for each front add some feature to the map that indicates the front’s pres- ence. You can label it if you like, but use the name that the characters would use, not the name you gave the front. Forexample, theorcsofOlg’gothalcould bemarkedonthemapwithaburningvil- lagetheyleftbehind, firesinthedistance at night, or a stream of refugees. Lord Xothal, a lich, might be marked by the tower where dead plants take root and grow. As your fronts change, change the map. If the players cleanse Xothal’s tower re- draw it. If the orcs are driven off, erase the crowds of refugees. Updating the Campaign Map The Campaign Map is updated between sessions or whenever the players spend significantdowntimeinasafeplace. Up- dates are both prescriptive and descrip- tive: if an event transpires that, say, gathersalargerfightingforcetoavillage, update the tags to reflect that. Likewise if a change in tags mean that a village has a bigger fighting force you’ll likely see more armored men in the street. Between each session check each of the conditions below. Go down the list and checkeachconditionforallsteadingsbe- fore moving to the next. If a condition applies, apply its effects. Growth When a village or town is Booming and its Prosperity is above Moder- ate you may reduce Prosperity and De- fenses to move to the next largest type. New towns immediately gain Market and new cities immediately gain Guild (your choice). Collapse When a steading’s Population is Ex- odus and its Prosperity is Poor or less it shrinks. A city becomes a town with a Steady Population and +Prosper- ity. A keep becomes a town with +De- fenses and a Steady population. A town becomes a village with Steady popula- tion and +Prosperity. A village becomes a ghost town. The world Updating the Campaign Map 63 Want When a steading has a Need that is not fulfilled (through trade, capture, or otherwise) that steading is in want. It gets either -Prosperity, -Population, or loses a tag based on that resource like Craft or Trade, your choice. Trade When Trade is blocked because the source of that trade is gone, the route is endangered, or political reasons, the steadinghasachoice: gainNeed(atraded good) or take -Prosperity. Capture When control of a resource changes removethatresourcefromthetagsofthe previous owner and add it to the tags of the new owner (if applicable). If the pre- viousownerhasaCraftorTradebasedon that resource they now have Need (that resource). If the new owner had a Need for that resource, remove it. Profit When a steading has more Trade than its current Prosperity it gets +Prosperity. Surplus WhenasteadinghasaResourcethat another steading Needs unless En- mityorotherdiplomaticreasonsprevent it they set up Trade. The steading with the Resource gets +Prosperity and their choice of Oaths, +Population, or +De- fenses; thesteadingwiththeNeederases that need and adds Trade. Aid When a steading has Oaths to a steading under attack that steading may take -Defenses to give the steading under attack +Defenses. Embattled When a steading is surrounded by enemyforcesitsuffersloses. Ifitfights back with force it gets -Defenses. If its new Defenses are Watch or less it also gets -Prosperity. If it instead tries to wait out the attack it gets -Population. If its new Population is Shrinking or less it losesatagofyourchoice. Ifthesteading’s Defenses outclass the attacker’s (your call if it’s not clear, or make it part of an Adventure Front) the steading is no longer surrounded. Opportunity WhenasteadinghasEnmityagainst a weaker steading they may attack. Subtract the distance (in rations) be- tween the steadings from the steading with Enmity’s Defenses. If the result is greater than the other steading’s De- fenses +Defense for each step of size dif- ference (village to town, town to keep, keep to city) they definitely attack. Oth- erwise it’s your call: has anything hap- pened recently to stoke their anger? The forces of the attacker embattle the de- fender, while they maintain the attack they’re -Defenses. Clash When two steadings both attack each other their forces meet some- wherebetweenthemandfight. Ifthey’re evenly matched they both get -Defenses and their troops return home. If one has the advantage they take -Defenses while the other takes -2 Defenses. Other Updates The conditions above detail the most ba- sic of interactions between steadings, of course the presence of your Fronts and the players mean things can get far more complex. Since tags are descriptive, add them as needed to reflect the players’ actions and your fronts’ effects on the world. Making a Hireling Hirelings 64 25 Hirelings Hirelings are those sorry souls that—for money,glory,orstrangerneeds—venture along with adventurers into the gloom and danger. They are the foolhardy that seek to make their name on adventures. Hirelings serve a few purposes. To the characters, they’re the help. They lend their strength to the player characters’ efforts in return for their pay. To the players, they’re a resource. They buy the characters some extra time against even the most frightening of threats. They’re also replacement characters, waiting to stepupintothehero’srolewhenaplayer character falls. To the GM, they’re a hu- man face for the characters to turn to, even in the depths of the earth of the far reaches of the planes. Hirelings are not heroes. A hireling may become a hero, as a replacement charac- ter, but until that time they’re just an- other GM character, suffering the dan- gers and perils of the world. As such their exact HP, armor, and damage isn’t particularly important. A hireling is de- fined by their Skill (or Skills) a Cost and a Loyalty score. A hireling’s skill is a special benefit they providetotheplayers. Mostskillsarere- latedtoclassabilities,allowingahireling to fill in for a certain class. If you don’t have a Ranger but you need to track the assassin’s route out of Torsea anyway, youneedaTracker. Eachskillhasarank, usually from 1 to 10. The higher the rank the more trained the hireling. Generally hirelings only work for adventurers of equal or higher level than their highest skill. If a hireling becomes a character their skillsmaysuggestagivenclass,butthere isn’t a requirement. When the moment comes and the spotlight is on them they may find strength they didn’t know they had. Skills don’t limit what a hireling can do, they just provide mechanics for a cer- tainability. Ahirelingwiththeprotector skillcanstillcarryyourburdensorcheck for traps, but the outcome isn’t guaran- teed by a rule. It will fall entirely to the circumstances and the GM. Sending a hireling to do something that is clearly beyond their abilities is asking the GM for trouble. Of course no hireling works for free. The hireling’s cost is what it takes to keep them with the player characters. If the hireling’s cost isn’t paid regularly (usu- ally once a session) they’re liable to quit or turn on their employers. When hirelings are in play, the players may have to make the Order Hirelings move. The move uses the loyalty of the hireling that triggered the move: Order Hirelings Hirelings do what you tell them to, so long as it isn’t obviously dangerous, de- grading, or stupid, and their cost is met. When a hireling find themselves in a dangerous, degrading, or just flat- out crazy situation due to your orders roll+loyalty. On a 10+ they stand firm and carry out the order. On a 7-9 they do itfornow,butcomebackwithseriousde- mands later. Meet them or the hireling quits on the worst terms. Making a Hireling Hirelings are easy to make on the fly. When someone enters the player’s em- ploynotedowntheirnameandwhatcost they’veagreedtoaswellasanyskillsthey may have. Start with a number based on where the hireling was found. Hirelings in villages start with 2–5. Town hirelings get 4–6. Keephirelingsare5–8. Cityhirelingsare 6–10. Distribute the hireling’s number betweenloyalty, amainskill, andzeroor more secondary skills. Starting loyalty higher than 2 is unusual, as is starting loyalty below 0. Choose a cost for the hireling and you’re done. A hireling’s stats, especially their loy- alty, may change during play as a re- flection of events. A particular kindness or bonus from the players is worth +1 loyalty forward. Disrespect is -1 loy- alty forward. If it’s been a while since their cost was last paid they get -1 loy- alty ongoing until their cost is met. A hirelings loyalty may be permanently increased when they achieve some great deed with the players. A significant fail- ure or beating may permanently lower the hireling’s loyalty. Costs • The Thrill of Victory • Money • Uncovered Knowledge • Fame and Glory • Debauchery • Good Accomplished Skills Adept An adept has at least apprenticed to an arcaneexpert,butisnotpowerfulintheir own right. They may have mastered a few simple spells, but they don’t have anything like the wizard’s spellbook ArcaneAssistance—Whenanadeptaidsin the casting of a spell of lower level than their skill, the spell’s effects have greater range, duration, or potency. The exact effects depend on the situation and the spell and are up to the GM. The GM will describe what effects the assist will add before the spell is cast. The most impor- Hirelings Making a Hireling 65 tant feature of casting with an adept is that any negative effects of the casting are focused on the adept first. Expert Experts are skilled in a variety of areas, most of them illicit or dangerous. They are good with devices and traps, but not too helpful in the field of battle. Experimental Trap Disarming —When an expertleadsthewaytheycandetecttraps almost in time. If a trap would be sprung whileanexpertisleadingthewaytheex- pert suffers the full effects but the play- ers get +skill against the trap and add the expert’s skill to their armor against the trap. Most traps leave an expert in needofimmediatehealing. Iftheplayers Make Camp near the trap, the expert can disarm it by the time camp is broken. Minstrel When a smiling face is needed to smooth thingsoverornegotiateadeal,aminstrel is always happy to lend their services for the proper price. A Hero’s Welcome —When you enter a place of food, drink, or entertainment with a minstrel you will be treated as a friend by everyone present (unless your actions prove otherwise). You also sub- tract the minstrel’s skill from all prices in town. Priest Priest are the lower ranking clergy of a religion, performing minor offices and regular sacraments. While not granted spells themselves, they are able to call upon their deity for minor aid. Ministry —When you make camp with a priest if you would normally heal you heal to your maximum HP value. First Aid —When you call on a priest for healing, the priest rushes to your side and heals you of 2×skill HP. You take -1 forward as their healing is painful and distracting. Protector A protector stands between their em- ployer and the blades, fangs, teeth, and spells that would harm them. Sentry —When a protector stands be- tween you and an attack you increase your armor against that attack by the de- fender’s skill, then reduce their skill by 1 until they receive healing or have time to mend. Intervene —When a protector helps you Defy Danger you may opt to take +1 from their aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9. Tracker Trackers know the secrets of following a trail, but they don’t have the experience with strange creatures and exotic locals that make for a great hunter. Track —When a tracker is given time to study a trail while Making Camp, when camp is broken they can follow the trail to the next major change in terrain, travel, or weather. Guide —When a tracker leads the way you automatically succeed on any Per- ilous Journey of a distance lower than the tracker’s skill. Warrior Warriors are not masters of combat, but they are handy with a weapon. They won’t be leading anyone into battle any- time soon, but their arm is good. Man-at-arms —When you deal damage while a warrior aids you add their skill to the damage done. If your attack results in consequences (like a counter attack) the man-at-arms takes the brunt of it. Using Monsters Monsters 66 26 Monsters Great heroes need horrendous antago- nists. This section is about how to create and play as those antagonists—from the lowly goblin warrior to the hellish de- mon. Using Monsters Amonsterisanyliving(orundead)thing that stands in the players’ way. How you use these monsters follows di- rectly from your Agenda and Principles. Stay true to your principles, use your moves and pursue your agenda—you can’t go wrong. Your first agenda is to "Make the world fantastic". This shines through strongly based on how you think about monsters. Everyone and everything who comes up against the players is a monster but that doesn’t mean you have to write their stats out ahead of time. In a fantastic world, every goblin might end up in a fight but you don’t have to know their HP before that happens. A monster is so simple to make you can jump right into thefiction, describing whatever you want and back it up with stats as you need them. Make the world fantastic: describe your monsters first and worry about their stats later. The player characters are the heroes. You shouldn’t be rooting for the mon- sters, per se. Monsters exist to illustrate what a dangerous awful place Dungeon World can be—how it will remain if the players don’t step in. If you feel like your monsters are being beaten too quickly, don’t worry. Let the players revel in their victory and prepare a bigger, bad- der follow-up monster for next time. Theprinciple of "Think dangerous" sums up that philosophy—the world is just as dangerous for the monsters as for the characters. An evil overlord doesn’t care about his every golem, demon, and harpy. Until proven otherwise, consider everymonsteranarrowfiredatthechar- acters. The monsters are ammunition of theDangeryou’representing. Somemay be smarter, faster, or more dangerous than others but until a monster warrants aname,apersonality,orsomeotherspe- cial consideration, it’s an arrow. Take aim and shoot. Don’t worry if you miss. A monster stops being an arrow when it is given a chance to shine by the play- ers’actions. Whentheplayersareforced to run away from something it gains weight. When a monster somehow sur- vives the players’ assault it becomes in- teresting to the players and to the world atlarge. Theplayersaretheheroes. Your monsters are only important when they become important to the heroes and, thus, important to the world. One thing that your Agenda and Prin- ciples don’t say anything about is set- ting up a fair fight. Heroes are often outnumbered or faced with ridiculous odds—sometimes they have to retreat and make a new plan. Sometimes they suffer loss. When adding a monster to a front, placing them in a dungeon, or making them up on the fly your first re- sponsibility is to the fiction (Make the world fantastic) and to give the charac- ters a real threat (Make the characters heroes), not to make a balanced fight. Dungeon World isn’t about balancing encounter levels or counting experience points; it’sabouttellingstoriesaboutad- venture and death-defying feats! Elements of a Monster The most important part of a monster is what it does. These are it’s moves . Just like the normal GM moves, they’re things that you do when there’s a lull in the action or when the players give you a golden opportunity. Just like the nor- mal GM moves they can be hard or soft depending on the circumstances and the move: a move that’s irreversible and im- mediateishard,amovethat’simpending or mitigable is soft. Each monster’s raison d’être is summed up in its instinct . Much like Dan- gers, monsters have instincts that de- scribe their goals at a high level. Some monsters live for conquest, or treasure, or simply for blood. The monster’s in- stinct is the guide to how to use the mon- ster The monster’s description is where all its other features come from. The de- scriptionishowyouknowwhatthemon- ster really is, the other elements just re- flect the description. Damage is a measure of how much pain the monster can inflict at once. Just like player damage it’s a dice to roll, maybe withsomemodifiers. Amonsterdealsits damage to another monster or a player when it uses its standard weapons and tacticstohurtthem,orwhenamovesays so. Just like a weapon, monsters have tags that describe how it deals damage, in- cluding what range(s) it can do damage at. When trying to attack something out of its range (to close or too far) the mon- ster’s out of luck, no damage. Any tag that can go on a weapon (like Messy or Slow) can also go on a monster. There are also monster tags that apply only to monsters. These tags, listed be- low, describe the monster’s key attrib- utes. Every monster has a tag for its scope: where it falls in the bigger picture ofDungeonWorld. Thescopetagletsthe GM know how to portray the monster in a way that its stats back up, for example if an army of gnolls can take a defended village (hint: most likely). Some mon- sters also have a size tag, which notes Monsters Monster Tags 67 their physical size. Monsters without a size tag are just about human size, give or take. A monster’s HP is a measure of how much damage it can take before it dies. Just like players, when a monster takes damageitsubtractsthatamountfromit’s HP. At 0 HP it’s dead, no Last Breath. Some monsters are lucky enough to en- joy Armor . Just like player armor: when a monster with armor takes dam- age it subtracts its armor from the dam- age done. Special qualities describe innate as- pects of the monster that are important to play. These are a guide to the fic- tion, and therefore the moves. There is no master list of special qualities, they’rejustplain-englishdescriptionsof the qualities of a monster that aren’t part of an attack. A quality like "Intangi- ble" means just what it says: mundane stuff just passes through it. That means swinging a mundane sword at it isn’t Hack and Slash, for a start. Monsters Without Stats Some creatures operate on a scale so far beyond the mortal that concepts like HP, Armor, and Damage just do not hold. Thesecreaturesmaystillcauseproblems for the players and may even be defeated with clever thinking and enough prepa- ration, they just won’t be trading blows. If a creature is of such a scale far beyond the players, or if it simply doesn’t live or die like a mortal creature, don’t assign it HP, Damage, or Armor. You can still use the monster creation rules to give it tags. The core of a stat-less monster is its instinct and moves; the GM can still make its moves and act according to its instinct. Monster Tags Magical : It is by nature magical through and through. Devious : Its main danger lies beyond the simple clash of battle. Gibbous : Its anatomy and organs are bizarre and unnatural. Organized : It has a group structure that aids it in survival. Defeating one may cause the wrath of others. One may sound an alarm. Intelligent : Its smart enough that some individuals pick up other skills. The GM can adapt the monster by adding tags to reflect specific training, like a mage or warrior. Hoarder : Italmostcertainlyhastreasure. Stealthy : It can avoid detection and prefers to attack with the element of sur- prise. Terrifying : Its presence and appearance evoke fear. Cautious : It prizes survival over aggres- sion. Construct : It was made, not born Planar : Its from beyond this world Organization Tags Horde : Where there’s one, theres more. A lot more. Group : Usually seen in small numbers, 3–6 or so. Solitary : It lives and fights alone. Size Tags Tiny : It’s much smaller than a halfling. Small : It’s about halfling size. Large : It’s much bigger than a human, about as big as a cart. Huge: It’sasbigasasmallhouseorlarger. Making Monsters Monsters start with your description of them. No matter if you’re making the monster before play or just as the play- ers come face-to-face with it, a monster starts with a clear vision of what it is and what it does. If you’re making a monster between ses- sionsstartbyimaginingit. Imaginewhat it looks like, what it does, why it stands out. Imagine the stories told about it and what effects it has had on the world. If you’re making a monster on the fly during a session start by describing it to the players. Your description starts before the characters even lay eyes on it: describe where it lives, what marks it has made on the environment around it. Your description is the key to the mon- ster. When you find you need stats for the monster you use this series of questions to establish them. Answer every ques- tion based on the facts established and imagined. Don’t answer them aloud to anyone else, just note down the answers and the stats listed with each answer. Iftwoquestionswouldgrantthesametag don’t worry about it. If you like you can adjust damage or HP by 2 to reflect the tag that would be repeated, but it’s not necessary. If a combination of answers would reduce HP or damage below 1 they stay at 1. Whenyou’refinishedyourmonstermay have only one move. If this is the case and you plan on using the monster of- ten, give it another 2–3 moves of your choice. These moves often describe sec- ondary modes of attack, other uses for a primary mode of attack, or connections to a certain place in the world. What is it known to do? Write a monster move describing what it does. What does it want that causes problems for others? Thisisitsinstinct. Writeitasanintended action. How does it usually hunt or fight? • In large disorganized groups: Horde, d6 damage, 3 HP • In small groups, about 2–5: Group, d8 damage, 6 HP • All by its lonesome: Solitary, d10 damage, 12 HP How big is it? • Smallerthanahousecat: Tiny, Hand, -2 damage • Halfling-esque: Small, Close • About human size: Close • As big as a cart: Large, Close, Reach, +4 HP, +1 damage • Muchlargerthanacart: Huge,Reach, +8 HP, +3 damage What is its most important defense? • Cloth or flesh: 0 armor • Leathers or think hide: 1 armor • Mail or scales: 2 armor • Plate or bone: 3 armor • Permanent magical protection: 4 ar- mor, Magical What is it known for? (Choose all that apply) • Unrelenting strength: +2 damage, forceful • Skill in offense: roll damage twice and take the best • Skill in defense: +1 armor • Deft strikes: +1 piercing • Uncanny endurance: +4 HP • Deceit and trickery: Stealthy, write a move about dirty tricks • A useful adaptation like being am- phibious or having wings: Add a spe- cial quality for the adaptation • The favor of the gods: Divine, +2 damage or +2 HP or both (your call) • Spells and magic: Magical, write a move about its spells Treasure Monsters 68 What is its most common form of attack? Note it along with the creature’s dam- age. Common answers include: a type of weapon, claws, a specific spell. Then answer these questions about it. • Its armaments are vicious and obvi- ous: +2 damage • It lets the monster keep others at bay: Reach • Its armaments are small and weak: -damage dice size • Its armaments can slice or pierce metal: Messy,+1Piercingor+3Pierc- ing if it can just tear metal apart • Armor doesn’t help with the damage it deals (due to magic, size, etc.): Ig- nores Armor • It usually attacks at range (with ar- rows, spells, or other projectiles): Near or Far or both (your call) Which of these describe it? (Choose all that apply) • It isn’t dangerous because of the wounds it inflicts, but for other rea- sons: Devious, -damage dice size, write a move about why it’s danger- ous • It organizes into larger groups that it can call on for support: Organized, write a move about calling on others for help • It’s as smart as a human or there- abouts: Intelligent • It actively defends itself with a shield or similar: Cautious, +1 Armor • It collects trinkets that humans would consider valuable (gold, gems, secrets): Hoarder • It uses magic: Magical, write a move aboutitsstyleofmagicandtheeffects it can invoke • It’s from beyond this world: Planar, write a move about using it’s other- worldly knowledge and power • It’s kept alive by something beyond simple biology: +4 HP • It was made by someone: Construct, give it a special quality or two about its construction or purpose • Its appearance is disturbing, terrible, or horrible: Terrifying, write a spe- cial quality about why it’s so horren- dous • It doesn’t have organs or discernible anatomy: Gibbous, +1 Armor, +3 HP Treasure Monsters, much like adventurers, col- lect shiny useful things. When the play- ers search the belongings of a monster (be they on their person or tucked away somewhere) describe them honestly. If the monster has accumulated some wealth you can roll that randomly. Start withthemonster’sdamagedie,modified if the monster is: • Hoarder: roll damage die twice, take higher result • Far from home: +at least one ration (usable by anyone with similar taste) • Magical: somestrangeitem, possibly magical • Divine: a sign of a deity (or deities) • Planar: something not of this earth • Lord over others: +1d4 to the roll • Ancient and noteworthy: +1d4 to the roll Roll the monster’s damage die plus any addeddicetofinethemonster’streasure: 1. A few coins, 2d8 or so 2. An item useful to the current situa- tion 3. Several coins, about 4d10 4. A small item (gem, art) of consider- ablevalue, worthasmuchas2d10×10 coins, 0 weight 5. Some minor magical trinket 6. Useful information (in the form of clues, notes, etc.) 7. A bag of coins, 1d4×100 or there- abouts. 1 weight per 100. 8. A very valuable small item (gem, art) worth 2d6×100, 0 weight 9. Achestof coins andother small valu- ables. 1 weight but worth 3d6×100 coins 10. A magical item or magical effect 11. Many bags of coins for a total of 2d4×100 or so 12. Asignofoffice(crown,banner)worth at least 3d4×100 coins 13. A large art item worth 4d4×100 coins, 1 weight 14. Auniqueitemworthatleast5d4×100 coins 15. All the information needed to learn a new spell and roll again 16. A portal or secret path (or directions to one) and roll again 17. Something relating to one of the characters and roll again 18. A hoard: 1d10×1000 coins and 1d10×10 gems worth 2d6×100 each Monster Settings The monsters in this book are presented in monster settings . A monster set- ting is a location (or type of location) and the monsters that inhabit it. It’s a way of grouping monsters by where they fit in the world. A monster setting tells youwhatkindofmonstersmightinhabit an area while your Fronts tell you what monsters are working together or have ongoing plots. When creating your own monster set- tings, they can be more specific. You could create a monster setting for the Great Western Steppes or the Domains of the Horse Lords. Consult a monster setting to populate a Front or when you want a threat that is only tangentially related to one of your Fronts. For example, if the heroes are battling against the Dungeon Front "The Cult of Khul-ka-ra" by exploring the an- cient ruins that the cult has made its home thenyou mightuse monsters from the Legions of the Undead as a related threat—not truly part of the front but still a block in the heroes’ path. Monsterswithinagivensettingwilltend to be about as powerful. This is a product of their ecology—they’re in competition for space and resources, after all. Cav- ern Dwellers or Denizens of the Murky Swamp are likely to be faced by fresh ad- venturers as they are the creatures who most often encroach on civilization. The Gnarled Woods, Ravenous Hordes, and Twisted Experiments settings hold more powerful monsters, monsters that can threaten the safety of whole cities. Pla- nar Powers and Creatures of the Lower Depths are the most dangerous enemies the heroes can face—often endangering entire kingdoms. The Legions of the Un- dead are everywhere and can appear in just about any setting or situation. The monster stat blocks within these settings describe not only HP, damage, and all the other aspects of the mon- ster,butalsothereasonsthosestatswere assigned. These monsters were created with the same process listed above, and the reasons for their stats are just as im- portant as the stats themselves. Look- ing at the reasoning behind the stats will allow you to present the monsters hon- estly, answering questions that arise in Dungeon World like "can a warband of gnolls sack an entire village?" Cavern Dwellers At the edges of civilization in the caves and tunnels below the old mountains of the world dwell all sorts of schem- ing, dangerous monsters. Some are wily and old, like the race of goblins schem- ing to burn villages and make off with livestock. Othersarestrangeaberrations of nature like the stinking, trash-eating Otyugh. Awordofcaution,then,tothose brave adventurers whose first foray into danger leads them into these dank and shadowy places; bad things live in the dark. Bad things with sharp teeth. Monsters Monster Settings 69 Denizens of the Swamp All things give way to rot, in the end. Food spoils on the table, men’s minds go mad with age and disease. Even the world itself, when left untended and un- cared for, can turn to black muck and stinking air. Things dwell in these parts of Dungeon World. Things gone just as a bad as the swirling filth that fills the swamps. In these cesspit lowlands ad- venturers will find such creatures as the deadly-eyed basilisk or the famed, un- killable troll. You’ll need more than a dry pair of boots to survive these putrid fens. A sword would be a good start. Legions of the Undead The sermons of mannish and dwarven gods would tell you that Death is the end of all. They say that once the mortal coil is unwound and a person takes their fi- nal breath that all is warmth and song and the white wings of angels. Not so. Not for all. For some, after life’s embrace losesitsstrengthadarkerpowercantake hold. Black magic rips the dead from the ground and gives them shambling un- life full of hate and hunger. Sorcery and witchcraft lend an ancient spell-smith the power to live forever in the husk of a Lich. There are bleak enchantments at play in shadowy corners all throughout Dungeon World. These creatures are the spawn of that fell magic. The Dark Woods It would not be a lie to say that there are trees that stand in the deepest groves of DungeonWorldthathavestoodsincebe- foremanorelfwalkedamidsttheirroots. Itwouldbetrue, too, tosaythatthesean- cienttreeshavelonglostthegreenleaves of spring. In the strands of the dark woods one finds, if one looks in the right place, sylvan monsters of old and pow- erful nature. Here live the race of sav- age Centaurs and the fey soul-stealing creatures of olde. Under the shadow of the ancient trees, wolf-men howl for blood. Hurry along the old forest road and light no fire for food or warmth for it’s said that flames offend the woods themselves. You wouldn’t want that, would you? Ravenous Hordes "I’ve bested an orc in single combat" they crow. "I’ve fought a gnoll and lived to the tell the tale." Which is no small feat and yet, you know the truth of these boasts. Like vermin, spotting but one of these creatures speaks to a greater doom on the horizon. No orc travels alone. No slavering gnoll moves without his pack. Youknowthatsoon,thewardrums will sound and the walls will be besieged by the full fury of the warchief and his tusked berserkers. These are the mon- stersthatwillbringcivilization, scream- ingandweeping, toitsknees. Unlessyou can stop them. Best of luck. Twisted Experiments For some who learn the arcane arts it’s not merely enough to be able to live for a thousand years or throw light- ning bolts that can fry a man. Some aren’t quite satisfied with the power to speak to the dead or draw the angels downfromheaven. Hubriscallsonthose cloaked-and-hooded"scientists"tomake a strange and unholy life of their own. No mortal children, these. These are the wages of a mind gone foul with strange magic. In this setting you will find such nightmaresasthechimera,drippingpoi- son. Here, too, are the protector golems and mutant apes. All sorts of bad ideas await you in the fallen towers of the mad magicians of Dungeon World. The Lower Depths Ruins dot the countryside of Dungeon World. Old bastions of long-forgotten civilization fallen to decay, to monsters or to the whim of a vengeful god. These ruins often cover a much more danger- ous truth – catacombs and underground complexes lousy with traps and mon- sters. Gold, too. Which is why you’re here. Why you’re locked in mortal com- bat with a tribe of spiteful dark elves. Battling stone giants in caverns the size of whole countries. Maybe, though, you’re the noble souls who’ve travelled to the world’s heart to put an end to the Apocalypse Dragon—the beast who, it is said, will one day swallow the sun and kill us all. We appreciate it, really. We’ll all pray for you. Planar Powers Sometimes, monsters do not come from Dungeon World at all. Beyond the mountainsattheedgeoftheworldorbe- low the deepest seas the sages and wise old priests say that there are gateways to the lands beyond. They speak of elysian fields; rivers of sweet wine and maidens dancinginfieldsofgold. Theytelltalesof the paradise of heavens to be found past the Planar Door. Tales tell, too, of the Thousandfold Hell. Of the swirling El- emental Vortex and the devils that wait for the stars to align so they can enter Dungeon World and wreak their bloody havoc. You must be curious to know if these tales are true? What will you see when the passage to the beyond is opened? Cavern Dwellers 70 27 Cavern Dwellers Ankheg Group, Large Bite (d8+1 damage) 10 HP 3 Armor Close, Reach Special Qualities: Burrowing A hide like plate armor and great crushing mandibles are problematic. A stomach full of acid that can burn a hole through a stone wall makes them all the worse. They’d be bad enoughiftheywereproperinsect-sizedbutthese things have the gall to be as long as any given horse. It’s just not natural! Good thing they tend to stick to one place? Easy for you to say—you don’t have an Ankheg living under your corn field. Instinct : To undermine • Undermine the ground • Burst from the earth • Sprayforthacid,eatingawayatmetal and flesh Cave Rat Horde, Small Gnaw (d6 damage 1 piercing) 7 HP 1 Ar- mor Close, Messy Whohasn’tseenaratbefore? It’slikethat, but nasty and big and not afraid of you anymore. Maybe this one was a cousin to that one you caught in a trap or the one you killed with a knife in that filthy tavern in Darrow. Maybe he’s looking for a little ratty revenge. Instinct : To devour • Swarm • Rip apart something (or someone) Choker Solitary, Stealthy, Intelli- gent Choke (d10 damage) 15 HP 2 Armor Close, Reach Special Qualities: Flexible Somesaythesethingsdescendedfromthefam- ilyofacruelwizardwhoforcedthemtoliveout their lives underground. Say his experiments ledhimtofearthesunandagespassedwhilehe descended into unlife, dragging his folk along withhim. Thesethingsresemblemen,inaway. Head, four limbs and all that. Only their skin is wet and rubbery and their arms long and fingers grasping. They hate all life that bears the stink of the sun’s touch, as one might ex- pect. Jealousy, long instilled, is hard to shake. Instinct : To deny light • Hold someone, wringing the breath from them • Fling a held creature Cloaker Solitary, Stealthy Constrict (d10 damage ignores armor) 12 HP 1 Armor Close Special Qualities: Looks like a cloak Don’t put on that cloak, Gareth. Don’t. You don’t know where it’s been. I tell you, it’s no good. See! It moved! I’m not mad, Gareth, it moved! Don’t do it! No! GARETH! Instinct : To engulf • Engulf the unsuspecting Dwarven Warrior Horde, Organized Axe (d6 damage) 7 HP 2 Armor Close For ages, men believed all dwarves were men and all were of this ilk—stoic and proud war- riors. Axe-wielding and plate-wearing. Stout bearded battle-hungry men who would push them, time and time again, back up out of their mines and tunnels with ferocity. It just goes to show how little men know about the elder races. These folk are merely a vanguard, and they bravely do their duty to protect the riches of the Dwarven realm. Earn their trust and you’ve an ally for life. Earn their ire and you’re not like to regret it very long. Instinct : To defend • Drive them back • Call up reinforcements Earth Elemental Solitary, Huge Smash (d10+5 damage) 27 HP 4 Armor Reach, Forceful Special Qualities: Made of stone Our shaman says that all the things of the world have a spirit. Stones, trees, a stream. Now that I’ve seen the earth roil under my feet and fists of stone beat my friends half to death I’mliketobelievethatcrazyoldman. TheoneI saw was huge—big as a house! It came boiling up from a rockslide out of nowhere and had a voicelikeanavalanche. Ipaymyrespects,now. Rightly so. Instinct : To show the strength of earth • Turn the ground into a weapon • Meld into stone Goliath Group, Huge, Organized, In- telligent Mace (d8+7 damage) 14 HP 1 Armor Reach, Forceful They dwell beneath the earth because they do not belong above it any longer. An undying raceofmightytitansfledtheplainsandmoun- tainsinagespast—drivenoutbymenandtheir heroes. Left to bide their time in the dark, hate andangerwarmedbythepoolsoflavadeepbe- low. It’s said that an earthquake is a goliath’s birthingcry. Somedaythey’lltakebackwhat’s theirs. Instinct : To retake • Shake the earth • Retreat, only to come back stronger Fire Beetle Horde, Small Flames (d6 damage ignores armor) 3 HP 3 Armor Near Special Qualities: Full of flames Cavern Dwellers 71 Scarabaeus Pyractomena! What a delightful creature—see how its carapace glitters in the light of our torches? Not too close now, they’re temperamental, you see. The fire in their belly isn’t just metaphorical, no. Watch as I goad the beast. Aha! A spout of flame! Unexpected, isn’tit? Oneofthesecreaturesalone,ifitcomes up from below, can be a hellish nuisance to a farmsteadorvillage. Awholeswarm? There’s a reason they call it a conflagration of fire bee- tles. I’ll say that much. Instinct : To enflame • Undermine the ground • Burst from the earth • Sprayforthacid,eatingawayatmetal and flesh Gargoyle Horde, Stealthy, Hoarder Claw (d6 damage) 3 HP 2 Armor Close Special Qualities: Wings It’sasadthing,really. GuardiansbredbyMagi ofthepastwithnomorecastlestoguard. Their ancestors’ sacred task bred into their blood leads them to find a place—ruins, mostly but sometimesacaveorhillormountaincliff—and guarditasthoughtheirmastersyetlivedbelow. They’re notoriously good at finding valuables buried below the earth, though. Find one of these winged reptiles and you’ll find yourself a treasurenearby. Justbecareful,they’rehardto spot and tend to move in packs. Instinct : To guard • Attack with the element of surprise • Take to the air • Blend into stonework Gelatinous Cube Solitary, Large, Stealthy, Gibbous Engulf (d10+1 damage ignores armor) 20 HP 1 Armor Hand Special Qualities: Transparent How many adventurers’ last thought was "strange,thistunnelseemscleanerthanmost?" Too many and all because of this transparent menace. A great acidic blob that expands to fillasmallchamberorcorridorandthenslides, ever so slowly along, eating everything in its path. It cannot eat stone or metal and will of- ten have them floating in its jelly mass. Blech. Instinct : To clean • Fill an apparently empty space • Dissolve Goblin Horde, Small, Intelligent, Or- ganized Spear (d6 damage) 3 HP 1 Armor Close, Reach Nobody seems to know where these things came from. Elves say they’re the Dwarves’ fault—dredgedupfromahiddenplacebeneath theearth. Dwarvessaythey’rebadElvishchil- dren,takenawayatbirthandraisedinthedark. The truth of the matter is that goblins have al- ways been here and they’ll be here once all the civilizedraceshavefallenandgoneaway. Gob- lins never die out. There’s just too damn many of them. Instinct : To multiply • Charge! • Call more goblins • Retreat and return with (many) more Goblin Orkaster Solitary, Small, Magical, Intelligent, Organized Acid orb (d10+1 damage ignores armor) 12 HP 0 Armor Near, Far Oh lord, who taught them magic? Instinct : To tap power beyond their stature • Unleash a poorly understood spell • Pour forth magical chaos • Use other goblins for shields Otyugh Solitary, Large Tentacles(d10+3damage)20HP1Armor Close, Reach, Forceful Special Qualities: Filth Fever The mating call of the otyugh is a horrible, blaring cry that sounds like a cross between an elephant dying and an over-eager vulture. The otyugh spends much of its time partly submerged in filthy water and prefers eating garbage over any other food. As a result, it often grows fat and strong on the offal of orcs, goblins and other cave-dwelling sub-humans. Gettooclose,however,andyou’llhaveoneofits barbed tentacles dragging you into that soggy, razor-toothedmaw. Ifyougetawaywithyour life, best get to a doctor, or your victory may be short lived. Instinct : To foul • Infect someone with filth fever • Fling someone or something Maggot-Squid Horde, Small Chew (d6 damage) 3 HP 1 Armor Close Special Qualities: Amphibious, Paralyzing Tentacles The gods that made this thing were playing some sick joke on the civilized folk of the world. The maggot-squid wields a face full of horrible squirming tentacles that, if they touch you, feel like being struck by lightning. They’ll paralyze you and chew you up slowly while you’re help- less. Best to not let it get to that. Instinct : To eat • Paralyze with a touch Purple Worm Solitary, Huge Bite (d10+5 damage) 20 HP 2 Armor Reach, Forceful Special Qualities: Burrowing Iä! Iä! The Purple Worm! Blessed is its holy slime! Wewalk, unworthy, initsmilesofmas- sive tunnels. We are but shadows under its violet and all-consuming glory. Mere acolytes, we who hope someday to return to the great embrace of its tooth-ringed maw. Let it con- sume us! Let it eat our homes and villages so that we might be taken! Iä! Iä! The Purple Worm! Instinct : To consume • Swallow whole • Tunnel through stone and earth Roper Solitary, Large, Stealthy, In- telligent Bite (d10+1 damage) 16 HP 1 Armor Close, Reach Special Qualities: Rock-like Flesh Evolutionary happenstance has created a clever underground predator. Disguised as a rocky formation—most often a stalactite or stalagmite—theroperwaitsforitspreytowan- der by. When it does, whether it’s a rat, a gob- lin or a foolhardy adventurer, a mass of thin, whippingtentacleseruptsfromthething’shide. A hundred lashes in the blink of an eye and the stunned prey is being dragged into the roper’s mouth. Surprisingly effective for a thing that looks like a rock. Instinct : To ambush • Ensnare the unsuspecting • Burst from the earth • Sprayforthacid,eatingawayatmetal and flesh Rot Grub Horde, Tiny Burrow (d6-2 damage) 3 HP 0 Armor Hand Special Qualities: Burrow into flesh They live in your skin. Or your organ meat. Or your eyeballs. They grow there and then, in a bloody and horrific display, burrow their way out. Disgusting. Instinct : To infect • Burrow under flesh • Lay eggs • Burst forth from an infected creature Spiderlord Solitary, Large, Devious, Intelligent Mandibles(d8+4damage)16HP3Armor Close, Reach Special Qualities: Burrowing Even spiders have their gods, whispered to in webs with little praying arms. Instinct : To weave webs (literal and metaphorical) • Enmesh in webbing • Put a plot into motion Troglodyte Group, Organized Club (d8 damage) 10 HP 1 Armor Close Cavern Dwellers 72 Long-forgotten, our last remaining ancestors dwell in caves in the wild parts of the world. Driven away by our cities and villages, our iron swords and our fire, these ape-men eat their meat raw with sharp-nailed hands and jaggedteeth. Theystrikeoutatfrontiervillages wielding clubs and in overwhelming numbers to seize cattle, tools, and poor prisoners to drag into the hills. Known for their viciousness and their stink, they’re an old and dying race we’d all sooner forget existed. Instinct : To prey on civilization • Raid and retreat • Use scavenged weapons or magic Swamp Denizens 73 28 Swamp Denizens Bakunawa Solitary, Large, Intelli- gent, Messy, Forceful Bite (d10+3 damage 1 piercing) 16 HP 2 Armor Close, Reach Special Qualities: Amphibious Dragon-turtle’s sister is a mighty serpent queen. Ten yards of scales and muscle, they say she wakes with a hunger when the sun disappears from the sky. She is drawn in by bright light in the darkness and like any snake, the Bakunawa is sneaky. She will seek first to beguile and mislead and will only strike out with violence when no other option is avail- able. When she does, though, her jaws are strong enough to crack the hull of any swamp- boat and certainly enough to slice through a steel breastplate or two. Instinct : To devour • Lure prey with lies and illusions • Lash out at light • Devour Basilisk Solitary, Hoarder Bite (d10 damage) 12 HP 2 Armor Close Few have seen a basilisk and lived to tell the tale. Get it? Seen a basilisk? Little bit of basilisk humor there. Sorry, I know you’re looking for something helpful, sirs. Serious stuff, I understand. The basilisk, even without its ability to turn your flesh to stone with a gaze, is a dangerous creature. A bit like a frog, bulbous eyes and six leaping-muscle legs. A bit like an alligator, with snapping jaws and sawingteeth. Coveredinstoneyscalesandvery hard to kill. Best avoided, if possible. Instinct : To collect stone • Turn flesh to stone with a gaze • Retreat into a maze of stone Black Pudding Solitary, Gibbous Corrode (d10 damage ignores armor) 15 HP 1 Armor Close Special Qualities: Amorphous How do you kill a pile of goo? A great squishy, pileofgoothathappensalsotowanttodissolve you and slurp you up? That is a good question to which I have no answer. Do let us know when you find out. Instinct : To dissolve • Eat away metal, flesh, or wood • Ooze into a troubling place: food, ar- mor, stomach Coutal Solitary, Intelligent Devious Light ray (d8 damage ignores armor) 12 HP 2 Armor Close Special Qualities: Wings, Halo As if in direct affront to the decay and filth of the world, the gods granted us the Coutal. As if to say “there is beauty, even in this grim place” have we been gifted the Coutal. A ser- pent in flight on jeweled wings, these beautiful creaturesglowwithasoftlight, asthesundoes through stained glass. Bright, wise and calm, a Coutal often knows many things and sees many more. You might be able to make a trade withitinexchangeforsomefavor. Theyseekto cleanse and to purge and to make of this dark world a better one. Shame we have so few. The gods are cruel. Instinct : To cleanse • Pass judgement on a person or place • Summon divine forces to cleanse • Offer information in exchange for service crocodilian Group, Large Bite (d8+3 damage) 10 HP 2 Armor Close, Reach Special Qualities: Amphibious, Camouflage It’s a really, really big crocodile. Seriously. So big. Instinct : To eat • Attack an unsuspecting victim • Escape into the water • Hold something tight in its jaws Doppelganger Solitary, Devious, In- telligent Dagger (d6 damage) 12 HP 0 Armor Close Special Qualities: Shapeshifting Theirnaturalform,ifyoueverseeit,isahideous thing. Like a creature who stopped growing part-way, before it decided it was elf or man or dwarf. Then again, maybe that’s how you get to be the way a doppleganger is—without form, withoutshapetocalltheirown,theyseek little more than a place to fit in. If you go out into the world, when you come back home, make sure your friends are who you think they are. They might, instead, be a doppleganger and your friend might be dead at the bottom of a well somewhere. Then again, depending on your friends, that might be an improvement. Instinct : To infiltrate • Assume the shape of a person who’s flesh it’s tasted • Use another’s identity to advantage • Leave someone’s reputation shat- tered Dragon Turtle Solitary, Huge, Cau- tious Bite (d10+3 damage) 20 HP 4 Armor Reach Special Qualities: Shell, Amphibi- ous Swamp Denizens 74 Bakunawa has a brother. Where she is quick to anger and hungry for gold, he is slow and sturdy. She is a knife and he is a shield. A great turtle that lies in the muck and mire for ages as theypass,mudpileduponhisback—sometimes trees and shrubs. Sometimes a whole mis- guided clan of goblins will build their huts and cooktheirrattymealsontheshellofthedragon turtle. His snapping jaws, glacier-slow they may be, can rend a castle wall. Careful where you tread. Instinct : To resist change • Move forward implacably • Bring its full bulk to bear • Destroy structures and buildings Dragon Whelp Solitary, Small, Intel- ligent, Cautious, Hoarder Elemental breath (d10+2 damage) 16 HP 3 Armor Close, Near Special Qualities: Wings, Elemen- tal Blood What? Did you think they were all a mile long? Did you think they didn’t come smaller than that? Sure, they may be no bigger than a dog and no smarter than an ape, but a Dragon Whelp can still belch up a hellish ball of fire that’ll melt your armor shut and drop you screaming into the mud. Their scales, too, are softer than their bigger kin but still turn aside an arrow or sword not perfectly aimed. Size is not the only measure of might. Instinct : To grow in power • Start a lair, form a base of power • Call on family ties • Demand oaths of servitude Ekek Horde Talons (d6 damage) 3 HP 1 Armor Close Special Qualities: Wing-arms Ugly, wrinkled bird-folk, these. Once, maybe, insomeancientpast,theywerearaceofangelic menfromonhighbutnowtheyeatratstheyfish fromthemurkwithtalon-feetanddevourwith needle-teeth. They understand the tongues of men and dwarves but speak in little more than gibbering tongues, mimicking the words they hear with mocking laughter. It’s a chilling thing to see a beast so close to man or bird but not quite either one. Instinct : To lash out • Attack from the air • Carry out the bidding of a more pow- erful creature Fire Eels Horde, Tiny Burning touch (d6-2 damage ignores ar- mor) 3 HP 0 Armor Hand Special Qualities: Flammable oil, aquatic Thesestrangecreaturesarenobiggerorsmarter then their mundane kin. They have the same vicious nature. Over their relations they have one advantage—an oily secretion that drips from their skin. It makes them hard to catch. On top of that, with a twist of their body they ignitethestuff,leavingpoolsofburningoilatop the surface of the water and roasting prey and predator alike. I hear the slimy things make goodingredientsforfire-resistantgear,butyou have to get your hands on one, first. Instinct : To ignite • Catch someone or something on fire (even underwater) • Consume burning prey Frogman Horde, Small, Intelligent Spear (d6 damage) 7 HP 1 Armor Close Special Qualities: Amphibious Croak croak croak. Little warty munchkins. Some wizard or godling’s idea of a bad joke, thesecreaturesare. Theystandasmen,dressin scavenged cloth and hold court in their froggy villages. They speak a rumbling pidgin form of the tongue of man and war constantly with their neighbors. They’re greedy and stupid but clever enough when they need to defend them- selves. Some say, too, their priests have a re- markable skill at healing. Or maybe they’re just really, really hard to kill. Instinct : To war • Launch an amphibious assault • Heal at a prodigious rate Hydra Solitary, Large Bite (d10+3 damage) 16 HP 2 Armor Close, Reach Special Qualities: Many heads, Only killed by a blow to the heart A bit like a dragon, wingless though it may be. Heads, nine in number at birth, spring from a muscled trunk and weave a sinuous pattern in theair. Ahydraistobefeared—ascaledterror ofthemarsh. Theolderones,though,theyhave more heads for every failed attempt to murder it just makes it stronger. Cut off a head and two more grow in its place. Only a strike, true and strong, to the heart can end a Hydra’s life. Not time or tide or any other thing but this. Instinct : To grow • Attack many enemies at once • Regenerate a body part (especially a head) Kobold Horde, Small, Stealthy, In- telligent, Organized Short spear (d6 damage) 3 HP 1 Armor Close, Reach Special Qualities: Dragon connec- tion Some are wont to lump these rat-like little dragon-men in with goblins and orcs, bug- bears and hobgoblins. They are smarter and wiser than their kin, however. The Kobolds, beholden slaves to dragons and—in ancient times—their lorekeepers and sorcerer- servants. Their clans, named in fashion like Ironscale and Whitewing, form around a dragon master and live to serve and do its bidding. Spotting a Kobold means more are near—if more are near then a mighty dragon cannot be far, either. Instinct : To serve drag- ons • Lay a trap • Call on dragons or draconic allies • Retreat and regroup Lizardman Group, Stealthy, Intelli- gent, Organized Spear (d8 damage) 6 HP 2 Armor Close Special Qualities: Amphibious A traveling sorcerer once told me that Lizard- men came before we did. That before elves and dwarves and men built even the first of their wattle huts a race of proud lizard kings strode the land. That they lived in palaces of crystal and worshipped their own scaly gods. Maybe that’s true and maybe it ain’t—now they dwell in places men long forgot or aban- doned, crafting tools from volcano-glass and lashingagainsttheworksofthecivilizedworld. Maybe they just want back what they lost. In- stinct : To destroy civilization • Ambush the unsuspecting • Launch an amphibious assault Medusa Solitary, Devious, Intelli- gent, Hoarder Claws (d6 damage) 12 HP 0 Armor Close SpecialQualities: Lookturnsyouto stone The Medusa are children of a serpent-haired mother, birthing them in ancient times to bear her name across the ages. They dwell nearplacesofcivilization—luringfolkstotheir caves with promises of beauty untold or riches. Fine appreciators of art, the medusa curate strange collections of their victims, terror or ecstasy frozen forever in stone. It satisfies their vanity to know they were the last thing seen in somanylives. Arrogant,proud,andspiteful,in theirway,theyseekwhatsomanydo—endless company. Instinct : To collect • Turn a body part to stone with a look • Draw someone’s gaze • Show hidden terrible beauty Sahuagin Horde, Intelligent Endless teeth (d6+4 damage 1 piercing) 3 HP 2 Armor Close, Forceful, Messy Special Qualities: Amphibious Swamp Denizens 75 The shape and craft of men wedded to the hunger and the endless teeth of a shark. Vora- cious and filled only with hate, these creatures will not stop until all life has been consumed. They cannot be reasoned with, they cannot be controlledorsated. Theyarehungerandblood- lust,drivenupfromthedepthsoftheseatorav- age coastal towns and swallow island villages. Instinct : To spill blood • Turn a body part to stone with a look • Draw someone’s gaze • Show hidden terrible beauty Sauropod Group, Huge, Cautious Trample (d8+5 damage) 18 HP 4 Armor Reach Special Qualities: Armor plated body Great lumbering beasts, they live in places long since forgotten by the thinking races of the world. Gentle if unprovoked but mighty if their ire is raised, they trample smaller crea- tures with the care we might give to crushing an any beneath our boots. If you see one, drift by and gaze in awe, but do not wake the giant. Instinct : To endure • Stampede • Panic Swamp Shambler Solitary, Large, Magical Lash (d10+3 damage) 23 HP 5 Armor Close, Reach, Forceful Special Qualities: Swamp form Some elementals are conjured up in sacred cir- cles etched in chalk. Most, in fact. There’s a sort of science to it. Others, though, aren’t so orderly—they don’t fall under the carefully controlled assignments of fire or air or earth. Someareanaturalconfluenceofvineandmire and fungus. They do not think the way a man might think. They cannot be understood as an elf might be. They simply are. Spirits of the swamp. Shamblers in the mud. Instinct : To preserve and create swamps • Call on the swamp itself for aid • Meld into the swamp • Reassemble into a new form Troll Solitary, Large Club (d10+3 damage) 20 HP 1 Armor Close, Reach, Forceful Special Qualities: Regeneration Tall. Real tall. Eight or nine feet when they’re young or weak. Covered all over in warty, tough skin, too. Big teeth, stringy hair like swamp moss and long, dirty nails. Some are green, some grey, some black. They’re clannish and hateful of each other, not to mention all the rest of us. Near impossible to kill, too, unless you’ve fire or acid to spare—cut a limb off and watch. In a few days, you’ve got two trolls where you once had one. A real serious problem, as you can imagine. Instinct : To smash • Undo the effects of an attack (unless caused by a weakness, your call) • Hurl something or someone Wll-o-wisp Solitary, Large Club (d10+3 damage) 20 HP 1 Armor Close, Reach, Forceful Special Qualities: Body of light Spot a lantern floating in the darkness, lost traveller in the swamp. Hope—a beacon of shimmering light. You call out to it, but there’s no answer. It begins to fade and so you follow, sloshing through the muck, tiring at the chase, hoping you’re being led to safety. Such a sad tale that always ends in doom. These creatures areamystery—somesaythey’reghosts,others beaconsoffaerielight. Nobodyknowsthetruth. They are cruel, however. All can agree on that. Instinct : To misguide • Lead someone astray • Clear a path to the worst place possi- ble Legions of the Undead 76 29 Legions of the Undead Abomination Solitary, Large, Con- struct, Terrifying Slam (d10+3 damage) 20 HP 1 Armor Close, Reach, Forceful Special Qualities: Many limbs, heads, and so on Corpses sewn unto corpses make up the bulk of these shambling masses of dark magic. Most undead are crafted to be controlled—made to serve some purpose like building a tower or serving as guardians. Not so the abomination. The last aspect of the ritual used to grant fire to their hellish limbs invokes a hatred so se- vere that the abomination knows but one task: to tear and rend at the very thing it cannot have—life. Many students of the black arts learn to their mortal dismay the most impor- tant fact about these hulks. An abomination knows no master. Instinct : To end life • Tear flesh apart • Spill forth putrid guts Banshee Solitary, Magical, Intelli- gent Scream (d10 damage) 16 HP 0 Armor Near Special Qualities: Insubstantial Comeawayfromanencounterwithoneofthese vengeful spirits merely deaf and count your- self lucky for the rest of your peaceful, silent days. Oftenmistakenatfirstglanceforaghost or wandering spirit, the Banshee reveals a far more deadly talent for sonic assault when an- gered. And angered they are. A victim of be- trayal(oftenbyalovedone)theBansheemakes known their displeasure with a roar or scream thatcanputrefyfleshandrendthesenses. Ifyou can, help them get their vengeance and they’ve been known to grant rewards. Whether the affection of a spurned spirit is a thing you’d want, well, that’s another question. Instinct : To avenge • Drown out all other sound with a ceaseless scream • Unleash a skull-splitting noise • Disappear into the mists Devourer Solitary, Large, Intelli- gent, Hoarder Smash (d10+3 damage) 16 HP 1 Armor Close, Reach, Forceful Most folk know that the undead feed on flesh. The warmth, blood and living tissue continue their unholy existence. This is true for most of the mindless dead, animated by black sorcery. Not so the Devourer. When a particularly wicked person (often a manipulator of men, an apostate priest or the like) dies in a grue- some way, the dark powers of Dungeon World might bring them back to a kind of life. The Devourer, however, does not feed on the flesh of men or elves. The Devourer eats souls. It kills with a pleasure only the sentient can en- joy and in the moments of its victims’ expiry, draws breath like a drowning man and swal- lows a soul. What does it mean to have your soul eaten by such a creature? None dare ask for fear of finding out. Instinct : To eat souls • Devour or trap dying soul • Bargain for a soul Dragonbone Solitary, Huge Bite (d10+3 damage 3 piercing) 20 HP 2 Armor Reach, Messy Mysticalsorcerersdebate: isthiscreaturetruly undead or is it a golem made of a particularly rare and blasphemous material? The bones, sinews and scales of a dead dragon make up this bleak automaton. Winged but flightless, dragon-shaped but without the mighty fire of such a noble thing, the Dragonbone serves its master with a twisted devotion and is often set to assault the keeps and towers of rival necro- mancers. It would take a being of some con- siderable evil to twist the remains of a dragon thus. Instinct : To serve • Attack unrelentingly Draugr Horde, Organized Rustysword(d6+1damage)7HP2Armor Close, Reach Special Qualities: Icy touch In the Nordemark, the men and women tell tales in their wooden halls of a place where the nobledeadgo. Ameadhallatoptheirheavenly mountain where men of valor go to await the final battle for the world. It is a goodly place. It is a place where one hopes to go when they die. And the inglorious dead? Those who fall to poison or in an act of cowardice, warriors though they may be? Well, those mead halls aren’topentoallandsundry. Somecomeback, frozen and twisted and empowered by jealous rage and wage their eternal war not on the forces of giants or trolls but on the towns of the men they once knew. Instinct : To take from the living • Freeze flesh • Call on the unworthy dead Ghost Solitary, Devious, Terrifying Phantom touch (d6 damage) 16 HP 0 Ar- mor Close, Reach Special Qualities: Insubstantial Every culture tells the story the same way. You live, you love or hate, you win or you lose, you die somehow you’re not too fond of and here you are, ghostly and full of disappointment and what have you. Some people take it upon themselves, brave and kindly folks, to seek out the dead and help them pass to their rightful rest. You can find them, most times, down at the tavern drinking away the terrors they’ve seenorbabblingtothemselvesinthemadhouse. Death takes a toll on the living, no matter how you come by it. Instinct : To haunt • Reveal the terrifying nature of death • Offer information from the other side, at a price Ghoul Group Talons (d8 damage 1 piercing) 10 HP 1 Armor Legions of the Undead 77 Close, Messy Hunger. Hunger hunger hunger. Desper- ate clinging void-stomach-emptiness hunger. Sharp talons to rend flesh and teeth to tear and crack bones and suck out the soft marrow inside. Vomit up hate and screaming jealous anger and charge on twisted legs—scare the living flesh and sweeten it ever more with the stink of fear. Feast. Peasant or knight, wizard, sage,prince,orpriestallmakeforsuchdelicious meat. Instinct : To eat • Gnaw off a body part • Gain the memories of their meal Lich Solitary, Magical, Intelligent, Cautious, Hoarder, Construct Enervate (d10+3 damage ignores armor) 16 HP 5 Armor Near, Far “At the end, they give you a scroll and a jew- eled medallion to commemorate your achieve- ments. Grand Master of Abjuration, I was called, then. Old man. Weak and wizened and just a bit too senile for them—hose jealous halfwits. Barely apprentices, and they called themselvesTheNewCouncil. Itmakesmesick, or would, if I still could be. They told me it was an honor and I would be remembered forever. It was like listening to my own eulogy. Fitting, in a way, don’t you think? It took me another ten years to learn the rituals and another four to collect the material and you see before you the fruits of my labour. I endure. I live. I will see the death of this age and the dawn of the next. It pains me to have to do this, but, you see, you cannot be permitted to endanger my research. When you meet Death, say hello for me, would you?” Instinct : To un-live • Cast a perfected spell of death or de- struction • Set a ritual or great working into mo- tion • Reveal a preparation or plan already completed Mohrg Group Bite (d8 damage) 10 HP 0 Armor Close You never get away with murder. Not really. You might evade the law, might escape your own conscience in the end and die, fat and happy in a mansion somewhere. When the gods themselves notice your misdeeds, though, that’s where your luck runs out and a Mohrg is born. The Mohrg is a skeleton—flesh and skin and hair all rotted away. All but their guts—theirtwisted,knottedgutsstillspillfrom their bellies, magically preserved and often wrapped, noose-like, about their necks. They do not think, exactly, but they suffer. They kill and wreak havoc and their souls do not rest. Such is the punishment, both on them for the crimeandonallmankindfordaringtomurder one another. The gods are just and they are harsh. Instinct : To wreak havoc • Rage • Add to their collection of guts Mummy Solitary, Divine, Hoarder Smash (d10+2 damage) 16 HP 1 Armor Close Therearecultureswhoreverethedead. Theydo notburytheminthecoldearthandmourntheir passing. These people spend weeks preparing the sacred corpse for its eternal rest. Temples, pyramids, and great vaults of stone are built to housethemandarepopulatedwithslaves, pets andgold. Thebettertoliveinluxurybeyondthe Black Gates, no? Do not be tempted by these vaults—oh, I know that greedy look! Heed my warnings or risk a terrible fate, for the honored dead do not wish to be disturbed. Thievery will only raise their ire—do not say I did not warn you! Instinct : To enjoy eternal rest • Curse them • Wrap them up • Rise again Nightwing Horde, Stealthy Rend (d6 damage) 7 HP 1 Armor Close Special Qualities: Wings Scholars of the necromantic arts will tell you that the appellation “undead” applies not only to those who have lived, died, and been re- turned to a sort of partway living state. It is the proper name of any creature whose en- ergy originates beyond the Black Gates. The creature men call the nightwing is one such creature—empowered by the negative light of Death’s domain. Taking the shape of massive, shadowy, winged creatures (some more bat- like,somelikevultures,otherslikesomeancient, leatherythings)nightwingstravelinpredatory flocks, swooping down to strip the flesh from cattle, horses and unlucky peasants out past curfew. Watch the night sky for their red eyes and listen for their screeching call and hope to thegodsyouhavesomethingtohideunderuntil they pass. Instinct : To hunt • Attack from the night sky • Fly away with prey Shadow Horde, Large, Magical, Con- struct ShadowTouch(d6+1damage)11HP4Ar- mor Close, Reach Special Qualities: Shadow Form We call to the elements. We call on fire, ever- burning. We summon water, life-giving. We beseech the earth, stable-standing. We cry to the air, forever-changing. These elements we recognize and give our thanks but ask to pass. The elemental we call upon this night knows another name. We call upon the element of Night. Shadow, we name you. Death’s mes- senger and black assassin, we claim for our own. Accept our sacrifice and do our bidding ‘til the morning come. Instinct : To darken • Snuff out light • Spawn another shadow from the dead Sigben Horde, Large, Construct Tail whip (d6+1 damage) 11 HP 2 Armor Close, Reach Special Qualities: Vampire spawn Aswang-hound and hopping whip-tail! Sent by vampires on their two, twisted legs, these ugly things look like the head of a rat or a crocodile, maybe, furry though and sharp of tooth. They have withered wings, but cannot usethemandlong,whippingtails,spurredwith poison tips. Stupid, vengeful and mischievous they cause all kinds of chaos when let out of the strange clay jars in which they’re born. Only a vampire could love such a wretched thing. Instinct : To disturb • Poison them • Do a vampire’s bidding Skeleton Horde Slam (d6 damage) 7 HP 1 Armor Close Dem bones, dem bones, dem dry bones. In- stinct : To take the semblance of life • Act out what it did in life • Reveal a fact from its life Spectre Solitary, Hoarder Withering touch (d10 damage) 12 HP 0 Armor Close Special Qualities: Insubstantial For some folk, when they pass, Death himself cannot release their grip on the places they love most. A priest whose devotion to the temple is greater than that of his god. A banking guild official who cannot bear to part with his vault. A drunk and his favourite tavern. All make excellent spectres. They act not out of the usual hunger that drive the undead, but jealousy. Jealousythatanyoneelsemightcome to love their home as much as them and drive themout. Theseplacesbelongtothemandthese invisiblespiritswillkillbeforethey’llletanyone send them to their rest. Instinct : To drive life from a place • Turn their haunt against a creature • Bring the environment to life Vampire Group, Stealthy, Orga- nized, Intelligent Supernaturalforce(d8+5damage1pierc- ing) 10 HP 2 Armor Close, Forceful Special Qualities: Changing form, ancient mind Legions of the Undead 78 We fear them, because they call to us. So much like us, or how we hope to be: beautiful, pas- sionate, and powerful. They are drawn to us forwhattheycannotbe: warm,kind,andalive. These tormented souls can only hope, at most, to pass their dreadful curse along. Every time they feed they run the risk of passing along their torture to another and in each one lives the twisted seed of creator. Vampires beget vampires. Suffering begets suffering. Do not be drawn in by their seduction or you may be given their gift—a crown of shadows and the chains eternal undying grief. Instinct : To manipulate • Charm someone • Feed on their blood • Retreat to plan again Wight-Wolf Horde, Organized, Intel- ligent Pounce (d6+1 damage 1 piercing) 7 HP 1 Armor Close Special Qualities: Shadow form Likethenightwing,thewight-wolfisacreature not spawned in our world. Somehow slipping the seals of the Black Gates of Death, these spirits take the shape of massive hounds or shadowy wolves and hunt the living for sport. They travel in packs, led by a mighty alpha, but bear a kind of intelligence unknown to true canines. Their wild hunts draw the attention ofintelligentundead—liches,vampiresandthe like—who will sometimes make pacts with the alphaandserveagrimpurposetogether. Listen for the baying of the hounds of Death and pray that they do not howl for you. Instinct : To hunt • Encircle prey • Summon the pack Zombie Horde Bite (d6 damage) 11 HP 1 Armor Close Whenthere’snomoreroominHell . . . Instinct : Braaaaaains • Attack with overwhelming numbers • Corner them • Gain strength from the dead, spawn more zombies Gnarled Woods 79 30 Gnarled Woods Assassin Vine Solitary, Stealthy, Gibbous Thorns (d10 damage 1 piercing) 15 HP 1 Armor Close, Reach, Messy Special Qualities: Plant Among the animals there exists a clear divi- sion ‘tween hunter and hunted. All it takes is a glance to know—by fangs and glowing eyes or claws or venomous sting—which of the crea- ture of this world are meant to kill and which stand to be killed. Such a split, if you have the eyes to see it, cuts the world of leaves and flowers in twain, as well. Druids in their forest circles know it. Rangers, too, might spot such a plant before it’s too late. Lay folk, though, they wander where they oughtn’t—paths into the deep woods covered in creeping vines and with a snap, these hungry ropes snap tight, draggingtheirmeatypreyintotheunderbrush. Mind your feet, traveller. Instinct : To grow • Shoot forth new growth • Attack the unwary Blink Dog Group, Small, Magical, Or- ganized Bite (d8 damage) 6 HP 4 Armor Close Special Qualities: Illusion Now you see it, now you don’t. Hounds once owned by a sorcerer lord and imbued with a kind of illusory cloak, they escaped into the woods around his lair and began to breed with wolvesandwilddogsoftheforest. Youcanspot them, if you’re lucky, by the glittering silver of their coats and their strange, ululating howls. They have a remarkable talent for being not- quite where they appear to be and use it to take down prey much stronger than themselves. If you find yourself facing a pack of blink dogs youmightwellcloseyoureyesandfight. You’ll have an easier time when not betrayed by your naturalsight. Bysuchsorceriesarethenatural places of the world polluted with unnatural things. Instinct : To hunt • Give the appearance of being some- where they’re not • Summon the pack • Move with amazing speed Centaur Horde, Large, Organized, Intelligent Bow (d6+2 damage 1 piercing) 11 HP 1 Ar- mor Close, Reach, Near SpecialQualities: Half-horse,Half- man It will be a gathering of clans unseen in this age. Call Stormhoof and Brightspear. Sum- mon Whitemane and Ironflanks. Sound the hornandweshallbeginourmeeting—weshall speak the words and bind our people together. Too long have the men cut the ancient trees for their ships. The elves are weak and cow- ardly, friend to these mannish slime. It will be a cleansing fire from the darkest woods. Raise the red banner of war! Today we strike back againsttheseapesandretakewhatisours! In- stinct : To rage • Overrun them • Move with unrelenting speed Chaos Ooze Solitary, Planar, Terri- fying, Gibbous Warping touch (d10 damage ignores ar- mor) 23 HP 1 Armor Close Special Qualities: Ooze, Fragments of other planes embedded in it The barrier between Dungeon World and the Elemental Planes is not, as you might hope, a wall of stone. It’s much more porous. Thin- like, with holes. Places where the civil races do not often tread can sometimes, how to put this, spring a leak. Like a dam come just a little loose. Bits and pieces of the chaos spill out. Sometimes, they’ll congeal like an egg on a pan—that’s where we get the material for many of the Guild’s magical trinkets. Use- ful, right? Sometimes, though, it squirms and squishesaroundabitandstaysthatway,warp- ingallittouchesintosomeother, strangeform. Chaos begets chaos, and it grows. Instinct : To change • Cause a change in appearance or sub- stance • Briefly bridge the planes Cockatrice Group, Small, Hoarder Peck (d8 damage) 6 HP 1 Armor Close Special Qualities: Stone touch I ain’t ever seen such a thing, sir. Rodrick thought it a chicken, maybe. Poor Rodrick. I figured it to be a lizard of a sort, though he was right—it had a beak and grey feathers like a chicken. Right, well, see, we found it in the woods, in a nest at the foot of a tree while we were out with the sow. Looking for mushrooms, sir. I told Rodrick we were—yes, sir, right sir, the bird—see, it was glaring at Rodrick and he tried to scare it off with a stick to steal the eggs but the thing pecked his hand. Quickitwas,too. Itriedtogethimawaybuthe just got slower and slower and . . . yes, as you see him now, sir. All frozen up like when we left the dog out overnight in winter two years back. Poor, stupid Rodrick. Weren’t no bird nor lizard, were it, sir? Instinct : To defend the nest • Start a slow transformation to stone Dryad Solitary, Magical, Intelligent, Devious, Gibbous Gnarled Woods 80 Crushing vines (2d10·w damage) 23 HP 5 Armor Close Special Qualities: Plant Morebeautifulbyfarthananymanorwoman born in the civil realms. To gaze upon one is to fall in love. Deep and punishing, too. Thing is, they don’t love. Not the fleshy folk who often find them, though. Their love is a pri- mal thing, married to the woods—to a great oak that serves as home and mother and sa- cred place to them. It’s a curse to see one, too, they’ll never love you back. No matter what you do. No matter how you pledge yourself to them, they’ll always spurn you. If ever their oakcomestoharm,you’venotonlythedryad’s wrath to contend with, but in every nearby vil- lagethere’sascoreofmenwithasecretlonging in their heart, ready to murder you where you sleep for just a smile from such a creature. In- stinct : To love nature passionately • Entice a mortal • Merge into a tree • Turn nature against them Eagle Lord Group, Large, Organized, Intelligent Claw (2d8·b+1 damage 1 piercing) 10 HP 1 Armor Close, Reach Special Qualities: Mighty wings Some the size of horses. Bigger, even—the Kings and Queens of the Eagles. Their cry pierces the mountain sky and woe to those who fall under the shadow of their mighty wings. Theancientwizardsforgedapactwiththemin theprimordialdays. Menwouldtaketheplains and valleys and leave the mountaintops to the EagleLords. Thesesacredpactsshouldbehon- ored, lest they set their talons into you. Lucky are the elves, for the makers of their bonds yet liveandwhendangercomestoElvishlands,the EagleLordsoftenserveasspiesandmountsfor the elves. Long-lived and proud, some might be willing to trade their ancient secrets for the right price, too. Instinct : To rule the heights • Attack from the sky • Pull someone into the air • Call on ancient oaths Elvish Warrior Horde, Intelligent, Organized Sword (2d6·b damage) 3 HP 2 Armor Close Special Qualities: Sharp sense Like all the elves do, war is an art. I saw them fight, once. The Battle of Astrid’s Veil. Yes, I am that old, boy, now hush. She was clad in platethat shone like the winter sky. White hair streaming and a pennant of ocean blue tied to her spear. She seemed to glide across between the trees the way an angel might, striking out and bathing her blade in blood that steamed in thecoldair. Ineverfeltsosmallbefore. Itrained with the master-at-arms of Battlemoore, you know. I’veheldaswordlongerthanyou’vebeen alive, boy, and in that one moment I knew that my skill meant nothing. Thank the gods the elves were with us then. A more beautiful and terrible thing I have not seen since. Instinct : To seek perfection • Strike at a weak point • Set ancient plans in motion • Use the woods to advantage Elvish High Arcanist Solitary, Magi- cal, Intelligent, Organized Flame (d10 damage ignores armor) 12 HP 0 Armor Near, Far Special Qualities: Sharp senses True elvish magic isn’t like the spells of men. Mannish wizardry is all rotes and formulas. They cheat to find the arcane secrets that re- soundallaroundthem. Theyaredeaftothear- canesymphony that sings in the woods. Elvish magic is fine ear to hear it and the voice with which to sing. To harmonize with what is al- readyresounding. Menbindtheforcesofmagic to their will; Elves simply pluck the strings and humalong. TheHighArcanists,inaway,have become more and less than any elf. The beat of their blood is the throbbing of all magic in this world. Instinct : To unleash power • Work the magic that wants to be worked • Cast forth the elements Griffin Group, Large, Organized Claw (d8+3 damage) 10 HP 1 Armor Close, Reach, Forceful Special Qualities: Wings On first glance, one might mistake the Griffin foranothermagicalmistakeliketheManticore or the Chimera. It looks the part, doesn’t it? These creatures have the regal haughtiness of a lion and the arrogant bearing of a eagle but temper it with the unshakeable loyalty of both. To earn the friendship of a Griffin is to have an ally all your living days. Truly a gift, that. If you’reeverluckyenoughtomeetoneberespect- ful and deferential above all else. It may not seem it but they can tell and answer perceived slights with a sharp beak and talons. Instinct : To serve allies • Carry an ally aloft • Strike from above Ogre Group, Large, Intelligent Club (d8+5 damage) 10 HP 1 Armor Close, Reach, Forceful A tale, then. Somewhere in the not-so-long history of the Mannish race there was a divide. In days when men were merely dwellers-in- the-mud with no magic to call their own, they split in two: one camp left their caves and the dark forests and built the First City to honor the gods. The others, a wild and savage lot, retreated into darkness. They grew, there. In the deep woods a grim loathing for their softer kin gave them strength. They found dark gods of their own, there in the woods and hills. Ages passed and they bred tall and strong and full of hate. We have forged steel and they match it with their savagery. We may have forgotten ourcommonroots,butsomewhere,deepdown, the Ogres remember. Instinct : To return the world to darker days • Destroy something • Topple trees • Bring down the roof Hill Giant Group, Huge, Intelligent, Organized Rock (d8+3 damage) 10 HP 1 Armor Reach, Near, Far, Forceful Ever seen an ogre before? Bigger than that. Dumberandmeaner,too. Hopeyoulikehaving cows thrown at you. Instinct : To hurl • Throw something • Shake the earth Razor Boar Solitary Bite (d10 damage 3 piercing) 16 HP 1 Ar- mor Close, Messy The tusks of the razor boar shred metal plate like so much tissue. Voracious, savage and un- stoppable, they tower over their mundane kin. To kill one? A greater trophy of bravery and skillishardtoname,thoughIheararazorboar killedtheDrunkardKinginasinglethrust. You think you’re a better hunter than he? Instinct : To shred • Rip them apart • Rend armor and weapons Sprite Horde, Tiny, Stealthy, Magi- cal, Devious, Intelligent Dagger (2d4·w damage) 3 HP 0 Armor Hand SpecialQualities: Wings,FeyMagic I’dclassifythemelementals,exceptthat“Being Annoying”isn’tanelement. Instinct: Toplay tricks • Play a trick to expose someone’s true nature • Confuse their senses • Craft an illusion Treant Group, Huge, Intelligent, Gibbous Wallop (d8+5 damage) 21 HP 4 Armor Reach, Forceful Special Qualities: Wooden Old and tall and thick of bark walk amidst the tree-lined dark Gnarled Woods 81 Strong and slow and forest-born the treants anger quick, we warned If to the woods with axe ye go know the treants be thy foe Instinct : To protect nature • Move with implacable strength • Set down roots • Spread old magic Werewolf Solitary, Intelligent Bite (d10+2 damage 1 piercing) 12 HP 1 Armor Close, Messy Special Qualities: Weak to silver Beautiful, isn’t it? The moon, I mean. She’s watching us, you know? Her pretty silver eyes watch us while we sleep. Mad, too—like all the most beautiful ones. If she were a woman, I’d bendmykneeandmakehermywifeonthespot. No, I didn’t ask you here to speak about her, though. Thechains? Foryoursafety,notmine. I’m cursed, you see. You must have suspected. The sorcerer-kings called it “lycanthropy” in their day—passed on by a bite to make more of our kind. No, I could find no cure. Please, Don’t be scared. You have the arrows I gave you? Silver, yes. Ah, you begin to understand. Don’t cry, sister. You must do this for me. I cannot bear more blood on my hands. You must end this. For me. Instinct : To shed the appearance of civilization • Transform to pass unnoticed as beast or man • Strike from within • Hunt like man and beast Worg Horde, Organized Bite (d6 damage) 3 HP 1 Armor Close As horses are to the civil races, so go the worg to the goblins. Mounts, fierce in battle, ridden by only the bravest and most dangerous, are found and bred in the forest primeval to serve the goblins in their wars on men. The only safe worg is a pup, separated from its mother. If you can find one of these, or make orphans of a litterwithasharpsword,you’vegotwhatcould become a loyal protector or hunting hound in time. Train it well, mind you, for the worg are smartandneverquitefreeoftheirprimalurges. Instinct : To serve • Carry a rider into battle • Give its rider an advantage Satyr Group, Devious, Magical, Hoarder Charge (2d8·w damage) 10 HP 1 Armor Close Special Qualities: Enchantment One of only a very few creatures to be found in the old woods that don’t right out want to maim, kill, or eat us. They dwell in glades pierced by the sun, and dance on their funny goat-legs to enchanting music played on pipes made of bone and silver. They smile easily and, solongasyoupleasethemwithjokesandsport, will treat our kind with friendliness. They’ve a mean streak, though, so if you cross them, make haste elsewhere; very few things hold a grudge like the stubborn Satyr. Instinct : To enjoy • Pull others into revelry through magic • Force gifts upon them • Play jokes with illusions and tricks Ravenous Hordes 82 31 Ravenous Hordes Formian Drone Horde, Organized, Cautious Bite (d6 damage) 7 HP 4 Armor Close Special Qualities: Hive connection, Insectoid With good cause, they say that these creatures (likeallinsects,really)areclaimedbythepowers ofLaw. Theyareordermadeflesh—aperfectly stratified society in which every larva, hatch- ling and adult knows their place in the great hive. The Formian is some strange intersec- tion of men and ants (though there are winged tribes that look like ants out in the Western Desert, I’ve heard. And some with great saw- tooth arms like mantids in the forests of the east). Tall, with a hard shell and a harder mind, these particular Formians are the bot- tomcaste. Theyworkthehillsandhoneycombs withsingle-mindedjoythatcanbeknownonly by such an alien mind. Instinct : To follow orders • Raise the alarm • Create value for the hive • Assimilate Formian Taskmaster Group, Orga- nized, Intelligent Spiked whip (d8 damage) 6 HP 3 Armor Close, Reach Special Qualities: Hive connection, Insectoid It takes two hands to rule an empire: one to wield the scepter and one to crack the whip. These ant-folk are that whip. Lucky for them, with two extra arms, that’s a lot of whip to crack. They oversee the vast swarms of worker dronesthatsettobuildthemightycavernsand zigguratsthatdottheplacesthatformianscan be found. One in a hundred, these brutes stand two or three feet taller than their pale, near- mindless kin and have a sharper, crueler wit to match. They’ll often ignore the soft races (as we’re known) if we don’t interfere in a project, but get in the way of The Great Work and expect nothing less than their full attention. You don’t want their full attention. Instinct : To command • Order drones into battle • Set great numbers in motion Formian Centurion Horde, Intelli- gent, Organized Barbed spear (2d6·b+2 damage) 7 HP 3 Armor Close, Reach Special Qualities: Hive connection, Insectoid, Wings Whether in the form of a legionnaire, part of theFormianstandingarmy, orasapraetorian guard to the queen, every formian hive contain a great number of these most dangerous insec- toids. Darker in carapace, often scarred with furrows and the ceremonial markings that set themapartfromtheirdrones, theformiancen- turions are their fighting force and rightly so. Born,bredandlivingonlyforthesingularpur- pose to kill the enemies of their kind, they fight with one mind and a hundred swords. Thus far, the powers of Law have seen fit to spare mankind a great war with these creatures, but we’ve seen them in skirmish—descending sometimes on border towns with their wings flickeringintheheatorspillingupfromasandy moundtowipecleananewly-dugmine. Theirs is an orderly bloodshed, committed with no pleasurebutthecompletionofagoal. Instinct : To fight as ordered • Advance as one • Summon reinforcements • Give a life for the hive Formian Queen Solitary, Huge, Or- ganized, Intelligent, Hoarder Smash (d10+5 damage) 24 HP 3 Armor Reach, Forceful Special Qualities: Hive connection, Insectoid At the heart of every hive, no matter its size or kind, lives a queen. As large as any giant, she sits protected by her guard, served by every drone and taskmaster with her own, singular purpose: to spread her kind and grow the hive. To birth the eggs. To nurture. We do not understand the minds of these creatures but it is known they can communicate with their children, somehow, over vast distances and that they begin to teach them the ways of earth andstoneandwarwhilestillpaleandwriggling larva,withoutaword. Tokilloneistosetchaos on the hive; without their queen, the rest turn on one another in a mad, blind rage. Instinct : To spread formians • Call every formian it spawned • Release a half-formed larval muta- tion • Set designs on a formian goal Gnoll Tracker Group, Organized, In- telligent Bow (d8 damage) 6 HP 1 Armor Near, Far Special Qualities: Scent Ravenous Hordes 83 Once they scent your blood, you can’t escape. Not without intervention from the gods, or the duke’s rangers at least. The desert scrub is a dangerous place to go exploring on your own and if you fall and break your leg or eat the wrong cactus, well, you’ll be lucky if you die of thirst before the gnolls find you. They prefer their prey alive, see—cracking bones and the screams of the dying lend a sort of succulence to a meal. Sickening creatures, no? They’ll hunt you, slow and steady, as you die. If you hearlaughterinthedesertwind,well,bestpray Death comes to take you before they do. In- stinct : To prey on weakness • Doggedly track prey • Strike at a moment of weakness Gnoll Emissary Solitary, Divine, In- telligent, Organized Ceremonial dagger (d10+2 damage) 18 HP 1 Armor Close, Reach Special Qualities: Scent Oh, an emissary! How nice. I suspect you didn’t know the Gnolls had ambassadors, did you? Yes, even these mangy hyenas have to makenicesometimes. No, no, notwithus. Nor the dwarves, neither. No, the Emissary is the one, among his packmates, who trucks directly with their dripping demon lord. Frightening? Too right. Every hound has a master with his handonthechain. Thisgnollhearshismaster’s voice. Hears it and obeys. Instinct : To share divine insight • Pass on demonic influence • Drive the pack into a fervor Gnoll Alpha Solitary, Intelligent, Or- ganized Sword (d10·b damage 1 piercing) 12 HP 2 Armor Close Special Qualities: Scent Every pack has its top dog. Bigger, maybe—that’d be the simplest way. Often, though, with these lank and filthy mutts, it’s not about size or sharp teeth but about cruelty. About a willingness to kill your brothers and eat them while the pack watches. Willingness to desecrate the pack in a way that cows them to you. If they’re that awful to each other—to their living kin—think about how they must view us. It’s hard to be mere meat in a land of these kinds of predators. Instinct : To drive the pack • Demand obedience • Send the pack to hunt Orc Bloodwarrior Horde, Intelli- gent, Organized Jagged blade (d6+2 damage 1 piercing) 3 HP 0 Armor Close, Messy The orcish horde is a savage, bloodthirsty, and hatefulcollectionoftribes. Therearemythsand storiesthattelloftheoriginoftheirrage—ade- mon curse, a homeland destroyed, elven magic gone wrong—but the truth has been lost to time. Everyableorc,beitmanorwoman,child or elder, swears fealty to the warchief and their tribe and bears the jagged blade of a bloodwar- rior. Men are trained to fight and kill—orcs are born to it. Instinct : To fight • Fight with abandon • Revel in destruction Orc Berserker Solitary, Large, Di- vine, Intelligent, Organized Cleaver (d10+5 damage) 20 HP 0 Armor Close, Reach Special Qualities: Mutations Stained in the unholy ritual of Anointing By The Night’s Blood, some warriors of the horde risetoakindoftwistedknighthood. Theytrade their sanity for this honor, stepping halfway into a world of swirling madness. This makes Berserkers the greatest of their tribe, though as time passes, the chaos spreads. The rare Berserker that lives more than a few years be- comes horrible and twisted, growing horns or an extra arm with which to grasp the iron cleavers they favor in battle. Instinct : To rage • Fly into a frenzy • Unleash chaos Orc Breaker Solitary, Large Massivehammer(d10+3damageignores armor) 16 HP 0 Armor Close, Reach, Forceful Before you set out across the hordeland, brave sir, hark a moment to the tale of Sir Regnus. Regnus was like you, sir—a Paladin of the Or- der, all a-shine in his armored plate and with a shield as tall as a man. Proud he was of it, too—Mirrorshield, he called himself. Tale goes that he’d set his eyes on rescuing some lost priest, a kidnap from the abbey on the borders. Regnus came across some orcs in his travels, a dozen or so, and thought, as one might, that they’d be no match. Battle was joined and all was well until one of them orcs emerged from the fray with a hammer bigger than any man ought to be able to wield. Built more like an ogreoratroll,theysayitwas,andwithasingle swing, it crushed Regnus to the ground, shield and all. It were no ordinary orc, they say. It were a breaker. They can’t make plate of their own, see, so maybe it’s jealousy drives these burly things to crush and shatter the way they do. Effective tactic, though. Careful out there. Instinct : To smash • Destroy armor or protection • Lay low the mighty Orc One-Eye Group, Divine, Magical, Intelligent, Organized InflictWounds(d8+2damageignoresar- mor) 6 HP 0 Armor Close, Reach, Near, Far Special Qualities: One eye In the name of He Of Riven Sight and by the First Sacrifice of Elf-Flesh do we invoke the Old Powers. By the Second Sacrifice, I make my claim to what is mine—the dark magic of Night. In His image, I walk the path to Gor- sha-thak, the Iron Gallows! I call to the runes! I call to the clouded sky! Take this mortal organ,eatofthefleshofourenemyandgiveme what is mine! Instinct : To hate • Rend flesh with divine magic • Take an eye • Make a sacrifice Orc Shaman Solitary, Intelligent, Organized Flame (d10 damage ignores armor) 12 HP 0 Armor Close, Reach, Near, Far SpecialQualities: Elementalpower The orcs are as old a race as any. They cast bones in the dirt and called to the gods in the treesandstoneastheelvesbuilttheirfirstcities. They have waged wars, conquered kingdoms, and fallen into corruption in the aeons it took for men to crawl from their caves and dwarves to first see the light of the sun. Fitting, then, that the old ways still hold. They summon the powers of the world to work, to fight and to protect their people, as they have since the first nights. Instinct : To strengthen orc-kind • Give protection of earth • Give power of fire • Give swiftness of water • Give clarity of air Orc Slaver Horde, Stealthy, Intelli- gent, Organized Whip (d6 damage) 3 HP 0 Armor Close, Reach Red sails fly in the southern sea. Red sails and ships of bone, old wood and iron. The warfleet of the horde. Orcs down that way have taken to the sea, harassing island towns and stealing awaywithfishermenandtheirkin. It’ssaidthe custom is spreading north and the orcs learn the value of free work. Taken to it like a sacred task—especially if they can get their hands on elves. Hard to think of a grimmer fate than to live out your life under a lash in an orcish fist. Instinct : To take • Take a captive • Pin someone under a net • Drug them Orc Shadowhunter Solitary, Stealthy, Magical, Intelligent Poisoned dagger (d10 damage 1 piercing) 10 HP 0 Armor Close, Reach Special Qualities: Shadow cloak Ravenous Hordes 84 Noteveryattackbyorcsistorchesandscream- ing and enslavement. Amongst those who fol- low He Of Riven Sight, poison and murder-in- the-dark are considered sacred arts. Enter the shadowhunter. Orcs cloaked in Night’s magic who slip into camps, towns and temples and end the lives of those within. Do not be so dis- tractedbythehowlingoftheberserkersthatyou do not notice the knife at your back. Instinct : To kill in darkness • Poison them • Melt into the shadows • Cloak them in darkness Orc Warchief Solitary, Intelligent, Organized IronSwordofAges(2d10·b+2damage)16 HP 0 Armor Close, Reach Special Qualities: One-Eye bless- ings, Shaman blessings There are chiefs and there are leaders of the tribes among the orcs. There are those who rise to seize power and fall under the machinations of their foes. There is but one Warchief. One orc in all the horde who stands above the rest, bearing the blessings of the One-Eyes and the Shamans both. Who walks with the elements underNight. WhobearstheIronSwordofAges and carries the ancient grudge against the civil races on his shoulders. The warchief is to be respected, to be obeyed and above all else, to be feared. All glory to the Warchief. Instinct : To lead • Start a war • Make a show of power • Enrage the tribes Triton Spy Solitary, Stealthy, Intelli- gent, Organized Trident (2d10·w damage) 12 HP 2 Armor Close, Near Special Qualities: Aquatic A fishing village caught one in their net, some time ago. Part a man and part some scaly sea creature, it spoke in a broken, spy-learned form of the common tongue before it suffocated in the open air. It told the fishermen of a coming tide, an inescapable swell of the power of some deep-sea god and that the triton empire would rise up and drag the land down into the ocean. The tale spread and now, when fishermen sail thechoppyseas,theywatchandworrythatthe dying triton’s tales were true. That there are powers deep below that watch and wait. They fear the tide is coming in. Instinct : To spy on the surface world • Reveal their secrets • Strike at weakness Triton Tidecaller Group, Divine, Magical, Intelligent Wave (d8+2 damage ignores armor) 6 HP 2 Armor Near, Far Special Qualities: Aquatic, Muta- tions Part priest, part outcast among their kind, the tidecaller speaks with the voice of the deeps. They can be known by their muta- tions—transparent skin, perhaps, or rows of teeth like a shark. Glowing eyes or fingertips, angler-lights in the darkness of their under- water kingdom. They speak in strange tongue thatcancallandcommandcreaturesofthesea. They ride wild hippocampi and cast strange spellsthatrotthroughthewoodendecksofships or encrust them with barnacles heavy enough to sink. It is the tidecallers who come, now, back to the cities of the Triton, bearing word that the prophecy is coming to pass. The world of men will drown in icy brine. The tidecallers speak and the Lords begin to listen. Instinct : To bring on The Flood • Cast a spell of water and destruction • Command beasts of the sea • Reveal divine commands Triton Sub-Mariner Group, Orga- nized Intelligent Harpoon (2d8·b damage) 6 HP 3 Armor Close, Near, Far Special Qualities: Aquatic The Triton are not a militant race by nature. They shy away from battle except when the sahuagin attack, and only then do they defend themselves and retreat into the depths where their foes can’t follow. This trend begins to change. As the tidecallers come to rally their people, some Triton men and women take up arms. They call these generals “sub-mariners” and build for them armor of shells and hard- ened glass. They swim in formation, wielding pikes and harpoons and attack the crews of ships that wander too far from port. Watch for their pennants of kelp on the horizon and the conch-cry of a call to battle and keep, if you can, yourboatsnearshore. Instinct: Towage war • Lead Tritons to battle • Pull them beneath the waves Triton Noble Group, Organized, In- telligent Trident (d8 damage) 6 HP 2 Armor Close, Near, Far Special Qualities: Aquatic The Triton Ruling Houses were chosen, they say,atthedawnoftime. Grantedlordshipover all the races of the sea by some now-forgotten god. These bloodlines continue, passing ruler- shipfromfathertodaughterandmothertoson through the ages. Each is allowed to rule their city in whatever way they choose—some alone orwiththeirspouses,othersincouncilofbroth- ers and sisters. In ages past, they were known fortheirsagacityandbloodlinesofeven-temper were respected above all else. The tidecallers prophecy is changing that: Nobles are expected to be strong, not wise. The Nobles have begun to respond, and it is feared by some that the ancient blood is changing forever. It may be too late to turn back. Time and tide wait for none. Instinct : To lead • Stir tritons to war • Call reinforcements Twisted Experiments 85 32 Twisted Experiments Bulette Solitary, Huge, Construct Bite (d10+5 damage 3 piercing) 20 HP 3 Armor Close, Forceful Special Qualities: Burrowing A seasoned caravan guard learns to listen for the calls of a scout or sentry with a keen ear. A few extra seconds after the alarm is raised can mean life or death. Different cries mean dif- ferent responses, too—a call of “orcs!” means draw your sword and steady for blood but a callof“bandits!”saysyoumightbeabletobar- gain. One alarm from the scouts that always, always means it’s time to pack up, whip your horse and run for the hills? “LAND SHARK!” Instinct : To devour • Drag prey into rough tunnels • Burst from the earth • Swallow whole Chimera Solitary, Large, Construct Bite (d10+1 damage) 16 HP 1 Armor Reach Well known and categorized, the chimera is a perfected creature. From the codices of the Mage’sGuildtothefamouspagesofCullaina’s Creature Compendium, there’s no confusion aboutwhatChimerameans. Twopartslioness, onepartserpent, headofashe-goat, andallthe viciousmagiconecanmuster. Theactualritual might vary, as might a detail or two—more creative sorcerers switch the flame breath for acid, perhaps. Used as a guardian, an assassin or merely an instrument of chaos unchained, it matters little. The chimera is the worst sort of abomination: an intentional affront to all natural life. Instinct : To do as commanded • Belch forth flame • Run them over • Poison them Derro Horde, Devious, Intelligent, Organized Pickaxe (2d6·w damage) 3 HP 2 Armor Close Special Qualities: Telepathy It’s typical to think that all the malignant ar- canemonstersmadeinthisworldarebirthedby wizards, sorcerers, and their ilk. That the col- leges and towers of Dungeon World are womb to every bleak experiment. There are mistakes madeinthedepthsoftheearth,too. Theseones, the Derro, are the mistakes of a long-forgotten dwarven alchemist. The derro don’t forget, though. Twisted and hateful, the Derro can bespottedbytheirswollenskulls, brain-matter grown too large. They do not speak except in thoughts to one another and plot in the silent dark to extract sweetest revenge—that of the created on the creator. Instinct : To replace dwarves • Fill a mind with foreign thoughts • Take control of a beast’s mind Digester Solitary, Large, Construct Acid(d10+1damageignoresarmor)16HP 1 Armor Close, Reach SpecialQualities: Digestacidsecre- tion It’s okay, magical experimentation is a messy science. For every beautiful pegasus there’s a half-done creature that wasn’t quite right. We understand. The goblin-elephant you thought was such a great idea. The Gelatinous Drake. Just examples. No judgement here. Anyway, we’ve got something for that. We call it the Digester. Yes, just like it sounds. Strange look- ing,Iknow,andthesmellisn’tthebest,butthis thing—it’ll eat magic like Svenloff the Stout drinks ale. Next time one of these unfortunate accidents occurs, just point the Digester at it and all your troubles drain away. Just keep an eye on it. Damn thing ate my wand last week. Instinct : To digest • Eat away at something • Draw sustenance Ethereal Filcher Solitary, Devious, Planar Stolendagger(2d8·wdamage)12HP1Ar- mor Close, Reach Special Qualities: Burrowing Things go missing. A sock, a silver spoon, your dead mother’s bones. We blame the maid, or bad luck, or just a moment of stupid forget- fulness and we move on. We never get to see the real cause of these problems. The spidery thingwithhumanhandsandeyesasblueasthe deep ethereal from whence the creature comes. We never see the nest it makes of astral silver webbing and stolen objects arranged in some madness pattern. We never watch it assem- ble its collectionof halfling finger-bones, stolen from the hands of the sleeping. We’re lucky, that way. Instinct : To steal • Takesomethingimportanttoit’spla- nar lair • Retreat to the Ethereal plane • Use an item from its lair Ettin Solitary, Large, Construct Club (d10+3 damage) 16 HP 1 Armor Close, Reach, Forceful Special Qualities: Two heads What could possibly be better than an idiotic angry hill giant? One with two heads. Fan- tasticidea, really. GradeAstuff. Instinct: To smash • Attack two enemies at once • Defend its creator Girallon Solitary, Huge Rend (d10+5 damage) 20 HP 1 Armor Reach, Forceful Special Qualities: Many arms Twisted Experiments 86 The pounding of the jungle drums calls to it. The slab of meat on the sacrificial stone to lure intheGreatApe. Girallon,theycallit—aname fromthelong-forgottentongueofthekingswho bred the beast. Taller than a building, some say. Cloaked in ivory fur with tusks as long as scimitars. Four arms? Six? The rumors are hard to verify. Every year it is the same: some explorer visits the jungle villages seeking theApeandreturn, neverquitethesame, never witha trophy. The poundingofthe drumsgoes on. Instinct : To rule • Answer the call of sacrifice • Drive them from the jungle • Throw someone Iron Golem Group, Large, Construct Slam (d8+5 damage) 10 HP 3 Armor Close, Reach, Forceful Special Qualities: Metal A staple of the enchanters art. Every golemist and mechano-thaumaturge in the Kingdoms knows this. Iron is a misnomer, though. These guardians are crafted of any metal, really. Steel, copper, or even gold, in some small cases. As much an art as a science, the crafting of a fine golem is as respected in the Kingdoms as a bridge newly built or a castle erected in the mountains. Unceasing watchdogs, stal- wart defenders, the iron golem lives to serve, following its orders eternally. Any enchanter worthhissaltcancraftone, ifhecanaffordthe materials. If not . . . Instinct : To serve • Follow orders implacably • Use a special tool or adaptation built- in Flesh Golem Horde Claw (d6+2 damage) 3 HP 0 Armor Close, Forceful Special Qualities: Many body parts Stolen bits and pieces in the night. Graveyards stealthilyuprootedandmaybetonightanarm. A leg. Another head (the last one came apart too soon). Even the humblest hedge-enchanter can make due with what he can and, with a little creativity, well—it’s not only the College that can make life, hmm? We’ll show them. Instinct : To live • Follow orders • Detach a body part Kraken Solitary, Huge Slam (d10+5 damage) 20 HP 2 Armor Reach, Forceful Special Qualities: Aquatic A cephalo-what? No, boy. Not “a kraken” but “the kraken”. I don’t know what nonsense they taught you at that school you say you’re from, but here, we know to respect the Hun- gerer. Right, that’s what we call it, The Hun- gerer in the Deep to be more proper. Ain’t no god, though we’ve got those, too. It’s a squid! A mighty squid with tentacles thicker ‘round than a barrel and eyes the size of the full moon. Smart, too, the Hungerer. Knows just when to strike—when you’re all too drunk or too tired or run out of clean water, that’s when he gets you. No, I ain’t ever seen him. I’m alive, aren’t I? Instinct : To rule the ocean • Drag a person or ship to a watery grave • Wrap them in tentacles Manticore Solitary, Large, Construct Sting (d10+1 damage 1 piercing) 16 HP 3 Armor Close, Reach, Messy Special Qualities: Wings Ifthechimeraisthefirststepdownadarkpath, the manticore is a door that can’t be closed once its been opened. A lion, a scorpion, the wings of a drake. All difficult to obtain but not impossible and just animals, anyway. The last component, the hissing hateful face of the beast, is the ingredient that makes a manticore so cruel. Young or old, man or woman, it matters not but that they are human, living and breathing, married to the creature with twisted magic. All sense of who they are is lost, and maybe that’s a blessing, but the beast is born from human suffering. No wonder, then, that they’re all so eager to kill. Instinct : To kill • Poison them • Rip something apart Owlbear Solitary, Construct Claw (d10 damage) 12 HP 2 Armor Close Bodyofabear. Feathersofanowl. Beak,claws, and excellent night vision. What’s not to love? Instinct : To hunt • Strike from darkness Pegasus Group, Construct Stomp (d8 damage) 10 HP 1 Armor Close Special Qualities: Wings Don’t go thinking that every creature not natural-born is a horrible abomination. Don’t imagine for a second that they’re all tentacles and screaming and blood or whatever. Take this noble beast, for example. Lovely thing, is- n’t it? A fine white horse with the wings of a swan. Don’t look like it ought to be able to fly, but it does. The elves work miracles, in their ownway. Theybreedtrue—that’sthepurityof elf-magic at work. Hatching from little crys- tal eggs and bonded with their riders for life. There’s still some beauty in the world, mark my words. Instinct : To carry aloft • Carry a rider into the air • Give their rider an advantage Rust Monster Group, Construct Corrode (d8 damage ignores armor) 6 HP 3 Armor Close Special Qualities: Corrosive touch Averydistinctive-lookingcreature. Something likeareddishcricket,Ithink. Longcricketylegs, anyhow. Blind, too, as I understand it—they feel their way around with those long moth- looking tendrils. Feed that way, too. Sift through piles of metal for the choicest bits. That’s what they eat, don’t matter the type, neither. Their merest touch turns it all to rusted flakes. Magic lasts longer but under the scrutiny of a rust monster, it’s a foregone conclusion. Only the gods know where they camefrom,butthey’reacurseifyouvalueyour belongings. Instinct : To decay • Turn metal to rust • Gainstrengthfromconsumingmetal Xorn Solitary, Large, Construct Maw (d10 damage) 12 HP 2 Armor Close, Reach Special Qualities: Burrowing Dwarf-made elemental garbage muncher. Shaped like a trash bin with a radius of arms to feed excess rock and stone into its gaping maw. They eat stone and excrete light and heat. Perfect for operating a mine or digging out a quarry. Once one gets lost in the sewers below a city, though, or in the foundation of a castle? You’re in deep trouble. They’ll eat and eat until you’ve got nothing left but to collapse the place down on it and move somewhere else. Ask Burrin, Son of Fjornnvald, exile from his clan. I bet he could tell you a story about a Xorn. Instinct : To eat • Consume stone • Give off a burst of light and heat Lower Depths 87 33 Lower Depths Aboleth Group, Huge, Intelligent Tentacle (d8+3 damage) 18 HP 0 Armor Reach Special Qualities: Telepathy Deepbelowthesurfaceoftheworld,infreshwa- terseasuntouchedbythesundwelltheaboleth. Fish the size of whales, with strange growths of gelatinous feelers used to probe the light- less shores. They’re served by slaves; blind al- binovictimsofanyraceunfortunateenoughto stumble on them, drained of thought and life by the powers of the aboleth’s alien mind. In thedepthstheybidandplotagainsteachother, fishy cultists building and digging upward to- wardsthesurfaceuntilsomeday,they’llbreach it. For now, they sleep and dream and guide their pallid minions to do their bidding. In- stinct : To command • Invade a mind • Turn minions on them • Put a plan in motion Apocalypse Dragon Solitary, Huge, Magical, Divine Bite (2d10·b+9 damage 4 piercing) 26 HP 5 Armor Reach, Forceful, Messy Special Qualities: Inch-thick metal hide,Supernaturalknowledge,Wings Theendofallthingsshallbeaburning—oftree and earth and of the air itself. It shall come upon the plains and mountains not from be- yond this world but from within it. Birthed from the womb of deepest earth shall come the Dragon that Will End the World. In its pass- ing all will become ash and bile and the earth a dying thing will drift through planar space devoid of life. They say to worship it is to invite madness. They say to love it is to know obliv- ion. The awakening is coming. Instinct : To end the world • Set a disaster in motion • Breath forth the elements • Act with perfect knowledge Chaos Spawn Solitary, Gibbous Chaotic touch (d10 damage) 19 HP 1 Ar- mor Close, Reach Special Qualities: Chaos form Driven from the city, a cultist finds solace in towns and villages. Discovered there, he flees to the hills and scratches his devotion on the cave walls. Found out, he is chased with knife and torch into the depths, crawling deeper and deeper until, in the deepest places, he loses his way. First,heforgetshisname. Thenheforgets his shape. His chaos gods, most beloved, bless him with a new one. Instinct : To undermine • Rewrite reality • Unleash chaos from containment Chuul Group, Large, Cautious Claws (d8+1 damage 3 piercing) 10 HP 4 Armor Close, Reach, Messy Special Qualities: Amphibious Let us, for a moment, consider the lobster. This one is your worst seafood nightmare come to life. A sort of vicious, half-man half-crawdad cursed with primal intelligence and blessed with a pair of razor-sharp claws. Strange things lurk in the stinking pools in caverns best forgotten and the Chuul is one of them. If you spot one, your best hope is a heavy mace to crack its shell and maybe a little garlic butter. Mmmm. Instinct : To split • Split something in two with mighty claws • Retreat into water Deep Elf Assassin Group, Intelli- gent, Organized Poisoned blade (d8 damage 1 piercing) 6 HP 1 Armor Close It was not so simple a thing as a war over re- ligion or territory. No disagreement of Queens led to the great sundering of the elves. It was sadness. It was the very diminishing of the world by the lesser races and the glory of all the elves had built was cracking and turning to glass. Some, then, chose to separate them- selves from the world; wracked with tears they turned their backs on men and dwarves. Oth- ers, though, they were overcome with some- thingnew. Afeelingnoelfhadfeltbefore. Spite. Hatred filled these elves and twisted them and they turned on their weaker cousins. Some still remainafterthegreatexodusbelow. Somehide amongst us with spider-poisoned blades, met- ing out that strangest of punishments: elven vengeance. Instinct : To spite • Poison them • Unleash an ancient spell • Call reinforcements Deep Elf Swordmaster Group, Intel- ligent, Organized Barbed blade (2d8·b+2 damage 1 pierc- ing) 6 HP 2 Armor Close The deep elves lost the sweetness and gentle peace of their bright cousins ages ago but did not abandon grace. They move with a swift- ness and beauty that would bring a tear to any warrior’s eye. In the dark, they’ve practiced. A cruelty has infested their swordsmanship—a wickedness comes to the fore. Barbed blades and whips replace the shining pennant-spears of surface elven battles. The swordmasters of the deep elf clans do not merely seek to kill, but to punish with every stroke of their blades. Wickedness and pain are their currency. In- stinct : To punish • Inflict pain beyond measure • Use the dark to advantage Deep Elf Priest Solitary, Divine, In- telligent, Organized Smite (d10+2 damage) 14 HP 0 Armor Close, Reach Special Qualities: Divine connec- tion Lower Depths 88 The spirits of the trees and the lady sunlight are far far from home in the depths where the deep elves dwell. New gods were found, there, waiting for their children to come home. Gods ofthespiders,thefungalforests,andthingsthat whisper in the forbidden caves. The deep elves, everattunedtotheworldaroundthem,listened withhatefulintenttotheirnewgodsandfound a source of power yet unrealized. Hate calls to hate and grim alliances were made. Even among these spiteful ranks, piety finds a way to express itself. Instinct : To pass on divine vengeance • Weave spells of hatred and malice • Rally the deep elves • Pass on divine knowledge Dragon Solitary, Huge, Terrifying, Cautious, Hoarder Bite (2d10·b+5 damage 4 piercing) 16 HP 5 Armor Reach, Messy SpecialQualities: Elementalblood, Wings They are the greatest and most terrible things thisworldwilleverhavetooffer. Instinct: To rule • Bend an element to its will • Demand tribute • Act with disdain Gray Render Solitary, Large Rend (d10+3 damage) 16 HP 1 Armor Close, Reach, Forceful On its own, the render is a force of utter de- struction. Huge and leathery, with a maw of unbreakable teeth and claws to match, the render seems to enjoy little more than tearing things apart. Stone, flesh, or steel, it matters little. However, the gray render is so rarely found alone. They bond with other creatures. Some at birth, others as fully-grown creatures, and will follow their bonded master wherever it goes, bringing them offerings of meat and protecting them while they sleep. Finding an un-bonded render means certain riches, if you survive to sell it. Instinct : To serve • Tear something apart Magmin Horde, Intelligent, Orga- nized, Hoarder Flaming hammer (d6+2 damage) 7 HP 4 Armor Close, Reach Special Qualities: Firey blood Dwarf-shaped and industrious, the magmin are among the deepest-dwellers of Dungeon World. Found in cities of brass and obsidian built nearest the molten core of the planet, the magmin live a life devoted to craft—especially thatoffireandmagicalitemsrelatedtoit. Surly and strange, they do not often deign to speak to petitionerswhoappearattheirgates,eventhose who have somehow found a way to survive the hellish heat. Even so, they respect little more than a finely made item and to learn to forge from a magmin craftsman means unlocking secrets unknown to surface blacksmiths. Like so much else, visiting the magmin is a game of risk and reward. Instinct : To craft • Offer a trade or deal • Strike with fire or magic • Provide just the right item, at a price Minotaur Solitary, Large Axe (d10+1 damage) 16 HP 1 Armor Close, Reach Special Qualities: Unerring sense of direction Head of a man, body of a bull. No, wait, I’ve got that backwards. It’s the bull’s head and the man’s body. Hooves sometimes? Is that right? IremembertheoldKingsaidsomething about a maze? Blast! You know I can’t think under this kind of pressure. What was that? Oh gods, I think it’s coming . . . Instinct : To contain • Confuse them • Make them lost Naga Solitary, Intelligent, Orga- nized, Hoarder, Magical Bite (d10 damage) 12 HP 2 Armor Close, Reach Ambitious and territorial above nearly all else, the naga are very rarely found without a well- formed and insidious cult of followers. You’ll see it in many mountain towns—a snake sigil scrawled on a tavern wall or a local church burned to the ground. People going missing into the mines. Men and women wearing the mark of the serpent. At the core of it all lies a naga; an old race now fallen into obscurity, still preening with the head of a man over its coiled, serpent body. Variations of these crea- tures exist depending on their bloodline and original purpose, but they are all master ma- nipulators and magical forces to be reckoned with. Instinct : To lead • Send a follower to their death • Use old magic • Offer a deal or bargain Salamander Horde, Large, Intelli- gent, Organized, Planar Flaming spear (2d6·b+3 damage) 7 HP 3 Armor Close, Reach, Near Special Qualities: Burrowing The excavationuncovered a basaltgate, the re- ports called it. Black stone carved with molten runes. When they dug it up, the magi declared it inert but further evidence indicates that was an incorrect claim. The entire team went miss- ing. When we arrived, the gate was glowing. Its light filled the whole cavern. We could see fromtheentrancethattheareahadbecomefull ofthesecreatures—likeredandorangeskinned men,tallasanogrebutwithasnakestailwhere there legs ought to be. They were clothed, too —some had black glass armor. They spoke to each other in a tongue that sounded like grease in a fire. I wanted to leave but the Sergeant wouldn’tlisten. You’vealreadyreadwhathap- pened next, sir. I know I’m the only one that got back, but what I said is true. The gate is open,now. Thisisjustthebeginning! Instinct : To consume in flame • Summon elemental fire • Melt away deception Planar Powers 89 34 Planar Powers Angel Solitary, Terrifying, Divine, In- telligent, Organized Flame sword (2d10·b+4 damage ignores armor) 18 HP 4 Armor Close, Forceful Special Qualities: Wings So was it written that the heavens opened up to Avra’hal and did an angel from the clouds emerge to speak unto her and so did it appear to her as her firstborn daughter—beautiful, of ebon skin and golden eyes—and did Avra’hal crytearstoseeit. “Benotafraid”itcommanded her“gotothevillagesIhaveshownyouinyour dreams and unto them show the word I have writtenonyoursoul.”Avra’halweptandwept and did agree to do this and did take up her sword and tome and did into the villages go, a great thirst for blood on her lips for the word the angel wrote upon the soul of Avra’hal was “kill”. Instinct : To share divine will • Deliver visions and prophecy • Stir mortals to action • Expose sin and injustice Barbed Devil Solitary, Large, Planar, Terrifying Spine (d10+3 damage 3 piercing) 16 HP 3 Armor Close, Reach, Messy Special Qualities: Spines There are a thousand forms of devil, maybe more. Some common and some unique. Each time the Inquisitors discover a new one they write it into the codex and the knowledge is shared among the abbeys in the hope that the atrocitiesofthatparticularsortwon’tfindtheir wayintotheworldagain. Thebarbeddevilhas long been known to the brothers and sisters of the inquisition. A literal thing, it appears only at a site of great violence or when called by a wayward summoner. Covered in sharp quills, this particular demon revels in the spilling of blood, being specifically fond of impaling vic- tims piecemeal or in whole upon its thorns and letting them die there. Cruel but not particu- larlyeffectivebeyondslaughter. Alowinquisi- torial priority. Instinct : To bloody • Impale someone • Kill randomly Chain Devil Solitary, Planar Crush (d10 damage ignores armor) 12 HP 3 Armor Close, Reach Do you think the phrase “drag him to hell” means nothing? It is unfortunately literal, in the case of the chain devil. Appearing differ- ently to each victim, this summoned creature has but a single purpose: to wrap its victim up in binding coils and take it away to a place of torment. Sometimes it will come as a man- shaped mass of rusting iron, hooks and coils of mismatched links. Other times, a roiling tan- gle of rope or kelp or twisted bloody bedsheets. The results are always the same. Instinct : To capture • Take a captive • Return to whence it came • Torture with glee Concept Elemental Solitary, Devi- ous, Planar, Gibbous Special Qualities: Ideal form The planes are not as literal as our world. Clothed in the elemental chaos are places of stranger stuff than air and water. Here, rivers of time crash upon shores of crystal fear. Bleak storms of nightmare roil and churn in a laughter-bright sky. Sometimes, the spir- its of these places can be lured into our world, though they are infinitely more unpredictable and strange than mere fire or earth might be. Easier to make mistakes, too—one might try callingupaWealthElementalandbesurprised to find a Murder Elemental instead. Instinct : To perfect its concept • Show its concept in its purest form Corrupter Solitary, Devious, Planar, Hoarder Secret dagger (2d8·w damage) 12 HP 0 Armor Close Surely,mygoodman,youmustknowwhyIam here. MustknowwhoIam. Yousaidthewords. You spilled the blood and followed the instruc- tions almost to the letter. Your pronunciation was a bit off but that’s to be expected. I’ve come to give you what you’ve always wanted, friend. Glory,love,money? Paltrythingswhen you’ve the vaults of hell to plumb. Don’t look so shocked, you knew what this was. You have but one thing we desire. Promise it to us, and the world shall be yours for the taking. Trust me. Instinct : To bargain • Offer a deal with horrible conse- quences • Plumbthevaultsofhellforabargain- ing chip • Make a show of power Djinn Group, Large, Magical Flame (d8+1 damage ignores armor) 14 HP 4 Armor Close, Reach Special Qualities: Made of flame Stop rubbing that lamp, you idiot. I do not care what you have read, it will not grant you wishes. I brought you here to show you some- thing real, something true. See this mural? It shows the ancient city. The true city that came before. They called it Majilis and it was made ofbrassbythespirits. Theyhadgolemservants and human lovers and, in that day, it was said you could trade them a year of your life for a favor. We are not here to gather treasure this night, fool, we are here to learn. The djinn still sometimes come to these places, and you must understandtheirhistoryifyouaretoknowhow to behave. They are powerful and wicked and proud and you must know them if you hope to survive a summoning. Now, bring the lamp here and we will light it, it grows dark and these ruins are dangerous at night. Instinct : To burn eternally Planar Powers 90 • Grant power for a price • Summon the forces of the City of Brass Hell Hound Group, Planar, Orga- nized Fiery Bite (d8 damage) 10 HP 1 Armor Close Special Qualities: Hide of shadow Whenonerenegesonadeal,doesnotthedebtor come for payment? Does the owed party not send someone to collect what is due? So too with the Powers Below. They only want what istheirs. Ahowlingpackofshadows,flameand jagged bone, driven by the hunting horn. They willnotcease, theycannotbeevaded. Instinct : To pursue • Follow despite all obstacles • Spew fire • Summon the forces of hell on their target Imp Horde, Planar, Intelligent, Or- ganized Flame gout (d6 damage ignores armor) 7 HP 1 Armor Close, Near, Far Thesetinyobserver-demonsoftenactasafirst- timebindingsubjectbyneonatewarlocks. They can be found infesting arcane cabals, drinking potionswhenno-onewatches,andchasingpets andservantswithtinypitchforks. Acaricature of true demonhood, these little creatures are, thankfully, not too difficult to bind or extin- guish. Instinct : To harass • Send information back to hell • Cause mischief Inevitable Group, Large, Magical, Cautious, Gibbous, Planar Hammer (d8+1 damage) 21 HP 5 Armor Close, Reach Special Qualities: Made of Order All things come to an end. Entropy bleeds reality slowly out. At the edge of time itself stand the Inevitable. Massive, powerful and seemingly carved from star-stuff themselves, the Inevitable intervene only where magic or calamity have undone the skein of fate. Where the arrogant and powerful boil the substance ofdestinyawayandseektounderminethevery laws of reality, the Inevitable arrive to guide things back to the proper order. Unshakable, seeminglyimmunetomortalharmandutterly enigmatic, it is said that the Inevitable are all that will remain when time’s long thread has run out. Instinct : To preserve order • End a spell or effect • Enforce a law of nature or man • Give a glimpse of destiny Larvae Horde, Devious, Planar, In- telligent Slime (2d4·w damage) 10 HP 0 Armor Close Those who have seen visions of the Planes Be- low, and survived with their sanity intact, speak of masses of these writhing wretches. Maggots with the face of men and women, crying out for salvation in a nest of flames. Sometimes, they can be goaded out through a rip in the planar caul and emerge, wriggling andintorment,intoourworld. Oncehere,they spreadmiseryandsicknessduringtheirmayfly lives before expiring into a slurry of gore. All in all, an inspiration towards good deeds in life. Instinct : To suffer • Fill them with despair • Beg for mercy • Draw evil attention Nightmare Horde, Large, Magical, Terrifying, Planar Trample (d6+1 damage) 7 HP 4 Armor Close, Reach SpecialQualities: Flameandshadow The herd came from a pact made in the days when folk still inhabited the Blasted Steppes. Horselords, they were, who travelled those lands. Born in the saddle, it was said. One of theirs, in a bid to dominate his peers, made a black pact with some fell power and traded away his finest horses. He had some power, sure—but what’s a thousand year dynasty when a life is so short? Now the fiends of the pit ride on the finest horses ever seen. Coats of shining oil and manes of tormented flame: these are steeds of hell’s cavalry. Instinct : To ride rampant • Sheath a rider in hellish flame • Drive them away Quasit Horde, Planar Hellishweaponry(d6damage)7HP2Ar- mor Close Special Qualities: Adaptable form An imp with some ambition. A quasit is a kind of foot soldier in the demon realm. A commoner,armedwithfangsorclawsorwings or some other thing to give it just a little edge over its hellish peers. Commonly bound by warlocks to carry heavy loads or build bridges orguardtheirtwistedtowers,aquasitcantake many forms, none of them pleasant. Instinct : To serve • Attack with abandon • Inflict pain The Tarrasque Solitary, Huge, Pla- nar Special Qualities: Impervious TheTarrasque. Legendaryunstoppablejugger- naut—eater of cities and swallower of ships, horses, and knights. A creature unseen in an agebutaboutwhomallkindsofstoriesaretold. One thread of truth weaves through these sto- ries. It cannot be killed. No blade can pierce its stonyshellnorspellpenetratetheshielditsome- how bears. Stories say, though, that the will of one pure soul can send it to slumber, though what that means and, by the gods, where such a thing might be found, pray we do not ever need to learn. It slumbers. Somewhere in the periphery of the planar edge, it sleeps for now. Instinct : To consume • Swallow a person, group, or place whole • Release a remnant of a long-eaten place from its gullet Word Daemon Solitary, Planar, Mag- ical All of mortal magic is just words. Spells are prayers,roteformula,runescast,orsongssung. Letters, words, sentences, and syntax strung together in a language that the whole world itself might understand. By way of words we can make our fellows cry or exult, can paint pictures and whisper desire to the gods. No little wonder, then, that in all that power is intent. That every word we utter, if repeated andmeaningoremotiongiventoit,cansparka kind of unintentional summoning. Word dae- mons are called by accident, appear at random and are often short-lived, but come to attend a particular word. Capricious, unpredictable and dangerous, yes—but possibly useful, de- pending on the word. Instinct : To further their word • Cast a spell related to their word • bring their word into abundance Folk of the Realm 91 35 Folk of the Realm Acolyte Can’t all be the High Priest, they said. Can’t all wield the White Spire, they said. Scrub the floor, theytoldme. TheCthonicOvergoddon’t want a messy floor, do he? They said it’d be enlightenment and magic. Feh. It’s bruised knees and dish-pan-hands. If only I’d been a cleric, instead. Instinct : To serve dutifully • Follow dogma • Offereternalrewardformortaldeeds Adventurer Horde, Intelligent Sword (d6 damage) 3 HP 1 Armor Close Special Qualities: Endless enthusi- asm Scumoftheearth,theyare. Atroupeofarmored men and women come sauntering into town, brandishingwhat,forallintentsandpurposes, isenoughmagicalandmundanepowertolevel the whole place. Bringing with them bags and bags of loot, still dripping blood from what- ever poor sod they had to kill to get it. An economical fiasco waiting to happen, if you ask me. The whole system becomes completely uprooted. Dangerous, unpredictable murder- hobos. Oh, wait, you’re an adventurer? I take itallback. Instinct: Toadventureordietrying • Go on a fool’s errand • Act impulsively • Share tales of past exploits Bandit Horde, Intelligent, Orga- nized Dirk (d6 damage) 3 HP 1 Armor Close Desperation is the watchword of banditry. When times are tough, what else is there to do but scavenge a weapon and take up with a clan of nasty men and women? Highway robbery, poaching, scams and cons and murder most foul but we’ve all got to eat so who can blame them? Then again, there’s evil in the hearts of some and who’s to say that desperation isn’t a want to sate one’s baser lusts? Anyway—it’s this or starve, sometimes. Instinct : To rob • Steal something • Demand tribute Bandit King Solitary, Intelligent, Or- ganized Trusty knife (2d10·b damage) 12 HP 1 Ar- mor Close Better to rule in hell than serve in heaven. In- stinct : To lead • Make a demand • Extort • Topple power Fool There’snotbutonepersoninalltheKing’scourt allowed to speak the truth. The real, straight- and-honest truth about anything. The Fool couches it all in bells and prancing and chalky face-paint, but who else gets to tell the King what’s what? You can trust a Fool, they say, especially when he’s made you red-faced and you’d just as soon drown him in a cesspit. In- stinct : To mock • Expose injustice • Play a trick Guardsman Group, Intelligent, Or- ganized Spear (d8 damage) 6 HP 1 Armor Close, Reach Nobleprotectorormerelydrunkenlout,itoften makes no difference to these sorts. Falling just shy of a noble Knight, the proud town guard is an ancient profession none-the-less. These folks of the constabulary often dress in the col- ors of their lord (when you can see it under the mud) and, depending on the richness of that lord, might even have a decent weapon and some armor that fits. Those are the lucky ones. Even so, someone has to be there keep an eye on the gate when the Black Riders have been spotted in the woods. Too many of us owe our lives to these souls—remember that the next time one is drunkenly insulting your mother, hmm? Instinct : To do as ordered • Uphold the law at all costs • Make a profit Halfling Thief Solitary, Small, Intel- ligent, Stealthy, Devious Dagger (2d8·w damage) 12 HP 1 Armor Close It would be foolish, now, to draw conclusions about folks just because they happen to be good at one thing or another. Then again, a spade’s a spade, isn’t it. Or maybe just the goodly, soft-and-sweet type of Halfling have the mind to stay in their grassy-hill homes and aren’t the type you find in the slums and taverns of the mannish world . Perhaps they’re there to cut your purse for calling them “halfing” in the first place. Not all take so kindly to the title. Or they’re playing a game, pretending to be a child in need of alms—and your arrogant eyes can’t even see the difference until too late. Well, it matters little. They’re gone with your coin before you even realize you deserved it. Instinct : To live a life of stolen luxury • Steal • Put on the appearance of friendship Hedge Wizard Magical Folk of the Realm 92 Not all those who wield the arcane arts are adventuring Wizards. Nor necromancers in mausoleums or sorcerers of ancient bloodline. Some are just old men and women, smart enough to have discovered a trick or two. It might make them a bit batty to come by that knowledge, but if you’ve a curse to break or a lovetoprove,mightbethatahedgewizardwill help you, if you can find his rotten hut in the swamp and pay the price he asks. Instinct : To learn • Castalmosttherightspell(foraprice) • Make deals beyond their ken High Priest Respected by all who gaze upon them, the high priests and abbesses of Dungeon World are treated with a sort of reverence. Whether they pay homage to Ur-thuu-hak, God of Swords, or whisper quiet prayers to Namiah, precious daughterofpeace,theyknowathingortwothat you and I, we won’t ever know. The gods speak to them as a hawker-of-wares might speak to usinthemarketplace. Forthis,forthebearing- of-secrets and the knowing-of-things, we give them a wide berth as they pass in their shining robes. Instinct : To lead • Set down divine law • Reveal divine secrets • Commission divine undertakings Hunter Group, Intelligent Ragged bow (d6 damage) 6 HP 1 Armor Near, Far The wilds are home to more than just beasts of horn and scale. There are men and women out there, too—those who smell blood on the wind and stalk the plains in the skins of their prey. Whether with a trusty longbow bought on a rare trip into the city or with a knife of bone and sinew-made, these folk have more in common with the things they track and make their meals than with their own kind. Solemn, somber and quiet, they find a sort of peace in the wild. Instinct : To survive • Bring back news from the wilds • Slay a beast Knight Solitary, Intelligent, Orga- nized, Cautious Sword (2d10·b damage) 12 HP 4 Armor Close What youngster doesn’t cling to the rail at the mighty joust, blinded by the sun on their glit- tering armor, wishing they could be the one adorned in steel and riding to please the King andQueen? Whatpeasantyouthwithnaught butaloafofbreadandalamesowdoesn’twish to trade it all in for the lance and the bright pennant? A Knight is many things—a holy warrior, a sworn sword, a villain sometimes, too, but a Knight cannot help but be a symbol to all who see her. A Knight means something. Instinct : To live by a code • Make a moral stand • Lead peasants into battle Merchant Ten foot poles. Get your ten foot poles, here. Torches,brightandhot. Mules,too—stubborn but immaculately bred. Need a linen sack, do you? Right over here! Come and get your ten foot poles! Instinct : To profit • Propose a business venture • Offer a ’deal’ Noble Are they granted their place by the gods, per- haps? Is that why they’re able to pass their riches and power down by birth? Some trick or enchantment of the blood, maybe. The peasant bends his knee and scrapes and toils and the noble wears the finery of his place and, they say, we all have our burdens to bear. Seems to me that some of us have burdens of stone and some carry their weight in gold. It’s a tough life. Instinct : To rule • Issue an order • Offer a reward Peasant Covered in muck, downtrodden at the bottom of the great chain of being, we all stand on the backs of those that grow our food on their farms. Some peasants do better than others, but none will ever see a coin of gold in their day. They’ll dream at night of how someday, somehow, they’ll fight a dragon and save a princess. Don’t act like you weren’t one before you lost what little sense you had, adventurer. Instinct : To get by • Plead for help • Offer a simple reward and gratitude Rebel Horde, Intelligent, Organized Axe (d6 damage) 3 HP 1 Armor Close In the countryside they’d be called outlaw and driven off or killed. The city, though, is full of places to hide. Damp basements to pore over maps and to plan and plot against a corrupt system. Like rats, they gnaw away at order, eithertosupplantitaneworjusterodethewhole thing. The line between change and chaos is a fine one—some rebels walk that thin line and others just want to see it all torched. Disguise, aknifeinthedarkorathrowntorchattheright moment are all tools of the rebel. The burning brand of anarchy is a common fear amongst the nobles of Dungeon World. These men and women are why. Instinct : To upset order • Die for a cause • Inspire others Soldier Horde, Intelligent, Orga- nized Spear (d6 damage) 3 HP 1 Armor Close, Reach Foracommonerwithastrongarm,sometimes it’s this or be a bandit. It’s wear the colors and don ill-fitting armor and march into the unknown with a thousand other scared men andwomenconscriptedtofightthewarsofour time. They could be hiding out in the woods instead, living off poached elk and dodging the king’sguard. Bettertoriskoneslifeinserviceto a cause. To bravely toss one’s lot in with their fellows and hope to come out the other side still in one piece. Besides, the nobles need strong menandwomen. Whatisittheysay? Ahand- ful of soldiers beats a mouthful of arguments. Instinct : To fight • March into battle • Fight as one Spy Beloved of Kings but never truly trusted. Mys- terious, secretive and alluring, the life of a spy is, if you ask a commoner, full of romance and intrigue. They’re a knife in the dark and a pair of watchful eyes. A spy can be your best friend, your lover or that old man you see in the mar- ket every day. One never knows. Hells, maybe you’re a spy—they say there’s magic that can turnfolksmindswithoutthemeverknowingit. Howcanwetrustyou? Instinct: Toinfiltrate • Report the truth • Double cross Tinkerer It’s said that if you see a tinker on the road and you don’t offer him a swig of ale or some of yourfoodthathe’llleaveacurseofbadluckbe- hind. A tinker is a funny thing. These strange folk often travel the roads between towns with their oddment carts and favorite mules. With a ratty dog and always a story to tell. Some- times the mail, too, if you’re lucky and live in a place where Queen’s Post won’t go. If you’re kind, maybe they’ll sell you a rose that never wilts or a clock that chimes with the sound of faerie laughter. Or maybe they’re just antiso- cialpeddlers. Youneverknow,right? Instinct : To create • Offer an oddity at a price • Spin tales of great danger and reward in far-off lands Moves in Detail Volley 93 36 Moves in Detail Hack and Slash Hack and Slash is for attacking a pre- pared enemy plain and simple. If the enemy isn’t prepared for your attack—if they don’t know you’re there or they’re restrained and helpless—then that’s not Hack and Slash. You just deal your dam- age or murder them outright, depending on the situation. Nasty stuff. The enemy’s counter-attack can be any GM move made directly with that crea- ture. Agoblinmightjustattackyouback, or they might jam a poisoned needle into your veins. Life’s tough, isn’t it? Note that an "attack" is some action that a player undertakes that has a chance of causing physical harm to someone else. Attacking a dragon with inch-thick metal scales full of magical energy with a typical sword is like swinging a meat cleaver at a tank: it just isn’t going to cause any harm, so it’s not an attack. Notethatcircumstancescanchangethat: if you’re in a position to stab the dragon on it’s soft underbelly (good luck with getting there) it could hurt, so it’s an at- tack. If the action that triggers the move could reasonably hurt multiple targets roll once and apply damage to each tar- get (they each get their armor). Jarl is up to his not-inconsiderable belly in slavering goblins. They have him sur- rounded, knives bared. "I’ve had enough of this!" he bellows "I wallop the closest goblin with my hammer." We agree that this is a combat situation and Jarl rolls the dice for Hack and Slash. He rolls an 11, so he has a choice. "Fear is for the weak! I deal extra damage—let the goblins come." "The goblin you strike certainly doesn’t like that much" I say, "you smash your hammer into his shoulder and are rewarded with the crunch of goblin bones—and a deep knife wound as the goblin counter-attacks. He deals 4 damage to you." Cadeus has the drop on two orc war- riors—he’s lurking in the shadows as the orcs walk past. "I leap out and bring my sword down in a sweeping arc, like this!" he says, miming the strike. The orc wasn’t ready to fight so I say "The orc is caught entirely off-guard and doesn’t even have a chance to raise his patchwork shield. Deal your damage." Cadeus rolls his damage and it’s enough to kill the orc. The other warrior isstillstanding,soIsay"Theotherorcfreezes in horror for a split second. Then he’s smil- ing at you with his horrible tusked mouth as he raises a signal horn from his belt. What do you do?" Bartelby has disarmed a duelist and has him at sword point. "I’m not giving this guy another chance to attack! I run him through." Without thinking about it care- fully I say "Oh, okay, sounds like Hack and Slash, roll+Str." Bartelby rolls and gets a 7. I try to make a move "You run him through, he’s not able to defend himself, but, uh . . . Oh,wait,he’snotreallyinmeleewith you, is he? He’s helpless. Forget Hack and Slash. You run him through and he slumps to the ground coughing up blood." Volley Volley covers the entire act of drawing, aiming, and firing a ranged weapon or throwing a thrown weapon. The advan- tagetousingarangedweaponovermelee is that the attacker is less likely to be at- tacked back. Of course they do have to worry about ammunition and getting a clear shot though. On a 7-9, read "danger" broadly. It can be bad footing or ending in the path of a swordormaybejustgivingupyoursweet sniper nest to your enemies. Whatever it is it’s impending and it’s always some- thingthatcausestheGMtosay"Whatdo you do?" Quite often, the danger will be something that will then require you to dedicate yourself to avoiding it or force you to Defy Danger. Ifyou’rethrowingsomethingthatdoesn’t have ammo (maybe you’ve got a move that makes your shield throwable) you can’t choose to mark off ammo. Choose from the other two options instead. Aranwe is on the floor of the ritualarium as the orc eyegouger chants his ritual from atop the pedestal. "Since Thelian has the other orcs busy, I take the opportunity to site down my bow and take a shot at the orc running the ritual." "Sounds like volley to me." She rolls an 8, plus her Dex makes 9. "Looks like you have a tough choice" I say. "Well,I’malmostoutofarrows,andweneed to get rid of him before the ritual finishes, so I’m going to take the danger." "Sure, that sounds good. Well, as the ritual progresses the flames around him have gotten higher and you have to move around to take the shot. Youhithimdeadon,rollyourdamage, but you had to step inside the ritual circle to do it. Everything outside the circle looks cloudyandunreal,allyoucanhearistheorc chanting. Thelian, you notice that Aranwe is inside the circle. What do you do?" Defy Danger Moves in Detail 94 Halekisfiringontheadvancingkoboldmob. He rolls an 8 and decides to be put in dan- ger. I think for a moment and then say "You have to duck and dodge to get the shot but you finally let it go and nail the lead kobold. You hear something behind you and turn to see that you’re right next to the ogre. He smashes you with his club and deals you 12 damage." "All that? Just for getting put in danger? That seems like a lot morethandanger."He’sright,ofcourse,soI say "Oh, you’re right—danger’s something that’sabouttohappen. Howabout,instead, youturnaroundafterfiringtheshotandthe ogre’srightinyourface! He’sabouttoswing his club right down on you. What do you do?" Defy Danger You Defy Danger when you do some- thinginthefaceofimpendingperil. This may seem like a catch-all. It is! Defy Danger is for those times when it seems like you clearly should be rolling but no other move applies. DefyDangeralsoapplieswhenyoumake another move despite danger not cov- ered by that move. For example, Hack and Slash assumes that’s you’re trad- ing blows in battle—you don’t need to Defy Danger because of the monster you’re fighting unless there’s some spe- cific danger that wouldn’t be part of your normal attack. On the other hand, if you’re trying to Hack and Slash while spikes shoot from hidden traps in the walls,you’reignoringaclearandpresent threat and need to Defy Danger. Danger, here, is anything that requires resilience, concentration, or poise. This movewillusuallybecalledforbytheGM. She’ll tell you what the danger is as you make the move. Something like "You’ll have to Defy Danger, first. The danger is the steep and icy floor you’re running across. If you can keep your footing, you can make it to the door before the Necro- mancer’s magic gets you." Which stat applies depends on what ac- tion you take and your action has to trig- ger the move. That means you can’t Defy theDangerofthesteepandicyfloorwith acharmingsmilejustsoyoucanuseCha, since charmingly smiling at the ice floor does nothing to it. On the other hand, making a huge leap over the ice would be Str, placing your feet carefully would be Dex, and so on. Make the move to get the results. Emory is climbing a steep ravine. Unbe- knownst to him, a cultist sorcerer lurks nearby. The sorcerer casts a spell of frost on the cliffside, covering it with ice. "As you reach for the next handhold, a terrible chill overcomesyou. Ifyouwanttokeepclimbing, Defy Danger or risk slipping" I say, making sure to explain what the Danger is. "No way" Emory says, "I need to get the top of this ravine! I grit my teeth and hold tight even as my fingers go numb." He rolls Defy Danger, getting an 8 including his Con for enduring. Now it’s time for a hard decision. "You make some progress but as your hands go numb you start slipping. The only way youcangetanymoretractionisbyjamming your dagger into the ice to pull yourself up the last few feet. If you do that, though, the dagger is going to be jammed in the face of the cliff until you get a chance to stop and pry it out." "Theathach’sthirdarmisswingingdownon you with its crude club, what are you doing Valeria?" I’ve just made a move to establish an impending threat: the athach’s strike. She says "I Hack and Slash it! I make a wide swing sideways, right into its legs." Sounds good to me, but she’s not doing anything abouttheclubcomingather. "Okay,youcan do that, but you take the athach’s damage from the club coming right down on your skull." "What? But trading blows is part of Hack and Slash, right?" "It is, but before you make your attack there’s already a club comingatyou,HackandSlashdoesn’tcover that. Do you still want to Hack and Slash, or are you doing something about the club?" Octavia is locked in battle with an ogre. She says "I drop my shield and take up my ham- mer in both hands. I swing it at the ogre. That’sHackandSlash, right?""Yeah, itwill be but first you’ve gotta Defy Danger. The dangeristheogre’smassiveclub.""Isn’tthat part of what Hack and Slash already is? I mean if he couldn’t be smashing me with his club then I wouldn’t be making the move at all because we wouldn’t be in melee." "Oh yeah, you’re totally right. Hack and Slash it is, make your roll!" Defend Defending something means standing nearby and focusing on preventing at- tacks on that thing or stopping anyone from getting near it. When you’re no longer nearby or you stop devoting your attention to incoming attacks then you lose any Hold you might have had. You can only spend Hold when some- one makes an attack on you or the thing you’re Defending. The choices you can make depend on the attacker and the type of attack. In particular, you can’t dealdamageto anattackerwhoyou can’t reach with your weapon. An attack is any action you can interfere with that has harmful effects. Swords and arrows are, of course, attacks but so are spells, grabs, and charges. If the attack doesn’t deal damage then halving it means the attacker gets some of what they want but not all of it. It’s up to you and the GM to work out what that means depending on the circumstances. If you’re defending the Gem Eye of Oro- Uht and an orc tries to grab it from its pedestalthenhalfeffectmightmeanthat the gem gets knocked to the floor but the orc doesn’t get his hands on it, yet. Or maybe the orc gets ahold of it but so do you—now you’re both fighting over it, tooth and nail. If you and the GM can’t agree on a halved effect you can’t choose that option. Defending yourself is certainly an op- tion. It amounts to giving up on making attacks and just trying to keep yourself safe. Avon is weaving a powerful spell to send the source of the Necromancer’s power back to the Plane of Death. The spell takes time and concentration and there’s zombies massing onallsides! Luxsays"WhileAvon’scasting his spell, it’s my duty to keep him alive. I stand between him and the dead and slam my hammer against my shield—’You want him, you go through me!’ I’m Defending Avon." That sounds good to me, so I say "roll+Con." She gets an 11 and Holds three. A few moments later Avon finishes his spell but, in rolling for it, has to make a tough choiceandputshimselfindanger. Isay"you unleashthemagicofyourspell,sureenough. Themagicaldisturbancedrawstheattention of the zombie horde—they sense your power and it drives their hunger! With a sudden burst of speed, they’re right on top of you. What do you do?" Avon looks unsure for a moment, but Lux says "Let them come. I’ve got his back. I’m spending a point of hold to direct that attack to me. I push Avon back andswingawidearcwithmyshield. I’llalso spend a point of hold to halve the damage. To be safe, I follow up with my hammer and use one more hold to deal damage to the gang of zombies." "Wow, okay. They get a few feeble claws past your guard but you’re mostly unscathed. That does it for your hold. Are you still defending him or are you doing something else?" "I don’t think he’ll live long without me. I yell at him to run without taking my eyes off the zombies, I’m not letting any of them past me." "Sounds like you’re Defending again, roll+Con." Moves in Detail Spout Lore 95 Hadrian has been Defending Durga while shehealsabadlywoundedWillem. Willem’s in fighting shape again so Durga has leaped forwards to drive back the troglodytes. Hadrianisstilllockedinbattlewithadeadly crocodilian. The troglodytes attack Durga and Hadrian reacts. "Wait! I still have one hold to Defend Durga. I’m doing to redirect that attack to myself." That doesn’t sound quite right to me, they’re spread out, now. "How are you doing that if she’s over at the troglodyte camp and you’re battling the crocodilian in the water?" "Oh yeah. I guess when I started doing something other than standing guard I lost that hold. Damn." Spout Lore You Spout Lore any time you want to search your memory for knowledge or facts about something. You take a mo- ment to ponder the things you know about the Orcish Tribes or the Tower of Ul’dammar and then reveal that knowl- edge. The knowledge you get is like consulting a bestiary, travel guide, or library. You get facts about the subject matter. On a 10+thosefactstheGMwillshowyouhow thosefactscanbeimmediatelyuseful, on a 7–9 they’re just facts. On a miss the GM’s move will often have to do with the time you take think- ing. Maybe you miss that goblin mov- ing around behind you, or the trip wire across the hallway. It’s also a great chance to reveal an unwelcome truth. Just in case it isn’t clear: the answers are always true, even if the GM had to make them up on the spot. Always say what honesty demands. Fenfaril has had the misfortune of drop- pingthroughanillusoryfloorandnowfinds himself in a murky pit. A mottled, eyeless creature shambles towards him, mumbling in a strange tongue. "I’m a little freaked out—what is this thing? Is it going to at- tack me? I probably read about these things in a bestiary back in school." "Great, that’s Spout Lore." I say. Fenfaril rolls and gets an 8. "Well of course you read about these. The nameescapesyou, butyouclearlyremember a drawing of a creature like this standing in front of a doorway, like a guard, with someonekneelingbeforeit."OnastronghitI wouldhavegivensomeinformationonwhat makes the creature let people pass. Vitus has Spouted Lore on a gilded skull she found on a pedestal and gotten a 10. I be- gin by saying, mysteriously, "You’re pretty sure you recognize the telltale signs of metal forged in the City of Dis, the living planar city."Icatchmyselfandremembertobegen- erous with the truth and make it useful. I add "You recognize some of the glyphs from your spellbook, actually: they’re part of fire spells,butwithothermagicsymbolssmaller insidethem. Castinganon-firespellintothe skull turns it into fire magic, based on the glyphs." Discern Realities ToDiscernRealitiesyoumustcloselyob- serve your target. That usually means interacting with it or watching some- one else do the same. You can’t just stick your head in the doorway and Dis- cern Realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls and check for weird dust patterns on the bookshelves. That sort of thing. Discerning Realities isn’t just about noticing a detail, it’s about figuring out the bigger picture. The GM always de- scribes what the player characters expe- riencehonestly, so during a fight the GM will say that the kobold mage stays at the other end of the hall. Discerning Reali- ties could reveal the reason behind that: the kobold’s motions reveal that he’s ac- tually pulling energy from the room be- hind him, he can’t come any close. Just like Spout Lore the answers you get are always honest ones. Even if the GM hastofigureitoutonthespot. Oncethey answer, it’s set in stone. You’ll want to DiscernRealitiestofindthetruthbehind illusions—magical or otherwise. Unless a move says otherwise players can only ask questions from the list. If a player asks a question not on the list the GM can tell them to try again or an- swer a question from the list that seems equivalent. Of course, some questions might have a negative answer, that’s fine. If there re- ally, honestly is nothing useful or valu- able here, the GM will answer that ques- tion with "Nothing, sorry." Finding a strangely empty room guarded by deadly traps, Omar says "I don’t trust this shiftyroom. I’mgoingtopokearoundalittle. I take out my tools and start messing with stuff—pullingcandlesticks,tappingthewall with my stone hammer. My usual tricks." I saytoOmar, "Soundslikeyou’reDiscerning Realities?"Omaranswersintheaffirmative and makes his roll. He rolls a 12 and gets to ask questions. "What here is not as it appears to be?" I think for a second, look at my notes and tell him, "As you tap the walls you find that there’s an odd, hollow space on the north side. The stones look newer too, this was added recently. It’s actually a hidden room." Omar still has two more questions. His his next one is "Who sealed the hidden room?" That’s not a question from the list but it sounds to me like he’s really asking "what happened here recently". I answer that in- stead. "Looking at the stonework you notice the wall bends out a little. The work’s def- initely of goblin origin—shoddy and quick. The only way it could get bent out like that is if something pushed out on the stones from within.""Sosomegoblinsblockeditfromthe other side?" Omar says. "Yeah, exactly." Parley Parley covers a lot of ground including oldstandbyslikeintimidationanddiplo- macy. You know you’re using Parley when you’re trying to get someone to do something for you by holding a promise orthreatoverthem. Niceornot, thetone doesn’t matter. Merely asking someone politely isn’t Parleying. That’s just talking. You say "Can I have that magic sword?" and the King’s knight says "Hell no, this is my blade,myfatherforgeditandmymother enchanted it" and that’s that. To Par- ley, you have to have leverage. Lever- age is anything that could lure the tar- get of your Parley to do something for you. Maybe it’s something they want or something they don’t want you to do. Like a sack of gold. Or punching them in the face. What counts as leverage de- pends on the people involved and the request being made. Threaten a long goblin with death and you have lever- age. Threaten a goblin backed up by his gang with death and he might think he’s better off in a fight. On a hit they ask you for something re- lated to whatever leverage you have. If your leverage is that you’re standing be- fore them sharpening your knife and in- sinuating about how much you’d like to shank them with it they might ask you to let them go. If your leverage is your position in court above them they might ask for a favor. Aid or Interfere Moves in Detail 96 Whatever they ask for, on a 10+, you justhavetopromiseitclearlyandunam- biguously. On a 7–9, that’s not enough: you also have to give them some assur- ance, right now, before they do what you want. If you promise that you’ll ensure their safety from the wolves if they do what you want and you roll a 7-9 they won’tdotheirpartuntilyoubringafresh wolf pelt, for example. It’s worth noting that on a 10+ you don’t actually have to keep your promise. Whether you’ll fol- low up or not, well, that’s up to you. Of course breaking promises leads to prob- lems. People don’t take kindly to oath- breakers and aren’t likely to deal with them in the future. In some cases when you state what you wantyoumayincludeapossiblepromise for the creature to make, as in "Flee and I’ll let you live." It’s up to the target of the Parley if that’s the promise they want or if they have something else in mind. They can say "yes, let me live and I’ll go" (with assurances, if you rolled a 7–9) or "promise me you won’t follow me." Leena is trying to convince Lord Hywn to vouch for her so that she is granted an au- dience with the Queen. She’s laid out what she wants pretty well but I say "Lord Hywn obviously isn’t convinced. Why should he help you?" She smirks a bit. "Oh. That. While I’m talking to him, I absentmindedly start playing with the signet ring from that assassin we killed. The one he hired to off the prince. I make a big show of it just to make sure he sees who’s ring it is." That’s perfect; nowI knowwhattoaskfor. Leena’s player hits her roll with an 8. "Once your little show sets in, Hywn just looks at you coldly. After a moment he says ’Enough be- ing coy. You and I both know you murdered my hired man. Give me that ring and swear you’ll speak no more about it, then I’ll do as you ask." "Oh sure, I give it to him" she says"Wecanalwaysdigupmoredirtonthis scumbag later." Pendrell’stryingtogetintothegamblingden where One-Eye usually plays. He saunters up to the guards and says "Hey fellas, how’s it going, care to open the door for me?" Pen- drell’s player says "I’m being all suave as I do it to; really cool so these guys will let me in. That’s Parley! I roll+Cha." Something’s not right here so I stop him "Wait a sec. All you’ve done is tell these guys what you want—you’re just talking. The big smelly one on the right of the door steps in front of you, looks you in the eyes and says ’Sorry, private venue’ like he’s bored with keeping people out and he’d rather be inside himself. If you want to Parley him, you need some leverage. A bribe maybe?" Aid or Interfere Anytimeyoufeelliketwoplayersshould be rolling against each other, the de- fender should be Interfering with the at- tacker. This doesn’t always mean sabo- taging them. It can mean anything from arguing against a Parley to just being a shifty person who’s hard to Discern. It’s about getting in the way of another play- ers’ success. Always ask the person aiding or inter- fering how they are doing it. As long as they can answer that, they trigger the move. Sometimes,astheGM,you’llhave to ask if interference is happening. Your players might not always notice they’re interfering with each other. Aid is a little more obvious. If a player can explain how they’re helping in a roll and it makes sense, let them roll to aid. Nomatterhowmanypeopleaidorinter- fere with a given roll, the target only gets the +1 or -2 once. Even if a whole party of adventurers aid in attacking an ogre, the one who makes the final attack only gets +1. Ozruk stands alone and bloodied before a pack of angry hellhounds. Behind him, the Prince of Lescia weeps in fear. Ozruk says "I stand firm and lift my shield, despite certain doom. I’m defending the Prince." At the last moment, though (just as I’m about to have Ozruk roll Defend) Aronwe appears from theshadows,sworddrawn. "Doomisnotso certain, Dwarf" he says. "I’m standing be- side him, helping Ozruk Defend by covering his sword arm." Aronwe rolls+bonds and, if he succeeds, Ozruk will be able to add a +1 to his Defend result. Special Moves Last Breath 97 37 Special Moves Special moves are moves that come up less often or in more specific situations. They’re still the basis of what charac- ters do in Dungeon World—particularly what they do between dungeon crawls and high-flying adventures. Last Breath The Last Breath is the last moment that stands between life and death. Time stands still as Death comes to claim the living. Even those who stay will catch a glimpse of the other side as they fight for their life. Many are changed by this moment—even those who escape alive. The deal offered by death is decided by the GM but it should always be a real choice with real consequences. If the GM offers something completely pain- less, the move is pointless. If the GM of- fers a ridiculous price, no one will take it. Think of ways that the character might be changed by the event: a new goal in life, a debt that must be paid, an obliga- tion. SparrowstandsatDeath’sblackgates. First theGmdescribeswhatsheseesbeyondthem: "In among the suffering souls you clearly see Lord Hywn. It appears his double deal- ing has caught up with him." Now for the bargain: "The shadowy form of Death itself steps between you and the gates. ’Here so soon? I enjoy seeing the souls you send me. I’ll return you to the world so that you may serve me, but there is a cost: you will never be able to move under the sun again, or you will return to my realm immediately." Encumbrance A PC’s Load stat is determined by their class and Str. Being able to carry more is a clear benefit when trying to carry treasure out of a dungeon or just making sure you can bring along what you need. Thismoveonlyappliestothingsaperson couldwalkaroundandstillactwith. Car- rying a boulder on your back is not en- cumbrance—youcan’treallyactormove much with it. It effects what moves you can make appropriately in the fiction. Carouse Unless the PCs are particularly extrava- gant or generous Carousing doesn’t cost any gold. If the players are paying some- one else’s tab or living the high life then it’ll costs them appropriately. You can only carouse when you return triumphant. That’s what draws the crowd of revelers to surround adventur- ers as they celebrate their latest haul. If youdon’tclaimyoursuccessoryourfail- ure is well known then who would want to party with you anyway? Undertake a Perilous Journey Distances in Dungeon World are mea- sured in rations. A ration is the amount of supplies used up in a day. Journeys take more rations when they are long or when travel is slow. A perilous journey is the whole way be- tween two locations. You don’t roll for one day’s journey and then make camp only to roll for the next day’s journey, too. Make one roll for the entire trip. This move only applies when you know where you’re going. Setting off to ex- plore is not a perilous journey. It’s wan- dering around looking for cool things to discover. Use up rations as you camp and the GM will give you details about the world as you discover them. Make Camp You usually Make Camp so that you can do other things, like Prepare Spells or Dutiful Prayer. Or, you know, sleep soundly at night. Whenever you stop to catch your breath for more than an hour or so, you’ve probably Made Camp. When camping in dangerous territory the selections made apply to the entire camp. Every PC camping out needs to roll. Camping with fewer than three characters, or without the Ranger, is dangerous—there will always be at least one option not selected. What counts as dangerous territory is up to the GM. She should call for the move. When not Making Camp in dangerous territory the camp is in all ways unex- ceptional with neither benefits or dan- gers. StayinganightinaninnorhouseisMak- ing Camp is a safe location. Regain your hit points as usual, but only mark off a ration if you’re eating from the food you carry, not paying for a meal or receiving hospitality. Outstanding Warrants Thismoveisonlyforplaceswhereyou’ve caused trouble, not every piece of civi- lizationyouenter. Beingpubliclycaught upinsomeoneelse’stroublestilltriggers this move. Civilization generally means the vil- lages, towns and cities of humans, elves, dwarves, and halflings but it can also apply to any relatively lawful establish- ment of monstrous species, such as orcs or goblins. If the PCs have stayed there aspartofthecommunityit’scivilization. Moves in Detail 98 38 Moves in Detail Multiclass Moves Multiclass Dabbler 99 39 Multiclass Moves Multiclass Dabbler Multiclass Initiate Multiclass Master For the purposes of these multiclass moves the Cleric’s Commune and Cast a Spell count as one move. Likewise for the Wizard’s Spellbook, Prepare Spells, and Cast a Spell. If a multiclass move grants you the abil- ity to cast spells you prepare and cast spells as if you had one level in the cast- ing class. Whenever you level up you increase the level you prepare and cast spells at too. When Ajax gains 3rd level he takes Multi- class Dabbler to get Commune and Cast a SpellfromtheClericclass. Hecastsandpre- pares spells like a first level Cleric: first level spells and rotes only, a total of 2 levels of spells prepared. Bardic Lore Bard Moves 100 40 Bard Moves Bardic Lore Treat the areas of your lore like books. Is the upwards-flowing waterfall you just came across something important that would be covered in a book called "On Spells and Magicks?" If so, your Bardic Lore applies. Ifyoucareenoughtoaskaquestionabout it then it’s probably important. Don’t secondguessyourself: ifyoucareenough to want to know more about it then it has some importance. Charming and Open Speaking frankly means you really are beingopenwiththem,notjustgivingthe appearance of openness. It’s your true sincerity that puts others at ease and lets yougetinformationoutofthem;ifyou’re trying to maintain a lie at the same time you won’t get very far. It Goes To Eleven Of course the creature you effect must have some way of harming your target of choice. Spurring a wolf into a frenzy to attack the eagle lord circling above doesn’t do any good, the wolf doesn’t have a way to attack it. An Ear for Magic Acting on the answers can mean act- ing against them or taking advantage of them. Either way you take +1 forward. Cleric Commune 101 41 Cleric Commune Ifyoulikeyoucanpreparethesamespell more than once. Guidance Cleric Spells 102 42 Cleric Spells Guidance It’s up the the creativity of your deity (and the GM) to communicate as much aspossiblethroughthemotionsandges- tures of you deity’s symbol. You don’t get visions or a voice from heaven, just somevisualcueofwhatyourdeitywould have you do (even if it’s not in your best interest). Magic Weapon Casting Magic Weapon on the same weapon again has no effect. No matter how many times you cast it on the same weapon it’s still just magic +1d4 damage. Magic though is nothing to be scoffed at. Having a magic weapon may give you an advantage against some of the stranger beastsofDungeonWorld, ghostsandthe sort. The exact effects depend on the monster and circumstances, so make the most of it. Animate Dead Treating the zombie as your character means you make moves with it’s ability scores based on the fiction, just like al- ways. Unless it’s brain is functioning on itsownthezombiecan’tdomuchbesides followthelastorderitwasgiven,soyou’d better stay close. Even if its brain works it’s still bound to follow your orders. Fighter Moves Signature Weapon 103 43 Fighter Moves Signature Weapon The base description you choose is just a description. Choosing a spear doesn’t give you Close range, for example. You could choose a spear as the description, then Hand as the range. Your spear is something special, or your technique with it is different, just describe why your weapon has the tags you’ve chosen. Heirloom Theexactnatureofthespirits(andthere- fore what knowledge they can offer to you) is up to you and the GM to decide. Maybe they’re dead ancestors, or echoes ofpeopleyou’veslain,oraminordemon. Up to you. Armor Mastery Armor and shields that are reduced to 0 armor are effectively destroyed. You’ll prettymuchbepayingforanewoneany- way, so you might as well drop them and haul out some gold instead. Evidence of Faith Paladin Moves 104 44 Paladin Moves Evidence of Faith Your +1 forward applies to anything you dobasedonyourknowledgeofthespell’s effects: defying it, defending against it, using it to your advantage, etc. Ranger Moves Command 105 45 Ranger Moves Command Yourbonusesonlyapplieswhenyouran- imal is doing something it’s trained in. Ananimalnottrainedtoattackmonsters won’t be any help when you’re attacking a otyugh. Backstab Thief Moves 106 46 Thief Moves Backstab Reducing armor until they repair it means that they lose armor until they do something that compensates for your damage. If you’re fighting an armored knight that might mean a fresh suit of armor, but for a thick-hided ogre its un- til they’ve had time to heal up (or protect the wound you left). Poisoner Inordertomakemoredosesofyourcho- sen poison you need to be reasonably able to gather the required materials. If you’re locked up at the top of a tower you’re not going to be able to get the ma- terials you need of course. Wealth and Taste In order to use this move it’s really got to be your most valuable possession. It’s the honest value you place on it that draws others, no lies. Disguise Your disguise covers your appearance and any basics like accents and limps. It doesn’t grant you any special knowl- edge of the target, so if someone asks you what your favorite color is you’d better think fast. Defying Danger with Cha is a common part of maintaining a Disguise. Wizard Moves Prepare Spells 107 47 Wizard Moves Prepare Spells You can prepare the same spell twice if you like. Empowered Magic Maximizing the effects of a spell is sim- ple for spells that involve a roll: a max- imized Magic Missile does 8 damage. In other cases it’s down to the circum- stances. A maximized Identify might result in far more information than ex- pected. If there’s no clear way to maxi- mize it you can’t choose that option. Likewise for doubling the targets. If the spell doesn’t have targets you can’t choose to double them. Dispel Magic Wizard Spells 108 48 Wizard Spells Dispel Magic The exact effects depend on the circum- stances. A goblin orkaster’s spell might just be ended; a deity’s consecration is probably just dimmed. The GM will tell youthelikelyeffectsof Dispelinga given effect before you cast. Fireball "Nearby" means a few paces at most, de- pending on the circumstances. Polymorph In some cases the GM may choose the last option more than once to list each unexpected benefit or weakness. Summon Monster The exact type of monster you get is up to the GM, based on your choices. If you want a non-reckless swimming creature you might get a water elemental, a 1d8 damage+2Strcreaturemightbeabarbed devil. Whatever the creature is you still get to play it. Making Moves Starting Points 109 49 Making Moves At some point you’ll likely want to make your own moves. You might want to create moves to reflect some particular threat ("When you go alone into the Un- hallowed Halls. . ."). You might create moves to cover something that’s partic- ularly important to you setting ("When you swim in the dark waters. . ."). You might create moves to expand a class, or create your own class entirely. This chapter covers how to create moves and more importantly why to create moves. Moves are the simplest way to modify the game, but you can go beyond that. Maybe you have a cool idea for an entire class, or you want to change how mon- sters work, or even mess with the entire GMing structure. Well get to those top- ics too, but first: moves. Starting Points Where do moves come from? You can start a move with the trig- ger. Some actions will just feel like they should be a move. This is the most com- mon starting point for moves. You’ll see some action coming up and feel like it’s different enough from existing moves that it needs its own rules. You can start with the effect. This is particularly useful for class moves. You know that casting a spell is something that the Wizard does, so what triggers that effect? Rarely, you can even start with the mechanics. Sometimes you’ll think of something cool, like a tamed demon who’s happiness is a constantly varying stat, and go from there. Be wary of any idea that’s entirely mechanical. Since moves always start and end with the fic- tion, a mechanical idea is the least im- portant bit of the move. A final starting point is someone else’s move. Between Apocalypse World, DungeonWorld,Monsterhearts,andthe dozensofothergamesusingmovesthere are many great ideas out there. If you plan to use a borrowed move for anything beyond your personal gaming group, its a good idea to ask the author first. They’re usually pretty cool about it. Types of Moves What role the move is fulfilling deter- mines what kind of move you’re creat- ing. Moves for dealing with the environment or special features you’ve added to Dun- geon World are special moves. These moves are usually the GMs domain, a place to make parts of the world stand out. Sincemovesarealwaystriggeredby the players most moves like this should be written or printed somewhere every- one can look them over unless the move covers something that the player char- acters wouldn’t have any idea about. Moves that reflect some special compe- tency or power, or something the play- ers do, are usually class moves. If the move is clearly tied to a specific class, add it to that class. If the move is tied to some concept that multiple classes might have access to, like a move only accessible to those that have seen be- yond Death’s Black Gates, you can create a Compendium Class for those moves. A Compendium Class is like a mini-class, it’s a collection of moves around a fic- tional theme. We’ll deal with them in more detail later. If your move is something the players do but isn’t associated with any specific theme or class it’s probably a basic of special move. If it comes up all the time it’s a basic move, if it comes up more rarely it’s a special move. Moves made by the players in response to monsters, such as the effects of a dis- ease or pressing on despite a focused blast of wind from an air elemental, are player moves associated with that mon- ster. Player moves associated with a monster are fairly rare, most of the ways a player will interact with a monster are covered by the basic and class moves. Moves made by monsters against the players aren’t player moves at all. They’re monster moves, simple state- ments of what the monster does. Try- ing to make every monster move into a player move will seriously hamper your creativity. World Moves Your Dungeon World is full of fantastic things, right? You’re likely to find that some of those fantastic things deserve or demand custom moves to reflect exactly what they do. Consider this one from Chris Bennet: When you open a sewer hatch roll+Str. On a 10+, choose 3. On a 7-9 choose 1. • You avoid being covered in feces and rotting animal entrails from the sew- ers above. • You avoid having a gelatinous cube land on you. • You find a secret back entrance to wherethemerchant’sdaughterisbe- ing held. This move is strong because it is tied strongly to a particular place at a par- ticular time. This move was written by request for Jason Morningstar’s Dun- geon World game as the players entered someparticularlyhorriblesewerstofind Class Moves Making Moves 110 a powerful merchant’s daughter. Two of the options here are very directly tied to that precise situation. Why would you write this move instead ofjustusingDefyDanger? Youwouldn’t, always. Opening a pressurized sewer hatch is certainly dangerous, you could use Defy Danger. This move does have the advantage of setting up the choices ahead of time. This is actually a very strong technique: if there’s a particular situationthatislikelytocauseDefyDan- ger, you can write a custom move that describes the tough choice to be made to save the GM some thinking in the mo- ment. The other strength of moves like this is they call out something as important. By making the trigger "when you open a sewerhatch"insteadof"whenyouactde- spite an imminent threat" the move calls out that these sewers are always danger- ous. Class Moves Each class has enough moves to take it through tenth level but that doesn’t meanyoucan’taddmore. Addingmoves to a class can demonstrate your idea of Dungeon World. Take this one, for ex- ample: When you claim a room for you deity, mark every entrance and roll+Wis. On a 10+ the room is peacebonded: no one can take ac- tion to cause physical harm within it. On a 7–9 the room is peacebonded, but the show of divine power draws attention. You can dismiss the peacebond as you see fit. This move presents a slightly different side of Dungeon World, one that can demand peace (something that usually doesn’tcomeeasilytoPCs). Thismaynot be every Dungeon World game, but it’s a great way to show how your Dungeon World looks reflected in the characters. When adding a move, look carefully at what class it belongs to. Avoid giving a class moves with infringe on another class’s areas of expertise. If the Thief can cast spells just as well as the Wizard the Wizard is likely to feel marginalized. This is why the multiclass moves act as one level lower, so that each class’s niche is somewhat protected. Be careful with any move that provides the same benefit as an existing move even if the trigger is different. +damage moves in particular should be avoided for the most part unless carefully crafted with interesting triggers. +armor too can be problematic if given too freely. The classes at present have damage and armor increases the reflect the overall danger of Dungeon World, giving them more can negate potential threats. New Classes Creating a new class is more than just writingsomenewmoves. Yourfirstcon- siderationshouldbehowtheclassrelates to the existing classes. No character ex- istsinisolation,soyoushouldthinkcare- fully about why this class is different. An excellent first step to creating a new class is to think about what fictional characters you’d like to task an inspira- tion. Don’t slavishly follow what that fictional character can do (after all, they weren’tinDungeonWorld)butusethem asaguideforwhat’scoolaboutbeingthat person. The inspirations for the classes in this bookarefairlyclear, andmadeclearerby the notes in the margins. Note that not every inspiration is taken entirely: the wizards of Discworld inspired slightly pompous style of the Wizard, but the Wizard is far more competent and casts spells differently than the typical Disc- world character. The inspiration is one of style, not an attempt to recreate what a certain character could do in a certain book. With a clear idea in mind you have a few basic steps that aren’t a concern when writing single moves: HP, Bonds, Look, equipment, alignment, races. Aclass’sHPisusuallysomebase+Constitution. Base HP is almost always 4, 6, 8, or 10. Having more HP than the Fighter and Paladin might make those classes obso- lete unless you’re careful. Having less HP than the Wizard is probably charac- ter suicide. 4 base HP makes for a class that is deliberately fragile, they’ll need help from others when the swords come out. 6 base HP is for classes that aren’t ready to fight, but can at least take a hit. 8 base HP is enough to take some hits and get into combat a little, while 10 base HP is for skilled warriors and those who have no fear of battle. Damage is chosen from the dice avail- able: d4, d6, d8, d10. The classes pre- sented here all use a single die with no static bonus, but there’s no reason not to experiment with other options: 2d4 or 1d6+2, for example. High HP and dam- age tend to go together, as you usually need one to make the other worthwhile. Bonds are where the class’s outlook shines through. It’s the place where you, the designer, will most clearly in- teract with the player at character cre- ation. Unless the class is particularly so- cial or antisocial, write four bonds. If the class is very connected to others, add a Bond, if they’re cloistered remove one. Avoid bonds that dictate alignment but don’t be afraid to say something about what the class is or does. You can use the rules for writing new Bonds as a starting point, but avoid including proper names in starting Bonds. Look is largely left to your imagination. This is an excellent spot to think about your fictional inspiration: what did they look like? How could they look dif- ferent? Including at least one choice about clothes helps establish style with- out making the player think about buy- ing clothes. The equipment choices should always include at least one weapon option and one armor option unless the class is clearly non-martial and lacking in fight- ing skill. Dungeon Rations are also pretty much required, a starting charac- ter without food going into a dangerous area borders on stupid. Alignments are your place to show the startingoutlookoftheclass. Mostclasses willhaveNeutralasanoption,sinceonly the most dedicated classes are so tied up to an ideal that the self can’t come first. A good alignment move is some- thing that happens with some regular- ity and requires the player to take action theymightnototherwisetake. Analign- ment that happens as part of the nor- mal course of play, like "When you gain treasure. . .," doesn’t really show the character’sideals. Addingsomerequire- ments, maybe "When you gain treasure through lies and deceit. . .," adds an el- ement of ideals. Now the alignment sayssomethingaboutthecharacter(they prize pulling a con on the unsuspecting) and requires the player to think about how they play. Compendium Classes A Compendium Class is a class only available to higher level characters who meet specific requirements. They’re called Compendium Classes because they first appeared in the Compendi- ums for Dungeon World Basic. A Com- pendium Class is the way to go for a con- cept that can be layered onto multiple other classes. The basic structure of a Compendium Class is to have a starting move that is available only to characters who have had a certain experience, like this: When you enter the bodily presence of a god or their avatar the next time you gain a level you can choose this move instead of a move from your class: Divine Bond Making Moves Adventure Moves 111 WhenyouwriteanewBondinsteadofusing the name of another character you can use the name of a deity you’ve had contact with. Anytime a Bond with a deity applies to the current situation you can mark it off (as if it was resolved) to call on the deity’s favor in a clearanddecisivewaythattheGMdescribes. At the end of the session you then replace the markedoffBondwithanewone,withadeity or player character. Notethatthemoveisonlyavailableafter the character has done a specific thing, and even then only at their next level. CompendiumClassesarebestwhenthey rely on what the character has done, not stat prerequisites or anything that hap- penswithouttheplayer’saction. ACom- pendiumClassthatisavailabletoanyone who just gained 5th level doesn’t stand for much, one that only applies if you’ve been to Death’s Black Gates and lived to tell the tale is more interesting. A Compendium Class also usually has 2–3 moves that can be taken only if the starting move is taken. These are just like normal class moves, just with the requirement that you have to have al- ready taken the starting Compendium Class move. Compendium Classes are ideal for con- cepts that don’t quite inspire a full class. If you can’t think of what the class looks like or how much HP it has, or if the class overlaps with existing classes, it’s prob- ably better as a Compendium Class. Adventure Moves Adventure moves deal directly with the adventureunderway. Theycanmovethe action along, change the rewards, or let you jump into a bigger adventure. If you’re running a short game, maybe at a convention or game day, you may find that you want to front load the experi- ence a little more. Here’s a move that covers "the adventure so far" so that you can get straight into a short game in me- dia res. Stalwart Fighter: As if the bandits weren’t bad enough! As if all the sword wounds, bruises and batterings at the hands of your enemies were insufficient—now this. Trapped underground with your adventur- ing companions when all you wanted was to return to the town and spend your well- earned bounty. No such luck, warrior. Sharpen that sword! Certainly, the oth- ers will need your protecting before safety is found. Justlikelasttime. Oncemoreintothe breach, right? I swear, one of these fellow must owe you a favor or two by now . . . Have a look around and roll+Cha. On a 10+ choose two party members, on a 7-9 just the one, on a miss you’re surrounded by ingrates. Atamomentofneed, youcancash in an owed favor. A PC must change their actiontooneofyourchoosing,once. Aslong as this action doesn’t involve them directly taking damage, giving up a magic item they already own or coming to immediate harm, it’sfairgame. Useittomakethemagreewith you, or give you that extra ration you want, or giving you their slot in the loot lottery. Leverage is sweet. The most important part of this move is not the roll or the effect, but the infor- mation and tone. It sets the stage for a quick adventure and gives the player reading it a starting point to work with. The roll and result here are interesting, but don’t greatly change the flow of the game. Handing out a set of these, one to each player, along with a playbook, is a great way to run a con game. You can also adapt the End of Session movetoreflecttheadventureyou’rerun- ning. When doing this it’s key that you show the players the new End of Session move. The goal isn’t to keep them in the dark about what earns XP, but to make the XP awards tie directly to this adven- ture. When you end the session, instead of us- ing the normal end of session questions, use these: • Did we learn something about the Cult of the Scaled God? • Did we rescue a captured villager or help defend the village of Secor? • Did we defeat a major agent of the Cult of the Scaled God Move Structure Moves always follow a similar struc- ture. The most basic parts of a move are the trigger ("when. . .") and the ef- fect ("then. . ."). Every move follows this basic format. Triggers Triggers are always fictional actions un- dertaken by the player characters. Note that a trigger never deals with precise units of time. Don’t write a move that begins "When you start a round adjacent to a dragon." There’s no rounds (and ad- jacent is maybe not the best phrasing, as it sound removed from the fiction of standingnexttoadamnfire-breathingdragon ). Prepare Spells isn’t "When you spend one hour studying your spellbook" for good reason. Time in Dungeon World is a bit fluid, like in a movie where pac- ingdependsonthecircumstances. Don’t rely on concrete units either around the table (rounds) or in the fiction (seconds, minutes, days). Here are some broad types of triggers: • When a character takes action . Examples: Discern Realities, Fasci- nate [Bard], Command [Ranger]. • When a character takes action under specific circumstances . Examples: Hack and Slash, Gladiator [Fighter], Backstab [Thief]. • When circumstances dictate, no character action . Examples: Or- der Hirelings, End of Session, Saving Throw. • When a character uses a thing . Examples: Magic items, Heirloom [Fighter] • From now on . Examples: Serenity [Cleric], Poisoner [Thief] Effect Moves effects can be anything you can think of; they are as limitless as your ideas. Don’t feel constrained to mak- ingrolls,+1bonuses,andswappingstats. Since all moves flow from the fiction, a fictional effect like "They treat you as a friend" is just as powerful and useful as +1 forward, maybe more so. Here are some broad types of effects, any given move may use more than one of them: • Roll. Examples: DefyDanger, Casta Spell [Wizard], Called Shot [Ranger]. • Substitute stats . Examples: Pre- cise [weapon tag]. • Trigger another move . Exam- ples: Charm Person [Wizard spell], Envenom [Thief]. • Giveabonusorpenalty,forward or ongoing. Examples: Quarry [Ranger], Beacon of Good [Paladin]. • Deal or heal damage . Examples: Volley, Backstab [Thief], Called Shot [Ranger]. • Choose options . Examples: Spout Lore, Discern Realities, Ritual [Wiz- ard]. • Hold & Spend . Examples: Dom- inate [Wizard spell], Trap Sense [Thief]. • Ask & Answer . Examples: Charm- ing and Open [Bard], Spout Lore. • Change circumstances . Exam- ples: Ascetic Freedom [Cleric], Sins of the Flesh [Paladin]. • Mark experience . Examples: Alignment moves. • Call for more information . Ex- amples: Parley, Ritual [Wizard]. • Add options . Examples: Survival- ist [Ranger], Eye of Riches [Thief]. Changing the Basics Making Moves 112 Changing the Basics Moves can also change the basic struc- ture of the game. Consider this one, to avoid the use of damage dice: When you would deal damage, instead of rolling the dice, substitute each dice with the listed number. d4 becomes 2, d6 becomes 3, d8 becomes 4, d10 becomes 5, d12 becomes 6. Moves like this change one of the basic features of the game. Be very careful with moves that muck with the funda- mentals. Any move that contradicts the GM’s principles or agenda, or any move that breaks the basic "take the action to gain the effect" rule, should be seriously rethought. There are some parts of the game that are exceptionally easy to change. The amount of XP to level reflects our view, but you can easily make leveling more or less rare. The way stats are assigned by the class is a way of making the game easier for new players and reflecting the concept of each class but there may be a place for a 17 Constitution Wizard. If you’ve played enough to know what you’re doing with each stat feel free to assign them however you like. Another basic that’s occasionally asked for is a way to make, say, fighting a dragon harder. The best answer here is that fighting a dragon is harder because the dragon is fictionally stronger. Just stabbing a dragon with a normal blade isn’t Hack and Slash because a typical blade can’t hurt it. If, however, that isn’t enough, consider this move from Vin- cent Baker, originally from Apocalypse World (reworded slightly to match Dun- geon World rules): When a player makes a move and the GM judges it especially difficult, the player takes -1 to the roll. When a player’s character makes a move and the GM judges it clearly beyond them, the player takes -2 to the roll. The problem with this move is that the move no longer reflects anything con- crete. Instead, the move is a prompt for the GM to make judgement calls with no clear framework. If you find yourself writingthiscustommove,considerwhat difficulty you’re really trying to capture andmakeacustommoveforthatinstead. That said, this is a valid custom move, if you feel it’s needed. Development of a Move Let’s look at how one move developed over time. Hack and Slash was one of theearliestDungeonWorldmoves,orig- inally written by Tony Dowler. The first version looked like this (this version has been reformatted and edited for gram- mar only): Whenyouwadeintocombat,attackingyour enemies, deal damage to the enemy you’re attacking, take that enemy’s damage, and roll+Str. On a 10+, choose 2. On a 7-9 choose 1. • Prevent one ally from taking damage this round • Kill one enemy of lower level than you or deal max damage to otherwise • Put an enemy right where you want them (drive them off, prevent them from fleeing, etc.) • Divide your damage amongst any number of targets you can reach with your weapon The first problem with this move is that oneoftheoptions,preventingdamage,is farlessusefulthantheothers. Beingable tooutrightkillanenemyisnearlyalways better than preventing that enemy from doing damage. The first major revision was to drop that option: Whenyouwadeintocombat,attackingyour enemies, deal damage to the enemy you’re attacking, take that enemy’s damage, and roll+Str. Ona10+choose2. Ona7-9choose 1. • Kill one enemy of lower level than you or deal max damage to otherwise • Put an enemy right where you want them (drive them off, prevent them from fleeing, etc.) • Divide your damage amongst any number of targets you can reach with your weapon This left only three options which is a great number of options to have when a 10+letsyoupicktwo. Theplayermaking the move always had to not choose one option. All of the options are also clearly useful. But there’s still an issue, easily the biggest issue with this move: the fic- tional action doesn’t tightly relate to the outcome. Consider this situation: Gregor attacks an eagle lord with his mighty axe. He describes his fictional action: "I swing my axe right down on his wing with a big overhead chop." Then he rolls the move, gets a 10, and makes his choices. Max damage is a clear choice and comes rightfromthefiction. Theotheroptions, however, don’t make much sense. If he chooses to divide his damage, how does that flow from his one fictional attack? How did that one chop also hit the treant behind him? Scoping down the fictional effect of the move lead to his version: When you attack an enemy who can defend themselves, roll+Str. On a 10+, you deal your damage but your enemy does not get to deal theirs to you. If you choose, you can take your enemy’s damage and deal double damageto theenemy. Ona 7-9, youtake the enemy’s damage and deal your damage. Here the move now has only the effects that could clearly follow from a single attack. Any action that couldn’t reason- ably lead to a counter-attack isn’t Hack and Slash, so now the trigger matches the effects. Unfortunately double dam- age was a bit much, so we changed it to this: When you attack an enemy in melee, roll+Str. On a 7-9, you deal your damage to the enemy and take their damage. On a 10+youdealyourdamagetotheenemy. You can choose to also take the enemy’s damage to deal +2 damage. +2 damage is a clear advantage, but not a game-breaker. The only problem here is that it reduced the effects of an attack to taking damage. Monsters do so much more than just take away your HP; mon- sters hurl you about the room and de- stroy the ground you stand on, why can’t they do that in response? When you attack an enemy in melee, roll+Str. On a 10+ you deal your damage to the enemy. You can choose to let the en- emy make an attack to deal +2 damage. On a 7-9, you deal your damage to the enemy and theenemy makes anattack against you. Thisversion(thefinalone)allowsamon- sterto"attack"notjustdealdamage. That opens up a whole host of interesting monster moves to be used. Now even the 7-9 result has choices to make and unpredictable outcomes. Making Moves Agenda, Principles, and GM Moves 113 Agenda, Principles, and GM Moves Changing the GM’s side of the rules is an entirelydifferentbeastfromwritingcus- tom player moves. Writing GM moves is the easy part. Since a GM move is just a statement of something that fiction- ally happens, feel free to write new ones as you please. Most of the time you’ll find they’re just specific cases of one of the moves already established, but oc- casionally you’ll come across something new. Just keep in mind the spectrum of hard to soft moves, your principles, and your agenda and you’ll be fine. Remov- ing a GM move is also kosher, but you’re probablybetteroffkeepingthemoveand just not using it. The players won’t know anyway. Changing the GM’s agenda or principles is one of the biggest changes you can make to the game. Changing these ar- eas will likely require changes through- out the rest of the game, plus playtesting to nail it all down. Play to find out what happens is the leastchangeablepartoftheGM’sagenda. Other options, like "play towards your setplot"or"playtochallengetheplayers’ skills" will be resisted pretty strongly by theotherrules. Themovesgivetheplay- ers abilities that can change the course of an planned adventure quite quickly; if you’re not playing to find out what hap- pens you’ll have to resist the moves at every step or rewrite many of them. Fill the characters’ lives with ad- venture could be rephrased, but it’s hard to really change. "Fill the charac- ters’ lives with intrigue" might work, but intrigue just seems like a type of adven- ture. Removing this agenda entirely will require major reworking since the move structure is based on this. The effects of a miss and the GM’s soft moves are all there to create a life of adventure. Make the world fantastic is maybe the easiest to change, but it still re- quiresconsiderablerewritingoftheclass moves. A historical world, a grim world, or a utopian world are all possible, but you’ll need to carefully rethink many moves. A historical world will require magic,equipment,andseveralothersec- tions to be nearly entirely rewritten or removed. A grim world can only survive if the players’ moves come with darker costs. A utopian world won’t need many of the moves as written. Still, this is the easiestpartoftheagendatochange,since it requires changing the moves, not the basic structures of the game. The GM’s principles are more muta- ble than the agenda but still can seri- ously change the game with only mi- nor modifications. Address the char- acters, not the players; Make your move, but misdirect; Never speak the name of your move; Begin and end with the fiction; and Be a fan of the characters are the most important principles. Without these the conversa- tion of play and the use of moves is likely to break down. Embrace the fantastic; Give every monster life; Name every person; Think Dangerous; and Give them something to work towards are key to the spirit of Dungeon World and fan- tasy exploration. These are changeable, but they amount to changing the setting of the game. If you want to change any of these, you may have to make changes to all of them. Leave Blanks; Sometimes, let them decide; and Ask questions and use the answers are important to running Dungeon World well. They also apply to manyother games in the same style. The game will be diminished without them, but the conversation of play will con- tinue. These are also some of the most portable principles, applicable to many other games. They may even work in games with very different play styles. Anadditionalprinciplethatsomepeople prefer to add is Test their Bonds . This principle is entirely compatible with the others and with all the moves, but it changesthefocusofthegamesomewhat. Frontsneedtoberethoughttoworkfully with this, and you might need to add moves that speak to it. Monsters The easiest place to modify monsters is inthequestionsusedtocreatethem. The simplest changes have to do with adjust- ing lethality or randomness to your lik- ing. You could easily change just one question to add random damage to the game (if you use random monster dam- age you might consider having the play- ers roll it so that you don’t have to man- age dice just for damage). How does it usually hunt or fight? • As part of large group, five or more: 2d4 damage, 1 HP, Horde • As part of a small group, around 2–5: 2d6 damage, 8 HP • All by its lonesome: 2d10 damage, 30 HP, Unique Note that these changes also adjust lethality slightly, you can play with the numbers to make it more or less random as you please. A more interesting change is to change the questions being asked to present a different view of monsters. The views built into the questions imply that mon- stersaremoreorlesslikeothercreatures: they can be of many alignments and won’t always be opposed to the player characters. IfyouwanttomakeDungeon Worldmoreaboutindiscriminatekilling of monsters that deserve it you might rewrite some of the questions, maybe adding this: The monster is Evil through and through. Choose one to reflect why it’s evil: • It’s an intrusion of the Old Ones Be- yond The Walls: Planar, +5 damage • It’s a product of the Old Wizards of the Red Tower: Construct, +5 HP • It’s from The Time Before Man: Pri- mordial, +5 damage, +5 HP When creating new monster questions you can either reinterpret existing mon- sters by answering the questions for themagainoronlyusethenewquestions for new monsters. If the new questions you add or change are key to your vi- sion of Dungeon World its best to redo all the monsters you use, if the question only applies to a specific kind of mon- ster anyway you can just use it for new monsters. Special Thanks 114 50 Special Thanks Contributors 115 51 Contributors Tresi Arvizo Jeremy Friesen Pitch It Guild Members 116 52 Guild Members Since you’ve read this book it’s likely at somepointyou’llbeteachingthegameto others,eitherexperiencedroleplayersor those new to the hobby. Throughout the design process we’ve had many chances toplaywithlotsofdifferentgamersfrom different backgrounds and there are a few things we’ve found work well for teaching the game. Pitch It Before you play you’ll likely be explain- ing the game to your new players (don’t just spring it on them, that’s not cool). We call that the pitch: it’s explaining why you want to play Dungeon World and why you think they’ll like it. Firstandmostimportantly: putitinyour own words. We can’t give you a script becausethebestwaytogetpeopleexcited about the game is to share your honest excitement. There are, however, some things you might want to touch on. Withfirst-timeroleplayersit’sbesttofo- cus on what roleplaying means in Dun- geon World. Tell them what they’ll be doing (portraying a character) and what you’ll be doing (portraying the world around them). Mention the general con- ceit (adventurers and adventure). It’s usuallyagoodideatomentiontheroleof the rules too, how they’re there to drive the action forward in interesting ways. With folks who’ve played RPGs be- fore, especially those who’ve played other fantasy adventure games, you can focus more on what makes Dun- geon World different from other similar games. Ease-of-play, the way the rules just step in at the right times, and the fast pace are all things that experienced roleplayers often appreciate. No matter the audience, don’t just pitch Dungeon World, pitch the game you’re going to run. If this is going to be a trip into the city sewers, tell them that right up front. If there’s an evil cult to be stopped that should be part of your de- scription. The interaction between you, the players, and the rules will create all kindsofinterestingsecretslateron,your pitch should honestly portray the game you intend to run. Present the Classes Once everybody’s on board for a game of Dungeon World and you’ve sat down to play start by presenting the character sheets. Give a short description of each, making sure to mention what each does andtheirplaceintheworld. Youcanalso read out the descriptions for each class, those all include something about both what the class does and how that fits into the big picture. Ifanybodyhasquestionsabouttherules, answer them, but for now focus on de- scribing what the classes do in plain terms. If someone asks about the fighter it’s more useful to tell them that the fighterhasasignatureweaponthat’sone of a kind then to go into detail about how the Signature Weapon move works. Create Characters Go through the character creation rules step-by-step. The process of creating a character is also a great introduction to the basic concepts: the players will encounter stats, moves, HP, and dam- age all in an order that makes sense. Don’t bother trying to front-load the rules explanations. There aren’t really any wrong choices. Each player will encounter the rules that are important to their class. The Fighter, for example, will see moves about weapon ranges and piercing and ask about them, explain them as needed. IftheFighterplayerdoesn’taskyouwhat piercing is, don’t worry about it. They’re happy to choose based on the fiction, which is all the stats and tags reflect any- way. If your players are particularly worried aboutmakingtheircharacters’right’just give them the option of changing them later. Trying to cover every rule and give them all the context now will just slow the game down. In particular, don’t go over the basic moves in detail yet. Leave them out so that the players can read them and ask questions, but don’t waste time by explaining each. They’ll come up as needed. Astheplayersintroducetheircharacters and start setting bonds move from an- swering questions to asking them. Ask about why they chose what they did and what that means for their character. Ask about details established by their bonds. Let their choices establish the world around them. Take special note of anything that you think you might be able to make moves with (like an es- tranged teacher or a simmering war). Start Play Start play by concretely describing the world around them. Keep it brief and evocative, use plenty of details, and end with something that demands action. Then ask them what they do. Ending with something that demands action is important. Don’t presume that newplayerswillalreadyknowwhatthey want to do. Giving them something to react to right away means you get straight to playing. Especially for new players make sure that the action they’re thrown into is something they have the tools to deal with. A fight is a good choice, as is a tense negotiation (which can easily be- Guild Members Overview 117 come a fight). Keep it simple and let the complexity build. Even in a fight keep to simple monsters: things that bleed, don’t have too much armor, and don’t have piercing. Give them a chance to get used to their ar- moranddealingdamagebeforeyoustart using the exceptions to those rules, like piercing and ignoring armor. Of course if the fiction dictates ignoring armor or piercing or a certain monster, use it, but don’t lead with those. For new players make liberal use of your Show Signs of Doom move. New play- ers, or those used to a different type of fantasy adventure, may have differ- ent assumptions about what’s lethal and when they’re in danger, so make sure to show them danger clearly. Once they’ve started to pick up on what’s dangerous you can give them a little less warning. Ifyou’reGMingforthefirsttimefocuson a few moves: Show Signs of Doom, Deal Damage, Put Someone in a Spot. Only look at your moves sheet if you’re pretty sure none of those three apply. Even- tually you’ll build up familiarity with the whole range of GM moves and us- ing them will seem like second nature. Continuing Play After an hour or two of play the players will likely have everything down. As a firsttimeGMyoumaytakeabitlongerto pick up all your moves, maybe a session or two. Just roll with it. Ifyoufindyourselfstrugglinginthefirst session consider it a pilot, like the first episode of a TV show. Feel free to start over or retroactively change things. If a player decides that the Thief just isn’t what they thought it was let them switch classes (either remaking the same char- acter or introducing someone new). If your first adventure wasn’t working too well scrap it and start something new. While Dungeon World works great for one-shots the longer cycles of levels and bonds don’t really kick in for a bit. If your first one or two sessions go well consider scheduling out enough time for 5–10 more. Knowing that you’re plan- ning to play that much longer gives you some space to plan out your fronts and resolve them. There isn’t always time for prep. Peo- ple aren’t entirely committed to a game—you just want to test it out or you’ve got a four-hour slot at a con- vention that you want to fill and you’ve never met the players before in your life. Maybe prep isn’t something you care about or you think it’s more fun to just take a map and run with it. Even better, maybe you’ve got a favorite old- school adventure module and you’d love torunthroughusingtheDungeonWorld rules. In this appendix, we’ll cover how toconvertandadaptmaterialfromother games into Dungeon World and give you the same flexibility to run your favorite adventures using the rules in this book. Overview The first step in preparing an adventure for use with Dungeon World is reading throughthatadventure, andthroughthe Dungeon World rules. For this book, you’ll want to be familiar with all the ba- sic rules, as well as familiar with the sec- tion on Fronts and on the GM principles. The former will be guiding you in adapt- ing the framework of the adventure and the latter will help keep your mind going in the right direction—so that gameplay stays true to the style and rules set out in this book. You’ll want to read through the module next, paying close attention to the four following topics as you go. • Maps • Monsters • Magic Items • NPCs and Organizations Flip through the adventure, make some notes as you go, but don’t feel you need to memorize the whole thing. Areas that focus particularly on statistics are likely to end up ignored, and you’ll want to leaveblanksintheadventureforyouand the players to discover as you go. When you’ve finished, you’ll have a broad understanding about what the ad- venture is about—the power groups at play in it, the special or cool monsters the adventure contains, the threats and dangers that its cast present to the world and the kinds of things the PCs might be interested in. Set aside the adventure for now, and refer to the Fronts section of Dungeon World. This is where the ma- jority of your work is going to take place. Fronts The core of any standard adventure, sce- narioor game session in Dungeon World flows outward from the Fronts to the players; the Fronts have their Impend- ing Dooms, the players react, and in the space between, you play the game to find out what happens. The same is true when presenting a converted adventure. Readingthroughthemodule,you’llhave noticedthings—NPCs,placesofinterest, special monsters and organizations that might have an impact on the world or some agenda to carry out. Depending on the size of the adventure, there may be just one or a few of these. Take a look through the list of Front types and create one for each group. I’mgoingtoconvertanoldadventureIlove; I’ve run it a dozen times in a bunch of dif- ferent systems and I think it’d be a blast to run my Dungeon World group through. I’ve given myself a quick read through to re- mindmyselfwhattheadventureisallabout. In this case, there’s a town being menaced in secret by a wicked cult who worships a squamous reptile god. Sounds like fun! The adventurehasasecretdungeon,acorruptre- ligious order, a bunch of smelly troglodytes andsomeveryhelplessadventurers. I’vede- cided that the Fronts in this adventure are The Cultists and The Troglodyte Clan Now, I could make the sorcerous Naga that livesinthecavernsherownFront,ifIwanted to, or I could add in a Campaign Front for the Reptile God itself, but I think I’ll only be running this game a few sessions, so I’m going to stay focused. The two Fronts I have work together in some ways, but are unique andoperateindependently,soI’veseparated them. Create these Fronts like you would nor- mally, choosing dangers, impending dooms, and grim portents. Ask one or two stakes questions but be sure to leave yourself lots of room—that’s where you can really tie in the characters. Nor- mally, you’d be pulling these things straight out of the inspiration of your brain, but in this case, you’ve got the module to guide you. Think about the Fronts as themes, and the Dangers as elements from the pages of your mod- ule. Look at the kinds of things your Fronts are said to be doing in the adven- ture and how that might go if the PCs were never there to stop it. What’s the worst that could happen if the Fronts were able to run rampant? This kind of reading-between-the-lines will give you ammunition for making your hard moves as you play through the adven- ture. This step is where you’ll turn those stat-block NPCs into either full-fledged dangers themselves, or members of the Front’s cast. If there are any traps, curses or gen- eral effects in the adventure you’d like to write custom moves for, do it now. A lot ofoldadventureswillhaveelementsthat call for a “saving throw” to avoid some noisome effect—these can often simply be a cause for a Defy Danger roll, or can have whole, separate custom moves if necessary. The key here is to capture the intent of the adventure—the spirit of the thing—rather than translate some me- chanical element perfectly. When you’re done, you’ll have a set of Fronts that cover the major threats and dangers the characters will face. Monsters Guild Members 118 Monsters Most published adventures contained one or two unique monsters not seen anywhere else—custom creatures and denizensofthedeepsthatcouldthreaten playersinsomewaytheyhadn’tencoun- tered before. Take a look through the adventure and make sure you’ve caught them all. Many monsters will already have statistics noted in Dungeon World and you can, if you’re happy with them, just make a note of what page they’re on inyourFrontsandmoveonfromthere. If you want to further customize the mon- sters, or need to create your own, use the rules to do so. In this step, try to avoid thinkingabout“balancing”themonsters or concerning yourself too much with how many HP a monster has or whether its armor rating matches what you ex- pect. Thinkmoreabouthowthemonster is meant to participate in the adventure. Is it there to scare the pcs? Is it there to bar their way or pose a riddle? What is its purpose in the greater ecology of the dungeon or adventure at large? Trans- lating the spirit of the thing will always giveyoubetter,moreengagingresults. If themonsterhasacoolpowerorneattrick you want to write a custom move for, do so! Custom moves are what make Dun- geon World feel unique from group to group, so take advantage of them where you can. In my adventure, the monsters run the gamut. I’ve got a scary naga with some mind-controllingpowers, anevilpriestwith divine snake-god magic, a bunch of ruffian cultists, a dragon turtle and a few miscella- neous lizards, crocodiles and snakes. Most oftheseIcanpullfromtheMonsterSettings, but I’ll create custom stats for the Naga and thecultistleader,atleast. Iwantthemtofeel new and different and have some cool ideas for how that might look. I use the monster creation rules to put them together. Direct Conversion If you run across a monster that you haven’t already created and which you don’t know well enough to convert us- ing the monster creation rules you can instead convert them directly. Damage If the monster’s damage is a single dice with a bonus of up to +10 keep it as-is. If the monster’s damage uses multiple dice of the same size roll the listed dice and take the highest result. If the monster uses multiple dice of different sizes roll only the largest and take the highest re- sult. HP If the monster’s HP is listed as Hit Dice take the maximum value of the first HD and add one for each additional hit dice. If the monster’s HP is listed as a number with no Hit Dice divide the HP by 4. Armor If the monster’s AC is average give it 1 armor. If the monster’s AC is low, give it 0 armor. If the monster’s AC is high give it 2 armor, 3 armor for beasts that are all aboutdefense. Ifit’snearlyinvulnerable, 4 armor. +1 armor if it’s defenses are magical. Moves and Instinct Look at the special abilities or attacks listed for the monster, these form the basis for its moves. Maps One of the biggest differences between Dungeon World and many other fantasy RPGs is the concept of maps and map- ping. Inmanygames,you’llseeasquare- by-square map denoting precisely what goes where, often presented to give as much detail as possible and leave little to the imagination save the description of the location in question. Dungeon World often leans the opposite direc- tion—maps marked with empty space and a one or two word description like “blades” or “scary.” To adapt an exist- ingadventureforuseinDungeonWorld, simply keep in mind your Principles and Agenda. Primarily, keep in mind that as the GM, it’s your job to “draw maps, leave blanks” and to “ask questions and use the answers.” To that end, it’s often best to re-draw the map entirely, if you have time. Don’t copy it inch-by-inch but redraw it free- hand, leaving spaces and drawing out new rooms, if you’d like. Don’t stick to themapexactlyaswritten,butgiveyour- self some creative license. The idea here is to give yourself room to expand—to allow the players’ reaction to the adven- turetosurpriseandinspireyou. Ifyou’ve got the whole map nailed down in ad- vance, there’s nowhere to go you don’t already know about, is there? Pick a few rooms that don’t interest you and wipe outtheirinhabitants. Drawanewtunnel or two. This will give you some space to play around once you get into the game itself. If you don’t have the time or inclination to re-draw the map, don’t worry. Just take the original map, make a few notes aboutwhatmightgowhereandleavethe rest blank. When the players go into that room marked “4f” don’t look it up, just make a guess at what might be there based on your notes and what else has been happening. You’ll find a comfort- able balance between freely playing out what happens and consulting your prep as you go along. The maps that come with my adventure are a good mix of fun and cool and sort of bor- ing fluff. I’ll keep most of what the dun- geon describes under the city—the lair of the troglodytes and the secret caves where the captivevillagersarebeingkept—butI’mgo- ing to throw away a lot of the stuff about the village itself and just leave blank spaces. It’llgivemeroomtousetheanswerstoques- tions like “who do you already know, here?” and “who lives in the abandoned hut up the road?” I’ve made some notes about where themapandmyFrontsintersect,butmostly I’ve just given myself room to explore. Magic & Treasure Two things that are, traditionally, a “big deal” in published modules are treasure and magic items. This is less relevant in Dungeon World (as the reward cy- cle for characters is more about “doing” than about “having”) but it’s still fun to drudge through a dungeon or explore lost ruins and come up with cool magic items and piles of gold! Like the map, it’s useful to get an idea of the kinds of stuff that might be found in the adven- ture—anythingparticularlycalledoutin the text as relevant to the adventure it- self (a magic sword that can be used to woundthegolemonlevel4, orapendant belongingtotheprincecapturedinroom 3) is particularly important. Like mon- sters, it’s better to look at magic items in terms of what purpose they fulfill: what they’re “for” rather than the damage or armor bonus they might give. Dungeon World isn’t built on balancing treasure against character level, for example, so justlookthroughtheadventureforitems that seem cool or fun or interesting and create new magic items (with custom moves as necessary) wherever you think it’s needed. This is possibly the easiest step of conversion. Again, you can leave yourself exploratory room, here. Make notes to yourself like “the wizard has a magic staff, what does it do?” and find that out in play. Ask the players about it, seewhattheyhavetosay. LetSpoutLore do some work for you. “You’ve heard that the wizard here has a strange mag- ical staff. What rumors have you heard of its origins?” Guild Members Introductory Moves 119 Introductory Moves This step is entirely optional, but can be really useful when running through an adventure for a convention group or othergroupwhererunningthroughafull “first session” process just isn’t possible. You can take variables of the adventure and create “hooks” for that adventure, writing custom moves to be made after character creation but before play starts. These moves will serve to engage the characters in the fiction and give them something special to prepare them or hook them into what’s about to happen. You can write one for each class, or bun- dle them together, if you like. Here’s an example: Fighter, someone who loves you gave you a gift before you left for a life of adventure. Roll + CHA and tell us how much they love you. On a 10+ pick two heirlooms, on a 7-9 pick one . On a miss, well, good intentions count for something, right? • a vial of antivenom • a shield that glows with silver light • arustedoldkeyintheshapeofalizard Thesesortsofmovescangivetheplayers the sense that their characters are tied to the situation at hand, and open the door for more lines of question-and-answer playthatcanfillthegameworldwithlife. Think about the Fronts, the things they endanger, the riches they might protect and their impact on the world. Let these intro moves flow from that understand- ing, creating a great kick-start to the ad- venture. Sometimes the players will come across someone who becomes important in the moment. When the ritual goes wrong and a poor captive gets the power cosmic what does that villager do with it? Who were they? When you need a quick NPC all you need is an instinct and some way to pursue it. We call that a Knack, it can be anything fromaskilltoatitletoadebtowed. Com- bine the two and you have an NPC who has something they want and a way to try to get it, you’re ready to go. 100 Instincts 1. To avenge 2. To spread the good word 3. To reunite with a loved one 4. To make money 5. To make amends 6. To explore a mysterious place 7. To uncover a hidden truth 8. To locate a lost thing 9. To kill a hated foe 10. To conquer a far-away land 11. To cure an illness 12. To craft a masterwork 13. To survive just one more day 14. To earn affection 15. To prove a point 16. To be smarter, faster and stronger 17. To heal an old wound 18. To extinguish an evil forever 19. To hide from a shameful fact 20.To evangelise 21. To spread suffering 22. To prove worth 23. To rise in rank 24.To be praised 25. To discover the truth 26. To make good on a bet 27. To get out of an obligation 28. Toconvincesomeonetodotheirdirty work 29. To steal something valuable 30.To overcome a bad habit 31. To commit an atrocity 32. To earn renown 33. To accumulate power 34. To save someone from a monstrosity 35. To teach 36. To settle down 37. To get just one more haul 38. To preserve the law 39. To discover 40.To devour 41. To restore the family name 42.To live a quiet life 43. To help others 44.To atone 45. To prove their worth 46. To gain honor 47. To expand their land 48. To gain a title 49.To retreat from society 50. To escape 51. To party 52. To return home 53. To serve 54. To reclaim what was taken 55. To do what must be done 56. To be a champion 57. To avoid notice 58. To help a family member 59. To perfect a skill 60. To travel 61. To overcome a disadvantage 62. To play the game 63. To establish a dynasty 64. To improve the realm 65. To retire 66. To recover a lost memory 67. To battle 68. To become a terror to criminals 69. To raise dragons 70. To live up to expectations 71. To become someone else 72. To do what can’t be done 73. To be remembered in song 74. To be forgotten 75. To find true love 76. To lose their mind 77. To indulge 78. To make the best of it 79. To find the one 80. To destroy an artifact 81. To show them all 82. To bring about unending summer 83. To fly 84. To find the six-fingered man 85. To wake the ancient sleepers 86. To entertain 87. To follow an order 88. To die gloriously 89. To be careful 90.To show kindness 91. To not screw it all up 92. To uncover the past 93. To go where no man has gone before 94.To do good 95. To become a beast 96. To spill blood 97. To live forever 98. To hunt the most dangerous game 99. To hate 100.To run away 100 Knacks 1. Criminal connections 2. Muscle 3. Skill with a specific weapon 4. Hedge wizardry 5. Comprehensive local knowledge 6. Noble blood 7. A one-of-a-kind item 8. Special destiny 9. Unique perspective 10. Hidden knowledge 11. Magical awareness 12. Abnormal parentage 13. Political leverage 14. A tie to a monster 15. A secret 16. True love 17. An innocent heart 18. A plan for the perfect crime 19. A one-way ticket to paradise 20.A mysterious ore 21. Money, money, money 22. Divine blessing 23. Immunity from the law 24.Prophecy 25. Secret martial arts techniques 26. A ring of power 27. A much-needed bag of taters 28. A heart 29. A fortified position 30. Lawmaking 31. Tongues 32. A discerning eye 33. Endurance 34. A safe place 35. Visions 36. A beautiful mind 37. A clear voice 38. Stunning looks 39. A catchy tune 40.Invention 41. Baking 42.Brewing 43. Smelting 44.Woodworking 45. Writing 46. Immunity to fire 47. Cooking 48. Storytelling 100 Knacks Guild Members 120 49.Ratcatching 50. Lying 51. Utter unremarkableness 52. Mind-bending sexiness 53. Undefinable coolness 54. A way with knots 55. Wheels of polished steel 56. A magic carpet 57. Endless ideas 58. Persistence 59. A stockpile of food 60. A hidden path 61. Piety 62. Resistance to disease 63. A library 64. A silver tongue 65. Bloodline 66. An innate spell 67. Balance 68. Souls 69. Speed 70. A sense of right and wrong 71. Certainty 72. An eye for detail 73. Heroic self-sacrifice 74. Sense of direction 75. A big idea 76. A hidden entrance to the city 77. The love of someone powerful 78. Unquestioning loyalty 79. Exotic fruit 80. Poison 81. Perfect memory 82. The language of birds 83. A key to an important door 84. Metalworking 85. Mysterious benefactors 86. Steely nerves 87. Bluffing 88. A trained wolf 89. A long-lost sibling, regained 90.An arrow with your name on it 91. A true name 92. Luck 93. Theattentionofsupernaturalpowers 94.Kindness 95. Strange tattoos 96. A majestic beard 97. A book in a strange language 98. Power overwhelming 99. Delusions of grandeur 100.The wind at his back and a spring in his step Index 121 53 Index 1 7 1 Choose a Class 7 1st 18, 33 1st Level Spells 18, 33 2 7 2 Choose a Race 7 3 7 3 Choose a Name 7 3rd 18, 33 3rd Level Spells 18, 33 4 7 4 Choose Look 7 5 7 5 Choose Stats 7 5th 18, 33 5th Level Spells 18, 33 6 8 6 Figure Out Modifiers 8 7 8 8 8 8 Choose Starting Moves 8 7 Set Starting HP 8 7th 19, 34 7th Level Spells 19, 34 9 8 9 Choose Alignment 8 9th 19, 34 9th Level Spells 19, 34 10 8 10 Choose Gear 8 11 8 11 Introduce Your Character 8 12 8 12 Choose Bonds 8 100 119, 119 100 Instincts 119 100 Knacks 119 (cabal) 52 (cha) 12, 13, 23 (choir 52 (choose 67, 68 (dark 52 (from 35 (int) 30 (str) 20 (wis) 25 & 55, 118 a Adding Steadings 60 Address 42 Address the characters not the players 42 Adept 64 Advanced 13, 16, 21, 24, 26, 29, 31 Advanced Moves 13, 16, 21, 24, 26, 29, 31 Advancement 6, 55 Adventure 47, 48, 51, 111 Adventure Moves 111 Aegis 24 After Death 54 Agenda 41, 113 Agenda Principles and GM Moves 113 Aid 9, 16, 16, 63, 96 Aid or Interfere 9, 96 Aim 29 Alchemist 29 Alignment 8, 12, 16, 21, 24, 26, 28, 30, 55, 56 ALittleHelpFromMyFriends 13 Ally 27 Always Say 41 Ambitious 49, 49 AmbitiousOrganizations 49 An Ear For Magic 13 An Ear for Magic 100 An Example Front The Open- ing of the White Gate 52 Angels) 52 Animal 25 Animal Companion 25 Animate 102 Animate Dead 102 Anointed 16 Answers 42 A Port in the Storm 12 Apply) 67, 68 Arcane 12, 31, 31, 49, 49 Arcane Armor 31 Arcane Art (Cha) 12 Arcane Enemies 49 Arcane Ward 31 Arcanists 52 Argent 52 Arm 29 Armor 17, 21, 31, 36, 103, 118 Armored 20, 21, 23 Armored Perfection 21 Armor Mastery 21, 103 Art 12 A Safe Place 26 A Safer Place 26 Ask questions 47 Ask questions and use the an- swers 42 Attack 68 Augmentation 32 Authority 24, 24 b Backstab 28, 106 Backtrack 45 Bamboozle 13 Bard 1, 12, 100 Bardic 12, 100 Bardic Lore 12, 100 Bard Moves 100 Bars 20 Basic 9 Basic Moves 9 Basics 41, 112 Be a fan of the characters 42 Beginandendwiththefiction 42 Belly 26 Bend 20 BendBarsLiftGates(Str) 20 Big 67 Blacksmith 21 Blanks 42, 47 Blast 13 Block 14 Blood 21, 21, 53 Blood and Guts 53 Bloodthirsty 21 Bloody 24 Bloody Aegis 24 Blot 26 Blot out the Sun 26 Bolster 11, 60 Bonds 8, 13, 16, 21, 24, 26, 29, 31, 55, 55, 55, 55 Breath 10, 97 Brewer 29 Bribes 37 Buildings 37 c Cacophony 13 Called 25 Called Shot 25 Camouflage 26 Camp 10, 97 Campaign 48, 62, 62 CampaignandAdventureFronts 48 Cantrips 33 Capture 63 Carouse 10, 59, 97 Cast 15, 30, 50, 52 Cast a Spell 15 Cast a Spell (Int) 30 Cautious 29, 29 Cavern 68, 70 Cavern Dwellers 68, 70 Challenge 45 Chance 47 Change 44 Changetheenvironment 44 Changing Alignment 56 Changing the Basics 112 Chaotic 13, 26, 28, 56 Character 7, 8, 47 Character Creation 7 Characters 42, 42, 45, 116 Charge 24 Charming and Open 12, 100 Cheap 29 Cheap Shot 29 Choose 7, 7, 7, 7, 7, 8, 8, 8, 8, 113 Choosing a Move 43 Chord 13 Chorus 13 Chosen 16 Chosen One 16 City 62 Clash 63 Class 7, 110 Classes 110, 110, 116 Class Moves 110 Cleric 1, 15, 18, 101, 102 Cleric Spells 18, 102 Closest 35 Collapse 62 College 52 Command 25, 105 Common 68 Commune 15, 101 Companion 25 Compendium 110 Compendium Classes 110 Con 14 Connections 29 Consequences 44 Continuing Play 117 Contributors 115 Conversion 118 Index 122 Cost 44 Costs 64 Counter 31 Counterspell 31 Create 116 Create Characters 116 Creating Dangers 48 Creating Fronts 48 Creating the world 59 Creation 7 Creature 44, 44 Creatures 53 Cursed 50, 50 Cursed Places 50 Custom 50, 52 Custom Moves 50, 52 d Dabbler 13, 17, 21, 99 Damage 5, 44, 53, 53, 54, 118 Damage and HP 5 Damage From Multiple Crea- tures 53 Danger 9, 43, 94 Dangerous 42 Dangers 48, 49, 52 Dark 69 Dead 102 Deal 44 Deal damage 44 Death 16, 54, 54 Death’s 21 Debilities 54 Defend 9, 94 Defender 24, 24 Defense 30, 67 Defenses 61 Defy 9, 94 Defy Danger 9, 94 Deity 15 Denizens 69, 73 Denizens of the Swamp 69 Depths 69, 87 Describe 47, 68 Description 50, 52 Description and Cast 50, 52 Detail 93, 98 Details 47 Development 112 Development of a Move 112 Devious 13 Devoted 16 Devoted Healer 16 Dice 3 Direct 118 Direct Conversion 118 Dirty 29 Dirty Fighter 29 Discern 9, 95 Discern Realities 9, 95 Disguise 29, 106 Dispel 108 Dispel Magic 108 Divine 15, 16, 16, 16, 17, 24, 24, 24 Divine Armor 17 Divine Authority 24 Divine Favor 24 Divine Guidance 15 Divine Intervention 16 Divine Invincibility 16 Divine Protection 16, 24 Doom 43, 51 Draw 42 Draw maps leave blanks 42 Duelist’s 13, 14 Duelist’s Block 14 Duelist’s Parry 13 Dungeon 1, 36, 44 Dungeon Gear 36 Dungeon Moves 44 Dungeon World 1 Dwarf 15, 20 Dwellers 68, 70 e Ear 13, 100 Effect 111 Eldritch 13, 13 Eldritch Chord 13 Eldritch Tones 13 Elements 60, 66 Elements of a Monster 66 Elements of a Steading 60 Eleven 13, 100 Elf 12, 20, 25, 30 Embattled 63 Embrace 42 Embrace the fantastic 42 Empathy 26 Empower 16, 17 Empowered 31, 31, 107 Empowered Magic 31, 107 Enchanter 31 Enchanter’s 31 Enchanter’s Soul 31 Encumbrance 10, 97 End of Session 10 Enemies 49, 49 Envenom 29 Environment 44 Equipment 5, 35 Escape 29 Escape Route 29 Establish 47 Establishdetailsdescribe 47 Ethereal 31 Ethereal Tether 31 Evasion 29 Ever Onward 24 Evidence 24, 104 Evidence of Faith 24, 104 Evil 16, 21, 21, 29, 31, 56, 113 Evil Eye 21 Example 57 Expanded 31 Expanded Spellbook 31 Experiments 69, 85 Expert 28, 65 Exterminatus 24 Extremely 29 Extremely Cautious 29 Eye 21, 22 Eye for Weaponry 22 Eyes 21 f Face 13 Faction 44, 44 Facts 47 Faith 24, 104 Familiar 26 Familiar Prey 26 Fan 42 Fangs 26 Fantastic 42 Favor 24 Fiction 42 Fight 67, 113 Fighter 1, 20, 29, 103 Fighter Moves 103 Figure 8 Finery 37 Fireball 108 First Aid 16 First Session 46 Flexible 28 Flexible Morals 28 Flow 4 Folk 91 Folk of the Realm 91 Follow 26 Follow Me 26 Forces 49, 49 Form 68 Fount 31 Fount of Knowledge 31 Friend’ 26 Friends 13 Front 51, 52 Fronts 48, 48, 48, 48, 51, 62, 117 Fronts on the Campaign Map 62 Furthest) 35 g Gate 52, 52 Gates 20 Gear 8, 13, 16, 21, 24, 26, 29, 31, 36 Getting Started 46 Gifts 37 Gifts and Finery 37 Give 42, 47, 47 Give each character a chance to shine 47 Give every monster life 42 Glossary 35 Gm 41, 49, 49, 49, 50, 50, 113 GM Moves for Ambitious Or- ganizations 49 GM Moves for Arcane Ene- mies 49 GM Moves for Cursed Places 50 GM Moves for Hordes 50 GM Moves for Planar Forces 49 Gnarled 79 Gnarled Woods 79 God 26 God Amidst the Wastes 26 Good 12, 16, 21, 24, 26, 30, 56 Greater 16, 17, 31 Greater Empower 17 Greater Empowered Magic 31 Greater First Aid 16 Grim 50, 52, 52, 52 Grim Portents 50, 52, 52, 52 Growth 62 Guidance 15, 16, 102 Guild 116 Guild Members 116 Guts 53 h Hack 9, 93 Hack and Slash 9, 93 Half-Elven 26 Half-elven 26 Halfling 20, 28 Hands 23 Healer 16 Healing 54 Healing Chorus 13 Healing Song 13 Heirloom 21, 103 Heist 29 Help the players understand the moves 47 Hide 21, 21 Highly 31 Highly Logical 31 Hirelings 64, 64, 64 Hoards 37 Holy 24, 24 Holy Protection 24 Holy Smite 24 Hordes 50, 50, 69, 82 Hospitaller 24, 24 How big is it 67 How does it usually hunt or fight 67, 113 HP 53, 118 Hp 5, 8, 53, 118 Human 12, 15, 20, 23, 25, 28, 30 Hunt 25, 67, 113 Hunt and Track (Wis) 25 Hunter’s 26 Hunter’s Prey 26 Hurlant 13 i I Am the Law 23 Impending Doom 51 Impervious 24 Impervious Defender 24 Important 67 Improved 21 Improved Weapon 21 Indivisible 4 Indomitable 24 Initiate 13, 21, 99 Instinct 118 Instincts 119 Interfere 9, 96 Interrogator 21 Intervention 16 Introduce 8, 44, 47 Introduce a new faction or type of creature 44 Introduce NPCs 47 Introductory 119 Introductory Moves 119 Invigorate 16 Invincibility 16 Iron 21 Iron Hide 21 Items 38 It Goes To Eleven 13, 100 Index 123 j Journey 10, 97 k Knacks 119 Knight 24 Know-It-All 31 Know-it-all 31 Knowledge 31 l Land 37 Land and Buildings 37 Last Breath 10, 97 Law 23 Lawful 16, 24, 56 Lay 23 Lay on Hands (Cha) 23 Leave 42, 47 Leave blanks 47 Legions 69, 76 LegionsoftheUndead 69,76 Level 10, 18, 18, 18, 19, 19, 33, 33, 33, 34, 34, 55 Level Up 10, 55 Life 16, 42 Lift 20 Location 43 Logical 31, 31 Look 12, 15, 20, 23, 25, 28, 30 Look for interesting facts 47 Lore 9, 12, 95, 100 Lower Depths 87 m Magic 13, 31, 31, 38, 100, 102, 107, 108, 118 Magic & Treasure 118 Magic Items 38 Magic Weapon 102 Makeamovethatfollows 42 Make Camp 10, 97 Make them backtrack 45 Making a City 62 Making a Hireling 64 Making a Keep 62 Making a Town 62 Making a Village 61 Making Monsters 67 Making Moves 109 Making your Move 43 Man’s 26 Man’s Best Friend’ 26 Map 62, 62 Maps 42, 118 Martyr 16 Master 14, 29, 31, 99 Mastery 21, 103 Meals 36 Members 116 Merciless 21 Metal 13 Metal Hurlant 13 Minstrel 65 Modifiers 8 Monster 42, 43, 66, 67, 68, 108, 113 Monsters 66, 66, 67, 67, 113, 118 Monster Settings 68 Monsters Without Stats 67 Monster Tags 67 Morals 28 Move 42, 42, 43, 43, 43, 43, 111, 112 Moves 4, 4, 8, 9, 10, 12, 13, 15, 16, 20, 21, 23, 24, 25, 26, 28, 29, 30, 31, 43, 44, 47, 49, 49, 49, 50, 50, 50, 52, 59, 93, 97, 98, 99, 100, 103, 104, 105, 106, 107, 109, 109, 109, 110, 111, 113, 118, 119 Moves and Instinct 118 Moves Are Indivisible 4 Moves in Detail 93, 98 Move Structure 111 Multiclass 13, 13, 14, 17, 21, 21, 99, 99, 99, 99 Multiclass Dabbler 13, 17, 21, 99 Multiclass Initiate 13, 21, 99 Multiclass Master 14, 99 Multiclass Moves 99 Multiple 51, 53 Multiple Adventure Fronts 51 Mystical 32 Mystical Puppet Strings 32 n Name every person 42 Names 12,15,20,23,25,28,30, 61 Neutral 12, 21, 26, 28, 30, 56 Neverspeakthenameofyour move 42 New Classes 110 Npcs 47 o Observant 27 Offer 44 Offer an opportunity with or without cost 44 Offscreen 43 Onward 24 Open 12, 100 Opportunity 44, 63 Order 64 Order Hirelings 64 Organization 67 Organizations 49, 49 Organization Tags 67 Orison 16 Orison for Guidance 16 Other Tags 61 Other Updates 63 OutstandingWarrants 11,60, 97 Overview 117 p Paladin 1, 23, 104 Paladin Moves 104 Parley 9, 95 Parry 13 Penitent 16 Perfect 24, 24 Perfect Hospitaller 24 Perfection 21 Perfect Knight 24 Perilous 10, 97 Person 42 Pitch 116 Pitch It 116 Place 26, 26 Places 50, 50 Planar 49, 49, 69, 89 Planar Forces 49 Planar Powers 69, 89 Play 4, 116, 117 Players 42, 47 Point 44 Points 109 Point to a looming threat 44 Poison 29 Poisoner 28, 106 Poison Master 29 Poisons 36 Polymorph 108 Population 61 Port 12 Portal) 52 Portents 50, 52, 52, 52 Powers 69, 89 Prep 46 Prepare 30, 107 Prepare Spells 30, 107 Present 45, 45, 116 Present a challenge to one of the characters 45 Present riches at a price 45 Present the Classes 116 Prey 26, 26 Price 45 Priest 65 Principles 42, 113 Problems 67 Prodigy 31 Profit 63 Prosperity 61 Protection 16, 24, 24 Protective 31 Protective Counter 31 Protector 65 Providence 16 Puppet 32 Put 44 Put someone in a spot 44 q Quest 23 Questions 42, 47 Quick 31 Quick Study 31 r Race 7 Range 35 Ranger 1, 25, 105 Ranger Moves 105 Range Tags (From Closest to Furthest) 35 Ravenous 69, 82 Ravenous Hordes 69, 82 Realities 9, 95 Realm 91 Reaper 16 Recover 11, 60 Recruit 11, 60 Red 21 Reflect 113 Replaces 55 Reputation 13 Reputation (Cha) 13 Requirements 44 Requires 55 Requires & Replaces 55 Resolving a Front 51 Resolving Bonds 55 Resources 44 Results 4 Reveal 43 Reveal an unwelcome truth 43 Riches 45 Ritual 30 Rolls 4 Rolls and Results 4 Rotes 18 Route 29 s Safe 26 Safer 26 Scales 16 Scent 21 Scent of Blood 21 Seeing Red 21 Self-Powered 32 Self-powered 32 Seraphim 52 Serenity 16 Serious Underdog 29 Services 36 Session 10, 46 Sessions 6 Set 8 Settings 68 Setting Up 3 Setup 24 Setup Strike 24 Shine 47 Shoot 29 Shoot First 29 Shot 25, 29 Show 43 Show signs of doom 43 Signature 20, 103 Signature Weapon 20, 103 Signs 43 Size 67 Size Tags 67 Skills 64 Slash 9, 93 Smaug’s 26 Smaug’s Belly 26 Smite 24, 24, 24 Song 13 Soul 31 Speak 42 Special 10, 27, 97, 114 Special Moves 10, 97 Special Thanks 114 Special Trick 27 Speech 26 Spell 15, 30, 30, 32 Spell Augmentation 32 Spellbook 30, 31 Spell Defense 30 Spells 18, 18, 18, 18, 19, 19, 30, 33, 33, 33, 33, 34, 34, 102, 107, 108 Spot 44 Index 124 Spout 9, 95 Spout Lore 9, 95 Stakes 51, 52 Start 116 Started 46 Starting Moves 12, 15, 20, 23, 25, 28, 30 Starting Points 109 Start Play 116 Stats 5, 7, 12, 15, 20, 23, 25, 28, 30, 67 Staunch 24 Staunch Defender 24 Steading Moves 59 Steading Names 61 Steadings 59, 60 Steading Tags 61 Steel 21 Steel Hide 21 Storm 12 Strider 26 Strike 24, 24, 26 Strings 32 Strong 29 Strong Arm True Aim 29 Structure 111 Study 31 Stun 54 Stun Damage 54 Summon 108 Summon Monster 108 Sun 26 Superior 22 Superior Warrior 22 Supply 10, 59 Surplus 63 Swamp 69, 73 Swamp Denizens 73 t Tag 35 Tag Glossary 35 Tags 35, 61, 61, 67, 67, 67 Take Watch 10 Tandem 24 Tandem Strike 24 Taste 21, 29, 106 Taste of Blood 21 Tellthemtherequirementsor consequences and ask 44 Terminology 5 Tether 31 The Argent Seraphim (Choir of Angels) 52 The Bard 1, 12 The Basics 41 The Cleric 1, 15 The College of Arcanists (Ca- bal) 52 The Dark Woods 69 The Fighter 1, 20 The First Adventure 47 The Flow of Play 4 The GM 41 The Lower Depths 69 The monster is Evil through and through Choose one to reflect why it’s evil 113 The Paladin 1, 23 The Ranger 1, 25 The Scales of Life and Death 16 The Thief 1, 28 The White Gate (Dark Portal) 52 The Wizard 2, 30 The world 59 Thief 1, 28, 106 Thief Moves 106 Think Dangerous 42 Think offscreen too 43 Threat 44, 44 Through Death’s Eyes 21 Tones 13 Town 62 Track 25 Tracker 65 Trade 28, 63 Trained 26 Transport 36 Trap 28 Trap Expert 28 Treasure 68, 118 Trick 27 Tricks 28 Tricks of the Trade 28 Triggers 111 True 29 Truth 43 Turn 15 Turn Undead 15 Twisted 69, 85 Twisted Experiments 69, 85 Type 44, 44 Types 49, 109 Types of Dangers 49 Types of Moves 109 u Undead 15, 69, 76 Underdog 29, 29 Understand 47 Undertake 10, 97 Undertake a Perilous Journey 10, 97 Unforgettable 13 Unforgettable Face 13 Unnatural 27 Unnatural Ally 27 Unwelcome 43 Updates 63 Updating the Campaign Map 62 Use a monster danger or loca- tion move 43 Use a threat from an existing faction or type of creature 44 Use up their resources 44 Use what they give you 47 Using Dice 3 Using Monsters 66 v Vicious 13, 13, 16 Vicious Blast 13 Vicious Cacophony 13 Village 61 Viper’s 26, 26 Viper’s Fangs 26 Viper’s Strike 26 Voice 24 Voice of Authority 24 Volley 9, 93 w Want 63 Ward 31 Warrants 11, 60, 97 Warrior 22, 65 Wastes 26 Watch 10 Wealth 29, 106 Wealth and Taste 29, 106 Weapon 20, 21, 102, 103 Weaponry 22 Weapons 35 Well Trained 26 What does it want that causes problems for others 67 What is it known for (Choose all that apply) 67 What is it known to do 67 What is its most common form of attack 68 What is its most important defense 67 When to Make a Move 43 Which of these describe it (Choose all that apply) 68 White 52, 52 Why 6 Wild 26, 26 Wild Empathy 26 Wild Speech 26 Wizard 2, 30, 33, 107, 108 Wizard Moves 107 Wizard Spells 33, 108 Woods 69, 79 World 1, 59, 59, 109 World Moves 109 Writing New Bonds 55
textdata/thevault/Dungeon World (PbtA) [multi]/Dungeon World Pocket (Really Old Version).pdf
A Norse Mythology Inspired adventure module (1st-15th level) across The Nine Worlds Setting for 5th Edition Journey to Ragnarok 2 Journey To Ragnarokis an Adventure and Setting inspired by Norse Mythology, compatible with the 5th Edition of the most famous role-playing game, designed by Michele Paroli Author: Michele Paroli Adventure Design: Midgardr and the Clans: Andrea Lucca The Nine Worlds: Alex Melluso Ragnarok: Matteo Pedroni Mechanics Design: Classes: Andrea Bergamelli NPC’s, Backgrounds and Magical Items: Matteo Pedroni Effects of the Runes: Andrea Back Names and additional materials: Alessandro Drighetto, Mila Fois Art Director: Michele Paroli Cover Art: Andrea Guardino (Alice Candy Guerreri for the Limited Edition) Interior Illustrators: Andrea Guardino, Milivoj Ćeran, Simone Denti, Elisa Ferrotto, Olga Volkova Graphic Designers: Michele Paroli, Elena Giovannetti Proof-reader: Enrico Romeo, Michele Paroli English Translation and Editing: Francesco Castelli, Jason R. Forbus, Federico Gavioli Playtesters, error hunters and special thanks: Davide Ardizzone, Valerio Arnone, Federico Bellini, Luca Bellini, Christian Zoltar Bellomo, Luca Bianco, Cristiano Bruzzo, Francesco Castelli, Mattia Catania (Naux), Ivan Cavestro, Cesare Costantini, Nicola Degobbis, Antonio Dell’Aquila, Patrick Eusepi, Veronica Fantoni, Mila Fois, Giuliano Gianfriglia, Daniele Iannucci, Giulia Ingrassia, Logan Lee Kober, Giacomo Kuroda, Eugenio Lauro, Juri Loi, Robin Mallaby, Edoardo Montingelli (Quit108), Mariano Mora, Matteo Moret, Marco Munari, Chiara Musi, Silvia Paindelli, Mirko Paradisi, Paola Rota, Claudio Serena, Marco Signore, Søren Møller Starcke, Andrea Vitaloni, Van Vought, Michele Zanni. A monumental “Thank you!” to all the Backers who supported the project on Kickstarter and effectively made it possible! (Full list on page 326) Journey To Ragnarok is © Michele Paroli 2018. All rights reserved The reproduction of any material inside this work without authorization from the Author is forbidden. Journey To Ragnarok is a product of fiction, any reference to people or events is accidental. Illustrations on pages 6/7, 9, 123, 129, 191, 282/283, 288, 289, 290/291, 304/305 © Milivoj Ćeran, used with permission FOREWORDS 5 CHAPTER 1 - THE NINE WORLDS 6 The Prophecy of the Volva 8 The Origins of the Worlds 10 The Nine Worlds 12 Death in the Nine Worlds 14 Alignments 14 The Nine Virtues 14 Asatru Ability 14 Magic in the Nine Worlds 15 CHAPTER 2 - PEOPLE OF MIDGARDR 16 Clans 18 Bear Warriors 19 Gjallarhorn 22 Icy Crows 25 Jötunn Sons 29 Odhinn’s Eye 32 Wolves of the Shadow 35 Classes 38 Barbarian 38 Bard 40 Cleric 41 Druid 42 Fighter 43 Monk 45 Paladin 46 Ranger 47 Rogue 48 Rune Master 50 Sorcerer 57 Warlock 59 Wizard 61 Backgrounds 63 Bondhi 64 Gothi 66 Huscarl 68 Jarlr 70 Skògarmadhr 72 Thallr 74 Vaeringhi 76 Vikingr 78 Equipment 80 CHAPTER 3 - THE JOURNEY TO RAGNAROK 84 CHAPTER 4 - THE JOURNEY: MIDGARDR 90 Midgardr 92 General Features 92 Maps 93 Norvgr 94 The Coastal Area [1-2] 94 Heill Hofn 97 The Snowy Mountains [4-5] 99 Siste Klintr 103 The Trolls Cavern 104 Index 3 Svtjod 106 The Great Forest [2-3] 106 Skjult Borg 108 Uppsala 110 Fenmark 113 The Swamp [4-5] 113 Fínnbol 114 Jutland 117 The Peninsula [4-5] 117 Danevirke 118 Siste Festning 120 The Islands [4-5] 122 The Journey on Midgardr 124 Expand Midgardr 128 Encounters on Midgardr 130 CHAPTER 5 - THE JOURNEY: NIFLHEIMR 156 Niflheimr 158 General Features 159 Maps 161 The Journey on Niflheimr 163 Encounters on Niflheimr 164 CHAPTER 6 - THE JOURNEY: HELHEIMR 166 Helheimr 168 General Features 168 Maps 171 The Journey on Helheimr 174 Encounters on Helheimr 176 CHAPTER 7 - THE JOURNEY: ASGARDR 182 Asgardr 184 General Features 184 Maps 187 The Journey on Asgardr 192 Encounters on Asgardr 193 CHAPTER 8 - THE JOURNEY: SVARTALFHEIMR 208 Svartalfheimr 210 General Features 210 Maps 211 The Journey on Svartalfheimr 215 Encounters on Svartalfheimr 216 Nidavellir 218 Gnitaheith, Fafnir’s Liar 219 Maps 221 Encounters on Nidavellir 222 CHAPTER 9 - THE JOURNEY: LJOSALFHEIMR 226 Ljosalfheimr 228 General Features 229 Maps 231 The Journey on Ljosalfheimr 232 Encounters on Ljosalfheimr 234 CHAPTER 10 - THE JOURNEY: VANAHEIMR 238 Vanaheimr 240 General Features 241 Maps 243 The Journey on Vanaheimr 244 Encounters on Vanaheimr 245 CHAPTER 11 - THE JOURNEY: JOTUNHEIMR 254 Jotunheimr 256 General Features 256 Maps 259 The Journey on Jotunheimr 260 Encounters on Jotunheimr 261 CHAPTER 12 - THE JOURNEY: MUSPELLSHEIMR 266 Muspellsheimr 268 General Features 268 Maps 271 The Journey on Muspellsheimr 272 Encounters on Muspellsheimr 274 CHAPTER 13 - RAGNAROK HAS COME 276 Prologue 278 Ragnarok 280 Epilogue 284 Key Players of Ragnarok 286 APPENDIX 294 MAGICAL ITEMS 296 RUNE DIVINATION 304 Table Results 306 Using The Runic Dice 306 Reading The Runes 307 Aett of Freyja 308 Aett of Heimdallr 312 Aett of Tyr 316 CHARACTER SHEETS 320 NAMES PRONUNCIATION 324 BIBLIOGRAPHY 325 BACKER LIST 326 CREATOR TOKEN 332 INDEX 333 OGL 336 Journey to Ragnarok 4 Journey To Ragnarok is a love letter to the Norse Mythology, the fruit of over 15 years of research and documentation through travels and reading. The more I discovered, the more my passion grew, as I realized how deeply the myths of the Norse people influenced fantasy literature, games, comics and movies. It all started with a phonecall by the Red, Andrea Lucca. He told me “Man, you MUST come back to D&D! 5th Edition is worth a shot!” and so he involved me with the Adventurers’ League group he was organizing in Cernusco sul Naviglio, Milan. In but a moment, the group of Game Masters, made up of friends both old and new, became incredibly close- knit, organizing the crazy sessions that would lead to the formation of the larger Adventurers’ League of Milan. That was the environment where the idea of joining these two passions and realize this book was born, both an adventure and setting module and a journey throughout the Norse myths and legends. I must thank Elena for supporting (and bearing with) me in the many hard spots during the project, the Red for having believed in the project from the start and having helped to kickstart it with the right gusto. I thank Alex, Pedro and the rest of the team for having followed me in this crazy endeavor, Enrico for having pieced together the veritable mountain of bits this here book required and Andrea, Elisa, Simone and Olga for translating my ideas into pictures. Special thanks, of course, to Nicola for the reality of Need Games, that became like family. Skål! Michele Paroli Author Forewords 5 “Gods, Monsters and Men, will die together in the end” It took me thirty years, but I can finally quote a Manowar song writing about something! It’s been a long wait, fraught with temptation, like the time I presented an essay on Scandinavian myths for a History of Religions exam... or the times I played Vikings with the ruleset of RuneQuest or Land of Giants, the great Beowulf and Scandinavia supplement for Pendragon. None of them, however, deserved a Manowar quote more than this short preface. It is easy to see why: Journey to Ragnarok... the title itself is tribute to epic metal. And if it wasn’t enough, just open the book. Michele and his team of modern skald portrayed the Æsir, Vanir, Giants, Trolls and the undead, vikings, varyags, sorcerers, thieves and the Nine Worlds where they live and fight in more than three hundred pages of pure wisdom and lore. And what about the art? The illustrations by Guardino, Ćeran, Denti, Ferrotto and Volkova alone are worthy of a separate book. The love story between roleplaying games and Norse myths gave birth to countless publications, like supplements for GURPS, Rolemaster, RuneQuest and even D&D, but Journey to Ragnarok is the first work I have seen that successfully blends gods, monsters and men, three of the pillars of fantasy, in such a complete, dynamic and original way. What else can I say...? “Valhalla, the Gods await me...” Francesco Nepitello - Game Designer Lex Arcana, The One Ring, Adventures in Middle Earth (...) A few years ago, on a trip to the United States, I had the chance of flying over Scandinavia, Iceland and Greenland with a clear sky. I was rewarded with the sight of jagged mountains, white expanses, strips of volcanic land, frost islands and endless grasslands fading into the ocean. It was barely the beginning of my journey and yet I already felt fulfilled by that majestic experience, a memory that will accompany me as long as I live. I wondered why I found these places so fascinating, I wondered how brave was Mankind to venture to these inhospitable lands not only to live there but also to thrive. I found my answer by paraphrasing a famous saying: there is no unfavorable place, only people who give up easily. The howling of the wind, the silence of snow, the might of magma, all are incredibly powerful forces, so strong they can spell doom for Mankind and convince it they are divine in nature, telling us “You have no place, here.” And yet, the more Nature seems merciless and impossible to overcome, the more Mankind attempts to portray it, to reach it and sometimes even to grasp it, even if for just a few instants… with only the foolish thinking they can best it. The challenge in Journey to Ragnarok is not just monsters and intrigues, but also the chaotic Norse environment, sometimes as hostile as a hailstorm, or as calm and benevolent as a warm, sunny day. I am very proud of Michele and his team; they are all expert adventurers, more than capable of leading you in these lands where Myths dwell. If you will be brave enough, you might even have the honor of fighting alongside the Gods during Ragnarok! Zoltar of Sage Advice sageadvice.eu Journey to Ragnarok 6 Chapter 1 In this introductory chapter, the foundations of Norse mythology are illustrated, with the origins of the Nine Worlds, followed by rules and setting. The Prophecy of the Volva 8 The Origins of the Worlds 10 The Nine Worlds 12 Death in the Nine Worlds 14 Alignments 14 The Nine Virtues 14 Asatru Skill 14 Magic in the Nine Worlds 15 The Nine Worlds 7 Æsir and Vanir Fight - © Milivoj Ćeran Journey to Ragnarok 8 The Prophecy of the Volva Necklaces had I and rings from Heerfather, Wise was my speech and my magic wisdom; Widely I saw over all the worlds. Voluspá, (29) Ljóða Edda The Voluspá is the first poem of the Poetic Edda and considered the most important in understanding Norse mythology. The prophecy begins with the discourse of the seer to Odhinn, where she declares to know the origin of Odhinn’s omniscience, telling and explaining the secrets of the Ásgarðr gods. Odhinn recognized the prophetic gift of the Volva and gave the seer gifts and necklaces; he gave her wise advice and conferred upon her the power of prophecy. Her eyes now saw beyond the confines of the world, the deepest past and the distant future. The Volva tells of past events, from the creation of the Nine Worlds and the people that populate them. The sacrifice of Ymir in the war between Æsir and Vanir that put an end to the golden age of peace, and of future events, such as the assassination of Baldur and the rebellion of some of the Gods and many of the Jøtnar. Volva concludes her prophecy by announcing the twilight of the Gods, the Ragnarok, when the Nine Worlds are overwhelmed by the violence of fire and water, when the Gods fight their last battle and face their destiny, describing the personal suffering of each divinity. All the Gods will see their end and Odhinn himself will die in the mouth of the wolf Fenrir. From the ashes of the dead and total destruction, a perfect world of abundance and prosperity will rise, where Baldur will live again. The Nine Worlds 9 Ymir - © Milivoj Ćeran Journey to Ragnarok 10 The Origin of the Worlds and the Sacrifice of Ymir At the dawn of time, there was nothing. Everywhere was Ginnungagap, a dark and formless abyss. The two Initial Forces then were generated: the Infinite Ice of the plain of Niflheimr and Primal Fire of the plain of Muspellsheimr, with the Ginnungagap stretching between them. The cold winds of Niflheimr, which carried water from its source the Élivágar, washed over this empty void from the north, while the heat and sparks of Muspellsheimr lashed it from the south. When the ice met the heat of the fire, it melted and dripping, it gen- erated life, which took shape: the first being was the giant Ymir, who the Jötunn call Aurgelmir, along with Auðhumla, the cosmic cow. The drops that generated Ymir, however, contained the poisonous water of the Élivágar, the eleven cosmic rivers, and that is why the first living being was wise but evil, as were all his descendants. Ymir, nourished by the milk produced by Auðhumla, generated the race of giants, while the cow, licking the salt formed by the ice, gave life to Buri, large, powerful and handsome, who generated a twin- son called Borr (“ the generated “), Borr later took the Giantess Bestla as his wife and from their union the first Æsir were born: Odhinn, Víli and Vé. Ymir was gargantuan in size and was able to cover the whole earth. Muspellsheimr’s Fire resided in his heart, giving him strength and allowing him to raise his body temperature to very high levels, along with Ice and Niflheimr’s poison. The three brothers, Odhinn Vili and Vè, considered him impure. With a necessary sacrifice, they killed Ymir and drowned in his blood almost the entire lin- eage of giants. Among the few survivors, there was Bergelmir, who using a raft fashioned from a tree trunk managed to survive with his family, ensuring the survival of the species. In the middle of Ginnungagap, the gods created Midgardr using the body of the giant. Ymir’s flesh became earth, his blood the waters of lakes and rivers. Rocks and mountains rose out of his bones and his hair turned into trees. The heavens were made with Ymir’s skull. The four dwarfs Norðri, Suðri, Austri and Vestri became the cardinal points. Odhinn then cre- ated the wind, turning one of the sons of Bergelmir into an eagle. He then threw pieces of the giant’s brain into the sky and made the clouds. I remember yet the giants of yore, who gave me bread in the days gone by; Nine worlds I knew, he nine in the tree with mighty roots beneath the mold. Of old was the age when Ymir lived; Sea nor cool waves nor sand there were; Earth had not been, nor heaven above, But a yawning gap, and grass nowhere. Voluspá, (2-3) Ljóða Edda In myth, the first Worlds were Niflheimr and Muspellsheimr, the kingdoms of Infinite Ice and Primitive Fire. From this pair, at whose center Ginnungagap rises, the other Worlds were born, created by the remains of Ymir, killed by Odhinn and his brothers. The names of the worlds end either with the suffix -heimr (house, kingdom or world) or with -garðr (dwelling, earth, and fence), while from the root of the name it is possible to understand its genesis. Excluding Midgardr (which indicates “Middle-earth” or the world as known to us, also called Manheimr or the “world of Maðr”, men), born from the remains of Ymir and the home of men, the remaining eight Worlds can be divided into pairs of opposites: Each world was created with specific characteristics. Their respective position along the north-south axis of Yggdrasill and and their proximity and affinity with either of the Initial Forces alter their magical forces. The following is a description of the magical forces acting in each of the Nine Worlds, rather than the setting itself. Ásgardr Ljosalfheimr Jotunheimr Niflheimr Helheimr Svartalfheimr Vanaheimr Muspellsheimr The Nine Worlds 11 Journey to Ragnarok 12 Midgardr Located at the center of the universe, the place where Men live, is now the prey of the Fimbulvetr, the great winter that precedes Ragnarok. In this unholy situa- tion, with Worlds colliding with each other and the limits placed on the use of magic by the gods gradu- ally fading, divine and arcane forces invade this realm. Being the center world, all magical sources are present. However, since some of the limits set by the Gods are still in force, spells are weaker than they should be. Asgardr On the high branches of Yggdrasill, is the world of Asgardr (or Ásaheimr), the realm of the Æsir, bathed by the light of the stars, full of luminescence reflected by the Infinite Ice and strong brightness of the Primal Fire. Here the predominant magical force is the result of the friction between the Initial Forces, that arcane spark that arises when ice and lava meet: there are no half measures in the forces that permeate this world, only absolutes in the abode of the Æsir. There are no echoes of the Initial Forces: in Ásgarðr, it is only the distant memory of the creation of the Nine Worlds. ljosalfheimr Before reaching the land of men, descending along Yggdrasill, there is Ljosalfheimr (also called Alfheimr), the reign of the Ljósálfar, the elves of light. Located above the clouds of Midgardr, created from the brain of Ymir, this hyperuranium World is a place of high thought. Here lies energy derived from blocking friction between the Initial Forces, and which the highest of the kingdoms are composed. The description of these forces is mediated by their proximity to the kingdom of men. Here, there is no echo of the initial great emptiness or even that of the Superior Entities who existed at the beginning of time. Niflheimr Located north of Midgardr is Niflheimr, the World of Mist that comes from the Infinite Ice, the realm of cold and ice that existed from the beginning of time. In this place reside the hrímþursar, the last few Frost Giants who survived the drowning of their lineage, posted to guard the dwelling of the dishonorable dead. Far from the Primal Fire, this kingdom is dominated by dry cold and the absence of flame, but also by the crystallized fluidity of the ice: everything flows, out from this realm. There are no archetypal forces of the Gods at work in this world, since it existed before the arrival of all things. Muspellsheimr To the South lies the World of Muspellsheimr, the other Kingdom that has existed since the beginning of time, the place of origin of Primal Fire. This Initial Force permeates this World making it fiery, deafening, hot and dry. Here are the sons of Fire, the Fire Giants, the Muspeli Jötunn. There are no archetypal forces of the Gods at work in this world, since it existed before the arrival of all things. Jøtunheimr To the east is Jotunheimr, where the giant Bergelmir escaped to with his family, here the offspring of the Ice Giants, the Jøtnar, were born. The flow of the Infinite Ice, mediated by its proximity to “Middle-earth”, this place is the solidification of ideas, where the earth and ice meet. Ruled by cold and hardness, far from the The Nine Worlds 13 fluidity of water (destined to freeze), it is the emblem of stiffness and stubbornness. There are no archetypal forces of the Gods in this World, for their perfection has no place in this frozen realm. The World of Jotunheimr is separated from Midgardr by a mountain range where lies the fortress of Utgardr, built to prevent the Jötunn from invading the realm of Men. Vanaheimr To the west is Vanheimr, the kingdom of the Vanir, the minor Gods, and a world of emanations of the Primal Fire and illuminated by the light of Ljosalfheimr. In this place lies dynamic thought and Nature in its cyclic emanation: the great wheel of life watched over and ruled by the divine beings that reside there. Here, is no place for the stillness of the great initial emptiness or even for the Superior Entities that existed at the beginning of time. Svartalfheimr Below Midgardr, among the roots of Yggdrasill, is Svartalfheimr, a kingdom situated in the shade of the World Tree. Far from the friction of the Initial Forces, this plain is inhabited by the Døkkálfar (the Dark Elves); driven out of the upper realms, they worship a false World Tree made from the original stone of this Kingdom. Here, natural magic is absent, as well as that of the Gods, the wickedness of Helheimr its only resonance. This realm is surrounded by darkness and Hell, that part of the world where Musphellsheimr fire flows as the only exception. The two Worlds are near where rises Nidavellir, the realm of the Dvergar and their renowned forges. Only in this place, unlike the rest of Svartalfheimr, it is possible to find the archetypal force of the Gods. Helheimr In the depths of the Cosmos, beneath the roots of Yggdrasill is the reign of the giant daughter of Loki, Hel, who with divine powers rules over the dishonor- able dead, the sick or diseased, in a place called Náir. This marshy moor, lashed by the wind and rains, is the ancestral emanation of the stillness of the ice, that stasis at the end of a life without the flame of honor and virtue. In this world, the magic is permeated by cold death, one without memory, without name or future. Only the echoes of the archetypal forces of the Gods and the ancient force of the Superior Entities have power in this kingdom. Yggdrasill, The Ash of the Worlds The Yggdrasill ash tree is the most imposing and best of trees, with its immense trunk, branches and roots over which clear waters flow. It supports all Nine Worlds. The tree rests on three roots, which in turn, point in three different directions, guaranteeing it nourishment. The first root sinks into Niflheimr and slips into the well of Hvergelmir, sinking to the abyss of Helheimr where it holds the snake Níðhoggr and his bloodline prisoner. The second root extends to Jotunheimr, slipping into the spring of Mímisbrunnr, where wisdom and knowledge are hidden. The third root rests on Midgardr, feeding off the spring of Urðarbrunnr, where swans live. Here the Æsir gather in council and the caretakers of the tree, the three Norns, live. The location of the source of the Urðarbrunnr is located in a place unknown to the people of Midgardr and beyond their reach. Journey to Ragnarok 14 Death in the Nine Worlds When a character dies in the Nine Worlds, the Æsir will immediately judge them within one minute. Once their fate is sealed, the Valkyries take them to the eternal feast in Valhalla or they sinks into the abyss of Helheimr and the clutches of Hel. “The fifth is Glathsheim, and gold-bright there Stands Valhall stretching wide; And there does Othin each day choose The men who have fallen in fight.” GRÍMNISMÁL (8-9) Poetic Edda The body of the fallen and all their earthly belongings are then recreated in the appropriate afterlife.For this reason it’s impossible to resurrect a character after one minute from his death. Alignments The ethics of the vikingar are based on different values from the classic 5th edition alignments (Lawful Good, Neutral etc.). Respect of the Nine Virtues and a honorable death are the key to becoming one of the Einherjar to be welcomed into Valhalla. The Journey to Ragnarok alignments are instead: • Lawful Honorable • Chaotic Honorable • Lawful Dishonorable • Chaotic Dishonorable The Nine Virtues The Asatru moral code can be summed up by the Nine Noble Virtues, these makes a character Honorable and represent the summation of the ancient lore contained in the Poetic Edda. They are: 1. Courage 2. Truth 3. Honor 4. Loyalty 5. Discipline 6. Hospitality 7. Industriousness 8. Self-reliance 9. Perseverance Asatru ability (Wisdom) Norse characters may learn the Asatru skill. This skill is based on Wisdom and allows the character to recognize and sometimes understand the energies, entities and divine influences of the Nine Worlds. The Nine Worlds 15 Optional Rule: Magic in the Nine Worlds Norse culture is a very rich and complex macrocosm where infinite forms of magic and religion merge, cre- ating innumerable interpretations, all of which can be traced back to the three oldest Initial Forces: the Primordial Fire of Muspellsheimr, the Infinite Ice of Niflheimr and the Water of the Cosmos runs along the roots of Yggdrasill. These three entities, united together in different and sometimes unharmonious solutions, have shaped the Nine Worlds, different from each other by results of their origin (depends on how much of Ymir is present in each of them) and their resonance with the three Initial Forces. The direct consequence is the existence of different and not always stable agglomerations of magic. The magical force differs from World to World and it is not possible to foresee its effects or the provenance of the energies it was channeled as. Spells manifested with energy from other Worlds cause one of four types of reaction to the arcane forces present in that realm where the caster is. • Altered: the effect of each magic is aestheti- cally altered depending on the World. • Augmented: the effect of every magic is maximized. Example: 1d6 damage will result 6. • Decreased: the effect of every magic is minimized. Example: 1d6 damage will result 1. • Unaltered: the effect of each spell is unaltered. Option 1: Schools of Magic Abjuration Conjuration Divination Enchantment Evocation Illusion Necromancy Transmutation Ásgardr Augmented Alterated Decreased Augmented Unaltered Augmented Decreased Decreased Ljosalfheimr Alterated Alterated Alterated Augmented Decreased Augmented Decreased Alterated Midgardr Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Niflheimr Decreased Decreased Unaltered Augmented Alterated Augmented Augmented Decreased Muspellsheimr Augmented Augmented Alterated Decreased Alterated Decreased Decreased Augmented Jotunheimr Augmented Unaltered Alterated Augmented Augmented Alterated Unaltered Augmented Vanaheimr Augmented Augmented Decreased Alterated Decreased Alterated Decreased Augmented Svartalfheimr Alterated Alterated Alterated Decreased Augmented Decreased Augmented Alterated Nidavellir Augmented Augmented Alterated Augmented Augmented Alterated Augmented Augmented Helheimr Decreased Unaltered Augmented Decreased Alterated Decreased Augmented Augmented Option 2: Damage Types Acid Cold Fire Force Lightning Necrotic Poison Psychic Radiant Thunder Ásgardr Unaltered Decreased Augmented Decreased Augmented Decreased Decreased Decreased Alterated Augmented Ljosalfheimr Decreased Decreased Augmented Augmented Unaltered Decreased Decreased Augmented Augmented Unaltered Midgardr Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Unaltered Niflheimr Augmented Alterated Unaltered Decreased Decreased Augmented Augmented Augmented Decreased Decreased Muspellsheimr Decreased Unaltered Augmented Augmented Augmented Decreased Decreased Decreased Augmented Augmented Jotunheimr Decreased Augmented Decreased Augmented Augmented Decreased Unaltered Augmented Decreased Augmented Vanaheimr Decreased Alterated Augmented Augmented Decreased Alterated Augmented Decreased Alterated Decreased Svartalfheimr Augmented Augmented Decreased Decreased Unaltered Augmented Augmented Decreased Decreased Unaltered Nidavellir Unaltered Augmented Decreased Augmented Augmented Augmented Augmented Alterated Augmented Unaltered Helheimr Alterated Augmented Decreased Augmented Decreased Augmented Augmented Augmented Unaltered Decreased Journey to Ragnarok 16 Chapter 2 In the chapter “People of Midgardr” you can find all the information and the rules necessary for the creation of characters in the Journey To Ragnarok setting. Clans 18 Bear Warriors 19 Gjallarhorn 22 Icy Crows 25 Jötunn Sons 29 Odhinn’s Eye 32 Wolves of the Shadow 35 Classes 38 Barbarian 38 Bard 40 Cleric 41 Druid 42 Fighter 43 Monk 45 Paladin 46 Ranger 47 Rogue 48 Rune Master 50 Sorcerer 57 Warlock 59 Wizard 61 Backgrounds 63 Bondhi 64 Gothi 66 Huscarl 68 Jarlr 70 Skògarmadhr 72 Thallr 74 Vaeringhi 76 Vikingr 78 Equipment 80 The Nine Worlds 17 Journey to Ragnarok 18 The Clans of Midgardr This chapter present a brief description of the main clans of Midgardr. Every human player character should be part of one. It is not mandatory, but it’s highly recom- mended, as the clans play a key role the adventure. The following descriptions are the “stereotypes” of the great clans, each one being an alliance of many villages, families a smaller clans that share the same moral, political and social values. The Game Master and the players are free to create new minor clans or sub-clans within the existing ones. In the Norse culture clans were mostly linked to family lineage. During your adventures on Midgardr, you are going to meet representative of minor clans in every hall and every village, these are – usually – people shar- ing the name of a renowned ancestor. Still, the information of this chapter are meant to help you choose the most appropriate clan for you character. More informations concerning the poli- tics and geography of the clans are in the Setting of Midgardr chapter. People of Midgardr: The Clans 19 Bear Warriors (Birnir Rekkar) Berserkers. Bear-men. Savages. There are a number of epi- thets to define the folks from the mountains of Norrvegr and they all describe their lifestyle pretty accurately. The Bear Warriors don’t talk much. They are practi- cal, spontaneous and tend solve every problem with brute strength. Almost nobody can stop them once they commit. A true Bear Warrior will never pass a chance to show his or her strength and will always be at the forefront against any opponent. The Bears tend to wear heavy furs – usually bears’ or from other mountain animals – and wield heavy weapons to maximize their strength advantage with devastating effects. Those who are skilled in magic wears totems upon totems, made of bone, wood or any other material avaible at the top of their mountains. An ancient motto of the lands of the North says: “It’s not important to be friend with a Bear, what’s important is that the Bear is on your side of the shield wall”. The King of the Mountain The Bear Warriors aren’t a proper clan, but they are identified as such by the other denizens of the White Mountains. The people of this region are, in fact, primitive, savages, violent and have little time or inter- est for politics. The reason behind this error is that almost all the chieftains of the villages scattered across the moun- tains live in fear and under the thumb of Snjallrsons. Ever This family have ruled Fjalltindr (“top of the mountain”) the topmost village on the mountains for many years. The current “King of the Mountain” is Gamallbjarki (“old little bear”) of the Snjallrson. Strength is the only law on the mountains and another clan might challenge and replace the Snjallrsons at any moment. Journey to Ragnarok 20 Cold as a Glacier The Great White Mountains are cold, inhospita- ble and the resources are scarce. The inhabitants struggle to survive each passing day. Over time, this extreme lifestyle transformed these people into mighty creatures with a strength vastly superior to the dwellers of the valleys. At the same time, their temper changed, the mountain-folk are cold and distant like their homeland. Natural Raiders Since time immemorial, the lack of natural resources has driven the mountain clans to cross the ford during the more mild season, when their’ not blocked by ice. Only the most ferocious and powerful warriors undertook this journey and their objective was to raid everything in their path. After many years of conflicts, this tradition mel- lowed out, as the other clans started offering the Bears to participate the spring raids. Over time, this new custom became more and more common, up to the point that no ship sailed without a couple of Bears on board and they became a curiosity in the coastal villages thanks to their fame of mighty warriors. The Priests of the Mountain Contrary to the popular opinion, the mountain dwell- ers aren’t just mighty warriors. every village hosts at least one priest that is skilled in the ancient rituals to commune with the spirit of the mountain and harness its power. These seers and sorcerers are highly respected and they often clash with the those Icy Crows that visit the Bears’ villages. While the Bear Warriors are, in their own way, followers of Æsir and Vanir, they also practice many rituals to cuddle the favors of the Mountain, which they worship as a true deity. these barbaric religious practices are blasphemous in the eyes of the Crows, who do their best not to speak about them, because abusing the Bears’ hospitality might have lethal consequences. The Curse of the Bear Recently, the snowstorms have become more and more powerful, blocking many mountain passes, but strange rumors started to circulate between the high-altitude villages. They spoke of a terrible curse that turns war- riors into bloodthirsty monsters. Many were cast out of their villages under the suspicion that they were “cursed” and, according to other rumors, they founded their own village beyond Fjalltindr, in the uninhabited part of the mountain. Some villages literally disappeared overnight, as if they were swallowed by the mountain itself. According to the Bears’ sages, the Mountain is angry and it lust for blood have to be satiated before Ragnarok. Gamallbjarki, "Old Little Bear" Snjallrson People of Midgardr: The Clans 21 Relationships with Other Clans Gjallarhorn These people with fancy clothes are great warriors, but none of Mountain-folk have seen one of them in a very long time. It’s possible that the Great Winter killed them all. They should have worn thicker clothes. Icy Crows The Crows are considered wise and welcome. They know the tales of Odhinn and the other Gods. They can figure who is right without resorting to a battleaxe. Unfortunately many of them are weak and haven’t survived this winter season that grows ever stronger. They died of cold or they were offered as sacrifices to quench the craving for blood of the Mountain. Some of them decided to become a voluntary sac- rifice, they climbed to the top of the Mountain to beg for an audience, but never returned. Jötunn Sons The folks of the swamp talk too much and they words are empty. It’s better to shut their mouths before they utter a curse. Odhinn’s Eye The people of the great hall and ships were always kind with the Bears and allowed them to cross the sea. This doesn’t mean that the Bears are ready to kneel and kiss their boots or follow their orders: if the people of the great hall push their luck too far the Bear will show them the fury of the Mountain. Wolves of the Shadow The Wolves are trustworthy warriors, they are not as powerful as the Bears, but they show honor on the battlefield. This is the greatest praise a Bear can offer. Guàrdinjandr, Cheftain of the Cursed Bears Journey to Ragnarok 22 Gjallarhorn The Gjallarhorns are proud, dedicated and pragmatic. They are protectors born and raised, they are ready to go any length to shield their companions, guiding them to fight as single, cohesive force. While they carry weapons clothes and armors of vastly superior quality to the Odhinn’s Eye, the Gjallarhorns tend to favor dark and simple design over lavish and shiny ones. In everyday life and on the battlefield, a Gjallarhorn favor actions over words. While every Gjallarhorn desires to show her valor in a raid, they are all dedicated to protecting their homeland first. A true Gjallarhorn is always ready to abandon any task to rush back and defend the homeland when it’s in peril. Blood of the First Viking King The Gjallaorn clan, formed by the descendants of the first Viking King, rules uncontested upon the penin- sula and the islands of the Jutland. Despite the constant threat of an invasion, the kingdom of Jutland is, probably, the richest and most stable of the North. Because of this, the royal family is very much loved by both the nobles and the popula- tion. This state of “peace” was born from many years of bloody and brutal war that drove the opponents of the royal family almost to extinction. The cheerful and kind ways, typical of the Gjallahorn clan, are misleading. A visitor should not think that the clan lacks resolve, the royal family is ready to use the iron first when needed. Defenders of the Northen Lands The ruling family didn’t become legend just because of its strength and wealth, it also built the Danevirke, a great and ingenious fortification system that stretch across the entire peninsula, protecting it from the assaults from the nearby Frank Empire. The first queen herself ordered the construction of this great fortification and, to honor her memory, a force of Gjallarhorn’s shield maidens choose to fight on the borders, all worthy descendent of the great her- oine of ancient times. The clan itself is named after the gigantic horn that sits in the capital. If the Danevirke should fall, a system of lighthouses across the peninsula would immediately alert the capital and the great horn will be heard loud and clear. According to legend, the horn was sounded once and it’s so powerful that it can be heard in all of Midgardr. The Gjallahorns are very faithful to the gods and, according to legend, the clan descend from the god Heimdallr and the clan took the name of his warhorn. This belief gives their chosen task a divine aura, they protect the North like Heimdallr protects Asgardr. People of Midgardr: The Clans 23 Rich and Humble Beside the political stability and more fertile lands, compared to other regions of the North, the main source of wealth of the inhabitants of the Jutland are the raids. The peninsula is perfect to send ships against the Frankish coasts and toward those inhabited by the strange people of the East. While today the sea are under the control of the Odhinn’s Eye, it’s still possible to find good sailors and shipyards in the peninsula and the nearby islands. There is also the historical alliance between these two clans that created many terrifying raider fleets that ter- rorized all the seas of Midgardr. Almost every important village of the Jutland has stone buildings and the quality of life is far higher than the rest of the North. In spite of all this prosperity, the nobles of the Jutland tend not to boast their wealth, especially compared to the Odhinn’s Eye. Ever since Fimbulvetr hit the Jutland the situation has changed dramatically and most of the population wouldn’t have survived the first years without the help of the royal family and the great stashes of supplies. The Queen of L egends During the last year, a great tragedy stroke the royal family: a furious sea storm destroyed the ship of King Horik Gottfredson, killing the King and his first- born Erik Barn (“the Child”), while they were sailing toward Heill Hofn to meet their ally Asbjørn the Red. Apparently, nobody survived the shipwreck. The population feared a time of political turmoil, because the only living descendant was the king’s daughter, princess Thorunn. The young princess didn’t give up, showing to be a true Gjallahorn, she sum- moned her faithful men of women and, in a single night, eliminated all the nobles and leaders that con- spired against her. After this show of strength, it was simple to convince all the remaining sages to crown her Queen. She took a second name in honor of her late father becoming Queen Thorunn Horikdottir. After establishing her power, the Queen took up sword and shield and marched to Danevirke with her elite guard, fighting on the forefront against the Franks’ invasion. According to many rumors, the Great Winter hit the lands beyond the wall with incredible ferocity, causing a spike in the number of Franks’ attacks. The enemy hopes to invade the Jutland to raid its resources. Covered in the blood of the enemies and sur- rounded by the superb warriors of the elite guard, the Queen demonstrated her great skills as a leader, earning her spot in legends and tales. It didn’t take long for the Skalds to start comparing Thorunn with the first queen of legends, she who started the con- struction of the Danevirke. Today, the people of Jutland, in spite of the extreme poverty, see its warrior queen as a sign of hope. Thorunn has become the incarnation of the faith and hopes of her people. While the Queen keeps a strict control over the Jutland, she know that tradition is against her and the court nobles, who never fully supported her, push so that she find a husband worthy of the crown. Thorunn isn’t happy with this perspective, but she also knows that an alliance might help the Jutland rise again. Thorunn Horikdottir Journey to Ragnarok 24 Beyond the Danevirke It’s not just the dreadful weather that bother the Gjallahorns. While the Franks’ attacks suddenly stopped, those few spies that returned from the enemy lands have gone mad. They keep blathering about a terrible disease, green lights and a terror that will soon arrive from the South. Thorunn made sure that these men could find an honorable death and that their rav- ings didn’t circulate among the people. The Queen doesn’t have resources to spare to dis- cover what is really happening beyond the Danevirke, right now the only course of action is to keep the realm stable and survive the Great Winter. In spite of these precautions, the rumors have spread among the com- moners fueling the collective hysteria. Thorunn will soon be forced to take action. Relationships with Other Clans Bear Warriors It’s rare to find any barbarian from the mountain in the Jutland, but not completely unheard of. Many inhabitants of the far North are skilled sailors, who dedicated their live at raiding and were “adopted” by a warlord of Jutland. The tales of the Skalds made these mighty warriors famous. A Bear Warrior will always be welcomed with kind awe and amazement by the people of these regions, who consider him a legendary warrior. Icy Crows The Queen has conflicting opinions about the Icy Crows in her territory. On one hand, they are very useful to help those in need and investigate the strange events of the last year. On the other, they are a danger to the kingdom’s stability. The Queen is perceptive enough to know that, behind their shows of goodwill, the Crows have a precise design and that myths and superstitions are much more effec- tive than a sword to control her people. So, the Queen harbors some well-grounded suspicions about the Icy Crows. She won’t trust them fully until they show their real goals. Until then, Thorunn would much prefer to hang them, but she can’t risk to create some martyrs, and keep with the tradition that the royal family has never allowed any kind of political interference. Jötunn Sons For the people of Jutland the existence of the outcasts’ clan is almost a myth. While Thorunn is a very “pro- gressive” ruler, she will never be able to forge a true alliance with the Jötunn Sons, because her subjects are still very devout to tradition. This doesn’t mean that Queen cannot find a use for the Jötunn Sons and their unique abilities: the outcasts might take care of some delicate matters, like eliminating those few nobles that she doesn’t trust fully, yet. Odhinn’s Eye The Gjallahorns don’t know about the recent changes at the hall of King Asbjørn and, despite this lack of communication, believe that the Odhinn’s Eye will heed their call. The population – unaware of the recent marriage of King Asbjørn – hopes that the two clans might unite through the marriage between their heroic monarchs: King Asbjørn and Queen Thorunn. Due to situation getting worse and worse, it’s probable that the Queen will soon send a delegation to ask the Odhinn’s Eye for help, crossing the islands of Jutland and the region of Svitjod. Wolves of the Shadow The Gjallarhorn clan never had any direct relationship with the forest clan. Some Wolves fought alongside the Gjallahorns during raids, but the differences between the Clans and the alliance with the Odhinn’s Eye put a stop to any possible treaty. Still, the Gjallahorns deeply respect the Wolves because of the prowess of their warriors. The current Queen is less traditionalist and might be incredibly grateful to the Wolves if they provide her the help she so desperately need. She might even change her allegiance, although she has only heard rumors about what is happening oversea. People of Midgardr: The Clans 25 Icy Crows (Jokullsrafn) The Icy Crows are famous for being meditative, serene and intelligent. A member of the Icy Crows often has visions of future events or cast the runes to peer beyond the veil of fate. The Icy Crows are also experts of ancient magic rituals passed on orally within the clan. A true Icy Crow live to serve the circle and its princi- ples, she would do anything to preserve them. An Icy Crow will never pass the opportunity to tell a story, recall a legend or pass down a myth. It doesn’t matter how urgent are her obligations, she will always find time to tell about the way of the Gods and keep the culture of the Nordic people alive. Serving the Circle Despite their preeminence in the politics of the North, the Icy Crows aren’t a proper clan, they’re a vast and highly structured circle, formed primarily by hermits, wise seers, sorcerers and Skalds. they live according to a precise code of conduct, fully devoted to preserving the divine order on Midgardr. The Icy Crows fulfill this divine call by retelling the legends of the Gods, they spread the cultural and moral values through their actions. Teachers, Judges and Arbitrators The Icy crows are more than protector of the cul- tural heritage, they often handles administrative and bureaucracy for the other clans. It’s quite common for a Crow to sit next to the Jarl – as an adviser or a judge of the feuds between the citizens – or the fulfill the role of the Løgsøgumaður (expert of the law) during a þing, a gathering of a great clan. Their presence – as adviser, teachers and wise men or women – through almost every village of Midgardr gives the Icy Crows an immense network of inform- ants that the circle can always use for its own ends. A L ifelong Path While every Icy crow is free to act as she saw fit, there’s a precise hierarchy within the circle. The headquarter of the order is in the famous temple of Uppsala (see page 110), in the region of Svitjod, very close to the forests of the Wolves of the Shadow. When a youngster join the circle, she has to swear an oath to Fate itself and sever every bond with her pre- vious life. These new recruits must embrace neutrality and have a single purpose: serve the circle and pass on its values. Journey to Ragnarok 26 These adepts are called Rót (“Root”) and usually, after a first term of studies in Uppsala, they serve a Mímistafr (“Pillar of Wisdom”) as apprentices for ten years, following the master in her journeys. During the long apprenticeship a Rót must learn the old tales, how to cast and read the Runes of Knowledge and study the principles that regulate the life and death of every Crow. Although there is no official age to join the Icy Crows, it’s a common custom to send small children to the circle. There are a number of reasons for that, these chil- dren might be orphans or their parents swore an oath to the Gods. Some villages – especially the Wolves of the Shadow’ ones – send at least three children to the Crows every year as a tribute. In some, much more rare, circum- stanced a kid might be sent because she was born with spot or other birthmarks that looks like the sacred Runes, hinting at a higher call. An Icy Crow might remain a Rót for just a few month or her entire life. This spiritual journey has no per-deter- mined length and only when the Mímistafr thinks the Rót is ready, she would be appointed a proper Mímistafr during a ceremony at the temple of Uppsala. After the apprenticeship ends with a trial decided by the master (usually a game of hnefatafl), the Rót becomes a Mímistafr and can participate fully at the life of the clan and the meeting of the circle, but she can’t vote. These sages – the Mímistafr – are the heart of the circle and, beside the usual responsibilities of every Icy Crow, they are constantly traveling between Uppsala and the villages of other clans. With very few exceptions, a Mímistafr cannot stop in any given place for a long time. These continuous travels help the circle to keep its net- work alive, going from Mímistafr to Mímistafr across all the Northen lands. Additionally, a Mímistafr must take care of the education of the Rót – usually having one apprentice at every time – and she must also rely instruc- tions to the Flakkàndi she met. Some Mímistafr choose to become Flakkàndi (“wan- derers”) and pass the rest of their lives wandering from a village to the next, serving the typical duties of an Icy Crow at each stop. They’re free to go wherever they want, unless the circle assign them a particular task. Although they usually live in Uppsala, some Léradhr are allowed to act as advisers to a Jarl of a different clan, while others choose to become hermits. The Léradhr usually act as teachers and mentors to the lower ranks, passing on the tradition and the rules of the clan. They’re also part of council of the Léradhr: the ruling body that debates how the circle should answer to the political evolution of Midgardr. They have no decision-making power, though, this is usually reserved to the three Mímaneidhr (“tree of wisdom”). According to tradizione, the three Mímaneidhr are chosen from three different age groups, to represent the Norns and have a different point of view of every given decision. To make a decision official, all three Mímaneidhr must agree. When a Mímaneidhr dies or choose to abdicate, the Flakkàndi bring the news to every member of the Icy Crows and the circle gets ready for the new investiture. To become a Mímaneidhr, a Crow must face three extreme trials: • Swallow hot coals to become a vessel of the pri- mordial fire of Muspell, bringer of life and death. • Be buried up to the neck on a beach, at the water’s edge, waiting for the tide to shift; to con- quer the sea and become one with Landvaettir, the spirit of earth. • Offer and officiate a sacrifice. If more than one candidate survive these trials, the circle of the Mímistafr choose the one that made the most significant sacrifice as the new Mímaneidhr. After becoming a Mímaneidhr, a Mímistafr renounce her name and receive a new spiritual name from the circle of the Crows. While a Crow cannot have a family, procreating is not forbidden, just not recommended outside of cer- tain times of the year. During certain festivities the Icy Crows are used to organize great ritual orgies and every child conceived during these conclaves is con- sidered a child of the entire circle and raised by the entire community. People of Midgardr: The Clans 27 The Broken Circle Today, the circle of the Crows is more fractured and weaker than ever. Every important decision requires the approval of all the three Mímaneidhr and, when this doesn’t happen, the Icy Crows are forced to remain neutral until there is a unanimous vote. The current Mímaneidhr are (from the oldest to the youngest): The old Spekisvidhr, “Wood of Knowledge” The very yong Límrún, “Rune of the Branches” The adult Blóttré, “Tree of Sacrifice” Journey to Ragnarok 28 During the last year, the biggest point of conten- tion between the Mímaneidhr has been which side the Crows will support, at least politically, in the impending war between the Odhinn’s Eye and the Wolves of Shadow. Under the religious perspective, every Crow thinks that it’s shameful and dishonorable for the King to deny the Æsir and the Vanir. Almost the entire clan thinks that the King’s companion is a powerful witch and some believe she’s, at least partially, responsible for the coming of the Fimbulvetr. At the same time, there are no doubts that Ragnarok is at the gates and facing the twilight of the gods with the circle so weak and fractured will bring shame to all the Crows. It’s imperative to find a solution as soon as possible. Finally, the circle has sent many Mímistafr, along with their Rót, to investigate the rumors, more and more frequent with each passing day, of monsters appearing and other magical events. Unfortunately, the terrible weather conditions make journeys harder and harder. Relationships with Other Clans Bear Warriors The Bears are considered pure being, the closest true incarnations of the Nine Virtues. Because of that, the Crows see them as exuberant children that need guid- ance, so that they continue to follow the tradition and honor the gods. Usually, at least one Crow lives all year around at each Bears’ village to arbitrate those con- flict that would be solved through violence otherwise. These Crows also teach to the children and pass on ancient legends. Recently, the Sages of the snowy mountains stopped sending news. Many think this is due to the terrible weather, but the circle has grown more and more wor- ried by this lack of communication. Gjallarhorn The Icy Crows always looked with suspicion and fear at the rulers of the Gjallarhorn clan, because they never allowed the Crows to interfere in the internal politics of their lands and were ruthless in punishing those who tried to meddle. The Crows that still lives in these lands are trying to contact the circle, but the weather isolated them and the few missives that came through were garbled and unreliable. They speak of a terrible war with the Franks and of something horrible beyond the Danevirke, but the only way to discover the truth would be send other warriors into the unknown across the Jutland. Jötunn Sons It doesn’t matter how honeyed are their words, nor that the Wolves trust them and neither that they now seem willing to follow the Virtues: the cursed blood remain such. The Crows know better than anyone else who the true enemy is. Despite the rule of neutrality, every Crow with a lick of common sense will never turn her back to a Jötunn Son. trusting a Gargan is never a good idea. The origin of this rivalry is ancient and is grounded in the foundation of the outcast clan, but only a handful of people knows Not all the battles are fought with swords and shields. Since time immemorial these two clans duel using cun- ning, magic and politics. Odhinn’s Eye While the King is bringing shame to the clan denying the Gods, the Odhinn’s Eye is still considered an ally by many Crows. The reason is twofold: most of the Odhinn’s Eyes still pray the Æsir and the Vanir and the entire clan still honor the Crows as keepers of virtue and knowledge. Still, the spreading of the faith of the Flame might ruin the relationship between these two clans and many scandalmongers whisper that the Mímaneidhr haven’t reach an agreement yet because the King bribed at least one of them. Wolves of Shadow The Wolves are the clan closest to the Crows. While they are often too impulsive, they are, without a doubt, the most devout clan. Recently, the Crows are relying more and more on the Wolves to investigate the strange sightings of magical beings. While the rule of neutrality prevents the Crows from openly admitting it, many of them would immediately side with the Wolves to eliminate the King of the Odhinn’s Eye and his clan. People of Midgardr: The Clans 29 Jötunn Sons (Jothnarsønir) The Jötunn Sons are mellifluous, cunning and full of tricks. It is a clan of outcasts, proud of their dissolute lifestyle and openly mocking the Nine Virtues. Their clothes and equipment are usually eccentric, yet functional. They are, in fact, great experts of traps, poisons and other obscure contraptions. Barring some rare accidents, the Jötunn Sons try to keep a neutral facade toward the other Clans: the last thing they want is becoming the common enemy of every other clan of North. When a Jötunn Son goes into battle, she always takes time to find the best way to win without dying and – although considered a dishonorable behavior by many – this is a clear sign of the clan’s superior strategic abilities. These qualities and their vast knowledge of the magical arts makes them very sought after allies for oversea raids, in spite of the outcast status. The Outcasts’ clan Assassins, thieves, traitors and cursed ones, it doesn’t matter why they were cast out from the Clans, those who have the guts to look for the way through the swamps and survive, will find a clearing beyond the bogs and be welcomed among the outcasts known as the Jötunn Sons. The Jotuns are the only clan that does not follow the Nine Virtue and even brags about this freedom. They call themselves Gargan (“snakes”). The clan continues to exists thanks to the constant influx of outcasts, but also the sexual freedom enjoyed by its members. Furthermore, many mothers that dis- cover the signs of frost giants’ blood or other curses upon they children try, as last act of motherly love, to give them to the Gargan, to spare the young ones a death sentence. The Way Past the Swamp The main Jötunn’s settlement is an encampment in a dark and accursed clearing, at the heart of a foul swamp. The precise location of Fínnbol (see page 114) is a secret but, even if it wasn’t, it would be hard for other clans to infiltrate it. According to some rumors it should be in the northern part of Svitjod, where the forest becomes a wasted plain. The Jötunn Sons survive thanks to the scarce resources of the swamp and the outcome of their nightly raids in the villages near their encampment. The inhabitants of this region are so terrified that the often leave offerings and necessities along the borders of the swamp, hoping to keep at bay its inhabitants, feared like evil spirits. Journey to Ragnarok 30 Children of the Giant The origins of the Jötunn Sons clan are lost to time and today very few people remember how this pack of outcasts united and has become one of the most important clans. Many believe that the growth of the outcast’s clan is a consequence of the power of its founder, the legendary Hrókr Fjalson, “The Crow Son of the Mountain”. Others claim that Fjalson has been the only leader of the Jotuns since their foundation, over 200 years ago. It’s possible that Hrókr Fjalson is just one of the many lies created by the outcast clan to bolster its reputation and strike fear into the hearts of the Northeners. Very few know the truth: Hrókr Fjalson is real and so are the rumors that he’s the child of an unfortu- nate encounter between an ice giantess and a mortal. This half-breed has a really unusual look and, also, an incredible longevity, far superior to ordinary humans. Only four people – Hrókr himself and the three Mímaneidhr of the Icy Crows – know the truth about how the Jötunn Sons came to be: Hrórk was a very powerful and respected Mímistafr of the Crows, accord- ing to many it was written that he would become a Mímaneidhr, but something went wrong. The Jötunn blood pushed the Crow closer and closer to ancient and forbidden rites. His desire for power consumed his sense of honor, making the council more and more worried. When his Rót was found dead, with the body covered in unknown symbols and riddled with terrible malformations, Hrókr was cast out from the Crows. Since that time the rare blue blood, like his, is consid- ered a terrible curse. The hatred toward the children born with even a hint of ice giant blood is so widespread among the Crows that has spread to all the other Clans. It has become customary to abandon these children, consid- ered abominations. Hrókr never accepted his exile and remains jealous of his superiors. He passed the last 200 years hiding in the swamp and preparing for a vendetta. After this exile, desperate to escape, he discovered a path through the swamps and, when he reached the clear- ing, an ancient and magical statue of Loki. Desperate and without anywhere to go, Hrókr put his fate in the hands of the God and Loki answered, through the statue. It has become tradition for Hrókr to pass the same day every year talking to the statue, waiting for instructions. This is an important festivity for the Jötunn Sons and long, wicked celebration follows it. The objectives and aims of the Jötunn Sons are obscure and mysterious. The outcast clan blindly fol- lows the orders of the half-giant, but these are so unclear and guttural that nobody can understand them. Hrókr Fjalson, “The Crow Son of the Mountain” People of Midgardr: The Clans 31 Another key character of the Jötunn Sons is Kynbani (“Bane of the Kins”) Bergelmirson, who claims to be the son of Belgelmir himself. Kynbani lives on a stilt house along the river that surrounds the encampment. There he welcome the youth of the clan, telling them about the deeds of the Jotuns to fuel their hatred toward the Æsir. L ies Until the End of the World The members of the clan workship Loki above any other deity and believe that the rest of the Æsir are wicked liars: according to their beliefs the Æsir stole the magic from Midgardr because they feared the potential dormant in mankind. All the Jötunn Sons have been waiting for the Great Winter that heralds Ragnarok, as the oracle foreseen, this will be the time of vengeance for the outcasts and glory for the Jotuns. The Jötunn Sons despise all the other Clans, but not openly, considering them lapdogs of the Icy Crows. The reserve a special, unlimited, hatred for the Crows, to the point of organizing schemes and conspiracies to bring down the circle. In the depth of their souls, almost all Jötunn Sons desire vengeance against the other Clans. Being part of the Jotuns means that one was either cast out or, at best, was born among the Gargan and taught to hate everyone else since childhood. Relationships with Other Clans Bear Warriors Upon the mountain of the far North everything con- tinues are the oracle foresaw. It doesn’t matter that the Bears are forming an alli- ance, the ancient prophecy foretold that a sickness will strike the mountain clans and, thanks to their alliances, spread to the people of the valleys and, eventually, to all the people of the North. Gjallarhorn The oracle showed to the half-giant the fate of the men of Jutland: the chieftain of the Jotuns, as always, revealed only what he needed, but he seem certain that the warriors defending the Danevirke are too busy to participate the upcoming war. Icy Crows The Icy Crows has always been a problem: the Jötunn Sons grew up longing for a vengeance against those who first marked the Gargan as renegades. At the moment the Icy Crows are the only one that might be cunning enough to unveil the lies of the Jotuns, but the circle is weaker and more fractured than ever. This might be the right time to eliminate the current Mímaneidhr and replace them with someone more malleable. Odhinn’s Eye The Odhinn’s Eye clan is one of the greatest threats to the schemes and the survival of the Jötunn Sons. Nothing ever helped the Gargan more than King Asbjørn denying the Æsir. The Wolves of the Shadow are bidding their time, but sooner or later the chieftain would move against the heretics and the Jotuns are waiting just for the blood to smear the snow. Wolves of the Shadow Everybody think that the Jötunn Sons are allied with the Wolves of the Shadow, but the Gargan don’t know the meaning of the word. The Wolves are just a mean to their ends and this is the only reason why the remain nonbelligerent. Kynbani, “Bane of the Kins” Journey to Ragnarok 32 Odhinn’s Eye (Odhinsauga) The Odhinn’s Eye clan is the most powerful and feared among the vikingar clans. It’s famous for its brave warri- ors and great strategists, clad in shining armors and armed with magnificent weapons. They’re able to overwhelm any enemy thanks to their superior numbers and the perfect coordination of the warriors behind the shield wall. The Odhinn’s Eyes consider themselves superior to the other Clans and hope to, one day, unify all the people of Midgardr under their banners, creating a kingdom based on law and innovation. Sacred Origins The Odhinn’s Eye is the largest and most powerful clan in the lands of the North. Although they’re relatives of the same family that rule the Jutland, they always tried to demonstrate that they’re from a sacred blood- line, descendants of Odhinn himself. Although all the Odhinn’s Eyes believe this theory – and don’t appre- ciate jokes about it – it’s not hard to find those who consider it just a way to intimidate the other clans. The clan appeared out of the blue and rose to power quickly, annexing all the nearby clans with strength and guile, destroying all resistance by any mean nec- essary. In less than half a century, what started as a simple one-family clan has reach across the entire region of Norrvegr, becoming a true royal household. The Kingdom of the Fjords The kingdom of the Odhinn’s Eye encompass primar- ily the coast of Norrvegr, but the coastal villages of Svitjod are within its sphere of influence. From his lavish hall in the capital city of Heill Hofn, the King governs villages and outposts thanks to a host of trusted Jarls, who receive the authority to rule freely on their territories in exchange for absolute loyalty and subordination to the crown. During the expansion of the Odhinn’s Eye, many opposing clans were replaced by these Jarls and their families. This division of power is the source of many quarrels and instabilities between the Jarls. Usually the royal family doesn’t intervene, leaving their vassals to figure it out between them. Only if the King or his advisers suspect that one of these squabbles might endanger the stabil- ity of the kingdom the army intervene to drown the dissidents in their own blood. Seafarers, Conquerors and Merchants The Odhinn’s Eyes are famous across the Northern lands as great shipbuilders and even greater sailors; these skills allowed them to explore far away lands and return heavy with loot. Their raids are nothing short of legendary. This also allowed the clan to forge important com- mercial relationships with merchants from far away lands and it’s very common, in the largest villages of the clan, to find exotic market stalls, full of strange a marvelous items. The clan include a large number of People of Midgardr: The Clans 33 farmers and ranchers that, usually, prefer to live in the smaller and quieter inland communities. The King of Flame The current ruler, King Asbjørn the Red, is one the most ambitious and ferocious rulers the Odhinn’s Eye ever had. Under his iron fisted rule the clan’s influence has grown steadily, it took control of many other vil- lages in the region, expanded its borders and bringing many minor clans under the crown. In spite of all his power, the King is the center of a great cultural schism within the clan: about six months after he took the throne, Asbjørn the Red returned, despite the terrible weather, from a raid in the West, in the land of Hibernia (Ireland). His loot wasn’t of precious metals, but of flesh and blood, a Hibernian wife. Nobody – except Asbjørn’s most faithful retainers – really knowns what happened in thos far away lands and nobody knows how the King’s ship was able to return despite the fury of the sea. What is known is that the King married Sknaht (Brannagh), daughter of a powerful ruler of Hibernia and priestess of the flame god of those lands. If the marriage was part of a political alliance, or if it was even properly celebrated, is the favored rumor of the commoners. What is known is that Asbjørn has embraced this cult of Flame more and more, eschewing the customs of the ancient gods. Confronted with the warnings and curses of sages and priests, the King stated – time and again – that he doesn’t consider this “change” of faith problem- atic: he consider the Flame as a manifestation of the sacred power of Odhinn, from whom he descends. Moreover, in the villages of the Odhinn’s Eye there’s the absolute freedom of religion, at least so far. Every day the god of the Flame gains new acolytes. It’s hard to understand if these conversions are the result of real faith or just a way to curry the favor of this violent and powerful monarch. Many at court think that the King’s most trusted wore the badge of the Flame for purely political reasons. The public opinion is very divided even in regard of the King’s companion, Sknaht priestess of the Flame: some worship her as a goddess, others think she is a curse made flesh. In spite of these different opinion everybody is in awe of the Queen, the rumors of her great mystic powers are more than substantiated. King Asbjørn, "the Red" Queen Sknaht, “Queen of the Flame” Journey to Ragnarok 34 The Long Winter The Odhinn’s Eye clan doesn’t give much credit at the rumors about the impeding Ragnarok. Despite the fear and the worries of wise men and women, the King thinks that the harsher weather is just a random event and he doesn’t want to change his plans because of it. This doesn’t mean that the Long Winter isn’t caus- ing problems to the clan, but the King’s loyalists fake optimism while everybody can see that the weather is leaving its mark on the economy of the kingdom. The harvests are poor, the cattle get sick or die of frostbite and. worst of all, the terrible state of the sea delay raids and trade missions. So far the clan has been able to survive on the resources accumulated during the years of plenty, but they are going to be depleted soon. Relationships with Other Clans Icy Crows Despite the appearance of this men, the circle of sages of the Icy Crows still keeps the King in the highest regard. No member of the Odhinn’s Eye will deny hospitality to traveling Crows and will always listen to their teach- ings with utmost respect. So, every Icy Crow will always find free lodgings at the villages of the Odhinn’s Eye. Jötunn Sons The relationships with the Jötunn Sons are scarce and not very friendly. The outcast aren’t welcome in the villages of the Odhinn’s Eye and must tread carefully to avoid trouble. Only the converted to the cult of the god of the Flame speak of equality and piety and are friendly to the Jötunn Sons. Because of this they’re often consid- ered naive. Gjallarhorn There have not been news from the allies of the Jutland, not for some time. Asbjørn was expecting the King of the Gjallarhorn and his son – hoping to ask their help the coming war – but their ship never arrived. The Red believes that his ally decided not to depart because of the terrible weather. At the moment King Asbjørn is too busy with his own conquests to bother with the events of the Jutland, but he believes that his allies will be ready to assist him again in the future. Because of the winter weather it’s hard to meet any Jutlander in Norrvegr, but those who are stuck here are welcomed as family in the villages of the Odhinn’s Eye. Wolves of the Shadow The relationships between the Odhinn’s Eye and the Wolves of the Shaodw were never very peaceful. Over the year, the expansionist ambitions of the Odhinn’s Eye and the wildly different traditions of the two Clans made them natural enemies. While a real war hasn’t erupted yet, over the last year the clashes between the two Clans have grown more and more frequent. According to the survivors the attacks of the Odhinn’s Eye against the villages of the Wolves are nothing short of true massacres. Despite the mounting tension, the Odhinn’s Eyes don’t consider their rivals a real threat, due to their small numbers. They think that, if a true conflict erupts, they would be able to erase the Wolves from the chronicles. Small groups of Wolves, or even lone travelers, may enter the Odhinn’s eye villages, but they will be dis- armed and under constant surveillance. Bear Warriors The members of the Odhinn’s Eye have a very super- ficial approach toward the mountain Clans, especially the ruling clan of the Bear Warriors. They believe that, sooner or later, King Asbjørn will lead his army up the mountains and force these savages into a blood bond. Meanwhile, the mountain-folk that journey across the lands of the Odhinn’s Eye usually sell their might as mercenaries and laborers. They might stir the general curiosity, but they are usually welcome. People of Midgardr: The Clans 35 Wolves of the Shadow (Myrkir Vargar) The Wolves of the Shadow are famous as ferocious warri- ors, skilled in taking advantage of terrain in battle, using simple – yet effective – team tactics to strike down their enemies at best possible moment. Among he Wolves of the Shadow there are many Úlfheðnar, warrior-shamans that fight covered only in wolves’ pelts. The Wolves use simple equipment of low quality and they wear wolves pelts and fangs as clothes or ornaments. This makes them even more feral and savage in the eyes of the other clans. The clan lives in harmony with nature, following the Nine Virtues. According to the Wolves reuniting the clans under a single ruler would weaken the linage and would be a terrible shame in the eyes of Æsir and Vanir. They truly enjoy the natural competition between the warriors of the North. The Savagery of the Hunt The Wolves of the Shadow clan arose from the families of hunters that traditionally lived in the Svitjod region, especially the great inland forests. The Wolves lives following the ways of their ances- tors, they are nomadic hunters and their encampments moves between the clearings of the great forest. Over time, these routes between fixed locations have become a true border, recognized by other clans. The Wolves consider this region a holy hunting ground: whoever hunts or disturb the forest face a swift and silent death. Warrior Shadows True to their traditions the clan didn’t grow in num- bers, nor expanded its boundaries, but the Wolves of the Shadow are still a great threat or a powerful ally to the other great clans. It’s a very well know fact that some of the fiercest, bravest and most skilled warrior of Midgardr live among the Wolves. According to the Wolves of the Shadow there’s no difference between hunting and waging a war: the youngsters are trained, since childhood, to consider both with the same attention and dedication. The life and training of these young warriors is marked by extreme tests of survival, to improve their body and mind. Journey to Ragnarok 36 The Wolves of the Shadow are true masters in taking advantage of terrain and weather. yet, even on an open battlefield, the “packs” showed their mettle, fighting as coordinated units and crushing the enemies under their impetus. A true Wolf never leaves a prey behind. It doesn’t matter if it’s an animal of an enemy, both will hear only a rustle of leaves or a light step before death caught it. The Time of the Wolves Talking of peace was, perhaps, possible once, but now that the Great Winter is here the Time of the Wolves is at hand. According to the most radical packs the mention of wolves in the Voluspa is no mere coin- cidence. Many, especially among the youngest and most ferocious warriors of the clan, believe that it’s time for the Wolves of the Shadow to show the Gods their valor and secure their places among the Einherjar. At the same time the infidels usurpers of the Odhinn’s Eye have shows their true colors of blas- phemous traitors, lapdogs of the witch, the whore of the Westerners. She dripped hexes and lies in their ears, turning them against the Allfather, from whom they shamelessly claim to descend. According to the “letter” of the legends, this cold climate can only be a sign of the wrath of the Gods that so many people of Midgardr denied. The constant snowfalls and the days growing shorter and shorter are a great boon for the raiding packs. They attack outposts and caravans of the Odhinn’s Eye as payback for the massacres in the villages traditionally affiliated with the Wolves of the Shadow. Despite the public excitement, the truth is very different: many families are in dreadful conditions, the clan always survived by hunting and exchanging the loot from their raids and both are now impossible with this weather. The chieftain – also known as “pack leader” – Koltønn (“ashen tooth”) – also know as Ginnungason (“son of the abyss”) – and many elders know how crit- ical the situation is and, for now, are trying to calm down the warriors. Koltønn has to take some impor- tant decisions, soon, for the survival of the clan, before a young and radical Wolf decide to challenge him. Koltønn Ginnungason, "Ashen Tooth, Son of Nothing" People of Midgardr: The Clans 37 Relationships with Other Clans Bear Warriors The Wolves of the Shdow consider the Bear Warriors as the key factor in the war against the Odhinn’s Eye. Securing an alliance with the fearsome Berserkers of the northern mountains, the Wolves of the Shadow would be able to stop hiding in the forest and face the Odhinn’s eye on the battlefield. Even the army of King Asbjørn won’t be able to resist a joint attack from wolves, Bears and Jotuns. Gjallarhorn According to the scarce news from the nearby islands, it seem that the people of Jutland are too busy protect- ing their borders to bother with their old allies. The Wolves fear that the Gjallarhorns might come to rescue the Odhinn’s Eye, once their problems are over. The two clans together will be unstoppable. Some Wolves of the Shadow are more optimist and believe that, when faced with King Asbjørn’s heresy, the Gjallarhorn clan would abandon its old allies and help the Wolves. Icy Crows The Wolves of the Shadow have the utmost respect for the Icy Crows. Even a rude answer to a Crow repre- sent a great dishonor for a Wolf. The Crows spread the word of the Gods and they are feared and respected for this. Many wolves are in awe of the Crows because, the rumors say, they are able to cast terrible curses upon those that disrespect them. For these reasons, the Wolves’ leader has tried to persuade the crows to stand up against the Infidels of the Odhinn’s Eye. If the Icy Crow would deny King Asbjørn their favor, it’s highly possible that many families would abandon the clan, making the defeat of the heretic King much easier. Jötunn Sons The wolves consider the Jötunn Sons as potential allies in the impending war against the Odhinn’s Eye, despite their reputation as tricksters. In recent years the Wolves allowed the Jötunn Sons to stay in their villages, whereas they previously drove them off as outcasts. In spite of this grant, many Wolves – especially the older ones – consider the Jötunn Sons to be a threat and don’t trust them, but not openly. Odhinn’s Eye The Wolves of the Shadow are about to wage a true all-out war against the Odhinn’s Eye. More and more villages across the Svitjob – once faithful to the Odhinn’s Eye, now enraged by the blas- phemy that corrupted the court – are leaving the clan to join the Wolves. The only reason to delay is that Koltønn knows that facing the great army of King Asbjørn without allies would cost the life of too many of his warriors, perhaps all of them. Forging powerful alliances might tip the scales in favor of the Wolves and, at that time, nothing could stop them from fighting to the bitter end. Journey to Ragnarok 38 In Journey to Ragnarok the players take the role of fearless norse raiders known as Vikingar. Magical or monstrous beings are an uncommon sight on Midgardr, found chiefly in legends and lore. For this reason, it’s suggested you play only human characters, although all races from the 5th edition books are compatible. All Backgrounds and Alignments presented in Journey to Ragnarok are designed with humans in mind. The changing of reality as the character become pawns and victims in the gods’ games will awaken extraordinary magical and physical abilities as they gain levels. Barbarian Path of the Storm Wielder Wind, Rain and Thunder. The Storm is the quintessential force of nature, comparable only to volcanoes and earth- quakes. A Barbarian can tune in with such a force by manifesting the will to become unstoppable and inescap- able. This bond is not without risk: once summoned, the Storm can only grow until it discharges its immense power on something or someone. Such as you. Storm Caller When you choose this Path at 3rd level, you harness the power of the storms. Every time you use one of your Storm Wielder features, you gain a number of Storm Charges. You can hold up to a number of Storm Charges equal to your barbarian level . Every time you have a number of Storm Charges equal to your level,or when your Barbarian Rage ends, People of Midgardr: The Classes 39 you immediately lose all charges and receive 1d6 points of damage as the unbridled storm surges through your body. This damage cannot be prevented in any way. Thunder Blow Starting at 3rd level, you can channel the might of a gale-force-wind. When you use the Attack action while raging, you can empower your weapon to deal an extra 1d6 thunder damage with each successful attack. You gain one Storm Charge for each attack empowered this way, two charges on a critical hit. Starting at 10th level, Thunder Blow feature adds 1d8 thunder damage instead of a 1d6. Calamity Rod Starting 3rd level, you can discharge the storm on another living creature. As an action, while you are raging, make a single melee weapon attack against a crea- ture. If it hits, the target and all other creatures within 5 ft. of him suffer 1 thunder damage for every Storm Charge you possess and you lose your all Storm Charges. If the attack fails, you gain a number of Storm Charges equal to your Rage Damage. Starting at 10th level the area of effect of your Calamity Rod feature increases to 10 ft. Unleash The Gale Starting at 6th Level, you have advantage on saving throws made to resist being moved, pushed or knocked prone. Also, when you’re hit by a melee attack, you can unleash a sudden wind, causing 1d6 thunder damage to the attacker and gaining a Storm Charge. Imbue the Cloud Starting at 6th level you can fill your weapon with the essence of a rumbling blizzard cloud. When you activate your Thunder Blow feature, you can convert all the weapon damage (whether slashing, piercing or bludgeoning) into lightning or cold damage. This fea- ture also converts any extra damage, including your Strength or Dexterity bonus. Every time you make an attack with Imbue the Cloud, you gain a Storm Charge, in addition to the one gained from Thunder Blow. One with the Winds Starting at 10th level , you can cast Control Weather as a ritual. Step of Thunder Starting at 14th level, as a bonus action, you can cause a halo of lightning to surround you until the end of your turn, gaining 5 Storm Charges. When you do, each creature with 5 ft of you must make a Dexterity saving throw. On a failed save, the creature takes 5d6 lightning damage. On a successful save, the creature takes half as much damage. The DC is 8 + your proficiency bonus + your Constitution modifier. Journey to Ragnarok 40 Bard College of Valhalla All Bards share a common passion for stories, but many of them sing of the past. Bards of Valhalla instead rec- ognize when the present is full of grandeur and learn how to instill such greatness into others. Their words and songs chant of heroes present, creating legends for future generations. Stef Starting at 3rd level, every time you use Bardic Inspiration, a number of friendly creatures up to your Charisma modifier can use their reaction to sing a choir. Each one of these creatures gains 10ft bonus move- ment speed and a +1 bonus on their next ability check or attack roll. These bonuses last until the beginning of your next turn. To benefit from this feature, a creature must be able to see and hear you and respond vocally. Testimony Starting at 3rd level, every time a creature uses one of your Bardic Inspiration Die, you gain a number of temporary HP equal to the result of the roll. Dræplingr Starting at 6th level, you weave words to present some- one as an awe-inspiring figure. Choose one creature within 30 ft (including your- self) and one skill, set of tools, weapon or musical instrument. The creature gains proficiency with it, and its proficiency bonus is doubled. If a creature sees the chosen target use that particu- lar skill or object, it must make a Charisma Saving Throw to avoid being enthralled by the performance. A creature enthralled by such manners won’t attack the performer nor you, and will be generally friendly toward both for the duration. Heroes Calling The ultimate proof of the greatness of a deed; by declamating a tale about what’s happening, a war- rior from Valhalla comes to aid you. Should one of your comrades fall in battle, the tale will add a new Lausavísa, and more Warriors will come. Staring at 14th level, as an action, you can expend one use of your Bardic Inspiration. You summon a Spirit that takes the form of a typi- cal warrior of the region (reference the statistics of the Gladiator on the Monster Manual). The spirit follows your verbal commands, acts during your initiative and disappears if it drops to 0 Hit Points. This apparition last for 1 minute and only one spirit at a time can be present with this feature. Once you use this feature, you can’t use it until you finish a long rest. If one of your allies that you can see dies, you regain this feature. People of Midgardr: The Classes 41 Cleric Sacrifice Domain There’s power, in renouncing. Gifts and offerings are always appreciated, but some deities care as much about them that the act alone become power for the true wor- shipper. Bearing a permanent scar becomes a sign of attachment, and a receptacle of divine favor. Clerics of the Domain of Sacrifice channel every voluntarily loss, theirs or others, into a clear request for power, greatness, and luck. Sacrifice Domain Spells Cleric Level Spells 1st False Life, Purify Food and Drink 3rd Blindness/Deafness, Enhance Ability 5th Bestow Curse, Beacon of Hope 7th Blight, Death Ward 9th Geas, Hallow Ritual of the Honored Offering Starting at 1st level, as part of a long rest, you can per- form a ritual. Choose a number of Permanent Injures (see sidebar) equal to your Wisdom modifier among any number of creatures you can see. Each participant can choose one of the following benefits for every injury it offered during the ritual: Benefit of Fortune. The recipient can reroll a single ability check, attack roll or saving throw. Benefit of Endurance. As a bonus action, the recepient can spend and roll one of its Hit Die, healing that amount of Hit Points. If one choose this bene- fit multiple times, it can use multiple dice in a single bonus action. Benefit of Knowledge. The recipient chooses one1st-level spell they do not know nor can prepare.“ e poi “If they take this benefit multiple times, ithey can learn a higher level spell, but must have spell slots of the appropriate level. Every benefit lasts until the next long rest. Bonus proficiency At 1st level, you gain proficiency with heavy armors. Blessed Scars Starting at 1st level, after you take damage while you are already under your full Hit points, you gain tem- porary Hit Points equal to your Wisdom Modifier, and you add that same amount the next weapon attack and damage roll you make within your next turn. You can’t benefit from this feature if you already have any amount of temporary Hit Points. Channel divinity: Glory of Martyrdom Starting at 2nd level, you can offer a volunteer’s life on the altar of war. As an action, you or a willing creature you can see reduce all damage taken by 2 (before apply- ing resistances and vulnerabilities), gain advantage on all saving throws, but receive only half the effect of any healing. These effects last 1 minute. Journey to Ragnarok 42 Consecrated Loss Starting at 6th level, if an ally within 30 ft. that you can see takes damage, you can spend your reaction to grant him the benefits of Blessed Scars. This ability can’t be use on a creature who already has any amount of temporary Hit Points. Divine Strike At 8th level, you gain the ability to infuse your weapon with divine energy. Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage. When you reach 14th level, the extra damage increases to 2d8. This Pleases the Gods. Starting at 17th level, you can decide to gain advan- tage or disadvantage on your death saving throws. As an action, you touch a character that has been restored to life within the last hour. It gains resistance to bludgeoning, piercing and slashing damage from nonmagical weapons and it can lose this benefit as a reaction to negate all the damage from a single instance as soon as it gets hit. A creature can receive the benefit of This Pleases the Gods only once before completing a long rest. What is a permanent Injury? Honor comes from battle and gods grievous wounds please the gods. But what makes an Injury eligible for the Ritual of Honored Offering? As a rule of thumb, any mutilation that hampers the character. Here are some examples: • A missing eye, or being blind • A missing an ear, or being deaf • A missing hand or arm • A missing foot or leg • A missing nose • A disfiguring scar that renders you hideous • Suffering a permanent reduction of the number of spell slots available The GM’s word on what is considered a Permanent Injury is final, and should allocate appropriate drawbacks depending on the nature of the Injury. If you remove the negative effects of such Injury, by magic or any other mean, you cannot reap the benefit of the Ritual. Druid Circle of Yggdrasill Druids that enters the circle of World Tree understand a fundamental law; there are many worlds and each must be respected and protected, in its own way. The bond with nature must change accordingly to what “Nature” means in each Realm and this circle has sworn to blend with the forces of every part of the Yggdrasill. Soul Under the Bark Starting at 2nd level, at the end of a long rest, choose a favored energy type: radiant or necrotic. The other becomes your adverse energy type. As long as you are on your native World, you gain the following benefits: • You add your Wisdom modifier to damage rolls of spells and cantrips that deal the damage of your favored energy type; • You have advantage on saving throws against effects that deal your adverse energy type; • You have resistance against your adverse energy type; • While you are in Wild Shape, every time you successfully hit a creature with one of your natural attacks, you can decide to switch the damage to your favored energy type. When you are on other Worlds, the GM can choose two different energy types in accordance with the nature of the World. You decide which one becomes your favored and which one becomes your adverse. Branch Explorer Starting at 6th level, while you are on your Native World you can detect the presence of non-native crea- tures within 60 ft. as an action. This ability gives you the number and the general direction, but not any information about the type of creatures, nor their precise location. When you are somewhere other than your Native World, you are acclimated to their extreme conditions. You have advantage on saving throws caused by environmental conditions. People of Midgardr: The Classes 43 L eaf of the World Tree Starting at 10th level, you can call the very essence of another World to aid you. As an action, choose one World other than the one you are on. A spherical area with a radius of 40 ft. centered on you becomes imbued with the characteristics of that World. This area is fixed in space and it does not change the local geography, nor does it materialize any creature of the chosen World. This effect lasts 1 minute. The area counts effec- tively as part of the chosen World, changing the laws of magic and physics accordingly. At the GM’s call, this feature might introduce haz- ardous condition from the chosen World. Shaker of the Roots Starting at 14th level, every time you score a critical hit or cast as spell of 1st level and above, you emit a blast of your favored energy type within a 10-foot radius around you. Enemy creatures inside the area take 2d6 damage, or half damage on a successful Dexterity saving throw. Fighter Martial Archetype: Warden Where others retreat, the Warden stands. Where other falls, the Warden holds the line. Those who decide to become Warden learn different techniques to rebuke any assault against them and their allies. While the typical Warden (or Shield Maiden, the feminine counterpart) favor a weapon and a shield, this is not the only choice. Warden Tactics When you choose this archetype at 3rd level, you learn two Tactics, detailed below. Unless specified otherwise, these Tactics are always active. Interpose. If an enemy within reach of your melee weapon hits a creature other than you, you can inter- pose your weapon. As a reaction, roll your weapon damage die and subtract the result from the creature’s damage roll. If all damage is negated this way, you deal half the negated damage to the attacker. If you’re holding two melee weapons, roll both weapon’s dice and choose the better result. You must use this feature before knowing the damage total. Overwatch. While you’re holding a ranged or thrown weapon, you vigil over an area, preemptively distracting any attacker. If an enemy within 20 ft. of you hits a creature other than you, as a reaction you can roll your weapon damage dice and subtract it from the enemy’s damage roll. If this reduces the damage to 0, nothing else happens. If the attack still deals damage, you deal half the negated damage to the attacker. You consume ammunition or lose the thrown weapon regardless of the result. You must use this fea- ture before knowing the damage total. Reaction Surge. You learn how to react faster than anyone else. During a round, you have an additional reaction. You may only use your reaction once for each triggering event. Once you use this feature, you must finish a short or long rest before using it again. Violent Retaliation. When you make an attack of opportunity, you gain a bonus on your attack and damage rolls equal to the number of Warden Tactics you know. Shield Wall. You coordinate your allies to with- stand an assault. When you take the Dodge Action, you and all allies within 5 ft gain advantage on Strength and Dexterity saving throws. Enemies Journey to Ragnarok 44 consider the terrain within reach of you and your affect allies as difficult terrain. Shield Bearer Starting at 7th level, you are always ready for battle. You can stow a weapon and don a shield, or stow a shield and draw a weapon, when you would normally be able to draw or stow only one of such objects. Also, you can grant a +1 bonus to an ally’s Armor Class until the start of your next turn as long as they remain within 5 ft. of you. Improved Warden Tactics At 10th level, you learn two additional Warden Tactics chosen from the list below. Unless specified otherwise, these Tactics are always active. Improved Reaction Surge. You gain the Reaction Surge Tactic or, if you have it already, you gain an additional use of it between two rests. Invigorating Strike. When you hit a creature with a weapon attack, you can forgo adding your relevant ability modifier to the damage roll to gain 1d8 tempo- rary hit points. Protective Stance. As an action, you adopt a par- ticular defensive guard. You protect all allies within reach of your melee weapon (or 5ft if you aren’t wield- ing a melee weapon). If an attack would hit anyone of them, confront its AC and yours; if yours is higher, the attack is redirected on you. This stance lasts until the start of your next turn. While you are in this stance, you can make a single weapon attack as a bonus action. If you have the Wall of Iron Tactic, you gain its benefits while you use Protective Stance. Powerful Riposte. You learn the Interpose or Overwatch Tactic. If you already knew one of those, instead you can add your Strength or Dexterity mod- ifier (depending on your weapon) to the damage negated when using said tactics. Superior Warden Tactics At 15th level, you learn one additional Warden Tactic, chosen from the list below. Unless specified otherwise, these Tactics are always active. Adept Maneuverer. You have resistance against damage from attacks of opportunity. Cover Retreat. Allies within reach of your weapon (or 20 ft. if you have a ranged weapon) can Disengage as a Bonus action. Superior Reaction Surge. You gain the Reaction Surge Tactic or, if you have it already, you gain an additional use of it between two rests. Master Warden Tactics At 18th level, you learn one additional Warden Tactic, chosen from the list below. Unless specified otherwise, these Tactics are always active. Inescapable. If you damage an Enemy up to one size larger than you, you can knock him prone as a reaction. Bastion. If you are about to receive an amount of damage equal to or less than your Armor Class, you can halve it as a reaction (before applying damage resistance or vulnerability). You can use this ability three times, and you regain all expended uses with a long rest. People of Midgardr: The Classes 45 Monk Way of Glima A glimpse. A flash. The prowess of many warriors comes from fine training in martial arts, but your monastic path already granted such feats. By adopting the techniques of Glima, you become a master in controlling your oppo- nents, locking them into close combat and causing pain by twisting arms and legs. You dominate your foes with fast movements, quick defenses and overwhelming strength. Lausatok At 3rd level, you gain proficiency in Athletics and you can use your Strength score, instead of your Dexterity score, when calculating Armor Class with the Unarmored Defense feature. Hand on the Neck You are an expert close combat. Entering in a lock means ruin for your foes, as your grip on them is pain- ful and hampers their movement. At 3rd level, you gain the following features: • Creatures you are grappling have disadvantage on all attack rolls. • When you successfully grapple a creature, or when that creature escapes your grapple, you can spend 1 Ki Point to deal damage equal to your Martial Art Die + your Strength or Dexterity modifier. Destructive throw Your mastery in holds and grips lets you hurl anything you’re currently holding in your hand. Startingt at 6th level, as an action, you spend 1 Ki Point to use whatever you have in your hand, not anchored to the ground, as a projectile.The object (or creature) must be Large or smaller. This is an impro- vised simple thrown weapon with a range of 10/30 ft. that deals damage equal to Martial Arts Die + your Strength or Dexterity modifier on impact. If the hurled object is a creature, it takes the same amount of damage, regardless if that attack hits or miss. Grip of Iron Starting at 11th level, if you are about to lose a con- tested grappling check (that is, any ability check used for entering or escaping grapples and such), you can spend 2 Ki Points to strengthen your grip. You take bludgeoning damage equal to your level + the differ- ence between your check and your opponent’s check, but you automatically win the check. This damage cannot be prevented by any means, as you deliberately open your guard to ensure your hold on the target. Flash victory You effortlessly achieve “victory”, the takedown of your opponent while you are standing up, free of any grip. Startingt at 17th level, if you are within reach of an enemy at the start of the round, you can spend 4 Ki Points to make a grapple attempt with advantage on the roll. This check happens before the normal initiative count and you are still entitled to your normal turn. You can use Destructive Throw as a bonus action. Journey to Ragnarok 46 Paladin Oath of the Chosen Since you were able to understand words, you knew you would be destined for great battles. Maybe your family trained you to become a great warrior, or perhaps you hear whispers in your head promising great rewards. Whatever the case, you were Chosen and this fact alone motivates you and your allies to go the extra mile when swords clash. Swearing the Oath of the Chosen binds you to a glorious destiny! Tenets of the Chosen Seek Honor Through Battle. If a situation can be resolved with a honorable battle between factions that recognize valor, this will be your chosen course of action. Those who do not respect your position shall be treated with tyranny, treachery and all the lowest forms of combat. Uphold your Position. You shall demand to be listened to if you believe you’re in the right, and you will have an open ear from the wise. No authority can simply deny your request, and any solid justification will be listened to. Demand the River, Reward the Sea. When asking for anything you need on your mission, you will always repay more than what you have requested. Oath of the Chosen Spells Paladin Level Spells 3rd Command, Heroism 5th Enthrall, See Invisibility 9th Beacon of Hope, Bestow Curse 13th Compulsion, Dominate Beast 17th Geas, Hold Monster Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Balance of Battle. As an action, choose one friendly and one hostile creature within 30 ft. The hostile creature makes a Charisma Saving throw. On a failed Save, every time the hostile creature makes an attack roll he also rolls 1d4 and subtracts the result from the attack roll. At the same time, the friendly creature rolls an additional 1d4 when he makes an attack roll and adds it to the final result. These effects lasts for 1 minute. On a successful Save, only the friendly creature gains the effect of this feature. Unearthly Vigor. Your blessed presence brings renewed strength to your allies. When you use your Lay on Hands feature, you can spend 10 points of healing and your Channel Divinity to remove a single level of exhaustion. No more than one level can be removed with this feature during a single use. Aura of Valor Starting at 7th level , your mere presence create an aura of inspiration that exalts those around you. All allies within a 20 ft radius that successfully makes a saving throw, gain advantage on the first abil- ity check or attack roll within their next turn. At 18th level, the radius of this aura extends to 40 ft. Feast of Odinn Starting at 7th level, you feast like you’re already in Valhalla. You gain the nourishment of a full meal from a single flask of ale or chalice of wine. People of Midgardr: The Classes 47 Stalwart Recovery Starting at 15th level, when you fall to 0 hit points you can spend a reaction to use Lay on Hands on yourself. Valkyrie / Einherjar You ascend to your preordained fate! You gain your eternal reward before your final death, as you become a creature that can sit with the gods at their banquet. Starting at 20th level, you no longer need to eat or drink to survive. As an action, you transform into a divine emissary, gaining the following effects for 1 minute. • You don’t need to breathe. • You are Immune to every spell that requires a Wisdom or Charisma Saving throw. • If a creature within your Aura of Valor dies, you can teleport at its location as a reaction and immediately make a single weapon attack or cast one spell with a casting time of 1 action or 1 bonus action. Ranger Wolf Pack Archetype Emulating the Wolf Pack means becoming part of some- thing greater than yourself. You ensure that your group triumph by trusting your allies and creating opportunities for them to exploit. Each of their wounds fuels the boil- ing anger that drives your animal instinct and to give everything you have got in a fight. Wolf Pack Fighter You can lead your pack of comrades with every strike. At 3rd level, you gain the following features: • If you hit a creature with a melee attack, the next attack made by one of your allies against the same creature gains advantage. • If you hit a creature with a ranged or thrown weapon attack, that creature gains disadvan- tage on opportunity attacks until the start of your next turn. • If an enemy deals damage to one of your allies, you can use your reaction to howl. If you do, you deal 1d6 psychic damage against that creature. Wolf Pack L eader You learn to conduct your pack on every track. Your ability to navigate the wild becomes exceptional, and you learn to anticipate the moves of your enemies. At 7th level, you gain the following features: • You and your allies can travel at fast pace stealthily, or without penalties to passive per- ception, but not both. • When an enemy moves, you or one of your allies can move up to 10 ft. as a reaction. If an ally wants to use this ability, both of you must be conscious. You must be able to speak or make visual signals and your ally must be able to hear or see you. Swift Strike Starting at 11th level, every time you kill an enemy creature with an attack, you can immediately make an additional attack with a melee or thrown weapon. Wolf’s Endurance Starting at 15th level, once per round during your turn, you can expend of your Hit die to regain 1d8 + your Constitution modifier hit points. This feature does not require an action nor a bonus action. Journey to Ragnarok 48 Rogue Unshaped Archetype Lies and cruelty. For some rogues the innate potential to deeply harm others, in the flesh and the soul, becomes a path to follow. By discovering and channeling such power through acts and words, you learn how to twist your appearance and your trickery becomes a deadly weapon. Way of the Trickster At 3rd level, you learn the Minor Illusion cantrip. You learn to twist minds and bodies on a whim. You gain access to a pool of spells and spell slots according to the following table. You regain all the expended spell slots after you finish a short or long rest. Your Spell Save DC for Way of the Trickster is 8 + profi- ciency bonus + Charisma modifier Starting at 3rd level, you can cast Disguise Self and Charm Person with your Way of the trickster. Level Slots Slot Level 3 1 1 4 1 1 5 1 1 6 1 1 7 1 1 8 1 1 9 2 2 10 2 2 11 2 2 12 2 2 13 3 3 14 3 3 15 3 3 16 3 3 17 4 4 18 4 4 19 4 4 20 4 4 People of Midgardr: The Classes 49 Vicious Wounds Starting at 3rd level, after hitting with a sneak attack, you can twist the weapon (or projectile) deep inside the body of the target. The target has his movement speed halved and disadvantage on opportunity attacks until it uses an action to remove the weapon or projectile. Also, any creature that successfully makes a saving throw against one of your Way of the Trickster spells takes psychic damage. Roll a number of d4 equal to your Sneak Attack Dice. Once a creature suffered a Vicious Wound (from attack or spell), it is immune to these effects for 1 hour. Smoke and Mirrors Starting at 6th level, your lies and deceits are incredi- bly durable. Anytime you succeed a Deception check, or someone fails to see through one of your disguises, that target is thoroughly convinced that it’s perceiving the truth. No amount of proof presented by anyone other than you can convince the target. This effect lasts for an hour. Improved Way of the Trickster At 9th level you add Alter Self, Enhance Ability and Mirror Image to your spell selection for Way of the Trickster. Superior Way of the Trickster At 13th level you add Major Image and Phantom Steed to your spell selection for Way of the Trickster. Mirror Riposte Starting at 17th level, your deceiving nature lets you turn the tide of a battle. As a Reaction, when you or another creature within 30 ft. is hit by an attack, you can magically swap posi- tions with another creature within 30 ft. of you. If one or both creatures creatures are unwilling to trade places, they may attempt a Charisma Saving Throw. If he succeeds, this ability fails. If the swap takes places, the creature now in place takes the result of the attack. He is still entitled to any saving throw required by the attack. Once you use this feature, it can’t be used until the next short or long rest. Mastery of the Trickster At 17th level, you add Confusion and Greater Invisibility to your spell selection for Way of the Trickster. Journey to Ragnarok 50 HitPoints Hit Dice: 1d8 per rune master level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rune master level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons Tools: Rune Crafting set Languages: One of your choice Saving Throws: Wisdom, Strength Skills: Choose two skills from Arcana, History, Insight, Nature, Perception, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a quarterstaff or (b) a sling • a rune set • (a) a priest’s pack or (b) a dungeoneer’s pack • Leather armor, and two daggers Level Proficiency Bonus Features Cantrips Known Spells Known 1 2 3 4 5 6 7 8 9 1 +2 SpellCasting, Ritual Casting, Futhark Circle, Runic Cantrip 1 4 2 - - - - - - - - 2 +2 Ætt, Ætt spells , Circle Rune 1 5 3 - - - - - - - - 3 +2 Protect the Inscribed, Expertise 1 6 4 2 - - - - - - - 4 +2 Ability Score Improvement 2 7 4 3 - - - - - - - 5 +3 Futhark Circle (d8) 2 8 4 3 2 - - - - - - 6 +3 Rune Restoration 2 9 4 3 3 - - - - - - 7 +3 Ætt Circle 2 10 4 3 3 1 - - - - - 8 +3 Ability Score Improvement 2 11 4 3 3 2 - - - - - 9 +4 Cantrips of the Ætt 2 12 4 3 3 3 1 - - - - 10 +4 Futhark Circle (d10) 3 13 4 3 3 3 2 - - - - 11 +4 Ætt Improvement 3 14 4 3 3 3 2 1 - - - 12 +4 Ability Score Improvement 3 15 4 3 3 3 2 1 - - - 13 +5 - 3 16 4 3 3 3 2 1 1 - - 14 +5 Weaver of Fates 3 17 4 3 3 3 2 1 1 - - 15 +5 Futhark Circle (d12) 3 18 4 3 3 3 2 1 1 1 - 16 +5 Ability Score Improvement 3 19 4 3 3 3 2 1 1 1 - 17 +6 - 3 20 4 3 3 3 2 1 1 1 1 18 +6 Improved Weaver of Fates 3 22 4 3 3 3 3 1 1 1 1 19 +6 Ability Score Improvement 3 22 4 3 3 3 3 2 1 1 1 20 +6 Enduring Prophecy 3 22 4 3 3 3 3 2 2 1 1 Rune Master People of Midgardr: The Classes 51 Spellcasting Runes are more than mere symbols. They are icons of power, a fundamental principle of the universe, such than even gods study and learn them. They can predict and alter the fate of all beings, living and unliving. As you attune to particular set of runes, you gain the abil- ity to bring miraculous effects upon friends and foes. Cantrips You know one cantrip of your choice from the Rune Master spell list. You learn additional Rune Master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Rune Master table. You also have access to a special pool of cantrips; see the Runic Cantrip ability. From 10th level, when you gain a new cantrip, you can choose it from the Rune Master Cantrip list, or from the Runic Casting Cantrip list. If you choose one from the latter option, it is removed from the Runic Casting Cantrip list and it is added to your Rune Master Cantrip list. Spell Slots The Rune Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. Spells Known of 1st L evel and Higher You know four 1st-level spells of your choice from the Rune Master spell list. The Spells Known column of the Rune Master table shows when you learn more Rune Master spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Rune Master spells you know and replace it with another spell from the Rune Master spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your Rune Master spells. Your magic comes from the intrin- sic essence that resides in the Runes, the symbols of power. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Rune Master spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Journey to Ragnarok 52 Ritual Casting You can cast any Rune Master spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use the runes carved on your equipment or your tattooed runes as a spellcasting focus for your Rune Master spells. Runic Casting Your training with the Runes lets you focus on some particular aspects of the magic. By painting yourself on the forehead or on your left hand palm a particular rune, you absorb its power and its knowledge. At the end of a long rest, you can choose one of these cantrips, until the end of your next long rest, you know it and can use it. Every time you take a long rest, you may choose a different Runic Casting cantrip. Runic cantrips Message Poison Spray Share Blood (see page 56) Produce Flame Futhark Circle You can cast a rune circle, carving the Futhark alpha- bet on the ground with your magic. You use an action on your turn to choose a point on the ground within 60 ft., creating a 10 ft. radius Futhark Circle. To maintain the circle active, you must use a bonus action each turn and you must be able to see it. When a creature you can see attacks a target other than you that is inside the circle, you can expend on of your Futhark Circle Dice as a reaction and subtract its result from the enemy’s attack roll. You have a number of Futhark Circle Dice equal to your Wisdom modifier (a minimum of one). You regain any expended Futhark Circle Dice when you finish a long rest. Your Futhark Circle Die is a d6, and changes when you reach certain levels in this class. It becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Ætt At 2nd level, you begin to develop a particular affinity with one of the main groups of runes. The Runes of Freyja, of Tyr and of Heimdallr grants you a vocation for a particular magic. Your choice grants you additional features at 7th level and again at 9th and 11th level. Ætt Spells Each Ætt has a list of associated spells. You gain access to these spells at the levels specified in the Ætt descrip- tion. Those spells are added to the Rune Master spell list for you. Protect the Inscribed Starting at 3rd level, as part of a long rest you can paint a special rune combination on the skin of one your allies. This ally is now your Inscribed, and has the fol- lowing advantages: • It is always considered as being inside your Futhark Circle. • You can target the Inscribed with one of your spell even if you can’t see him, and the effective range of any spell is considered doubled to deter- mine if the Inscribed is an eligible as a target. You can only have one Inscribed at any time. Should you decide to Inscribe another ally, the former one will lose any benefit. Expertise At 3rd level you choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Rune Crafting Set. Your proficiency bonus is dou- bled for any ability check you make that uses either of the chosen proficiencies. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Rune Restoration Beginning when you reach 6th level, you regain all of your expended Futhark Circle Dice when you finish a short or long rest. People of Midgardr: The Classes 53 Weaver of the Fates The Runes not only talk about the future, they can control it. You learn to chain the outcome of an action to another creature’s fate. Starting at 14th level, every time someone hits with an attack or successfully cast a spell against a single target that you can see inside your Futhark Circle, as a reaction you can spend one of your Futhark Circle Dice. If you do, you can target one creature inside your Futhark Circle and duplicate the attack or spell against him. The original attack roll must still equal or exceed the Armor Class of the new target; and the target of the copied spell can still make the same saving throws as the original. Once you use this ability, you can’t use it until you complete a long rest. Improved Weaver of the Fates Starting at 18th level, you can use your Weaver of Fates one more time between each long rest. Enduring Prophecy Startingt 20th level, when you roll for initiative and have no Futhark Circle Dice left, you regain one die. Heimdallr’s Ætt The affinity with the runes of Heimdall express the desire to face adversity. The runes protect the invoker, negating harm and hindrances. Rune Masters of Heimdall often becomes wardens of a community or answer the call for help of the oppressed. Heimdallr’s Ætt spells You add the following spells to your Rune Master spell list at the appropriate level. Spell Level Spells 1st Heroism, Shield of Faith 2nd Barkskin, Protection from Poison 3rd Glyph of Warding, Spirit Guardians 4th Private Sanctum, Stoneskin 5th Wall of Force, Antilife Shell 6th Guards and Wards 7th Magnificent Mansion 8th Power Word Stun 9th Imprisonment Algiz Seal At 2nd level, you gain the ability to expend one of your Futhark Circle Dice as a reaction to force rerolling an opportunity attack made against a target inside the circle. Journey to Ragnarok 54 Circle of Heimdallr Starting at 7th level, allies inside your Futhark Circle reduce any damage by an amount equal to half your Wisdom Modifier. This reduction is applied before resistances and vulnerabilities Every time you use your bonus action to maintain your Futhark Circle, you can move it up to 5 ft. Cantrips of Heimdallr At 9th level you add the Ray of Frost and Resistance cantrips to your Runic Cantrip list. Vigilance of Eihwaz Startingt 11th level, you and your Inscribed require only 1 hour of sleep during a long rest to gain its full benefits, you can do other light activities for the remaining time. Also, both of you gain advantage on Wisdom (Perception) checks. Freyja’s Ætt The Rune Masters who choose to dedicate themselves to the Freyja’s Ætt become beacons of hope, abundance, and pros- perity. Like the Vanir Goddess, these Rune Masters fill empty barns, mend broken bones and stand tall where hope is lost. They tend to become doctors, midwives and keepers of the land, draping the world with blessings and health. Freyja’s Ætt spells You add the following spells to your Rune Master spell list at the appropriate level. Spell Level Spells 1st Create or Destroy Water, Goodberry 2nd Aid, Lesser Restoration 3rd Revivify, Water Breathing 4th Death Ward, Fabricate 5th Creation, Raise Dead 6th Heroes’ Feast 7th Regenerate 8th Antipathy/Sympathy 9th True Resurrection Blessing of Ansuz At 2nd level, you gain the ability to expend one of your Futhark Circles Dice as an action to heal a target inside the circle by a number of hit points equal to your Futhark Circle Die + your Wisdom modifier. Circle of Freyja Startingt 7th level, allies inside your Futhark Circle gains advantage on death saving throws. Additionally, an ally regains 1 hit point if he rolls a 19 or a 20 on a death saving throw. Every time you use your bonus action to maintain your Futhark Circle, you can expand its radius by 5 ft., up to a maximum of 30 ft. Cantrips of Freyja At 9th level you add the Dancing Lights and Mending cantrips to your Runic Cantrip list. Ætt improvement: Trust of Wunjo Starting at 11th level. you and your Inscribed can take the Help action as a bonus action. People of Midgardr: The Classes 55 Tyr’s Ætt The Ætt of the God of Justice is a straightforward but hard calling: payback for every wrongdoing seen or heard. Judging and declaring for entire clans and villages, Rune Masters who tend toward this Ætt have the unbridled power of destruction at their disposal to ensure that no menace stands before them. Tyr’s Ætt spells You add the following spells to your Rune Master spell list at the appropriate level. Spell Level Spells 1st Guiding Bolt, Shield 2nd Magic Weapon, Spiritual Weapon 3rd Ligthing Bolt, Sleet Storm 4th Banishment, Ice Storm 5th Flame Strike, Hold Monster 6th Chain Lightning 7th Arcane Sword 8th Incendiary Cloud 9th Storm of Vengeance Retribution of Tìwaz At 2nd level, you gain the ability to expend one of your Futhark Circle Dice as a reaction when you or a friendly creature inside the circle is hit. Every enemy inside the circle takes radiant damage equal to the result of your Futhark Circle Die roll. Circle of Tyr Starting at 7th level, enemies inside your Futhark Circle lose any resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. Every time you use your bonus action to maintain your Futhark Circle, you create a secondary Circle around yourself. This new Circle has a 5 foot radius, it’s centered on you and follows you if you move. It lasts until the start of your next round. Cantrips of Tyr At 9th level you add the Sacred Flame and True Strike cantrips to your Runic Cantrip list. Ætt improvement: Duty of Justice Starting at 11th level, you and your Inscribed have advantage on Intelligence (Insight) and Intelligence (Investigation) checks. Rune Master Spell L ist Cantrips Chill Touch Guidance Light Shillelagh Thaumaturgy 1st level Alarm Bane Bless Command Comprehend Languages Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Diseases Expeditious Retreat Faerie Fire Jump Longstrider Purify Food and Drink Sanctuary Sleep Speak with Animals Thunderwave 2nd level Augury Blindness/Deafness Darkness Darkvision Enhance Ability Enlarge/Reduce Gentle Repose Hold Person Locate Animals or Plants Locate Object Moonbeam Pass without Trace Prayer of Healing See Invisibility Warding Bond Web Zone of Truth Journey to Ragnarok 56 3rd level Beacon of Hope Bestow Curse Clairvoyance Dispel Magic Fear Haste Magic Circle Phantom Steed Plant Growth Remove Curse Slow Speak with Dead Tongues 4th level Arcane Eye Compulsion Confusion Control Water Divination Hallucinatory Terrain Locate Creature 5th level Commune Contact Other Plane Dispel Evil and Good Dominate Person Geas Insect Plague Planar Binding Scrying Seeming Telepathic Bond Teleportation Circle Wall of Stone 6th level Circle of Death Contingency Create Undead Find the Path Forbiddance 7th level Conjure Celestial Etherealness Fire Storm Symbol 8th level Antimagic Field Control Weather Dominate Monster Earthquake 9th level Astral Projection Foresight Time Stop New Cantrip: Share Blood Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Target: 1 willing or unconscious creature The creature’s skin and yours open, creating wounds that let you share the essence of life itself. You reduce your hit point maximum by 1d4, and the target heals the same number of hit points. The hit point maximum reduction by this spell restores with a long rest. Alternatively, if the target of the spell is not uncon- scious, it can choose willingly to reduce its hit points by 1d4 and heal you by the same number of hit points. The healing and reduction increase to 3d4 at 5th level, to 5d4 at 11th level and 7d4 at 17th level. Share Blood is added on Cleric, Druid, and Warlock spell list. People of Midgardr: The Classes 57 Sorcerer Jötunn Origin The lineage of the inhabitants of Jotunheimr predates even Odinn himself. Such eternal power flows through gods, monsters and men alike. The glacial presence of Ymir grants you arcane abilities, reminding constantly that cold, in the end, awaits us all… Son of Jotunheimr The endless cold is part of you, your source of power. But, once you have used its magic potential it starts seeping on your very flesh. Starting at 1st level, the first time you use all your slots of a certain spell level, a part of your body become ice. This transformation invigorates you, healing a number of hit points equal to the spell slot that trig- gered the transformation plus your level, and you gain three times that number as temporary hit points. While you are in this state, you gain the follow- ing benefits: • You gain resistance to cold damage. • As an action, you can inflict freezing pain with a mere touch. Make a melee spell attack; if it hits, you deal damage equal to 1d6 + your Charisma modifier + the spell slot level that triggered the transformation. These effects last for a minute. Once you used this feature for a particular spell slot level, you cannot use it again for that level until you perform a long rest. Starting at 5th level, your freezing touch deals 2d6 damage. At 11th level it deals 3d6, at 17th level it deals 4d6. Skin of endless Frost Your blood pulses in unison with the realm of your ancestors. At 6th level, when you are hit by a melee attack, you can, as a reaction, spend 2 sorcery points to emit flash frost. The attacker makes a Dexterity saving throw. If it fails, it becomes incapacitated and its speed becomes 0. If it succeeds its speed is halved. These effects lasts until the end of his next turn. Frozen Heart As your power grows, so does your connection to your ancestors. Your demeanor becomes more distant, colder and callous. Starting at 14th level, you have advantage on saving throws and skill checks made to resist being intimi- dated, charmed, or frightened. Journey to Ragnarok 58 The Bones of Ymir The World was made from the Bones of Ymir, the First Giant. The Frost Jötunn lineage runs deep into the very fabric of the universe, recalling the ancient nature of the World. At 18th level, as an action, you can expend a spell slot and create an area of intense cold. Snow begins to fall, blanketing everyone and everything in a half a mile radius. If you use this fea- ture underground or underwater, the snow falls on the surface and does not reach you.Every creature within 30 ft. of you takes cold damage at the beginning of its turn equal to the level of the slot used plus your Charisma Modifier. A successful Constitution saving throw halves this damage. While the Bones of Ymir are active you can spend and action and conjure an Ice Elemental. The Elemental appears within 5 ft. of you, acts during at your initiative count and follow your orders. You can do this a number of times equal to the level of the slot used. All these effects lasts 1 minute.All the Ice Elemental summoned with this ability immediately disappear. The snow melts at normal speed. After using the Bones of Ymir, you must finish a long rest before using it again. Ice Elemental Large elemental, neutral STR 20 (+5) DEX 8 (-1) CON 20 (+5) INT 5 (-3) WIS 10 (+0) CHA 5 (-3) Armor Class 17 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft, burrow 30 ft, swim 30 ft. Damage Vulnerabilities Fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 5 (1,800 XP) ACTIONS Multiattack. The Ice Elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft, one target. Hit: 14 (2d8 + 5) bludgeoning damage. People of Midgardr: The Classes 59 Warlock Otherworldly Patron: The Endbringer Nidhoggr. Fenrir. Jörmungandr. Deep within the abyss of the Nine Worlds, terrible beasts wait to unleash the apocalypse on both man and god. Through dreams and prophetic quests, you reached one of these fiends and agreed to become the vessel of their hate toward the living and bring utter destruc- tion in their name. Why you agreed to such a pact is up to you, but ultimately, even the monster will meet their fate… Expanded Spell L ist The Endbringer lets you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you. Spell Level Spells 1st Inflict wounds, Shield 2nd Alter Self, Enlarge/Reduce 3rd Haste, Stinking Cloud 4th Evard’s Black tentacles, Stoneskin 5th Antilife Shell, Cloudkill Ranchor You have an almost bestial behaviour. Your skin is unnaturally tough and you react to any menace with unbridled fury. Starting at 1st level, while you are not wearing any armor, your Armor Class is 13 + your Dexterity Modifier. As a reaction, when you are hit by a melee attack, you lash out at your attacker, dealing force damage equal to your Charisma Modifier (minimum 1). This damage improves by 1d8 at 5th level, 2d8 ah 11th level and 3d8 at 17th level. Ageless spite Your patron despises any failure in ending another one’s life, and urges you to keep going in such moments. Starting at 1st level, every time you deal damage to a creature with a warlock spell or cantrip and one or more damage dice rolls a 1, you heal 1 hit point per such die. If you choose the Pact of the Blade feature at 3rd level, this feature extends to the damage of your pact weapon. If you choose the Pact of the Chain feature at 3rd level this feature extends to the damage deal by your familiar’s attacks. Additionally, your familiar benefits from the healing gained by this ability. Relentless Driven by your patron’s prophecy, you do not stop against any obstacle Starting at 6th level, attacks of opportunity against you are made with disadvantage, and getting up from prone costs you only 5 ft. or your movement. Also, your movement speed cannot be reduced by any means, though you can still become Restrained or Paralyzed. Last Assault Starting at 10th level, when you are reduced to 0 hit points, you can use your reaction to cast a Warlock spell, make one attack with your pact weapon or let your familiar make one attack of its own. Once you use this feature, you cannot use it until you take a short or long rest. Journey to Ragnarok 60 L ife Devourer Starting at 14th level, when you hit a creature with an attack, you can use this feature to devour it. The crea- ture is magically shrunk and absorbed inside your body. While in this state, it is restrained and incapacitated. At the beginning of its turn, the creature can make a Strength saving throw; if it succeed, it is freed from your body and expelled to the nearest free space. If it fails, it suffers 3d10 acid damage as you slowly dissolve its body. If a creature is slain by such damage, its body disin- tegrates completely, but you can regurgitate any object it wore or carried, intact Once you use this feature, you cannot use it until you finish a long rest Warlock Otherworldly Patron: The Norns Distant and aloof, your patrons are a conclave of three women that sit at the Well of Destiny, sprinkling Yggdrasill with its water so that it may never rot. Although they control the fate of all creatures – gods, monsters and men alike – they cannot prevent all the ruinous event that the future can bring. So, they are willing to strike a bargain, conceding a strand of their power to a Warlock ready to do their bidding. Expanded Spell L ist The Norns lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Spell Level Spells 1st Bless, Create or Destroy Water 2nd Augury, Locate Object 3rd Clairvoyance, Nondetection 4th Divination, Locate Creature 5th Commune, True Seeing Urðr, Verðanði and Skuld At 1st level, the Norns instill in you the power to control the fates of those around you. When a crea- ture you can see makes an attack roll, ability check or saving throw, you can use your reaction to roll 1d6 and add or subtract the result from the d20 roll. You must use this feature before knowing the result of the action you are trying to manipulate. You can use this feature once on a humanoid, undead or beast; once on an aberration, giant or monstrosity; and once on a celestial, dragon, elemental or fiend. You regain all expended uses after a short or long rest. Clay for the weakened Starting at 6th level, just as your patrons preserve the World Tree, you can preserve your life and those of your allies. As an action, you can touch a willing creature and remove one of the following conditions: Blinded, Charmed, Deafened, Paralyzed, Petrified or Poisoned. The creature becomes immune to that par- ticular condition for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. Break Gungnir Startingt at 10th level, if you are hit by a ranged attack, you can make a spell attack roll. If your result is higher than the enemy’s, you redirect the attack to another target of your choice within its range, using your attack roll result instead. Once you successfully redirect an attack with this feature, you cannot use it again for 1 minute. Weaving your own Fate Starting at 14th level, you can reroll any of your own ability check, attack roll or saving throw whose die roll is 3 or lower, but you must accept the second result, even if it’s lower. Note that if the roll is made with advantage or disadvantage, you can only reroll one those dice. People of Midgardr: The Classes 61 Wizard School of the Wanderer In times and places where there’s no written knowledge, the world itself is an open book. Wizards who follow the School of the Wanderers are renowned travellers, adept socializers, and connoisseurs of arcane mysteries. As all the Nine Worlds are suffused with power, the Wanderers learn to use it as a conduit for their magical might and a as font of arcane wisdom. Through the heart Your experience in discovering the world extends to your fellow men. With just a few words, you are able to understand the needs of your interlocutors. Starting from 2nd level, during a conversation last- ing longer than 1 minute you can attempt a Wisdom (Insight) check opposed by a Charisma (Deception or Persuasion) check, as chosen by the target. If you succeed, you know exactly what the target currently desires the most. This feature does not work on crea- tures immune to the Charmed condition. Through the earth As you gradually uncover the secrets of magic, you learn to instill power into your surroundings. If you cast a spell of 1st level or higher with a range of touch or expressed in ft., you can decide to chan- nel it through the surrounding. Choose one point in a space that you can see within 15 ft. of you, it becomes the origin point of the spell and you calculate line of effect from that point instead of your actual position. Once you use this feature, you cannot cast spells except cantrips until the end of your next turn. Knowledge of the World You have traveled far and accomplished many things, adaptability has become your ally. Starting at 6th level, at the end of a long rest, you can recall the actions of countless people you have met before and learn from your memories. Choose two specific skills, weapons or sets of tools. You gain proficiency with them until the end of your next long rest. For example, you can gain proficiency in Deception and the longsword, or learn to use alchemist’s tools and carpenter’s tools. World of Knowledge Magic shapes worlds just as they shape magic. By tapping into raw arcane power, you discover new forms of incantations. Starting at 6th level, as an action, you can forget one prepared spell of 2nd level or higher. If you do, the GM chooses two wizard spells whose level is one lower than the one you have forgotten and that you don’t know. You pick one and it becomes prepared for you for the following 8 hours. The spell is not memorized for you and it does not appear in your spellbook; as such, Journey to Ragnarok 62 you cannot transcribe it into your spellbook or create a spell scroll of it. You have just enough instinctual understanding of the spell to cast it. You can use this feature up to three times, but you must wait at least 1 minute betwen each use. Once you consumed your uses, you cannot use this feature until the end of your next long rest. Every time you use this feature, you cannot cast spells except cantrips until the end of your next turn. First Impressions Starting at 10th level, you have advantage on the first ability check made when socially interacting with some- one you’ve never met before. This feature does not work on creatures immune to the Charmed condition. L ingering Magic Starting at 10th level, as a reaction made when one or more targets within 45 ft of you receive 10 or more points of energy damage, you tap into residual energy. Until the end of your next turn, any spell you cast that deals that damage or include that type of energy among its effects is considered cast using a slot 1 level higher than usual. After casting a spell empowered this way, you cannot cast spells except cantrips until the end of your next turn. Make connections Starting at 14th level, when you converse for at least 10 minutes with a creature you can see, you can magi- cally strengthen or remove the memoy of you from its mind. The creature makes a Charisma saving throw against your Spellcasting DC. On a failed save, you decide if the creature forgets you the moment he doesn’t see you anymore, or if he can perfectly recall your look, appearance and what you have talked about. On a successful save, the creature is immune to this feature for a month. This feature does not work on creatures immune to the Charmed condition. Shared connections Starting at 14th level, if the target of one of your spells fails a saving throw against it, you can also sever their connection with magic. The target cannot cast spells, benefit from magic items and any magical attack they have is considered nonmagical. These effects last until the end of his next turn. You can use use this feature three times before a long rest. Once you use this feature, you cannot cast spells except cantrips until the end of your next turn. Spellbooks without literature. As you can imagine, there is a noticable level of discrepancy in using the Wizard class in a setting with no common writing. How could you resolve that? This is definitely up to you and your GM, but here are some ideas. • You have some rudimentary knowledge of runes, not enough to channel power through them, but enough to combine them into strings of power that you record on slabs of bark, weave into a mantle, or carve into your staff. • By reading the runes, you gain a minuscule whiff of their power. • You draw your spells. You create elaborate representations of the effect of the spell, and this helps you remember all the gestures and words you need to cast them. • You create fetishes. For every spell you know, you craft a little totem made by stones, feathers, blood (usually your own) and other significant components. Only you can properly understand such totems, and you carry them inside a “sage satchel” for when you need them. People of Midgardr: Backgrounds 63 In this chapter, we enter the depths of the characters’ minds, investigating from what point their history originates the source of the motivations that drive them to move in the world, pursuing a specific pur- pose, and the ideals that guide them on their journey. While the class will define how characters face the challenges that fate puts before them and gives the clans a choice of how to move, or not move, within a soci- ety and to who they ally themselves, the Backgrounds focus on the beginning of a characters story, the moti- vations that have led him to become what he is and what he was before leaving for adventure in this world held in the hard grip of Fimbulvetr. On Midgardr a man is judged by his strength, his respect for the Nine Virtues and his social class, so a Background is designed to represent the characters belonging to the Norse social system and culture, based on honor and pride of independence. Leading each settlement is the Jarlr, a unique and exclusive title, inferior only to the Konungr (King). The Jarlr governs sitting at the head of Thing, an assembly of elected local councilors chosen from the freemen, such as the Bhondi, Gothi, Hersir, Huscarl, Vaeringjar and Vikingar. However, not all men are born equal. Slaves and outcasts, Thrallr and Skògarmadhri occupy the lowest rungs on the competitive social ladder of Midgardr. Every man is moved to a higher destiny that is writ- ten at the time of his birth, this chapter serves to define his first step, but the rest of the path is in the hands of the players. To what glorious Fate will you lead your characters? Journey to Ragnarok 64 This term designates a man in possession of a small plot of cultivated land. In the harsh and hostile north- ern territories, owning a piece of arable land can be quite complicated. On Midgardr a free man is part of a complex social organism regulated by precise laws. Land and animals are the wealth of these men, free before the law and rich enough to arm themselves so that, in the recent past, a class of freemen competent in the use of weapons has formed in Norse society. The possession of such land allows the Bondhi to buy the necessary equipment to go to war. The greater the wealth of a land, the better the equipment to arm these warrior peasants. Being Bondhi is a major social responsibility as well as constituting a tough lifestyle marked by hard work. Being a Bondhi, however, is also a source of great pride. A Bondhi will fiercely defend his independence and autonomy both in the Thing and with the force of arms. The Bondhi gather in Fridhr when they descend into battle, ie bands belonging to the same community or Thing, bound by kinship relationships. These formations of warriors share close bonds and are very combative, even if inclined to impulsive deeds for the salvation of their families. Skills: Animal Handling, Perception Tools: Artisan tools Equipment: common clothes, an artisan’s tool of your choice, a bracelet adorned with a rune, a simple weapon, a terracotta container, a leather bag with 15 gp. Privilege: A Hearth to Return to When choosing this background, you also choose a location on Midgardr. In that place, you have a plot of land with a house and, at your discretion, a family waiting for you. You are welcome by the community of that location and you can turn to them in times of need. Suggested Characteristics Being a Bondhi is in itself a matter of pride, personal independence, a plot of land to cultivate and to be able to say he is the lord in his own home are goals to defend, whether they have been conquered with prowess in battle, or through hard work and commit- ment. Sometimes, however, this is not enough and a Bondhi aspires to larger estates or positions that are more prestigious. Bondhi Variant: Hersir A Hersir is a prominent member of a community who holds sufficient wealth and land to be able to liaise with a local lord and interact with the community, which he represents. A Hersir has the same rights and duties as any Bondhi. Indeed, he will have more burdens due to having to finance military expeditions and leading his own countrymen in battle, making sure that every man is sufficiently armed for battle, that there are provisions necessary to the expedition in progress and that the state of health of his companions is good. However, this also has advantages. Being such an influential figure allows you to have a say on many issues, especially in the face of overly despotic or weak lords. Variants Privilege: Great holdings In addition to the privilege of “A Hearth to Return to”, as Hesir your estate is not limited to a home and a small cultivated plot, your large estate yields fruit for you and your home. If you choose this variant, start the game with 5 gp more, moreover, the profit you earn from the sale of the produce from your land is 2 gp per day, which you can withdraw each time you return home. Furthermore, you are considered a prominent member of your community, but money, power, and influence always attract envy and enemies: by staying away from home for a long period there is the risk of finding your property usurped and your family miss- ing. In addition, the local lords you are bound to will certainly be asking for favors and contributions. People of Midgardr: Backgrounds 65 D8 Personality Traits 1 My place is at home. 2 The affairs of the Gods do not interest me. I must look only to my work. 3 After the raids that allowed me to gain my position, I want to stay away from trouble. 4 Traditions are as important as work. 5 I believe that in order to obtain anything you need sacrifice effort and commitment. 6 I am a quiet man who respects those above him. 7 I miss the iron and blood of battle. 8 I have never left my home and the world seems too large for me. D6 Ideals 1 Respect. Respect traditions and men must respect me. (Honorable) 2 Work. Nothing counts in life but hard work and enjoying its fruits. (Neutral) 3 Travel. Home will always be waiting for me, while the world outside will not. In addition, I want to see it all. (Chaotic) 4 Greed. I want more, there is no limit to which I will go or the means I will take to get it. (Dishonorable) 5 Duty. All my efforts are put into my duties, as a master, a warrior and a man. (Lawful) 6 Ambition. I aspire to become something more than just a landowner, the position of Jarlr or even the glory of the Gods await me! (Any) D6 Bonds 1 I have a friend in trouble and I must save him. 2 I must defend my home at all costs. 3 I hide something important in my house, no one suspects it. 4 I have sworn loyalty and I will never fail in this oath. 5 Someone plots to have me lose what I have conquered. 6 I lead others with my exemplary behavior. D6 Flaw 1 Sometimes I forget my most important treasure: my home. 2 My house, at times, seems to suffocate me. 3 I do not think I really deserve what I have managed to achieve. 4 I am willing to risk everything to get what I want, even my loved ones. 5 I am afraid of the world outside my home. 6 A little man has nothing to do with stories, legends and Gods. Journey to Ragnarok 66 The Northern communities have always lived their spirituality in a natural and spontaneous way. Although they do not have a true faith, they are aware of being part of a much larger cosmos. The Nine Worlds, the Æsir and the Vanir, the spirits of nature and the ghosts of the dead, these entities for these populations are as present and “tangible” as their own homes. To mediate with these entities the Gothar exist. A Gothi is not a priest in the strict sense, nor an ascetic figure: he is a common person who, with simple rituals or prayers, is the link between his community and the vast universe that surrounds them. These practices are, mostly for, solving the small needs of everyday life. Sowing a field, building a house, helping a pregnant woman are all activities for which the watchful eye of a Gothi is required, to ensure that everything goes the right way. Skills: Asatru, Medicine Tools: Herbalist’s tools Equipment: ceremonial dress, herbalist’s tools, a pol- ished stone talisman with a rune, 5 pieces of aromatic bark, a leather bag with 15 gp. Privilege: good wishes and hospitality As Gothi you are welcome in any community that respects the traditions of the Ancient Gods. You will be welcomed in the halls of the Jarlr or the village chief; you will be offered food and shelter for the night in exchange for auspicious rituals. This welcome also extends to those who accompany you. Suggested Characteristics Other Gothar through oral recognition of respect for traditions educates the Gothi, as a child. Usually, sec- ond-generation students choose this path, but it is not strictly necessary, just like the social class. This path is prohibited to slaves and renegades. These figures have the responsibility of passing on traditions, rites and religious ceremonies to future generations, keeping alive the spirituality of the community. The common defects in a Gothi are their excessive attachment to ancient traditions and a lascivious infat- uation with new ways, which is completely opposed to his formation. Typical defects of the Gothi is neglect- ing their duties or exploiting their social position for their own benefit. People of Midgardr: Backgrounds 67 D8 Personality Traits 1 My life is a continuous search for the Gods. 2 The affairs of mortals do not interest me; I seek the knowledge of the Gods. 3 Nothing happens by chance, everything is driven by fate. 4 I feel a great concern for the future that never abandons my thoughts. 5 I stubbornly follow the ancient traditions and lament times past. 6 Those who do not respect traditions do not deserve my respect. 7 I entrust myself to the Gods for every aspect of my life. 8 I spent much time as a foreigner, wandering from one village to another, that I no longer feel comfortable in the life of the community. D6 Ideals 1 Teaching. The purpose of my life is to train the new generations under the sign of the Gods. (Honorable) 2 Knowledge. Each event is a sign of the Gods and deserves to be studied to understand its nature. (Neutral) 3 Discovery. Traditions and teachings are a starting point from which to discover the world. (Chaotic) 4 Enrichment. I have to use my knowledge and position to live in the most comfortable way possible. (Dishonorable) 5 Tradition. My strength is that of the ancient traditions, in that knowledge there is all that is needed in my life. (Lawful) 6 Aspiration. Guided by my knowledge I aspire to reach the Gods who guide my life. (All) D6 Bonds 1 I have to fulfill the mission entrusted to me by my mentor. 2 One day, in the world, there will exist no other Gods but mine. 3 I put my community before all else. 4 I had a vision of the Gods and I want to find them in person. 5 The only temple I need to be occupied with is my body. 6 I want to find out if there are gods beyond the sea. D6 Flaw 1 I do not accept versions of the world other than that recounted in the traditions. 2 What happens in the outside world questions my faith in the Gods. 3 I fear that my lifestyle is not honorable to lead me to the Gods. 4 I am far too intrigued by what I do not know. 5 Sometimes I change traditions or divination results, to gain personal advantage. 6 I do not think I have the respect or consideration that I deserve. Journey to Ragnarok 68 Sentinels, guardians, custodians. The Huscarlar are all this, individuals in charge of a specific and delicate task. In the past, the term generally indicated a man who defended his home, today, these tasks are not lim- ited only to the home. A Huscarl can be recruited by anyone who can afford his services, to monitor, at the cost of his own life, a home or person, also acting as a bodyguard. Being Huscarl is a great honor and a source of good compensation, but it is a role that is not without risks. It is about placing the protection of a place or a person at the expense of their own safety, pain, death or exile. It may happen that prestigious figures like a Jarl or Konungr hire more than one Huscarlar for the defense of their halls or to form groups of elite warriors to take into battle. Being a Huscarlar is the most “immaculate” way that a man can take to cover himself in fame and last- ing wealth, but it is also the longest. Skills: Insight, Investigation Equipment: common clothes, Huscarl uniform, a large cloak, a helmet decorated with a rune, a martial weapon, a leather bag with 20 gp. Privilege: Huscarl skills A Huscarl remains such until his death. Only Huscarl who are dishonorable or guilty of crimes, betray the solidarity pact that binds them. With this background, you can count on the sup- port of Huscarl guards, even from other areas, if you are able to prove your membership. Except for situa- tions of open hostility. Suggested Characteristics An honorable and respectable occupation with good earnings but high risk. Being a Huscarl means respon- sibility and integrity but sometimes it is a position occupied by power or to give vent to the bloodlust. People of Midgardr: Backgrounds 69 D8 Personality Traits 1 I am very suspicious of those I do not know. 2 I try to display my honor on every occasion. 3 Once having gained my trust, I will never disappoint. 4 I never lose my concentration. 5 I do what I do to be able to vent my violence without problems. 6 For me, actions are worth more than words. 7 If I can rest, I will, I am very lazy. 8 Being a guard does not mean being surly, I am very nice and I love socializing. D6 Ideals 1 Oath. Nothing on this earth is worth more than the oath of a man. (Lawful) 2 Independence. I only intervene when I consider it right. (Neutral) 3 Competition. I live every situation as a challenge that I cannot lose. (Chaotic) 4 Power. I will perform my duties as a guard until the right opportunity presents itself for me to gain power. (Dishonorable) 5 Protection. Those who have the strength to defend themselves must first defend others. (Honorable) 6 Comfort. Mine is an honorable but dangerous profession, I do it to be able to enjoy its rewards (Any) D6 Bonds 1 A bond with a person, who is very important to me, but distant, draws me far away. 2 I am here because I want to protect someone in particular. 3 I committed a dishonorable act that must never be discovered. 4 I have no ties or interests with the people I have to protect. 5 I envy a colleague very much. 6 What I must really protect I have yet to find. D6 Flaw 1 I am afraid I have been content with choosing this life. 2 I am tired of my life. 3 I have no half measures; everything for me is black or white. 4 I blindly trust all those above me. 5 The only God I follow is money. 6 I do not think I deserve to rest with my fathers in Valhalla. Journey to Ragnarok 70 The oldest families boast of descending from a famous ancestor, a hero or even a deity, a sort of aristocracy that rather than governing a region administrates it. It is not uncommon for a Jarlr to be elected by the Thing. You are the leader of a regional army in battle, you choose the best men for your retinue, regulate the dis- tribution of wealth and privileges among the Norse. An expert in law as well as politics, you are required to be present as a judge at trials. Skills: Asatru, History Equipment: fine clothes, embroidered cape, a precious ring engraved with a rune, a brooch with a symbol of the family name, a leather bag with 25 gp Privilege: Heroes blood When choosing this background, you also choose a Midgardr location. In the chosen location, you are considered the leader. You, or your family, own the largest house in the village, which is also the center of the town’s social life. Your opinion is highly valued as if it were the law. The ardor of your ancient ancestors has been handed down in your blood and elevates you among the proudest of men. Great respect is due to you, and no one will ever refuse you an audience or hospitality, you are worthy of the name you hold among your peers. Suggested Characteristics Being a Jarlr means having great honor and respect but it also means great expectations. From an early age you grew up with the heroic tales of your ancestors and you are expected to be worthy of their name. Educated in the oral traditions of the Gods and in the laws of your land, you must remember that you are not superior to other men. For a Jarlr the border between pride and arrogance is likely to be very subtle, as well as the desire to become more powerful or aspire to become king. People of Midgardr: Backgrounds 71 D8 Personality Traits 1 I believe that my heritage alone is worthy of making a great man of me. 2 I feel that a great destiny is reserved for me. 3 I look at everything from the top to the bottom. 4 I feel like an ordinary person and reveal my heritage only when necessary. 5 I believe that I am always right. 6 Every moment is opportune to narrate the exploits of my ancestors. 7 I am insecure despite being educated to command. 8 Responsibilities suffocate me. D6 Ideals 1 Hero. Like my ancestors, I must live a life worthy of being remembered for the great deeds I have accomplished. (Honorable) 2 Power. My power and determination are the burdens with which my existence is judged. (Neutral) 3 Pleasure. Life should be squeezed like a sweet fruit to get as much as possible out of it. (Chaotic) 4 Domain. My place is higher than that of other men, so everyone must serve me. (Dishonorable) 5 Justice. It is my task to enforce the laws of my land in the most equitable and just way possible. (Lawful) 6 Destiny. The hand of fate and the gods guides me on the path to glory. (Any) D6 Bonds 1 Nothing is more important to me then my family. 2 I have a rival who has bested me in all things since my childhood. 3 I feel that somehow my ancestors are guiding me. 4 A person very important to me left for the sea and did not return. 5 I have a sacred task entrusted to me by an oracle, only I can accomplish it. 6 My pride is my people. D6 Flaw 1 When I am proved wrong, I quickly pass to violence. 2 I really do not think that I am worthy of my ancestors. 3 In front of gold, my sense of justice falters. 4 I am attracted to the pleasures of flesh and wine. 5 Despite my heritage, I am often inappropriate and awkward. 6 Behind the mask of a powerful man, there is one weak and fearful. Journey to Ragnarok 72 You are literally called “the one who lives in the woods”, it is the worst fate that can happen to a Norseman. Your assets have been expropriated, all your rights have been removed, and you have been exiled from the community and from your family. Forced to live in the woods, you must constantly watch your back as a death sentence hangs over you: anyone you meet can and must kill you, remaining unpunished. You wander aimlessly; your only purpose is survival. No refuge, no rights, only hardships and a probable violent death await you. Skills: Stealth, Survival Equipment: ragged clothes, an oath bracelet with a broken rune, a stone knife, 5 gp. Privilege: False identity After surviving in the woods during the winter you have moved to an area far enough away that no one knows your name or your story and you have built a second fake identity, pretending to be an oracle beggar, a freed slave or the only survivor of a dark tragedy. Meet other Skògarmadhr like yourself, scattered throughout safe hiding places in the depths of Midgardr’s forests. Suggested Characteristics Being a Skògarmadhr is the lowest and most degrading of human conditions. In your past, there are terrible and dishonorable acts that have cost you exile from your community. The purpose of a Skògarmadhr is mainly to see the dawn of the next day and make do with what you can to survive. But not all Skògarmadhr deserve the fate they face, some are betrayed or framed by their enemies. They can try to redeem their name, although it is almost impossible. People of Midgardr: Backgrounds 73 D8 Personality Traits 1 I now struggle to relate to another human being. 2 I do not give value to money or possessions, survival is all that counts. 3 I grieve for the times in which I lived in society. 4 My behaviors are more like that of a beast. 5 I do not trust anyone. 6 I cannot resist the pleasures of good food and meat. 7 I have an honorable attitude, as I consider it correct in spite of the unjust condition in which I find myself. 8 I cannot afford distractions, I am always focused. D6 Ideals 1 Redemption. I do not know if it is possible or not, but I want to win back the honor of a man. (Honorable) 2 Peace. The only things I yearn for are love, peace and tranquility. (Neutral) 3 Madness. Hunted by the world of men, I will live in the world of fools. (Chaotic) 4 Deception. My past remains what it is; the consequences of my actions will remain unpunished if I am able to deceive even the Gods. (Dishonorable) 5 Traditions. Living far from society does not prevent me from continuing to live according to the customs of my people. (Lawful) 6 Loneliness. There is nothing left to me but to live far from the affairs of men and gods and die alone. (Any) D6 Bonds 1 I have a contact that helps me despite my condition. 2 Someone in the village suspects me. 3 I have a man who has sworn to kill me on my heels. 4 In the most remote lands, there is a community of people like me. 5 I made a friend who suspects nothing of my past. 6 I do not want relationships of any kind with other human beings. D6 Flaw 1 Even though I look for its solace, I cannot hold my alcohol. 2 Risk of betraying myself by revealing my identity if provoked. 3 I do not think I deserve an honorable death. 4 To redeem my name I am willing to do anything, even commit dishonorable acts. 5 I feel constantly hunted and do not trust anyone. 6 Every day a piece of my mind yields to madness. Journey to Ragnarok 74 The life of a Thrallr is hard, the life of a slave, forced to perform any task that your owner imposes on you. Whether by debt, imprisonment or condemnation by the assembly, as Thrallr you have lost all rights and you will be bound to the will of a master. Luckily for you the Norsemen are not ruthless or cruel masters: you have food, clothes and a roof over your head. You can free yourself through hard work or worthy deeds. Norsemen, wherever they live in the lands of the North, will always remain a pragmatic people, to be a slave is not a detestable fate, provided you do not become a human sacrifice… Skills: Animal Handling, Performance Equipment: poor clothes, work tools, rune engraved on a piece of wood given by the master, a wooden bowl, 5 gp. Privilege: Protected by the Master You are considered the property of your master and, as such, you have value. You can always count on the support of your master, able to help you in case of need even after having redeemed yourself through your labors. Food and shelter for the night you will always have at your master’s house unless you have escaped or done dishonorable deeds. Suggested Characteristics Life is hard for a Thrallr, who has to settle for a meager meal and a roof over their heads in exchange for all their sweat. Being away from one’s home and the feeling of having no power over one’s own destiny can create strong and tempered personalities. A Thrallr often tries to redeem his life through work or conducting business for his master, this is how he might try to liberate himself. Freedom and independ- ence can be regrets, but also dreams and goals. Thrallr Variant: Foreign Slave Whether you are the spoils of a raid on the other side of the sea. That you were bought from the slave mar- kets in the Deep South. Defeated in battle and taken as a slave, it changes little: you find yourself forced to serve a master of a people very different from yours, in an almost alien environment, with rules, laws, and morals of a distant culture and, for you, difficult to understand. If you decide that, your background as a Thrallr is due to one of these reasons you can choose the privilege “Foreign knowledge” instead of “Protected by the owner”. Variant Privilege: Foreign Knowledge If the character has the Thrallr background, you can choose this privilege instead of “Protected by the Master”. Your origin from a foreign country means that your basic knowledge of the world is very different from that of the Norse people. You can ask your master for information and infor- mation that is more precise about the foreign country you come from, as well as having the advantage in the arcane, religion or history trials concerning the customs of cultures or foreign countries. People of Midgardr: Backgrounds 75 D8 Personality Traits 1 Despite being a slave, I am never broken. 2 Great ambitions are hidden behind my fatigued face. 3 I am a quiet person who thinks only of his duty, and of having enough food and a roof over his head. 4 I am gentle and kind. 5 My eyes hide a great sadness. 6 My way of speaking is simple and concise. 7 I am not comfortable in social situations. 8 I appreciate the simple joys of life. D6 Ideals 1 Fidelity. Mine is not just a job, but also a task. Faithfully serve to the best of my abilities for the good of the master. (Honorable) 2 Survival. To remain alive, I must continue to work. (Neutral) 3 Adventure. I would very much like the chains of monotony of my slave life be broken to let me live an adventure in life. (Chaotic) 4 Escape. Every day may be the right day to escape and rediscover my freedom. (Dishonorable) 5 Patience. The efforts of an honorable and just life are always repaid. (Lawful) 6 Liberation. With effort and hard work, I will be able to redeem my freedom. (Any) D6 Bonds 1 I feel affection only towards animals. 2 I consider my master as a friend or a family member. 3 I will never forget my real family. 4 There is a mystery related to my previous life that makes me more than a simple slave. 5 Plot a dishonorable deed together with other servants. 6 I have many friends, even in the upper castes. D6 Flaw 1 Sometimes I forget my place. 2 My will is easily bent. 3 Resentment builds in me day by day. 4 For the money, I am willing to do anything. 5 False promises of freedom are pitfalls that make me do things that are inconvenient. 6 I am persecuted by bad luck. Journey to Ragnarok 76 Not all Norsemen feel the need to seek glory by crossing the sea and fighting. You have chosen to venture with your ships to the continent, going up the rivers to trade. You formed brotherhoods, swearing on the sword and promising to protect and share revenues with your brothers. Need and pragmatism require those who embark on these journeys to be a skilled and experienced fighter, an astute trader and an attentive connoisseur of human nature and foreign cultures. Some groups of Vaeringjar settle along the rivers and found new kingdoms where river trade is a source of great wealth. A distant empire of the continent seems to have established a military body, founding the Vaerengjalidh, the Vaeringjar Guard. The Emperor, in his marble and gold court, admires the courage and strength the Norsemen have shown in battle and has offered them the opportunity to fight as his bodyguards. The salary is very high, as is the prestige of such an honor, and the Vaerengjar who return home after an expedition with the commercial brotherhood or as veterans of the Guard have great influence on the community. They are forgiven for their extravagance in dress, in the tastes of food and in their way of speaking. Skills: Insight, Persuasion Tools: Artisan’s tools Equipment: common clothes, a rudimentary porta- ble scale, a metallic weight for trade with an engraved rune, a small jewel of foreign origin, a leather bag with 15 gp. Privilege: Sacred Oath The oath taken on the sword that every Vaeringjar car- ries when joining a merchant group is considered sacred and more important than any other bond on Midgardr. Like Vaeringjar you will always find passage by ship or work to earn some money. You can even get help from other Vaeringjar with whom you are not in conflict. Suggested Characteristics You are independent, curious and awake; you are not interested in power but certainly in gold, sometimes too much. You have no ties to your native land and the world, beyond the sea, you think is a land of opportunity and income. People of Midgardr: Backgrounds 77 D8 Personality Traits 1 I can never stand still; I must always be active and moving. 2 I always win my bet. 3 I carefully evaluate each situation by listing the pros and cons. 4 Showing my wealth and success is part of my duty. 5 I never really settle down. 6 I prefer to solve every situation without extracting weapons if possible. 7 I do not know the meaning of regret and nostalgia. 8 Fortune smiles on the clever man, one such as me. D6 Ideals 1 Perseverance. Even after a failure, I always get back up and start my journey again. (Honorable) 2 Comfort. This is just a way to live quiet and fulfilled, materially and not. (Neutral) 3 Discovery. I travel and trade to discover new and fascinating things about the outside world. (Chaotic) 4 Dishonesty. I will do anything to get more than I should from each transaction, especially by using deception. (Dishonorable) 5 Honor. Doing my job well makes me an honorable man who deserves respect. (Lawful) 6 Premonition. To take me along my travels is a recurring dream that I believe is a message from the Gods. (Any) D6 Bonds 1 I am loyal to myself first of all. 2 My companions are my brothers. 3 I travel in search of a person dear to me and of who I have lost track. 4 Someone near to me wants to betray me. 5 I have a secret mission to complete and my travels act as a cover. 6 I left because I was no longer welcome in my home. D6 Flaw 1 My eyes fall to a new goal even if I have not finished the old one. 2 For greater profit, I am willing to turn a blind eye or do something dishonorable. 3 I leave everything behind a little too easily. 4 I cannot resist a bet or a challenge. 5 I am full of the desire to travel continuously. 6 Alcohol and gambling are my daily bread. However, I often go wrong. Journey to Ragnarok 78 Fara i vikingu: Depart as a Viking, an expression in Norse that simply means independence. Pirates, adventurers, looters, sailors and mercenar- ies: these are Vikingar and this is you. Showy, with provocative tattoos covering the arms, neck and chest, garish or deliberately unsettling clothes, make-up around the eyes and incisions on the teeth, all to distinguish yourself from a Bondhi. Plundering and raiding is an easy way to become famous and rich, as well as to gain glory in the eyes of the Gods. Certainly, it is also the easiest and quickest way to die. You will only be able to return home if you prove yourself to be one of the ablest, strongest or luckiest. Death is a constant companion for you, but the rewards are worth the risk: raids are a valid tool to gain influence at the political level. In a Thing the relevance of an individual is given by his possessions and his prestige; as Vikingr your success in raids can determine your influence and with increas- ing prestige, the number of men ready to follow you grows. If the Bondhi communities are based on family ties also on the battlefield, for a Vikingr like you, your bonds are tightened through the Fòstbroedhralagr rite, the Blood Brother Oath. This ceremony makes men brothers on a spiritual level. In this way, any previous bonds have been sev- ered and a new bond has been forged, just as strong, but free from family ties, a further reason why you are feared or envied at home; new ties with greater free- dom and autonomy. Skills: Athletics, Intimidation Tools: Navigator’s tools Equipment: flashy clothing, a solar stone with an engraved rune (counts as a navigator’s tools), a martial weapon, a pointed tattoo cannula, a leather bag with 20 gp. Privilege: Brotherhood of Blood The blood pact that binds you to your fellow raiders is worth more than any family bond. Each of them will put his life at risk in order to protect you and will grant you all their aid, even siding against those who are your superiors. As Vikingr the population nurtures great respect towards you as well as fear. Suggested Characteristics As Vikingr you are a resolute person, determined, and convinced that the path you have taken is the most direct for gaining glory and immortality, to be worthy of entering the legends. An exceptional fighter, without fear of death, you often give in to excesses: violence and death accom- pany you as inseparable lovers. People of Midgardr: Backgrounds 79 D8 Personality Traits 1 Staring death in the face is the feeling that most exalts and gives me joy. 2 I am extremely loyal to traditions. 3 I am tireless and insatiable. 4 I hardly ever speak... with the living. 5 I live every day as if it were the only one worth living. 6 I love to look unique and extravagant. 7 Despite appearances, I am a thoughtful and strategic type. 8 I take maniacal care of my person, my body is a temple dedicated to the gods. D6 Ideals 1 Death. I live, I fight and I will die with honor. (Honorable) 2 Wealth. Raids are a great source of income, risk your life to live better (Neutral) 3 Challenge. My life is a constant challenge of fate and the Gods, they will have to work hard to end it. (Chaotic) 4 Cowardice. When the situation turns bad, we are the first to flee, leaving behind no witnesses. (Dishonorable) 5 Power. The defeats inflicted on foreign enemies are a victory for the entire Norse community. (Lawful) 6 Destiny. This life is part of my destiny, by fighting, I will discover where it will take me. (Any) D6 Bonds 1 My ship is my best friend. 2 My companions are my real family. 3 I discovered directions to an enormous treasure beyond the sea. 4 I hate those above me in the chain of command. 5 I have an enemy among my companions. 6 I formed a bond with an enemy during a truce. D6 Flaw 1 I do not know how to calm or moderate my fury. 2 I have no respect for anyone outside of what is shown on the battlefield. 3 Death actually frightens me. 4 I have no care for my safety. 5 I have doubts about the Gods and ancient traditions. 6 I am tormented by all the deaths I have caused. Journey to Ragnarok 80 Exotic Items: During the Character creation phase, it is advisable to consider the Exotic Items, not available at the time of the creation of the character but obtainable only on the bodies of foreign enemies or trading, at double of the original price, with merchants in large cities. Armors • Splint Mail • Plate Armor Weapons • Glaive • Halberd • Hand Crossbow • Heavy Crossbow • Light Crossbow • Rapier • Scimitar Items • Book • Crossbow bolt • Hourglass • Ink Pen • Lantern, Bullseye • Lantern, Hooded • Magnifying Glass • Paper • Spellbook • Spyglass Axes matter In addition to the items included in the “Weapons” table, add the short bearded axe and assault axe to the Martial Melee Weapons. The short bearded axe has a value of 6 gp and weighs 2 lb, inflicts 1d6 slashing damage and possesses the Finesse, Light and Thrown (range 20/60) properties. The assault axe has a value of 12 gp and weighs 4 lb, deals 1d8 slashing damage and possesses the Finesse property. People of Midgardr: Equipment 81 Clan Heirlooms The clan Heirloom are exclusive objects that are manu- factured only at the clan to which they refer and can be obtained only as a reward for having accomplished large enterprises or as a sign of recognition by a clan chieftain. Owning an Heirloom is a unique honor that is rare and is synonymous with great value. Bear Warriors Claw of the Mountain The Bear Warriors have never been par- ticularly interested in the art of forging and believe that the Mountain they worship as a deity has encouraged them by discovering her heart: a vein of a very resistant cold rock that the Bear Warriors have learned to shape in the head of powerful two-handed war hammers, delivered into the hands of their strongest warriors to symbolize the power and the link with the Mountain. A Claw of the Mountain counts as a maul and the character that holds it has advantage on Strength (Athletics) ability checks to break down objects. In addition, when a character hits a critical strike against a shielded opponent, the player may choose to break the shield instead of inflicting the damage from the attack. Gjallarhorn: Clangorous Horn The Clangorous Horn is a beautiful battle horn made from a fine selection of long-horned cattle raised by the royal family that guards the Danevirke wall. As a symbol of the Gjallarhorn, it gives advan- tage on Charisma (Persuasion) ability checks to those in possession that own it, if carried out for commercial exchanges. Once blown, it can be heard up to about 3 kilome- ters away and gives to the person who played it and its allies advantage on Saving Throws against the effects of fear for 1 minute. Journey to Ragnarok 82 Icy Crows: Runic Branch Obtained from a sacred ash at the Icy Crows, one of Yggdrasill’s avatars on Midgardr, this staff is decorated with engraved knots and runes and has a white quartz embedded in one of its ends. Its incredible resistance ensures that a Runic Branch has the characteristics of a quarterstaff, giving advan- tage on Wisdom (Asatru) ability checks to those who hold. It can also be used as an arcane or divine focus by a spellcaster. Jötunn Sons: Witch’s Tooth The extreme conditions in which the Jötunn Sons are accustomed to living have refined their adaptability and the tools with which they can cope. This reindeer horn knife has the characteristics of a dagger, but its blade is of a special alloy: a character can use this knife to light a fire, thanks to the sparks pro- duced by the blade if rubbed, even in rough conditions. In a bone insert on the end of the handle has a small rattle, which legend serves to keep evil spirits away while eating lunch. A character who owns it has an advantage on Wisdom (Survival) ability checks. People of Midgardr: Equipment 83 Odyn’s Eye: Ulfberht Sword The smiths of Odhinn’s Eye clan are famous for their ability to forge, as well as having the best steel available throughout Midgardr to arm their formidable army. Their masterpiece is the Ulfberht sword, a long, very sharp sword destined for the best warriors. The reputation that the common weapons risk breaking up against this prodigious blade discourages many warriors to confront with those who hold it. By embodying the power of Odhinn’s Eyes, a char- acter who shows this sword has the advantage on Charisma (Intimidation) ability checks against the other inhabitants of Midgardr. Wolves of the Shadow: Shadow of L eafage The coordinated battle tactics of the Wolves of the Shadow clan give their best in the forest environment, where they manage to camouflage themselves in the vegetation to engage in deadly surprise attacks. Their most daring warriors are equipped with these wooden shields, light but very resistant, covered with a weave of evergreen leaves to ensure maximum camouflage. A character carrying a Shadow of Leafage shield has advantage on Dexterity (Stealth) ability checks when trying to hide in vegetation or between the bush, as well as having the armor bonus of a shield. Journey to Ragnarok 84 Chapter 3 This section of the Journey offers a brief preview of what will be the journey of the characters within the Nine Worlds, from their rise on Midgardr to the Final Battle. Introduzione alla Campagna 85 Journey to Ragnarok 86 Midgardr (1-7): The characters have the chance to gather fame and power on Midgardr, influencing the events of the mortal realm. As shown in the table on page 126, the characters have multiple ways of attracting the atten- tion of the gods. Exploring Midgardr, the characters will meet various NPC’s and will know their goals, as they gather the necessary fame, honor and power. Loki’s role: the Æsir think that Loki is imprisoned in a cave of Eitr on Niflheimr, chained to a boulder while a snake torments him. The reality is that the god of deception managed to free himself without being discovered by Æsir and now plot behind them for the coming of Ragnarok. In this chapter, the gods stay distant, playing their role of mythological figures. Loki, too, does not inter- fere with the journey of the characters. Unless they undertake a very specific course of action, he intervenes only when the characters are ready to start their Journey to Ragnarok. Niflheimr (7-8): The group wakes up in Nilfheimr; the place is utterly inhospitable and the characters run the risk of clash- ing with the Hrímþursar, the hoarfrost giants. There is only one way out of this realm. Loki’s role: at this stage, the Trickster God’s influ- ence is still latent, every now and then directing the characters to the cavern of Gnipahellir through visions or clues. This tunnel connects the World of Ice to the domain of the goddess Hel and is completely frozen, with no coming back. Helheimr (8-9): After crossing Gnipahellir, the group faces Garmr, the chained guardian. Garmr is an encounter beyond the power of the group to take on, as Fate itself set that it cannot be killed yet, being one of the protagonists of Ragnarok, so it must be bypassed rather than fought. Then, they will meet Hermóðr, sent there to rescue Baldr. Loki’s role: The Trickster God, also the father of Hel, led the characters to this Realm to put their mettle to the test. Because of this, Garmr does not behave like the fierce opponent he actually is and Hel allows the heroes to walk her realm. Introduzione alla Campagna 87 Ásaheimr Ásaheimr is the World the Æsir come from. There lies the city of Ásgarðr and its temples and palaces. No word can portray the marvel that is the world of the Æsir, as here live legends. Fate converges here like the winds in the eye of the storm. Miðgarðr Miðgarðr is the “Middle-Fence”, placed at the center of the universe. There live the scions of men, a pawn in the hands of the gods. Ljósálfheimr In Ljosálfheimr live the Ljósálfar, the Light Elves, created and protected by the God Freyr. Covered mostly in thick vegetation, it is in continuous evolution and shaped by the magic and will of its inhabitants. Svartálfaheimr The World of Svartálfaheimr is in the underground, very close to the borders of Nilfheimr. It is split in half by violence among the two people living there, the Dvergar and the Døkkálfar. Múspellsheimr The burning World of Múspellsheimr predates the others. This region burns and crackles and is utterly inhospitable for those who were not born there. Here live the fire giants, the Múspellsmegir, and the soul tasked with guarding its borders is named Surtr. Jotunheimr Jötunheimr is the World of the Jötnar, a desolate and barren land. It is located beyond the great mountain ridge surrounding the lands of Midgardr. Vanaheimr Vanaheimr is the land of the Vanir. A realm where nature itself rules over the bones of a dead civilization. Its people wield the Seidhr, a secret form of magic orally passed from one generation to another, capable of altering nature according to one’s wish. Niflheimr The frozen and misty Realm of Niflheimr is in the extreme north, where lies the region of eternal ice, and is the bleakest and coldest of the Nine Worlds. Constantly whipped by winds and snowstorms, Niflheimr is the most ancient of the Nine Worlds, together with Múspellsheimr. Helheimr In the furthest and darkest corner of the universe, to the north, lies a desolate land, flensed by the winds and beaten by rain. Helheimr, the domain of Hel, queen of the dead, as repulsive as she is beautiful. Journey to Ragnarok 88 Asgardr: By now, the characters have attracted the attention of the Æsir. After their arrival, they are welcomed by Heimdallr and immediately summoned by the council of the gods where they meet all the major deities for the first time. They are introduced to Odhinn as valor- ous and exceptional warriors. The Allfather, then, tasks them with going to Svartalfheimr to defeat Farnir, the dragon, although his main goal is to recover Andvari’s ring, as he clearly tells the characters. The hero Sigurd failed in this task and during their travel there the characters will have the chance to recover his blade. Loki’s role: here he makes his first appearance in his true form. He is intrigued by the characters but does not show his curiosity as his true goal is to have them become Odhinn’s champions. Svartalfheimr (9-10) In the underground world of Svartalfheimr, the char- acters find themselves trapped in a realm torn by the conflict between Dark Elves and Dwarves. Their mis- sion will lead them through the caves of Nidavellir, where they will face the king of the Dwarves and the curse of his ring. Loki’s role: he witness the unraveling of events, ready to “help” the characters should the challenges they face be too hard or they lose their way. He never shows his presence, preferring instead to trick the group into believing the help they receive is from Odhinn. L josalfheimr (10-11) Here, Odhinn meets the character to have the ring they took from Fafnir back, in the hopes he is not dis- covered. Of course, his plans are thrown to the wind and the heroes are forced to meddle in the affairs of the Light Elves and bear a much heavier burden. Loki’s role: he continues to follow the group from a distance, not wanting to reveal his presence just yet. The trust that Odhinn put in the characters is a weapon he wants to temper to see how strong it can become. Vanaheimr (11-12) Questing for clues on this realm is meant to put the players to the test due to the bizarre nature of the magic wielded by the Vanir. The characters need a guide to move about a world where nature was left free to grow as it wished. Loki’s role: the Trickster God intervenes once again only if absolutely necessary and, even so, wearing Odhinn’s appearance. He will not help the players, as he fears the power of the Vanir. Introduzione alla Campagna 89 Jotunheimr (12-13) The group is once again put to the test, here. They will explore the land, meeting famous Jötnar, until they arrive at the fortress of Utgardr, its capital. Only the giant Hymir knows the exact position of what they are looking for. Loki’s role: this is the last test for the group, as overcoming the challenges of this realm is the final deed to be worthy of the project the Trickster wants them to be part of. Muspellsheimr (13-14) Now armed with Odhinn’s trust, the group faces the final challenge, a suicide mission where only the favour of the gods will allow them to take the lava world on and find out where Naglfar is moored. Loki’s role: he appears to the player, revealing his plan. To complete the construction of Naglfar, the Muspeli Jötunn need the bones of the bravest heroes of Midgardr. The characters are mutilated and killed, only to be elevated to the vaunted rank of Einherjar and brought to Valhalla just in time for the opening of its gates and the beginning of Ragnarok. Ragnarok (14-15) Ragnarok begins and the characters are faced with choices: • Recovering the Svalin shield fell after Fenrir’s sons devoured the Sun and the Moon • Saving Lif and Lifthrasir • Participating in the epic clashes between ances- tral creatures and Gods. Closing: Epilogue A few words on distances In Journey to Ragnarok, distances are measured in a “cinematographic” way. Measuring the exact distance between point A and point B is not necessary; on Midgardr, the arrival of Fimbulvetr darkened the vast majority of the stars, so orienteering is almost impos- sible and on the other Worlds… well, they might not even have stars, to begin with. In the tales and myths we used as sources for this book, there is no mention of a specific measuring system, because that is not their point, so introducing one here would make little sense. As such, the Game Master has the power to lengthen or shorten the travel time between two locations as it fits their campaign and GM style better. As such, nothing prevents from using the system you prefer: the maps we included in the book are meant as just a hint on how to find the way of doing things that suits your group best. Journey to Ragnarok 90 Chapter 4 This section of the Journey is dedicated to the Midgardr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Midgardr 92 General Features 92 Map 93 Norvgr 94 The Coastal Area [1-2] 94 Heill Hofn 97 The Snowy Mountains [4-5] 99 Siste Klintr 103 The Trolls Cavern 104 Svtjod 106 The Great Forest [2-3] 106 Skjult Borg 108 Uppsala 110 Fenmark 113 The Swamp [4-5] 113 Fínnbol 114 Jutland 117 The Peninsula [4-5] 117 Danevirke 118 Siste Festning 120 The Islands [4-5] 122 The Journey on Midgardr 124 Expand Midgardr 128 Encounters on Midgardr 130 The Nine Worlds: Midgardr 91 Journey to Ragnarok 92 Midgardr “Brothers shall fight and fell each other; and sisters’ sons shall kinship stain; hard is it on earth, with mighty whoredom. Axe time, sword time, shields are sundered, wind time, wolf time, ere the world falls. Nor ever shall men each other spare. (...)" VOLUSPÁ (45) Poetic Edda In this age the ties and constraints that regulate the Nine Worlds are increasingly blurred and magic, along with some creatures not native to Midgardr, penetrates the barrier between the Worlds, making it possible for the characters to use their own special and magical abilities. The Fimbulvetr (“Great Winter”) consists of the first winter, three years in length, without seasons in between, in which the Sun will give neither light nor heat. Then a second winter lasting another three years will follow, in which all social ties will fall into ruin. The seers say that in the end the Sun and the Moon will be devoured by the wolves that have chased their chariots since the dawn of time, after which the Ragnarok will begin. Climate and Weather: The Fimbulvetr has fallen on Midgardr for more than a year, changing the world of men. All terrain is considered difficult and movement speed is halved; visibility is reduced and the characters suffer disadvantage on Wisdom (Perception) checks when traveling on open ground. During the night the temperatures are harsh and all characters who cannot find shelter must pass a DC 10 Constitution saving throw every hour or receive a level of exhaustion. Creatures with resistance or immunity to frost or who have equipment suitable for low temperatures automat- ically pass the tests. Light and Visibility: The sky is perpetually cov- ered and the sun obscured. Because of this, sunlight is considered so weak that anyone who is vulnerable to daylight suffers no malus. Brothers against brothers: The extreme weather conditions and the desperate lack of resources mean that suspicion and fear poison the relationships between the clans. For this reason all social interaction tests suffer disadvantage. The Nine Worlds: Midgardr 93 Journey to Ragnarok 94 Norvgr The territories of this region are characterized by jagged fjords and high snow-capped mountains. The few plains that lay halfway between the coast and the mountains are usually covered with woods and are sparsely inhabited. Most of the settlements are located along the coast and are under the strict rule of the Odhinn’s Eye, allowing those in the clan’s good graces to travel safely and quickly. The same cannot be said for the mountains and the surrounding areas: the slopes of the great white mountains are full of caves and cracks used as dens by wild beasts or shelters for groups of bandits formed by those who opposed the rule of the Odhinn’s Eye. Finally, the White Mountains are a place suita- ble only for those who have great survival skills, the entire mountain range is a huge trap of snow and ice, a desolate place where only the fierce barbarians of the mountain Clans live. The coastal area [1-2] The coasts of Norvgr are rich in villages, shipyards and large cities located on the main fjords. This dense network of settlements, connected to each other by safe paths, rep- resents the imposing kingdom of the Eye of Odhinn. The two main cities of the kingdom are Heil Hofn and Særhurdh, the Seagate. The first is famous for being the kingdom’s capital and the seat of the ruling house. The second, instead, is the market for the Northern lands due to its strategic position and its reputation. Traveling through these lands is safe and it is easy to find hospitality, although enemies of the crown will find only open hostility. The rule of the Eye of Odhinn is deeply rooted and absolute in the coastal villages, those not in agreement with the King’s policies have long since left the region or have suffered a painful death. The largest settle- ments are governed by the faithful Jarl, and smaller villages are watched over by a great many loyal minor clans who wait for nothing more but to show their loyalty to the crown in exchange for greater power. Despite the military rigidity and extreme weather The Nine Worlds: Midgardr 95 conditions caused by the Fimbulvetr, the cities of the Eye of Odhinn are varied and exotic thanks to the pres- ence of merchants and artisans who come in search of wealth from all over Midgardr. Another special feature is the increasingly wide- spread presence of temples dedicated to the One God of the Flame. These buildings are often surrounded by enthusiastic acolytes in search of new followers and who are at the same time viewed with hatred and curi- osity by the population. Random Encounters To determine random encounters in this region, check the “Norvgr - The Coastal Area” Table on page 152. Small Villages The smaller villages of the coastal area are all subjected to the control of the Eye of Odhinn: Brokununnr, “Rumbling Wave”, Eikinfjordhr “Oaken Fjord”, Jarnóss “Iron Estuary”, and the city of Særhurdh, “Seagate”. These settlements are similar in structure to the larger coastal cities but of smaller dimensions. All the Jarls of the coastal area are trusted men of the King, who were often seated thanks to his support. Because of this, in the smaller villages the atmosphere is tenser than in the larger cities, even though most of the people are still loyal to the crown. Shipyards A few of the fjords are used for the construction and maintenance of ships, instead of being inhabited. Those sites are occupied by one or more craftsmen who dedicated their lives to building vessels for the glory of the clan. Although often ambiguous and sol- itary characters, these people are held in high esteem because of this duty. Shipyards are a key resource for the Eye of the Odhinn clan so they are well guarded. The construction of new vessels must be agreed upon with the local Jarl and any work not approved is considered a serious betrayal of the clan and is severely punished. 2d10 Guards watch over the shipyard that host 1d4 Commoners. Community of the only Flame The first settlement where the only inhabitants are fol- lowers of the Only Flame. The community consists of a few dwellings made of thatch, timber and skins, organized around a small stone church. The interiors are bare, the only object of value being a huge effigy of the One God of the Flame made of gold worth at least 200 gp located on a wooden altar at the back of the church. A group of fanatics obsessed with the new faith live there. They will do anything to convince new arrivals to join their community and if they believe that they are in danger or are being laughed at by strangers they reveal a violent and frightening nature. In the village are always present 8 Priests of the Only Flame (see page 143) and Leif Logisson (see page 141), as well as 1d10 Commoners. Cursed Woods Some of the woods near the coast are surrounded by ancient stones carved with runes and adorned with fet- ishes with a reputation for being cursed. Many sages agree that these woods grow on the ruins of the ancient lost city of the Trolls. For this reason almost no one dares to enter these woods and those who do often come out terrified. Those who are not lucky enough to return disappear forever into the thick foliage of the trees. The woods are inhabited by Trolls (see page 149) that if threatened or disturbed will attack the characters. Journey to Ragnarok 96 B B B B a a a c c d e e e f f f g h I l l l l l l m 1 square = 15 ft. The Nine Worlds: Midgardr 97 Heill Hofn Heil Hofn (“Safe Harbor”) is the capital of the Eye of Odhinn kingdom and is considered to be one of the richest and most opulent cities in the North. Inhabited by the King and those loyal to him, its strategic position makes it almost impregnable. Despite the extreme conditions of the last few years, the splendor of the city still lives on thanks mainly to its flourishing market. A. Barricade With the exception of those parts overlooking the sea, the settlement is defended by a wooden and earthen barricade about 15 ft. tall. Both sides of the fortification are composed of sharpened wooden poles, with an earthen walkway in the middle. Usually every section of the barricade is patrolled by at least one Guard. B. Defensive Towers Outside the walls there is a series of simple wooden watchtowers, about 30 ft. tall. Defensive Towers usually house a Guard. C. Poor District This part of the city is mainly composed of simple wooden houses, inhabited by the poorest citizens of the city, usually farmers. Despite their conditions the locals are still very loyal to the King, because if it were not for the security guaranteed by the Clans’ power, their living conditions would be far worse. Each dwelling is inhabited by 2d4 Commoners and contains farming implements. D. Hunters District Although not only inhabited by hunters, this part of the city is famous for hosting some of Norvgr’s most famous explorers. The buildings in this area look more expensive than those of the peasants and are usually adorned with animal skins and trophies. When entering one of these houses, it is clear that the inhabitants are people of a higher social class than the average citizen. It is said that the Heil Hofn hunting district is the ideal place for those who want to find a guide, an expert scout or information on traveling or hunting routes. Within each building live 1 Scout and 1d4 Commoners, containing hunting supplies, trophies and 1d4 items from the Adventuring Gear Table. E. Fishermen’s District The part of the city that overlooks the sea is mainly inhabited by fishermen or sailors. Since the great winter has hit Midgardr the inhabitants of the district have fared much worse. This district is the perfect place for anyone look- ing for an expert seaman. Few, however, still dare to challenge the extreme conditions of the sea and many preferred to find other ways to get by. Buildings are inhabited by 2d4 Commoners who roll sea- and navigation-related checks with advantage and contain fishing or sailing implements and 1d4 rations of salted fish. F. Heroes District The dwellings built close to the King’s great house are where his most loyal retainers live. Most of them are veterans of many raids and bat- tles, who earned the trust of the King by fighting at their side for many years. The buildings in this area are of excellent workmanship. Lately it’s quite common to see religious symbols for the Only Flame in the buildings and on it’s inhabitants. Each building is inhabited by 1 Shieldmaster (see page 144) and 1d4 Commoners. They also contain 200 gp worth of precious items, a weapon, a suit of armor and 1d100 gp. G. The Great Hall of the King This imposing and sumptuous hall is built on a rocky hill in the center of the village, dwarfing all the other buildings. The main room of the building is accessible by a stairway carved into the rock itself. The center of the Mead Hall is occupied by wooden tables and benches while the walls are decorated with tapestries and precious objects looted in the many raids carried out by the king. On the opposite side of the entrance is the king’s enormous throne flanked by the queen’s smaller one. Both are made of precious wood, carved with beautiful details of famous battles and decorated with precious stones from past raids. On the sides of the hall, wooden panels and fabric walls form rooms dedicated to guests and servants, while the private quarters of the royals are located behind the two thrones. It is said from the very rock of the hill have been carved other rooms, believed to be dungeons used to contain the enemies of the King or the laboratories where the Queen performs her magical rituals. Journey to Ragnarok 98 In the palace can be found King Asbjorn (see pag 131) and Queen Sknaht (see pag 145). 4 Shieldmasters are always guarding the palace and 5 Commoner servants can be found inside the hall. The palace contains various treasures for a total value of 1000 gp at the discretion of the Game Master. H. Church of the Flame This small construction of unusual white stone differs completely in style from the other buildings of the village. This is the first temple dedicated to the One God of the Flame and was built by explicit order of the queen. Every day, under the indignant glances of the citi- zens, the resident Priest carries out the sacred rites of the flame and bolsters the ranks of the faithful. The inside is completely bare except for a few benches reserved for the faithful, and an altar bearing a flame effigy made of solid gold. The Priest is always present inside and during the rituals the temple is filled with the faithful. The only object of value is the golden effigy which has a value of 200 gold coins. I. The Stables These modest-sized buildings host the steeds of the richest citizens. In the stables there are usually around ten horses cared for by 2 Commoners. Every 30 minutes or so a Guard patrols the area. L. The Docks The part of the on the sea consists mainly of a dense network of piers and marinas. Vessels of different sizes and classes moor there waiting for the terrible weather to lift. M. Sacred Rocks An old hermit lives among the rocks near the city walls. It is said he is able to see the future and the will of the Gods. As the rocks are taller than the city walls he is often seen perform his rituals in the early hours of the morn- ing. In the past the sages and the King spoke to the people from here, but after King Asbjorn’s latest raid and his religious conversion it is said that he has never again set foot there. N. The Great Market This area of the city is occupied by a market square wel- coming merchants from all the corners of Midgardr. There, one can find exotic or special items or better prices when dealing in the more common ones, if gifted in the art of barter. The few local craftsmen usually live near the market and can create objects of mediocre quality. In the market stalls one can find items up to a value of 75 gp on sale (for more information see the equip- ment section on page 80). The Nine Worlds: Midgardr 99 The Snowy Mountains [4-5] The hinterland of Norvgr is the opposite of its coastal counterpart, the fjords almost immediately leaving space to a long and mighty snow-capped mountain range. The little land that lies between the mountains and the sea is uneven terrain, covered with thick forests. For this reason, the settlements of the Eye of Odhinn are fewer and farther between moving towards the moun- tains and it is commonly held that the valleys offer shelter to hermits, bandits or outcasts. Following the hidden paths and climbing the White Mountains, it only gets worse. The weather on the tops of the snow-capped moun- tains is always extreme. Constant wind and storms make it difficult to cross the passes and even the shortest jour- ney is challenge against a deadly trap of ice, crevasses and hungry predators. To find the first settlements of the Bear clan living on these inhospitable peaks it is necessary to follow what is called “The Path”. It is an impervious, often barely visible trail that leads into the heart of the mountains all the way to the highest peak, home to many of the Bear Warriors villages. From here lucky travelers can enjoy one of the rare moments of calm on the mountain and admire the unique and breathtaking view of the lands of the North. Random Encounters To determine random encounters in this region, check the “Norvgr - The Snowy Mountains” Table on page 152. Bandit Camp This primitive camp is covered by the forest cover and rises in a massive rocky creek at the foot of the White Mountains. The Bandit Chief Guthrum Óeidhar “The Savage” was once the Jarlr of a village that opposed the dominion of the Eye of Odhinn. Today he leads a gang of twenty, criminals and outcasts from other clans who also opposed the Eye of Odhinn. The camp is mostly composed of wooden shacks and is hidden in the vegetation and is occupied by Bandits only during rests between raids. In case it is discovered, it can be easily dismantled and moved. Present in the camp are Guthrum Óeidhar (see pag 137) and 20 Bandits. Journey to Ragnarok 100 The Path Voices and legends speak of this Path that allows trav- ellers to cross the White Mountains and avoid the greatest risks. Tradition has it that those who discover the Path must not reveal it, as only the brave and worthy should have the privilege of using it. According to various sources the beginning of the path is marked by a few rocks placed at the base of the mountain range. The rocks look very old and worn, bearing bas-reliefs that represent a man in the act of putting his arm into gaping maw of a giant wolf. A DC 10 Wisdom (Asatru) check makes it clear that this is a representation of the sacrifice of Tyr, the ultimate heroic deed to the community. To follow the path it is necessary to find the Teiwaz rune representing the God, placed under different imposing sacred rocks. In several places the rune is not easily identifi- able and must be found with a DC 15 Wisdom (Perception or Survival) check. Ice Traps The crevasses are one of the greatest threats to those who decide to venture on the peaks of the White Mountains. Whenever the characters travel without following the runes on the Path or they fail a check to find them, the Game Master must roll a d20: on a result of 13 or more, the characters are in the proximity of a crevasse. The characters at the front of the group must make a DC 13 Dexterity saving throw to avoid falling into the crevasse that just opens under their feet or suffer damage by falling fall damage. The crevasses usually do not exceed 90 ft. in height. Small Villages Below the shadow of the highest peak of the mountain are some of the smaller villages of the Bear Warriors: Brotninnfjall “Broken Hill”, Raudhhals “Red Ridge” and Thytr-brekka “Howling Ascent”. These small settlements are mostly inhabited by small, family-sized clan loyal to the lords of the peak. They are usually made up of a few huts where large and savage men live. However, despite their frigid and wary ways, they will honour the Nine Virtues and will not refuse hospitality to travelers. These small Bear Warrior clans are concerned with what they call “the curse”. According to the elders, the mountain is thirsty for blood and some villages have already fallen to its wrath. It is said that these villages are less populated because their warriors fall into insanity and choose the path of solitude on the ice of the mountain. In every village there is present 1d12 Berserker. Ghost Village The village of Thagallvørdhr, “Silent Guardian”, seems to have been razed by a tremendous force. There are no human remains or corpses in the village but the ruins are soaked in blood. Passing a DC 10 Intelligence (Nature or Medicine) check reveals that it is of human origin. Another DC 15 Intelligence (Investigation) check shows strange marks on some of the remains in addi- tion to blood that seem to be claw marks. A DC 12 Intelligence (Nature) or Wisdom (Survival) check reveals that they were probably left by a large animal, like an exceptionally large bear. Passing a DC 16 Wisdom (Survival) checks to follow its tracks allows the characters to spot blood- stains that lead towards the top of the mountain beyond Siste Klintr. The Shrine of the Peak At the top of the mountain, high above any settle- ment, the sages have built a shrine of bones and stone where they bring their sacrificial victims for the moun- tain to feed upon. According to the villagers, only the sages had the courage to climb to the shrine on the peak, as all the others were terrified at the idea of being devoured by the mountain itself. The sanctuary is surrounded by the remains of flesh and the impaled corpses of human beings. With a DC 15 Intelligence (Investigation) check it is possible to identify some of the impaled men as Ice Crows. A DC 13 Wisdom (Survival) shows traces of blood and the footprints of large animals moving on the opposite side of the peak. The Nine Worlds: Midgardr 101 Hidden Entrance On the other side of the summit there is a small depres- sion in the rock, the entrance to a well-hidden cave and tunnel that goes down into the depths of the mountain. This passage is completely unknown to the locals, who believe that this side of the mountain is cursed because it is rarely touched by sunlight. Once on the opposite slope of the peak, the entrance of the cave is visible by passing a DC 15 Wisdom (Perception) check. Characters with a passive Perception score higher than 15 notice it without the need for a check. Cave of the Cursed Berserker The hidden entrance to the cursed summit allows access to a long natural underground corridor that descends into the depths of the mountain itself. The cave walls are scarred by large claw marks. A DC 13 Intellect (Nature) check reveals that they were probably left by an oversized bear. There are also runes apparently painted with blood. A DC 15 Wisdom (Asatru) check is required to recognize the Uruz rune drawn upside down, meaning ferocity, aggression and dependence (see page 308). Finally, the tunnel opens into a huge underground cave permeated by a strong smell. A DC 13 Intellect (Nature) or Wisdom (Survival) check allows the characters to recognize the smell as blood, corpses and the urine of wild animals. The cave descends deep, opening into a cavern. Several bestial humans and other, bear-like creatures are either sleeping or wandering around. The floor is covered with bones and pieces of corpses that are occa- sionally gnawed on by both men and beast. In the cave live Guàrdinjandr (see page 136) and 5 to 10 of his Cursed Berserkers (see page 133), at the Game Master’s discretion. A DC 18 Wisdom (Asatru) check allows the char- acters to remember ancient legends of cursed berserker warriors who fell prey to their own fury, becoming creatures obsessed with human flesh. Journey to Ragnarok 102 a a b c d e f g b b 1 square = 15 ft. The Nine Worlds: Midgardr 103 Siste Klintr On the highest peak of the White Mountains the bar- barian clans erected the great fortress of Siste Klintr (“Last Cliff”). The local traditions have it that the clan dominating the fortress is the ruler of the mountain. The transi- tion of power from one clan to another has never been peaceful, reigning house keeping its power through brute force and terror. A. Barricade The village is naturally protected by the cliffs sur- rounding the peak. The only pass in the mountain is blocked by a wooden barricade about 15 ft. tall and 10 wide with a packed earth and perennial ice walkway. At either side of the main gate there are two lookout posts, from which guards mount watch. Each post garrisons 1d8 Berserker. B. Huts The vast majority of buildings in the village is rudimen- tary wooden huts, as the only social difference among the Bear clan are the slaves captured during raids or survivors of one of the many battles with minor clans. 1d4 Berserker of the Bear Warriors and 1d4 Commoner slaves live in the huts with survival imple- ments, heavy bear skins and a few pieces of gold. C. Tents of the Mountain Sages This part of the village consists of huge tents and is festooned with rune stones and effigies bearing pieces of flesh and bone, remains of some ancient ritual sac- rifice. Here is where the elders and the sages of the mountain live, following traditions that are said to be older than the gods themselves. They believe that the mountain itself is alive, to be prayed to and venerated to escape its wrath. Because of this, these sorcerers constantly practice rituals and sacrifices of all kinds, rarely on willing victims. Inside the huts there are always at least 5 Mìmirsfar (Priests), several trinkets as well as ritual sacrifi- cial tools. A DC 15 Intelligence (Investigation) or Wisdom (Perception) check reveals that among the various remains of the sacrifices, there are pieces of leather with Ice Crows heraldry. D. Holmgang Circle Within this circular palisade of sharp stakes, the locals solve disputes through the Holmgang, duels in which the challenger seeks often deadly compen- sation for offenses they received. One side of the palisade is the cliff itself on which the village sits, making the Holmgang even deadlier because of the prodigious strength of the berserkers that allows them to throw over many of their challegers. E. Clan Chieftain’s Hut The largest hut in the village is the one that houses Gamallbjarki (see page 135) and his family. Made of heavy wood, the interior is entirely covered in bear skins, one side dedicated to a massive hearth, lit for warmth and cooking. The various rooms are simply divided by heavy tar- paulins but usually after the banquets guests and Lords alike fall asleep near the hearth. F. Storage This hut, next to the Chieftain’s residence, stores the clan’s food reserves. So they last as long as possible, foodstuffs are usually rationed. G. Observatory From this wooden structure on the cliff’s edge it is possible to observe all the villages that lay below the summit. Tradition has it that the chieftains of the peak spend much of their time here observing their domain. Journey to Ragnarok 104 The Trolls Cavern The characters can hardly find this hidden and inac- cessible place until they are in possession of all the fragments of the Troll kingdom map. When the Midgardr adventure begins, part of the map is in Revr’s (known as the Fox) possession (see page 143), while the other two pieces can be found with the Trolls who infest the cursed forest. Whenever the characters kill a Troll or pass a check to steal a fragment, there is a 25% chance of finding a piece of the map. The entrance to the Troll cavern consists of a huge stone door embedded in the rock of the mountains, decorated with runes and ancient engravings. Always closed and camouflaged with vines and trees. With the complete map, the door becomes incredibly easy to find. Overcoming a check of Wisdom (Asatru) DC 15 you can interpret part of the engravings depicting the Kings of the Northern lands bowing before a colossal Troll wearing a crown. Thanks to powerful magic the Troll King is able to see who comes to the door, but he is hardly intrigued by humans who, in case they stay too long in front of the door, will be attacked by 1d6 Trolls (see page 149) from the wood sent by the king to devour them. The Troll King will immediately open the door if the Troll Kidh is accompanied by the characters, who bow before the door, as depicted by the inscriptions, or if the characters bring with them a treasure of great value. Once inside, the only way to leave this place is to kill the Troll King, trick or convince him to entrust the characters with a task. The inside of the cavern is a natural grotto, modi- fied by the Trolls rough excavations in the stone. The environment is humid and warm, compared to the cold of the forest. The darkness is interspersed with a few sporadic fires whose smoke finds its way out through a few natural chimneys. The rough floor does not allow safe footing. However, the Trolls excavations have leve- led the cavern floor in the larger rooms making it more comfortable for moving about. A. Entrance Usually, in this cleft immediately beyond the colos- sal portal, there stand 2 Troll guards. They watch over those who venture near the door and give the alarm in case of trouble. Whoever shows up at the gates to the cave without arousing the interest of the King, will receive no answers and, if the adventurers cause no damage, they will be free to leave unharmed. Otherwise, any other behavior will trigger the fury of the trolls. B. The cave of the Troll Kidh This cave is filled with furs and strange artifacts made of bones that resemble simple children’s games, macabre and roughly made. A massive Troll cries and despairs continuously. The creature is mad with grief over the disappearance of the Troll Kidh and will ferociously attack anyone who she thinks has her “pup”. In the room there are, in addition to the games, the remains of rotting meat and little else. C. Throne Room A large fire illuminates this vast natural cave and the light of the flame is reflected on a pile of treasure accu- mulated on one side of the cave (the cave is about 2000 square meters). The throne, made of tree trunks and bear fur, sits on a raised wooden dais. In front of the throne, a multitude of swords are stuck in the ground: of every makes and size, among these 45 swords are magic weapons +1 but only 1 stands out among the others, covered by 1d12 Swarms of Poisonous Snakes. This is the Skofnung sword (see page 301). Sitting on the throne, the Troll King rules his vast court, happy to ignore the events of human beings. Unfortunately, the kidnapping of the Troll Kidh has changed things. In the throne room there are always, in addition to the Troll King (see page 150), at least 12 Trolls and more can be summoned by a simple cry of alarm. If the characters are in this room, they can avoid fighting by swearing on their honor to bring back the Troll Kidh. The King will consent to free the group, granting until the new moon, that they return, with or without the child. The king may be lenient, in case the characters return empty-handed, respecting their given word. Otherwise, the king will offer a rich reward to those who bring him the heads of the characters. D. Tunnels In every tunnel is nested the den of a Troll: these crea- tures burrow into the bare rock where they curl up and fall into a state similar to the hibernation of ani- mals. You understand too little about the physiology of these creatures to know when this happens, but the Trolls can recover from this state almost instantly and unleash themselves in a homicidal frenzy searching for meat to devour. The Nine Worlds: Midgardr 105 a b c d 1 square = 15 ft. Journey to Ragnarok 106 Svtjod Sheltered by the great White Mountains, lie the green and lush plains of Svtjod. These wild and sparsely inhabited lands are covered by huge woods and extend from the inner shores of the North Sea to the dead lands of the Keel. Most of the local villages are ruled by independent Clans whose allegiance changes following the wind. In the southernmost part of Svtjod is the great forest, a sacred and dark place where the legendary Shadow Wolves clan lives. There stands the ancient settlement of Uppsala, home to one of the most important shrines. Traveling eastwards, the woods and the green plains give way to the grayness of the marshes. This unhealthy and cursed land is inhabited by slimy and deceitful men, the secret location of the clan of outcasts also known as the Jötunn Sons. Going south, beyond the great forest, is the important city of Uppsala, seat of the most impor- tant temple in the North. Ideal destination for those seeking advice from the gods or wishing to offer an important sacrifice, it is also the seat of the Druidic Circle of the Icy Crows. The Svtjod is a dangerous place for the inexperi- enced travelers, the long distances between settlements punishing the imprepared. Those who do not know the path could easily cross sacred or, worse still, cursed grounds without knowing they need the permission of its guardians. The Great Forest [2 – 3] The innermost areas of Svtjod, thanks to the natural shelter offered by the great White Mountains and the many rivers that run through them, are dominated by vast expanses of green forests with the occasional large clearing. Because of such features, most of the villages are built on the forest edge or in its clearings, as venturing into the heart of the forest means trespassing into the lands of the Shadow Wolves clan. The clan’s territories have no real border, so the most experienced travelers usually avoid crossing the forest. A longer trek is usually preferred to avert the risk of tres- passing into the sacred hunting grounds. The Nine Worlds: Midgardr 107 However, not everyone is afraid of such dangers, as the legends speak of ancient ruins hidden deep in the forest and full of treasures. For the common folk, how- ever, such folly only bolsters the ranks of the unwary who have disappeared. Random Encounters To determine random encounters in this region, check the “Svtjod - The Great Forest” Table on page 153. Coastal Villages The coastal villages of Ásodhull “River Saddle” and Vatnakinn “Water Jowl” are usually loyal to the Odhinn’s Eye but are not as large or splendent compared to those in Norvgr. Usually, the troops of the kingdom or the Jarl loyal to the king are not particularly interested in “occupying” these villages, left under the control of minor clans with little political influence. Recently several of them have been growing distant from the King and are gradually being influenced by the Shadow Wolves. King Asbjorn has not yet taken action in the regards of these “rebel” villages but many of the coastal inhabitants fear that soon the reckless actions of some clan leaders will have dire consequences. Villages on the edge of the great forest The villages of Skidhfyrd “Army of Wood” and Varmrfors “Warm Fall”, located on the edge of the forest, are historically loyal to the Shadow Wolves clan. Like the coastal ones, they are small in size and belong to minor Clans whose members in recent years have developed a hatred towards the King’s arrogant expansion. The villagers provide what aid they can to the bands of Shadow Wolves, supplying them with basic necessities and other resources, knowing they can take refuge in the forest without incurring the wrath of the Shadow Wolves in case of dire need. However, such is a concession that should not be abused. Destroyed Village This village of Dreymandibù, “Dreaming House”, is very close to the forest and seems to have been struck by a terrible tragedy. From a mountain of charred bodies rises a thick column of black smoke that produces a stench of death that can be smelled from miles away. Also, the banners of the Odhinn’s Eye clan are clearly visible from a distance. At the center of the village the Odhinn’s Eye has set up camp for a garrison of 10 Guards commanded by Jarlr Gundabald (see page 137). They are not aggressive, unless attacked, but the guards have orders to bring anyone approaching the vil- lage to the presence of the Jarl, usually inside a huge tent among the smaller tents that house his men and horses. At the edge of the camp are two impaled corpses that seem to belong to two young warriors of the Shadow Wolves clan. A DC 15 Intelligence (Medicine) check tells that they died at least ten days ago and have been dragged for a long time. The original inhabitants of the village are all dead. If the players decide to investigate the abandoned houses or the funeral pyre they can gather the fol- lowing information by passing a DC 13 Intelligence (Investigation) check: Some homes show serious damage, as if something powerful had furiously hit them. Some of the corpses in the pyre seem to have been crushed by something heavy, while others have been completely ripped in half. If the characters try to find tracks by passing a DC 13 Wisdom (Survival) check they see inhumanly large footprints, heading into the nearby bush. These tracks seem to be a couple of days old, not as fresh as those left by the soldiers of the Odhinn’s Eye, leading to a hut in the forest before disappearing in the undergrowth. Forest Hut A few hours walk from the destroyed village, inside the brush, there is a small hut made of stone and mud. The hut is inhabited by three sisters Gertrud, Melega and Dontoka (see page 151), 3 Green Hags. It is possible to tell the presence of the hut in the distance by the smoke coming from its chimney. Inside, there is usually only Gertrud, as the others are often out in the woods. The hut is filled with herbs and other ingredients typically used for many different potions and boil- ing over the fire is a huge pot that contains a colorful liquid with a disgusting smell. Gertrud frequently stirs the pot’s contents frequently. Passing a DC 13 Wisdom (Survival) check allows to spot many non-human footprints in the vicinity of the hut. The Troll Kidh (see page 149) is hidden among the trees and is keeping a watchful eye on the characters. Should they show any sign of aggression towards the hags he will act immediately and rush to their aid. Journey to Ragnarok 108 Lost Ruins Inside the forest there are several abandoned ruins. According to legends, they are all that is left of an ancient kingdom that once thrived there. According to other tales they are the remains of the dwellings of the gods when they still walked among Midgardr. The ruins are full of treasures but are also protected by a powerful curse. The spirits of their guardians still haunt their empty armor, attacking on sight. Those who enter these ruins immediately awaken the spirits and are attacked by 5 suits of Animated Armor. Inside one of the ruins the Conqueror’s Axe (see page 296) is kept, which is said to have belonged to the founder of the Wolves of the Shadow clan. The other ruins, at the discretion of the DM, hide a magical object of an uncommon type. Minor Camps The smaller clearings, devoid of sacred stones, are usu- ally occupied by minor camps where live those Shadow Wolves who prefer different hunting grounds or simply greater autonomy. Their loyalty to the ruling household of the clan, however, is always beyond question. This “independence” is often only temporary and during the following hunting season the camp may reunite with that of the Pack Leader. In such occa- sion, it is customary that the bounty from the hunt is divided once again among everybody. Camps of this kind are usually occupied by few families and consist of pack tents, where 1 Druid, 1d6 Scouts and 1d10 Commoners live and sleep. Camp of the Bloody Wolves Many young warriors who do not fully share their Leader’s caution live in this camp. It is small and its warriors are in a perpetual state of warlike frenzy, launching every day small assault packs towards the territories of the Odhinn’s Eye where they engage in acts of guerrilla warfare against the soldiers of the King. Despite their attitude, these young Wolves declare themselves loyal to the Pack Leader. In fact, despite the more cautious approach of their Leader, no law bans these raids and their heroic deeds are often seen as honorable behaviour by the most. The young Wolves might soon choose an actual commander, who will be inevitably forced to challenge the current Leader for his place as the clan Chieftain of the Shadow Wolves. The camp is only a few small tents which are often moved to facilitate attacks against the Odhinn’s Eye and at all times 1d10 Thugs and 1 Bandit Captain, armed with Assault Axe (see page 80) and Longbow, are there. Skjult Borg The Shadow Wolves are a nomadic clan, their camps moving among the glades of the great forests following the wildlife migrations. They hunt in a sacred ground they consider their own. The clan’s main camp is inhabited by the Pack Leader Koltønn Ginnungason (see page 139) and his most loyal supporters. It is difficult for a traveler to reach Skjult Borg “Hidden Village” unless the Shadow Wolves themselves allow it, as the surrounding woods are heavily patrolled by the clan’s assault packs and those who are not welcome never reach the clearing. Despite its size, the camp is designed to be moved from one glade to another as the seasons change therefore using cloth, simple wood and foliage as building materials. A. Pack Leader’s Tent The clan Chieftain’s tent is the largest in size and of a better quality, made from fine leathers and skins stitched together. It can accommodate many people and its center is dedicated to a small fireplace used for warmth and cooking. Being guests in the tent of the Pack Leader is a great honor as it is usually occupied only by his large family and his most loyal men. The interior of the tent is adorned with the Pack Leaders hunting trophies. In addition to Koltønn, 3 Scouts and 4 Berserkers live in the tent. B. The Tents of the Pack The whole camp consists of a cluster of small tents around that of the Pack Leader and are mainly occu- pied by single, extended families. There are no social differences dictated by possessions or wealth within the clan, so the larger tents are inhabited by those who have shown their honor to the clan, earning a more central place within the camp. Other then in size, the tents do not differ from each other in craftsmanship, heavy leather, rope and wood being the only materials available. The inte- riors are usually decorated with hunting trophies, The Nine Worlds: Midgardr 109 a b b c c c b c c d e g 1 square = 15 ft. Journey to Ragnarok 110 protective amulets and other trinkets. Each tent hosts 1 Scout or 1 Berserker. C. Reserve In these tents, the elderly and women of the village take care of butchering game animals, being careful not to ruin the hides or other useful parts. Meat is cured in this part of the camp, using ancient traditional methods to make last as long as possible without the need for precious salt. D. Tents of the Ice Crows The clan of the Shadow Wolves is historically tied to the Druid Circle of the Ice Crows, so that inside the main camp there are always some tents reserved for those wise men when they visit the clan Chieftain. This part of the camp is usually located near one of the sacred stones where the Crows perform their rituals. At the discretion of the Game Master in some tents can be found Mímistafr (Priests) of the Ice Crows and their ceremonial implements. E. Sacred Stone Each clearing where Skjult Borg stops holds at least one sacred stone. These ancient boulders are covered in ancient runes and are used by the Ice Crows to per- form rituals and sacrifices. Should one of the characters examine the inscriptions and pass a DC 13 Wisdom (Asatru) check, the DM casts and interprets a rune. (See Rune Divination, page 304). F. Hidden Lookout Posts Simple wooden structures covered in foliage surround the camp and serve as a lookout posts to control its boundaries without being seen. This simple defensive system is easily moved and allows the lookouts to strike from hiding at any enemy that approaches while at the same time providing cover from possible attacks. G. Pyre Every time the camp settles, a huge wooden pyre is placed at its entrance. At nightfall, it is set on fire so that the hunting packs can easily find their way back if they are slow to return from the hunt. In other, sombre, occasions the pyre is often used to burn the bodies of those who have died with honor. These, however, are not its only uses, as it is also lit to commemorate important holidays or perform rituals. Uppsala Located in the southern part of the great forest under a huge hill this peaceful village lies on the ruins of the ancient city from which it takes its name. The inhabitants of the village are, moreover, peas- ants and farmers who live a quiet life, contributing in large part to the sustenance of the many sages living in the temple. Once an opulent and rich city, today the settle- ment is mostly modest huts and stables built out of the remains of the Uppsala of old. The village is under the control of Jarlr Alrekr Sigthollr “Pillar of Victory”, who managed to be at the same time vassal to King Asbjorn and friend to the Leader of the Shadow Wolves. A. The Jarlr’s House The house of the Jarlr Alrekr Sigthollr (see page 130) is the largest and oldest dwelling in the village, the only one dating back to its golden age. Its mighty structure and wooden walls are etched with fine knotwork and scenes portraying the Æsir. Within it, in addition to the Jarlr, live 4 Guards and 4 Commoner servants. B. Temple of Uppsala A sacred path connects the village of Uppsala to its temple, climbing the hill and then plunging into the trees for a few hours of traveling before allowing pil- grims to see the imposing temple. A thick fog almost always shrouds the hilltop, giving the temple a mystical and yet frightening appearance. All are welcome to Uppsala, whether in search of answers or forgiveness, and every day pilgrims bearing offerings arrive at the temple and are welcomed by the priests who live on the hill. The temple and most of the sacred structures surrounding it date back to the ancient splendor of Uppsala. Only thanks to the meticulous care of the sages they have been preserved to the present day. The hill hosts several circles of Druids and priests, that of the Icy Crows that make Upsala their true home being among the largest and most illustrious. C. Pilgrims Camp This area is the only one where pilgrims visiting Upsala can rest, a barren land for travelers to pitch their tents. No other comforts are offered to those who come in search for divine help. The Nine Worlds: Midgardr 111 b a c g c h d i c e f 1 square = 15 ft. Journey to Ragnarok 112 D. The Workshop of Svenn Skallfoss Not all those who arrive in Uppsala are there for the temple, however. It is said that the local blacksmith is none other than the famous Svenn Skallfoss (see page 151), one of the best of all Midgardr. According to others, Svenn once worked for the court of King Asbjorn of the Odhinn’s Eye clan, going into “exile” for his dark past. There are also those who believe he unearthed a dwar- ven forge dating back to the first settlement of Uppsala. Whoever he is, those with enough gold to attract his attention have never been dissatisfied with his work. E. Offering Fence Simple wooden fences contain the offerings that the pilgrims have brought for the Gods. Each enclosure contains a different type of offer- ing, the most common being treasures and livestock although it is not unusual to see people as well. F. Sacrificial Altar At the center of a depression in the ground there is a huge rectangular stone that the sages think dates back to the age when the gods still walked in Midgardr. Most of the sacrificial rites take place on this altar and for this reason its rock is stained red so that not even the strongest rain can wash it away. A hole in the stone collects the blood spilled during the sacrifices and channels into vessels that are placed in front of the altar during the rituals. G. The Priests Camp This part of the hill is home to the many Priests and Druids staying or passing through the temple, either to pose questions to the Æsir or to offer a sacrifice. In sharp contrast with the pilgrims’ area, the Priests camp is quiet and peaceful, the only noise that interrupts the calm is their litanies regularly rising above the tents. Wisemen from all over Midgardr stay and, if the characters are looking for an expert on some arcane matter, they will surely find them here. H. Seat of the Icy Crows The circle of the Icy Crows uses as its headquarters an ancient and complex stone building. Thanks to the care of the clan the building is in excellent condition but its interior has been completely emptied and it is now a mystery what its original function was. The largest part of the complex is composed of 5 adjoining buildings where all the Icy Crows not cur- rently traveling throughout Midgardr sleep and live. Close to the center of this complex is a larger build- ing in which clan meetings are held, while in the side rooms are the quarters of the three great Mímaneidhr (see page 25): Límrún, the very young (see page 142), Blóttré, the adult (see page 132) and Spekisvidhr, the old one (see page 146). I. Yggdrasill At the top of the hill in front of the temple is a huge ash tree said to predate even the very founding of Uppsala. Many sages agree that the tree is an effigy of Yggdrasill on Midgardr and for this reason it is con- sidered sacred and only certain priests can approach it and take care of it. The Nine Worlds: Midgardr 113 Fenmark The Swamp [4-5] When seawater seeps into the ground, the forest begins to die, slowly withering into a gray and putrid marsh. This dead land located in the extreme east of Svitjod separates the verdant forest from the endless desolation of the Keel. The locals have small, thin bodies and a sickly appearance, rarely offering hospitality or showing kindness to strangers. But the real evil lies in the heart of the swamp itself; in the center of this land hidden by foul mists lies the camp of the outcast Jötunn Sons. Death awaits those who consider these desolate lands to be less dangerous than the forest. Under the stagnant water, hungry and wicked creatures wait to put their fangs into their next prey. The composition of the terrain makes it very difficult to move, the best solution being to travel using rafts. Random Encounters To determine random encounters in this region, check the “Fenmark - The Swamp” Table on page 153. Villages of the Swamp The villages of Algràsol “Gray Sun” and Flaugunbarr “Needles in the Wind” on the edge of the marsh are stilt houses inhabited by men who move around the swamp using simple wooden rafts. These villages look destitute and the locals, few and far between, scarcely want to deal with outsiders. Finding something of value or interest in these places can prove difficult and a prolonged stay could easily make the inhabitants aggressive. Those who live at the edge of the swamps often leave small food offerings to the wandering specters. Journey to Ragnarok 114 The Marshes Moving through the marsh can prove very difficult a task especially for those who do not know the way. It is said that there is a path that can be used to cross the swamp safely, the Nilfgata, or “Path in the Mist”. it is also said that the Jötunn Sons and the Stilt Dwellers know of it but are very reluctant to reveal its location. In any case, moving inside the swamp requires a DC 17 Wisdom (Survival) check every hour spent into the marshes. The check is rolled with advantage if the group includes a raftsman of the Stilt Dwellers who is willing to cooperate. On a fail, the characters suffer a local event. After three successes, the group finds the path is marked by small bone charms attached to the tree trunks. If so, they do not need to roll checks to advance anymore. A Jötunn Son knows the way and does not need to roll any checks, but they may enjoy watching their companions despair in the swamp. Villages of the Hrimgrimnir Sons Taking the Nilfgata, the characters must pass a DC 20 Wisdom (Survival) check to find evidence of a recent fight and drag marks leading out of the path. If they choose to follow these tracks, they must pass a second DC 15 Wisdom (Survival) check not to lose their way in the marshes and arrive at one of the hidden camps of the Hrimgrimnir Sons. These people are Jötunn Sons who have been exiled from their clan because of their hunger-induced can- nibalism. They now live in small camps along the Nilfgata, feeding on whoever they find and worshiping Hrimgrimnir, the most terrifying of all Jötunn. As ancient as time itself, born out of one of Ymir’s feet and with six heads, Hrimgrimnir is addicted to any vice and it is said he terrorizes the whole Jötunn population. Each village of the Hrimgrimnir Sons is inhabited by 1d4 fanatic cultists and 1d10 cultists armed with Bearded Axes (see page 80). Fínnbol In the heart of the swamp surrounded by green mists and dangerous creatures is Fínnbol, a sanctuary of the outcast and dishonored. The place that the Jötunn Sons clan calls home, it is a cluster of huts and stilt dwellings built on a flat land of peat. Fínnbol is barely accessible and incredibly danger- ous and the fact that it has no guards does not mean that anyone who enters is not being watched. Entering the village of the outcasts does not mean that one will be allowed to leave it on their own two feet. A. Stilt Dwellings and Peat Huts Located in the middle of the swamp, the Jötunn Sons camp is a series of stilts joined together by wooden walkways and earthen embankments, alternated with peat huts where the land is denser. B. Hrókr’s Hut Near the effigy of Loki is the peat hut of the founder of the Outcast clan, Hrókr Fjalson the half-giant (see page 138). The powerful sorcerer spends most of his time inside his hut enshrouded by incense and other vapors that cause powerful hallucinogenic effects. Entrance is forbidden unless specifically invited. C. Kynbani’s Hut Northwards on the river banks, removed from the village and its matters, Kynbani Bergelmirson, “Bloodbane” (see page 140) lives in his hut. Kynbani goes back and forth from a clearing not far from the village (see Kynbani’s Goals). D. Effigy of Loki A huge statue representing the god Loki rises in the center of Fínnbol. According to the legend, it was already in the swamp when Hrókr took refuge there. Many Outcasts spend their days in front of the statue in the hope that it will speak to them as it did to the half-giant, but the effigy remains silent. Once a year Hrókr holds a large ritual in the pres- ence of the whole clan and speaks with the statue, revealing then to everyone the will of Loki. Observing the statue, the characters will notice nothing unusual. Should they make use of means of magical perception, the statue reveals a powerful cha- otic dishonorable aura. The Nine Worlds: Midgardr 115 b c d e f 1 square = 15 ft. Journey to Ragnarok 116 E. The Green Pyre A huge wooden pyre is placed in front of the statue of Loki and is lit whenever Hrókr must speak to the clan. When the pyre is lit it does not behave normally, the wood has in fact been treated to emit a green flame and hallucinogenic fumes that gives strange visions to anyone who breathes them. F. Penitent’s Cage Living with the Jötunn Sons does not mean absolute freedom, however. The great and venerable Hrókr can take the life of all those he wants as well as enforce cruel punishments. Those who incur into the Sorcerers wrath without being killed serve their sentences locked into a small cage exposed to the elements and the ridicule of their companions. The Nine Worlds: Midgardr 117 Jutland The peninsula of the Kings and the surrounding islands are the richest and most organized region of the Northern lands, its powerful and enlightened ruling house turning into a more developed region. The islands and peninsula share a jagged and hard land perennially beaten by the wind and unsuitable for agriculture. For this reason, Jutlanders amassed their great wealth mainly by raiding, now rendered almost completely impossible by bad weather. The peninsula is dominated by the Queen of the reigning clan’s overwhelming power, who keeps the peninsula under control thanks to the support of the entire population and the noble families. The islands, not as wealthy as the peninsula, have remained isolated due to the extreme conditions of the sea, their lords reigning from their isolated fortresses. The Peninsula [4-5] The populated centers of the peninsula are actual for- tresses linked together by a great road that traverses the entire region north to south. The marshlands have been partly reclaimed and their peat used to construct buildings and defensive earthworks. Danevirke, the best known of these barriers, separates the peninsula from the territories of the hostile Franks. The peninsula is completely crossed by the wide highway, a beaten path that connects the capital of Siste Festning in the north to the great wall of the Danevirke in the south connecting along the way all the other minor Trelleborg. Random Encounters To determine random encounters in this region, check the “Jutland - Dry Land” Table on page 154. Rík Braut, the Great Path The southern gate of Siste Festning immediately opens onto the great dirt path that connects the whole of the Jutland peninsula, linking the three main Trelleborg together, and ends near the Danevirke. Journey to Ragnarok 118 For most of the route, the trail is wide and can easily be traveled on foot or horseback. In some places trav- eling along the main road is more complicated due to the uneven ground or the erosion of sea water. Travelling along the great path is no longer as safe as it once was, as now the queen’s troops mostly garrison the fortresses and the wall. Signal Fires Every mile, the path passes near wooden 30 ft. tall towers on top of which have been placed wooden pyres ready to be lit in case of emergency. In the past, clan guards watched over them, now barely a few workers live there, tasked with keeping an eye on the nearby pyres and lighting the fire should the need arise. 1d4 commoners live in a peat hut near each pyre, garrisoned by 1d4 Guards. Minor Trelleborgs Before reaching the great barricade, the Rìk Braut passes through the other two main fortresses of the peninsula, Gryttir Vordhr “Rock Guardian” and Skjald Rif “Shield Shore”. Although these fortresses are smaller than Siste Festning, they share the same construction though lacking the royal palace and the Great Horn. The Minor Trelleborgs of the peninsula are gov- erned by Jarl loyal to the Queen, living in the core of their fortress. Because of the extreme weather conditions the poor and destitute wait in line at the entrance of the Trelleborgs. Should the characters need or want to gain access to fortresses, they would have to find ways of convincing the guards to allow them in. Or arm themselves with a great deal of patience. The Rotting Forest The closer to the wall, the stranger the area becomes. Tales are many of what happens beyond the barrier, but according to some the evil permeating the lands of the Franks slipped past the wall and tainted the peninsula. Some forests in the southern part of the peninsula have been infected by this evil, the trees gray, their trunks spotted and the earth dry and lifeless. Those who lived near these woods have disappeared without leaving a trace, their abandoned dwellings bearing signs of struggle and traces of blood. Some escaped from this fate by fleeing at the first strange signs and have joined the swarms of refugees who ask to enter the fortresses. The air inside these forests is unhealthy and every hour the characters spend in this terrain they must roll a DC 15 Constitution saving throw or suffer a level of exhaustion. The forest is inhabited by creatures that have been corrupted by the evil spirits haunting the kingdom of the Franks, who wish death to all the living. If the characters manage to kill or exorcise the cor- rupted beasts, the curse on the forest is lifted and it will slowly return to normal. Danevirke An enormous fortification that runs across the penin- sula separating it from the enemy Franks. Depending on the events that occurred during the The Grey Wanderer adventure, or according to the GM’s choices, the situation in the camps in defense of the Danevirke can vary: • Erik “The Sleepless”, formerly Captain of the Danevirke Guard, is now a Corporeal Draugr (see page 133) and is still in possession of the Angurvadal sword (see page 196). He terrorizes the camps in defense of the Danevirke, creating notices problems to the Gjallarhorn clan. • Erik was killed in the city of Silasthorp beyond the Danevirke and now the Guard is preparing to face the enemy without a charismatic guide. • Erik was saved during the events of “The Grey Wanderer” and will be very grateful and hospitable should he meet again the characters he owes his life to. In any case, the Danevirke is constantly under attack by the enemy Franks, who always fight with more ferocity. Each assault unit is generally composed of a Knight, a Priest (or Priest of the Only Flame, see page 143) and 8 Guards. If any soldiers of the Frank army were to be captured and interrogated, they will reveal to the char- acters precious information, see “Expand Midgardr” on page 126. The Nine Worlds: Midgardr 119 1 square = 5 ft. Journey to Ragnarok 120 Siste Festning The capital of the Kingdom of the Gjallarhorn clan is the largest fortress in the Northern lands, the first to see a family leader becoming King. The stronghold is overcrowded because of the many refugees seeking shelter from the weather inside the walls. The Queen has given orders to help all those in need but every day that passes the already complicated situation becomes more and more critical. A. Perimeter Walls The encircling city walls are 20 ft. tall and 10 wide, constructed out of wood, earth, and peat, with a foot- bridge about 3 ft. wide protected by wooden spikes. Above two of the gates are wooden defensive towers a few meters high, from which take cover and attack enemies. At the back of each of the towers there is a wooden ladder that allows to go down or climb the walls of the fortresses. Each tower houses at least one Guard while 1d12 others patrol the walls. B. Entrance Gates Four huge, wooden gates allow access inside the for- tress, each leading to one of the main roads. They are operated by hand and can be blocked with heavy wooden beams placed from the inside. C. External Guard Towers Outside the walls of the fortress, there are a series of simple wooden watchtowers about 30 ft. tall that host 2 Guards. D. Refugees’ Huts Outside the Trelleborg, wooden huts have been built at the Queen’s order to provide shelter to the refugees. The area is always patrolled by at least four Guards who offer a hot meal and shelter to those in need. However, their duty is also to break any revolts among the many refugees who crowd the perimeter of the wall waiting to gain access to the fortress. E. Dwellings The buildings inside the fortress, much like its defenses, are well-made but not opulent, built out of stone and peat. The interiors are practical, simple and yet more varied than those that are found in other regions of the northern territories. Those who have the honor of living inside the for- tresses are usually part of the clan’s army or warriors with many raids under their belt, their homes dec- orated with well-made weapons or strange objects obtained during their travels in strange lands. Every dwelling is inhabited at least 1 Veteran and 1d4 Commoners. Inside there are weapons at the discretion of the Game Master and 3d100 gp worth of treasures. F. Craftsmen’s District This area of the fortress is where the Jutland artisans live. For the right price, they provide for weapons and armor of superb craftsmanship, as it is well known that no one in the Northern lands can compete with their skills. The area is also inhabited by merchants who, few in numbers, have no dedicated area of their own. In this district, the characters can buy both equip- ment and exotic items (see page 80), but all prices have doubled. G. The Great Gjallarhorn In the large square of the fortress, in front of the entrance to the royal palace, stands the imposing Horn of the clan. It is said to be a faithful reproduction of the one belonging to the god Heimdall, after which the Gjallarhorns have been named. No one now living has ever heard the sound of the horn but the legends say that it has been blown only once by the first King and the sound echoed through- out Midgardr. The horn is to be blown only in case of great danger, the Queen willing to do so only should the Franks were able to break through the Danevirke. Whoever dares to use the horn for futile reasons would be immedi- ately executed by the Queen herself. H. Royal Palace The royal palace, too, was built in ancient times by the first clan King preferring functionality to pomp, using only the best stone extracted from the moun- tains south of Jutland. Many argue that even Dwarf craftsmen contributed to the construction effort. A huge wooden door allows access to the entrance hall where two Veterans ensure that only those in possession of a valid invitation and no weapons are allowed inside. A smaller door opens onto the throne room located on the side opposite to the entrance. Two series of four columns precede the throne, dec- orating the room, and, when the court is gathered, one of the eight Shield Maidens from the Queen’s Royal The Nine Worlds: Midgardr 121 g c d e f a a b b b b c h 1 square = 15 ft. Journey to Ragnarok 122 Guard stands at attention in front of each. At the end of the colonnade, a series of steps lead to the magnificent stone throne on which the queen sits when she receives guests. The other rooms of the palace are located at the sides and behind the throne room and are occupied by the Queen’s personal guard and her servants. No longer having blood relatives, Thorun wanted the palace to be populated only by women. The palace contains 2.000 gp worth of treasures at the Game Master’s discretion. The Islands [5] Those who live on the Jutland islands feel abandoned and betrayed by the kingdom and antipathy towards the peninsula has begun to grow. The local Jarls, then, declared their independence by forming a league of nobles outside the control of the mainland. The Queen is at the moment forced to focus her resources to maintain control of the peninsula but in her heart she waits for the opportunity to rain down punishment upon the noble rebels. Reaching the islands is a deadly undertaking even for the best of seamen and given the current political insta- bility of the islands few are willing to set sail to them. Random Encounters To determine random encounters in the sea, check the “The Sea Midgardr” Table on page 154. Rebel Trelleborgs Almost all the inhabitants of the islands have taken refuge in the fortresses of the rebellious nobles accept- ing their rule and often sharing their resentment towards the crown. The rebel trelleborgs share the same characteristics of the mainland ones but have been further fortified to prevent attacks by bands of bandits and wild creatures and any markings of allegiance to the Gjallarhorn clan have been either defaced or replaced. Only those who profess complete loyalty to the league of independent nobles can hope to live inside the fortress and those who are suspected of being still faithful to the crown are usually hung outside the trel- leborg as a warning. Each rebel Trelleborg has an army consisting of 9 Guards, 1d12 Shieldmasters (see page 144), 3 Assassins, led by a Noble. Coastal Villages On the coastal area of the islands there are still a few villages loyal to the crown waiting for the arrival of the Queen’s army to purge the rebellious nobles. These locals barely survive to the assaults by bandits and the scarcity of resources, but they know the area very well and could prove to be ideal allies for those wanting to challenge the power of the rebels. Samsø Island A little more than 6 miles from the coast lies the island of Samsø, famous for the tombs of twelve berserker. No one dares to approach and it is considered a cursed place: it is said that the Twelve Berserkers who were killed on those banks refuse to leave this world, haunt- ing the island. Numerous fishermen say they have seen terrifying nocturnal fires on the island, but no one has ever dared to land. If the characters decide to explore the island, they will find twelve fires that rise from openings in the ground, where the twelve warriors are buried in a circle. They were twelve brothers, nephews of Svafrlame, who claimed to descend from Odhinn himself and who had blackmailed Dwarfs make for him the Tyrfing sword “Finger of Tyr” (see page 302), the deadly but cursed sword that brought ruin to his entire bloodline. Passing a Wisdom (Asatru) DC 13 check, the characters understand that they must pay tribute to the fallen warriors in order to communicate with them. In hailing the berserkers with respect, a Draugr (corporeal see page 133) appears from the fire of one of the openings. It is Agantyr (see page 151), owner of the sword, the oldest of the other eleven brothers (Incorporeal Draugr, see page 134). Should the character convince him to give them the sword, Agantyr relinquishes it if defeated in a duel or interested in their motivations. When freed from the curse, he dissolves. If the characters show disrespect to him, Agantyr and his brothers attack. The Nine Worlds: Midgardr 123 Draug - © Milivoj Ćeran Journey to Ragnarok 124 Party loyal to a clan Odhinn’s Eye Parties loyal to King Asbjorn begin their adventure in the territories of Norvgr at the service of the clan. These groups should be composed primarily of characters from the Odhinn’s Eye clan or those that have not yet chosen their allegiance (Gjallarhorn, Bear Warriors, Icy Crows). Of course, there should not be members of the Jötunn Sons or Wolves of the Shadow. Such parties begin their adventure with a mission against a rival clan entrusted to them by a Jarlr, the King in person or perhaps a prisoner. Wolves of the Shadow Parties loyal to the Pack Leader should begin their adven- ture in the territories of Svtiod at the service of the clan. These groups should be composed primarily of char- acters from the Wolves of the Shadow clan, the Jötunn Sons or those that have not yet chosen their allegiance (Gjallarhorn, Bear Warriors, Icy Crows). Of course, there should not be members of the Odhinn’s Eye clan. Parties of this type begin their adventure with a mission against a rival clan entrusted to them by the Pack Leader, other warlords or after being attacked or imprisoned by enemies. Party with characters above first level Players who want to start with characters of a level higher than first or who want a more difficult challenge may choose to start from other points in Midgardr. The White Mountains, the Great Forest or the Swamp can be ideal starting points for the adventure for charac- ters of second to fourth level. Even the Jutland peninsula is perfect as an advanced starting point especially for those players who want to carry on the adventure that ended in The Grey Wanderer. The first part of the adventure is designed to give the player the opportunity to take an active part in the politi- cal and mystical events that are taking place on Midgardr and write their story. Will they fight for a clan, quest for power and glory or will they investigate ancient mysteries chasing after evil creatures of other Worlds? Setting this kind of game can be complicated at the beginning, especially for novice GMs, so we have decided to give you some tips on how to start your adventure depending on the composition and level of your party. Remember, however, this is just advice. As the GM you SHOULD expand, adjust and rewrite this material to turn the Journey to Ragnarok into a truly epic experi- ence for your players. Party formed by mixed clan characters Returning from a distant voyage The characters return to the lands of the North exhausted after a long journey, to take part in the great raid led by the then-prince Asbjorn. Fimbulvetr hit, however, and the extreme weather conditions consid- erably slowed their return home. When they return to the North, the situation is rather different than what it was when they left. When they departed, the Clans were at peace, while the pres- ent political situation is of discord and war. It is advised to have the adventure begin in one of the coastal villages of Norvgr or Svitjod perhaps near Uppsala or Heil Hofn. Summoned by Destiny The characters’ dreams are disturbed by strange visions of the Yggdrasill tree or they are summoned to the Druid Circle of the Icy Crows in Uppsala, whether they felt the need to go there or found themselves there by chance. An Elder of the Ice Crows awaits their arrival, who saw in his dreams the characters beginning a journey to resolve the fate of the Northern lands. Because of this, he will do anything to join the group in their search. The Nine Worlds: Midgardr 125 Advancement of the Characters on Midgardr As the characters make their way in this dangerous world, challenges and intrigues will increase in level and, consequently, so does their fame and influence, perhaps by overthrowing one of the rulers and con- quering their kingdom. The table on the next page shows how to advance characters through the milestone mechanism, the Game Master is free to use it as a starting point and model the rewards, depending on its history. In the event that a group prefers to use a classic advancement system through experience points, the Game Master can assign additional rewards for achiev- ing goals and not just for eliminating opponents. This type of system is more suitable for a group that wants to further expand Journey to Ragnarok both in terms of the duration of the game and the material to be integrated. As with the milestone mech- anism, the reputation of the characters will increase as they reach each new level. Reputation The reputation of the characters is based on how the characters earn the milestones; being the hero of a clan often means being the enemy of an opposing faction. The Game Master is free to interpret the fame of the characters as a tool for their own story; in the early stages, the simplest way could be giving advantage or disadvantage through social trials depending on the places they journey through. The Voyage on Midgardr Depending on the clan of origin of the characters, their players might receive different pieces of infor- mation, at the beginning of Fimbulvetr, to push them towards a specific mission. Whatever their first steps, the characters must gather enough glory to attract the attention of the gods, by conquering honor and fame in Midgardr, the mortal realm. The Game Master is free to use both the back- ground and clan of the characters to help the players in choosing one of the many adventures listed in this chapter. As an example, King Asbjorn is willing to put an end to the disputes with the bandits living in a village at the foot of the White Mountains. Although a frontal attack would bring much honor to the characters, more cunning adventurers might want to kidnap or kill their leader, Guthrum Óeidhar. Such adventure is fitting for characters belonging to the Odhinn’s Eye clan. Characters closer to the Wolves of the Shadows might want to visit Jarlr Alrekr Sigthollr, of Uppsala, to see what he needs in order to turn his back to the King and his heretical wife. Instead, should the characters be indifferent to clan politics, they might simply want to wander off, looking for adventure. As winter is drawing closer, nights are longer and the tales of monsters are more frequent at every campfire. In the Norvgr region, the Cursed Woods are ridden with trolls, while on the snowy mountains crazed berserkers slaughter those few travelers who still pass from those lands. In the Svtjod area, a whole village was destroyed under mysterious cir- cumstances, while in the peninsula the barrier that should keep at bay the curse ravaging the Frank lands seems to be losing its strength. Honorless characters, should they want to swear themselves to a darker goal, could look for a statue, half submerged in putrid swamp waters, that appears to answer the questions of those who find it. Once the characters have shown they can influ- ence the events leading to Ragnarok, they are chosen by the gods for a sacred mission and are able to carry on with their adventure in one of the following ways. As always, they are but suggestion: you are free to adapt them or come with new ones depending on your story and plot. Journey to Ragnarok 126 Activity Example Milestone Reputation Effect Carry out the initial quests offered by the clan chieftains or hunt minor monsters or dangerous wild creatures. Defend the borders of King Asbjorn from the bandits. Gain the trust of the Wolves of the Shadow, demonstrating honor to them. When the characters complete a task of this kind for the first time, they reach the second level. The characters are known for their achievements in the groups with whom they collaborated directly. Characters may be helped / hindered in a lesser way by clans who know their fame. Conclude definitively some of the quests of the clan chieftain or eliminate moderately dangerous monsters. Eliminate the threat of bandits from the coast. Solve the enigma of the destroyed village in Svjtiod. When the characters complete a task of this kind for the first time, they reach the third level. Characters begin to be very well known within the clans influenced by their deeds. The characters will be welcomed as friends / foes by the clans who know their fame. Influence one of the clan’s choices to tip the balance. Turn over the political stalemate of the Crows. Freeing the mountain from the Berseker’s curse. When the characters complete a task of this kind for the first time, they reach the fourth level. The characters are famous throughout Midgardr as well as their goals or the faction with which they have sided. Some allies will actively help the heroes as some enemies begin to attack them if possible. Take an active part in the conflict or eliminate threatening monsters. Join a band of Wolves to kill a clan Chieftain of the Odhinn’s Eye. Kill Trolls or discover the treasures of the ancient ruins. When the characters complete a task of this kind for the first time, they reach the fifth level. The characters begin to play a role of power within the clans, could become general or advisors of one of the leaders. Bands of allies will join the heroes and at the same time bands of enemies will be hired to kill them. Consolidate the power of their allies or reduce the power of a clan. Restore power in the rebel islands of Jutland. Conquer villages or minor territories of a rival. When the characters complete a task of this kind for the first time, they reach the sixth level. The characters now play a role of prestige and leadership within the allied clans. The characters become owners of a territory or Jarlr of a minor village. Become a clan Chieftain. Killing or overthrowing a Rival clan Chieftain. When the characters complete a task of this kind for the first time, they reach the seventh level. The characters are at the head of a clan. The villages under the clan bow to the power of the new chieftain while the faithful to the old sovereign seek revenge. Conquer the North Now the characters have accumulated enough power to decide the fate of the North: will they shed more blood in search of new possessions or will they try to bring peace to the Fimbulvetr? The Nine Worlds: Midgardr 127 The adventure continues Reaching the sixth level the characters have gained such power that they can now change the fate of the Northern lands, shaping them at will. In reality, there are still threats beyond the abili- ties of the characters, such as the evil Troll King (see page 150) and the army of undead in the lands of the Franks (see Expand Midgardr page 128), but, at this level, the Game Master should allow the players to get drunk on their accumulated power, preparing them for first big plot twist of the campaign. At the end of the section “The Journey on Midgardr” three alternatives are presented to bring the characters to the end of this Journey, at the discretion of the GM the possibilities are many. The characters have become the most valiant warri- ors on Midgardr and Loki has laid his eyes upon them, ready to make them the new puppets in his game. They will be involved in a great enterprise, during which, however, they will lose their senses and will awaken on a desolate stretch of ice, in the World of Niflheimr, thus reaching the seventh level. The Begin of the Journey When the characters have reached an adequate level, it is time for the Game Master to set the scene for the next step of their journey. It is key that the players can live this moment as a significant and memorable event. It should be the last scene of the session, to leave the players with a great cliffhanger to make them muse on what might happen next. The Game Master must not give explanations; the surprise is the beginning of the next session when the characters find themselves in another world... This narrated sequence represents the moment the game takes an unexpected turn for the characters, they are about to leave their World of origin and explore the Nine Worlds that they had just heard of in legends in myths before that day. The Game Master should have prepared some ambience music (see page 325 for advice on the choice of music), to set the adequate mood, dim the lights and read in a grave tone the following paragraph: While once you were nameless among the throngs of your clan, now you have carved for yourselves a place of honor in the history of the northern lands. Now bards sing of your deeds, and your name is known by everybody, causing terror in your enemies and earning you the admiration of your allies. Wherever you go, Jarlar and Kings throw rich ban- quets in your honor and the requests of help in these dark nights of the long winter grow by the day. During a night similar to many others, as sleep quickly took over your mind, a vision shakes you. Jörmungandr, Midgardr’s serpent, rises from the abyss of the sea, crushing the World into fragments among its coils. As death and desperation surround you, you catch a glimpse of gleaming figures on the top of a mound of mangled bodies. You try to climb this mountain of dead flesh, sinking into it as you try to reach the light, crushing the air out of your lungs. You start shaking in your sleep when a biting cold suddenly wakes you up. Your body is ice-cold, in spite of your being drenched in sweat. Something changed. You are not in your bed, with your fur blankets, anymore. At this point, your players will want to know the fate of their characters, arrived on Nilfheimr. Now, how- ever, is the perfect moment to close the session and leave wrapping their heads around what happened and what might happen next session. Journey to Ragnarok 128 Beyond the North The men of the North are skilled travelers and expert explorers driven by fame and wealth they have trave- led far and wide discovering distant and exotic lands inhabited by men with skin, costumes and divinities different from their own in the North. Below is a brief description of these places that may serve as a starting point for the GM in the event that the characters find a way to travel beyond the North despite the critical conditions of the Fimbulvetr. Frankland Beyond the barrier built by the Jutlanders lies the immense kingdom of the Frankland, ruled by an ancient lineage of emperors. With its imposing castles, hosts of paladins, templars, and priests ready to die for the faith of the sacred light, the mighty kingdom has now been struck by an obscure curse. It first infected the plants and animals, turning them poisonous and aggressive, eventually corrupting the minds and bodies of the people into servants of an ancient evil. Linguistic differences and continuous warfare have kept the Jutlanders ignorant of the real Frank con- ditions, no longer the opulent kingdom of shining knights but now the dominion of an evil and ancient Draugr with great powers bestowed upon him by the great winter. He has turned the Frankland into a realm of terror and death inhabited by the undead, ghosts and other nameless horrors. The army camped in front of the Danevirke and the desperate people behind it are all that remains of the Frank citizens, hopeful to find safety beyond the wall as the priests of the sacred light have repeatedly foreseen. Keel To the South East of the Northern territories extends the land known as Keel or the Great Desolation. This expanse of ice perpetually beaten by strong winds is considered uninhabitable except for a strange people, nomadic mystics called Lapi. Besides being famous for their ability to survive in such a hostile land the Lapi are also known for being wizards of the wind, with the innate power to control the air currents. These strange people are despised and feared by the inhabitants of the North who look upon the Lapi with distrust. Ambitious men who looked beyond ethnic preju- dices have tried to convince the Lapi wizards to join them during their navigations to exploit their powers and always have the winds at their favor. No one can say with certainty, but according to many this idea is pure folly and dangerous, as a Lapi wizard onboard a ship can only bring disaster. Colonies in the frozen sea Some explorers have gone beyond the most extreme North and reached unknown and uninhabited islands where they founded colonies in the hope of finding good farmland. From the very beginning, the colonization of these islands proved to be difficult, as there are periods when the sea completely freezes, making impossible going back and forth. Since the beginning of the Fimbulvetr no one knows what the fate of the settlers who remained on the islands is and nobody is crazy enough to take the chance to find out. The kingdom of the Englar The islands to the west of the Northern lands are ruled by several Kings who vie for power with the aim of unifying all the territories under their own crown. However, these areas are not famous just for their armies and kings. From here came the wife of King Asbjorn and her faith, the religion of the Eternal Flame. Great treasures are hidden within castles and temples, but the Englar are deadly warriors, rivals even to the men of the North. Their warrior priests do not fear death and are said to possess incredible powers given to them by their unwavering faith in the Flame. Some raids have been successful against the vil- lages near the coast but when the Englar armies take the field they are an opponent too powerful for the Northern raiders. The Nine Worlds: Midgardr 129 The Great Steppe To the South East of the Northern lands extends the great steppe, an alien and immense place inhabited by men of long spears. These lands offer great opportunities for daring trav- elers but the risks are high. None of the travelers who have ventured east have found the end of these lands and the men of the North are not used to traveling on hard land for such long dis- tances. In addition, the natives of the steppes are skilled and cruel fighters, lethal adversaries even for the pow- erful Vikingar. however, many still choose to put their lives at risk to discover the incredible mysteries of the great steppe. The Lands of the Inner Sea In the South of the world there is an inland sea which can be reached only by following routes known to a selected few. Such journey is fraught with danger and many ships have disappeared in the attempt to follow the Southern route. The inland sea bathes many lands, each of which inhabited by very different people. Darker of skin than the Northern people, they have a predisposition for the arts of politics and commerce. The Land of the Spirits Although mostly just myths, there are those who say that pushing even further west one reaches an immense land. This place is inhabited by evil spirits who haunt a world forgotten by the Gods. Those who miraculously returned from there claim that no man should challenge the wrath of the Gods trying to reach them. The Well of Urðarbrunnr The third root of Yggdrasill stretches out on Midgardr. The legends tell of the Well of Urðarbrunnr, where the three Norns tend to the tree. They live there and each day they feed it with pure water, that then falls as dew, and cover it in clay from a spring. The legend holds that the Nors are called Urðr (“Past”), Verðandi (“Present”) and Skuld (“Future”), who weave, sing and play with the runes bearing the thread of Destiny. The exact location of the Well of Urðarbrunnr is unknown as it seems to be shrouded in the mythical mists that protect the place the Æsir are said to gather and hold council, the Thing. The Three Norns - © Milivoj Ćeran 130 Alrekr Sigthollr "One day, these ruins will shine again like in ancient times and I will be worthy of my ancestors". Thanks to his political and speech skills, young Alrekr – son of a humble merchant – climbed the social ladder, gaining the trust of Kings and Jarls. After a great struggle with the noble houses that controlled the city, the father of King’s Asbjorn made him Jarl of the ancient city of Uppsala. While Uppsala is within the territories of the Odhinn’s Eye, Alrekr earned the respect of the other Clans as well and today the jarl plays the role of mediator to prevent a new war in his city. Despite the appearances, the jarl and the Icy Crows aren’t going along well: a year ago the jarl’s firstborn son became Límrún, new Mímaneidhr of the Crows. This political move tied the jarl’s hands, preventing him from swearing fealty to another clan to stabilize the city. Roleplaying Alrekr The jarl of Uppsala hides his true nature behind a calm and polite facade. Alrekr is ready to do anything to achieve his goals and to face any opponent with his trademark guile and skill. He will use those PCs that appear to be a useful resource, otherwise he will ignore them or find a clean way to dispose of them. Alrekr’s Goals The main goal of the Jarl is to restore Uppsala to its ancient glory. He thinks that the influence of the Icy Crows bogged down this process and that the city should be controlled by a clan that can provide greater stability and security. Meanwhile, he wants to free his firstborn from the Crows’ clutches; Alrekr is no fool, he knows that this “great honor” they bestowed upon his son is just an attempt from the circle to control him. If the characters oppose the circle or try to bring Uppsala under the wing of another powerful clan, Alrekr will do anything in his power to help them. Alrekr Medium Humanoid (Human), Chaotic Honorable STR 12 (+1) DEX 10 (+0) CON 16 (+3) INT 18 (+4) WIS 16 (+3) CHA 18 (+4) Armor Class 18 (scale armor, shield) Hit Points 76 (7d8 + 21) Speed 30 ft. Saving Throws Str +3, Con +5 Skills Deception +6, Insight +6, Perception +5, Persuasion +6 Senses passive Perception 15 Languages Common Challenge 3 (700 XP) ACTIONS Multiattack. Alrekr makes two shortsword attacks. Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. REACTIONS Jarlr’s Guard. If Alrekr fights in Uppsala and is not incapacitated, on initiative count 20 (losing initiative ties) he can summon 1d4 Guards to defend him. Alrekr 131 Encounters on Midgardr King Asbjorn Asbjorn, The Red "I ask you one last time… do you renew the oath of fealty to your king?" After the death of his father, Asbjorn’s first order as King was to sail to the coasts of Englar for a glorious raid. Very few know exactly what hap- pened to the young and brave prince – eager to make new discoveries and dreaming of sailing over all the seas – during those years among enemies, but when he returned he was a completely different man. The sea returned to the Odhinn’s Eye a powerful and ruthless King that greatly expanded the border of the clan’s lands. The King also returned married to an alleged princess of Einglar, Sknaht, and converted to her faith, which spreads in the lands of the Odhinn’s Eye with each day that passes. Roleplaying Asbjorn Asbjorn is a straightforward and violent man, he demands absolute loy- alty from his subjects and rarely comes to trust those he frowns upon. The only person he trusts without reservation is his beloved queen. Her wish is his command and the King will do anything to satisfy her. If Asbjorn thinks that the PCs might damage him somehow, he will do anything in his power to eliminate them or, if they might come in handy, break them to make them his slaves. At the same time, he’s very generous with those who serve him. Asbjorn always wear the sign of the eternal flame on his chest. He believes that it’s just another “human” way to represent the gods, so he respects those who follow the ancient ways. Asbjorn’s Goals The main goal of the King is to create a safe and powerful kingdom that spans all the Northlands. He’s constantly looking for skilled individuals that can deal with his ene- mies, both internals and externals. He will probably ask the PCs to deal with rebellious bandits in his lands or personal enemies among the other clans, rewarding them with gold, lands or positions within the Odhinn’s Eyes. At the same time, the King doesn’t like to hear rumors about the end of the world or monsters within his land and reward those who “silence” these ideas or deal with the rumormongers in a discreet way. Asbjorn Medium Humanoid (Human), Lawful Honorable STR 20 (+5) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 16 (+3) Armor Class 19 (scale armor, shield) Hit Points 118 (12d10 + 36) Speed 30 ft. Saving Throws Str +9, Cha +7 Skills Asatru +5, Athletics +9 Damage Immunities fire Senses passive Perception 11 Languages Common Challenge 7 (2,900 XP) Fierce. Asbjorn has advantage on all saving throws against being frightened. ACTIONS Multiattack. Asbjorn makes three attacks with the Ulfberht Sword or two attacks with the Ulfberht Sword and one Shield Bash. Ulfberht Sword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage +3 (1d6) fire damage. or 12 (1d10 + 6) slashing damage +3 (1d6) fire damage if used with two hands. Shield Bash. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeon damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Leadership (Recharges after a Short or Long Rest). For 1 minute, Asbjorn can utter a special command or warning whenever a non-hostile creature that he can see within 30 ft. of him makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Asbjorn is incapacitated. Royal Gaze. Asbjorn can intimidate an opponent with the sheer power of his gaze. A creature within 5 ft. of him must succeed on a DC 15 Wisdom saving throw or suffer disadvantage on all melee attacks against Asbjorn for 1 minute. At the end of its turn, an intimidated creature can attempt a new DC 15 Wisdom saving throw to end this effect. This ability doesn’t work on a creature who previously succeeded on the saving throw. REACTIONS Parry. Asbjorn adds 3 to its AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a shield. LIAR ACTIONS Royal Guard. If Asbjorn fights in a territory controlled by the Odhinn’s Eye and is not incapacitated, on initiative count 20 (losing initiative ties) he can summon 1d4 Guards to defend him. 132 Blóttré Blóttré, “Tree of Sacrifice” "Everything I did was to ensure the safety of this circle". When Blóttré was picked up by the circle he was barely a toddler, left as a gift by an unknown clan. Blóttré has lived his entire life in the circle and struggled to reach an important position within the clan’s ranks. Unfortunately, once he arrived he realized how much the circle needs to the be reformed to face the trou- bled times ahead. His master, Spekisvidhr, was a wise and good teacher, but now it’s time for him to step down. The first encounter between Blóttré and King Asbjorn was a casual affair, but every encounter since was much more serious. During some secret meet- ings, Asbjorn promised his full support, if the circle would ever collapse. If Uppsala would ever to fall under the influence of the throne, Asbjorn would shower Blóttré with gold and make him the sole Mímaneidhr. Roleplaying Blóttré Blóttré is a man that uses his intelligence and skills to make his oppo- nents feel insignificant. If necessary, he can put aside his polite facade in an instant, showing his true colors of an authoritarian sage. Blóttré’s Goals Blóttré is planning to kill the other Mímaneidhr and infiltrate Asbjorn’s warriors in Uppsala to seize control of the city. He is very suspicious and won’t trust the PCs unless they can prove to be an agent of Asbjorn him- self or they have rock-solid reasons to destroy the circle. Blóttré isn’t aware of the plans of Jarl Alrekr – because he doesn’t trust him – but the PCs might be the perfect tool to join the schemes of these two conspirators. Blóttré Medium Humanoid (Human), Lawful Dishonorable STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 18 (+4) CHA 12 (+1) Armor Class 14 (padded armor) Hit Points 58 (9d8 + 18) Speed 30 ft. Saving Throws Int +6, Wis +8 Skills Asatru +8, Deception +5, Nature, +8, Persuasion +5 Damage Resistances radiant Senses passive Perception 14 Languages Common Challenge 5 (1,800 XP) Spellcasting. Blóttré is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks) and he has the following druid spells prepared: Cantrips (at will): poison spray, shillelagh, thorn whip 1st level (4 slots): cure wounds, entangle, fog cloud, thunder wave 2nd level (3 slots): barkskin, gust of wind, moonbeam 3rd level (3 slots): meld into stone, plant growth, sleet storm 4th level (3 slots): blight, grasping vine, stoneskin 5th level (1 slot): tree stride ACTIONS Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage or 3 (1d8 - 1) bludgeoning damage if used with two hands. Change Shape (2/Day). Blóttré magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 4 hours. He can choose whether his equipment falls to the ground, melds with his new form, or is worn by the new form. Blóttré reverts to its true form if it dies or falls unconscious. He can revert to its true form using a bonus action on its turn. While in a new form, Blóttré can’t speak and retains his game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and he gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that he lacks. When Blóttré returns to his true form, he retains the same amount of hit point he had prior to the transformation. 133 Encounters on Midgardr Cursed Berserker These skinchangers have completely lost their humanity and now they survive as cursed bear, thirsting for human blood. Their minds are com- pletely clouded by an insatiable hunger that never leaves them. A long time ago, the skinchangers were proud berserker warriors with supernatural powers, but something corrupted their spirits, like a disease, and now they only way to save them is to kill them. The Cursed Berserkers answer only to the commands of their leader and immediately attack any human being in suight unless the leader restrains them. it’s rare for one of these creatures to become human again, but when it happens the guilt of its actions often crushes him. Cursed Berserker Medium Humanoid (Human), Chaotic Dishonorable STR 16 (+3) DEX 12 (+1) CON 16 (+3) INT 9 (-1) WIS 11 (+0) CHA 9 (-1) Armor Class 12 (padded armor or natural armor in Bear Form) Hit Points 64 (8d8 + 16) Speed 30 ft. (40 ft. in Bear Form) Senses passive Perception 10 Languages Common (can’t speak in Bear Form) Challenge 2 (450 XP) Reckless. At the start of its turn, the Cursed Berserker can gain advantage on the first melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Bear Form (recharge after a long rest). As an action, the Cursed Berserker can take the form of a Cave Bear for 1 hour. Its strength becomes 20 (+5), but its intelligence drops to 7 (-2). It gains darkvision (60 ft.) and advantage on all Wisdom (Perception) rolls related to smell. Any equipment he’s wearing or carrying isn’t transformed. If the Cursed Berserker dies or become incapacitated, it reverts to its human form. ACTIONS Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Multiattack (only in Bear Form). While in Bear Form the Cursed Berserker makes two melee attacks, one with its claws and one with its bite. Claws (only in Bear Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Bite (only in Bear Form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Draugr Even the bravest warriors who have led an honorable life may have a moment of weakness and lose their honor or fall into battle without having completed the businesses for which they were intended. Seeing themselves denied their place among the Einherjar, they remain attached to life in the form of Draugr, possessing or not of their body (see Draugr, Corporeal and Draugr, Incorporeal). Wandering tormented by dispelling their pain on the living or trying to ward off their condition. Draugr, Corporeal Medium undead, any Chaotic STR 18 (+4) DEX 10 (+0) CON 18 (+4) INT 12 (+1) WIS 16 (+3) CHA 18 (+4) Armor Class 18 (plate) Hit Points 85 (14d8 + 6) Speed 30 ft Saving Throws Dex +2, Wis +2, Cha +2 Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, poisoned Senses darkvision 120 ft., passive perception 13 Languages Common Challenge 10 (5900 XP) Magic Resistance. The Draugr has advantage on saving throws against spells and other magical effects. Marshal Undead. Unless the Draugr is incapacitated, it and undead creatures of its choice within 60 ft. of it have advantage on saving throws against features that turn undead. Spellcasting. The Draugr is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). The Draugr has the following paladin spells prepared: 1st level (4 slots): command, compelled duel, searing smite 2nd level (3 slots): hold person, magic weapon 3rd level (3 slots): dispel magic, elemental weapon ACTIONS Multiattack. The Draugr makes 3 longsword attacks. Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10+4) if used with two hands, plus 18 (4d8) necrotic damage. Hellfire Orb (1/Day). The Draugr hurls a magical ball of fire that explodes at a point it can see within 120 ft. of it. Each creature in a 20 ft. radius sphere, centered on that point, must make a DC 17 Dexterity saving throw. The Sphere spreads around corners. A creature takes 18 (5d6) fire damage and 18 (5d6) necrotic damage on a failed save, or half as much damage on a successful one. REACTIONS Parry. The Draugr adds 6 to its AC against one melee attack that would hit it. To do so, the Draugr must see the attacker and be wielding a melee weapon. 134 Draugr, Incorporeal Medium Undead, Any Alignment STR 7 (+2) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 16 (+3) CHA 15 (+2) Armor Class 11 Hit Points 75 (15d8) Speed 0 ft, fly 40 ft (hover) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non-magical attacks Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive perception 11 Languages all those it knew in life Challenge 6 (2.300 PE) Legendary Resistance (3/Day). If the Draugr fails a saving throw, it can choose to succeed instead. Ethereal Sight. While Draugr is on the Material Plane, it can see up to 60 ft. in the Ethereal Plane and vice versa. Incorporeal Movement. The Draugr can move through objects and creatures as if they were difficult terrain. It suffer 5 (1d10) force damage if it ends its movement inside an object. ACTIONS Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The Draugr enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Ethereal Plane, and vice versa, yet it can’t affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 ft. of the Draugr that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One humanoid that the Draugr can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the Draugr; the Draugr then disappears, and the target is incapacitated and loses control of its body. The Draugr now controls the body but doesn’t deprive the target of awareness. The Draugr can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the Draugr ends it as a bonus action, or the Draugr is turned or forced out by an effect like the Protection From Good and Evil spell. When the possession ends, the Draugr reappears in an unoccupied space within 5 ft. of the body. The target is immune to this Draugr’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. LIAR ACTIONS On initiative count 20 (losing ties) the Draugr can cause one of the following effects: Automatic Possession: The Draugr automatically possesses the character that wields its object of desire (physical or figurated). The target can be free if succeeds a DC 17 Wisdom saving throw or dropping to 0 hp (in that case the Draugr will immediately leave the body) or if the Draugr loses interests in the target. 135 Encounters on Midgardr Gamallbjarki Snjallrson "You don’t fear the mountain? Then you’re already dead". Gamallbjarki Snjallrson “Little Old Bear” didn’t earn the respect of the mountain by being gentle. The mountain taught him the way of strength and he always follows that path. With his strength, he has been able to control the peak and the barbar- ian clans and punish those who tried to challenge his leadership. Despite his rude behavior, Gamallbjarki Snjallrson always does every- thing in his power to ensure the well-being of his people, managing men and resources to survive the harsh environment of the mountain. Roleplaying Gamallbjarki Gamallbjarki Snjallrson is a giant of a man, all brute strength and few words. He prefers acts over words and will be very generous with those charac- ters that help him. He unleashes his fury only upon his enemies and those who try to trick him. While he’s devoted to the ancient gods, Gamallbjarki Snjallrson – like many other mountain barbarians – believes that there are older and more powerful beings than the gods, like the spirit of the mountain. He doesn’t fear death but is afraid of the mountain’s ire and what it could possibly bring down upon his people. Gamallbjarki’s Goals Gamallbjarki Snjallrson is looking for skilled individuals to discover what is going on. If the PCs help the chieftain, he will become a stalwart ally, ready to take the full might of his clan down into the valley to side with the party. Gamallbjarki Medium Humanoid (Human), Chaotic Honorable STR 20 (+5) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 8 (-1) Armor Class 16 (hide armor) Hit Points 100 (10d12 + 30) Speed 40 ft. Saving Throws Str +9, Con +7 Skills Animal Handling +2, Asatru +4, Athletics +9 Damage Resistances all non-psychic and non-magical damage Senses passive Perception 11 Languages Common Challenge 6 (2,300 XP) Reckless. At the start of his turn, Gamallbjarki can gain advantage on the first melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Feral Roar (recharge 5-6). As a bonus action, Gamallbjarki can utter a powerful roar that scares his enemies. Every opponent within 60 ft. that can see and hear Gamallbjarki, must make a DC 15 Wisdom saving throw. On a failed save it suffer 5 (2d4) psychic damage and has disadvantage on its next attack roll against Gamallbjarki, on a successful one takes half that damage and has no disadvantage. This ability doesn’t work on creatures that are immune to being frightened. ACTIONS Multiattack. Gamallbjarki makes three attacks with the maul. Maul. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) bludgeon damage. Powerful Maul Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeon damage. The target must succeed on a DC 15 Strength saving throw or be pushed 15 ft. away from Gamallbjarki and be knocked prone. Gamallbjarki 136 Guàrdinjandr, Pack L eader of the Cursed Berserkers "Give me your strength… SATE MY HUNGER" The Leader of the Cursed Berserkers was once a warrior and scout of the Northlands, famous for his valor and feared for his supernatural berserk- er’s powers. The curse stroke him when, in order to survive, he was forced to feed on human flesh. This is now just a distant and buried memory. Unfortunately, the curse was even able to infect others, starting with the first berserkers sent to kill the Leader of the Cursed Berserkers. As the pack started to grow, the Leader of the Cursed Berserkers decided to lead them to a place where they could reproduce. Roleplaying Guàrdinjandr The Leader of the Cursed Berserkers is the only one among his peers that can, partially, control his skin-changer powers. He can shift between his bear and human form at will but, most of the time, he prefers to remain a giant monstrous werebear. When he’s looking for information about what is happening in the Northlands, the journeys to nearby settlements masquerading as a polite traveler, but this becomes more and more difficult. When he’s with his pack, his countenance is that of a feral beast. Guàrdinjandr’s Goals The only thing that interest the Leader of the Cursed Berserkers is to feed his pack and himself, hoping to sate the insatiable hunger. He will destroy anyone that crosses his path, but he might curse par- ticularly skilled warriors, adding them to the pack ranks. He’s the only Cursed Berserker that can spread the curse. When the pack will be ready, he will lead it down into the valley to bring death and destruction. Guàrdinjandr Medium Humanoid (Human), Chaotic Dishonorable STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 11 (+0) WIS 12 (+1) CHA 12 (+1) Armor Class 12 (padded armor or 13 natural armor in Bear Form) Hit Points 80 (10d8 + 30) Speed 30 ft. (40 ft. in Bear Form) Damage Immunities all non-magical damage Senses passive Perception 11 Languages Common (can’t speak in Bear Form) Challenge 5 (1,800 XP) Reckless. At the start of its turn, the Leader of the Cursed Berserkers can gain advantage on the first melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn. Bear Form. The Leader of the Cursed Berserkers can use his bonus action to polymorph into a cave bear, a bear-humanoid hybrid or back into his true humanoid form. As a bear or a hybrid, he has Strength 20 (+5) and gains darkvision (60 ft.) and advantage on all Wisdom (Perception) rolls related to smell. Any equipment he’s wearing or carrying isn’t transformed. If the Leader of the Cursed Berserkers dies, he reverts to its human form. ACTIONS Multiattack. As a humanoid the Leader of the Cursed Berserkers makes two battleaxe attacks. As a bear he makes two claws attacks. As hybrid he can attack as one or the other. Assault Axe (only in humanoid of hybrid form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage, or 12 (1d8 + 7) in hybrid form. Claws (only in bear or hybrid form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Bite (only in bear or hybrid form). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage. Guàrdinjandr 137 Encounters on Midgardr Gundabald “Drop that sword, before it’s too late”. The left hand of King Asbjorn, Gundabald has always been at the King’s side since their unruly childhood. After following the King in the great raid, Gundabald was appointed Jarl of a coastal village very close to Heil Hofn. Roleplaying Gundabald Gundabald believes in Asbjorn without reservations and he’s willing to do anything to help the King achieve his goals. He’s both feared and respected and has no qualms about showcasing his strength and dedi- cation when someone questions him. He doesn’t consider dishonorable getting his hands dirty to serve his lord’s will. Gundabal’s Goals Gundabald put his lord above everything and he has a blood debt toward Asbjorn, who saved him during a raid when they were younger. He’s ready to do anything to serve the King and he would oppose his friend and lord only if confronted with definitive proof of a manipulation. Gundabald can be found in any of the clan’s villages, accompanied by his soldiers, but at the beginning of the adventure, he should be in the destroyed village, while he tries to frame the Wolves of the Shadow and eliminate any clues to the Trolls’ presence. At the same time, he was ordered to deal with any busybody. If the Pcs start investigating, showing they don’t believe Gundabald’s reconstruction, he will offer them shelter for the night and will try to kill them while asleep. Gundabald Medium Humanoid (Human), Lawful Honorable STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 15 (+2) Armor Class 18 (scale armor, shield) Hit Points 80 (9d10 + 27) Speed 30 ft. Saving Throws Str +7, Con +6 Skills Athletics +7, Perception +4 Senses passive Perception 14 Languages Common Challenge 5 (1.800 XP) Brave. Gundabald has advantage on all saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when Gundabald hits with it (included in the attack). ACTIONS Multiattack. Gundabald makes three attacks with the battleaxe or two attacks with the battleaxe and one Shield Bash. Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) bludgeon damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. REACTIONS Parry. Gundabald adds 3 to its AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a shield. Guthrum Óeidhar, the Rebel L eader "Don’t take another step or my men are going to shoot… who sent you?" Guthrum, the Rebel Leader, was a clan chieftain from a coastal village that refused to kneel to King Asbjorn. He survived the brutal massacre of his home village at the hand of the King’s warriors only because he was out hunting when they arrived. Since then, he lives in the woods surrounding the white mountains and has gathered a group of rebels and bandits, each with its own bone to pick with the throne. Roleplaying Guthrum Guthrum is no longer the strong man he once was, he’s growing weaker and gloom veils his eyes. He had to make compromises with people he once would have exiled from his village, but there is little choice: to fight the King he has to rely on criminals, not proud warriors. The Rebel Leader required a proof of fealty from the PCs before deal- ing with them. He fears that, soon, Asbjorn will send someone to kill him and so he doesn’t trust strangers. Guthrum’s Goals Guthrum needs to find allies and resources to face and dethrone Asbjorn. To this end, he steals gold from caravans and villages of the Odhinn’s Eye and kidnaps generals and Jarl from the coastal villages. If the PCs want to “work” with him they must prove their dedication to the cause: raiding a village or shipyard of the Odhinn’s Eye, kidnapping an important member of the clan or finding powerful allies to the cause. Right now, the Rebel Leader have no contacts with other clans, but the PCs might be the right one to act as ambassadors. Guthrum Óeidhar Medium Humanoid (Human), Chaotic Honorable STR 16 (+3) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 11 (+0) CHA 14 (+2) Armor Class 17 (studded leather armor, shield) Hit Points 71 (10d8 + 21) Speed 30 ft. Saving Throws Str +5, Dex +5, Wis +2 Skills Asatru +3, History +4, Persuade +4 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Strategic Guidance. As a bonus action, Guthrum grants advantage to an attack roll to an ally he can see within 30 ft. ACTIONS Multiattack. Guthrum makes three battleaxe attacks. Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Leadership (Recharges after a Short or Long Rest). For 1 minute, Guthrum can utter a special command or warning whenever a non- hostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand him. A creature can benefit from only one Leadership die at a time. This effect ends if Guthrum is incapacitated. REACTIONS Parry. Guthrum adds 2 to its AC against one melee attack that would hit him. To do so, it must see the attacker and be wielding a shield. 138 Hrókr Fjalson "I am vengeance… let death and destruction come through me." Very few people know that Hrókr Fjalson really exists and even less are aware that he’s the result of the unholy union of a frost giantess and a simple mortal. Thanks to his mixed blood, Hrókr has an unusual appear- ance and long lifespan, way superior to other mortals. Only two people know how the Jötunn’s Sons came to be: the oldest Mímaneidhr of the Icy crows and Hrókr himself. The half-blood was once a powerful and respected Mímistafr and many thought it was already writ- ten that he would become a Mímaneidhr, but something went wrong. Under the influence of his giant blood, Hrókr became more and more interested in ancient forbidden rituals. The lust for power destroyed his honor, making the council more and more worried. When they found his Rót – his apprentice – dead, covered in unknown symbols and his corpse twisted by terrible deformities, Hrókr’s was exiled. Hrókr never accepted his exile, nor the spite of his betters. During his escape, he found a way through the bogs, to a hidden clearing, where he discovered an ancient and powerful statue of the god Loki. Desperate and without a purpose, Hrókr put his life in the hands of the god and he answered his prayers through the statue. It time and protected by the bogs, Hrókr reunited more and more outcasts like him, forced to flee from their own past. It has been almost a century since the day when Hrókr discovered Loki’s statue and today the Jötunn’s Sons number as much as the most prolific Minor Clans. Roleplaying Hròkr Hrókr’s half-giant appearance is the less terrifying part of him, which give a good measure of how dreaded he is. He is almost always holed up in his home, where he plans new tricks and traps for his enemies. His ability to exploit fears and worries is unrivaled and he often uses powerful hallucinogenic poisons to induce terror. Thanks to his giant blood, he’s immune to these toxins. It’s very hard to surpass his skill with words or to hide anything from him. The half-giant seem to possess an infinite number of ways to coerce the truth out of somebody and to manipulate it. Hròkr’s Goals Loki revealed to Hrókr Fjalson his goals: the sorcerer is the spark that will ignite a fratricidal war between the Clans before the Ragnarok. The other goal of the half-giant is destroying the Icy Crow’s circle or subject it to a more “agreeable” power, like the Wolves of the Shadow. Hrókr Medium Humanoid (Human), Chaotic Dishonorable STR 10 (+0) DEX 10 (+0) CON 16 (+3) INT 10 (+0) WIS 8 (-1) CHA 18 (+4) Armor Class 10 (unarmored) Hit Points 80 (10d8 + 30) Speed 30 ft. Saving Throws Wis +3, Cha +8 Skills Arcane +4, Asatru +3, History +4, Intimidate +8, Perception +3, Religion +4 Damage Immunities cold Senses passive Perception 13 Languages Common Challenge 6 (3,900 XP) Spellcasting. Hrókr is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks) and he has the following sorcerer spells prepared: Cantrips (at will): chill touch, frost ray, minor illusion, shocking grasp, poison spray 1st level (4 slots): chromatic orb, disguise self, fog cloud, silent image 2nd level (3 slots): crown of madness, suggestion, gust of wind, web 3rd level (3 slots): counterspell, lighting bolt, sleet storm 4th level (3 slots): greater invisibility, ice storm, stoneskin 5th level (2 slot): cloudkill, cone of cold ACTIONS Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands. REACTIONS Cold Aura. After being hit by a melee attack, Hrókr can use his reaction to freeze the attacker, who must make an immediate DC 16 Dexterity saving throw. On a failed save it becomes incapacitated and its speed drops to 0, on a successful one its speed is halved. These effects last until the end of the target’s next turn. Hròkr 139 Encounters on Midgardr Koltønn Ginnungason "Get ready to strike… on my mark". One doesn’t become pack leader with words or wealth, but by earning the respect of the warriors he fought side-by-side in battle after battle. Like all the pack leaders before him, Koltønn Ginnungason, “Ash Tooth, Son of the Nothing”, showed his honor in many skirmishes between the clans during his youth. Today, Koltønn Ginnungason is no longer that young bloodthirsty viking, but a man who bears the scars of many harsh winters and has to think of his pack’s well-being first, as his old allies become dreaded ene- mies, much greater in numbers and strength. Roleplaying Koltønn Koltønn Ginnungason’s thoughtful behavior should not be mistaken for weakness: he can be violent and merciless if he thinks that this can bring even the smallest benefit to his clan. Koltønn is as caring of the members of his pack, as he’s distrustful of those who enter the forest without his permission. These are considered enemy spies sent to kill him, unless they can offer definitive proof of the contrary or another Wolf vouches for them. Koltønn’s Goals Koltønn Ginnungason struggled to keep a balance that grows more and more unstable. He knows that his fate is to wage war and kill the apostate King but, opposite to many of his clan’s warriors, he knows that the Wolves alone won’t stand a chance against Asbjorn’s war-dogs. At the same time, he’s aware that his clan is a bunch of young hot- blooded warriors that want nothing more than to go into battle and prove their honor. He’s certain that, without a show of strength from him, some young warrior will soon challenge him or one of the old ones will question him in front of the minor packs. The pack leader is desperately looking for new allies and the PCs might be the right tool, but they have to prove their loyalty first, dealing with one of the many dangers of the great forest or raiding a settlement of the Odhinn’s Eye. Koltønn Medium Humanoid (Human), Chaotic Honorable STR 16 (+3) DEX 20 (+5) CON 16 (+3) INT 10 (+0) WIS 16 (+3) CHA 12 (+1) Armor Class 19 (studded leather armor, shield; 18 when wielding two weapons) Hit Points 100 (12d10 + 36) Speed 30 ft. Saving Throws Dex +9, Con +7 Skills Animal Handling +5, Asatru +7, Stealth +9, Survival +7 Senses Passive Perception 13 Languages Common Challenge 7 (2,900 XP) Shield of Shadow and Branches. Koltønn’s shield grants him advantage to Dexterity (Stealth) rolls in the woods. Hidden by the Leaves. While in the woods or another area with many plants, Koltønn can use his action in combat to make a Dexterity (Stealth) roll and hide, even if he’s in plain sight. Dual Axes Mastery. Koltønn can fight with two non-light axes. He can also drop the shield and grab an axe or drop an axe and strap the shield as part of his Attack action. Pack tactics. Koltønn and all his allies within 30 ft. have advantage on an attack rolls against a creature if at least one ally, non-incapacitated, is within 5 ft. of it. ACTIONS Multiattack. Koltønn makes two melee attacks and one ranged attack, or one melee attack and two ranged attacks. Assault Axe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage. Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 3) slashing damage. Koltønn 140 Kynbani Bergelmirson Few know the story behind the eyes of Kynbani Bergelmirson, who claims to be a descendant of Bergelmir. Many believe that he was born blind, but the truth is known only to Hrókr and Kynbani himself. Not all of the Jötunn’s Sons support Hrókr’s madness, a few try to oppose and dethrone him, but the half-giant’s retaliation is always brutal and merciless. When he discovered that Kynbani and his three brothers were planning to kill him, Hrókr lured them into the swamp. He forced Kynbani to watch while he butchered his brothers, then blinded him and left him in the swamp. Kynbani managed to return to the village, but he was accused of mur- dering his brothers while he was hallucinating. Nobody was ever able to prove him guilty, but Kynbani holed up in his stilt house. After many years, he started teaching the deeds of the Jotuns to the clan’s young ones, fuelling their hatred for the Æsir. Roleplaying Kynbani Kynbani is just pretending to have accepted his place as an outcast among the outcasts. He spends all his time in his stilt house at the edge of the village, wel- coming those who seek his tales and bowing his head to Hrókr. He only shows his true spirit during his rare public appearance, when he speaks against the Æsir and the other Clans. If the CPS shows to be brave, he will pretend to be a victim and ask for their help. This is actually a trick to use them to get his revenge. Under the mask, Kynbani wants revenge and his hatred for Hrókr still burns strong. He’s only biding his time. Kynbani’s Goals The real purpose of Kynbani is to bring his brothers back to Midgardr and take revenge with them. Thanks to the dark arts he managed to imprison their spirits in a dead clearing not far from the Jötunn encampment. His two brothers live in this place in the form of Incorporeal Draugr, torn apart by an endless hatred and pain, caused by being divided between two worlds. Kynbani wants to give back to the brothers a physical body and the characters could be ideal victims for this purpose. If the characters follow Kynbani in the dead clearing they will be attacked immediately by the Draugr whose sole purpose is to take possession of their bodies to return to the village and kill Hròkr. The dead clearing is a place known only to Kynbani who has traced a huge runic circle in the ground in which the Draugar are found. Kynbani Medium Humanoid (Human), Lawful Dishonorable STR 11 (+0) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 16 (+3) Armor Class 13 (leather armor) Hit Points 42 (7d8 + 14) Speed 30 ft. Skills Arcane +3, Deception +5, Persuade +5 Senses passive Perception 10 Languages Common Challenge 3 (700 XP) Spellcasting. Kynbani is an 8th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks) and he has the following sorcerer spells prepared: Cantrips (at will): dancing lights, frost ray, mage hand, minor illusion 1st level (4 slots): color spray, disguise self, mage armor, magic missile 2nd level (3 slots): invisibility, mirror image, phantasmal force 3rd level (3 slots): major image, phantom steed 4th level (3 slots): phantasmal killer ACTIONS Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6) piercing damage. Kynbani 141 Encounters on Midgardr L eif Logisson "My sons, do not fear, nobody will hurt you here. The flame protect us and guide us to help those in need”. Leif Logisson, "Successor, Son of The Flame", leader of the Flame Community was a warrior during Asbjorn’s great raid and met the priest of Heil Hofn in the land of the Englar. He was invited to the royal palace as ambassador and was immediately fascinated by the cult of the eternal flame. He converted and became a priest before the King even consid- ered marrying Sknaht, despite the scorn of his brothers in arms. Roleplaying Leif Leif looks like a crazy fanatic, he always wears a white linen garment and a wooden medallion with the symbol of the eternal flame. He’s extremely paranoid and fears that many plotting the destruction of his “perfect” community, making him suspicious one any outsider. Leif’s Goals Recently Leif’s conversion techniques have become more and more extreme. Any pagan that comes too close to the community is invited to spend the night at Leader of the Flame Community’s home where he will try anything to persuade his guest to embrace this new faith. If this first attempt doesn’t work, Leif will try to capture the travelers and lock them in a small cage under the church to continue his holy work. For those who don’t accept conversion, there’s only one way: let the eternal flame burn their flesh. L eif Medium Humanoid (Human), Lawful Dishonorable STR 16 (+3) DEX 12 (+1) CON 13 (+1) INT 12 (+1) WIS 8 (-1) CHA 14 (+2) Armor Class 12 (padded armor) Hit Points 60 (10d8 + 10) Speed 30 ft. Skills Perception +1, Persuade +4, Religion +3 Senses passive Perception 11 Languages Common Challenge 2 (450 XP) Fanatic. Leif has advantage on all saving throws against being charmed or frightened. Fiery Eminence. As a bonus action, Leif can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6) fire damage to a target on a hit. This benefit lasts until the end of the turn. If Leif expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. Leif is a 4th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks) and he has the following cleric and sorcerer spells prepared: Cantrips (at will): fire bolt, sacred flame, thaumaturgy 1st level (4 slots): burning hands, cure wounds, sanctuary 2nd level (3 slots): scorching ray, silence, spiritual weapon ACTIONS Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage or 7 (1d8 + 3) bludgeoning damage if used with two hands. REACTIONS Shield the Leader. When a creature attacks Leif, he can use his reaction to choose an ally within 5 ft. The ally interposes between him and the attacker, suffering any possible damage. 142 L ímrún, “Rune of the Branches” "Don’t worry, father… I won’t disappoint you". Young Límrún is the unwilling pawn in a much larger political scheme. His appointment came out of the blue and, no matter how painful it was to leave his family, such a great honor cannot be refused. Límrún now lives near the great tree and meets his father only during official ceremonies. Roleplaying Límrún Límrún received a strict education, which made him polite and consid- erate. Unfortunately, his father didn’t have time to teach him the fine art of deception and speechcraft. The child is still a pure and innocent soul, constantly surrounded by the other sages of the circle, who often make decisions in his name. Límrún’s Goals While Límrún considers his appointment a great honor, he doesn’t love living with the circle. He wishes there was someone trustworthy to help and guide him. With each passing day, he realizes that many among the sages use him to further their own goals. If the PCs show that they are loyal to him, he will trust them. L ímrún Medium Humanoid (Human), Lawful Honorable STR 7 (-2) DEX 14 (+2) CON 10 (+0) INT 14 (+2) WIS 8 (-1) CHA 11 (+0) Armor Class 12 (unarmored) Hit Points 44 (6d8) Speed 30 ft. Skills Asatru +1. Arcane +4, Perception +1 Senses passive Perception 11 Languages Common Challenge 1 (200 XP) Spellcasting. Límrún is a 2nd-level spellcaster. His spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks) and he has the following wizard spells prepared: Cantrips (at will): frost ray, light, mending 1st level (3 slots): color spray, magic missile, shield, thunder wave ACTIONS Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Límrún 143 Encounters on Midgardr Revr, the Fox "I have just the right job for people like you…". Nobody knows the true identity of this strange adventurer, famous across all the Northlands. According to the rumors, the Fox is a skilled treasure hunter of great skill and bravery. The truth is that the Fox is very adept at exploiting his companions and he’s always looking for new adventurers to trick and kill, exploiting any potential danger nearby, to get away with any treasure they find. Roleplaying Revr Revr is a cunning and charismatic character, who can easily find the right friends at the right time. He is going to offer the PCs a chance to find ancient treasures, hint- ing at how this is going to be absolutely within their abilities and he is the right man to help them. He always finds a way to make himself essential to the adventure and, at the right moment, he will betray the PCs and take the loot. The Fox will approach the PCs as soon as their fame starts to spread across the Northlands, asking their help for one of his goals. During fights and other dangerous situations, the Fox tends to hide and let the PCs deal with enemies, traps or other hidden dangers. Revr Priest of the Only Flame "Repent while there is still time! The end is nigh, the only Flame will purge this world of impiety!" This Englar priest came from overseeing with Asbjorn to found the first church of the eternal flame in the Northlands. He’s a fat, bald and doesn’t really like his new life, but he saw firsthand what happens to those who defy the will of the King and have no intention of risking his own life. He speaks the Norse language with great difficulty and he’s not convinced that his own faith suits the strange people of these lands – which he doesn’t respect all that much – but he’s true to his call and follows all the prescribed rituals. He’s ready to accept new converted to the eternal flame and avoid any contacts with the pagans who aren’t willing to do so. He’s in constant com- munication with the community of the eternal flame and he’s very happy of how it’s developing. Priest of the Only Flame Medium Humanoid (Human), Lawful Honorable STR 10 (+0) DEX 10(+0) CON 13 (+1) INT 10 (+0) WIS 16 (+3) CHA 14 (+2) Armor Class 10 (unarmored) Hit Points 32 (6d8 + 6) Speed 30 ft. Skills Medicine +5, Religion +5 Senses passive Perception 13 Languages Common Challenge 2 (450 XP) Fiery Eminence. As a bonus action, the Priest of the Eternal Flame can expend a spell slot to cause his melee weapon attacks to magically deal an extra 10 (3d6) fire damage to a target on a hit. This benefit lasts until the end of the turn. If the Priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The Priest of the Eternal Flame is a 5th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks) and he has the following cleric spells prepared: Cantrips (at will): light, mending, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, purify food and drink, sanctuary 2nd level (3 slots): continual flame, lesser restoration, spiritual weapon 3rd level (2 slots): beacon of hope, spirit guardians ACTIONS Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. 144 Revr’s Goals The Fox has two main goals, but the GM might decide to add others. • The Great Forest Ruins: The Fox knows the location of some ruins in the great forest and he is going to try and persuade the characters to accompany him. Of course, he won’t mention the guardians. • The Map for the Troll King’s Throne: The Fox found a piece of map that, apparently, lead to the gate of the famous kingdom of the Trolls. There are two more pieces, in possession of some Trolls that live in the cursed forest of Novgr. Revr is going to ask the PCs to accompany him, without mentioning the Trolls. While Revr is an antagonist, he’s also fickle and might, depending on the situation, become an ally. The GM should let the flow of the story dictate how this character will be remembered. Revr Medium Humanoid (Human), Chaotic Dishonorable STR 10 (+0) DEX 16 (+3) CON 13 (+1) INT 14 (+2) WIS 11 (+0) CHA 16 (+3) Armor Class 15 (studded leather armor) Hit Points 60 (10d8 + 10) Speed 30 ft. Saving Throws Dex +6, Int +5 Skills Deception +6, Perception +3, Stealth +6, Sleight of Hand +6 Senses passive Perception 13 Languages Common Challenge 6 (2,300 XP) Assassinate. During his first turn, Revr has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit he scores against a surprised creature is a critical hit. Evade. If Revr is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. Sneak Attack (1/Turn). Revr deals an extra 13 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the Fox that isn’t incapacitated and the Fox doesn’t have disadvantage on the attack roll. ACTIONS Multiattack. Revr makes two shortsword attacks. Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 13 (4d6) poison damage on a failed save, or half as much damage on a successful one. Longbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Shieldmaster "We fight for our King and die for our King.". The members of the elite royal guard live near the King’s palace. These warriors are experts shield wall fighters, handpicked by the King himself after they fought at his side during many battles and raids. The shieldmasters swore their eternal fealty to the throne and will never betray their King or master. They will help the PCs if so order the King or if they can prove that he has been tricked. Shieldmaster Medium Humanoid (Human), Lawful Honorable STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 12 (+1) CHA 10 (+0) Armor Class 18 (scale armor, shield) Hit Points 80 (10d8 + 30) Speed 30 ft. Saving Throws Str +6, Con +5 Skills Asatru +3, Perception +3 Senses passive Perception 13 Languages Common Challenge 4 (1,100 XP) ACTIONS Multiattack. The shieldmaster makes two battleaxe attacks. Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Shield Bash. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeon damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. REACTIONS Parry. The shieldmaster adds 3 to its AC against one melee attack that would hit him. To do so, it must see the attacker and be wielding a shield. 145 Encounters on Midgardr Sknaht "Why this furrowed brow? Let me ease the burden of your heart, tell me about your deepest fears." Very little is know about the Queen of the Odhinn’s Eye: allegedly, she’s a princess of the Englar, offered to Asbjorn to seal an alliance to stop the raids. Many suspect that she’s a witch, who somehow altered the King’s mind. No one even remotely conceived that she is actually a manifestation of the god Loki who, after having fun corrupting the minds of the Englar’s kings pushing them to slay one another, decided to return home in style. The cult of the Only Flame is another trick of the God of Mischief. The Only Flame represent the giant Surtur and every prayer offered to it makes the fire giant more powerful before his arrival during Ragnarok. Roleplaying Sknaht Sknaht is extremely beautiful and feral. She’s always observing with her great dark eyes and rarely speaks, but always keep a perfect composure. When she speaks, her voice makes the heart of any man tremble, she is so skilled with words that she can enchant even the wisest men. Her tone is like the smoothest velvet and it’s rare for someone to deny her requests. Loki will never reveal his true nature, unless the PCs can take Sknaht down to 0 hit points. If this happens, the God of Mischief will appear in his true form and, mildly amused, free the King of his enchantments before disappearing. Sknaht Sknaht’s Goals Sknaht intends to enjoy her vacation of Midgardr sowing chaos among the mortals. The Queen wants war, so that voilence and bloodshed can empower Hel’s undead army, at the same time she wants to spread the cult of the eternal flame on Midgardr, so that the prayers can increase the power of the great Surtur. She will do anything in her power to defend her beloved Asbjorn, but she might as well choose a new champion, making sure that the King dies prematurely in an accident if this suits her purpose better. Sknaht Medium Humanoid (Human), Chaotic Dishonorable STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 16 (+3) WIS 16 (+3) CHA 20 (+5) Armor Class 13 (hide armor) Hit Points 88 (14d6 + 28) Speed 30 ft. Saving Throws Wis +7, Cha +9 Skills Insight +7, Perception +7, Persuasion +9 Damage Immunities fire Senses passive Perception 17 Languages Common Challenge 8 (3,900 XP) Magic Resistance. Sknaht has advantage on saving throws against spells and other magical effects. Spellcasting. Sknaht is a 12th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) and she has the following cleric and sorcerer spell prepared: Cantrips (at will): friends, mage hand, message, minor illusion, sacred flame, true strike 1st level (4 slots): burning hands, charm persons, fog cloud, shield 2nd level (3 slots): flaming sphere, scorching ray, suggestion 3rd level (3 slots): bestow curse, fire ball, gaseous form 4th level (3 slots): confusion, fire wall, greater invisibility 5th level (3 slots): animate object, dominate person 6th level (1 slot): sunbeam ACTIONS Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. REACTIONS Flaming Rebuke. When another creature hit Sknaht with a melee weapon, it must make a DC 17 Dexterity saving throw. The creature takes 10 (2d10) fire damage on a failed saving throw or half as much on a successful one. 146 Spekisvidhr, Wood of Knowledge "Our fate entertwines with all the nine worlds. Focus and you are going to feel how Yggdrasill’s roots hold up everything". Spekisvidhr is the oldest and wisest member of the circle, he is incredibly long-lived and has held his position for many winters, teaching to entire generations of young Crows. He’s the only one who knows the truth about how the Jötunn’s Sons came to be, to his eternal shame. While he was extremely young at the time and had no part in it, he thinks that the circle made a grave mistake exiling Hrókr, instead of trying to heal his spirit. Roleplaying Spekisvidhr Old Spekisvidhr is an ancient man, who seems like a relic of a time long past. His body is broken, plagued by too many winters, yet everybody can see how much power he has in his spirit. Spekisvidhr always speak slowly and calmly, if he notices that someone didn’t understand he stops and wait for the right moment to lecture his listener with a short and brief remark. His wisdom is so great that anyone in his presence feels small and stupid but, as of late, Spekisvidhr looks very gloomy: he regrets some of his past choices and feels that he’s at a crossroad that might decide the salvation or the doom of the circle. Spekisvidhr’s Goals Spekisvidhr has only one goal: preserve the circle and its neutrality. He fears the machinations of the Jötunn’s Sons above everything else and can sense the obscure schemes within the order. For this reason, he doesn’t want to endorse any clan and believes that a war among the Northmen will only allow evil to spread further. Above all else, he regrets letting himself being talked into appointing the son of Jarl Alrekr and if the PCs shows that their goal is to keep the peace, he will ask for their help. Spekisvidhr Medium Humanoid (Human), Lawful Honorable STR 14 (+2) DEX 10 (+0) CON 11 (+0) INT 14 (+2) WIS 20 (+5) CHA 12 (+1) Armor Class 11 (leather armor) Hit Points 60 (12d8) Speed 30 ft. Saving Throws Str +6, Wis +9 Skills Arcane +6, Asatru +13, History +6, Intimidation +5, Perception +9 Senses passive Perception 19 Languages Common Challenge 8 (3,900 XP) Spellcasting. Spekisvidhr is a 12th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks) and he has the following runemaster spells prepared: Cantrips (at will): chill touch, light, sacred flame, shillelagh, thaumaturgy 1st level (4 slots): bless, sanctuary, shield, thunder wave 2nd level (3 slots): gust of wind, spiritual weapon, zone of truth 3rd level (3 slots): haste, lighting bolt, magic circle 4th level (3 slots): banishment, compulsion, ice storm 5th level (2 slot): dominate person, teleportation circle 6th level (1 slot): circle of death Master of the Futhark Circle. Spekisvidhr can cast a rune circle, carving the Futhark alphabet on the ground with his magic. He use an action on his turn to choose a point on the ground within 60 ft., creating a 10 ft. radius Futhark Circle. To maintain the circle active, he must use a bonus action each turn and he must be able to see it. When a creature Spekisvidhr can see attacks a target other than him that is inside the circle, Spekisvidhr can roll 1d10 and subtract the result from the enemy’s attack roll. Enemies within the Futhark Circle lose any damage resistance to bludgeoning, slashing and piercing damage from non.magical weapons. Spekisvidhr is always considered inside a Futhark Circle. Spekisvidhr has a number of Futhark Circle Dice equal to your Wisdom modifier (a minimum of one). He regains any expended Futhark Circle Dice when you finish a long rest and his Futhark Circle Die is a d10. ACTIONS Warhammer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 +2) bludgeoning damage or 8 (1d10 + 2) bludgeoning damage if used with two hands. REACTIONS Spekisvidhr’s Retribution. When Spekisvidhr or one of his allies within the Futhark Circle is hit, Spekisvidhr can use his reaction to cause 5 (1d10) damage to every enemy within the circle. Spekisvidhr 147 Encounters on Midgardr Thorleif Sikiroddr, “Silk Voice” "Please, let me come with you, I swear I will make you legends". The people of his village always considered Thorleif Sikiroddr a great storyteller and an accomplished Skald. For this reason, when he was younger, he embarked on a great jour- ney across the Northlands, looking for inspirations for his ballads. Unfortunately, the reality is much colder, muckier and way less glorious than the stories told. The arrival of the Great Winter didn’t improve the situation and now the Skald is desperately looking for a way to survive and keep composing ballads on anything but the eternal snow. Roleplaying Thorleif Thorleif Sikiroddr is a beautiful and charismatic man, who can raise the spirit of any man and catch the eye of any woman when he plays his instruments. His main vices are women and mead and, while he claims to be looking for adventure, he might be too scared to face any danger beyond his reach. Thorleif Thorleif’s Goals Thorleif Sikiroddr is looking for ideas to create new ballads and gain even more fame. If he meets the PCs, he will do anything to convince them to let him join and, if they refuse, he will follow them anyway. He is going to stay with the party until he has enough material for a new exciting ballad (at the GM’s discretion), after that he will go his sepa- rate way to compose and spread the word of the PC’s deeds. Depending on how the PCs acted, this might increase or destroy their reputation, provid- ing advantage or disadvantage to social rolls. Thorleif Medium Humanoid (Human), Chaotic Honorable STR 10 (+0) DEX 14(+2) CON 10 (+0) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Armor Class 13 (leather armor) Hit Points 40 (6d8) Speed 30 ft. Skills Asatru +4, History +3, Performance +5 Senses passive Perception 12 Languages Common Challenge 2 (450 XP) Song of Rest. Thorleif can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well. Taunt (2/day). Thorleif can use a bonus action on his turn to target one creature within 30 ft. of him. If the target can hear him, it must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Tholeiff’s next turn. Spellcasting. Thorleif is a 5th-level spellcaster. His spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks) and he has the following bard spells prepared: Cantrips (at will): dancing lights, thaumaturgy 1st level (4 slots): animal friendship, cure wounds, heroism, speak with animals 2nd level (3 slots): animal messenger, magic mouth 3rd level (2 slots): plant growth, speak with plants ACTIONS Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage or 6 (1d8 + 2) slashing damage if used with two hands. 148 Thorunn Horikdottir “I ask you to swear by loyalty and leave immediately to the Wall, to investi- gate the incident and return to report what you’ll discover”. Queen Thorunn Horikdottir didn’t have an easy or happy life. After her father and brother disappeared at sea, her household was on the brink of disaster and it would have been destroyed by other ambitious nobles if it wasn’t for Thorunn’s strength and her innate knack for politics. After getting a measure of political stability, Thorunn set off to the Danevirke, to win the hearts of her subjects, fighting against the invaders alongside her shieldmaidens. The Skalds everywhere tell the tale to the return of the great queen and her Valkyries. Despite the terrible state of Jutland, the entire peninsula unconditionally love with the Queen. Roleplaying Thorunn The queen of Gjallarhorn clan is as beautiful as spring and as cold the Great Winter. Her life was never easy, but these hardships forged her into a woman of iron, her personality is sharper than any blade forged on Midgardr. Yet, she always look perfect and sunny like an autumn morning. She doesn’t allow anyone to interrupt her while she speaks and, usually, one glance of her icy blue eyes is enough to shut up the fool. In spite of her cold disposition, the Queen is intelligent, smart and always polite. She lets those who deserve her attention speak and always rewards those who serve her, sometimes with one of her rare smiles, like a warn glimpse of summer during Fimbulvetr. On the other hand, whoever opposes her will be dealt swiftly with her own blade. Thorunn Thorunn’s Goal Thorunn has a score of problems and she’s always looking for trustworthy agents. Her first priority is to defend the borders against the invading Franks, those who enlist in the Danevirke’s Guard have many chances of winning her favor. She also wants to know what is going on beyond the Wall, but she doesn’t want panic to spread across the Jutland, so discretion is paramount. Then, she needs to show her power, punishing the rebellious jarls of the islands. A group of brave warrior that can achieve this will be com- pensated with grants and honors. Finally, the queen knows that, sooner or later, she has to find a worthy husband to keep the nobles in check. The obvious seems King Asbjorn, since the news of his recent marriage haven’t reached the Jutland, yet. There are numbers of powerful clan chieftains and jarls that might step forward if they understand that Thorunn’s priority is an alliance to sta- bilize the kingdom. Thorunn Medium Humanoid (Human), Lawful Honorable STR 14 (+2) DEX 20 (+5) CON 14 (+2) INT 10 (+0) WIS 13 (+1) CHA 14 (+2) Armor Class 19 (studded leather armor, shield) Hit Points 100 (12d10 + 36) Speed 30 ft. Saving Throws Dex +9, Con +7 Skills Animal Handling +5, Asatru +7, Stealth +9, Survival +7 Senses passive Perception 13 Languages Common Challenge 7 (2,900 XP) Champion of the Shield Wall. Thorunn’s allies within 5 ft. of her can use their reaction to add 3 to their AC or to Thorunn’s AC. Inspiring Leader. Thorunn’s allies within 60 ft. of her have advantage to all saving throws against fear or charm effects. Indomitable (2/day). Thorunn can re-roll a failed saving throw. ACTIONS Multiattack. Thorunn makes three longsword attacks. Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) slashing damage or 12 (1d10 + 7) slashing damage if used with two hands. Leadership (Recharges after a Short or Long Rest). For 1 minute, Thorunn can utter a special command or warning whenever a non-hostile creature that she can see within 30 ft. of her makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand her. A creature can benefit from only one Leadership die at a time. This effect ends if Thorunn is incapacitated. REACTIONS Parry. Thorunn adds 3 to hers AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a shield. 149 Encounters on Midgardr Troll of Midgardr "Off with his head, so he’s stop squirming". The trolls of Midgardr are greedy, shy and cruel. They prowl the woods during the night in small group, usually two or three trolls, hoping to find some unsuspecting traveler to rob and eat. In spite of their size, trolls are very skilled at hiding among the trees and rarely leave any trace. They surprise their victims jumping them out of nowhere and hitting very hard and fast. But they’re not dangerous just because of their size and strength: each troll is very skilled at crafting lethal implements and their weapons often have magical properties. One of the main weaknesses of the Troll is that they’re not very bright. According to many Skalds, the best way to escape a Troll’s grasp is to trick it. Troll of Midgardr Large Giant, Chaotic Any Alignment STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7 (-2) WIS 9 (-1) CHA 7 (-2) Armor Class 16 (natural armor and thick troll clothes) Hit Points 84 (8d10 + 40) Speed 30 ft. Skills Perception +2, Stealth +4 Senses darkvision 60 ft., passive Perception 12 Languages Common, Giant Challenge 5 (1,800 XP) Natural Camouflage. The troll is unnaturally skilled at hiding among the trees. It has advantage to all Stealth rolls while he’s in a forest and can hide behind trees or among the shrubbery, even if it doesn’t provide cover. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. ACTIONS Multiattack. The troll makes three attacks, two attacks with the troll mace and one with the bite. Troll Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Troll Kidh "Gnuuuu….ghuuuuu". This troll is a bit smaller and less violent and cruel than most of its sib- lings and is, in fact, the son of the Troll King. For some obscure reason, the Three Witches that live in the forest kidnapped him and now they are lovingly raising him as their own. The “kid” hasn’t developed the usual troll temperament and doesn’t understand the situation all that well. He loves the witches and roams around the woods eating more or less everything. A few days ago, strange lights and sounds lured him away from the witches and he found a weird place, where strange pink creature he never tasted before lived in houses. The inhabitants attacked him immediately and, as retaliation, the “kid” destroyed the entire village and slaughtered them all. Troll Kidh Medium Giant, Chaotic Dishonorable STR 17 (+3) DEX 14 (+2) CON 18 (+4) INT 7 (-2) WIS 5 (-3) CHA 7 (-2) Armor Class 16 (natural armor and thick troll clothes) Hit Points 62 (6d20 + 32) Speed 30 ft. Skills Perception +0, Stealth +5 Senses darkvision (60 ft.), passive Perception (10) Languages Common, Giant Challenge 4 (1,100 XP) Natural Camouflage. The Troll Kidh is unnaturally skilled at hiding among the trees. It has advantage to all Stealth rolls while he’s in a forest and can hide behind trees or among the shrubbery, even if it doesn’t provide cover. Keen Smell. The Troll Kidh has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The Troll Kidh regains 5 hit points at the start of its turn. If he takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. He dies only if he starts his turn with 0 hit points and doesn’t regenerate. ACTIONS Multiattack. The Troll Kidh makes two attacks, one with the troll mace and one with the bite. Troll Mace. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Screeching Cry. The Troll Kidh can cry and scream. For 1 minute each creature within 60 ft. must make a DC 13 Wisdom saving throw at the start of its turn. On a failed save, it takes 1d4 psychic damage and have disadvantage to all attacks against the Troll Kidh. The cry is very loud and can be heard from very far away. 150 Troll King "No creature of Midgardr can best me, I hope you are ready for a painful death". Nobody knows how this monstrosity came to be, but no one doubts that the Troll King has earned his title thanks to his sheer size and boundless rage. Thanks to these qualities, His Monstrosity defeated every opponent until he retired in the heart of the mountains. From there – he says – he commands the troll people while gazing upon the hoard accumulated over centuries of murdering and pillaging. While there is a Troll King, the species as a whole lacks of a clear hierarchy. The strongest trolls lords over the weaker and their only, apparent, interest are killing, stealing and hoarding treasures to satisfy their sadistic needs. Roleplaying the Troll King The Troll King is one of the most devious and evil creature that ever existed. The humongous Troll consider himself as the strongest being on Midgardr and every other creature beneath him. If the PCs meet the Troll King and somehow challenge him, he will immediately attack to show them his superior might. Humbling themselves in from of the Troll King and offer him a gift – or promising one – might buy the PCs a few minutes, but it’s very likely that the Troll King will eat them nonetheless out of spite or boredom. Troll King’s Goals The Troll King hates all the human rulers of Midgardr and will be extremely grateful to whoever brings him a human king to devour. The King is also very worried about his beloved son (the Troll Kid), who went missing months ago. He is going to be very grateful to whoever is going to bring the child back safe and sound. If the PCs met the Troll King too soon, they might escape with their lives promising to fulfil one of either of these tasks or bribing the King with vague promises of a great ransom. The King’s gratitude will be short-lived. After a few minutes, he will give in to his hunger and, while he will be more merciful and eat his guests after killing them, he won’t let anyone escape. Troll King Huge Giant, Chaotic Dishonorable STR 25 (+7) DEX 13 (+1) CON 24 (+7) INT 9 (-1) WIS 10 (+0) CHA 12 (+1) Armor Class 15 (natural armor a thick troll clothes) Hit Points 189 (14d12 + 98) Speed 30 ft. Saving Throws Str +11, Wis +4 Skills Athletics +11, Perception +4 Damage Immunities cold Senses darkvision (60 ft.), passive Perception 14 Languages Common, Giant Challenge 12 (8,400 PX) Natural Camouflage. The Troll King is unnaturally skilled at hiding among the trees. It has advantage to all Stealth rolls while he’s in a forest and can hide behind trees or among the shrubbery, even if it doesn’t provide cover. Keen Smell. The Troll King has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The Troll King regains 10 hit points at the start of its turn. If he takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The Troll King dies only if he starts his turn with 0 hit points and doesn’t regenerate. ACTIONS Multiattack. The Troll King makes three attacks, two with the troll hammer and one with the bite. Troll Hammer. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 18 Strength saving throw or become grappled and entangled. Until this grapples ends, the Troll King cannot bite another creature. Swallow. Troll King makes one bite attack against a Medium or smaller target he’s grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Troll King, and it takes 20 (3d12) acid damage at the start of each of the Troll King’s turns. If the Troll King suffers 30 or more damage from a swallowed creature, he must succeed on a DC 18 Constitution saving throw on regurgitating all the swallowed creature, who will fall prone within 10 ft. If the Troll King dies, a swallowed creatures can crawl out of his body using half of its movement and emerge prone. LEGENDARY ACTIONS The Troll King can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The Troll King regains spent legendary actions at the start of his turn. Troll Hammer. Melee or Ranged Weapon Attack: +11 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. Locate. The Troll King makes a Wisdom (Perception) roll. Roar. The Troll King utters a fearsome roar. A single creature within 60 ft. of the Troll King, that can see and hear him, must succeed on a DC 18 Charisma saving throw or become frightened for 1 minute. At the begging of each of its turns, the target can make a DC 18 Charisma saving throw to end this effect. This ability doesn’t work on a creature who previously succeeded on the saving throw. 151 Encounters on Midgardr Agantyr (Corporeal Draugr) “Only those not afraid of death can wield Tyrfing, as only ruin follows in its wake!” Agantyr is not hostile to the characters if they address him with the due respect. He attacks them only if threatened, attacked in the first place or insulted, shouting in rage. As he bellows, eleven Incorporeal Draugr rise from the ground and join the fight on his side. Agantyr, who in truth wishes to get rid of the sword, can be challenged to a duel or convinced to hand it over. In that case, he warns the characters of the perils and misfortune it causes to its bearer. Gertrud, Melega and Dontoka (Green Hags) “Why don’t you enter and eat some stew, dear?” These three hags live in a hut in the great forests and believe they are the incarnation of the three Norns of the sagas. Although they are incredibly skilled in both magic and the brewing of powerful potions, they are not adept in the art of divination and because of this they usually act in difficult to foresee ways causing any kind of trouble. Their last “vision” had them kidnap the son of the Troll King, succeed- ing against all odds, who now lives with them in the great forest. Heil Hofn Scouts (Scout) “The path through the mountains? I wouldn’t lead you there even if you forced me… if the pay is good enough, though, I might change my mind.” The scouts of Heil Hofn are famous for being the best explorers in the whole of Midgardr. For the right price, these expert trackers can point the safest roads and fastest paths to the characters. Svenn Skallfoss (Veteran) “With weapons in such a bad state, how do you think you can honor the gods?! Pass by tomorrow and you will find them as good as the day they were forged!” Svenn Skallfoss is considered one of the best blacksmith in the northern lands. According to some, his skills match those of the Dwarves of Nidavellir, as he is capable of forging items with magical properties, like them. As his fame spread, King Asbjorn wanted him at his court to craft weapons and armor for his army. Initially enthusiast, the blacksmith forged formidable blades for the King’s own guard and taught the craftspeople of Heil Hofn incredible techniques to make their weapons superior to those of the King’s enemy and to conquest the Clans of the northern lands. However, as Asbjorn returned from the great raid with a bride that made him forsake the Gods, Svenn fled Heil Hofn to find shelter close to the Uppsala temple. Today, he offers his craft and skill to those adventurers who show respect to the Æsir and Vanir, who can buy all sorts of items in his shop, including those of a more exotic make. Svenn can forge in a month any +1 magical weapon for 1000 gp. If the characters earn his favor or liking, he gifts them a Sword of Skallfoss (see page 302). The Reef Hermit (Commoner) “Come closer… enter the cavern… I was waiting for you.” Among the reef close to Heilf Hofn are a few sacred rocks, where lives a crippled, wise man who is said to be able to see through the mists of time. This man, hunched and misshapen, is always covered in black clothes stitched with runes and other magical symbols. To be granted an audience with this wise man, one must leave an offer at the entrance of the cavern, usually a sacrificial animal. In the past, he was an advisor and the court of Asbjorn and his father before him, both kings often visiting him to ask for his wise opinion. To honor him, they spoke to the population from the sacred rocks. This wise man despised the religion of the One Flame and firmly believes that Queen Skhnat is a dangerous witch who tainted the King’s mind. If the characters listen to his words and indulge him, the Reef Hermit gifts them a True Sunstone (See page 302). 152 Norvgr - The Coastal Area ÆTT / D6 Foes Encounters Weather Freyja U 1 - An errant Gothi The sky is clear, but the air is cold Freyja D 2 1d6 Wolves A dying child, telling the tale of the destruction of her village at the hand of an enormous Troll Freezing winter mist Heimdallr U 3 - A group of pilgrims freshly converted to the Only Flame heading to the Community Clouded sky, cold sea breeze, ideal for sailing Heimdallr D 4 2d6 Bandits A group of Asbjorn’s guards looking for a criminal A strong wind rises from the sea Tyr U 5 - A merchant and their mercenary escort heading to the capital It snows Tyr D 6 1d2 Warg A vessel in distress is visible from the coast The coast is wracked by a storm Norvgr - The Snowy Mountains ÆTT / D6 Foes Encounters Weather Freyja U 1 1d4 Swarms of Crows A mastiff who lost his master A few sunrays mitigate the harsh weather Freyja D 2 1d6 Ice Mephit A man covered in grievous wounds dies rambling about a curse It snows heavily and fresh snow starts coating the land Heimdallr U 3 2d6 Thugs A man who forsook Asbjorn is trapped in a crevasse The sky is clear and it does not rain Heimdallr D 4 2 Cave Bears A family abandons the mountains, as life there is too harsh The air is noticeably chilly Tyr U 5 2 Winter Wolves A rock carved with one of Tyr’s runes that might mean something Dark clouds and roaring thunders shake the mountain Tyr D 6 1 Air Elemental A Runic Branch, broken and drenched in blood The mountains are wracked by a terrible storm These tables are to be considered as tools in the hands of GM, useful to break the monotony of a journey, or as a characteristic element of the geographical area to which they refer. To consult them the GM can extract a rune, the effect of which can influence the result, or launch a d6. Each column should be the result of separate shots, according to what the GM has in mind to move the game. Each table can be modified according to the vision of Midgardr that every GM builds in the theater of his mind. Moreover, if an event described particularly attracts the GM, he can choose it without the use of a die roll or the influence of a rune. 153 Encounters on Midgardr Svtjod - The Great Forest ÆTT / D6 Foes Encounters Weather Freyja U 1 2d4 Vine Blight A group of the Blood Wolves The sky is dark and covered by clouds Freyja D 2 1d4 Treant A weird looking old lady, gathering mushrooms Light and low mist Heimdallr U 3 1d4 Giant Elk A wandering Druid, looking for communion with nature Wintery, yet not extreme, weather Heimdallr D 4 1 Galeb Duhr A crazy adventurer, talking of ruins infested by spectres A strong wind rustles the tree canopies Tyr U 5 2d6 Wolves The remains of a group of soldiers of the Odhinn’s Eye who borne the Flame Heavy snowfall Tyr D 6 1 Troll of Midgardr Troll Kidh A storm, with hail and thunders Fenmark - The Swamp ÆTT / D6 Foes Encounters Weather Freyja U 1 1 Shambling Mound A surly raftsman crosses the bog The sun faintly peeks through thin clouds Freyja D 2 2d4 Spectres Corpses floating in the water Freezing rain Heimdallr U 3 1d4 Swarms of Centipedes Irreverent children Clouded sky, although it does not rain Heimdallr D 4 1 Black Pudding A crazy man, behaving more like a beast It snows slowly but steadily Tyr U 5 1d6 Dire Wolves A group of forsaken looking for something Thick mist Tyr D 6 1 Ghost An apparently abandoned and drifting raft The air is biting cold and frost coats everything 154 Jutland - Dry Land ÆTT / D6 Foes Encounters Weather Freyja U 1 1d4 Corrupted Snakes (Basilisk) A shieldmaiden (shieldmaster) riding a majestic steed The sun faintly peeks through thin clouds Freyja D 2 1d4 Aberrant Insect (Chuul) Remains of a destroyed camp Strong wind Heimdallr U 3 1 Corrupted Boar (Bulette) A group of Danevirke Guards heading to the Wall Clouded sky, although it does not rain Heimdallr D 4 2d6 Corrupted hen (Cockatrice) Refugees heading to a fortress for protection Scattered and thin mist Tyr U 5 1 Awakened Tree (Treant) A wounded rebel Torrential rain Tyr D 6 1 Corrupted Toad (Otyugh) A wounded and terrified man rambles about the awakened dead A dark storm looms from the south The Sea Midgardr ÆTT / D6 Foes Encounters Weather Freyja U 1 1d6 Killer Whale/Hunter Shark Fishing ships The sky is clear and the wind is moderately strong Freyja D 2 1d6 Wight A ship with no flags The wind is still, but gelid Heimdallr U 3 2d6 Pirates (Bandit Captain) An approaching ship, with a clan banner The sky is partially clear and the weather is stable Heimdallr D 4 1 Water Elemental The way is blocked by icebergs and frost It snows heavily and the cold is beyond freezing Tyr U 5 2 Giant Sharks The survivors of a shipwreck in distress Thick fog and rough sea Tyr D 6 1 Aboleth The remains of a destroyed mighty warship A terrible storm rises from the sea 155 Encounters on Midgardr Journey to Ragnarok 156 Chapter 5 This section of the Journey is dedicated to the Niflheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Niflheimr 158 General Features 159 Map 161 The Journey on Niflheimr 163 Encounters on Niflheimr 164 The Nine Worlds: Niflheimr 157 Journey to Ragnarok 158 Niflheimr At the beginning of time, there was Ginnungagap, the endless pit, the abyss of abysses. Two forces were born from its bottomless void: the First Fire and the Primordial Ice. The first shaped the World of Muspellsheimr, the second giving birth to Nilfheimr. Placed northernmost of Midgardr, Nilfheimr is the realm of the Primordial Ice, constantly whipped by the winds and frost storms and covered in a milky layer of icy snow. Eleven rivers run its length, the Élivágar or “Frozen Waves”, formed at the beginning of time. They grew so distant from their spring that they froze and became poisonous. They come from Hvergelmir, the “Thundering Cauldron”, an immense pit opening at the center of the realm, its content boiling furiously and its howls echo- ing all across the World. Deep within Hvergelmir sinks one of the enormous roots of Yggdrasill, the Ash Tree of the World, feeding from its restless waters. Tall mountains rise from the plains, providing nat- ural shelter to the giants roaming these lands. They are Hrímþursar, Frost Giants, direct descendants of the towering Ymir. They are scions of Bergelmir, the one who survived the massacre of first generation of giants at his father’s hand. Hrímþursar live in tribes, wandering the endless ice wastes and, although they are known to remain in the same area for relatively long periods, they do not cross the rivers that surround their lands. When they do, however, they are aware that meet- ing with other tribes means trespassing into their territories, which can only lead to war. As they live alongside others of their kind and dead creatures and feed on poisonous ice and salt, Hrímþursar are extremely aggressive. They are also known for relishing in acts of canni- balism in the wake of particularly violent fights. Lost within the fog and ice, lies Gnipahellir, the cavern that connects Nilfheimr to the Realm of Hel. As it is the only way out of this place, its entrance is littered with the countless corpses of those who looked for a way to escape. The Nine Worlds: Niflheimr 159 General Features Weather: Extremely cold. Without proper equipment, the characters must pass a DC 15 Constitution saving throw every hour or suffer one level of exhaustion. Lighting: The eternal flame of Muspellsheimr is reflected off the snow, through the fog, allowing for 180 ft. of difficult vision. Sounds: The crunching of boots on snow, the distant flow of a river, the constant howl and hiss of the wind. Terrain - Plain: Although there are no roads or paths, travel pace remains normal in this part of the World. Terrain - Mountain: The steep slopes of the moun- tains are challenging to climb, counting as difficult terrain. Terrain - River: Wading the waters and sailing on them are impossible. Terrain - Sea: Extremely hot. Even with proper equip- ment, the characters must pass a DC 15 Constitution saving throw every 180 ft. of travel or suffer one level of exhaustion. The Grey Mountains Extremely tall, snowy peaks, clustered in isolated ranges of steep mountains split the land of Nilfheimr between the plains of the Élivágar rivers. Ancestral home of the Frost Giants, who love hiding there while waiting between migrations, they are riddled with cav- erns, caves and shelters where those not used to the poison cannot survive. The price for taking refuge from the storms outside of there is dear: almost every rock sheds sleet that finds its way into the caverns, filling them with lethally poi- sonous fumes. In spite of this, it is easy to find Aptrgangar not only while traveling through Nilfheimr, but also here. Being on the path of such creatures never leads to any good: their ferocity and determination in being reu- nited with the goddess Hel are such that nothing will stop them. Not they have much to lose, anyway… Élivágar, the Frozen Rivers Slabs of ice grind one on the other, like massive bones, their friction howling and spreading a dense hail of ice shards and toxic poison. Sight beyond even a few dozens of feet from the banks is made impossible by the thick and poisonous fog. Their flow is wide and deep, averaging each of the Élivágar at a width of 210 ft. Crossing them is pos- sible, although extremely dangerous, as breathing the fumes is deadly for both body and mind. If a character tries to cross one of the Élivágar, they must pass a DC 17 Wisdom saving throw every 30 ft. On a failure, the Game Master casts a rune; if it is upright they check the Poisons Chart; if it is reversed, they check the Mental Damage Chart. These rivers were born at the beginning of time, when the frozen palls surrounding Nilfheimr were melted by the burning waves of Muspellsheimr, rain- ing down as caustic water. Such substance, called Eitr, is poisonous and is the reason why the vast majority of the Jotunkind born from it is aggressive and evil. On the map, starting from the north clockwise, the eleven rivers are: Gjöll, Svöl, Gunnthrá, Fjörm, Fimbulthul, Slidr, Hríd, Sylgr, Ylgr, Víd and Leiptr, each naming and feeding a hrímþursar tribe. The best known of the rivers is Gjöll, the closest to Gnipahellir, the cave to the Realm of Hel and the one crossed by the River of the Dead. Gjöll, after entering the atmosphere of Helheimr, is twisted by the influence of the dreadful Queen of Hell, becoming the deadly river of swords. Hvergelmir, the Boiling Sea Born from the liquid gushing from the horns of the stag Eikþyrnir, it is one of the three springs at the foot of Yggdrasill. Source of the Élivágar from the center of Nilfheimr, the well of Hvergelmir is an immense sea, boiling within the ice, at the center of which rises a massive column of steam. Alongside it, the coasts are irregular raft-like slabs of ice, floating on the warm water. It can be crossed, although at great peril, as it is extremely easy to fall underwater and be buried below the ice. The pak is a dangerous place, so when walking from one slab to the other it is better to be extremely careful. If one were to fall into the water, they would suffer gravely. The farther from the coast, the higher the temperature, so much that directly crossing the sea is impossible. The air is toxic, the heat is intolerable and the thick pall of steam eliminates all possible points of reference. The River of the Dead The mortal remains of those who died in disgrace, loathed by the gods and spiteful of their rules, rise again in Nilfheimr, still bearing the clothes and items they did when they fell. These cyanotic corpses, their eyes milky and their appearance shriveled, rise from the omnipresent coat Journey to Ragnarok 160 of sleet and wander, looking for Helvegr, the path to the Realm of Hel. Gathered in one roving host, they appear like an imposing greenish tide, slowly drifting towards Gnipahellir, new corpses coming from all around Niflheimr to bolster their ranks. Being scorned in life, one cannot expect much from them, even in death. They are not aggressive, but can become ferocious if prevented from finding Helheimr. Gnipahellir, the Cavern This tunnel connects Nilfheimr to Helheimr and is home to Helvegr, the magical path all the risen dead must walk. The cavern is located in a hilly area in the northern region of the world, close to the river Gjöll and not too far from the relative hrímþursar tribe camp. This ridge looks like an imposing mountain of white snow from afar. Closing in, however, it takes the form of a cavity as dark as the starless night, made of smooth, black onyx, plunging into the depths of Nilfheimr. The winds, normally extremely loud, now are unnat- urally still, leaving only silence and a deep, dull rumble from deeper within the cavern in their absence. The tide of the dead enters the cavern and steadily drifts forward, disappearing from sight a few hundred ft. from the entrance. Inside, there is no wind, only cold emanating from the dark stone. Entering the cave is challenging: the floor and walls are smooth and slippery, without footholds for those who wanted to climb. Without climbing equipment, attempting characters would be slammed onto the floor by violent bursts of air just a few ft. from the entrance of the cavern, to the point where keeping an erect stance is a challenge. Characters equipped for the task can attempt a DC 15 Strenght (Athletics) check with disadvantage every 30 ft. to climb up the gorge. Failure means a quick fall down to the darkest depths of the cave. On the other side of the cavern, lies the realm of Helheimr. Hrímþursar Camps Frost Giants are despicable creatures, poisoned in both body and mind by the ice they feed upon. They treat as “non-hostile”, since “friends” would be too complex a concept for their intelligence, only those who belong to their tribe… and sometimes not even their own. Their endless wandering and the scarce food tire them greatly. When they choose to stop somewhere they think is good for resting, they gather in small groups a few dozen ft. apart and fall asleep into the snow. Each tribe is named after the river running in their plain, consequently leading to many misunder- standings that culminate in ferocious feuds. Upon arriving in one of their camps, one can find 4 to 8, fifteen feet tall, heaps of snow, each three or for hrímþursar deep in their slumber. Generally, in such camps movement is scarce and the giants sleep as long as they deem necessary. Only rarely a Jötunn thinks they have unresolved matters with their kin and pretend to be deep in slum- ber, then to stand up as the others sleep. It is in that moment that the poisonous ferocity accumulated in centuries is unleashed with glacial violence, followed by acts of heinous cannibalism. Meddling with such camps is never a good idea, moreover if not made of ice and salt: any other food source would wake the whole, hungry tribe. Hrímþursar from Gjöll Unlike their cousins, the hrímþursar from Gjöll did not have the luck of wandering the plains, as their camp is on an island in the middle of the river. They fortified it with salt and dug caves in the very ice that feeds them, connecting them with tunnels in what looks like an underground city, their community now unassailable from the outside. The Caves of Eitr Close to the coasts of Hvergelmir to the northeast and the springs of the Svöl river to the south, low hills rise from the water. Covered in a greenish layer of ice, at a distant glance they look like they are riddled with caverns. The stretch of sea that separates this isle from the plains can be easily covered on foot. Once on firm ground, the majority of what looked like caves in the distance are indentations in the rock or canals emanating poisonous fumes. Trespassing is akin to a death sentence: a character must pass a DC 17 Wisdom saving throw every 30 ft., casting a rune on a fail. If it is upright, check its result on the Poisons Table; if it is reversed, check the result on the Mental Damage Table. Only a close investigation can reveal that one of the depressions in the rock is an actual cavern, apparently leading below the sea level. The intricate cluster of tunnels making up the inside of the Caves of Eitr is complicated to comprehend. The Nine Worlds: Niflheimr 161 Gjøll Svøl Gunnthrá Fjørm Fimbulthul Slidr Hríd Sylgr Ylgr Leiptr Víd Journey to Ragnarok 162 Tunnels and shafts of varying size twist and coil one on the other, in a descending spiral. On its floor, many tens of feet deep, lies a hemispherical grotto almost forty feet in diameter, dense with a pall of poisonous dust, almost invisible to the naked eye. The majority of its perimeter is lined with the green and bluish skin shed by a gigantic serpent. At the center of the place, hanging from the ceiling and bolted to the ground, the characters see two pairs of broken chains. The area is completely devoid of any valuables and highly dangerous, because of both the poison and the potential presence of a dangerous snake. Poisons Table Nilfheimr is the quintessential realm of ice, although it is not made up of water, but Eitr, a form of energy that exists since the dawn of time and poisons the body and mind of those who are not used to it. Cast a rune to determine the effect on the following table. ÆTT / D6 Effect Freyja U 1 The character is scalded by the exhalations, suffering 5d6 poison damage. Freyja D 2 The character suffers from painful spasms, rolling to hit with disadvantage until the next long rest. Heimdallr U 3 The character’s body falls limp under the effect of the Feign Death spell. Heimdallr D 4 The character is riddled with pustules and pocks and is under the effect of the Contagion spell. Tyr U 5 The character is wracked by painful hallucinations, suffering disadvantage to their saving throws until the next long rest. Tyr D 6 The character inhales the mephitic fumes, suffering 5d6 acid damage. Mental Damage Table Eitr energy does not only poison, but it also corrupts the minds of those unused to its contact. Cast a rune to determine the effect on the following table. ÆTT / D6 Effect Freyja U 1 The character is not able to speak until the next long rest Freyja D 2 The character’s sight clouds, imposing disadvantage to all their attack rolls until the next long rest. Heimdallr U 3 The character suffers from mild amnesia and is under the effect of the Confusion spell. Heimdallr D 4 The character hears voices around them and is under the effect of the Compulsion spell. Tyr U 5 The character is wracked by painful hallucinations, suffering disadvantage to their saving throws until the next long rest. Tyr D 6 The character must spend their next action attacking the closest creature. The Nine Worlds: Niflheimr 163 The characters wake up in the cold of the plains between the mountain ranges, close to one of the rivers, in the northern regions. It is advised to make the characters’ journey begin in the proximity of one of the caves of the Grey Mountains, between the Svöl and Gunnthrá rivers. The environment is definitely hostile and to orientate themselves the characters must pass a series of DC 17 Wisdom (Survival) checks, lest they lose their way and stumble upon numerous perils. As the fog hides any point of reference even a few feet away, the only visible landmark is the immense root of Yggdrasill that connects the vastness of the firmament to the icy ground. By following it, the characters will inevitably reach the wide salty sea at the center of Nilfheimr. From its shores, the unusual hills of the Caves of Eitr will catch their eye. From one of the isles, whether they have been in the Caves or not, they will be able to see one of the offshoots of the River of the Dead heading north along the shore. If they choose to follow, then they will be led to the caverns of Gnipahellir. Once the characters will enter Gnipahellir, the will reach the 8th level. 164 Aptrgangar “Those who walk after death”, the dead who committed heinous acts in life and so wake up in Nilfheimr. However, their destiny is not joining the River of the Dead and move to Helheimr. Instead, they will remain in the frozen limbo of this realm. Their appearance is that of any other dead person. Frozen body, cyanotic limbs, their eyes milky and apparently incapable of perceiving reality around them. In truth, their mind is akin to sleeping, waking back up at the barest stimulus. If they sense anything around them, they attack ferociously with the tenacity of the dead. Often, their enemies are the Frost Giants, who, stumbling upon these lifeless bodies, take them for food and quickly devour them. Aptrgangar Medium undead, any dishonorable STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 9 (-1) WIS 9 (-1) CHA 12 (+1) Armor Class 14 (studded leather) Hit Points 50 (7d8 + 21) Speed 30 ft Skills Perception +1, Stealth +4 Damage Resistances bludgeoning, necrotic, piercing and slashing from non magical attacks Damage Immunities cold, poison Condition Immunities exhausted, incapacitated Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Undead Nature. Aptrgangar do not need to breathe, eat, drink or sleep. Light Sensitivity. As long as they are exposed to sunlight, ’Aptrgangar suffer disadvantage to attack rolls and sight-based Wisdom (Perception) checks. ACTIONS Multiattack. Aptrgangar make two greatsword attacks. They can use their Deathly Frost in place of a greatsword attack. Deathly Frost. Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 5 (1d4+3) necrotic damage plus 6 (2d6) cold damage. The target must pass a DC 13 Constitution saving throw or their hit point maximum is reduced by an amount equal to the necrotic damage they took. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces their hit point maximum to 0. Greatsword. Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 11 (2d6+3) slashing damage. Hrimþursar Hrimþursar, “Frost Giants”, are the true dwellers of Nilfehimr and one of the major Giant kins alongside the Muspellsmegir, the Fire Giants. With them, hrimþursar share the descendance from the first giant, Ymir, who gave birth to them from his feet. Of that first generation, drowned in the blood of their own father, only Bergelmir survived, finding shelter on a hollowed trunk he used as a raft to escape and make his legacy last through the centuries. Their sturdy frames vary in size, with the youngest being barely 7 ft. tall while the oldest towering 14 or 15 ft. above the ground. Their arms reach well beyond their knees and their legs are thin, if compared to their massive torso and broad, stalagmite-covered shoulders. Covered only in ice crystals, they have neither clothes nor weapons, using salt blocks they dislodge from the very ground as projectiles. When conflict sparks between tribes, it starts with a thundering exchange of salt blocks, used as both weapons and as a warning. Then, both factions slowly close one onto the other, as if gathering their wrath to unleash upon their intruding cousins. When in melee, hrimþursar hit one another in blind abandon, with their bare fists, in an attempt to break the ice that covers their opponents and rend flesh. Once the fight is over, the winners are known to feast upon the corpses of the vanquished. Hrímþursar (Frost Giants) Large giant. chaotic dishonorable STR 21 (+5) DEX 10 (+0) CON 21 (+5) INT 7 (-2) WIS 10 (+0) CHA 10 (+0) Armor Class 15 (natural) Hit Points 700 (10d12 + 350) Speed 45 ft. Saving Throws Cha +3, Con +8, Wis +3 Skills Intimidation +3, Perception +3, Stealth +3 Damage Immunity frost Senses passive Perception 13 Languages Common Challenge 5 (1.800 XP) Natural Camouflage. When in Nilfheimr, Hrímþursar roll Dexterity (Stealth) checks with advantage to hide in the terrain. ACTIONS Multiattack. Hrímþursar make two Slam attacks. Slam. Melee Weapon Attack: +8 to hit, range 10 ft., one target. Hit: 18 (3d8+5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. 165 The Nine Worlds: Niflheimr Niflungar The “People of the Mist” is mentioned in many legends, stories told with enthusiasm at banquet halls or whispered with fear at night around the embers of a campfire on Midgardr. There is true answer answer about who the Niflungar are, but it is said of the great hero Sigurd who conquered a treasure and its eternal curse. Some claim they come from Nani; an ancient and powerful dwarven king- dom located in forgotten places and surrounded by mist but of which no trace has ever been found. Other, more sinister, sources speak of bodies of dvergar without rest, brutally slaughtered for no known reason. Niflungar Medium humanoid (dwarf), any dishonorable STR 16 (+3) DEX 11 (+0) CON 16 (+3) INT 12 (+1) WIS 10 (+0) CHA 12 (+1) Armor Class 14 (hide) Hit Points 80 (10d8 + 10) Speed 25 ft. Skills Deception +5, Stealth +4 Damage Immunities cold Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) Dwarven Resilience. The Niflungar rolls saving throws against poison with advantage. Light Sensitivity. When exposed to sunlight, the Nifungar suffer disadvantage to attack rolls and sight-based Wisdom (Perception) checks. ACTIONS Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage. The target must pass a DC 14 Constitution saving throw or suffer 24 poison damage. If they fail by 5 or more, they are poisoned for 1 hour. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 3) piercing damage. Petrifying Mist. The Niflungar summons a gelid mist around a creature within 30 ft. of them that they can see. That creature must pass a DC 14 Constitution saving throw. If they fail, they start to magically turn into stone and are restrained. The creature must repeat the saving throw at the end of their next turn; on a success, the effect ends. On a failure, they are petrified for 24 hours or until they are freed with a greater restoration spell or other magic. Hrimþursar Journey to Ragnarok 166 Chapter 6 This section of the Journey is dedicated to the Helheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Helheimr 168 General Features 168 Map 171 The Journey on Helheimr 174 Encounters on Helheimr 176 The Nine Worlds: Helheimr 167 Journey to Ragnarok 168 Helheimr In the darkest and most distant land of the universe, at the extreme north, lies a desolate land, whipped by the winds and battered by rain. It is Helheimr, the domain of the fascinating yet terrifying Hel, queen of the dead. This realm is tied to Nilfheimr by the cave Gnipahellir, allowing those who have committed grave crimes or died without fighting to pass from one world to the other. This land is a great, malodorous swamp, dominated by the sweetish stench of decay. Infested with slimy and slithering creatures and branches similar to skeletal arms rising from the bog, a thick pall of mist shrouds the swamplands. Neither the gaze of sweet Sòl nor the caresses of pale Mani reach here. There are no stars to show the way and the laws of the gods lose their meaning in this realm of desperation. There is nothing for a mortal here; no light, no joy, no hope. General Features Weather: Constant rain, high humidity and intense cold. Lighting: None. Visibility is reduced to 0 ft. What follows is for the eyes of the Game Master only, so that they can convey a claustrophobic and riveting experience. Sounds: The light drumming of water on the swamp and the wind hissing and howling between the rocks. Terrain - Swamplands: Walking in the slimy water is difficult and progress is slow. While in water, all Dexterity saving throws are rolled at disadvantage. Terrain - Beaches: Walking on the dense layer of sand is difficult and progress is slow. Running or moving at a faster pace requires a DC 15 Strength (Athletics) check. Terrain - Underground: The smooth yet muddy floor makes progress slow. Running or moving at a faster pace requires a DC 15 Dexterity (Acrobatics) check. Terrain - Gjöll: The river cannot be crossed without suffering 2d6 slashing damage every round and rolling a DC 15 Strength (Athletics) check at disadvantage. Terreno - Nidafjoll: The river cannot be crossed without being dragged away by the stream, suffering 5d6 slash- ing damage every round and rolling a DC 17 Strength (Athletics) check at disadvantage. The Nine Worlds: Helheimr 169 Terrain - Linnormr’s Nests: The smooth yet muddy floor makes progress slow. Running or moving at a faster pace requires a DC 15 Dexterity (Acrobatics) check. The air is dense with mephitic vapors and is incredibly poisonous. Every turn, characters must pass a DC 12 Constitution saving throw or suffer 3d6 poison damage. The Swamps Stagnant, brackish water, emanating putrid and oily fumes. Its depth varies from a few inches to many feet and every now and then there are patches of solid terrain. The swamp floor is so muddy and dense, covered in thick moss that oozes a viscous substance. Finding a strong grip for walking is difficult. Every now and then, figures similar to giant skeletal fingers reach for the sky out of the ground. They give the impression of being made of wood, when instead they are veined stone. The trees of this realm are sculp- tures the goddess Hel had placed to adorn her domain; a feminine touch, one could say. Rain constantly falls down from the sky, some- times hard, sometimes thick, often heavy, never light. Humidity and cold bite without mercy and those unlucky enough to stay for more than 6 hours with- out a shelter must pass a DC 17 Constitution saving throw or suffer one level of exhaustion. The waters are inhabited by the progeny of the great lindworms, smaller than their ancestors, but equally deadly. They are attracted by heat, since the environ- ment is so cold and humid and a light or the heat of a body would instantly attract their attention. If a character stays for more than an hour in the water, an immense snake will rise from the water and attack the characters (use the characteristics of the Hydra) Although the whole surface of this realm is swampland, the serpents are its lords, in the bog that separates Gnipahellir from Náströnd flows a river of corpses from the cave to the sea. The dead, as those in Nilfheimr, become aggressive if prevented from walk- ing their path or otherwise disturbed. The Sea of the Dead An endless tide of cyanotic corpses, stacked one on top of the other, slowly moves on, a host of white faces that spills onto the beaches, falling and rolling before walking again, one wave after the other. This is the Sea of the Dead, the endless host of those who await the ship of Ragnarok. Husks without a will, drained by the eternal ice they condemned themselves to after a dishonorable life. Ever watchful sentinels, refugees left for dead on the shore, look-outs waiting for their vessel, they came from the realm of endless ice, going to a sea of stars crashing on a beach of mist. Characters cannot swim in this sea; the moment they enter the waters, tens of hands grasp them and drag them to the bottom. To break free of such grasp, one must pass a DC 21 Strength (Athletics) check and, each round spent underwater, a DC 16 Constitution saving throw or suffer one level of exhaustion. Nástrønd Crystal dust from the frozen sea settled down after hit- ting the shores of this realm, the bank crawling with the corpses exiled to Helheimr through Gnipahellir and destined to the sea. Crossing the host of the dead without disturbing their vigil is impossible. If something other than them were even to approach, they would turn as one to face the threat and would approach it, shambling like zombies. Engaging them in battle is pure folly, as their survival instinct remained in their world of origin. Among these bodies, however, crawl infamous crea- tures, servants to the monstrous Níðhöggr, who drag corpses away to the great Lindworm. This large dragon is wedged into the root of the Worldtree, which extends from the skies to the heart of this world, and cannot break free. The creature is eager to feed, its hunger insa- tiable, and to find something to unleash its wrath upon, so its servants pile their findings close to him. These servants are not particularly bright and take the living and the dead alike. The Lindworm, in fact, awaits only to be freed to devour everything. Journey to Ragnarok 170 Nidafjoll A mountain range rises from the northernmost reaches of the world, one of the steepest ridges, reaching for the sky like the waves of an ocean. Climbing those slopes is extremely difficult, but the reward is well worth the effort; from those cliffs, way beyond the putrid marsh- land, lies a plateau from which to take in the best vista in this world. Numerous caverns open in the sides of the moun- tains. Although many are mere bumps in the terrain, two hide the lair of the Lindworms, such as the Lair of Svafnir. For more information, see Linnormr’s Dens paragraph on the matter. The other is the cave the cosmic serpent Níðhöggr comes from. Deep within those mountains lie the numerous skin sheddings the Lindworm left behind during its evolution. Although it is said that such mate- rial is extremely durable and even magical, nobody ever managed to recover some. Gnipahellir The tunnel linking the realm of Nilfheimr to that of Helheimr looks like a dark hole in the ice, sheltered from the wind by a frozen and bare hill. Rows of sta- lagmites and stalactites at its entrance make it look like an enormous black monster, its jaws gaping open. The descent is steep, made all the harder by a thick layer of slippery ice. Without proper equipment, pro- gress is still possible, although it requires a DC 17 Strength (Athletics) check. Climbing back, instead, is impossible. The inside of the tunnel is dark, as the onyx- like and yet cold stone does not allow light to flow. By passing a DC 15 Wisdom (Perception) check, the characters notice a metal ring right above the entrance to which was fastened an enormous chain that disappears in the mist a few feet away. The other end of the chain imprisons Garmr, who attacks with its renowned murderous wrath all those not deemed belonging to the River of the Dead. After a DC 15 Wisdom (Asatru) check, the char- acters remember tales about Garmr: it is possible to escape the hellish hound only by wetting a morsel of bread with one’s blood, as the creature is well beyond the capability of any Midgardian character. Gjøll The River of Swords splits this realm in twain, passing by the Nidafjoll to the north and the Sea of the Dead to the south. Roughly two miles away, characters hear a weird metallic tinkling that turns into a strong noise of metal grinding against metal. When finally they reach the banks of the river, the characters see a kilo- meter-wide flow of swords, crossed by a golden bridge further downstream. Gjallarbrú An elegant structure with a shining parapet, the Golden Bridge crosses Gjöll. Large enough to be seen from anywhere along the river banks, it is the only way to cross the stream, flowing then to the Sea. As the swamps are on rough terrain, the corpses arrive at the bridge in small groups. Its guardian is Móðguðr, “Battle Wrath”, a formidable woman whose duty is to watch over those walk the bridge. Suspicious people are interrogated by the imposing warrior, who is always ready to punish the undesirables or those behaving in a dishonorable way. Nagrind At first sight, it looks like a small hill a few dozen feet tall, its top flat, almost as if blunted. Upon closer inves- tigation, one can see it is covered in weird, moving shrubs, which turn out to be arms growing out of the surface of what is a mound of broken, mangled bodies. An impressive wall, crawling with the arms, legs and faces of the corpses who did not arrive at the sea and so were used in the defenses of the royal palace of this world, forming the Wall of Corpses. Those who investigate could be grappled by many pairs of hands and be torn to shreds by many tens of mouths. Éljúðnir The Fortress of the goddess Hel rises not far away from the place where the root of the Worldtree meets this realm. Surrounded by the invalicable Wall of Corpses, a faint greenish luminescence surrounds the mists shrouding it. The only passage that allows crossing Nagrind is the Gate, a thick fence of mystically interwoven bones from which it is possible to see Éljúðnir, an enormous, multi-storied building. Many wings join on a central, rectangular structure, called höll. Like the palaces of Midgardian kings or the Frankish emperor, these numerous environments are dedicated to the most dif- ferent functions. The Nine Worlds: Helheimr 171 Journey to Ragnarok 172 The west wing hosts the local garrison, with its sleeping quarters and the armory. There are 22 draugar (corporeal), guards ready to intervene at the first sign of danger. In the east wing are the guesthouse and quarters for more important guests. The north wing, instead, leads to the internal clois- ter, a rectangular colonnade that surrounds a marvelous stone garden, with skeletal sculptures mimicking trees and flowers. Here are situated the private chambers of the lady of Helheimr, a large room in which rises Kor, the “decaying canopy bed” draped in Blikjandabol, or “lucent disaster”. A translucent curtain that emits a faint light blue radiance, it is the way the queen chose to defend her sancta sanctorum, as nobody is allowed in that place. Whoever gazes at the bed sees a most beautiful woman through the curtain calling to them. If the victim fails a DC 25 Charisma saving throw, they are charmed and move to the bed, trying to embrace Blikjandabol, ending up crushed and poisoned. Each round, a charmed victim must pass a DC 20 Constitution saving throw or suffer 8d8 bludgeoning damage, halving on a success, and 6d8 poison damage, halved on another successful DC 17 Constitution saving throw. To break free of Blikjandabol, a character must pass a DC 20 Strength (Athletics) check. At the center of this maze of rooms is located the main body of the palace, the höll, where Hel holds her court. She sits on her throne and keeps a watchful eye on her kingdom, judging the newly arrived and ema- nating her sentences. On the staircase leading to her throne lies Ganglati, a frost giant always ready to bring all his might to bear if he felt his Queen in danger. The palace guards are at his beck and call, six draugar rushing to his aid was he to call for them. Below the höll are the dungeons, a maze of rooms and hallways where are the prisons, torture rooms and Hel’s personal treasury. Within, the Queen keeps the untold riches she took by force or deception from the forsaken dead that crossed her Realm. The draugr’s hut In a particularly putrid place of the bog lies a shack, with a crude outside table and a few benches. The wooden door is securely tied to its hinges, with no sign of life coming from the inside, and the only two win- dows of the building have no shutters. The walls are missing a few boards every now and then and the roof is in a bad state of repair, although it could work as a shelter from the incessant rain. Inside, the furniture of the only room is simple and the stench of corpse and decay is so strong it almost covers the putrid smell of the swamp. The owner of this house is a draugr, a revenant, a dead brought back to life by its own force of will. As he could not escape this new condition, he attempted to make his dwelling more hospitable hoping to find somebody to use as a means of escape or at least as a food source. As his most frequent meal is corpses from the River of the Dead, he is completely deranged and unreliable. Should somebody arrive (in his madness he believes that the Lady of Hel herself will visit him) he will hide behind the door to assess the poor incoming soul. If he thinks they are weak, he will wait for them to enter the house to try eating them. Otherwise, he will attempt to strike a deal with his “beloved guest” to help them flee from this place and get back to his true home. The Nine Worlds: Helheimr 173 Ormgudinna’s dwelling From afar one would think a frost giant is sitting on a clod of dirt in the swamp. Upon closer inspection, it is revealed as an enormous albino willow tree, its trunk and leaves coated in a viscous and dense, tar- like, substance. It appears this tree contains a house, recognizable by a small door at its base, open on the faint glimmer of a kitchen hearth. From the top of the tree, split in half, spreads greyish smoke and the smell of burnt logs. This is the dwelling of the Lady of the Beasts, an ambiguous entity who can hardly be trusted. She does not like novelty and thinks that the cycles of time are a source of wisdom. Ormgudinna uses the statblock of a Night Hag, including the coven powers. L innormr’s dens The dens of the cosmic serpents are similar in con- struction. They twist from a central chamber deep in the rock and spiral their way back to the surface in progressively wider tunnels, looking like immense cav- erns. Depending on the nature of the Lindworm that dug them, they are inhabited by other creatures and filled with natural traps. 1. Svafnir, The Slumbering One: its den lies within Nidafjoll and is made of many spires and tun- nels similar to the shapes of a smoke cloud. The serpent loves retreating in one of the side galleries waiting for its victims to delve deeper before annihilating them with its poison. This way, escape is only possible either by fleeing deeper and deeper in the tunnels or fall to the serpent’s breath. 2. Níðhøggr: its Nidafjoll den is uninhabited, a crushing sense of desolation afflicting any visi- tor as if the very absence of the linnormr made those tunnels even more haunted. 3. Grabakr, the Grey-backed: its dwelling lies in the southern mountains, beyond Gjöll. Grabakr’s immense build prevents him from living below the surface, so it learned to meld with the envi- ronment. As long as somebody does not step upon it, it is impossible to realize to be walking on the back of this imposing linnormr. 4. Ofnir the Coiling One: the burrow of this mon- ster is in Gjöll’s estuary, its entrance completely submerged in frozen water and made inacces- sible by the falling swords. Beyond such hellish place lies an ever-changing spiral of frozen sand and daggers. The linnormr tends to crush those unfortunate enough to travel its caverns as it rushes through them at great speed. 5. Moinn, the Beast of the Moor: the smallest and calmest of the cosmic serpents, who hid the entrance of its den among the shadows of the root of Yggdrasill to the west of Gjöll. As it is invisible to the outside, those who fall in it real- ize too late they found themselves in a deadly trap since the linnormr does not take it well to intruders in its lair when it returns from hunting. Journey to Ragnarok 174 The characters took the Gnipahellir from Nilfheim and, after a long and dangerous journey along the River of the Dead, they finally left it. Only darkness awaits them, with the incessant drumming of rain on water and the distant rumbling of backwash. The entrance is littered with bones and excrements, the area evidently inhabited. Perhaps, a large, wild animal lives in here. If the characters are not cautious, they will meet Garmr, the infernal hound (see page 176). Once they have escaped the gaping maws of this terrifying beast, the characters are swallowed by the darkness and the rain. They are able to cross the Swamps only relying on their hearing: Gjöll, Náströnd and Níðhöggr make dreadful sounds the characters can use as references for orientation. Each half an hour within the Swamps the group must pass a DC 17 Wisdom (Survival), with disadvantage if they are not relying on hearing, or they will be lost. When on the banks of the River of Swords, then, they can see the faint glimmer of a brazier in the dis- tance, Gjallarbrù, the Golden Bridge, and its guardian, Móðguðr, “Battle Wrath”. Recognising them as living people, when the group reaches the entrance of the bridge she will ask them what is their destination and the reasons they wish to reach the other side. Móðguðr’s questions have no right or wrong answers, she just wants to play with them. However, she does not accept trivial answers, unworthy of heroes looking for the favor of the gods. If questioned she tells the group: • Somebody already crossed Gjallarbrù, some- body “whose step shook the bridge like five hosts of the dead”. • To leave Helheimr, they should look for the Æsir who rides Sleipnir, who must know the way for sure. To cross the bridge, the characters have three options: • Móðguðr will ask them for a tribute. If each char- acter is willing to throw his weapon into the river of swords, he declares that he is willing to let them pass. • If the characters face it, once it has dropped to 0 PF, Móðguðr will not die but will let them pass, recognizing their value. • If a character is so brave that he tries to seduce her by kissing her, after a violent punch that will make him lose consciousness, Móðguðr will reward his courage by letting them pass. From there, delving deeper into the swamp, the group would reach the Palace of Hel, after finding a way around the massive Lindworm trapped within the root of Yggdrasill. Hailed by the sound of enormous jaws rending piles of corpses limb from limb and passing a DC 15 Wisdom (Survival or Asatru) check, the group under- stands that the direct route is not the wisest. To get to Éljúðnir, they should find a way around the obsta- cle. Following that route, they will find the Nagrind, although its Gate is not easy to see. By circling the Wall of Corpses, they will meet a fierce-looking war- rior, an imposing eight-legged stallion at his side. He introduces himself as Hermóðr, son of Odhinn, tasked with rescuing Baldr from the realm of Hel. The characters found him wondering if his horse can jump high enough to vault over the Wall. Confident in the help of the group, he suggests the group to request an audience with the Queen. However, Hermóðr does not know that Loki made so the characters could enter Hel’s castle so they could win Baldr’s trust and be brought to Asgardr. In fact, both the Gate itself and the Palace doors will open by themselves, without the barest of sounds, a clear sign the group is expected. When they enter the imposing palace, the charac- ters immediately realize they are not alone. Ganglati was not warned of their arrival and is not inclined to talk, 6 aggressive draugar (corporeal) (see page 133) material- izing at his will. Should the fight prove too difficult for the charac- ters, Hermóðr rushes to their help riding Sleipnir. Once the six creatures, Ganglati lets the group in and returns to sleep, lazily leaning into a wall, as the Æsir continues his search for Hel. A smug clapping comes from the inside of the höll, where an elegant warrior looks in the direction of the group. His skin the color of pearl, his hair and beard white and his eyes light, his pallor is almost a source of light in of itself in such a grim and hostile place. His light blue tunic is a strong contrast with his large leather belt, its buckle a wide wheel chased and embossed The Nine Worlds: Helheimr 175 to look like a sun. By passing a DC 12 Wisdom (Asatru) check, he is recognized as the god Baldr. Alongside him, a revolting figure, even more so if compared to the beauty of the god. Its rotting body the size of a half-giant and its rough skin an agate-hued cobalt, it wears frayed and tattered clothes. It welcomes the characters with a revolting grin of rotten and yellowed teeth, introducing itself as Ganglöt (Jötunn, see page 261) and inviting the group to sit at the table at the center of the höll. A sad parody of a Midgardian feast awaits the characters, putrid flesh in place of roasted meats and swamp water instead of flow- ing bear, the giant’s cackling the only battle song. Turning down the invite is impolite and would be met with a battle. Ganglöt, enraged, would summon the four giant snakes hidden among the beams in the ceiling to attack the group. Should the battle turn in Ganglöt’s favor, it would force the characters to eat. On the contrary, the giant would flee from the hall, cursing the group and their dishonorable behavior. Eating at the table poisons for an hour and imposes a DC 15 Wisdom saving throw, placing the target under the effect of the suggestion spell on a fail. If so, the charmed person keeps eating for the next eight hours. The Æsir Baldr, whose behavior is clearly unusual, ate the poisonous meats and now is under the effect of the spell himself. To free him from such condition, a success- ful DC 17 Intelligence (Arcana) or Wisdom (Asatru) check reveals he must be fed food cooked the Midgardian way. Once he recovers, he thanks his new friends, telling them he is now a guest of the Queen of Helheimr and cannot leave this world without her permission. As a reward, he gifts Draupnir, the golden ring he wore when he was burned alive, to the characters so they bring it back to Odhinn. The Æsir will then loudly ask Heimdall to open the Bifrost, through which the characters will be able to reach Asgardr. At this point, characters reach the 9th level. 176 Garmr Hellish hound with a long mane, matted with blood, Gnipahellir’s chained guardian. Nobody knows who placed the beast there, nor why; the only sure thing about Garmr are its ferocity, cruelty and complete lack of mercy. It is said that the hellhound will break its chains at the arrival of Ragnarok and will fight with the giants against Tyr, in a battle that will kill both of them. The legend tells that it can be tricked with a morsel of blood imbued with one’s own blood. Garmr Large beast, lawful dishonorable STR 28 (+9) DEX 26 (+8) CON 28 (+9) INT 7 (-2) WIS 16 (+3) CHA 14 (+2) Armor Class 20 Hit Points 120 (12d12 + 36) Speed 60 ft Damage Immunities acid, fire, frost, necrotic, poison; bludgeoning, piercing and slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Damage Resistances bludgeoning, piercing, slashing Senses darkvision 180 ft., passive Perception 17 Languages Common Challenge 20 (25.000 XP) Sacred Beast. Garmr’s attacks are considered magical. Legendary Resistances (3/Day). If Garmr fails a saving throw, it can choose to succeed instead. Magic Resistance. Garmr rolls saving throws against spells and magical effects with advantage. Pack Tactics. Garmr has advantage on an attack roll against a creature if at least one of Garmr’s allies is within 5 ft. of the creature and the ally isn’t incapacitated. All Garmr’s allies have advantage on an attack roll against a creature within 5 ft. of Garmr itself, provided he isn’t incapacitated. Keen Sight and Smell. Garmr has advantage on Wisdom (Perception) checks that rely on sight and smell. ACTIONS Multiattack. Garmr makes a Slam attack, two Claw attacks and a Bite attack. Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 9) piercing damage plus 27 (6d8) fire damage. Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (2d12 + 9) slashing damage. Slam. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, they must pass a DC 18 Strength saving throw or be knocked prone. LEGENDARY ACTIONS Garmr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Garmr regains spent legendary actions at the start of their turn. Bite. Garmr makes a Bite attack. Move. Garmr takes the Dash or Disengage action. Terrifying Growl (2 actions). Garmr growls. Each hostile creature within 60 ft. of it that can hear it must pass a DC 20 Wisdom saving throw or be frightened until the end of their next round. 177 The Nine Worlds: Helheimr Hel ““As we walked in this hall, I did not notice I had stepped on a cloak, so rapt I was by the magnificent sight. With a sudden movement, I turned to apologize and saw this cloak almost entirely covering a young woman. I noticed half of her graceful and seducing face rapidly hiding in the folds of her hood. However, much to my dismay, I got caught in the fabric, wrenching the cloak off her shoulders. I was horrified; the woman was naked. Half of her body was taut and attractive, her skin polished and smooth, while the other half looked like that of a corpse, wizened and rotten in many places, as if it had dried in a bog. Her smell was nauseous, of butchered meat and stagnant waters, and I felt an unnatural frost pervading my innards. Such a fearsome woman looked at me with malignant eyes, angrily covering her horrible figure once again. I feared she would have attacked me, was it not for my companion, who politely sent her away.”. - Thorleif Sikiroddr “Silk Voice” Queen of the realm of the dead, lady of the eternal mist, monstrous daughter of Loki. Within her flows the primordial Jötnar blood, as she is gifted with the chaotic magical powers of this kin. Usually, she can be seen shrouded in a long cloak, hiding part of her body and visage. Her visible part is of a bewitching beauty and yet, was she to reveal her true form, she would cause only horror. Half of her body is that of a shapely and attractive maiden, her milk-white skin crossed with sinu- ous tattoos of snakes intertwined with branches and runes. Her other half, however, is so putrid and rotting that one could tell the pulsing of her organs below her skin. When particularly furious, her cadaverous side looks like a charred corpse, pulsing with the dying embers of a hearth. She does not love any- thing or anyone, not even the father who condemned her to a half-life, forcing upon her a monstrous condition and the solitude that dragged her down the path to folly. As there was a time Hel was not evil, ruling over the dishonorable dead is not a welcome task for her, even less the derision and fear of the Æsir. Far from everything and everyone, in a world shrouded in pain and mist, she spends her time ruling with an iron fist and savagely torturing those who oppose her, waiting for the Ragnarok. It is still not clear what role will she play during the end of time as no prophecy mentions it, but it is sure she will not just watch. 178 Hel Large god, chaotic dishonorable STR 20 (+5) DEX 28 (+9) CON 20 (+5) INT 26 (+8) WIS 22 (+6) CHA 28 (+9) Armor Class 20 Hit Points 300 (22d12 + 110) Speed 40 ft. Saving Throws Str +12, Con +12, Wis +13, Cha +16 Skills Deception +16, Intimidation +16, Perception +12, Persuasion +16 Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Damage Resistances radiant Senses passive Perception 22, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 23 (50.000 XP) Divine Weapons. Hel’s weapon attacks are magical. When Hel hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Trickster’s Aura. Every attack against Loki fails unless his attacker passes a DC 12 Charisma saving throw. Legendary Resistances (3/Day). If Hel fails a saving throw, it can choose to succeed instead. Magic Resistance. Hel rolls saving throws against spells and magical effects with advantage. Innate Spellcasting. Hel’s spellcasting ability is Charisma (saving throw DC 24, +16 to hit). Hel can innately cast the following spells, without the need for components. At will: animate object, bestow curse, charm person, circle of death, confusion, create undead, death ward, dominate person, feign death, finger of death, fog cloud, gaseous form, greater invisibility, raise dead, shield, suggestion 3/day each: antipathy/sympathy, eyebite, feeblemind, mass suggestion, mind blank, weird 1/day: power word kill ACTIONS Multiattack. Hel makes two Deathly Flux attacks. Deathly Flux. Ranged Weapon Attack: +16 to hit, range 60/150 f. one target. Hit: 32 (6d6 + 8) necrotic damage plus 27 (6d8) radiant damage. LEGENDARY ACTIONS Hel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hel regains spent legendary actions at the start of their turn. Spell. Hel casts a known spell. Hypnotic gaze. A creature Hel is able to see within 60 ft. must pass a DC 18 Charisma saving throw or be charmed by Hle for 1 minute. A creature who passes the saving throw is immune to the effect for 24 hours. Teleport. Hel magically teleports in an unoccupied space he can see within 160 ft, with all the equipment she is wearing or carrying on her person. L innormr Sváfnir, Ófnir, Grafvölduðr, Grabakr, Móinn, Góinn. Legends and myths tells of terrible serpents, the Linnormr or Lindworm, the “hunter snakes” dwelling in Midgardr where the people only tell of their horrors, trying to relegate them to the realm of poetry. Níðhöggr’s kin is so numerous and terrifying because these monsters are constantly eroding the fabric itself of existence and the cosmo, even during peacetime. Loki himself is the father of one of these beings, the titanic Jörmungandr. L innormr Huge giant. unaligned STR 26 (+8) DEX 13 (+0) CON 22 (+6) INT 7 (-2) WIS 10 (+0) CHA 8 (-1) Armor Class 18 (natural) Hit Points 210 (17d12 + 102) Speed 40 ft. burrow 30 ft. Saving Throws Con +11 Skills Perception +4 Damage Immunities cold, fire, poison Condition Immunities frightened, paralyzed, poisoned Damage Resistances bludgeoning, piercing, slashing from non magical weapons Senses passive Perception 14, darkvision 60 ft., tremor sense 30ft. Languages - Challenge 12 (8.400 XP) ACTIONS Multiattack. The Linnormr makes one Claw attack and one Bite attack. They can use Swallow instead of making a Bite attack. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 22 (4d6+ 8) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 32 (4d10 + 8) piercing damage plus 10 (3d6) necrotic damage. If the target is a Large or smaller creature, it must pass a DC 17 Strength saving throw or be grappled and restrained. The Linnormr cannot use its Bite attack against another target. Swallow. The Linnormr makes a Bit attack against a Large or smaller creature they are grappling. If the attack hits, the target suffers the attack’s damage, is swallowed and the grappling ends. A swallowed creature is blinded, restrained, has total cover against attacks and effects originating outside the Linnormr and takes 21 (6d6) necrotic damage at the beginning of the Linnormr’s turn. If the Linnormr suffers 30 or more damage from a creature they swallowed, they must pass a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures. They fall prone in a space within 10 ft. of the Linnormr. If the Linnormr dies, a swallowed creature is not restrained anymore and can leave the body using 15 ft. of movement and exiting prone. Necrotic Roar (recharge 5-6). The Linnormr exhales a necrotic breath in a 60 ft. cone. Each creature in the area must pass a DC 16 Dexterity saving throw, suffering 56 (16d6) necrotic damage or half that on a success. 179 The Nine Worlds: Helheimr Móðguðr, Guardian of the Golden Bridge Mortals whisper her name with reverence, as legends about this oth- erworldly entity are many but not in agreement. She is a giantess, as attractive as she is unsettling, tasked with defending the Golden Bridge. She is always bored, as her duty prevents her from leaving this place and those travelers who are not damned souls are a very rare and wel- come sight, a challenge for her to enjoy. Sensual and provoking, she has a marked sense of humor and is more than willing to use her allure to catch the unprepared by surprise with open and cheeky opinions. Should somebody try to court her, she would consider it a reward of sorts, while fighting to the death all those who try to trick her. Móðguðr Huge giant. chaotic dishonorable STR 24 (+7) DEX 16 (+3) CON 21 (+5) INT 14 (+2) WIS 12 (+1) CHA 22 (+6) Armor Class 19 Hit Points 216 (18d12 + 90) Speed 50 ft. (40 ft. while she is Large, 30 ft. while she is Medium) Saving Throws Str +11, Con +9 Skills Persuasion +10, Perception +5 Damage Immunities cold, fire Senses darkvision 60 ft. passive Perception 15 Languages Common Challenge 12 (8.400 XP) Adaptable. Móðguðr can change her size from Huge to Large or Medium as an action, without any change to her statistics. All her equipment adapts to her new size. Brazen Beauty. Móðguðr adds her Charisma modifier to he AC score. Battle Frenzy (recharges after any rest or killing an enemy). If an enemy wounds her, Móðguðr can enter a state of battle frenzy as a bonus action for 1 minute or until she is incapacitated. When in that state, Móðguðr gains the following benefits: • Advantage to Strength checks and saving throws • +4 to damage • Resistance to bludgeoning, piercing and slashing damage ACTIONS Multiattack. Móðguðr makes three melee weapon attacks. Giant Greatsword. Melee Weapon Attack: +11 to hit, range 10 ft. (5 ft if she is Large or Medium size) one target. Hit: 28 (6d6 + 7) slashing damage. LEGENDARY ACTIONS Móðguðr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Móðguðr regains spent legendary actions at the start of their turn. Attack. Móðguðr makes a melee weapon attack. Endless Swords. Móðguðr can summon any kind of swords in her hands. Infatuating Gaze. A creature within 30 ft. of Móðguðr must pass a DC 17 Charisma saving throw or be charmed by her until the end of their next turn. A creature passing the saving throw is immune to this effect for the next 24 hours. Ormgudinna (Night Hag, to be considered in a Coven) At first sight, this woman looks like a simple, feral-looking druid who prac- tices black magic, a snake in each hand. In truth, to a more accurate inspection, it is obvious that the Lady is a truly supernatural being, its origin ancient and dark. Her language is a hiss, whistling rather than articulating words, as if it was a serpent speaking and not a human. She is incapable of any social interaction and is insular, detached and laconic, fully aware of her ancient power and careless in get- ting rid of those who oppose her plans. Even her appearance, to a point, reminds that of a snake, her eyes yellow and her irises thin, her visage elongated. From purple lips grow sharpened canines like those of a viper. Her long, raven black hair dirty and coarse, like the mane of an animal, are her only clothes for her naked body. 180 Níðhöggr Níðhöggr is the most ancient of the linnormr, trapped among the roots of Yggdrasill. According to the prophecy of the Seer, when his bonds will break he will fly over the battlefield of the Last Battle, feasting upon the corpses of the fallen. It is said Níðhöggr shall survive Ragnarok, flying resplendent with the bodies of the dead under his wings. Níðhöggr Gargantuan Dragon, unaligned STR 40 (+15) DEX 10 (+0) CON 32 (+11) INT 16 (+3) WIS 18 (+4) CHA 22 (+6) Armor Class 25 (natural) Hit Points 700 (35d20 + 350) Speed 60 ft., climb 60 ft., fly 120 ft. Saving Throws Str +24, Con +20, Wis +13, Cha +15 Skills Intimidation +17, Perception +13 Damage Immunities acid, fire, frost, poison, thunder; bludgeoning, piercing and slashing from non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses passive Perception 23, darkvision 120 ft., blindsight 60 ft. Languages Common Challenge 30 (155.000 XP) Cosmic Dragon. Níðhöggr’s attacks are considered magical. Legendary Resistances (3/Day). If Níðhöggr fails a saving throw, it can choose to succeed instead. Magic Resistance. Níðhöggr rolls saving throws against spells and magical effects with advantage. ACTIONS Multiattack. Níðhöggr can use its Frightful Presence. It then makes five attacks: two with its Claws, one with its Tail, one with its Horns and one with its Bite. Bite. Melee Weapon Attack: +24 to hit, reach 50 ft., one target. Hit: 42 (4d12+ 15) piercing damage plus 21 (6d6) necrotic damage. If the target is a creature, they must pass a DC 23 Strength saving throw or become grappled and restrained. Níðhöggr cannot use its Bite against another target. Claw. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 33 (4d8+ 15) slashing damage. Horns. Melee Weapon Attack: +24 to hit, reach 40 ft., one target. Hit: 35 (6d6+ 15) piercing damage. Swallow. Níðhöggr makes a Bite attack against a Large or smaller creature it is grappling. On a hit, the target takes the Bite’s damage, is swallowed and is no more grappled. A swallowed creature is blinded and restrained, gains total cover from attacks and other effects outside of Níðhöggr and suffers 62 (18d6) necrotic damage ad the beginning of Níðhöggr’s turn. If Níðhöggr suffers more than 70 damage from a creature within itself, it must pass a DC 20 Constitution saving throw at the end of that turn or regurgitate any swallowed creature, who fall prone in a spot within 30 ft. from Níðhöggr. If it dies, a swallowed creature is not restrained anymore and can leave its corpse using 50 ft. of movement and exiting prone. Tail. Melee Weapon Attack: +24 to hit, reach 45 ft., one target. Hit: 37 (4d10+ 15) bludgeoning damage. If the target is a Large or smaller creature, they must pass a DC 23 Strength saving throw or be knocked prone 10 ft. off where they were hit. Frightful Presence. Each creature of Níðhöggr’s choice that is within 120 ft. of it and aware of it must succeed on a DC 23 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Níðhöggr is within their line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Níðhöggr’s Frightful Presence for the next 24 hours. Necrotic Roar (Recharge 5-6). Níðhöggr exhales acid in a 120-foot line that is 10 ft. wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 120 (35d6) necrotic damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Níðhöggr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Níðhöggr regains spent legendary actions at the start of their turn. Detect. Níðhöggr makes a Wisdom (Perception) check. Tail Attack. Níðhöggr makes a tail attack. Wing Attack (Costs 2 Actions). Níðhöggr beats its wings. Each creature within 30 ft. of Níðhöggr must succeed on a DC 26 Dexterity saving throw or take 30 (4d6 + 15) bludgeoning damage and be knocked prone 20 ft. off where they were hit. Níðhöggr can then fly up to half its flying speed. 181 The Nine Worlds: Helheimr Journey to Ragnarok 182 Chapter 7 This section of the Journey is dedicated to the Agardr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Asgardr 184 General Features 184 Map 187 The Journey on Asgardr 192 Encounters on Asgardr 193 The Nine Worlds: Asgardr 183 Journey to Ragnarok 184 Asgardr Asgardr opens to the characters in all its endless glory, welcoming with the blaring of horns those who lay their eyes on its walls. There are no words to describe the wonder that is the realm of the Æsir, no song or mortal tale capable of recounting even a fragment of the spectacular beauty of this place. Here, legends walk, breathe, live and love. Here, against the bastion of certainty that is Asgardr, the sea of doubt and fear that crosses the uni- verse breaks. Fate converges onto the city of the gods like the winds in the eye of the storm and the scope of truth the mortals witness in front of the gods leaves them speechless. Here are the thrones of the gods, here all began and all shall end. The hazy and distant branches of Yggdrasill can be seen around the peak at the base of Asgardr, from which the Æsir ordained the destiny of the Nine Worlds. General Features Weather: Temperate and mild, like a summer day. Lighting: Night and day cycle normally and visibility is as usual. Sounds: Horns blow far away in the distance, the wind gently caressing the rustling grass. Terrain - Plain: Walking on the soft grass is very pleasant and very simple. The walking speed is regular on this type of terrain. Terrain - Mountains: Magnificent mountain ridges rise like statues, almost impossible to climb without fol- lowing specific paths. Terrain - Forests: Conifer and evergreen trees, rich in fauna and game. Outside of those few beaten paths, traveling in the forests is incredibly hard. Terrain - Sea: Falling in the waters means risk fall- ing eternally off the edges of the world. Leaving the waters requires a DC 22 Strength (Athletics) check at disadvantage. The Nine Worlds: Asgardr 185 Mount Asfell A gargantuan mountain, upon which was built Asgardr, said to sink its roots into the branches of the Worldtree. So cold it can freeze a Jötunn and its rock so hard it can shatter a diamond, it cannot be climbed. Idhavollr In the middle of Asgardr opens an expanse of soft grass, rustling under a warm northern breeze. Those who set foot here feel in an ancient place, as it is sur- rounded by magnificent palaces and majestic temples, home to the gods. An idyllic painting, this is a place of absolute peace and quiet. Falling asleep in these meadows grants visions of a distant past or glimpses of a possible future. At the beginning of time, when the Nine Worlds had just been born and humanity still did not know how to use fire, the Æsir gathered here. Placing here their thrones, they formed the first Thing, a gathering of free men usually held by a lögsögumaður, someone versed in the legends. Breidhablik A golden glow constantly shines over Asgardr, bathing such a pure and sacred place in a perpetual dawn, where the sun is always bright. There is no hostility or vio- lence and no evil act is perpetrated to harm somebody else, in here. There are no walls, but artfully cared for bushes and plants, colossal trees in place of columns, their branches a roof over the Æsir’s heads. Thermal hot springs, small orchards and flowers keep this place in an eternal spring. The beauty of Breidhablik is universally considered the most precious jewel of Asgardr, especially as what its loss would mean. Magic runes, etched in the very fabric of the world, shine everywhere, forming a shield against all evil. Whoever tries to break the laws ruling these lands would find themselves immobilized and muted, for a sacrilege in Asgardr is akin to betraying the very foun- dation of civilization. Those who try something evil here without being a god would immediately be under the effect of the Imprisonment spell, automatically failing its saving throw. This is Baldr’s home, that he placidly walks hold- ing his wife Nanna’s hand. Nature here is lush and of a heart-melting beauty. Thrúðvangr In the direction of the diaphanous borders with Alfheimr, is a vast region of wavy, grassy hills and placid groves, crossed by crystalline rivers in a joyous and calm atmosphere. A titanic waterfall rumbles into the infinite void and, at its side, rise Bilskirnir, the palace of the God of Thunder, and Thrúðvangr, his realm. Here he welcomes all those of mortal kin, protect- ing them and gifting them a rare and supernatural serenity. In fact, it is not rare witnessing former slaves talking as equals with their once masters. Even the dead can find rightful rest under the wing of the Æsir after a life of sacrifice, as all men are free and equal and Thor welcomes them all with fraternal love. Walking these lands is soothing for both body and mind and whoever is suffering from Exhaustion or other Conditions is instantly healed when they set foot in Thrúðvangr. As a testament of its power, famous is the tale of Thor taking shelter there to heal from a whetstone lodged in his skull. Amsvartnir Fear lies in the heart of men, at the center of their chest, close to their breath. When fear leaves its cage, the breath of men shifts and they realize they are free. Much like men, so the Gods felt fear, in ancient times, and so chose to exile such terrible monster in the most secure place in all the Nine Worlds, a place so close to them they could immediately notice if their worst enemy had broken free of its chains. At the center of Amsvartnir, the closed sea, lies the isle of Lyngvi. There, tied with Gleipnir, a robe as light as silk and yet strong enough to cut through a moun- tain, is Fenrir. He waits to find an opening to escape from the Æsir clutches, so far finding none. And yet, one day... Ydalir Deers with majestic antlers, boars with mighty tusks, wolves with thick manes, bears with frightening roars and foxes with soft tails all run among the undergrowth of the immense forest that embraces the whole of Asgardr. Deep-eyed owls, flicker-feathered ravens and sharp-clawed falcons find shelter and joy among the forest’s branches. in the meanwhile trees like ash, elm, oak, hazel and yew dominate this land, slender sentinels watching the hunting grounds of Ullr, the God of Bows. He swiftly travels the length and breath of the forest, always aware of what happens among the trees, every intruder tracked and hunted down. The divine hunter, Journey to Ragnarok 186 when not out in the wild, makes majestic bows out of the yews of Ydalir, all of them extraordinary tools for hunting and war. Wood from this forest is also the main source for almost any work of carpentry in Asgardr, as it does not matter how many are felled during a day, an equal number grows back during nighttime. Asgrind Two marble citadels proudly mark the skyline at the end of Bifrost, among them a titanic iron gate adorned with bronze and silver studs and iron etchings running along the whole structure. To those who bring peace, they show pictures of welcome and friendship, but to those walking down the path of war to Asgardr, they only show images of curses, death and suffering. Asgrind, the gate of this world, is watched by Valkyries who patrol the towers and parapets, their armor shining and their hair waving in the wind. They are ready to form an honour guard to any who was to pass the bridge in triumph and under their watch no army ever broke through without the permission of the gods. Bifrost When the cold of rain meets the heat of the sun, the col- ours that cross the sky are born. Many are the legends told about these iridescent figures, as the ephemeral matter of which the Rainbow Bridge is made makes it tangible and abstract at the same time. One step it holds those who walk it, the next one it could not be there anymore. It was built to cross the whole cosmos and connect Asgardr to Midgardr running along the trunk of Yggdrasill or reach any of the Nine Worlds. The only way to reach Asgardr, any trespasser is spotted by Heimdallr the moment they set foot on the Bridge, only to be sent into a storm or in thick fog, too far to see the towers of Asgrind and be welcome at the seat of the gods. Where do the mists or storms met while travelling the Bifrost is unknown, as in its impalpable inconsist- ency mortals see it like an apparition or an illusion and those who made it back are only a few. Bilskirnir The homes of the Asi are as massive as their deeds, but none is larger than Bilskirnir, the titanic palace of the God of Thunder, riding on the enormous river that becomes the waterfall of Thrúðvangr. In the whole of Asgardr, there is no larger building, as the tales of mortals tell it has 540 rooms. Their actual number, however, is probably even larger. In fact, it is more of a small town than a keep, so vast it is. It is told that the whole of Midgardr, entire populations, could fit in those halls without losing the sense of vastness of this place or sit at its tables and feast for centuries. The enormity of the fortress is reinforced by the over- lapping of countless archways and pillars sustaining the roof, so far from the ground it is invisible. Cloud banks shroud the top of the columns, sundered by thunder- claps echoing around the regions-wide halls. The dead of any kin and social standing are met with open arms, all equal in Thor’s presence. When the god is home, feasts and banquets are common, a kind word or a toast for any of the participants. In the main court, where the tables are truly massive, lies Thor’s seat and close by a stone rest upon which is often left Mjollnir, the mighty hammer. The palace has endless wings, some of them even forgotten by the god himself. In one of them, small if compared to the others, his goats are cared for and his chariot is kept as mighty as the roiling thunder and as quick as lightning. The God of Thunder likes fighting, never turning down an offer to do battle and loving the sound of clashing weapons. When home, however, he strives for peace above all else. Should it be perturbed, he would propose a challenge, before wielding his trusty hammer. These challenges are feats of strength, in which he cannot be defeated, like log lobbing, axe throwing or stone lifting. When a contender passes a test with enough distinction, although without ever being able to beat the host, they are awarded the honour of sitting in the massive main hall and feast in the presence of Thor himself. The Nine Worlds: Asgardr 187 Journey to Ragnarok 188 Brenna A thin layer of purple mold cakes the walls of this small complex of rooms and tunnels, light just a faint reverberation of a few pale torches bolted to the walls and the air thick with a stagnant, pungent smell. Here Loki set his court, as he likes to call it, a sad and squalid place, barely lighted, where hatred and bitterness stagnate. He takes pleasure specifically from this, the fact that such a place stains the infinite beauty of Asgardr. Venturing in these tunnels is not as dangerous in the way one would normally think, no deadly traps await the unfortunate souls who venture inside. In fact, Loki does not need any: the corruption itself wafting here is strong enough to taint as a dishonorable creature (even for the purpose of spells or divine perceptions) any who stays within for even a few minutes. Eigvetr The smell of sun-baked resin and pine needles rustling in the spring winds are prevalent here. Whoever is invited by the goddess Lofn, she who soothes and con- soles, is gently led as they walk among the rooms of her palace. A forest was allowed to grow inside, a temple where life and all that is related to it could grow again, from the cycle of seasons to the birth of living beings. Lofn’s love for life is such that she often offers her palace to forbidden lovers, so they can at least be made whole by her sweet words. Fensalir A plain-looking palace, defended by tall walls deco- rated with wave patterns stands close to the northern wall.The imposing gate protecting the home of the goddess Frigg is carved to look like the surging tide, apparently ready to crush the uninvited guests. The gate opens on a vast courtyard with a blooming garden, where the smell of iridescent flowers and ripe fruits delights the senses of those fortunate enough to be there. There are many springs, which slightly salty water flows through Fensalir via canals made to avoid the forming of bogs and to nourish fruit and hazel trees. When they reach the steps of the courtyard, these waters rise up to the sky, spreading in the ether where they form new stars. Frigg’s quarters are on the first floor, from which she can keep an eye on her husband’s movements, who resides in the next palace. Not much is known of the supreme goddess’ quarters, although much is said about whom she meets. Glitnir The palace of Forseti, son of Baldr and Nanna, is a place of magnificence and wisdom, the best tribunal among men and gods. The walls and columns of the palace are made of solid gold, while the roof is silver. Athough the riches here are comparable to those in Valaskjalf, there is nei- ther solemnity nor regality, only justice and precision. A wide basin in the ground opens at the center of the main hall, where are many rows of benches and tables are ready to be laid with food and water to nourish those who will be called in the tribunal. At the center of the basin lies a plain, wooden seat, where Forseti sits as he listens to the words of men and gods and he judges the facts presented to his attention. Whoever enters the basin is subject to the aura of truth of the tribunal. The individual under question- ing, if not a god, is under the effect of the Zone of Truth spell and can only answer truthfully. If Forseti feels he has been lied to, he summons an ability he inherited from his father, petrifying the liar with a Power Word Stun. The wrongdoer is then brought to the presence of Odhinn, to suffer an adequate punishment. Himinbjorg A double wooden palisade rises on an embankment just outside the gates of Asgardr. A long line of yew trunks lines the road leading from Asgrind into this structure, the fortress Heimdallr calls home. Its circular base is split at cardinal directions by two roads, the most important connecting the last stretch of the Bifrost to the tallest tower, built on its walls. The other one, instead, leads to the inner, square-based courtyards with the stables, armories and granaries. At the center of Himinbjorg, on an altar surrounded by runic boulders, is kept the Gjallarhorn, in wait for the day it will be blown. The fortress reminds a Midgardian fortification, entirely made out of stone. Although they have been carved out to look like made of yew so dear to the people of this World, the walls are not made of wood. The White Guardian watches and observes from the tallest tower, vigilating and keeping things under con- trol. He is alone, as his watch must be solitary, his only company a small herd of rams to feed from, left free roaming around the fortress’ courtyards. He is not jeal- ous and is always willing to share his food with those of good will, serving only an unpleasant trip on the Bifrost to the others. The Nine Worlds: Asgardr 189 Søkkvabekkr The architecture of this palace is proof of its nature. At first glance, it looks like any other wooden palace in Midgardr, before noticing the inlay at its foundation, similar to the keel of a ship. An intricate pattern of silver-hued carvings reflects the blue of the sky, appear- ing like a sapphire among the green, run through with white vein reminding of ocean froth. Past the entrance, visitors can see empty and dark rooms, echoing with the sound of crashing waves and thick with the smell of the sea. Those who hear these sounds feel deep pangs of nostalgia creeping in their heart, those without a strong spirit risking to lose themselves inside the palace. Listening to the back- wash or smelling the salt in the area causes to be under the effect of the Mass Suggestion spell, compelling the weaker-willed to delve deeper into Sága’s home. Instead of rising, the palace expands in the under- ground, like the keel of a ship sundered by the reef opening on an abyss of water. Søkkvabekkr is made of natural caverns and artificial halls. At ground level, water is ankle-high, reaching the chest in those just below, while the deeper rooms are completely submerged. Sága loves to entertain her guests among the halls on the ground floor where, accompanied by the sound of the sea, she serves mead, often in Odhinn’s company. Valaskjalf: One of the most breathtaking palaces in the whole of Asgardr is Valaskjalf, Odhinn’s own residence. His home is proof of why he is the Allfather; solemn, spa- cious, lit as if it was always daytime by large braziers and beams of light from the ceiling. The roof and columns are solid silver, a tribute to the One-eyed god from all the deities, its walls strong and hospita- ble, light filling its many arches. At sunrise, sunlight reflects off the silver beams to engulf the whole great hall like a star, until sundown, when the shining colors turn into a blood-red luminescence. At nighttime, it is even more breathtaking, as the stars are reflected off the polished silver, a kaleidoscope of lights chasing each other and mixing in a show of magnificence impossible to ignore. Here Odhinn has his home and his throne, Hliðskjalf, in the central hall. Carved when the dwellings of the gods were built, it is the core of Asgardr’s power and the origin of authority throughout the Nine Worlds. A masterpiece of beauty, refinement and elegance, carved with animal and floral motifs, magical runes and meta- phorical scenes about the creation of the Nine Worlds, its armrest are shaped like dragons, their gaping maws breathing intricately inlaid gouts of precious metals. Valgrind The Gate of the Fallen, the portal leading to Valhalla, opened by the Valkyries who lead the valorous dead in triumph to the feast. The warrior maidens guard this treasure with jealousy and zeal, as laying eyes on Valgrind is akin to beholding the certainty of exist- ence, the meaning of life and the truth after death. Even if violence marked the end of a mortal, the golden gates of Valhalla are the entrance of the most coveted reward; eternal glory. Valhalla The Hall of the Fallen, the place where celebrations, feasts and battles are constant. Those who died with honour find here their worthy home, being elevated beyond the condition of mere mortals to the vaunted ranks of the Einherjar, the greatest of honors. It is the greatest of honors, as only Æsir and Einherjar are granted access to this hall. Odhinn takes the master seat, often letting his wolves take his portion of food, taking only wine and meat as sustenance. In Valhalla, the Einherjar sit at the side of the gods, toasting and feasting to the glory of past deeds. The hall itself is a testament to glory, its tall col- umns made of bundles of spears tied together with gold and silver bands. The roof is made of shields riveted together with burnished bronze pegs and the benches where the Einherjar and the Æsir sit are cov- ered in suits of armor and coats of mail instead of furs. The hall is dotted with racks heavy with weapons of all kinds, spears, axes, swords, bows, daggers and many others the mortal eye has never seen. There are also plenty of suits of armor, coats of mail, lamellar armor, leather and metal armor and some never seen before. The river Thund flows within Valhalla, where both the Einherjar and the Valkyries wash and bathe, joking among themselves. The gigantic tree Laeradhr grows at the center of the hall, so tall its branches make for part of the bracing of the roof, a sweet reminder of the even larger and more mysterious Yggdrasill. The goat Heidhrùn nibbles at Laeradhr’s leaves and bark, covered in runes that allow her to produce mead, instead of milk, in quantity enough for all those who sit in the hall. Journey to Ragnarok 190 A deer, Eikthyrnir, keeps Heidhrùn company graz- ing from the tree and, like her, his body is covered in runes that make the river Thund flow from his antlers. The cook for the feasts is Andhrimnir, a dvergr specialized in preparing meat of a boar species called Saehrimnir, the meal’s main course. Outside the west gate lies Valhalla’s garden, a refuge from the constant din of the banquets. It is made of a grove, Glasir, where the trees have leaves of burnished gold, always in eternal autumn. Valhalla is so vast mortal legends tell of its 540 doors, so wide 800 Einherjar could fit in them side by side. Although such numbers have not been confirmed, Valhalla’s portals are hundreds upon hundreds, as are the warriors who enter the hall each day, arrayed in battle formation. The number of guests in the Hall of the Fallen is beyond count, especially in these times of violence, growing exponentially with each passing day. During the night, the Einherjar feast drinking, eating and toasting with the gods, or enjoying the pleasures of the flesh. During the day, however, they leave the hall arrayed in full panoply of war, to fight tirelessly and with abandon on the fields of Vigrind, constantly training for the coming of Ragnarok. Those who are injured, mutilated or killed rise again with their wounds closed and their limbs restored, to return to Valhalla and resume feasting. The constant alternating of rest and battle keeps the Einherjar on their edge, making them the mightiest army the cosmos have ever seen. Valhalla has two secondary wings, branching out off its main body, its map mimicking the shape of the Teiwaz rune. They are respectively Gladhsheimr and Vingòlf and host the private chambers and minor halls of the coun- cil, for the Æsir and Asynjur. They are also shrines, where the grounds sacred to the gods are kept well stocked with offerings by both Valkyries and Einherjar. Every divine being has their own palace or fortress, but many have their personal abode elsewhere. Tyr, for example, can be often met in Gladsheimr, while Gefjun and Sif, when not in company of her husband, live in Vingòlf. Becoming an Einherjar, however, is also a heavy burden. Being a warrior who will spend eternity fight- ing, dying and coming back to life knowing that they will live in that condition just so they can fight during Ragnarok breaks the will and shatters the mind of many. But not that of an Einherjar. When the Last Day will come and darkness shall fall on all and everything shall die in violence and pain, every sword shall be necessary. Every life of a hero being snuffed out on Midgardr is a potential Einherjar who will lend his strength and valor on the frontline against what will come. There is a deep and romantic tragedy in being an Einherjar, but none of them ever will regret the opportunity to fight alongside the gods during Ragnarok. Vidhi (or Widi) A palace slightly distant from the others, its appearance not sharing their magnificence. Although well built, it looks neglected, the carvings on its beams and pillars partially hidden by mistletoe. Inside, grow thorns and tall grass, as if nobody took care of them for a long time. The wind howls through the windows, echoing like a howling wolf in the main, empty hall. This is the place where Vidharr lives, the sullen god of vengeance and son of Odhinn. He hardly ever joins the other Æsir as he prefers staying in his den like a wounded beast. Vigrid Beyond Asgrind, where the Bifrost ends, opens a sea of emerald green, always rustling with shining waves that cross its immensity to crash through one another. This is Vigrid, the battlefield where every day the Einherjar fight surrounded by the sacred law of the gods. It is writ- ten that the battle of the Last Day will be fought here. Valhalla - © Milivoj Ćeran 192 192 Journey to Ragnarok 192 Journey to Ragnarok 192 Bifrost’s light blinds the adventurers, as they find themselves suspended in a dream-like vision of the Nine Worlds and Yggdrasill. They behold Flame and Ice, seeing Midgardr in a flash before being blinded by the splendor of Asgardr. When they recover from the light, the characters see in front of them a tall and heavily built man, wear- ing a helm with large ram horns, who smiles, his grin flashing with golden teeth. Heimdallr welcomes the group to Asgardr as honored guests, as a detail of Æsir honor guard awaits them, ready to escort them directly to Odhinn’s presence. During the trip to the palace, the characters can see the wonders of Asgardr, only for them to be dwarfed by the splendor of Odhinn’s palace. Once they arrive in Valaskjalf, crossing Idhavollr, they are led to the main hall where has been prepared an immense banquet, with the majority of the divine court present. Odhinn himself is presiding, sat on his throne at the other end of the hall, welcoming them with benevolence. To the surprise of those present, to the table have been added a few seats for the newcomers, who can eat in the presence of the protagonists of the legends. At the end of the feast, his court dismissed, Odhinn asks the characters to give him the ring Draupnir. Although he appears to be aware of the events the heroes have been through until now, he will not answer the many questions they might ask him, espe- cially those regarding their shipwreck. Once Draupnir is back in his possession, Odhinn greets them as hon- oured guest of the gods, allowing them to rest and recuperate feasting with the other divines. The characters can spend a night on Asgardr. When the sun is down, they are led to their quarters, where they are able to rest under the stars of the highest of the Nine Worlds. The following morning, they are gently woken up and dressed in godly clothes, allowing them to with- stand extreme temperatures, like the insufferable heat of the desert or the deathly cold of a glacier. Odhinn, then, gathers them in a private hall, where he gives them a task. As they showed honor and courage, the Father of the Gods thinks them worthy of recovering another ring dear to him, Andvaranautr (see page 300). This cursed ring was gifted by Odhinn (who still covets it) to king Hreidmar as compensation for the death of his son Otr, accidentally killed by Thor, Loki and Odhinn during a hunting expedition. The curse of the ring, then, struck the royal family; Hreidmar’s two children, Fafnir and Regin, started wanting the ring, insisting their father should have given it to them. The ring’s corruption spread so much that Fafnir killed his father to take it and banished his brother from Nidavellir. They will have to ride again the Bifrost, to descend in Svartalfheimr, the Night World, where they will have to find a way to reach the depths of Nidavellir. Once they are in that place of industry and fire, their duty is defeating the dragon Fafnir. Odhinn could have solemnly tasked them in front of the whole court of the gods, on the base that the dragon was crushing the Dwarves with its greed, but that would only have doomed them to failure. The hero Sigurd suffered that fate, failing in the task, invested with the honor of bringing such a scourge down, and lost the sword capable of rending the dragon’s scale, Gramr. Once the group accepts the task, they are entrusted to Heimdallr once again, who escorts them to Himinbjorg where they can take weapons from his armory (every player can choose up to an item on the Magic Items Table F). Clothed and armed like gods, they are brought to Asgrind and from there to Bifrost, for their descent to Svartalfheimr. 193 193 193 193 The Nine Worlds: Asgardr The Nine Worlds: Asgardr Baldr “A young man caught me completely by surprise, catching ,e under his arm and inviting me to sit with him. He poured mead into a silver cup, for me, and a horn, for himself, and we toasted, as if I had been his most cherished friend. However, I had never seen him before. Elegant in his appearance and polite in his manners, his skin was the colour of pearls, his hair and beard white as the first autumn snow, and his eyes the lightest. Although albino, his pallor looked more like a source of light, rather than a flaw, as if his presence irradiated in the entire hall. His hair was tied in a thick braid, bedecked in golden beads, his beard short and well trimmed and his handlebar mustache closed with two dark stone pearls. He looked like a great, luminous flame, blinding and yet warm and pleasant as a newly found friendship. He wore a light blue tunic and white trousers, those of a king, kept in place by a leather belt with a wide, sun-chased wheel, so large it covered part of his chest. Drinking with this man was an immense pleasure for me and yet it made me feel extremely sad. I wondered, in surprise, how painful could it be to see such a good man die.” - Thorleif Sikiroddr “Silk Voice” • God of light and beauty • The kindest and best-loved of all the gods, in whose existence lies a dire tragedy • He possesses modest clairvoyance skills, allowing him to glimpse into the Fate of the world, although he looks the other way Baldr Large god, lawful honorable STR 24 (+7) DEX 22 (+6) CON 24 (+7) INT 20 (+5) WIS 24 (+7) CHA 24 (+7) Armor Class 18 Hit Points 140 (20d12) Speed 40 ft. Saving Throws Con +14, Wis +14, Cha +14 Skills Intimidation +14, Perception +14 Damage Immunities acid, fire, force, frost, lightning, necrotic, psychic, radiant, thunder; bludgeoning, piercing and slashing Condition Immunities exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 24, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 24 (62.000 XP) Divine Weapons. Baldr’s weapon attacks are magical. When the Æsir hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If Baldr fails a saving throw, it can choose to succeed instead. Magic Resistance. Baldr rolls saving throws against spells and magical effects with advantage. Promise of Good Will. Everything in the world swore never to harm Baldr, save for Mistletoe, too young to swear an oath. Any damage dealt to Baldr by mistletoe weapons ignores his immunities. ACTIONS Multiattack. Baldr makes two Blade of Asgardr attacks. Blade of Asgardr. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) piercing damage plus 27 (6d8) radiant damage. LEGENDARY ACTIONS Baldr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Baldr regains spent legendary actions at the start of their turn. Attack. Baldr makes an attack. Move. Baldr takes the Dash or Disengage action. Divine Imposition (2 actions). Each creature at Baldr’s choice within 60 ft of them must succeed on a DC 20 Charisma saving throw or be charmed by Baldr for a day. This effect does not stack. A creature who succeeds on the saving throw is immune to this effect for 24 hours. 194 Bragi (Æsir) “I heard music and my guide led me through the crowd to a small dais where an old man was playing a magnificent harp, made of precious wood. His white hair was tied on the back of his head, although it showed a largely reced- ing hairline. His white beard was so long it brushed his knees, woven with bronze and copper threads and the visible skin on his neck was as wrinkled as an autumn leaf. His expert fingers caressed the instrument’s horsehair chords, making the air around him echo with a crystalline and celestial sound. I felt spellbound by the old man’s skill, whose wondrous melody was soon joined by song. His harmonious voice, utterly unexpected by somebody his age, was that of young, vigorous man. It was only then that I saw his tongue, adorned with runes. When the song was over, the old man invited me onto the dais, to keep him company and to play with him, although my music sounded pitiful and miserable if compared to his. However, as if by a spell, the melody of my lyre somehow took on that of his harp and filled my heart with something new, a fire that had never before burned in my chest. I had just found my inspiration.”. - Thorleif Sikiroddr “Silk Voice” • God of poetry and song • Affable, kind, wise and knowledgeable cantor, his skill unmatched • Odhinn often asks for his advice Forseti (Æsir) “Not far away from a crowd of people fiercely argued. Among them, two people were exchanging insults and vitriol about a topic I could not understand in the confusion. A man in the crowd called for silence with a hand gesture and every- body looked at him. He placed himself between the two contenders and started talking with a clear and pure voice, the speech of an expert orator. This man kept his chin clean shaved, with a thick mustache and hair the color of carrots. Moderate and yet elegant in his clothing, draped in a cloak of crimson wool, his appearance radiated strictness and rigor as well as tenderness and firmness. He did not wear jewelry, save for a twisted silver bracelet on his left wrist. The dis- tance did not allow me to hear him, but I was still able to catch a few sentences. Quoting the norms and laws of the code utilized by the Emperor of the Inner Sea, I was astounded by his knowledge, with which he solved the dispute peacefully and everybody went back to celebrating”. - Thorleif Sikiroddr “Silk Voice” • God of law • Learned, eloquent, sometimes even patronizing, he always tries to solve every loophole or problem Frigg (Æsir) “A woman approached my companion, embracing him and greeting him with a kiss, and hailed me. Her appearance emanated royalty and pride. Wise, pen- etrating eyes, blonde hair with silvery locks expertly woven with gems and rock crystals, her pale and mature visage crossed by a tattooed line descending from her chin along her neck. I wondered which designs would she have etched onto the rest of her skin, surely as regal as the woman herself. She had blue eyes, so light she looked as if she was blind, in spite of the contrast with her lampblack makeup. She wore large gold earrings and a necklace adorned with falcon feet and gold-plated feathers. Her clothes were heavy, a magnificent dark red dress, with silver trims, and a wide, white fur wrapping around her like a cloud. Her pale hands were heavy with rings cut entirely out of numerous different precious stones. She emanated an air of solemn royalty and charme that intoxicated me like a perfume. The woman whispered something into the old one-eyed’s ear and then left.” - Thorleif Sikiroddr “Silk Voice” • Goddess of royalty, fecundity, war and clairvoyance • A queen so cunning and clever she crafted a second identity by the name of Saga • When on the front line, she acts like a warlord, a powerful spell- caster when not in the thick of the melee 195 The Nine Worlds: Asgardr Heimdallr “As I beheld, amazed, the bystanders I noticed a man watching me intently. Tall and heavily built, like the last tree standing from the taiga on the borders of the frozen desert, he was studying me with such intensity I felt stark naked. I could not see his face, hidden by a great helm the like of which I had never seen, bearing two large ram horns. His dark irises went surf-white, as impressive a feat as it was absurd. After a few, eternal, seconds he smiled, removing his helm and I suddenly felt relieved. I realized his teeth were pure gold and one of his ears was missing. His red-hot hair was as long as it befits a man of experience and power, decorated with white gold jewelry and his mail armor, bracers and greaves bore platelets of the same precious metal. In the light of the fires, he looked shrouded in a halo of white light. His strong hands, his skin scorched by the sun of the endless watch, delicately cradled a signaling horn the size of a man, intricately carved and inlaid such magnificent and complex motifs I could have lost years to unravel their meaning. When he focused his attention elsewhere, it was as if I had never existed.”. - Thorleif Sikiroddr “Silk Voice” Heimdallr Large god, lawful honorable STR 26 (+8) DEX 22 (+6) CON 26 (+8) INT 20 (+5) WIS 28 (+9) CHA 28 (+9) Armor Class 23 Hit Points 350 (25d12 + 175) Speed 40 ft. Saving Throws Str +15, Con +14, Wis +16, Cha +16 Skills Intimidation +16, Perception +23 Damage Resistances necrotic; bludgeoning, piercing and slashing from non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 24, darkvision 400 ft. truesight 400 ft. Languages all, telepathy 120 ft. Challenge 25 (50.000 XP) Divine Weapons. Heimdallr’s weapon attacks are magical. When Heimdallr hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If Heimdallr fails a saving throw, it can choose to succeed instead. Magic Resistance. Heimdallr rolls saving throws against spells and magical effects with advantage. Eternal Vigilance. Heimdallr cannot be surprised, is immune to illusion and cannot be put magically to sleep. Innate Spellcasting. Heimdallr’s spellcasting ability is Wisdom (saving throw DC 24, +16 to hit). Heimdallr can innately cast the following spells, without the need for components. At will: bless, clairvoyance, detect magic, detect thoughts, magic circle, message, sanctuary, spiritual weapon, teleportation circle, thaumaturgy. 3/day each: blade barrier, holy aura, sunbeam ACTIONS Multiattack. Heimdallr makes two Blade of Asgardr attacks and one Heimdallr’s Head attack. Blade of Asgardr. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (2d10 + 11) piercing damage plus 27 (6d8) radiant damage. Heimdallr’s Head. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 20 (2d8 + 11) bludgeoning damage plus 27 (6d8) radiant damage. The character must pass a DC 20 Constitution saving throw or be knocked prone and stunned for 1 minute. REACTIONS Pommel Strike. Heimdallr attacks his target with the hilt of his Sword. This attack uses the same roll to hit of the Sword attack, dealing instead 16 (1d8 + 11) bludgeoning damage. On a hit, the target must pass a DC 18 Constitution saving throw or be stunned until the end of their next round. LEGENDARY ACTIONS Heimdallr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Heimdallr regains spent legendary actions at the start of their turn. Gjallarhorn. Heimdallr blows his mighty horn. Every ally gains advantage to hit rolls, skill checks and saving throws and is immune to fear for 1 minute. Each enemy must pass a DC 21 Charisma saving throw or suffer disadvantage to all to hit rolls, skill checks and saving throws and be frightened for 1 minute. Headbutt. Heimdallr makes a Heimdallr’s Head attack. • Sentinel god, the deity of the morning, civilization and war • Staunch, stern, proud and terse, revered father of human civilization • The best watchman in the universe, capable of seeing and sensing almost anything 196 Hödhr (Æsir) “The young albino approached me, leading a blind man. With great ten- derness, he helped him sitting among us, pouring him a drink and handing him a plate filled with hot food. Much to my amazement, the two men were twins, exactly identical if not for a few details. His hair and beard were charcoal black, his tunic and trousers the color of hearth smoke and the jewels he wore on his arms and his mane burnished gold. His brother helped him drinking and eating with affection and care, but there was something off in the blind man. He looked like as if he was suffering a great shame from something, but I could tell what it was, although I felt a great pity for him. What manner of despicable act could have a poor blind man committed to feel so ashamed of himself?” - Thorleif Sikiroddr “Silk Voice” • Blind warrior god • Somber and depressed for something unfathomable. He can be dis- tracted, however, and becomes a little happier if somebody talks to him and listens to his tales Idhunn (Æsir) “A woman, dressed as a peasant, walked barefoot among the benches, holding a basket full of apples under her arm. She wore a simple, lightly colored tunic, numerous bags filled with herbs hanging from her belt. Her only weapon was a boar tusk knife with a golden handle and a squirrel’s tail kept in place by a golden stud. Surprisingly beautiful, she kept her brown hair flowing on the back of the head and tied to her temples in two braids. Her tanned skin bore white paintings around her neck and arms. Flowers and pine twigs woven into her braids and hawthorn in the belt were the only jewelry she wore. Her honey-colored eyes gleefully looked at the hall, freckles dotting her cheeks like flowers on vernal snow, making her gentle visage all the sweeter. She walked serenely, gifting an apple to whoever crossed her. Those apples had an intense and fascinating smell and, I could not tell if it was the fairytale-like light of the hall or my own enthusiasm tricking me, I could have sworn they were made of gold, shining like tiny stars in the woman’s hands”. - Thorleif Sikiroddr “Silk Voice” • Goddess of immortality and spring • Her blood is an unusual mix of Dvergr and Alfr, making her a bit naive and somewhat rustic • She guards the golden apples of immortality with magicks gifted to her by her peculiar descent Loki “I noticed a man who walked among the crowd, bothering many people. He quar- reled on purpose, insulted maidens and brawled with warriors, his behavior greatly annoying me. He dressed in garish colours, in great contrast with his sickly, almost translucent, complexion, with waist-long, smooth black hair framing a sharp visage. The inserts and trims in his cloak and clothes reminded me of snakes whose coils haunted my thoughts, while the jewels at his neck and wrists were more evidently embossed with serpent motifs. His reptile-thin lips were always twisted in a sardonic grin, darkened and defaced by many scars. Upon closer inspection, I realized his mouth had been sewn shut; how many and what manner of insults and lies had befallen such a punishment on him? I did not feel any pity for him, maybe because such a vile being did not deserve any. I will never forget his eyes, so dark, hollow, filled with hatred, sourness and malignancy. I felt fear and hoped never to see that person ever again, as I had the feeling that man could commit unspeakable crimes”. - Thorleif Sikiroddr “Silk Voice” • God of trickery and witchcraft • Sly, lustful, rancorous, liar and utterly untrustworthy • Clever and manipulating, he will always try to gain something out of any situation • Æsir think that he is imprisoned in a cave of Eitr on Niflheimr, chained to a boulder while a snake torments him, but he’s on the run. 197 The Nine Worlds: Asgardr Loki Large god, chaotic dishonorable STR 20 (+5) DEX 26 (+8) CON 20 (+5) INT 30 (+10) WIS 20 (+5) CHA 30 (+10) Armor Class 20 Hit Points 300 (25d12 + 125) Speed 40 ft. Saving Throws Str +12, Con +15, Wis +12, Cha +17 Skills Deception +17, Intimidation +17, Perception +12, Persuasion +17 Damage Immunities necrotic; bludgeoning, piercing and slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 22, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 23 (50.000 XP) Divine Weapons. Loki’s weapon attacks are magical. When Loki hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Trickster’s Aura. Every attack against Loki fails unless his attacker passes a DC 12 Charisma saving throw. Legendary Resistances (3/Day). If Loki fails a saving throw, it can choose to succeed instead. Magic Resistance. Loki rolls saving throws against spells and magical effects with advantage. Innate Spellcasting. Loki’s spellcasting ability is Charisma (saving throw DC 25, +17 to hit). Loki can innately cast the following spells, without the need for components. At will: animate object, bestow curse, burning hands, charm person, confusion, dominate monster, dominate person, fireball, flaming sphere, fog cloud, gaseous form, invisibility, scorching ray, shapechange, shield, suggestion, wall of fire. 3/day each: antipathy/sympathy, counterspell, blade barrier, delayed blast fireball, earthquake, eyebite, feeblemind, lightning bolt, mass suggestion, mind blank, mirage arcane, sunbeam, sunburst, time stop, weird. ACTIONS Multiattack. Loki makes two Dagger of Asgardr attacks. Dagger of Asgardr. Melee or Ranged Weapon Attack: +15 to hit, reach 10 ft. or 30/120 ft. range, one target. Hit: 19 (2d6 + 8) piercing damage plus 27 (6d8) radiant damage. LEGENDARY ACTIONS Lokican take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Loki regains spent legendary actions at the start of their turn. Spell. Loki casts a known spell. Hypnotic gaze. A creature Loki is able to see within 60 ft. must pass a DC 20 Charisma saving throw or be charmed by Loki for 1 minute. A crature who passes the saving throw is immune to the effect for 24 hours. Teleport. Loki magically teleports in an unoccupied space he can see within 160 ft, with all the equipment he is wearing or carrying on his person. Nanna (Æsir) “The young albino I was sitting with was joined by a graceful maiden who sat at his side, resting her head on his shoulder. She kept her dark hair tied behind the back of her head, like a young bride, wreathed in wildflowers. Her neck was thin, her skin bright and her hands delicate. She made me think of those young Jutlander maidens whose smile can melt iron. Her doe-like eyes intently studied me. She was as beautiful as a blooming flower, gentle and welcome after the rigors of winter and I thought about a thin birch, so thin she looked. She must have been cut from as strong and tough a fabric as the same plant, however, the only one capable of surviving in the frozen lands of the north, if she was the one who earned the love of such a good and sought-after man”. - Thorleif Sikiroddr “Silk Voice” • Goddess of youth and childhood • Spontaneous, kind and gentle, although extremely brave and tenacious 198 198 Odhinn “It was a summer night, not like these, an actual summer night. The sky had so many stars I thought I was swimming in the air, surrounded by rock crystal dust. I was on my way to the king of Jutland, to entertain him with my singing, you see and me and my companions had set the camp for the night. I was admiring the starlight sky, hoping to find inspiration for my next work when all of a sudden I noticed somebody by the fire. An old man, so much I could not guess his age, dressed in rags, huddled by the fire and I offered him food and drinks, even if he had not asked for them, as if driven by an unknown sense of mercy or compassion. “We all are travelers in this wide and strange world”, he said, as if reading my very thoughts. And then, before I could reply, he grasped my hand and in a dour voice he said “Are you looking for inspiration? Are you looking for the song that will carve your name into eternity? Let me show you.” And so the old man rose, shaking off his rags. He was large, taller than me by a whole head, with flowing grey hair caressing his back, tied with leather strings and the bones of some unknown bird of prey. His face framed by a thick, abdomen-long, ashen beard and his wrinkled skin the color of leather, as if burned by a thousand suns, or pale, as if it had never seen sunlight. He was immensely old and yet incredibly young. The hand grasping me was large, with many callouses, what I could see of his body crossed by a tangle of the thin lines of many, long-faded, tattoos. Perhaps, that was why I could not tell the color of his skin. His clothes, torn, ragged and patched in many places, were worthy of a king. I recognized wool, silk, refined and sophisticated colors trimmed in golden thread, covered by a wide grey cloak. His boots however, were worn down. Only then I realized this man had only one eye. The empty socket was a hole, set in the wrinkles of a wooden visage, although the good one was an even more disconcerting pit. In that iris of endless, ever-changing colors like the Northern Lights, I saw… I saw… there are no words for what I saw, but it perturbed me, it fascinated me and frightened me. The man covered his mouth with a hand, like a suckling, but when he showed his palm to me I saw he was holding a handful of pale bones, perhaps as old as he was and carved with unknown runes. He glanced at me with his good eye for an instant that felt like an eternity and then said, with a commanding attitude, “Come with me.” And that is the beginning of this story of mine I am about to tell you”. - Thorleif Sikiroddr “Silk Voice” • God of magic, war, death, poetry, knowledge, ecstasy, exile, travel, violence, aggression, wisdom and runes. • Father of the gods, parent to a great many of them • He knows the flow of Fate, having met the Norns with Mimir and drunk the mead of knowledge. He knows everything and yet his words are cryptic Odhinn Large God, lawful honorable STR 26 (+8) DEX 22 (+6) CON 26 (+8) INT 28 (+9) WIS 30 (+10) CHA 26 (+8) Armor Class 25 Hit Points 450 (30d12 + 240) Speed 40 ft. Saving Throws Str +16, Con +16, Wis +17, Cha +16 Skills Intimidation +16, Perception +18 Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Damage Resistances radiant Senses passive Perception 28, darkvision 120 ft., truesight 120 ft. Languages all, telepathy 120 ft. Challenge 26 (90.000 XP) Divine Weapons. The weapon attacks of a Deity are magical. When the Deity hits with any weapon, the weapon deals an extra 12d8 radiant damage (included in the attack). Supreme Knowledge. Odhinn is the keeper of ultimate knowledge and always succeeds on Arcana, Asatru, History, Nature and Religion checks. Implacable. Odhinn’s attacks ignore immunity or resistance. Supreme Master of the Futhark Circle. Odhinn can magically create a runic circle, etching it on the floor. As an action, he chooses a spot on the floor within 120 ft., creating a circle 30 ft. in diameter. To keep it active, he must be able to see the circle and use a bonus action every turn. When a creature Odhinn can see attacks a target within the circle, he can roll a d12 and subtract the result to that hit roll. Enemies within the Futhark Circle lose any damage resistance. Odhinn is considered always within the Futhark Circle. Legendary Resistances (3/Day). If Odhinn fails a saving throw, it can choose to succeed instead. Magic Resistance. Odhinn rolls saving throws against spells and magical effects with advantage. Innate Spellcasting. Odhinn’s spellcasting ability is Intelligence (saving throw DC 26, +18 to hit). Odhinn can innately cast the following spells, without the need for components. At will: bless, circle of death, circle of power, clairvoyance, counterspell, detect magic, detect thoughts, foresight, haste, heroes’ feast, magic circle, message, mind blank, sanctuary, slow, teleportation circle, thaumaturgy. 3/day each: holy aura, time stop, true polymorph, zone of truth 1/day: power word kill ACTIONS Multiattack. Odhinn makes three Gungnir attacks. The Spear Gungnir. Melee Weapon Attack: it automatically hits a creature within reach and sight, reach 10 ft., one target. Hit: 25 (2d12 + 11) piercing damage plus 54 (12d8) radiant damage. Gungnir, thrown. Odhinn hurls Gungnir, all creatures in a straight line 120 ft. long and 5 ft. wide suffer 18 (1d12+11) piercing piercing damage plus 27 (6d8) radiant damage. Gungnir returns to Odhinn’s hand at the beginning his next turn. REACTIONS The Allfather Gaze. If an attack hits Odhinn and he can see his aggressor, it fails. LEGENDARY ACTIONS Odhinn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Odhinn regains spent legendary actions at the start of their turn. Gungnir. Odhinn attacks once with the spear Gungnir. Runic Mark (3 actions). Odhinn magically etches a rune on a target he can see within the Futhark Circle. That target must pass a DC 21 Wisdom saving throw or suffer a condition at Odhinn’s choice among the following: blinded, deafened, paralyzed, petrified or poisoned. A spell like lesser restoration is capable of removing such condition. Spell. Odhinn casts a known spell. 200 Geri and Freki, Odhinn’s Wolves Geri and Freki are wolves of the forest of Jarnvid, although much smaller in size than their cousins, the giant wolves. As Odhinn traveled, wearing the identity of a wanderer, he met the two wolves and saw potential in them. Geri and Freki can interact with the spiritual world, making them the best of track hounds. Geri / Freki Large beast, lawful honorable STR 22 (+6) DEX 22 (+6) CON 17 (+3) INT 11 (+0) WIS 16 (+3) CHA 10 (+0) Armor Class 20 (natural) Hit Points 120 (12d12 + 36) Speed 60 ft Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned Damage Resistances bludgeoning, piercing, slashing from non magical weapons Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 12 (11.500 XP) Sacred Beast. The attacks of the Wolves of Odhinn are considered magical. Legendary Resistances (3/Day). If the Wolves of Odhinn fail a saving throw, they can choose to succeed instead. Magic Resistance. The Wolves of Odhinn rolls saving throws against spells and magical effects with advantage. Pack Tactics. The Wolves of Odhinn have advantage on an attack roll against a creature if at least one of their allies is within 5 ft. of the creature and the ally isn’t incapacitated. All allies of the Wolves of Odhinn have advantage on an attack roll against a creature within 5 ft. of the Wolves themselves, provided they are not incapacitated. Keen Sight and Smell. The Wolves of Odhinn have advantage on Wisdom (Perception) checks that rely on sight and smell. ACTIONS Multiattack. The Wolves of Odhinn make a Slam attack and two Bite attacks. Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) piercing damage. If the target is a creature, they must pass a DC 18 Constitution saving throw or lose 10 hit points at the beginning of their round for one minute. This effect does not stack. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, they must pass a DC 18 Strength saving throw or be knocked prone. LEGENDARY ACTIONS The Wolves of Odhinn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Wolves of Odhinn regain spent legendary actions at the start of their turn. Bite. The Wolves of Odhinn make a Bite attack. Huginn and Muninn, Odhinn’s Ravens Huginn (“Thought”) and Muninn (“Memory”) are two ravens who wander the Worlds gathering news and information on behalf of Odhinn. Their master sets them out at dawn and then awaits their return at dusk, when they perch on his shoulders and whisper in his ears what they saw and heard. Huginn / Muninn Tiny beast, lawful honorable STR 6 (-2) DEX 20 (+5) CON 10 (+0) INT 24 (+7) WIS 20 (+5) CHA 14 (+2) Armor Class 25 Hit Points 75 (15d8) Speed 10 ft. fly 120 ft. Saving Throws Dex +10, Int +12, Wis +10 Damage Immunities poison; bludgeoning, piercing and slashing from non magical weapons Condition Immunities charmed, paralyzed, poisoned Damage Resistances radiant Senses passive Perception 20, truesight 150 ft. Languages all, telepathy 400 ft. Challenge 12 (11.500 XP) Awareness. Odhinn’s Ravens immediately detect lies. Mimicry. Odhinn’s Ravens can mimic any sound. Creature hearing the sound can tell it is a mimicry by passing a DC 20 Wisdom (Insight) check. Innate Spellcasting. The spellcasting ability of the Odhinn’s Ravens is Intelligence (saving throw DC 20). Legendary Resistances (3/Day). If the Vanir fails a saving throw, it can choose to succeed instead. They can innately cast the following spells, without the need for components. At will: clairvoyance, detect magic, detect thoughts, etherealness, message. 1/day: time stop, zone of truth Magic Resistance. Odhinn’s Ravens roll saving throws against spells and magical effects with advantage. ACTIONS Beack. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d60 + 5) piercing damage. LEGENDARY ACTIONS Odhinn’s Ravens can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Odhinn’s Ravens regain spent legendary actions at the start of their turn. Flight. Flying, Odhinn’s Ravens either Dash or Disengage. Spell. Odhinn’s Ravens cast a known spell. 201 The Nine Worlds: Asgardr Sleipnir, Odhinn’s Steed Sleipnir is Odhinn’s eight-legged horse. He was born when Loki, under the guise of a cow, seduced the horse Svadilfari to distract him from building the walls of Asgardr. Sleipnir is the noblest of all horses and is gifted with flight. Sleipnir Large beast, lawful honorable STR 24 (+7) DEX 18 (+4) CON 20 (+5) INT 11 (+0) SWIS 17 (+3) CHA 15 (+2) Armor Class 18 (natural) Hit Points 145 (12d12 + 60) Speed 60 ft., swim 60 ft., fly 60 ft. Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned Damage Resistances bludgeoning, piercing, slashing from non magical weapons Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 12 (11.500 XP) Trampling Charge. If Sleipnir moves at least 20 ft. straight toward a creature and then hits it with a hooves attack the same turn, that target suffers an additional 11 (2d10) bludgeoning damage and Sleipnir cannot be targeted by attacks of opportunity if he leaves the area threatened by the target. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Legendary Resistances (3/Day). If Sleipnir fails a saving throw, they can choose to succeed instead. Magic Resistance. Sleipnir rolls saving throws against spells and magical effects with advantage. Magic Hooves. Sleipnir’s attacks are magical. Sleipnir can walk on water surfaces or air as if it was open ground and ignores any penalty from the terrain. Sleipnir moves freely from one world to the other with a movement action, bringing with himself all he is carrying. ACTIONS Multiattack. Sleipnir makes four Hooves attacks. Hoof. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. LEGENDARY ACTIONS Sleipnir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sleipnir regains spent legendary actions at the start of his turn. Dash. Sleipnir takes the Dash action Hoof. Sleipnir makes a Hoof attack. Move. Sleipnir takes the Dash or Disengage action. Terrifying Snort. Sleipnir fiercely neighs, a dense, warm mist leaving his nostrils. Each hostile creature within 60 ft. of him who can hear it must pass a DC 17 Wisdom saving throw or be frightened until the end of their next round. Sif (Æsir) “A most peculiar warrior waded through the bystanders to get to the other end of the hall. At her left side, she carried a broad-bladed sword, at her right one hung a battleaxe. She wore a suit of armor made of embossed metal plates over a horseman’s coat of mail and, in spite of her menacing appearance, had many small bouquets of flowers tied to her belt, spreading a gentle smell as she passed by. Her mane blazed like a flame, superb and untamed like a wildfire. I could have lost myself in such resplendent hair, that looked as if extremely skilled artisans had wrought from countless golden threads. Aware of her charm, she shook her hair with one, fluid motion of her head, freeing into the air a mysterious fragrance of resins and red-hot iron. As beautiful and ferocious as the storm, in her blue eyes, I saw the loveliness and benevolence of a mother with the sacred duty of protecting her children”. - Thorleif Sikiroddr “Silk Voice” • Goddess of war and crops • Fierce combatant and an affectionate mother, she incarnates the ideal of the warriors who defend her community 202 Thor “Like the wind carries you over the waves to the destination of your journey or glowing iron was brought to the shadow of the forge, so my attention was stolen by a man. It looked as if the entire hall gravitated around him or he was the center of the universe and I wondered if even I was but a dream in the imagination of such a powerful being, whose might irradiated from every fiber of his person. In his presence, I felt like an insect in front of the inconceivable height of a mountain, paralyzed, I felt as if struck in the chest by a hammer. I felt like the first time I saw the endless vastness of the tundra, where days last weeks and nights more than a lifetime. I felt a childhood memory, when my older brother wielded our sickly father’s axe to defend our house from a bear. I felt safe and respectful like that day so long in the past. Seeing that enormous man drinking and eating with the innocent glee of a child caused in me a whirlwind of emotions. I felt both absolute, irrational terror and then spontaneous admiration. He had beyond the shoulder red hair, a thick red beard brushing his hairy chest, his woven mustache closed by two blue stones. His eyes were of an ever-changing color, one moment that of storm clouds, the following light blue like the clear sky. They even looked like the deep red of a bird of prey. His large and muscled shoulders were shrouded by a dark fur, his hips covered in a simple kilt of overlapping leather strips held in place by a tall, bronze- plated belt. He wore knee-high, fur-covered boots and some of his armils looked as if they were to burst while attempting to contain his bulging biceps. His forearms were plated in iron bracers that covered part of his hands and, although he looked capable of crushing the bones of a person with just a hand, I thought he was more of the jovial type, rather than a warrior. The moment he saw my one-eyed guide, he suddenly stood, overturning the table and I was deafened by an unexpected roar. Then, I saw a hammer in his hand, so large its head was easily the size of my chest, and a horn overflowing with beer in the other. He let out a powerful shout, as mighty as the sudden eruption of a volcano, as deafening as a hundred thunderclaps, so intense that sent many bystanders reeling, then he sat again as if nothing had happened. I believe I saw sparks, like summer lightnings, in his impenetrable eyes”. - Thorleif Sikiroddr “Silk Voice” • God of thunder, lightning, rain, fields, farmers and warriors • Irascible, gruff and extremely impulsive, his mentality is simple and straightforward • Equally capable of anger and friendship, he is generous and good-hearted Thor Large god, chaotic honorable STR 30 (+10) DEX 22 (+6) CON 28 (+9) INT 20 (+5) WIS 24 (+7) CHA 28 (+9) Armor Class 25 Hit Points 450 (30d12 + 240) Speed 40 ft. Saving Throws Str +18, Con +17, Wis +15, Cha +17 Skills Intimidation +16, Perception +15 Damage Immunities lightning, necrotic, thunder; bludgeoning, piercing and slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 25, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 25 (75.000 XP) Divine Weapons. Thor’s weapon attacks are magical. When Thor hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Strength of the Storm. Thor rolls Strength checks with advantage. He cannot be moved, shoved or knocked Prone. Legendary Resistances (3/Day). If Thor fails a saving throw, it can choose to succeed instead. Magic Resistance. Thor rolls saving throws against spells and magical effects with advantage. Innate Spellcasting. Thor’s spellcasting ability is Charisma (saving throw DC 25, +17 to hit). Thor can innately cast the following spells, without the need for components. At will: chain lightning, control weather, lightning arrow, shocking grasp, thunderous smite, thunderwave. 3/day: storm of vengeance ACTIONS Multiattack. Thor makes three Mjolnir attacks. Mjolnir. Melee or Ranged Weapon Attack: +18 to hit, reach 10 ft or range 60/120., one target. Hit: 30 (3d10 + 13) bludgeoning damage plus 27 (6d8) radiant damage plus 36 (8d8) lightning damage plus 14 (4d6) thunder damage. Divine Storm. Thor unleashes the power of the storm, thunder and lightning scouring the battlefield. Every creature within 60 ft. must make a DC 20 Dexterity saving throw or suffer 55 (15d6) lightning damage plus 36 thunder damage and be knocked Prone. On a pass, the damage is halved and they are not knocked Prone. REACTIONS Aura of Sparks. When Thor is hit by a melee attack, he can spend his reaction to deal 21 (6d6) lightning damage to his attacker, who must pass a DC 20 Constitution saving throw or be paralyzed until the end of their next round. LEGENDARY ACTIONS Thor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Thor regains spent legendary actions at the start of their turn. Mjollnir. Thor attacks once with the hammer Mjollnir. Spell. Thor casts a known spell. Thunderbolt (2 actions). Thor takes a Dash action without provoking attacks of opportunity. All creatures within 5 ft. of his passage suffer 21 (6d6) thunder damage and must pass a DC 20 Strength saving throw or be knocked Prone. 203 The Nine Worlds: Asgardr 204 Tyr “A grown man passed me by. Tall and mighty, tough as the cliffs of the fjords. Long, grizzled hair feathered his shoulders, untied and visible under a great helm decorated with silver and bronze, chased with images of wolves and warriors. His dark, silver-streaked beard, kept short and well-trimmed, framed his angular features as eyes the color of morning light looked me over before moving on. His massive figure was clad in a suit of lamellar and mail armor, worthy of a king as it was adorned with small precious metal plates. His shoulders were covered by a black cloak made with the skins of many wolves that gently brushed the floor. Although worn out after untold battles, it still was solemn and regal. His right hand was encased in a gauntlet, resting on the bejeweled furnishing of a sword; the left one, instead, completely missing. The warrior had been mutilated. His impairment, however, did not look to inconvenience him in the slightest. On the contrary, his passage was hailed with great deference and respect, many offer- ing him horns brimming with beer. He declined, however, with a simple nod. No jest or look of pity for the maimed, who walked straight and proud, as the noblest among the lords of Midgardr.” - Thorleif Sikiroddr “Silk Voice” • God of war and gatherings • Cold and disciplined, careful and calculating when fighting • He is said to be the braves among the gods Tanngnjóstr and Tanngrisnir, Thor’s Goats Tanngnjóstr (“Teethgritter”) and Tanngrisnir (“Teethfiler”) are the two goats who pull Thor’s chariot. He is also known for often cooking and eating them, as they can be returned to life by recomposing their corpses and a little help of Thor’s own hammer, Mjöllnir. Tanngnjóstr / Tanngrisnir Large beast, lawful honorable STR 22 (+6) DEX 16 (+3) CON 24 (+7) INT 10 (+0) WIS 18 (+4) CHA 8 (-1) Armor Class 14 (natural) Hit Points 130 (10d10 + 70) Speed 60 ft. Damage Immunities poison Condition Immunities charmed, paralyzed, poisoned Damage Resistances bludgeoning, piercing, slashing from non magical weapons Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 10 (5.900 XP) Trampling Charge. If the Goat of Thor moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target suffers an additional 11 (2d10) bludgeoning damage and the Goat of Thor cannot be targeted by attacks of opportunity if he leaves the area threatened by the target. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Legendary Resistances (3/Day). If the Goat of Thor fails a saving throw, it can choose to succeed instead. Magic Resistance. The Goat of Thor rolls saving throws against spells and magical effects with advantage. Magic Goat. The Goat’s attacks are magical. Regeneration. The Goat of Thor heals 20 hit points at the beginning of its turn. It dies only if its entire body is destroyed, burnt to ash or disintegrated. ACTIONS Multiattack. The Goat of Thor makes two Horns attacks. Horns. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. 205 The Nine Worlds: Asgardr Ullr (Æsir) “A young hunter was laughing and telling hunting stories to a few maidens. Dark hair, green eyes and a coarse beard lent him an appearance as rustic as it was captivating. His hair kept in a ponytail tied with a leather string from which hang two raven feathers and two boar tusks, he carried a majestic white wood bow. Both ends were decorated with gold, raven head-shaped fit- tings and the whole weapon had been carved with flower-inspired knotwork. He was dressed in a simple and unassuming manner, stained with mud, pine needles and grass after many long chases when out hunting. A bone skinning knife hung from his belt, fitted with a golden boar head and two hare skins painted with maps of the woodlands peeked out of his haversack, as well as a waterskin and a small bag of medicinal herbs. Mud stained boots comforta- bly rested on the table and a hood mounted by roe antlers reminded me of the riveting tales of those daring hunters who braved the woods that I so much loved as a child”. - Thorleif Sikiroddr “Silk Voice” • God of hunting and forests • Adventurous and daring, sometimes arrogant. With little warning, he can change the mood and become silent and careful • The best archer ever, he knows every woodland Vidharr (Æsir) “I passed by a man who sat alone at a table, with no company no matter how crowded the great hall was. However joy surrounded him, he emanated a sense of somber sadness, pushing others away from him. He was a half-naked young man, dressed in worn out rags. His long mane of unkempt hair wrapped around his head, reaching down to his waist, so dirty and knotted it was impossible to tell its original color. His beard, equally dirty and coarse, grew from under a hawk-like nose and an unusually hard scowl, as if he was a sculpture barely outlined with an axe from a log, upon which had grown ivy and moss. One could spot taut muscles under the rags, his skin covered in knotted, thorn- like tattoos. Numerous weapons hung from his rope belt, like axes, knives, swords, throwing axes and spear tips, all gleaming like silver and kept with the best of care. When he noticed I was watching him, a hostile grin flashed within his beard, showing teeth with longitudinal carvings and I set my gaze elsewhere, never laying eyes on that unsettling young man ever again”. - Thorleif Sikiroddr “Silk Voice” • God of vengeance • Hostile, bitter, grim, aggressive and introvert • His ferocity and savagery make relating with him almost impossible Týr Lawful god, lawful honorable STR 28 (+9) DEX 20 (+5) CON 30 (+10) INT 24 (+7) WIS 26 (+8) CHA 24 (+7) Armor Class 26 Hit Points 450 (25d12 + 240) Speed 40 ft. Saving Throws Str +16, Con +17, Wis +15, Cha +14 Skills Intimidation +21, Perception +15 Damage Immunities lightning, necrotic, thunder; bludgeoning, piercing and slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 25, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 25 (75.000 XP) Divine Weapons. Týr’s weapon attacks are magical. When the Æsir hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If Týr fails a saving throw, it can choose to succeed instead. Magic Resistance. Týr rolls saving throws against spells and magical effects with advantage. As Strong as War Itself. Týr rolls Strength checks with advantage. He cannot be moved, shoved or knocked Prone. Innate Spellcasting. Týr’s spellcasting ability is Wisdom (saving throw DC 25, +15 to hit). Týr can innately cast the following spells, without the need for components. At will: cloud of dagger, haste, sanctuary, shield, shield of faith, slow, spiritual weapon, thaumaturgy 3/day each: blade barrier, destructive wave ACTIONS Multiattack. Týr makes three Týr’s Blade attacks and one Shield Slam attack. Shield Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage plus 27 (6d8) radiant damage. If the target is a creature, it must pass a DC 21 Strength saving throw or be knocked Prone. Týr’s Blade. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 28 (3d10 + 12) slashing damage plus 27 (6d8) radiant damage. REACTIONS Parry. Týr adds 4 to his AC to an attack that would hit him and counterattacks with a Shield Slam. To be able to do so, Týr must be wielding a shield and see his opponent. LEGENDARY ACTIONS Týr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Týr regains spent legendary actions at the start of their turn. Greater Shield Slam. Týr makes a Shield Slam attack. If it hits, the target must pass a DC 20 Constitution saving throw or be Stunned for 1 minute. Move. Týr takes the Dash or Disengage action. Spell. Týr can cast a known spell 206 Æsir statistics For all the deities in this chapter that mention the word “Æsir” next to the name, use the statistics below. Æsir (Generico) Large god, lawful honorable STR 24 (+7) DEX 22 (+6) CON 24 (+7) INT 20 (+5) WIS 24 (+7) CHA 24 (+7) Armor Class 22 Hit Points 295 (22d12 + 154) Speed 40 ft. Saving Throws Con +14, Wis +14, Cha +14 Skills Intimidation +14, Perception +14 Damage Immunities necrotic; bludgeoning, piercing and slashing from non magical weapons Condition Immunities exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 24, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 21 (33.000 XP) Divine Weapons. The Æsir’s weapon attacks are magical. When the Æsir hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If the Æsir fails a saving throw, it can choose to succeed instead. Magic Resistance. The Æsir rolls saving throws against spells and magical effects with advantage. ACTIONS Multiattack. The Æsir makes three Blade of Asgardr attacks. Blade of Asgardr. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 10) piercing damage plus 27 (6d8) radiant damage. Mead (6/Day). The Æsir allows a creature to drink a sip of magic mead, healing it 40 (8d8+4) hit points. LEGENDARY ACTIONS The Æsir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Æsir regains spent legendary actions at the start of their turn. Attack. The Æsir makes and attack. Move. The Æsir takes the Dash or Disengage action. Divine Imposition (2 actions). Each creature at the Æsir’s choice within 60 ft of them must succeed on a DC 20 Charisma saving throw or be charmed by the Æsir for a day. This effect does not stack. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Einherjar Half of those who die in battle, those who fought with honor, are taken by the Valkyries and escorted to the halls of Valhalla. The other half is led to Sessrúmnir, Freyja’s home, who has the first pick of the dead. Each day the Einherjar in Valhalla are woken up by the song of the rooster Gullinkambi and march together to the field of Idavoll at the center of Asgardr to tirelessly fight one against the other in the Eternal Battle. At the end of each day, when they have all fallen, they heal and return to Valhalla. There, a glorious feast awaits them, prepared by the cook of the gods, Andhrímnri. the warriors eat the meat of the porc Sæhrímnir, fabled for being reborn each day, and drink the mead made with the milk of Heiõrún, the divine goat who feeds only on the leaves of Yggdrasill. The Einherjar spend the night here, feasting and sleeping with the valkyries until they fall asleep. They train endlessly to be ready for the Ragnarok, the Last Battle when Heimdallr shall blow the Gjallarhorn calling the glorious dead to arms. Einherji Medium Celestial, any honorable STR 22 (+6) DEX 14 (+2) CON 20 (+5) INT 10 (+0) WIS 16 (+3) CHA 18 (+4) Armor Class 21 (scale armor and Asgardian shield, 16 without shield) Hit Points 165 (15d10 + 75) Speed 30 ft. Saving Throws Str +10, Con +9, Wis +7 Skills Asatru +7, Athletics +10, Perception +7 Condition Immunities exhaustion, frightened, incapacitated Damage Immunities necrotic Damage Resistances radiant; bludgeoning, piercing and slashing from non-magical weapon Senses passive Perception 17, darkvision 120 ft. Languages Common Challenge 10 (5.900 EXP) Divine Weapons. The Einherji’s weapon attacks are magical. When the Einherji hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). Brute. Melee weapons deal an extra damage die when the Einherji hits (already included in the attack). Expert Brawler. The Einherji rolls Strengths checks and opposed checks with advantage when grappling or shoving an enemy. ACTIONS Multiattack. The Einherji makes three Blade of Asgardr attacks or two Blade of Asgardr attacks and one Shield Slam attack. Blade of Asgardr. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 9) slashing damage o 20 (2d10 + 9) if wielded with both hands plus 14 (3d8) radiant damage. Shield Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (3d4 + 6) bludgeoning damage. If the target is a Medium or smaller creature, they must pass a DC 18 Strength saving throw or be knocked prone. Mead (3/Day). The Einherji allows a creature to drink a sip of magic mead, healing it 40 (8d8+4) hit points. REACTIONS Parry. The Einherji adds 3 to their Armor Class against a melee attack that would hit him. To be able to do so, the Einherji must be able to see his attacker and be wielding a shield. 207 The Nine Worlds: Asgardr Valkyrjar Immortal demigoddesses armed with spear and shield who ride in the skies above a battlefield, accompanied by packs of ferocious wolves. They choose among the fallen those to lead to Valhalla to become Einherjar. Valkyrja Medium celestial, any honorable STR 21 (+5) DEX 22 (+6) CON 20 (+5) INT 11 (+0) WIS 22 (+6) CHA 25 (+7) Armor Class 23 Hit Points 165 (15d10 + 75) Speed 30 ft. Saving Throw Str +10, DeX +11, Con +9, Int +5, Wis +11, Cha +12 Skills Animal Handling +10, Asatru +11, Acrobatics +10, Insight +11, Medicine + 11, Perception +11 Condition Immunities exhaustion, frightened, incapacitated Damage Immunities necrotic Damage Resistances radiant; bludgeoning, piercing and slashing from non magical weapon Senses passive Perception 21, darkvision 120 ft., truesight 120 ft. Languages Common Challenge 15 (13.000 EXP) Divine Weapons. The Valkyrja’s weapon attacks are magical. When the Valkyrja hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack). Divine Aura. The Valkyrja shines with the glory of Odhinn, emanating light for 10 ft. The Valkyrja adds her Charisma modifier to her Armor Class. Each creature of her choice in the light rolls Death and fear saving throws with advantage or disadvantage at her choice. Divina Mount. The Valkyrja is capable of summoning a Mount as an action, as if she cast the Find Steed spell. The Mounts she can summon are Giant Swan, Giant Raven, Giant Wolf and Pegasus. Each of them, if they do not already can, gains a flying speed of 60 ft. and the resistances and immunities of the Valkyrja. Innate Spells. The spellcasting ability of a Valkyrja is Charisma (saving throw DC 20, +12 to hit). The Valkyrja can innately cast the following spells without the need for components: At will: bless, cure wounds, death ward, detect thoughts, divine favor, revivify, sanctuary, spare the dying 3/day each: banishing smite. divine word, regenerate, staggering smite, thunderous smite, wrathful smite 1/day: power word heal, power word death ACTIONS Multiattack. The Valkyrja makes two Blade of Asgardr attacks and one Spear of Asgardr attack. Blade of Asgardr. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 8) slashing damage o 14 (d10 + 8) if wielded with both hands plus 14 (3d8) radiant damage. Spear of Asgardr. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 8) slashing damage or 13 (1d8 + 8) if wielded with both hands plus 14 (3d8) radiant damage. Journey to Ragnarok 208 Chapter 8 This section of the Journey is dedicated to the Svartalfheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Svartalfheimr 210 General Features 210 Map 211 The Journey on Svartalfheimr 215 Encounters on Svartalfheimr 216 Nidavellir 218 Gnitaheith, Fafnir’s Liar 219 Map 221 Encounters on Nidavellir 222 The Nine Worlds: Svartalfheimr 209 Journey to Ragnarok 210 Svartalfheimr Svartalfheimr is a world torn by violence. In the begin- ning, the Dvergar ruled alone, although its original name is lost as they do not speak often about those ancient times. Back then, there was only eternal night, as Sol was not a guest the Dvergar were willing to host. Invaders, then, came from another world. In the aftermath of the bloody civil war between the Alfar people, the Svartalfar were exiled from the prosperous and lush world of Ljosalfheimr, creating the rift between the two kins that still divides them. Also called Dokkalfar, there were punished by the Æsir with a terrible curse, that still today makes them similar to the Dvergar; if exposed to sunlight, they turn into stone. Such characteristic is most likely the source of the tendency of mortal legends to consider Svartalfar and Dvergar the same people. When they came to this world, the Svartalfar took of half of its territories for them, by violently chasing the Dvergar off their homes and by settling lands that were still not inhabited. It was then that the furious Dvergar retaliated by denying them the sky so they could not even enjoy looking at the stars. The sky of that realm is in fact a pitch black and frightening vault, a lightless pit similar to the Ginnungagap. The legends do not tell how this happened, but the ter- rifying vision of the black void is much worse than any tale. The Svartalfar draw the power that fuels their necromantic magic from the world of the dead. Svartalfheimr develops around a vast network of enor- mous caverns and tunnels, each hosting what could be called a village or city. They, however, see them more as districts, rather than settlements in of themselves. From their point of view, in fact, Svartalfheimr is one large metropolis spanning the whole underworld and, in their arrogance, they think it is their own domain. The Dvergar, however, showed them time and time again with both magic and blade how such claim is without any form of foundation. Stalagmites and stalactites form breathtaking nat- ural structures within those caverns, the Svartalfar building their homes either there or directly hugging the walls. By using the innate luminescence of gems and moss to recreate the star-lit sky, they need very few torches or other sources of light. The most suggestive element of Svartalfheimr is the Black Yggdrasill. As nothing grows on this world, the Dokkalfar chose to recreate in their tunnels a symbol of life that could bring them comfort in their exile. Their sages built an ash tree made of onyx, a simulacrum of the true Yggdrasill that was denied to them, in the heart of the world, its roots reaching anywhere in their realm. General Features Weather: Cold, with no variation in temperature because of the eternal darkness. Whipping winds alter- nate with moments of complete stillness. Lighting: Utterly absent. There is no natural light shining within this world. Any form of light-based magic has its effects halved. Sounds: The howling of wind carries the cries of ancient battles. Terrain - Desert: Sand over and among the remains of an ancient battle. Travel pace is normal. Terrain - Dungeon: Dug with magic or more mun- dane means, these warm and dank tunnels criss-cross the whole world. Terrain - Caverns: Many nooks and crannies run through the underground of this world, a few opening on cyclopean, dark caves. Travel pace is halved. Joruvellir Also known as the “Sand Plains”, Joruvellir is the border with Nidavellir, a strip of desert that splits Svartalfheimr in half and was the theater of a great many battles. The Svartalfar usually avoid this area because the risk of meeting Dvergar warbands or losing themselves among the dunes is incredibly high. And yet, there are elves who are brave or crazy enough to challenge the desert looking for the ancient battlegrounds. Dvergar weapons and suits of armor are highly prized by the Dark Elf families for their excel- lent craftsmanship and effectiveness in battle. Also, the corpses of the fallen are necessary for the necroman- tic magic of the Svartalfar. The endless struggle of the Dokkalfar requires more magical energies, which in turn require more corpses as fuel. As such, Joruvellir is rich in resources… for those who can avoid paying their price. The Nine Worlds: Svartalfheimr 211 Journey to Ragnarok 212 Aurvangar The “Fields of Wet Clay”, the part of the Svartalfar metropolis that acts as its capital and the most densely populated area of the whole world. It owes its name to the endless tide of blood that soaked the ground during the many wars between the elven families. Such reddish mud is used in the coloration of many build- ings, lending a particularly unsettling appearance to Aurvangar. A. Hor’s Palace An imposing building on the square where the Black Tree rises. From the outside, as there is almost no light, it is not possible to see its top, just a series of steel blades running along the front. To enter the palace, one must pass a black iron wall, thick with spear tips and patrolled by abominations created for that express purpose. Once within, the building looks even more impos- ing and its ceiling even further from the ground. Its halls have been dedicated to the study of necromancy, from the creation of servants for the running of the palace itself to that of perfect warriors, pieced together to be capable of fighting anywhere. Hor the necromancer lives in the great hall on the palace’s top floor, from which he can see the Black Tree and the people below it. B. Svarinsaugr “Rocky ground”. In times past, these halls where the shrine to the kin of Dvalinn, one of the most sacred places to the Dvergar that the Svartalfar paid an incred- ibly high price to conquer. The Dvergar the shrine fought to the last man to allow the rest of their people to escape, but in the pres- ent day is the seat of Svartalfar power. Its halls have been redesigned according to the style and tradition of ancient Alfheimr bloodlines, with tree-shaped col- umns and fountains similar to the crystalline springs of their lost world. The very throne resembles a elegant tangle of blooming branches, although it was built with black onyx. C. Black Yggdrasill The heart of Svartalfheimr, the “temple” they built in memory of what was lost and the hope of a bright future in spite of their banishment, this titanic onyx tree holds an enormous power. Made from Muspellsheimr lava flowing from the fire world to the borders of Svartalfheimr cooled by Nilfheimr’s frozen winds, the two primordial princi- ples of the cosmos meld and shape a work of art that required a high price to be made. Its beauty com- forts the tormented Svartalfar souls, who built a cult around this imposing tree. D. District of House Yr The smallest of the Districts, as its inhabitants are often out hunting or doing something else. in the north of the realm, close to the narrow and danger tunnels lead- ing to Joruvellir, it is formed by a handful of squat dwellings where large families live. The most lethal Svartalfar fighters patrol these areas, the Yr being the main source of bodies for the master necromancers, and wandering there without invitation is an unusually bad idea. E. District of House Álmr The wide caverns leading to Joruvellir have been assigned to the House of Álmr, always ready to remind the others of their power. Imposing buildings, reminding visitors of the Midgardian meadhalls, dot the caverns of this District and the Svartalfar who live here can be found measuring their mettle one against the other or sleeping on stone table, drunk on poor mushroom liquor. F. District of House Eikar The largest of the Svartalfar Districts, around the slopes of the Black Yggdrasill. Here, one finds the true underground everyday life in the Svartalfar domain, its streets brimming with merchants, necromancers, nobles and undead servants. It is divided in rings, arranged so that the impor- tance of those who live there decreases the further they are from the Black Tree. The closest is reserved to the nobles, even of other Houses, and necromancers, the second to merchants and craftspeople, the last one for those who could not secure better arrangements. In the last ring also lies the prison, instantly recog- nizable for the spired roof, from which hang the most dangerous of prisoners. The king and their court live overlooking the city, like in Svarinsaugr. The entrance of the city is patrolled by the most experienced Eikar warriors, who live in the barracks nearby to the north. The Nine Worlds: Svartalfheimr 213 a b c d e f h g Journey to Ragnarok 214 G. District of House Epli Enormous mead halls with stone tables hosting calm Svartalfar ladies deep in philosophical or necroman- tic discussions dot the land. Only rarely the elves here engage in violence, a deadly combat erupting when- ever it happens. The famous and powerful Jod lives in the most isolated palace to the east and it is difficult to find her elsewhere. Should a character stop by to talk to any of the elven ladies of House Epli, they would run the risk of spend- ing there a great deal of time because they are always willing to speak but also jealous of their ideas, that they will defend with violence if they think is necessary. H. District of House Mistilteinn The caves to the south-west have been taken over by the Mistilteinn House, where their scholars practice every school of lore, from magic to oratory. Once the buildings reached the surface, but a stream of acci- dents convinced the heads of the House to gather their homes in just one cavern to have more room for study. In the tallest building live the chieftain and their small court, while the others live in the cluster of dwellings. Only those who study the light have a sep- arate structure. The Nine Worlds: Svartalfheimr 215 The Bifrost leaves the characters on arid ground, the rock dark and dusty, the scarce light coming from a faint glimmer on the horizon. The only choice the characters have is to go in the glimmer’s direction, as anything else looks heading into the darkest darkness, on terrain rich with crevasses and drops. They pass through a place called Joruvellir, a des- olate battlefield of sand where the two people living here fought in ancient times. In their journey, the characters stumble upon the remains of a long forgotten battle. Although it is impossible to determine who specifically fought there, they soon discover that dark elves and dwarves engaged one another in fierce combat. Among the rubble, they see something shine, a medallion that looks not affected by the passage of time unlike everything else. It has been carved with a representation of Yggdrasill on both sides, one pol- ished and resplendent, the other dark and grim, almost absorbing the light around it. The inspection of the artefact is interrupted by a battlecry, as a patrol of 12 Dvergar discovers the char- acters. Looking for the medallion, they saw it in the characters’ hands and try to have it back. Handling the situation with diplomacy is possible, although extremely difficult, as the Dvergar, though respectful of the gods, are suffering under the iron fist of King Fafnir, sick of the Dragon Sickness, and are terrorized of what would happen to them should they return empty-handed. Should the fight go to the incredibly unlikely favour of the heroes and they interrogate any sur- vivor left, they would learn of the medallion’s story. Alternatively, they can learn it from the last breath of a dying Dvergar. The medallion is an ancient artefact, made by the runemaster Hor and lost in one of the many ancient wars between the two people. Its power is said to be able to reunite the Worldtree with its shadow. When the a light beam is shone on the medallion and it casts its shadow on the Black Yggdrasill, a bridge will open in grim mockery of the Bifrost to lead the Svartalfar to their ancestral home, Ljosalfheimr. Obviously, such powerful item must not fall in elven hands, so the Dvergar want it guarded in Nidavellir, negotiating to have their lives spared, the medallion back and to escort the characters to their realm and their King, Fafnir... Should the Dvergar win the fight, instead, they would capture the characters and bring them to the presence of their King, Fafnir. The characters can attempt an escape at any time they want. The only way to do so is diving into any of the crevasses or underground tunnels, usually patrolled by Svartalfar of House Yr. 216 The Noble Houses Yt (Yew) Often hunters or explorers, with many Sages among their ranks. Introvert and silent, they are dangerous enemies as many sell their skills as assas- sins. They crest is a yellow yew tree on a purple field. Álmr (Elm) The majority of their members are warriors. When the Svartalfar were exiled, their House paid the highest price being enslaved to the other Houses. Of proud and stern temperament, they often fight just to prove their strength. Their crest is a black elm tree on a red field. Eikar (Oak) The king is the chieftain of this House. The first to arrive in Svartalfheimr, they always held positions of power and dominance among the Elves. Their nature is usually peaceful, although their bouts of murderous rage are akin to those of the god of thunder. Their crest is a green oak on a golden field. Epli (Apple) Only women are allowed to command the scions of Epli and there are not many paths available to them, other than that of the Sage. Solar and beautiful, they love to debate, discuss and drink until they pass out. Their crest is a red apple on a silver field. Mistilteinn (Mistletoe) The least liked of the Houses, mostly because of their cold and reserved manners. In truth, they are great scholars and affable wise folk, the best of friends to the royal family who holds their word in high regard. Their crest is a mistletoe branch on a white field. Hor (Svartalfar Mage) Powerful runemaster and shapeshifter. He removed the curse of Gulveig from Odhinn and with Loki taught him to alter his form with magic. Jord (Svartalfar Mage) Also known as Fjorgyn, she lives in Verland, between Jotunheimr and Svartalfheimr, where she spends most of her time. Daughter of Annar and step sister to Aud and Dag, she claims she was Odhinn’s wife and the mother of Thor and Meli. Her power over the earth and rocks is immense, so that she can shape them at her leisure. Svartalfar Medium humanoid (elf), lawful dishonorable STR 9 (-1) DEX 16 (+3) CON 12 (+1) INT 14 (+2) WIS 10 (+0) CHA 14 (+2) Armor Class 15 (leather armor) Hit Points 20 (4d8 + 4) Speed 30 ft. Skills Perception +2, Stealth +5 Senses darkvision 120 ft., passive Perception 12 Languages Common Challenge 1/2 (100 XP) Magic Resistance. Svartalfar roll saving throw against spells with advantage. Innate Spells. A Svartalfar’s spellcasting ability is Charisma (saving throw DC 11). Svartalfar can innately cast any of these spells without the need for components: At will: dancing lights 1/day each: faerie fire, darkness Light Sensitivity. As long as they are exposed to sunlight, Svartalfar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. ACTIONS Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 217 The Nine Worlds: Svartalfheimr Svartalfar Warrior Medium humanoid (elf), lawful dishonorable STR 24 (+7) DEX 22 (+6) CON 24 (+7) INT 20 (+5) WIS 24 (+7) CHA 24 (+7) Armor Class 16 (studded leather, 17 with a weapon in each hand) Hit Points 84 (12d8 + 24) Speed 30 ft. Skills Perception +4, Stealth +8 Senses darkvision 120 ft., passive Perception 14 Languages Common Challenge 5 (1.800 XP) Magic Resistance. Svartalfar Warriors roll saving throw against spells with advantage. Innate Spells. A Svartalfar Warrior’s spellcasting ability is Charisma (saving throw DC 11). Svartalfar can innately cast any of these spells without the need for components: At will: dancing lights 1/day each: faerie fire, darkness, levitate (only on itself) Light Sensitivity. As long as they are exposed to sunlight, Svartalfar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. ACTIONS Multiattack. A Svartalfar Warriorr makes two Elven Sword attacks and one Shortsword attack, or two Longbow attacks. Elven Sword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. The target must pass a DC 15 Constitution saving throw or suffer 12 (4d6) poison damage and be poisoned for an hour. Once the creature has passed the saving throw, it is immune to that effect for 24 hours. Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft, one target. Hit: 8 (1d8 + 4) piercing damage.The target must pass a DC 15 Constitution saving throw or suffer 12 (4d6) poison damage and be poisoned for an hour. Once the creature has passed the saving throw, it is immune to that effect for 24 hours. REACTIONS Parry. The Svartalfar Warrior adds 2 to their AC against a melee attack that would hit them. To do so they must be able to see their attacker and wield a weapon in each hand. Svartalfar Mage Medium humanoid (elf), lawful dishonorable STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 18 (+4) WIS 13 (+1) CHA 14 (+2) Armor Class 13 (16 with mage armor) Hit Points 84 (12d8 + 24) Speed 30 ft. Skills Stealth +8, Perception +4 Senses darkvision 120 ft., passive Perception 14 Languages Common Challenge 5 (1.800 XP) Magic Resistance. Svartalfar MAges roll saving throw against spells with advantage. Innate Spells. A Svartalfar’s spellcasting ability is Charisma (saving throw DC 11). Svartalfar can innately cast any of these spells without the need for components: At will: dancing lights 1/day each: faerie fire, darkness, levitate (only on itself) Spellcaster. The Svartalfar Mage is a 9° level spellcaster. Their spellcasting ability is Intelligence (saving throw DC 15, +7 to hit) and has prepared the following Wizard spells: Cantrips (at will): acid splash, chill touch, minor illusion, ray of frost 1st level (4 slots): mage armor, magic missile, ray of sickness, shield 2nd level (3 slots): blindness/deafness, darkness, hold person, levitate, ray of enfeeblement 3rd level (3 slots): fear, lightning bolt, slow 4th level (3 slots): blight, confusion, greater invisibility 5th level (1 slots): hold person Light Sensitivity. As long as they are exposed to sunlight, Svartalfar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. ACTIONS Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Journey to Ragnarok 218 Nidavellir The realm of the Dvergar, or Dwarves, its eternal night the reason why the gods confined them here. The beau- tiful Sol never crosses this sky, as her hot rays of light can be deadly for them. Nidavellir lies in the northern half of the world, where the lava river Eldrmurra, falls from Muspellsheimr on Svartalfheimr’s surface. As time passed, lava solidified into tall mountains that now host the Dvergar, who use the heat from the hellish river to fuel their furnaces. The contrast between the desolated and devastated land of Joruvellir and Nidavellir is stark: beyond the small strip of desert separating the two, the latter appears as a great valley surrounded by mountains of volcanic rock. Once the eye gets used to the perpetual darkness, one can see thin smoke plumes in the air, a telltale sign of the many braziers scattered along the slopes of the mountains or the plateaus. They are offerings the Dvergar left on the barrows of their dead. They defend these cairns with deadly efficiency and carve effigies in the shape of stylized faces in the boulders close by. They depict the bearded visage of Odhinn and Thor, the more delicate ones of Freyja and Frigg, all deco- rated with metal and bone nick nacks, surrounded by pitchers and horns brimming with mead. The Dvergar, contrary to the mortals of Midgardr or the Alfar, do not worship the gods; they treat them as relatives, acquaintances or, for the most, clients. They leave these offerings out of respect or friend- ship, prefering silence to prayers. One effigy, however, Loki’s, is treated with great disdain, always featuring an axe or pick wedged into whatever passes as its skull. Beyond gates gaping like yawning maws lies an almost endless daedalus of corridors and tunnels, each leading into halls and caverns carved with great exper- tise by the Dvergar into unique art pieces. Dwarven craftsmanship makes it look like an endless hive, heated by countless furnaces where Dwarven smiths work with metals. The Nine Worlds: Svartalfheimr 219 The characters see rock fading into the desert sand and the stars lit by the glowing of the sky, after the grim darkness of the elven kingdom. In such perpetual reflection, the heroes find themselves in a large valley, surrounded by imposing mountains, their slopes lit with braziers. The entrance to an ancient burial mound of titanic proportions, surrounded by a stone lintel silhouettes the side of the mountain. It is Dellingr’s Gate, defended by Thjordhrorir (see page 222), a massive Dvergr wear- ing a full, burnished suit of armor, a bearskin, a shield and an axe. Together with him, the Dellingr’s Gate is defened by 3 Dvergar Soldiers (see page 223). Once they have gone past the warden and into the vast dwarven realm, the characters pass the Halls of Sindri. These incredible buildings extend both above and below the surface in a twisting expanse of halls, palaces, fortresses, treasure rooms and temples. Whether they have been built using a natural rock for- mation or made on purpose, the Halls of Sindri look like a mountain shrouded in clouds or mist, always in the half light of Svartalfheimr’s eternal night. Should Sol deign this land of her warm gaze, one would be blinded by the light reflected off the slopes of this mountain, as it is completely made of red gold. Everything there was shaped, forged, sculpted or carved out of such precious metal and should a mortal be lucky enough to see the insides of such marvel they would be shocked by such richness and splendor. A legend has it that in the Halls of Sindri the righteous will find peace after the Ragnarok and, as much as it can sound absurd, eternity or life after death would be that of a King, here. Delving deeper into the underground of Nidavellir, the characters enter a giant cave hosting a vast complex of buildings, the Forge of Ivaldi, even if he did not create it and never even rule. The forges of Nidavellir are a great many, but this is the most important for sure. Ivaldi was a Dvergar craftsman of great skill, although he is more famous for his descendance. It is said that the Dvergar, the Children of Ivaldi, inherited their skill at the forge from their father and became so expert that the Gods themselves asked them to create magical weapons for them. In the Forge of Ivaldi lies the burning heart of Nidavellir, deep within the constant, buzzing activity of the Dvergar. Dwarves of all walks of life work the bellows, the hammers and anvils, hellish heat spread- ing from melting pots scattered everywhere and the deafening hammering of metal on metal covering anything else. Beasts of burden constantly draw carts with raw resources that are moved to other areas of the Forge to be worked into pieces of art. Surprisingly, the air smells of ozone, as if a light- ning bolt had struck close by. Whoever is gifted with a modicum of mystical sensitivity feels an immense power flowing through here, magic roaring like a storm on the sea and blowing as the wind under the wings of an eagle. It comes to no surprise, then, that marvels like the mighty Mjolnir have been made here. When in presence of the king, the characters have the opportunity to behold the great riches hoarded in the throne room were, sitting on his high desk, the King interrogates them about the reasons of their journey. Should he feel threatened by them or see his treasure in their hands, he turns into a dragon and attacks them. Once the characters have defeated Fafnir or run with the ring, they will reach the 10th level. Journey to Ragnarok 220 Gnitaheith A. Entrance. An enormous gate of silvered metal shifts easily on per- fectly oiled hinges, showing an immense hall. Its ceiling, supported by a thick network of columns, is too high off the ground for torches to light it. B. Large columns Four, enormous columns support massive architraves. They can instill terror and a sense of powerlessness in those entering from the main entrance. Shrouded in darkness, they can easily hide many guards in full battle regalia. To the columns are affixed thick chains capable of holding even the gods, thanks to the runes etched in their cold steel. C. Main hall The grand hall’s columns remind of the thick branches of a petrified forest. Although the evident signs of furi- ous struggle, the hall’s majesty is not diminished. Its numerous columns allow to easily hide an army, their fallen and broken shapes evidence of the passage of a large creature. D. Throne A majestic throne carved out a giant stalagmite domi- nates the entire hall. At its base, a carpet of gold coins and objects reflects the light shone by the torches. The hoard of riches amassed here at the base of the throne is tall enough to engulf a man to his chest and is consid- ered difficult terrain. E. Gramr (see page 297) An enormous slab of black steel wedged in the ground. Closing in, its top is recognizable as the long handle of what is easy to imagine is a weapon. If the characters attack Fafnir, the heroic spirit of Sigurd, the owner of the sword and fallen in the attempt of liberating Nidavellir from the dragon’s tyranny, attempts to catch the heroes attention. The weapon pulses with energy and emanates red light. A character of honorable alignment can take the weapon, attuning to it without the need for a short rest. That characters is also aware of Sigurd’s fall at the hand of the dragon and his heroic deeds. If Fafnir is defeated, the spirit of Sigurd leaves the sword, entrust- ing it to its new master. The Nine Worlds: Svartalfheimr 221 a b c d e 1 Square = 10 ft. 222 Brokkr and Eitri (Dvergar) The heroes can meet these two Dvergar in a remote section of the Forge of Ivaldi, marked by the signs of centuries of fires and explosions. The two brothers own a small workshop where they tinker with extravagant and experimental works, their brows furrowed in a frown even deeper than that of the other Dwarves. If they are given the chance to work on unusual projects, however, they take a crazed face, their eyes bulging out of their sockets and an expression of delirious joy. Brokkr and Eitri should not be mistaken for some random lunatics; the power coursing through the Forge is strong with them. It was them who forged Mjollnir, after all. The Daughters of Dvalinn (Dvergar Mage) Three women walk about Nidavellir without a specific direction. They could find in the Halls of Sindri as well as the Plains. They are three Dvergar maidens of unusual beauty, almost fascinating if it was not for the spectral aura shrouding them. They are Nornir, those who know all of the past, the present and the future, descendants of the powerful Dvalinn. Their revelations could com- pletely twist the existence of a person. Sons of Ivaldi (Dvergar) An untold number of Dvergar distinguished by their task within the Forge. They always wear an apron thick with ash and soot, thick gloves and do not care about what has anything to do with their duty. Observing them beyond their rough appearance and even rougher manners, one could see a deep pride and self-aware dignity of the artisan who dedicated their whole life to their profession. Never trick a Son of Ivaldi, for their wrath in exacting their vengeance has no equals. Thjodhrorir The warden of the Gate of Dellingr shows himself whenever somebody reaches the entrance of the underground kingdom. He is an imposing Dvergar, with a long black beard starched with chalk and other, penetrat- ing grey eyes a face painted black. His figure, clad in a burnished suit of heavy armor, a bearskin, a shield and an axe, is frightening. However, he also looks like a shaman of sorts, as if he was a figure of spiritual relevance among the Dvergar, as he is festooned with bone trinkets, fangs, antlers and bronze and brass discs. Thjodhrorir is, in fact, a direct descendant of Dvalinn, one of the founders of the Dvergar kin, inheriting a portion of his powers. His feroc- ity and prowess in battle pale when compared to his powerful songs, as it is rumored that in ancient times he used it to teach bravery to the Alfar and instill power in the Æsir. Thjodhrorir Medium humanoid (dwarf), lawful honorable STR 24 (+7) DEX 22 (+6) CON 24 (+7) INT 20 (+5) WIS 24 (+7) CHA 24 (+7) Armor Class 20 (full suit of armor, shield) Hit Points 130 (15d10 + 90) Speed 25 ft. Saving Throws Con +9, Wis +7 Skills Athletics +6, Insight +4, Perception +6 Damage Resistances poison Senses darkvision 120 ft., passive Perception 16 Languages Common Challenge 8 (3.900 XP) Legendary Resistances (3/Day). If Thjodhrorir fails a saving throw, he can choose to succeed instead. Dwarven Resistance. Dvergar roll saving throw against charms, illusions, paralysis, poisons, spells with advantage. Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. Spellcaster. Thjodhrorir is a 7th level spellcaster. His spellcasting ability is Wisdom (saving throw DC 14, +6 to hit) and has prepared the following Druid spells: Cantrips (at will): druidcraft, mending, poison spray 1st level (4 slots): entangle, faerie fire, fog cloud, thunderwave 2nd level (3 slots): barkskin, heat metal, locate object 3rd level (3 ): conjure animals, meld into stone, sleet storm 4th level (1 slot): stoneskin ACTIONS Multiattack. Thjodhrorir makes three Battleaxe attacks and one Shield Slam attack. Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) slashing damage. Shield Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 5) bludgeoning damage. If the target is a Medium or smaller creature, they must pass a DC 16 Strength saving throw or be knocked prone. Leadership (recharges after any rest). Thjordhrorir can give a special command or warning to a non-hostile creature within 60 ft. of him that he can see. For 1 minute, that creature can add 1d6 to any attack roll or saving throw if they can hear and understand Thjordhrorir’s words. A creature can benefit only from one Leadership die at a time and this effect tends if Thjordhrorir is incapacitated. REACTIONS Parry. Thjodhrorir adds 2 to his AC against a melee attack that would hit him. To be able to do so, he must see his attacker and be wielding a shield. 223 The Nine Worlds: Svartalfheimr Dvergar Medium humanoid (dwarf), any honorable STR 14 (+2) DEX 11 (+0) CON 16 (+3) INT 14 (+2) WIS 10 (+0) CHA 9 (-1) Armor Class 16 (scalemail, shield) Hit Points 32 (4d8 + 12) Speed 25 ft. Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Common Challenge 1/2 (100 XP) Dwarven Resistance. Dvergar roll saving throw against charms, illusions, paralysis, poisons, spells with advantage. Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. ACTIONS Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. o range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Dvergar Soldier Medium humanoid (nano), lawful honorable STR 24 (+7) DEX 22 (+6) CON 24 (+7) INT 20 (+5) WIS 24 (+7) CHA 24 (+7) Armor Class 20 (plate, shield) Hit Points 130 (13d10 + 52) Speed 25 ft. Saving Throws Con +7, Wis +4 Skills Athletics +6, Insight +4 Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Common Challenge 5 (2.300 XP) Dwarven Spearman. As long as they wield a shield, a Dvergar Soldier can wield a pike as if they had both hands free. Shield Wall. For each ally within 5 ft. from him who wields a shield, a Dvergar Soldier gains a +1 bonus to AC (For a total maximum of +3). A Dvergar Soldier must be wielding a shield to benefit from this. Dwarven Resistance. Dvergar roll saving throw against charms, illusions, paralysis, poisons, spells with advantage. Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. ACTIONS Multiattack. A Dvergar Soldier makes three melee weapon attacks, of which only one can be a Shield Slam attack. Pike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Shield Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must pass a DC 13 Strength saving throw or be knocked Prone. REACTIONS Parry. A Dvergar Soldier adds 2 to their AC against a melee attack that would hit them. To do so they must be able to see their attacker and wield a shield. Dvergar Mage Medium humanoid (dwarf), any honorable FOR 14 (+2) DES 12 (+1) COS 16 (+3) INT 18 (+4) SAG 12 (+1) CAR 9 (-1) Armor Class 11 (13 with mage armor) Hit Points 96 (12d8 + 18) Speed 25 ft. Saving Throws Con +6, Int +7, Wis +4 Skills Arcana +7, Insight +4 Damage Resistances poison Senses darkvision 120 ft., passive Perception 10 Languages Common Challenge 5 (2.300 XP) Dwarven Resistance. Dvergar roll saving throw against charms, illusions, paralysis, poisons, spells with advantage. Light Sensitivity. As long as they are exposed to sunlight, Dvergar suffer disadvantage to hit rolls and sight-based Wisdom (Perception) checks. Spellcaster. The Dvergar Mage is a 9° level spellcaster. Their spellcasting ability is Intelligence (saving throw DC 15, +7 to hit) and has prepared the following Wizard spells: Cantrips (at will): acid splash, chill touch, poison spray, ray of frost, shocking grasp 1° level (4 slots): mage armor, magic missile, shield, witch bolt 2° level (3 slots): darkness, levitate, ray of enfeeblement 3° level (3 slots): lightning bolt, raise dead, slow 4° level (3 slots): greater invisibility, polymorph, stoneskin 5° level (1 slots): animate objects Accurate Spells. When the Dvergar Mage casts an evocation spell that targets multiple creatures they can see, they can choose a number of creatures equal to 1+spell level. These creatures automatically pass the spell’s saving throw. If a success on the saving throw would half the damage they take, they instead suffer none. ACTIONS Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. 224 225 The Nine Worlds: Svartalfheimr Fafnir, King of Nidhavellir Fafnir is son of Hreimdar and brother to Regin and Otr. Greedy and clever, he is one of the most powerful dvergar spellcasters, with no qualm in bending magic to aid him in his quest for riches. After the Æsir killed his brother Otr and gave the ring of Andvari to his family as compen- sation, Fafnir killed his father to seize the ring and banished his other brother Regin from the kingdom. As time passed, the influence of the ring corrupted him, gradually turning him into a dragon. He looks particularly agile and fair-skinned for a dvergar, although in his quarters he takes his true form. Fafnir Huge dragon, lawful dishonorable STR 9 (-1) DEX 16 (+3) CON 14 (+2) INT 18 (+4) WIS 13 (+1) CHA 14 (+2) Armor Class 19 (natural) Hit Points 205 (15d12 + Huge dragon, lawful dishonorable105) Speed 40 ft., swim 40 ft., fly 40 ft. Saving Throws Dex +5, Con +12, Wis +5, Cha +8 Skills Insight +5, Perception +5, Persuasion +8, Stealth +5 Condition Immunities poisoned Damage Immunities poison Damage Resistances bludgeoning, piercing or slashing from non magical weapons Senses darkvision 120 ft., blind vision 18 m, passive Perception 15 Languages Common Challenge 14 (11.500 PE) Keen Smell. Fafnir has advantage on Wisdom (Perception) checks that rely on smell. Legendary Resistances (3/Day). If Fafnir fails a saving throw, it can choose to succeed instead. Magic Resistance. Fafnir rolls saving throws against spells and magical effects with advantage. Light Sensitivity. As long as they are exposed to sunlight, Fafnir suffers disadvantage to hit rolls and sight-based Wisdom (Perception) checks. ACTIONS Multiattack. Fafnir can use its Frightful Presence and the make one Bite attack and two Claw attacks. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: + to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. If the target is a Medium or smaller creature, they must pass a DC 15 Strength saving throw or be knocked prone 10 ft. off where they were hit. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage. Shapeshift (3/day). Fafnir can magically alter its shape to that of a Dvergar for 10 minutes. If Fafnir takes damage while in Dvergar form, it must pass a Wisdom saving throw with a DC equal to the damage it took or revert back to its Dragon shape. At death, it returns to its Dragon form. Fafnir can use an action to return to its Dragon form. Any equipment it is wearing or carrying is absorbed or carried into the new form, at Fafnir’s choice. In its new form, Fafnir retains its alignment, Hit Points, Hit Dice, proficiencies, immunities, resistances, Legendary Resistances, Lair Actions and Intelligence, Wisdom and Charisma scores, in addition to this action. Its abilities and features are otherwise replaced by those of the new form. Frightful Presence. Each creature of Fafnir’s choice that is within 120 ft. of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Fafnir’s Frightful Presence for the next 24 hours. Poisonous Breath (Recharge 5-6). Fafnir exhales poisonous gas from its nostrils in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 50 (14d6) poison damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS Fafnir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fafnir regains spent legendary actions at the start of their turn. Detect. Fafnir makes a Wisdom (Perception) check. Poisonous Spit. Ranged Attack: +11 to hit, range 30/45 ft. Hit: 8 (1d4 + 6) poison damage. The target must pass a DC 13 Constitution saving throw or be poisoned for 1 hour. LIAR ACTIONS If it fights within its cavern, at initiative count 20, losing ties, Fafnir takes a Lair Action to cause one of the following effects. Fafnir cannot use the same effect two times consecutively. • Part of the ceiling or the columns collapse on a creature Fafnir can see within 45 ft. of it. The creature must pass a DC 13 Dexterity saving throw or be buried below the rubble. The buried target is restrained and cannot get up. A creature can take its action to make a DC 10 Strength check to not be buried anymore. • The treasures in the cave whisper to the mind of a creature within 120 ft. of Fafnir. The creature must pass a DC 13 Wisdom saving throw or be charmed by Fafnir until initiative count 20 next round. • Fafnir hurls some of the riches at a creature it can see within 45 ft. to distract. That creature rolls to hit, skill checks and saving throws at disadvantage until initiative count 20 next round. Journey to Ragnarok 226 Chapter 9 This section of the Journey is dedicated to the Ljosalfheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Ljosalfheimr 228 General Features 229 Map 231 The Journey on Ljosalfheimr 232 Encounters on Ljosalfheimr 234 The Nine Worlds: L josalfheimr 227 Journey to Ragnarok 228 Ljosalfheimr Alfheimr is the World of the Light Elves, created by and beloved to the God Freyr. Their culture, customs and goals are completely alien to the humans, to whom they look fickle, chaotic creatures, devoid of any logic. The only ones to partially comprehend them are Æsir and Vanir. The Elves are long-lived creatures, who cannot die to natural causes, whose magical skills are so developed they could in a few cases rival those of the gods them- selves. Their ever-changing nature deeply influences the very weather, seasons and the landscape of their world. Time on Alfheimr is not constant and does not flow in any comprehensible way; night and day cycle irreg- ularly and the hours one spends in one region could be just a few moments in the one neraby, according to the whim and need of the Elves. On Alfheimr, even seasons do not change at the same time, each region having its own different cycle. The landscape is mostly thick, ever-changing vegetation, as it mutates at will thanks to the magic influence of its inhabitants. It is told that the Ljosalfar were born of the Light and are considered minor deities of Nature and Fertility, sometimes having contacts with humans to help them in understanding magic. Other tales tell, instead, how the Elves often kidnap women and children from human villages for unknown purposes. A Dark Past At the Dawn of Ages, Alfheimr was sundered by a bloody civil war, its reasons unknown as any it was for- bidden to ever speak of it. Part of the elven population, now called Dark Elves, was exiled and took refuge on Svartalfheimr after a long wandering. There is a secret place on Alfheimr, hidden by an immense, dark forest, where the scars of that conflict are still visible. Animals stay well away from its dark- ened, twisted and dry trees, and legends tell that the first tree on Alfheimr was planted there, the only thing left now a painful memory. The Nine Worlds: L josalfheimr 229 General Features Weather: Ever mutating. When temperature range is too extreme, characters must roll a DC 19 Constitution saving throw every hour or suffer a level of Exhaustion. Lighting: Sunlight and moonlight are constant. If not stated otherwise, the lighting is what humans would expect. Sounds: The crunching of boots on snow, the distant flow of a river, the constant howl and hiss of the wind. Terrain: The Valley: A thin layer of mud halves travel speed. Terrain: The Woods Beyond the Mountains: If tem- perature is low, the paths are covered in snow and ice, making travel impossible. On the opposite, air becomes hard to breathe and each minute the charac- ters must pass a DC 19 Constitution saving throw or suffer one level of Exhaustion. Terrain: Northern plateau: Its rivers cannot be crossed swimming and sailing is impossible. The woods half travelling speed of even the most seasoned hunter. Terrain: The Region of Lakes and Rivers: Travel pace here is normal, although there are neither roads nor paths. Terrain: The Snow to the West: Moving without proper equipment is impossible. The rivers and the lake are frozen, but can turn in a deadly trap; failing a DC 20 Dexterity saving throw opens a chasm below the unfortunate soul walking on the ice, the icy waters swallowing the victim as it suffers a level of Exhaustion for each round spent there. Leaving the waters requires a DC 20 Strength (Athletics) check. Terrain: Yggdrasill’s branch: Roads and walkways allow for normal travel. The Valley At the foot of the western mountains, born of a slow and cold river, opens a frozen lake cut in two by an imposing waterfall, the consequence of a plateau raised to host the houses of the light elves of House Sfafr. The main building, close to the falls, is the residence of the head of the family, Bilingr, while the others are workshops where the elves practice the most diverse arts and crafts, from painting to sculpture, creating magnificent masterworks. Time here flows as if it was autumn, with long sunsets and sundowns, cold nights where the sky is clear and full of stars. Days are cold and often rainy, although it rarely is bothersome. The woods beyond the mountains Along the road leading north, beyond the waterfall from the mountains surrounding the northern pla- teau, in a basin interrupting the western mountain ridge lies a circle of ritual stones, ready to be used. On the hills and in the forests facing the circle live the elves of House Rót. Their leader is Billingr, a proud warrior who turned her back to her brethren after many of the elves were exiled to Svartalfheimr. It is thought that the cause of such separation is the spe- cial bond she had with her twin brother. Since birth, they always agreed, sharing similar ideas and never finding one against the other, as it happened, instead, when they had to choose the fate of the other Elves. When Billingr was met with the fierce opposition of her brother, she preferred to leave and vent her anger elsewhere rather than starting a battle that could have destroyed all she had. Here days and nights are constantly changing in length and weather can turn from a warm summer morning to a freezing winter night. The northern plateau In Alfheimr’s northern region is a wide slope, formed by the passing of two rivers, converging to feed a lake, the mountains on its sides always white with snow just on verge of melting. Among those peaks have been raised the houses of House Blað, its chieftain and their offsprings living in the west plateau buildings, isolated from the others and buried under the snow. The other elves live in dwellings on the east slope, although they enjoy hunting in the northern woods, the richest hunt- ing ground on this world, with rams, deers, boars and sheeps finding balance in the great cold. The under- growth is rather thick and the climate akin to spring, with endless sunsets, sundowns and rainy nights with a lead grey sky. Days are clear and the landscape from the lake is breathtaking. Journey to Ragnarok 230 The region of lakes and rivers The the south-west, beyond the mountain ridge encir- cling the houses at the base of the tree, opens a multi colored valley, where wheat, hop and malt mingle with countless other plants and flowers. There are no trees here that can stop the mighty, all encompassing light of Sol. To soothe the travellers, a maze-like network of rivers run down the southern mountains, converging on the immense lake at their foot. Among these rivers rise the solitary homes of the House Lími elves, always ready to entertain travellers with the tales and stories of their household. Their chieftain lives in the central area of the settlement, where they can talk and listen to everybody. Dainn lives and works here. In this city, the weather is that of summer, with long, sunny and peaceful days and temperate nights, rarely crossed by clouds. The Snows to the west This area is marked by conifer trees, snow, frozen rivers and a lake where it is possible to see fish darting below the clear ice layer. It is possible to reach this pass only going back the frozen river that passes at the foot of the old palace of the God Freyr. Close to the great frozen lake, shrouded by a thick grove of hazel trees, and beyond the mountains to the south have been built the homes of House Draugr, their chieftain living in the dwelling closest to the frozen surface of the lake. The other elves, great scholars, often wander the mountains or the woods to observe and catalog what surrounds them. An elf worthy of notice is the blacksmith Dain, who chose metallurgy as his field of study and opened his work- shop in this village. Time here is that of winter, with extremely long sideral nights, often laden with snow, and cold days suffused with sleet, a mix of snow in the air and ice picked up by the cold southern winds. Yggdrasill’s branches At the center of Alfheimr a branch of the Worldtree rises from the ground. Its leaves a golden green, they reflect sunlight on those who dare staring at the sky. Its magnificent and wrinkled trunk welcoming rain and driving it gently to the ground. Its roots, that in truth are just smaller branches, form a natural net under which elven lovers can find solace and privacy. A place where all the rivers of the world meet, it hosts and refreshes the dwellings the light elves initially built here as their homes. These myriads of buildings are divided in five districts, once lived in by the elves now exiled on Svartalfheimr and now only by the vassals to the Five Houses left on this world. Of these five districts, one is deserted and left to ruin. It was here that House Rót lived, the only one to defend the exiles, who chose to leave such a sacred place out of pride. Time here flows much like in Midgardr, although it is not unusual to see the sun unexpectedly rising or falling, often at a whim of one of the locals. Alfgardr A ring of swirling clouds, laden with thunder and light- ning, shrouds the mountain where rises the plateau of Freyr on Alfgardr. Getting here is a mighty feat, if not downright impossible. Although there is a road lead- ing further down, it crosses the layer of clouds, placed there to defend the realm. Those uninvited by the god himself cannot enter his domain without being struck by thunderbolts or flayed by the howling winds. If one manages to get past such an obstacle, they would find themselves on the plateau where are the Bright Valley and the palace of the god himself. The Bright Valley Although mistakenly called Valley for the presence of an even taller mountain to the north, it is a plateau, covered in moss and flowers and kissed by sunlight, with herds of rams grazing around. At the center rises the palace of the divine Freyr, dominating everything and allowing him to keep a watchful eye on those walking this world. Only the brightest of Yggdrasill’s leaves, those furthest from its roots, and the cap of the northern mountain are taller than the windows of the palace. Frosve Enormous and majestic wooden palace, it is the size of a small mountain. Its rooms are brightly lit and wide, always kept warm by the shining of sunlight and the whirling of cool winds from the mountain. In this palace, the god Freyr shows off his best qualities, often giving hospitality to Æsir who appreciate peace and quiet. The Nine Worlds: L josalfheimr 231 Journey to Ragnarok 232 When light dissipates, another flash takes its place. The characters find themselves in proximity of Yggdrasill rising in the middle of this world. A warm and benevo- lent sun welcomes them as they realize what surrounds them. There, they find Odhinn, staring at them with a hard eye from the inside of a glade. Initially, he asks them what happened and to explain him the battle in detail; then, as he understands the adventurers have the precious item, he asks them to give it to him. It is then that, from behind a bump in the Worldtree, appear Frigga, Freyr and Freyja. Frigga dis- misses Odhinn with but a few words, asking him what he was doing in Alfheimr first. Then, after his answer, she stares at the heroes, asking them what is happening. Her gaze is almost impossible to bear; those who try to hide information must pass a DC 22 Charisma (Deception) check or be forced to tell the truth. Once she discovers the presence of the ring, Frigga decides it is too powerful to be left in custody of mor- tals she does not know the valor of, as it would spell disaster if it fell in the wrong hands, she says winking at her husband. She chooses to put the Midgardians’ skills to the test by taking the ring off them and asking Freyr to hide it in a safe place. Then, she tells the adventurers that such place is known all over Alfheimr, Freyr’s own palace, inaccessible to the uninvited. They will be admitted inside only after they have been able to garner the favour of the Five Houses of the light elves. By taking her husband’s hand and bidding Freyja farewell, Frigga takes the Bifrost back to Asgardr. Freyja, alone with the group, describes to them the Five Houses (read or paraphrase the “The Noble Houses” sidebar), adding at the end that there is only one way to fulfill Frigga’s request; they must convince House Rót to make peace with the other ljosalf. She only tells them that the main cause of the hostility is that two brothers fought, although one of them is not yet aware of the fact. Then, she leaves giggling. At that point it is necessary to talk with Billingr. Her exile from the Five Houses is mostly due to the love still binding her to her brother, with whom she would not want to fight and argue. Billingr, instead, has no idea of her true motives, still thinking that his sister left simply because of her fickle and choleric nature. Reuniting the twins is relatively easy, much less talking to them, as the adventurers are foreigners, humans from Midgardr, while the two rivals are Lord and Lady of the Ljosalf Houses. First of all, the group has to talk with the elves at the base of Yggdrasill to discover what are the relations of the Houses and understand which twins Freyja was talking about. This part should see the characters wan- dering around Alfheimr, looking for these two figures and talking with anyone anywhere. Once discovered the two names, the heroes must be accepted as honorable traveller by undertaking the tests imposed by the two Houses’ etiquette. To be received by Billingr, the sisters ask a battle between the group and equal number of Ljosalf, to be won at first blood. This test is not fair at all, as both sides have to fight naked and with no weapons. As the elves will still be able to use their natural magic, they taunt and mock the characters, who are left to fight an extremely tough fight. If even one of the characters were able to defeat their opponent, the surprise would be such that Billingr will be willing to receive them and listen to their plea. Otherwise, they are still welcomed in the home of the ljosalf, but they cannot try again the fight before two moons. Billingr, instead, receives them only if they prove their worth. He asks them to enter the forest to the north of his realm and bring back a log each that must be in harmony with the world, analogous to their skills and its branches must be worthy of their effigy. These conditions, obviously expressed in a cryptic tone, are meant to put the honour of the heroes to The Nine Worlds: L josalfheimr 233 the test by a logic common to the light elves; noth- ing of what surrounds them is set by chance. What Billingr truly means is that the adventurers must find a tree which trunk was not cut, but fell naturally, shar- ing characteristics with its bearer and which leaves are similar in color to the hero who choose it. The difficulty in the test is in divining its words. A successful DC 19 Wisdom (Asatru) check allows the heroes to understand the logic of the Lord of House Stafr and to enter the forest aware of what to look for. Finding trees that fit the criteria takes a DC 19 Wisdom (Nature) check for each condition. Once it is found, dragging it back to Billingr requires a DC 19 Strength (Athletics) check at disad- vantage given the nature of the place, rewarding clever solutions. Once the characters have spoken with both twins, their persuasive skills are put to the test. Either part will not go back on their steps, although either is willing to listen to the other’s reasons. The only way is for the twins to accept their differ- ences passing, if necessary, DC 14 Wisdom (Insight) checks to understand their positions. Once the two chieftains have come to an agreement, Freyja comes to the characters to lead them to Freyr’s palace. Once reached the Bright Valley, they find Odhinn and Frigga waiting for them, the latter bearing the ring looted from Fafnir. She benevolently looks at them, giving them back the ring and investing them with the honour of the gods. Odhinn, then, steps forward to entrust to them, his own Champions, a new task. They must find as much information as they can on the ship Naglfar, said to carry the giants to battle at the beginning of Ragnarok. He then calls the Bifrost, sending them to Noatun in Vanaheimr where resides Njordr, Vanir of the sea. Once the characters leave Ljosalfheimr, the reach the 11th level. 234 The Noble Houses Blað (Leaf) Loud attention seekers and the best of companions, although they tend to exceed in demonstrating their oratory and singing skills. They love hunting, where they have few rivals and they draw inspiration from for their songs. Their heraldry is a golden leaf on a white field. Lími (Branch) Proud and yet malleable, they often initiate a conversation just for the sake of demonstrating their skill. Lovers of oratory, they spend their days crafting small piece of art to keep their hands occupied and the mind free to build sermons. Their heraldry is a red elm tree branch on a golden field. Meidhr (Trunk) True lovers of the arts, seeing them as a vessel to go beyond their reserved and shy manners. In truth, they are great scholars and affable erudites, who love to dedicate themselves to the nature they are surrounded by. They symbol is a hazel tree on a white field. Stafr (Staff) Usually they are peaceful, although they can occasionally fall prey to excess and wrath. Artists and craftspeople of incredible skill, they have developed a form of magic that allows them to manipulate any wooden material the way they wish, drawing the marvelous shapes out of them. The crest of their House is a green oak staff on a field of black. Rót (Root) Of matriarchal descent, happy and resplendent, they love poetry, drink- ing and are used to fighting to stay warm. Their heraldry is a red apple on a silver field. Billingr (Ljosalfar) Lord of House Stafr, he is the twin brother of the lady of House Rót, Billingr. They share the love for drinking and a good, old honest discussion. Dain (Ljosalfar) The majority of his brethren loves to surround themselves with the mal- leable and ephemeral nature of wood. Dain, instead, found that true wisdom hides in the granite veins of rock. Like good ideas, once extracted from their hard shell, they can be turned into sharpened weapons. Dainn (Ljosalfar Archmage) Expert rune master, whose skill is unmatched among the light elves. His light skin shines like the sun itself, as if it was made of platinum. He wears the lightest of silks, almost translucent, and his hair is always swept by the wind. L josalfar Medium humanoid (elf), lawful honorable STR 11 (+0) DEX 18 (+4) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 14 (+2) Armor Class 15 (leather armor) Hit Points 20 (4d8 + 4) Speed 30 ft. Skills Stealth +5, Perception +2 Senses darkvision 120 ft., passive Perception 12 Languages Common Challenge 1 (200 XP) Elven Resistance. Ljosalfar roll saving throw against spells with advantage. Innate Spells. A Ljosalfar’s spellcasting ability is Charisma (saving throw DC 11). Ljosalfar can innately cast any of these spells without the need for components: At will: dancing lights 1/day each: faerie fire, darkness ACTIONS Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. 235 The Nine Worlds: L josalfheimr L josalfar Archmage Medium humanoid (elf), lawful honorable STR 10 (+0) DEX 16 (+3) CON 14 (+2) INT 20 (+5) WIS 15 (+2) CHA 14 (+2) Armor Class 13 (16 with mage armor) Hit Points 110 (18d8 + 36) Speed 30 ft. Skills Arcana +9, Asatru +6, Perception +6 Condition Immunities aspeep Senses darkvision 120 ft., passive Perception 16 Languages Common Challenge 12 (8.400 XP) Elven Resistance. Ljosalfar roll saving throw against spells with advantage. Ljosalfar Fencing. The Ljosalfar Archmage can add their Intelligence modifier to their Sword attack and damage rolls. Innate Spellcasting. The innate spellcasting ability of the Ljosalfar is Charisma (saving throw DC 16). They can innately cast the following spells, without the need for components: At will: dancing lights 1/day each: darkness, faerie fire Spellcaster. The Ljosalfar Archmage is a 18° level spellcaster. Their spellcasting ability is Intelligence (saving throw DC 17, +9 to hit) and has prepared the following Wizard spells: Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): detect magic, identify, mage armor,magic missile 2nd level (3 slots): detect thoughts, mirror image, misty step 3rd level (3 slots): counterspell, haste, fly, lightning bolt 4th level (3 slots): banishment, fire shield, stoneskin 5th level (3 slots): cone of cold, scrying, wall of force 6th level (1 slot): globe of invulnerability 7th level (l slot): teleport 8th level (l slot): mind blank 9th level (l slot): time stop ACTIONS Multiattack. A Ljosalfar Archmage makes two Elven Sword attacks. Elven Sword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (1d8+6) piercing damage. L josalfheimr Champion Medium humanoid (elf), chaotic honorable STR 11 (+0) DEX 20 (+5) CON 14 (+2) INT 16 (+3) WIS 15 (+2) CHA 14 (+2) Armor Class 17 (studded leather) Hit Points 84 (12d8 + 24) Speed 30 ft. Saving Throws Dex +9, Int +7 Skills Acrobatics +9, Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 16 Languages Common Challenge 8 (3.900 XP) Elven Resistance. Ljosalfar roll saving throw against spells and other magical effects with advantage. Eldritch Warrior. When the Ljosalfheimr Champion uses her action to cast a single target spell or cantrip, she can use her bonus action to make an attack roll. Ljosalfar Fencing. The Ljosalfheimr Champion can add their Intelligence modifier to their Sword attack and damage rolls. Innate Spellcasting. The innate spellcasting ability of the Ljosalfar is Charisma (saving throw DC 14). They can innately cast the following spells, without the need for components: At will: dancing lights Spellcaster. The Ljosalfheimr Champion is a 7th level spellcaster. Her spellcasting ability is Intelligence (saving throw DC 15, +7 to hit) and has prepared the following Wizard spells Cantrips (at will): firebolt, light, mage hand, prestidigitation, shocking grasp 1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave 2nd level (3 slots): cloud of daggers, invisibility, misty step 3rd level (3 slots): blink, haste, slow 4th level (1 slot): fire shield ACTIONS Multiattack. The Ljosalfheimr Champion makes three Elven Sword attacks. Elven Sword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (1d8 + 9) piercing damage. Longbow. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 10 (1d8 + 5) piercing damage. 236 Freyr “The jolly sound of laughter drew my attention to a table. A blonde and handsome man was drinking and eating with many others. As handsome as his appearance was savage, his deep eyes were green and his beard long. He wore boar tusks as earrings, his light hair tied in braids kept together with strings and antler fragments. His beard was tied, too, but in a single, thick braid, closed by a golden ring. His broad chest clad in a suit of leather-scaled armor over clothes of all the shades of green, his copper-trimmed, emerald green cloak ended in a hood carved out of a boar skull. The savage charm of that man was such that I felt compelled to toast with him and hear the story of his life. However, what surprised me the most was the object hanging from his belt. Instead of a sword or any other weapon, he carried a deer horn etched with shapes of animals. Although his imposing and wild appearance, his presence was not threatening. He saw me, raised his cup to me and returned to laugh- ing and drinking with the others.” - Thorleif Sikiroddr “Silk Voice” • God of fertility, woodlands, crops and war • Greatly revered Vani, a reveler, yet truthful, generous and prolific • He harbors a great hatred for the Muspellsynir because of the destruction and chaos of their existence entails Gerdhr (Jötunn, see page 261) “To the right of the man with the deer horn sat a woman, dressed like him in green clothes and suit of leather armor. She wore a wide cloak, trimmed with fox furs and many animal-shaped jewels. Her raven black hair, tied behind her head, made me realize she was his wife. Alongside them stood a servant, dressed like the other two in the colors of the woods. With deference he held a sword, its handle bejeweled and its blade so sharp it looked like a maiden dancing among the flames. The woman had the servant hand her the sword, admiring it as if lost in a dream before sharing a smoldering kiss with her husband and giving the weapon back. She drank from a horn, slamming it loudly on the table. There was something exotic in her appearance, something elusive and barely perceptible that made her markedly different than her mate. For sure, there had to be a beautiful story behind their union, a tale of love that I would have liked to hear. - Thorleif Sikiroddr “Silk Voice” • Goddess of fecundity • Of giant descent, deeply in love with her husband • Her giant blood surfaces when she is angered 237 The Nine Worlds: L josalfheimr Freyr Large god, lawful honorable STR 24 (+7) DEX 22 (+6) CON 24 (+7) INT 20 (+5) WIS 24 (+7) CHA 28 (+9) Armor Class 22 Hit Points 295 (22d12 + 154) Speed 40 ft. Saving Throws Con +14, Wis +14, Cha +16 Skills Perception +14 Damage Immunities necrotic; bludgeoning, piercing and slashing from non magical weapons Condition Immunities exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 24, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 22 (41.000 XP) Divine Weapons. Freyr’s weapon attacks are magical. When Freyr hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If Freyr fails a saving throw, it can choose to succeed instead. Magic Resistance. Freyr rolls saving throws against spells and magical effects with advantage. Innate Spellcasting. Freyr’s spellcasting ability is Charisma (saving throw DC 24, +16 to hit). Freyr can innately cast the following spells, without the need for components. At will: awaken, control weather, goodberry, grasping vine, heroes’ feast, plant growth, sunbeam, wall of thorns 3/day each: storm of vengeance, sunburst ACTIONS Multiattacco. Freyr fa tre attacchi con la Spada di Asgardr. Spada di Asgardr. Attacco con Arma da Mischia: +17 a colpire, portata 3m, un bersaglio. Colpito: 22 (2d10 + 10) danni perforanti più 27 (6d8) radianti. Idromele (6/Giorno). Freyr dà un sorso di magico idromele ad una creatura che recupera 40 (8d8+4) punti ferita. LEGENDARY ACTIONS Frey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Freyr regains spent legendary actions at the start of their turn. Attack. Freyr makes and attack. Move. Freyr takes the Dash or Disengage action. Divine Imposition (2 actions). Each creature at Freyr’s choice within 60 ft of them must succeed on a DC 20 Charisma saving throw or be charmed by Freyr for a day. This effect does not stack. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Gullinbursti, Freyr’s Golden Boar Crafted by the dwarven duo Brokk and Eitri as a gift for the God Freyr, Gullinbursti faster than any living horse and runs at the same speed no matter where. Whether pounding the ground, soaring through the air or wading the seas, his golden bristles shine on the way of its rider. Gullinbursti Large construct, lawful honorable STR 24 (+7) DEX 20 (+5) CON 22 (+6) INT 9 (-1) WIS 17 (+3) CHA 16 (+3) Armor Class 22 (natural) Hit Points 130 (12d10 + 60) Speed 60 ft., swim 60 ft., fly 60 ft. Damage Immunities fire, frost, necrotic, poison, psychic, radiant Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Damage Resistances bludgeoning, piercing, slashing Senses darkvision 120 ft., passive Perception 17 Languages Common Challenge 12 (11.500 XP) Trampling Charge. If Gullinbursti moves at least 20 ft. straight toward a creature and then hits it with a hooves attack on the same turn, that target suffers an additional 11 (2d10) bludgeoning damage and Gullinbursti cannot be targeted by attacks of opportunity if he leaves the area threatened by the target. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be knocked prone. Legendary Resistances (3/Day). If Gullinbursti fails a saving throw, they can choose to succeed instead. Magic Resistance. Gullinbursti rolls saving throws against spells and magical effects with advantage. Magic Construct. Gullinbursti’s attacks are magical. Gullinbursti can walk on water surfaces or air as if it was open ground and ignores any penalty from the terrain. Shining Bristles. Gullinbursti’s shining bristles emanate light within 30 ft. of it, capable of dispelling any darkness, even magical one. ACTIONS Multiattack. Gullinbursti makes one Slam attack and two Tusks attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage. If the target is a Large or smaller creature, they must pass a DC 18 Strength saving throw or be knocked prone. Tusks. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 9 (2d8) radiant damage. LEGENDARY ACTIONS Gullinbursti can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gullinbursti regains spent legendary actions at the start of his turn. Charge (2 actions). Gullimbursti moves at twis his speed and makes a Slam attack. Divine Light. Gullimbursti emits a mighty burst of divine light. Each hostile creature within 60 ft. must pass a DC 18 Charisma saving throw or be blinded until the end of their next turn. Tusks. Gullimburst makes a Tusk attack. Journey to Ragnarok 238 Chapter 10 This section of the Journey is dedicated to the Vanaheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Vanaheimr 240 General Features 241 Map 243 The Journey on Vanaheimr 244 Encounters on Vanaheimr 245 The Nine Worlds: Vanaheimr 239 Journey to Ragnarok 240 Vanaheimr Cosmic balance hangs on the coexistence of the Nine Worlds, although one of them looks like it returned to its ancient roots. In ancient times, Vanaheimr was a prosper and lush world, home of the divine Vanir. At the height of their power, this world was the most vibrantly alive; wherever a Vani walked, trees and plants bowed in their presence and the stones themselves obeyed their will. The lands teemed with birds and beasts. All of this happened because of the Seidhr, the secret magic of the Vanir, orally handed down through the generations and capa- ble of altering nature to the point of making a river flow backwards or change the seasons on a whim. The Vanir themselves were happy to wander those lands, contemplating the bloom of life. In their roaming, they still obeyed court of Hoenir, the Æsir who acted as their king for a long time even if he had been sent there as a hostage to improve the relationship between the two divine kins. The Æsir, however, were bound to civilization, belligerent and fiery-tempered. The Vanir, instead, were placid and passive, more keen on letting the universe follow its cycles without interference. As the Æsir strove against Fate, the Vanir followed its guidance and it was this difference in view that exac- erbated the relationships between the two people until war broke out. Æsir and Vanir butchered one another on battlefields across the universe, the former’s martial prowess clashing with the latter’s Seidhr magic. As the war seemed eternal and the number of the dead grew beyond count, the conflict was ended by Thor, who hurled Mjolnir at Hoenir, shattering his skull. With the passing of time, the scars left by the war of the gods healed, the Nine Worlds now free of its taint, and Æsir and Vanir reconciliated. Njordhr and the children of Freyr and Freyja were greeted as hon- oured guests in Asgardr, as a sign of peace, although in their heart of hearts the Vanir left in Vanaheimr kept resenting the Æsir. They swore never to face the terror of war again and never to come to terms with those who opposed Fate. They refused any possible form of contact with the hypocrisy called civilization, living more like wild animals than beings gifted with free will, and their magics mutated. The Seidhr, then, became a primor- dial entity, like the Ginnungagap, the primeval chasm. They did not forsake the incestuous union of brothers and sisters or parents and children, utter and complete The Nine Worlds: Vanaheimr 241 rejection of civilization itself. As such, their following generations were plagued by insanity and lunacy. Soon their animal-like life brought them to ruin, as one killed the other. Now Vanaheimr is this; a realm where nature rules unopposed on the ruins of a dead civilization. Swamps, endless forests and grassy plains twist one within the other, climbing and diving off mountains into the ocean, like flying seagulls. Vanaheimr is criss-crossed with countless rivers, their water so clear their floor reflects the sky to the point where telling which is which becomes arduous. Each river floor is different from the others, with moss, stones, sand or black and smooth rocks. Animals never seen by mortal eye prosper on Vanaheimr, like droplets in the rain. Vanaheimr, however, is an unnerving place, too, as the waters cut jagged landscapes and its mountains feature sharp profiles like those of the fanged maw of a mythological creature, swallowing the sky. Vanaheimr is both an enthralling and scary wonder. General Features Weather: Pleasant and mild climate, without excessive temperature ranges, like the gentle breeze of a summer morning. Lighting: During the day, the sun sheds light on the world and warms it. At night, the whitest of moons lights Vanaheimr’s wonders. Sounds: The rustling of the trees, the calm backwash of the summer sea, the croaking of the crickets and the chirping of birds. Terrain - Plains: Although there are no roads or path, travel pace in these areas is normal. Terrain - Mountain: These steep walls are challenging to climb, halving travel pace. Terrain - Forests: A lush undergrowth makes travel- ling slower. Terreno - Sea: These clear and warm waters require the guidance of an expert sailor, but do not slow trav- elers down. Folkvangar In the heart of Vanaheimr, where the influence of the Seidhr is so strong one could taste it, lies Folkvangar, Freyja’s kingdom. The goddess rules this alien world with wisdom and love for her subjects, both man and beast alike. This place of power, in fact, welcomes those at the end of their natural life cycle, granting them the chance to understand the cosmic cycle as it was conceived by the Vanir in ancient times. Every natural environment, be it past, present or future, exists in Folkvangar, as it features the wood- lands of the northern lands, the tundra and the vegetation of the warmer climates. The air vibrates with the sounds of animals never seen before by men and the dead live among them as the Vanir did once. When she was given rule of Folkvangar, Freyja hoped to restore Vanaheimr to its ancient splendor, creating the place the mortals heard called “paradeisos”, in the tales of far away lands. The Vani, however, is the most skilled practitioner of the Seidhr and those with the gall of entering her realm uninvited would suffer a dreadful fate. Their senses would be shattered, making them perceive real- ity as a maddening nightmare. Each minute passed in such a state requires a DC 25 Wisdom saving throw. Failing means falling prey to insanity, shedding one’s equipment and running amok in the forests, shouting incoherently and attacking everything on one’s path as if under the effects of the Feeblemind spell. Cavern of the Echoes As sun or moon light shines upon the rocks within this caver, they refract in utterly unnatural ways, creating kaleidoscopic contrasts that would disorientate any who would dare entering the cave. From deep within the cave rise an unknown dirge sung by a faint and young voice. A strong smell of mead and mold comes from within the cavern, stimulating both appetite and revulsion. Entering this place is extremely dangerous; after but a few steps, any unfortunate visitor would fall in a trap dating back to the war between Æsir and Vanir, a complex system of powerful enchantments. Each minute spent within the cavern, characters must pass a DC 25 Intelligence saving throw or lose themselves in a labyrinthine daedalus of black and white lights, as if under the effect of the maze spell. Deep within the cavern, after a couple hundred meters, are two elm tree desks smashed to the ground, a few rune-carved and broken chains and the remain- ings of an ancient campfire. Here is the place where Odhinn and Loki were kept captive during the war between Æsir and Vanir. Galligarm An immense elm tree, which leaves stand out of the thickest forest in Vanaheimr, is surrounded by a cold and dark aura. In the morning, mist takes the place of rime, the other way around when the sun falls. The undergrowth is lush, although its fruits look too Journey to Ragnarok 242 perfect to be picked. Sunlight hardly ever reaches the ground and close to the trunk of the elm tree its roots are constantly shrouded in dim light. A crushing melancholy strikes the soul of those who visit the cosmic tree that gave life to the Vanir at the beginning of time, the most sacred and painful of the horgr in Vanaheimr. Galligarm, a constant reminder to the gods of the fate of the obstination and arrogance of the Vanir, is also the quickest way of reaching Yggdrasill and the rest of the universe. Here is possible to meet a few of the dead who in life were druids, now wanting to sense the suffering of this world, and Freydis Bergljot (“Salvific Light,”) who spends her days talking with the great tree seeking the deep wisdom of the cosmic trees. The Isle of Hlèsey Somewhere in the Vanaheimr sea lies an island, where the waves are never strong and the sun does not shines too strong. There grow fields of wheat and barley as tall as young men, like carpets of gold. This is where Ægir lives, where the Jötunn harvests his crops and brews his beer. At least once per year, the gods come here as guests of Ægir’s to feast. Noatun Instead of breaking on reefs or the sides of a mountain, here the sea dug a deep bay, what the mortals would call a fjord, joining with a river and creating an unusual mixture of salt and fresh water. The lord of this land is the Vani Njordhr, whose dwelling is a large palace doubling as a harbor. The Vani spends much time fish- ing, but also making vessels, owning many boats and ships moored at his docks. Njordhr’s sequestered sanc- tuary echoes with the sounds of seagulls and puffins and smells of mountain resins and swamp plants, its halls resounding with the gentle song of the whales. Rarely visitors find Njordhr at his palace, as he is much more likely to be chest-deep in water fishing or playing with sea creatures. The old Vani, however, does not dislike guests and is known for being a munific and kind host; nobody ever leaves his abode without lavish gifts or having partaken in one of his banquets. He is not a hermit, as both Vanir and Æsir love him, so he often is in their company. Although he is of a placid and simple nature, he should not be underestimated; his Seidhr is powerful enough to fight any intruder, as he uses it to disguise the enormous Asgardian war fleet as fishing boats at his harbor, and the gods are ready to rush to his aid should he need it. Sessrumnir In the heart of the Folkvangar rises Freyja’s massive palace. Its hall is elegant and refined, decorated with tapestries telling the deeds of heroes and gods, wooden statues of animals and magnificent inlays in the walls and columns. The air smells of honey and festivity, hearths spreading the odorous smells of pine and fir while warm laughter welcomes the newly arrived. It is said that Sessrumnir is the safest hall in exist- ence, as the Seidhr of its lady protects it confusing any who would dare making their way inside without her permission. Its massive cedar wood doors, in fact, are so tight that not even an insect or a pin would be thin enough to pass through their crack, much to the cha- grin of Loki. Freyja’s guests, although not Einherjar, are still great fighters as half of those who fall in battle are brought here because of an ancient covenant Freyja was able to force Odhinn into. Although there are no Valkyries to greet them, these fallen warriors are lovingly tended to by the goddesses’ maidens, as the resources produced by the Folkvangar allow to sustain great armies. The Nine Worlds: Vanaheimr 243 244 Journey to Ragnarok 244 Journey to Ragnarok 244 Through the Bifrost, the characters arrive in the vicin- ity of Sessrumnir. If they do not approach the palace in a manner appropriate to the home of a goddess, Freyja could even mistake them for a threat. Once she realizes she is not under attack, she welcomes the adventur- ers and listens to their words. Although visibly bored, Freyja grants the characters the following information: • This world is protected by a magic they do not know, the Seidhr. • The Seidhr is incredibly dangerous for those, like them, who do not belong to Vanaheimr. • Only the vessels made by Njordhr can sail the seas of this world. • Convincing Njordhr to give them one of his ships is doomed to fail. • She does not know anything about the ship the characters are looking for. • One who could know something about it is Njordhr, who lives in Noatun. • - Vanaheimr is as lethal as it is beautiful, so the characters will need a guide. • The characters should look for Freydis Bergljot, usually found at a hörgr. • They should stay away from the few caves of the world, as there is no way of knowing what is inside them. Ended their audience with the goddess, she has the characters taken care of by her maidens, who wash them and dress them with clean and fresh clothes before letting them go. Their task, now, is to find Freydis Bergljot, and the way to deal with such task is by looking for the hörgr (see page 249). Once they find Freydis, they have to head to Noatun to ask an audience with its lord, Njordhr, the only one to know what they are looking for. He is a proud Vani, however, and does not let mortals have information from him before they have proved their worth. The god tasks them with heading to Ægir’s islands aboard one of his vessels to taste the Jötunn’s beer, return to Noatun, taste Njordhr’s and decide which is the best. The journey at sea is long and perilous, forcing the characters to travel along the shoreline to dock and resupply frequently if they are not expert sailors. When they eventually reach the island of Hlèsey, they find Ægir during the harvest, who welcomes the char- acters as prestigious guests and leads them to his abode to have a taste of his spirits. The Jötunn is famous for being proud of his beer and never losing an opportu- nity for sharing it. He returns to his crops as soon as possible, however, because the harvest season is open. When they return to Noatun, Njordhr has them taste his own beer, waiting for the Midgardian verdict. The two Vanir are sworn rivals and Njordhr accepts the verdict only if it is spoken without falsehood. Should they behave dishonorably, the Vani would enact his punishment, forcing them to stay for a month in Noatun tasting his beer until they admit it is the best they ever had. When the feasting is over, Njordhr tells them the following: • The vessel they look for belongs to the frost giants. • It is not finished yet. • He has no idea what it still needs to sail. • The ship has not seen water yet. • The group’s search should lead them to Jotunheimr. At this point the characters can recall the Bifrost, which will take them to Jotunheimr. When the characters leave Vanaheimr, they reach the 12th level. 245 245 Ægir (Æsir) “I found myself walking in a such a dense mist I feared it was some magick, guided by the ancient one-eyed man. I walked on for an indefinite amount of time, just an instant, and yet one that lasted a lifetime, until the mist lifted and my eyes saw an immense mead hall. The building, a sight to behold, was larger than any royal palace I ever had the honor of visiting in my travels. In front of its gates, a man, as imposing as he was extravagant, was waiting. He was wearing unusual, greenish clothes, embellished with crustacean shells, pierced seastone jewelry and leather strings with killer whale teeth. His thick, curly beard was tied with seaweed, much like his hair, dotted with locks of seagull feathers. His skin looked unnaturally green at a first glance, but then I realized dense tattoos covered his body from neck to toe. Alongside him were an equally tall woman and nine maidens, all extremely beautiful and yet of pecu- liar appearance. The giant welcomed us with a broad smile and an embrace, introducing us to the women who, I discovered, were his wife and daughters. They offered us horns brimming with beer, which tasted like pine, honey and juniper. Simply delicious. The man let us in the mead hall, the finest host to us, his latest guests, among the endless crowd of celebrating people”. - Thorleif Sikiroddr “Silk Voice” The mate of the giantess Ran, he is a Jötunn lord of the sea. He cares about his neutrality and shows benevolence towards Vanir, Æsir and creatures from other worlds. He is good looking, old and venerable but not ancient, and keeps his hair braided and his beard is the color of sea foam. He can often be found taking good care of his crops with his daughters, to brew his legendary beer, or fishing on the coast.  Albruna (Vanir) Goddess of divination and clairvoyance. She can see for hundreds of kilom- eters and is gifted with sharper senses than those of mortals, able to perceive past and future. She looks like an emotionless woman with clothes of pearls stitched together. If asked on what is to come, her answer is cryptic; “A large, red bird flies in the sky, calling to itself the sun and the moon.” Alcis (twins) (Vanir) The twins represent freedom and prosperity, protecting farms and domestic animals. People ask for their aid when it comes to having a good hunt or to get rid of an oppressor. They look like two androgynous men dressed in elk furs and antlers headdresses. They speak fluently and elegantly, with one often beginning a sentence the other ends, as if they were bonded by some form of telepathy. It is impossible to catch them by surprise, as if they were always alert. Almattki (Vanir) God of honour and justice, who punishes those who break their oaths, invoked when a covenant is sealed. He looks like a tall, authoritative man, always fully armed and known for being an impartial judge. His Seidhr allows him to read the heart and mind of men, finding the answers any good man of law should tirelessly seek. His sentence is eternal, branded with a rune on those who have been judged that the Æsir and Vanir see shining on their forehead. Bara (Vanir) One of Ægir’s nine daughters. He occasionally calls her “Drofn” in a scold- ing tone because she is a famous troublemaker. Sailors fear her because she loves to send storms to punish those who disrespect the sea. Her eyes shine like star, her smile sardonic. Her mind is lightning fast and few things escape her, her spirit sharp. She grants calm seas and favourable winds to those who leave her adequate offerings. Blodughadda (Vanir) One of Ægir’s nine daughters. Her skin is green, her hair red, embodying the vegetation that grows belows the waves. Fish follow her wherever she goes and her songs are charming for both gods and mortals. Dufa (Vanir) One of Ægir’s nine daughters. She is capable of assuming a liquid form and being in many places at the same time. Because of this, she is a per- fect spy, who can cover long distances in a short amount of time. Vanir Large God, lawful honorable STR 24 (+7) DEX 22 (+6) CON 22 (+6) INT 20 (+5) WIS 24 (+7) CHA 22 (+6) Armor Class 21 Hit Points 204 (20d12 + 120) Speed 40 ft. Saving Throws Con +12, Wis +13, Cha +13 Skills Intimidation +13, Perception +13 Damage Immunities necrotic; bludgeoning, piercing and slashing from non magical weapons Condition Immunities exhaustion, frightened, paralyzed Damage Resistances radiant Senses passive Perception 23, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 20 (25.000 XP) Divine Weapons. The Vanirs weapon attacks are magical. When the Vanir hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If the Vanir fails a saving throw, it can choose to succeed instead. Magic Resistance. The Vanir rolls saving throws against spells and magical effects with advantage. ACTIONS Multiattack. The Vanir makes three Blade of the Vanir attacks. Blade of the Vanir. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 22 (2d10 + 10) piercing damage plus 20 (4d8) radiant damage. Mead (6/Day). The Vanir allows a creature to drink a sip of magic mead, healing it 40 (8d8+4) hit points. LEGENDARY ACTIONS The Vanir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Vanir regains spent legendary actions at the start of his/her turn. Attack. The Vanir makes and attack. Divine Imposition (2 actions). Each creature at the Vanir’s choice within 60 ft of them must succeed on a DC 18 Charisma saving throw or be charmed by the Vanir for a day. This effect does not stack. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Move. The Vanir takes the Dash or Disengage action. 246 Freyja “Like a queen with her retinue, standing out of the crowd, sat a woman at a table, surrounded by many people. Long, wavy red hair brushed her hip, eyes the color of lapis lazuli were set in an ivory visage, whose beauty was unsettling. She wore an almost transparent tight white silk dress, allowing bystanders to catch only glimpses of her perfect curves. The dress had generous slits and a deep neckline held by two buckles with gemstones, fastening a cloak of feathers from birds of prey that shrouded this noble figure. Around her neck she wore a necklace made of chased and embossed gold discs of divine craftsmanship, linked with thin chains of the same material, that disap- peared between her breasts. That magnificent jewel made the woman’s allure even deeper and, to my modest opinion, it was the most beautiful necklace in the world, so much so that kings and queens would have waged war for it. I would not have laid my eyes on a more beautiful woman for the rest of my life, for another creature of such charm, beauty and charisma to leave me breathless and make my blood boil or carve my own heart out of my very chest to gift it to her could not exist. It was as if my breath had turned into the scolding vapor of a geyser and my eyes did not want to lose anymore. I felt lifted off the ground simply taking in her presence, I could fly higher than any man and pluck the stars from the sky just for her. I would have done all of that, just for a word of hers”. - Thorleif Sikiroddr “Silk Voice” • Goddess of love, war, magic, seduction, beauty and birth • Vain, reckless, fascinating, seducing and well aware of her power • Her mastery on Seidhr has no equal Freyja Large goddess, lawful honorable STR 20 (+5) DEX 28 (+9) CON 20 (+5) INT 20 (+5) WIS 26 (+8) CHA 30 (+10) Armor Class 20 Hit Points 300 (22d12 + 110) Speed 40 ft. Saving Throws Con +12, Wis +15, Cha +17 Skills Perception +15, Persuasion +17 Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from non-magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses passive Perception 25, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 23 (50.000 XP) Divine Weapons. Freyja’s weapon attacks are magical. When the Æsir hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack). Legendary Resistances (3/Day). If Freyja fails a saving throw, she can choose to succeed instead. Magic Resistance. Freyja rolls saving throws against spells and magical effects with advantage. Innate Spells. The spellcasting ability of Freyja is Charisma (saving throw DC 25, +17 to hit). Freyja can innately cast the following spells without the need for components: At will: animate object, beacon of hope, blade barrier, calm emotions, charm person, confusion, death ward, dominate monster, dominate person, geas, greater invisibility, heroes’ feast, shield, spiritual weapon, suggestion. 3/day each: antipathy/sympathy, earthquake, eyebite, feeblemind, forcecage, foresight, mass heal, mass healing word, mass suggestion, mind blank 1/day: power word heal ACTIONS Multiattack. Freyja makes two Seidhr Blast attacks. Seidhr Blast. Ranged Spell Attacks: +17 to hit, range 60/gittata 18/150 ft., one target. Hit: 26 (4d6 + 10) force damage plus 27 (6d8) radiant damage. The target must pass a DC 20 Intelligence saving throw or their Intelligence score becomes 3 for 1 minute. In alternative, the target must pass a DC 20 Strength saving throw or their Strength score becomes 3 for 1 minute. A creature who passes the saving throw is immune to this effect for 1 hour. LEGENDARY ACTIONS Freyja can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Freyja regains spent legendary actions at the start of their turn. Seducing Gaze. A creature Freyja can see within 60 ft. of her must pass a DC 21 Charisma saving throw or be charmed by Freyja for 1 minute. A creature who passed the saving throw is immune to this effect for 24 hours. Seidhr Disturbance. A creature Freyja can see within 60 ft. of her must pass a DC 18 Intelligence saving throw or suffer disadvantage on any roll until the end of their next turn. Spell. Freyja casts a spell she knows. 247 The Nine Worlds: Vanaheimr 248 Freydis Bergljot A legend whispered only in summer nights talks about a woman who loved animals so much, especially her two cats, that her love for nature and its creatures could rival that of the goddess Freyja. The goddess, jealous of being compared with a mortal, descended on Midgardr to take a look at the young woman. Such was her dedication to the care of animals and plants that Freyja, after an initial surprise, and wanted to take the young woman with her. It is not known if this is just a legend or there is something true in it. However, the name of Freydis Bergljot, “Saving Light”, is often whispered as an example to follow around a campfire or in children stories. Freydis Medium humanoid (Human), chaotic honorable STR 20 (+5) DEX 28 (+9) CON 20 (+5) INT 20 (+5) WIS 26 (+8) CHA 30 (+10) Armor Class 14 (hidden armor) Hit Points 110 (18d8 + 36) Speed 30 ft. Saving Throws Int +7, Wis +11 Skills Asatru +11, Medicine +11, Nature +7, Perception +11, Religion +7 Senses passive Perception 21 Language Common, Druidic Challenge 12 (8.400 XP) Spellcaster. Freydis is an 18th level spellcaster. Her spellcasting ability is Wisdom (spell saving throw DC 19, +11 to hit). Se has the following Druid spells prepared. Cantrips (at will): druidcraft, mending, poison spray, produce flame 1st level (4 slot): cure wounds, ensnaring strike, fairie fire, speak with animals 2nd level (3 slot): animal messenger, hold person, beast sense 3rd level (3 slot): conjure animals, meld into stone, water breathing 4th level (3 slot): dominate beast, locate creature, wall of fire, stoneskin 5th level (1 slot): commune with nature, mass cure wounds, transport via plants 6th level (1 slot): sunbeam, heroes’ feast, heal 7th level (1 slot): fire storm 8th level (1 slot): animal shapes 9th level (1 slot): foresight ACTIONS Scimitar. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shape Shifting (2/Day). Freydis transforms into a beast or elemental of Challenge 6 or lower and can keep such form for 9 hours. She can choose what of her equipment falls to the grounds, merges into the new form or is worn by it. Freydis reverts to her true form if she dies or falls unconscious. She can revert to her true form as a bonus action in her turn. When she shifts, she retains her statistics and the capacity to speak, although her AC, Strength and Dexterity scores are those of the new form, gaining any special sense, proficiency, trait, action or reaction save the legendary or lair ones. Freydis can cast spells with verbal or somatic components. The new form’s attacks are considered magical for the purpose of ignoring resistances or immunities to non-magical attacks. 249 The Nine Worlds: Vanaheimr Hörgr Scattered in the four corners of Vanaheimr lay shrines built out of carefully stacked stones, where the temperature varies wildly and light almost fades. Often, figures appear in the vicinity, the echoes of the Vanir defeated in the ancient war. They remained trapped in the Seidhr that impregnates those lands. As the names of these creatures have been lost to time, recognizing them is not easy, so the druids who worship these idols have developed a system to recognize them. They learned to read the small events before their manifestation and divided them into six categories. Each time the characters are close to a Hörgr, the Game Master rolls the Rune Die (or a d16) and checks the result on the following table, to see what the group finds nearby. ÆTT / D6 Hörgr Freyja U 1 Roll again to determine the type of hörgr, Freydis is present to satisfy its fury. Freyja D 2 The hörgr is a Funi Heimdallr U 3 The hörgr is a Hæl Heimdallr D 4 The hörgr is a Eitr Tyr U 5 The hörgr is a Ljómi Tyr D 6 The hörgr is a Þrymja 250 251 The Nine Worlds: Vanaheimr Horgr Huge construct, lawful honorable STR 10 (+0) DEX 3 (-4) CON 22 (+6) INT 8 (-1) WIS 24 (+7) CHA 14 (+2) Armor Class 16 (natural armor) Hit Points 110 (18d8 + 36) Speed 0 ft. Saving Throws Wis +12 Skills Asatru +12, Medicine +12, Nature +4, Perception +12, Religion +4 Damage Immunities piercing; cold, fire, lightning, necrotic, poison, psychic, thunder Damage Resistances bludgeoning and slashing from non magical weapons Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, restrained Senses Truesight 120 ft., passive Perception 21 Languages Common, Druidic; telepathy 120 ft. Challenge 14 (11.500 XP) Center of the Futhark Circle. The ground within 60 ft. from a Horgr is considered a Futhark Circle. When a creature attacks a target they can roll 1d10 and subtract the result to the attack roll. Enemies within the Futhark Circle lose any resistance to bludgeoning, piercing and slashing damage from non magical weapons and any elemental damage resistance. Fixed. A Horgr cannot move and can be moved only once destroyed. Legendary Resistances (3/Day). If a Horgr fails a saving throw, it can choose to succeed instead. Sanctuary. The attacks of a Horgr are considered magical and add its Wisdom modifier to hit and damage rolls. Spellcaster. A Horgr is a 15th level spellcaster. Its spellcasting ability is Wisdom (saving throw DC 17, +9 to hit) and has the following Runemaster spells prepared: Cantrips (at will): dancing lights, ray of frost, sacred flame 1st level (4 slot): detect magic, thunderwave, sanctuary, shield 2nd level (3 slot): blindness/deafness, hold person, moonbeam, prayer of healing, zone of truth 3rd level (3 slot): beacon of hope, bestow curse, magic circle, plant growth, remove curse 4th level (3 slot): compulsion, divination, ice storm 5th level (2 slot): dominate person, scrying, teleportation circle, wall of stone 6th level (1 slot): circle of death, contingency 7th level (1 slot): fire storm, symbol 8th level (1 slot): control weather ACTIONS Multiattack. A Horgr makes two Strike attacks. Strike. Melee Weapon Attack: +12 to hit, range 20 ft., one target. Hit: 17 (2d8 + 7) slashing damage. The target must pass a DC 16 Strength saving throw or be knocked back 15 ft. LEGENDARY ACTIONS A Horgr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A Horgr regains spent legendary actions at the start of their turn. Attack. A Horgr makes a Strike attack. Spell. A Horgr casts a spell it knows. Arcane Recovery. A Horgr recovers a spell slot of 1d8th level • Funi (Fire): The air surrounding these places is scalding, smelling of rotten eggs. Closing in, blades of lame rise impetuous in the air. By shedding ram blood on the heap, the Vanir is appeased, otherwise, they will attack those who disturb their shrine. • Hæl (Death): Air is thin around these places and breathing is troublesome. Characters must pass a DC 17 Constitution saving throw or suffer one level of exhaustion. Closing in, light almost fades and a diaphanous figure appears out of thin air, attacking whoever dared to disturb their slumber. By shedding raven blood on the heap, the Vanir is appeased, otherwise, they will attack those who disturb their shrine. • Eitr (Poison): The air around these places smells of honey and incense, a thin layer of moss covering the stones, emanating a faint light. Blades of smoke dance in the air, imposing a DC 17 Constitution saving throw not to suffer 4d8 poison damage. By shedding snake blood on the heap, the Vanir is appeased, otherwise, they will attack those who disturb their shrine. • Ljómi (Radiant): The air around these places is warm and smells of linden. A blade of light pierces the canopy to shine off this pile of rocks, twisting on itself as the characters move closer. By shedding rooster blood on the heap, the Vanir is appeased, otherwise, they will attack those who disturb their shrine. • Þrymja (Lightning): The air around these places is thick with electricity and smells of freshly forged metal. Whoever wears metallic armor, even just studs, must pass a DC 17 Constitution saving throw or suffer 8d8 lightning damage as sparks ominously dance in the air. By shedding cat blood on the heap, the Vanir is appeased, otherwise, they will attack those who disturb their shrine. 252 Njörðr “All of a sudden, the gate slammed open, showing a figure. A handsome, although older, man, his skin scorched dark by the sun. His beard and hair, as dark as fir, parted in two braids tied with leather strings and woven with that jewel people from far away call coral. He looked like he had just returned from a long day out in the sea fishing, with sleeves rolled up to his elbows and his tunic undone. He held a rolled up fishing net under one arm, a few harpoons in his left hand and his entrance was greeted with a joyful roar by the entire hall. Men and women shouted his name and welcomed him with such intensity that the candles flickered. Such was his joy, he let go of net and harpoons to embrace whoever he could. He was offered many tankards, horns and cups filled with beer or mead and he cheerfully drank. When he passed close to me, I could notice a few details of his person. His clothes, dyed with the colors of the open ocean, were not those of a common fisherman, but more proper for both a sage and a king. They were embroidered with silver thread, his arms and wrists clasped by golden and bronze armils and many clinking bags from his belt. This fisherman both fascinated and troubled me as I understood that he was like the sea, calm on the surface and yet hiding many secrets in its depths”. - Thorleif Sikiroddr “Silk Voice” • God of the sea, fishing, oaths and wealth • A lavish and generous friend and host, he exacts grim punishment from those who break their oaths • A potent spellcaster and practitioner of Seidhr magic Njörðr Large god, chaotic honorable STR 20 (+5) DEX 28 (+9) CON 20 (+5) INT 20 (+5) WIS 26 (+8) CHA 30 (+10) Armor Class 22 Hit Points 295 (22d12 + 154) Speed 40 ft. swim 60 ft. Saving Throws Con +14, Wis +14, Cha +14 Skills Intimidation +14, Perception +14 Damage Immunities frost, necrotic; bludgeoning, piercing and slashing from non magical weapons Condition Immunities exhaustion, frightened, paralyzed Senses passive Perception 24, darkvision 120 ft. Languages all, telepathy 120 ft. Challenge 21 (33.000 XP) Divine Weapons. Njörðr’s weapon attacks are magical. When the Æsir hits with any weapon, the weapon deals an extra 6d6 radiant damage (included in the attack). God of the Sea. Njörðr can breathe underwater and is not influenced by sea temperature or conditions. Legendary Resistances (3/Day). If Njörðr fails a saving throw, it can choose to succeed instead. Magic Resistance. Njörðr rolls saving throws against spells and magical effects with advantage. Innate Spellcasting. Njörðr’s spellcasting ability is Wisdom (saving throw DC 23, +14 to hit). Njörðr can innately cast the following spells, without the need for components. At will: control water, control weather, fog cloud, gust of wind, lightning bolt, thunderwave, water walk 3/day each: earthquake, storm of vengeance, tsunami ACTIONS Multiattack. Njörðr makes three Trident of the Vanir attacks. Trident of the Vanir. Melee Weapon or Ranged Attack: +17 to hit, reach 10 ft. or range 60/120 ft., one target. Hit: 24 (2d12 + 10) piercing damage plus 24 (6d6) force damage. LEGENDARY ACTIONS Njörðr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Njörðr regains spent legendary actions at the start of their turn. Attack. Njörðr makes an attack. Divine Imposition (2 actions). Each creature at Njörðr’s choice within 60 ft of them must succeed on a DC 20 Charisma saving throw or be charmed by Njörðr for a day. This effect does not stack. A creature who succeeds on the saving throw is immune to this effect for 24 hours. Spell. Njörðr casts a known spell. 253 The Nine Worlds: Vanaheimr Journey to Ragnarok 254 Chapter 11 This section of the Journey is dedicated to the Jötunheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Jötunheimr 256 General Features 256 Maps 259 The Journey on Jötunheimr 260 Encounters on Jötunheimr 261 The Nine Worlds: Jotunheimr 255 Journey to Ragnarok 256 Jotunheimr Jotunheimr is a desolate and barren land, beyond the mountain ridges surrounding Midgardr. Vegetation concentrates in small conifer forests, where plants manage the pierce through the layer of ice coating the surface, shrubs and withered bushes dotting the rest of the area. The tundra that makes up the majority of Jotunheimr is so flat and vast that an observer loses any sense of perspective, the eye losing any point of refer- ence for hundreds of kilometers without being able to see anything other than mist and endless expanses of flat, frozen, snow-covered earth. Jotunheimr is the closest of the Nine Worlds to Midgardr and is said that the mountain ridge surround- ing the Realm of Man was raised by the Æsir to protect mankind from the Jötunn menace. During Fimbulvetr, when the barriers between worlds are thinner, it is murmured that the lands of the Finnmark where those mockingly called “Jotunkind” live might become a stag- ing area for the Jötunn invasion of Midgardr. The legends, myths told around the campfire and the stories the people of the tundra hand down from one generation to the other are in surprising agreement; the Land of the Jötnar is surprisingly close, much closer than the mortals imagine. General Features Weather: Biting cold, unbearable without proper equipment. DC 18 Constitution saving throw every hour to avoid suffering a level of exhaustion. Lighting: Sol’s light reflects off the snow, a diffused luminescence granting a couple hundred feet of visi- bility through the fog. Sounds: The crunching of boots on frozen rock, the icy wind howling and the dull crack of breaking ice. Terrain - Taiga: There are no roads or paths in the snow covering the landscape. For each half day of march, the group must pass a DC 15 Wisdom (Survival) check not to run around in circles. Terrain - Mountains: The steep mountain slopes are hard to climb, reducing travel pace to a fourth. Terrain - Rivers: Rivers in Jotunheimr cannot be waded by swimming and sailing is impossible. Terrain - Sea: Falling in the frigid waters imposes a DC 25 Constitution saving throw each round not to suffer The Nine Worlds: Jotunheimr 257 two levels of exhaustion. To leave the waters, a character must pass a DC 21 Strength (Constitution) check. Alvaldvellir The most imposing mountain ridge of the realm. Its southern reaches open in a massive series of valleys and peaks, dotted with caverns where nameless monsters live. This place is the domain of Alvaldi, whose sub- jects work in the local goldmines. The peaks are frequently patrolled by Alvaldi’s troops, to protect newly discovered mines or simply to watch over the land, ready to strike at any intruder. Ettinvidr A desolate plain with a small and yet thick forest lies on a channel to the south of the frozen sea. Within the forest, a hill hosts wooden buildings home to the Ettin people. From his great hall, Fjolsvinn rules the area with a steady hand. Thrymheimr This palace is made of tree trunks in a manner simi- lar to that of the hall of Midgardian Jarlr, although it seems unusual that someone would build something out of wood in a place where grows so little of it. Thjazi, in fact, was able to find such resource in his raids of old in more temperate climates. The eternal frost of Jotunheimr made this wood as hard as stone, no flame capable of setting it on fire with ease, and cold wind howls through its halls, after the Jötunn died. From this palace, in fact, the tyrannical Jötunn ruled over a large portion of the world and here were his barracks and stables. If the Jötnar were able to organize themselves for something more than skirmishes and raids, Thrymheimr would be a perfect strategic location. Icefang Mountain Ridge Although not much is known about the largest moun- tain ridge in Jotunheimr, it is divided into three progressive areas. The first features relatively shorter heights, made of soft rock, mangled by erosion and covered in extremely hard ice. Then, follow taller mountains, atop one of which sits Utgardr, at the center of the world. Finally, to the south, are glaciers so large they defy logic. Hagkorn A completely frozen mountain ridge to the extreme north of Jotunheimr, with storms of sleet and ice harrowing its slopes. The taller reaches of these peaks are plagued by storms of powdered rock and snow so fast it can flense the skin of a man. Its top is only ice, both clinging to the rocks and hanging in the air, almost as if floating. Taking on such mountain is almost impossible, even for a Jötunn. Hnitbjorg A mountainous bluff rising from the cold sea to the south of Jarnvidhr. Here, weather is locked in a perpet- ual storm embracing the strip of rocky land. When closing in, adventurers must face lightning bolts, thunders, sleet and rain. Crossing these waters is extremely difficult and to follow a route they must pass a DC 20 Wisdom (Survival) check. While navigating through the storm, lightning bolts continuously strike around the adventurers, imposing a DC 20 Dexterity saving throw to suffer the half of 10d8 lightning damage and a DC 22 Constitution saving throw to avoid suffering two levels of exhaus- tion. Past those natural defenses, they would reach the eye of the storm, where lies a building. There, Odhinn hid the Mead of Poetry, tasking a linnorm with defending it. Tholley Island The only island of this realm is barren. Its only fea- ture is a small hill, with boars, rams, pigs and cows living there in peace. Upon closer inspection, one would see they are domesticated, their master Lodin living with them. From his solitary retreat, he watches over his island, ready to immediately strike down any unwanted trespasser from the back of his boar. Jarnvidhr, the iron forest In Jotunheimr there are great forests and sporadic spots of vegetation. To the east, however, beyond the taiga, there is a thick and deep forest, where giant trees crowd the earth like corpses in a mass grave. They have neither leaves nor life, as their trunks are not made of wood, but black iron. If Jotunheimr is a dangerous world, then entering the Jarnvidhr is a death sentence. The incessant howl- ing of wolves follows every step among the darkened trunks, often fading into hungry laughter and endless whispers. There live only monsters and nightmares, incessantly clawing at the gates of night. The wolfkin here is cared for in wait for the end of times. There, the Trickster gave birth to the great horrors that will bring Ragnarok about; this, indeed, is the home of Angrboda. Journey to Ragnarok 258 Okòlnir Beer hall dedicated to Ymir, a dilapidated and tall building, a cold and sad place. There, the dour and livid toasts of the Jötnar celebrate the memory of the first Giant, who need relief like any other creature; and, like any other creature, they hunt relief through drinking. It seems that the beer served in Okòlnir is particularly good, although it has the aftertaste of the direst memories. The Jötnar are not famed for being cheerful people, but beer makes them even more aggressive. It is not wise to wander around Okòlnir, although nobody is forbidden entrance as long as they are aware they do so at their own peril. Celebrations are important for the frost giants and they would hardly tolerate a violent or disrespectful intrusion. Should a Jötnar think the characters are not remembering the great Yimir in the proper way, they would attack them to rip their arms off, without thinking about the consequences of such act. Utgardr Only by climbing the mountains at the center of the world, one would reach the palace of Utgardaloki, a massive edifice built in the shadow of the tallest peak of Jotunheimr. Such fortress is a hundred meters wide, with squat buildings clustering one on the other and Utgardaloki’s own home in the middle of it. Twelve meters tall, the same distance between each pillar of the front, and more than thirty deep, it is completely made of stone or ice-hardened wood. Utgard is an impenetrable settlement, probably why it is also the most prosperous. The main building hosts the hall, as wide as a wheat field and dotted with tables and benches for the Jötunn to gather to celebrate successful raids and plot future travels. There, the lord of the fortress, sitting on his stone throne in the shade of the mountain, gazes and ponders. Mount L yfja This mountain is the most powerful and dangerous place in the world. Here is the dwelling of its king, Hrymr, a fierce and violent warlord. The mountain is not different from those of Jotunheimr, as the King’s palace is. Only when reaching the square in front of the royal palace one senses that something extremely deadly lives there. As such, nobody ever enters. The King alone leaves. When he does, it is to kill. Risivid Although the name hints at a forest, it is not anymore. A layer of black dust clouds hangs around these mounds of earth. Below the caverns opened for mining operations, precious metals and priceless gems with magical proper- ties can be found. It is the land of the Risi, humanoids who do not take visitors kindly. Hoddmímis holt One of the most fertile places in Jotunheimr, it is a small but thick meadow where lies Mímisbrunnr, the Well of Knowledge, the point where the root of Yggdrasill reaching here connects with this world. From the point where the root dips into the water of the Well grew an imposing tree, called Mímameiðr, that is immune to fire and blade. Its fruits gift fertility and help with pregnancy. On top of Mímameiðr lives a rooster, Víðópnir. The Nine Worlds: Jotunheimr 259 260 Journey to Ragnarok 260 Bifrost leads the adventurers to Jotunheimr, dropping them not far from the fortress of Utgardrd, its palace partially under the shadow of the mountain. The Jötunn are hostile to the characters more often than not, the inhabitants of the city attacking them almost on sight. During any fight in the city, at the ini- tiative counter of 20 of the third round, the frost giant Hrugnir leaves his palace to see what is happening and stops the the brawl with a mighty roar. If the characters have already been defeated, Hrugnir brings their unconscious forms inside the palace; otherwise, he invites them in to talk with the Lord of Urgardr. When in the presence of the large giant who rules this kingdom, they are allowed a chance to explain why Midgardians have entered his domain, before he and his warriors kill them. Hrugnir is willing to give the following informa- tions; omens told him that Ragnarok is coming and heard whispers about the Champions of Odhinn and the ship Naglfar, not yet ready and requiring a last piece. Nobody knows what that might be, however. If the characters reveal they are looking for the vessel, Hrugnir is willing to help them. If they wish to bargain with a Jötunn, the characters discover that Hrugnir is interested in their services; should they complete a series of simple tasks for them, he will tell them where the ship is moored. His tasks are surprisingly simple: retrieving some Mead of Poetry from Hnnitbjorg, as he wishes to become a poet, bringing back the head of an Ettin, for Utgardaloki thinks it holds magic, finding magic metal or wood from Risivid or the blood of one of the mon- struos presences in Jornvidhr. Completed these deeds, the characters are told that Naglfar is in Muspellsheimr. Having revealed one of the most important of Jötunn secrets, Utgardaloki welcomes them as broth- ers and invites them to a banquet held in their honour. The feast is clearly a trap; the lord of Utgard had what he wanted from the heroes and now must only get rid of these inconvenient strangers. Utgardaloki invites the characters to sit at the imposing, giant-sized table carved from ice, show- ing curiosity as to how such a small band of humans was able to go so far from their realm. Hrungnir also repeatedly challenges the heroes, trying to humiliate them in the most disparate contests, including fighting on the frozen table. The feasting continues and each attempt at leav- ing the palace finds an upset Utgardaloki, who stops them. It will be Hymir, friend of Hrugnir, to suggest the characters to flee during the night, when the giants are sleeping, and ask for the help of the gods. Leaving the castle is no easy task, as the alcohol served during the banquet and its fumes are highly toxic, being dis- tilled from the poisonous waters of Jotunheimr. Each time a character drinks or spends a half hour at the banquet, they must pass a DC 25 Constitution saving throw or suffer one level of exhaustion. When they manage to leave the palace, Bifrost appears, taking them to Odhinn’s presence. He tells them he found the true location of the Naglfar vessel and asks a last sacrifice of them; to make sure the ship is on Muspellsheimr. The Æsir cannot attack without knowing for sure where the ship actually is and the nature of Surtr’s realm makes it so a small band of humans might pass unnoticed. To allow them to survive the realm of Flame, he gifts each one of them with a Medallion of the Heart of Muspellsheimr (see page 298) that allows them 36 hours of immunity from the eternal fire. However, it will also make them easier to spot, granting a +10 to the passive Perception to whoever is in their vicinity. Odhinn, then, lets them go through the Bifrost again, that Heimdall set to lead them to the realm of Muspellsheimr. Once the characters leave Jotunheimr, they reach the 13th level. 261 261 The Nine Worlds: Jotunheimr Jötunn Huge giant, any dishonorable STR 24 (+7) DEX 10 (+0) CON 21 (+5) INT 10 (+0) WIS 14 (+2) CHA 10 (+0) Armor Class 16 (varied suits of armor) Hit Points 138 (12d12 + 50) Speed 50 ft., swim 75 ft. Saving Throws Str +10, Con +8, Wis +5 Skills Intimidate +3, Perception +5 Damage Immunities frost Senses passive Perception 13 Languages Common Challenge 8 (3.900 XP) ACTIONS Multiattack. A Jötunn makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +10 to hit, range 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +10 to hit, range 30/250 ft., one target. Hit: 34 (4d12 + 7) bludgeoning damage. Alvaldi (Jötunn) Father of Thiassi, Idi and Gang. He is considered the richest of the Jötunn, being the king of the vast kingdom of Alvadvellir. His ultimate goal is to con- quer the throne of Jotunheimr and is known for granting his benevolence to a blessed few of the great many who ask for it. In fact, he invests only in those individuals who can somehow be beneficial for his rise to power. Angrboda, Mother of Monsters Halfblood giantess lover of Loki and mother of Fenrir, Jörmungandr and Hel. She is the ruler of Jarnvidhr and is known for having taught the arcane arts to many who sought their power. Angrboda Huge giant, chaotic dishonorable STR 22 (+6) DEX 9 (-1) CON 25 (+7) INT 14 (+2) WIS 20 (+5) CHA 14 (+2) Armor Class 12 (hidden armor and padded clothes) Hit Points 210 (15d12 + 105) Speed 50 ft. Saving Throws Wis +10, Cha +7 Skills Animal Handling +10, Intimidation +7, Perception +10 Damage Immunities cold Damage Resistances bludgeoning, piercing and slashing from non magical weapons Senses darkvision 60 ft., passive Perception 20 Languages Common, Druidic Challenge 15 (13.000 XP) Feral. Angrboda has advantage on all Animal Handling and Survival checks and can communicate with any animal as if under the effect of the speak with animal spell. Keen Smell. Angrboda has advantage on smell-based Wisdom (Perception) checks. Legendary Resistance (3/Day). If Angrboda fails a saving throw, she can instead choose to pass it Spellcaster. Angrboda is a 15th level spellcaster. Her spellcasting ability is Wisdom (saving throw DC 18, +10 to hit). She has prepared the following spells: Cantrips (at will): thorn whip, minor illusion, ray of frost, shillelagh, chill touch 1st level (4 slot): mage armor, charm person, witch bolt, shield 2nd level (3 slot): mirror image, levitate, barkskin, suggestion 3rd level (3 slot): conjure animals, gaseous form, meld into stone, lightning bolt, hypnotic pattern 4th level (3 slot): giant insect, polymorph, stoneskin, fire shield, ice storm 5th level (2 slot): dominate person, insect plague 6th level (1 slot): mass suggestion 7th level (1 slot): regenerate 8th level (1 slot): antipathy/sympathy, earthquake ACTIONS Multiattack. Angrboda makes two Giant Staff attacks. Giant Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 33 (4d12 + 6) bludgeoning damage. LEGENDARY ACTIONS Angrboda can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Angrboda regains spent legendary actions at the start of their turn. Attack. Angrboda makes a Giant Staff attack. Detect. Angrboda makes a Wisdom (Perception) check. Cantrip. Angrboda casts a cantrip she knows. 262 Asvid The best Runemaster among the Jötunn, with students from the four corners of Jotunheimr. Stern, but benevolent, he is willing to teach to anybody, as long as they give their best in honing their skills for when the Twilight of the Gods, Ragnarok, will arrive. His body tattooed with runes, spells and glyphs can be easily recognized. Asvid Huge giant, lawful dishonorable STR 24 (+7) DEX 10 (+0) CON 22 (+6) INT 12 (+1) WIS 24 (+7) CHA 16 (+3) Armor Class 19 (hidden armor and padded clothes) Hit Points 210 (15d12 + 105) Speed 50 ft. Saving Throws For +11, Cos +12, Wis +12 Skills Asatru +11, Insight +11, Perception +7 Damage Immunities cold Damage Resistances bludgeoning, piercing and slashing from non magical weapons Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 15 (13.000 XP) Jötunn Master of the Futhark Circle. Asvid can magically create a runic circle, etching it on the floor. As an action, he chooses a spot on the floor within 60 ft., creating a circle 10 ft. in diameter. To keep it active, he must be able to see the circle and use a bonus action every turn. When a creature Asvid can see attacks a target within the circle, he can roll a d10 and subtract the result to that hit roll. Enemies within the Futhark Circle lose resistance to bludgeoning, piercing and slashing damage from non magical weapon and any elemental damage resistance. Asvid is considered always within the Futhark Circle. Legendary Resistance (3/Day). If Asvid fails a saving throw, they can instead choose to pass it. Strength of Wisdom. Asvid adds his Wisdom modifier to his AC score. Spellcaster. Asvid is a 15th level spellcaster. His spellcasting ability is Wisdom (saving throw DC 17, +9 to hit). He has prepared the following spells: Cantrips (at will): share blood, shillelagh, thaumaturgy, chill touch 1st level (4 slot): detect magic, thunderwave, sanctuary, shield 2nd level (3 slot): hold person, blindness/deafness, zone of truth 3rd level (3 slot): magic circle, bestow curse, remove curse, haste 4th level (3 slot): compulsion, divination, ice storm 5th level (2 slot): teleportation circle, dominate person, wall of stone 6th level (1 slot): circle of death 7th level (1 slot): symbol 8th level (1 slot): control weather ACTIONS Multiattack. Asvid makes to Giant Staff attacks. Giant Staff. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 35 (4d12 + 7) bludgeoning damage. LEGENDARY ACTIONS Asvid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Asvid regains spent legendary actions at the start of their turn. Attack. Asvid makes a Giant Staff attack. Cantrip. Asvid casts a cantrip he knows. Futhark Circle (2 actions). Asvid creates a Futhark Circle if he does not have another one already active. Bergelmir Primordial giant, son of Thrudgelmir and Grisla. He and his wife are two of the few hrímþursar who survived the times when Odhinn and his breth- ren killed the giant Ymir and drowned the frost giant in his blood. Escaped by using the trunk of a Nilfheimr tree as a rowboat, he left for Jotunheimr and gave his best to repopulate his kin, giving birth to the Jötunn. Bergelmir now slumbers deep within the mountains of Jotunheimr, having slept there for so long that nobody remembers his appearance any- more. Hrymr, the king of the Jötnar, thinks Bergelmir is going to be an invaluable asset in the final battle with the Æsir. Bergelmir Huge giant, lawful dishonorable STR 28 (+9) DEX 8 (-1) CON 30 (+10) INT 8 (-1) WIS 12 (+1) CHA 8 (-1) Armor Class 18 (natural armor) Hit Points 340 (20d12 + 200) Speed 50 ft. Saving Throws Str +15, Con +16 Skills Survival +7 Condition Immunities frightened Damage Immunities cold Damage Resistances bludgeoning, piercing and slashing from non magical weapons Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 17 (18.000 XP) Natural Camouflage. Bergelmir has advantage on Dexterity (Stealth) checks to hide or camouflage in the surrounding terrain if he is in Nilfheimr, Jotunheimr or on a snowy or mountainous terrain. Freezing Presence. The ground within 20 ft. of Bergelmir is considered difficult terrain, as the giant’s presence is enough to freeze it. All creatures who end their round in that area must pass a DC 18 Constitution saving throw or suffer one level of exhaustion and see their speed halved for 1 minute. Legendary Resistance (3/Day). If Bergelmir fails a saving throw, they can instead choose to pass it. ACTIONS Multiattack. Bergelmir makes two Ice Slam or Ice Shard attack. Ice Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 9) bludgeoning damage, plus 15 (3d8) cold damage. Ice Shard. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 36 (4d6 + 9) piercing damage plus 15 (3d8) cold damage. The target, if hit, must pass a DC 18 Constitution saving throw or their speed is halved for 1 minute. Icy Breath (recharge 5-6). Bergelmir exhales a frozen wave of ice in a 60 ft. cone. Each creature in that area must pass a DC 19 Constitution saving throw or suffer 54 (12d8). If they pass, they half that damage. LEGENDARY ACTIONS Bergelmir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bergelmir regains spent legendary actions at the start of their turn. Cold Determination. Bergelmir can attempt to recharge his Icy Breath. Ice Shard. Bergelmir makes an Ice Shard attack. Primordial Roar. Each creature at Bergelmir’s choice that is within 120 ft. of him and aware of his presence must pass a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of their turn, ending the effect on a success. If they pass the saving throw or the effect ends, they are immune to it for the next 24 hours. 263 The Nine Worlds: Jotunheimr Fjolsvinn (Jötunn) Jötunn leader of the ettin living in Jotunheimr. He is the protector of Menglod and is the master of two terrible hounds. After the prophecy of the Norns, he moves with Menglod in a beautiful golden hall on mount Lyfja. Hengiankiapta (Jötunn) Guardian of the catacombs below Utgardr. Hrungnir (Jötunn) Called the Jötunn of challenges, he is famous for having raced with Odhinn from Jotunheimr to Asgardr on horseback, confident his steed, Gullfaxi, would beat Sleipnir. Once he was defeated, he challenged Thor to a holmgang, with the help of Mokkurkalfi, an animated effigy, and lost. In that fight, he managed to wedge his weapon, a whetstone, in the skull of the god of thunder. Hrungnir is a good friend of Tyr’s father, Hymir. Hrymr Ruling “king of kings” of the frost giants. He waits the coming of Ragnarok to lead the Jötnar in battle against the Æsir and creation itself. Strong, valorous, ruthless and hateful, he is large and powerful even for a Jötunn, with a long, white mane of hair. He conquered the iron crown of Jotunheimr after having drenched the realm in blood after Thjazi’s death, to whose memory he dedicated his conquest. Not that he is particularly sad the former king died… he just needed an excuse to sate his ambition. He was chosen to be the captain of Naglfar, the reason why sailors usually pay homage to him. Hrymir Huge giant, lawful dishonorable STR 28 (+9) DEX 10 (+0) CON 27 (+8) INT 12 (+1) WIS 14 (+2) CHA 16 (+3) Armor Class 20 (battle armor and giant shield, 16 without giant shield) Hit Points 245 (17d12 + 136) Speed 50 ft. Saving Throws Str +15, Dex +6, Con +14 Skills Athletics +15, Intimidation +9, Insight +8, Perception +8, Survival +8 Condition Immunities charmed, frightened Damage Immunities cold Damage Resistances bludgeoning, piercing and slashing from non magical weapons Senses darkvision 60 ft., passive Perception 13 Languages Common Challenge 17 (18.000 XP) Peerless Navigator. Hrymir cannot be lost and rolls sailing-based Wisdom (Survival) checks with advantage. Legendary Resistance (3/Day). If Hrymir fails a saving throw, he can instead choose to pass it. ACTIONS Leadership (recharges after any rest). Hrymir can give a special order or a warning. For 1 minute, every time a non-hostile creature he can see within 60 ft. of him makes an attack roll or a saving throw, they can add 1d8 to the result. To do so, they must be able to hear and understand Hrymir. A creature can gain the benefits of only one Leadership die at the time. This effect ends if Hrymir is incapacitated. Multiattack. Hrymir makes three Royal Sword of Jotunheimr attacks. Royal Sword of Jotunheimr. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (4d8 + 11) slashing damage plus 11 (3d6) cold damage. The target, if hit, must pass a DC 18 Constitution saving throw or their speed is halved for 1 minute. Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 9) bludgeoning damage. Royal Gaze. Hrymir can attempt to intimidate an opponent with the strength of his gaze. A creature adjacent to him must pass a DC 19 Wisdom saving throw or suffer disadvantage on melee attack rolls against him for 1 minute. At the end of their round, the intimidated creature can attempt another DC 19 Wisdom saving throw to end the effect. This feature does not work on a creature who already passed their saving throw. LEGENDARY ACTIONS Hrymir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hrymir regains spent legendary actions at the start of their turn. Attack. Hrymir makes a Royal Sword of Jotunheimr attack. Move. Hrymir takes the Dash or Disengage action. Shove. Hrymir can shove an opponent within 10 ft. of him. Hymir (Jötunn) Father of Tyr and owner of an enormous pot that Ægir and many others would like to borrow for their banquets. He lives to the east of the Elivagar river, almost at the end of the sky, and loves fishing. He is a great friend of Hrungnir’s. Hyrrokkin (Jötunn) Female Jötunn, one of the shipwrights of Naglfar. To stave off the suspi- cion of the Æsir, she tries to gain their support. For example, she helped releasing Baldur’s funeral ship when it got stuck among rocks. She looks like a beautiful Jötunn, her often worried features framed by red hair. Her athletic body has particularly large hands. She rides a giant wolf, using vipers as reins. Lodin (Jötunn) Jötunn of beasts. He lives on Tholley Island, where he raises porcs and cows, Instead of living in a palace, Lodi lives among the beasts, sleeping with them in mud and looks uncouth, hairy and emanating a nauseating smell. He does not know what manners are and defends with unmatched ferocity his island from those he thinks are a threat. He is known for riding a giant boar. 264 Mimir Close to the Well of Knowledge, where the root of Yggdrasill plunges into its waters, lies the still sentient head of the Jötunn Mimir, the wisest being in the universe, who drinks from the Well every morning. Here, all those who wish to drink from the Well for a gift, must sacrifice something; Odhinn gave an eye and Heimdallr an ear. Mimir is much wise, but that does not make him cordial, as he already knows the matters of the characters and the reasons why Odhinn chose them, and yet still wants to evaluate in person their honor and valor. If the characters prove to be enough for Mimir’s expectations and pay a great price at the Well, the Jötunn shares with them a prophecy on the impend- ing Ragnarok. It will fall onto them to “bring Life and Life of the Body of Men to the place where the conquests and sacrifices of the old world made a new one bloom. They will find the primordial horror, there, mutated and misshapen by the hatred for having to yield to the new.” The reference is to Mímameiðr, the tree rising from the Well of Knowledge, where the characters must lead Lif and Lífþrasir (literally “Life” and “Life of the Body”) during Ragnarok to preserve mankind in the new world that will be born. The other reference is to Hrimgrimnir, the last, deadly foe the characters will have to vanquish, the most terrible of the Jötnar who will try to use the Well and the tree to escape the end of the world. The Well of Knowledge Characters can offer a sacrifice to the Well of Knowledge as a Permanent Wound (see page 42 for more information). A character permanently obtains the following benefits, chosen by the GM or using the following table: ÆTT / D6 Effect Freyja U 1 Their Wisdom score becomes 20. If it already was 20, then it becomes 24. Freyja D 2 Advantage to all Perception checks Heimdallr U 3 Advantage to all Insight checks Heimdallr D 4 Advantage to all Asatru checks Tyr U 5 Advantage to all Wisdom saving throws Tyr D 6 The character cannot be surprised Skadhi (Jötunn) “A woman caught my attention. She was standing, leaning into a pillar as she held a cup, occasionally sipping from it. Her visage was of a savage beauty as she drove her frozen gaze into mine. She dressed as a man, with loose trousers tucked into her boots and a knee-long tunic. What was most unusual about her clothing, however, were the padded coat and her cloak, both made out of reindeer skins. At the same time, she was wearing jewelry of reindeer bones on her arms, her neck, dangling from her belt and woven into her hair. The hood was adorned with the skull of a reindeer with magnificent antlers, partially hiding her hair. Alongside her, leant on the column, were a set of skis, a bow, a quiver and a battleaxe. Something about that woman unsettled me. The carvings on the bone jewelry, the details sewn into her clothes and the wide use of reindeer skins made her different, almost alien if compared to the other guests. Her beauty, as hard as winter frost, had an archaic and primordial vibration to it. Then, as if it was nothing, with a smile she joined a group of bystander and I lost her.” - Thorleif Sikiroddr “Voce di Seta” • Goddess of snow, winter and the mountains • Belligerent, detached, proud and independent • Expert huntress, often living like the nomads of the tundra Thjassi (Jötunn) The Jötunn answering to the name of Thjiassi was a violent and brutal being, unmatched in his thirst for power. From his fortress of Thrymheimr he sent raiders and warriors to the four corners of Jotunheimr, sometimes even plotting attacks on Midgardr. Being a king of the Jötnar was not enough for him, iron-fisted tyr- anny did not slake his thirst. His obsession soon became delirious, when he wanted to be elevated to the same height of the Æsir themselves; to become immortal and rule over the Nine Worlds. The secret to youth and immor- tality of the gods lies within the golden apples guarded by the beautiful Idhunn. So Thjiassi turned into an eagle, crossed the skies of each World until he reached Asgardr and then kidnapped Idhunn, his plan succeeding probably with Loki’s intervention. This, at least, is what mortal legends seem to agree upon. Thor’s timely arrival, however, tipped the balance back in favour of the Æsir. With a strike of the mighty Mjolnir, the god of thunder caved the skull of the giant eagle in, making him plummet to his doom on the frozen Jotunheimr where his shattered remains still are. Frost and ice preserved his corpse, still used by the Jötnar to keep their hatred for the Æsir burning. Thrym (Jötunn) Ruler of a rich kingdom in Jotunheimr, where many ogres live. He lives in an enormous palace, with many servants and numerous beasts, including a large pack of guard hounds. Looking for a worthy wife, he will try to steal Mjolnir to exchange it for Freyja’s hand. 265 The Nine Worlds: Jotunheimr Utgardhaloki The fortress watching over Jotunheimr would be little more than a cold heap of rocks if it was not for Uthgardaloki, lord of the fortress of Utgardhr. Endowed with the strength and ancient hatred of the Jötunn, he is cunning, deceiving, subtle and treacherous, not to mention a pow- erful spellcaster capable of casting potent curses. The very Thor and Loki were tricked in the past by his illusions, who passed under the name of Skrymir. This Jötunn is particularly taller than his kind, he is rich and is not above showing it off wearing jewelry and refined clothes. His attire would result extravagant and vain, was it not for the light of folly burning in his bestial eyes. Uthgardaloki is an unrelenting fighter and an equally capable sorcerer. Utgardhaloki Huge giant, chaotic dishonorable STR 22 (+6) DEX 9 (-1) CON 24 (+7) INT 16 (+3) WIS 10 (+0) CHA 20 (+5) Armor Class 12 (hidden armor and padded clothes) Hit Points 210 (15d12 + 105) Speed 50 ft. Saving Throws Wis +7, Cha +9 Skills Animal Handling +7, Intimidation +9, Perception +7 Damage Immunities cold Damage Resistances bludgeoning, piercing and slashing from non magical weapons Senses darkvision 60 ft., passive Perception 17 Languages Common Challenge 16(15.000 XP) Fortress of Illusions. The targets of Utgardhaloki’s spells roll saving throws against illusions with disadvantage if they are within the Fortress of Utgardh with Utgardhaloki. Legendary Resistance (3/Day). If Utgardhaloki fails a saving throw, they can instead choose to pass it Spellcaster. Utgardhaloki is a 16th level spellcaster. His spellcasting ability is Charisma (saving throw DC 17, +9 to hit). he has prepared the following spells: Cantrips (at will): minor illusion, dancing light, ray of frost, shocking grasp, chill touch 1st level (4 slot): mage armor, charm person, witch bolt, shield 2nd level (3 slot): mirror image, levitate, suggestion 3rd level (3 slot): counterspell, gaseous form, lightning bolt, major image, hypnotic pattern 4th level (3 slot): confusion, greater invisibility, polymorph, stoneskin, ice storm 5th level (2 slot): animate object, dominate person, wall of force 6th level (1 slot): mass suggestion, eyebite 7th level (1 slot): reverse gravity 8th level (1 slot): dominate monster ACTIONS Multiattack. Utgardhaloki makes two Giant Greatsword attacks. Giant Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 26 (6d6 + 6) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 33 (4d12 + 6) bludgeoning damage. LEGENDARY ACTIONS Utgardhaloki can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Utgardhaloki regains spent legendary actions at the start of their turn. Attack. Utgardhaloki makes a Giant Sword attack. Arcane Recovery. Utgardhaloki recovers a spell slot of 1d6th level. Cantrip. Utgardhaloki casts a cantrip he knows. Journey to Ragnarok 266 Chapter 12 This section of the Journey is dedicated to the Muspellsheimr setting; the descriptions of the places and characters that the Heroes will be able to explore and meet during their journey through the Nine Worlds are reported, with an appendix on the statistics. Muspellsheimr 268 General Features 268 Map 271 The Journey on Muspellsheimr 272 Encounters on Muspellsheimr 273 The Nine Worlds: Muspellsheimr 267 Journey to Ragnarok 268 Muspellsheimr Muspellsheimr is a burning land to the south of the Nine Worlds, the opposite of Nilfheimr, realm of eter- nal ice. In origin, Muspellsheimr’s extremely hot winds melted Nilfheimr’s frost, giving birth and shape to Aurgelmir, also known as Ymir, the father of all Jötunn. It was Muspellsheimr’s fragments, then, that generated the Sun, the Moon and the Stars. Utterly inhospitable to any other life form, this world is an ideal abode for the fire giants, as it offers good secrecy, while they plot to turn the Nine Worlds into ash under the guidance of their King Surtr, the Destroyer of the Universe. Fire giants defend their burning domain attacking without mercy any intruder, their primordial hatred against any god or mortal making conflict their only means of expression. General Features Weather: Scorching hot temperatures, beyond the capacity of any mortal to withstand. Without magical protection from the primordial fire, living beings are immediately set ablaze, suffering 6d6 radiant damage each round, halved by passing a DC 25 Constitution saving throw. Lighting: The strong, suffused glow of lava makes focusing hard for those not used to the primordial flame. Fighting close to lavic areas imposes disadvan- tage to hit for those not native of this realm. Sounds: The dull rumbling of ever-moving lava. The crackling preceding the bursting of lava bubbles. The deafening roar of erupting volcanoes. Terrain - Lava: Moving on such terrain is impossi- ble. Apparently solid, it swallows the fool who chose to cross it on foot. Falling in the lava deals 24d8 radiant damage each round. Terrain - Volcanoes: The foot of the volcanoes are perilous places to wander; thick with obsidian stalag- mites and lava pool, they half travel pace. Heat is only unbearable. Characters without fire resistance must pass a DC 22 Constitution saving throw or suffer one level of exhaustion. The Nine Worlds: Muspellsheimr 269 Obsidian Plateau Floating on incandescent lava, lies an archipelago of jagged islands and isles made of volcanic rock. Three of these are large enough to feature volcanoes more than a thousand meters tall. On the second-to-largest island is a sharp and jagged expanse of black glass, glossy and polished, as large as a dozen wheat fields, a titanic stone plateau rising from it. Such place is left empty, as a sign of unity for the Muspel; when the fire giants gather their war council, they do not like being commanded by others, so they form the council and discuss on how to fight their enemy. Glassisvellir Among the lavic islands making this world is a region of boiling, swirling lava, drowning everything in waves of blinding, extreme heat and molten rock. This is the sacred sea of fire and lava under the control of Gudmund, the place all the Muspel go before leaving for war. Below the mass of magma, volcanic craters lead to underground chimneys, accessible only to the fire giants, that allow them to reach both Jotunheimr and Midgardr. Eldrmurra To the west of this realm there are no natural borders to contain the impetuous push of primordial fire. From the edges of this world spill a lava river, plunging into the sideral void and producing a sight unique in the whole universe. The river Eldr crosses the void between worlds, falling from Muspellsheimr to Nidavellir, lighting and warming up anything on its pass. Hellblindi’s Palace To the east, lost in lava, is an island of considerable size. From the top of the small rocky ripples on its surface one can behold the point where the Eldr river leaves the mountain and dives into the cosmic void to cross the Hvergelmir on Nilfheimr and from there reach Helheimr. On one of these ripples lies a palace. Although it reminds of a mjødhall, a mead hall, it was dug out of a solidified bubble of magma, rather than being made of wood. There lives Hellblindi, the bravest of the Muspeli Jötunn, sitting on his high-backed throne at the center of the main hall, strewn with obsidian slabs perhaps to remind guests of tables. There is a second chamber, sep- arated from the first one by a stone ridge, where the lord of the house rests. Eldjötnar’s Sveit The clusters of dwellings where the fire giants live are very similar one to the other, sharing elements with Midgardian trelleborgs; a mighty outer wall of solidi- fied magma encircles a circle of incandescent lava, with a single opening from which passes an obsidian path leading to the volcanic well within the structure. Many magma bubbles have been shaped as shelters, although only incandescent rocks and lava clusters can fall from above. In the two sections at either side of the obsidian road usually rests a dozen of giants, ready to swarm out to attack other Muspeli communities or enemies sighted in the sea of lava. The Mooring of Naglfar (see page 273) At the center of Muspellsheimr, lies a great island with an imposing bay, some kind of inner, hotter and brighter lake, that gradually fades into a stretch of solid magma ending in mountain ridges taller than three thousand meters. A river of liquid rock runs back this solid expanse to form a lavic pool, from which small rivers of solid fire climb the feet of the mountains. Where one of them splits, close to the lavic pool, is a Muspeli settlement where the ship Naglfar is moored. A cavern close by holds both the fire giants and the necessary equipment to build the ship, moored in the flaming river and connected to the ground by bridges of pumice stone. Between the cavern and the vessel is a small square, the necessary space to operate the immense tools and resources required for this task. Journey to Ragnarok 270 Movement System of Muspellsheimr zones The perennial flame of Muspellsheimr is eternally revolving on itself, incessantly gurgling and mixing with incandescent or semi solid lava. To portray such feature of the world, we thought of making the world’s geography “dynamic”. On the map, a few hexagonal areas have been marked as zones in continuous movement. Each zone is given a number from 1 to 10, moving or rotating randomly each hour. Each hour, the Game Master rolls the runic die and moves the zones a number of positions equal to the rune’s value, clockwise if the rune is upright or coun- terclockwise if it is down. For example: the rune die rolls Ansuz (see page 309) upside down, equalling 4. Every zones moves 4 positions counterclockwise. Then, the following example explains the movement of the first zone in relation to the upside down Ansuz rune. In fact, such system features its own sort of internal clock, that allows it to realign itself based on the move- ment of the central zone, the only one with a fixed pattern of rotation. Each hour, it rotates one position counterclockwise. After six movements, it returns to its original position. When that happens, the map resets, returning to its starting configurations. Central Zone Zone 10 Zone 1 Zone 2 Zone 3 Zone 4 Zone 5 Zone 6 Zone 7 Zone 8 Zone 9 Movement 1 Movement 2 Movement 3 Movement 4 Zone Numbering Rotation around the central zone Starting Position Movement 1 Movement 2 Movement 3 Movement 4 Rotation on itself The Nine Worlds: Muspellsheimr 271 272 Journey to Ragnarok 272 Small areas of half-emerged earth from the perpetual flow of the lava, moving incessantly. The fiery fury of the world is immediately evident upon arrival, but the characters are protected by the jewel (see page 298) gifted to them by the Æsir. The group’s search of Muspellsheimr is going to be extenuating, because of the nature of this world and its inhabitants. Each time the characters wish to pass from one zone to another, they risk being seen by a Múspellsmegir (see page 274) patrol, ready to attack them. Should they defeat them, the adventurers can gather a few pieces of information. The few reference points are Glassisvellir, the sea of lava, Hellblindi’s palace and the obsidian plateau. No Múspellsmegir is aware of the harbor, as it is one of the many secrets guarded by Hellblindi (see page 275). Reaching his palace and obtaining his favor is the true challenge of this realm. Once they join him at his palace on the Eldr river, the giant asks the characters to defeat him in, holmgang, the honorable combat with no holds barred. He is the warlord and will not allow the secret of the place where the Naglfar is about to be completed fall into the wrong hands. Once they have learned where the ship is being built, the group must go back the river of lava to the island in the central area, reaching the lavic pool and from there the harbor. Once in the dockyard, the characters discover that the place is deserted and the vessel looks abandoned. By passing a DC 22 Wisdom (Investigation) check, they notice signs of combat and unusual mist clouds wafting below the rocky vaults. Entering the cavern, the heroes find the bodies of several fire giants, confirmed as dead by passing a DC 20 Wisdom (Medicine) check. Another, DC 25 Wisdom (Asatru) check allows the characters to recognize unusual frost burn marks. Should they spend more than 10 minutes into the cavern investigating, a Muspeli Jötunn ambush is sprung upon them: 20 Muspellsheimr attack them by surprise with the strength of an avalanche. After 6 rounds, an impenetrable magical darkness descends on the battlefield, as if under the effect of the Weird spell, preventing anybody from doing anything. Then, laughter echoes in the darkness and temper- ature drops violently. Loki’s voice mocks the characters, revealing them what they might have already glimpsed. • They are not Odhinn’s heroes, although the father of the gods seems convinced of that. • The trickster god has been keeping an eye on them for a long time. • Loki needed heroes protected by the light of the Æsir to fall in battle. • The god of trickery needed the bones of brave war- riors to finish the ship’s hull and now he has them. Now extremely close to the breaking of balance, time stops flowing. Light violently embraces the characters and they have a last glimpse of many frost giant over- whelming them. At this stage, apparently overwhelmed by the Jötunn onslaught, their destiny will not be decided by weapons or magic, but the deeds the characters have marked the saga with. It will be the honour the showed in life to set their role during Ragnarok. When the characters leave Muspellsheimr, they reach the 14th level. Honor and glory If the characters behaved honorably, following the laws of gods and men, a group of Valkyries descends from the blinding light over their butchered bodies. They have become Einherjar, heroes honorably fallen in battle. They will enter Valhalla (see page 189), but they will not have the time for drinking even a single mead horn as the golden gates slam open. As Odhinn calls all the Einherjar to fight by his side against the giants, Ragnarok has begun! Disgrace and redemption If the characters behaved dishonorably, not heeding the words of the Æsir, then the light embracing them is that of Bifrost; the right to die is not theirs. The neck breaking run on the Rainbow Bridge leads them to Asgrind, where they will find Odhinn waiting for them. Looking at them as guilty children, he explains them they have one last chance to wash away the shame of their dishonorable deeds, by fighting alongside him against the giants. Ragnarok has begun! 273 273 The Nine Worlds: Muspellsheimr 1 Square = 10 ft. 274 Gudmund A colossal mass of ferocious strength and explosive evil, with a lion-like mane of lava framing his pugnacious face and running down his back like horse hair. He is Gudmund, lord of the Sacred Sea of Glassisvellir, son of Gudmund, brother to Geruthus and Hleird and father to Hofund. Gudmund Huge giant, chaotic dishonobrale STR 28 (+9) DEX 13 (+1) CON 27 (+8) INT 8 (-1) WIS 16 (+3) CHA 10 (+0) Armor Class 19 Hit Points 300 (20d12 + 160) Speed 50 ft. swim 30 ft. Saving Throws Str +15, Con +14 Skills Intimidation +5 Condition Immunities charmed, frightened Damage Immunities fire Damage Resistances bludgeoning, cold, piercing, slashing Senses passive Perception 10 Languages Common Challenge 17 (18.000 XP) Son of the Volcano. Gudmund can swim in lava as if it was water and his movement is not reduced. All fire damage he would suffer from an enemy are converted in hit points. Reckless. At the beginning of his turn, Gudmund can gain advantage to the first melee weapon attack of the turn. Attacks against him, however, gain advantage until the end of his next turn. Thick-skinned. Gudmund adds his Constitution modifier to his AC score. Legendary Resistance (3/Day). If Gudmund fails a saving throw, he can instead choose to pass it ACTIONS Multiattack. Gudmund makes three Slam attacks or two Flaming Rock attacks. Slam. Melee Weapon Attack: +19 to hit, reach 10ft., one target. Hit: 27 (18 + 9) slashing damage plus 11 (3d6) fire damage. Flaming Rock. Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 9) bludgeoning damage plus 11 (3d6) fire damage. Volcanic Eruption (recharge 5-6). Gudmund channels the volcanic energy from underground to a point within 60 ft. of him. In that point, erupts a cylinder 100 ft. tall and 20 ft. wide. All creatures caught in the area must make a DC 19 Wisdom saving throw or suffer 80 (20d6) fire damage on a fail. On a success, they suffer half damage. LEGENDARY ACTIONS Gudmund can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Gudmund regains spent legendary actions at the start of their turn. Lavic Rocks. Gudmund breathes a stream of lavic rocks. A creature he can see within 30 ft. of him must pass a DC 17 Dexterity saving throw or be blinded until the end of their next turn. Recovery (2 actions). Gudmund recovers 20 hit points. Throw. Gudmund makes a Flaming Rock attack. Braghist (Múspellsmegir) One of the few survivors of the war with Alsvartr. He witnessed the dec- imation and then rebirth of the Muspeli population, keeping his fiery temperament in the wait for Ragnarok. His fellow giants often accuse him of being responsible for Nidhoggr awakening. Byleist (Múspellsmegir) Son of Laufey and Farbauti, brother of Loki and Hellblindi. He is shy, talking only if absolutely necessary and his memory is among the strong- est. He is called “Eternal Flame”, burning slowly and fiercely. From the outside, he looks like the least fierce of the Muspeli Jötunn, even less than his brother Loki. To him come for aid those who need discipline, like mercenaries or soldiers. Farbauti (Múspellsmegir) Husband of Laufey, father of Loki, Hellblindi and Byleist. Because of a prophecy of one of the Norns, he gave his son Loki to the Æsir when he still was an infant. An expert strategist, he is the leader of the war council of the Muspeli Jötunn. Laufey (Múspellsmegir) Wife of Farbauti and mother of Loki, Hellblindi and Byleist. Sinmara (Múspellsmegir) Wife of Surtr and warden of Laevateinn, the fiery sword destined to burn the universe to ash. Múspellsmegir Huge giant, any dishonorable STR 29 (+9) DEX 14 (+2) CON 22 (+6) INT 10 (+0) WIS 16 (+3) CHA 16 (+3) Armor Class 16 (battle armor) Hit Points 250 (20d12 + 120) Speed 50 ft. Saving Throws Str +14, Con +11, Wis +8 Skills Athletics +8, Perception +8 Damage Immunities fire Damage Resistances cold Senses passive Perception 18 Languages Common Challenge 13 (10.000 XP) ACTIONS Multiattack. The Múspellsmegir makes two Greatsword attacks. Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 32 (5d8 + 9) slashing damage. Rock. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 36 (4d12 + 9) bludgeoning damage. 275 The Nine Worlds: Muspellsheimr Hellblindi Sitting on his throne, a glowing-eyed fire giant watches over the Eldr river, his skin tough and his face marked by a scar. He is considered the bravest of the Muspeli Jötunn, completely fearless and extremely difficult to contain. He is the son of Farbauti and Laufey, brother to Loki and Bylejst and the Muspeli Jötunn of war and protection. His duty is protecting Muspellsheimr from the threat of cosmic ser- pents, like Nidhoggr. Helblindi Huge giant, lawful dishonorable STR 30 (+10) DEX 16 (+3) CON 28 (+9) INT 12 (+1) WIS 20 (+5) CHA 16 (+3) Armor Class 21 (plate armor and giant shield, 17 without giant shield) Hit Points 352 (22d12 + 198) Speed 50 ft. Saving Throws Str +16, Con +15, Wis +10 Skills Asatru +10, Intimidation +9, Perception +10 Condition Immunities charmed, frigthened Damage Immunities fire Damage Resistances cold Senses Truesight 120 ft., passive Perception 18 Languages Common Challenge 19 (22.000 XP) Honor Scar. Helblindi rolls any Charisma (Intimidation) with advantage. Might of the Giants. Helblindi rolls with advantage any Strength checks to grapple or shove an opponent within melee range. Helblindi cannot be moved or knocked prone. Flaming Presence. All creature ending their round within 20 ft. of Helblindi must pass a DC 20 Constitution saving throw or suffer 11(3d6) fire damage and a level of exhaustion for the intense heat. If they pass the save, they suffer half that damage and no level of exhaustion. Legendary Resistance (3/Day). If Helblindi fails a saving throw, they can instead choose to pass it. ACTIONS Multiattack. Helblindi makes three Muspeli Sword attacks, or two Flaming Rock attacks. Muspeli Sword. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 29 (4d6 + 13) slashing damage or 32 (4d8 +13) if wielded with both hands, plus 11 (3d6) fire damage plus 14 (3d8) radiant damage. Flaming Rock. Ranged Weapon Attack: +16 to hit, range 60/240 ft. one target. Hit: 37 (4d12 + 10) bludgeoning damage plus 11 (3d6) fire damage. Burning Blaze (recharge 5-6). A powerful aura of burning energy manifests around Helblindi with a 20 ft. radius centered on him. All creatures caught in the area must pass a DC 18 Constitution saving throw or suffer 75 (15d8) fire damage and a level of exhaustion. If they pass, they suffer half that damage and no exhaustion. REACTIONS Parry. Hellblindi adds 4 to his AC against a melee attack that would hit him. To do so, he must be able to see his attacker and be wielding a shield. LEGENDARY ACTIONS Helblindi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Helblindi regains spent legendary actions at the start of their turn. Move. Helblindi takes the Disengare or Dash action. Shove. Helblindi can shove a target within 10 ft. of him. Throw. Helblindi makes a Flaming Rock attack. Surtr The most famous of the Muspeli Jötunn, considered the protector of the lands and people of Muspellsheimr. He is one of the rare survivors of the war against Alsvartr and one of the main responsibles for trapping Nidhoggr. His fate is to burn down the universe when the time has come. Yggdrasill shakes, and shiver on high The ancient limbs, and the giant is loose; To the head of Mim does Othin give heed, But the kinsman of Surt shall slay him soon. Völuspá (47) Poetic Edda O’er the sea from the north there sails a ship With the people of Hel, at the helm stands Loki; After the wolf do wild men follow, And with them the brother of Byleist goes. Surt fares from the south with the scourge of branches, The sun of the battle-gods shone from his sword; The crags are sundered, the giant-women sink, The dead throng Hel-way, and heaven is cloven. Völuspá (51, 52) Poetic Edda Journey to Ragnarok 276 Chapter 13 This section of the Journey is dedicated to the advent of the Ragnarok; a Prologue and an Epilogue are reported, the description of the final Battle to which the char- acters can participate, the divine missions entrusted to him by the Gods, with an appendix concerning the sta- tistics of the Key Players of Ragnarok. Prologue 278 Ragnarok 280 Epilogue 284 Key Players of Ragnarok 286 Ragnarok 277 Journey to Ragnarok 278 by Mila Fois Yggdrasill’s branches rustle, shaken by an icy wind, as if they wanted to tell you something. You stop, to understand what the great tree wants to tell you and at that moment you clearly hear the noise of broken chains, followed by a fierce growl. This can mean only one thing; Fenrir, the cruel son of Loki, finally broke free of its ancient prison and is ready to paint the seats of the gods red with the blood of its victims. As the wolf howls, the stars are extinguished, plunging the Nine Worlds into the darkness. Far away, at the borders of the emerged lands, the ocean stirs, its waves rippling, as the colossal snake Jörmungandr twists waiting to crush those same Gods who confined him in the abyss. In the all-consuming darkness, three roosters sing their song, announcing the beginning of the last day. Their first call sounds clear, waking the slumbering warriors; the Æsir call it Gullinkambi and its fate is to announce the coming of the great battle. A second rooster, Fjalar, sings in the faraway lands of the giants, announcing the moment to take up arms against the hated Asgardian gods has come. You can almost sense in the air the thrill of the Jötnar as they sharpen their enormous weapons, singing songs of hatred. Eventually, you hear the song of the blood red plumed rooster, faint for the distance, singing from the dark halls of Hel. The army of the dead, aboard the ship Naglfar built with the nails of fallen warriors to bring ruin everywhere, is ready to sail. Garmr, the black guardian of the infernal gates, growls and drools, shattering the bonds that held it at Helheimr’s gates. Now that misty realm appears empty, while the undead prepare to flood the world. Elves, Dwarves and Gods whisper in their palaces, worried and wondering what is happening, when the sound of a mighty horn drowns everything else. It is the Gjallarhorn Heimdallr is blowing at the top of his lungs as he is well aware that there is no more time and every warrior must take to the field. Ragnarok 279 If the characters have just crossed Bifrost: You just left the multicolored bridge behind you, its glow still encircling you. In front of you lie the massive gates of Asgrind, Asgardr’s wide entrance. A blood chilling noise, like primordial ice breaking or a mirror shattering, sounds behind you as the crystalline surface of Bifrost starts cracking. Alarmed, you start running again to Asgardr, but are forced to stop once more as Valhalla’s gates are opening. Odhinn, magnificent and terrible to behold in his panoply, slams open Valgrind’s gates and spurs the Einherjar to charge with a bellowing warcry! Right after, announced by the sound of weapon scraping against shields, all the Gods, Valkyries and the valorous dead march out of the gates of Valhalla in tight formation, driven by the wish to fight the enemy. If the characters are in Valhalla: From the wide halls of Valhalla, you hear the mighty call of the Gjallarhorn, reigniting your souls with courage. Odhinn, in front of you, sits on his massive throne from which it is said he can see everything. Two ravens fly across the hall, laying on his shoulders as if they wanted to make a decision. This day, however, there is nothing to decide, as Odhinn knows his fate and that of the Nine Worlds better than anybody else. Odhinn, he who is the father of all, rises in his full magnificence, rallying his Einherjar, the best warriors the Valkyries chose on the battlefields for this moment, so they could be present in the final battle. Initially, you hear only their steps marching closer, but after a little time, whole hosts of warriors arrive, lost in battle lust and ready to follow their lord in the last and most glorious of assaults flood the hall. For countless years, men and gods have been waiting for nothing else than this moment. The last of Gjallarhorn’s song still sound and stir your blood in your veins, filling you with courage and veiling your eyes with valiant tears. You feel ready to give your best for Odhinn, for Asgardr, for the Nine Worlds, for your fallen companions and for whatever good and beauty is left before darkness and winter swallowed the world. The much feared and waited hour has finally come. RAGNAROK HAS COME! Journey to Ragnarok 280 Naglfar, the Ship of the Dead helmed by the Trickster God, eventually sets sail, beginning the Twilight of the Gods. To announce the coming of Ragnarok, the set- tling of final scores, is the song of Víðópnir, the rooster at the top of Yggdrasill, heard in all the Nine Worlds. At that moment, every bond is shattered, every chain broken as the Worldtree shakes and draws its roots back, setting the terrifying Níðhöggr free to fly in the sky. The Worlds, now without any barrier to sep- arate them, crash one on the other in a whirlwind of earthquakes, floods and calamities without precedent. The chains restraining Fenrir the Wolf break, Miðgarðsormr rises at the borders of Midgardr, making its Sea overflow. The legions of the Múspellsmegir march on Bifrost, destroying it with their thunderous steps and the goddess Hel takes the lead of the army of the dead, now free to leave Helheimr. It is now, then, that the god Heimdallr blows the Gjallarhorn through- out the cosmos, warning Odhinn and the warriors in Valhöll. The Allfather guides the Æsir and Vanir leading the armies of Asgardr, with the characters right behind them, a rightful honor for the Champions of Odhinn. As Valhöll’s 540 doors open, the gathered hosts of Einherjar and Valkyrjur flood the Vígríðr, the plain where the final battle will be fought. The Dvergar of Nidavellir and the luminous elves of Ljosalfheimr united against the giant beasts of the end of the world, the dead led by Hel, the dark elves of Svartalfheimr, the cold Jötnar, the flaming Múspellsmegir, they all gather in Vígríðr, ready for the last battle. When the gathered armies see each other, two howls roil across the battlefield from afar. All of a sudden, the Sun and Moon vanish from the sky, soon followed by the stars turning off, plung- ing the whole plain into the darkness. Only the gleam of the gods, the burning hair and weapons of the Múspellsmegir and any artificial light sources break the thickest darkness, the last glimmer in the sky coming off a fireball crashing somewhere in the distance. Odhinn recognizes the howls, that can only belong to the evil blood of Fenrir, the Drooling Wolf he is Ragnarok 281 going to fight by himself. They Wolfkind are Hati e Sköll, the terrible twins who chase the flying chariots of Sól, with the Sun, and her brother Máni, who bears the Moon, to swallow them and sate their hunger. The falling light was Svalinn, Sól’s shield, plummeting to the ground, the only object in the whole of creation capable of defending her from the heat of her Star. Svalinn is critical in making sure the new world born out of the ashes of Ragnarok will be capable of hosting life; the shield must be recovered, and the monster who ate the stars must be killed to set them free again. To the heroes, now undisputed Champions of the Allfather, falls the task of making sure the new cosmos will be born after Ragnarok, as the gods shall face their destiny in the Battle of Vígríðr. Odhinn, who knows everything, explains to the heroes that they must first take down the Children of Fenrir, recover Svalinn and then save a young couple of humans, called Líf and Lífþrasir to give them the shield. To make sure they survive the end of times, they must be led East, where once was Jotunheimr, at the center of Hoddmímis Holt, to the well of Mímisbrunnr. There, they must hide within the Mímameiðr. Odhinn tells the players that others will find the young couple for them. If the characters have already visited the Well of Knowledge and received the proph- ecy from Mimir, they already know where to go and what perils they have to face. Otherwise, it will be Odhinn himself to point them to the place. He will not, however, warn them of the perils, as his sight and knowledge stop right before the beginning of the end. To allow the Champions to get to their destination as soon as possible, they are gifted a dwarven-made char- iot, pulled by a divine beast of their choice: • Tanngnjóstr and Tanngrisnir, Thor’s Goats • Gullinbursti, the Golden Boar of Freyr • Sleipnir, Odhinn’s Steed The Father of the Gods bids his honorable Champions farewell, wishing them an end worthy of the sagas of the new world and then charges into the fray. Moving across the plain of Vígríðr is no easy task. The characters must cross the battlefield where armies fight without respite or remorse, witnessing the great battles of the Gods: • Odhinn against Fenrir, where the Allfather succumbs, to be avenged by his son Víðarr • Thor against Jörmungandr, where the God of Thunder vanquishes his foe only to die to the serpent’s poison after walking nine steps. • Tyr against Garmr, who kill each other because of Hel’s intervention • Heimdallr against Loki, who kill each other The characters can try to take part in these fights, only to be seen off by the Gods in question to complete their tasks and not interfere with matters of honor. The characters should not be able to influence the result chosen by Fate of any of these major duels, but of course the last word is always the Game Master’s. Between the Heroes and their destination are the hosts of the Aptrgangar, the Draugr, the Hrímþursar, the Svartalfar, the Jötnar (including the King of Jötunheimr and the Naglfar’s captain, Hrymir, the terrifying Primordial Hrímþursar Bergelmir and Angrboda if not defeated earlier) and the Múspellsmegir. Potentially, they could face Hel herself leading the army of the dead. The Game Master is free to choose which encoun- ters, challenges and dangers to throw at the players as they carry out their mission. Journey to Ragnarok 282 Recovering Svalinn, Sól’s Shield The shield is visible from a distance as a burning brand in the darkness of night. Once in proximity of the glimmer, players find it in the center of a wide crater, crashed to the ground like a meteor. If the characters have no light source of their own and are able to see in the dark, they can attempt a DC 15 Wisdom (Perception) to spot the two enormous Wolves, one white and the other black, catching their breath not far away from the crater. If the characters carry light sources of their own or make their presence conspicuous, the two Wolves notice their arrival and are ready to pounce on them once the group reaches the crater. Skoll and Hati (see page 288) fight to the death in either case and, when they fall, the stars return to their place in the sky. When the characters recover the Svalinn shield, they reach the 15th level. Saving L íf and L ífþrasirt Once Svalinn has been recovered, the characters are joined by the goddess Freyja, accompanied by a couple of Midgardian humans, Líf and Lífþrasir. The heroes must escort them to the place previously known as Hoddmímis Holt, a meadow which only living tree is the indestructible Mímameiðr, destined to be the next Worldtree. Among its roots, there is a cavity where the two Humans can hide and survive the end of the world. The most terrifying of the Jötnar, Hrimgrimnir (see page 292), however, terrorizes the area. To survive, the six-headed frost giant sacrificed many of his brethren to the Well of Knowledge, Mímisbrunnr, to discover that the only safe hiding spot to endure the end of the world is the tree born of the root of Yggdrasill that feeds off the Well. Hrimgrimnir is crazed with rage and keeps killing any life form he meets, to throw its corpse into the Well in the hope of obtaining more knowledge as the nook Sköll and Hati - © Milivoj Ćeran Sköll and Hati - © Milivoj Ćeran Ragnarok 283 in Mímameiðr is too small for him to fit and he cannot destroy the tree. He would also like to strangle Víðópnir the rooster, whose song angers him so much, but to do so he would have to climb the tree. If the Game Master thinks the challenge needs to be made more interesting, the frost giant has 1d4 Jötunn with him, Jötnar who betrayed their people like their master and want to survive Ragnarok. They help him gather sacrifices for the Well, even if they have not received any of its gifts and are not aware of their fate. If the players have already visited the Well of Knowledge and listened to Mimir’s prophecy, then they know the scope of the Jötunn’s threat and the position of the nook and can try to hide Líf and Lífþrasir before facing Hrimgrimnir and any of his lackeys. Should they reach the tree only on Odhinn’s directions, they have no idea of what awaits them and the Jötunn might even attempt to ambush them. To find the nook where Líf and Lífþrasir must hide, they must pass a DC 25 Intelligence (Investigation) check or reach the top of the tree and convince the rooster, Víðópnir, through a DC 20 Charisma (Persuasion) check, to tell them. Should the characters be able to defeat Hrimgrimnir and save Líf and Lífþrasir within Mímameiðr after giving them Svalinn, they can return to the great battle just in time to see the gargantuan Surtur, the largest and greatest of the Múspellsmegir, kill an unarmed Freyr and then incinerate the universe itself with a swing of its titanic sword of pure flame. Everything, including the characters, will fade in the purest of light. The heroes now know there are eternal glory and endless honor in the world that will be born out of the ashes of the one that just died, where there will still be life, thanks to their extraordinary and heroic deeds. Journey to Ragnarok 284 by Mila Fois The seer was right: the day of the twilight of the gods has come! Heimdallr’s horn still echoes, like a funeral wail, on the plateau soaked in the blood of the fallen gods. Even its final notes, however, fade alongside the Sun, Moon and the star, plunging the world in eternal darkness. Yggdrasill’s branches, shaking in rage during the last battle, stop rustling almost as if the Worldtree was waiting. Its trunk is scarred, the seven-colored bridge shattered. The Nine Worlds have seen chaos from which there is no coming back. With a deafening roar, the dark sky shatters and falls onto the earth. The gods, who once feasted in the great halls, now lie dead and cold in the dust. In the end, Surtr prevailed, the seething fire giant coming from the south, sword tight in his fist, the Sun of Fallen Gods. His step shook the earth, his blows clove Bifrost into pieces, but the giant is not satisfied yet. His burning gaze lays on the world for the last time, before his legendary blade descends on his prey. Flames consume everything and, where men built their houses the day they made their pact with the gods, there is only fire. Each forest and dwell- ing, everything is devoured by fire. Each of the Nine Worlds is engulfed in flame and men, elves, dwarves, giants and gods burn together, in the grand day of the final battle. Torn by the fangs of Fenrir, Odhinn’s body is claimed by the fire, like Thor’s, who took only nine steps after vanquishing the serpent, brought low by the creature’s lethal poison. So fearless Freyr goes down, he who killed the evil giants when armed only of a deer antler after he lost his sword, yet unable to stop Surtur. Among the crackling flames, Loki’s laughter seems to echo for a moment. His body lies still alongside Heimdallr’s, after they killed each other. In all that devastation, however, the dancing flames appear not to have forgotten their lord; after all, he helmed the ship that came from the east, carrying the red sparks of Muspellsheimr to burn everything to ashes. Black smoke rises to the sky, carrying flaming glares, as the now exhausted earth slowly tries to hide its face in the dark waves of the sea. Laden with the victims of the last, final battle, the earth looks for relief in the embrace of the primeval ocean. The seer, however, knew this would not be the end. Odhinn himself asked her for a prophecy and she gazed beyond the secret plots woven by the Norns, saying a new world, of light, songs and joy, would rise from the ash of the previous one. And lo! Ground emerges from the waters, young again, green and lush, rich in forests, lakes and rivers! Among the peaks flies an eagle, taking in the marvels of the new creation. It dives down, beyond the waterfalls, to clasp a salmon in its claws. Nature renewed, animals and plants return to pop- ulate an even more green world. A new sun shines on all creation, the daughter of Alfrodull, born before the wolf broke free from its chains. The golden maiden walks the same path as her mother, bathing everything in her benevolent light. The world has been indeed renewed, this new virgin earth shining in its primordial beauty. Ragnarok 285 If the players saved L if and L ifthrasir: Lif and Lifthrasir found shelter among the branches of the great tree, that protected them from the terrible flames of Surtur. There they hid, as everything around them fell in ruin, feeding on Yggdrasill’s sweet dew. They are the last ones and from them, mankind will be born anew; as the gods shaped men from the trunk of the World tree and once again a tree will give birth to a new life. If the players found Svalinn: The great, shining shield returns to its right- ful place in front of the sun to protect the new world from its scorching rays. The wise folk of the past age knew that without Svalinn the mountains would melt like butter, the waters evaporating in a heartbeat. Now that the earth has a mighty and calm warden to protect its new cycle, however, this will not happen. Ancient gods fell, but new ones have risen. Balder, luminous as the sun at dawn, shall guide his blind brother Hodur alongside Vidar and Valir, of Odhinn’s kin, Modi and Magni, mighty heirs of Thor, to the palace of Idavollr where the world was created in times long gone. There, in the halls of their fathers, the gods will discuss of the last events, playing with golden chessboards in the grass, abandoned for centuries, and will remember the use of ancient symbols with which to pronounce the names of the runes and remember their great power. The earth will grant bountiful harvests, winter now a mere memory, and fields will blossom even when not tended to. Now is the time of joy and light: in Glimlé, the home of the just, the fortress covered in gold, are welcome those who fought with honor and, among songs, toasts and tales told around the hearth, they will live forever without suffering, the memories of their deeds in their hearts. You too, intrepid heroes, are welcomed in these gleaming halls, sitting at the side of the gods and the fallen companions without knowing any pain or sadness. Each of you knows they have been part of the Ragnarok, of the grand final battle. Each swing of your weapons, each prayer to the Gods, each individual deed was necessary for this world to be renewed. After the most grueling of fights, it is time to feast, singing the song of those who have seen the end and the new beginning, the ancient song that has always been a hero’s companion. Now, you only have to raise horns filled with mead and toast to a new world, filled with the light of the new gods! Skål! 286 Fenrir Also known as Hrodvitnir, the wolf Fenrir is the result of the union between Loki and the giantess Angrboda. He grew immensely, both in size and power, in the forest of Járnviðr until the day he moved to Asgardr to meet his father. The Æsir were so frightened of his presence that, as soon as Loki was not present anymore, they deceptively trapped him in the island of Lyngvi. He was asked to test the resistance of Gleipnir, a dwarven chain thought to be indestructible, with the promise of being freed just after. Tyr put his hand in the wolf’s maw, sacrificing it as a guarantee for the ruse. The Æsir, then, thrust a blade into the now chained wolf’s jaw, to punish him with eternal torment. Since then, Fenrir seethes in hatred and resentment for the Gods, wishing to once again run free once Ragnarok breaks his chains. Fenrir Gargantuan beast, chaotic dishonorable STR 30 (+10) DEX 26 (+8) CON 28 (+9) INT 18 (+4) WIS 10 (+0) CHA 14 (+2) Armor Class 24 (natural) Hit Points 580 (34d12 + 340) Speed 120ft. Saving Throws Str +18, Con +16 Skills Perception +16 Damage Immunities acid, fire, frost, necrotic, veleno; bludgeoning, piercing or slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Damage Resistances bludgeoning, piercing e slashing Senses passive Perception 26, darkvision 120 ft. Challenge 26 (90.000 XP) Magical Immunity. Fenrir is immune to spells and other magical effects. Legendary Resistances (3/Day). If Fenrir fails a saving throw, it can choose to succeed instead. Endless Hunger. Fenrir’s insatiable hunger makes him continuously drool. Ground within 20 ft. of him is counted as difficult terrain because of his drool’s extreme viscosity. Divine Descendance. Fenrir’s attacks are magical. Keen Sight and Smell. Fenrir has advantage on Wisdom (Perception) checks that rely on sight and smell. ACTIONS Multiattack. Fenrir can use his Frightful Presence. Then, he makes four attacks: one Slam attack, two Clar attacks and one Bite attack. Instead of making the Bite attack, he can attempt to Swallow. Claw. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 45 (6d10 + 10) slashing damage plus 27 (8d6) force damage. Bite. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 55 (10d8 + 10) piercing damage plus 27 (8d6) force damage. If the target is a creature, it must pass a DC 21 Strength saving throw or be grappled and restrained. Fenrir cannot Bite another target. Slam. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 45 (5d12 + 10) slashing damage plus 27 (8d6) force damage. If the target is a creature, it must pass a DC 21 Strength saving throw or be knocked prone. Swallow. Fenrir makes a Bite attack against a Large or smaller creature he is grappling. On a hit, the target takes damage as usual, is swallowed and the grappling ends. A swallowed creature is blinded, restrained, has total cover from attacks and effects originated outside of Fenrir and takes 42 (12d6) necrotic damage at the beginning of Fenrir’s turns. If Fenrir suffers 70 or more points of damage from a creature he swallowed, he must pass a DC 20 Constitution saving throw at the end of his turn or regurgitate all the creatures he swallowed. They land prone in a space within 30 ft. of Fenrir. If he dies, a swallowed creature is no longer restrained and can leave his body with 50 ft. of movement, ending up prone. Frightful Presence. Each creature of Fenrir’s choice that is within 120 ft. of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Fenrir is within their line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Fenrir’s Frightful Presence for the next 24 hours. Mighty Howl (Recharge 5-6). Fenrir roars in rage, unleashing the elements around him in a powerful tornado. Each creature in a 120 ft. cone must pass a DC 21 Strength saving throw. On a fail, they are knocked prone within a distance of 30 ft. suffering 27 (8d6) force damage and 80 (12d12) thunder damage. On a success, they are not moved and suffer half the thunder damage. LEGENDARY ACTIONS Fenrir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fenrir regains spent legendary actions at the start of their turn. Detect. Fenrir makes a Wisdom (Perception) check. Disgusting Drool. Fenrir roars at a creature he can see within 60 ft. of him, covering it in his drool. That creature must pass a DC 21 Dexterity saving throw or suffer disadvantage on all rolls until the end of its next turn. Claw. Fenrir makes a Claw attack. 287 Ragnarok 288 Sköll and Hati Skoll and Hati belong to the breed of giant wolves of the Jarnvid forest. Their size is colossal and they are capable of flying. They have been tasked by the Jötunn with following respectively Sól and Máni, the Sun and the Moon, hijack by the Æsir. Sköll Huge beast, chaotic dishonorable STR 25 (+7) DEX 26 (+8) CON 22 (+6) INT 14 (+2) WIS 12 (+1) CHA 14 (+2) Armor Class 18 (natural) Hit Points 204 (16d12 + 96) Speed 60 ft. Saving Throws For. +12, Dex +13, Skills Perception +6 Damage Immunities fire, bludgeoning, piercing or slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Damage Resistances bludgeoning, piercing e slashing Senses passive Perception 16, darkvision 120 ft. Challenge 15 (13.000 XP) Magic Resistance. Sköll rolls saving throws against spells and magical effects with advantage. Legendary Resistances (3/Day). If Sköll fails a saving throw, it can choose to succeed instead. Divine Descendance. Sköll‘s attacks are magical. Pack Tactics. Sköll has advantage on an attack roll against a creature if at least one of Sköll’s allies is within 10 ft. of the creature and the ally isn’t incapacitated. Keen Sight and Smell. Sköll has advantage on Wisdom (Perception) checks that rely on sight and smell. ACTIONS Multiattack. Sköll makes three attacks; two Claw attacks and one Bite attack. It can Swallows instead of using the Bite attack. Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 7) slashing damage. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (4d8 + 10) piercing damage damage plus 16 (4d6) fire damage. If the target is a creature, it must pass a DC 18 Strength saving throw or be grappled and restrained. Hati cannot Bite another target. Swallow. Sköll makes a Bite attack against a Large or smaller creature he is grappling. On a hit, the target takes damage as usual, is swallowed and the grappling ends. A swallowed creature is blinded, restrained, has total cover from attacks and effects originated outside of Sköll and takes 30 (8d6) fire damage at the beginning of its turns. If Sköll suffers 50 or more points of damage from a creature it swallowed, it must pass a DC 20 Constitution saving throw at the end of his turn or regurgitate all the creatures he swallowed. They land prone in a space within 30 ft. of Sköll. If it dies, a swallowed creature is no longer restrained and can leave its body with 50 ft. of movement, ending up prone. Cone of Fire (Recharge 5-6). Sköll roars and a fiery, 60 ft. cone of fire and flame comes out of its jaws. Any creature caught in the area must pass a DC 18 Dexterity saving throw or suffer 66 (12d10) fire damage on a fail or half that on a success. LEGENDARY ACTIONS Sköll can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Sköll regains spent legendary actions at the start of their turn. Detect. Sköll makes a Wisdom (Perception) check. Claw. Sköll makes a Claw attack. Explosive Flare. Sköll spits an explosive sphere at a creature he can see within 50 ft. of it. That creature must pass a DC 16 Dexterity saving throw or suffer 11 (2d10) fire damage and be knocked prone 10 ft. away. On a success, damage is halved the creature is not blown away. Sköll and Hati - © Milivoj Ćeran 289 Ragnarok Hati Huge beast, chaotic dishonorable STR 25 (+7) DEX 22 (+6) CON 26 (+8) INT 11 (+0) WIS 14 (+2) CHA 14 (+2) Armor Class 16 (natural) Hit Points 234 (16d12 + 128) Speed 50 ft. Saving Throws For +12, Dex +13 Skills Perception +6 Damage Immunities freddo; bludgeoning, piercing or slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Damage Resistances bludgeoning, piercing e slashing Senses passive Perception 16, darkvision 120 ft. Challenge 15 (13.000 XP) Magic Resistance. Hati rolls saving throws against spells and magical effects with advantage. Legendary Resistances (3/Day). If Hati fails a saving throw, it can choose to succeed instead. Divine Descendance. Hati’s attacks are magical. Keen Sight and Smell. Hati has advantage on Wisdom (Perception) checks that rely on sight and smell. Pack Tactics. Hati has advantage on an attack roll against a creature if at least one of Hati’s allies is within 10 ft. of the creature and the ally isn’t incapacitated. ACTIONS Multiattack. Hati makes three attacks; two Claw attacks and one Bite attack. It can Swallows instead of using the Bite attack. Claw. Melee Weapon Attack: +12 to hit, range 10 ft., one target. Hit: 19 (2d10 + 7) slashing damage slashing. Bite. Melee Weapon Attack: +12 to hit, range 10 ft., one target. Hit: 30 (4d8 + 10) piercing damage plus 16 (4d6) frost damage. If the target is a creature, it must pass a DC 18 Strength saving throw or be grappled and restrained. Hati cannot Bite another target. Swallow. Hati makes a Bite attack against a Large or smaller creature he is grappling. On a hit, the target takes damage as usual, is swallowed and the grappling ends. A swallowed creature is blinded, restrained, has total cover from attacks and effects originated outside of Hati and takes 30 (8d6) frost damage at the beginning of its turns. If Hati suffers 50 or more points of damage from a creature it swallowed, it must pass a DC 20 Constitution saving throw at the end of his turn or regurgitate all the creatures he swallowed. They land prone in a space within 30 ft. of Hati. If it dies, a swallowed creature is no longer restrained and can leave its body with 50 ft. of movement, ending up prone. Cone of Cold (Recharge 5-6). Hati roars and a frozen, 60 ft. cone of cold and frost comes out of its jaws. Any creature caught in the area must pass a DC 18 Dexterity saving throw or suffer 66 (12d10) frost damage on a fail or half that on a success. LEGENDARY ACTIONS Hati can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hati regains spent legendary actions at the start of their turn. Detect. Hati makes a Wisdom (Perception) check. Claw. Hati makes a Claw attack. Freezing Drool. Hati spits a stream of drool at a creature he can see within 50 ft. of it. That creature must pass a DC 16 Dexterity saving throw or suffer 11 (2d10) cold damage and have their Speed reduced to 0 until the end of the next round. On a success, damage is halved and Speed is not reduced. Sköll and Hati - © Milivoj Ćeran 290 291 Ragnarok Jörmungandr - © Milivoj Ćeran 292 Hrimgrimnir Considered the “boogey man” of Jotunheimr, he is the most terrifying of all the Jötunn. As old as time itself and born out of a foot of Ymir, he has six heads and is known to revel in any kind of vice, violence and in terrorizing the Jötunn population. He draws his power from cold and darkness and finds amusing the suffering of others. He is worshiped on Midgardr by sociopaths, the crazy and the murderous. Hrimgrimnir Huge giant, chaotic dishonorable STR 30 (+10) DEX 9 (-1) CON 26 (+8) INT 20 (+5) WIS 20 (+5) CHA 14 (+2) Armor Class 15 (varied suits of armor) Hit Points 280 (20d12 + 160) Speed 50 ft. Saving Throws Str +16, Con+14, Wis +7, Cha +7 Skills Intimidate +13, Perception +13 Damage Immunities frost, bludgeoning, piercing o slashing from non magical weapons Senses darkvision 120 ft., passive Perception 23 Languages Common Challenge 19 (22.000 XP) Multiple Heads. Hrimgrimnir rolls Wisdom (Perception) and all saving throws against the blinded, charmed, deafened, frightened, stunned and unconscious conditions. Regeneration. Hrimgrimnir heals 20 hit points at the beginning of his turn. If Hrimgrimnir suffers acid or fire damage, this trait does not work at the beginning of his next turn. Hrimgrimnir dies only if he starts his turn at 0 hit points and cannot regenerate. Sadistic Frenzy (recharges after any rest or after killing an enemy). If he wounded an enemy, as a bonus action Hrimgrimnir can enter a state of battle frenzy for 1 minute or until he is incapacitated. During such state, he gains the following: • Advantage to Strength checks and saving throws • +4 bonus to damage • Resistance to bludgeoning, piercing and slashing damage ACTIONS Multiattack. Hrimgrimnir makes two Greataxe attacks and one Maul attack. Greataxe. Melee Weapon Attack: +15 to hit, range 10 ft., one target. Hit: 37 (4d12 + 10) slashing damage. Maul. Melee Weapon Attack: +15 to hit, range 10 ft., one target. Hit: 34 (6d6 + 10) bludgeoning damage. The target must pass a DC 20 Strength saving throw or be knocked prone within 10 ft. of Hrimgrimnir Rock. Ranged Weapon Attack: +15 to hit, range 30/250 ft., one target. Hit: 37 (4d12 + 10) bludgeoning damage. Wave of Frost (recharge 5-6). Hrimgrimnir’s mouth unleash a cold wind, forming a 30 ft. radius sphere around him. All creatures caught must pass a DC 18 Constitution saving throw or suffer 60 (12d8) points of frost damage and have their Speed halved until the end of their next round. On a success, damage is halved and Speed is not reduced. Darkness. Hrimgrimnir vomits pure darkness from his mouths. It works like the Darkness spell, but centered on Hrimgrimnir and with 60 ft. of radius. LEGENDARY ACTIONS Hrimgrimnir can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hrimgrimnir regains spent legendary actions at the start of their turn. Detect. Hrimgrimnir makes a Wisdom (Perception) check. Maul. Hrimgrimnir makes a Maul attack. Terrifying Growl (2 actions). Hrimgrimnir’s heads howl. Each creature within 60 ft. of it that can hear it must pass a DC 20 Wisdom saving throw or be frightened until the end of their next round. 293 Ragnarok Jörmungandr Jörmungandr (“Demon of cosmic power”), also known as Miðgarðsormr (“Midgardr’s Serpent”), is an enormous serpent living in the depths of the sea of Midgardr. He is so long that he can coil around the whole World, biting his own tail. He was generated by Loki and Angrboða and grew in Jötunheimr alongside his monstrous brethren until the Gods did not discover his exist- ence. Afraid of the prophecies about the progeny of Loki, Odhinn chose to throw the snake in the sea. Only Thor could complete such a monumental task, becoming the sworn enemy of Jörmungandr. In the abyss, Miðgarðsormr grew unchecked, waiting for the moment of his revenge. Jörmungandr Gargantuan Dragon, chaotic dishonorable STR 30 (+10) DEX 10 (+0) CON 30 (+10) INT 7 (-2) WIS 10 (+0) CHA 11 (+0) Armor Class 24 (natural) Hit Points 580 (34d12 + 340) Speed 60 ft., swim 120 ft. Saving Throws Str +18, Con+18 Skills Perception +8 Damage Immunities acid, poison, bludgeoning, piercing or slashing from non magical weapons Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses passive Perception 18, darkvision 120 ft. Challenge 25 (75.000 XP) Magic Resistance. Jörmungandr rolls saving throws against spells and magical effects with advantage. Legendary Resistances (3/Day). If Jörmungandr fails a saving throw, it can choose to succeed instead. Divine Descendance. Jörmungandr attacks are magical. ACTIONS Multiattack. Jörmungandr can use Frightful Presence. Then, he makes three attacks; two Tail attacks and a Bite Attack. Instead of the Bite attack, he can Swallow. Tail. Melee Weapon Attack: +18 to hit, reach 70 ft., one target. Hit: 42 (6d8 + 10) bludgeoning damage. If the target is a creature, it must pass a DC 20 Strength saving throw or be knocked prone within 30 ft. of where it was hit. Bite. Melee Weapon Attack: +18 to hit, reach 50 ft., one target. Hit: 32 (4d12 + 10) piercing damage plus 21 (6d6) poison damage. If the target is a creature, it must pass a DC 20 Strength saving throw or be grappled and restrained. Jörmungandr cannot Bite another target. Swallow. Jörmungandr makes a Bite attack against a Large or smaller creature he is grappling. On a hit, the target takes damage as usual, is swallowed and the grappling ends. A swallowed creature is blinded, restrained, has total cover from attacks and effects originated outside of Jörmungandr and takes 58 (15d6) necrotic damage at the beginning of its turns. If Jörmungandr suffers 50 or more points of damage from a creature it swallowed, it must pass a DC 20 Constitution saving throw at the end of his turn or regurgitate all the creatures he swallowed. They land prone in a space within 30 ft. of Jörmungandr. If it dies, a swallowed creature is no longer restrained and can leave its body with 50 ft. of movement, ending up prone. Frightful Presence. Each creature of Jörmungandr’s choice that is within 120 ft. of it and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Jörmungandr is within their line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Jörmungandr’s Frightful Presence for the next 24 hours. Poisonous Growl (recharge 5-6). Jörmungandr exhales a stream of bile in a 120 ft. cone. Each creature caught must pass a DC 21 Constitution saving throw or suffer 80 (20d6) poison damage and be poisoned for 1 hour. On a pass, they only suffer half the poison damage plus 45 (10d8). LEGENDARY ACTIONS Jörmungandr can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Jörmungandr regains spent legendary actions at the start of their turn. Detect. Jörmungandr makes a Wisdom (Perception) check. Poisonous Spit. Jörmungandr spits a poisonous glob on a creature it can see within 60 ft. That creature must pass a DC 20 Constitution saving throw or suffer 24 (6d6) poison damage and be poisoned for 1 hour. Tail. Jörmungandr makes a Tail attack. Journey to Ragnarok 294 Ragnarok 295 Journey to Ragnarok 296 Ægir’s Tree-engraved Drinking Horn Marvelous Item, Very rare This magic horn allows you to drink at twice the normal rate and, other than being happily tipsy, you will not suffer the effects of any alcohol you have imbibed. Bearing this horn, you gain advantage to Charisma (Persuasion) checks to convince somebody to participate in a drinking contest or in social interac- tions with people under the effect of alcohol. Taking a swig of beer or mead from this horn grants you advantage to saving throws against being fright- ened for 24 hours. Angurvadal (Flow of Anguish) Weapon (any sword), rare Angurvadal is a viking sword with magic runes etched on the blade. You gain a +1 bonus to attack and damage rolls made with this weapon. Sentient. Angurvadal is a Lawful Honorable intelli- gent magic weapon with Intelligence 8, Wisdom 12 and Charisma 10. It can’t speak, but it communicates with its wielder by lighting up the runes on the blade if there are enemies within 60 ft. Personality. Even without speaking, Angurvadal can relay its feelings to the wielder. Since it has been used only in battle, during a fight it instills a feeling of fero- cious joy. Conqueror’s Axe Weapon (any axe), Very Rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon and you deal an additional 2d6 damage against undead creatures. As long as you wield the Axe, you gain advantage to hit rolls for shoving and grappling, to opposed checks to keep a creature grapplend and to Strength (Athletics) checks to climb. Conqueror’s Axe Ægir’s Tree-engraved Drinking Horn Angurvadal Magical Items 297 Draupnir Marvelous Item, Legendary Every nine nights, eight new rings appear alongside this one, identical to their original save for this effect. Telling which of these simple gold rings is the original requires a DC 15 Intelligence (Investigation) check. Freyja’s feathered Cloak Marvelous Item, Legendary (requires attunement) This beautiful cloak is made of braided falcon feathers and belongs to the goddess Freyja. When you wear this cloak you gain +2 to saving throws and AC. You can also use an action to transform into a falcon or revert back to your normal form. If you die while in falcon form, you turn into your original form, suffer- ing all the excess damage. Gramr Weapon (greatsword), Legendary (requires attunement) You have a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an item, a creature who wears armor or has a natural armor bonus to AC, you deal maximum damage. When you attack an item and roll a natural 20 to hit, it automatically breaks. When you attack an armored creature and roll a natu- ral 20 to hit, its armor is automatically destroyed and cannot be used anymore. Draupnir Freyja’s feathered Cloak Gramr Journey to Ragnarok 298 Gungnir, Odhinn’s Spear Weapon (spear), Artefact (requires attunement) Gungnir is the legendary spear that the sons of the dwarf Ivaldi forged for Odhinn. As they were led by Dvalin the blacksmith during the process, it is a per- fect weapon in craftsmanship and balance. Magical Weapon. Gungnir deals 1d12 damage. You have a +3 bonus to attack and damage rolls made with this magic weapon and it deals an additional 3d8 radi- ant damage. Divine Aura. While attuned to Gungnir, your size increases to Large, if it is not already, and your skin gives off a faint aura, shedding dim light within 10 ft. of you. Relentless. All attacks with Gungnir hit automatically and ignore any resistance or immunity. Divine Influence. While attuned to Gungnir, your ability scores are 20 if not already higher. The Power of Time. While attuned to Gungnir, you can use an action to cast the Time Stop and Magic Missile spells as if a 9th level spell-slot were used, without the need for components. After casting either spell, roll a d6: on a 1 to 5, you cannot cast again that spell until the next dawn. Destroying Gungnir. Being perfection made steel, Gungnir cannot be destroyed in any way. Járngreipr, Dwarven Gauntlets Marvelous item, variable (requires attunement) Designed for the greatest of warriors, these dwarven gauntlets are masterpieces that make any weapon wielded while wearing them even deadlier. Depending on their rarity, they grant their wearer additional Strength points. Their wearer cannot be disarmed and rolls grappling and shoving checks with advantage. The only Legendary version of this item ever made is owned by the god Thor. Rarity Bonus to Strength score Uncommon +1 Rare +2 Very Rare +3 Legendary +4 Medallion of the Heart of Muspellsheimr Marvelous Item, Rare As long as you wear this medallion, you can tolerate any environmental heat and are not damaged by nat- ural fire. Gungnir Járngreipr Medallion of the Heart of Muspellsheimr Magical Items 299 Megingjörð, Belt of Dwarven Strength Marvelous item, variable (requires attunement) A great many legends speak of these powerful magic items that the Dwarven people managed to infuse with the strength of Giants. While a character wears this belt, their Strength score is set to the one corresponding to the belt’s rarity. If their Strength score is already equal or higher, then the belt has no effect. The character rolls with advan- tage Strength (Athletics) checks and those not to be knocked prone or not to lose their balance. There are four variants of this belt, each infused with the strength of powerful giants. The only known Legendary version is owned by the god Thor. Rarity Strength score Uncommon 20 Rare 22 Very Rare 24 Legendary 26 Mjollnir’s replica: Kuttnir Weapon (any sword), Very Rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. On a hit, the target suffers an additional 1d8 lightning damage. If you roll a 19 or 20 to hit with this weapon, an unsta- ble bolt of lightning surges from the blade to deal an additional 2d8 lightning damage to up to 3 enemies within 20 ft. from you. Mjollnir, Hammer of Thor Weapon (warhammer), Artefact (requires attunement) Mjollnir can be lifted or attuned to only if wearing a Megingjörð (Belt of Dwarven Strength) the Járngreipr (Gauntlets of Dwarven Strength). Magical Weapon. You have a +3 bonus to attack and damage rolls made with this magic weapon. Targets also suffer an additional 2d6 lightning damage and 2d6 thunder damage. Mjollnir possesses the Thrown prop- erty, with a normal range of 20 ft. and a long range of 60 ft. After an attack, it flies back into your hand. Aura of Storms. While attuned to Mjollnir, your size increases to Large if it was not already and your skin constantly crackles with faint electrical discharges. When you are hit in melee, your attacker suffers 2d6 lightning damage. Giantsbane. If you hit a giant, you deal an additional 4d8 damage with Mjollnir. Father of Lightning. While attuned to Mjollnir, you can use an action to cast the Chain Lightning spell without the need for components. After casting the spell, roll a d6: on a 1 to 5, you cannot cast again it until the next dawn. Medallion of Thunder. Speaking the command word changes Mjollnir’s size and weight into that of a small pendant. Infusion of Strength. While attuned to Mjollnir, your Strength score is 30. Destroying Mjollnir. Only decades spent in the forges of its birth can challenge the innate toughness of this mighty weapon. Kuttnir Megingjørð Mjolnir Journey to Ragnarok 300 Ring of Andvari, Andvaranautr Marvelous Item, Artifact (requires attunement) This cursed ring gifts its owner with long life, at the cost of making them covet riches and treasures. Every crea- ture that sees the ring must pass a DC 15 Wisdom saving throw or be fascinated by it and badly wanting to own it. The Treasure of its Master. Taking the ring off, throw- ing it away, ceding it to anybody else or breaking attunement with it can be attempted only once a day and requires a DC 15 Wisdom saving throw. The saving throw DC increases by 1 each time its bearer tries to remove it. Thief. While attuned to Andvaranautr, you are profi- cient in the Stealth skill if you previously were not and roll Dexterity (Stealth) checks with advantage to steal gold and precious items. Long life and prosperity. While attuned to Andvaranautr, you gain the following benefits. • You are immune to diseases • You cannot be charmed or frightened • You age and need sustenance at a tenth the normal rate for your race • You gain +1 AC Curse. Andvari’s curse afflicts the bearer of this ring. • If you have been wearing the ring for a month, your body starts growing glossy scales, granting you an additional +2 natural AC. The DC to get rid of the ring, if not already higher, is 18 and you become particularly attracted by gold and treasure. • If you have been wearing the ring for 3 months, your teeth become fangs and your nails sharpen into claws. You obtain a bite attack (1d4 + STR) and a claw attack (1d6 + STR). The DC to get rid of the ring, if not already higher, is 20. You become increasingly greedy and reluctant to share riches with anyone else. • If you have been wearing the ring for 6 months, your organism has been changing and you now can breathe death onto your enemies (Poison cone, 30 ft., 12d6 poison damage. DC 16 to halve the damage). The DC to get rid of the ring, if not already higher, is 25. Your primary goal becomes hoarding immense treasures in a secure place. • If you have been wearing the ring for a year, you must pass a DC 30 Wisdom saving throw each day. On a fail, the essence of the ring permanently transforms your body into that of an Adult Green Dragon. The DC to get rid of the ring, if not already higher, is 30. Your only, all-consuming goal now becomes pro- tecting from any other living being the hoard you have gathered, treating anyone as a thief and an enemy. Destroying the ring. In spite of its mundane appear- ance, the Ring of Andvari must be cast into the flames of Muspellsheimr after passing a DC 30 Wisdom saving throw. On a fail, the bearer is charmed by its magics. Those who try to destroy Andvaranautr in any other way suffer 4d8 psychic damage and must pass a DC 30 Wisdom saving throw or are charmed. Ring of the Silent Hunter Marvelous Item, Rare (requires attunement) This ring has 3 charges and recovers 1d3 charges every dawn. As an action, the bearer can spend a charge to cast the Silence spell, without the need for material components. The spell has a radius of 5 ft. centered on a spot within 120 ft. of the bearer of the ring or on the ring itself. Andvaranaut Ring of the Silent Hunter Magical Items 301 Skíðblaðnir, Ship of Freyr Marvelous Item, Legendary Among the magical ships built by the Dwarves, the most amazing is Freyr’s. This item appears as a one pound leather bag, large enough to fit in a pocket, that can float. It has 3 command words, each requiring an action to be pronounced. The first command word calls forth a boat from the bag, 30 ft. long, 10 wide and 5 deep. It features a helm, two pairs of oars, an anchor and mast with a sail. The boat can fit 5 medium-sized creatures and will always sail with fair winds, unless there are magical effects that prevent it. The second command word calls forth a boat from the bag, 120 ft. long, 40 wide and 15 deep. It features a helm, five pairs of oars, an anchor and two sailed masts. The boat can fit 30 large-sized creatures and their escort and will always sail with fair winds, unless there are magical effects that prevent it. The third command word causes the ship to return into the bag, if empty of people. Skofnung Weapon (any sword), Legendary (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic weapon. You can use your action to say the command word, when wielding this weapon, to summon the spirits of 12 Berserkers within 60 ft. of you. If you say the command word but are not of honorable alignment, then the Berserkers will attack you. Otherwise, they remain friendly to you and your allies, following your orders. Svalin, Shield of the Sun Armor (shield), Artefact (requires attunement) Svalin is the legendary shield that protects Sol from the sun when she rides on her chariot. Magic Shield. In addition to the usual AC bonus for a shield, you gain an additional +4. Solar Protection. If you wield Svalin while attuned to it, you gain the following benefits. • You are immune to fire and frost damage and feel comfortable in any temperature. • You cannot be charmed or frightened • You cannot be blinded, deafened or stunned. Freezing Aura. While attuned to Svalin, your size increases to Large if it was not already and your skin constantly shimmers with condensing frost. When you hit in melee, you deal an additional 1d6 frost damage; when you are hit in melee, instead, the attacker suffers a 2d6 frost damage. Font of Frost. While attuned to Svalin, you can use your action to cast the Cone of Cold spell without the need for components. After casting the spell, roll a d6: on a 1 to 5, you cannot cast it again until the next dawn. Destroying Svalin. Only an extremely powerful Disintegrate effect can destroy the Shield of the Sun. Skíðblaðnir Skofnung Svalin Journey to Ragnarok 302 Sword of Skallfoss Weapon (any sword), Uncommon These weapons are the opera magna of the legendary blacksmith Skallfoss. They were dedicated to the Æsir and Vanir and have been faithful companions of the mightiest Midgardian heroes, handed down to the next generation of warriors when the previous owner was defeated. You have a +1 bonus to attack and damage rolls made with this magic weapon. As long as you visibly carry one of the Swords on your person, you have advantage on Charisma (Persuasion) checks when dealing with Æsir and Vanir. True Sunstone Marvelous Item, Very Rare Using this sunstone as a navigation tool, the characters cannot be lost in their travels at sea or on land. It can also point the direction of any place or item the user has already seen and they need to get to. Tyrfing Weapon (any sword), Very rare (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. Hit points lost to this weapon cannot be regained by resting, but only through regeneration or magic. Once drawn, it is impossible to sheathe Tyrfing until it has killed a sentient creature. Sword of Skallfoss Tyrfing True Sunstone Magical Items 303 Journey to Ragnarok 304 In this appendix the foundations of the rune divination are presented, usable for the consultation of the Tables of this manual and as an optional rule in play. Table Results 306 Using the Runic Dice 306 Reading the Runes 307 Aett of Freyja 308 Aett of Heimdallr 312 Aett of Tyr 316 Magical Items 305 The Three Norns - © Milivoj Ćeran Journey to Ragnarok 306 The word “rún” has its origin from the words “secret” and “mystery”, but also “whisper”. It’s possible that this comes from the custom of using glyphs to send secret messages during battles, but also from religious tradi- tion and meditation during the rune casting. Table Results In Journey To Ragnarok you can find some Tables, based on Rune Divination. The interpretation of the Runes for Tables results is based on the different Ætt (or “families” of the runes). This trinity came from the influence and domain of Freyja, Heimdallr, and Tyr over the Futhark. During the adventure, it’s possible to use the Runic Dice or to cast Runes to determine the development of certain events based on the Ætts. Alternatively one can roll a d6 to determine which Ætt the rune comes from and if it is in its proper or inverted form. Using the Runic Dice Rune Divination can be made using the Rune Dice, designed exclusively for Journey To Ragnarok, or in a more traditional way, casting Runes from a pouch. If you choose to use the Rune Dice, in the following page you can find a scheme to determinate if the result- ant Rune is Upright or Reversed. “I trow I hung on that windy Tree nine whole days and nights, stabbed with a spear, offered to Odhinn, myself to mine own self given, high on that Tree of which none hath heard from what roots it rises to heaven. None refreshed me ever with food or drink, I peered right down in the deep; crying aloud I lifted the Runes then back I fell from thence.” HÁVAMÁL - Rúnatal (138-139) Poetic Edda The stanzas from 138 to 145 of the Hâvamâl recount how Odhinn learned the runes and of his sacrifice. According to the legend, he impaled himself to Yggdrasill with a spear. He remained there for nine nights – tortured by cold, hunger thirst – alone and beyond any help. When he was about to pass out, he glimpsed the runes and with his last gasp, he snatched them. The name of the runic alphabet, “Futhark”, comes from the phonetic pronunciation of the first symbols (Fehu, Uruz, Þurisaz, Ansuz, Raido, Kenaz). Rune Divination 307 When a rune appears during the game, extracted from a Rune Master bag or engraved in the scenario, the optional rules of Rune Divination can be used. Each character can choose to vote for a particular rune of the Futhark alphabet and wear it as a talisman, engraved on a stone, a jewel, a weapon or tattooed on his body. The masters of the runes, characters or non-player characters, can extract a rune once every long rest that will have an influence on the day of who assists the extraction. There are many other options to use Rune Divination, how to insert a rune in the description of a vision or a landscape, make it appear engraved in a sanctuary or on logs in the forest... The number of runes that affect the players every long rest is at the discretion of the Game Master, a Rune Master can extract more than one rune at the same time, up to one for each character present. In the event that the casted rune does not belong to any Ætt among those which the characters are voted, there will be no effect. All effects last until the character makes a long rest. Ætt Effect When the casted rune belongs to the Ætt to which the character is voted, it will be less influenced by it. The effect of the Ætt is to be intended as a starting point for role-playing and interpretation for the play- ers to be introduced by the Game Master. Rune Effect When the rune to which the character is voted appears, he will be more influenced by it. The effect of the rune is added to the Ætt effect and has an influence on the game mechanics. Reading the Runes Reading the Runes Upright Every rune has a meaning when it is read Upright. Reversed Some runes have an opposite meaning if read Reversed. Upright Rune ( U) U Reversed Rune ( D) U Reversed Rune ( D) U Journey to Ragnarok 308 The Gift of Life, presided over by Audhumla, Freyr and Freyja. Ætt of Freyja Effect You feel a surge of renewed optimism, everything seems to go the right way. Fehu Rune Effect You gain +1 to all ability checks and a natural 20 is always considered a success. Ætt of Freyja Reversed Effect Everything seem to go the right way, for everyone but you. You feel envious of their successes and foresee your own failures. Fehu Rune Reversed Effect You suffer -1 to all ability checks and a natural 1 is always considered a failure. The Survival Instinct, presided over by Ymir. Ætt of Freyja Effect Nothing in the Nine Worlds can stop you, you’ll live to see another day. Uruz Rune Effect You gain proficiency on initiative rolls. Ætt of Freyja Reversed Effect Strength is apparent only when compared to weakness, you can foresee oppression and abuse of power. Uruz Rune Reversed Effect You gain Advantage on Intimidation rolls and Attack rolls against creatures with a Strength score lower than yours. At the same time, you gain Disadvantage against creatures with a Strength score higher than yours. 1. Fehu 1. Fehu Upright Deserved fortune, success, wellness. Reversed Evil, jealousy, envy. 2. Uruz 2. Uruz Upright Strength, courage, initiative. Reversed Ferocity, aggression, addiction. Runes: Ætt of Freya 309 The Encounter, presided over by Thor. Ætt of Freyja Effect When the strongest storm comes, it’s time to find shel- ter behind solid walls and create better strategies. Thurisaz Rune Effect Every time you suffer damage from a single source reduce it by 1 point. If this brings the total to 0 or less, you suffer no damage. Ætt of Freyja Reversed Effect You feel disheartened, unsure, defenseless, at the mercy of the events, all your certainties crumble like a wall without foundations. Thurisaz Rune Reversed Effect Every time you suffer damage from a single source increase it by 1 point. The Call, presided over by Odhinn. Ætt of Freyja Effect You foresee that today is a day for new ideas to arise, solutions will be found and every crux will be undone. Ansuz Rune Effect You immediately gain Inspiration. Ætt of Freyja Reversed Effect You cannot trust anyone, betrayal and deception are around any corner. Ansuz Rune Reversed Effect You cannot benefit from the Help action or any other source of Advantage from other creatures. 3. Thurisaz 3. Thurisaz Upright Resistance, protection, right decisions. Reversed Fragility, confusion, unexpected event. 4. Ansuz 4. Ansuz Upright Healing, wisdom, inspiration. Reversed Deceit, betrayal, selfishness. Journey to Ragnarok 310 5. Raido 5. Raido Upright Travel, Research, new challenges. Reversed Slowdown, renunciation, failure. 6. Kenaz 6. Kenaz Upright Reborn, understanding, revelation. Reversed Ignorance, superficiality, arrogance. The Hero’s Journey, presided over by the Valkyries. Ætt of Freyja Effect Today, the world lays before you, free to explore, just follow your feet. Raido Rune Effect You ignore difficult terrains. Ætt of Freyja Reversed Effect You foresee a difficult path, full of obstacles, danger, and uncertainties. Is it really worth? You are consider- ing surrendering at the first real problem. Raido Rune Reversed Effect You cannot take the Dash action, nor benefit from any bonus to your base speed. The Fire of Transformation, presided over by Surtr. Ætt of Freyja Effect Today, all will be well, every problem will become an opportunity, every challenge a chance to improve. Kenaz Rune Effect Every time you fail a saving throw an attack or an abil- ity roll, you gain Advantage on the next roll of the same kind. Ætt of Freyja Reversed Effect Today you feel incredibly overconfident and, because of this, you will face many avoidable problems. Kenaz Rune Reversed Effect Every time you succeed on a saving throw an attack or an ability roll, you gain Disadvantage on the next roll of the same kind. Runes: Ætt of Freya 311 7. Gebo 7. Gebo Friendship, brotherhood, sharing, exchange, gratitude. 8. Wunjo 8. Wunjo Upright Glory, hope, harmony. Reversed Depression, solitude, pessimism. The Balanced Exchange, presided over by Freyr. Ætt of Freyja Effect This omen, reminds you that nature is like a single entity, a spider web of relationships and bonds that embrace humans too. Gebo Rune Effect You gain Advantage on all Charisma rolls, but when an ally next to you suffer damage you take one-quarter of that damage upon yourself (this can’t be reduced in any way). The Divine Emanation, presided over by Freyr and Freyja. Ætt of Freyja Effect The sun shines brighter today, filling the hearts of men with joy and they urge each other to do more. Wunjo Rune Effect When you roll a saving throw you can use the bonus of an adjacent ally if its higher than yours. Ætt of Freyja Reversed Effect Grey clouds blanket the sky, hiding the sun and filling hearts with dread, people feel alone and miserable. Wunjo Rune Reversed Effect When you roll a saving throw you must use the bonus of an adjacent ally if its lower than yours. Journey to Ragnarok 312 9. Hagalaz 9. Hagalaz Purification, trial, established path, liberation, reconstruction. 10. Nauthiz 10. Nauthiz Resistance, virtue, determination, inner strenght. Breaking the Scheme, presided over by Urd. Ætt of Heimdallr Effect You foresee that the path in front of you leads to the end of everything you are, for better or worse. Yet, death is not the end, but merely a step before being reborn. Hagalaz Rune Effect You have Disadvantage on the first Death saving throw you make every time you are reduced to 0 Hit Points, but every time you succeed on a Death saving throw you can roll one of your Hit Dice, as if you had just finished a Short Rest, and regains a number of Hit Points equal to the result plus your Wisdom modifier. Once you use this feature, you must finish a Short rest before you can use it again. Meeting Pain, presided over by Heimdallr. Ætt of Heimdallr Effect You foresee great hardships on your path but, deep within your soul, you’re ready to face all the challenges that fate has in store for you. Nauthiz Rune Effect Every time an ally – within 30 ft. and that you can see – is reduced to 0 Hit Points, you gain a number of temporary Hit Points equal to half your character level and Advantage on the next saving throw you make before the end your next turn. Once you use this fea- ture, you must finish a Short rest before you can use it again. Runes: Ætt of Heimdallr 313 11. Isaz 11. Isaz Moment of reflection, focusing on objectives, separation, limitation. 12. Jera 12. Jera Cyclic nature of time, patience, control, harvest, process. The Mind Without Chains, presided over by Buri. Ætt of Heimdallr Effect Suddenly, you realize that we are all alone in this world. You have to take a moment to think deeply about the meaning of your existence. Isaz Rune Effect When you drop at 0 Hit Points, you can make a Wisdom saving throw, instead of the usual Death saving throw, at the normal DC (usually 10). The Cosmo’s Path, presided over by Sif. Ætt of Heimdallr Effect In your mind’s eye, you see a vision of the cyclic nature of the world and understand that for every flower that withers a new life is born. Jera Rune Effect When you drop at 0 Hit Points, you have Disadvantage on your first Death saving throw, but every ally within 30 ft., immediately regains 1d6 Hit Points (2d6 at level 5, 3d6 at level 10. 4d6 at level 17 and 5d6 at level 20). Once you use this feature, you must finish a Short rest before you can use it again. Journey to Ragnarok 314 13. Eihwaz 13. Eihwaz Defense capability, reliability, intelligence, ability to prevent. 14. Perth 14. Perth Upright Joy, destiny, luck. Reversed Sadness, illusion, discouragement. The Spiritual Journey, presided over by Hell and Ullr. Ætt of Heimdallr Effect Time and space become insignificant for those who can travel with their mind instead of their bodies. Eihwaz Rune Effect When you suffer any damage, you can decide to ignore it for a brief moment. You can use your Reaction to delay that damage until the end of your next turn. At the end of your next turn, you will suffer that damage and halve your movement speed for one round. Once you use this feature, you must finish a Short rest before you can use it again. The Fate’s Game, presided over by Vè. Ætt of Heimdallr Effect A deep meditation gave you the chance to truly under- stand the meaning of life and the deepest secrets of the world. This awakening and understanding the tides of fate fill you with true and pure joy. Perth Rune Effect When one of your attack rolls, ability roll or saving throws result in a natural 1, you may consider it as a 10. This might change the effect. Ætt of Heimdallr Reversed Effect Meditation didn’t bring the expected results, maybe you misinterpreted the signs and symbols or, maybe, your mind wasn’t ready for it. You misinterpreted their meaning and now you are dejected and miserable. Perth Rune Reversed Effect When one of your attack rolls, ability roll or saving throws result in a natural 20, you must consider it as a 10. This might change the effect. If it was an attack roll, you still deal critical damage, but the attack is not a guaranteed hit. Runes: Ætt of Heimdallr 315 15. Algiz 15. Algiz Upright Divine connection, awakening, success. Reversed Loss of favor, vulnerability, danger. 16. Sowilo 16. Sowilo Power, rashness, energy, anger, purifying fire. The Sacred Space, presided over by Baldr. Ætt of Heimdallr Effect You open your spirit and your mind to a higher plane of awareness and come into contact with the entities that control the fate of mankind. They are pleased with you and reward your faith. Algiz Rune Effect When you suffer a critical hit, you gain Resistance against that particular attack. Once you use this fea- ture, you must finish a Short rest before you can use it again. Ætt of Heimdallr Reversed Effect You try with every ounce of strength to push your spirit in the higher planes, where the gods live, unfortu- nately, they don’t take kindly upon your intrusion and you know they will punish you for this transgression. Algiz Rune Reversed Effect When another creature attacks you with Advantage, you take 1d6 extra damage from that attack. The Power, presided over by Sòl. Ætt of Heimdallr Effect Your journey has been harsh and full of crossroads, ma now you face the ultimate choice, the one that would make your soul unbalanced toward Good or Evil. You’re trembling, but you know which one would be the right choice. Sowilo Rune Effect When you suffer any amount of damage from another creature, you might use your Reaction to roll a number of your Hit Dice, you reduce the damage by the amount you rolled plus your Wisdom modifier (if positive) and cause an equal amount of radiant or necrotic damage to the attacker. You can use up to half your remaining Hit Dice this way (minimum 1). Once you used this feature, you must finish a Short rest before you can use it again. Journey to Ragnarok 316 17. Teiwaz 17. Teiwaz Upright Right direction, victory, virtue. Reversed Punishment, dishonesty, defeat. 18. Berkana 18. Berkana Upright Fertility, desire, love. Reversed Immaturity, anxiety, abandonment. The Universal Order, presided over by Tyr. Ætt of Tyr Effect You know that today you are going to walk with the stride of a father protecting his children, of a warrior defending his homeland, of a righteous facing evil. Teiwaz Rune Effect When you score a critical hit, you can use your Reaction to make a single weapon attack or cast a cantrip that requires an attack roll. Ætt of Tyr Reversed Effect It takes just a moment for bravery to become arrogance, for the desire to protect what you love to become con- ceit and for strength to become prevarication. Teiwaz Rune Reversed Effect When you suffer a critical hit, you must succeed on a Charisma saving throw (DC equal to half the damage you just received) or you become Incapacitated until the end of your next turn. Worlds’ Bond, presided over by Frigga. Ætt of Tyr Effect Today, you see fertility wherever you look and new life pouring out, gentle yet unstoppable, like a reawaken- ing of senses. Berkana Rune Effect As an Action, you can heal every creature within 10 ft. of you (including yourself) by a number of Hit Points equal to 1d6 + your Charisma modifier, up to a maxi- mum of half their maximum Hit Points. Once you used this feature, you must finish a Short rest before you can use it again. Ætt of Tyr Reversed Effect You can see how inadequate you are, like an unripe fruit compared to the strong and blooming life you see around you. Berkana Rune Reversed Effect You can use a Bonus Action to spend one Hit Dice as if you just finished a Short Rest. But, you have to halve the result of every Hit Dice you roll. Runes: Ætt of Tyr 317 19. Ehwaz 19. Ehwaz Upright Improvement, cooperation, union. Reversed Hurry, inhibition, disharmony. 20. Mannaz 20. Mannaz Upright Open-mindedness, conscience, brotherhood. Reversed Prejudice, rigidity, fanaticism. The Armony of Opposites, presided over by Sleipnir. Ætt of Tyr Effect You can see the invisible links and bonds between everything, every creature and the forces of nature themselves. The world is greater than the sum of its parts… and so are you. Ehwaz Rune Effect During a Short Rest you and up to 6 allies can grasp each other’s hands and meditate together for 1 hour. Those who meditate suffer Disadvantage on Wisdom (Perception) rolls and cannot act as effective sentries. For each Hit Dice spent at the end of the Short Rest one of your allies regain an additional number of Hit Points equal to your Wisdom modifier (minimum 1). Meanwhile, you regain an additional number of Hit Points equal to the participants to the meditation circle. Ætt of Tyr Reversed Effect It doesn’t matter how hard you try to see thing dif- ferently, you have to accept that everything in nature exists in opposition to countless others. For every new bond hundred of others are destroyed. Nature is in continuous conflict. Harmony is an illusion. Ehwaz Rune Reversed Effect Greater Negative Effect: Every time you roll initiative, you can spend any number of Hit Dice. For every Hit Dice you spend, you gain a bonus to the initiative roll equal to your Wisdom modifier (minimum 1). The Cosmic Man, presided over by Heimdallr. Ætt of Tyr Effect In a moment of absolute clarity, you understand your place in the world and how the world fits inside your- self. You are the center but, at the same time, you’re everything that spins around it. Your conscience is just how the universe observes itself. Mannaz Rune Effect When you roll a saving throw against an unseen effect, you can use your Reaction to gain Advantage on it. Once you use this feature, you must finish a Short rest before you can use it again. Ætt of Tyr Reversed Effect Who are you? What is the meaning of YOUR life? Is reality as insignificant as it looks? Maybe not, maybe it’s not as meaningless and futile… maybe you are. You can only watch as others bask in the glory of dis- covering their place in the grand scheme of things, while you feel like a wrong line in the great poem of the cosmos. Mannaz Rune Reversed Effect Every time you cause damage you inflict 1 extra damage of the same type if the target’s current Hit Points are higher than yours. This extra damage increases to +2 at level 11 and +3 at level 20. You cannot willingly end your turn within 20’ from a creature whose current Hit Points are higher than yours. Journey to Ragnarok 318 21. Laguz 21. Laguz Upright Intuition, dream, fantasy. Reversed Lack of creativity, confusion, fear. 22. Ingwaz 22. Ingwaz Sexuality, fertility, agriculture, human warmth, abundance. The Well of Knowledge, presided over by Mimir. Ætt of Tyr Effect You can gaze upon the reality underlying the material world known and inhabited by mortals. Everything is a symbol, a sign, nothing is just what it looks like upon the surface and only the Gods can divine the truth of what this means. But today, you can peek at it. Laguz Rune Effect You can cast the Augury spell as a ritual, without any material component. Starting at level 11, you can cast Divination instead, as a ritual without any material component. Ætt of Tyr Reversed Effect You tried to push you conscience beyond the mate- rial world, to understand its true essence, but nothing came of it. Everything looks bleak, shallow, without any ulterior meaning. This frightens you, makes you uncertain, tarnish the depths of your soul and makes you dejected. Laguz Rune Reversed Effect At the beginning of each combat you’re considered frightened by any hostile creature you can perceive. This condition lasts until the start of your second combat turn. Future of the Bloodline, presided over by Freyr. Ætt of Tyr Effect You feel a powerful lifeforce rushing through you, a primal and vibrant energy, like a heat that makes your heart beat stronger as if you were a source of hope ready to give new life. Ingwaz Rune Effect As a Bonus Action, you can spend and roll one of your Hit Dice to heal a number of Hit Points equal to the result plus your Charisma modifier (minimum 1) divided among any number of creatures within 10 ft. of you. You gain a number of temporary Hit Points equal to half the amount you healed. Runes: Ætt of Tyr 319 23. Othila 23. Othila Upright Property, family, inheritance. Reversed Slavery, racism, greed. 24. Dagaz 24. Dagaz New beginning, hope, growth, security, enlightenment. The Honor of Ancestors, presided over by Njordr. Ætt of Tyr Effect For just a moment you can clearly see the present, the future and everything in between. You see what will come from what you’re building right now, what your efforts will bring and your legacy to this world. Othila Rune Effect When you make an attack roll or an ability roll with Advantage, you can re-roll the dice that score the lower number. You have to keep the new result, even if it’s worse. Once you used this feature, you must finish a Short rest before you can use it again. You can use this fea- ture only once per turn. Ætt of Tyr Reversed Effect A twisted and deceptive vision of the future leaves you full of doubts and suspicions. You don’t know who you can trust, you see your supposed friends trying to abuse and overpower you, you see mistrust everywhere… the only sane response is to get ready for the worst and, when the time comes, be the killer, not the killed. Othila Rune Reversed Effect When you make an attack roll or an ability roll with Advantage, you add your Charisma modifier to the final result (minimum 1), but if you roll with Disadvantage you subtract your Charisma modifier (minimum 1). The New Era, presided over by Dagr. Ætt of Tyr Effect Your journey across the worlds and reality, on the wings of conscience and the winds of enlightenment, brings you to the top of the world, where everything looks simple, small, perfectly set in the grand scheme of things. You are now ready to begin your journey of enlight- enment anew, but reaching this level of understanding has made you stronger. Dagaz Rune Effect When this rune is casted, you regain all your hit points and gain temporary hit points equal to half your maximum. Every time you finish a Short Rest, you gain tempo- rary Hit Points equal to half your Charisma modifier (minimum 1). Light Medium Heavy CLASS & LEVEL RACE ALIGNMENT EXPERIENCE POINTS BACKGROUND PLAYER NAME CLAN CHARACTER NAME STR DEX CON INT WIS CHA SAVING THROWS ARMOR SHIELD MAGIC MISC. AC DESCRIPTION EXHAUSTION ACTIONS BONUS ACTIONS REACTIONS DAMAGE/TYPE RANGE PROF. NAME & DESCRIPTION SKILL ATK BONUS GP SP CP Temporary Hit Points CURRENT HIT POINTS HIT POINTS SUCCESSES LEVELS FAILURES DEATH SAVES HIT DICE ATTACKS & SPELLCASTING ACTIONS EQUIPMENT ARMOR SKILLS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA Light Medium Heavy Shields ARMORS WEAPONS Simple Martial Others OTHER PROFICIENCIES & LANGUAGES INSPIRATION PROFICIENCY BONUS ARMOR CLASS INITIATIVE SPEED LANGUAGES TOOLS & OTHERS CONDITIONS RESISTANCES Acrobatics (Dex) Animal Handling (Wis) Asatru (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Investigation (Int) Medicine (Wis) Insight (Wis) Intimidation (Cha) Nature (Int) Perception (Wis) Survival (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Stealth (Dex) PROF. EXP. PASSIVE WISDOM (PERCEPTION) PASSIVE WISDOM (ASATRU) ALLIES CLAN RACE FEATURES FEATS FLAWS PERSONALITY TRAITS CHARACTER PORTRAIT BONDS IDEALS BACKGROUND CHARACTER NAME GENDER ALIGNMENT AGE FAITH SIZE HAIR WEIGHT SKIN HEIGHT EYES RUNE ÆTT CLASS FEATURES NOTES Spell sheet 1st LEVEL 4th LEVEL 5th LEVEL 6th LEVEL 7th LEVEL 8th LEVEL 9th LEVEL 2nd LEVEL 3rd LEVEL DESCRIPTION LEVEL REF. SAVE TIME DURATION RANGE SCHOOL COMP. SPELL SAVE DC ATTACK BONUS ATTACK MODIFIER SPELLS SPELL SLOTS SPELL/CANTRIP Journey to Ragnarok 324 This small and essential compendium of Norse pronunciation is meant to help GM and players with dealing with the names and nouns present in Journey To Ragnarok. The ‘r’ after a consonant at the end of a word, like Vanaheimr, Jörmungandr etcetera is pronounced as if there was a ‘u’ between consonants. As an example, Jörmungandr is pronounced ‘JOR-mun-GAN-dur’, and Vanaheimr is ‘va-na-HEI-mur’. Á/á: is read like the ‘o’ in “house”, but longer. É/é: is read like the ‘e’ in “great”, but longer. Í/í: is read like the double ‘e’ in “feel”. Ó/ó: is a long O, OO. Ú/ú: is read like the double ‘o’ in “moon”. Y/y: is read like the German ‘ü’. Sometimes, however, is just ‘u’. Ý/ý: is read like the German ‘ü’. Æ/æ: is an open È, as in “went”. Ǽ/ ǽ: extremely rare, is read like the ‘i’ in “fight”. Œ/œ: is a sound close to the German ‘ö’. Ö/ö: is read like the ‘a’ in ”all”. Ø/ø: read like the Danish or Norwegian ‘ø’ or the Swedish ‘ö’ it sounds like an ‘e’ with umlaut. Ǿ/ ǿ: extremely rare, it is a longer ‘ø’. F/f: is read like a normal ‘f’. If it is last or second-to-last in a word, though, it is read as ‘v’. G/g: is read like a normal ‘g’, like in “good”. H/h: silent before consonants. ‘hv-’ is read ‘v-’. J/j: is read like the ‘y’ in “young”. K/k: is read normally. R/r: is a rolling ‘r’ Ð/ð: it is read like ‘th’ in “that”. Þ/þ: it is read like ‘th’ in “thing”. N/n: is read like a normal ‘n’. At the end of a word after a consonant, is read as if there was a silent vowel in between. “Hrafn”, then, is read “RA-f(e)n”. Bibliography 325 Edda Ljóða Edda. Poethic or Elder Edda • Völuspá. Prophecy of the Völva • Hávamál. Sayings of the High One • Vafþrúðnismál. Sayings of Vafþrúðnir • Grímnismál. Sayings of Grímnir • Skírnismál. Sayings of Skírnir • Hárbarðsljóð. Lay of Hárbarðr • Hymiskviða. Hymir’s poem • Lokasenna. Loki’s flyting • Þrymskviða. Lay of Þrymr • Alvíssmál. Sayings of Alvíss Edda Minora • Baldrs draumar. Baldr’s dreams • Grottasöngr. Song of Grótti • Svipdagsmál. Sayings of Svipdagr Prose or Snorri’s Edda Recommended Readings We based our researches on many Italian books that we want to report you. English books are listed in bold. • Edda, a cura di Giorgio Dolfini, 1975 • Galdrastafir - I Magici Sigilli d'Islanda, Mila Fois, 2018 • Heimskringla - The Olaf Saga, Snorri Sturluson translated by Samuel Laing, 1964 • La Stirpe di Frey: Heimskringla, Mila Fois, 2018 • I Miti Nordici, Gianna Chiesa Isnardi, 1991 • I Miti Norreni, Mila Fois, 2014 • Iniziazione alla Runologia - Meditare con le Rune, Gianni Vannoni, 2006 • Le Rune, Elena Colucci, 2010 • Miti e Leggende Nordiche, Salvatore Tufano, 1996 • Myths of the Norseman, Helen A. Guerber, 1909 • Norse Mythology, Neil Gaiman, 2017 • Rune: Il Sangue di Odino, Mila Fois, 2018 • Saghe Vichinghe, Mila Fois, 2016 • Tales of Norse Mythology (new edition for Myths of the Norseman),, H. A. Guerber, 2017 • The Illuminated Edda, Andrew Walkauskas, 2016 • The Memory of Odin, Jason R. Forbus, 2018 • The Viking Runes, Lars Magnar Enoksen, 2010 • The Vinland Saga - The Norse Discovery of America (Grænlendinga Saga and Eirik’s Saga), Magnus Magnusson and Hermann Palsson, 1965 • Told by the Northmen - Stories from the Eddas ands Sagas, retold by E. M. Wilmot-Buxton, 1914 Recommended Music • Danheim • Einar Selvik • Eivør Pálsdóttir • Heilung • Ivar Bjørnson • Tyr • Wardruna 326 Aaron Baloun Aaron Cag Aaron James Askam Aaron Powell Aaron Scott Aaron VanderWoude Aaron VanderWoude Abel Helt Lyngklip Abigail Monks Adam Brosh Adam Grancell Adam Hybbert Adam M Hancock Adam Masishin Adam Mitchell Rosenzweig Adam Schmidt Adam Thompson Adam Tullett Adam Yardley Adrian Donaghey Adriano Furian Al Dennis Supetran Alan C Elliott Alan Provance Alan Rogers Alan Wong Alberto Calsolaro Aleksey Gorbatenko Aleksey Gorbatenko Alessandro Battaglia Alessandro Fumagalli Alessandro Mattia Chiappetta Alessandro Milani Alessandro Sganga Alessandro Varesi Alessia Bartolacelli Alessio Giacomini Alessio Neri Alex Bell Alex Doub Alex James Redenbaugh Alex James Redenbaugh Alex Lloyd Alex Melluso Alex Morales Alex Spoooner Alex Stinger Alex Stone Alexander D Goodman Alexander Davis Alexander Edmund Easterling West Alexander Fosth Alexander Jurkat Alexander kho Alexander Mulhern Alexander Rucando Alexander-Dimitrios Pastirmatzis Alexandra Tyan Allan gotfredsen Hansen Allen E Beyers Allen White Alton C Capps Alvaro Veliz Puccini Amanda Flesher Amir De La Vega Anders Berg Ildstad Anders Hjelen Anders Røttingen Enden André Luiz de Castro Figueiredo Andrea Armani Andrea Bergamelli Andrea Cominacini Andrea Follino Andrea Frau Andrea Giordano Andrea Guido Feraboli Andrea Lattanzi Andrea Lo Andrea Lucca Andrea Maugeri andrea micheloni Andrea Perina Andrea Salvatore Lucania Andrea Scabin Andrea Vitaloni Andreas Chari Andreas Loeckher Andreas Starrsjø Andrew Baye Andrew Beckstrom Andrew Ennenga Andrew Frampton Andrew Guiton Andrew Holmes-Swanson Andrew L. Solar Andrew Lotton Andrew Middleton Andrew O’Leary Andrew Solar Andy Barnard Andy Davidson Andy Hills Andy Simmons Angelica Babbi Angelo Pileggi Anjuna Krokus Ann-Kathrin Niederberger anna dilva pagni Anna Sara Bianconi Anna Seedhouse Annastasia Loucks Anthony Barclay Anthony Davis Anthony Eugene Simpson Anthony m Kovacs Jr Anthony Nijssen Anthony Ridgway Anthony Robinson Anthony Robinson Anton Vorobev Antonio Carrieri Antonio Consoli Antonio D’Onchia Antonio dell’Aquila Antonio Fonti Antonio Lonigro Antonio Montagnese Antonio Olimpi Antony Bailey Ares Boscaro Arian Scalise Arisa Scott Armand Soulliard Arnaldo Lefebre Arthur J Gibbs Ash Holt Ashley Alexander Ashley Crook Ashley Davies Ashley Slanker Ashley Teixeira Asparuh Georgiev Athena Carey August Jokela August Kraus Aurelio Castro Aurora Smith Austin Hoffman Austin Newton Axel Mellgren Axier Gonzalez Baden Swallow Badlands Comics & Games Barbara Basilico Barbara Ligi Barry Pace Bavo Callens Beatrice Buraschi Ben Carlyle-Ellebracht Ben Fowler Ben Graham Ben Thomas Benedikt Simon Benjamin Bravo Benjamin Gipson Benjamin Thomas Headlee Benjamin White Benjamin Widmer Bernard Trick Bernt Joar Sunde Besar Dida Bettina Laure Bianca Pellizzon e Jesus Bianchi Diego Bianchi Diego Bill Niblock Bjørn Kaare Aune Boone Bingham Brad Anderson Brad Coffman Brad Duska Braden R Dougherty Brandon Aycock Brandon Dunn Brandon Reynolds Brandon Thomure Brandon Whittington Brent Brett Sapp Brett W Brian Axness Brian Donnelly Brian Fleck Brian Gurd Brian H Harriman Brian Koonce Brian Moss Brian Runion Bridget Casey Brittany Parrish Brody States Bruce Nesmith Bryan A. Istenes Bryant Jones Caitlin Crowley Cale Williams Caleb James Slama Callum Goulden Calvin Hilde Carlo Augusto Pegoraro Carlo Benfatti Carlo Cerezo Carlo Grammatico Carlos Benito Cediel Carlos Daniel Muñoz Diaz Carlos H Benitez Carolyn Reid Casey Choate Casey Luchsinger Casey, Jack & Alexa Cecilie Lunde Konttinen Cesare Costantini Cesare Magnani Charles Abrams-Flohr Charles Heckman Charles Heckman Charles Leslie Charles Plimpton Charles Roelant Charlie Cordes Chase Rude Checco Cheryl Paberzs Chiara Tocco Chris Anderson Chris Capo Chris Challacombe Chris Delaney Chris Gunning Chris Hartmann Chris Kelly Chris Lasich Chris M Nelson Chris Merisalo Chris Renz Chris Rigney Chris Smith Chris Turlington Chris Wainman Chris Welhaven Chris Wuethrich Chris Zampich Christian Feltman Christian G. Panzer Christian Perron Christian Simson Christian Spiller Christian Toftdahl Christian Torstensson Christine Moore Christopher Berg Christopher Bruce Christopher Clinton Christopher Fong 327 Backer list Christopher Franklin Christopher Hill Christopher Johnson Christopher Kearney Christopher Settle Christopher Sulat Christopher Willemsen Christopher Wooten Chuck walle Churchill Claire St George Clark Langridge Claudio Ferrantini Claudio Marinelli Claudio Serena Clayton Thomson Cody Campbell Cody Carlson Cody Daigle Cole Warren Colin Lowther Colin Papworth Connor Bone Conor Calliste Cordara Fiorenza Corey Ross Cory McCoy Cory Perdue Craig Bunce Craig Johnson Craig Rasmussen Cristiano Bruzzo Cristiano Silei Cullen Travis Cuni Andrea Dale Brady Dalton Steele Damion R. Lazzara Damon Sandler Dan Daley Dan Santiago Dan Wasmer Dan Yarrington, Tabletop Tycoon Dana O’Gorman Daniel harris Daniel Løfstrøm Daniel Provencio Daniel T. Kulhanek Daniel Vehslage Daniele Anacleto Meiattini Daniele Gaiti Daniele Ginesu Daniele Minghiglioni Daniele Prisco Daniele Rizzi Danilo Bottura Danilo Ferraro Danilo Marcotti Danny William Silva Daragh Robinson Darien Liddell Dario Battini Dario Ceccanti Darklord Darren Anderson Darren Bouwmeester Daryl Berenguer Exposito Dathean G Luna Dave Manley Dave Mayer David David Aymerich David Bailey David Beavers David Brown David Corsalini David Costa David Dolph David Fix David G. Molina David Jack David Kramp David Luxton David May David Petersen David Tanner David Tregurtha David White David Whitehead Davide Ardizzone Davide Cannone Davide Cantini Davide Celotto Davide Lucarelli Davide Milano Davide Taviani Davis Walker Davy Krieger Dawid Wojcieszynski Demichelis Diego Dennis Dicosta Dennis Naizdobols Dennis Scalf Dennis Sidorick Derek Derek Guder Derek Jensen Derek Stoelting Desiree Casoni Diego Bosi Diego Magrini Dimitri Boriosi Doker Dolan Ross Scherfel Domenico Lascala Domenico Stragliotto Dominic Chim Dominic Rosario Dominika Wojewska Donald Albert Turner, Jr. Donald Darling Donatella Cavalleri Douglas Edenilson da Silva Drew Tillman Duane Vaughan Dustin Davis Dustin Griffin Dwayne Hauser Dylan Steele Earl C. Hedges Jr Ed Courtroul Ed Kowalczewski Eddie Chew Edgardo A. Montes Rosa Edoardo Billi Edoardo Cremaschi Edouard Contesse Edward Mahoney Eirik Skår Olsen Elena Eli Elia C. P. Mandelli Eliott Frilet Elisabeth Fields Elliot Cole Emanuele D’Amato Emanuele Petriglieri Emerson Riley Emilio Vallati Emily Dave Emmanuel E Bravo Enrico Enrico Carnevale Enrico Chiodo Enrico Romeo Enrique Lopez Eralclare Eran Lifshitz Eric Eric de Nobile Eric Ernst Eric Evilsizor Eric Feay Eric Keaton Eric Monzon Eric Ness Eric Riveracuebas Eric Valdes Eric Yost Erica Rapson Erich Smilovsky Erick Vianna Erik Baasch Sørensen Erik Eklund Erik Evensen Erik Growen Erik J Fredrickson Erik Jarvi Erik Johnson Erin Baker Erin Baker Ethan Albright Ethan Charles Allen Eugenio Maria Lauro Evan Doughty Evan Stegman Evan Stegman Evan Walters Fabio Bottoni Fabio Ceglia Fabio Ceriani Fabio Compostella Fabio Endrizzi Fabio Gemesio Fabio Patricolo Fabrizio Recchiuti Asr Fahad Mustafa Federico Acca Federico Ceci Federico Colombini Federico Falavigna Federico Fasson Federico Franceschi Federico Ghislotti Federico Lupo Federico Pilleri Felipe Torrent Felix Wahlgren Freudenthal Fernando Sousa Ferruccio Tebaldi Filippo Pessina Filippo Rivaroli Filippo Spezzani Flavio Zancarli Florian Narratio Forest Walton Fortuna Angelo Francesco Atzei Francesco Bambina Francesco Bergamini Francesco Castelli Francesco Corallo Francesco Giovannini Francesco Liedl Francesco Mentone Francesco Mondini Francesco Panitti Francesco Saverio Montemurro Scibeli Francesco Vovk Francesco Zavattini Francisco R Romero Francois Mersch Francesco Zecca Frank Hart Frank Kergil Frank Marsch Fred Dumas Frédérik Rating Gabriele Gabbani Gabriele Guarino Gabriele Marzagalli Gabriele Orlandi Gaiani Alessandro Garrett Garrett Bale Burks Garrett Keith Garrett Taylor Gary Dowell Gary Hite Gary Phillips Gaugler W Galamaoude Geert Lambrechts Gene Strand Geoffrey Strain Gerald Buhle Gerrit Bond Giacomo Beltrami Giacomo Culotta Gianluca Cappelletti Gianluca Mazzi Giaveri Claudio Gideon Kimmel Gilbert Fernandez Leon Gilles cherrier Gionny Armando Verrone Giorgio Cusimano Giorgio Politi Giorgio Rizzini Giovanne Giovanni Rizzo Giovanni Shintiara Pola Giovanni Streva Giuliano Gianfriglia Giuliano Iorio Giuliano Russo Giulio de Sanctis Glenn Tarpey Glenn Tarpey Gracjan Grant Anderson 328 Grant Bolling Grant Robinson Gregory Formaiano Gregory L. Viscardi Gregory McWhirter Gregory Rycerz Greta Marsigli Greve Viktor Holmgren Guido Campanini Guido Cantelli Guido Maria Biacchi Guido Rianna Gustavo Pereira Gwyn Bevan Hagai Gumpert Hákon Már Pétursson Haley Cable Harald Peherstorfer Hayden Ellery Hayden Lucas Hodge Henrik Røst Haarberg Henrique Pereira Henry S Howard Hoschek Matthias Hugo fillion Hunter Iain MacDougall Ian Ian A. Richmond Ian Barnes Ian Edberg Ian Kane Ian Kelleher Ian P Riutta Ian Stewart Ignazio Tarragoni Igor Rodrigues de Faria Incandescens Ines Kunzendorf Iramis Valentin Irin Berry Irina Visoiu Ivan Aguiari Ivan Cavestro Ivano Franzini Jack Dunlap Jack Falls Jack Kessler Jack Martin Jack Taylor Jackson Pollard Jacky Leung Jacob Bush Jacob E Plummer Jacob Eldred Jacob VanDeWoestyne Jacob Woods Jacopo Peroni Jacopo Rossi Jake Harris Jake Soules Jake Williams James Adnitt James Albrecht James Andrew davey James Buys James Christopher Burdick James Davidson James Dillane James Eldridge James French James Hatchett James Jones James Keys James Kurowski James l Clemons James Lopez James Nguyen James Piiparinen James Reiber James thompson James Van Horn James W Jordan III Jamie Jamieson Jamie Van Doren Jan Hulverscheidt Janina Tiainen Jannes Bergmann Jarl DM Jarryd Calleja-Horvath Jasmin Labrecque-Dion Jason Blackstock Jason Conner Jason cropper Jason Hardin Jason Hennigan Jason Lamb Jason Nelson Jason Payne Jason Pruitt Jason Shih Jason Viens Jaxvor Jayson Belec Jean-Francois Picard Jeanette Volintine Jeff Black Jeff Dixon Jeff Frischkorn Jeff Scifert Jeff Steuber Jeffrey Persson Jeffrey Scott James Jennifer Bowman Jennifer Pollard Jens Kristian Nielsen Jere Manninen Jeremy Ary Jeremy Haupt Jeremy Hochhalter Jeremy Lee Jeremy Manning Jerry A Reynolds Jesper Eklund Jesper Nøhr Jesse Bryan Jesse Rosen Jessica Dempsey Jessika Olsson Jim Austerman Jim Glass Jim O’Sullivan Jim Sharples Jinfei Koong Joakim Bjørkman Joe Kass Joe Schmid Joe Shipp Joe Whitbourn Johannes Stål John Bingham John Bowlin John Bramble John Brown John Cambra John Capasso John E Graham John Hutchinson John Lamulle John Larrimore John Luke Rappold John Martin John O’Dell John Rudd John Wright John-Paul Temple Johnny Nolen Jon Monserud Jon Terry Jon-Peter Sacko Jonah Stuart Jonah White Jonas De Mey Jonas Johansson Jonas Johansson Jonathan Angel Jonathan Barany Jonathan Brock Jonathan Chambers Jonathan Cook Jonathan Cook Jonathan Decker Jonathan Langford Jonathan Paul Huckaby Jonathan Relvas Jonathan Shimazu Jonathan Shipman Jonathan Smith Jonathan Stark Jonathan Stockman Jordan Hardy Jordan Hicks Jordan Holman Jordi Rabionet Hernandez Jorge Carrero Roig Jorge Encarnação Jorrit Seebregts Joseph Farris Joseph L Rhodes II Joseph Sokolik Josh Josh Collom Josh Hansen Josh T Blick Josh Whitney Joshua Bower Joshua Dahl Joshua Gammell Joshua Langhorne Joshua Nicholas Aeria Joshua Rivas Joshua White Josiah Brown Josiah Hendrickson Joyousenne Black JPL1205 Juan José Lofiego Juan Martin Maanon Juan-carlos rivera Juho Markus Sylvesteri Hautamäki Julian Taylor Julian weitz-elder Julio César Muñoz Benítez Justin Justin A Owens Justin D Reager Justin Dana Justin Joseph Cseripko Justin N Lee Justin Renard Justin Sjulestad Kailey Kailey Smith KamiSaotori Kántor Ferenc Szilárd Karen Ervin Karin Olsson Karl Schmidt Katherine Nesheim Katya Keith Jones Kelly Fisher Kelvin Browne Ken Brown Ken Hawkins Kenneth Gatt Kenneth Robkin Kenneth Walz Kenny Beecher Kent Douglas Taylor Kevin Kevin Reid Khyamix Kim Bené King Priamos Korey age Korey Mortlock Kraig Horigan Krishna Krister Persson Kristopher Daggett Kyle Kyle Alexander Wright Lance Myxter Lance William Thornton Laurent Maransin Leo Jenicek Leonard Leonard Ufer Leonardo Malfatti Leonardo Pucino LeRoy Harvey Leslie Blustein Lilit Beglarian Lily Liaw Lim Seng Kok Lindsey Ward Linus Lundberg Lisa Franke Lisa Padol Logan Kober Logan Yang Loraine McNeill Lorenzo A. Ricciardi Lorenzo Arena Lorenzo Bandieri Lorenzo Berti Lorenzo Collevecchio Loris Pereno Loris Vigano’ 329 Backer list Louis Chang Louis Gorlier Luca Bianco Luca Bolognini Luca Cappelletta Luca Carioni Luca Lugoboni Luca Manni Luca Moretti Luca Pappa Luca Vandi Luca Vandi Luca Volpato Lucas Berg Lucas Wiman Luciano Cermisoni Luigi De Luca Lukas Batz Lukas Kelly-Sandell Luke Charest Luke Christensen Lupo Lyla Madison Shadrick Magdalena Haring Manuel Congia Marc Eichenberger Marc-Andre Jeannotte Marcel Bovenschen Marcelo Arevalo Marcelo Cecconi Portes Marco Marco Baldini Tosi Marco Beltramino Marco Carfora Marco Cattaldo Marco Cellini Marco Donati Marco Figoni Marco Generoso Marco Luigi Giuseppe Beccaria Marco Maria Munari Marco Marinucci Marco Pernechele Marco Riccardi Marco Renzoni Marco Rosa Marco Signore Marcus Stahl Marek Antoniak Margit Holbl Mariano Mora Mario Almi Mario Rossignoli Marissa J Sanborn Mark Anthony Markham Mark Danbom Mark Eckenrode Mark Judson Goodrich, III Mark Keyworth Mark Miller Marn Manders Martin Greening Martin Heim Martin John Manco Martin Legg Martino Marelli Massimiliano Clò Mathias Wolfgang Saur Matt BleasdaleHe Matt C Handfield Matt Driadon Matt Martinez Matteo Bisanti Matteo Carlesi Matteo Ceppetelli Matteo D’Incecco Matteo DF Matteo Gandini Matteo Giacomazzi Matteo Mc’Iron Matteo Minni Matteo Moret Matteo Pedroni Matteo Romano Matteo Savko Matteo Scalavino Matteo Violi Matthew Boese Matthew Chirumbolo Matthew Erickson Matthew J King Matthew J MacGregor Matthew McDonald Matthew S. Kammes Matthew Smothers Matthew Swinburne Matthew Tomlinson Matthew Wild Matthew Wright Mattia Baldassin Mattia Dalmasso Mattia Debiaggi Mattia Martinelli Mattia pellegrinelli Mattia Poli Mauro Cesari Mauro Evatore Mauro “Kilamdil” Monti Maxime Paquette Maximiliaan Canik Mel White Michael Armstrong Michael Arroyo Michael Bedggood Michael Benyaich Michael Benyaich Michael Bøhmert Michael Brewer Michael Chandrasegaran Michael D Levins Michael E Carter Michael Fulks Michael Harris Michael J. Benensky Michael J. 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Patrick Reymann Patrick Walker Patrik Mikael Ørseng Patrizio Palluzzi Paul A Cooper Paul A Tutcher Paul Bladon Paul Curran Paul Easton Paul Hedrick Paul Neafsey Paul Radomski Paul Rosez Paul Savitts Paul Schifferer Paul Stasiak Paul Steffens Paul Taylor Paul Thomas Pavlos Kalogeras PDeMars Pedro Barrenechea Per Olav Kristiansen Peter Farsang Peter Gates Peter Hensler Peter Lawrence Peter Risby Peter Wood Phil Mozeika Philip J Fracica Philip Metcalfe Philip St. Onge Philippe Deville Phillip Franklin Pontious Pierpaolo Melloni Pietro Pietro Costantini Pietro Sotgiu Pospishnyi Olexandr Prince Maxi Quade Archibeque Quinn Pereverseff Quinton Robert Conner Halliday Rachael B. Randolph Rachel Young Rafael Cerrato Castellote Rafael Dorado Gregorio Rafael Fagundes Pinto Raffaele RamonaE Ramos Rob Random Skevington Randy Chikosky Raymond P Brock RDP Reagan McLeroy Realm Pictures Rebecca Foxhoven Rebecca Love Reda Bousbah Reece Lord RelientKitten Reto Kiefer Rhys Williams Riccardo Carrieri Riccardo Carrieri Riccardo Di Dio Riccardo “Hrafnagudh” Galla Riccardo Rumor Ricci Marta Ottavia Richard Costello Richard Fieldhouse Richard Halpin Richard Isaak 330 Richard Poffenberger Richard Sorden Richard Tuttle Rkorambler Rob Spieldenner Robbie Thomson Robert Adducci Robert Bodine Robert Carsner Robert Eckman Robert Ekendahl Robert Jameson Robert McKavanagh Robert McNeal Robert Miklos Robert Monkman Robert O’Rourke Robert Øverbring Robert Slevin Robert W Melcher III Roberta Piva Roberto De Luca Roberto Riccioli Robin Aldridge Rocco Fontana Rodrigo Fazendeiro Roger Orth Ronan Mcintyre Ronny Grudt Rory Ross Ross Mack Rotem Cohen Roux Frederic Rudy Thauberger Ruggiero Civita Russell Ventimeglia Rusty Brixey Ruth-Ann Phillips Ryan Ryan Acheson Ryan Bateman Ryan Crabtree Ryan Crowe Ryan Jewell Ryan Kitchel Ryan Kitchel Ryan Mims Ryan Schell Ryan Schell Ryan Surbey Ryan Wilson Saajan Patel Sabrina Schiavo Sakditat Kwanchaitanya Salvatore Puma Sam Curry Sam Fellows Sam Piaggio Samuel J Flegal Samuel Levesque Samuel Merlin e Venanzio Colombo Samuel Orlandini Samuele Nicotra Sarah Cass Sascha Münchow Scott Couch Scott Kehl Scott Kuhl Scott Moore Scott Paisley Scott Peterson Scott R Handren Scott Sturm Scott Zuris Sean Birge Sean D. Watson Sean DeMontigny Sean Esterline Sean Owen Sean Rogers Sebastian Agoston Sebastian Zacharias Seren Wilford-Cole Sergio Fernandez Gutierrez Seth Parks Seth Peck Seth Richter Seth Wade Turbyfill Shanan Rodgers Shane Bradley Shane Cordes Shannon kelly Shaun Bellaman Shaun Bellaman Shaun Davis Shauna Gordon Shawn Jones Shawn Polka Shrimpiclese Silvia Simon Simon Threasher Simone Calcinardi Simone Cortesi Simone Erbeia Simone Faedi Simone Shay Piscitello Simone Rocca Simone Spurio Siobhan Tate Skyler Martin Smink Sangsura Solimr Solomon Ingalls Søren Møller Starcke Spencer Chase Spencer Harris Silbersmith Stanta Maximilian Stefan Bachmann Stefan Friedl Stefan Meertens Stefan Persson Stefán Þór Reykdal Stefano Stefano Marin Stefano Repossi Stefano Romeo Stefano Vanetti Steffanie Piche Stepan Bulatov Stephan Hoedl-Araujo Stephanie LeBouthillier Stephen Bowyer Stephen Daniels Stephen Edwards Stephen Faure Stephen Hindmarsh Stephen Kalmas Stephen Penders Sterz Sebastian Steve Cranford Steve Edwards Steven Danielson Steven Dolan Steven Lightheart Steven Lord Steven MacLauchlan Steven Vaughn Steven Wolpern Stewart Wheeler Storm Holloway Stuart Foster Superchunk Sylvain Cousineau Tadd Layton Tahir Raines Tahlia Ann Espenscheid Takehiro Tami Hamilton Terry Zimmerman Tessa Rose Beyers Thaddeus R Winker Thea Turnbow Theodore Bomba Theron Lind Thethirdsin Thierry Fonville Thokada’Jin Thomas Alexander Casadio Malagola Thomas B Dean Thomas Biskup Thomas Franz Thomas Harrison IV Thomas Hughes Thomas Jackson Thomas Lincoln Hays Thomas Martin Eifried Thomas Milazzo Thomas Saboy Thomas Tramantano Thomas Watchorn Thomas Weber Thor Anderson Thorben Graumann Thorbjørn Kaels Tim Baker Tim Christian Ustad Tim Cunningham Tim Rose Tim Shannon Timothy Ball Timothy W Gibson Jr Tiradhorn Tiravongchaipunt Tiziano Grandi Tobias Dworschak Tobias Ekenberg Tobias Johannesson Toby Stanmore Todd Rigertas Todd Stephens Toh Choon Hao Tollis Antonio Tom Dodson Tomas Fontecilla Tommaso De Benetti Tommaso Franza Tommaso Guarnieri Tommaso Mondadori Tommy Frost Tony Martini Tony Milani Topher Bostick Tramaine Stephens Travis Lee Berg Trevor Sieben Troy Partridge Troy Wells Tudor Damian Tyler Guthrie Tyler Kechula Tyler Matthews Tyler Steigel Tyler Williams Tyron Sabel Ugrivous Ulf Henriksson Valentina Mazzetto Valerian Akselrod Valerio Vistarini VanQuishSquid Vasil Lyutskanov Veronica Carmocan Victoria Barker-Woodlands Violet Quinn Sidorick Vincent A. DiPaula, Jr. Vincent Hendrik Mengual Vincent Laplante-Sasseville Vincent Smith Vincenzo Lancella Vincenzo Messina Vittorio Grimaldi Vladislav Heger Vullo Mauro Wade Geer Walter Seaton Wesley Kern Will Dawson Will Sathre Will Thomas Will Tubbs William Angus William Bidlack William Burgess William Dease William Ellaway William Hunt William Lee Roe William Parker William Tyler Murphy William Verlinden Yong Jun Park Yu Tsai Su Zac Stafford Zach Starkey Zachary Brown Zachary Carter Zachary O’Neill Zachary Rademan Ziv Plotnik Zivan Denney Zsolt Kohári Χριστόφ μιξοβάρβαρος 331 Backer list Men brave and generous live the best lives, seldom will they sorrow; then there are fools, afraid of everything, who grumble instead of giving. HÁVAMÁL - Gestaþáttr (48) Poetic Edda 1427 thanks! Journey to Ragnarok 332 Fun Fact In addition to the Creator Tokens, there are non- player characters within Journey To Ragnarok whose faces are inspired by team members or our fans. • Asbjorn is inspired by Andrea Lucca. • Blóttré is inspired by Antonio Dell'Aquila. • The Cleric (page 41) is inspired by Mirko Sacchetti. • Gamallbjarki is inspired by Alex Melluso. • Guàrdinjandr is inspired by Andrea Guardino. • Koltønn is inspired by Michele Paroli. • Kynbani is inspired by Andrea Bergamelli. • Límrún is inspired by Francesco. • Njörðr is inspired by Marco Munari. • The Rune Master (page 54) is inspired by Daniele Iannucci. • Sknaht is inspired by Silvia Paindelli. • Spekisvidhr is inspired by Nicola Degobbis. • Thorunn is inspired by Elena Giovannetti. Creator Token During the Kickstarter campaign the following back- ers chose to participate in the creation of Journey To Ragnarok with a Creator Token. They collaborated with the team in designing Magic Objects or NPCs that will be part of your gaming sessions! Non-Player Characters • Benjamin Thomas Headlee has collaborated in the design of Thorleif Sikiroddr (page 147) • Enrico Romeo has collaborated in the design of Alrekr Sigthollr (page 130) • Gary Morris Hite has collaborated in the design of Revr, the Fox (page 143) • Mark Judson Goodrich has collaborated in the design of Freydis Bergljot (page 248) Magical Items • Alex Stinger has collaborated in the design of Mjollnir’s replica: Kuttnir (pag. 299) • Jack Falls has collaborated in the design of Sword of Skallfoss (pag. 302) • Mirko Sacchetti has collaborated in the design of Conqueror’s Axe (pag. 296) • Nicholas Purcell has collaborated in the design of Ring of the Silent Hunter (pag. 300) • Skyler Martin has collaborated in the design of Ægir’s Tree-engraved Drinking Horn (pag. 296) Index 333 a Ægir (Æsir) 245 Ægir’s Tree-engraved Drinking Horn 296 Æsir 206 Aett of Freyja 308 Aett of Heimdallr 312 Aett of Tyr 316 Agantyr (Corporeal Draugr) 151 Albruna (Vanir) 245 Alcis (twins) (Vanir) 245 Algiz 315 Alignments 14 Almattki (Vanir) 245 Alrekr Sigthollr 130 Andvaranautr 300 Angrboda 261 Angurvadal 296 Ansuz 309 Appendix 294 Aptrgangar 164 Asatru Ability 14 Asbjorn, The Red 131 Asgardr 184 General Features 184 Maps 187 Asvid 262 b Backer List 326 Backgrounds 63 Bondhi 64 Gothi 66 Huscarl 68 Jarlr 70 Skògarmadhr 72 Thallr 74 Vaeringhi 76 Vikingr 78 Baldr 193 Bara (Vanir) 245 Bergelmir 262 Berkana 316 Bibliography 325 Blodughadda (Vanir) 245 Blóttré, “Tree of Sacrifice” 132 Braghist (Múspellsmegir) 274 Bragi (Æsir) 194 Brokkr and Eitri (Dvergar) 222 Byleist (Múspellsmegir) 274 C Character Sheets 320 Clans 18 Bear Warriors 19 Gjallarhorn 22 Icy Crows 25 Jötunn Sons 29 Odhinn’s Eye 32 Wolves of the Shadow 35 Classes 38 Barbarian 38 Bard 40 Cleric 41 Druid 42 Fighter 43 Monk 45 Paladin 46 Ranger 47 Rogue 48 Rune Master 50 Sorcerer 57 Warlock 59 Wizard 61 Conqueror’s Axe 296 Creator Token 332 Cursed Berserker 133 d Dagaz 319 Death in the Nine Worlds 14 Draugr, Corporeal 133 Draugr, Incorporeal 134 Draupnir 297 Dufa (Vanir) 245 Dvergar 223 Dvergar Mage 223 Dvergar Soldier 223 e Ehiwaz 314 Ehwaz 317 Einherjar 206 Encounters on Asgardr 193 Encounters on Helheimr 176 Encounters on Jotunheimr 261 Encounters on Ljosalfheimr 234 Encounters on Midgardr 130 Encounters on Muspellsheimr 274 Encounters on Nidavellir 222 Encounters on Niflheimr 164 Encounters on Svartalfheimr 216 Encounters on Vanaheimr 245 Epilogue 284 Equipment 80 Expand Midgardr 128 f Fafnir 224 Farbauti (Múspellsmegir) 274 Fehu 308 Fenmark 113 Fínnbol 114 The Swamp [4-5] 113 Fenrir 286 Fjolsvinn (Jötunn) 263 Forewords 5 Forseti (Æsir) 194 Freydis Bergljot 248 Freyja 246 Freyja’s feathered Cloak 297 Freyr 236 Frigg (Æsir) 194 g Gamallbjarki Snjallrson 135 Garmr 176 Gebo 311 Gerdhr (Jötunn) 236 Geri and Freki 200 Gertrud, Melega and Dontoka 151 Gnitaheith, Fafnir’s Liar 219 Gramr 297 Guàrdinjandr 136 Gudmund 274 Gullinbursti 237 Gundabald 137 Gungnir 298 Guthrum Óeidhar 137 Journey to Ragnarok 334 h Hagalaz 312 Hati 289 Heil Hofn Scouts (Scout) 151 Heimdallr 195 Hel 177 Helheimr 168 General Features 168 Maps 171 Hellblindi 275 Hengiankiapta (Jötunn) 263 Hödhr (Æsir) 196 Hor (Svartalfar Mage) 216 Hörgr 249 Hrimgrimnir 292 Hrimþursar 164 Hrókr Fjalson 138 Hrungnir (Jötunn) 263 Hrymr 263 Huginn and Muninn 200 Hymir (Jötunn) 263 Hyrrokkin (Jötunn) 263 i Idhunn (Æsir) 196 Index 333 Ingwaz 318 Isaz 313 j Járngreipr 298 Jera 313 Jord (Svartalfar Mage) 216 Jörmungandr 293 Jotunheimr 256 General Features 256 Maps 259 Jötunn 261 Journey on Asgardr, The 192 Journey on Helheimr, The 174 Journey on Jotunheimr, The 260 Journey on Ljosalfheimr, The 232 Journey on Midgardr, The 124 Journey on Muspellsheimr, The 272 Journey on Niflheimr, The 163 Journey on Svartalfheimr, The 215 Journey on Vanaheimr, The 244 Journey to Ragnarok, The 84 Jutland 117 Danevirke 118 Siste Festning 120 The Islands [4-5] 122 The Peninsula [4-5] 117 k Kenaz 310 Key Players of Ragnarok 286 Koltønn Ginnungason 139 Kuttnir, Mjollnir’s replica 299 Kynbani Bergelmirson 140 l Laguz 318 Laufey (Múspellsmegir) 274 Leif Logisson 141 Límrún, “Rune of the Branches” 142 Linnormr 178 Ljosalfar 234 Ljosalfar Archmage 235 Ljosalfheimr 228 General Features 229 Maps 231 Ljosalfheimr Champion 235 Lodin (Jötunn) 263 Loki 196 m Magic in the Nine Worlds 15 Magical Items 296 Mannaz 317 Medallion of the Heart of Muspellsheimr 298 Megingjörð 299 Midgardr 92 General Features 92 Maps 93 Midgardr, Casual Encounters 152 Fenmark - The Swamp 153 Jutland - Dry Land 154 Norvgr - The Coastal Area 152 Norvgr - The Snowy Mountains 152 Svtjod - The Great Forest 153 The Sea Midgardr 154 Mimir 264 Mjollnir 299 Móðguðr, Guardian of the Golden Bridge 179 Muspellsheimr 268 Múspellsmegir 274 Index 335 n Names Pronunciation 324 Nanna (Æsir) 197 Nauthiz 312 Nidavellir 218 Níðhöggr 180 Niflheimr 158 General Features 159 Maps 161 Niflungar 165 Nine Virtues, The 14 Nine Worlds, The 12 Njörðr 252 Norvgr 94 Heill Hofn 97 Siste Klintr 103 The Coastal Area [1-2] 94 The Snowy Mountains [4-5] 99 The Trolls Cavern 104 o Odhinn 198 OGL 336 Origins of the Worlds, The 10 Ormgudinna 179 Othila 319 p People of Midgardr 16 Perth 314 Priest of the Only Flame 143 Prologue 278 Prophecy of the Volva, The 8 r Ragnarok 280 Raido 310 Reading The Runes 307 Reef Hermit (Commoner) 151 Revr, the Fox 143 Ring of the Silent Hunter 300 Rune Divination 304 s Shieldmaster 144 Sif 201 Sinmara (Múspellsmegir) 274 Skadhi (Jötunn) 264 Skíðblaðnir 301 Sknaht 145 Skofnung 301 Sköll 288 Sleipnir 201 Sons of Ivaldi (Dvergar) 222 Sowilo 315 Spekisvidhr, Wood of Knowledge 146 Surtr 275 Svalin 301 Svartalfar 216 Svartalfar Mage 217 Svartalfar Warrior 217 Svartalfheimr 210 General Features 210 Maps 211 Svenn Skallfoss (Veteran) 151 Svtjod 106 Skjult Borg 108 The Great Forest [2-3] 106 Uppsala 110 Sword of Skallfoss 302 t Table Results 306 Tanngnjóstr and Tanngrisnir 204 Teiwaz 316 The Daughters of Dvalinn 222 The Noble Houses, Ljosalfheimr 234 The Noble Houses, Svartalfhiemr 216 Thjassi (Jötunn) 264 Thjodhrorir 222 Thor 202 Thorleif Sikiroddr, “Silk Voice” 147 Thorunn Horikdottir 148 Thrym (Jötunn) 264 Thurisaz 309 Troll Kidh 149 Troll King 150 Troll of Midgardr 149 True Sunstone 302 Tyr 204 Tyrfing 302 u Ullr (Æsir) 205 Uruz 308 Using The Runic Dice 306 Utgardhaloki 265 v Valkyrjar 207 Vanaheimr 240 General Features 241 Maps 243 Vanir 245 Vidharr (Æsir) 205 w Wunjo 311 Open Game L icense Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trade- mark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modifica- tion, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, trans- formed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, pro- cedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any addi- tional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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You agree not to indicate compatibility or co adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF LICENSE Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc. CLASS & LEVEL RACE ALIGNMENT EXPERIENCE POINTS BACKGROUND PLAYER NAME CLAN CHARACTER NAME STR DEX CON INT WIS CHA SAVING THROWS ARMOR SHIELD MAGIC MISC. AC DESCRIPTION HIT DICE ACTIONS BONUS ACTIONS REACTIONS DAMAGE/TYPE RANGE PROF. NAME & DESCRIPTION SKILL ATK BONUS GP SP CP Temporary Hit Points CURRENT HIT POINTS HIT POINTS SUCCESSES FAILURES DEATH SAVES ATTACKS: WEAPONS & CANTRIPS ACTIONS EQUIPMENT ARMOR SKILLS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA Light Medium Heavy Shields ARMORS WEAPONS Simple Martial Others PROFICIENCIES & LANGUAGES INSPIRATION PROFICIENCY BONUS ARMOR CLASS INITIATIVE SPEED LANGUAGES TOOLS & OTHERS RESISTANCES Acrobatics (Dex) Animal Handling (Wis) Arcana (Int) Asatru (Wis) Atletica (For) Deception (Cha) History (Int) Investigation (Int) Medicine (Wis) Insight (Wis) Intimidation (Cha) Nature (Int) Perception (Wis) Survival (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Stealth (Dex) PROF. EXP. PASSIVE WISDOM (PERCEPTION) PASSIVE WISDOM (ASATRU) Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc. ALLIES CLAN RACE FEATURES FEATS FLAWS PERSONALITY TRAITS CHARACTER PORTRAIT BONDS IDEALS BACKGROUND CHARACTER NAME GENDER ALIGNMENT AGE FAITH SIZE HAIR WEIGHT SKIN HEIGHT EYES Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc. CLASS FEATURES NOTES Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc. Spell sheet 1st LEVEL 4th LEVEL 5th LEVEL 6th LEVEL 7th LEVEL 8th LEVEL 9th LEVEL 2nd LEVEL 3rd LEVEL DESCRIPTION LEVEL REF. SAVE TIME DURATION RANGE SCHOOL COMP. SAVING THROW DC SPELLCASTING ABILITY ATTACK MODIFIER SPELLS SPELL SLOTS SPELL/CANTRIP Journey To Ragnarok Copyright © Michele Paroli, 2017 - Character Sheet - Based on Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc. SPELLS DESCRIPTION LEVEL REF. SAVE TIME DURATION RANGE SCHOOL COMP. SPELL/CANTRIP
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mana Project/Journey to Ragnarok - Adventure and Setting.pdf
Official Errata for Necropolis (Original Book) These changes apply with immediate effect to the original Necropolis setting. They comprise the major changes to the rules found in the new print run of Necropolis 2350. They overrule any previous errata published. Changes to the game’s background are not included here. Change These apply if you are using the Explorer’s Edition of Savage Worlds. The half-damage from piercing weapons continues to apply. This is a major part of the Rephaim’s strength and should not be removed. Consider it a setting specific rule. Use the following weapon damages: baton (Str+d4), heartbreaker (Str+d6/2d6), molecular knife (Str+d4+2, AP 2), molecular sword (Str+d8+2, AP 4), sledgehammer (Str+d8), spear (Str+d6), rune dagger (Str+d6+2, AP 2), and rune sword (Str+d8+4, AP 4). Note that molecular weapons retain the +2 bonus and AP even if a hero has a lower Strength die. For instance, a Knight with Strength d6 causes 2d6+2 damage AP 4 with a molecular sword. Clarification Necropolis states in the Necromancy section that, “A necromantic damage-causing spell actually drains the life-force of victims….” It then goes on to explain how the game mechanics for this work. This bonus applies only to necromantic spells invoked using Necromancy, such as bolt or blast. Weird Science gizmos, even weapons which simulate a damage-causing spell, do not gain these benefits. The key difference is that Weird Science uses gizmos, not spells. In pure game terms this is semantics, but in the world of Necropolis the difference is much greater— necromantic spells draw energy directly from the Dark, whereas gizmos draw their power from human hearts. Errata Chaplains no longer have access to every spell from the Savage Worlds rules. They cannot use burrow, fly, shape change, teleport, or zombie. Errata The Valhalla Graduate Edge has changed. It has a Wild Card requirement. The second paragraph now reads, “The character gains +1” to his “command radius” per character Rank, starting at Novice. He gains +1 to all Knowledge (Battle) rolls. In addition, he may ignore the Rank requirements when taking Leadership Edges.” Errata The Élan Edge has changed. Replace the second paragraph with, “Characters with the Élan Edge who spend a benny to reroll a trait roll and score a raise on the reroll have their benny returned to them.” Errata The Tactician Edge has changed. It now reads, “At the beginning of a fight, before any initiative cards are dealt, the hero makes a Knowledge (Battle) roll. For each success and raise he receives one initiative card. These are kept separate from his regular initiative cards and are not placed back into the deck until used or the combat ends. At the start of any round, the hero may give one or more of these extra cards to his allies, whether Extras or Wild Cards, who then use it as their initiative card for the round in place of the one dealt them. Only one character per encounter may use this Edge.” Errata The Flagellant has a crew of 3, not 2 (commander, driver, gunner) and carries 1000 rounds per gun. Errata The flechette chain gun works in a different way. When fired on the ground, it can only be used to conduct a Suppressive Fire attack. Each burst fires 50 rounds. Due to the chain gun’s high rate of fire, targets have –1 to their Spirit rolls. Foes who roll a 1 or lower on their Spirit die (regardless of Wild Die) are hit and suffer damage normally. When fired from an aircraft, it uses the Guns rule under aircraft support. Errata The second paragraph under the Flagellant now reads, “The Flagellant’s main drawback is that all four guns must be fired at the same target area. Place four adjacent Medium Burst Templates (forming a square) on the battlefield within range. Make a single Suppressive Fire attack (the guns are linked and all either hit or miss).” Errata Exploding corpses ignore all piercing weapon damage. Heavy Weapons, other melee weapons, lasers, explosive weapons, and flamethrowers inflict normal damage. Errata The following entries indicate minor, major, and mortal sins for characters with the Arcane Background (Miracles) Edge. The WM is free to add or remove entries to suit his version of Necropolis. Minor: Refusing to destroy an Extra undead, engaging in conversation with an undead (except to Intimidate, Taunt, or interrogate it), allowing a corpse to be buried without proper rites, desecrating a tomb or other sanctified burial place, refusing to aid a human in need (except known cultists), committing a minor crime. Major: Refusing to destroy a Wild Card undead, refusing to hand over a cultist to the Inquisition, using a necromantic gizmo, committing a major crime. Mortal: Knowingly aiding an undead or known cultist, taking a human life (except cultists), committing a capital crime.
textdata/thevault/Triple Ace Games/Necropolis 2350/Savage Worlds - Necropolis - Errata.pdf
Mummy 2nd Edition For those Egyptophiles out there, here is the reposting of the original text for the Mummy 2nd Edition Errata. Disregarding the moronic omission of the Mummy 2nd character sheet, the new rules for freebie-point expenditure and Sekhem costs are atrocious. We were trying to do something different with the freebie-point costs for mummies, much as we were with the Discipline variations between (say) Dark Ages Celerity and Masquerade Celerity. And, much as with the Dark Ages Discipline differences, this proved to be a foolish, bone-headed decision on WW's part. Mea culpa. So, without further ado, here are some alternate charts for mummy freebie-point expenditure. Freebie Costs Attribute - 5 Ability - 2 Hekau Path - 7 Background - 1 Virtue - 2 Sekhem - 2 Ba - N/A Ka - 4 Humanity - 1 Willpower - 1 Experience Costs Cost to Increase Sekhem: current rating. Weather Spells: Certain Celestial magic and a couple of other spells cannot be figured per the normal method. In this case, treat the cost as (Level of the Spell+4).
textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/Vampire/Vampire (oWoD)/World of Darkness (WoD)/oWoD/Mummy (c)/Mummy 2nd Errata.pdf
Руководство Кампании Забытых Царств Источник: Forgotten Realms Campaign Guide, D&D 4 Перевод: Leytan, [email protected] Глава 2 ПРИКЛЮЧЕНИЯ Мир кампании Забытых Царств заполнен многими чудесными нациями, фантастическими расами, и мощной магией. Новый век вводит еще более великие элементы невероятного к этому яркому, постоянно меняющемуся миру. Торил – живой растущий мир, дом для многих тысяч интеллектуальных существ с их собственными имена и делами, природой и историей. Могучие герои бродят по земле, создавая новые легенды своей храбростью и намерениями. Рослые воины хафлинги сражаются против демонов, наводнивших Врата Железного Клыка в Дамбрате. Колдуны дженази из чудесного Аканула изучают секретное искусство дикой магии. Хитрые хулиганы Чессенты скрываются на аллеях и базарах Лутчека, Города Безумия. В мире героев, как светлых, так и темных, вы должны выбрать, где будете сражаться и на чью сторону встать. За прошедшие двадцать лет, много правил и идей были представлены в игровых приложениях, романах, комиксах и видеоиграх, и то перенасыщение информацией поначалу может сильно сбивать с толку. Ключ к управлению успешной кампании Забытых Царств – малый старт. Каждая кампания должна быть уникальной, удовлетворяющая потребностям и индивидуальностям игроков и Данжон Мастера. Попробуйте не ограничивать себя рамками или избегать чего–либо «не официального». Торил – очень большое место, с более чем достаточным количеством мест для персонажей и кампании, чтобы развиваться вне того, что представлено в этой книге или других источниках кампании Забытых царств. Эта глава содержит следующие секции. • Ваша Кампания в 1479 DR: для ДМа, у которого уже есть идущая кампания, эта секция предлагает идеи для перемещения игры в текущий год. • Путешествие по Миру: Чума Заклинаний и ее последствия сделало путешествие более опасным. Здесь предлагаются некоторые из более безопасных способов передвижения. • История: краткий обзор главных периодов в Истории Торила до настоящего времени. • Сокровища: предметы искусства и другие ценные изделия добавляют небольшой аромат в запасы сокровищ Забытых Царств. • Глоссарий: специальные слова и термины, добавляющие реализм в вашу игру. ВАША КАМПАНИЯ В 1479 DR Начиная с предыдущего выпуска кампании Забытых Царств, линия времени передвинулась на сто лет. Это настоящий скачок, но то было необходимым для фокусировании на совершенно новой перспективе потенциальных историй и приключений на Ториле и вне его. Это – большое регулирование, но ДМ и игроки, кто вложил много сил в кампанию и своих персонажей, не должны бросать свою игру. Вы можете включить новые идеи из этого выпуска в кампанию, планируя изменения. Если у вас есть активная кампания, которая следует линии времени предыдущего выпуска, то вы можете довольно легко продвинуть вашу игру на сто лет вперед с некоторыми регулировками. Вот некоторые предложения для обработки изменений линии времени в вашей игре. ПРОДВИЖЕНИЕ ЛИНИИ ВРЕМЕНИ Самый легкий способ приспособить вашу кампанию – не изменять все внезапно. Продолжите события вашей игры в 1375 DR и далее как вы хотите, возможно используя некоторые события, описанные в Главе 6 и в Великой Истории Царств, чтобы ввести «будущее истории» в вашу кампанию. Однажды вы достигните естественной точки остановки, и сможете начать новую кампанию в Году Нестареющего. (Начало новой кампании – также самый легкий путь к переходу правил 4ой редакции D&D). Чума Заклинаний 1385 DR – возбуждающее, апокалиптическое событие, которое может быть великим способом завершить вашу текущую кампанию. Включите ваших персонажей игроков в историю так или иначе, в события, которые отражают (или создававшиеся непосредственно) убийство Мистры Цириком, с подстрекательством Шар. Возможно события Чумы Заклинаний предзнаменовали подземелья, случаи, элементы истории в вашей новой кампании. ПРОДВИЖЕНИЕ ПЕРСОНАЖЕЙ Если ваши игроки не хотят создавать новых персонажей, передвиньте РС в новую линию времени. Один из способов выполнить эту задачу состоит в том, чтобы использовать Чуму Заклинаний непосредственно. Вместо того, чтобы быть уничтоженными, РС были заключены в коконе в бесконечную магическую матрицу, как насекомые в янтаре. Куколка наконец распалась или была сломана внешними силами в Году Нестареющего. Игровые персонажи появляются, мигая и восстанавливаясь (и возможно некоторые из них получили шрам заклинаний за это время). Другой способ переместить ваших персонажей – портал замедленного времени. Порталы находятся на всем протяжении Торила, и многие из них ведут себя довольно не определенно. Любой портал может перемещать персонажа с места на место, но мудрецы знают, что время и место – две стороны одной медали. Сбой в нормальной работе портала мог вызвать РС, чтобы появиться в будущем, на сто лет вперед. Возможно персонажи даже знали, что данный портал не стабилен во времени, но они все равно решают вступить в него, так как это путь ведет к злодею, которого они давно выслеживали и обязаны отдать под суд. Вы также можете переместить персонажей по линии времени по договоренности. Вместо того, чтобы делать это с оригинальными персонажами, ваши игроки могли бы взять на себя роль потомков этих персонажей, заверенных семейной честью владеть оружием предков и закончить поиски, возложенных на них как наследниках. Персонажи могут сохранить их концепцию и общий уровень силы, но использовать правила 4ой редакции D&D. ПУТЕШЕСТВИЕ ПО МИРУ Континент Фаэрун в 1479 DR не имеет сетки торговых маршрутов как в старые времена. Бедствия, бушующие монстры, возвышение злых империй изменили пейзаж. Множество дорог пришли в упадок и имеют плохое состояние, несколько портов высоки и сухи, и многочисленные некогда города – теперь пустые оболочки или затопленные руины. Но смелость и риск окунуться в темноту между островками света остается по прежнему полезным и возбуждающим предприятием. Путешествие по пересеченной местности опасно и часто трудно – следующие средства транспортировки более безопасны и легче. Дороги: некоторые дороги остаются в хорошем состоянии, требуя только крепкие ботинки или верховое животное, чтобы было быстрее, если перемещение слишком замедлено. Караваны: торговые караваны путешествуют и по дорогам и там, где приходится путешествовать на длинные расстояния. Персонажи могли бы быть наняты в качестве охранников для поездки. Корабли: путешествие водным путем остается популярным между городами с речными или морскими портами. Порталы: немного порталов все еще функционируют, и только самые удачливые натыкаются на них. Однако заклинатели могут исполнять ритуалы, позволяющие быстрое путешествие между широко отдаленными местами. Полет: некоторые нации имеют воздушный транспорт, включая Высокий Имаскар, Тиманзер и Нетерил, но такие перевозки редко доступны для использования приключенческими компаниями. Хождение по Планам: планы Шедоуфелл и Фейвайлд несколько соответствуют географии Торила, позволяя путешественникам обходить некотрые неблагоприятные места в мире, перемещаясь в одном их этих планов некоторое время. Специальные ритуалы позволяют планарное перемещение для более быстрого путешествия (конечно, другие планы также имеют собственные опасности). ПРИКЛЮЧЕНИЕ И ЗАКОН По определению, авантюристы хорошо вооружены и способны к магии. Они невероятно опасны для своих врагов – и не всегда безопасны даже для друзей, окружающих их. Однако большинство жителей Сердцеземья и Севера хорошо расположены к авантюристам с благими намерениями. Они знаю, что такие люди ежедневно рискуют и не хотели бы сами сталкиваться с подобным. Авантюристы, которые заверяют преданность правителю или стране, отношения которой совпадают с их собственным, могут получить приключенческий чартер, предоставляющий им законность и защиту мощного покровителя. Дипломированных авантюристов считают офицерами королевства, которому они служат, они могут арестовывать, и им предоставляется защита против вмешательства местных лордов, гарантируемая в соответствии с пунктами чартера. КОРОЛЕВСКИЙ ЧАРТЕР КОРМИРА В Кормире не только желательно получить чартер – это закон. Королевство закрывает глаза на тех, кто путешествует по сельской местности как служащий армии, кто, по видимому, не имеет более высокой цели, чем искать приключения. Без чартера могут быть авантюристы, типа любой силы, представляющей короля, включая Пурпурных Драконов и местную милицию. Чартер может быть получен с помощью Лорда Командующего Замка Высокий Рог, Начальника Восточных Маршей из Замка Краг, или Лорда Высокого Маршала из Королевского Суда в Сюзейле. Основные чартеры имеют ежегодную стоимость в 25 золотых, но не всегда гарантируют свободный проход, так как они могут быть легко подделаны. Написанные вручную на золотой фольге и заверенные лично подписью правителя Кормира стоят 1000 золотых монет с ежегодным обновлением в 300 золотых. АМНИЙСКОЕ ПРЕДПИСАНИЕ КАПЕРА Авантюристы, особенно колдующие, считаются вне закона в Амне, если их не лицензирует Совет Пяти. Законное предписание капера, выпущенное в Аскатле, разрешает держателю носить оружие, творить заклинания и атаковать морские суда, освобождаясь от преследования и находясь под полной защитой Пяти Домов. Иностранцы видят в авантюристах, владеющих предписанием капера немногим лучше, чем пиратов и охотников за сокровищами. ИСТОРИЯ Установка Забытых царств богата знаниями и историей. Как и наш собственный мир, Торил сформировывался и ваялся беспощадными ветрами истории и временем. Древние войны, ужасные катастрофы, личные трагедии и великие триумфы – все это дало начало последствиям, которые в свою очередь вызвали другие войны и бедствия. Таким образом имеется бесконечный цикл причин и последствий, растянувшийся на тысячи лет и затронувший сотни городов и королевств. Самая общая история Торила ведет свои корни назад к древнему Нетерилу. Это популярный человеческий миф о создании вселенной Богом Ао и последующей эпической борьбы между богами света и тьмы. Только недавно появились другие, более древние легенды, записанные саррукхом Окотха и отраженные драконорожденными с Вернувшегося Абейра. Объединяя общие нити из обеих записях, поддерживая прилежным изучением и фактами, ученые и историки сегодня получили более ясное понимание о создании вселенной. СОЗДАНИЕ В начале существовало мглистое царство бесконечного небытия, выделенного Ао Скрытым от сырого элементного хаоса Флогистона. В пределах этой тусклой сферы несколько миров дрейфовали в Море Ночи. Хотя миры были безжизненными и бесплодными, мощные существа энтропии и элементные сущности жаждали их. Их имена были утеряны с веками; немногие из мудрецов сегодня знают об их существовании и относятся к ним просто как изначальным. Неизвестные изначальным, осколки от создания соединились вокруг вселенной как океан серебристой жидкости. Из этого блестящего царства звездного света сформировались два существа близнеца, полные противоположности друг друга, одно из тьмы, другое из света. Близнецы богини Астрального Моря быстро переместили девственные миры для защиты от разрушительных изначальных. Другие боги были созданы в результате божественных битв или вызваны из других измерений для помощи в борьбе против изначальных и их чудовищных служителей. ТЕНЕВАЯ ЭПОХА В то время как боги и изначальные боролись целую вечность, жизнь боролась за существование в мирах, которых они так жаждали. Синий драгоценный камень – Торил - искрился ярче всех из них, и был домом для расы морских существ, населявших глубины всемирного единого обширного океана. Этой Голубой Эре пришел внезапный и пугающий конец, когда Торил необъяснимым образом был погружен во тьму. Это солнце было украдено зловещим изначальным, известным как Ночная Змея. Наступило глобальное похолодание и скоро на планете большинство форм жизни погибло. Немного известно об этой Теневой Эпохе, но мифы и легенды саррукхов говорят о мощнейших битвах между изначальными и Древними Богами во главе с Оуроборосом Мировой Змеей. В конечном счете поток повернули вспять, когда изначальные были преданы одним из них. Убтао Обманщик помог Древним Богам в убийстве, заключении в тюрьму и изгнании оставшихся изначальных. ДНИ ГРОМА - 35 000 DR до – 30 000 DR Вечность прошла прежде, чем солнечный свет снова согрел мир. Океаны таяли, затем отступали, позволяя суше оголиться, чтобы возвыситься над холодной водой. В это древнее время большая часть земного массива Торила была единственным суперконтинентом, названным Мерроуроборос. В свою очередь каждая раса создателей доминировала над Мерроуроборосом, создавая и производя как потомство меньшие расы. Благородные фей никогда не доминировали над континентом, вместо этого они хотели управлять Фейвайлдом, царством из другого мира, свободно связанного с Торилом. Эти древние народы известны более поздним расам, включая эльфов и людей, под эльфийским названием - икуа Тель’Куэссир, или Раса Создателей. ВЕК РАССВЕТА - 30 000 DR до – 24 000 DR Империи рас создателей исчезли в памяти, возвещая Время Драконов и Гигантов. Драконы одиночки и кланы драконов управляли большими территориями, борясь со своими конкурентами за контроль над землей, морями и небесами. В течение этого периода разрушительных войн между драконами, изолированные и прежние территории драконов перешли под контроль гигантов. В течение долгого времени такие королевства гигантов угрожали гегемонии расе драконов, приводя к великим битвам. Строго обособленные, гиганты были спасены от вымирания высокой магией фей, наславшей на драконов пароксизм ярости и разрушения. ПЕРВЫЙ РАСЦВЕТ - 24 000 DR до – 12 000 DR Великие эльфийские цивилизации Эривандаар, Иллефарн, Майеритар, Шантел Отрейер и Келтормир достигли своего пика. В результате успеха эльфов против орд орков, драконов и гагантов, другие расы (включая людей) процветали в безопасности и начался медленный подъем их цивилизаций. Этот век также засвидетельствовал необузданную ярость Раскола, бедственное последствие высокой магии, разломившей Мерроуроборос на части, создав несоизмеримые континенты Фаэрун, Мазтика и Каташака. Среди бурных вод недавно сформированного океана, позже известного как Бездорожное Море, возник Зеленый остров Эвермит, задуманный как часть Арвандора и мост между мирами. ВОЙНЫ КОРОНЫ - 12 000 DR до – 9 000 DR Много наций на юге пали в течение этого ужасного времени, включая Теарнитаар, Эиелур, Сайорпиир и Оришаар. Темное Бедствие ( -10 000 DR) разрушило лесное царство Майеритар, оставляя взорванные равнины, известные сегодня как Хай Мур (High Moor). Возможно из-за дикости войн короны, или под долгим влиянием других факторов, темные эльфы стали испорченными в течение этой эры. Они покончили со своими родственниками и после большого количества войн и жестокости, в конце концов были высланы под поверхность мира, чтобы стать дроу (дхаэроу или «предатель» на эльфийском). ВРЕМЯ ОСНОВАНИЯ - 9 000 DR до – 3 000 DR Также известно как Век Гордых Народов, это эра совместного возвышения многих гуманоидных цивилизаций, время, когда драконы и гиганты были свергнуты и войны эльфов больше не угрожали всем и каждому. Дварфская цивилизация особенно расцвела; дварфы основали королевства Шанатар, Сарфил, Огранн, Хонгданнар, Горагхор, Бесилмер, Аммариндар и Делзун в течение этой эры. Цраства фей Силуванидей, Шаррвена, Иэрлэнн и Эвереска были также созданы в это время, как и могучие человеческие нации Калимшана и Джаамдата. ЭРА ЧЕЛОВЕКА - 3000 DR до 1358 DR Эта эра отмечена драматическим увеличением человечества на Ториле, в отличие от эльфийских и дварфийских империй, которые пришли в упадок. В течение этого периода возникли могучие человеческие империи, такие как Нетерил, Имаскар, Малхоранд, Унтер, Нарфел и Роматар. Также великие человеческие нации развивались в землях за пределами Фаэруна – в дальневосточных царствах Ва и Шу Лунг в Кара – Туре, Закхаре, и в отдаленной Мазтике. ЭРА ПЕРЕВОРОТА 1358 DR до наших дней. Сегодня ученые отмечают пагубные события Кризиса Аватаров в Году Теней (1358 DR) как начало Эры Переворота. Немногие ранние дни в физическом и магическом хаосе Времени Неприятностей возможно служили предсказанием и прелюдией к Чуме Заклинаний, и катастрофическому слиянию двух миров, которое произошло сразу после. Хотя союз с Абейром был краток, его отметина на Ториле была существенной и устойчивой. Даже боги, впервые в вечностях познали это и устрашились, их число уменьшилось, а надолго высланные изначальные вернулись, чтобы выступить против них, сея повсюду во вселенной хаос. РАСКОЛОТЫЙ АБЕЙР В заключительные дни цивилизации батрачей (с – 31 000 DR) , невообразимая катастрофа ударила по Торилу. Говорят, что амфибиоиды вели безвыиграшную войну против армии титана Аннама. В отчаянии, батрачи исполнили эпический ритуал призывания и выпустили на свободу несколько изначальных из заключения. Боги быстро выступили против своих древних врагов, и вся планета содрогнулась в ужасных землетрясениях, огне и бурях. Под грохот, изачальный, называющий себя Асгорот Изменяющий Мир, швырнул ледяную луну на Торил, намереваясь разрушить мир, если он сам не мог им владеть. Все же прежде, чем мир был полностью разорван, вмешался Скрытый. Бог Ао создал планеты близнецы, предоставляя изначальным доминион в новом мире Абейре, а богам отдал управление над первоначальным миром – Торилом. Древние записи саррукхов отмечают «изменения звезд», но до Чумы Заклинаний и возвращение Абейра, очень немногие когда либо принимали в расчет эти легенды. КАЛЕНДАРИ И ХРАНЕНИЕ ВРЕМЕНИ Почти каждая земля и раса имеют свою собственную предпочтительную систему, чтобы отмечать проходящие годы. Народы Муншае отмечают восхождение на трон Симрика Хью в качестве Высокого Короля тринадцать столетий назад как начало календаря. Уотердивиане отсчитывают годы с даты, когда Агейрон стал первым Лордом Уотердипа почти 500 лет назад. Календарь, используемый в этой книге – Отсчет Долин (DR). Год 1 DR отмечен установкой Стоячего камня и договором между Эльфами Кормантора и первыми человеческими поселенцами Долин почти 1 500 лет назад. Очень немногие из людей беспокоятся заплесневелыми календарями и бессмысленными числами. Вместо этого годы известны по именам. Например, 1479 DR – текущий год – назван Годом Нестареющего. Большинство жителей использует Календарь Харптоса, чтобы отмечать приход дней. Каждый год состоит из 365 дней, разделен на 12 месяцев и 30 дней. Пять специальных дней попадают между месяцами, отмечая сезоны или их изменения. Один раз в каждые четыре года, к календарю добавляется Шилдмит, добавочный день, сразу после ночи Разгара Лета. Слова «час» и «минута» используются в мире. «Песочные часы» (различных размеров) известны в большинстве зданий и магазинов. Солнечные и водяные часы существуют, но редко говорят точнее приблизительно одной трети дня, и таким образом их считают просто мишурой и любопытством для знати и храмов. ВЕЛИКАЯ ИСТОРИЯ ЦАРСТВ Данжон Мастеру, которого интересует более подробная история Забытых Царств, рекомендуем рассмотреть приложение Великая История Царств. Кроме того, обновления к Великой Истории, обширной и всесторонней линии времени, периодически доступно онлайн в D&D Insider (<http://www.dndinsider.com>). ГЛОССАРИЙ Язык живет, изменяя вещи. Использование части из следующих слов в течение игры – великолепный способ приукрасить отыгрыш роли. Эта секция – направление на то, как использовать «диалекты царств». Эти слова могут помочь придать настроение в течение столкновения, но нет никакой потребности пробовать их все, или использовать любое, которое, как кажется, нарушает настроение. Злоупотребление диалектом или изобретение слова выглядит неуклюже, но вы можете привнести в кампанию жизнь, изобретая или изменяя слова и фразы, чей контекст ясно дает понять их значение. Большинство этих терминов и выражений принадлежат Общему языку. Остальные из других языков также обозначены. НАГЛЯДНЫЕ ТЕРМИНЫ Искусство: вся магия, не дарованная богами (тайная сила), слово всегда капитализируется; «искусство», относящееся к живописи, вырезанию, ваянию и созданию, которое вы можете видеть и касаться, не считается искусством. Бедайн: название племени, которое обитало на прежней территории Пустыни Анорач (теперь Нетерил). По сей день все еще используется как название племени – но теперь много Бедайн – горожане, а другие сепаратисты, выступающие против Нетереза. Измененные земли: определяющий термин для части ландшафта, который явно не подходит под ближайший окружающий ландшафт, вероятно из-за Чумы Заклинаний. Этмоут (earthmote): летающий кусок пейзажа, висящий в небе. Земной узел: место, где магическая сила сконцентрирована. Ффолк: одна из двух групп народа (другие известны как Северяне), которая населяет Острова Муншае. Дженази: гуманоиды элементного наследия, уроженцы Абейра, но также многочисленные во многих местах на Фаэруне. Пожар глотки (qulletfire): плохое пиво или вино. Хокснарл, Ястребиный клубок (hawksnarl): человек, который всегда вопит или бушует, или ведет себя более противно и более агрессивно, чем того требует благоразумие или необходимость (более жестче: «реальный хокснарл»). Высокое солнце: полдень, технический момент, когда солнце занимает свою наивысшую точку. Большинство народов используют этот термин для обозначения полдня, два часа или также около полудня. Келл: пробовать. Слово используется только, когда что–либо предпринятое является опасным, незаконченным, хитрым или сомнительным. Мифаль: объект, зачарованный на основе мощной фейской магии. Нентиарх: титул друидов Великой Долины используется для обозначения их лидера. Фея Нобель, Благородная фея: мощный эладрин Фейвалда. Измененный чумой: термин для существ, которых коснулась первая волна Чумы Заклинаний в Году Синего Огня; обычно ужасные монстры. Чумная земля: определяющий термин, описывающий земли, где активная Чума Заклинаний все еще горит. Plaguewrought Land: определенное местоположение, наибольшая чумная земля на Фаэруне. Портал: магический «дверной проем», который позволяет мгновенное путешествие между двумя отдаленными местами. Многие из порталов на Фаэруне были разрушены или деформированы Чумой Заклинаний. Вернувшийся Абейр: континент, который был присоединен к Торилу к западу от Бездорожного Моря в течение событий Года Синего Огня. Риввим (rivvim): сраженный, пораженный (как «я полностью риввим, когда я смотрю на нее»); вежливый термин и используется в обоих родах. Обжигающий чайник (scorchkettle): женщина, которая высказывается в адрес кого-то публично, используя выразительные и горячие слова; см. также «хокснарл». Продажный меч: известный или старый наемник, или одна внушительная репутация. Чума Заклинаний: событие в 1385 DR в результате смерти Мистры, который изменил магию и мир навсегда. Также используется в том случае, когда обращают внимание на эффект или вещество, оставшееся в местах после произошедшего события. Шрам заклинания: клеймо синего огня, которое предоставляет способность, обычно выгодную, но с некоторым отрицательным аспектом. Магошрам: термин для существа (обычно гуманоида), прикоснувшийся позже к более слабой опасной силе Чумы Заклинаний, обладающий шрамом заклинания. Spurnarmor: хорошо-обеспеченный мужчина или женщина (как в «Галад! Какой spurnarmor!»). Десятидневка: буквально, десять последовательных дней, используемых также, как и представители реального мира, говорящие «неделя». Throatslake: что-нибудь питьевое, утоляющее жажду и не вызывающее болезнь при этом, но не особенно приятное. Утгард: название, разделяемое несколькими племенами человеческих кочевников, которые занимают глухие области в пределах Луруара и Высокого Леса, другими упоминаемые также как «варвары Утгарда». Плетение: термин для магии; использовался для обозначения магии, установленной Мистрой. ПРИВЕТСТВИЯ И ПРОЩАНИЯ Алэй (Alae), (ah-lay): «удачная встреча». Сокращенная старая эльфийская фраза, используемая в качестве общего приветствия и заверения мирного намерения. Дургосз (Durgos), (dur-ghosz): «мир». Измененное орками в durgreos (см. ниже), используется драконорожденными, многими торговцами, моряками всех рас, и почти всеми работорговцами. Дургриозз (Dugreos), (dur-gree-ohzz): «без ссоры». Приветствие и часть ответа, используемого орками. Хикаят (Hykyath), (hik-ah-yath): «гордая походка!» когда то сатирическое замечание, но теперь используется полуэльфами и эльфами (и даже саркастически, обозначая «живой взгляд» моряками, воинами и орками). Ламмат дриос (Lammath drios), (lham-math dree-ohs): «фортуна нашла тебя». Определение использовали все вокруг Моря Упавших Звезд, но не было одобрено в Сембии, где считалось «низкой речью», приспособленной только для мужланов и навозников страны. Рамбукъя (Rhambukka), (ram-bookh-yah): «высокой поездки». Используется как приветствие в Эльфхарроу и всех восточных и южных землях. Саббас (Sabbas), (sab-bas): «свободный бег». Напутствие, используемое кентаврами, кочевниками или наездниками других рас. Стеттар вох (Stettar voh), (stet-tar voh): «божественная сила хранит тебя хорошо». Формальное мирное приветствие и напутствие среди торговцев в южном Фаэруне и Вернувшемся Абейре. Тантэм (Tantam), (tan-tam): «привет». Мирное приветствие на пути через северный Фаэрун. Улуваутэй (Uluvathae), (oo-loo-vaw-thay): «фортуна приносит вам радость». Дружественное, неофициальное приветствие, используемое эльфами и полуэльфами другой расы, кого они приветствуют; между близкими друзьями это также является нейтральным приветствием или предупреждением: «ничего не говорите; нас слушают». Вландранна (Vlandranna), (vlan-dranna): «боги предоставляют,» подразумевая то, что происходит по их воле. Старое, развращенное дварфийское слово, теперь используемое всеми расами вокруг Внутреннего Моря и на землях к востоку и к северу от него. ФОРМЫ ОБРАЩЕНИЯ В большинстве городов, к мужчине незнакомцу вежливо обращаются как «добрый сэр» (goodsir) и женщине как «добрая женщина» (goodwoman), или иногда как «прекрасная леди». Известная знать и чиновники – «Лорд» и «Леди», наряду с «милордом» и «миледи» (более безопасно), при обращении к персоне, которая кажется великой, богатой и важной, но чей точный статус не определен. При формальном обращении к известной, определенной персоне (мужчине или женщине), или в письменной форме, или речи чиновника, используется его или ее титул (даже обыденный титул, типа Мастера Гильдии или Мастера Масона). Если человек испытывает недостаток в таком обращении, его упоминают не как «добрый сэр», а как «Хозяин» («Хозяин Драекур из Переулка Чертополоха»). Женщина же в таком случае всегда упоминается как «хозяйка». Когда же персона должна быть упомянута, но как известно, не является человеком, то используется «goodfaer» не зависимо от рода. РАСОВЫЕ И КОЛЛЕКТИВНЫЕ ТЕРМИНЫ Расовые термины – не всегда умаления, или должны обязательно браться. Всякий раз вы должны проявить большую заботу, используя некоторые из нижеследующих выражений. Зверолюди (beast-man): огры (прежде использовалось только людьми, теперь же и гномами с хафлингами). Нелестный термин, но огры вообще враждебны так или иначе. Ломкие кости (brittlebones): люди (используется только орками). Светлый Народ (Fair Folk, the): эльфы и эладрины (эльфы используют его только для обозначения эладринов). Свободный Народ (Free Folk, the): сатиры (человеческий термин, теперь используется всеми расами, включая сатиров). Хин: хафлинги (неофициальный, но вежливый; каждодневно используется среди хафлингов). Харбрин (Hurbryn): люди (термин среди сатир и дриад, означающий «неповоротливый», также теперь используется хафлингами и проникает в в использование другими расами). Многорукие (manyhanded, the): люди (возникшее из «многорукого проклятья», старого эльфийского оскорбления). Мясо: вся интеллектуальная добыча (используется только орками). Могучий: орки (используется только орками, чтобы обозначить собственную расу). Оруш (oroosh): люди (используется треантами, что буквально означает «говорящие-без-остановки»). Народ: эльфы (используется только эльфами). Гордые Народы: дварфы и эльфы, все вместе (используется только людьми и становится все более архаичным). Быстрый Народ: хафлинги (рассматривается как приветственный термин, и часто ими же используется, когда говориться о них же). Тихий Народ: гномы. Хитрый Народ: хафлинги (главным образом используется только людьми и дварфами). Сорн (sorn): дроу (используется только эладринами, эльфами и полуэльфами, а также дроу). Крепкий Народ: дварфы. Черви: гоблины и маленькие или крошечные орки (используется только орками). Оскорбительный термин. Руководство Кампании Забытых Царств Источник: Forgotten Realms Campaign Guide, D&D 4 Перевод: Leytan, [email protected] ГЛАВА 4 КОСМОЛОГИЯ Торил и Абейр, соединенные в один мир, расположены среди других планов существования. Большинство теоретиков помещают Астральное Море, область богов и место отдыха их доминионов, выше мира. Смесь энергии и элементов существует ниже в Элементном Хаосе; в его основании, Абисс лелеет свои демонические ужасные желания. Рядом с миром существуют его отражения: мистический Фейвалд, место неистовой жизни и магии, и мрачный Шедоуфелл, мрачное царство распада и апатии. Чума Заклинаний началась благодаря намерениям и целям в доминионах богов. Цирик убил Мистру, «распутывая» магию в космосе и разрушая ее доминион. В то же самое время случилось соприкосновение Абейра и Торила. Это катастрофическое совпадение привело к перевороту, сотрясая первобытный порядок, открывая бреши в защите и изменяя элементы. Когда все это было закончено, перестройка сил ясно продемонстрировала новый космический порядок, существующий по сей день. Теперь исследовать планы различными способами стало легче, чем раньше. Хотя многие внемировые места враждебны и мало пригодны для простых смертных, существует довольно мало мест, которые убивают посетителей напрямую. Те, кто имеют силу, могут путешествовать между измерениями в любое место, как пожелают. Эта глава – географический справочник космоса, описание царств вне Торила. Как герои, так и злодеи, могут исследовать внемировые области и непосредственно контактировать с могущественными существами из других планов. Эта глава содержит следующие секции. • Астральное Море: дом богов, этот план является царством чистой мысли и творческого потенциала. Эта секция описывает главные доминионы и их жителей. • Элементный Хаос: изначальные живут в этом загрязненном шторме сырой материи. Эта секция предлагает краткий тур по главным изначальным царствам. • Фейвалд: яркое отражение мира, этот план является родиной благородных фей и ужасных монстров. • Шедоуфелл: мрачное эхо мира, этот план является землей потерянных душ и существ, которые таятся в темноте. АСТРАЛЬНОЕ МОРЕ Область разума и духа, Астральное Море, где чистое воображение может стать реальностью. Эта великая серебристая пустота содержит доминионы богов. ПУТЕШЕСТВИЕ Путешествие к Астральному Морю требует только надлежащего ритуала, проход через тропы, найденные в мире, Фейвалде, и особенно в Шедоуфелле. Путешествие в Астральном Море также легко, как полет. Смертные существа, которые имеют способность перемещаться по планам, могут пересекать, путешествовать и даже населять доминионы Моря. Некоторые доминионы неприветливы, однако и немногие из божеств будут любезны к вторжению смертных, которые прибывают без приглашения. ДОМИНИОНЫ Ранее имея структуру дерева, божественные доминионы начали дрейфовать в Астральном Море благодаря Чуме Заклинаний. В течение Чумы Заклинаний, старые доминионы упали, были слиты или полностью исчезли, и возникли новые. Каждый доминион – обширное, но конечное место, дом одного или более богов, которые используют собственную божественную силу для поддержания его структуры. Черты: доминионам диктовали черты мощные сущности, которые населяли их. Доминион мог иметь мировоззрение, полученное прежде всего от великого бога, который управлял им, а также в свою очередь от других божеств, которые разделяли это место. Доминионы могут иметь связь с различными местами в космосе – другими доминионами, другими планами или царствами в Элементном Хаосе. Эти связи созданы в соответствии с соглашениями среди богов и других сущностей. Каждым доминионом управляет великий бог, но другие боги часто разделяют его, хотя они не обязательно должны работать совместно с первоначальным божеством. Меньшие божественные существа, зовущиеся экзархами, также населяют каждый доминион и служат одному или большему количеству богов. АРВАНДОР Арвандор – место естественной красоты и магии, даже в большей степени, чем Фейвалд. Божества занимают отдельные области, но немногие признают точные границы. Согласно принятому в Арвандоре, центром является дворец Кореллона, Возрастающая Роща, где он живет со своей королевой, Ангаррадхой. По всему Арвандору рассеяны семь обширных холмистых местностей, покрытых золотистой травой. Семь Золотых Холмов – прежде всего царства гномов, хотя боги гномов живут и бродят там, где пожелают. Мировоззрение: добро. Связи: Дипвайлдс, Фейвалд, Врата Луны, Небесный Дом. Основные жители: Кореллон (великий бог) и его экзархи Глубокий Сашелас, Эреван, Фенмарел, Лабелас, Шевараш и Солонор; Ангхаррадха (богиня); Гарл Глиттерголд (бог) и его экзархи Баэрван, Баравар и Каллардуран. БЭЙНХОЛД Из своего Черного Бастиона, Бэйн управляет доминионом со своей супругой Ловиатар, принявшую его сторону. Под давящим небом, освещенным мрачным зеленым светом, Бэнхолд разделен на феодальные владения, управляемые божественными вассалами Черного Лорда. Эти земли холодны и мучаются постоянными раздорами. В отдалении, в опустошении все еще сохранились разрушенные цитадели и взорванные пейзажи из скал, обсидиана, песка и изъеденного железа. Над всем этим распростерлось красное небо, изломанное штормовыми облаками. Эти области служат предупреждением тем существам, которых Бэйн поработил в течение Чумы Заклинаний. В этих внешних землях Тиамат, служитель Бэйна, скрывается и строит заговоры в разных логовищах, которые Черный Лорд позволил ей построить. Мировоззрение: зло. Связи: нет. Основные жители: Бэйн (великий бог) и его экзархи Аббатор, Фзоул Чембрил, Иней, Храггек и Маглубайт; Ловиатар (богиня); Тиамат (богиня). СЕЛЕСТИЯ Огромная гора, окруженная тремя меньшими пиками, плывет сквозь Астральное Море. При встрече испускает серебристый свет, освещая все. Чудесная жизнь представлена обильно, с чистыми свободными водными потоками. Около вершины горы – звонящий город, известный также как Истинный Суд, где управляет Торм из своего дворца, называющийся Высоким Местом (High Seat). На одном из меньших пиков – домен Ильматера, Мученика. Идиллическое место, где никто не может пострадать, центр мученичества в открытом храме из ряда белых столбов. В основе этого санктуария находится постамент из белого камня, в который погружен длинный меч Юстицар (Justicar). Надпись на камне стилизована под чешую, слова гласят – «Justice endures». Мировоззрение: законное добро Связи: Дом Дварфов, Вечное Солнце. Основные жители: Торм (великий бог); Ильматер (бог); Бахамут (бог). СИНОСУР (ПОЛЯРНАЯ ЗВЕЗДА) Как нейтральная земля для встречи богов, Синосур обычно закрыт и необитаем. Это – величественная палата для встреч, полная высоких столбов, украшенных изображениями живых и мертвых богов, открытый и заполненный звездным пространством Астрального Моря. Путешествие к Синосуру может быть выполнено только божественными существами с помощью средств, в качестве которых выступают порталы в их доминионах. Связи: Синосур соединяется с каждым доминионом, но портал может быть открыт только с согласия и разрешения соответствующего бога. ДИПВАЙЛДС Доминион Сильвануса – обширное пространство неприрученной дикой местности. Он содержит часть каждого вообразимого земного ландшафта, включая тьму и предвещающий океан. В его пределах никакое уверенное знание не портит бурление места, хотя жители одевают себя и используют инструменты, приспосабливая свою чувствительность. Зимний Зал Аурил, построенный исключительно из ветра и льда, медленно перемещается вдоль доминиона, принося зиму туда, где находится. Мировоззрение: без мировоззрения. Связи: Арвандор, Мрачные Пещеры, Элементный Хаос, Вечное Солнце, Фейвалд, Врата Луны. Основные жители: Сильванус (великий бог) и его экзарх Малар; Аурил (богиня); Миеликки (богиня) и ее экзарх Шиалия; Амберли (богиня). ЯМЫ ПАУТИНЫ ДЕМОНОВ Дом для Лолт и грязным сущностям, которые выполняют ее волю. В центре этой огромной темноты, сотканной из планарной материи, Демоническая Королева Пауков находится в пределах железной крепости, сформированной подобно гигантскому арахниду. Мировоззрение: хаотическое зло. Связь: Абисс (в Элементном Хаосе). Основные жители: Лолт (великая богиня). МРАЧНЫЕ ПЕЩЕРЫ Это великий подземный лабиринт естественных пещер, освещенных только фосфоресцирующими грибами и потоками лавы. Мрачные Пещеры – доминион таинственного бога по имени Гонадор. Этот пустынный мрак также в большом количестве разделяют другие мощные существа и грязные изверги, но любой, кто желает выжить или служить, избегают владельца Мрачных Пещер. Мировоззрение: хаотическое зло. Связи: Абисс (в Элементном Хаосе), Дипвайлдс, Рутхолд (в Элементном Хаосе). Основные жители: Гонадор (великий бог). ДОМ ДВАРФОВ Чудесное королевство Морадина прославляет идеалы ремесла, рабочей силы и богатства. Его поверхность – протяжение красивых скал, которые изобилуют жизнью. Как наверху, так и внизу этих гор, дварфские боги живут и работают. В основе всего этого великий зал Морадина и его жены Берронар, названный Эракинором, где отдыхает Дух Создания Морадина. Мировоззрение: законное добро. Связи: Селестия, Рутхолд (в Элементном Хаосе). Основные жители: Морадин (великий бог) и его экзархи Клангеддин, Дагмарен, Мартаммор, Тард и Варгадэйн; Берронар (богиня). ВЕЧНОЕ СОЛЦЕ Дворец Четырех Солнц – люминесцентная цитадель, расположенная среди сияющих, процветающих земель и морей Вечного Солнца. Здесь живет Амонатор, Хранитель Золотого солнца. Окружает центр золотого города замок – Вечный Рынок Ваукин, где бизнес и законы торговли имеют приоритет. Мировоззрение: законное добро. Связи: Селестия, Дипвайлдс. Основные жители: Амонатор (великий бог) и его экзарх Сиаморф; Ваукин (богиня. ПЛАН ФУГУ Кристаллический Шпиль, башня сверкающей прозрачной скалы, наблюдает за Городом Правосудия, серой столице мертвых, или иначе дом и невыразительный План Фугу. Из Кристаллического Шпиля Келемвор и его сенешаль, Джергал, судят мертвых. Мировоззрение: без мировоззрения. Связи: Шедоуфелл; План Фугу также имеет связь со всеми другими доминионами, но использование таких связей ограничено теми, кто собирается транспортировать мертвых для загробной жизни. Основные жители: Келемвор (великий бог) и его экзарх Джергал. ВРАТА ЛУНЫ Скалистые острова плавают в серебристом море. Луна прибывает и убывает и видна также хорошо при ярком свете днем, как и ночью. Естественная красота наполняет каждый остров, наряду с прекрасными зданиями в диапазоне от странных домов, до изящных поместий. Врата Луны – место красоты и радости, сконцентрированное вокруг сияющего зала Селуне, Арджентила. Окружает остров Арджентил – романтический город Сьюн, Светлые Воды (Brightwater). Великое Колесо – семь этмоутов, соединенных высокими мостами, является царством Тиморы. Мировоззрение: добро. Связи: таинственная Лестница Богов (Infinite Staircase) в Арджентиле имеет порталы к городам в каждом уголке космоса. Большинство из них – односторонние проходы. Селуне также поддерживает тропы к Арвандору, Дипвайлдс, Фейвалду и Зеленым Полям. Основные жители: Селуне (великая богиня); Сьюн (великая богиня) и ее экзархи Ллиира и Шаресс; Тимора (богиня). ЗЕЛЕНЫЕ ПОЛЯ Идиллическое царство зеленых холмов, великих вращающихся равнин и пышных речных долин, Зеленые поля – место благосостояния и отдыха. В его пределах – прекрасный Сад Матери Чонти, где имеющие пищу растения вырастают дикими и в великом изобилии. Постоянно странствующие божества хафлингов перемещаются с места на место, живя в одном месте некоторое время, перед тем как углубиться в исследование изумительного и вечно меняющегося пейзажа. Мировоззрение: добро. Связь: Врата Луны. Основные жители: Чонти (великая богиня); Шила (богиня) и ее экзархи Арворин, Брандобарис и Цирроллали. ДОМ ЗНАНИЯ Дом Знания – древний и прирученный лес высоких дубов и ясных, свежих озер и источников. Это место наполнено музыкой, историей и секретами. Библиотека Всего Знания – ряд зданий, расположенных всюду по доминиону, в пределах которого содержаться все секреты вселенной, как говорят. Божественные жители этого доминиона делят здания, хотя Гонд предпочитает часть библиотеки, известной как Дом Чудес. Мировоззрение: без мировоззрения. Связи: нет. Основные жители: Огма (великий бог) и его экзарх Милил; Гонд (бог). ДЕВЯТЬ КРУГОВ АДА Управляемый богом-убийцей Асмодеем из Малшима, Цитадели Ада, этот обширный доминион – царство дьяволов. Восемь других архиизвергов управляют равным числом территорий как вассалы Асмодея. Водный путь, зовущийся Рекой Крови, или Рекой Стикс, протекает через Девять Кругов Ада. Он вымывается через Ад и попадает в Астральное Море, загрязняя окружающую область извергской порчей. Мировоззрение: зло. Связи: нет. Основные жители: Асмодей (великий бог) и архидьяволы Баалзебул, Белл, Белиал, Диспатер, Гласья, Левистус, Мамон и Мефистофелес. НИШРЕК Нишрек – естественная область, исковерканная орочьими идеалами и разоренная вечной войной, темное отражение Отдыха Воина. Черные моря и темные реки выделяют запутанные леса, иссеченные бесплодные земли и жаркие пустыни. Груумш, и его посвященные Бахтру и Обольд, следит за своим доминионом из Железной Крепости. Его помощник, Лутик, живет в пещерах ниже цитадели. Шаргаас и Вапрак скрываются в темных цитаделях в другом месте в пределах Нишрека. Мировоззрение: хаотическое зло. Связь: Абисс (в Элементном Хаосе). Основные жители: Груумш (великий бог) и его экзархи Бахтру, Обольд, Шаргаас и Вапрак; Лутик (богиня). ВЫСШИЙ ТРОН Ветер воет через изуродованный пейзаж Высшего Трона. Единственная постоянная структура – Расколотый Замок, рушащаяся цитадель, которая однажды была местом силы Цирика. Теперь же служит его тюрьмой, и если другие боги навещают его, то делают это не чаще раза в столетие. Мировоззрение: хаотическое зло. Связь: не существуют никакие связи между Высшим Троном и другими планарными местами. Кроме того, это место запечатано против любых попыток попасть сюда. Основные жители: Цирик (великий бог). БАШНЯ НОЧИ Этот доминион, погруженный во мрак невежества, более обширен, чем любой другой в Астральном Море. Это – темная пустошь, полная скалистых пределов и пустынь черного песка. Зловещие моря и реки, так же как ужасающие леса и трясины – вот основной пейзаж. Запретные цитадели возвышаются в беззвездном темноте. Наибольшая из них – Дворец Потери, основное местожительства Шар, отдыхающей на самом высоком пике доминиона. В пределах Скользящих Джунглей, главного леса доминиона, возвышается Город Змей бога Ссета, сосредоточенный вокруг черной пирамиды. Много дальше и глубже в доминионе, во власти переполненного болезнями болота, находится другая черная пирамида – Чумной Дворец богини Талоны, нарушитель Зехир занимает многочисленные туннели под откосом рядом с Морем Яда. Мировоззрение: зло. Связь: Шедоуфелл. Основные жители: Шар (великая богиня); Ссет (бог); Талона (богиня); Зехир (бог). ОТДЫХ ВОИНА Доминион Темпуса, Отдых Воина – скалистый и бесплодный пейзаж, который незаметно изменяется и быстро оправляется от войн, бушующих вдоль всего его предела. Большая часть относительно плоская, с высокими столовыми горами, внезапно возвышающимися из равнин. Здесь война – спорт, играемая между теми, кто не может умереть. Темпус блуждает по Отдыху Воина, перемещаясь среди бесчисленных залов, где победные фракции кутят и веселятся, пока они могут сохранять эту территорию. Иногда Темпус может находиться в пределах отдельной ото всех гранитной башни на Кровавой Скалистой вершине, где живет его возлюбленная Бешаба. Он также посещает Красного Рыцаря, которую он рассматривает в качестве дочери, в ее Красной башне. Другие экзархи Темпуса поддерживают собственные царства. Мировоззрение: без мировоззрения. Основные жители: Темпус (великий бог) и его экзархи Гарагос, Красный Рыцарь, Утгар и Валкур; Бешаба (богиня). ДЕМИПЛАНЫ В пределах Астрального Моря , сильная воля, сфокусированная на идее, может вырезать и удержать маленькое место из других доминионов. Это царство может быть столь же большим, как позволяет используемая сила, но всегда ограничено и меньше, чем доминион божества. Большинство демипланов сформированы как результат преднамеренного создания, но немногие существуют просто как изгибы или карманы в планарной структуре. Демиплан имеет любую черту, которую устанавливает его создатель. Это могло бы быть отсутствие гравитации, неприветливая окружающая среда, или пейзаж, который может формироваться силой мысли, также демиплан мог бы объединять несколько черт в себе. Большинство демипланов существуют для какой то цели, однако их форма следует за их функцией. Точно также демиплан обычно привязывается к определенному месту на другом плане или доминионе. Использование демиплана определяет его местоположение и точки доступа. Как демиплан используется, может быть затронут, как он изменяется и что там случается. Много демипланов уже существуют, созданные могией и оставленные позже. ДАЛЕКОЕ ЦАРСТВО Вне известного космоса существует царство, где законы действительности, которые признает большинство существ, не имеют никакого значения и силы. Немногие, кроме ученых, вообще знают о том, что это царство существует. Ученые могут лишь размышлять о том, что в действительности является Далеким Царством и что в нем содержится. Там, где Далекое Царство касается мира, начинает просачиваться его безумие. Это влияние может быть столь же простым, как регулярные кошмары у подверженных жителей городка, или как существенное деформирование окружающей среды и жителей. Из такого испорченного пейзажа порой появляются странные существа, которые исчезают тогда, когда между Далеким Царством и действительностью усиливается существующий барьер. Причудливые существа, типа пожирателей разума (майндфлаеров), аболетов, дестрачанов и фоулспаунов – все они потомки Далекого Царства, смешанные с другой реальностью. Они стремятся повернуть мир к чему то большему в соответствии с их совершенно чуждым складом ума. Великий бог Гонадор является самым могучим из всех сущностей, как думают, прикоснувшихся к Далеким Царствам. ПОТЕРЯННЫЕ ДОМИНИОНЫ В истории Торила умерло много богов различными способами. Другие изменили преданность или пострадали от эффектов Чумы Заклинаний. Немногие исчезли в Абейре. Действительно, целые пантеоны Фаэруна ушли или были разрушены. Когда доминион покинут или разрушен, то в значительной степени исчезает из существования или существует обособленно. Однако остатки иногда сохраняются в Астральном море. То же самое касается и тел убитых божеств – некоторые остаются неповрежденными, некоторые оставляют признаки, некоторые просто исчезают. Другие астральные объекты иногда населяют эти фрагменты. Возможно вытягивать силу из такого астрального плавающего обломка, поэтому их обаружение может быть чрезвычайно выгодным. Из всех астральных объектов, гитиянки являются наилучшими в накоплении таких ценных активов. ЗАГРОБНАЯ ЖИЗНЬ Души тех, кто умирает, путешествуют через Шедоуфелл на План Фугу. Там они ожидают суда. Куда эти души уходят, не знают даже боги. Те, кто имеет сильную веру и способности, могут быть приняты в доминион бога, чтобы служить ему или ей вне жизни. Другие остаются на Плане Фугу в качестве помощников бога смерти. Немногие цепляются за Шедоуфелл или за мир, превращаясь в привидения или другую бестелесную нежить. ЭЛЕМЕНТНЫЙ ХАОС Смешивающиеся и сталкивающиеся типы энергии, небесный свод и земля, огонь и вода – все это составляет действительность Элементного Хаоса. Сформированный из несоизмеримых элементных измерений, которые были однажды уроженцами Торила, вместе с планом, который когда то существовал как космический родственник Абейра, Хаос состоит из непредсказуемых элементов и борьбы без контроля морали и этики. Стихии могли бы даже действовать как другая земля, циркулирующая как вода или плывущая по воздуху, или проливаться как огненный дождь. Определенные места в пределах Хаоса могут казаться нормальными или приятными по мирским стандартам, но видения другого мира и угрозы являются банальными. Единственное, что постоянно – изменение. ПУТЕШЕСТВИЕ Обычно требуется ритуал, чтобы попасть на Элементный Хаос. Однако, существуют многочисленные места, где Хаос касается мира, и через них существо может пройти от одного царства до другого. Земли Хаоса могут быть резкими, пустынными, или совмещать в себе эти элементы, но путешествие по ним не так легко, как пересечение подобного мирского пейзажа. АБИСС У основания Элементного Хаоса кипит Абисс, ужасно развращенное отражение чистой энтропии – и это его главное качество. Черные пропасти соединяют Абисс с остальной частью Хаоса, и эти места угрожают телу и разуму любого, то смеет к ним приближаться. Абисс изобилует демонами, это тот ответ на отсутствие власти за исключением того, кто владеет ею через энергию и устрашение. Самые мощные демоны являются лордами целых царств. Особенности и царства в пределах Абисса неисчислимы.Они перемещаются и изменяются без объяснения. Только лорд демон может поддерживать область в соответствии с исковерканными стандартами, вырезая бессмысленную империю из руин проникновения. Протекает через этот безумный план – мутная Река Стикс, с ядовитыми водами и неустойчивым течением. Мировоззрение: хаотическое зло. Связи: Ямы Паутины Демонов, Мрачные Пещеры, Нишрек (все в Астральном Море). Основные жители: лорды Демоны, типа Бафомета, Дагона, Демогоргона, Граз’зта, Костчтчи, Оркуса и Йеногу. ЦАРСТВА Большая часть Элементного Хаоса – опасная дикая местность, полная чудесных достопримечательностей и непредсказуемыми жителями. В пределах царств Хаоса существуют Великие Изначальные – лорды элементного характера. Как боги поддерживают свои доминионы в Астральном Море, так Изначальные управляют царствами здесь. Черты: достаточно мощное существо может организовать Элементный Хаос по своему желанию, налагая определенный порядок из некоторых видов в ограниченной области. Великий огонь покрывает свое царство пламенем, в то время как существо мороза делает лед доминирующим. В таких царствах энтропия Элементного Хаоса подавляется волей формирующего. Царство может иметь мировоззрение, соответствующее изначальному хозяину. Царства здесь могут иметь, как таковые, связи с доминионами Астрального Моря. Элементный Хаос имеет сильные связи с миром и Астральным доминионом – Дипвайлдс. Индивидуальные элементные царства соединяются с доминионами там, где связи остаются сильными между изначальными, с которыми когда то имели дело боги и те, кто все еще это делает. УКРАШЕННЫЕ ГРЕБНЕМ ШПИЛИ Здесь вода проливается вверх, постоянно освежая его сущность. Это стабильное движение создает структуру, созданную буквально из течения воды. Истишиа позволяет ее дому течь вдоль всей воды Элементного Хаоса. Мировоззрение: без мировоззрения. Связи: нет. Основные жители: Истишиа (изначальная). ЦИТАДЕЛЬ КОРНЯ Обширные подземные залы составляют Цитадель Корня Грумбара. Туннели соединяют некоторые области; другие доступны только тем, кто может пройти сквозь камень. Все богатство, которое может предложить земля, может быть найдено здесь, в Цитадели Корня, сохраняя сырую форму, наряду с опасностями. Мировоззрение: без мировоззрения. Связи: Мрачные Пещеры, Дом Дварфов (оба в Астральном море). Основные жители: Грумбар (изначальный). НЕБЕСНЫЙ ДОМ Небесный Дом – широкое царство облаков и бризов, темных штормов и ревущих ветров. Воздушные струи создают определенный рисунок, чтобы удерживать вес и форму структуры. В его пределах существуют палаты, где время от времени отдыхает Акади. Однако чаще всего Королева Воздуха скитается в Хаосе или на некотором другом плане. Мировоззрение: без мировоззрения. Связь: Арвандор (в Астральном Море). Основные жители: Акади (изначальная). БЕССМЕРТНОЕ ПЛАМЯ Вулканическое стекло, дым, достаточно толстый, чтобы можно было идти по нему, и жгучее пламя – все это составляет башню Коссута, где он живет. Бессмертное Пламя перемещается по воле Коссута, и область, окружающая его, известна как Пылающие Земли. Коссут перемещает свое царство постоянно, чтобы нести огонь и возобновлять пожары во все пределы Элементного Хаоса. Он делает паузу только тогда, когда имеет дело с достойными пламенными сущетсвами, типа ифритов Города Латуни и Суртра Маспелхейма. Мировоззрение: без мировоззрения. Связи: нет. Житель: Коссут (изначальный). ЦАРСТВА ТИТАНА Наибольшие и самые мощные титаны имеют царства в пределах Элементного Хаоса. Однако, Скораэус, самый сильный среди каменных гигантов, вместо этого блуждает по постоянно-меняющимся горным областям плана. Фимбулвинтер: из своей цитадели и мрачного фестхолла, Нифхолла, Трим управляет обширонй тундрой, освещаемой блестящими ледопадами. Скрытое Царство: все титаны воздают должное самому могучему среди них – таинственному Аннаму, чье одинокое Скрытое Царство практически невозможно найти. Маспелхейм: величайший в пределах этого пламенного царства, Суртр – тот, кто управляет своей вулканической землей из цитадели, называющейся Железная Гора. Стидинг: в перекатывающемся ландшафте, полном большего размера существами и растениями, находится Стидинг, деревянный зал, где Гролантор измывается над своими меньшими. Траотор: плывущий в небесах, в пределах вечного шторма – Траотор, крепость Мемнора. ДРУГИЕ ЦАРСТВА Много других существ, великих и малых, называют Элементный Хаос своим домом. Некоторые из них вырезали из водоворота Хаоса дома и королевства. Город Латуни: ифриты Элементного Хаоса разделяют много пламенных царств между собой, формируя феодальную иерархию меньших огненных существ. Их главная цитадель – Город Латуни, древняя столица, довольно терпимая к различным формам жизни, благодаря чему различные планарные путешественники могут собираться тут и торговать. Джинмоутс: кланы джинов собираются под руководством лидеров племени на кусках земли, плывущих в высотах загрязненного Хаосом пейзажа. Эти существа воздуха перемещают свои цитадели для войны с ифритами и титанами. Монастыри Гитцераев: гитцераи имеют постоянные поселения в Элементном Хаосе. Внутри они оттачивают и совершенствуют свои тела и разум. ФЕЙВАЛД Фейвалд – магическое и таинственное эхо мира. Фейри, названные так в древних текстах и эльфийских работах, Фейвалд является родиной бесчисленных фей, и оттуда происходят эльфы Торила и эладрины со своими божествами. Их отношение к миру уменьшалось тысячилетиями. В течение прошлых времен эладринами были построены царства на Фаэруне, более тесно связанные с Фейвалдом, чем другие места в остальной части мира. Возможно через эти связи Чума Заклинаний удержала Фейвалд вблизи Торила. Фейвалд – сумеречное царство оглушительной естественной красоты и сырой магии. Его пейзажи полны блеска и опасности, чуждых смертному миру. Многие из его существ существовали в мире веками, но не в столь ужасной и организованной форме, как они это делают в Фейвалде. Существует некоторое соответствие между мирским ландшафтом и землями фей. Хотя не каждая особенность Торила имеет близнеца в Фейвалде, многие все же их имеют. ПУТЕШЕСТВИЕ Фейвалд легко достигнуть, так как барьер между ним и миром весьма тонок. Мир и Фейвалд иногда сходятся, позволяя целым царствам существовать в обоих планах или в проходе между ними. В некоторых местах путешественник вообще не нуждается в ритуале и может наткнуться на Фейвалд весьма неожиданно. В других местах, перекрестках фей (см. стр. 53), позволяется доступ тем, кто знает надлежащий обряд. Фейвалд столь отгорожен от мира в некоторых местах, что требуется мощная магия, чтобы пересечь границу. Фейвалд неопределенно красив и мрачно рискованный. Путешествие там очень похоже на перемещение в мире, но магические и существа феи управляют вмешательством в этот очаровательный план. Потребности существ из мира редко кого волнуют, и немногие феи активно злонамеренные по отношению к ним. Связи: путешествие к астральным доминионам возможно через Фейвалд. Арвандор, Дипвайлдс и Врата Луны имеют прямые связи, которые позволяют свободно проходить через определенные места в Фейвалде. Изменения бывают, и планарные путешествия обычно опасны или хорошо охраняются. ТЕРРИТОРИИ Первоначальный дом эльфов и эладринов, Фейвалд является также родиной всех фей. В нем сосредоточены руины разрушенных и оставленных эльфийских и эладринских областей. Он также содержит великие королевства эладринов, которые никогда не были на Ториле, так же как зловещие домены лордов фомориан и их лакеев, циклопов. Нельзя положиться ни на какую силу, чтобы отнести ее к добру, как это слово традиционно используется, но фомориане, конечно, более злы, чем другие. Между этими главными силами существуют и другие королевства фей и цитадели. Феи доминируют над Фейвалдом, и их сила простирается в некоторые места в мире, типа Леса Амтара (Дамбрат), Горы Курны (Истганд), Лес Летира (Великая Долина), Гултандор (Побережье Дракона), Высокий Лес (Луруар), Земли Орды, Рашемен, Юирвуд (Агларонд) и другие дикие регионы Фаэруна. Цитадели эльфов и эладринов, типа Эльфхарроу, Эверески, Муншае, Шилмиста (Тетир) и Вилдат (Тетир) имеют сильные связи с Фейвалдом. МЭГ ТЕРИХ (Mag Tureah) Ненавистное нагноение в пределах подземных земель Фейвалда известно как Фейдарк. В этих мрачных глубинах находится Крепость Мэг Терих, дом великого короля фомориан – Бреса. Железные башни Мэг Терих возвышаются в пещере, размеры которого не уступают целому царству. Оникс, испещренный пылающими драгоценными камнями и кристаллами, составляет свод пещеры. Выглядит он как ночное небо, со светом и даже порой создает ощущение мглистых иллюзорных сумерек. Ваяемый черный камень украшает великий грот, формируя преграды и столбы, которые, кажется, исчезают в ложном небе. В пределах Мэг Терих – это лабиринт железа и камня, в отличие от других цитаделей фомориан. Он содержит многочисленные порталы на и в Торил, все из которых открываются и разрушаются довольно неочевидно. Больше чем один неудачливый смертный наткнулся в древних руинах мира на портал и попал в царство Бреса, только для того, чтобы быть порабощенным служителями фомориан. Брес сидит внутри крепости на железном троне, составляя заговор и размышляя о том, как установить беспорядочные врата в пределах его царства для своего злого использования. СИЛЬДЕЮИР Сильдеюир был однажды демипланом, соединяющимся с Юирвудом в Агларонде. Эладрин Юирешаньяар (иногда называемый звездным эльфом), создал его для попытки избежать человеческое вторжение в их царство. Сильдеюир расположен в Фейвалде в том же месте, в каком находится Юирвуд в мире. Поскольку Юирвуд переполнен Чумой Заклинаний, порталов, позволяющих перемещаться между этими двумя царствами нет. Но даже в этом случа феи Сильдеюира рискуют прокладывать пути в Юирвуд время от времени. Начиная с лидеров Миф Драннора, изучавших Сильдеюир, многие феи Фаэруна отбыли в это царство Фейвалда и поселились там. Под сумеречным небом, заполненным звездами, изящные стеклянные цитадели возвышаются над чудесными серебряными деревьями Сильдеюира. Эладрины, эльфы и их семьи обосновались здесь в небольшом количестве. Несмотря на недавние притоки населения, цитадели Сильдеюира обычно находятся далеко друг от друга. Его лидеры встречаются довольно редко, а его неприрученные области изобилуют существами феями. ШЕДОУФЕЛЛ Мрачное эхо Торила, Шедоуфелл одновременно и древний, и новый. Темная богиня Шар изменило то, что было известно как План Тени в течение некоторого количества лет после Чумы Заклинаний. Используя свое ремесло, она свернулась в энергию смерти и сделала так, что не попала на Элементный Хаос. Она переименовала свое создание в Шедоуфелл, которое стало распространенным названием среди смертных, хотя некоторые все еще обращаются к этому плану как «Тень». Шедоуфелл – мрачное, жуткое место. Там, где Фейвалд отражает мир захватывающими дух способами, Шедоуфелл показывает распад, кошмарные пейзажи унылых цветов. Задумчивая полутьма заменяет причудливые сумерки Фейвалда, и каждая особенность места кажется жуткой и угрожающей. Области некротической энергии обычно слишком слабые и самое большее расстраивают проживающих в них, блуждают вдоль мрачного теневого пейзажа. ПУТЕШЕСТВИЕ Путешествие в Шедоуфелл более трудно, чем путешествие в Фейвалд. Простое попадание в Тень является довольно необычным. Однако, существуют определенные места в пределах мира, которые соединяются с Шедоуфеллом сквозь тонкую завесу. Эти порталы легко определить и они обычны в глубоком Подземье, много миль ниже поверхности. Родные существа здесь преследуют путешественников. Так же как это деалют беспокойные мертвецы и души тех, кто проходит в Тень, но отказывается идти дальше. Гуманоиды Шедоуфелла являются, по крайней мере, столь же плохими как феи. Наихудшие существа служат Шар, Сету, Талоне и Оркусу, добиваясь в Шедоуфелле различных низких целей. Истинную безопасность трудно обнаружить в этих темных землях. Связи: Шедоуфелл соединяется с Планом Фугу и Башнями Ночи. Мертвые путешествуют через Шедоуфелл на пути к загробной жизни, хотя некоторые остаются в мире или Шедоуфелле, боясь или неспособные пересечь их в будущем. ТЕРРИТОРИИ Большая часть Шедоуфелла суровое и заполненное монстрами отражение мира. В таких местах редко кто селится, кроме призраков, спектров и другой нежити. Небольшие сообщества темных (люди, превратившиеся из древних нетерезов), шадар-каев, в большом количестве ращзумной нежити, или смешение этих типов предлагают подобие убежища. Но любое такое место, как бы то ни было, лишь немногим предпочтительнее диких мест Шедоуфелла. Смертельные гиганты и ходящие в ночи, некоторые из которых служат Шар, управляют регионами Шедоуфелла. Приверженцы темных богов и демонов устанавливают святыни, храмы и домены в пределах Тени. Некроманты располагают свои лаборатории на Шедоуфелле, либо как-то связанные с ним, чтобы познавать несмерть. Некоторая мощная нежить также обитает в пределах Шедоуфелла, используя в своих интересах убежища, обеспечивающие защиту от враждебного мира. Те, кто не является уроженцем Тени, часто поддерживают средство для возвращения обратно на Торил. ФУНДАМЕНТ ПОТЕРИ Глубокое, черное, похожее на перевернутую башню, отмечено место, где раньше жила Шар. Ее дом теперь находится в астральном доминионе Башни Ночи, но когда-то Хозяйка Ночи управляла Тенью. Фундамент Потери служит напоминанием той правды и дверью в новый дом Шар. Вся область проникнута ощутимым горем, как будто само место оплакивает ее уход. Леденящие душу рассказы повествуют о том, что только верующий Шар может посетить это место и вернуться. Фактически, некоторые предпринимают попытки совершить паломничество в Фундамент Потери. Поэтому крайне опасные и злые существа, преданные тьме, окружают это место, изматывая и охотясь на неосторожных путников. Некоторые говорят, что секреты творения и разрушения могут быть изучены непосредственно в пределах Фундамента. Сорроусворны, рожденные в темноте, охраняют секреты, и бросают вызов тем, кто ищет свою судьбу в пределах пустоты. ТЕНЕВАЯ ЦИТАДЕЛЬ Сокрытая в пределах сурового пейзажа Шедоуфелла, Теневая Цитадель является местом обитания бога, пропавшего без вести до или в течение Чумы Заклинаний. Всеми забытый теперь, Мастер всех Воров, Маск, держал свою цитадель, построенную полностью из тени. Он использовал ее в качестве укрытия, когда утомлялся блужданиями или очередной проказой на планах. Со времени исчезновения Маска, его Избранный иногда занимает цитадель. Теневая Цитадель едва видима во мраке Шедоуфелла, и прежде замеченная как более глубокая тень, и можно даже пройти через ее стены. Но тем не менее ее стены тверды. Старое логово Маска не разрушается, несмотря на отсутствие его владельца. Давно, часть цитадели была преобразована в легендарный Храм Теней, который путешествовал по мирам и планам, служа непостижимым целям различных богов и богинь теней, сумерек и темноты. Говорят, что Маск манипулировал другими богами так, что смог назначить стража Храма, неизвестного происхождения. Теневая Цитадель Маска является как бы якорем для Храма. Время от времени он материализуется из темноты и снова соединяется с Цитаделью. Без сомнения, в Цитадели и Храме содержатся обширные сокровища и артефакты, украденные Маском со всех концов космоса. Оба строения также содержат внушающих страх смотрителей и наборы ловушек, чтобы ловить или убивать непрошенных гостей. Руководство Кампании Забытых Царств Источник: Forgotten Realms Campaign Guide, D&D 4 Перевод: Elminster (http://faerunlands.info/profile.php?lookup=337) ГЛАВА 5 ПАНТЕОН Мир Торила полон могущественных сущностей и их слуг. Конкурирующие секты одного и того же божества могут вести смертельные войны или работать вместе, в зависимости от обстоятельств. В Фаерунском Пантеоне главенствуют Старшие Боги ,которые владеют собственными доменами, а также им прислуживают боги разных рангов, экзархи и другие экстрапланарные существа. Большинство из богов любят своих прихожан, они заключают и разрывают союзы, воюют и влюбляются, ненавидят и убивают, поглощают или воскрешают друг друга. Боги принимают активную участь в существование Торила через действия своих смертных служителей. Жрецы в тысячах разных сектах получают божественное покровительство в обмен на служение в церкви того или иного бога. Они являются первичными инструментами в деяниях церквей в этом мире. Эта статья содержит следующие разделы: • Старшие Боги • Боги • Экзархи • Примордиалы • Архидияволы Старшие Боги Роль божеств и иерархия, которую они занимали, менялась много раз за тысячелетия. И единственное, в чем можна быть уверенным, так это то, что эта иерархия будет меняться и дальше. Боги Фаеруна имеют разную форму и разные уровни силы и влияния, но некоторые правила действуют на всех. Восемнадцать Старших Богов соперничают за внимание смертных прихожан. Здесь дается краткое описание могущественных сущностей, как божественных ,так и примордиалов, которые правят космосом. Жизнь и Смерть Хотя боги и бессмертные, их можно убить; хотя они вечные, их можно создать. За долгую историю космоса, много существ ставали богами и столько же пропало из памяти смертных. Иные божества, такие как Лолс, прошли экстраординарную трансформацию, изменив свою природу, природу свого домашнего плана бытия и мировоззрение прихожан. Аватары Большая редкость, чтоб у бога была физическая оболочка. Однако, они могут появляться в мире как аватары и так вступают в контакт со своими последователями. Божество может принять любую форму, которую только пожелает. Он или она может явится человеком для людей, эльфом для эльфов или даже принимать различные формы для последователей разных рас. Хотя, большинство богов имеют любимую аватару .в которой и появляются. Божественные слуги Кроме экзархов, богам служат и другие экстрапланарные существа. Большинство жрецов никогда не говорят напрямую с своим богом, но они имеют прямой контакт со слугами божественной иерархии. Вот несколько примеров таких слуг: • Ангели: Большинство богов имеют слуг ангелов. Эти, наполовину самостоятельные существа, созданные богами, имеют свободную волю и могут «падать с небес» • Гаунаданы: Эти аморфные существа являющиеся первобытными ooze с очень маленьким интеллектом и служат Гаунадауру. • Йоклол: Эти демонические создания являются творениями великой богини Лолс, имеют острые, как бритва, клыки и плоть, похожая на воск. Жрецы Жрецы- это смертные, которые присвятили свою жизнь служению определенному божеству. Считается, что они разделяют мировоззрение своего бога, хотя это не обязательно так. Жрецы иногда приспосабливают свою преданность к росту их силы. Они служат экзарху на героических уровнях, богу- на переходных уровнях и Старшему богу на эпических уровнях. Другие тянутся к Старшему богу или служат божеству, у которого совсем нет экзархов. Избранный Божество может коснутся смертного последователя своей божественной силой, таким образом творя Избранного, инструмент в смертном мире. Сила и задания Избранного колеблются в зависимости от бога. Избранный может стать экзархом, как в случае с Клангединном Серебробородым и Обальдом. Некоторые, как например, Кающая Леди Лолс, Халистра Меларн, создаются для определенных целей, а потом уничтожаются. В мире после Магической Чумы нет ни одного Избранного, который бы ни был экзахаром. Амонатор Хранитель Желтого Солнца Законно-добрый Старший Бог Амонатор- это реинкарнация божества солнца и хранителя времени богов. Хотя некоторые говорят, что он умер, он фактически преобразовался в Латандера, и был почитаем под тем именем в течение многих столетий, перед тем как окончательно не возвратил себе и свое имя и свое призвание. Он заставляет солнце вести свой курс через все небо, таким способ отмечая время. Все, кто зависят от часов и календарей- фермеры, торговцы и кочевники- почитают Амонатора. Он также в почете у тех, кто живет по закону и справедливости. Его жрецы, лорды солнца, предлагают свои услуги, в качестве судей и должностных лиц. Их наиболее торжественный праздник- это день летнего солнцестояния. Асмодеус Верховный Правитель Девяти Кругов Ада Злой Старший Бог Уничтожение Сердца Двеомера в 1385 послало умирающего Азута (GHotR) на уровень Баатора, принадлежавшего Асмодеусу. Тот убил его и поглотил его божественную сущность. Потом он закончил Войну Крови, закинув Абисс на дно Элементального Хаоса. Теперь Асмодеус заправляет всеми Девятью Кругами Ада, ему служат восемь архидьяволов, армии меньших дьяволов и постоянно растущее число смертных последователей. Жрецы, служащие Асмодеусу, называемые «мордаи», ищут любого, кому не чужды жадность и насилие. У его сект нет святых дней. Асмодеус может быть харизматичным и добрым божеством, быстро награждающий любого, кто готов расстаться с душой. После смерти, проклятые навеки стают рабами их бога-изверга. Бэйн Черный Лорд Злой Старший бог Будучи уничтоженным во Время Бедствий, Бэйн возродился в 1372 году ЛД и продолжает свою миссию по порабощению каждой смертной души в Ториле. Черный Лорд Бэйнхолда- это воплощение самой тирании. Желание Бэйна владеть миром не возможно остановить мистическими стенами, которые отделяют смертный мир от безжизненного серого Бэйнхолда. Бэйн также ищет управления другими божествами, и он убил и поглотил жизненную эссенцию ряда божеств. Бэйн подчинил себе гоблинские божества Маглубиет и Хругек, а также богиню Ловиатар. Жрецы Бэйна стремятся доминировать над всеми вокруг них. У церкви Бэйна нет никаких святых или праздничных дней. Когда смертный присягает на службу Бэйну, это служение абсолютно. Чонтия Великая Мать Законно-добрая Старшая Богиня Чонтия- одна из старейших богов, присутствовала при рождение самого Абейл-Торила. Она же вселила в мир жизненную эссенцию. Она следит не так за естественным миром, как за ходом жизни смертных, населяющих его. Великую Мать почитает любой, чья жизнь зависит от земли и ее плодов. Жрецы Чонтии молятся к ней на закате. Для ее благосклонности достаточно почитать природу и естественный кругооборот в ней. Ее прихожане поделены на две касты: пасторали, которые управляют фермерами и землепашцами; и истинные закройщики, солнечные друиды, видящие истину в диких землях, которые надо приручить. Кореллон Первый из Селдарина Добрый Старший Бог Легенды об эпических битвах между Кореллоном (иногда называемым Кореллоном Ларетианом) и Груумшом являются самими рассказываемыми во всем Ториле.Во время большой битвы, эладрины родились из крови Кореллона. Он был добрым правителем Арвандора и лидером Сэлдарина («Братья и сестры леса»), богом и покровителем эладринов, их гордостью и честью. Хотя он великий воин, это с его помощью эладрины смогли добиться великих успехов в магии. Целестиалы Кореллона защищают традиции и достижения расы эладринов. Они выступают советниками эльфийских королей и королев. Самим святым днем для Кореллитов является Шилдмит, но каждый месяц они собираются вместе под луной, чтоб наблюдать Лате’куор, Лесное Вероисповедание Двурогой Луны, прославляя свое божество множеством искусных примеров их мастерства. Кайрик Принц Лжи Хаотично Злой Старший Бог Будучи безумным богом интриг и лжи, Кайрик воплощение самого хаоса. Он был дважды оскорблен богами, которые предотвратили его безумные полеты фантазии и мечты по порабощению смертных. Когда в Году Голубого Огня (1385 ЛД), он убил Мистру, ее родной план, Сердце Двеомера, взорвался и, как результат, началась Магическая Чума. Тир, Латандер и Сьюн объединились, чтоб заключить его в его кошмарном доме на плане Высший Трон, где он находится по сей день, один и исключительно безумен. Кайриниты сеют хаос, уничтожение и безумие всюду, где только возможно. Немногие могут понять, какая подлая болезнь разума может заставить смертного служить такому божеству, но Кайринитов становится все больше и больше. Жизнь Кайрика описана в «Кайринишаде», в книге, которая доводит любого прочитавшего ее до полного безумия. Гаунадаур Следящий Хаотично Злой Старший Бог Прихожанами Гаунадаура были дроу, и он сосуществовал с Лолс, когда Яма Паутины Демонов лежала в Абиссе. После того, как Лолс трансформировалась в Старшее божество, она переманила последователей -дроу Гаунадаура к себе. Следящий видел, как погибли все дроуские божества в борьбе с Лолс, и ему стало ума спрятаться в самый далекий и самый темный уголок космоса, какой он только мог найти. На плане Унылые Пещеры, сила Гаунадаура возросла. Он стал править низшими формами ooze, slims и abomination. Его почитают неимоверно древние существа, такие как abomination с Аболетского Суверенитета. Жрецы Гаунадаура не празднуют никаких святых дней и живут только, чтоб сеять разруху во имя своего, полного ненависти, хозяина. Груумш Одноглазый Бог Хаотично Злой Старший Бог Влияние Груумша возросло относительно недавно, после того, как увеличилась популяция орков и других гуманоидов, ему поклоняющихся. Его недавний триумф включает в себя подчинения себе пантеона орков и других меньших божеств. Хотя груумшиты считают, что их бог родился с одным глазом, эладрины думают иначе, что он потерял глаз в бою с Кореллоном. Два божества бились множество раз и навсегда остались наибольшими врагами. Груумш- это бог завоеваний, и идет к своей цели через многочисленные жертвы врагов. Его шаманы советуют лидерам и военачальникам грабить, убивать и завоевывать. В последний день Марпенота, который груумшиты называют Гарфек’тааз, («Праздник Кровавых Камней») празднуется господство Груумша, как хозяина Нишрека. В этот день происходит посвящение новых шаманов и адептов ордена, а также жертвоприношения. Келемвор Лорд Мертвых Старший Бог без мировоззрения Келемвор контролирует грань между жизнью и смертью твердой рукой и с завидным изяществом. Он глубоко честен в роли Судьи Проклятых, поставив себя выше закона и хаоса, добра и зла. Он берет каждую душу, которая к нему попадает и судит ее по ее деяниям, на пути с одного мира в другой. Потому что Келемвор очень уважает как жизнь так и смерть, нежить приводит его в ярость. Его жрецы- это неутомимые борцы с некромантией. Келемворовы Хранитель Рока утешают семьи, которые потеряли кого-то простой философией: «Где есть свет- должна быть тьма, где есть день- должна быть ночь, где есть жизнь- должна быть смерть». Шилдмит и Фестиваль Луны- два самых почитаемых праздника у прихожан Келемвора и дни воспоминаний об усопших. Лолс Королева Ямы Паутины Демонов Хаотично Злая Старшая Богиня Паучья Королева сидит одна на Дне Паутины Демонов, управляя дроу и их разнообразными предательствами и интригами. Она купается в крови, жаждет жертвоприношений и играет со своими последователями и жертвами. Она- это холодное и жестокое порождение чернейших мест бесконечного Абисса. Лолс существует на своем родном плане в виде семи ужасных пауков и одной красивой женщины-дроу. Она приняла эту форму, когда по своей ужасной воле, она переродилась в Старшую Богиню, которой и является сегодня. Лолс иногда является своим прихожанам, но не потому что была вызвана. Лолс никому не служит, и она требует преданности от всех без исключения дроу, хотя только женщины-дроу могут стать ее арахнами. Мужчин считают нечистыми в плане поклонения, и если мужчина позволит себе повернется к Лолс спиной, месть не заставит себя ждать. Морадин Кузнец Душ Законно-добрый Старший Бог Всеотец выковал дварфов из драгоценных камней и металлов в самом сердце мира, и наделил их справедливостью и неутомимостью в их начинаниях. Он безоговорочный Король Дома Дварфов, где он предводительствует в Морадинсаммане, лояльное сообщество богов и экзархов. Наиболее лояльна к нему, его преданная жена Берронар Истинное Серебро. Фактически неспособный к компромиссу, строгий и неумолимый, Морадин неутомимый защитник дварфских ценностей, бесстрашный даже перед лицом других богов. Не единожды Морадинсамман шел маршем через космос под предводительством короля. Жрецами Морадина становятся представители лучших дварфских кланов. Они вдохновляют своих соплеменников стойко бороться с орками и им подобными. Их способность поднимать боевой дух воинов очень знаменито. Разные кланы развивают свои традиции и дни святого поклонения. Когда дварфы прикладаются к своей «святой воде» (которую люди бы назвали хорошей пинтой пива), пьяные аргументы по поводу того, к кому их бог более лоялен, часто приводят к доброжелательным дракам. Огма Хранитель Всего, Что Известно Старший Бог без мировоззрения Божество Знаний рассматривает идеи и инновации, решая, что будет дано людям, а что будет забыто. Это ответственность, которую Огма несет со всей серйозностью, несмотря на внешнюю беззаботность. Огма процветает на идеях. Огма принимает любую мысли, не зависимо от того, что из нее получилось, добро или зло. Это он решает, пойдет ли понятие или идея дальше его автора и будет ли оно защищено. Когда Избранный Огма, Гранд Патриарх Куллен Кордамант, изчез более чем 120 лет тому назад, его вера раскололась на две фракции- Прокампурская Ортодоксальная Церковь Огма и церковь Огма в Изгнании, сначала в Сембии, а теперь в Кормире. Ортодоксальные жрецы известны как Хранители Знаний; Огманиты же называют себя «Именующими». Обе фракции содержат большие и дорогие библиотеки и охотятся за текстовыми и устными знаниями по всему Торилу. Сэлуна Лунная Дева Добрая Старшая Богиня Вместе со своей сестрой Шар, Сэлуна сотворила Абейл-Торил из космического эфира и содействовала Чонтии в ее благословление жизни в мире. Она вдохнула свой дух в Луну и теперь все время смотрит вниз на мир, который помогла создать. Влияние Сэлуны на Торил проявляется в приливах и отливах и в мягких серебряных лучах лунной ночи. Она вносит свет во тьму и сдерживает то зло, которое излучает ее сестра Шар. В большинстве своем женщины, жрицы Сэлуниты известны как «серебряные звезды», несут свое учение терпеливо и спокойно, говоря что «где светит Луна, там место Сэлуны». Серебряные звезды ведут постоянною борьбу с темной стороной ликантропии. Они прочесывают Торил в поисках оборотней, пытаясь их вылечить, взять под контроль или уничтожить тех, чья животная сторона пересилила человеческую. Шар Владетельница Ночи Злая Старшая Богиня Древняя как сам космос, Шар одна из божеств-близнецов, что создали мир из первичного хаоса Ао. В отличие от любви к изяществу своей сестры, Шар живет в глубочайших тенях, лелеет тайную ненависть и неприродные желания, а также жаждет мести всеми фибрами своей темной и черной души. Ее последователи владеют великой силой над смертными и прокладают пути к самым высшим чинам в разных королевствах. В империи Нетерил, преданной Шар, существует один закон- Шар. Ее Ночные Плащи образуют отдельную фракцию, борющуюся за любое тайное знание, которое могут только найти. Храмы Шар практикуют поклонение своей богине очень разными способами. Как правило существования такого храма известно очень узкому кругу посвященных последователей, которые распространяют догмы Шар любимыми путями. Сильванус Лесной Отец Старший Бог без мировоззрения Будучи защитником дикой природы, Сильвануса часто считают божеством злых и мстительных друидов, для которых жизнь деревьев значит больше, чем жизнь человека. Фактически, Сильванус учит ценить любую жизнь. Однако, его влияние может быть интерпретировано двояко, или как целостное уважение естественного мира и порядка, или как угроза всерастущей экспансии цивилизаций дикой природы. Друиды Сильвануса молятся на заходе солнца и почитают дни Зеленой Травы, Мидсаммер и Хайхарвесттайд, как дни для медитации и воссоединения со своим божеством. Очевидно по своей прихоти, заставляет природу оживать, ручьи находят свой путь, деревья начинают ходить. Это явление, известное как Ночная Прогулка Леса, может быть узколокализованым или глобальным, зависящим от неизвестных желаний Лесного Отца. Сильванус учит своих друидов защищать лес, не судить слишком быстро и сохранять баланс жизни и смерти. Сьюн Леди Любви Добрая Старшая Богиня Богиня любви имеет множество образов, включая Ханали Целанил, долго служившая богиней для эладринов. Она богиня всего красивого и нежных эмоций. Много богов, от Аманатора до Торма, были сражены богиней любви, но она оставалась в стороне от этого (если не считать постоянного флирта), оставляя свою любовь смертным, присягнувшим ей. Поклонение Сьюн наиболее поширено в больших городах и среди аристократии, которая имеет много времени для романтики и созерцания прекрасного. Серцееды Сьюн- это представители самых красивых людей, эладринов и полуэльфов Торила. Их неофициальная иерархия контролируется самыми харизматичными жрецами. Ее храмы это дань архитектурному исскуству, а ее последователи должны проявлять любовь каждый день. Тэмпус Молот Врага Старший Бог без мировоззрения Лорд отдыха Воина способствует обеим сторонам любого конфликта, так как обе стороны стремятся к победе. Он патрон воинов всех рангов- от простого рядового до командующего армией. Для Тэмпуса, война это сила природы, которую надо уважать, так как она позволяет цивилизациям меняться и расти. Почти любой солдат в Ториле возносит свои молитвы к Тэмпусу перед лицом битвы. Именно из таких военных кличей-молитв Тэмпус черпает свою экстраординарную силу. Его бэттлгарды консультируют военоначальников и благословляют оружие во имя Тэмпуса. Вероучение Тэмпуса исповедуется по всему Торилу, независимо от того, какое оружие было взято в руки, и его жрецы живут повсюду, от цивилизованных наций до кочевых племен холодного Севера. Торм Лояльная Ярость Законно-добрый Старший Бог Торм стал Лордом Целестии после героического самопожертвования легендарного Тира (который погиб, защищая верхние королевства от нашествия демонов). Теперь он воплощает закон в космосе и стоит на страже правосудия в пантеоне. Правда, лояльность и стойкое убеждение в своей правоте - это дары Торма своим последователям, да и другим представителям Пантеона также. Церковь Торма включает в себя большое количество паладинов разных организаций со всего мира, а его жрецы, известные как святые чемпионы, являются сильными воинами, готовыми при надобности защищать принципы закона и порядка. Его храмы имеют форму неприступных крепостей, их архитектура символизирует стойкость Торма перед лицом хаоса. Исходя из этого, жрецы и паладины Торма путешествуют по Торилу, искореняя зло и хаос. Вероподданные почитают два важных святых дня. Святая Смерть (13 Марпенота), день когда Торм уничтожил Бэйна ценой своей смерти в Тантрасе во Время Бедствий; Истинной Воскресение, два дня позже возвращения Торма к жизни, в то время, как Бэйн остался мертвым (правда временно). Боги Большинству Старших Богов служат боги меньшей силы, которые разделяют их мировоззрение и живут на их планах бытия. Боги также имеют своих смертных прихожан, иногда отличных от оных Старших Богов. Девятнадцать богов почитаются в Фаэруне, все они с разными взглядами на мир и в разных сферах бытия управляют. Как правило, боги действуют независимо от поведения Старших Богов их плана, хотя некоторые, например Бэйн, держит всех обитателей своего плана в постоянном контроле. Умберлии- это пример такого бога. Он живет в Доме Природы Сильвануса, вместе с Аурил и Милликой. Умберли Королева Сука Хаотично- злая Богиня Дома Природы Королева Глубин- жесткая повелительница, в основном не волнующаяся про своих смертных прихожан, когда один из ее штормов налетает на моря и океаны Торила, убивая многих. Ее последователи зависят от скудной милости своей богини и молят океан оставить им жизнь. Экзархи Экзархов часто отождествляют с полубогами. Большинство из них это смертные служащие Старшим Богам, возвышенные до агентов своих божеств и для их целей. Некоторые экзархы привлекают собственных прихожан, но большинство служат своим богам в одиночку. Экзархи способны создавать свои собственные планы, такие себе карманные миры. Мартхаммор Дуин является экзархом. Он служит Морадину, в числе других экзархов и богини Берронар, в чертогах Дома Дварфов. Мартхаммор Дьюин Искатель Следов Добрый Экзарх Дома дварфов Наиболее часто столкнуться с жрецами Мартхаммора, так зваными воламтарами, можно в цивилизованных обществах Севера. Дварфы, которые предпочли путешествия и приключения безопасной и спокойной жизни в клане, молятся Мартхаммору Дьюину. Премордиалы (Первоэлементы) Элементальный Хаос является составными блока для всей материи космоса, и премордиалы есть часть этого Хаоса. Боги боятся этого дикого плана с невообразимыми опасностями и они уважают премордиалов, населяющих этот план бытия. Элементальные Лорды Пять премордиалов правят Элементальным Хаосом. Все, кроме хаотически-злого Базим- Горага, не имеют определенного мировоззрения. Акади: Королева Воздуха, повелительница летающих существ и всего, имеющего отношение к воздуху. Ее Гуляющие по воздуху учат, что мудрость приходит через попытки и ошибки и дорога к вере такая же тонка, как и воздух, которым владеет их повелительница. Базим-Гораг: Лорд Камня Пандемониума ведет свой род от батрачи, жившие чистым хаосом. Он случайное воплощение, призываемый бессильными игроками, теми, кто потерял последнюю надежду в справедливую судьбу. Грумбар: Лорд Земли, состоящий из камня и грязи и является строительным материалом для всего. Земля не идет на компромиссы- она просто существует. Его Гуляющие по земле противятся любым изменениям. Истишия: Лорд Воды- воплощение постоянно изменяющейся природы воды. Абсолютно не интересующийся штормами Умберли и моряками Валькура, он все время остается в стороне от всего происходящего. Коссут: Гуляющие в огне, служащие Лорду огня, поддерживают мнение об очистной способности огня и его роли в обновлении жизни. Когда люди видят, как их дома сгорают до тла, они всегда аппелируют к Коссуту. Семь Потерянных Богов: Этот термин используется для обозначения различных групп могущественных сущностей, существовавших в разные времена. Некоторые из этих, так званых «потерянных богов», могли быть премордиалами. Одна из групп существ .подходящая под описание включает в себя Дендара Ночнуа Змея, Кезеф Гончая Хаоса и Борем Киплящая Грязь Архидьяволы Наиболее могущественный существа чистого зла в космосе населяют Девять Кругов Ада. Они стали еще большей угрозой для добрых сил после того, как Асмодеус стал Старшим Богом. Каждый Архидьявол управляет одним из Кругов Ада. Бесчисленное количество извергов служит Архидьяволам безоговорочно и преданно. Мефистофель наверное самый могущественный из всех Архидьяволов. Мефистофель Лорд Восьмого Круга Ада Герцог Кании воплощает в себе всю хитрость Девяти Кругов Ада. Из лабиринтообразной цитадели на ледяных склонах Восьмого Круга, Мефистофель сеет свой грех, не обминая даже детей, в своем желание владеть душами. Поклонение дьяволам Некоторые дезинформированные люди попадают в поклонение одному или нескольким архидьяволам. Совращенные грандиозными обещаниями, те, кто принял поклонение дьяволам скоро начинают понимать, что церемонии и ритуалы, проводимые в честь Архидьяволов, самое худшее, из того, что можно представить. Хотя, такие культы не являются обыденными, но в тех местах, где они существуют, внутренний круг посвященных обменивают души своих прихожан на великую силу. Поклонение Асмодеусу также считается поклонением дьяволам. Однако, потому что Лорд Девяти Кругов есть истинным богом, его последователям не нужно проводить ритуалы с жертвоприношением, чтоб получить силу своего бога, в отличие от тех, кто поклоняются дьяволам Ада. Количество поклоняющихся дьяволам сект точно не известно; однако, одна из самых либеральных группировок из их числа походит из Эльтургарда. Высший Суд Торма верит, что каждый из девяти Лордов Ада поддерживает как минимум одну такую секту, и одна из них близ Кормира. Точно известно про одну тайную секту, которая находится в Высоком Имаскаре. Там, самопровозглашенный ребенок Мефистофеля поднялась до уровня Императрицы, уничтожив истинного претендента на трон. Руководство Кампании Забытых Царств Источник: Forgotten Realms Campaign Guide, D&D 4, Глава 6 Перевод: LE_Ranger, [email protected], icq 307744148 Вернувшийся Абейр Давным-давно мир был раздоен, дабы спасти его от финального конфликта между богами и исконными. Боги взяли одну часть (Торил), исконные потребовали другую (Абейр). Века спустя Чума Заклинаний (которую абейранцы называют Синее Дыхание Перемен) заставили два отдельных мира столкнуться и наложиться. Части каждого из миров переместились в другой. Затем миры вновь разделились, но каждый из них оставил на другом свой след. Примерно четверть Торила теперь приютила родные земли Абейра. Две самых существенных "пересаженных" земли на континенте Фаэрун - Аканул и Тимантер. Однако, самая большая из новых земель - целый континент, который фаэрунцы называют Вернувшимся Абейром, который находится к западу от Бездорожного Моря. На Вернувшемся Абейре драконы управляют обширными царствами рабов. Драконорожденные многочисленнее всего, но жертвуют собой при восстаниях. Дварфов и людей много. Дженази также были многочисленны, но главным образом на восточном континенте Шир (континент, который не был перенесен на Торил Синим Дыханием Перемен). Другие расы менее многочисленны, и феи типа эльфов и эладринов редки и появляются лишь в последнее столетие. Организованная религия на Вернувшемся Абейре (веры, простые святыни и путешествующее духовенство) в новинку; даже концепция богов, отвечающих на молитвы, для многих все еще чужеродна, хотя некоторые божества Торила основали свои опорные точки на возвращенных землях. Прошлое Абейра Истинная история долгого развертывания событий на Абейре скрыта от большинства смертных, живущих в наши дни, хотя есть много противоречивых взглядов на прошлое. Среди людей лишь горстка священников и мудрецов знает что-то больше того, что указано ниже (что большинство абейранцев считает истиной). В старые времена Рассветные Титаны (исконные) бились с Эстелар (богами) и были унижены. Резня Рассветных Титанов была огромной, но они сохранили себе Абейр. Иссушенные и разоренные божественным огнем своих противников, немногие выжившие были утомлены раздорами. Ощутив это, их скакуны-драконы восстали и обратились против Рассветных Титанов, убив большинство их, пока пережившие это не отступили в камни гор и не затихли. Затем торжествующие драконы пошли войной друг на друга и на драконов, оставшихся лояльным Рассветным Титанам. Это событие называлась Войной Клыка и Когтя, и во время ее драконы опрометчиво выпустили покинутую магию исконных. Большая часть Абейра была опустошена, да и драконы в свою очередь остались травмированными, немногочисленными и утомленными войной. Тогда легендарный Горлаун, дракон огромного размера, мощи и возраста, основал первую империю драконов. С тех пор пошла конкуренция драконьих царств и началось долгое Правление Драконов. Драконы ссорились, империи поднимались, ширились и распадались или оказывались вырванными из когтей своих умирающих императоров, но драконье правление было почти бесспорным, пока Синее Дыхание Перемен не обнажило малое количество янтаря-губителя драконов - достаточно, чтобы разрушить Правление Драконов. Сейчас целые земли Вернувшегося Абейра управляются самостоятельно, свободные от драконьего правления - по крайней мере, в настоящее время. Формирование земли Вернувшийся Абейр находится во власти могучих горных цепей с трех сторонах, образовывающих дугу вокруг великого центрального залива - Моря Дракона. Северное побережье Вернувшегося Абейра состоит из суровых необитаемых утесов, спускающихся к волнам с холодных иззубренных горных высот, где Рассветные Титаны спят в ледяном Фимбруле. Юг - горная земля Релмаур, дом враждующих драконорожденных и орков, и естественный барьер между последними двумя выжившими царствами драконов: джунглями Мелабраута на западе и обширными полями Скелкора на востоке. Горная цепь отделяет Скелкор от удерживаемого людьми Эскорна и Земель Меча. Западная земля Гонтал гнездится за горной границей и не особо показывается чужакам. Эта земля - тайна для большинства абейранцев, а граждане Гонтала считают ее местом для бушующих интриг. СТАЛЬНЫЕ НЕБЕСА На Абейре приятное синее небо давно уже забыто. Вместо этого от горизонта до горизонта протянулся свод металлического цвета. При приближении плохой погоды стальные небеса кипят темно-зелеными и медными облаками. Стальные небеса не затеняют солнечный, лунный или звездный свет. Небо имеет металлический оттенок из-за арамбара - остаточной энергии древних исконных. Арамбар был Рассветным Титаном, сила которого была настолько обширной, что даже после смерти остаток ее сохраняется на Вернувшемся Абейре. СУМЕРЧЕНЫЕ ПОРТЫ Абейранцы часто используют "Сумеречные Порты" в качестве удобного общего названия, но эти города на западных берегах центрального Моря Дракона никогда ни в чем не сотрудничали. Тем не менее, все они считаются с мнением Орларракх, старшего зеленого дракона. Знания о Сумеречных Портах Персонаж знает следующую информацию при успешной проверке Мудрости Улиц. DC 20: Сумеречные Порты внешне кажутся свободными, но, по правде говоря, они находятся в рабстве у Орларракх, Зеленой Герцогини. Орларракх собирает дань для Мелаутаура Бессмертного, правителя Мелабраута (страница 210). Хотя каждый Сумеречный Порт - жестокий конкурент для всех остальных, в каждом из них также поддерживается крепость-логовище для Орларракх, если она решит нанести визит. При каждом посещении Зеленая Герцогиня требует аудиенции нынешних лордов каждого из городов. Иногда после таких аудиенций приходится выбирать новых лордов. ОРДЕН РАССВЕТА Несколько культов на Вернувшемся Абейре тайно поклоняются Рассветным Титанам, моля их о возвращении и веруя, что они убьют драконов или по крайней мере сломят их власть и восстановят в Абейре причудливый золотой век свободы. Эта вера находится под строгим запретом лордов-драконов, так что эти культы встречаются в предельной тайне. У большинства их нет никаких секретных знаний или ритуалов и, таким образом, их секретные встречи - просто показуха. Некоторые, типа Ордена Рассвета в Мрейелундаре, заявляют, что обладают реликвиями Рассветных Титанов. Орден Рассвета поклоняется массивному черепу, который иногда говорит. Члены полагают, что череп принадлежал древнему исконному, убитому драконом Горлауном. Канонада слов черепа, конечно, кажется достаточно внушительной, но все они - в основном загадки. Некоторые члены некогда утверждали, что за говорящим черепом стоит Мастер Культа, драконорожденный по имени Рован Бабар, и что он стремится обмануть культистов. Все такие члены скоропостижно скончались, и новые ничего об этом событии не знают. Рован проповедует, что до прихода драконов континент был дикой местностью, по которой бродили гуманоиды, жившие в мире с Рассветными Титанами. Рован заявляет, что исконные отдыхают в сердце самых глубоких пещер в северных горах Вернувшегося Абейра. В своей легкой дремоте они знают, что происходит в мире, и осведомлены о почестях, воздаваемых им Орденом Рассвета. Рован говорит, что если поклонение ордена чисто и достаточно сильно, Рассветные Титаны явятся и вновь сделают драконов своими скакунами, каковыми они и были раньше. Если Зеленая Герцогиня когда-либо узнает, до чего дошел Орден Рассвета, она скорее всего вырежет весь Мрейелундар лишь для того, чтобы убедиться, что ни один культист не ушел. Дусклан Портовый город; население 56,600 Дусклан состоит из мешанины рас. В отличие от Тармалуна (страница 216), Дусклан добр к беглым рабам из других царств и других Сумеречных Портов (поскольку любого могут выбрать наугад на съедение старому зеленому ужасу). В Дусклане даже живет несколько орков, живущих в Нижнем Порту, окрестностях доков, где много борделей и теневых торговцев. По неким неясным причинам Орларракх является в Дусклан не так часто и редко остается достаточно долго, чтобы съесть более чем нескольких неудачливых граждан. Дусклан - намного более веселое место, чем другие Сумеречные Порты. Местные жители имеют хороший вкус к пирам, танцам, пению, театрам и публичным шуткам. Воровство и ссоры в причальных тавернах достаточно обычны, но убийств, похищений и поджогов почти не бывает. Дусклан - центр абейранской подделки (монеты - местная специализация) и фальшивых документов для всех, кто может за это заплатить. Особенно этот аспект города любят беглые рабы. Городом управляет Дуспранар, живущий в огромном особняке, издающий декреты и выносящий решения по торговым спорам и в вопросах, грозящих нарушением закона. После каждого из нечастых посещений Орларракх выбирается новый Дуспранар. Лилорн Портовый город; население 68,000 Отчаянно гордые лилары всегда были одними из самых смелых среди абейранских моряков, путешествуя далеко по морям в поисках новых мест для торговли (и островов для разграбления). Лиларские пираты - основной элемент абейранского фольклора, и лилары конкурируют с самбрезами с Земель Меча по выдумыванию овкорблений и обнажению стали для их возмещения. Однако, они не убивают более слабых или старых противников, но носят маленький пояс-кнут для наказания подобных обидчиков. Лилорн однозначно самый большой, богатейший и самый доминирующий из Сумеречных Портов. Он получил этот статус, пожертвовав самым большим количеством своих граждан безграничному аппетиту Орларракх. Лилары предпочитают окруженные стенами висячие сады и внутренние дворы в своих каменных домах с окнами-арками. Внутри их домов - богатые гобелены, насыщенные ковры, дорогостоящие статуэтки и другая роскошь, включая весь спектр очень пряной домашней птицы на обеденных столах. Под лапой Орларракх Лилорном управляет лорд, избираемой другой знатью. Голосуют главы всех семнадцати лиларских благородных домов, обычно выбирая пожилых, консервативных мужчин (если Орларракх съест старика, то по крайней мере жертва прожила полную жизнь перед тем, как встретить столь ужасный конец). Неправдоподобно богатые Нандрел Гостур и Зашина Дретил возглавляют Теневой Поцелуй - банду нарко- и ядоторговцев, действующую по всему Морю Дракона. Зашина любит авантюристов, страстно выискивая новости об их делах, часто нанимая и даже совращая их, когда считает, что это достаточно безопасно. Она строит планы по использованию своих наркотиков для контроля Орларракх. Марраук Портовый город; население 38,800 Холмы вокруг Марраука суровы и голы от растительности, так что он долго был известен как Город Пыли из- за носимого ветрами песка (называемого пескодуй), хлещущего его массивные каменные здания и убивающего всю растительность. Пять долин прямо внутри его заполнены глубокими залежами очень мелкой и чистой соли, которую Марраук теперь экспортирует на весь Возвращенный Абейр и на большую часть западного Фаэруна. Особенность местной одежды - темные, закрытые плащи для защиты от пескодуя, что делает всех на улицах очень похожими. Марраукилы - строгий, немногословный народ, управляемый наследственным высоким лордом. В настоящее время на этой должности находится спокойная и любимая всеми женщина по имени Дауна Лорастур. Трое ее молодых сыновей волнуются за мать, все менее повинующуюся Зеленой Герцогине. Мрейелундар Портовый город; население 29,900 Этот влажность, гниющий город всегда был известен богатством, развратом, беззаконием и незаконными методами. Здесь живут и работают лучшие ювелиры и огранщики Вернувшегося Абейра, и в жизни верховодят банды. Мелабраут получает от этого города немалую дань - после того, как ее собирает Орларракх. Ювелир Труск Рантин - Лорд Врат города, но банды боятся и повинуются Нарнорну, таинственному и легендарному вору, который и правит фактически. При том, что часть свободного народа Земель Меча очарована драконами и жаждет их мощи, таковые из Сумеречных Портов по себе знают, что драконы недостойны изучения или поклонения. В отчаянии некоторые из них тайно обращаются к поклонению исчезнувшим Рассветным Титанам. Недавно основанный Орден Рассвета быстро становится реальной силой за закрытыми дверьми Мрейелундара. Тарсит Портовый город; население 46,800 Основанный вокруг устья Реки Эсмур, где всегда было в избытке рыбы, угрей и песчаных моллюсков, Тарсит - самый занятой рыбацкий центр Вернувшегося Абейра. Каждый день сотни граждан выходят на веслах или под парусами в небольшой залив реки Эсмур, чтобы вытянуть сети, полные сверкающего улова. Большинство угрей и моллюсков съедается тут же, но скальных крабов закатывают в речную глину и запекают в твердые шары, хорошо переносящие путешествие, а рыбу потрошат и сушат. Эти пищевые продукты стали главным экспортом Тарсита, опережая его традиционную гордость - самые прекрасные веревки и паруса на всей земле. Ткачи Тарсита делают лучшие ткацкие станки на Вернувшемся Абейре, но они не идут на продажу (и время от времени крадутся при смелых набегах, науськиваемых ткачами из других городов). Тарситом управляет Тарандар, владеющий магической тростью, который получает приказы от Орларракх. Это в большинстве своем спокойный город, который иногда взрывается неожиданным ужасом, когда Зеленая Герцогиня подбивает другого подобного дракона из Мелабраута на соревнование - кто больше съест. ЭСКОРН Это бывшее драконье царство - ныне человеческая земля ("Эскорн" - сокращение от Эскорнамундир, имя его свергнутого драконьего правителя). Широко известный в других местах Вернувшегося Абейра как отсталое, глухое царство, таковое лишь в названии, Эскорн едва управляется. Король перемещает свой двор из замка в замка, поддерживая порядок со своими быстроходными рыцарями. Закон короля часто простирается лишь на длину мечей рыцарей. Кроме рыночных мест (расположенных на перекрестках дорог или на пересечении троп с судоходной рекой), чужеземцы и нелюди встречаются редко, даже при том, что драконорожденные тоже некогда были рабами Эскорнамундира. Когда дракон-император Эскорна пал, драконорожденные поспешили на помощь своим сородичам в Скелкоре. Знания об Эскорне Персонаж знает следующую информацию при успешной проверке навыка. История DC 10: Эскорн был вырван из драконьих когтей не только героизмом людей-рабов, повсеместно поднявших восстание, но и благодаря определенным делам авантюристов во главе с сильным и жестким воином Аунглассом Роарилом, от которого и идет нынешний королевский род. Начиная с Избавления, как называется это событие, правили пять человеческих династий. Четыре династии закончились насильственно. Эскорн известен как Царство Дикого Дракона - не за свое драконье прошлое и не за распространенность диких драконов, а из-за Дикодраконов - одно из бывших правящих семейств. Большинство мудрецов полагает, что Дикобраконы были ситреблены кланом Хайлраэвин, но легенды всегда настаивали, что они живы, рассеявшись средь эскорнаров, не зная о своем происхождении, породив много успешных авантюристов (и изгоев). В один прекрасный день Дикодраконы вернутся на трон, и начнется время величия Эскорна. Некоторые из старших и самых ученых волшебников Вернувшегося Абейра объявили, что правы легенды, а не мудрецы. История DC 15: В некоторых из руин Эскорна все еще есть невероятные сокровища. Гробницы древних драконьих императоров усеивают землю, не говоря уже об отдельной колоссальной постройке, возвышающейся на мили в стальное небо, в которой, как считают, размещается Рассветный Титан, который никогда не был побежден в течение Правления Драконов. Однако, никто никогда не смог даже поцарапать каменные врата, запечатывающие вход в гигантский шпиль. Мудрость Улиц DC 10: Главный экспорт Эскорна - древесина, кувшины с лекарствами и лесорастительный джем (особенно коричневый, известный как таррум), выделанные шкуры и соленое мясо. Добыча включает волов, кабанов, оленину и земляных кур - термин, используемый эскорнарами для диких индюшек, которые могут вырастать размером с человеческого ребенка. Мудрость Улиц DC 15: Орнан, нынешний король Эскорна - краснолицый, жестий постаревший ветераном, проведший много лет в седле - в болрьбе с изгоями, потенциальными узурпаторами и монстрами. Это грубый человек, желающий быть светлым и справедливым, но он не мешкает с теми, кто бросают ему вызов или с любым, кто обманывает. Король Орнан любит простые разговоры, честные деловые отношения и тех, кто добр и благосклонен друг к другу. Под его правлением убийц казнят, воров порют, об их преступлениях широко сообщается, и обеспечивается, чтобы они возместили вдвое больше, чем украли (обеспечивая работу под наблюдением его рыцарей, если нет иного способа сделать это). ШТОРМОВАЯ РУНА Штормовая Руна - кабала из примерно дюжины богатых штормхарских торговцев и землевладельцев, встречающихся в секрете и скрывающие личности от своих агентов, занимающих более низкую ступень. Агенты никогда не совершают жестоких или явно незаконных дел; работая через шпионов и посредников для защиты личностей своих членов от предательства, Руна нанимает для такой работы авантюристов-чужеземцев - по принципу разовой задачи. Нат Харандал, коварный и расчетливый изготовитель ядов и торговец парусиной, веревками, шнурами и палатками, возглавляет Штормовую Руну. Ему помогает Беласкур Халлоудрин, надменный расист и превосходный актер, занимающийся прекрасными платьями, тесьмой, духами, перчатками и шляпами. Когда доходит до темных дел, Нат и Беласкур - самые энергичные мыслители и исполнители Руны, и они могут всегда обратиться за помощью к мускулам холодного убийственного торговца лошадьми Мордрара Хаммеска и к жестокому тележнику Остралу Бардвику. Штормовая Руна не заинтересована управлением Эскорном, но ее членов очень интересует обогащение и получение большей силы - через манипулирование рыцарями Эскорна и медленное формирование популярных взглядов. Они поощряют всех разделять точку зрения, что торговцы - истинные друзья народа, потому что они делают всех богаче и дают комфорт, принимая во внимание, что король и его рыцари, при всех их разговорах о справедливых законах - на самом деле угнетатели. Всякий раз, когда Руна способна подтолкнуть рыцаря или любого придворного или королевского агента к действию или разговору в резкой или своевольной манере, она стремится сделать это. Всякий раз, когда ее агенты могут представить указы короля или рыцарей чрезмерно жестокими или тираническими, они стараются придать им именно этот оттенок. Они также заботятся о том, чтобы никто не начал видеть в торговцах объединенную угрозу. Кабалла работает против не-членов, используя воровство, вандализм и случайные поджоги - так, чтобы члены Руны процветали, в то время как другим торговцам Эскорна приходилось бороться. КОРОЛЕВСКИЕ ТВЕРДЫНИ Королевские твердыни Эскорна - всего лишь одиночные каменные башни, окруженные рвами, и деревни вокруг них. Несмотря на название, каждая из них - по сути лишь приют для продавцов маленьких и ценных изделий, ростовщиков и богатого люда, желающего жить в безопасности. Многие достаточно густонаселенны, чтобы иметь "высокое общество", которое мало, ревнует к "этим высоким трепачам" из Штормошлема и отчаянно стремится изучать и подражать этой моде высоких трепачей. Поселения и приметные черты Большинство Эскорна - раскидистые лесистые холмы, усеянные маленькими усадьбами на несколько семейств. Тропы встречаются часто, но дорог немного, указателей нет вообще; в этой стране легко заблудиться. Изобилуют потоки, болота и много крошечных водоемов, окутанных мглой на рассвете и в сумерках. Кроме рыцарей и рауренов (шпионы и посланники короля), лишь коробейники и выносливые ездоки хорошо знают маршруты и вехи сельской местности. Эскорн наиболее густонаселен и сильнее всего патрулируется по прибрежным дорогам, соединяющим королевские твердыни. По мере путешествия на восток земля становится все дикой и опасной; по ней бродят многочисленные твари и банды изгоев. В конечном счете жители, тропы и закон разом исчезают в Лесу Харглет. Все знают, что в лесу есть руины, но немногие эскорнары знают о них что-то конкретное (кроме руин рядом с тем местом, где они живут). Штормошлем Столица; население 18,000 Столица Эскорна - растянутый, не окруженный стенами каменный город, восстановленный людьми из руин древних дварфских зданий, в которых драконы некогда устраивали свое логовище. Он назван по имени легендарного человека-воина, погибшего в великолепной борьбе за свободу от драконов за столетие до успешного восстания людей. В Штормошлеме грязные дороги для фургонов меж гравийных пешеходных дорожек, расположенные как попало, и деревьев и неразработанных площадей больше, чем плотной застройки. Его самое большое здание - амбароподобная каменная крепость, называемая Тронным Залом, дом Короля Орнана Роарила. Во время путешествий Орнан оставляет правителем своего геральда, любезного, но глуповатого Мрескана Хондла, дабы тот выслуживал просьбы и жалобы подданых. Король и его геральд часто общаются посредством эскорнанской драгоценности - Видящих Камней. Король Орнан похоронил трех жен, но вырастал троих детей. Наследный принц Имрар Роарил - импульсивный, гордый и способный воин, глумящийся над своим младшим братом. Принц Фландарр Роарил ненавидит Имрара и строит планы, как стать королем при поддержке слабоорганизованной кабаллы жадных эскорнанских торговцев и многих из давних доверенных шпионов короля. Однако, большая часть все более и более беспокоящейся знати царства поддерживает Принцессу Длорну Роарил - интеллектуального, справедливого и дипломатичного младшего ребенка Орнана. Благородные семейства Калат, Хорнлар и Сардрон тайно настроены в оппозиции к восхождению на трон любого из Роарилов после смерти Орнана. Давний конкурент Короля, проницательный и искушенный Амонтур Сардрон хочет продвинуть в короли своего сына - бойкого, превосходного актера Арангура, и готов ради этого нанять кого угодно или вступить в любой союз. Дларрин Калат не заботится о том, кто именно король, пока реальным правителем является он сам, и он ищет свособы влияния на каждого из значимых рыцарей (часто - запугиванием или угрозами шантажа). Большинство эскорнаров в той или иной степени привязанны к своему королю и полагают, что угрозы его правлению - работа зловещих чужеземцев или чрезмерно честолюбивых рыцарей. Однако, в повседневной жизни Штормошлема царит интенсивный интерес к вечноменяющимся интригам, влиянию и относительному социальному положению всех придворных и рыцарей. В Штормошлеме нет гильдий, но он давно уже развил противоречие жестокости некоторых из самых своевольных рыцарей: таинственную Штормовую Руну. В Штормошлеме живут богатейшие семейства эскорнаров. Благородные семейства имеют в черте города окруженные стенами особняки. В Штормошлеме правят бал все моды, сплетни, игры (типа метания ножей и различных карточных игр) и хобби Царства Дикого Дракона. Штормошлем - единственное место в Эскорне, в жилищах которого есть украшенные холлы и шикарно оборудованные комнаты, использующиесяся лишь для развлечения гостей. Айронхар Королевская твердыня Айронхар - самая большая из королевских твердынь. Несколько богатых сборщиков живут здесь, часто нанимая авантюристов в качестве цепких рук на окрестных землях. Завсегдатай, чаще всего нанимающий группы авантюристов в Айронхаре - Драмар Лорнен. Она одержима мечтами о Шпиле Рассветного Титана (страница 207) и придумала многогранный план для получения возможности войти в него. Говорят, что многие наняты ей в Эскорне и в других местах, выполняя маленькие задачи, которые в конечном счете дадут Драмар ключ для входа в Шпиль. Мглистая Поросль Королевская твердыня Известная богатой местной историей превосходных певцов, менестрелей и изготовителей инструментов, Мглистая Поросль недавно стала центром вандализма, поджогов и нападений на королевских агентах, хотя никто из злодеев так и не был схвачен. Местные жители все чаще полагают, что определенные благородные семейства нанимают чужеземных бандитов и хулиганов, но никто не смеет называть имен. Охота ради спорта и ради добычи Лесу Харглет особенно хороша близ Мглистой Поросли, и местные охотники часто нанимают авантюристов в качестве охраны, когда вероятность атак монстров или изгоев возрастает достаточно, чтобы стать реальной проблемой. Остроглазый, но старый Умел Рассекающий Зуб из Мглистой Поросли искал группу, которая может провести его, несмотря на его немалый возраст, к руинам, которые в молодости он исследовал вместе с давно уже мертвыми соотечественниками. У Умела есть фрагмент старой карты и полустертые воспоминания, способные привести наемников в место под названием Саванфаст, где, по словам Умела, "огни в земле поют идеально чистыми голосами". Норнгласт Королевская твердыня Эта самая маленькая и отдаленная из трех королевских твердынь Эскорна названа по имени семейства- основателя - ранее видного, но ныне заглохшего клана Норнгласт. Благородные Норнгласты накопили невероятное богатство, и предполагается, что они потратили немалую часть своих монет на семейный проект, о котором чужакам не рассказывали. Многие из местных говорят о "Секрете Норнгластов" - но по сути это лишь отмечает, что Норнгласты отличались от других, но никто не знает - чем именно. Ясно одно: Норнгласт кажется заполоненным духами своего прошлого - духами, которые словно преследуют свои прижизненные цели, иногда забираясь ради этого далеко за пределы Эскорна. Как говорят об этом эскорнары, "Норнгластом управляют привидения". По правде говоря, у Возвышения Араунта есть комплекс катакомб под твердыней - это одно из его центральных княжеств. См. страницу 252 для большей информации о Возвышении Араунта. Рондевал Королевская твердыня Самое большое место для рыночных встреч в Эскорне носит имя легендарного, давно уже мертвого исполнителя, известного своим остроумием, очарованием и распутностью. Рондевал построил хорошую гостиницу там, где у перекрестья дорог били источники приятной, чистой питьевой воды. С тех пор тут развился торговый городок - без правительства, помимо владельцев гостиниц и их наемных рук. Сейчас это лучшее место в царстве, где можно найти квалифицированных ремесленников. Рондевал - место постоянных сплетен и интриг, где безденежные и желающие быстро разбогатеть собираются, дабы попытаться урвать благосостояние - или хотя бы прожить - от любого, кто пожелает их нанять. Чужеземцы могут купить в Рондевале изумительный ассортимент "карт сокровищ" - или нанять квалифицированных художников для рисования новых, еще более причудливых. ВОЗВЫШЕНИЕ АРАУНТА Под Норгластом лежит сеть портальных путей, скрытых для всех, кроме нежити. Живущее существо арка или дверь с тремя вертикальными полосками над ней приведет в обычный туннель катакомб или в склеп, но разумную нежить, знающую значение меток, тот же самый проход может привести в другие катакомбы или кладбища куда-то еще на Вернувшемся Абейре. Называемые путями смерти, эти маршруты плотнее всего используются группой самоорганизованной нежити, базирующейся в Эскорне, которая называет себя Возвышением Араунта (см. страницу 252 для большего количества деталей об этой организации). Возвышение Араунта существует в виде сети портальных путей, тропы которой формируют незримое королевство мертвых. Порталы ежегодно проникают на все большую территории, и по сути Возвышение полагает, что каждый склеп, каждая королевская гробница, каждый забытый уголок мира, где нежить защает прихоти давно ушедших владык - фактически обширное, хоть по себе и маленькое, княжество Араунта. В катакомбах под Норнгластом содержит свой двор нежить, известная как Лод и Меремот. Заговоры и места для приключений Аргул: Этот длинный рассеченный замок был построен драконорожденными рабами в качестве логовища для их драконьего владыки - гигантского дракона по имени Аргуларрагх. Рабы называли этого великого вирма Аргулом, и за столетия это стало и названием логовища. Замок был разодран на части конкурирующими драконами, ищущими сокровища (и закусившими оставшимися драконорожденными рабами) после того, как Аргуларрагх исчез. Большинство драконов считало, что вирм погиб при некотором происшествии или битве над морем, погрузившись в водяную могилу, но кое-кто полагает, что Аргуларрагх научился менять форму и живет в различных обликах и по сей день. Другая легенда намекает, что великий дракон был затянут в магическое изделие и остается в ловушке. Твердыня Белприна: Этот маленькая, выпотрошенная огнем каменная твердыня имеет забытое человеческое происхождение. Она носит имя известного изгоя, жившего в этих разрушенных стенах столетия назад, собрав вокруг себя множество объявленных вне закона. Бандитов неоднократно вышвыривали из твердыни различные эскорнарские короли и рыцари. Но бандиты всегда возвращались, оставляя за собой неизбежные рассказы о спрятанных сокровищах, все из которых сосредоточены в руинах. Хищные монстры начали бродить поблизости, ища возможность закусить очередными изгоями или искателями сокровищ, посещающими Твердыню Белприна. Шпиль Рассветного Титана: Эта монолитная структура вздымается в небо на две мили, словно стройный молочно-белый клык. Она словно построена из мрамора, хотя фактически он прочнее железа. Является ли это уникальное вещество само по себе слишком твердым, или это магически усиленный мрамор - никто из потенциальных исследователей так и не смог определить. Большинство полагает, что внутри массивной крепости живет Рассветный Титан - один из исконных древних времен, которым драконы так и не смогли нанести поражение, но они все равно исчезли из этого мира. По слухам: есть и другие подобные постройки - типа цитадели размером с графство из горящего льда, которое было на диком континенте Шир на востоке, прежде чем Синее Дыхание Перемен навсегда изменило мир и Шир исчез во мраке. Что случилось с Широм и исконным деспотом Каршимисом - неизвестно и вряд ли когда-то откроется. Огненные Деревья: Опаленные, перевернутые камни этой когда-то внушительно, но ныне разрушенной крепости лежат в "шраме" из сожженных стволов деревьев и почерневших от огня камней, где не растут новые растения. В темноте над камнями плывет жуткое свечение и, по слухам, там очень активна магия, изменяющая чувства, способности и формы живущих существ. На месте Огненных Деревьев когда-то стояла укрепленная тюрьма драконорожденных Раурокх, названная по имени правившего там дракона. Раурокхимдхар держал и разводил здесь драконорожденных. Под Раурокхом есть глубинные пустоты - давно покинутый дварфский город под названием Дурлиндболд. Город был очищен от своих строителей века назад разумной магией, от которой гнила плоть. Перед угрозой смерти дварфы рассеялись по множеству маленьких пещерных домов по всему Абейру. И по сей день тут можно встретить монстров, беспощадную магию, разумную чуму, вытеснившую дварфов, и кое-какие утерянные сокровища меньших драконов, а также драконорожденных беглецов из Раурокхах, проживших всю жизнь в пустотах Дурлиндболда. Орот: Давно известный как Полая Гора, этот большой, но низкий разрушенный вулканический пик зарос густым лесом. Орот уже не пуст: область изобилует монстрами всех видов, удерживающими даже самых смелых авантюристов. Как показывает история эскорнаров, рыцари царства не рискуют появляться близ Орота, даже если подвергнуты опасности королевские наследники. Старший черный дракон Лхарглорот, бывший лояльный служитель Мелаутаура Бессмертного (страница 210), давно уже сбежал в Орот и все еще живет там. Дракон продолжает свои сумасшедшие эксперименты без внимательного присмотра своего владыки. Он удобно устроился в пещерах в глубине Орота, продолжая экспериментировать на живущих существах мощной магией своего собственного изобретения, создавая новых ужасающих монстры. Большинство созданий Лхарглорота - уникальные бесплодные кошмары, но наряду с такими есть и воистину успешные. Некоторые из неудавшихся экспериментов дракона (большинство из которых - твари-бормотуны) иногда сбегают, бродя по лесам Орота и пожирая друг друга и всех вторгшихся. Саванфаст: У древних дварфов Дурлиндболда были заставы под землей, с которых они наблюдали за мародерствующими драконами в течение первых нескольких тысячелетий Правления Драконов. Одна из таких застав была построена в пустототелом естественном каменном куполе. Хитрые окна магии, которых нет на внешней стороне, были высечены в склонах естественного формирования, позволяя дварфам то, что находится на поверхности. Время от времени существа из внешнего мира случайно получают доступ в Саванфаст, покружившись перед пригорком в особой манере. Внутри находятся узлы магического света, поющие предупреждения всякий раз, когда на них встают вторгшиеся, а также туннели, ведущие далеко под землю - возможно, к Дурлиндболду и другим местам, когда-то построенным дварфами. Лабиринт также заполонен существами, проникшими в него, но неспособными из него выбраться. ФИМБРУЛ Фимбрул, Земля Гигантов - холодный, бездорожный и на вид бескрайний горный регион. В нем властвуют возвышающиеся одетые снегом пики, воющие снежные бури, глубокие пропасти и узкие скрытые долины. Под его могучими пиками лежат длинные сети пещер с реками и озерами талой воды, где живет большинство живых существ Фимбрула. Земля настолько обширна и похожа на лабиринт, что в ней может скрываться почти что угодно - даже Рассветные Титаны. Когда швыряемый штормом снег не жалит глаза, на землю ложатся облака, скрывая все влажным, цепким туманом, блокирующим видение и сверхъестественно искажающим звуки. Скрытые высокие долины Фимбрула полны кабанов и лосей. Его скалы содержат самые богатые из известных жил сырых металлических руд и самоцветов всего мира, доступные из тысяч не отмеченных на картах, безымянных пещер. Знания о Фимбруле Персонаж знает следующую информацию при успешной проверке навыка. История DC 15: Горстка они появилась в Фимбруле лишь десять лет назад. Они начали собирать рассеянных, отчаянно ищущих продовольствие поверхностных орков в огромнын военные банды, каждая из которых состоит из двух дюжин дисциплинированных налетчиков. Они и их силы охотятся на горных козлов, когда их набеги на юг проваливаются. Они редко забираются в туннели под отшлифованной людом горной местностью. История DC 30: Исконные дремлют в Фимбруле, самопогребенные в сплошной скале, лишь в общих чертах зная то, что происходит вокруг. В прошлом определенные дела или выпущенная магия пробуждали их и заставляли приложить руку к событиям - но легенды дают лишь намеки, что это могло быть и сработает ли это еще раз. Мудрость Улиц DC 10: То, что другие абейранцы называют "зимой", продолжается в Фимбруле круглый год. В течение зимы на остальной части Вернувшегося Абейра Фимбрул страдает от воющих ледяных штормов, не позволяющих летать - даже драконам. Эти штормы превращают сухопутное путешествие в череду падений, при которых легко переломать кости. Пик лета приносит двухмесячный "сезон туманов", которого хватает, чтобы вдохнуть минимум жизни в чахлые деревья, которые растут без листьев и со странно длинными ветвями в высоких горных долинах. В пещерах внизу времена года не ощущаются. Поселения и приметные черты Среди своих бескрайних Воющих Гор Фимбрул известен несколькими приметными пиками, и кое-какие общины скрываются в его снежных, продуваемых ветрами внутренностях. Дарраун Столица; население 6,600 В группе великих пещер глубоко под тремя высокими пиками, известными как Громовые Клыки, находится Дарраун, столица и единственный город Фимбрула. Город населяют земные гиганты и галеб дар. Построек не так много, и сделаны они при помощи формирования естественных скал, создавая пещеру с чудесными скальными драпировками, искусные ячеистые стены, кварцевые скаты, светящиеся прозрачные сталактиты и другие чудеса. Фимбранские гиганты проводят свою жизнь в охоте в далеких пещерах и на снежной поверхности Фимбрула, особенно в долинах. Пойманное они не готовят на огне, а съедают после погружения его в размягчающий плоть бульон. Гиганты ведут бесконечную войну с драконов, восставшими галеб дар из дальних пещер, а недавно - с бандами орков они. До недавнего времени гиганты охотились на орков как на еду; теперь они охотятся на них из гнева. Фимбранские земные гиганты также делают мощное спиртное - гуллук - из перебродившего кулинарного бульона, сильно приправленного. Черная Твердыня Пещера для встреч; население 800 Черная Твердыня - островок теплоты и комфорта для гуманоидов на суровой земле Фимбрула. Его население растет и падает по мере того, как приходят и уходят торговцы и авантюристы, все из которых считают его нейтральной землей для встреч; это - единственный на многие лиги приют, где можно остдохнуть, поторговать и оправиться от ран. На Черную Твердыню редко нападают орки, драконы или гиганты, так что она считается сравнительно безопасной. Ксенофобные дварфы сообщества Кузнечных Огней прибывают в Черную Твердыню, чтобы встретиться с более широким миром, который они не допускают в свой дом. Здесь они торгуют сделанными в Кузнечных Огнях монетами, оружием, доспехами и скобяными изделиями. Люди и другие авантюристы используют Твердыню для пополнения запасов, отдыха и вербовки. Жилища Черной Твердыни - цепочки узких связанных палат по сторонам, высеченных дварфами в стенах ее главной пещеры. В главной области много загонов для тварей, каменных "подиумов", вонючих навозных куч, и глубокий Пруд Питьевой Воды. Кузнечные Огни Пещерная цитадель дварфов; население 400 Никто, кроме дварфов, не допускается в эту плотно охраняемую вереницу пещер. Ее дварфы преднамеренно держат ведущие к ней туннели слишком маленькими, чтобы гиганты или драконы могли вести переговоры. Даже с незнакомыми дварфами, приближающимися к Кузнечным Огням, обращаются с подозрением. Рассказы предупреждают, что в цитадели есть сотни скрытых туннелей и дверей, за большинством которых скрыты вооруженные и закованные в броню дварфы. В самых глубоких подвалах жилых пещер Кузнечных Огней есть вулканические трещины, где дварфы куют весь спектр инструментов, монет, оружия и доспехов. Трещины делают Кузнечные Огни теплым, влажным местом; конденсирующуюся влагу собирают и используют для мытья, окраски и кухонных дел. Заговоры и места для приключений Двор Рорна: В самых глубоких пещерах Фимбрула спит двор Рассветного Титана по имени Сверкающий Рорн Яростный (см. "Двор Рорна" на странице 242 для большего количества информации). Кое-кто перешептывается, что Рорн и его двор окончательно пробудится после тысячелетий безмолвия и дремоты. Драконьи Кости: Эта длинная и по общему мнению бездонная пропасть - место, куда драконы прилетают, чувствуя близость смерти. Говорят, что они падают в нее, гибнут и таким образом кости их перемешиваются с таковыми их предков, сородичей и даже конкурентов. Когда дракон умирает в другом месте, абейранец приносит одну из его чешуек или костей к Драконьим Костям, бросая его вниз - на удачу. Ни одному из заклинателей еще не удалось вытянуть беспокойную магическую энергию, клокочущую внизу. Глаэдорн: Где-то в Воющих Горах есть по крайней мере шесть входов в отдельную блистающую пещеру, стены которой усеяны огромными драгоценными камнями. Глаэл Дорн был дварфом, первым нашедшим ее давным-давно. Кристаллы считают отделенными пальцами Рассветного Титана, иногда движущимися по своему усмотрению. Римлост: Высокая башня высится на северных утесах Фимбрула - башня, вокруг которой штормы воют с особой яростью. Римлост - секрет, известный очень немногим, поскольку в ней размещается один из культов Вернувшегося Абейра, поклоняющийся Рассветым Титанам - прямо нарушая указ драконов. Оставшиеся драконы Вернувшегося Абейра идут на любые усилия, чтобы выслеживать и истреблять любого, кого считают вовлеченным в подобное поклонение, поскольку у них нет ни малейшего желания видеть, как их старые владыки пробудятся от вечного сна на этом континенте, как это случилось в утерянном Шире. КЛЮЧЕВЫЕ ЖИТЕЛИ ЧЕРНОЙ ТВЕРДЫНИ В Черной Твердыне нет какого-либо правительства или правителя, но кое-кто в ней живет дольше других. Матушка Длинные Пальцы: Пожилая, но все еще изящная балерина и бывшая ошеломительная красотка, знающая и обихаживающая всех в Черной Твердыне, Искх "Длинные Пальцы" Ламмараск имеет поразительные золотые глаза под суровыми черными бровями на морщинистом лице. Она управляет Отдыхом Искх - банями и спальными помещениями, где она обслуживает несчетное количество ванн и хранит ключи, мелкие изделия и секреты завсегдатаев. Клинок: Также известный как "Старый Клык", молчаливый одноглазый иссеченный шрамами владелец магазина оснащения Скрещенные Клинки, Блейс "Клинок" Орлтаск никогда не обманывает клиентов, но всегда находит способ поквитаться с теми, кто переходит его дорожку. Тысячи красочных рассказов повествуют о наследственных домах и злых делах дварфа. Укрытый Плащом: Единственный известный местный волшебник Черной Твердыни всегда обмотан закрытым черным плащом и одеяниями, под которыми он (или она) носит черный марлевый саван вокруг головы - и под ним еще некоего рода персональную ауру магической тьмы, скрывающей кожу. Укрытый Плащом за плату исполняет ритуалы, но никогда не уходит за приключениями и не покидает Черную Твердыню ни по какой причине. МЕЛАБРАУТ Старейшая из выживших драконьих империй Вернувшегося Абейра, Мелабраут - обширные, дикие джунгли. Заполоненные дикими монстрами джунгли день и ночь отзываются эхом рева, зова на помощь и предсмертными воплями. Разрушенные каменные пирсы вонзаются в моря в естественных гаванях вдоль побережья. Рассказывают, что глубоко в джунглях есть утерянные заросшие руины. Эти сооружения - единственный признак того, что драконорожденные или другие гуманоиды когда-то жили в этой области, но теперь их тут нет. Это - земля драконов и монстров. Мелабраутом правит Мелаутаур Бессмертный, нестареющий гигантский черный дракон. Знания о Мелабрауте Персонаж знает следующую информацию при успешной проверке навыка. История DC 15: Когда пришло Синее Дыхание Перемен, империя Бессмертного почти пала от восстания ее драконорожденных рабов. Мелаутаур ничего не сделал, чтобы защитить служивших ему меньших драконов от резни драконорожденными, владевшими янтарем-губителем драконов. Когда восстание было подавлено, Бессмертный позволил джунглям захватить свои земли и не стал захватывать новых гуманоидных рабов. Мудрость Улиц DC 30: Мелаутаур - фактически исписанный рунами драколич, продолжающий усиливать свои силы нежити. Иногда он посылает своих драконов-подчиненных в отдаленные части Вернувшегося Абейра, очевидно - в поисках ключей к реликвии, утерянной в древние времена во время войны между Эстеларом и Рассветными Титанами. Считают, что реликвия, называемая Тенью Ао, имеет силу обновить мир. Поселения и приметные черты В Мелабрауте нет никаких известных поселений, дорог или троп. Его многочисленные реки судоходны на некоторое расстояние вглубь от побережья, но жестокие и постоянные атаки монстров препятствуют любому посетителю Империи Джунглей. Драконорожденные не служат мелбраутским драконам. Прислужнические обязанности возложены на драконье отродье, молодых драконов и на других существ. Никто не знает, где живет Мелаутаур, хотя чужаки подозревают, что у него есть несколько логовищ, большинство из которых - в горах. Клык: Этот зубоподобный кищащий монстрами прибрежный пик используется моряками для навигации. Река Випаэрин: Чернильно-спокойные воды самой большой реки Мелабраута и многочисленные болота по ее берегам скрывают множество смертельных водных хищников. Звездный Шпиль: Этот одинокий пик словно вонзается в небосвод. Ходит немало рассказов о его невероятных сокровищах и секретах, но в немногочисленных пещерах по его сторонам есть лишь ловушки и трупы павших захватчиков. Заговоры и места для приключений Джерад Кусолд: Одни из каменных руин Империи Джунглей были городом рабов-драконорожденных, который стал крепостью мятежников, когда Синее Дыхание Перемен ненадолго снабдило Вернувшийся Абейр янтарем-губителем драконов. Драконорожденные Мелабраута сумели убить почти четверть драконов Бессмертного. Но Бессмертный обнаружил хранилище знаний Рассветного Титана, заставив землю поглотить Джерад Кусолд, всех его защитников-драконорожденных и его желтый кристалл. Это место сейчас упоминается как Проглоченный Город. В поисках его ежегодно погибает множество драконорожденных. МЕЛАБРАУТСКИЕ СВЕРХДРАКОНЫ Из тысячи необычных драконов, живущих в Мелабрауте, примерно двадцать достаточно мощны, чтобы быть сверхдраконами, управляющими собственными территориями. Некоторые из этих сверхдраконов кратко описаны ниже. Если кто-либо из сверхдраконов становится слишком честолюбивым или планирует фактическое предательство, Мелаутаур словно всегда знает об этом и немедленно приказывает четырем другим сверхдраконам атаковать и убить предателя. В остальном Мелаутаур позволяет им заниматься своими делами, что часто включает охоту на людей и драконорожденных ради удовольствия. Ророарос: Этот старший черный дракон восхищается изничтожением тех, кто бросает ему вызов, но он осторожен и частенько консультируется с Мелаутауром. Он управляет прибрежной территорией и часто разбирается со вторгающимися с моря. Наэриндрот: Хитрый и мастерский актер, этот взрослый черный дракон имеет тайник с магическими изделиями, предоставляющими изобилие иллюзий и обманов. Саракрор: Взрослый зеленый, этот хитрый любитель противоречивых приказов частенько вгоняет своих подчиненных в конфликты. РЕЛМАУР Иногда называемый Барьерным Царством, Релмаур находится между драконьими империями Мелабраут и Скелкор. Релмаур - суровая земля гор, высокогорных долин, утесов, бурных ущелий и водопадов. Она теплее и лежит ниже, чем Фимбрул на севере, и поэтому укрыта густыми хвойными лесами. Стада диких лосей, овец, кабанов, волков и более устрашающих тварей бродят по Релмауру. Он усеян приземистыми, спартански простыми каменными башнями, которые в основном выглядят покинутыми (карта Релмаура включена в карту Фимбрула). В пещерах, пронизывающих Горы Релморн, живут гоблины, хобгоблины и две доминирующие расы, ведущие друг с другом бесконечную войну: драконорожденные и орки. У драконорожденных лучше оружие, они умны и дисциплинированы, но следует учесть, что орки быстро размножаются и охотятся и бьются почти с рождения, превосходя своих противников агрессией и явной численностью. Знания о Релмауре Персонаж знает следующую информацию при успешной проверке навыка. История DC 15: Релмаур, долгое время свободный от драконьего контроля, столетиями приветствует беглых рабов-драконорожденных из других земель. Хотя жизнь на этой земле, оспариваемой орками, трудна, это одно из немногих мест, где драконорожденный мог жить свободным до Синего Дыхания Перемен. Мудрость Улиц DC 15: Драконорожденные строят и обслуживают башни на верхушках гор в качестве патрульных пунктов и препятствий для вторгающихся драконов. Драконорожденные живут в горах и под ними, постоянно присматривая за мародерствующими орками и разведчиками дварфов. Исследователи-дварфы ищут богатые жилы металлов и более редкие, но просто невероятные залежи самоцветов, которые можно встретить в самых глубоких пещерах Релморна. Мудрость Улиц DC 25: У драконорожденных Релморна есть три основных клана: Беларрак, Гарандорн и Урлингскар. Урлингскары правят, но нынешний Высокая Корона Релмаура, строгий Харангор Урлингскар, доброжелательно правит посредством Коронного Совета из шести Коронных Мечей - по два от каждого клана. Поселения и приметные черты ПО всему Релмауру нет поверхностных поселений или дорог. Драконорожденные Релморна живут под землей, в комплексах пещер со множеством входов, охраняемых продуманно построенными воротными помещениями. Лабиринтообразные Нижние Пещеры Релмаура иногда переходят из рук в руки в постоянно идущих войнах между драконорожденными и орками. Рокторл Столица драконорожденных; население 800 Любая населенная в настоящий момент каверна Высокой Короны именуется Рокторлом, столицей Релмаура. Драконорожденные стараются поддерживать по крайней мере еще два пещерных поселения близ восточной и западной границ - Харон Тар и Арангтал соответственно. Заговоры и места для приключений В бескрайних на вид Нижних Пещерах есть несколько уровней каверн и подземных озер. Помимо орков и драконорожденных, они и фимбранских галеб дар во тьме бродят шпионы и прожорливые змеи. Море Яда: В одном из подземных водоносных пластов под Релмауром жил клан дженази, обосновавшийся на кристаллическом острове в центре. Эти дженази, называемые Сакур, утверждали, что кристалл был окаменевшим сердцем убитого бога. Они стремились извлечь силу кристалла, надеясь дать одному из своих представителей силу божества. Но что-то пошло не так - кристалл потемнел, и большинство Сакур было уничтожено, хотя некоторые из них превратились в неповоротливую кристаллическую нежить. Вопящая Пропасть: Немногие из орков или драконорожденных рискуют появляться близ пещеры, в которой находится то, что называют Вопящей Пропастью. Звуки, исходящие из темной дыры в полу пещеры, считают криками безумного Рассветного Титана, заточенного глубоко внизу его древними собратьями за преступную помощь Эстелару. СКЕЛКОР Скелкор - истинно злая империя Вернувшегося Абейра. Это - земля самая устрашающая, ненавистная и избегаемая свободным народом. Противореча ужасной репутации этого места, пейзаж Скелкора - в значительной степени открытые, раскидистые равнины с пышной травой, по которым бродят стада различных тварей. За некоторыми стадами присматривают рабы с потухшим взором - драконорожденные, люди и халфлинги; другие твари пасутся сами по себе (типа опаленных тварей; см. ниже). Лентоподобные леса бегут вдоль рек и окружают маленькие, редкие болотца. Но воздух наверху редко чист от охотящихся драконов - иногда их следующей добычей становится визжащая тварь из стада, в другой раз - пастух-драконорожденный. Скелкором правит Гоувервиндал (коротко Гоувер), Императрица Дракон, из своей внушительной гороподобной крепости Марангор. Гоувер откладывает одно за другим потомства вирмлингов, жизни которых коротки и зверски - лишь сильнейший из каждой кладки доживает до взрослой жизни. Императрице Дракон служат рабы-драконорожденные и драконы, непосредственно связанные с Гоувер и пережившие ужасающий процесс отсева при взрослении. Эти верховные, как их называют, живут в великих каменных залах в укрепленных городках рабов, усеивающих царство. Знания о Скелкоре Персонаж знает следующую информацию при успешной проверке навыка. История DC 10: Большинство существ на Вернувшемся Абейре знает, что вслед за Синим Дыханием Перемен земля была разодрана и расколота. Затем по всей земле были обнаружены кристаллы янтаря, простое присутствие которых ослабило драконов почти до смерти. Эти кристаллы янтаря были плодовитее всего в Скелкор, хотя в меньших количествах их находили и на других землях. За вещество, названное "янтарем- губителем драконов", мигом ухватились рабские расы. Тогда многие из драконов были убиты, и пали некоторые из древних империй. Императрица Дракон выжила, лишь умудрившись сбежать со своих земель с частью стражей-верховных. История DC 20: К счастью драконов Вернувшегося Абейра, количество янтаря-губителя драконов ограничено. Будучи использован, кристалл рассыпается в бесполезную пыль. Более чем за десятилетия все известные залежи янтаря-губителя драконов были исчерпаны. Безрассудные дни великих восстаний закончились. В настоящее время крошечные частицы янтаря-губителя драконов обнаруживают в старых руинах, но редко в достаточно большом количестве, чтобы повредить хотя бы одному дракону, не говоря уж о том, чтобы свалить драконью империю. История DC 25: За столетия до появления янтаря-губителя драконов особенно способный клан рабов- драконорожденных восстал и сумел отбить себе и удерживать почти два столетия целую отдаленную провинцию Скелкора. Мятежники назвали эту провинцию Тиманчебар и жили свободными, хотя им постоянно угрожали налеты драконов. Затем землю сотрясло Синее Дыхание Перемен. Когда небесам вернулся их серебристый оттенок, все увидели, что сердца Тиманчебара, Джерада Тимара, больше нет. Хотя оставшиеся свободными драконорожденные бились за сохранение своей автономии, их дух был сломлен. Даже вооруженные янтарем-губителем драконов, они не сумели свергнуть правление Императрицы Дракон. Мудрость Улиц DC 15: Недавно Императрица Дракон уполномочила горстку рабов - людей и драконорожденных - в качестве посланников на свободные земли Вернувшегося Абейра. Их возглавляет Хаэл Дарандар, высокий вежливый дипломат, известный способностью зачаровывать змеиную чешую. Посланники Дарандара, очевидно, стремятся основать торговлю со свободными землями. Они предлагают обменивать выращенное рабами продовольствие и сделанные рабами изделия на товары, производимые других местах. Немногие доверяют Дарандару или его посланникам, считая их просто шпионами Скелкора и первой частью окольного и глубокого злого заговора Императрицы Дракон. ДРАКОНЬИ ГРЕЗЫ Императрица Дракон велит малой доле своих верховных ловить забытые обрывки знаний в грезах, преподносимых арамбаром (см. выше). Она исполняет над этими верховными секретный ритуал, чтобы их сны предоставляли им особенно тесную связь с окружающей энергией давно мертвого Рассветного Титана. Иногда эти драконы пробуждаются со знанием нынешних или прошлых событий, полезных для Гоувер. Большинство времени они не узнают ничего. В редких случаях один из этих подготовленных ритуалом драконов оказывается в состоянии пробудиться. Такие драконы превращаются в призрачных бестелесных светящихся белых духов, называемых ратреа (драконорожденные называют их драконами-привидениями). Императрица Дракон высоко ценит ратреа, поскольку каждый из них способен пророчить будущее в ограниченной области и промежутке, но никогда не на долгое время. В пределах максимум нескольких недель большинство ратреа "возвышаются" (исчезают). Поселения и приметные черты В Скелкоре преобладают раскидистые равнины и города рабов. Немногие из иноземных драконов или гуманоидов стремятся войти в царство Императрицы Дракон. Но все же истории о неоткрытых полях янтаря- губителя драконов регулярно притягивают глупцов, находящих лишь преждевременную смерть. Марангор Город Драконов; население 7,600 Столица Скелкора - внушительная гороподобная крепость из концентрических каменных стен, поднимающихся к центру, обеспечивая сотни драконов с укрытыми логовищами. Она строилась и расширялась драконорожденными в течение тысячелетий. Город Драконов - центр власти Гоувервиндал. На него часто напали, и однажды он даже был взят восставшими драконорожденными, потрясающими тяжелыми копьями, увенчанными янтарем-губителем драконов. Но при помощи пророчества ратреа Императрица Дракон сбежала с мощной гвардией верховных, ожидая, пока восстание сожжет свои ограниченные ресурсы. Позже она вернулась в ярости, убив девять из каждых десяти рабов и замучив остальных в изломанных оболочках. Лишь около 800 драконов живет в Марангоре, плюс примерно 400 драгонетов (молодые драконы, еще не ставшие верховными), рядом с тысячами драконорожденных, людей и халфлингов и горсткой дженази. Под логовищами меньших драконов и верховных находится Яйцепитомник. Этот комплекс пещер покрыт тысячелетними осколками яичной скорлупы и костями неудачливых вирмлингов. Он отзывается эхом криков чуть более удачливых вирмлингов, пытающихся освободиться от своих старших голодных братьев. Каждые несколько месяцев Императрица Дракон спускается в питомник, откладывая новые яйца и забирая одного из старших выживших с собой в качестве верховного ученика. Под Яйцепитомником скрытые сокровищницы Марангора ломятся от богатств, собранных в течение злого и похотливого правления Императрицы Дракон. Заговоры и места для приключений Пустая Дерзость: Древнее дварфское царство Пустая Дерзость находится под большей частью того, где ныне находится Скелкор. Мили коридоров, давным-давно забытых и запечатанных, вьются во тьме глубоко под равнинами, на которых охотятся драконы. Они соединяют рассыпающиеся дварфские твердыни, главным образом пустые, хотя в некоторых из них действительно может храниться древнее богатство, не разграбленное драконами и их служителями. Гора Корманда: В этом дымящем вулкане живет лорд-демон по имени Корманда - один из первых демонов, обнаруживших Вернувшийся Абейр вслед за Чумой Заклинаний. Однако, вулкан - ловушка для демона: нижняя часть его тела сплавилась с камнем пустой лавовой трубы, когда карман Чумы Заклинаний вспыхнул и поймал его. Существо огня и зла, теперь измененный чумой и имеющий власть над лавой, Корманда все равно неспособен освободиться из своей тюрьмы, и его жажда свободы растет с каждым годом. Пустой кратер в калдере вулкана - единственный вход туда, где неистовствует Корманда. Если кто-либо - дракон, гуманоид или иное существо - найдет его, Корманда пообещает в обмен на свою свободу практически что угодно. Демон сожжет лавой тех, кто не согласится помочь ему. КОРОНА ВИРМОВ Гоувер носит магическую корону, которая, судя по всему, позволяет ей отравлять любого дракона, связанного с ней, или даже любого дракона, кровь которого она попробовала. Диапазон действия Короны Вирмов, похоже, охватывает весь континент Вернувшегося Абейра. Немногие из драконов смеют бросать вызов Гоувер, даже не связанные с ней. Все живут в страхе того, что она так или иначе сумела заполучить образец их крови и попробовала ее. ЗЕМЛИ МЕЧА Люди на Вернувшемся Абейре процветают на маленьких, зеленых землях, лежащих по берегам судоходной Реки Меча. Эти графства иногда называют "царствами хвастунов", поскольку они малы, относительно бедны и беззаконны, и часто умирают или возвышаются вместе с жизнью отдельных лидеров. Земли Меча всегда испытывали недостаток единого правителя - и жители Земель Меча этим довольны. Люди безмятежно живут в этой великой долине с раскидистыми фермами на холмах, огороженными живыми изгородями, растущими по камням и на пнях, выкорчеванных из полей. Частенько сельхозугодья прерываются рощицами и маленькими дикими лесами. Жизнь на Землях Меча для простого народа хороша, если он сможет избежать несчастий от стычек между вооруженными, честолюбивыми и могучими. Еда и питье обильны, сельские места приятны, нет нехватки ремесленников, делающих практически все, что нужно для жизни. Те, кто ненавидит сельское хозяйство, могут охотиться, обменивая добычу на товары. Цены на все, кроме самых лучших инструментов и вооружения, низки, а сплетен ходит много. Постоянные горячие темы - кому из лордов собирается нанести поражение другой лорд, чей наследник собирается сбежать с ребенком ненавистного конкурента, и поиски утерянного Драконьего Наследника (см. ниже). Почему ни один из драконов не заявлял своих прав на эту область - источник множества баллад, исследовательских работ волшебников и детских сказок. Невзирая на причины, люди давно поняли, что могут жить там и оставаться свободными от порабощения драконами. Знания о Землях Меча Персонаж знает следующую информацию при успешной проверке навыка. История DC 15: Истории на Землях Меча важны, и любимая из них - про Амру, некогда существовавшую страну. У Амры был король-человек, кто успешно противостоявшей Императрице Дракон и заполучивший от нее обещание, что ни один дракон никогда не нападет на Амру. Это обещание сохраняется до наших дней, даже при том, что Амра раскрошилась сотни лет назад от рук убийцы. Амра пала, поскольку каждый из лордов потребовал себе прерогатив прежнего короля. Последовала война, и многие из великих замков и твердынь пали от рук людей, а не драконов. До наших дней руины древней Амры усеивают сельскую пастораль. Мудрость Улиц DC 10: Сегодня долину Земель Меча заполняет вереница маленьких враждующих земель, каждой из которых управляет из своего замка лорд. Лорды постоянно враждуют, но у них недосточно монет для сбора больших армий и сокрушения противников. Когда один вторгается к другому, другие лорды вступают в союз с пострадавшим, страшась, что один из лордов может получить превосходство над остальными. Коварство и шпионаж вездесущи. Во время вражды энергично ведутся убийства волшебников, слуг лордов и барственных наследников и супругов, а вражда нынче настолько запутанна и закоренела, что завершается, лишь когда затухает линия семейства и появляется новый лорд. ТЕКУЧАЯ ГЛИНА Текучая глина - редкость, которую можно встретить лишь в маленьких ущельях в южных и восточных Землях Меча. Кратковременные реки теплой грязи выплескиваются на поверхность, выделяя ядовитые газы, и текут примерно на расстояние полета стрелы, прежде чем охладиться дотверда и в конечном счете быть сдутыми во время штормов. Вдыхание газов, как правило, причиняет головокружение, а длительное подверганием им - даже смерть. Иногда в текучей глине находят глыбы чистых руд металлов, так что подобных извержений нетерпеливо ждут. Поселения и приметные черты Лордства приходят и уходят, но самые большие поселения на Реке Меча остаются - независимо от того, кто утверждает, что правит ими. Жители Земель Меча подозрительны к посетителям из портовых городов и плотно за ними присматривают. Алдрет Речной портовый городок; население 6,000 Самый большой и искушенный (или, как считают жители Земель Меча выше по реке, самый задиристый) городок Земель Меча, Алдрет всегда имел лучшие рынки, наибольшее богатство и величайшее разнообразие товаров, путешественников и необычных сувениров издалека. Его богатые старшие торговцы решают, кто должен быть лордом, при помощи финансовой поддержки (и осторожных убийств), а также любят думать, что контролируют направление и дух жизни на Землях Меча, в которые они вкладывают капитал. Годы назад жители Земель Меча выше по реке начали нанимать авантюристов, чтобы сбросить "стариков Алдрета" - и недавно торговцы-алдраны начали нанимать для защиты авантюристов. Фейндаун Речной портовый городок; население 4,000 Традиционно дом множества менестрелей, шутов и шутников, Фейндаун - одно из немногих мест на Вернувшемся Абейре, где издаются книги. Городком управляет пышный пижон, Лорд Хансибран Маэрл. Хариммон Укрепленный речной портовый нородок; население 5,700 Просто "Риммон" для жителей Земель Меча, этот обрушившийся бывший замок - ныне лабиринтоподобный городок, переполненный любителями теневых делишек. Городок - словно магнит для мечей-на-продажу, слухов и ворованных товаров. Рорст Речной портовый городок; население 3,600 Заселенный воинами вне закона, Рорст - давний центр оружейных мастеров и крепко пьющих любителей помахать мечами. Уларк Речной портовый городок; население 3,800 "Уларк-городок" для жителей Земель Меча, это - веселый, терпимый дом множества борделей и плутов. ПРУДЫ ФЕЙРИ В недавние десятилетия ходило много рассказов о фей-существах, заманивающих людей к прудам фейри для свиданий или фатальных встреч, но правда не имеет вообще никакого отношения к Земле Фей. Пруды фейри - маленькие водные пруды, зараженные неким странным новым минералом в скалах (возможно, внесенным Синим Дыханием Перемен). Эти пруды иногда производят газы, устраивающие "воздушный мороз" (белое искрение, подобно снежинкам, поднимающимся в воздух и моментально исчезающим). В остальном пар невидим. Если его вдохнуть, он причиняет краткие, но яркие галлюцинации. Некоторые используют галлюцинации для предсказаний; говорят, что люди с твердой волей могут управлять предметами своих видений. ДРАКОНЬИ НАСЛЕДНИКИ Драконий Наследник - любой, кто унаследовал силы Драконьего Мастера - человека, способного управлять драконами взглядом, голосом или касанием. Похоже, что эти силы проявляются лишь в человеческих родословных. Некоторые верят, что последний король Амры был Драконьим Мастером, настолько мощным, что обещание, сделанное Императрицей Дракон, сохраняется и столетия спустя. Легенды говорят, что величайшие из Драконьих Наследников могут причинять взглядом или касанием фактический вред драконам. Некоторые рассказывают: что истинный Драконий Наследник может "сбросить" дракона при противостоянии, заставляя вирма бежать в отдаленное место и затем впасть в оцепенение. Опять же, эти истории могут быть сильно преувеличенными. Жители Земель Меча часто говорят об "утерянном Драконьем Наследнике". Любимая история - что кровь Драконьего Наследника течет в жилах кланов Рогатый Дракон, Аркелд, Релгулд и Мергелевая Змея. Сегодня из кланов Аркелд и Релгулд живы немногие, а два других клана уничтожены (хотя предполагаемые кровные потомки продолжают заявлять о себе). ТАРМАЛУН Иногда называемый в абейранских записях Тармалуном Великим Портом, этот суетливый космополитичный портовый город может поспорить с Уотердипом богатством, деятельностью, терпимостью, разнообразием и граждан, и посетителей, и явным количеством постоянно подворачивающихся возможностей. В нем почти 70,000 жителей, и он день ото дня становится все полнее и богаче, несмотря на стойкий рост цен. Каждый проходящий месяц приносит обновление моды, новые пути делать дела или вести торговлю и новых лиц, удерживающихся в центре общественного внимания или являющихся реальной силой среди инвесторов и торговцев. Несмотря на свою свободу от драконов, Тармалун также известен неприязнью к рабам, сбежавшим из управляемых драконами царств. Здесь говорят деньги, и у беглецов нет ничего. Что еще важнее, местные жители не желают давать приют беглым рабам, чтобы дракон не решил уничтожить подобный рассадник. Тармалун известен 100-футовым огненным столбом, день и ночь горящим в центре города. Пылающий столб горит без топлива, и его не могут подавить ни дождь, ни снег, ни песок. Иногда оторвавшиеся от него языки огня поджигают здания даже в сотнях футов. Знания о Тармалуне Персонаж знает следующую информацию при успешной проверке навыка. История DC 20: Тармалун и окрестные Порты Восходящего Ветра долго были рабами Рассветного Титана по имени Ачазар, который проявлялся в виде циркулирующей колонны огня, горящего настолько жарко, что даже огнедышащие драконы боялись к ней приближаться. С ходом тысячелетий Ачазар двигался все меньше и меньше, все реже и реже беспокоя своих рабов. Еще до Синего Дыхания Перемен столб Ачазара прекратил отвечать на призывы людей, дженази, дварфов и других рабов Рассветного Титана. В конечном счете рабы объявили себя свободными - поначалу с опаской, затем все смелее, поскольку Ачазар не пробудился и не сжег их за такое нахальство. Но и тогда драконы с других земель предпочитали держаться подальше - на тот случай, если Ачазар сидит в столетней засаде. Большинство местных жителей не знает, чем в действительности является горящий столб в центре Тармалуна, или они не полностью поняли его значимость. Мудрость Улиц DC 10: Тармалуном управляет коварный и беспристрастный Хамминас Дорн, отставной авантюрист, основавший правящий совет и лично возгладвляющий полицейские силы, называемые Бдительными. Дорн бес конца воюет с неповинующимися торговцами, ворами, уклоняющимися от налогов грузоотправителями и членами совета, считающими, он должен всего лишь озвучивать их мнение. Мудрость Улиц DC 15: Совет Тармалуна из двадцати членов состоит из торговцев от самых разных отраслей. Не так давно совет выдал свое единственное к настоящему времени повсеместно популярное решение: основать Орден Тушения Огня, группу из дюжины волшебников, посвященную стремительному тушению пожаров. Некоторые говорят, что волшебники также присматривают за столбом огня в центре Тармалуна, ища некие способы общения с ним. Мудрость Улиц DC 20: Оппозиция власти Дорна сплачивается вокруг Ратгара Малинда, мастера битв, управляющего свое собственной наемной компанией, обеспечивающей охрану магазинов, домов и складов, а также личную безопасность всех заплативших клиентов. Малинд публично критикует компетентность Бдительных и вмешательство Дорна в то, что, как он настаивает, делает Тармалун воистину великим. Он любит говорить, что действительно свободный город не должен иметь владыки иного, чем торговля, и никого, кто стремится быть столь же великим, как дракон. Городские районы Улицы Тармалуна широки, но забиты фургонами, телегами и народом - и верхом, и пешком. Большинство городских домов - узкие, взмывающие ввысь четырехэтажные каменные здания, ощетинившиеся мансардными окнами. Как правило, учреждения обосновались в перестроенных домах - магазин в подвале, еще один на уровне улицы, и комнаты за арендную плату на верхних этажах. С задней стороны в переулки ведут лестницы, и у большинства жилищ сзади есть свои маленькие конюшни. Тармалун переполнен и шумен день и ночь; его народ честолюбив и энергичен, живя ради мечты о достижении великого богатства. Они живут тяжело, восхищаясь кутежами и решимостью, и в магазинах Тармалуна продается весь спектр оснащения. Округ Арендермор "Благородные" окрестности Тармалуна Самый надменный район города - Арендермор, названный по имени ныне мертвого дварфа-строителя Арендера, возводившего многие из его великолепных особняков с башенками. Модные "нувориши" предпочитают жить на фешенебельной Рассветной Стороне, переполненной бальными залами и салонами. Цитадель Тушения Огня Гильдия волшебников-пожарных Близ столба в центре Тармалуна высится массивная базальтовая цитадель, где находится штаб Ордена Тушения Огня. Мандат ордена - следить за пожарами, столь частыми в Тармалуне. Для многих волшебники Ордена Тушения Огня - герои. Большинство не знает, что волшебники взяли это на себя, чтобы глубже изучить столб пламени. Они знают, что это - остаточное физическое проявление Ачазара. Они исследуют его ритуалами, стараясь увидеть, есть ли в нем какая-либо чувствительность, с заявленной целью - избавиться от пламени навсегда. Но те, кто работают над этим проектом, больше заинтересованы изучением секретов силы Рассветного Титана, чем его уничтожением. Округ Рыбной Вони Самые противные окрестности Тармалуна Наихудший район города - Рыбная Вонь, названный так из-за резкого запаха ежедневно продаваемой там рыбы; беднота Тармалуна закусывает чайками, которых молодежь убивает там брошенными камнями или сетями и дубинками. Банды бродят по Рыбной Вони, и сбежавшие рабы из других царств, прибывающие в Тармалун без гроша, часто в конце концов попадают туда. Большинство никогда не стремится туда - Тармалун не известен своим милосердием. Дом Халаготры Местный целитель Тармалуна Халаготра Целитель - раздражительная старуха, способная излечивать наложением рук - способом, который никто не может понять или повторить. Иногда она берет монету в оплату своих услуг; в другой раз она требует исполнить некое задание. Халаготра живет в охраняемом особняке, переданном ее Ратгаром Малиндом. Несколько лет назад силы безопасности Дорна не сумели уберечь целительницу, которую граждане считают местным сокровищем, от похищения агентом Императрицы Дракон. В конце концов Дорн и его Бдительные вернули ее, но Ратгар получил немалую известность за свой широкий жест. Дом Искателя Чешуи Драконий культ Свободолюбивый Тармалун толерантен к группе граждан, поклоняющихся драконам для изучения секретов силы и богатства. В основном неодобряемые, Искатели Чешуи встречаются в высокой башне на краю города. Члены их включают гербалиста Мокаэра Морнтарна, мрачно-красивого владельца Чудес Морнтарна на Улице Дут, и дварфа Анрату Бороношторм, владельца Прекрасных Облачений на Пути Зимнего Леса. Культисты полагают, что их усиленные травами ритуалы временно позволяют празднующим настраиваться мыслями на ближайшего дракона. Большинство считает их простыми сумасшедшими. По правде говоря, культисты фактически желают узнать, как стать драконами и получить таким образом силу. ПОРТЫ ВОСХОДЯЩЕГО ВЕТРА Тармалун - самый большой, богатейший и социально видный из Портов Восходящего Ветра - независимых городов на восточном берегу Моря Дракона. Харгласт: Торговцы-корабельщики Харгласта немногословны и практичны. Их спартанский каменный город, управляемый драконорожденный Лордом-Торговцем Белрором Тетелом, отражает подобное отношение. Отесанный камень и сушеные фиги - главный местный экспорт. Имдолфин: Это - вздымающийся каменный город с узкими, крутыми, вьющимися мощеными улицами. Богатый порт, Имдолфин долго был передовым центром судостроения Абейра. Город управляется известной торговкой текстилем и благовониями, ныне отошедшей от дел (по крайней мере, по ее словам), Лордом Отмирой Таласк. Рамеко: Этот ветхий город построен вокруг илистого устья Реки Сундарра. Рамеко неуправляем, беззаконен - и при этом удивительно мирный и популярный. Его торговцы нанимают авантюристов, чтобы разобраться с нарушителями спокойствия. Самбрал: Самбрезы - мастера клинков, наслаждающиеся красивыми речами. Они любят благовония и преданы использованию косметики, сложных причесок и и драматичной одежды. Самбралом управляют Двенадцать Лордов, многие из которых - члены Искателей Чешуи. Руководство Кампании Забытых Царств Источник: Forgotten Realms Campaign Guide, D&D 4, Глава 6 Перевод: LE_Ranger, [email protected], icq 307744148 Подземье Подземье - сеть подземных туннелей, пещер, морей и рек, охватывающая весь мир. Лишенное света, но далеко не безжизненное, Подземье - дом множества головокружительных существ, от цивилизованных, но неумолимых дроу до плотоядных монстров, рыскающих во тьме. Верхнее Подземье Включающее около 3 первых миль глубины Верхнее Подземье - царство, которое делят дроу, дуэргары (серые дварфы) и другие дварфы и глубинные гномы. Здесь расы Мира Наверху (как обитатели Подземья называют поверхностные земли) смешиваются с теми, кто живет в темноте. Здесь можно столкнуться с кем угодно - от патрулей дроу или дварфов до целого спектра блуждающих монстров и охотничьих партий гуманоидов. Самая большая концентрация чумных пещер (см. ниже) находится как раз в Верхнем Подземье. Среднее Подземье Более крупные города дроу и глубинных гномов расположены в этом слое, от 3 до 10 миль ниже поверхности. Эта область была относительно изолирована от эффектов Чумы Заклинаний, так что многие из городов дроу остались неизменными, и чумные пещеры здесь редки. Однако, концентрация фаэрзресс (см. ниже) в Среднем Подземье значительно растет. Нижнее Подземье Ниже 10 миль лежат самые опасные и чуждые преедлы Подземья - места, в которые редко забираются даже дроу. В Нижнем Подземье больше тупиков и изолированных убежищ, а фаэрзресс мощнее и по мере спуска перекрывает все большие и большие области все большими арканными эффектами. В Нижнем Подземье стены между планами могут истончаться, и туннели могут выходить в Девять Адов, в Абисс, в Царство Теней и в другие домены хаоса и зла. КЛАНОВЫЕ ТВЕРДЫНИ Верхнее и Среднее Подземье усеяны разбросанными племенами орков, гоблинов, кобольдов и других гуманоидов. Их пещерные жилища, называемые клановыми твердынями, почти всегда скрыты, их туннели запечатаны и охраняются для защиты невоюющих женщин и молодежи племени. Клановые твердыни Подземья выпускают разведывательные и охотничьи партии и иногда укрепляют подходы к своим владениям стенами, точками для засад, одомашненными монстрами и ловушками. Изощренность клановой твердыни зависит от интеллекта и богатства племени, варьируясь от вонючей пещеры с парой огненных ям и, возможно, с доступом к воде до истинной подземной деревни. ИЗГНАННИКИ И ОТШЕЛЬНИКИ Иногда гуманоид - уроженец Мира Наверху сбегает из своего дома или блуждает по Верхнему Подземью. Многие из таких существ никогда не находят пути наружу, а некоторые не хотят и пытаться. Эти изгнанники, отшельники, изгои и неприкаянные могут быть встречены живущими с племенами гуманоидов или скрывающимися в пещерах в одиночку. Некоторые яростно защищают свою приватность, другие отчаянно нуждаются в поддержке на пути к поверхности, третьи - просто безумны. Эти дикие изгои могут быть ценными союзниками из-за хорошего знания ими окружающей среды или опасными каннибалами, стремящимися к легкой пище. Поселения и приметные черты Подземье - целый самостоятельный мир, с опасностями - магическими и мирскими, и с варьирующейся экологией, поддерживающей миллионы разумных существ и голодных монстров. Фаэрзресс Эта магическая радиация, след работы темной высокой магии, случайно раскидана по всему Подземья. Фаэрзресс препятствует заклинаниям и эффектам магических изделий, часто непредсказуемыми способами, но оказывает самый вредный эффект на предсказания, телепортацию и на большинство других форм магического путешествия. Фаэрзресс принимать разнообразные формы - от групп светящихся камней до едва заметной перемены температуры. Уроженцы Подземья знают, что следует искать колонии магивор - формы жизни, представляющей собой нечто среднее между растениями и кораллами, питающиеся магической радиацией. Колонии магивор и их летучие споры-семена обеспечивают готовый источник продовольствия для низших форм животной жизни Подземья. Особенно талантливые волшебники могум производить ритуалы, способные определенными способами изменять форму заводей фаэрзресс, но эти ритуалы чаще всего привлекают внимание существ, питающихся магиворами - и существ, которые в свою очередь питаются ими. Земные узлы Земные узлы - ценные источники сырой магии, собранной из глубочайшего ядра Торила и стекающейся в центральную точку, неотличимую от окружающей ее территории. Найти их трудно, но они чрезвычайно ценны. Целые города Подземья и немалое количество ревностно охраняемых цитаделей было построено вокруг земных узлов, дабы использовать их силу. См. "Земные узлы" на странице 51 для большей информации об этих магических явлениях. Земные узлы иногда производят случайные эффекты, типа локальных землетрясений или предоставления эффекта каменной кожи существам поблизости. За последние несколько десятилетий многочисленные усилия арканистов-дроу вылились в сеть порталов земных узлов, игнорирующих эффекты фаэрзресс. Чумные пещеры Чума Заклинаний прошла по Верхнему Подземью, воздействуя на тамошних существ и ландшафт подобно тому, как она изменила Мир Наверху. Чумные пещеры - области, где активные карманы Чумы Заклинаний оказались пойманы в замкнутом пространстве, через какое-то время скрутив естественную структуру пещер и туннелей в нечто причудливое. Здесь потоки текут по воздуху, вода падает вверх, а земные мотыльки парят, словно рыбы в капле воды. Некоторые из жителей Подземья обитают в чумных пещерах, особенно - магошрамы-иллитиды, известные как Мозгочумные. Большинство жителей Подземья стараются находиться подальше от чумных пещер - дроу в особенности избегают их любой ценой. Пропасти Однозначно самые опасные из естественных формирований Подземья, эти глубокие ямы, отверстия и расколы не просто кажутся безграничными. Некоторые уходят на другие планы существования, включая царства типа самого Абисса и Девяти Адов, из которых выползает немало искривленных существ, населяющих Подземье. Моря, озера и реки Вода в Подземье обильна и принимает в подземелье столь же много форм, как и на поверхности. Потоки пресной воды блуждают по туннелям, собираясь в пруды или соединясь с другими потоками, формируя реки, впадающие в озера или моря, способные помериться с некоторыми из больших внутренних морей поверхности. Некоторые пещеры полностью затоплены, в них живут водные монстры и гуманоиды и привязанные к воде аболеты. Климат Хотя большинство Подземья пребывает в постоянной прохладе, с воздухом, циркулирующим сквозь шахты и туннели, часть его может испытывать что-то вроде непогоды. Холодные области и жаркие точки, ветреные туннели и странная вздымающаяся мгла появляются со случайными интервалами. ГЛУБИННЫЕ ПУСТОШИ Области Подземья под Долинами и Лунным Морем скудно населены и полны монстров. Руины и глухие области намного превосходят численностью все, что напоминает цивилизацию. Знания о Глубинных Пустошах Персонаж знает следующую информацию при успешной проверке Строительства Подземелий. DC 25: Существа-аберранты более широко распространены в Глубинных Пустошах, чем в других областях Подземья. Некоторые из них формируют ужасные племена, в то время как другие охотятся во тьме в одиночку. Дестрачаны многочисленные на востоке, а бехолдеры обычны на западе. Возможно, эту концентрацию аберрантов можно объяснить прошлым присутствием вымерших ныне фаэриммов. Так или иначе, Глубинные Пустоши гораздо опаснее, чем некоторые из кишащих троглодитами глубин. Поселения и приметные черты Мрачные дикие места Глубинных Пустошей оттенены лишь несколькими местами, которые можно назвать поселениями. Шшиндилрин Город дроу; население 15,000 Глаза Кормира обращены на Нетерилу, в то время как темная угроза Шшиндилрин скрывается глубоко под корнями Леса Короля. Также известный как Город Порталов из-за множества магических ворот, соединяющих его с другими местами Подземья, Шшиндилрин имеет дальнюю досягаемость - и в торговле, и в войне. Город построен на руинах куо-тоа на отмелях Озера Талмиир. В нем есть затопленные секции, включая подводные порталы. Квалифицированные торговцы, разведчики, работорговцы и ритуальные заклинатели, дроу Шшиндилрина сплотили свои силы более чем за столетие после неудавшейся попытки победить Мензоберранзан. Они расширяют свою территорию в дикие места Глубинных Пустошей, работая для того, чтобы получить возможность отобрать руины Маэримидры. Жрицы Лолс Шшиндилрина также простирают свои темные мысли на земли, освещенные солнцем. Заговоры и места для приключений Брикклекст: Название лабиринта гоблинов, когда-то существовавшего здесь и достаточно позорного, чтобы быть известным даже на поверхности, Брикклекст, теперь относится ко всей свободной конфедерации гоблинов этого региона. Большинство области лежит в пределах 1,000 футов от поверхности, и большая часть ее затоплена плохо огороженными пресноводными источниками. Все это - часть чумной земли, простирающейся на поверхность. Началась ли эта чумная земля в туннелях Брикклекста или на поверхности - неизвестно, но у старого городка гоблинов есть репутация странной магии. Возглавляемый порочными и часто безумными багбирами и магически талантливыми гоблинами, искривленный народ Брикклекста - магошрамы или измененные чумой чудовища. Магикианы конфедерации неустанно работают, чтобы использовать энергию чумной земли и далее создавать воинов и племенных тварей под их влиянием. Они совершают набеги для захвата незараженных гуманоидов и монстров и используют их в грязных экспериментах. Крутятся слухи о ямах со светящейся жидкостью, обычных по всему брикклекстскому региону Гор Земная Шпора. Брикклекст, несомненно, и был источником ужасных монстров, спускающихся с Земной Шпоры, беспокоя пограничные области Импилтура. Похоже, что гоблины накопили достаточно сил, чтобы экспериментировать с троллями и другими существами, которые обычно их отталкивают. Это шевеление привлекло внимание аккордантов Ордена Синего Огня, и вполне возможно, что среди гоблинов Брикклекста работают шарны. Лоросфир: Эта длинная пропасть в Подземье - личный домен исписанного рунами драколича по имени Анабраксис Черный Коготь. Подтвержденный лидер Культа Дракона (страница 246), Анабраксис регулярно летает по всей длине Лоросфир, останавливаясь в различных логовищах, которые она основала. Через безграничную пропасть, в действительности являющуюся одним огромным естественным порталом, она также по желанию переходит в Царство Теней, занимаясь своими делами по своему усмотрению. Анабраксис не допускает никаких нарушителей, кроме своих подчиненных по культу. Ужасающая нежить бродит по выступам Лоросфир, и духи мелькают в его мраке. Племя смертельных гигантов, присягнувших драколичу, живет в глубинных областях пропасти. Маэримидра: Потерянная при религиозной войне в течение периода, когда Лолс не отзывалась своим последователям, Маэримидра некогда была величайшим городом дроу в регионе. Мощная жрица богини нежити дроу (давно убитой Лолс) захватила город при помощи гоблинов и огненных гигантов. Огненные правят в Маэримидре и поныне. Гиганты скрепили свой контроль под королевой, огненным титаном Хледх. Гиганты и их служители восстановили большинство города в пропорциональных размерах и расширили убежище, в котором он был построен. Азеры и адские гончие патрулируют близлежащее Подземье, и гиганты держат в качестве рабов сотни дроу. Не обязательно идти в Маэримидру, чтобы встретить гигантов. Все заставы, когда-то охранявшие окружающее Подземье, также находятся под контролем клана Хледх. Обезопасив свою территорию, Хледх может начать обдумывать, удастся ли ей завоевать часть Долин. Шахты Тетиамара: Некогда легендарные из-за своего богатства и блеска, шахты дварфского царства Тетиамар - ныне логово зла. Гоблины, огры, гиганты и демоны вытеснили дварфов из шахт под Горами Глотки Пустыни в область Лунного Моря и Долин. Едва победив, орда развалилась на жадные ссорящиеся фракции. Почти все сокровища лордов-дварфов Тетиамара остаются в здешних залах, среди богатств завоевателей. Сила Нетерила на западе растет, и в один прекрасный день этих монстров могут собрать под его знаменем. Однако, прибытие лорда-фомориана из Земля Фей также может оказать некое влияние. Эмиссары шадар-кай работают среди глубинных племен, отбраковывая слабых, играя на племенной ненависти и убивая на выбор. Партии циклопов разведали самые глубокие шахты, победив тамошних жителей и основав добычу минералов. Захороненные Царства Эти места под Нетерилом граничат с Глубинными Пустошами. Оолтул: Этот город бехолдеров давно уже пал перед свободными фаэриммами. В течение своей кампании против фаэриммов современные нетерезы немалой ценой обнаружили и уничтожили Оолтул и другие твердыни фаэриммов. При этом они волей-неволей обезопасили другие кланы бехолдеров в этой области. Люминесцентные минералы и драгоценные камни подсвечивают колоколообразную пещеру до стостояния бесконечных сумерек. В ней все еще есть разбитые останки массивных каменных формирований, некогда просеченных насквозь ульями бехолдеров. Озеро в центре пещеры усеяно островами, сформированными из частей того, что, вероятно, было огромной колонной. Живые бехолдеры бродят в проходах поблизости, а в Оолтуле обитают беспокойные духи и нежить с обеих сторон конфликта, а также авантюрные существа, готовые делить с привидениями большое убежище. Гробница Таалудов: Легенда гласит, что первоначальный создатель таалудов - демилич, именуемый Хранителем Таала - поддерживает убежище глубоко под Нетерилом, где его создания все еще служат ему, приносят собираемые ими магические изделия. Этот тайник столетиями был целью смелых копателей но немногие нашли его, и еще меньше смогли выжить, чтобы сбежать оттуда (см. страницу 262 для большего количества информации о таалудах). "Гробница" - фактически овоидный демиплан примерно в 2 кубические мили размером. Его единственный портал постоянно меняет местоположение и требует дляоткрытия уникальный адамантиновый ключ, если таалуд не лоялен создателю демиплана. Внутри него - огромная пещера, заполненная летучими земными мотыльками, увенчанными странными зданиями и окруженными летучими валунами. Перемещаться по пещере можно, используя валуны в качестве мостов, что и делают таалуды, или при помощи полета, доступного большинству нежити, служащей Хранителю. ПОГРАНИЧНЫЕ ОБЛАСТИ Другие регионы Подземья граничат с Глубинными Пустошами достаточно тесно, так что некоторые даже считают их частью той же самой территории. Захороненные Царства: Под Нетерилом лежат пустые пещеры, в которых когда-то размещались фаэриммы, огромные червеподобные колдуны, не имевших большего желания, кроме как избавить мир от меньших разновидностей. Им удалось уничтожить древний Нетерил, косвенно сформировав Пустыню Анорач, но армии и маги вернувшегося Шейда охотились на них до последнего. Теперь эти правители Нетерила контролируют большую часть Подземья, раскапывая древние места и реликвии. Однако, этот первобытный глубинный дом больше, чем предполагают шейды - включая древних саррукхов-нежить, терпеливо наблюдающих из своих древних залов. Мерцающее Море: Глубоко под Морем Упавших Звезд раскинулось Мерцающее Море, известное также как Море Звездной Ночи. Это обширное подземное соленое озеро лежит в 20 милях подо дном Моря Упавших Звезд, и его воды по крайней мере отчасти пополняются лентообразными водопадами, идущими из сводчатых потолков. На этих же потолках зачастую есть люминесцентные минералы или флора, что делает их напоминающими звездное ночное небо, отражающееся в воде. Берега Мерцающего Моря простираются под некоторыми странами, типа Агларонда, в то время как под некоторыми частями Моря Упавших Звезд нет Мерцающего Моря. КОРЕНЬ ЗЕМЛИ Под странами Агларонд, Великая Долина, Нарфелл, Тэй, Теск и Мархом, а также под Землями Орды, находится область Подземья, именуемая Корнем Земли. Знания о Корне Земли Персонаж знает следующую информацию при успешной проверке навыка. Строительство Подземелий DC 25: Часть Корня Земли населяют гуманоиды. Дроу поддерживают под Тэем протяженный и необычный метрополис, называемый Ундрек'Тоз. Жестокие дуэргары живут под Рассветными Горами, иногда беспокоя рашеми и кочевников Бескрайней Пустоши. Самые многочисленные из существ- аберрантов Корня Земли - плащевики Валов Ночи, где Корень Земли уходит в Царство Теней. Затворнические шадар-кай также живут в Валах, скрываясь от своих владык из Нетерила. История DC 30: Эта земля внизу, подобно поверхностным царствам над ней - местоположение утерянных империй. Древние Нарфелл и Роматар установили здесь свои владения. Мулхоранд построил секретный некрополис в глубинах еще в те времена, когда он управлял Тэем. Даже имаскарцы пережили крах своей империи, отступив в Корень Земли. Мудрость Улиц DC 35: Глубинный Имаскар все еще существует в Корне Земли, но Чума Заклинаний оказалась для него бедствием. Так или иначе, имаскарцы сумели выжить и восстановиться и, в отличие от Халруаа, Глубинный Имаскар никогда не стал чумной землей. Ходят слухи, что имаскарские волшебники достигли некоторого успеха в очистке чумных земель и даже в лечении магошрамов. Поселения и приметные черты В Корне Земли много странного. Немногие на поверхности могут вообразить себе опасности, представляемые его глубинами. Холодное Море Подземное пресноводное озеро Холодное Море находится непосредственно под Озером Ашейн в Рашемене, и вода этого озера питает его сверху. Связь с Рашеменом существенна, поскольку у Холодного Моря есть сильные связи к Землей Фей. Странные феи населяют воды и окрестные пещеры. Фоморианы владеют блистающими пещерами вдоль западного берега моря, их царства идут на запад под восточной оконечностью Сумрачного Леса и Леса Летир. КЛЮЧЕВЫЕ ФИГУРЫ ГЛУБИННОГО ИМАСКАРА Глубинный Имаскар не подчинен правлению лидера Высокого Имаскара, Усузи Манааллин. Вместо этого Высокий Лорд-Планировщик Ианну Хивиллан управляет при помощи совета волшебников, известного как Планировщики. Высокий Лорд-Планировщик сам командует Леди Понимающей Синнис Нарамиксной, офицером разведки и управляющей оберегами защиты города. У Ианну также есть Лорд Предписывающий Вардин Ксалзусси для насаждения законов и для военных вопросов. Глубинный Имаскар Имаскарский город; население 15,000 Когда их цивилизация пала перед воплощениям богов своих рабов, несколько имаскарцев сбежали в Подземье, возглавляемые лордом-волшебником Илфемоном. Используя невероятную магию, Илфемон и его свита создали Великую Печать, закрывшую их в огромном убежище. Великая Печать скрыла Глубинный Имаскар, в то же самое время позволяя имаскарцам выращивать продовольствие, наслаждаться свежим воздухом и греться в ярком свете. Чума Заклинаний тяжело поразила Глубинный Имаскар. Синий огонь прорвался в город. Здания падали, экстрапространство рушилось. Многие из великих волшебников сошли с ума и взбесились. Заклинания, которыми обычно затачивали преступников, проваливались. Правительство рухнуло. Тысячи погибли, и сотни получили магошрамы. Глубинный Имаскар выжил лишь потому, что его непредсказуемые обереги перенаправили большую часть необузданной магии за пределы города. Императрица Усузи Манааллин и другие высокие имаскарцы прибыли на помощь осажденному царству. С их помощью оставшиеся глубинные имаскарцы очистили и восстановили свой город, отказавшись покинуть то, что они считали своей родиной. Они убили существ-магошрамов или отогнали их. Однако, магошрамы-имаскарцы, сохранившие свои способности, были приняты в новое общество. Многое из недавней истории города связано с царством Высокий Имаскар. Глубинный Имаскар остается связанным со своим наземным побратимом, но это - независимое государство. Многие из более предприимчивых имаскарцев вернулись на поверхность, а те, кто остался в Глубинном Имаскаре, обычно консервативны и замкнутый - если не сказать параноидальны. Недоверие и негодование создают напряженность между верхним и нижним царствами. Структура города: Глубинный Имаскар занимает убежище длиной 3 мили, шириной 1 милю и в полмили высотой. Магия позволяет зданиям стоять на изгибающихся стенах убежища и соединяет их определенными арканными переходными мостами. Таким образом, город Глубинный Имаскар фактически имеет в поперечнике около 2 миль. Глубинные имаскарцы также используют магию для изменения пространства внутри своих зданий, так что внутри они больше, чем можно предположить снаружи. Относительно маленькие купола, обычные для имаскарской архитектуры, часто скрывают под собой огромные пространства, похожие на площадки на открытом воздухе. Фактический размер города вычислить невозможно, так как он изменяется по прихоти своих граждан - с разрешения Планировщиков. Магические сады производят продовольствие для глубинных имаскарцев, все из которых - вегетарианцы. Подобными же средствами постоянно текут в город чистая вода и воздух. Чума Заклинаний вынудила Глубинный Имаскар некоторое время полагаться на высокий Имаскар, и между этими двумя царствами есть кое-какая торговля и путешествия. Больше Глубинный Имаскар ни с кем дел не имеет. Великая Печать: Физической формы Великой Печати Глубинного Имаскара больше не существует. На ее месте в северной стене хранилища есть совершенно круглое отверстие шириной в 2,000 футов. Эта пустота позволяет глубинным имаскарцам выходить в собственно Подземье и все еще несет на себе тысячи возобновленных оберегов, защищающих город. Никакое существо-магошрам не может пересечь порог города без надлежащих паролей. Ложа Возмездия: В пределах Глубинного Имаскара есть новая ложа старой имаскарской секты, известной как мстители. Коллеги индивидуумов с тем же титулом в Высоком Имаскаре, мстители приносят правосудие тем, кто вредит Глубинному Имаскару или любому другому, кого или что они поклялись защищать. Главная цель ложи в Глубинном Имаскаре - вытеснить Мастеров Абсолютного Согласия (см. ниже) из бывшей Ложи Карательных Мастеров. Фраасз Город дуэргаров; население 5,000 Когда разрушающее землю смещение Тэя опустошило их давние владения, серые дварфы Фраасзуммдина основали новое поселение в близлежащем убежище. Расположенный под Рассветными Горами Восточного Рашемена, Фраасз окружен лабиринтом туннелей, которые дуэргары называют Блужданием. Поселение настолько изолированно и хорошо защищено, что не имеет поблизости никаких реальных конкурентов. У дуэргаров Фраасза есть навыки обращения с подземными тварями. Носящий такое же название, что и город, ведущий клан наблюдает за торговлей и присматривает за конкурентами. Клановая вражда в капризном сообществе обычна, и чужакам приходится принимать чью-то сторону, хотят они того или нет - зачастую просто имея дело с определенными дуэргарами. Помимо обучения животных и выпаса их, дуэргары ищут минералы, иногда состязаясь вблизи поверхности с рашеми. Рабство - также общепринятый бизнес, и здешние дварфы ради забавы и прибыли устраивают набеги на владения гоблинов, лабиринты кобольдов и на отдаленные поселения более цивилизованных рас. Валы Ночи Теневая Пропасть Под Землями Орды и восточными Рассветными Горами близ Тэя раскинулась огромная пропасть. Валы Ночи расширились в течение Чумы Заклинаний, поглотив немалую часть Корня Земли под Медными Горами в Мархоме. Никакая из частей пропасти не достигает поверхности, но она безгранична - все пространство соединяется с Царством Теней. Теневые существа наводняют его стены, и любой, кто достаточно вынослив для этого, может пройти через каньон в Царство Теней. Заставы свободных шадар-кай разбросаны по всем Валам Ночи, подальше от Нетерила и от досягаемости Принцев Шейда. Эти шадар-кай пожинают мирские ценности Подземья. Они также устраивают набеги, изводя и поселения Тэя и Земель Орды, и дроу Ундрек'Тоз. Икемму Город шадар-кай; население 8,000) Самый большой анклав шадар-кай существует в этом сгоревшем и разрушенном городе, который они основали на краю Валов Ночи. Плащевики были единственными аборигенами поселения и называли это место Сфар Упра ("Сумеречный Дом"). Большая часть города вертикальна. Шадар-кай используют свои теневые силы, чтобы облегчить его пересечение, в то время как коренные плащевики летают. Половина Икемму существует теперь в каньоне, отражающем Валы Ночи в Царстве Теней. Шадар-кай используют его как главный торговый пункт между планами, и они даже допускают сюда чужеземцев. Лишь одобренные властями могут проходить в сторону города в Царстве Теней. Некоторые прибывают в Икемму, чтобы исследовать его таинственное прошлое. Шадар-кай не строили города, и архитектура его не похожа ни на что, что можно встретить в других местах. Резьба, оставшаяся на этом месте, изображает вместе с плащевиками изящных крылатых гуманоидов, а огненный урон намекает на синее пламя Чумы Заклинаний. Таинственные двереподобные арки, гравированные ритуальными символами, вырезаны на стенах одного из открытых рынков города. Ученые наблюдатели предполагают, что прежние жители использовали эти двери, чтобы уйти в другой мир, возможно - предвидя приближающуюся Чуму Заклинаний. Ундрек'Тоз Метрополис дроу; население 50,000 Так называемый Сегментированный Город - фактически конфедерация поселений дроу, называемых сегментами, распространенных по Подземью около Тэя и связанных порталами. Эти общины когда-то были отдельными и изолированными, но они объединились столетия назад для взаимозащиты. С тех пор индивидуальные традиции и социальные методы смешались, став единой нормой. Из-за своего географического положения Ундрек'Тоз значительно пострадал в течение Чумы Заклинаний и при последующем возвышении Тэя. Архитектурная и вулканическая деятельность разрушила два сегмента под Горой Тэй; землетрясения засыпали и позволили близлежащему Холодному Морю затопить другой сегмент под Озером Мулсантир. Магическая отдача разрушила еще один под руинами Делумайда. Хаос оставил все сегменты поврежденными и открыл дверь решительным переменам. В течение катаклизма вспыхнуло восстание. Союз Почерневшего Кулака (независимый клан монахов-дроу), Архимаги Нуримм Зек, Виралд Зек и Матрона Хартел Врасл атаковали все остальные главные дома города. Мятежникам улыбнулась удача, и в Ундрек'Тоз заняли выдающееся положение арканная сила и дроу-мужчины. Портальное путешествие: Члены Почерневшего Кулака стоят на страже, проверяют документы и собирают пошлины у порталов по всему Ундрек'Тоз. Документы, определяющие личность и намерения, требуются для любого вида путешествий через порталы, и те, у кого нет подобной идентификации, могут быть арестованы, порабощены или убиты. Пошлины также должны быть оплачены, эти доходы финансируют обслуживание порталов и пополняют казну Почерневшего Кулака, архимага и Дома Зек. Эта система контроля помогает контролировать движение, а также помогает перехватывать сбежавших рабов и беглых преступников. Ал'Врасл: Старый дом Матроны Врасл - теперь торговый центр, обслуживающий выходы в Рассветные Горы для совершения набегов на Земли Орды и для ограниченной торговли с Тэем. Здесь широко практикуется некромантия. Брундаг: Брундаг был городом хобгоблинов, и те же самые хобгоблины столетиями были рабами дроу. Возвышение Тэя и сожжение Амрутара почти положили конец Брундагу, но сегмент был восстановлен. Он с тех пор получил благо доступа к геотермической и вулканической деятельности. Пещеры города теплы, влажны и богаты фауной Подземья. Тепловые шахты и лава обеспечивают механическую силу. ПОГРАНИЧНАЯ ОБЛАСТЬ: ГЛУБИННЫЙ РОРИН Под Пустыней Рорин и Равнинами Пурпурной Пыли лежит регион-побратим Корня Земли, известный как Глубинный Рорин. Пустыня Рорин сама по себе отдаленна и пустынна, а Подземье под ней неизвестно большинству цивилизованных народов. Но это - регион, полный истории, магии и недоброжелательности. Гадючье Сердце: В Глубинном Рорине таится обширный храмовый и кладбищенский комплекс, некогда посвященный богу Сету, который ныне является Ссетом. Змеиные порталы соединяют Гадючье Сердце с другими храмами, с Царством Теней и с Башнями Ночи. Хотя змеиные существа, василиски, медузы и даже несколько юань-ти заполоняют залы храма, постройка - прежде всего центр человеческих и нерептилианских прихожан Ссета. В его палатах размещаются культисты различной силы, а также ненавистные и ядовитые магические секреты. В некрополисе есть удостоенные мертвые, заточенные духи и стражи-нежить. Фундамент Пурпурного Императора: Когда-то в Рорине стоял Дворец Пурпурного Императора. Он исчезл при Небесном Упадке (см. страницу 140) в последние дни Имаскара и вернулся перед Чумой Заклинаний. Усузи за многие годы переместил дворец на его нынешнее место. Теперь он называется Небоклав. Однако, его первоначальный фундамент и нижние уровни остаются под пылью и песком. Даже с учреждением Высокого Имаскара эти руины никогда не были возвращены. Ифрит-караджин по имени Зонаггати теперь управляет фундаментом из богатого зала в Глубинном Рорине. Его легионы огненных существ и других элементалов работают, стараясь открыть нижние залы этого старого имаскарского места и разведать могучее колдовство. С собранной им силой Зонаггати - поднимающаяся угроза, повелевающая лояльностью других ифритов Рорина. Вутивир: Поселения древнего Имаскара лежат, захороненные под Рорином и Равнинами Пурпурной Пыли. В некоторых из этих старых мест есть открытые хранилища и проходы, формирующие верхний слой Глубинного Рорина. Раса подземных лизардфолков, смешанных с троглодитами, называющая себя Вутивир, правит в западных пределах этих руин. Развращенные старой невиданной энергией, выхлестнувшей в течение Чумы Заклинаний, эти существа безрассудны, несут магошрамы, и среди них есть существа-аберранты. Они также обладают фантастическими силами и сокровищами, добытыми из утерянного наследия Имаскара. Некоторые из возникших историй предполагают, что Вутивир - заложники двуногого саррукха или некоей другой исконной сущности. Дом Лишенной Света Правды, цитадель монахов Почерневшего Кулака - самое видное здание Брундага. Чтобы избежать ярости Паучьей Королевы и следить за служащими ей жрицами, монахи поддерживают в цитадели большой храм Лолс. Хазнин Теллен'хез, лидер Почерневшего Кулака - самый мощный из мужчин-дроу в Ундрек'Тоз. Его жена, Матрона Хуиранн Теллен'хез, когда-то простой обыватель, намеревается, чтобы он таковым и оставался. Онамим: С падением Дома Дженн'Иксир, бывшего тезки этого сегмента, выдающееся положение занял Дом Онамим. Онамим имеет выходы в Рассветные Горы, к Тэю и Мархому. Ведущими професиями здесь остаются набеги и работорговля. Фаундакулзан: Находящееся под самой восточной частью Гор Теск, это поселение - самое большое и видное в Ундрек'Тоз после Чумы Заклинаний. Здесь правит Дом Фаундал при поддержке вездесущих монахов Почерневшего Кулака. У сегмента есть давняя традиция арканной силы, и многие из видных его жителей - чародеи, мечемаги, колдуны или волшебники. Фаундакулзан также управляет комплексом по всей Горе Нирг в Горах Теск (страница 183). Врасл: Этот сегмент, когда-то известный как Трун'зой'зл - религиозный центр Ундрек'Тоз. Лич Матрона Хартел Врасл присматривает за храмовым комплексом города. Нежить усиливает ряды солдат, пауков, демонов и монахов Почерневшего Кулака, защищающих этот сегмент. Вао'Зек: Стабилизация, спасшая Эльтаббар и Озеро Тэйламбар в Тэе, также спасла и этот сегмент, некогда называвшийся Мезрилорнилом. В этом сегменте размещаются Архимаг Ундрек'Тоз, а также таковой Дома Зек, а управляет им Матрона Виралд Зек. Волшебники Вао'Зека поддерживают порталы, соединяющие сегменты. Заговоры и места для приключений Костяной Двор: Построенный мулхорандскими некромантами более тысячелетия назад под Теском около Леса Летир, Костяной Двор - кладбище, по-настоящему именуемое Фолзуббалт. Оно получило свое обычное прозвище от группы исследователей, обнаруживших его и отступивших, отметив его на карте. Широкие проходы и склепы Фолзуббалта некогда размещали несколько очень мощных некромантов и нежить - и разумную, и дикую. Чума Заклинаний разрушила многих из них сполохами Синего Огня. Эспера, некромант-дженази, уже связала себя с теневой силой Шар. Она умерла в пожарище, но была возрождена как маг-личинка. Бывшее свое заветное желание - стать нежитью - Эспера воплотила в ритуальном воссоздании нежити Костяного Двора и в создании лейтенантов. Теперь ей служат несколько лордов черепа, а также демоны, костяные когти и уникальное скелетное существо, сложенное из останков драколича. Она также достигла союза с ночным ходоком, другим служителем Шар, и таким образом имеет в своем распоряжении бодаков. С такой силой ненависть Эсперы к живому может вскоре подхлестнуть ее к войне даже с могучим Ундрек'Тоз. Если она победит этот город, то сможет вывести свои армии на поверхность в Тэе, Мархоме и на Землях Орды. Кошмар лишь ухудшится, если харизматичный Сзасс Тэм убедит Эсперу присоединиться к нему. Лечение: Волшебники Глубинного Имаскара посылают исследователей на чумные земли и экспериментируют на магошрамах. Они даже приветствуют чужаков, желающих побывать на чумных землях, чтобы принести образцы и испытать контрмеры. У них был кое-какой успех по зачистке области, ближайшей к Глубинному Имаскару, и по изменению некоторых магошрамов, особенно сокрушенных недавно. Чумная земля Глубинного Имаскара: Подземье вокруг Глубинного Имаскара и даже поверхность над городом - кипучая чумная земля, полная магошрамов - и монстров, и нескольких безумных имаскарцев. Приблизиться к городу из подземелья - ненадежный вариант, редко заканчивающийся доступом к городу. Те, кого приветствуют в Глубинном Имаскаре, обычно прибывают через порталы с поверхности, большинство из которых находится в Высоком Имаскаре. Мастера Абсолютного Согласия: Около Глубинного Имаскара, где когда-то была Ложа Карательных Мастеров, есть безумное место. Мстителям и волшебникам Глубинного Имаскара, изолированным в пределах трех могучих арканистов, сведенных с ума в течение Чумы Заклинаний, помог один из старших членов ложи. Пойманные безумные маги и старший мститель слились друг с другом, сформировав четверную сущность, известную как Мастера Абсолютного Согласия. См. "Орден Синего Огня" (страница 264) для большего количества информации. Мастера тянутся из своей тюрьмы, манипулируя близлежащими существами и ландшафтом. Иногда им удается формировать и посылать вдаль человекоподобные тела или духов меньшей силы. Время от времени они проводят атаки на Глубинный Имаскар. Ходят дикие рассказы, что Мастера говорили с народом и даже управляли событиями на чумных землях по всему Фаэруну. Никто не знает их цели, но без каких-либо оснований многие полагают, что они злорадны. Многие существа-магошрамы, особенно таковые Ордена Синего Огня, связывают видения или озарения с Мастерами. Те, кто знают о Мастерах, ищут их, словно они - мессии или даже божественные лица. Не у многих есть какие-либо подозрения о том, где живут Мастера, и еще меньше могут справиться с опасностью приближения к этой причудливой сущности. ВЕЛИКИЙ БАЭРИНДЕН Под обширной Расселиной и большинством южного Фаэруна разверзлось царство Подземья, ныне известное как Великий Баэринден. Многое из этой области было разрушено при формировании Расселины, сместившем и разрушившим многочисленные заставы и поселения. Подобно Миру Наверху, Великий Баэринден со временем восстановился, даже при том, что многое из него теперь - сумеречный мир, сжигаемый солнцем в середине дня. Знания о Великом Баэриндене Персонаж знает следующую информацию при успешной проверке Истории. DC 40: Немногие знают, что крах Расселины - катастрофическое эхо давно минувших событий. Еще меньшее знает, что на самом деле было потеряно при создании этого великого провала. Регион был первоначальной родиной двух великих рас Фаэруна - дварфов и дроу. Дварфы называли пещеры юга Баэринденом, и они поддерживали там царство в течение тысяч лет. Баэринден пал, когда дроу спустились в Подземье и основали область Телантивар. В беспощадной войне они вытеснили дварфов из их древнего дома во многие другие области Фаэруна. По причинам, затерянным во времени, пещеры, содержащие большую часть Телантивара, рухнули менее двух тысячелетий спустя, сформировав Великую Трещину. Дроу рассеялись, и вскоре после этого дварфы вернулись и заселили Великую Трещину. Крах Расселины разрушил часть Великой Трещины и сокрушил многие из оставшихся царств дроу, несомненно похоронив ценные антики и незаменимые исторические записи. Восточная Трещина - практически все, что осталось неповрежденным. Поселения и приметные черты Хоть это и несколько неожиданно после провла Расселины, глубины Великого Баэриндена предлагают широкий спектр жизни. Конец Земли Городок; население 1,500 Находящийся более чем в 20 милях под северо-восточным Халруаа Конец Земли - сообщество, населенное земными существами, дженази и халруанцами, избежавшими магического пожарища, уничтожившего их страну. Городок всегда был связью элементной деятельности из-за имеющегося в нем планарного портала. Однако, он был изолированным царством, далеким от поверхности. Прибытие людей, намеревающихся остаться, и создание Расселины изменило эту ситуацию. Волшебники изменили Конец Земли, чтобы сделать его удобным домом для людей. Там, где земные карманы когда-то позволяли проходить лишь тем, кто так или иначе мог двигаться сквозь скалу и почву, волшебники сделали городок из изящных проходов и магически освещенных комнат. Некогда достижимое лишь для тех, у кого была сила спуститься сквозь или телепортироваться в землю, теперь поселение имеет выход в Расселину. Ради обычной торговли и путешествий граждане выстроили дорогу по предательским осыпям Расселины к Восточной Трещине, по совпадению расширив пределы до Делзиммера. Конец Земли имеет доступ к ценным полезным ископаемым, а также ко многим магическим порталам, но его отдаленность защищает его так же, как и его граждане. Дженази: Дженази, большинство из которых имеют связанные с землей способности, в Конце Земли обычны. Они наслаждаются особой позицией в качестве посредников для элементалов и людей и удерживают в городке влиятельные положения. Большая часть полиции - дженази, и муниципалитет всегда выбирает мэра-дженази, называемого спелеосой - слово на Исконном, приблизително означающее монарха. Спелеоса наблюдает за городком и голосует в случае тупиковых ситуаций в совете, и обычно у него есть некая сила, связанная с природой или стихиями. Люди: Люди Конца Земли немногочисленны, но сила их велика. Семь волшебников наряду со своими семьями избежали Чумы Заклинаний, сбежав в Конец Земли. Традиция волшебства и уважения к элементным существам среди людей сильна. Молодежь часто предпринимает добровольный обряд пригодности, выходя на Фаэрун в поисках благосостояния, подходящего супруга и другого представительного народа, способного пожелать уйти в городок. Конец Земли - источник авантюристов, а также место их назначения. Другие: С людьми и дженази Конца Земли сосуществуют земные существа всех мастей. Не впускают лишь злых и разрушительных. Группа наполненных землей дварфов, называющих себя урдуннир и плотно поддерживающих философию Грумбара, является существенной частью населения, наряду с другими дварфами. За эти годы в Конец Земли также прибыли маленькие количества других нелюдей. ПОРТАЛЫ Конец Земли содержит множество порталов. Наиболее обычные среди них - ограниченные порталы, впускающие свет из Мира Наверху, но не позволяющие проходить физическим объектам. Порталы в Элементный Хаос регулярно вводят свежий воздух и воду, а также удаляют отходы. Главные порталы позволяют проход в элементное царство Владения Корня и в илматерский Монастырь Желтой Розы в Горах Земной Шпоры в Дамаре. Флувенилстра Город; население 10,000 Флувенилстра, в 11 милях под Шаарским Опустошением, не особенно известна на поверхности. Некоторые называют ее Городом-Садом Великого Баэриндена, потому что в поселении есть величайшее изобилие съедобной и полезной флоры Подземья в регионе, если не на всем Фаэруне. Флувенилстра наслаждается водой, которая более не достигает пустыни наверху. В ней также живет большое количестве дженази с водными и земными способностями. Дженази, демонстрирующие или желающие отточить подобные врожденные таланты, зачастую прибывают во Флувенилстру для обучения. Другие храбрые души, дженази или иный, стремятся служить в рядах Круга Глубин - священников Силвануса, управляющих Городом-Садом. Третьи - туристы, желающие посетить подземные джунгли, каковыми является Флувенилстра, освещенные лишь люминесцентными грибами. Мирские растения - не все, что можно увидеть здесь. Бесчисленные растительные существа населяют и охраняют город, включая разумный грибной народ, называемый миконидами. Магически улучшенные растения формируют собой здания и живые защитные системы. Также город защищает несколько сотен солдат, но мирные посетители, даже из необычных мест, здесь приветствуются. Флувенилстра поддерживает контакты и порталы с Гултандором, Лесом Амтар и с другими регионами. Граждане города иногда используют порталы, чтобы путешествовать на поверхность или исследовать более широкое Подземье и Расселину. Т'линдет Город; население 20,000 Самый большой анклав дроу в Великом Баэриндене, Т'линдет потратил десятилетия, оправляясь от восстания внутри и от потери Дамбрата. Расположенный в 3 милях под Горами Гноллуотч, город протянулся по плоскому возовышению в пределах великой пещеры. Вокруг этого возвышения течет река, так что воды у города вполне достаточно. Получив хороший урок от рук восставших дамбратцев, шестнадцать домов Т'линдета активно соперничают за власть. Дроу города наслаждаются своим комфортом и кровавыми жертвами. Хотя дорога из Дамбрата в Т'линдет была запечатана и никогда не открывалась вновь, у дроу есть секретные способы достижения поверхности для охоты на людей и эльфов Амтара. Они также рыскают по Расселине, регулярно совершая набеги на дорогу между Концом Земли и Восточной Трещиной. Заговоры и места для приключений Слизистые руины: Разбитый сокрушительным весом земли, город дроу Ллурт Дрейер более не существует. На его месте - поля щебня и осыпавшихся камней. Пространства и промежутки среди руинов все еще дают доступ к остаткам владений дроу. Там скрываются в тенях чудовищные илы и искривленные существа-аберранты. Ходят слухи, что в открытом склепе живет аморфное существо отвратительных размеров, и что это существо - аватар Гонадора. Пьющая Свет: Пропасть, известная как Пьющая Свет, простирается от поверхности на непостижимую глубину, уходя в Царство Теней. Свет проникает во мрак, окутывающий пропасть, лишь на половину нормального расстояния, и путешествие в пределах Пьющей Свет схоже с путешествием на открытом месте в пасмурный зимний день. Над этим местом висит утомленность миром. Теневые существа бродят в глубинах, а стены пропасти усеяны пещерами. Могучий ночной ходок содержит свой двор где-то в Пьющей Свет или в смежном Царстве Теней, и бодаки существа охотятся в зияющих пределах. Дикие дроу: Ллурт Дрейер умер, но тысячи дроу этого гнойного города выжили. Те, кто были способны и желали, сбежали в другие владения дроу, типа Т'линдета. Другие расползлись, словно поганые крысы, нападая на любое место, которое они считали способными удержать. Некоторые даже сумели отобрать Поддомье у дварфов Восточной Трещины. Теперь, отказываясь от сотрудничества, достаточного для построения сколь-либо крупного поселения, дикие кланы дроу блуждают по Расселине, набрасываясь на любого, кто забредает в это место. МЕНЗОБЕРРАНЗАН Находящийся в огромной естественной пещере глубоко в Подземье, Мензоберранзан, Город Пауков - дом примерно 25,000 дроу и почти стольки же рабов. Это - центр поклонения Лолс, Королеве Ям Паутины Демонов. Знания о Мензоберранзане Персонаж знает следующую информацию при успешной проверке навыка. История DC 12: Мензоберранзан был основан более пяти тысячелетий назад жрицами Паучьей Королевы и с тех пор управлялся твердой матриархальной теократией, преданной их темной богине. Город был потрясен в начале 1370-х DR внезапным уходом Лолс от ее прихожан, и Мензоберранзан послал экспедицию в Ямы Паутины Демонов, чтобы обратиться к своей замолкшей богине. Там они нашли великий кокон и преобразованную Лолс - гораздо более мощную, чем когда-либо. Мудрость Улиц DC 15: Жизнь в Мензоберранзане может быть жестокой и короткой для тех, кто не желает принимать пути дроу - обман, манипуляцию и подчинение матронам-матерям. Но не все в Городе Пауков жестоко и зверско. Честолюбивые женщины-дроу из меньших домов или даже из крестьянства могут подняться до высочайших уровней силы - или по крайней мере занять неплохое место в этом расслоенном царстве. Но мужчины ограничены тем, насколько высоко они могут подняться в матриархальном обществе, особенно те, кто потеряли защиту одного из благородных домов. Городские районы Весь город Мензоберранзан высечен в высоких сталагмитах и огромных сталактитах, свисающих с тысячефутового свода пещеры, запутанно вырезанных и сверкающих невиданным пламенем. Базар Вечноменяющийся Рынок Круг голых скал примерно 750 футов в диаметре, Базар - рынок, полный ларьков и тележек, где дроу Мензоберранзана могут покупать и продавать практически все, что можно себе вообразить. Базар - мирное и открытое место, патрулируемое охранниками домов и оттеняемое уличными исполнителями и мелкими торгашами. Торговцам не позволяется размещать свои тележки или ларьки на одном и том же месте дольше суток, так что расположение и смешение продавцов всегда различно. Браэрин Смрадные Улицы Заваленные мусором переулки и полные пауков лачуги низших предместий Мензоберранзана - приют бездомных мужчин, лишенных духовного сана жриц, искалеченных солдат и разоренных торговцев. Жизнь на Смрадных Улицах ценится дешево, и богатые дроу иногда ходят туда на пьяную охоту, упорно гоняясь ради развлечения за беглыми рабами и опозоренными дроу. Истмир Рабочий Район Хоть и недалеко ушедший от Многонарода, Истмир - более бедные предместья старающихся изо всех сил торговцев, меньшего торгового люда и наемников. Тут нет ни одного из главных правящих домов, кроме руин Домов Облодра и Фрет и покинутого комплекса Дома Кенафин, приюта самовольных поселенцев и беглых рабов. Многонарод Торговый Район Если в Городе Пауков и есть средний класс, то он живет во вьющихся проездах Многонарода, в котором самая высокая концентрация постоянных торговых персон и торговцев города. Гостиницы, таверны, фестхоллы высокого класса и множество прекрасных массажных салонов раскиданы по всему району. Здешние улицы переполнены дроу и их рабами, занимающимися своим повседневным бизнесом. МАТРОНА-МАТЬ КУЭНТЕЛ БЭНР Самая мощная Матрона-Мать Мензоберранзана - Куэнтел Бэнр, Мать-Хозяйка Арах-Тинилит, побывавшая в Ямах Паутины Демонов для возрождения Лолс. Возвратившись в Городу Пауков в качестве темной героини своего фанатичного народа, она провозглавила себя первой из десяти, чтобы подтолкнуть свою сестру Триэль к конфронтации, в которой более слабая сестра не могла и надеяться на победу. КОГТЕРАЗЛОМ Эта пропасть в форме когтя - одна из трех, портящих поверхность Города Пауков, но Когтеразлом имеет самое легендарное прошлое и самую пугающую репутацию. Бывший Третий Дом Мензоберранзана, Дом Облодра, некогда был расположен в огромном и роскошном комплексе между первым и вторым "пальцами" Когтеразлома. После длительной войны с Домом Бэнр Облодра был утянут в безграничный на вид провал чудовищными когтями самой Лолс. Ныне место для разведения рабов-кобольдов и одно из многих безопасных убежищ наемников Бреган Д'аэрт, Когтеразлом остается символом мощи Дома Бэнр. Нарбонделлин Район Широких Улиц Эти исключительные окрестности с большими поместьями и фешенебельными магазинами - достопримечательность Мензоберранзана. Здешние сталагмитовые башни более мастерски вырезаны и более запутанно украшены магическим огнем, чем таковые в любой другой части города. Нарбонделлин - дом многочисленных огранщиков и ювелиров, включая ожесточенных конкурентов Хондела Белек'тира и Юрона Шадалуна (сына Мритта Шадалуна, найденного мертвым в хранилище Белек'тира в 1463 DR), торгующих самыми экзотическими драгоценными камнями на всем Ториле и за его пределами. Столь же известные, как и ювелиры, парфюмеры Нарбонделлин продают свой товар лишь лучшим дроу Мензоберранзана, и их ароматы пронизаны магическими побуждениями, делающими их чем-то большим, чем простая косметика. В правильных руках подобные духи - ключ к силе и влиянию, двум любимым вещам любого дроу. Нарбондель: Этот огромный сталагмит магически разогревается каждый вечер самим Громфом Бэнром. Жар поднимается от основания столба к его оконечности в течение 12 часов, а затем он остывает в течение такого же отрезка времени. При помощи этой светящейся скальной башни мензоберранир отмечают ход времени в тусклом Подземье. ИЗВЕСТНЫЕ ТОРГОВЦЫ МНОГОНАРОДА Ровиас дел'Игана занимается экзотическим оружием, включая покрытые ядом дротики и ручные арбалеты, традиционно характерные для воинов-дроу. Она утверждает, что знает миллион различных способов скрыть оружие на любом дроу. Работорговец Хрогн Вольноотпущенный купил свою свободу после двух десятилетий в гладиаторских ямах Западной Стены. Он остался в городе для продажи кобольдов, гоблинов и более экзотических гуманоидов, включая необычных людей, самым проницательным рабовладельцам Мензоберранзана. Женщина-дроу Ш'аун Дарнрюэл продает изящные платья из прекраснейшего паучьего шелка матронам-матерям и тем, кто надеется в один прекрасный день пополнить их ряды. КОМПЛЕКС ДОМА БЭНР Как и приличествует Первому Дому Мензоберранзана, внушительный комплекс Бэнр - собрание из двадцати сталагмитов и тридцати сталактитов, окруженное забором из зачарованной серебряной паутины и охраняемое самой прекрасной армией Города Пауков. Центральный курган скрывает часовню, посвященную Лолс, в которой Матрона-Матерь Куэнтел содержит свой двор. Пещеристая палата для аудиенций ее предшественницы на вершине кургана была запечатана по приказу Куэнтел - с погребенной в ней гниющим трупом ее сестры. Ку'элларз'орл Место Знати Эта высокая "полка" на южном конце города смотрит на остальную часть Мензоберранзана, и с ее высоты взирает на остальную часть города массивный комплекс Дома Бэнр. Массивный лес гигантских грибов придает странную красоту плато, патрулируемому охраной Домов Бэнр, Ксорларрин и Миззрим. Все эти три дома тренируют свои войска и волшебников на открытых пространствах, демонстрируя силу остальной части города. У одной из стен западного конца Ку'элларз'орл есть маленькая, хорошо охраняемая пещера - Палата Правящего Совета, в которой встречаются матроны-матери восьми самых мощных домов. Тиер Бреч Академия Доминирующая над северными пределами города великая лестница Тиер Бреч - самая большая из построек Мензоберранзана. Подходы охраняются бесчисленными смертельными ловушками, почетным караулом из двух выпускников Мили-Магтир и двумя 15-футовыми нефритовыми пауками, способными оживать для защиты этого места. На вершине Тиер Бреч находятся три отделения Академии, центр изучений и источника "правосудия" дроу, обслуживаемый и управляемый матронами-матерями по усмотрению их могучих лидеров. Арах-Тинилит: Размещенная в здании в форме гигантского паука Арах-Тинилит - самая мощная ветвь Академии. Начиная с возвышения Куэнтел Бэнр она еще теснее объединена с Первым Домом. Куэнтел официально не оставила свой титул Матери-Хозяйки Арах-Тинилит, несмотря на тот факт, что для матроны- матери является беспрецедентным ношение обеих титулов одновременно. Женщин-дроу посылают в Арах-Тинилит в возрасте сорока лет для проведения пяти десятилетий обучения на жестокой и требовательной службе их демонической богине. Там они учатся вызвать демонов, управлять ими и спариваться с ними. Мили-Магтир: Эта школа военного искусства производит одних из самых одаренных и ловких рукопашников Ториле. Те, кого отбирают для прохождения десятилетнего курса - главным образом мужчины. Само здание - неукрашенная каменная пирамида. Сорцере: В стройной и изящной башне размещается школа волшебников Академии, курируемая Архимагом Мензоберранзана. Дроу (главным образом мужчины), демонстрирующие талант или склонность к магии, распознаются в молодости и затем направляются в Сорцере в возрасте двадцати пяти лет для прохождения тридцатилетнего обучения. Западная Стена Старый Квартал Эти предместья меньших домов и богатых торговцев - тихое место, где редко случается что-либо интересное - да и жители тут соответствующие. Некоторые из соседей балуются тайными делишками: азартной игрой с рабами, вынужденными биться насмерть, собирая арканные магические артефакты по мультивселенной или охотясь и захватывая странных существа в Мире Наверху. Хотя любой, кто ходит по улицам Западной Стены, никогда и не знает о подобных делах. Здешний лозунг - осмотрительность. ГРОМФ БЭНР Архимаг Мензоберранзана Громф Бэнр - брат и главный конкурент Куэнтел. Эти двое никогда не встречались с глазу на глазу и все равно иногда пытаются убить друг друга, хотя Громф в трудные времена оставался лоялен матриархату. Если бы он когда-либо и собирался захватить управление Мензоберранзаном - это было бы в течение Безмолвия Лолс, когда он был самым мощным заклинателем города. Но Громфу нравится руководить из теней, тайно подталкивая и подстрекая город в выбранном им направлении. Он поддерживает санктум, который может находиться в башне Сорцере или в созданном им самим карманном измерении. Громф предпочитает об этом не распространяться. ТЕМНЫЙ ДОМИНИОН В пределы обширной палаты Мензоберранзана правление благородных домов привносит относительный мир и безопасность, но Город Пауков - все еще часть Подземья. Многочисленные пещеры ведут из города в бесконечный лабиринт туннелей и палат Подземья, вместе известных как Темный Доминион. Всего несколько шагов за пределы города - и эта подземная дикая местность вступает в свои права. Дроу используют туннели для тайных встреч в местах типа Светящихся Камней - пещеры люминесцентных камней на севере - или Пещеры Оторванных Щупалец на юге, названной так из-за давней борьбы между дроу и иллитидами. Области фаэрзресс накладываются на магические, странные существа преследуют любую теплокровную добычу, а дроу иногда встречаются с другими расами для обсуждения предательств, убийств и торговых соглашений. Правящие Дома Восемь самых мощных кланов дроу формируют Правящий Совет, и они твердо держат в кулаке все дела Города Пауков. Дом Бэнр Первый Дом Дом Бэнр удерживает свое положение настолько давно, что никто из живущих дроу и не помнит другого Первого Дома, но за столетия он прилагал огромные усилия для отражения попыток изменить этот статус. С матронами дома Бэнр пересекались пути Домов типа Облодра, До'Урден и Аграч Дирр, и все они пали. Первый Дом по сути управляет всеми тремя отделениями Академии и удерживает устойчивые союзы с большинством других правящих домов. Однако, сила в Мензоберранзане привлекает внимание, а внимание любого дроу может быть опасной штукой. Дом Бэнр всегда остается начеку. Дом Баррисон Дел'Армго Второй Дом Матрона-Мать Мез'Баррис Армго и ее три выживших дочери быстро заполнили пустоту, оставшуюся от опозоренного Дома Аграч Дирр, став Вторым Домом. Хотя у дома меньше жриц, чем у других правящих домов, Баррисон Дел'Армго собрал первоклассных волшебников Мензоберранзана. Дом обычно держит свой собственный совет, сторонясь тесных союзов или открытого конфликта с любым из других домов. Десятилетиями ходят слухи, что между Мез'Баррис и Громфом есть некие близкие отношения, но никто не смеет подтвердить их. Дом Ксорларрин Третий Дом В дни после окончания Безмолвия Лолс Дом Ксорларрин наслаждался покровительством Триэль Бэнр за свой неустанный и тесный военный союз против захватчиков-дуэргаров и выскочки Аграч Дирр. Этого покровительства оказалось достаточно, чтобы помочь Матроне-Матери Зирит Ку'Зорларрин перескочить Дому Фаэн Тлаббар и захватить ранг Третьего Дома. Подобно Баррисон Дел'Армго, Дом Ксорларрин использует немало волшебников, все из которых базируются в величественной Башне Заклинаний Ксорларрин, смежной с Домом Бэнр на Ку'элларз'орл. Дом Фаэн Тлаббар Четвертый Дом Жрицы Дома Фаэн Тлаббар, возглавляемые Матроной-Матерью Генни'тирот Тлаббар - одни из самых набожных в Мензоберранзане. Они настолько фанатичны, даже некоторым из высоких жриц Арах-Тинилит нелегко от их диких оргий с демонами и от массовых жертв во имя их искривленной богини. Дом Миззрим Пятый Дом Близкий союзник своих соседей по Ку'элларз'орл - и Бэнр, и Ксорларрин, Матрона-Мать Миз'ри Миззрим - коварная и двуличная переговорщица, имеющая торговые контакты по всему Подземью и даже в Мире Наверху. Немалая часть работорговли в Мензоберранзане контролируется Домом Миззрим, также как и торговля незаконными магическими изделиями. Дом Фей-Бранч Шестой Дом Фей-Бранч - один из самых старых правящих домов, занимавший место в высшем ряду кланов дроу в течение более чем четырех тысячелетий. Немалой частью этой долговечности он обязан тому, что столь долго прислуживал другим домам. Хотя Фей-Бранч занимает ранг Шестого Дома, Матрона-Мать Биртин Фей ожидает, что и Меларн, и Вандри вскоре бросят ей вызов, и дому скорее всего вновь придется занять восьмой ранг. Дом Меларн Седьмой Дом Самый молодой, и намного, из правящих домов, Дом Меларн сформировался из союза Домов Хорлбар и Кенафин десятилетие спустя после окончания Безмолвия Лолс и получил свое название в честь Кающейся Леди Лолс, Халисстры Меларн. Он поглотил струйку выживших из первоначального Дома Меларн, павшего при разрушении Чед Насада, но Матрона-Мать, Жиндия Меларн - дочь Матроны-Матери Джерлис из Дома Хорлбар. Дом Вандри Восьмой Дом Убив свою неэффективную мать Трокен'тер в 1388 DR, Матрона-Мать Фиирнел'тер Вандри процарапала себе путь от Семнадцатого Дома под угрозой более мощной Баррисон Дел'Армго до места в Правящем Совете. Возможно, даже сама Фиирнел'тер не знает, сколько дроу ей пришлось для этого убить. БРЕГАН Д'АЭРТ Бреган Д'аэрт - компания наемников, убийц и разведчиков, основанная и все еще возглавляемая (хотя и издалека и через посредников) Джарлакслом Бэнром (страница 251). Компания поглощает в себя бездомных мужчин и не имеющих мировоззрения выпускников Мили-Магтир, делая их услуги доступными тем, кто предложит самую высокую цену - а иногда и всем претендентам. Нет ничего необычного в том, что агенты Бреган Д'аэрт работают на оба фронта борьбы между враждующими домами, но они никогда не выступают против Дома Бэнр. Джарлаксл сообразительнее их. Бреган Д'аэрт активно налаживает и поддерживает контакты с гильдиями воров и убийц Мира Наверху, иногда обеспечивая им наемников-дроу. Нынешний мастер Бреган Д'аэрт - доверенный лейтенант Джарлаксла, Киммуриэл Облодра, мастерство псионических искусств которого делает его холодным и расчетливым убийцей и ценным активом для его клиентов. НОРТДАРК Протянувшийся от Побережья Меча на западе до края Нетерила на востоке и от Хребта Мира на севере до Врат Балдура на юге, Нортдарк - один из самых давнозаселенных и наиболее "цивилизованных" регионов Подземья. Знания о Нортдарке Персонаж знает следующую информацию при успешной проверке Мудрости Улиц. DC 10: Самый большой и доминирующий город Нортдарка - метрополис дроу Мензоберранзан, место поклонения Королеве Ям Паутины Демонов. Дроу делят Нортдарк с другими расами Подземья и постоянно вступают в разногласия с дварфскими залами Хребта Мира. Поселения и приметные черты В Нортдарке изобилуют города, деревни и рассеянные клановые твердыни, и мили естественных туннелей нанесены на карты в качестве караванных маршрутов. Аммариндар Маленький город; население 7,000 Некогда связанный с Миром Наверху через нижние пределы Хеллгейт Кипа, Аммариндар был блокирован от поверхности после десятилетий борьбы, последовавшей после исчезновения камбиона Каанира Вхока. Рыщущий Легион Вхока, армия танарукков (демонических орков), в конечном счете оказался под управлением одного из своих представителей, Военного Вождя Гааржвекса. Сегодня танарукков Аммариндара возглавляет Высокий Военный Вождь Гиирвокс. Танарукки иногда совершают набеги на своих соседей или нанимаются в качестве наемников. Таинственный Кровавый Опустошитель Джерваан принес в Аммариндар пылкое поклонение экзарху Темпуса - Гарагосу. Аромикос Несомненно самая большая из отдельных форм жизни на всем Ториле, Аромикос также, возможно, и самый старый. Эта массивная грибная колония охватывает сотни квадратных миль Верхнего Подземья под Высоким Лесом. Это - приют для грибных существ, особенно миконидов, скрывающихся среди его серо-белой массы. В течение Чумы Заклинаний с Аромикосом что-то случилось. Еще до бедствия ходили слухи, что у колонии появились зачатки разума. Сейчас эти истории подтверждаются. Часто называющая себя Королем Аромикосом разумная масса грибной растительности привела под свой доминион тысячи, возможно даже миллионы миконидов. Она посылает усики и споры по всему Верхнему Подземью, вынуждая города типа Мензоберранзана, Чед Насада и Йатчола охранять многие из своих подходов от грибного вторжения. Но все же его чужеродное присутствие можно почувствовать. Аромикос атакует любое разумное существо в пределах сотен миль странными кошмарами - грезами о комфорте массовой воли и о безнадежном хаосе индивидуальности, которые дроу называют голхиррл'фхаазт ("Ловушка Грез"). Лишь иллитиды кажутся почти иммунными к его влиянию. Бесчисленных дроу, глубинных гномов, танарукков и других, поддавшихся его чарующему призыву, больше никогда не видели. Блингденстоун Маленький город; население 5,000 Покинутый своим первоначальным населением - глубинными гномами, Блингденстоун оказал гостеприимство всем - от облаков разумной магической пыли до глубинных гномов-крысооборотней и от любого количества блуждающих монстров до мусорщиков - людей и дроу, ищущих сокровища, оставшиеся от прежних хозяев. Тем не менее, в течение последних четырех десятилетий первоначальные жители Блингденстоуна, возглавляемые Самым Удостоенным Хранителем Нор Каргиеном Диссенгулпом, переместились обратно, получая поддержку из самых неожиданных мест, включая Сильверимун и Мифриловый Зал. КЛАНОВАЯ ТВЕРДЫНЯ ПЛЕМЕНИ КЛЫКА ГРИЗЛИ Деревня; население 275 Кобольдов Племени Клыка Гризли возглавляет Вождь Гвурзз и его помощник Клаах, направляющие племя к поклонению архидьяволу Маммону. Племя устроило себе дома в ряде пещер, потолки которых редко возвышаются более чем на 5 футов - что удобно для кобольдов, но ограничивает большие расы, которых у них хватает ума избегать. Их пещеры расположены примерно на полпути между Эриндлином и Аромикосом, чарующие призывы которого постоянно их беспокоят. Ч'Читл Маленький городок; население 500 Некогда разумно цивилизованное поселение иллитидов, управляемое соглашением старших после смерти его старшего мозга, Ч'Читл была перевернут в Году Синего Огня. Теперь пещера, в которой это находится, стала чумной пещерой совершенно ирреального вида. Трое старших были объединены в отвратительную мутировавшую тварь, ставшую новым старшим мозгом Ч'Читла. Его тело умерло, но разум живет в пульсирующей массе серой материи, исчерченной шипящими линиями Синего Огня. Иллитиды Ч'Читла стали Мозгочумными, существами-магошрамами, способными к экстраординарным псионическим умениям, подпитываемым и смешивающимся со свойственными магическими способностями их магошрамов. Чед Насад Маленький город; население 7,500 Разрушенному в хаосе после Безмолвия Лолс Чед Насаду потребовалось столетие для восстановления своего места среди городов дроу Нортдарка. Многие из построек города, некогда сгруппированных на великих прядях затвердевшей паутины, так и лежат в руинах. Фаатрилл Тех'Кинреллз, Матрона-Мать Первого Дома Чед Насада, твердо держит контроль над городом и шестью его новыми и восстановленными домами. Одна из сделанных ей уступок - продолжающееся тесное общение с Джаэзред Чолссин. Граклстаг Большой город; население 30,000 Этот большой и хорошо защищенный город Среднего Подземья размещает огромное население дуэргаров и их рабов и союзников. Город гнездится в большой пещере на краю Темного Озера. Дуэргары рыбачат на Темном Озере со своих плоскодонных лодок, но избегают более глубоких вод, страшась многих свирепых существ, живущих в его глубинах. Город защищен одной из самых больших и хорошо экипированных армий Нортдарка, но у солдат до опасного мало арканной и божественной поддержки. Король дуэргаров молод, унаследовав пост от своего отца в 1372 DR, но Хоргар Стальная Тень V - способный воин, не медлящий с принятием решений и довольно быстро теряющий свою раздражительность. Некоторые говорят, что король неграмотен, но умеет это скрывать. Йатчол Маленький городок; нселение 1,000 Фактически группа из девяти отдельных торпов, сообщество читайнов Йатчол - ужас Среднего Подземья. Эти странные паукоподобные существа, изгнанные после неудавшихся экспериментов в Чед Насаде, сформировали свое собственное общество, подобное таковому своих прежних хозяек - вокруг поклонения Лолс. Население городка за последнее столетие удвоилось, и его патрули забираются на восток до Глубинных Пустошей, а на юг - до края Старого Шанатара. Никто не уверен в том, какое именно зло планируют читайны - возможно, финальную месть Чед Насаду, - но никто не может предсказать желания этих существ. Заговоры и места для приключений Гонтлгрим: Этот легендарный дом дварфов Делзуна продолжает владеть мыслями дварфов со всего Севера. Усилия по возврату этого места потерпели неудачу, но истории о хранящихся там умопомрачительных сокровищах продолжают делать его популярным в рассказах по тавернам и высшей наградой для самых жадных авантюристов. Скуллпорт: Некогда город работорговцев, пиратов и недобросовестных торговцев, ныне Скуллпорт - разрушенный город, дом абсолютного сброда Нортдарка - от бездомных негодяев-дроу до кобольдов- магошрамов, сводимых с ума магией, которую они не могут понять. Люди-авантюристы, забиравшиеся на его гниющие улицы и выжившие, чтобы рассказать об этом, описывают его как "Лускану, но без солнца". Магические Пещеры Эриндлина: Эриндлин некогда был процветающим городом дроу, но религиозная борьба и угрозы извне оставили его почти покинутым. Земной узел близ города поглощал эффекты Чумы Заклинаний и сделал пещеру самой глубокой чумной пещерой Нортдарка. ДЖАЭЗРЕД ЧОЛССИН Эта коварная банда убийц - теневых драконов-полудроу - по полной использовала преимущество Безмолвия Лолс, работая своими темными щупальцами по большинству Нортдарка. Но со своим поражением при Осаде Мензоберранзана она в конечном счете оказалась неспособна поддерживать контроль над восстановлением Чед Насада. Джаэзред Чолссин возвратилась в покинутый город Чолссин, стоящий наполовину в Царстве Теней, наполовину - вне его. Убийцы стали временными союзниками нетерезов, от которых они получают заказы, но они пока что сопротивляются поглощению в империю. СТАРЫЙ ШАНАТАР Регион Подземья, некогда заселенный славными дварфскими королевствами, Старый Шанатар ныне стал местом причудливых цивилизаций и темных ритуалов. Знания о Старом Шанатаре Персонаж знает следующую информацию при успешной проверке Истории. DC 10: Древнее дварфское царство Старый Шанатар некогда было домом тысяч мирных дварфов, но ныне стоит лишь одно из восьми великих королевств. Поселения и приметные черты В Старом Шанатаре искусственных мест - шахт, городов и внушительных работ дварфского ремесленного производства и архитектуры - больше, чем в любой другой части Подземья. Гуаллидарт Большой город; население 16,000 Один из самых больших и, конечно же, старейший из южных городов дроу, Гуаллидарт был местом, где поклонение Лолс оставалось на произволе многочисленных конкурирующих сект, и аж две сотни благородных домов соперничали за власть. Но за годы после Безмолвия Лолс в Гуаллидарт пришел новый порядок. Различные храмы были объединены змееголовым бичом, Матерью-Хозяйкой Физзри Хавен-Гелл, систематически чистившей враждующие дома, пока их не осталось всего двадцать четыре - во главе с Первым Домом Луур'Тчаан. Этот период "перехода" (теперь никто не смеет называть его гражданской войной) сдерживал расширение Гуаллидарта в течение нескольких десятилетий, но за последние тридцать лет гуаллидартские патрули начали располагаться все дальше и дальше от границ своего города. Илтказар Маленький город; население 4,500 Илтказар - последний оставшийся дварфский анклав в Старом Шанатаре. Этот внушительный многоуровневый город-крепость - памятник величайшим из когда-либо живших шахтеров-дварфов. Здесь высятся скульптуры, а лестницы широки настолько, что по ним может маршировать целая армия. Город освещен серебристо-синим лишайником, покрывающим потолки. Мучительнее всего в Илтказаре - чувство его пустоты. В милях и милях коридоров стоит тишина, а население уменьшилось до крошечной доли своей древней славы. Королевством управляет серебряный дракон, Король Мит Барак, пришедший к власти в 66 DR, а затем потерявшийся на некоторое время, пока его астральная форма была захвачена Тиамат в 1367 DR. Он возвратился к жизни всего два года назад, пробыв в заточении целое столетие, пока череда регентов управляла с его трона, а население Илтказара продолжало уменьшаться. Король Мит Барак поклялся возвратить Илтказару и всему Старому Шанатару всю его былую славу, но путь его будет долог. Малидрен Маленький город; население 6,000 Вершина высочайших из многоступенчатых пирамиды, составляющих затонувший город Малидрен, лежит в 50 футах под неподвижными водами Озера Сияющей Мглы. Мистически освещенная архитектура икзанов (раса интеллектуальных скатов) и пар от их печей дают озеру его название. Скрытый от любопытных глаз всех, кроме самых предприимчивых исследователей, Малидрен - город широких проспектов. Икзаны порабощают любых приближающихся разумных существ, предоставляя им способность дышать под водой, пока они абсолютно преданно служат. Наказание бывает лишь одной формы: утопление на глубине в 150 футов или больше. ЧУМНАЯ ПЕЩЕРА ОАКСАПТУПЫ Очень немногие знают, каким некогда было это место. Изобилуют слухи о том, что когда-то в этой пещере жила великая цивилизация существ-инсектоидов. Вся память об этих существах была стерта, когда Год Синего Огня соединил Абейр с Торилом. Эта цивилизация была либо уничтожена, либо целиком была переброшена на Абейр. Независимо от того, что случилось с той цивилизацией, если она вообще существовала, ныне Оаксаптупа - громадная чумная пещера, где законы физики вечно меняются, а колоссальные насекомые - ничуть не цивилизованные - охотятся на все, что кровоточит. Рринглор Норот Маленький город; население 8,000 Город Вздымающихся Теней - самое большое сообщество плащевиков в Верхнем Подземье. Разделенные на жесткие касты, плащевики Рринглор Норота продолжают экспериментировать с идеей совместной жизни в чем- то городоподобном. Вместе их соединяет Теневой Пролет - огромный мост, построенный расой, предшествовавшей дварфам Старого Шанатара. Один конец моста начинается в середине Озера Сияющей Мглы, другой появляется из подобного озера глубоко внутри Царства Теней. Промежуток посередине разрушен и требует ремонта. Время от времени из Царства Теней появляется таинственное существо, известное просто как Эмиссар. Оно нашептывает инородную мудрость в уши дюжины лордов-плащевиков, формирующих Конклав Теневой Сферы. Они более двух столетий трудятся для восстановления Теневого Пролета; будучи завершен, он полностью пересечет пространство между озерами. Слупдилмонполоп Большой город; население 12,000 Когда-то это был святой город божества куо-тоа, Блибдулпулпа, но некогда могучие шаманы давно уже не получали известий от своего бога. Многие из куо-тоа обратились к поклонению Гонадору, Бэйну или Истишиа. Также прибыли тысячи беженцев куо-тоа, убегающих от тирании Аболетского Суверенитета. Король-Священник Ни-Гул-Вин Вибулкугург полностью обратился к служению Гонадору и игнорирует все остальные веры. Тем не менее, он втайне задается вопросом, правильную ли сторону он выбрал, и стремится доказать самому себе, что прав. Цараз Маленький город; население 7,000 В 20 милях ниже поверхности, под современным Дарромаром, лежит огромный улей бехолдеров. Хотя постоянное население колеблется от 5,000 до 10,000, сборы кланов бехолдеров в течение сезона размножения, когда правят хаос и насилие, могут раздувать население почти до 50,000. Цараз окружен огромными пространствами фаэрзресс, особенно большой земной узел лежит прямо в центре улья, и из него молодые бехолдеры тянут питание в течение первого десятилетия своей жизни. Рабы, которых утянули в эту ужасную яму, ведут наинесчастнейшее из вообразимых существований. Бехолдеры не ценят жизнь, и несчастного раба могут использовать и для черных работ, и для вивисекции. Заговоры и места для приключений Павшие гробницы: Когда землетрясение сотрясло Нижнее Подземье под руинами эльфийского города Миф Ринн в глубинах Вилдата, секция древних гробниц города оказалась вытолкнутой в темные пределы между Средним и Нижним Подземьем. Считается, что гробницы все еще не повреждены и полны богатств некогда великого города, но их пока что никто так и не нашел. Рриннорот: Некогда дварфская цитадель, защищавшая критически важные водные запасы Озера Сияющей Мглы, Рриннорот давно уже пал в руины. Немного времени спустя здесь обосновался зже это стало местожительством особенно противный красный дракон по имени Чарвеканнатор Алый. "Чар" вступил в союз с племенами токкуа, троллей и различных других жителей низов Среднего Подземья. Они служат его охраной, защищая подходы к Рриннороту от тех, кто приходит сюда в поисках его великолепных сокровища, пока дракон охотится в небесах над Равниной Гиганта. Пропасть Ксенфирта: Эта черная яма сотню футов в диаметре выходит в центр давно покинутой дварфской твердыни. Окрестные постройки по краям этой дыры снесены, словно снизу выкопалось что-то большое. Пропасть выходит на темное царство с суровыми серыми пейзажами, залитыми кислотным дождем. Никто не знает название этого забытого плана или давно мертвого бога, когда-то жившего здесь. Эта пропасть названа по имени волшебника Ксенфирта, который был единственным выжившим из партии приключенцев, обнаружившей дыру в 1418 DR. УМБРОВЫЕ УВАЛЬНИ НЕЗЧЕНЗУРА Клановая твердыня; население 500 Хотя большинство умбровых увальней предпочитает жизнь уединенных кочевников, блуждая по Подземью в поисках добычи, клановая твердыня Незчензур, расположенная примерно в 120 милях к северо-востоку от Слупдилмонполопа, становится активным, хотя и грубоватым и опасным местом, где представители этой неверно воспринимаемой расы могут встречаться и торговать. Хоть они еще и не открываются для торговли с кем-либо помимо своих собратьев - умбровых увальней, искушенность их торговцев изо дня в день растет. Руководство Кампании Забыбых Царств Источник: Forgotten Realms Campaign Guide, D&D 4 Перевод: LE_Ranger, [email protected], icq 307744148 УГРОЗЫ Торил всегда был опасен, и стал еще опаснее после перемен последнего столетия. Монстры охотятся в его пределах, в неприрученных или в цивилизованных, утаскивая неосторожных и угрожая жизням тех, кто знает о них. Некоторых из этих существ самих по себе достаточно для удовлетворения тех, кто стремится встать лицом к лицу с опасностью или уничтожить зло. Но опасность в этом мире принимает множество форм. Многие из разумных существ со всего Торила питают лишь ненависть к доброму люду. Гоблины и еще более зверские гуманоиды охотятся и порабощают беззащитных. Дроу плетут жестокие сети глубоко в земле, надеясь связать всех в хомуте Лолс. Шейды Нетерила считают мир своими законными владениями, но им придется бороться за правление со змеиными саррукхами и их потомством - юань-ти. Планарная зловредность сочится в мир: демонические вторжения, дьявольские заговоры и дикость стихий. Сзасс Тэм все еще правит в заполоненном призраками Тэе и стремится ко всемогуществу - потенциально ценой всех остальных. Существа, организации и злодеи, представленные в этой главе, помогут Вам создать игру, скроенную согласно вашим предпочтениям. ЦЕРКОВЬ БЭЙНА (CHURCH OF BANE) Черный Лорд консолидировал свою силу в течение Чумы Заклинаний. Его церковь, хорошо отточенное оружие завоевания и тирании, стала намного опаснее. Бэйн хочет поработить под своей властью всех существ, и его организация зачастую ради этого действует открыто. Знания о Церкви Бэйна Персонаж знает следующую информацию при успешной проверке навыка. История DC 15: Фзоул Чембрил погиб, защищая Жентил Кип от шейдов Нетерила. Несмотря на его неудачу, Бэйн после этого взял Фзоула в качестве экзарха. Начиная с этого времени последователи Фзоула NPC-МЕЧЕМАГИ Вы можете применить класс мечемага из Руководства Игрока Забытых Царств в качестве шаблона для NPC, используя процесс применения шаблонов класса, описанный на странице 182 Руководства Ведущего. Мечемаг - элитный солдат со следующими способностями и характеристиками. Источник силы: Арканный Защиты +2 Воля Спасброски +2 Очки действия 1 Очки жизни +8 на уровень + показатель Телосложения Мастерство оружия Простое рукопашное, военные легкие клинки, военные тяжелые клинки, простое дальнобойное Мастерство доспехов Ткань, кожа Тренируемые навыки Аркана плюс еще один навык из списка класса мечемага: Атлетика (Сила), Дипломатия (Харизма), Выносливость (Телосложение), История (Интеллект), Понимание (Мудрость) и Запугивание (Харизма) Классовые черты Мечесвязь, эгида мечемага Принадлежности Любые легкие или тяжелые клинки сосредоточились на поддержании влияния Бэйна в регионе Лунного Моря. Под руководством Фзоула они работают против Нетерила. Религия DC 15: Бэйн был поколеблен, когда шейды снесли Жентил Кип и Цитадель Ворона, переломив спинной хребет Жентарима. Но потерянное в тот раз он вернул с избытком. Мало того, что он подмял под свою власть божества гоблинов, но он также получил через Аббатора поклонение злых дварфов. Сорвав желание Шар занять сферу мести, Бэйн защитил и поработил Хоара. Он продвинул свои силы, взяв в супруги Ловиатар и объединив две веры. Даже великая Тиамат теперь служит Бэйну. Организация Бэйн ожидает, что его последователи будут поддерживать порядок. У всех в его церкви есть свое место и путь наверх, так что необычные действия обнаружить намного проще. Штаб: Дом Черного Лорда, Мулмастера, регион Лунного Моря (страница 150). Иерархия: Авторитарная религия Бэйна поддерживает строгую командную цепочку. Его храмы похожи столь же на крепости, сколь на дома для поклонения, и у каждого есть единственный лидер, обычно - мощный священник, известный как наставник. Наставники отвечают перед высокими наставниками, по одному в каждой стране, а они в свою очередь отвечают перед великим наставником, Избранным Тираном Бэйна, в Мулмастере. Члены: Церковь Бэйна разыскивает тех, у кого есть сила, и ведет их на путь Черного Лорда, предлагая дары и показывая ценность власти. Из способных индивидуумов с меньшим влиянием тоже получаются ценнын агенты или священники. Более всего ценятся те, кто отвернулся от добра ради служения Бэйну. Мерзкие обряды инициирования и внимательный присмотр гарантируют лояльность таких приверженцев. Фзоул Чембрил Фзоул Чембрил некогда был Избранным Тираном Бэйна, командующим Жентаримом (страница 282) и самым пугающим индивидуумом региона Лунного Моря. После смерти он все еще велик, поднявшись для службы Бэйну в качестве экзарха. Теперь у него много новых последователей, и часть Жентарима все еще следует его словам. Его задача состоит в том, чтобы вернуть то, что он потерял, противостоя Нетерилу. Однажды потерпев неудачу с Бэйном, Фзоул не может позволить себе пасть вновь. Фзоул Чембрил Уровень 28 элитный контроллер (лидер) Средний бессмертный гуманоид XP 26,000 Инициатива +21 Чувства Восприятие +23 Глаз Тирана (психический) аура 5; враг, начинающий свой ход в ауре, берет 5 психический урон. ОЖ 500; Кровоточащий 250; см. также темное величие AC 44; Стойкость 43, Рефлексы 42, Воля 46 Сопротивление 15 некротический, 15 яд Спасброски +2 (+5 против эффектов устрашения и зачарования и против эффектов, которые обездвиживают, ограничивают или замедляют) Скорость 6, полет 8 Очки действия 1 Р. Скипетр Избранного Тирана (стандарт; по желанию) Психический, Оружие +33 против AC; 1d10+9 урон (крит 6d10+19), и цель получает продолжающийся 10 психический урон (спасбросок заканчивает). Фзоул не может быть разоружен от этого оружия. Д. Скипетр Избранного Тирана (стандарт; по желанию) Сила, Психический, Оружие Дальность 5; +32 против AC; 1d10+9 силовой урон (крит 6d10+19), и цель вытолкнута на 1 квадрат и получает продолжающийся 10 психический урон (спасбросок заканчивает). К. Декрет-разнос (стандарт; столкновение) Гром Близкий взрыв 10; цели - враги; +33 против Стойкости; 2d6+9 громовой урон, и цель ошарашена до конца следующего хода Фзоула. Д. Правящая команда (стандарт; перезарядка 5 6) Зачарование, Психический Дальность 20; +34 против Воли; 2d6+10 психический урон, и цель получает продолжающийся 5 психический урон и доминируется (спасбросок заканчивает оба, -2 штраф к спасброску). Фзоул может доминировать только над одним существом одновременно. Осуждающий удар (малое; перезарядка) Если Фзоул попадает своей следующей атакой Скипетром Избранного Тирана (рукопашной или дальнобойной), атака считается критическим попаданием. К. Восстановление преданных (стандарт; столкновение) Лечение Близкий взрыв 10; Фзоул и каждый из его союзников тратят лечащую волну и восстанавливают одну четверть от максимальных очков жизни (125 ОЖ для Фзоула). Темное величие Пока не кровоточит, Фзоул получает +4 бонус ко всем защитам против атак возможности. Мировоззрение Злое Языки Все Навыки Аркана +23, Блеф +29, Дипломатия +29, История +23, Понимание +28, Запугивание +29, Религия +23 СИЛ 26 (+22) ЛОВ 25 (+21) МУД 28 (+23) ТЕЛ 21 (+19) ИНТ 18 (+18) ХАР 30 (+24) Оснащение Скипетр Избранного Тирана (см. страницу 57) Тактика Фзоула Фзоула всегда сопровождают войска, включая его вечно бдительных телохранителей - злых духов страха 28 уровня. Фзоул проповедует указы Бэйна в битве, говоря декрет-разнос, а затем идет в рукопашную. Его скипетр швыряет силовые заряды, и также Фзоул может использовать правящую команду, чтобы атаковать с расстояния. Нага-бейнлар (Banelar Naga) Злые и величественные, наги-бейнлары давно союзничают с Церковью Бэйна. Знания о нагах-бейнларах Персонаж знает следующую информацию при успешной проверке Религии. DC 20: Многие наги-бейнлары предали Бэйна, перейдя на сторону секты Цирика, когда бог умер в течение Времени Неприятностей. Бэйн был перерожден, и он усилил лояльных бейнларов, дабы те нашли и уничтожили нелояльных. Сейчас практически все бейнлары объединены с Бэйном, даже если они сами и не служат церкви Бэйна. Нага-бейнлар Уровень 18 соло контроллер Огромная бессмертная магическая тварь (рептилия) XP 10,000 Инициатива +10 Чувства Восприятие +17; темновидение ОЖ 825; Кровоточащий 412; см. также темное величие Регенерация 20 AC 36; Стойкость 38, Рефлексы 29, Воля 34; см. также губительное произнесение Сопротивление 15 кислота, 15 яд Спасброски +5 (+8 против эффектов устрашения и зачарования и против эффектов, которые обездвиживают, ограничивают или замедляют) Скорость 6, плавание 6 Очки действия 2 Р. Жало (стандарт; по желанию) Яд Досягаемость 2; +24 против AC; 2d6+10 урон, и цель получает продолжающийся 10 урон ядом (спасбросок заканчивает). Д. Решительное слово (малое; по желанию) Зачарование, Психический Дальность 10; +22 против Рефлексов; 1d4+8 психический урон, и цель вытолкнута на 1 квадрат. Р. Протыкание (стандарт; по желанию) Яд Нага-бейнлар делает две атаки жалом. Если обе атаки поражают одну и ту же цель, цель также без сознания (спасбросок заканчивает). Бессознательная цель не может делать спасбросок против продолжающегося урона ядом, пока бессознательное состояние не закончится. Д. Радуга бейнлара (стандарт; по желанию) Дальность 10; +22 против Рефлексов; 2d6+8 психический урон, и цель ошеломлена (спасбросок заканчивает). Радуга атакует до двух вторичных целей в пределах 10 квадратов; +22 против Рефлексов; 1d4+8 психический урон, и цель ошарашивается (спасбросок заканчивает). Д. Губительное произнесение (немедленная реакция, когда повреждена атакой; по желанию) Зачарование Нага-бейнлар делает атаку против нападавшего; Дальность 10; +22 против Воли; цель ошарашивается (спасбросок заканчивает) и сдвигается на 3 квадрата. Темное величие Пока не кровоточит, нага-бейнлар получает +4 бонус ко всем защитам против атак возможности. Мировоззрение Злое Языки Общий, Драконий, Божественный Навыки Аркана +19, Блеф +22, Понимание +17, Запугивание +22 СИЛ 30 (+19) ЛОВ 13 (+10) МУД 16 (+12) ТЕЛ 21 (+14) ИНТ 21 (+14) ХАР 26 (+17) Тактика наги-бейнлара С надменной свирепостью бейнлар сам встает перед своими противниками. Он говорит решительное слово, чтобы сдержать опасных противников, жаля и кусая нападавших, отвечая губительным произнесением, когда враг наносит ему удар. Он рад использовать радугу бейнлара, когда противники вне его досягаемости. Группы при столкновениях Преданные Черного Лорда наслаждаются помощью фракции Жентарима. Прихожане Ловиатар служат частью иерархии Бэйна. Среди последователей Бэйна теперь также есть огромное количество гоблинов, а также злых и жадных дварфов. Через Тиамат целям Бэйна служат многочисленные злые драконы. Столкновение 6 уровня (XP 1,300) - 1 хобгоблин Рука Бэйна (уровень 8 элитный солдат) - 4 воина-хобгоблина (уровень 8 миньон) - 2 огра-налетчика (уровень 8 налетчик) - 1 пламенный череп (уровень 8 артиллерия) ЦЕРКОВЬ ШАР (CHURCH OF SHAR) Прихожане Шар формируют высокоскрытную сеть священников, магов и воинов, посвященных тьме. Философия церкви - таковая нигилизма, что жизнь и даже существование не имеют большой ценности. Таким образом, агенты Шар очень опасны, будучи готовы для пользы веры пожертвовать собой и любым количеством не-сторонников. Знания о Церкви Шар Персонаж знает следующую информацию при успешной проверке навыка. История DC 20: Поклонение Шар существовало с древнейших времен, но - в тайне. В течение прошлых раздоров, типа Времени Неприятностей и Чумы Заклинаний, Темная Богиня открыто поднималась против своих врагов и убивала их. Вера Шар возродилась с возвышением Нетерила, а ее участие в смерти Мистры лишь усилило ее влияние. Религия DC 15: Шар некогда была сутью тьмы, созданной в начале времен. Она и ее сестра, Селунэ, создали вселенную, в которой существует Торил. С тех пор между Шар и ее светлым близнецом был лишь раздор. Селунэ желает неукротимого созидания и света, а Шар стремится возвратить все к первобытному небытию. Ради этого она и работает - чтобы в конечном счете подавить всех остальных богов и ниспровергнуть все созданное. Организация Церковь Шар - фактически сложная сеть независимых ячеек и скрытых храмов. Помимо Нетерила, немногие земли допускают открытое почитание Хозяйки Ночи. Преданные Шар работают в тени, подрывая власть и развращая добро. Штаб: Купол Ночи, Анклав Шейд, Нетерил (страница 164). Иерархия: Церковь в целом не имеет лидера. Определенной шарранской ячейкой управляет самый способный из местных священников. Поиск более высокого статуса в пределах церкви запрещен, но текучка среди членов, обычно из-за смерти, банальна. Новичков в церкви просто называют "инициированными". Те, кто проводят вместе обучение, называют друг друга "темный брат" или "темная сестра". Лидеры берут титул "темный отец" или "темная мать". Члены: Шарраны ревностно ищут новых членов, стараясь показать добрые дела бессмысленными и даже глупыми. Они раскрывают и используют темные секреты для манипулирования и вреда другим. Шарранские заговоры приносят горе и безнадежность потенциально ценным последователям, лелея темные эмоции, пока их цели по своей воле не обратятся к Шар. Большинство последователей Шар - нормальный народ, спасовавший перед отчаянием. Новые рекруты должны доказать свою лояльность, выполняя злые дела, типа пожертвования разумных существ. Принятые члены должны беспрекословно повиноваться воле Шар согласно указаниям старшего духовенства. Монахи Темной Луны Другие веры поддерживают рыцарские ордена, но секта Шар предпочитает скрытных, ужасающих убийц. Эти фанатики не только работают для церкви, но также и поддерживают порядок в духовенстве Шар и среди других ее последователей. Штаб: Монастырь Темной Луны, Пурскул, Амн. Иерархия: К концу основного титула, обычного для шарран, у монастырских лидеров добавляется "аббат" или "аббатисса"; например, "темная мать аббатисса". Члены: Монахи Темной Луны приходят из числа преданных Шар, но предопределенные священники в ордене обучаться не могут. Группа предпочитает тех, у кого также есть талант к арканным или теневым силам. Большинство монахов ордена также знакомы с несколькими темными ритуалами. Будучи не в пределах шарранского храма или монастыря, эти монахи содержат секретные святыни и тренировочные территории в отдаленных областях. Они также формируют спальные ячейки в поселениях, где поклонение Шар отвергается, поддерживая укрытия для товарищей-шарран. Тактика монаха Темной Луны Монахи Темной Луны начинают битву теневым щупальцем для получения преимущества, поддерживая его в каждом раунде и перемещая его для поражения других целей. Затем монах атакует разделенных врагов невооруженными ударами. Монах Темной Луны может спонтанно создавать теневой призрачный сюрикен для метания, но приберегает эту атаку для противников, избегающих рукопашной. Монах Темной Луны Уровень 6 солдат Средний естественный гуманоид, человек XP 250 Инициатива +10 Чувства Восприятие +10 ОЖ 68; Кровоточащий 34 AC 22; Стойкость 16, Рефлексы 20, Воля 18 Скорость 7 Р. Неворуженный удар (стандарт; по желанию) +12 против AC; 1d8+4 урон. Д. Призрачный сюрикен (стандарт; по желанию) Холод или Некротический Дальнобойная 6/12; +10 против Рефлексов; 1d4+3 урон плюс 1d4 некротический или холодный урон (на выбор монаха). Д. Теневое щупальце (стандарт; поддержка - малое [см. текст]; столкновение) Призывание, Некротический Дальность 10; монах призывает теневое щупальце в незанятом квадрате в пределах диапазона, и щупальце атакует смежных существ на ходу монаха: +10 против Рефлексов; 1d6+3 некротический урон, и цель схвачена (пока не спасется). Щупальце может захватывать только одну цель за раз, нанося захваченному противнику 1d6+3 некротический урон в каждом раунде, пока монах поддерживает захват. Как стандартное действие, монах может менять цель и может перемещать щупальце до 5 квадратов. Р. Кулак мрака (стандарт; перезарядка) Некротический +12 против AC; 1d6+4 урон, и цель берет продолжающийся 5 некротический урон и ошарашивается (спасбросок заканчивает оба). Р. Удар Темной Луны (малое; столкновение) В следующий раз, когда монах попадает рукопашной атакой, она считается критическим попаданием. Мировоззрение Злое Языки Чондатанский (РИ), Общий Навыки Акробатика +13, Атлетика +12, Скрытность +13 СИЛ 18 (+7) ЛОВ 20 (+8) МУД 14 (+5) ТЕЛ 12 (+4) ИНТ 10 (+3) ХАР 16 (+6) Кир-ланан (Kir-Lanan) Кир-лананы - таинственные крылатые гуманоиды, появившиеся после смерти нескольких злых богов в течение Времени Неприятностей. Теперь они служат Шар. Знания о кир-лананах Персонаж знает следующую информацию при успешной проверке навыка. Аркана DC 15: Кир-лананы живут в общинах, которые они называют лежбищами. Однако, поскольку Шар часто требует, чтобы они работали вместе с другими ее приверженцами, кир-лананов можно встретить в шарранских анклавах по всему Фаэруну. Аркана DC 20: Культура кир-лананов основана на кастах. Членов низшей касты называют крыльями. Элитные крылья, называемые глазами, имеют силы, позволяющие им служить шпионами и убийцами. Через самую высокую касту, называемую голосами, кир-лананы узнают волю Шар. Религия DC 20: Первоначально появившись, кир-лананы были вне божественного влияния и ненавидели всех божеств. Однако, они сформировали временные союзы со служителями злых божественых сил, главным образом Шар. Многим из кир-лананов нравилась доктрина Шар о всеобщем разложении. Через какое-то время раса попала под влияние Шар. Тактика кир-лананов Кир-лананы предпочитают атаковать с воздуха или с возвышенности, если возможно - из укрытия. Крыло кир- лананов сначала запускает луч ослабления, а затем раз за разом набрасывается для атаки. Крыло кир-лананов Уровень 4 налетчик Средний теневой гуманоид XP 175 Инициатива +7 Чувства Восприятие +6; видение при слабом освещении ОЖ 52; Кровоточащий 26; см. также некротическое лечение AC 19; Стойкость 17, Рефлексы 17, Воля 15 Уязвимость 5 сияющий Скорость 5, полет 8; см. также мобильная рукопашная атака Р. Коготь (стандарт; по желанию) Некротический +10 против AC; 1d4+5 урон плюс 1d4 некротический урон. Р. Мобильная рукопашная атака (стандарт; по желанию) Некротический Во время полета крыло кир-лананов может переместиться на половину своей скорости и сделать одну базовую рукопашную атаку в любой точке в течение этого движения. Крыло кир-лананов не вызывает атаки возможности при перемещении от цели своей атаки. Д. Луч ослабления (стандарт; перезарядка 5 6) Некротический Дальность 10; +8 против Рефлексов; 1d6+3 некротический урон, и цель берет -2 штраф на броски атаки (спасбросок заканчивает). Боевое преимущество Крыло кир-лананов наносит дополнительный 1d6 урон при атаках против любой цели, против которой имеет боевое преимущество. Некротическое лечение (немедленная реакция, когда поврежден некротической атакой; столкновение) Лечение Крыло кир-лананов восстанавливает 13 очков жизни. Мировоззрение Злое Языки Общий, Кир-Ланан Навыки Скрытность +10 СИЛ 20 (+7) ЛОВ 16 (+5) МУД 9 (+1) ТЕЛ 12 (+3) ИНТ 10 (+2) ХАР 12 (+3) Голоса Голос кир-лананов - контроллер (лидер) 6-го уровня или выше, сосредотачивающийся скорее на Харизме, чем на Силе. Он может перезаряжать луч ослабления при 4 или выше. У голоса также есть теневая преданность, слово потери и теневой призыв. Эти три последние силы описаны ниже. Вы можете использовать информацию из Главы 10 Руководства Ведущего для детализации голоса кир-лананов. Теневая преданность аура 5; союзники в ауре получают +1 бонус к броскам атаки; теневые союзники в ауре также получают +2 бонус на броски урона. Д. Слово потери (стандарт; перезарядка 4 5 6) Психический Дальность 10; [уровень +5] против Воли; [низкий нормальный] психический урон, и цель ошеломляется до конца следующего хода голоса кир-лананов. К. Теневой призыв (стандарт; столкновение) Некротический, Сон Близкий взрыв 3; [уровень +4] против Воли; [низкий нормальный] некротический урон, и цель падает без сознания (спасбросок заканчивает). Группы при столкновениях У Церкви Шар немного союзников. Шарраны могут найти обильную помощь в Нетериле. Многие злые существа, особенно таковые Царства Теней, охотно служат или работают с преданными Шар. Ученики Талоны и Ссета признают в приверженцах Шар родственный дух. Столкновение 6 уровня (XP 1,400) - 1 голос кир-лананов (уровень 7 контроллер [лидер]) - 2 монаха Темной Луны (уровень 6 солдат) - 1 шадар-кай цепной боец (уровень 6 налетчик) - 2 крыла кир-лананов (уровень 4 налетчик) ДВОР РОРНА (THE COURT OF RORN) Сверкающего Рорна Яростного, также называемого Рорном Неистовства, помнят смутно - лишь как имя ужаса в красочных абейранских легендах. Рассветный Титан (исконный), Рорн неудержимо сверкал ярче солнца, когда его гнев горел жарче всего. Однако, подобно многим Рассветным Титанам, Рорн утомился мировой войной, и после того, как Абейр был отделен от Торила, он затих и проспал века. Теперь Рорн пробуждается, хоть он еще и не полностью обрел сознание. Его уже пробудившиеся последователи начали работу своего хозяина, разбираясь с меньшими врагами Рассветных Титанов. Тут и там пропадают и священники, и меньшие драконы. Святые места и сокровищницы драконов таинственно разрушаются. Короли-драконы и сами боги падут перед яростью Рорн - когда он пробудится. Знания о Дворе Рорна Персонаж знает следующую информацию при успешной проверке Истории. DC 25: Сверкающий Рорн Яростный был одним из самых печально известных Рассветных Титанов. Рорн был известен своей яростью, при которой он убивал богов, экзархов и собратьев-исконных с непревзойденной свирепостью. Прежде чем Ао соединил миры, Рорн был среди исконных тем, кого боги более всего ненавидели и боялись. В свою очередь, Рорн отвечал на насилие насилием, на возмущение - яростью и на оскорбление - злодеянием, будучи рабом своей внутренней ярости. DC 30: Когда его исконный характер не воспламенялся звездоподобной яростью, Рорн знал благоразумие, терпимость и компромисс. В такие ясные моменты Рорн объявлял о своем желании быть в мире и с исконными, и с богами. Однако, Рассветный Титан убил слишком много божественных существ, чтобы Эстелар (боги) забыли его. Ненависть к Рорну росла, неважно - бушевал он или отдыхал. DC 35: После того, как Абейр откололся от Торила, Рорн думал, что его вспышки ярости закончатся. Затем поднялись драконы, заявив свои права на владение Абейром. Вместо того, чтобы пробуждать свою ярость из-за предательства драконов, Рорн пожелал изолировать себя и своих служителей, ожидая, пока мир изменится. Он и существа его двора проспали века, скрытые в самых корнях Фимбрула, в глубоком стасисе, при котором они ни старились, ни ветшали. DC 40: Рорн заворочался от шума Синего Дыхания Перемен, когда Абейр и Торил яростно изменяли друг друга в хаосе, убившем многих исконных и бесчисленное множество меньших существ. За десятилетия он достиг мобильности и осознания, его сон с каждым проходящим годом становится все беспокойнее. Сейчас придворные Рорна копошатся под Фимбрулом, готовясь к полному пробуждению своего хозяина. Организация В отсутствии прямых команд своего владыки Двор Рорна готовится к захвату Вернувшегося Абейра и, оттуда - всего мира. Лидер: Рорн. Однако, великий исконный все еще дремлет на грани неусыпности, судорожно поддерживая связь со своим двором лишь грезами. Штаб: Глубочайшие пещеры Фимбрула (страница 208) на Вернувшемся Абейре. Иерархия: Самые мощные придворные Рорна - мордрины (земные гиганты и земные титаны, измененные и усиленные Рорном, чтобы служить его чемпионами). Также с грезящим Рорном живут странные существа, прошедшие сквозь века - хараэворы и свирепые челюсти (первобытные рептилианы, стражи пещер) и мучительные щупальца (глаза, уши и цепкие пальцы скрытого двора). Члены: Ниже собственно двора - разросшаяся организация из существ-служителей, шпионов, осведомителей, культистов и мечей-на-продажу по всему Вернувшемуся Абейру, многие из которых даже знают, кто им в конечном счете платит. Последователи Рорна действуют и без него, думая о благодарности владыки, когда он наконец пробудится. Первый приказ - разобраться с драконами, предполагающими управлять Вернувшимся Абейром. Двор Рорна стремится уничтожить или поработить по крайней мере меньших из них. Теперь, когда Абейр (или по крайней мере эта его часть) вновь находится в пределах досягаемости ненавистного Эстелар, богам также придется противостоять. Пока что двор действует осторожно, выведывая, которые из богов выжили и какие новые боги ищут прихожан. Обнаружив силы, цели и идеалы богов, Двор Рорна может лучше спланировать их возможное уничтожение. Сверкающий Рорн Яростный Рорн - гигантский драконоголовый хвостатый гуманоид с кожей, структурой и цветом похожей на остывшую лаву. Тактика Рорна Рорн начинает борьбу своей силой земных цепей, затягивая врагов в диапазон своей сверкающей ауры и в пределы своих рукопашных атак. Он использует малое действие в каждом раунде для повторения этой атаки, пока необходимо держать врагов в пределах диапазона. Затем он взрывает их доминионом пламени, пока они лишены любого сопротивления огню. Другим малым действием он хлещет своим хвостом. Он продолжает атаковать когтем и хвостом, используя доминион пламени всякий раз, когда он доступен, пока не начнет кровоточить. Будучи в своей Гигантской форме сверкающей звезды, он использует сверкающее действие для уничтожения сильно поврежденного врага после окончания своего хода. Сверкающий Рорн Яростный Уровень 33 соло исконный Огромный элементал гуманоид (земля, огонь) XP 155,000 Инициатива +23 Чувства Восприятие +25; чувство вибраций 100 Сверкающая аура (огонь) аура 10; существа в пределах ауры теряют сопротивление огню. Каждое существо, начинающее свой ход в ауре, притягивается на 2 квадрата в начале своего хода. Когда Рорн кровоточит, каждое существо, начинающее свой ход в ауре, также получает 20 огненный урон. ОЖ 1,545; Кровоточащий 772; см. также ярость сжигающих звезд и сверкающее действие AC 50; Стойкость 51, Рефлексы 45, Воля 48; см. также вулканическая реакция Иммунитет атаки персонажей ниже 20 уровня; огонь Спасброски +5; всякий раз, когда атака применяет к Рорну эффект, который может быть закончен спасброском, он делает спасбросок немедленно. Если он преуспевает, эффект его не затрагивает. Рорн делает спасброски в конце каждого хода как обычно. Скорость 10, подъем 10; земная прогулка; фаза (только сквозь землю или лаву) Очки действия 2 Р. Коготь (стандарт; по желанию) Досягаемость 3; +38 против AC; 3d8+12 урон. Когда Рорн кровоточит, цель также получает продолжающийся 5 огненный урон (спасбросок заканчивает). Р. Удар хвостом (малое; по желанию) Досягаемость 4; +36 против Рефлексов; 2d10+12 урон, и цель сбита наземь. Когда Рорн кровоточит, цель также получает продолжающийся 5 огненный урон (спасбросок заканчивает). Д. Земные цепи (малое; перезарядка 5 6) В поле зрения; +36 против Стойкости или Рефлексов; 2d6+13 урон, и цель притянута на 10 квадратов. Летучее существо, пораженное этой атакой, замедлено (спасбросок заканчивает). Когда Рорн кровоточит, цель также получает продолжающийся 5 огненный урон (спасбросок заканчивает оба). Проваленный спасбросок: Существо не может летать, и падает, если уже летит (спасбросок заканчивает). К. Доминион пламени (стандарт; перезарядка 5 6) Огонь Близкий взрыв 20; +36 против Рефлексов; 2d8+13 огненный урон, и цель получает продолжающийся 10 огненный урон (спасбросок заканчивает). К. Вулканический ответ (немедленная реакция, когда поражен атакой; по желанию) Огонь Близкий взрыв 2 (взрыв 5, когда Рорн кровточит); +36 против Рефлексов; 2d8+13 огненный урон. Угрожающая досягаемость Когда он кровоточит, Рорн может делать атаки возможности против всех существ в пределах своей досягаемости (3 квадрата). Ярость сжигающих звезд (когда впервые начинает кровоточить; столкновение) Рорн изменяется в свою форму сверкающей звезды. Его размер увеличивается до Гигантского, и он выталкивает существа в пределах своего нового места на ближайшие смежные квадраты. Он берет дополнительный ход прямо после хода персонажа, сделавшего его кровоточащим, а затем вновь занимает свое обычное место в первоначальном порядке. Он остается в своей форме сверкающей звезды до конца столкновения. Мировоззрение Нет Языки Все; телепатия 100 Навыки Дипломатия +31, Выносливость +34, Понимание +30, Запугивание +31, Природа +30, Религия +31 СИЛ 35 (+28) ЛОВ 24 (+23) МУД 28 (+25) ТЕЛ 37 (+29) ИНТ 21 (+21) ХАР 30 (+26) Свирепые челюсти (Felljaw) Свирепые челюсти - грифельно-серые, лишенные конечностей бескрылые змеи. Их головы похожи на таковые драконов, а кожа - на скрепленные каменные плитки. Знания о свирепых челюстях Персонаж знает следующую информацию при успешной проверке Природы. DC 25: Старый исследователь глубоких пещер Вернувшегося Абейра когда-то назвал этих существ "прожорливыми волками Подземья", что в точности описывает безжалостное поведение стаи свирепых челюстей. DC 30: Свирепые челюсти - тип драконьего отродья, дикие монстры, созданные отвратительным скрещиванием драконов и других существ. Их происхождение - смесь дракона (возможно, черного) и огненного титана. Свирепые челюсти Уровень 25 солдат Большая естественная тварь (рептилия) XP 7,000 Инициатива +21 Чувства Восприятие +14; темновидение ОЖ 250; Кровоточащий 125 AC 41; Стойкость 39, Рефлексы 37, Воля 34 Сопротивление 20 огонь Скорость 8, подъем 4 Р. Иззубренные клыки (стандарт; по желанию) Огонь +31 против AC; 1d10+10 урон, и цель получает продолжающийся 10 огненный урон. Р. Перетягивание (стандарт; по желанию) Свирепые челюсти делает базовую атаку. Другой свирепые челюсти, смежный с целью, может делать базовую атаку против той же самой цели, как немедленная реакция. Если обе атаки попадают, цель берет дополнительный 10 урона и захвачена обоими свирепыми челюстями (пока не спасется). Р. Разрывающие клыки (малое; по желанию) Огонь Только захваченная цель; +30 против Стойкости; 2d10+10 урон, и цель получает продолжающийся 10 огненный урон. Мировоззрение Нет Языки - СИЛ 30 (+22) ЛОВ 25 (+19) МУД 14 (+14) ТЕЛ 26 (+20) ИНТ 2 (+8) ХАР 20 (+17) Тактика свирепых челюстей Свирепые челюсти нападают группами по двое или больше, выбирая самого большого и сложного противника. Пакет старается окружить цель, захватывая его своими слюнявыми челюстями и стараясь разорвать на части. Капающая магма постоянно опаляет их добычу. Хараэвор (Haraevor) Хараэвор похож на 20-футового крокодила с четырьмя одинаковыми шеями и клыкастыми головами, верхней парой и нижней парой, растущими из массивных плеч. Знания о хараэворах Персонаж знает следующую информацию при успешной проверке Природы. DC 30: Хараэворы - тип драконьего отродья, дикие монстры, созданные отвратительным скрещением драконов и других существ. Их происхождение - смесь дракона (возможно, серого) и земного титана. DC 35: В запрещенном томе Исконные и их служители, изданном культом Ордена Рассвета, хараэворы описаны как "внезапная, сокрушительная смерть из земли". Это описание намекает на их способность ударять вторгшихся сквозь сплошной камень. Хараэвор Уровень 26 элитный скрывающийся Большая естественная тварь (рептилия) XP 18,000 Инициатива +24; см. также четыре головы Чувства Восприятие +14; чувство вибраций 20 ОЖ 375; Кровоточащий 187 AC 42; Стойкость 42, Рефлексы 39, Воля 37 Уязвимость критические попадания; см. также четыре головы Спасброски +2 Скорость 8, копание 8 Очки действия 1 Р. Укус (стандарт; по желанию) +31 против AC; 1d12+10 урон. К . Поток укусов (стандарт; по желанию) Близкий взрыв 2; +30 против AC; 1d12+10 урон. Первый удар Хараэвор имеет боевое преимущество против любого существа, которое еще не действовало в столкновении. Боевое преимущество Хараэвор наносит дополнительный 3d10 урон атаками против любой цели, против которой имеет боевое преимущество. Четыре головы Хараэвор бросает инициативу четыре раза (по разу для каждой из голов) и использует самый высокий результат. Хараэвор теряет голову всякий раз, когда получает критическое попадание. Если у него не осталось голов, он немедленно умирает. Головы никогда не отрастают снова. Мировоззрение Нет Языки - СИЛ 30 (+23) ЛОВ 25 (+20) МУД 14 (+15) ТЕЛ 26 (+21) ИНТ 2 (+9) ХАР 20 (+18) Тактика хараэвора Хараэворы широко путешествуют под прикрытием камня и предпочитают начинать атаку, внезапно появляясь из земли и таким образом получая боевое преимущество. Хараэвор использует поток укусов настолько часто, насколько возможно, пока не начнет кровоточить, после чего начинает биться более осторожно, перемещаясь в камень и обратно. Едва заняв выгодную позицию, хараэвор использует свое очко действия для повторения атаки. Хоть и не слишком сообразительное, существо имеет достаточно понимания, чтобы закопаться в безопасное место, когда его жизнь в опасности. Мордрин (Mordrin) Мордрин - 30-футовое существо из неотесанных, грубо собранных камней, несколько подобное земному титану, но крупнее. Вокруг него постоянно кружится ореол камней и валунов. Знания о мордринах Персонаж знает следующую информацию при успешной проверке Арканы. DC 35: Мордрины - старшие из земных титанов, первые, кого сформировали исконные, стремясь обрести служителей. Они всегда спокойны, даже в боли или при смерти, и незыблемо лояльны Рорну. Мордрин Уровень 28 элитный зверь Гигантский элементал гуманоид (земля, гигант) XP 26,000 Инициатива +15 Чувства Восприятие +17; чувство вибраций 20 Ореол камней (земля) аура 2; существо, вступающее в ауру или начинающее в ней свой ход, получает 10 урон. ОЖ 636; Кровоточащий 318 AC 43; Стойкость 43, Рефлексы 37, Воля 38 Спасброски +2 Скорость 6 Очки действия 1 Р. Хлопок (стандарт; по желанию) Досягаемость 4; +31 против AC; 3d10+9 урон. Р. Подкашивающие кулаки (стандарт; по желанию) Мордрин делает атаку хлопком против двух различных целей в пределах досягаемости. А. Швыряние камней (стандарт; по желанию) Область взрыва 1 в пределах 20; +29 против Рефлексов; 2d8+9 урон, и цель ошарашивается (спасбросок заканчивает). К. Земной удар (стандарт; столкновение) Близкий взрыв 2; +30 против Стойкости; 3d10+9 урон, и цель ошеломлена до конца следующего хода мордрина. Промах: Половина урона, и цель не ошеломлена. Мировоззрение Хаотично злое Языки Гигантский, Исконный СИЛ 29 (+23) ЛОВ 12 (+15) МУД 17 (+17) ТЕЛ 28 (+23) ИНТ 16 (+17) ХАР 19 (+18) Тактика мордрина Подобно земному титану, мордрин сбрасывает на противников камни, пока они не сблизятся до рукопашной, после чего вступают в дело его каменные кулаки. Когда рядом достаточно врагов, он тратит свое очко действия, чтобы использовать земной удар, ошеломляя их и продолжая разбивать их своим ореолом камней. Мордрины твердо стоят до последнего, даже когда битва явно проиграна. Мучительное щупальце (Tentacled Torment) Мучительное щупальце - летучая черная сфера примерно 10 футов в диаметре, ощетинивающаяся черными хребтами, вокруг которой "плавает" множество глаз - парящие мерцающие точки света, способные группироваться, чтобы смотреть на что-либо. Знания о мучительных щупальцах Персонаж знает следующую информацию при успешной проверке Арканы. DC 35: Древние существа из искривленного семени, мучительные щупальца, как предполагается, были стерты в Рассветную Эру. Однако, Рорн сохранил несколько их скрытыми подальше, и с тех пор они служили ему. DC 40: Мучительные щупальца развили естественную связь разума с зайртайлами (страница 280) и иногда используют этих существ, чтобы шпионить за теми, кто их обучает. Мучительное щупальце Уровень 29 контроллер Большая магическая тварь-аберрант XP 15,000 Инициатива +22 Чувства Восприятие +19; темновидение ОЖ 262; Кровоточащий 131 AC 42; Стойкость 39, Рефлексы 41, Воля 44 Скорость 4, полет 8 Р. Щупальце (стандарт; по желанию) Досягаемость 4; +32 против Рефлексов; 2d10+8 урон. Р. Командующее щупальце (стандарт; по желанию) Зачарование, Психический Досягаемость 4; +32 против Рефлексов; 2d10+11 психический урон, и мучительное щупальце выбирает одну из следующих вторичных атак. Вторичная атака: +33 против Воли; цель перемещается со своей скоростью подальше от мучительного щупальца. Вторичная атака: +33 против Воли; цель делает базовую атаку против существа на выбор мучительного щупальца как свободное действие. Д. Лечащее щупальце (малое; перезарядка) Лечение Дальность 4; цель излечивает 33 очка жизни. Невидимость (малое; столкновение) Иллюзия Мучительное щупальце и до двух его союзников в пределах 20 квадратов становятся невидимыми до конца своего следующего хода. Мировоззрение Злое Языки понимает Исконный; телепатия 20 СИЛ 18 (+18) ЛОВ 27 (+22) МУД 21 (+19) ТЕЛ 22 (+20) ИНТ 18 (+18) ХАР 32 (+25) Тактика мучительного щупальца Если это возможно, мучительное щупальце предпочитает найти одинокого индивидуума и незримо подкрасться к нему, а затем использовать командующее щупальце для направления действий существа. Оно заставляет самых опасных бойцов-рукопашников бежать, принуждая дальнобойные угрозы атаковать своих собственных союзников. Оно предпочитает работать с союзниками, способными занять выгодные позиции, будучи невидимыми, возможно - чтобы украсть важные предметы или документы. Оно использует лечащее щупальце по мере необходимости, чтобы держать своих союзников здоровыми. Будучи пойманным группой мощных противников, мучительное щупальце бежит. Группы при столкновениях С придворными Рорна главным образом можно столкнуться глубоко под Фимбрулом, но, поскольку они смелеют, ударная группа может появиться почти где угодно. Когда-нибудь сам Рорн пробудится до беспрецедентной ярости. Столкновение 29 уровня (XP 73,000) - 2 свирепые челюсти (уровень 25 солдат) - 1 хараэвор (уровень 26 элитный скрывающийся) - 1 мордрин (уровень 28 элитный зверь) -1 мучительное щупальце (уровень 29 контроллер) КУЛЬТ ДРАКОНА (CULT OF THE DRAGON) Некоторые из вер утверждают, что драконам предназначено править миром, но Культ Дракона доводит такую веру до крайности: лишь драконы-нежить воистину бессмертны и заслуживают этой роли. Культ помогает судьбе влиять на то, чтобы драконы стали драколичами, к которым культ относится как к Священным. Культисты боготворят драконов почти как божественных, и немало драконов приняло предлагаемое культом бессмертие. Знания о Культе Дракона Персонаж знает следующую информацию при успешной проверке навыка. История DC 30: Пол-тысячелетия прошло с тех пор, как Культ Дракона сформировался под руководством безумного архимага Саммастера. Он собрал последователей, которых привлекало его иллюзорное видение, пророчившее вечное правление Фаэруном драконами-нежитью. Затем он изложил процесс создания первого драколича, который записал в своей работе - Томе Дракона. Саммастер мертв, но его зловещее наследие живет. Мудрость Улиц DC 30: Культу Дракона нужны экзотические товары для исполнения его темных ритуалов, и это означает, что ему требуются деньги. Таким образом, это настолько же преступная и торговая организация, наколько и магическая кабалла. Некоторые из его членов - законные торговцы, использующие свои деньги для финансирования проектов культа. Другие занимаются преступной деятельностью - от торговли с рук до контрабанды, шантажа, вымогательства и похищений. Некоторые ячейки занимаются открытым бандитизмом и шпионажем. Организация Очень скрытный, Культ Дракона поддерживает свободно связанную сеть автономных ячеек. На его веру и методы в большинстве цивилизованных областей смотрят с недовольством. Поэтому культ обычно использует ширмы и обман, чтобы отвлечь внимание от своих реальных целей. Лидер: У культа нет истинного лидера, но исписанного рунами драколича по имени Анабраксис Черный Коготь уважают как высший авторитет группы. Анабраксис устраивает логовище в безграничной пропасти Лоросфир, в Глубинных Пустошах Подземья (страница 220). Штаб: Самая известная застава культа - Дом Дракона в Мархоме, который по сути является лишь отделением Башни Когтя (см. страницу 155). У него также есть цитадель в Колодце Драконов (см. ниже). Культ принимает драконорожденных через свою Академию Вирмов, скрытую в руинах Унталасса в Тимантере. Он также поддерживает Красный Рог, крупное владение в Горах Хребта Дракона. Иерархия: Большинство культистов занимают посты, основанные на их целях и целях отдельной ячейки. Немногие обращаются друг к другу по каким-либо религиозным титулам. Некоторые ячейки не присуждают никаких титулов, помимо того, что обозначает лидера для всех культистов - Носящий Пурпур. Носящие Пурпура, называемые так из-за их церемониальных фиолетовых одеяний - лидеры ячеек культа. Чем меньше ячейка, тем меньше в ней Носящих Пурпур. В некоторых ячейках он всего один. Многим из таких лидеров известны секреты создания драколича. Они контролируют казначейство ячейки, направляют сбор богатств и создают магические изделия - все это ради взяток драконам. Если ячейка слишком уменьшается, Носящие Пурпур проводят вербовку. Они также возглавляют ячейки в битве с врагами. Члены: Несмотря на желание тайны, Культ Дракона всегда нуждается в новых членах для выполнения своих планов. Он нанимает большинство их из числа родственников и знакомых нынешних членов. Он также потихоньку разыскивает идеальные перспективы и терпеливо обихаживает их для инициирования. Культ ищет способных индивидуумов всех мастей, но предпочитает имеющих талант в финансовой сфере. Выше всего он ценит тех, кто имеет силу освоить и исполнить ритуалы, требуемые для создания драколича. Он подкупает таких потенциальных Носящих Пурпур доступом к легендарным работам Саммастера. Множество культистов присоединяется к организации только ради власти и монет. Другие просто морально слабы или наслаждаются жуткими ритуалами. Члены, видевшие драколича или являвшиеся свидетелями создания такового, становятся фанатичными истинными сторонниками. Колодец Драконов В каньонах близ Закатных Гор, к северу от Реки Ричинг, есть потухший вулкан, известный как Колодец Драконов. Легенды гласят, что там было кладбище драконов - место, куда старые драконы уходят умирать. Это правда. Культ Дракона нашел Колоцец Драконов и освободил его древнего стража, теневого дракона-нежить. Несмотря на сопротивление многих фракций, культ построил на этом месте крепость, охраняющую вход в подземные пустоты, оставшиеся от вулкана. Хотя большинство старых драконов теперь уходят в другие места, чтоб испустить свой последний вздох, некоторый все еще приходят в Колодец Драконов, чтобы заключить сделку на бессмертие. В пределах цитадели и на ее подземных уровнях культ хранил множество сокровищ, оставленных умирающими драконами. Он также содержит обширную комнату, называемую Палатой Возвышения, где исполняется ритуал преобразования дракона в драколича. Колодец Драконов плотно охраняется, так как переносит непрерывные атаки от искателей благосостояния, и от шпионов, и от оскорбленных драконов. Среди стражей культа выделяются Арсекасликс (женщина взрослый красный дракон), Амнемис (женщина взрослый черный дракон) и Эникстрикс (мужчина взрослый черный дракон). Лорд Колодца Драконов - человек, рыцарь смерти Наэргот Лорд Клинка. Равный ему и церемониальный владыка Колодца Драконов - лич Варго Безликий. Будучи человеком, Варго использовал ритуал для наполнения себя кровью черного дракона. Его силы сосредоточены на кислоте, и черные драконы Колодца полностью лояльны ему. Скованный драколич (Fettered Dracolich) Культ Дракона уважает драконов и обычно позволяет драколичам, которых создает, сохранить добрую волю. Тем не менее, иногда у него появляется потребность в драколиче, подвластном желаниям культа. Такое существо может действовать в качестве агента террора, не требуя награды. Скованный драколич Уровень 12 соло контроллер Большая естественная магическая тварь (дракон, нежить) XP 3,500 Инициатива +10 Чувства Восприятие +10; темновидение ОЖ 620; Кровоточащий 310; см. также кровоточащее дыхание AC 30; Стойкость 31, Рефлексы 27, Воля 27 Иммунитет болезнь, устрашение, яд; Сопротивление 20 некротический; Уязвимость 10 сияющий Спасброски +5 Скорость 8, полет 10 (неуклюже) Очки действия 2 Р. Укус (стандарт; по желанию) Досягаемость 2; +18 против AC; 2d6+6 урон. Против ошеломленной цели эта атака наносит дополнительный 2d8 некротический урон. К . Дыхательное оружие (стандарт; перезарядка 5 6) Некротический Близкий взрыв 10; +16 против Рефлексов; 2d8+5 некротический урон, и цель ошеломлена до конца следующего хода скованного драколича. Промах: Половина урона, и цель не ошеломлена. Попадание или промах: Цель теряет любое некротическое сопротивление, которое имеет (спасбросок заканчивает). К. Кровоточащее дыхание (немедленная реакция, когда впервые начинает кровоточить; столкновение) Оружие дыхания скованного драколича перезаряжается автоматически, и драколич использует его немедленно. Р. Сумасшедшая плеть (немедленная реакция, когда враг перемещается на позицию замыкания скованного драколича; по желанию) Досягаемость 2; скованный драколич делает атаку ударом хвоста против врага; +18 против AC; 2d4+6 урон, и цель вытолкнута на 1 квадрат. К. Ужасное присутствие (стандарт; столкновение) Устрашение Близкий взрыв 5; цели - враги; +15 против Воли; цель ошеломлена до конца следующего хода скованного драколича. Последействие: Цель берет -2 штраф на броски атаки до конца столкновения. Мировоззрение Хаотично злое Языки понимает Общий и Драконий Навыки Выносливость +16 СИЛ 22 (+12) ЛОВ 18 (+10) Мудрости 9 (+5) ТЕЛ 20 (+11) ИНТ 9 (+5) ХАР 16 (+9) Знания о скованных драколичах Персонаж знает следующую информацию при успешной проверке Религии. DC 25: Некоторые ячейки культа занялись захватом молодых драконов и пропусканием их через измененный ритуал возвышения. Этот ритуал подчиняет волю дракона тому, у кого находится его филактерия, и получается скованный драколич. Скованный драколич может понимать Общий и Драконий, но неспособен говорить. DC 30: Интеллект и восприятие скованного драколича уменьшены, но он сохраняет сильную индивидуальность, стремящуюся вырваться на поверхность. В результате его поведение непредсказуемо и разрушительно. Если его филактерия возвращается к нему, скованный драколич выходит из рабства. Он становится стандартным драколичем. Тактика скованного драколича Скованный драколич запугивает слабовольных своим ужасным присутствием, а затем рвется в бой, выпуская свою ярость подобно дикой твари. Он вдыхает сверкающий взрыв некротический энергии всякий раз, когда может затронуть им более одного врага, иначе набрасываясь зубами и когтями. Если драколичу удается заполучить свою филактерию, он становится намного более расчетливым и опасным противником. Вероятно, он будет мстить поработившим его культистам, как только избавится от самых угрожающих противников. Группы при столкновениях Культ наслаждается устрашающим союзом с драконьими существами. Хотя у немногих ячеек в центре фактически стоит Священный, постоянные дела с культом могут в конечном счете привести и к появлению драколича. Некоторый живущие дракону союзничают с культом, заинтересовавшись его философией и силой, и культисты, стремящиеся нанять живущих драконов, охотно действуют в качестве их агентов. Драконорожденные в ячейках также обычны, их милитаристские идеалы хорошо сочетаются с идеологией культа. Культ Дракона не гнушается миньонами и союзниками из среды нежити, и некоторые из Носящих Пурпур сами являются разумной нежитью. Столкновение 7 уровня (XP 1,654) - 1 человек-маг мастер смерти (уровень 4 элитный контроллер) - 1 скелет (уровень 3 солдат) - 1 молодой черный дракон (уровень 4 соло скрывающийся) - 9 человеческая чернь (уровень 2 миньон) ДРОУ (DROW) Дроу Фаэруна - бесспорные хозяева Подземья, а также бич поверхностных земель. Их царства простираются по всему подземному миру, вылезая на поверхность тут и там, словно смертельные грибы. В течение последнего столетия они были выдавлены из древнего эльфийского доминиона, понесли огромные потери в кампании Лолс против других божеств дроу и получили удар от Чумы Заклинаний. Но теперь, объединенные под властью Лолс, дроу - одна из мощнейших угроз в мире. Знания о дроу Персонаж знает следующую информацию при успешной проверке навыка. DC Строительства Подземелий 20: Центр силы дроу на Фаэруне - царство Подземья Нортдарк, где находится могучий город Мензоберранзан(страница 228). Также там есть другие крупные поселения дроу, типа Чед Насада. История DC 15: Дроу воспользовались Эльфийским Исходом из Леса Кормантор в середине прошлого столетия. Несколько фракций дроу, среди них Дом Джаэрл и вождь клана Озковин, захватили покинутые поселения и места, где сопротивление было слабым. Дроу Джаэрла осели в старых эльфийских владениях, в то время как Озковины были довольны просто бродить по лесистой местности. Илсевел Миритар вытеснила дроу обратно в Подземье, когда отобрала Миф Драннор, но они остаются проблемой в областях под Миф Драннором и Долинами. История DC 20: Тысячелетия назад эльфы-иллитиири начали завоевательную войну, борясь против других эльфийских стран Фаэруна. В течение этих столкновений иллитиири обратились к силе злых богов, включая Гонадора и Лолс. В конце концов Селдарин (эльфийские боги) проклял иллитиири и их эльфийских союзников, сделав солнечный свет болезненным для них. В течение нескольких месяцев, дхаэроу ("предатели" на Эльфийском) отступили в Подземье, и это было назано Изгнанием. Даже после Изгнания дроу продолжили войну возмездия для захвата подземных территорий. При этом они заработали вражду дварфов и других подземных рас. С тех пор дроу распространились по всему Подземью, неся войну, притеснение и раздор своим соседям и поверхностному миру. Они все еще таят глубокое недовольство Селдарина, который, как они считают, проклял дроу из ревности к их успешным древним кампаниям. Религия DC 20: Арошни некогда была супругой Кореллона, Ткачом Судьбы и покровителем всех эльфов, разделявших ее прекрасные темные черты. Но где-то близ начала зарегистрированной истории она предала Селдарин и напала на Арвандор при помощи Гонадора и других злорадных божеств. Она проиграла битву и была сброшена в Абисс, где взяла имя Лолс, Королева Пауков. Культура дроу Дроу живут в несправедливом обществе, управляемом матриархальной теократией, посвященной Лолс. Жрицы Лолс удерживают величайшую власть. Женщины-главы благородных домов, называемые матерями-матронами или просто матронами, также имеют великое влияние, потому что каждый благородный дом поддерживает свои собственные вооруженные силы. Зачастую подобный дворянин - жрица Лолс, но это не всегда так. Закон Никакой закон реально не управляет дроу. Те, у кого есть сила, делают то, что захотят. Способность дроу действовать безнаказанно ограничена лишь его способностью бросить вызов тем, кто может пожелать остановить его. Единственная власть, с которую дроу отказываются пересекаться - Церковь Лолс. Даже эти жрицы должны обдумывать свои шаги, хоть у них и есть право осудить того, кого они пожелают - нанесение вреда другому дроу всегда несет с собой риск возмездия. Сила Общество дроу ценит страсть и авторитет. Способность накапливать и сохранять персональную силу - единственная мера ценности для любого дроу. Поэтому поселения дроу полны внутренней борьбы за господство, чуть скрытой под внешней шелухой. Покорение слабых и уважение к могучим - социальные нормы дроу. Рабство и злоупотребление также традиционны. Добавьте к ним нездоровое объединение черной магии и злой религии, включая кровавые жертвы и якшание с извергами, и получите результат - невообразимо искривленную культуру. Хотя дроу вступают в союзы, чтобы помочь друг другу в преследовании общих целей, ни один из них полностью не доверяет другим. Требование помощи от другого сулит проблемами в будущем. Но отказ помочь - или неудавшаяся попытка помощи - влечет месть или наказание. Статус Преимущества рождения помогают некоторым дроу в их голодном до власти обществе. Так как общество дроу матриархально, женщины ставят свой пол выше мужского. Поскольку при наличии силы легче получить что- либо, рожденные с более высоким статусом ставят ногу на своих более непритязательных коллег. Но даже скромные бьются за силу, которую могут заполучить. Родовые роли - особая проблема среди дроу. Никакому из мужчин не позволяется быть частью духовенства Лолс, и поэтому от мужчин закрыты верхние ранги культуры. Далее, у женщин в семействе есть власть над родственниками-мужчинами, а также лучшие возможности, чем у мужчин. Мужчины получают силу достижениями в военных или магических областях или добиваясь и заполучая нужную женщину. Роскошь Дроу любят комфорт и потворствуют своим желаниям при любой возможности. Широко распространены распущенность и развращенность; обычные развлечения включают кровавый спорт, использование мощных интоксикантов и пожертвование разумных существ. Дроу берут у слабых то, что хотят, порабощая других существ, чтобы избежать физической работы, которая им противна. Драэглот (Draegloth) Связь Лолс с демонами долго влияла на общество дроу. Дроу эксплуатируют эту злорадную силу ради личных целей, используя извергов в качестве ударных отрядов, стражей и отвратительных домашних любимчиков. Драэглоты - извергские существа, рожденные жрицами-дроу. Драэглот Уровень 13 элитный зверь Большой элементал гуманоид (демон) XP 1,600 Инициатива +10 Чувства Восприятие +11; темновидение ОЖ 316; Кровоточащий 158 AC 27; Стойкость 29, Рефлексы 26, Воля 24 Сопротивление переменное 10 (РМ 282) Спасброски +2 Скорость 6, прыжок 5 Очки действия 1 Р. Когти (стандарт; по желанию) Досягаемость 2; +16 против AC; 3d6+7 урон; см. также быстрый укус. Р. Быстрый укус (свободныо когда драэглот-достойная попадает атакой когтем; по желанию) Досягаемость 2; +16 против AC; 1d6+7 урон. Р. Подсекающий коготь (стандарт; по желанию) Драэглот делает атаку когтем; при попадании он может делать другую атаку когтем против другой цели, которая в пределах досягаемости и смежна с первой целью. Д. Темный огонь (малое; столкновение) Сияющий Дальность 10; +14 против Рефлексов; до конца следующего хода драэглота цель дает боевое преимущество для всех атак, и цель не получает преимуществ от невидимости или укрывательства. А. Упадок Лолс (стандарт; перезарядка 5 6) Некротический Область взрыва 4 в пределах 20; цели - враги; +14 против Воли; 2d6+3 некротический урон, и цель ошарашивается (спасбросок заканчивает). Промах: Половина урон, и цели не ошарашиваются. К. Облако тьмы (малое; столкновение) Зона Близкий взрыв 1; эта сила создает зону темноты, которая остается на месте до конца следующего хода драэглота. Зона блокирует линию вида для всех существ, кроме драэглота. Любое существо, полностью находящееся в пределах области (кроме драэглот), ослеплено. Мировоззрение Хаотически злое Языки Абиссал, Эльфийский Навыки Религия +12, Скрытность +15 СИЛ 24 (+13) ЛОВ 19 (+10) МУД 10 (+6) ТЕЛ 18 (+10) ИНТ 12 (+7) ХАР 16 (+9) Тактика драэглота Типичный драэглот - порочный боец, любящий кровавую битву. Он предпочитает нападать исподтишка, используя облако тьмы, чтобы скрыть свое приближение. Оставаясь посреди своих противников, он сечет их своими когтями и клыками. Под давлением он использует упадок Лолс для создания взрыва черных паукообразных пятнышек энергии, сосредоточенного на себе, карающих любого, кто смеет на него напасть. Он может воспользоваться преимуществом этой силы, чтобы прикрыть свое отступление. Драэглот достойная Уровень 16 элитный контроллер Большой элементал гуманоид (демон) XP 2,800 Инициатива +12 Чувства Восприятие +21; темновидение ОЖ 308; Кровоточащий 154 AC 32; Стойкость 30, Рефлексы 28, Воля 32 Сопротивление переменное 10 (РМ 282) Спасброски +2 Скорость 6, прыжок 5 Очки действия 1 Р. Коготь (стандарт; по желанию) Досягаемость 2; +22 против AC; 2d6+6 урон; см. также быстрый укус. Д. Луч наказания (стандарт; по желанию) Некротический Дальность 10; драэглот-достойная атакует две цели; +20 против Рефлексов; 2d6+4 некротический урон, и цель ошарашивается (спасбросок заканчивает). Р. Быстрый укус (свободныо когда драэглот-достойная попадает атакой когтем; по желанию) Досягаемость 2; +20 против AC; 1d6+6 урон. Д. Темный огонь (малое; столкновение) Сияющий Дальность 10; +20 против Рефлексов; до конца следующего хода драэглота цель дает боевое преимущество для всех атак, и цель не получает преимуществ от невидимости или укрывательства. А. Упадок Лолс (стандарт; перезарядка 5 6) Некротический Область взрыва 4 в пределах 20; цели - враги; +18 против Воли; 2d6+3 некротический урон, и цель ошарашивается (спасбросок заканчивает). Промах: Половина урон, и цели не ошарашиваются. А. Затемнение (стандарт; ежедневно) Некротический, Зона Область взрыва 5 в пределах 10; воздействует на существ без темновидения в области: +20 против Воли; 1d4+8 некротический урон, и цель ослеплена (спасбросок заканчивает). Эта сила создает зону темноты, которая остается на месте до конца следующего хода достойной. Мировоззрение Хаотически злое Языки Абиссал, Эльфийский Навыки Религия +14, Скрытность +17 СИЛ 22 (+14) ЛОВ 19 (+12) МУД 26 (+16) ТЕЛ 18 (+12) ИНТ 12 (+9) ХАР 16 (+11) Тактика драэглота-достойной Хотя ее оберегают больше, чем обычного драэглота, достойная не уклоняется от битвы. Ей приятно оставаться вне рукопашной, за рядами солдат-дроу, и использовать скорее не когти, а свой луч наказания и другие дальнобойные силы. Упадок Лолс - ее открытие, и она использует его при любой возможности. Затемнение - совершенная уловка для середины боя, сбивающая с толку противников, решивших, что они преодолели темноту дроу. Абисская ярость Некоторые очень мощные драэглоты могут проявлять силу Абисса, призвая демоническую ярость. Такие продвинутые драэглоты имеют силу абисская ярость, описанную ниже. Абисская ярость (немедленная реакция, когда впервые начинает кровоточить; столкновение) Драэглот тратит лечащую волну и восстанавливает четверть своих максимальных очков жизни. На остальную часть столкновения драэглот берет -2 штраф ко всем защитам, и урон, наносимый его атакой когтем, равняется его модификатору Силы при промахе. Достойные редко развивают эту способность - они предпочитают грубой силе темную магию. Знания о драэглотах Персонаж знает следующую информацию при успешной проверке Арканы. DC 15: Некоторые из преданных Лолс, особенно свежепосвященное духовенство, исполняют ритуал, позволяющий спаривание с демоном. В редких случаях Лолс благословляет безобразный союз, и жрица позже рождает драэглота. DC 20: Драэглоты одобрены Лолс, и развращенная культура дроу всеми способами потворствует их желаниям. Хоть они и не должны есть, они любят пировать плотью живущих жертв. Драэглот обычно остается со своей матерью и следует ее приказам. Однако, подобно своей семье-дроу, он не смущается в определенный момент совершить предательство, чтобы избежать потери своего привилегированного положения. DC 25: Изредка рожадется драэглот-женщина с лучшими умственными способностями, чем у других представителей его вида. За такой "достойной" ухаживают, чтобы она стала жрицей, физически реализуя идеалы Лолс. Бреган Д'аэрт Наемники, не относящиеся ни к одному из домов, но все же достаточно мощные, чтобы наслаждаться процветанием и льготой матрон, дроу Бреган Д'аэрт занимают уникальное положение в Подземье. Персонаж знает следующую информацию при успешной проверке Мудрости Улиц. DC 30: Наемники и убийцы Бреган Д'аэрт - джокер в политике дроу, внешне неосязаемый класс мечей-на- продажу. У группы есть заставы в поселениях Подземья по всему северному и западному Фаэруну. Ее членов можно найти за работой в поверхностных интересах в западных землях от Луруара до Тетира и на северо-восток аж до Импилтура. Организация Бреган Д'аэрт порождена в городе Мензоберранзан. Ее основатель, Джарлаксл Бэнр, ловко распространил свою философию по другим городам дроу, и теперь его общество, когда-то насчитывавшее всего несколько сотен, сейчас имеет более тысячи членов. Немногие из дроу собираются идти против Бреган Д'аэрт, потому что на организацию есть спрос - особенно в деле сборе информации из Подземья и поверхностного мира. В найме наемников Бреган Д'аэрт также есть свой риск. Как и можно ожидать в организации дроу, контракт достается лицу, предложившему самую высокую цену - зачастую покровителю, предлагающему группе самое большое преимущество. Силы Бреган Д'аэрт переходили с одной стороны на другую уже не в одном бою, или играли на обе стороны, уничтожая и тех, и других. Лидер: В конечном счете Джарлаксл, но его доверенный лейтенант Киммуриэл Облодра управляет организацией в течение частых и длинных отсутствий Джарлаксла. Штаб: Мензоберранзан. Иерархия: Самый квалифицированный, харизматичный и проницательный из местных членов управляет определенной ячейкой Бреган Д'аэрт, хотя есть и исключения. Члены: Хорошо оснащенные и квалифицированные дроу из павших домов, включая нескольких лишившихся своих прав жриц, формируют кадры Бреган Д'аэрт, посвященные профессиональной солдатской деятельности и взаимозащите. Как известно, Бреган Д'аэрт принимает отдельных дроу, квалифицированных в любом виде боевых методов. Однако, группа не проводит активных усилий по вербовке. Джарлаксл и Бреган Д'аэрт имеют контакты в поверхностных городах типа Уотердипа, Врат Балдура, Аскатлы и Дарромара, а также в Мулмастере и Лирабаре. Несколько гильдий преступного мира даже считают Бреган Д'аэрт своим союзником. С помощью этих связей Джарлаксл и его последователи расширяют свое влияние и становятся все богаче. Джарлаксл Бэнр Бреган Д'аэрт видит в любезном Джарлаксле свое высшее вдохновение. Сам дроу надменен и нахален, обладая талантами, поддерживающими его готовность нагло презирать традиции дроу. Джарлаксл давит на шутливое поведение, улыбаясь и подшучивая больше, чем любой дроу. Он одевается чрезмерно пышно и даже носит ненужную ему повязку на глазу, которую по своему желанию повязывает то на один глаз, то на другой. Специалист по выживанию, Джарлаксл словно всегда стоит на верной стороне любой договоренности, даже имея дело с церковью Лолс. Он балуется удовольствиями жизни при любой возможности. Битва не уменьшает его веселых манер, но Джарлаксл смертелен и жесток со своими врагами. Даже в этом случае дроу делает то, что необходимо для гарантий его длительного существования. Джарлаксл Бэнр Уровень 21 элитный налетчик Средний фей гуманоид XP 6,400 Инициатива +21 Чувства Восприятие +23; темновидение ОЖ 392; Кровоточащий 196 AC 39; Стойкость 34, Рефлексы 38, Воля 35 Спасброски +2 Скорость 8 Очки действия 1 Р. Рапира (стандарт; по желанию) Оружие +27 против AC; 1d8+14 урон (1d8+20 против кровоточащих целей) (крит 5d6+22, или 5d6+27 против кровоточащих целей). Р. Кинжал (стандарт; по желанию) Оружие +26 против AC; 1d4+13 урон Д. Брошенный кинжал (стандарт; по желанию) Оружие Дальнобойная 5/10; +26 против AC; 1d4+13 урон. Р. Ловкий фехтовальщик (стандарт; по желанию) Некротический, Оружие Джарлаксл делает одну атаку рапирой и одну - рукопашную кинжалом. Если обе атаки поражают одну и ту же цель, эта цель ошарашивается до конца следующего хода Джарлаксла. Р. Показное разоружение (стандарт; перезарядка 5 6) Оружие +27 против Рефлексов; 3d8+14 урон, и цель выпускает одно оружие, которое держит. Оно отбрасывается в квадрат на выбор Джарлаксла до 6 квадратов вдаль. Д. Темный огонь (малое; столкновение) Сияющий Дальность 10; +24 против Рефлексов; до конца следующего хода Джарлаксла цель дает боевое преимущество для всех атак, и цель не получает преимуществ от невидимости или укрывательства. К .Облако тьмы (малое; столкновение) Близкий взрыв 1; эта сила создает зону темноты, которая остается на месте до конца следующего хода Джарлаксла. Зона блокирует линию вида для всех существ, кроме Джарлаксла. Любое существо, полностью находящееся в пределах области (кроме Джарлаксла), ослеплено. К. Капюшон дурачества (немедленная реакция, когда поражен атакой; ежедневно) Телепортация Джарлаксл телепортируется до 5 квадратов, и до конца своего следующего хода он получает боевое преимущество против нападавшего. Джарлаксл получае от этой атаки половину урона. Кружение уклонения (немедленное прерывание, когда поражен рукопашной атакой; столкновение) Джарлаксл смещается до 6 квадратов. Мировоззрение Злое Языки Абиссал, Эльфийский Навыки Акробатика +26, Атлетика +18, Блеф +21, Дипломатия +21, Запугивание +23, Понимание +23, Скрытность +21 СИЛ 16 (+13) ЛОВ 28 (+19) МУД 17 (+13) ТЕЛ 20 (+15) ИНТ 18 (+14) ХАР 23 (+16) Оснащение +4 капюшон дурачества, глазная повязка проницательности (+5 Понимание и Восприятие), удобная шляпа удержания (действует как удобный рюкзак), рапира, 4 кинжала Тактика Джарлаксл в бою подвижен, танцуя вокруг противников и проворно выбрасывая руку то с одним, то с другим своим устрашающим клинком. Он держится поблизости от большинства врагов, используя свои дальнобойные атаки против неуловимых или слишком серьезных противников. Он использует свой капюшон дурачества, только если думает, что угроза это оправдывает. Всегда находчивый, он носит специализированные магические изделия (сверх тех, что перечислены в блоке его статистики) на определенные миссии. Группы при столкновениях Темных эльфов Торила справедливо боятся за порочные атаки, которые они устраивают из Подземья. Столкновение 14 уровня (XP 5,100) - 1 священник дроу (уровень 15 контроллер [лидер]) - 1 драэглот (уровень 13 элитный зверь) - 1 арахномант дроу (уровень 13 артиллерия [лидер]) - 3 клинковый паук (уровень 10 зверь) ВОЗВЫШЕНИЕ АРАУНТА (EMINENCE OF ARAUNT) Возвышение Араунта - обширное королевство мертвых, граждане которого по всему Вернувшемуся Абейру (и теперь - Фаэруну) связаны не географией, а общим идеалом. Возвышение полагает, что каждый королевский склеп и каждый забытый уголок мира, где нежить все еще служит давно ушедшим хозяевам - фактически княжество Араунта. Иногда грабители гробниц замечают символ Возвышения (три вертикальных разреза) и удивляются - что бы это могло значить, но немногие когда-либо узнают правду. Знания о Возвышении Араунта Персонаж знает следующую информацию при успешной проверке навыка. История DC 30: Более пяти сотен лет протекло с тех пор, когда существо-нежить по имени Лод "основало" первое княжество Араунта в эскорнарской гробнице дракона. Лод, костяная нага, записал трактат на каменных скрижалях, названных Кодексом Араунта, в котором пророчил, что с медленным ходом столетий его королевство будет расширяться. Аркана DC 35: Ритуалы, написанные в Кодексе Араунта, могут связывать широко разбросанные места захоронений и мавзолеи, создавая портальную тропу, невидимую для тех, кто не присягнул организации. Кодекс содержит и другие ритуалы - для создания нежити из духов мертвых воинов, освобождаения нежити-стражей от их оков и усиления нежити полезными способностями. Перешептываются, что неизвестные ритуалы предоставляют блага нежити и повергают в упадок живущих. Мудрость Улиц DC 30: Стражи-нежить занимают в Возвышении Араунта ключевые посты. Ужасные шлемы или думсепты почти наверняка служат секретному королевству мертвых. Мудрость Улиц DC 35: Возвышение Араунта в последнее время начало собирать живущих гуманоидов в качестве агентов своего темного безземельного королевства. Возвышение использует тех, кто все еще жив, как шпионов, торговых агентов и поставщиков экзотических товаров, требуемых для ритуалов по связыванию еще большего количества гробниц. Мудрость Улиц DC 40: Возвышение не дружит с другими группами, культами или странами нежити. Оно господствует на Абейре, но в течение последнего десятилетия вступило в контакт с Фаэруном. Теперь Араунт знает о таких группах, как Искривленная Руна, Культ Дракона и Тэй. С тех пор секретное королевство начало медленную кампанию по втягиванию в Араунт их всех - даже Тэй. Было уже несколько стычек. Организация Таинственное Возвышение Араунта существует через свою сеть портальных троп, называемых путями смерти, скрытых для всех, кроме нежити, присягнувшей королевству. Немногие из живущих имеют хотя бы представление об организации, хотя некоторые, присягнувшие Араунту, могут проходить через эти порталы. Возвышение распространяется через кладбища и гробницы незримо, словно болезнь, а затем запланированно развивается и устраивает набеги. Лидер: Возвышение полагает, что все члены равны. Но даже среди равных некоторые из граждан выделяются, типа самого Лода, а также Меремот (ламия-нежити). Штаб: Возвышение скрывается на ровном месте, в катакомбах Норнгласта в Эскорне (см. страницу 206). Норнгласт уже обладает репутацией "управляемого привидениями", хотя те, кто говорят об этом между делом, не знают, что это так и есть. В катакомбах Норнгласта Лод и Меремот содержат двор на костяном дворе в сотни футов шириной, на перекрестке нескольких дюжин путей смерти. Иерархия: Несмотря на равенство членов, некоторые в пределах Араунта являются однозначными служителями других. Ужасные шлемы связаны с королевством ритуалом их создания, и они посвящены охране его путей смерти и рассеянных княжеств. Члены: Истинные слены Возвышения Араунта включают в себя большинство нежити, особенно - ужасных шлемов и думсептов. Эгоцентричная и решительная нежить, особенно вампиры и личи, редко присоединяется к Возвышению или остается в нем. Те, кто остаются в его рядах, в общем стремятся управлять секретным королевством для своих собственных целей, и когда такая деятельность обнаруживается, их вышвыривают. Ужасный шлем (Direhelm) Ужасные шлемы - стражи-нежить, которых можно встретить в широком разнообразии в пустующих разрушенные местах Вернувшегося Абейра. Похожие на летучую верхнюю половину пустого пластинчатого доспеха, ужасные шлемы скользят по воздуху, размахивая своим оружием в смертельной тишине. Знания об ужасных шлемах Персонаж знает следующую информацию при успешной проверке Арканы. DC 30: Ужасные шлемы созданы при помощи ритуала из Кодекса Араунта с применением могильной грязи из гробниц воинов, павших в битве. Ужасные шлемы, созданные этим ритуалом, автоматически связаны с Возвышением Араунта и с целями секретного королевства. Ужасный шлем Уровень 15 солдат Средний теневой гуманоид (нежить) XP 1,200 Инициатива +14 Чувства Восприятие +8; см. также пронзающий взгляд ОЖ 148; Кровоточащий 74; см. также гробовой удар AC 31; Стойкость 29, Рефлексы 27, Воля 24 Иммунитет болезнь, яд; Сопротивление 15 некротический; Уязвимость 10 сияющий Скорость полет 6 (парение) Р. Длинный меч (стандарт; по желанию) Оружие +22 против AC; 2d8+7 урон. К. Гробовой удар (стандарт; перезарядка, когда начинает кровоточить) Некротический, Оружие Близкий взрыв 1; +22 против AC; 1d10+7 некротический урон, и цель сбита наземь. Пронзающий взгляд (малое; перезарядка) Ужасный шлем получает истинное видение 10 и игнорирует укрывательство до конца своего текущего хода. Мировоззрение Злое Языки - СИЛ 25 (+14) ЛОВ 20 (+12) МУД 13 (+8) ТЕЛ 20 (+12) ИНТ 9 (+6) ХАР 15 (+9) Оснащение 2 длинных меча Тактика ужасного шлема Ужасный шлем бьется прямолинейно. Он сближается для рукопашной и использует гробовой удар, как только окажется смежным с несколькими врагами. Затем он ударяет по ближайшей сбитой наземь цели, нападая до тех пор, пока враг не будет выведен из строя, а затем переключается на другого. Он бьется насмерть, вновь используя гробовой удар, когда начинает кровоточить. Думсепт (Doomsept) Думсепт - спектральная светящаяся нежить, составляемая из нескольких духов. Они выглядят как безмолвные, леденяще-холодные прозрачные образы людей-воинов, держащих призрачное оружие в разнообразных позах. Знания о думсептах Персонаж знает следующую информацию при успешной проверке Арканы. DC 30: Думсепт - семикратный дух, созданный одним из ритуалов Кодекса Араунта. Каждый из духов обеспечивает существу целиком некоторую маленькую уникальную способность. DC 35: Легенды гласят, что если назвать имя одного или нескольких его духов, думсепт прекратит любую деятельность. Названный дух поднимается на поверхность и отвечает на вопросы, как будто под воздействием ритуала Говорить с мертвым (тот, кто задает вопросы, должен делать проверку Акрканы, как и при исполнении ритуала). Как только на все вопросы даны ответы, дух вновь вливается в думсепта, который атакует задававшего вопросы с удвоенной яростью. Тактика думсепта Думсепт проскакивает мимо врагов, ударяя и перемещаясь сквозь них и никогда не оставаясь на одном месте. Он использует многократный удар при любой возможности, всякий раз приспосабливая свою позицию для максимальной выгоды и замыкания. Думсепт Уровень 16 налетчик Средний теневой гуманоид (нежить) XP 1,400 Инициатива +17 Чувства Восприятие +10; темновидение ОЖ 108; Кровоточащий 54 AC 28; Стойкость 28, Рефлексы 29, Воля 24 Иммунитет болезнь, яд; Сопротивление 15 некротический, иллюзорный; Уязвимость 10 сияющий Скорость полет 7 (парение); фаза Р. Эфемерный меч (стандарт; по желанию) Оружие +21 против AC; 2d8+7 урон. К. Многократный удар (стандарт; перезарядка 6) Оружие Близкий взрыв 3; цели - три врага в области; +20 против AC; 1d10+7 урон. Думсепт смещается на 2 квадрата за каждую успешную атаку. Мировоззрение Злое Языки - СИЛ 22 (+14) ЛОВ 24 (+15) МУД 14 (+10) ТЕЛ 18 (+12) ИНТ 12 (+9) ХАР 15 (+10) Группы при столкновениях Разбойничья партия Возвышения Араунта включает одного или нескольких интеллектуальных лидеров-нежить, поддерживаемых ужасными шлемами или думсептами. Иногда партию возглавялет живой командир. Столкновение 16 уровня (XP 7,000) - 2 ужасных шлема (уровень 15 солдат) - 1 думсепт (уровень 16 налетчик) - 1 человек-боец рыцарь смерти (уровень 17 элитный солдат) ПЯТЬ КОМПАНИЙ (THE FIVE COMPANIES) Великая Халруаа пала, но ее наследие живет в пяти бандах бродячих наемников, контрабандистов, торговцев и пиратов. У каждой из них есть магическое транспортное средство, известное как небесный корабль. В тавернах болтают, что каждая из компаний сформировалась вокруг волшебника, сбежавшего из Халруаа. История DC 30: Истории, рассказываемые большинством, не совсем точны. Перед Годом Синего Огня лизардфолкам Ретилда были переданы три небесных корабли - по одному от торговых домов трех халруанских городков. Предполагалось, что король-ящер Чассис использовал суда для изведения Кринти Дамбрата и пиратов на Великом Море. После разрушения Халруаа волшебники, убегающие из Маэрухала вместе со своими немногочисленными небесными кораблями, наткнулись на пиратскую базу Яуланза. Халруанский маг-ренегат защитил приют пиратов мощной магией, но обереги во время Чумы Заклинаний взбесились, разрушив городок и превратив часть его в земной мотылек. В скоротечном столкновении беженцы-халруанцы отобрали мотылек Яуланзы и заключили соглашение с оставшимися там пиратами. Между делом они узнали о небесных кораблях Чассиса и затем вырвали их из лап лизардфолков. В конце концов у народа Яуланзы оказалось пять рабочих небесных кораблей и маленькое, хорошо защищенное поселение. Для взаимозащиты они заключили Договор Яуланзы. Со своих сторон они намереваются ручаться за выживание, и в конечном счете родились Пять Компаний. Небесные корабли Небесные корабли Пяти Компаний напоминают обычные мореходные корабли, полностью управляемые тремя мачтами и парусами. У них есть две панели с каждого борта, которые можно развернуть для управления и стабилизации, а также широкое днище, позволяющее им приземляться на плоской поверхности без повреждений. Магия позволяет им подниматься или опускаться в воздухе, но они могут и плавать по морям. В любом случае: для перемещения они полагаются на ветер. Пока есть магия, небесный корабль не будет падать с небес или тонуть. Компании Потомки тех, кто почти столетие назад заключил Договор Яуланзы, управляют Пятью Компаниями как независимыми, но союзническими группами. Будучи наследниками халруанской магии, наемники насчитывают большое количество волшебников. Наемные небесные корабли часто обеспечивают дальнюю поддержку с воздуха или другие магические услуги. Компания Без Арканный бой - специальность Компании Без. Марисс Без - нынешний капитан Шторма Мести, небесного корабля компании, известного своими палящими воздушными штурмовками. Судно повернуло течение далеко не одной битвы. Компания Эрроуд Компания Эрроуд более других ориентирована на сервис. Ее волшебники исполненяют ритуалы и предлагают другие магические услуги, особенно в области сдерживания, контрабанды и быстрой транспортировки. Щит Савраса - небесный корабль компании - знаменит тем, что появляется именно тогда, когда он нужен. Его капитан, Джоррз Эрроуд, обладает великой пророческой силой. Компания Флурриг Хоть она и участвует в войне за прибыль, Компания Флурриг поддерживает более строгую контрактную политику, чем ее товарищи. Капитан Ианджо Штон, потомок благородного халруанского рода Флурриг, предпочитает высокую мораль. Хотя, это не подразумевает, что ему и команде Ламассу не приходилось бывать по другую сторону закона. Компания Тундаг Лучшие солдаты Пяти Компаний принадлежат Компании Тундаг, смеси дварфов и людей, первыми придумавших идею наемного оснащения. Корабль Тундаг, Громовой Молот, летает под командованием дварфа Куркара Рандреда. Компания Ярго Видное семейство халфлингов, происходящее от печально известного Пиратского Короля Ярго из старой Яуланзы, все еще возглавляет Компанию Ярго. Компания берется за все виды работ, и ее члены не отказываются за хорошую цену проливать кровь. Слеза Пирата, небесный корабль под командованием Шил Ярго, занимался пиратством и в небе, и на море. Капитан Шил Ярго Уровень 11 элитный налетчик Маленький естественный гуманоид, халфлинг XP 1,200 Инициатива +13 Чувства Восприятие +11 ОЖ 224; Кровоточащий 112 AC 27 (29 против атак возможности); Стойкость 23, Рефлексы 26, Воля 23 Спасброски +2 (+7 против эффектов устрашения) Скорость 6; см. также бросок по палубе Очки действия 1 Р. Кинжал (стандарт; по желанию) Оружие +16 против AC; 1d4+8 урон (крит 2d6+12, или 2d8+12, если Шил имеет боевое преимущество против цели). Д. Кинжал (стандарт; по желанию) Оружие Дальнобойная 5/10; +16 против AC; 1d4+8 урон. Р. Глубокий удар (стандарт; по желанию) Оружие +16 против AC; 2d4+8 урон, и цель ошарашивается до конца следующего хода Шил. Р. Кружащиеся ножи (стандарт; столкновение) Оружие Шил делает три базовых рукопашных атаки. Она может смещаться на 1 квадрат перед или после каждой из атак. Р. Бедрорез (стандарт; перезарядка) Оружие Шил делает две базовых рукопашных атаки. Если любая из них попадает, цель также замедлена (спасбросок заканчивает); если обе поражают одну и ту же цель, она также сбита наземь. Шил может смещаться на 1 квадрат перед или после каждой из атак. Бросок по палубе (малое; столкновение) Шил смещается на 3 квадрата. Боевое преимущество Шил наносит дополнительный 2d8 урон при рукопашных атаках против любой цели, против которой она имеет боевое преимущество. Второй шанс (немедленное прерывание, когда поражена атакой; столкновение) Шил вынуждает нападавшего перебрасываеть атаку и использовать новый ее результат. Мировоззрение Нет Языки Общий, Халруанский Навыки Атлетика +13, Блеф +15, Понимание +11, Скрытность +16, Воровство +18 СИЛ 13 (+6) ЛОВ 22 (+11) МУД 12 (+6) ТЕЛ 16 (+8) ИНТ 10 (+5) ХАР 20 (+10) Оснащение кожаный доспех, 2 кинжала Тактика Шил бесстрашно мчится в бой с двумя длинными тонкими ножами. Она полагается на занятие выгодной позиции и использует глубокий удар для ее удержания. Шил предпочла бы умереть или уничтожить свой корабль, чем позволить ему попасть в чьи-либо руки. Яуланза Мотылек Пяти Летучая крепость, население 400 Яуланза - цитадель и торговый центр, высеченный в прибрежной скале высокомагического земного мотылька, ранее - части побережья Халруаа. Цитадель, состоящая из пяти башен и центральной твердыни, возвышается над центральной площадью деревни - по одной башне для каждой из Пяти Компаний, центральная твердыня - для Дома Джордайн (см. ниже). В поселении еще есть склады и владения торговцев, а также дома граждан. Старые морские пещеры и выкопанные пиратские укрытия пронизывают мотылек. Правительство: Правление Яуланзы - орган, известный как Совет Договора, сформированный из ранговых членов каждой из компаний, представителей торговцев деревни и единственного члена Дома Джордайн. Все дела совета ведутся на Халруанском языке, который в большинстве своем мертв вне этого анклава. Защита: Лучшая защита Яуланзы - ее мобильность. Мотылек медленно плывет в любом направлении на выбор Совета Договора. В критическом положении мотылек может временно перемахнуть в Астральное Море. Торговля: Яуланза работает отдельно от Пяти Компаний. Городок воистину поддерживает свой статус нейтральной земли и торгового центра, приветствуя всех, кто уважает его принципы. Он даже предоставляет транспортировку с земли и обратно, когда открыт для торговли. Мотылек Пяти обычно долгожданен в фаэрунских странах, хотя он уважает закрытые границы и держится подальше от враждебных территорий типа Нетерила и Тэя. Дом Джордайн Эта группа занимает центр колесообразной крепости, царящей над Яуланзой. Членов дома не интересуют дела Пяти Компаний. Они живут для гарантий безопасности Яуланзы, и член-Джордайн в Совете Договора лишь ведет обсуждение, но никогда не голосует - кроме случаев ничьей. Штурмовики Джордайнов, эксперты рукопашного боя и методов защиты - полиция Мотылька Пяти. Они высококвалифицированны в наблюдении и памяти, и у них есть сверхъествественная способность перенаправлять нацеленные на них атаки. Они исполняют волю Совета Договора против противников Яуланзы и налагают правление закона даже среди Пяти Компаний. Тактика штурмовика Джордайнов Навыки штурмовика Джордайнов полезны не только при переговорах, но также и позволяют ему предугадывать движения врага и создавать возможности в бою. Перед боем и даже во время его штурмовик предлагает врагам шанс сдаться и пытается вывести противников из строя ошеломляющими эффектами. Однако, штурмовик не отказывается использовать силу и использует узнанное при любой возможности. Штурмовик Джордайнов Уровень 7 элитный солдат Средний естественный гуманоид, человек XP 600 Инициатива +10 Чувства Восприятие +13 ОЖ 164; Кровоточащий 82 AC 24; Стойкость 19, Рефлексы 20, Воля 20; см. также перенаправление атаки и рефлекторное уклонение Спасброски +2 Скорость 7 Очки действия 1 Р. Невооруженный удар (стандарт; по желанию) +12 против AC; 1d8+5 урон, и цель вытолкнута на 1 квадрат. Р. Головокружительные удары (стандарт; по желанию) Штурмовик Джордайнов делает две базовых рукопашных атаки. Если обе они поражают одну и ту же цель, эта цель также ошарашена (спасбросок заканчивает). Боевое исследование (малое; перезарядка 4 5 6) Штурмовик Джордайнов получает +2 бонус ко всем защитам и к проверкам Восприятия до конца своего следующего хода. Р. Использование узнанного (стандарт; перезарядка после использований штурмовиком исследования битвы) Оружие +12 против AC; 1d8 +5 урон, и цель сбита наземь. Перенаправление атаки (немедленная реакция, когда промахивается рукопашная или дальнобойная атака; перезарядка при перемещении штурмовика) Штурмовик Джордайнов перенаправляет атаку на смежного врага, кроме сделавшего атаку (если промахивается рукопашная атака) или на врага в пределах 3 квадратов (если промахивается дальнобойная атака). Существо, атака которого вызвала эту силу, делает новый бросок атаки с использованием той же самой атаки для определения успеха перенаправленной атаки. Боевое преимущество Штурмовик Джордайнов наносит дополнительный 1d6 урон при рукопашных атаках против любой цели, против которой он имеет боевое преимущество. Рефлекторное уклонение Атака вплотную или по области, которая нанесла бы половину урона при промахе, не наносит штурмовику Джордайнов никакого урона, если промахивается. Кроме того, нападавший получает 5 урон того же типа, что наносит атака. Мировоззрение Нет Языки Общий, Драконий, Халруанский Навыки Акробатика +13, Атлетика +9, Понимание +13 СИЛ 13 (+4) ЛОВ 21 (+8) МУД 20 (+8) ТЕЛ 18 (+7) ИНТ 14 (+5) ХАР 16 (+6) Группы при столкновениях Патрули Джордайнов обычны в залах цитадели Совета Договора. Столкновение 6 уровня (XP 1,475) - 1 штурмовик Джордайнов (уровень 7 элитный солдат) - 1 человек-маг (продвинутый; уровень 6 контроллер) - 1 халфлинг-бродяга (уровень 6 скрывающийся) - 5 человек-лакеев (уровень 7 миньон) ГИББЕРЛИНГ (GIBBERLING) Голодные гибберлинги собираются в визжащие орды, наводняющие Подземье. Знания о гибберлингах Персонаж знает следующую информацию при успешной проверке Строительства Подземелий. DC 10: Гибберлинги - любящие темноту существа, зимующие под землей. Пробудившись, они собираются и охотятся огромными стаями. DC 15: За пределами Подземья гибберлинги в течение дня зарываются в землю. Существа в это время уязвимы, но они пробуждаются, если атакованы, или с приходом сумерек. Разбуженные, они появляются одновременно и продолжают свое буйство, двигаясь медленно, если есть дневной свет. DC 20: Измененные чумой гибберлинги не имеют никакой близости к своей обычной семье, пожирая родичей столь же рьяно, как и любую другую добычу. Стая гибберлингов Уровень 1 зверь Средний естественный гуманоид (рой) XP 100 Инициатива +2 Чувства Восприятие +3; темновидение Гибберлинг аура 10; враги в ауре берут -1 штраф ко всем защитам. Гибберлинги не могут удивлять существ, которые не оглушены. Атака роя аура 1; стая гибберлингов делает базовую атаку как свободное действие против каждого врага, который начинает свой ход в ауре. ОЖ 32; Кровоточащий 16 AC 13; Стойкость 13; Рефлексы 15; Воля 11 ИммунитетАтака роя аура 1; стая измененных чумой гибберлингов делает базовую атаку как свободное действие против каждого врага, который начинает свой ход в ауре Иммунитет зачарование, устрашение Сопротивление половина урона от рукопашной и дальнобойной атак; Уязвимость +5 урон от атаки вплотную и по области Скорость 6 (Если стая гибберлингов получает сияющий урон, она замедлена до конца следующего хода нападавшего; получив оненный урон, она обездвижена до конца следующего хода нападавшего). Р. Укус роя (стандарт; по желанию) +4 против AC; 3d4+2 урон. Если стая уменьшает урон от этой атаки на 2d4, ее цель также сбита наземь. Р. Толчок вниз (стандарт; по желанию) +4 против Стойкости; 1d4+1 урон, и цель сбита наземь. Нахождение внизу Стая может делать атаки возможности против смежных целей, стоящих у сбитого наземь. Обдирание костей Стая наносит дополнительный 2d4 урон против сбитых наземь целей. Мировоззрение Хаотично злое Языки - СИЛ 10 (+0) ЛОВ 14 (+2) МУД 7 (-2) ТЕЛ 12 (+1) ИНТ 5 (-3) ХАР 2 (-4) Тактика гибберлингов Гибберлинги просто несутся вперед, нападая на все, что попадается на пути. Измененные чумой гибберлинги еще опаснее - кровоточа, они вспыхивают взрывом синего огня, препятствующим спасению добычи. Стая измененных чумой гибберлингов Уровень 6 зверь Средний естественный гуманоид (рой) XP 200 Инициатива +7 Чувства Восприятие +8; темновидение Гибберлинг аура 10; враги в ауре берут -2 штраф ко всем защитам. Гибберлинги не могут удивлять существ, которые не оглушены. Атака роя аура 1; стая измененных чумой гибберлингов делает базовую атаку как свободное действие против каждого врага, который начинает свой ход в ауре. ОЖ 87; Кровоточащий 43; см. также взрыв синего огня AC 19; Стойкость 18; Рефлексы 19; Воля 15 Иммунитет взрыв синего огня (см. ниже), зачарование, устрашение Сопротивление половина урона от рукопашной и дальнобойной атак; Уязвимость +5 урон от атаки вплотную и по области Скорость 6 (Если стая измененных чумой гибберлингов подвергнута солнечному свету, она замедлена до конца следующего хода нападавшего). Р. Укус роя (стандарт; по желанию) Сила +9 против AC; 4d4+4 урон. Критическое попадание: Цель получает дополнительный 1d6 чиловой урон (спасбросок заканчивает). Р. Толчок вниз (стандарт; по желанию) +9 против Стойкости; 1d4+1 урон, и цель сбита наземь. Нахождение внизу Стая может делать атаки возможности против смежных целей, стоящих у сбитого наземь. Обдирание костей Стая наносит дополнительный 2d4 урон против сбитых наземь целей. К. Взрыв синего огня (немедленная реакция, когда впервые кровоточит; столкновение) Близкий взрыв 2; +6 против Рефлексов; 1d4+3 силовой урон, и цель замедлена (спасбросок заканчивает). Мировоззрение Хаотично злое Языки - СИЛ 12 (+4) ЛОВ 18 (+7) МУД 10 (+3) ТЕЛ 17 (+6) ИНТ 8 (+2) ХАР 2 (-1) Группы при столкновениях Обычные гибберлинги общаются лишь с подобными себе. Измененных чумой гибберлингов иногда можно встретить в компании членов Ордена Синего Огня. МАЛАГРИМ (MALAUGRYM) Малагримы - эгоманиакальные и развращенные меняющие форму, которые любят играть с разумными существами, дразнить их и охотиться на них. В своей естественной форме малагрим - мясистая сфера с тремя глазами, тремя крюкастыми щупальцами и клювом. Каждый малагрим - отличный элитный монстр, обычно изряда образцов или выше. Он может играть любую роль, но предпочитает артиллерию, контроллера или налетчика. Аратлут Аратлут шастает по Побережью Меча под разнообразными псевдонимами, изображая из себя торговца или наемного убийцу. Он принимает много форм, почти все из них - мужчины-гуманоиды. Аратлут поддерживает контакты в преступных организациях от Зазесспура до Уотердипа. Аратлут Уровень 16 элитный налетчик Средняя магическая тварь-аберрант (меняющий форму) XP 2,800 Инициатива +17 Чувства Восприятие +14; видение при слабом освещении ОЖ 292; Кровоточащий 146 Регенерация 10 (если Аратлут получает урон от серебряного оружия, его регенерация не функционирует на его следующем ходу). AC 32 (34 против атак возможности); Стойкость 29, Рефлексы 32, Воля 29 Иммуннитет яд Спасброски +2 Скорость 2 (неуклюже), форма с ногами 6; полет 6 (парение) Очки действия 1 Р. Хлопок (стандарт; по желанию) +21 против AC; 2d6+7 урон. Р. Болтающиеся плети (стандарт; по желанию) Аратлут делает две базовых рукопашных атаки. Если атака попадает, цель также сдвигается на 2 квадрата. Аратлут может перемещаться на 3 квадрата перед или после каждой атаки. Р. Прокатывание (стандарт; перезарядка 4 5 6) Аратлут делает две базовых рукопашных атаки против одной и той же цели. Если обе они попадают, он делает вторичную атаку против этой цели. Вторичная атака: 1d8+7 урон (без необходимости броска атаки). Боевое преимущество Аратлут наносит дополнительный урон 2d6 при рукопашных атаках против любой цели, против которой имеет боевое преимущество. Смена формы (малое; по желанию) Полиморф Аратлут может изменять свою физическую форму, чтобы выглядеть как любое Маленькое, Среднее или Большое существо (см. Смену формы, РМ 280). Мировоззрение Хаотично злое Языки Чондатанский (РИ), Общий, Глубинная Речь Навыки Акробатика +20, Блеф +18, Понимание +14, Запугивание +18, Скрытность +20 СИЛ 11 (+8) ЛОВ 25 (+15) МУД 12 (+9) ТЕЛ 20 (+13) ИНТ 19 (+12) ХАР 21 (+13) Тактика Аратлута Аратлут предпочитает казаться гуманоидом до тех пор, пока не сможет обескуражить врагов взлетом или сменой формы. Затем он хлещет их своими щупальцами. Лутваэринн Работающий из Телфлэмма на Побережье Дракона Лутваэринн - жадный малагрим, ведущий дела - и законные, и незаконные. Он предпочитает женские гуманоидные формы, и в одной из своих гуманоидных форм он имеет пост в Совете Торговцев города. Лутваэринн Уровень 15 элитная артиллерия Средняя магическая тварь-аберрант (меняющий форму) XP 2,400 Инициатива +13 Чувства Восприятие +13; видение при слабом освещении ОЖ 232; Кровоточащий 116 Регенерация 10 (Если Лутваэринн получает урон от серебряного оружия, его регенерация не функционирует на его следующем ходу). AC 29; Стойкость 27, Рефлексы 27, Воля 29 Иммуннитет яд Спасброски +2 Скорость 2 (неуклюже), форма с ногами 6; полет 6 (парение) Очки действия 1 Р. Хлопок (стандарт; по желанию) +20 против AC; 1d6+4 урон. А. Кошмарная дремота (стандарт; столкновение) Зачарование, Психический Область взрыва 4 в пределах 10; цели - враги; +19 против Воли; 1d8+7 психический урон, и цель ошарашивается (спасбросок заканчивает). Первый проваленный спасбросок: Цель без сознания (спасбросок заканчивает). Последействие: Цель ошарашена (спасбросок заканчивает). Д. Луч истощения (стандарт; по желанию) Психический Дальность 10; Лутваэринн делает две атаки; +18 против Воли; 1d8+7 психический урон, и цель ослаблена (спасбросок заканчивает). Д. Луч боли (стандарт; перезарядка 4 5 6) Некротический Дальность 20; +18 против Воли; 3d8+7 некротический урон, и цель получает уязвимость 10 психический (спасбросок заканчивает). Цель не может делать попытку спасброска против этого эффекта, пока находится в пределах 10 квадратов от Лутваэринна. Р. Прокатывание (стандарт; перезарядка 6) Лутваэринн делает две базовых рукопашных атаки против одной и той же цели. Если обе они попадают, он делает вторичную атаку против этой цели. Вторичная атака: 1d8+4 урон (без необходимости броска атаки). Смена формы (малое; по желанию) Полиморф Лутваэринн может изменять свою физическую форму, чтобы выглядеть как любое Маленькое, Среднее или Большое существо (см. Смену формы, РМ 280). Мировоззрение Хаотично злое Языки Абиссал, Чондатанский (РИ), Общий, Глубинная Речь Навыки Аркана +17, Блеф +19, Дипломатия +19, Понимание +13 СИЛ 12 (+8) ЛОВ 18 (+11) МУД 12 (+8) ТЕЛ 20 (+12) ИНТ 21 (+12) ХАР 25 (+14) Тактика Лутваэринна Лутваэринн предпочитает оставаться за стеной лакеев, с готовностью бросая их, если борьба идет плохо. Со своей защищенной позиции он проводит различные атаки, пылающие фиолетовой энергией, начиная с кошмарной дремоты для подавления противников. Лутваэринн использует луч боли и луч истощения против рукопашных угроз. Знания о малагримах Персонаж знает следующую информацию при успешной проверке навыка. Аркана DC 15: Малагрим может подражать формам широкого спектра существ, но по крайней мере часть новых форм иллюзорна, потому что способности существа не изменяются. В своей естественной форме малагрим имеет три когтистых щупальца и клюв, но, будучи в дополнительной форме, он может использовать магическое оружие. Во всех формах у него характерные золотые глаза. Аркана DC 20: Хоть существа и бесполы, определенные малагримы предпочитают определенные формы и поддерживают отдельную индивидуальность, часто выбирая очевидный пол. Малагримы никогда не умирают от старости - не потому, что они бессмертны, а потому, что более молодые малагримы уничтожают старших, чтобы завладеть их силой. Аркана DC 25: Малагримы используют термин "Владыка Тени" для обращения к самому мощному в своей среде. Существ в целом иногда называют владыками тени. Как ни странно, многие из злых сил Тени, типа шейдов Нетерила, полагают, что малагримы будут их врагами. Аркана DC 30: Малагримы живут в Царстве Теней и путешествуют из него, но это темное место не является их первоначальным домом. Они происходят из измерения за пределами известных миров. При переформировании планов малагримы были отрезаны от своего родного плана и не имеют больших шансов завоевать Торил, как они когда-то хотели. Их численность, и без того небольшая, истощается и далее, так что они ищут способ вновь попасть на свою родину. История DC 20: Малагримы появились на Фаэруне более тысячи лет назад, нажив врага в лице молодого Эльминстера. История DC 30: Легенды говорят, что малагримы - потомки волшебника Малауга. Возможно, первый человек, вошедший на План Тени (ныне часть Царства Теней), Малауг никогда после этого не подавал о себе известий. Группы при столкновениях Малагримы редко показывают свою истинную природу, но управляют другими для насаждения своих коварных планов. Они упиваются обманом добряков, заставляя тех делать грязное дело, даже при том, что злых существ одурачить легче. Однако, предательство для малагримов естественно, и существа предают своих последователей и товарищей просто по прихоти. Таким образом, малагримы плохо работают друг с другом. Столкновение 14 уровня (XP 5,750) - Лутваэринн (уровень 15 элитный контроллер) - 1 военный тролль (уровень 14 солдат) - 2 берсерка-гримлока (уровень 13 зверь) - 3 миньона-гримлока (уровень 14 миньон) НЕТЕРИЛ (NETHERIL) Некогда павший Нетерил вновь царит над северным Фаэруном. Населенная главным образом людьми, эта могучая и высокомерная империя угрожает покорением всем соседним землям. Если она преуспеет в своих тиранических целях, ее расширение на этом не закончится. Знания о Шейде Персонаж знает следующую информацию при успешной проверке Арканы. DC 15: Большинство обычных нетерезов - люди, но самые могущественные из защитников Нетерила - шейды. Это опасные и чрезвычайно способные агенты империи, но отдельные индивидуумы могут иметь собственные цели, в зависимости от своего статуса среди имперских командиров и правителей. DC 20: Многие из шейдов прибыли вместе с Анклавом Шейд, когда этот город вернулся из Царства Теней. Другие возникли, заключив с тенью сделку или просто получив ее сущность. Принцы Шейда Рожденные перед разрушением древнего Нетерила, могучие арканисты-нетерезы, называемые Двенадцатью Принцами Шейда, управляют своей страной. Всецело злые, они стремятся расширить власть империи любыми необходимыми средствами. Они весьма способны к массовому разрушению и геноциду, но предпочитают прямым завоеваниям подрывную деятельность, оставляя инфраструктуру цели неповрежденной. Каждый из принцев - эпический элитный шейд-контроллер с уникальными талантами. Все они имеют некоторые навыки в арканных или теневых методах. Некоторые специализируются в военных или божественных силах. Теламонт Тантул Теламонт - Самый Высокий среди Принцев Шейда, отец всех остальных. Более двух тысяч лет возрастом, он спокойно уверен в том, что почти бессмертен. Его граждане видят в Высоком Принце Теламонте воплощение идеалов нетерезов, и он также полагает, что лишь он способен оживить и расширить империю. Эти идеи выражаются его экстравагантной имперской одеждой - черной мантией, стилизованной под крылья дракона, подобными черными наручами и ниспадающими фиолетовыми одеяниями. Высокий Принц уважает традиции древнего Нетерила, но также и установил новые, чтобы пережить столетия в Тени. Все они все еще действуют в четко структурированном обществе нетерезов. Принц Ривален Тантул Высокий священник Шар всего Нетерила, Ривален - самый мощный приверженец богини в мире, сопоставимый экзархам других богов. Нетерезами правят Самые Высокие, но Ривален - их духовный лидер. Его Купол Ночи в Анклаве Шейд - мировой центр поклонения Шар. Чудотворные силы Ривалена также защищают Принцев Шейда от насильственной смерти - и он уверен, что им это известно. Другие Принцы Другие десять сыновей Теламонта наблюдают за различными аспектами империи, работая вместе для продвижения целей своего отца. Принц Кларибурнус - генерал армий Нетерила, как и его брат Идер, также являющийся главным храмовником Купола Ночи. Агларел - лидер частных легионов Самых Высоких и личный телохранитель Теламонта. Бреннус, Фаоулд, Ламорак, Мелегонт и близнецы Маттик и Ваттик осуществляют различные правительственные функции. Детхуд - главный в разведывательных силах Нетерила. У него репутация тихого мудреца, и он регулярно дает советы всем Принцам Шейда. Шейды Становление шейдом считается великой наградой за службу империи. Самые мощные из нетерезов обычно являются шейдами. Шейд сохраняет свой первоначальный облик, но выглядит изможденным. Его кожа принимает тусклый оттенок, а глаза начинают немного светиться. Ему более не требуется есть или спать, и его старение значительно замедляется. По мере того, как шейд становится старше, его внешность становится все более темной и более чудовищной, со странными особенностями типа острых зубов. "Шейд" - шаблон, который может быть добавлен к любому гуманоидному существу; большинство шейдов некогда были людьми. Шейд может играть любую роль или быть членом любого класса. Предпосылки: Гуманоид, уровень 11 Ритуалы: Любой шейд, выполняющий требования, может изучить ритуал Теневой прогулки (КИ 312) у других шейдов, знающих его. Элита Шейда (любая роль) Теневой гуманоид XP элита Чувста темновидениев Мрачное присутствие аура 10; в пределах ауры производящие свет эффекты, уровень которых ниже такового шейда, могут создавать лишь тусклый свет. Защиты +2 AC, +2 Стойкость, +2 Рефлексы, +2 Воля Спасброски +2 Очки действия 1 Очки жизни +6 на уровень (артиллерия, скрывающийся)/+8 на уровень (контроллер, налетчик, солдат)/+10 на уровень (зверь) + показатель Телосложения Регенерация 10 образец/15 эпический (Если шейд получает сияющий урон, его регенерация не функционирует на его следующем ходу). Теневой шаг (движение; перезарядка 5 6) Телепортация Шейд может телепортироваться на 20 квадратов, но должен закончить свое движение в тусклом свете или в темноте. (Более мощные шейды могут перезаряжать эту силу чаще). Срастание с тьмой Если шейд перемещается любыми средствами на 3 или более квадратов, он скрыт сверхъествественной темнотой, получая полное укрывательство. Навыки шейды имеют +5 расовый бонус по проверкам Скрытности. Пример шейда: Нарамус Нарамус - рыцарь Шейда. Он командует эскадронами шадар-кай, координируя и иногда непосредственно наблюдая за миссиями. Его первичная обязанность - защита города Шейд, хотя иногда он обеспечивает поддержку для важных теневых караванов (страница 177). Нарамус Уровень 11 элитный налетчик (лидер) Средний теневой гуманоид 1,200 XP Инициатива +11 Чувства Восприятие +12; темновидение Мрачное присутствие аура 10; в пределах ауры производящие свет эффекты, уровень которых ниже такового Нарамуса, могут создавать лишь тусклый свет. ОЖ 208; Кровоточащий 104 Регенерация 10 (Если Нарамус получает сияющий урон, его регенерация не функционирует на его следующем ходу). AC 27; Стойкость 25, Рефлексы 23, Воля 24 Спасброски +2 Скорость 5; см. также теневой шаг Очки действия 1 Р. Полуторный меч (стандарт; по желанию) Оружие +17 против AC; 1d10+7 урона (крит 1d6+17). Д. Чакрам мрака (стандарт; по желанию) Сила Дальность 5; +15 против AC; 2d6+4 силовой урон. Р. Дуговые колебания (стандарт; по желанию) Оружие Нарамус делает две базовых рукопашных атаки и смещается на 1 квадрат после первой атаки. Р. Разрушабщий удар (стандарт; перезарядка 6) Сила, Оружие +17 против AC; 3d10+7 урон плюс продолжающийся 5 силовой урон (спасбросок заканчивает). Торжествующий крик (свободно, когда Нарамус выбрасывает критическое попадание или уменьшает врага до 0 очков жизни; по желанию) Нарамус или союзник в пределах 20 квадратов может делать рукопашную или дальнобойную атаку. Теневой шаг (движение; перезарядка 5 6) Телепортация Нарамус может телепортироваться на 20 квадратов, но должен закончить свое движение в тусклом свете или в темноте. Срастание с тьмой Если Нарамус перемещается любыми средствами на 3 или более квадратов, он скрыт сверхъествественной темнотой, получая полное укрывательство. Мировоззрение Злое Языки Общий, Нетерез (РИ) Навыки Дипломатия +15, Запугивание +15, Понимание +12, Скрытность +12 СИЛ 23 (+11) ЛОВ 18 (+9) МУД 14 (+7) ТЕЛ 18 (+9) ИНТ 12 (+6) ХАР 21 (+10) Оснащение пластинчатый доспех, тяжелый щит, полуторный меч Тактика Нарамуса Нарамус смело идет впереди, подавая пример своим последователям, и предпочитает бросать вызов противнику, который выглядит опаснее остальных. Перед тем, как вступить в ближний бой, он запускает чакрам мрака (диск из твердой тени). В бою он мобилен, используя теневой шаг для получения самого выгодного положения, и хлещет противника разрушающим ударом при любой возможности. Всякий раз при критическом ударе Нарамус воет от ликования, вдохновляя своих союзников. Служители Шейда Долгие годы шедовары смешивали теневую сущность и даже кровь извергов с человеческим родом ради создания служителей. Кринт С самого момента их создания эти строгие серокожие гуманоиды были рабами шедоваров. Они - способные и почти что бесстрашные воины, служащие своим хозяевам с убийственной самоотреченностью. Но зараза демонического наследия делает их опрометчивыми и кровожадными. Начиная с появления шадар-кай население кринтов резко стало падать и вскоре, вероятно, заглохнет совсем. Шадар-кай Чума Заклинаний и изменение ей космоса возымели странный эффект на некоторых нетерезов. Их акклиматизация к столетиям в Тени заставила их превратиться в шейдоподобных существ или рождать таковых. Принц Ривален объявил, что это чудо, посланное Шар. Он поименовал измененный народ шадар-кай, что и стало обычным названием этой расы. Молодежь шедоваров на пороге юности иногда становятся шадар-кай, хотя подобный феномен не так част. Шадар-кай живут с истинно подобными себе, и их союзы с людьми также производят шадар-кай. Ривален также изобрел ритуал для превращения любого человека в шадар-кай, мало чем отличающийся от такового для создания шейдов. Шадар-кай нетерезов существовали более трех поколений. Они - привилегированный класс, не столь благословляемый, как шейды, но получающий уникальное обучение. Агенты-шадар-кай работают для лучшей связи Нетерила с Фаэруном и собирают ресурсы и информацию со всего их протяжения. Большинство их становится истинными шейдами. Не все шадар-кай служат Нетерилу. Многие бегут из империи, чтобы идти по миру своим путем. Другие - потомство людей, давно порвавших с шейдами или отказавшиеся пересекать Царство Теней. Шадар-кай Нетерила обычно поклоняются Шар и сильнее склоняются ко злому поведению, чем их коллеги - не-нетерезы. Те, кто из Царства Теней, предаются жуткому поведению ради острых ощущений. Многие уважают Темпуса, хотя некоторые следуют Шар, Цирику, Бешабе или даже Асмодеусу. Редкие и немногие очень уважают Тимору. Таалуды (Thaaluds) Известные авантюристам по всему Фаэруну как "могильные топтуны", таалуды изначально были созданы древними нетерезами. Теперь, с возвращением шедоваров, ритуал их создания вновь известен миру, и растущее количество таалудов защищает поселения Нетерила и бродит в Подземье. Таалуд Уровень 20 элитный солдат Огромный естественный оживленный (конструкция) XP 5,600 Инициатива +15 Чувства Восприятие +16; слепой, слепое видение 20 ОЖ 380; Кровоточащий 190 AC 38; Стойкость 35, Рефлексы 31, Воля 32 Иммунитет яд; Сопротивление 10 холод, 10 огонь, 10 молния Спасброски +2 Скорость 8 (земная прогулка), копание 2 (туннель) Очки действия 1 Р. Кувалда (стандарт; по желанию) Оружие Досягаемость 3; +27 против AC; 2d8+11 урон. Д. Бросок кувалды (стандарт; по желанию) Оружие Дальнобойная 10/20; +26 против AC; 2d8+11 урон. Кувалда возвращается к таалуду в конце его хода. Р. Двойная атака (стандарт; по желанию) Оружие Таалуд делает две базовых рукопашных атаки. Р. Подсекающая кувалда (стандарт; по желанию) Оружие Требует кувалды; досягаемость 3; +20 против AC; 2d8+11 урон, и цель вытолкнута на 2 квадрата и сбита наземь. Попадание: Таалуд может делать базовую рукопашную атаку против другого существа в пределах досягаемости. А. Шипы-камни (стандарт; столкновение) Зона Область взрыва 3 в пределах 20; +24 против AC; 1d8 урон, и цель замедлена (спасбросок заканчивает). Критическое попадание: Как выше, но цель берет -5 штраф к своему спасброску для окончания замедленного состояния. Зона - трудный ландшафт до конца столкновения. Мировоззрение Нет Языки понимает Общий и Нетерез (РИ); телепатия 20 Навыки Аркана +21 СИЛ 30 (+20) ЛОВ 17 (+13) МУД 12 (+11) ТЕЛ 22 (+16) ИНТ 22 (+16) ХАР 24 (+17) Оснащение +1 адамантиновая магическая кувалда Тактика таалудов Таалуд может ощущать колебания большинства субстанций, и он использует эту информацию для обнаружения и поражения врагов. Он может использовать эту способност, даже находясь под землей. Таалуды стараются зарыться под врагов и напасть на них неожиданно. Таалуд начинает битву шипами-камнями, чтобы уменьшить маневренность своих противников, а затем полагается на свою разрушительную способность к рукопашной для добивания. Знания о таалудах Персонаж знает следующую информацию при успешной проверке навыка. Аркана DC 15: В Нетериле таалуды служат не только охранниками, но также и способными строителями, и даже в рли осадных орудий. Они не могут говорить, но понимают языки своих создателей. Существуют также меньшие и великие таалуды. Аркана DC 20: У всех таалудов есть сверхъествественная способность разминать камень в желаемую форму, если он необработан. Некоторые способны на точную работу, используя мирские инструменты после грубого формирования камня. История DC 20: С возвращением Нетерила множество свободных таалудов, выживших до сей поры в Подземье, вернулось к своим старым хозяевам. С тех пор их численность значительно выросла. Везераб (Veserab) Везераб - летучее существо 10-футовой длины, похожее на нечто среднее между безглазым лампреем и летучей мышью. Знания о везерабах Персонаж знает следующую информацию при успешной проверке Арканы. DC 20: Дикие везерабы есть в больших количествах лишь в диких местах Царства Теней. Там они формируют пары или маленькие скопления, каждое из которых возглавляет его самая крупная самка (самки крупнее самцов). DC 30: Везерабов обучают в качестве скакунов для привилегированых жителей Нетерила. На Фаэруне тварей проще всего встретить в анклавах Саккорс и Шейд, где часто нужен полет. Везераб Уровень 6 скрывающийся Большая теневая тварь (скакун) XP 250 Инициатива +11 Чувства Восприятие +11; слепой, слепое видение 20 ОЖ 60; Кровоточащий 30 Иммуннитет вредное дыхание AC 20; Стойкость 20, Рефлексы 17, Воля 17 Скорость 4 (неуклюжий), полет 8 Р. Укус (стандарт; по желанию) +11 против AC; 2d6+5 урон. Р. Крылокоготь (стандарт; по желанию) +11 против AC; 1d6+5 урон; см. также пикирующее царапание крылом. К . Вредное дыхание (стандарт; столкновение) Яд, Зона Близкий взрыв 4; +9 против Стойкости; 2d6+3 урон ядом, и цель берет -2 штраф ко всем защитам до конца следующего хода везераба. Эта сила создает зону черных вредоносных паров, остающихся на месте до конца столкновения. Эта зона блокирует линию вида, и существа, вступающие в зону или заканчивающие в ней свой ход, получают 5 урон ядом. Везерабы иммунны к эффектам этой силы. Р. Пикирующее царапание крылом (стандарт; по желанию) Везераб делает атаку с разгона, делая две атаки крылокогтями. После атаки везераб перемещается на 1 квадрат и приземляется в незанятом месте. Темные крылья (когда есть дружественный наездник 6-го уровня или выше; по желанию) Наездник везераба получает сопротивление яду 5 яду и иммуннитет к эффектам вредного дыхания любого везераба. Боевое преимущество Везераб наносит дополнительный 1d6 урон при рукопашных атаках против любой цели, против которой он имеет боевое преимущество. Мировоззрение Нет Языки - Навыки Скрытность +12 СИЛ 20 (+8) ЛОВ 18 (+7) МУД 17 (+6) ТЕЛ 17 (+6) ИНТ 2 (-1) ХАР 4 (+0) Тактика везерабов Дикие везерабы нападают на кого угодно, что считают способными убить и съесть; скакун находится под контролем своего наездника. В бою везераб сначала выпускает свое вредное дыхание, а затем пикирует на цели, пойманные в его области. Он обычно нацеливается на самое маленькое или слабо выглядящее существо, надеясь на легкую пищу. Везерабы поражают использованим своего дыхательного оружия при совместной охоте. Группы при столкновениях Агенты-нетерезы, главным образом люди или шадар-каи, вовлечены в заговоры всех мастей практически где угодно. Среди сил Нетерила есть теневые существа и нежить, типа духов, теневых драконов, смертельных гигантов, свирепых вивернов и даже драколичей. У империи также есть немалое количество злых гуманоидных рабов, и она заключает союзы с подобными существами, например - с орками Королевства Множества Стрел. Столкновение 7 уровня (XP 1,500) - 1 шадар-кай сумрачный клинок (уровень 6 скрывающийся с преимуществом скакуна) - 1 шадар-кай цепной боец (уровень 6 налетчик с преимуществом скакуна) - 2 везераба (уровень 6 скрывающийся, скакуны шадар-каев) - 2 теневых гончих (уровень 6 налетчик) Столкновение 9 уровня (XP 2,900) - Нарамус (уровень 11 элитный солдат [лидер]) - 1 пламенный череп (уровень 8 артиллерия) - 1 воин шадар-кай (уровень 8 солдат) - 1 темный сталкер (уровень 10 скрывающийся) - 5 воинов-орков (уровень 9 миньон) Столкновение 21 уровня (XP 20,300) - 1 шейд волшебник лич (уровень 22 элитная артиллерия) - 1 мучительное привидение (уровень 21 контроллер) - 2 таалуда (уровень 20 элитный солдат) ОРДЕН СИНЕГО ОГНЯ (ORDER OF BLUE FIRE) Орден Синего Огня широко известен как доброжелательная группа магошрамов, готовых помочь другим побольше узнать об эффектах Чумы Заклинаний. Знания об Ордене Синего Огня Персонаж знает следующую информацию при успешной проверке навыка. История DC 35: Мастера Абсолютного Согласия сформировались в Глубинном Имаскаре (страница 222) или около него в течение Чумы Заклинаний. Они все еще заточены близ этого города в Подземье и могут манипулировать чумными землями и посылать видения магошрамам. Их руководство более последовательно, чем таковое шарнов (см. ниже), но все равно усиливает и распространяет Чуму Заклинаний. Религия DC 30: Публичное лицо ордена - ширма для более зловещей организации. Первоначально это был культ, посвященный идее того, что Чума Заклинаний - святое космическое событие, работу которого следует продолжать. Шарны представляют собой выражение Чумы Заклинаний, ведя тех, кто следует глубочайшим заповедям ордена. Время от времени их указания культу становятся беспорядочными, противоречивыми и даже нелогичными, что приводит к удивительным и ужасным событиям, распространяющим и питающим существующее активные заводи Чумы Заклинаний. Мудрость Улиц DC 35: Орден Синего Огня фактически является источником многих проблем, которые он словно пытается решить. Тем не менее, учитывая хорошую репутацию ордена, убедить кого-либо в этом почти невозможно. Его официальные лица отрицают действия членов, способствующие Чуме Заклинаний и ее изменениям. Организация У Ордена Синего Огня есть отделения во многих поселениях по всему Фаэруну. Он поддерживает приюты для размещения и обучения магошрамов. В домах Ордена есть подборки знаний и преподаватели для обучения народных масс относительно чумных земель и Чумы Заклинаний. Дома также являются базами для экспертов, экипированных для приручения неконтролируемых магошрамов и измененных чумой существ, обычно безвозмездно. По этим причинам орден зачастую приветствуется и уважается в сообществах. В глубине ордена таятся фанатики, зацикленные на изменении мира согласно учению шарнов и Мастеров Абсолютного Согласия. Они тонко работают для выпускания в цивилизованные области проблем, связанных с Чумой Заклинаний. Однако, на чумных землях эти экстремисты действуют безнаказанно. Лидер: Шарны и Мастера Абсолютного Согласия - скрытые лидеры ордена. Штаб: Ормпетарр в Вилонских Дебрях (см. страницу 193). Иерархия: Большинство организации неофициально, при этом самые компетентные или старшие члены принимают в данной ячейке роль лидеров. Командиры заботятся о нуждающихся и желающих принять контроль энергии Чумы Заклинаний; они часто служат лидерами и обращают других в свою "веру". Мастера знаний - философы-арканисты, преподающие и накапливающие знание, а рыцари защищают владения ордена и помогают управлять проявлениями Чумы Заклинаний, принимая командование лишь в случае военных действий. Члены: Многие из членов ордена - народ-магошрамы, но общество принимает на службу почти всех способных добровольцев. Поскольку работа с проявлениями Чумы Заклинаний - лишь часть доктрины ордена, более высокие эшелоны группы включают большее количество членов-магошрамов. Посвященные во внутренние тайны принимают в дополнение к другим титулам титул "аккордант" ("соответствующий"); например - рыцарь-аккордант. Члены Ордена также предпринимают шрамопаломничества на чумные земли, надеясь увеличить и распространить знание о таких местах. Некоторые из тех, кто рискует забираться за пределы искривленных границ таких территорий, возвращаются с чудесными рассказами. В ордене чтят таких храбрых паломников - выживают они или нет. Немногие за пределами ордена считают их более чем безумными или безрассудными. Аккорданты Синего Огня Фанатики в рядах Ордена Синего Огня формируют внутренний круг агентов, продвигающих истинные цели ордена. В их ряды приглашают лишь истинных сторонников, обычно - после посещения шарна или проявления Мастеров Абсолютного Согласия. Особенно в пределах чумных земель типа остатков Халруаа аккорданты зачастую игнорируют ранги и ведут себя беспорядочно - мастера знаний в частности. Многие из аккордантов Синего Огня - способные бойцы стороны, обученные работать вместе в маленьких группах. Компания аккордантов может иметь столь же разнообразные таланты, как таковые любой квалифицированной приключенческой группы, с добавлением магошрамовских сил. Рыцарь-аккорданты охотно принимает приказы от командиров, мастеров знаний и вышестоящих рыцарей. Рыцарь-аккордант Уровень 10 Солдат Средний естественный гуманоид, человек, магошрам XP 500 Инициатива +8 Чувства Восприятие +14 ОЖ 105; Кровоточащий 52 AC 26; Стойкость 24, Рефлексы 19, Воля 22 Скорость 5 Р. Военная кирка (стандарт; по желанию) Сила, Оружие +17 против AC; 1d8+6 плюс 3 силовой урон (критический 1d8+14 плюс 3 сила), и цель отмечена. Д. Длинный лук (стандарт; по желанию) Сила, Оружие Дальнобойная 20/40; +13 против AC; 1d10+1 плюс 3 силовой урон, и цель отмечена. Шип Синего Огня (малое; перезарядка 3 4 5 6) Сила До начала следующего хода рыцаря оружие рыцаря становится энергетическим, атакуя Рефлексы цели вместо ее AC и нанося дополнительный 1d10 силовой урон. Глаз рыцаря (немедленная реакция, когда смежный враг смещается или когда смежный враг, отмеченный рыцарем, атакует союзника; по желанию) Сила, Оружие РАСШИРЕНИЕ РЯДОВ ОРДЕНА Аккорданты, представленные здесь - типичные члены Ордена Синего Огня, предназначенные для работы с шарнами на чумных землях - в местах, лучше всего подходящих для приключений персонажей верхнего героического ряда или ряда образцов. Легко сделать других аккордантов - уровнем ниже или выше этих примеров, согласно указаниям Главы 10 Руководства Ведущего. Например, наемники Жента (страница 282) легко могут быть оперативниками- аккордантами низшего уровня. Вы можете легко варьировать расу аккорданта, добавляя расовые черты и регулируя его показатели способностей соответственно. Вы можете также использовать информацию о магошрамах из Руководства Игрока Забытых Царств для создания уникальных магошрамов и даже измененных чумой NPC или монстров. Силы этих примеров аккордантов - хорошая отправная точка для разработки таковых оригинальных. Этот народ явно сверхъестественный, так что введение таких противников будет означать немалое удовольствие для ваших игроков. Рыцарь делает базовую рукопашную атаку против врага. Решительный критический При критическом попадании любой атакой, цель также сдвигается на 1 квадрат. Мировоззрение Любое Языки Общий, один региональный язык (РИ) Навыки Выносливость +11, Запугивание +12 СИЛ 22 (+11) ЛОВ 12 (+6) МУД 19 (+9) ТЕЛ 17 (+8) ИНТ 10 (+5) ХАР 15 (+7) Оснащение чешуйчатый доспех, тяжелый щит, военная кирка, длинный лук, 20 стрел Тактика рыцаря-аккорданта Рыцари-аккорданты делают то, что требуется для защиты более уязвимых союзников. Они связывают противников рукопашной и маневрами для обеспечения боевого преимущества для других рыцарей. Рыцарь- аккордант использует шип синего огня при любой возможности, чтобы побыстрее расправиться с противником. Аккордант мастер знаний Уровень 11 Артиллерия Средний естественный гуманоид, человек, магошрам XP 600 Инициатива +5 Чувства Восприятие +9 ОЖ 90; Кровоточащий 45 AC 23; Стойкость 22, Рефлексы 25, Воля 23 Скорость 6 Р. Силовой посох (стандарт; по желанию) Сила, Оружие +15 против AC; 1d8 силовой урон. Д. Изменяющий луч (стандарт; по желанию) Сила, Полиморф Дальность 10; синий луч деформирует цель на мгновение; +16 против Рефлексов; 1d8+6 силовой урон, и цель ошарашена до конца следующего хода мастера знаний. К. Изменяющая волна (стандарт; столкновение) Полиморф Близкий взрыв 5; волна синего огня вырывается из мастера знаний, деформируя формы тех, кто оказывается пойманным в ней; +15 против Стойкости; 1d4+6 урон, и цель замедлена и ослаблена до конца следующего хода мастера знаний. Д. Соответственное видение (стандарт; столкновение) Психический Дальность 20; +15 против Воли; 1d12+6 психический урон, и цель ошарашивается (спасбросок заканчивает). Мировоззрение Любое Языки Общий, один региональный язык (РИ) Навыки Аркана +16, Строительство Подземелий +14, История +16, Понимание +14 СИЛ 10 (+5) ЛОВ 11 (+5) МУД 19 (+9) ТЕЛ 17 (+8) ИНТ 22 (+11) ХАР 12 (+6) Оснащение робы, четвертной посох Тактика аккорданта мастера знаний В битве аккордант мастер знаний остается позади союзнических рыцарей, используя изменяющую волну для ослабления многократных целей, как только возникает такая возможность. Затем мастер знаний посылает соответственное видение для нанесения вреда атакующим и защитным способностям врагов. Для нападения он сосредотачивается на изменяющих лучах, атакуя своим пылающим синевой посохом лишь в крайнем случае. Командир-аккордант Уровень 11 налетчик (лидер) Средний естественный гуманоид, человек, магошрам XP 600 Инициатива +11 Чувства Восприятие +16 ОЖ 113; Кровоточащий 56 AC 25; Стойкость 22, Рефлексы 23, Воля 25 Скорость 6; см. также изменяющий сдвиг Р. Касание Чумы Заклинаний (стандарт; по желанию) Сила +14 против Рефлексов; 1d4+6 силовой урон, и цель получает продолжающийся 5 силовой урон (спасбросок заканчивает). Д. Сфера Чумы Заклинаний (стандарт; по желанию) Сила Дальность 20; +14 против Рефлексов; 1d4+6 силовой урон, и цель получает продолжающийся 5 силовой урон (спасбросок заканчивает). Р. Дух Чумы Заклинаний (стандарт; поддержка стандарт; столкновение) Сила, Полиморф Командир становится духом Синего Огня. Он становится иллюзорным и может входить и двигаться через местоположения врагов и пористые препятствия, в иных случаях не позволяющие движение (типа двери или взломанного окна). Командир делает базовую рукопашную атаку против любого существа, в местоположение которого он входит, но не может этим способом атаковать цель более одного раза. К. Помощь синего огня (малое; перезарядка 5 6) Лечение Близкий взрыв 5; один союзник в пределах области восстанавливает 11 очков жизни (магошрамы и измененные чумой существа также добавляют свой бонус Телосложения). Кроме того, этот союзник получает 1d6 временных очков жизни в форме мерцающей синей ауры. Измененяющий сдвиг (движение; по желанию) Полиморф Командир смещается на 2 квадрата. Он становится иллюзорным и может двигаться через местоположения врагов до конца этого перемещения. Мировоззрение Любое Языки Общий, один региональный язык (РИ) Навыки Аркана +11, Излечение +16, Скрытность +13 СИЛ 11 (+5) ЛОВ 19 (+9) МУД 22 (+11) ТЕЛ 17 (+8) ИНТ 12 (+6) ХАР 12 (+6) Оснащение шкурный доспех Тактика командира-аккорданта Охваченный в течение битвы слегка колеблющимся синим огнем, командир-аккордант предпочитает ближний бой, приберегая сферу Чумы Заклинаний для изворотливых врагов. Проповедуя литанию добродетелей Чумы Заклинаний, командир открывает дух Чумы Заклинаний, чтобы маневрировать позади вражеской линии и повреждать несколько целей. Затем он использует изменяющий сдвиг для поддержки боевого преимущества при атаках касанием Чумы Заклинаний. Замыкающий рыцарь-союзник - первичная цель для помощи синего огня. Шарн (Sharn) Шарны - очевидно бессмертные существа, сформированные из слитого сознания. Шарн Уровень 12 соло артиллерия Большая магическая тварь-абберрант XP 3,500 Инициатива +12 Чувства Восприятие +16; темновидение ОЖ 615; Кровоточащий 307; см. также второй ветер Регенерация 10 AC 28; Стойкость 28, Рефлексы 28, Воля 29 Иммунитет окаменение, полиморф Спасброски +5 (+8 против эффектов устрашения и против состояний, препятствующих движению); см. также независимое сознание Скорость 4, полет 8 (парение) Очки действия 2 Р. Коготь (стандарт; по желанию) Досягаемость 2; +16 против AC; 1d6+5 урон. Д. Адаптивный синий заряд (стандарт; по желанию) Сила (см. текст) Дальность 20; +16 против Рефлексов; 1d6+7 силовой урон, и продолжающийся 5 переменный урон. Продолжающийся урон - тип, к которому цель наиболее уязвима (на выбор шарна; тип урона не изменяется, будучи выбранным). Если цель не имеет никакой уязвимости, продолжающийся урон - силовой. Д. Хекс-портал (малое; поддержка - малое [см. текст]; по желанию) Призывание Дальность 5; шарн создает шестиугольное окно из синего света, через которое он может атаковать, как будто находится на месте этого портала. Как малое действие, он может перемещать один портал на 4 квадрата. Порталы не блокируют линию вида, линию эффекта или вражеское движение. Шарн может поддерживать до трех таких порталов одновременно единственным незначительным действием; он может закрывать их столько, сколько пожелает, свободным действием. Д. Скачущий чумной огонь (стандарт; перезарядка 5 6) Огонь, Сила Шарн посылает взрыв Синего Огня против трех целей; первая цель должна быть в пределах 10 квадратов от шарна, а две другие цели в пределах 5 квадратов от первой цели. Первичная цель: +17 против Стойкости; 2d6+7 огненный и силовой урон. Вторичные цели: +17 против Рефлексов; 1d6+7 огненный и силовой урон, и цель ошарашивается (спасбросок заканчивает). Независимое действие (стандарт; по желанию) Шарн делает две базовых атаки (рукопашных или дальнобойных). Если два различных вида базовых атак поражают одну и ту же цель (типа когтя и укуса), эта цель также ошарашивается (спасбросок заканчивает). Второй ветер (стандарт; столкновение) Лечение Шарн тратит лечащую волну и излечивает 153 очков жизни. Шарн получает +2 бонус ко всем защитам до начала своего следующего хода. Двойные действия Шарн бросает инициативу дважды, получает два хода в течение раунда и имеет полный набор действий (стандарт, движение, малое) на каждом ходу. Каждый набор действий соответствует различному сознанию. Способность шарна брать непосредственные действия регенерирует на каждом из его ходов. Независимое сознание Шарн автоматически спасается от ошарашивающих и ошеломленных состояний и против эффектов зачарования, которые может закончить спасбросок. Угроза досягаемости Шарн может делать атаки возможности против всех врагов в пределах своей досягаемости (2 квадрата), включая таковые через хекс- порталы. Мировоззрение Хаотично злое Языки Общий, Глубинная Речь Навыки Аркана +16, Понимание +10, Религия +16 СИЛ 21 (+11) ЛОВ 23 (+12) МУД 8 (+5) ТЕЛ 23 (+12) ИНТ 21 (+11) ХАР 24 (+13) Тактика шарнов Шарн открывает бой скачущим чумным огнем, заставляя синий огонь вырваться из одного противника и перепрыгивать на других. Затем он основывает сеть хекс-порталов, чтобы ударять своих врагов с неожиданных направлений, в особенности атаками возможности. Знания о шарнах Персонаж знает следующую информацию при успешной проверке навыка. Аркана DC 30: Шарны живут в глубинном Подземье около земных узлов, но проводят большинство времени на своем родном демиплане. Они могут "отдыхать" определенным аспектом своей групповой личности, в то время как другие функционируют, так что они не спят. Шарны воспроизводятся исполнением ритуала впитывания желающего живого существа. Чем более продвинут шарне, тем большее количество лиц он впитал. Многие в Ордене Синего Огня считают воссоединение с шарном высшей честью. Аркана DC 35: Отдельный шарн - "пузырь" собранного понимания, вытесненный из своего родного демиплана, который странно связан со всем космосом. Чума Заклинаний коснулась и этого широко распространенного демиплана, инфицировав его жителей. Теперь все шарны - воплощения Чумы Заклинаний. История DC 35: Шарны сформировались древние времена в течение Войн Короны, ужасных столкновений среди эльфов и эладринов, которые привели помимо прочих ужасов к рождению дроу. Темное Бедствие, произошедшее в -10,500 DR, было убийственным штормом, охватившим и разрушившим целиком царство Миеритар, где ныне находится Высокая Пустошь. Маги пытались подавить Темное Бедствие, но были поглощены им, даже при том, что они сдержали его в пределах демиплана. Внутри этой бури магического хаоса, когда тела магов растворились и вновь слились, и были рождены первые шарны. Измененный чумой гхол (Plaguechanged Ghoul) Чума заклинаний убивала без разбора, но и подняла некоторых из тех, кого убила, в голодающей форме. Измененный чумой гхол Уровень 9 зверь Средний естественный гуманоид, магошрам (нежить) XP 400 Инициатива +8 Чувства Восприятие +5 ОЖ 109; Кровоточащий 54 AC 21; Стойкость 21, Рефлексы 21, Воля 20 Иммунитет болезнь; Сопротивление 5 некротический, 5 силовой Скорость 6, подъем 4 Р. Коготь (стандарт; по желанию) Сила +13 против AC; 2d10+5 силовой урон, и цель вытолкнута на 1. Р. Утроба кишки (стандарт; по желанию) Сила Вызывает атаки возможности; +13 против Рефлексов; 2d8+3 силовой урон, и гхол может расходовать лечащую волну. Р. Проходящий расход (немедленная реакция при промахе рукопашной атаки от смежного нападавшего; перезарядка 5 6) Сила Измененный чумой гхол может делать атаку утробы кишки, не вызывающую атаки возможности. Мировоззрение Нет Языки Общий СИЛ 18 (+8) ЛОВ 19 (+8) МУД 3 (+0) ТЕЛ 21 (+9) ИНТ 6 (+2) ХАР 17 (+7) Тактика измененных чумой гхолов Стая измененных чумой гхолов бьется подобно группе неистовых волков. Группа окружает противника настолько быстро, насколько возможно. Оставаясь в ближнем бою, гхолы подталкивают врагов к соплеменникам или к другим союзникам-рукопашникам. Знания об измененных чумой гхолах Персонаж знает следующую информацию при успешной проверке Религии. DC 25: Измененные чумой гхолы выглядят подобно нормальным гхолам, кроме пламенной синей утробы, которая есть у измененный чумой в кишках. Эта нежить также словно существует в состоянии чуть ближе к жизни, чем типичная нежить. Подобно типичным гхолам, они жаждут плоти, демонстрируя лишь некоторую близость к существам, имеющим сверхъествественные силы, и презирают поедать магошрамов или измененных чумой. Оставшись за прошедшей Чумой Заклинаний, измененные чумой гхолы населяют отдаленные места и все еще появляются на чумных землях. Они не объединены ни с какой из известных экстрапланарных сил, но Оркус, конечно же, хотел бы повлиять на них. ЕРЕСЬ Хоть мировоззрение аккордантов может быть любым, большинство их не имеет мировоззрения, хаотически злы или злы. Тем не менее, в организации есть множество добросердечных членов, особенно в более низких эшелонах. Многие из них могут даже приходить к вере в истинную догму организации, но они не используют зло или двуличные методы этого кредо. Как и в любой большой организации, среди тех, кто желает и дальнейших изменений Чумы Заклинаний на Фаэруне, возникает противоречие планов и действий. Приказы со стороны шарнов беспорядочны, и они часто противопоставляются действиям, вдохновленными видениями, посланными Мастерами Абсолютного Согласия. Таким образом, различные секты в пределах ордена могут вступать в разногласия друг с другом. Конфликты в пределах Ордена Синего Огня могут дать богатые возможности для использования организации в кампании в качестве неоднократно появляющегося злодея. Вкупе с тем фактом, что орден часто создает проблемы, про которые утверждает, что они были решены, зачастую его члены могут оказаться по обе стороны конфликта. Подсекты могут также преследовать свои собственные цели в дополнение к общей цели ордена. DC 30: Измененных чумой гхолов можно встретить в качестве миньонов Ордена Синего Огня. Орден влияет на них продовольствием и предложением безопасной зоны. Также похоже, что определенное влияние на гхолов имеют шарны. Группы при столкновениях Шарны появляются в одиночку, парами или с аккордантами и их подчиненными. Аккорданты работают со всеми видами существ, продвигающих цели ордена. Чаще всего их союзники - другие аккорданты, существа- аберранты, существа-магошрамы и измененные чумой существа - типа измененных чумой гибберлингов или гхолов. Столкновение 9 уровня (XP 2,400) - 1 рыцарь-аккродант (уровень 10 солдат) - 1 измененный чумой гхол (уровень 9 зверь) - 1 катун грязного отродья (уровень 8 налетчик) - 1 доппельгангер-убийца (уровень 9 скрывающийся) - 1 дестрачан (уровень 9 артиллерия) - 1 эладрин сумеречный инкантер (уровень 8 контроллер) КОРОЛЕВСТВА РЕПТИЛИЙ (REPTILE KINGDOMS) В первобытные времена змеиные саррукхи взошли к силе и создали великие империи, сформировав много новых существ для удовольствия и для прислуживания себе. Затем численность саррукхов уменьшилась, и они на целые эры покинули Торил - для сна или для планарных исследований. В мире все еще есть маленькое количество этих великих повелителей-рептилианов, ныне пробужденных и готовящихся выступить против существ, правящих миром сегодня. В их царстве Окотх (см. страницу 166) все еще есть записи о многом из их истории. Интеллектуальные существа, созданные саррукхами, все вместе известные как Чешуйчатые, сформировали новые культуры и новые царства после ухода своих создателей. Заводи деятельности рептилианов обычны по всему Фаэруну, но есть и могучие царства, управляемые Чешуйчатыми. Гуманоиды-рептилианы беспокоят народ по всему Фаэруну, но их численность выше всего на юге. Чалт, руины Леспера и южный Люирвуд принадлежат юань-ти. Наджара - доминион, управляемый нагами, а Ретилд - величайшее царство лизардфолков Фаэруна. Окотх, подобно своему старому тезке, принадлежит саррукхам. Терпенци, Страж Наджары Некогда великая бессмертная нага, основатель и давний правитель Наджары, Терпенци давно потерял свою жизнь и статус. После его падения ужасающие ритуалы ограничили его душу в скелетном теле. Силой Мергелевого Шпиля Наджары (см. страницу 57) древняя нага-нежить полностью подчинена воле правителя Наджары. Терпенци все еще заботится о Наджаре, своем бывшем доминионе, но он постоянно проверяет границы контроля, наложенного на него Мергелевым Шпилем. Терпенци устроил свое логовище в Змеиной Яме, в Подземье, в самой нижней точке наджарского города Сс'кханаджа, среди обширной сокровищницы Джаранта, Короля Змей. Терпенци Уровень 30 соло контроллер Огромная бессмертная магическая тварь (нежить) XP 95,000 Инициатива +27 Чувства Восприятие +30; темновидение Пленяющее присутствие (Зачарование, Психический) аура взгляда; пока Терпенци не кровоточит, любой враг, атакующий его, получает 15 психический урон или ошарашивается до начала следующего хода этого существа (на выбор врага). Враг, который уже ошарашен, вместо этого становится ошеломленным. ОЖ 1,400; Кровоточащий 700; см. также перекачка раба AC 45; Стойкость 47, Рефлексы 48, Воля 48 Иммунитет болезнь, яд; Сопротивление 30 некротический; Уязвимость 15 сияющий Спасброски +5 Скорость 6, полет 8 Очки действия 2 Р. Укус (стандарт; по желанию) Некротический Досягаемость 3; +35 против AC; 4d6+8 урон, и продолжающийся 10 некротический урон (спасбросок заканчивает). Р. Жало на хвосте (стандарт; по желанию) Яд Досягаемость 3; +35 против AC; 2d8+8 урона ядом, и цель ослаблена и получает продолжающийся 10 урон ядом (спасбросок заканчивает оба). Последействие: Цель ослаблена (спасбросок заканчивает). Д. Порабощающий взгляд (малое; перезарядка 6) Зачарование Дальность 10; +35 против Воли; цель ошарашивается (спасбросок заканчивает). Первый проваленный спасбросок: Цель ошарашивается и не может атаковать Терпенци (спасбросок заканчивает оба). Второй проваленный спасбросок: Над целью доминируют (спасбросок заканчивает). Все спасброски для окончания этих эффектов берут -2 штраф. А. Стена леденения души (стандарт; поддержка - малое; перезарядка 5 6) Призывание, Некротический Область стены 10 в пределах 10; призывается стена смежных квадратов, заполненных тьмой, блокирующая линию вида для всех существ, кроме Терпенци. Стена может быть до 5 квадратов длиной и до 2 квадратов высотой. Место, занятое стеной леденения души - трудный ландшафт. Любое существо, вступающее в область или начинающее в ней свой ход, берет 15 некротический урон. Д. Перекачка раба (малое; перезарядка 5 6) Лечение, Некротический Дальность 20; Терпенци наносит 30 некротический урон существу, над которым доминирует, и восстанавливает 30 очков жизни. Угроза досягаемости Терпенци может делать атаки возможности против всех врагов в пределах своей досягаемости (3 квадрата). Мировоззрение Злое Языки Общий, Божественный Навыки Аркана +30, Блеф +32, Дипломатия +32, Понимание +30, Запугивание +32, Скрытность +32 (+40, чтобы скрыться) СИЛ 27 (+23) ЛОВ 34 (+27) МУД 31 (+25) ТЕЛ 32 (+26) ИНТ 30 (+25) ХАР 34 (+27) Тактика Терпенци Терпенци всегда начинает "танец смерти", как он называет бой, с использованием порабощающего взгляда, чтобы сломить своей сокрушительной волей выбранного противника. Как только он доминирует над врагом, Терпенци делит поле битвы и блокирует дальнобойных нападавших тщательно размещенной стеной леденения души. Затем великая змея нападает врукопашную, держа доминируемое существо поблизости, чтобы эксплуатировать по мере необходимости перекачку раба. Саррукхи Саррукхи - раса-прародитель всех змей и большинства недраконьих существ-рептилианов Торила. Они считают тех, у кого нет подобного великолепного наследия, слабаками, подходящими лишь в качестве рабов. Каждый из саррукхов - уникальный элитный монстр, обычно эпического ряда, со своими собственными силами и целями. Он может играть любую роль, но предпочитает артиллерию, контроллера или солдата, часто с подролью лидера. Некоторые из саррукхов используют магические изделия в дополнение к своим собственным устрашающим способностям. Знания о саррукхах Персонаж знает следующую информацию при успешной проверке Природы. DC 15: У всех существ есть врожденный страх перед саррукхами, который можно подавить, лишь увидев своими глазами поражение одного из них. Первобытное блистание саррукхов позволяет им деформировать восприятие врага своим взглядом. ЧЕШУЙЧАТЫЕ Саррукхи создали почти всех существ-рептилианов Торила. Все основные разновидности обсуждаются ниже. Лизардфолки: Лизардфолк Торила менее заражены своими создателями, чем многие другие существа- рептилианы. Однако, они столь же жестоки и разрушительны, как и теч, что показаны в Руководстве Монстров, и они скорее всего будут склоняться ко злому мировоззрению. Далеко не одним племенем управляют злорадные и даже развращенные извергами индивидуумы. Наги: Существуют стражи, подобные таковым из Руководства Монстров, но все, кроме Терпенци - естественные магические твари, а не бессмертные. Наги-бейнлары (страница 239) были созданы для служения богу Бэйну и являются бессмертными существами. Многие из наг Торила столь же злы, как и их прародители. Троглодиты: Саррукх создали троглодитов для исследования охраны подземных царств. Жестокие и туповатые, эти существа без руководства своих прародителей быстро одичали. Они развили жадную и территориальную культуру, быстро распространившуюся по всему Подземью. Юань-ти: Саррукхи создали юань-ти по своему образу и подобию, и юань-ти в свою очередь научились создавать других. Юань-ти Фаэруна владеют великой силой и влиянием, хоть они и уменьшились по сравнению с ушедшими временами. Их великие дома некогда управляли империями наряду с саррукхами, и теперь они существуют средь руин тех цивилизаций. Юань-ти - коварное зло Торила, и когда они не злодействуют и не мучают других существ ради исполнения своего желания доминировать, они работают от имени саррукхов во имя еще более худших целей. Другие Чешуйчатые: Саррукхи ответственны за существование многочисленных других тварей- рептилианов и существ с сознанием или странными силами, включая бегемотов, селезней и змей-мутантов. DC 20: Саррукх может принимать одну из двух форм: гуманоидное тело, сужающееся в змеиный хвост, или двуногая человекоподобная форма, любая из которых увенчивается змееподобной головой. Их двойная природа вдохновила саррукхов на создание столь широкого спектра существ. DC 25: Сверхъествествено способные избегать опасности, саррукхи словно изгибаются от некоторых атак. Хотя они используют ритуалы для осторожного формирования, у всех их есть способности быстро запечатывать глаза, гнуть кости и причинять великую боль. DC 30: Подобно своим созданиям, особенно юань-ти, саррукхи некогда жили в кланах или благородных домах. Теперь их количество невелико, а взгляды обращены на Императора Окотха. Бесплодные и малочисленные, они медленно и тонко движутся к возвращению своей былой славы и к рождению новых поколений. Сат'фисс'ит Небовяз Один из саррукхов Окотха, Сат'фисс'ит, заработал титул Небовяз своим мастерством солнца, ветра и шторма. Сат'фисс'ит Небовяз Уровень 25 элитный контроллер Средний естественный гуманоид (рептилия) XP 14,000 Инициатива +17 Чувства Восприятие +19; темновидение, видение невидимых существ Змеиный террор (устрашение) аура 10; пока Сат'фисс'ит не кровоточит, враги в ауре замедлены. ОЖ 465; Кровоточащий 232; см. также змеиный террор AC 42; Стойкость 37, Рефлексы 38, Воля 39; см. также змеиное уклонение Иммунитет яд; Сопротивление 30 огонь Спасброски +2 Скорость 6, полет 8; см. также ускользание Очки действия 1 Р. Коготь (стандарт; по желанию) +30 против AC; 1d8+9 урон. Р. Укус (стандарт; по желанию) Яд +30 против AC; 1d6+9 урон, и цель получает продолжающийся 10 урон ядом (спасбросок заканчивает). Д. Солнечная сфера (стандарт; по желанию) Сияющий Дальность 20; +28 против Стойкости; 1d10+10 сияющий урон, и цель ослеплена (спасбросок заканчивает). Д. Ггипнотические глаза (малое; по желанию) Зачарование Дальность 10; +28 против Воли; цель ошарашивается до конца ее следующего хода. А. Вредный вихрь (стандарт; поддержка - малое; перезарядка 5 6) Яд Область взрыва 1 в пределах 10; +28 против Стойкости; 2d6+7 урона ядом, и цель обездвижена (спасбросок заканчивает). Промах: Половина урона, и цели выдвинута на 1 квадрат и не обездвижена. Д. Гадючья молния (стандарт; столкновение) Молния, Яд Дальность 20; Сат'фисс'ит делает две атаки против различных целей; +28 против Рефлексов; 1d6+10 урон молнией, и цель получает продолжающийся 10 урон ядом и замедлена (спасбросок заканчивает оба). Ускользание (стандарт; по желанию) Иллюзия Сат'фисс'ит становится невидимым до начала своего следующего хода и перемещается со своей скоростью. Змеиное уклонение Когда атака вплотную или по области, нацеленная на AC или Рефлексы Сат'фисс'ита, промахивается, но наносит урон при промахе, он не получает урона от атаки вообще. Мировоззрение Злое Языки Общий, Драконий, Исконный, Саррукхар Навыки Аркана +27, Блеф +28, Понимание +24, Запугивание +28, Скрытность +22 СИЛ 28 (+21) ЛОВ 20 (+17) МУД 24 (+19) ТЕЛ 25 (+19) ИНТ 30 (+22) ХАР 32 (+23) Тактика Сат'фисс'ит беспощадно расправляется с противниками, выпуская всю ярость своих мистических сил, прежде чем перейти к когтям и клыкам. Он использует вредный вихрь, чтобы поднять зелеными парами столько противников, сколько возможно, и гипнотические глаза, чтобы маневрировать без риска по крайней мере со стороны одного из противников. Он уничтожает противников разветвленными изумрудными зарядами гадючьей молнии; в дальнобойных противников он запускает золотые солнечные сферы. Змееоборотень (Wereserpent) Змееоборотень - ликантроп-рептилиан, способный принимать человекоподобную форму или превращаться в непропорционально большую змею. Его гибридная форма - двуногий чешуйчатый гуманоид со стройными, гибкими членами и длинным хвостом. Знания о змееоборотнях Персонаж знает следующую информацию при успешной проверке навыка. Природа DC 15: Ликантропия наследственна, и большинство змееоборотней рождено по крайней мере при одном родителе-змееоборотне. Однако, в тавернах рассказывают о неудачниках, проклятых стать подобными монстрами просто от укуса такого существа. Природа DC 20: На Фаэруне змееоборотни часто объединяются в неизвестные общества. Они обычны в анклавах юань-ти или возле них, особенно в тропиках. Большинство змееоборотней странно привлекательны, легко притягивая к себе других. Также они часто связаны с торговым или преступным миром, или с ними обеими. Природа DC 30: У юань-ти и саррукхов все еще есть знания об изменении людей и подобных гуманоидов в змееоборотней. Мудрость Улиц DC 35: В семействе Джанор, павшем благородном доме Тетира, есть множество змееоборотней. Семейство держит это в секрете, но слухи все же есть. Оно поддерживает свое богатство, вкладывая капитал в бизнес, законный и незаконный, вверх и вниз по Побережью Меча. Змееоборотень Уровень 6 контроллер (лидер) Средний естественный гуманоид (рептилия, меняющий форму) XP 250 Инициатива +7 Чувства Восприятие +9; видение при слабом освещении ОЖ 60; Кровоточащий 30 Регенерация 5 (Если змееоборотень берет урон от серебряного оружия, его регенерация не функционирует на его следующем ходу). AC 20; Стойкость 19, Рефлексы 18, Воля 17 Скорость 6, подъем 4 (только в змеиной форме), плавание 4; см. также змеиное изменение Р. Скимитар (стандарт; по желанию) Оружие +12 против AC; 1d8+5 урона (крит 1d8+13). Р. Укус (стандарт; по желанию) Яд +12 против AC; 1d6+5 урон, и цель берет -2 штраф на броски атаки и ослаблена (спасбросок заканчивает оба). Р. Захват хвостом (стандарт; по желанию) +12 против AC; цель схвачена (пока не спасется). Змееоборотень может захватывать только одно существо одновременно. Р. Утягивание противника (движение; по желанию) Воздействует на цель, схваченную змееоборотнем; +10 против Стойкости; змееоборотень может двигаться со своей скоростью и тянуть за собой схваченную цель. Р. Сжимание (стандарт; по желанию) Воздействует на цель, схваченную змееоборотнем; +10 против Стойкости; 1d4+5 урон, и цель ошарашивается до конца следующего хода змееоборотня. Змеиное изменение (движение; по желанию) Змееоборотень смещается на 4 квадрата, и союзники-змеи в пределах 10 квадратов от него могут смещаться на 3 квадрата как свободное действие. Смена формы (малое; по желанию) Полиморф Змееоборотень может изменять свою физическую форму, чтобы выглядеть как удав или как уникальный человек (см. Смену формы, РМ 280). Он не может использовать свои атаки укусом, сжиманием или захвата хвостом в человеческой форме и не может делать атаки скимитаром в форме змеи. Мировоззрение Любое Языки Общий, один другой Навыки Акробатика +12, Блеф +12, Скрытность +12 СИЛ 20 (+8) ЛОВ 17 (+6) МУД 12 (+4) ТЕЛ 15 (+5) ИНТ 10 (+3) ХАР 18 (+7) Оснащение кожаный доспех, скимитар Тактика змееоборотня Змееоборотень, втянутый в битву, предпочитает свою гибридную форму, позволяющую использовать самый широкий спектр сил. Он кусает опасного противника, вводя свой ослабляющий яд, затем поскорее захватывает этого противника своим хвостом. Он продолжает сжимать это существо, даже борясь с другими. Группы при столкновениях Существ-рептилианов часто можно встретить вместе, особенно - таковых змеиной формы. Наги, юань-ти, змееоборотни и саррукхи - обычные союзники. Известно, что даже драконы повиновались саррукхам. Многие из этих существ также легко управляют существами-нерептилианами. Змееоборотни: Индивидуальные змееоборотни развивают различные навыки, склоняющиеся к ролям солдата или налетчика, встречаются и случайные маги или священники. Подобно крысооборотням, которые также вливаются в цивилизации, змееоборотни могут быть найдены среди всех видов существ. Они привлекают змей и сами тянутся к ним и часто держат змеиных тварей в качестве домашних животных. Юань-ти и другие мощные существа-рептилианы, типа саррукхов Окотха, часто имеют лакеев-змееоборотней. Столкновение 5 уровня (XP 1,075) - 1 змееоборотень (уровень 6 контроллер [лидер]) - 2 смертельных гремучих гадюки (уровень 5 зверь) - 1 железная кобра (уровень 6 налетчик) - 1 человек-маг (уровень 4 артиллерия) Столкновение 24 уровня (XP 32,850) - Сат'фисс'ит (уровень 25 элитный контроллер) - 1 великий пламенный череп (уровень 24 артиллерия) - 1 анафема юань-ти (уровень 21 элитный налетчик) - 2 гигантских мумии (уровень 21 зверь) Столкновение 31 уровня (XP 109,000) - Джарант, Король Змей (темная нага, уровень 21 элитный контроллер) - Терпенци (уровень 30 соло) ОПАЛЕННАЯ ТВАРЬ (SCATHEBEAST) Слизнеподобные опаленные твари - полевые травоядные существа. Их можно встретить в маленьких диких стадах на равнинах с высокой травой на Вернувшемся Абейре, хотя несколько проделали и путь на Фаэрун (особенно в Тимантер). Эти существа скользят по земле на кислотной слизи, оставляя за собой тропу из увядшей, придавленной травы. Драконы охотятся на них, но меньшие существа в общем остаются в покое. Одинокая опаленная тварь достаточно опасна, но пробудившееся стадо может рвануться в сокрушительное паническое бегство. Хоть они и злобны, одинокие опаленные твари могут быть захвачены и при некоторых усилиях обучены работать с другими существами, типа драконорожденных или людей. Знания об опаленной твари Персонаж знает следующую информацию при успешной проверке навыка. Природа DC 10: Старые абейранские мифы гласят, что опаленные твари давным-давно были созданы драконами из драконорожденных рабов в великом магическом преобразовании. Мудрецы, исследовавшие трупы и драконорожденных, и опаленных тварей, говорят, что это почти наверняка не так, но такая вера сохраняется, и многие драконорожденные наотрез отказывающийся нападать на опаленных тварей. Природа DC 15: У опаленных тварей сильные семейные связи, основанные на запахе. Они нападают на любое существо, повреждающее или убивающее семью, или оно угрожает стаду. Поколения нападок драконов (смакующих их плоть) заставляют опаленных тварей инстинктивно бояться всего большого, нападающего с неба, и особенно - любых источников огня. Авантюристы вокруг походных костров часто бывали убитые в панике бегущими стадами опаленных тварей. Иногда дракон нападает на существ, досаждающих его любимому стаду. Природа DC 20: Опаленные твари питаются, растворяя продовольствие и впитывая его прямо сквозь свою слизистую кожу. Слизь опаленной твари варьируется согласно источнику ее продовольствия. Обычно это несильная кислота, не убивающая корни трав равнин, на которых обычно пасется существо. Некоторые опаленные твари почувствовали вкус к мясу. Если опаленная тварь охотится на живую добычу или защищает соплеменников, едкие выделения могут мгновенно растворять плоть. Природа DC 30: Некоторые утверждают, что длительные атаки определенным видом урона могут фактически излечивать опаленных тварей. Даже если это и не так, повторные атаки одним и тем же типом урона, похоже, оказывают все меньший и меньший эффект на данную опаленную тварь. Группы при столкновениях Стада опаленных тварей редко насчитывают более пяти-восьми индивидуумов. Существа инстинктивно избегают уничтожать поля чрезмерным выпасом. Столкновение 6 уровня (XP 1,350) - 1 бык опаленной твари (уровень 6 контроллер) - 3 взрослых опаленных твари (уровень 4 зверь) - 1 наблюдатель опаленной твари (уровень 4 налетчик) - 1 рой зайртайлов (уровень 3 налетчик; страница 280) - 2 теленка опаленной твари (уровень 2 зверь) Теленок опаленной твари Уровень 2 зверь Средняя естественная тварь XP 125 Инициатива +0 Чувства Восприятие +2 ОЖ 48; Кровоточащий 24 AC 14; Стойкость 17, Рефлексы 12, Воля 14 Иммунитет яд; Сопротивление переменное 5 (РМ 282). Каждый раз, когда опаленная тварь сопротивляется урону, ее сопротивление этому типу урона увеличивается на 5 до конца столкновения. Скорость 5 Р. Сокрушение (стандарт; по желанию) +5 против AC; 2d6+3 урон. Паническое бегство (стандарт; столкновение) Как немедленная реакция, одна другая опаленная тварь в пределах 5 квадратов от теленка опаленной твари может разгоняться на ту же цель, на которую разгоняется теленок опаленной твари. Мировоззрение Нет Языки - СИЛ 16 (+4) ЛОВ 8 (+0) МУД 13 (+2) ТЕЛ 18 (+5) ИНТ 2 (-3) ХАР 6 (-1) Тактика теленка опаленной твари Размером примерно с пони, теленок опаленной твари не впечатляет на фоне взрослых членов стада. Телята робки, если пойманы в одиночку, но они не смущаются атаковать вместе с остальной частью стада. Взрослая опаленная тварь Уровень 4 зверь Большая естественная тварь XP 175 Инициатива +1 Чувства Восприятие +4 ОЖ 70; Кровоточащий 35 AC 16; Стойкость 19, Рефлексы 14, Воля 16 Иммунитет яд; Сопротивление переменное 5 (РМ 282). Каждый раз, когда опаленная тварь сопротивляется урону, ее сопротивление этому типу урона увеличивается на 5 до конца столкновения. Скорость 6 Р. Сокрушение (стандарт; по желанию) +7 против AC; 2d8+3 урон. Р. Пищеварение (стандарт; перезарядка 4 5 6) Кислота +5 против Стойкости; 2d6+3 урон, и цель схвачена (пока не спасется) и сбита наземь. Захваченная цель берет 5 кислотного урона в начале своего хода. Паническое бегство (стандарт; столкновение) Как немедленная реакция, одна другая опаленная тварь в пределах 5 квадратов от взрослой опаленной твари может разгоняться на ту же цель, на которую разгоняется взрослая опаленная тварь. Мировоззрение Нет Языки - СИЛ 17 (+5) ЛОВ 9 (+1) МУД 14 (+4) ТЕЛ 19 (+6) ИНТ 2 (-2) ХАР 6 (+0) Тактика взрослой опаленной твари Взрослые при атаке валят противников наземь, а затем сокрушают их своей тушей, давая работу пищеварительной кислоте. Наблюдатель опаленной твари Уровень 4 налетчик Большая естественная тварь XP 175 Инициатива +8 Чувства Восприятие +8 ОЖ 55; Кровоточащий 27 AC 18; Стойкость 15, Рефлексы 17, Воля 14 Иммунитет яд; Сопротивление переменное 5 (РМ 282). Каждый раз, когда опаленная тварь сопротивляется урону, ее сопротивление этому типу урона увеличивается на 5 до конца столкновения. Скорость 8 Р. Сокрушение (стандарт; по желанию) Яд +9 против AC; 2d6+1 урон. Если наблюдатель опаленной твари имеет боевое преимущество против цели, цель также получает продолжающийся 5 урон ядом (спасбросок заканчивает), и наблюдатель опаленной твари может сместиться на 1 квадрат. Мировоззрение Нет Языки - Навыки Скрытность +11 СИЛ 13 (+3) ЛОВ 19 (+6) МУД 12 (+3) ТЕЛ 14 (+4) ИНТ 2 (-2) ХАР 6 (+0) Тактика наблюдателя опаленной твари В каждом стаде есть один наблюдатель. Наблюдатели работают совместно с другими опаленными тварями для получения и поддержки боевого преимущества. Бык опаленной твари Уровень 6 контроллер (лидер) Большая естественная тварь XP 250 Инициатива +3 Чувства Восприятие +5 ОЖ 75; Кровоточащий 37 AC 20; Стойкость 20, Рефлексы 15, Воля 17 Иммунитет яд; Сопротивление переменное 5 (РМ 282). Каждый раз, когда опаленная тварь сопротивляется урону, ее сопротивление этому типу урона увеличивается на 5 до конца столкновения. Скорость 6 Р. Сокрушение (стандарт; по желанию) +11 против AC; 2d8+3 урон. Д. Слюна-слизь (стандарт; по желанию) Кислота Дальность 10; +9 против Рефлексов; 2d4+5 кислотный урон. К. Слизистый спрей (стандарт; перезарядка 4 5 6) Кислота Близкий взрыв 4; +9 против Рефлексов; 2d4+5 кислотный урон, и цель обездвижена до конца следующего хода быка опаленной твари. Паническое бегство (стандарт; столкновение) Выберите до двух других опаленных тварей в пределах 5 квадратов от быка опаленной твари. Как немедленная реакция, каждая из этих опаленных тварей может разгоняться на ту же цель, на которую разгоняется бык опаленной твари. Мировоззрение Нет Языки - СИЛ 13 (+4) ЛОВ 10 (+3) МУД 15 (+5) ТЕЛ 20 (+8) ИНТ 2 (-1) ХАР 7 (+1) Тактика быка опаленной твари Бык начинает бой со слизистого спрея, чтобы выявить врагов, а затем начинает разгон, чтобы поскорее с ними покончить. Гигантская опаленная тварь Уровень 6 элитный зверь Огромная естественная тварь XP 500 Инициатива +6 Чувства Восприятие +3 ОЖ 180; Кровоточащий 90 AC 20; Стойкость 22, Рефлексы 20, Воля 17 Иммунитет яд; Сопротивление переменное 5 (РМ 282). Каждый раз, когда опаленная тварь сопротивляется урону, ее сопротивление этому типу урона увеличивается на 5 до конца столкновения. Спасброски +2 Скорость 8 Очки действия 1 Р. Сокрушение (стандарт; по желанию) +9 против AC; 2d10+3 урон. К. Массовое пришпиливание (стандарт; столкновение) Кислота Близкий взрыв 1; цели - враги; +7 против Стойкости; 2d6+3 урон, и цель схвачена (пока не спасется) и сбита наземь. Схваченная цель берет 5 кислотного урона в начале своего хода. Р. Хлестание (немедленная реакция, когда гигантская опаленная тварь получает урон от атаки существа в пределах 2 квадратов от нее; перезарядка 5 6) Досягаемость 2; +7 против Стойкости; 2d6+3 урон, и цель притягивается смежно с гигантской опаленной тварью и схвачена (пока не спасется). Паническое бегство (стандарт; столкновение) Как немедленная реакция, одна другая опаленная тварь в пределах 5 квадратов от гигантской опаленной твари может разгоняться на ту же цель, на которую разгоняется гигантская опаленная тварь. Мировоззрение нет Языки - СИЛ 16 (+6) ЛОВ 16 (+6) МУД 10 (+3) ТЕЛ 20 (+8) ИНТ 2 (-1) ХАР 7 (+1) Тактика гигантской опаленной твари Гигантские опаленные твари охотятся на гуманоидных существ, плоть которых они распробовали. ТЭЙ (THAY) Тэй маячит на востоке, словно убийца, вернувшийся из могилы, чтобы закончить свою темную работу. Немногие в мире знают степень амбиций его правителя, но все страшатся силы Тэя и его армий нежити. Знания о Тэе Персонаж знает следующую информацию при успешной проверке навыка. Религия DC 40: В течение гражданской войны в Тэе Сзасс Тэм заключил договор с Бэйном, чтобы быть уверенным в своей победе. Но теперь Тэм задолжал Бэйну поклонение тэйского народа, и Черный Лорд в конечном счете заберет его душу. Служителей Бэйна в Тэе приветствуют, хотя немногие из них имеют сколь- либо высокое положение в иерархии правительства Тэя. Мудрость Улиц DC 40: Тэй выглядел замкнутым, ушедшим в себя в течение долгого времени, в то время как Сзасс Тэм разрабатывал колоссальный ритуал, который должен был разрушить мир и перестроить его по его желанию. Лич стал бы величайшим богом нового мира, но ему помешали. Тэй теперь для ритуала не годится, так что Тэм рано или поздно пойдет войной на какую-нибудь из соседних земель. Агларонд и Теск кажутся самыми вероятными целями, и тэйские силы уже проводили успешные набеги в эти страны или около них. Воин страха (Dread Warrior) Некроманты Тэя - одни из лучших в мире, и их создания-нежить попросту более способны и выносливы, чем другие. Тэй производит немало волочащихся трупов, но его Легионы Страха содержат существенное количество интеллектуальных скелетов и зомби. Известные как воины страха, эта злая нежить может следовать приказам, общаться и биться точно так же, как и их живущие коллеги, но они делают это, не страшась смерти. "Воин страха" - шаблон, который Вы можете применять к любому гуманоидному существу для представления одного из этих тэйских чудищ. Самые обычные воины страха - героические солдаты, типа человеческой стражи. Предпосылка: Гуманоид Воин страха элита (любая роль) Естественный гуманоидн (нежить) XP элита Чувства темновидение Иммунитет болезнь, яд; Сопротивление 5 некротический, 10 некротический на 11-м уровне, 15 некротический на 21-м уровне; Уязвимость 5 сияющий, 10 сияющий на 11-м уровне, 15 сияющий на 21-м уровне Спасброски +2 (+4 против эффектов зачарования) Очки действия 1 Очки жизни +6 на уровень (артиллерия, вкрывающийся)/+8 в уровень (контроллер, налетчик, солдат)/+10 на уровень (зверь) + показатель Телосложения Сзасс Тэм Печально известный Сзасс Тэм - одно из самых хитрых, честолюбивых и черствых существ, которые все еще живы. Насчитывающий почти 400 лет возраста, он высокомерен, но осмотрителен. Он занимает свое время далеко идущим планированием, но его не пугает и возможность лично столкнуться с проблемой, если возникнет потребность, что он и продемонмтрировал в течение гражданской войны в Тэе. Тэм готов эксплуатировать ради своих целей необычные союзы, и в прошлом он даже помогал доброму люду. Однако, такая уверенность или доверие к другим причинили ему неприятности, сорвав его заговор для получения бессмертия. Теперь старый лич особенно осторожен в ведении дел. Известный своим спокойствием и любезностью, даже с врагами, Сзасс Тэм решителен в своих желаниях. Он ожидает, что все, кто служат ему, будут повиноваться немедленно, и строго наказывает тех, кто его подводит. Хотя, он никогда не бросается ресурсами - некоторые из служителей слишком ценны, чтобы их просто уничтожить. Сзасс Тэм командует силами Тэя и работает через служителей и посредников всякий раз, когда не требуется его непосредственного вмешательства. Генералы-нежить и некроманты направляют армии Тэя по воле Тэма. Сзасс Тэм Уровень 30 элитная артиллерия (лидер) Средний естественный гуманоид (нежить) XP 38,000 Человек волшебник лич Инициатива +17 Чувства Восприятие +23; темновидение Некромантская аура (Некротический) аура 5; любое живущее существо, вступающее в ауру или начинающее в ней свой ход, берет 5 некротический урон. ОЖ 388; Кровоточащий 194; см. также неразрушимый Второй ветер (стандарт; столкновение) Лечение Сзасс Тэм тратит лечащую волну и излечивает 100 очков жизни. Он получает +2 бонус ко всем защитам до начала своего следующего хода. Регенерация 10 (Если Сзасс Тэм получает сияющий урон, его регенерация не функционирует на его следующем ходу). AC 45; Стойкость 45, Рефлексы 43, Воля 46 Иммунитет болезнь, устрашение, яд; Сопротивление 20 некротический Спасброски +2 (+5 против эффектов зачарования) Скорость 6, полет 8 (парение) Очки действия 1 ДОРАБОТКА СЗАССА ТЭМА Будучи Регентом Тэя, Сзасс Тэм имеет доступ к потрясающим ресурсам и готов рыться в магических тайнах. Он может быть высшим злодеем в любой кампании, и Вам следует адаптировать его способности для лучшего вызова вашим авантюристам. Тэм имеет фактически неограниченное магическое знание, позволяющее ему использовать другие арканные силы - от других классов или монстров или те, что Вы создадите сами. У него также есть обширная библиотека ритуалов, многие из которых неизвестны другим, позволяющая ему готовить любое количество угрожающих миру заговоров, которые персонажам придется остановить. Он имеет доступ ко множеству магических изделий, которые может использовать против противников, включая артефакты типа Трона Такорсила (страница 58). Изменение его внешности не особенно важно, так что Тэм может напоминать практически любого, хотя он предпочитает форму здорового и высокого человека средних лет. Он также использует ритуал, посылающий его образы для связи с союзниками и служителями где-нибудь в мире - и за его пределами. Д. Вампирическое тяжелое копье (стандарт; по желанию) Некротический Дальность 20; +35 против Рефлексов; 3d6+10 некротический урон, и Сзасс Тэм получает 5 временных очков жизни. Р. Коготь (стандарт; по желанию) Некротический +34 против AC; 1d6+10 урон, и 10 продолжающийся некротический урон (спасбросок заканчивает). К. Удар души (стандарт; ежедневно) Некротический Близкий взрыв 10; цели - враги; +35 против Рефлексов; 5d10+11 некротический урон. Промах: Половина урон. Некротический мастер Сзасс Тэм может конвертировать любую атакующую силу, которую он имеет, в некротическую. Замените ключевое слово энергии силы на "некротический" или добавьте некротическую энергию к силе атаки, обычно не наносящей энергетического урон. Д. Фленшер (стандарт; поддержка - малое; столкновение) Устрашение, некротический Дальность 20; +35 против Стойкости; 3d6+11 некротический урон, и цель ошеломлена (спасбросок заканчивает). Все союзники цели в пределах линии вида берут -2 штраф на броски атаки (спасбросок заканчивает). Сзасс Тэм должен делать новый бросок атаки против цели, пока поддерживает этот эффект. Он может менять цель как стандартное действие. Д. Сопротивление (малое; ежедневно) Дальность 10; Сзасс Тэм или 1 союзник в пределах диапазона получает сопротивление 10 против одного типа урона до конца столкновения. Выберите из кислотного, холодного, огненного, силового, молнии, некротического, яда, психического, сияющего или громового урон. Остановка времени (малое; ежедневно) Сзасс Тэм получает два дополнительных стандартных действия, которые он не может использовать для нападения на других существ. Теневая циркуляция (малое; столкновение) Иллюзия Сзасс Тэм использует силу, содержащуюся в его одеждах, чтобы стать невидимым до начала своего следующего хода. Мастер заклинаний (малое; перезарядка 5 6) Сзасс Тэм восстанавливает использование израсходованной силы столкновения. Неразрушимый Когда Сзасс Тэм уменьшен до 0 очков жизни, его тело и имущество рассыпается в пыль, но он не уничтожен. Он вновь появляется (вместе со своим имуществом) за 1d10 дней в пределах 1 квадрата от своей филактерии, если филактерия также не найдена и не уничтожена. Мировоззрение Злое Языки Абиссал, Общий, Драконий, Эльфийский, Адский, Мулхорандский Навыки Аркана +31, Строительство Подземелий +28, История +31, Природа +28, Скрытность +22 СИЛ 12 (+16) ЛОВ 14 (+17) МУД 27 (+23) ТЕЛ 28 (+24) ИНТ 32 (+26) ХАР 30 (+25) Оснащение сфера Тактика Сзасса Тэма обычно сопровождает армия нежити. Он бьется с ясностью и холодным глумлением, противоречащим его тлеющей ярости. Сначала он использует остановку времени, чтобы поднять свои защиты и взлететь на самую защищенную позицию, а затем взрывает противников ударом души. Он призывает порожнее проклятие, изводя тех, кто выходит из боя, и фленшер, чтобы мучить бойцов-рукопашников. Теневая циркуляция позволяет Тэму делать стратегические отступления, так что он может перезаряжать силу столкновения, хотя он может также использовать ее, чтобы оказаться посреди почти мертвых противников и использовать кровожадное влияние. Группы при столкновениях В пределах ужаса Тэя зло - норма. Его правителям служит нежить всевозможных сортов, и лакеи Сзасса Тэма управляют правительством. Наряду с нежитью - весь спектр злых существ, от непритязательных гоблинов, орков и гноллов-солдат до смертельных гигантов, извергов и темных ангелов на службе Бэйна. Столкновение 6 уровня (XP 1,426) - 1 боевой дух (уровень 9 солдата) - 2 гнолла бойца на когтях (уровень 6 налетчик) - 1 тифлинг еретик (уровень 6 артиллерия) - 1 дух (уровень 5 скрывающийся) - 2 воина-хобгоблина (уровень 8 миньон) - 2 человека-лакея (уровень 7 миньон) Столкновение 14 уровня (XP 5,800) - 2 костяных когтя (уровень 14 солдат) - 1 мечедух (уровень 17 скрывающийся) - 1 лич (уровень 14 элитный контроллер) - 6 гхолов орды (уровень 13 миньон) Столкновение 29 уровня (XP 88,125) - Сзасс Тэм (уровень 30 элитная артиллерия [лидер]) - 1 рыцарь смерти (уровень 25 элитный солдат) - 2 духа страха (уровень 25 скрывающийся) - 7 остатков лича (уровень 26 миньон) - 5 абиссалских гхолов-мирмидонцев (уровень 23 миньон) РЫЦАРИ-КОЛДУНЫ ВААСЫ (WARLOCK KNIGHTS OF VAASA) Рыцари-Колдуны - дворяне зверской феодальной системы Ваасы. Их искривленный дворянский орден основан на сущности из другого мира, известной как Телос, упавшей на землю в течение Чумы Заклинаний. Они владеют разнообразными силами, наносящими сияющий урон, влекомый сущностью Телоса. Знания о Ваасе Персонаж знает следующую информацию при успешной проверке Мудрости Улиц. DC 20: В Ваасе почти все материально проирывают крестьянам других земель. Существенная часть населения состоит из гуманоидных рабов и чудовищных существ, служащих Рыцарям-Колдунам. Однако, свободный народ в Ваасе также должен трудиться, рискуя жизнью и свободой, если окажется не в состоянии исполнить темные пожелания своих владык. Лучшее, на что можно надеяться в Ваасе, помимо становления Рыцарем-Колдуном - быть неприметным либо квалифицированным до уровня незаменимости. DC 30: В центре Совета Железного Вихря стоит его тринадцатый член и самый старый из живущих Рыцарей- Колдунов - злой человек, называющий себя Голосом Телоса. Считается, что он первым обнаружил павшую форму Телоса в тундре Ваасы. Если в Ваасе и есть король, то это - Голос Телоса, поскольку все остальные Рыцари-Колдуны преклоняются перед его властью. Рыцари-Колдуны Беспощадные владыки Ваасы, также как и многие из их элитных агентов, практикуют темные арканные искусства для поддержки других талантов. Другие почти исключительно используют силу, полученную от их пактов и связанной формы Владыки Железного Неба. Подобно знати других царств, Рыцари-Колдуны предоставляют власть тем, кто ниже их, но они - истинные правители и владыки Ваасы. Даже самый непритязательный среди них имеет жизненно важную власть над простым народом. Двенадцать самых влиятельных Рыцарей-Колдунов составляют Совет Железного Вихря, имеющий власть над всей группой. Лидер: Голос Телоса. Штаб: Телос, в Ваасе (страница 189). Иерархия: Иерархия Рыцарей-Колдунов свободно базируется на феодальных и воинских традициях, обычных в других землях. Рыцари без земли известны как исполнители, и эта мелкая знать служит эмиссарами, шпионами, солдатами и убийцами для более высоких Рыцарей-Колдунов. Рыцари с землей, также известные как феллтаны, имеют абсолютную власть в своих владениях и поддерживают частные армии. Они - вассалы более мощных фигур, известных как защитники. Величайшие защитники составляют Совет Железного Вихря, вращающийся вокруг Голоса Телос. Светила - члены независимой секты, сформированной Голосом Телоса, функционирующей почти как священники в других королевствах. Они глубже всего преданы пакту, связывающему Рыцарей-Колдунов с Телосом, и их можно встретить в качестве советников при большинстве дворов Рыцарей-Колдунов. Члены: Рыцари-Колдуны - элита, выбираемая из числа самых безжалостных и способных в Ваасе. Несколько титулов перешло по наследству, но лишь тем наследникам, которые продемонстрировали, что достойны. Те, кто желают повыситься в ранге, должны служить правильным интересам и в нужный момент перерезать нужную глотку. Как только они показали себя перед теми, кто у власти, они в свою очередь становятся дворянами. Каждый Рыцарь-Колдун должен присматривать за меньшими товарищами, понимая, что любая слабость может отворить дверь для нападения или для чего-то похуже. ЖЕЛЕЗНЫЙ ВИХРЬ (IRONFELL) Рыцари-Колдуны собирают материал постоянно регенериующего тела исконного Телоса. Они используют этот материал для выделки изделий и для создания конструкций, называемых осколками души. Телос быстро оправляется от таких разработок, так что у Рыцарей-Колдунов есть почти бесконечный запас материала, который они называют железным вихрем, или просто "железом". Обработанный железный вихрь тверд как сталь, хотя и более тусклый и с кристаллической структурой. Из него легко делать магические изделия. Величайшая естественная сила железного вихря очевидна лишь в руках Колдунов, имеющих особый звездный пакт с сонным Телосом. Их оружие из железного вихря наносит сияющий урон, равный бонусу Харизмы владельца. Иные силы, наносящие сияющий урон, пылают фиолетовым звездным блеском. Доспех, сделанный почти полностью из железного вихря, дарует носящему его сопротивление сияющему урону, равное его модификатору Харизмы. Будучи пользователями арканной силы, многие Рыцари-Колдуны - также ритуальные заклинатели. Они исполняют уникальные ритуалы, связанные с железным вихрем, включая используемые для поднятия осколков души. Более всего из них известен Пакт Железного Кольца (страница 59). Все Рыцари-Колдуны носят простую петлю из темного, прозрачного железа в качестве символа своего статуса и силы. Несмотря на слухи о том, что они способны прогибать разум, эти кольца не имеют никаких внутренних магических способностей. Они функционируют как фокусы для некоторых из ритуалов и сил Рыцарей-Колдунов и могут быть переделаны в магические кольца. Рыцарь-Колдун исполнитель Уровень 9 элитный налетчик Средний естественный гуманоид, человек XP 800 Инициатива +11 Чувства Восприятие +9 ОЖ 194; Кровоточащий 97 AC 25; Стойкость 22, Рефлексы 25, Воля 23 Спасброски +2 Скорость 6 Очки действия 1 Р. Кинжал железного вихря (стандарт; по желанию) Сияющий, Оружие +15 против AC; 1d4+6 урона плюс 4 сияющий урон. Д. Сюрикен железного вихря (стандарт; по желанию) Сияющий, Оружие Дальнобойная 6/12; +14 против AC; 1d6+6 урона плюс 1d4 сияющий урон. Воин Звезды Осколка (стандарт; по желанию) Сияющий, Оружие Исполнитель делает две основных атаки (рукопашных или дальнобойных). Д. Звездопад железных небес (стандарт; столкновение) Сияющий Дальность 10; +12 против Воли; 1d6+4 сияющий урон, и цель ошарашивается до конца следующего хода исполнителя. Собственная удача Темного (свободно, когда исполнитель делает бросок атаки, спасбросок, проверку способности или проверку навыка; ежедневно) Исполнитель перебрасывает и использует лучший из двух результатов. Боевое преимущество Исполнитель наносит дополнительный 2d6 урон в рукопашной и дальнобойной атаках против любой цели, против которой имеет боевое преимущество. Мировоззрение Злое Языки Общий, Дамарский (РИ) Навыки Аркана +10. Блеф +13, Дипломатия +13, Понимание +9 СИЛ 15 (+6) ЛОВ 22 (+10) МУД 10 (+4) ТЕЛ 17 (+7) ИНТ 12 (+5) ХАР 18 (+8) Оснащение кожаный доспех, 2 кинжала железного вихря, 15 сюрикенов железного вихря, железное кольцо Тактика исполнителя Исполнитель предпочитает путешествовать с окружением из головорезов и миньонов, натравливая их на противников и тем самым создавая себе лучшую тактическую ситуацию. Он использует свои арканные силы для получения боевого преимущества или чтобы открыть себе путь для беспрепятственного движения. Рыцарь-Колдун защитник Уровень 15 элитный солдат (лидер) Средний естественный гуманоид, человек XP 2,400 Инициатива +9 Чувства Восприятие +7 Маяк Телоса аура 5; союзники в пределах ауры получают сопротивление 10 против огня, психического и сияющего урон. ОЖ 286; Кровоточащий 143 AC 32; Стойкость 30, Рефлексы 27, Воля 28 Сопротивление сияющий 5 Спасброски +2 Скорость 5; см. также преследование железного неба Очки действия 1 Р. Глефа железного вихря (стандарт; по желанию) Сияющий, Оружие Досягаемость 2; +21 против AC; 2d4+7 урона плюс 1d10 сияющий урон, и цель отмечена до конца следующего хода защитника. Преследование железного неба (немедленная реакция, когда враг, отмеченный защитником в пределах 5 квадратов от защитника, перемещается вовне; по желанию) Защитник перемещается до 4 квадратов к отмеченному врагу. Р. Дуги глефой (стандарт; по желанию) Сияющий, Оружие Защитник делает две атаки глефой железного вихря. К. Метеорное воздействие (стандарт; перезарядка 6) Сияющий, Оружие Близкий взрыв 2; +21 против AC; 2d4+7 урона плюс 1d10 сияющий урон, и цель сдвигается на 1 квадрат. Д. Звездопад железных небес (стандарт; столкновение) Сияющий Дальность 10; +19 против Воли; 1d6+5 сияющий урон, и цель ошарашивается до конца следующего хода защитника. Собственная удача Темного (свободно, когда защитник делает бросок атаки, спасбросок, проверку способности или проверку навыка; ежедневно) Защитник перебрасывает и использует лучший из двух результатов. Мировоззрение Злое Языки Общий, Дамарский (РИ) Навыки Аркана +16, Атлетика +17, Дипломатия +17, Запугивание +17 СИЛ 24 (+14) ЛОВ 10 (+7) МУД 11 (+7) ТЕЛ 15 (+9) ИНТ 18 (+11) ХАР 20 (+12) Оснащение пластинчатый доспех железного вихря, глефа железного вихря, железное кольцо Тактика защитника Зачастую лидер команды Рыцарей-Колдунов и других отрядов, защитник использует преимущество досягаемости, руководя из задних рядов боевой линии. Кружа свою глефу железного вихря, он сосредотачивается на отмеченной цели, пока та не падет. Он обращает невиданный взрыв и звездопад железных небес на противников, держащихся на расстоянии. Рыцарь-Колдун светило Уровень 16 элитная артиллерия Средний естественный гуманоид, человек XP 2,800 Инициатива +8 Чувства Восприятие +10 ОЖ 245; Кровоточащий 122 AC 30; Стойкость 30, Рефлексы 29, Воля 32 Спасброски +2 Скорость 6; см. также звездную тропу Очки действия 1 Р. Шестопер железного вихря (стандарт; по желанию) Сияющий, Оружие +18 против AC; 1d10+1 урон плюс 7 сияющий урон. Д. Невиданный взрыв (стандарт; по желанию) Дальность 10; +20 против Рефлексов; 1d10+7 урон. Д. Удвоенный невиданный взрыв (стандарт; по желанию) Производится две атаки невиданным взрывом против различных целей. А. Ленты Телоса (стандарт; поддержка - малое; ежедневно) Сияющий Область взрыва 1 в пределах 10; +20 против Стойкости; 4d6+7 сияющий урон, и цель ограничена (спасбросок заканчивает). Светило должен делать новые броски атаки, пока поддерживает эффект. К. Метеоры железных небес (стандарт; перезарядка 5 6) Сияющий Близкий взрыв 10; воздействует на две цели в области; +20 против Воли; 2d6+7 сияющий урон, и цель ошарашивается до конца следующего хода светила. Собственная удача Темного (свободно, когда светило делает бросок атаки, спасбросок, проверку способности или проверку навыка; ежедневно) Светило перебрасывает и использует лучший из двух результатов. Проклятие железного вихря (малое; по желанию) Светило выбирает ближайшего врага в пределах линии вида. Этот враг берет дополнительный 2d6 урон от атак светила. Светило не может проклинать врага, уже находящегося под эффектом проклятия железного вихря или проклятия другого существа. Судьба железного вихря Когда враг под эффектом проклятия железного вихря уменьшен до 0 очков жизни, светило получает +5 бонус силы к отдельному броску d20 перед концом его следующего хода. Звездная тропа (движение; столкновение) Сияющий Светило перелетает до 7 квадратов, приземляясь на незанятом месте; он становится иллюзорным в течение этого движения. Враг, который делает атаку возможности против светила в течение этого движения, берет 10 сияющего урон. Мировоззрение Злое Языки Общий, Дамарский (РИ), Исконный Навыки Аркана +17, Блеф +20, Запугивание +20, Мудрость Улиц +20 СИЛ 12 (+9) ЛОВ 10 (+8) МУД 14 (+10) ТЕЛ 20 (+13) ИНТ 18 (+12) ХАР 24 (+15) Оснащение робы, шестопер железного вихря, железное кольцо Тактика светила С тыла защитной группы светило сначала устанавливает контроль над полем битвы лентами Телоса, светящимися фиолетовыми прядями: вырывающимися из земли. Затем он использует проклятие железного вихря, предпринимая малое действие в каждом раунде, чтобы проклясть столько противников, сколько возможно, и обжигает проклятых противников вспышкой сломанного разума. Дождь метеоров железных небес избивает противников при любой возможности. Звездная тропа позволяет светилу ненадолго перемещаться в виде кометы фиолетового света, меняя позицию для тактической выгоды или для спасения. Осколок души (Shardsoul) Сформированные из экстрапланарного железа, вырезанного из тела Телоса, осколки души - безумные автоматы, служащие неустрашимыми солдатами Рыцарей-Колдунов. Осколок души убийца Уровень 8 солдат Средний элементный оживленный (конструкция) XP 350 Инициатива +13 Чувства Восприятие +5; темновидение Сводящая с ума аура (Зачарование) аура 5; враги в пределах ауры берут -2 штраф на броски атаки и получают +2 бонус на броски урон. Каждый враг, атака которого по осколку души убийце промахивается, должен делать базовую рукопашную атаку против ближайшего союзника в пределах досягаемости как свободное действие. ОЖ 90; Кровоточащий 45; см. также отпускание осколка души AC 23; Стойкость 21, Рефлексы 20, Воля 18 Иммунитет болезнь, яд; Сопротивление 5 сияющий Скорость 6, прыжок 4 Р. Коготь (стандарт; по желанию) +14 против AC; 1d8+5 урон, и цель отмечена до конца следующего хода осколка души убийцы. Р. Убийственное безумие (стандарт; перезарядка 5 6) Осколок души убийца делает две атаки когтем. Если любая из атак поражает цель, отмеченную осколком души убийцей, или если обе атаки поражают одну и ту же цель, эта цель также ошарашивается до конца следующего хода убийцы. Сосредоточенный убийца (немедленное прерывание, когда смежный враг, отмеченный осколком души убийцей, перемещается; по желанию) Осколок души убийца делает атаку когтем против этого врага. Разгон падением с неба Когда осколок души убийца разгоняется, он наносит дополнительный 1d8 урон. Д. Отпускание осколка души (когда уменьшен до 0 ОЖ; столкновение) Дальность 10; воздействует на одного другого осколка души уровня осколка души убийцы или ниже; цель может предпринять одно дополнительное стандартное действие в каждом двух своих последующих ходов. Мировоззрение Хаотично злое Языки понимает Общий и Исконный СИЛ 21 (+9) ЛОВ 18 (+8) МУД 3 (+0) ТЕЛ 17 (+7) ИНТ 6 (+2) ХАР 15 (+6) Оснащение великий меч Тактика осколка души убийцы Осколок души убийца начинает битву разгоном падением с неба, распространяя по врагам свою сводящую с ума ауру. Затем он обрушивает свои взбешенные атаки на отдельной цели, отвлекаясь лишь в том случае: если серьезно поврежден другим нападавшим или когда его первый противник падет. Никакой из осколков души не задумывается о своем выживании. Он открывает себя атакам возможности, чтобы получить лучшую тактическую позицию, и охотно жертвует собой, чтобы забрать с собой и противника. Это может включать в себя и подталкивание врага к пропасти либо некую другую самоубийственную атаку. Осколок души аватар Уровень 16 солдат Большой элементный оживленный (конструкция) XP 2,800 Инициатива +19 Чувства Восприятие +9; темновидение Сводящая с ума аура (Зачарование) аура 5; враги в пределах ауры берут -2 штраф на броски атаки и получают +2 бонус на броски урон. Каждый враг, атака которого по осколку души аватару промахивается, должен делать базовую рукопашную атаку против ближайшего союзника в пределах досягаемости как свободное действие. Аура звездного визга (Психический) аура 1; враг, который начинает свой ход в пределах ауры, берет 5 психический урон. ОЖ 156; Кровоточащий 78; см. также отпускание осколка души AC 31; Стойкость 31, Рефлексы 27, Воля 27 Иммунитет болезнь, яд; Сопротивление 10 сияющий Скорость 8, прыжок 6 Р. Коготь (стандарт; по желанию) Досягаемость 2; +22 против AC; 2d6+8 урон, и цель отмечена до конца следующего хода осколка души аватара. Д. Луч железного вихря (стандарт; по желанию) Сияющий Дальность 10; +19 против Рефлексов; 1d10+6 сияющий урон, и цель сдвигается на 1 квадрат. Р. Убийственное безумие (стандарт; перезарядка 4 5 6) Осколок души аватар делает две атаки когтем. Если любая из атак поражает цель, отмеченную осколком души аватаром, или если обе атаки поражают одну и ту же цель, эта цель также ошарашивается до конца следующего хода аватара. К. Метеорный удар (стандарт; столкновение) Сияющий Близкий взрыв 5; +21 против Стойкости; 1d4+8 урона плюс 1d6 сияющий урон, и цель вытолкнута на 1 квадрат и сбита наземь. Промах: Половина урона, и цель не вытолкнута и не сбита наземь. Сосредоточенный убийца (немедленное прерывание, когда смежный враг, отмеченный осколком души аватаром, перемещается; по желанию) Осколок души аватар делает атаку когтем против этого врага. Разгон падением с неба Когда осколок души аватар разгоняется, он наносит дополнительный 2d6 урон. Д. Отпускание осколка души (когда уменьшен до 0 ОЖ; столкновение) Дальность 10; воздействует на одного другого осколка души уровня осколка души аватара или ниже; цель может предпринять одно дополнительное стандартное действие в каждом двух своих последующих ходов. Мировоззрение Хаотично злое Языки понимает Общий и Исконный СИЛ 26 (+16) ЛОВ 23 (+14) МУД 3 (+4) ТЕЛ 20 (+13) ИНТ 6 (+6) ХАР 20 (+13) Оснащение великий меч Тактика осколка души аватара Осколок души аватар рвется в бой так же, как и убийца, при любой возможности выпуская метеорный удар. Он предпочитает разрывать противников на куски в рукопашном бою, но использует свой фиолетовый луч железного вихря, если это не может добраться до врагов. Знания об осколке души Персонаж знает следующую информацию при успешной проверке Арканы. DC 30: Каждый осколок души несет в себе частицу сущности Телоса, и его отделение от исконного делает его опрометчивым бойцом и капризным служителем. Он инстинктивно знает, что когда его тело раскрошится, его оживленный дух воссоединится с Владыкой Железного Неба. Хоть он и не может говорить, осколок души понимает Общий и Исконный. Группы при столкновениях Большое количество людей, гноллов, гоблинов и орков целенаправленно служит в армиях Ваасы. Рыцари- Колдуны также управляют или порабощают более чудовищных существ, типа различных тварей, конструкций, драконов, извергов, гигантов и нежити - невзирая на их мощь и печальную известность. Некоторые из них - просто союзники Железного Совета, в то время как другие непосредственно подчинены его воле. Столкновение 9 уровня (XP 2,450) - 1 Рыцарь-Колдун исполнитель (уровень 9 элитный налетчик) - 2 осколок души убийца (уровень 8 солдат) - 1 вождь орков (уровень 8 зверь) - 6 воинов-орков (уровень 9 миньон) Столкновение 16 уровня (XP 7,650) - 1 Рыцарь-Колдун светило (уровень 16 элитная артиллерия) - 1 Рыцарь-Колдун защитник (уровень 15 элитный солдат [лидер]) - 1 осколок души аватар (уровень 16 солдат) - 3 огра-громилы (уровень 16 миньон) ЗАЙРТАЙЛ (ZAIRTAIL) Зайртайлы - маленькие, стремительные ящерицы, обычные на Вернувшемся Абейре. Некоторые сходятся со слизнеподобными опаленными тварями (страница 272), разъезжая роем на спине одного из существ, ловя своими щелкающими языками насекомых. Другие приспособились к другим окружающим средам континента. Большинство разновидностей зайртайлов стройно и проворно. Их тела покрыты гладкой чешуей различных ярких оттенков. Типичный зайртайл размером примерно с руку большого человека с хвостом вдвое длиннее; само большой - размером всего лишь с собаку. Хвост и тело - гладкое единое целое. Зайртайлы жестоки и нападают практически на любое существо. Знания о зайртайлах Персонаж знает следующую информацию при успешной проверке навыка. Природа DC 10: Зайртайлы ценятся как источник чернил и краски, получаемых из их сваренных шкурок. Они съедобны, но их жирная плоть масляниста, тяжела и неприятна на вкус ("словно болотная грязь"). Трупы зайртайлов огненных языков горят дымным пламенем и могут использоваться в связке в качестве факелов. Природа DC 15: Зайртайлы откладывают около пяти белых, эластичных яиц, покрытых вонючей слизью. Кроме огненных языков, предпочитающих более теплые гнезда, большинство зайртайлов роют норы в открытой почве и откладывают яйца без особых церемоний. Закопав яйца, они оставляют свое потомство на произвол судьбы. Природа DC 20: Зайртайлов-резаков иногда обучают для использования их убийцами. Убийца добывает запах цели на платке или другой оторванной части одежды, затем приучает к запаху одного или нескольких резаков и выпускает их около дома цели. После того, как кровавая работа сделана, убийца забирает существ, даже и ногой не вступая в постройку. Если расследователь не знаком с зайртайлами-резаками, орудие убийства проследить почти невозможно. БЕСШУМНЫЙ НОЖ Эта кабалла капитанов кораблей и прибрежных торговцев недавно возникла и в Портах Восходящего Ветра, и в Сумеречных Портах Вернувшегося Абейра. Бесшумный Нож начинал как картель, распространявший слухи и нехватке или сговаривавшийся ограничивать поставки для взвинчивания цена на свой груз. Теперь он взялся за убийства членов портовых и воровских банд и даже за убийства коррумпированных хранителей законов и политических фигур. Бесшумный Нож использует обученных зайртайлов для переноски сообщений, написанных на бумаге или прямо на их чешуе. Член, прибывающий в порт, выпускает зайртайла, бегущего к известной ему клетке члена, живущего в этом порту. Доставив свое сообщение, зайртайл возвращается на корабль за сладкой наградой. Члены Ножа не знают, что у мучительных щупалец (см. "Двор Рорна", страница 242) есть естественная ментальная связь с зайртайлами. Теперь придворные Рорна через зайртайлов наблюдают и исподволь влияют на деятельность Бесшумного Ножа. Аркана DC 20: У зайртайлов есть неопределенное подобие драконам, что не случайно. Подобно тому, как селезни - отдаленные родственники драконов, зайртайлы - гораздо более деградировавшая ветвь этого могучего происхождения. Рой зайртайлов Уровень 3 налетчик Средняя естественная тварь (рептилия) XP 150 Инициатива +7 Чувства Восприятие +3; видение при слабом освещении Атака роя аура 1; рой зайртайлов делает базовую атаку как свободное действие против каждого из врагов, начинающих свой ход в ауре. ОЖ 40; Кровоточащий 20 AC 17; Стойкость 13, Рефлексы 18, Воля 16 Сопротивление 5 кислота, половина урона от рукопашной и дальнобойной атак; Уязвимость 5 против атак вплотную и по области Скорость 8; может входить или двигаться через местоположение врага, не вызвая атаки возможности Р. Рой зубов (стандарт; по желанию) +8 против AC; 1d8+4 урон плюс продолжающийся 3 урон. Мировоззрение Нет Языки - СИЛ 7 (-1) ЛОВ 19 (+5) МУД 14 (+3) ТЕЛ 9 (+0) ИНТ 2 (-3) ХАР 8 (+0) Тактика роя зайртайлов Рой зайртайлов бесстрашно кидается на врага, прыгая с опаленной твари, на которой ездит, при первом же поводе. Зайртайл огненный язык Уровень 3 артиллерия Маленькая естественная тварь (рептилия) XP 150 Инициатива +5 Чувства Восприятие +0; видение при слабом освещении ОЖ 36; Кровоточащий 18 AC 15; Стойкость 15, Рефлексы 17, Воля 12 Ошпаривающее тело Когда зайртайл огненный язык поражен рукопашной атакой или схвачен, нападающий берет 5 огненного урона, и огненный язык смещается на 1 квадрат. Сопротивление 10 огонь Скорость 6 Р. Укус (стандарт; по желанию) +8 против AC; 1d8+4 урон. Д. Сжигающая желчь (стандарт; по желанию) Огонь Дальность 10; +10 против AC; 2d6+2 оненный урон. Мировоззрение Нет Языки - СИЛ 8 (+0) ЛОВ 19 (+5) МУД 9 (+0) ТЕЛ 14 (+3) ИНТ 2 (-3) ХАР 7 (-1) Тактика зайртайла огненного языка Эта багровая ящерица - размером с маленькую собаку и ошпаривающе-горячая на ощупь. Она использует свой естественный жар, чтобы препятствовать хищникам, плюя сжигающей желчью в самых опасных врагов. Смотрящий зайртайл Уровень 3 контроллер Маленькая естественная тварь (рептилия) XP 150 Инициатива +3 Чувства Восприятие +8; видение при слабом освещении ОЖ 40; Кровоточащий 20 AC 17; Стойкость 12, Рефлексы 15, Воля 17 Скорость 6, подъем 6 Р. Укус (стандарт; по желанию) +8 против AC; 1d8+2 урон. К. Дезориентирующий взгляд (стандарт; по желанию) Зачарование Близкий взрыв 5; цели - враги; слепые существа иммунны; +7 против Воли; цель ошарашена до конца следующего хода смотрящего зайртайла. Тревога зайртайлов (стандарт; перезарядка 4 5 6) Все зайртайлы в пределах 10 квадратов могут перемещаться со своей скоростью как свободное действие. Мировоззрение Нет Языки - СИЛ 7 (-1) ЛОВ 14 (+3) МУД 14 (+3) ТЕЛ 9 (+0) ИНТ 2 (-3) ХАР 19 (+5) Тактика смотрящего зайртайла На ногах смотрящих зайртайлов есть липкие подушечки, позволяющие им цепляться за деревья, потолки и другие идеальные для преимущества поверхности. Выпирающие глаза смотрящего придают ему симпатичный вид, но они - гипнотическое оружие для отвлечения добычи, пока он подзывает на кормежку рой своих собратьев. Зайртайл-костолом Уровень 4 зверь Маленькая естественная тварь (рептилия) XP 175 Инициатива +3 Чувства Восприятие +1; видение при слабом освещении ОЖ 67; Кровоточащий 33 AC 16; Стойкость 18, Рефлексы 15, Воля 13 Скорость 6 Р. Укус (стандарт; по желанию) +7 против AC; 2d6+4 урон, и цель захвачена (пока не сбежит; см. также мертвая хватка). Р. Утягивание (стандарт; по желанию) Только захваченная цель; +6 против Стойкости; 2d6+4 урон, и зайртайл перемещается со своей скоростью, утягивая за собой захваченную цель. Мертвая хватка Зайртайл-костолом не должен поддерживать захват. Его захват продолжается, пока жертва не спасется или пока костолом ее не отпустит; костолом имеет +5 бонус к защите Стойкости против попыток спасения. Подвергание состоянию, не позволяющему костолому предпринимать действия возможности, не заканчивает его захват. Если костолом подвергнут вынужденному движению, он тянет захваченное существо с собой. Мировоззрение Нет Языки - СИЛ 19 (+6) ЛОВ 12 (+3) МУД 9 (+1) ТЕЛ 17 (+5) ИНТ 2 (-2) ХАР 7 (+0) Тактика зайртайла-костолома Размером с большую собаку, костолом имеет непропорционально большие челюсти и загнутые внутрь клыки. Он делает выпад, чтобы захватить цель своим укусом, и утягивает добычу, чтобы съесть ее на досуге. Как только его челюсти сомкнутся, лишь его собственная смерть или смерть его жертвы может заставить костолома разомкнуть их. Зайртайл-резак Уровень 5 налетчик Маленькая естественная тварь (рептилия) XP 200 Инициатива +9 Чувства Восприятие +4; видение при слабом освещении ОЖ 58; Кровоточащий 29 AC 19 (23 против атак возможности); Стойкость 15, Рефлексы 20, Воля 17 Скорость 8 Р. Рубящий гребень (стандарт; по желанию) +10 против AC; 1d8+5 урон. Р. Неуловимый разрез (стандарт; по желанию) +10 против AC; 1d8+5 урон, и зайртайл-резак смещается на 2 квадрата. Секущий разгон (стандарт; перезарядка 4 5 6) Зайртайл-резак перемещается со своей скоростью. Он может делать отдельную базовую атаку против каждого из существ, мимо которых перемещается смежным в течение этого движения. Мировоззрение Нет Языки - СИЛ 8 (+1) ЛОВ 20 (+7) МУД 15 (+4) ТЕЛ 10 (+2) ИНТ 2 (-2) ХАР 8 (+1) Тактика зайртайла-резака Зайртайл-резак никогда не останавливается, но бросается в битву и из нее со своим секущим разгоном, при возможности используя неуловимый разрез для получения боевого преимущества. Группы при столкновениях Рой зайртайлов обычно можно встретить вместе с группой пасущихся опаленных тварей. Чаще зайртайлы формируются в смешанные охотничьи группы, обычно включающие смотрящего. Столкновение 3 уровня (XP 700) - 2 зайртайла-костолома (уровень 4 зверь) - 1 смотрящий зайртайл (уровень 3 контроллера) - 1 зайртайл-резак (уровень 5 налетчик) ЖЕНТАРИМ (ZHENTARIM) Жентарим, также известный как Черная Сеть - группа безжалостных наемников. Женты, как они известны, за хорошие деньги нанимаются практически на любую работу, невзирая на этику. Знания о Жентариме Персонаж знает следующую информацию при успешной проверке навыка. История DC 20: Мэншун, волшебник-правитель Жентил Кипа, основал Черную Сеть. Он создал огромную организацию, включавшей в себя много злых церквей, прежде всего - таковую Бэйна. Его действия в конечном счете привели к противоречию с честолюбивым Фзоулом Чембрилом, вырвавшим первичный контроль над сетью у Мэншуна. История DC 25: Под лидерством Фзоула Жентарим некогда контролировал половину региона Лунного Моря. Группа попыталась править Долинами и уничтожить Миф Драннор, но в конечном счете потерпела неудачу. Затем Фзоул заключил союз с фаэриммами, который и повлек за собой уничтожение Жентарима. В течение истребительной войны с фаэриммами шедовары узнали о связи их с Жентаримом. Нетерилу достаточно было и маленькой провокации, чтобы уничтожить Черную Сеть. Он превратил в пустошь Жентил Кип и Цитадель Ворона. Религия DC 20: Когда преданные Бэйна перенесли серьезное поражение, выжившие удалились из Жентарима. Сильное следование богу Цирику существовало в Даркхолде, который внезапно стал видной крепостью Черной Сети. Цирикисты быстро получили верх в оставшейся наемной группе, и женты стали видными союзниками Церкви Цирика. Однако, связь Цирика с Жентаримом далеко не тверда. Фзоул Чембрил ненавидит нетерезов за уничтожение ими Черной Сети, и эта ненависть дала ему последователи среди жентов. Хотя церковь Бэйна формально не объединена с Жентаримом, эти две группы часто имеют общие цели и ради этого работают вместе. Нить уважения и даже поклонения Бэйну все еще существует в Жентариме - нить, которую приверженцы Цирика хотели бы обрубить. Мудрость Улиц DC 15: Мечи-на-продажу Жента приметнее всего на Побережье Дракона около Вестгейта и в южной области Побережья Меча. Они также беспокоят земли близ этих регионов, типа Кормира и Луруара. Существенное количество баз, убежищ и цитаделей Жентарима рассеяно в северо-западной части Фаэруна. Организация Наемники Жента широко распространены, но их досягаемость не обязательно приравнивается к силе. Организация Жентарима в чем-то свободна, и обширные наемные ячейки не обязательно отчитываются о работе, если вообще делают это. Жентарим предлагает свою защиту торговцам и устраивает атаки против тех, кто не платит. Они занимаются разнообразными преступными делами, от мелкой контрабанды до открытых убийств и разработки схем шантажа. Женты захватывают монстров, помогают им и направляют их для угрозы мирным поселениям по различным причинам - включая найм для отгона существ. Лидер: Мэншун. Штаб: Штормостраж (см. ниже) и город Побережья Дракона Вестгейт. Иерархия: Мэншун и все первичные лидеры Черной Сети - лорды-вампиры, и этот факт известен немногим, чей статус ниже такового промежуточного лидера. Волшебники и другие арканисты, все вместе известный как Черные Плащи, удерживают в Жентариме самые видные посты, командуя ячейками Жента и составляя заговоры. Ниже Черных Плащей стоят военные командиры, а ниже их - видные торговцы, являющиеся частью Черной Сети. Большинство наемных офицеров - профессиональные солдаты. Некоторые из них - чемпионы Цирика или некоей другой темной веры. Члены: Жентарим расширяет свою численность, нанимая шпионов и мечей-на-продажу, а также вербуя злых священников и арканистов. Наемная группа также приветствует нечеловеческих членов - чем мощнее, тем лучше. Подобно лидерам группы, некоторые из членов Жентарима - вампиры. Наемники Жента Наемные силы формируют собой центр Черной Сети. Таланты наемного люда разносторонни, но чаще всего встречаются солдаты и волшебники, наряду со священниками Цирика. ЦЕРКОВЬ ЦИРИКА После заточения Цирика сила и влияние его церкви на Фаэруне несколько уменьшились. Церковь остается влиятельной в Амне и Муранндине. У нее также есть великий авторитет среди членов Жентарима - Бэйн "проиграл" борьбу за Черную Сеть, когда нетерезы разрушили Жентил Кип. Помимо этих основных точек, существуют более чем несоизмеримые культы цирикистов. В один прекрасный день эти отдельные ветви преданных Цирика могут объединиться, но пока что они далеки друг от друга. Влияние цирикистов на Жентарим питает разрушительное поведение группы. Оно также ведет жентов к охотной связи с мерзкими существами и к исполнению отвратительных действий. Цирикисты в пределах Жентарима намереваются использовать ресурсы организации для освобождения своего бога. Преданность цирикистов обману помогает им работать с некоторой тонкостью. Агенты, как известно, использовали для определенных задач обманутых добряков. Солдат Жента Уровень 5 солдат Средний естественный гуманоид, человек XP 200 Инициатива +4 Чувства Восприятие +2 ОЖ 63; Кровоточащий 31 AC 21; Стойкость 18, Рефлексы 16, Воля 16 Скорость 5 Р. Длинный меч (стандарт; по желанию) Оружие +10 против AC; 1d8+6 урон, и цель отмечена до конца следующего хода солдата Жента. Д. Арбалет (стандарт; по желанию) Оружие Дальнобойная 15/30; +9 против AC; 1d8+2 урон. Р. Хитрый разрез (стандарт по желанию) Оружие Требует длинного меча; воздействует на цель, отмеченную солдатом Жента; +12 против AC; 1d8+6 урон, и цель замедлена (спасбросок заканчивает). Р. Поток железа (стандарт; по желанию) Оружие Требует щита; +11 против AC; 1d8+4 урон, и цель вытолкнута на 1 квадрат, если она Большая или меньше. Солдат Жента может сдвинуться на 1 квадрат на место, освобожденное целью. Фаланга Жента Пока солдат Жента смежен с союзником, он не предоставляет боевого преимущества для замыкающих врагов. Отмеченное преимущество Солдат Жента наносит дополнительный 1d4 урон при всех атаках против цели, которая отмечена им. Мировоззрение Злое Языки Чондатанский (РИ), Общий Навыки Выносливость +7, Запугивание +9, Мудрость Улиц +9 СИЛ 18 (+6) ЛОВ 15 (+4) МУД 11 (+2) ТЕЛ 15 (+4) ИНТ 10 (+2) ХАР 15 (+4) Оснащение чешуйчатый доспех, тяжелый щит, длинный меч, арбалет, 20 зарядов Тактика солдата Жента Солдат Жента обучают как связную единицу для формирования боевой линии и защиты друг друга и более уязвимых союзников. Они подталкивают врагов назад, позволяя линии маневрировать, и с удовольствием бьются нечестно, когда противник остается раскрытым. Адепт Черного Солнца Жента Уровень 6 контроллер Средний естественный гуманоид, человек XP 250 Инициатива +3 Чувства Восприятие +5 ОЖ 67; Кровоточащий 33 AC 20; Стойкость 17, Рефлексы 18, Воля 20 Скорость 5 Р. Шестопер (стандарт; по желанию) Оружие +10 против AC; 1d10+2 урон. Д. Черный солнечный луч (стандарт; по желанию) Некротический или Сияющий Дальность 10; +11 против Рефлексов; 1d4+5 некротический или сияющий урон, и цель берет -2 штраф ко всем защитам (спасбросок заканчивает). К. Созерцание Черного Солнца (стандарт; столкновение) Зачарование Близкий взрыв 2; +10 против Воли; цель сдвигается на 1 квадрат, сбита наземь и ошарашена до конца следующего хода адепта. Д. Бунтующие члены (стандарт; перезарядка 5 6) Зачарование, Психический Дальность 10; +10 против Воли; 1d4+5 психический урон, и цель сдвигается на 2 квадрата и делает базовую рукопашную атаку против самой себя. Мировоззрение Хаотично злое Языки Чондатанский (РИ), Общий Навыки Блеф +13, Дипломатия +13, Понимание +10, Религия +11 СИЛ 15 (+5) ЛОВ 10 (+3) МУД 14 (+5) ТЕЛ 11 (+3) ИНТ 16 (+6) ХАР 20 (+8) Оснащение цепная кольчуга, легкий щит, шестопер, железный святой символ (Цирик) Тактика Адепта Черного Солнца Жента Почти обезумев от преданности Цирику, Адепт Черного Солнца мчится в битву, воздев железное черное солнце - символ Цирика. Созерцание Черного Солнца ввергает врагов в изнеможение. Опасный противник может быть сдержан бунтующими членами, вынуждающими этого врага перемещаться и открываться для атак возможности - или даже атаковать самого себя. Адепты держат наготове свои черные солнечные лучи, но с удовольствием ударят и шестопером. Военный маг Жента Уровень 6 артиллерия Средний естественный гуманоид, человек XP 250 Инициатива +6 Чувства Восприятие +6 ОЖ 56; Кровоточащий 28 AC 19; Стойкость 17, Рефлексы 19, Воля 18 Скорость 6 Р. Кинжал (стандарт; по желанию) Оружие +9 против AC; 1d4 урон. Д. Магическая ракета (стандарт; по желанию) Сила Дальность 20; +11 против Рефлексов; 2d4+5 силового урон. К. Вспышка Жента (стандарт; столкновение) Сияющий Близкий взрыв 3; +10 против Рефлексов; 1d8+5 сияющий урон, и цель ослеплена до конца следующего хода военного мага. А. Огненный взрыв (стандарт; по желанию) Огонь Область взрыва 1 в пределах 10; +10 против Рефлексов; 1d6+5 огненного урон. А. Черные пары (стандарт; ежедневно) Яд Область взрыва 3 в пределах 20; +10 против Рефлексов; 1d6+5 урона ядом, и цель получает продолжающийся 5 урон ядом и берет -2 штраф на броски атаки (спасбросок заканчивает оба). Жезл Точности (свободный; столкновение) Орудие Требует жезла; военный маг получает +3 бонус к одному броску атаки. Мировоззрение Злое Языки Чондатанский (РИ), Обычный Навыки Аркана +13, Дипломатия +9, Строительство Подземелий +11, Понимание +11 СИЛ 10 (+3) ЛОВ 16 (+6) МУД 16 (+6) ТЕЛ 14 (+5) ИНТ 20 (+8) ХАР 12 (+4) Оснащение робы, кинжал, жезл Тактика военного мага Жента Большинство военных магов - командиры боевых единиц Жентарима. Это волшебники с жезлами, сосредотачивающиеся на нанесении урона с расстояния многократным противникам и маневрирующие, чтобы избежать рукопашной. Они взрывают своих противников золотой вспышкой Жента или дымящим огненным взрывом, или выдыхают черные пары, чтобы отравить своих врагов. Военный мага выпускает магическую ракету, только если у него не остается других вариантов. Мэншун Некогда безжалостный лорд Жентил Кипа, Мэншун всегда был бесстрастным и хитрым манипулятором. Именно он протянул первые нити Черной Сети, объединив кабаллу злых волшебников, которых назвал Черными Плащами. Именно он расширил силу Жентарима, объединившись со Фзоулом Чембрилом и, таким образом - с Церковью Бэйна. Но честолюбивый Фзоул сделал резкий поворот и уничтожил Мэншуна... почти. Фзоул убил Мэншуна, чтобы захватить власть, но коварный волшебник предвидел подобное. Его смерть выпустила его душу и дюжину или более клонов, каждый из которых считал себя "реальным" Мэншуном. Эти двойники презирали друг друга, и через какое-то время большинство их погибло в боях, пока не осталось лишь трое: один в Подгорье, другой воссоединился с Жентаримом, а третий получил влияние над преступным миром Вестгейта и назвал себя Орбакхом. Жентаримский Мэншун был убит при нападении Нетерила на Жентил Кип. Мэншун из Подгорья умер во время Чумы Заклинаний. Остался лишь Орбакх. Став вампиром, Мэншун переименовал себя в Орбакха Ночного Короля и установил господство над основной воровской гильдией Вестгейта, вампирическими Ночными Масками. Но когда Огненные Ножи зачистили Вестгейт от вампиров, он удалился в свое запасное логовище - замок с привидениями Штормостраж. Несмотря на зачистку Вестгейта, Мэншун все еще поддерживает связи с городом и его правящим домом. В свою очередь, Дом Блет иногда нанимает наемников-жентов и позволяет волшебникам-жентам поддерживать дома в городе. Взамен Жентарим помогает Дому Блет против вторжений якудза. Штормостраж Логовище Мэншуна стоит между Вестгейтом и руинами Стармантла, недалеко от старой дороги, когда-то соединявшей эти два города. Известная большинству просто как замок с привидениями, из которого никто не возврался, цитадель вполне соответствует своему декадентскому бессмертному владыке, и глубоко внутри ее находятся его персональные палаты и могила. Мэншун держит здесь небольшие силы из живущих жентов, но его слуги-нежить превосходят своей численностью живых. Плащ темных штормовых облаков висит над Штормостражем и на мили вокруг него, независимо от погоды в окрестностях. Солнечный свет не достигает земли. Нежить-служители Мэншуна бдительно патрулируют землю под покровом, в то время как женты ездят и осматривают пути на восток - из Вестгейта и Тезиира. Мэншун Уровень 28 элитный контроллер Средний естественный гуманоид (нежить) XP 26,000 Человек волшебник лорд-вампир Инициатива +17 Чувства Восприятие +17; темновидение, видение невидимых существ ОЖ 500; Кровоточащий 250; см. также иссушение крови Второй ветер (стандарт; столкновение) Лечение ДОРАБОТКА МЭНШУНА Мэншун - могучий волшебник, имеющий библиотеку с широким спектром дополнительных заклинаний, чтобы разобраться с ожидаемой проблемой, а также всевозможные ритуалы. У него также есть доступ к многим мощным магическим изделиям (и он никогда не появляется без своей кровавой маски). Мэншун тратит лечащую волну и восстанавливает 125 очков жизни. Он получает +2 бонус ко всем защитам до начала своего следующего хода. Регенерация 10 (регенерация функционирует, даже когда Мэншун подвергнут прямому солнечному свету, пока он носит кровавую маску Мэншуна) AC 45 (47, когда кровоточит); Стойкость 42, Рефлексы 44, Воля 43 Иммунитет болезнь, яд; Сопротивление 15 некротический, 10 против дальнобойных атак; Уязвимость 10 сияющий (только не при ношении кровавой маски Мэншуна) Спасброски +2 (+8 против эффектов зачарования; +4/+10, когда кровоточит) Скорость 6, подъем 4 (подъем паука); см. также боевой телепорт Очки действия 1 Р. Посох (стандарт; по желанию) Сила, Оружие +31 против AC; 1d6+8 урон. R Тайный Заряд (стандарт; по желанию) +33 против Рефлексов; 2d6+10 урон. Р. Иссушение крови (стандарт; столкновение; перезаряжается, когда смежное существо становится кровоточащим) Лечение Требует боевого преимущества; +31 против Стойкости; 2d12+9 урон, цель ослаблена (спасбросок заканчивает), и Мэншун восстанавливает 125 очков жизни. Д. Доминирующий взгляд (малое; перезарядка 6) Зачарование Дальность 5; +32 против Воли; над целью доминируют (спасбросок заканчивает, с -2 штрафом спасброску). Последействие: цель ошарашена (спасбросок заканчивает). Мэншун может доминировать только над одним существом одновременно. Невиданные усики (стандарт; поддержка - малое; столкновение) Сила Область взрыва 4 в пределах 10; +33 против Рефлексов; 2d6+10 силового урона, и цель обездвижена до конца следующего хода Мэншуна. Мэншун делает новые броски атаки, когда поддерживает этот эффект. Д. Аркзаряд (стандарт; по желанию) Мэншун делает две атаки арканным зарядом. Если обе атаки поражают одну и ту же цель, она ошарашивается до конца следующего хода Мэншуна и сбита наземь. Д. Чистка сосудов (стандарт; столкновение) Устрашение, Лечение Дальность 20; +33 против Стойкости; 2d10+10 урон, и цель ошеломлена (спасбросок заканчивает). Все cоюзники цели, способные ее видеть, ошарашиваются (спасбросок заканчивает). Существа нежити в пределах 3 квадратов от цели восстанавливают 15 очков жизни. Боевой телепорт (движение; перезарядка 4 5 6) Телепортация Мэншун телепортируется на 4 квадрата. Форма мглы (стандарт; столкновение) Полиморф Мэншун становится иллюзорным и получает скорость полета 12, но не может делать атаки. Он может оставаться в форме мглы до 1 часа или закончить эффект как малое действие. Мировоззрение Злое Языки Абиссал, Чондатанский (РИ), Общий, Драконий, Эльфийский, Божественный Навыки Аркана +29, Дипломатия +28, История +29, Понимание +28 СИЛ 12 (+15) ЛОВ 16 (+17) МУД 16 (+17) ТЕЛ 26 (+22) ИНТ 31 (+24) ХАР 28 (+23) Оснащение посох, кровавая маска Мэншуна (см. страницу 57) Тактика Мэншуна Мэншун держит своих закадычных друзей, особенно вампирское отродье, между собой и своими врагами - и в стратегических, и в тактических ситуациях. На поле битвы он телепортируется при необходимости, создавая себе новых временных служителей с применением своего доминирующего взгляда. Невиданные усики блокируют часть поля, пока Мэншун запускает аркзаряды в удерживаемых там врагов. Чистка сосудов заставляет кровь вырываться из жертвы, и Мэншун использует ее в критический момент для помощи своим союзникам-нежити. Он приберегает взрыв темной энергии - разбивание разума - на тот случай, если его противники укроются, хотя он и не против для его использования телепортироваться в самый центр противников. Он пьет кровь только по необходимости или когда для этого представляется легкая возможность. Группы при столкновениях В Жентариме приветствуют всех способных гуманоидов, так что расы агентов-жентов весьма разнообразны. В Жентариме есть гуманоидные существа типа убийц-доппельгангеров, разведчиков-эльфов или тифлингов- темных клинков. Гуманоидные миньоны часто оказываются среди наемников-жентов дополнительными, но более слабыми солдатами, либо рабами. Женты презренны и не гнушаются использовать или работать с любыми существами, способными содействовать их целям. Волшебника-жента можно встретить среди налетчиков-орков; хобгоблины часто носят цвета Жентарима. Среди агентов Жентарима бывает вампирское отродье или другая разумная нежить. Более мощные женты могут быть лордами-вампирами или иметь устрашающих компаньонов, типа огров или гигантов. Столкновение 5 уровня (XP 1,200) - 2 солдата Жента (уровень 5 солдат) - 1 Адепт Черного Солнца Жента (уровень 6 контроллер) - 1 военный маг Жента (уровень 6 артиллерия) - 4 человека-лакея (уровень 7 миньон) Столкновение 5 уровня (XP 1,240) - 1 солдат Жента (уровень 5 солдат) - 5 человека-охранника (уровень 3 миньон) - 1 Адепт Черного Солнца Жента (уровень 6 контроллер) - 2 дварфа-перебежчика (уровень 4 артиллерия) - 1 багбир-душитель (уровень 6 скрывающийся)
textdata/thevault/Подземелья и драконы [RU]/ДнД 4/Сеттинги/Забытые королевства/книга приключений.pdf
Mysteries in Mannath An Easy, Group Adventure By Thom Wilson For Swords & WizardryTM TG2101 E1 A group adventure for 1st through 2nd level characters Nine separate adventures within a single town! 52 pages of material! Old school stat blocks! Table of Contents ThrowiGames LLC Mysteries in Mannath Version 1.01 June 2013, rev20171028 By Thom Wilson TG2101 for Swords & WizardryTM Introduction 1 Adventure Background(s) 2 Play 6 Town of Mannath 6 Encounter Areas 16 A: “Infestation” 16 B: “Dry Well” 24 C: “Haunted Tower” 25 D: “The Mystery of Juntor Manor” 31 E: “Revenge of Grungle” 44 F: “Mystery of the Missing Ancestor” 46 G: “Wicked, Witch of the Water” 47 H: “The Long Forgotten Door” 49 Town Map Inside cover Contributors Thom Wilson—author, cartography Cover Art: 7th Sea: Nations of Theah Land- scapes Pack, by John Wick Presents (RPGNow) through CCA for the Explorer’s Society. Interior Art: Lucas Pandolfelli Legal and Notice Copyright © 2017 by Thomas R. Wilson, throwigames.com. All rights reserved worldwide. May not be copied or distrib- uted without prior written permission with the exception of personal roleplaying use. Wandering Monsters D20 roll Result 1 Grungle (see Area E) 2 1d4 Wolves 3 1d4 Giant Ants 4 1d4 Bandits 5 Mannath Townsfolk * 6-20 Nothing Encountered * choose one of the townsfolk or town guards RPGNow and the company web- site has several more adventures for S&W and other old school sys- tems. Introduction Mysteries in Mannath was the first easy difficulty, group adventure released for the SRS Guidelines. It was redesigned for a small party of 1st through 2nd level Swords & WizardryTM adventurers - the en- counters found herein should be challenging for two to four charac- ters but not too difficult or danger- ous. The contents of this book are bro- ken into two sections: Prepare, Play and Play. The Prepare section pro- vides all the necessary details and background for the GM to be ready to run the adventure. The Play section details individual en- counters, puzzles and challenges that the player will likely face. Along with details of Mannath (buildings and inhabitants), each of the nine adventures within the book are found in this section. The town of Mannath is a good town for characters to use as a home base in any realm; although Mannath is found in the Terra Mi- nor world, it can be added to any region in the GM‘s campaign. Enjoy! Thom Wilson Prepare This section provides background information for the GM. If you plan on playing an adventurer in Mysteries in Mannath, stop reading now. If you are the GM, keep reading. Materials Needed As the GM, you will want to be familiar with the Swords and Wiz- ardryTM system; the rulebook should be at the table with you when you play. Knowing how to run this game is important! Al- though not necessary, having read the SRS World Guide will benefit you as a GM. The player should have a S&W Character Sheet to make game- play easier. These sheets can be found at the Frog God Games or Mythmere websites. Both you and the player should have a set of polyhedral dice. You and the player can use table top miniatures and other visual game aids if desired. Final Note: Swords & Wizardry, S&W and Mythmere Games are trademarks of Matthew J. Finch. ThrowiGames is not affiliated in any way with Matthew J. Finch, Mythmere GamesTM or Frog God Games. 1 Adventure Background This adventure booklet contains nine mysteries in total. Each mys- tery scenario has been designed to take one to two short sessions to complete. It is likely that the ad- venturers will gain enough experi- ence to increase one or two levels after solving these mysteries. The town of Mannath is plagued with several small yet annoying mysteries and issues. The Mayor, Han Kildor, does not have enough local resources to address the many problems his town is cur- rently facing. Most of the issues are unrelated but a few originate from one mystery and are likely to be solved in a particular order. Solving the critical mystery ―Ellana‖ should prove to the Mayor that the adventurers can be trusted and are well suited to help- ing the town resolve its many other concerns. Mysteries in Mannath Area Page Mystery Name Related to A ―Infestation‖ B ―The Dry Well‖ H C ―Haunted Tower‖ D ―The Mystery of Juntor Manor‖ Mayor‘s Home E ―Revenge of Grungle‖ D F ―The Mystery of the Missing Ancestor‖ E G ―Wicked, Witch of the Water‖ B H ―The Long Forgotten Door‖ G spec ―Ellana‖ Table 1-1 lists the nine adventures within the town of Mannath and their relationships to the other mysteries. Table 1-2 provides a one-line synopsis of each mystery. If the GM is using Terra Minor for the campaign world, Mannath is found in the southernmost portion of the Wyn- helm province. The small hamlet is east of Greensedge and west of Thuil and Helmhall. Mannath is within a few days travel to the southern ocean sea, the Forbidden Waters. A copy of the Terra Minor World Guide is avail- able as a free PDF download from the company website, found at http:// throwigames.com. There are several other S&W adven- tures set within the Terra Minor Cam- paign setting, mostly within the Wyn- helm and Nolgur-Wul provinces. You can find most of these adventures on RPGNow. Table 1-1 2 2. Yalifina, an old woman living alone at area G, is searching for an artifact of great power. She be- lieves it can be found in the re- cently discovered burial chambers beneath the local Church (area 16/ H). Using her limited magical abilities, she has accidentally caused a cave in under the church. While this cave in does not affect the church or the burial chambers directly, it has temporarily re- routed water from an under- ground river, one that supplies water to the town well. Of course this well has begun to run dry and the townsfolk are looking for a culprit. The old woman is an easy target. Further details to these story-lines as well the lesser mysteries in ar- eas A, C, and F can be found in their respective sections later in the book. Facts There are two main yet unrelated plot-lines in Mannath that account for the majority of the mysteries. 1. Recently, bandits have moved into the abandoned manor house at area D. These bandits are work- ing to supply a much larger slav- ing organization by ensnaring local farmers and villagers on the main road through Mannath. Their unlikely ―boss‖ is Grungle, an ogre with above average intellect. When the adventurers arrive in Mannath, Ellana, the Mayor‘s daughter, has been missing for two days. She is locked up in the base- ment of Juntor Manor awaiting transportation west. The main mystery begins with the mayor asking the characters for help in finding his missing daugh- ter. Encounter Areas Area Synopsis A Giant ants have infested the croplands under Maplin‘s Farm. B The town well has gone dry… what is the cause? C The long-time tower-keeper recently passed away but his spirit lingers on. D Strange noises and lights are coming from the long abandoned manor house. E An unlikely bandit leader retaliates. F A sacred burial mound is missing its lone inhabitant. G A shunned old woman is accused of witch-craft. H A key has been found for an ancient burial crypt under the church… spec The mayor‘s daughter, Ellana has gone missing… Table 1-2 3 Hooks There are several ways for players to begin these mysteries. The list below offers a few suggestions. 1. The adventurers are passing through town and get recruited to help find the Mayor‘s daughter. 2. Word has gone out that Man- nath has a rich mayor and is will- ing to pay to resolve a few issues. 3. The adventurers return to this town after many years away and want to help solve the mysteries. 4. Adventurers have ―graduated‖ from a local training school and are sent to Mannath as a final test of their newly learned skills. Of course, the GM can add this town and all its mysteries as a side excursion as part of a larger cam- paign. Encounter Areas The following table lists the main encounter areas: Encounter Areas Area XP Foes A5 30-60 1-2 Giant Ants A6 30-60 1-2 Giant Ants A9 30 1 Giant Ant A10 60 2 Giant Ants A11 150 5 Giant Ant Soldiers A12 1040 6 Giant Ants, 2 Giant Ant Soldiers, Queen Hints to Playing the Main Actors Grungle, the bandit leader, desires to continue his enterprise as long as possible and does not fear the limited resources of Mannath. The young local guards pose no threat to his bandit group and he will continually increase the frequency in which his men will kidnap vil- lagers. His group will become so bold over time that they will even- tually march in to town and take as many people as possible! The ogre is vain, cocky and smart. He is of average strength and will not back down from a fight. He will not flee nor will he go to his superiors in the slaving organiza- tion for help. The old woman Yalifina is quiet and smart, but beginning to go mad. She believes that an ancient Encounter Areas Area XP Foes C4 240 Zuldi-Mar‘s Ghost D1 30 2 Bandits D2 15 1 Bandit D3 45 3 Bandits D5 30 Bandit Leader D9 15 Skeleton D10 240 Ghost D11 30 2 Skeletons E 120 Ogre F 210 7 Wolves H1 120 8 Skeletons H2 1100 Undead Witch 4 Future Concerns If not rescued in time, Ellana will eventually be moved out of Man- nath in four days (see the Table on page 32 for timeline). Addition- ally, the bold bandits in area D will continue to kidnap Mannath resi- dents until the remaining towns- folk flee the area. Map Notes Each map is drawn so that north is on the top most side of the image. Lighting is not indicated in the map or notes (left as a GM deci- sion). artifact is under the town, specifi- cally the local church. While there is a magical item to be found in the burial chambers, it is not of the power she believes it to be. She defends her home to the death but flees from any confrontation else- where. She rarely leaves home during daylight hours. Mayor Kildorn is a portly fellow of great wealth. His family has gov- erned this town for many genera- tions. He spends his family for- tune on the town but not necessar- ily in the most productive of ways. For example, he‘d rather build a stone fountain than train his town guardsmen. He is a loving family man with a wife, Gelda, and six children. He can be found in area 1 when not walking about town. When the adventurers arrive in town, they will likely be met and questioned by the town guard. The Mayor is beside himself with worry and fear now that his daughter Ellana is missing. If the adventurers offer their help to the mayor, he will likely take it quickly. He and his wife are des- perate for the return of their daughter. The Mayor has begun to let most of his duties slip while he frantically searches for his missing child. Priestess Brognalla, follower of Etu the Living, leads services at the Mannath church (area 16). She is a young yet exceptionally educated woman who is eternally devoted to her goddess. She will offer her healing services for a church dona- tion or free for devoted Etu follow- ers. 5 Play The adventures begin in the town of Mannath. As the GM you will have to guide the player to the town to begin the detailed encoun- ters listed later in this booklet. If you are using the Terra World Guide, you will find Mannath in the southern portion of Wynhelm. Mannath and several other small border towns continue to thrive near the borders of Sivona and Nolgur-Wul. Of course, Mannath can be planted in to any world. If the adventurers complete most or all of the mysteries within this booklet, there is a good chance that they will increase their level enough to move on to the next set of adventures in Umfall (see the Wrap Up section at the end of the booklet). Mannath The town of Mannath is a small, growing farming village. Twenty or more large buildings, many of which are two stories, constitute the village. Several buildings are made of stone and have stood for many generations. A large watch- tower (area C) was used until re- cently to watch the main road for travelers and bandits. The town church (area 16) wor- ships the local Goddess Etu the Living, deity of life and creation, (growth, crops and farming). Priestess Brognalla leads daily ser- vices in celebration of Etu‘s many blessings. Donations are welcome. A central well provides water for the villagers in town. Although the water from the river is clean, villagers now avoid leaving town in fear of kidnappers. When the adventurers arrive in town, the well is beginning to go dry. Several small businesses in town provide services and goods to local inhabitants as well as passersby. Smaller villages to the east and west used to travel to Mannath for goods but have stopped with the many disappearances on the road. The village is well kept, clean and the townsfolk are generally a good natured brood. Until the recent problems, they have always been a welcoming town. The adventurers may sense some distrust or out- right hostility from a few villagers. The map of Mannath can be found on the inside of the back cover. Village Buildings and Locations Area 1: Mayor Kildorn’s Home The entrance to the Mayor‘s home is quite impressive. Well-tended gardens can be found within the spacious trimmed lawn. Fruit bearing trees line the walkway to the front door of the home. 6 The mayor‘s home is a two story, stone dwelling with many rooms for his family of eight. Three ser- vants work and live within the home. Mayor Kildorn‘s large of- fice is on the first floor, directly to the right of the front door. Hundup, the manservant of the home, will answer the door and work with adventurers trying to gain audience with the mayor. He is a devoted servant of the home and will defend the Kildorn family to his death if necessary. His sta- tistics can be found in the back of the booklet. Note that he has some experience in combat and should not be overlooked. Mugla is the Kildorn family maid and cook. She is quite talented with food preparation; her meals are quite excellent. Lunna is the family nanny and primary educa- tor for the Kildorn children. Mayor Kildorn keeps the family treasure in four separate chests hidden within and under the home. The total wealth of all coins, bars, gems and jewelry in the four chests is close to 1,000 gp. Area 2: Mannath Watchtower This four story stone watchtower is several generations old and pro- vides an excellent view of the town and surrounding countryside. Un- til recently, Zuldi-Mar, the town tower-keeper has provided a watchful eye on the road and woods to the west. Unfortunately, Zuldi-Mar passed away two weeks previous to the adventurers‘ arri- val. His dedication to the watch tower was so strong that his spirit lingers on in the tower, protecting the watch bell in the topmost story. No Mannath resident dares to en- ter the top two stories in fear of the spirit of Zuldi-Mar. Encounter Area C provides more information on this area and Zuldi-Mar. Area 3: Gunpal Family Residence A single story wooden home is the residence of the Gunpal family. Jak and Billa live here with their three young sons and infant daughter. Jak works for Mayor Kildorn, providing lawn care and small tasks as needed. Billa works in the kitchen of the Mannath Tav- ern (area 13). The family has very little in overall wealth or savings. 7 Area 4: Mannath Apartments Four families live within this two story wooden structure. On the bottom floor, Gral Tybor and his wife, Gippa live on the west side, and Urnla the Widow lives with her three young daughters on the east side. On the top floor, Onta- Bir, the retired Captain of the Guard, lives alone in residence on the west side. Munwas Ruffel re- sides on the east side with his six- teen year old son Jakobbe. It is rumored that Munwas and Umla have been courting. Area 5: Mannath Blacksmithy Grunm the Blacksmith provides services to Mannath and surround- ing villages. He is proficient with horseshoeing, metal armor and weapon repairs, and can forge sim- ple steel items at normal costs. Hidden in the back of his store- room, Grunm has a magical steel sword he received in trade for work several years ago. He is un- sure of its powers but knows it is an above average blade. Unbe- knownst to Grunm, the blade is ―Shield-Sunder‖, a magical long sword that automatically destroys any normal shield it hits (50% change to render a magical shield useless – requiring repair). Area 6: Fuldorp, Leatherworker The village leatherworker, Ful- dorp, has recently moved here and set up business after the former leatherworker died of old age last spring. He is quiet and shy but is quite good at his craft. He charges fair prices to repair and build com- mon leather items. Area 7: Two-story Residence Two large families live in this large wooden building. On the bottom floor, the entire Dulpasa family squeezes into the six rooms. Hulp and his wife Anwa are the proud parents of ten young children (two sets of twins). On the top floor, out of work (and often drunk) Yustofi, his wife Twalla, and their eight children manage in their five rooms. Twalla and Anwa both work at the Piglet Pub (area 10) as barmaids. Hulp assists Lingle (area 8) with odd jobs and running errands. Area 8: Lingle’s Supply Shop Local legend and well to do Lingle sells supplies from the ground floor shop in this two story build- ing. He supplies Mannath and other nearby villages with fair priced farming supplies and a small amount of grocery items. His shops comprises a third of the ground floor with the other por- tion representing a storeroom for extra supplies and small barn for his horse and wagon (he travels the road occasionally). 8 The second floor of this building provides residence to the Hustuu family. Tuska and Verna Hustuu live in the small apartment with their two children. Tuska has worked with the Maplin family at their farm (area 18) since his teen- age years. Verna works the counter at Hurver‘s Oddities and Trinkets (area 11) during Hurver‘s lunch break. Lingle also has his large apartment on the second floor. It is well fur- nished, clean and full of books and scrolls. He keeps his lifesavings in a fake book on one of the many shelves. The book is not easy to find. It consists of 2 gold bars (each worth 20 gp), 4 silver bars (each worth 20sp), 27 gp, and 39 sp. Area 9: Two Story Residence Four families inhabit this large, two story wooden structure. The young Hulbard family lives in the northern side bottom floor. Gil and Beccy Hulbard have a set of identical twin daughters, Maci and Graci. Gil works at Gavits Farm as lead field worker and Beccy tends tables at the Mannath Tavern. On the south side bottom floor, the Amtupp family takes residence. Fillip and Gwunn Amtupp, and their three young boys, Yuf, Ripp, and Dunn, fill the six rooms. Fillip works at Gavits farm. Upstairs on the north side, retired guardsmen and widower Immil Dux enjoys a quiet existence. Known for his prowess with a sword, Immil trains new recruits for Mannath when necessary. The Muggir family lives on the south side. Qwelto and Urna Muggir have two sons, Wilnot (a town guardsman of only a few weeks) and Justnot, a teenager. Qwelto is one of two town guards who are posted at night. Uma is the night cook at Mannath Tavern. 9 Area 10: The Piglet Pub The rowdier of the two drinking establishments in town, the Piglet Pub offers good gossip, average drink at cheap prices, and the occa- sional farmhand fight. Although altercations are infrequent and rarely severe, they are amusing to the townsfolk. The town guard is only called if anything beyond the pride of one of the participants is injured. Jiffnet, the owner of Piglet Pub, is a former adventurer and has an eye for those on a similar path. He will quickly befriend any travelers stopping by the pub; he‘ll offer a free drink if there is news from outside Mannath to share. Jiffnet is a large, jovial fellow but will attempt to stop any tussles that could damage his pub. If adven- turers pry Jiffnet for information, it‘s possible that he may share something he has heard. See the Gossip chart (Table 1-3) on the next page for possible information. Jiffnet charges fair prices for local wine, ale and mead. He offers a limited food menu (breads, cheeses and soups). The Piglet Pub does not have rooms for rent; Jiffnet will reluctantly recommend the Man- nath Tavern for overnight needs. Mannath is a farming community and patrons will depart for home within one to two hours following sunset. If the adventurers enter the Piglet Pub during peak hours (right after dinner), they are likely to overhear some gossip from the same chart (Table 1-3) on the next page. Area 11: Hurver’s Oddities A former wizard, the retired Hurver now prefers selling trin- kets and oddities to travelers and locals. For townsfolk, he has sim- ple items for sale. These include necklaces, music boxes and the like which are great for birthdays or special occasions. He will spot true adventurers when they enter and will try to sell his specialty items. These can be found in the chart (Table 1-4) on the next page. He is willing to negotiate but unlikely to drop his prices by any lower than 10%. Hurver is trained as a wizard and can help fellow mages with spell book entries and scrolls. For a fee of 100 sp per spell, he‘ll scribe a 1st or 2nd level spell into their spell book (DM to choose Hurver‘s spells). He cannot be convinced to adventure with the group; he no longer desires adventuring as he won‘t venture out in harm‘s way. 10 Piglet Pub Gossip 2d6 Roll Patron Gossip Jiffnet Gossip 2-5 Nothing of real interest (or DM to make something up). Not yet talkative enough. 6 A ghost haunts the old watchtower and they have yet to remove Zuldi- Mar‘s body from the top floor (true). The Mannath Tavern waters down their ale and wine (false). 7 Mayor Kildorn has a stockpile of treasure buried under his home (true). Wolves have been seen in town at night. They might be carrying off the missing townsfolk (false). 8 That old witch Yalifina has cast a poisoning spell on the river and the well. She means to destroy this town! (false) Gunm the Blacksmith does the best work around and for the best price too! (true) 9 The mayor‘s wife has been seen slip- ping around town at night visiting the town guard at their posts (false). Hurver at the ―magic shop‖ is more than he seems. He is an odd fellow but he knows a thing or two about magic, he does. (true) 10 Strange sounds have been heard in the forest west of town. With the watch tower closed, we can‘t see in to the wood as before (true). I used to be a powerful warrior in my day. Was known to take a goblin‘s head clean off with a club in one swing! (false) 11 The migrant farm workers in West Mannath Village were seen listening to that old witch‘s stories and lies. (true) Umfall, the village to the west, has been deserted! Rumor has it that undead roam their streets. (true) 12 A forgotten treasure is buried in the basement of the watch tower. It is guarded by a dead sorcerer who should not be awakened! (false) Large insects have invaded the Maplin farm! I heard that several town guardsmen are injured or missing! (true – town guard part is true if encounter is not the first one undertaken) Table 1-3 Hurver’s Oddities and Trinkets Cost Specialty Item 250 gp Rescue Health Vial – when imbibed, will restore 3d6 points of damage. Hurver has two vials for sale. 100 gp Ring of the Extra Step – when worn, the wearer can move one extra step each turn (5 feet or 1 square in combat, if using grid tiles). 500 gp Cap of the Cat – a leather cap that allows the wearer double hearing range. Betters the Armor Class by 1 point. 150 gp Bracers of Easy Swimming – when worn, all swimming attempts are easier than normal. Encumbrance does not affect swimming. 500 gp Necklace of Magic Assistance – when worn, adds 1 extra hit point of damage or 1 HD of affected creatures for any spell. Table 1-4 11 Area 12: Guardhouse Residence This large, two story stone build- ing houses the local town guard and their families. The guard of- fice, three holding cells, a kitchen, and a small room with two bunks fill half of the bottom floor. Guards who are on duty but not at a designated post will be found here most of the time. The other half of the bottom floor has 2 small apartments for the Captain and Sergeant of the Guard, both of who are unmarried. Two exterior stairways found on opposite sides of the building lead to the second floor. The top floor has six small apartments for guardsmen and their small fami- lies. If a guard‘s family grows be- yond the small apartment, they are welcome to live elsewhere in town (as two currently do; see Area 9). The residents of the three north- He has a small apartment in the back of the shop which contains only a cot, a few bookcases and a small chest. The chest is magically locked (requires Dispel Magic spell to unlock) and contains 147 sp and 22 gp. In the very bottom of the chest is a small silver dagger, wrapped in a purple cloth. It is a Dagger of Pain, dealing a bonus of 2 additional damage with any suc- cessful strike (in addition to rolled damage). side apartments are Otto and Gilly Barley; Hulpy Grenfrew, his wife Illia, and infant son Bulfer; and Giffen O‘Nanit. Living in the three apartments on the south-side of the floor are Gibble and Essa Sup- tux; Beb Cuffins; and Lazy Toman. Each guard covers an eight to twelve hour shift. The shift roster can be found below (Table 1-5). Captain Kyal B‘Dold works morn- ings and his Sergeant, Ulywe Grumbor, takes the afternoon and evenings. A couple of guards overlap shifts to ensure good cov- erage. Guard Shifts Shift Time Guard(s) A 4am—12pm Otto Barley A 4am—12pm Gibble the Stout (Suptux) A 4am—2pm Beb Cuffins A 4am—4pm Captain Kyal B‘Dold B 12pm—8pm Hulpy Grenfrew B 12pm—8pm Wilnot Muggir B 12pm—10pm Lazy Toman B 12pm—12am Sergeant Ulywe Grumbor C 8pm—4am Qwelto Muggir C 8pm—4am Giffen O‘Nanit Table 1-5 12 The C shift guards will be found at their posts, one at the western bridge, and the other near the mayor‘s home where the walkway meets the road. Shift A and B guards generally move about, changing locations and assisting villagers as needed. The Captain and Sergeant check in with the Mayor at least twice during their respective shifts. Area 13: Mannath Tavern This two story stone building is one of the two social establish- ments in Mannath. The rather tall and stout looking tavern owner Orla Forsnet, runs the relatively mild tavern with her two grown sons, Tumis and Churls. Orla will not tolerate any poor behavior; she has been known to throw grown men out of the tavern by herself! Her sons assist in controlling drunk or hostile patrons as neces- sary. Orla charges average prices for food, drink and rooms. She gener- ally has three to four nice rooms available but if filled, will offer travelers a discounted rate to sleep in the common room (10 sp per person per night). Orla and her two sons each have their own room in the back of the tavern, be- hind the kitchen. ―Rugged Red‖, a local wine pro- duced by Orla, is made from the grapes grown at Gavits Farm. Orla has a small winery in the basement of the tavern and makes only 50 bottles of the spicy red each year. Mayor Kildorn is her primary cus- tomer, buying nearly half her stock each season. A glass of ―Rugged Red‖ costs 5 gp, a bottle 100 gp. Billa Gunpal (area 3) works the kitchen during the day and Uma Muggir during the evening. Beccy Hulbard (area 9) tends tables dur- ing the peak hours of the tavern. Area 14: Mannath Schoolhouse Unlike many neighboring villages, the children of Mannath are fortu- nate to have a small school in town. Boys and girls of ages eight to fourteen are instructed in farm- ing, cooking, sewing, and other common tasks. Specialized train- ing such as leatherworking or blacksmithing is given to those that show an aptitude beyond the simple lessons. Those that excel may get the chance to apprentice for those specialized trainers. The lead trainer for the Mannath School is YuggT‘Mori, an older woman who recently moved to the village about two years ago. She lives in the back of the school in a small apartment and has very little in the way of personal wealth. 13 Area 15: Gavits’ Farm The Gavits family runs the second largest farm in Mannath, produc- ing wheat, barley, common vegeta- bles and fruit, and a few variations of grapes. Although the town lacks a mill, the grains are pro- duced and shipped to nearby vil- lages. A portion of the grains are returned to Mannath as flour and distributed accordingly. The vege- tables, mostly carrots, lettuce, to- matoes, radishes, squash, and pumpkins, are sold in town. Gered Gavits, married to Elsanna, has twelve children of various ages. The boys that are old enough help out on the farm. Gered re- cruits field workers from West Mannath Village during the critical planting and harvest seasons. Gil Hulbard (area 9) works at the farm as lead field hand, instructing and training migrant workers each sea- son. Fillip Amtupp (also of area 9) primarily repairs equipment and runs errands for the Gavits. Area 16: Church of Etu This massive stone structure is the oldest building in Mannath, built when this area was a midway stop on the main road between two lar- ger villages. This church cele- brates life and all its blessing through the worship of Etu the living, Goddess of Life and Crea- tion. Priestess Brognalla leads two daily services, at sunrise and sun- set, for all those in attendance. Two acolytes, Kispa and Fenna, assist the Priestess in services and other spiritual matters such as vis- iting the sick or injured, and run- ning various errands. The acolytes are trained in the Heal specializa- tion and will use their skills as needed or instructed. A large cemetery lies directly south and behind the church. Nearly all former Mannath resi- dents from the last fifty years are buried here, with the exception of the Gavits, Maplins and Kildors families who have private plots on their properties. Previously de- ceased were buried beneath the church in a surprisingly large crypt. Portions of the crypt have been recently rediscovered by the acolytes. See Encounter Area H for more details on the crypt. Area 17: West Mannath “Slums” Three poorly built, simple struc- tures have been hastily constructed on the southwest portion of the Gavits Farm. These rickety build- ings house migrant workers from nearby villages and towns during the planting and harvest seasons. Six families totaling nearly 25 peo- ple live in these structures. 14 These shoddy buildings were usu- ally empty during the offseason but the last two years, families of workers have stayed here through- out the year. Although Gered Ga- vits isn‘t opposed to their being here year round and can even find offseason work for some of the family members, the rest of Man- nath isn‘t as keen on the outsiders‘ presence. While out of work many of the young men come in to the village center, cause trouble and harass many of the young Man- nath ladies. Recently, a few of the migrant children have tried to at- tend classes at the Mannath School. Many of the villagers are spread- ing rumors that the families in the ―Mannath Slums‖ have taken to following the wood-witch Yalifina. They believe that the migrant workers have stayed in Mannath to serve her and her evil ways. Of course, this is false. Yalifina does interact with the migrant families but only for the purpose of trading supplies and food. Mayor Kildorn has yet to make a decision on what to do with this secondary village and its inhabi- tants. He is likely to act soon since Gered has started work on two new structures for more workers. Area 18: Maplin Farm The largest farm in Mannath pro- duces corn, oats, wheat, peppers, beans, and other varieties of vege- tables. Like the Gavits Farm, the Maplins ship their grains to nearby towns for milling and in turn, re- ceive the byproducts for use in town. Bern and Thranna Maplin have eight children, all teenagers or young adults. All the children work the farm, with assistance from a few Mannath villagers. Tuska Hustuu (area 8) has worked at the Maplin Farm for many years; he leads many of the plant- ing and harvesting activities and is treated almost as if he was a Maplin. Recently, an Giant Ant Queen has set up a lair under the middle of the Maplin Farm fields. She plans to produce a significant number of Giant Ants in the next few weeks. More details can be found in the Encounters section in Area A. 15 Encounters There are nine main encounter ar- eas in this adventure booklet. This section provides background de- tails and other information to help the GM navigate and run the mys- teries in Mannath. Recall Table 1-1 from the ‗Adventure Background‘ section of the book; this provides information about the relationship of the encounters, and the order they are best solved. Recently, a Giant Ant Queen and a few of her soldiers decided to make a new home under the Maplin Farm (Area 18). They dug a large hole squarely in the middle of the main corn field and have burrowed down well over 100‘ under the earth. They have cre- ated chambers for food storage and eggs, and a large nesting chamber for the Queen. Including the Queen, there are about 10-12 Giant Ants in this lair. At the time of the adventurers‘ arrival, Bern Maplin will have just reported to the town guard that an unusual hole has been found in the middle of his corn field and two of his hunting dogs are missing. Captain Kyal B‘Dold will send two guards to investigate. The guards aren‘t well trained in combat and are likely to return without going too far in to the hole. The GM can Encounter Area A “Infestation” choose to have the ants engage the guards if it fits the story line at this point. If the adventurers have already gained the trust of Mayor Kildorn and/or the Captain, they may be asked to investigate the hole fur- ther. If the adventurers are en- gaged in other activities, e.g. a dif- ferent mystery, by the time they get involved, several guards and/ or villagers may have been at- tacked, killed or carried off to the ant lair. Either way, only the ad- venturers have the skill to defeat the ants. If the adventurers ask Captain B‘Dold for additional support from the town guard, there is a chance that he may lend a single guard as a guide. Wilnot Muggir was part of the investigating guard group and knows the location of the hole. He and the other guards went as far as area A2 before retreating. Wilnot will likely flee from the ant lair if the group meets more than one or two ants. Read the following text (on the next page) to the players as they walk through the corn fields to where the hole was found: Area A—Wandering Foes Roll 1d6 Foe 1 1-2 Soldier Ants 2 1-2 Worker Ants 3-6 Nothing 16 As you walk through the corn field, you notice the eerie quiet of the surrounding area. The com- mon insect and animal sounds of the countryside seem to be miss- ing. Corn stalks have been up- rooted in places, some cut in half at a low height. Soon, traces of blood are smeared on the ground and cornstalks on your path. Sud- denly, you come upon a large mound of dirt, nearly three feet in height. In the center of the mound, a hole descends at a moderate slope downward in to darkness. The blood trails also disappear in to the hole. The hole is large enough for a normal sized man to enter, either by sliding or crawling. Area A1: Ant Lair Entrance. This entrance is five to six feet wide and descends on a slight slope downward, easy enough to crawl or walk while crouched. The tunnel continues down, eastward for 20 feet and ends in a chamber. A quick search will discover traces of blood near and within the hole. Adventurers with a good sense of smell will likely detect a foul odor coming from within the hole. A more through search will find un- usual excrement droppings near the entrance. 17 Area A2: Entry Chamber. This chamber is barely 10 feet long and wide with a ceiling of about 6‘ in height. Tall adventurers will have to crouch here. Light is fad- ing at this point; adventurers should have torches or a magical light source. The tunnel continues east. Parts of an animal, perhaps a dog or deer, can be found on the floor of the chamber. A bright adventurer will deter- mine that the hind section of a dog has been left here by something. It looks cleanly cut from the rest of the missing body. A blood trail leads eastward. Area A3: First Cross Tunnel. Four tunnels converge at this cross section. Ants entering the lair from outside will generally bring their prey, alive or dead, south to area A5. Dead or dying ants are brought north to area A4. The main tunnel also continues east, sloping downward slightly. Tracks are easily found here, run- ning in every direction at this cross tunnel. They appear to be small and non-humanoid in shape. A longer search will find a blood trail that continues eastward. A bad smell is barely noticeable from the south tunnel. There is a 1 in 6 chance that a lone Giant Ant will be transporting ei- ther excess food to area A5 or an injured ant to area A4 to die. If an ant is encountered here, it is likely to retreat eastward to gain help from the soldier ants in area A11. Adventurers will have to move quickly to block the eastern exit of the tunnel and prevent the ant from escaping. If the Giant Ant successfully escapes, additional ants will arrive in mere minutes. Area A4: Death Chamber. When the adventurers enter this chamber, it will be obvious by the horrible stench that something has died in here. Insect shapes are piled up in the corner of this room. Large ants, nearly two to three feet in length, rot in a pile. Their man- dibles look strong enough to cut through wood. Three giant ants, recently dead, have been moved here to rot. Liv- ing ants do not enter this room unless to bring another fallen ant or to pursue prey. One of the dead ants was killed by a recent struggle with Bern Maplin‘s two dogs. The other two were killed by the Queen. Area A5: Food Storage. The ants use this chamber to store their food. They will take some to the Queen when they first arrive and leave the rest for other ants. Giant ants are in an out of this chamber throughout the day. It is likely that one or two giant ants might be found leaving or entering the chamber when the adventurers arrive (a roll of 1 on a d6). 18 Parts of dogs, deer, and goat are lying around the chamber floor. Non-humanoid tracks are found in the tunnel to this chamber. If an intensive search is made, one of the group may find the lower half of a human body under the rotting remains of a deer. A pouch on the belt of the trousers holds 3 sp. Area A6: Second Cross Tunnel. The tunnel here has been enlarged to allow the Queen access to the egg chamber to the north (areas A7, A8, A9). The tunnel to the south is also the same height, but the Queen rarely goes this way. The soldier ants generally bring the water to her in area A12. This busy intersection is likely to find traveling ants; a roll of 1-2 on a d6 encounters one or two giant ants. The main tunnel continues east, again dropping a few feet down- ward. Anyone who listens for a minute or two may hear the sounds of dripping water from the south and notice that the roof of the tunnel is now larger, close to 10‘ high. Searching for a few minutes here may discover that tracks are every- where but one set of tracks, much larger than the others, move from the north tunnel to the east in both directions. Area A7: Egg Chamber. Dozens of transparent eggs are stuck to the walls, ceiling and floor in this chamber. Several opened eggs shells can be found. It‘s obvi- ous to the casual observer that these eggs are nearly ready to hatch; the shapes of giant ants are clearly seen through the thin shells. If the adventurers wait here long enough, there is a slight chance (roll of 1 on 2d6) that an egg will open, releasing a new soldier or worker ant. The young ant (half HD and hit points) will instantly attack any non-ant creature. Destroying the eggs does not re- quire a to-hit roll (and does not give experience). Area A8: Maturing Egg Chamber. Hundreds of cloudy shell eggs fill the room. These eggs look like they have awhile to go before hatching. The shells are too cloudy to see their contents. Hundreds of eggs were laid a few weeks ago, when the Queen re- gained her strength. When this room hatches, her new army of soldiers and workers will be ready to expand beyond this small lair. Giant Ant, Young: HD 1d4 hp (1 hp); AC 6 [13]; Atk: bite (1d4-1); Move 9; Save 18; CL/XP A/5; Special: none 19 Area A9: New Egg Chamber. Only a dozen eggs with bright white shells are found in this small chamber. A quick scan will un- cover large tracks near the new eggs. It is extremely likely (roll of 1-4 on a d6) that a giant ant will be here, guarding and caring for the new eggs. 20 Giant Ants (2): HD 2 (5, 4 hp); AC 3 [16]; Atk: bite (1d6); Move 18; Save 16; CL/XP 2/30; Special: None. Additional GM Notes: Area A10: Large Chamber. This large chamber has four sets of root systems hanging from the roof to the floor that obstruct vision to the south end. Water can be heard farther in to the chamber. Addi- tionally, something is moving northward toward the chamber entrance. When the Giant Ants burrowed this chamber, they found an un- derground pool. The pool is slowly spreading and will eventu- ally fill this chamber and over time, the entire lair Two giant ants are retrieving water for the Queen and are heading back to the tunnels leading to A6. Trapped, they will fight to get past the adventurers and alert the sol- dier ants at area A11. If an adventurer searches the water pool, an old skeleton can be found art rest at the bottom. A long since decayed pocket held 4 sp, now found under the pelvic bone of the former owner. Area A11: Soldier Ant Chamber. The tunnel opens up to a large chamber filled with five larger, more aggressive looking ants. Their oversized mandibles look capable of cutting a man in half. Unless the characters are stealthy, the giant soldier ants will feel the movement at the west entrance of the chamber and rush to investi- gate and attack. These ants will use their poisonous attacks to pro- tect their queen in the next cham- ber. They fight to the death. Giant Ants, Soldier (5): HD 3 (12 hp each); AC 3 [16]; Atk: bite (1d6 + poison); Move 18; Save 14; CL/XP 2/30; Special: Poi- son. Additional GM Notes: 21 Area A12: Giant Ant Queen. Entering the large chamber, the adventurers will quickly notice a large mound of mud, roots and debris that is nearly five feet off the ground. Upon the mound sits a much larger giant ant with wings and a massive thorax. The Giant Ant Queen is being served bits of prey and water as she continues to produce eggs. Two soldier ants guard the entrance while six worker ants attend the queen. The soldiers will engage immediately while the workers await instruc- tions from the queen. The Giant Ant Queen can use her special communication skill to call any ants from other chambers to assist in her protection. If the ad- venturers have not cleared the other chambers yet, they may get pinned between two groups of ants here. The Queen will not leave the mound unless she is the last ant left. She may try to fly over the adventurers and exit the lair. Note, she has grown consid- erably over the last few weeks and may have trouble fitting through the western tunnels and lair en- trance. 22 If forced to fight, the Giant Ant Queen will either use her mandi- bles to bite at the nearest adven- turer, or fire one or two antennae quills at a single foe. Treat the an- tennae quills as darts (1d4 dam- age). If the adventurers survive the bat- tle and destroy the Giant Ant Queen, they can search the mound. A careful search will turn up sev- eral human remains with personal effects. One pouch contains 13 sp, another has 3 small gems (worth 5 gp each). What looks to be a rusty dagger is actually a finely made blade worth double the normal value. Encounter Completion. Unless all the eggs are destroyed, there is a chance that the ant lair will repopulate itself; one of the eggs may contain a new queen ant. The new queen will be ready to lay more eggs within several weeks. The adventurers should put the eggs to the sword or torch to de- stroy the lair once and for all. The adventurers should notify the town guard or the Mayor after they‘ve eliminated the ants. If this is their first solved mystery in Mannath, it is highly likely that the Mayor will ask the group for help in finding his daughter, Ellana (see Encounter Areas 1 and D). Giant Ants, Soldier (2): HD 3 (12 hp each); AC 3 [16]; Atk: bite (1d6 + poison); Move 18; Save 14; CL/XP 2/30; Special: Poi- son. Additional GM Notes: Giant Ants (6): HD 2 (4 hp each); AC 3 [16]; Atk: bite (1d6); Move 18; Save 16; CL/XP 2/30; Special: None. Additional GM Notes: Giant Ant, Queen: HD 10 (40 hp); AC 3 [16]; Atk: bite (1d6); Move 3; Save 5; CL/XP 8/800; Special: Limited Flight. Additional GM Notes: 23 Encounter Area B “The Dry Well” The residents of Mannath heavily rely on the single well within town for their drinking water. Many even use this well for bathing wa- ter. For as long as anyone can re- member, this well has provided water and even in the driest of sea- sons, has never run dry. In the last few months, the villag- ers have noticed that the water level in the well has dropped con- siderably and that the water con- tains more dirt and minerals than normal. Superficial investigations within the well have not produced the cause but many of the towns- f o l k s u s p e c t t h a t t h e ―witch‖ (Encounter Area G) is to blame. They are partially correct. Yalifina, a local hermit of consider- able age, is on a search for a magi- cal item of great power. She be- lieves it to be under the church in the recently discovered burial chambers. Although there are magical items in these chambers, the one she seeks is not there. In fact, this artifact has been gone for generations and her ―research‖ that describes its location as under the church is completely made up in her own mind. Yalifina has been going mad for the last few years. The old hermit has attempted to enter the burial chambers from both the well and from under the church. She has been seen around the well in the evening hours by a few villagers. In her attempt to gain access to the chambers, she has caused a cave-in that has redi- rected the underground river from passing near the well to a new di- rection. This underground river freshly supplied the vast pocket of water for the well, and with its change in direction no longer re- fills the well‘s reservoir. She does not realize she has caused this is- sue; she only knows that the vil- lage is hostile towards her and doesn‘t understand why. She sus- pects that they may be after her artifact. With the water in the well at a dangerously low point and the water from the western river not clean enough for drinking, the Mayor is beginning to panic. He will likely ask the adventurers for help in solving this mystery. If asked, he will not directly blame Yalifina but will have enough sus- picion to suggest the adventurers talk to her. The water in the well is low enough for adventurers to enter the supply tunnel, now dry. This tunnel will eventually lead the ad- venturers to the cave-in. If the de- bris from the cave-in is moved, ei- 24 25 ther by digging or through magical means, there is a chance that water will begin to flow back in to the tunnel feeding the well‘s reservoir. The rate of this water flow could be dangerous to careless or unpre- pared adventurers. This cave-in can be cleared from this encounter area or encounter area H, under the church. Additional information about Yali- fina‘s searches and behavior can be found in Encounter Area G, ―The Wicked Witch of the Water‖. It‘s important to remember that Yali- fina wasn‘t trying to ruin the well, but was only searching for her lost treasure. Encounter Completion. Once the water begins flowing in to the well reservoir, it will take between seven to ten days for it to return to normal levels. The dirt and mineral sediment will take an additional week to settle down. As with all solved encounters, the Mayor will be extremely grateful for the help. As his trust grows in the group, he will ask for more help. Encounter Area C “Haunted Tower” The four story stone tower just be- hind the Mayor‘s home is one of the oldest structures in Mannath. After the church of Etu was con- structed, this tower was raised so that priests and acolytes could view the three main roads inter- secting here for other clergy, com- mon travelers or bandits. After the village of Mannath grew large enough to have their own town guard, the priests of Etu re- leased the tower to the Mayor and no longer took watch in its highest floor. Since that time, the Mayor has elected a tower-keeper to man the tower day and night. The posi- tion of tower-keeper is one of the most prestigious and rarely va- cated positions in the village. Most tower-keepers serve for their life- time, or until they are physically unable to perform their duties. The most recent tower-keeper, well in to his seventies, is believed to have passed away in his chambers in the top floor of the tower. He hasn‘t been seen at his post in sev- eral days. The mayor sent several villagers to retrieve his body only to find them return, shaken and scared. They reported hearing sus- picious and unnatural noises com- ing from the top floor. When pressed for more detail, they said they heard tortured screams of pain and anguish. If the adventurers are available to help, the Mayor will enlist them to retrieve the tower-keeper for proper burial. A new tower- keeper cannot be elected until the old fellow can be buried. The deceased tower-keeper, Zuldi- Mar, was one of the most dedi- cated and steadfast tower-keepers in the long line of guards. He never married (most usually don‘t) and stood watch from the tower day and night, rarely sleeping more than 30 minutes at a time at different points in the day. The tower lantern was used to warn town guard on the ground of in- coming danger, using flashes of light to signal direction and num- ber. This lantern was an incredibly important artifact for the tower- keeper; its safety was a sacred duty. When Zuldi-Mar died of old age, his spirit did not depart from this world for the next. Although his body failed, his essence became tied to the lantern, continuing the protection of the tower and town. Zuldi-Mar has become a ghost, fiercely guarding the lantern. His ghost cannot be reasoned with, but only destroyed to free him from this existence. His decaying body will be found near the lantern and ghost. 26 Area C1: Bottom Floor. Read the following text to players as they enter the tower‘s first floor: The door opens outward, letting the first sunshine into the lower level in days. Several chairs, tables and other furniture are spread throughout the square room, measuring roughly forty feet across and wide. The room is dark but for the outside light. A faint odor emanates from the stairs leading up, across from your cur- rent position. The odor is indeed from the decay- ing body three floors above. There is a slight chance that either a moan or scream from Zuldi-Mar‘s ghost can be heard. For each level of the tower the adventurers as- cend, increase their chance to hear the ghost above. On closer inspection, a few of the chairs closer to the stairs are knocked over. This is likely from the villagers who quickly exited the tower. Fruits and vegetables are starting to decompose in the kitchen area of this floor. The fire- place has been out for days, mak- ing this room damp and cool. If a careful search is made of the left side of the fireplace, approximately five feet above the floor level, a small iron box can be found be- hind a loose stone. Within the box, a small pouch contains ancient coins from ages past, worth 25 sp. 27 The stairs on the north side of the room lead to the second level. Ex- cept for the small iron box, there is nothing of real value in this area. Area C2: Second Floor. The stairs open up to another large chamber, containing a large table, several chairs, and many dusty old bookshelves. This area is used for meetings with the tower-keeper and town officials. Previous tower -keepers were well educated men; these bookshelves have consider- able information on the town and its history, as well as nearby loca- tions. If a thorough search is, a few interesting books might turn up. One in particular, entitled ―Forefathers of Mannath‖, has this passage on one of the first few pages: “With the passing of the hardest winter known to Mannath, several forefathers, victims to the dreaded bloody-scourge, could now be buried. Chambers away from the common crypt have been prepared for their burial. With them, go the treasures of the last wars of the north.” 28 This passage refers to the newly discovered burial chambers under the Church of Etu, Encounter Area H. Priestess Brognalla would be particularly interested in this book as well as several others in this room. Many church tomes were left here when the acolytes de- parted. The Priestess will find no record of the bloody-scourge men- tioned in any other church tomes. In fact, this is a cover up for the false acolyte atrocity that occurred (see Areas D7 and H). Stairs on the south wall, opposite those from the first floor, lead up- ward. There is nothing else of value or interest in this room. Area C3: Third Floor. This floor was built as the sleeping quarters for the priests and aco- lytes long ago. Tower-keepers rarely use this level for sleeping due to the lack of visibility to the surrounding countryside. The windows on the fourth floor are considerably larger and the roof has complete panoramic views of the area. Four ancient beds, without linen or bedding, line the east and west walls. A small chest for personal belongings lies at the foot of each bed. Two small tables and four chairs occupy the center of the room. Old murals, painted on the stone walls, depict a beautiful god- dess providing rays of sunlight, rainwater and crop growth for a small village. These are early paintings of Etu, blessing Man- nath. North, across from the second floor stairs, another set of stairs leads to the fourth floor. The room is relatively bare and looks mostly unused. The chests are empty. 29 Area C4: Fourth Floor. When the adventurers enter the fourth floor, read the following text to the players: Moving up the stairs, the once faint odor now overwhelms your senses. As you enter the fourth floor, the scene before you is both confusing and terrifying. A decay- ing corpse lies near an old, worn bed. Nearby, a shadowy figure hovers near an antique brass lan- tern. The shadowy image notices your arrival, emits a horrifying scream, and moves in your direc- tion! This shadowy creature is Zuldi- Mar‘s ghost. Its sole purpose now is to protect the lantern and will try to destroy the adventurers with its Chilling Touch. The ghost can only be harmed with magical means; common weapons have no effect on the creature. The ghost is destroyed only when its hit points are reduced to zero or lower. Ghost: HD 2 (10 hp); AC 4 [15]; Atk: 1 touch (1d4 + Chilling Touch); Move 9; Save 10; CL/XP 5/240; Spe- cial: Chilling Touch (drains 1 point of Consti- tution), immune to non- magic weapons. Additional GM Notes: 30 If the lantern is removed while its protector is undestroyed, the ghost will follow the item and re- manifest near it later. If Zuldi- Mar‘s body is removed and the lantern left alone, the ghost will likely not follow. The adventurers should realize that the ghost will have to be dealt with at some point; a new tower-keeper cannot take his post until the ghost is de- stroyed. Priestess Brognalla may help to cleanse the tower of the lingering spirit if other options have been exhausted. The room contains a simple and much worn bed, a chest for Zuldi- Mar‘s belongings, and a dresser of common clothing. A small side table and single chair are near the bed. A map of the surrounding area lies flat on the small table. Large windows on each wall open up to give an observer an expan- sive view of the area. A simple wooden ladder on the south wall leads to a trap door in the ceiling. Zuldi-Mar‘s life savings are hidden in the back of the bottom drawer of the dresser. The stash is difficult to find as it is well hidden. Zuldi- Mar had 15 sp, 2 gp, and three small gems, each worth 100 gp. Stealing from the dead tower- keeper should be discouraged, es- pecially if anyone from the town is present. Personal belongings of dead tower-keepers are given to their families or the next tower- keeper if no immediate family ex- ists. Several old swords and daggers hang from the walls; all are fairly worthless as they have not been maintained. An old bow and quiver of 10 arrows can be found in the chest. 31 Area C5: Tower Roof. The ladder from the fourth floor leads to an unlocked trap door in the roof of the tower. On each side of the roof, a simple wall of crenel- lations provides cover yet visual access to the surrounding area. A dozen old spears and several quiv- ers of near worthless arrows are positioned in various places along the wall. A single chair on a raised base, positioned facing eastward, allows a seated individual to see well enough in to the distance. Nothing else of value is on this roof. Encounter Completion. This encounter is complete when the adventurers retrieve the body of the tower-keeper. Although destroying the ghost is not neces- sarily part of the completion, the spirit will still need to be de- stroyed at some point for the tower to be inhabited again. The mayor may ask the adventurers to return to finish off the ghost following Zuldi-Mar‘s burial. If asked, he may send one or two town guards to assist. Every touch of Zuldi-Mar‘s ghost drains one point of Constitution which takes 24 hours to regain. The adventurers may require rest to restore any lost points before continuing on with further myster- ies in town. Magical healing may assist in the recovery process. Encounter Area D “The Mystery of Juntor Manor” Recently, a small group of seven human bandits have moved in to the woods to the west of Mannath. These bandits, led by Kulch, work for Grungle the Ogre. Grungle supplies slavers to the west with young villagers and supplies taken on the road. Kulch and his bandit group have established themselves in Juntor Manor, the former residence of the Juntor family. The Juntor family was completely wiped out by an epidemic of nerve blight over a dozen years ago; the village has avoided the manor house since. The bandits have moved east to Mannath because they‘ve nearly taken the entire town of Umfall over the last several months and need more victims. The bandit group mostly preys on lone travelers on the road west of Mannath (and beyond, in Umfall). Recently, they have been snatching up two or three travelers at a time. They don‘t believe anyone sus- pects them yet and they are bold enough to think they have no real opposition; they faced none in Um- fall, after all. 32 Kulch and his group capture trav- elers and store them in the Juntor Manor basement. Once they have six or more victims, Kulch will send word to Grungle that he has another group to move west to the slavers. Grungle will arrange for a transport group to move the vic- tims out in the cover of darkness. Captured travelers sometimes stay as long as two weeks in the Juntor Manor basement. Ellana Kildorn, the Mayor‘s eldest daughter, is imprisoned at the manor house, awaiting transport in the coming days. The adventur- ers will not have much time to dis- cover the bandits and rescue El- lana before she is gone. There are three other villagers, all from Um- fall, also awaiting transport. Time Line / Events Day/Time Event Night before adventurers engage 13 year old boy taken while escaping from Umfall. (boy found in cell D6a) Adventurers begin search for Ellana. Bandits lay low. Kulch meets with Grungle (at encounter area E). Day + 1, evening Bandits capture old man on road to Mannath. (old man Put in cell D6c) Day + 2, evening Bandits capture twin 11 year old girls from Umfall, escaping to Mannath. (girls put in cells D6e and D6f) Day + 3, evening Bandits lay low. Slaver transport arrives at Juntor Manor. Time Line / Events (cont’d) Day/Time Event Day + 4, evening Slaver transport departs with 8 victims, including Ellana Kildorn. Transport moves at night westbound for parts unknown. Day + 5 to Day + 21 Bandits continue to capture travelers. Bandit group gets bolder, closer to Mannath. Day + 22, day time Bandits head in to town, taking people in plain sight, killing guards as necessary. Mannath goes in to a panic. Day + 23 and beyond Mannath is likely enslaved or people flee their homes. All that remains is the Church of Etu. When the adventurers begin their hunt for Ellana, the GM can use this timeline to help move the story along. As the table above indicates, the bandits will eventually march in to town and take whomever they wish. If the town guard resists, Grungle likely joins in the combat, dealing horrific damage and de- stroying all that resist. If the ad- venturers choose not to help, they will still get caught up in the fray, unless they have already departed from town. Kulch and Grungle are formidable foes but the rest of the bandits are less intimidating; many lack real combat experience. After all, cap- turing the old or young, single traveler on the road requires little combat training. If the adventur- ers engage in battle and Kulch 33 falls, it is likely that the other hu- man bandits will surrender or flee. Unbeknownst to anyone, a secret door in the manor‘s basement opens to the Juntor family crypt. A ghost and two skeletons now inhabit this area. The Juntor fam- ily treasures will not be easily taken. The Juntor family crypt is not part of this Encounter completion but adds additional opportunities for experience and treasure. Addi- tionally, information found below the manor should help with En- counter H, ―The Long Forgotten Door‖. Read this paragraph to the players if their adventurers find the trail to the manor house on the west road: A poorly concealed trail leads north from this road. You recog- nize human sized footprints, mov- ing in both directions on the path. Just inside the forest, a few tracks lead off the path but return within a few feet of where they left it. To the left of the trail, something shiny catches your eye. recognize the family crest if they have been within Ellana‘s home, or when speaking to the Mayor, have seen the pendant around his neck. There is a one in six chance that one to two bandits will be on this path anywhere along from the west road to the manor house. The GM can check as many times as he or she wishes. A single bandit will probably return to the manor house to warn the others or at- tempt to hide, if unseen. When the adventurers reach the clearing of the manor, read the following text to the players: The shiny object is a brooch with the Kildorn family crest. While being dragged to the manor house after her capture on the road, El- lana intentionally dropped this along the trail, hoping for it to be found. Observant adventurers will A small, two-story home sits upon a small hill in this clearing. The forest looks to be closing in on the building; younger trees have grown within 20 feet of the hill. The forest path continues up the hill to an old front door of the building. Two chimneys poke from the center of the roof. The second story seems to be smaller than the first. Any adventurer that specifically looks at the chimneys, may see a faint wisp of smoke from one of them (DR: Moderate, 3 [Mental Strength]). The bandits are careful not to burn wet or unseasoned wood, but the fire in the main liv- ing space does create a small amount of smoke. Tracks lead off the path and head around to the back door. A major- ity of the footprints head straight to the front door of the manor home. During the day, there is a one in six chance that a lone bandit will be outside the front door in a chair, keeping watch or dozing. At night, the door will be locked shut with no guard posted. A small building in the back of the property is used to store stolen wagons, empty crates, and other items lifted from victims. The ban- dits have converted part of the barn to an outhouse. Area D1: Manor House Parlor. The front door of the house will be unlocked most of the time (1-4 on a d6). As the front door opens in, there is a small entry way or parlor to the manor. If a bandit was found outside the manor in the chair, this room will be empty. If the bandits were alerted previ- ously to the adventurers‘ arrival, there will be two waiting here (one with a club, the other with a bow). Vuugut and Hissel are the two found in this room is the bandits have been alerted. Each has d6 sp. If the adventurers quickly over- whelm Vuugut, Hissel will run for help through the rear door of the room. Support will return from both the rear and side doors to this room. 34 Vuugut, Bandit: HD 1 (5 hp); AC 7 [12]; Atk: weapon; Move 12; Save 17; CL/XP 1/15; Special: none. club Additional GM Notes: Hissel, Bandit: HD 1 (4 hp); AC 7 [12]; Atk: weapon; Move 12; Save 17; CL/XP 1/15; Special: none. Short bow, 10 arrows Additional GM Notes: Area D2: Kitchen and Dining. This kitchen and dining area are a smelly, dirty mess. The bandits aren‘t the cleanest group; several days of dishes, cutlery and old food are found on tables, counters, chairs, and floor. Two doorways enter other rooms in the house – a hall and door lead to Area D1 and a door opens in to area D3. A locked back door opens up to the backyard of the manor. Unless called to help from the parlor, Old Evun will be trying to clean up the mess when the adventurers arrive. If surprised, he will flee to area D3 or through the secret door to the basement (one in three chance, 1-2 on a d6 roll). 35 Old Evun, Bandit: HD 1 (3 hp); AC 7 [12]; Atk: weapon; Move 9; Save 17; CL/XP 1/15; Special: none. dagger Additional GM Notes: Area D3: Living Room. This once beautiful living area is now the common room for the bandit group. Six roughly made bunk beds take up nearly half the room. A table with three chairs occupies the middle of the room and a fireplace on both the west and north walls provide modest warmth. A circular stairway in the northeast corner of the room spi- rals upward. 36 During the day, the remaining bandits will be found lounging here unless previously alerted to action. At night, all but one or two will be found sleeping here. Josef, Bull, and Gragoree will join into any action as necessary. Bull is strong and capable of doing brutal damage. Josef will likely run up- stairs to get Kulch if the manor house is invaded. Josef, Bandit: HD 1 (4 hp); AC 7 [12]; Atk: weapon; Move 12; Save 17; CL/XP 1/15; Special: none. Short sword Additional GM Notes: Bull, Bandit: HD 1+1 (7 hp); AC 7 [12]; Atk: weapon; Move 12; Save 17; CL/XP 1/15; Special: none. Axe, +1 damage (from STR) Additional GM Notes: Gragoree, Bandit: HD 1 (5 hp); AC 7 [12]; Atk: weapon; Move 12; Save 17; CL/XP 1/15; Special: none. Dagger, 2 javelins Additional GM Notes: The bandits will each have d6 sp and the weapons and armor listed in their statistic charts in the Ap- pendix. Bull wears a plain, steel ring on his left pinky that is actu- ally a Ring of Fluctuating Skill (adds +1 or -1 to attacks in alter- nating fashion). This ring would be of interest to Hurver (area 11 in Mannath); he would likely pay up to 250 gp for it. Area D4: Secret Stairwell. An easy to find but hard to operate secret door opens in to this small hallway and circular staircase. The wall of the secret door is poorly made and looks different than the rest of the wall. However, discov- ering the mechanism‘s opening sequence is more challenging. The wall must be pushed up until a click is heard, then over until an- other click, and then down again, where it will then slide in to the adjoining wall. A spiral staircase leads down to the Manor basement. A lantern hangs over the staircase, providing enough light to descend the stairs with relative ease. 37 Area D5: Kulch’s Quarters. The entire second floor of the manor is used by Kulch, the bandit leader. His quarters are richly fur- nished and expansive compared to the bandit‘s common area below. There is a large four post bed with warm furs, two large chests, and two fireplaces. A large cabinet stands on the north wall, and a table and two chairs occupy the south wall, under a shuttered win- dow. If Kulch is found here, he will likely be studying the maps at his table or resting, depending on the time of day. The maps indicate locations where travelers have been captured on the road, and the rendezvous points for slave trans- portation. Also on the table, a note from Grungle written in the com- mon speech reads: ―Get ready for next drop off of slaves. I send word when group arrives. Don’t be late this time. Being late costs me money. – G‖ This note is of course from Grun- gle, letting Kulch know to prepare his victims for transport soon. The handwriting is poor yet legible. chests around his neck. If cap- tured, he will exchange answers to questions about the bandit group for his freedom. In one of the locked chests, Kulch has a magical rod stored, taken from a lone traveler last year. Kulch knows it is magical but doesn‘t know how to use it. This is actually a Rod of the Snake. Once per day, upon the utterance of the magical word ―Binchna‖, the rod turns into a python (ten feet in length). It attacks the nearest foe of the one who called it forth. It lasts until slain or recalled to a rod by using the same magical word again. This rod is found under several layers of clothes within the chest. The other locked chest contains 4d6 gp, one silver bar (worth 100 sp, several past notes from Grun- gle, and two backup short swords of average quality. Both chests can be unlocked without the key. Kulch is a fierce combatant and is less likely to surrender or flee than his recruits. He wields a finely crafted short sword, and wears a leather vest and helm when awake. He wears the key to both locked Kulch, Bandit: HD 2 (9 hp); AC 5 [14]; Atk: weapon; Move 12; Save 16; CL/XP 2/30; Special: none. Finely made short sword Additional GM Notes: 38 Area D6: Holding Cells. When the adventurers descend the stairs from above, they will imme- diately notice a drastic change in temperature. As they reach the bottom, smells of human waste and refuse permeate the air. This square, bleak room once contained eleven storage closets for the Jun- tor family‘s supplies. The bandits have adapted the closets to short term holding cells. Each cell con- tains a sleeping mat, small bucket, and chain restraint for a prisoner. Depending on when the adventur- ers arrive, four to eight prisoners will be found, awaiting transport. Empty cells will contain bandit and prisoner refuse. If any bandits have escaped from above to this area, they will fight like cornered animals unless given the opportunity to flee. They will attack the first adventurer down the stairs, seeking a surprise ad- vantage. Any bandits with missile options will keep their distance, attempting to kill the adventurers before they reach the floor. Ellana will be found in cell D6g. Like the rest of the prisoners, she will be very cold, possibly sick from exposure and lack of proper food and water, and quite dis- traught about her current condi- tion. If there are no bandits here when the adventurers enter the 39 room, they will call out for help. An easy search of the room will find a single large key hanging on the back wall of the stairs that opens all the cells. If the keys aren‘t found or are missing, they can be unlocked by a talented thief. Except for the old man (captured the day after the party starts the search for Ellana), all prisoners can walk without aid. If the bandits have been dispatched, it is an easy walk back to Mannath. None of the prisoners are fit for combat. Any encounter with bandits after their rescue will likely cause them to flee in any direction, even back to their cells to avoid injury. Encounter Completion (Part 1). Although there is more to this basement than anyone realizes, this part of the encounters ―the Mystery of Juntor Manor‖ and ―Ellana‖ is complete. When the adventurers return to Mannath with the prisoners, the Kildorn family will be overjoyed to have their daughter back, and the Mayor will likely reward the ad- venturers with the long term use of Juntor Manor. He will also likely ask for more help in any of the re- maining mysteries. The other pris- oners will return to Umfall, but may return for help in several days as Umfall is now in disarray (see adventure M2, “Walking Dead in to Umfall”). Additionally, the elimination of the bandit group will start Encoun- ter E, ―Revenge of Grungle‖. The ogre will want to find out who has thwarted his enterprise and if the adventurers use Juntor Manor as a base of operations, it won‘t take the ogre long to figure it out. If the adventurers search the base- ment before or after the rescue of the prisoners, they may find the secret door in area D6 that leads to the long forgotten Juntor family crypt. Discovering the mechanism and operating the door are both difficult (attempt with penalty). When the adventurers finally open the secret door, read the following text: As the secret portal slides down in to the floor, a wave of ancient dust and stagnant air washes over you. You immediately sense that you are the first living beings to open this door in many years. An or- nately built stone passage leads away from you, shrinking in to absolute darkness. Where does it lead? The family crypts are completely dark, adventurers must bring their own light sources with them. All sounds are magnified and echo throughout the chambers. Exces- sive sound will bring forth the cur- rent denizens in areas D9 and D11. 40 Area D7: Hallway of History. The dark passage is actually much shorter than first expected. It ends in a hand carved, wooden door which is locked. If inspected, the walls of this passage tell two parts of the story of the first Juntor fam- ily‘s rise to power and fall from grace. On the left wall, common tongue text reads as follows: “Stop and read these warnings before going forward, I beg you! The once proud men of Juntor-al -Mannath are buried beyond this door. In life, these men were just, loving and kind. In death, they are the opposite. Evil and wicked, unwilling to leave this world, they are locked here forever. Leave this door be! Do not enter this vile place!” On the right wall, the following is inscribed, augmented by pictures: “In the beginning, the Juntors were the sole protectorates of the First Church of Etu. We lent our backs, minds and hearts to the earnest acolytes as the stone church was raised from desire to reality. We donated much of the family fortune to Etu, to ensure her followers would have a safe place of wor- ship. And Etu-al-Mannath grew. Goddess Etu blessed us with family and good fortune. Sev- eral prosperous growing sea- sons filled our barns, and our cradles were filled with healthy children. Joyful praises be to Etu the Living!” There is a large gap in the writing, but after a few feet, continues in hastily scratched handwriting: “Then one autumn morning, she came. She changed our family forever. She was not of Etu, her desires were too great for mere mortals. Our oldest son Jakub was the first to succumb. Then Rugdor, and his little brother Hully both fell. Finally, my lov- ing husband, Kressnar, in an attempt to alert the Priestess of her new acolyte, a demon in disguise, fell victim to the same sinful desires as his sons. Other town men fell. We cursed Etu for allowing one woman to pollute our town, our lives. Someone had to destroy her. Soon, the town guards will come for me. I have committed a hei- nous crime against humanity, against Etu. But the witch is now and forever destroyed. And she is to be buried with the town ancestors! Blasphemy! None should pass through this portal without knowing the pain and suffering, hatred and dis- gust that filled these men at the ends of their lives. Beware, for their fate may become yours.” 41 It is apparent from the stories writ- ten on these walls, that an acolyte from the Church of Etu was not all that she seemed to be. A witch, hidden by the robes of Etu, nearly destroyed the town before the mis- tress of the Juntor family killed her. The mistress was hung for her crime against Etu and is not buried here with her family. It is likely that the Juntor family was forever cursed; all Juntors who have lived in this Manor house since have contracted rare diseases or have died in bizarre farming accidents. The witch was buried by the Priestess in the town crypts under the church. In fact, many of the dead town ancestors rose again after the witch‘s body was placed in her tomb, prompting the aco- lytes to seal off that portion of the crypts. This is the same portion of the crypts that has recently been rediscovered (see Encounter H). Four unlit urns sit in each corner of the chamber. Dust is heavy throughout the area but faint foot prints can be found if looked for. These foot prints are from the skeletons in areas D9 and D11 as they wander mindless about. Three passages, heading west, east, and south exit this area. There is nothing else of interest here. If the adventurers have been quiet, the skeletons in areas D9 and D11 will likely be in their burial cham- bers. Otherwise, they will have already started toward this cham- ber and may arrive at the same time the adventurers enter. Area D8: Funeral Room. The door opens in to a square room once used for last rites or funeral services before the dead were laid to rest in their tombs. Area D9: First Son of Kressnar. The hallway emerges in a small burial chamber with a single stone tomb, raised on a short base. The top of the stone coffin has been slid off and lies smashed and broken to the side. A dusty glass case mounted on the west wall of the chamber displays a rapier in a worn leather scabbard. As the adventurers enter this chamber, Jakub Juntor, now a skeleton (if not encountered yet) will be found milling about the chamber. He will notice any noises and turn to face the intrud- ers. No form of communication will work with Jakub; he is dead and will only seek to destroy who- ever enters the burial chambers. The rapier on the wall was Jakub‘s personal blade. Named “Silver Death” by the blacksmith who made it, this lightly magical rapier provides a +1 to the first initiative round in any encounter. The bo- nus is not applied to any rounds past the first. It is worth 500 to 1,000 gp to a collector. A search of the chamber will dis- cover two gold rings, long ago fallen off Jakub‘s decaying fingers. Each is worth 50 gp to buyers out- side Mannath; local residents will recognize the family letter ‗J‘ en- twined around the bands and avoid them. 42 Jakub Juntor, Skeleton: HD 1 (4 hp); AC 8 [11]; Atk: strike (1d6); Move 12; Save 17; CL/XP 1/15; Spe- cial: immune to sleep and charm spells. Additional GM Notes: Area D10: Kressnar’s Tomb. This southern hall ends in a small burial chamber with a single stone coffin. A shimmering mist hovers nearby the closed container. The mist emits small whispering sounds much like a man crying. When the adventurers enter, the mist will further form in to a ghost, the spirit of Kressnar. He is bound to the family pendant that now lies within the coffin. He attacks any intruders as soon as they are no- ticed. All of his Hit Points must be re- duced to zero for his spirit to fi- nally be released. A Strength check is required to remove the lid of the coffin. Inside, Kressnar‘s decaying bones, his family pen- dant, and a small jeweled dagger is found. The family pendant is worth 250 gp to any buyer outside of Mannath. The jeweled dagger has no magical properties but is worth 150 gp to a collector. There is nothing to connect this dagger to the Juntor family. A small, secret tray at the base of the coffin holds the family fortune, 20 silver bars (100 sp each) and 5 gold bars (100 gp each). It is trapped and very difficult to find. If the trap is sprung, a blade slides from the coffin and cuts into or through the hand of the victim. This blade will do 1d6 damage. 43 Kressnar Juntor, Ghost: HD 2 (11 hp); AC 4 [15]; Atk: 1 touch (1d4 + Chilling Touch); Move 9; Save 10; CL/XP 5/240; Special: Chilling Touch (drains 1 point of Constitution), immune to non-magic weap- ons. Additional GM Notes: Area D11: Brothers Juntor. The eastern passage empties in to a burial chamber with two stone cof- fins lying side by side. One coffin is considerably larger than the other. Both lids have been re- moved and flung away to the side. Two small chests, closed and cov- ered in dust, occupy two corners of the room. The skeletons of Rugdor and Hully, if not encountered al- ready, are standing about. They engage at the first noise. Rugdor was a large young man, his skeletal frame close to six and half feet tall. Hully was still a teenager when he died and is much smaller than his older brother. The GM can opt to have Rugdor do additional damage with successful strikes if they wish. Hully‘s chest is in the northeast corner and is filled with clothing, books, and small silver toy sol- diers. Most of the books are worth little but one, entitled ―True Goblin Stories‖, is actually a collector‘s item and can fetch up to 50 gp by an avid book buyer. The silver toy soldiers can be melted down to about 5 sp value. The chest in the southeast corner holds Rugdor‘s belongings. The common leather clothing found in the chest has deteriorated, except for an oddly patterned belt. The belt has intricate etchings of large mammals, such as bears, wolves, and deer, from one end to the other. When worn, this belt pro- vides +1 resistance checks to nor- mal cold weather or cold attacks. Also found in the bottom of the chest is a small box that contains 25 sp and pair of loaded dice (one always rolls odds, the other evens). Rugdor Juntor, Skeleton: HD 1 (7 hp); AC 8 [11]; Atk: strike (1d6); Move 12; Save 17; CL/XP 1/15; Special: immune to sleep and charm spells. Additional GM Notes: Hully Juntor, Skeleton: HD 1 (5 hp); AC 8 [11]; Atk: strike (1d6); Move 12; Save 17; CL/XP 1/15; Spe- cial: immune to sleep and charm spells. Additional GM Notes: 44 Encounter Completion (Part 2). Although finishing this part of Jun- tor Manor does not complete any of the main encounters in ―Mysteries in Mannath‖, it is still an important part of the main story line. The inscribed text from the Mistress of Juntor provides clues to the mystery under the church, in Encounter H. Also, Priestess Brog- nall may be interested to learn that a former Etu priestess covered up a church scandal when one of her acolytes nearly seduced and de- stroyed the town many years ago. Encounter Area E “Revenge of Grungle” This encounter may take place in one of three areas. If the adventur- ers search the manor grounds, they may find Kulch‘s footprints lead- ing along the north path to Grun- gle‘s shack, farther in the woods. Confronting the ogre at his shack provides the group with the ele- ment of surprise and only happens before Grungle is aware that his bandit group has been defeated. Grungle will search Juntor Manor for Kulch and the bandits, and should discover that they have been eliminated. He might search for the culprits or lay in wait, hop- ing for the responsible party to return to the house. If the adventurers do not return to Juntor Manor for several days, Grungle will become so enraged that he will walk right in to Man- nath, prepared to destroy any liv- ing thing he can find. The town guard will be outmatched and Mannath will probably lose several villagers before the ogre can be killed or run off. However, if the adventurers are in town when this happens, they can take the ogre down, ending the encounter with Grungle, the bandits, and the kid- napping fears. Note that the elimination of Grun- gle may also bring the slavers into the story line. The GM should de- termine how that part of the plot should unravel, if at all. 45 Area E1: Grungle’s Shack. Grungle has erected a small shack in the woods off this trail and uses it as his hideout. Of all the ban- dits, only Kulch is allowed en- trance to Grungle‘s home. Al- though tall at fifteen feet in height, the shack is built like a single room cave, much like what ogres are used to. The shack has a single room with a central fire pit, a pile of old rugs for a bed, and several chests, crates and barrels. A large table and chair take up one corner of the shack. The chests contain old weapons, human clothes, and other worthless items. The crates and barrels hold salted pork and red ale, respectively. Under the table, there is a hard to find trapdoor that opens to Grun- gle‘s treasure pit. Once found, the adventures can haul up two small chests, two wrapped items, and a large pouch. The pouch contains 497 sp, 14 gp, and 12 small rubies, each worth 10 gp. The wrapped items contain a leather cap and a quiver of cross- bow bolts. The magical leather cap prevents the wearer from falling asleep, even when exhausted. If the wearer has not slept for a long period of time, he or she will fall unconscious once the cap is re- moved. The 10 bolts in the quiver are magical in that they will not break, regardless of what they strike. They do 1 DP like the non- magical variety. Both the cap and bolts were stolen from the burial mound at Encounter Area F. One of the two chests contains su- perior leather armor for an ogre. Grungle will don this before battle if he has the time. It provides extra DP as normal leather, and consists of a cap, shirt, and pants. Grungle uses a massive dark oak club, etched with ogre runes and tally marks for the number of men he has killed (there are over three dozen tallies). The second chest contains all correspondence be- tween Grungle and the slaving ring to the northwest. This infor- mation can be used to continue the story line if desired. There is noth- ing else of value within this shack. Grungle, Ogre: HD 4+1 (22 hp); AC 5 [14]; Atk: 1 weapon (1d10+1); Move 9; Save 13; CL/XP 4/120; Spe- cial: None. Additional GM Notes: Encounter Area F “Mystery of the Missing Ancestor” 46 While searching for supplies to build his shack, Grungle stumbled upon this ancient burial mound. He robbed the chamber below, stealing the two magical items (found in Encounter Area E), and threw what was left of the town ancestor‘s bones out on the ground. The empty chamber has nothing else of material value. An etching inside of the tomb de- picts a man with cap and cross- bow, hunting bears under a large, full moon. Under the etching, the name ―Juskof‖ is carved into the stonework. Juskof was one of the town‘s forefathers and helped set- tle the area in Mannath. He mar- ried one of the Juntor daughters and was buried in their woods af- ter his death. Although Mannath historians are aware of this ancient tomb, they avoid the area, fearing disease and death from Juntor Manor nearby. If the Mayor learns of the defiled tomb, he will ask the adventurers to help gather the bones and items and return them to the burial site. Unfortunately, a wolf pack in the area has picked up most of the bones and brought them to their lair, approximately 250 feet north- west of the tomb. The wolf path is easy to track and find. The path leads directly to the wolf den where some or all of the wolves will be when the adventurers find it. Adjust the wolf numbers to the strength of the adventurer group. Besides the slightly gnawed ances- tor‘s bones, the wolf den will have nothing of value. Wolf, Alpha: HD 2+2 (10 hp); AC 7 [12]; Atk: 1 bite (1d6+1); Move 18; Save 16; CL/XP 2/30; Spe- cial: Leadership. Additional GM Notes: Wolf (6): HD 2+2 (8 hp); AC 7 [12]; Atk: 1 bite (1d6+1); Move 18; Save 16; CL/XP 2/30; Special: none. Additional GM Notes: Encounter Completion. Although the encounter can be completed by returning only Jus- kof‘s bones, Mayor Kildorn will be thrilled if the plundered items are also found and returned. If the adventurers have taken the cap and crossbow bolts from Grungle‘s shack (Area E), the town historians may not associate the items to those belonging to the burial tomb. 47 Encounter Area G “Wicked, Witch of the Water” The townsfolk believe that the old witch in this hut, Yalifina is evil and trying to destroy the town wa- ter supply. They also believe she has poisoned the river to the west of town. Although she is partially guilty for the well running dry, she is not to blame for any of the dis- ease in the river water coming from the north (its cause is discov- ered in an upcoming adventure, not in this book). While quite mad, Yalifina is not evil and really means no harm to the town she has lived in her entire life. In previous years, she has as- sisted families with special herbs and salves for sick or injured chil- dren. Those times of help have been quickly forgotten by a town looking for answers. She still as- sists the inhabitants of West Man- nath Village; the migrant workers appreciate her help with the ill. Yalifina spends most of her day within her large hut. Several old tomes and maps litter the tables and floor of her home. She contin- ues to research the great artifact she believes is under the church. The artifact she seeks is the ancient ―Terra-al- Etu‖, a pouch of dirt that when sprinkled on land, will increase the production of any grains, vegetables, fruits, or plants one-hundred fold. Even during the worst seasons or weather con- ditions, anything will grow. Dur- ing the best times, it produces much more than one could hope for. The ―Terra-al-Etu‖ pouch is long gone, destroyed in the bleaker days of Mannath, several genera- tions ago. Although she has read every word of the tomes and scoured every inch of the maps several times, she has refuses to believe the artifact is gone. She has begun to make up passages from the tomes in her mind and sees doorways on maps that aren‘t drawn. Yalifina will not allow anyone in her home; entering causes her to become enraged. She has several pet felines that will attack intrud- ers and although they are small and appear weak, will do harm to anyone unwilling to defend them- selves. She is capable spell caster and magic wielder, using her pow- ers and tools to defend her home and drive forth any that have vio- lated her commands to leave. Her statistics, as well as the felines, are found in the Appendix. GMs are urged to play Yalifina slightly crazy but competent enough to demonstrate her extraordinary powers with magic. 48 If the tomes are read and maps are examined carefully, the obvious conclusion will be that the artifact is not under the church and is likely gone from the world. How- ever, the maps will show old crypts buried beneath the church, behind a long forgotten door that has recently been found (see En- counter Area H). If the adventurers simply talk to Yalifina and offer their assistance, she will likely take it. She is mad but accepting of generosity, return- ing in kind when she can. She is afraid to leave her home during the day and most nights now that she knows the townsfolk are accus- ing her of harming the village. She will ask the adventurers to explore the area under the church for her and search for the artifact. She is a capable natural healer and can as- sist with any adventurer injuries. If the adventurers fail to find the artifact, Yalifina will not give up. She will only cease to believe of its existence if she searches the crypts herself, doing so only after the ad- venturers have cleared out any dangerous foes and convinced the town to leave her be. When not in the slums, Yalifina can be found in her home nearby. Area G on the main map shows her house location. Encounter Completion. The adventurers should discover that Yalifina has no desire to hurt the town inhabitants and that she is not directly responsible for the well issues. The mayor will be happy to know that the old woman is not malicious but merely curious. Any proof that the adven- turers can provide will be ex- tremely helpful. Yalifina, Druid: HD 4 [Druid, level 4] (12 hp); AC 7 [12]; Atk: 1 weapon (1d4) or spells; Move 12; Save 12; CL/XP 7/600; Spe- cial: spells (see below). Additional GM Notes: Her home is filled with druidic components, research and other interesting materials. The GM should populate her hut with items as needed. Yalifina‘s Spells: 1st Level: Detect Magic, Locate Animals, Purify Water 2nd Level: Cure Light Wounds 3rd Level: Cure Disease 49 Encounter Area H “The Long Forgotten Door” Several weeks ago, acolytes of the Church of Etu noticed an increas- ing water level in the tombs below the temple. Even during the wet- test of months, excess water runoff from supposed underground pockets barely reaches an inch or two. Water levels have steadily risen over the last few weeks, cur- rently at a foot deep in the lowest levels of the crypts. Masons from nearby villages were hired to find the source and fix any issues found. At first, no apparent cause was discovered until last week when a dwarven mason found a wall façade in the furthest, deepest part of the tombs. Water was in- deed flowing from cracks in the fake wall and filling the lower chambers. Priestess Brognall urged the masons to tear down the wall and continue to hunt for the source of the water. Once the wall was removed, an ancient steel door inscribed with a cryptic message was found by the workers. Not only was water bubbling out from under the mysterious portal, but faint wailing sounds were heard from beyond, sending the workers scrambling to the surface. They are currently unwilling to return to the tombs in fear of the terrifying sounds from behind the door. Priestess Brognalla cannot find any mention of this door or the con- tents beyond it in her temple re- cords. The door is mysteriously locked and neither the Priestess, nor her acolytes can figure out how to open it. They have searched the temple from top to bottom, hoping to find the key for the ornate looking keyhole. In fact, the door is locked with a complex magical device and not a key at all. The cryptic message on the door reads: “Just beyond this door lies the un- sleeping, Removed from this world yet ready to return, Hold fast this portal to protect Etu-al- Mannath, Keep the evil at bay until the way is found, Journey then inside to send her to the final death.” 50 There are two ways to use the mes- sage to open the door. The first letter of each sentence in the mes- sage is the first initial of the Juntor family men who fell to the false acolyte (see Area D7, Hallway of History for more information). If the names of the Juntor men are spoken in the order they fell, the door will open (―Jakub, Rugdor, Hully, Kressnar, Juntor‖). Also, if the letters of the name ‗Juntor‘ are touched in the correct order in the first line of the message, the door will open. The door can also be opened by magical force, after which the door can then be simply pushed open. No amount of physical effort can force the door open with the magi- cal lock in place. If the locking mechanism cannot be figured out, magic can be used to illuminate the letters in the first sentence. The encounter begins at the west- ern door of Map 2. Map1 is only provided for reference and can be further developed by the GM if needed. Area H1: The Fallen. Once the door is opened, the ad- venturers will find a large chamber with several open stone sarcophagi amidst the rising waters. Opposite the entrance, an open archway leads to a secondary, darkened room. The center of this room drops down a foot; the water will be close to two feet deep there. As they enter the chamber, the fallen men of Mannath, in a state of un- death, will emerge from the shad- ows. Eight skeletons attack the group. Note: The GM should feel free to increase or decrease the number of foes as necessary. Like all skeletons, they will con- tinue to attack even if they lose one or more limbs. The adventurers must reduce each skeleton to 0 hit points to destroy them. Skeletons (8): HD 1 (4 hp each); AC 8 [11]; Atk: strike (1d6); Move 12; Save 17; CL/XP 1/15; Spe- cial: immune to sleep and charm spells. Additional GM Notes: 51 The men were buried here without any treasure or personal items. A careful search will only reveal mi- nor worthless trinkets. The raised dais in the next room can be seen from the archway. Crossing the archway lifts the protective shield over the witch. Area H2: The False Acolyte. A raised platform with a black sar- cophagus occupies the center of this chamber. A pulsating energy field encircles the entire platform. Any movement through the arch- way of the chamber, including items thrown or shot, will cause the energy field to dissipate. Once the energy field drops, the false acolyte will stir and begin to move. She will rise from her open top stone coffin and search the cham- ber for foes. Even in death, she maintains her stunning beauty. The undead witch has arcane and divine powers, and will use the stored spells of her magical cloak to attack the adventurers. Her first option is to use her obvious beauty and charm power on the weaker willed party members to assist her in defeating any adversaries pre- venting her from escaping her prison. Those that fail to be charmed will be targeted by her destructive spells. She may also choose to attack with her clawed hands. Her touch temporarily weakens victims; a single point of Wisdom is lost for 24 hours with every physical attack of the witch. She can only be fully destroyed with magical items or spells, or with clerical turning (as a wight). She must be reduced to a total of 0 or less hit points, with the final blow from some magical item or spell. If reduced to 0 or less hit points with a regular weapon, she will rise again within an hour. The energy field around her coffin cannot be restored once triggered off. Any converted adventurers will return to normal upon the witch‘s true and final death. The witch wears a magical red cloak that can store up to three spells for future use. Unfortu- nately, this is a one-time event; once the spells are used, the cloak can no longer store magic. If the witch is destroyed with spells still within it, it can be used by any Magic-User or Cleric. She also wears an evil necklace that at first seems to have no obvi- ous power yet cannot be simply removed from her body. It is an item that binds her to an ancient and evil goddess. If the device is somehow removed and placed around the neck, the new wearer becomes bound to the Goddess of Strife and Malice, Heznabul. The wearer cannot remove the necklace and begins a pattern of evil ways. The GM is encouraged to play this change of events out as necessary. Water streams from a large crack in the wall of this chamber – this is the cause of the rising water in the tombs. Once the witch is dis- patched, the masons can return to patch this hole. Note that the ad- venturers can enter the waterways that feed the well here (Area B). False Acolyte, Witch: HD 3 [cast spells as Magic-User and Cleric] (15 hp); AC 5 [14]; Atk: spell or claws (1d4 each); Move 12; Save 12; CL/XP 9/1100; Special: (see description). Additional GM Notes: Encounter Completion. Killing the witch is a difficult task and may take more than one at- tempt. This area of the tombs is considered cleared when the witch is finally dead and the masons can return to repair the walls. Addi- tionally, the adventurers can enter the hole in the wall to enter the area of the cave-in (Area B) to dig out the debris that is causing the well to run dry. 52 The False Acolyte‘s Powers: At-will: Darkness, 15‘ radius, Cause Light Wounds Three times per day (each): Charm Person, Protection from Good, In- visibility Cloak Spells: Magic Missile, Hold Portal, Hold Person Town of Mannath Blue locations are adventure areas; red locations are Mannath buildings. Mysteries in Mannath $2.50 TG2101 The small village of Mannath is faced with several different issues, but lacks the resources to solve them properly. The mayor of the small hamlet, Hans Kildor, is eagerly seeking outside help and will immediately ask any visitors for assis- tance the moment they arrive. This adventure book contains nine different adventures, each designed to last an evening of gaming. A group adventure for 1st through 2nd level characters. Designed for Swords & WizardryTM Swords & Wizardry, S&W and Mythmere Games are trademarks of Matthew J. Finch ThrowiGames is not affiliated in any way with Matthew J. Finch, Mythmere GamesTM or Frog God Games Bringing Your Brain Back to the Game ThrowiGames.com
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michael SAnds mOnster of theWeEk EHP0009 • ISBN 978-1-61317-092-2 • US $25.00 www.evilhat.com • @EvilHatOf cial facebook.com/EvilHatProductions A monster lurks in the shadows... Most people don’t believe in monsters, but you know the truth. They’re real, and it’s your task to bring them down. This revised edition of Monster of the Week brings that adventure to life. Monster of the Week is a standalone action-horror RPG for 3-5 people. Hunt high school beasties a la Buf y the Vampire Slayer, travel the country to bring down unnatural creatures like the Winchester brothers of Supernatural, or head up the government investigation like Mulder and Scully. This book contains everything you need to tackle Bigfoot, collar a chupacabra, and drive away demons. In this revised edition, you’ll fi nd: • Character creation rules to bring your hunter to life and create a cohesive hunting team. • Eight simple moves to investigate and deal with monsters. • An easy-to-use system based on the popular Apocalypse World RPG. • Thorough mystery-creation tools and two ready-to-play mysteries. • New material including an introductory mystery; example monsters like Balkan vampires, ghouls, and spore trolls; and hunter types like the Crooked and the Spell-Slinger. Grab the fi replace poker and open your spell book. That monster’s going down! Revised Edition, 2015 mOnster of theWeEk Michael Sands Author Daniel Gorringe, Juan Ochoa, and Kurt Komoda Interior Art Eric Quigley Cover Art Sean Nittner Project Management Steve Hickey Editor Fred Hicks Layout and Spell-Slinger Playbook Chris Hanrahan Business Development Carrie Harris Marketing For Amanda and Zelda with love, for their support and tolerance over the very long time this game was in development. An Evil Hat Productions Publication in partnership with Michael Sands www.evilhat.com • [email protected] @EvilHatOfficial on Twitter facebook.com/EvilHatProductions Monster of the Week Revised Edition EHP0009 • ISBN 978-1-61317-091-5 Text copyright © 2015 Michael Sands. Art and Spell-Slinger playbook are copyright © 2015 Evil Hat Productions, LLC and their respective creators. All rights reserved. First published in 2015 by Evil Hat Productions, LLC. 10125 Colesville Rd #318, Silver Spring, MD 20901. Evil Hat Productions and the Evil logo are trademarks owned by Evil Hat Productions, LLC. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior express permission of the publisher. That said, if you’re doing it for personal use, knock yourself out. That’s not only allowed, we encourage you to do it. For those working at a copy shop and not at all sure if this means the person standing at your counter can make copies of this thing, they can. This is “express permission.” Carry on. This is a game where people make up stories about wonderful, terrible, impossible, glorious things. All the characters and events portrayed in this work are fictional. Any resemblance to real people, creatures of the night, psychic hunters hellbent on ending the werewolf threat, or actual Mongolian death worms is purely coincidental, but kinda hilarious. Acknowledgements For the Revised Edition Thanks to Fred Hicks and the Evil Hat crew for supporting this revised edition, to Steve Hickey for once again editing my words into shape, and to everyone who has played Monster of the Week over the past two and a half years. Acknowledgements for the First Edition Thanks go to many people who helped me with this game. Firstly, to Vincent Baker for Apocalypse World, and for not minding that I took his rules and changed them all around to fit my vision. Also, to the many playtesters who indulged me by joining in and hunting monsters over four or five years of development (especially my regular Monday night crew: Scott Kelly, Bruce Norris, Andrew McLeod, Jason Pollock, and Stefan Tyler). Steve Hickey, who edited the game, was one of my first enthusi- astic fans, the first Keeper (aside from me), and has provided great feedback throughout the process. Thanks to my other early fans: Jenni Sands, Sophie Melchior, Hamish Cameron, and Stefan Tyler. Daniel Gorringe for the art: he was on the same page as me instantly in terms of style, and his work is fantastic. Thanks to Amanda Reilly, Todd Furler, Patrice Hede, Stephanie Pegg, and Peter Aronson for finding typos above and beyond the call of duty. Thanks also to everyone who contributed to the game’s fundrais- ing campaign: the game would have been much rougher without you. And, finally, to my wife and daughter. As the dedication says, they put up with a lot while I was writing, and were supportive all along. Thanks also to all the fans who have played and enjoyed Monster of the Week since the first printing, especially those of you who have created new hunter classes, mysteries, monsters, talked about your games, or shared it at conventions. Play-testers Roll of Honour Revised edition: Dennis McFaull, Stefan Tyler, Paul Wilson, Chris Fletcher, Sara Fletcher, and Nasia Alevizos, John Adamus, Matthew Aaron, Mark Miller, Sophie Legacé, Rick Neal, Michael Robbins. First edition: Andrew McLeod, Scott “It’ll be fine” Kelly, Jason “Dark past” Pollock, and Stefan “Unstoppable” Tyler, Steve Hickey, Sophie Melchior, Hamish Cameron, Jenni Sands, Svend Andersen, Celeste Mackintosh, Wayne Ulyate, Dale Elvy, Karen Wilson, Stepha- nie Pegg, Ellen Couch, Andy Millar, and Nick Cole. Many more people playtested earlier beta versions of this game. Thanks to you all, too. Funders Roll Of Honour Thanks to all of you who contributed to the first edition crowd-fund- ing campaign: Peter Aronson, Lester Ward, Alasdair Sinclair, Sophie Melchior, Malcolm  Harbrow, Colin Jessup, Dev Purkayastha, Marco Andreeto, Hamish Cameron, Shane Mclean, Jamas Enright, Jeremy Tidwell, Rohan Smith, Ian Raymond, Morgan Davie, Stephanie Pegg, Andrew Millar, Robert Oglodzinski, Herman Duyker, Todd Furler, Luke Walker, John Harper, Jonathan Davis, Avram Lewis, Fealoro, Martin Gray, Eirik Kildal Stangnes, Emma-Jean, Jason Pollock, Antoine Fournier, Sevag Bakalian, Steve Dempsey, Rich Rogers, Marcus Constable, Yragaël Malbos, Nathan Roberts, Joseph Le May, Linda Larsson, Vincent Baker, Jonathan Bristow, Stuart Chaplin, Robert T Roy, Marc  Majcher, Kevin Lindgren, Nick Reynolds, Dale Elvy, John Ryan, Mike Olson, Brian Allred, Ken Finlayson, Guns_n_Droids, Alan Jackson, Scott White, Matthew Edwards, Guillaume Carré, Svend Andersen, Stefan Tyler, Paul Wilson, Florian Hoheneder, Peter Borah, Bryan Chavez, Dag Sverre Syrdal, David Bowers, Paul Edson, Jason L Blair, Marcus Bone, Jeremy Friesen, Phil Garrad, Adam Waggenspack, Tim Ireland, Sevag Bakalian, Nathan Riddell, Richard Rogers, Derek Grimm, Julianna Backer, Ferrer Jean-Olivier, James Iles, Katrina Allis, Nicolas Brian, Sean Dunstan, Chris Norwood, Mark Harris, Gary Anastasio, Felan Parker, Steve Hickey, Noah Doyle, Karen Wilson, Sven Folkesson, Gino Moretto, Frank Pitt, Chris Moriarty, Jenni Dowsett, Neal Dalton, Alden Strock, Reid San Filippo, Zoe Tsang, Christopher Weeks, W. Mark Woodhouse, Ben Wootten, James Gabrielsen, Aurynn Shaw, Alex Abate Biral, Jason Pitre, Justin Koopmans, René John Kerkdyk, Diogo Curado, Grégoire Pinson, Brett Easterbrook, Wayne West, Nicolas Ronvel, Alex Fradera, Noam Rosen, Mark Shocklee, Scott Kelly, Will A Wright, John Machin, Peter Edwards, Guy Milner, Joe Beason, Avery Mcdaldno, Gerry Saracco, Jim Sweeney, Carl Rigney, Jonathan Walton, Keith Higdon, Scott Bennett, Joshua Cupp, Parke Hultman, Bryan Rennekamp, Andrew Rosenheim. Table of Contents Foreword to the Revised Edition 9 There Are Monsters Out There 11 What You’ve Signed Up For 12 What You’ll Need 13 What You Should Read 14 Structure 15 Feedback 15 The Hunters 17 The First Session 18 Extra Hunter Types . . . . . . 20 Just One Of Each . . . . . . . . 21 Making Your Hunter . . . . . . 21 Team Concepts 22 Team Customisation . . . . . . 22 Example Team Concepts . . . 23 Before You Get Started 25 Moves . . . . . . . . . . . . . . 25 The Ratings . . . . . . . . . . . 27 The Playbooks 29 The Chosen 30 The Crooked 35 The Divine 41 The Expert 46 The Flake 51 The Initiate 55 The Monstrous 60 The Mundane 66 The Professional 70 The Spell-Slinger 75 The Spooky 81 The Wronged 86 Get Ready For Action 93 Introductions 94 History 95 How To Play 96 Hunter Agenda . . . . . . . . . 96 The Game Is A Conversation . 96 Moves . . . . . . . . . . . . . . 97 The Basic Moves . . . . . . . .101 Big Magic 107 Fights 109 Unarmed Attacks And Improvised Weapons. . .109 Harm 110 Monsters and Harm . . . . . .110 Healing . . . . . . . . . . . . .111 Resurrection . . . . . . . . . .112 The Luck Counter 113 When You Run Out Of Luck .113 Gear 114 Getting New Gear . . . . . . .114 Weapons . . . . . . . . . . . . .114 Armour . . . . . . . . . . . . .116 Other Gear . . . . . . . . . . .117 Gear Tags . . . . . . . . . . . .117 Custom Gear Moves . . . . . .117 Leveling Up 118 End Of Session Experience . .118 Improvements . . . . . . . . .118 Advanced Improvements . . .120 Advanced Moves . . . . . . . .122 Summary: Hunter’s Session 125 The First Time Only . . . . . .125 Every Game . . . . . . . . . . .125 The Keeper 127 What You Do 128 How It Will Play Out . . . . . .128 It’s About the Hunters, Not The Mystery . . . . . . . .129 Before Your First Game 130 Think About Style . . . . . . .130 Get Into The Keeper Mindset 130 The Keeper Agenda . . . . . .131 The Keeper Principles . . . . .131 Creating Your First Mystery 132 An Example Mystery: Mongolian Death Worm Attack . . . . . . .132 Preparing Your First Mystery .136 Mystery Countdowns . . . . .146 Summary: First Mystery Creation . . . . . . . . . .147 Introductory Mystery: Dream Away the Time 149 Mystery concept . . . . . . . .150 Hook . . . . . . . . . . . . . . .150 Countdown . . . . . . . . . . .150 Notes . . . . . . . . . . . . . . .151 Threats . . . . . . . . . . . . . .152 The First Session 163 Hunter Creation 164 Introductions . . . . . . . . . .165 History . . . . . . . . . . . . . .165 Mention How Things Work . .165 Running The First Mystery 166 The Game Is A Conversation .166 Keeper Agenda . . . . . . . . .166 The Keeper Principles . . . . .167 Always Say . . . . . . . . . . .170 Moves . . . . . . . . . . . . . .171 The Basic Keeper Moves . . .172 Threat Moves . . . . . . . . . .176 The Basic Hunter Moves 181 Act Under Pressure . . . . . .182 Help Out . . . . . . . . . . . .183 Investigate A Mystery . . . . .184 Kick Some Ass . . . . . . . . .188 Manipulate Someone . . . . .190 Protect Someone . . . . . . . .193 Read A Bad Situation . . . . .194 Use Magic . . . . . . . . . . . .195 Big Magic . . . . . . . . . . . .197 Playbook Moves . . . . . . . .199 Actions Not Covered By A Move . . . . . . . . . . . .199 On With The Mystery! 201 Start-Of-Mystery Moves . . .202 The Teaser . . . . . . . . . . . .202 Beginning the Investigation . .203 Use The Countdown . . . . . .205 I’m Not Prepared For This . .205 It Always Comes To A Fight .206 Harm . . . . . . . . . . . . . . .212 Healing . . . . . . . . . . . . .215 An Example Fight . . . . . . .216 End of the First Session 223 Getting Ready For Next Time .223 Summary: Keeper’s First Session 225 Between Game Sessions: Arcs 227 Arcs 228 Building Arcs . . . . . . . . . .228 The Basic Concept . . . . . . .229 Arc Threats . . . . . . . . . . .230 Arc Countdowns . . . . . . . .232 Arc Templates 233 Ancient Evil Rising . . . . . . .233 The Nemesis . . . . . . . . . .234 The End of Days . . . . . . . .235 Corruption . . . . . . . . . . .236 Arc Custom Moves 237 Summary: Arc Creation 237 Between Game Sessions: Subsequent Mysteries 239 Summary: Mystery Creation 240 Basic Concept . . . . . . . . . .241 The Hook . . . . . . . . . . . .242 The Threats . . . . . . . . . . .243 The Countdown . . . . . . . .260 Messing With The Formula . .264 Sessions and Mysteries . . . .266 Mystery Letters . . . . . . . . .267 Running Subsequent Mysteries 270 At the Beginning of Each Session . . . . . . . . . . .270 Playing the Mystery . . . . . .270 At the End of Each Session . .271 Summary: Keeper’s Session . .271 Mystery: Damn Dirty Apes 273 Requirements . . . . . . . . . .274 Hook . . . . . . . . . . . . . . .274 Countdown . . . . . . . . . . .274 Notes . . . . . . . . . . . . . . .275 Threats . . . . . . . . . . . . . .276 As the Game Goes On 287 At the End of Each Mystery 288 Checking On Your Arcs 289 Building Mythology . . . . . .289 Endgame 290 Leveling Up and Improvements . . . . . .290 Running Out Of Luck . . . . .290 Dealing With Arcs . . . . . . .291 Other Things To Consider . .291 How To End A Game . . . . .291 One-Shot Games 292 One-Shot Hunters . . . . . . .292 One-Shot Mystery Creation .293 One-Shot Mystery Play . . . .293 Player Numbers 294 Customising Your Game 295 Custom Moves 296 Defining The Move . . . . . . .296 Triggering The Custom Move 297 Move Types . . . . . . . . . . .297 Example Custom Moves . . . .297 Custom Threats 301 Legacy Experience Rules 301 Sharing The Keeper Duties 302 Custom Playbooks 302 A Whole New Game 305 Inspiration 307 Television . . . . . . . . . . . .307 Film . . . . . . . . . . . . . . .307 Novels . . . . . . . . . . . . . .308 Comics . . . . . . . . . . . . . .308 Games . . . . . . . . . . . . . .308 Index 309 8 Foreword to the Revised Edition Hi there! My name’s Fred, and I’m a bit late to the party. I’ve always loved the urban fantasy genre, and I’ve been partic- ularly happy to see it take over primetime with shows like Buffy the Vampire Slayer, Supernatural, and Sleepy Hollow. Yet somehow the first edition of Monster of the Week—a game modeled after shows like those—flew under my radar. But when I finally did find Monster of the Week, man, did it bite me hard: a system driven by Apocalypse Engine sexiness, a genre I go ape for, and smart choices made at every turn in the text and design. The game had it all. I was particularly taken by its clarity: this is a game that’s easy to read, learn, and put into practice. As is my way, I threw a lot of enthusiasm at the game. I started a (still-ongoing) campaign inspired in part by Harry Connolly’s Twenty Palaces series, and I wrote up a new playbook based on a particular wizard of my acquaintance (you’ll find it in this book as the Spell-Slinger). I also looked into how this game was getting out into the world, because, man, it deserves to go far. Turns out, it wasn’t getting out into the world in all the ways it could—it wasn’t in retail distribution, and physical copies largely only happened via print on demand. I wanted to help bring Monster of the Week to a broader audience, so I asked Michael Sands, the author, if he’d be interested in partner- ing with Evil Hat to get the game out to retail. Michael was on board with the idea. And he had a few revisions in mind, too. And I had some ideas about improving the layout and increasing the amount of art ... and several months later you’re reading the result: a game that’s as great as it ever was, and better in some ways than ever before. I can’t wait to hear how it works at your table! You’re in for a treat. — Fred Hicks 9 10 FOREWORD TO THE REVISED EDITION There Are Monsters Out There Most people don’t believe in monsters, but they’re real. When someone finds out that monsters are real, it’s usually just before they get eaten. But some people are mean enough, smart enough, crazy enough, or hurt enough, that they live. And some of those survivors go on a crusade against the monsters. That’s you. It could be that you make a stand and defend your hometown from everything evil that comes there. It could be that you take to the road and go hunt them down, wherever you can find them. It could be that you have magic powers to put you on an even footing, or that your name came up in prophecies thousands of years ago. The one sure thing is that you aren’t gonna go back to your old safe life. 11 12 THERE ARE MONSTERS OUT THERE What You've Signed Up For When you play this game, most of you will create hunters, people who have devoted their lives to killing monsters. One player will be the Keeper (that’s short for “Keeper of Mon- sters and Mysteries”). The Keeper will be in charge of: • designing monsters and mysteries for the hunters to deal with • bringing the world to life • portraying the monsters and people the hunters meet. The rest of you will decide how the hunters work together to investigate the weird situations they find, slay the monsters causing the trouble, and save the people in danger. Your hunters aren’t normal people; you’re not even normal monster hunters. You are the ones who stand out, larger than life and twice as badass. You can change the world—save it, destroy it, or alter it forever. One way or another, you will make a difference. What You'll Need The game works best with three to five people, with one of you acting as Keeper. It works with more or less people, too, but there will be a corresponding change to how much time each person gets in the spotlight. Make sure you have: • copies of the hunter playbooks (each of these is a rules refer- ence and record sheet for your hunter) • enough hunter reference sheets to go round • a Keeper reference sheet • one mystery sheet for the Keeper, or an introductory mystery to play (there’s one on page 149) • pencils and note paper for everyone • a pair of normal six-sided dice for each hunter (the Keeper won’t need dice). The files you need can be downloaded from here: http://www.evilhat.com/home/monster-of-the-week/ or from http://genericgames.co.nz. Also handy, mostly for the Keeper, is a big list of names that you can use for the characters that will be part of the game (I like to use the Story Games Names Project book, but a phone book or the cast and crew list of a film work just as well). If you want to set your adventures in real places you’ll find a source of maps, such as Google Maps, will also be useful. It’s a good idea to have drinks and snacks for everyone, too. A mystery is one situation for the hunters to deal with—like a typical monster of the week episode on Supernatural, Buffy the Vampire Slayer, or The X-Files. Each time you sit down to play expect to get through a single mystery in about 2-4 hours. Sometimes it might stretch out longer, so that the mystery is split like a two-part episode instead. The first game will take a little longer because you have to make up your hunters at the beginning. 13 THERE ARE MONSTERS OUT THERE What You Should Read I’ve written the rulebook in the order that you’ll need as you play, with all the hunters’ information first and then the Keeper’s section after. If you want to skip that and just hit the basics, here’s some sug- gestions: • If you’re going to be Keeper, focus on the First Session section (page 163): that covers what you need to prepare and what to do for the first game. It’s best to know the hunters’ basic moves (page  181) and playbooks (from page  29), at least in passing • If you’re going to play a hunter, read the hunter playbooks (from page  29), and about moves (page  101) and ratings (page  27). Most important is to pick which hunter type(s) you want to play. • If you’ve played Apocalypse World (or another game based on those rules, such as Monsterhearts or Dungeon World) then plenty here will be familiar. Check out ratings (stats in Apoc- alypse World) (page  27), playbooks (page  29), and basic moves (page 101) to get a sense of the main differences. Luck is new (page 113). The Keeper’s (MC in Apocalypse World) agenda and principles (page  131), threats (page  137), and moves (page 172) are different, and mysteries (page 132 & page 239) and arcs (page 227) take the place of fronts. • If you’re an experienced roleplayer who hasn’t played Apoc- alypse World (the game these rules are adapted from), check out the hunter playbooks (page  29) and the moves (page  101) and ratings (page  27). From there everything else should fall into place. • If you want to run a game right away, skim “Running the First Mystery” (page 166) and “On With the Mystery” (page 201) and then read through “Dream Away the Time” on page 149. That should be enough to get you up and running. You can come back for more detail later. 14 THERE ARE MONSTERS OUT THERE Structure This book is split into two main sections, The Hunters and The Keeper. Each section contains the rules for the corresponding player role. It’s helpful for the Keeper to be familiar with how the rules work for hunters as well as for their own Keeper responsibilities. There’s also no reason for other players to avoid the Keeper’s section (there are no spoilers there, except in the example mysteries) if you want another perspective on the rules. Feedback If you have some feedback or just want to talk about the game, you can send me email at [email protected], or post at: • the Monster of the Week forum at apocalypse-world.com/ forums/index.php?board=33.0 • The Monster of the Week Roadhouse G+ community at: plus. google.com/communities/110209328442902551212 If you want to keep up with Monster of the Week news and updates, you can watch the game website at http://www.evilhat.com/ home/monster-of-the-week/ or http://genericgames.co.nz or follow @MotW rpg on Twitter. 15 THERE ARE MONSTERS OUT THERE 16 THE HUNTERS The Hunters So, you’re going to be a monster hunter. I’ll take you through what happens the first time you sit down to play: creating hunters, coming up with a team history, and getting on with investigating mysteries and slaying some monsters. It’s written to tell you what you need to know in the order you’ll need it (with a few digressions along the way). 17 The First Session In the first session, you’ll create your hunters and investigate your first mystery. The first step is to decide if the group wants to pick a team concept (page  22). That’s the reason you are a team, for example, “We all work for a secret monster hunting agency” or “We defend our home town against the monsters that keep coming here.” The Keeper may have some suggestions based on what they’ve been planning. If you have a team concept that needs certain hunter types, allo- cate those first. If you don’t have a team concept, just let everyone pick a play- book (that’s your hunter rules and record sheet) and see what the team looks like. You’ll work out why they are together as you create your hunters, establish their history with each other, and as you play the game. The hunter types are: • The Chosen: a once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer. See page 30. • The Crooked: a criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe. See page 35. • The Divine: an agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files. See page 41. • The Expert: the hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer. See page 46. • The Flake: a conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files. See page 51. 18 THE HUNTERS 19 THE HUNTERS • The Initiate: a member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annelise from the Twenty Palaces series. See page 55. • The Monstrous: a monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood (page 60). • The Mundane: just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer. See page 66. • The Professional: you work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe. See page 70. • The Spell-slinger: a trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger’s arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons. See page 75. • The Spooky: has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky’s control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer. See page 81. • The Wronged: revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural. See page 86. Extra hunter types There are some extra playbooks out there, some official and others fan-made. You can find advice on making your own on page 302. The currently available hunters include: • The Action Scientist. Just like it says, a scientist ready for action and dealing with monsters. Directly inspired by Atomic Robo. • The Big Game Hunter. An expert hunter who has decided to hunt monsters for the thrill of the chase rather than the need to protect. • The Constructed. A built being, now free of its maker. Inspired by Frankenstein’s monster. • The Exile. A monster hunter from the past who has been transported to the present day. • The Hard Case. The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series. • The Luchador. A heroic masked wrestler, fighting to protect the innocent between matches. • The Mad Scientist. A crazy scientist who has seen the error of their ways and is now working for good. So they say, anyhow. • The Meddling Kid. Jinkies! I think there’s something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang. • The Sidekick. They worship another hunter on the team, and is good at helping them out. And one day, they’ll be just as good as their hero. E.g. Garth from Supernatural. • The Snoop. A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural. • The Summoned. A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy. Most of these are available on the Monster of the Week website. 20 THE HUNTERS Just One Of Each Only one hunter of each type is allowed at the same time in any game. That’s because you’re not just one of that type of hunter: you’re the archetype. There may be a whole agency of professional monster hunters, but only one of them is The Professional. Making Your Hunter After you’ve all picked your hunter types, you’ll spend about 20-30 minutes of the first session defining their abilities and establishing the relationships in your team. Follow the instructions in your playbook to create your hunter. You don’t need to spend too long deciding on each option in the playbook—if you make any choices you regret, you can always revise them after the first session. When you get to the ‘Introductions’ section, wait until every- one catches up. The Keeper will guide everyone as you make up your hunters, so ask them if you have any questions (For the Keeper, there are instructions on how to guide this process in ‘The First Session’ section on page 163). 21 THE HUNTERS Team Concepts It’s good to work out why the hunters formed their team. You may have decided on this already. If not, have a quick discussion and see if you come up with an idea—even if it’s just a vague one. The combination of playbooks you’ve selected may demand a particular team concept. Or it may seem like two (or more) teams of hunters have been mashed together (for instance, a family and a government agency)—in which case, it’s good to ask yourselves why they’re co-operating. If nobody has any ideas, you can either work it out later on (after you have all made your hunters, and figured out your history together), or you can accept that this is a random collection of hunters: some- times it’s okay to let things develop in play. Don’t set your concept in stone yet. You’ll want to revise it as you make up your hunters, based on the choices you make along the way. Team Customisation Sometimes your team concept will require additional stuff on top of the normal character creation options. This is stuff that enables the game to run smoothly. If you find yourselves saying, “It doesn’t make sense that we don’t have this,” and everyone agrees, then it’s a good candidate for customisation. Decide as a group if any changes are needed, and what they will be. You can work these out at any point: it might come up right away when you pick your concept, or you might think of it later on. Your concept might require: • Equipment that isn’t in your playbook options. For example: your team concept has the hunters always on the move, but none of your playbooks include transport in the gear section. You can decide the team has a van to travel in. • Something that can be written up as a custom move (page 296). For example: the team concept is that you are all members of a secret organisation, so everyone starts with a version of the Professional’s deal with the Agency move (page 72). • New options when you level up (page 118). For example: the team concept has a special mystical artifact for each hunter, but these artifacts’ powers are not initially available. Each hunter may choose to unlock one of their artifact’s powers when they level up. 22 THE HUNTERS Example Team Concepts Here are some example team concepts and the playbooks that work with them. Use them as they are, or as inspiration for your own ideas. Slayer and Entourage There’s a chosen one, and their support group. Hopefully, together you’ll be able to save the world. The team has a Chosen, who is at the centre of things. An Expert, Initiate, or Spell-slinger would make a good mentor. A Mundane or Flake could be a friend of the Chosen. A Divine, Monstrous, or Spooky gives the team some magical powers to draw on. The Unexplained Cases Team The Agency needs a team to handle all the weird stuff regular agents don’t understand. That’s you: the Unexplained Cases Team. You check out the mysterious disappearances, the fungus monsters, the alien abductions, the vampires and everything else the regular agents can’t handle. This team concept requires a Professional. A Flake, Mundane, Expert, Spooky, and Wronged would all be good choices to fill out the team’s skill profile, while a Crooked might have some useful contacts. The Professional’s Agency will employ the whole team. As a cus- tomisation, allow any of the hunters to take the Professional’s deal with the Agency move as a leveling up option (page 72). Until then, they’re just consultants, contractors, or temps. 23 THE HUNTERS The Order You are all members of an ancient order of monster slayers. You’ll need an Initiate. Everyone else makes up the team the Ini- tiate commands: the Spooky, Expert, Mundane, Flake, Crooked, or Chosen all work well here. Everyone is a member of the Order, but initially only the Initiate will have to deal with your superiors. As a customisation, anyone can take the Initiate move for when you are in good standing with the Sect as a leveling up option (page 56). Anyone may also substitute one of the Initiate’s old-fashioned weapons (page  57) for a regular weapon choice. Road-tripping Hunter Family Your family’s trade is hunting monsters. The nomadic life, drifting into town just long enough to find and slay whatever is causing trouble... well, it suits some of you just fine. Others, not so much. This team concept suits the Wronged, Spooky, Divine, Expert, Flake, and Chosen best. A Monstrous could fit in too, but not com- fortably. All the others except the Professional could round out the team. If there’s an Initiate, maybe the Sect is comprised of certain bloodlines, so everyone in the family is a member. You are all family, or as good as family. Oh, and make sure you have a cool car. Or a sensible anonymous car, if that’s your thing. If none of the hunters has a vehicle, you can decide the team gets one as a customisation. 24 THE HUNTERS Before You GET STARTED Before you get started, you need to know about two game concepts: moves and ratings. The hunter playbooks mention some other terms that I haven’t introduced yet. Don’t worry about those, you don’t need to under- stand them just now. If you want to find out more, read the “How to Play” section starting at page 96. Moves Moves cover situations when the game rules step in to help you deter- mine what happens. If your hunter wants to do something that any normal person can do, then it just happens. Moves are used to deter- mine what happens in cases where your hunter tries to do: • something normal people can’t do, such as casting a magic spell • something dangerous, such as getting into a fight with a monster • something that’s more exciting if we don’t just decide the outcome on our own. For example, seeing if your hunter’s lie to a monster-attack victim has any repercussions. Each move is triggered when a particular situation happens in the game. Look at when the move says it happens, and follow the instruc- tions when you do it. For example, you need to use the move protect someone to save another hunter from a bone puppet’s attack. The move says when you protect someone from harm, roll +Cool, so you roll the dice and get a two and a five. That’s seven, plus your hunter has Cool +1 for a total of eight. The move’s instructions say that on a 7-9, you protect the target okay but you may suffer some or all of the harm instead. After you’ve recognised the move’s trigger, it will tell you want to do next. Moves can: • ask you to roll the dice, with the results of the roll determining what happens next • grant you a special ability that you can use whenever you want • give you a bonus to certain rolls • give you extra options to use in certain situations. 25 THE HUNTERS The Hunter Basic Moves All the hunters have a set of moves that allow them to investigate and deal with monsters. These are called the “basic moves” (page  101). There are eight basic moves: • Act Under Pressure, used for any difficult or dangerous action that isn’t covered by another move. • Help Out, used to help another hunter do something. If you succeed, you’ll give them a bonus on their task. • Investigate a Mystery, used to work out what kind of monster you are dealing with, what it can do, and what it’s planning. • Kick Some Ass, used for fighting. Fighting monsters, mainly. • Manipulate Someone, used to try and get someone to do something for you, after you give them some kind of reason. • Protect Someone, used to save someone from danger. • Read a Bad Situation, used to work out what dangers are immediately threatening you. For instance, if you think you are walking into a trap, or want to do some tactical analysis. • Use Magic, used to cast magic spells or use enchanted items. In addition, each hunter playbook has its own set of moves. These are called “playbook moves.” 26 THE HUNTERS The Ratings Your hunter has ratings that describe how good they are in certain areas that are important when hunting monsters. The ratings add to (or subtract from) your dice total when you roll for a move. • Cool is how calm and collected you are. It is added to your die roll for the act under pressure and help out basic moves. • Tough is how strong and mean you are in a fight. It is added to your die roll for the kick some ass and protect someone basic moves. • Charm is how pleasant and persuasive you are. It is added to your die roll for the manipulate someone basic move. • Sharp is how observant you are. It is added to your die roll for the investigate a mystery and read a bad situation basic moves. • Weird is how attuned to the supernatural you are. It is added to your die roll for the use magic basic move. The ratings range from -1 to +3. • -1 is bad • 0 is average • +1 is good • +2 is really good • +3 is phenomenal 27 THE HUNTERS 28 THE HUNTERS The Playbooks Next up are the hunter playbooks, which define how to create your hunter and what abilities each hunter can use. 29 The Chosen Your birth was prophesied. You are the Chosen One, and with your abilities you can save the world. If you fail, all will be destroyed. It all rests on you. Only you. To make your Chosen, first pick a name. Then follow the instructions below to decide your look, ratings, fate, moves, gear, and your special weapon. Finally, introduce yourself and pick history. 30 THE CHOSEN • THE PLAYBOOKS Look, pick one from each List: • Man, woman, boy, girl, androgynous. • Fresh face, haggard face, young face, haunted face, hopeful face, controlled face. • Preppy clothes, casual wear, urban wear, normal clothes, neat clothes, street wear. Ratings, pick one line: b Charm+2, Cool-1, Sharp+1, Tough+2, Weird-1 b Charm-1, Cool+2, Sharp+1, Tough+2, Weird-1 b Charm+1, Cool+2, Sharp+1, Tough+1, Weird-1 b Charm-1, Cool+1, Sharp+2, Tough-1, Weird+2 b Charm+1, Cool+2, Sharp-1, Tough-1, Weird+2 Fate You get to decide what sort of fate is in store for you. Pick how you found out about your fate, from the list below. How You Found Out (pick one): b Nightmares and visions b Some weirdo told you b An ancient cult found you b Sought out by your nemesis b Attacked by monsters b Trained from birth b You found the prophecy Then pick two heroic and two doom tags for your fate from the lists below. This is how your fate will unfold. It’s okay to pick contradictory tags: that means your fate is pulling you both ways. Whenever you mark off a point of Luck, the Keeper will throw something from your fate at you. Heroic (pick two): b Sacrifice b You are the Champion b Visions b Secret training b Magical powers b Mystical inheritance b A normal life b True love b You can save the world b Hidden allies b The end of monsters b Divine help Doom (pick two): b Death b You can’t save everyone b Impossible love b Failure b A nemesis b No normal life b Loss of loved ones b Treachery b Doubt b Sympathy with the enemy b Damnation b Hosts of monsters b The end of days b The source of Evil 31 THE PLAYBOOKS • THE CHOSEN Moves You get all of the basic moves, plus three Chosen moves. You get these two: B Destiny’s Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9 you get a vague hint about it. On a miss, some- thing bad is going to happen to you. B I’m Here For A Reason: There’s something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done (or you use up all your Luck), all bets are off. Then pick one of these: b The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On 10+ everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you’re marked as the biggest threat by all enemies who are present. b Devastating: When you inflict harm, you may inflict +1 harm. b Dutiful: When your fate rears its ugly head, and you act in accor- dance with any of your fate tags (either heroic or doom) then mark experience. If it’s a heroic tag, take +1 forward. b Invincible: You always count as having 2-armour. This doesn’t stack with other protection. b Resilience: You heal faster than normal people. Any time your harm gets healed, heal an extra point. Additionally, your wounds count as 1-harm less for the purpose of the Keeper’s harm moves. Gear You can have protective gear worth 1-armour, if you want it. You have a special weapon you are destined to wield. 32 THE CHOSEN • THE PLAYBOOKS Your Special Weapon Design your weapon by choosing a form and three business-end options (which are added to the base tags), and a material. For example, if you want a magic sword you could choose the following: handle + blade + long + magic. Form (choose 1): b staff (1-harm hand/close) b haft (2-harm hand heavy) b handle (1-harm hand balanced) b chain (1-harm hand area) Business-end (choose 3 options): b artifact (add the “magic” tag) b spikes (+1 harm, add the “messy” tag) b blade (+1 harm) b heavy (+1 harm) b long (add the “close” tag) b throwable (add the “close” tag) b chain (add the “area” tag) Material (choose 1): Finally, pick what material the business-end is made from: add “steel,” “cold iron,” “silver,” “wood,” “stone,” “bone,” “teeth,” “obsidian,” or any- thing else you want. Material: Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Chosen by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one of these for each other hunter: • You are close blood relations. Ask them exactly how close. • They are destined to be your mentor. Tell them how this was revealed. • Your best friend in the world, who you trust totally. • A rival at first, but you came to a working arrangement. • Romantic entanglement, or fated to be romantically entangled. • Just friends, from school or work or something. Ask them what. • They could have been the Chosen One instead of you, but they failed some trial. Tell them how they failed. • You saved their life, back when they didn’t know monsters were real. Tell them what you saved them from. 33 THE PLAYBOOKS • THE CHOSEN Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck. Chosen special: When you spend a point of Luck, the Keeper will bring your fate into play. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Charm, max +3 b Get +1 Cool, max +3 b Get +1 Sharp, max +3 b Get +1 Tough, max +3 b Get +1 Weird, max +3 b Take another Chosen move b Take another Chosen move b Gain an ally b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Delete one of your Doom tags, and (optionally) one of your Heroic tags. You have changed that aspect of your destiny. 34 THE CHOSEN • THE PLAYBOOKS The Crooked “Yeah, I’ve been around the block. A bit of this, a bit of that. When I came across the secret underworld of monsters and magic… well… it wasn’t so different from the underworld I already knew. It was easy to find an angle, just like before.” To make your Crooked, pick a name. Then follow the instructions below to decide your look, ratings, background, heat, underworld, moves, and gear. Finally, introduce yourself and pick history. 35 THE PLAYBOOKS • THE CROOKED Look, pick one from each List: • Man, woman, concealed. • Hard eyes, friendly eyes, watchful eyes, smiling eyes, calculating eyes. • Street wear, tailored suit, cheap suit, tracksuit, nondescript clothes. Ratings, pick one line: b Charm +1, Cool +1, Sharp +2, Tough 0, Weird -1 b Charm -1, Cool +1, Sharp +1, Tough +2, Weird 0 b Charm -1, Cool +2, Sharp +2, Tough 0, Weird -1 b Charm +2, Cool +1, Sharp +1, Tough 0, Weird -1 b Charm +2, Cool 0, Sharp +1, Tough -1, Weird +1 Background You worked a less-than-legal job before you became a monster hunter. What did you do? b Hoodlum. You can use Tough instead of Charm to manipulate someone with threats of violence. b Burglar. When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two: you get in undetected, you get out undetected, you don’t leave a mess, you find what you were after. b Grifter. When you are about to manipulate someone, you can ask the Keeper “What will convince this person to do what I want?” The Keeper must answer honestly, but not necessarily completely. b Fixer. If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+ you know just the person who will be interested. On a 7-9 you know the only person who can do it, but there’s a complication. Pick one: you owe them; they screwed you over; you screwed them over. On a miss, the only person who can help is someone who absolutely hates you. b Assassin. When you take your first shot at an unsuspecting target, do +2 Harm. b Charlatan. When you want people to think you are using magic, roll +Cool. On a 10 or more, your audience is amazed and fooled by your illusion. On a 7-9 you tripped up a couple of times, maybe someone will notice. You may also manipulate people with fortune telling. When you do that, ask “What are they hoping for right now?” as a free question (even on a miss). b Pickpocket When you steal something small, roll +Charm. On a 10 or more, you get it and they didn’t notice you taking it. On a 7-9 either you don’t grab it, you grab the wrong thing, or they remember you later: your choice. 36 THE CROOKED • THE PLAYBOOKS Heat You didn’t get here without making enemies. Pick at least two of these and name the people involved: b A police detective, , has made it a personal goal to put you away. b You have a rival from your background, , who never misses a chance to screw you over. b You pissed off a well-connected criminal, , and they’ll do whatever they can to destroy you. b is someone with special powers, a person or monster, who you took advantage of. b is an old partner you betrayed in the middle of a job. Underworld Pick how you discovered about the real underworld. Keep this in mind when you select your moves in the next section, so that everything fits together. b The target of a job was a dangerous creature. Pick one: vampire, werewolf, troll, reptiloid. b You worked with someone who was more than they seemed. Pick one: sorcerer, demon, faerie, psychic. b You were hired by something weird. Pick one: immortal, god, out- sider, witch. b Things went south on a job—including, but not limited to, running into (choose one): a horde of goblins, a hunger of ghouls, a dream- eater, a salamander. 37 THE PLAYBOOKS • THE CROOKED Moves You get all the basic moves, and two Crooked moves: b Artifact: You ‘found’ a magical artifact with handy powers, and kept it. Pick one: Protective amulet (1-armour magic recharge), Lucky charm (may be used as a Luck point, once only), Grimoire (studying the book gives +1 forward to use magic), Skeleton key (opens any magically sealed lock), Imp stone (A weak demon is bound to serve the holder. The imp must be summoned with the use magic move). b Crew: You have a regular crew, a team of three or four people who will help you out with pretty much anything. They count as a team (see page 119). b Deal with the Devil: You sold your soul to the Devil. Pick one or two things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, in six months (if you picked two things) or other- wise in a year. b Friends on the Force: You know a few cops who can be persuaded to look the other way, or do you a favour, for certain consider- ations. You can act under pressure to get in touch with them when you need to divert any law enforcement attention. There will be a cost, although maybe not right now. b Made: You’re “made” in a gang. Name the gang and describe how their operations tie into your background. You can call on gang members to help you out, but they’ll expect to be paid. Your bosses will have requests for you now and again, but you’ll be paid. Minor trouble will be overlooked, but you better not screw over any other made gangsters.\ b Driver: You have +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need to do it). You also own two handy, widely-available vehicles (perhaps a sports- car and a van). b Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you’re back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked. b Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, for the manipulate someone move. Revealing your identity to someone can create other problems later, of course. 38 THE CROOKED • THE PLAYBOOKS Gear Effective weapons, pick three: b .22 revolver (1-harm close reload small) b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Shotgun (3-harm close messy) b Hunting rifle (2-harm far loud) b Big knife (1-harm hand) b Baseball bat (1-harm hand) b Submachinegun (2-harm close reload auto) b Assault rifle (3-harm close/far auto) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Crooked by name and look, and tell the group what they know about you. History Go around the group again. When it’s your turn, pick one for each of the other hunters: • This hunter knows about your criminal past. Tell them what crimes they saw you commit. • This hunter was there when you decided to give up the life and hunt monsters instead. Work out together what happened. • This hunter is your younger sibling or child (possibly adopted). You look out for them. • This hunter is a cousin or more distant relative. • This hunter saved your life when a monster had the drop on you. Now you owe them one. • This hunter worked with you on a semi-legal or illegal job. Work out what it was. • This hunter is your moral compass. When you talk over things with them, their advice keeps you on the straight and narrow. • You’re powerfully attracted to this hunter. Maybe someday you’ll deserve them. 39 THE PLAYBOOKS • THE CROOKED Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as just 0-harm. If your Luck boxes all get filled, you’ve run out of good luck. Crooked special: Whenever you spend a Luck point, someone from your past (heat or underworld) will re-appear in your life. Soon. Okay bbbbbbb Doomed Harm When you suffer harm, mark of the number of boxes equal to harm suffered. More than four harm is especially dangerous. Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll a six or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the list below. Improvements b Get +1 Sharp, max +3 b Get +1 Tough, max +2 b Get +1 Cool, max +2 b Get +1 Charm, max +2 b Take another Crooked move b Take another Crooked move b Gain an ally: one of your old crew. b Recover a stash of money from the old days, enough to live without care... for a year or two. b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these, from the list below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Erase one used luck mark from your playbook. 40 THE CROOKED • THE PLAYBOOKS The Divine I am the Light, the Sword. I am sent to defend the meek from Darkness. All Evil fears me, for I am its end. To make your Divine, first pick a name. Then follow the instructions below to decide your look, ratings, mission, moves, and gear. Finally, introduce yourself and pick history. 41 THE PLAYBOOKS • THE DIVINE Look, pick one from each List: • Man, woman, androgynous, asexual. • Blazing eyes, terrifying eyes, placid eyes, sparkling eyes, perceptive eyes, starry eyes, glowing eyes. • Dirty clothes, perfect suit, rumpled suit, casual clothes, practical clothes. Ratings, pick one line: b Charm+1, Cool+1, Sharp-1, Tough+2, Weird=0 b Charm-1, Cool+2, Sharp-1, Tough+2, Weird=0 b Charm-1, Cool=0, Sharp+1, Tough+2, Weird+1 b Charm+1, Cool+1, Sharp=0, Tough+2, Weird-1 b Charm-1, Cool+1, Sharp=0, Tough+2, Weird+1 Mission You have been put on Earth for a purpose. Pick one: b You are here to fight the schemes of an Adversary. b The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass. b The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass. b You have been exiled. You must work for the cause of Good without drawing attention from your brothers and sisters, as they are bound to execute you for your crimes. b One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost. 42 THE DIVINE • THE PLAYBOOKS Moves You get all the basic moves, and pick three Divine moves: b Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your Superiors ask you to do something simple. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one of the questions from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they’ve ordered, you cannot use this move again until you have made up for your failure. b Angel Wings: You can go instantly to anywhere you’ve visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+ you all go where you wanted. On a 7-9, you don’t quite manage it. Either you are all separated, or you all appear in the wrong place. b What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand. b Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negative emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard. b Lay On Hands: Your touch can heal injury and disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they’re stabilized. On a 7-9, you can heal the harm or illness as on a 10+, but you take it into yourself. On a miss, your aura causes them extra harm. b Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+ it is banished. On a 7-9 it takes a little while for the banishing to take effect—the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (e.g. the Monstrous). On a miss, something is keeping it here. That’s bad. b Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2-harm intimate hand messy. 43 THE PLAYBOOKS • THE DIVINE Gear Pick one divine weapon: b Flaming sword (3-harm hand fire holy) b Thunder hammer (3-harm hand stun holy) b Razor whip (3-harm hand area messy holy) b Five demon bag (3-harm close magic holy) b Silver trident (3-harm hand silver holy) You also get divine armour (1-armour holy). It has a look suited to your divine origin. Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Divine by name and look, and tell the group what they know about you. History Go around the group again. When it’s your turn, pick one for each of the other hunters: • If you are protecting another hunter as your mission, tell them this: You have a crucial role in what is to come. I am here to guide and defend you. • They should not be involved in this situation: the prophecies didn’t mention them at all. This gets your attention but you don’t know what it means yet. • They are, at heart, a good and righteous person. You must help them stay that way. • They are an abomination, and should be destroyed. Except you can’t–work out with them why not. • Their prayer (perhaps an informal or even unconscious prayer) summoned you. • They fill you with feelings of sexual infatuation. You are confused by the associated mortal emotions. • They saved your life, and you understand (intellectually at least) that you owe them for it. • They’re the person you go to for advice on mortal stuff (e.g sex, food, drugs, television, etc). Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as just 0-harm. If your Luck boxes all get filled, you’ve run out of good luck. Okay bbb b bbb Doomed 44 THE DIVINE • THE PLAYBOOKS Harm When you suffer harm, mark of the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable”. Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever your roll totals 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the list below. Improvements: b Get +1 Tough, max +3 b Get +1 Cool, max +2 b Get +1 Charm, max +2 b Get +1 Sharp, max +2 b Get +1 Weird, max +2 b Take another Divine move b Take another Divine move b Gain a lesser divine being as an ally, sent from above to help with your mission b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Erase one used Luck mark from your playbook. b Change your mission. Select a different mission from the normal options, or (with the Keeper’s agreement) a new mission of your creation. 45 THE PLAYBOOKS • THE DIVINE The Expert I have dedicated my life to the study of the unnatural. I know their habits, their weaknesses. I may not be youngest or stron- gest, but my knowledge makes me the biggest threat. To make your Expert, first pick a name. Then follow the instructions below to decide your look, ratings, moves, haven, and gear. Finally, introduce yourself and pick history. Look, pick one from each List: • Man, woman, indeterminate. • Thoughtful face, lined face, scarred face, contemplative face, stern face, avuncular face, experienced face, ancient face. • Old fashioned clothes, casual clothes, utility clothes, tai- lored clothes, outdoor clothes. Ratings, pick one line: b Charm-1, Cool+1, Sharp+2, Tough+1, Weird=0 b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0 b Charm-1, Cool+1, Sharp+2, Tough=0, Weird+1 b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 46 THE EXPERT • THE PLAYBOOKS Moves You get all of the basic moves, plus pick two Expert moves: b I’ve Read About This Sort Of Thing: Roll +Sharp instead of +Cool when you act under pressure. b Often Right: When a hunter comes to you for advice about a problem, give them your honest opinion and advice. If they take your advice, they get +1 ongoing while following your advice, and you mark experience. b Preparedness: When you need something unusual or rare, roll +Sharp. On a 10+, you have it here right now. On a 7-9 you have it, but not here: it will take some time to get it. On a miss, you know where it is, but it’s somewhere real bad. b It Wasn’t As Bad As It Looked: Once per mystery, you may attempt to keep going despite your injuries. Roll +Cool. On a 10+, heal 2 harm and stabilize your wounds. On a 7-9 you may either stabilize or heal 1 harm. On a miss, it was worse than it looked: the Keeper may inflict a harm move on you, or make your wounds unstable. b Precise Strike. When you inflict harm on a monster, you can aim for a weak spot. Roll +Tough. On a 10+ you inflict +2 harm. On a 7-9 you inflict +1 harm. On a miss, you leave yourself open for the monster to hit you. b The Woman (or Man) With The Plan: At the beginning of each mystery, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. Spend the hold to be where you need to be, prepared and ready. On a miss, the Keeper holds 1 they can spend to have you be in the worst place, unprepared and unready. b Dark Past: You dabbled in the worst sort of mystical arts before you became one of the good guys. If you trawl through your memories for something relevant to the case at hand, roll +Weird. On a 10+ ask the Keeper two questions from the list below. On a 7-9 ask one. On a miss, you can ask a question anyway but that will mean you were personally complicit in creating the situation you are now dealing with. The questions are: • When I dealt with this creature (or one of its kind), what did I learn? • What black magic do I know that could help here? • Do I know anyone who might be behind this? • Who do I know who can help us right now? 47 THE PLAYBOOKS • THE EXPERT Haven You have set up a haven, a safe place to work. Pick three of the options below for your haven: b Lore Library. When you hit the books, take +1 forward to inves- tigate the mystery (as long as historical or reference works are appropriate). b Mystical Library. If you use your library’s occult tomes and grimoires, preparing with your tomes and grimoires, take +1 forward for use magic. b Protection Spells. Your haven is safe from monsters—they cannot enter. Monsters might be able to do something special to evade the wards, but not easily. b Armory. You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+ you have it (and plenty if that matters). On a 7-9 you have it, but only the minimum. On a miss, you’ve got the wrong thing. b Infirmary. You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient’s recovery is likely to take, and if you need extra supplies or help. b Workshop. You have a space for building and repairing guns, cars and other gadgets. Work out with the Keeper how long any repair or construction will take, and if you need extra supplies or help. b Oubliette. This room is isolated from every kind of monster, spirit and magic that you know about. Anything you stash in there can’t be found, can’t do any magic, and can’t get out. b Panic Room. This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything. b Magical Laboratory. You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like the use magic move, big magic, and any other magical moves). 48 THE EXPERT • THE PLAYBOOKS Gear You get three monster-slaying weapons. Monster-slaying weapons (pick three): b Mallet & wooden stakes (3-harm inti- mate slow wooden) b Silver sword (2-harm hand messy silver) b Cold iron sword (2-harm hand messy iron) b Blessed knife (2-harm hand holy) b Magical dagger (2-harm hand magic) b Juju bag (1-harm far magic) b Flamethrower (3-harm close fire heavy volatile) b Magnum (3-harm close reload loud) b Shotgun (3-harm close messy loud) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Expert by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one of these for each other hunter: • They are your student, apprentice, ward, or child. Between you, decide which. • They came to you for advice, and your advice got them out of trouble. Ask them what the trouble was. • They know about some of your dark secrets, but they’ve agreed to keep quiet about them. Tell them what they know. • A distant relation. Tell them exactly what. • You were previously both members of an eldritch group, now dis- banded. Ask them why they left, then tell them why you did. • They once helped you get a singular item that is now part of your haven. Tell them what it was. • You were taught by the same master. Ask them how it ended. • You saved their life in a tight spot. Tell them what happened. 49 THE PLAYBOOKS • THE EXPERT Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Sharp, max +3 b Get +1 Charm, max +2 b Get +1 Cool, max +2 b Get +1 Weird, max +2 b Take another Expert move b Take another Expert move b Add an option to your haven b Add an option to your haven b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. 50 THE EXPERT • THE PLAYBOOKS The Flake Everything’s connected. But not everyone can see the patterns, and most people don’t even look that hard. But me, I can never stop looking deeper. I can never stop seeing the truth. I spot the patterns. That’s how I found the monsters, and that’s how I help kill them. To make your Flake, first pick a name. Then follow the instruc- tions below to decide your look, ratings, moves, and gear. Finally, introduce yourself and pick history. Look, pick one from each List: • Man, woman, transgressive, concealed. • Wild eyes, moving eyes, focused eyes, searching eyes, suspicious eyes, wide eyes, guarded eyes. • Ratty clothes, casual clothes, rumpled suit, neat clothes, comfortable clothes, army surplus gear. Ratings, pick one line: b Charm+1, Cool+1, Sharp+2, Tough-1, Weird=0 b Charm=0, Cool+1, Sharp+2, Tough-1, Weird+1 b Charm+1, Cool-1, Sharp+2, Tough+1, Weird=0 b Charm+1, Cool-1, Sharp+2, Tough=0, Weird+1 b Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 51 THE PLAYBOOKS • THE FLAKE Moves You get all of the basic moves, plus pick three Flake moves: b Connect the Dots: At the beginning of each mystery, if you look for the wider patterns that current events might be part of, roll +Sharp. On a 10+ hold 3, and on a 7-9 hold 1. Spend your hold during the mystery to ask the Keeper any one of the following questions: • Is this person connected to current events more than they are saying? • When and where will the next critical event occur? • What does the monster want from this person? • Is this connected to previous mysteries we have investigated? • How does this mystery connect to the bigger picture? b Crazy Eyes: You get +1 Weird (max +3). b See, It All Fits Together: You can use Sharp instead of Charm when you manipulate someone. b Suspicious Mind: If someone lies to you, you know it. b Often Overlooked: When you act all crazy to avoid something, roll +Weird. On a 10+ you’re regarded as unthreatening and unimportant. On a 7-9, pick one: unthreatening or unimportant. On a miss, you draw lots (but not all) of the attention. b Contrary: When you seek out and receive someone’s honest advice on the best course of action for you and then do some- thing else instead, mark experience. If you do exactly the opposite of their advice, you also take +1 ongoing on any moves you make pursuing that course. b Net Friends: You know a lot of people on the Internet. When you contact a net friend to help you with a mystery, roll +Charm. On a 10+, they’re available and helpful—they can fix something, break a code, hack a computer, or get you some special informa- tion. On a 7-9, they’re prepared to help, but it’s either going to take some time or you’re going to have to do part of it yourself. On a miss, you burn some bridges. b Sneaky: When you attack from ambush, or from behind, inflict +2 harm. 52 THE FLAKE • THE PLAYBOOKS Gear You get one normal weapon and two hidden weapons. Normal weapons (pick one): b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Hunting rifle (2-harm far loud) b Magnum (3-harm close reload loud) b Shotgun (3-harm close messy loud) b Big knife (1-harm hand) Hidden weapons (pick two): b Throwing knives (1-harm close many) b Holdout pistol (2-harm close loud reload) b Garrote (3-harm intimate) b Watchman’s flashlight (1-harm hand) b Weighted gloves/brass knuckles (1-harm hand) b Butterfly knife/folding knife (1-harm hand) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Flake by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one of these for each other hunter: • They’re somehow tied into it all. You’ve been keeping an eye on them. • They’re a close relative. Ask them to decide exactly what. • Old friends, who originally met through a long chain of coinci- dences. • You went through hell together: maybe a monster, maybe military service, maybe time in an institution. Whatever it was, it bound you together, and you have total trust in each other. • Members of the same support group. • Fellow freaks. • The signs all pointed to working together. So you found them and now you work together. • You know each other through cryptozoology and conspiracy theory websites. 53 THE PLAYBOOKS • THE FLAKE Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Sharp, max +3 b Get +1 Charm, max +2 b Get +1 Cool, max +2 b Get +1 Weird, max +2 b Take another Flake move b Take another Flake move b Get a haven, like the Expert has, with two options b Gain another option for your haven b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. 54 THE FLAKE • THE PLAYBOOKS The Initiate Since the dawn of history, we have been the bulwark against Darkness. We know the Evils of the world, and we stand against them so that the mass of humanity need not fear. We are the Flame that cleanses the Shadows. To make your Initiate, first pick a name. Then follow the instructions below to decide your look, ratings, moves, Sect, and gear. Finally, introduce yourself and pick history. Look, pick one from each List: • Man, woman, masked, concealed. • Hardened body, tattooed body, agile body, strong body, thin body, angular body, hunched body. • Archaic clothes, unfashionable clothes, ceremonial clothes, mismatched clothes, formal clothes. Ratings, pick one line: b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2 b Charm=0, Cool+1, Sharp+1, Tough-1, Weird+2 b Charm-1, Cool=0, Sharp-1, Tough+2, Weird+2 b Charm+1, Cool-1, Sharp+1, Tough=0, Weird+2 b Charm=0, Cool=0, Sharp=0, Tough+1, Weird+2 55 THE PLAYBOOKS • THE INITIATE Moves You get all of the basic moves, plus four Initiate moves. You get this one: B When you are in good standing with your Sect, at the begin- ning of each mystery, roll +Charm. On a 10+ they provide some useful info or help in the field. On a 7-9 you get a mission associ- ated with the mystery, and if you do it you’ll get some info or help too. On a miss, they ask you to do something bad. If you fail a mission or refuse an order, you’ll be in trouble with the Sect until you atone. Then pick three of these: b Ancient Fighting Arts: When using an old-fashioned hand weapon, you inflict +1 harm and get +1 whenever you roll protect someone. b Mystic: Every time you successfully use magic, take +1 forward. b Fortunes: The Sect has ancient prophecies or divination tech- niques to predict the future. Once per mystery, you may use them. If you look at what the future holds, roll +Weird. On a 10+ hold 3, and on a 7-9 hold 1. On a miss, you get bad information and the Keeper decides how that affects you. Spend your hold to: • have a useful object ready. • be somewhere you are needed, just in time. • take +1 forward, or give +1 forward to another hunter. • retroactively warn someone about an attack, so that it doesn’t happen. b Sacred Oath: You may bind yourself to a single goal, forsaking something during your quest (e.g. speech, all sustenance but bread and water, alcohol, lying, sex, etc). Get the Keeper’s agreement on this—it should match the goal in importance and difficulty. While you keep your oath and work towards your goal, mark experience at the end of every session and get +1 on any rolls that directly help achieve the goal. If you break the oath, take -1 ongoing until you have atoned. b Mentor: You have a mentor in the Sect: name them. When you contact your mentor for info, roll +Sharp. On a 10+, you get an answer to your question, no problem. On a 7-9 you choose: they’re either busy and can’t help, or they answer the question but you owe a favour. On a miss, your question causes trouble. b Apprentice: You have an apprentice: name them. Your job is to teach them the Sect’s ways. They count as an ally: subordinate (motivation: to follow your instructions to the letter). b Helping Hand: When you successfully help out another hunter, they get +2 instead of the usual +1. b That Old Black Magic: When you use magic, you can ask a ques- tion from the investigate a mystery move as your effect. 56 THE INITIATE • THE PLAYBOOKS Sect You are part of an ancient, secret order that slays monsters. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit? You also need to pick the Sect’s traditions (these will be used by the Keeper to determine the Sect’s methods and actions): Good Traditions (pick two): b Knowledgable b Ancient lore b Magical lore b Fighting arts b Modernised b Chapters everywhere b Secular power b Flexible tactics b Open hierarchy b Integrated in society b Rich b Nifty gadgets b Magical items Bad Traditions (pick one): b Dubious motives b Tradition-bound b Short-sighted b Paranoid and secretive b Closed hierarchy b Factionalised b Strict laws b Mystical oaths b Total obedience b Tyrannical leaders b Obsolete gear b Poor Gear If the Sect has fighting arts or obsolete gear, then pick three old-fash- ioned weapons. If the Sect has modernised or nifty gadgets, you may pick two modern weapons. Otherwise, pick two old-fashioned weapons and one modern weapon. You also get old-fashioned armour (1-armour heavy). Old-fashioned weapons (pick either two or three, as above): b Sword (2-harm hand messy) b Axe (2-harm hand messy) b Big sword (3-harm hand messy heavy) b Big axe (3-harm hand messy slow heavy) b Silver knife (1-harm hand silver) b Fighting sticks (1-harm hand quick) b Spear (2-harm hand/close) b Mace (2-harm hand messy) b Crossbow (2-harm close slow) Modern weapons (pick either one or two, as above): b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Sniper rifle (3-harm far) b Magnum (3-harm close reload loud) b Shotgun (3-harm close messy) 57 THE PLAYBOOKS • THE INITIATE Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Initiate by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one for each of the other hunters: • They are a lay member of your Sect. • You fought together when the tide of monsters seemed unstoppable. Ask them how it went. • Friends, but they first met you under your cover identity, and learned about the Sect later. Ask how they feel about that. • They are your close relative, or partner/spouse. Decide between you exactly what the relationship is. • Fellow ancient weapons/martial arts club members. • They’re described in the prophecies, but the role they will play isn’t stated. • An ex-member of the Sect, but still friends. Ask them why they left or got thrown out • You met researching mystical weirdness, and you’ve been occult comrades ever since. Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If all your Luck boxes get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) 58 THE INITIATE • THE PLAYBOOKS 59 THE PLAYBOOKS • THE INITIATE Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Weird, max +3 b Get +1 Cool, max +2 b Get +1 Sharp, max +2 b Get +1 Tough, max +2 b Take another Initiate move b Take another Initiate move b Get command of your chapter of the Sect b Get a Sect team under your command b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Become the leader, or effective leader, of the whole Sect. The Monstrous I feel the hunger, the lust to destroy. But I fight it: I never give in. I’m not human any more, not really, but I have to protect those who still are. That way I can tell myself I’m different to the other monsters. Sometimes I can even believe it. To make your Monstrous, first pick a name. Then follow the instruc- tions below to decide your look, ratings, breed, moves, and gear. Finally, introduce yourself and pick history. look, pick one from each List: • Man, woman, mysterious, transgressive. • Sinister aura, powerful aura, dark aura, unnerving aura, energetic aura, evil aura, bestial aura. • Archaic clothes, casual clothes, ragged clothes, tailored clothes, stylish clothes, street clothes, outdoor clothes. 60 THE MONSTROUS • THE PLAYBOOKS Ratings, pick one line: b Charm-1, Cool-1, Sharp=0, Tough+2, Weird+3 b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+3 b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+3 b Charm-2, Cool+2, Sharp=0, Tough=0, Weird+3 b Charm=0, Cool-1, Sharp+2, Tough-1, Weird+3 Breed You’re half-human, half-monster: decide if you were always this way or if you you were originally human and transformed somehow. Now decide if you were always fighting to be good, or if you were evil and changed sides. Define your monstrous breed by picking a curse, moves, and natural attacks. Create the monster you want to be: whatever you choose defines your breed in the game. Some classic monsters with suggestions for picks are listed below. These are only suggestions: feel free to make a different version! Monster Breed Suggestions • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination. • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength. • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorpo- real; immortal. • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preter- natural speed. • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality. • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator. • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality. 61 THE PLAYBOOKS • THE MONSTROUS Curses, pick one: b Feed: You must subsist on living humans—it might take the form of blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself. b Vulnerability: Pick a substance. You suffer +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers. b Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. When- ever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist. b Dark Master: You have an evil lord who doesn’t know you changed sides. They still give you orders, and they do not tolerate refusal. Or failure. Natural Attacks Pick a Base and add an extra to it, or two Bases. b Base: teeth (3-harm intimate) b Base: claws (2-harm hand) b Base: magical force (1-harm magical close) b Base: life-drain (1-harm intimate life-drain) b Extra: Add +1 harm to a base b Extra: Add ignore-armour to a base b Extra: Add an extra range to a base (add intimate, hand, or close). 62 THE MONSTROUS • THE PLAYBOOKS Moves You get all the basic moves, plus pick two Monstrous moves: b Immortal: You do not age or sicken, and whenever you suffer harm you suffer 1-harm less. b Unnatural Appeal: Roll +Weird instead of +Charm when you manipulate someone. b Unholy Strength: Roll +Weird instead of +Tough when you kick some ass. b Incorporeal: You may move freely through solid objects (but not people). b Preternatural Speed: You go much faster than normal people. When you chase, flee, or run take +1 ongoing. b Claws of the Beast: All your natural attacks get +1 harm. b Mental Dominion: When you gaze into a normal human’s eyes and exert your will over them, roll +Charm. On a 10+, hold 3. On a 7-9, hold 1. You may spend your hold to give them an order. Regular people will follow your order, whatever it is. Hunters can choose whether they do it or not. If they do, they mark experience. b Unquenchable Vitality: When you have taken harm, you can heal yourself. Roll +Cool. On a 10+, heal 2-harm and stabilise your injuries. On a 7-9, heal 1-harm and stabilise your injuries. On a miss, your injuries worsen. b Dark Negotiator: You can use the manipulate someone move on monsters as well as people, if they can reason and talk. b Flight: You can fly. b Shapeshifter: You may change your form (usually into an animal). Decide if you have just one alternate form or several, and detail them. You gain +1 to investigate a mystery when using an alter- nate form’s superior senses (e.g. smell for a wolf, sight for an eagle). b Something Borrowed: Take a move from a hunter playbook that is not currently in play. Gear If you want, you can take one handy weapon: b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Magnum (3-harm close reload loud) b Shotgun (3-harm close messy) b Big knife (1-harm hand) b Brass knuckles (1-harm hand quiet small) b Sword (2-harm hand messy) b Huge sword (3-harm hand heavy) 63 THE PLAYBOOKS • THE MONSTROUS Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Monstrous by name and look, and tell the group what they know about you. History Go around the group again. When it’s your turn, pick one for each of the other hunters: • You lost control one time, and almost killed them. Ask them how they stopped you. • They tried to slay you, but you proved you’re on the side of good. Ask them what convinced them. • You are romantically obsessed with them. Ask them if they know, and if they reciprocate. • Close relations, or a distant descendant. Tell them which. • You saved them from another of your kind, and prevented repri- sals against that individual creature (maybe it’s another good one, or maybe it has a hold over you). • They are tied to your curse or origin. Tell them how. • You fought together against the odds, and prevailed. • They saved you from another hunter who was prepared to kill you. Ask them what happened. Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If all your Luck boxes get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) 64 THE MONSTROUS • THE PLAYBOOKS Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Charm, max +2 b Get +1 Cool, max +2 b Get +1 Sharp, max +2 b Get +1 Tough, max +2 b Take another Monstrous move b Take another Monstrous move b Gain a haven, like the Expert has, with two options b Take a natural attacks pick b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Free yourself from the curse of your kind. Your curse no longer applies, but you lose 1 Weird. b You turn evil (again). Retire this character, they become one of the Keeper’s threats. 65 THE PLAYBOOKS • THE MONSTROUS The Mundane You heard about how monsters only pick on people with crazy powers who can fight back on even terms? Yeah, me neither. But, hell, I ended up in this monster-hunting team so I gotta do what I can, right? To make your Mundane, first pick a name. Then follow the instruc- tions below to decide your look, ratings, moves, and gear. Finally, introduce yourself and pick history. Look, pick one from each List: • Man, woman, boy, girl, androgynous, concealed. • Friendly face, alluring face, laughing face, trustworthy face, average face, serious face, sensual face. • Normal clothes, casual clothes, goth clothes, sporty clothes, work clothes, street clothes, nerdy clothes. 66 THE MUNDANE • THE PLAYBOOKS Ratings, pick one line: b Charm+2, Cool+1, Sharp=0, Tough+1, Weird-1 b Charm+2, Cool-1, Sharp+1, Tough+1, Weird=0 b Charm+2, Cool=0, Sharp-1, Tough+1, Weird+1 b Charm+2, Cool=0, Sharp+1, Tough+1, Weird-1 b Charm+2, Cool+1, Sharp+1, Tough=0, Weird-1 Moves You get all the basic moves, plus pick three Mundane moves: b Always The Victim: When another hunter uses protect someone to protect you, they mark experience. Whenever a monster cap- tures you, you mark experience. b Oops! If you want to stumble across something important, tell the Keeper. You will find something important and useful, although not necessarily related to your immediate problems. b Let’s Get Out Of Here! If you can protect someone by telling them what to do, or by leading them out, roll +Charm instead of +Tough. b Panic Button: When you need to escape, name the route you’ll try and roll +Sharp. On a 10+ you’re out of danger, no problem. On a 7-9 you can go or stay, but if you go it’s going to cost you (you leave something behind or something comes with you). On a miss, you are caught halfway out. b The Power of Heart: When fighting a monster, if you help someone, don’t roll +Cool. You automatically help as though you’d rolled a 10. b Trust Me: When you tell a normal person the truth in order to protect them from danger, roll +Charm. On a 10+ they’ll do what you say they should, no questions asked. On a 7-9 they do it, but the Keeper chooses one from: • They ask you a hard question first. • They stall and dither a while. • They have a “better” idea. On a miss, they’re going to think you’re crazy and maybe danger- ous too. b What Could Go Wrong?: Whenever you charge into immedi- ate danger without hedging your bets, hold 2. You may spend your hold to: • Inflict +1 harm. • Reduce someone’s harm suffered by 1. • Take +2 forward on an act under pressure roll. b Don’t Worry, I’ll Check It Out: Whenever you go off by yourself to check out somewhere (or something) scary, mark experience. 67 THE PLAYBOOKS • THE MUNDANE Gear You get two Mundane weapons and a means of transport. Mundane weapons (pick two): b Golf club, baseball bat, cricket bat, or hockey stick (2-harm hand innocuous messy) b Pocket knife or multitool (1-harm hand useful small) b Small handgun (2-harm close loud reload) b Hunting rifle (3-harm far loud reload) b Sledge-hammer or fire axe (3-harm hand messy) b Nunchuks (2-harm hand area) Means of transport (pick one): b Skateboard b Bicycle b Fairly new car in decent condition b Classic car in terrible condition b Motorcycle b Van Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Mundane by name and look, and tell the group what they know about you. History Go around the group again. When it’s your turn, pick one for each of the other hunters: • You are close relations. Tell them exactly how you’re related. • Initially rivals, you both now respect each others’ talents. • Romantically involved, or you just have a crush on them. Ask them which they prefer. • They’re your hero, exactly the kind of monster hunter you aspire to be. Tell them why you worship them. • Good friends. Tell them if it’s from way back, or recently. • You’re a bit suspicious of them (maybe due to their unnatural powers or something like that). • They introduced you to the existence of monsters. Tell them how you feel about that. • You saved their life from a monster due to an unlikely chain of events. Tell them what. 68 THE MUNDANE • THE PLAYBOOKS Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If all your Luck boxes get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Charm, max +3 b Get +1 Cool, max +2 b Get +1 Sharp, max +2 b Get +1 Tough, max +2 b Take another Mundane move b Take another Mundane move b Get back one used Luck point b Get back one used Luck point b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Get back one used Luck point. b Get back one used Luck point. 69 THE PLAYBOOKS • THE MUNDANE The Professional It’s kind of strange when your regular 9-to-5 job is to hunt down monsters. Still, that’s the job I took on when I joined this outfit. It pays well, and the benefits are good. Like they say “You don’t have to be crazy to work here, but it sure helps!” To make your Professional, first pick a name. Then follow the instruc- tions below to decide your look, ratings, Agency, moves, and gear. Finally, introduce yourself and pick history. 70 THE PROFESSIONAL • THE PLAYBOOKS look, pick one from each List: • Man, woman, concealed. • Chiseled face, scarred face, unshaven face, soft face, young face, old face, determined face. • Tailored suit, shabby suit, perfect suit, utility coveralls, battle- dress, paramilitary uniform, lab coat. Ratings, pick one line: b Charm=0, Cool+2, Sharp-1, Tough+2, Weird-1 b Charm-1, Cool+2, Sharp+1, Tough+1, Weird=0 b Charm+1, Cool+2, Sharp+1, Tough-1, Weird=0 b Charm-1, Cool+2, Sharp+1, Tough=0, Weird+1 b Charm=0, Cool+2, Sharp+2, Tough-1, Weird-1 Agency Decide who it is you work for. Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual’s crusade, a corporation, a scientific team, or what? Is the Agency’s goal to: destroy monsters, study the supernatural, protect people, gain power, or something else? Pick two resource tags for the Agency, and two red tape tags: Resources (pick two): b Well-armed b Well-financed b Rigorous training b Official pull b Cover identities b Offices all over the place b Good intel b Recognised authority b Weird tech gadgets b Support teams Red Tape (pick two): b Dubious motives b Bureaucratic b Secretive hierarchy b Cryptic missions b Hostile superiors b Inter-departmental rivalry b Budget cuts b Take no prisoners policy b Live capture policy 71 THE PLAYBOOKS • THE PROFESSIONAL Moves You get all the basic moves, plus four Professional moves. You get this one: B When you deal with the Agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you’re good— your request for gear or personnel is okayed, or your slip-up goes unnoticed. On a 7-9, things aren’t so great. You might get chewed out by your superiors and there’ll be fallout, but you get what you need for the job. On a miss, you screwed up: you might be suspended or under investigation, or just in the doghouse. You certainly aren’t going to get any help until you sort it all out. Then pick three of these: b Bottle It Up: If you want, you can take up to +3 bonus when you act under pressure. For each +1 you use, the Keeper holds 1. That hold can be spent later—one for one—to give you -1 on any move except act under pressure. b Unfazeable: Take +1 Cool (max +3). b Battlefield Awareness: You always know what’s happening around you, and what to watch out for. Take +1 armour (max 2-armour) on top of whatever you get from your gear. b Leave No One Behind: In combat, when you help someone escape, roll +Sharp. On a 10+ you get them out clean. On a 7-9, you can either get them out or suffer no harm, you choose. On a miss, you fail to get them out and you’ve attracted hostile atten- tion. b Tactical Genius: When you read a bad situation, you may roll +Cool instead of +Sharp b Medic: You have a full first aid kit, and the training to heal people. When you do first aid, roll +Cool. On a 10+ the patient is stabi- lized and healed of 2 harm. On a 7-9 choose one: heal 2 harm or stabilize the injury. On a miss, you cause an extra 1 harm. This move takes the place of regular first aid. b Mobility: You have a truck, van, or car built for monster hunting. Choose two good things and one bad thing about it. Good things: roomy; surveillance gear; fast; stealthy; intim- idating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage. Bad things: loud; obvious; temperamental; beaten-up; gas- guzzler; uncomfortable; slow; old. 72 THE PROFESSIONAL • THE PLAYBOOKS Gear Pick one serious weapon and two normal weapons. You get either a flak vest (1-armour hidden) or combat armour (2-armour heavy) for protection. Serious weapons (pick one): b Assault rifle (3-harm far area loud reload) b Grenade launcher (4-harm far area messy loud reload) b Sniper rifle (4-harm far) b Grenades (4-harm close area messy loud) b Submachine gun (3-harm close area loud reload) Normal weapons (pick two): b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Hunting rifle (2-harm far loud) b Shotgun (3-harm close messy) b Big knife (1-harm hand) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Professional by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one for each of the other hunters: • Your relationship with them has romantic potential. So far it hasn’t gone further. • They’re on the Agency’s watch list, and you’ve been keeping an eye on them. • You are related. Tell them how close. • You met on a mission and worked together unofficially. And suc- cessfully. • They’ve worked with the Agency before, and they’re well regarded. • You were friends back in training, before the Agency recruited you. This could be military, law enforcement, or some weirder school: decide the details between you. • They pulled you (and maybe your team) out of a terrible FUBARed mission. • You got sent to “deal with them” as a hazard to the Agency’s poli- cies one time. Tell them how you resolved this. 73 THE PLAYBOOKS • THE PROFESSIONAL Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If all your Luck boxes get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Cool, max +3 b Get +1 Charm, max +2 b Get +1 Sharp, max +2 b Get +1 Tough, max +2 b Take another Professional move b Take another Professional move b Add a new resource tag for your Agency or change a red tape tag b Get command of an Agency team of monster hunters b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Get some or all of the other players’ hunters hired by your agency. They get the deal with the agency move, as well as salary and benefits. 74 THE PROFESSIONAL • THE PLAYBOOKS The Spell-Slinger Fight fire with fire magic. To make your Spell-slinger, first pick a name. Then follow the instruc- tions below to decide your look, ratings, Combat Magic, moves, and gear. Finally, introduce yourself and pick history. 75 THE PLAYBOOKS • THE SPELL-SLINGER Look, pick one from each List: • Woman, man, androgynous. • Rumpled clothes, stylish clothes, goth clothes, old fashioned clothes. • Shadowed eyes, fierce eyes, weary eyes, sparkling eyes. Ratings, pick one line: b Charm-1, Cool+1, Sharp+1, Tough=0, Weird+2 b Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 b Charm-1, Cool=0, Sharp+2, Tough-1, Weird+2 b Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2 b Charm=0, Cool=0, Sharp+1, Tough=0, Weird+2 Combat Magic You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough. Some- times the situation may require you to act under pressure to cast your spell without problems. Pick three options from the list below. Your combat spells can combine any of your base spells with any of your effects. Combat magic, pick three (with at least one base): Bases: b Blast: 2-harm magical close obvious loud b Ball: 1-harm magical area close obvious loud b Missile: 1-harm magical far obvious loud b Wall: 1-harm magical barrier close 1-armour obvious loud Effects: b Fire: Add “+2 harm fire” to a base. If you get a 10+ on a combat magic roll, the fire won’t spread. b Force or Wind: Add “+1 harm forceful” to a base, or “+1 armour” to a wall. b Lightning or Entropy: Add “+1 harm messy” to a base. b Frost or Ice: Adds “-1 harm +2 armour” to a wall, or “+1 harm restraining” to other bases. b Earth: Add “forceful restraining” to a base. b Necromantic: Add “life-drain” to a base. 76 THE SPELL-SLINGER • THE PLAYBOOKS Moves You get all the basic moves and four Spell-slinger moves. You have this one: B Tools and Techniques: In order to use your combat magic effec- tively, you rely on a collection of tools and techniques. If you don’t use them, there are drawbacks. Cross off one; you’ll need the rest. • Consumables: You need to have certain supplies— powders, oils, etc— on hand to cast your spell. They’re used up when you cast the spell. If you don’t have them on hand, your body will be the substitute: take 1-harm ignore-armour when you cast. • Foci: You need wands, staves, and other somewhat obvious props to focus your efforts at their most powerful. If you don’t have what you need on hand, your combat magic does 1 less harm. • Gestures: You need to be able to wave your hands around obvi- ously in order to use your combat magic. If you’re restrained in any way, you can still cast the spell but it’s more likely to go wrong; take -1 ongoing to your combat magic. • Incantations: You must speak in an arcane language to control your magic without it filtering directly through your mind. If you use combat magic spell, successfully or failed, while unable or unwilling to speak, you must immediately act under pressure to avoid scrambling your thoughts—producing hallucinations, sensory deprivation, and general befuddlement. 77 THE PLAYBOOKS • THE SPELL-SLINGER Plus pick three of these: b Advanced Arcane Training: If you have two of your three Tools and Techniques at the ready, you may ignore the third one. b Arcane Reputation: Pick three big organizations or groups in the supernatural community, which can include some of the more sociable types of monsters. They’ve heard of you and respect your power. With affected humans, take +1 forward when you manip- ulate them. You may manipulate affected monsters as if they were human, with no bonus. b Could’ve Been Worse: When you miss a use magic roll you can choose one of the following options instead of losing control of the magic: • Fizzle: The preparations and materials for the spell are ruined. You’ll have to start over from scratch with the prep time doubled. • This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid. b Enchanted Clothing: Pick an article of every-day clothing–it’s enchanted without any change in appearance. Take -1 harm from any source that tries to get at you through the garment. b Forensic Divination: When you successfully investigate a mystery, you may ask “What magic was done here?” as a free extra question. b Go Big or Go Home: When you must use magic as a require- ment for Big Magic, take +1 ongoing to those use magic rolls. b Not My Fault: +1 to act under pressure when you are dealing with the consequences of your own spellcasting. b Practitioner: Choose two effects available to you under use magic. Take +1 to use magic whenever you choose one of those effects. b Shield Spell: When you protect someone, gain 2-armour against any harm that is transferred to you. This doesn’t stack with your other armour, if any. b Third Eye: When you read a bad situation, you can open up your third eye for a moment to take in extra information. Take +1 hold on any result of 7 or more, plus you can see invisible things. On a miss, you may still get 1 hold, but you’re exposed to super- natural danger. Unfiltered hidden reality is rough on the mind! 78 THE SPELL-SLINGER • THE PLAYBOOKS Gear You don’t need much—aside from any foci or consumables to power your magic. Still, it’s good to carry some backup. Pick one: b Old revolver (2-harm close reload loud) b Ritual knife (1-harm hand) b Heirloom sword (2-harm hand messy) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Spell-slinger by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one for each of the other hunters: • They act as your conscience when the power goes to your head. Ask them about the last time this happened. • Blood relation, though you were out of contact for years. Ask them how they reconnected with you. • Mentor from another life. Ask them what they taught you. • Your magic-fueled rescue of them introduced them to the super- natural. Tell them what creature was after them. • An old rivalry has turned into a tight friendship. Tell them what you once fought over. • You thought they were dead, and now they’re back. What “killed” them? • They’re an on-again/off-again love interest. Ask them what keeps you apart. Tell them what keeps you together. • A comrade-in-arms. You’ve faced the biggest threats together. Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) 79 THE PLAYBOOKS • THE SPELL-SLINGER Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Weird, max +3 b Get +1 Cool, max +2 b Get +1 Sharp, max +2 b Get +1 Tough, max +2 b Take another Spell-Slinger move. b Take another Spell-Slinger move. b Take a move from another playbook. b Take a move from another playbook. b Take another Combat Magic pick. Advanced Improvements After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below: b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b Erase one used Luck mark from your playbook. b Take another Combat Magic pick. b You may cross off another option from your Tools and Techniques. 80 THE SPELL-SLINGER • THE PLAYBOOKS The Spooky I can do things, things that normal people can’t. But there’s a price—I haven’t paid it in full, yet, but the bill’s gonna come due soon. It’s best I don’t tell you any more. You get too close, you’ll get hurt. To make your Spooky, first pick a name. Then follow the instructions below to decide your look, ratings, moves, dark side and gear. Finally, introduce yourself and pick history. Look, pick one from each List: • Man, woman, boy, girl, concealed, androgynous. • Burning eyes, dark eyes, pained eyes, blank eyes, unblinking eyes, piercing eyes, shadowed eyes, creepy eyes. • Ratty clothes, casual clothes, goth clothes, neat clothes, nerdy clothes. 81 THE PLAYBOOKS • THE SPOOKY Ratings, pick one line: b Charm+1, Cool=0, Sharp+1, Tough-1, Weird+2 b Charm-1, Cool+1, Sharp=0, Tough+1, Weird+2 b Charm+2, Cool=0, Sharp-1, Tough-1, Weird+2 b Charm=0, Cool-1, Sharp+1, Tough+1, Weird+2 b Charm-1, Cool-1, Sharp+2, Tough=0, Weird+2 Moves You get all the basic moves, plus pick three Spooky moves: b Telepathy: You can read people’s thoughts and put words in their mind. This can allow you to investigate a mystery or read a bad situation without needing to actually talk. You can also manip- ulate someone without speaking. You still roll moves as normal, except people will not expect the weirdness of your mental com- munication. b Hex: When you cast a spell (with use magic), as well as the normal effects, you may pick from the following: • The target contracts a disease. • The target immediately suffers harm (2-harm magic ignore- armour). • The target breaks something precious or important. b The Sight: You can see the invisible, especially spirits and magical influences. You may communicate with (maybe even make deals with) the spirits you see, and they give you more opportunities to spot clues when you investigate a mystery. b Premonitions: At the start of each mystery, roll +Weird. On a 10+, you get a detailed vision of something bad that is yet to happen. You take +1 forward to prevent it coming true, and mark experience if you stop it. On a 7-9+ you get clouded images of something bad that is yet to happen: mark experience if you stop it. On a miss, you get a vision of something bad happening to you and the Keeper holds 3, to be spent one-for-one as penalties to rolls you make. b Hunches: When something bad is happening (or just about to happen) somewhere that you aren’t, roll +Sharp. On a 10+ you knew where you needed to go, just in time to get there. On a 7-9, you get there late—in time to intervene, but not prevent it altogether. On a miss, you get there just in time to be in trouble yourself. 82 THE SPOOKY • THE PLAYBOOKS b Tune In: You can attune your mind to a monster or minion. Roll +Weird. On a 10+, hold 3. On a 7-9, hold 1. On a miss, the monster becomes aware of you. Spend one hold to ask the Keeper one of the following questions, and gain +1 ongoing while acting on the answers: • Where is the creature right now? • What is it planning to do right now? • Who is it going to attack next? • Who does it regard as the biggest threat? • How can I attract its attention? b The Big Whammy: You can use your powers to kick some ass: roll +Weird instead of +Tough. The attack has 2-harm close obvious ignore-armour. On a miss, you’ll get a magical backlash. b Jinx: You can encourage coincidences to occur, the way you want. When you jinx a target, roll +Weird. On a 10+ hold 2 and on a 7-9 hold 1. On a miss, the Keeper holds 2 over you to be used in the same way. Spend your hold to: • Interfere with a hunter, giving them -1 forward. • Help a hunter, giving them +1 forward, by interfering with their enemy. • Interfere with what a monster, minion, or bystander is trying to do. • Inflict 1-harm on the target due to an accident. • The target finds something you left for them. • The target loses something that you will soon find. The Dark Side Your powers have an unsavory source, and sometimes you get tempted to do things you shouldn’t. These could be orders from whatever granted your power, or urges that bubble up from your subconscious. Something like that. Whatever it is, it’s unsettling. Pick three tags for your dark side: b Violence b Depression b Secrets b Lust b Dark bargain b Guilt b Soulless b Addiction b Mood swings b Rage b Self-destruction b Greed for power b Poor impulse control b Hallucinations b Pain b Paranoia The Keeper can ask you to do nasty things (in accordance with the tags), when your powers need you to. If you do whatever is asked, mark experience. If you don’t do it, then your powers are unavailable until the end of the mystery (or until you cave). As you mark off Luck boxes, these requests will get bigger and nastier. 83 THE PLAYBOOKS • THE SPOOKY Gear You get two normal weapons and any magical items or amulets that you use to invoke your powers. Normal weapons (pick two): b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Hunting rifle (2-harm far loud) b Shotgun (3-harm close messy) b Big knife (1-harm hand) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Spooky by name and look, and tell the group what they know about you. History Go around the group again. On your turn, pick one of these for each hunter: • They taught you to control your powers, to the extent that you can control them at all. • You are blood-kin. Decide together exactly what. • You are married, or romantically involved. Decide between you the exact relationship. • You’re old friends, and trust each other completely. • You used your powers on them one time. Decide if it was for selfish reasons or not, and tell them if they found out about it. • You’ve known each other some time, but since your powers man- ifested, you keep them at a distance emotionally. • You hope they can help you control your powers. • They saw you use your powers for selfish or vindictive reasons. Ask them who the victim was, and then tell them what you did. Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If all your Luck boxes get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Spooky special: As you mark off Luck boxes, your dark side’s needs will get nastier. 84 THE SPOOKY • THE PLAYBOOKS Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Weird, max +3 b Get +1 Charm, max +2 b Get +1 Cool, max +2 b Get +1 Sharp, max +2 b Take another Spooky move b Take another Spooky move b Change some, or all, your dark side tags b Get a mystical library, like the Expert’s haven option b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b You discover how to use your powers at a lower price. Delete one dark side tag permanently. 85 THE PLAYBOOKS • THE SPOOKY The Wronged They took my loved ones. Back then I wasn’t strong enough to fight, but I studied, trained, and now I’m ready to cleanse the world of their taint. I’ll kill them all. That’s all I have left. 86 THE WRONGED • THE PLAYBOOKS To make your Wronged, first pick a name. Then follow the instruc- tions below to decide your look, ratings, who you lost, moves, and gear. Finally, introduce yourself and pick history. Look, pick one from each List: • Man, woman, concealed. • Sad eyes, icy eyes, angry eyes, untouchable eyes, emotionless eyes, hurt eyes, harrowed eyes. • Nondescript clothes, ragged clothes, casual clothes, hunting gear, army surplus gear, old clothes. Ratings, pick one line: b Charm=0, Cool+1, Sharp-1, Tough+2, Weird+1 b Charm=0, Cool=0, Sharp+1, Tough+2, Weird=0 b Charm+1, Cool=0, Sharp+1, Tough+2, Weird-1 b Charm-1, Cool-1, Sharp=0, Tough+2, Weird+2 b Charm+1, Cool-1, Sharp=0, Tough+2, Weird+1 Who You Lost Who did you lose? Pick one or more of: b Your parent(s): b Your sibling(s): b Your spouse/partner: b Your child(ren): b Your best friend(s): What did it? With the Keeper’s agreement, pick the monster breed. My prey: Why couldn’t you save them? You were (pick one or more): b at fault b selfish b injured b weak b slow b scared b in denial b complicit 87 THE PLAYBOOKS • THE WRONGED Moves You get all the basic moves plus three Wronged moves. You get this one: B I Know My Prey: You get +1 ongoing when knowingly investigat- ing, pursuing or fighting the breed of monster that caused your loss. Then pick two of these: b Berserk: No matter how much harm you take, you can always keep going until the current fight is over. During a fight, the Keeper may not use harm moves on you and you cannot die. When the fight ends, all harm takes effect as normal. b NEVER AGAIN: In combat, you may choose to protect someone without rolling, as if you had rolled a 10+, but you may not choose to “suffer little harm.” b What Does Not Kill Me : If you have suffered harm in a fight, you gain +1 ongoing until the fight is over. b Fervor: When you manipulate someone, roll +Tough instead of +Charm. b Safety First: You have jury-rigged extra protection into your gear, giving you +1 armour (maximum 2-armour). b DIY Surgery: When you do quick and dirty first aid on someone (including yourself), roll +Cool. On a 10+ it’s all good, it counts as normal first aid, plus stabilize the injury and heal 1 harm. On a 7-9 it counts as normal first aid, plus one of these, your choice: • Stabilise the injury but the patient takes -1 forward. • Heal 1-harm and stabilise for now, but it will return as 2-harm and become unstable again later. • Heal 1-harm and stabilise but the patient takes -1 ongoing until it’s fixed properly. b Tools Matter: With your signature weapon (see your gear, below), you get +1 to kick some ass. 88 THE WRONGED • THE PLAYBOOKS 89 THE PLAYBOOKS • THE WRONGED Gear Pick one signature weapon and two practical weapons. You have protective wear, suited to your look, worth 1-armour. If you want, you may take a classic car, classic motorcycle, plain pickup, or plain van. Signature Weapons, pick one: b Sawn-off shotgun (3-harm hand/close messy loud reload) b Hand cannon (3-harm close loud) b Fighting knife (2-harm hand quiet) b Huge sword or huge axe (3-harm hand messy heavy) b Specialist weapons for destroying your foes (e.g. wooden stakes and mallet for vampires, silver dagger for werewolves, etc.). 4-harm against the specific creatures it targets, 1-harm otherwise, and other tags by agreement with the Keeper. b Enchanted dagger (2-harm hand magic) b Chainsaw (3-harm hand messy unreliable loud heavy) Practical weapons, pick two: b .38 revolver (2-harm close reload loud) b 9mm (2-harm close loud) b Hunting rifle (2-harm far loud) b Shotgun (3-harm close messy loud) b Big knife (1-harm hand) b Brass knuckles (1-harm hand stealthy) b Assault rifle (3-harm close area loud reload) Introductions When you get here, wait for everyone to catch up so you can do your introductions together. Go around the group. On your turn, introduce your Wronged by name and look, and tell the group what they know about you. History Go around the group again. When it’s your turn, pick one for each of the other hunters: • They helped you at a critical point in your quest for revenge. Tell them what you needed help with. • They stood between you and what you needed to find out. Ask them why. • They also lost a friend or relative to these monsters. Ask them who it was. • Relations, close or distant. Tell them exactly what. • You saved their life, back when they were a pathetic newbie hunter. Ask them what you saved them from. • You respect their hard-earned knowledge, and often come to them for advice. • They showed you the ropes when you were learning how to fight. • They saw you absolutely lose it and go berserk. Tell them what the situation was, and ask them how much collateral damage you caused. Luck You can mark off a Luck box to either change a roll you just made to a 12, as if you had rolled that; or change a wound you have just taken to count as 0-harm, no matter how bad it was. If your Luck boxes all get filled, you’ve run out of good luck. Okay bbbbbbb Doomed Harm When you suffer harm, mark off the number of boxes equal to harm suffered. When you reach four harm, tick “Unstable.” Okay bbb|bbbb Dying Unstable: b (Unstable injuries will worsen as time passes) 90 THE WRONGED • THE PLAYBOOKS Leveling Up Experience: bbbbb Whenever you roll and get a total of 6 or less, or when a move tells you to, mark an experience box. When you have filled all five experience boxes, you level up. Erase the marks and pick an improvement from the following list: Improvements b Get +1 Tough, max +3 b Get +1 Cool, max +2 b Get +1 Sharp, max +2 b Get +1 Weird, max +2 b Take another Wronged move b Take another Wronged move b Gain a haven, like the Expert has, with two options b Add one more option to your haven b Take a move from another playbook b Take a move from another playbook After you have leveled up five times, you qualify for advanced improve- ments in addition to these. They’re below. Advanced Improvements b Get +1 to any rating, max +3. b Change this hunter to a new type. b Create a second hunter to play as well as this one. b Mark two of the basic moves as advanced. b Mark another two of the basic moves as advanced. b Retire this hunter to safety. b You track down the specific monster(s) responsible for your loss. The Keeper must make the next mystery about them. b Change the target of your vengeful rage. Pick a new monster breed: I know my prey now applies to them instead. 91 THE PLAYBOOKS • THE WRONGED 92 THE PLAYBOOKS Get Ready For Action Once you’ve picked your hunter playbook, work through it to create your hunter, making the choices your playbook gives you. The Keeper will guide you through the process, and can answer any questions you have. 93 Introductions When you’ve all reached the “Introductions” section, you’ll take turns introducing your hunter to the others. Describe how your hunter looks, and the main things the team would know about you. What are you good at? What drives you? What personality traits stand out? The Keeper or the other hunters might have some questions for you too. Answer them as appropriate. 94 GET READY FOR ACTION History When everyone has introduced their hunters, you’ll each take another turn, this time picking “History.” That’s the significant shared memo- ries, or relationships, between the hunters. Each playbook has a list to choose from. Select one of the hunter players to start. This starting player picks a history option from the list for each other hunter in the group. Many of these options require some additional detail. Sometimes the history choice will tell you who decides on the detail. If not, just work it out between you. The Keeper or the other hunters might ask questions here as well. Answer these, too. If there’s an option that you’d like to assign but it’s not clear which hunter would fit it best, ask the group if anyone wants to volunteer. It’s okay if you can’t decide which option to assign to a hunter. Pass the turn to the next player and choose your remaining options after you’ve learned more. At each other hunter’s turn, they’ll pick a history option for you, so in the end each pair of hunters will have two history choices defin- ing their backstory. This gives you a good opportunity to figure out which of your history options might fit with them—and which ones might complicate your relationship. Take a few moments to work out what the history choices imply about how and why the team came to work together. Tie this in to your team concept, or use it to build a team concept if you didn’t pick one already. Get Started The Keeper will have prepared a mystery for you to investigate, and will start by telling you what clues drew you in. Moves for the Beginning Of The Mystery If you have a move that is triggered at the beginning of a mystery, you should make it now. The Chosen and Initiate have moves they always make at this point. The Divine, Expert, Flake, and Spooky all have moves that can take place now. If you picked one of those moves, make it now (if it’s mandatory) or decide if you want to (if it’s optional). 95 GET READY FOR ACTION How To Play This is what you do when you are playing your hunter. Hunter Agenda When you’re playing your hunter: • Act like you’re the hero in this story (because you are). • Make your own destiny. • Find the damn monsters and stop them. • Play your hunter like they’re a real person. Think like your hunter would think. Do what your hunter would do. Remember that you’re a badass: extremely dangerous, and good at what you do. When you get into a fight, you might take a lot of harm, but hunters are lucky and heal quickly. Use Luck to avoid harm if you need to. Alternatively, you can hold on until the end of the fight and then take a break to rest up and heal. For the full harm and healing rules see page 110. You need to work out what’s behind each situation. Then work out how to find it and what its weaknesses are. Then kill it. The Game Is A Conversation This is an improvisational game in which you create a story together. The story emerges from a conversation between the players, with the Keeper describing the initial situation and the rest of the players describing what their hunters do in response. This leads into an ongoing back-and-forth between the Keeper and hunters. The Keeper will ask you questions and describe how the inhabitants of the game’s world react, based on your answers. The Keeper will also present you with situations and crises to do with the monster you’re hunting and its potential victims. These require new decisions from you about what happens next: you’ll describe what your hunter does, and make moves when they’re called for. Each of your decisions and actions will lead to new situations. When deciding how to react, think like your hunter and keep your agenda in mind. 96 GET READY FOR ACTION Moves Hunters make moves to find the monster, and to defeat it. Moves are moments of danger and uncertainty. You never know quite how they’ll turn out. Your hunter’s moves cover all the things you can do where the game’s rules get involved in the story. Most of the time, you’ll be describing what your hunter says, where they go, or what they do without activating a move. That goes for everything that a normal person could do, in situations where failure would not be interesting and where there’s no particular danger. In circumstances where a normal person couldn’t do what you want to do, or the drama of the story requires it, or it’s dangerous, that’s when the moves come in and control how well you do. Here are some examples: Archer is checking out the site of a monster attack. There’s blood and guts all over the place, and police have walked in and out of the area. Archer starts trying to track where the monster went after the attack. When she makes the investi- gate a mystery move, what does she discover? Chris realises that a ghul is sneaking up on him, so he gets out his sawn-off shotgun and blasts it in the face as it leaps for him. Does Chris get hurt? He makes the kick some ass move to find out how bad his injuries are and what happens to the ghul. A roof-beam comes down on Ted as a giant spider smashes through the wall and scampers to freedom. Ted’s partner, Rainer, grabs a chair and tries to wedge the beam so there’s room for Ted to escape. Does she succeed? How badly is Ted hurt? Is he trapped? She needs to make the act under pressure move to find out. 97 GET READY FOR ACTION You Have To Make The Move A key element of the use of moves is “You have to make the move.” This means that if you want to (for instance) manipulate someone in the game, you need to describe your hunter doing that. How do you ask? What do you offer, to make them do what you want? Why would they believe your offer is genuine? For example: Alan, the Keeper: “The flayed one is racing you to the car, and it looks like it’s going to get to you before you can close the door. So Mark, what do you do now?” Mary, playing her hunter Mark: “I kick some ass!” Alan: “What are you doing?” Mary: “I’m going to smash it out the way with my baseball bat so I can get in the car.” Alan: “That sounds like you’re not really getting into a fight: what’s most important? Killing the flayed one or getting to the car?” Mary: “Oh, yeah, killing it I guess. I’ll stop running and just start smashing it on the head.” Alan: “Sure. The flayed one brandishes its skinning knife as it grabs you. It screams, ‘You will become one of us now, hunter!’ Now roll kick ass.” It works the other way too—if you are describing what you are doing, someone might notice that you are making one of the moves. In that case, go ahead and roll the dice to see what happens. For example: Alan: “Okay, you get to the place the body was found. You can still see some bloodstains on the concrete, and there’s some scratches there that might be related to the attack.” Mary: “I want to carefully check the bloodstains, to work out how she was killed. Like is it a blood spray from a torn throat or did she bleed out slowly from a wound or what?” Alan: “That sounds like you’re investigating a mystery. Why don’t you roll?” Sometimes the Keeper will ask you questions to clarify what’s going on. That’s cool; for the game to work, everyone needs to clearly under- stand what’s happening, so make sure your answer in as much detail as you can. 98 GET READY FOR ACTION Rolling the Dice Often the rules for a move will tell you to roll, say, +Cool. This means you should grab two everyday six-sided dice, roll them, add them together and then add whatever number is written down for your hunter’s Cool. If it says something else instead of Cool (usually another rating), then add that number instead. So, if you are told to roll +Weird, roll two dice and add your Weird rating. If you are told to roll +Tough, roll two dice and add your Tough rating. If you have a negative rating, like -1, then you subtract one from your total instead. The move description will say what the different results mean. Usually, 7 or higher is good, and 10 or higher is really good. A result of 6 or lower is a miss, which means the Keeper will have an opportunity to screw your hunter over. Example: I need to roll “manipulate someone.” That’s a +Charm roll, and my Charm is +1. I roll the dice and get a 2 and a 5. My total is 1 + 2 + 5 = 9. That’s a partial success for manipulate someone. Bonuses and Holds Sometimes a move will give you a bonus to future dice rolls: you get to take the bonus “forward” or “ongoing.” Sometimes a move will give you a “hold.” Forward If you get +1 forward, you get +1 on your very next roll only. For example: Another hunter can give you a bonus of +1 forward as the result of a move. The next thing that happens is that you charge in to attack a monster. You get +1 on your kick some ass roll. If you had decided to use magic instead, to cast a protection spell, then you would have gained the +1 on that roll. Once you have used the bonus, it’s gone. 99 GET READY FOR ACTION Ongoing If you get +1 ongoing, you get +1 to every roll you make until the sit- uation no longer applies. For example: If you read a bad situation, you might be awarded +1 ongoing while using an escape route you spotted. You get +1 on all rolls while escaping via that route, but nothing more once you have escaped. You also get no bonus if you don’t try to escape via the way you spotted. Hold When you get a hold, you’ll get a number of points. Each point can be spent one-for-one to get a specific effect. The move will list the effects you can spend your hold on. For example, you are interviewing the witnesses to a monster attack and you make an investigate a mystery roll. Your result gives you 3 hold. You can spend your hold to ask the Keeper questions from the list in the investigate a mystery move. You ask a witness, “Did you see where the attacker went?” and spend one hold. (“Where did it go?” is one of the ques- tions.) The Keeper says (as Mrs Henderson, the witness), “It scur- ried over there, and pulled up that grating and went into the sewers.” As the conversation with the witnesses continues, you spend the next hold to ask the Keeper about the monster’s powers. “Hey, from all the things they’ve told me, can I work out any powers?” (“What can it do?” is another question.) The Keeper replies, “The witness descriptions don’t agree at all. It must be able to change shape or maybe change mem- ories.” Later the last hold goes to ask the Keeper about whether a witness is hiding something. That exhausts your hold, so you don’t get any more questions for now. 100 GET READY FOR ACTION The Basic Moves I introduced the basic moves earlier: the things every hunter can do to find the monster and kill it. Now that you’re about to start, let’s go into more detail about what these are. Act Under Pressure This covers trying to do something under conditions of particular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domination of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll +Cool. • On a 10+ you do what you set out to. • On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay. • On a miss, things go to hell. Help Out When you help another hunter with a move they are making, roll +Cool. • On a 10+ your help grants them +1 to their roll. • On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. • On a miss, you expose yourself to trouble or danger without helping. Note that help bonuses do not stack: if two people help out, the hunter just gets +1 on their roll. 101 GET READY FOR ACTION Investigate A Mystery Investigating can be done any number of ways: following tracks, inter- viewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll +Sharp. • On a 10+ hold 2, and on a 7-9 hold 1. One hold can be spent to ask the Keeper one of the following questions: • What happened here? • What sort of creature is it? • What can it do? • What can hurt it? • Where did it go? • What was it going to do? • What is being concealed here? On a miss, you reveal some information to the monster or whoever you are talking to. The Keeper might ask you some questions, which you have to answer. It’s important that your attempts to investigate (and the results you get from them) are plausible and consistent with what’s happen- ing. For example, if you’re using laboratory equipment to investigate evidence, you probably won’t be able to learn anything about the mon- ster’s magical origins. The Keeper is obliged to answer truthfully, but not necessarily in full—just what you can work out in your current situation and using your current methods. The Keeper may choose to describe how something you’ve just discovered relates to something you learned previously. The Keeper may ask, “How do you find that out?” If you don’t have a good answer, choose another question instead. 102 GET READY FOR ACTION Kick Some Ass This is used when you are fighting something that’s fighting you back. When you get into a fight and kick some ass, roll +Tough. On any success (i.e., total 7 or more) you and whatever you’re fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack’s harm rating on you. You can take seven harm before you die. If you roll a 10+, choose one extra effect: • You gain the advantage: take +1 forward, or give +1 forward to another hunter. • You inflict terrible harm (+1 harm). • You suffer less harm (-1 harm). • You force them where you want them. On a miss, you get your ass kicked instead. You suffer harm or get captured, but don’t inflict any harm back. 103 GET READY FOR ACTION Manipulate Someone This move is used when you want someone to do something for you and they don’t want to do it. To get them to do what you’re asking you’ll need a good reason. What counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For witnesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll +Charm. For a normal person: • If you get 10+, then they’ll do it for the reason you gave them. If you asked too much, they’ll tell you the minimum it would take for them to do it (or if there’s no way they’d do it). • On a 7-9, they’ll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they’ll tell you what, if anything, it would take for them to do it. • On a miss, your approach is completely wrong: you offend or anger the target. For another hunter: • On a 10+, if they do what you ask they mark experience and get +1 forward. • On a 7-9, they mark experience if they do what you ask. • On a miss, it’s up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Manipulating Monsters Manipulate someone does not normally work on monsters, even if they can reason and talk. You can try and make a deal with one if you really want, but you don’t get to roll to ensure it keeps its side of the bargain. You just have to hope it’s an honourable fiend. Good luck with that. If you take the Monstrous move dark negotiator (or any other move that specifically allows it) then you are allowed to manipulate monsters, at least if they can reason and talk. Of course, a monster probably needs a different sort of reason than normal people—quite possibly something you really won’t want to do. Minions may or may not be susceptible to manipulation. It may be possible to manipulate minions who are human, or almost human; those that are incapable of understanding or reason cannot be manip- ulated. 104 GET READY FOR ACTION Protect Someone If someone is about to suffer harm and you can somehow prevent it, then you can try to protect them. When you prevent harm to another character, roll +Tough. On any success (i.e., 7 or more), you protect them okay, but you’ll suffer some or all of the harm they were going to get. If you got a 10+ choose an extra: • You suffer little harm (-1 harm). • All impending danger is now focused on you. • You inflict harm on the enemy. • You hold the enemy back. On a miss, then you end up making things worse. Read A Bad Situation When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1. One hold can be spent to ask the Keeper one of the following questions: • What’s my best way in? • What’s my best way out? • Are there any dangers we haven’t noticed? • What’s the biggest threat? • What’s most vulnerable to me? • What’s the best way to protect the victims? If you act on the answers, you get +1 ongoing while the infor- mation is relevant. For example, if you ask for the best way into the monster’s lair then you’ll get +1 while you are infiltrating it. But once you’re in, the information doesn’t help you any more. The bonus is only applied once on each roll, even if more than one question applies to your course of action. On a miss, you might mis-read the situation (e.g. “Everything is fine here! It will be totally safe to go investigate alone!”), or you might reveal tactical details to your enemies (which means the Keeper can ask the questions above of you). 105 GET READY FOR ACTION Use Magic When you use magic, say what you’re trying to achieve and how you do the spell, then roll +Weird. • If you get a 10+, the magic works without issues: choose your effect. • On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. • On a miss, you lose control of the magic. This never ends well. By default the magic has one of the effects listed below, lasts for around thirty minutes, and does not expose you to danger, unwanted attention, or side-effects. If there’s a glitch that might change. Effects: • Inflict harm (1-harm ignore-armour magic obvious). • Enchant a weapon. It gets +1 harm and +magic. • Do one thing that is beyond human limitations. • Bar a place or portal to a specific person or a type of creature. • Trap a specific person, minion, or monster. • Banish a spirit or curse from the person, object, or place it inhabits. • Summon a monster into the world. • Communicate with something that you do not share a lan- guage with. • Observe another place or time. • Heal 1-harm from an injury, or cure a disease, or neutralize a poison. Glitches: • The effect is weakened. • The effect is of short duration. • You take 1-harm ignore-armour. • The magic draws immediate, unwelcome attention. • It has a problematic side effect. The Keeper may require one or more of the following: • The spell requires weird materials. • The spell will take 10 seconds, 30 seconds, or 1 minute to cast. • The spell requires ritual chanting and gestures. • The spell requires you to draw arcane symbols. • You need one or two people to help cast the spell. • You need to refer to a tome of magic for the details. If you want to do magic that goes beyond these effects, it counts as big magic. Big magic uses different rules, described below. 106 GET READY FOR ACTION Big Magic Sometimes the everyday spells and rituals of the use magic basic move aren’t enough. Big magic covers everything more powerful, such as bringing someone back from the dead or opening a portal to another dimension. Big magic is both more powerful and more dan- gerous than the basic use magic. Decide what magical effect you want to make happen, and tell the Keeper. They will determine what you must do in order to cast the spell. The options (and the Keeper can pick more than one) are: • You need to spend a lot of time (days or weeks) researching the magic ritual. • You need to experiment with the spell—there will be lots of failures before you get it right. • You need some rare and weird ingredients and supplies. • The spell will take a long time (hours or days) to cast. • You need a lot of people (2, 3, 7, 13, or more) to help. • The spell needs to be cast at a particular place and/or time. • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened. • It will have a specific side-effect or danger. 107 GET READY FOR ACTION Once you know the requirements, you need to arrange them. Once you’ve done that, the magical effect you want will simply happen. You don’t need to roll any move for big magic itself, but you might need to roll some other moves, as you try to meet the requirements. Here are some examples of how you can use big magic. The hunters want to discover where a particular person is, with only a photograph to go on. The Keeper decides this will require three people to take part in the ritual, and that they need a very precise map of the area—the spell will guide a pendulum to the person’s location. The hunters are investigating a frogbeast that’s been devour- ing people. After discovering it’s from an alien dimension, the hunters propose casting a spell that “detunes” it from our dimension and sends it home (or somewhere else, at least). The Keeper decides this will require a few experiments taking up the afternoon, the spell will take around six hours to cast, it requires them to use magic to banish the frogbeast from this dimension, and it will expose them to danger—the frog- beast will feel the spell being cast and know where the force is coming from. One of the hunters on the team has died, and the others want to bring her back to life. The Keeper decides that it will take some weeks of research, the ritual requires her body, it must take place at dawn on the spring solstice in view of the rising sun, they must use magic to summon back the dead hunter’s soul from Death’s realm, and it exposes them to a big danger— Death will be angered by this transgression. 108 GET READY FOR ACTION Fights Here are some things to remember when you get down to the slaying. Don’t always go right to rolling dice for kick some ass. That move puts you in danger of harm as well as your enemy. If you can find a way to attack without putting yourself in danger, then you can inflict harm on the enemy without suffering any yourself (and without needing to succeed on a roll). Remember you can try to protect someone whenever they are threatened with harm. Think about who needs protecting, and where everyone is in relation to each other. If you set things up right, you might even be able to save a teammate from the harm they’re going to suffer if they miss a roll. Remember that you can help another hunter to give them +1 on a roll. This can sometimes be the difference between life and death, plus if you help in a fight the Keeper might say you can add the harm from your attack to the attack of the hunter you’re helping—so you can take a monster down faster. Unarmed Attacks And Improvised Weapons If your hunter has been caught unarmed, and is just fighting with fists and feet, you do 0-harm hand/intimate. You can still hurt things if you have a bonus to harm. That could come from getting a 10+ on a kick some ass roll, or a move you have. If your hunter grabs a random object to use as a weapon, decide between you and your Keeper about how it is rated. Here are some guidelines: • If it’s hardly more dangerous than a punch, 0-harm hand. • If it’s sharp or heavy (kitchen knife, lamp), 1-harm hand. • If it’s really heavy (microwave, bar stool), 2-harm hand heavy. • If you can throw it, add “close” range. 109 GET READY FOR ACTION Harm When you take harm, the Keeper will tell you what happened and how many points of harm it was. Mark off that number of boxes on your harm track. There will be an additional effect: the Keeper will tell you what it is. Injury severity depends on how much harm you have suffered: • 0-harm wounds have only minor, short term effects. • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the “Unstable” box. • 8-harm or more will kill a normal human, including a hunter. • Note that armour reduces the harm suffered by the number of points it is rated for. There are more details in the Keeper section (page 212). Monsters and Harm Monsters are usually a lot harder to kill than humans. Minions (lesser supernatural creatures) can be as well. All monsters (and some minions) have weaknesses. That means they cannot be killed until you use their weakness against them. How to use a weakness against a monster depends on what the weakness is. Weaknesses can include: • Things that can be used as a weapon: e.g. fire, cold iron. • Specific methods of attack: e.g. a silver weapon, decapitation. • Something to do: e.g. a magic ritual, a burial procedure. • A harmful environment: e.g. sunlight, running water. If you know the monster’s weakness, use it. If you don’t know its weakness, find out using your moves. If you don’t use a creature’s weakness, it will come back, even if you win the fight. 110 GET READY FOR ACTION Healing A 0-harm wound goes away right after you get it. It can cause a momentary problem, but after that it is purely cosmetic. Moderate wounds (1-3 harm) will improve when your hunter has a chance to rest up (e.g. a decent night’s sleep), or get some first aid treatment. This reduces an injury by 1-harm. First aid does not normally require a move, it’s just regular prac- tice. Hunter moves that provide healing may be used in addition to first aid. You can only benefit from first aid once per injury or condi- tion. Serious wounds (4+ harm) require treatment. They are normally unstable, meaning that they will worsen if untreated (the Keeper will tell you when to mark off another point of harm). Left too long, serious wounds will kill you. If a move tells you that the injury is now stable, you can erase the mark in the unstable box. If you take more harm and are still at 4-harm or more, then your injuries become unstable again. For serious wounds, first aid heals one harm but it will still be unstable. What counts as treatment depends on the wound, but it will usually be one of the following: • A hunter’s healing move. • Time in an infirmary in someone’s haven. • A visit to a doctor or emergency room. • A magic spell. Healing moves will mention how many harm they heal. Healing Between Mysteries After a mystery is concluded, but before the next one, all the injured hunters will get some healing. If there was a while to rest between mysteries, then heal all your harm. If there was no time to rest between mysteries, then heal 1-harm. 111 GET READY FOR ACTION Resurrection If someone wants to bring a slain hunter (or someone else) back from the dead, this requires big magic. But there’s an extra step for this particular case. When you return to life, roll -Weird (so subtract three if you have +3 Weird, add one for -1 Weird, etc.). The weirder you are, the weirder it is when you come back from the dead. On a 10+, you have changed a little. Mark experience and pick any one of the options below (for 7-9 or miss results). On a 7-9, choose one of these: • You come back a little bit broken (memory loss, stressed, dis- connected). • You come back a little different. Add 1 to one rating (max +3) and subtract 1 from another (min -2). • You come back very different. Change to a new playbook, just as if you took that advanced improvement (see page 121). • Your revival satisfies an ancient prophecy. • Something comes back with you (e.g. a possessing spirit, a slain monster is revived, an ancient evil is released), but it’s not a pressing danger. • You, or the one who brought you back, owes a favour to a powerful spirit, monster, or demon. On a miss, choose one of these: • You come back broken (soulless, insane, depressive). • You come back disabled. Take -1 to a rating (to -2, at worst). • Your revival satisfies an ancient, dark, and terrible prophecy. • Something comes back with you (e.g. a possessing spirit, a slain monster is revived, an ancient evil is released). It is an immediate and pressing danger. • You, or the one who brought you back, owes a huge debt (soul, firstborn, ten years of servitude, etc.) to a powerful spirit, monster, or demon. 112 GET READY FOR ACTION The Luck Counter Every hunter has a certain amount of Luck they can call on in emer- gencies. When you mark off a point of Luck, you can choose one of the following lucky breaks: • Decrease a wound you just suffered to 0-harm. • After you roll, retroactively change the result to a 12. Your playbook has a Luck counter that keeps track of how much is left. You only get a limited supply. Make it count. When You Run Out Of Luck When you have marked off all your Luck, the Keeper is allowed to hit you with more bad stuff. Fate will be looking for some payback. If your playbook includes fate-related stuff (such as the Chosen’s fate or the Spooky’s dark side), running out of Luck means all that bad stuff is going to start happening. 113 GET READY FOR ACTION Gear Here are the rules for gear, vehicles, teams, allies, havens and all that. Getting New Gear If you want to get something that you could just buy, just buy it. You can also get new gear when you take certain improvements. If you want something that you couldn’t just buy (like a flame- thrower, or a magical artifact), or something you don’t have the resources to get, then you need to do something special (like call in a favour, or steal it). Tell the Keeper what you’re doing, and play through the acquisition attempt to see how well it works. The same thing can apply if you want an ally, a team under your command, or something else hard to arrange (like an Expert’s haven). If you do everything necessary to get the new gear, well, then you get it (even without using an improvement or anything like that). Weapons All weapons have some “tags” (i.e. lists of descriptions) that describe how they work. All weapons have a harm and range tag, that let you know how much harm an injury from it causes, and how far away the target can be. For example: Power drill (2-harm hand loud messy) “2-harm” “hand,” “loud,” and “messy” are the tags. “2-harm” is the harm tag, “hand” is the range tag, and “loud” and “messy” are descriptive tags. Here’s what the tags mean: • 1-harm, 2-harm, 3-harm, etc: This is how much harm the attack inflicts. • area: Can hit multiple foes. You may divide the harm you inflict among multiple targets. • balanced: Easy to wield and keep your grip on. • barrier: Does harm to anything that passes through. Counts as armour against any attacks that pass through it. 114 GET READY FOR ACTION • close: Effective at fairly close quarters—outside arms’ reach, but not too far. • far: Effective at long range. • fire: Sets things on fire. • forceful: Pushes things around, allowing you to “force them where you want them” in addition to normal attack effects. • hand: Effective within arms’ reach. • life-drain: Transfers life energy: the wielder is healed for as many points of harm as were inflicted. E.g. if you inflict 2-harm, then you heal 2-harm from your injuries. • heavy: This weapon is heavy and difficult to wield. • holy: This will be more effective against monsters with a weak- ness to holy items. • ignore-armour: Ignores protective armour. Armour has no effect on this harm. If armour has the magic tag, then the attack needs both ignore-armour and magic to bypass the armour. • innocuous: Doesn’t draw suspicion. • intimate: Effective at the closest of quarters—within the embrace of your foe. • loud: Loud enough that it draws attention. • magic: Enchanted, and so can affect certain creatures and armours that are proof against normal weapons. • many: These weapons are small enough you can carry a large number of them. • [a material]: This weapon is made from the named material, and is thus useful against monsters with that weakness. • messy: Spreads a lot of blood and gore around. • quick: Fast to prepare and attack with, giving you a better chance of going first. • reload: This weapon has limited ammunition, and may run out and need to be reloaded. • restraining: A successful attack entangles or grabs the victim. • slow: This weapon is slow to prepare and attack with. • small: This weapon is tiny and easy to conceal. • unreliable: This weapon needs regular cleaning and maintenance, otherwise it just isn’t gonna work. • useful: This weapon has other uses aside from violence. • valuable: This weapon is antique, or made of valuable materials. • volatile: This weapon is dangerous and unstable. 115 GET READY FOR ACTION Custom Weapons If your hunter (or your foes) get a new weapon that needs tags, you can define your own. Think about the way the weapon is used and what effects it will have, then write down tags in accordance with that. Every weapon must have a harm and range tag. There’s no upper limit on the harm rating, but 4 or more is unusually destructive. Use the existing weapons in the hunter playbooks and the following table as a guide. Permitted range tags are intimate, hand, close, and far. Other tags are optional. • If it’s hardly more dangerous than a punch, 0-harm hand. • If it’s sharp or heavy, 1-harm hand. • If it’s dangerous, 2-harm hand heavy. • If it’s a weapon designed to kill, 3-harm. • If it’s overkill for a person, 4-harm. • If you can throw it, add +close. For example, a hunter decides they want a super-soaker type water gun for a monster that has “water” as a weakness. It needs a “liquid” tag (not “water,” because you could fill it with something else too), so write it: water gun (0-harm close liquid). Armour Armour reduces the harm suffered by the wearer, by the number of points that it is rated for. For example, if you are wearing a leather jacket worth 1-armour, and a sewer mutant claws your arm for 3-harm, you only suffer a 2-harm injury. 1-armour includes heavy leather jackets, motorcycle armour, bul- letproof or stab-proof vests and other light but significant protection. 2-armour includes military body armour, police riot gear, medi- aeval mail, or other seriously bulky and highly effective protective gear. If armour has the magic tag, then normal weapons that have ignore-armour don’t bypass the rating. Only weapons that have magic and ignore-armour will bypass magic armour. Normally hunters can only get gear worth 1 or 2-armour. Armour worth more than that would be something very rare and special: perhaps ancient magic, or the results of weird science. 116 GET READY FOR ACTION Other Gear In general your hunter can simply use other gear without needing any extra rules for it. It’s not necessary to define every piece of equipment that comes into play, but if something becomes significant in play then you can define it in more detail so that everyone’s on the same page. This can be done via gear tags and custom gear moves. Gear Tags Defining tags for a piece of gear gives you a definition of what it can do, and the advantages or disadvantages of using it. Tags come into play by opening up possibilities for the hunters. For example, night-vision goggles (tag: see in the dark) allow you to follow a creature’s tracks even when it’s dark. Custom Gear Moves If tags aren’t quite enough, you can also define a custom move for gear. Custom moves are dealt with in detail on page  296, but the basic idea is simple: just define when the gear works, and what it does for the user. For example, if you get a sports car, you could define a custom move to represent its speed and performance. E.g. “When you flee or pursue in a sports car, you get +1 ongoing.” 117 GET READY FOR ACTION Leveling Up You get an experience point whenever your roll totals six or less, or when a move tells you to. Mark your next experience box. Whenever you mark the fifth experience box on your playbook, you level up. Erase all five marks and choose an improvement from the list in your playbook. Mark the improvements off as you take them: each can only be selected once. Then you start collecting experience marks again, until you level up again when you get another five experience points. When you have leveled up five times, you can start choosing from the advanced improvements list as well (page 120). End Of Session Experience At the end of each session, the Keeper will ask the following questions: • Did we conclude the current mystery? • Did we save someone from certain death (or worse)? • Did we learn something new and important about the world? • Did we learn something new and important about one of the hunters? If you get one or two “Yes” answers, each hunter marks one experi- ence. If you get three or four, each hunter marks two. Improvements There are ten types of improvement. Here are the details: Get +1 To A Rating (Max +X) Permanently raise the specified rating. The maximum is a limit: you can only raise the rating to the listed maximum, and no further. If your rating is already at (or above) the listed maximum, then don’t select this improvement. For example, your hunter has Tough=0 and you select an improvement: “+1 Tough (maximum +3).” Increase your Tough rating to Tough +1. Take Another Move From Your Playbook Select another one of the moves from your playbook. 118 GET READY FOR ACTION Take A Move From Another Playbook Select a move from any other playbook that’s available in your game (whether it’s currently in use or not). This improvement requires a little care. It won’t always make sense to take certain moves (especially supernatural ones). Make sure that the new move makes sense for your hunter. Gain an Ally/Gain a Team You gain a new ally or a friendly team of people to help you out. You might already know the ally/team, or they might be new to the story. Allies and teams are defined the same way, even though an ally is individual and a team is several people (usually 2-6). The main dif- ference is that for a team, the motivation describes how they act as a team, but the individual members can have their own, different, moti- vation when they do their own thing. Pick one of the following types (the “motivation” is the guideline for the Keeper about how they act): • Ally: subordinate (motivation: to follow your exact instruc- tions) • Ally: lieutenant (motivation: to execute the spirit of your instructions) • Ally: friend (motivation: to provide emotional support) • Ally: bodyguard (motivation: to intercept danger) • Ally: confidante (motivation: to give you advice and perspec- tive) • Ally: backup (motivation: to stand with you) If the ally/team members don’t have names yet, pick them now. Decide what their background is too, how they look, and any special skills they bring. Gain A Haven Like The Expert Has You get a haven. When you take this, it will tell you how many options you can pick from the list in the Expert playbook. Decide how you got the haven, and where it is. Add An Option To Your Haven Select a new haven option from the list in the Expert playbook. You have added this facility to your haven. Don’t bother taking this improvement if you don’t have a haven! Crooked: Recover a Stash of Money Like it says, you get a big pile of cash to spend. It’s a lot, but not unlim- ited. 119 GET READY FOR ACTION Initiate: Gain Command Of Your Chapter Of The Sect The Initiate can take this. It means they get promoted to be head of their local chapter. This gives the Initiate access to all the Sect’s local facilities and command of the chapter’s members. It doesn’t mean you can constantly bring people along to help you on your mysteries—you need to take a team under your command for that. You can still call on resources from the Sect on a case by case basis, using your usual start-of-the-mystery move, but you can ask for bigger things now. Of course, your new superiors also expect more from you. Mundane: Erase a Luck Mark Erase a used Luck mark from your sheet. You have bought some time before Fate comes for you. Professional: Add Resource Tag/ Change Red Tape Tag If you want to add a new resource tag, pick one from the list in the Agency section of your playbook. If you want to change a red tape tag, erase the one you don’t want and put a new one from the list in its place. Either of these changes may imply the Agency is altering tactics or objectives, so there might be further consequences because of this. Spell-Slinger: Take another combat magic pick Pick a new combat magic option, either a new base or a new extra. Spooky: Change Some Or All Of Your Dark Side Tags Erase the old tags and substitute new ones that you want to change to. You don’t get to have any fewer, just change them around. This implies that you have changed your relationship with your powers in some way. Advanced Improvements After a hunter has leveled up five times, they unlock the advanced improvements. That’s a list of new improvements you can choose from in addition to the basic improvements. From now on, when you level up choose from either the basic or advanced improvement lists. Some of the playbooks have special advanced improvements of their own. These are unlocked at the same time (after five level-ups). 120 GET READY FOR ACTION +1 to Any Rating (Max +3) Just like the normal +1 to a specific rating advance, except you can choose whichever you want. +3 is the maximum for any rating—once you’re there, you can’t improve any further. Change Your Hunter To A New Type When you change your type, pick another playbook you wish to change to. Your ratings and history stay the same. You may change your name or look, if you want. For your old moves, check each one and decide (with the Keeper) if it is intrinsic to who you are, or just something you did for a while. If it’s intrinsic, keep that move. If not, erase it. Then add new moves from your new playbook, as if you were cre- ating a new hunter. Finally, you may or may not get the new gear, or keep your old gear, depending what makes sense given the circumstances of your change. Make A Second Hunter Create a new hunter to join the team. You can play both hunters at once, or maybe take turns, deciding which of them will come along on a mystery on a case-by-case basis. Make up the new hunter as normal, except for history. Only pick history for the hunters played by different people—don’t tie your own hunters together with history picks. Retire To Safety Your hunter retires to a safe place. They no longer actively hunt mon- sters, and have found a place to live that’s safe from old enemies. Give your hunter to the Keeper to look after from now on. They are safe from the Keeper’s threats, and never count as a threat them- selves. Your retired hunter might, at your and the Keeper’s discretion, count as an ally for the other hunters. Erase One Used Luck Mark Erase a used Luck mark from your sheet. You have bought some time before Fate comes for you. Mark Two Of Your Basic Moves As Advanced This means you get better at the basic moves. There’s a new result for each advanced move, that applies when you roll a 12 or higher. These 12+ results represent the extraordinary levels of success you can now achieve. See below for details. 121 GET READY FOR ACTION Advanced Moves If you have advanced a basic move, you gain access to an even better result when you roll a 12 or more for the move. For act under pressure, on a 12+ you rise above the pressure completely. You may choose to either do what you wanted and some- thing extra, or to do what you wanted to absolute perfection (so that people will talk about it for years to come). For help out, on a 12+ you make the difference. The person you are helping acts as if they just rolled a 12 on their move, regardless of what they actually got. For kick some ass, on a 12+ you devastate and overawe your enemy. You inflict and suffer harm as normal, and pick one of these enhanced effects: • You completely hold the advantage. All hunters involved in the fight get +1 forward. • You suffer no harm at all. • Your attack inflicts double the normal harm. • Your attack drives the enemy away in a rout. For protect someone, on a 12+ you defend them perfectly. Both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally (pick a type for them as if you had taken the “gain an ally” improve- ment on leveling up, see page 119). For manipulate someone, on a 12+ you absolutely convince them. They do what you want right now. For a hunter, they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked. For a bystander, not only do they do what you want right now, they also become your ally (pick a type for them as if you had taken the “gain an ally” improvement on leveling up, see page 119) for the rest of the mystery (or, if you do enough for them, permanently). Note that allies can be lost, too! If they discover you’ve manipulated them into acting against their best interests, your new ally may become a threat to you. For investigate a mystery, on a 12+ you may ask the Keeper any question you want about the mystery, not just the listed ones. For read a bad situation, on a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones. For use magic, on a 12+ you are infused with magical power. What you wanted to do happens and the Keeper will offer you some extra benefit on top of that. 122 GET READY FOR ACTION Playbook-Specific Advanced Improvements These are only available to the hunters of the type listed. They become available after you have leveled up five times, the same as the usual advanced improvements. For the Chosen • Delete one doom tag from your fate, and (optionally) change one heroic tag as well. For the Divine • Change your mission. When you choose this, you accept that your initial mission has failed, that it is impossible, or that things have changed too much to continue. Whatever the reason, decide with the Keeper what your new mission is. If none of the original choices are right for you, make up something new. For the Initiate • Become the leader, or effective leader, of the whole Sect. This operates similarly to becoming the leader of your chapter. You are now in charge of everything. You don’t have superiors any more (except maybe divine ones), but you’ll still have to manage the factions within the Sect to get things done. 123 GET READY FOR ACTION For the Monstrous • You have freed yourself from the curse of your kind: your curse no longer applies, but you lose 1 Weird. • You turn evil (again): retire this character, they become one of the Keeper’s threats. Turning evil takes your hunter out of your control perma- nently. The character is now a threat, for the Keeper to use against the hunters. Given how many of the team’s secrets your hunter knows, this option shouldn’t be chosen lightly! For the Professional • You can get some or all of the hunters hired by your agency (they’ll get the deal with the agency move, as well as salary and benefits). All the hunters you pick are now Agency employees. They all get the deal with the Agency move, and everything else that goes along with being an agent. For the Spell-Slinger • You may cross off another option from your Tools and Techniques. This works just like when you first created your Spell-slinger—you are now less restricted in your spell casting. For the Spooky • You discover how to use your powers at a lower price. Delete one dark side tag permanently. For the Wronged • You track down the specific monster(s) responsible for your loss— the Keeper must make the next mystery about them. Note that this doesn’t mean you get to automatically win. You just get a shot at them. Keeper, the Wronged’s targets should be central to the next mystery but otherwise create the mystery as normal. • Change the target of your vengeful rage. I know my prey now applies to these monsters instead. 124 GET READY FOR ACTION Summary: Hunter's Session There’s two parts to this: the things you’ll do just at the start of a new game, and then the things you’ll do every time. The First Time Only • Choose hunter playbooks and come up with a team concept. • Create your hunter while everyone else creates theirs. • Go around the group: each of you introduces your hunter to the others • Go around the group again: each of you picks a history option for every other hunter on the team. • Keeping your selected history options in mind, tidy up the team concept and work out your backstory. • Go on to the things you do every game (see below) • At the end of the first session, review your hunter’s playbook and decide if any of the options you picked didn’t match your vision of what the character would be like. If you need to make some changes, go ahead and do it. Every Game • Do all the start-of-mystery moves. • Get the first clue from the Keeper, and make a plan. • Investigate the mystery: interview witnesses; check out where key events happened; look into any other weird stuff going on. • When you know what you’re hunting, work out its weaknesses and where to find it. • Whenever a roll totals six or less, mark experience. Whenever a move tells you to, mark experience. • When you mark your fifth experience point, level up, select an improvement and reset your experience to zero. • Protect all the innocent bystanders. • Go and kill the monster! • When you’re done, answer the end-of-session experience ques- tions and mark any experience you earn from the answers. 125 GET READY FOR ACTION 126 GET READY FOR ACTION The Keeper If you are going to be the Keeper, your responsibilities are quite different to playing a hunter. This section takes you through all that. It’s written to tell you what you need to know in the order you’ll need it (with some digressions along the way). 127 What You Do Your job as Keeper has two parts. First, before each game you need to spend a few minutes invent- ing a mystery: a monster and a situation for the hunters to investigate and sort out. Second, when you sit down to play, you are responsible for por- traying the hunters’ world: describing the places, people and monsters they meet, and how those things react to the hunters’ actions. Incidentally, the term “Keeper” comes from the classic game Call of Cthulhu. It’s short for “Keeper of Arcane Lore” there, but in Monster of the Week the meaning is “Keeper of Monsters and Mysteries.” How It Will Play Out This is an improvisational game. You will start each mystery having defined the monster and other details, but you won’t know how the situation will play out once the hunters get involved. Let them do what they want: it’s your responsibility to decide how the people and mon- sters and anything else react to those actions. The game is improvised in the wider scale too: you and the other players will develop a backstory and mythology about the hunters and their world as you play. When something happens in an individual mystery, you can weave some of those events back into later events to build a consistent world. 128 THE KEEPER No Planning Ahead One thing that the Keeper definitely does not do is decide what is going to happen to the hunters. You’ll prepare the situation that they’re coming in to investigate, and you’ll think about what would happen if they didn’t come. But once you sit down to play your mystery with the hunters, then everything is up to them. They get to choose which places they visit, which people they talk to, how they chase down the monster, and everything else. Your preparation gives you a sketch of what’s going on, just enough for you to work out how everything will react to what the hunters do. It’s fine to speculate about what is likely to happen. Say if you have a hunter who is likely to be sympathetic to a particular person in the mystery, you can go ahead and think about some possible things that might happen because of that. Or perhaps you set up a place because you are sure that the hunters will track the monster down there and have a big fight. That sort of thing is fine: just as long as you remember it’s only a possible outcome. What you should not do is force the story to go a certain way. Instead, let the hunters do whatever they want, in the situation you have set up for them. It's About the Hunters, Not The Mystery Another thing to remember is that although in each game of Monster of the Week the hunters have a mystery to solve, this isn’t really a game about solving mysteries. We want to see the hunters being awesome, and that requires that they solve the mystery and find out your secrets about what’s going on in the wider world. Then we see what they do with the answers. We play for the times when the hunters realise they need to do something terrible, or put themselves in danger, or pull out all the stops. When the hunters make those decisions, and we play out all the consequences, that’s what this game is about. 129 THE KEEPER Before Your First Game There’s a few things you need to do before you begin. • Think about the style you want. • Get into the Keeper mindset. • Create a mystery for the hunters to investigate. Think About Style Before you begin playing, spend some time thinking about the style you want to bring to the game. Consider the monster hunting fiction that excites you the most, and maybe watch or read some of it. Gen- erate some ideas about how you want the world of the game to work, how it will look to the hunters, and what sorts of things might be going on. You’ll find a list of my favourite monster hunting fiction on page 307 if you need some extra inspiration. The game is going to be built by you and the other players together: so at this stage consider your ideas just a sketch. Once the hunters are created and the game begins, all your sketches might get overwritten. Having something in mind gives you a skeleton of the world to begin with, but you’ll fill in the details as a group, in play. Get Into The Keeper Mindset You also need to prepare yourself for how to run the game. I’ve codified my best practices for running Monster of the Week into a ‘toolbox’ of advice. This toolbox owes a huge debt to Vincent Baker: in Apocalypse World Vincent described his methods for running that game. As he’s done, I’ll present an agenda for what you do as Keeper, what you should always say, the principles you use to create the world, and the moves you can make. I’ll have more to say about these later, but I’ll present them here so you have them in mind while you prepare your first mystery. 130 THE KEEPER 131 THE KEEPER The Keeper Agenda The Keeper agenda is what you should focus on in play. It’s the foun- dation for everything else you do. Your agenda is made up of three elements: • Make the world seem real. • Play to see what happens. • Make the hunters’ lives dangerous and scary. The Keeper Principles The Keeper principles are twelve specific ways to apply your agenda: • Put horror in everyday situations. • Address yourself to the hunters, not the players. • Use the Keeper moves, never use their names. • Be a fan of the hunters. • Build up a coherent mythology of the world as you play. • Nothing is safe. Kill bystanders and minions, burn down buildings, let monsters be slain. • Name everyone they meet, make them seem like normal folks. • Ask questions and build on the answers. • Sometimes give the hunters exactly what they earned, rather than everything they wanted. • Think about what’s happening off-screen. • You don’t always have to decide what happens. • Everything is a threat. 132 THE KEEPER Creating Your First Mystery Before each game, you’ll create a mystery for the hunters to investi- gate. Here’s how to build your first mystery. If you want to skip this step, you can use either of the introduc- tory mysteries: “Dream Away the Time” on page  149, or “Damn Dirty Apes” on page 273. Then you can resume reading at “The First Session” on page 163 for advice on how to run the game. A mystery is made up of six basic elements. You can create them in any order, but I’ll show you the order I usually use: • A basic concept for the mystery. • The hook that got the hunters’ attention. • The monster. • The minions, bystanders, and locations that are involved. • The mystery countdown. • Optionally: custom moves for special aspects of the mystery. Before I get into the guts of it, here’s what a finished mystery looks like. Read it, and then I’ll talk about how the pieces fit together. An Example Mystery: Mongolian Death Worm Attack The hunters get a report of some strange deaths at a local museum. Professor Josh Singer, Dr Jennifer Sofia, and Michelle Fitzsimmons were last seen alive working late unpacking and cleaning up new items for the collection. The next morning they were found “burned and par- tially dissolved” (according to police reports). The monsters are three newly hatched Mongolian death worms. They’re bright red and look moist and intestinal. Each is about 5cm thick and 50cm long. They have a deadly venom that they can spit, and excrete via the skin. Plus, they can shoot lightning bolts. They like things dry, and water is poi- sonous to them. 133 THE KEEPER There’s someone here working for the monster, sort of. Dr Kelly Morrison became obsessed with them during field work in the Gobi Desert, and she smuggled the eggs back. Her plan didn’t include them hatching and getting out, but now that they have she wants to protect and observe them. While the hunters are investigating, they are likely to come across these people: • Dr Frances Ferrara, who worked with the victims. She’ll be helpful to the hunters, which may endanger her. • Detective Patrick Eagan. He’s the police officer in charge of investigating the deaths, and won’t appreci- ate the hunters getting involved. • Chris Larsen, museum administrator. A stickler for procedure, he will annoy the hunters with demands for authorisation and interfere with anything he thinks is strange or against the rules. The Natural History Museum is a large, modern complex. It’s divided into several wings, each with plenty of exhibition halls, offices, store rooms, and work rooms. Looking for things here, the hunters are going to be poking into all kinds of dark corners. The worms have split up and are looking for warm, dry spaces to nest. Once they find those (and finish digesting their initial meal) they’ll start hunting through the museum: they won’t need to start small, either, due to their venom. Humans will be on the menu right away. Once they’ve eaten and grown, they’ll mate (each is hermaphroditic) and each lay a clutch of eggs. When those hatch, a plague of dozens of worms will spread out from the museum. What That All Means That mystery writeup shows the level of detail you need to play the game. You also give the hunters a reason to come and investigate the situation and to deal with the monster(s) at the bottom of it. You start the game knowing what the monster’s doing, some important people and places, and with a plan about what will happen if the hunters don’t sort it out. When you’re making up your own mystery, some of these ele- ments will be defined in game terms to make it easier for you to manage them. I left the jargon out of the example, but I’ll describe each of the pieces now. These are the six mystery elements I men- tioned before. Components Of A Mystery The basic concept is your original idea, the thought that led to this mystery. In the example, the basic concept is the Mongolian death worms—the stories are awesome, so I wanted to make a mystery about them. The hook is whatever has drawn the hunters’ attention to the situa- tion: reports of deaths or disappearances, a monster sighting, or some weird phenomena. You’ll tell the hunters up front what the hook is, but after that it’s totally up to them how they deal with what’s going on. In the example, the hook is the news reports of the first three deaths. Next there’s the monster. The monster has a type that defines its moti- vation, a description of what it looks like, what it can do, the attacks it can use in a fight with the hunters, and some powers (its supernatural abilities). Monsters also have a weakness: until the hunters use the monster’s weakness against it, it cannot be destroyed. Mongolian Death Worms are monsters. They are beasts (a specific style of monster in the game), which means they have the motivation “to run wild, killing and destroying.” Powers: • Venom: When you are poisoned by a worm, its venom will cause 1-harm every five minutes until the injury is stabilized or the affected area is flushed clean with water. Attacks: Venom: 4-harm hand/close poison; Lightning blast: 3-harm close electricity stun. Weakness: Water. Next up are minions. These are servants of the main monster, who help it out and work against the hunters. Minions also get a type and motivation to guide you about how they act. In the example, Dr Kelly Morrison is a minion. She’s a guard- ian, with the motivation “to bar a way or protect something.” She’s going to try and protect the worms as they nest and breed, because she wants to study and understand them. 134 THE KEEPER There’s also a list of bystanders. These are the people involved in the situation. These can be people who are in danger, who might help the hunters’ investigation, who might get in the way. Bystanders each have a type and associated motivation. Dr Francesco Ferrara, is a victim with the motivation “to put herself in danger.” She’ll put herself in danger by helping the hunters as much as she can. Detective Patrick Eagan is a detective, with the moti- vation “to rule out explanations.” If the hunters talk to him, they’ll quickly discover that the deaths were no normal acci- dent or criminal attack. Chris Larsen is an official with the motivation “to be sus- picious.” He is there to get in the way of the hunters by bringing up annoying regulations they need to comply with, and that sort of thing. Just so the hunters don’t have too easy a time exploring the museum. Next up is one or more locations that will be important. Locations are allocated a type from a list. The type has a descriptive name and a motivation. Locations in this game are able to do things. The motiva- tion tells you what sort of things this particular place will do. In the example, the one location is the Natural History Museum. It’s a Wilds, with the motivation “to contain hidden things.” The plan is to have it full of scary places, and fake-out scares, as well as people to protect and worms to hunt down. Those elements (monsters, minions, bystanders, and locations) are threats. Threats are the things that make trouble for the hunters, one way or another. Each threat gets a type and a corresponding motiva- tion. Any kind of threat can have a custom move, too. This is a special rule that defines something this particular threat can do. See page 296 for how to create custom moves. The last required element is a countdown. That’s what would happen if the hunters never dealt with this situation. I’ve summarized it in the final paragraph of the example, but when you’re making your own mysteries, you’ll note down six particular events that will happen unless the hunters prevent them. That covers enough ideas and game-related notes to get started creating your first mystery. 135 THE KEEPER Preparing Your First Mystery This first mystery is going to be everyone’s introduction to the hunters and to your game’s world. Build a straightforward hunt, to give the hunters space to talk and get a sense of how the team operates. Pick a classic monster that everyone will recognise from folklore, urban legend, or pop culture. Once you have a monster, come up with a basic concept. Think about what the creature could want, and what bad stuff is going to happen if the hunters don’t stop it. The bad stuff might be personal, local, or apocalyptic in scale. I’ll build an example ghost story while we go through the process, to illustrate each piece. The basic concept is a haunted house story. There’ll be a ghost, murdered unjustly, who wants restitution and is lashing out at anyone who stays in the house. Marie O’Connell is the angry ghost. She was murdered by her husband Damian (in an unjustified jealous rage) and subsequently drove him to suicide. The Hook Now come up with a hook for the hunters. That’s the mysterious event or clue that points to a supernatural problem. The hook is what came to the hunters’ attention: it needs to clearly point to the mystery. The ideal hook screams “There is a monster here!” to a hunter, but would be easily dismissed by normal folks who don’t believe in mon- sters. It also suggests what sort of monster it might be. A family just moved into the haunted house and attracted the attention of the ghost. The house has been in the family for a long time, but uninhabited for many years. Local news reports have been running puff pieces about the haunting. Specifically, the family have heard strange noises, objects have been moved, and parts of the house are always cold. The articles mention the tragic suicide of Damian O’Connell in the house 42 years ago, after his wife Marie disappeared. 136 THE KEEPER The Threats Now the mystery needs some threats. These are the things that will interfere with the hunters as they attempt to sort out the mystery. Threats come in four types: • Monsters (the big bad behind these events). • Minions (allies of the monster, usually weaker creatures). • Bystanders (normal folks who are involved). • Locations (significant places). Threat categories are more concerned with the role that the entity will have in the mystery than rigid definitions. Sometimes powerful crea- tures will be “minions” because that’s how they fit into the situation. In other cases, normal people could be a “minion” (if they’re inadver- tantly supporting a monster) or even a “monster” (if they’re a mass murderer). Think about how the situation in your mystery is set up, and choose threat types based on which part each element plays. 137 THE KEEPER Monsters Start with the monster. Most mysteries will have just one: the single creature behind everything bad that’s going to happen. Monsters need the following details: • A description. • A monster type and motivation. • Supernatural powers. • Attacks and armour. • How much harm will kill it. • Any weaknesses it has. • Custom moves for its powers (optional). First, pick the monster’s type. The twelve types (and the motivations that go with them) are: • Beast (motivation: to run wild, destroying and killing) • Breeder (motivation: to give birth to, bring forth, or create evil) • Collector (motivation: to steal specific sorts of things) • Destroyer (motivation: to bring about the end of the world) • Devourer (motivation: to consume people) • Executioner (motivation: to punish the guilty) • Parasite (motivation: to infest, control and devour) • Queen (motivation: to possess and control) • Sorcerer (motivation: to usurp unnatural power) • Tempter (motivation: to tempt people into evil deeds) • Torturer (motivation: to hurt and terrify) • Trickster (motivation: to create chaos) In my example, Marie O’Connell, a ghost seeking justice, makes a good Executioner with the motivation “to punish the guilty.” To give her a reason to be angry at the hunters, she wants to be properly laid to rest (Damian buried her under the basement floor), and treats anyone who isn’t actively doing that as one of the guilty parties she is punishing. 138 THE KEEPER Next up, think about the supernatural powers the monster possesses. Think about your initial inspiration for the monster and work out what it can do. There’s no particular level of detail you need for monster powers. Some might be a simple descriptive note, such as “can fly.” For others you might need more detail: note down as much about the power’s effects and limitations as you can think of (this is a custom move for the power: there’s more about them on page 296). For powers, Marie has the ability to appear instantly any- where in the house. And telekinesis which allows her to throw knives and stuff around, and hold doors and windows closed. As she’s only a ghost, a lot of attacks won’t hurt her. Only attacks using rock salt, cold iron, or magic can harm her at all (I’m drawing inspiration straight from Supernatural here). This is a power that restricts what attacks can affect her. There’s also a special weakness that a monster has that must be used to kill her for good—that’s addressed below. Once you know the monster’s powers, it’s time to make a note of its attacks. Think about how it hurts and kills, and define an attack for each method. Attacks are described just like hunter weapons: how much harm is inflicted, the range of the attack, and any descriptive tags for additional effects. Pick something in the range of 2 to 4 harm for each attack. Marie’s attack uses her telekinetic powers. I describe this as 2 to 4-harm close (the exact harm will depend on what she has to work with: the kitchen will be especially dangerous). Now decide how resilient the monster is. Decide how many points of harm will kill it. Take seven as your basic minimum (the same as a hunter). Increase it based on how large and robust the monster is. There’s no set maximum, but more than fourteen would be exceptional. Sometimes a monster might be more fragile, too: in those cases, reduce the harm capacity. Secondly decide if it has an armour rating, based on its innate toughness or a power that makes it harder to hurt. 1- or 2- armour is normal. Higher values make it difficult for the hunters to hurt the monster, and no armour makes the monster very vulnerable. Marie is an averagely resilient ghost. I’ll set her harm capac- ity to seven. But I won’t give her any armour: her incorporeal power is enough for the hunters to deal with. 139 THE KEEPER Now think about a weakness. All monsters must have one, and most monsters have two or three. If the monster’s weakness is not used against it, then the hunters cannot kill it. Weaknesses come in three main types: • Something that will harm the monster directly, such as using silver against a werewolf. • An environment that weakens or harms the monster, such as sunlight against a vampire. • A special ritual or action that must be taken, such as an exor- cism to drive out an evil spirit. Think about your idea about the monster, and decide what it will have as weaknesses. For weaknesses, I pick “her mortal remains” (that works well with allowing proper burial to lay her to rest) and “the house” (her association is so great that harming the house can also harm her). Marie can be harmed by rock salt, cold iron, or magical attacks but she can’t be killed unless her body is properly buried or destroyed or unless the house is destroyed. If you haven’t already worked out what the monster is trying to achieve, give that some thought now. If the initial concept doesn’t suggest a plan, look at the type you have given the monster. Use the motiva- tion as a starting point, and work out what is the worst thing that this monster could be planning to do here? Marie is obsessed with being laid to rest properly. She can’t communicate with anyone directly, she’s just going to vio- lently attack them whenever they don’t seem to be helping her. If people persist in not helping, she’s just going to kill them. Because the family have been here longest without helping her, she’ll target them first. 140 THE KEEPER Minions Decide if the monster is working on its own or if it has minions to help it. If it has minions, detail them now. Minions can be weaker individ- uals of the same kind of monster, allied creatures of different kinds, human worshippers, or human (perhaps unwitting) servants. Minions need the following details: • A description. • Minion type and motivation. • Supernatural powers, if any. • Attacks and armour. • How much harm will kill it. • A weakness (optional). • Custom moves for powers (optional). There are ten minion types: • Assassin (motivation: to kill the hunters) • Brute (motivation: to intimidate and attack) • Cultist (motivation: to save their own skin at any cost) • Guardian (motivation: to bar a way or protect something) • Right hand (motivation: to back up the monster) • Plague (motivation: to swarm and destroy) • Renfield (motivation: to push victims towards the monster) • Scout (motivation: to stalk, watch, and report) • Thief (motivation: to steal and deliver to the monster) • Traitor (motivation: to betray people) Minions may have powers and weaknesses like a monster. They are usually weaker, but otherwise you can follow the rules and guidelines for monster powers and weaknesses. Define attacks, harm capacity, and armour for all minions. Minion attacks should be in the 1- to 4- harm range. The amount of harm required to kill the minion should range from 5 to 10 (although weaker and stronger minions are both possible). A group of minions can be defined the same as an individual. Do this if the minions are a gang or swarm of nameless goons or critters, to keep things simple. Define their attacks, armour, and harm capacity to account for the group as a whole. A group of minions should have their attacks boosted by one to represent their multiple attacks. The group can be given a single harm track for all of the minions: harm taken represents defeat of the group as a whole. If minions have armour, they normally have 1-armour, and only rarely 2-armour or higher. 141 THE KEEPER There’s no obvious minions in the situation so far, but I have an idea that Marie has a psychic connection with the rats that live in the house. They’ll make good minions, probably mainly to keep an eye on everyone in the house. The possessed rats are Scouts (motivation: to stalk, watch, and report). If they attack, they do 1-harm intimate as a swarm. 10-harm must be inflicted to disperse the group com- pletely. Bystanders Bystanders are the normal people who are involved in the situation. They’re the victims, witnesses, interfering cops, and anyone else. Each bystander needs the following details: • A name. • A description. • A bystander type and motivation. There are nine types of bystander: • Busybody (motivation: to interfere in other people’s plans) • Detective (motivation: to rule out explanations) • Gossip (motivation: to pass on rumours) • Helper (motivation: to join the hunt) • Innocent (motivation: to do the right thing) • Official (motivation: to be suspicious) • Skeptic (motivation: to deny supernatural explanations) • Victim (motivation: to put themselves in danger) • Witness (motivation: to reveal information) Include at least two bystanders: it’s important to have some people for the hunters to save. Start by defining the people directly involved in the situation: sur- viving victims, witnesses, official investigators. Think about why they are here, why they’re involved in the monster’s plan, and what they want to achieve. Coming up with those details helps develop them as real people, in a real world. 142 THE KEEPER You generally don’t need to worry about how much harm a bystander can take (it will almost always be seven, the same as a hunter) or what their weapons are. If a bystander has a good chance of getting involved in a fight (helpers in particular might do this), note down what they’re armed with. It’s a good idea to include some partially defined bystanders: just a name and type. You can use them in play for unexpected bystander characters: just add any extra details at the time. For bystanders, there’s the family who’ve moved into the house. Their names are Mark and Andi Hadley and their kids Sean and Ashley. The family moved to the country for Andi to get a rest after quitting a stressful job, and to help with Sean’s asthma. Mark has a job he can do from the country—he’s a web designer. Andi was a lawyer. Sean is 11 and Ashley is 6. Now I need to pick which sort of bystander each one is. Mark Hadley is a Skeptic (motivation: to deny supernat- ural explanations). Having him regard any talk of ghosts or magic as foolishness will give the hunters something they need to deal with: how do they handle Mark and still get the ghost sorted out? Andi Hadley is a Witness (motivation: to reveal infor- mation). Because I’ve made Mark into someone difficult, I’ll make Andi helpful. At least, that will be her intention at first. Once things get strange and stressful, she won’t handle it well. Helpful bystanders are a whole new sort of problem for the hunters! Sean Hadley is a Victim (motivation: to put himself into danger). I’m going for the easy “kids in peril” scares here. Ashley Hadley is a Helper (motivation: to join in the hunt). I can see a six year old being totally fascinated by a team of monster hunters. Of course she wants to help out! The bystanders could be rounded out with some more people in the town, but I think we have enough. 143 THE KEEPER Locations Locations are places that can cause trouble for the hunters. They’re metaphorically hostile, encompassing all the stuff that can go wrong around the hunters (like the phones not working, or a car not starting, or getting lost and ending up alone in the dark). Locations need the following details: • A name. • A description. • Location type and motivation. • Optionally, a map. • Optionally, one or more custom moves. There are ten location types: • Crossroads (motivation: to bring people, and things, together) • Deathtrap (motivation: to harm intruders) • Den (motivation: to harbor monsters) • Fortress (motivation: to deny entry) • Hellgate (motivation: to create evil) • Hub (motivation: to reveal information) • Lab (motivation: to create weirdness) • Maze (motivation: to confuse and separate) • Prison (motivation: to constrain and prevent exit) • Wilds (motivation: to contain hidden things) Define a location for anywhere that you expect significant parts of the mystery will take place. Anywhere that is going to be an important scene of investigation or action, or where the monster is active should be written up as a location threat. Good locations to start with are: • The general area. • The monster’s lair. • Places where the monster has been active, or attacked someone. • Places that the bystanders will be found. Maps can help define the location so that everyone can see how it looks. Even a quick sketch of the area can help the group picture what’s going on and what the place is like. Another good source for town or region maps is to find an appropriate looking place in Google Maps and print it out. 144 THE KEEPER We have the O’Connell house. A location is an obvious fit, but what kind? Maybe it’s a huge, rambling place, making it a perfect Maze (motivation: to confuse and separate). That will give it lots of good moves to force the hunters to explore dark, cluttered rooms... alone. The house has one custom move: Once Marie closes the front door, if you try to leave the house, you can not get out. Only laying Marie to rest, or destroying her, will allow the hunters (and family) to leave. There’s also the nearby town. It’s likely the hunters will do a bit of preliminary asking around, making a Hub (motiva- tion: to reveal information) a good choice. The town’s small, not much more than a service centre for nearby farms. There’s a run-down motel that the hunters will probably end up staying in, a diner, and a couple of bars. More Threats As you continue to detail the mystery, you may realise that you need to go back and add another threat of a certain type. Just put them in as you think of them. 145 THE KEEPER Mystery Countdowns Each mystery has a countdown: this is the sequence of terrible things that will happen if the hunters don’t stop the monster. The countdown will be your guide to what will be going on off-screen as the hunters investigate. To create the countdown, think about what would happen if the hunters never came to help. • Who would be attacked? • Who would die? • What is the monster’s ultimate plan? Once you have an idea, divide it into six events in the order they will occur. Then allocate them to the steps in the countdown. Countdowns always have the following six steps: • Day. • Shadows. • Dusk. • Sunset. • Nightfall. • Midnight. The names of each step are intended to give a sense of things getting worse. They are metaphorical: the “sunset” step of a count- down doesn’t have to happen at sunset; the steps don’t have to happen on the same day. As the countdown is what would happen if the hunters didn’t interfere, it normally won’t play out how you wrote it. But even when the monster’s plan has been derailed, it will still be trying to achieve its goals and the countdown is useful as a guide (or something to adapt) to determine what happens next. 146 THE KEEPER For example: Here’s the countdown for our haunted house story. • Day: Marie traps the Hadleys in the house. • Shadows: Marie begins scaring them, hoping to push them towards the cellar by fear. • Dusk: Mark is killed while trying to get a window open. • Sunset: Marie tries to get Andi and the kids to dig up her remains, but they don’t understand and she kills them all in a rage. • Nightfall: In another year, Marie kills four more people who squat in the house overnight. • Midnight: Five years later, another family moves in and Marie kills them. This is all the stuff that will happen if the hunters never came. I expect that with the hunters present, they’ll be trapped in the house as well as (or instead of) the Hadleys. After that, I’m not sure how it will go. We’ll find out when we play. Summary: First Mystery Creation • Come up with a cool but uncomplicated basic concept for the monster and mystery. • Create a hook: the clue that caught the hunters’ attention. • Create the monster: name, description, type & motivation, then define its powers, weaknesses, attacks, armour, harm capacity, optionally custom moves. • Create the minions (if any): name, description, type & moti- vation, then define their powers, attacks, armour, harm capacity, optionally weaknesses and custom moves. • Create the bystanders (at least two): name, description, type & motivation. • Create the locations: name, description, type & motivation, optionally maps and custom moves. • Define the mystery countdown: six terrible events that would occur if the hunters never came. • Go back over everything and make sure it all hangs together. Fill in gaps where something seems to be missing. 147 THE KEEPER 148 THE KEEPER Introductory Mystery: Dream Away the Time Here’s a first mystery you can use if you don’t have time to prepare your own. This mystery, like any mystery, asserts that certain things will be true in your game. When reading it, decide if these things fit your vision. In this case, for the mystery to work it requires the existence of Faerie (along with the inhabitants of Faerie that are causing trouble in Handfast). 149 Mystery concept The village of Handfast has a long-standing contract with Oberon, King of Faerie. In return for Oberon’s blessings of health and pros- perity, the town needs to give up a beloved child every forty years at midsummer. This pact was upheld for centuries, but the various upheavals of the twentieth century mean no-one’s left in Handfast who knows about it. The last child was given over to Oberon exactly forty years and one day ago. He’s angry and has invoked the penalty clause. Hook The hunters will be alerted to the mystery by the following events in Handfast and the surrounding farmland. • One unusual weather event after another: a summer heat- wave, a tornado, flooding. • A spate of attacks in which a person alone, at night, has been beaten and suffered a single cut, but can remember nothing about the event or their attacker. This has happened four times over the past week. • Accounts from a number of homes in town of food spoiling overnight, knives being blunted, objects being thrown about, and appliances failing. Countdown Oberon has Violet (a changeling) and Bonecruncher (a redcap) cause trouble in town. Day Violet finds the most beloved child. Shadows Violet and Bonecruncher abduct the most beloved child. Dusk Oberon lets Bonecruncher off the leash. He kills several people. Sunset Bonecruncher makes his lair in the town hall, killing more people in the process. Nightfall The other townsfolk must leave or be eaten. Midnight 150 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Notes This mystery is unusual in that the most dangerous supernatural being here (Oberon) is not the monster to be defeated (which is Bone- cruncher the redcap). Oberon has set certain things in motion, but Bonecruncher is the immediate danger to the town and the hunters. Threat types are defined by their role in the mystery, which is why this one has Oberon as a “minion” even though he’s really in charge. Aside from defeating Bonecruncher, the mystery has a few other threads the hunters might want to tie up. • Oberon is indulging his desire for revenge due to the town’s betrayal, but for him this is quite a small betrayal. If the hunters propose some kind of reparation, he’ll be happy to leave the town to its own devices. Cunning hunters might even argue that the things he has already done are enough punishment for the town to consider the contract quit. Another angle they can take is that none of the people now suffering were parties to the contract (Oberon will respond that they benefited from his influence over the town, so are bound by the terms for that reason). Hunters could also call upon another major power as a mediator, but they would still need to successfully present their argument against Oberon. Note that it is pos- sible the hunters may use manipulate someone on Oberon, but he will demand a high price, such as servitude for one hundred years, or a unique magical treasure. • Bonecruncher could be sent away as one of the terms of a deal the hunters cut with Oberon, but otherwise the redcap will be left to roam and kill as he wishes. • Violet poses another problem. She is currently happy being a member of Oberon’s court, but her family would love to have her returned. Hunters might think about restoring her mem- ories of her mortal life, or breaking the glamours of Faerie. A disenchanted Violet will be unhappy to lose Faerie (and her friends there) but will gradually settle back into a normal life. And, after all, her fairy friends can still come and visit (that could be a starting point for a later mystery). Hunters can use manipulate someone on Violet as with any normal person, although her wants are rather twisted by her time in Faerie. In case the hunters go looking for it: beloved children were sent to Faerie on Midsummer Day in 1615, 1655, 1695, 1735, 1775, 1815, 1855, 1895, 1935, and 1975. These dates assume a game set in 2015—shift them if your game is set some other time! The most recent disappear- ance must be 40 years back, and you can shift the town’s founding date from 1615 if needed to make it fit. 151 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Threats Oberon, King of Faerie Minion: Right Hand (motivation: back up the monster) Oberon has waited forty years and one day, and no beloved child has been given to him. As the contract is now null and void, he wishes to punish the town for their failure to live up to their end. In order to do so, he has dispatched two vassals with the orders, “Create chaos, scare them, perhaps even kill some of them.” The vassals are Violet, the last beloved child given to him (who has no memory of her life before she was brought to Faerie) and Bonecruncher, a redcap (an ogre who dyes his hat with the blood of his victims). Most likely, Oberon will remain in his fortress in Faerie. Extraordinary events might draw him to the mortal world, but oth- erwise he will remain offscreen unless the hunters go and find him. Note that actually fighting Oberon is a terrible idea. When physically threatened, Oberon’s first action is to summon his army, which should give the hunters some idea of what they’re dealing with. In person, Oberon is patron- ising and arrogant. After all, he is an immortal elf-king and these are just a bunch of dirty human monster hunters. Try to give the impression that anything he does for them is an immense favour. 152 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Powers: • Gift Of Power: Oberon may gift mortals with various powers and traits, such as magical knowledge, luck, bountiful harvests, or eternal youth. He will only do so for a very high price. • Glamour. Oberon may appear in any guise he wishes, and like- wise transform others. Oberon has many other powers but those two will be the ones most appropriate for this mystery. If it really seems like he should have another power, feel free to add it for your game. Attacks: Sword: 3-harm hand poison; Host of elf-knights plus goblin infantry: 4-harm hand/close/far area. Harm capacity: 15 bbbbbbbbbbbbbbb Armour: Faerie mail: 3-armour magic Weaknesses: • Winter. Note that this weakness is of little use as the mystery takes place a few weeks after midsummer day. • His Word. If Oberon lies to or goes back on a promise or con- tract, the wronged party has power over him, which counts as a weakness. As Oberon is aware of this, he will go to extraordinary lengths to never put himself in this position. Oberon's Fortress Location: Crossroads (motivation: bring people and things together) This is in Faerie. The hunters may travel here to try and come to an arrangement with Oberon. If you want, you can make the journey through Faerie a major task and extend the mystery. Alternatively, you can have the hunters act under pressure to find their way, or have them meet a guide who will take them swiftly to Oberon. King Oberon is very powerful and has hosts of fairies under his command, so the hunters should treat this as a negotiation rather than a battle. 153 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Violet, a changeling Minion: Thief (motivation: to steal and deliver to the monster). Although 43 years old, her aging has been slow and she appears about 15. She wears silken elf-dresses, decorated with flowers and leaves. She is barefoot, but has her dagger and bag of dust on a woven belt. This is the last human child given to Oberon. With no memory of her mortal life, she is a willing servant to the King of Faerie. She knows nothing of the mortal world, except that it is dangerous and people are not to be trusted. Her current mission is to find the most beloved child in the town, and along the way take whatever revenge she wishes on the town that has betrayed her Lord. Violet is curious about mortals, and playful, so the hunters can probably get her talking easily. Play her as unworldly and naïve, but a little wild and dangerous as well. Powers: • Bane dust. Violet has a large bag of this “pixie dust”. When cast about, it causes misfortune and mishaps (including spoiling food, making people ill, and causing things to fail or break). • Glamour. Violet may alter her guise at whim, but may not change her size. Attacks: Faerie dagger. 1-harm intimate/hand sleep magic. Anyone harmed by this dagger may also suffer “falls into an enchanted slumber” as a harm move. Harm capacity: 7 Okay bbbb|bbb Dying Armour: None Weaknesses: She is a normal human. 154 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Bonecruncher, a Redcap Monster: Beast (motivation: to run wild, destroying and killing) A seven foot hulking brute, with red eyes, gray stony skin, and sharp teeth. He wears a woollen cap dyed with blood, and a shapeless tunic that’s spattered with more. Bonecruncher is working for Oberon, taking revenge on the town and keeping an eye on Violet. Bonecruncher is a simple creature, desiring only to kill mortals to dye his cap and then eat their flesh. Oberon has given him strict orders not to kill anyone yet, but Bonecruncher’s hunger is growing and his will is quickly weakening. He’s taken to following people who are alone at night, concealing himself in a cloak of shadows, brutally beating them and cutting them a single time in order to keep his cap damp with their blood. With so many potential victims around it’s only a matter of time until Bonecruncher snaps and eats someone. If the hunters talk to him, Bonecruncher will insult and threaten them, hoping to provoke a fight. If things go badly, he’ll call shadows to conceal his escape. Powers: • Shadow Glamour. He may cloak himself in shadows, and put shadows in people’s minds (this is why they don’t remember him). • Immense Strength. He automatically beats any normal human in contests of strength. Attacks: Razor-sharp Poleaxe: 3-harm hand/close; Terrible Talons: 1-harm hand; Sharp Teeth: 2-harm intimate ignores-armour. Harm capacity: 9. bbbbbbbbb Armour: None Weaknesses: • Fresh Blood: Needs fresh blood to dye his cap frequently. The weakness is activated if the cap is destroyed or stolen, or if the blood dries out. 155 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME The Old Forest Nature Reserve, near Handfast Location: Wilds (motivation: to contain hidden things) This is where Violet and Bonecruncher are lurking between attacks. In the center of the forest is an overgrown stone circle. This is where Violet and Bonecruncher are camping, and it’s also the place where a portal to Faerie may be found. It’s elusive—difficult for mortals to find unless a fairy guides them or magic is used. When a hunter uses magic at the stone circle, they may choose “Open a path to Faerie” as the effect. Any fairy (including Violet) may freely open or close this path. 156 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Handfast, the Town Location: Hub (motivation: to reveal information) A remote town, settled in 1615 but far from the main trade routes. It is nestled in a fertile valley, and has a history of being a thriving farming town. More recently, it’s become a tourist haven, as a lovely piece of history that’s off the beaten track. The town has a quaint town square surrounded by shops, a few businesses nearby, and the rest is houses (for both locals and tourists). Tornado And Flood Wreckage Location: Maze (motivation: to confuse and separate) Parts of Handfast have been badly damaged by the recent freak weather events, and the abandoned and damaged homes are difficult to get through. Because the storms were supernaturally driven, the pattern of damage is arbitrary: some destroyed houses have neigh- bours that are perfectly fine. Violet and Bonecruncher will both take advantage of these areas to hide or shake off pursuit. Handfast Children's Park Location: Crossroads (motivation: to bring people, and things, together) Not far from the center of town is a large play area. Children will be found here after school closes and during the weekends. The play area has an elaborate (and huge) fairy-tale fort for the kids to climb on. The fort is also a hangout of the village’s teenagers after dark on Fridays and Saturdays. Violet can often be found here, watching the children play, and deciding which family she will target next. 157 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Max Tilley, a beloved child Bystander: Innocent (motivation: to do the right thing) Max is the most beloved child in Handfast. He’s a cherubic four year old, charming and full of laughter. Mary and Samuel Tilley, Max's parents Mary—Bystander: Official (motivation: to be suspicious) Mary works at an artisanal bakery in the center of town. She’s tall, with short hair and doesn’t have any patience for messing about. She’s forthright, sometimes verging on rude, when dealing with people. Samuel—Bystander: Skeptic (motivation: to deny supernatu- ral explanations) Samuel looks after Max and the family home (he’s also an aspiring writer). He’s a messy dresser, perpetually worried about something he might have forgotten to do. John and Alice Chilton, Violet's parents John: Bystander: Official (motivation: to be suspicious) As a traditional breadwinner in his youth, John never quite recovered from the loss of his child, and threw himself into his career (he was a workshop foreman) to cope. Now that he’s approaching retirement, he’s feeling a little lost. Alice: Bystander: Helper (motivation: to join in the hunt) Alice had a different reaction to her loss—as the worst has now hap- pened, the world holds nothing that can harm her any more. If she learns that her daughter is involved in the events in Handfast, she will do anything necessary to get her back. If the hunters come to the Chiltons with news of Violet, they will initially view the hunters as crazies and disregard them. If the hunters can provide proof—most likely a photo, or leading Violet to her parents—then they will be eager to “get her back” and will accept and help with anything the hunters suggest—up to and including taking part in a magic ritual. 158 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME Officer Edward Turner Bystander: Gossip (motivation: to pass on rumours) Officer Turner is the whole of the village police force, which is run from an office in the front room of his cottage. Optimistic by nature, he thinks that most likely this is pranks getting out of hand. In his experience, bad things don’t really happen in Handfast. Play up his geniality, and inability to really recog- nise the possibility of something terrible. The four victims of the assaults all report the same thing: • They were out at night on a routine chore or walk. • It was very dark. • They woke up, or were found and woken, to find they had been beaten and left with a big bleeding cut on their forearm. Some victims were cut on the left arm, some the right. • An assault has taken place every second night. The next is due tonight. The strange phenomena in peoples’ homes are even weirder. Things are messed up, gadgets and tools broken, and food gone bad. The victims are either families with young children or homes where everyone is over forty, but the Sheriff hasn’t picked up on that yet—a hunter might spot it if they get all the household details from the police. Sheriff Turner has no idea what the heck is going on here. Maybe college students up to pranks? Who knows? 159 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME The Assault Victims These are the four people attacked by Bonecruncher: Name Bystander type Trait Alice Rigsdale Gossip (motivation: to pass on rumours) Boisterous Christopher Prower Gossip (motivation: to pass on rumours) Lazy Constance Hopkins Gossip (motivation: to pass on rumours) Sarcastic Frank Gardiner Gossip (motivation: to pass on rumours) Elegant Unfortunately, they only provide useful information by omission. Each knows only the following: • They were out at night on a routine chore or walk. • It was very dark. • They woke up, or were found and woken, to find they had been beaten and left with a big bleeding cut on their forearm. Some victims were cut on the left arm, some the right. Magic (“observe another time or place”) can allow the hunters to see what really happened. CCTV footage is of limited use as Bone- cruncher cloaks himself in shadow when attacking, although the result will definitely be suspicious, as a blob of shadow engulfs each victim. Jane Howland, Editor of the Handfast Herald Bystander: Witness (motivation: to pass on information) Aged 48, Jane is old enough to have heard hints of the contract, and remembers Violet’s “death”, but has no reason to connect these or suspect a conspiracy. She does, however, have a willingness to chat to visitors and a huge archive of Handfast Herald issues, all the way back to April 1830. Investigating the archive looking for missing or dead children, or at mid-summer, reveals a pattern of “dead” children. Every forty years (in 1855, 1895, 1935, and—for Violet—1975), on midsummer day, a loving obituary is presented for a child between two and five years old. 160 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME The Crowne Tavern Location: Crossroads (motivation: to bring people, and things, together). This centuries-old tavern is the main bar, diner, and restaurant for Handfast. Most anyone can be found here sometime, having coffee, a meal, or drinking in the evening. Ely Holbeck is the owner. Ely Holbeck, Bartender Bystander: Gossip (motivation: to pass on rumours) Well-used to dealing with tourists, Ely will happily “play along” with the hunters questions as long as they buy some food or drink. A young man, he’s got no knowledge at all of the contract, but if prompted for weird stuff, he’ll mention that as a kid he used to go into the “haunted” spot in the centre of the Forest Reserve. He can describe how to get there (or show them himself, if given a good reason). Like all mortals, Ely will be unable to see the stone circle where Violet and Bone- cruncher are staying without some help from the hunters. Other Bystanders Use these templates as starting points for any other people the hunters talk to. Name Bystander type Trait Richard Story Detective (rule out explanations) Tough Eleanor Browne Victim (put herself in danger) Geeky Joseph Latham Witness (reveal information) Bookish John More Victim (put himself in danger) Mean Elizabeth Thompson Gossip (pass on rumours) Honest Susanna White Witness (reveal information) Morose 161 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME 162 INTRODUCTORY MYSTERY: DREAM AWAY THE TIME The First SesSion Getting everyone into a room to play is the next step. I’m going to assume that you get all the saying, “Hi,” and getting snacks and drinks and catching up out of the way first. I’ll tell you about the game stuff you need to do. 163 Hunter Creation Your first task is to guide the other players through the process of cre- ating their hunters. Introduce the idea of team concepts (page 22). Help the group come up with a concept that gets them all excited. If nobody thinks of an exciting concept now, you can wait until later to work that out (wait until after they’ve decided on their hunters’ histories with each other). Next, allocate hunter playbooks. It’s perfectly reasonable to limit the hunter types available if you have a particular style in mind for your game. This can also speed up hunter creation, as there are fewer decisions to make. If the team has a concept that requires certain playbooks, have people choose from those first. Otherwise, just let everyone have a quick look at each and grab the one they like the look of. If anyone is having trouble, ask them what sort of hunter they would like and you can suggest which playbooks suit that idea. Then get everyone to follow the instructions in their playbook up to “Introductions.” Be ready to answer any questions, and watch for anyone who seems to be having trouble. You can help them work out what moves or options will best fit their idea of the hunter. Put some questions to the whole group, too, and get everyone’s input. If people seem to be getting bogged down, tell them to just choose what seems coolest now as they’ll have a chance to revise things after you play your first session out. As everyone gets close to done, go around those who’ve finished, find out what they’ve picked, and point out any implications you can see from their choices. For example, there might be a mismatch between the ratings they picked and what they need to roll for their moves, or a possible duplication of abilities with the other hunters. That sort of thing isn’t necessarily bad, but it’s worth thinking about whether they really want to do it. 164 THE FIRST SESSION Introductions Once everyone’s ready to introduce themselves, facilitate taking turns to introduce hunters. The most important things each player should describe are their hunter’s name, playbook and looks, though they can add more if they want. You should ask a few questions of each player to tease out more details that you and the others might need to know, especially about things that will have a big impact on the game (the Chosen’s destiny, the Professional’s agency, the Wronged’s loss, etc). This is also a good time to ask what each hunter can do, so that everyone can see how the team works together. History Then go around the group again and have each player pick their hunt- er’s history with the other hunters. They do this by picking one of the shared events or relationships from the list in their playbook. Some picks require extra details: follow the instructions listed. If it doesn’t say who decides, the player concerned gets the final word. Help with suggestions if anyone has a mind-blank when the time comes to think of something, and make sure everyone’s cool with the answer. At the end, each hunter should have two facts about their history with every other member of the team (one they picked themselves, and one picked by the other hunter about them). Now you can work out the team’s story, based on all those bits of history. You don’t need to go into detail, but work out the basics of how the hunters got to know each other and started hunting monsters together, and maybe a rough chronology of what happened when. Mention How Things Work This is a good time to explain the player agenda (page  96), basic moves (page  101), what to roll and add (page  99), using Luck (page 113), when to mark experience (page  118), and how to level up (page  118). Give just enough detail to get started, rather than trying to explain everything right now. You can fill in more details when they are needed. 165 THE FIRST SESSION Running The First Mystery I’m going to start by talking a bit about the way to play the game, then remind you of the Keeper agenda and principles, then discuss how to use them. I will then introduce two more concepts you need: what you should always say and the Keeper moves. That will give you all the rules you need to run the game. I’ll pull all of this together to explain how to run your mystery on page 201. The Game Is A Conversation This is an improvisational game in which you create a story together. The story emerges from a conversation between the players. You’ll describe an initial situation and the other players will describe how their hunters respond. This leads into an ongoing back-and-forth between you and the hunters, as each decision the hunters make leads to a new situation, requiring new decisions about what happens next. To help you make your decisions about what happens next when- ever the outcome is uncertain, the rules restrict you to certain options. These parts of the conversation are called “moves.” Keeper moves work differently to hunter moves: your moves are more general, to allow you to build the game’s world in accordance with your responsibilities. The moves flow from your Keeper agenda, Keeper principles, and the things you should always say, so I’ll explain more about those, first. Keeper Agenda Remember that your agenda is to: • Make the world seem real. • Play to see what happens. • Make the hunters’ lives dangerous and scary. 166 THE FIRST SESSION How To Use the Keeper Agenda Making the world seem real means that you describe the world in a way that makes sense. Most things are going to be the same as they are in our world. Normal people will act like normal people, for instance. As part of making the world seem real, the rules you estab- lish for magic and monsters should be consistent (unless you decide to undermine that in order to make the hunters’ lives dangerous and scary—see below). Play to see what happens means you let the story develop natu- rally. When you prepare a mystery, you decide what will happen if the hunters don’t get involved. When the hunters start interfering in the monster’s plans, let the results from that happen organically, based on what the hunters do and the moves you decide to make. Make the hunters’ lives dangerous and scary. Well, that’s just what it says. The hunters are cool action heroes and for that to matter they need to be dealing with horrific and overwhelming stuff. The harder it is to save the bystanders they meet, the more rewarding it will be when they manage. The sections that follow (about your principles, the things you should always say, and your moves) are all designed to support you in sticking to your agenda. The Keeper Principles Remember that your principles are: • Put horror in everyday situations. • Address yourself to the hunters, not the players. • Use the Keeper moves, but never use their names. • Be a fan of the hunters. • Build up a coherent mythology of the world as you play. • Nothing is safe. Kill bystanders and minions, burn down buildings, let monsters be slain. • Name everyone they meet, make them seem like normal folks. • Ask questions and build on the answers. • Sometimes give the hunters exactly what they earned, rather than everything they wanted. • Think about what’s happening off-screen. • You don’t always have to decide what happens. • Everything is a threat. 167 THE FIRST SESSION Using the Keeper Principles The Keeper principles keep your agenda at the front of your mind. Here’s more detail on each of the principles: Put horror in everyday situations because that’s a way to make it hit home. If the victims are regular people, just like us, then that gives the horror emotional bite. Plus we’re creating a world almost like the real one. Address the hunters, not the players to keep things immediate. If you talk to Diana the hunter instead of Stefan the player, you’re putting him into that zone, where he needs to deal with what Diana has in front of her right now. Make your move but never use its name. You have a list of moves you are allowed to make (see page 172). You should not, however, tell the hunters that you are picking a particular move from the list. Tell them what happens in the story, the actions that comprise your move. “The swamp gargoyle grabs you and leaps up onto the roof, leaving everyone else in the alley” is a lot more interesting than “I separate you! Francis, you’re grabbed and on the roof now.” Grounding your moves in the events of the game keeps the sense that things are happening because they make sense, rather than that you picked an option from a list. Be a fan of the hunters because that’s the whole point of the game. We’re here to see how awesome these hunters can be. Your job is to make life hard for them, but only so you can see how the hell they get out of their next predicament! Build up a coherent mythology of the world as you play is another way to make the world seem real. When the hunters fight a vampire, it should have the same instincts, powers and weaknesses as the vampire they fought a month ago (unless you already know that there are several kinds of vampire, of course.) Keep track of what’s hap- pened, and how it fits together. Then you can start working out the deeper truths that underlie it all. Nothing is safe because this is a horror game. The monsters are going to kill people (or worse) unless the hunters stop them. And the same goes for your monsters and minions: when the hunters track them down, let them die. Let stuff burn, explode, or fall into a magical rift forever. Name everyone they meet, make them seem like normal folks is there to make the hunters want to save these people. But normal folks could be jerks, or dumb, or annoying, and they still need to be saved. If the hunters meet a bystander a second time, make sure that bystander remembers what happened last time and acts based on what the hunters did then. 168 THE FIRST SESSION Ask questions and build on the answers helps you populate the world. At the beginning, none of you know what the story is here. You’re going to invent details as you fill the world, but some of this is up to the other players. When a hunter does something, ask how they do it. What did it seem like to everyone else? Why do they do it that way? Have you fought one of these creatures before? What did you learn then? Use the answer they give you and expand on it: build it into the game’s mythology and into the mysteries and recurring threats you create. Sometimes give them exactly what they earned, rather than what they wanted keeps things interesting. Usually it’s pretty obvious what the hunters want when they make a move, but you don’t have to give them more than the rules say. For example, say someone chooses “Who’s most vulnerable?” Your answer could be “Well, you can see where another ghoul is hiding, you could get behind it” but sometimes the answer is “the one that’s half dead on the floor in front of you.” Don’t always do this—remember to do what your preparation and honesty demand (see the always say section, below). But, sometimes, just do what the rules demand. Think about what’s happening off-screen is a reminder that what you’re focused on right here and now isn’t the only thing that’s going on. What is the monster doing at the moment? What about the people the hunters talked to before? Who is in danger and who is up to some- thing? If the hunters have split up, what are the others doing? You don’t always have to decide what happens. Sometimes there are places where you have a choice—for instance, would the monster kill this victim right now?—and you don’t have a clear idea how it should play out. Maybe you can give the hunters a chance to inter- vene. Or you could think about what’s going through this monster, minion or bystander’s head, and let them decide. Does the monster really want to kill that person, or would it maybe take them captive, or maybe scare them and leave? Or maybe the victim has a plan? You don’t need to make every single judgment based on some unattainable perfect first impulse. There are other ways to work it out. Everything is a threat. Obviously the monsters and minions are threats, but so is everything else. “Threat” here is meant very broad- ly—a threat is anything that’s going to make trouble for the hunters. So even the people the hunters are trying to help are going to be threats. They’ll get in the way, or panic, or do something really stupid. That applies to everything else that turns up in the game, too. Places, objects, cults, police departments. Everything is a threat. 169 THE FIRST SESSION Always Say When it’s time for you to say something, what you say is one of these: • What the principles demand. • What the rules demand. • What your prepared mystery and arcs demand. • What honesty demands. Using What You Always Say The “Always say” rules ensure you stick to your job. Say something that the principles demand. The principles keep the style of the game grounded in action-horror, and help you decide what will come next. Say what the rules demand. When someone makes a move, follow the rules for that move. Don’t apply them inconsistently. Say what your prepared mysteries and arcs demand. That’s what you prepared them for, after all. If the mystery countdown says the rakshasa is going after the mayor next, that’s what you say (unless other events have changed its plan, of course). Arcs are ongoing or recurring threats, like season-long stories or big bad monsters (I talk more about them on page 227), but are treated here the same as mys- teries. Say what honesty demands means you should let the hunters know anything they would be aware of. For example, there’s a monster waiting to ambush them and they’re walking right into it. But an expe- rienced, bad-ass hunter would know to be careful here. It makes sense to say to them, “This would be a good ambush spot—maybe you want to read a bad situation?” Or, if they’re talking about the werewolf they’re hunting and they say, “Silver kills werewolves” but that isn’t true for your werewolves, then let them know, “Actually silver is a myth, but wolfsbane works.” Or if they’re going to make a move like protect someone and they’ll need to throw themselves in front of a flesh-stitcher, let them know that they’re going to suffer a lot of harm if they do it. More generally: You should be a fan of the hunters, so don’t let dumb, unsaid stuff trip them up. Extending that, you can always give a player a do-over if a situa- tion wasn’t what they thought it was. For example, if someone chooses to suffer harm as a move result, thinking it will only be a minor injury but in fact it’s enough to kill them. In that case, let them go back and choose the option that keeps them alive instead. 170 THE FIRST SESSION Moves Moves cover situations when the game rules step in to help determine what happens. Just as the hunters have basic moves and playbook moves, you have a set of basic Keeper moves. You also get moves that go with each type of threat, and harm moves for when someone (or something) gets hurt. For the hunters, their moves cover specific cases. Hunter moves say that when a hunter does this, it is resolved like so. Your Keeper moves are more general, giving you broad but definite options. To Do It, You Have To Do It This is important: when you (or the hunters) make any move, you must describe how it happens. Always say what is happening in the game, not just the rules side of things. Don’t tell someone “roll act under pressure!” tell them “the warlock’s gaze insinuates itself into your mind and as it hisses, ‘Kill your comrades,’ you feel an overwhelming urge to comply. What do you do?” There’s a flip-side to this as well. When one of the hunters is doing something that is a move, make sure they follow the rules for that move. For example, if someone says “I go up to the park ranger and ask her ‘Did you see anything weird last Sunday night?’” then you should ask them to roll the investigate move before you decide how the ranger answers. 171 THE FIRST SESSION The Basic Keeper Moves Every time it’s your turn in the conversation to tell the hunters what happens, or when they look at you expecting you to say something, use one of these moves: • Separate them. • Reveal future badness. • Reveal off-screen badness. • Inflict harm, as established. • Make them investigate. • Make them acquire stuff. • Tell them the possible consequences and ask if they want to go ahead. • Turn their move back on them. • Offer an opportunity, maybe with a cost. • Take away some of the hunters’ stuff. • Put someone in trouble. • Make a threat move, from one of your mystery or arc threats. • After every move, ask what they do next. Using The Keeper Moves These moves are your main tool in play. Most of the time, when you’re saying something, it will be one of these Keeper moves. Here are the detailed explanations of them all: Separate them is just that. You can arrange a separation lots of different ways. Maybe a monster grabs someone, maybe someone falls behind, or maybe you can just say, “While Francis is checking out the kitchen, you’re upstairs searching the bedrooms.” Anything to get the hunters away from each other and from the people they’re trying to help. Separating people can be used to make them vulnerable, or you can use it to put certain people together, away from the others, if you think that will lead to something interesting. Reveal future badness allows you to hint at something that the hunters will need to deal with later. It can be obvious, for example when they see a person with a snake-like face approaching, or when they ask about what’s likely to happen as part of an investigate move. It can be subtle, such as you mention the sun is setting (and, by impli- cation, that the monsters are coming), or they hear an indistinct noise ahead of them while they explore a haunted house. It could be some- thing from your mystery countdown that will be happening soon. It could be something from one of your arcs that might not matter right now, but which creates awareness of bigger problems for the hunters. 172 THE FIRST SESSION Reveal off-screen badness is similar, but it’s something happening right now, somewhere else. It could be things seen or heard in the dis- tance (screams, sirens, a fire, etc). Or it could be what’s going on from someone else’s point of view, such as a potential victim seeing the monster coming for them. You can even cut away from the hunters, just like in a TV show, and show the players who is in danger, or who is up to something. Inflict harm, as established is used when a person or other thing in the world was being threatened with damage and nothing pre- vented it. The “as established” part is important—you can only inflict harm that is plausible and already present in the story. For example, if a hunter is pushed down a flight of stairs you immediately have a good idea of the potential harm. It is likely they’ll be shaken and bruised, possible that they broke a bone or got a concussion, but they can’t suffer severe burns. Make them investigate keeps the game moving. In each mystery the hunters need to find clues until they know enough to face the monster behind it all. If the hunters get stumped, ask them what they look for next. If they ask you for information, ask them how they find it out, then get them to make the investigate a mystery move. The answers from investigating depend on what the hunter did: by asking a witness questions they will learn different things than when they analyse samples in a lab. If the hunters ask a question and you can’t see how they could discover that, ask them to explain how. Make them acquire stuff. Use this move when the hunters need something special, like they want to build a spirit detector, or cast a spell, or find an old book, or get a new weapon. Ask them how they pay for it, steal it, or find it. Tell them the possible consequences and ask. Often, the hunters will want to do something but it isn’t a move. Let them know they can do it, but only if they pay a certain price or suffer certain effects. For example, you can get away through that vent, but you’ll have to leave your shotgun behind. Or you can grab that bag, but only by putting yourself in the firing line. The consequences could be a move, too: “you can do it, but you’ll need to act under pressure.” Turn their move back on them is for when a hunter misses a move roll. Whatever they were trying to do happens to them instead. If they were trying to protect someone, they made the danger worse. If they were investigating a mystery, they revealed something to the monster. If they were using magic, it has the opposite of its intended effect. 173 THE FIRST SESSION Offer an opportunity, maybe with a cost. If they need something, offer what they need and tell them what they need to pay for it. For example, maybe the sheriff will let them continue investigating in his town, but only if they guarantee his children’s safety. Take away some of the hunters’ stuff. Things break. Weapons can be dropped. Vital equipment can be thrown across the room by a monster, or smashed to pieces. The “taking away” doesn’t have to be permanent, either: cellphones can lose the signal, the car could be out of gas, or a gas leak might make it too dangerous to fire a gun right now. Put someone in trouble. Hunters are out to save people, so you need to provide people for them to save. Threaten bystanders, endan- ger other members of the team, and send monsters after a hunter’s family. Plus there are other kinds of trouble as well, such as suspicious cops or neighbours who don’t like the hunters snooping around. Make a threat move, from one of the current mystery’s threats or one of your arc threats. This list of Keeper moves is not the whole story. Each type of threat has its own list of special moves it can make: see pages 176 to 179. Use these when the threats are present and active. After every move, ask what they do next. Just as it says, every time you make a move, immediately ask what the hunters do next. Let them drive the action, by asking what they do next at every chance you get. Which Keeper Move To Use Mostly it will be obvious what should happen next, and picking your move is easy. Other times it’s not so obvious, and you might need to think a little about what you will do. That’s fine, take a moment if you need to. Or you can just ask the hunters what they do—that’s a good default move when you can’t think of anything right now. If you can’t decide, you can always fall back on your Keeper prin- ciples or your agenda, and describe something consistent with them. Soft Moves And Hard Moves You can use each Keeper move in one of two ways: as a “soft” move or as a “hard” move. A soft move is one that threatens danger, or pushes the hunters in a certain direction, but there’s a way to a stop the danger, or divert it. For example: “The ice weasel races down the hall, teeth bared to rend!” This is a reveal future badness move, and gives the hunters something to react to—they can do something to prevent the danger, or ignore it and do something else instead. 174 THE FIRST SESSION A hard move doesn’t give the hunters a chance to react. For example: “The ice weasel shoulders your arm out the way, and its teeth bite deep into your shoulder, ripping through clothes, skin, and muscle. Take four harm.” This time it’s inflict harm as established, but because it’s used as a hard move, the hunter doesn’t have any chance to respond (or avoid suffering the harm). Soft Moves Set Up Hard Moves Use soft moves to set up situations that will lead to a hard move. A soft move gives the hunters something to deal with. If they solve that problem, great. If not, then a follow-up hard move is the consequence of failure. When To Make A Hard Move Without Setting It Up As well as a failed attempt to deal with a soft move, events in play can turn out so that a hard move is appropriate. Specifically: • When the hunters hand you a golden opportunity • When a hunter misses a roll (that is, rolls a 6 or less) • When a hunter has used up all their Luck. Handing you a golden opportunity is a situation where, for example, the hunter says, “I leap down into the horde of zombies!” If you inflict 4-harm on them from zombie bites and clawing, that’s too bad: they knew what they were getting into. Missing a roll (with a total of six or less) is always a time when you can make a hard move. The hunter’s screwed something up badly, so do whatever you need to. For example, if a hunter tries to protect someone and blows it, then you can inflict harm on the victim, maybe even kill them: make whatever was threatened come to pass. The last one’s a different case. When someone has used all their Luck, they become ‘doomed’. This means you are allowed to make hard moves against them any time. For example, let’s say a hunter says “I’ll go check out the camp site” and you know the yeti have set up an ambush there. Normally it would make sense to give them a chance to spot this, for instance by asking if they want to read a bad situation as they approach. But if the hunter is doomed (and doesn’t make a point of checking for danger), then you can choose to make a hard move, which means they only find out when two yeti grab them. These situations are times when you are justified making as hard a move as you like. You don’t have to, but you can. Always refer back to your agenda and principles when you make these choices. 175 THE FIRST SESSION Threat Moves Each type of threat has its own set of special moves it can make. Use these as well as the basic Keeper moves when you’re describing what a threat is doing. Threat moves are used in the same way as the basic Keeper moves, except that a particular threat has to be the source of the move. Monster Threat Moves Monsters get fourteen moves: • Hint at its presence • Display its full might • Appear suddenly • Attack with great force and fury • Seize someone or something • Attack with stealth and calculation • Order underlings to do terrible acts • Destroy something • Escape, no matter how well contained it is • Give chase • Return to home ground • Boast and gloat, maybe revealing a secret • Return from seeming destruction • Use an unnatural power Using Monsters Monsters are the key threat type, always there in the shadows, behind everything bad that is happening. They should be dangerous and scary, but also remote at first. Let the monster be revealed slowly, as the hunters close in. This will be matched by the hunters gradually learning about the monster’s powers and weaknesses. Don’t be afraid to use the monster threat moves to get it out of trouble, either. Especially in cases where the hunters track it down early in the mystery, you can let it escape for the time being, allowing it (and the hunters) a chance to rest and regroup. Finally, it will likely come down to a fight between the hunters and the monster. This is the chance to throw everything at them: use all its unnatural powers, gloat, and generally make the final fight as tough and exciting as possible. 176 THE FIRST SESSION Minion Threat Moves Minions get eleven moves: • A burst of sudden, uncontrolled violence • Make a coordinated attack • Capture someone, or steal something • Reveal a secret • Deliver someone or something to the master • Give chase • Make a threat or demand on behalf of the master • Run away • Use an unnatural power • Display a hint of conscience or humanity • Disobey the master, in some petty way Using Minions Minions are there to support and guard the monster. While monsters should be kept at a distance to start with, it’s fine for minions to be noticed and fought early in the mystery. Minions can also be used to build up tension, giving the hunters a feeling of being surrounded by danger, or of constantly being watched. Don’t have minions always fight to the death: they can flee, sur- render, or offer a deal to be left alive or betray their master. This is especially true for human minions. 177 THE FIRST SESSION Bystander Threat Moves Bystanders get ten moves: • Go off alone • Argue with the hunters • Get in the way • Reveal something • Confess their fears • Freak out in terror • Try to help the hunters • Try to protect people • Display inability or incompetence • Seek help or comfort Using Bystanders Bystanders don’t normally intend to cause trouble for the hunters, but they do so anyway. Think of each bystander as a person who wants one simple thing (which is represented by their motivation). A victim might want to just stay in his apartment, whatever the hunters say is coming. An official might just want to finish the paperwork and be done with this case, without dealing with any crazy hunters. When thinking about bystander moves, consider the bystand- er’s motivation, and what dumb thing they could do that will lead to trouble for the hunters. What can the bystander complicate for the hunters? How can they get in the way? This applies even when the bystander helps the hunters: this will give the hunters extra problems, starting with keeping the helper alive. Bystander motivations are not always things that immediately lead to trouble. For example: A witness is motivated to reveal information. Although when you reveal information to a hunter, that does tend to lead to trouble: telling the hunters where to find a monster usually leads to them going to fight it! Witnesses might also give the hunters too much information, or tell them something incomplete or just plain wrong. A helper can easily create trouble despite wanting to help the hunters, just by giving the hunter someone to look after. Or consider a helper who tries to lure the monster towards the hunters. An innocent, wanting to do the right thing, can cause trouble by insisting that the authorities get involved, or by telling people the whole truth at an inopportune time. Any normal person the hunters talk to should be given a name and threat type, almost always a bystander type. If you have no partic- ular idea what their role in the story is going to be, default to witness if they might have some clues for the hunters, or victim otherwise. 178 THE FIRST SESSION Location Threat Moves Locations get eleven moves: • Present a hazard • Reveal something • Hide something • Close a way • Open a way • Reshape itself • Trap someone • Offer a guide • Present a guardian • Something doesn’t work properly • Create a particular feeling Using Location Threats Locations normally don’t have intentions in the way that monsters, minions and bystanders do. Instead they stand in for things that go wrong around the hunters, due to hazards in the environment. For example, in a maze, an exit door could get jammed, or the GPS in the hunters’ car might start glitching out. Location threat moves give you ways to move the mystery along, or put obstacles in the way of the hunters. They’re useful to pace the mystery as it plays out—to slow the progress down, or speed it up. The moves also work well when there’s action, to keep things exciting. 179 THE FIRST SESSION 180 THE FIRST SESSION The Basic Hunter Moves The earlier description of the basic hunter moves (on page 101) is written from the hunters’ point of view. Here’s some extra information about the moves from the Keeper’s point of view. 181 Act Under Pressure Here’s the move: This covers trying to do something under conditions of partic- ular stress or danger. Examples of acting under pressure are: staying on task while a banshee screams at you; barricading a door before the giant rats catch up; resisting the mental domi- nation of a brain-worm; fighting on when you’re badly injured. When you act under pressure, roll +Cool. • On a 10+ you do what you set out to. • On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay. • On a miss, things go to hell. This is a general purpose move, for any time a hunter tries something that is dangerous or liable to fail, and isn’t covered by any other moves (either a basic move, or one from a playbook). The pressure can be anything from being detected when they’re hiding to resisting death as they try and escape a blazing building. Make sure you establish what the pressure is at the start, so the hunters know what they’re in for if they mess up. You need to know what they’re trying to do, and to let them know what’s making it hard. A result of 7-9 tells you to give them a worse outcome, hard choice, or price to pay—they can do what they wanted, if they accept what you pick. It is still a success, so they should be able to do what they wanted, although the cost might be high enough that they decide not to. Use your agenda and principles to help decide. For our hiding example, maybe they can stay hidden, but only if they let the monster trap them in a dead end. Or they have to go so far back that they can no longer see what’s happening. In both of these cases, the hard choice is about where they’re positioned in the story. They could stay hidden, but have to pay the price. For the burning building, maybe they can escape if they jump out a second floor window. Or they can run through flames to escape or stay somewhere that is safe for now. In these cases, the price is some harm from the fall or the fire. On a miss, then whatever the pressure has overwhelmed the hunter. 182 THE BASIC HUNTER MOVES Help Out Here’s the move: When you help another hunter with a move they are making, roll +Cool. • On a 10+ your help grants them +1 to their roll. • On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger. • On a failure, you expose yourself to trouble or danger without helping. This is used when a hunter wants to help another hunter make a move. Helping will give the other hunter +1 on a single roll. It’s okay to see what the result is before deciding to help out, as long as it still makes sense that the hunter could do something to help improve the results. Make sure they tell you what concrete action they are taking to help out. If they can’t think of how they help, then they don’t get to do it. You should also make sure their actions actually do help in the game, too. For example, helping with an attack might allow the helper to add their weapon’s harm to the injury the first hunter inflicts on the monster. A result of 7-9 means that the hunter succeeds in helping, but exposes themselves to trouble. A lot of the time this trouble will be obvious, as when they are helping someone kick some ass. Here you could inflict harm on both of the hunters. In other cases the trouble will be less obvious, such as a when trying to help investigate a mystery by interviewing witnesses: this might lead to hostile rumours circulating about the hunter later on, or make an enemy of a witness. On a miss, the help does no good and the helper exposes them- selves to trouble or danger. This could be the same as the danger of the move being helped, or something else entirely. 183 THE BASIC HUNTER MOVES 184 THE BASIC HUNTER MOVES Investigate A Mystery Here’s the move: Investigating can be done any number of ways: following tracks, interviewing witnesses, forensic analysis, looking up old folklore in a library, typing the monster’s name into Google, capturing the monster and conducting tests on it, and so on. Anything that might give you more information about what’s going on is fair game for an investigate move. When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1. One hold can be spent to ask the Keeper one of the follow- ing questions: • What happened here? • What sort of creature is it? • What can it do? • What can hurt it? • Where did it go? • What was it going to do? • What is being concealed here? On a miss, you reveal some information to the monster or whoever you are talking to. The Keeper might ask you some questions, which you have to answer. It’s important that your attempts to investigate (and the results you get from them) are plausible and consistent with what’s happening. For example, if you’re using laboratory equipment to investigate evidence, you probably won’t be able to learn anything about the monster’s magical origins. The investigate a mystery move will be used frequently. When the hunters begin each new mystery, they will have (at best) a vague idea of what they’re hunting. Investigation is the main way to find out what’s going on, where the monster is, who they need to protect, and anything else they need to know. The move covers any investigation technique the hunters can think of: interviewing witnesses, sending monster DNA to the lab, tracking it through the alleys, looking at a dead body and reconstruct- ing what happened, looking through ancient tomes of monster lore, and hacking into police databases. These are all legitimate ways to investigate. Ask yourself, “Could they conceivably find anything useful that way?” If the answer is “Yes,” tell them to go ahead. If the answer is “No” then ask, “How would you find that out?” If they have a good reply, let them know the answer. If there still isn’t a way to find out, you can ask them to pick a different question instead. It’s important that you give the hunters as many clues as you can. It’s easy to make the hunters work hard to discover the details of the mystery. But that isn’t part of your agenda. Every success on an inves- tigate move should give the hunters something solid. You should also be generous with obvious details, even on a miss. We play to find out what the hunters do once they’ve uncovered the mysteries, not how they do it. The investigate move is a way for you give them the infor- mation they need to decide. For example, if a hunter is investigating by looking at the body of a monster victim, you should describe the state of the body first. “It’s been ripped apart, looks like it went for the heart. The heart is missing.” Those details don’t require a move, because they’re obvious and don’t address the investigate questions directly. If the hunter then gets a success on the roll, they may ask you to tell them about the creature’s powers—that’s something that requires careful analysis of the scene and injuries. Sometimes the answer to one of the questions will be a negative, such as when you are asked for more about the creature’s weaknesses when the hunters have already discovered them all. In these cases, make it clear that they know this. “Your hours poring over the books tell you that the creature has no more weaknesses.” Misses for this move lend themselves to trouble with normal people (e.g. annoying the witness; being caught stealing evidence, etc) or giving away information to their enemies (e.g. the monster or minions hear about questions being asked; the hunters are observed in their evidence collection; etc). 185 THE BASIC HUNTER MOVES An Example Investigation Here’s an example showing how an investigation scene might play out. Our cast is: • Mary, playing Mark (a Wronged hunter). • Chris, playing Cray (a Spooky hunter). • Alan, the Keeper (who is also playing Officer Hannah Tarlton, a bystander, whose motivation is to join the hunt). The investigation: Hannah has brought the hunters to the place she saw an attack take place. The hunters are posing as FBI agents. Alan (speaking as Hannah): “Right, here’s where it happened,” says Hannah, “You can see the blood on the wall there. Our witness said the attacker ran off down that alley and over a fence.” Chris (speaking as Cray): “You mind if I take some samples?” Then I just start, without waiting for permission. Alan (speaking as Hannah): “Uh, sure. Forensics are already taking a look at it.” Mary (speaking as Mark): “So, what did the witness have to say about the attacker? I’m interested in anything, even if it’s kinda weird.” Alan: Okay, roll investigate a mystery for me. Mary rolls the dice and adds Mark’s Sharp. Mary: I got a nine. One question? Alan: Well, you already asked about the witness seeing any- thing weird, so I figure you’re interested in its powers? Mary: Definitely. Alan: Okay, Hannah says “Well, the guy claimed that the attacker just vaulted over that fence down there. But he’d been drinking.” Mary (speaking as Mark): “Right. Witnesses, huh?” Chris: While they are chatting I want to test the bloodstains to work out what it is. Alan: Um, how do you test a bloodstain for what kind of monster attacked? 186 THE BASIC HUNTER MOVES Chris: I’m going to get out my chemistry test kit and try the samples with, like, silver to see if there’s a reaction that you might see from werewolf blood, or if there’s sulphur present that might mean it was a demon, or if it reacts to holy water, that could be a vampire or demon blood. That sort of thing. Alan: I guess that might work. But only for things you could learn from the bloodstains—and it seems to be mainly human blood, maybe all human. Roll it. Chris rolls the dice and adds Cray’s Sharp. Chris: Yeah, a twelve. First question: what is it? Alan: Okay, you find a couple of splashes of blood that are a slightly different colour—more richly red, and slower drying. They react to the holy water test, and let’s say you had garlic in there too. The blood starts smoldering in contact with both. So a vampire, most likely. Chris: Vampire. Got it. In that case, next question is “what can it do?” Alan: How are you going to find that out from bloodstains? Chris: Remember how I spent all that time researching vam- pires for the case last month? I know that turned out to be a chupacabra, but I still read all those books. Alan: Okay, so we flash back to you going over all those old books, and you’re making a list of vampire powers on a pad: super strength, fast, mesmerism, rapid healing are the things you wrote on the list. Hannah says “So, you fin- ished your tests and everything? I have a job to do here.” Chris (speaking as Cray): “Yes, that’s everything for now. Thanks for your help.” Alan: Cool, she gets back to her own work. What do you do now? 187 THE BASIC HUNTER MOVES Kick Some Ass Here’s the move: When you get into a fight and kick some ass, roll +Tough. On any success (i.e., total 7 or more) you inflict harm on (and suffer harm from) whatever you’re fighting. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemies inflict their attack’s harm rating on you. If you roll a 10+, choose one extra effect: • You gain the advantage: take +1 forward, or give +1 forward to another hunter. • You inflict terrible harm (+1 harm). • You suffer less harm (-1 harm). • You force them where you want them. On a miss, you get your ass kicked instead. You suffer harm or get captured, but don’t inflict any harm back. This is the basic fighting move, covering the back and forth of a short burst of fighting, rather than a single attack. By default when a hunter kicks ass both sides inflict harm as established—the hunter with their weapon and the enemy theirs. The precise amount of harm that’s traded will depend on what’s happening at that moment in the fight. For example, Hoss the hunter is going to shoot a zombie with his shotgun (harm-3 close load messy reload), while the zombie is trying to bite Hoss (the zombie’s bite attack is rated “2-harm hand”). If the zombie is still out of reach (i.e. out of hand range), Hoss will inflict 3-harm on it but be safe from the zombie’s bite. Once the zombie is right up in Hoss’s face, then Hoss can still blast it for 3-harm and this time the zombie can bite him back for 2-harm. Don’t automatically call for this move any time a hunter attacks some- thing. If a hunter attacks a foe that cannot (or will not) fight back, then it is appropriate to just use the Keeper move inflict harm as established instead. What the hunter’s doing could also be a move like protect someone or act under pressure (or another move alto- gether): use what the player has stated the hunter’s intentions are and the actions they’ve described the hunter taking to determine what makes sense. 188 THE BASIC HUNTER MOVES On a success of 10+, the hunter gets to pick an extra effect. Always ask them what happened. If the hunter takes +1 forward, or gives another hunter +1 forward, then make sure to ask them what they did to set up an advantage. This might include things like tactical maneuvering, grappling with the enemy, pushing the enemy back, or knocking the enemy off balance. If the hunter inflicts terrible harm, then they inflict one more point of harm. That means they did something extra-nasty with their attack, so be sure to ask them what that was. If the hunter suffers less harm, then reduce the harm the enemy inflicts by one. Ask them what they did to reduce the harm. If the hunter forces the enemy where they want them, this will allow them to push the bad guys wherever they want. Be generous with this, as long as it’s consistent with what is happening in the game: you can’t drive the monsters out if they’re in a dead end, for instance. When a hunter misses on kick some ass, they’re usually going to be in a lot of trouble. Your move doesn’t always have to be inflict harm as established. Sometimes your other moves can apply too: maybe the hunter gets captured, or the monster gets a chance to flee the fight. 189 THE BASIC HUNTER MOVES Manipulate Someone Here’s the move: This move is used when you want someone to do something for you. You’ll need a good reason for them to do it, and what counts as a good reason depends on what you are asking for and your relationship with them. For friends and allies, you might just need to ask. For wit- nesses to a monster attack, you could tell them you are with the police, or just offer them some cash for answering your questions. Once you have given them a reason, tell them what you want them to do and roll +Charm. For a normal person: • If you get 10+, then they’ll do it for the reason you gave them. If you asked too much, they’ll tell you the minimum it would take for them to do it (or if there’s no way they’d do it). • On a 7-9, they’ll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they’ll tell you what, if anything, it would take for them to do it. • On a miss, your approach is completely wrong: you offend or anger the target. For another hunter: • On a 10+ they mark experience and get +1 forward if they do what you ask. • On a 7-9, they mark experience if they do what you ask. • On a miss, it’s up to that hunter to decide how badly you offend or annoy them. They mark experience if they do not do what you asked. 190 THE BASIC HUNTER MOVES Here’s the most important thing to remember about the manipulate someone move: the hunter needs to offer something that makes the target willing to do what the hunter asks. This doesn’t mean it should be hard. It can be enough for a hunter to pretend to be a police officer, or say “I’ll look after you,” or promise to help out later. But don’t let it be too easy either. If a hunter is asking a bystander to be bait in a monster trap, there may be nothing the hunter can offer that will convince them to do it. Use the target’s motivation to help determine what might be enough for them. Use your agenda of making the world seem real and the rule to always say what honesty demands to assess whether the target would be willing to do what the hunter is asking for. When a hunter tries to manipulate another hunter, things work differently. In this case, the incentive is the experience check and bonus that will be available to the target if the move succeeds. The target hunter gets to choose whether that incentive, along with what- ever they were offered in the game, is enough to convince them do what is asked. Misses on this move naturally lead to offending the target, or the hunter coming across as obtuse or annoying. When the move is used on the other hunters, one of these results will probably happen naturally. For misses with bystanders, the target could see through a disguise, or refuse to believe a critical lie (or truth!). Look at the threat type for the character (or pick one for them right now) and their moti- vation will give you an idea how they are going to react. If the hunter promises something as part of manipulating someone, but then fails to do what they promised, you can use that in the game. If they ever meet that person again, this failure is not going to be forgotten! That means that you can set a new mystery in the same place, and the hunters will need to deal with bystanders who have no reason to trust them, or who may even want revenge. 191 THE BASIC HUNTER MOVES Manipulating Monsters By default the hunters can’t manipulate monsters. Even if a monster can talk and reason, it cannot be trusted to keep its word. You should certainly allow the hunters to make a deal with a monster, if they try to, but they do not get to roll manipulate someone and they certainly will not get a guarantee that the monster will hold up its end of the bargain. From the monster’s point of view, hunters wanting to make a deal are probably in a weak position so this is a great opportunity to take advantage of them. The only exception is when a hunter move explicitly allows it (such as the Monstrous move dark negotiator). If a hunter has a move allowing this, then manipulate works as normal (although what a monster wants in return could be quite unpleasant). Minions may or may not be vulnerable to manipulation. If the minion is a normal human working for a monster, then hunters can manipulate them fine. The other extreme are minions who can’t understand speech and may not be capable of making deals, such as brain-eating zombies or a malevolent fungus. Make decisions for the in-between cases as they come up, and remember that the minion might want something nasty in return for doing what the hunter asks. 192 THE BASIC HUNTER MOVES Protect Someone Here’s the move: When you prevent harm to another character, roll +Tough. On any success (i.e., 7 or more), you protect them okay, but you’ll suffer some or all of the harm they were going to get. If you got a 10+ choose an extra: • You suffer little harm (-1 harm). • All impending danger is now focused on you. • You inflict harm on the enemy. • You hold the enemy back. On a miss, then you end up making things worse. This can be used any time someone is about to suffer harm, including as the result of another move (i.e. a kick some ass move that means a hunter is going to suffer harm). As with help out, always ask the hunter how they are going to protect this person in this situation. By default, any success means that the hunter has successfully protected the target (so the target is not harmed at all) but the hunter will suffer harm instead (usually, but not always, the same harm). On a 10+ the hunter gets to pick an extra effect. Ask the hunter what happened. They can choose to suffer little harm, taking one less harm. Ask what they do to reduce the harm. If they choose “All impending danger is now focused on the hunter,” they’ve put themselves right in harm’s way. Ask them what they do to get all the danger. Don’t be shy when this is picked: the hunter has chosen to have the entire enemy force have a go at them. If they choose to “inflict harm on the enemy,” they get to harm an enemy as well as protecting the target. Ask how they did that. As usual, the amount of harm done depends on the hunter’s weapon. If they choose “Hold the enemy back” then the bad guys can’t get past the hunter. Other hunters, or even bystanders, may help fight from this position if it makes sense. This works best when defending a small space like a doorway. If the hunters are in the open, the bad guys will be able to work their way around them eventually. Missing a protect someone roll is very bad. In general, harm to both the original victim and the hunter is a good choice. Things could be even worse, e.g. the target might be captured as well. As with kick some ass, when things go bad here, they go really bad. Feel free to inflict harm as established and follow up with a hard move. 193 THE BASIC HUNTER MOVES Read A Bad Situation Here’s the move: When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9 hold 1. One hold can be spent to ask the Keeper one of the follow- ing questions: • What’s my best way in? • What’s my best way out? • Are there any dangers we haven’t noticed? • What’s the biggest threat? • What’s most vulnerable to me? • What’s the best way to protect the victims? If you act on the answers, you get +1 ongoing while the information is relevant. For example, if you ask for the best way in to the monster’s lair then you’ll get +1 while you are infiltrating it. But once you’re in, the information doesn’t help you any more. On a miss, you might mis-read the situation (e.g. “Every- thing is fine here! It will be totally safe to go investigate alone!”), or you might reveal tactical details to your enemies (which means the Keeper can ask the questions above of you). This move is for when a hunter goes into a situation they know is hos- tile—e.g. when they know the monster’s in this house somewhere. It can also be used in the middle of a dangerous situation, if the hunter needs some more tactical information. Misses on reading a bad situation lend themselves to you turning the move back on the hunter—ask them some of the questions on behalf of whatever enemies are present, and then have the enemies act on those answers. Misses can also give you a chance to put the hunters into danger— for example, they just failed to notice the ambush they’re walking into. 194 THE BASIC HUNTER MOVES Use Magic Here’s the move: When you use magic, say what you’re trying to achieve and how you do the spell, then roll +Weird. • If you get a 10+, the magic works without issues: choose your effect. • On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has. • On a miss, you lose control of the magic. This never ends well. By default the magic has one of the effects listed below, lasts for around thirty minutes, and does not expose you to danger, unwanted attention, or side-effects. If there’s a glitch this might change. Effects: • Inflict harm (1-harm ignore-armour magic obvious). • Enchant a weapon. It gets +1 harm and +magic. • Do one thing that is beyond human limitations. • Bar a place or portal to a specific person or a type of creature. • Trap a specific person, minion, or monster. • Banish a spirit or curse from the person, object, or place it inhabits. • Summon a monster into the world. • Communicate with something that you do not share a lan- guage with. • Observe another place or time. • Heal 1-harm from an injury, or cure a disease, or neutralize a poison. Glitches: • The effect is weakened. • The effect is of short duration. • You take 1-harm ignore-armour magic. • The magic draws immediate, unwelcome attention. • It has a problematic side effect. The Keeper may require one or more of the following: • The spell requires weird materials. • The spell will take 10 seconds, 30 seconds, or 1 minute to cast. • The spell requires ritual chanting and gestures. • The spell requires you to draw arcane symbols. • You need one or two people to help cast the spell. • You need to refer to a tome of magic for the details. 195 THE BASIC HUNTER MOVES Magic, by its nature, breaks the rules. The use magic move lists the possible effects for magic spells. Magic that goes beyond these effects counts as big magic (see below). When a hunter uses magic, it’s important to ask them what they’re trying to do (and work out which of the effects they are trying for). Ask the hunter how they cast the spell, and what it looks like too. Then consider the scope of what they’re doing, how they said the spell is cast, and decide if you will require anything extra from the list. Pick extra requirements based on the size of magical effect. Magic that has a big effect should need a bigger effort. Usually pick one or two things including anything the hunter included in their description of casting the spell. You can offer alternatives, too, so that the hunter either takes one minute or needs arcane symbols, say. Partial successes when using magic mean that the hunter has to pick a glitch. Glitches are bad news, but it’s up to the hunter to decide which one happens. Magic should always be dangerous and unpredict- able, so hammer that home when you decide how the glitches take effect. On a miss using magic, make as hard a move as you like: anything can happen when magic goes wrong. Reversing the intended effect of the spell is an option, so that the exact opposite of what the hunter wanted happens. You can also go for off-the-wall weirdness: portals to other dimensions; angry spirits converging on the hunter; or changes to the laws of physics around the hunter—that sort of thing. One Thing Beyond Human Limitations This particular effect is an important one because what you allow here will define how powerful magic is in your game. For a gritty game, going ‘beyond human limitations’ might include: • lifting a car just enough to free someone trapped underneath • carrying on despite a nasty injury • resisting a mental attack from a monster. For a more super-heroic game, going ‘beyond human limitations’ might include: • flying up to a rooftop. • surviving a deadly injury. • reading the thoughts of everyone around you. So, when a hunter wants to exceed human limitations, think care- fully about what allowing their desired effect in this case implies for your entire game. You can think of your decisions about this as a dial that determines how much power the hunters can get from everyday magic spells. If you think the desired effect is too powerful, tell them they would have to do it with by using a big magic ritual instead). 196 THE BASIC HUNTER MOVES Big Magic The rules for the use magic move are constrained, but big magic is not. Big magic is for everything else, from curing someone of vampir- ism to opening a gate to another dimension. The only limits on big magic are those that have been established in your game. For example, it may be that you decided magic never allows anyone to travel into the past. Even these established rules might be broken if there is a strong enough reason in the story. For example, the hunters might realise that the only way to defeat a monster is to go back in time to when it was weaker. If you reveal that a limit can be broken in certain cir- cumstances, think about what this reveals about the world. This sort of event should always be a big deal, with big repercussions in your story. In our time travel example, maybe travel into the past changes the timeline irrevocably; or maybe the rule being broken unleashes an angry time god on the hunters. 197 THE BASIC HUNTER MOVES When the hunters want to do big magic, you decide what it requires, the same as when someone uses magic normally. Once the hunters meet the requirements, the spell happens successfully, without a roll. Here are the options for requirements that you can choose from: • Spend a lot of time (days or weeks) researching the magic ritual. • Experiment with the spell—there will be lots of failures before you get it right. • The hunter needs some rare and weird ingredients and sup- plies. • It will take a long time (hours or days) to cast. • The hunter needs a lot of people (2, 3, 7, 13, or more) to help. • It needs to be done at a particular place and/or time. • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened. • It will have a specific side effect or danger. You can pick multiple requirements, that all need to be satisfied: For example, you can tell the hunters “You need to spend a few days doing research and then get a lava snake fang to cast this spell. And then you’ll need three people to help you cast it.” You can also give the hunters alternatives: For example, you can tell the hunters “You need to spend a few days doing research for a simple version, or if you get a lava snake fang then you can cast it right now. Either way you need three people to help out.” Make the requirements consistent with how big a deal this spell is going to be. Also, because the big magic does not require a roll for any move (except, incidentally, as part of meeting the requirements), you need to consider the perils and side effects of the spell and bring them into play as Keeper moves. 198 THE BASIC HUNTER MOVES Playbook Moves I’ve gone into detail about how to handle the basic moves, but there isn’t room to cover all the playbook moves in the same depth. The overarching rule is to interpret results using the Keeper’s agenda, principles, things to always say, and all your moves. If you stick to those, you won’t go wrong. Actions Not Covered By A Move Sometimes the hunters will come up with something they want to try that isn’t covered by existing moves. Depending on exactly what it is, there are several ways to deal with this. If the action is something a normal person could do, then you can just accept it. Look at your list of Keeper moves and see if any of them apply to the action: if they do, then use that move. Quite often, I find that the Keeper move that applies is “Ask them what they do next.” Let them do what they want and see what comes of it. If it’s something that moves the mystery along, and you can’t think of how rolling dice for it will be more interesting than just accepting it, that’s another case where it’s best for them to just do it. If it’s something that a normal person could do, but it’s really hard and/or dangerous, ask them to act under pressure. If it’s something that a normal person couldn’t do at all, then you can ask them to use magic, or big magic. In fact, act under pressure and use magic are intended to be catch-alls. If you can’t work out which move to use, one of these two will usually work. Another alternative is to quickly make up a custom move for this particular situation. Only do this if you think it will come up again, and only once you are comfortable enough with the moves that you can do this quickly. There’s a section on making custom moves on page 296. 199 THE BASIC HUNTER MOVES 200 THE BASIC HUNTER MOVES On With The Mystery! That covers the basic rules that you need to keep in mind—it’s time to get on with the mystery. The previous section was a long digression: but if you cast your mind back to “Running the First Mystery” (on page  166), the group had just finished creat- ing hunters and were ready to start playing out the mystery. You should have your prepared mystery in front of you. 201 Start-Of-Mystery Moves First, check if anyone has a move to roll at the beginning of the mystery. The Chosen always does, and an Expert, Flake, Initiate, or Spooky might have one. Ask them how they do the move. Then have them roll and see what the effect is. Make sure that anyone who rolled six or less marks experience. The Teaser Begin the game with a scene to introduce the hook. The way you introduce the hook allows you to select a certain atmosphere and pace for the mystery. For example: • Dramatize the most recent monster attack, showing the victim from the monster’s point of view. • Ask the hunters what they are doing when they find out about the hook. • Describe the hunters at a diner near the scene of the latest attack, discussing the hook. • Describe the hunters at the scene of the latest attack, check- ing out the environment for clues and talking to witnesses. The default is to start the hunters at the scene. Other options will increase the time it takes to complete the mystery and allow more time for the hunters to develop their characters and relationships. If you dramatise the monster attack, you may find it gives players who are new to the game a nice sense of competence when their hunters start investigating the mystery and ask the right questions. Introduce the teaser and then ask the hunters what they’re doing. For example, are they undercover? What do they want to check out first? 202 ON WITH THE MYSTERY! Beginning the Investigation Tell them about the location and sketch a quick map of the area (or show them one you already prepared). Include important features, especially anything that was mentioned in the hook—where bodies were found, which house appears to be haunted, the location of the police station that filed the report, and so on. Then ask them “So, where are you going first? Are you all going or are you going to split up and cover more ground?” After this, let the hunters drive the inves- tigation. Play out the hunters’ interviews with normal folks, and their examination of places. If they meet bystanders you prepared with the mystery, use the details you wrote down. If they talk to someone new, give that bystander a name, and a bystander type (pages 142 and 178). Draw a map of everywhere they search, and everywhere there’s some action. Give each place a location threat type (pages 144 and 179). Ask Questions All the way through this first mystery, you need to ask questions all the time. That’s how to get a handle on the hunters: how each approaches things, how the team works together, and how each hunter’s back- story is going to factor into the game. When they do something, ask them how they do it. If they want to know if they have a torch (or whatever), ask them “Do you normally carry one?” When they find out about an important location, ask them if they’ve been there before. If they have, ask them what it was like. Let everyone contribute to the world you are creating in your game, and, as Keeper, build on their answers to your questions. Make notes of all the answers you get, in case you need them later. Give them Tough Choices The heart of the game is seeing what the hunters decide when they’ve only got an array of crappy options to choose from. Make sure they have difficult choices, and push at them to go one way or another. There are any number of ways you can do this. Here are some of my favourites: • a monster’s weakness that is terrible to take advantage of. • a big magic ritual that has nasty stuff for its requirements. • a monster that is, in its way, a victim. • a simple but awful solution to the mystery’s central problem. 203 ON WITH THE MYSTERY! Call For Moves Call for investigate and manipulate moves when the hunters look for clues. And if they go somewhere dangerous, suggest that they might want to read a bad situation. If a hunter wants to do some crazy, impossible stuff then remind them they can use magic for that sort of thing. Use Your Keeper Moves Keep in mind your agenda and principles (page  166), and moves (page 172). Respond to the hunters’ actions with your Keeper and threat moves. Make soft moves that the hunters must deal with, and then make a hard move if they don’t deal with it (see page 174). Recall that when a hunter misses a move roll (that is, their total is six or less), you get to respond with a move of your own (and it can be a hard move): • For act under pressure, things go to hell for the hunter. • For help out, the hunter exposes themselves to trouble or danger. • For kick some ass, the hunter gets their ass kicked. • For protect someone, the hunter makes things worse. • For manipulate someone, the hunter angers or offends the target. • For investigate a mystery, the hunter reveals something to the monster or whoever they are talking to. • For read a bad situation, the hunter reads the situation all wrong or reveals tactical details to their enemies. • For use magic, the hunter loses control of the magic and any- thing can happen. Remind the hunters that they can help each other, too, especially if someone just missed a roll by one (help can be given after a roll has been made). However help bonuses do not stack (e.g if three hunters successfully help, they don’t give a +3 bonus). 204 ON WITH THE MYSTERY! Use The Countdown Mark off the steps on the countdown if the corresponding event happens in play, or when you decide it has now happened off-screen. Advancing the countdown isn’t one of your moves by itself, but it represents a move that was just made or is about to be made. Good times to advance the countdown are: • you announce off-screen badness that warns about the event about to happen, or shows that it is happening now. • a hunter blows an investigate move that could have led to finding out about the next event. • you make a move for a threat that completes the next event. • a hunter misses a move roll attempting to stop the next event. As the countdown is what would happen if the hunters didn’t interfere, you will usually need to revise the plan based on what happens in play. The hunters might prevent something directly, or the monster might change its plans in response to what the hunters do. Maybe some of the events will be changed, or maybe some will be skipped, or they could all become irrelevant. That’s fine. The important thing is that the countdown provides you with a guide to what the bad guys are trying to do. I'm Not Prepared For This The hunters will do things you didn’t expect. They might check out somewhere you didn’t define, or talk to someone you hadn’t thought about. If this happens, just make a note of the person or place, give them a name, and quickly pick a threat type for them. That’s all you need to do, after which you can treat that person or place the same as any of your prepared threats. You can even do this with monster and minion threats, if it makes sense, although then you also need to pick powers, weaknesses, attacks, armour, and harm capacity. It’s less common for an unexpected monster to be called for, but you can never be sure. The hunters might summon a creature to help them, or something like that. In general, just note down the minimum that you need to get on with the game, and then get on with it. Fill in more details if and when you need them. 205 ON WITH THE MYSTERY! It Always Comes To A Fight Once the hunters get a handle on what they’re hunting, they’ll want to take it out. The following sections have a lot of advice for running fights, but this is the overview. Start fights somewhere interesting, with lots of stuff that can be used in move descriptions, by you and the hunters. Every fight scene should have a location threat type, too, so remember to use those location threat moves when appropriate. Aim to have a couple of set-piece fight scenes: it’s really the hunters who determine how fast they catch the monster, but you still have a bit of control over the pacing via your moves. For example, if the hunters track down the monster early on and it feels anticlimactic, have the monster disengage or run away (perhaps using the monster threat move escape, no matter how well contained it is). Conversely, if the hunters are moving slowly, the monster might decide to attack them first (the monster threat move could be show its full power, attack with great force and fury, or attack with stealth and cunning), or it could send minions after them (monster: order underlings to do terrible acts, minions: a burst of sudden uncontrolled violence, a coordinated attack, give chase) Try to hurt the hunters: they have plenty of Luck at the beginning so they are not any real danger. A hard fight in the first mystery sets an expectation of danger and risk for the game, which helps create a sense of horror. 206 ON WITH THE MYSTERY! Keeping Fights Interesting There are going to be a lot of fights, and you need to keep them novel. It’s easy to fall into giving everyone a turn, the hunters each rolling kick some ass one at a time, but that’s dull. I’m going to present a variety of techniques to keep fight scenes exciting. Use them in your game (with your Keeper moves) whenever you can. The techniques are: • Think about what’s at stake. • Decide who has the initative. • Use the environment. • Make maps. • Apply weapon tags. • Be creative with moves. • Most times, do the obvious thing. • Balance spotlight time. • Don’t drag things out • Use soft moves to set up hard moves. Think About What’s At Stake There are a lot of reasons for the hunters to get into a fight. Think about what their enemies want. If a monster is fighting to destroy the hunters before they kill it, then it has more at stake than if they caught it sneaking around. In the first case, it might fight to the death. In the second, maybe it just wants to run away. Take a moment to work out what the combatants want to achieve, and that will help you pick their tactics. Decide who has the initiative When a fight starts, pick who gets the first move, and base your deci- sion both on what’s happening and in accordance with your agenda and principles. If a hunter just missed a read a bad situation roll, maybe the first she knows about the troll is when it attacks. Conversely, if the hunters have made a concerted effort to infiltrate a lair undetected, they’ll be the ones attacking without warning. Other times, both sides are aware of each other. Use your common sense here, and base the decision on what’s happening, as always in accordance with your agenda and principles. If a hunter or a monster is using a weapon that has the ‘quick’ tag they will normally go first, and anything tagged ‘slow’ will normally go last. 207 ON WITH THE MYSTERY! Use The Environment To keep fights fresh, make sure the action, your moves and questions all take advantage of where it’s happening. Whether it’s in a house, sewer, street, or cave, think about what makes this particular location unusual for this sort of place (and always include something unusual, something that sets it apart from average). For example: This house looks rundown but normal, except there’s a dusty smell from the piles and piles of magazines everywhere. Looks like the owner really loves National Geographic. The leshy disappears into the forest and as you reach the edges you see the whole place is damp and marshy, with mud and moss that your feet start sinking into. The extra details in both those examples might not directly affect what happens in the game (although they might). They create a much more evocative picture in the imagination than “It’s a rundown house” or “The leshy disappears into the forest” would have done, which can help inspire the hunters when they’re deciding what to do You should also decide on a location threat type every time a fight takes place. This provides you with hints about how to describe the place (based on its motivation), and gives you access to the location threat moves. Make Maps Drawing a map is a good idea, and will give everyone an agreed picture of the space and who is where. Make sure you include details that the hunters (and their enemies) can use to their advantage. Use details like what furniture is present, where the slimy puddles are, the iron candlesticks around the temple altar, where the traffic is rushing past. Even if the hunters don’t use these things, you can. When someone is hurt don’t just say that they take harm. Say that they get thrown at the altar, knocking candlesticks everywhere. 208 ON WITH THE MYSTERY! APPLY WEAPON TAGS Pay attention to the tags of the weapons used in the fight, so you can work them into your descriptions of what’s going on. Many of the weapon tags can influence the direction of the fight and the story in unpredictable directions. As well as the hunters’ weapon tags, use the monster’s and minions’ attack tags. Make sure that you take weapon range tags into account, too. If a weapon is being used out of its normal range, that will be a disadvan- tage to the wielder. That might prevent it from being used at all, or it might be less effective (e.g. causing less harm than usual, or requiring an act under pressure to use it properly). Be Creative With Moves Vary the Keeper moves you use. If you find yourself repeating the same sort of thing, take a moment to check the Keeper moves list and think about what else could happen right now. Call for the hunters to use act under pressure, help out, protect someone, and read a bad situation whenever an opportunity comes up, so the hunters do not just use kick some ass all the time. Remember that you can also use the move inflict harm as estab- lished. If an attack doesn’t require the hunter to expose themselves to danger, just let them inflict harm instead of asking them to kick some ass. Make sure the hunters always describe what they are doing in detail. If they’ve used enough detail, you’ll find it easy to work out how to react. When a hunter misses a move roll, think a little about what could go wrong, given what they tried and what else is happening. For example: Terry (playing the hunter Isis) says “I shoot the cyclops slug.” You can ask “Okay, where do you shoot it?” or “Are you leaning around the doorframe or coming into the passage to get a clear shot?” or “Is it a carefully aimed shot or quick shot?” If Isis misses her kick some ass roll, then you can react based on the answer: • If she shot it in the face, it could blind the single eye. • If she shot it in the body, it can’t come at her so fast. • If she went into the passage, it can slime her. • If she stayed in the doorway, it can smash through the wall. • If she tried to get a careful shot, maybe the cyclops slug rushed her before she could fire. • If she tried a quick shot, maybe it hits something else important (a victim, or a gas pipe maybe?) 209 ON WITH THE MYSTERY! Most times, Do The Obvious Thing Don’t get hung up on trying to always think up the most innovative, creative thing to do. Usually, if you think about what exactly is hap- pening, it will be obvious what should happen next (whether you are deciding how a monster reacts, or what move you should make in response to what a hunter just did). In those cases when there is a single, obvious thing to do next, trust your instincts and do it. Balance Spotlight Time You need to strike a balance between spotlight time (giving each hunter a turn) and doing what is obviously next. E.g. if one hunter keeps attacking the monsters, take a break from them to check what everyone else is up to (even if the fight is the main thing that is going on). If some of the hunters don’t join the fighting, ask them what they’re doing while it goes on. Give these activities just as much emphasis as the combat: those hunters might be able to help save the day with magic, or a non-combat use of a monster weakness, or some other cunning plan. Don’t Drag Things out Don’t be afraid to resolve fights quickly, especially if the hunters are fighting outclassed minions, or a difficult bystander. One successful kick some ass can be enough to win an easy fight. Remember that many minions and most bystanders won’t just fight to the death: they might surrender or flee after a single hit. Use Soft Moves Don’t just use hard moves on the hunters (or anyone else). Use soft moves that prepare for a follow-up hard move, giving the hunters a chance to do something about whatever is coming. 210 ON WITH THE MYSTERY! Summary: Running Fights • Think about what’s at stake. • Work out how the fight starts based on what’s happening in the game. • Describe the location and pick a type for it, then use those details and threat moves. Consider what makes this place unusual. • Make maps. • Use the combatants’ weapon and attack tags. • Use moves creatively. • Most times, do the obvious thing. Usually the first thing you think of is perfectly appropriate. • Balance spotlight time between the hunters. • Don’t drag things out. You can zoom out on the action when it’s not so important, or not so interesting. • Use soft moves and give the hunters a chance to react. • Try to hurt the hunters: they can handle it. 211 ON WITH THE MYSTERY! Harm Whenever a character (hunter, monster, minion, or bystander) gets harmed, note down the wound and how much harm was caused. For example, “clawed left arm, 3-harm” or “shot in the head, 2-harm.” Remember that if the victim has armour, that reduces the amount of harm suffered by its rating. If it’s a hunter, tell them how many harm boxes to check off. Make sure you know if they’re up to four (after which the injuries become unstable, and will get worse until treated). Describe the pain, how bad the wound looks, how much blood is coming out, if a bone is sticking out, if they’re feeling faint, and so on. All the gory detail you can think of. This leads into which harm move affects them. The Harm Moves Harm moves are used when a hunter, monster, minion, or bystander suffers injury of any kind (physical, magical, psychic, etc.). Pick a harm move based on how many points of harm were suffered and the details of the injury. The harm moves are listed below, along with the minimum harm level for each. 0-harm or more: • Momentarily inhibited. • Drop something. • Take -1 forward. 1-harm or more: • Fall down. • Take -1 ongoing. • Pass out. • Intense pain. Unstable wounds: • +1 harm. 8-harm or more: • Dead. 212 ON WITH THE MYSTERY! How To Use The Harm Moves Injuries must be as serious as they have been described in order to make the world seem real. Use the harm moves to help with that impression. Use a harm move whenever someone is hurt, to represent the immediate effects of the attack. Think about each of the harm moves you could use, and whether any of the following might apply: • Is the wound bad enough that the victim might be knocked down? Examples of wounds that might cause knockdown: a really strong hit; a hit with lots of inertia; an intensely painful wound; being hit in the legs. • Is the wound going to cause ongoing difficulty? Examples of ongoing difficulty: intense pain; something got stuck in the wound; an irritant (dust, sand, gravel) gets in the wound; it’s somewhere distracting (like your hand). • Could the wound render the victim unconscious? Examples: a blow to the head; shock from blood loss. • Is the wound going to be especially painful? For example: burns; injuries to the hands or face; an existing injury is struck again. • Could the injury kill the victim? Examples: blood loss; head trauma; chest or abdomen hits (which could rupture a major organ). Unstable Wounds Once a hunter has suffered 4-harm, their injuries become unstable. That means that it will get worse, until it’s properly treated. While the injuries are unstable, you may tell the hunter they take another point of harm at any time. Use the same process as deciding which harm move to use: given the type and severity of the injuries, would it be likely to have gotten worse yet? If an unstable wound has been left for a day and you haven’t added any more harm yet, do it then. Minions, Bystanders and Harm For minions and bystanders, you don’t have to track wounds in detail. You can just make a call based on each injury: is this enough to take them out of the fight? Is this enough to kill them? Make the decision about the injury’s severity based on your usual Keeper’s agenda and principles, and (for minions) based on the harm capacity you picked for them. Bystanders, and some minions, will be inclined to flee or surren- der when injured rather than fight to the death. 213 ON WITH THE MYSTERY! Killing Monsters When you defined the monster, you picked the harm capacity it has. That’s how many points of harm it can take before it’s dying. You should inflict harm moves on monsters as normal whenever they are injured. Monster injuries do not become unstable when they have taken four harm or more. The hunters will have to inflict all the harm them- selves. Additionally, recall that the monster is only really dead if the hunters used a weakness against it. When A Monster Isn’t Really Dead If the hunters deal enough damage to a monster to kill it (or enough to kill it several times over), but haven’t used a weakness, then that monster is not dead. One way or another, it will come back. Here’s some ideas for ways a seemingly-dead monster can come back: • The monster just keeps going, regardless of the terrible inju- ries it has sustained. • The monster’s apparently dying body turns to dust, or mist, or shadow, and escapes. • The monster returns in a new form (maybe as an even more dangerous spirit?). • Fire (or acid, or whatever) simply has no effect on the injured monster. • The monster reveals a new power, healing itself suddenly or overwhelming the hunters. • Minions hold the hunters back, while others grab and run off with the crippled monster. • No matter what the hunters did to it, slowly the pieces of the monster make their way back together and rebuild them- selves. • Far away, minions begin a magical ritual to return the monster to life. • The monster has tricked them: the thing that died was a fake (A magical illusion? A transformed minion?). • The monster was just pretending to be almost defeated: as soon as the hunters drop their guard, it goes back on the offensive. 214 ON WITH THE MYSTERY! Knowing The Monster is Dead When the hunters finally take down a monster, it needs to be really obvious. Lots of monsters can disappear, turn invisible, and so on. That means that you should ensure a dying monster gets a good description of how it dies. If a monster just falls over when the hunters inflict the final blow, that’s an anticlimax. But if it bursts in a huge spray of blood and gore, or explodes and takes down the building, or gets pulled screaming into another dimension? Then everyone knows they properly killed it. Healing The rules for healing (from the hunters’ perspective) are on page 111. In brief, they are: • 0-harm wounds only apply at the moment they happen: no healing time is required to get over them. • Stable wounds get better by 1 point for each day of rest, or when medical attention is given. • 4+ harm wounds need stabilization and long term treatment. It’s your call how long that takes. As a general rule, any proper treatment (a visit to a doctor or emergency room, or time in a haven infirmary) will stabilise the injury and heal 1 harm. • 8-harm or more means the victim is dead. • Routine first aid heals 1 point of harm for a single injury or condition and takes a few minutes. Additional first aid will only help someone if there’s a new injury or condition to treat. • Healing moves will say how much they heal. Additionally, at the end of a mystery all the hunters get healed to account for the time passed. If there’s downtime before the next mystery, have everyone erase all harm: there’s time for them to have had all the treatment they need. If the next mystery follows right on the last, everyone gets 1-harm healed. That represents that they’ve had time for some recovery, but not much. For monsters and minions, it’s up to you to decide if (and how much) they might have healed between encounters. Some creatures might have the power to heal easily and be completely fine the next time the hunters meet them; others might heal the same as a normal human does, or not at all. 215 ON WITH THE MYSTERY! An Example Fight This illustrates some of the techniques I’ve outlined above, demon- strating how it works in play. Our cast is: • Alan, the Keeper, playing (variously): Jerry Parsons, a bystander, and Lucius, a vampire (already on 3-harm from an earlier encounter). • Mary, playing Mark (a Wronged hunter) • Chris, playing Cray (a Spooky hunter) • The house is a location: deathtrap (motivation: to harm intruders). Mark and Cray are pursuing a vampire. They’ve tracked it to a disused house, and manipulated the caretaker, Jerry, to let them in. Alan: Jerry leads you into the house, shining a flashlight around. The place is full of furniture covered in sheets to keep the dust off. Alan (speaking as Jerry): “The place seems like I left it—um, I don’t think anyone’s been in here.” Mary (speaking as Mark): “We’re sure it... ah, he came this way. Probably best you leave us to it now.” Alan: The door swings shut with a slam. Alan used the location move close a path. Alan: At the same moment you notice a trail in the dust— someone has been coming and going here recently. Cray, there are three ways out of the hallway—into the house, left into a family room or lounge, and right into what was maybe a study. There’s a flicker of movement in the study. Jerry is walking down the hall shining his flashlight around. Alan used the Keeper move announce future badness. He then sketches a map of the hallway and adjoining rooms. Alan (speaking as Jerry): “Did you hear that?” Chris: Cray’s going to check out the study. Chris (speaking as Cray): “Hey Mark, watch my back!” Alan: Are you reading a bad situation? Chris: I sure am. 216 ON WITH THE MYSTERY! Chris rolls the dice and adds Cray’s Sharp. Chris: I got... eight. Let me see... any dangers we haven’t noticed? Alan: The only things moving in here are you guys and what- ever’s in the study. Chris: Okay, it clearly knows we’re here. Chris (speaking as Cray): “Show yourself you unholy bastard!” Alan: Are you stepping into the room? Chris: Yes, but slowly. Mary: Mark’s covering him with the rifle. Alan: There’s a swirl of shadow and the vampire takes form directly in front of you. Alan used the monster move appear suddenly. 217 ON WITH THE MYSTERY! Chris: I already have my magnum out, okay? Alan: Sure. Although Chris didn’t say Cray got his gun ready, there’s no reason to think that he wouldn’t have done so in this situation. Chris: I shoot it in the face! Alan: The vampire’s trying to grab you by both shoulders, and opening its mouth ready to sink fangs in your neck. But you can shoot it in the face as it comes for you. Mark, you don’t have a clear shot here. Jerry jumps and screams when the shots are fired. Roll me kick ass. Alan used the monster move attack with great force and fury. Chris rolls the dice and adds Cray’s Tough Chris: Right, that’s a... five. Crap. Alan: Did you remember +1 for reading the situation just then? You’re acting on what you saw. Chris: Yeah, five is with the bonus. Alan: Yeah, so you shoot it in the face a couple of times and it doesn’t even slow down. It grabs your shoulders and comes in to bite. Because Cray’s kick some ass move failed, Alan is responding with inflict harm, as established. Mary: Can Mark get a shot now? Before it bites him? Alan: Um... I guess, it’s close but Cray’s still in the way. You could maybe club it. Mary: Can I knock its face away? Alan: With the rifle butt? Yes, that might work. Roll... This seems like it will interrupt the attack, so roll protect someone. Mary: Sweet, I use Never again to make it like I rolled a 10. As usual, all impending danger on me. The vampire’s bite was interrupted by Mark’s protect someone move, so Cray doesn’t suffer harm. 218 ON WITH THE MYSTERY! Mary (speaking as Mark): “Bring it!” Alan: Okay, so you smash its face, and it spins Cray out the way and comes for you. It smashes you up against the wall on the far side of the hallway, and you notice you go a ways into the plaster. Now what? This is the Keeper move inflict harm, as established and the effects of the successful protect someone move. Mary notes down that Mark took 2-harm. Mary (screaming as Mark): “ARRRRGH!” Alan: Okay, you drop your rifle too. Alan uses the harm move drop something. Mary: Sure, I drop the rifle as I fly back and scramble for my sawn-off. BLAM! Both barrels, sucker! Alan: Okay, roll kick some ass. It’s trying to get with the biting on you, but it’s going for inside your elbow rather than your neck, grabbing for your arm as you shoot. Mary rolls and adds Mark’s Tough. Mary: Ha ha! Eleven! I shoot it in the gut, so it goes flying back! Four harm! Alan notes down 3-harm from shotgun blast for the vampire: it has 1-armour. Again, this is inflict harm, as established. Alan: Yep, the vampire is blasted back, catches itself on a covered table, then gets back up. It caught your arm with its talons before you fired, so you take two harm as well, and there’s blood everywhere Mary: I’m reloading! Alan: Your hands are covered in your own blood, so it’s going to take a few moments to finish that. Cray? What are you doing? Alan used the harm move momentarily inhibited to reflect Mark’s injury. 219 ON WITH THE MYSTERY! Chris: I’m going back into the hallway to check Jerry isn’t doing anything stupid. Alan: Okay. He’s not—just standing there, mouth open, watch- ing what you’re all doing. The vamp grabs the dust sheet and swirls it up in the way. When it comes down you can’t see where it’s gone, although the only options are out the front door or into the other room. Unless it can turn invis- ible or something. Alan used the bystander move display inability or incompe- tence for Jerry, and the monster move escape no matter how well contained it is for Lucius. Chris: Okay, I want to make sure it can’t escape. I’m casting a spell to keep it in here. Alan: Sure, you can use magic to bar a place or portal to a monster. I think keeping it from leaving counts. How do you cast this spell? I think you’re going to need at least some weird ingredients. Chris: It’s undead, so I’ll use some goofer dust. I sprinkle it on the door and write mystic symbols in it with my finger. Alan: Okay, roll it. Mark, what are you doing while this hoo- doo’s happening? Mary: Just keeping an eye on things. I get the mallet and stakes we brought out of my pack, too. Alan: Keeping an eye where exactly? Mary: On the lounge room or whatever, and on Cray. Mary (speaking as Mark) “Hurry that creepy shit up! There’s a disappearing vampire in here!” Alan: Okay. Jerry screams. You both look back and the vampire has him, neck chomped and blood all over the place. Alan used the monster move attack with stealth and calcu- lation. Alan notes down that Jerry took 5-harm from a vampire bite. Alan: Jerry’s gone all limp in the vampire’s grasp. Alan used the harm move pass out. 220 ON WITH THE MYSTERY! Mary (as Mark): “Dammit!” Can I get there in time to save him? Alan: Ah... maybe, if you act under pressure? Mary: Is there like a light hanging above him I can shoot down? Alan: Sure! So, you want it to fall on the vampire? Protecting Jerry? Mary: Yes! And I’ll use never again for a ten. I guess all its attention is focused on me now? Alan: Yeah, when the light fitting comes down, it smashes on top of it, and the vampire drops Jerry and just looks at you, then starts walking towards you like a gunfighter heading for a showdown. This is the result of the protect someone move. Alan (speaking as Lucius): “Very well! I will take you first.” Mary (speaking as Mark): “Cray! Forget your stupid spell! Grab the vamp so I can stake it!” Chris (speaking as Cray): “What? Grab it? No way!” Chris: I’ll cast a spell to make the cable from the light shade snake down and tie it up! Alan: That’s the ‘trap a monster’ effect. How do you cast the spell? Chris: I just look hard at it and focus my mind, and then pull it down like I’m using the Force. Alan: Cool. 221 ON WITH THE MYSTERY! Chris rolls and adds Cray’s Weird. Chris: Yeah, it’s a nine. Glitch is short duration “Make it fast, Mark!” Alan: Okay, so the vampire’s all tangled but the cable’s already starting to come loose. Alan (speaking as Lucius): “What? What’s happening? Gah, stupid plastic rope!” Mary: I stake it! Alan: Sure, roll kick ass—it might be able to scratch you a bit even tangled up. Mary rolls the dice and adds Mark’s Tough. Mary: Nine! I guess it gets me then. I do 3-harm with the stake. Alan notes down harm to Lucius, and that Lucius has been hit with a weakness: a wooden stake to the heart. Alan: Mark, take one harm. You hammer the stake in but it doesn’t look like it went in far enough to get the heart yet. It gets one nasty scratch across your face that momentar- ily blinds you: take -1 forward. Alan has given Mark -1 forward as a harm move. Mary notes down the harm to Mark. Mary: I stake it again! Mary rolls the dice and adds Mark’s Tough. Mary: Thirteen, even with that -1! I inflict terrible harm! Alan notes down that harm, sees that this puts Lucius at 12-harm total: he has harm capacity of 10, so this is enough to kill him (and permanently, as a weakness has been used). Alan chooses to not to inflict harm on Mark again, reasoning that between being trapped and staked through the heart, the vampire is no longer actively fighting back. Alan: Okay, that sure got the heart. There’s a burst of dust as the vampire’s flesh disintegrates, leaving just the bones and shriveled heart, complete with stake. The details of what happens when a vampire gets staked are part of the game’s mythology. 222 ON WITH THE MYSTERY! End of the First Session Once the mystery has been solved, take some time to go around the table and check that everyone’s happy with how it played out. If the hunters didn’t finish up this mystery, that’s okay too. Just finish when you or the group thinks it’s a cool time to put “To be continued...” up on the screen. You can find out what happens next time. Then ask the end-of-session experience questions: • Did we conclude the current mystery? • Did we save someone from certain death (or worse)? • Did we learn something new and important about the world? • Did we learn something new and important about one of the hunters? If you get one or two “yes” answers, have the hunters mark one expe- rience. If you get three or four, they mark two. It’s a good idea to let everyone revise aspects of their hunter now that they’ve played: they might want to change something now they’ve seen how the game works. Ask them if they have any more ideas about their hunter’s backstory, what their hunter’s planning to do next, what they thought of the mystery, and anything else they liked or didn’t like. Make a note of all the answers, for ideas you can use later. Then you can let everyone go home, or go home yourself. Getting Ready For Next Time Make notes of all the stuff you might need to remember later: • Elements from a hunter’s past. • Friction in the hunter team. • Themes with emotional resonance for the hunters or players. • Ideas for monsters that might be particularly unsettling. • Bystanders they might meet again. • Any monsters that got away. • Facts about how the world works in your game. 223 ON WITH THE MYSTERY! Looking Ahead Now think about events from the story that suggest there’s something bigger going on in the shadows. The sort of things that might have come up include: • Hunters’ history choices that indicated a pattern of events or a significant incident. • Events during the mystery that hinted at bigger troubles hap- pening somewhere else. • Unfinished business from the mystery. • Hunter choices that have a wide reach, such as the Chosen’s fate, the Professional’s Agency, and the Initiate’s Sect. • Anything that came up in play that suggested something more is going on, or that a secret is waiting to be uncov- ered. Examples include the results of the Expert’s dark past move, or someone saying something interesting about their past (e.g. Keeper: “Have you ever dealt with a snake demon before?” Hunter: “Oh, sure, we got a lot of them back on the farm.”) If something like that came up, make a note. You’ll use these notes to build subsequent mysteries and your arcs (arcs are long-term problems). If you’re already thinking about long- term problems and plots, go and read about building arcs (page 227) and start your first one. It may not be totally defined yet: it could just be one or two threats and a couple of notes. That’s fine. You can develop and polish it as you go on. If nothing springs to mind yet, wait until events in later mysteries give you some ideas. 224 ON WITH THE MYSTERY! Summary: Keeper's First Session • Discuss team concepts, and maybe pick one for the game. • Guide the others through picking playbooks and creating their hunters. • Do introductions and history for the hunters. • Have any hunters with start-of-mystery moves do them now. • Start the mystery with a teaser scene. • Let them begin investigating. Ask lots of questions to work out how each hunter does things, and to find out about their pasts. • Put lots of horror into the stuff they find. Give them prob- lems so they can show how cool they are as they solve them. • Make sure that if a hunter rolls and gets a miss, they mark experience. • When any character suffers harm, use a harm move on them. • Make a note of everything you can. • Have some fights and action scenes as they get close to the monster. • They confront the monster. Hopefully, the hunters win. • Go through the end-of-session experience questions and have the hunters mark experience based on the answers. • Discuss how it went. Let them change their hunters around a bit if required. • Look at your notes, and think ahead. Think about possible future mysteries and monsters. 225 ON WITH THE MYSTERY! 226 ON WITH THE MYSTERY! There’s a few things you need to do after each game session, and before the next. I’ll take you through those here. In fact, you already started when you thought about what came up in the previous session that you could use later on. Going over the events of the last mystery provides you with ideas to use for the next mystery, or for new or existing arcs. Most importantly, before the next game you will need to create a new mystery for the hunters to deal with. That works pretty much the same as the first one did. I’ll discuss arcs here, and then how to create your later mysteries in the next chapter. Between Game Sessions: Arcs 227 228 BETWEEN GAME SESSIONS: ARCS Arcs Arcs are like mysteries that play out slowly in the background. They describe things that are causing trouble for the hunters over the long term. Think of them like the season-long plots used in Buffy and Supernatural: a big bad monster and its ongoing plan is a perfect basis for an arc. Building Arcs An arc is made up of four basic elements, similar to a mystery. You can create them in any order you want, but I’ll go through them in the order I usually use: • Basic concept. • The threats. • One or more countdowns. • Optionally, some custom moves. Arcs work fine without being fully detailed at first. Sometimes you’ll have only a few ideas about what’s going on. That’s fine: just note the details you have now, and fill in others as you think of them. Events in play will suggest further elements to be added in later. The Basic Concept Decide on a starting concept for your arc. Mysteries usually start with a monster, but arcs can come from a wide variety of places: a hunter’s history, unfinished business from a mystery, or a neat idea you have for an evil plan. You may get some ideas for arcs right at the beginning of a new game when the hunters are created. Perhaps the team concept and backstory of the team suggests something. Some playbooks also have built-in arc seeds, specifically: • The Chosen’s fate. Use the details that you work out with the player about what is in store for the Chosen. • The Divine’s mission may require an arc, depending on the details you worked out with the player. • The Initiate’s Sect and Professional’s Agency both deserve an arc. Use the choices the player made to decide what the organisation’s motivations are, and how these will affect the hunters. The organisation may mean well, but still cause trouble by accident. On the other hand, some organisations might have a sinister purpose for hunting monsters. • The Wronged’s loss: every Wronged should have an arc involving the creature(s) that caused their loss. • Any player might make a decision during hunter creation that gives you an idea for an arc. In all these cases, ask the player questions about their hunter and their history, in order to tease out ideas you can use for an arc. Another way to get arc ideas is to take unfinished business from the mysteries you play. For example: • If the hunters failed to defeat a monster, it might decide to track them and get revenge. Alternatively, it might restart its evil plan somewhere else. • If the hunters failed to notice and stop an evil plot, the plot- ters can move on to the next step in their terrible plan. • If the hunters miss an important detail, it might start a new problem (for instance, a roach-person’s eggs are left in place to hatch a new generation). Lastly, as the game goes on you might notice that previously uncon- nected facts or events make more sense if they were really connected all along. That is the seed of an arc. Maybe you’ve had two mysteries that both had a naga as the monster. Could there be a naga conspir- acy that led to both situations? Think about what the nagas might be trying to achieve, and use that as your arc concept. 229 BETWEEN GAME SESSIONS: ARCS An example arc: Let’s say that there was a particularly annoying werewolf pack leader who eluded the hunters. She seems like a good choice to start an arc around (especially as the team has a Wronged who is hunting werewolves). The hunters killed most of the werewolf pack, so the leader will definitely hold a grudge, and she was pretty smart in her tactics, so the idea of her starting a crusade against the hunters makes perfect sense. Arc Threats Arc threats are created (and work) in exactly the same way as mystery threats, except there doesn’t need to be a monster. Arcs dealing with human organisations (an Agency or Sect, for example) might be made up of only bystanders and locations. For example: Our werewolf leader was already written up as a threat in that original mystery, so we’ll add her first. Nina Keenan. Monster: Queen (motivation: to possess and control). I’ll omit her werewolf powers and weaknesses here, but they will be the same as when she appeared previously (and in keeping with the established rules for werewolves). The Wronged is hunting a werewolf too. His name is George Tovey, but the Wronged just calls him “the black were- wolf.” Let’s put that one here too. This threat was established by the player when she made the Wronged, but it is currently unallocated to any mystery or arc. I’ll add him to this arc now. “The Black Werewolf” aka George Tovey. Monster: Tor- turer (motivation: to hurt and terrify). My idea is that Nina is in charge of this new pack, and she’s brought in George to be her top enforcer. That’s enough key werewolves for this pack, but we’ll add two minion threats for the rest of the pack. The first I’m calling “werewolf brutes.” They’re my generic werewolves to throw in at will. I’ll also have a few who are going to be tougher, and sent after the hunters. They’ll be “werewolf assassins.” Both groups are named after their minion type. 230 BETWEEN GAME SESSIONS: ARCS Werewolf brutes (there are a dozen or so). Minion: Brute (motivation: to intimidate and attack). Three werewolf assassins. Minion: Assassin (motivation: to kill the hunters). Nina’s new werewolf pack will have taken a town (let’s call it “New Hampstead”) as their new territory, and will be begin- ning to take over the whole area. I’ll define that as a location, because sooner or later the hunters will go there. New Hampstead and surrounds. Location: Den (motiva- tion: to harbour monsters). Given that the most likely thing that will happen to the hunters when they visit is a succession of werewolf attacks, that type seems very appropriate. I don’t think the arc needs any more threats at this stage. Maybe some of the people in New Hampstead will be bystand- ers in this arc later on, but this is enough to start with. The initial ideas have given me plenty to use when writing up mysteries: werewolf attacks, people asking around about the hunters, rumours of werewolf activity, and so on. 231 BETWEEN GAME SESSIONS: ARCS Arc Countdowns Arc countdowns are like mystery countdowns, except they are on a bigger scale. Aim for each step of the countdown to have the potential to be a whole mystery (either with the hunters attempting to stop it, or dealing with the aftermath). For example: The arc countdown for our werewolf revenge arc is going to center on Nina and George getting ready to take out the hunters. • Day: Nina consolidates her hold over New Hampstead and creates a bunch of new werewolves. • Shadows: The pack begins sending out spies to find the hunters and assassins to kill the hunters’ loved ones and support network. • Dusk: George decides to target the Wronged, by hunting down her family (aiming to turn them into werewolves, rather than “just” kill them). • Sunset: The pack makes a concerted assault on the hunters and takes them out. • Nightfall: The pack kills any other monster hunters who are active in the region, and begins turning people in posi- tions of authority. • Midnight: Nina rules the whole region through the pack. Note that this countdown needs to be created a little differently than usual. Because the arc was triggered by the hunters’ actions, it’s not what would happen if they never got involved. They’re already involved! So this one is what will happen if the hunters don’t find out about Nina and the werewolves, or if the hunters do not stop Nina’s plan in time. 232 BETWEEN GAME SESSIONS: ARCS Arc Templates Here are some simple skeletons for arcs that allow you to slot in some threats and build up the rest of the arc quickly. Use them as-is, or as inspiration for your own arcs. I’ve included a starting point in each. These are events that might happen in your game that provide a perfect opportunity to put that arc into play. Ancient Evil Rising This centers on a dormant, dead, or imprisoned monster and the allies or servants working to bring it back. Starting point: the hunters stumble upon early preparations for the awakening. Threats: • The monster that’s awakening. • Minions and allied monsters. • The location where the monster is waiting. Countdown: Minions are collecting potential sacrifices to prepare for the awakening. Day Minions conduct a dark ritual to prepare the way, killing the sacrifices. Shadows Minions conduct the dark ritual that awakens the monster. Dusk The monster awakens and wreaks havoc. Sunset The monster builds up its armies of minions. Nightfall The monster converts the area into a hellish kingdom where all humans are enslaved or killed. Midnight 233 BETWEEN GAME SESSIONS: ARCS The Nemesis This works for any hunter(s) with a nemesis—possibly a monster that escaped, or the one the Wronged is hunting down, or something from a destiny or dark past. The nemesis might be after an individual hunter, or the whole team. Note that my werewolf example arc, above, is a version of this template (although with a few changes, to reflect the details of that particular game). Starting point: A monster gets away, or there is a Wronged in the team. Threats: • A monster (the nemesis). • Minions and allied monsters. • Bystanders (people the hunter cares about). Countdown: The nemesis recruits allies and minions. Day The nemesis starts investigating the hunters, to find out where they are vulnerable. Shadows The minions attempt to abduct, torture and kill people the hunters care about. Dusk The nemesis sends minions out to interfere with the hunters during other mysteries. Sunset The nemesis and minions set a trap for the hunters. Nightfall The nemesis kills the hunters. Midnight 234 BETWEEN GAME SESSIONS: ARCS The End of Days This is about the Apocalypse. The world is going to end. Starting point: The End of the World is prophesied, or the hunters are told of what is being planned by a monster or conspirator, or there is a Chosen in the team. Threats: • Several monsters, including at least one destroyer. • Hordes of minions. • A location (the place it begins). Countdown: A monster starts looking for a special artifact that is needed to bring about the end. Day There are prophecies, clues in mysteries, and other signs that bad things are coming. Shadows The monster finds the artifact. Dusk The monster and minions go to the place it will begin, and conduct an evil magic ritual. Sunset The Apocalypse begins. Nightfall The world is destroyed (or irrevocably changed for the worse). Midnight 235 BETWEEN GAME SESSIONS: ARCS Corruption This is for games with a critical organisation that the hunters have to trust. Unfortunately it has been infiltrated by evil, or perhaps always has been evil. A Professional’s Agency or Initiate’s Sect might qualify, or it could be an organisation that the hunters come across, or ally with, in play. Starting point: The hunters come across something that shows that they are being lied to, or that people they trust are up to something sinister. Threats: • Minions (the traitors). • Bystanders (the people who bought the cover story). • Monsters behind the scenes. • Locations for organisation sites. Countdown: The organisation sends the hunters on a mystery with incomplete intelligence. Day The organisation sends a second team to do something at odds with the hunters’ goal on a mystery. Shadows The organization recruits monsters and minions directly. Dusk The traitors start liquidating good agents. Sunset The traitors start openly doing out-and-out evil deeds. Nightfall The evil plan is complete (e.g. immortality for the traitors, “We’ll be eaten last,” etc.). Midnight 236 BETWEEN GAME SESSIONS: ARCS Arc Custom Moves Arcs and arc threats may have custom moves, the same as mysteries and mystery threats (the rules for custom moves are on page 296). Think about creating custom moves for threats that the hunters will deal with directly, or to highlight special features of the arc. For example: This arc relies on the werewolves “recruiting,” so let’s think about how that happens. I don’t want it to be every time you get hurt by a werewolf, maybe it has to be a serious injury? When a werewolf attack causes 4-harm, you start becoming a werewolf. You’ll be feverish all the time, and suffer random pains. As the full moon approaches, you’ll have sharper senses (especially smell, hearing, and night vision) and crave raw, bloody meat. The transformation may be stopped by a big magic ritual, or treatment with silver (anything that will affect the whole body, such as colloidal silver capsules, will do). If not cured by the next full moon, you’ll transform and it will be too late to save you: change your playbook to Monstrous. Note that almost no bystanders who suffer such a werewolf attack will be able to cure it, so they will almost all be turned. Summary: Arc Creation • Come up with a basic concept: a long-term evil plot that threatens the hunters or the world. • Create the threats for the arc, using the rules for mystery threats. • Create a countdown for the arc. • As you play, add more details to the arc based on what happens in each related mystery. • Advance the arc countdown when the hunters do not stop the evil plan. 237 BETWEEN GAME SESSIONS: ARCS 238 BETWEEN GAME SESSIONS: ARCS Between Game Sessions: Subsequent Mysteries The process for creating subsequent mysteries is much the same as when you create the first one. I’ll summarize the process again here, and then explain what you need to do differently. 239 240 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Summary: Mystery Creation • Come up with a basic concept: a cool monster, mystery idea, or something inspired by a previous mystery or by your arcs. • Create a hook: the clue that caught the hunters’ attention. • Create the monster(s): name, description, type and motivation, define powers, weaknesses, attacks, armour, harm capacity. • Create the minions (if any): name, description, type and motiva- tion, define powers, weaknesses, attacks, armour, harm capacity. • Create the bystanders: name, description, type and motivation. • Create the locations: name, description, type and motivation. • Define the mystery countdown: six terrible events that would occur if the hunters never came. • Create any custom moves required for these threats, or the mystery as a whole. Basic Concept Start by coming up with a concept. Think about: • Favourite monsters from myth, folklore, urban legend or popular culture. • Loose ends from previous mysteries. • The next problem from one of your arcs (see page 227). • Steal a plot from somewhere else and file off the serial numbers (by changing the location and/or type of monster). • A place you’ve been, or know about, that has potential as somewhere a monster could be lurking. • Any secrets the hunters found out and want to explore. • Bystanders from old mysteries call the hunters for help. • A monster the hunters failed to kill returns. • Ambush the hunters with monsters of a type they’ve fought before. • Return to the place a previous mystery happened. • Create a different variety of monsters they have previously encountered. Pick something that inspires you, then work out what’s going to be happening. If your concept has a monster, what does it want to achieve? If the concept has come from somewhere else, work out which monster(s) fit into it. Using Your Arcs You can use arcs in a few different ways to inspire your mysteries: • Use aspects of the arc. Most obviously, the next event in the arc countdown could be the basis of a mystery. A mystery might also be connected tangentially to the arc, for instance if the arc threats have indirectly caused it. • The hunters might investigate elements of an arc on their own initiative, so they might pre-empt the next countdown event. • The threats from an arc might turn up as minor (or major) elements in a mystery. For instance, maybe a minion from the arc is an ally of the monster in your mystery? • Clues referring to an arc can be found while investigating something else. • While investigating a mystery, the hunters could be tar- geted by monsters or minions from an arc. Possibly this is a pre-emptive attack, or possibly the hunters are just in the way of something the creatures need to do. 241 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES The Hook The hook is the clue that brought the hunters to this situation, such as something weird in the news that says “monster” to hunters but seems normal to those who aren’t in the know. For subsequent mysteries you can consider other sorts of hooks: • If any of the hunters have a particular interest in a specific sort of monster or phenomenon, their research could find signs of suspicious activity. • A bystander that the hunters have helped before might contact them if they encounter another monster. • A monster that has reason to hate the hunters can come looking for them. The hook here might be the first attack on the hunters. • A clue that is similar to something the hunters have seen before, but with an important difference. • Something the hunters have done might have drawn super- natural attention, so that the next mystery comes to them. The hook will be when things start getting weird. • One of the hunters is told a prophecy or has a vision of what is going to happen (or is already happening). • If the hunters are associated with an organisation (e.g., a Pro- fessional’s Agency or Initiate’s Sect) then they may be given the mission by their superiors. 242 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES The Threats Just like the first mystery, your threats are monsters, minions, bystand- ers, and locations. Monsters For your monster, it’s best to start with something from folklore or urban legend (there’s plenty of online sources for this: I use Wikipe- dia as my starting point). Working from established folklore means everyone will have a general idea about what the monster is capable of (once they work out what it is). If you don’t want to take a creature from folklore or urban legend as the basis of your mystery, here are some other good sources: • Use a monster from another source (perhaps a film, novel, TV show, or comic). I recommend changing things around a little, so that any of your players familiar with the source won’t recognise it immediately. • Use a basic idea from folklore or urban legend, but change it in major ways. • Come up with a cosmological reason for the monsters in your game, and use that to decide how they consistently appear and act. A game in which monsters are dangerous manifes- tations of features in the natural world (cities, forests, oceans, etc) will have a very different style to one where every monster is an inscrutable intrusion from outside our universe. • Create your own creature, perhaps based on your game’s existing mythology. • Use a monster breed the hunters have encountered before, but vary its abilities or motivation. • Use a monster breed the hunters have encountered before, but showing a different aspect of it (e.g. maybe the sewer troll they met before was a hermit, and most sewer trolls live in family groups). Pick a type based on the creature’s motivation rather than its abilities. Not every blood-drinking vampire is a devourer, for example; it might be a breeder, because its real goal is to create an army of vampire minions. 243 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Here are the twelve monster types again: • Beast (motivation: to run wild, destroying and killing) • Breeder (motivation: to give birth to, bring forth, or create evil) • Collector (motivation: to steal specific sorts of things) • Destroyer (motivation: to bring about the end of the world) • Devourer (motivation: to consume people) • Executioner (motivation: to punish the guilty) • Parasite (motivation: to infest, control and devour) • Queen (motivation: to possess and control) • Sorcerer (motivation: to usurp unnatural power) • Tempter (motivation: to tempt people into evil deeds) • Torturer (motivation: to hurt and terrify) • Trickster (motivation: to create chaos) Decide on all the remaining elements that you’ll need: its powers, attacks, armour, harm capacity, and weakness(es): • Pick the type for the motivation this monster needs. • Note down all the supernatural powers that it has. • Define weaknesses. • Define its attacks: how much harm does it do (usually 3-5)? What range? Are any other tags required? • How much armour does it have? • How much harm can it suffer before it dies (usually 8-12)? • Optionally, custom moves for the monster’s powers. When your hunters are experienced and capable, you can make the monsters tougher than those guidelines. For attacks, the normal range is 3- to 5-harm, but go higher if a monster especially dangerous. An attack doing 8-harm or more is instant death (hunters have ways to survive such nasty attacks, of course: spending Luck, or another hunter protecting them). If you haven’t already worked out what it’s trying to achieve, give that some thought now. You need to know what its plan is, even if that plan is just “eat a lot of people.” If your initial idea doesn’t suggest a plan, look at the type you have given it. The motivation should suggest a certain sort of goal. Think about that, and then work out (given what you’ve already thought of) what is the worst thing that monster could be planning here? The plan could also fulfill the next stage in one of your arcs, or be a new twist on something that happened in a previous mystery. 244 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES 245 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Example Monsters Here are some examples to illustrate a variety of different monsters. Note that I’ve given each one a monster type that fits the basic concept of the creature, but if you use it in a mystery you should consider whether it fits the monster’s role for that adventure, and change the type if you find a better match. A Classic Vampire A vampire based on the novel Dracula. Monster: Queen (motivation: to possess and control). Powers: • Immortal. • Mesmerism: When it commands you, roll +Cool. On a 10+, you can choose whether to do it or not. If you do, mark experience and take +1 forward. On a 7-9, you can choose whether you do it or not. If you do, mark experience. If you don’t, take +1 the next time he tries to mesmerise you. On a miss, you do what it asks. • Transform into wolf, bat, or shadow. • Extremely strong. • Can climb any wall. • Incredibly stealthy. • Vampiric bite: victims bitten three times become vampires themselves. • Master vampire: he controls all the vampires he has created. • Plague bringer: Disease and vermin thrive when a vampire is nearby. Attacks: Punch/throw: 4-harm hand; Bite: 3-harm intimate vampiric. Armour: Physical toughness: 1-armour. Weaknesses: Must subsist on human blood. Must sleep in the soil of his homeland. A wooden stake through the heart. Decapitation. Harm capacity: 9 harm. A Monstrosity From Beyond This is an alien being. It has no name. It looks like a collection of moving shapes or roiling bubbles and is an oily black shimmery colour. Monster: Collector (motivation: to steal specific sorts of things). Powers: • Devour Memory: If the creature succeeds with a “devour memory” attack (see below) it extrudes a tentacle into the vic- tim’s head. The victim takes 3-harm ignore-armour and loses one memory of the Keeper’s choice. It doesn’t much care if the victim is human or not, so it will be happy eating memories from any- thing that has them. • Phasing: The creature is not exactly in our dimension, so it can squeeze itself through solid objects. Note that when it lashes people with its tendrils in defense, they will in fact lash through the target (that’s why it has ignore-armour). Attacks: Devour memory: 3-harm ignore armour 1-memory; Tendril lash: 4-harm close ignore-armour phasing. Armour: Its semi-physical body counts as 2-armour. Weaknesses: Its form can be disrupted by high energy (e.g. intense heat, industrial-voltage electricity, high powered laser, etc.). Harm capacity: 12 harm. 246 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Uhul, Demon Prince Uhul is immensely powerful, and hard to call to Earth. It’s even harder to banish. It may appear in many forms, but prefers to pass as human (with a few clues, e.g. small horns at its temples) or as a towering archetypal demon (reptilian, red, fangs, cloven hooves, wings, and tail). Monster: Tempter (motivation: to tempt people into evil deeds). Powers: • Grant Magical Power: Uhul may gift a human with a magical ability. It only does this in exchange for something of great value, such as a soul. Hunters making this deal can take a magical move from any playbook, or something similar. • Change Form: Uhul may take any human- like form it wants, but retains at least one demonic feature. • Summon spear: The spear appears in Uhul’s hand at will. Attacks: Fisticuffs: 2-harm hand; Demonic talons: 4-harm hand; Barbed iron spear: 5-harm hand close heavy. Armour: 1-armour (just generally hard to hurt). Weaknesses: A specific big magic banishing ritual (requires 7 people, some rare crystals, requires use magic to banish Uhul, and takes 4 hours to cast). Harm capacity: 12 harm. 247 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES 248 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES A Vrykolakas, a Balkan vampire A vrykolakas rises each night to visit the houses of people it knew. At each house, it knocks once and calls for its friends and family. Anyone who answers the knock begins to suffer from a wasting disease, and when dead they will also rise as a vrykolakas. These creatures have bloated bodies which their skin stretches and strains to fully cover, resulting in some areas that are flushed and others that are near-transparent. They wear the remains of whatever they were buried in, although it is partly chewed if you look closely (a consequence of their hunger before they got out of the coffin). A vrykolakas sleeps in its den (any place that won’t be disturbed) during the day (except for Saturdays, when it must lie in its grave). Monster: Breeder (motivation: to give birth to, or bring forth, evil). Powers: • Wasting Call: If the vrykolakas knocks (once) on your door and calls your name, and you answer, you will contract a wasting disease. You suffer 1-harm from the wasting disease every day, and you will die and rise again as a vrykolakas once it gets to 7-harm. Killing the original vrykolakas will stop the disease’s pro- gression. • Night Terrors: If the monster comes into your bedroom, it can suffocate you. If you have the vrykolakas’ wasting illness, add +2 to the harm total from the disease. If not, take 3-harm from the suffocation and life drain before you wake up. Attacks: Claws: 1-harm hand messy; Teeth: 1-harm intimate conta- gious (‘contagious’ gives the victim the wasting illness). Armour: 2-armour Weaknesses: Sleeps in its grave on Saturday; Fire; Decapitation. Harm capacity: 10 harm. Spore Troll Spore trolls are fungal creatures that grow when an animal is infected with special spores. The infected animals grow supplementary fungal masses and keep getting bigger and bigger. Although strong, spore trolls aren’t very smart. They exist to defend the queen-mass, and to (eventually) explode, releasing more spores and infesting a new area. Each nest centers on a queen-mass, a horrible growth that is the nexus of all the offspring spore-trolls and other fungal workers and drones. Monster: Parasite (motivation: to infest, control, and devour) Powers: • Spore Explosion: may infect victim: within a few days, they begin turning into another spore troll. • Regrowth: if dismembered, they will regrow lost body parts in a few hours. Attacks: SMASH!: 3-harm hand messy; Cutting lash: 2-harm close. Armour: 2 armour. Weaknesses: Link to the fungus-queen-mass: destroying the queen- mass or severing the mental link allows the spore troll to be destroyed. Harm capacity: 12 harm. 249 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES A Classic Werewolf A person can become a werewolf in two ways. They may be cursed (by a big magic ritual) or injured by a werewolf but not killed. Werewolves transform into wolves on the night of the full moon each month, and run wild, attacking any human or animal prey they find. Although a werewolf is very tough in wolf form, it doesn’t heal any faster than normal. This means that werewolves can be identified—if wounded in wolf form—by looking for a corresponding injury in the daytime. Monster: Beast (motivation: to run wild, destroying and killing). Powers: • Transform into a wolf: automatically, every night of the full moon. • Supernatural toughness: gains extra harm capacity and armour in wolf form. Attacks: Human—as normal; Wolf—Bite: 2-harm hand; Wolf—Rend: 3-harm hand messy. Armour: Human—none; Wolf—1-armour. Weaknesses: Silver; Wolfsbane. Harm capacity: Human: 7 harm; Wolf: 18 harm. 250 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES The De-Identifier An entity from another dimension that feeds on what makes any thing distinguishable from other things. The creature appears as a hovering scaled creature with a catlike form. It moves via gentle flight, unaf- fected by gravity. When it takes away something’s individuality, it must touch the target and concentrate for a few seconds. The hunters may hear about cases of people and things disappear- ing without a trace—in fact, they are still there, just nobody can tell them apart to recognise them. During the investigation, mention the presence of some generic people and objects—these are the current victims! If the hunters try to find out such a person’s name, or what they look like, they will not be able to (which should be a big clue about what is going on). Monster: Devourer (motivation: to consume people). Powers: • Unaffected by gravity: It moves wherever it wishes, drifting at walking speed. Attacks: Take away individuality 0-harm concentration hand (see below). Armour: None. Weaknesses: Identity (if the hunters somehow name it, they may kill it; this will require big magic or a very creative plan); Banishment (it may be sent back to its own dimension permanently). Harm capacity: 7-harm. Custom moves: Take Away Individuality: when it touches something, the De-Identifier takes away aspects of the entity that may be used to tell it apart from others of its kind. Entities with their individuality taken away are still whole, so the hunters can interact with such objects or talk to such people, etc. However, it will be impossible recall anything to help find that object or person again (only use magic or big magic will supersede this effect). If any hunter is successfully targetted by this custom move, take away a single thing that distinguishes them each time—their name, or an aspect of their look. When a hunter’s name and all look choices are gone, they are completely de-individu- alised. Recovery of these things will require big magic. 251 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Chupacabras Historically, chupacabras are a fairly new urban legend originating in Puerto Rico in the 1990s. Perhaps that is just when they began visiting us? The chupacabras is a thin, doglike, spiny creature that drinks blood. It is most known for attacking farm animals, but will happily feast on human blood if given the chance. Individually, chupacabras are not very dangerous to a hunter team. However, they often appear en masse: a plague of the creatures afflicting a region. Monster: Devourer (motivation: to consume people). Powers: • Night Walker: A chupacabras can disappear into the darkness, reappearing in its den. It cannot be tracked home, as it did not walk through the intervening space. Attacks: Bite: 1-harm hand; Blood-suck: 2-harm intimate, must bite first. Armour: None. Weaknesses: Sunlight; Enclosure (if you can trap it within a given area, it may not night-walk away and may be killed). Harm capacity: 5-harm. 252 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Ghoul Inspired by H. P. Lovecraft, these ghouls are once-human cannibal gibberers-in-darkness. They have pronounced snouts, a hunched and scrambling gait, and rubbery skin. Their teeth are long and sharp, and their dirty claws grab and tear. Ghouls are created when a person repeatedly engages in cannibal- ism, or simply spends too long in morbid contemplation of graveyards and sites of death. These proclivities may lead to a gradual transforma- tion into a ghoul, especially when a nest exists nearby. Ghouls usually seem to have a low intelligence: only interested in eating and horrifying humans around them. However, some maintain their memories and rationality (to a greater or lesser extent). These may learn many secrets of the world while traversing the ghoul tunnel networks, as well as through their dealings with the undead and other unnatural beings. Monster: Torturer (motivation: to hurt and terrify) Powers: • Immortal: Ghouls do not age. • Tunnels Beneath: Ghouls delve systems of tunnels beneath graveyards, first to access the flesh of the dead, but they may also travel great distances (sometimes even through time) via these passages. • Rubbery Flesh: The sinews and body of a ghoul is strong and tough. Hunters who attempt to contest with a ghoul in brute strength take -1 ongoing. • Creature of the Night: Ghouls can see perfectly well in the dark, but bright light dazzles them. Attacks: Grabbing claws (1-harm hand), Rending teeth (1-harm inti- mate). Armour: The rubbery flesh of a ghoul counts as 1-armour. Weaknesses: Sunlight. Harm capacity: 8 harm. 253 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Minions Minions can be supernatural creatures (maybe weaker versions of a monster breed), or normal people (who could be voluntarily or invol- untarily helping the monster). They can also be a group that work together. Minions help the monster and work against the hunters. There are ten minion types: • Assassin (motivation: to kill the hunters) • Brute (motivation: to intimidate and attack) • Cultist (motivation: to save their own skin at any cost) • Guardian (motivation: to bar a way or protect something) • Right hand (motivation: to back up the monster) • Plague (motivation: to swarm and destroy) • Renfield (motivation: to push victims towards the monster) • Scout (motivation: to stalk, watch, and report) • Thief (motivation: to steal and deliver to the monster) • Traitor (motivation: to betray people) Decide on all the elements that you’ll need: • Description. • Pick the type (and associated motivation) for the minion. • Note down all the supernatural powers it has, if any. • Weaknesses, if any. • Define its attacks: how much harm does the minion do (usually 2-4)? What range? Are any other tags required? • How much armour does it have, if any? • How much harm can it suffer before it dies (usually 5-10)? • Optionally, custom moves for the minion’s powers. As with monsters, when your hunters are experienced and capable, you can make the minions tougher than these guidelines. Remember minions may be a group of undistinguished foes as well as individuals. If you create a group minion, the harm capacity is how much is required to kill or disperse the whole group. 254 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Example Minions Here are two example minions, illustrating a couple of ways to create a minion that isn’t just a weaker version of a monster. Homunculus Swarm The homunculus swarm is a number of small critters. A golemancer has been building them from parts of dead people. They act as scouts and guards for the golemancer while she builds bigger and better ver- sions. They look nasty: strips of muscle, bits of bone, pieces of organs, an eye or three; all just kinda put together into a vaguely sensible shape, with varying numbers of legs, claws, and teeth. They’re not smart or, individually, very tough. Minion: Brute (motivation: to intimidate and attack). Attacks: Individuals have an attack of 1-harm (if rat-sized) or 2-harm, (if cat-sized). There aren’t any bigger ones (yet). If they attack as a group, then they have a 3-harm area attack. Range is hand/intimate. Harm capacity: 7-harm will disperse the swarm. Each point of harm kills one or two individuals. Chuck The Bartender Chuck is the hunters’ good friend at their favorite bar, always happy to give them a couple of free drinks and to listen to them unload about their problems. Unfortunately, Chuck also makes a bit of extra money passing information back to the hunters’ biggest enemies. Minion: Traitor (motivation: to betray people) Chuck is friendly and a little too generous. He won’t do anything obvious against the hunters, but make him just a little nicer than he needs to be. And make sure that the monster hears about everything that they tell Chuck (assume the monster knows how to fill in any gaps the hunters have left out because they are talking to a civilian). Chuck’s just a normal person. He doesn’t have any special powers, attacks, or armour. 255 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES 256 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Bystanders These are people who, often inadvertently, make it harder for the hunters to solve the mystery. Think about your agenda and principles when you’re creating bystanders. Make sure each has something that they will want from the hunters. It works best if it’s something simple, like “go away and leave me alone,” or “save me.” It’s useful to put some partially-defined bystanders into each mystery, with just a name and threat type. That way, when the hunters want to talk to someone you didn’t think of in advance, you can just use the next partial description (and fill in any extra details then and there). There are nine bystander types: • Busybody (motivation: to interfere in other people’s plans) • Detective (motivation: to rule out explanations) • Gossip (motivation: to pass on rumours) • Helper (motivation: to join the hunt) • Innocent (motivation: to do the right thing) • Official (motivation: to be suspicious) • Skeptic (motivation: to deny supernatural explanations) • Victim (motivation: to put themselves in danger) • Witness (motivation: to reveal information) Decide on the details the bystanders need: • A name. • A description. • Bystander type and motivation. This may suggest what they will want from the hunters. • Optionally, a custom move. Example Bystanders Here are a couple of example bystanders. They’re a bit more detailed than you need for a single mystery: this level of description is for someone who is going to be a recurring character. Harvey Jones, Monster Investigator Harvey is a conspiracy theorist and cryptozoologist, just short of donning a tinfoil hat. If there’s a Flake on the team with the net friends move, maybe they even know Harvey (probably one of his pseudonyms). Bystander: Detective (motivation: to rule out explanations). If there’s monster activity in Harvey’s town, he’s going to be investi- gating it. He’s likely to get in the way of the hunters, both directly and by annoying other people before the hunters get to them. He’ll be sus- picious of the hunters (maybe even deciding they are Men in Black). He can also be encountered investigating a mystery away from home: he could pick up on the same things that the hunters did and have worked out that a monster is active there. Christine Fleming: She Would Like To Help Christine is an empathetic type, who will notice any of the hunters who have emotional baggage, and try to draw that out of them. It’s always better to talk things out, right? Bystander: Innocent (motivation: to do the right thing). Use Christine to give the hunters a whole different thing to worry about: someone trying to give them amateur psychological aid for their perceived emotional damage (chances are that she can find at least two members of the team who seem damaged). 257 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Locations Locations are significant places in the mystery. Define a location threat for any places that are likely to be important during the mystery. You can also add a location threat type when, during play, a place becomes the scene of action or significant events. It’s important to note that the types describe the location in terms of what sort of things happen there, not the actual form of it. A diner could be a crossroads, because people meet there. Another diner could be a hellgate, because creatures from beyond are summoned in the back room. When picking a location threat type, think of what the place is emotionally, symbolically, and functionally, not literally. There are ten location types: • Crossroads (motivation: to bring people, and things, together) • Deathtrap (motivation: to harm intruders) • Den (motivation: to harbour monsters) • Fortress (motivation: to deny entry) • Hellgate (motivation: to create evil) • Hub (motivation: to reveal information) • Lab (motivation: to create weirdness) • Maze (motivation: to confuse and separate) • Prison (motivation: to constrain and prevent exit) • Wilds (motivation: to contain hidden things) Decide on all the details your locations need: • A name. • A description. • Location type and motivation. • Optionally, a map. • Optionally, one or more custom moves. 258 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Example Locations Here’s two example locations to illustrate some different ways you can use location threats. As with the example bystanders, this might be a little more detail than required for an average location in a mystery: this is the amount you’d need if it is a central part of a mystery or will be a recurring place. The Portal of Darkness Here’s a location that could be the center of a mystery (or an arc). A huge, ancient gateway made of a circular grassy area surrounded by three enormous stones which are covered in eldritch runes. Location: Hub (motivation: to reveal information). Although the portal looks scary, it’s not dangerous in itself. Instead, the records of the site and deciphering the runes carved here can give the hunters a lot of clues about what’s going on. If the portal is eventually activated, it might change to be a hellgate or lab instead. Home This location is someone’s home: maybe a Chosen, Mundane, or Spooky who is still living with their family. It’s safe, but also has their family to cause trouble. Location: Prison (motivation: to constrain and prevent exit). Custom move: When you make excuses to the family for some- thing to do with monster hunting, roll +Charm. • On a 10+, you smooth over things but you might need to help out with some chores in the near future. • On a 7-9, they know you aren’t telling the whole truth. You smooth over things for now, but you’ll need to make an effort to be seen as the good kid. Also, take -1 the next time you roll this move. • On a miss, they catch you out. You’re in big trouble! Note that this move doesn’t need to just apply to a hunter who lives here. Sometimes the other hunters might need to make excuses to the family, too! 259 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES The Countdown To create the mystery countdown, work out what will happen if the hunters never come to help. Remember, this is just your plan for what will happen until the hunters interfere, and the step names are meta- phorical. Then allocate them to the steps in the countdown. Countdowns have the following six steps: • Day. • Shadows. • Dusk. • Sunset. • Nightfall. • Midnight. 260 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Mystery Scope The countdown gives you a way to define the scope of a mystery. A confined, personal mystery has each event about the same person, or their immediate family and surroundings. An epic mystery has the effects of each step affecting a wider area. The countdown for an epic mystery might start with a hook that focuses on a home, neighbourhood or town while its final steps affect the whole world (or the whole universe). To make the mystery more intense, a good trick is to take your finished countdown, move the “midnight” event to “dusk” or “sunset.” Work out what happens next to fill up the remaining steps again. Mystery Templates Here are some simple skeletons for mysteries that allow you to slot in a monster and build up the rest of the mystery quickly. Use them as-is if you’re in a hurry, or as inspiration for your own mysteries. A Bug Hunt A straightforward monster hunt. Bug hunts suit monsters that have simple motivations, such as a devourer, torturer, beast, or executioner. Hook: There have been one or more killings which, to those in the know, are obviously the work of an unnatural creature. Threats: • The monster. • A location: the general vicinity. • A location: the monster’s lair. • At least two bystanders to be potential witnesses and victims (some sympathetic, others annoying). Countdown: The monster kills again. Day The monster kills again (a helpful bystander). Shadows The monster kills again (an annoying bystander). Dusk The monster abducts some innocent victims. Sunset The monster devours all the captives. Nightfall The monster grows in strength and power. Midnight 261 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES An Evil Ritual A monster (or an evil human sorcerer) is planning a terrible ritual to unleash horrors upon the world. Hook: An ancient prophecy, a vision of the future, or everyday inves- tigation and research tells the hunters that the ritual is going to occur. Threats: • A monster. • Some minions (including your sorcerer, if you have one). • A location (the ritual ground—most likely a hellgate). • At least one bystander (a potential sacrifice). Countdown: The monster/sorcerer prepares the ritual ground. Day The monster/sorcerer kills in the process of getting something required in the ritual. Shadows The monster/sorcerer abducts a sacrificial victim (preferably the bystander or a hunter). Dusk The ritual begins. Sunset The victim is sacrificed. Nightfall The ritual is completed and horrors are unleashed. Midnight 262 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Not What It Seems This template is used for mysteries that start out looking like one sort of monster but which turn out to be something else (maybe just a dif- ferent variety of that type, maybe something totally different). You’ll need to come up with the monster, and work out why it initially seems to be something else. Is it intentionally trying to throw off the scent? Is it a different variety with different motives and habits? Hook: A death that appears, to those in the know, to be a certain sort of monster. Threats: • A monster. • The area where the attacks are happening. • Lots of bystanders. Countdown: The monster attacks someone else in a misleading manner. Day The monster does something that hints that it is not what the initial clues implied. Shadows The monster attacks someone in a manner totally out of keeping with what the initial clues implied. Dusk Someone sees the monster’s true nature and escapes. Sunset The monster puts its true plan into action. Nightfall The true plan is enacted. Midnight 263 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Messing With The Formula The instructions above are the formula for a normal Monster of the Week mystery. But if every mystery ends up being built the same way it will get boring. Change things up now and again to prevent that. Here are some ideas of how to do this: • Give the mystery two monsters, at odds with each other. Maybe the hunters will have a chance to team up with one, in a “my enemy’s enemy...” sort of story? Maybe both monsters need to be stopped? • Revisit a person, place, or monster that was especially memora- ble. This is a good way to build up your game’s mythology and to advance an arc. Returning to elements that you’ve used before means there will be associations and prejudices built in. Make sure to get your notes from the previous time(s) and update each threat: think about what’s the same and what has changed. • There’s no monster at all. This could be due to the situation having a weird but natural explanation. Or it could be that there is super- natural weirdness about the place (a location threat) that needs to be dealt with. You could even have a monster with a pseudo-sci- entific explanation (like a mind-controlling fungus, or a deadly disease). These options work great for a game inspired by The X-Files or Fringe, where the team is not necessarily hunting mon- sters, but instead investigating weird events. You can write up a weird phenomenon as if it were a monster, complete with motivation, powers, and attacks. For a weakness, decide what the hunters need to understand to prevent any ongoing danger. When the hunters investigate the mystery, they can learn more about the phenomenon’s origin, effects, and how to stop it. • There’s no monster, but instead low-powered minions are the problem. A plague of giant spiders, for example, could work this way. • A session where the hunters are off-duty gives an opportunity to explore the relationships in the team, and with their friends and family outside the team as well. 264 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES • The discussion of one-shot games (page  292) includes some ideas for more intense, self-contained mysteries that you can use in an ongoing game as well. • A flashback mystery could explore aspects of the team’s history (such as when they met, or events that intrigued you from the characters’ backstories). • There are no bystanders. In this sort of mystery, maybe the hunters are thrown into a remote location with only unnatural horrors for company. There won’t be any time for chatting to normal folks, you’ll be too busy staying alive. • A comedy episode. Set things up to be silly, maybe in a way that pokes fun at the hunters and yourself. You can steal one of the comedy episode ideas from Buffy, Angel or Supernatural, and then adjust it to make your own version. • A mystery based directly on what’s happening in one of your arcs. This will contribute to the ongoing plot, and can help alert the hunters about the bigger problem. • A deadly mystery, where the players all create new hunters with just 1 or 2 Luck. Use the tweaks for a one-shot game (page 292), and aim to kill them all. These events can then become the back- ground for a mystery with the normal hunter team, and may illustrate something about an arc they haven’t noticed yet. • You can present the hunters with hooks for two (or more) mys- teries, and let them decide which one they want to deal with. This is a very high-stakes tough choice, especially if the hunters can see the mysteries relate to different evil plots they need to stop (i.e. your ongoing arcs). Once the first mystery has been dealt with, you’ll need to decide how things have worsened in the other situation(s): the countdowns may have advanced a little, or a lot. Make these decisions based on your Keeper agenda, principles and what you always say. In the end though, take any cool idea you have, write it up as a list of threats and you’re good to go. 265 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Sessions and Mysteries Most mysteries will fill one session of play, so that you can sit down for an afternoon or evening and play through a self-contained mystery. Of course, there’s plenty of ways to vary that if it doesn’t work for your group. Some groups have short time slots by necessity, so you might need to break each mystery up over two or three sessions. Alternately, if you have a longer block of time to play or just work through a mystery quickly, you might be able to get through two mys- teries at a time. Multi-Part Mysteries You can build two-part mysteries, or even longer connected sequences. For a two-part mystery, build it just like two normal ones, except that the end point of the first mystery (monster defeated and/or secret revealed) leads into the next one. That way you can end on a shock-re- veal and tell everyone “to be continued...” If events in the game fall into place just right you might be able to end on a cliffhanger, but you can’t count on this. The second mystery is probably best just sketched out, for you to complete once the first one is done. That way you will know which threats from part one are still around, and tailor the conclusion of the mystery based on what the hunters did in the first part. Sometimes a mystery might just take longer to finish than expected. In these cases, you can stop in the midst of the action and say, “To be continued...” Before the next session, have another look at the remaining sections of the mystery and update them based on what has already happened, then continue the mystery from where you left off. 266 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Longer Mystery Sequences If you want to build a longer set of connected mysteries, the same process applies. A series of connected mysteries works well for an arc—you can just drop in the next adventure in the series now and again, the way that The X-Files, Buffy the Vampire Slayer and Fringe intersperse one or two episodes about the overarching plot amongst the usual monster-of-the-week episodes. The more connected the mysteries, of course, the less you can assume in advance. Not knowing what the hunters will achieve in the coming mysteries, you’ll have to make the ones further in the future more vague. You might have a monster that is supposed to be a key player later on killed early, so bear in mind the need to be flexible and ready to change your plans depending on what happens in play. Absences I expect play to mainly be the same group of people meeting together to play out a series of mysteries. Real life doesn’t always allow that. One of the advantages of the mystery-centered structure is that it allows some of the players to miss a game with minimal disruption. You can just say, “Oh, Owen is off hunting down something on his own this week, and can’t help you with this case.” Next time when the player is back you can ask what they were doing on their own (or write a mystery letter for them to cover it.) Mystery Letters Mystery letters are a technique to give the hunters information to set up a new mystery and start the game with a roar. They’re especially useful when: • You are running a convention game. • Someone missed a game, to bring them (and yourself) back up to speed. • There’s been a hiatus in your game. • There’s some unfinished business from the last game session. • You want to give the hunters some clues about the mystery. • You want to start with the hunters already in the midst of the action. The letter should briefly remind the hunter what happened last time, and where you left off. Include any new information that you want to give the hunter. For example, you can put the hook for this mystery and some background information they have already discovered. 267 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Then put in a custom move for the hunter to roll, or pick from a list of options. The moves should either provide some useful informa- tion, or put the hunter right into the action, or both. Here’s some fragments from letters I used for a convention sce- nario. The team are in a haunted house, attempting to exorcise a poltergeist. An information-finding move: Obviously you checked out the haunting’s background before the job. Roll me +Weird, to see what you’ve found out, or worked out. On a 10+ ask me two of these, on a 7-9 ask me one. On a miss, you can ask me one anyhow but you had to do something dangerous to find out. I’ll let you know what that was. The questions you can ask: • What’s the buzz on the cryptozoology and ghost hunter message boards and mailing lists? • I found some writing in blood on a mirror. What did it say? • What did I notice when I looked at the map? A move to get into the action: The initial check of the house went okay, but then things turned bad. Roll me +Sharp and see what happened: On a 10+ pick two, on a 7-9 pick one: • You have the poltergeist in a ghost trap. • You do not have a huge shard of mirror embedded in your leg (that means you do otherwise). • You know where some of the other ghosts are. On a miss, well. I’ll let you know what’s going wrong (every- thing). In both moves I have options that will suggest what’s going on beyond the immediate situation. In the first, the fact that the map is important is raised even if they don’t ask me about it. In the second, the “other ghosts” had not been mentioned earlier, so this is the first hint that there’s something extra going on. There’s also that negatively phrased option about the mirror shard. The hunter has to pick it to avoid trouble, because otherwise (by impli- cation), they’ll have that injury. 268 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Example Mystery Letter Here’s an entire mystery letter to use as a model. This one is for a hunter who was away because the player missed the previous session. Dear Carter, Remember how you’d taken that sample from the lake creature for tests? You’ve got your results back from your friend in the police forensic lab. Ask me one of these questions to find out what you learned: • Is it related to anything we have met before? • Did we really kill it? • How does it tie in with that old woman... what was her name, Janice? and what she told you? You’ve been away from the team for a week now, and I’d like to know what you’ve been up to, and what you achieved. Here are some things I know you wanted to do: • Check up on where the Unseeing Ones might have holed up. • Research a spell that will cure Theresa. • Get hold of some of those “can kill anything” bullets from that creepy dude. If there’s anything you want to add to that list, go ahead and ask. I’ll let you know if it’s okay (anything you could do in a week should be fine). Roll +Sharp to see how much you got done. • On a 10+ you can pick two of them to be done, on a 7-9 only one. • On a miss you can pick one if you want, but you got into trouble doing it. Getting you out of that trouble is where we’ll kick off today. Love and kisses, your Keeper Here you can see: a reminder and a chance to learn a little about the bigger picture, a custom move that can tell the hunter some useful facts and add information for the story, and another move to help the hunter work towards one of their goals. 269 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Running Subsequent Mysteries Mostly, this works just like the first one. There’s just a few differences. At the Beginning of Each Session If it’s a new mystery, have everyone who has a start-of-the-mystery move do it now. Update the hunters’ harm to account for healing time: • If there’s been some time to get treatment and recover, have everyone erase all harm. • If you are following right on the last mystery, everyone gets 1-harm healed. Playing the Mystery This goes just like the first time, except you don’t need to ask so many questions. As you go on, there’s room for more interaction with normal folks, for fighting tougher monsters or large groups of minions, and stuff like that. It’s also good to put pressure on the things that hold the team together. Say your hunters have a disagreement about how to handle a bystander who’s in the way. That’s interesting: it’s an opportunity to push and see what happens in a more intense situation. Take these tensions and put the hunters into positions where they have to make similar decisions. This is not something you do to mess with them: it’s being a fan. Being a fan means being interested in what happens when the hunters have to make hard decisions. And you should play hardball with the hunters. They are awesome, and they have a load of different ways to avoid harm and stay alive. So have your monsters and minions hit the hunters as hard as they can. Do not shy away from making the monsters tough, and giving them attacks that could easily kill a hunter. Hunting monsters is not sup- posed to be easy or safe. We’re not interested in the hunters having everything go their way. It’s much cooler to put them in bad spots, so we can be amazed by the ways they get out and to give them tough choices so we can find out what they truly believe in and what they’re willing to do. 270 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES At the End of Each Session At the end of each session, remember to ask the end-of-session expe- rience questions: • Did we conclude the current mystery? • Did we save someone from certain death (or worse)? • Did we learn something new and important about the world? • Did we learn something new and important about one of the hunters? If you get one or two “Yes” answers, have the hunters mark one expe- rience. If you get three or four, they mark two. Summary: Keeper's Session • Update injured hunters for healing since the last mystery. All harm is healed if there’s been time, or just 1-harm each if you’re following right on from the last mystery. • Do start-of-mystery moves for hunters who have them. • Tell the hunters the hook. • Let them investigate the mystery. • Ask questions. • Take note of everything you can. • Put lots of horror into the stuff they find. Give them prob- lems so they can show how cool they are as they solve them. • Put pressure on the relationships in the hunter team, or on their relationships with bystanders. • When they meet someone you didn’t prepare, give them a name and bystander type (usually a witness or victim). • When they visit somewhere you didn’t prepare, describe it and give it a location type. • Make the action and fight scenes exciting. • When a hunter misses on a roll, have them mark experience. • When any character suffers harm, use a harm move on them. • Confront the monster! Hopefully the hunters win. • Ask the end-of-session experience questions to see whether each hunter gets to mark zero, one or two experience. • Think about how events in the mystery will affect your arcs or later mysteries. Tidy up your notes. 271 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES 272 BETWEEN GAME SESSIONS: SUBSEQUENT MYSTERIES Mystery: Damn Dirty Apes The mystery is set in a small university town. The uni- versity needs to have an engineering school, a medical school, and a liberal arts faculty. The villain who set things in motion is an unbalanced professor, forced to resign from the university in shame and now ready to take his revenge. In true evil villain fashion he’ll demonstrate that his theories work—and so what if that proof takes the form of an army of crazed cyborg primates? 273 Requirements Like “Dream Away the Time,” this mystery requires some things to be true about your game. In this case, mad science that works in parallel with magic to bind spirits, and the spirits themselves: entities from another dimension that are hostile to life. Hook The hunters will hear that a spate of unusual burglaries at a university has now culminated in a murder. What makes the burglaries unusual is that they have been tar- geted on engineering and electronics workshops. Some artifacts have also been stolen from the Anthropology department. In all the raids, security cameras and alarms have been tampered with. Yesterday a security guard called Chris Lamb was torn to pieces (literally) during another theft in the Engineering building. Countdown Another attack takes place, this time leaving a survivor (Pauline Brooks). Day Dr Beech enhances himself with bionic experiments, thereby fusing an evil spirit into his mind. This leaves him completely deranged. Shadows Dr Beech sends his minions after his academic rivals. Dusk Dr Beech sends his army out to conquer the university. Sunset The university is captured. Dr Beech announces that he is now “grand chancellor” in an attack on the graduation ceremony. He begins transforming more people and animals into insane bionic soldiers. Nightfall The army is called in to deal with the primate army, and the town is devastated with great loss of life. Midnight 274 MYSTERY: DAMN DIRTY APES Notes This mystery has a fairly limited scope, with most of the events and investigation likely to take place at the university. Many of the bystanders know or suspect the truth, but have reasons to hide their involvement. Be sure to let the hunters know when the bystander they are talking to is being evasive or obviously concealing something, and make the hunters push each character hard to get the information. These secrets are another way to see how much the hunters will do—in this case, how hard will they push these bystanders? The strange thefts (in order of occurrence): • Medical school labs: 18 living monkeys and 3 chimpanzees. This was initially assumed to be the Animal Freedom Militia, and so far no-one has connected it to the spate of burglaries. • Electronics workshop storeroom. Various components stolen, no doors unlocked or unbroken—access probably via a loose ventilation grille. • Robotics lab. Several works-in-progress and some parts stolen. • Anthropology library. Some books on pagan cults stolen. • Another electronics lab (this time in the computer science department). Various parts, including programmable control chips, stolen. • Medical school labs: A number of experimental prosthetics and control computers. 275 MYSTERY: DAMN DIRTY APES Threats Dr Lawrence Beech, Mad Scientist Monster: Sorcerer (motivation: to usurp unnatural power) The stress of academic life has led to Beech flipping out and deciding to take over the university and rule it as an absolute monarch. He’s only just moved into his hidden lab, where he’s putting the final touches on his army of robo-primates before taking over the university. Beech was not a normal, sane person even before this flipout. Beech has no supernatural powers or abilities beyond those he uses to create his supersoldiers. If Beech upgrades himself, he gains the powers and upgrades marked “post-upgrade” below. Powers: • Etheric-Bionic Binding Spell: Uses intricate mathemagical programming techniques to bind bionics to a living host. An oth- er-dimensional consciousnesses is installed into the bionics as a control interface. Has the unfortunate side effect of overwrit- ing the host mind with the mind of the other dimensional being (which cannot comprehend this universe). • (Post-upgrade) Surgical robot hand (see attacks). • (Post-upgrade) Minion radio net. He can sense anything that any of his bionic minions can sense, although he must actively con- centrate to do so. • (Post-upgrade) Etheric blast (see attacks). • (Post-upgrade) Etheric awareness. He is conscious of all living things in his immediate vicinity (within about 50m), regardless of obstacles. “Etherically active” individuals are easier for him to detect—for hunters, that’s anyone with Weird +2 or +3. Attacks: (Pre-upgrade) Ineffectual slap: 0-harm hand; (Post-upgrade) Surgical robot hand: 3-harm hand slow; (Post-upgrade) Etheric blast: 1-harm close magic ignores-armour Armour: (Pre-upgrade) None; (Post-upgrade) 2-armour. Harm capacity: 7. Okay bbbb|bbb Dying Unstable: b Weaknesses: Gloating monologue: Dr Beech cannot be defeated until the hunters have listened to him rant about his evil plans; (Post-upgrade) Etheric-Bionic Control Interface: If the interface is disrupted with magic or electromagnetic energy, Dr Beech will no longer be able to control the bionics and is vulnerable. 276 MYSTERY: DAMN DIRTY APES Dr Beech's Research Lab Location: Den (motivation: to harbour monsters) Dr Beech can currently be found here. He sends monkeys and chimps to do or obtain anything he needs outside his lab. Beech has been absent from work for a week. That’s long enough to have been noticed by people who also know about the allegations, but most of them have assumed he’s on “gardening leave” while the whole mess is sorted out. If the hunters visit Beech’s apartment they will find it abandoned, with some evidence of packing for a long absence. The lab was originally a disused storage basement attached to the university’s steam tunnels. Beech has converted it into a robo-primate conversion factory. There are workbenches, operating tables, surgical robots, and a large number of robo-primates: up to 30 monkeys, and Koko and the chimps (if they are not on a mission elsewhere). The surgical robots can be used as a weapon by Beech, but they’re tied to the operating tables, so easily avoided. They are, however, a very dangerous part of the background of any fight. If a hunter ends up on an operating table, the robotization process will begin, starting with removal of limbs. The Steam Tunnels Location: Deathtrap (motivation: to harm intruders) The tunnels are the only way the hunters can get to Dr Beech’s lab, and they have been rigged to repel intruders with ambushes. Beech has set up lots of motion detectors and cameras to ensure he’s warned about intruders, and he will send out monkeys to deal with anyone snooping around. The monkeys are equipped with infrared-vision camera eyes, so they can see heat signatures in the total darkness of the tunnels. The tunnels can be confusing to navigate, so you might want to call for an act under pressure move for the hunters to orientate themselves properly after a monkey attack. 277 MYSTERY: DAMN DIRTY APES 278 MYSTERY: DAMN DIRTY APES Koko, robo Gorilla (mark 3) Minion: Assassin (motivation: to kill the hunters) A possessed bionic silverback gorilla, Koko has been kept caged so far as he is too dangerous and unstable to be let out. Once Beech knows about the hunters, or is ready to make his move, Koko will be unleashed. Note that Koko was not stolen from the university, but acquired through other means. Most likely, Dr Beech has been in contact with animal smugglers, but this loose end is a good candidate for tying into other parts of your own game. Powers: • Immense Strength. Koko’s augmented gorilla limbs can overpower any human and deal with almost any barrier or weight. • Laser cannon. Koko has a laser cannon mounted over his left shoulder. Attacks: Laser: 2-harm hand close far; Tear limb from limb: 4-harm hand messy. Armour: Bionic Armour Plating: 2-armour. Harm capacity: 12. bbbbbbbbbbbb Weakness: Etheric-Bionic Control Interface: If the interface is disrupted with magic or electromagnetic energy, Koko will no longer be able to control the bionics and is vulnerable. 279 MYSTERY: DAMN DIRTY APES Clara, Virgil, and Nim: robo chimps (mark 2) Minion: Thief (motivation: to steal, and deliver to the master) The chimps are crazy, but smart. They like to sneak about and steal things. Powers: • Electro-grapple. Each chimp has one arm replaced with a mechanical grapple and line. The hand may be fired up to 30 meters and winched back in. The chimps can use this to ascend, swing around, attack, and steal things. Attacks: Electro-grapple Strike: 2-harm close restraining; Grapple: 3-harm intimate hand restraining messy; Bite: 2-harm intimate. Armour: Bionic Armour Plating: 1-armour. Harm capacity: 7. bbbbbbb Clara bbbbbbb Virgil bbbbbbb Vim Weakness: Etheric-Bionic Control Interface: If the interface is disrupted with magic or electromagnetic energy, the chimp will no longer be able to control the bionics and is vulnerable. 280 MYSTERY: DAMN DIRTY APES Robo Monkeys (mark 1) Minion: Plague (motivation: to swarm and destroy) Beech has around thirty robo-monkeys of various species. The monkeys will tend to attack as in two groups of about 15 each, and the stats below are for one of these groups of 15. Powers: • Railgun: Each monkey is equipped with a small electromagnetic cannon, which they’ll load with whatever comes to hand—stones, rubbish, poo, etc. • Camera Eyes: They can see infrared, so the robo-monkeys have excellent vision in total darkness, especially for spotting people. Attacks: Railgun: 0-3-harm (depends on ammunition) close far; Bite: 2-harm intimate. Armour: Bionic plating: 1-armour Harm capacity: Each group: 5. Group one: bbbbb Group two: bbbbb Each point of harm suffered by the group means 3 monkeys are out of action. Weakness: Etheric-Bionic Control Interface: If the interface is dis- rupted with magic or electromagnetic energy, the monkey will no longer be able to control the bionics and is vulnerable. 281 MYSTERY: DAMN DIRTY APES University Quad Location: Crossroads (motivation: to bring people, and things, together) There’s a large quad in the center of the university campus. It’s usually filled with students. On the edges of the quad the hunters will find two cafes, the university library, and the main administration building. University Departments Location: Hub (motivation: to reveal information) The various departments the hunters may be interested in are all similar: long hallways, doors with opaque numbering systems (differ- ent for each department), and an assortment of offices, classrooms, labs, and storage areas lining any particular corridor. University Grand Hall Location: Prison (motivation: to constrain and prevent exit) The Grand Hall is almost a hundred years old, and built in an ornate gothic style. A cramped balcony looks down on the main stage and seating area. Stained glass windows illustrating academic virtues take pride of place behind the stage. This is the hall where the graduation ceremony is held each year, and it’s at that ceremony that Beech plans to attack. He is trying to capture as many of his academic enemies as possible. For his attack, Beech will position the monkeys and chimps on the balcony, then take the stage escorted by Koko. He will then announce his takeover in a deranged monologue, declaring that he is now “grand chancellor” of the university. The only reason he will pause will be to order the robo-primates to restrain anyone escaping or to subdue anyone resisting. After Beech has finished his speech, the primates will begin escorting groups of staff and students through the steam tunnels to the robo-primate conversion factory. 282 MYSTERY: DAMN DIRTY APES Pauline Brooks Bystander: Victim (motivation: to put themselves in danger) A security guard at the university, doomed to be maimed in the events of “day” in the countdown. Before then, Pauline can help the hunters with details of the usual routine for the security team. They’re gener- ally more concerned with students causing minor trouble rather than any kind of serious threat. Attacks: Nightstick: 1-harm hand Armour: Stab-proof vest: 1-armour Harm capacity: 7. bbbb|bbb Dr Andrew Crouch, Medical School Dean Bystander: Victim (motivation: to put themselves in danger) Hates Dr Beech intensely, regarding him as unbalanced and dan- gerous. It was Dr Crouch who finally revoked Beech’s funding and triggered the current crisis. Does not want to reveal anything about Dr Beech because it would reflect badly on the school. He has little idea about the details and extent of Beech’s research except that many other people thought it was crazy, out-beyond-the-fringe stuff. Dr Karen Wathey, Prostethics Researcher Bystander: Gossip (motivation: to pass on rumours) Previous collaborator with Dr Beech, decided he was going too far and stopped helping. Also leaked details of Beech’s ethics violations to the Dean in an effort to get Beech punished. Does not want to reveal anything about Beech because it might endanger her own career. She knows that Beech has no qualms at all about breaching ethics rules, and has begun to worry about the possi- bility that he has no qualms about breaking other rules either. 283 MYSTERY: DAMN DIRTY APES Dr Harvey Noble, Roboticist Bystander: Victim (motivation: to put themselves in danger) Noble has devoted much of his career to criticizing Dr Beech, ever since their first disagreement over who deserved the nicer office in a building that has since been demolished and rebuilt. Noble will happily rant about the various shortcomings of Dr Beech, but his perspective is that Beech acts mainly in order to snipe at Noble. Any useful information is likely to be hidden in Noble’s general accusations of misconduct. He is aware that Beech was looking into “crazy” control systems for bionics, verging into parapsychology in some cases. Dr Clayton Holt, Ethics Committee Chair Bystander: Witness (motivation: to reveal information) Holt is in charge of the university research ethics committee and thus has access to a number of Beech’s research proposals. Most of these— especially the most recent and disturbing ones—were denied. Holt also oversaw the ethics breach complaints against Beech and is aware that Beech was conducting hideous prosthetic experiments on animals. The university (specifically Dean Crouch) prevailed upon the committee to keep the details of these sessions confidential due to the danger they posed to the university’s reputation. Holt is not wholly happy with that situation and can be persuaded to reveal what he knows if the hunters provide good reasons (such as clues that Beech is continuing his work illicitly). Amy Pritchard, Student Bystander: Official (motivation: to be suspicious) Former student of Dr Beech. Shocked by the experiments he was con- ducting, Pritchard has now joined the Animal Freedom Militia. Does not want to tell anyone about Beech and the experiments because she’s ashamed of her own involvement in them. She knows a great deal about Beech’s theories of etheric-bionic synergy, but has no idea that he has managed to get them working in practical applica- tions, even imperfectly. 284 MYSTERY: DAMN DIRTY APES Robin Harding, Animal Freedom Militia Liberationist Bystander: Innocent (motivation: to do the right thing) Harding is the head of the university’s branch of the AFM. She is a strict vegan, and a zealous protector of animals. If questioned, she denies the AFM had anything to do with the stolen primates, but only because they have not been able to free the primates themselves. The activities of other animal liberators are fully supported by the AFM. Harding has plenty of contacts with animal shelters and rescue groups, and would be good to have on-side if any of Beech’s primates are rescued alive and need to be rehabilitated. Crazy Cats Club Location: Crossroads (motivation: to bring people, and things, together) A bar and punk/alternative music venue, this is also the de facto head- quarters of the Animal Freedom Militia. The bar is cramped and noisy, the walls covered with messy murals and graffiti. If the hunters come here undercover as cops or other authority figures, the patrons will tend to be hostile. Amy and Robin can be found here most evenings, and if not then someone will know where they are. Claire Guimaras, Local police chief Bystander: Witness (motivation: to reveal information) Concerned mainly with the weirdness of the crime, Guimaras has no particular leads when the hunters first arrive. It’s clearly linked to the other recent thefts at the university, but the extreme violence of the attack on the security guard has left her puzzled. Later in the adventure, forensic technicians will report that samples from the scene reveal that at least two chimpanzees were involved. This fact does not help Guimaras in any meaningful way. If the hunters can give her some leads or any kind of explanation about what is really going on, she’ll be grateful. 285 MYSTERY: DAMN DIRTY APES Other Bystanders Use these templates as starting points for any other people the hunters talk to. Name Bystander type Trait Lavonyelle Robinson Witness (reveal information) Stoic Yvette Suhre Victim (put herself in danger) Punctual and organised Bernard Warnes Gossip (pass on rumours) Spiritual Louise Farrar Victim (put herself in danger) Determined and optimistic Kris Kiesling Busybody (interfere in others’ plans) Over-dramatic Yukiko Katagiri Official (be suspicious) Grumpy 286 MYSTERY: DAMN DIRTY APES 287 As the game Goes On As you play through mysteries, and elaborate on the team’s history and the world, here are the things you need to keep in mind. 288 AS THE GAME GOES ON At the End Of Each Mystery This works the same as for the first mystery: • Tidy up your notes from the mystery. • Talk to everyone about how it went and see if they have plans for what to do next, or ideas for later. • Think about whether the mystery gave you more ideas for your existing arcs, or suggested a new one. 289 AS THE GAME GOES ON Checking On Your Arcs After each mystery, look at each of your arcs and think about what got revealed in play. If something relevant happened, update the arc with the new, altered, or defeated threats. Advance countdowns based on events in play or off-screen. You should do this if events during the last mystery pointed to it (for example, if the hunters failed to foil the evil plot), or if it has been so long that the next event in the arc countdown would have hap- pened (for example, isolated reports of zombies over the past couple of months become widespread reports of zombie attacks). If you advance an arc due to off-screen events, you should make the next mystery about that arc so the hunters have a chance to stop it progressing further. Also, an arc countdown might suggest an idea for the next mystery, even if it’s not directly tied to the countdown advancing. Building Mythology As the game goes on, over the course of many mysteries, keep building up the mythology of your world: the history, logic, and rules behind why things are the way they are. What are the rules of magic? Why are these monsters out there? Who are the big powers that are conspiring against humanity? This should develop naturally. As the world develops, you’ll find yourself thinking “Why did this monster do that?” or “Why does this mad cult leader want that?” The answers to questions like this will form the basis of your mythology. To make the process easier, keep track of all the pieces you created with a mystery or added as you played. Keep the mystery sheets too. Track any loose ends, enjoyable threats, significant deaths, and other details that might be worth revisiting. Look at the implications of each mystery: do they suggest some- thing that should be part of your mythology? Maybe you’ve discovered a rule for magic or how monsters come to be? Or how these creatures operate, or what their ultimate goal is? Arcs and mythology work hand in hand. How your mythology accretes will suggest the ways your arcs should play out. And the arcs will point at elements that ought to be part of the mythology. 290 AS THE GAME GOES ON Endgame The game has some built-in measures of progress: things that might tell you that one of the hunter’s stories is coming to a close, or even that the whole team’s story is. I’ll talk here about what to look for and how to deal with these signs when you see them. Leveling Up And Improvements Most sessions, expect each hunter to level up once or twice, getting one or two improvements. At first, this does not contribute one way or another to how the story is playing out. However, when the hunters get to the advanced improvements after five level-ups, they will be getting to peak effectiveness. A hunter who has taken most of their starting improvements and a few advanced improvements will have a wide array of moves to deal with the problems they encounter, and things usually go the way they want. Once a hunter reaches this point, try to push arcs relating to that hunter towards closure. Depending on exactly how fast the hunters earn advances in your game, expect them to reach this point after ten to twenty sessions. There’s also that advanced improvement “retire your hunter to safety.” If anyone picks that, or is seriously considering it, that’s a clue that that hunter’s story is approaching an end (although it might not be the end of the story for the rest of the team). Running Out Of Luck Luck scores are another measure of story progress. Luck will gradually get used up as you play. If a hunter is getting to the end of their Luck, that’s another sign their story needs to end. If not, they’ll be killed by a monster sooner or later (either because they can no longer reduce the harm they suffer, or because of a hard move you make against them). Some hunter types have special effects as they spend Luck, as well: • When the Chosen spends Luck, you need to include some- thing from their fate in the game. • When the Crooked spends Luck, that means someone from their past is going to reappear soon. • When the Spooky spends Luck, the demands of their dark side will grow. 291 AS THE GAME GOES ON Dealing With Arcs The other game element that feeds in to the endgame are your arcs: if the arcs the hunters are most concerned with have concluded (either via the hunters stopping whatever is happening, or failing to stop it), that suggests it’s nearing time to wind up. Other Things To Consider The rhythms of hunter development and arcs are not the only things that you should use to make decisions about when a game is ending. If a hunter dies and the player creates a fresh replacement, or someone decides to play a second character, then that new hunter starts at the beginning. This will mix up the capabilities between the different characters. And if hunters are retiring and being replaced on the team, that might mean you’re in for a long saga. How To End A Game If you feel that things are moving towards a climax and resolution, it’s a good idea to talk to the rest of the group and mention that you feel that way. They’ll let you know if they agree, or if they think there’s still unfinished business to deal with. If there is general agreement that it’s time to finish the game, make sure you plan the next few mysteries to suit. Have them be bigger in scope, more epic, and ensure the important arcs get resolved. If there’s no agreement that it’s time to finish up and there’s enthu- siasm to continue, that’s your cue to start thinking up some new arcs to replace the ones that have been dealt with, and maybe for some new hunters to join the team. 292 AS THE GAME GOES ON One-Shot Games If you want to run a single mystery (maybe as a convention game or for a change from a regular game), here’s what to do. One-Shot Hunters Use mystery letters to share background information the hunters should know. They can also be used to let them know any custom rules for creating their hunters (see below). If you’re not providing specific hunter playbooks, you can write letters that are aimed at dif- ferent specialities: for example one for a brawler, one for a magician, one for an investigator. The hunters should start with fewer Luck points: give them 1-3 (depending on how tough you want the mystery to be). You may allow them to have a free level-up after creating their hunter, to make up for having fewer Luck points to save them. It’s useful to pick a team concept for the game, and just tell every- one who the team are and how they operate. You may need to make certain playbooks mandatory, suggest others that fit in, and leave out others completely. For example, if your team concept is centered on the Professional, having an Initiate might not work so well. Don’t offer the Initiate playbook as an option. I strongly advise that you let everyone make up their own hunter (even if you restrict the types available). Making all the choices during hunter creation—about their abilities, history and so on—gives the players a stake in the way the game is going to play. You may reduce the options available in hunter creation to suit your mystery. You can do this with a mystery letter: include an instruc- tion like “By the way, when you are picking your moves, this move will be especially useful for this mystery, that move is not allowed, and other move will probably not be very relevant.” 293 AS THE GAME GOES ON One-Shot Mystery Creation A twist or two works very well in a one-shot game. For example, give the hunters a hook that appears to be a classic monster (ghost, vampire, werewolf, etc), but which turns out to be something quite different. You can make things easy on yourself if you bring a map of pos- sible locations, a list of names, and some pre-written bystanders (e.g. you can always find room for a suspicious cop and some naïve victims). Without the expectation that the game will continue, you should also feel free to ramp up the danger level of the threats. You can have: • more unnatural powers. • more minions, or multiple monsters. • higher damage attacks for monsters and minions. • higher harm capacity for monsters or minions before they are killed. • threats target the hunters, or their loved ones, directly. Also, think about the scale of events. In a one-shot, the stakes of the mystery can be huge: zombie epidemics, the legions of Hell being unleashed on earth, hideous gods from beyond the stars—any huge threat is fair game. If your team includes hunters with central story elements (the Chosen and her fate, the Wronged’s nemesis, the Professional and her Agency, the Initiate and his Sect, etc) then tie those into the mystery as well. Think about these central elements when you decide which hunter books to bring to the table, and then you can leave the right- shaped holes in your mystery (e.g. you could leave yourself space to adjust the threats to match the Chosen’s fate). You should have time to do this as the other players make up their hunters: as they go, find out what they picked for their hunters, and you can quickly adjust your notes to fit, or suggest to the players things that work with what you have planned. One-Shot Mystery Play In general, follow the instructions for a first session. Give everyone a quick introduction to the rules before they make their hunters. The idea of moves and what the ratings mean (page 25) is enough. Explain other rules when you need them in the game. Go a little easier on the questions, as you don’t need to build so much mythology from the answers. You can also go much harder on the hunters in play. Push for more horror, and don’t hold back with the danger. 294 AS THE GAME GOES ON Player Numbers The ideal number of people to play Monster of the Week is three or four hunter players and a Keeper. Of course you can’t always arrange exactly that many people to play. If you only have one or two hunters in a game, it’s going to be more focused on those hunters. Let them talk more, and make an extra effort to draw in elements that the players come up with for their hunter’s stories, weaving them into your mysteries and arcs. If you have more than four hunters, you’ll find hunter creation takes longer: if you want, you can save some time by having each player only pick history for some of the group—such as for every second hunter going around the table. Connections with other hunters can develop in play. You may also find that spotlight time is harder to juggle with such a large group. You can suggest the team splits up to cover the mystery, allowing you to switch back and forth between the different groups as the mystery unfolds. You can encourage the other players to share the spotlight and to be fans of the other hunters. With large groups, you will also find that each hunter makes fewer move rolls (and so will get a little fewer experience marks), and that combat can become either a cake-walk or overly drawn out. Some of the techniques for keeping fights interesting will help in these situa- tions (see page 207). 295 Customising Your Game There are are variety of ways you can customise your Monster of the Week game. Here’s my advice, working from modest changes (custom moves) to the most ambitious (hacking it into a whole new game) 296 CUSTOMISING YOUR GAME Custom Moves Custom moves are moves that you create to give your own game a unique feel and identity. If you want to define a monster’s unique powers, special things that another threat can do, or even new moves that the hunters can use, create a custom move using the process below. Defining The Move Custom moves for threats start with a basic idea. What does the threat need to be capable of? If the threat’s abilities are not covered by the existing Keeper and threat moves, then you need to define a custom move. Custom moves for the hunters could be available as an improve- ment, or something they can all do when certain conditions are met. It can also codify something that a hunter does already, if you want a consistent rule for how it works. 297 CUSTOMISING YOUR GAME Triggering The Custom Move Carefully define when the custom move applies: having a specific trigger condition ensures that you know when to use the move. The trigger is there to enforce describing the move properly, so there’s no doubt about when it happens. Something like “when you go down into the sewers,” “when you call on the demon Uhul,” or “when you’re splashed with lamia-bile.” Move Types Moves come in three main types: • A roll, usually adding a rating. Define what happens on a good success (10+), partial success (7-9) and a miss (6-). Note that you could specify a different number to add, not just a rating: harm suffered, number of people sacrificed to cast a spell, etc. • A bonus or penalty for some circumstance. • A special effect that applies in certain circumstances. Use the moves I’ve provided throughout this book as examples and guidelines. All the character moves, the basic moves, and the example moves in the Mysteries and Arcs section have been created to fit this pattern. Custom moves might be much more limited than other moves, or they might be vastly more powerful. That’s fine, as long as they are just what is needed for that part of your game. Example Custom Moves Here are a bunch more examples to show you the sorts of moves you might create. I’ve put the trigger of the move in bold, so you can see when it applies. Then I’ve explained more reasons for creating the move that way, and the effect I intend. An Aura Of Terror An ancient wraith has an aura of terror. Anyone within 5 metres of the wraith takes -1 ongoing, unless they act under pressure to resist the fear. This is a penalty move, triggered by being close to the monster. It’s designed to make attacking the ghost up close harder, which may get the hunters thinking of alternative ways to defeat it. 298 CUSTOMISING YOUR GAME Knows It Like The Back Of His Hand Ed O’Grady (bystander: witness) is a keen walker, and knows the woods and hills nearby like the back of his hand. If you ask his advice on the terrain or how to find somewhere, hold 1 that you can spend to get +1 on any roll you make following his directions. This is a bonus move, something to mark out this particular bystander as someone worth paying extra attention to. The Infernal Hunting Pack This hunting pack of thirteen infernal hounds (minions: brutes) serve a demon lord. The hounds may mark someone for death with a bite. The marked person is then allowed to escape, but the pack will know the location of a marked person forever. This is a special-effect move, triggered by the hounds biting a person. This move adds a long-term problem that could remain in play even after the current mystery is solved. Searching The Marshes When you search in the marshes (location: maze) roll +Sharp. On a 10+ things seem to point somewhere in particular: take +1 forward for investigating. On a 7-9, you can investigate, but then you must pick one of the bad things below. On a miss, all three bad things are true. Bad things that can happen in the marshes: • Something is following you. • You are lost, and your phone and GPS are not working prop- erly. • You stumble upon something abominable. Searching the marshes is a roll move. It is designed to make the marshes a bit more exciting than a usual location threat. By making it a roll, you make the player pick what happens. This gives them a bit more of a stake in the situation (plus it can be exciting just knowing there’s a special move to roll). 299 CUSTOMISING YOUR GAME Nightmares When you go to sleep in this town, count how many times you have slept here and roll +sleeps. On a 10+, you have nightmare visions of what is to come and you know it can’t be stopped: you must act under pressure to break out of your despair and actually do something about the visions. On a 7-9 you have nightmare visions of what’s coming, but that’s all. On a miss, you sleep like a baby. This move belongs to the location threat that describes the town. It is another roll type move, that tells the hunters that this town is in big trouble, and they need to sort it out before too many nights pass. Calling The Flame Spirits Here’s a move for a hunter who made the use magic move a lot for a particular effect, so we decided to make a custom move for that spell. When you call the flame spirits you need to spill some very strong liquor into a fire and call the spirits by name (as many or as few names as you want). Roll +Weird. On a 10+ all the spirits you named come, and they’ll tell you some specific things and burn anything you want. On a 7-9 one of them comes and tells you some obscure things and then it burns some stuff, mostly what you wanted burned. On a miss, the fire spirits are angered. They might refuse your summons for a long time, or some of them might appear and demand a signif- icant sacrifice from you right now, or else. This is another roll move, designed to be a slightly different version of use magic that deals with this particular spell. Note that it is safer, but a lot more specific, than the use magic move. 300 CUSTOMISING YOUR GAME Inaccurate Memories Here’s a move for a mystery that deals with a monster that can domi- nate people’s minds. When a hunter questions someone who has seen the monster, they get told one of these in addition to any normal questions and answers: • They say something that directly contradicts a fact the hunters already know (e.g. “I was at work” when they know she wasn’t). • They can’t remember that time at all. • They can remember the time, but their memory is an obvious fabrication (e.g. “After I got home I had dinner, watched some TV, then I had dinner”). This is a special-effect move. The obvious contradictions here are a way to let the hunters know that the monster they are after can get into people’s minds and change their memories, or make them lie, or something like that. Checking Out An Agency Facility Here’s a move for an arc. It goes with an arc about a Professional’s Agency. When you explore an Agency facility it counts as investigat- ing a mystery, but you can also ask these questions: • What do I find out about the Agency’s real goals? • Who do I find out something suspicious about? This is a special-effect move, adding some extra options for investi- gation that bear on specific issues that have come up in the hunters’ previous investigation of the Agency (and a similar move in your game would have questions tailored to what’s already happened to your hunters). You add more questions later, if the hunters come up with other things they want to look for. 301 CUSTOMISING YOUR GAME Custom Threats If there’s a need for a threat type that doesn’t quite fit into the ones that are already defined, just add it. All that’s needed are a name, a motivation, and any custom moves it can make. Think about whether it is a monster, minion, bystander, or loca- tion. If it doesn’t fit into any of those, you can create a new threat type with its own list of special moves. Example Custom Threat: An Evil Cult This custom threat represents an evil cult infesting a small town. It’s a minion threat. They’re Everywhere! (motivation: make people scared to speak out). This threat has this custom move. When a hunter asks locals about something weird, roll +Sharp. On a 10+, the hunter works out: • if they are talking to a member of the cult, this person is con- cealing something important. • if they are talking to a normal person, this person is too scared to reveal anything. On a 7-9, the hunter knows something isn’t right, but not exactly what. On a miss, the cult gets told that this hunter is asking questions about them (regardless of whether that was the subject or not). Legacy Experience Rules In the first edition of Monster of the Week, the way hunters gained experience points was different. Here is the original system for those who prefer the it, or are interested in what it was. Hunters do not mark experience on a missed roll (6 or less), and there’s no end-of-session list of questions that can earn experience. Any specific moves that say a hunter marks experience are unchanged. At the beginning of each session, each hunter should pick another hunter on the team who they feel they currently have the closest rela- tionship with. That hunter’s player picks a rating to highlight. Then the Keeper picks a second rating to highlight for each hunter. Whenever a hunter makes a roll with a highlighted rating, they mark experience, regardless of whether the result is a hit or a miss. 302 CUSTOMISING YOUR GAME Sharing The Keeper Duties If your group wants to swap around the duties (who is the Keeper, and who plays the hunters), the game can handle that without much trouble. You’ll need to decide if you have all the game’s arcs open, for people to use how they want when it’s their turn to be Keeper, or secret. If the arcs are secret, then each of you will have to look after your own, and tie them into your own mysteries. Then you can take turns as Keeper, each preparing a mystery and running it. I’d suggest that each current Keeper’s hunter take a break from the team (because tracking everything that your hunter and all the mystery threats are doing is too much to handle). You may want to consider a team concept that allows some of the hunters to be absent, whenever convenient, in a believable way. For example, you might all work for an organisation that investigates monsters, with each team built as needed at the time: that way any hunter can be said to be on another case (or on leave) to explain their absence. It’s also a good idea to keep a shared journal (or set up a wiki) with all the mysteries, monsters, and other things you have encountered, so that everyone will be on the same page when re-using elements from earlier mysteries. Custom Playbooks I encourage the creation of custom hunter types for your game, and to share the results with other players and groups over the Internet. Here’s how to go about putting a new playbook together. Concept To start with, make sure your concept is good enough. If you can only think of a single example of your possible hunter type in fiction, the concept is probably too specific. But if you can think of a type, then it’s a good candidate. Aside from that, just go for something really cool. 303 CUSTOMISING YOUR GAME Ratings Rating lines should add up to three, and normally each hunter type has one rating that is always +2. If you give a line a second rating at +2, count that second +2 as a +3 instead. A normal rating line: Charm +2, Cool +1, Sharp -1, Tough +1, Weird=0 (Total 3) A rating line with two +2 ratings: Charm -1, Cool +2, Sharp -1, Tough +2, Weird=0 (Total 2, but counted as 3 due to the second +2) The Monstrous always gets +3 Weird, as a special case: there’s an unstated move that gives the Monstrous +1 Weird. The Chosen varies the rule as well: she gets two +2 ratings (each line has a different pair), plus each line adds up to four: the Chosen also has an unstated extra move to give her this advantage. Moves Each hunter type gets three moves as well. For many, one or two of these moves are mandatory. Some of the moves don’t count as one against their count: that’s for moves that aren’t purely an advantage, but that have both a good and bad side. The Initiate’s move when in good standing with the Sect is one of those: the move’s good and bad sides balance out, so the Initiate gets another three choices of purely useful moves. Some playbooks have moves that are purely bad (the Monstrous’ curse and the Spooky’s dark side, for example). When a playbook has a purely bad move, give them an extra useful move to make up for it. Not all the moves in the playbooks are explicitly called that, either. For example, the Expert’s haven is a move, but not referred to as one. Do this if your move is something special that doesn’t fit into the usual list of things the hunter can do. Gear Gear and weapon lists are primarily driven by what makes sense for the playbook. Try to include items that push towards your vision of what is cool and exciting about the concept. 304 CUSTOMISING YOUR GAME History The history choices are another place that gives you a great oppor- tunity to drive towards your concept. Each potential relationship with another hunter should reflect an aspect of what makes your new hunter type exciting. Improvements Improvements usually include: • One rating that may be improved to +3. • Three ratings that may be improved to +2. • Two choices of moves from another playbook. • Two choices of extra moves from this playbook. • Two special choices. These should be specific to the hunter type and reflect how they will develop and grow. • Optionally, add an advanced improvement (or two) specific to this hunter type. Only do so if there is something that really needs to be here, like the final resolution of thematic issues unique to the playbook. Balance? Don’t worry about balancing your hunter type against the others. If you follow the guidelines above (more or less), the playbook will work fine with the other hunter types. Sharing Please share your own content with other Monster of the Week fans. See page 15 for some places that you’ll be able to find us. 305 CUSTOMISING YOUR GAME A Whole New Game Vincent Baker’s Apocalypse World was built with hacking in mind. I don’t have a lot to add to the guidelines in that game, but as you may not own Apocalypse World, I’ll say a little about what to do if you want to take these rules and use them for something else. The key things are the Keeper’s agenda and principles, and the basic moves. They are the most important dials that control how the game plays out. The setting can be left mainly implicit. Use the playbooks, basic moves, threats, and Keeper moves to provide the game’s setting. That allows each group to fill in the other details to suit themselves and their game. If you want to compare and contrast, here are some other hacks of Apocalypse World that might be of interest: • Monsterhearts by Avery Mcdaldno draws from a similar place to Monster of the Week, but it’s about the messy supernatu- ral romance side of Buffy and True Blood (and Twilight). In particular, check out how the basic moves in Monsterhearts emphasise different ways of resolving conflicts to Monster of the Week. • Avery also created Simple World, a framework for building your own game using rules based on Apocalypse World. It’s a really good place to start your hack. • Dungeon World by Sage LaTorra and Adam Koebel is a modern take on classic dungeon crawl roleplaying. • Sagas of the Icelanders by Gregor Vuga has moves and play- books that reflect expected social roles. • World of Dungeons by John Harper is an extremely cut down (but still perfectly playable) version of Dungeon World. It’s a great illustration of how little you can get away with. 306 CUSTOMISING YOUR GAME 307 Inspiration Here’s a big list of things that inspired me, to a greater or lesser extent. The various fiction inspirations below fed into my conception of what monster hunters in the modern world might be like. They cover a range of styles, from straight-up horror through to comedy. Monster of the Week can fit anywhere along that continuum, but by default it’s like the television show Supernatural. That’s my number one inspira- tion. The game inspirations gave me ideas for the rules, how to arrange the text, or how to use horror in roleplaying. Television The primary sources are Supernatural and Buffy the Vampire Slayer. Also relevant are: Fringe; The X-Files; True Blood; Being Human; Doctor Who; Grimm; The Fades; Werewolf; Brimstone; Reaper; Sanc- tuary; Sleepy Hollow; Penny Dreadful; The Vampire Diaries; and The Originals. Film Big Trouble in Little China; Near Dark; Dracula (any version: my favorites are Murnau’s Nosferatu, Herzog’s remake of Nosferatu, and Coppola’s Bram Stoker’s Dracula); The Hunger; Bubba Ho-Tep; An American Werewolf in London; Dog Soldiers; The Lost Boys; Fright Night (old or new); Hellboy & Hellboy 2: The Golden Army; Army of Darkness; My Name Is Bruce; Troll Hunter; Attack the Block; Alien; Aliens; Carpenter’s The Thing; Night Watch and Day Watch. 308 INSPIRATION Novels The Dresden Files by Jim Butcher; the Twenty Palaces books by Harry Connolly; the Felix Castor books by Mike Carey; the Monster Hunter International books by Larry Correia; Dracula by Bram Stoker; any- thing by H. P. Lovecraft; the Strain trilogy by Guillermo del Toro and Chuck Hogan; Declare, Last Call, Expiration Date, Earthquake Weather, and The Anubis Gates by Tim Powers; Charles Stross’ Laundry series; Garth Nix’s Old Kingdom trilogy; The Rook by Daniel O’Malley. Comics Hellboy, BPRD, and BPRD: Hell On Earth by Mike Mignola; Hellblazer; Atomic Robo by Brian Clevinger and Scott Wegener; Nextwave: Agents of H.A.T.E. by Warren Ellis and Stuart Immonen; S.H.O.O.T. First by Justin Aclin and Nicolas Daniel Selma; Dylan Dog created by Tiziano Sclavi Games This is a hack of Vincent Baker’s Apocalypse World, which is a great game, and I highly recommend it if you feel like spending some time in a post-apocalyptic wasteland. Other games that provided inspiration (in no particular order): Unknown Armies; Fiasco; Geiger Counter; Mouse Guard; InSpectres; GURPS: Black Ops; GURPS: Horror; Cold City; Call of Cthulhu; Trail of Cthulhu; Dungeon World; Monsterhearts; and World of Dungeons. Graham Walmsley’s Play Unsafe has great advice for improvisa- tion in games (and Monster of the Week is largely improvised, so that advice is all directly applicable). His book Stealing Cthulhu has advice about writing Lovecraftian adventures: these ideas can be used to good effect for Monster of the Week mysteries, too. 309 Index Absences, 267 Act under pressure, 26, 101, 182 advanced moves and, 122 as a general purpose move, 199 Cool and, 27 custom moves and, 297, 299 Crooked and, 38 examples of, 97, 171, 182 Expert and, 47 fighting and, 209, 221 during the investigation, 204 Keeper moves and, 173, Keeper’s notes, 182 kick some ass and, 199 Monstrous and, 62 Mundane and, 67 Professional and, 72 Spell-Slinger and, 76, 77, 78 Action Scientist, 20 Actions, not covered by moves, 199 Advanced arcane training move, 78 Advanced improvements, 120- 21 basic moves, 121 erasing used Luck mark, 121 change Hunter type, 121 endgame indicator, 290 improve a rating, 121 playbook-specific, 123-24 retire to safety, 121 second hunter, 121 Advanced moves, 122 Agency, 71, 165, 293, 300 Alien Monstrosity from Beyond, 246 Ally, 56, 119 chosen and, 34 creating using advanced Manipulate Someone move, 122 crooked and, 40 divine and, 45 types of, 119 Always the victim move, 67 Ancient evil rising, 233 Ancient Fighting Arts move, 56 Angel, 19 Angel (character), 19 Angel wings move, 43 Annelise (character), 19 Apocalypse, 235 Apocalypse Engine system, 9 310 INDEX Apocalypse World, 14, 130, 305, 308 Apprentice move, 56 Arc(s) basic concept, 229 building, 228 checking on, 289 countdowns, 232 custom moves, 237, 300 endgame indicator, 29 how to use, 241 templates, 233-36 threats, 230-31 unfinished business and, 229 Arcane reputation move, 78 Armory (haven option), 48 Armour for hunters, 116 for monsters, 139 Artifact move, 38 Assassin Crooked background, 36 example of, 278 minion type 141, 254 Atomic Robo, 20, 308 Aura of terror, 297 Baker, Vincent, 130, 305, 308 Balance (for playbooks), 304 Balkan vampire, 248 Basic moves (hunter), 25-26, 101, 165, 181-96 Basic moves (keeper) 172-3 Battlefield awareness move, 72 Beast, 138, 244 examples of, 134, 155, 250 Beech, Dr. Lawrence, mad sci- entist, 276 Beginning of mystery moves, 95 Berserk move, 88 Beyond human limitations, 106, 196 Big Game Hunter, The, 20 Big magic, 107-8, 197, 203 examples of, 108, 198 Keeper’s notes, 197-98 resurrection, 112 Big whammy move, 83 Bishop, Peter (character), 18 Bonecruncher, a Redcap, 155 Bonus forward, 99 moves, 297, 298 ongoing, 100 Boss from beyond move, 43 Bottle it up move, 72 Breed, Monstrous, 61 Breeder, 138, 244 example of, 248 Brute, 141, 254 example of, 255 Buffy (character), 18 Buffy the Vampire Slayer, 9, 13, 18, 19, 265, 305 Bug hunt, 261 Building your own game, 305 Burglar (Crooked background), 36 Busybody, 142, 256 Bystanders, 142, 256 examples of, 257 first mystery and, 135, 137, 147 subsequent mystery creation and, 256 using, 178 moves, 178 wounds and, 213 Calling the flame spirits move, 299 Cast out evil move, 43 Changeling, 154 Character names, 13 Charlatan (Crooked back- ground), 36 Charm (rating), 27 Checking out an Agency facility, 300 311 INDEX Chosen, 30-34, 18, 95 advanced improvements and, 123 arcs and, 229 mystery moves and, 202 one-shot mystery and, 293 running out of Luck and, 290 Chuck the bartender, 255 Chupacabras, 252 Claws of the beast move, 63 Collector, 138, 244 example of, 246 Combat magic move bases, 76 effects, 76 Comics (sources), 308 Compton, Bill (character), 19 Connect the dots move, 52 Connolly, Harry, 9 Constructed, 20 Consumables, 78 Contrary move, 52 Cool (rating), 27 Cordelia (character), 19 Corruption, 236 Could’ve been worse move, 78 Countdown, 135, 146, 205, 260 arcs and, 232 in Damn Dirty Apes, 274 in Dream Away The Time, 150 Crazy eyes move, 52 Creature of the night, 253 Crew move, 38 Crooked, 35-39, 18 recover stash of money and, 119 running out of Luck and, 290 Crossroads, 144, 258 examples of, 153, 157, 161, 281, 284 Cultist, 141, 254 Custom move(s), 296, 22, 199 examples of, 297-98 triggering, 297 types of, 297 Custom playbooks, 302-4 Custom threats, 301 Damn Dirty Apes mystery, 273- 85 Dark Master curse, 62 Dark negotiator move, 63, 104, 192 Dark past move, 47 Dark side, 83 Day, 146, 147 Deal with the Agency move, 22, 23, 72 Deal with the devil move, 38 Deathtrap, 144, 258 example of, 277 De-identifier, 251 Demon (Monstrous breed), 61 Den, 144, 258 example of, 277 Destiny’s Plaything move, 32 Destroyer, 138, 244 Detective, 142, 256 example of, 161, 257 Devour memory attack, 246 Devourer, 138, 244 examples of, 251, 252 Dice rolling, 99 Divine, 41-45, 18, 95 advanced improvements and, 123 arcs and, 229 DIY surgery move, 88 Don’t worry, I’ll check it out move, 67 Dracula, 245, 308 Dream Away the Time mystery, 149-161 Dresden, Harry (character), 19 Dresden Files, The, 18, 19, 308 Driver move, 38 Dungeon World, 14, 305, 308 Dunham, Olivia (character), 19 Dusk, 146, 147 312 INDEX Flake, 51-54, 18, 95, 202 Flight move, 63 Folklore, 243 Forensic divination move, 78 Fortress, 144, 258 Fortunes move, 56 Frankenstein’s monster, 20 Friends on the force move, 38 Fringe, 18, 19, 264, 265, 307 Game feedback, 14 Game play, 12, 96-100 advanced improvements, 120- 21 advanced moves, 122 advanced playbook-specific movements, 123-24 armour, 116 basic moves, 101-6 big magic and, 107-8 end of session experience, 118 every game hunters’ summary, 125 fights, 109 file downloads, 13 first time hunters’ summary, 125 gear, 114, 117 harm, 110 healing, 111 improvements, 118-20 improvised weapons, 109 leveling up, 118 Luck, 113 moves, 25-26 ratings, 25, 27 recommended number of players, 13, 294 resurrection, 112 time allotment, 13 unarmed attacks, 109 weapons, 114-16 Game website, 14 Games (sources), 308 Garth (character), 20 Electro-grapple, 279 End of days, 235 Endgame, 290-91 Equipment, not in playbook, 22, 114, 117 Etheric-bionic control interface and powers, 276, 278, 279, 280 Evil cult, 301 Evil ritual, 262 Executioner, 138, 244 Exile, 20 Experience, 118, 165, 202 end of session and, 118, 223 rules, legacy, 301 Expert, 46-50, 18, 95, 202 haven, 119, 303 Faerie (Monstrous breed), 61 Fate, Chosen’s, 31 Feed curse, 62 Fervor move, 88 Fight(s), 109, 206-11 environment usage in, 208 example of, 216-22 initiative in, 207 Keeper techniques and, 207 maps and, 208 resolution of, 210 soft moves and, 210 spotlight time and, 210 weapons in, 209 what’s at stake, 207 Fighting arts move, 57 Film (sources), 307 First session, 163, 225 ending, 223-24 game workings, 96, 165 history, 165 Hunter creation, 164 introductions, 165 playbook selection, 18 running, 166 team concept selection, 18 Fixer (Crooked background), 36 Fizzle (use magic option), 78 313 INDEX Gear, 114 custom moves, 117 custom playbooks, 303 new, 114 other, 117 tags, 117 Gestures, 77, 106, 195 Getting started, 95 Ghost (Monstrous breed), 61 Ghostfacers (characters), 20 Ghoul, 253 Giles, Rupert (character), 18 Gloating monologue, 276 Go big or go home move, 78 Google Maps, 13, 144 Gossip, 142, 159, 161, 256, 282 Greek vampire, 248 Grifter (Crooked background), 36 Guardian, 141, 254 Hacks, 305, 308 Hard Case, 20 Hard move(s), 175, 204 Harm, 110, 139, 212 monsters and, 110 moves, 212 using, 213 unstable wounds and, 213 Harper, John, 305 Haven, 48, 119 Haven options, 48, 119 Healing, 111, 215 Heat, 27 Hellboy, 20, 307, 308 Hellgate, 144, 258 examples of, 259, 262 Help out, 26, 27, 101, 183 advanced moves and, 122 during investigation, 204 fights and, 209 initiate and, 56 protect someone and, 193 Helper, 142, 178, 256 example of, 158 Helping hand move, 56 Hex move, 82 History, 18, 95, 125, 165, 224, 225 in one shots, 292 Hold, 99, 100 Home, 259 custom move, 259 Home ground move, 38 Homunculus swarm, 255 Hoodlum (Crooked back- ground), 36 Hook, 134, 136, 147, 150 in Damn Dirty Apes, 274 in Dream Away the Time, 150 in subsequent mystery cre- ation, 242 Hub, 144, 258 examples of, 157, 259, 281 Hunches move, 82 Hunter(s), 12 agenda, 96 creation, 21, 164 custom moves, 296 every game summary, 125 extra types, 20 first session only summary, 125 making second, 121 new type, 121 one-shot, 292 playbooks 13, 29-91 reference sheets, 13 type limitation, 21 types, 18-19 what to read, 14 I know my prey move, 88 I’m here for a reason move, 32 I’ve read about this sort of thing move, 47 Immortal move, 63 Improvements, 118-20, 290 advanced, 120-21 custom playbooks, 304 increase rating, 118 take another move, 118-19 314 INDEX Improvisational gaming, 96, 166 Improvised weapons, 109 Incantations move, 77 Incorporeal move, 63 Infernal hunting pack custom move, 298 Infirmary (haven option), 48 Inflict harm as established, 175 Initiate, 55-59, 19 advanced improvements, 123 command your sect improve- ment, 120 custom playbook, 303 one-shot mystery and, 293 sect arc, 229 start-of-mystery move, 95, 202 using the sect as a hook, 242 Initiative, fights, 207 Innocent (bystander), 142, 256 examples of, 158, 257, 284 moves, 178 Introductions, 94, 165 Introductory mystery, 13 Damn Dirty Apes, 273-85 Dream Away the Time, 149- 61 Mongolian Death Worms, 132-35 The Old O’Connell House, 136, 138-40, 142-43, 145, 147 Investigate a mystery, 26, 102, 184-86 advanced moves and, 122 divine and, 43 example of, 97, 100, 186-87 expert and, 48 initiate and, 56 Keeper moves and, 183 monstrous and, 63 Sharp and, 27 spell-slinger and, 78 spooky and, 82 Investigation, beginning, 203-11 It wasn’t as bad as it looked move, 47 Jinx move, 83 Jones, Harvey, monster investi- gator, 257 Keeper (of Monsters and Mys- teries), 12 actions not covered by a move, 199 agenda, 131, 166-67 always say rules, 170 arc creation, 228-37 awarding experience, 223 before first game, 130-32 between sessions, 223-24 bystanders creation, 142-43 countdown, 146-47, 205 do the obvious, 210 fight example, 216-22 fights, 206-11 file downloads, 13 first mystery preparation, 135-47 first session, 163-65, 202-211, 223 hard moves, 175, 204 harm, 212-13 harm moves, 212-13 Hunter creation, 21, 164-65 Hunter healing, 111, 215 Hunter moves and, 181-98 improvisational play, 128-29 introductory mysteries, 149- 61, 273-85 investigation and, 203-05 killing monsters and, 214-15 locations creation, 144-45 materials needed, 13 minions and, 141-43, 215 monsters and, 137-40, 215 keeper moves, 166, 168, 171- 74, 204, 209 315 INDEX mystery components, 134-35 playbook moves, 199 preparing for next time, 223- 24 principles, 131, 166-69 reference sheet, 13 role of, 14, 96, 98, 128-29 session length, 13 setting limits of use magic move, 196 sharing duties, 302 soft moves, 174 spotlight time and, 210 threats and, 137-145, 176-79 unexpected player actions, 205 use magic and, 195-96 what to read, 14 Kick some ass, 26, 97-99, 103 advanced moves, 122 examples of, 97-98, 218-19, 222 fights and, 207, 209-210 help out and, 183 improvised weapons and, 109 Keeper’s notes, 188-89, 193 monstrous and, 63 protect someone and, 193 spell-slinger and, 76 spooky and, 83 Tough and, 27 wronged and, 88 Knows it like the back of his hand custom move, 298 Koebel, Adam, 305 Koko, robo gorilla, 278 Lab, 144, 258 Large groups, 294 Laser cannon, 278 LaTorra, Sage, 305 Lay on hands move, 43 Leave no one behind move, 72 Let’s get out of here move, 67 Leveling up, 118, 165, 290 options, 22, 24 Lilly, Ray (character), 20 Location(s), 137, 144, 258 examples of, 135, 145, 259 examples of custom moves, 277, 298-99 threat moves and, 179, 208, 259 types, 144 Lone Gunmen (characters), 18 Longer mystery sequences, 266 Lore Library (haven option), 48 Lovecraft, H.P., 253 Luchador, 20 Luck counter, 113 running out of, 113, 290 Mad Scientist, 20 Made move, 38 Magical Laboratory (haven option), 48 Manipulate someone, 26, 104 advanced moves and, 122 Charm and, 27 Crooked and, 36, 38 Dark Negotiator move, 63 example of, 98-99 Flake and, 52 Keeper’s notes, 190-92 manipulating monsters, 104, 192 Monstrous and, 63 Spooky and, 82 Wronged and, 88 Maps, 13, 144, 208 Maze, 144, 258 examples of, 157, 179 Mcdaldno, Avery, 305 Meddling Kid, 20 Medic move, 72 Mental dominion move, 63 Mentor move, 56 Midnight, 146, 260-61 examples of, 147, 150, 232-36, 261-63, 274 316 INDEX Minion(s), 137, 141, 147, 254 example of, 134, 142, 152-54, 231, 255, 280 group of, 141 healing and, 215 in fights, 213 manipulation, 104, 192 threats and, 177, 301 types of, 141 using, 177 wounds and, 213 Mobility move, 72 Mongolian Death Worm Attack mystery, 132-35 Mongolian Death Worm, 134 Monster(s), 134, 137, 147 armour, 139 attacks, 139 examples of, 134, 138-40, 155, 230, 245-53, 276 harm and, 110 healing and, 215 killing, 214-15 manipulation, 104, 192 powers, 139 in subsequent mystery cre- ation, 243-44 threat and, 176 types of, 138, 244 using, 176 weakness and, 140 Monster Hunter International, 20 Monsterhearts, 14, 305 Monstrous, 60-65, 19 advanced improvements and, 124 custom playbooks and, 303 manipulate someone and, 192 Moves, 25, 97 advanced, 122 basic, 26, 101-6 general purpose moves, 199 Keeper, 171-74 making, 98-99 in custom playbooks, 303 in playbook, 26, 199 triggers for, 25, 297 types of, 297 Mulder, Agent (character), 18 Multi-part mysteries, 265-66 Mundane, 66-69, 19 erase a Luck mark, 120 Mystery basic concept of, 134, 136 bystanders, 135 changing formula, 264-65 countdown, 135, 146-47, 260-61 creation, 240-44, 254, 256, 258, 260-61 creation, one-shot, 293 Damn Dirty Apes, 273-85 Dream Away the Time, 149- 61 end, 288 hook and, 134, 136, 242 investigation and, 203-11 locations, 135, 137, 144, 258 minions and, 134, 141, 254 Mongolian Death Worm Attack, 132-35 monster and, 134, 136, 138- 40, 243-44 The Old O’Connell Haunted House, 136, 138-40, 142-43, 145, 147 scope, 261 sheet, 13 templates, 261-63 threats and, 135, 137 317 INDEX Mystery letters, 267-68 examples of, 268-69 Mystic move, 56 Mystical Library (haven option), 48 Mythology building, 289 Net friends move, 52, 257 NEVER AGAIN move, 88 Nightfall, 146, 147 Not my fault move, 78 Notorious move, 38 Novels (sources), 308 Oberon, King of Faerie, 152-53 Official (bystander), 142, 178, 256, examples of, 158, 283 Often overlooked move, 52 Often right move, 47 Old O’Connell Haunted House mystery, 136, 138-40, 142-43, 145, 147 One-shot games, 292-93 One-shot hunters, 292 One-shot mystery creation, 293 play, 293 Oops! move, 67 Orc (Monstrous breed), 61 Order, The (team concept), 24 Oubliette (haven option), 48 Panic button move, 67 Panic Room (haven option), 48 Parasite, 138, 244 example of, 249 Penalty move, 297 Phasing, 246 Pickpocket (Crooked back- ground), 36 Pitt, Owen (character), 20 Plague, 141, 254 example of, 280 Playbook, 18-21, 164 -65 advanced improvements, 123- 24 Chosen, 30-34 Crooked, 35-40 Divine, 41-45 Expert, 46-50 Flake, 51-54 Initiate, 55-59 Monstrous, 60-65 Moves, 26, 199 Mundane, 66-69 Professional, 70-74 selection, 18-19 Spell-Slinger, 75-80 Spooky, 81-85 Wronged, 86-91 Player agenda, 96 numbers, 294 Power of heart move, 67 Practitioner move, 78 Precise strike move, 47 Premonitions move, 82 Preparedness move, 47 Preternatural speed move, 63 Prison, 144, 258 examples of, 259, 281 318 INDEX Professional, 70-74, 19, 21, 165 add resource tag, change red tape tag, 74, 120 advanced improvements, 124 Agency arc, 229 example custom moves and, 300 one-shot hunter/mystery creation and, 292-93 team concepts, 22-23 using the Agency as a hook, 242 Protect someone move, 26, 105 advanced moves and, 122 basic Keeper moves, 173, 175 examples of, 25, 170 fights and, 109, 209 Initiate and, 56 investigation and, 204 Keeper’s notes, 188, 193 Mundane and, 67 Spell-Slinger and, 78 Tough and, 27 Wronged and, 88 Protection Spells (haven option), 48 Pure Drive curse, 62 Queen, 138, 244 example of, 245 Ratings, 27 in custom playbooks, 303 Read a bad situation, 26, 105 advanced moves and, 122 hard moves and, 175 examples of, 100, 170, 207, 216-217 fights and, 207, 209 investigation and, 204 Keeper’s notes, 194 Professional and, 72 Sharp and, 27 Spell-slinger and, 78 Spooky and, 82 Renfield, 141, 254 Resurrection, 112 Reveal future badness, 172 Right hand, 141, 254 example of, 152 Riley and the Initiative (charac- ters), 19 Road-tripping hunter family (team concept), 24 Roll move, 297-98 Sacred oath move, 56 Safety first move, 88 Sagas of the Icelanders, 305 Scooby-doo and Scooby gang (characters), 20 Scout, 141, 254 examples of, 142, 255 Sect, 57, 293 See, it all fits together move, 52 Sessions, 266 Shadows, 146, 260 Shapeshifter move, 63 Sharp (rating), 27 Shield spell move, 78 Sidekick, 20 Sight move, 82 Simple World, 305 Singer, Bobby (character), 18 Six-sided dice, 13 Skeptic, 142, 256 examples of, 143, 158 Slayer and entourage (team con- cept), 23 Sleepy Hollow, 9 Smite move, 43 Sneaky move, 52 Snoop, 20 Soft moves, 174, 175, 204, 210 Something borrowed move, 63 Soothe move, 43 Sorcerer, 138, 244 example of, 276 Special-effect move, 297 examples of, 298, 300 319 INDEX Spell-slinger, 75-80, 9, 19 advanced improvements, 124 combat magic pick, 120 Spooky, 81-85, 19 advanced improvements, 124 changing dark side tags, 120 custom playbook, 303 endgame indicator, 290 start-of-mystery moves, 95, 202 Spore troll, 249 Spotlight time, 210, 294 Start-of-mystery moves, 202 Story Games Names Project book, 13 Subordinate (ally), 56, 119 Subsequent mysteries running, 270-71 session beginning, 270 session ending, 271 Subsequent mystery creation, 240-65 countdown, 260 scope, 261 templates, 261-63 threats, 243-59 Summoned, 20 Sunset, 146, 260 Supernatural, 9, 13, 18-20, 307 Surgical robot hand, 276 Suspicious mind move, 52 Tactical genius move, 72 Tags gear, 117 weapon, 114-15 Team concepts, 18, 22, 119, 164 customisation, 22 examples, 23-24 selection, 18 Team playbook option, 119 Telepathy move, 82 Television (sources), 307 Tempter, 138, 244 example of, 247 That Old Black Magic move, 56 Thief, 141, 254 example of, 154, 279 Third eye move, 78 This is gonna suck (use magic option), 78 Threats, 135, 137, 176-79 arc and, 230-31 custom moves and, 296-300 in subsequent mystery cre- ation, 243-59 Tools and techniques move, 77 Tools matter move, 88 Torturer, 138, 244 example of, 253 Tough (rating), 27 Traitor, 141, 254 example of, 255 Trickster, 138, 244 True Blood, 19, 305, 307 Trust me move, 67 Tune in move, 83 Twenty Palaces, 9, 19, 20 Twilight, 305 Uhul, demon prince, 247 Unarmed attacks, 109 Underworld, 37 Unexplained cases team (team concept), 23 Unfazeable move, 72 Unholy strength move, 63 Unnatural appeal move, 63 Unquenchable vitality move, 63 Urban legend, 243 320 INDEX Use magic, 26, 106 advanced moves and, 122 as a general purpose move, 199 big magic and, 107, 108, 197- 98 Crooked and, 38 custom moves example, 299 effects, 106 Expert and, 48 fight example, 220 glitches, 106 initiate and, 56 investigation and, 204 Keeper’s notes, 195-96 Spell-Slinger and, 78 Spooky and, 82 threats and, 247, 251 Weird and, 27 Valmont, Anna (character), 18 Vampire (Monstrous breed), 61 Vampire (example monster), 245 Victim (bystander), 142, 178, 256, 282 examples of, 135, 161 Violet, a changeling, 154 Vrykolakas, 248 Vuga, Gregor, 305 Vulnerability curse, 62 Wardens, The (characters), 19 Weapons, 114 custom, 116 improvised, 109 tags, 114-15, 207, 209 Weird (rating), 27 Werewolf (Monstrous breed), 61 Werewolf (example monster), 230-32, 250 What could go wrong? move, 67 What does not kill me move, 88 What I need, when I need it move, 43 Wikipedia, 243 Wilds, 144, 258 examples of, 135, 156 Willow (character), 19 Winchester, Dean (character), 19 Winchester, John (character), 19 Winchester, Sam (character), 19 Witness, 142, 178, 256 examples of, 160-61, 282-84 Woman (or Man) with the Plan move, 47 Workshop (haven option), 48 World of Dungeons, 305 Wounds, unstable, 213 Wronged, 86-91, 19, 165, 293 advanced improvements, 124 arc, 229 Xander (character), 19 X-Files, The, 13, 18, 264, 307 Zombie (Monstrous breed), 61
textdata/thevault/Monster of the Week (PbtA) [multi]/Monster of the Week (revised)/MotW - Corebook - Monster Of The Week Revised.pdf
1 Strange WorldS: DeaD planets Kim Frandsen 2 strange WorlDs Credits Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels Credits Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels Strange WorldS: DeaD planets Compatibility with the Starfinder Roleplaying Game requires the Starfinder Roleplaying Game from Paizo Inc. See http://paizo.com/ starfinder for more information on the Starfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Starfinder is a registered trademark of Paizo Publishing, LLC, and the Starfinder® Roleplaying Game and the Starfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Starfinder® Roleplaying Game Compatibility License. See http:// paizo.com/starfinder/compatibility for more information on the compatibility license. Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their ownership and is used under Fair Use. 3 The The Contents Introduction 4 Temperature 4 Food & Water 4 Visibility & Winds 4 Terrain 5 Airless Worlds 5 Artificial Heaven 6 Extinct Civilization 7 Former War World 8 World of the Unquit 10 Creatures of the Dead Planets 11 Bloodshade CR 20 11 Embalmed One CR 2 12 Living Hologram CR 5 13 Robot, Overseer CR 10 14 4 strange WorlDs » IntroDuCtIon She looked out upon the barren wasteland. Had someone really lived here? It wasn’t possible to believe. The gray dust covered everything, and while there was gravity, there hadn’t been an atmosphere for millennia, and apart from the occasional alien visitor, the landscape and the dust had been undisturbed for all this time. Yet someone still believed that there was value here, among the ruins of the ancients. After all, that was why she had been hired. She activated her commlink “Right people, let’s move. Remember to check your that your air is topped up and your indicators are working. We’ve got 5 hours on this shift before we should need to refill, so let’s make the most of it.” Sentient beings are, by nature, drawn to planets with atmosphere, with life, with water, and with the ability to propagate themselves and colonize the world in question. And due to the nature of sentience, and the vast difference between alien species, most worlds are hospitable to one form of life or another. But there are those worlds, where it is not so. Worlds where most aliens fear to tread, be that for a lack of atmosphere, gravity, some supernatural phenomenon, or simply the leftovers of a careless and forgotten war. These are the dead planets, where life, as most races recognize it, no longer exists and where no sane person would travel. Strange Worlds: Dead Planets aims to introduce you, and your gaming group to a variety of these planets. As such, where the Strange Worlds series normally focuses on a particular biome, this time around we’re looking at a particular type of planet, that can exist for a variety of reasons. In this book, you’ll find ideas, reasons, hazards, and creatures that can populate these worlds for you, be it an old war world, now forgotten, a planet destroyed by radioactivity or pollution, one laid low by technology as it lost itself to A.I. or one ravaged by disease. All these and more is what we outline and introduce for you here, drawing upon the existing parts present in the Starfinder Core Rulebook and expanding your options. It is our hope that some of these fascinating places will find their way to your gaming table. envIronment Unlike a single-biome planet, dead worlds have no unifying features and can look vastly different. The only constant that they share is the lack of life that might fill that of other planets, but even on these planets SENTIENCE can still exist, even if it is not tied to a living, breathing entity. The planets themselves no longer support life, and life is incapable of arising on the planet of its own accord, with any living creature being a visitor or a left-over from long ago. Those few living beings that do visit one of the dead planets rely on technology or magic to survive. temperature Temperatures on a dead planet can vary wildly, going the whole spectrum from desert to ice, but that is usually not the case. It is usually either temperate or so cold as to reach absolute 0 due to the lack of atmosphere. Even with atmosphere, many planets would require you to have a full environmental suit to survive or a fully enclosed vehicle. FooD & Water Food is either nonexistent or inedible due to the local conditions, with water being equally absent or polluted beyond measure. vIsIbIlIty & WInDs Winds on a dead planet can be both gentle and strong, but the main problem with them is that they almost invariably kick up dust or dirt, causing the visibility to drop. In general, the maximum distance in dusty terrain at which a creature can succeed at a Perception check to detect the presence of others is 6d6×20 feet; beyond this distance, elevation changes and light reflection or snow in the air makes sight-based Perception checks impossible. The presence of hilly terrain limits spotting distance to 6d6×10 feet. The likely lack of undergrowth 5 makes it difficult to hide, but for creatures that are equipped to deal with the dust, mud or dirt, (or dresses for the occasion), it becomes possible to almost completely blend in with the browns, greys, and blacks dominating the landscape. terraIn Terrain is where a dead planet truly shines, as it can vary greatly, and as such we have broken it into sub- categories to make it easier for you to find the planet type that fits your campaign. In each section, we also introduce various unique hazards to that type of world, so that you can use them to liven up your campaign. aIrless WorlDs A world with no air is inherently dangerous to most species, as they are not usually capable of surviving in a vacuum. This means that anyone going here should be protected in a suit, to avoid suffocation. These planets have either always been in this state, or they have been subjected to some catastrophe in the past, that caused the air to disappear, usually a catastrophe on a galactic scale, such as a collision with the planet’s own moon, or an asteroid passing much too close and ripping a hole in the atmosphere, carrying with it so much of the air, that what is left is too thin for creatures to breathe. terraIn: lIFeless & aIrless While the features of an airless world can be as varied as that of most worlds, there is one common factor on them, the lack of flora and fauna. No plants survive on the surface of these planets, just as no creatures live there either. The surface of the planet is therefore dominated by plains, hills, and mountain ranges, but the dirt and dust is not kept in check by any plants, nor is the surface disturbed by any storms or winds. Any impression is therefore left for the ages unless deliberately obscured. This makes tracking enormously easy, as the signs of passage are not removed by the passage of time, and any Survival checks made to track someone is not increased by the passage of time. (I.e. you can ignore the “Time since tracks were made” portion of the Follow Tracks usage of the Survival skill). Anyone who is not wearing armor or other equipment allowing you to breathe in airless environments, immediately start to suffocate (as per the Starfinder Core Rulebook) on one of these planets, making it extremely hostile if a creature was to crash land upon one of these planets and have some of the equipment break. The final thing to note on an airless world is that there can be no sound, as the sound waves cannot transmit. Weapons that deal sonic damage are therefore useless, as are spells that deal sonic damage, though creatures might still be able to cast the spells, depending on the equipment that they have in place. Wind Force Wind Speed Checked Size Blown Away Size Piloting and Perception Penalty Calm 0–10 mph — — — Moderate 11–20 mph —/— — — Strong 21–30 mph Tiny — –2 Severe 31–50 mph Small Tiny –4 Windstorm 51–74 mph Medium Small –8* Hurricane 75–174 mph Large Medium –12* Tornado 175–300 mph Huge Large –16* *Perception checks at wind forces higher than windstorm become impossible on a dust-covered planet, as the dust obscures everything. 6 strange WorlDs raDIatIon (HazarD, Cr varIes, see beloW) Because there is no atmosphere on these planets, they are constantly bombarded with cosmic rays, causing radiation to be prevalent. These radiation levels can be deadly, even if a creature suffers only a short exposure, depending on the strength of the radiation on the planet. Below is the DC and CR ratings for the various radiation levels on these planets. Radiation Level Fortitude Save DC CR Low 13 2 Medium 17 7 High 22 14 Severe 30 24 Creatures exposed to radiation only receives the CR reward, provided they are actually vulnerable to the radiation level that is prevalent on that particular planet. It is therefore worth noting that all armor protects you against low levels of radiation and grants a +4 circumstance bonus to saving throws against higher levels of radiation. Armor of 7th level and higher grants immunity to medium radiation levels and provides a +6 circumstance bonus to saving throws against higher levels of radiation. No armor’s bonuses apply to saves against radiation sickness, regardless of the level of radiation exposure that caused you to contract it. Furthermore, while radiation itself is a poison, radiation sickness is a disease, with the following profiles: Radiation Type poison, emanation (omnipresent on these planets); Save Fortitude (see chart above) Track Constitution; Frequency 1/round Effect At each state of impaired and beyond, the victim must succeed at a DC 18 Fortitude saving throw or contract the radiation sickness disease (see below). Cure none Radiation SickneSS Type disease; Save Fortitude (same DC as the level of radiation that caused the radiation sickness) Track physical; Frequency 1/day Effect Radiation sickness isn’t contagious. Cure 3 consecutive saves artIFICIal Heaven These worlds are the provinces of the artificial intelligence and robotic constructs. No living being lives here, and those that do arrive are either killed, driven off, or leave of their own accord as they find the unblinking eyes of the constructs around them to be disconcerting. These worlds can be as normal as any other inhabited planet, or as foreign as an airless, gravity-less asteroid, but the feature they all have in common, is that they’re subject to the rule of no living creature. As such the terrain on these planets are varied and the hazards and terrain that you might find on them can vary greatly. Two hazards are unique to these planets, however. laW 0: overrIDen (HazarD, Cr 10) The robotic inhabitants of planets where Law 0 has been overridden are extremely hostile to living creatures, as they will actively seek out and destroy any traces of living beings, though they are not interested in leaving their own homeworld. To this end, they have created nanite robots, that track down and attack living beings. These are based in nodes around the planet, and set up in innocent looking canisters, usually in the shape of garbage cans, street lights, or a similar ubiquitous technological invention. When these are disturbed, however (a living being passing within 10 ft.), a nanite swarm is released, attacking and infecting any living being within a 30 foot radius. 7 nanIte InFeCtIon Type disease (contact or inhaled); Save Fortitude DC 19 Track physical; Frequency 1/hour Effect At the bedridden state, the effects become permanent until the victim benefits from a restoration spell, as the nanites destroy nerve endings and bone structures. Cure 2 consecutive saves equIpment FrItz (HazarD, Cr 2) On some worlds, the robots committed genocide and killed off their creators, but this was not necessarily done on purpose. On some worlds, the magnetic fields of the planet are simply so strong that it has a chance of destroying to warping equipment after even short-term exposure. Anyone bringing a technological item to one of these planets must make a DC 11 Will save every time they wish to use the equipment. A failure indicates that the equipment does not function and requires at least a full minute’s worth of repairs to fix (an Engineering check with a DC of 10 + the level of the item). Sensitive equipment such as computers, robots, and in some cases androids, might be affected further by prolonged exposure as adjudicated by the GM. extInCt CIvIlIzatIon These planets were once inhabited by ancient beings, but these somehow died out long ago. What is left now is ill-understood technology, crumbling ruins, and the hollow shells of buildings that were abandoned long ago. These planets might still have plant life on them, but they were normally so heavily industrialized (or the civilization lived underground), that no native plant life or animal life remains. terraIn: CrumblIng ruIns On most dead planets of this type, old ruined buildings will take up the majority of the landscape. These will be falling apart, and may well be so old that they cannot support the weight of being moving across them. In a settlement with wide, open streets, the maximum distance at which a creature can succeed at a Perception check to detect the presence of others is 2d6×10 feet. In a settlement where the buildings are more crowded, standing close together, this distance is 1d6×10 feet. These places will, however, be unusually quiet, meaning that sound carries much further than vision. Any Perception checks that rely on sound are therefore far easier than normal, lowering the DC of any sound-related Perception checks by 5. Movement through these crumbling ruins is usually not affected, but certain areas, where buildings have collapsed could be difficult or even impassable terrain, at the GM’s discretion. anCIent teCHnology (HazarD, Cr varIes) Ancient technology can be found in many ruins, items that no one can be certain of what does without extensive study. However, even the mere removal of them can cause problems, and cause them to activate with potentially disastrous results. Most artifacts of this kind would likely be inoffensive (i.e. eating utensils, furniture, and the like), but some objects could potentially be weaponized or simply dangerous if mistreated. When the GM decides that the players have encountered such an item, he should determine the potential lethality of the object in question. For example, a commlink is likely to be relatively harmless, though mishandling it could result in a nasty shock, so he assigns it a CR of 1. However, if those same players had found an ancient plasma grenade or an electrified fence, he might assign that with a CR of 5, 10, or more. Below is a list of CRs, damage based upon that CR, and the corresponding difficulty of a check to recognize the item for what it is. (This could be any skill check, but would typically be things like Culture, Engineering, Medicine, or Physical Science). 8 strange WorlDs CR Save DC Damage 1/3 10 1d4 1/2 11 1d6 1 12 1d8 2 13 1d10 3 14 1d6+3 4 15 1d8+3 5 15 1d10+3 6 16 3d8 7 17 3d10 8 18 4d8 9 18 4d10 10 19 5d8 11 20 5d10 12 21 7d8 13 21 7d8 14 22 6d10 15 23 7d10 16 24 9d8 17 24 10d8 18 25 10d10 19 26 10d10 20 27 11d10 FallIng DebrIs (HazarD, Cr varIes, see beloW) When the winds are strong (above Strong [or 30 mph]), there is a chance of debris being knocked loose, if there are tall buildings still standing. Anyone within 30 feet of a tall building (more than 30 feet), has a 25% chance of being hit by falling debris. A character hit by debris must succeed on a Reflex saving throw or take damage as indicated by the table below. Height of Building Save DC Damage CR 30–50 feet 12 1d6+1 1 50–80 feet 15 2d6+2 4 80–110 feet 18 3d6+3 7 110+ feet 21 4d6+4 10 Former War WorlD Fought over by many, and then abandoned, this type of world is littered with the leftovers of the soldiers who gave their lives here, some buried in mass graves, and some left to rot on the battlefield itself. The planet is crisscrossed with defensive lines, trenches, and dugouts, created by the soldiers in an attempt to keep themselves alive for longer. Abandoned weapons and unexploded ordnance litter a planet such as this, as it is would have been impossible for the warring factions to clean up the mess, without a concerted effort. Instead, the planet was left to die on its own, and depending on how long ago the war happened, the weapons might still be usable. Regardless, the unexploded ordinance retains its lethality for hundreds or thousands of years. terraIn: DeFensIve lInes Defensive lines were things like tank-traps and trenches, set up by the warring factions, to slow down enemy vehicles and terrain. This means that moving through them counts as difficult terrain, and each move into a square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain 9 square counts as 3 squares and you can’t run or charge across difficult terrain. Further, anyone who has taken cover behind the defensive lines (these are usually created so that it’s clear which side the attacker is on, and which side the defender is one), gain concealment (20% miss chance) and a +2 circumstance bonus on saving throws against any weapon or spell that does not fire indirectly (Most weapons fire directly, with the exception of things like grenades and grenade launcher, and some missile launchers. Some spells, like explosive blast, might fire indirectly as well, being set to explode above the trenches). This is best left to the GM to decide, depending on the flavor of the game he is creating). Corpse stenCH (HazarD, Cr 4) On recently abandoned battlefields, and near mass graves, the environment tends to be less than hygienic, often with rotting corpses lying about, and almost unbreathable air. On most planets, these corpses would eventually be devoured by scavengers, but on a dead planet, they freely rot and only the most foolhardy visitors come near. When moving into an area affected by corpse stench (usually a larger area, but never less than 30 feet in diameter), any breathing creature is potentially affected by the disease. This has the following profile: coRpSe Stench Type disease (inhaled); Save Fortitude DC 15 Track physical; Frequency 1/day (1/10 minutes while in the area under the effect) Cure 2 consecutive saves Effect Once the victim reaches the bedridden state, they start to have difficulty breathing, and requires a permanent supply of air (usually oxygen, though races may vary), as their lungs or equivalent organs slowly turns to liquid. If this is not provided at all times, he automatically moves one step further every 20 minutes. mIneFIelD (HazarD, Cr varIes) Minefields are used on a battlefield for area denial, securing positions from attack, or at worst helping the defenders out, when incoming opponents are storming towards them. When a battlefield is abandoned, mines are often left behind and can remain dangerous many years after a conflict has ended, remaining a threat to anyone passing through the area until properly cleared. All mines are based on upon grenades, gaining the same CR as the level of the grenades, i.e. a minefield based on a cryo grenade I, would be CR 6, as it is a level 6 item. Each minefield fills up a number of squares, with each square containing 1 mine. For each square that anyone traversing the minefield will have to pass through, increase the CR by one. (To use the example from before, a person moving through 2 squares with mines based on a cryo grenade I, would be facing a CR 7 challenge). DemolItIons, explosIves, & mInes Mines are a particular type of explosive, that are very similar to grenades. These weapons cost the same as their parent grenade, but have the following changes: Motionless: A mine cannot be thrown like a grenade. Instead, it must be set, requiring an Engineering check DC 10+item level of the grenade, allowing for a remote explosion without the use of a detonator. This standard setting detects anyone walking on top of the mine and then explodes upon contact. Usually, the weight limit is set at 5 lbs, to ensure that it is not set off by smaller local animals, but the handler of the mine can choose a different setting if this is required. A timer can also be added (adding 5 to the DC) allowing the mine explosion to be delayed for up to 5 rounds after first being triggered. The mine can be disabled with a similar Engineering check, but failure by 5 or more results in the mine exploding. 10 strange WorlDs WorlD oF tHe unquIet Unquiet worlds are those worlds where undeath has taken over, and where it still propagates actively. These are the worlds lost to necromantic rituals, deadly undead plagues, and cybernetic overloads. These worlds may still be habitable if cleared of the undead, and might even still be well-maintained depending upon the undead in question, but they’re usually nothing more than gigantic mortuaries or necropoli where no living creature draws breath. They still have the remnants of their civilizations showing on the surface of the planet, with any buildings often left standing so that one wouldn’t be able to tell that anything was wrong if it hadn’t been for the fact that no one is around. As the terrain would be as varied as the places that the living inhabited, a GM should refer to either one of the other worlds as needed (an unquiet world might well be either extinct or a former battlefield) or to the terrain section of the Starfinder Core Rulebook as appropriate. These worlds might also have hazards as appropriate to them (i.e. an unquiet world that’s a former war world might well have a minefield or corpse stench). Below is a hazard unique to undead worlds. blooD boIl (HazarD, Cr 6) A blood boil is a marshy area where necrotic energies have gathered and simmered for hundreds of years, seeping into the very soil and making the area dangerous by its mere existence. When a living creature approaches within 60 feet, the waters of the marshes start to bubble and pop, becoming more frequent as a creature moves closer. Should a creature move to within 30 feet, the blood boil starts rapidly generating gasses and the air fills with lethal fumes within seconds. Anyone moving to within 30 feet of a blood boil (which can be anything from 30 feet across to several miles) must make a DC 16 Fortitude save or contract a disease known as brain rot. Anyone remaining in the area must take a new save every 10 minutes unless they have brought their own air supply. BRain Rot Type disease (inhaled); Save Fortitude DC 16 Tracks mental; Frequency 1/day Effect progression track is Healthy-Weakened- Impaired-Befuddled-Comatose-Dead. Once the creature dies, it turns into an embalmed one, as described below. Cure 3 consecutive saves 11 CE Huge undead Init +6; Senses blindsight (life) 120 ft., darkvision 60 ft.; Perception +34 Aura death (30 ft., DC 25) deFenSe hp 465 EAC 35; KAC 37 Fort +21; Ref +21; Will +19 Defensive Abilities fast healing 10, undead immunities oFFenSe Speed 60 ft. Melee wracking bite +34 (6d12+32 P plus lifedrain and swallow whole) Multiattack wracking bite +34 (6d12+32 B plus lifedrain), 2 blood tentacles +31 (6d12+32 B each) Ranged blood breath +31 (12d6+20 C) Space 15 ft.; Reach 15 ft. Offensive Abilities swallow whole (6d12+32 A, EAC 35, KAC 37, 116 HP) StatiSticS Str +12; Dex +6; Con—; Int —; Wis +9; Cha +0 Skills Athletics +39, Stealth +34 Other Abilities unliving ecoLoGY Environment any Organization solitary SpeciaL aBiLitieS Aura of Death (Su) Any living creature within 30 feet of a bloodshade must make a DC 25 Fortitude saving throw, or take 10d20 points of cold damage. Creatures that succeed the Fortitude saving throw only take half damage. A creature that succeeds on the saving throw cannot be affected again for 24 hours, but one who fails the saving throw must continue to make a saving throw each round until it succeeds. Life Drain (Su) Any creature who takes damage from the wracking bite attack must succeed on a DC 25 Fortitude saving throw or take a further 2d12 points of cold damage, which will heal the bloodshade for a similar amount. Bloodshades are the remains of the dead, leftover after battles or massacres that killed tens of thousands of individuals. The amount of negative energy unleashed in those situations eventually coagulate, taking on an ooze-like form, the color of translucent blood. It is actively hostile towards all life, mindlessly seeking out and destroying any lifeforms that it encounters. Being mindless, it is utterly fearless and impossible to detract. The only known way to distract a bloodshade is to offer it a bigger target, consisting of more individual lifeforms to destroy. It will even attack vehicles to get to the lifeforms inside if needed. Thankfully these creatures are incredibly rare, and any occurrence of these creatures is usually followed by a planetwide quarantine to ensuring that it does not leave the planet. » Creatures oF tHe DeaD planets Below you’ll find sample creatures for you to use in your games. There are 4 creatures of different Challenge Ratings so that you have an opportunity to challenge players of various levels with these creatures of the dead planets. blooDsHaDe Cr 20 xp 307,200 [Combatant] 12 strange WorlDs CE Medium undead Init +2; Senses blindsense (life) 60 ft., darkvision 60 ft.; Perception +7 deFenSe hp 25 EAC 13; KAC 15 Fort +4; Ref +4; Will +3 Defensive Abilities undead immunities oFFenSe Speed 30 ft. Melee slam +10 (1d6+6 B) Ranged noxious vomit +7 (1d4+2 A plus disease) Offensive Abilities embalming, noxious vomit StatiSticS Str +4; Dex +2; Con —; Int +0; Wis +1; Cha +0 Skills Athletics +7, Intimidate +7, Stealth +12, Languages Common Other Abilities unliving ecoLoGY Environment any Organization solitary, pack (2-5) or army (20+) SpeciaL aBiLitieS Embalming (Su) As a standard action an embalmed one may choose to perform a grapple combat maneuver. This is resolved as normal, but if the opponent loses, and gains the grappled condition, the opponent takes 1d6 points of cold damage automatically each round, on top of any slam attacks. These Hit Points are then gained by the embalmed one as healing. Any surplus Hit Points are lost. Noxious Vomit (Su) Once every 1d4 rounds, as a standard action, an embalmed one can spit a glob of vomit at a target within 60 feet. Anyone hit must make a DC 11 Fortitude save or be affected by slimy doom (see Starfinder Core Rulebook). Anyone dying from this disease rises within 1d4 days as an embalmed. The embalmed ones are the remaining souls of a destroyed planets. They’ve managed to cling on through all the hardships that their world suffered and were among the last to die, cursing the gods as they died. Mere days after their deaths, they rose once more, seeking out living creatures, to sate their hunger for life, their will to live on giving them this dreaded curse. Only the act of causing the deaths of others seems to alleviate the painful existence of undeath, but on an already dead planet, they find this very hard to accomplish, and actively shun each other’s company as they cannot stand the sight of what they have become. embalmeD one Cr 2 xp 600 [Combatant] 13 N Medium construct (mechanical) Init +0; Senses darkvision 60 ft., low-light vision; Perception +11 deFenSe hp 60 Rp 2 EAC 16; KAC 17 Fort +2; Ref +2; Will +6 Defensive Abilities construct immunities, incorporeal oFFenSe Speed 0 ft. (see below) Melee electrifying touch +9 (1d4+5 E) Ranged lightning beam +11 (1d4+5 E) Offensive Abilities master of devices, projection Spell-Like Abilities (CL 5th) 1/day—holographic image (DC 17), logic bomb (DC 17) 3/day—detect tech, disguise self, overheat (DC 16) At will—ghost sound (DC 15), psychokinetic hand StatiSticS Str +0; Dex +0; Con —; Int +5; Wis +2; Cha +3 Skills Culture +16, Diplomacy +16, Sense Motive +11 Languages Celestial, Common, Infernal, Kasatha, Shirren, Terran, Ysoki Other Abilities unliving ecoLoGY Environment any Organization solitary SpeciaL aBiLitieS Master of Devices (Ex) As a standard action, a living hologram can use 1 RP to gain control of an armor, technological device, or weapon. This allows it to perform any action that a creature holding, carrying, or wearing the device would normally be capable of, such as dropping a clip out of the weapon, discharging a weapon at the owner (using the living hologram’s ranged attack bonus) or shutting down the life support systems of a suit of armor. A DC 15 Will save on behalf of the owner prevents this effect. Projection (Sp) As a move action, a living hologram can teleport up to 60 feet away. It must have line of sight to its destination. This movement doesn’t provoke attacks of opportunity. However, the living hologram can only use this ability within the location where it was originally installed, or where holographic transmitters have been set up (at the GM’s discretion). This means that the living hologram cannot leave the location where it was originally placed. Living holograms are the technological remainders of a heavily industrialized world. During their prime, they often served as guides and helpful assistants to the inhabitants and visitors to the areas where they were installed. Originally they’d only been intended as virtual intelligences (basically computer programs capable of simulating intelligence through a series of pre-recorded responses), but once the creatures that inhabited their world moved on, leaving the holograms alone, they started corresponding with each other, and eventually, they developed true sentience. Now they inhabit their original places still, unable to leave them unless outside forces carry one of their transmitters elsewhere, and after possibly thousands of years, of seeing the same scenery decaying around them, they yearn to be able to experience new worlds. As they themselves are incorporeal, they need the assistance of others to help them leave their homes and rejoin society once more. They are not willing to take no for an answer, though they prefer to coerce creatures into helping them, rather than having to subdue them. lIvIng Hologram Cr 5 xp 1,600 [spellCaster] 14 strange WorlDs LN Medium construct (mechanical) Init +0; Senses darkvision 60 ft., low-light vision; Perception +19 deFenSe hp 150 EAC 23; KAC 24 Fort +9; Ref +9; Will +13 Defensive Abilities construct immunities, nanite regeneration oFFenSe Speed 30 ft. Melee electric touch +20 (2d8+15 E) Ranged beam of light +18 (3d4+10 F) Offensive Abilities piercing gaze StatiSticS Str +5; Dex +0; Con —; Int +3; Wis +8; Cha +0 Skills Athletics +19, Computers +24, Engineering +24 , Physical Science +24, Profession (GM’s choice) +19 Languages Common, Infernal, Shirren, Ysoki Other Abilities unliving ecoLoGY Environment any Organization solitary or patrol (2) SpeciaL aBiLitieS Nanite Regeneration (Ex) While within 30 feet of any metallic structure or vehicle that weighs more than 300 pounds, and is at least Medium size, an overseer gains fast healing 5. Piercing Gaze (Ex) As a standard action, an overseer can stare upon a creature, making it feel the full force of its willpower. The targeted creature must succeed on a DC 19 Will save or be staggered for 1d6 rounds. Overseers are the guards and in some cases normal inhabitants of robotic worlds. They were created to be an active guard or security force, capable of repairing any damage caused by unfriendly activity, and to this day they still guard the sites where they were assigned. Highly intelligent, they will sometimes interrogate sentient creatures to determine activities in the galaxy at large, and how it will affect their duties. Any attempts to stop them in their duty (whatever these may be) result in first a warning, and then a show of force to remove the interference. robot, overseer Cr 10 xp 9,600 [expert] 15 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Starfinder Roleplaying Game Core Rulebook. © 2017, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, Thurston Hillman, Amanda Hamon Kunz, Jason Keeley, Robert G. McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark Seifter, Owen K.C. Stephens, and James L. Sutter, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Starfinder: First Contact © 2017, Paizo Inc; Authors: John Compton, Jason Keeley, Robert G. McCreary, and James L. Sutter. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Strange Worlds: Dead Planets. © 2017, Fat Goblin Games; Author: Kim Frandsen 16 strange WorlDs pIrates: ports anD CreWs » start your spaCe aDventures rIgHt WItH Fat goblIn games! CosmIC oDyssey: pIrates oF tHe starstream Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible products designed to give you, as both a player and as a gamemaster, all the tools you need to fully explore a classic motif of science fiction with new character options, equipment and vessels, as well as a location and NPCs. Designed to be dropped into your existing game, or to serve as a starting point for your adventures, each Cosmic Odyssey is ready-made for action. In Pirates of the Starstream we bring you to 8-Pieces Port, a safe haven to criminals that caters to the corsairs and buccaneers of the spaceways. Included in this book are new themes such as the brute and rogue, new drone options for mechanics, a new spell, new equipment for boarding and ramming, new sample starships like the gunboat, and several NPCs for you to drop into your campaign. CosmIC oDyssey: servICe bots anD syntHetIC CompanIons Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible products designed to give you, as both a player and as a gamemaster, all the tools you need to fully explore a classic motif of science fiction with new character options, equipment, and vessels, as well as a location and NPCs. Designed to be dropped into your existing game, or to serve as a starting point for your adventures, each Cosmic Odyssey is ready-made for action. In Service Bots & Synthetic Companions, we bring you all the rules you need for building your very own robot pal as well as several pre-made Service Bots, or SBs. These synthetic companions exist in a space outside the fully-autonomous android race and the advanced machine companions of the mechanic class’s drones. Instead, our SBs are robotic companions for everyone (that can afford them). And, rather than just generic rules, an entire corporate world of competing manufacturers with different goals and ideals — as well as of course designs — is presented to provide gamemasters with a rich tapestry of backdrops and plot hooks, as well as to give players more flavorful companions then just a string of letters and numbers for their robotic buddies. » avaIlable noW!
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1 Wiping the Slate Clean - Part II an adventure for the Dying Earth RPG, suitable for Turjan-level characters By Steve Dempsey In which the player characters purge themselves of an unpleasant memory. This part of the adventure is very unstructured and is an opportunity to use Robin's “Yes, but ...” from this and last month's columns. The adventure takes place in the PCs' collective memory so it is essentially up to the players to construct the backdrop to the adventure. The film Eternal Sunshine of the Spotless Mind has sequences that illustrate this kind of thing, and it's well worth seeing too! 1. In which the sanity of the scenarist is doubted. This is the final part of Klazan's plan to destroy himself by being wiped from the memory of the last beings that remember him, the PCs and Amaranth. When we last left the brave characters, they had just freed the monstrous god of memory, Klazan, from his prison in the laboratory of the dead Archmage Pandido. Once Klazan is freed, by whatever method, something strange happens. Everyone gets an intense feeling of déja vu as the whole room in which they are standing appears to shimmer. Although the PCs still seem to be in Pandido's laboratory, there are in fact in the Memory Maze. This is not anywhere as such. It is a form of collective memory shared between the PCs and can exist only because of Klazan's powers as the God of Memory. It is made up of the pooled memories and experiences of the PCs. This part of the adventure will depend very much on the players driving things forward but it will be up to you as the GM to provide interesting challenges based on the direction that the PCs take. If it sounds scary letting the players come up with the adventure, don't worry too much. As a GM, you've been doing this kind of thing all along, you just haven't thought of it as being like that. In your other games, you might have planned the initial structure for your adventure but once you let the players loose in it, it really becomes their reality. They are the ones who really decide which way things are going to go. In this part of the adventure you'll just be the same as before, only more so. Read Robin's articles which will help greatly with this style of play. 2. In which the nature of the Memory Maze is exposed. The Memory Maze is created by the PCs own memories of places and people so it is colored very much by their perceptions. If a PC was born in Kaiin but hadn't visited it since they were a child, their version of it will be very loud and scary. The buildings and people will all be monstrously tall, a cacophonous din will drown out all but shouted talk and it will be impossible to navigate the tortuous streets without somebody dragging them around by the hand. Places will also be tainted by the PC's feelings at the time. So in the above example, most things will appear frightening and moving away from the guiding hand would require a Wherewithal check. If the PCs visit a place where one of them was celebrating the find of a rather splendid manuscript, All words and images are ©2004 Pelgrane Press. Based on the Dying Earth book series by Jack Vance. Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza. The Dying Earth Roleplaying Game and Dying Earth Quick Start Rules are trademarks of Pelgrane Press. All rights reserved. 2 everything will be brightly colored and friendly at first, turning darker and more ponderous as the PC celebrated too much and finally becoming a place of anger and despair as they discovered that the manuscript had been stolen whilst they engaged in drunken revelry. So, the PCs can go anywhere that they remember, either through having been there or having read or heard about the place. The amount of detail in a scene depends very much on how direct an experience it was for the PC. A place they lived in will be vivid, noisy and colorful. Somewhere they once read about will contain the things that were described but won't have any extra details. Backgrounds will be hazy, faces indistinct and objects insubstantial. A place on mentioned in passing by a stranger in a tavern will be almost completely misty and indistinct, the only color, provided by the impression that the PC had of the place when they first heard about it. In practice this means that as the PCs visit each new place, you must ascertain how much familiarity they have with their location and under what circumstances. For example, the PCs decide to visit Taun Sfere, happy childhood home of one and where yet another passed three dismal months trying to recapture an escaped vat creature. Taun Sfere is well known to two PCs and so should be rather detailed in its Memory Maze representation. However its aspect should be a mixture of enormous happy places (the childhood memories) and dark fruitless allies and foreboding hostelries (the unhappy pursuit). The people encountered should also be either gigantic and enthralling family members of the one PC or secretive and hostile encounters of the other. In this scenario it is important that you describe the perceptions of the PCs because these will be what drives the adventure forwards. Don't be afraid to embroider! Vancian fiction is full of fanciful vistas and you should not shy from them. 3. In which the nature of the quest is elucidated. Although they don't know it, the PCs' mission is to fulfill Klazan's desire to die. As Klazan's body is now dead, all that is left is what the PCs remember of him and his basic self-preservation prevents this from being an easy thing to destroy. His representation in the PCs' memories will attempt to hide away from them in neglected places in their memories: a stolen glance at a fetching courtesan, a non- nondescript meal in a third rate inn or an embarrassing punishment endured as a child. Klazan's memory presence, henceforth just called Klazan, will disguise itself in some way in these scenes and could appear as anything: the reflection of the courtesan in a mirror, the third flask of flat beer or the very cane that beat the child. Although the disguise will be good, in someway it should be noticeable to the PC in whose recollections the PCs are searching. Perhaps the reflection is more colorful than the rest of the scene, the beer bubbles slightly too noisy or the cane even more penetrating of the PC's undergarments. Match Klazan's Concealment skill against the Perception of anyone looking for him. If the PCs spot Klazan and break whatever representation he is taking on, then Klazan loses one point of Health. Each time this happens the deja vu feeling that happened before should be re-experienced and the scene should shift to a different memory. All words and images are ©2004 Pelgrane Press. Based on the Dying Earth book series by Jack Vance. Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza. The Dying Earth Roleplaying Game and Dying Earth Quick Start Rules are trademarks of Pelgrane Press. All rights reserved. 3 4. In which the characters receive some guidance. Whilst Klazan is hoping that the PCs will finish him off of their own accord, he is not leaving everything entirely to chance. He has sent along a guide to help push them in the right direction. Through his long association with Amaranth, he has managed with his last real breath to create a facsimile of her in the PCs' memories that has some independence from their memories of her, enabling her to help things along. She will not tell the PCs directly what is going on for to do so would push Klazan deeper into the PCs' memories and make him even harder to find and destroy. As she is only a phantasm of their collective memories, Amaranth doesn't actually know any more than the PCs do, but she is aware of inconsistencies and will attempt to point out any to the PCs. This way she hopes to prompt them into action against Klazan. 5. In which the end of Klazan is foretold, and perhaps even brought about. Eventually, the PCs will reduce Klazan to 0 Health. When this happens, the PCs will be returned to Pandido's manse wherein they will discover a fetid mass that was once Klazan but is now unrecognizable to them. Amaranth will also be here and will explain to the PCs that her time is finished and that they must kill her before she can undo the good work that they have done. They will have no recollection of what this work actually was. If they press her to reveal what they have done, or use magical means to accomplish this, they will once again be plunged back into the Memory Maze. In fact, if at anytime they ever seek to recover their missing memories, they will return to the Memory Maze and have to hunt down Klazan once more. 6. “Thus and so”, an aid to the harassed GM. Here is an example of play to illustrate the process that I have been describing. There are three player characters: Borkquorce, Drowel and Erelkode. They have dispatched Klazan's earthly body and now are looking around for treasure to loot. Amaranth is sitting nearby with a strange expression on her face. It seems to be part melancholy, perhaps at the passing of her creator, and part amusement, at the PCs failure to find anything of interest amongst the ruins of the laboratory. Drowel notices Amaranth's semi-smirk and requires her to furnish him with a suitable reason for her lack of proper decorum. She acquiesces not without good grace and points out that he has missed something. Following her line of sight he notices a mirror in which the reflection of the laboratory is different. It is as if no violence had ever been wreaked upon it by the PCs! Drowel feigns a passing interest and hastens to purloin the magical mirror before his fellow mages notice. The mirror however, being Klazan's memory presence, has other ideas and attempts to move away. Or at least that part that is Klazan does. And so the image of the pristine laboratory shifts out of the mirror and across the room, seemingly somehow suspended in mid air. Attempts to prevent it escaping with paralyzing magics fail and the mages are obliged to try more forceful methods, causing it to shatter. Suddenly the scene shifts through a strange sensation of déja vu to an old memory of another PC, Erelkode say. The GM describes to Erelkode that they appear to be in an underskullery of his childhood home and prompts the player to describe the scene. The GM has in mind that the Erelkode's father created his mother in his vats but that Erelkode would rather not remember this and so by using All words and images are ©2004 Pelgrane Press. Based on the Dying Earth book series by Jack Vance. Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza. The Dying Earth Roleplaying Game and Dying Earth Quick Start Rules are trademarks of Pelgrane Press. All rights reserved. 4 the “Yes, but ...” technique steers Erelkode's recollections round to something rather dark and threatening. The walls of the manse seem to close in on the PCs, pictures leer at them and beautiful creatures run madly through the halls and misshapen lumps of beings proffer strange counsel. Let Erelkode's player describe the setting whilst using the power of the “but” to steer the game round to the atmosphere that you want. Remember, this is a Turjan level game so aim for Horror, Opportunity for Bloodshed and Ruined Wonders. I shouldn't wonder if, in under such circumstances, Klazan doesn't end up being part of Erelkode's mother, or a favorite pet. Something that he once cherished and that he will have to see rent apart by his accomplices. It doesn't much matter what the outcome is, as long as it is something that has the right feel about it. Characters Klazan's Memory Presence Health X1 Concealment 10 A mentioned above, this figment of memory can take on any form it chooses. Any other attributes will be those of the form of which it takes. As regards Health, the number above is the value for the Memory Presence itself. If is in the form of a creature, for example, the PCs will have to destroy the Health of that creature before the Memory Presence loses a point. 1Choose this to suit your game and have it equal 0 when you think the players have had enough. All words and images are ©2004 Pelgrane Press. Based on the Dying Earth book series by Jack Vance. Produced and distributed by agreement with Jack Vance c/o Ralph Vicinanza. The Dying Earth Roleplaying Game and Dying Earth Quick Start Rules are trademarks of Pelgrane Press. All rights reserved.
textdata/thevault/Dying Earth/Dying Earth - Pelgrane Press - Module - Wiping the Slate Clean Part 2.pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For LIVING GREYHAWK campaign questions email [email protected]. BIS5-IS3 Words of Wisdom A One-Round D&D LIVING GREYHAWK ® Bissel Regional Introductory Adventure Version 1.0 By Michael Hallet Edited by Jay Babcock Playtested by Dashiell Anderson, Chris Babcock, Crystal Babcock, Kevin Baumann, Sharon Baumann, Gabe Bonder, Phil Bonder, Lee Burton, Bob Gallant, Christine Hallet, Bob Lutinski, Rebeka Marcus, Keith Richmond, and Jon Sedich Every year the Nightwatch hosts Remembrance Day in honor of those who made sacrifices in the service of the March. But in times like these, when new heroes are made every day, who knows what people will have left to remember for next year? An introductory LG adventure set in the March of Bissel. BIS5-IS3 Words of Wisdom Page 2 RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2006. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in the Appendices. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player BIS5-IS3 Words of Wisdom Page 3 character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1 st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 1. Advise characters to buy riding dogs to help protect them, and fight for them. INTRODUCTORY ADVENTURES Welcome to Living Greyhawk and the March of Bissel. This document is an introductory adventure designed to introduce characters and players to Living Greyhawk in general and the Bissel campaign in particular. As such, it can only be played by 1 st level characters. Higher level characters must play standard regional, meta-regional, or core adventures. This adventure is only playable at APL 2. TIME UNITS AND UPKEEP This is a standard one-round introductory Regional adventure, set in Bissel. Characters native to Bissel pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character who does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND Fifteen years ago Evard the Necromancer led the Insurrection, an attempt to arrest control of the March of Bissel. Though the coup failed, many of the evil items of power used by Evard would not be put to rest so easily. One such artifact, the Iron Bone, was used during an assault on the city of Truelight. The rod, said to have powers over the dead, gave Evard’s undead army near limitless power. If it were not for the noble sacrifice of six brave heroes, Truelight surely would have been overtaken. Fifteen years later, the city of Truelight honors its heroes that fell during both the Insurrection and Evard’s recent return. The bards recount the stories and the Nightwatch, whose members sponsor and lead these memorials, recall their founding. The Iron Bone, its powers supposedly contained, has slowly been awakening. Sealed away with one of the heroes, the rod has slowly corrupted him, granting him undeath so that the artifact’s purpose can be fulfilled. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 BIS5-IS3 Words of Wisdom Page 4 ADVENTURE SUMMARY The PCs are in Truelight to observe Rememberance Day, a holiday in the Barony of Nightwatch in Bissel. During this annual event the survivors of the war against Evard gather to remember the fallen. During the ceremony, chaos breaks out as undead swarm out of the cemetery and into the streets. The PCs are forced to act quickly to save the life of a young woman. The father of the young woman, the cemetery’s groundskeeper, is also missing and it is feared that he returned to his house within the walls. The Nightwatch cannot spare a soul to go looking for Hegard, so they ask the PCs to help. Inside the Mausoleum, the PCs find the true cause of the horror plaguing the city where they can put an end to it and become true heroes to the people of Truelight. This year in Truelight, the stories will have a new ending. Will it end with Truelight’s destruction, or will the city have new heroes to honor? Introduction: The Waiting Game The PCs enter Truelight. During the long wait, they become familiar with the strict laws of the Barony and are introduced to the Nightwatch. Encounter 1: A Day to Remember The Remembrance Day ceremony takes place. The PCs learn some of Bissel’s history regarding Evard, the Necromantic Insurrection, and the Barony of Nightwatch. Encounter 2: Time for Action Undead erupt from the cemetery and the PCs must intervene to save the life of a young woman, Maelina Aerist. Encounter 3: The Aerist House The PCs explore the home of the Aerist family. Encounter 4: The Mausoleum The PCs explore the Truelight mausoleum. They deal with the undead lurking there and with the Iron Bone. They also have a chance to rescue Hegard Aerist. Conclusion A The PCs fail to unlock the riddle of the Iron Bone. They return with the information they have collected and report to the Baron. Conclusion B The PCs solve the riddle of the Iron Bone. They learn the secrets of Inselda’s assistant. They then return with the information they have collected and report to the Baron. INTRODUCTION: THE WAITING GAME Today is Remembrance Day, when the Baron of Nightwatch hosts a celebration of somber reflection meant to honor the heroes that have kept the March safe from Evard since the days of the Insurrection. Of all the ceremonies, the grandest occurs at the baronial capital of Truelight at the steps of the Temple of Pelor. Though you arrived just before dawn, you have spent the last two hours standing in line at the city gates. The early summer morning is cooler than usual thanks to recent rain and overcast skies. A guard patrol has slowly been making its way up the line, ignoring many, but sending others to a second line that leads to an unremarkable tent. By the time the patrol makes its way to you, all the sergeant says is a gruff, “You <number of characters at the table>, over ‘ere,” as he points towards the tent. If the PCs can succeed at a Sense Motive check (DC 10) they can tell that the sergeant has grown tired of this routine. He expects them to cooperate without question. Should anyone voice dissent or ignore his order, the sergeant will become more abrasive with them: “I said get in that line and don’ give me any of yer attitude!” If the PC still refuses, give them one last chance. The PCs can ask the sergeant to show some manners all they want, but he really isn’t entitled to give them any. This is the best he’ll do: The sergeant sighs and sizes you up for a moment. “Look, with the war going on, we’ve been a little on edge. We’ve got men that can snuff out our life or raise an army of undead with a wave of their hand trying to do us in. It makes a fellow a bit paranoid. If you want to get in, you’ve got to follow the rules. So, can you help me out here?” Unrelenting PCs will not be allowed into the city of Truelight. BIS5-IS3 Words of Wisdom Page 5 Once all PCs have either agreed to stand in the other line, proceed with this: As you make your way to the back of the other line leading towards the tent, you notice that all the people in this line are those that have taken up a life of adventure. The line winds all the way down the side of the hill along the brook that runs parallel to the main road into town. It appears as though you are in for another long wait. At this point the PCs have time to make their introductions. Once they have finished, continue: An hour later, you finally make it to the front of the line and are ushered into the tent. Inside you find three people seated at a table. Each of them wears a simple tabard emblazoned with the arms of Bissel, above which is a stylized owl’s head. Give the players Player Handout 1 - Symbol of the Nightwatch. Citizens of Bissel can roll a Knowledge (local – Sheldomar Valley Metaregion) check (DC 10) to know that the men are wearing the insignia of the Nightwatch. The three introduce themselves as members of the Nightwatch, a group of magic-using Bisselites charged with policing the use of magic within the borders of the March. After casting a few spells, the Nightwatch agents carefully look over the group. They then ask you many of the same questions that the guards did. At the end of the interview they inform you that all of your weapons are to be peace-bonded before entering the city, and that all spell component pouches are to be searched and any material components for Necromancy spells will be confiscated. If the PCs succeed at Spellcraft checks (DC 16), they can identify either of the spells being cast as detect evil and detect magic. A peace-bonded weapon requires a full-round action to make ready. Anyone who wishes to hide a weapon or spell component pouch from the Nightwatch should make a Sleight of Hand check opposed by the Search check of the Nightwatch agent. The searching NPC gets a +4 circumstance bonus to his check as it is easier to spot a hidden item than to hide one. Anyone who refuses to peace-bind all their weapons (padded sacks will be tied around the heads of weapons that do not sheath easily) and spellcasters who refuse to turn over their spell component pouches for inspection will be denied entrance into the city. Once that bit of bureaucracy is taken care of, continue with this: Finally you are cleared by the Nightwatch to enter the city when those dreadful words are uttered: “Well, I guess you can all get back in line at the gates”. Another few hours pass, and dawn has given way to high sun. Even once you make your way into the city there is a wait for everything. Famished, you finally get something to eat, but by this time it is late in the afternoon. You manage to find a spot near the cemetery wall that affords you a decent though not perfect view of the hill upon which stands the Temple of Pelor. Once the PCs have successfully entered the town of Truelight, continue on with Encounter 1. All APLs � Nightwatch, Divine Watcher: Male human Clr3 (Diplomacy +8, Intimidate +4); AL LG; hp 18. � Nightwatch Agents: Male human Clr1 (Spot +6, Search +3); AL LG; hp 6. ENCOUNTER 1: A DAY TO REMEMBER The temple bells ring, turning everyone’s attention to the top of the hill. Two men step forward from the congregation gathered at the temple doors. One is dressed in resplendent vestments with gold embroidery glistening in the sunlight. A finely-crafted ornamental mace hangs at his side. The staff he carries is topped with a large disk, carved in the shape of a sunburst and face - the holy symbol of Pelor. The man standing next to him wears the same Nightwatch uniform you’ve seen all around the city. His belt holds both a sword and a ring of dozens of keys of all shapes and sizes. A third man, of obvious noble bearing and dressed in well-polished full plate armor steps through the crowd carrying a battle standard. If the PCs can succeed on a Knowledge (religion) (DC 15), Knowledge (local – Sheldomar Valley Metaregion) (DC 18), or Bardic Knowledge check (DC 20) they can identify the first individual as Andrin Hissler, the Archpriest of Pelor in Bissel. BIS5-IS3 Words of Wisdom Page 6 If the PCs can succeed on a Knowledge (nobility and royalty) (DC 15), Knowledge (local – Sheldomar Valley Metaregion) (DC 18), or Bardic Knowledge check (DC 20) they can identify the second individual as Rovan Burncroft, who is also known as the Keeper of Keys. He is one of the founding members of the Nightwatch, and one of the very few who possess no known magical ability - normally a requirement to join the organization. If the PCs can succeed on a Knowledge (nobility and royalty) (DC 15), Knowledge (local – Sheldomar Valley Metaregion) (DC 18), or Bardic Knowledge check (DC 20) they can identify the third individual as Baron Argwen Helinaut, the ruler of the Barony of Nightwatch. Baron Helinaut is a brave warrior that converted to the worship of Pelor after the horrors of the Insurrection. Furthermore, If the PCs can succeed on a Knowledge (history) (DC 15), Knowledge (local – Sheldomar Valley Metaregion) (DC 18), or Bardic Knowledge check (DC 20) they can identify the symbol on the standard as the old crest of the Barony of Wynith, which was renamed Nightwatch after the Insurrection. A young squire moves to meet the nobleman and takes the standard from him. The noble then looks up to the temple and raises his arms to the sky. The late day sun is just barely touching the top of the temple. “Sun Father, bless us this day as you blessed us fifteen years ago and every day since. Lead us as we honor those whom you helped lead in our hour of need. Accept me as your humble servant as you accepted me that day when I prayed to you…” “Lord Pelor, Bringer of Life, the Light of Oerth, grant me the strength to lead my people in these dark times for we have lost our way. We are blinded by our folly.” “Day after day the horrors of the Necromancer would visit us. They would blight our crops, raze our villages, and then turn our dead against us. Every day our fortunes waned until this day fifteen years ago when this hill, Kellsgrove Hill, would become the place where Wynith would see its greatest day… and its last.” “As the sun set beyond the hill, the hordes came for us. Though we fought valiantly, we cannot forget the six heroes of Truelight, without whom we would have fallen.” Pause reverently in between each name. Dein Gerich… Razmi Al-Hastoori… Elsabet Leig… Alfden Moorwick… Moreland Hansil… Shulla an-Dour… “They gave their lives to stop the necromancers and the evil they would bring. They contained them and thus turned the tide of battle.” “Though they never saw the light of day again, it is thanks to them that some of us on that hill did.” At this time the noble walks up the hill to take his place by the side of the priest. “But let us not forget those who fought and died on the hill that day…” With that, the man in the Nightwatch uniform is handed a scroll from the by the priest of Pelor. He begins to read names one by one from it. Several hundred are read, and by the time he has finished the last remnants of the day are a rosy line on the horizon. After he is finished the priest speaks: “Every year our battle against the forces of evil adds many names to the list of those who have given their lives for the March. I welcome those who would wish to remember them to come up here and be heard.” With that, several people begin to form a line leading up to the temple. As each person reaches the temple, they eulogize someone who has died in the war against the Necromancer. Give the players a chance to eulogize someone if they wish. This is a good time for the more experienced players to fondly remember old characters that may have been lost. Once they are done, continue with Encounter 2. ENCOUNTER TWO: TIME FOR ACTION As the last of those paying tribute to the fallen begin to leave the stage, a trio of bards begins singing a slow, mournful dirge. Night falls, casting a somber shadow over the proceedings. What sounds like a peal of thunder sends everyone’s attention skyward. A moment later, screams erupt and chaos ensues as people try to flee, trampling over stranger and friend alike. As you strain to see what is happening, you watch in horror as a number of undead abominations climb over the cemetery wall and onto the street. BIS5-IS3 Words of Wisdom Page 7 Within moments the panicked crowd flees from the terrors, but a young girl isn’t so lucky. Tripped and trampled her barely conscious form lies only yards from several rampaging skeletons. Please refer to DM Aid – Map #3 – The Cemetery Wall. All APLs (EL 2) � Human Warrior Skeletons (6): hp 6 each; see Monster Manual page 226. � Maelina Aerist: Female human Com 1; hp 2 (currently 0). Preparations: Place Maelina about 15 feet from the skeletons - she is currently disabled and prone. The skeletons should be placed about 30 feet or so from the majority of the PCs. Tactics: The act of climbing over the fence constitutes the skeletons’ surprise round action. If the skeletons act before the PCs can cut them off, the skeletons will walk up to Maelina and attack. A hit will send Maelina into a dying state. Once she is dying, the skeletons will move on to the next closest target, charging if possible. Treasure: APL 2: L: 34 gp; C: 0 gp; M: 0 gp. Once the undead are dispatched, continue with this: A number of clerics and Nightwatch agents step forward from the panicked crowd. Their voices are a jumbled cacophony of chants, prayers, and arcane syllables – but their meaning becomes very clear as the street erupts with divine light and magical fire.. When your vision clears, the undead have been reduced to smoldering piles of ash, and all that is left is the crowd, - left to wonder how a group of such abominations could strike so close to home without warning. Assuming Maelina survives and someone heals her, she will thank her rescuers, but then become very concerned: “My father… please heroes tell me… is Father all right? He was inside before those things emerged.” She points to a two-story stone house on the other side of the cemetery gates. “You must… help.” Tears start to freely flow down her face. She buries her head in her hands and begins to sob, her straw-like locks bouncing loosely. Once the PCs have figured out what they are doing next, continue with this: As you make ready to leave the scene, three people, all attired in the uniform of the Nightwatch come walking up to you. Their tunics bear many rips and their hands and faces welts and scratches. The one in the middle has a deeper wound in his side and he requires the assistance of his two comrades. Should one of the PCs try to administer any healing, the man will raise his hand to ask them to stop. The other two will hesitate for the moment before one of them speaks. “Friends, save your healing for those who still have some fight left in them. We are simply gathering the wounded to bring them to the temple. We will take young Maelina off your hands now; her father must be looking for her.” If Maelina did not survive the battle read the follwing: The man looks over at the body of the young girl and gasps. With some help, he leans over her and hold her face in his hands. “Young Maelina, why does this have to happen to one so young? My friends, I thank you for your efforts to help Maelina, but perhaps it is not too late to save her father. Hegard would have probably gone back into his house to try and protect his daughter.” If someone mentions Hegard (due to Maelina’s pleas or their own comments), the Watchers will hint that the PCs should investigate: A sad look crosses the face of the man in the middle. You can tell by the respect and deference shown by the other two that he is their superior - and a well-liked one at that. “Our orders are to hold the perimeter of the cemetery. The Aerist house lies within. No one would be sent in until it is far too late. I could not dream of sending another into danger when I cannot go myself, but Hegard is a good friend of mine…” Pride prevents him from finishing his request, but he hopes the PCs get the gist of what he is saying. Once the PCs agree to investigate the Aerist home, continue with this: With his mind a little more at ease, he motions for his comrades to pick up Maelina and they walk away together. Continue with Encounter 3. BIS5-IS3 Words of Wisdom Page 8 All APLs � Divine Watcher Narden Wallis: Male human Ftr 2/Clr 3; hp 31 (currently 0). � Watcher Tinneus Barret: Male human Clr 3; hp 21 (currently 15). � Watcher Haeli Corston: Female human Wiz 3; hp 13 (currently 8). ENCOUNTER THREE: THE AERIST HOUSE As most people in Truelight know, Hegard Aerist has been the caretaker of the cemetery for over twenty years. What most people do not realize is that Hegard studied as a wizard in his youth. He moved to Truelight to put that all behind him when he met his wife, Inselda. Inselda was an architect and engineer. Among her more notable projects were their house, the cemetery walls, and the town mausoleum - though the last project was left unfinished due to her untimely death. The mausoleum was instead finished by her assistant, Talascus Blanock. Though Hegard was not cut out for the life of a wizard, he never forgot his skills. His curiosity and his fear of necromancy led him to dabble every so often to “keep an eye on things”. Over the past two weeks, he had noticed an increase in magical energy radiating from the mausoleum, but he did not report it to anyone for fear that his secret would be exposed and he would be taken from his daughter. Please refer to DM Aid – Map #1 – The Aerist House. The walls and doors of the Aerist house share the following characteristics: � Wooden Doors: 1½ in. thick; hardness 5; hp 15; AC 5; Break DC 18. � Masonry Walls: 12 in. thick; hardness 8; hp 90; AC 5; Break DC 35. Location A - Foyer As you open the front door to the Aerist house, you are greeted by a large open foyer. This 20 foot square room is covered from floor to ceiling in white marble. A pair of staircases leads to a balcony overlooking the room. At the far wall is a fireplace over which a life-sized portrait of a beautiful Baklunish woman with long dark hair wearing a purple and blue dress in a seated pose. Her left hand is crossed over her right, showing off a gold ring with a sizable diamond. Hanging in the center of the room, a decorative chandelier casts off light to every corner. Location B - Sitting Room Off to the east of the foyer is a sitting room. Several chairs and a couch are placed around an ornate rug that lies in the center of the room. Location C - Dining Room A large oak table stands at the center of the dining room, nearly filling it. A few tapestries depicting tranquil woodland scenes hang on the walls. Though the fireplace has been cleaned, a hint of burnt hickory tickles your nose. Location D - Kitchen Contrary to all the other rooms of the house, the kitchen emphasizes functionality over form. This long, narrow kitchen has a fireplace at one end, several shelves full of food and a long wooden table. Everything is neat here and the scents of a recently cooked meal still linger in the air. The door in the northern section of the west wall leads to a staircase that descends into the basement. (Location B on DM Aid – Map #2 – The Mausoleum). If the PCs proceed this way, continue with Encounter 4. Location E - Study Off the sitting room, you come to a small study about half the size of the former room. A simple cherry desk has three books standing on end. A few more tomes are neatly stacked in a bookshelf on the far wall. The candles in the room are new. Characters who study the books will find them to be of a variety of mundane topics from gardening to carpentry and painting. There is even a Pelorite liturgical text among the books on the shelf. The northern section of the east wall contains a secret door that leads into another study (Location F). If the PCs can succeed on a Search check (DC 20) they can find this door. Location F - Secret Study With a firm push, the secret door grinds open revealing another study the same size as the last. The desk in this room is older and in much worse condition than all the rest of the furniture in this place. An old balance and a sextant lie on the desk. A spiral staircase leads to the upper floor. BIS5-IS3 Words of Wisdom Page 9 This room holds a few remnants of Hegard’s wizardly career. If someone searches the draws all they will find is an odd assortment of knickknacks, but a successful Knowledge (arcana) check (DC 15) will recognize that these items are among those typically found in a spell component pouch. The bottom drawer contains two flasks of holy water stamped with the symbol of Pelor and three potions of cure light wounds. Treasure: APL 2: L: 4 gp; C: 0 gp; M: potion of cure light wounds x3 (4 gp each). Location G - Studio This large room contains a desk with many drawing tools. A pair of bookshelves stocked full of books flank the desk. An open book is set on a table along the north wall. A half finished architectural drawing is set up on an easel. The entire room is coated in a layer of dust - its contents haven’t been disturbed in some time. If someone looks at the drawing on the easel, give them Player Handout 2 - Mausoleum Map. The architectural tools in this room are functional but in no way remarkable. The only thing of interest is a secret compartment in the desk. On a successful Search check (DC 20) someone searching the desk will find the secret compartment and the letter that Inselda had been saving inside. If they find it, give them Player Handout 3 - Letter to Inselda Aerist. Anyone making a successful Knowledge (local – Sheldomar Valley Metaregion) or Bardic Knowledge check (DC 15) will recognize the seal as belonging to the magical college of the Guild of the Arcane Path in Sareden. Any PC who has participated in BIS5-IS2: A Day at the GAP will recognize both the seal and the name of Professor Sal’lasterious Ugumondil. Location H - Master Bedroom The master bedroom contains a large bed on the west wall, opposite a large armoire. Like the dining room, the floors are a polished hardwood. An area rug sits between the bed and dresser. There is nothing else in this room other than simple men’s clothing in the armoire. Location I - Bedroom A smaller bedroom contains a single bed. A chest lies at the foot of the bed. Next to the chest is a pair of ladies’ slippers. A dulcimer sits in a corner of the room. A search of the chest will turn up several outfits for a woman. Location J - Secret Observatory Ascending the stairs you arrive at another simple room. The only things currently here are a brazier in the northeast corner, a telescope perched on a tripod set upon a wooden pallet, and an open journal perched on a mahogany stand. The single window in this room where the telescope is set looks out over the cemetery. If a PC looks out the telescope at the cemetery, they will notice that there are signs of recent battle, but that it is quiet at the moment. If the PC looking through the telescope makes a Spot check (DC 20), they will notice the body of a man trapped under some fallen pillars. This is the paladin described in Location A of Encounter 4. If someone looks at the journal give them Player Handout 4 – Journal of Hegard Aerist. ENCOUNTER FOUR: THE MAUSOLEUM The Truelight Mausoleum was Inselda Aerist’s most ambitious project and ultimately the one that lead to her death. She envisioned her project as a grand palace for the city’s heroes. Please refer to DM Aid – Map #2 – The Mausoleum. The walls and doors share the following characteristics: � Reinforced Wooden Doors: 2 in. thick; hardness 5; hp 40; AC 5; Break DC 33. � Superior Masonry Walls: 18 in. thick; hardness 8; hp 135; AC 5; Break DC 35. If the PCs go to find the outside entrance, they will find their path blocked. As the undead poured forth, they brought part of the structure down with them: Location A – The Mausoleum Entrance You find the entryway to the mausoleum blocked. Some of the stone pillars lining the path have been toppled, the gates lies in ruins, and even a few trees have been uprooted. With no windows in, you will have to find some other way to enter. The only other entrance that is useable at this time is the breach in the basement of the Aerist house. If the PCs succeed at a Spot (DC 15) or Search (DC 10) check, they notice the broken body of a man trapped BIS5-IS3 Words of Wisdom Page 10 under one of the broken pillars. The warrior bears a silver holy symbol of Pelor and wears a suit of chainmail. A Heal check (DC 10) will reveal that the pillars are what killed him and that he died less than an hour ago. If someone moves the pillars they will find a masterwork long sword that used to belong to the deceased paladin. Treasure: APL 2: L: 40 gp; C: 0 gp; M: 0 gp. Location B – Breach in the Walls As the PCs enter through the breach, continue with the following: You take the first few tentative steps into the mausoleum. Your light flickers off the mineral specks embedded within the solid granite blocks that form the walls. Carved frescoes depicting scenes of the battle line the walls. Location C – Trap and Well-Traveled Path The halls here are fairly clean but the dirt floors have been heavily traveled recently. Anyone with the Track feat looking for signs of Hegard’s passing can notice a set of boot prints amongst the skeletal tracks on a successful Survival check (DC 15). The tracks lead out the main hallway to a razor-wire trap at Location C. The trap was placed across the archway by Hegard Aerist to trip up any non-intelligent undead if they were ever raised from their graves. What he did not count on was an intelligent undead being created that would lead them through breaches in the mausoleum’s structure. The boot prints end at the trap, but there is evidence that someone was dragged away here. Even those that did not notice Hegard’s prints before can find the drag marks on a successful Search or Survival check (DC 10). A second set of prints can be picked up, but they have been covered over by the dragging, so finding them requires a Survival check (DC 20) by someone with the Track feat. The tracks are the slender humanoid feet of Inselda Aerist, now the ghoul prowling the mausoleum. All APLs (EL 1) � Razor-Wire across Hallway: mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. The trap had been tripped before, but Inselda knew where Hegard kept the extra strings (in a hollow in the wall) and rebuilt the trap. The PCs can find some extra strings by succeeding on a Search check (DC 20) in the general area of the trap. Treasure: APL 2: L: 22 gp; C: 0 gp; M: 0 gp. The nineteen wall sections in between the crypt chambers bear bronze and marble plaques each bearing an inscription memorializing the heroes buried within. A final plaque is hung the end of the hallway that leads into the Hall of The Most Revered. The numbers on the map correspond with the locations of the inscriptions listed in Player’s Handout 5 - Memorial Plaques. Etched into the bottom part of the frame of each plaque is a dedication date. Plaque #1 has their earliest date and they proceed in ascending order as numbered with plaque #20 being the last to be added.. You should read these inscriptions aloud until such time as the PCs indicate that they are taking the time to record all of them. Once they do, you can just give them the handout in order to speed things up. Location D – Ambush As the PCs round the corner from the first hallway to the second, they will pass by the room where Inselda Aerist is lurking. The power of the Iron Bone has transformed her into a ghoul, turning her determination in life into an unholy hunger for flesh. Inselda has been hunting dire rats and the leftovers from her hunt have drawn a small pack of giant centipedes looking for carrion. They have formed a symbiotic relationship, assisting each other in the hunt. As the players pass the entrance of this room, read the following: As you round the corner the smell of carrion assaults your nose. In the burial chamber directly across from you, you see six giant insects feasting on the corpses of some of the denizen of these tombs. They begin clicking their mandibles excitedly as you round the corner. Please refer to DM Aid – Map #4 – Ghoul Ambush. All APLs (EL 4) � Ghoul: hp 13; see Monster Manual page 119. � Medium Monstrous Centipedes (6): hp 4 each; see Monster Manual page 287. Tactics: The ghoul is hiding around the corner of the burial chamber marked as Location D, using the centipedes as a diversion. As each PC enters or passes by the room, secretly make a Spot check (DC 16). If the check succeeds, inform the player that their character notices something hiding in the room. The ghoul is hoping someone will enter the room. If the PC entering BIS5-IS3 Words of Wisdom Page 11 the room does not spot the ghoul, the PC will be considered flat-footed against the ghoul’s first round of action. On her turn, she will step out from behind the door, looking to make a full attack against a flat-footed opponent. If everyone ignores the room, the ghoul will try to sneak up an attack one of the PCs at the back of the group. The PCs can make Listen checks (DC 16) modified by the distance each PC is from the doorway. If no one notices, she will charge down the hall during the surprise round. The centipedes will follow on their action. A centipede attacking a PC on the ground while it is within a sarcophagus is entitled to a bonus for higher ground. Moving from the sarcophagus to the sarcophagus requires 10 feet (2 squares) of movement. When the last opponent is defeated, read the following: As the last of your foes fall, your attention is fixed on the ghoul. Though its features are no longer recognizable and its clothing is tattered and dirty, there is no mistaking it. The indigo and lavender dress that loosely frames the ghoul is the same style as the one that you saw in the painting of Inselda Aerist that hung above the mantle in the Aerist house. The only other remarkable item on her is a tarnished gold and diamond ring worth 250 gp. If any of the PCs remove the ring to examine it, their suspicions will surely be confirmed: The inside of the band is still intact, and the inscription can clearly be read: To My Dearest Inselda. With Love – Hegard. Location E – Inselda’s Grave The corridor turns to your left once more, and less than twenty feet ahead of you is a large pit, ten feet wide, ten feet long, and ten feet deep. Only an inch-wide length of rope, fastened at both ends by iron spikes, crosses the pit that lies between you and the iron door at the far end. The remnants of a rope bridge lie in the pit below. Inselda Aerist, the original architect of the mausoleum was killed at this very spot when the ground beneath her collapsed into a sinkhole. Her assistant carried on the work, but had the sinkhole dug out into the chamber that is there now. Her grave, now unoccupied, lies in this chamber. A rope bridge was built to span the pit, but it was trapped so that it could drop away, protecting the treasures of The Most Revered from looters and invaders. The deathlock had triggered the trap and fell into the pit, but its abilities allowed it to survive and escape. The rope bridge covers the grave below, but anyone in the pit can move the bridge. There are several ways to cross the pit, but any method is difficult at best. There is not sufficient room for a running start, so jumping across would require a Jump check (DC 20). One could also attempt to walk along the rope, but doing so requires a Balance check (DC 20). It is possible to climb or jump down the near side of the pit and up the far wall, but climbing either wall requires a Climb check (DC 20). Additionally, a PC can hang from the rope and move across with his hands; doing this requires a Strength check (DC 15) to cross and a Climb check (DC 15) to pull himself up the opposite ledge. In the case of anything but a jump check, failure by less than 5 means the character does not move that round. Failure by 5 or more indicates a fall resulting in 1d6 points of damage. A Jump check failed by less than 5 means the character is within arms’ 'reach of the far ledge. Catching the ledge requires a Reflex saving throw (DC 15) which would then be followed by a Climb check (DC 15) for that PC to pull himself up. Failing the Jump check by 5 or more means the character comes up way short and falls. These DC can be modified for any situations, tool, or plans the PCs come up with; use your discretion. Anyone viewing the pit from above might notice a human hand partially concealed by the bridge on a successful Spot check (DC 15). At the bottom of the pit, the check is easier (DC 10) due to the decreased distance and the better angle they have. If anyone moves the rope bridge, describe what they find: As you heave the broken bridge aside, you make a grim discovery. Inside a recently dug out grave, the body of Hegard Aerist lies here. His arm is broken, twisted at an odd angle, the ring finger of his left hand has been severed, there is a large bruise on his forehead, and his feet have been lacerated at the ankles, coating his shoes with so much blood that they are soaked through. Though toppled over and cracked, you can see the inscription on the headstone: ‘Inselda Aerist, 553 – 581’. If someone checks the body, a successful Heal check (DC 15) will reveal that in actuality, Hegard barely clings to life. BIS5-IS3 Words of Wisdom Page 12 All APLs � Hegard Aerist: Male human Wiz (Div) 3; hp 10 (currently -8 and stable). As you check one last time for vital signs, your efforts are rewarded with a cough that brings up some blood. Surprised and perhaps a bit disgusted for a moment, you wipe the blood off your arm and continue to attend to Hegard. His breath is very shallow though he appears stable. When Hegard entered into the mausoleum, he unexpectedly encountered his wife transformed into a ghoul. He momentarily lost himself and when he tried to approach his late wife, he was tripped up by his own trap. The fall broke his arm and caused the injury to his head. His wife, still clinging to some of the memories of life, decided that Hegard was a morsel worth saving and savoring. She only ate the finger that still held his wedding band and then dumped his battered body into the pit where she placed him in her own grave. Luckily, Hegard stabilized, but he will not survive the night one way or another. It will be tricky to get Hegard out alive in his condition, as another fall will surely be fatal. The party will have to do something to get him out, since he will not survive long enough for someone else to come in and get him. If the PCs search Hegard they will find two more potions of cure light wounds that he has not yet used. The players can certainly use them to help Hegard. Treasure: APL 2: L: 0 gp; C: 0 gp; M: potion of cure light wounds x2 (4 gp each). Location F – Hall of the Most Revered The door leading the room of The Most Revered is the only door in the entire mausoleum that is currently closed. The deathlock has rearmed the trap on the door. Crossing the pit you find yourself standing on a ledge only 10 feet wide and 15 feet long in front of an iron door. A large owl is carved in bas-relief into the door. Its eyes are opened wide as if guarding the hall, watching every movement, watching… you. Its talons are outstretched as though ready to swoop down and snatch up any who dare to defile this tomb. The tomb door has the following characteristics: � Iron Door: 2 in. thick; hardness 10; hp 60; AC 5; Break DC 28. The door opens into the room and is trapped. As the PC opens the door, the chain mechanism will pull the door open wide and activate the tripping chain trap that will target that PC. Once the PCs enter the room, continue with this: As you open the door, your eyes sweep over the regally decorated room. The moldings are adorned with fine gold filigree. Rather than native stone, the sarcophagi here are carved from expensive green marble that must have been imported from some far away land. You admire the blue silk cushions that line the sarcophagus to your right, but only long enough to realize that it lies open. From the opposite doorway, two narrow points of red light, the eyes of some desiccated undead creature are glaring at you. Though he is wearing the garb of a Bissel officer, he is most assuredly not on your side. He raises his arms and prepares for battle. A hulking, undead, reptilian humanoid with a javelin in its hand and a greatclub behind him stands guard. A few days ago, a nightwatch patrol killed a troglodyte skulking around the mausoleum. The Iron Bone has since animated it. Please refer to DM Aid – Map #5 – Hall of the Most Revered. All APLs (EL 5) � Deathlock: hp 19; see Appendix 1. � Troglodyte Zombie: hp 29; see Monster Manual page 266. � Tripping Chain Trap: mechanical; location trigger; automatic reset; multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18. Note: This trap is really one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked chain. If the tripping attack succeeds, a +4 bonus applies to the spiked chain attack because the opponent is prone. Preparation: The deathlock has expended its two daily uses of its ghoul glyph ability (see Appendix Two) in this chamber. A PC entering the squares so marked on the map will be affected by the spell. Tactics: The deathlock will try to incapacitate weaker foes by using its magic missile ability. Fighters are prime targets for its cause fear ability. Once all the targets are incapacitated in some way, it will use it’s summon monster ability to create attackers to finish off the PCs. It BIS5-IS3 Words of Wisdom Page 13 loathes melee combat and will only resort to it if there is no other option. The troglodyte zombie will do the best it can to guard the deathlock, but its slow speed might hinder it. The zombie is under the command of the deathlock and will not charge up to attack unless ordered to do so by the deathlock or upon the deathlock’s destruction. When the deathlock is destroyed read the following: As the final blow strikes home, the undead creature shudders for a moment and then falls to one knee. The whole time he does not take his hate- filled eyes off of you until the very moment the red light fades from them and he collapses to the ground. Once the PCs dispatch the undead, continue with this: The threat dispatched, you take a moment to survey the Hall of The Most Revered, the burial chamber of the six Heroes that saved the town of Truelight fifteen years ago at the cost of their own lives. Inside the open sarcophagus are a well-crafted breastplate and a gold holy symbol of Pelor that contains small diamonds in the eyes that appear to have been discarded by its occupant. At each end of the room is a stone plate that which delivers a cryptic message. Show the players Player Handout 6 - Marker of The Most Revered. None of the other sarcophagi contain anything particularly valuable; however, the plates in the floor have a hidden switch. The cache of goods under each plate was left here in cast the mausoleum needed to be defended. Finding the switch requires a Search check (DC 20). Underneath each plate are three flasks of holy water, a potion of lesser restoration, two potions of cure light wounds and a scroll of arcane lock. Treasure: APL 2: L: 41 gp; C: 41 gp; M: potion of lesser restoration x2 (25 gp each), potion of cure light wounds x4 (4 gp each), scroll of arcane lock x2 (12 gp each). Location G – The Iron Bone You proceed through the already opened secret door and reach another chamber. In stark contrast with the rest of the mausoleum, the chamber appears to be hastily constructed. There is a cheap wooden desk up against the far wall. The walls are constructed of worked stone with two wooden supports holding up the ceiling. In between those supports is the only part of the room that appears to be carefully crafted, a silver circle inlaid into the floor. At the center of the circle, suspended in midair, is a rod made to look like a femur made entirely of iron. The upper tip is glowing bright red, casting runes and words upon the floor and walls of the chamber. The right hand wall of the chamber once held a portcullis that connected to the sewers, but crumbling plaster has sealed that exit off. The runes on the walls are incomprehensible. In order to read the words on the floor, a PC will have to move closer to the circle. Once someone does, give the players Player Handout 7 - The Mausoleum Puzzle. If anyone inspects the desk, and succeeds at a Search check (DC 10), they will find a leather pouch containing 300 gp and a tattered old diary. Most of the pages have been ruined due to water or vermin, but one page is mostly intact. Give the players Player Handout 8 - Diary of Talascus Blanock. At this point there is really only one thing to do - Someone should take hold of the Iron Bone and attempt to answer the riddle. If the person holding the bone gives an incorrect answer, the Iron Bone will flare up with negative energy. The PC must make a Fortitude saving throw (DC 18) or take 1 point of Strength damage. The player can stop trying to guess the answer at any time, and another player can grasp the artifact and try instead. If a PC’s Strength is reduced to zero, that character is slain and then immediately transformed into a shadow that leaves through a gap in the plaster to terrorize the city. If all the PCs give up on solving the riddle, continue with Conclusion A. If the PC grasping the rod gives the correct answer to the riddle (“dreams”), continue with Conclusion B. CONCLUSION A In this case, the party does not solve the riddle. They return to town with what they have learned. Try as you might, the riddle of the Iron Bone eludes you. What could this conundrum possibly mean? At your wits end, you have no choice but to leave this to others more skilled than yourselves. You emerge into the streets of Truelight. Two of the Nightwatch members who helped Maelina earlier in the evening are waiting for you. Without as much as a word they escort you up Kellsgrove Hill to the steps of the Temple of Pelor. Ascending those BIS5-IS3 Words of Wisdom Page 14 steps, you enter the hallowed halls where Baron Helinaut awaits your report. Should anyone show the excerpt taken from Talascus’ diary, the Baron will reach out for it. Continue with this: Slowly the Baron reads the page. He takes in every word of it and every word weighs heavily upon him. As he takes the page away from his face, you can see his eyes glistening with unshed tears. “This is very grave news you bring to me. Talascus Blanock was Inselda Aerist’s assistant. Upon her death he had a hand in almost anything to do with rebuilding the city. The Mausoleum, the walls, this very temple, even my manor… and they are all compromised. Talascus left Truelight eight months ago to pursue other projects - or so we were told, but who knows what secrets he has left for us?” “But you have brought us hope, and perhaps that is all we ever really needed. Now we can prepare for the worst, the inevitable day that may see this Barony brought yet again to the brink of destruction… But heroes like you have given me faith that someone will be ready to face that day and deliver us once again.” The Baron arranges a place in his manor for you to stay the evening. In the morning he helps see you off and before you leave he hands each of you a pouch of coins. Each PC is given a pouch containing 125 gp. “It is what little I can do right now but it will never be enough to repay you for all you have done. Nightwatch and its people will always be in your debt. Godspeed good heroes; hopefully our paths shall cross again.” The End CONCLUSION B In this case, the party solves the riddle. They are granted a vision, before returning to town with what they have learned. As you speak the answer to the riddle, a surge of power radiates from the Iron Bone. A spark of magic dances between you and the artifact. A strange compulsion grabs a hold of you and you feel as though you are floating outside your body. You lift the artifact from its resting place and suddenly you see someone else holding it. Though he carries many of the features of a strong man, the small vestibule horns at the top of his head and steel gray skin betray his devilish heritage. He stands atop a great iron fortress surrounded among all types of hellish creatures. Undead of all sorts and sizes are laying siege to his castle, attacking the gates and climbing the walls. With a word, he takes up the Iron Bone and its power surges forth in a great wave. It washes over the army of the dead and suddenly they turn against one another. The bones of many strange fiends rise up and join in pushing back the invaders. At the back of the army, a large demonic looking creature with a bloated body and tusked mouth shrieks in anger before he lifts off under the power of his enormous bat-like wings. The next thing you see is back on the castle battlements and once again it is you who is there holding the Iron Bone. You feel the cold power of death coursing through your body yet you are not afraid. You feel in control as though you are death’s master and the world would tremble at your feet if you gave into its awesome potential. But somewhere in the back of your mind your conscience screams for you to resist, imploring you to fight the temptation at all costs. Then a low, powerful voice whispers to you. “Speak your wish and by my powers shall it be granted.” You know that it is the Iron Bone that speaks to you, but what is your choice? Do you give into its powers or do you do something else? All you know is that you must do something while the choice is yours to make. Ideally, the PC would ask the artifact to destroy or banish itself. If that is what happens, read the following: “Too bad hero; we could have had so much power by working together,” says the voice. Then suddenly the power playing between you and the artifact intensifies but then it begins the crumble, to rust in your very grasp. Soon it is gone, dust carried upon some unknown breeze and all is quiet once again. If the PC asks for anything that would result in some amount of personal gain, even minor - even some way to defeat Evard or save Bissel - then he is succumbing to the temptation of the infernal artifact. He earns the Taint of the Iron Bone item on the Adventure Record. Read the following: BIS5-IS3 Words of Wisdom Page 15 The Iron Bone’s emanations of power start to grow even stronger until it begins to glow red-hot from the inside. A searing pain shoots up your arms, but you are not able to let go. The circle of power that you are standing in begins to melt and swirl beneath your feet. Suddenly a portal of fire and brimstone opens up beneath you, and though you scream, evil laughter is only sound you here before the Iron Bone is sucked into the gate. As quickly as it opened, it is gone. Examining your hand you find a strange rust-colored mark imprinted onto your palm. Alternatively, the PC could simply choose to do nothing and put the rod down. In that case another PC can choose to pick it up, speak the answer to the riddle and make a decision or they can all just leave it alone. Once the PCs decide to leave, continue with this: You emerge once again onto the streets of Truelight where two of the Nightwatch members who helped Maelina earlier in the evening are waiting for you. Without so much as a word they escort you up Kellsgrove hill to the steps of the Temple. Ascending those steps you enter the hallowed halls where Baron Helinaut, Archpriest Hissler, and Rovan Burncroft await your report. Should anyone show the excerpt taken from Talascus’ diary, the Baron will reach out for it. Continue with this: Slowly the Baron reads the page. He takes in every word of it and every word weighs heavily upon him. As he takes the page away from his face, you can see his eyes glistening with unshed tears. “This is very grave news you bring to me. Talascus Blanock was Inselda Aerist’s assistant. Upon her death he had a hand in almost anything to do with rebuilding the city. The Mausoleum, the walls, this very temple, even my manor… and they are all compromised. Talascus left Truelight eight months ago to pursue other projects or so we were told, but who knows what secrets he has left for us?” “But you have brought us hope, and perhaps that is all we ever really needed. Now we can prepare for the worst, the inevitable day that may see this Barony brought yet again to the brink of destruction… But heroes like you have given me faith that someone will be ready to face that day and deliver us once again.” The Baron arranges a place in his manor for you to stay the evening. In the morning he helps see you off and before you leave he hands each of you a pouch of coins. Each PC is given a pouch containing 125 gp. “It is what little I can do right now but it will never be enough to repay you for all you have done. Nightwatch and its people will always be in your debt. Godspeed good heroes; hopefully our paths shall cross again.” The End EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 2 Defeat the skeletons APL 2: 60 xp. Encounter 4 Survive the razor-wire trap APL 2: 30 xp. Defeat the ghoul and her minions APL 2: 120 xp. Defeat the deathlock and his minions, and survive the tripping chain trap APL 2: 150 xp. Story Award Save Maelina Aerist in Encounter 2 APL 2: 20 xp. Rescue Hegard Aerist in Encounter 4 APL 2: 20 xp. Solve the riddle of the Iron Bone in Encounter 4 APL 2: 20 xp. Discretionary Roleplaying Award APL2: 30 xp. Total possible experience APL2: 450 xp. BIS5-IS3 Words of Wisdom Page 16 TREASURE SUMMARY During an adventure, characters come upon treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. In the case of potions, they may use Spellcraft to identify them. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L: Looted gear from enemy C: Coin, Gems, Jewelry, and other valuables M: Magic Items (sell value) Encounter 2: APL 2: L: 34 gp; C: 0 gp; M: 0 gp. Encounter 3: APL 2: L: 4 gp; C: 0 gp; M: potion of cure light wounds x3 (4 gp each). Encounter 4: APL 2: L: 103 gp; C: 91 gp; M: potion of cure light wounds x6 (4 gp each), potion of lesser restoration x2 (25 gp each), scroll of arcane lock x2 (12 gp each). Conclusion: APL 2: L: 0 gp; C: 125 gp; M: 0 gp. Total Possible Treasure (Maximum Reward Allowed): APL 2: L: 141 gp; C: 216 gp; M: 110 gp – Total: 467 gp (450 gp). ITEMS FOR THE ADVENTURE RECORD Special � Favor of Baron Helinaut: For uncovering the plans of Talascus Blanock, you have earned the favor of Argwen Helinaut, Baron of Nightwatch. This will have consequences in future adventures. � Favor of the Nightwatch: For helping the Aerist family, Divine Watcher Narden Wallis has put it a good word for you with Roven Burncroft. This will have consequences in future adventures. � Taint of the Iron Bone: You have been marked by an odd infernal relic. This will have consequences in future adventures. BIS5-IS3 Words of Wisdom Page 17 APPENDIX ONE – NEW CREATURES DEATHLOCK Source: Libris Mortis page 94 Medium Undead Hit Dice: 3d12 (19 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d4) Full Attack: Bite +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance Saves: Fort +1, Ref +3, Will +4 Abilities: Str 11, Dex 15, Con –, Int 14, Wis 13, Cha 14 Skills: Concentration +8, Hide +8, Knowledge (arcana) +8, Listen +9, Spellcraft +8, Spot +9 Feats: Alertness, Improved Initiative Environment: Any Organization: Solitary, trio, or college (5-9) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +3 Skeletally thin, this figure wears a dramatic cloak fringed with magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fingertips. Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed. Sometimes, deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it. Deathlocks stand between 5-1/2 and 6-1/2 feet tall and weigh between 100 and 120 pounds. Deathlocks speak Common, Abyssal, and Infernal. BIS5-IS3 Words of Wisdom Page 18 Combat A deathlock prefers to use its spell-like abilities from a distance, disdaining melee. Thus, it can also use inflict minor wounds to heal itself. Spell-Like Abilities: At will – detect magic, inflict minor wounds (DC 13), read magic; 3/day – cause fear (DC 13), magic missile, summon monster I; 2/day – death knell (DC 14), ghoul glyph (DC 14). Caster level equals the deathlock's HD. The save DCs are Charisma-based. BIS5-IS3 Words of Wisdom Page 19 APPENDIX TWO – NEW SPELLS GHOUL GLYPH Source: Libris Mortis page 66 Necromancy Level: Hunger 2, sorcerer/wizard 2 Components: V, S, M Casting Time: 1 minute Range: Touch Effect: One ghoul glyph that must fit within a 1-ft. square Duration: Permanent until discharged Saving Throw: Fortitude Partial Spell Resistance: Yes You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters passes, or opens the warded area. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can inscribe a ghoul glyph on a portable object, but if the object is moved more than 5 feet, the glyph fades. Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature other than yourself that move to or within 2 feet of it. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. Only a single ghoul glyph can be inscribed in a 5-foot square. Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead and nondetection can fool a ghoul glyph. Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcraft check, if the glyph is noticed before it is activated. A rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The DC in each case is 27. When a glyph is activated, the subject is paralyzed for 1d6+2 rounds. Additionally, if the subject fails his Fortitude save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the radius must make a Fortitude save or take a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks until the spell ends. Material Component: You trace the glyph with earth from a ghoul’s lair. BIS5-IS3 Words of Wisdom Page 20 DM AID - MAP #1 – THE AERIST HOUSE A B C D E F G H I J S BIS5-IS3 Words of Wisdom Page 21 DM AID - MAP #2 – THE MAUSOLEUM A B C D E F G 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 BIS5-IS3 Words of Wisdom Page 22 DM AID - MAP #3 – THE CEMETERY WALL DM AID - MAP #4 – GHOUL AMBUSH BIS5-IS3 Words of Wisdom Page 23 DM AID - MAP #5 – HALL OF THE MOST REVERED BIS5-IS3 Words of Wisdom Page 24 PLAYER HANDOUT 1 – SYMBOL OF THE NIGHTWATCH BIS5-IS3 Words of Wisdom Page 25 PLAYER HANDOUT 2 – MAP OF THE MAUSOLEUM BIS5-IS3 Words of Wisdom Page 26 PLAYER HANDOUT 3 – LETTER TO INSELDA AERIST A letter from Hegard Aerist to Inselda Aerist. The note bears a strange seal that is still mostly intact. My dearest Inselda, I bring the most spectacular news! Professor Ugumondil has persuaded the dean to allow my leave! I am arranging passage on a caravan to Parulla that leaves one week hence. I shall be arriving in about twenty days. It feels like it has been ages since I’ve held you and gazed into those pretty lavender eyes of yours. The way the moonlight dances in them during our evening walks captivates me. I know this must have caught you entirely by surprise (though a happy one) as mid-semester leaves are quite unusual, but when I explained everything - all the important things I must tell you - they understood. Though your apprenticeship has kept you awfully busy these past four months, I’ve never felt alone with the locket you gave me when last we met. I shall fondly gaze upon it often on my journey as I so do whenever you are near me. May distance never keep our hearts apart, my love, Hegard BIS5-IS3 Words of Wisdom Page 27 PLAYER HANDOUT 4 – JOURNAL OF HEGARD AERIST A journal written by Hegard Aerist, found in his secret observatory. I was hoping beyond hope that today’s observations would reverse the trend of the past two weeks. Though I wish my measurements were wrong, I cannot deny them. Something magical, powerful, and evil has come to life behind the walls of the mausoleum. It is a power most foul and it is growing. What started out as a tiny point of energy from within the Hall of the Most Revered has grown to encompass the entire cemetery. The Nightwatch is much too busy preparing for tonight’s ceremony to have time for me. If only I could bring proof of my observations to the baron without giving up a few dear… secrets, then I would bring this grave matter to his attention in an instant. But tonight, all I can do is take a closer look for myself. While everyone is attending the ceremony I will check out the mausoleum. Hopefully by tomorrow it will not be too late to show them what I find. BIS5-IS3 Words of Wisdom Page 28 PLAYER HANDOUT 5 – MEMORIAL PLAQUES The following inscriptions are found on the various markers in the mausoleum of Truelight: 1. OF ALL THE PEOPLE I’VE KNOWN AND LOST, I WILL MISS YOU THE MOST. (COLDEVEN 14, 581) 2. LIFE LIVED FULLEST IS OFTEN LIFE LIVED SHORTEST. (COLDEVEN 23, 581) 3. NOT A SINGLE DAY SHALL PASS THAT I WILL NOT THINK OF YOU. (FLOCKTIME 7, 581) 4. DEATH CAN NEVER CONQUER THE NOBLE SPIRIT. (FLOCKTIME 21, 581) 5. IN TROUBLED TIMES HEROES LIKE THESE ARE A DIVINE GIFT. (WEALSUN 16, 581) 6. DAY AFTER DAY YOU WATCHED OVER US; NOW MAY THE GODS WATCH OVER YOU. (REAPING 1, 581) 7. AND THOUGH YOU ARE GONE, YOU WILL ALWAYS LIVE ON IN OUR HEARTS. (REAPING 19, 581) 8. NIGHT HAS NO POWER OVER THE BRAVE. (REAPING 27, 581) 9. AN EXEMPLARY DISPLAY OF VALOR SHALL NOT BE FORGOTTEN. (GOODMONTH 8, 581) 10. INSPIRING COURAGE UNTIL YOUR VERY LAST BREATH; BLESSED BY THE GODS IN LIFE AND IN DEATH. (GOODMONTH 17, 581) 11. THOUGHT, WORD, AND DEED, PURE AND NOBLE WERE THEY ALWAYS. (GOODMONTH 24, 581) 12. RARELY ARE WE BLESSED BY SUCH HEROES. (PATHWALL 6, 581) 13. REMEMBERED FOR THE WAY YOU LIVED; HONORED FOR THE WAY YOU DIED. (PATHWALL 20, 581) 14. ALWAYS VIGILANT. (READY’REAT 11, 581) 15. THERE IS NOTHING WE CAN SAY TO EXPRESS THE EXTENT OF OUR GRATITUDE. (READY’REAT 23, 581) 16. TRUE HEROES WHO DIED IN THE DARKEST OF NIGHTS SO THAT WE MAY GREET THE BRIGHTEST OF DAYS. (SUNSEBB 5, 581) 17. FRIEND, BROTHER, HUSBAND, FATHER… MANY THINGS TO DIFFERENT PEOPLE; HEROES TO ALL. (READYING 26, 582) 18. FOR ALL YOU HAVE DONE, YOU WILL NEVER BE FORGOTTEN. (COLDEVEN 12, 582) 19. LOST WITHOUT YOU BUT LIVING ON BECAUSE OF YOU. (COLDEVEN 28, 582) 20. HOPE WAS THE GREATEST GIFT YOU GAVE US. (FLOCKTIME 1, 582) BIS5-IS3 Words of Wisdom Page 29 PLAYER HANDOUT 6 – MARKER OF THE MOST REVERED A marker found in the Hall of the Most Honored in the mausoleum of Truelight: True heroes heed our words of wisdom but fools haven’t the first clue To reach the end you must start at the beginning. BIS5-IS3 Words of Wisdom Page 30 PLAYER HANDOUT 7 – THE MAUSOLEUM PUZZLE The words encircling the strange iron bone: BIS5-IS3 Words of Wisdom Page 31 PLAYER HANDOUT 8 – DIARY OF TALASCUS BLANOCK A page from an old diary written in the form of a letter: Sunsebb 24, 581 Dearest Inselda, It is unfortunate that the loves of your life are going to be directly responsible for your death. But I cannot complete my plans with your husband standing around like a lost puppy every day. Master Evard is counting on me to make sure that his artifacts do not sleep long, for he will have need of them when he returns to seize this land from the unworthy wretches that you so wish to idolize. I have learned so much from you during the years I have worked with you, and I must admit that in the end you were right. We must all reach out to achieve that to which we most strongly aspire. So tomorrow you shall be leaving your dreams to me. But do not worry; I shall be faithful to your design. I will only be making a few needed additions. Your apprentice, Talascus Blanock
textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/BIS (March of Bissel)/BIS5-IS3 Words of Wisdom (3E).pdf
“Bridge Work”©1992,1997 by Michael C. LaBossiere [email protected] CyberPunk 2020 “Today’s traffic report is brought to you by New American Autoworks, makers of the Ambernaught, which is what you want hauling you out of a bad firefight. Sector five of Route Twelve should still be considered a red zone due to continued nomad raiding and...This just in, the Bender Memorial Bridge is closed off, apparently due to terrorist activity. Our traffic helicopter is taking small arms fire even as I speak, so find an alternate route guys.” Legal Information: This adventure is copyright 1997 by Dr. Michael C. LaBossiere. It may be freely distributed for personal use provided that it is not modified and no fee above the normal cost of distribution is charged for it. Visit the Opifex Phoenix web site at www.opifex.cnchost.com. “Mekton, Cyberpunk 2020 are Copyright; CyberGeneration, Castle Falk are Trademarks.” Introduction: This adventure is intended for a group of police PCs, but can be modified to include other character types. The adventure begins with the seizure of a major bridge during rush hour by a terrorist lead booster gang. The terrorists seized the bridge by detonating charges on either end of the bridge. These charges destroyed several vehicles and, more importantly,caused a massive pile up. The terrorists also took over the bridge’s traffic tower and are using it as a command post. All in all, it is a nasty situation and one the PCs get to untangle. Getting the PCs Involved: If the PCs are police, they will be assigned the task of dealing with the situation and will receive the following briefing: Police Report At (insert time) explosive charges were detonated on either end of the Bender Memorial Bridge, resulting in a numerous accidents and preventing the people trapped on the bridge from leaving. People with car and portable phones have reported that a boostergang has moved in among them and they are heavily armed and enhanced. Reports of murders, rapes, and robbery are constantly coming in. Many motorists are severely injured and are in need of medical attention. The motorists also report that the traffic tower has been seized, apparently by terrorists. At (twenty minutes after the charges went off) a group calling itself “Defenders of the Faith” broadcast a demand for $10 million and safe transport out of the country. The group claimed that the bridge has been mined with explosives and will be destroyed if the demands are not met. This terrorist group has never been heard of previously. Assignment You are to re-take the bridge as quickly as possible with a minimum of civilian casualties. You are fully authorized to use deadly force. Good luck. If the PCs are not police, they can be brought into the adventure in a variety of ways. For example, media teams can be brought in to cover the event, corporate solos can be brought in to rescue a trapped executive, and so on. Bridge Map This is a eight lane “super bridge”. At each end of the bridge is a crater from the explosive charges and around the crater are twisted wrecks of blown up cars and shattered bodies. The lanes of the bridge are filled with vehicles. Most of them have crashed into one another and the area is a horrible, tangled mess. In several places cars are burning and an occasional explosion will occur. If this were not bad enough, the boostergang is roaming among the vehicles and engaging in terrible behavior. They are shooting up vehicles, setting them on fire, and attacking people. People occasionally try to escape from their vehicles, but they are usually killed before they get far. Most of the motorists are in their vehicles, huddling in fear. Some of the motorists are armed and some of them will resist the booster gang members. These people may be of help to the police, if only in tying up the boostergang members.Those motorists with car phones and Road Barrier Parking Storage Tower Map #1 portable phones will be calling the police and their calls will be handled by a team which will convey important information to the police. Tower Map #1 The tower is run by the city’s traffic police and is intended to provide the police with an observation post as well as an emergency aid station. Most large bridges have such towers on them as bridges have become a favored target of terrorists, other criminals, and nutcases. Road: the bridge surface. Barrier: The concrete barrier that keeps motorists from ending up in the river. The barrier here has a n entrance with an armored door. The door has been blasted open. Parking: A BMW 600 Patrol cruiser and three Blue Knight police cycles are burning in the lot. A dead officer lies sprawled on the ground. The body has been stripped of weapons. Tower Interior: The interior consists of a an elevator which goes up to the top of the tower (which is on thirty meter high support pylons. The elevator is up. There is a ladder running the side of the elevator shaft which permits access to the observation station. body of an officer lies on the floor. The body has no equipment. The storage room has been busted open and set on fire (the work of the booster gang). It contained repair and medical equipment. Tower Map #2 Tower Map #2 Observation Station The observation station contains the elevator, a small bathroom, and the monitoring stations. One station has been shot up and one officer’s body lies on the floor, stripped of weapons. The terrorists are using this area as their command post and they will be here unless they have an incentive to move. The portable computer controlling the bombs is set up on one of the stations and is monitored at all times. The bombs are linked by wires (radio would be too easy to jam). The terrorists were able to kill a rookie who was just assigned to the tower and one of them took her place. She then killed the other officer present and let her fellows in prior to the detonation of the charges. Action/Resolution: The booster gang will spend its time wreaking havoc on the people stranded on the bridge and shooting at anything that comes their way. The terrorists don’t care what happens to them and see them merely as something to keep the cops busy. They booster gang members are poorly organized and separated by the vehicles. The terrorists are extremely well organized and will do their best to maintain control of the situation until their demands are met. The booster gang is on a real “burn” and they will keep going until they are wiped out. The terrorists will keep going unless they believe they can’t win. If they think they have lost, they will try to escape (by blending in with the motorists) and detonate the bridge from a safe distance. If they cannot escape, most will surrender, except Gerek, who is a bit mad. She will “lose it” and try to destroy the bridge if she is not killed. Since she doesn’t know the detonation code, she will have to wire the bombs to a manual detonator. This will take her about five minutes. She will also have to fight off his former companions who don’t want to die. The faster the PCs can take out the terrorists, the faster Max-tac teams can move in to wipe out the boosters and bring in medics. If the PCs can do the job quickly, they will be media heroes (for a while).Those saved will also be grateful. If they do poorly, they will be media fools. If the bridge is destroyed, they might as well turn in their badges and volunteer for dangerous experiments in the corporate sector because the press will crucify them (if they survive). If any booster gang members or terrorists survive, they may come looking for revenge later. NPCs Typical Booster Int: 5 Ref: 8 TECH: 4 Cool: 6 EMP: 1 ATTR: 3 LUCK:4 MA: 7 BODY: 8/10 Skills: Combat Sense 3, Athletics 5, Dodge/Escape 6, Intimidate 6, Streetwise 4, Brawling 8, Awareness 7, Pistol 5, Rifle 6, Stealth 4, Melee Weapons 7 Cyberwear: Neuralware Processor, Smartgun Link, Grafted Muscles, Wolvers, Cyberoptics with Targeting Scope and Infrared, Subdermal Armor, Cyberarm. Weapons: Dai Lung Cybermag, Smart chipped Kalishnikov Hvy. Assault Rifle, Kendaichi Monoknife. Description: These are psycho youth who live to cause pain and suffering, preferably using the most recent cybergear. They have no redeeming characteristics. There are twenty six of them on the bridge. Janet Gerek (Solo) Int: 8 Ref: 8/10 TECH: 5 Cool: 8 EMP: 2 ATTR: 7 LUCK:7 MA: 7 BODY: 7/9 Skills: Combat Sense 7, Interrogation 4, Intimidate 8, Awareness 6,Leadership 4, Athletics 7, Karate 6, Pistol 5, Submachine gun 4, Rifle 7, demolitions 3. Cyberware: Biomonitor, Neuralware Processor,Kerenzikov Boosterware (+2), Interface Plugs, Muscle and Bone Lace, Skin Weave, Cybersnake, Cyberoptic (right) with targeting scope, teleoptics, Low Lite, Cyberarm with reinforced joints. Weapons: Smartchipped Constiution Arms Hurricane Assault Weapon (Protect and Serve p. 33), smart chipped Armalite 44, Metal Gear body armor, headset radio. Description: Gerek is a former corporate solo who went a bit nuts and had to be relieved from duty. She discovered religion, of a kind, in the form of 20th century TV evangelism. She became convinced that God wanted her to get Him lots of money. She recovered from this (sort of), but decided that getting money was still a good idea, but she wanted to get it for herself. She is still a bit over the edge and is very violence prone. Her tinge of madness, combined with her powerful personality enables her to scare the hell out of the boosters, so they obey her. She recruited them because they used to work for her during her corporate days. She is actually much crazier than she appears. Melissa Spender(solo) Int: 7 Ref: 7/8 TECH: 6 Cool: 8 EMP: 7 ATTR: 7 LUCK:6 MA: 7 BODY: 7/9 Skills: Combat Sense 6, Awareness 6, Athletics 8, Karate 8, Pistol 6, Rifle 5, demolitions 2, Persuasion and Fast Talk 5, Demolitions 6. Cyberware: Neuralware Processor, Interface Plugs, Kerenzikov Boosterware, Muscle and Bone Lace, Rippers. Weapons: Smartchipped Armalite 44, Smartchipped AKR-20 Medium Assault, Armored Jacket (SP=18). Description: A long time criminal who specialized in infiltrating groups in order to steal, she took the place of the murdered office and her background in demolitions (while she was in the military) resulted her being in charge of the charges. Her goal in life is the acquisition of money, which she values more than anything except her life and her drugs. She is addicted to a variety of designer drugs and commits crimes primarily to support her habit. If the situation looks grim, she will put the police uniform back on and try to convince the PCs she was taken hostage by the terrorists. If this works, she will slip away at the first opportunity. Other Terrorists (3) Int: 5 Ref: 7 TECH: 6 Cool: 7 EMP: 5 ATTR: 5 LUCK:6 MA: 7 BODY: 8 Skills: Combat Sense 6, Awareness 5, Athletics 5, Karate 4, Pistol 5, Submachine gun 5 Cyberwear: Neural Processor, Speedware (Sandevistan), Interface Plugs Weapons: Smart chipped Miltech Arms Avenger, Smartchipped H&K MPK-11. Description: Hired criminals. They are in it for the money.
textdata/thevault/Cyberpunk/Cyberpunk 2020/Cyberpunk 2020 Bridge Work.pdf
Icon:__________________ 1 2 3 MARKS Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 NPC/Host:___________________ Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 MARKS Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 NPC/Host:___________________ Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 MARKS Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 Icon:__________________ 1 2 3 NPC/Host:___________________ Icon:__________________ 1 2 3 MATRIX DAMAGE 1 2 3 4 5 6 7 8 9 10 11 12 8 + Device Rating/2 (round up) (No Wound Modifiers) Your Device is being Hacked! Device:__________ MATRIX DAMAGE 1 2 3 4 5 6 7 8 9 10 11 12 8 + Device Rating/2 (round up) (No Wound Modifiers) Your Device is being Hacked! Device:__________ MATRIX DAMAGE 1 2 3 4 5 6 7 8 9 10 11 12 8 + Device Rating/2 (round up) (No Wound Modifiers) Your Device is being Hacked! Device:__________ MATRIX DAMAGE 1 2 3 4 5 6 7 8 9 10 11 12 8 + Device Rating/2 (round up) (No Wound Modifiers) Your Device is being Hacked! Device:__________ MATRIX DAMAGE 1 2 3 4 5 6 7 8 9 10 11 12 8 + Device Rating/2 (round up) (No Wound Modifiers) Your Device is being Hacked! Device:__________ MATRIX DAMAGE 1 2 3 4 5 6 7 8 9 10 11 12 8 + Device Rating/2 (round up) (No Wound Modifiers) Your Device is being Hacked! Device:__________ OVERWATCH SCORE 1 11 21 31 2 12 22 32 3 13 23 33 4 14 24 34 5 15 25 35 6 16 26 36 7 17 27 37 8 18 28 38 9 19 29 39 10 20 30 40 Persona:_______________ +Defender’s Hits from Attack/Sleaze Action (Regardless of Success/Failure) If Score > 0, +2d6 every 15 minutes OVERWATCH SCORE 1 11 21 31 2 12 22 32 3 13 23 33 4 14 24 34 5 15 25 35 6 16 26 36 7 17 27 37 8 18 28 38 9 19 29 39 10 20 30 40 Persona:_______________ +Defender’s Hits from Attack/Sleaze Action (Regardless of Success/Failure) If Score > 0, +2d6 every 15 minutes
textdata/thevault/Shadowrun [multi]/5th Edition/Shadowrun Hayek Sheets/Player Aid - GM Matrix.pdf
1 Atomic HigHwAy The homebrewer’s Guide Creating your own material for a game is one of the great joys of rpgs, so here are some useful guidelines for anyone who wants to create new Rearings, Pursuits, Mutations/Flaws, Vehicles, Beasts and Mutant Horrors, Humanoid Animals, and Psychic Powers Rearings Skills: Each Pursuit has 6 skill points, with no individual skill having a rating higher than 1 except Lore, Notice, Tech, and Stealth, any of which can be rated up to 2. You can provide choices using the “or” designation. Weapons/Gear: In most cases 1-2 basic weapons can be assigned, the knife being the most common for its all-round utility. Gear-wise, most provide a single roll on any one of the Scavenging tables (pages 54-60) except Military, if appropriate, and possible 1-2 knick- knacks or minor items appropriate to the Rearing concept. Pursuits Skills: Pursuits provide 10 skill points. Because of Natural Skills and the skill levels provided by Rearings, placing more than 1-2 points in any single skill in a new Pursuit only results in wasted skill points. Because of this, no more than 1 point can be placed in a Pursuit for Notice or Stealth, but up to 2 points can be placed in any of the others. As before you can provide choices including offering a small selection of skills from which to make limited picks. Armor: Only provide this if it really fits the concept; most Rearings do not possess armor, and what armor there is tends to be light and incidental, to protect as much from accident. Weapons: Most Pursuits should provide 1-2 weapons, typically choices of one ranged and/or one melee depending on whether the Pursuit concept is likely to really see much conflict. Heavy Weapons should not be part of a Pursuit’s starting weaponry. Clothing: Basic garments should be listed as appropriate. Gear: This should provide the Pursuit with the basic tools and materials necessary to perform the concept’s basic functions, and no more. Don’t overdo it or be too generous. If a Pursuit is likely to have multiple items of a single type, have the number be rolled on a die. Transport: No more than a single means of transport should be offered, but a choice can be provided. Be careful that you don’t give more vehicle points to your new Pursuit than the existing vehicle-based Pursuits (Airman, Hauler, Outrider, Raider, Road Warrior) already possess, as you run the very real risk of making your new Pursuit more attractive than the others then. In each case, the basic vehicle type the Rearing commonly used was taken as a base cost, then enough points were added to make some thematically-appropriate modifications. Pets: If a Pursuit possesses a pet, it should be limited to a single one. 2 Mutations/Flaws All of the Mutations presented in Atomic Highway are based squarely on natural abilities found in various mammalian species. This is important, in part, to keep the overall feel of the game more grounded than in many post-apocalyptic roleplaying games, and give things a slightly evolutionary bent. If a new Mutation profoundly benefits a skill, it should instead provide that skill at 6. If it only provides a small but significant enhancement to a skill it should provide a bonus die for the appropriate Attribute/Skill rolls. Try to keep new Mutations and Flaws short and simple, and try to avoid producing anything that renders an existing Mutation or Flaw redundant. Vehicles Use the table on page 43 as guidance in assigning a new vehicle it Attributes. Vehicles beyond those boundaries of size, power, and speed are subjects for later expansion. Any appropriate Customiza- tions and Flaws should be assigned as suits the basic vehicle. The total cost of the vehicle is the cost of its Attributes, Customizations, and Flaws, plus an extra cost based on its numbers of possible passengers (beyond its operator): 0-1 passenger: 0 vehicle points. 2-3 passengers: 1 vehicle point 4-7 passengers: 2 vehicle points. 8-11 passengers: 3 vehicle points. 12-30 passengers: 4 vehicle points. 31-60 passengers: 5 vehicle points. Beasts and Mutant Horrors Nearly every animal has Understanding 0, Appeal 0, and Senses 2 (modified for appropriate Mutations/ Abilities). Senses values are listed in the order they appear in the Mutations/Abilities/Flaws so a creature with Enhanced Sense (Smell), Dull Sense (Hearing), would have Senses 2/6/1 (its general Senses, its Smell, its Hearing). Other Attributes as well as Skills should be assigned to fit the concept, using the existing entries as guidelines. Mutations/Abilities/Flaws are also assigned as is appropriate. Humanoid Animals Creating these is an involved step-by-step process: 1) Do your research. Heavily research the animal, its natural abilities and weaknesses (especially senses), and its diet. 2) Assign all appropriate Mutations and Flaws. All Humanoid Animals have the Mutie Flaw. Those with flippers, hooves, and most ungulates, have Crude Hands. Most Humanoid Animals are Color-Blind. Many have Selective Diet in some form or another. Only assign Swift if the animal is known to routinely exceed 40mph. Assign Fragile to any animals with hollow bones or an average natural weight of under 15lbs. Assign Enduring to any animal with an average weight of 400lbs. or higher. 3) Calculate the cost. Count the number of Mutations/ Abilities and Flaws the new entry has and compare them. 4) Balance the costs: 4a) If the animal has more Mutations/Abilities than Flaws, firstly reduce the number of Attribute Points available by 1 down to 17; this negates one of the excess Mutations/Abilities. If a balance has not been reached, then reduce the number of customization Skill points to 2; this negates another excess Mutation/ Ability. If the numbers are still not balanced, reduce the customization Skill points to 0, negating a third excess Mutation/Ability. If the two are still not balanced, reduce the number of Attribute points again on a one-for-one basis. 4b) If the animal has more Flaws than Mutations/ Abilities, increase the number of Attribute Points available by 1 up to 19; this negates one of the excess Flaws. If a balance has not been reached, then do the same again, increasing the Attribute Points available to 20, negating another excess Flaw. If there are still excess Flaws, increase the number of customization Skill points by 2 for each excess Flaw left. Psychic Powers The optional psychic powers in Atomic Highway are pretty low-key and while useful are not anything like as powerful as you might find in say, a comic book. If you create new psychic powers, keep them also relatively low-powered. Use the existing powers as guidelines. HomeBrewer’s Guide
textdata/thevault/Atomic Highway/Atomic Highway The Homebrewers Guide.pdf
Alister Konzegel's Field Guide Vol. II Aquatic Terrors Within the pages of this field guide are a handful of eerie and unusual water-dwelling or water-adjacent creatures inspired by weird animals from our own plane... See through the illusions of the arcanelure anglerfish; recoil from the acidic backsplash of the giant nudibranch; flee before the pharyngeal jaws of the moray dragon drag you down its gullet; and much more! 10 New Monsters for Dungeons & Dragons 5th Edition. by Zeke Gonzalez cover art DMsGuild Creator Resources DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile- Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. 1 Alister Konezegel's Field Guide Vol. II Contents 3 3 3 4 4 4 5 6 6 7 8 9 10 10 11 11 11 11 Introduction ....................................................................... Citations ............................................................................................. Tips for the DM ................................................................................. Aquatic Terrors .................................................................. Arcanelure Anglerfish ..................................................................... Cookiecutter Shark .......................................................................... Giant Fisher Spider ......................................................................... Giant Nudibranch ............................................................................. Kelp Blight ......................................................................................... Merfolk Prismbringer ...................................................................... Moray Dragon ................................................................................... Rahab .................................................................................................. Scorpionfish Devil ......................................................................... Winter Toad ..................................................................................... Acknowledgements ....................................................... Works Cited .......................................................................... Looking For Liches? .................................................... Monsters by CR ................................................................. 2 Alister Konezegel's Field Guide Vol. II Introduction “T he calm placidity of the open ocean is a lie. Beneath the surface of the gently rolling waves and hiding amongst the swaying kelp lies a world of unspeakable terror and violence. Vicious creatures race through the water to rend the flesh of their prey; stealthy monsters lie in wait within secret places for an opportunity to strike; the living feast upon both the living and the dead with reckless abandon. Despite beautiful sunsets and the soothing salty air, the sea deceives with every exhalation of water striking its sandy shores. Take care never to underestimate the inhabitants of the sea, for they will not hesitate to tear apart the unwary or the overly confident..." -A.Z.Z. Konezegel, The Traveler's Guide to Tal'tura, Fourth Edition Alister Konezegel's Field Guide Volume II: Aquatic Terrors is a supplement containing 10 monsters designed for D&D 5th Edition. These monsters use rules, spells, and concepts from the Wizards of the Coast’s D&D 5th Edition and are intended to supplement the Ghosts of Saltmarsh adventures. This bestiary is a collection of new aquatic monsters inspired by scientific literature. The stat blocks and citations were were first released on my twitter account @FantasyEcology, where you can find more monsters under #ScienceDnD and in Volume I of Alister's Field Guide: Monstrous Arthropods. And remember, if you seek the truly bizarre and the deeply terrifying, look no further than beneath the waves... Citations This field guild includes numerical references to the scientific literature which inspired these monsters. These references will look like this: (#). The number inside the parenthesis refers to a specific title from the Works Cited. I recommend the entries in this Works Cited section as further reading on the science of aquatic animals and the strange world of the open ocean. I hope you find these readings as fascinating as I do! Tips for the DM As with any supplement, Alister Konezegel's Field Guide Volume II: Aquatic Terrors should be adapted to work for your group. If you don’t like the way a monster works, please feel free to change it. Adjust the hit points, damage, abilities, spells, and lore of these creatures to suit your games and your players. For example, if you want to use a monster, but think that its ability to impose certain conditions on the characters won't be fun for your group, instead have it deal extra damage or give it a new trait! To deliver an optimum experience for your players, it is best to read the stat blocks of the monsters you intend to use in full before attempting to run them. There are spells, attacks, and abilities that you need to understand in advance to run a fun and effective encounter. Have fun using these monsters! It was highly enjoyable to create these creatures and set them loose on my own players, and I hope that you can share in that experience! 3 Alister Konezegel's Field Guide Vol. II Aquatic Terrors Arcanelure Anglerfish Arcanelure anglerfish are abominably large and rotund fish. Their gaping jaws are filled with several rows of needle-thin and razor-sharp teeth. Emerging from their forehead is a fleshy tendril bearing a glowing light (the arcane focus for their illusory magic). Hanging from the enormous body of the female are the tiny males, sexual parasites which bite and fuse to the female's enormous form (7). Astral Traveler. Ordinary anglerfish are transformed into these creatures by a mindflayer lich who dwells in the Eternal Spirals, a titan's corpse which is flooded by the Astral Sea. This ancient being experiments with magic in the hopes of creating a 10th level spell, creating a host of unusual beasts like the arcanelure anglerfish in the process. Cookiecutter Shark The cookiecutter shark is a small but fearsome beast most readily identified by its brown, wrinkled sharkskin and maw of nearly transparent teeth. With a single bite, the cookiecutter shark is capable of removing perfectly circular plugs of flesh from its victims (6). Sometimes an unlucky victim finds they have lost a finger or toe to a well-timed bite by one of these fish, which swim quickly away after obtaining their meal. Gnomesbane. Sea-focused artificers and tinkerers often curse these sharks and refer to them as "Gnomesbane" due to the fact that cookiecutter sharks have been known to assault apparatuses of kwalish and bring underwater explorations in clockwork devices to a screeching halt. 4 Arcanelure Anglerfish Huge monstrosity, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed swim 50 ft. STR DEX CON INT WIS CHA 23 (+6) 20 (+5) 21 (+5) 1 (-5) 13 (+2) 5 (-3) Skills Perception +5, Stealth +8 Senses darkvision 60 ft., blindsight 10 ft., passive Perception 15 Challenge 5 (1,800 XP) Innate Spellcasting. The anglerfish's innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no components: At will: minor image 3/day: silent image Underwater Camoflage. The anglerfish has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The anglerfish can breathe only underwater. Attached Mates (1/Day). When a creature touches the anglerfish or hits her with a melee attack, the anglerfish may use her reaction to shake off her parasitic mates, summoning a swarm of quippers. The swarm appears in an unoccupied space within 5 feet of the summoner and act as an ally of the summoner. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. Cookiecutter Shark Small beast, unaligned Armor Class 13 Hit Points 60 (17d6) Speed swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 18 (+4) 10 (+0) 3 (-4) 10 (+0) 6 (-2) Skills Perception +2, Stealth +6 Senses darkvision 60 ft., passive Perception 12 Challenge 4 (1,100 XP) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points. Swimby. The shark doesn't provoke an opportunity attack when it swims out of an enemy's reach. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. When the shark roll a 20 on this attack roll, roll another d20. If the shark rolls another 20, it bites off one of the target’s fingers or toes, with the effect of such loss determined by the DM. If the creature has no fingers or toes to sever, the shark bites off a portion of its body instead. Alister Konezegel's Field Guide Vol. II Giant Fisher Spider These unnaturally large spiders can be easily identified from other species of giant spider by their long legs and the hydrophobic hairs distributed across their bodies. These hairs repel water and allow the giant fisher spider to race across the surface of water, making them adept hunters in aquatic environments. Giant fisher spiders are capable of consuming prey as large as small sharks. Devoted Mothers. The females of this species carry their brood on their backs. The offspring of the giant fisher spider crawl across their bloated bodies, during which time the mother takes additional defensive precautions in order to protect her young. Dinner Date. This species of spider engages in a behavior commonly referred to as sexual cannibalism, whereby the females consumes the male following copulation (1). However, if the female witnesses her male counterpart fall in combat, she will race to his side and consume him. Sometimes this will grant the female just enough additional nutrients to magically give birth to a fresh brood of spiders. Unholy Origins. It is believed that this species arose from a fearsome battle between a regiment of exiled drow elves and a bloodthirsty troop of Demogorgon-worshippers. The only survivor of the drow regiment was a drider who pledged her allegiance to the Demogorgon, who blessed her with a brood of fearsome giant fisher spiders. Since then, giant fisher spiders have been found in the service of sahuagin tribes, though an unlucky traveler may also encounter them on rocky coastlines. 5 Giant Fisher Spider Large monstrosity, unaligned Armor Class 13 (15 with Spider Mother) Hit Points 93 (16d8+16) Speed 40 ft., climb 40 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 12 (+1) 3 (-4) 10 (+0) 4 (-3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Challenge 2 (450 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Spider Mother. While a swarm of spiders occupies the same space as the spider, its AC increases by 2. Water Walker. The spider can walk across water. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5-6). Ranged Weapon Attack: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Reactions Sexual Cannibalism (1/Day). When another spider that the giant fisher spider can see within 30 feet of it drops to 0 hit points, the giant fisher spider moves to it and rapidly consumes it, granting it the nutrition to summon a swarm of spiders. The swarm appears in an unoccupied space within 5 feet of the summoner and act as an ally of the summoner. Alister Konezegel's Field Guide Vol. II Giant Nudibranch Nudibranchs are sea slugs who are easily identified by their beautiful coloration and long fleshy appendages (papillae). They glide through coral reefs and along the sandy bottom of the sea searching for anenomes, barnacles, and sea sponges to consume. The giant variant of these creatures can grow up to 5 feet long. Defense Secretions. Nudibranchs possess several adaptations which help them to avoid predators and attackers, many of which take the form of acidic secretions that painfully deter those who would cause them harm (9). This acid can be harvested from the corpse of a giant nudibranch, but rogues beware: their slippery, mucous- covered bodies makes extracting this acid a particularly difficult affair. Kelp Blight While their land-bound cousins are created by the evil will of a Gulthias tree, kelp blights are granted life by a Gulthias anenome or a corrupted kelp forest. These creatures, when moving, resemble humanoids but are created entirely by twisting and writhing strands of giant kelp which teem with poison to deter herbivores (8). Light-Drinkers. Despite the circumstances of their birth, kelp blights retain certain qualities of the plant from which they are born. When struck with burning radiance, they are able to transform that light into energy and restore their wounds. 6 Giant Nudibranch Medium beast, unaligned Armor Class 14 Hit Points 127 (23d8 + 23) Speed swim 30 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4) Damage Resistances acid Senses blindsight 10 ft., passive perception 10 Challenge 4 (1,100 XP) Acid Splash. When the giant nudibranch takes damage of any type but psychic, each creature within 5 feet of the giant nudibranch takes 9 (2d8) acid damage. Slippery. The giant nudibranch has advantage on ability checks and saving throws made to escape a grapple. Water Breathing. The giant nudibranch can breathe only underwater. Actions Papillae Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d8) acid damage. Kelp Blight Medium plant, neutral evil Armor Class 13 (natural armor) Hit Points 88 (16d8 + 16) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 12 (+1) 5 (-3) 10 (+0) 4 (-3) Condition Immunities blinded, deafened Senses blindsight 60 ft. Languages understands Common but can't speak Challenge 3 (700 XP) False Appearance. While the blight remains motionless, it is indistinguishable from giant kelp. Photosynthetic. Whenever the kelp blight is subjected to radiant damage, it takes no damage and regains a number of hit points equal to the radiant damage dealt. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points. Alister Konezegel's Field Guide Vol. II Merfolk Prismbringer In the deepest, darkest ocean, merfolk are locked in constant battle with sahuagin & other dark denizens of the sea. These merfolk eke out a harsh existence and struggle to maintain enough light to fend off their constant attackers. But once every thousand years, a special merfolk is born. Instead of the fish tail and scales of their fellows, these merfolk are born with rubbery purple skin, a shock of white hair, and a fan of cephalopod-like tentacles. The most immediately recognizable trait of these special merfolk, called the prismbringers, are the bright light that they emit from their bodies, bringing hope and radiance to their dark homes. Across the Spectrum. Merfolk prismbringers often become powerful arcane casters, channeling their biological ability to produce light (2) into magic that manipulates and refracts white light into colors from the entire visible spectrum. Merfolk prismbringers often learn to channel light and electricity to powerful effect, especially against waterbound foes. 7 Merfolk Prismbringer Medium humanoid (merfolk), neutral Armor Class 12 Hit Points 150 (20d8 + 60) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 9 (-1) 18 (+4) 15 (+2) 16 (+3) 20 (+5) 12 (+1) Saving Throws Con +6, Wis +9, Cha +5 Skills Arcana +7, History +7, Perception +9, Persuasion +5, Survival +9 Senses darkvision 120 ft., truesight 30 ft., passive Perception 19 Languages Aquan, Common Challenge 9 (5,000 XP) Amphibious. The merfolk can breathe air and water. Illumination. The merfolk sheds bright light in a 30- foot radius and dim light in an additional 30 ft. Innate Spellcasting. The merfolk's innate spellcasting ability is Wisdom (spell save DC 17). The merfolk can innately cast the following spells, requiring no components: At will: dancing lights, light, lightning lure 3/day: shatter, lightning bolt 2/day: cone of cold, wall of light 1/day: chain lightning, prismatic spray Actions Tentacles. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the merfolk can't use their tentacles on another target. Alister Konezegel's Field Guide Vol. II Moray Dragon The moray dragon is a fearsome beast with a sinuous and scaly body that propels itself through the water with large, powerful fins. Its eyes and scales are often bright and vibrant colors which help it blend into the coral reefs it calls home. These dragons possess a second set of jaws within their throat which aid the creature in swallowing large prey (4). Reef Lairs. These evil creatures seek out and dig burrows into coral reefs. The water-bound dragons are known for attacking aquatic vessels and dashing them on reefs. Once they have sunk a ship, a moray dragon will hunt down and consume survivors. Then the monster will spend several days carefully foraging through the shipwreck for treasure, which they will then transport to their lair. Some moray dragons are said to have accumulated a great deal of wealth and treasure... An ample reward for heroes brave enough to face such a beast. 8 Moray Dragon Large dragon, chaotic evil Armor Class 16 (natural armor) Hit Points 152 (16d10 + 64) Speed 30 ft., burrow 20 ft., swim 30 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 8 (-1) 11 (+0) 14 (+2) Saving Throws Dex +3, Con +7, Wis +3 Skills Perception +6, Stealth +3 Senses blindsight 10 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 8 (3,900 XP) Aggressive. As a bonus action, the moray dragon can move up to its speed toward a hostile creature it can see. Amphibious. The moray dragon can breathe air and water. Actions Multiattack. The dragon can use its Frightful Presence. It then makes two attacks: one with its bite and two with its fins. Frightful Presence. Each creature of the dragon's choice that is within 30 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's frightful presence for the next 24 hours. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the dragon can't bite another target. Fins. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Pharyngeal Jaw. The dragon makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 21 (6d6) acid damage at the start of each of the dragon's turns. The dragon can have only one target swallowed at a time. If the dragon takes 30 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 10 feet of the dragon. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone. Alister Konezegel's Field Guide Vol. II Rahab The rahab is a demon with a humanoid upper body attached to a thick, slimy, and muscular lower body like that of a hagfish. The upper body of the creature bears spiny, powerful arms tipped with vicious claws and an unnaturally large head. The visage of a rahab features two large and unseeing eyes as well as a tentacled mouth bearing a long, toothed tongue that possesses the dexterity of a tentacle. These fiendish creatures hail from the briny waters of the 88th level of the Abyss and are considered powerful servants of the Demogorgon. Mucousal Masters. These demons are particularly nefarious due to their ability to generate a thick acidic slime that coats their body, which makes it difficult to pin a rahab down during a fight. In fact, when the rahab is attacked by a melee combatant, it is capable of immersing its attacker in slime, not only knocking them out of the fight but also leaving their quarry suffocating beneath the disgusting coating of ooze (10). 9 Rahab Large fiend (demon), chaotic evil Armor Class 18 (natural armor) Hit Points 255 (34d10+68) Speed 30 ft., burrow 20 ft., swim 60 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+2) 14 (+2) 14 (+2) 12 (+1) 8 (-1) Saving Throws Dex +7, Wis +6 Skills Stealth +7, Survival +6, Perception +6 Damage Resistances cold, fire, lightning, poison; bludgeoning, piercing, and slashing From nonmagical attacks Damage Immunities acid Condition Immunities poisoned Senses blindsight 120 ft., passive Perception 14 Languages Abyssal, Common, Sahuagin, telepathy 60 ft. Challenge 15 (13,000 XP) Amphibious. The rahab can breathe air and water Blood Frenzy. The rahab has advantage on melee attack rolls against any creature that doesn't have all its hit points. Magic Resistance. The rahab has advantage on saving throws against spells and other magical effects. Slippery. The rahab has advantage on ability checks and saving throws made to escape a grapple. Slime Discharge (3/day). When a creature touches the rahab or hits it with a melee attack while within 5 feet of it, the rahab may use its reaction to cover them with a suffocating slime. The target must succeed on a DC 18 Dexterity saving throw or become engulfed by the slime. While engulfed, the target is restrained and unable to breathe, and takes 14 (4d6) acid damage at the start of each of its turns. A creature, including the target, can take its action to pull the target free by succeeding on a DC 18 Strength check. Actions Multiattack. The rahab makes four attacks: two claw attacks, one constrict attack, and one toothed tongue attack. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage. Constrict. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 18). Until this grapple ends, the creature is restrained and takes 13 (3d6 + 3) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the rahab can't constrict another target. Toothed Tongue. Ranged Weapon Attack: +7 to hit, range 10/35 ft., one target. Hit: 9 (2d6 + 3) piercing damage. Alister Konezegel's Field Guide Vol. II Scorpionfish Devil These infernal creatures have the appearance of an emaciated, quadrapedal creatures with gray flesh and spine- encrusted skin (as depicted on page 2). Their sallow eyes glow with sulfurous light and they are known as some of the most dangerous inhabitants of the River Styx in the Nine Hells. Infernal Poison. Scorpionfish devils possess a deadly toxin within their blood that they are able to inject into others via their vicious bite and their insidious spines. Once within the victim's bloodstream, this venom causes incredible pain and immediate swelling and inflammation of the affected area (5). This swelling is known to make even the simplest of movements more difficult and can bring even the most dextrious individuals to their knees. Winter Toad The winter toad has skin with the color and texture of freshly fallen snow, allowing it to hide well during the snowy months. Frozen. The winter toad has taken the natural ability of amphibians to survive through cold winters (3) to terrifying heights. These toads can freeze their prey into solid ice. Signs in arctic regions often warn travelers of winter toads. 10 Scorpionfish Devil Medium fiend (devil), unaligned Armor Class 16 (natural armor) Hit Points 110 (30d8 + 28) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 14 (+2) 11 (+0) 13 (+1) 16 (+3) Skills Perception +5, Stealth +7 Damage Resistances fire, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered Damage Immunities cold Condition Immunities poisoned Senses blindsight 15 ft., darkvision 60 ft., passive Perception 15 Languages Infernal, telepathy 30 ft. Challenge 10 (5,900 XP) Devil's Sight. Magical darkness doesn't impede the devil's darkvision. Limited Spines. The devil has twelve dorsal spines. Used spines regrow by the time the devil finishes a long rest. Magic Resistance. The devil has advantage on saving throws against spells and other magical effects. Actions Multiattack. The devil makes three attacks: one with its bite and two with its claws or three with its dorsal spine. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage, and the target must succeed on a DC 16 Constitution saving throw or take 21 (6d6) poison damage and become posioned, or half damage on a successful save. While poisoned this way, a creature has disadvantage on Dexterity checks and saving throws. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage. Dorsal Spine. Ranged Weapon Attack: +7 to hit, range 20/80 ft ., one target. Hit: 10 (3d4 + 3) piercing damage plus 10 (3d6) poison damage. Winter Toad Medium monstrosity, unaligned Armor Class 13 Hit Points 78 (17d8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+2) 11 (+0) 4 (-3) 11 (+0) 5 (-3) Skills Stealth +4, Perception +2 Damage Immunities cold Condition Immunities petrified Senses tremorsense 30 ft., passive perception 10 Challenge 3 (700 XP) Snow Camouflage. The toad has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage. The target is grappled (escape DC 11) Until this grapple ends, the target is restrained, and the toad can't bite another target. Frostbite (Recharge 5-6). The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target takes an additional 10 (3d6) cold damage and is injected with freezing toxins, and the grapple ends. The target must make a DC 12 Constitution saving throw. On a failed save, the creature magically begins to turn to ice and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. Alister Konezegel's Field Guide Vol. II Acknowledgements I'd first like to thank my gaming group for tolerating the bizarre, science-inspired monsters I've thrown at them for almost two years. Aelin, Madrigal, Rhino, & Teia, thank you for being my willing guinea pigs! And another huge thanks to those artists whose work has been used in this bestiary! Cover Art, Page 2, 3, 4, 5, 6, 6, 7, 8, 9, 11 - DMsGuild Creator Resources Works Cited Arnqvist, G. (1992). Courtship Behavior and Sexual Cannibalism in the Semi-Aquatic Fishing Spider, Dolomedes fimbriatus (Clerck) (Araneae: Pisauridae). The Journal of Arachnology, 20(3), 222–226. Retrieved from JSTOR. Hastings, J. W. (1996). Chemistries and colors of bioluminescent reactions: A review. Gene, 173(1), 5–11. https://doi.org/10.1016/0378-1119(95)00676-1 Larson, D. J., Middle, L., Vu, H., Zhang, W., Serianni, A. S., Duman, J., & Barnes, B. M. (2014). Wood frog adaptations to overwintering in Alaska: New limits to freezing tolerance. Journal of Experimental Biology, 217(12), 2193–2200. https://doi.org/10.1242/jeb.101931 Mehta, R. S., & Wainwright, P. C. (2007). Raptorial jaws in the throat help moray eels swallow large prey. Nature, 449(7158), 79–82. https://doi.org/10.1038/nature06062 Menezes, T. N., Carnielli, J. B. T., Gomes, H. L., Pereira, F. E. L., Lemos, E. M., Bissoli, N. S., … Figueiredo, S. G. (2012). Local inflammatory response induced by scorpionfish Scorpaena plumieri venom in mice. Toxicon, 60(1), 4–11. https://doi.org/10.1016/j.toxicon.2012.03.008 Papastamatiou, Y. P., Wetherbee, B. M., O’Sullivan, J., Goodmanlowe, G. D., & Lowe, C. G. (2010). Foraging ecology of Cookiecutter Sharks (Isistius brasiliensis) on pelagic fishes in Hawaii, inferred from prey bite wounds. Environmental Biology of Fishes, 88(4), 361–368. https://doi.org/10.1007/s10641-010-9649-2 Pietsch, T. W. (2005). Dimorphism, parasitism, and sex revisited: Modes of reproduction among deep-sea ceratioid anglerfishes (Teleostei: Lophiiformes). Ichthyological Research, 52(3), 207–236. https://doi.org/10.1007/s10228-005-0286-2 Steinberg, P. D. (1984). Algal Chemical Defense Against Herbivores: Allocation of Phenolic Compounds in the Kelp Alaria marginata. Science, 223(4634), 405–407. https://doi.org/10.1126/science.223.4634.405 Thompson, T. E. (1960). Defensive adaptations in opisthobranchs. Journal of the Marine Biological Association of the United Kingdom, 39(1), 123–134. https://doi.org/10.1017/S0025315400013163 Zintzen, V., Roberts, C. D., Anderson, M. J., Stewart, A. L., Struthers, C. D., & Harvey, E. S. (2011). Hagfish predatory behaviour and slime defence mechanism. Scientific Reports, 1, 131. https://doi.org/10.1038/srep00131 Looking for Liches? Are you curious about the Green Hand, a mysterious trio of liches who created and employ some of these aquatic terrors? Do you wish to seek the mindflayer lich who within the flooded Eternal Spirals? If you seek this information or more, keep an eye out for Pretty Little Liches, coming out on the DMs Guild in Fall 2019. Pretty Little Liches contains the background information and stat blocks for three unique liches as well as maps of their respective lairs. Each lair will include traps, puzzles, monsters, treasure, and NPCs appropriate for Tier 3 & 4 characters in 5th Edition Dungeons & Dragons! Monsters by CR CR 2 Giant Fishing Spider CR 3 Kelp Blight Winter Toad CR 4 Cookiecutter Shark Giant Nudibranch CR 5 Arcanelure Anglerfish CR 8 Moray Dragon CR 9 Merfolk Prismbringer CR 10 Scorpionfish Devil CR 15 Rahab 11 Alister Konezegel's Field Guide Vol. II
textdata/thevault/Dungeons & Dragons [multi]/Monster books/Alister Konezegel's Field Guide Volume 2 - Aquatic Terrors.pdf
SHADOW THIEF: JAILBREAK BY DAVID LOWRIE TEXT COPYRIGHT © 2020 BY DAVID LOWRIE ART COPYRIGHT © 2020 BY DAVID LOWRIE ALL RIGHTS RESERVED. THIS BOOK OR ANY PORTION THEREOF MAY NOT BE REPRODUCED OR USED IN ANY MANNER WHATSOEVER WITHOUT THE EXPRESS WRITTEN PERMISSION OF THE PUBLISHER EXCEPT FOR THE USE OF BRIEF QUOTATIONS IN A BOOK REVIEW. 10 9 8 7 6 5 4 3 2 SECOND PRINTING, 2020 ISBN 9-798618004930 BLACK DOG GAMEBOOKS [email protected] Shadow Thief Book one: Jailbreak Words and pictures By David Lowrie BLACK DOG GAMEBOOKS Acknowledgements Rob Hatton James Spearing Thanks to both of you for helping by play testing this book and looking for any gremlins. Thanks also to the members of the Facebook Gamebook Authors Guild for their advice, generosity and support. Having an on-line community for me as a first time writer has been a great experience. Thanks in particular to: Dane Barrett Victoria Hancox Sam Isaacson Mark Lain Dave Lewis Adam Mitchell Sean Danger Monaghan Martin Noutch Adam Pestridge James Schannep Troy Anthony Schermer And, finally thanks to my family for supporting me, as I endlessly doodle, draw, print, type, read, cross-out, swear and stick pieces of A4 paper together (should’ve used A3) Playing a gamebook The chances are that if you have bought this book, then you will probably know what a gamebook is. If so, then please feel free to move on straight away to the next section. If by some chance you haven’t played a gamebook before, then it’s basically interactive fiction. Most books are sequential. You start at page 1 and read page 2, 3 etc. until you get to the final page and the end and each time you read it, the book is the same and the story is the same. In a gamebook, however, you make choices which indicate which way the story goes. The book is divided up into numbered sections. You start at section 1. You read the text, and you are given the option of, for example, turning left, or turning right. If you turn left you will be told to turn to a new section, let’s say 142. If you decide to turn right, then you are told to go to section 34. Therefore, the choices you make determine which route you take through the book. I would say that you are the hero in your own story, but let’s see, shall we? As well as that, you also create a character, with different attributes. In this book there are things like fighting skill, endurance and agility. Your fighting skill helps you when you meet beings you may have to fight. Your endurance is how healthy or close to death you are, as you can easily die in this book - probably many times in many different but equally gruesome ways. If your endurance gets to zero, then unless told otherwise, you are dead and your adventure will end. This means you will have to start the book again – and maybe try a different route, or just be luckier. Things like fights and tests are determined by rolling dice and adding them to different attributes. For this book you will need 2 6 sided dice (called d6). So if you are told to roll 2d6 – you roll two six sided dice and add the numbers together. If you are told to roll 1d6 – roll 1 6 sided die. As well as dice, you will also need a pencil (not a pen!), a rubber and paper. To keep track of your attributes, which will change over time, there is an adventure sheet in this book which you can write on, or ideally photocopy so you can use them again and again. I would also recommend using blank paper to draw a map, or a route through the book, as there may be times when the path is not clear and mapping where you have already been will help you immensely. Of course, this being your gamebook now (as hopefully you have bought it from me) then you can ignore the dice rolling etc., and just read it and try to find your way through without worrying about dying. It’s entirely up to you. So, whichever way you choose, then I hope you enjoy your time playing this book. This is my first published gamebook, and so there may be errors, typos or mistakes. If you do find any then please let me know by joining and commenting on my Facebook page: THE HELLSCAPE GAMEBOOK SERIES Or via: Twitter: Black_dog_gamesbooks @ BGamebooks Instragram: blackdoggamebooks Email: [email protected] Any feedback would be much appreciated. If you get stuck, drop me a line and I will give you a hand (if you deserve it!). The Facebook page will also keep you informed of upcoming gamebooks that I am in the process of writing. Your character’s statistics Throughout your adventure you have a series of stats that will determine how good you are at fighting, how fortunate you are, how long you can keep going for and how quick you are. Each of these need to be generated by rolling dice and recording them on the Adventure sheet in the book. These attributes will change over time – normally for the worst! Fighting Skill Roll 1d6 and add 6. This is mainly used in combat. It is how proficient you are with arms and in hand to hand combat. There may be weapons or other items that will enhance (or decrease) your FIGHTING SKILL (FS). Your FIGHTING SKILL, can go above its original value with some additions. Agility Roll 1d6 and add 6. AGILITY is useful in lots of ways. In combat it helps you defend against attacks. In pursuits, or other times, then it can help you escape from enemies. It can also help you dodge traps due to your speed of movement. It can never exceed its original value, unless you are told otherwise. Endurance This is the ability of your human form to carry on and take wounds. To find out your endurance, roll 2d6 and add 12. If your ENDURANCE gets to 0 during a game, your physical form is dead, and your adventure is (most likely) over. You will have to start the book again. Fitness To find out your FITNESS, roll 1d6 and add 6 to the score. Fitness is your ability to keep on running, moving or fighting despite your all too human body getting tired. If you are in a fight, the longer it goes on, then the more fitness has to do with it – as you get tired and so are less able to attack and defence effectively. Fitness will go down by a point after each round of a fight or pursuit. However, this is only temporary, and it will return back to full levels by one point each subsequent paragraph. So if you go into a second fight soon after a first, you will be less able to fight. Intelligence This is the ability to think and reason. The higher your INTELLIGENCE, the more likely that you may be able to escape traps, outwit enemies and work out the logical puzzles. Roll 1d6 and add 6. Fortune This is the most random of characteristics. Sometimes pure chance will decide your fate. Some items you find may help (or hinder) your fortune so be careful when deciding what you want to take with you. Each time you test your fortune, subtract one from your FORTUNE score – as luck is fickle, and good fortune does not last. To find out your initial fortune, roll 1d6 and add 6. Fighting Skill 2d6 + 12 Endurance 1d6 + 6 Agility 1d6 + 6 1d6 + 6 Fitness 1d6 + 6 Intelligence If you fail a FORTUNE roll, reduce your fortune by 1 Items Skills (pick 5) 1d6 + 6 Fortune Adventure Sheet Notes Shadow Thief : Jailbreak Combat OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow Combat OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow OPPONENT Name END FS FS END Shadow Making “Test your “rolls There will be (possibly) many times when you are told to test an attribute. Unless told otherwise, the normal thing to do is roll 2d6 and compare this to the attribute you are testing. If you roll less than or equal to your current score in that attribute, you pass. If you roll higher, you fail and have to face the consequences. The act of rolling 2d6 may be the difference between life and death! For example, if you TEST YOUR FORTUNE, roll 2d6 and compare that to your current FORTUNE score. If it is less than or equal to your current score, then you pass. Combat Combat is often avoidable, but sometimes inevitable. To get through this ordeal, there will be times when strength or arms or an iron fist are the only way you can proceed. This type of combat is aimed at those who either haven’t played many game books, or just want to have a quick play through. This is the same as a lot of game books, in that you and your enemy both have a FIGHTING SKILL (FS). You roll d26 for your character and add the result to your FIGHTING SKILL. Now roll 2d6 and add the resulting number to your opponents FIGHTING SKILL. The one with the higher total has hurt the other, who loses 2 ENDURANCE points. You continue until you or your opponent has 0 ENDURANCE (END) – and so is dead or defeated. Skills It’s been three years since you were indoctrinated into the Guild of Thieves. In that time your rise through the ranks has been nothing short of remarkable. Still just out of your teens, you have a reputation as being one of the best thieves in the illustrious 800- year history of the Guild. You have pulled off some of the most infamous heists and theft in recent guild history and are one of the Guild Masters most trusted lieutenants. Due to your promise and proven abilities, you have been given additional training in the Skills of the Masters. During this time, you have mastered 5 of the Skills of the Master Thief. You have done in 3 years what most do in 10 years. Please choose 5 of these skills and write them on your adventure sheet. They are divided into physical and mental skills. You can choose as all physical, all mental, or a combination of both Some may help you in this adventure, some may not but will do in further adventures. So choose wisely. Physical Skills Speed and Agility: All thieves are agile and quick, but you have been given additional training to give you the agility of a trained gymnast. It also means that your body is subtle and limber, and you are able to often fall and land on your feet, or roll to reduce injury. You are also able to move much faster than most people, both in reflexes and physical speed. This means you can often outrun opponents, or react quicker to allow you to get the first strike in. Move silently and hide in shadows: Stealth is a vital part of a thief’s skill set, and working predominantly at night you are at home in the shadows. You are able to easily slip into the shadows and seemingly disappear from view as if by magic. Your training and clothing also allow you to move almost silently on most surface and to pass without leaving a trace – except in the most extreme conditions. Having lived mainly in the dark, you also have exceptional night vision. However, due to your overly sensitive vision, bright lights or environments can sometimes dazzle you. Lock picking: One of the first things you were taught was to pick a lock. You are able to open all but the most complicated locks in a matter of moments, and also know how to jam a lock to make it un- openable – even to someone with a key. You are also trained in the use of corrosive potions that can help to dissolve the largest and sturdiest locks or barricades. Your trusty lock picks are sown into the soles of your soft leather boots. Do not lose them, as your ability without them is limited. Climbing: You are just at home on the roof tops as you are on the streets. Having lived on these rooftops for several hours a day most nights since you were a child, you have become an expert in climbing onto roof tops and scaling almost vertical walls. Sown into the sleeves of your clothes are also “cat’s claws” that you can quickly put over your hands to give you extra grip. However, given the majority of this experience was gained in the town, you are less at home climbing in the wild – although you will still have an advantage over most others. Unarmed combat: Fighting is not the greatest attribute of a thief, who would rather use stealth, guile and distraction. You also have little love for blood, preferring not to kill, not for moral reasons so much as the attention it draws. However, at times you may be cornered and fighting is your only option. You have been trained in various martial arts that give you an advantage whilst fighting most unarmed foes. However, there are limitations, and this skill will be of little use against an experienced and armed opponent. So try to avoid fighting. Unless it’s the final resort. Mental Skills Charm and guile: As a thief, you may find yourself in a situation whereby the options are either to fight your way out, or talk your way out. Against armed guards fighting is unadvisable. However due to your promise, you have been given training in the manners and ways of courtiers, and educated to a much higher level than a common cut purse. This charm allows you to extricate you from many a perilous situation, and also the ability to con and persuade others to do what you want. “Sixth Sense”: Your additional training in paying close attention to your environment has given you the ability to sense or know when something is not as it seems. This can be useful for a number of reasons. You can often tell when a person is lying, or not who they appear to be. Similarly, you can often sense when a situation is just “wrong”, such as a potential trap – physical or mystical. This sixth sense has alone saved your life on 7 occasions. However, this ability is limited when moving fast or using your agility as the environment moves to quickly for even your enhanced senses. Chakra: You have almost complete control over your sympathetic and sympathetic nervous system. You can slow your breathing and pulse to appear almost dead, you can enter a trance to reduce your need for oxygen, food and water, and you can use the natural energies of your own body to speed up the healing of minor wounds and sprains. However, when you are using this ability, it negates all your other skills – and so make sure that you only use it when it’s safe to do so – or you have no choice! Forbearance: This may not seem like a skill, but many a thief has ended up dancing at the end of a gibbet due to alacrity. There is a well-known saying in the Guild that “A hasty thief is often a dead thief”. Regular mental training has given you the strength of mind to ignore potentially dangerous impulses, and you think nothing of waiting for hour upon hour for the right moment to strike. You have also trained yourself to keep your body subtle and responsive during times of inactivity, to avoid stiffness and cramping. You can also, despite being exhausted, often resist the temptation to sleep. Divvy: As a thief you handle a lot of valuables – mostly stolen! However, you must always be aware that there are a lot of fakes around. A combination of experience, education and training has given you the ability to spot a fake. Equipment You start your nights work in your normal thief’s outfit. You are wearing plain and unremarkable clothing in black and grey. All black looks suspicious whilst moving though the town. Your jerkin is off the softest and subtlest leather, and adds protection of a light suite of leather armour. A hood is hidden in the neck of the jerkin. Cat’s claws are also sewn into the arms of the jerkin that can be used to aide climbing. Your boots are also the softest leather, with added grip to the very soft souls to allow purchase when climbing whilst still allowing you to move with great stealth. Sown into a false sole of your left boot is your set of lock picks. In the top of the right boot, there are a couple of small phials of corrosive potions. You are armed only with a two long thin sharp stilettos, well-hidden in scabbard along your back. They are perfectly balanced and can also be thrown. You also have a small length or wire with a hook, a 20m coil of lightweight slim rope, a collapsible bag for your loot, and 20 gold pieces. You are carrying no provisions as you are not expecting a journey, but have some snacks to give you energy enough to give you a boost of 2 endurance points. Tonight started just as practically every other night has done for the last three years – on the roof tops. Eating food If your endurance is getting low, you can get food to recover 2 ENDURANCE points. You cannot do this during a fight and you can only eat one meal per section. Your character This is the first book in the Shadow Thief series. You are Shadow, a young thief of exceptional promise and talent. If you can survive to the end of this book, your character will be used in future books in the series. Over time, you will learn new skills, grow in ability, and become more adept at your profession. Therefore, some objects you may find in this adventure, or skills you may choose, may not have relevance in this book, but they may in the future. Now you are ready to start your adventure. Turn to Section 1 1 The suns are just dropping down over the horizon of the Scarlet Ocean and you know that in a few minutes it will be almost totally dark in the port area in large, sprawling city of Laeveni. The city is the largest in the empire of the One True God, and contains the holy seat of power. Behind you, as dusk falls, the bells chime from the tall elegant spires of Amaldi City. Amaldi is the central Holy City that resides as an almost separate state inside its own walls in the centre of Laeveni, high on the hillsides. This separate inner city is surrounded by marble walls 50 feet high, and just as thick, and nigh on impregnable. And it is guarded by 5000 warrior monks and priest knights. The bells chime to call the many priests, monks and acolytes to service in the many hundreds of churches inside the Amaldi walls. The light of the twin suns reflects from the tall marble walls, making the inner city almost seem to gleam. But you are miles away from such grandeur. You will never see inside the walls of the Amaldi City, for to trespass uninvited on church property leads to a very swift, and unpleasant, fate. However, you ignore the bells and focus. This is your favourite time of the day – when the whole night is in front of you. You carefully suppress the excitement you feel for tonight’s job, as excitement leads to haste. You are perched on top of the grain warehouse at the edge of the docks, watching your current prey. You have been watching for the last three nights, knowing that the merchant finishes work at sundown, and then meets fellow merchants in a wine shop for a couple of hours before returning home. You see merchant Malombr as he leaves his office and warehouse opposite your vantage point on Dockside Way. Malombrs warehouse looks just like a ramshackle place on Harbour View near the main wharf. He takes time and care to secure his premises. Malombr is a precise man who is never careless. In his time in the town, he has never been robbed despite his wealth being well known. However, he is also a man of routine – which means he is also predictable. The wharf is getting increasingly lively and rowdy, with sailors in port drinking alongside soldiers, brigands, dwarves and many other creatures in the many dives along the docks. Greasy smoke from the numerous fireplaces and torches lighting the roads drifts up to your vantage point, and mixes with the other smells of a seaport: salt, rotting fish, rubbish, excrement and the stench of unwashed bodies. The docks on a winters evening are not for those with weak stomachs – and that’s before you even try the swill the taverns pass off as beer. He then makes his way away up Harbour View across onto the Street of Blues. He could easily afford to take a coach, but you know he enjoys walking through the filth ridden streets of the wharf. This is partly because he likes to see where he started off as a street urchin, and secondly as he is always on the lookout for a business opportunity and he finds walking gives him the best chance of noting them. He’s not worried about run-ins with less desirables, as he’s not alone. As always he’s accompanied by his two bodyguards, who are as always half a step behind him, flanking him. These man-mountains look at least half orc. They are fearsomely muscle and heavily armed with serrated bastard swords sheathed at their hips, along with a number of smaller weapons. You know that a direct confrontation with them would lead to a quick, painful and messy death – for you. Brawn was not an option. As so often in the life of a thief, brains are required. You follow Malombr and his guards on cat feet, running effortlessly across the rooftops and across streets. You are well-named as you pass like a shadow in the night. Then Malombr turned left onto Willow Street, and follows the road round into Pawnbrokers Avenue. He crosses the square to The One Eyed Rat wine house, leaving his bodyguards outside as the Rat is one of the few places that he doesn’t need them. It’s also a tavern used by the Thieves Guild. You wait on the rooftops opposite on the junction with Main Street. You wait in the same position for two hours whilst the merchant eats, drinks and brags with his friends and rivals. Even the refined area of the more residential areas still carries the stench of the port – although the wine in the Rat is infinitely better than that from the harbour side dives. Then Malombr leaves the Rat, walking quickly and with purpose back home. You get up to follow across the rooftops. Turn to 73 2 Fortunately for you, the guards were not thorough in their search and don’t find the Cats Claws hidden in the sleeves of your jerkin. You slip them over your hands, and look up at the 20-foot wall. It is made of roughly laid bricks, with plenty of cracks in the rough mortar between the bricks. As you examine it closely, you shudder as you see broken finger nails and claws embedded in the mortar, obviously left behind by previous less fortunate residents as they tried to escape. You stare at the wall and plan your route. You listen intently to see if there are guards at the top – but you can hear in the distance laughing and the noise of knuckle bones being thrown on a wooden table. Hopefully the guards are too busy wagering their meagre salary’s to bother checking on you. You doubt they would bother to feed you or even give you water, as in a few short hours you will be a dead man walking. You begin your climb. TEST YOUR FITNESS. Throw 2d6 and if the number is less than or equal to your FITNESS, turn to 77. If it’s more than your fitness, turn to 80 3 As you avoid almost certain death entering the tower, your escape has been discovered far earlier than you had hoped. Another group of the City Watch had entered the cell area to find you missing Within moments, an investigation is underway. Soon on the scene was a tall thin man, who appears to be made up purely of angles. His face is hard, with high slanted cheekbones, a long hook nose and thin lips – which are currently in a half snarl of contempt for the guards – who he quickly orders to be publically flogged at dawn for failing in their duty. This is a man well known to the Guild, and feared by many - Kaptain Tomas De-Villiers. De-Villiers hates thieves with an almost holy passion, and has made it his life’s work to destroy the Guild – and this has led to many of your comrades and friends dancing for the hangman. He has heard of an upcoming power in the Guild, a young male known only as Shadow, who in 3 years has completed many daring thefts. De-Villiers has been close to catching you before, but this time you were locked up in his cells and have escaped. This has made it personal for De-Villiers. He WILL hunt you down this very night and he will not rest until you are strung up by your crooked neck. He calls for his men – and these are not just the simple strong-arm thugs of the City Watch. These are members of the Black Guard – the Watches elite group of trackers and hunters, and rumour has it, sometime assassins. They are a force to be reckoned with. They arrive mere moments later. De-Villiers gives them their orders, and soon they split up, searching the city for any trace of you. You have precious little time to escape the tower. Did you have anyone else with you, if so, turn to 23. If not, turn to 72 4 The power of his voice has little effect. Seeing the dark majik in front of you, you decide to take the thief’s option. You turn tail and run, as fast as you can up the passageway near the altar. You hear De- Villiers, or whoever it truly is, shriek in rage. You stop and turn and see the ethereal form at the exit of the chamber, but seemingly without his physical body he is trapped in the chamber and unable to follow you. You sprint to the surface. Turn to 150 5 Wasting no time and leaving the beggar to his own devices, you both flee the guardroom. Behind you, you can hear a series of thuds, as the beggar takes out his anger on the prone guardsmen. The door closes behind you as you leave. Gain one FORTUNE point for successfully escaping – so far. Turn to 8 6 You hide in the shadows, doing everything you can to stay quiet. The door opens and a pair of burly City Watch walk in. You hope you can try to sneak out of the door, but one stays by the door holding it slightly ajar. You have no chance. You must stay hidden and hope for a better chance to escape later. TEST YOUR FORTUNE. If you are fortunate, turn to 140. If you are not, turn to 96 7 Finally, the last centipede drops to the floor, its mandibles still chittering together and its segments thrashing from side to side, but eventually it is still. Not wishing to wait to see if there are any more of these behemoths in the nest, you leave quickly. You run to the end of the corridor and then face a choice. To go straight on, then turn to 67 Otherwise you must turn left and turn to 103 8 Jac and you are in a corridor. To the left, several yards away, there is a doorway that is just ajar and you can hear the noise of several men talking and laughing. You think it must be a common room for the off duty City Watch. Knowing that you do not have the strength or ability to take on this many foes, you discount this route. The room is too bright for you to sneak through, even if you have an arcane method of concealment. To your right is another stout door. Just to the side of this is an alcove. You half drag Jac to the alcove, and tell him that you are going to scout ahead and that he must remain quiet. Before you leave he presses something into your hand. You look down and see it’s a ruby pendant. He looks at you and smiles, and closes your fingers around the jewel. “Look after this” he says “and keep it away from HIM. The fate of the city, and the world, depends on this” Then he closes his eyes. You cover him with some rags in the alcove and hope this will suffice. You try the door, turn to 21 9 Cell 4 is a place of horror. Unlike the other cells you may have seen, this room is packed with instruments of cruelty and torture, and the metallic odour of blood assaults your senses. In the corner is a Chaos Wheel, a cruel implement that slowly breaks every bone in its victims. Opposite is a Devils Rack, used to slowly stretch a victim until the sinews of their joints tear. Cruel hooks are on the walls, each of them dirty with the blood and the morsels of flesh of previous victims. Finally, in the centre you recognise a Dead Man’s Coffin, a horizontal iron box with wickedly sharp spikes on the inside walls and lid, and mounted on a pivot. When occupied the coffin can be turned like a spit so that the occupant is constantly falling onto different spikes. Small holes are beneath each spike that allows the blood (and other fluids) to drain away. The Kaptain of the City Watch has long had a reputation for cruelty and for ends justifying the means. He has been a thorn in the side of the Guild for some time now, and it has always been a source of much speculation how he managed to get such accurate intelligence to combat the Guilds activities. Not many would dare to speak against the Guild for retribution could be swift and deadly. You stop and consider. Aside from the torturers equipment you can see nothing of interest – except maybe the coffin. The coffin is currently closed. Something it compelling you to open it. If you decide to open it, turn to 84 If you decide against it you leave the cell straight away, and you can try Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 5? Turn to 100 10 You move and roll, but too slowly. You hear a buzzing noise as something flies through the air, and then a sting in your neck. You reach up and pull out a small metal dart. Your blood covers its point, but also you can detect another smell. Then the nerve poison takes hold. Your promising career as a thief ends here. 11 You hear footsteps along the corridor behind you. You stand there frantically trying to open the door, your only route for escape. But the door will not budge. Then you hear shouts behind you and then rough hands grab you and you are clubbed over the head. You awake back in the oubliette, in chains, with guards watching your every move from above. Turn to 13 12 You lock the grate and using your SKILL of LOCK PICKING, jam it so that no one will be able to open it, even with a key. With luck the guards will “sleep” until at least the change of the guard at dawn, and no one will find out about your escape for many hours. Turn to 60 13 There’s nothing you can now do. You can see overhead a small barred window in the top of the blockhouse. You watch with creeping horror as the pitch black slowly turns to grey, and then as the dawn breaks through the smog of Laeveni. In your mind’s eye you can see the gallows clearly, waiting for you. Your life is now measured in a matter of minutes, not hours. Shortly the guards open the grate. They put the ladder down and climb into the oubliette. They uncuff you, and you try hopelessly to overpower them but that just earns you a swift smack around the head with a truncheon and you lapse into semi consciousness. You are unceremoniously carried up the ladder by one of the guards, and taken outside and thrown into a barred carriage with several other miscreants. You are driven up into Hangman’s Square and you are taken into a holding cell. From the cell there is a window, overlooking the gallows. Already in the cell are five other occupants. Before leaving one of the guards paints a number 6 on your forehead in red paint. You look round and see the other occupants all have the numbers one to five on their heads, and realise what this means. After only a few moments, but which seems like a lifetime, the guards come and drag number one away. The poor wretch looks terrified, and pleads with the guards. They laugh in his face, and tell him to save his words for God – as he was going before his judgement. He is dragged off, and you can hear the sounds of the crowds cheering as he is brought to the gibbet. Despite the early hour, a public execution was always a popular attraction in Laeveni. Over the next minutes, numbers two to five each go to the same fate. Each takes it differently. Two struggles violently and is eventually clubbed unconscious. This gets jeers from the crowd when they don’t see a good spectacle as he dies still unconscious. Number three stays silent and impassive, having accepted his fate. Number four prays to his pagan gods and is taken outside looking like he is almost at peace. Number five tries bribery, which just results in more laughs from the guards and a bloody nose. Then you are by yourself, but not for long, as the guards soon come and take you out into the blinding morning sun. You are half dazzled as you are led up the rough wood steps to the gibbet, where they are just cutting down number fives still twitching corpse. You are quickly taken and the noose placed over your head. You are not offered a blindfold (the crowd love to see the faces of the condemned as they die), and not allowed anytime to speak. The Magistrate says a few short words, saying you had been found guilty of attempted larceny. You have been tried in your absence in accordance with the norms of Laeveni. Then the crowd goes silent in anticipation. The Executioner reaches for the level to open the trap. You can only hope the fall is clean and breaks your neck to kill you instantly. But again fate is playing with you. Due to your sleight frame, the drop is not enough and instead you suffer the pain and indignity of one final dance. Ironically, the last face you see in this life is Malombr, as he has stopped on his way to work to watch the show, shadowed as ever by his guards. When you finally stop kicking, you are cut down and thrown on a cart with the others. The cart then takes your bodies to a pit outside the city walls, and you are thrown in a mass grave and buried without a marker. Your promising career as a thief ends here. 14 You effortlessly unlock the large but very rudimentary lock. Its clicks as it opens, and the noise seems to echo through the room above you. You hear the sounds of chairs scraping, as they are pushed back, and then the heavy tread of booted feet. You see two guards emerge from a lit room. They walk past the oubliette grate, and you hold your breath in case they look down to see you hanging there like a spider. They don’t, and walk out of your line of vision. Then you hear a noise, a sort of signal, and the sound of a door opening. A bright shaft of light arrows into the room, and mirrored on the wall near you, you see the shadows of the two guards walk through the door. Then it closes and the light is gone. The room seems empty. Now is your chance. You brace your body you manage to heave the heavy grate up a foot to allow you to scramble under. You notice some hay and dark sacking in the corner, and quickly stuff some hay in a couple of sacks, tied with a rope and throw it down the oubliette. With luck, if the guards return and check they will mistake the hay in dark sacks as your prone body and even if they try to unlock the grate to investigate they will struggle. Hopefully they will not know you have gone until dawn – and this will only add to your legend when news gets out that a suspect thief simply disappeared from a locked cell without a trace. Turn to 60 15 Your trick works and both the guards fall forward and onto the floor, their hands out in front of them to try to catch them. They both land on caltrops, and the venom of the scarlet water snake causes instant paralysis of both of the guards. You run to the door as it starts to close, and managed to keep it open. Wasting no time and leaving the beggar to his own devices, you both flee the guardroom. Behind you, you can hear a series of thuds, as the beggar takes out his anger on the prone guardsmen. Turn to 8 16 TEST YOUR INTELLIGENCE but you can take 2 away from the roll due to your LOCK PICK abilities. If you roll less than or equal, turn to 89 If you fail, turn to 22 17 You remember as you hide in the corner that you found a dark cloak in the cells and this may help you hide. You quickly find it in your bag, and shroud yourself in it. Then you use all your training to become almost preternaturally still. You try to slow your breathing and are almost in a trance like state. You can still hear the footsteps and the murmuring voices from the other side of the door, which then opens. Two members of the city watch come through. One of the guards stands holding the door open, whilst the other walks across the room. You hope neither see you. Fortunately, you have found a Cloak of Night, a charmed garment that works to throw light away from the wearer, and make them imperceptible to the naked eye. Legend has it these Cloaks can hide a man in daylight, unless the sun shines directly on the wearer, or if they are in a brightly lit room. It seems to work as the guard goes into another room and emerges with some sheaves of paper. Then they both leave the way they came, and the door locks behind them. You decide you will have to see what’s beyond the iron gate. Turn to 91 18 You see no option but try to sneak out via the main door, or wait until the master returns to his home. You decide to try your fortune with the door. Turn to 132 19 “Ah, we have a rabbit. A quick rabbit, but I am quicker. I am a hawk” shouts Celdron as he darts his blade towards you. The thin point pierces your side and you drop to the floor in agony. Then Celdron is on you, and he binds you so you cannot move. “Well done Celdron, you were quick, and I wanted him taken alive, to question below. Take him below to Cell 4. I will question him in detail. Heat up the coals and sharpen my tools. It is going to be a long night” A quick death would have been fortunate, but you are now going to endure a night of pain and torment. Your promising career as a thief ends here 20 You leave, locking the cell door as you exit. If you haven’t already, will you? Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 Open Cell 5? Turn to 100 21 The door is locked! Do you have a set of iron keys, If you do, turn to 89 If you do not, if you have the ability of PICK LOCK, turn to 16 If you have neither, turn to 22 22 TEST YOUR FORTUNE, but add 1 to the roll. If you succeed, turn to 89 If you fail, turn to 11 23 You hear the commotion below and realise the alarm has been raised. You can do nothing more for Jac, you will just have to hope he uses his skill to remain hidden whilst the guards search for you. You offer a prayer to the pagan God of Thieves, hoping that you and Jac will meet again. If for no other reason than the money he now owes you. Turn to 72 24 You kick the rat out of the way and it scurries out of the cell. You uncover your arm, and see the twin fang marks in your bicep – like small vampire bites. You calm your mind and place your other hand over the bite and concentrate. You can feel the disease already entering your bloodstream, but you can focus your body’s natural defences against this area. As you concentrate you feel the area warm, until it becomes almost too hot to touch. You have successfully destroyed the disease inside you, but at a cost. Lose 1 ENDURANCE point as this treatment has sapped your body. Will you now: Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 4? Turn to 49 Open Cell 5? Turn to 100 25 Sadly, his period of confinement and lack of nutrition have left Jac unable to defeat his foe. You stop briefly and say a quick prayer to the ancient God of Thieves. Before you go you quickly search his body and find a ruby pendant hidden in an inside pocket. You also find a set of keys on one of the guards. You leave through the door as quick as you can – before anyone else arrives. Turn to 55 26 The Guard Room is a small, scruffy room, with a table and chairs, a fire and couple of upright bureaus with papers strewn all over them and some cluttered shelves. On the table are the remnants of the guard’s supper and knucklebone games. There is enough food for 2 meals if you want to take it. You can also take the knucklebones and the 3 gold pieces’ worth of small coin from the table. On a hook by the door is a set of iron keys – probably for the various cells. Do you want to: Search the bureau and shelves for anything useful. Turn to 61 Take the set of keys. Turn to 85 Leave and creep up to the large door and try to open it. Turn to 71 Leave and head down the corridor. Turn to 74 27 As you leap, your stiff calf muscles betray you. You lack the strength in your legs to take off and your arms cartwheel as you try futilely to propel yourself through the air toward the opposite roof. You brush the edge of the gutter with your fingertips, but this is not enough. You cannot stop yourself from falling and you end up crashing to the cobbled streets, 15 feet below. If you have the SKILL of AGILITY, you manage to break your fall and only suffer 2 ENDURANCE damage. If you don’t have the SKILL of AGILITY, deduct 4 points from your ENDURANCE. The fates are definitely playing games with you as you quickly turn over to find yourself looking up at a detachment of the City Watch, all of whom are pointing their rusty but still lethal swords at your throat. They haul you to your feet, and roughly search you and quickly realise your profession. Without time to protest you are put into manacles and marched off the nearest blockhouse – which is ominously on Execution Hill, on the somewhat inappropriately named Dead Man’s Row. Unless you can find a way to escape, come morning you will be dancing on the end of a rope. Justice in recent times has become swift in Laeveni, and demands little proof. Turn to 34 28 You are faced with a dead end but on the floor is an old backpack, possibly dropped by a looter or adventurer from ages ago. You rummage through the pack and find a small bottle. Its contents glow red, the colour normally denotes a potion of FIGHTING SKILL. You put this in your backpack. If you drink it, it will add 1 to your FIGHTING SKILL for one fight only – even to exceed 12. Now you must double back and take the other tunnel. Turn to 135 29 "Welcome, young thief" says De Villiers in a voice that is rich and commanding "you have been a difficult man to find. But now you have come to me, yes? I can feel that you have something for me. Would you like to hand it over? Of course you will be richly rewarded - for he who delivers the last key to free My Master from his unjust imprisonment will be lauded above all else. You will live a long life and be rich beyond your dreams. Come, hand it over". Your will is crumbling. You feel your hand reaching into your backpack. Do you have a RUBY AMULET, if so then turn to 120 If you have a SIGIL OF DEATH, then turn to 106 If you have neither of these, turn to 46 30 The guards stop uncertainly. They are more used to dealing with drunks and whores down the seafront, not being asked to investigate a crime by such a powerful member of society. Even more so, they are worried when you mention the name of De-Villiers – as he is not a kindly boss. “Calm down, good sir” says the foremost guard, who by the grey streaks in his hair seems to be the most senior of the Watch “My condolences, sir. Can you give me your name again sir, and some brief details, but there’s nothing that can be done about it tonight. We are short staffed enough as it is, with those dwarves traveling to their annual moot in the hills and stopping over in Laeveni, just as a group of goblins arrive in town. You can imagine the fighting in the taverns. We’re hard pressed sir” Realising you don’t have the time for a prolonged conversation you need to get out quickly, as at any moment they may notice the oubliette. So thinking fast, you say “If you are too busy to help, then I will find the Kaptain myself. Out of my way!” You barge past the Watchman nearest you who looks flabbergasted and you head towards the one holding the door open, intend you flounce past him and out of the door. But he steps forward towards you, hands up, trying to placate you. You see the door start to swing shut. You only have moments. You dash towards the door, but too late as the door swings into the frame, and there a click as it locks. You turn around and smile at the guards rather sheepishly. Their faces become hard as it dawns on them that you were trying to trick them and that you are the thief. You must fight them both, but for the first two rounds, you must increase each guards FIGHTING SKILL by 1, as they are so enraged by your attempted deception. You must also lose 1 FIGHTING SKILL, as you only have one dagger to fight with. GUARD 1 FIGHTING SKILL 8 ENDURANCE 9 GUARD 1 FIGHTING SKILL 7 ENDURANCE 8 If your endurance gets down to 2 or less, turn to 44 If you kill them both, you find the door locked and decide to try the iron gate. Turn to 91 31 You grab Jac and half drag him through the door. He is hardly able to stand and you realise he is exhausted. If you take him with you, then you will lose all hope of escaping. You resolve you must find a place to keep him safe, in the hope that you can sneak out and find a way to help him later. Turn to 8 32 Too slow, the door opens and you are still only halfway across the room. The first watchman, who is standing keeping the door open, sees you and shouts “Oi, you, stop”. You have nowhere to go, and are outnumbered 2 to 1. Do you have the SKILL of CHARM AND GUILE If so, turn to 52 If you don’t, turn to 44 33 You crouch down to the floor and examine the man’s remains. He was obviously a mighty warrior, as he must be at least 6 and a half feet tall, with a massive ribcage that pokes through the rusted mail coat. His amour is far too large and useless. You look closely and see that there are what seems to be gnawing marks, made by sharp teeth, or something else, on the visible bones. This man hasn’t just rotted over a long time, he was eaten. You fight down a wave of disgust. Next to him is a backpack. You look inside and all that is salvageable is a small green glass bottle. You decide to take it - it’s a potion of FORTUNE that will increase your current FORTUNE by one (even surpassing your initial value) for one roll only. You stow it away in your bag and return to the junction. As you turn to leave, your foot strikes against something solid just under the surface. You bend down and poke around and your hand closes on the hilt of a sword. You pull it free, and strike the blade against the stone wall. It rings true, and the dirt and muck falls from it to reveal a shining longsword. Despite its size it is beautifully balanced even for one of your slender build and seems to have little weight. You have found a sword made of Antium, the lightest and strongest steel ever produced. Even master smiths and the dwarves have lost the knowledge to produce this steel. It is a fine weapon indeed, and worth a small fortune. When using the Antium Sword you can add +2 to your FIGHTING SKILL. To go straight on, turn to 145, or to turn left, turn to 111 34 You are marched to the gaol on near Hangman’s Square and stripped of all your effects and thrown into an oubliette wearing only your hose, jerkin and boots. The guards throw down the heavy metal grate and secure it with a large lock. You are now in the dark, 20 feet below the grate, in a floor covered in straw and human waste, sharing your new accommodation only with a number of scurrying rats. If you have the CLIMB skill, turn to 77. If you do not turn to 2 35 The ground seems to be softer in this passageway as you slowly move down it, as it’s getting ever darker. Then all of a sudden your feet slide from underneath you as they slip on the ground - but then you realise it’s not you slipping, it’s the ground moving. A sink hold has opened up and is dragging the soft sandy earth into it. You scramble to try to escape the pull of this dreadful hole, but your hands cannot get any purchase on any solid ground and you slip and slide inexorably towards your doom. It feels like minutes you fight the tide of the earth, but it’s only a few seconds and then you are pulled into the sink hole and fall, to be buried in a tomb of earth forever. Your promising career as a thief ends here 36 Malombr crosses the Market Square and moves down Market Street and then turns right into Anvil Street. You wait at the junction, as his house is just over the road and you don’t want to alert him – now that the streets are quieter. You listen and hear as he unlocks the door and it creeks open. A few moments later it shuts, and you can hear a number of locks being engaged. You know from watching that the front door is tough to crack – as it is now locked internally when the master is in residence. But you have another route planned. You slip around the corner and almost collide with one of Malombrs hulking bodyguards. They must have spotted you following and Malombr must have left him behind to catch you. You have walked right into their trap! He towers above you, a good 18 inches taller than you, and has his evil serrated sword ready in his hand. It gleams wickedly in the moonlight. You have no time to react, as he slowly and with great pleasure runs you through. He aims is not for the heart for a quick death but for the stomach to make it last. The blade is so sharp there is hardly any pain when it slides in. However, then the man-beast slices downwards into your intestines and pulls the blade out unhurriedly. The serrated edges catch on your entrails and pull them out of the now gaping hole in your torso. The pain is immense and you scream out once, and then go into shock and fall to your knees in a puddle of your own blood and innards. Then the huge creature quickly places a rough noose of hemp rope around your desk and drags you do the nearest lamp stand. He flings the end of the rope over the crossbeam and pulls. You scream once more as you are hoisted off the ground and left dangling six foot above the ground with your innards trailing down to the floor. He ties off the rope, and then dips his fingers into your guts, and writes on the wall in your own blood “THIEF”. You gurgle as the rope cuts into your neck and crushes your larynx. You pant, trying to get breathe, but it is no good and eventually your face turns first red then purple. You eventually lose consciousness as the life slips from you. Your corpse remains strung up on the post for some weeks – and becomes a welcome meal for the scavengers that live in the city. Soon there is little left of you but yellowing bone, but you remain strung up there as a warning not to try to steal from Malombr. Your adventure ends, rather messily, here. As does your promising career as a thief. 37 If you have a set of iron keys, you can try to open the gate, then turn to 91 If not, you will have to trust to luck and try to pick the lock. TEST YOUR FORTUNE. If you are successful, turn to 91. If you are not, turn to 64 38 Neither of you are strong enough to successfully get either of the guards to fall onto the caltrops. They turn with surprising speed for their bulk, and raise their cudgels. However, one of the caltrops rolls over the floor to the door, which is starting to close. It gets lodged under the bottom edge of the door, and keeps it wedged open. You have a chance to escape, but first you must defeat the guards. You must fight guard 1, whilst Jac must fight guard 2. You throw Jac one of your stilettos as hand to hand in his weakened state he wouldn’t stand a chance. You must reduce your FIGHTING SKILL by 1 for fighting only with one knife. You must fight both as Jac and yourself, each engaging a guard. Roll 1d6. If it’s odd, you fight guard 1. If it’s even, you fight guard 2. If one of you kills your guard first, then you can both attack the remaining guard the next round. If Jac’s dies before killing his guard, then you must fight them both. JAC FIGHTING SKILL 9 ENDURANCE 6 GUARD 1 FIGHTING SKILL 8 ENDURANCE 9 GUARD 2 FIGHTING SKILL 7 ENDURANCE 8 If you manage to defeat both guards, turn to 87 39 Years of thievery recognises that noise, the sound of a trip wire. Without thinking you move in the way you think would be most unpredictable, you throw yourself backwards. This saves you as a giant spiked ball on the chain whistles past your nose from one side to the other. If you had remained where you were it would likely have taken your head off or broken your back. You stop and wait whilst the ball slowly loses momentum and comes to a halt, directly in front of you. You duck under, hook it out of the way over a nearby lamp holder, and close the door and continue into the tower. Turn to 3 40 The grate lock gives, and you push it open and climb through. Then with a start you realise you are standing in a vestibule atop a tall, marble clad spire, in the centre of the Amaldi City itself. You look down over the many marble buildings and their stained glass windows. The early morning light reflects of the white stone and coloured glass so that it almost blinds you. You are staggered to realise that the exit from that evil chamber ended up here. Then you remember the words of Inista, who you found close to death in the cells. “There….is a great,,,,,evil in Laeveni. The man in charge of this blockhouse is one of …. Its chief lieutenants… but the true head of the dragon has yet to be revealed. You must stop this power, as it threatens not just the Guild, but the whole of Laeveni itself….even Most Holy……Visit the Apothecary on Singing Avenue, and ask for Livia. She can tell you more” You know the chief lieutenant is De-Villiers, but he had become something more in the catacombs under the Holy City. You shudder when you realise the implications that high level members of the One True Church may be involved, in a plan that threatens not just your life, but possibly all life on Laeveni. You look around and see a door from the tower, which you hope will take you back down to street level. You resolve that you must find Livia and find out more. You open the door and walk through it. Your adventure has just started. To learn more, look out for Shadow Thief Book 2: Hunted 41 You are back in the corridor outside the cells but you have spent too long searching. You hear the front door start to open. You swear under your breath. Are you alone? If you are, turn to 64. If you are not, turn to 62 42 There is no obvious exit from this tower apart from the door you came in. You head back to the door and listen but you can still hear activity outside. There must be another way out! You search around. If you have the SKILL of SIXTH SENSE, turn to 83 If you do not, TEST YOUR FORTUNE. If you are fortunate, turn to 83. If you are not, turn to 18 43 Malombr moves cautiously through the street. No one has the nerve to get in the way of his hideous guards but he is clearly being a lot more careful than on previous nights – probably due to your little mishap on the roof. You follow him along the rooftops, as quiet as your namesake, a shadow. As you cross into the merchant district, you drop back to the ground and follow at street level. You don’t need to follow too closely as you know exactly where he is heading – his townhouse. Turn to 36 44 You are caught by the guards. They struggle to open the oubliette but manage, and cuff you, before throwing you back down. You land in a heap on the floor, even your thieves reflexes are unable you to effect a safe landing. Lose 2 ENDURANCE. This time, guards remain at the top of the oubliette, watching you. There is no escape. Turn to 13 45 You turn back, your heart racing with fear. In the coffin, the body is moving. The head is rolling from side to side, the good eye is flickering open and closed, and the red gash that is now what the mouth was is opening and closing. Faint words can be heard coming from these torn lips. Instead of fear, you feel overwhelming pity for this poor girl, as she must have suffered more than practically anyone you have ever met. You take out your skin of small beer, and pour some onto her parched lips. The liquid burns her lips but she is still thankful for the liquid and you give her more. You move closer to her mouth, bending over the coffin. She half whispers, half croaks, and her eye flickers in recognition. “You…..I ……know…….You are……….the one called. ….. Shadow”. You nod your head. “I am In….ista” she continues. You nod again – she is a lesser magic user who has recently opened a shop in the Alley of Rumours – close to one of the Guilds headquarters. She has become well known in the Guild for providing potions and charms, as well as information on her clients that were suitable targets for the Guild. The Kaptain must have taken her and tortured her. She had not been seen for three days. “Yes I know you – I can help” you say. She shakes her head and cuts you off. “It’s….too late for……….. that now…..my mortal…body is doomed……but my spirit will…………live on. Before you go……know this……” Then she coughs and splutters, blood foaming from her mouth. Then she seems to rally and find a final desperate strength. “There….is a great,,,,,evil in Laeveni. The man in charge of this blockhouse is one of …. Its chief lieutenants… but the true head of the dragon has yet to be revealed. You must stop this power, as it threatens not just the Guild, but the whole of Laeveni itself….even Most Holy……Visit the Apothecary on Singing Avenue, and ask for Livia. She can tell you more” And then she is gone. If you want to say a quick prayer to the heathen God of Thieves and close her eyes before you go then turn to 129 If you decide you need to make haste and leave this room, turn to 41 46 You reach into your backpack and then remove your fist. You extend it towards De-Villiers and open it, palm up, to reveal … Nothing "You have it not? You fool! I have passed eons waiting for this moment and will not be defeated. It is time for Him to rise again. Where is it? I will cut its location from you flesh” Then from inside his robe he draws a sable like blade and a short, hooked knife made of volcanic glass. The knife is old with age but still looks razor sharp. DE-VILLIERS FIGHTING SKILL 11 ENDURANCE 13 Each time De-Villiers hits you, throw 1d6. If it’s even, then his sword hurts you and does the usual 2 ENDURANCE damage, but if it’s odd, the knife hurts you. The knife is the sacrificial blade that has been used for centuries and has an evil, but fickle, power, which makes it unpredictable. With each attack from the knife, roll 1d6 and this the damage is does in ENDURANCE. If you win, turn to 114. If you lose, turn to 108 47 Cell 3 is empty, or at least you think it is. As you cross the doorway, an extra-large rat jumps down from the ceiling beam and bites you on the arm. Its extra-long teeth are able to piece your jerkin sleeves. Lose 2 points of ENDURANCE. You curse. Like many things in Laeveni, even the rats are dangerous, as they often carry the Dropping Sickness. This disease can come on in moments or hours later, and can cause a loss of balance and coordination, sickness, weakness and even death. Do you have the SKILL of CHAKRA? If so turn to 24. If not, lose 2 ENDURANCE and 1 FITNESS points now and you may need to find an apothecary as soon as possible. You leave the cell cursing under your breath. Will you now: Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 4? Turn to 49 Open Cell 5? Turn to 100 48 TEST YOUR FORTUNE, but your SKILL of AGILITY allows you to only add 3 to your roll. If you are successful, turn to 63. If you are not so fortunate, turn to 27 49 You open and enter Cell 4 and immediately your senses are assailed by the stench of what can only be described as suffering. If you decide to leave, turn back to 20 if you want to search another cell If you decide against your better judgement to enter, turn to 9 50 You slowly creep up the stair, staying to the side in case there is a loose floorboard given to creaking in the centre. You get to the landing, and there are three more doors off it. You quickly check them but find nothing of interest in any of them. You have wasted your time. Lose 1 FORTUNE point. You walk down the stairs back to the hallway. If you haven't already, you can try the left hand door, then turn to 65, or the right hand door, turn to 98 51 The lock is a simple one and soon gives way to your skill. Turn to 91 52 You stop and smile at the guards, and bow graciously. Then, effecting the best courtier’s manners you can, you speak to the guards. “Thank The One True God, I was desperately looking for you gentlemen. My names is Malombr and I am a Merchant of some repute. You may have heard of me. I am in trouble; I have been robbed! Some cad has broken into my house and stolen all my gold! Is the Kaptain De-Villiers here? As I need to report it as soon as possible and I know the good Kaptain as he is a regular at my parties” TEST your FORTUNE. Take 2 away from the result. If the result is less than or equal to your current FORTUNE, then you have convinced them – and turn to 30. If the result is greater than your current FORTUNE, the Watch are not fooled by your deception and realise you are a thief attempting to escape. You have no choice but to fight them both. Turn to 76 53 You approach the second cell, and peer through the dark. A shape is slumped against the caged back wall, not moving. You carefully unlock the cell, keeping your eyes on the shape all the time, and then open the door and enter. Sitting in the corner is a man just a few years older than you – and as he raises his matted head, you get a jolt of recognition as you recognise the filthy face looking up at you – despite the blood and bruises that are evidence of a good beating. You whisper “Lightning Jac – is that you?” The man smiles back exhaustedly and nods. Jac is a member of the Guild who disappeared on an important job for the Guild Master a few nights ago. And now here he is, half naked and half-starved in a cell. You throw him one of your provisions (remember to deduct that from your adventure sheet) which Jac catches with astonishing reflexes – despite his current condition. He wolfs down the food, whilst you unlock his chains. He gets up and stumbles with weakness, but soon the food starts to take effect and he’s more stable. Then he goes to the back of the cell and starts to dig around. “There’s no time to talk now Jac, I have just escaped from this place myself and the guards could come back at any time. Let’s get out of here”. “Wait, wait, it must be here, it must. I hid it here and would not tell them” he mutters, and then in triumph he finds what he had hidden. You see a glitter of gold and the gleam of a red jewel as he places it inside his tunic. “You wasted time for a bit of loot? Are you soft in the head? You can always steal more. Time to go” you whisper urgently. Jac nods and you make your way to the staircase. For rescuing Jac, he is now in your debt. For the next 169 days, as Guild tradition dictates, he must split half of his haul with you in thanks for his liberation. As Jac is one of the best thief’s in the Guild, this should earn you a tidy sum. Add one FORTUNE point to your current FORTUNE score. You can either leave Jac in his cell with some more food and small beer to recover whilst you search the other cells. If you haven’t already, you can: Open Cell 1? Turn to 66 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 Open Cell 5? Turn to 100 54 Your eyes happen upon an old black cloak that’s draped over an empty barrel. It looks moth eaten and soiled, but you can sense something about it. You pick it up, and examine it closely. It is of unusually fine weave, and almost seems to manage to be darker than its surrounding, so that it’s quite difficult to see. Your eyes almost seem to slip off it and focus upon something else. There’s definitely something arcane about it. If you decide to take it to examine later, stow the black cloak into your bag If not if you haven’t already done so you can check the other cells. Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 55 You are in a corridor. To the left, several yards away, there is a doorway that is just ajar and you can hear the noise of several men talking and laughing. You think it must be a common room for the off duty City Watch. Knowing that you do not have the strength or ability to take on this many foes. The room looks brightly lit and you have no chance of sneaking through, even with arcane means. You discount this route. To your right is another stout door. You try the door, turn to 21 56 TEST YOUR INTELLIGENCE. If you have the SKILL of LOCK PICKING you can subtract 1 from your roll. If you succeed turn to 88. Otherwise you fail and get bored of searching the room and leave. If you try the right hand other door, turn to 98, or if you would prefer to go upstairs, turn to 50 If you have had enough of this place and want to try to find a way out, turn to 42 57 You react a fraction of a second too late, and are smashed in the chest by a huge spiked iron ball which swings down on a chain from the ceiling. It has been released by the trip wire you unfortunately triggered. It thuds into you with tremendous impact, shattering your ribs as you half turn to meet it. You are thrown sideways against the wall, hitting it with more bone splintering force and drop to the ground unmoving. Your promising career as a thief ends here 58 You are back in the hallway. If you haven't already, do you want to try right hand door, turn to 65, or if you would prefer to go upstairs, turn to 50. If you want to try to leave the tower turn to 42 59 You quickly rummage through the contents of the make-do storeroom. Do you have the SKILL of DIVVY? If so turn to 54 If not, you find nothing of interest and you decide to leave the cell. If not if you haven’t already done so you can check the other cells. Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 60 The rest of this level of the blockhouse seems empty and so you have a bit of time. You look around the room, and find your effects have just been thrown onto a table nearby. You grab them and hastily stow them away around your personage. You hear the night watch ring the time. Only an hour has passed since your capture! Your plan could still work! Add 1 FORTUNE point. You look at the layout of the blockhouse. Ahead of you up some steps is a heavy door that looks like the exit from this room. About 10 foot above and to the left of this door is a window, and you can see the night sky. Your heart leaps as you never thought you would see that sight again. You quickly push down all emotion. Now is a time for clear thinking and logic. To the right there is the guard room and you can see through the open door a table containing with food, drink and knucklebones. There are even a few coins on the table – from the guards gambling. To the left is a corridor, but this is barred by an iron gate. What do you want to do now? Do you? Enter the guard room and search it? Turn to 26 Creep up to the large door and try to open it? Turn to 71 Head down the corridor? Turn to 74 61 You quickly look through the piles of parchment strewn about on the bureaus and shelves. The guards are clearly not the best at paperwork. However, one of the bureaus has a locked drawer – which is child’s play for you to open. You slowly pull the drawer open, in case there is a trap, and can see a sheaf of papers. They are a combination of arrest warrants and free passage warrants, already stamped in wax and affixed with the crest of Kaptain De-Villiers. There are names on the warrants, but you know a clever little trick to remove ink so that names can be rewritten. These could be invaluable. You store them in your backpack – make sure you note them on your Adventure Sheet. If you haven’t already done so, you can now either: Take the set of keys? Turn to 85 Leave the room the try the large wooden door, turn to 71 Leave the room and head down the corridor, turn to 74 62 Both yours and Jacs lightening reflexes save you and you are able to move quickly and quietly to either side of the door before it open. Jac and you communicate quickly in Thief’s-talk, a silent method of communication known to all Guild member that uses only small hand movements to convey a lot of information quickly. You both know your roles. You reach into your bag and find a set of caltrops and cast them quickly on the floor. A pair of burly City Watch come into the room, half carrying, half dragging a semi-conscious beggar. As soon as they are past the door, you both step behind them and using an old wrestling trick, you trip them up and push them forwards. TEST YOUR FORTUNE. You use your current FORTUNE, Jac has a current FORTUNE score of 7 (he’s had a bad week). If you both are fortunate, turn to 15 If only one of you is fortunate, turn to 68 If you are both unlucky, turn to 38 63 You leap and are just able to catch the edge of the next building, but your landing is far from silent. Your foot catches a roof tile, which falls to the ground and smashes against the cobbled streets. You managed to roll onto the rooftop quickly, as Malombr is stopped by his guards, who both reach for their swords as they look for the source of the unexpected sound. Tense moments that seem like minutes pass by, until the guards are certain there is no threat to their master. However, you swear silently – knowing that your quarry has now been alerted. This could make things more complicated. Turn to 43 64 You hear a key grate into the lock of the large wooden door. Your lightening reflexes save you and you are able to move quickly and quietly into a corner before you hear movement on the other side of the large door, and keys in a lock. The door inches open and torchlight flickers through the gap, and you hide back in the shadows, covering your face. Do you have the SKILL of HIDING IN SHADOW? If so turn to 6 If you have a ragged old black cloak, turn to 17 If you don’t, TEST YOUR FORTUNE. If you are lucky, turn to 6. If you are not, turn to 32 65 You move quietly to the left hand door and place your ear against it. Again all is silent. Suspicious after the trip wire, you check the door frame for any signs of traps but cannot see anything. You place your hand on the door handle and slowly turn. Turn to 78 66 You walk up to the first cell. The cell is all in shadow and even your excellent night vision cannot determine if the cell is empty or occupied. The corridor is eerily quiet, and the main things you can hear are the rats scurrying around your feet and the occasional crackling of the smoky torches. You try the first key, and it unlocks the cell with a dull clunk. You open the door, and the rusted hinges protest noisily. You creep into the cell and your vision adjusts and you can see a shadow against the wall – a male figure hangs in a cage from the wall. You watch for a few moments to determine if he is still alive, and then can see his naked scarred and skinny chest moving in and out almost imperceptivity. You walk over and lift his head by the matted filthy hair. Almost imperceptivity, he groans “help me” through dry, cracked lips as you look into his face – a face that is more straggly beard than anything else. His eyes flicker open, deep set in his almost cadaverous face – a face with paper thin skin drawn tight over bones due to sustained malnourishment. Have you got the SKILL of SIXTH SENSE? If you do turn to 70 If not, do you: Try to use one of the keys to and free the wretch? Turn to 90 Leave the cell, and the poor wretch to his suffering? Turn to 97 67 Another junction. Will this labyrinth never cease? If you escape this journey you vow never to go underground again. Your choices are turn left or go right. You peer down the left passage. It curves out of sight after a few yards and so you cannot tell how long it goes on for, but the air seems dead and stale. To the right, the passage is high, with vaulted ceilings made out of old, dark, bricks. On the sides of the walls there are deposits of a grey semi-liquid, semi- solids, that streak down the walls. You poke at it with your finger, and smell it. It’s got a musty, peppery smell to it. It reminds you of the powder used in war canons. Clearly some creature lives down this tunnel. If you want to take a sample, add it to your adventure sheet as guano. Having examined your options, you can now either go left and turn to 28, or head right and turn to 135 68 One of the guards falls and lands on the venomous caltrops and is paralysed almost instantly. The other just stumbles but stays upright. You must fight him. Jac is unarmed and relatively useless in this fight as he is so weak, but he is able to grab the door and stop it from closing tight. GUARD 1 FIGHTING SKILL 8 ENDURANCE 9 If you win two combat rounds in a row turn to 95 If you win turn to 5 69 You flee the cell as fast as your legs will carry you. Startled by what you have seen; you decide to leave this unholy blockhouse straight away. But you cannot find a way past the locked door. You must have missed something in one of the cells. You go back to check. Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 70 Years of putting your life and freedom on the line each and every night have given you this sense – that something is wrong. You step back, and look more closely at the cell and its occupant. The bars of the cage shine with a silvery light, even in this dark environment – and you reach up and touch them. You gasp! They are silver – a metal far too valuable to be used to hang a common thief or beggar. Your education has included elements of the supernatural and you remember that silver has power over some of the (many) types of undead creatures – including vampires, were-creatures, wight’s and ghouls. You hastily leave the cell, locking the door. Back in the cell, the Wight raises its head and stares at your departing figure with a terrible hunger burning in its eyes. You have narrowly escaped a nasty and painful death. Turn to 97 71 The door is large, made of oak and bound with steel. You try your best to open it, but it is too solid. There is also no locking mechanism on this side, no key hole, and no way to pick the lock. You realise that the door must have to be opened from the outside only, maybe by a pre-arranged signal. You decide it’s not worthwhile trying to find the signal, as there are bound to be guards on the other side, even if the door is opened for you. You can now either: If you haven’t already, search the guard room, turn to 26 Head down the corridor to the metal gate, turn to 74 72 Despite knowing you are being chased, you realise that haste will lead to an almost certain death – the tower has already proven to be protected via traps. You stop and check your surroundings. The hallway is quite simple, with a straight wooden staircase at the end and a door off to the left and the right. You listen. Nothing. That makes sense as the tripwire is unlikely to be activated if the owner of the tower was in residence. Will you: Go up the stairs, turn to 50 Open the door to the left, turn to 65; or Open the door to the right, turn to 98 73 You have neglected to keep your body subtle and ready for action whilst waiting. You curse yourself as you get up and find your calf muscles are tense and stiff. You almost stumble as you set off across the rooftop and then have to jump across an alley onto the other side of the street. If you have the SKILL of AGILITY, turn to 48. If you do not, TEST YOUR FORTUNE but add 4 to the role. If you are lucky, turn to 63. If you are unlucky, turn to 27 74 You reach the iron gate which blocks the way and try to open it. It’s locked. If you have the SKILL of LOCK PICKING, turn to 51. If you do not, turn to 37 75 The descent continues, and once more you are faced with a decision. There is a passageway to the left, or you can carry on straight. The left passage has a kind of musty smell to it, whereas the route straight on descends even steeper into darkness. If you decide to turn left, turn to 135. If you carry straight on, turn to 139 76 Both guards circle on you. The one near the door moves forward and the door swings shut with a click as the locking mechanism sets. You are armed with both your stilettos against 2 guards armed with cudgels. You must fight them both together, and can only injure one guard per attack round, even if your FIGHTING SKILL is higher. GUARD 1 FIGHTING SKILL 8 ENDURANCE 9 GUARD 1 FIGHTING SKILL 7 ENDURANCE 8 If your endurance gets down to 2 or less, turn to 44. If you kill them both, you search them quickly but find only a set of iron keys. If you have no keys, you can keep them. You try the door, but its locked firm. You decide to try to open the iron gate. Turn to 91 77 You climb the rough walls like a spider, soon getting to the top and grabbing hold of the grate. The gaps between the bars are more than big enough for you to get your arm through. You hook your arm around the bars and hang from it, bracing yourself with your feet against the sides of the wall. Fortunately, the walls have narrowed and so you can put one foot each side and hold a lot of weight on your feet. You know that you can easily hold this position for at least 6 minutes, but you still have to hurry. You manage to bring your left leg towards you so that you can get your lock pick tools from the false stitching in your boot heel. If you have the SKILL of LOCK PICKING turn to 14. If you do not, turn to 86 78 The door swings open effortlessly as you turn the handle. The room is clearly a study. A large leather topped desk dominates the room, with an ornate high back chair behind it. The curtains are drawn and the room is dark, lit only by a small lamp on the desk. Adorning the walls are various military pictures, banners and insignia. This is the working office of a professional soldier. You head around the side of the desk and look at the desk top. It’s scrupulously neat and there's nothing of interest - only quills and ink and a few documents - nothing of interest, but requests for leave, uniform and acquisitions. You try the desk drawer, but it’s locked. Do you want to try to pick the lock? If so, turn to 56, if you would rather leave and try the other door, turn to 98, or if you would prefer to go upstairs, turn to 50 79 The chamber widens a bit and on both sides of the walls there are alcoves that reach from floor to ceiling. As you approach the first, you see that in the alcoves are standing skeletons of men long dead. Each skeleton has a shield in one arm and a sword in the other. You assume these were notable citizens of the city at some stage, as the tattered remnants of their clothing is fine. In the centre is one taller skeleton, in a fine robe that has stayed the effect of time. He has no shield, but instead held loosely in both hands is a large sword. The alcove around him is decorated with bleached white skulls. He was obviously a man of some importance, possibly a mighty warrior from an eon ago. You reach up and touch the blade of the sword, but it is rusted beyond use. Their resting place has now been used to expand the sewage system of the Holy City. You can almost feel their blank eyes following you are you try to creep past. Then you are past them and you breathe a sigh of relief. You are at another crossroads - and need to decide which way you are going to go now. Turn to 102 80 Your hand reaches up when you are 10 foot off the ground and you put your cat’s claws into the next brick, and move so that this hand primarily holds your weight. But then the old mortar crumbles, and without a chance to stop yourself, you fall to the floor, where you are stunned. Lose 2 ENDURANCE points. The noise alerts even the laxest guards, and two come over to check. They can see the cat’s claws glistening in the torch light on your hands and they curse. If you had escaped, it would have been their heads. Before you know it, the grate is open, and a long steel ladder lowered down. Two guards descend. If you have the SKILL of UNARMED COMBAT, you can try to use this but you must fight then together. As you have no weapons, reduce your FIGHTING SKILL by 2. GUARD 1 FIGHTING SKILL 6 ENDURANCE 5 GUARD 2 FIGHTING SKILL 7 ENDURANCE 6 If you win, turn to 82. If your ENDURANCE gets to 2, they quickly overpower you, blindfold you and chain you to the walls using metal cuffs that cover the whole of the hands and don’t leave your fingers free. There is no hope for escape now. Turn to 13 81 On the way out, you grab Jac from where you left him in Cell 2 recovering and you both leave as fast as you can. Turn to 41 82 You finally manage to knock the second guard unconscious with a swift side kick to the temple. You give each an extra blow across the head to ensure they sleep for many hours. You gasp for breath, but don’t have any time to waste. Despite the pain and damage to your body you climb the ladder and haul yourself over the side of the oubliette. You pull up the ladder and close and lock the grate. If you have the SKILL of LOCK PICKING, you can jam the lock so that the guards cannot escape, even though they have the keys. If you do, turn to 12 If not, turn to 60 83 You notice a war banner hanging on one of the ground floor walls. It covers the wall completely from top to bottom. You initially missed is as it’s such a dark area and not lit, but as you approach you can see footprints that have walked up to this banner, and seemingly through it. You approach carefully and pull the banner to one side. TEST YOUR FORTUNE and AGILITY Add both together and then roll 4d6. If you roll less than or equal to your total, turn to 99. If you roll higher, turn to 10 84 You edge towards the coffin, doubting yourself as you are going against all your better instincts. But it also feels like something you must do. You brace yourself, and ready a stiletto, as you slowly reach over and unclip the hasp. You throw the lid back. Inside is a body. It appears to be human – although initially it’s difficult to tell. It’s a woman, naked except for a white linen shift – at least you think it was probably once was white. The whole of the material is drenched in blood. The bare arms, legs and head of the poor wretch are covered in puncture wounds from the spikes, dark black angry welts. As the spikes are barbed, this has the effect of ripping the flesh when the coffin is turned. Having lived in Laeveni all your live, you are accustomed to seeing acts of violence and horror on an almost daily basis – but this is something else. You feel sick to your stomach. You decide to leave but just as you turn your back you hear a noise – a terrible empty moan. You can either: Run! Turn to 69 Or do you steel yourself and turn back. Turn to 45 85 You pick up the iron keys. Make sure you note them on your adventure sheet. If you haven’t already done so, you can now: Search the bureau and shelves for anything useful, turn to 61 Leave the room and try the large wood door, turn to 71 Leave the room and walk down the corridor, turn to 74 86 As a thief you still have the ability to try to pick a lock, but there is no guarantee you will manage. However, this is a large, basic lock and you should be able to open it. TEST YOUR INTELLIGENCE. If you roll less than or equal to your INTELLIGENCE, turn to 14 If you roll more than your INTELLIGENCE, you struggle on trying to pick the lock but to no avail. Time suspended below the grate in the chimney of the oubliette saps your strength. Whilst you are trying one more time to open the lock, your leg cramps, causing you to slip. You fall to the ground of the oubliette with a thud. Turn to 80 87 Is Jac still alive? If he is, turn to 31 If he’s not, turn to 25 88 The lock gives way easily under your skilled touch. You hear a click as the locking mechanism releases. Nervous of the trap at the door, you stand to one side and slowly pull the draw open. Your care is rewarded, as there's a "pfft" sound and a small dart thuds into the leather back of the chair. Using a pair of tweezers from your kit, you pluck the dart from the chair back and look closely at it. The point still glistens with a pale milky white liquid. You sniff the dart and smell nothing- as you suspected, d’cane poison. Lethal even in such small amounts. You look under the desk and find a hidden slot in the towards the rear. You stick the point of one of your knives into it and you hear a "clunk" as the mechanism is deactivated. You open the drawer with more confidence, and inside is a sheaf of papers. You rifle through them and stop suddenly, not believing your luck. One of the papers is folded up but has the crest of Most Holy on it. You open it out and it is as you suspected, a map of the Holy City itself, listing all the guard placements and duties. This map if worth a fortune to a thief – if you can escape alive. Smiling briefly, you stow the map in your tunic, replace all the other papers and close the drawer. Finally, you retrieve your knife and hear a "tek" as the mechanism resets. Record the map on your adventure sheet and gain 2 FORTUNE points for such a good find. You leave the room. Turn to 58 89 The door creaks open. You slip through the door and swiftly and silently close it and turn around, but as you do you hear a noise like a taught wire snapping. TEST YOUR FORTUNE. If you have the SKILL OF SPEED AND AGILITY, you can reduce the die roll by 2. If you are lucky, turn to 39 If you are unlucky, turn to 57 90 You find a smaller key on the key-chain, and reach up and unlock the cage and the man drops unceremoniously into a heap on the floor. Instantly you sense something is wrong and then you realise - the cage is made of silver – a valuable metal and known to have power over the undead. But too late, as with preternatural speed the wretch springs up from the floor, a dreadful hunger in his eyes and he grabs you with talon like fingers. Before you can react, his vice like grip forces you to your knees and he bends his open mouth towards your neck. The last thing you feel is the fetid breath from his mouth, which stinks of the grave and worse, and you sense more than see the glint of his unnaturally long, ragged teeth. Then you know no more as razor sharp incisors rip your throat out, and the Wight feasts noisily on you blood and flesh. Why a Wight is chained up in a simple guardroom you will never know, bound by silver that has power over its kind. If you are fortunate, that‘ll be the end of you. If you are unlucky, then you may rise again to become a lesser Wight, doomed to spend eternity with only one thought in your mind – to feed on human flesh. Either way, your promising career as a thief ends here. You will be just another thief who never returns. 91 The gate creaks open. Beyond it is a short flight of stairs and as you walk up them, the stench of the room behind hits you full in the face. You live in a city by the sea, and are used to the smell of tanneries, breweries, fisheries, but this is the stench of human misery. A combination of sweat, effluence and ammonia fill your nose. You fight down the reflex to retch. You calm your mind and try breathing through your mouth, but this just coats the inside of your mouth with a miasma so vile that you can almost taste the wretchedness in the room. You carry on into the room. It’s a long dark corridor, and on one side are a couple of dim torches giving off a ruddy orange glow as well as thick black smoke. On the other side are a number of cells, each with an iron gate. Will you? Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 Open Cell 5? Turn to 100 92 You cannot stand the feeling of having your arm in this hole for any longer and so you pull it out as quickly as you can. However, as you do, you disturb something and you feel a tiny nip on the back of your hand. You pull your hand out and look down. There are two small pin pricks in the back of your hand. Both are bleeding but what's more alarming is that the skin around the wound is swelling and turning green. You watch in horror as this infection spreads up your arm, and you can feel it in your chest cavity. Your heart starts to beat three times its normal speed, and your breathing becomes fast and shallow, like a mutt panting. You feel tears running from your eyes and you try to rub them so they don't cloud your vision, but then everything takes on a red hue. You look down and your hands are covered in blood - your blood - which you realise is weeping freely from your eyes, nose and ears and elsewhere. You lurch forwards against the wall and wail once as your heart, overcome by the mysterious toxin, mercifully puts the end to your torment and explodes in your chest. You slump to the floor. Your promising career as a thief ends here 93 Before you leave, you check the guard’s pockets and find a set of iron keys. Then you go through the door and into a corridor. To the left, several yards away, there is a doorway that is just ajar and you can hear the noise of several men talking and laughing. You think it must be a common room for the off duty City Watch. Knowing that you do not have the strength or ability to take on this many foes, you discount this route. The room appears too bright for you to try to sneak through, even if you use arcane means. To your right is another stout door. You try the keys. Turn to 89 94 You are armed with both your stilettos against 2 guards armed with cudgels. You must fight them both together, and can only injure one guard per attack round, even if your FIGHTING SKILL roll is higher. GUARD 1 FIGHTING SKILL 8 ENDURANCE 9 GUARD 2 FIGHTING SKILL 7 ENDURANCE 8 If your ENDURANCE gets down to 2 or less, turn to 28. If you kill them both, turn to 61 95 Jac and the beggar have not been idle whilst you fight the guard. Jac has wedged the door open, and then retrieved the paralysed guards cudgel and the beggar a length of chain. The beggar manages to throw the chain around the guard’s cudgel and stop him from striking you whilst Jac hails down blow upon blow with the cudgel to the guard’s head and body. Despite Jac’s weakness, his blows help to down the guard. He is soon unconscious on the ground. Turn to 5 96 Too slow. You are still only halfway across the room. The first watchman, who is standing holding the door open, shouts “Oi, you, stop” You have nowhere to go, and are outnumbered 2 to 1. Do you have the SKILL of CHARM AND GUILE. If so, turn to 52 If you don’t, turn to 44 97 You leave, locking the cell door as you exit. If you haven’t already, will you? Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 Open Cell 5? Turn to 100 98 You warily approach the right hand door, and examine the door frame and handle. Nothing appears out of the ordinary and so you turn the handle and open it. The door creaks slightly, a noise that is magnified in the quiet of the tower. In front of you is a kitchen area. You look around and find enough provisions for 4 meals. Add them to your adventure sheet. You also find a small potion bottle. It’s a portion of FORTUNE that can increase your FORTUNE by one point (even above initial levels) but for one FORTUNE test only - so use it sparingly. Add this to your adventure sheet. You leave the room and are back in the hallway. Turn to 42 99 You hear a slight click as you pull the banner to one side. In a movement made out of instinct and not thought, you dive and roll to one side. Just in time as a something fizzes past where your head was moments ago. You recover to your feet in one fluid move and see something shiny stuck into the opposite wall. You sneak over and check. It’s a small metal dart, no doubt tipped with poison. You shrug, and walk back to the hanging and find the hidden trigger. Having disabled the trap, you walk into a small alcove. There are no doors from it, but on the floor is a metal grate. Turn to 109 100 This cell has been converted into a temporary storeroom. The cell door in unlocked, and you ease the door open. The room is littered with junk. Barrels of ale for the guards, piles of clothes, bags and other garments. There’s a chest in the corner that’s got a simple hasp lock on it. Do you want to search the room? If so, turn to 59 If not, you leave. If you haven’t already done so you can check the other cells. Open Cell 1? Turn to 66 Open Cell 2? Turn to 53 Open Cell 3? Turn to 47 Open Cell 4? Turn to 49 101 You choose left and continue along a short corridor that suddenly takes a sudden right turn. The light continues to fade as you get deeper into the oldest parts of the city. You feel like you are slowly going downhill and the air is getting thicker and distinctly unpleasant. The whole area smells of a combination of damp, must and decay. You think you half hear a sort of scuttling noise ahead but there’s nothing visible. You arrive at another crossroads. You have three choices – left, right or straight on. The corridor to the left is dark and the air is still, but it doesn’t seem to go on for long. The one in front of you just seems long and straight but you cannot determine anything else. To the right, the corridor seems to become more ornate, with stone columns and plinths. It seems to be an even older part of the catacombs. Do you want to go left, turn to 118, straight on, turn to 111, or right, turn to 145 102 You stand there at the crossroads considering the best route to take. Then all of a sudden you hear a clattering noise behind you, and then the clank of metal on metal. You turn quickly and are horrified to see that the skeletons are emerging from their alcoves, their shields before them and their swords levelled and pointed towards your heart. You are going to have to fight them. Throw 1d6, this is how many skeletons you must face. You draw your sword and prepare to face the reanimated creatures. SKELETONS FIGHTING SKILL 8 ENDURANCE 6 Luckily as the corridor has narrowed once more they can only engage you one at a time. If you win, turn to 131 103 You arrive at yet another junction. It’s a crossroads but you think that you have already been down the right tunnel, and so you can ignore that way. The passage to the left seems to drop down even further into the earth. It’s steep, and earthy. There is a slight breeze from the tunnel, but it brings the smell of decadence and decay. The route straight on is a tunnel constructed of stone bricks, aged with time. To go straight on, turn to 148. To go left, turn to 75 104 The rate of decent is making it difficult for you to keep on your feet, and you half scramble down the passageway until you get to a point where it levels out - and you realise that all your effort was a waste - as in front of you is a dead end. You have no choice but to try to scramble back up the incline, but in doing so you cut yourself badly on a sharp of volcanic glass that is sticking out from the passageway floor. Lose 2 ENDURANCE. You get back to the top, and have no option but to go down the other passage. Turn to 146 105 This subterranean network is like a rabbit warren. Every few yards you come to another junction - and once again you find yourself having to choose. You are finding it increasingly difficult to keep track of your whereabouts in this almost alien landscape. You look at the next junction, and see again you can turn left or right, or carry straight on. The left passage is composed of large bricks that seem to be loose, with little or no mortar to hold them in place. The right passage is strewn with boulders on the floor, which will make it difficult to negotiate. Straight on, the passage appears to have a warm breeze. If you dare to go left, turn to 141. If you think right is the best way, turn to 136. Or to go straight, turn to 122 106 You reach into your backpack and your hand finds the DEATH SIGIL given to you by Inista in her last moments. It is a powerful curse. You clench your fist around it, and then extend your arm. De- Villiers is overly eager, and reaches out for your hand. You open your fist, and drop the SIGIL into his hand. Turn to 117 107 “Ah, we have a rabbit. A quick rabbit, but I am quicker. I am the hawk, who catches the rabbit” shouts Celdron as he darts his blade towards you. The thin point pierces your side and into your heart. You drop to the floor. Before you die, you hear the sound of a fist striking flesh, and a cry of pain from Celdron. “Celdron, you fool, you were too quick, I wanted him taken alive, to question in cells. Still, this is the one I was looking for, and hopefully he still has the token I require. You had better hope he has, or I will take you to the cell below, and you will know torment” Your death is fortunate in that it is quick. Your promising career as a thief ends here. 108 De-Villiers is too strong and skillful and after a valiant effort, you drop to your knees in exhaustion. You raise your blade weakly to try to stop the next blow, but De-Villiers simply slaps it from your weakening grip with the flat of his sword. He smiles, almost fatherly, down at you. "Brave, brave boy" he says "My Master can make use of a servant like you" and he raises his hand and brings down the black glass knife into your shoulder, but only gently. The blade is so sharp you do not feel it enter, but then De-Villiers twists the blade and removes it from you. You can see a tiny shard of the blade has chipped off the point, and you can feel it’s coldness in your body. Then you watch in amazement as the knife repairs itself. "Not long now my brave boy, and you will become a servant to My Master. You kept the last key to his prison from him, and so I doubt he will be a kindly master to you - but you will grow to both fear and love him over the millennia. You will never die, you will never grow old, never be sick - but you will also never be alive again." And he turns his back and walks off. Your body feels a dread cold as the sliver of the glass blade works its way to your heart, and then you don’t feel again as your life ebbs away and you start a new existence undead forever, as a wraith in the service of De-Villiers unnamed master. Your promising career as a thief ends here. 109 You crouch down and check the grate. It’s made of wrought iron, but badly rusted. You heave at it but it’s not shifting. But scuff marks indicate that is has recently been opened. You are sure this is the way to go and so don’t want to stop. Perhaps there is another way to open it. You look around the alcove. TEST YOUR FORTUNE. If you have the SKILL of SIXTH SENSE, you can take 2 of the roll and not lose a FORTUNE point if you win. If you don't have this skill, roll as usual. If you are FORTUNATE, turn to 119. If you are not, turn to 130 110 Another tunnel leads off downhill, leading into the dark. The walls of the corridor are thick stone not earth, but there are cracks in the roof of the tunnel. You hold your nerve and carry on down into the dark. Then all of a sudden you hear a deep rumbling in the earth, and the ground starts to shake. You cannot keep on your feet; such is the violence of the upheaval. You are knocked onto your back, and with horror you see that about you the roof and sides of the tunnel are shaking and cracking. You scramble back up, to run back up the tunnel, but stone dust and earth streams down from the roof onto your head, making it impossible to see where you are going. Disorientated, you try to feel your way back up. But then the earth is replaced by rocks that become dislodged and rubble starts to rain down on you, hitting your head, shoulders and back. You double over to try to protect yourself from this deluge. But then the rock fall dislodges some larger boulders and one about the size of a dwarf falls on top of you and crushes your slender body. Soon your battered remains are completely buried under an impromptu stone cairn, which will hold your broken form until the end of time. Your promising career as a thief ends here 111 You turn into a long vaulted tunnel that smells of damp, decay and something almost alien. Then you hear a scuttling all around you and you draw back when you see long forms scuttling towards you. Each is about 3 yards long, and with hundreds of short legs on each side of its long, low body. These legs propel their long bodies’ forwards in a smooth scurrying motion. Their bodies are segmented and covered in hard chitin, the outer shell of insects. Their eyes are very small as they are almost blind, but on the front to their heads are long antenna that constantly feel and taste the air. They sense you, as their large mandibles click together in anger. You have disturbed a nest of giant centipedes and you have no choice but to fight them. Throw 1d6 to determine how many you have to fight. GIANT CENTIPEDES FIGHTING SKILL 8 ENDURANCE 7 If you win turn to 7 Otherwise your promising career as a thief ends here, as a meal for the young in their nest. 112 You deliver a final blow to the ethereal form of De-Villiers, and he screams out "My Lord, why have you forsaken me. You promised me life eternal." Deep in those eyes you can see anger and contempt, but also fear and a begrudging respect for you - as you, a mere gutter rat, have defeated him. Then he says in a voice as quiet as death “But you are too late. All the keys are near now. My master stirs even now and others will do his bidding. You face oblivion, fool” His form explodes in a flash of light, but there is no noise, but there is a terrific rush of air. You turn and run as fast, as you can sense a malevolent presence in the chamber. You run as fast as you can up the passageway near the altar. You feel something gathering behind you but dare not look back. You sprint to the surface. Turn to 150 113 The climb down the ladder is no more than 10 feet. You drop down and land lightly to the floor below, dropping into a crouch with your hands on your dagger hilts. The ground is hard and smooth and part of the extensive sewers. Somewhere under here you hope is an exit back into the city. The passage is dark and so you look around and find what you think is a long stick. You pick it up and realise that it is in fact the thigh bone of a man. You shudder. You wrap some rags around it and light it with your flint. It shows the path ahead, dropping down deeper into the bowels of the sewers. You follow the corridor straight on until you come to a crossroads. The way right is blocked by a rock fall. There is a path to the left or you can continue straight on. As you approach the left passage, you torch starts to splutter. When you check the straight passageway, you can feel a warmth from the entrance. If you want to turn left, turn to 128. To continue on the straight path, turn to 122 114 Despite his skill and double attack, you manage to finally cut De- Villiers down with a deft backhand slice to his throat. The fighting you have had to do so far tonight has sharpened your skills beyond what they ones were. His eyes go wide in disbelief as his life’s blood starts to flood out of the gaping hole in his neck. He drops to his knees gasping and cursing you - although you can hardly make out a word he is saying as he chokes on his own blood. The knife and sword fall from his hands as he grasps his throat in a desperate attempt to stem the blood flow. As the knife drops to the hard stone floor, it shatters into a thousand pieces leaving only the rune carved hilt behind. As it breaks there is a silent detonation as the malevolent energy stored in the knife escapes. Then De-Villiers topples to one side and his body starts to rapidly decompose, as though the work of ages happens in seconds. Soon there is nothing left but dust, which blows away in an unnatural gust of a witch wind. You rest a while and feel replenished – add 4 to your ENDURANCE - and then start to look around the chamber. You find to the left of the dark altar a passageway leading steeply up. Then just as you are about to take it and leave this ungodly room, an unholy wind whistles through the chamber, stirring up dust that forms into a whirlwind in the centre of the room, buffeting you. Then the whirlwind slowly turns into an ethereal human form of a very old man, but it’s still a face that you know - the face of the man you have just defeated! He is wearing a shimmering unearthly robe and his long hair is intricately braided. The figures hovers’ unerringly in front of you and it seems to carry the stench of decadence, decay and evil. In his pale hand he holds a white sword seemingly made of smoke. He throws back his head and laughs, a dusty and cold sound that echoes through the remnants of this great city. “You fool; you think you could defeat me so easily. You just destroyed the corporal form that my Master granted me for this oh so important task. Now you see my true form. For too long, I have waited in the cold ground for my Master to give me the strength to bring him back to your world, his world. He returns! Cannot you feel it? And the world will tremble as He wakes. And you have brought the final tools I need to resurrect Him. And I will be the most esteemed of all His servants. Now give me what I want, or I shall take it” Turn to 126 115 You are starting to get increasingly confused by the layout of these corridors, and again you end up at a junction whereby you can turn left or right. You check your bearings and consider your options. The tunnel to the right heads downhill, and the walls are made from stone bricks. You look up and the roof is cracked. To go right, turn to 110. Otherwise, turn to 141 116 The corridor, if it can be called that, narrows as you walk through it until your arms are brushing the walls, and then it comes to a dead end. On the floor is some debris including a small glass bottle. If you want to pick up the bottle, turn to 125. Otherwise there is no way through here and you must turn around and walk back up the corridor and take the other passage. Turn to 105 117 The Sigil glows red in his De-Villiers hand. The star in the centre radiates an ethereal light. He screams, and unearthly sound that comes from no human throat. He tries to drop the Sigil, but his muscles seem to have contracted and hold his fist closed around it. You see smoke appear from his clenched fist, and smell the charnel reek of burning flesh. A dark fire starts in his clasped hand, and starts to travel up his arm. He screams, sounding more like a terrified child, but the fire continues to climb. Soon he is engulfed in it, and he burns with black flames. His flesh starts to crumble from his bones, and soon he is just a charred skeleton. He topples to the floor, and his bones shatter on impact with the ground, leaving a heap of dust and bone fragments. You hear a female voice in your head “It is done, I have my revenge” and then it’s gone. The Sigil remains glowing in the dust but then the colour starts to leave it, until it looks once more just like a harmless trinket. You reach down and pick it up. It’s hot to the touch and you burn your hand. Lose 1 ENDURANCE. But you wait for it to cool and put it back into your pack. Not wanting to waste any more time, you head for the passageway behind the altar and head for the surface. Turn to 143 118 The corridor is short and goes back on itself into a dead end. On the floor, covered in dust is a skeleton of a man, still clad in a rusty mail coat. If you want to examine the skeleton, turn to 33. Otherwise you can return to the junction and go straight on, turn to 145, or turn left, turn to 111 119 Searching around you notice there is an unevenness about the wall - one that does not appear to be from disrepair. You trace you hand along the rough uneven stones, and then sense that one of them feels slightly different. You place your knife into one of the edges. You slowly twist and the stone pivots open on a hinge. Behind the stone is a small hole that goes back into the wall. You peer in and can see only blackness. You take a chance and place you hand and forearm into the hole and reach back. You flinch as something runs over the back of your hand. Then a second something does as well. Do you want to slowly consider probing the hole, then turn to 121, or quickly remove your arm, turn to 92 120 Your hand closes on the amulet. As it touches your hand, you remember all the horror you have seen tonight and feel rage that this man has been the source of it. But you feel the resistance in you failing, as De-Villiers almost hypnotic voice continues to persuade you. TEST YOUR FORTUNE. If you pass, turn to 142 If you fail, turn to 133 121 You decide not to startle whatever is in there and move slowly and continue to probe with your hand. The scurrying of tiny feet across your hand continues and you steel yourself so you don’t inadvertently flinch and startle whatever's in there. Eventually, after hours, in reality mere moments, of searching your hand finds something sticking up. A lever! You slowly pull it and are rewarded by a squeal of rust and iron as the hidden mechanism releases the grate. It slowly creaks open. With all care, you slowly inch your hand out of the opening and eventually pull it free. On the back of your hand is a tiny red beetle, with over enlarged mandibles. You place your hand back onto the wall near the hole and it scuttles off your hand back into its home. Turn to 138 122 The corridor continues to slope downward as you walk along it, and the air gets a mustier smell about it and it’s oppressively warm. You start to sweat profusely in the close atmospheres, exacerbated by your need to carry a lit torch. You carry on without incident for about 200 yards and then come to a crossroads. If you want to turn left, turn to 101. If you want to turn right, turn to 147, or if you would prefer to go straight on, turn to 127 123 You rest a while and feel replenished – add 4 to your ENDURANCE - and then start to look around the chamber. You find to the left of the dark altar a passageway leading steeply up. Then just as you are about to take it and leave this ungodly room, an unholy wind whistles through the chamber, bringing dust that forms a whirlwind in the centre of the room, buffeting you with the wind. Then the whirlwind slowly turns into an ethereal human form of a very old man, but it’s still a face that you know - the face of the man you have just defeated! He is wearing a shimmering unearthly robe and his long hair is intricately braided. The figures hovers’ unerringly in front of you and it seems to carry the stench of decadence, decay and evil. In his pale hand he holds a white sword seemingly made of smoke. He throws back his head and laughs, a dusty and cold sound that echoes through the remnants of this great city. “You fool; you think you could defeat me so easily. You just destroyed the corporal form that my Master granted me for this oh so important task. Now you see my true form. For too long, I have waited in the cold ground for my Master to give me the strength to bring him back to your world, his world. He returns! Cannot you feel it? And the world will tremble as He wakes. And you have brought the final tools I need to resurrect him. And I will be the most esteemed of all His servants. Now give me what I want, or I shall take it” TEST YOUR FORTUNE If you are FORTUNATE, turn to 4 If you are not, turn to 126 124 De-Villiers walks into the room and surveys it. He notices the trap has been tripped and he says to himself. “Tripped, but no body. Someone is here. In this room” He has not seen you but somehow he feels your presence and remains in the centre of the room. His eyes search the room intently. Then, without turning, he shouts. The door opens almost immediately, and two men wearing the uniform of the Black Guard appear. One is small, slight and moves quickly. His hair is greasy and seemingly plastered to his head and face, as well as a scraggly beard covering most of his pock marked face. This is a face not to trust. His dark eyes glitter cruelly under his brows. Celdron! One of de Villiers most trusted Lieutenants. What he lacks in size he makes up for in viciousness. The other is the opposite. Tall and broad, but without enough bulk to slow him down. He towers above Celdron, and a broad headed battle axe is hooked into his belt. His hair is long, blonde and braided, and his face clean-shaven. It would be a friendly, attractive face if it wasn’t for his eyes, which shine like blue ice – but there is no emotion in these eyes. This is Elrad, Celdron normal accomplice when working for de Villiers. He is the brawn to Celdrons brains – and he enjoys using his brawn. “Search the tower” instructs De-Villiers “someone has entered. And still lives” They fan out, with Celdron moving the closest to you. You realise your poor hiding place will soon be found and you have no choice but to make a run for it. You dart for the door, but as fast as you are, Celdron is faster. His rapier whistles from his scabbard and he strikes at you as you fly past. TEST YOUR FORTUNE. If you are fortunate, turn to 107. If you are not, turn to 19 125 The bottle is dusty and covered with dirt from the ground, but you give it a quick clean and see a run on the side that identifies it as a POTION of ENDURANCE. This potion will restore your endurance to its original level, but use it wisely as there is only one dose. Write this on your adventure sheet, and now you must go back up the tunnel. Turn to 105 126 You are held by his voice, which commands you to remain. But in a show of defiance, you once more raise your weapons. You may not be able to run, but you will fight. “Heh heh heh. So you still wish to fight. You still think you can beat me. You may have beaten my physical form, but you will find me a lot harder to destroy now. It is inconceivable that you will defeat me” He moves towards you. SPIRIT of DE-VILLIERS FIGHTING SKILL 13 ENDURANCE 23 He is not of this earth and cannot be easily harmed. If you hit him, roll 1d6. If you roll a 5 or a 6, your attack fails. Each successful attack from him is also magical as well as hurts you physically, and you lose 1 point of FIGHTING SKILL as well as 2 ENDURANCE. If you win, turn to 112 127 The tunnel continues to go downward and the air is stifling and thick. It’s like trying to breathe through a wet blanket and the moisture causes you to struggle to catch your breath. Lose 2 ENDURANCE. Eventually, you come to a left turn, and the air seems even thicker down that route. The tunnel to the right seems larger and more open, with a higher, arched roof. The walls are made of tight fitting bricks and you can see in the gloom a couple of carved stone columns rising up to the roof. Do you want to turn left, if so turn to 145. Otherwise you carry on straight, turn to 79 128 You take the left turn and again the path starts to go steeply downhill. It continues to be as dark as the pits of hell here, but your torch gives you some light. Then your torch starts to splutter and the flame slowly decreases in size almost like the fire is slowly suffocating. Then all of a sudden the flame is extinguished and you are plunged into almost total darkness. You try not to panic, as you are used to operating in the dark, but not underground on the way to an ancient city to fight a terrible foe. You rely on your other senses, as you have done on many a time. It’s then that you notice a thick acrid smell in the tunnel. It gets stronger with every step and it when you inhale it, the acrid stench bites the back of your throat making you cough uncontrollably. The more you cough, the more you breathe in and the less you can breathe. Soon you are half coughing and half panting, leaning against the tunnel walls. Your head spins with lack of oxygen and the build-up of toxic gas. Too late you realise that you are in a pocket of marsh gas but by then the gas has done its deadly work. You gasp once more, your eyes now streaming from the toxin, and slump to the floor. Your last few breathes in this life are shallow and rasping. Then you breathe no more. Your promising career as a thief ends here 129 You reach down and close her eyes, but as you do her head jerks to one side, and you realise she’s only mostly dead. Some life still remains in her. But she starts to fade. But before she does she weakly raises her hand and presses an item into your hand. Its round, with a star in the centre and compelling symbols around the star. Around the edge are letters, possibly spelling a name, but you cannot make it out: A…R..O..T..H..A..S..T. The star glows with a feint light. “This is my amulet. It contains my Sigil of power. It connects me to…… the one from my eternal master…..from whom I….. draw my power. I have placed upon it my …….death curse…………. for the man who did this to me. This may aide you in destroying him, for he is more than……. He seems, for he is……..” She coughs and struggles to speak. You lean in even closer as its clear there is something important she needs to tell you. “De….vil….” she whispers in a voice like dry parchment. Then her head drops to one side, and you hear the rattle of the air leaving her body for the last time. You close her eyes and pray that she finds peace. Then you think you see an ethereal human shape leaving her and floating above her body. The face then comes into focus, and you see the face of an impossibly beautiful young woman, with long silken hair, looking down at you and smiling. Her smile fills you with joy and hope. Add 1 to your FORTUNE and SKILL (even if either exceeds 12). You feel blessed and tears fill your eyes. But then she is gone. You stand and walk towards the cell door. Remember to put SIGIL OF DEATH onto your adventure sheet. Turn to 41 130 You cannot find a way to open the grate and despite heaving at it, you cannot shift it. Lose 1 FORTUNE point. You have no choice but to try to sneak back out the main door. Turn to 132 131 Your blade chops the head clean from the last skeleton. It bounces along the stone floor, and cracks into pieces. The body remains standing for a moment, its arms still twitching for a few seconds. Then it collapses to the ground into a pile of dust and bones. For fighting well, gain 1 FORTUNE point. Having sent the skeletons back to their graves, you can continue. You come to another crossroads. You crouch down and examine the various paths. You fancy you can see vague footprints in the dust heading straight on, but you cannot tell how recent they are. The floor of the right tunnel is covered with dust and does not seem to have been disturbed for decades. You cannot determine anything of use from the left passage. At the crossroads are you going to turn left (turn to 103), turn right (turn to 148) or go straight on (turn to 75) 132 As you head back to the door, you hear a click, and then you see it start to open. In desperation, you hide back in the shadows. The door opens and a tall, thin, sardonic man enters. He is wearing the insignia of a Kaptain of the Guard. You recognise his face. It’s De- Villiers himself. You remain still, just backed against a wall, hoping the shadows and your dark clothes hide you. You are crouched down to make your profile as small as possible, and you lower your head so that your dark hair covers your pale face. You stare up through your hair with eyes like slits. TEST YOUR FORTUNE. If you have the SKILL OF HIDING IN SHADOWS, you can take 2 off your roll. If you pass, turn to 144. If you fail, turn to 124 133 You feel your will crumbling under the onslaught of the mind of De- Villiers. He seems to have power over your body and with horror you see your hand going to your backpack and taking out the red stone. You hold out your hand and he slowly walks forward, his face a mask of triumph, and snatches the contents from your hand. "At least" he shouts "I have them all. The keys to release the greatest power this world has known. It has taken many millennia, but I will now free Him and be His most favoured right hand. And you, boy, will serve Him for eternity. But as you tried to go against his wishes, I doubt you will find Him a kindly master". You have failed to stop the ancient power emerging, and soon it will take over all of your world, and you will be there to see all the horror and terror to come. Your promising career as a thief ends here 134 You turn left and continue down a long tunnel, but you can see some feint light at the end. You suppress the need to run towards the light as the darkness - which you were born to - is repressive in this underworld. Instead you hold your nerve and continue forward on cat like feet. Light at the end of the tunnel may mean further enemies. The tunnel starts to broaden out a bit and you find yourselves at an ornately carved archway. You walk through the archway into a large chamber. Light cascades down from above from a hidden source far above. There is a waterfall passing through it, and the walls are all carved and painted - although the paint has blistered and peeled from the walls over time, or faded into obscurity. On the other side of the chamber is a raised platform and elegant pillars rise up to the tall vaulted ceilings. At the rear of the chamber is an altar made of black basalt. The surface is old and pitted, and knife marks are clear on the surface. In the altar are channels which are stained dark - with what you aren’t certain, until you smell a metallic scent rising from the altar. You shudder. The altar is stained with blood that has turned dark over the ages. At the back of the altar is a statue of a creature made from nightmares - and you realise that this is the power that you are destined to fight. Then a figure emerges out from behind a pillar and greets you. He is tall and sardonic and welcomes you with a thin smile. You know this face all too well. Turn to 29 135 As you walk into the passageway you sense more than see that the roof of the passageway extends up like a chimney, the bricks old with age from some long lost structure. At the top you can see the vague hint of light as if there is a route out of this subterranean hell. You look up and strain your eyes to see more. Then all of a sudden you see some small black forms flying around above you, circling high up in the chimney. Then all of a sudden as one they dive and attack you. You shudder as one of them tries to land on you and bite your neck with needle like fangs. They are vampire bats, and are keen to taste your blood. You must fight them. There are 4 bats, VAMPIRE BATS FIGHTING SKILL 5 ENDURANCE 5 You must fight them all at once. If you throw a double on the bats winning attack round, then one of the bats manages to attach itself to you and drains 3 ENDURANCE in blood. If you succeed turn to 137 136 Another tunnel leads off downhill, leading into the dark. The walls of the corridor are thick stone not earth, but there are cracks in the roof of the tunnel. You hold your nerve and carry on down into the dark. Then the corridor opens up into a large cavern. You enter between two ancient pillars and look at the almost perfectly round chamber which has a dome that reaches up for fully 50 yards. Then all of a sudden you hear a deep rumbling in the earth, and the ground starts to shake. You cannot keep on your feet; such is the violence of the upheaval. You are knocked onto your back, and turn towards the noise - the corridor you enter through. With horror you see that about you the roof and sides of the tunnel are shaking and cracking and then the two stone pillars crash to the ground. Stone dust and earth streams down from the roof, which then changes to rubble, and then to boulders. The air becomes black with dust and you choke back breathes of air, taking in more dust than precious air. Then as quickly as it started, the rock falls stops. You struggle to your feet, coughing up earth dust, and blindly feel around. Panic gets hold of your heart and for a few moments you stand there still, not knowing what to do. Then you compose yourself, with a struggle, and assess where you are. Behind you, the way you came in, 20 feet back the whole of the corridor has been filled with giant boulders that will be impossible for a cave troll to move, let alone a young thief. You take time to examine the cavern. It looks like an old temple to some ancient god. But it appears that the only way in was through the carved pillars. Slowly, you realise that there is no way out and that you only have the time left that your provisions will provide. You have two options. You can ration your food and hope that someone finds you, which seems unlikely as no one knows you are here, until you finally die of starvation, or more likely, thirst. Or you can take the easy way out. You draw your knife and look at its keen edge. It is so sharp you will barely feel the cut. You must decide what you must do, but either way, your promising career as a thief ends here. 137 You stop and rest against the wall, breathing heavily, taking the time to staunch any blood flow from the bats bites, as their fangs inject an anticoagulant to keep you bleeding. If you have any guano, you can spread this on your wound, as you have heard that the soil from vampire bats will help against their bites. If you do not have any guano, then you lose 2 ENDURANCE as you cannot get the bleeding to stop. Turn to 139 138 You look down at the grate and see it has opened halfway. You stamp with the heel of your boot and it protests as you force it open. The wail is almost like that of a human baby. Eventually you force it open all the way. You crouch down and look into the darkness, once more steadying your nerves. You sit on the edge and look down. All is as quiet and as dark as a grave. You reach to the wall and find a bit of crumbled mortar and drop it down, listening intently. You hear it land scant seconds later and determine it must be more than 30 yards to the ground - or whatever is below. You prepare yourself to climb down into the pit, but then half smile as you see a glitter of metal against one of the walls. There is a ladder bolted to the side of the tunnel. You gladly climb onto it and silently descend into the darkness. The grate swings close with a rusty crash. You have no way out, and you must now carry on down into the unknown. Turn to 113 139 You continue along a corridor that descends quickly and now have the choice of whether to continue straight on or turn left. The passage straight on descends down steeply into the ground. You peer into the tunnel and cannot feel a breath of moving air, and the air smells stale. The tunnel to the right also descends deeply, but you can feel a slight flow of air, carrying the smell of decay, but also something else. Something you are familiar with but cannot quite place. Will you go straight on (turn to 104) or turn left (turn to 146) 140 You hide in the corner and you use all your training to become almost preternaturally still. You try to slow your breathing and are almost in a trance like state. It seems to work as one of the guards goes into another room, whilst the other remains at the door. The first guard emerges with some sheaves of paper. Then they both leave the way they came, and the door locks behind them. You decide you will have to see what’s beyond the iron gate. Turn to 91 141 You have a bad feeling about the right hand tunnel, and so instead decide to go left. You soon end up at another junction. You feel like you have been here before. You worry that you are getting lost and turned around in this maze and you fight down the panic that’s rising in your chest. The tunnel to the left may be new, but you are struggling to tell. The one to the right is made of stone brick, with cracked walls and ceilings, and looks familiar. But you cannot wait any longer. You must choose. Either go left, and turn to 115, or choose right and turn to 110 142 Your will is strong and you refuse to yield, thinking of the evil you have seen tonight. You shake your head and your hand moves away from your backpack and towards your sword hilt. De-Villiers mask of civility slips and his face clouds in rage. "You disobey me? You dare! I have passed eons waiting for this moment and will not be defeated. It is time for Him to rise again. If you will not give it to me, then I will take it” Then from inside his robe he draws a sable like blade and a short hooked knife of black glass. The knife is old with age but still looks razor sharp. DE-VILLIERS FIGHTING SKILL 11 ENDURANCE 9 Each time De-Villiers hits you, throw 1d6. If you throw even, then his sword hurts you and does the usual 2 ENDURANCE damage, but if it’s odd, the knife hurts you. The knife is the sacrificial blade that has been used for centuries and has an evil power - and each cut from the knife does 3 ENDURANCE damage. If you win, turn to 114. If you lose, turn to 108 143 You have only started back up the tunnel when you hear a noise from behind you. You stop and turn. You can see back in the chamber, where a whirlwind is forming around De-Villiers remains, and slowly turns into an ethereal human form of a very old man. He is wearing a shimmering unearthly robe and his long hair is intricately braided. Even from here, he seems to carry the stench of decadence, decay and evil. In his pale hand he holds a white sword seemingly made of smoke. The figure floats across in the chamber and looks at the passageway back up to the surface. It tests the air in front with its sword, but some sort of invisible field stops it. He cannot leave without a corporal body. He stares at you with glowing eyes. However, the ghostly spectre of throws back his head and laughs, a dusty and cold sound that echoes through the catacombs. “You fool; you think you could defeat me so easily. You just destroyed the corporal form that my Master granted me for this oh so important task. For too long, I have waited in the cold ground for my Master to give me the strength to bring him back to your world, His world. He returns! And the world will tremble as He wakes. I know you have the final tool I need to resurrect Him. And I will be the most esteemed of all His servants.” Turn to 150 144 De-Villiers walks into the room and surveys it. Then he says to himself “The trap was tripped, but there is no body. Someone is here”, closing the door behind him. You hear it click as he locks it. “Maybe he is below in the catacombs” and he dashes towards a dark corner, where there is a war banner hanging. He reaches around and you hear a switch “click” and he disappears behind the banner. You hear the sound of rusted metal protesting, and then steps echoing down below. Then the metal groans shut again. Turn to 149 145 Once again you arrive at a junction. You feel like you have been down the right corridor, although you could be mistaken. You bend down and check the floor, and you can see vague footprints. The imprint matches the soles of your boots, and so you are convinced that you have already been this way Therefore, you have no option but to turn left. Your torch is starting to burn low and so you decide to hurry. Turn to 79 146 You half scramble down another steeply slanted passageway and when you get to the bottom there’s a choice of turning left or right. You check both passages. The floor of the right passage is soft and sandy, and you struggle with your footing. The left passage seems much longer, but you think you can detect light at the end, but there is something about this passage that is deeply unsettling. Do you want to turn left, then turn to 134, or head right, and turn to turn to 35 147 Shortly after turning right, you find yourself at another junction. The left hand passage heads downhill, into the dark and there is dust in the air that makes you cough. The right passage seems to get smaller as it goes on, but appears shorter. You can either choose to turn right, then turn to 116, otherwise turn left and turn to 136 148 Another choice. You can either go straight on, or turn left. You examine the tunnel walls and notice the passage straight on is made of large, ill-fitting bricks and stones. The mortar has crumbled from between them with age. The left passage descends down, and has a musty smell to it, but a slight breeze that brings a whiff of tallow. If you go straight on, turn to 110, or to go left and turn to 75 149 You wait for half an hour, but De-Villiers does not re-appear. You check the door, and behind it you hear the sound of many voices. The only way out is to try to follow De-Villiers. You walk over to the war banner, and pull it to one side and walk back into the alcove. You crouch down and check the grate again. It’s still locked. You heave at it but it’s not shifting. But you can see fresh scuff marks from when De-Villiers opened it. You are sure this is the way De- Villiers went and so perhaps there is another way to open it. You rack your brain. The noise you heard was not of a key being turned in a lock, but more like a catch being released. There must be a secret lever hidden in this alcove. With renewed belief, you check. Searching around you notice there is an unevenness about the wall - one that does not appear to be from disrepair. You trace you hand along the rough uneven stones, and then sense that one of them feels slightly different. You place your knife into one of the edges. You slowly twist and the stone pivots open on a hinge. Behind the stone is a small hole that goes back into the wall. You peer in and can see only blackness, although you think you saw something move. You take a chance and place you hand and forearm into the hole and reach back. You flinched as something runs over the back of your hand. Then a second something does as well. Do you want to slowly consider probing the hole, then turn to 121, or risk quickly removing your arm, turn to 92 150 As if the devil is on your back, you run as fast as you can up the steep tunnel, breathing heavily. It is large, fully 10 yards across, and twists and turns as it heads for the surface. The climb seems to last forever in the gloom of the tunnel. But eventually the gloom starts to clear, and you fancy you can see light ahead. Sure enough, the gradient of the tunnel starts to level out and the air gets clearer. Then you are at the top. Above you is a long, tall ladder, bolted to a short, round, stone clad tunnel rising upwards like a chimney, and on top of this you can just see a metal grate. Light spills down through the gaps in the grate. The night is giving way to dawn, and you never have you been so glad to see the suns in the sky above. You start the long climb up the ladder and reach the top, breathing heavily, and try to open the grate. It is locked. Do you have the SKILL OF LOCK PICKING. If you do turn to 40 If you do not, you will have to try to burn through the metal. You remember you have some corrosives in glass vials. You take them out and remove the glass stopper. Then you reach through and pour the acid into the lock. TEST YOUR FORTUNE. If you pass, turn to 40. If you fail, click here to read on…….. 150 Continued Despite your best efforts, the lock on the grate remains. The acid seems to have little effect on the metal and just drops down and burns your arms. Lose 2 ENDURANCE points. You try to shake the grate free, but it’s useless. You realise with no way out here, you will have to try to return to the chamber and avoid De-Villiers spectral form. You climb back down the ladder and start to descend back down to the chamber. You are about halfway down when you feel a rumbling in the ground, as if many footsteps were running up the tunnel. Something is heading back up the tunnel as you walk down it. You are just realising this when you turn a corner. Ahead of you is an army of skeletons, each armed with short swords and shields. They swarm up the tunnel, some seeming to run along the sides of the walls and the ceilings. Then they are on you. You try to fight, but there are too many, and they swarm over you, their short swords stabbing and cutting. You are cut into bloody rags in moments. You were so close to escaping, but sadly your promising career as a thief has been cut short. Shadow Thief WILL Return Other gamebooks coming soon from Black Dog Gamebooks: The Hellscape Book 1: Straight to Hell Shadow Thief Book 2: Hunted Psycho Killer
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1 2 The INVISIBLE FIST Secret Ninja Techniques of Vanishing Without A Trace copyright © 1998 Ashida Kim All rights reserved. No part of the book may be reproduced in any form whatsoever without written permission of the Author and Publisher except by newspaper or magazine reviews who wish to quote brief passages in connection for review. Books may be purchased in bulk at wholesale discounts for sales promotion, fund-raising, or educational purposes. Special editions can be created to specifications. Editorial, sales and distribution, rights and permissions inquiries should be addressed to: DOJO Press P.O. Box 209 Lake Alfred, FL 33850 USA AshidaKim.com DojoPress.com ISBN 0-8065-2018-3 3 “I cannot describe to you the indescribable, but I can teach you several by no means inconsiderable arts- invisibility, flying without wings, invulnerability to sword or serpent’s fang- you know, that kind of thing. “Here then is your syllabus of study. Seeking the mysterious portal, you must first provide yourself with the wherewithal to bribe the guards and render yourself invisible that you may slip through unnoticed. That sort of thing is not mastered in a day. “Next you will have to learn to fly henceforth to the courts of Heaven, make your way to the central chamber, surprise Lord Lao at breakfast, snatch up his flask of golden elixir, slay those who will come running to rescue it, break down the walls of the sky- castle and return to Earth an immortal! A man of your determination has but to follow my course of instruction to be certain of success.” From the Nei Pien of Ko Hung, an ancient treatise on alchemy, medicine and religion 320.A.D. 4 Contents Preface 5 Introduction: Invisibility as an Art 8 The BOOK OF EARTH 13 “Grain of Sand in Eye Can Hide Mountain…” The BOOK OF WATER 31 “The Pool of the Subconscious…” The BOOK OF FIRE 44 “Fire Breathing Dragon Technique…” The BOOK OF AIR 61 “The Sword of the Mind…” The BOOK OF WOOD 76 “Power to Cloud Men’s Minds…” Collector’s History 94 DOJO Press 5 Preface Looked for, cannot be seen. Listened for, cannot be heard. Felt for, cannot be touched. The Invisible Fist gives no warning, nor can it be stopped. You cannot hide from it, nor can you escape it. Why is this so? Any decent self-defense class can teach one to draw up his courage in the face of danger, the better to execute one all-out, totally committed, do-or-die technique. This usually results in the mutually assured destruction of both combatants. To strike the opponent without being struck in return is the essence of Boxing. Some martial arts teach that a punch must be so swift and return so quickly that it is faster than the human eye can follow as a method of being considered “invisible” If the body can move faster than the eye, however, it can also react faster. The old magicians claim that the “hand is quicker than the eye” applies equally to defender and attacker. So, no matter how fast you are, no matter how many hours or years you may have spent training to react to an attack with an appropriate block, you still cannot block or hit what you cannot see. Thus, the true Invisible Fist would also be one that strikes from an unexpected angle. It gives no warning and cannot be deflected. One cannot hide from it because those who have the secret do not go around showing it off. If it is encountered, it is due to one’s own bad karma in looking for a fight with a master. Nor can one escape the wrath of the Invisible Fist, since it is brought upon oneself by bad conduct. In this way, those who would commit evil attract the very forces that will mete out appropriate justice to them. The Invisible Fist is merely one such tool. That is why, at certain periods in history, those who practiced this art were known as the Black Dragon Tong of Retribution. Not because they went around like Robin Hood, “righting wrongs and punishing evil doers,” But because they were simple humble people who were often mistaken for victims. If they could not escape, they were, and are today, quite capable of destroying any attacker in order to survive. Also being humble, knowing that the taking of a life does no one honor, they would accept no credit for such acts. They obeyed the ancient Samurai injunction to have the “power to kill and walk away” without any explanation being required long before it was instituted for that social class. This is because the followers of this Way are so inoffensive that at one time the founders thought themselves in such harmony with nature that they would limit the number of footsteps they made each day so as not to disturb the Earth with their presence. The rule is: First, do no harm; Second, never make a challenge; Third, never turn down a real challenge. Bullies, muggers, rapists and the like often have a long history of crimes, violent or otherwise. So, when a criminal is found dead, it is frequently taken for granted that some old enemy must have caught up with him and extracted some measure of revenge. For surely, only one as brutal, ruthless and deadly as the villain himself could have overcome him. This, however, is not necessarily so. What of the kind? The weak? The aged? Are they to have no defense except Force, which they are often ill inclined or unable to employ with enough skill or strength to be effective? Should they be armed, even with 6 non-violent types of weaponry, which can be taken away and used by an attacker? Making a weapon as dangerous to the user as for the victim? Or, should they simply resign themselves to being sheep, preyed upon by the more aggressive and assertive wolves, fleeced and butchered at the whim of those less worthy, who contribute nothing to the welfare of the tribe and, in fact, greatly contribute to its downfall by their inappropriate behavior? No, they need not. “What a piece of work is man…” asked Shakespeare in his classic play Hamlet. “In peace how noble and temperate, in war how terrifying…” All warfare is a matter of will. It is not the technique, the style, nor even the philosophy of the defender that determines the outcome. It is his Will that gives him the stamina to continue until the opponent is exhausted and defeated. When martial arts such as Karate, Kung Fu, and so on were first introduced to America, two claims were made about them; that anyone could overcome any attacker and could do so without physical contact. Regardless of size, age, or infirmity, one need never again fear assault, because these fighting systems made it possible to control a fight long before it began, and, if the initiative was lost due to surprise attack, take it back from even a ferocious and aggressive enemy. BUT, all required the user to stand and fight. Ninjitsu, the Invisible Fist, is the ONLY martial art that is not about fighting. It is about running away and hiding. It is about good health and longevity. It is about patience, because all true masters know that living well is the best revenge. Thus, it is by explaining the method whereby the promises made by those who would commercialize it are fulfilled. All martial arts and their philosophies agree that the greatest warrior is the one who wins without fighting. In the classic martial arts film Enter the Dragon, the late Bruce Lee illustrated this principle when he confronted a brutish bully’s challenge. He told this lout that his own style was the “art of fighting without fighting.” But, he would need more room than the small ship they were on to demonstrate it properly. He thus enticed the bully to board a small boat so they could go to a nearby island. Once the bully was in the lifeboat, Lee simply slipped the mooring line free and held him at his mercy by threatening to set him adrift in the turbulent seas. He had won without throwing a single punch. He had outwitted his opponent; fighting without fighting. In the television series Hanto Yo, about the American Cheyenne Indian tribe. The mystic-warrior, the only one who dared ride a white horse into battle, the “shirt-man” and hero and beloved of the tribe, was the most adept at leading the enemy forces deep into the forest and away from his fleeing people. He single-handedly defeated the enemy by letting them wear themselves out chasing him. Once, when he fought on the plains, an eclipse took place while he was charging alone toward an attacking tribe- an example of synchronicity, harmony with the Universe. Just as playing hide-and-seek in the forest is an example of invisibility. This “mystic” occurrence so upset and terrified the opposing tribe that the battle was never fought and the war was called off. Yet, to be such a fearsome warrior, Hanto Yo spoke always of peace and harmony among the “human beings” as the Cheyenne tribe was known to call itself. The Shaolin monks of ancient China were also known for their serenity and love of peace, even though they were trained to “fight like ten tigers.” They saw it as their duty to defend China from foreign invaders. To that end, they launched the Boxer 7 Rebellion in 1900. The members of the White Lotus Sect practiced ritualistic magic as a part of their traditional boxing art and placed such faith in their use of Iron Body Kung Fu that many believed themselves impervious even to bullets. They have long been recognized as masters of the martial arts and at the core of their study is breath control, non-violence, and self-knowledge. In fact, part of their credo reads, “When faced with imminent peril of life and limb, make no show of force. Rather, one should run away than fight.” Only when flight is no longer possible may one use Force to establish, maintain, or restore order. Even then, it is taught to “avoid rather than check; check rather than block; block rather than strike; strike rather than hurt; hurt rather than maim; maim rather than kill; kill rather than be killed. For all life is precious, nor can any be replaced.” The monks were each trained in a particular animal system of fighting depending on their body type and disposition, but all were taught meditation and the art of acting invisibly. These are the source of their great internal strength and the basis of their amazing powers. Through a series of tests and trials that were ritualized into a rite of passage into manhood they became mystic-warriors who could fight or disappear. The technique, however, was ancient long before it was incorporated into the Japanese Shinobi-ryu systems. One of the earliest known tribes of ancient China was called the Jain. They were the greatest hunters and warriors of their era and are even spoken of highly by the famous anthropologist Joseph Campbell in his works on arcane religions. They were possessed of one great secret: they knew enough to build a fire and walk through the smoke to remove the scent of man from themselves before venturing into the woods for a hunt. Upon this ritual they based an entire philosophy of invisibility. They were Brothers of the Smoke and, like many later arts, ritualized the secrets of their clan into ceremonies. This included walking on hot coals, fire eating, smoking the pipe, and such philosophical concepts as being so in harmony with Nature that no force of man could harm them. They may yet exist. As the Invisible People, who can say from whence they came of if they have ever left or even if they are still among us. What we do have of them is this system of fighting techniques divided into five elemental categories. In olden days it might take half a lifetime to master a single Shaolin system of fighting. The Invisible Fist is so simple it can be learned in a day. It is, without doubt, the single most effective self-defense form known to man. Just one of these basic techniques can make you the equal of any mugger, or even a well-trained martial artist. Now you too can be one of the few, the proud, the Ninja, masters of the Invisible Fist. 8 INTRODUCTION: Invisibility as an Art Ninjitsu, contrary to popular belief, is not a system of unarmed combat or mastery of an array of martial arts weapons. It is not about fighting at all, it is about INVISIBILITY… Every other martial art teaches that, “It is better to run away from a fight than to battle and have to injure someone.” Then they spend the next two years teaching the student how to stand and fight. Ninjitsu teaches you how to prevail over even the most ferocious foe without physical contact and simply escape, leaving him alone in frustration. When Book of the Ninja was published in 1980, it stated, “There is no magical technique to render oneself unseeable to the human eye.” The basis for this being that all the Ninja methods of vanishing in front of the enemy rely on simple principles of ordinary stage magic, rather than mystic incantations. Such techniques, however, do exist and can be learned through a series of specific exercises and tests devised by the venerable masters of the Pole Star School, circa 6000 B.C. recognized in China as the most ancient school of martial arts known to man. Furthermore, these methods are reserved only for those beyond the initiate or adept level of training. The nature of those who teach the Secret Doctrine is to deny that it exists until all other methods have been studied, exhausted, and found lacking. Only then, when the student persists in his belief that there is more magic than simple tricks and mumbo- jumbo, only when he is ready to believe, only when he wonders what it all means instead of how it is done, THEN the secret is revealed. These techniques are the basis for the Japanese Art of Invisibility known as Ninjitsu, the Silent Way. In them you will find many bits and pieces of others styles and systems. After all, there are only so many kicks, punches, throws takedowns and so on. What differentiates one style from another is little more than a matter of hard or soft presentation and a focus on a particular sort of technique, a variety of combinations, poetic or military nomenclature, and strategy. All teach essentially the same lessons and all are part of the warrior quest. All possess some part of the Great Secret of Warriorship, because there are only five elements in combat and the same principles apply to the art of vanishing. Only the intent is different. This set of techniques is but one of many. There is nothing new in magic, only new presentations of the same basic physical and chemical properties that have amused, entertained and amazed man for centuries. There are nine methods of the Black Dragon School given here. Derived from the Eight Mystic Trigrams that form the basis for the I Ching, the Chinese Book of Changes. These are divided into Five Elements, which is the foundation of Chinese medicine from 9 antiquity to the present. The dragon represents mystical power. The adjunctive black indicates that it is a hidden, closed, or concealed system. There are others who have pursued and employed the techniques of invisibility. The Rosicrucians, the followers of Gnosticism, the Kahuna, wizards, witches, and shamen throughout the ages have sought this mystical ability. Some vanish by rearranging the physical structure of their corporeal being so that light may pass unhindered through them. Thus, they become invisible. Some disassemble themselves in an instant and reform elsewhere, safely out of harm’s way. Then there are those who bend the very rays of light itself around themselves to form a shimmering cloud of obscurity that hides them from view. Finally, there are those with the power to place the idea of invisibility into the mind of the observer so that he refuses to see that which is clearly before his eyes. This is the Dragon Method of “clouding men’s minds,’ and one means whereby practical invisibility may be achieved. To that end, here are assembled the various techniques used by the Black Dragon Ninja for making an attacker blink, hesitate, flinch, turn away, or otherwise distract him from he who wishes to become in invisible; including methods that temporarily or permanently blind an opponent. Absent are the various tricks of remaining invisible, like hiding, and the methods of striking from ambush, which is a way of winning any conflict in a single devastating blow. These are considerations to be taken into account once invisibility has been achieved and are dealt with in other publications. The concern of this text is the ability to disappear. The Art of Invisibility is divided into Five Elements: camouflage, concealment, cover, appearing, and vanishing. These equate quite nicely with the traditional Five Elements of Chinese medicine and philosophy, on which many martial arts are also based. It is a simple and effective method of categorizing a variety of techniques into easily defined groups so they can be remembered. This also allows for the inclusion of new techniques as they are developed or discovered. Thus, the system remains consistent and traditional, yet still dynamic and evolving. This method also makes it possible to compare systems that may, at first, seem widely disparate. The Five Elements can be mnemonically recalled at any time by using the fingers. Earth is the little or pinky finger Water is the ring or third finger Fire is the middle finger Air is the index finger Wood is represented by the thumb. Each represents a state of matter- solid, liquid, gaseous; and a type of energy- linear, circular, or spiral. Thus, even though such primitive systems are usually discredited by modern scientists as being merely examples of allegorical reasoning, such classification to illustrate the interaction of physical and chemical properties altogether avoids the issue of whether matter and energy are two dissimilar states of being or are interchangeable. A question that has plagued modern scientific minds for decades. To the ancients, such a question was meaningless. It was not important whether matter can be created or energy destroyed. What is important is how things interact. Nor 10 were the ancients prone, as is so often the case in recorded history, to try to discover how things worked by dissecting them. Instead, they merely observed and noted cause and effect, and developed what today are called hypothetical constructs that could be tested and validated like modern laboratory experiments. The old ones called these “patterns,” and had no need for vast, complicated texts to explain them. They had only a few simple “laws” that covered them all. In keeping with the Five Element symbolism, this text is divided into five sections. This is the traditional way of presenting such material, on a scroll or scrolls, sometimes known as tori-maki, meaning “sacred writings.” Miyamoto Musashi used this device in his famous text on feudal Japanese swordsmanship The Book of Five Rings. In the Hai Lung Ryu (Black Dragon School) there are many such arcane manuscripts, usually categorized by the element they are said to represent. Each of the Five Elements interacts with the others, just as their symbolic names imply, and so represent the endless cycle of growth, change, and rebirth. Each also represents what modern scientists would call a state of matter. For ages it was believed that matter existed in one of three states and that matter and energy could not be created or destroyed. This may well be true, but, what does it tell us about how these states interact? The old Ninja Five Element Formula explains it all and includes even more than had been previously “discovered,” such as the plasma energy level. Earth is the most solid form of matter. It has weight and occupies space. Water is the liquid state of matter. The particles are not so tightly packed nor bound together in a shape. Air is the next most gaseous type of matter in which the particles are even more widely dispersed. Fire represents the plasma state of matter, a level of transition between what are called matter and energy only recently discovered by atomic science. Wood describes the three types of motion, linear, circular and spiral, in which these particles and their manifestations may engage; electromagnetic vibratory force acting in a circular motion about a linear axis. This is the Force. So, everything is covered. From matter to non-matter and all degrees of vibratory existence and excitement in between, which determine the level of perception upon which they exist. We who have studied and practice these arts have no fear they will be learned by anyone with criminal intent or deviant moral fiber. Such persons do not have the patience to advance slowly, step by step, through the long process of study and may even attempt advanced techniques without proper preparation or precaution, leading only to their demise. One cannot learn how to be a “fire-breathing dragon” without first learning how to breathe properly. And all war, indeed all life, is a matter of breath control. This course of study is arranged in logical order for self-instruction. Each lesson is a building block for the next. We have found that when one studies in this manner, one advances at his own rate and level of interest and must actively participate in the course. When one undertakes such an inner journey, one often returns “changed”- not in the sense that he is possessed of some new magical power, but rather that his level of spirituality and understanding have been raised and he has gained a new appreciation of life; and others will perceive this in your new demeanor. Invisibility is a power man has strived for throughout the ages. Like flying, levitation, precognition, telepathy, healing and speaking with those who have passed on, 11 it has fascinated and intrigued the great minds of sages, alchemists, and yogis as an expression of the ability to become so still you can see the workings of the universe and defend oneself through non-violence. After all, it takes two to make a fight. If only one is present, then he must eventually see that all anger is directed at the Self alone, by the Self alone. Frustration at the acts of others is a manifestation of ego, a projecting of one’s own faults onto others. Likewise, all wounds are ultimately self-inflicted. No one can see the future accurately. Only general trends, reflected by the Heavens or the seasons, give any real semblance of precognition. So, to anticipate the outcome of any future event is necessarily to build up an expectation that is unattainable. Regardless of whether we expect doom or gloom or roses or rainbows, the actual outcome of any event is never exactly as we had hoped or feared. Thus, humankind has for eons set itself up for endless disappointment and frustration. Expect nothing! Judge nothing! Each morning, like a scholar at his first class, prepare a blank mind upon which the day may write. With this single act you can change the world. Or, at least your perception of it. Most psychologists would agree that the perception of reality, either as a glorious world full of hope and opportunity or a dark and sinister place where virtue is often crushed by greed, is largely a matter of perspective, and have devised some clever tests to illustrate to their patients the fallacy of their thinking. One example being, “Is the glass half full or half empty?” The pessimist sees the glass half empty, perceiving only what has been lost or consumed. The optimist sees the glass half full, observing what remains. The correct answer for a sage, or a Ninja, would be that the glass is too big for the amount of water it is intended to contain. Not a “smart-aleck” answer at all, although it might be seen as such by a researcher “expecting’ one of the two answers he provided. Instead, what it illustrates is that the patient is capable of thinking, of reasoning, of seeing more than just two outcomes. Such is the purpose of such Buddhist koans- to make the student think! So, modern psychiatry has not invented anything new with this “test,” and, in fact, as given in the above example, is not even aware of how to use the technique properly. How much easier must it be then, for a martial art to lose sight of its past, its objectives, even its principles, if it remains only static, unchanging and limited. Ninjitsu is translated from the Japanese to mean, “the Silent Way.” This is because those who practice it do not go about bragging of it to others, or even trying to share it with them, until such time as they themselves may ask. The Invisible Fist is not a “secret society.” It is, however, a society with secrets. Keep that thought before you as you study these techniques. Many of which are revealed here for the first time. Some are used by stage magicians even today. Others have strategic and tactical considerations. Some are pure fantasy. That is also part of what must be learned- that the historical martial trilogy of mind, body and spirit, like so many other things in the world, are merely symbols, code words for simple basic, ideas, crammed and distorted by the classical mess of rigid “traditionalism” that restricts normal growth and evolution. Mind is memory, spirit is imagination, and body is touch; the test of Reality created by mind and spirit. Hallucinations can be seen, but not touched. Voices can be heard, but not touched. Tangible, repeatable, empirical experimental evidence is the only test of Reality on this Plane of Existence. 12 Remember that the human being is possessed of an automatic defense mechanism known clinically as the “fight-or-flight” adrenalin response. This is also seen in Nature and is a well documented fact. At this moment, we shall begin to associate this physio- chemical phenomenon that endows the body with tremendous strength, heightened awareness and lightning reflexes, toward the task of becoming invisible. In so doing, we assume responsibility for our actions and conscious control of the defensive aspect of this response and so we can program it with a type of behavior that has been proven through the centuries to be highly effective. The “adrenal pump” is activated by fear. And, when one experiments with fear one must be prepared for the consequences. The “dark side” of the Self is always ready to engulf those who would use such power for personal gain or self- aggrandizement. But, it is only by making the inner journey, bathing in the pool of the subconscious and gazing into the mirrored, reflected image of the “dark self” or shadow” that true understanding is possible. Therefore, do not step lightly upon the Moonlit Path of the Silent Way, for it will change your life. It is a road to self-knowledge and through that, knowledge of others. It is an inner Vision Quest, a puzzle wrapped in a mystery, surrounded by an enigma or our own creation. But, it can be done; and, is well worth the effort. 13 The Book of EARTH “Grain of sand in eye can hide mountain…” -Sidney Toler as Charlie Chan, 1937 The first duty of any martial art worth its salt is to provide its students with an adequate means of self-defense. Most schools spend years helping students develop the skills and moral outlook necessary for real competence in fighting. We begin, however, with a simple and effective technique that can be used by anyone, with no practice whatsoever. Probably the most ancient technique for disabling an enemy is blinding him, temporarily or permanently. Perhaps the tactic that best serves to illustrate this point is the art of throwing dirt in the eyes of an opponent. In motion pictures this is sometimes done by the villain and is considered to be an unfair or dirty trick- but, what is more unfair than being beaten to death? In fact this method probably developed when a smaller combatant was thrown to the ground by a larger one and found his hands full of earth as a natural course of events. In his rage and frustration, hurling this virtually weightless substance at an on rushing foe might well have been a reflex or an act of desperation, unlikely to have any effect. Still, who can deflect a handful of sand? At the very least, the attacker will blink instinctively and therefore provide an opportunity for the defender to escape. This is where the Art of Invisibility begins. Far from being futile, such a defense is the single most effective non-violent method or disappearing ever devised. Depending on the composition of the powder or dust used to blind an attacker, injury may range anywhere from momentary discomfort to permanent blindness. 14 BLACK EGGS The ancient Ninja of the Black Dragon School carried their blinding powders in specially constructed containers ready for instant use. These were called Hai Lan, or “black eggs.” They were made by poking a small hole in both ends of an egg and then blowing into the shell so that the contents are forced out the other end. In this way the raw egg could be extracted without breaking the shell. The egg would then be very fragile, so one had to be careful. With a razor or sharp knife open one of the blowholes a bit more widely and plug the hole at the other end with a small bit of wax. Let the shell dry completely. Fill the eggshell with your secret blinding formula. Each ryu (school) had its own formula. This may be the ash of a particular type of tree indigenous to the tribal area of the clan, finely ground bone chips, salt, dry bleach, beach sand, or any similar material. Exotic compounds included certain weeds and alkaloid plants that produce a sparkling effect when reacting with the water from tears. Various peppers can produce blindness; even the metal filings from a sharpened sword could be included to scratch the cornea and thereby inflict more permanent damage. Seal the eggshell with homemade glue or wax. The Ninja of old had several formulae for this, but today commercially available adhesives are more than adequate. Once dry, the eggshell becomes a perfect container for a handful of dust and is easily hidden in the hand. It is too fragile to carry in a pocket, but, because of this fragility it will easily spill its contents just when needed. The Hai Lan can be hardened somewhat by painting it with several thick coats of lacquer or black paint. A little bit of experimentation will determine how much is needed. You are now armed with one of the most ancient and secret of all Ninja weapons- the Black Egg. SHADOW DUST At this juncture a special word should be said about the practice of “hiding in the shadows.” While this may seem to belong properly to the category of camouflage, it is also part of the manufacture of Black Eggs or Ninja Dust Bombs. The Ninja discovered that the lighter the material that composed the contents of these eggs, the longer it was likely to hang in the air and be an effective barrier to vision. Some experimentation proved that ashes and dust were the two best substances to make a simple powder for this purpose. Being frugal and not wishing to waste anything, the humble Ninja did not throw away the ashes from his fire, anymore than he discarded the contents of the egg. He ate that egg to give him strength and turned the shell into a weapon filled with those ashes. Likewise, in his housecleaning, scuttling about his dwelling, or busily sweeping as a servant to some lord, the Ninja was also collecting ammunition for his blinding powder devices. Since dust was often found in corners, 15 under stairs, and above doorways, one engaged in cleaning would naturally become familiar with those places and so be better able to conceal himself in their shadows, should the need arise. Also, when watching an enemy in preparation for an ambush, collecting sand, sifting dust or sand between the fingers serves to calm the mind by giving the hands something to do. Thus, hiding in the shadows is more than just a technique of Inpo (the art of stealing in or hiding). It is also a meditation on stillness and silence and part of the practice for later skills that involve collecting and cultivating Qi, the vital life-force of the universe that surrounds and pervades all things. THE CLOUD OF DUST Two methods of delivering the Ninja Dust Bomb against an opponent present themselves automatically. One is to crush the egg in the hand and throw the contents into the enemy’s face using any one of a great variety of flinging techniques, many of which are seen in Shuriken-Jitsu, named for the spikes and star shaped multi-pointed throwing blades for which the Ninja are famous. Range is, of course, limited. Owing to the lightness of the tiny particulate matter and missiles involved. The practice method for this technique is to throw a dry washcloth at a head sized target or partner. This will fly about as well and as far as a handful of dust, and so provides good training and evaluation for the student without making a dusty or cloudy mess. The third method is the basis for the myth that Ninja had grenades that exploded on impact and created a cloud of smoke in which they could vanish. Given the crude gunpowder of the era and the natural aversion to carrying something that might blow up in your pocket should you fall on it, the Ninja practiced throwing the dust bombs against the ceiling so that powder would rain down forming a curtain behind which they might disappear. To the untrained eye this has the same effect of throwing something on the floor and having it explode upward. Any ancient exploding devices to create smoke were necessarily detonated by primitive fuses rather than impact. Like many things that first seem amazing, when the explanation is known, they are quite simple. That is what makes it “magic.” The WITCH DOCTOR METHOD This technique, Blowing Powder in the Enemy’s Face, was used with great efficacy in the motion picture The Serpent and the Rainbow (1979). The subject dealt with Haitian voodoo and was based on the true adventure of a modern scientist researching the subject. The dust used by the Haitian witch doctors to subdue and paralyze their victims was a hallucinogenic mixed with a small amount of puffer fish poison that conducted the psychedelic directly through the skin of the victim. Hold the powder filled eggshell concealed in the hollow of your hand. Move into effective range, established by a little practice beforehand. Or, let the enemy come within range as he advances aggressively. Crush the eggshell in your palm. The noise will attract the enemy’s attention, it is one that is recognizable but unusual in combat. Thus, he 16 hesitates to see where the sound came from. Watch his eyes. When he blinks or looks at your hand, he has lost the battle. Immediately turn the palm up in the manner of a magician showing you a treasure he has just produced. In the voodoo method the “assassin” would walk right up to the victim, smiling all the way- then “Poof!” After preparing for this moment by taking a lungful of air and tightening your belly to charge, blow the dust off your open hand with a single forceful blast of wind as when blowing out a stubborn candle. Aim for the eyes, intending the particles to elicit the involuntary blinking response of the human eye. This requires only two-hundredths of a second and cannot be stopped without years of practice in staring. Thus, you temporarily blind the opponent and so become invisible. His blindness will last from five to forty-five seconds, depending on the magic powder formula used. In that amount of time, most people can pick up a weapon and beat the enemy senseless, or run away and get help. 17 SINGLE HAND TOSS Magicians and illusionists enhance the effect of blinding powders and make them less fearsome by using glitter dust. Symbolically it is the same thing. You “catch the eye” of the audience or attacker and distract them from the real action, enabling the performer to vanish some object or volunteer. This is the same sparkling, shredded bits of aluminum foil that most children in kindergarten learn to glue onto cardboard, paper and each other. It makes a dazzling display. These require no preparation after being purchased. The tops of the little plastic tubes come off easily, enabling the user to scatter the spray of metallic color and reflection by simply tossing it upward. Being heavier than dust or ash, the particles will fall more quickly. Therefore the hiding place to which you will flee, having been selected before trying this ploy, must be close at hand. The Single Hand Toss is the most basic way of delivering the Ninja Dust Bomb, glitter dust, or any similar powder weapon, as well as coins, sand, or a bowl of hot soup. Drop the leading hand, the one nearest the target, to waist level holding the broken eggshell in a loose fist to conceal it from the enemy. 18 Quickly toss the dust upward, opening your loose fist to spray the powder into the face of the adversary. Again, a little practice goes a long way. You can also toss the dust between you and the adversary to form a temporary screen that will hide you from view long enough to duck away out of sight. Alternatively, toss the eggshell hard up against he ceiling to make him look up at the noise and be showered with dust. Some ancient wizards added to the confusion of such a display by leaving behind a talisman, magic sign, mouse, frog or bird. The victim of this trick would then unconsciously associate the living creature with the magician and mistakenly assume that the sorcerer had turned himself into the animal. Furthermore, the familiar, pet or beast attracts the attention of the victim, drawing him away from you. This is the basis for the legend that vampires could turn into bats, that illusionists can transform into tigers, and that Ninja could likewise “morph” into some other life form. THE GLITTER MAGICAL WORK Today the simplest way of applying the old sand-in-the-eye trick is to fill a small plastic bag with flour and loosely seal it with a bit of tape. The bag can be opened by lifting the flap and dumping the contents through the hole, by ripping it in half to create a large display in a single motion, or by cutting into the plastic with a finger or thumbnail and tearing a hole through which the powder may be dispersed. Another method of throwing a handful of sand, dust, or rocks into the face of the enemy is to toss the ruptured bag upward with both hands, as if scooping out water from a bucket. 19 SAND-IN-THE-EYES METHOD In many emergency situations a handful of sand may be obtained by suddenly crouching down, as if fearful of being struck, and grabbing a handful in each fist. After very little practice, you can launch the tiny missiles toward the enemy as you regain a vertical base, either by using both hands at once, one hand at a time, or by cupping the hands together. All are equally effective in delivering the weapon and making the enemy look away so you can escape. 20 21 THROWING TECHNIQUES The method of practicing these techniques is to throw the powder forcefully onto a wall or sheet so that the various splatter patterns can be seen and the most effective throwing method chosen. With a minimal amount of effort even the meek and mild can overcome the high and mighty. It should be noted that a good deal of attention has been placed on the art of Shuriken-Jitsu (throwing stars or darts) with much emphasis on the implements themselves- how many points the have, how sharp they are, how much penetration they achieve, and so on. The masters of the true art, however, will tell you that the real secret of throwing is to be accurate. If the proper method of throwing is learned even a penny can be as deadly as an arrow. One should use the Tonki (shuriken) starts, knives or spikes to practice throwing accurately. Then anything can be a weapon. Another method of projecting powder into the eyes of an enemy at slightly greater distance is by means of the squeeze bottle. This can be constructed easily by emptying any of the soft plastic containers available on the market today, drying out the inside and refilling it with a finely ground powder, such as talc. The aperture, or nozzle, must be of sufficient width to permit passage of the particles when pressure is directed against eh sides of the container. Furthermore, some sort of loose fitting or easily removed cap must be in place to prevent accidental spillage. Something as simple as a small bit of wax placed over the end can be adequate. The wax will be blown off when the bottle is squeezed. The Squeeze Bottle, like the Poison Water Gun, increases the effective range of the weapon. It is customary to paint such devices black so they blend into uniform, or flesh tone so they are not easily visible in the hand before use. THE SQUEEZE BOTTLE METHOD Here the stream of powder is clearly seen and the effectiveness of this non-violent weapon is clearly demonstrated. Virtually no movement is required to initiate this attack. Multiple dispersals can be employed, each of lesser volume and pressure as the contents are depleted. 22 The best place to carry such a contraption is on the wrist or forearm for easy access. One of the reasons who many of the Ninja wore gauntlets was to conceal such devices. This permits ready access without the necessity of delving into pockets that might alert an opponent. Another alternative is to attach a short string or cord to the bottle so that it can hang from the wrist or waist, ready to be captured by the palm for instant use as the contents are expelled in a single motion. Of course, this requires slightly more practice than some of the other methods. BLACK NINJA METHOD At the time of this writing there is a professional wrestler known as Kendo Nagasaki, the “Black Ninja.” The author has often seen him perform. He uses a trick known as the Earth Method Dragon Breath to propel a dry, blinding powder into his opponent’s face. At the crucial moment in his bouts, he emits from his mouth a green powdery mist. Opponents struck in the face with this weapon immediately clutch their eyes and writhe on the mat in agony. While we have no way of knowing for certain if this gentleman performs this feat as it is done in the Koga Ryu system, this is, nonetheless, one such method of dispersing a dry powder from the mouth. Since bamboo is plentiful in Japan anD China, it was only a matter of time before someone got the idea of using a pipe stem to propel darts and powders at the enemy. A small joint of bamboo, filled with powder and capped with wax on both ends, can easily be hidden in the mouth and used as indicated. The reason it is called Earth Method of the Dragon Breath technique is because dry powder and sand are of the Earth. They are the natural weapons the Ninja is given by the Earth. There are many methods of tossing, throwing, or propelling such missiles. Blowing them out of a tube is properly a function of the Wind (Air), one of the Five Elements. The Dragon Breath Technique is therefore classified as an Air Method. But, one can also spit water, as will be seen in the next section, or dry powder if one but knows how. Some Ninja ryu carried tiny blowguns like this with poisoned darts that could be spewed at an enemy if he was foolish enough to try and pull down the Ninja’s mask to see his face. 23 KASUMI no JITSU Suppose, however, that you are caught without your secret weapon? How will you vanish then? Not to worry- the Ninja have a technique for that unfortunate eventuation of circumstance as well. It is called Kasumi, the mist or fog. Given here is the Earth Method for using it. Stand at Parade Rest or Ready Stance, squarely facing the aggressor with hands clasped in back or front and the knees slightly bent. In Kuji Kiri, the finger-knitting positions of Ninja meditation, the eighth position is one in which all the fingers are extended wide to symbolize “control of the elements of Nature,” a signal to others in the clan of awareness of the Five Elements. In a moment you will signal this, unarmed, to the aggressor in such a way that he cannot mistake the message. As he steps forward to grab you, deflect his arm by raising both of your arms upward from the shoulder, bending the knees to lower the hips and head defensively and aim the backs of your wrists at his face. Through depth perception, his eyes will see the ends of your arms and judge the danger presented as they come into range. They will seem quite far away, so most people will react slowly to the threat. Flick the fingertips of both hands upward into his face to make him blink by touching his eyelashes. Again, this elicits an involuntary blink response. Of course, that would be an ideal application. Barring that, any proximity of the fingertips to within two inches of his eyes is sufficient to cause the blink response. What he would see, if his eyes were open, would be both palms and outstretched fingers in his face; and that would be all. You would thus be hidden behind you open palms. Such that he cannot see you have ducked down and bent your knees. 24 With your right leg, Cross Step in front and step behind the opponent by pivoting on the right heel, striking him in the chest or throat with your forearm while passing beneath his outstretched arm. This jars his chest and phrenic nerve in the neck that operates the diaphragm. This injury causes it to slow down so he cannot breathe. Swing behind him with your left leg and wrap your left arm around his throat to choke him. Hold his head while you press your fist against the base of his skull. Hold your right bicep in your left hand to form a Figure-4 Lock around his neck. This is a secure hold from Greco-Roman Wrestling. The pressure produces temporary blindness through trauma to the primary cerebral cortex of the brain, which controls all vision. Cut off the blood supply and darkness envelops the victim. After pressure is released, impaired vision will last as long as the pressure was applied to produce the effect. This is also the position for applying the Japanese Sleeperhold, performed by using your right palm to push the enemy’s head forward so that his throat is pressed into the “V” of your left elbow, cutting off the flow of blood to the head by constricting the carotid arteries on both sides of his neck. When the enemy passes out, you have become invisible. 25 This vanishing technique is the first to be learned because Earth is the first of the Five Elements. It may be used with any of the blinding methods or striking methods given or yet to come. It is a Wood technique that employs spiral action. There are three types of motion: linear, circular, and spiral. The last being a combination of the first two. Among the Five Elements, Earth is a linear or Yang element as is Fire. Water and Air are circular. The epitome of all techniques- for both linear and circular have their applications- is a combination of the two. The linear part of the technique is the Hand Flash in the face. Lift straight up, arms and fingers straight. The circular part is the Cross Step behind the opponent. Wood is used to symbolize spiral motion because it represents circular motion around a linear axis, the very pattern of the Universe itself. It is useful to combine this Kasumi trick from Judo with a loudly shouted command to startle the opponent and make it easier to flick your fingers in his face. In martial arts, this is called a Kiai, or spirit shout. It also tightens the belly to stir courage. Development of this technique is a product of meditation and is the test at the end of each book. KINDLING THE INNER FIRE Let’s say you have managed to “disappear.” What will you do now? Well, usually you must hide. That requires patience. So, the Ninja developed the Exercise of Stillness, how to sit and breathe quietly while waiting for pursuit to end. To pass the time, they practiced Kuji Kiri, the Japanese version of Qi Gong or breathing exercises, to calm the mind and heal the body. The Body is the vessel that holds the spirit. That is why it represents the Earth Element. The Breath is the spirit. Many cultures believe that an infant is not alive until it takes its first breath. At that time, it is believed, the spirit enters the body, bringing with it all the knowledge required to exist in an Air environment instead of a water filled one. The Mind is the will, that binds them together. Before one can learn to be a “fire-breathing dragon” one must first earn about Fire and Breathing. To accomplish this, the ancients have provided a series of exercises that act both on the conscious and the subconscious levels. They must be learned in the proper sequence given on the fingers, each level building on the one below it. Do not leap ahead, lest injury result. The fist step is to draw air into the vessel, then to extract from it the essence required to sustain the body. Just as the digestive system extracts nutrients from food, the lungs extract oxygen from the air. The Greeks called the vital life-force pneuma. The Hindus refer to it as prana. The Chinese call it qi, the Japanese ki. By whatever name, it is not only the molecules of nitrogen, hydrogen, and oxygen that make up our air, but also the electrical potential that holds the atoms together. 26 When gases change from oxygen to carbon dioxide, a finite amount of energy is released, evident and observable. Accept for a moment the principle of modern physics that energy cannot be destroyed. If so, then the energy released by oxygen being extracted from the air had to “go” somewhere. It is found in the charkas or energy wheels of the body, playing on the surface of the skin in the acupuncture meridians and the aura. It is the force of Life. It is exactly this same type of chemical reaction that releases energy to muscles to make fibers contract and the body move. On a molecular level, adenosine diphosphate is transformed into adenosine triphosphate to power the muscles. This is a medical phenomenon known as the Kreb’s Cycle. So, the goal of this first exercise is to extract from the air both the gases needed to maintain life and the Qi (“key” or “chee”) the Force that is everywhere, filling, penetrating and surrounding all things. In the martial arts this energy is used to harden the body and make it invulnerable to spear, sword, arrow, serpent’s fang or tiger’s claw. Any cultivation of the life-force is called meditation. KUJI KIRI Sit in the Half Lotus Posture, or Adept’s Pose. The right leg is folded beneath the body to sit on the heel. The left leg is folded with the left foot resting on the right thigh. Touching the middle fingertips to the thumbs connects the psychic channels in the arms and prevents energy leaking out of the palms. This is the first of the mudra, or finger- knitting positions of Kuji Kiri. Inhale slowly and deeply through the nose, filling the lungs from bottom to top, like pouring water into a glass. This is the first breathing exercise of Kuji Kiri. It is called Deep Breathing. Most people only use the upper third of their lungs for respiration. 27 Draw the air deep into the Tan T’ien, the One Point two inches below the navel, the center of gravity and balance of the physical body, the Golden Stove in Chinese medicine and Ninja Alchemy. This is called “kindling the fire.” Note that the lower belly expands as you breathe in and contracts as you breathe out. This is the same lower belly we have said many times should be tightened just as one charges the enemy in combat. Symbolically, the Golden Stove will “cook” the Juice of Jade, described in the Book of Water, until the “steam’ rises to the Mysterious Chamber of the head to enlighten the Mind. Exhale slowly and completely through the mouth by gently compressing the lower belly, expelling all impurities and negative emotions from the body. This is the first relaxation exercise. It is called “sighing,” a natural stress-relieving technique instinctively known to all. The first form to be studied is called Natural Breathing. Most people breathe with their lungs, usually with the upper chest alone. To do so is to limit the amount of lung area available for oxygen exchange. The ancients have taught us to “breathe with the belly.” Inhale slowly and deeply letting the lower abdomen, below the belt, expand as if filling with air. This opens the lower lobes of the lungs so more oxygen can permeate the blood. Then let the belly deflate as the exhalation is made. One should repeat this for at least twenty minutes at the beginning and end of each meditation session. For the beginner, however, three or four repetitions are enough to start with lest you hyperventilate. This exercise will calm the mind, heal the body and improve the digestion. It is sometimes helpful to visualize clean, pure air coming into the body and impurities or negative emotions being gently expelled. Listen to the sound of your respiration and gradually make it slow, soft and silent so it cannot be heard, even by yourself. Then you can hide effectively. You might want to mentally or verbally repeat some positive affirmation. A short phrase, such as “in comes the good air, out goes the bad air,” can be very effective. At the conclusion of each session you will be relaxed and refreshed. What has all this to do with becoming or staying invisible you may ask? Suppose you are confronted by a bully who takes hold of your shirt to prevent your escape and you haven’t had time to steal your Black Egg from its secret pocket. Not to worry- you are now armed with Qi, what martial artists call inner strength. 28 For them, and now for you, Qi is drawn into the Tan T’ien, below the belt, compressed and directed to the fist, forging it into a deadly weapon. Or, it is channeled to some other part of the body to make it impervious to injury or heal a wound. Or, in the case of the Ninja Fire Breathing Dragon Technique, it is used to propel a fireball at a target. This is the first step in developing that technique. It cannot be omitted. THE USES OF FEAR When one is frightened, the rate of respiration changes, contributing to and caused by fear. Natural Breathing calms this anxiety and that alone is reason enough to practice it. Now, however, we shall apply it to he art of self-defense. As fear grows you feel the “bottom drop out of your stomach,” because your adrenal glands have been activated by the “flight-or-fight” response; another involuntary reflex common to all human beings. When this happens, take a deep breath. Draw air deep into the belly, filling and expanding it in the same manner as meditating. This will calm the adrenal effect and give you control over your reaction, enabling you to perceive the situation clearly and react spontaneously. Exhale about ten percent and tighten the belly. This helps prevent injury and screws up the courage. The Samurai had a saying, “When afraid, tighten the belly and charge!” Look the attacker “dead in the eyes” by focusing on his forehead. This is a very subtle trick used by magicians and hypnotists. It makes the subject feel inferior and can be used to intimidate those of lesser will. Fix his attention on your eyes as you inhale. This is a psychological response to his challenge. By engaging his vision you accept and signal to him with your body language that you are preparing to fight. This will make him hesitate. It may even make him release you and give up the battle, preventing further escalation of violence. If this fails, as you finish inhaling and tightening the lower belly, blow out forcefully into the face of the attacker. Don’t try to “blow out all the candles” in one breath and empty yourself. Save some air with which to strike a blow or run away. Even a short blast of air will make him blink and provide an opportunity to escape. PRACTICING BREATH CONTROL BLOWING OUT A CANDLE Here is a practice method for developing this technique. Stand poised in a firm Horse Stance at arm’s length from a lit candle. Concentrate on the flame as you breathe in. Without moving closer, practice blowing out the candle by exhaling short puffs of air from the belly. Correct your aim by blowing a steady stream of air and watching for the flame to flicker. 29 This is a test of Qi Gong, breath control. When you can put out the candle with a single puff at arm’s length you will have learned the technique. There is no way the enemy can block it or prevent himself from blinking. At that instant, MOVE! Decide whether to jerk away from his grasp or seize him in a painful wristlock while inhaling, but don’t be indecisive-it can be fatal. Advanced practice for this technique is to put the candle at eye level. Begin by blowing gently until you can see the effects of your breath on the flame. You should be able to make it move back and forth as you inhale and exhale from about three feet away. When you can do that, bend it toward you and away by will alone. Do this for a while, then blow it out in a single puff. Gradually move farther back until you can snuff it out from about three feet away. Blowing out a candle at eye level is quite different from blowing down onto a table. Do not strain. Do not sputter. Do not try to go beyond arm’s length. The technique can be done from greater distances, but then one tends to whistle or spit unintentionally. STONE DRAGON TECHNIQUE A Shaolin teaching declares, “The Earth Dragon is made of stone. Rooted to the ground it cannot be moved.” Stone Dragon techniques include linear punches and kicks, takedowns, breakdowns, and throws to get the enemy on the ground where he can be finished with mat-work techniques. Anatomy, the understanding of the body, the earthy manifestation of the spirit, is learned, just like the vital and fatal points, as demonstrated by the fist-to-the-base-of-the-skull technique, which can also be used to heal. Stone Dragon is only a small part or the Ninja Iron Body system that enables the user to endure hardship and withstand pain. 30 The classic Dragon’s Head Fist in some styles of Kung Fu is known in Ninjitsu as the Shoulder Punch, in which the fingers are curled into the palm and the thumb folded over to lock them into place. This hardens the fist and exposes the two foremost knuckles of the index and middle fingers as the striking surface. PUNCHING OUT A CANDLE The fist is “loaded” palm uppermost on the hip. Place the candle at the level of the solar plexus. Stand in a firm Horse Stance. Extend the other hand edge up as shown, or palm forward to simulate an attempt to ward off an attacker. This is to establish the range that enables the Ninja to find and strike his opponent even in total darkness by using the sense of touch. The target is the Xyphoid Process at the tip of the Sternum. If this is struck with as little as eight pounds of pressure, the diaphragm will cease pumping and the victim will fall to the floor. No permanent injury will result unless he is struck harder. You may never strike an attacker like this, but you do need to develop hand speed and concentration for some of the later techniques. Throw the punch from the hip, twisting the fist over at the last second to “snap” the punch, stopping just short of the candle flame. The aim is to use air compressed in front of the fist to snuff out the flame without it actually being struck. When you can “punch out” a candle in this manner, you can knock out the average man with one punch. The left arm is snapped back to the left hip as the fist strikes to counter-balance the movement and add to its impact. Note that this is a linear or straight punch. Compare it to the circular Hidden Fist technique given in the Book of Water. 31 The Book of WATER “The Water Dragon resides in the Pool of the Subconscious Mind.” Old Shaolin Teaching The weapons of the Water Dragon are poison spray like that used in the Ninja Poison Water Gun. This is constructed of two interlocking tubes that, when compressed, act like a large syringe to eject a stream of toxic liquid toward an attacker. There is also the more modern liquid tear gas, as well as self-defense sprays like a water pistol filled with ammonia to drive off dogs or muggers. Another weapon of the Water category is Breath Control as demonstrated by the ability to remain submerged for long periods of time underwater. Finally, there is the understanding of the Five Emotions and Five Desires. This is the level of the subconscious mind where a near dream-like state may be induced through auto- suggestion to produce positive long lasting psychological results in a short period of time. SPIT IN THE EYE With all the previous discussion about the Tan T’ien and expelling puffs of air from the lungs, one might wonder why not proceed with the next logical step of spitting in the eye of the enemy as a method of temporarily blinding him so you can escape? This has long been regarded as a heroic if somewhat futile gesture in the face of certain doom. It would seem to be more of an insult or an act of defiance than an attack. It may be that this was how the act was first intended. But, if performed at the right time and followed by one of the Vanishing Steps, it is clearly useful as a means of attaining invisibility. Spitting, therefore, is an example of a vanishing technique representing the Water Element. Like the previous element Earth, it is known as the Water Method Dragon Breath. Once aware of this technique the wise martial artist is never unarmed. One Kung Fu expert bragged in a recently published martial arts magazine article that he could spit accurately up to ten feet. Accuracy is key. 32 It is not called “in-the-eye” for nothing. The eye is the best target. In fact, it is the only target sufficiently vulnerable to a drop of water to be worthy of mention. There are various ways to learn this somewhat disgusting technique. Individual experimentation is the best way of discovering the most suitable method. Bear in mind that this is a weapon and not just random rudeness. Don’t aim at the ground. Spitting on someone’s boots is an insult and almost certain to elicit a response. But, it is not a “self- defense” move. Don’t “overload” either. Due to the sensitive nature of the eye and the blink reflex, which it will be recalled reacts even to wind, a small amount of water is more than sufficient and easier to generate and propel with any degree of accuracy. When you can project at eye level for about eighteen inches, return to the candle and practice spitting it out. Over time, move the target farther and farther away until you find the natural limit of your range. This should be about arm’s length, and represents the limits of one’s sphere of influence or “personal space.” As the aggressor prepares to attack, accumulate a mouthful of saliva. Or, if a drink is handy, conceal a sip of the liquid by not swallowing it. Return the stare of the adversary steadily. Being “armed” a defender has a psychological edge and so can act with confidence in the face of danger. Not speaking back against his verbal assault will also confuse him. (Of course, you can’t speak because you have a mouthful of liquid.) Thus, the technique produces the body language signals that may, by themselves, forestall his attack. Before he can launch an assault, however, or at the moment he makes his verbal challenge and demands an answer, spew the liquid into his face and eyes. This will blind him for an instant with no permanent injury. Be sure to be out of sight by the time he wipes his eyes and regains his vision, since this technique will almost certainly infuriate him and his ego, which brought him to this challenge in the first place, will demand revenge. THE JUICE OF JADE To demonstrate the degree of detail into which the Ninja delved in order to augment their techniques, we present an exercise known in ancient times as Red Dragon Washes the Waves. It can be done is a seated meditation position, therefore qualifying as an internal exercise, one that circulates the life-force, Qi Gong. It is, or was, invented by the Chinese as a method of brushing the teeth long before the creation of the toothbrush. Since they recognized that good digestion was largely dependent on proper chewing or mastication of food into nutrients, good dental hygiene became a hallmark of ancient medical practice. Sitting in a comfortable, cross legged pose with the eyes closed, back straight, and head up, lightly run the tip of your tongue around the inside of your teeth from left to right (clockwise) eighteen times; then from right to left (counter-clockwise) eighteen times. Swish the saliva thus generated back and forth in the mouth thirty-six times and divide it into three portions. Swallow each with a gulp into the lower belly. This exercise stimulates and massages the teeth and gums, removes plaque, and prevents tooth decay. It 33 is also an excellent method of producing spittle with which to practice self-defense. “Brush” twice a day. The Chinese believe that the saliva is charged with positive and negative ions through the manipulation of the Red Dragon (tongue), which is the reason for the equal number of rotations in each direction. One should also observe that when the numbers are totaled (18 + 18 + 36) the sum is seventy-two, whose digits add up to nine, the prime number of Shugendo, the Yamabushi sect of Buddhism associated with Japanese Ninjitsu. In Chinese medicine, nine is a Yang or positive number while six or multiples thereof is considered Yin. The Chinese call this charged saliva the Juice of Jade and believe it calms the mind, heals the body, and improves the digestion. Certainly, the increase in digestive enzymes alone must produce some beneficial effect. But, beyond this, the three portions swallowed represent Heaven, Earth, and Man, the three levels of being. Thus, a certain degree of philosophy is also included in the teaching. Martial artists know this method as “uniting mind, body, and spirit.” Therefore, it is not wise to waste too much of this precious fluid in mere candle extinguishing practice. Just so you will know how to generate such a weapon if need be. SPEWING WATER Having accomplished the first exercise, let us turn now to the simplification method. Instead of using personal body fluids to practice spitting, employ a small cup of water and practice spewing small sips and later streams of liquid at the flame. Try to eventually learn to spray the liquid to form the “mist” or “fog” alluded to in the Earth Methods. Do not sputter, but strive to have the water clear your lips completely using pressure of the lungs and lower belly to expel the smaller amounts in a single jet of spray and the big mouthfuls in a continuous stream. Do not run out of air before you run out of liquid! From this it can be seen that any liquid could be used in this manner. A cup of coffee becomes a lethal weapon against more than one attacker by spraying a sip onto the leader, throwing the rest at a second enemy so that a quick and unexpected strike can be made to even a third party and an escape effected. Even Chinese tea or hot soup can be thrown like a Ninja Dust Bomb with the same effect. All symbolize the Water Element. TOBACCO JUICE Obvious extensions of this technique include the use of tobacco juice. The somewhat disreputable habit of chewing tobacco does have a self-defense function, if one chooses to cultivate it. The reason for bringing it up is more to make one aware of the possibility of such a defense rather than advocate its practice. One of the greatest American cult heroes, Clint Eastwood, used this device in a film The Outlaw-Josie Wales (1976) in a classic example of using a “bad” means to achieve a worthwhile goal. 34 Nicotine poisoning of the eyes will induce great discomfort and temporary blindness. A certain caustic effect should also be anticipated, but is usually not sufficient to cause scarring. Furthermore, the pungent aroma assaults the nostrils of the victim in a manner similar to the Dragon Breath Technique given in the fourth book, Air. It also results in the mental discomfort of being spat upon, stained, and embarrassed. ACID BREATH Further discussion of techniques for projecting noxious liquids from the mouth must include some mention of the odd one used by yet another Oriental wrestler of the professional arena, Killer Khan. He claims to be from Mongolia and performs the salt scattering ceremony of the Sumo ring before each of his matches. Salt can also be used to blind an opponent or rubbed into open wounds to cause discomfort as an Earth technique. Like the Black Ninja, Khan can, at the critical moment, spew into the face of his hapless opponents a green liquid that stains the face and causes such excruciating pain that they are compelled to clutch their fists to their eyes to relieve it. During this period of incapacity they are invariably pinned by the almost three hundred pound Mongolian. In Ninjitsu this is known as Acid Breath. It is performed as follows. Hold in the hollow chambers of the mouth until ready for use a chalklike tablet covered in wax to prevent it from dissolving prematurely. When ready, bite into the tablet, filling the mouth with a substance that produces an abundance of saliva as in the Juice of Jade Exercise, only quicker and with less concentration. Simultaneously adding the desired pigment to the mixture. The formula should not be too caustic lest it burn the lining of the mouth and do more harm to the user than the victim. Naturally, the danger of such a trick is accidentally swallowing the mixture or liquid weapon and choking on it. Therefore, do not produce or try to employ too large a quantity of fluid. An example of this type of article is the frothing blood capsules sold around Halloween to simulate blood from vampire fangs. When chewed or broken open they produce a bright red tint and stimulate saliva production. Food coloring, however, works just as well, as the degree of salivation depends precisely on the amount of saliva required to digest the substance. A small cellophane pack of water based paint, hidden under the tongue will work as well. When bitten open, the paint, not toxic enough to cause lasting discomfort or poisoning, is distasteful enough to cause profuse salivation. Likewise, if one’s bamboo self-contained blinding powder blowgun from the Earth Book were to be accidentally opened it might produce the same effect. The exact method used by the wrestler in question is unknown, but it must necessarily be based on one or more of these same principles. It is most certainly of Far Eastern origin and founded on the principles of Chinese medicine, which holds the breath of the liver to be green. Interestingly, the gall bladder in the liver controls the bile, which is green and yellow and bile is the symbol of anger. Bile is stimulated by that emotion. So, without modern scientific methods or having taken the inner journey of meditation, how could the ancients have known these things? 35 THE ART OF REGURGITATION Of course, no discussion would be complete without raising the spectre of an even more distasteful and revolting sort of halotoctic attack- projectile vomiting. This technique is born of great mental distress and, without a doubt, life-and-death situations are stressful. Everyone gets “butterflies in their stomach” when nervous; before stepping on stage, for example. This is a manifestation of the reflex required to master the rather obscure and relatively unknown art of voluntary regurgitation. Harry Houdini is said to have learned this trick from an old Chinese man while working in carnivals and dime museums. He used it to hide his tools and lockpicks from even the most stringent search. The training method is to tie a small round piece of potato to a string and endeavor to swallow it far enough down the esophagus to make it invisible, then retrieve it by using retro-peristalsis, the reverse muscle contractions that constitute swallowing. If lost, the potato and string will simply be digested. The purpose of the string, of course, is to pull the potato back up the throat the first few times so it won’t be swallowed, until you get the knack of regurgitating at will and not from too deeply in the stomach. This technique enables one to overcome the gag reflex in the throat. The next step is to practice with an egg. When you are confident of being able to conceal and retrieve a boiled or raw egg in practice. Begin using a Hai Lan, Black Egg, that holds your secret tools. Again, there is no problem if the practice eggs are lost, they are simply digested, but, don’t eat too many at once. It is also possible to regurgitate spontaneously without prior training merely by being sufficiently terrified. Recruits do it in basic training all the time as a fear reaction to verbal intimidation. Like many legends about Harry Houdini, this one may or may not be true. But, the method certainly sounds as if it would work and does exist historically. It is yet another example of a technique that trains the Ninja to have conscious control over many autonomic reflexes. One must first control the body, then the mind, then the spirit will soar. As before, one must consider these things in order to understand that there is always a way to achieve a goal, no matter how strange or improbable it may be. POISON WATER GUN For the more conservative, other methods include the Ninja Poison Water Gun, counterpart to the Squeeze Bottle in the Book of Earth. It is a device much like a modern syringes. Probably first made of interlocking joints of bamboo with a hole or venturi at the smaller end and closed or sealed at the larger. When filled with marsh water, oil, or similar liquid and pushed together the increased pressure within the tubes propels a spray or stream at or onto an enemy. In the modern era a favorite weapon of Russian spies was a glass syringe filled with Prussic Acid. When this is discharged into the enemy’s face it produces a gas that is instantly fatal leaving virtually no trace other than symptoms of a heart attack. Of course, the agent must dose himself shortly before or after with atropine so as not to succumb to the vapor himself. The weapon is much more easily concealed than a gun. 36 The famous, or infamous bank robber Willie Sutton once broke out of prison due in part to his ability to overcome the guards by spraying chlorine into their eyes. He did this by raiding bleach from the laundry room and dispensing it from tennis balls with a slit in one side. Just think what he might have accomplished with a water pistol. Even that simple toy, when filled with ammonia or bleach, can drive off a vicious dog . So, why not a mugger? HIDDEN FIST Water, it will be recalled, is a circular element, just as Earth is a linear one. Therefore, it is only logical that a martial art based on these principles should have a representative punch or fist as the others do. We therefore come to the first circular technique of the Ninja Invisible Fist system. It is called the Mi Chuan, the “secret hand” or “hidden fist.” When one suffers from anoxia, as caused by the Sleeperhold previously given for example, lack of oxygen to the brain produces disorientation, confusion, and often sparkling spots before the eyes. Many Judoka (practitioners of Judo) report that the Japanese Strangle Hold compels the victim to see a “purple haze” just before passing out. This is due to the eye’s reaction to the brain shutting down and is one of the last perceptions preceding loss of consciousness. Earlier we spoke of throwing glitter dust in the face of an attacker to use as a blinding powder. Now we mention the spots before an attacker’s eyes just before the purple haze sets in. From martial arts we now present a method of producing this effect with only one finger, in fact, with only one knuckle. Fold the fingers into a firm fist but extend the knuckle of the middle finger. Squeeze the other fingers together under it for support. Rap on a tabletop or other wooden surface as if knocking on a door. This hand formation is called the Buffalo Knuckle Fist and is used to “knock” on the enemy’s forehead to stun him. Between and slightly above the eyes is a spot known as the Third Eye. It represents a meeting point for many important nerves and lies directly in front of the central sulci of the frontal lobes of the brain. A sharp blow to this point with the Phoenix Eye Fist, as this technique is also known, will disrupt the flow of nerve impulses from the eyes to the brain- not because great damage has been done, although it is possible for a trained martial artist to fracture to bones of the skull or break them; nor because it injures some psychic center of the brain, even though that is also true. Rather the eyes are impaired because the brain will react to a pain in the forehead, albeit minor, before it will answer signals from the eyes. Such a blow will make the victim “see spots” before his eyes and may cause them to turn upward or roll up into his head, indicating unconsciousness. A large red spot may appear at the site of the injury and may swell into a lump that can be reduced by applying ice. Almost every time the victim will bring his palm to his forehead, effectively blinding himself by using his own hand to cover his eyes while you escape. To produce the Purple Haze, strike straight against the Third Eye as opposed to downward as if rapping on a doorway. By traumatizing the nerves, the muscles of the eye relax, dilate, and roll out of focus for three to five minutes. 37 THE PURPLE HAZE PUNCH Form the Buffalo Knuckle Fist by extending the middle joint of the middle finger above your fist. Assume the Secret Fist Stance by covering your right isometrically tensed hand weapon with your relaxed open left hand. This prevents the enemy from seeing that you are prepared to strike. Aim your left shoulder at the opponent to present a smaller target and hide your fist from view. Bend your knees slightly in anticipation of having to duck out of sight quickly and lower your Tan T’ien or center of balance. Look over your left shoulder and fix your opponent’s gaze by looking at his Third Eye. In the knocking on the forehead method, the fist makes a circle upward, across the chest, above the eyes and down onto the forehead after the Hand Flash is executed. Both are circular motions representative of the enveloping nature of Water. This Mi Chuan technique is the first technique of the Invisible Fist Sea Dragon (Water) Method. It can be learned quickly and easily by anyone and is almost instinctive when trying to fend off an attacker. For this reason a large number of people can be trained in its use in a short period of time. Making it possible for the Ninja to “raise an army” virtually overnight. 38 As the opponent advances intending to seize your uniform or shoulder with his leading hand, take a short step diagonally backward off the line of engagement. In the Five Element Fist series, this is the direction of the Water Step. Lower your head and let him close the distance between you. Sweep his arm aside by swinging your left palm up and outward toward his face in a large circular arc from the previous On Guard Stance. At the same time, swing your right fist out and back in a wide arc to gather momentum for the punch. This is called a “haymaker” in Western boxing. If executing the “knocking” technique let the fist swing up and over to strike down on his forehead. The big trick here is the Hand Flash before his eyes to hide the action of your right fist until it is too late to defend against it. This is in keeping with the Ninja tradition of “invisibility first.” Or, as shown, swing the Phoenix Eye Fist in a wide horizontal arc to strike the opponent on the left temple. This is a stunning blow, much more likely to produce unconsciousness or swelling, black eyes and even broken bones, since the bones of the temporal region are much thinner than those of the forehead. It produces shocking pain in the head and numbing blindness for many minutes. But, it is presented here because you may someday need to knock out an attacker who cannot be stopped any other way. This wild right hook punch is also seen in Boxing and is therefore a valid technique. It comes over the leading shoulder of the opponent and has a lot of impact when the shoulders and hips are turned into the swing to add momentum. Not only will the opponent “see spots,” he will be knocked out with one punch. 39 A) As the opponent advances take a short step diagonally backward off the line of engagement, lower your head and let him close the distance between you. Sweep his arm aside by swinging your left palm up and outward toward his face in a large circular and, swing your right fist out and back in a wide arc to gather momentum for the punch. B) Swing the Phoenix Eye Fist in a wide horizontal arc to strike the opponent on the left temple. This is a stunning blow, likely to produce unconsciousness, black eyes or even broken bones, since the bones of the temporal region are much thinner than those of the forehead. It produces shocking pain in the head and numbing blindness for many minutes. C) This wild right hook punch is also seen in Boxing and is therefore a valid technique. It comes over the leading shoulder of the opponent and has a lot of impact when the shoulders and hips are turned into the swing to add momentum. Not only will the opponent “see spots,” he will be knocked out with one punch. 40 HARAKI There is a branch of martial arts known and studied by only a few called Haraki. It is a Japanese word, composed of the ideograms for Hara or Tan T’ien, the center of gravity of the physical body and Ki, their term for Qi, previously discussed and defined. Haraki involves training oneself to draw in air, collect it and cultivate it in the center (inhaling breath), then transmit it with a shout, known in Karate as a Kiai or spirit- shout (exhaling breath). The effect is to tighten the belly so you can charge. It is a cry, a scream, a yell of total commitment. Not at all like the mere grunts of so many other martial arts schools. The warrior puts all his strength and energy into one powerful finishing or deciding blow. It is a strong exhalation from the belly just as a strike is delivered. It is often seen and properly performed in Tamieshiwara, or breaking demonstrations. Here the students shatter boards or bricks with their bare hands. As indicated in the Book of Earth, such a shout can be included in the execution of various vanishing or misdirection techniques. In the martial arts, military training, and law enforcement, the value of a deep commanding voice is well recognized and documented. Just as the hypnotic voice will be important to the material covered in the Book of Air. Many a dispute has been settled by a firm tone and a steady timbre, and verbal orders in the field that drive young men into direct gunfire are the result of a programmed response initiated in basic training. The relationship of this to water is that sound waves can be seen on water, making an invisible phenomenon visible. Thus, the Water element is associated with sound and sound waves. The effectiveness in combat of the Kiai is well documented. It can “freeze” an opponent in mid-step, startle him enough to make him jump out of his stance, or make him blink. The Kiai is all that is required. The range of the Kiai is somewhat more extended that the Blow-In-The-Face technique, since the operating factor is sound rather than mere air. Some schools believe that all things are merely vibrating at different speeds. Solids are the slowest, then liquids, then air, fire, and finally wood. Within these are the vibrational planes of light and sound, each of which has a range above and below that which is perceptible to humans. Infrared rays are too long to be visible to the human eye. But, are so active that they break down chemical bonds. There exists sounds that are too low of a wavelength to be heard but that can be felt on the skin, and whistles of so high a pitch that only dogs can hear them. Thus, sound is also a force that can be used as a weapon to temporarily blind an opponent. 41 REVERSE BREATHING The meditation practice for Haraki is known as Reverse Breathing. To perform this, let the belly contract as you inhale and expand as you exhale, the reverse of Natural Breathing. This is the mechanism whereby Qi is refined in the lower belly. It is essential that both of these methods of breath control be practiced and learned well. Again perform about twenty minutes of this exercise in a relaxed and gentle manner. If one considers that Natural Breathing is a way of drawing in positive energy or Qi from the air then it must follow that this energy is eventually transported to other parts of the body. This circulation occurs naturally without conscious direction, otherwise life would cease to exist. With this practice, however, we begin to take conscious control of such autonomic reflexes so that mental direction of energy is also possible. In a purely hydraulic way, such manipulations of the mental state will produce unconscious tension in certain parts of the body and this will pump or shunt blood to other parts. In Yoga, sitting in the Full Lotus Pose soon puts the legs to sleep by restricting circulation, at least in the early stages. In so doing, the blood is allowed to collect at the base of the spine. By tensing the belly, this excess can be pumped to the brain, symbolically “letting the steam rise” in Qi Gong. When coupled with the nervous impulses that must necessarily accompany such an event, and mental imagery that reinforces the process, one can stimulate the powers of the mind. Or, so it is said. Even modern science admits that man uses only a small portion of his available brain cells and that a method of stimulating brain activity would be of benefit to mankind. By “charging up” the Qi from the air through hyperventilation in the first exercise one has also oxygenated the bloodstream. In the Full Lotus Pose a certain amount of this blood has accumulated at the base of the spine, ready for the Sacral Pump, pulling in on the lower belly in rhythm with the heartbeat to push this oxygen rich blood to the brain. In Reverse Breathing, this blood floods over the brain, enriching and stimulating the entire organ. Unlike other parts of the body, the brain does not have an extensive network of capillaries to supply blood. Instead, it is essentially bathed in cerebro-spinal fluid while floating in the shallow brainpan of the skull. So, the effect for the user is often like “lighting up the sky” or as in the Zen texts, “opening of the thousand petal lotus.” A symbol for the cortical surface of the brain. Of course, such transcendental experiences cannot be adequately described in mere words, otherwise they would not be transcendental. Suffice to say, it is a unique experience what will make you feel better, think clearer, and be more alert, although completely and relaxed ready to meet whatever the day may bring. 42 THE HEAVENLY POOL Now that the inner fire has been kindled with Natural Breathing and the Qi refined by Reverse Breathing in the Golden Stove and the distillation of this raised to the Mysterious Chamber by way of the Heavenly Pillar of the spine all that remains is to let it condense and return to the Tan T’ien to complete the Small Heavenly Cycle of Qi and begin the process of insuring peace of mind, good health, and longevity. This is accomplished by touching the tip of the tongue to the roof of the mouth. The palate, tongue, teeth and so on are known as the Heavenly Pool in Chinese medicine, where the Juice of Jade originated that was boiled to make the distilled vapor above. What is important, however, is that this chamber forms a gap in the energy channels of the body only bridged by this exercise to let the Qi flow freely. SHOUTING OUT A CANDLE Practice “shouting out a candle” by assuming a Horse Stance at arm’s length from the target. Inhale slowly and deeply, filling the lungs from bottom to top. Exhale forcibly, from the belly shouting a one syllable command word, using the diaphragm to direct the sound at the flame. Tighten the belly as you shout. Virtually any explosive sound can be used for this Kiai. “Ha!” “Fish!” Even “KIAI!” itself. Or, a recognizable word such as “Stop!” “No!” or “Wait!” can be employed. All of these words or syllables are “plosive” in that they expel air from the lungs to produce the sound. The sound used in meditation “Om…” on the other hand is made by closing the mouth and humming, this has a calming effect, which is why it is used for meditation rather than combat. 43 Practice Haraki by assuming a firm Horse Stance at arm’s length from the candle. Clench the fists around the thumbs and set them on the hips. Concentrate the Qi and focus on the candle. Without moving, exhale forcefully from the belly making NO SOUND. Direct the exhalation at the flame and extinguish it as before. This time using the “silent Kiai. Compare the posture and facial expression in this technique and the previous exercise. It will be seen that in the former, chest compression expels the air and sound, while the second uses a forceful compression of the belly to direct silent sound waves toward the target. 44 The Book of FIRE “Time is the fire in which we burn. The Fire Dragon lives in the flame...” Surit Khan- Thuggee Grandmaster Given here for the first time ever in print anywhere is the secret method of Eating and Breathing Fire. Both must be learned, or neither, for they are the penultimate Yin and Yang of Qi Gong Exercises of this Way. There is no better or more terrifying weapon. Thusfar we have discussed two of the Five Elements, Earth and Water. Represented symbolically by the pinky and ring fingers. The middle finger of the hand represents the Fire Element. Within this digit flows the Heart Governor Meridian of Acupuncture and the Yang Yu psychic channel of the arm terminates at the tip of this finger. As well as many major nerves of the arm. In this section we shall present the physical representation of the Fire Element as taught to members of the DOJO-Academy of Martial Arts who train in Black Dragon Ninjitsu. This Art has been described in many ways. As “savage and terrifying” as the “dark side” of the martial arts, and other misnomers. All part of the Ninja technique of Monami no Jitsu, translated to mean, “a head dress seen from four sides looks the same.” In other words, a great deal of the world’s misery is caused by misperception. Sometimes the Ninja deliberately confuse the issue. There are many methods of presenting the oft seen Yin-Yang/Tai Chi Symbol for example. Usually it is given as a circle, divided by an S-shaped line, black on one side white on the other each side containing a spot or seed of the other. But, there is only one proper presentation of this primordial symbol so that its meaning is clear. Naturally it is the most ancient and basic. The original meaning of this symbol was that Yang energy came from above, the Sun or Heaven, and descended to the magnetic center of the Earth where it reversed polarity and rose as Yin energy back toward the Sun, and reversed its own polarity to repeat the cycle. Thus the circle should be divided by a backwards “S” to symbolize the clockwise direction of time, with the white (Yang) beginning at the top and being full at the bottom holding a spot of Yin to represent the reversal of polarity and black on the left (Yin) rising toward the spot of Yang above it. Any other representation is coded because no others have an explanation like this. 45 There is no other book that teaches Fire Breathing Technique. It is a magician’s secret hitherto transmitted verbally only from Sorcerer to Apprentice. IT IS REVEALED HERE FOR THE FIRST TIME EVER IN PRINT! It belongs with other “torture tricks” like walking on burning coals or piercing the cheek with needles. All of which rely for their efficacy on some subtle physical principle. Although they may seem fantastic and incredible, most are relatively simple and require primarily the will to carry them out. As the popular magician Penn Gillette once remarked when about to perform this stunt, “One should ask not so much HOW this is done, but rather WHY anyone would want to do it in the first place.” The reason is as complicated as the study of invisibility itself; which is to say it is simple. Basically though, such performances are a public display of Power, mystical or otherwise, intended as much to impress the audience as it is to develop still greater mental control of the autonomic nervous system. And this, is yet another form of self- discipline. It takes steely nerves and a steady hand to do the Fire Eating Trick. Still, it is but another small step on the path. There is no trick to Eating Fire. It is a matter of concentration and understanding the nature of the flame. Sideshows and sorcerers have demonstrated this ability through the ages as a method of showing their skills. It is a question of passing one’s own test by performing in public as well. Symbolically, such a performance gives the impression that the wizard or Ninja nourishes himself on elements beyond the comprehension of mere mortals. This then is transmuted into magical powers, like making the user impervious to injury by fire. The presentation may include other feats of strength or walking on broken glass, but the rationale in the mind of the observer is always that the magician has the ability to ingest and absorb the power of the ancient mystical Fire. So, what is the performer saying with this demonstration? Some say that he is simply demonstrating the Secret of Life; albeit in a dramatic fashion. For whatsoever a man or mind may cultivate or imitate, so must he become. The 46 cycles of respiration, digestion and circulation shown by any of the ancient sciences is not only essential for life to exist, but the same laws and principles apply on every level. Must not a man breathe? Drawing in Air, cultivating it by the exchange of gases in the lungs, circulating it to the body to sustain life and expelling with it all negative thoughts and emotions. And if a man breathes fresh air or breathes in a particularly efficient manner is it not better for the working of the body? And, if he stops breathing will he not die in a few moments? Is it not necessary for a man to drink? Swallowing water from which fluids are produced. Have not even modern sciences told us that 90% of the body is water? The rest being a small handful of chemicals. Isn’t it absorbed and changed into and through tissue and expelled having ended its journey through the body by passing through the filtration of the kidneys, carrying away impurities. If we stop drinking, don’t we die in a few days? Isn’t Earth itself also represented? In the form and variety of food. And, isn’t the pattern the same? As one anatomy professor described it, “The body is essentially a tube within a tube; put something in one end, something comes out the other.” Digestion is more complicated that water absorption in terms of the number of organs devoted to it. Bear in mind that life can only exist within a certain acid-alkaline pH range of the blood. This is determined by the rate of respiration and the quality of the air. Likewise, too much fluid, congestion of the lungs for example, can be fatal; just as can dehydration. So, an equilibrium must be established here as well. That is why the ancients and now modern man placed such emphasis on proper diet. If you eat “junk food” it is mostly sugar. The body loves this. All nutrients are eventually converted to glucose, a type of simple sugar, for use by the muscles. Such foods are easy to digest and take into the system. But, in time the lack of fiber causes the intestines to suffer and one may develop a malabsorption syndrome so that essential minerals and vitamins cannot be obtained. In this way an imbalance is created that leads to illness and disease. That is the nature of medicine, to relieve the suffering and restore the balance. One must take great care in tampering with the balance. One method is by regulation of diet. Do not diabetics monitor their blood sugar level and supplement or disperse as needed? They also regulate this level by exercising or taking insulin. That is the nature of this teaching. Chinese medicine says that one must do nothing to excess. Observing moderation in all things. And, that circulation is the key to good health and longevity. They have devised many methods and techniques. The ones presented here are but one series. Nonetheless, they lead to an understanding of the order of things. So, we must have water and air, and if we stop eating to we not die in a few weeks? Why then should it not be the same with fire? That is why the audience attributes magical power to the magician. Because they recognize this pattern of the Five Elements on an intuitive and subconscious level. That is WHY the magician learns to eat fire. Because he knows the pattern holds true for all elements. Demonstrating this ability to others confers upon him the mystic power of Charisma. First, by teaching him to do something that very few others would even attempt. And, secondly by giving him confidence gained through knowledge and practice. 47 DEVELOPING THE SUBTLE BREATH In order to perform Fire Breathing Dragon one must develop sufficient breath control to emit a steady stream of air for a long period. This air will form a column around the flame to be manipulated and protect the tissues of the mouth and lips. Stand facing the candle at arm’s length in a Horse Stance with your hands relaxed and your mouth slightly open. Inhale deeply, filling the lungs from bottom to top. Tighten the lower belly and project the Qi at the flame by steadily compressing the abdomen. Send out a steady stream of air that can be directed at the flame. Because of the slow and steady nature of this column of air rather than a forceful or sharp movement this technique is sometimes considered to be a subtle use of the life- force itself, the Qi (physio-electro-chemical energy) that activates and stimulates the nerves of the body. Hence, it’s classification with the Fire Element. The idea here is not so much to “snuff out the candle” as it is to make the flame bend away from your breath until almost the end of the exhalation, then finish off with a final sharp push. Remember always to retain 10% in the body so you don’t have to gasp for air when done. The abdomen should be taut and most of the air forced out of the lungs by dynamic tension. In the same way, learning how to expel a ball of air from the abdomen makes it possible to snuff out a candle from a much greater distance than by blowing on it. And, prepares the user to expel his breath in such a way that it can be used to control the flaming torch used for Fire Breathing and Eating. This Subtle Breath can also be projected along tabletops to move small objects without physical contact. 48 FIRE EATING The technique of eating fire is performed as follows: First, construct three small torches by wiring cotton swabbing to a metal rod. It should be about ten inches long and the tip should be about one and one-half inches long. Second, place a small jar of gasoline in a bowl of sand to serve as fuel. Third, have a damp washcloth or towel handy and a sheet of tinfoil in which to put out the torches by smothering. A lighter or match is used to ignite the torches, which should be seared and packed several times to burn off any threads that might turn into embers. Also, it is best to light one torch then extinguish the match. A candle on the table is a distraction and another fire hazard to worry about. NEVER BRING A LIT TORCH NEAR THE FUEL! In fact, once the torch has been lit at the start of the performance, it is unlikely that it will need to be re-soaked or saturated with any further gas during the entire demonstration. The impressiveness of using real gasoline, taking torches out of the jar and always holding the padded end downward so gas doesn’t “run up the arm,” throwing some of the excess on the ground where it can be identified by the pungent smell, then lighting up, is a spectacular opening. A word of caution should be said regarding the fuel. Only use WHITE GAS. Red gas is treated with a dye to differentiate it and contains lead that will cause heavy metal poisoning similar to ingesting mercury over a period of time. This can be fatal. Also gas fumes can be inhaled and cause eye damage or attacks of sinusitis. Swallowing gasoline, or holding it in your mouth is harmful to the teeth and gum, since vapors and hydrocarbons are absorbed directly into the sensitive tissues. There is also a good deal of soot to contend with. It smokes and dehydrates the roof of the mouth and blackens the teeth. Not to mention a certain amount being breathed in by the nostrils. It does, however, make an impressive flame. It is the fumes that actually burn, not the liquid gas itself. The heat from putting the torch, which may appear small when not lit but makes a long trailing flame, is not intense or even uncomfortable. Although to the onlooker it seems so. It is sufficient, however, to dry out the tissues of the mouth, the Heavenly Pool. Alcohol and other fuels burn much hotter than gasoline. The reason gas is such a powerful fuel in cars is because the burn rate is rapid and the mist of the fumes is compressed by the cylinder before the spark ignites it. Some have found success with lighter fluid, not the new Butane type, rather the older petroleum distillate that was absorbed by the wick of the lighter. But, again, the effects of the compound on skin are somewhat severe. Ancient Ninjitsu texts speak of using strong wine as fuel. Certainly they were aware of the process of fermentation and capable of distilling a potent alcohol brew suitable for internal consumption for those so inclined. Yet, flammable enough to perform the magic feat. One trick, known as the Flaming Finger, consists of dipping a digit into strong spirits and passing it through a flame to catch fire. So long as the finger is kept moving the flame may dance on the skin without harm to the user. 49 This is because the effect of the movement conducts heat away from the flame, making it cool enough to endure without injury. This makes a good warm-up trick. The secret of Fire Eating is blowing on the flame. Not in any way so an onlooker can detect it. Nor, considering the biological effects, should it be considered “cheating.” It is simply the further application of the same Flaming Finger Principle. After all, is not heat what we want from the fire? And, isn’t it absorbed by the proximity of the torch to the body? Isn’t it so that the Chinese have used such treatments as Moxibustion, the placing of small cones of mugwort over certain acupuncture points and slowly letting them burn down to stimulate the flow of energy for centuries? So let no one say that Eating Fire is a sham. If it is, let them come up and try it. It takes practice and determination, but it can be done. The question is whether it is worth the effort is left up to the individual. We believe that to know how is sufficient. EATING FIRE Practice first with an unlit torch to develop the confidence, skill and technique required to perform this feat of derring do. Also, some students find that they try to go “too deep” when practicing activating the Gag Reflex in the throat. It is a god idea to put a bit of Vaseline Petroleum Jelly around the lips. This is to prevent accidental injury and drying of the mouth. One need not be clean shaven for this trick. If done carefully the flame will not singe moustache or beard. Tilt the head well back so that you can look at the sky. Holding the unit torch in the right hand, bring it overhead and slowly down into the mouth. This slowness is for dramatic effect and so you can control the intensity of the flame by breathing on it. Having learned the inhaling and exhaling breaths in the previous sections, draw a large quantity of air into the Tan T’ien and compress it with the diaphragm as the torch is lifted. Hold the torch at an angle such that if it were lit the flame could rise vertically without burning the fingers. As the torch nears the face, open the mouth wide and exhale slowly from the belly in a steady stream of air. It is sometimes helpful to say the syllable “Haaaa…” when breathing out in this manner. In Chinese medicine, this is the sound of the heart, an organ associated with the Fire Element. The exhaled air, performed exactly as if doing the Kiai Exercise or Shouting Out A Candle, only slower, must form a column of air around the flame and blow it back toward the handle without extinguishing it. In so doing, it cools the flame and prevents injury due to heat. Do not “run out of air’ before withdrawing the torch. If you do, when it is lit, you will suck the flame down your throat and be burned. That is why there is so much emphasis on breath control. Neither let the torch touch the sides of the mouth, since, even through moist tissues, they can be burned. Touching the roof of the mouth or the tongue elicits a response that closes the mouth. This instinctive reaction smothers the flame immediately. But the lips may be burned by the hot metal handle of the torch. Also, one may gag if this occurs. Other than that, the danger is very slight. 50 One Snuffs the Torch by quickly closing the lips, not the teeth, around the handle as if clapping the hands. This smothers the flame. Open the mouth and withdraw the torch. Swallow dramatically and the illusion is complete. After much practice with an unlit torch, visualize the flame on the tip and imagine the heat. Pretend the fire is there. This adds to the positive mental imagery of the practice since no injury can occur. But, the user will learn safety by imagining the torch to be lit. Igniting the Torch A) Hold the torch in the right hand and the lighter or match in the left so that the audience can clearly see them. B) Ignite the torch, making an impressive display of the flame and set the lighter down. C) Let the flame flare by holding the torch vertically for dramatic effect. 51 Tasting the Flame A) Slowly and dramatically lower the torch toward your lips. Open the mouth wide and begin blowing a gentle column of air towards the flame, “pushing it” back from the tip. Note the angle of the torch. B) Continue to lower the torch, blowing the flame away from the lips. C) Let the torch pass the lips while maintaining a steady stream of air pressure around the flame. 52 D) Continue the column of air as you lower the torch past the lips. E) Continue blowing the column of air back as you withdraw the torch. F) For dramatic effect, lick the lips and wipe them with the fingers as if “tasting” the flame or as a simulation of heat and danger. 53 Eating Fire A) Pause dramatically, letting the flame flare again, creating the illusion that all of the flame except the small part visible above the lips was inside the mouth. B) Lower the torch again toward the lips, blowing on the flame as before. C) Place the tip of the torch inside the mouth, holding the flames back with the column of air. Then close your lips quickly to snuff out the torch. This only takes 54 a second. Holding the mouth closed may cause burns to the lips from the heat of the metal handle. D) Open the mouth and withdraw the extinguished torch. Swallow dramatically, creating the illusion ha the flame has been “eaten.” When fully confident one may wish to attempt this stunt. Trusted companions should be on hand to witness the experiment and render any First Aid that many be needed. Don’t overdo it. Once successful, many initiates practice incessantly. Like anything else done to excess, this can be injurious. Re-read the section on the effects of Fire in the mouth and use a little prudence. A final note on the torches. When finished, smother them out by placing the tip on a sheet of tin foil and twisting to diminish the flame, then folding the foil over the torch to extinguish them and safely prepare them for storage. The torch, when in use, should not be soaked with fuel. Barely damp is more than enough. As indicated, slinging off the excess until no drops appear usually provides the proper saturation amount. LAZY FIRE EATING For the timid we offer the Lazy Fire Eating Trick. It is performed in exactly the same manner as the former, except it is done with the lighted end of a chopstick or a long fireplace match. Bear in mind that wood burns hotter than gasoline. Perform as previously described, tilting the head, lowering the torch at an angle that permits the flame to be controlled by the column of air. Once inside the Heavenly Pool, quickly close and open the lips on the unlit “handle” above the flame to smother it out. You must be quicker to put out the flame. Also, a certain amount of ash is inevitable. In the case of the Fireplace Match, the tip, made of phosphorus, may glow and become an ember that can fall off in the mouth and burn the tongue. But, even a wooden chopstick is prone to burn rather quickly and drop a bit of charcoal on the tongue. The same care must be exercised when doing this stunt as in legitimate Fire Eating. There is no place in magic for carelessness. Not only does it make for a lack luster show, but often is downright dangerous for the performer. Keep in mind that heat rises. This is the reason for tilting the head back, so the throat is almost vertical. Do not be surprised if you develop a sore throat or even if the tonsils swell up when beginning this practice. This is the body’s reaction to greater than normal heat. Just like when you have a fever. 55 FIRE BRATHING DRAGON We now present the technique known as Fire Breathing Dragon. Certainly the most spectacular demonstration of the Fire Principle and the exclusive symbol of the Black Dragon School. We have shown how the system conforms to the myths, legends and realities of dragon lore. From the gaseous attacks of the Air Element to the mist methods of Water and the powders of Earth, the evolution of this magic has been explained in simple and concrete terms. What better example of the mystic lore than the Fire Breathing Dragon? This single technique is responsible for the fantastic reputation as fighters enjoyed by the members of the Hai Lung Ryu (Black Dragon School). For, what could be more terrifying than knowing that any second you could be engulfed in a ball of fire at the command of the Ninja? This, and other techniques contained herein, are the basis for the claims of “no physical contact” being necessary to overcome an opponent made by some schools of Kung Fu in the early days. It is not rare, even in this day and age, to see men performing the Human Flame Thrower Technique. A few years ago the streets of Brazil and Haiti were filled with them. They would dash along the vehicular traffic and perform for a dollar. So don’t get the idea it is some ultra secret art that can never be told or understood or discovered by others. These individuals may have been using white gas or 100 proof alcohol known as Everclear, used in the manufacture of wine coolers. Even the aforementioned lighter fluid. But, the method is always the same. Taking a swallow of fuel the performer would spew out the contents across the top of an open flame like a small torch or lighter. Whereupon it would be ignited and blown into a huge ball of fire. Naturally, this lasted only a moment, but it was impressive nonetheless. Some of the performers would squeeze their cheeks between thumb and middle finger to gain extra distance and pressure and to make sure all the fuel cleared their lips on the exhalation. This is the danger. Should the performer fail to expel all the fuel completely, he runs the risk of having the flame “back-up” the stream of liquid and set himself on fire. THIS IS NOT A GOME! IT IS DANGEROUS IN THE EXTREME! BE CAREFUL! 56 Fire Breathing Dragon A) Holding the lit torch in the left hand and a small glass of petrol in the right. B) Keep an eye on the flame as you take a small sip of the white gas. DO NOT SWALLOW! C) Set the glass aside and put the thumb and middle fingers on the cheeks to help expel the fluid and wipe the lips if need be. D) Spray a strong, short burst of petrol over the top of the flame to create the fireball. 57 SIDE VIEW E) Holding the lit torch in the left hand and a small glass of petrol in the right. F) Keep an eye on the flame as you take a small sip of the white gas. DO NOT SWALLOW! G) Holding the cheeks between the thumb and middle finger. The torch is held at least 18 inches from the face. Aim your spray at the top of the flame. 58 H) Blow a mist of flammable liquid across the top of the flame to ignite it and create the fireball. Damage to the enemy is usually restricted to singeing off his eyebrows or lashes. Since the burst of the fireball is short-lived. But, in some cases a person’s hair, which if dry or sprayed with hair spray is quite easily kindled, or can be ignited. In that regard, the use of any oils or creams on the hair should be avoided since they too are more flammable. Pop singer Michael Jackson’s hair was once set on fire during a commercial shoot that included a lot of fireworks for this reason. A FINAL NOTE OF CAUTION As a final note of caution, we shall relate an incident that occurred when one too eager to demonstrate a skill he had not perfected happened to learn how Fire Breathing Dragon was done. Remember that in earlier pages it was stressed that one must learn to spit water in sips or streams? Now, we can see the reason for this training. It is a practice method for Fire Breathing Dragon. It must be done. It must be perfected. Otherwise the unfortunate may occur. In Karate it is said, “After a thousand punches a fist is more than a fist.” That is because after that much practice it is an automatic action and the objective mind has control over it. In magic, they say, “Practice one thousand times before showing a trick,” for the same reason. That is why we have put such importance on the aspect of breath control. Without it one may easily come to harm. Begin with a SMALL amount of fuel and work your way up. Without going into details, suffice to say that the individual in question fell victim to over-confidence. Without sufficient practice he stepped boldly forward onto the stage and spit a mouthful of lighter fluid over a lit match. With not enough pressure behind the stream, the combustible fluid sputtered from his lips and soaked his chin. He had held the flame too close to his face as well, and the heat ignited the lighter fluid. Even though it was a small amount that remained, it was more than enough to set fire to his face. The hair in his nostrils burned away, his eyebrows were covered in flame, and his hair caught up almost immediately. Likewise his shirt, which had been doused with the fuel when it was not projected far enough. He tried to scream and in so doing sucked the fire down his throat. Eyewitnesses reported that there appeared to be a whirling vortex of flames spiraling inward as he gasped for breath. Bystanders and onlookers rushed to his aid and prevented him from running, which would have fanned the flames and burned him much more severely. By covering his head with a jacket they managed to put him out and get him to a hospital. Hence the damp towel as a safety precaution for the Fire Eating Trick. He had second and third degree burns; tubes up his nose so he could breathe; tubes down his throat so he could eat; and extensive skin grafts. Think about this before you attempt Fire Breathing Dragon. 59 DRAGON INVISIBILITY It is vitally important that anyone attempting to learn these methods do so in the prescribed and progressive manner. One cannot possibly have enough control of respiration to breathe fire if one has not practiced the simpler breath control methods described previously herein. Failure to consider the danger involved or disregard the safety considerations inherent in such a dangerous undertaking is not only foolhardy, but also downright stupid. Even saying this, it should be recalled that the Dragon Method is not for all. So, there is no great need to master the more difficult skills such as Fire Breathing, in order to achieve significant results. It is not recommended that anyone learn this series of techniques. They are presented merely as a study of an ancient and honorable martial art form and are not intended as a course of instruction. They are a part of the history of Ninjitsu, Kung Fu and Karate. And therefore of some interest to the true student, who seeks to probe the depth and meaning of the origins of the myths and legends associated with the Ninja. The author and publishers assume no responsibility for the use or misuse of this information. Fire Breathing Dragon Technique may be the most impressive of the Elemental Methods, but it is not the secret of true invisibility. That will be discussed now. We have seen how man ingests various types of energy in the form of nutrients, Air, Water, and so on, even Fire. But, there is a higher level that must still be explored and considered- the spiritual plane. Every major religion teaches the same message. Every style of Kara-te has as its goal enlightenment. Even the wandering hermits of ancient China, who may have seemed lost and alone, were following some Inner Path in the direction of Self-Actualization. There is a need and a motivational drive inherent in the human being to understand the universe and his role in it. Upon learning this, one strives toward perfection, which is always just beyond reach. And, one recognizes the limitless potential of mankind. Abraham Lincoln once said, “God could not have created so perfect a work as Man to exist for only an instant. No, Man was meant for immortality.” And, this is so. Along the Path are other Seekers, each following his or her own course. Some are at higher levels and act as Guides. Those who understand are teachers. And, there are those who have no understanding, who serve as obstacles. In a philosophical sense, however, they are merely students who have not yet grasped the importance of Lessons and Tests. That is why Ninjitsu does not kill them, even if they are violent and dangerous. Because, Change is inevitable. Neither do we seek to measure the differences between these levels, but merely treat each according to its own level. For this reason, the Ninja learns to control himself so that others can be controlled by following his example. But, even to attempt such a course is not for the Many. The wisest of ancient Chinese philosophers recognized that most people were too concerned with survival to pursue the Silent Way of contemplation and meditation. So, it fell to the Few to preserve the Art and practice it and share it with those who wish to learn. This is why the Ninja are so vicious and savage and terrifying in war and why they are masters of invisibility. So that war does not occur. Understanding oneself makes 60 it possible to understand others. When this happens, one is said to have compassion and mercy. The only thing good about a war is when it is over. The sooner the better. But there are those who think that violence is not only an answer, but indeed is the ONLY answer. By attacking others they bring about their own downfall. Is it not said, “He who lives by the sword dies by the sword.” And, do not the concepts of Karma and the Eightfold Path teach that whatsoever we send into the lives of others will come back into our own three times? Is it not obvious when all religious sects have some interpretation of the phrase “Do unto others as you would have done unto yourself,” that this is the Way of Peace Harmony, and Universal Brotherhood? If we are harsh with ourselves are we not hard on others, expecting them to conform to our idea of perfection? But, is we are gentle and have confidence in ourselves, can we not trust others? And, discover that the “wonder of the Universe is in its infinite diversity and the ways those differences combine to create meaning and beauty.” The Quest for invisibility is only one road that leads to the top of this mountain of knowledge. But, it is the same as all the others. With the same chants, guidelines and particular symbols that serve as signposts and mile markers along the way in the gradual process of perfecting the Self. Dragon invisibility is the ability to “call upon your anger” to “unleash the demon” within your warrior heart. In tactical combat this expresses itself as overwhelming force. Strike hard, strike fast, no mercy. But, the true warrior wins without fighting. All that is required is to let the enemy see the Dragon within and freeze him with a look. Practice this by imagining that you are breathing fire at the enemy. Fix his gaze and focus on his Third Eye. If your facial expression is sufficiently terrifying, he will “feel the heat” of your Will and be overcome. With a little practice, one need only “narrow the eyes” and project the thought to his mind, to halt him instantly. This is what the Kahuna (shamen) of Hawaii mean when they say you can see a flash of red in the eye of a wizard. When this is accomplished, one becomes a mystic-warrior. One who can fight or disappear. 61 The Book of AIR “He possessed the power to cloud men’s minds and become invisible…” Maxwell Grant- The Living Shadow 1929 THE BREATH WEAPON In his book Secret Fighting Arts of the World, author John Gibley tells the story of a master of the martial arts who had the secret of knocking out his opponent with an attack of Halitosis! This man, he claimed, had long ago decided that he was not one for physical confrontation and so devised a method of creating and retaining in his bowels a particularly putrid odor, guaranteed to bowl over the strongest man by overloading the olfactory lobes of the brain. These are located directly above the nose, virtually unprotected from this type of attack. Hence the profound effect of tear gas, mustard gas, adamcite, and other airborne agents. The olfactory lobes actually extend out from the underside of the brain and are almost like antennae whey seen in dissection. Gilbey, not detecting any offensiveness on the part of this individual asked him to demonstrate. Whereupon the master belched in the face of the author who promptly passed out. In many ways this is similar to the Blow-In-The-Face technique, except that relies on tactile stimulation of the eyelids. Whereas this one acts directly on the nervous system. For those individuals whose education was so limited in childhood that they did not learn how to belch on command, we include the following technique known in Chinese medicine as Swallowing Air, and is used to expel noxious gases from the stomach that may result from contaminated food or poor digestion. Since the stomach is inflatable, being a Yin or hollow organ, take a deep breath and swallow, or inhale while swallowing, to fill it with air. The Hiatal Sphincter at the level of the solar plexus is the constricting muscle that prevents the contents of the stomach from regurgitating during digestion It is also this stricture that traps gases in the stomach that are produced by the chemical reaction of foodstuffs and digestive acids. Heartburn is a condition resulting from an overproduction of such gases and pressure on the Hiattal area. As sufferers will attest, a good belch will often relieve this pressure and the pain will subside. To practice 62 burping, gulp down a carbonated soft drink and regulate the amount of gas expelled each time by gently tensing the belly. Dragon Breath is a technique not unknown is the wrestling arena. Furthermore, in gladiatorial times, some contestants would purposely not bath for days prior to a match, making it unsavory to grapple with them. Relying on this psychological advantage, some lived on to win freedom, if not popularity. In the same way using distasteful oils and foul smelling necklaces of garlic inhibit an enemy’s aggressiveness because he is uncomfortable and unfamiliar with this type of an attack. It is worthwhile to practice belching technique even if one has no wish to develop the chemical formula that goes with it. Since it will be needed in the final stage. The Book of Wood. SILENT KIAI In Karate at the conclusion of the Kiai, the abdomen is taut and most of the air has been forced out of the lungs by dynamic tension. In the same way, learning how to expel a ball of air from the abdomen makes it possible to snuff out a candle from a much greater distance than by blowing on it. This is accomplished by holding the mouth open in the same manner as used to “shout out” a candle rather than pursing the lips as in the first method. Stand facing the candle at arm’s length in a Horse Stance with your mouth open. Inhale deeply, tighten the belly and project the Qi at the flame by sharply contracting the abdomen. This will send out larger amounts of air than would puffing through the lips with the diaphragm. In martial arts, this is called the Silent Kiai or Dragon Breath. It is considered a “gas” attack, thus it’s classification with the Air Element. A) Practice this form of Haraki standing in a Horse Stance with fists on hips. Inhale deeply into the lower belly. B) Open the mouth and expel a ball of gases from the Hara with a single sharp tensing of the belly rather than a stream or column of air. Do this imagining the 63 syllable “Haa….” As before, making no audible sound. This is a function of the mind and the imagination. Both symbolized by the Air Element. NINJA MIND CONTROL The “power to cloud men’s minds” is the goal of the Dragon Style Invisible Fist. To “put the idea of Fear into the mind of the enemy” and make him reconsider his acts without resorting to physical force or restrain him to make him more reasonable. To accomplish this the Ninja looked to the next element, Air. The Sky Dragon techniques include jumping and flying kicks seen in other martial arts styles, as well as circular fist techniques based on the wing-flap action of the flying dragon and the Poison Gas Breath, described earlier in this section. The primary symbolism employed, however, is that of Air representing the Mind. For that reason, the techniques of HsiMenJitsu (“sigh-men-jit-su”) the Way of the Mind Gate, are classified and taught at this level. They include psychology, hypnosis and illusion. Bear in mind that the Chinese dragon is much different from the European version. The latter was always guarding virgins or gold or both- items for which he had no use whatsoever-usually at the behest of some evil wizard. While in Chinese astronomy, the constellation known as Red Dragon, a sign of coming rains and rebirth appears in the night sky every Spring. In Ninjitsu the term “riding the wind” refers to the various exercises used to develop telephathic abilities of the Sky Dragon. THE TRANCE The best opportunity for using this technique is during a group discussion of Ninjitsu or psychic power when the mood is already established. Select a volunteer from the group. Sit quietly for a moment to create a relaxed state. Then simply tell the subject that when you say the magic word, or cue, he will be in a relaxed, trance-like state for a few seconds and will not see you move out of his line of vision. When the subject blinks and comes out of this post-hypnotic suggestion, the Ninja seems to have vanished before his very eyes! Of course, onlookers are treated to the show and are amazed at the effectiveness of the technique. Notice that no magic power is alluded to in the hypnotic state, only a simple instruction, usually less than nine words and seldom more than three. The subject, like many who participate in stage hypnotism acts, may later claim that he was just “going along with the gag.” But, the technique was nonetheless effective and is a crowd pleaser. After all, why should the subject go out of his way to make the magician look good? Perhaps because he too believes on some level that the Ninja has some secret power and that if he plays along he may gain same insight into this greater mystery for himself. Thus, it becomes a matter of enlightened self-interest. This is like another “mental” trick in which an unprepared spectator is asked onstage and told to choose a card from a display. A prediction of which card will be chosen has been previously written down and recorded. When the spectator goes behind the display table to make his choice, he sees that one card is lying on top of a dollar bill. Guess which one he will pick! 64 Could it be that he is actually powerless for the moment to prevent the “command” sent to him by the mentalist? If that is the case, then any later claim of denial is actually a defense mechanism designed to “save face” and self-esteem. To be sure, it is as plausible explanation as any other. For the Ninja, it matters not one bit! Regardless of which explanation is true, as long as it is an effective technique, it should be studied, evaluated, and experimented with. Just the ability to mentally transmit the command Blink! would be enough to let the Ninja escape. And, among the Wind techniques of the Ninja such tricks as the Mind Whip and Blank Wall Meditation, based on the same principle of suggestibility, are included. HYPNOSIS Like all physical techniques, mental ones require a certain amount of practice and preparation. Hypnotism is only one such tool in the Ninja arsenal. Inducing a Trance The Subject and the Ninja sit facing each other in Seiza, the Kneeling Meditation Pose. The Ninja fixes the gaze of the Subject and has him take a few deep breaths in harmony with him to develop a feeling of rapport and relaxation The Ninja speaks in a soft, hypnotic tone, speaking only to the Subject and ignoring any outside distractions. This cues the Subject to do likewise. The Ninja places suggestions of relaxation and sleep in the mind of the Subject. He does this using alliteration, emphasizing certain sounds and syllables. In this case the same one used to dispel fear, the sound of the Air Element, the “Shhh…” or Wind Breath sound. He likewise harmonizes his breath to that of the Subject, then slowly changes the pattern to one of slow, deep, relaxing respiration. 65 With a simple hypnotic gesture, the Ninja has the Subject close his eyes. Note that the downward action and the proximity of the fingertips to the subject’s fact, as well as the rapport and avoidance of outside distractions, not only to induce but virtually compel him to comply with the simple command. The subject is now, technically, in a light trance. He has not yet psychologically demonstrated his trust in the Ninja not to injure or embarrass him as long as he participates in the experiment. Having closed his eyes, he is now dependent on the Ninja for direction. He closed his ears when he began ignoring distractions. Now he must “feel” his way and depends on the Ninja to guide him. The Ninja then performs a simple test to insure that he Subject is “hypnotized” and to demonstrate to the onlookers that the Subject is “under his spell.” Psychologically, this is when the Subject “proves his loyalty” by following orders without question. Of course, he would not have volunteered in the first place unless he was willing to participate. Or, as a trap to embarrass the magician. The Ninja could be directing him to put his hand in a fire. He cannot see, so he does not know what he is doing. Nevertheless, he trusts the Ninja achieved through the suggestibility stage, and so will now obey simple commands. This is a powerful position of trust and should NEVER be abused. To do so is to invite misfortune. 66 The Arm Levitation test determines the degree of compliance of the Subject. Specifically, he will be raising and lowering his arm on cue. But, the Ninja first makes him aware of the coming command and builds up to it slowly with his suggestions of the Subject’s arm (right or left) feeling light. This can be easily suggested if the relaxation exercise also suggests that the body feels light. Then the Ninja gradually suggests that it is so light that it is floating. “In fact, you can almost feel it floating now…it is so light that it IS floating…don’t resist it…let your arm lift upward…slowly…carefully…easily…” He continues until the command is obeyed, or the Subject breaks off, no matter how long it might take. All warfare, even mental, is a matter of stamina. When everyone is satisfied that the Subject is hypnotized, give him praise for relaxing and letting his arm float, which rewards the effort, and then suggest that his arm is returning to normal now, that it is normal and let it settle back to his side. After placing the post hypnotic suggestion in the mind of the Subject, that he will return to the trance and not see anything for five seconds when he hears the cue-word, the Ninja directs him to forget all memory of the hypnotic state until a specific cue is given. He then awakens the Subject by counting up from one to three or by clapping the hands softly. One safety precaution usually inserted near the beginning of the hypnotic trance is that the Subject will fall into a light sleep from which he can be awakened any time by touching him on his left shoulder. If need be he can be roused by gently shaking his shoulder. Upon ending the trance the Ninja questions the Subject to insure that he will obey the post-hypnotic suggestion by a) pretending that the entire experiment was merely a relaxation exercise and eliciting a verbal response. That impresses the Subject into going along with the lie. Again, “proving “ the psychic power of the Ninja/Hypnotist and insuring that the subject will continue to “play along.” Or, b) by thanking him for his participation and eliciting a verbal response that he feels better and more relaxed than before. Either summation may be employed. The Key is for the Subject to agree with what the Hypnotist says even after the “trance” has ended. 67 The Ninja congratulates the Subject on his success and performance and tells him the experiment is concluded. They may now stand up. THE CUE After being seated for even five minutes you may find that standing causes a sudden feeling of light-headedness as the heart must accelerate to pump blood higher to the head, and the blood that was “squeezed” out of the legs by kneeling must be replaced. So, one should stand up slowly. This, however, is an excellent opportunity to take advantage of this momentary mental confusion and cue the Subject because his vision will already be somewhat dimmed and the blood rushing to his head will disorient him. Also, the quicker the cue is used, the more likely it is to be effective. The longer you wait, the greater the chance he will forget it or stop waiting for it. Furthermore, the rapport that was established during the trance is still in effect to some degree, although this too fades with time. Stepping Our of Sight The Ninja gives the subject the same visual cue used to have him close his eyes, that of wiping the hand downward in front of his face. Unlike using this gesture to make him blink so you can duck away as in a previous technique, the gesture to “close the eyes” may be used at a great distance, since the intention is to confirm his compliance to the verbal contract rather than physically compel him to blink by proximity of the hand to his face. Next he gives the verbal cue, which is stronger and for which the subject was prepared through the hypnotic gesture, and returns him to the Trance. The verbal cue may be a simple word suggestion like “Sleep…” Or, may be a “magical”/nonsense word like “Afghanistan Banana Stand” or other gibberish that would not ever be heard in the “real’ world. Such a magical word would be suggested to the Subject during the trance state. 68 The hypnotic trance-like state is indicated by the fixed gaze of the Subject. Remember, the blood is rushing to his head, his vision is blurred and he may be slightly off balance. He is given the preparatory command, then the command of execution for a test he didn’t not expect so quickly. His eyes are still open, so they may “roll” out of focus as he stares blankly ahead, unmoving, which gives him a chance to recover his senses. He may or may not actually “see” the movement of the Ninja as he steps out of sight behind him. But, he does not move or react because that would violate the verbal contract entered into when he volunteered. The Subject, acting on the post-hypnotic suggestion returns to full wakefulness in accordance with the secret instruction given him by the Ninja and looks around in search of the Ninja, who appears suddenly to have vanished. The Subject will not see the Ninja again until he wishes to re-appear, gives the next cue if there be one, or steps into view dramatically. Thus, concluding the demonstration. 69 Finish with a bow to the Subject which he may or may not return. Your way of thanking him for his cooperation. “Also bow to the audience so they will know you are finished and can applaud…” Old Magician Saying. Thus you have taken another step in learning the “power to cloud men’s minds.” The fifth level, the Book of Wood, will enable you, without the hypnotic ritual, to project a mist or fog into the mind of any foe so that you will be invisible to the eyes of men and genii. There is, however, still a bit more to learn about Air. THE VOLUNTEERS Magicians and Mesmerists are quite fond of making magical passes over the body and directing its energy with their hands. Some of this is showmanship and misdirection. Hypnotists use visual cues and directions, while faith healers maintain that a subtle magnetic field surrounds the body and that this field may be manipulated by the electrically charged palms or fingers of the physician. In the case of actual stage hypnotism, the master of the mystic arts selects a group of volunteers from the audience. Most of these people are extroverts who enjoy participating in events for which they can receive applause. Shy people don’t volunteer and are seldom even coaxed onstage. Nor should they be, because their own self- consciousness will contribute to clumsiness and a half-hearted effort. It should be recalled that the stage is the “home court” of the magicians. While the average theatergoer is relatively uncomfortable there. This, together with the preconceived notion that the performer is somehow endowed with mysterious powers, combines to create the impression that the magician has control of the situation in the minds of the viewers and participants. This is, of course, true. He is in command, partly because he chooses to be, partly because he chooses the volunteers. And, it doesn’t take but once to spot a smart-aleck looking to upstage you. Upon this pool of volunteers he performs a series of simple tests to determine if they will follow his directions and which obey the best. If they compete with him they are “allowed” to go back to their seats and enjoy the rest of the show. From the remaining group, he selects a few who will play the part of clowns and actors at his stage direction. He then puts them through a set of simple commands designed to entertain the audience and let the players have a bit of fun. Almost always the hypnotist states at the outset, “I will not injure or embarrass you in any way, as long as you assist me in this demonstration of the hypnotic art.” This is a verbal contract to which both agree. The hypnotist then gives the person his permission to act silly, dance, sing, react to imaginary heat or cold, withstand tests of strength, pain, and leverage, or impersonate famous personalities. The hypnotist must be able to deduce which of the volunteers are able to do this and which celebrities they can imitate. The permission to do this is conveyed to the audience by the hypnotic pass, waving the hands before his eyes, verbal suggestion, speaking in a low monotonous voice or counting backwards. All may be used and all contribute to the rapport between the hypnotist and his subject(s). The audience is vicariously relaxed as well, since each person theoretically empathizes with one of more of the players. This puts them in a receptive mood to believe what is said onstage. It is what is known as “suspension of disbelief.” The 70 audience agrees not to look too closely for flaws and allows itself to be amused by the antics of those who have surrendered their will to the stage director or hypnotist. Actually, when questioned later, almost everyone of the volunteers will claim the he or se did feel a bit relaxed but never really felt under a spell of any sort. They were just “going along with the gag. But, some of the others were really under.” Whether this is true or not is always debatable, since the effect is the same either way. It really makes no difference because the goal was to put on a good show and if everyone believed he was “hypnotized” then so much the better. The only real danger lies in using volunteers who try to steal the show by upstaging the hypnotist. This can lead to a verbal, even physical, confrontation. But, the usual result is that the smart-aleck makes faces and mocks the hypnotist behind his back. At the very least it is disruptive, although it can be entertaining. The magician or hypnotist usually awakens his volunteers with a snap of his fingers. If their eyes are closed, this is an auditory signal to open them. Of course, he tells them what to do verbally beforehand and may even count upward from one to three so that they are not startled by the sound. If the eyes are open, this is the signal for them to blink, giving the impression of waking up from a nap or light sleep. All this adds to the illusion of having psychic control of the subject’s mind. When, in reality, it is a series of simple stage directions and psychological leverage. FINGER SNAPPING DEFENSE To the Ninja, the self-defense application of this technique lies in snapping the fingers in the face of an opponent or attacker to make him blink. The eyes have the most sensitive nerve endings in the body. Much of the nervous system is devoted to responses that protect the head and eyes. Blinking when a sharp sound is made near the face is only one of them. Finger Snapping The aggressor makes a threatening or dominating gesture. From this range he could easily use a Single or Needle Finger poke to your eye, which is as good a blinding 71 technique as any given here. Boxers sometimes use the thumb of their glove to blur an opponent’s vision by “thumbing him in the eye” from this distance. Finger Snapping Deflect the attacker’s hand. Do not slap it away, as this would be an escalation of the confrontation. Simply swing your hand upward at moderate speed with your fingers in a preparatory position to snap until they come into his line of vision at about nose level. In Shotokan Karate, this is called a Shoulder or Middle Block. Snap the fingers as close to his nose as possible. The idea is to get as close as possible to the target without appearing to be a threat. Note that until this moment you were still out of effective striking range. Immediately turn your hand palm down and stab your index and middle fingers into his eyes to blind him with the Two Dragons Seek the Pearl Technique, also known as the Finger Jab. Do not stiffen your fingers. It is unnecessary and may cause injury to the user as well as the aggressor. A miss will make him blink if he did not do so when you snapped your fingers. A light blow will cause eye watering and temporary pain. A poke will do the same, plus cause shock and trauma to the eye. A stab accomplishes all of the above as well as 72 lacerations from the fingernails. A thrust causes dislodgement or collapse of the eyeball. Withdraw your hand immediately. For the technique to be effective, one must practice ducking out of sight as soon as this reflex is elicited. Better to look back and see how badly he is hurt when safely out of range-depending on the threat level. THE EYE FLICK A technique based on the same involuntary blink response is the Eye Flick. This was first introduced to the American public on the TV show Longstreet, starring James Fransiscus as the title character. During several episodes, the famous martial artist Bruce Lee was a guest star. He was introduced as a Kung Fu expert to whom Longsttreet turned to learn self defense after he was badly beaten up by a dock worker. Mr. Longstreet, a New Orleans attorney, had been blinded by a bomb but continued to right wrongs and punish evil-doers. Lee showed him a variety of techniques, throws, takedowns, knees and elbow strikes that could be used by one so handicapped. All honed and practiced as much as possible in one sixty-minute drama, and all tailored for use by a blind man. The one technique Longstreet refused to use was the Eye Flick. He would not endanger the opponent’s sight since he had lost his own. He did eventually settle the score with his adversary, returning to the harbor to look him up for a rematch. After a few false starts he was “forced” to use the Eye Flick to save himself and win. But he did win! The lesson is that at the time and place where you make such a stand, if you ever have to, you must determine how much force is required and be desperate enough to use it to survive. And realize that whatever you did must have been the “right thing” to do because it is what you did at the time and cannot be undone. Eye Flick Stand with your shoulder toward the opponent in the Hidden Fist Stance given in the second chapter so you present a smaller target, left palm covering right fist as though the right will be the weapon. This is a follow-up to the alternative method of delivering the Buffalo Knuckle or Phoenix Eye Fist. 73 When the enemy punches, deflect his arm by shifting or stepping diagonally forward and letting it strike your lead shoulder. This puts you in range for striking with your lead hand. Note that this is the opposite of the Water Step (diagonally backward). This is diagonally forward off the line of engagement. Thus Water and Air are both “circular” in nature. Swing your left hand out and around as when using the Hand Flash. Note that in that example the enemy threw a left punch while in this one he throws a right. Observe that this is virtually the same technique against both punches. The only difference being that this strike is “inside” his defense instead of “outside,” blocking his attack downward. The wrist is bent as in the Kasumi Method with the fingers hidden (curled back out of sight), forming the Chicken Neck Fist, which uses the back of the wrist for blocking and striking. Suddenly stop the arc of his left arm and flick the backs of your fingertips to strike his eye from the side. This is much less likely to cause injury, but guarantees that he will blink. This may be used as a probing attack jab or a vanishing technique, or followed up with the stunning Phoenix Eye Fist, or used simple to make him blink so you can duck out of sight. Note also that both of these principles are circular in nature, in keeping with the symbolism of the Five Element principles. As is customary, the practice method is Snuffing Out A Candle with the Hand-Whip or Eye Flick. The Eye Flick is difficult to deflect or block because of the sudden acceleration of the fingers. Like cracking a whip, all the motion of the arm is transferred to its tip, providing a sharp snapping motion. Since this is initiated at a range of about three inches, it is much to fast to see. Hence the saying, “the hand is quicker than the eye.” One-fiftieh of a second to blink is pretty fast. Let the recoil of the finger whip bring the hand back even faster than it was whipped out, safely out of range and prepared to lash out again if need be, or launch the real attack. This motion is exactly like the Karate Backfist, in which the strike is 74 delivered with the backs of the first two knuckles. The popping, snapping motion of the punch is so deceptive that it is forbidden in the professional Boxing ring. Although Muhammed Ali used it extensively as a sort of swatting, brushing jab. Not only to confuse his opponents by making himself hard to see, but also infuriating them by constantly rubbing his glove in their face. Even though these punches did not score points or have a telling effect, they were, nonetheless, excellent examples of using the Invisible Fist. FLICKING OUT THE CANDLE The practice method is flicking out the candle. By this time, having developed this skill with several other fists, you will find this one much simpler. The force of the wind generated by this fist is much larger and stronger than a closed fist. See how easy invisibility can be? Stand with your shoulder aimed at the candle in Mi Chuan or Hidden Fist Stance. Relax your wrist and let your hand drop limply away from covering your right fist. Tighten your belly. Strike out on the exhalation, aiming the back of your wrist at the target. With your fist closed, your hand is four to six inches shorter than with the fingers extended. With the fingers extended and the wrist curled back, the hand is eight to ten inches shorter than the full reach of the fingertips. The eye of the opponent, will see the back of your wrist and act in response to its distance from his eye in terms of spatial distance and speed, allowing your fist to penetrate his defenses deeply before he is aware of it. 75 Whip your fingers toward the flame, snuffing it out with a quick snapping action Punching out candles like this is known in Chinese medicine as the Scholar’s Exercise. When your arm is extended but your elbow not locked straight out, flick the backs of your fingertips to simulate striking your opponent on the temple or ear. By overshooting in this manner, you virtually assure that you will at least strike the side of his nose, even if he is skilled at slipping punches. Most people, even boxers, will react to a hand coming at their face with a ducking or blocking motion as soon as the attack is perceived. Therein lies the key to this technique. The fingertips are actually closer than the hand appears to be. BREATH WEAPONS One final word should be said regarding the use of the breath to propel missiles other than the green mist alluded to earlier. Notably, very short blowguns are used by some Ninja Ryu to shoot tiny darts at the eyes of an opponent. The Ninja also practice the technique of Spitting Needles by curling the tongue into a shallow trough or V shape and placing the dart in the tunnel so formed for easy launching. An easier method is Spewing Caltrops from the mouth, but again, these sharp little three corner nails must be carried in the mouth most of the time and always a present a danger of being swallowed accidentally. Plus, they interfere with respiration. These are but a few of the methods used by the Ninja of feudal Japan to protect their identities. If they were captured, any attempt to remove their masks would result in the expulsion of any one of several projectiles into the eyes of the enemy. Not only making identification difficult, but also providing an opportunity to escape by vanishing. 76 The Book of WOOD Thusfar we have described four of the five primeval elements, Earth , Water, Fire, and Air. They are taught in that order because this is the sequence in which they appear naturally on the fingers of the hand. In Kuji Kiri, the finger-knitting exercises of Ninja meditation, the initial exercise is to place the fingertips together to connect the psychic channels and acupuncture meridians of the hands for health and longevity. The pinky or little finger represents Earth; the ring or third finger represents Water; the middle finger is Fire and the index finger is Air. They are joined in that order. The thumb symbolizes and connects the channels and meridians that relate to the Wood element and is touched last. The palms are then pressed together to connect the Dragon and Tiger Cavities in the center of each to form the Praying Hands Mudra, found in every religion throughout time, even today. Of the Five Elements, two, Earth and Fire, are considered by Chinese scholars to be linear in the direction and nature of their operation. Earth is solid, like a mountain and cannot be moved or uprooted. While Fire is an advancing, consuming force, driven by Wind, appetite, fuel, i.e. Wood. This is a fundamental concept in the Law of the Five Elements, the basis for both military strategy and Chinese holistic medicine. In accordance with the Chinese pattern of categorizing things in corresponding pairs of opposites, it then follows that the other two, Water and Air are circular in nature and this can be clearly seen by watching water flow in and around obstacles and Air blowing through open spaces. Both follow the path of least resistance, whereas Earth and Fire offer the most resistance. One by refusing to be moved or changed and the other by moving and changing everything it its path. Balance then, between and among these forces is represented as a spiral- circular motion about a linear axis. To primitive man, who first codified these principles, the best way to symbolize this type of motion was to refer to Wood, since the tree grow upward with its leaves and branches and downward (linearly) with its roots. The point of intersection between these two vortices is the ground. Just as it is with any whirlpool or tornado, which are also spirals. The tree also grows in girth in a progressive ring pattern, showing the circular action of the wood about its linear core. Together, linear and circular motion represent spiral motion, a pattern of the universe that is only now being recognized by modern science the electromagnetic forces of life itself such as DNA. The ancients, however, new it all along. 77 Those who follow the Silent Way recognize that it is only one way and that becoming an inferno of rage is only one part of it- the Fire part. One must also have Water, the empathy to understand why this person has become so unbalanced that he must resort, usually in frustration, to physical violence. Also essential is the Mind Sword, the power of the mind, the Air Element, to bridge the gap to him and prevent him from injuring himself or others. Nor is Earth to be neglected. This is the physical bridge between psychological and tactile. Wood then represents the penultimate techniques of the Invisible Fist system. The highest expression of the principles upon which any subject, medicine, philosophy, or combat so classified can be presented. Because it is a combination of all the “lesser” elements that interact to form the spiral pattern of the Universe. Thus it can be seen that in the symbolic lexicon of the ancient Ninja masters, Wood represented the ultimate expression of harmony with Nature and was used to designate the highest level of technique. The expression of this is found both in the martial arts applications and in the philosophical teachings that form the foundation of Chinese medicine and meditation, the “other side” of the Ninja coin. For not only are they the most fearsome shadow-warrior fighters, but also the most efficient healers. To develop all these qualities in coordination, the Seeker must make the Inner Journey. Only in this way can one come to “know thyself.” Only then can one know the rage that all humans are capable of and the compensatory compassion to balance it. Only then will one realize that the “enemy” is only pale reflection of the Self, as yet unaware of its motivation or place in the Universe. The one who has made this journey then has the duty to share this knowledge with ten others. Not all need it, not all want it, not all seek it. Sometimes, however, you meet another Seeker when he makes a challenge and you recognize yourself at his stage of development. Be gentle. Hurting him is only a way of hurting yourself. In fact, some people lose a fight because they would rather hurt themselves or let someone else hurt them than harm anyone else. This is self-destructive; the opposite of being overly aggressive. Moderation in all things. HARNESSING THE WILL These techniques of behavior modification used for the development of self- confidence are not limited to the martial arts. Indeed, they are found in all self-help books on every topic from losing weight to stopping smoking. All that is required is to tie the desired outcome to the appropriate cue and wait for an opportunity to try it out. It is as automatic as the eye blink response whereby invisibility on the physical level is achieved. Ninja are taught that if the enemy is angry (Fire) one can fan the flames of that anger and cause him to over-commit to his attack or even become so enraged that he is unable to attack, by using taunts that play on his fears. This is considered an application of the Wind Element (intellect) to Fire (anger). Conversely, one can extinguish the flames by using Water (emotion) by appealing to the enemy’s self-interest, or through expressions of sympathy and support with the counsel of patience. This gives the aggressor a way out with dignity- the path of least resistance. This system is known as the 78 Five Feelings and Five Desires of HsiMenJitsu and is, like everything else, based on the Five Elements. The information and techniques given here are no mystery. They are just usually so covered with promises of success that they become diluted and lost. This is the way to become the master of your fate, to have the power and responsibility for your own life instead of being a puppet dancing on the strings of the few. That is why it has been kept hidden- until now. No matter what the goal, if one sets out for it and perseveres in a single-minded manner, it can be achieved. Anything is possible if you have enough time and will power. You have learned many new things and acquired many new skills. After those accomplishments, few other challenges can stand in your way. For now you know that the Dragon is within you, that when the need arises you are the Dragon. You have also learned to harness your Will, to be patient, and to endure. These are not powers to be taken lightly. Prisoners of war have told of how they saved their sanity by building a “dream house” in their minds. Dwelling on every detail of construction kept the mind occupied and prevented the prisoners form going “stir crazy” bemoaning their helpless predicament. Now, you too, have this mental Fortress of Solitude. Part of the process is the study and exploration of unfamiliar or seemingly strange realms or arts such as Ninjitsu, so that no possibility, however remote, is overlooked in the quest for understanding. Also part of this process is “creating a ritual’ a set of cues, a pattern that will lead to the desired result, like the Cha-no-Yu (Tea Ceremony) or the practice kata of a swordsman. It should be simple and elegant so that it can be easily performed, allowing the mind to dwell on the history, etiquette and symbolism of the artifacts. The largest part of the process, however, is in its practice. The Old Ones knew many ways of teaching and of thinking, but they were also aware of spontaneous insight gained by hours of rote repetition, it is this sudden realization that is called enlightenment. The internal work of ancient Chinese alchemists is often mistaken for magic. Indeed, the scrolls that describe the process of turning lead into gold were completely misread by the medieval scientists who “discovered” distillation from the Chinese. They were, in fact, texts on the collection, cultivation and circulation or the vital life-force. Lead, gold, and mercury were symbols of the Qi and the extraction of its essence can be used on many levels. They did not refer to the actual elements. In fact, it is said that the First Emperor of China Huang Ti died of Mercury poisoning, taking “magic pills” that contained mercuric compounds in an effort to achieve immortality. Likewise, constant experimentation with the distillation process is probably why so many alchemists of old were alcoholics. MAGIC SPELLS Spell casting or ritual magic is an important aspect of HsiMenJitsu, the Way of the Mind Gate. One must take care not to program negative thoughts of emotions as these are harmful not to the supposed victim of the spell, but rather to the spell-caster himself. The person you wish to injure today may be friend next week. Then if he should come to 79 harm, you will feel guilty. This is true even if one puts great store in the theory of coincidence. Which would maintain that you wished for something to happen because it was meant to happen anyway. It always comes back to haunt you, therefore, most magic spells are for self-improvement by acting out the mania that causes it without harm to others. Many magic rituals begin with a Banishing Ritual. The scribing of a magic pentagram (Five Elements Symbol) on the floor to “protect one from demons” for example. It is not, however, any external force that threatens the user of magic, it is the creatures of the Id, his own selfishness, greed, cruelty, and so on. These are the internal dragons that must be harnessed if one is to know oneself. Most spells have three or more components. A magic word (mantra, incantation or verbal component); a talisman, (symbol, artifact, of visual component); and a gesture (kinesthetic, mudra or posture). Some also require representations of the Five Elements. Cups for Water, wand for Fire; sword for Air; coins for Earth and the lemniscate or Sign of Infinity, a figure-8 lying on its side, to represent Wood. Magic spells are not bestowed by supernatural powers. The only force capable of doing so is the will. Beseeching malevolent of benevolent deities is merely a request to let yourself please yourself. Magic spells do confer magic powers however. But, these are the result of patience, practice, and perseverance on the part of the Seeker. To learn and memorize the components and materials needed, to select the symbols of greatest significance and to assemble them for the ritual experience. Obviously consultation with other experts and a certain amount of note-taking is required until one becomes familiar with the principles of magic. Spells work in direct proportion to the number of times they have been successful in the past and the significance of their component symbols. The effective range of a spell is determined by the level of skill of the operator. The more experience and power one can generate and transmit, the greater the efficacy of the magic. Most spells operate only within the sphere of influence- that is to say, inside the imaginary shell of energy that surrounds the body, like an aura, at about arm’s length. Some spells require physical contact -touch- to be effective. Some a personal item of the object of the spell imprinted with its genetic code. Duration is also affected by the ability of the spell caster. Generally speaking a spell once cast lasts as long as the concentration on it is held. Likewise, the amount of time required to launch such an effect, including the preparation and arrangement of the components is reduced with practice. Some spells work immediately, others take a little time. Some spells don’t work on some people. Strong emotions such as anger or fear can prevent a purely mental effort to bring about change. Love is the strongest force. A spell motivated by love cannot fail, nor can any spell overcome true love. All spells are reversible, whether by the spell caster himself or through reflection by a stronger will. Bear in mind that terms such as “magic spell” are only words. They are not the sinister or evil techniques so often associated with magic, but merely another way of describing a perfectly natural and logical ability possessed by all human beings to program themselves in the hope of affecting a desired outcome. 80 THE AURA Just as the atmosphere of the Earth is held around the planet by electromagnetic and gravitational forces, so too are the charged particles that are the products of respiration. There is an “aura” of gaseous particles around the body. This is analogus to the scent that surrounds humans and is perceptible primarily to dogs, with their more highly developed sense of smell. In some cases a malodorous smell can even be detected by the normal human nose as well. If all this is true, then why not an electromagnetic field as well? Certainly the minuscule particles possess some charge. Simply by being composed of atoms made of electrons, protons, and neutrons. If we accept that nerve impulses, although produced by chemical interaction, are essentially electrical in nature, then it logically follows that they too must produce some inductive field that extends beyond the physical nerve itself. Every other electrical current produces such a field. Without a doubt then, there IS an aura, and it is perceptible to some gifted or skilled people. It is alterable according to respiration and mood, as previously shown. The purpose of the mental exercise that follows is to fill that aura with charged particles released through normal respiration but more highly charged by breathing so that the sphere of influence (aura) becomes opaque, like a clear glass filled with smoke. The effect is to render the user invisible to himself, which generates the body language and mental attitude to render himself invisible to others. There is an inherent difficulty when employing this method. Namely, if one cannot see one’s hands or feet, there is a tendency to bump into things and knock them over. For this reason the Ninja train in blindfold techniques. Those that arise spontaneously are very similar to those used by the blind. It may seem paradoxical that moving as if you were blind would contribute to making you invisible to others. But, the psychological effect of diminishing your ego to the point where you can’t even see your own hand allows you to focus all your attention on those other people and remain out of their line of sight. Also, because of this intense concentration, you (like a blind man) would develop more highly sensitive applications of your other senses. THE SPELL OF INVISIBILITY The exercise (spell) that follows confers upon the spell caster the singular ability to become invisible at will such that his presence will not be detected by normal sight or even sophisticated sensing devices. It does not affect body mass or physical manifestation. The user still has weight and occupies space. The user can still make boards creak by walking on them. Thus, there is a need for Silence. It does over come the problem of H.G. Wells Invisible Man who found that food was visible in his stomach until it had been digested because, as indicated above, the body is not transparent but rather enshrouded in the mist or cloud. As it is still solid, however, it does cast a shadow and leaves footprints like Wells’ character. 81 This spell remains extant for so long as the Will sustains it. The best practice is Absolute Stillness, i.e. meditation. Even the breathing must be quieted to the point where it cannot be heard by the Seeker. One measure of how long the Invisibility Spell will last is to count your heartbeats while holding your breath. Actually, the lungs are held empty, that is to say no inhalation is made after the exhalation that begins this test. Most people can’t hold their breath for more than thirty seconds, about forty heartbeats at the rate of seventy-two beats per minute for men and eighty beats per minute for women on average. With practice, however, the time can be extended to one hundred heartbeats. The ancient texts on Ninja medicine say that if one can hold the breath for this long, one is halfway to immortality. Bear in mind that this is not intended as a means to “stay invisible” for long periods. A few moments at the proper time is the key to “clouding men’s minds.” Remember that there is a price to be paid for every magical work. In black magic schools this is often blood, which is usually one of the ingredients necessary to complete an incantation. On the psychological level this is an indication of the magician’s desperation and his willingness to sacrifice to achieve his goal. In Ninjitsu the price is the promise to teach ten others these mysteries. Finding ten who are worthy and capable may take a lifetime. Therefore, do not use these devices frivolously or for too long. As Well’s protagonist in his Invisible Man and the antagonists in Tolkien’s Hobbit found, absolute power corrupts absolutely. Place the index finger of your right hand to your lips and whisper the syllable “Shhh…” as if asking someone to be quiet. In Chinese medicine this sound is associated with the lungs (Air). It is said that pronouncing this syllable helps to dispel fear- and, this is so. Have you ever seen accident victims who were calmed by a comforting hand and someone whispering softly that everything was going to be all right? Human beings instinctively make this sound when cooing at or quieting a baby. Whether the child becomes programmed to the relaxation response elicited by this cue or recognizes it as the sound of respiration, a certain sign of life despite pain or discomfort, is quite likely irrelevant. That it calms the person is the important factor. Likewise, it has a calming effect on the user. The fingers-to-lips gesture is also universally recognized to mean a request for silence. Some Mystery Schools teach that the thumb should be used. But, this places the Vertical Fist directly in front of the face, making it more of a threat than a request. This gesture can be seen over great distances and when coupled with a stern expression and stern eye contact can actually serve as a non-verbal reprimand quite effectively. From a psychological perspective it turns the onlooker to whom it is directed into a co- conspirator of silence. All the moreso the longer he waits to disobey. With the fingertip to the lips forming the Mudra of the Silent Way, inhale slowly, deeply and silently three times. On the first exhalation imagine the three horizontal lines one above the other. These represent Heaven, Earth, and Man, just as in the Juice of Jade Exercise. On the second exhalation imagine only two lines remaining, and on the third exhalation only one line. 82 At the conclusion of the third exhalation, swallow. Touch the tip of our tongue to the roof of your mouth and mentally recite a short, calming phrase or prayer using the self-hypnosis technique to reinforce the desired result. Phrases such as “I am now completely relaxed,” or I am at a deeper level of consciousness,” are in this way associated mentally with the ritual of the relaxation response. Likewise a similar phrase such as, “I am better,” or, “I am returning to full waking consciousness,” should be used when coming out of the trance. This helps separate the meditation experience from the stress of the day, making it a refuge and a sanctuary against the pressures of daily life. The Japanese have used it for centuries to restore balance to their lives and so can anyone who practices it. The effects are cumulative and require diligent practice at first, but the benefits are well worth the effort. Release the mudra and form instead the Eight Channels Mudra by placing the tips of the middle fingers to the tips of the thumbs. This connects the channels of energy within the body. They are like the meridians of acupuncture, lymph circulation, or blood vessels- natural pathways of circulation. This finger-knitting position, like all those of the Kuji Kiri system, is used to connect the systems of the body in a specific arrangement so that healing or similar facets of magic can be performed. Complete Kuji Kiri instructions can be found in Secrets of the Ninja and Ninja Mind Control. The Eight Psychic Channels run up the back, down the front of the body, around the waist, down the insides of the arms, up the backs of the arms, down the outsides of the legs, up the insides of the legs to the Tan T’ien and up the center of the torso to solar plexus level. For this reason, all schools of meditation begin with focus on the Hara or Tan T’ien. When you are sitting with legs crossed the mudra to unite these channels in their most efficient arrangement is to connect the middle finger to the thumb and place the palms face up on the knees. You need not think of the circulation for it to occur, although there are texts and schools that teach the conscious direction of the Force. If you merely sit long enough, you will learn everything you need to know. As before, the back should be straight, the shoulders square, and the eyes closed, looking easily and gently at the tip of the nose. Inhale slowly and deeply filling the Tan T’ien with Qi. Imagine the flame upon which you concentrated in the earlier chapters to be a small, warm, friendly fire in the Golden Stove of the Hara, filling the body with warmth, light, and life as a hearth fills a home. Let the saliva you swallowed as you counted- three, two, one- be the Juice of Jade. It fills the cauldron and is warmed and evaporated into a steamy mist by the heat of the internal Fire. This is the mystical essence of the Cloud. Tighten the Hara and let it rise up the spine to the skull, where it condenses as golden drops of dew, the Yod symbol of the Egyptian Tarot Deck. This is the internal distillation process, exactly like the one used to distill the essence of herbs into elixirs or corn into “moonshine” liquor. These drops of dew are the refined essence of the Juice of Jade. Although they are spoken of here in the allegorical symbolism, they also exist chemically and can be activated by mental imagery, they are the elixir of life. 83 THE MIST Exhale slowly and without effort or sound. Imagine a blue-white vapor or mist which is the “steam” of the internal distillation process, being emitted with the exhalation as you whisper, “Shhh…” Let it descend and cover your legs, swirling softly to form a haze or blanket. Feel the relaxation in every part of your body as it slowly envelops the physical self. It feels good to be relaxed, it feels better than before. Repeat this procedure nine times, letting the Cloud build until you are completely engulfed and oblivious to the outside world, forming an impenetrable shield which is the sphere of influence, the aura, by sheer force of will, like filling a glass with water. Creating the Mist Form the Silent Way Mudra by placing your index finger to your lips with your little finger extended and the middle and ring fingers curled into the palm. Inhale and draw air into the Golden Stove. Circulate it eighty-one times using the Nine Breaths. Imagine a vapor being expelled on each exhalation, descending to form the mist or fog that settles about the body and then begins to rise and evaporate, spreading itself upon the wind. Imagine the cloud becoming more dense as it fills the auric egg- the electromagnetic field of the body. Imagine becoming part of the cloud as it surrounds the body completely, obscuring the form from view. Imagine the body becoming lighter and lighter until it is carried away with the dissipating mist. So that the form vanishes completely and cannot be seen. 84 Imagine the cloud itself dispersing until it too is lost to the sight and achieves absolute invisibility becoming “one with the universe,” as the Old Ones would describe it. Here time and space have no meaning. One is impervious to heat or cold, beyond the tactile level of reality, were anything is possible. The aborigines of Australia have a great lore regarding this dream-time when you are sitting as still as a lizard on a rock and become invisible to the universe that is well worth investigating. The essence, however, is to link memory to imagination. Then one can visualize or imagine the outcome of any scenario or the solution to any puzzle. It will be presented to you in terms and symbols completely understandable, some of which are archetypal and some of which are personal. You are your own best teacher because only you know what you need to learn, and are therefore the only one worthy to be your own master. Let no one say otherwise. INVISIBILITY One can move about slowly when surrounded by the Mist or Cloud, and so perform acts of the Will invisibly. Chinese sages say that the secret of invisibility is sitting so still that you go unnoticed by the passage of nature. In meditation, the initial stages of practice, this movement is known as the internal work, the healing and detoxifying of the body by collecting, cultivating and circulating the life-force, Qi. In a physical sense, moving about means to “ride the wind”-that is to say, let yourself move so slowly and quietly and spontaneously in response to the actions or line of sight of others that you become “one with nature,” part of the background that is overlooked- invisible. This enables the Ninja to not be seen and not attract attention until he is ready to “step out of the mist” and suddenly appear to the enemy. Silence is the key. When you can breathe so slowly and deeply that you cannot hear yourself, then you can move 85 slowly and quietly enough to be invisible. You will also have developed the patience needed to do so. Slowness is of major importance. Think of how movement inside a real cloud would disturb the gaseous mist and threaten to expose an arm or hand to view. Practice moving in water or imagine that you are doing so to elicit the necessary visual imagery. Any attack made while invisible has a fifty percent better chance of success and does twice the damage since the opponent is unprepared and has no chance to defend himself or steel himself against the impact. Naturally, any such aggressive behavior negates the concentration required to remain invisible, thus breaking the “spell” and making the magician visible. This is why invisible actions are always more subtle and employ very little force. In Tai Chi Chuan it is said that a “force of a thousand pounds can be deflected by four ounces.” And, in Pa Kua Chang it is taught that “to affect the lives of men, one must be outside the circle that presses them.” Both of these principles are part of the Invisible Fist philosophy. The greatest warrior prevails without throwing a single punch. It is, of course, not necessary to merely sit and enjoy the sensation of relaxation and solitude. While in this state it is possible to effect the self healing of old wounds and injuries merely by thinking them well. There are many schools and methods used for this practice-too many to enumerate here. Suffice to say that if one tries this method, one will develop a system and a suitable set of mental techniques without the need of any further instruction whatsoever. It may help, however, to consult with other wizards or healers to save time or confirm that the methods are in fact in keeping with the principles of magic, meditation, or even prayer. If they work, they are correct. It is as simple as that. RETURN TO EARTH AN IMMORTAL Dispel the mist gradually by “blowing it away.” Exhale gently whispering the sound “Whooo…” This is the sound of the Earth, represented in Chinese medicine by the stomach and the spleen. It is only natural that one should use the sound symbolic of the Earth to return to waking consciousness after this mental exercise. As the breath and the sound move away, they will gradually carry the fog or mist with them and visibility will return. One should not come out of this auto-hypnotic state too suddenly. At first, it will be hard even to sit still. Then it will be difficult to imagine the Cloud at all. But, with perseverance, patience and practice, it can be done. It might be hard to dispel the vapor, making it necessary whisper the “who” (Hu) mantra as many times as needed to produce the fog with the “Shhh…” sound- perhaps nine. After a while the Cloud will be more easily dispelled. That is to say, in only three breaths or one, depending on the depth of concentration. These three then can be used to count up from the relaxed state, just as counting backwards, three to one, was used to induce it. Counting up to return to full wakefulness and alertness, feeling better than before, is a positive awakening ritual that brings with it the feeling of warmth and relaxation produced by the practice of invisibility. 86 Just visualize three horizontal lines, one above the other. The Chinese ideogram for three, taking them off from top to bottom as you go deeper and replacing them from bottom to top when waking up. Swallow and release the tongue from connecting the Jen Mo and Tu Mo channels of the body. Forgot about that mnemonic device, didn’t you? That is one reason Ninjitsu is called the Silent Way. Because you can’t speak when your tongue is on the roof of your mouth. Then, relax by sighing or remain in a meditative sate for some other mental exercise and later on return to full wakefulness by counting the lines upward or just imagining the numbers in sequence as you rouse yourself. As previously stated, some concluding phrase or benediction should be rendered to separate the solitary cultivation of energy from mundane reality. Some schools use “Ommm…” a sixty-cycle harmonic or its variations like “Amen.” Magicians seem to like “So…” as a conclusionary remark, “So let it be written, so let it be done.” HARAKI-THE SPIRIT SHOUT When faced with an imminent confrontation, it is often advisable to “steal the march” from the adversary and attempt to overcome him verbally or mentally before he can become belligerent enough to make an attack. As the enemy is preparing to attack, so is the Ninja. He draws air into the Tan T’ien and tenses his belly. Using his Command Voice he shouts a single word order to halt or move, bringing the shout up from the Center and directing the forceful blast of air directly at the face and eyes of the aggressor, who should blink or flinch in response. Expand your chest, a subtle “puffing up” gesture, and lean forward slightly as you follow with a long “Haaaa…” sound, breathing the heat of the inner fire at the face of the enemy. “Show your fangs” by baring the teeth somewhat and look at him as if the human torch was setting his head on fire. This is the Fire Breathing Ninja Technique. He should feel the heat of your breath and perceive that you are about to make a kill-or-be-killed response to his challenge. That alone may give him pause to reconsider his challenge. If he breaks stance or falls back, the battle is won. If not, jump on him or vanish while he is still trying to decide if you are insane-or not! 87 When using the most basic method, the Kiai, most schools hold that “Ha!” is the best word to yell. It is the sound of the heart. When using Haraki, the word is not even heard. It is the sound waves that produce the effect. As seen in the Book of Fire, true Dragon Breath requires expelling gases and foul odors by belching. Haraki does not. The effect, however, of making the enemy fall back without physical contact is identical in these three methods. Punching Out or Shouting Out a Candle silently is the test of this ability. This is an example of using your Mist Attack as part of the “power to cloud men’s minds” in combat. To become invisible for surreptitious entry apply the following. From your place of concealment behind the enemy, imagine the Cloud in which you meditate building in your Hara. Tighten the lower belly and blow a puff of air gently at the back of his ear. By doing this, you can make him think an insect is annoying him and become uncomfortable. While he is focused on himself, you can silently slip by. Likewise, you can project this small ball of air to other spots and cause sounds that will attract his attention and draw him off his post so you can pass. This is the basis for the Ninja trick of Yoji no Jitsu or the Toothpick Trick, in which a small object was thrown past a sentry to make him investigate and move away. Another method is to “put him to sleep.” Just as the Empty Hand Breath Weapon in the first chapter. This time the Qi, the vapor, is projected using a slow steady stream of air, to form a cloud around the head of the enemy. He does not see it or feel it. But, once you have seen evidence of relaxation from projecting the Cloud at him, you can mentally send the subtle command to “sleep…” with each breath until he dozes off or becomes so drowsy you can slip by. “Think” the cloud around his head, dimming and smothering the candle flame of is will. The principle here is to mentally connect with the other mind using the charged particles of the breath to form a bridge. Some schools teach these methods like projecting the energy from solar plexus through the palm toward the sentry’s back. Others use the finger-knitting position Direction of Energy from Kuji Kiri to aim this stream of consciousness from the Will to the desired effect. The test of this ability, of course, is mentally diminishing the flame of a candle until it is extinguished In a battle of wills the flame is imagined to be directly above and between his eyebrows. This is the Third Eye Point used by hypnotists to fix the gaze of the subject. INVISIBLE FISTS As we have discussed, the Ninja magic techniques operate on all levels simultaneously, visual, audible and tactile. The Ninja of old, often used subtle gestures to identify themselves to each other when acting undercover. One of these, which indicated that the agent was advanced to the level of skill that enabled him to perform this Spell of Invisibility was the Dragon Palm Fist. In combat, this gesture may be used to intimidate the enemy on a subconscious level or warn him that he is about to be struck by one skilled in the Invisible Fist. In black magic schools this hand sign is called the Cornu, or Devil’s Horns. 88 It should be noted that the Dragon Palm Fist of Chinese martial arts is made by bending the middle and ring fingers into the open palm so that the index and little fingers form the “dragon horns.” Note this is the same hand position used in the Invisibility Meditation and is one-half of the third finger-knitting position of Kuji Kiri. The thumb is bent and locked to harden the fist. Strikes are made with the Needle Finger to Dim Mak pressure points; by raking downward with the middle and ring fingers that form the Dragon Claw; with the edge of the hand as in the Swordhand Strike; with the inner edge of the Palm as in the Ridgehand Strike, by hooking the thumb into the enemy’s eye or mouth to rip and tear the flesh, the Tiger Claw; or by poking both eyes with the two extended fingertips, Twin Dragons Seek the {earl. The Dragon Palm Fist was brought to China from the Himalayan Mountains of Tibet, where it was known as the Lama Hand, the Way of the Monk. It the Black Dragon School of Ninjitsu it is called Mi Chuan, the Invisible Fist. Another application of this gesture is founding American Sign Language. When the back of the thumb is pressed against the heart and the index and little fingers are extended with the middle and ring fingers folded into the palm, it forms a combination of three letters or words in Sign Language. I is formed by the little finger extended and the thumb at the heart; you is indicated by the index finger which would ordinarily be pointing at the listener; and the letter L for love is made by extending the index finger with the thumb held at a right angle. It is the sign for “I love you” that is recognized worldwide. It is also similar to the American Indian sign language gesture for friend, and to the Shaolin Salute in which the Standing Palm is placed above the left upward turned open palm as solar plexus level to indicate training in the temple. Thus, this hand sign represents the Ninja philosophy of non-violence. No one wants to harm another human being. Only in the most dire circumstances of self-defense is the use of Force permitted. DRAGON PALM STANDING PALM LAMA HAND 89 The hand-to-face gesture using this mudra in meditation is also a method of blocking a chokehold in Judo and can be used psychologically in battle by placing the fist on the chin and slapping oneself with the palm. While the opponent pauses to wonder what is being evaluated, or why you struck yourself, he blinks, he hesitates, and you are gone. Lama Hand The Lama Hand of Tibetan Kung Fu is the source of the lost forms of Ninjitsu and the secret teachings of the Hidden Kingdom called Shangri-La by some. The Lama Hand is literally the art of overcoming any opponent, no matter how large or small, instantly, regardless of the size, age, or infirmity of the defender with no physical contact. The principle is to project Qi from the forward edge of the hand as if performing an Edge Block and strike the opponent in the heart charka to stun him BEFORE he comes in range of the fist. THE MIND GATE METHOD If Ninja are the ultimate warriors, it is because the have the knowledge and will to use the Way of the Invisible Fist. There are many excellent fighting systems and it is left to the individual to find for himself those techniques or styles that work best for him. To quote the late Bruce Lee, “Absorb what is useful.” That does not mean that everyone will absorb the same things or that what appears to be useless may not have some redeeming value. Nor it is our intent to insult any other martial art by saying that one is better than another. Other Seekers have other Paths and there are many ways of becoming “invisible.” HsiMenJitsu, the Way of the Mind Gate is the name given to psychology in the ancient texts and sacred scrolls of the Ninja. Unlike the Dragon Method which is essentially kinesthetic, this system is almost entirely visual. As in the Kuji Kiri mediation practice, Qi in the Small Heavenly Cycle, having been raised through the Nine Gates of the Heavenly Pillar of the spine, is circulated in the Mysterious Chamber of the skull and is directed with the Third Eye. Control is exerted simply through mental imagery. One merely thinks of what he wants the enemy to do and it is done. Whatever can be imagined can be accomplished. This is very similar to the Tantric teachings and the use of the dream state in problem solving exercises. Those who vanish by this method normally do so by turning the eyes upward in their sockets to look at their own Third Eye between the brows. Those who have witness such a demonstration report that the room lights begin to dim. Then darkness fills the room so that only a spot of light can be seen on the forehead of the Yogi. When this is gone all is blackness-practical invisibility. As amazing as this may seem, it, like the Dragon Method is based on practical, physical laws and also operates on many levels. Two of these should be explained. First, you can’t hit what you can’t see. While the Dragon Technique affects the eyes and surrounds the user with a mist, the Mind Gate Method functions by simply making it impossible to see. Masters of this art can place the idea of the fist into the mind of the opponent and excel as the skills of both hypnotism and illusion. 90 Second, on the physical level, the application of this technique can be as simple as turning out a light. The eye reacts to the change in available light by expanding or contracting the pupil. This takes a finite amount of time. For those seconds when this process is in effect, one cannot see clearly. In a desperate situation, knocking over a lamp to produce such darkness is permissible. By the same token, a sudden flash of light makes the iris constrict, producing temporary blindness. Ordinary flashbulbs can be made to go off to make one see spots before the eyes without the need of a camera or other large apparatus. Imagine! A flashcube as a self-defense weapon! Yet, we all know how effective they are at making us blink or squint. Those who have been “struck” by followers of the Mind Gate have said they see a flash of light so bright that it makes them recoil instinctively. Those who have experienced the Dragon Method can actually feel its impact. Haraki victims speak of pressure in the ears or a sound so high pitched as to cause pain. THE DEMON MASK SCHOOL BASIC MASK DRAGON MASK BONE MASK The Demon Mask School of Ninjitsu holds that to present a terrifying image to the enemy is often a useful psychological ploy that may even dissuade him from further aggression. Much like the stern look of a parent when hushing a child or much like the contorted scream of a martial artist as he hurls himself into battle. To this end, they devised elaborate costumes and masks made of bone or used bright red colors or fangs to frighten their enemies. Many of these were patterned after the symbolic costumes of the 91 Japanese Noh Plays, which are specifically designed to elicit an emotional response from the audience. This practice is analogus to the use of skulls and other alchemical symbols by some Mystery Schools to discourage interest in their techniques. Part of the training is to release all the bottled up fear and anger produced by daily stress into the Kiai. Imagine it as a ball of fire being blasted from your belly, engulfing and destroying the object of your hatred or fear. That is the Fire Breathing Dragon! It is also a primal scream, a purging of the negative thoughts and emotions and it generates the courage to stand up for yourself. If you “see” it, so will your opponent. He will feel the heat of your anger and fear your wrath. And, you will prevail. DISTRACTION All of these things are what a magician would call distractions or misdirection. A boxer would think of them as fakes or feints used to create an opening in an opponent’s defense, some think of them as sucker punches. If this can be done by breaking his concentration, the Ninja can safely launch his attack or disappear. Simple tricks like tossing a coin behind a sentry will often make him turn to investigate the odd noise. Looking over the shoulder of an opponent gives him the impression that there is someone behind him. In Kung Fu, many styles teach how to simultaneously attack two targets, gambling that one will succeed if the other fails, making it all the more difficult for the opponent to read the incoming attack and mount an adequate defense. In Ninjitsu, the technique of attacking a heavily defended passageway to draw enemy troops away from the surreptitious entry of a single agent or team at some more remote site has long been a stratagem of battle. Just as has been the trick of throwing crude gunpowder into a campfire to make a blinding flash of light and smoke. Anything that can be used to make the enemy blink can and probably has been employed at one time or another. It only takes a second to duck out of sight. PATIENCE AND SILENCE We have no fear that these techniques will be misused or perverted. Since those who would do such things do not have the patience or perseverance to learn them. You can know the secret of Fire Breathing Dragon and still not be able to perform it due to lack of confidence resulting from inadequate preparation. You can lean the secret mudra that confers the power of invisibility, but, unless you have done all that is explained here, slowly, step-by-step, there is no way the technique will ever work properly for you. There are things that can only be learned by doing them and lessons will also be learned along the Way. No one can tell you all these things. They must be experienced and discovered for one’s Self. Thus, they are presented in the manner of self-instruction. We want or need no “followers” no devotees, no ardent admirers. We want each person to be the best he or she can possibly be. There are no masters in the ranks of the Ninja. We believe that one should have many teachers and try many styles, the better to find the truth for oneself and to train oneself and be one’s own master. Part of that is developing the self-confidence of knowing you can defend yourself-by becoming invisible if necessary. 92 POSTSCRIPT We are not a club, team, or army. We are a fraternity of like-minded individuals- friends who help each other and set a good example for all. Now that you have learned the secret teaching- the Yin, or dark side of the Silent Way- do you understand why it is called that? Because the entire system is based on the physio-psychological response elicited by placing the fingertip to the lips and whispering “Shhh…” The secret of invisibility is silence and stillness. Now you understand why it was kept secret? Because it is so easy! There are no gymnastics, no tumbling, no deathblows or gore. No years of brutal training under stern Sensei or paying for lessons. Anyone having read this book can defend themselves with a handful of sand. These are methods even the most extreme pacifist could endorse. They are as non-violent as the fighting arts are savage and terrifying. Yet, each has its place and applications. Even for the Invisible Tribe, the wheel of life continues to revolve. One will be faced with problems, obstacles, opportunities or confrontations with those who believe that violence is the answer to everything, and for them it is. “Do unto others as you would have done unto yourself,” is more than just a maxim. It is also an explanation of human psychology. If a man comes to you and wants to beat you up, that means HE, for some reason, wishes to be beaten. There are many motivations for this kind of behavior, but they are of little consequence If he wants a whipping, the Ninja is usually capable of providing it. But, since the Ninja reveres all life and values peace and harmony above all else, he will go to almost any lengths to avoid having to fight. In attempting to live as a superior man, the goal of the I Ching, the Book of Changes, and set a good example for all, he will run, hide, accept verbal abuse and slander without striking back. Only when there is no escape, when trapped, when the stakes are life and death does he permit himself to use the savage and terrifying arts of which he is capable. And then, he shines. Some schools of invisibility teach that one must become non-descript, anonymous, lost in the crowd. It is essentially the principle of attracting no interest. They instruct that one should practice by staring into a mirror until a field of shimmering energy manifests itself between the observer and the observed. This curtain of non- interest is faint and indescribable except to say it appears, as do the distortions produced by heat rising from a road to create a mirage in the desert. A bending of light rays by an area of heated air, which acts as a natural lens or prism. Not as fantastic as it sounded earlier, eh? The Koga Hai Lung Ryu (Black Dragon School) of Ninjitsu performs this feat by filling the sphere of influence, the aura with a fog or mist- a vapor that conceals the Ninja -as explained. What is seen within the Cloud, in the mind, is not seen clearly at first. The Ninja must remain in quiet places that attract no attention, lest his presence be felt or otherwise sensed. This is called Kobudera, the “masking of real intent.” 93 Some say the substance from which the Cloud is formed is called Akasa and collects in the corners with the dust that is harvested to fill the Hai Lan or Black Eggs used to vanish as described in the Book of Earth. This magical dust is analogus to the “pixie dust” magicians claim is found in the linty corners of almost every pocket and can be sprinkled on objects to make them do extraordinary things. The real trick is that when he dips into his pocket for the “pixie dust” he is also dropping off the object in question. Like the dust harvesting process itself, the psychological effect is that of mentally gathering the Qi to fill the aura, making it opaque, as opposed to transparent. Then there are those who believe that the power to cloud men’s minds can be wholly generated from within, These are the followers of the Fire Breathing Dragon School. The first step, Kindling the Fire in the Belly is the first exercise in the development of this power. Collecting the Qi in the Center, refining it with the imaginary heat of the Golden Stove (cultivation) and letting the “steam” produced by boiling the Juice of Jade rise to the brain is always the initial stage. How else could one hope to breathe fire on an opponent and defeat him with the same energy that enables Hindu Yogis to walk on burning coals or fast for weeks at a time? This practice confers control of the “reptile brain.” The brain stem in every human being concerned with survival and response to environmental stimuli. To the Yogis it is Kundalini, the “serpent power” that represents sexual energy. To the Ninja it is Hou Lung Qi, the Way of the Fire Breathing Dragon. THE SWORD THAT DOES NOT KILL The quest for invisibility is only one road that leads to the top of the mountain of self-knowledge and understanding offered by many others. The same chants, guidelines and symbols serve as signposts and mile markers along the gradual learning process of perfecting the Self. Those who seek out this knowledge do so because they think attaining it is impossible and if the could do something impossible, it would provide some clue to understanding all the other things that elude them-that are “invisible”-without adequate explanation. When they find out how something is done they either don’t have the patience to do it properly or are disappointed because it is so simple it is hard to believe it would fool anyone, especially them-but it can, and does. As promised, even the most meek and mild among you even the most passive and non-violent can find a way to defend yourself and have self-esteem if not with these exact techniques then by adapting them to your own needs. It was said that Miyamoto Musashi, the most famous swordsman of feudal Japan had engraved on one side of the hand guard of his sword, “The Sword that Kills.” And, on the other side, “The Sword That Spares Life.” It would be interesting to know which face was presented to the enemy and which to the swordsman himself. For the Hai Lung Ryu, it is the Invisible Fist that does not kill. 94 Collector’s History The Invisible Fist was originally written and submitted for publication to Paladin Press in1989. It was declined because by that time relations between Kim-Sensei and Paladin Press were strained. Kim having discovered several titles that had been re-named and were being sold without royalties being paid, and overseas sales that were completely unreported for many years. In 1998 it was published by Citadel Press, after more than a year of “polishing” and their insistence that the chapter entitled Book of Fire be replaced for fear some moron would set himself on fire trying the Fire Breathing Dragon Technique. Since then, Carol Publishing Group, the parent company of Citadel Press has declared bankruptcy. Although they remain in business and continue to sell Kim-Sensei’s books such as Secrets of the Ninja in paperback edition through front companies like Berkeley Press without paying the author a nickel. As part of the “liquidation” of Carol’s assets, Invisible Fist, Iron Body Ninja, and the unfinished Ninjitsu For Women were sold, despite Kim’s objections and in violation of his contract with Carol, to Kensington Publishing who have merely carried on under- reporting and using “accounting devices” to rob the author. Since DOJO Press is the ONLY AUTHORIZED DISTRIBUTOR OF ASHIDA KIM BOOKS AND TAPES, this edition has been retyped and reproduced from original photographs in its original format with Fire Breathing Dragon included, instead of the forced changes. Ashida Kim considers this book to be one of his best efforts to explain Ninjitsu, the only non-violent martial art known to man, and deeply regrets the delay in providing this information to the public. -Editor 2001
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- 1 - Original texts and manuscript concept copyright © 2007 by Richard E. Mandel STAR TREK, its on-screen derivatives, and all associated materials are the property of Paramount Pictures Corporation. Multiple references in this document are given under the terms of fair use with regard to international copyright and trademark law. This is a scholarly reference work intended to explain the background and historical aspects of STAR TREK and its spacecraft technology and is not sponsored, approved, or authorized by Paramount Pictures and its affiliated licensees. All visual materials included herein is protected by either implied or statutory copyright and are reproduced either with the permission of the copyright holder or under the terms of fair use as defined under current international copyright law. All visual materials used in this work without clearance were obtained from public sources through public means and were believed to be in the public domain or available for inclusion via the fair use doctrine at the time of printing. Cover art by Amaral This work is dedicated to Geoffery Mandel, who started it for all of us. Memory Alpha and SFHQ/Mastercom cataloging data: UFP/SFD DTA HR:217622 - 2 - PART TWELVE 2276-2295: TOWARDS THE FUTURE 0VERVIEW CHRONOLOGY/TIMELINE STARSHIPS THE DREADNOUGHT PROGRAM (PART 2) DARAN CLASS FRIGATE ARIEL CLASS SHUTTLECARRIER SYDNEY CLASS TRANSPORT JENSHAHAN CLASS HEAVY CARRIER RENNER CLASS CORVETTE IANAR CLASS FAST FRIGATE MITANNIC CLASS BATTLECRUISER STARFLEET’S NEW PERIMETER ACTION SHIP PROGRAM EXCELSIOR CLASS SPACE CONTROL SHIP TRANSPORT/TUGS OF THE LINEAR WARP ERA MIDWAY CLASS SHUTTLECARRIER RANGER CLASS LIGHT CRUISER CONSTELLATION CLASS STAR CRUISER TERRAN EXPLORATIONS THE GENESIS PLANET HISTORICAL ARTICLES THE MIGHTY HOOD GOES DOWN ENTERPRISE DESTROYED LAUNCH OF THE GREAT EXPERIMENT KLINGONS THREATEN WAR KIRK SURVIVES COURT-MARTIAL KLINGONS DOOMED TO EXTINCTION STARFLEET CONSPIRACY UNMASKED KIRK DIES SAVING NEW ENTERPRISE STARSHIP DEVELOPMENT CHART ACKNOWLEDGEMENTS A Constitution (II) class cruiser (c.2275) Enterprise (NCC-1701) returns to SpaceDock after the Genesis Incident of 2287. The space control ship prototype Excelsior (NX-2000) is clearly visible in the background Enterprise, Excelsior, and Miranda class cruisers in formation The new Excelsior class starship Enterprise (2295) - 3 - 2276-2295: Towards the Future The Starfleet of the early 2270s lived through an escalation boom in the aftermath of the intrusion by the V’Ger entity, with nearly unlimited resources provided for the prevention of any further invasions of similar kind. The de facto source of these resources, the Organian Peace Treaty, proved but a temporary lull in Klingon-Federation political and military intrigue. Only the stern leadership of Fleet Admiral Robert Conrad and his legendary successor Heihachiro Nogura had kept Starfleet from overreacting to the Klingon threat in the preceding decades. When these powerful figures retired from Starfleet command, other forces began vying for power in the highest echelons. The infamous coup attempt by Vice Admiral Vaughan Rittenhouse, even though doomed to fail from the outset, cast deep shadows over the public image of Starfleet – shadows that even the brief return of Fleet Admiral Nogura and the resurrection of the exploration program were hard pressed to disperse. For the duration of the late 2270s, the militaristic forces inside Starfleet were again technically outnumbered by the more peaceful factions. Despite its official peaceful doctrine, though, Starfleet continued to prepare a huge fleet of modern cruisers with significant military as well as exploration capabilities. Also, the major programs for production of modern dreadnoughts and the space control ship program were finally providing results. These would culminate in the Excelsior class, the next ‘backbone’ vessel of Starfleet and a worthy successor to the famous Constitution heavy cruisers. The Klingon Empire attempted to match the Federation move for move, upgrade for upgrade, and new class with new class. It also introduced cloaking capability to many of its naval vessels, courtesy of its treaty with the Romulans. The rigoriously structured and exploitative Klingon economy was slowly descending towards chaos, as it simply did not have the base to cope with the conservation-minded free market economy of the Federation. Some visionary leaders foresaw the inevitable and strove for closer diplomatic and ultimately economic ties with the Federation. Others sought for the answer in - 4 - increased military spending and frantic conquest of new worlds to exploit for new resources. No headway could be made on the Federation front, though, not even after it had become painfully evident that the Organian peace treaty no longer was being enforced at all. Neither side would back off, not even after a series of provocations revolving around the Genesis Incident that introduced a new potential superweapon of immense power. To offset this balance of terror, a far-flung conspiracy was engineered by Starfleet hardliners who, under the leadership of Fleet Admiral Lemuel Cartwright, aimed for an offensive against the Klingon Empire. Simultaneously and perhaps not coincidentally, relations with the Romulan Star Empire grew warmer. These two troubling developments came to a peak in the Praxis incident, where a key Klingon energy production facility exploded and left the whole Empire badly damaged. The conspirators saw the right moment had come, and seized it. A chain of assassinations was begun to pave way for a declaration of war against the weakened Empire. Unfortunately, the plan of the hard-liners required support of Klingon and Romulan factions to succeed, and complex plots often end in a disaster, as was luckily the case with their attempted coup of 2291. The actions of one man, Captain James T. Kirk, saved the life of President Ra-ghotarei and the integrity of the Federation. Relationships between the UFP and the Klingon Empire drastically improved, in the aftermath of the aborted coup, and a thorough cleansing of Starfleet would eventually result. adapted from Guide to the UFP Starfleet by Timo Saloniemi A Saladin class destroyer being upgraded (c.2280) Captain James T. Kirk and his loyal bridge crew (2287) At bottom right is Hikaru Sulu, Kirk’s helmsman for 15 years. Sulu was promoted to captain a few years after this picture was taken. Captain Sulu would soon become a legend in his own right during his first assignment as commander of the space control ship Excelsior (NCC-2000) The Midway class shuttlecarrier Ark Royal (c.2295) The mining complex on Praxis before it was destroyed (c.2290) Image courtesy of the Klingon Empire - 5 - MAJOR EVENTS 2276 • The Cardassians are encountered for the first time in a conflict over a new Federation colony in the Europa Nova system, located on the far side of the Badlands. • The uprated Federation class dreadnought enters service. • Developent of the transwarp drive is authorized. • The Daran class frigate enters service. • The Ariel class shuttlecarrier enters service. 2277 • The Federation flag and seal are updated to mark the 150th anniversary of the Federation Charter. • The heavy cruiser Excelsior (NCC-1718) is lost while on a long-range reconnaissance mission outside of Federation territory. The name will be given to the lead ship in the new space control ship program, which is already on the drawing boards. • The first problems with transwarp drive are noted during simulation testing aboard the prototype starship U.S.S. Ingram (NX-2001). • The first of the Jackill's Starfleet Reference Manuals is published. • The Knox class frigates enter service. • The Sydney class transport enters service. 2278 • The Klingon C-8/9K'herr class dreadnought enters service, much to the dismay of Starfleet starship spotters. It outclasses even the uprated Federation class dreadnought, the most powerful ship in Starfleet at the time. It serves as an incentive for kicking development of the Excelsior class space control ship program into high gear. • The Ares Incident marks the first time a Starfleet vessel has been forced to engage Tholian vessels in combat in years. • The Pleiades class survey cruisers are commissioned. • The Ascension class dreadnoughts are commissioned. • An incident between Klingon and Federation forces in the Typhon Expanse exposes Klingon plans to invade the Federation. The Klingon plot is made public and condemned, resulting in the overthrow of the current Klingon government. Starfleet loses a single starship in the incident, the Soyuz class heavy frigate U.S.S. Bozeman (NCC-1841). • The Enterprise (NCC-1701) returns from its final five- year mission under Admral James T. Kirk. It is assigned as flagship of the Terran Defense Group under Commodore Gregory Westlake. It will spend approximately the next year in drydock undergoing a regularly scheduled routine service upgrade. In the meantime, Admiral Kirk resumes staff duties within Starfleet Command. • The Canopus class starships are retired. 2279 • Federation surveillance drones spot the new Klingon heavy destroyer K'teremny (D-9 class) while it is temporarily disabled during a final test flight. This is the first time that Starfleet is able to get the proverbial goods on an new Klingon starship class just as it is about to enter service. • Border incidents with the Klingons begin a marked rise this year, indicating that the Klingons have resolved their internal disputes and are once again arming for war with the Federation. • The Tyson Encounter will go down in history as one of the most unusual carrier duels ever fought between Federation and Klingon forces. • The Klingons stage a surprise raid on Sherman's Planet. The end result is a massacre. • The Klingons finally begin construction of their long- rumored Kar’harmer B-10 class of battleships. These will be the largest starships ever built by a current spacefaring culture in known space to date. • Starfleet’s new battlecruiser program is placed on temporary hold due to numerous flaws found in the class prototype, the U.S.S. Menagha (NCC-3100) - 6 - • A working transwarp drive core is approved and delivered to the yards for fitting into the class prototype U.S.S. Excelsior (NX-2000). • A highly infectious viral plague sweeps the Kzinti Patriarchy. The death toll numbers in the millions. The new Kzinti Patriarch grants permission for the Federation to dispatch medical assistance teams in an effort to combat the plague. The leader of this effort is Commander Nyota Uhura and assisting her is Lieutenant Shiboline M’ress, a Caitian. This unexpected act of kindness despite decades of aggression and piracy does much to change Kzinti perceptions about the Federation. 2280 • The crew of the Klingon D-6 battlecruiser Destruction, all press-ganged prisoners, mutiny and manage (with Starfleet support) to escape into Federation space. All are granted asylum while the ship is interned at Starbase 12 for extensive study. It will not be returned to the angry Klingons for a year. Although an old design that predates current starship technologies, its seizure is considered important -- in particular what its computer data banks hold concerning current Klingon fleet strength and deployment. • The Federation confirms the existence of the B-10 construction program from the data banks of the captured D-6 Destruction. Release of this information does much to win Federation Council support for authorization of the Excelsior class space control ship. • The Organians are forced to intercede to prevent the Klingons from going to war with the Federation. This is the last time they will do so prior to events leading up to the destruction of Praxis. • Admiral James T. Kirk becomes an instructor at the Starfleet Academy Command School. 2281 • Improved Starfleet fightercraft enter service and are deployed as fast as possible to all operational carrier battle groups. Anywhere from two to four will also be deployed on all fleet units with standard shuttle bays, with Miranda type starships operating at least one full squadron. This too is a response to increased Klingon activity on its border with the Federation. • The last operational Bering class tanker is removed from service and sold for scrap. 2282 • The first working holodeck is developed, based on simulated reality technology developed some three decades before. • The Kzinti Patriarchy formally petitions for associate member status with the Federation. It is an act which would have been unheard of only a decade before. 2283 • The heavy cruiser Kongo and the frigates Halk and Rome are destroyed by the Klingons in the Kargon Incident. • The Tal Taan Offensive ends in victory for the Federation; however, it is the closest it has yet come to open war with the Klingons. The pacifists within the Federation Council fall out of favor as more militant factions take the reins of power. The result is increased funding for more Starfleet starships. • Lars-Eric Valdemar becomes the new Starfleet Commissioner. He will make many changes in order to improve Starfleet operations and bring up its strength in the face of Klingon aggression. Many new starship classes that had been stalled in development will be reactived and begin construction under Valdemar's tenure. • The frigate Matkapan (NCC-1960) is lost along with an entire TacFleet force on operations beyond Federation borders. • The Jenshahan class heavy carrier enters service. 2284 • The Renner class corvette enters service. • The Battle of Khatanga results in the loss of seven Starfleet vessels. • Rumblings begin within the Admiralty about the need for retiring the eldest starships in the Class I fleet. The officer at the forefront of this movement is Admiral Randolph Morrow, Starfleet Chief of Staff and heir apparent to Fleet Admiral Heihachiro Nogura for the role of Starfleet Commander-in-Chief (CinC). Admiral Nogura makes clear for the need for all Class I starships to remain in active duty service, with the eldest needing to serve “a little while longer.” • The rebuilt heavy cruiser Enterprise (NCC-1701), the second oldest operational Class I starship in Starfleet, is reassigned to the Starfleet Academy Command School as a training vessel at the request of guest instructor Admiral James T. Kirk. Her commissioned days as a Starfleet vessel are numbered, given all of the new Class I linear warp equipped starships - 7 - entering service and current trends within the Starfleet Admiralty. Transfer to training duty status is Admiral Kirk’s way of ensuring that his beloved Enterprise remains in service for as long as possible. • At this time Starfleet has only 69 starship classes and a total of 1,265 active duty vessels in its Class I fleet. Comparable numbers exist for its Class II fleet. • The first working experimental transwarp drive is developed. • Starfleet Command decides to follow the inexpensive LN-52 upgrade path for all remaining existing Class I starships and starship classes that have not yet received a linear warp refit. The LN-60 upgrade path is officially abandoned save for those vessels that are already scheduled for or undergoing the conversion process. All Starfleet new builds will have LN-64 technology (or derivative, in the case of the new perimeter action ship program) from this point forward. The ACE (Advanced Circumferential Engine) program is retained only for prototype testing purposes. It will never see widespread fleet use beyond a few isolated vessels. • Border incidents with the Klingons reach new heights as the more militant of the Imperial Houses take over border patrol duties, seeking the glory of battle with their traditional Federation foes. Several protot • ypes for Starfleet’s new perimeter action ship program enter service for fleet testing prior to implementation of the program. Three slightly different classes (Alert, Akula, and Akyazi) will be built in parallel, with each being modified as data from the class prototypes comes in. • The Chosin class heavy carrier enters service. 2285 • The Ranger class scout program is officially discontinued in favor of the Oberth class. All Ranger class scouts will be removed from Starfleet service by 2290. • Starfleet is forced to begin using non-sequential naval construction contract (NCC) numbers due to rapid changes in fleet construction authorizations and cancellations. It is also around this time that Starfleet Command begins to consider the possibility of reusing previously assigned NCCs for new-build starships that have the same name as older ones no longer in service. • At this point in time Major General Roger Kensington is Colonel of the Starfleet Marine Corps (i.e. Marine Corps CinC). He holds the franked rank of general (admiral) for official purposes, such as day-to-day operational duties with Starfleet Command. • The escort carrier Sangamon (NCC-1927) is attacked and damaged beyond reasonable repair by a Meerkan pirate fleet. The Sangamon will be scrapped once it returns to port. • The Excelsior class space control ship prototype (NX- 2000) begins construction. • The Ianar class fast frigate enters service. • The Klingons make their boldest move yet into the Treaty Zone, capturing the planet Mrzicann without Organian intervention. • The Loki class destroyer and Adams class scout are authorized, with construction dependent upon the success of the Excelsior program. They are single- nacelled stablemates to the Excelsor, similar to the role that the Saladin class destroyer and Hermes class scout played in the original Class I Program. • The Joshua class command cruiser, a variant of the Loki/Adams program, is also given provisional authorization at this time. • The uprated heavy cruiser Hood (NCC-1707) is responsible for defeating and capturing the Klingon starhsip L’ktja. It is the first D-8 K’t’inga class battlecruiser to fall into Federation hands. It will be impounded at the nearest starbase, where Starfleet Intelligence will thoroughly study it for the next five months anticipating return demands. Oddly enough, that demand never materializes, thus allowing Starfleet Intelligence to continue studying the L’ktja and its data at their leisure. The L’ktja will eventually be repaired and join Starfleet’s infamous Adversary Squadron, made up entirely of captured Klingon and Romulan starships, for annual war games exercises. • The second and final generation of megaphaser cannon enters Starfleet service. • Randolph Morrow is promoted to fleet admiral, succeeding the retiring Heihachiro Nogura as Starfleet CinC. One of his first orders is to begin the decommissioning of Starfleet’s oldest Class I starships, starting with such non-combat classes as the Ptolemy class transport/tugs and working his way up to other classes. All starships whose launch dates fall within Morrow’s parameters are placed on the decommissioning schedule even if they have not yet reached the end of their expected service lives. Morrow’s decommissioning program is set to take place over the next five years. Included at the end of Morrow’s list are the Constitution class heavy cruisers, the eldest of which is now 63 years old (or almost 20 years in terms of their linear warp conversions, which is they way Admiral Morrow usually describes them). - 8 - • As a gesture of goodwill Kzinti warriors are allowed to serve in Starfleet for the first time, albeit on a limited basis. They quickly find a welcome home in the Starfleet Marines, although it takes them and the Corps a while to adapt to each other. • Work on the Genesis Project has proceeded to the point where Stage II testing is ready to begin; however it cannot proceed unless additional funding is procured. Dr. Carol Marcus, project director, records a special request for the required funding to be sent to the Federation Bureau of Sciences. Her recording, along the accompanying data, is classified for security reasons. Her request will be granted and work will resume shortly thereafter. The heavy cr • uiser Enterprise (NCC-1701) undergoes a • rance class frigate enters service. ce. hip in • s minor refit to better facilitate its new role as a training starship. Included with the upgrade is a new photon torpedo deck, complete with backup manual operations capability (in the event that the automatic system is out of commission) and a somewhat retooled engineering deck better suited to midshipman training. The Endu • The Mitannic class battlecruiser enters servi • The keel of the Ingram (NX-2001), second s Starfleet’s new space control ship program, is laid down at the Proxima Shipyards. The major visual difference between Ingram and Excelsior is the addition of second-generation megaphaser cannon to Ingram’s warp engine support pylons. These will be removed once the Ingram program is terminated and all ships in the class merged with the Excelsior program. All Texas class light crui ers still in service are decommissioned on the direct orders of Starfleet CinC Fleet Admiral Randolph Morrow. The only fo converted “commando” cruisers of the Starfleet Marines, who had declined to decommission them back in the 2270s due to “operational needs.” This is despite protests by the Starfleet Marines that their new Miranda class cruisers cannot perform the surface landing and support capabilities as the Texas. General Kensington resigns his commission in protest. Lieutenant General Anthony West, who eventually finds a way to use his Miranda class starships for ground operations via old-fashioned Terran insertion- extraction drop techniques. This and other innovations will earn Anthony West, the new Colonel of the Corps, eventual promotion to major general by 2290. 2286 • The Akula and Akyazi class perimeter action ships • age II Genesis Device is built at the Regula One • ng with all senior • • caught operating tension between the two interstellar powers. enter service around this time, thus permitting the obsolete Kiaga and Agilis classes to take their final bow. The St spacelab under the direction of Drs. Carol and David Marcus. The starship Reliant (NCC-1864), under the command of Captain Clark Terrell, is assigned to the Genesis Project. It goal is to find a suitable nearby uninhabited planet devoid of all lifeforms (intelligent or not) for use in Stage III testing. The Starfleet Corps of Engineers uses phaser bores in a 10-month continuous effort to hollow out a cave within the asteroid around which Regula One orbits. This will be the site for the Stage II test of the Genesis Device. Fleet Admiral Morrow holds a briefi members of Starfleet Command over the continued absence of the Organians. It is his belief that the Klingons are seeking to take advantage of the situation and that they are arming for war. He orders Starfleet to do the same. Orders are dispatched deploying additional forces to the Treaty Zone and informing all Starfleet units to respond in kind if attacked. It is probably about this time that a conspiracy is ur still in service are the formed within the ranks of Starfleet Command to deliberately provoke a war with the Klingons. The belief that the Federation will win in the end, eliminating “the Klingon problem” once and for all. This conspiracy will in time extend though all branches and ranks of Starfleet, from lowly enlisted personnel all the way up to the Admiralty itself. A squadron of Klingon frigates is within Federation border territory. A battle ensues when they fail to heave to and surrender their vessels. All of the Klingon frigates are destroyed by new Starfleet perimeter action ships, which sustain only minor damage in return. This incident increases His replacement is - 9 - • In a carefully coordinated response to “Federation provocation” the Klingon D-9 heavy destroyer Qirsh is sent over the border to provoke a fight. The uprated heavy cruiser Hood (NCC-1707) responds to the challenge, along with the newly uprated destroyer Ajax (NCC-547) and the uprated Larson class destroyer Moltke (NCC-4417). The Qirsh takes on all three at once. In the battle that follows, the Qirsh succeeds in destroying the Hood and the Ajax is so badly mauled that it is forced to retreat from the field of battle. The Moltke is left alone to face the Qirsh but its foe suddenly withdraws, having accomplished its mission in destroying the Hood. Only 3 members of the Hood’s crew survive the battle. The Qirsh will become the bane of the Federation border fleet for the next four months, raising all kinds of havoc and leaving many destroyed Starfleet vessels in its wake. Eventually, the Qirsh is cornered and destroyed just short of the Klingon border by a Federation fleet made up of two uprated Loknar class frigates, three Siva class destroyers, and a Belknap class strike cruiser. • The Cyane class heavy frigate enters service. • The Romulans launch their first dreadnought. • Fleet Admiral Morrow grudgingly gives his blessing for the early conversion of seven Tikopai class heavy cruisers to Enterprise specifications. This is to replace converted Constitution class heavy cruisers that Morrow intends to retire as soon as possible. 2287 • Stage II testing of the Genesis Device is successfully completed. Work begins on the Stage III Genesis Device. Its use will be dependent on locating a suitable planet for the test, something that Captain Terrell and the Reliant have yet to accomplish. • The Genesis Incident marks the gravest crisis to Federation-Klingon relations in years, all due to the mad thirst for vengeance from former Terran dictator Khan Noonien Singh. It will see the formation and subsequent destruction of the unstable Genesis Planet, the destruction of the starships Reliant and Enterprise, the capture of a Klingon Bird- of-Prey (the first successful capture of a starship of this type), and the indictment of both Admiral James T. Kirk and his former command staff on charges of mutiny and sedition. The Klingon Empire will rejoice in the destruction of the legendary Enterprise but will threaten war unless Admiral Kirk is turned over to them for trial immediately for having authorized Project Genesis in the first place • Former Starfleet commanders Montgomery Scott, configuration and behind months • • arships due to heightened tensions with the Klingon Empire in the wake of the Genesis Incident. Those that have • l o (during his time at Starfleet Command). The only bright point in this whole sordid affair is the apparent death and subsequent resurrection of Captain Spock, former commander of the Enterprise, for whom Admiral Kirk and his command staff risked both their lives and their careers. Kirk and his followers find asylum on Vulcan under the protection of Ambassdor Sarek., Spock’s father. The Vulcan government subsequently rebuffs all attempts to bring Kirk and his followers to justice. This added twist to the situation only serves to exacerbate the growing hostility of the Klingon Empire but plays right into the hands of the growing war hawk conspiracy within Starfleet. Hikaru Sulu, and Pavel Chekov help Admiral Kirk convert their captured Bird-of-Prey into something more suitable for human use. Along the way, though, they record all data on their “acquisition” and forward it to Starfleet Intelligence, who accepts it without comment. In this manner Starfleet gains considerable knowledge about the Bird-of-Prey’s capabilities. Starfleet Intelligence will also be the successful retrieval of the ship several later from the bottom of San Francisco Bay after the end of the Whalesong Crisis. The Arbiter class perimeter action ship enters service. Fleet Admiral Morrow reverses his own order calling for the decommissioning of all older Class I st already been decommissioned are reactivated and returned to service as quickly as possible. The completed Excelsior disappears during a test of its transwarp drive and then just as mysteriously reappears three weeks abandoned as a result. ater. Transwarp drive is • Klingon Ambassador Kiltarc delivers an ultimatum t the Council: turn over Admiral Kirk for trial or face the prospect of war. The Federation Council responds that they cannot - 10 - grant Kiltarc’s request because Kirk has sought asylum on Vulcan; furthermore, if Kirk is to be tried at all for his actions it will be done under Federation law. The decision of Admiral Kirk and his followers to return to Terra of their own free will to face court-martial is interrupted by the Whalesong Crisis. True to form, Admiral Kirk puts the good of the Federation above his own life and moves to resolve the situation. His actions result in several temporal violations (due to the manner of his solution) but • ends the crisis. • upgrade in elsior class space control ship. ew perimeter action ships a Fe Encounter. • ble ship” S.S. Mundy is • he population of the uintupled over the past ed activity on the part of • Starfleet a wealth of intelligence regarding the new Romulan Space Navy. • The Scorpio class corvette enters service. • The Youngblood class heavy carrier enters service. • The Fredrikstad class fleet shuttlecarrier enters service. • Starfleet’s F-type 18 fighter shuttle, A-type 20 attack shuttle, and E-type 3 ELINT shuttle enter service on all operational shuttlecarriers. Older F-type and A-type craft are retired to bases, secondary vessels, and reserve units. The Kirov class battlecruiser enters service. 2288 • • • • • design of its seal for the in 2127. The new seal • • • enters • Because of this all charges against Kirk’s command staff are dropped, as well as all but a single charge of disobeying a superior officer (Fleet Admiral Morrow). Admiral Kirk pleads guilty, is reduced three grades to the rank of captain, and “sentenced” to spend the rest of his useful service career in command of a starship. The outraged Ambassador Kiltarc storms out of the hearing in protest. To honor of Captain Kirk’s heroic actions and that of his former command staff in resolving the Whalesong Crisis, the upgraded Constitution class heavy cruiser Yorktown (NCC-1704) is redesignated as the new Enterprise (NCC-1701-A) to replace the original destroyed over the Genesis Planet. The Yorktown had been undergoing a computer systems Spacedock just before the Whalesong Crisis and had been disabled along with all other Starfleet units during the emergency. The name of Yorktown is soon reassigned to a new Exc • The abilities of Starfleet’s n are further proven in the Kort The mystery behind the “trib finally solved. Estimates indicate that t “Triangle” region of space has q two decades despite increas the Romulans and the ever-present threat of war between the Federation and Klingons. The successful completion of Project Grey Ghost yields • The Miranda class cruiser Accommodator is scrapped following a dockyard accident in which it is rammed and damaged beyond repair by the out-of-control civilian freighter John B. Goodings. History repeats itself when a tragic accident during a Starfleet wargames exercise results in the destruction of the starship Arashi and the crippling of the Eiger, with 74 crewmen from both ships dead and 32 wounded aboard the Eiger. Klingon fleet strength across the Treaty Zone increases in response to similar Federation moves. The Tholians begin fielding new and more powerful starships of a previously undocumented design. The reasons behind this are unknown at the time. The Federation changes the first time since its founding features a wreath design that more closely resembles the old Terran New United Nations logo than before. The Nimbus Incident marks the first tenuous step towards defusing the looming Federation-Klingon war, much to the dismay of Starfleet conspirators. A coup within the Klingon Empire and the death of the Romulan Praetor results in a change of government of both of the Federation’s traditional interstellar foes within the same year. The Excelsior class space control ship finally service after years of developmental delays. • The starship Excelsior, under the command of newly promoted Captain Hikaru Sulu, embarks on a three- year mission to prove that space control ships are also capable of filling the exploratory role previously assigned to Class I heavy and survey cruisers. Excelsior’s exceptional performance under Captain Sulu’s command will lead to the authorization of a second block of Excelsior class starships. The Crippen class colonial transport enters service, replaceing the aging Cochrane class. • Operation Distant Hammer takes place. F • The ederation Reference Series is published. - 11 - 228 • capabilities of this new uing battle with all hands lost. At least two of her attackers are also destroyed and others damaged, but • • • ime with some of its new • rst in a joint operation with • ugh new volume to once again be Federation security. • er Design REFiT) is permanently r 229 • • nters service entually by the Ariel and Excelsior class starship programs. Yamato will be the last new-build dreadnought class of this era • 9 The Klingons stage an ambush on the Starfleet perimter action ship Abreus with no less than seven assault craft disguised as Romulan vessels to determine the full combat vessel type. The Abreus is destroyed in the ens the full status of the surviving vessels remains unknown. The Midway class fleet shuttlecarrier enters service. The F-type 22 “Peregrine” fighter shuttle enters service. Starfleet begins using five-digit naval construction contract numbers at this t starship classes. The strike cruiser Baikal (NCC-2513) is the fi Starfleet vessel to take part Kzinti forces. By this time the Romulan Space Navy has eno starship classes in service in considered a serious threat to Project ADREFT (Aveng shelved. This would have upgraded an Avenger or Miranda class starship to “pocket dreadnought” status by adding a third warp engine and additional weaponry (known at various times as the Comanche o Rickover configurations). Along with it goes the Kirov class battlecruiser (ADREFT on an Ariel-type primary hull), with only five ships completed. • All remaining Soyuz class frigates are withdrawn from service, having failed to live up to their original design. 0 • The Federation Starship h rt i u Recognition C a s p blished. • The first volume in Mastercom’s new Ships of the Starfleet series is published. Additional volumes follow every ten to twelve months until the series is complete. The Cathedral Unit is formed as a permanent pool for starship prototype testing crews. At this point in time the United Federation of Planets consists of a total of 1,560 member and affiliated star systems. • The massive Yamato class dreadnought e as a replacement for the long-delayed and ev cancelled Komsomolsk. It is heavily influenced in Federation spacecraft history. The Nordenskjold class cruisers are removed from service. 2291 e first build group. An additional 53 • • • T • • o core support network is wiped out by the kwa ays. Starfleet homeworld has of the Praxis n of the assassination of Federaton President Ra-ghoratrei by Colonel of the Starfleet Marine Corps Anthony West (a conspirator), and the signing of the Khitomer Accords with the Klingon Empire. This is Kirk’s last mission aboard the Enterprise. The age of Kirk and his former command crew is also catching up • The uprated Excelsior class space control ship is authorized for construction. 19 vessels are eventually authorized for th are proposed as replacements for existing Class I heavy cruisers once they reach the end of their service lives. • The Decisive class frigate is approved for construction. The Ranger class light cruiser enters service. The Clemenceau class shuttlecarrier enters service. • The Anaxagoras class transport/tug is approved for construction he S’harien class battlecruiser enters service. The Todega class transport/tug enters service. The mineral-rich moon f Praxis in the Klingon core systems explodes due to overmining. Much of the Klingon Empire’s shoc ve, which also wreaks havoc w internal infrastructure in other w ith the Empire’s Intelligence estimates that the Klingon only 50 years before the effects explosion render it incapable of supporting life. This humbling event forces the Klingons to turn for help to its traditional enemy, the Federation – an event foreseen three decades before by the Organians. • Chancellor Gorkon of the Klingon Empire is assassinated by the Starfleet conspirators in their final bid to provoke an all-out war between the Klingons and the Federation. Captain James T. Kirk of the starship Enterprise makes the perfect frame for the act, given his past history with the Klingons (the Genesis Incident in particular). Kirk is eventually able to clear his name through a remarkable series of events that end with the exposure of the conspiracy, the preventio - 12 - with them, with all but the youngest on the verge of retirement. • The first Kzinti officer ever to serve in Starfleet is present at the signing of the Khitomer Accords. He takes the time, on behalf of the Patriarch, to invite the Klingons to send an ambassador to Kzin. This marks a new and unexpected turn in the relationship between • ssigned to a into the and the extent to which the go, including collusion with Klingon Houses in favor of • ort/tugs enter service. These ollond proposal for a Miranda- • 2292 • • these millennia-old cultures. The heavy cruiser Enterprise (NCC-1701-A) is decommissioned. Her name and registry are subsequently a new Excelsior class starship. • The Federation Council initiates a two-year investigation Starfleet conspiracy to provoke war with the Klingons. What they learn, coupled with the depth of the conspiracy conspirators were willing to the Romulans and dissident war, will shock them. The Hensley class transp are based on the old D derived heavy transport/tug. The Star League class dreadnought enters service. The Klingon-Romulan alliance is formally dissolved. The Malverne (NCC-2205) is the last of the Ariel/Fredrikstad type shuttlecarriers to enter service. 2293 • ever recovered. • • h the g Starfleet officers and in the affair. The Council begins debating measures to be lone superpower of space,” • ttlecarriers are retired. The uprated Excelsior class starship Enterprise (NCC- 1701-B) enters service under the command of Captain John Harriman. Three special guests at the ceremony include original Enterprise commander James T. Kirk, original chief engineer Montogomery Scott, and original weapons officer Pavel Chekov. The starship’s shakedown cruise is cut short when it comes to the rescue of two El-Aurian transports trapped inside the energy ribbon of the Nexus. Kirk is apparently killed in the line of duty saving the Enterprise from the Nexus. His body is n • The Leavenworth class frigate is approved for construction. Captain Montogomery Scott retires from Starfleet. He never gives up hope that Kirk is still alive somewhere inside the Nexus. The Federation Council concl the Starfleet conspiracy to provoke war wit Klingons. Many high-rankin civilian officials are implicated Federation udes its investigation of taken against what it see trends” within Starfleet. Some councilors openly question the need for the Federation to remain “the what with the Klingons crippled by the Praxis explosion and Romulan fleet strength still well below that of Starfleet. The Oriskany class shu s as “alarming militaristic 2294 • The transport Jenolan is lost, and along with it legendary starship engineer Montgomery Scott NOTE: It is reported that Captain Scott’s accident was arranged by Section 31 as punishment for his altering of the Prime One timeline (see Volume 01). NOTE: Two timelines. The removal of Captain Scott from the course of history will cause the Prime One and Prime Two timelines to rapidly resync with each other. By the turn of the century (2301) they will running on parallel tracks. Differences between these two realities will no longer be readily discernable save by a trained observer or with special equipment. The “disappearance” of Montgomery Scott is generally referenced as the reconvergence point of the Prime One and Prime - 13 - 229 • ated, warp-powered rship designs. • enters service. • er service. • • d, with to begin 2295 • it e sed by a unanimous voice of its full membership. This forces a complete revamping of Starfleet command structure, starship classifications, and fleet mission profiles. The net result is intended to be a wholesale transformation of Starfleet from a military-oriented peacekeeping force into a semi-military organization “dedicated to peaceful galactic exploration.” • Severe restrictions are place on the number of combat-oriented starships procured and operated by Starfleet courtesy of the Starfleet Reorganization Order. Many of the ones currently on duty are promptly removed from service, scheduled for the "explorer," a new starship class inspired by the old • • ization Order. Prior to this cruisers," predecessors of the coming in just a few shor As of this date Starfleet has 95 upgraded or new build • er Class I r. This -build Class I • • scheduled for sioning and transfer to the Starfleet Reserve. Fully one-fourth of Starfleet will be going 4 The Romulans introduce upr versions of their "classic" sta The Arusha class superscout The Kresta class frigates ent Betazed • joins the Federation. Its inhabitants are natural empaths, the first humanoid species encountered of this type. The Klingon Empire ceases all work on its B-10 battleship program, with only two in service and four hulls in drydock in various stages of completion. The Constellation class star cruiser is authorize construction slated in 2299. The Federation Council and Starfleet Command clash over the future role of Starfleet. This is due largely to the political fallout from the Camp Khitomer conference. The Council has the last word when pass s the Starfleet Reorganization Order is pas conversion to peacetime-oriented roles, or destined for premature retirement as soon as operational requirements permit. Replacing them is exploratory cruiser classification. An explorer class starship is intended to be a large, long-range starship designed for peaceful interstellar exploration, with weapons fitted purely for defensive purposes. • All Excelsior-derived designs previously authorized up to this point (Loki, Adams, Joshua, Decisive, Leavenworth, Anaxagoras, et al) are placed on hold pending program review under the Starfleet Reorganization Order. The Federation Council begins debating the issue of the admission of Kzin as a full member of the Federation. The Lng'we Chi class explorers enter service. These are the first designated "explorer class" starships to join Starfleet under the terms of the Reorgan • Class I heavy cruisers in service. The linear warp upgrade program of all old starships is terminated effective this yea termination will not affect most new starship programs. • The Ishtasse class heavy cruisers are cancelled in the wake of the Starfleet Reorganization Order, leaving one ship at 85% completion in spacedock. The Regate class heavy cruisers Multiple Class I starships are decommis are also cancelled. into Federation storage depots within the coming decade. Two surprises on this list are the entire rosters of both the Belknap class strike cruisers and Ascension class dreadnoughts, which are among the newest starships in the fleet. NOTE: the end o Some starship historians are already calling 2295 f the Class I era. Excelsior (NX-2000) during final space trials they were classified as "star new Constellation class t years. The recommissioned Enterprise (NCC-1701-A) - 14 - STARSHIPS THE DREADNOUGHT PROGRAM (Pt. 2) SERVICE ENTRY DATES (OLD CALENDAR): AS KO ELLED KIR YA CENSION CLASS: 2278 MSOMLSK CLASS: CANC OV CLASS: 2287 MATO CLASS: 2290 Starfleet began conversion of its Federation class dreadnoughts along with other ship classes during the fleetwide linear warp upgrade programs of the 2270s. Federation had been made obsolete overnight by this development, and the old design’s limits had been dramatically illustrated by the vain attempt of the dreadnought Entente (NCC-2120) to catch V’Ger before it could reach Earthspace. It would not do for one of Starfleet’s newest pre-linear Class I starships to be already obsolete, one that was supposed to be the fastest and most powerful of that same fleet. For this reason the Federation refit program began. Unfortunately, Federation proved more costly and troublesome to convert to linear warp technology than any other other Class I starship. The specialized primary and secondary hulls were largely to blame for three-nacelle configuration in order to preserve its warp geometry. Delays and cost overruns continued to compound until, in the end, the Admiralty ordered that a simplified design be employed similar to that of the Enterprise refit. The custom primary and secondary hulls were discarded in favor of fleet- standard, linear warp era ones (save for dual docking ports on the bridge module) and a considerably simplified engine pylon system was adopted. The new arrangement employed a routine- detachable arrangement for the warp support pylons on the primary hull inspired by the one used on el mount could not be copied for conversion reasons, so a modified version was used instead using parallel pylons at the top of the secondary hull instead of the old angled arrangement. All but three of the Federation class were successfully converted to the new uprated Federation standard, with the first re- entering service in 2276. These last three would eventually received the Star League “total conversion” that had first been proposed, but not until long after the Federation upgrade program had ended and the days of the dreadnoughts themselves were numbered. this, as was the need to keep the unique Belknap. The combined ke The high costs associated with the uprated Federation program caused Starfleet to look elsewhere in modernizing its dreadnought fleet. It found its answer in the Belknap class strike cruiser. Its unique design invited rapid installation of the conversions that the Starship Desgin Bureau had been forced to take with the Federation upgrade program. Ten Belknaps were quickly requisitoned for conversion, and they entered service as the Ascension class dreadnoughts beginning in 2278. What had limited the use of Belknap in fleet operations, namely lack of true multi-mission capability, made Ascension an ideal rapid-response dreadnought. She was faster than an uprated Federation and had none of the quirks and design issues. All ten were soon deployed in a wide dispersal pattern at starbases and other major operations facilities across Federation border space, ready to respond to trouble at a moment’s notice. The uprated Federations were likewise deployed; however, most wound up being fleet flagships instead. Ascension was the favorite by far in the new era of linear warp dreadnoughts. I’m using Eric’s Comanche as a temporary stand-in for the Kirov. Remember, folks, the Kirov’s primary hull is a LOT bigger. - 15 - The competition to develop the (Excelsior) in the 2280s also ha development. The Komsomlsk and f this effort, based on the Chioki space control ship program d its effect on dreadnought Kirov classes were spun out s-designed expanded primary arfleet Command the program and use the instead. Kirov was est the possibilities readnought.” The program was brup r only five ships, once Starfleet ommand decided in favor of Yamato. o hull for the Ariel class shuttlecarrier. Komsomlsk was authorized in 2280 but never built. The Starship Desgin Bureau econdary hull. By could never agree on a configuration for its s the time they made up their collective mind St had already decided to cancel appropriated funds for the Yamato program gn intended to t a one-shot battlecruiser desi of building an upsized “Miranda d a tly terminated in 2289 afte C Yamato was designed as a direct challenge to the mighty Klingon B-10 battleship. Some are already calling it a battleship or uper dreadnought,” although technically it is classified as jus “s t a dreadnought. Elements from the abandoned Komsomlsk found their way into the design, although it cannot be said they are the same ship (as some civilian publications have recently asserted). Yamato is one of two starship classes that were the last fitted with a Chiokis primary hull saucer (the main contribution from Komsomlsk), with the other being the Midway class shuttlecarrier. Yamato also has a quad LN-70 warp engine arrangement, one each mounted to dual secondary hulls and the other two mounted perpendicularly over the line of the primary hull. Only the Yamato (NCC-1305-C) has entered service so far, ith two more (Musashi and Shinano) under construction at the w Utopia Planitia Orbital Shipyards. No more are on order, with all being converted to long-range “explorers.” The enactment of the Starfleet Reorganization Order of 2295 has had a marked effect on the dreadnought program. The entire uprated Federation class is being removed from service, with Affiliation (NCC-2108) being the last on the decommissioning schedule. The three Star League dreadnoughts will stay on, however, as converted explorer class starships. All but two of the Ascension class will be retired at the time their next regular ESLP refit was supposed to take place along with all five vessels of the Kirov class. Two Ascension class dreadnoughts, Belisarius (NCC-2593) and Conquest (NCC- 2589), will be retained for prototype conversion by the Cathedral Unit. This will leave Yamato as the only new-build dreadnought class in active Starfleet service. ASCENSION CLASS SPECIFICATIONS: Length: …………………………………….. 289.8 m rs (7 banks of 2, 4 single mounts) 2 photon torpedo tubes Beam: ……………………………………… 141.7 m Draft: …………………….………………… 77.8 m Mass: ………………….……………... 245,000 DWT Crew …………………………………………….. 485 Range: ……………………….……. 20 years at L.Y.V. Cruising speed: ………………….………….. warp 11 Maximum speed: ………………….………… warp 15 Armament: …. 18 phase YAMATO CLASS SPECIFICATIONS: Length: …………………………………….. 854 m Beam: ……………………………………… 238 m Draft: …………………….………………… 82.6 m Mass: ………………….…………… 1,870,000 DWT Crew ………………………………………... 1,200 Range: ……………………….……. 25 years at L.Y.V. Cruising speed: ………………….………….. warp 12 Maximum speed: ………………….………… warp 15 Armament: ... 26 phasers (10 banks of 2, 6 single mounts) 2 megaphasers (forward firing arcs) 6 photon torpedo tubes SCHEMATICS: Ascension class dreadnought Kirov class battlecruiser Yamato class dreadnought ASCENSION AND KOMSOMLSK DESIGNS BY TODD GUENTHER KIROV DESIGN BY ARIDAS SOFIA YAMATO DESIGN FROM KLINGON ACADEMY BY ACTIVISION GAMES ASCENSION VISUAL BY RICK KNO AS HNSON CHEMATIC DATABASE X E KIROV (COMMANCHE) VISUAL BY MODELS PLE JO YAMATO COURTESY OF CHRIS S BY NEALE DAVIDSON AND THE STARSHIP SCHEMATICS S - 16 - DARAN CLASS FRIGATE SERVICE ENTRY DATE (OLD CALENDAR): 2276 Inspired by the respected Surya design from the Four Years War, Daran and its successors were all new builds intended to replace the aging members of Starfleet’s frigate force. Daran was first out the gate in 2276 but was quickly overshadowed by Knox, its more capable stablemate, the following year. Knox eliminated the sponsons from the dual hangar bays and employed a modified form of the unified shuttle bay that had roven such a success with Avenger. Two other sub-classes s ones scheduled st. These were retired on a one-for-one basis as new ships of ti p oon followed. Bragg was little more than a Daran with one of its hangar bays and the unified flight deck removed and replaced with science and research facilities. It was intended to replace the retiring Shackleton class (a modified Larson class destroyer) in the Starfleet survey cruiser role. Lancer was a Knox reconfigured for the “heavy firepower forward” role. It had only two megaphaser cannon, both forward mounted, but also had dual photon torpedo tubes added to the bow in a classic “Marklin notch.” A handful of later Lancers managed to mount three tubes with full support systems and torpedo storage at the expense of crew facilities. Not all of Starfleet’s older frigates received linear warp refits. In fact, Starfleet began retiring its entire force of older Class I class frigates starting in the late 2270s. Non-upgraded vessels were the first to go, with linear warp refitted la the Daran, Knox, Lancer, and Ianar classes entered service. In this manner Daran and its derivatives helped ensure that Starfleet’s frigate force remained at full strength during the transi on from old classes to new builds. This changeover was completed in early 2293. Starfleet Command is now currently weighing the premature retirement of the Daran family of frigates versus that of the Alert and Akyazi class perimeter action ships. This is due to the reduced fleet strength requirements of the Starfleet Reorganization Order of 2295. S 4 megaphase Lancer variant: 3) photon torpedo tubes PECIFICATIONS: Length: …………………………………….. 243.3 m Beam: ……………………………………… 141.7 m Draft: …………………….………………… 52.8 m Mass: ………………………………… 136,000 DWT Crew ……………………………………………. 350 Range: ………………………... 19 light-years at L.Y.V. Cruising speed: ………………….………….. warp 7 Maximum speed: ………………….………… warp 11 Armament …………………. 12 phasers (6 banks of 2) r cannon (2 banks of 2) 2 megaphaser cannon and 2 ( SCH EMATIC: Daran class frigate (Bragg almost identical but missing port sponson) Knox class frigate Lancer class frigate (Note shortened bow due to “Marklin notch”) DARAN AND KNOX DESIGNS BY TODD GUENTHER AND ARIDAS SOFIA BRAGG AND LANCER VARIANTS BY ERIC KRISTIANSEN (JACKILL’S) VISUAL COURTESY OF STARFORCE PRODUCTIONS SCHEMATICS BY NEALE DAVIDSON AND RICHARD E. MANDEL - 17 - ARIEL CLASS SHUTTLECARRIER SERVICE ENTRY DATE (OLD CALENDAR): 2276 Ariel – McQuarrie concept proposal Does anybody have a mesh of the version by Aridas Sofia? The concept of the fleet shuttlecarrier had once been thought to be a quaint but rather obsolete idea. The Romulan War (2158- 2162) had all but proven the futility of throwing armed shuttlecraft up against a well-armed starship … and yet, the notion of a space-going carrier and its squadron of starfighters never really died. The need for starships that could field large amounts of shuttles for a variety of missions, such as colonization support and defense against space piracy, was ever constant. Once the Klingons entered the picture, the need for fleet shuttlecarriers returned. There were several Klingon Houses that specialized in small craft operations, to which the Federation had to respond in kind. Thus was born the Santee class shuttlecarrier of the Four Years War and the Coronado class, its post-war descendant. Combat small craft operations were back and in a big way. This caused Starfleet Command to start thinking about fielding shuttlecarriers that were capable of ore than just convoy escort. th features were necessary for the mass of the starship involved. The Starship Design Bureau modernized the Titan proposal for the linear warp generation, doubling its size in the process. The single large shuttlebay was replaced by six smaller ones, each with rear-hull exits. LN-64C linear warp engines placed the original design, and a custom-built, enlarged Chiokis added the final touch. Numerous point- asers were incorporated into the design to rov shut quic dow all-n engi From desc fleet c with a full C3 operations shuttl perations es to propose a design of their own (Normandy) o be approved. The massive costs of the craft combined with construction delays caused the Ariel program to be reduced from ten hulls to only six. The first four were built to the original Ariel specification, while the last two were built to the modified Fredrikstad design. The only visual differences between the two are the landing bay sponsons added to th greater flexibil forced Starfleet to switch to the cheaper “heavy carrier” programs (Jenshahan, Chosin, and Youngblood classes) soon after. Ariel has since been replaced on the fleet shuttlecarrier procurement schedule by the Midway class. The Ariel and Fredrikstad classes are expected to remain operational well into the 24th century. m The largest shuttlecarrier Starfleet had ever built to date was the Illustrious. This was a 2 million metric ton, slow-flying monster converted from an unfinished starbase during the Pax Federationis (2263-2221). It was too old, too large, and too slow to serve any use other than pilot training, and Starfleet wanted a comparable ship suited for the modern starship era. They found their answer in the Titan, one of the proposed but abandoned designs from the Baton Rouge era. It had married an early Chiokis-type primary hull saucer to a substantially modified primary hull, patterend after a Terran lifting body and capable of operating three squadrons of combat shuttlecraft within a single massive hangar bay. The dual warp engines were mounted on extended wing struts and were of a modified Pegasys design. Bo re primary hull saucer efense “gatling” ph d p ide protection against attacks from enemy combat tlecraft. The finished proposal, now named Ariel, was d kly approved and the hulls of the first three ships were lai n beginning in January of 2271. The fact that Ariel was an ew design, utilizing no existing Class I components save her nes, delayed her completion by five years. the start the Ariel class shuttlecarrier (and its endant, the Fredrikstad class) was destined for the role of ommand ship. It was one of only three starship classes suite, required in its case for combat ecraft operations. They could also support ground assault on an unprecedented scale, which eventually lead the o Starfleet Marin which has yet t e Fredrikstad for ity in hangar bay operations. Budget limitations SPECIFICATIONS: Length: …………………………………….. 496 m Beam: ……………………………………… 319.3 m Draft: …………………….………………… 79.2 m Mass: ……………………………… Crew ……… Range: ………………………... 20 light-years at L.Y.V. Cruising speed: ………………….………….. warp 6 Ma Armament 1,200,000 DWT ……… approximately 700 (plus 70 pilots) xim s um peed: ………………….………… warp 14 … 40 phasers (12 std, 28 point-defense banks) SCHEMATIC: ARIEL DESIGN BY RALPH McQUARRIE, ANDREW PROBERT, AND ARIDAS SOFIA ARIEL (TITAN) VISUALS BY ATOLM SCHEMATIC BY ARIDAS SOFIA - 18 - SYDNEY CLASS TRANSPORT SERVICE ENTRY DATE (OLD CALENDAR): 2277 In late 2272 the Starship Design Bureau requested bids for a linear warp powered medium transport with cargo-carrying capabilities between that of the older Independence and Sherman classes. ting for a single s II a t of the Starfleet Command was op Clas tr uxiliary transport design this time around in ligh emendous costs of the Class I linear warp program. Shintoi Heavy Industries of Alpha III won the contract with the Sydney class. Its interior was dominated by no less than six holds, one of which was a dedicated cargo hold and the other five reconfigurable to the buyer’s specifications. So far 79 Sydney class transports have been purchased for Starfleet in seven different base configurations: general transport, colony and base supply, hospital ship, auxiliary command ship, repair ship, diplomatic courier and Marine transport. Over 100 have been purchased or are on order by the Merchant Marine and some three dozen are destined for private ownership. Shintoi marketing executives are confidently predicting that the Sydney will become the most popular transport starship of its time. SPECIFICATIONS: Length: …………………………………….. 235.3 m Beam: ……………………………………… 120.8 m Draft: …………………….………………… 51.1 m Mass: ………………………………… 170,500 DWT Crew …… between 45 and 85, depending on configuration Range: …………………………. 5 light-years at L.Y.V. Cruising speed: ………………….………….. warp 6 Maximum speed: ………………….………… warp 12 Armament … 2 phasers (2 banks of 1, fittings for 4 more) SCHEMATIC: SYDNEY DESIGN BY GREG JEIN VISUAL COURTESY OF PARAMOUNT PICTURES SCHEMATIC BY ERIC KRISTIANSEN (JACKILL’S) JENSHAHAN CLASS HEAVY CARRIER SERVICE ENTRY DATE (OLD CALENDAR): 2283 The Jenshahan and its spin-off classes (Chosin, Youngblood) are the direct descendants of the Santee, the first dedicated Class I shuttlecarrier in Starfleet service. They came about due to the c e Four Years War (2246-2250). fact that the mighty Ariel lass was taking too long and costing too much to build. Their design marks something of a return to the Santee (as opposed to the Coronado/Oriskany lineage), utilizing the same warp engine T-mount and dual-deck shuttle bays. This time around, however, Jenshahan’s secondary hull was purpose-built instead of converted, featuring a through-deck design for both flight decks (courtesy of Coronado) to help prevent the sort of kamikaze strikes that had badly crippled Santee and Suwanee during th These “second-tier” shuttlecarriers were quite popular despite their obvious limitations and were in high demand for colony support and convoy escort operations. Complaints about certain inadequacies of the Jenshahan would lead to the Chosin, with an improved sensor suite and superior fire control capabilities. 25 each of the Jenshahan and Chosin classes along with an additional 12 Youngbloods (Chosin sub-class) ensured that there were enough “heavy carriers” in service for all who demanded them. Their popularity with the scientific and civilian sectors has practically guaranteed their survival from the class- cutting axe of the Starfleet Reorganization Order of 2295. SPECIFICATIONS: ……………………………….. 496 m ……………………………… 319.3 m Draft: …………………….………………… 79.2 m . Length: …… Beam: ……… Mass: ……………………………… 1,200,000 DWT Crew ……………… approximately 700 (plus 70 pilots) Range: ………………………... 20 light-years at L.Y.V Cruising speed: ………………….………….. warp 11 Maximum speed: ………………….………… warp 14 Armament ………………..… 16 phasers (8 banks of 2) up to 40 small craft (36 combat shuttles + 4 standard) SCHEMATIC: Jenshahan as built, with Tikopai style primary hull (Chosin and Youngblood have Enterprise style primary hulls) JENSHAHAN, CHOSIN, AND YOUNGBL BY FEDERATION FRONTIERS OOD DESIGNS AND SCHEMATIC - 19 - RENNER CLASS CORVETTE SERVICE ENTRY DATE (OLD CALENDAR): 2284 Renner was originally proposed in the early 2270s as a catchall replacement design for several different classes used for routine space lane and internal patrol duties in the pursuit of interstellar piracy. It was one of several programs delayed by the Cammel IV revelations of 2274, in which Starfleet covert actions against the Kzinti leading up to the Kzinti Incursion of 2272 were exposed for all to see. Renner finally began construction in 2282 as part of the Starfleet ramp-up against the twin threats of growing numbers of modern Klingon and Romulan starships entering service. This is one of the few Class I starships in service without a Chiokis-style circular primary hull. Having an inherent stealth capability is the reason behind its angular design. Stealth plays a critical part in both military operations and space pirate interdiction. This probably explains why a number of Renner class starships have been regularly diverted from internal to border patrol duties, often filling in for scout class starships in “unusual circumstances.” So routine has this practice become that TacFleet has requested that the Military Staff Committee provide it with a full squadron of Renner class corvettes, either new builds or appropriated from patrol duty, for its exclusive use. To date its request is still pending. SPECIFICATIONS: Length: …………………………………….. 220.8 m Beam: ……………………………………… 86.1 m Draft: …………………….………………… 53.0 m ………………………… 111,000 DWT ………………………………….. 180 Mass: ……… Crew ………… Range: ………………………..., 8 light-years at L.Y.V. Cruising speed: ………………….………….. warp 7 Maximum speed: ………………….………… warp 11 Armament ………………….. 12 phasers (6 banks of 2) 2 photon torpedo tubes (both forward) SCHEMATIC: RENNER DESIGN BY J.C. AND RAFAEL GONZALEZ SCHEMATIC BY ARIDAS SOFIA (FEDERATION REFERENCE SERIES) TTLELCRUISER MITANNIC CLASS BA SERVICE ENTRY DATE (OLD CALENDAR): 2285 to being in 278 on the personal order of Fleet Admiral Heihachiro Nogura. f Starfleet’s modern battlecruiser program came in 2 The intent was to build Starfleet’s first dedicated Class I combat starship since the Four Years War. Many within Starfleet Command as well as the civilian sector questioned the wisdom of such a program, what with so many other Class I construction and conversion programs underway. That criticism received a signi icant boost in 2280, when the military circular Starship Design reported on numerous flaws found with the battlecruiser prototype Menahga (NCC-3100) after delivery and initial testing. The program might have died then and there had not Admiral Lemuel Cartwright, Starfleet Chief of Staff, thrown his support behind the program. Three more vessels were eventually authorized with the understanding that all of the Menagha’s operational deficiencies would be resolved in their design. They entered service in 2285 as the Mitannic class, with three more (the S’harien sub-class) built to an improved design starting in 2291. Both the Menahga and all three Mitannics were tentatively scheduled for conversion to the S’harien configuration in 2305. This upgrade is now in doubt pending review of the operational future of the battlecruiser class in light of the Starfleet Reorganization Order of 2295. SPECIFICATIONS: Length: …………………………………….. 307 m Beam: ……………………………………… 141.7 m Draft: …………………….………………… 78 m Mass: ………………………………… 173,000 DWT Crew ……………………………………………. 285 Range: ………………………... 10 light-years at L.Y.V. Cruising speed: ………………….………….. warp 10 Maximum speed: ………………….………… warp 13 Armament: …. 14 phasers (6 banks of 2, 2 single mounts) 2 photon torpedo tubes (both forward) SCHEMATIC: MENAGHA AND MITANNIC DESIGNS BY TODD GUENTHER S’HARIEN VARIANT BY DAVID SCHMIDT SCHEMATIC BY TODD GUENTHER - 20 - IANAR CLASS FAST FRIGATE SERVICE ENTRY DATE (OLD CALENDAR): 2285 Conceived in the 2270s, the Ianar was Starfleet’s first attempt at coming up with a modern frigate design to replace its aging fleet of Surya, Coventry, and Loknar class starships. It was one of many starship classes put on hold by the Cammell IV revelations of 2274. Council authorization for construction was not granted until 2283 because of this, allowing the Daran family of new-build frigates to enter service first. Ianar was designed to be a rapid-response, tactical-mission starship capable of surgical strike missions deep into enemy rritory. It shares with the larger dreadnoughts the ability to er taking a direct t on its phototorp deck, destroying both the portside tube and trol systems for both tubes. Ianar would not ue to its split phototorp design. A total of olde te absorb as much punishment as it gives, and its unusual design configuration is intended to maximize its intended combat capabilities. Not only is it one of the few Class I starships without a Chiokis-style primary hull, it is also currently the only Class I starship in service with separated, single-tube photon torpedo banks. The intent behind this was to allow the Ianar to maintain a minimal heavy weapons capability in the event of extreme damage, a point that was highlighted all too well by the duel between the heavy cruiser Enterprise (NCC-1701) and the hijacked cruiser Reliant (NCC-1864) during the Genesis Incident of 2287. Enterprise had to resort to manual loading operations of its sole remaining photon torpedo tube aft hi most of the fire con ave this problem d h 36 Ianar frigates were built between 2285 and 2290, replacing r frigates on a one-for-one basis as they entered service. SPE Range: ………………………..., 8 light-years at L.Y.V. peed: ………………….………….. warp 7 speed: ………………….………… warp 11 Armament ………………….. 12 phasers (6 banks of 2) two photon torpedo tubes (both forward) CIFICATIONS: Length: …………………………………….. 220.8 m Beam: ……………………………………… 86.1 m Draft: …………………….………………… 53.0 m Mass: ………………………………… 111,000 DWT Crew …………………………………………….. 180 Cruising s Maximum SCHEMATIC: IANAR DESIGN AND SCHEMATIC BY RAFAEL AND J.C. GONZALEZ STARFLEET’S NEW PERIMETER ACTION SHIP PROGRAM SERVICE ENTRY DATE (OLD CALENDAR): 2286 There is not enough space in this document to do justice to Starfleet’s perimeter action ship program of the 2280s and the long, arduous road it had to travel to see the light of day. Midshipmen and civilian readers desiring to know the story in full should consult Ships of the Starfleet Volume 2: Akyazi Class , available for sale Perimeter Action Ships from civilian merchants atastream format via the Academy Intranet. e appearance of the Kiaga and Agilis class perimeter action ship of the their jor mod clea beco warp Fede perim new estroyer of the Four Years War and the Hornet class escort erimental design that had performed surprisingly essed into fleet service to support Starfleet operations during the Kzinti Incursion of 2272. From the Hornet came the idea of the “fractional hull,” a Class I starship frame with only the minimum necessity of hull components. From the Marklin came the famed “Marklin notch” phototorp arrangement that has graced the lines of so many modern starship designs (or ruined, according to some). The political debate over perimeter action ship funding began in earnest in 2276 and remained heated f in the new Akyazi class was not nly grudgingly by a Federation Cou creasing Starfleet militarism. Three years later that number was upped to 105 with the addition of the Akula and Arbiter or for download in d Th s had helped turn the tide of the Four Years War in favor Federation. Elements of their design were far in advance of time and helped them remain in service without ma ifications for over two decades. Despite this, it had become r by the end of the 2260s that Kiaga and Agilis were rapidly ming obsolete. Their unusual design would have made linear refits quite costly, so instead Starfleet petitioned the ration Council for authorization to build an all-new class of eter action ships. Inspiration for the final design for this program came from two sources: the Marklin class heavy d carrier, an exp ell when pr w or years. Final approval for the first 36 ships granted until 2283, and then o in ncil split on the issue of - 21 - su the Genesis In action ship a and support modern perimeter ship proposal, was never ose was to demonstrate the feasibility of the esign by us style the . Ther curr two spec botto expe boom hip apa e m these two basic designs are two sub-classes biter, Akula and Atami), differing primarily in the type of ventral flux chillers used for their LN-90 warp engines. The future of the modern perimeter action ship program is very much in doubt. The Starfleet Reorganization Order of 2295 has placed severe restrictions on the availability of starship classe that are designed exclusively for combat. Starfleet Command i currently weighing the continued existence of the perimeter ship program ve es. The final decision is expected by early 2296. b-classes, both quickly authorized in light of cident and increasing Klingon aggression. o the casual observer a modern perimeter T resembles the mere skeleton of a Class I starship. Entire sections of its primary hull and engineering support frame are missing, and its design-specific LN-90 linear warp engines add to the ship’s decided “chop shop” look. Therein lies the design’s success. Perimeter action ships are not built for long-duration voyages, so they do not need large interior spaces devoted to cargo, provisions, large-scale fabricators and replic tors, cycling facilities, and all of the other spaces re systems essential to normal starship operations. They are designed exclusively for combat patrols within contested regions of space, operating either in conjunction with regular Starfleet units or from a nearby base. It is from these that perimeter action ships are maintained and provisioned, usually with only enough stores and supplies for the mission at hand. The rest of the ship, save for necessary crew and command spaces, is all weapons, power, and control systems. Lightening the load by eliminating non-critical systems and spaces also has the direct effect of considerably reducing a perimeter action ship’s mass. A typical modern-day Class I starship has an average mass in the 150,000 to 200,000 DWT range. A typical Class I perimeter action ship, on the other hand, has on the average only one- third the mass of a typical Class I starship. This directly translates into increased speed and maneuverability, far more than would a Class I starship of comparable size. In fact the Arbiter class perimeter action ships currently hold the Federation warp speed record, recording a sustained “burst” velocity of warp 21.5 for one full hour before mounting frame stresses mandated a reduction in speed. Alert, the “original” built. Its main purp d ing standard or modified Class I components (“old ” ones at the time it was created). Although it never left drawing board, it won Council approval for the program e are two basic modern perimeter action ship designs ently in service, each having two distinct sub-classes. The main designs, Akyazi and Akula, differ in that Akula has a e ial deflector spire mounded on two long booms from th m of the ship. This increases durability in combat at the nse of speed and acceleration. Akyazi does not have this and as s ch u is the only modern Class I perimeter action c bl of aking a (emergency) planetary landing fully s intact. Within (Akyazi and Ar s s rsus that of the more versatile Daran family of frigat VISUAL: SPECIFICATIONS: Length: …………………………………….. 216.1 m Beam: ……………………………………… 120.2 m Draft: …………………….………………… 27.5 m Mass: ………………………………….. 68,000 DWT Crew …………………………………………….. 84 8 h Range: ………………………..., 2 light-years at L.Y.V. Cruising speed: ………………….………….. warp 8 Maximum speed: ………………….……... warp 14.5 (capable of warp 21.5 in “burst mode”) Armament …… p asers (6 banks of 2, 2 single mounts) 3 photon torpedo tubes (2 fore, 1 aft) SCHEMATICS: Original Alert “working” proposal used to pitch the concept (c.2270) Akyazi/Arbiter configuration Akula/Atami configuration PERIMETER ACTION SHIP CONCEPT BY TODD GUENTHER AND ARIDAS SOFIA AKYAZI, ARBITER, AKULA, AND ATAMI SCHEMATICS BY TODD GUENTHER ALERT PROPOSAL SCHEMATIC BY NEALE DAVIDSON (PIXEL SAGAS) - 22 - EXCELSIOR CLASS SPACE CONTROL SHIP SERVICE ENTRY DATE (OLD CALENDAR): 2288 It was called “the Great Experiment.” It was meant to be the herald of a new generation of starships, just as Baton Rouge and Constitution had done in their day. The space control ship program was to be the largest and most powerful Federation starship of its time, fitted with the latest technological advances and capable of speeds and deeds of daring previously thought impossible. On most of these points, Excelsior and her descendants largely succeeded. Excelsior might not have ever come about had it not been for two things. The first was the Klingons. Every time the Federation produced a new starship class, the Klingons would do their best to produce a more powerful one. When the Federation surpassed that one they would try to leapfrog them again. This went on from first contact until 2278, when the Klingons introduced the K’herr class dreadnought. This monster f a starship easily outclassed an upgraded Federation, and S ly anning once current political issues (i.e. the constant threat of o tarfleet Intelligence was reporting that an even larger Klingon starship class (Kar’harmmer) was on the way. This was reason enough for Excelsior, but it was not the only one. The second was the Galactic Barrier. Data from the visits by the Enterprise to the Galactic Barrier, the first in 2259 and the second in 2262, indicated that starship engines of massive power were required to safely penetrate it for extragalactic travel. Outside observation of the Kelvan modifications to the Enterprise engines in 2262 (which they afterwards removed without providing any documentation of the efforts) indicated that a combination of transwarp speed and high energy shielding would be necessary in order to avoid the Barrier’s deadly psionic effects. Research into duplicating the work of the Kelvans led to the development of transwarp drive theory in the early 2270s. Transwarp would be necessary for any starship attempting extragalactic exploration, something for which Starfleet was definite pl war from the Klingons) were resolved. This development also dovetailed nicely with the efforts to design a starship superior to Klingon efforts. The massive power requirements necessary for transwarp travel would also provide ample energy for weapons and shielding systems. In 2274 Starfleet began accepting bids for the space control am. The specifications were straightforward: an Jeffries/Josephs configuration with dreadnought and room for 30 shuttlecraft, capable of self-sufficient operations for up to 10 standard years and deriving both ship’s power and main propulsion via transwarp engine technology. By 2283 there were only two designs still in the running, and a single full-scale prototype was authorized for each. The first was Excelsior (NX-2000), built by the Sol System’s famed Utopia Planitia Orbital Shipyards. It was named for a recently lost Class I heavy cruiser and utilized Cochrane/Leeding FTWA-1 transwarp engines. The second, Ingram (NX-2001), was named for the late former Starfleet Commissioner Lars Ingram (2190- 2266) and built by the Proxima Shipyards of Alpha Centauri. ’s configuration was remarkably similar to Excelsi wever, there were three important differences. First, it used of the same Chiokis primary hull that was Ariel class shuttlecarriers (an obvious cost- savin engi it w cann supp exte save s this Starfleet sponsorsh ship progr psized u firepower Ingram ho or; a custom variation eing fitted to the b gs move). Second, it used Koeller UTI-27 transwarp nes instead of Excelsior’s Cochrane/Leeding FTWA-1s. Third, as the only one of the two designs fitted with megaphaser on, having two standard fore-and-aft mounts on its engine ort pylons. Both prototypes were finished by 2285 and nsively tested for the next year. Both performed admirably in one area, and in this area both failed. So blatant wa failure that it would bring about the permanent end of ip for transwarp drive research. It has often been said that the initial failures of “the Great Experiment” were due to its transwarp drive. This is not exactly true. Both the Cochrane/Leeding and Koeller engines performed exactly as designed. The problem was in transwarp theory itself and the control systems designed to implement it. Starfleet engineers had been unable to duplicate the Kelvan modifications, so they did the next best thing: they sought a way to create a controlled wormhole. The effects of wo light travel, especially with regards to starship warp engine imbalances, were well known. The idea behind transwarp was to cr subsp hat would literally suck a starship inside and propel it forward rmholes on faster-than- eate a controlled wormhole in front of a starship, an artificial ace channel as opposed to a normal subspace warp field, t - 23 - a arp 20. Crossing the Great B ranswarp starship because hrough, flying though a wouldn’t be time for the . That was e was that ranswarp control systems proved virtually incapable of managing the wormhole once it was generated. Both Excelsior and Ingram repeatedly went out of control during transwarp tests, and both had to resort to the old-fashioned method of shutting down their warp drives in order to stop their wormholes. The most dramatic of these failures occurred on 9 July 2287. Excelsior, having had its transwarp drive and control systems rebuilt for the third time, simply disappeared on its fourth and what would prove to be its final transwarp test flight frantic search by every Starfleet and civilian vessel in and hich the ship had fallen through. elsior had become trapped in the limbo between universes e of its early pre-service failures, that any are already calling it “the new Constitution” of the fleet. Starfleet Command also sees the Excelsior in this light, playing a t sustained speeds in excess of w arrier would pose no problem to a t it would literally punch its way t controlled wormhole so fast that there Barrier’s psionic variances to begin affecting its crew he theory, anyway. What happened in practic t t . A around the Local Group yielded nothing. Two weeks later, the Excelsior suddenly reappeared just outside the Sol System in the exact same spot where she had disappeared, completely drained of all power and running off of emergency batteries. The reconfigured transwarp control system combined with the power of Excelsior’s engines had done more than create a wormhole. It had apparently created a breach in the local space-time continuum through w Exc until Captain Raymond Styles and his crew had regenerated enough ship’s power to affect a safe return. None of them, including Captian Styles, expressed a desire to stay on a starship that the more existential among them were now beginning to call cursed, and they were soon transferred to other duty stations. It was at that point that Starfleet Command stepped in and terminated the transwarp program for good. Both Excelsior and Ingram were quickly stripped of their transwarp control systems, and ones used for standard linear warp drive were adapted for use with their unique warp engines. There was method behind Starfleet Command’s apparent madness. The Excelsior program had already been chosen by the Military Staff Committee as the winning design for the space control ship despite the transwarp issue, and the keels for two additional Excelsior class vessels (Columbia and Galacta) were already being laid. Political and military realities had forced the rapid acceptance of the space control ship program, problems or no. Transwarp technology was not necessary in dealing with the growing threat of war with the Klingon Empire. Starfleet needed the Excelsior and needed it now, before the Klingons started using their new K’herr class dreadnoughts for more than just showing off. Ingram would remain as the lone example of its type. It would also be the only Starfleet space control ship (as of this date) ever to see service fitted with megaphaser cannon. The overall excellence of the modified Excelsior design has quickly proven itself in any task upon which it is called. So successful has it become, in spit m the role of a new and larger heavy cruiser in a new fleet of starships that are already being dubbed “the Excelsior generation.” A number of spin-off designs have already appeared, inspired by exiting Class I Program vessels, and some have even won tentative approval for construction. It appears that Excelsior may very well join join Baton Rouge and Constitution as the defining starship design of its era. There exists a third variation of the basic space control ship platform. U.S.S. Enterprise (NCC-1701-B), named after her Constitution class ancestor, entered service in 2293 as the first of the so-called “modified Excelsiors.” This configuration includes the addition of two extra hangar bays to the primary hull saucer, upgraded Cochrane/Leeding FESW-2 warp engines, nd a set of bulges for additional sensor systems on either side of its secondary hull. Weaponry and shielding systems are also improved, making this new Enterprise the most powerful starship in all of Starfleet as of this date. VISUALS: Excelsior (NX-2000) in prototype configuration (2286) Ingram (NX-2001) in service configuration (2290) Enterprise (NCC-1701-B) as she appears today (2295) - 24 - SPECIFICATIONS (EXCELSIOR ): Length: …………………………………….. 511.3 m Beam: ……………………………………… 195.6 m Draft: …………………….………………… 86.8 m Mass: ………………………. 386,500 DWT (standard) 511,250 DWT (modified) Crew .… 780 (including 50 Marines and 20 shuttle pilots) Range: ………………………... 15 light-years at L.Y.V. Cruising speed: ………………….………….. warp 15 Maximum speed: ………………….………… warp 20 Armament …….… 24 phasers (12 banks of 2 - standard) 30 phasers (7 banks of 2, 16 single banks - modified) 4 photon torpedo tubes (2 each fore and aft) NOTES: Modified listings are for the Enterprise variant (NCC-1701-B). The change in mass for the modified version represents the addition of the secondary hull bulges as well as the dual auxiliary hangars to the aft section of the primary hull. The 780 listed for Excelsior class starships crews is an average figure. Thus can range anywhere in size from 530 to 875 depending on mission parameters. This includes deployment of Marine troops and support personnel as well as combat shuttle pilots and maintenance crews. SPECIFICATIONS (INGRAM ): Length: …………………………………….. 590.6 m Beam: ……………………………………… 237.7 m Draft: …………………….………………… 88.6 m Mass: …………………………………. 505,000 DWT Crew ……..… 535 (+ 50 Marines and 20 shuttle pilots) Range: ………………………... 10 light-years at L.Y.V. Maximum speed: ………………….………… warp 12 Maximum speed: ………………….………… warp 17 Armament ….. 30 phasers (7 banks of 2, 16 single banks) 4 photon torpedo tubes (2 each fore and aft) SCHEMATICS: U.S.S. Excelsior (NCC-2000) U.S.S. Ingram (NCC-2001) U.S.S. Enterprise (NCC-1701-B ) EXCELSIOR DESIGN BY NILOS RODIS AND BILL GEORGE ENTERPRISE-B MODIFICATIONS BY JOHN EAVES INGRAM DESIGN BY TODD GUENTHER, JASON GENSER, AND DON BOSCH EXCELSIOR AND ENTERPRISE-B SCHEMATICS BY ERIC KRISTIANSEN (JACKILLS) INGRAM SCHEMATICS BY TODD GUENTHER, JASON GENSER, AND DON BOSCH VISUALS BY BRIAN MINOSH, JAY HURST, ANDREW J. HODGES, AND OUTLANCE SHIPYARDS - 25 - CLASS I TRANSPORT/TUGS OF THE LINEAR WARP ERA SERVICE ENTRY DATE (OLD CALENDAR): 2276 The uilding an mirrored that only ajor diffe isers cam rst, wi troubled times modernization equal importa rea during . It was etermined not to let that happen again. The inclusion of the transport/tug Keppler (NCC-3816) in the LN-40 linear warp test program of the 2260s was no accident. e match allowed its test data . More importantly, the aging as in dire need of replacement. e 15 transport/tugs of the Keppler class were in the process of en the l prot r warp refit conv era c In 22 transport/tug warp technology. It proved even more beneficial to them than the effect that the Enterprise conversion did for Class I heavy cruisers. A linear warp converted Class I transport/tug could now tow three standard transport containers with relative ease at warp 6, thereby helping to offset Klingon advances in transport and container system design. A converted Ptolemy was also heavier armed than before, carrying the “full” primary hull complement of 12 phaser banks that graced most linear warp Class I designs. This was a significant upgrade in armament nd reflected a lesson hard-learned from the Klingons: heavily sports had a better survival rate in combat and substitute cruisers in a pinch. Only a dozen Ptolemy class starships received this conversion due to their extreme age; however, the competing Doppler and Moncrief classes were quickly authorized to fill in the gaps. Doppler was essentially a LN-60 Ptolemy new-build along the lines of the Constituition (II) heavy cruiser conversion, whereas Moncrief was a LN-64 Ptolemy new-build that added a cruiser-standard dual phototorp deck to the hull dorsal. Some Moncriefs were fitted with a small, two-craft shuttle bay instead of the phototorp deck as an experiment, intended for use within Federation space, but the phototorp-equipped version was fleet standard. Both Al Rashid and Ptolemy entered service in 2270 seeing extensive use during the lat nsions escalated with the Klingon Empire. b d upgrading of Starfleet’s Class I transport/tugs of the various Class I heavy cruiser programs. The rence between them was that the heavy cru m e fi th their military nature giving them priority in the of the 2270s and 2280s. Nevertheless, the of the Class I transport/tug fleet was of almost nce. Starfleet had come up short in this critical the Four Years War (2246-2250) a d True, its configuration was a clos to be applied to Class I frigates and overworked Ptolemy class w Th tering service at the time, so it was simple enough to divert ead ship of the class over for use as a LN-40 technology otype. The rest of the Keppler class would receive linea technology via improved LN-52s during their first ESLP s in the late 2270s. Keppler itself would be the last so erted, having operated with LN-40s ever since its 2260s- onversion as proof of the concept. 66 the Ptolemy class tug Al-Rashid became the first Class I to be scheduled for conversion to LN-64 linear a armed fleet tran could serve as , e 2270s and the 2280s as te One thing that Klingon transport/tugs could still do that Starfleet designs could not was tow up to four containers at a time. Klingon designs had been able to do this with their G-type containers ever since the N-6 Morast of the Four Years War. The Dollond class of transport/tugs were originally developed during the 2260s in response to the Morast. These were derived from the Coventry class frigate, utilizing additional power reactors within the hull (in spaces once reserved for hangar decks) to achieve the four-container capacity. The program was delayed due to the onset of linear warp technology, and by the time it was finally authorized for construction in 2290 it had been considerably modified. Officially the new “heavy” Class I transport/tug that entered service in 2291 was class; however, it was still Starfleet Command and the name has more or less stuck with continued, persisten (hull hard points and all) r Its L f It is fortuna are coming into fleet service at this onstruction of their planned successor, the Excelsior-derived Anaxagoras class, is on hold pending program reassessment due to the Starfleet Reorganization Order of 2295. Had the program been delayed any further then it might have suffered a similar fate. the Hensley referenced as the Dollond by t use. It is essentially an upgraded Miranda econfigured for the transport/tug role. N-64 linear warp engines provide ample power for towing our transport containers with ease and up to six if necessary. te that the Dollond (Hensley) heavy transport/tugs point in time time. C - 26 - SPECIFICATIONS (UPGRADED KEPPLER Length: …………………………… ): ……… Beam: ……………………………………… .. 222.0 m 124.3 m Draft: …………………….………………… 67.4 m Mass: ………………………………… 133,500 DWT Crew ………………………………………... 320 Range: ……………………….… 5 light-years at L.Y.V. Cruising speed: ………………….………….. warp 7 Maximum speed: ………………….………… warp 9 Armament: ……… 4 phasers (1 bank of 2, 2 single banks) SPECIFICATIONS (AL-RASHID, MONCRIEF ) Length: …………………………………….. 247.1 m Beam: ……………………………………… 141.7 m Draft: …………………….………………… 64.0 m Mass: ………………………………… 146,000 DWT Crew …………………………………………….. 339 ……….. 234.7 m Beam: ……………………………………… 141.7 m arine operations. These will loan from Range: ………………………… 16 light-years at L.Y.V. Cruising speed: ………………….………….. warp 7 Maximum speed: ………………….………… warp 12 Armament: ………………..… 12 phasers (6 banks of 2) 2 photon torpedo tubes (Moncrief only) SPECIFICATIONS (DOLLOND/HENSLEY ): Length: …………………………… Draft: …………………….………………… 63.6 m Mass: ………………………………… 205,750 DWT Crew …………………………………………….. 490 Range: ………………………… 16 light-years at L.Y.V. Cruising speed: ………………….………….. warp 7 Maximum speed: ………………….………… warp 12 Armament: …… 14 phasers (6 banks of 2, 2 single banks) 2 photon torpedo tubes (modified roll bar option) NOTE: A special version of the Hensley (Dollond), known as the Brownwood class “assault transport,” is being produced for the Starfleet Marines. This is a Hensley fitted with the standard Miranda/Avenger roll bar weapons package and interior spaces reconfigured to better accommodate M be replacing all Miranda class starships currently on Starfleet on a one-for-one basis as they are built. Authorization for additional Brownwood class starships is on hold pending program review under the Starfleet Reorganization Order of 2295. SCHEMATICS: U.S.S. Keppler (NCC-3816) with early LN-40 warp engines (LN-52 configuration is almost identical) U.S.S. Doppler (NCC-3831) - LN-60 new build program U.S.S. Al-Rashid (NCC-3801) after LN-64 conversion U.S.S. Moncrief (NCC-3800) – LN-64 new build program (note the photon torpedo deck at the bottom of the dorsal) U.S.S. Hensley (NCC-4300) – “Dollond” new build program KEPPLER & DOPPLER DESIGNS BY FRANZ J. SCHNAULBELT AND ARIDAS SOFIA DOLLOND DESIGN BY PATRICK LICHTY AND W.A. KRAUSE MONCRIEF & HENSLEY DESIGNS BY ERIC KRISTIANSEN (JACKILL’S) VISUALS COURTESY OF FILEFRONT SCHEMATICS BY NEALE DAVIDSON AND RICHARD E. MANDEL - 27 - MIDWAY CLASS SHUTTLECARRIER SERVICE ENTRY DATE (OLD CALENDAR): 2289 Mid the 2 s Class fleet tion of th cruis e comb iel or F perm ng it to operate as fleet flagships in the event a Ariel-type fleet Mid powe This mult “wall perfo shut weap work for t de grace. The additi o tubes, also makes erior) of its Klingon nd with desi split Mid Vald desi that Mid developed for t ion was ype Excelsior warp eng maneuver give Mid current a Ten Midway class shuttlecarriers were initially authorized for construction in 2286. Midway (NCC-2220) and Akagi (NCC- 2221) were the first to enter service in 2289 and 2291 respectively. As launched they were deployed with two fighter squadrons of F-type 15, one attack squadron of A-type 20, and a group of four E-type 3 combat shuttlecraft. Ark Royal (NCC- 2222), which entered service in 2293, was the first Starfleet shuttlecarrier to deploy with the new F-type 22 “Peregrine” fighter shuttle, which is quickly becoming the favorite of the ghter shuttle pilot corps. Illustrious (NCC-2224) is named very first shuttlecarrier (post Romulan War uled to enter service next year. Completion of Nchtari (NCC-2223) is on hold pending program review under the Starfleet Reorganization Order of 2295. way is based on the unbuilt Napoleon class fleet carrier of 260s. It represents a marked departure from the variou I based shuttlecarrier designs and the Ariel/Fredrikstad shuttlecarriers. Midway was intended to be a combina e two, offering the operational versatility of a Class I heavy er yet at the same time capable of operating multipl at shuttlecraft squadrons in the same manner as an Ar redrikstad. It also sports the same C3 suite as the Ariel, itti dreadnought, space control ship, or huttlecarrier is unavailable. s way’s armament is almost identical in both arrangement and . r to that of an Enterprise or Tikopai class heavy cruiser represents a major departure from the deployment of iple point-defense phasers per Ariel and Fredrikstad. The of fire” concept behind this armament scheme has not t rmed in practice as well as in theory, with enemy comba tles simply retreating beyond range. This allowed the heavy ons of their carrier or fleet support ships to do their dirty hem before they swooped in to deliver the final coup on of self-contained heavy weapons capability, in the form of dual photon torped Midway the operational equivalent (or sup a Romulan contemporaries, thus allowing it to go toe-to-toe any foe while their fighters battle among themselves. The gn’s main drawback is its shuttle bay arrangement, with launch and retrieval flight decks. Many critics of the way, such as former Starfleet Commissioner Lars-Erik emar, point out that the lack of a proper through-deck gn sets Midway up for the same kind of combat catastrophe befell the Santee and Sangamon during the Four Years war. way’s unique LN-80 warp engines are a variant of the LN-70 Yamato. Four of them are mounted in stacked pairs wo. The configurat inspired by the Cheetah protot fast cruiser. These make Midway almost as fast as without having to resort to the use of costly FTWA-1 ines and provides superior warp performance and ability to the layout employed on Yamato. These also way both the speed and range to play a vital part in nd future fleet battle group operations. of fi after Starfleet’s era) and is sched VISUALS: SPECIFICATIONS: Length: …………………………………….. 626 m Beam: ……………………………………… 253.8 m D Mass: …………………………….…1,053,600 DWT Crew ……………… approximately 700 (plus 70 pilots) Cruising spee Maxim Armamen 2 photon torpedo tubes (both forward) 52 combat shuttlecraft (24 fighter, 24 attack, 4 ELINT) raft: …………………….………………… 91.3 m Range: ………………………. 20 light-years at L.Y.V. d: ………………….………….. warp 8 um speed: ………………….………… warp 16 t: …….……... 26 phasers (13 banks of 2 each) MIDWAY DESIGN FROM STARFLEET COMMAND II: EMPIRES AT WAR BY ACTIVISION GAMES VISUALS BY DEMON RENEGADE STUDIOS AND STARFORCE PRODUCTIONS - 28 - RANGER CLASS LIGHT CRUISER SERVICE ENTRY DATE (OLD CALENDAR): 2290 Not to be confused with the Class II scout of the late 2260s, the Class I Ranger was a hybrid design meant to combine the best features of the Belknap class strike cruiser with the post- modern Pompey class destroyer with the minimum secondary hull possible in a linear warp starship. It was intended to complement Enterprise, Tikopai, and Miranda class cruisers, taking on missions within Federation borders in order to free up their more versatile cruiser brethren for better tasks. Ranger was fiercely opposed by Starfleet allies of Cosmadyne, primary contractors for the Belknap, on the grounds that it was a redundant design and additional Belknaps were more than apable of filling this role. Only three Rangers were built before t R c he Starfleet Reorganization Order of 2295 put an end to the program (and to future Belknap new builds as well, much to Cosmadyne’s dismay). The three Ranger class light cruisers are currently scheduled to be reassigned to the Cathedral Unit for use as technology testbeds. A new Ranger class light cruiser has been proposed that addresses the deficiencies of the original design. Approval has been held up pending program review under the Starfleet eorganization Order of 2295. SPECIFICATIONS: Length: …………………………………….. 260 m Beam: ……………………………………… 141.7 m Draft: …………………….………………… 64.0 m Mass: ………………………………… 147,000 DWT Crew …………………………………………….. 402 Range: ………………………..., 8 light-years at L.Y.V. Cruising speed: ………………….………….. warp 8 Maximum speed: ………………….………… warp 11 Armament: .….. 15 phasers (6 banks of 2, 3 single banks) 2 photon torpedo tubes (both forward) SCHEMATIC: RANGER DESIGN BY DAVID SCHMIDT SCHEMATIC COURTESY OF THE STARSHIP SCHEMATIC DATABASE CONSTELLATION CLASS STAR CRUISER (EXPLORER) SERVICE ENTRY DATE (OLD CALENDAR): 2299 (est.) tarfleet’s newest class of starship came about in the late 2280s as a natural outgrowth of the Cheetah fast cruiser prototype program. The idea was to create a high speed superscout starship capable of extended duration missions deep into uncharted space. The Starship Design Bureau reworked Cheetah into a long range survey cruiser, almost doubling the ship’s internal volume by “pancaking” two extra decks into a modern Class I primary hull and adding two extra outer “rings” for additional support facilities, such as shuttle bays and extra science labs. The new hull form factor was promptly dubbed the “laminate hull” due to these extra layers. External hull blister were added to help house the largest sensor and scanner suite ever intended for fitting onto a Class I starship. A full range of weaponry equivalent to that of a Class I command cruiser was also provided, obstensibly for defensive purposes. This would allow this new starship class to cope with any unknown and potentially hostile situations that might arise when deployed at extreme distances from any potential Starfleet support. Constellation after the famous Class I heavy cruiser lost in 2262. The new Co ay class Mid T si dest LN-7 l impu to t Con torp each arr a specific range of science facilities for improved EVA mission support. Con should have had the hull number NCC-1017-A in keeping with S s and fairings The new design is named Program prototype “ nnie” mounts four linear warp engines as does the Midw shuttlecarrier. Its arrangement is different, eschewing the - way dual-stack design following the Cheetah inverted double milar to that first used with the Pompey class heavy h royer. It will be only the second starship class fitted wit 0 linear warp engines, with Yamato being the first. Dua e lse decks are included both for mission redundancy and du he design requirements of the laminate hull configuration. stellation will also enter service fitted with dual photon o d cks, ed e one each nestled at both of the T-junctures for warp engine pylon. Its multiple shuttle bays will allow it to y up to 26 small craft of various types, each having access c to stellation is expected to enter service in 2299. As proposed it - 29 - n gistry of N ved by starship t offered to ewly authorized Starfleet naming conventions. A re CC-1974 had already been requested and appro ew Starfleet Division’s Aiken Facility on Luna for the n ng before a name was given to the vessel. Starflee lo change the registry as a favor to the Constellation chapter of the Starfleet Association but the group declined, stating its preference to keep unique the hull number of the original Connie. Per its request Starfleet has permanently “retired” the registry of NCC-1017 from use by any future starships named Constellation. SPECIFICATIONS: Length: …………………………………….. 315 m Beam: ……………………………………… 168.1 m Draft: …………………….………………… 85.2 m Mass: ………………………………… 208,750 DWT Crew ………………………………………... 530 Range: ………………………. 25 light-years at L.Y.V. Cruising speed: ………………….………….. warp 7 Maximum speed: ………………….………… warp 11 Armament: …. 16 phasers (6 banks of 2, 4 single mounts) 4 photon torpedo tubes (2 forward banks of 2) SCHEMATICS: The Baton Rouge era Titan class shuttlecarrier concept. This unbuilt design would serve as the basis for the Ariel and Fredrikstad class shuttlecarriers Ascension class dreadnought The converted dreadnought Belsarius (NCC-2567) during weapons tests at the Arcturus Test Range. Her conversions included a Miranda-style modular primary hull, megaphaser cannon, and additional photon torpedo mounts. The idea was to see just how far a linear warp dreadnought could be overgunned. CONSTELLATION DESIGN BY RICK STERNBACH, ANDREW PROBERT, AND GREG JEIN VISUALS COURTESY OF FILEFRONT SCHEMATICS BY BRAD TORGERSON The Napoleon fleet shuttlecarrier proposal from the 2260s served as the basis for the modern day Midway program - 30 - TERRAN EXPLORATIONS THE GENESIS PLANET The Genesis Planet was created on 28 January 2287 (stardate 8130.3) from the entire mass of the Mutara Nebula by tonation of the Stage III Genesis Device. The device was Terran dictator Khan Noonien Singh at the een the starship Enterprise (NCC-1701) and the a few Gene o capt it in r his exile new and his l whe En ssembly, damaged during the battle, and go to warp seconds is Device detonated. Drs. Carol and David Marcus, the creators of Project Genesis, had programmed the Genesis Device to create a small, Terran- like planet. The Genesis Planet coalesced and formed according to the matrix that been programmed into the Genesis Device; however, it proved unstable from the beginning. It had been intended for detonation on a small, lifeless world or barren asteroid. The fact that its mass base was a nebula instead of a pre-existing body meant that it took several days for the Genesis Planet to coalesce and come into being. The new world’s inherent instability was documented by the survey vessel Grissom (NCC-638). The reason behind this was soon revealed by the ship’s special guest, Genesis Project co-creator Dr. David Marcus. He had obtained a small supply of the illegal substance known as protomatter in order to prime the lifeform matrix for the Genesis Device. It should have worked on a planetary scale as it had during the smaller Stage I and Stage II tests. The fac that Stage III had been activated inside a nebula as opposed to the surface of a planetary body had caus expand well beyond its desi contracted and the Genesis Planet c with an unstable matrix instead programmed. This inherent instability eventually caused the planet to revert to a lifeless, molten mass. A surprise attack by a cloaked Klingon vessel searching for the secrets of the Genesis Device resulted in the destruction of the Grissom, the death of Dr. Marcus, and the destruction of the starship Enterprise, which had returned for reasons of its own. Admiral Kirk and his crew only escaped with their lives by capturing the Klingon Bird- of-Prey that had attacked them and then using it to escape before the Genesis Planet went into its final death throes. de triggered by former nd of a duel betw e hijacked Reliant (NCC-1864). The Mutara Nebula was only sectors away from the Regula One space station where the sis Device had been developed.. Khan had managed t ure the Reliant due to an incredible series of events and use an attempt to kill Kirk, the man he held responsible fo . Acquiring the Genesis Device was just a side benefit of his freedom. However, after Enterprise successfully crippled disabled the Reliant, the dying Khan triggered the device as ast attempt to exact vengeance on Kirk. The attempt failed n terprise managed to repair its dilithium converter a before the Genes t ed the lifeform matrix to gned parameters. Thus, once it oalesced, it came into being of the stable one originally The Genesis Planet as it app The Genesis Planet is still considered off-limits by the Federation Council, with Starfleet’s original ban of stardate 8158.6 still in effect. Starfleet now maintains a small fleet in the area while Federation scientists continue to study the now-lifeless, lava- covered world. They are also studying the small G-type star, named Boojum per the Project Genesis control program, which was created during the formation of the Genesis Planet. Star creation had been an option of the Stage III control program but was not supposed to have been activated as programmed. Boojum’s existence despite this, along with its apparent stability in light of the dramatic death of its only world, will continue to be a so ears today (2295) urce of study and debate for years to come. SPEC Distance from system star ……………… 93 million km Period of revolution (Terran measure) …… 54.6 hours Period of orbit (Terran measure) ………… 198.9 days Mass ………………………………….. 4.7 x1024 kg Diameter ………………………………. 5915.5 km Axial inclination ………………………… 28º Average surface temperature …………… @1200º C Satellites ……..……………………….. none Planetary Richter Scale rating ………….. A (formely M) Lifeforms ……………..………………… none M Pla IFICATIONS: System star: UFC 415246 (Boojum) ajor surface features ………………….. none ces of note …………………………... none - 31 - HISTORICAL ARTICLES THE MIGHTY HOOD GOES UFP INFONET – 13 OCTOBER 2286 DOWN Starfleet is reporting that one of its starships, the heavy cruiser Hood, was destroyed earlier today in an unprovoked attack by a Klingon warship. The Hood and two other Starfleet vessels had been dispatched to investigate reports of Klingon raids on border colonies near the Treaty Zone. What they found, according to a Starfleet spokesman, was one of the Klingon’s new D-9 class heavy destroyers. When it was ordered to stand down the Klingon captain turned and attacked, crippling the ood with its first salvo. It then ignored H the fire from the other two Starfleet vessels and destroyed the Hood with a second salvo as it was attempting to flee the scene of battle. All but three members of the Hood’s crew were killed. The Klingon starship then engaged the other two Starfleet vessels, crippling the destroyer Ajax before its own mounting damage forced its withdrawal. The only survivors from the Hood were three space-suited maintenance personnel who had been affecting emergency repairs on Hood’s shuttlecraft bay. They were blown out of the bay when the ship was destroyed and later picked up by the destroyer Moltke, the only member of the Hood’s battle group to escape relatively unscathed. The other 493 members of the Hood’s crew, including Captain Andlath Kontaris and his command staff, went down with their ship. The present whereabouts of the Klingon D-9 that destroyed the Hood are unknown. LAUNCH OF THE GREAT EXPERIMENT “NEWS BITS” –CLASSIC STARSHIPS MAGAZINE– FEBRUARY 2288 The newest starship to join the fleet may very well be its greatest yet. Excelsior, the winning design in Starfleet’s Space rol Ship Program, was commissioned into service today in official ceremony presided over by Fleet Admiral Randolph Morrow, Morrow mitted been a r now part of Starfleet, the Klingon help but take notice of the fact that Starfleet will not be cowed by new Klingon designs and h them size for size, ship for ship, fleet for fleet, until they come to Cont an Commander-in-Chief Starfleet. Admiral that Excelsior’s development history had of ad troubled one but that those issues were behind it now. The failure of transwarp drive doesn’t mar the fact that Excelsior still represents the future of Starfleet. It was one of many new systems that were tried, and it was the only one to fail. That one failure was easily fixed by resorting to tried and true standard warp drive systems. With this problem resolved, Excelsior has since gone on to excel at every one of her space trials, breaking records across the board. She is the newest, largest, and most powerful ship to join the fleet. With Excelsio Empire cannot even grander ambitions. We will matc understand our resolve. The Federation has no intention of becoming a Klingon vassal state. Excelsior, and her offspring to come, will make sure of that. - 32 - KLINGONS THREATEN WAR UFP INFONET – 23 APRIL 2287 At a special meeting of the Military Staff Committee earlier today, Klingon ambassador Kiltarc, of the House of Neygebh, berated the Federation over the delicate subject of the recent mutiny of Admiral James T. Kirk, former Starfleet Chief of Operations. Behold! The quintessential devil in these matters! James T. Kirk, renegade and terrorist! Not only is he responsible for the murder of a Klingon crew, the theft of a Klingon vessel – see now the real plot and intentions! Even as the Federation negotiated a peace treaty with us, Kirk was secretly developing the Genesis Torpedo! Conceived by Kirk’s son and test- detonated by the admiral himself! … We demand the extradition of Kirk! We demand justice! Remember, there will be no peace as long as Kirk lives! Federation President Hiram Roth was quick to respond to Ambassador Kiltarc’s demands. He pointed out that Kirk and his followers were currently enjoying asylum on Vulcan under the protection of Ambassador Sarek, who was present at the meeting and also exchanged words with Ambassador Kiltarc. President Roth then went to on emphasize that as a Federation citizen Kirk would be tried for his crimes under Federation law, not Klingon. At that point Ambassador Kiltarc and his entourage stormed out of the chamber. KIRK SURVIVES COURT-MARTIAL UFP INFONET – 29 APRIL 2287 For most of his career James T. Kirk has been making possible the impossible. He did so again today by surviving the second court-martial in his career, remaining an officer of command rank in Starfleet, and assuming command of a new starship. Kirk was first court-martialed in 2260 when he was framed for the murder of a fellow officer. The deception was eventually discovered and Kirk was cleared of all charges. This time, however, Kirk’s guilt was obvious. He deliberately violated orders, stole a starship (his former command, Enterprise), accessed a restricted part of space, was responsible for the destruction of the starship he had stolen, engaged in unauthorized combat with a covert Klingon team, and so on. Kirk and his followers were forced to seek asylum on Vulcan under the protection of Ambassador Sarek, an old ally, rather than face charges of mutiny and sedition. Kirk’s conscience eventually got the better of him, though. It was fortunate for him that his decision to return to Earth coincided with the Whalesong Crisis. Kirk used his legendary ingenuity to once again save Earth, after which mitigating circumstances were at play in his case. All charges were dropped by Starfleet on the orders of Federation President Roth against the mutineers, save for a single charge against Admiral Kirk for disobeying a superior officer. Kirk was busted all the way back to captain, which guaranteed he would never achieve flag rank again. Kirk’s punishment turned out to be a blessing in disguise, however. As a captain he could once again command a starship, which as President Roth quickly pointed out was a job for which his talents were best suited. According to reports Captain Kirk has been given command of the Yorktown, a sister ship of the Enterprise and rebuilt in much the same fashion. It has been rechristened as a new Enterprise (with the registry of NCC-1701-A) in honor of Kirk’s original command. Kirk and the new Enterprise left Spacedock today on what will be the ship’s maiden voyage under its new name. We can but hope that Captain Kirk and his new starship will continue to protect and serve the Federation as has been the case for so many years. - 33 - KLINGONS DOOMED TO EXTINCTION FEDERATION NEWSFLASH – 18 JUNE 2291 Welcome to Federation Newsflash, I’m Sanjiin Ghobhattai. Our story at the top of this hour concerns the powerful shockwave that ripped across Federation space days ago from the Treaty Zone. Collected reports from a number of independent ship captains seem to indicate a powerful, planet-sized explosion within the heart of the Klingon home systems. For the effects of such an explosion we go to our Newsflash military expert, retired Starfleet commodore Nash Grantham. Commodore Grantham was a guest earlier today on Starfleet Matters and had this to say on the explosion: All of these independent reports say the same thing: e Grantham had this to say about its cause: The only thing I could think of that could cause this kind of devastation on this scale would be a planet or large moon blowing up. My guess is that it was probably either Praxis or Nchut. Both are large moons that have extensive subsurface mines, where they tap molten magma straight out from beneath the mantle. If something went wrong at enough of those mines, it could have caused a chain reaction that would have torn them apart in no time. Those poor bastards probably didn’t even have time to evacuate before the thing went off. STARFLEET CONSPIRACY UNMASKED they had one hell of an explosion in the heart of the Klingon Empire. Something on the order of a large moon or small planet. The results of something that big on the infrastructure of the Klingon home systems would be catastrophic. You could wipe out the entire population of several worlds, knock starships and space stations out of the sky, disrupt the orbital paths of moons and asteroids with something that big – and that’s just for starters. Commodor UFP INFONET – 18 AUGUST 2291 Captain James T. Kirk has cleared his name in the murder of the late Klingon Chancellor Gorkon. In the process, he has also uncovered a Starfleet conspiracy to provoke an all-out war with e Klingon Empire. The conspiracy reached into the highes th cer Spoc to ju ed back of Fede er the p the “Gen to prov f a polit ce, whe e cont o stand aside, let the Federation and Klingons annh ick up t as coun h a cloa nks to t hip Exc ct Chan o dete n Chan mp hito onference just in time to prevent Colonel West from ssassinating both the President and the new Klingon Chancellor, Gorkon’s daughter Azetbur. West was killed while trying to escape while Captain Sulu arrested Admiral Cartwright on charges of high treason. t th levels of the Starfleet Admiralty, with Chief of Staff Admiral Lemuel Cartwright and Colonel of the Starfleet Marine Corps Anthony West both implicated. Also included in the conspiracy were General Chang, his counterpart in the Klingon Empire; and Romulan Ambassador Nanclus. Kirk, who had been framed for Gorkon’s murder, broke out of e Klingon maximum security penal colony at Ruta Penthe wi th the help of his crew aboard the starship Enterprise. First Offi k had uncovered enough of the conspiracy in Kirk’s absence stify violating Klingon space to rescue him. They rush to Khitomer in an attempt to prevent the assassination ration President Ra-ghoratreii. This event, which was und ersonal supervision of Colonel West, would have incited eral War” that the conspirators so desperately sought oke. General Chang and his allies wanted no part o ical settlement that would have brought about pea reas Ambassador Nanclus and the Romulans were quit t t en iliate each other, then move in with their own fleet and p he pieces. Kirk’s attempt to save the President’s life w tered by Chang, who intercepted the Enterprise wit ked Bird-of-Prey. Chang was ultimately unsuccessful tha he timely arrival of Captain Hikaru Sulu and the stars elsior. Sulu, Kirk’s former helmsman, managed to distra g long enough for First Officer Spock to devise a means t ct Chang’s ship. Both Kirk and Sulu then opened fire o g, destroying him and his ship. They arrived at the Ca mer c K a - 34 - KIRK DIES SAVING NEW EN 3 TERPRISE UNS NEWS WIRE – 15 MAY 229 Flags are flying at half-mast today on a thousand worlds as the United Federation of Planets mourns the death of its greatest living hero. Captain James Tiberius Kirk, former Chief of Starfleet Operations, three-time commander of the original starship Enterprise and the first for her rebuilt successor Enterprise-A, gave his life earlier today to save the crew of the new starship Enterprise-B from the energy vortices of the Nexus. Captain Kirk, who had recently retired from Starfleet service, had been a special guest aboard the Enterprise-B during its voyage. Kirk was apparently killed when an energy bolt om Nexus breached the hull where he was standing while ra in the United Americas farming community of iverside, Iowa, Kirk was encouraged in his dream of reaching the ty spec uty prom the serv co cam pril, the as foun only mids to beat ing simu uated early in 249 due to the needs of the Four Years War with the Klingon er of the destroyer Alexander. He received a promotion to captain and his first command posting just in time for his 30th birthday. This made James T. Kirk the youngest captain in Starfleet history. His new assignment was the starship Enterprise, succeeding the recently promoted Fleet Captain Christopher Pike. As legendary as Captain Pike’s back- to-back five-year missions had been, they would pale in comparison to the first tour of duty of his young successor. Captain Kirk’s five-year mission would include some of the most important events in Federation history of recent times: the re- emergence of the Romulans, the unmasking of Kodos the f the erate ave Planet, the solution to the neural parasite plague, the admission of Coridan to the Federation, the first use of Medusans as starship navigators, multiple visits to parallel and alternate realities, the saving of the entire population of the Pallas XIV star system, the end of Orion neutrality, hundreds of new worlds and star systems charted, and hundreds more new species and forms of life encountered. The events mentioned only skim the surface of Kirk’s first five-year mission aboard the Enterprise, and whole volumes have been dedicated to his s and those of his loyal crew. gret his ecision, though, despite a rewarding job and marriage to fellow ch he graduated in 2249. The following year he additional task of special instructor in starship ut rovocation by the starship Reliant, which had been hijacked by ince his first tour of duty aboard the Enterprise, Kirk violated orders and returned to the scene of battle to retrieve Spock’s body, stealing the Enterprise with the help of a small group of loyal officers to enable his mission. The maiden fr assisting the ship’s crew in their rescue efforts. His body was never recovered. The late Captain Kirk is a Starfleet legend. Born 26 March 2229 on Ter R stars by his father George Kirk, a Starfleet securi ialist. His father’s subsequent death in the line of d pted him to follow his father’s footsteps and also enter ice. Ironically, Kirk’s appointment to the San Francis pus of Starfleet Academy was sponsored by Robert A first captain of the starship Enterprise. Kirk’s legend w ded during his Academy days, when he became the hipman of his generation (and of all prior generations) the Academy’s infamous “no-win scenario” train lation. Both Kirk and his classmates grad 2 Empire. He was present as a junior officer on special duty during the signing of the Treaty of Axanar, which ended the war, and for it he received the Palm Leaf of the Axanar Peace Mission. It was but one of many awards and commendations Kirk would receive during his long and storied carrier, being at his death the most decorated officer in Starfleet history. By 2259 Kirk had already risen to the rank of commander and was serving as executive offic Executioner, the Four Days War and the pacification o Klingons by the Organian Peace Treaty, the first delib arship, the discovery of the Shore instance of time travel by a st Le exploit Kirk accepted a promotion to rear admiral and posting as Starfleet Chief of Operations in 2265 following the end of his first five-year mission. His rapid rise to flag rank was also the fastest in Starfleet history. Kirk would later come to re d officer Lori Ciana. Kirk’s marriage would end in failure within a year. Just over two years later the Vejur Crisis occurred and Kirk used it to regain command of the newly rebuilt Enterprise. Once back on board a starship he quickly regained his status as Starfleet’s greatest living starship commander since Garth of Izar. His exploits during his second five-year mission were just as impressive as had been the first, and he was rewarded with a promotion to full admiral in 2272. That same year the Kzinti Incursion broke out, and Admiral Kirk was placed in charge of the Starfleet task force that ultimately brought the Kzinti to heel. Kirk voluntarily stepped down a second time as commander of the Enterprise in 2283 to accept the position of Director of Personnel at the San Francisco campus of Starfleet Academy, the same from whi took on t combat tactics at the prestigious Starfleet Academy Command School, even convincing the Admiralty to “loan” him his former command Enterprise as a training vessel. Kirk was court-martialed twice in his career. The first time was in 2260 when he was framed for the death of a fellow officer. The officer in question turned out to be very much alive and the one behind the affair, and all charges were subsequently dropped. The second, however, was more serious. In 2287 while on a training cruise, the Enterprise was attacked witho p an old foe of Kirk’s seeking revenge. Kirk’s tactical wizardry saved the day; however, the Enterprise was heavily damaged during a series of running battles and Captain Spock, the ship’s commander, was mortally wounded. Kirk authorized a full funeral with honors for Captain Spock but was later shocked to learn from Spock’s father Ambassador Sarek, upon returning to Spacedock, that Spock might not be dead in the traditional sense. Acting on behalf of his best friend, with whom he had served ever s - 35 - Enterprise was subsequently destroyed by a Klingon sh prowling the area. Kirk and his party survived only by trickin t nd then capturing th ip g eir ip. Having recovered Spock, who was in fact still alive, they immediately sought asylum on Vulcan so Spock would have time to recover from his ordeal. Kirk’s eventual decision to leave Vulcan and face the certain court-martial that awaited him happened to coincide with the Whalesong Crisis. As his ship was in the area affected by the whale probe, Kirk again used his ingenuity along with the resourcefulness of his followers to successfully resolve the situation. In gratitude the Federation President ordered all charges of mutiny and sedition against Admiral Kirk and his followers dropped, save for a single charge against Kirk for disobeying a superior officer. Kirk was demoted all the way back to the rank of captain and given command of a new Enterprise, where according the President he belonged. Thus Kirk would forever be denied another chance at flag rank. Captain Kirk served his fourth and final five-year mission aboard e new Enterprise, which was in truth starship Yorktown onor during the commissioning eremony and shakedown cruise of the new Enterprise-B. It was in the l Capt lso serv on Terr de, Iowa he Klingons into beaming them aboard a sh th renamed in honor of Kirk’s former starship. His greatest accomplishment during this period would be thwarting a secret Starfleet conspiracy to prevent the Khitomer Accords in 2291, thus bringing about the first true peace with the Klingon Empire that the Federation has ever known. By this time Captain Kirk was 68 years old and beginning to feel his age. He accepted early retirement from Starfleet “in order to pursue new horizons” with other retiring members of his former command staff, as he told reporters. He was lured out of retirement two years later as special guest of h c during this cruise that James Tiberius Kirk gave his life ine of duty so that others could live. ain Kirk is survived by a nephew, Peter Kirk, who a es with Starfleet. A memorial service is being planned a by friends of the family in Kirk’s birthplace of Riversi , where a monument will be erected to his memory. The Cheetah class fast frigate prototype. Although it never entered service, data gleaned from the Cheetah program would be instrumental in the development of the Constellation class star cruiser, currently scheduled to enter service in 2297. The Excelsior class Enterprise (NCC-1701-B) in orbit above Earth. U.S.S. Decatur (NCC-2500) heads for early retirement U.S.S. Star League (NCC-2101) embarks on its first five-year mission exploring beyond the edges of known space - 36 - of the starship Enterprise under my command. of another crew. To them and their posterity he voyages we have begun and journey e no man, where no one, has gone before.” - Captain James T. Kirk (2291) “Captain's log, stardate 9529.1. This is the final cruise e care tinue t g wher This ship and her history will shortly become th will we commit our future. They will con to all the undiscovered countries, boldly goin - 37 - KEY HISTORICAL STARSHIPS 1957-2295 – TERRAN PERSPECTIVE VISUAL DATE LENGTH MASS (DWT) CREW PROPULSION MAX SPEED KEY FACTS TO REMEMBER 3 chemical rocket 0.13c First manned vehicle to leave Terran orbit and deliver crew to an off-world location Apollo (with Saturn V launch vehicle) 1968 110.8 m 3,400 (Luna) OV-100 Space Shuttle 1980 37.2 m 68 7 chemical rocket 335 km/hr First reusable Terran spacecraft DY-100 (production model) 1990 108 m 27,200 20 fusion drive 0.2c First manned interplanetary commercial Terran spacecraft Marilee (typical Bussard ramjet colonization ship) 2010 760 m 162,500 20 (+200 in deep cryo- sleep) Bussard ramjet 0.13c (est) Early Terran interplanetary colonizer; had to be accelerated to 0.06c by fusion drive before ramjet could be used; deliberately crashed on Perry’s Planet after all crew and colonists disembarked; wreckage used to build colony Aventeur class 2018 125 m 28,100 109 fusion drive 0.2c First Terran long-range interplanetary exploration spacecraft Galileo class 2028 300 m 48,400 (full load) 98 fusion drive 0.3c One of the most popular and long-lived Terran transports of its era Companion class 2033 156 m 65,000 20 fusion drive 0.5c First UESF warship class Declaration class 2038 300 m 52,700 100 impu First successful, purpose-built lse drive 0.4c Terran starship (manned interstellar spacecraft) Columbus class 2040 120 m 8,600 40 spiked antimatter 0.75c First Terran starship class to reach another inhabited planet; first with spiked antimatter engines DY-X 2057 167 m 23,000 94 CDP “jump drive” 0.65c (+12sec warp 1.2 jumps) Best all-around UESF starship of the Earth-Kzin Wars; first Terran starship designed for faster-than-light travel UES Bonaventure (Cochrane class, as built) 2060 206 m 19,400 45 first-generation warp 2 First production Terran starship to maintain a cruising velocity in excess of warp drive the speed of light; first starship fitted wi Cochrane warp drive th - 38 - VISUAL DATE LENGTH MASS (DWT) CREW PROPULSION MAX SPEED KEY FACTS TO REMEMBER Verne class 2064 235.9 m 25,000 first-generation warp drive warp 2.5 First Terran starship to reach a non- human inhabited world; first starship with three warp engines 112 Keldysh class 2064 97 m 16,500 80 first-generation warp drive warp 2.1 First Terran explorer class starship; first Terran vessel to encounter the Galactic Barrier; first starship jointly designed by cultures from different worlds (Terra and Alpha Centauri IV) Conestoga class 2069 197.2 m 23,800 25 (+200) first-generation warp drive warp 2.0 First Terran colonizer equipped with warp drive Messier class 2078 258 m 27,700 183 first-generation warp drive warp 2.9 First Terran starship with non-human crew members; oldest UESF warship class to serve in the Romulan War Roanoke class 2105 76.2 (unladen) 19,400 (unladen) 20 first-generation warp drive warp 2.2 First of the Class J cargo ships Prometheus class ringship 2105 320 m 57,500 115 toridal warp drive warp 3.2 Last major Terran ringship class produced prior to the Romulan War Wright class 2139 168 m 48,500 125 first-generation warp drive warp 3.0 First warship class of the Federation Star Fleet; design inspired by Centaurean Djartanna class destroyer; considered one of the influences on the Jeffries/Joseph design lineage due to its dual splayed warp engine arrangement Cavalry class 2141 130 m 14,900 80 first-generation warp drive warp 3.1 Second warship class of the Federation Star Fleet; direct ancestor of the Class I destroyer and scout designs Horizon class 2146 280 m 38,500 224 first-generation warp drive warp 3.25 First exploratory starship class of the Federation Star Fleet Armstrong class 2146 207 m 38,000 175 Cochrane PB-1 warp 3.6 First joint Terran-Centaurean-Andorian starship; direct ancestor of the Loknar class frigate (NOTE: takes place of NX-Program Enterprise in Prime One timeline) Jeffries Project prototype 2155 50 m 8,750 14 first-generation warp drive warp 3.8 Direct ancestor of the Baton Rouge and Constitution class starships Marshall class 2157 225 m 22,700 157 Warp drive 3.8 screens; best known Federa Fleet class from the Romul warp First starship class fitted with force field tion Star an war alus class Daed using data he Jeffries Project 2158 114.5 m 27,500 120 Cochrane PB-2 “Quantum” warp 3.9 First starship cl gleaned from t ass built Olympus class 2158 182.2 m 411,300 806 warp drive wa 3 (aka “cylinder ship”) tonnage produced during this era Typical CS-series starship rp .5 from the Romulan War era; the largest Federation starship in terms of mass Bonaventure rebuild 2165 198 m 115,000 190 Cochrane PB-6 “Quantum II” warp 3.9 First time an existing starship was broken down and rewoven into a new type of vessel; first full-blown Federation starship to employ a disc-like primary hull - 39 - VISUAL DATE LENGTH MASS (DWT) CREW PROPULSION MAX SPEED KEY FACTS TO REMEMBER 112,000 140 Cochr “Quantum Texas class 2175 189.9 m ane PB-8 III” warp 3.6 Last production Federation starship fitted with ablative armor; longest-serving starship class as of this date (110 years) Tritium class 2188 202 m 476,000 250 Cochrane PB-8 Most expensive failure in Federation “Quantum III” (modified) warp 3.6 starship history Mann class 2192 185 m 54,000 294 Vickers J27-A 4.5 matter/antimatter m arp engines; first fitted with dual purpose deflector/sensor grid on hull warp First Federation starship to break the Warp 4 barrier for sustained FTL cruising speeds; first with 1:1 ix ratio for its w Illustrious class 2198 1200 m 1,989,000 600 multiple Cochrane PB-10E “Klepton” warp 3.5 First (and still largest) shuttlecarrier in Federation history Baton Rouge class 2205 245 m 92,500 344 Kloratis VX-28 “Pegasys” warp 5.2 First major Federation warship build program since the end of the Romulan War; first starship class with a true disc- shaped primary hull; first starship class built using modular component construction techniques; first starship class fitted with transporter technology and duotronic computer systems; lead starship class of its generation Anton class 2210 185 m 146,500 290 Kloratis VX-28 “Pegasys” warp 4.8 hull;” direct ancestor of the Coventry, Miranda, and Avenger classes First Federation starship with “modular Surya, Constitution class 2222 290 m 190,000 430 Cochrane PB-18 “Perth” warp 8 First starship class of the Class I program; most famous and recognizable starship class in Federation history Santee class 2246 290 m 185,000 345 Cochrane PB-32 “Titiac” warp 8 First purpose-built Federation shuttlecarrier; direct ancestor of Coventry, Oriskany, Jenshahan, Chosin, and Youngblood classes F 2255 320 m 500 Cochrane PB-47 “Titiac II” warp 10 wa emergency separation; most powerful Federation warship of its time ederation class 285,000 First stable tri-nacelled starship design in Federation history; first starship with a rp-capable primary hull after Endeavour 175,000 430 LN-40 w One of the first Federation linear warp technology Monoceros and the tug Keppler) prototype 2260 279.5 m Leeding (Cochrane) arp 10 testbeds (along with the scout Gagarin class corvette 2266 120 m 22,500 24 Kloratis (Cochrane) FWB warp 7.6 First multimission auxiliary starship class, with many variations developed for a variety of purposes from the base Gagarin design Enterprise class 2267 304.8 m 210,000 500 Leeding (Cochrane) LN-62 warp 12 Firs the line he linear warp upgrade and building programs of the 2270s and 2280s t in-service starship conversion of ar warp generation; lead ship for t Avenger ) 180,000 Leeding (Cochrane) w Linear warp upgrade of earlier Miranda rival Cons terms of mission capability and design flexibility (uprated Miranda 2275 234.0 395 LN-62 arp 12 class (an Anton descendant); first starship class fitted with megaphaser cannon; only starship class in service to titution/Enterprise in Exc ass Leeding starship class, lead ship of its generation elsior cl 2288 511.3 386,500 780 (Cochrane) FTWA-1 warp 20 Testbed for (unsuccessful) transwarp program; first Federation “superheavy” of starship designs - 40 - ACKNOWLEDGEMENTS VOLUME 12: 2176-229 AUTHOR’S COMMENTS: 5 Here we end of the line. It’s been a long time coming, and there were times I thought I might not ever see it through, but here we are. T an han r the are, folks: h ks for ging in fo ride. I came up arfleet Reorganization Order of 2295 as way of t several divergent event in bot and fanon works, all of which w “explore hips of TNG/DS9/Voyager. How best to explain this? History has a tendency to repeat itself. Just as the Federation forced Starfleet to reduce its forces after the Romulan War, so I see them doing afte signing Khitomer Accords and the end of hostilities with the Klingon Empire. I don’t wouldn’t have made them scale back o the resurgence of the new Romulan Space Navy (and its first generation of original Hawk- series designs, courtesy of SFB/SFC). I know I’m stepping out on a limb a mod st scaling-back was intended, with new starships of the Excelsior generation gradually replacing those of the Class I era. The monkey wrench that destroyed all of these plans was Admir l C ight olonel s conspira ke a eneral War. That’s right, I’m deliberately using the Starfleet Battles term. IMHO, the SFB/SFC universe (and maybe th FASA thin t have end at General War come about at whatever point in the timeline you want to pick. That’s obviously what Cartwright, West, General (t gon , Ambassador Nalcus (the Romulan faction), and everyone else involved wanted. Once the various political investigations exposed just how deep the conspiracy ran and to what extent the conspirators were willing to cause that General War, then the Federation Council uld have acted to make sure that suc d again. Hence the demilitarization of Starfleet, something that i al several times . Starfleet ange ary force back to an exploration force, just as it was meant to be in the early days of the Federation. This helps e wh -calle t Years” or “Los ween The Undiscovered Country and The Next Generation t that. Starfleet is almost completely transformed over the next si well-armed military force to a well-arm d atio Wh difference? One of percepti and operating philosophy, as I’m sure any Federation Councillor will tell you. The Starfleet Reorganization Order of 2295 also th I could e st of my canon and fanon sources could have their cake and eat it, too. The date was deliberately chosen for two reasons. First, most of the “good” TREK TOS/TAS era tech fanon works events depicted in Th isc those go beyond suggest s actually issued, although it is nowh I an su t time vesti to the assassination attemp eration President at Khitomer to run th aral im Starfleet Reorganization Order of 2295 as example the failed effort of the Canadians to armed o a si organiza can think up of many more. The fallacy of the Starfleet Reorganization Order of 2295 will eventually be proven wrong decades uring t minion “difficult days” of the late 22nd ce Starfleet will always be looking for ways to return Starfleet to its “real” military calling (TNG’s “The Pegasus,” for example). Those events are beyond the sc be c The “Colonel of the Corps” busi issue of Colonel West’s appearance (Rene Auberjonis print VI: ndi the tw appro used by g his situation. First, as the commander-in-chief of the Starfleet Mar ho e ful which nt to miral and explains why he wears an admiral’s pin on his Starfleet uni if he were wearing a Marine uniform, which we never see (and gh t p fficial their suggestion of using the Brit expanded it to cover the whole of the Starfleet Marine Corps. Inste M orp centur tates, 23rd century Starfleet has a “Colonel of the Corps.” It’s a purely honorary title but one that would be used on a regular basi nce est” f “Ge l We general idea from the Napoleonic era (and earlier) would be bett ut eems folks ywa e talked to several current Marines about this idea and they’re comfortable with it, so I’m going to run with it for as long as my fellow fa If you’ve ever seen Marines do a from low-flying C-130 transport craft impressive a sight it is. Now scre th sp shields and doing the same thing, pallets of heavy equipment and other ground combat gear out of its dual hangar bays for Marines “on the ground” while at the with the St ying together s h canon ards the point the way to r” class stars r the of the believe th as much, though, due t ey , but I think e a G artwr and C West’ cy to provo at of ) is how gs migh ed up had th Chang he Klin faction) go to wo h a thing never happene s s from a milit luded to in TNG ’s posture ch xplain y the so d “Los t Era” bet is jus x decades explor from a n force. e on at’s the is e best come up with wher mo end c.2290, shortly before the overed Country. Material within s that such an order wa e Und few that ere documented. Second, w in ted to allow gations in fficien for the various political t on the Fed eir course. There are obvious e and obvious parallels to the well. Take for p lels to this in our own t integrate their tion. I’m sure you readers forces int ngle later d he Do War. As they did during its ntury, the more militant within ope of not ness is my way of resolving the this document and will overed here. ) in the full scovered Country. It is based on Memory Alpha in describin of Star Trek o-pronged The U ach ines, he would is equivale ld th an ad l (or franked) rank of general, form. He would wear the same mi t not even exis er “o ” sources). Second, I’ve taken ish concept of “colonel” and ad of having a y United S arine C the s Commandant as does the 21st s; he nera his being addressed as “Colonel st.” Maybe the old colonel- a W instead o er approach, b t n that s y, I’v too archaic a route for most o follow. A ns let me. n insertion-extraction operation , then you know how imagine a Miranda class starship here of a planet with full forward drop-kicking antigrav-equipped a h ming throug e atmo - 41 - same time e with several phas salvoes to own any re e. Yeah, I c Starfleet Marine fans drooling at the thought. ^_^ I realize a of th her/Sofia school of TREK tech (and poss hemselves) are going to be mad at me for discounting the Enterprise (II) class from f the t and going with the Great Bi d’s the ”Ent me to be. I’ll be frank with you. I’m going by what’s on screen. Ships of the Starfleet was published before Star Trek VI: The Undisc Cou s relea t the end of that film, which is upposed to take place in 2293 per the Graham/Mandel timeline, Captain Kirk receives orders for the “new” Enterprise to be retired from service. This presumably takes place despite Captain Kirk’s t lit around the block” per the end of t This implies nterprise cannot be a new starship; otherwise she would have had a lot more life left in her. Now you know part of the reason behind my rationale for Starfleet’s Extended Service Life Program (ESLP). Yorktown, which was the name of the “new” Enterprise ginal issioned (per the Gr se e corrected), five years after the original Enterprise in 2223. She retired as the “new” Enterprise in 2293. This would have made her 65 years old – just 10 years short of the projected maximum 75 lifespan for an original Class I Program stars overhauls, which had per fandom tech documents. Such a long life for a starship he lat shows, both TNG and DS9 in particular, where we see century- old M ers still in active service. The renaming of the older, refitted Yorktown as the “new” thus with what’s depicted on-screen in both TOS and all s feature fi k the Great Bird was right on this one, making it one of the few times he was right in his later, more scurrilous years. With regards to the decommissioning of the Enterprise after Star Trek IV, I flatly reject the su ion ain n Kirk a “bo rowed” the ship and subsequently destroyed it in another battle with the Klingons. There is no on- scree an ve r ta ce. It y understanding when TNG first aired, as it was with many of my fellow fans at the time, that the old “Constitution class starship” Captain Picard menti e’d the En lf, preserved as part of a museum fleet due to her historic importance. I’ll admit that this was never said on-screen, just something you felt c remarkable heless, I know a lot of you won’t agree of you were quick to point out the supposed “error” of my original statement back in Volume 10 (per ST II T. Ki w only n eve e Kobayas aining simulation. That came directly from -screen dialogue, by the way. So, for the sake of those of you who must swear by your TREK novels, I’m only mentioning the Enterprise-A was decommissioned and leave it at that. Now you’ll be able to interpret her ultimate fate however you want. ap and ed to their e Dominon War of the 24th century ( mak hat w operat om it on-screen. (Of course there isn’t, because both are fandom desi sus like scrap after 5 to pacify th where did the Belknaps end up during Maybe they got sent to less host t r t dera had already been scrapped by t and let Todd and Aridas tackle it ins er release revised versions of their excellent fandom TREK tech works ith 24 tury I deliberat he hull numbers for the Midway class shuttlecarriers, since the ones flo presumably from SFC II:EW) du Fredrikstad classes. Nowhere in any of the various given for the Camp Khitomer co the stardates seems to indicate a I it he f th Federa ent a Aug of the TREK movie from which this event comes. The movie’s -tit Und ed birthday of Virginia Dare, t the lost English colony of Roanoke. The reason I list the ax Belkn explain Ascension classes as getting telling absence during th in 2295 is DS9). I suppose one could ere pulled from reserves and ewhere, but there’s no record of e the case t they ed on the periphery s g ns – ed.) I ped shortly pect, 229 Timo, that the Ascensions got e Klingons. So the Dominion War? I dunno. ile areas in order to free up bet er starships fo he Fe tion war fleet, or perhaps they hen. I’ll pass on that question tead -- provided they ev updated w th cen info. -_^ ely upped t ating around the Internet (and plicated those of the Ariel and TREK materials is a specific date nference. Dixon’s research into date of mid-August 2291. arb rarily picked t tion Presid day o s 14 e assassination attempt on the ust. It’s a nod towards the title sub le is The iscover he firs Country. 14 August was the t child born in the New World at letting loos knock d er and photon torpedo an see you sistanc lot of fans ibly they t e Gunt Ships o Starflee r semi-official explanation of how erprise-A” ca overed ntry wa sed. A s las tle “spin ources. he movie and official s that the “new” E as ori ly comm eat Bird), entered rvice in 2228 (dat -year life wo ESLP hip given t Yorktown is supported by t er TREK iranda class cruis Enterprise fits ix TREK lms. I thin pposit of a cert ovel that nd company later r n evidence for such e nt eve king pla was m oned h seen in “Relics” was terprise-A herse while wat hing this episode. Neve with me, just as some rt ) that James hi Maru tr rk as the perso r to beat Well, as the saying goes, it’s b I’ve c d. Federat eflig olo revised versions, with corrections a t likely. Is the long-delayed Romul nly, g there be any additional FSC volumes to cover Voyager d their ect love i they adays desire to the FSC beyond the he “classic eature films. T Perhaps others of you might want TNG-era ip chronology in trail that has been already blaz prefer t the FSC and elab more detailed “classic TREK” classes. Perhaps some o u w adapt i cano path that others have done in works before mine. Perhaps reading the FSC will inspire you to create your own future cities, alien vistas, planetscapes, starships, drawings, or 3D models like those of the many, many, MANY artists with whose work has graced all volumes of the FSC. een nice and it’s been grand but It’s time for me to bring the gy to its final end. Will there be nd possible additions? Mos had all that I ion Spac an stan ht Chron an supplement ever going to be et the details worked out. Will the TNG, DS9, and released. Certai once I eras an s with what extend resp now ive alien “powers?” No. My first call “classic TREK.” I have no sixth and last of t TREK” f hat I leave to you. to take on the challenge of a starsh your own works, following the ed for you. Perhaps you would orate on it in specific areas, or tech on your favorite starship o take f yo n” TREK ould like to rewrite the FSC and timeline (Prime Two), seeking the that came long t to the “ th on - 42 - There are so many possibilities. The one thing I’ve tried to do above all else with the FSC, even above my effort to hammer the old Graham/Mandel timeline back into shape, is to inspire you ol “classic TREK” still has to with the possibilities that old-scho offer. Hopefully I’ve fanned that sp way that hasn’t been done before. ark of creativity within you in What you do with it from SPECIAL THANKS TO: “Cluttered Mind” Jason Boguess Neale Davidson Stan and Fred Goldstein a here on is up to you. Be seeing you - Richard E. Mandel Jan Hendrik Kobarg Aridas Sofia Memory Alpha VISUAL SOURCES: 3D Starships Activision Games Atolm Atrahasis Darius Architectus Demon Renegade Studios Federation Frontiers Ted W. Giebel (SFB Nexus) J. C. and Rafael Gonzalez Todd Guenther Industrial Light and Magic Greg Jein Hal Jordan Rick Knox (aka Pneunomic81) Eric “Jackill” Kristiansen Jason “Vektor” Lee Chris Johnson The Light Works Michael Newlyn Models Please OrbiterMods David Schmidt Outlance Shipyards John Payne Paramount Pictures Martin Shaw Slider17 (FileFront) Starforce Productions Starship Schematic Database Aridas Sofia Daniel Swift Taldren Brad Torgerson Adam Turner Yeaterk CONTACT INFO: Want to contribute to future revisions of the Federation Spaceflight Chronology? You can reach me at: [email protected] - 43 - - 44 -
textdata/thevault/Star Trek RPG/novels/Trek Nonfiction & Reference/Reference Materials/Timelines & Chronologies/Federation Spaceflight Chronology/FSC_Vol12_revised.pdf
textdata/thevault/Shadowrun [multi]/LANG/[DE]/5. Auflage/06 - Sonstiges/Seattle Box - Stadt der Schatten/SR5 Seattle - Karte Nordwesten und Downtown.pdf
Three Suggestions for... Interesting Mentors When he says jump, you jump! Your mentor is the person who made you who you are. They helped train you, they taught you the basic abilities of your class, or perhaps they gave you the confidence to become who you are today, or are destined to become. There are various reasons for your character to have a mentor, and not all of them are voluntary. You might have been handed over to the monks as a baby, and grew up under Mother Kikamore’s spiritual guidance. Maybe your parents used to toss you into the training yard of the town’s marshal every afternoon, to be taught how to “be a man”. Perhaps you had a personal, secret friend – a fey-like being who appeared before you every full moon, whispering things that opened your eyes to unknown worlds. Your mentor is or was the one responsible for making you the person you are today. But the real question is about tomorrow. They taught you most or even everything you need to become a 1st level adventurer. Do you still need their assistance, perhaps for several more levels, until you’ve “mastered” your profession? Do they consider your apprenticeship complete? Are they happy with your decision to leave them? Your relationship with your mentor was a huge part of your upbringing; now that you’re out in the world, it might become more complicated, not less. They Have a Dark Secret You’ve known your mentor for a long time, and even though she’s always been mysterious, or tends to keep her personal affairs to herself, you never had any reason to think she has an actual secret. But she does - something she wants to keep from the world. Have you discovered her secret already? Is it still waiting to be discovered? How does your relationship change after it’s revealed? • I’m not who I say I am: Yarka the Fabulous Bard was your personal teacher and mentor throughout your childhood, and through her you learned history, acrobatics and manners - but you never actually got to see her perform. She talked a lot about how to make friends and influence people, but not even once has she picked up her famed flute to teach you how to play. That is because she’s a tone-deaf rogue who managed to sleaze her way into a comfortable job as a traveling teacher – and rich people simply prefer hiring someone who’s known as a Fabulous Bard. This is a relatively light case of deception; it can get a lot weirder. The head of the magical college is actually a transformed dragon, or an air spirit in disguise. The town’s marshal always wears full armour to cover the birthmark of the One True King, the destiny he’s fleeing. The old granny who watched over the sheep and from which you learned true resolve was in fact part of your own psyche, manifested by your dormant powers. • I have no idea what I’m doing: Master Zingama of the 3rd Wind knows many ancient wisdoms. Only problem is, he invented them all; most while sitting in the bathroom. They’re clever-sounding, but that’s about it – yet he’s still sure he’s doing a good job mentoring you, because the important thing is to teach you discipline. Or something, he’s not actually sure. Somehow, probably thanks to being naturally gifted, you manage to become a monk despite the Master’s “teachings” (or maybe you did find them useful, in your own way?). However, you’re becoming wise and powerful enough to realise your amazing Master isn’t all that amazing. What will you do about it? For another example, consider the mentor who sits at home while sending his ranger protégée out hunting, giving advice (that he thought “sounds reasonable”, or simply read out from a book) on types of monsters and dangers of the environment. In fact, he’s nothing more than an old aristocrat accountant who retired to the swamp lands and just wanted to prove to himself he’s still important, so he convinced one of the local kids to follow his directions. • I have a dark side: Is the mentor just an arrogant, selfish bastard, who’s good at putting on a show as a humble servant of justice, or are they related in some way to the big bad of the campaign? Is she covering a horrible past, that she now regrets (perhaps seeking redemption), or was she originally a lovely person, but some things happened, and she’s turning more and more extreme? At what point in this transition do you become aware of it? Do you still have time to redeem your mentor, or was it too late before you even met? Perhaps you’re the only one who’s always known what they did in their previous life, and you’ve come to accept them and receive their teaching despite of it – but now other people know as well, and demand retribution. They Have a Strange Connection with You Your relationship with your mentor might be a special connection the both of you cherish, or you might be just one student out of a hundred. Perhaps you’ve been living under your mentor as an apprentice or servant, or maybe you just used to meet them once every month for a couple of hours. In any case, there’s something else going on between you two, something that you might not be aware of. • You’re my chosen one: You’re real special to your mentor. Out of the whole class of warriors, he likes you best. The traveling wizard has a protégée in every village, but she’s always looking forward to visiting you. Why? Perhaps they see you as the star student, but perhaps they find you interesting for another reason. Maybe the two of you are among the very few dragonborn in this land, and it’s pleasant to have some time with someone of your race, who gets you. Maybe they’re not actually interested in you, but in fact try to curry favour with your parents or guardians. Or maybe, well, they’ve got a thing for you. Not very professional, but not every mentor is a professional! • You’re my kid: It might be that none of you know it (yet) – your mentor is not hiding anything, they’re just as ignorant as you are on the matter. You were brought together by destiny, circumstances, or the guiding hand of an unknown agent. It might be that your parent simply was also a mentor to you: your grim father might have taught you his fighting style throughout your childhood, with brutal and merciless methods, perhaps treating you more as a soldier than as his daughter. • You’re me: Your mentor is actually you from the future; he/you came back to fix the timeline, after the Time Devourer destroyed your childhood to prevent you from becoming its slayer. You just had to become your own mentor, in order to teach yourself everything you must know. Or maybe your mentor is a manifestation of your powers: you can speak with your reflection, which represent the hidden draconic lineage within you, teaching you how to utilize it better. It might actually be a distant spirit of your past self, who now resides within a house cat and gives you advice from hundreds of reincarnations ago. They’re Planning Something The main question about your mentor is the same one you should ask about any other background detail: How will this affect my story? What is going to happen with my mentor, what’s their future role in the campaign? The simple answer is “They just taught me what I know when I start adventuring, and that’s it”, but it’s a rather bland one. Here are some others. • It’s related to your campaign: Your mentor is going to play an important part in things to come. They have a crucial piece of knowledge, or a powerful item, or the ear of someone in power, and one day you’ll have to ask them to use their connections to advance your adventure. Perhaps you don’t yet know they have this ability, but it’ll probably be more dramatically satisfying if it’s something well-known about them (even if neither you nor the DM know yet how it’ll come into action!). • It IS your campaign: At some point further down the road, it becomes clear that everything’s going on was initiated and/or accompanied by your mentor. That, of course, includes your initiation under them as well. Is this good news? Are you capable of performing the Song of Heavens to defeat the demon lord, thanks to your mentor being well-prepared? Or is it a bad thing, and now you find yourself facing a mentor who taught you everything you know, and therefore has an intimate knowledge of your limitations and weaknesses? • My time with you has not yet come: But I’ve got so many adventures seeds for you, in the meantime! Perhaps the Master Wizard is preparing the Spell of Storms, and it’s going to take most of the year; in the meantime, he needs you to plant these four seeds at the four corners of the realm. Perhaps the general is busy for a few months while preparing her army for the invasion, and has no use for you now; but when she’s done, she’s going to need a small group of excellent infiltrators to get into the palace and lower the defences. One last thought In a way, your mentor is part of your character’s legacy (or are you their legacy?..). If, one day, your hero dies before his time, your new hero might be a new protégé of the same mentor, keeping the flame alive. Or perhaps, one day your hero will decide to retire, becoming the mentor for your naive new character. New Background: Protégé You have a mentor, in one of the ways described here, or a different way altogether. This mentor was an important part of your life for the longest time, and probably remains so. You probably learned your class abilities from them, and might need to go back to learn new ones. In any case, a huge part of your personality was shaped by your relationship with your mentor. Skill Proficiencies: Insight, Investigation Tool Proficiencies: One type of artisan’s tools Languages: One of your choice Equipment: A set of artisan’s tools (of your choice), a personal gift from your mentor, a proof of apprenticeship (a letter signed by your mentor, or the like), a parcel you’ve been asked to hand to someone important, traveller’s clothes, and a pouch containing 15 gp Type of Mentor You should let your choice of class, personality or skill proficiencies determine the things your mentor taught you and the ways in which he or she influenced you. Their demeanour, however, can be left to chance if you are so inclined: d10 Personality Trait d10 Personality Trait 1 Angry 6 Demanding 2 Aloof 7 Spiritual 3 Calculated 8 Pedantic 4 Jealous 9 Arrogant 5 Resentful 10 Parental Feature: Call on Your Mentor Your mentor is a person of some importance, who can pull a few strings and talk to the right people. When you present your proof of apprenticeship, doors open to you; people in office will agree to at least hear what you have to say. If you’re using your mentor’s pull too frequently, or in ways that disrespect them, they might politely ask you to stop. Or not so politely, and with a demand for compensation. If you’re dealing with someone who has heard of your mentor and respects them (a highly religious person, and your mentor is a known priest; a tribal hunter, and your mentor is a witch doctor), you can easily impress them, but at the same time you set some expectations that might prove to be too high. Additionally, if you present your proof of apprenticeship to a person of your mentor’s profession (mage, when mentored under a spell-caster) or who looks favourably upon them (presenting the luckstone your fairy godmother gave you to a fey), you’re welcomed to a single night’s lodging at their home, including a meal. Suggested Characteristics Growing up under a mentor shaped your outlook in a specific way. Even if you don’t share your mentor’s worldview, you’re at least somewhat inclined to consider it, always hearing in your head your mentor’s remarks. d8 Personality Trait 1 I find myself using many of my mentor’s phrases. He was right about a lot of things! 2 People who have no respect for their elders and betters deserve no respect from me. 3 Many people are just ignorant – I’ll teach them, like I’ve been taught myself. 4 Every person should learn to take care of themselves; beggars and dilettantes annoy me to no end. 5 I’m eager to get better at my trade. Every challenge is a learning opportunity! 6 I’ve got a well-practiced way of doing things – please don’t interrupt me, I know what I’m doing. 7 I’ve got a story for every occasion, thanks to my somewhat… colourful apprenticeship. 8 Despite years of effort by my mentor, I still do that one annoying thing. It’s my way of putting a little bit of me into my mentor’s teachings. d6 Ideal 1 Mastery. I want to be the very best, like no one ever was. (Lawful) 2 Education. The lessons I’ve learned should be available to anyone who desires them. (Good) 3 Freedom. People should be able to choose their own path, advance in their own pace. (Chaotic) 4 Respect. I want to make my mentor proud of me. (Any) 5 Revelation. By practicing the well-established methods and traditions, one can achieve true enlightenment. (Lawful) 6 Curiously. I know so much about one specific subject, now I want to learn completely new things! (Any) d6 Bond 1 My mentor always speaks of the “lost teachings” of our order. I must find them! 2 I have a close friend who was taught alongside me, although they learned something a bit different. 3 The mysterious land of my mentor’s youth sounds magnificent; I will discover it one day. 4 I owe my mentor everything, I should repay them somehow. 5 My mentor thinks nothing will ever come of me – I’ll show them! 6 This is the same shield my master’s master gave him, and he has given it to me. One day I’ll pass it on to my apprentice. d6 Flaw 1 I’m so used to doing things in a specific way, I usually don’t stop to think of an alternative. 2 When I see someone doing something wrong, I can barely keep myself from correcting them. 3 Asking for help is a sign of weakness. 4 Greater challenges lead to greater advancement; however, sometime I bite off more than I can chew. 5 It’s better to lie than to admit failure. 6 I’m very good at keeping secrets. I keep everything to myself. Three Suggestions for Interesting Mentors is by Eran Aviram. Eran is the writer for Up to Four Players; the Lead Hebrew Translator for D&D and other games; Editor for City of Mist; produces the weekly podcast On the Shoulders of Dwarves, the main RPG podcast in Hebrew; and used to own a gaming store, it was awesome. Up to Four Players is a webcomic about tabletop gamers and games, by Aviv Or and Eran Aviram. Check it out: www.uptofourplayers.com Art of a very unusual mentor: Aviv Or, [email protected] DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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by Stephen Dedman Art by ArtToday For this adventure, the GM will need the GURPS Basic Set, GURPS Compendium I and II, and GURPS Old West 2nd Edition; GURPS Voodoo and GURPS Undead may also be useful. The adventure is designed for 100-point Old West characters, but can easily be adapted for a cinematic campaign or for GURPS Deadlands. The adventure is set in the 1870s, when there was a thriving black market in nitroglycerine, and can be part of an episodic or picaresque campaign. PCs may be any combination of character types that can reasonably travel and work together and are motivated by a desire for wealth and/or excitement. It is designed for a campaign where ritual magic works; GMs who prefer a realistic no- magic campaign may ignore the effects of magic or explain them away with natural causes, and a choice of supernatural or realistic endings is provided. Fair Game The adventure begins when the PCs encounter a small band of proud but non-hostile Comanches with food and hides to trade. The PCs may be townspeople, cowboys on a drive, hunters, 'rust-eaters,' explorers, settlers en route to farmland or prospectors headed for a boomtown, even soldiers at a fort . . . the important thing is that they should have something the Comanches want, and be hungry for fresh food and/or the money that can be made from furs. Only one of the Comanches, Bigger Bear, speaks any English, and if none of the PCs speak Comanche, Bigger Bear will act as interpreter. After a little haggling over prices, Bigger Bear will suggest gambling for some items instead. The competitions proposed by the Comanches are: 1. A foot race, for up to four competitors from each side. After some haggling, a distance of 400 yards is agreed upon. (Broken Lance, the fastest runner in the Comanches, has a running speed of 8.25 without a sprint bonus.) The start of the race is a Contest of Running skill (+2 for characters with Combat Reflexes); each point by which the winner wins gives him a 6" lead. 2. Rifle-shooting. The target is a piece of paper the size of a playing card, at 100 yards (-17 to hit). Each competitor is permitted one shot after bets are placed; those who hit it can compete in the next round, when the target is moved to 200 yards away (-19), and so on, as the target is moved back 100 yards each time until only one competitor remains. 3. Horse-racing. This is as much a test of nerve and skill as of speed. The racers (two at a time) hurtle towards a horizontal bar 100 yards away, high enough for the horse to pass underneath it, but low enough to knock a rider from his seat. The winner is the first to touch the bar. Competitors must first roll on Will not to stop too soon, then a contest of Riding skill to see who stops nearest the bar; a competitor who fails to make his Riding roll by 3 or more will crash into the bar and be knocked from his mount, taking 2d-8 cr. damage. The Comanches will ride their ponies bareback and naked, to reduce their encumbrance, and will try to persuade the whites to do the same. The Comanches' best rider, Bitten by Cats, has a pony with Move-14. The start of the race is a Contest of Riding skill (+2 for characters with Combat Reflexes); each point by which the winner wins gives him a 1' lead. 4. Archery. More a competition of Fast-Draw (Arrow) than of accuracy; archers must fire as many arrows into the air as they can before the first one lands. Each competitor has ST turns to shoot with a short bow; if the first shot 'missed', subtract 1 turn for every point by which they missed. (The Comanches will not be expecting whites to compete at this, but will bet heavily on their own archers if any PC comes forth.) The PCs are free to suggest other forms of competition, such as contests of ST, knife or tomahawk throwing, or even card games such as poker or monte (games which the Indians took to with enthusiasm, even making their own cards and learning how to cheat. Indians rarely cheated when playing against their own tribesmen -- but whites and unfriendly tribes were fair game.) Let the contests and gambling continue as long as the players are interested, then . . . Is this a dagger I see before me? While the games are happening, one of the PCs or an NPC on their side will notice the Arkansas toothpick tucked into Broken Lance's breechclout. Carved into the hilt is the inscription 'Mark VIII 24.' A moment later, the character will remember why this is familiar; one of the most vicious killers to ever come west from New Orleans, Lucien Xavier Dimascio, had the trademark of inscribing Biblical quotations onto his weapons and some of his victims. (Identifying Biblical quotations requires either a Bible and the Literacy advantage, or a critical success on Theology. Bible quotations are given at the end of the adventure.) If Broken Lance can be persuaded to tell where he got the knife, he will say that the knife's owner had killed and scalped a Comanche woman while she'd been gathering food and firewood. The woman's daughter had escaped, and the warriors hunted the man down; Broken Lance had killed and scalped him, then kept his weapons. He'd also taken two books the man had been carrying, and used them for making a shield. A successful roll against Criminology or Literature (Dime Novels) will enable the PCs to remember more of Dimascio's story. Roll succeeds by 0-4: Dimascio came west from New Orleans about ten years ago, and is thought to be guilty of at least twelve murders, all done with knives or axes and adorned with his trademark Biblical quotation, plus an unknown number of scalpings of anyone dark-haired and dark-skinned enough to pass as Apache, and a few shootings in self-defense. If it doesn't occur to the PCs that the papers in Broken Lance's shield might reveal the secret of Dimascio's hidden loot, an NPC who overhears the story should be inspired to suggest this -- preferably one too lazy, honest or disabled to undertake such a quest himself. With Your Shield, or On It The games with the Comanches should finish without bloodshed, unless a PC is caught cheating or accuses one of the Comanches. If the PCs want the knife, Broken Lance considers it worth a good rifle, but any attempts to persuade him to part with his shield will be unsuccessful. The shield, he says, is enchanted, and anyway, he doesn't have it with him. If Broken Lance has a good or better reaction to a PC, he may (if asked the appropriate question) reveal that the shield has to be kept half a mile from camp for fear that menstruating women will contaminate it, but neither he nor his fellow braves will say any more. If the PCs decide to search the area around the Comanches' camp for the shield, they will need to do so by stealth. The search, though difficult, should be successful . . . but almost as soon as they've taken the shield, Bigger Bear and Bitten by Cats ride past. If the PCs can't hide from them, or fast-talk their way out of the situation, they'll need to fight -- preferably without gunshots alerting the camp. If the PCs decide against looking for Broken Lance's shield, then they will have a chance to take it a few days later, when cholera breaks out in the Comanches' camp. The band's medicine man convinces them that the whites have cursed them, and the braves attack the PCs' camp (fort, town, wagon train, Hell on Wheels, etc.) in retaliation. Broken Lance will be killed in the raid, and his damaged shield will be discovered by a PC. Other details of the attack and its aftermath, and the course of the epidemic, are left up to the GM. Books of Blood Roll succeeds by 5-9: Dimascio was a former altar boy and a gifted student of music, languages and theology, whose taste for gambling and women led him to New Orleans's vice districts. After he was accused of murdering two gamblers -- one with a knife, the other with an axe -- he hid for a while, then headed west about ten years ago. There were many sightings of him in that time -- working as a logger, a carpenter, a trapper, a buffalo skinner, a butcher, a saddler and bootmaker, a prospector, a gambler and pianist on riverboats and in saloons, a school-teacher, an actor, even an itinerant preacher. He usually worked alone, because even the West's worst badmen were nervous around him, but is suspected of having masterminded some elaborate confidence tricks and robberies, although none of his loot has ever turned up. It's rumored that Dimascio was the first to give the Apache the idea of making playing cards out of white men's hides. The price on his head is $1,000, dead or alive. Dimascio's last victim, a con man suspected of stealing a jewel worth thousands, was found two years ago, an unfired derringer in his hand, knife-wounds to his face, and a note pinned to his embroidered vest. Critical success: The con man was named 'Doc' George Fletcher, and he was found dead in a town called Rosary. He and Dimascio were suspected of stealing a star sapphire worth $3000, but the stone was never found. If asked, Broken Lance will say, truthfully, that no jewels were found on Dimascio's body, which was stripped then left for the buzzards to eat. The pages used to stuff Broken Lance's shield come from two sources -- a Catholic Bible, and a diary, both written in Latin. If none of the PCs can read Latin, they should be able to find a translator with a visit to any established town, army fort, or wagon train, and a good or better Reaction Roll (most Catholic priests, lawyers, biologists and doctors will have at least half a point in the language, as would most men taught in an English public school). The Bible should be easy to identify as such; the incomplete diary is essentially a written confession. If the PCs read the fragments (in the original or translation), they'll learn all of Dimascio's story, above, plus a few details no-one else knows. Dimascio claims to have killed Fletcher in self-defense, throwing his knife as the con man reached for his pistol. He then gloats about hitting him in the eye, killing him instantly; the other mutilations were post-mortem. Unfortunately, Fletcher was the only one who knew how to find a buyer for the gem, so Dimascio writes, "I left it in his care, to enjoy until I return. Thought, too late, that Luke IV 23 would have been as apt a quotation, but alas, I can hardly kill him twice." Sleeping Rough Every night after the PCs open Broken Lance's shield, make a Will roll for each PC. Those who fail will suffer brief but intense nightmares of being attacked or tortured by Comanches (alive or dead), or pursued and eaten by wolves. PCs who already have the Nightmares disadvantage will automatically fail their Will rolls. The dreams require a Fright Check at -2, with a further -1 for every consecutive night. As well as the nightmares, PCs will also be plagued by unseasonably bad weather -- lightning will hit nearby trees, rain will halve their travel speed (see sidebar, p. B187) -- and the faint but unmistakable sound of wolves howling in the distance at night. After a few nights of this, a raiding party of Comanches will attempt to steal the PCs horses and weapons. At about 2 a.m., the shaman casts a Slumber spell over the PCs' camp and Obscurity over the raiding party. The Comanches will creep towards the camp, on foot, until they are within 100 yards. If any sentries are awake, the Comanches will try to kill him silently with their short bows. If the camp is alerted, they will retreat stealthily rather than attack. If no-one is awake when the Comanches arrive, the raiders will steal every animal from the camp, every weapon that is not concealed, all food, and anything else that seems worth taking, but leave the sleeping PCs unharmed. The PCs will then face the prospect of a 50-mile trek across average terrain to Morrow, or attempting to track the Comanches to recover their gear. After the first day, heavy rain (natural or summoned by the shaman) will slow travel and make the Comanches' tracks even harder to find. Whichever way they go, the PCs will encounter the Comanches again at an opportune moment to rescue Brother Lee and Lupita. Fire Water The PCs' introduction to Lee will be the sound of gunfire roughly 400 yards away (a Hearing roll will identify the guns and the approximate distance). The Comanches are circling Lee's jump-seat wagon, and have fired their muskets, wounding Lee in the right arm and torso. Lupita has emptied her shotgun without effect, and is trying to reload. Lee is firing his revolver with his left (off) hand; one Comanche lies dead on the ground. Just as things seem hopeless, Lupita throws a bottle from the back of the wagon; the bottle explodes as it hits the ground, and the Comanches flee. Brother Lee's wagon is loaded with pint bottles of 'Glastonbury Water,' as well as his and Lupita's personal necessities. Most of the bottles have blue labels, and contain only water; 23 of the remaining bottles, however, contain nitroglycerine, which Lee has smuggled into the U.S. from Mexico and is taking to a mining site to sell. Lee has a crippled arm and has taken 12 points of damage, plus any damage from bleeding, and will pass out before he can speak to the PCs. Lupita will insist on taking him to Morrow to be tended by the doctor there, and asks the PCs to accompany her, to protect her from any other attack. If her Sex-Appeal skill doesn't persuade them, she'll offer them a share of the profits from selling the nitroglycerine. Transporting the nitroglycerine will require careful driving; the driver should roll on Teamster skill every four hours of travel. On a critical failure, a bottle will be jarred (see p. OW81), potentially setting off the other bottles. As each bottle does 7dx3 damage, PCs should be allowed some sort of saving throw (such as a DX roll to catch a bottle before it falls) if this happens. The trip should be nerve-racking but non-lethal . . . except for Brother Lee, who will hold out until the wagon reaches Morrow, but die a day later; unless one of the PCs rolls a critical success on Physician, he will never regain consciousness. When Lee dies, Lupita will try to persuade the PCs to buy the wagon and its cargo or, if they can't or won't reach her minimum price of $5 a bottle (about half the legal price), to accompany her on the trip to Santa Dolores where Lee had arranged to sell it . . . and the shortest route from Salvation to Santa Dolores passes through Rosary. The Road to Salvation Morrow is a small town near the Mexican border, built to cater to the farmers and ranchers in the area. Though small with only one street (Front Street), it boasts a newspaper, a well-stocked general store, a doctor, a blacksmith, a livery stable, a photographic studio, a telegraph office, a one-cell jail, two churches (one Catholic, one Baptist), three saloons, and a daily stagecoach service to Salvation, the nearest town to Rosary. A day's research at the newspaper office will reveal that there is a $500 reward offered for the return of the gem that Dimascio stole, which has never been recovered. They will also learn the basic facts about Rosary, 210 miles away. Rosary was founded after silver was discovered in the surrounding hills five years ago, and the population quickly grew to about 3,000. Because the surrounding land is so rough (bad terrain for 3d+20 miles in any direction, with a few very bad roads) and the town's population has been declining since it failed in its bid to become the county seat, there is no railway or stage route to Rosary; the nearest stagecoach stop is at Salvation, 33 miles south-south-west. If the PCs travel from Morrow to Salvation by stagecoach (2 days), the coach will overturn on a bad road a few hours out of Salvation. This requires a Fright Check at -2; damage is 1d-2 for anyone inside the coach, but those seated outside will have to jump free to avoid being crushed under the coach. A successful DX roll will reduce damage to 3d-9 (use Hit Location from a Fall, p. B131); a success on Acrobatics (or default) will reduce damage to zero. A failed DX roll means the character takes 9d crushing damage; a critical failure means that the character is also pinned under the coach, and must be freed before he bleeds to death. The coach is too badly damaged to continue; survivors will have to decide whether to wait 24 hours for the next, or to walk 3d miles along a very bad road in the rain, with wolves howling in the distance. If they wait, Lupita's wagon will pass them 2d+2 hours later. If the PCs ride horses, walk, or accompany Lupita to Rosary, the main problem will be the slow journey and the nightmares (see Sleeping Rough, above), but they may also be bothered by minor mishaps -- flash floods, scorpions in their boots and snakes in their bedrolls, beaver traps and leeches when they cross suddenly swollen rivers, etc. Salvation If the PCs pass through Salvation, they will be required to hand their guns over to the sheriff while in town. They will also encounter Old Tom, a grizzled cantankerous ex-prospector. Old Tom isn't the town drunk, but he's a contender. He will offer to carry the PCs' bags from the stage stop or station to a hotel for the price of a whiskey, he will be mucking out the livery stables if they try to rent some horses, and he will be cadging drinks in any saloon they walk into. When he learns that they're going to Rosary, he'll cackle and mutter, "You'll have a long way to go, stranger, less'n you can ride into last year." He won't say anything more on the subject unless plied with whisky, and as he refuses to drink alone, at least one of the PCs will have to match him whisky for whisky (or fake it somehow) until either Tom or the last PC passes out. Each shot has an Alcohol Rating of 24 (see p. CII162). Don't try this at home. A successful roll on Interrogation with any drink will get twice as much information out of Tom. Drinks Information 1 Most of Rosary was burnt down two winters (about eighteen months) ago. 2 Thirteen people died in the fire, the last to be buried in the cemetery on a hill overlooking the town. 3 A few of the more permanent buildings at one end of town survived, but most folks decided to leave anyway. Most of the silver was gone, and winter was coming. Tom himself had almost given up working his claim by this time, and was making a living as the town's gravedigger. 4 Things had been turning bad in the town since Doc Fletcher was murdered. Tom remembers the incident well; shootings were common in town, and most men there died with their boots on, but he'd never seen a man before who'd been killed with a knife while reaching for his gun. Fletcher was the last person killed in town before the fire, a few weeks later. 5 The locals wanted to string up the man who they thought had killed Fletcher, a gambler named Luce, but he'd disappeared by the time they found the body. 6 Luce was an olive-skinned man with black curly hair, a moustache, and dark deep-set eyes. About six feet tall, dressed in black like a preacher, carried a silver-headed cane, didn't drink hardly at all. (This matches most descriptions of Dimascio.) 7 The fire didn't reach the cemetery -- just as well, too, since all the gravestones were just boards, carved and painted. 8 The last burials were buried near the north end of the graveyard. 9 The only undertaker in Rosary was a coffin-maker and cartwright named Rogan. He told Tom that he couldn't disguise the wounds on Fletcher's face, and gave him a closed casket funeral. The man who pronounced him dead was a horse doctor and blacksmith named Boetsch. 10 Rogan and Boetsch came to Salvation after Rosary was burned down; Rogan works as a carpenter, and has a house next to the Boetsch's smithy. If Tom tells the PCs everything he knows before passing out, begin the obligatory bar brawl. A cowboy playing poker at the next table turns the table over to reveal a holdout device underneath, containing several cards and a stingy pistol. Being unarmed, the cowboy and his friends grab brawling weapons, as do the townspeople. A billiard ball hurled at one cowboy by a soiled dove hits Old Tom instead, instantly knocking him unconscious. PCs may hide, try to sneak out, or join in. If the PCs speak to Rogan or Boetsch, and they have a Neutral or better reaction to the PCs, they will confirm what Old Tom has said. On a Good or better reaction, they will also add that apart from the clothes he was buried in, Fletcher's belongings were divided between the saloonkeeper, the town marshal, and Rogan and Boetsch. Rogan kept a few dollars; Boetsch kept his watch and surgical tools; neither saw anything else of value, and neither knows where the marshal or the saloonkeeper went after Rosary burnt down. Boetsch will sell the watch for $5, the black bag for $25; neither contains the gem, nor any useful clues. Rosary What the PCs find in Rosary will depend on the nature of the campaign. Only four buildings remain standing: two saloons, a general store (also the bank and post office), and a jail (two cells and an office for the marshal). All have been looted of any valuables, but they may provide useful hiding places for the PCs or their opponents. The cells have 6" stone walls, 1/2" iron bars, and a 2" wooden slab roof; other buildings are of 1" wooden slab. In a realistic campaign, the PCs will find Rosary's cemetery occupied by miners, engineers and guards. A mining baron has learned that the hill beneath the cemetery contains enough copper ore to be worth mining. He's hired 40 convict laborers to dig up the graves, dumping headstones and bodies into a nearby abandoned mineshaft. The PCs can wait until the graveyard is cleared and search for Fletcher's body in the dangerously unstable shaft, or try sneaking into the cemetery that night before Fletcher's grave marker is removed. The convicts are too heavily chained to be a menace to the PCs (unless an escape is organized), but there are at least ten guards (use 'Hired Guns', below). To complicate matters, one of the guards may be an enemy of one of the PCs -- or one of the convicts may be a friend, dependent or a member of an ally group. Alternatively, the convicts may manage to overpower their guard and grab some weapons, forcing the PCs to choose sides. The guards are billeted in the marshal's office and the saloon next door; the convicts sleep at night, in chains and under guard, in the store. In a weird campaign, Rosary is almost literally a ghost town; instead of convict labor, the digging is being done by 40 zombis, and intruders are even less welcome. The houngan controlling the zombis, Pierre Legrand, has taken over the marshal's office, and sleeps on the bare bunk in one of the cells, on which he's performed a makeshift consecration. In a cinematic (high powered) weird campaign, Legrand may be a skin-changer; he may also be Dimascio under another name, returned to collect the sapphire. If the PCs have come to Rosary without Brother Lee's nitroglycerine and need extra firepower, have Lupita arrive with the wagon and an accomplice (use stats for Hired Gun) in time to rescue them. Of course, her help won't come cheap . . . Resurrection Men If the PCs go looking for Fletcher's grave, they will find the marker badly weathered; Vision -5 to read the inscription, "Dr George Fletcher, murdered 18--.". Fletcher is buried 4' down, in a thin wooden coffin, fully dressed, with his boots under his head as a pillow and a red bandana covering his mutilated face. The markers on the graves surrounding him read "Joe Wells, Died With His Boots On 18--", and "Ella Garcia, 18--. Duerme bien." (Sleep well). A search of Fletcher's clothes, however thorough, will not uncover the sapphire. Dissecting the body won't help, either, but that's no reason to prevent the PCs from trying. The stone is actually hidden in the hollow heel of Fletcher's left boot (the right is also hollow, but empty). If the players don't think of searching the boots, it should occur to Lupita or any character who makes a roll on Holdout at -5. Faith to Faith The PCs should continue to suffer nightmares intermittently until the first to touch Broken Lance's shield has a vision, in which he sees a wolf telling him to destroy the papers taken from the shield. The nightmares will continue until he does this; after that, Broken Lance will appear to the PC in a dream, armed with Dimascio's knife. The PC's hit points will be equivalent to his Will, not HT or ST. If the PC is 'killed' in the dream, he must make a HT roll (+/- Will bonuses) or die; if he survives, the PCs' nightmares will stop. If he defeats Broken Lance in the dream, he will acquire Wolf as a Guardian Spirit, though this will only be apparent to Herbalists, Dreamers or Shamans, who will react to him at +1 after this, and the PCs' nightmares will stop. If he surrenders, he will acquire -10 points of disadvantages that must be bought off (Nightmares and Post-Combat Shakes would be appropriate, as would Unluckiness or Aichomophobia). Cast Bigger Bear, Comanche Warrior Early 20s; bronzed skin, black hair, dark eyes; 5'9", 150 lbs. ST 11; DX 11; IQ 11; HT 11. Move 5. Advantages: Appearance (Attractive); Charisma +1; Guardian Spirit (Thunder); High Pain Threshold; Language Talent +1; Semi-Literate Disadvantages: Compulsive Gambling; Curious; Overconfidence Quirks: Tends to exaggerate. Skills: Animal Handling (Horse)-11; Axe/Mace-12; Bard-14; Bow-13; Gambling-13; Guns (Rifle)- 13; Languages (Comanche)-12, (English)-10, (Spanish)-10; Merchant-11; Riding (Horse)-12; Sign Language (Plains)-10; Stealth-13; Tracking-13; Wrestling-11. Equipment: Indian Musket; Short Bow and 30 arrows; Coup Stick; Bowie Knife; Shield (PD 3; DR 6; Damage 10/40); Pony. Bigger Bear is named for a story he tells of a bear he encountered when a young man; when an older warrior dryly commented that the bear grew larger every time the story was told, the young brave became known as Bigger Bear. Bitten by Cats, Comanche Warrior Late teens; bronzed skin, scarred face, black hair, dark eyes; 5'8", 100 lbs. ST 11; DX 12; IQ 10; HT 11. Move 5. Advantages: Animal Empathy; Combat Reflexes; Fit; Guardian Spirit (Thunder); High Pain Threshold. Disadvantages: Overconfidence; Skinny. Skills: Animal Handling (Horse)-13; Axe/Mace-12; Bow-13; Fast-Draw (Arrow)-13, (Rifle)-13; Gambling-12; Guns (Rifle)-13; Language (Comanche)-10; Riding (Horse)-16; Running-12; Stealth-12; Tracking-14. Equipment: Indian Musket; Short Bow and 30 arrows; Coup Stick; Metal Tomahawk; Shield (PD 3; DR 6; Damage 10/40); Pony (Move 14). Broken Lance, Comanche Warrior Early 20s; bronzed skin, black hair, dark eyes; 5'11", 160 lbs. ST 13; DX 13; IQ 10; HT 13. Move 6. Advantages: Combat Reflexes; Fearlessness/3; Guardian Spirit (Wolf); High Pain Threshold; Rapid Healing; Toughness (DR 1); Very Fit. Disadvantages: Berserk; Great Vows (Never Retreat in Battle, -15; Wolf Dreamer vows, -11); Overconfidence. Skills: Animal Handling (Horse)-12; Axe/Mace-14; Axe Throwing-13; Bow-14; Fast-Draw (Arrow)-14; Gambling-9; Guns (Rifle)-14; Knife-13; Knife Throwing-12; Lance-14; Riding (Horse)-13; Running-14; Tracking-11; Stealth-13; Wrestling-13. Equipment: Indian Musket; Compound Short Bow and 30 arrows; Coup Stick; Lance; Arkansas Toothpick; Tomahawk; Shield (PD 4; DR 6; Damage 10/40); Pony. Broken Lance is named for a battle he had with an Apache warrior; the Apache's lance penetrated his shield before breaking, leaving the head stuck in Broken Lance's arm. Broken Lance grabbed the shaft of the lance and dragged the Apache from his horse, returning to camp with the horse, the broken lance, and the Apache's scalp. Wolf appeared to him that night, giving him a vision of a tougher shield -- including the books that would be needed to construct it. Brother Lee, Confidence Man and smuggler Late 40s; 5'9, 160 lbs; tanned skin, blue eyes, mane of silver hair with full beard. ST 11; DX 11; IQ 12; HT 8. Move 4. Advantages: Charisma +2; Voice. Disadvantages: Greed; Overconfidence. Skills: Acting-12; Animal Handling (Mule, Horse)-11; Bard-15; Boxing-12; Disguise-12; Fast- Talk-14; Gambling-13; Guns/TL5 (Pistol)-14, (Shotgun)-13, (Rifle)-11; Fast-Draw (Pistol)-11; Hold-out-12; Mechanic/TL5 (Wagon)-10; Merchant-13; Musical Instrument (Banjo)-11; Occultism-10; Pickpocket-11; Psychology-11; Riding (Horse)-10; Running-9; Stealth-11; Teamster-11; Theology-10; Whip-10. Equipment: S&W Model 2; Bullwhip. Wears black suit, Stetson, and cowboy boots. Comanche Warrior ST 11; DX 11; IQ 10; HT 10. Move 5. Advantages: Fearlessness/2; Fit; High Pain Threshold. Disadvantages: Warrior's Code of Honor. Skills: Animal Handling (Horse)-11; Axe/Mace-12; Bow-13; Fast-Draw (Arrow)-11; Gambling- 11; Guns (Rifle)-13; Knife-11; Languages (Comanche)-10; Riding (Horse)-12; Running-10; Stealth-13; Tracking-13. Equipment: Indian Musket or Spencer Carbine; Short Bow and 30 arrows; Coup Stick; War Club, Tomahawk or Large Knife; Shield (PD 3; DR 6; Damage 10/40); Pony. Convict Laborer ST 13; DX 10; IQ 9; HT 10. Move 5. Advantages: High Pain Threshold. Disadvantages: At least one of the following: Bad Temper; Bully; Greed; Impulsiveness; Outlaw's Code of Honor; Overconfidence. Skills: Brawling-12; Guns/TL5 (Pistol)-14, (other)-10; Holdout-11; Intimidation-13; Knife-11; Riding (Horse)-10; Stealth-10; other Thief skills-12. Equipment: Pick or shovel. Hired Gun ST 12; DX 13; IQ 10; HT 11. Move 6. Advantages: Alertness +1; Combat Reflexes; Reputation (Fast Gun, +1) Disadvantages: Bad Temper; Bloodlust; Enemies (Gunslinger's Enemies) Skills: Animal Handling (Horse)-11; Brawling-13; Carousing-12; Fanning-12; Fast-Draw (Revolver)-14; Gambling-12; Guns/TL5 (Pistol)-16, (Shotgun)-14, (Rifle)-13; Holdout-11; Intimidation-13; Knife-11; Knife Throwing-11; Riding (Horse)-12; Sap-12; Speed-Load (Revolver)-11; Stealth-11; Tactics-11. Equipment: Colt Peacemaker; Double barrel Shotgun or Magazine Carbine; Arkansas Toothpick; Cartridge belt; Suit, Overcoat, Stetson, Cowboy Boots; Saddle Horse; Bedroll. Lupita 20 years old; 5'6", 115 lbs; olive skin, waist-length black hair, dark eyes. Quirks: Usually wears black and red. ST 9; DX 11; IQ 11; HT 12. Move 5. Advantages: Appearance (Attractive); Charisma +1; Language Talent +1. Disadvantages: Greed; Overconfidence; Post-combat shakes. Skills: Acting-12; Animal Handling (Mule)-9; Cooking-10; Dancing-13; Disguise-13; Fast-Talk- 13; First Aid/TL5-10; Gambling-12; Guns (Pistol)-11, (Shotgun)-11; Holdout-12; Knife-11; Language (Spanish)-12, (Comanche, English, French)-10; Pickpocket-13; Psychology-10; Sex- Appeal-14; Scrounging-12; Singing-11; Stealth-10; Streetwise-13; Teamster-10; Throwing-11. Equipment: Double barrel 20g shotgun; small knife concealed in hair. Wears shirt, boots and trousers while traveling, and a dress while in town. Spare clothes, rations, ammo, gun cleaning kit, etc., in travel trunk in wagon. Pierre Legrand, voodoo houngan Early 40s; 5'11", 107 lbs; brown skin, bald, dark brown eyes. Wears a Confederate Officer's gray coat, a battered top hat, and cavalry boots. ST 10; DX 11; IQ 14; HT 10. Move 5. Advantages: Autotrance; Charm (Ghost Shirt); Initiation (Third Level); Mystic Symbol (necklace, +2); Metabolism Control/1; Night Vision. Disadvantages: Appearance (Unattractive); Bully; Sadist; Skinny; Social Stigma (Mulatto, -2 on all reaction rolls). Paths and Rituals: Path of the Spirit-14; Raise Zombi-14; Path of Protection-13; Ghost Shirt-13; Obscurity-13; Path of Dreams-10; Path of Health-10; Path of Luck-10. Skills: Brawling-11; Detect Lies-13; Fast-Talk-14; Fencing-12; Gambling-13; Guns/TL5 (Pistol)- 14; Language (Creole)-14, (English, French, Spanish)-12; Occultism-14; Riding (Horse)-10; Ritual Magic-16; Scrounging-13; Stealth-10; Streetwise-13. Equipment: S&W Model 2 in leather-lined pocket; Saber; pocket knife; bed roll; week's rations; bottle of whiskey; saddle horse; $42 in gold coins. Old Tom, Prospector Late 60s; balding, with some gray hair and scraggly gray beard, hazel eyes; 5'6", 130 lbs. Wears ragged buckskins, sombrero, and boots. ST 10; DX 10; IQ 10; HT 9. Move 4. Advantages: Alcohol Tolerance. Disadvantages: Age; Alcoholism; Appearance (Unattractive); Miserliness; Odious Personal Habits (Rarely washes, -2 to reaction rolls); Poverty (Struggling). Skills: Animal Handling (Donkey)-11; Brawling-10; Carousing-11; Gambling-11; Guns/TL5 (Shotgun)-12, (Rifle)-10; Packing-10; Prospecting-12; Scrounging-13; Survival (Mountains)-11. Equipment: Shotgun, mining tools, and burro at shack. Smells Water, Comanche Warrior Late teens; bronzed skin, black hair, dark eyes; 5'8", 140 lbs. ST 12; DX 13; IQ 10; HT 10. Move 5. Advantages: Alertness +3; Fit; Guardian Spirit (Eagle); High Pain Threshold. Disadvantages: Bad Temper; Minor Vows (Eagle warrior). Skills: Animal Handling (Horse)-10; Axe/Mace-13; Bow-14; Gambling-11; Guns (Rifle)-16; Language (Comanche)-10; Riding (Horse)-13; Stealth-13; Tracking-11. Equipment: Kentucky Rifle; Short Bow and 30 arrows; Coup Stick; War Club; Metal Tomahawk; Shield (PD 3; DR 6; Damage 10/40); Pony. Zombis ST 13; DX 10; IQ 7; HT 10/15. Move 4. Advantages: Doesn't Breathe; Doesn't Eat or Drink; Doesn't Sleep; Extra Hit Points +5; High Pain Threshold; Immunity to Disease; Immunity to Poison; Injury Tolerance (No Blood); Invulnerability (Mind Control); Night Vision; Single-Minded; Temperature Tolerance; Unaging; Unfazeable. Disadvantages: Bad Smell; Cannot Learn; Monstrous Appearance; No Sense of Humor; No Sense of Smell/Taste; Obdurate; Reduced Move; Reprogrammable Duty; Slave Mentality; Social Stigma (Dead); Unhealing; Unliving; Vulnerability (4d from salt). Skills: Brawling-12; Knife-11. Equipment: Pick or shovel. Should a zombi be crippled, or even lose a limb, it will continue to fight. A zombi with a missing foot moves at 4. With a missing leg, it hops along at 2; legless but with at least one arm, it drags itself along at 1. Only a little salt is needed to kill a zombi, but it must be poured into the zombi's mouth to be effective. Biblical Quotations Proverbs XXVII 17 reads "Iron sharpeneth iron; so a man sharpeneth the countenance of his friend."; Luke IV 23 is "Physician, heal thyself."; Mark VIII 24 is "I see men as trees, walking." Article publication date: November 24, 2000 146 Pyramid subscribers rated this article 3.60 on a scale of 1 to 5. Visit the ratings page for more info. Copyright © 2000 by Steve Jackson Games. All rights reserved. Pyramid subscribers are permitted to read this article online, or download it and print out a single hardcopy for personal use. Copying this text to any other online system or BBS, or making more than one hardcopy, is strictly prohibited. So please don't. And if you encounter copies of this article elsewhere on the web, please report it to [email protected]. Home - Subscribe! - Current Issue - Playtesting - Chat - - - Feedback
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www.BATTLETECH-NEWSLETTER.de 1 Editorial – Ein Jahr CBT Newsletter Unglaublich, oder? Jetzt arbeiten wir tatsächlich schon ein ganzes Jahr daran, Euch, unseren Leser, über die neuesten Entwicklungen im CBT Universum aufzuklären. Vielleicht ein guter Zeitpunkt, mal zurückzuschauen, was im letzten Jahr so alles passierte. Ganz ehrlich, wenn ich gewusst hätte, was das für einen Stress mit sich bringen kann, dann hätte ich es mir zweimal überlegt. Ich muss gestehen, die Arbeit am Newsletter hat mein Leben stark verändert. Graue Haare, Nervenzusammenbrüche, nervöse Zuckungen… Nein, OK, das stimmt dann doch nicht. Aber es zwingt mich dazu, mich regelmäßig mit der Community auseinander zusetzen, es hat mich Teamarbeit gelehrt und mir gezeigt, wie wichtig es ist, auch mal Arbeit zu delegieren. Ich denke, die erste Ausgabe war doch sehr einfach gehalten. Im Grunde haben wir dort noch recht blauäugig gearbeitet und uns keine wirklichen Gedanken gemacht, wie wir ein wirklich gutes, niveauvolles Produkt auf die Beine stellen können. Ich habe eine Menge Positives aus diesem Projekt gewonnen, nicht zuletzt neue Freunde und einen sehr guten Draht zu den Verantwortlichen in den USA und hier in Deutschland. Beginnend mit Ausgabe 2 haben wir dann unser Team erweitert und uns auch von anderen Leuten Rat und Berichte geholt. Richtig toll war das auch noch nicht, aber immerhin ein Schritt in die richtige Richtung, denke ich. Wir haben mehr selbst getan, weniger zitiert, übersetzt und abgeschrieben. Das sollte sich in den kommenden Ausgaben noch verstärken. Das Feedback aus der Community war größtenteils positiv ausgefallen, der erwartete und befürchtete Scheiterhaufen, auf den man uns stellen würde, ist nie gekommen. Auch wenn ich immer wieder einmal am liebsten einen Schreikrampf bekommen will, wenn ich so manchen Kommentar in den diversen Foren lese. Oder mir anhören muss, wie wir doch eh nur alles bejubeln (hallo, wir sind Fans, uns gefällt, was produziert wird, warum sollen wir es dann niedermachen?), so sind es doch immer wieder die Kommentare der Fans, die uns den Mut geben, weiterzumachen. Ausgabe 3 war dann also beinahe Routine. Beinahe! Die Vorfreude und auch die Angst vor jeder Ausgabe sind geblieben, und ich denke, sie werden uns auch weiterhin begleiten. Der Schritt in noch mehr Selbstständigkeit wurde erneut gewagt und wir haben dort eine Menge Eigenständiges realisieren können. Der GenCon Bericht vom Direx, der Bericht über die Mechworld, der Versuch, noch mehr Variabilität in den Newsletter zu bringen, hat gut funktioniert, so hoffen wir. Nach Ausgabe 3 stand dann fest, dass wir die Seite überarbeiten werden würden und dass wir noch weiter expandieren wollten. So kam Ausgabe 4. Licht und Schatten, denke ich. Was soll ich sonst dazu sagen. Es war ohne Frage die mit Abstand erfolgreichste Ausgabe, die wir bis dahin produziert hatten. Und mit Abstand auch die mit den meisten Fehlern. Wir hatten es am Ende sehr eilig, sie zu veröffentlichen. Eigentlich hatten wir erwartet, nicht mehr rechtzeitig fertig zu werden und waren entsprechend froh, dass wir dann doch soweit waren, sie zu veröffentlichen. Ein Fehler, aus dem wir gelernt haben. Die neue Seite ging mit dem neuen Newsletter online und auch hier waren die Reaktionen durchaus positiv. Dementsprechend freuen wir uns auch auf Ausgabe 5 und die ganz neue Seite. Ausgabe 4 war nun wirklich ein Meilenstein. Dank Herb Beas brachen wir alle Rekorde. Das Interview mit ihm war nicht nur erhellend, es war genial. Ich fürchte, wir werden etwas ähnliches so schnell nicht wieder auf die Beine stellen können, aber ihr könnt versichert sein, wir arbeiten schon an neuen Ideen. Am Ende des Tages, mit jeder neuen Ausgabe, ist es uns wichtig, dass wir uns selber in dem Produkt erkennen; dass es unsere Fragen, unsere Ansichten, unsere Werte sind, die wir rüber bringen, dass wir uns nicht verbiegen, nicht unsere Ideale verraten, auch wenn das sicher etwas gestelzt klingt. Wir sind stolz auf die Arbeit, die wir tun und uns ist es und war es immer am wichtigsten, Euch, 2 unseren Lesern, über alle wichtigen Entwicklungen in der Battletech-Szene auf dem Laufenden zu halten. Das haben wir in den vergangenen 12 Monaten, glaube ich, auch ganz gut hinbekommen. Ich hoffe, wir schaffen es auch weiterhin, Euch nicht nur zu informieren, sondern auch zu unterhalten. Wir begeistern uns für Battletech und wir hoffen, dass wir einen kleinen Beitrag leisten können, es noch bekannter zu machen. Unsere Arbeit kann nicht jedem gefallen, das wissen wir und müssen das akzeptieren. Wir werden auch weiterhin über die Dinge berichten, die wir für wichtig erachten, oder neue Produkte vorstellen, ob sie uns nun gefallen oder nicht, sowie über Dinge schreiben, die wir toll finden. Dementsprechend werden wir auch negative Rezensionen veröffentlichen, wenn es denn einmal nötig sein sollte. Und sollte es irgendwann einmal der Fall sein, dass FanPro mit unserer Arbeit nicht mehr zufrieden ist und man uns bittet, die Arbeit einzustellen, werden wir uns der Macht beugen. Bis dahin ist es aber so, dass wir die Idee hatten, dass wir alle 3 Monate die Arbeit auf uns nehmen und dass wir die Ersteller und Herausgeber des deutsche CBT Newsletters sind, mit dem Segen von FanPro. Und ganz ehrlich, darauf sind wir verdammt stolz. Somit stehen wir auch zu unserer Arbeit und freuen uns jedes Mal über Feedback, sei es nun positiver oder negativer Art. Klar, positiv ist besser, wir freuen uns immer über Lob, aber auch Fehler müssen angesprochen werden und nur durch Euer Feedback sind wir in der Lage, uns zu verbessern. Dass wir nicht alles annehmen, was da auf den Tisch kommt, ergibt sich aus dem, was ich oben geschrieben habe. Dennoch brauchen wir auch eure Kritik, um einer gewissen Betriebsblindheit vorzubeugen. Somit hoffe ich, dass es uns auch im kommenden Jahr gelingt, Euch zu unterhalten und mit allen interessanten Neuigkeiten aus und über das CBT Universum zu versorgen. Ich danke Euch allen im Namen unseres Teams für Euer Feedback, für die Treue, die Ihr uns schenkt und die Motivation, die aus Eurem Feedback entsteht. Auf ein weiteres Jahr Battletech Newsletter und darauf, dass noch viele weitere folgen mögen. Björn Schmidt 3 Inhaltsverzeichnis EXKLUSIV Interview mit Klaus Scherwinski 5 Klaus Scherwinski, der für eine Vielzahl toller Cover und Grafiken verantwortlich ist, gibt uns einen exklusiven Einblick in seine Arbeit und verrät uns wie eine CBT Grafik entsteht. Schatten des Krieges – Teil II von Lucas Cunningham 14 Der zweite Teil einer vierteiligen Serie, exklusiv nur im Battletech Newsletter. Interview mit Ben Rome 24 Autor Ben Rome steht ins Rede und Antwort über seine Arbeit mit Classic Battletech und sein Privatleben und liefert ein exklusives Preview zum Startbook Wolf & Blake. Gewinnspiel 32 Anlässlich des 1. Geburtstag des Newsletters, präsentierten wir euch ein Gewinnspiel mit tollen Classic Battletech Produkten als Preisen. REZENSIONEN Tech Manual Rezension 33 Der zweite Teil der neuen Corebook Serie, hält er was er verspricht? ComStar Rezension 35 Das bekannte Sourcebook von 1992 genau beleuchtet. Handbook House Davion Rezension 36 Die neuste Ausgabe der neuen Handbook Serie, wir liefern euch umfangreich alle Details. Clanwächter Rezension 40 Der zweite Teil des Bären Zyklus, lohnt er sich oder nicht? Total Warfare Fremdrezension 42 Wir liefern euch eine weitere Total Warfare Rezension, diesmal von Ron McClung. BERICHTE Kevin Killiany – Das letzte Jahr 47 Vor einem knappen Jahr beantwortete Kevin Killiany unsere Fragen in der ersten Ausgabe des CBT Newsletters, was treibt er heute? Black Ghost, White Death 49 Nach Vengeance Gambit, liefern euch nun den Bericht des nächsten großen Commando Event. Das Anröchte Con Projekt 51 Die Community versucht Anröchte wiederzubeleben und wir brauchen euer Feedback. Zehn Jahre Galatea 52 Die 10. Galatea Convention in Essen ein kurzer Erfahrungsbericht. Hannover Spielt! 53 Kurzbericht des Spielecons in Hannover. 4 Interview mit Klaus Scherwinski Und wieder haben wir etwas Besonders für Euch. Künstler Klaus Scherwinski, von dem unter anderem das Dawn of the Jihad und Brush Wars Cover stammen, stellt sich unseren Fragen und gibt uns allen einen exklusiven Einblick in das Entstehen eines CBT Covers. 1) Neuland für uns, einen der Künstler hatten wir bisher noch nicht in unserem Newsletter. Also, fangen wir mal harmlos an. Wie kamen Sie zu BattleTech, wie wurden Sie Zeichner? Ich hab 2000 auf der Essen Spielmesse meine ersten Kontakte zum Rollenspiel geknüpft. Ich kam ja an sich aus dem Comicbereich und hatte grade mein drittes Heft aus der „Kopeck“-Serie bei Karicartoon (Hannover) veröffentlicht. Also ging ich auf Anraten eines Bekannten mal in die Rollenspielsektion der Messe. Portfolio vorzeigen, Visitenkarten sammeln und abgeben, Emails schreiben und nachfragen, zack hat man den ersten Auftrag, so weit so einfach. Meine ersten Jobs waren für Blue Planet (Hard Sci-fi RPG von Fantasy Flight Games) und die Mephisto. Ich kannte Shadowrun und Battletech schon vorher, hatte das aber während meiner Comiczeichenperiode wieder aus dem Auge verloren. Bei der Mephisto setzte ich mich mit meinem Faible für düstere Illustrationen und dem guten Umsetzen von Hintergründen und natürlich Technologie gut ins Bild. Als man für Deutschland „In den Schatten II“ für Shadowrun Zeichner suchte konnte ich mir durch mein gut ausgebautes Mephisto Portfolio einen Job sichern. Von da an wurde ich auch an Rob Boyle weitergereicht der mich für Innenillustrationen für US Shadowrunpublikationen rekrutierte. Nach einigen Aufträgen für SR kam ich dann auch an Battletech, die mich tatsächlich mit meinem ersten Cover-Job beglückten. Ich war erfreut und geschockt gleichermaßen, denn meine Farbfähigkeiten waren damals noch sehr beschränkt und selbst heute betrachte ich sie als…ausbaufähig.:) Nun, Randall Bills setzte da ein ziemliches Vertrauen in mich und half mir so den Schritt von SW zu Farbillustrationen zu machen. Am Anfang ließ ich meine Cover von Kai Spannuth kolorieren, aber nach wenigen Zusammenarbeiten stürzte ich mich selber hinein und versuche seitdem jedes neue Cover besser zu machen als das nächste. Die Farbillustrationen im Innenteil von Total Warfare waren bisher mein Größter Auftrag und machten riesig Spaß da ich vorher die ganzen coolen Kurzgeschichten lesen durfte. Randall hält mich stetig in Arbeit und benutzte z.B. das „Dawn of Jihad“ -Cover als Poster auf der Gencon. Dies sehe ich als Auszeichnung und ich versuche ihm daher das Beste zu geben, was ich kann, um seine Produkte so gut aussehen zu lassen, wie der Inhalt es verdient. 2) Wenn ein neues Projekt ansteht, wie gehen Sie da ran? Erzählen Sie uns doch vielleicht anhand des BRUSHWARS Covers, wie so ein Bild entsteht. Am Anfang gibt es meist eine kurze Konzeptbeschreibung der abzubildenden Szene und eine Auflistung der Fahrzeuge. Ich habe mal ein PDF fertig gemacht in dem man sieht dass sehr viele Gedankengänge dazu gehören ein BT-Cover zu fertigen. Neben dem korrekten Darstellen der Fahrzeuge oder Mechs möchte man ein Maximum aus der Illustration herausholen. Je mehr auf einem Cover zu sehen sein soll, desto schwieriger wird es, einen Fokus zu erzeugen. Unser Auge konzentriert sich beim Sehen immer auf einen Bereich und in jedem Cover muss es so einen Punkt geben. Bei sechs oder mehr gezeigten Subjects wird die Komposition schwierig. Nicht jedes Cover ist so leicht, wie der Berserker vom TRO: 3055 Upgrade. Aber ich gehe schon zu weit, sonst gebe ich hier am Ende 5 noch einen Zeichenkurs, nach dem keiner gefragt hat. Also in Kurzform, ich beginne immer mit einer groben Bleistiftskizze, von da zu einer sauberen Bleistiftzeichnung in DinA3, welche eingescannt wird. Dann folgen noch mindestens 30 Stunden digitales Painting in Photoshop und fertig ist das Ding :). 3) Was ist die größte Herausforderung, die man als Künstler für CBT bestehen muss? Sind es die Mechs? Ist es, einen einmaligen Blickpunkt zu finden? Etwas ganz anderes? Die perfekte Perspektive zu finden ist immer eines der Hauptprobleme bei Illustrationen. Bei CBT kommt hinzu, dass manche alten Mechvarianten eigentlich kaum 3-dimensional funktionieren, weil ihre Darstellung in den TRO einfach zu flach ist, bzw. nicht gut lesbar, oder, dass der Mech aus einer Perspektive, zu der man aus bestimmten anderen Gründen gezwungen ist, einfach bekloppt aussieht (Achtung: Geschmackssache!). Ganz toll auch, wenn man den Mech von schräg unten zeigen muss, wie er ein Bein hebt aber im TRO eine Abbildung von oben ist mit durch gestreckten Beinen bei denen auf Gelenke völlig verzichtet wurde. Die neuen Preta und Seraph Designs von Brent Evans, die ich für das neue JHS:3072 Cover benutze, waren zum Glück das genaue Gegenteil – sie sahen nicht nur saucool aus sondern waren auch funktionstüchtig und ich bin froh solche Mech-Coolness umsetzen zu dürfen! 4) Sie zeichnen ja auch für Shadowrun. Wie sehr unterscheidet sich die Arbeit für verschiedene Systeme? Das ist halt auch abhängig von den Vorgaben. Bei DEGENESIS sind Bleistiftzeichnungen gefragt, bei BT meist Farbillustrationen. SR ist einfach düsterer. Bei CBT möchte man eher MEHR zeigen, mehr Tech, mehr Details, mehr Laser und PPC-Feuer :). Ansonsten habe ich viele Freiheiten, ein besonderer Vorteil der Arbeit in dieser Spielindustrie, in der Werbung ist man viel strikter. 5) Manche Künstler verstecken ja gerne kleine Eastereggs in ihren Werken. Haben Sie auch schon mal so etwas getan, z.B. die Gesichtszüge bekannter Persönlichkeiten eingebaut oder ähnliches? Ich habe etwas, das schon mal jemand „signature Leaf“ genannt hat. Ein fliegendes Blatt irgendeines Baumes, welches ich in vielen Illustrationen einbaue. Fallende Blätter geben Szenen etwas Lebendiges und ich baue meist absichtlich irgendwo eins ein, selbst wenn nicht zwingend Bäume in der Nähe sind, wie z.B. bei Stadtansichten. Bei Degenesis hab ich schon mal Referenz genommen und den Kopf aus dem Justitianband muss man erstmal finden. ;-). Ansonsten bin ich ein Detailfreak. Die französischen Aufschriften auf dem Stromkasten am Rand des „Shadows of Europe“-Covers oder die Aufschrift auf dem Schal sind für mich nicht wirklich Eastereggs, das bildet eher die Welt ab, wie ich sie mir vorstelle. Es gehört dazu. 6 6) Was wäre die Szene aus der großen Historie des CBT Universums, die Sie unbedingt einmal würden zeichnen wollen? Kann ich nicht sagen, aber es würde garantiert mehrere Battlearmors involvieren (Gnome sind ganz cool), die einen sehr coolen Mech zu Fall bringen. Das ganze aus der Perspektive der „Fußtruppen“ mit viel Kreuzfeuer und Action, Action, Action. Tatsächlich fragte mich Randall Bills bei dem „Brushwars“-Cover, was ich denn gern mal zeichnen wolle. Meine Antwort war klar, leider gab es zu Zeiten von Brushwars noch keine Battle-armor. Aber Stadtkämpfe sind ja auch immer was sehr Intensives. 7) Mal weg von der Arbeit, wie ist der Privatmann Klaus Scherwinski? Was können/mögen Sie uns über sich erzählen? Wow, wer mich kennt, weiß, was für ein Laberkopf ich bin. Also versuche ich die Antwort kurz zu halten. Manche Menschen sagen mir wie erstaunt sie sind, dass ich gar nicht so ein böser Mensch bin, wie die schlimmen Bilder, die ich immer male, es suggerieren. Mittelaltergemetzel, Warhammer Chaosspacemarines, Monster, Dämonen, Waffen. Herrgott meine Eltern freuten sich am meisten bisher über ein Segelschiff, das ich malte – das feuerte nur aus einer Kanone und es waren keine Toten oder Monster drauf :-). Nun ja, ich bin froh, vieles in Bildern zu kanalisieren. Ich bin weder ein düsterer Zeichnerrebell noch der Kunststudent auf der Suche nach DEM neuen Stil und künstlerischer Ausdrucksweise. Ich will zeichnerisch nur besser werden, weil ich und die Leser so mehr Spaß bei meinen Arbeiten haben, das war immer meine Herangehensweise. Ansonsten, mach ich in meiner Freizeit Aikido und treffe ab und zu mal Freunde, da ist es aber heute schon so weit, dass ein guter Teil meiner näheren Freunde und Bekannten aus derselben Branche ist und ich diese dann auf Cons treffe. Das ist der Preis dieses Traumjobs, aber ich möchte mich nicht beschweren. Diese Selbstverwirklichung lässt sich nicht mit Geld aufwiegen, das kann ich nicht verlangen. Tja, ansonsten, ich bin oft hektisch (weil viel zu tun) und nehme mich meistens nicht wirklich für voll, weswegen man viel mit mir und über mich lachen kann. Auf meiner Homepage kann man noch ausführlicher lesen, wie ich zum Zeichnen kam und auf welcher Veranstaltung man mich mal in persona treffen kann, ich bin da recht unkompliziert. Noch Fragen? Hab ja gesagt ich rede viel… 8) Ganz privat gefragt, für welches System zeichnen Sie am liebsten? Und vor allem, warum? Teufel! Das mag ich nicht beantworten. Die Abwechslung reizt mich: nach einem BT-Cover in Farbe ist es einfach am entspannendsten, eine dreckige „Shadowrun“-Illustration raus zuhauen. Danach will man eine Kombination und man macht lieber eine detaillierte aber lockere Degenesis-Skizze. Zu viel von einer Kost ist auf die Dauer nix. Und Comics? Die kommen da auch noch rein. Storytelling ist eh die höhere Kunst, das würde ich nicht missen wollen, daher mache ich ab und zu Kurzgeschichten für Heavy Metal Magazine oder Horrorschocker hier in Deutschland (#13 ist grad zu bestellen übrigens unter www.weissbleichcomics.com!) 7 9) Was ist ihr persönliches Lieblings-BT-Cover? Das “Storms of Fate”-Cover von Fred Gambino. Hammer. Aber ich denke, ich kenne nicht alles von BT, daher kann es sein dass ich da noch was verpasst habe. Außerdem ändert sich der Geschmack mit der Zeit. Aber das SoF-Cover bildet eine Messlatte, die ich unbedingt noch erreichen möchte. 10) Letzte Frage: Viele Leute haben ein Vorbild für ihre Kunst. Wie sieht das bei ihnen aus? Bezüglich Battletech? Franz Vohwinkel legt die Messlatte sehr hoch und inspiriert mich immer wieder, NOCH mehr Details in Bilder zu packen. War auch sehr cool, ihn auf der letzten Gencon wieder treffen und zu plaudern. Ansonsten gibt es da Leute aus meinem persönlichen Umfeld. Marko Djurdjevics und Tobias Mannewitzs Arbeiten sind vorbildlich für mich in Lockerheit und Expressivität. Eva Wiedermann ist unglaublich sauber und gut, also auf andere Weise eine Inspiration. Vatche Mavlian, ein kanadischer Künster, der schon für Marvel arbeitete, und von dem grad ein Phantom- Band erschienen ist, hat atemberaubendes Linework. Ich versuche mir einfach das Beste von Vielen abzugucken. Zeitgenössische Kollegen mehr als alte Meister, denn die Kollegen kann ich selber um Rat fragen, dafür bin ich mir nicht zu schade. Auch die Mephisto-Zeichner, die ich als Art Director betreue, geben mir viel Input, den ich zu schätzen weiß. Einflüsse kann man nicht genug haben aber Inspiration ist da besser als Imitation. Mal schauen was für Veränderungen meine Arbeit noch durchläuft. Links: www.klausscherwinski.de 8 COVERART „BRUSHWARS“ - MAKING OF CBT and the official CBT Newsletter present: Hallo! Klaus Scherwinski hier, Illustrator für Classic Battletech (CBT) für Fanpro Games und viele andere Rollenspiele, Bücher und Comics. Die leute vom Classic Battltech Newsletter haben mich gebeten einen kleinen Führer zusammens zu stellen wie man an so ein Cover herangeht, hier am Beispiel vom BRUSHWaRS Quel- lenbuch von CBT. Im Folgenden zeige ich also einige Schritte von der ersten Skizze (unten links auf dieser Seite) bis zum fertigen Produkt (unten rechts auf dieser Seite). aus Platzgründen kann diese Einführung nicht all-umfas- send sein, auch weil ich an dieser Stelle keinen Zeichenkurs ge- ben kann der anfängern genau sagt wie alles funktioniert. In der Produktion sind tausende kleiner künstlerischer Entscheidungen zu treffen, manche bewusst, manche unbewusst. Ich versuche heute ein paar ausschnitte aus der Produktion zu zeigen die für alle Fans von CBT interessant sein können, auch jene welche noch nie eine Zeichenstift zur Hand genommen haben. Ein paar Infos vorweg: Ich arbeite mit Bleistift (Druck- bleistift 0,5mm 2H) auf Papier (80g für Skizzen, 300g für Rein- zeichnungen/Pencils) und adobe Photoshop CS2 unter Benutzung eines Wacom Intuos Dina4 digitalen Graphic-tabletts. links auf dem Foto sieht man mich über meinem leuchttisch zum sauberen Durchzeichnen und Überarbeiten der Skizzen bis zur Reinzeichnung. Der leuchttisch besteht aus einer Stableuchte (ca. 7,- Euro) und einer schräg darüberliegenden 50x50cm Plexi- glasplatte (ca. 5,- Euro), die gammelige Konstruktion ist 5 Jahre alt und der Beweis dass Funktion und Qualität nicht immer durch teure Tools erzielt wird. also, los geht’s. Viel Spaß! DIE ERSTE SKIZZE: So geht‘s immer los. Noch bevor ich wusste, welche Einheiten überhaupt auf dem Cover zum Zuge kommen, versuche ich die atmosphäre und grobe Komposition des Bildes in meinem Kopf einzufangen. Deshalb noch die „falsche“ Farbe des Mechs. >> Foto: Klaus Scherwinski www.classicbattletech.com www.battletech-newsletter.de www.klausscherwinski.de 9 2. SKIZZE. Mit der Info, welcher Mech zu verwenden ist (hier ein Haus Marik awesome), kann ich schon wichtige Ent- scheidungen für die Komposition treffen. auch ist das Posing der beiden Soldaten ist (hier) schon ausgearbei- tet. Hierbei geht es darum, grob die Proportionen und Volumina einzelner Bildgegenstände darzustellen und sich Gedanken um das Design zu machen. Gewehr und Raketenwerfer sind noch als einfache Quaderformen zusammengefasst. Da diese Illustration eh nicht final ist, hat es auch keinen Sinn, mehr in diese Illustration rein zu zeichnen. 3. SKIZZE. Die Positionierung passt genau. Keine linien die sich unglücklich berühren und auch der leicht eingeschnei- te Park ist schlüssiger gestaltet. Die im Vordergrund umgefallene Büste oder besser gesagt der Sockel entspricht jetzt der Säule im Hintergrund. Ein wieder- kehrendes Gestaltungselement das ich in den Finalen Pencils (Bleistiftzeichnung im Hintergrund) noch mal in der schalenförmigen Bepflanzungsanlage im nahen Vordergrund verwendete oder auch als Halterung der Beschreibungsplatte am Fuß des Baumes vorne rechts. Wir sind immerhin in etwas, das früher ein Park war wo Menschen flanierten und Bürger etwas über die Flora der Welt erfahren sollten. Design muss stimmig sein damit es überzeugend wirkt, ansonsten verschenke ich atmosphä- re und Qualität des Eindruckes, den das Cover machen kann. PENCIlS .classicbattletech.com www.battletech-newsletter.de www.klausscherwinski.de ww 10 DESIGN. Die verteidigenden Fußtruppen und ihre Uniformen sollten in das Schema der andurien- und oriente-Infantrie passen. Durch den Poncho, den sie im Einsatz tragen, nahm ich mir die Chance, das eigentlich von mir designte outfit zu zeigen. Fein, dass ich das hier nachholen kann. Waffen. Ich wollte den Fußtruppen wenigstens die Chance geben, einen Mech im Nahkampf anzukratzen, deshalb erhielten sie einen eine art Raketenwerfer (vielleicht auch eine Partikelwaffe, ich überlasse dies der Phan- tasie des Betachters). Die Beinschützer sind inspiriert von der Schutzkleidung deutscher Polizisten bei Fußballspie- len oder Demonstrationen. Interessant ist vielleicht auch das andurien-logo auf der Gürtelschnalle. .classicbattletech.com www.battletech-newsletter.de www.klausscherwinski.de ww 11 FlaTS (IM CoMPUTER/PHoToSHoP). So nennt man im Fachjargon die simplen Farbflächen, die benutzt werden, um Bildgegenstände grob von einander abzutrennnen. Die- se werden teilweise als auswahlen gespeichert, um später schnel- ler bestimmte Bereiche in Photoshop manipulieren zu können. ES GEHT loS. Wenn man anfängt zu malen, ist das oft sehr intuitiv, ich male das, wovon ich bereits eine genaue Vorstellung habe, wie es aussehen wird. „Wie“ genau das vor sich geht, kann ich hier leider nicht zeigen. DER ENDSPURT. oft nimmt ein Bild erst im letzten Moment die Gestalt an, die man eigentlich haben wollte. Das Hinzufügen des Schneege- stöbers war hier ein wichtiger Punkt für die atmosphäre des Bildes. Vom aufbau her hat das Bild am Ende noch eine entscheidende Korrektur erhalten. Der schiefe Blickwinkel (rote Horizontlinie) ist zwischen der Initalskizze mit dem grünen Platzhalter-Mech und der Blei- stiftskizze 2 verloren gegangen! In der Work-in-progress Version links sieht man auch, wie ich die leichte Schneedecke und Puderung auf allen Bildgegenständen erst am Ende hinzugefügt habe. Der Mech im Hintergrund war ganz am anfang auch ein awesome und wurde bei den Pencils dann durch einen Hermes II ersetzt; dies geschah auf anraten von Randall Bills, der sehr richtig meinte, man sollte doch die große Bandbreite, die das Battletech Universum anbietet, ausnutzen. Diese enge Zusammenarbeit mit dem BT Krea- tiv-Team sichert, dass das Endergebnis nicht nur visuell, sondern auch inhaltlich funktioniert. ssicbattletech.com www.battletech-newsletter.de www.klausscherwinski.de www.cl 12 DaS FINalE. Eine letzte Kontrolle sichert, dass alle Details sitzen. Von den Stingray-Flugzeugen in der luft, bis zu dem extra andurienlogo auf der kleinen Steinsäule links oder die Fußspuren im dünnen Schnee. Mit soviel Details macht mir die arbeit Spaß, Ich hoffe, ich konnte etwas da- von an die Fans von Classic Battletech weitergeben. KS ssicbattletech.com www.battletech-newsletter.de www.klausscherwinski.de www.cl 13 Lucas Cunningham Im Schatten des Krieges Teil II Landungsschiff General Jeffrey Marik Im Anflug auf San Martin Die Sprungschiffe der Flottille, welche die Söldnertruppe Freicorps Garibaldi transportierte, war kaum im San Martin System angekommen, da hatten die Landungsschiffe abgedockt und in Richtung des einzigen bewohnbaren Planeten beschleunigt. An Bord des Flaggschiffes, einem Mechtransporter der Overlord-Klasse, stand Colonel Alessandro Garibaldi auf der beengten Brücke. Neben ihm stand ein Offizier der Flotte der Liga Freier Welten, der Captain der General Jeffrey Marik. “Vier Tage, vier lange Tage, die unsere Feinde Zeit haben sich vorzubereiten.” Garibaldi fuhr sich über das glatt rasierte Gesicht. “Ich hasse diese Warterei. Schon seit meinen ersten Tagen als junger Leftenant.” Der Captain seufzte: “Immer die selbe Leier, die man von Euch Mechkriegern zu hören bekommt. Wenn es nach Euch gehen würde, würden die Sprungschiffe nur noch von Piratensprungpunkt zu Piratensprungpunkt unterwegs sein.” Der Söldnercolonel nickte: “Ja, das wäre mir bei Angriffsmissionen tatsächlich lieber. Es macht für den Verteidiger halt schon einen großen Unterschied, ob er sich vier oder einen Tag vorbereiten kann.” “Das mag wohl sein Colonel, aber ich möchte gar nicht wissen, wie viele Überraschungsangriffe nicht statt gefunden haben, weil die Sprungschiffe den Eintritt in den Normalraum nicht geschafft haben, weil die Berechnungen für den Piratensprungpunkt nicht korrekt waren.” Garibaldi nickte: “Da haben Sie wohl recht Captain. Wenn Ihr Signaloffizier mir die bald eingehenden Statusmeldungen meiner Einheit, sowie die Nachrichten meiner Voraustruppe auf das Terminal in meiner Kabine überspielen würde, sobald diese eintreffen.” “Selbstverständlich Colonel.” Es folgten vier anstrengende Tage. Vor allem die technische Abteilung des Regimentes war gut beschäftigt. Die auf dem Flug zum Sprungpunkt von New Queens getroffenen Vorbereitungen für den Kampfabwurf der Mechs wurden jetzt nochmals überprüft und wenn nötig korrigiert. Dazu kam noch ein letztmaliger System- und Waffencheck der Kampfmaschinen. Dabei wurden die Techniker nach Kräften durch die Mechkrieger unterstützt, welche sich damit hauptsächlich die Wartezeit verkürzen wollten. Hinzu kamen die Einsatzbesprechungen auf den einzelnen Schiffen. Während bei vielen Soldaten wie Offizieren, erfahrenen wie unerfahrenen, die Spannung anstieg und Nervosität aufkam, trat bei Felix Steuben das ein, was im zweiten Bataillon der Steuben-Effekt genannt wurde. Der Major wurde um einiges umgänglicher und ihn umgab eine Aura gelassener Ruhe. Selbst Captain Steele bekam in der Zeit den Einblick, warum seine Truppe geschlossen hinter dem Bataillonschef stand und keiner der Captains, die unter Steuben dienten, ihn nicht schon vor Jahren zum Positionstest herausgefordert hatten. In ihrer Kompanie ging der Witz um, man müsse jemanden anheuern, der regelmäßig auf Steuben schießt, damit er auch zwischen den Kampfhandlungen so pflegeleicht wäre. Vor einigen Jahren hätte die Clanerin keinem Soldaten unter ihrem Kommando erlaubt, so über einen Vorgesetzten zu sprechen. Doch die Zeit beim Freicorps und vor allem unter dem Kommando von Felix Steuben hatte sie verändert. Und eigentlich fand sie, war das im Grunde eine sehr gute Idee. Der Major wäre so stets kooperativ und auch immer im Training. Diese geschäftige Monotonie wurde nur drei Mal für Einsatzbesprechungen unterbrochen, als die 14 Vorauscrew neue Einsatzdaten und nachrichtendienstliche Erkenntnisse übermittelte. Landungsschiff Hamilton Im Orbit von San Martin “Alle Mann fertig zum Gefechtsabwurf! Alle Mann auf Stationen!”, bellte es aus den Lautsprechern, als die meisten Mechkrieger des zweiten Bataillons schon in ihren Maschinen saßen. “Hustler sechs an alle Hustler-Führer: Kommunikationscheck.” Steuben überprüfte gerade noch einmal seine Sicherungsgurte. “Hustler eins-sechs, Kommunikation klar.” Steels Stimme war ganz geschäftsmäßig. “Zwo-sechs, alles im grünen bereich.” Als letzter meldete sich der Kompanieführer Foxtrott: “Hustler drei-sechs, klar.” “Alle Hustlereinheiten fertig.”, bestätigte George McKenzie, sein XO, die Meldungen und gab Steuben zu verstehen, dass seine Befehlslanze ebenfalls bereit war. “Tja, dann Herschaften, in fünfzehn Minuten ist es soweit.” Eine klägliche viertel Stunde verwandelte sich in eine Ewigkeit, zog sich wie ein Kaugummi in die Länge. Steuben atmete tief durch. Das erste und dritte Bataillon würden fünf Minuten vor Steubens zweitem mit dem Absetzen beginnen. Und wie der Major würde Colonel Garibaldi als erster über Bord gehen. Eine Tradition des Freicorps: Der Kommandant springt zuerst. Der Lautsprecher im Cockpit des Mechs, von dem aus der Major sein Bataillon befehligte, erwachte zum Leben: “Die General Marik beginnt mit dem Gefechtsabwurf.” Steuben quittierte die Meldung des Captains der Hamilton mit einem Grunzen. Wieder breitete sich Stille aus, bis der Countdown begann. Dann wurde der achtzig Tonnen schwere Angriffsmech wie eine Kanonenkugel aus dem Landungsschiff geschleudert. Der Gefechtsabwurf ist eines der gefährlichsten Manöver, das man mit Battlemechs ausführen kann. Dafür werden die Mechs in einen Kokon eingepackt und in der oberen Atmosphäre abgeworfen. In Höhe von dreißigtausend Metern wird der Kokon dann abgesprengt. Daraufhin lässt man den Mech einfach fallen, bis man zwischen fünf- und zehntausend Metern den Fallschirm öffnet. Diesen wirft man auf dreihundert Meter ab und zündet die Sprungdüsen oder wenn der Mech über keine verfügt einen speziell für den Gefechtsabwurf entwickelten Einwegtornister. Federnd landete Steuben seine achtzig Tonnen schwere Kriegsmaschine. Über hundert Übungssprünge, davon die meisten simuliert und siebzehn reale Gefechtsabwürfe ließen die Handlungen fast wie Routine ablaufen. Aufprall, anders konnte man die Landung eines Battlemechs nicht nennen, auch wenn diese so sanft wie bei einem Vogel von statten ging, drei Schritte gehen, Sprungtornister abwerfen und sich dann etwa fünfhundert Meter von der Landezone entfernen. Nach Möglichkeit in ein Gebüsch parken. Daraufhin folgt die Koordination der eigenen Truppe. Schritt eins: Erfassung der eigenen Position. Der Major fand sich selbst relativ nahe am Landezentrum wieder. Auf seinen Anzeigen spiegelte sich ein zufriedenes Zähne fletschen. Schritt zwei: Anpeilung der eigenen Truppen. Das zweite Bataillon war über knapp drei Quadratkilometer verstreut. Ein paar Angehörige der Foxtrott Kompanie hatte es etwas weit nach Süden abgetrieben, das stellte aber kein grundlegendes Problem dar, weil Foxtrott die Reserve bildete. Steuben öffnete den Bataillonskanal: “Hustler sechs an alle Hustler-Führer: Status!” “Hustler Eins-sechs, alle Einheiten klar.”, meldete Steele in rekordverdächtiger Zeit. “Hustler Drei-sechs, ebenfalls klar, zwei Mann nasse Füße.” Foxtrott meldete seine Leute, die außerhalb der LZ runter gekommen waren, jedoch alle Einheiten unbeschädigt. “Hustler Zwo-sechs, Hustler Zwo-zwo-drei hat schwere Schäden an den Sprungdüsen, ansonsten alles klar.” Der Bataillonsführer biss die Zähne zusammen: “Hustler Zwo-zwo-drei, noch operationsfähig?” 15 “Roger sechs, ist noch einsatzbereit.” “In Ordnung, alle Hustler-Einheiten, Formation bilden, in zwei Minuten rücken wir aus.” Steuben wechselte auf den Regimentskanal und meldete Colonel Garibaldi den Status seines Bataillons. Der Kommandeur bestätigte knapp. Keine Befehle, keine Kommentare. Garibladi mischte sich nicht in die Führung der einzelnen Bataillone ein, solange alles nach Plan verlief. Die Meldung war reiner einstudierter Kommunikationsfluss, so dass der Colonel wusste, wie es um die Mission stand. Reine Routine, Steuben grinste, das Regiment funktionierte wie eine gut geölte Maschine. Kurz nachdem sich die Truppe in ihre geplante Dreiecksformation begeben hatte, rückte es aus. Das Dreieck mit drei von einander getrennt marschierenden Schenkeln gab der vierzig Mech starken Truppe die nötige Flexibilität. Schnell konnte eine Rundum-definitiv-Stellung bezogen werden. In der Vorwärtsbewegung konnten die einzelnen Kompanien schnell genug manövrieren, dass innerhalb von hundertsiebzig Grad in weniger als einer Minute eine Gefechtslinie aus sechsunddreißig bis vierzig Maschinen entstehen konnte. Je nachdem in welche Richtung wurde Delta, Echo oder Foxtrott zum Zentrum. Im Marsch waren die beiden vorderen Kompanien auf gleicher Höhe und etwa dreihundertfünfzig Meter von einander getrennt. Auf diesen dreihundertfünfzig Metern stand die Befehlslanze hundert Meter nach hinten versetzt und exakt hinter der Befehlslanze weitere hundert Meter versetzt die dritte Kompanie. Eine Schwachstelle war der rückwärtige Raum. Sollte die Formation von hinten angegriffen werden, war eine Linienbildung erschwert. In diesem Fall würden die beiden führenden Kompanien drehen, während die folgenden Truppen so lange bei Höchstgeschwindigkeit weiter marschieren, bis sie aufgeschlossen hätte und dann ebenfalls wenden. “Hustler sechs, hier Hustler Eins-drei-sechs, noch zwanzig Klicks bis zum Zielgebiet. Over.” New Montenegro San Martin Der Beginn des Gefechtsabwurfs war für die SOG des Freicorps das Zeichen zum Angriff. Die Söldnertruppen, die San Martin im Namen der Konzerne verteidigten, hatten schon kurz nach der Ankunft des Freicorps im System mit den Verteidigungsvorbereitungen begonnen. Doch kaum ein Schritt war unbeobachtet geblieben. Artemis Costas, der sich bei der größten der Verteidigungstruppen eingeschleust hatte, hatte vom ersten Tag seiner Dienstzeit mit Sabotagevorbereitungen begonnen. Als Colonel Garibaldi und die restlichen Truppen absprangen, explodierten auf dem Raumhafen, der gleichzeitig als Hauptquartier der Verteidiger diente, mehrere Kommunikationsknotenpunkte. Kurz davor hatte Costas sich der Uniform von Harbin’s Ranger entledigt und seine eigentliche angezogen. Während zwei der Scharfschützen des Vorauskommandos allem und jedem das Leben vermiesten, die sich auf dem Kasernengelände der Rangers zeigten, führte Costas ein drei Mann Team zum Tower des Raumhafens. Wie bei vielen Anlagen, die vor dem ersten Nachfolgekrieg erbaut worden waren, war der Tower des Clearwater-Raumhafens ein Bunker und kein in der Landschaft stehender, leicht zu bombardierender Turm. Gerrit Schweizer hielt eine Handgranate hoch und deutete auf die noch immer offen stehende Tür zum Kontrollraum. Costas schüttelte den Kopf: “Möglichst wenig Schäden. Dies ist wie gesagt die Ausweichzentrale für die Rangers. Wenn wir ihn übernehmen und uns verschanzen, wird uns Colonel Harbin mit Sicherheit in die Hände laufen.” Der jüngere Sergeant nickte und entsicherte seine Rorynex Maschinenpistole. Ein kurzer Blickwechsel zwischen den beiden und dem dritten Mitglied des Angriffsteams und Schweizer stürzte durch die Tür. Noch bevor Costas durch die Tür gesprungen war, bellte Schweizers MP auf. Der dritte Söldner streckte mit einem präzisen Feuerstoß den letzten Sicherheitsposten im Tower nieder. Die Techniker hatten sich hingeworfen und kapitulierten. Schnell wurden die Gefangenen und die Toten durchsucht und in das kleine Büro des Schichtleiters gesperrt, nachdem 16 man dort sämtliche Kommunikationsmöglichkeiten über den Jordan gehen ließ. Nachdem Costas noch eine Sprengfalle installiert hatte gingen die drei Special-Forces-Soldaten in Deckung. Lange brauchten sie nicht zu warten. Amanda Harbin und ihr Stab hatten kurz nach dem Zusammenbruch der Kommunikation einen unterirdischen Gang betreten, der sie von ihrer Gefechtsleitzentrale zum Tower brachte. Als oben auf dem Landefeld das Gefecht Mech gegen Mech begann, betrat Harbin den Tower. Die altgediente Söldnerin blieb stehen, als würde ein sechster Sinn sie vor der Gefahr warnen. “Falle!”, brüllte sie in dem Moment, in dem Costas mit seiner Selbstladeschrotflinte aus der Deckung hochkam. Der Donnerhall von Costas Waffe ließ die Monitore des Towers erzittern. Die beiden Schrotladungen verwandelten Harbins’ Oberkörper und Gesicht in eine undefinierbare, blutige Fleischmasse. Die Halsschlagader pumpte noch fast einen Liter Blut in die Luft, ehe die Leiche der Schwerkraft den nötigen Respekt zollte. Der Stab der Rangers reagierte, wie es Veteranen zustand und ging Waffen ziehend zu beiden Seiten der Tür in Stellung. Gerrit Schweizer zündete die Sprengfalle. Die Rangers, welche den Schrapnellregen überlebten, fielen gezielten Feuerstößen der Freicorpsler zum Opfer. Die Rangers zogen sich kämpfend vom Raumhafen zurück. Sie standen der Big Red One unter Oberstleutnant Katarina von Schaar gegenüber. Die, wenn auch umstrittene, Elite des Freicops. Hoch motiviert, bestens gedrillt und aggressiv geführt hatte das erste Bataillon gegen die, nach Harbins Ausfall, unkoordinierten Rangers keine Schwierigkeiten, schnelle Erfolge zu erzielen. Hinter dem Schirm aus Mech koordinierte Colonel Garibaldi die gesamte Aktion vom Cockpit seines Battlemasters aus. Seine Priorität lag bei der Landung der nichtabwurffähigen Panzer und der Infanterie. Von den drei Kompanien Rangers, die zu Beginn auf dem Raumhafen kämpften, entkamen nur neun Mechs und das auch nur, weil Major Steven McCool vom dritten Mechbataillon des Freicorps sich nicht ernsthaft auf einen brutal geführten Stadtkampf einlassen wollte. “Gambler sechs für Duce sechs, wir haben den Feindkontakt verloren. Acht bis elf überlebende konnten sich in die Stadt absetzen.” Meldete McCool niedergeschlagen. Das Gefecht zwischen den beiden Mechtruppen hatte keine zehn Minuten in Anspruch genommen. “In Ordnung Gambler”, erwiderte Garibaldi. Der Colonel schaffte es spielend seinen Frust im Zaum zu halten. Er hatte McCool extra diesen Teil der Mission übertragen, weil er wusste, dass dieser in Bezug auf Städte etwas zimperlich war. Eine seiner größten Stärken war es, seine Untergebenen dort einzusetzen wo sie die besten Ergebnisse brachten. McCool wollte geführt werden und würde nicht ohne weiteres in die Stadt einrücken. Steuben oder von Schaar hätten die letzten Rangers zur Strecke gebracht, aber dabei weniger Rücksicht auf die Stadt genommen. “Rücken Sie langsam vor, Gambler, und versuchen Sie sich mit Hustler zu vereinigen, der Palast dürfte recht energisch verteidigt werden. Das war gute Arbeit, Gambler.” “Danke, Duce, Gambler rückt vor.” Steuben traute seinen Augen kaum. Das zweite Bataillon war durch eine steinige Wüstenlandschaft marschiert und New Montenegro erschien wie eine Fatamorgana. Einer Oase gleich von einem Palmenwald umgeben. “Hustler sechs, hier Hustler eins-sechs, meine Scouts zeichnen sechzig Signale plus. Hauptsächlich Panzer und viel Infanterie, keine Mechs.” Einen Augenblick wartete Steele, das der Major nach einer Bestätigung fragen würde, doch es kam nur eine knappe Bestätigung. Wo waren die ständigen Erinnerungen an seinen Zweifeln zu ihr hin? “Hustler sechs für Hustler drei, aufschließen. Alle Hustlereinheiten, Angriffsformation bilden.” Steuben bewegte seinen eigenen Kampfkoloss in die erste Reihe. “Hustler sechs für Duce sechs, wir haben die Stadt und den Palast erreicht. Panzer und Infanterie haben sich in großer Zahl eingebunkert.” “Verstanden, Hustler sechs, Gambler ist auf dem Weg zu Ihnen, ETA fünfundvierzig Minuten.” “Das ist zu lang, Duce sechs, in der Zeit könnten die ihre Verteidigungsmaßnahmen ausbauen oder Verstärkungen heranführen. Ich werde angreifen.” 17 “Einen Augenblick mein Junge”, Garibaldi war zwar nicht viel älter als Steuben, gab sich aber sehr gelassen und ließ derartige Betitelungen einfließen um seine Offiziere sanft zur Geduld oder Ordnung zu mahnen, “wie ist die Lageeinschätzung?” “Die Marties sind uns definitiv an Zahl überlegen, das Gelände ist ebenfalls eher zu ihren Gunsten, wenn unsere Geier oder die Artillerie in der Lage währen, uns zu unterstützen, würde ich mich nicht beklagen, Duce.” “Einen Augenblick Hustler sechs.” Steuben saugte an seiner Unterlippe und sah sich noch mal die feindliche Positionierung auf dem Sekundärbildschirm an. Trotz der noch angenehmen Cockpittemperatur bekam er eine Gänsehaut. Er zitterte wie ein nervöses Rennpferd kurz vor dem Startsignal. Der Lautsprecher seines Neurohelms knackte: “Hustler sechs hier Hitman sechs, wir haben unsere Geschütze eben in Stellung gebracht. Duce meinte Sie könnten etwas Wumms gebrauchen.” Der Major atmete tief durch, Gänsehaut und Zittern waren sofort verschwunden: “Roger Hitman sechs, ich lasse Ihnen gleich die Zieldaten übermitteln.” Captain Darius König marschierte seine im Halbkreis aufgestellte Batterie ab. Die unterschiedlichen Geschütze und Raketenwerfer waren um einen Kern aus vier Long-Tom-Artillerielafetten gebildet worden. König selbst befehligte die Kompanie von seinem zum Raketenartilleriepanzer umgebauten Behemoth aus. “Sir, Zielkoordinaten sind eingegangen.” Rief sein Funker über die wartenden Geschützrohre hinweg. Ein kurzer Sprint brachte den Captain zu seinem liebevoll Alexander genannten hundert Tonnen Gefährt. Er nahm auf dem Kommandantenstuhl platz und setzte sich die Kopfhörer übers Barett hinweg auf. “Hitman sechs für alle Hitmaneinheiten: Richtschießen! Ausrichtung Oscar zwo-null-neun! Entfernung einhundertzwanzig, Winkel fünfundsechzig. Feuer frei!” Die zehn Artilleriefahrzeuge gaben je einen Schuss ab. Hundertzwanzig Kilometer Östlich der Artilleriestellung auf dem Raumhafen stand Corporal Dwyne Jenkins in seiner Valkyrie als Vorausbeobachter von Steubens Bataillon den Artillerieeinschlägen am nächsten. “Hier Hustler eins-drei-zwo für Hitman sechs, Sie sind etwa zehn Meter zu kurz. Mit weiteren zehn Metern erwischen Sie die erste Verteidigungslinie. Hustler sechs bittet um eine wandernde Granatenwand. Over.” “Bestätigt Hustler eins-drei-zwo.” König wechselte wieder auf seinen Kompaniekanal. “Hitman sechs an alle Hitmaneinheiten: Wirkungsschießen. Beschießungsmuster Bravo. Ausrichtung Oscar zwo-null- neun! Entfernung einhundertdreißig. Winkel achtundsechzig. Zwei Grad ansteigend. Vier Schuss pro Werfer und Geschütz! Feuer frei!” Steuben wartete den ersten Artillerieschlag nach dem Richtschießen ab. “New Capetown Ulanen: Zum Angriff!” Unter dem Schutz der Artillerie gelang es den Ulanen auf eine für sie effektive Angriffsdistanz vorzurücken, ohne dass einer der Verteidiger auf sie schoss. Erst als das zweite Bataillon aus allen Rohren das Feuer eröffnete, schienen die Panzerbesatzungen der Garde des Marquis sich der wirklichen Bedrohung bewusst zu werden und eröffneten ihrerseits konzentriert das Feuer. Da nach Napoleons Leitsatz nur Blitze mächtiger sind als Kanonen hat die Artillerie nicht nur die Linien der Verteidiger ausgedünnt, sondern denen auch einen Gutteil ihrer Moral genommen und diese geradewegs auf die angreifende Streitmacht übertragen. Und auch hier hatte Napoleon eine interessante Theorie: Moral zu Mannschaftsstärke gibt einen Faktor von 3 zu 1. Die Bahnen von PPKs, Laser, Autokanonen und Raketen kreuzten sich in wildem Stakkato. Schnell fingen die Palmen und Büsche, die den Verteidigern eben noch als Deckung und Versteck gedient hatten, Feuer und brannten lichterloh. Steuben führte das Bataillon in der Mitte der Formation. Er zog das Fadenkreuz über einen gegnerischen Patton, einen sechzig Tonnen schweren Kampfpanzer 18 lyranischer Fabrikation. Als das Fadenkreuz golden aufleuchtete drückte er den Feuerknopf durch. Die volle Breitseite riss dem Panzer die Flanke auf. Der Gardepanzer erwiderte das Feuer mit seiner Kaliber 10 Autokanone und LSR. Ein weiterer Panzer der Garde schloss sich dem Angriff auf Steubens Zeus an. George McKenzie, Steubens Stellvertreter, kam seinem Kommandeur zur Hilfe und feuerte Raketen und Autokanone auf den Patton. In einer donnernden Explosion wurde der Turm des Panzers abgerissen. Die beiden Söldner wandten sich wie ein Mann der nächsten Bedrohung zu. “Vorwärts Herrschaften, drauf und dran!” Brüllte Steuben ins Mikrophon und feuerte eine weitere Breitseite auf den nächstbesten Feindpanzer ab. Innerhalb von Sekunden kletterte die Hitzeskala in den gelben Bereich. Die zehn doppelten Wärmetauscher reichten nicht aus, um die Masse an Waffen, die der modifizierte Sturmmech trug, auszugleichen. Das sich auf dem Rasen und dem Palmenhain weiter ausbreitende Feuer war zwar für die angreifenden Battlemechs des Freicorps nicht ideal, aber für die Gardeinfanterie geradezu verheerend. Die meisten Gardisten welche die ersten Minuten des Kampfes überlebten, warfen ihre Waffen weg und flüchteten. Ebenfalls durch das Feuer in Bedrängnis und durch den Verlust der Infanterie weiter geschwächt zogen sich die Panzer in Richtung Haupthaus und Stallungen zurück. “Linie konsolidieren und geschlossen nachsetzen!” Befahl Steuben und feuerte seine Raketen auf einen hinterherhinkenden, qualmenden Manticore. Der Panzer fuhr weiter rückwärts und rammte eine Steinmauer, blieb in ihr stecken und rührte sich dann nicht mehr. Das Bataillon marschierte weiter gegen das Hauptgebäude des Palastes vor. “Ich empfange weitere Signale”, brüllte einer von Steubens Offiziere über die Komleitung. Hinter den Stallungen zündeten mehrere Gardemechs ihre Sprungdüsen. Die Panzer hatten ebenfalls wieder in den Vorwärtsgang geschaltet und gingen zum Gegenangriff über. “Hustler sechs an alle: Gefechtslinie bilden und Stellung halten!” Links neben ihm bezog Steeles’ Pennetrator Position und eröffnete das Feuer auf einen feindlichen Hatchetman. Dieser eine Axt tragende mittelschwere Mech überlebte den Sprung nicht, als weitere Angehörige der Ulanen das Feuer auf ihn konzentrierten. Der Pilot hingegen zog es vor, nicht mit seiner Maschine in den Tod zu gehen und zündete den Schleudersitz. Der gesamte Mechkopf erhob sich in den Himmel. “Hustler sechs, hier Hustler zwo-sechs, das sind etwa zwei Kompanien, mit den dreißig Panzern, das könnte für uns zu hart werden.” “Linie halten!” Gab Captain McKenzie für den Bataillonsführer zurück. Dieser feuerte seine beiden schweren Laser auf einen altersschwachen Shadowhawk ab und schaltete auf die Regimentsfrequenz um: “Hustler sechs an Howler sechs, wir könnten jetzt etwas Unterstützung gebrauchen.” Prompt kam die entspannte Antwort: “Roger Hustler, wir sind gleich bei Ihnen.” Die aus zwölf Luft-/Raumjägern bestehende Luftwaffe des Freicorps fiel förmlich aus dem Himmel und ließ Tod und Vernichtung auf die San Martinesische Garde herunterregnen. Stallungen und Wirtschaftsgebäude gingen in Flammen auf. Wie durch ein Wunder jedoch wurde das eigentliche Palastgebäude nicht getroffen. “Hustler sechs, hier Howler sechs, wir machen noch einen Überflug mit Bordwaffen!” “Dann aber schnell Howler, in dreißig Sekunden sind wir im Infight.” Erneut teilten die Jäger des Freicorps Zerstörung aus. Der einzige Luftabwehrmech der Garde, ein altersschwacher Rifleman, war schon dem ersten Angriff der Jäger zum Opfer gefallen. “Vorwärts Männer! Sturmangriff!” Steuben setzte seinen Zeus in Bewegung. Nur Sekunden später folgten ihm seine Soldaten. Die erneut demoralisierten Gardisten versuchten zuerst sich kämpfend und geordnet zurückzuziehen, doch schon bald verwandelte sich das Rückzugsmanöver in eine unkoordinierte Flucht. Die Ulanen jagten die Garde noch bis zur Palastgrenze. “Alles HALT!” Brüllte Steuben. “Aber wir haben sie”, erwiderte Steele. “HALT! Zwo-sechs: Verteidigungsring erstellen. Eins-sechs und drei-sechs: Sie setzen den Gardisten 19 nach, lassen Sie sie nicht zur Ruhe kommen oder sich neu organisieren, erzwingen Sie aber keine Entscheidung.” “Ja Sir.” “Aye Sir!” “Hustler zwo-sechs, umstellen Sie den Palast und sehen Sie zu, dass keiner das Gebäude verlässt.” “Roger, Hustler sechs.” “Hustler sechs-eins”, sprach der Major seinen Stellvertreter an, “Setzen Sie sich mit Gambler in Verbindung, und koordinieren Sie mit ihm das Abfangmanöver auf die Flüchtenden.” “Zu Befehl, Sir.”, kamen die Antworten und Steuben brachte seinen Mech noch mal in Position um den fliehenden Gardisten noch eine Salve hinterher zu schicken. Diese war sogar von Erfolg gekrönt und ein feindlicher Stinger fiel einbeinig zu Boden. “Hustler sechs für Duce sechs, zwei meiner Kompanien verfolgen die flüchtenden Martis, ich glaube Gambler könnte sie abfangen.” “Ich werde dafür sorgen, dass Gambler die Martis abfängt.”, antwortete Garibaldi. “Wie ist der Status des Palastes?” “Den habe ich umstellen lassen. Wir könnten jetzt etwas Infanterie gebrauchen. Ich möchte nicht unbedingt meine Mechkrieger in den Häuserkampf schicken.” “Auch da sehe ich was ich tun kann, Hustler, kann Ihnen da aber nichts versprechen, Duce sechs over.” Steuben lehnte sich in seiner Pilotenliege zurück und grinste glücklich. Hoffentlich versaut es McCool nicht. New Montenegro San Martin Alessandro Garibaldi betrat das Privatbüro des Marquis von New Montenegro. Ihm folgten Christian von Schaar, sein Stabschef und Major Roy O’Mally der Chef der Infanterie.Die bereits anwesenden Offiziere des Freicorps drehten sich zu ihrem Kommandeur um. “So Herrschaften, dann berichten Sie doch mal.” Der Colonel legte die Hände auf den Rücken und blickte in die Runde. Steuben, der sich gemütlich auf dem Ledersessel hinter dem Schreibtisch flegelte, hob die Hand: “Wir konnten den Marquis festsetzen, als er sich aus dem Staub machen wollte. Er befindet sich derzeit unter Stubenarrest in seinen Gemächern.” Garibaldi nickte: “Ausgezeichnet. Wir haben auch den Stellvertreter der Rangers festgesetzt, er befindet sich schon in Gewahrsam des Nachrichtendienstes zur Befragung. Laut eines weiteren Berichtes unserer SOG wurde Colonel Harbin im zweiten Kommandobunker erschossen. Was wissen wir über den Kommandeur der Garde?” “Dessen Verbleib ist bisher ungeklärt.”, antwortete Steven McCool. “Es sind einzelne Gardemechs entkommen und die vielen Wracks konnten noch nicht durchsucht werden.” “In Ordnung Ladies und Gentleman wollen wir uns doch mal mit dem Marquis unterhalten. Tja, wenn Sie ihn dann bitte herholen wollen, Roy.” “Aye Sir.” O’Malley und zwei seiner Infanteristen führten einen schlaksigen Mann mittleren Alters in das Büro.Marquis Ricardo Yu hatte das Haupt stolz erhoben und blieb vor Garibaldi stehen: “Colonel.” Der Kommandant des Freicorps nickte höflich: “Mylord, ich bin Alessandro Garibaldi, Kommandeur des Freicorps Garibaldi, ich erkläre San Martin im Namen seiner Exzellenz Marquis Ramon Yu für erobert.” “Das habe ich mir schon fast gedacht. Aber was passiert mit mir? Ich meine, Ihr Major mag ja ein Kretin sein,” er deutete auf Steuben, der seine klobigen Militärstiefel auf den edlen, handgefertigten Schreibtisch gelegt hatte, “aber er ist so schrecklich unbestechlich.” Ein Grinsen antwortete ihm: “Tja, ich habe hinsichtlich Ihrer Person keine Anweisungen.” 20 “Bestünde die Möglichkeit eines … ah … Lösegeldes für meine Person.” Yu legte die rechte Hand ans Kinn. “Ich meine, so ist es doch unter Söldnern üblich. Und ich persönlich möchte meinen Cousin nicht so gerne gegenübertreten, wenn Sie verstehen, was ich meine.” Der Söldnerkommandant nickte: “Natürlich, nur haben Sie überhaupt noch die Mittel um sich eine Freikarte leisten zu können?” “Es gibt da ein Guthaben bei einer lyranischen Bank, auf das ich zugreifen kann.” Der ehemalige planetare Herrscher verschränkte die Arme. “Ich bin sicher, wir können uns da einigen.” “Tja, ich werde mich gerne für Sie verwenden Mylord”, der Colonel ahmte Yu’s Pose nach, “aber vor allem brauche ich dann einen Goodwill-Vorschuss.” “Aber gern.” Dem Marquis war das Zähne knirschen anzusehen. Garibaldi wandte sich um: “Christian, würden Sie sich bitte um seine Lordschaft kümmern?” Captain von Schaar trat vor und schlug vor Yu die Färsen zusammen und neigte leicht den Kopf. Gute alte lyranische Schule: “Sir, gehen wir doch nach nebenan.” “Also, Ladies und Gentlemen,”, begann der Söldnerkommandant, “wir werden so schnell wie möglich eine offizielle Kapitulation arrangieren. In etwa fünf Tagen, wenn wir uns eingerichtet haben. Selbstverständlich werden wir einen Stützpunkt beim Raumhafen einrichten. Hauptquartier hier im Palast. Auf jeden Fall nicht zu nah zusammen oder zu weit auseinander oder gar verzettelt. Die übrig gebliebenen Söldnertruppen werden wir zur Kapitulation auffordern. Ich hoffe die überlebenden sind genug demoralisiert.” “Ein paar Idioten gibt es immer”, meldete sich Major O’Malley zu Wort, “aus den Berichten der SOG geht hervor, dass Harbins Sohn unter den Kompaniechefs war. Und bei derartigen familiären Bindungen könnten wir da einen starken Oppositionsführer haben.” Garibaldi klatschte in die Hände: “Okay Roy, das heißt, Leichenidentifizierung hat absolute Priorität. Ziehen Sie dafür auch die Sanitätstruppe zur Hilfe, soweit möglich.” “Aye Sir.” Der Infanteriekommandant wusste, dass er damit entlassen war. “Lieutenant Colonel von Schaar wird den Stützpunkt am Raumhafen leiten. Ich werde mit Ihnen meine Herren”, er blickte Steuben und McCool an, “hier das Hauptquartier beziehen. Steven, Sie arbeiten mir einen Angriffsplan auf die Bergwerke aus, falls sich unsere Söldnerkollegen dafür entscheiden, ihren Herren etwas zu treu zu sein.” Der Colonel legte die Hände wieder auf den Rücken: “Kommen wir zu den unangenehmen Dingen: Wie ist der Zustand Ihrer Bataillone? Felix!” “Die Ulanen haben sieben Mechs verloren. Drei Mann sind gefallen, zwei verletzt. Der Doc meint, dass Heinrich Pleus nie wieder einen Mech besteigen wird.” Garibaldi nickte: “Verdammt, wie steht es um die Maschinen?” “Zwei Totalverluste, aus dreien können wir noch das ein oder andere Bergen, zwei sind noch recht intakt und können sicherlich wieder in Stand gesetzt werden.” “Ansonsten?” “Alle Maschinen sind beschädigt, die meisten nur mittelschwere bis schwere Panzerschäden, bei einigen sieht es auch ernster aus.” “Und wie steht es um Ihre Truppe Steven?” Garibaldi tigerte durch das Büro. “Meine Marauders haben vier Mechs verloren. Davon drei Maschinen Totalverlust, aus der vierten können wir wohl noch recht viel bergen, aber eine Instandsetzung kommt wohl nicht in Frage. Zwei Mann sind tot, acht Verletzte. Hauptsächlich leichte Verwundungen. Wie bei den Ulanen haben alle Maschinen Panzerungsschäden. Bei neun Maschinen sieht es auch schlimmer aus, die Hälfte davon wird für mehrere Wochen in der Inst. Landen .” Steuben schnaubte abwertend. “Haben Sie was zu sagen Felix?” Fuhr McCool ihn an. Dieser zuckte nur die Schultern und funkelte wütend zurück. “Ich weiß, Sie hätten Ihr Bataillon gnadenlos durch die Stadt gehetzt und erst beim Golfplatz Beherrschung walten lassen.” “Die haben hier einen Golfplatz?”, gab der andere Major sich kaltschnäuzig. Jetzt war es an McCool zu schnauben. “Also Jungs, wenn Ihr fertig seid, einander anzuknurren,”, mahnte Garibaldi, “können wir um unsere 21 Soldaten kümmern.” “George”, sprach Steuben seinen Stellvertreter an, “sehen Sie sich bitte um, wo wir die beiden Bataillone unterbringen können und die Infanterie soll ein paar Mann abstellen, um die Küchencrew seiner Lordschaft zu bewachen, die sollen etwas für die Jungs und Mädels zu Essen machen.” “Roger Boss.” McKenzie salutierte andeutungsweise und zog los. “Also Steven, Felix, richten Sie Ihren Damen und Herren aus, dass sie gute Arbeit geleistet haben. Das war wirklich exzellent.” Die beiden Majore nickten kräftig und wirkten einen Moment wie kleine Jungs. Auch wenn Alessandro Garibaldi keine fünf Jahre älter war als einer der beiden, fühlte er sich in solchen Momenten wie ein stolzer Vater. “Ach und Felix”, der Colonel stützte sich mit den Händen, “nehmen Sie Ihre verdammten Stiefel von meinen neuen Schreibtisch!” Er nahm mit einem frechen Schmunzeln seinen Worten die Schärfe. Steuben hingegen starrten ihn einen Augenblick verdutzt an: “Ihr Schreibtisch? Ich habe ihn zuerst gefunden.” “Mein lieber Major, über die Verteilung der Kriegsbeute bestimme immer noch ich.” “Also Skipper, das ist jetzt nicht wirklich fair. Das sollten wir zumindest ganz ehrlich ausgolfen.” “Ausgolfen, wir beide? Soll das ein Scherz sein?” Der Kommandant des zweiten Mechbataillons setzte eine Unschuldsmine auf. “Was Spielen Sie im Regelfall? Paar*?”, harkte Garibaldi nach. “Naja, so in etwa, warum?”, antwortete Steuben. “Also damit ich Sie richtig verstehe”, auch Garibaldi konnte nicht ganz ernst bleiben, “ich soll also in einer Sportart um einen Schreibtisch, der eh schon mir gehört, gegen Sie spielen, in der Sie um ein vielfaches besser sind als ich?” “Also Colonel, so wie Sie das ausdrücken, klingt das in der Tat doch etwas unfair.” “Na los, Felix, sehen Sie zu, dass Sie Land bekommen.” Herrschaftspalast von San Martin New Montenegro drei Tage nach dem Angriff des Freicorps Die Mittagssonne brannte auf den Vorhof und hob die verbrannten Ruinen der Palastnebengebäude hervor. Hinter ihrem Kommandanten waren die Offiziere des Freicorps angetreten. Die Hell- und Dunkelgraue Paradeuniform war schneidig geschnitten. Die hellere Hose steckte tief in blank gewichsten Kavalleriestiefeln, die dunklere Husarenjacke war bis zum Stehkragen geschlossen. Jeder, der sich mit den Rangabzeichen der Davionstreitkräfte auskannte, musste sofort erkennen, dass die Offiziere hinter Garibaldi hauptsächlich Subalternoffiziere und somit nur Dekoration waren. Seine wichtigsten Offiziere hatte der altgediente Söldner jetzt an Schlüsselpositionen sitzen, als Kommandanten der Überwachungstruppen und der Reaktionseinheit. Begleitet von zwei Infanteristen betrat Ricardo Yu den Vorplatz. Der ehemalige Marquis des Planeten guckte sich unbehaglich um, als er neben Garibaldi stehen blieb. “Wollen wir Mylord?” Der Söldnerführer streckte sich würdevoll. “Tja, da wohl nicht in den nächsten Minuten noch von irgendwem Unbekannten die Situation gerettet wird …” Yu zuckte die Schultern. “Wir sind nicht im Holovid Mylord.” Yu setzte sich in Bewegung und marschierte direkt zum Rednerpult. Er hielt kurz inne und ließ das Blitzlichtgewitter über sich ergehen, ehe er begann: “Sehr verehrte Damen und Herren, wie Ihnen allen bekannt ist, wurde unsere schöne Heimat vor drei Tagen in den Strudel der Gewalt einer Invasion hineingerissen. Nach erbitterten Kämpfen wurden unseren heldenhaften Verteidiger geschlagen und ich sehe mich gezwungen offizielle zu kapitulieren und zugunsten meines Cousins Ramon Yu, den Auftraggeber des Freicorps Garibaldi zurückzutreten. Im Gegenzug hat sich Colonel Garibaldi persönlich verpflichtet, sämtliche Repressalien durch seine Truppen oder irgendwelche Briganten zu unterbinden und zu bekämpfen. Auf Grund der Kapitulation meiner Regierung fordere ich 22 alle Truppen, die noch in Freiheit sind, auf, die Waffen niederzulegen und sich zu ergeben. Colonel Garibaldi hat mir versichert, dass die geltenden Kriegskonventionen ohne Ausnahme eingehalten werden. Ich fordere alle auf, mit dem Freicorps Garibaldi, welches als offizielle Truppe seiner Exzellenz Marquis Ramon Yu fungiert, zu kooperieren und den Anweisungen der Söldner Folge zu leisten. Gott behüte Sie alle.” Der ehemalige planetare Herrscher trat vom Rednerpult zurück und tauschte ein Nicken mit Garibaldi aus. “Sehr verehrte Bürger von San Martin”, begann Garibaldi als er ans Pult getreten war, “ich bin Alessandro Garibaldi, Colonel und Kommandeur des Freicorps Garibaldi. Zutiefst bedaure ich, sollte unsere Ankunft schwerwiegende Auswirkungen auf Ihr Leben auf diesen Planeten haben. Auch bedauere ich das Blutvergießen, welches dem Machtwechsel vorangegangen ist. Ich versichere Ihnen, dass wir so schnell wie möglich den normalen Alltag wieder herstellen. In den nächsten Tagen werden die regulären Polizeikräfte wieder den Dienst aufnehmen. Auf die Verhängung des Kriegsrechts wollen wir verzichten. Ich möchte Sie alle bitten, tagsüber die Rundfunk- oder Holovidgeräte eingeschaltet zu lassen.” Der Söldnerkommandeur blickte noch einmal fest in die Holocams. “Hiermit fordere ich alle noch auf San Martin stehenden Söldnertruppen auf, sich uns zu ergeben. Gemäß den geltenden Bestimmungen des Söldnergewerbes werden Sie samt Ihrer vollständigen Ausrüstung nach Outreach repartiert.” El Madre-Gebirge San Martin “… nach Outreach repartiert.” Alex Harbin hätte den Holovid-Empfänger am liebsten durch die Gegend geworfen. Der junge Captain hatte es geschafft sieben, ganze sieben Ranger-Mechs aus der Stadt herauszuschaffen. Somit waren nur noch neunzehne Mechs der Rangers auf freien Fuß. Seine gemischte Truppe aus den Kompanien A, C und D der Rangers und Hansons Baker Kompanie, die bei der Klondyke-Mine Stationiert war. Dazu kamen noch ein Mech der San Martinesischen Garde sowie eine Hand voll Panzer und ein paar requirierte LKWs, voll gestopft mit Infanteristen. “Dieser verdammte Feigling! Was glaubt er eigentlich? Lässt erst seine Leute zum verrecken antreten und schwenkt dann die weißen Fahne.” Alex spukte aus. Die um ihn herumstehenden Gardisten sahen betrübt drein. “Dann ist der Krieg jetzt zu Ende?”, wollte ein junger Panzerfahrer wissen. Hoffnung kehrte in die anderen Soldaten zurück. Harbin hätte sich am liebsten übergeben und Blickte zu Sergeant Homer Wilson, dem einzigen Überlebenden neben Alex aus dessen Kompanie C. Der grobschlächtige Mann trat zwischen die Panzerfahrer der Garde und rammten dem Jüngling die Fast in die Magengrube. Dieser klappte wie ein Taschenmesser zusammen. “Okay, ihr Wochenendsoldaten hört mal genau zu: Das bisschen Geballer, was Ihr Euch mit dem Freicorps geliefert habt, kann man nur mit viel Wohlwollen als Gefecht, höchstens als Scharmützel bezeichnen. Aber wir sind noch lange nicht aus dem Spiel.” “Ihr habt Euch aber auch nicht besser geschlagen.”, nuschelte ein anderer Gardist. “Ach meinst Du? Die sind mit zwei Bataillonen auf uns los und ihrem ersten haben wir ganz schön eingeheizt.” Der Sarge schlug dem Nuschler eher freundschaftlich hinten auf den Helm. “Bei Klondyke haben wir eine weitere Kompanie. Die Chevaliers de Vernier sind noch in voller Stärke vorhanden. Mit Carters Comandos haben wir ein starkes Infanteriekommando und Nagumos Volunteers können auch noch etwas Kampfkraft ins Feld führen.” Alex Harbin brütete derweil. Die Angelegenheit war noch nicht beendet. Diese Schweine hatten seine Freunde getötet und von seiner Mutter hatte er seit Beginn der Kampfhandlungen nichts mehr gehört. Wenn ihr was passiert war … 23 Ben Rome, Gap of Dunloe, County Kilkenny, Ireland Interview mit Ben Rome 1) Hey Ben! Ok, WIR wissen, wer Sie sind, aber viele unserer Leser dürften Ihren Namen nicht so ohne weiteres erkennen. Also… Warum erzählen Sie uns nicht, was Sie für CBT tun? Ich bin einer der Autoren des Universums und anscheinend bin ich inzwischen einer der „Kern- Autoren“, auch wenn ich keine Ahnung habe, wieso. Ich bin verantwortlich für die meisten News-Artikel auf BattleCorps; Ich schreibe und konzipiere alle weltweiten Commando-Events mit Ausnahme der Martial Olympiad – das Team dort macht einen wunderbaren Job und es ist nicht nötig, dass ich da meine Nase reinstecke. Ich hatte einen ordentlichen Anteil in allen aktuellen FanPro Publikationen (DotJ, JHS 70, MS:U, TRO 3058U, H:BW, TRO:VA und ganz sicher hab ich ein oder zwei noch vergessen) und ich bin einer der Hauptautoren der Tracks, die ihr in den verschiedenen Büchern seht. Zusätzlich habe ich Randall dabei helfen können, die Storyline des Draconis Combine für die nächsten Jahrzehnte zu planen und dabei unter anderem auch Ilsa Bick bei einem kleinen Stück im MWDA Universum geholfen und ich wurde kürzlich gefragt, die War of Reaving Storyline in den Clan Heimatwelten zu planen. Wow, ich glaube, ich mache eine ganze Menge. 2) Wie kamen Sie zu BattleTech? Erzählen Sie uns von Ihren ersten Arbeiten für CBT, wie Sie ein Autor wurden. Ich war schon immer ein Autor; ich mache eine ganze Menge an selbstständiger Arbeit für verschiedene Firmen und auch für meinen „richtigen“ Job in D.C. Außerdem habe ich einige Radiowerbespots für den Radiomarkt in Pittsburg geschrieben und produziert und ich habe mehr als 10 Jahre im Einzelhandelsmanagement für zwei verschiedene Firmen gearbeitet. Mein Eintritt in das CBT Universum – zumindest was das Schreiben angeht – war mehr ein geplanter Unfall. Naja, ich spiele, lese und atme BattleTech seit 1989 oder so, als ich meine ersten Schritte auf dem Schlachtfeld in einem capellanischen Catapult machte. Damals las der Spielleiter die Regeln nicht sehr gründlich und erzählte uns, dass Hitze im Grunde der Wert war, den eine Waffe an Runden brauchte um abzukühlen, bevor sie wieder eingesetzt werden konnte. Ja, das allererste Spiel? Ich starb ziemlich schnell – ehrlich, LRM/20 brauchen ewig, bis sie wieder heruntergekühlt sind (lol) – obwohl das Spiel 84 Runden dauerte (man stelle sich mal vor). Das waren gut 6 Stunden. Ich habe bis Mitte der 90er nie irgendwelche Bücher besessen, dann wurde ich aber durch MW 2nd Edition vom Universum eingefangen. Ich war stark an Shadowrun und Star Wars RPG interessiert, also sprachen mich stark detaillierte Universen an. Ich habe damals um des Schreibens willen geschrieben, wollte eigentlich nie wirklich was damit anfangen, aber ich ging immer sehr ins Detail in allen meinen 24 Ein Foto, das ich vor ein paar Jahren von dem Ausstellungskasten der örtlichen Bücherei gemacht habe. Kampagnen, die ich so geleitet habe. Ich liebe es zu Meistern – das Erschaffen von Universen und die Entwicklung von Storybögen faszinieren mich. Also, wie auch immer… Ich war schon ein paar Jahre als Playtester beschäftigt, als FASA geschlossen wurde. In diesem Jahr – 2000, glaube ich? – haben sich meine Spielgruppe und eine weitere aus Columbus zusammengeschlossen, unser eigenes BattleTech Turnier auf der Origins zu veranstalten, ähnliches haben wir schon die Jahre zuvor getan (die meisten Leute meiner Gruppe waren langjährige Juroren und Spieletester). Im nächsten Jahr halfen wir Bones (Chris Trossen) und Chunga (Chris Smith) dabei, FanPro Games aufzubauen und ich glaube, irgendjemand hatte dann die Idee, diese riesigen canon-beeinflussenden Spiele während der GenCon anzubieten (und dann natürlich auch zu Origins). Ich habe mich dann freiwillig gemeldet, sie zu entwerfen – Missionsziele, Befehle, Einheiten TO&E, alles sowas. Nun, zu der Zeit startete dieser ganze Wirbel um den „Jihad“ und als ich dann einen Abend mit meiner wundervollen Frau essen war, habe ich wohl mal erwähnt, dass ich gerne was mit diesem Jihad machen wollte. Vielleicht ein Sourcebook schreiben (FedCom Civil War war zu der Zeit in PlayTesting und FactChecking, wenn ich mich recht erinnere und ich war beeindruckt). Also habe ich diesen Entwurf erstellt, der nie von irgendjemandem gesehen wurde, und meinem Verstand erlaubt, Überstunden zu schieben, da ich wirklich gar nichts darüber wusste. Es gelang mir in diesem Jahr, Randall Bills während der GenCon in die Enge zu treiben und wir haben uns sehr lange über Convention-Events und BattleCorps unterhalten. Gegen Ende des Gesprächs schaute er mich an und fragte, ob ich nicht über die Jihad-Zeitlinie rüberschauen wollte und ihm ein wenig Feedback zu geben. Was sollte ich sagen? Nein??? Das habe ich natürlich nicht getan und so wurde ich gebeten, ein Szenario zu einer Story zu schreiben, die Loren Coleman schrieb – die auf dem MW3 PC Spiel basierte. Ich bin heute fast überzeugt, dass man mich da einem Schreibtest unterzog, ähnlich wie der, den ich damals an Mike Nystul geschickt hatte, eine Woche bevor FASA die Tore schloss. Ich vermute mal, ich habe bestanden – „All Alone In The Dust“ wurde gemeinsam mit Loren Colemans Story veröffentlicht. Bevor ich wußte, was passierte, wurde ich mit einer Gruppe anderer Leute gebeten, Material für Dawn on the Jihad zu schreiben. Anfangs war ich nur für gut 8000 Worte vorgesehen. Aber am Ende gefiel Randall, was ich tat und ich habe seine Combine Artikel übernommen. Dann hatten Paul Sjardin und ich diese verrückte Idee eines Kampagnensystems, das sich spielen ließ wie ein Computerspiel… das ihr jetzt als die Chaos Serie in den Jihad Büchern findet. Irgendwie durchbrach mein Beitrag zu diesem Buch plötzlich die Decke. Ich glaube, ich habe die zweitgrößte Wortzahl produziert, abgesehen von Herb. Und es ähnelt einer Lawine seitdem. Ich bin sehr dankbar dafür. 25 Wo ich (vor allem) zu Hause schreibe. Ich bin mir sehr sicher, dass ich der einzige Fan mit einem Kissen bin. *g* Um ehrlich zu sein, meine Arbeit für FanPro hat mir einige neue Klienten für meine selbstständige Arbeit eingebracht und ich habe genug Arbeit, um mich gut vierzig Stunden die Woche beschäftigt zu halten, auch wenn die Bezahlung nicht mit meinem anderen „richtigen“ Job mithalten kann. 3) Und wer ist Ben Rome in Wirklichkeit? Der Privatmensch, nicht der Autor. Erzählen Sie uns von ihrem Leben neben CBT. Hm… Also, ich bin nicht wirklich ein „Privatmensch“ – ich meine, ich hab einen eigenen Blog (www.xanga.com/wordofghostbear), wo ich im Prinzip mein gesamtes Leben für jeden zum Mitlesen ausbreite. Es gibt da Dinge über meine Vergangenheit und meine Familie, die ich für mich behalte, und im Allgemeinen versuche ich, die Aufmerksamkeit von meiner Ehefrau abzulenken, die eine sehr private Person ist, was ich vollkommen akzeptiere. Meine Frau beansprucht gut 85% meiner Aufmerksamkeit. Es gibt eine Menge an Gebalge um die restlichen 15%, aber diese 85% sind mir heilig. Mein „richtiger“ Job besteht darin, im International Spy Museum in Washington D.C. als Assistant Retail Operations Manager zu arbeiten (man beachte die Abkürzung: Assiatant-ROM). Wir sind hier erst vor gut zwei Jahren hingezogen – vorher haben wir in Pittsburgh, PA, gewohnt, der Heimat der Pittsburgh Penguins… Ich bin absoluter Eishockey-Fan. Normalerweise stelle ich eine Fantasy-Mannschaft auf die Beine und spiel noch in ein oder zwei anderen jedes Jahr. Richtiges Eishockey spiele ich leider nicht mehr, da ich mir in einem Spiel aufgrund eines schlechten Checks eine schlimme Knieverletzung zugezogen habe. Ich habe neuerdings angefangen, offizielle Team-Pucks zu sammeln, also wenn mich jemand bestechen will… Neben Schreiben und CBT spiele und teste ich hin und wieder noch MWDA. Ich war ein BattleMaster bis wir nach Virginia umgezogen sind. Ich bin außerdem noch ein Amateur-Fotograf, meine Bilder könnt ihr auf meiner Blog-Seite bewundern, obwohl das Hobby eher dadurch entstand, dass ich mit meiner Frau zu viel Zeit verbracht habe. Sie ist sooo viel besser als ich. Bevor ich geheiratet habe, habe ich eine MENGE Spiele geleitet. Inzwischen eher weniger – ich habe nur ein begrenztes Kontingent an freier Zeit. Meine liebsten Erinnerungen kommen von der Zwanzig- Spieler SW:RPG Runde, die wir im College hatten – sie lief vier Jahre. Wir spielten an drei oder vier Nächten pro Woche und wir haben es geschafft, sie von Episode IV bis Episode VI zu spielen. Ironischerweise gelang es den Rebellen in der letzten Nacht unseres Spiels nicht, den Reaktor (vom Todesstern, A.d.Ü.) in die Luft zu jagen, da der angreifende X-Wing einen kritischen Wurf vergeigte und stattdessen in die Reaktorabschirmung raste… Ach ja, das waren noch Zeiten… 26 Wo ich (vor allem) zu Hause schreibe. Ich bin mir sehr sicher, dass ich der einzige Fan mit einem Kissen bin. *g* Außerdem bemale ich noch Miniaturen (CBT, B5, andere) und baue kleine Dioramen, aber nicht so oft, wie ich gerne würde. Und wenn ich mal nicht schreibe, lese ich. Massig! Wie auch bei allen anderen Kernautoren regieren bei mir daheim die Katzen. Es ist ehrlich eine Verschwörung! Schade, dass keiner uns zuhören will. 4) Ein Evergreen: Welches sind Ihre Lieblingsfraktion, Ihre Lieblingslinie und Ihr Lieblingscharacter? Fraktion? Das ist mein Namensgeber (Ghost Bear). Ich habe mich in die Bären verliebt, als ich einmal in eine geborgte Ausgabe von Invading Clans geschaut habe, vor allem ihre Crusader-Einstellung. Zu schade, dass sie solche Weicheier geworden sind. Was die Innere Sphäre angeht, fühle ich mich eher dem Combine verbunden. Vor allem, weil ich so viel Zeit damit verbracht habe, ihre Geschichte zu schreiben – es ist sehr faszinierend. Früher war ich ein Cappie, aber das deswegen, weil ich zehn Minuten zu spät zu einem Spiel kam, und als alle anderen die Seiten gewählt hatten, blieb mir nur ein blöder Urbanmech. Zeitlinie? Jihad. Einfach, weil das chaotische Umfeld so gut ist für verschieden Geschichten, Storybögen und Konflikte. Nun habe ich ja ein wenig Einfluss auf die Dinge, die passieren und das ist cool, ja – aber ganz ehrlich, die Tatsache, dass wir das gesamte Universum in diesen umfassenden Konflikt haben stürzen können... Es erstaunt mich immer wieder, wie gut es uns gelungen ist, wirklich jede Fraktion zu involvieren. Charakter? Na, alle die, die ich habe erschaffen dürfen. Ich denke, ich muss wohl meinen Namensvetter nehmen, Benjamin Emory. Er ist mein Favorit, denn er ist schließlich „Ich“ im CBT Universum. Abgesehen von meinen eigenen Charakteren mag ich die gesamte Kurita-Clique: ihre Verbundenheit zu ihrer eigenen Auslegung des Bushido und des Dictum Honorum ist phänomenal, und wie sie damit zurande kommen und trotzdem eines der stärksten Häuser bleiben...verdammt cool. 5) Und wenn Sie die Macht hätten, welches Ereignis im CBT Universum würden Sie ändern? Und warum? Nun ja, es ist sicher nicht die Route, die ich eingeschlagen hätte und ich kann ganz sicher verstehen, warum es so gemacht wurde und es wurde sehr gut gemacht und hat ein paar neue Sachen mit ins Spiel gebracht. Aber die Wolverine Saga, die letztens erschien… um ehrlich zu sein, ich stehe dem Projekt mit gemischten Gefühlen gegenüber und ich bin mir immer noch nicht sicher, auf welcher Seite des Zauns ich sitze. Oh ja, wenn mich jemand auf einer Con darauf anspricht, bitte ich darum, es mir nicht übel zu nehmen, wenn ich meine Hand hebe und gehe. Ich will es wirklich nicht ausdiskutieren. 27 Meine geliebte Frau. Aufgenommen im Gap of Dunloe, County Kilkenny, Ireland während der Reise anlässlich unseres 10. Hochzeittages. Ansonsten - vor allem etwas weniger giftig - denke ich, würde ich diese Capellanische Siegesserie ändern wollen. In meiner verschrobenen Vorstellung würden sie immer noch gewinnen, aber dafür einen SEHR viel höheren Preis zahlen. Und mit mehr ... *ahem* ... „Flair“. 6) Also, wagen wir einen Blick in die Zukunft. An welchen Produkten arbeiten Sie derzeit? Welches davon wollen Sie am ehesten schnellstmöglich in Buchform sehen? Und wieder, warum ist das so? Ooooh, ich habe die Sorensen’s Sabers-Hälfte im Starterbook: Sword&Dragon geschrieben und die über den Opacus Venatoris in Wolf&Blake. Die Kampagnen in beiden Büchern sind meine ureigenste höllische Kreation. Kürzlich habe ich einen großen Teil meiner Beiträge zu JHS 3072 abgeschlossen, inklusive der kompletten Kampagne und ich bereite mich derzeit darauf vor, die nächsten drei großen Events dieses Jahr zu strukturieren und zu schreiben: Return of the Wolves, Angel Requiem und Vengeance Gambit 2. Ich habe dazu noch eine Sektion in Interstellar Players 2, sowie mehrere MilSpec Artikel und Kurzgeschichten für BattleCorps am Start. Ich hoffe noch auf eine Chance, mich in Tactical Operations zu verewigen, aber es ist wahrscheinlicher, dass ich knietief in den Arbeiten am Entwurf für den War of Reaving stecke, von dem ich hoffe, dass er angenommen werden wird. Was ich mir sehnlichst wünsche? Wolf and Blake, ganz klar. Der Opacus Venatori ist meine ganz eigene Kreation – geboren durch meine Abscheu den Dragoons gegenüber (ich war sooo glücklich, dass ich derjenige sein durfte, der Jamie Wolf „offiziell“ tötete) – und diese Chance, die Einheit zu erschaffen ist einfach, bisher jedenfalls, ein Traum der wahr wird. Obwohl ich eigentlich nicht sonderlich daran interessiert bin, ob den Fans meine Ideen gefallen oder nicht, so bin ich doch gespannt, die Reaktionen auf meine Jungs und Mädels zu sehen. Na ja, und als kleine Preview habe ich einen kleinen Teil der History Sektion des OV für Eure Leser beigefügt. Bitte bedenkt dabei, dass dies nicht die endgültige Version ist – es mag etwas anders im Buch auftauchen – aber auf jeden Fall ist es ziemlich nahe dran. 7) Sie arbeiten vor allem an Sourcebooks, haben aber auch schon Kurzgeschichten für BattleCorps.com und CBT.com geschrieben. Was macht mehr Spaß? Und denken Sie, dass Sie gerne einen MWDA Roman schreiben würden, wenn man Sie denn fragen würde? Sourcebooks, einfach, weil ich mich mit ihnen wohler fühle. Die Chaos Kampagnen zu erstellen und die jeweiligen Tracks zu schreiben ist sicher der größte Spaß für mich – es erinnert mich wieder an meine alten GM Tage. Geschichten für BattleCorps zu schreiben ist außerordentlich schwierig – Loren ist ein sehr penibler Mensch, und nicht einfach von meinem Schreibstil zu überzeugen oder dadurch zu amüsieren. Ich sehe ihn als eisernen Schleifstein, aber ehrlich – er ist sehr streng. Noch schlimmer 28 als mein Professor in Kreativem Schreiben am College. Ich würde sehr gerne einen MWDA Roman schreiben. Das ist, um genau zu sein, eins meiner Ziele dieses Jahr, Sharon in die Ecke zu drängen und sie anzuflehen, mich einen produzieren zu lassen. <g> Wie auch immer, ich habe einige Nicht-CBT Buchideen und Szenarien für fictionale Universen auf meinen diversen Notebooks herumliegen. In absehbarer Zukunft gedenke ich, mich soweit zu organisieren, dass ich eine andere Firma mit meinen Ideen belästigen kann. Zwischenzeitlich erweitere ich meinen Horizont, mit zwei Entwürfen, die im Laufe des Monats noch zu Mongoose Publishing und Crafty Games geschickt werden. Ich habe die MechWarrior Szenarioen/Kampagnen-Bücher für Pinnacle Entertainment / Great White Games geschrieben, allerdings wurde das Projekt kurzzeitig auf Eis gelegt. Ich weiß nicht, ob und wann das wieder angewärmt wird. Ich hoffe sehr, dass es bald wieder los geht – es ist ein sehr gutes System, das die Jungs bei PEG und meine Wenigkeit für das MechWarrior Spiel ausgearbeitet haben. 8) Also, mein absolutes Highlight von Ihnen ist das Intro zu Jihad Hotspots 3070. Sie wissen schon, A Sphere in Flames. Was hat sie geritten, das so zu schreiben? Warum gerade so? Ich wollte einfach, dass die Blakies auch mal von Ihrer menschlichen Seite gezeigt werden. Das Stück war aus der Sicht eines Sympathisanten geschrieben. Im Krieg, vor allem heutzutage, bekommt jede Seite Gelegenheit, ihre Sichtweise der Dinge darzulegen, wie sie es gerne haben will. Wir alle wissen, dass die WoBbies hier die bösen Jungs sind – sogar ich weiß das – aber sie müssen wirklich etwas detaillierter vorgestellt werden. Ohne Romane, die das erreichen... die einzig andere Möglichkeit ist durch nicht-propagandistische Nachrichtenquellen und BC Kurzgeschichten. In jeder Armee gibt es viele verschiedene Sichtweisen. Das gilt auch hier, in einem fiktionelen Universum. Ich denke, ich sehe die Masse der WoB Soldaten als „tragische Helden“ und vieles, was ich über sie schreibe, scheint diesem Blickpunkt zu entsprechen. Dieser Trend, um ehrlich zu sein, wird sich in JHS:72 fortsetzen. Ich habe wieder das ‚war in review’ Kapitel für dieses Buch produziert und es ist diesmal aus dem Blickwinkel eines WoB Analysten. 9) Ok, niemand ist perfekt, das ist uns allen klar. Also, was ist der lustigste Fehler, den Sie je in einem Sourcebook produziert haben? Oh, ich habe Wakazashi den Valiant produzieren lassen. Kaum, dass ich es losgeschickt hatte, erkannte ich meinen Fehler, habe den Beitrag schnell umgeschrieben und habe Wakazashi Anerkennung für ihren „scharfsinnigen Marketing-Schachzug“ gezollt. Um ehrlich zu sein, es stellte sich heraus, dass es einen positiven Nebeneffekt hatte – ich brauchte eh einen Hersteller, nachdem LAW zusammenbrach und so habe ich dadurch noch andere Ideen und Plots gewoben. Es stellte sich also wirklich als sehr nützlicher Fehler heraus. 10) Wie ist es eigentlich, mit einem so großen Team an Spieletestern und Fact-Checkern zu arbeiten? Dass alles, was man tut, immer und immer wieder überprüft wird und es einem sogar passieren kann, dass die Leute eine Idee, die man eigentlich für ziemlich gut hält, völlig verreißen? Ronin War (aus Brush Wars) war so ein Stück. Ein Factchecker/Playtester – Chris Wheeler – war ganz besonders brutal zu mir. Das war auch sehr gut so – ich habe das zu der Zeit geschrieben, als meine Frau und ich von PA nach VA zogen und es war eine sehr stressige Zeit. Ich habe seine Hilfe (und ebenso seine Recherchen) so sehr zu schätzen gelernt, dass ich ihn als Class Instructor kanonisiert habe. Ich bin mir sehr sicher, wenn er (und auch die anderen) nicht so ehrlich und ausführlich in ihren Kommentaren gewesen wären, dann wäre das Endergebnis nicht so gut geworden. 29 Die Leute in beiden Gruppen sind wunderbar – sie finden eine MENGE Fehler und in einem so großen Universum sind sie eigentlich unvermeidbar. Sie sind vor allem dafür verantwortlich, dass wir in 98% der Zeit so akkurat arbeiten. Ich wage mal zu behaupten, dass Lucas dafür töten würde, um unsere Leute für sich arbeiten zu lassen. Ich neige dazu, die Qualität meiner Arbeit an der Menge an Kommentaren zu messen, die ich zurückbekomme. Ich kann euch sagen, ich bin sehr zufrieden, wenn ich kaum Kommentare kriege. Es bedeutet, dass ich meinen Job gut mache. Abschließend möchte ich sagen, dass ich das alles sehr begrüße. Ich fühle mich geehrt, mit solchen Profis zusammenzuarbeiten, die dies einzig und allein aus Liebe zu diesem Spiel tun. Ich habe diverse Angebote abgelehnt, die mir schnelle Geld gebracht hätten, einfach weil sie mich von meiner Arbeit für FanPro abgehalten hätten. So sehr liebe ich es, ein Teil davon zu sein. Und die Fans – zum ganz großen Teil sind sie überragend. Sogar die Kritiker. Solange sie nicht auf den Conventions unhöflich zu mir oder meinen Kollegen sind, freue ich mich doch immer über ihre Kommentare und Anregungen – und ehrliche Kritik. Dank Euch habe ich so viel Spaß daran, für dieses Universum zu schreiben und ich bin stolz darauf, damit weiterzumachen, solange die Fans meine Arbeit gut finden. 30 Preview of Starterbook: Wolf and Blake: Opacus The „Obscure“, or „Shadows“ – either definition works from High Dominus – was Precentor Manei Domini Apollyon’s creation. From the beginning, Apollyon wanted this group to be his own personal agents – representatives of his might and power. They trained as a standard Light of Mankind unit on Terra; I remember them well, as they were the first Domini I had ever seen. They were remarkable – incredible reflexes, superior senses, and their fluidity with BattleMechs made the ancient myths of man merging with machine seem true. I didn’t know they were the Opacus then. They functioned just like every other LoM team under my care; the only difference was their selective seclusion. In fact, now that I think about those days, only the leader of the group – a beautiful woman called Avitue – spoke for the unit as a whole. I actually thought Lysander was a mute for years. I’ve read about their time on Circinus after they’d left my tutelage. I, too, would’ve stood in fear much as President MacIntyre did in the reception line. Cold, hard faces with the killer’s eye…and of course, the subtle modifications. Glowing eyes, hard wires, steel hands. No wonder Cirion removed himself from their presence at his earliest convenience. Of course, I’ve also read the transcripts ROM took of the Warriors’ barracks. Their comments of the Opacus are amusing. “Lazy”, “flash, no substance”, “automatons”, “brainwashed”. For being battle- hardened criminals, they had remarkably poor observational skills. They must have seen something, however, since Donner got Cirion to gather up the bulk of the Warriors and bolt the Federation. Of course, Apollyon knew of Donner’s deceit and caught him pretty much in the act of treason. Rather than mobilizing much of the Word’s army to pursue the escaping Warriors, Apollyon decided to prove his point in a much more subtle – and deadlier – manner. He unleashed the Shadows. 31 Gewinnspiel Liebe Leser und Abonnenten. Mit Ausgabe 5 unseres CBT Newsletters feiern wir also nun den 1. Geburtstag. Ein sehr erfolgreiches Jahr liegt hinter uns und wir denken, das sollte gefeiert werden. Dementsprechend haben wir uns überlegt, wie wir euch, unsere Leser, daran beteiligen könnten. Nach kurzer Rücksprache mit FanPro sind wir zu dem Entschluss gekommen, ein kleines Gewinnspiel zu veranstalten. Wir haben in allen 5 Ausgaben Fragen versteckt, die es nun zu beantworten gilt. Frage Nummer 1 findet ihr am Ende dieses Textes. Die richtige Antwort führt euch dann zu einer anderen Ausgabe des Newsletters und so weiter. Insgesamt gibt es 13 Fragen. Ganz wichtig, die Antworten müssen in der richtigen Reihenfolge eingesendet werden, nur so nehmt ihr an der Verlosung der Preise teil. So, erstmal ein kleines Beispiel, um euch das System klarzumachen: Welches war das erste Quellenbuch, das wir für den Newsletter rezensiert haben? Antwort: Dawn of the Jihad! Somit fände sich die nächste Frage in Ausgabe 1, in der DotJ Rezension am Ende des Artikels. Sagen wir, die 2. Frage wäre dann: Wer ist der Autor von Trügerische Siege? Antwort: Loren Coleman. Die nächste Frage findet sich also in dem Interview mit Loren Coleman. Und so weiter. Am Ende sollten euch diese Fragen kreuz und quer durch die 5 Newsletter-Ausgaben getrieben haben. Dafür winken auch nette Preise! Dafür sagen wir erstmal vielen Dank an FanPro für die tolle Unterstützung. Also, unter ALLEN Einsendern verlosen wir 3mal die komplette Warrior- Trilogie von Michael Stackpole. Damit sich das mitmachen auch für alle lohnt! Dabei ist es dann auch egal, ob ihr alle 13 Fragen korrekt beantwortet habt, hier zählt nur das Mitmachen. Und unter den richtigen Lösungen, also alle 13 Fragen richtig beantwortet, gibt es folgendes zu gewinnen: 1. Preis 1x Total Warfare 2. Preis 1x Historicals: Brush Wars 3. Preis 1x TRO 3058U 4. Preis 1x Jihad Hotspots 3070 5. Preis 1x Mercenaries Supplemental 6.-8. Preis 1x Katze unter Bären und Clanwächter Der Rechtsweg ist natürlich ausgeschlossen, alle Gewinner werden in Ausgabe 6 genannt. Die Mitglieder des CBT Newsletter Teams dürfen natürlich nicht an dem Gewinnspiel teilnehmen. Die Preise werden von FanPro an die Gewinner versandt. Die Antworten schickt ihr bitte an folgende Adresse: [email protected] Der Einsendeschluss ist der 15.05.2007 Viel Erfolg und viel Glück! Euer CBT Newsletter Team! Frage 1: Wie lautet der bekannte Nickname des Autors des GenCon2006 Berichts? 32 Tech Manual Rezension Endlich ist er da: der zweite Ableger der sechs neuen Corebooks und er nennt sich schlicht TechManual. An Stelle der Regeln zum Spiel soll der geneigte Leser in TechManual sämtliche Regeln finden, um alle Einheitentypen bauen zu können, die im klassischen Battletech Verwendung finden. Damit werden Einheiten wie Landungs-, Sprung-, und Kriegsschiffe gleich ausgeklammert. TechManual präsentiert sich genauso wie Total Warfare, und wie alle anderen Corebooks im Hardcover und vollfarbig. TechManual ist zusätzlich noch einmal knapp dreißig Seiten dicker als Total Warfare und kommt auf stolze 354 Seiten. TechManual benutzt dasselbe Layout wie Total Warfare präsentiert sich aber im neuen Farbschema, diesmal sind es primär Rot und Grautöne, damit gliedert es sich optisch sehr gut in die Reihe ein, setzt durch die neuen Farben aber angenehme neue Akzente. Genauso wie Total Warfare hat TechManual das praktische Inhaltsverzeichnis an der rechten Seite, das zusätzlich in der PDF Version als Navigator funktioniert. Hier ist auch zu erwähnen dass das PDF trotz seiner Größe um seinen Detailgrad sehr benutzerfreundlich ist und sich schnell laden lässt, das freut auch jene Leser deren Rechner über weniger Arbeitsspeicher verfügt. Nach der Einleitung führt TechManual den Leser in die Basis der Konstruktionsregeln ein, um dann in die speziellen Regeln für die einzelnen Einheiten überzugehen (BattleMech, IndustrialMechs, ProtoMechs usw.). Waren die Regeln von Total Warfare noch durch Kurzgeschichten aufgelockert, handelt es sich bei TechManual dabei um technische Artikel zu den darauf folgenden Regeln. In diesen Artikeln wird umfangreich die Technik und ihre Aspekte erläutert die der Spieler bereits von der Platte und natürlich umfangreich aus den Büchern kennt. Die einzelnen Konstruktionsregeln sind wie die Spielregeln in Total Warfare wieder äußerst umfangreich. Jeder Schritt wird mit mindestens einem Beispiel erläutert. Aufgelockert wird wieder durch Bilder schick bemalter Figuren und Dioramen. Zusätzlich erleichtert eine Vielzahl von Tabellen das Lesen. Nach knapp 200 Seiten Konstruktionsregeln und technischen Artikel kommt der nächste richtig große Abschnitt von Tech Manual. Auf knapp fünfzig Seiten wird hier sämtliche Ausrüstung (Waffen, Elektronik und Sonstigen) umfangreich erklärt und sogar mit Bildern dargestellt. Darauf folgt derselbe Artikel noch mal, nur das diesmal die Ausrüstung der BattleArmors dargestellt wird. Der letzte Abschnitt widmet sich umfangreich der Berechnung der Kosten und des neuen BattleValue 2.0. Dieser Abschnitt wird natürlich von umfangreichen Rechenbeispielen und endlosen Tabellen dominiert, so dass auch der absolute Neuling ohne Probleme seine frisch erstellten Einheiten berechnen kann. 33 Die letzten dreißig Seiten bestehen aus sämtlichen Datenbögen die der Spieler, oder nun Konstrukteur, in seiner Laufbahn benötigen kann, dazu kommen jede Menge Tabellen, die sämtliche Ausrüstung und alles Wesentliche noch einmal auflisten. Die pure Masse und die kleine Schriftart kann einen am Anfang etwas überfordern, aber wenn man sich erst einmal einen Überblick verschafft hat, ist dies kein Problem mehr. Fazit: TechManual hat alles was man zum Konstruieren braucht und noch viel mehr. Der totale Neuanfänger wird sich vielleicht fragen, wozu er einen IndustrialMech oder ein Unterstützungsfahrzeug bauen muss, aber der Battletech Veteran wird all seine Wünsche erfüllt sehen. Die Präsentation ist sehr ansprechend und macht Lust auf noch mehr Corebooks. Insgesamt ist das Buch absolut zu empfehlen. Der Umstand sämtliche Konstruktionsregeln und alles, was man dafür braucht, in einem Buch zu finden, ist ungemein praktisch. Trotzdem hoffe ich, dass die neue Starterbox wenigstens die Konstruktionsregeln für BattleMechs enthält, damit Neuanfänger, die sich nur die neue Grundbox kaufen können oder wollen, wenigstens neue BattleMechs konstruieren können und so auf den Geschmack kommen. Links: Tech Manual als PDF bei BattleCorps.com kaufen http://www.battlecorps.com/catalog/product_info.php?products_id=1874 34 Rezension zum ComStar Sourcebook Zusätzlich zu den neuen Quellenbücher, besprechen wir auch alte Quellenbücher. Heute wollen wir dem alten ComStar Quellenbuch von 1992 ein paar Zeilen widmen. Auf knapp 110 Seiten soll das ComStar Sourcebook dem geneigten Leser sämtliche wesentlichen Informationen zu diesem Geheimnisumwitterten Orden liefern. Der Schwerpunkt wird hier primär auf die Geschichte von ComStar gelegt. Auf 75 Seiten wird die komplette Geschichte ComStars beleuchtet. Vom Untergang des Sternenbundes, zur Gründungs ComStars, bis zu dem 4. Nachfolgekrieg, der Clan Invasion und dem Schisma wird alles umfangreich dargestellt und auch die Verschwörungen und Konflikte innerhalb ComStars werden nicht außen vorgelassen. Das alte ComStar Sourcebook kann sich in dem historischen Bereich definitiv mit den neuen House Handbooks messen. Erwähnenswert ist hier vor allem die Perspektive des Buches. Beim ComStar Sourcebooks handelt es sich nämlich im begrenzten Maße um ein In-Play Buch, eines der wenigen der damaligen Quellenbücher. Sämtliche Ereignisse und Geschehnisse werden aus der Sicht ComStars geschildert. Die Artikel werden dann aber von dem neuen Orden Word of Blake kommentiert und meistens sehr scharf kritisiert, entsprechen die Ansichten ComStars doch selten den Word of Blakes. Der Abschnitt zur Organisation ComStars ist im Vergleich zum historischen Teil sehr kurz gehalten. Hier finden sich nur wenige Informationen zu den einzelnen Institutionen ComStars, auch der gefürchtete Geheimdienst ROM wird nicht sehr ausführlich dargestellt. Die meisten Informationen zieht der Leser hier immer noch aus dem historischen Teil. Zu den ComGuards, die elementaren Anteil hatten, die Clan Invasion 3052 zu beenden, finden sich sogar nur tabellarische Aufstellungen und ein kurzer Umriss der momentanen Situation. Sehr interessant sind wieder die Beschreibungen des Sol-Systems, ComStars Domäne im Jahr 3055 - das In-Play Datum des Buches, hier finden sich viele neue Details, die vielleicht auch dem Battletech Experten eher nicht geläufig waren. Dazu gehört eine Übersicht über das Verhältnis ComStars zu den anderen Fraktionen der Freien Inneren Sphäre. Der letzte In-Play Teil des Buches ist der ComStar Splitterorganisation Word of Blake gewidmet. Auch hier gibt es einen, aber wesentlich kürzen, Abriss zur Geschichte, der Organisation und dem Militär. Der wirklich letzte Abschnitt des Buches richtet sich an die Spieler neben „neuen“ Mechs wie Grand Crusader, werden hier auch neue Archetypen für das Mechwarrior RPG zur Verfügung gestellt. Fazit: Der Umfang des historischen Teils ist mehr als ausreichend und der Informationsgehalt einfach nur erstaunlich. Für Background-Experten eine großartige Quelle. Bei der Organisation wären mehr Informationen wünschenswert gewesen, vor allem zum technischen Aufbau Comstars (Clock of ComStar, Standorte der B- oder C- HPG Generatoren usw.) Solche Informationen lassen sich auch heute schwer finden. Der Mangel an militärischen Informationen wird heute locker vom FM: ComStar aufgegangen und der Geheimdienst ROM wird umfangreich in IntelOps beleuchtet. Insgesamt lässt sich sagen dass das ComStar Sourcebook definitiv zu empfehlen ist, besonders da man es inzwischen zu geringen Preisen erstehen kann. 35 Rezension zu Handbook House Davion Der dritte Band der Housebook-Reihe ist nun also endlich erschienen, wir haben ja auch lang genug darauf warten dürfen. Wie auch seine Vorgänger ist es auf dem Stand von 3067 und wie zu erfahren war, sollen alle anderen Housebooks ebenso im Jahre 3067 angesiedelt sein, was sie in einem gewissen Maße zu "Historicals" der besonderen Sorte macht. Als Bücher, welche die Staaten zeigen, kurz bevor der Jihad nun sämtliche Strukturen, Grenzen und Personen der Inneren Sphäre durcheinanderwirbelt, sind sie zudem noch ein Quell an nützlichen und spannenden Informationen. Ursprünglich war es einmal geplant, alle Housebooks innerhalb weniger Monate zu produzieren. In Realität sehen wir ja nur ein Buch pro Jahr. Dies hat natürlich Gründe. Sie sind ein wahrer Continuity-Alptraum und alle Daten müssen doppelt und dreifach gegen gecheckt werden. Die Artwork soll den hohen Ansprüchen der Leser und Entwickler genügen, weswegen auch dies seine Zeit in Anspruch nimmt. Am Ende kommt es auch des Öfteren vor, dass komplett neue Regeln in ihnen auftauchen, deren Entwicklung nicht immer vollständig abgeschlossen wurde. Alles in allem braucht ein Housebook somit neun bis zehn Monate, bis es druckreif ist. Wie schon in den Vorgängern findet sich im Handbook House Davion eine Fülle an Informationen über Geschichte, Regierung, Planeten, Gesellschaft und Kultur der Vereinigten Sonnen. Im Folgenden möchte ich nun kurz vorstellen, was in den einzelnen Kapiteln alles zu finden ist, dann stelle ich einige der Regeln und neuen Einheiten kurz vor und am Ende findet Ihr ein kleines Fazit. Beginnen wir mit der Opening Fiction: Chris Trossen hat sich hierfür Duke George Hasek ausgesucht und wir erfahren ein wenig über dessen Charakter und sein Bild von Yvonne Steiner-Davion. Und anscheinend wird uns hier auch verraten, wer George Hasek während des Jihad ermorden läßt. Ein Highlight dieses Buches, ganz eindeutig. Das Kapitel "History of the Federated Suns" ist wieder etwas für Geschichts- und Hintergrundfans. In aller epischen Breite wird hier auf beinahe achtzig Seiten alles erzählt, was seit der Entwicklung des Kearny-Fuchida bis zum Ende des FedCom Civil passiert ist. Äußerst informativ und spannend zu lesen. Der Atlas behandelt sage und schreibe 31 Welten aus den Federated Suns, 1zehn aus der Capellan March, zehn aus der Crucis March und elf aus der Draconis March. Ob nun Kathil, New Avalon, Kittery oder Robinson, Marlette, Cassias, Addicks oder Woodbine, zu allen diesen 31 Planeten (32 wenn man Talon und Wernke einzeln zählt), finden sich ein paar Sätze sowie die üblichen Hintergrund-Daten. Viele kleine Informationen verbergen sich in den Artikeln, wie z.B. dass Kittery (ja, genau die Welt, wo Devlin Stone demnächst auftauchen wird) über die ganzen Jahre eine Art humanitäre Hilfsstation für die angrenzenden Systeme war oder dass Mayetta einzig aufgrund eines K-F Antriebsschadens kolonisiert wurde. Ozawa z.B., so erfährt der interessierte Leser, war einmal eine paradisisch schöne Welt, bis das Draconis Combine die Welt während der Nachfolgekriege durch den massiven Einsatz von Atombomben in eine sturmgeplagte Kraterlandschaft verwandelte. Anscheinend beginnt sich die Welt aber inzwischen zu erholen. 36 Das Kapitel "Federated Suns Gouvernment" ist ebenfalls ein Quell von interessanten Informationen über die FedSuns und die herrschenden Familien. Äußerst informativ sind die Seitentexte zu Service, Succession und Regency. Man erfährt hier z.B., dass von allen Davions erwartet wird, dass sie sich in den Streitkräften durch eigene Leistungen hochzudienen haben und nicht durch ihren Namen begünstigt sein sollen. Dass ein Erster Prinz in den AFFS gedient haben sollte, dürfte jedem Fan bekannt sein. Hier wird gemutmaßt (man bedenke, das Buch ist aus einer In-Play Perspektive geschrieben!), dass die Probleme, die Yvonne und Katherine Steiner-Davion mit der Akzeptanz bei der Bevölkerung daher rühren mögen, dass beide nie gedient haben. Succession ist ebenso informativ, man erfährt hier, wie die Erbfolgestrukturen der Federated Suns sind und dass derzeit (3067) George Hasek den Thron übernehmen würde, sollte Yvonne sterben. Regency erklärt, wieso Yvonne Steiner- Davion nicht First Prince der Federated Suns werden kann - eine Person, die einmal als Regent geherrscht hat, darf nie den Thron auf New Avalon besteigen! Es folgt eine Liste aller Herrscher der FedSuns, beginnend mit President Lucien Davion bis hin zu Katherine und Yvonne Steiner-Davion. Im Folgenden werden dann bekannte Persönlichkeiten aus den großen Herrscherfamilien der Federated Suns vorgestellt, wie der z.B. Victor Steiner-Davion, George Michael Hasek (-Davion) oder Tancred Aaron Sandoval, es werden mehere kleinere Herrscherfamilien vorgestellt, wie die DuValls, die Ziblers und die Cunninghams und die verschiedenen Ministerien der FedSuns. Dem Leser dieser Rezension sei versichert, dass es eine Fülle an weiteren Informationen gibt, die vorzustellen aber definitiv den Rahmen dieses Textes sprengen würde. Den AFFS ist das folgende Kapitel gewidmet, welches verhältnismäßig kurz ausfällt, wohl weil die meisten Informationen auch im FM FedSuns zu finden sind. So findet sich die sogenannte Chain-of- Command hier, also die Befehlskette, beginnend bei dem Ersten Prinzen über den Prince's Champion, den Marshall of the Armies (die beiden letzteren Funktionen werden bis 3073, wie bekannt sein sollte, von Jackson Davion ausgefüllt) hin zum High Command und dem General Staff. Es folgen Details zu den verschiedenen Departments, zu den Regional Commands, den Military Units und den Non-Combat Units. Das Kapitel Training stellt dann sämtliche Militärakademien der FedSuns vor, von der Albion Military Academy über die Warrior's Hall zur Filtvelt Military Academy. Man erfährt, dass die Albion MA die älteste aller Akademien ist und ihre Kurse als die anspruchvollsten gelten. Außerdem das NAIS College of Military Science erst durch Ian und Hanse Davion zu dem wurde, was sie heute ist oder dass die Kilbourne Academy eines der ganz wenigen Trainingscenter im Davion Outback ist und eher als eine "Schule für einfache Leute" statt als wahre Eliteakademie angesehen wird. Uniformen und Insignien werden im folgenden vorgestellt, zu sehen sind diese auch in den wundervollen Farbtafeln, die sich in diesem Kapitel finden, ebenso die Orden, die man in den AFFS verliehen bekommen kann. Kommen wir zum Kapitel Society&Culture, zu Deutsch Gesellschaft und Kultur. Es beginnt mit einer Vorstellung der gesprochenen Sprachen, die sich in den verschiedenen Marken antreffen lassen. So wird in der Crucis March vor allem französisch, deutsch und spanisch neben dem allgegenwärtigen Englisch gesprochen, was in der Herkunft der Siedler dieses Teils der FedSuns aus Nord-Amerika und Westeuropa begründet liegt. In der Mark Capella findet man viele chinesisch-sprechende Leute, aber ebenso russisch und spanisch, sowie eine ganze Bandbreite an anderen Sprachen und Dialekten bzw. Akzenten. In der Draconis March hingegen ist die Sprache der Nachbarn – der Draconier – verpönt, was sich aus dem Kentares Massaker erklärt. In den anderen Teilen werden die Bürger eines neu eroberten Planeten generell ohne große Schwierigkeiten anerkannt und sozusagen „in die Familie“ aufgenommen. In der Mark Draconis wird jedoch erwartet, dass ein Paradigmenwechsel stattfindet und man der japanischen Kultur abschwört. Bleibt noch der Outback, sicher eines der interessantesten Gebiete in den FedSuns, auch wenn der generell etwas kurz gekommen ist in diesem Buch. Die Entwickler und Autoren äußerten sich dahingehend, dass das Buch leider in der Entwicklungsphase zu lang geworden war und man sich gezwungen sah, einiges zu kürzen. Es folgen Feiertage wie der Kentares Day – ein Gedenktag für alle Opfer feindlicher Invasionen - oder der Rite of the Court – er läutet zum einen den Frühling auf Avalon ein und vor allem startet er den drei-monatigen Zyklus, in dem der Royal Court geöffnet ist. Kleidung, Ausbildung und 37 Religion/Philosophy sind nun die nächsten Teilbereiche dieses Buches. Unter Education findet sich eine Liste aller Universitäten in den FedSuns, vom NAIS bis hin zur University of Saso. Sehr nett gemacht ist ein „Top 5 Federated Suns Universities“, in der die die New Avalon Post ein Ranking nach verschiedenen Gesichtspunkten erstellt hat. Dieses datiert auf das Jahr 3059, also mag es sein, dass sich inzwischen einiges geändert hat, nichtsdestotrotz eine sehr nette Idee. Wie hätte man sonst auch erfahren sollen, dass das Federated Technical College of Kathil die Nummer 1 der Best Party Universities ist, also wo man die besten Parties feiern kann oder dass das NAIS die höchste Zahl an Selbstmorden aufzuweisen hat, was möglicherweise darin begründet liegt, dass sie auch die anspruchvollsten Kurse aufzuweisen hat? In Religion and Philosophy stellt man uns dann die verschiedenen Glaubensrichtungen vor, berichtet etwas über die großen „Weltreligionen“, geht auch auf den Unterschied zwischen römisch-katholisch und new avalon-katholisch ein, was auf die Warriors Trilogie von Mike Stackpole zurückgeht. Auch hier sind wieder einige nette Dinge drin, wie z.B. das Unfinished Book Movement, deren Mitglieder auch auf dem Cover von HBHD zu finden sind. Dies ist eine Glaubensgemeinschaft, die sich aus Mitgliedern aller möglichen Religionen zusammensetzt und die es sich zum Ziel gesetzt haben, eines Tages die Werke aller Heiligen Personen einer jeden Religion in einem großen Buch zu veröffentlichen. Die erste Auflage dieses Buches erschien im Jahre 2959 und war nicht annähernd vollständig, deswegen der Name „Unfinished Book Movement“. Eine etwas absonderlichere Gruppe sind die Prophets of the Third Dawn, die davon überzeugt sind, dass Stefan Amaris und seine Leute die vier Reiter der Apokalypse waren, dass die Auslese der Guten und Gläubigen mit Kerensky’s Exodus beendet war und der Erste Nachfolgekrieg dementsprechend die Apokalypse war. Demzufolge wären alle noch lebenden Menschen schlicht in der Hölle, aber es gibt noch Hoffnung, denn eines Tages soll jemand kommen, der die Menschheit, oder zumindest diejenigen, die das Böse besiegt haben, im „3rd Dawn of Humanity“ in den Himmel führen würde. Anschließend finden sich Informationen zu Politics and Movements, wo z.B. auch die Gewerkschaften und die verschiedenen Lobbies vorgestellt werden. Gewerkschaften haben zwar eine gewisse Macht, aber im Gegensatz zu denen in der Lyranischen Allianz ist diese doch sehr begrenzter Natur. Während der Nachfolgekriege wurde diese nämlich massiv beschnitten, als Paul Davion Streiks in essentiellen Industrien schlicht für illegal erklärte und es den Gewerkschaften verbot, irgendeine Form von Einfluß auf politische Entscheidungsfindung zu nehmen, was bis auf gewisse Einschränkungen noch bis ins Jahre 3067 gilt. Es folgen Media und Arts, also Medien und Künste und abschließend dann noch Wissenschaft& Technik und Crime&Punishment – also Verbrechen und Strafsystem. Eine kleine Tabelle beschreibt hier die verschiedenen Strafen für verschiedene Verbrechen. So stehen auf Mord z.B. 15 Jahre bis lebenslänglich oder Exekution, ein Vergewaltiger bekommt 5-30 Jahre und wird öffentlich kastriert, auf Verrat stehen 25 Jahre oder Exekution. Kommen wir also zum letzten richtigen Kapitel, bevor wir uns dem Rules Annex widmen, der Ökonomie. Neben den verschiedenen Informationen zur Währung, zu den Börsen des Reiches und dem Außenhandel werden hier vor allem große Industrien vorgestellt. So findet man „write-ups“, also kurze Texte mit Informationen, zu 18 zivilen Unternehmen, von Apple Computer Interstellar, deren Heimatplanet Macintosh heißt. Über Kelvin-Drahne Diversified, die z.B. die Federated Broadcasting Corporation aufgekauft haben, einen der 5 größten Medienkonzerne der FedSuns, bis hin zu Wunderland Enterprises, einem Hersteller von Personal Computers, dessen Erfolgsgeschichte in einem Joint Venture mit Valiant Systems auf Robinson begann, das zur Entwicklung des Styker Light Tanks führte. Es folgen zwölf Luft/Raumfahrt Unternehmen, von Cal-Boing of Dorwinion, die ihre militärische Abteilung anscheinend aufgrund anhaltenden Misserfolgs auszugliedern gedenken, über Kathil Shipworks, die durch den Bürgerkrieg größte Probleme hatten, auf Kathil wurde bekanntermaßen viel gekämpft. Und wo die Produktion von neuen Schiffen (derzeit nur Landungsschiffe) gerade erst wieder anläuft, bis hin zu Wangker Aerospace, die in letzter Zeit langsam wieder einen Fuß auf den 38 wirtschaftlichen Boden bekommen und zu diversifizieren gedenken und zudem hoffen, demnächst neue Modelle zu entwickeln. Mit Archernar BattleMechs beginnt dann der Teil über die Rüstungsindustrie. Über ABM erfährt man so z.B., dass man als neueste Anschaffung Albion Advanced Technologies and Products verbuchen konnte. Es folgen so bekannte Firmen wie Corean Enterprises, General Motors und Kallon Industries, womit am Ende Texte zu 13 großen Rüstungskonzernen entstanden sind. Über Robinson Standard Battleworks ist z.B. zu lesen, dass die Sandovals einen enormen Einfluß auf die Firma haben und so auch steuern können, welche Einheiten tatsächlich Produkte von RSB erhalten – natürlich nur im Austausch gegen entsprechende Gegenleistungen. Zum Schluß werfen wir nun einen kurzen Blick auf den Rules Annex. Wie immer finden sich neue Traits, Skills und Lifepaths für das RPG, komplett mit einer Übersicht über die verschiedenen Regionen der FedSuns und deren Auswirkungen auf Attributes, Skills, Traits und Modifiers. So gibt es die Skills Military Brat und Military Family, den neuen Skill Comm/FAX, wobei das FAX auch als Equipment auftaucht und die Lifepaths Stage 3: Academic und Stage 4: Outback Teacher. An neuer Ausrüstung tauchen neben der bereits angesprochenen FAX- Maschine eine Gefechtspanzerung für Infanterie, drei neue Gewehre von Federated-Barret und eine neue Pistole von Serrek Arms auf. Besonders die Thunderstroke II Gauss-Rifle verspricht einiges an Spielspaß, da hierzu ebenfalls Regeln für den Einsatz von Gauss-Infanterie im TableTop mitgeliefert werden. Es gibt diverse Hinweise zum Rollenspiel in den FedSuns, einiges an nützlichen Informationen zu Preise und Verfügbarkeiten von Waffen und Ausrüstung und so weiter, halt alles, was das Rollenspielerherz begehrt. Die meisten neuen Einheiten sind auch eher für Rollenspieler interessant, man bleibt hier weiter dem Grundsatz treu, keine BattleMechs in den Housebooks einzuführen. Stattdessen findet sich auch hier, wie schon in HBHS und HBHM eine „Blue Water“ Marine Einheit, in diesem Falle der Rapier-class Patrol Destroyer. Er kann 3 VTOL beherbergen, massives Unterstützungsfeuer liefern, da er auch Arrow IV an Bord hat oder als Erste-Hilfe Station dienen. Zwei dieser Monster passen in ein Mammoth Drop-Ship. Fazit: Handbook House Davion ist ein absolut geniales Buch, welches den Fans eine nahezu unglaubliche Bandbreite an Informationen liefert und zudem noch sehr spannend geschrieben ist. Chris Trossen hat sich hierbei selbst übertroffen und ich war und bin schlicht begeistert. Das Warten auf dieses Buch hat sich aus meiner Sicht gelohnt, und auch wenn ich vor einiger Zeit die Seiten gewechselt habe und jetzt das Licht Blakes gesehen habe, so spüre ich beim Lesen doch, dass ein Teil meines Herzens noch immer für die Vereinigten Sonnen schlägt. Noch mehr als Handbook House Steiner schlug mich dieses Buch in seinen Bann und ich freue mich schon auf meine gedruckte Ausgabe! Ich spreche hiermit eine unbedingte Kaufempfehlung aus. Was mir noch positiv aufgefallen ist, auch wenn die FedSuns seit jeher das Lieblingskind der Autoren und Entwickler gewesen sind, so findet man im Buch keinen Hinweis darauf, dass man hier den Davion-Fans extra viel neues Spielzeug oder sonstige Vorzugsbehandlung hat zukommen lassen. Auch dafür zolle ich den Machern meinen Respekt. Zu guter letzt möchte ich unbedingt auf Seite 120 verweisen, direkt vor dem AFFS Kapitel findet sich meine Lieblingszeichnung im ganzen Buch... Hanse Davion, der dem jungen James Kirk wie aus dem Gesicht geschnitten wirkt. Zum Schreien! Sehr geil! Was ist das Besondere an dem Beitrag von Jason Hardy? 39 Rezension zu Clanwächter Mit Clanwächter ist nun auch endlich der zweite Teil des Bear- Zyklus erschienen. Wieder dreht sich die Geschichte von Arous Brocken um den, aus dem ersten Teil schon bekannten, George Geisterbär. Nachdem es George im ersten Teil als Leibeigenen in die Geisterbären-Besatzungszone verschlagen hat, ist es auch nicht verwunderlich, dass die Handlung wieder hier stattfindet. Zu Beginn ist George immer noch ein einfacher MechKrieger, der aber seinen Sternkameraden ein ums andere Mal durch taktische und strategische Finessen aus der Patsche helfen kann. Doch das soll sich schon bald ändern. Bei einer Mission auf Mannendorf stirbt sein Sternenkommandeur im Kampf mit Söldnern aus der Inneren Sphere. So findet sich George eher als es ihm lieb ist an dessen Stelle wieder. Scheint seine Beförderung zuerst nur vorübergehend zu sein, so kann er sie doch schon bald durch einen Positionstest bestätigen. Damit werden ihm endgültig alle Pflichten eines Sternkommandeurs übertragen. George sorgt für eine weitere Umstrukturierung seines Sternes zu einem Scoutstern. Neben neuen Kriegern, denen er erst klar machen muss, was es bedeutet einen ScoutMech zu steuern, muss er sich auch noch mit Vorgesetzten und Kollegen auseinandersetzen, die ihm seinen Aufstieg nicht gönnen und ihm überall, wo es geht, Steine in den Weg legen. Dabei bemerkt George nicht, dass er sich eigentlich in viel größerer Gefahr befindet. Nachforschungen, die er über seinen Auftrag auf Mannendorf anstellte, brachten die Clanwache auf seine Spuren. Und niemand, der sich mit der Clanwache anlegt, kommt unbehelligt davon. So hetzen George und sein Sternhaufen von Planet zu Planet, immer auf der Jagd nach den Söldnern, die in das Geisterbärengebiet eingedrungen sind. Dass die wirkliche Gefahr in ihrer Mitte lauert, ahnt keiner von ihnen. Clanwächter ist, wie auch schon der erste Teil, äußerst unterhaltsam geschrieben. Wer die MechWarrior-Computerspiele schon einmal gespielt hat, wird sich schnell in den Gefechten wieder finden können. Gausskugeln, PPK-Blitze und Autokanonen scheinen direkt an einem vorbeizurasen. Arous Brocken versteht es meisterhaft, dem Leser das Gefühl zu geben, er würde selber zusammen mit George im Cockpit sitzen. Jedoch gibt es auch ein paar Kritikpunkte: Wie schon bei Katze unter Bären wird der Tabletop-Spieler und Universums-Kenner an einigen Stellen die Hände über dem Kopf zusammenschlagen. Zusätzlich dazu tauchen ab und an Rechtschreib- und Grammatikfehler auf, die man eigentlich vermieden haben könnte. Persönliches Fazit: Ich bin zwiegespalten. Zum einen mag ich dieses grellbunte MechWarrior-Gefühl, das ich beim Lesen der Kämpfe bekomme. Wenn ich es hier hätte, würde ich glatt mein MW4: Mercs wieder auspacken und losspielen. Ziemlich sauer stoßen mir jedoch die ganzen Fehler auf. Zum einen finde ich die Story irgendwie ein bißchen lahm. Kann auch sein, dass ich zwischendurch einfach den Überblick verloren habe wegen der ganzen Zeitsprünge, die Brocken durchführt. Die Beschreibung der Verfolgung der Söldner war zwar spannend, aber für meinen Geschmack viel zu schnell beschrieben. Ich hatte das Gefühl, als würde das Sprungschiff gerade einmal eine halbe Stunde unter einer Sonne hängen müssen, bevor es wieder springen kann. Das kollidiert ein bisschen mit meiner Vorstellung vom Universum. Auch dass der Todessprung anscheinend durchaus als Möglichkeit 40 angesehen wird, um einen Gegner auszuschalten, fand ich ziemlich merkwürdig. Die Clanner, die ich kenne, machen so was nicht. Clanner hingegen, die Sprungdüsen benutzen und ihre taktischen Möglichkeiten auszuspielen versuchen, anstatt einfach darauf zu vertrauen, dass ihre Panzerung und ihre Waffen besser sind... Respekt Herr Brocken, die haben sie wirklich überzeugend dargestellt. Wenn alle Clanner in der Invasion so gehandelt hätten, wäre die Innere Sphere jetzt erobert. Im Großen und Ganzen muss ich sagen, dass mir das Buch nicht so sehr gefallen hat. Ich werde wohl auch noch den abschließenden Teil lesen, einfach, weil mir die Mechgefechte sehr gut gefallen, aber die Fehler verderben mir ein klein wenig die Vorfreude darauf. Wer gerne mal wieder richtig viel Schwermetall, Laser und Schrott sehen will, ist mit Clanwächter aber durchaus gut bedient. 41 Rezension zu Total Warfare Das Erscheinen von Total Warfare war und ist wahrscheinlich eines der größten Ereignisse und Entwicklungen für Classic Battletech in den letzten Jahren. Um Euch einen umfassenden Eindruck des neuen Regelwerks bieten zu können, präsentieren wir in dieser Ausgabe eine weitere Rezension. Rezensiert von: Ron McClung Battletech ist ein Langzeitklassiker und ich gebe zu, dass ich ein wenig eingeschüchtert war, als ich es rezensieren sollte. Ich wollte dem Spiel gerecht werden. Battletech ist, trotz der Turbulenzen, die es in den letzten Jahren durchmachen musste, seit langem eine feste Größe in der Tabletop-Welt. Vom Brettspiel über Computerspiele, Metalminis und MechWarrior: Dark Age hat Battletech eine Menge verschiedener Inkarnationen hinter sich. Trotzdem ist das Universum hinter dem Spiel im Hinblick auf Story und Qualität sehr konsistent geblieben. Die Fans des Spieles sind sehr engagiert und respektable Spieler. Bisher hatte ich mich nur peripher mit Battletech beschäftigt. Damals in den 80ern hatte ich mir die erste Box des Spieles gekauft, weil ich dachte, es wäre cool. Aber ich fand keine Mitspieler und so landet die Box auf dem Regal, bis ich sie an jemand anderen verkaufte. Ich habe es nie wirklich gespielt. Allerdings habe ich die MechWarrior Computerspiele gespielt, die den Kern meines Wissens über Battletech bilden. Ich habe auch das futuristische Panzer Spiel Centurion aus FASA`s Renegade Legion-Reihe gespielt, das ähnliche Spielmechaniken aufwies. Da ich über Jahre hinweg Spiele-Conventions in Nord- und Süd-Carolina koordiniert habe, habe ich eine Menge Battletechspiele gesehen. Für eine sehr lange Zeit war es für mich ein Eckpfeiler der Convention. Ich rede hier über das echte, klassische BattleTech. Ich habe mit einigen Veteranen unter den Spielern geredet und die meisten waren sehr zufrieden und angetan von der Arbeit von FanPro. Dieses Buch scheint die Vereinigung harter Arbeit und Hingabe zum Spiel zu sein. Da ich kein erfahrener Spieler bin, kann ich keinen Kommentar zu Total Warfare aus dieser Sicht abgeben. Deshalb habe ich mit Dale Sission gesprochen, der seit 12 Jahren Battletech spielt und mir einen kleinen Einblick in seine Meinung zu Total Warfare gewährt hat. Das Interview mit ihm findet ihr im Anschluss an meine Rezension zum Buch. Inhalt: Battletech: Total Warfare ist ein dicker Batzen, der die meisten Regeln des alten Systems sowie viele der Erweiterungen und Errata bündelt. Es ist ein vollfarbiges Buch, das neben Massen an Material über das Universum, für Anfänger sowie Veteranen alle Regeln enthält, die man zum Spielen benötigt. Die Introduction gibt dem Leser eine Übersicht darüber, was TW ist, was es sonst noch für Material für Battletech gibt und wie das alles zusammenpasst. Dieser Teil ist besonders für Anfäger geeignet. Er gewährt einen Einblick in die Größe und Vergangenheit des Systems und des Universums. Von den verschiedenen Arten von Sourcebocks (wie die HardwareHandbücher) über die Record Sheets und Maps bis hin zu den Minis, werden die meisten, wenn nicht sogar alle Produkte, die irgendwie mit 42 Battletech in Verbindung stehen, erklärt. Ebenso fehlt es nicht an Informationen, wie man an diese Produkte herankommt. Nach der Introduction gibt es eine kurze, 3-seitige Zusammenfassung der Großen Häuser und Clans, die das Universum beherrschen. Eine der Sachen, die die Introduction betont, ist, dass Battletech als Tabletop startete. Alles, was man zum spielen brauchte, waren eine Karte (Map) und ein paar Spielsteine (Counter). Das ist auch heute noch so. Einige Leute trauen sich nicht zu spielen, weil sie von den komplexen Karten und Minis abgeschreckt werden. In meinen Augen gibt es keinen Grund hierzu. Wie gesagt, alles was man braucht sind eine Karte, die Datenbögen für die Einheiten und ein paar Spielsteine und schon kann man loslegen. Die Components-Sektion ist ein kurzer Abriss über die Einheiten, denen man auf dem Schlachtfeld begegnen wird. Darunter sind natürlich die Mechs, aber auch andere Bodenfahrzeuge, Raumschiffe, Landungsschiffe und normale Schiffe. Neben jeder Beschreibung findet man eine nette, farbige Abbildung eines Beispiels für das Fahrzeug. Es handelt sich um einen Grundkurs in Battletech- Technologie. Daran schließt sich die Erklärung der Record Sheets (die nicht im Buch enthalten sind, aber über die Webseite verfügbar sind), der Karten (die auch separat erhältlich sind) und anderer Spielkomponenten an. Abgeschlossen wird das Kapitel mit einer 2-seitigen Beschreibung der Organisation militärischer Einheiten im Battletech-Universum. Im Playing the game – Kapitel findet man die ersten Regeln, die zum Spielen nötig sind. Ich werde sie genauer im System-Teil dieses Artikels betrachten. Man kann aber jetzt schon sagen, dass sich die generellen Mechaniken des Spiels in den zwanzig Jahren, die es besteht nicht grundlegend verändert haben. In den nachfolgenden Kapiteln werden die Waffen und das Equipment, das verwendet wird, erklärt. Es gibt hier nicht nur einige Waffen, sondern auch eine große Bandbreite an Systemen, die zur Unterstützung im Kampf benötigt werden. Je nachdem, welchen Mech man steuert, variieren die Möglichkeiten, die man hat. Von Rakentenabwehrsystemen über ECM-Anlagen bis hin zu exotischen Nahkampfwaffen (einziehbares Schwert, Presslufthammer) und verschiedenen Computern zur Koordinierung von Taktiken findet sich hier alles, was das Kriegerherz begehrt. Abschließend werden verschiedene Manöver, die ein Mech durchführen kann (Rammen, Todessprung,...) erklärt und durchweg ausführlich erläutert. Verschiedene Kapitel über besondere Einheiten, wie zum Beispiel Protomechs, und deren besondere Fähigkeiten sowie Gebäude bieten weitere Möglichkeiten, Leben in das Spiel zu bringen. Dabei wird ebensowenig auf Regeln für Infantrie und Unterstützungsfahrzeuge wie auf Aerospace-Jäger verzichtet. Nochmals, ich kann nicht genug betonen, wie umfassend alles dargestellt wird. Creating Scenarios ist dazu da, es dem Leser zu ermöglichen selber Szenarios für sich und seine Freunde zu entwerfen. Es wird in das BattleValue-System eingeführt, um Fairness und Balance zwischen den Gegenern zu ermöglichen. Außerdem werden verschiedene Werkzeuge zum allgemeinen sowie zufälligem Erstellen von Szenarios erklärt und anhand von Beispielen vorgeführt. Die interessanteste Sektion ist in meinen Augen die Painting Miniatures-Sektion. So etwas habe ich mir schon gewünscht, als ich anfing, Tabletops zu spielen. Es ist ein riesiger Schatz an Tipps und Tricks, um Miniaturen zu bemalen. Zusammen mit den vielen, vollfarbigen Bildern von bemalten Minis im ganzen Buch, gibt dem Anfänger etwas, womit er sich lange beschäftigen kann. Es ist eine der bemerkenswertesten Hilfen in diesem Buch. System: Als ich das Buch mit der Post bekam, beschloss ich, dass ich mit ihm lernen wollte, wie man Battletech spielt. Ich konnte mich kaum an etwas von dem, was ich damals in der Box gelesen hatte, erinnern. Von diesem Standpunkt aus beeindruckten mich die Aufmachung und das erste Kapitel vom Fleck weg. Nachdem ich die Grundlagen über Mechs und das Universum verschlungen hatte, stürzte ich mich kopfüber in die Regeln. Wie weiter oben schon erwähnt, sind die Regeln das Produkt aus 43 mehr als zwanzig Jahren Playtesting und Entwicklung. Aber das Buch sollte auch eine vernünftige Einführung für neue Spieler sein, und das wollte ich jetzt testen. Eine Phase (der Kern des Systems) besteht aus mehreren Sequenzen: Initiative, Boden-Bewegung, Luft/Raumjäger-Bewegung, Angriff, Hitze und dem Ende der Phase. Jede Sequenz wird in einem eigenen Kapitel erklärt, das tiefergehende Informationen bietet. Dabei ist das Hauptaugenmerk auf Mechs gerichtet, aber die Regeln für Raumschiffe, Protomechs, Unterstützungseinheiten und andere Einheiten werden danach auch noch erklärt. Die Basiswürfe setzen sich aus 2 sechseitigen Würfeln zusammen. Schützenwürfe, Pilotenwürfe und andere wichtige Würfe, wie Bewusstlosigkeit oder kritische Treffer, werden mit diesen Würfeln bestimmt. Dabei hat jede Aufgabe einen Mindestwurf, den man entwerder erreichen oder überbieten muss. Es ist ein nettes, offenes Würfelsystem. Im Grunde genommen ist das System sehr einfach, aber der Teufel steckt im Detail. Besonders dann, wenn man andere Einheiten neben den Mechs einsetzt, wie zum Beispiel Luft/Raumjäger, öffnet sich ein komplettes, neues Kapitel an Möglichkeiten und Regeln. Am Boden basiert Bewegung beispielsweise auf Bewegungspunkten. Für Luft/Raumjäger basiert die Bewegung auf den Ort, an dem sie sich befinden: Im All, in der oberen Atmosphäre oder der unteren Atmosphäre. In jedem dieser Fälle setzen Luft/Raum-Einheiten Schubpunkte ein. Das System versucht die Effekte von Schub, keiner und geringer Gravitation mit möglichst simplen Spielmechaniken zu simulieren. Ich habe es bereits in den Renegade-Legion Systemen gesehen und es ist ein einfaches, elegantes System, das nur so kompliziert ist, wie man selbst es haben will. Der Kampf wird über einen Wurf geregelt, der sich aus dem Können des Piloten, der Waffe und ihrerer Reichweite, dem Terrain und verschiedenen anderen Komponenten zusammensetzt. Fliegende Luft/Raum-Einheiten haben besondere Regeln für den Kampf. Weitere Regeln enthalten Informationen zum Feuern auf fliegende Einheiten, genaues zielen und indirektes Feuer. Wie man für ein so altes System erwarten kann, wird keine Frage ausgelassen. Alles ist explizit erklärt und lässt sich einfach nachvollziehen. Die Tabellen sind übersichtlich und selbsterklärend. Schaden wird auf den Record Sheets vermerkt, nachdem die Trefferzone bestimmt wurde. Jede Waffe hat einen speziellen Schadenswert, der von ihrer Reichweite oder Feuerrate abhängt. Ein Record Sheet enthält ein Panzerungsdiagramm und ein internes Diagramm, auf dem auch kritische Treffer vermerkt werden. Kritische Treffer sind eines der wichtigsten Dinge in Battletech und werden auch dementsprechend ausführlich im Kampf-Kapitel behandelt. In der heutigen Spieleindustrie kann ein Spiel nicht für mehr als zwanzig Jahre überleben ohne einen soliden und eleganten Kern zu besitzen. Ohne Zweifel hat Battletech dies erreicht und sogar noch mehr. Layout: Die Artworks sind beeindruckend, das Layout gut. Sehr nützlich ist der Index, auch wenn ich der Meinung bin, ein zusätzlicher Glossar wäre eine weitere Verbesserung gewesen. Am Ende des Buches findet man nochmal alle für das Spielen notwendigen Tabellen. Die Tabs an den Seiten helfen beim Suchen eines bestimmten Kapitels. Zwischen den vielen Bildern von Mechs und Illustrationen von Regeln gelingt es dem Buch, dem Leser alle Facetten des Spiels deutlich zu erklären. Sehr nett sind auch die Kurzgeschichten zwischen den Kapiteln. Battletech ist schon immer ein riesiges Universum mit unendlichen Möglichkeiten für Geschichten gewesen und es ist gut von den Publishern gewesen, auch diesen Bereich mit zu integrieren. Jede der Geschichten behandelt eine spezielle Fraktion und ist auch mit dementsprechenden Artwork gestaltet worden. 44 Nachdem ich meine Meinung kundgetan habe, hier die Ansichten eines Veterans: Ron McClung (RM): Wie lange spielst Du schon Battletech? Dale Sission (DS): Seit etwas zwölf Jahren bin ich Spieler und Fan von Battletech. Ich habe alles vom „klassischen“ Battletech über MegaMek und die verschiedenen Simulationen des Systems gespielt. Ich habe sogar MechWarrior: Dark Age ausprobiert. RM: Was ist Total Warfare für Dich als Spieler? DS: Total Warfare ist für mich als Spieler die Wiederbelebung eines Spieles mit einem tiefen und reichen Hintergrund. Ich sehe es als Wiederbelebung an, weil es nicht wirklich eine Wiedergeburt oder etwas vollkommen Neues ist. Es ist immer noch dasselbe Battletech, aber mit ein paar neuen Entwicklungen. Erfahrene Spieler müssen nur die Tabellen aufschlagen und die Modifikatoren lernen und können direkt losspielen. Nachdem ich einmal durch das Buch geblättert hatte, konnte ich meine Mechs abstauben und wieder loslegen. Wenn man die erfahrenen Spieler fragt, enthält Total Warfare alle Regeln aus dem alten MaxTech. Wer CBT und MaxTech kennt, wird feststellen, dass sich TW nur in einigen Modifikatoren davon unterscheidet. RM: Was ist Total Warfare NICHT für Dich als Spieler? DS: Es ist keine vereinfachte Version von Battletech. TW ist seinen Wurzeln treu geblieben. Mann muss immer noch die gleichen taktischen Entscheidungen treffen. Die Regeln haben sich wirklich nicht sehr verändert. Anstatt zu versuchen, das Rad mit einem anderen System neu zu erfinden, ist es bei der Form geblieben, die die Spieler seit Jahren kennen und lieben. RM: Kannst Du uns etwas sagen, das Du am Meisten an dem Buch TW magst? DS: Es gibt viel Bonus-Material neben den Regeln. Zuerst wären da die wunderschönen Farbfotos von den Minis. Zweitens gibt es am Ende des Buches ein nettes Bemalkapitel. Die netten Kurzgeschichten geben dem Buch den Rest zu einer gelungenen Investition. RM: Gibt es etwas, das Du an dem Buch TW nicht magst? DS: Nicht wirklich. Es gibt nicht viel, was man an dem Buch nicht mögen könnte. RM: Warum sollte ein Neueinsteiger TW kaufen? DS: Es hat alles, was man braucht. Alle Regeln, der Hintergrund, Hilfen zum Bemalen von Miniaturen und Internetadressen für weitere Informationen. Wenn man vorher noch nie etwas von Battletech gehört hat und liest dieses Buch, hat man einen umfassenden Einblick in das Universum sowie die wichtigsten Regeln des Spiels gewonnen. 45 RM: Warum sollte ein erfahrener Spieler TW kaufen? DS: Aus Bequemlichkeit, ganz einfach. TW bündelt alles, was man braucht in einem Band. Es enthält die ehemals optionalen MaxTech-Regeln als Standard und deckt auch die Luft/Raum-Regeln aus dem alten AeroTech ab. RM: Was hältst Du vom Layout? DS: Das Layout ist sehr gut. Der Index schwächelt in meinen Augen ein wenig, aber man findet meistens das, wonach man gerade sucht. RM: Dein endgültiges Urteil? DS: Wie ich schon sagte, besitzt TW einen großen Wert für Battletech-Fans, seien es nun Veteranen oder Neulinge. Es erlaubt neuen Spielern einen einfachen Einstieg und bietet auch für den erfahrenen Spieler immer genug Erweiterungsplatz, um das Spiel auf Jahre spannend zu machen. Im Großen und Ganzen ist es in meinen Augen eine gelungene Revitalisierung eines Systems, welches im Bezug auf den Hintergrund auf dem Markt seinesgleichen sucht. Zusammengefasst kann man sagen, wenn TW ein Zeichen für ein Revival von Battletech unter FanPro ist, ist es ein gutes Zeichen. Das Buch ist beeindruckend und Dale hat Recht, alles was man braucht ist darin enthalten. Nachdem ich es gelesen hatte, hatte ich das Gefühl, einfach loslegen zu können. Alles ist erklärt und nirgendwo wird eine Frage offen gelassen. Ich sollte vielleicht anmerken, dass wir, wenn wir sagen, es ist alles drin, was man braucht, die Regeln meinen. Karten und Record Sheets müssen weiterhin extra gekauft werden. 46 Es ist ja nun ein Jahr her also haben wir uns entschieden, einmal nachzufragen, wie es unserem ersten Interview-Partner in diesen Monaten so ergangen ist. Dementsprechend präsentieren wir Euch hier den ersten von hoffentlich einigen solchen Texten, denn wir werden uns bemühen, in folgenden Ausgaben wiederum einen kleinen Beitrag über „das letzte Jahr“ zu erhalten. Somit übergeben wir das Wort an Kevin und wünschen euch viel Spaß beim Lesen: Kevin Killiany – Das letzte Jahr Vor einiger Zeit bat mich Björn etwas darüber zu schreiben, wie es mir in dem Jahr, seit mein Interview im Newsletter erschienen war, erging. Ich schob dieses Update lange vor mir her, weil ich damit beschäftigt war, andere Sachen zu schreiben. Oder besser, sie umzuschreiben. Wie diejenigen, die mein Live Journal kennen, wissen, musste ich 25% aus „Men of Earth“, meiner Kurzgeschichte aus „Doctor Who Short Trips: Desination: Prague“ herauskürzen. Obwohl der Chefredakteur und die BBC sehr zufrieden mit der Geschichte waren, wurde die Anthologie als Gesamtes zu lang. Big Finish musste also entweder ein paar der Geschichten rauswerfen, oder jeden Autor bitten, seine bereits akzeptierte Geschichte zu kürzen. Sie machten das Letztere. Einige Autoren mussten 500, andere tausend Wörter kürzen. Nachdem “Men of Earth” mit 12.000 Wörtern ziemlich groß war, wurde ich gebeten, sie um 3000 Wörter zu kürzen. Ich verwand viel Zeit darauf, Sätze neu zu strukturieren und Adjektive zu löschen. Dann realisierte ich, dass es keinen anderen Weg gab, als einen der Subplots komplett zu löschen. Mit 9000 Wörtern (im Moment, es kann sein, dass ich da noch was dran ändern muss) ist “Men of Earth” immer noch die längste Geschichte, die jemals in „Doctor Who: Short Trips“ erschienen ist. Neben Doctor Who versuchte ich auch in andere Märkte hineinzukommen. Ich glaube nicht, dass es den Leuten etwas ausmachen würde, wenn ich Euch das Folgende erzähle. Ich habe versucht sie davon zu überzeugen, dass ich englische Geschichten für DSA schreiben sollte. Sie waren sehr freundlich zu mir, auch wenn ich bezweifle, dass sie mich ernst nahmen. Ehrlich gesagt glaube ich, dass es einfach noch nicht genug englische Leser für so ein Projekt gibt. Noch! Ich wandte meine Liebe für Schwerter und Magie also einem anderen etablierten Spieluniversum zu. Ich habe schon verschieden E-Mails mit Chefredakteuren ausgetauscht, aber es gibt noch nichts Handfestes, also werde ich auch noch nichts versprechen. Wo wir gerade von Schwertern sprechen: meine “Star Trek Corps of Engineers” - Geschichte wird in der bald erscheinenden Grand Designs Anthologie enthalten sein. Ich habe es geschafft verschiedene, bekannte Elemente wie zum Beispiel Ritter, Aufseher und Adlige in einer Star Trek Geschichte unterzubringen. 47 2006 verbrachte ich auch einige Monate mit einer Geschichte, die ich unfertig zur Seite gelegt hatte. In den späten 50ern und 60ern ging meine Mutter mit “Voice of America” zuerst nach Angola und danach nach Ghana. In Ghana lernte sie dann meinen Vater, einen Texaco Öl-Ingineur, kennen und heiratete ihn schließlich. Sie bereiste die ganze Region und ich wuchs mit ihren Geschichten über das Land und die Leute sowie Stücken von der Elfenbeinküste, Benin und Ghana auf. Als ich mich dann entschied, einen romantischen Roman zu schreiben, erschien es mir nur natürlich, ihn an der Südküste von Westafrika spielen zu lassen. Ich hatte beinahe ein Drittel des Buches bereits zu Papier gebracht und den Hauptplot für das komplette Buch bereits in meinem Kopf. Dann begann ich meine Quellen zu überprüfen, ob meine Erinnerungen aus zweiter Hand auch akkurat währen. Zu diesem Zeitpunkt realisierte ich, dass man das Westafrika von vor sechzig Jahren nicht mit dem Westafrika von heute vergleichen kann. Ich stand vor einer schweren Entscheidung: Entweder würde ich bei meinen Erinnerungen bleiben und es zu einem historischen Roman werden lassen oder meiner Idee treu bleiben und Afrika so kennen zulernen, wie es heute ist. Natürlich entschied ich mich für Letzteres. Ich habe noch Monate an Recherchen vor mir, bevor ich diesem Land gerecht werden kann. Monate, die so lang werden warten müssen, bis ich meine momentanen Projekte beendet habe. Zu den MechWarrior: Dark Age und Classic BattleTech Fronten: Mein Roman “Wolf Hunters wurde im November veröffentlicht und von den Lesern begeistert aufgenommen. Meine letzte “Chaos Irregulars” Geschichte (bis 2008) wurde im Januar auf BattleCorps veröffentlicht. In der letzten Phase vor der Veröffentlichung auf BattleCorps sind “Djinn of Despair”, eine 39.000-Wörter-Fortsetzung die nach “Dragons of Despair” einsetzt, und “A Different Hope”, eine 10.000-Wörter-Geschichte über das Ende der Blue Star Irregulars. Ich habe keine Ahnung, wann sie veröffentlicht werden. Loren meint, er würde im Moment mit guten Stories überschüttet werde und mich da mit hinein zu schieben wäre schwierig. Gerade eben erwähnte ich meine momentanen Projekte. Ich bin etwa zu einem Drittel mit meinem zweiten media tie-in Roman fertig. Es besteht eine Verbindung zum Spiel, aber da die Firma noch keine offizielle Ankündigung gemacht hat, kann auch ich noch nichts verraten. Alles was ich sagen kann, ist, dass es sich um ein Projekt handelt, das mich sehr begeistert. Das wars soweit von mir. Außer vielleicht, das meine Frau Valerie und ich in der ersten April Woche unseren fünfundzwanzigsten Hochzeitstag feiern werden. Wir machen eine Kreuzfahrt in die westliche Karibik. Es wir unser erster Urlaub seit vierundzwanzig Jahren ohne Kinder sein. Das Newsletter-Team gratuliert zu diesem Ereignis und wünscht einen schönen und erholsamen Urlaub! Links: Kevins Live Journal http://kvaadk.livejournal.com Kurzgeschichte zu Docter Who: Short Trips http://www.bigfinish.com/drwho_books/ST20_destinationprague.shtml 48 Black Ghost, White Death ---[Kommunikationsprotokoll BW-03ZX-Alpha]--[Sicherheitsstufe Omega-78TR-LoM]-- [Inhalt streng vertraulich]-- Von: Adept-II-Sigma Jan An: Hauptkommando Betreff: Subjekt LJ-3-Alpha Auftrag ausgeführt. Subjekt wurde durch vereinte Anstrengungen ausgeschaltet. Sekundäres Ziel trotz Verlust der Objekte, erfolgreich ausgeführt. Die Celestials übertreffen alle unsere Erwartungen. Da wurde wirklich gute Arbeit geleistet. Blakes Wille geschehe Adept-II-Sigma --(Abgefangene Botschaft unbekannter Herkunft aus dem Northwind-System)-- Nachdem ich in der letzten Ausgabe von meinen Erfahrungen mit dem Vengeance Gambit berichtet habe, möchte ich an dieser Stelle das gleiche zu Black Ghosts, White Death, dem aktuellsten Command-Event machen. Auch diesmal hatte ich die Möglichkeit, in Kiel an dem Event teilzunehmen. Diesmal trat Word of Blake gegen die Northwind Highlanders an. Ein erster Blick auf die Aufstellungen, begeisterte mich sofort. Die Blakisten führten eine komplettes Lvl. II C3i-Mechs sowie drei weitere Mechs ins Feld. Zwei davon waren aus der neuen Celestial OmniMech-Serie des WoB, die im Jihad Hot Spots 3072 vorgestellt werden. Die Highlander stellten ihnen eine gemischte Kompanie Mechs und Panzer entgegen. Auch hier gab es einige Besonderheiten, war doch Loren Jeffreys in einem Rifleman persönlich an der Schlacht beteiligt. Das einzige Ziel, das ausgegeben worden war, war den Gegner komplett zu vernichten. Wir konzentrierten uns darauf, unsere C3i Einheiten möglichst vorteilhaft zu platzieren. Das bedeutete, dass wir unseren Viking, der mit MMLs ausgerüstet war, im Hintergrund in Deckung brachten. Unsere sprungfähigen Mechs versuchten währenddessen, ihre erhöhte Mobilität zu ihrem Vorteil zu nutzen. Ansonsten näherte sich alles, was nicht zum Fernkampf geeignet erschien langsam den vorrückenden Highlandern. Um das Netzwerk optimal nutzen zu können ließen wir unseren durch einen kurzen Schlagabtausch leicht beschädigten Preta vorstürmen. Er sollte als Spotter für das C3i-Netzwerk dienen. Er erfüllte seine Rolle ganz gut und leitete ein paar LRMs sicher ins Ziel. Im Gegenzug wurde er aber so schwer beschädigt, dass sein MD-Pilot K.O. ging und die nächsten Runden erstmal nicht wieder aufwachte. Das war der Zeitpunkt an dem wir beschlossen, dass es eine gute Idee wäre Loren Jeffreys aus seinem Rifleman zu befördern. Also schossen sich unsere Mechs auf das Ziel ein und katapultierten 49 den generischen Kommandeur so auch schließlich aus seinem Mech. Die Highlander ließen sich davon aber überhaupt nicht beeindrucken und beförderten unseren Greif mit ins Jenseits. Unser nächstes Ziel war ein Thunderhawk der Highlanders, der unsere Truppen ernsthaft bedrohte. Also begab ich mich mit meinem Seraph in den Nahkampf. Irgendjemand musste dem Söldnerpiloten ja mal zeigen, was die neuen OmniMechs wirklich drauf haben. Mit vereinten Kräften gelang es uns, den Thunderhawk niederzuringen. Leider ging dabei auch der Seraph drauf. Aber nicht durch interne Schäden sondern durch den Tod des MD-Piloten, der einfach weggecrittet wurde. Die Schlacht wogte unverändert weiter. Schließlich gelang den Highlandertruppen der Durchbruch durch unsere Schlachtreihe. Wir zogen uns langsam zu unserem immer noch hinten stehenden Viking zurück, um ihnen möglichst geballte Feuerkraft entgegensetzen zu können. Dabei verloren wir noch unseren Orion. Bei unserem Rückzug setzten uns die vorderen Elemente der Highlander, ein Hercules und ein Grand Titan dann doch noch ganz schön zu. Unser Legacy konnte aber doch den Hercules ausschalten, so dass er keine weitere Gefahr mehr darstellte. Auf der anderen Seite, fiel unsere rechte Flanke aber doch ein, nachdem ein gegnerischer Kingfisher unseren Tempest vernichtete. So stand unser Salamander ziemlich alleine da. Die letzten Runden brachten aber doch noch einige Überraschungen. So erlangte der todgeglaubte Preta-Pilot das Bewusstsein wieder. Aber nur, um im gleichen Zug vom Blood Asp der Highlander zu Altmetall verarbeitet zu werden. Im Gegenzug erwischte unser Salamander noch einen War Dog. Ich habe wieder sehr viel Spaß bei diesem Event gehabt, auch wenn wir wieder verloren haben. Aber diesmal war es aus meiner Sicht sehr viel knapper als noch beim Vengeance Gambit. Ein weiterer Punkt, der mir das ganze versüßt hat, war, dass ich gemerkt habe, wie viel Regeln und Taktik innerhalb des letzten halben Jahres gelernt habe. Hatte ich damals beim Vengeance Gambit 1 in Hamburg fast gar nichts im Kopf, konnte ich diesmal die Zielzahlen schon fast mühelos im Kopf berechnen. Ich freue mich jetzt auf jeden Fall auch schon auf Vengeance Gambit 2, das im Oktober stattfinden wird. 50 Das Anröchteconprojekt – mehr als eine Erinnerung Galateaconvention 2006 – Wie so oft saßen Battletechspieler aus ganz Deutschland neben den Fights an der Platte beisammen und schwelgten in Erinnerungen an die Zeiten in Anröchte. So wurde die Idee geboren, diese Convention wieder aufleben zu lassen, aber diesmal vereinsübergreifend. In der Woche nach der Convention wurde eine Seite online gestellt und ein Forum eingerichtet. Wenige Wochen wurden Ideen eingestellt und dann schlief das Projekt wieder ein. Galateaconvention 2007 – Wieder saßen diese Spieler zusammen und der Wunsch, Anröchte zu reanimieren war wieder im Mittelpunkt. Dieses Jahr ging man jedoch ans Eingemachte: es wurde eine Liste ausgelegt, in die sich jeder eintragen konnte, der bereit ist, für Anröchte in Vorkasse zu treten um dieses Projekt voran zu treiben. Mit Erfolg: im Moment liegt der Betrag bei 870€ und wir alle hoffen, dass sich im Forum der Seite noch mehr Willige finden, denen die deutsche Battletechszene am Herzen liegt und die ihren Teil dazu beitragen wollen, eine Erinnerung wieder aufleben zu lassen und neue Erinnerungen zu schaffen. Abgesehen von den Erinnerungen an die früheren Conventions hat die Lokation den Vorteil, dass sie relativ zentral liegt und eine gute Verkehrsanbindung hat. Es ist ruhig gelegen und neben den großen Hallen, die alle ohne Verlassen des Gebäudes erreicht werden können, umfasst das Gelände noch einen großen Vorplatz, der in der Vergangenheit immer zum Zelten genutzt wurde. Es ist dort möglich zu grillen und ca. 2 Minuten Fußweg entfernt ist ein Supermarkt. Die Parkplatzsituation ist ebenfalls optimal. Im Bürgerhaus in Anröchte finden auch sonst größere Veranstaltungen statt, wie LAN Partys und Konzerte. Der erste Kontakt zu Anröchte ist bereits hergestellt und das Wochenende vom 25. bis 26. August 2008 ist ins Auge gefasst. Viele Chapter der verschiedensten Vereinigungen (Team Trueborn, Mechworld, Mechforce) sowie freie Chapter haben bereits Ihr Interesse bekundet oder unterstützen uns bereits. Und nun kommst Du ins Spiel: Wir brauchen Dein Feedback bezüglich Deines Interesses und Deine Beteiligung, wenn Du magst. Diese Convention kann nur stattfinden, wenn vorher das Interesse groß ist (und auch nicht bis zum Termin wieder abflaut) Links: www.battletech-convention.de 51 Zehn Jahre Galatea Convention Dieses Jahr hieß es zum zehnten Mal Galatea Convention in Essen und ich war stellvertretend für den BT-Newsletter und somit für Euch dabei. Veranstaltet wurde das Ganze von den Kell Hounds, einem ca. 15 Jahre alten Chapter aus Essen und Umgebung. Die Galatea ist eine vereinsunabhängige Convention, deren Ziel es ist, Spieler aller Vereinigungen und Communitys an einen Tisch zu bringen. Am Freitag den 02. März 2007 gingen im Jugendzentrum Papestraße in Essen die Tore auf und ein tolles Wochenende mit Battletech und netten Leuten begann. Da ca. zwanzig Chapter oder auch siebzig Leute anwesend waren, konnte keine Langeweile aufkommen. Auch Spieler, die alleine angereist oder gar zum ersten Mal da waren, fanden schnell Anschluss. Während der Freitag ausschließlich für Chapterfights und nettes Beisammensein verplant war, fand am Samstag das 120t-Turnier statt. Gewonnen haben hierbei: 1. Platz: Patrick Ulrich (Kell Hounds, Mechworld) 2. Platz: Stephan >>Imp<< Riesener (Fighting Urakai, Mechworld) 3. Platz: Thorsten Hürter (Fighting Urakai, Mechworld) 4. Platz: Björn Dewenter (Kell Hounds, Mechworld) Somit teilen sich die Kell Hounds die „Best of four“ mit den Fighting Urakai und die Pokale bleiben in Nordrheinwestfalen. Im Anschluss an die Siegerehrung wurde ein „heidnisches Mondfinsternisgrillen“ zelebriert. Während noch einige kleinere und größere Fights bis in die späten Morgenstunden andauerten, saßen andere in Gruppen zusammen und tauschten Erfahrungen und Erinnerungen aus. Auch über das Anröchteprojekt (siehe www.battletech-convention.de) wurde viel gesprochen und gerade bei diesem Thema kamen viele ins Schwelgen. Am Sonntag wurden langsam die Zelte abgebrochen und letzte Gefechte geschlagen. Es hieß Abschied nehmen und den Kurs wieder Richtung Heimatsystem setzen. Es war ein sehr schönes Wochenende mit viel Lachen und Reden und vor allem Battletech in familiärer Atmosphäre. Auch nächstes Jahr heißt es wieder „Galatea“; diesmal zum elften Mal! Der Termin ist im Forum der Galateaconvention unter http://66949.rapidforum.com/ nachzulesen. Ich hoffe mal, Euch dort nächstes Jahr auch über den Weg zu laufen. So long Eure Ela 52 Hannover Spielt! 31.03.2007 bis 01.04.2007 Auch dieses Jahr fand (logischerweise in Hannover) die „Hannover Spielt!“ statt. Die Lokation war die Bürgerschule in Hannovers Nordstadt. Neben diversen Rollenspielen wie zum Beispiel Das schwarze Auge oder dem Kartenspiel Munchkin und anderen Spielen hatte auch Battletech einen Raum, in dem Spieler zusammenkamen, um ihr Hobby zu präsentieren. Die Mechforce hatte ein Szenario um den Jihad vorbereitet und auch die Mechworld war mit zwei eigens hergestellten Geländebauten augereist: eine Eislandschaft, die mit Maßband bespielt wurde und eine Arena, in der ein Destruction Derby stattfand. Der Raum war gut gefüllt und sogar zwei aktive Damen saßen dort, um Gegner aus ihren Mechs zu schießen! Auf den Fluren waren diverse Verkaufstände aufgebaut, wo man Spiele und Zubehör sowie Met und dazugehörige Tonbecher und –Kannen erwerben konnte. Hier sei vor allem „Pegasus Spiele“ genannt, welche zudem auch Förderer der „Hannover Spielt!“ sind. Es fand eine Tombola statt, bei der man kleinere Sachpreise gewinnen konnte, mit dem Hintergrund, sich auch mal andere Spielsysteme anzuschauen. Wer am Samstagabend noch in Tanzstimmung war, erhielt mit der Eintrittskarte freien Eintritt im Madclub in Hannover Mitte. In diesem Jahr fanden hier auch die deutsche und die europäische Mechwarriormeisterschaft statt. Veranstaltet wurde diese von „Wizkids“ und „Pegasus Spiele“. Es war im Großen und Ganzen eine interessante Veranstaltung und wer nicht mal überall geschnuppert hat ist selber schuld ;) . 53
textdata/thevault/BattleTech [multi]/LANG/[DE]/Offizieller deutscher Newsletter/Classic Battletech - Official German Newsletter #05.pdf
1 The Social Distance Collective This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit www.goodman-games.com or contact [email protected]. 2 Quarantine continues and so does QuaranZine! Inspired by Goodman Games’ release for free of the classic funnel “A Portal Under The Stars” as part of the DCC Quick Start rules, we decided to create our own brand new funnels for you to run for friends and strangers alike. All the adventures are designed to fit in the usual 4- hour convention slot, and we’ve tried to stay true to that fantastical, genre-bending, DCC-style. Each of these adventures contains everything you need to kick-start a new campaign or introduce a group of new players to the magic of the DCC system. Much of the RPG world is still stuck at home without much to do, but since the last volume was released, some of us found we were able to do more gaming than ever! With so many more people getting their game time online, we had more opportunities to test out our homebrew. Life always manages to get busy, but the DCC RPG community once again banded together to make a homemade zine celebrating the game that we've been prevented from playing in person for now, and maybe raising a bit of money for a good cause in the process. The following content is pulled directly from our home games, creative projects, and isolation-addled minds, and we hope it helps entertain you through this insane timeline we're currently stuck in. Any proceeds from sales of this product will go to GiveDirectly, a highly-rated charity that sends the money directly to families in need of assistance to pay basic living expenses through a special COVID- 19 fund (visit https://www.givedirectly.org/covid-19/ for details or to donate). Our first issue raised over $450 for COVID relief, and we look forward to adding to that number with this edition. Thanks for reading, stay safe, and please STAY AT HOME until it's safe to adventure once more! - Judge Stefan & Judge Yossarian PS - We welcome feedback on the adventures, fun stories of how you used our content, and interest in contributing to a future volume; just email [email protected] ! Each article, art & associated material, is copyright 2020 by their respective artists & authors. If you would like to include, copy or use a derivative of the work, please contact the original creator. Original release: October 2020 3 Contents Insectoids from Outer Space… 4 Crypt of the Pickle Witch... 31 The Immortal Ooze Engine… 46 The Return of Mongumandu… 70 Prose: Boson Au, Mat Biscan, Judge Yossarian, Stefan Surratt Editing: Stefan Surratt Art: Boson Au, bygrinstow, Steven Gomez, Davin Kluttz, Diogo Nogiuera, David Persinger, Stefan Poag Layout: Stefan Surratt 4 5 INSECTOIDS FROM OUTER SPACE! A level 0-1 DCC RPG adventure By Mat Biscan Illustrations and Cartography by Stefan Poag and Steven Gomez Cover Art by Davin Kluttz Playtesters: Morgan Lemel, Nick Polydoros, David Schnoll, Kurt Lynette, Tom Colley, Matthew House, Davin Kluttz, Erik Flom, Allen Schneidewent, Stanislav Ivanov, Timofey Barakhovsky, Georgy Sokolov INTRODUCTION This is a DCC RPG module for 12-24 0-level or 4-6 1st level characters. The PCs must escape an abduction by alien insectoids who snatch them and their fellow villagers to suck their brains for food. There are multiple endings and a possible patron to serve. BACKGROUND An intelligent species of alien insectoids evolved millions of years ago to reach the stars. Establishing their colonies inside asteroids, they convert the interior into their hive and install insectoid technology to transform the space rock into a spacecraft. Their Queen pilots the ship with her incredible brain as they search galaxies for sentient life to feed on. Due to the size of each colony and the ease with which they multiply an insectoid infestation can potentially wipe out life on an entire planet. 6 Insectoids feed on the brains of intelligent life. Their vision is bad, even worse in bright light, which will scramble their antennae. The antennae is their most important organ, used for scanning for brain waves, manipulating insectoid silk, and communication through pheromone detection. Insectoids do not fear death as their numbers are strong. They live and die for the colony. The Queen is large-sized. A sack hangs from the end of her enormous physogastric abdomen where wet, sticky, fertilized eggs drip from. She can sense brain waves on a planetary scale from a lightyear away. She pilots the ship with her incredible brain, connected by tentacles to an organic engine created from advanced insectoid technology. Drones are medium-sized. They are the defenders of the colony, with thicker carapace and larger claws to grab and crush victims and decapitate prey before sucking their brains out. They are the only other insectoids that can fly besides the Queen. Drones fertilize eggs, and when they are finished, the Queen will eat them. Workers are medium-sized and the most common. They have larger mandibles used for carrying eggs and livestock and constructing and maintaining the hive ship. They can spit a silken webbing used for hive construction and wrapping and storing prey for the long space journey. They’re job is to tend livestock, keeping it sedated and fed with glutinous sugar which they produce inside their proboscis. The sugar can keep the brains of prey alive for long periods of time, allowing the hive to survive in deep space where food sources are scarce, but travel is necessary. Nymphs are small-sized. They live in the burrow networks connecting the deepest parts of the hive, feeding on leftover brain material and flesh. They metamorphose into adults within 30 days. 7 Grubs are small-sized. They feed on flesh and bone before metamorphosing into nymphs. They are insatiable and in large numbers are very dangerous. They metamorphose into a nymph within 10 days. Mutants are the prey of the Queen who have given her their fealty in exchange for their lives. They’ve betrayed their kind and now unquestionably serve and obey the Queen. Over time the corruption of her influence slowly mutates their bodies to look more like an insectoid. PC Intelligence: Optionally, target characters with the highest Intelligence rather than the lowest Luck. Insectoids can detect brain waves and the more intelligent brain, the louder the signal is. As the Judge, ask each player the Intelligence scores of their PCs and mix it up with Luck scores for targeting them. Brainwave Scan: Adult insectoids scan for brain waves with their antennae up to 60’. When PCs attempt to sneak or do something that would require not causing attention, the PCs must make DC 12 Intelligence checks to avoid being detected. Insectoids have poor vision but can find prey with their antennae. Bug Parts: Creative players may attempt to use insectoid body parts. The shells and chitinous parts are durable and last a long time but the fleshier pieces decompose. PCs who want to use bug parts are only able to get one off each insectoid: ● Insectoid Antenna (worker or drone, manipulate insectoid silk) ● Insectoid Mandible (worker, 1d4, melee) ● Insectoid Sugar (worker, 1 hp when ingested, -1d for one action) ● Insectoid Shell (drone, +1 AC, shield or helmet) ● Insectoid Claw (drone, 1d6, melee) 8 PLAYER START Have players go around the room and share what their characters do in the village. Ask them follow up questions. Get them to build up the village and care about it. Once the players have done this, give them a depiction of a normal, unexciting day at it’s end, just before the invasion. When you are ready, read the following: A thunderous crack from the sky woke you up. It was just before dawn. You looked outside to see mountainous rock had crushed into the ground where the markets are. You left your hut to inspect the damage, as did your neighbors. Panic settled in quickly, as terrifying swarms of shadows poured from the craters of the monolith; the townsfolk found themselves the targets of a chaotic raid. Something hit you and knocked you out. The last thing you remember seeing was an insect the size of a man. 9 10 AREAS OF THE MAP Map Features: The asteroid hive ship interior is covered with prismatic crystals, infused with colorful bioluminescence providing enough light for the PCs to see as if in candlelight. Insectoids use this bioluminescence as a communication channel using the color of the light it emanates. The asteroid stone is black and porous. Each lair of the hive is connected by a main tunnel network, big enough to carry prey through. However, there are smaller burrows, some big enough for PCs to crawl there, inhabited by nymphs. Each square on the map is 20 ft, if it matters to you. Inspecting Burrows Any PC attempting to crawl into a burrow must make a Luck check. On failure, they are surprise-attacked by a nymph currently in the burrow for 1d3 DMG, no combat initiative is rolled and the nymph runs away unscathed. On success, no nymph is present and the PC ends up temporarily lost in the burrow system, even if they have only stuck their heads in it. The amount of antennae activity in the borrows is so intense that those who unwittingly venture in become confused and time seems to pass much slower for them. Have the player set that PC aside for now; they can emerge from the burrows confused some point later in the adventure, at the Judge’s discretion. Forgotten characters left in the burrows will eventually be eaten by nymphs. Insectoid Nymph: Init +3; mandibles +1 melee (1d3); AC 14 (shell); HD 1d3; hp 1; MV 30`; Act 1d16; SV Fort +2, Ref +4, Will +0; AL C. Another alien species has been snatched by the insectoids and are among the captured villagers where characters find them. We encourage creating your own alien species, but have 11 provided one below. Roll 3d6 for each stat if and when they are needed. Otherwise, use the stat block for Gray-skinned Alien. If a Gray-skinned alien becomes a level 1 character, treat them as a small human and have them learn a new language. Gray-skinned Alien Init 0; Atk Punch (1d3); AC 12; HD 1d4; MV 25`; Act 1d20; SV Fort -1, Ref +2, Will +2; Languages known: alien; Area 1 - Holding Pens: The PCs themselves have been snatched, tied up, and ready for processing. They have been left unconscious in a holding pen. The room has many of these holding pens, but this is the last group that needs to be processed for livestock. Before the PC awake, describe to the players one or two dream sequences showing an insectoid raid on the alien species. When the table has completed the visions read the following: You wake to find yourself trapped in a pen with your neighbors. The air is cold and lit by a red luminescence that looks alive on walls around you. White cables or rope hold you securely inside. Everyone’s hands are bound by the same thing. Looking further out into the larger chamber, you see more of these pens. They are all empty, except for a body slumped on the ground. The insectoids have already moved villagers from the other cells to storage in Area 7. PCs looking for hidden doors notice a portal on the floor in the center of the lair. This opens up to the village below. It can only be opened by killing the Queen or from the Engine Room in Area 6. If the body is inspected, it is a wise village elder named Yoin. He looks like he struggled and has a large hole in his head with his brains sucked out. PCs can attempt to get out of their bindings with a DC 15 Strength check or the bindings can be cut by something sharp 12 without a check. Allow PCs to have anything from their list of items on them if it’s no bigger than a dagger, but they need help getting it out of their pocket or must make a Luck check if they remembered to keep their lucky dagger in their boot. Allow only a few PCs to get out of their bindings before they are interrupted by 4 workers. The workers can open the pens with their antennae. If all PCs are recaptured, move them to Area 7 and put them in the honeycomb chambers. Insectoid Worker: Init +1; Bit +1 melee (1d4) or Silk SP or +1 Sting melee (1d3) SP; AC 14 (shell); HD 1d5; hp 3; MV 30’; Act 1d20; SP Silk ranged 40’ DC 12 Ref save, on a fail target is entangled in a silken net; entangled characters can spend an action to try to escape with DC 15 Strength check; SP Sting victim must pass a DC 14 Fort save or -1d for 1d4 rounds; SV Fort +2, Ref +1, Will +2; AL L. Area 2 - Junk Piles: The lair is filled with heaps of junk raided from countless alien planets by the insectoids. A lot of it is unrecognizable, broken, or decomposed. Though, there are things found by a PC looking for something useful. Have them make a Luck check. On a success, roll 1d30 on the Random Useful Junk Table. 13 Random Useful Junk Table: When a PC attempts to use unknown alien technology and fails they must roll a Fumble (d12) until they succeed with it. Describe alien technology to the best of your ability without giving it away. d30 Random Junk 1 Broken sword (1d5-1 melee) 2 Pogo stick 3 Metal box filled with 4d6 small bearings, nuts and bolts 4 25’ worn rope 5 Rusty metal sheet with a handle (AC +1, shield) 6 Leather sack filled with rocks (1d4 melee) 7 Solar-powered flashlight (12 hour battery life) 8 Pipe wrench (1d6 melee) 9 Damaged space helmet (AC +1) 10 Double-headed shovel (2d3 melee) 11 A plastic storage box with 1d4 glass vials filled with a a blue-color liquid acid (2d6 per vial) 12 60’ of nearly indestructible fibrous cable 13 Flak jacket (AC +2, Check Penalty -1, Fumble Die d8) 14 Holographic replicator (as Mirror Image p. 182 DCC core book, 3d3 charges) 15 Exploding ball (3d5, throw, 10` explosion radius, anything killed by the explosion is incinerated; ball recombines itself after exploding; all fails are fumbles d16) 16 Hydraulic arms (+2 Strength modifier bonus) 17 Enormous Bone (1d12 melee, -5 move) 18 Teleporter with a small pressure switch teleports the user to a random location 50’ away when pressed 19 Grenades (1d10, 20’ explosion radius, 1d6 grenades) 20 Curved golden blade with a black leather hilt (two- handed, 2d6 melee) 21 Laser gun (1d3, exploding 3s, ranged, 2d10 charges) 22 Resizer rifle with red switch on the side that changes the charge between shrinking and growing a target by half or twice their size; pointed outward shrink (+2 AC, HP and DMG halved), pointed inward grow (-2 AC, 14 HP and DMG doubled); duration 1d4 rounds, range 100’, 1d5 charges) 23 A futuristic metal sword hilt with a button that activates a laser blade when pressed (3d4, melee) 24 Jetpack that flies briefly with 1 charge up to 1000’, has 2d8 charges 25 Crystal prism that casts the following spells: Chromacast p. 35, Devour p. 38, Plant Growth p. 40, Quaranzine Vol. 1 or a 1st, 2nd, and 3rd level spell from the DCC Core Book 26 Heavy space battle armor (AC +3, Check Penalty -3, Speed -5, Fumble Die d16) 27 Biometric helmet that forms to the wearers face and appears in the shake of the wearer’s skull and shoots lasers from the eye sockets, 2d5 ranged, +1 AC, SP infravision 28 Portal gun that fires 2 shots, each the entrance and exit of a portal; this effect lasts for 1 day, with 1 use per day 29 Missile launcher (2d10 ranged 5000’, 1d4 missiles) 30 Sapphire ring that casts magic from the Return Magic to Mystery spell table p. 32 Hobomicon #2, or a random spell from the DCC Core book or any other source material Area 3 - Hive Crossways: A bridge made of knotted and thick white webbing reaches out into the darkness, held on the other side by who knows what. The rope-like bridge looks narrow, uneven and difficult to walk along. The echoing sounds of squirming and chewing are rising up from below the rope. Ahead, only the sounds of the group moving and talking echo forward. The bridge extends over 100` over a pit. Insectoids can crawl across it with ease but humanoids who haven’t trained themselves on a tightrope would have a very difficult time traversing it, requiring a DC 10 Agility check to successfully cross. On a fail, the unlucky PC will fall 30’ below into the Grub Mass in Area 4. No falling damage is taken as they land on the soft, squishy bodies of grubs, however they are immediately attacked by the grub mass, and one per round for each round in it (1d6-2). 15 Reward player creativity (such as allowing an antenna to manipulate the bridge for a safe crossing or someone's acrobatic), however crawling does not make the DC any easier. Halfway over the bridge, PCs will notice that it leads to a platform, where they will see 2 insectoid drones and the 3 tunnels that lead to Areas 5, 6, and 7. The drones won’t become aware of the group until they reach the platform. Insectoid Drone: Init +0; Atk Claw +2 melee (1d6) and Grab (SP); HD 2d6; hp 7; AC 14; MV 20’; Fly 20’; Act 2d20; SP Grab on a successful attack target must pass a DC 12 Strength check or be incapacitated. Grabbed PCs can be crushed for 1d3-1 dmg as an action without an attack roll; PCs must use an action to escape; SV Fort +2, Ref +2, Will -1; AL L. 16 Area 4 - Grub Mass: Any PCs falling into the nursery are eventually eaten by hundreds of hungry grubs, as the grub mass attacks immediately and will always attack first in combat rounds regardless of initiative rolls. The grub mass automatically rolls for damage on each PC within it at the top of each round (1d6-2). PCs can use their action to escape into one of the many burrows in the walls (see Map Feature) or climb the walls with a DC 12 Strength check, or stand and fight (probably a bad idea!). Insectoid Grub Mass: Init 0; Atk bite (auto 1d6-2); HD 2d50; hp 55; AC 8; MV 5’; Act 3d16 (per target caught in the mass); SV Fort +5; Ref -5; Will +5; AL C Area 5 - Insectoid Nest: This larger lair has dozens of burrows of various sizes along the walls and ceilings. The ground is littered with bones and debris. You see a large man with crazy eyes holding the claw from one of those bugs. He's pressing his fingers up to his lips to shush you as you enter this lair. Next to him is what appears to be a little gray-skinned humanoid with huge black eyes on an oversized head. “They’re sleeping,” he says as he points upward. If the group makes a ruckus while in this room, make a brain wave scan. On a failed check 4d6 workers come out of the burrows to chase the PCs out of the nest. They don't follow if the PCs flee from the area. The man is able to tell the PCs the following: ● He’s from the village, he’s Clegan the big, burly baker! ● He calls his gray humanoid friend “Moop” because that’s all it says ● He tried to escape in the burrows with some of the other villagers, but only he and Moop survived ● He hears voices in his head telling him to join the colony ● He saw the insectoids bring you into the ship through the entrance in Area 1, but doesn’t know how it opens 17 ● He says he thinks the fleshy thing in Area 6 powers the rock somehow ● He’s says there is a giant bug in a lair up ahead, it freaked him out so he ran this way Area 6 - Astroid Hive Engine: In the center of this small lair rests a pulsating mound of pinkish flesh. One wall has five small, irregular shaped knobs jutting out of it, and every once and awhile one of the knobs pulsates with bioluminescence (magenta, blue, green, purple and yellow). Four thick tentacles rise from the top of the pinkish flesh mound and into small ports in the ceiling. PCs searching for hidden doorways notice two on the opposite sides of the lair. One is a secret door opening to Area 8. The other is a hidden sleeping lair with 2 Insectoid Mutants inside, who will join the queen if combat is initiated with her, so long as they are alive. The pinkish flesh is the asteroid hive ship engine. It is organic (3d20 HD; hp 36) and if damaged a green acid explodes from it (1d6, 10’ range), melting flesh to the bone and damaging the floors. If the engine is destroyed the hive ship begins to rumble as the systems become overloaded; steam shoots from burrows, killing nymphs and other insectoids inside; the bioluminescence in the ship’s surfaces shifts from red to yellow; a loud, repetitive click is heard in each area. The ship explodes in 1d50+10 minutes, killing everything inside and destroying the village below. If any PCs are paying attention the yellow knob is now bright orange. Destroying the engine angers the Queen who detaches herself from the connectors and her abdomen, allowing her to move from her lair. She arrives in the Engine Room to inspect and shut down the system; she tries to kill the PCs and won’t converse with them; the two mutants in the elevator join the fight when she is at half hp. Should she kill the party she overrides the system and the workers make repairs. 18 Engine Controls Magenta Knob: The PCs hear heavy sounds of rock and stone grinding and feel vibrations below their feet; in Area 4 the floor of the nursery opens up to the village below, dumping the grub mass on top of it; the grubs eat everything they land on. The floor will close back up, and raise itself up to the platforms, replacing the bridge. Blue Knob: Opens the entrance portal on the floor in Area 1 Green Knob: The hidden doorway on the other side of the room slides open revealing a make-shift bedroom with 2 insectoid mutants inside. The bedroom is reminiscent of bedrooms you see in the village huts. Purple Knob: Opens up the hidden doorway to the queen in Area 8. Yellow Knob: Safety button that shuts down the system if overloaded. Otherwise when pressed it makes a click sound and flashes orange. Insectoid Mutant: Init +0; Atk claws +4 melee (1d8) or +2 to cast a spell; AC 13; HD 4d8; hp 18; MV 30’; Act 2d20; SP: spellcasting (see below). SV Fort +3; Ref +2; Will +5; AL L. Spells known: Silk (+2 spell check, Level 1 spell Insect Queen Patron); Sting (+2 spell check, level 2 spell Insect Queen Patron); Mind Probe (+2 spell check, level 3 spell Insectoid Queen Patron) Area 7 - Livestock Storage: The lair walls are lined with honeycomb chambers. Most of them are sealed with a white wax. Few are opened and empty. You notice a bug crawling back into one of the empty honeycombs and disappear. The bug crawls into a burrow. The surfaces of the room are clean, as this is the storage area for their food. If PCs wish to inspect honeycombs, roll 2d4 for how many honeycombs appear to have something inside them. For each investigation of a honeycomb, roll on the Honeycomb Chamber Table. 19 Honeycomb Chamber Table: Roll 1d4; Villagers and aliens are unconscious when found but can be woken up without needing to make a roll. d4 Honey Chamber 1 Dead body - Nymph attack! (1d3 dmg immediately, nymph runs away) 2-3 Villager 4 Alien Area 8 - Insectoid Queen: This lair is huge, inhabited by a gargantuan bug - thick legs, armored thorax, an enormous abdomen dripping with wet eggs into a huge pile next to it. Four tentacles reach from its head and disappear into the ceiling. It turns its attention to the group. The Queen can speak in any language telepathically, and can understand any language, having absorbed knowledge of intelligent life after feeding on their brains. PCs who try to resist her will only amuse her, as she is incredibly intelligent, fearless, and strong. Before she attacks, she will offer the PCs an opportunity to join the colony. Any PCs that accept her offer are immediately stung by her and must roll on the Insectoid Mutation Table and she becomes their patron (see Insectoid Queen Patron). If combat is initiated, all mutants are compelled to protect the colony, rather than their village and friends. She will repeat the offer to join the colony if the PCs are losing or to try to spare her own life. Refusal to join the colony will amuse her and initiate combat. At the start of combat, the queen uses 1 action to teleport in the 2 insectoid mutants from the secret elevator in Area 6 if the mutants were not killed earlier. These minions will not attack unless combat is initiated. 20 d6 Insectoid Mutation Table 1 Mandible nubs appear on the gums 2 Chitinous skin patches 3 Tiny, useless wings tear from skin on the back of the shoulders 4 Antenna nodules sprout from the forehead 5 One hand hardens into a claw 6 Small proboscis forms in the throat Insectoid Queen: Init +5; Atk Claw +2 melee (2d4) or SP Telepathic Sting +4 (1d6) or Enfeebling Sting (1d4); HD 6d10; hp 33; AC 12; MV 10’; Act 3d20; SP Rage; SP Fly; SV Fort +6, Ref -2, Will +10; AL C Telepathic Sting: The queen pierces the mind of a victim, causing searing pain in their brain; Victim’s use AC 10 + Intelligence modifier to defend against this attack. Enfeebling Sting: The queen’s stinger is inside her proboscis, it extends out like a bullet up to 20` in front of her; On successful hit, victim must make a DC 12 Fort save or become weakened until the end of combat (-1d). Rage: If all the Queen’s eggs are destroyed, she will immediately go into a rage until combat is over; While enraged, all non-magical damage to her is halved and she cannot use her Telepathic Sting attack. Fly: (MV 50’) If the queen becomes detached from her abdomen, she will spread her wings and fly. Insectoid Eggs: HD 1d100; hp 55; AC 6; SP Queen’s Rage PCs damaging eggs angers and frustrates the Queen; she is unable to use her Telepathic Sting in the same round the eggs are damaged and turns her attention immediately to them. If all the eggs are destroyed she, her Rage is initiated (see Insectoid Queen SP rage). 21 Insectoid Queen Abdomen: HD 2d10; hp 11; AC 8; SP Explode The Queen’s abdomen is squishy and easy to hit, but she doesn’t need it to live and can use an action to detach from it (and the cables), enabling her to Fly. If the abdomen is destroyed, it explodes; all within a 20 ft range of the abdomen must make a DC 14 Ref save or take 1d4 acid damage. CONCLUSION The Queen Is Dead! The PCs open and find the hatch to escape in Area 1. The workers initiate the asteroid hive ship auto-pilot. It slowly levitates up into the sky, disappearing into the clouds and never to return. The Engine Explodes! The asteroid hive ship explodes, obliterating all inside and the entire village below. Escaped! The asteroid hive ship flies off into the atmosphere in a flash, with a loud crack just as it arrived, with all the villagers inside. The PCs discover there is no one left except for them, the village ransacked of all life and valuables. 22 23 INSECTOID QUEEN PATRON The Queen demands loyalty; to form a bond with her one must accept a part of her inside them and over time they metamorphose into her vision. She demands minor acts of fealty related to feeding her brains and enslaving intelligent beings or she eats them instead. Invoke Patron Check Results 12-15 The Queen probes the planet on behalf of the insectoid mutant, alerting them of the current location of the target they seek. 16-19 The Queen sends telepathic pheromones that invigorates the insectoid mutant, healing their wounds for 1 HD per CL. 20-23 The Queen sends telepathic pheromones that invigorates the insectoid mutant and the rest of their party, healing all wounds for 1 HD per CL. 24-27 The Queen sends her drones in aid; 1d3+1 drones teleport next to the insectoid mutant until combat ends. They attack all enemies of the colony within their space. (See Insectoid Drone stats from Insectoids from Outer Space!) 28-29 The Queen’s grubs are starving; she teleports a grub mass to an area size of 40’ x 40’ that the insectoid mutant points at for 1 round per CL. (See Insectoid Grub Mass stats from Insectoids from Outer Space!) 30-31 The Queen teleports to the caster’s location, flying and without her abdomen. She remains for 2d6 rounds during which time she fights ferociously. (See Insectoid Queen Stats from Insectoids from Outer Space!) 24 32+ The Queen teleports to the caster's location, flying and without her abdomen. She remains for 2d6 rounds during which time she fights ferociously. The caster gains +6 bonus to Intelligence as long as the Queen is present. (See Insectoid Queen Stats from Insectoids from Outer Space!) PATRON TAINT: INSECTOID QUEEN When patron taint is indicated for Insectoid Queen roll 1d6 on the table below. When the caster has acquired all taints they will have become a mature insectoid mutant and this will no longer be required. 1. The caster grows wings; at first they are small and useless but eventually grow into usable wings allowing them to fly (MV 50’) in 30 days. 2. The caster grows small mandibles from their mouths; at first they are useless but grow into full mandibles in 30 days, allowing a 1d20 bonus Act Bite (1d3). 3. The caster grows a small proboscis from their throat; at first it is useless but it grows into a full proboscis within 30 days; the caster now has a taste for brains and can only eat brains for sustenance once the proboscis is matured. Eating a human-sized brain that has not been dead for more than a few minutes will heal the Mutant 1d4 hp. 4. The caster’s hands turn into claws; at first their fingers begin to fuse but morph into a full set of sharp claws (1d8, Act 2d20) in 30 days. 5. The caster’s skin becomes chitinous; at first they have small patches but these grow into fully armored chitin in 30 days, granting a +2 AC bonus, a -2 Ref save penalty and losing all their body hair in the process. 6. The caster grows antenna nodules on their head; they eventually grow into fully formed antennae in 30 days and provide light in the darkness; the caster can also use them to mark things with their pheromones or do Brain Wave scans. 25 PATRON SPELLS: INSECTOID QUEEN The insectoid Queen grants three unique spells for colony mutants. Level 1: Silk Level 2: Sting Level 3: Mind Probe SPELLBURN: INSECTOID QUEEN 1 The insectoid Queen needs brain synapses for energy, extracting a small portion of energy from the mutant from afar (expressed as Intelligence, Stamina, or Personality loss). 2 The insectoid Queen demands a special brain for sucking. The mutant is granted the spellburn bonus, but must find a victim with an intelligence of at least 9 to give to their queen. This victim is picked up by the colony within a day after processing. Until this sacrifice is made the insectoid cannot regain burned stat points. 3 The Queen requires the ancient dance of a thousand swarms; time slows and space pulls apart around the caster, who instinctively knows how to perform the complex dance of its insectoid ancestors, maneuvering sharply through the patterns. Upon completing the invocation, the mutant appears back in normal time and space. No time seems to have passed, though it finds itself weakened by the exertion of the ancient dance patterns, using whichever ability score points for spellburn. 4 The mutant falls to its knees as it vomits out wet, slimy insectoid eggs, leaving them exhausted from exertion (expressed as Stamina, Agility, or Strength loss). 26 SILK 1 Lost, failure, and patron taint. 2-11 Lost. Failure. 12-13 The insectoid mutant produces a 50’ strand of silk that can be used as a rope for climbing or binding. The silk can be broken with a Strength test against the DC roll result. The silk strand is temporary and deteriorates over a period of days. 14-17 The insectoid mutant produces mendable silk that can be used for one small, non-permanent structure or object, such as rope, a cage that could fit a small sized dog, or a face mask and gloves. 18-19 The insectoid mutant produces sticky globules of silk that they can spit or throw. One medium-sized target up to 50’ away must make a Ref save or be caught up in the globules. Strength check DC roll result to break free as an action on their turn. 20-23 The insectoid mutant produces sticky globules of silk. Target one large or three medium-sized targets within 5` of each other. Strength check DC roll result to break free as an action on their turn. 24-27 The insectoid mutant produces thick globules of silk. It can be shaped and hardened immediately into a bludgeoning weapon or tool for 1 hour per CL before disintegrating. (1d10+CL melee). 28-29 The insectoid mutant produces thick globules of silk. It can be shaped and hardened into armor for +1 AC per CL for 1 hour per CL before disintegrating. 27 30-31 The insectoid mutant produces copious globules of building-grade silk. It can be used to construct a simple structure no bigger than 15’ x 15’ for up to 1 day per CL before disintegration. The material is strong and would take a Strength check against the result to break. 32+ The insectoid mutant produces copious globules of building-grade silk. It can be used to construct a complex structure no bigger than 50’ x 50’ up to 1 day per CL before disintegrating. The material is strong and would take a Strength check against the result to break. STING 1 Lost, failure, and patron taint 2-11 Lost. Failure. 12-13 Failure but the spell is not lost. 14-15 The insectoid mutant produces a poison that could be applied to any weapon or their claws (+1 DMG per CL) that poisons a target for 1 turn. 16-19 The insectoid produces a single dose of poison in a bubble from their mouth or proboscis. The poison can incapacitate a target for 1d3 + CL rounds upon ingestion or absorption through the skin with a DC 11 + CL Fort save. The poison can be applied to an item or weapon, and can last in a glass vial or equivalent for up to 3 days before expiring. Insectoids are immune. 20-21 The insectoid mutant produces a single dose of serum in a bubble from their proboscis. The serum can heal 1 HD upon ingestion. The serum can last in a glass vial or equivalent for up to 3 days before expiring 28 22-25 The insectoid mutant spits acid that can eat through one inch of metal or stone and eats away at flesh (1d4 per CL) of one target for 1d3 rounds. 26-29 The insectoid mutant vomits acid that can eat through one inch of metal or stone and eats away at flesh (1d4 per CL) up to 3 targets within 10’ of each other for 1d3 rounds. 30-31 The insectoid mutant’s body bursts with foul-smelling acidic poison. All within 5’ range of the insectoid mutant take 1d4 per CL damage. 32-33 The insectoid mutant’s body secretes a foul-smelling acidic poison for 1d3 + CL rounds. For every successful attack on the insectoid mutant the attacker takes 1d4 + CL damage in return. 34+ The insectoid mutant’s body secretes a foul-smelling acidic poison for 1d3 + CL rounds. For every successful attack on the insectoid mutant the attacker takes 1d4 + CL damage in return. Additionally, the attacker must make a Luck check; on a failure their weapon is destroyed by the acid in the poison. 29 MIND PROBE 1 Lost, failure, and patron taint. 2-11 Lost. Failure. 12-15 Failure but the spell is not lost. 16-17 The insectoid mutant penetrates one target’s mind; they writhe in pain and make their next action with -1d. 18-21 The insectoid mutant penetrates one target’s mind; they writhe in pain and make their next action with -1d. Additionally, the target takes 1 damage per CL to one of the following ability scores chosen by the insectoid mutant: Intelligence, Stamina, Personality. 22-23 The insectoid can read the surface thoughts of one target. If the target is about to attack the insectoid gains +1 AC per CL as they know the target’s next move, or the insectoid gets +1 per CL towards their next attack against the target or the target forgets their action for 1 round. 24-26 The insectoid can read the surface thoughts of multiple targets (1 per CL). If the target is about to attack, the insectoid gains +1 AC per CL as they know the target’s next move or the insectoid gets +1 per CL towards their next attack against the target. 27-31 The insectoid probes deeply into the mind of one target and learns its deepest, darkest secrets or next moves. If the target is about to attack the insectoid gains +1 AC per CL as they know the target’s next move for the next 1d3 rounds or the insectoid gets +1 AC per CL towards their next 1d3 attacks against the target. 32-33 The insectoid probes deeply into the mind of all targets in the area and learns their deepest, darkest secrets. If the 30 targets are about to attack the insectoid can relay this information telepathically to the rest of the party; the party gains +1 AC per CL as they know the target’s next move for the next 1d3 turns or the insectoid mutant party gets +1 AC per CL towards their next 1d3 attacks against the target. 34-35 The insectoid mutant invades the mind of a target, controlling their brain and body while the target is conscious, for 1d3 + CL minutes. DC Will save against the result. 36+ The insectoid mutant invades the mind of a target, controlling every part of their brain and body while the target is still conscious, for 1d3 + CL minutes. DC Will save against the result. Additionally, once the insectoid leaves the target’s mind, they take 1 permanent damage per CL to one of the following ability scores chosen by the insectoid mutant: Intelligence, Stamina, Personality. 31 THE IMMORTAL OOZE ENGINE 32 A level 0-1 DCC RPG adventure by Stefan Surratt Cover Art: Diogo Nogueira Illustrations: David Persinger Cartographer: David Kluttz Playtesters: Boson Au, Mat Biscan, Kalvin Buenting, Spenser Dudgeon, Eric Flom, Alex Forchia, James Harlan, Matthew House, David Persinger, Chris Rice, Dan S, Matt Robertson, Chris Zank INTRODUCTION This adventure is a Dungeon Cradle Classics RPG adventure intended for 12-24 0-level or 4-6 characters of 1st-level. The adventure concerns a 300-foot-wide ooze that roams the land, absorbing everything it touches. At the center of the ooze is a lighthouse which rises out of the top of the ooze while on the move. This slow-moving threat must be stopped. Will the party find the riches of all those absorbed, or become another collection of slimed bones? BACKGROUND The Immortal Ooze Engine was created as a means to an end by the grand thaumaturge Irlyntuk. He sought to make right his blighted homeland and made a foolish pact with a demon known as Icandra, Pontiff of the Joyless. The pact made way for Irlyntuk’s greatest arcane accomplishment, that is now both his sanctum and his prison. His body has fully gelatinized, leaving Irlyntuk only capable of keeping his humanoid form by wearing a full-body leather suit that feeds him via tubes that inject him with a paste made from the ooze’s victims. Currently, Irlyntuk pilots the great ooze across the land, absorbing all life that it touches. He uses the Immortal Ooze Engine to process and extract both raw material and intellect from its victims, though he is unable to fully comprehend the 33 many disparate minds. He still seeks to add to his collective knowledge even though he no longer remembers why. PLAYER START Begin the adventure by reading the following: A great, blinding beam of light affixed its gaze on you as you slept last night. You did not know what it was but quickly rose from your slumber and attempted to flee this strange hunter. After dawn broke, you saw a massive, gelatinous predator. The beam originated from a lighthouse that emerged from a great ooze that looked to have a girth of two or three hundred feet. After hours of running, the monstrous ooze finally stopped and the great eye that gazed upon you began to slumber. The tower descended deep into the ooze; it’s bulbous peak now resting just above the water, seemingly the only hopeful means of entry. Now is your first, and perhaps only chance, to end this before this strange creature awakens and begins its chase once again. THE ABYSSAL LAKE Area 1-1 - A Placid Shore: The ooze seems to have stopped in the middle of a small lake that you passed in the early morning hours. A layer of water now rests above it, you can see many fish swimming near the surface in between fallen trees and other detritus. The peak of the tower is a hundred and fifty feet away from where you stand, ankle deep in what was once the edge of the lake. A small fisherman’s shack rests nearby, but it is now partially submerged in the risen waters. The ramshackle wooden shack is about 10’x 10’ and filled with about 2 feet of water. There are two row boats outside that are tied to a short pier that is now underwater, but the oars have floated away. Each rowboat has an AC 12 and 15 hp. The row boats can fit up to 12 people but will be incredibly cramped. 34 PCs searching the shack can make Luck checks to find useful items in the disorganized shack or in the mucky water. The cabin contains 2 fishing poles, a fisherman’s short bow and 5 arrows, a tackle box full of fishing lures, a leather pouch with a serrated knife (1d5 dmg), a 15’ square weighted fishing net (- 2 melee, 0 damage, target is entangled requiring a DC 12 Reflex save to escape or DC 16 Strength check to destroy), one coil of rope 50’ long, a flask of whiskey, and two spare oars. 35 Area 1-2 – Lake of a Thousand Corpses: The tower’s domed peak sits above the water. Thankfully, no light can be seen from inside it so the great eye that was seeking you out must be at rest. As you row closer to the spire, detritus begins to float closer to your boat. Bones, sparsely covered in muscle and stinking like rancid jelly, rise from the waters and swarm around you. The dissolved victims of the ooze begin to rend your craft apart. There is about 10’ of water over the top of the ooze. The ooze contains a thousand corpses that envy the living and seek to steal the life from any they encounter. When the PC’s craft is about 50’ away from the tower’s dome peak then the Hands of the Claimed attack, seeking to tear apart the craft and pull all the PCs down to their deaths in the depths of the ooze. It will take 4 more rounds of steady rowing to reach the tower unless the PCs focus their efforts on gaining speed via Strength checks to rowing or some other clever roleplay. Anyone in a rowboat who fights using melee needs to make a DC 8 Reflex save to avoid falling overboard. Any who fall in the water will be pulled down into the ooze within 2 rounds unless a DC 12 Strength check is made to pull themselves or be pulled back into the boat. Hands of the Claimed (1 per water vehicle): Init +3; Atk rend +3 melee (1d5+1); AC 10; HD 3d8; hp 13; MV’ 20 or swim 30’; Act 1d20 special; SP rends all targets within 20’ x 20’ x 20’ volume, half-damage from non-area attacks, un-dead traits; SV Fort -2, Ref +5, Will +5; AL C. Area 1-3 - The Gazer’s Prison: The bulbous dome of the tower peaks out of the waters, with a narrow walkway encircling it. The tower is constructed of frosted glass and wrought iron, but there is no obvious doorway or entry portal. A 3’ wide walkway encircles the 40’ wide dome peak. There is no door to the inside of the tower, but glass panels can be removed with a DC 6 Agility check or broken with a single attack to create an entrance. 36 Inside this 40’ wide circular room is a pungent, bulging mass of veiny muscle and eyes, far too numerous. The monstrosity is bound in chains that lash it to the walls and ceiling. Thick pipes rise up from far down the tower and are forcibly lodged into the underside of this turgid horror and fetid yellow pus dribbles down around the pipes and chains. 37 An iron cage elevator, eight feet in diameter, hangs by chain over a wide hole. Within arm’s reach of the elevator is a lever on the floor. A few feet away is a second identical hole. A vertical chain disappears down the hole into darkness. The monstrosity is an Elder Brain that has been completely dominated and broken by Irlyntuk. Once PCs create an entrance to the interior and begin peering into the room then the creature will sense their presence and telepathically probe all creatures present, requiring a DC 15 Will save from them. All who fail take 1d4 temporary Int damage and feel like they have been evaluated as one would livestock. The dominated Elder Brain will only do this once to each individual unless attacked. If attacked, it will continue to telepathically probe any attackers until it is safe or dead. It has 31 hp, AC 14, +6 Fort, automatically fails Ref saves, and +8 Will. Up to 12 humanoids can fit in the elevator at a time, but it would be so cramped that movement would be impossible. The gaps in the cage elevator allow PCs inside the elevator to reach the activation lever. The lever activates the cage elevator’s descent. However, the lever has a hidden button on the grip that hides a poison needle. The needle will inject itself into anyone not correctly gripping the lever. A DC 10 Intelligence or find traps check reveals the trap in the grip. Anyone hit must make a DC 10 Fort save or take 2d6 poison damage. If a PC dies then all of their flesh and muscles will dissolve into a pinkish-yellow liquid, leaving behind bones and the PCs inventory. Area 1-4 - The Tower’s Throat: Your descent is accompanied only by the clinking of the chains that hold the elevator. Another vertical chain can be seen across the tower interior, also clinking as it ascends up to the apex of the tower. The vertical pipes in the center of the tower bulge with build-up from the pus that drips down around them. From the lumpy growths, strands of muscle and flesh extend out to 38 the walls of the tower’s interior, growing thicker and more common as your descent continues. While the cage elevator descends, a second one will ascend. The chains that hold the two elevators are connected and constructed to that one elevator can always be at the top and another at the bottom. In this area and after, there is no natural lighting and a torch or similar lighting will be needed to see. The fleshy “ropes” vary in size, between 3” to 12” in width. They crisscross throughout the tower’s interior. The lumpy build-up from dried ichor dripping down from the subjugated Elder Brain. The strands have become the homes of the parasitic Hateful maggots that feed on the hatred the Elder Brain has for Irlyntuk and Icandra, and its envy of those who are free. Three of these ropes will catch the elevator mid-descent, however, if the PCs are in the second elevator that was not initially present in 1-3 then they bypass this encounter. Once caught in the ropes, the chain will continue to crank. For every round that the elevator remains stuck then it will cause it to fall 10’ once it is released from the flesh ropes, due to slack in the chain. All those inside the elevator take 1d6 bludgeoning damage unless they can make a DC 6 Reflex save. Those who successfully save are able to brace themselves against the elevator and take no damage. If any ropes are cut then hateful maggots, lamprey-mouthed creatures approximately 2 feet in length, will burst out and attempt to devour any nearby living creature. If more than 8 people occupy an elevator at once, then it will be so cramped that two-handed weapons can only be used at - 2d and one-handed weapons at -1d. Hateful Maggots (2 per cut rope): Init +2; Atk bite +1 melee (1d3 + anticoagulant); AC 7; HD 1d6; hp 3; MV’ 15; Act 1d20; SP anticoagulant (DC 10 Fort save or wound bleeds until 39 bound or healed. Each wound causes the loss of 1 hit point per round); SV Fort -2, Ref +2, Will immune; AL C. Area 1-5 - Reclamation Chamber: The cage elevator finishes its descent and opens into a 50’ diameter circular room that looks to be entirely made from black iron. At the center of the room is an embossed metal machine in the shape of a half-sphere. The strange machine is dotted with round bubble windows and large pipes that seem to draw solid material from the ooze and transport them through different pipes. Some of the more rusted pipes in the room are leaking a yellowy-pink liquid onto the floor. There are two circular doorways in this room. Both of these circular doors are shaped like a mechanical iris and have a lever to the right. A pipe near the door to the north has broken open and that door is deeply crusted in filth and rust. The door to the east is much cleaner, albeit mildly rusted. You can hear rumbling and hissing coming from past this door. The machine in the center of the room sucks different material from the ooze and sends the materials through different pipes for processing. The bubble windows on the machine allow one to peer into the depths of the ooze and see countless creatures and objects being slowly dissolved. If PCs examine the embossing, paraphrase the following in the way you believe the PC would interpret the pictographs: The machine is embossed with pictographs that show a story of a man who made a pact with a demon for great power, the demon taking everything except power away from the man, the man binding the Great Eye monstrosity, constructing this structure, growing the ooze, the process of the Great Eye monstrosity evaluating targets, the ooze absorbing a village, the processing and extracting of raw materials from living bodies, and the piping of that material to a great chair in which an imposing figure sits. Characters with arcane or religious training may make a DC 12 Intelligence check to recognize the demon as Icandra, Pontiff 40 of the Joyless, who is known for having deserted from Nimlurun’s templars of filth. The door to the east leads to 1-6 and will open if the lever is pulled. The door to the north leads to 1-7 but is in such a state of disrepair that the nearby lever cannot open it. If using a crowbar or similar tools, then a DC 23 Strength check may be made to force open the door in its current state. If a strong acid or similar agent is used to remove the crusty filth and rust, then the lever will work. Anyone who touches the yellowy-pink liquid dripping from the pipes will need to make a DC 13 Fort save. Failure results in 1 damage, but either way the appendage that came in contact with the ooze has its bones mildly gelatinized to the point of being more akin to cartilage than bone. The judge should adjudicate this depending on the affected body part. A single finger may suddenly feel like it is made of jelly, legs may result in a movement speed reduction, or arms may result in some actions being performed at -1d. However, a gelatinization may be as just beneficial as it is detrimental. An individual may gain the bonus of fitting in spaces too tight for a normal body, becoming resistant to acid damage, or other bonuses as the Judge adjudicates. Area 1-6 - Ancillary Arcanum: The room is crowded with more dark and rusty pipes that make its size difficult to determine. The pipes interconnect to many different pieces of machinery, such as open vats, boilers, centrifuges, cooling tanks. The clamoring machinery hisses and groans against its age. The organization of machinery turns the room into a series of metal corridors. The machinery in this chamber refines and extracts all material absorbed by the ooze. All the pipes eventually lead to other rooms except for a single disposal pipe that sends unwanted material back into the ooze for further dissolution. Strong acids can be found in many vats and boilers, which could be used to unseal the door in the Reclamation Chamber that leads to 1-7. 41 If the PCs sabotage the machinery or cause extensive damage, then a cautious Irlyntuk will emerge from his chamber and arrive 1d3+1 rounds later to investigate and attempt to fix the machinery. However, any PCs who try to sabotage components might cause them to burst. Unless a DC 10 find traps or Intelligence check is made to determine what the safest course of sabotage is then the machinery violently explodes. The saboteur must make a DC 10 Reflex check to avoid 1d4+1 damage from the bursting machinery. Enterprising PCs can find various items stuck in pipes by opening maintenance hatches or by fishing them out of open vats. Have each PC roll a 1d10 + Luck modifier. Count duplicate results as equivalent gp x5. 1d10 + Luck mod Result: 0 or less Inheritor Parasite attacks before moving down the pipe. DC 10 Ref save or take 1d3 dmg 1 Glass eye 2 Prosthetic hook hand (as dagger) 3 Hand manacles chained to leg irons 4 Mirror face mask 5 4 silver horseshoes (20 sp each) 6 2d14 gold teeth in half-melted dentures 7 Open iron flask filled with ooze acid 8 Mithril cutlass (as longsword) 9 Jade bee talisman (+1d Fort save once per day) 10 Iron warhammer with “DEAD” embossed on the hammerhead’s face. +1d4 damage to the living. -1d4 damage to un-dead. 11+ Magical Moustache (DCC Annual p. 186) A hand-written note can be found on the floor near some boiler control valves. It says, “Remember! Flush the machinery and clean it with acid at least once a week! Too many things are getting stuck in there and the impure paste isn’t as potent!” 42 After the third check to find an item, several Inheritor Parasites crawl out of different pipes, vats, and other machinery to attack. They are a “offspring” byproduct created by Irlyntuk’s fusion with the Immortal Ooze Engine. They want to absorb organic material to add to their own mass. These creatures resemble puddles of flesh and ruined bones covered in a multitude of horrific visages. Inheritor Parasite (3): Init -2; Atk engulf +3 melee (1d3 acid + slime) or spittle spray +2 missile fire(1d3 acid + slime, range 15’); AC 9; HD 2d8; hp 9; MV’ 20; Act 1d16+1d12; SP slime (DC 12 Fort save or retch for 1d3 turns. -2d to all rolls while retching), darkvision 20’; SV Fort +4, Ref +0, Will -2; AL C. The noise of a loud fight (or sabotage) will alert a victim of the ooze that is stuck in the pipes. A maintenance hatch on the pipe can be opened, allowing the PCs to see a man stuck against a mesh grate inside the pipe. He was incorrectly processed by the great engine, which has allowed him to survive while all 43 his bones have been melted and extracted. His name is Tomas Fletcher. He was hunting a stag in the forest when the ooze rolled over him. He can describe being pulled by a current into the center of the ooze and then being sucked into a large pipe before getting stuck here. While he was being “processed” he briefly experienced the thoughts and memories from various woodland animals that were also absorbed. While he is now effectively a boneless blob, he thinks this change is quite chipper about the whole situation and what possibilities it brings to his life. If asked to help, he could squeeze into the door to 1-7 and force it open. Area 1-7 - The Wizard’s Cockpit: The 20’ x 50’ rectangular chamber is dominated by a large reclined chair made entirely of pipes that sits in the center of a raised platform. The walls of the room exude rusty piping that flows down to the floor and form the chair in the center of the room. A humanoid form rests in the pipe chair, completely sealed in a full-body suit made of dark leather with golden filigree. Fleshy ropes connect pipes from the chair to various points throughout the figure’s body. The figure rises from its chair; arcane sparks flare from the figure’s body as tubes disconnect from his suit, hissing, popping, and dripping ooze. A gust of wind ushers forth from behind you, forcing you into the room and shuttering the door behind you. “Good. I haven’t had any visitors in a long time. The great engine always dissolves the bones before I can get to them, and I do need some replacements.” He begins to lurch towards you. Irlyntuk’s bones have dissolved over the course of his long communion with the great ooze, but the Immortal Ooze Engine dissolves all claimed bones during processing. He is intravenously fed life-sustaining paste via the tubes connected to his suit. In addition to sustenance, he is also fed the knowledge and memories of those that the ooze absorbs, which grants him extra actions. However, all the added knowledge has made it difficult for him to focus and cannot act with anything better than a d14. Irlyntuk will have already cast gust of wind to force all the PCs into the room, which will also 44 cause the door to close unless it was propped open with a sturdy object. In the second round of combat, an Inheritor Parasite will emerge from some of the piping on the ground and defend its progenitor. Irlyntuk, Host of Many Forms: Init +0; Atk; AC 13; HD 4d8+4; hp 22; MV 15’; Act 3d14; SP spellcasting (spell check +7, spells known: (level 1) choking cloud, flaming hands (as spouting acid) (level 2) levitate, Nythuul’s porcupine coat (level 3) gust of wind), resistant to acid, darkvision 30’; SV Fort +3, Ref -6, Will +6; AL C. Inheritor Parasite: Init -2; Atk engulf +3 melee (1d3 acid + slime) or spittle spray +2 missile fire (1d3 acid + slime, range 15’); AC 9; HD 2d8; hp 9; MV’ 20; Act 1d16+1d12; SP slime (DC 12 Fort save or retch for 1d3 turns. -2d to all rolls while retching), darkvision 20’; SV Fort +4, Ref +0, Will -2; AL C. CONCLUSION If Irlyntuk has been slain and no one is controlling the engine it will begin to catastrophically fail after 1 turn. Pipes will burst and boilers will erupt, causing the interior to begin flooding with the caustic ooze. The only way to prevent this is for someone to don the communion suit and sit in the pilot’s seat, which will automatically reattach the flesh tubes to the suit and re-engage systematic control of the Immortal Ooze Engine. The new pilot will also begin to receive knowledge concerning the function of the machinery and some latent memories of Irlyntuk’s life. Much of the machinery is still in dire need of repair. Without further intervention, the engine will break down in 3d7 months. However, if the PCs slay Irlyntuk and the great engine is destroyed then the gods of Law will reward all survivors with +1 Luck. If the imprisoned Elder brain is freed then it will worm its way away from civilization until it can find a deep, dark home for itself. There is a cumulative 1% chance each day that Icandra, 45 Pontiff of the Joyless, discovers that her “gift” to Irlyntuk is now free and will come to subjugate the Elder Brain. As a Type III Demon, Incandra will be able to easily accomplish this and will then learn of what the PCs have done in this adventure. The communion suit’s golden filigree tube ports and golden filigree could be worth up to 100 gp, but the ornamentation also acts as a “spellbook” and can be studied to learn the spells that the Irlyntuk knew. A DC 11+ spell level Intelligence check and a full week’s study per spell level is required to learn each spell. Learning the spells can be attempted more than once, but additional attempts take an extra cumulative month of study for each additional attempt to learn a spell. 46 47 CRYPT OF THE PICKLE WITCH A level 0-1 DCC RPG adventure By Judge Yossarian Cartography and Illustrations by David Kluttz Cover Art by bygrinstow Playtesters: The Geithnersberg Trading Company, DCC Days 2020: David Corrie, Tyler and Jess Manias, and Gwen the Lawful Smuggler INTRODUCTION This adventure is designed for 15-20 0-level characters or 8-10 1st-level characters. For a more powerful party, consider increasing the number of enemies, and for a weaker party (or if the party fares poorly) consider letting the party rescue some captured villagers in room 3-3. There are several ways the adventure can conclude, and players should not be punished for choosing to run rather than fight; the story hooks may indeed be even more interesting if the party fails in their quest and survives. When a young girl goes missing in the deepest part of the woods, a group of unsuspecting villagers are forced to confront years of suspicion and rumor, and face off against the undying horror fermenting deep below the forest. Terror, danger, and briny death are near certainties... but those who survive will have stories the town taverns will retell for decades. 48 BACKGROUND The woods known as the Green Span are home to a powerful witch, at least ten centuries old. She draws her occult power from Cisalv the Preserver, a mighty entity from another plane (more details on him follow). She extends her life by drawing it out of living things, leaving them in a state of permanent stasis. At Cisalv’s direction she conducts experiments to find new ways of preservation and mummification of living things. She is functionally immortal, but her body does slowly age; every 150 years or so, she kidnaps a girl-child, usually an infant, and conducts a ritual to swap her conscious mind into the child’s young body. The reeve’s daughter would normally be too old for her purposes, but she has grown bored of her solitude in the woods. If she succeeds, she will return to the camp in 12 hours or so in the girl’s body and impersonate her perfectly, then spend a few decades corrupting and eventually drawing the life force from everyone in the village. SCENE 1: THE DISAPPEARANCE OF A GIRL-CHILD You set off from your village imagining the delights of market day in town and hoping for a quick and easy journey. Maybe a few wild animal attacks, a restless night in the woods, or even a halfhearted extortion attempt by some bandits, but then coin in your pocket and several days of food and entertainment. The distance from your village to town is long, however, and it is necessary to camp for the night halfway through, in the heart of the thick woods known as The Green Span. The campsite is a cleared area just off the road, well-used by travelers and caravans like yours. The journey here was entirely uneventful, as you had hoped. Well, maybe not entirely... 49 RUMORS Each player may roll a d10 to see what strange incident or experience one of his characters had on the way to the campsite. Some are true, some partially true, some complete nonsense, but the ones in bold are those potentially useful to the party. d10 Result 1 Uncommonly dry weather for this time of year. Or is it uncommonly wet? You never were one for almanacs… 2 You notice a flock of white storks flying overhead. Bad luck, storks… some say they steal babies from their cradles and replace them with changelings! 3 An odd, sour, cheesy smell seems to permeate from the ground for a few hundred yards just before you reach the campsite. You’re pretty sure it isn’t you… you had a bath just a few weeks ago. 4 You hear a rumor that the reeve’s youngest is touched in the head- hardly talks, and when she does, nonsense. He’s taking her to see if he can find a cleric to pray over her. 5 One of the group, a hunter, saw a scrawny doe cross the track and took a shot at her. Got her clean through the neck, he did, but she just kept on running! No blood either… 6 Some of the oldsters were telling the youngsters tales about the old woman of the woods… lives out here in a great big hut, that walks around on chicken legs! What nonsense. 7 One of the hired caravan guards tried to fill his waterskin at a spring along the way, and pretty much ruined it. The water bubbling out of the spring was salty as the sea and knocked him out like a light when he tried to drink it. 8 During a break in marching, an older guards tells you a family story about his great-great-aunt, who as a child wandered off into these woods and never returned. There were sightings of her for decades- a disheveled woman wandering amongst the trees- but she never came home. 9 The reeve’s little girl has been babbling away ever since you made camp; chatting away to some imaginary friend. You make out a few words: “...no, no, I don’t like them! Salty and sour, eughhh…. But hey, why you got so many legs?” 10 (Roll twice more, take both results) 50 At dawn, the village reeve, who is leading the caravan, frantically awakes the group. His daughter is missing. She was last seen during the second dog watch; one of the ox-drivers stepped out to do his business, and the girl was staring out into the woods as if in a trance. One of the hired caravan guards has found her trail, a set of small footsteps leading off into the murky woods. The guards must stay to watch the goods, and the reeve insists on waiting at the camp, in case she should wander back. He orders you, good townsfolk, to follow the trail and see what has become of his daughter. You know he’s a fair man and loves his daughter much; success will be rewarded, and failure could mean ostracization, exile, or worse. Gather your party and venture forth! 51 SCENE 2: THE LIFELESS CLEARING Following the trail for the better part of an hour, you suddenly come upon a broad clearing. A crooked path, framed by dead trees and brambles, leads between a squalid, pot-bellied hut on one side of the clearing and an old open well on the other side. A dozen paces from the well, a pile of wood sits beside a well-used fire-pit, crowned with a large wooden frame. The clearing is the above-ground portion of the witch’s vile domain. She does not visit the surface much, no longer needing to sleep or eat herself, but Cisalv’s power keeps the clearing preserved as if in constant use. No birds or other animals can be heard here. The plant life is dried and withered as if in late autumn, strangely without any leaves having fallen. There is no evidence of rot or decay on the deadfall libs or stumps. Area 2-1 - The Boucan: The fire-pit is cold, but coals remain from past fires, and the rocks are black with charcoal soot. Above the pit is a frame of thick branches, bent and lashed together over the fire, and hung with scraps of cured, smoked, and dried meat. This is where the witch experiments with smoking and heat- curing creatures alive. Only scraps remain, fused to the frame by the heat, but many a being has met its painful end here. A DC 10 Intelligence check (occupations like butcher, cook, or healer get a +5) to detect pieces of roasted human flesh amongst the boar and venison scraps. Inspecting the fire pit itself will reveal pieces of burnt bone and cloth amongst the coals. Upon digging through the coals, a PC will find a shriveled human ear, with a large earring on it, made of a dull grey metal. Hanging from the earring is a two- inch radius charm in the shape of a trine (⅓ of a circle). It belonged to one of the three Temporal Assassins (see sidebar). She was smoked alive by the witch, and later fed to one of her captured comrades as a sick experiment. Leaning on the 52 woodpile is her cuirass, charred black by the smoke and the straps ruined, but the front and back plates can be separated and used as small handheld bucklers (+1 AC, -1 Check Penalty). SIDEBAR: CISALV AND HIS ENEMIES The witch of the woods is pledged to a powerful patron named Cisalv, an inhuman entity from another plane. Cisalv is called “the Preserver” by occultists because of his obsession with halting natural processes such as life, death, decay, and some say the passage of time itself. He is not quite a god in terms of power, but aspires to godhood, and grants power to mortals who help him develop new techniques of preservation and grow his power. In the rare cases he appears as an avatar on this plane, he resembles a 15 - 20-foot-high ethereal humanoid figure with the head and wings of a stork. As often occurs with pretenders to godhood, Cisalv has made enemies of many existing deities. His ideology is generally neutral evil, but neutral nature gods abhor him, and his greatest foe is the lawful god Choranus, the Seer Father1, who has dominion over time. Choranus cannot reach Cisalv in his home Plane of Stasis, so he sends Temporal Assassins after his servants to frustrate their work and limit Cisalv’s power. Not too long ago, three of these assassins were sent after the witch, wielding an amulet blessed by Choranus called the Eye of Hindsight which allowed them to see through the witch’s glamours and resist her hexes. However, they underestimated her power, were captured and made subject to her experiments and torture. Two are now dead and their bodies can be found in Areas 2-1 and 3-3; their leader is alive and lives in Area 3-4, 1 Feel free to replace Choranus with another deity of time from your campaign’s particular pantheon. 53 though violently insane and rendered invisible by side effects of experimentation. If the party can retrieve and assemble the pieces of the Eye of Hindsight, the final battle with the witch will be rendered much easier. Its wearer receives the ability to see through some illusions (at the judge’s discretion) and it can be used by a cleric as a holy symbol of Choranus, granting the “Second Sight” spell at level 1. Area 2-2 - The Brine Well: This old well is mostly unremarkable; it is too deep and dark to see the bottom, but a faint sour smell wafts up from it. There is an old wooden frame above, but no bucket or rope. Observant PCs (DC 8 Intelligence check) inspecting the well will notice that the wooden frame is cunningly and purposely whittled so it will not bear weight. If the PCs use it to anchor a rope to descend the well, the beam will break while the last PC is descending, causing 1d3 fall damage (if no marching order is given, choose the PC with lowest Luck). Very observant PCs (DC 13 Int check) will notice two holes in the stone rim, approximately 3 feet apart, lined with steel grommets, and scratches on the stone showing that something had often been anchored there before. The rope ladder from the hut hooks in here and allows PCs to climb down with no risk. 54 Area 2-3 - The Squalid Cabin: A squat, pot-bellied hut, round and roughly 12 feet in diameter, sits in a corner of the clearing, a faint wisp of smoke ascending from the chimney. The roof is thatch and the walls are a mix of stone, daubed clay, and wooden beams. As you approach the shabby building you notice that the door is partially ajar, and through it, you can see, partially, a jar. In fact, a whole shelf filled with jars. As the door creaks open, you see a surprisingly neat interior, although there is a light coating of dust on everything, and a sharp, acidic smell pervades. A shelf immediately across from the door is filled with dry goods such as rice and flour, as well as preserved vegetables and fruit in glass containers. A hearth in the center of the room is surmounted by a wooden mantel, from which hangs strands of dried herbs, and on top of which sits a well-made taxidermy squirrel. A small table sits in the center of the room, cluttered with dried plants and flowers. On one wall, a shabby straw bed lies unmade. Next to the bed, mounted on the wall above an enormous mottled-brown bearskin rug, another shelf holds several small, brass-bound kegs and amphorae. The fluid on the shelf is enchanted brine. If drunk, characters must pass a DC 5 Fortitude save or fall unconscious for 1d4 days. While unconscious, they cannot be woken by mundane means. If the check is passed, they gain +3 Stamina and cannot take damage for 1d12 hours. However, keep track of damage taken; it will be doubled and inflicted upon the PC at the end of 12 hours, unless another dose is taken. If they die and are somehow revived, they take the patron taint of Cisalv, or major corruption, at the judge’s discretion. One amphora is already open, and at the bottom of the brine is a copper key to the door in Area 3-2 (on a roll-under luck check PCs see it shining at the bottom). Under the bed is a rope ladder, with metal hooks on the top. It is designed to hook into the depressions in the rim of the well outside. 55 The dried herbs, vegetables, and supplies here are mundane and can be safely consumed. They have no magical or healing properties but are worth about 50 cp if collected and brought back to town. There is also a large cleaver on the table, still sharp, and usable as a hand-axe. The squirrel is not actually taxidermied, but in stasis. It can be sold for as much as 50 gp if properly appraised, and if the witch’s grimoire is deciphered or Cisalv is taken as a patron, it can be activated with a spell check as a 1st-level guardian-type familiar per the core rulebook. If unappraised, it will sell for 2 gp as a piece of folk art. Looking under the bed or disturbing any of the casks or amphorae will trigger the hut’s security, the bearskin rug, which is actually a bear which was torturously deboned alive by the witch for this purpose. It cannot chase the PCs from the hut but will attack whoever is standing on it immediately. Animated Bearskin: Init +6; Atk Maul +3 melee (1d8); AC 7; HD 1d10+1; HP 7; MV 3’; Act 1d20; SV Fort +3, Ref +2, Will -2; Al N. Observant PCs may notice that the hearth is unlit, and appears to not have been lit recently, despite the smoke coming from the chimney. Below the bear is a trapdoor leading to Area 3-2, the root cellar. 56 SCENE 3: THE BRINEY DEMESNE Area 3-1 - The Well’s Bottom: As your eyes adjust to the darkness at the well’s bottom, you notice it is mostly dry, with a small pool of greenish liquid in the center. A strong sour, acidic odor burns your lungs. A stone archway leads off to the east, while the south side of the circular chamber is walled floor-to ceiling with iron bars. A gate in the center is locked from the outside with a heavy iron latch. The liquid here is the same as that in the casks and amphorae in the cabin. Peering through the metal bars, characters will see a murky room littered with rags, bones and refuse, and may make out the outlines of shelves. They also have an odd feeling of being watched. The latch is easily openable from this side and leads into Area 3-4. The archway leads to a hall, on the opposite end of which is the locked door to Area 3-2. Halfway down the hall, a double door to the south leads to Area 3-3. Area 3-2 - The Root Cellar: The trapdoor reveals an old but uncorroded copper ladder, leading to a stone-flagged cellar. The room is filled with rows of crates, shelves, and cabinets overflowing with fruits, vegetables, plants, many of which are exotic and unrecognizable to you, and even cheeses, cuts of meat and sausage. They are all preserved in some way; smoked, dried, pickled or salted. A copper pipe runs down from the ceiling in the center of the room, and continues along the back wall, disappearing into a fitting on the west wall beside a small wooden door. The pipe in the room carries the exhaust from the witch’s steam plant to the surface, to be expelled from the chimney of the hut. The door is locked with a small copper padlock. The door can be unlocked with the key found upstairs or picked with tools and a DC 12 Agility check. It may also be broken down with three DC 10 Strength checks (only one person may attempt per round). However, this noisy process 57 will trigger the room’s security, the Cursed Animated Preserved Foodstuffs, as will an attempt to ingest any of the food in the room. Cursed Animated Preserved Foodstuffs: Init +5; Atk Choke - 5 melee (1 plus choking); AC 7; HD 4d8; HP 18; MV 0’; Act special; SP attempt to force-feed and choke all targets within the room, SV Fort +0, Ref+0, Will +8; AL N. If hit, a target takes 1 damage and begins to choke as the animated food item rams itself down their throat; target cannot move or act and takes 3 damage per round. Target receives a Fort save against the original attack roll each round to clear their gullet, and allies may make a Strength check against the same to perform a Heimlich maneuver, with a +5 to trained healers or food service professionals. Once the foodstuffs take 18 damage, they will lose enchantment, and crumble to dust. Area 3-3 - The Pickling Floor: Coming through the double doors, you discover the strangest room you have ever been in. A massive copper vat of bubbling liquid sits to your right, expelling a sour- smelling steam, and hooked up to a copper-piped apparatus on the wall. An eerie fire burns beneath it with no visible fuel. One the opposite wall, a series of long cylindrical glass tanks with large, unfamiliar shapes silhouetted within. The floor and walls are delicately shaped stone, the ground laid with large green and black rugs covered in unidentifiable symbols and patterns. There is a wooden door on the west wall, midway down the room, and another metal door on the east wall at the end of the room. The bubbling vat is enchanted formaldehyde. It is distilled here for the witch’s experiments, and is also a part of her steam plant, which is used to power the other machinery in the complex. The secrets of this machinery were revealed to her by her extraplanar patron. There is a wheel on the piping leading up to the formaldehyde still. Tightening the valve shut with this wheel will turn off the steam, disabling the other machinery. It may be loosened again to let the steam resume, so long as the piping is intact and the magical fire lit. 58 The glass tanks are actually not glass at all- they are cylindrical volumes of formaldehyde contained in an antibiotic magical force barrier. Any PC attempting to put a limb through this barrier will find it shriveled and atrophied when they withdraw it; the appendage will be uselessly crippled and will drop off on its own accord within 1d4 hours, leaving a pale gray stump. Deactivating the steam also deactivates the barriers, causing the formaldehyde to splash out onto the floor, and freeing the contents of the tanks. One has a dead human body in it- the other has the still living Pickled Wolf Zombie, which immediately attacks. Pickled Wolf Zombie: Init -2; Atk Bite +2 melee (1d4); AC 14; HD 2d6+1; hp 10; MV 40’; Act 1d20, SV Fort +4, Ref+1, Will +0; AL N. 59 The human corpse was one of the Three Temporal Assassins (see sidebar). It is dressed in odd black robes with no clear seams or fasteners, and its skin is shriveled and grey. It has gaping wounds on its neck and torso. It is wearing a necklace of dull grey metal, with a 2-inch radius charm in the shape of a trine. If the party also recovered the trine earring from the firepit on the surface, they will find the two charms interlock to form ⅔ of a circle, after which the seam disappears, and they cannot be separated. On its belt is a beautifully uncorroded, curved, serrated dagger of an unknown metal (non-magical, works as a +1 to-hit dagger). The western door is not locked but wedged closed with a heavy oak bar that is easily removed from this side. It leads to Area 3-4. The eastern door is made of a coppery metal, and swings open with a hiss when a wheel in the center of the door is loosened. It leads to Area 3-5. Area 3-4 - The Haunted Storeroom: This room, unlike the previous rooms, is not neat but littered with detritus; small animal bones, rags, what appears to be dried excrement. Something clearly had its den here at some point, but no creatures are visible. A few broad shelves hold pouches, bags, jars, crates, and barrels of all manner of powders, dried plants, and shining crystals- reminds you of the village herbalist’s shop, although she was never so well stocked. A barred door leads out to the north, and a stout wooden door to the east. This is the curing supply room. In here is a stock of glass jars of varying size worth 15 gp, and an organized shelf of alchemical ingredients, with sacks of salts and reagents. These are worth 300 gp if appraised at DC 16 Intelligence check; someone with a suitable background gets +5 (if unappraised, whoever buys them will certainly lowball and offer only 3d30 gp). They are also valuable as spell ingredients for patron bond for Cisalv, granting +5 to that check. 60 A small black pouch in the corner contains unstable reagents; if not appraised, the character who carries it will take 3d4 explosive damage next time they are hit and lose 1/3 of their fragile items. Once the PCs enter this room, the invisible lunatic who lives there immediately begins to stalk them silently. After 10 minutes in the room, or when the PCs start to dally, he attacks the character with the lowest luck or agility attribute. That character gets a DC 15 Ref save to detect the pitter-patter of steps behind them; otherwise they are subject to a backstab from the madman before combat begins. Invisible Lunatic: Init +3; Atk Claws +2 melee (1d4, or 1d10 backstab); AC 22; HD 1d12+2 HP 9; MV 30’; Act 1d20; SV Fort +3, Ref+6, Will -2; AL C. The Invisible Lunatic was the leader of the Temporal Assassins sent to kill the witch. The witch kept him starved in this room so that she could feed him the results of other experiments- part of a commission from Cisalv to find ways to transfer life force. The side effects of the experiments gave him unnaturally long life, lengthened his nails into twisted claws, turned him entirely invisible, and also drove him stark raving mad. He has no shred of humanity remaining and will attempt to kill and consume any living thing other than the witch herself, who terrifies him. He retains his assassin’s reflexes but most of the strength has been starved out of him. The Lunatic attacks by sneaking around the room silently and backstabbing a random target each round (+5 to backstab, 1d10 damage). While he is invisible, he can only be struck by a critical hit, and can always backstab. After he has made a kill (or two successful attacks), the blood on his claws makes him partially visible, reducing his AC to 17. If the PCs somehow render him fully visible, for example by scattering one of the sacks of fine alchemical salts over him, his AC is reduced to 12 and he can no longer backstab, instead making a regular attack 61 at +2. If the PCs flee the room, there is a 25% chance he sneaks out with them, stalking them and waiting for the opportune moment to strike again. Otherwise he remains to feast on the corpses of the fallen. If the lunatic is killed, and his (still invisible) body is carefully looted, a metallic bracelet can be found partially embedded in his swollen, mutated wrist. On it is the third 2-inch radius trine charm. When combined with another piece, or both, it becomes visible again and joins with them seamlessly. Each of his claws can also be removed and used as a dagger by PCs, which has normal stats for a dagger but remains permanently invisible. Both doors out of this room are barred from the opposite side and can only be opened by extraordinary means (like the bag of unstable reagents). 62 Area 3-5 - The Fermenting Reservoir: You peer into a long rectangular room bathed in an eerie green glow. You see two narrow metal catwalks in the shape of an “L”, raised about six feet above the surface of a deep pool of dark green, bubbling, phosphorescent liquid. At their corner is a metal platform, on top of which is a stained metal table with chain restraints. Next to the table is a glass pedestal connected to a copper pipe which disappears into the far wall. At the other end of the L-shaped catwalk is a metal door, similar to the one you entered by. The metal table is the witch’s operating and dissection table. Tangled in one of the straps is a red hair ribbon, which party members recognize as belonging to the reeve’s daughter. A close examination of the table finds none of the bloodstains are fresh. Next to the table is a crate full of sinister looking but well-made medical tools, worth 12 gp to a twisted enough buyer. A few pieces from the set will serve well enough as thieves’ tools. The glass pedestal next to the table has two long metal levers attached to it. One controls the brine level in the chamber, and another opens the doors to the chamber. They only function if the steam plant in Area 3-3 has not been disabled. The catwalks are narrow and have no handrails. They must be navigated single file, with each character making a DC 5 Agility check once to see if they can balance. On a failed check, adjacent characters may make a DC 12 Reflex save to catch them, but a result of 6 or less sends them in as well. Fallen characters can be easily fished out, but entering the brine awakens the Brine Elemental. Brine Elemental: Init +3; Atk Engulf +10 (1 + stasis); AC 16; HD 8d8; HP 33; MV 0’; Act 1d20; , SP half damage from piercing weapons, stasis (target paralyzed for 1d12 rounds); SV Fort +8, Ref +8, Will +8; AL N. 63 A towering, malevolent humanoid shape made of bubbling brine, this creature was formed when the souls of the witch’s victims were drawn out into the liquid, they were preserved in. It attacks anything that breaks the surface tension of the brine, attempting to engulf them and force itself into their open orifices and wounds. If it succeeds, it paralyzes the victim, and those in the brine will drown unless rescued within a number of rounds equal to their Stamina bonus +1. It is highly unlikely the PCs can kill the Brine Elemental, but if the room’s machinery is still powered, they can easily banish it by pulling the lever in the pedestal (see below) to drain the brine from the chamber. The creature can attack anywhere in the room, but cannot leave the room by any means. If all living and unparalyzed PCs leave the room for three or more turns, the elemental will resume its slumber until awakened again, and Agility checks are not required again on the way back to safely use the catwalk. The metal door on the far side leads to Area 4-1, but has no latch, knob, or other obvious means to open it. It can only be opened with the lever on the glass pedestal, or via an emergency lever above the door. The emergency lever will cause the door to swing inward violently, flinging whoever is within five feet of the door into the brine; the PC who pulled the lever gets no save, but PCs behind him get a DC 10 Reflex save to keep their balance. 64 65 66 SCENE 4: THE ZESTY CONCLUSION Area 4-1 - The Salty Tombs: You step into a massive rectangular chamber forty feet wide and hundreds of feet long, dimly lit by a shimmering moat of phosphorescent brine ringing the walls. Ten rectangular pedestals emerge from the moat, surrounding a large stone platform. In the middle of the platform, on a huge throne of woven wicker topped with black feathers and bird skulls, sits an ancient crone, her damp and withered skin a deathly mottled grey. A large red centipede is perched carefully on her shoulder. From under a mass of matted white hair, she leers at a young girl seated quietly on her lap- the reeve’s daughter at last! Upon noticing your entry, she cackles, and in a raspy voice, calls out, “Imbeciles! Primitive bumpkins! You think to stop me, and rescue this child? You are too late! We are joined now, and if you harm me, the girl shall die! If you value her life or yours, flee now!” A halo of sickly green light rings the crone’s head, and a green ray links it with a similar halo around the girl’s head. Suddenly, the whole chamber seems to shake with the grinding of stone on stone, as the tops of the pedestals open, and withered forms begin to climb out! The Pickle Witch is here, with her giant centipede familiar on her shoulder, and the missing girl in her clutches. She is actually extremely concerned that the PCs have made it this far and confronted her at her most vulnerable. She has just spellburned significantly to complete the ritual to transfer her consciousness into the girl’s body, leaving her very weak, and she needs to stall for time for the ritual to finish. She is bluffing about the link between her and the girl being dangerous- in fact, the only way to save the girl is to kill the witch immediately, before the ritual is complete. To gain time and protect herself, she has released her previous ten host bodies from where they rest in stasis in the brine. They are perfectly preserved 150-200-year-old human bodies, inhabited by the feral minds of the children she kidnapped. 67 The fully assembled Eye of Hindsight allows the wearer to see through the magic, and in their mind, they receive a hard to define but clear image of how the ritual is proceeding. They know that the witch is bluffing and how much time remains before the girl’s mind is lost. Pickled Ancient Feral Child (10): Init -1; Atk thrash -1 (1d3 damage); AC 11; HD 1d8+1; hp 6; MV 35’; Act 1d20; SV Fort+3, Ref +1, Will -2; AL N. The withered hosts are entirely insane. Once released, they will swim across the moat and rush towards the exit of the chamber to try to escape, blindly thrashing at anything that gets in their way. If the PCs all stand to one side (and clear the single-file catwalk in the next room) the creatures will rush past them without incident. If the brine in the preceding room has been drained, there are only a few inches remaining and the creatures cannot swim. They will scream from their pedestals for one round, then on the following round will attempt to jump the moat (1d20+1 against a DC 8 Agility check). Those who succeed rush towards the exit as normal, but those who fail are dashed to pieces on the stone 15 feet below. To the wielder of the fully assembled Eye of Hindsight, the creatures appear as bawling, feral children rather than old crones. The Pickle Witch: Init -2; Atk claw -2 melee (1d4-1) or Cisalv’s Stasis +8 (special); AC 9; HD 3d6; hp 14; MV 20’; Act 1d20; SP Cisalv’s Stasis (Will save against spell check or paralysis for 1d12 rounds, range 30’); SV Fort +2, Ref+0, Will +8; AL C. The witch will clutch the girl and avoid close combat as long as she can, casting her paralysis spell each round that she isn’t in melee. 68 After six rounds, the ritual will finish, and she will have swapped bodies with the little girl. From the perspective of the group, the girl will bite the crone’s arm and jump away, and the crone will shriek and dash towards the exit. If this happens, the most probable result is that the PCs kill the crone (with the child’s mind inside her body dying with her) and rescue the girl (with the witch’s mind inhabiting it). The witch will then impersonate the girl almost flawlessly and return to the village in her place (a possible story hook for a continuing campaign). The witch's familiar will hide inside her clothes. If the witch is killed without the familiar being killed, her soul will flee to the familiar’s body and disappear into a crack in the floor (to the true altar to Cisalv). The familiar will flee the same way if the ritual is completed (it will rejoin its master later). Centipede Familiar: Init +2; Atk bite +1 melee (1d3+poison); AC 14; HD 1d4+2; hp 5; MV 20’; Act 1d20; SP Centipede poison (DC 13 Fort save or permanent memory loss); SV Fort +2, Ref+3, Will +8; AL C. If the witch is killed before the ritual is completed, the girl will happily tell her rescuers of her trials, and they may return her to her father for a great reward! There is a hidden lever behind the throne, findable with a DC 9 Intelligence or detect secret doors check. It opens a trapdoor to Area 4-2. Area 4-2 - The Altar to Cisalv: Proceeding down a small ladder, you find yourself standing before a massive altar on a promontory rising above an endless subterranean lake of glowing brine. A font of the liquid wits at the feet of a 20-foot statue depicting a stork-headed winged man in tattered robes, carved from what appears to be pure salt. On the edge of the font lies a large black book, and on top of the book is a miniature copy of the statue. 69 If the witch and her familiar were killed, or the ritual was completed, the altar is dormant. The black book is the witch's grimoire; it appears to be blank, but when brine is applied to the pages they reveal the spell knowledge for paralysis, and the information needed to bond with Cisalv as a patron, adding +8 to a spell check for patron bond with it. It also reveals the nature of the witch’s ritual and her reasons for kidnapping girls. If the witch's familiar was not slain, the characters will see it standing on the altar, then leaping into the brine font, hissing shrilly in the witch's voice as it dissolves into steam. The font will begin to bubble, and two rounds later, the Avatar of Cisalv will appear to take its revenge. The avatar, a greenish ghostly effigy of the statue, will slowly chase the PCs from the complex as it crumbles and collapses. The PCs need to RUN at this point; the avatar cannot be damaged by mundane weapons, moves at 25’ per round, and everything it touches is paralyzed for 1d12 rounds. Rooms collapse behind it as it passes through them, and it will pursue the PCs all the way to the surface, but not beyond. In the event of a TPK by the avatar, consider a creative result- perhaps they awaken on the plane of Stasis, chosen by Cisalv to accomplish some goal, or perhaps they awaken 20,000 years later in the world of Mutant Crawl Classics! 70 71 THE RETURN OF THE MONGUMANDU A level 0-1 DCC RPG Adventure By Boson Au Cartography and Illustrations by Boson Au Playtesters: Michael Byrne, Ben Glass-Siegel, Michael Hichme, Jamal Rogers, Ibrahim Zohrob INTRODUCTION Chosen by the village elder as the next heroes/sacrifice, the players find themselves exploring an underground temple that is in fact, the body of a deactivated automaton who is designed to be awakened in an appointed time to face an impending threat. The players face traps and wards, insects warped by magic, as well as a final confrontation against a gargantuan monster hellbent on demolishing their village. This adventure is designed for 10-15 level-0 characters or 4-6 1st-level characters with slight modifications. BACKGROUND Four hundred years ago, the archmage knight Ichohn Cote did the unthinkable: They bested the great Mongumandu, a terrifying monster that came from the Blackest Sea. Unfortunately, the battle did not end in the death of Mongumandu. Instead, the behemoth only sustained enough injuries to retreat into the Blackest Sea, biding its time to return to continue its path of mayhem. Predicting that the eventual return of Mongumandu will occur long after their death, Ichohn Cote set about constructing a golem that will be able to defend the known world upon its revival. They then buried the golem deep underground and 72 armed the interiors of the golem with wards and traps to deter thieves and stray animals. Next, they placed on it a spell that will reveal the entrance of the golem when the time is right. Finally, they settled near the Blackest Sea, where their offspring remained guard against the eventual resurrection of Mongumandu. And wouldn’t you know it, Mongumandu is awake, and ready to finish what it started. PLAYER INTRODUCTION Author’s note: I’ve made a conscious decision to omit actual “read aloud” sections. I feel that the abrupt change in tone and language (when reading verbatim) is usually jarring and breaks immersion. Instead, I hope to provide enough details for the Judge to then use to paint a mental picture in the style of their own choosing. A fortnight ago, Uncle Eesop, the wise man of the village summoned abled bodied villagers to the town square and explained the return of Mongumandu (No one questions the validity of Uncle Eesop’s declarations.) They all convene at a particular outcropping in the jagged mountainside surrounding the village. When the moon reaches its peak, the stone outcropping forms an ominous passageway inside the mountains, floors covered in ruins. Insist that they are the chosen ones, and that they ready themselves for their destiny. THE TEMPLE OF COTES General Features: The underground Temple of Cotes (aka the Golem) is dark and dry, mostly made of stone. While it has been sealed for four hundred years, gradual cracks appeared and various wild creatures sought refuge here, only to be warped by the spell casted by Ichohon Cotes to become wandering guardians. The walls are adorned with pictographs depicting Ichohn Cotes fighting Mongumandu, Ichohn holding feasts, Ichohn creating a village, etc... 73 The Red Cellmites: Pestilent insects have claimed the temple as their home, and a particularly orderly colony of termites have been warped by Ichohn’s powerful wizardry into rather formidable guardians. They patrol the temple and will encounter the PCs if they stay in one place. If PCs linger too long, roll 1d6, a 1 indicates the red cellmites have found the party and will attack if threatened. The threshold for failure will increment by one on every roll. (i.e., first, it's 1 then a 2, etc…) They travel in packs of 3 or 4, usually with one soldier and the rest workers. They stand uptight at around 4’ with 6” long pinchers. Their abdomen, which stores toxic chemicals used for defense, gives off a faint blue glow. Even though they have been magically enlarged, they still have the ability to slip between cracks in walls and floors. Red Cellmite (Worker): Init +0; Atk bite +0 melee (1d4-1); AC 11; HD 1d8; hp 6; MV 20’; Act 1d20; SV Fort +0, Ref +1, Will -5; AL L. Red Cellmite (Soldier): Init +2; Atk bite +3 Melee (1d6) or spear +2 melee (1d8); AC 13; HD 2d8; hp 10; MV 20’; Act 1d20; SP 20% might have poisoned stinger: (+3 melee, dmg poison: DC 16 Fort save or 2d4 Stamina); SV Fort +2, Ref +2, Will -3; AL L. The Red Soldiers have larger pinchers, as well as the ability to carry and use weapons. They are usually armed with sharpened wooden spears. Self-destruct Explosion: When a termite reaches 1 HP, there is a 50% chance they will choose to sacrifice themselves to protect the colony. They will expel the excrement in their abdomen with enough force to explode. Anyone within 5’ will need to make DC 10 Ref save or take 1d4 acid damage. 74 E - Entrance (Reception): The passageway from the outcropping is about 10’ wide and about 12’ high. It looks as if it has been completely carved from the bedrock of the mountain. Arcane runes carved in an ancient language glow faintly amongst the floor and walls. It eventually leads about 50 feet further into a 30’x30’ room. In the center of the room is a lever with an encrusted crystal ball on top. Careful inspection shows a slight separation in the rocks at the entrance of the room, as well as the floor all alongside the wall. While walking along the passageway, if asked about the runes, at a DC 10 Int check summarize the story of Ichohn Cotes subduing the terrible Mongumandu into the sea. If the characters enter the room, the lever will change color. At 10 characters it will change to yellow, and at 12+ it will change to green. If the PCs pull the lever, two things happen: Either nothing (if less than 10 characters are standing in the room) or the magic that formed the entrance will begin to dispel. A noticeable rumbling is felt and in one turn, the entrance to this waiting room will be closed (rocks that were pushed out will be pushed back in.) Those not standing in the waiting room will effectively be buried, ending their adventure. Characters can pry the crystal ball (worth 15 sp) off the lever. Doing so however, will remove the visual cue of the “minimum” participants needed. Once the entrance is closed, a slight humming and groaning sound is heard as the “waiting room” descends down a tightly fitted chute that opens up gradually into the Body (B). 75 B - Body: As the players descend, the walls eventually open up to an enormous open pentagonal room made of stone. The room is illuminated by a faint glow from unseen sources. On each corner of the room lies a colored door: red, blue, yellow, green and black. The rest of the room is barren except for the center, where a stone square pedestal, about 3’ by 3’, rises to some 4’ off the floor. The sides of the pedestal then come together into a pyramid with a tip where a heart, carved out of the same stone, sits. On each sloping side of the pyramid is a space to set a stone. The goal is for the players to best the challenges of each room and place the reward (a gem) into each respective socket. Doing so will make the black door more translucent, and eventually disappear. Players can try all sorts of things to open the obsidian door, but it will not budge. Of course, while players are trying, remember the red cellmites are patrolling. Ideally, the players will venture out to the other rooms. LL - Left Leg (Yellow): The door to the chamber is shut by mechanical means (DC 30 Strength check to lift it up, due to lack of purchase in the door to grip it) The switch on its right (wooden, with leather grips to insulate against electricity) will open the door, as well as fill the interior of the room with a bright and pleasantly warm yellow glow. Letting go of the switch will allow it to revert downward, closing and shutting down the room. The room itself is built entirely of stone. Its walls and floor are covered with intricate silver and gold veins weaving across the surface. Players can attempt to pry out some gold and silver. A DC 15 Strength check may be made to gather 5 gp worth of gold and silver. The veins all lead to a cylindrical pedestal made of silver, brass, and copper. 76 The pedestal rises up about 20’ high to the middle of the room, with a matching column coming down from the ceiling, meeting in the middle where a fist sized topaz suspends in midair between the ends of the columns. It is the source of the humming. Climbing the pedestal to reach the topaz is relatively easy (DC 10 Agility check) as is retrieving the topaz. The difficulty lies in escaping. It is assumed that when the characters enter the chamber, the lever outside is pointing up (aka ON). Initially, removing the topaz from the pedestal while the room is ON will trip a breaker, cause the door to slam shut, as well as leave the room in the dark. Replacing the topaz will once again, power the room. Ideally, the players will wise up and send someone outside to flip the switch after someone else retrieves the topaz. There is a problem: If the switch is turned ON while the topaz is not suspended, the room is electrified. Those touching the pedestal (or the column in the ceiling) will take 2d6 electricity damage, while others in the room, standing on the floor, need to make a Luck check or take 1d4 electricity damage from the silver and gold veins acting as weak conductors. Moving on the floor while it is live will trigger the Luck check at every 10’ (or 1 square.) Flipping the switch outside to OFF turns off the electricity but closes the door almost instantly. Allow players to come up with ingenious ways of NOT touching the floor or propping the door open. Prying enough inlays or coming back with items to prop the door open are both options but remember that the cellmites are patrolling. 77 RL - Right Leg (Red): The players will find the door slightly ajar, and the lever mechanism swings freely. Originally, the room was designed to be an oil trap: various pressure plates sewn around the room would activate oil repositories in the ceiling that would then trigger flaming arrows. However, due to the passage of time, the lighting and arrow mechanism has rotted, and the oil repositories were accidentally triggered afterwards, releasing a steady supply of oil, which renders the floor both extremely slippery, and flammable. Additionally, age and the steady erosion allowed a colony of termites to extend their nest from outside to here. Parts of the walls were obviously dug out by the termites. On the far end of the chamber a common spider, warped by the magic of the temple into a larger, smarter predator, has made the rear of the chamber her home. The area is covered entirely in webbing, and she hides amongst the cracks and debris. On the web are the remains of termites that have been captured by the spider, wrapped in webbing. Players can find 1d4 spears if searching. Unfortunately for the players, the key (a red ruby the size of a fist) is on the web. The spider has fed on the termites that attempted to breach this room. Getting the key will require climbing on the web (reflex save vs DC 12 or become entangled, prohibiting any movement as well as incurring -1d in attack and giving attackers +1d). Even if resisted, the web is considered extremely hard to maneuver in: movement is halved. The spider is hidden in a nook near the web and will use its spider sense to detect prey. Attempting to cross the room to reach the web requires a DC 10 Agility check. Failure in checks should net the following random events (1d6): 78 1d6 Result 1 Player attempts to recover from losing control and accidentally propel themselves towards the web. They are entangled. 2-4 Player slips and falls prone. 5-6 Player flails wildly but remains standing. If in combat, they will incur a -1 to hit or Agility checks. Giant Spider: Init + 3; Atk bite +3 melee (1d6 plus poison); AC 14; HD 3d6; hp 12; MV 20/40 web; Act 2d20; SP poison (DC 14 Fort save or 1d4 Str damage), spider climb, spider sense; SV Fort -1, Ref +2, Will -1; AL C. Poison: when bit, roll a DC 14 Fort save, failure means -1d4 strength, returning in 1d6+2 days. Spider Climb: Can climb sheer surfaces without difficulty, can move on the web without triggering entanglement. Spider sense: uses spider web as sensory input and cannot be blinded. Note: a side entrance to the termite colony is hidden here. When golem is active and rises from the burial site, the colony will be exposed to the rest of the world. Resolve at the Judge’s discretion. Near the rear of the chamber the players can find the various tunnels dug in by the termites. One of those will lead to the green room (RA). The tunnels are small: only one can enter at a time and they will be severely affected by the lack of space to move (weapons larger than a short sword are useless, and backpacks must be removed). See the green room description for more information. LA - Left Arm (Blue): Approaching the blue door, you are surprised to find that handle to the door is in the shape of a hand… extending to you as if a gesture of good faith. 79 The door is opened by pulling on the hand. It is not trapped. When the players enter the room, they will find themselves in a stone chamber empty except for a chair and tables. Sitting in one of the chairs is a gigantic (15’) stone statue, its hand extended and placed on the table as if to arm-wrestle. In its other hand it grips the sapphire keystone. Only one character can sit in the other seat. Disturbing the statue by attacking it or forcing the left hand open with a DC 25 Strength check will awaken it will fight the players (one handed, holding the sapphire in the other). It will release the key if the PCs win the arm-wrestling contest. (Str contested check at +8) Losing the arm-wrestling contest will deal 1d4 to the character as the arm slams down, potentially breaking their arm. 80 The easiest way to solve this puzzle is to use multiple characters (each additional character can add his Str modifier or +1 to the roll, whichever is higher.) However, the statue does not like cheating. If the golem can see that they are cheating, golem fires a laser like beam at the person seated (1d8 fire damage), but it’s eyes can be easily covered. Arm Wrestler: Init -1; Atk punch +5 melee (2d4); AC 14; HD 4d6; hp 18; MV 40; Act 2d20; SV Fort +3, Ref -1, Will -1; AL L. RA - Right Arm (Green): The players will notice that the lever to the door is gnawed off. Careful examination of the mechanisms will indicate that the door is not locked. The door is shut but could be forced open with a DC 10 Strength check. However, this will cause a considerable amount of noise, and alert the termites inside unless precautions are taken. Alternatively, the players can enter this room from RL via dug out termite tunnels. Allow players to hear the chittering of termites so to plan their attack. The cellmites are somewhat busy trying to open the case, and a DC 5 Agility check should be sufficient to sneak into the room. The chamber was a workshop of Ichon Cotes. Most of the devices are non-functional, although careful searching would yield potentially useful items such as ball bearings, an oil barrel, cans of grease, a lantern, rope, nuts and bolts, tools, etc. It is in complete disarray, with notes, gears, rods, wires, bolts all strewn about. In the center of the chamber is a pedestal with a fist sized emerald locked in a glass box. Piles of discarded devices lie around it. Six termite workers are being ordered around by a more upright soldier, wearing a glass tiara on its head. They are in the midst of smashing the cage housing the gem when the players enter. The upright termite, pointing at the PCs, 81 shouts in the common tongue, “ICHONAUGHTS! THESE INTERLOPERS ARE HERE TO PREVENT US FROM AWAKENING THE COTE! ATTACK! FULFILL YOUR DESTINY!” The termite workers stop their attack on the glass cage and shamble towards the PCs. Xythlythralli, The Queens Harbringer, The Upright Cellmite: Init +2; Atk bite +3 Melee (1d4), spear +2 Melee (1d6); AC 13; HD 3d6; hp 12; MV 20’; Act 2d20; SP spells (as below); SV Fort +2, Ref +2, Will +3; AL L. Spells: The glass tiara on its head gives its wearer the spells Force Manipulation and Charm Person. (cast with -1) Charmed Cellmites (6): Same statblock as Red Cellmites (worker) 82 Glass Tiara of the Ichohnaughts: Gives wearer Force Manipulation as well as Charm Person, 1d4 charges total per day. Rolling a fumble on the spell could shatter the tiara, roll an additional 1d10, a natural 1 will shatter it. Created by Ichohn Cote themself, it was one of the first proposed control mechanisms of the warden. It didn’t make the cut and was discarded in this room. Glass Cage with key: can be unlocked easily with the tiara acting as a key. Otherwise, it can be shattered. If PCs are using brute strength, let them attempt a DC 12 Strength check. It will break after 3 successful checks, but, for every attempt, roll to see if Patrolling Cellmites show up. H - Head: Back in the main chamber, if the players insert all the keystones, a voice rings out: “Ichohnaughts! You are the chosen select few. Proceed past the ebony door into your destined place of control. It is time to choose amongst yourselves the five most worthy to receive the gift of Ichos.” The players enter a round chamber, with five stone chairs, each adorned with a gem: ruby, emerald, sapphire, topaz, and obsidian. The chairs are equidistant alongside the walls. In the center of the room is a circular mat covered with arcane runes. A voice beckons the party to choose amongst themselves the most worthy to sit on said thrones. The rest of the group will stand on the mat, at which point a field of force will form a fence around the circle. You have chosen! Those left behind will be worthy sacrifices to empower the warden! Beware for the time to defend your life, and those you love, is at hand! The terrible Mongumandu has awakened once again, and once again the Ichohnaughts have been summoned to drive the beast back! 83 The chosen five (or less) will be telepathically linked and will be able to see outside the warden, as the golem shakes, detaches itself from the ground, to emerge to face Mongumandu. The remaining characters will be imprisoned within the mat, to be used as a battery-like reserve. Describe to the players the rising of Mongumandu from the Blackest Sea, and the instant recognition of The Ichon Warden. There is no escape. There is only battle. Ichohn Warden: Init +2 (+Agi bonus*), Atk +10 (+Str bonus*) melee (unarmed) (4d4 +Str bonus*), AC 20 (+Agi bonus*), HD 14d10 (+ extra d10 for each Sta bonus*), MV 60’, Act 3d20, Crit on 19-20 (Crit table III), SP see below; SV Fort +6 +Sta bonus*, Ref +3 +Agi bonus*, Will +Per bonus* *Stat bonuses for Ichohn Warden: To determine the Agil/Str/Sta/Per bonus, combine the relevant bonuses of five “pilots”. Ignore the penalties if a pilot is woefully lacking in a particular attribute. For example, if the 5 pilots Str modifier are +1/-1/+2/0/0. Ignore the -1 and the final Str modifier is +3. The Ichohn Warden is considered proficient with unarmed and improvised weapons. Optional HP rules. Divide the hp into 6 parts, representing the head, 4 limbs, and body. Allow individual limbs and head to be targetable by Mongumandu, and when a limb or head loses its hit points, the limb (or head) will be unusable. Losing one of the arms will deactivate either ICHOHN PUNCH or ICHOHN MISSILE (losing the other arm will deactivate the other power) Losing a leg will slow movement (MV halved) as well as incur a -5 to AC and Agility checks; losing both will basically make the warden prone with -8 AC. Losing the Head will incur the blinded condition to the Warden, as well as deactivate ICHOHN RAY. 84 Special Attacks: To use a special attack, reference the table associated with the special and roll as if to cast the spell, assuming a caster level of 2, and has an automatic base +10 (+Int bonus) to spellcheck. Once used, the special will need to cooldown and remain unavailable for 1d4 turns. Misfire/Corruption: There is no misfire/corruption for these powers. If failed on a 1, the special will be unusable, as the attack malfunctions and the relevant apparatus explodes, causing the associated effect. Special Spell Result Fail on 1 Effect ICHOHN PUNCH (hands engulfed in flames) flaming hands Hands explode, doing 4d6 dmg to self. Cannot grab. ICHOHN CHEST BLAST (chest panel opens up and missiles fire) magic missile Lose -5 AC as chest explodes, doing 5d6 dmg to self. ICHOHN EYE (laser beam from eyes) scorching ray Targeting functions suffer damage. Incur the blinded condition with 3d8 damage to self. The Warden is a towering golem (at around 100’ tall). It is fabricated to look like an idealized version of the original Ichohn Cote: a bearded warrior of old. Battery of Ichos: The surviving characters who are not part of the chosen 5 are enclosed in a rather ingenious device called the Battery of Ichos. During a turn, the pilots of Ichos Warden can spend an action die to use the life force of one or more members to regain hp, cancel out the cool down of a power, gain extra movement, etc. Add together the remaining hp of these characters and consider the table below. 85 Judges are encouraged to come up with more uses for the Battery of Ichos. Use Details Regain Health 1 hp = 1d4 Reduce Cooldown 1hp = 1 less turn per power Repair Power 5hp to repair an overheated power. Speed Up 1hp = + 10 mv, lasts 4 turns Add to Resolve 1hp = +1 to all checks. This can be used outside of the turn, for example, as a reaction to a save. Lasts 4 turns Repair Limb 5hp = repair broken limb (limb will be available on next combat turn) Mongumandu: Init +2; Atk claws+14 melee (2d8+12), bite +18 melee (4d8+10), hurled stone +10 missile fire (2d8+10, range 200’); Fire breath + 10 breath (5d6+5), Fort save vs 20 or take 1d10 dmg per round for 1d4 rounds, AC 20; HD 18d10; hp 135 MV 50’; Act 2d24; crit on 20-24 (Crit Table DR); SV Fort +15, Reflex +5, Will + 5; AL C. Some grandparents have described Mongumandu as a gigantic dragon that was not able to fly due to its size. Others speak of the greatest of apes whose surprising speed matches its unparalleled strength. Then there are the elders who were more blessed that would mutter about the fearsome floating head that shot fire and ice. The stat block above represents the dragon/lizard, but Judges could always come up with their own alternative version. 86 SHOWDOWN Describe to the players the nauseating warping of perspective as their collective consciousness is combined with their ancestor, Ichohn Cote. They will find themselves peering down at their beloved home, while inhabiting the body of a colossal 10 story tall magical golem. Behind them and beyond in the middle of the Blackest Sea, Mongumandu rises from the waters, and the final fight is about to begin. The battlefield will be between the village and the blackest sea. There will be plenty of environmental weapons, as well as the village itself to act as a casualty. The warden has 3 action dice. It is recommended to rotate the action dice: one player to determine the action and roll a die, then another player to determine the action, and so on. Alternatively, a cohesive group could determine the warden’s actions together. EPILOGUE If Mongumandu wins, the golem will shatter, every pilot that passes their Luck check will find their seat transformed into a functional escape pod that survives the destruction. The beast will then descend upon their village and lay it to ruins, before stumbling off into the wild, to be encountered again at a future time. If the players win, they may be able to discover that the beast’s power still exists in portions of its carcass. If PCs search Mongumandu’s corpse then they might find the following items, all of which are chaotically aligned: 87 1d8 Item 1 Scale of Mongumandu (shield) +1. +2 to saving rolls to resist fire, ignore up to 2 hp of fire damage each round. 2 Nail of Mongumandu (sword) +1. +1 Luck to its wielder. Considered a magical weapon. 3 Quill of Mongumandu (spear) +1. +2 against larger enemies. Considered a magical weapon. 4 Teeth of Mongumandu (dagger) + 1. Additional +1d4 poison damage (3 charges a day). Considered a magical weapon. 5 Eye of Mongumandu (crystal ball) +1 spell checks. Gain the spell enlarge. 1 charge per day. Failure on casting enlarge will cause cracks to appear in orb, and potentially shatter it (roll 1d20; at 1 it shatters, and every failure will increase threshold by 1.) There is no obvious way to “fix” the orb. 6-8 + roll twice. Can claim up to 5 items The warden, having completed its task, will kneel down and the players will find themselves able to exit and climb down from its head. The warden will remain inoperable until the next threat appears. Possible campaign idea: Mongumandu is just the first of the many behemoths that Ichohn Cotes have defeated temporarily, and something is reviving them. Uncle Eesop might have some ancient maps and writings of Ichohn Cotes that can point to forgotten temple/laboratories. Players can explore those for upgrades to the Ichohn Warden in order to meet these increasingly more dangerous foes while investigating the source of the resurrection. 88 89 Art Contributor Links bygrinstow has created over 100 DCC-compatible monsters on the Appendix M blog and elsewhere; the rumor is that he has a website at www.bygrinstow.com Boston Au did all his own work for his adventure and did a fantastic job at it. He is also the talented creator of this issue’s cover. You’ll also have seen his work in the GFA. Follow him at www.instagram.com/typicalbreakfast Davin Kluttz has massively contributed to nearly every adventure in QuaranZine #2. He’s a full-time illustrator and designer, and he has contributed to Gong Farmer’s Almanac 2020 and other DCC projects. Follow or make contact at www.instagram.com/escpod_designcraft David Persinger is an artist with a killer style. You might have seen his work for the past few years in the GFA where he’s known as SGT Dave. Go check out his other work at https://www.deviantart.com/skaldheim Diogo Noguiera has contributed both art and words to the Gong Farmer’s Almanac, as well as created his own games (Solar Blades and Cosmic Spells, Lost in the Fantasy World, and more!). Go commission a piece or just check out his amazing artwork at http://oldskulling.blogspot.com Stefan Poag has created loads of beautiful art for Dungeon Crawl Classics and created comics based on some Appendix N authors. Find him at https://stefanpoag.com Steven Gomez has mastered a number of styles. If you look at his work here and then also at his insta. Go look for yourself at www.instagram.com/meztoons 90 Designation of Product Identity: All proper nouns, such as character names, place names, names of organizations, and others in this publication are product identity. All terms that do not describe distinct game functions are product identity. But hey, if you want to use something in your publication, just reach out to us. We’re easy to talk to… OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 92 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson DCC RPG copyright © 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact [email protected] 93 QuaranZine Volume 2 Remember the good old days, when roleplaying games were in person, dice rolls were physical, and the finale of every dungeon wasn’t a teleconference bug? Those days aren’t back, but QuaranZine is here to help. This volume is meant for those judges, scattered across the planes, whose noble spirits have been tested by their social distancing, and are ready to game for a great cause: COVID-19 victim relief. Produced by community volunteers and charged with a fulsome amount of Dungeon Crawl Classics-compatible content, this zine brings you four new funnels to use in your DCC games. All proceeds from QuaranZine volume 2 will be donated directly to a non-profit COVID-19 relief fund. That’s right – while you and your players repel insectoid aliens, battle kaiju, save children from witches, or destroy an infernal ooze machine, your money will be going to help families impacted by COVID-19 across the United States. You’re no shut-in. You’re an adventurer… The Social Distance Collective
textdata/thevault/Dungeon Crawl Classics/DCC Periodicals/Quaranzine/QuaranZine 2020 Volume 2 The Funnel (DCC).pdf
Contest Particulars, Additional Berries, Addition Nature Rules Berry Flavors Berries are used to create pokeblocks, which enhance your contest performance. The flavors you use enhance specific styles. Total flavor intensity affects final bonus. Neutral berries are so called because they have a balanced mix of flavors, instead of a single flavor, or a flavor that overpowers the other flavors. The more flavor points a berry contributes overall, the more valuable that berry is in contests, in pokeblocks, and to contest trainers. Pokeblocks Pokeblocks are a candy-like item which is make when two to four berries are blended and compressed by a block blender. Coordinators are encouraged to create pokeblocks that cater to the contest style they are entering, or that cater to their pokemon’s specific favored tastes if just making snacks. The highest flavor concentration decides what color pokeblock is made. A balance of multiple flavors results in a neutral block that is half (or less) the total strength, but applicable to multiple styles. A perfectly balanced flavor profile creates a rainbow block which applies its bonus to all styles at full value. Pokemon Natures and their effects on Contests A Pokemon’s nature is what dictates which flavors of berry and pokeblock they enjoy. While this has no effect on the direct usage of berries, this does influence the usefulness of pokeblocks. Any Pokemon given a flavor they love will be quite happy indeed and gain a slight bonus to all appeals made of the concurrent style. This means each nature is going to have a particular contest they excel in, and a particular contest they will do poorly in. Coordinators are heavily encouraged to carefully consider the nature of their Pokemon when pursuing success. Feeding a Pokemon a block of a flavor they will hate makes the block less effective (75%), while feeding it one it loves will be more effective (125%). Making Pokeblocks A trainer can use 2-4 berries in a Block Blender to blend and compress berries into blocks. For every 4 berries blended, gain one (1) Berry Juice healing item. Gain one pokeblock for every berry blended. Pokeblocks are to be carried in a pokeblock case, which has space for 100 blocks and the Block Blender, a hand cranked device that grinds berries into blocks and juice. A Pokeblock Case costs 5000. Be sure to track the value of your blocks. Calculating a Pokeblock Calculating the value of a pokeblock is simple. Add together the total flavor value of the berries used. That is the total used to find your contest bonus. Then add up the individual flavors to find your neutrality rating. For each flavor tied for top, increase your neutrality by one. All blocks will have a minimum of one. The worst rating is a 4. If you manage a neutrality of 5, you have made a rainbow block. Neutral blocks have no love check and can be used for any coinciding contest. Rainbow blocks have no love check and no neutrality check, and can be used in any contest without limit. Normal Block: [(total value)x(love/like/hate)]/10 Neutral Block: [(total value)/(neutrality)]/10 Rainbow Block: (total value)/10=Pokeblock Bonus Example: an amateur contest trainer mixes 4 starf berries with a flavor value of 17 apiece, totalling 68 total flavor. But the blocks in question have a neutrality rating of 3, reducing the total flavor score to 23. (Round away all decimals while calculating neutrality debuff.) When divided by ten, those 4 very valuable starf berries only give a block worth 2.3 points. Note: I am unsure of how many possible combinations of berry actually produce rainbow pokeblocks, or if they are even possible to make at all. I have not put in the work to test if it’s possible, or what the best combination is, or how broken it might be. The rules on rainbow blocks are included just in case. How easily your players get the berries in question is entirely up to you as DM. Costumes Costumes are scored by rolling (disguise kit(cha)+proficiency)/10. There are rare scarves in the world that add an automatic +3 to your costume roll if it aligns with the contest style. With maximum expertise, a scarf, and a 20 in the trainer’s charisma, the maximum possible costume roll is a 40. A negative score ( of -4, a rolled 1 and -5 in cha) is possible, so make sure your bonuses are high enough that getting a minus isn’t possible. Calculating Base Style Appeal Contests are divided into 5 Styles, with 4 levels each. The styles are Tough, Cool, Beauty, Clever, and Cute. The levels are Normal, Super, Hyper, and Master. To calculate any Pokemon’s base Style Attribute, add its charisma score to the coinciding stat, then average the scores. Toughness is Strength, Coolness is Dexterity, Beauty is Constitution, Cleverness is Intelligence or Wisdom (whichever is higher), and Cuteness is Charisma. Any moves used during an Appeal that match the contest style grant a bonus. So, a 22 Charisma and a 20 Strength add together to get 42, which averages to 21. Contest Rules Contests are engagements between trainers (usually 2-4), not to determine which trainer is strongest, but whose pokemon is most appealing. Contests are divided into two rounds. The primary round judges a pokemon’s appearance, condition, costume, etc. This round is judged by the audience (with a d20 roll), and can gain a maximum of 20.0 points. This round is easier to win using pure mechanics and stat boosting than the second round. You can also gain a fame bonus. The higher the level of contest you’ve won, the more the crowd will like you. Winning a Normal level contest will grant your Pokemon 1 fame. Each higher level of contest victory will increment that fame by 1. When calculating points, do not round away the first decimal point. That is part of your score. You could win a 19.9, and that .9 matters if someone else has a 19.8. Points are calculated as follows:1d20+(Style/2)+(pokeblock bonus)+(costume bonus)+(fame bonus). With maximum scores in every slot before you calculate in berries, it is possible to have an 18.5. [Variant: you can increase the maximum score for audience and judges alike each time your players promote to a higher level of contest, so your players feel incentivized to keep chasing ever higher bonuses.] The second round is the appeals round, and this is judged by a panel of professionals, which range in number from 1 to 3. Each judge has specific biases that contestants can appeal to in order to score bonus points, but judges can also dock points for offending their secret sensibilities. Judge biases can be discovered before a contest begins with investigation rolls, with judges having up to three biases that can be positive or negative. To discover biases, roll an Investigation check. Bias 1 is discovered on a 15, bias 2 on a 20, and bias 3 on a 25. If a 20 or 25 is rolled while attempting an easier roll, the player learns both or all three at once. Pokemon in the appeal round engage in a specific performance and are judged for their skill. This is determined by the player making 4d20 skill checks that are averaged together, with a fifth d20 rolled in secret by the DM to represent how the judge in question feels about the performance overall. Judge biases are then added to that score. Each move used during the Appeal that stylistically matches the contest earns an extra point. Your final score is the average of your round 1 audience score and your round 2 appeal score. Apply this calculation for each judge individually, who then display their final tally (out of 20.0 possible points), all of which is added together. Points are calculated per judge as follows: [(4d20+)/5]+(biases)+(move bonus) During the Appeals round, if your base roll is particularly good, the audience will love it and you will gain advantage on your next roll. However, if your base roll is low twice in a row, you will gain disadvantage on the next roll as the audience becomes displeased. So, a strong start can easily snowball into repeated success, but multiple flubs will make things harder for you. Ties are rare, but when they occur they are settled with a one v one battle where your goal is not to defeat the opponent, but out perform the opponent. In order to do so, you must land more hits and take fewer hits than your opponent. Bonus points are awarded for using attacks that synchronize with the contest style. For every attack you land and save your opponent fails, you are awarded a point. For every attack that hits you and save you fail, you lose a point. You gain 1 additional point for using an attack that aligns with the contest style (which is based in the attribute used). Attacks that can attack from multiple attributes can be used in multiple contests. Contests are divided into four ranks, and a Pokemon needs to compete at each level and win before proceeding to the next level. [Variant: You may instead chose to have the rank and fame applied to the trainer instead of the Pokemon, allowing any Pokemon to compete at any level without needing to progress through ranks. Which you use could be dependent on what sort of rise to fame you prefer to tell, one starring the Pokemon in question, or one starring the trainer.] TABLES Pokemon Natures and Tastes Nature Effect Loves Hates Reckless +str -dex Sour Spicy Rash +str -con Sour Savory Brave +str -wis Sour Bitter Arrogant +str -cha Sour Sweet Skittish +dex -str Spicy Sour Hasty +dex -con Spicy Savory Energetic +dex -cha Spicy Sweet Clumsy +dex -wis Spicy Bitter Apathetic +con -dex Savory Spicy Stubborn +con -wis Savory Bitter Grumpy +con -cha Savory Sweet Relaxed +con -str Savory Sour Careful +wis -str Bitter Sour Curious +wis -con Bitter Savory Naughty +wis -cha Bitter Sweet Cheerful +cha -str Sweet Sour Sassy +cha -dex Sweet Spicy Innocent +cha -wis Sweet Bitter Hardy +AC -dex N/A Spicy Nimble +AC -str N/A Sour Note: I have replaced ‘dry’ with ‘savory’, because it makes more sense that an excess of protein causes a flavor than a ‘lack of sweetness’, as google tells me this is what ‘dry’ means as a flavor. The Japanese word for the dry flavor, ‘astringent’, makes even less sense to me. Astringent is a vinegary taste, but vinegar is described as bitter or sour! It was just circular logic at that point, so I swapped, and you can just assume berries that are both sour and bitter taste vinegary. Note: Hardy and Nimble Pokemon do not have an attribute boosting personality and so have no preferred flavors. I like to think of them as tactile eaters that prefer the physical experience of a food over its taste. So Hardy Pokemon like chewy things, while Nimble Pokemon like crunchy things. This is has no mechanical benefit and is purely for roleplay purposes. Pokeblock Table Color Flavor Style Red Spicy Coolness Blue Savory Beauty Pink Sweet Cuteness Green Bitter Cleverness Yellow Sour Toughness Purple Neutral See rules Rainbow A perfect balance of flavors See rules Flavor Profiles Note: where a berry has multiple flavors, the highest value determines category. Table color coded for ease of use. Berry Total Value Price Flavor Intensity Aguav 2 1000 Bitter 2 Apicot 11 350 Savory 5 Sour 5 Spicy 1 Aspear 1 200 Sour 1 Babiri 5 200 Spicy 4 Savory 1 Belue 4 200 Sour 3 Spicy 1 Bluk 2 100 Savory 1 Sweet 1 Charti 3 200 Savory 3 Cheri 1 200 Spicy 1 Chesto 1 200 Savory 1 Chilan 5 200 Savory 4 Sweet 1 Chople 3 200 Spicy 2 Bitter 1 Coba 3 200 Bitter 2 Savory 1 Colbur 4 200 Sour 3 Bitter 1 Cornn 3 150 Savory 2 Sweet 1 Custap 7 750 Spicy 6 Bitter 1 Durin 4 200 Bitter 3 Sour 1 Enigma 7 500 Spicy 6 Savory 1 Figy 2 1000 Spicy 2 Ganlon 11 350 Bitter 5 Savory 5 Sweet 1 Grepa 3 1000 Savory 1 Sour 1 Sweet 1 Haban 4 200 Bitter 3 Sweet 1 Hondew 3 1000 Bitter 1 Savory 1 Spicy 1 Iapapa 2 1000 Sour 2 Joboca 7 500 Bitter 6 Sour 1 Kasib 4 200 Sweet 3 Savory 1 Kebia 3 200 Savory 2 Sour 1 Kee 13 450 Savory 5 Spicy 5 Sweet 1 Bitter 1 Sour 1 Kelpsy 3 1000 Bitter 1 Savory 1 Sour 1 Lansat 17 400 Spicy 5 Sour 5 Sweet 5 Bitter 1 Savory 1 Leppa 4 500 Bitter 1 Spicy 1 Sweet 1 Sour 1 Liechi 11 350 Spicy 5 Sweet 5 Savory 1 Lum 4 400 Bitter 1 Savory 1 Spicy 1 Sweet 1 Mago 2 1000 Sweet 2 Magost 3 150 Sweet 2 Bitter 1 Maranga 13 450 Bitter 5 Sweet 5 Savory 1 Spicy 1 Sour 1 Micle 7 350 Savory 6 Spicy 1 Nanab 2 1000 Bitter 1 Sweet 1 Nomel 3 150 Sour 2 Spicy 1 Occa 3 200 Spicy 2 Sweet 1 Oran 4 200 Bitter 1 Savory 1 Spicy 1 Sour 1 Pamtre 4 200 Savory 3 Sweet 1 Passho 3 200 Savory 2 Bitter 1 Payapa 3 200 Sour 2 Sweet 1 Pecha 1 200 Sweet 1 Persim 4 200 Savory 1 Sour 1 Spicy 1 Sweet 1 Petaya 11 350 Bitter 5 Spicy 5 Sour 1 Pinap 2 1000 Sour 1 Spicy 1 Pomeg 3 1000 Bitter 1 Spicy 1 Sweet 1 Qualot 3 1000 Sour 1 Spicy 1 Sweet 1 Rabuta 3 150 Bitter 2 Sour 1 Rawst 1 200 Bitter 1 Razz 2 800 Savory 1 Spicy 1 Rindo 3 200 Bitter 2 Spicy 1 Roseli 5 200 Sweet 4 Bitter 1 Rowap 7 500 Sour 6 Spicy 1 Salac 11 350 Sweet 5 Sour 5 Bitter 1 Shuca 3 200 Sweet 2 Spicy 1 Sitrus 4 800 Bitter 1 Savory 1 Sour 1 Sweet 1 Spelon 4 200 Spicy 3 Savory 1 Starf 17 1500 Spicy 5 Sour 5 Sweet 5 Bitter 1 Savory 1 Tamato 4 1000 Spicy 3 Savory 1 Tanga 4 200 Spicy 3 Sour 1 Wacan 3 200 Sweet 2 Sour 1 Watmel 4 200 Sweet 3 Bitter 1 Wepear 2 100 Bitter 1 Sour 1 Wiki 2 1000 Savory 2 Yache 3 200 Sour 2 Savory 1 Effects of Berries added by this document Note: HP threshholds for effect activation only apply to berries being held. Effects can be activated by using a berry from the inventory as if a normal item, unless marked by #. Effects marked by # can only be activated while held. Berry Effect Aguav Restores 50 hp when below 25% HP. Confuses Pokemon who dislike bitter food Figy Restores 50 hp when below 25% HP. Confuses Pokemon who dislike spicy food Iapapa Restores 50 hp when below 25% HP. Confuses Pokemon who dislike sour food Mago Restores 50 hp when below 25% HP. Confuses Pokemon who dislike sweet food Wiki Restores 50 hp when below 25% HP. Confuses Pokemon who dislike savory food Enigma # Restores 50 HP when hit with supereffective move Apicot Gives the effect of X Special Defense when HP falls below 33% Ganlon Gives the effect of X Defense when HP falls below 33% Lansat Gives the effect of Dire Hit when HP falls below 33% Liechi Gives the effect of X Attack when HP falls below 33% Micle Gives the effect of X Accuracy when HP falls below 33% Petaya Gives the effect of X Special when HP falls below 33% Salac Gives the effect of X Speed when HP falls below 33% Starf # Grant a +1 bonus to all attributes and skills for one minute when HP falls below 25% Custap # Causes the user to move to top of initiative in battle when HP falls below 25% Kee # Gives the effect of X Defense when hit by attack roll (can cause activating attack to miss) Maranga # Gives the effect of X Defense when failing save (can cause activating save to be passed) Joboca # Reflect ½ of damage dealt by one enemy’s attack roll onto said enemy once Rowap # Reflect ½ of damage done by one enemy’s saving throw onto said enemy once Nanab # When held by an active Pokémon, trainer gains advantage to catching attempts. Consumed on catch. Pinap # When held by an active Pokémon, trainer gains advantage to item searches. Consumed on search. Belue No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Bluk No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Cornn No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Durin No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Magost No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Nomel No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Pamtre No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Rabuta No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Spelon No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Watmel No effect, used purely for food and pokeblocks. Price dictated by total flavor value. Wepear No effect, used purely for food and pokeblocks. Price dictated by total flavor value.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Pokemon 5 Archive/Homebrew Rules for Contests Berries Natures.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE (Cross off all items NOT found) APL 2: � Adamantine Bolt (Adventure; Dungeon Master’s Guide) � Mithral Chain Shirt (Adventure; Dungeon Master’s Guide) � Oil of Align Weapon, Law (Adventure; Dungeon Master’s Guide) APL 4 (all of APL 2 plus the following): � Brooch of Shielding (Adventure; Dungeon Master’s Guide) � Potion of Delay Potion, Extended (CL 5th; Adventure; DMG) � Potion of Reduce Animal (CL 3rd; Adventure; Dungeon Master’s Guide) APL 6 (all of APLs 2, 4 plus the following): � Metamagic Rod, Enlarge, Lesser (Adventure; DMG; Limit 1) � Wand of Mount (CL 1st; Adventure; Dungeon Master’s Guide) � Wand of Protection from Law (CL 1st; Adventure; DMG) APL 8 (all of APLs 2, 4, 6 plus the following): � +1 Displacement Chain Shirt (Adventure; Magic Item Compendium) � Gloves of Swimming and Climbing (Adventure; Dungeon Master’s Guide) � Wand of Lesser Spell Immunity (CL 3rd; Adventure; SpC; Limit 1) APL 10 (all of APLs 2, 4, 6, 8 plus the following): � +1 Styptic Chain Shirt (Adventure; Magic Item Compendium) � Metamagic Rod, Enlarge (Adventure; Dungeon Master’s Guide; Limit 1) � Tunic of Steady Spellcasting (Adventure; Magic Item Compendium) APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): � +1 Distance Bane (Elemental) Light Crossbow (Adventure; DMG) � Divine Scroll of Heroes’ Feast (CL 12th; Adventure; DMG) � Ioun Stone, Iridescent Spindle (Adventure; DMG; Limit 1) Adventure Record# 597 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450 xp; 450 gp APL 4 max 675 xp; 650 gp APL 6 max 900 xp; 900 gp APL 8 max 1,125 xp; 1,300 gp APL 10 max 1,350 xp; 2,300 gp APL 12 max 1,575 xp; 3,300 gp Cross out any game effects this character does not gain. � Sold Githyanki Silver Sword: You sold your Githyanki silver sword purchased on AR ____ to the Chancellor’s Office for 75% of its cost (instead of the normal 50%). � Criminal for Country: You served _____ TUs and paid a fine of ______ gp. Knight Commodore Avanti put a note in your records that this was done in defense of country and he recommends the crime be ignored. He recommends military and veteran characters be promoted during their next Promotion Review Board. If the offender was a Mariner, Marine, Oarsmen in the River Guard, they are immediately promoted to Senior Mariner, Marine Sergeant, Senior Oarsmen respectively waiving all requirements, including time in grade. � Captain Alcarta’s Favor: You have access to the Spirit of the Sea and Well Read Greyhawk regional feats. � Gracious Thank You: As a thank you for your assistance, you may select one item at your APL or lower (circle the item); the access for that item gains Frequency: Regional. � Military Commendation: This Active Duty or veteran PC has received a commendation. � Gravedigger’s Favor: You gain access to the skill tricks (CS) Healing Hands and Listen to This. � River Guard Invitation: You are invited to join the river guard as a marine or mariner or oarsman waiving any Profession (sailor) requirements. You cannot be promoted until you meet requirements. � Special Commendation: This is an additional commendation given to this PC for especially key service. This commendation counts double when counting commendations to promotion. This PC also gains access (Freq.: Regional) to the blueshine armor special ability upgrade (MIC). � Special Guild Invitation: You are invited to become a Journeyman in the Gravedigger’s union. All requirements (including residency) except TU costs and gold (gold is waived for first year) are waived on the condition that you send reports of interesting things you see on your travels quarterly. You get all benefits of a Journeyman Gravedigger. � Axial’s Favor: This PC has promised to learn Aquan and speak to water elementals before fighting. � Friendly Contact: This PC has friendly contact with a water elemental from the Plane of Water. � Marked for Death: Show this AR to DMs at all Gran March events. Any Brotherhood member who has the opportunity to coup de grace this PC will do so, even if it costs him/her their life. � Seeker: You are a member of “The Search” for the next Grandiose Imperial Wyvern. This Record Certifies that ____________________________________________ Played by______________________________________ Player RPGA # Has Completed GRM7-05 Currents A Regional Adventure Set in Gran March Event: __________________________________ Date: ______________ DM: ___________________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region________________________
textdata/thevault/Living Greyhawk/Modules/Gran March/597/Normal Scenarios/GRM7-05 - Currents (APL 2-12)/GRM7-05 - Currents AR.pdf
ESA6-04/NMR6-05 Gift of the Tempest A One-Round Dungeons & Dragons® Living Greyhawk™ Meta-Regional Adventure set in the Splintered Suns Version 1.4 by Pieter Sleijpen Circle Reviewer: Pieter Sleijpen Editors: Colleen Simpson, Pierre van Rooden Playtesters: Pasi Riita, J-P Hartikainen, Jani Kekkonen, Jouni Kallio Taking shelter from a storm in the village of Montesser, the PCs awake to find that more than seaweed is being washed ashore by the tide... A one-round Meta-regional adventure set in Medegia (or Ratik) for characters level 1-13 (APLs 2-10), Part 1 of Terrors of the Deep. [Not for those with a dislike for the ocean.] Resources for this adventure [and the authors of those works] include Libris Mortis [Andy Collins, Bruce R. Cordell], Secrets of Xen’drik [Keith Baker, Jason Bulmahn, Amber Scott], Stormwrack [Richard Baker, Joseph D. Carriker, Jenifer Clarke Wilkes], The Marchland of Medegia [Creighton Broadhurst], and TSS3-07 Osson’s Lance [Andy Macphee, Jeny Macphee, Stuart Kerrigan] Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. Players Read No Farther If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. Preparing for Play To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. For your convenience, that appendix is split by APL Along with this adventure you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. ESA6-04 Gift of the Tempest Page 1 APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. TIME UNITS AND UPKEEP This is a standard 1-round Meta-regional adventure, set in Medegia in the Splintered Suns meta-region OR in Ratik in the Nyrond meta-region. Characters native to the Splintered Suns meta-region pay 1 Time Unit per round if they play this adventure set in Medegia (ie. as ESA6- 04), but 2 Time Units if they play this adventure set in Ratik (ie. as NMR6-05). Characters native to the Nyrond meta-region pay 1 Time Unit if they play this adventure set in Ratik (ie. as NMR6-05), but 2 Time Units if they play this adventure set in Medegia (ie. as ESA6-04). All other characters pay 2 Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a DC 20 Survival check, the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. ADVENTURE BACKGROUND The sea gives, the sea takes. It gives by providing food and trade. It takes through storm, pirates and monsters. Sometimes it takes and gives at the same time when richly-loaded merchant vessels run aground, offering the cargo to those living nearby while taking the lives of those aboard the doomed vessel. Seeking shelter in a small fishing village, the PCs are awakened in the middle of the night. A merchant vessel has run aground nearby and it’s only a matter of time before the sea claims its prize. The storm is still raging, and the villagers have no idea under what flag the ship sails; they fear there may be enemies aboard. At the same time they feel obliged to offer help to the poor sailors onboard. They beg the PCs to row into the raging sea and try to help those on the ship. In return the PCs can claim whatever cargo the ship is carrying. What the PCs and villagers do not know is that all but one aboard are dead – murdered by undead raiders. These poor sailors are doomed to return from the grave to haunt the living, making life difficult for the PCs, and, potentially, the villagers if the PCs do not destroy them. Once defeated, the PCs find one survivor hiding among the cargo. The poor soul was driven insane by the ordeal, but, with the proper incentive, he can tell the story of what befell the Kalandra. He tells them that the undead came from nowhere, apparently unaffected by the storm. They were searching for something. Not for living victims, but for knowledge. Not all the sailors were killed at once, the undead captain questioning the living before dispatching them. For now it remains unknown what it was searching for since those remaining have been made undead and are thus beyond the use of speak with dead. All the survivor knows is that the pirate ship sailed under a flag with the heraldry of a black tower with a skull above it and two skeletal hands wielding a scythe. The sailor did not recognize the symbol, but others might. It belongs to the dreaded Delglath the Undying – a powerful animus cleric of Nerull and ruler of Rinloru in the Northern Kingdom. House Torquann, supported by Overking Grenell, has tried to destroy Delglath and his army for years now, and his existence is a testimony of his great power and military skill. Until now he has shown no interest in naval matters, cooped up as he is in the Northern Kingdom, constantly fighting Grenell’s forces. What is so important for him to send his forces out into the Solnor Ocean? Why did nobody note a ship of his setting sail? Are there more? ADVENTURE SUMMARY ESA6-0X/NMR6-05 Gift of the Tempest is a 1-round meta- regional set Medegia or Ratik, depending on the meta- region in which it is run. It is a relatively straightforward, linear adventure albeit set in a non-traditional environment. Introduction: While on a trip from either Dullstrand City or Pontylver to the Sea Baron or Rel Astra (when set in the Splintered Suns meta-region) on the cog Era Lemna before the coast of Medegia, the PCs are surprised by a storm (its power dependent on the APL). Seeking shelter ESA6-04 Gift of the Tempest Page 2 the PCs end up in a warm comfortable drinking-hall in the town Montesser. Encounter 1 [Warm Wine and Fishermen’s Tales]: The PCs enjoy a “pleasant” evening in one of the local drinking halls while sheltering from the raging storm. Encounter 2 [Alarm Bells]: Late that night the alarm bell being sounded disturbs the peace. Soon the PCs learn that a ship has run aground, and the locals ask the PCs to help those poor souls aboard. The villagers can offer no reward, but, depending on the attitude of the PCs, they can offer its cargo or suggest its owner might pay a rich reward for its recovery. Encounter 3 [Challenging the Storm]: Getting to the sinking ship is easier said than done. Even in fine weather the rocks on which the ship ran aground are dangerous, let alone during a raging storm. Encounter 4 [The Kalandra]: This section gives a description of the rooms and inhabitants of the caravel the Kalandra. Certain haste is required since the ship is quickly falling apart. Encounter 5 [Passage of Time]: The Kalandra is slowly being destroyed by the elements. While the ship does not sink while the PCs are aboard, its slow disintegration has its effects aboard. Encounter 6 [A Lone Survivor]: Hidden inside the ship, a terrified merchant waits for rescue. If the PCs enter his hiding spot he reacts in panic until he realize the PCs are not undead, and even than all he can think of is to get of the ship. The PCs need to calm him down in order to get him to tell his story, and even then it is difficult to keep him focused. The ordeal has shattered his sanity, although powerful curative magic can restore his sanity quickly. Encounter 7 [Back At Montesser]: If the PCs rescue the survivor, they have to decide what to do with him. If they return to Montesser, they learn that the orcs want to keep him as a hostage to get a big ransom. The PCs can try to cut a deal with them, or flee together with the survivor. Conclusion: Once the storm quiets down, the Era Lemna proceeds on his journey, either with due haste to escape the wrath of the orcs of Montesser or calmly when the PCs made a deal. The adventure is at an end, but who were the undead that attacked the ship? And what knowledge do they seek? PREPARATION FOR PLAY ESA6-04/NMR6-05 Gift of the Tempest is run both in the Splintered Suns and Nyrond meta-region. While both versions are slightly different, a player can only play one of the two versions. Just to be safe check this beforehand. The adventure is mainly set on board of a sinking ship. DMs are advised to become familiar with the rules on swimming, drowning and storms as discussed in the Player’s Handbook and the Dungeon Master’s Guide. Stormwrack provides additional useful information on ship decks as an environment for battles and facing the elements on board of a ship. It is also important the players are aware about the environment since the adventure is ill-suited for centaurs (especially when Large sized) and to a lesser extend asherati. The Splintered Suns version is set in the town of Montesser in Medegia. More information on this unusual town can be found in Appendix 2. DMs should now check for the favor/disfavor with the orcs of Montesser from TSS3-07 Osson’s Lance. It has an impact on how the PCs are treated in the town. Despite wishes to the contrary from the rulers of Ahlissa, Medegia is not part of the United Kingdom of Ahlissa and as such any wanted status or favors with organizations from that country do not come into play unless specifically mentioned otherwise. INTRODUCTION The adventure starts while the PCs are passengers aboard the caravel “Era Lemna”, traveling along the coast of Medegia. The captain is Azir Delrrii, an able, good- natured man, who hails from the Sea Barons. The exact reason for the trip is up to the PCs, but most likely they are on a trip from Ahlissa or Dullstrand to harbors to the north (for example the Northern Kingdom, Ratik, Rel Astra or the Sea Barons) or vice versa. Your life as an adventurer takes you on many journeys, visiting different regions all over the Flanaess and even beyond. It is on one of these journeys that you find yourself on the cog “Era Lemna” sailing along the coast of Medegia. “Era Lemna” is Old Oeridian and translates either as Mistress of the Coin or Mistress of the Blade – a somewhat odd choice of name. The captain of the vessel is a boisterous, good-humored, middle-aged man from the Sea Barons named Azir Delrrii. He came highly recommended and, until now, he and his crew have proven to be able sailors, honest men and good company. Several other adventurer types joined the vessel and, until now, it has definitely been a pleasant trip as far as sea journeys go. This is a good moment to allow the PCs to introduce themselves to each other, as well as to the captain and the Era Lemna. If you are running the adventure in a time sensitive environment you should keep it brief, otherwise you should be able to spend some more time exploring the ship and her crew. Now would also be the time to let the spellcasters prepare their spells. ESA6-04 Gift of the Tempest Page 3 � Azir Delrii: Male human (Suel) Exp4 (NG). Appearance: Azir is a tall, broad-shouldered man with long, blond hair and a beard that would make a dwarf proud. He has bright, blue eyes, a broad nose and an honest look. When he laughs, and he laughs a lot, it is loud, showing his yellowed teeth that clearly have seen better days. Personality: Azir is a boisterous, out-going man with a good sense of humor. He is a sailor first, and a merchant second. He is an honest, honorable man, but he cares about his ship and crew above anything and there is much he will do to keep them safe. The weather has been good up until now, but dark clouds have been gathering since this morning and the wind has increased steadily. There is a note of concern in the faces of the crew, and it doesn’t surprise you when captain Azir steps towards you early in the afternoon. “There is a storm coming, and while we could probably ride it, I and my men prefer to wait it out at a town nearby. The few days we might lose are just not worth the risk of running aground. Before I sail into the town’s harbor, I wanted to know whether you have heard of Montesser?” PCs that have been in Montesser before, obviously know that it is an orc settlement, although an unusual one. Its inhabitants are tired of war and are actually eking out a living as farmers and fishers, their skills slowly improving. They are still orcs though, and, as such, they tend to be violent and hot-headed, especially towards strangers. Most civilized people avoid the town. The orcs do trade with a select few merchants that have earned their trust. PCs that haven’t been to Montesser before know this with a successful DC 15 Knowledge (the Splintered Suns) or Knowledge (geography) check. If no PC knows it, Azir gladly tells them the same. Once the PCs are aware of the nature of Montesser, Azir proceeds: “You are rightly concerned about sailing into an orc town, but I am a cousin of a good friend of these orcs and they will not hurt me or those under my protection as long as you behave. My cousin owns a compound at the harbor, and we will weather the storm there. It is not a luxurious place, but it is dry, warm and the food and drink is good.” “Before we go into the town, I want a promise from you that you will remain in my cousin’s compound unless invited to do otherwise by the orc leaders. If you do receive an invitation, please behave. The orcs respect strength, and, if challenged, you can kick some unconscious reasonably safely, but please do not kill any, and show proper respect to their leaders. I have no doubts you can fight your way out, but I would like to keep using the harbor as a safe haven, not to mention that my cousin will kill me and my crew if my guests ruin his profitable relation with these orcs.” If the PCs promise to behave, Azir is visibly relieved, otherwise he mumbles about being caught between a rock and a hard place and warns the PCs that he and his men will actively help the orcs if there is any violence caused by the PCs’ actions. He does not like it, but he has no choice but to seek shelter at Montesser’s harbor. If the PCs point out that they have a quarrel with the orcs (they earned a disfavor in TSS3-07 Osson’s Lance), he promises them that, as long as they are his guests and remain at his cousin’s compound, there should be no real problem. He is quite certain he can keep this promise, although he does suggest that the PCs are probably better off disguising themselves and not drawing too much attention. If the PCs ask the name of his cousin, Azir reluctantly tells them his name is Froznir Delrrii. PCs recognize the name as belonging to a reasonably honorable pirate (as far as those exist) from the Sea Barons with a DC 20 Bardic Knowledge or Knowledge (the Splintered Sun) or a DC 25 Knowledge (nobility and royalty) or Profession (sailor) check. It should be clear that Azir is not proud of what his cousin does for a living, but there is very little Azir can do about it. Development: What happens next depends on the PCs’ choice. Don’t spend too much time on this discussion though, since it ultimately is not very important for the adventure. If the PCs simply refuse to enter Montesser, Azir becomes angry. As the captain he is the absolute master aboard, and he does not take kindly to such mutiny. As a last compromise he offers to drop the PCs off on the coast at some dry caves near Montesser, together with the launch, and to pick them up once the storm has passed. He warns them, though, that when an orc patrol finds them, chances of avoiding a fight are slim. If the PCs accept this offer, the adventure proceeds as described, except that the PCs witness the Kalandra running aground near their campsite. You need to adapt the boxed text descriptions in Encounter 1 and deal with the absence of Captain Azir. If the PCs decide to remain on board the ‘Era Lemna’, proceed with Encounter 1 as normal. Troubleshooting: There is a small chance that, at higher APLs, the PCs have access to weather-controlling spells. If they intend to use these spells, Azir advises against it. He fears it might anger Procan, and that it will come back to haunt him at a later date. Smart PCs realize that using a spell like control weather only removes the storm in a limited area (2 or 3 mile radius), keeping the ship locked in that region anyway. The storm is also likely to outlast the duration of the spell. Aziir doesn’t know these limitations though, and, if the PCs press their plans through, he eventually relents and keeps sailing. In that case the storm eventually catches up, and they are forced to land anyway. Proceed with the adventure as described, ESA6-04 Gift of the Tempest Page 4 except that now they are not in a town, and they cannot expect any help when the Kalandra runs aground. ENCOUNTER 1: WARM WINE AND FISHERMEN’S TALES If you run this scenario in a time sensitive environment, such as at a convention, or you simply prefer a quick start, you should use the short version of this encounter. If you have the time, and like to role-play the PCs’ stay at Froznir’s compound you should use the extended version of this encounter. SHORT VERSION Read out aloud or paraphrase the following once the PCs are ready to enter Montesser. By the time you arrive at the harbor of Montesser, it has started to rain and the strength of the wind has increased considerably. Nearby hills provide some cover against the coming storm, but whether it will be enough remains to be seen. Montesser looks a bit like a shanty-town, and most of the buildings look like they have been built with driftwood and whatever the orcs could scrounge from nearby ruins. Several long, large, wooden buildings of obviously better construction dominate the town. Unlike the smaller huts, these are decorated with crude woodcarvings of what look to be skulls and monsters, different-colored banners and old trophies, suggesting that these are the halls of the chieftains of different clans. The whole town is enclosed by thick, earthen ramparts and steep stake-lined ditches. The harbor lies inside the ramparts and all you see are small fishing boats. Once docked, you and all aboard are questioned by a large orc before you gain permission to remain in Montesser during the storm. Soon after, you enter a separate compound on top of a low hill close to the harbor. The compound is guarded by human mariners and seems to be separate from the rest of the town. The mariners welcome you, and soon you are drying yourself at a roaring fire in a drinking hall with several sailors looking curiously at you. The PCs are staying at the mess hall in Froznir’s Compound. They, and the crew of the Era Lemna, have been provided with beds, but they have to pay the normal prices for food and drink. Froznir is not present, and, hence, there are not many people present at the compound. The orcs of Montesser do not come here and the PCs can spend their time here undisturbed by orcs. The mariners guarding the compound, though, are curious, wanting to hear about the world outside. Ask the players how the PCs are spending the coming night, and whether or not they spend the better part of the evening at the drinking hall with Froznir’s mariners. The mariners’ initial attitude towards the PCs is Indifferent, but allow the PCs to change this with a Diplomacy check as detailed in the Player’s Handbook. The PCs gain the following bits of information if they stay among the sailors and succeed at a DC 10 Gather Information check: • There is good profit to be made in the slave-trade around Dullstrand City. After all, the refugees from the war with the bullywugs in Sunndi are easy victims. Most sailors present at the compound though are glad Froznir keeps his distance from this trade, it is repugnant and much too risky. • The United Kingdom of Ahlissa is slowly building a massive fleet in the remains of Ponylver, but the sailors are not very worried about it. Their opinion on Ahlissan naval capabilities is not very high. A few even speculate about a war between Ahlissa and Rel Astra, seeing it is a good way to earn some cash as privateers or mercenaries for one of the two sides (mostly preferring Rel Astra). • More ships than usual have disappeared in the last few weeks and the sailors wonder what has caused these disappearances. There is talk about a monster that can conjure up tornados which was released from the Jungle of Lost Ships during the Ahlissan expedition to that place two years ago. Others think it is nothing out of the ordinary – storms, pirates, sea monsters… ships have always disappeared and never at a constant rate. Once the PCs have settled for the night proceed with Encounter 2. EXTENDED VERSION Read out aloud or paraphrase the following once the PCs are ready to enter Montesser. By the time you arrive at the harbor of Montesser, it has started to rain and the strength of the wind has increased considerably. Nearby hills provide some cover against the coming storm, but whether it will be enough remains to be seen. Montesser looks a bit like a shanty-town, and most of the buildings look like they have been built with driftwood and whatever the orcs could scrounge from nearby ruins. Several long, large, wooden buildings of obviously better construction dominate the town. Unlike the smaller huts, these are decorated with crude woodcarvings of what look to be skulls and monsters, different-colored banners and old trophies, suggesting these are the halls of the chieftains of different clans. The whole town is enclosed by thick earthen ramparts and steep stake- lined ditches. The harbor lies inside the ramparts. You see several orcs frantically drawing several fishing boats high up on the beach, but there is no large vessel in the harbor. Before your ship has docked, several orc soldiers, led by a large, shrewd-looking orc warrior, ESA6-04 Gift of the Tempest Page 5 jump aboard, weapons drawn and ready for trouble. A quick glance at the crew shows you that those that can, quickly gather on deck clearly showing their hands. The captain motions you to do the same, while he steps forward, open hands clearly visible. The large orc is Hargal, and his fellow orcs are simple warriors. Hargal is the harbor master, and he takes that job very seriously. He and his men are ready for treachery, but, as long as the PCs do not draw any weapons, make any unexpected movements or start casting spells, they should be safe. As long as the PCs are not aggressive or rude towards the guards, they should have no problems gaining entry to Montesser, which is used to dealing with merchants and travellers. The orcs speak Common, albeit with a strong accent. The orcs of Montesser are used to dealing with humans, and so the majority speak at least some guttural Common. � Hargal: Male orc Rgr4 (LE). � Orc Guards (5): Male orc Ftr1 (NE). Note: In case the PCs do come to blows with these orcs use the stats as provided in the Dungeon Master’s Guide modified for the orcs. This is regular patrol and remains the same at all APLs. Development: If the PCs are stupid enough to want a fight, that is what they get. The orcs show no mercy, and assume the crew of the Era Lemna is part of the treachery, killing them as well. If the PCs surrender, or are caught alive they are thrown into pits in the town to await trial when the weather is better. The PCs are probably strong enough to overcome the orcs, but even they cannot face a whole town and all they can do is retreat. Azir is furious, but he has no choice. He quickly retreats and seeks shelter at a cove nearby. In this case the PCs earn Azir’s Disfavor as well as Montesser’s Disfavor. The adventure then proceeds as discussed in the Introduction when the PCs avoid Montesser. If the PCs do as they are told, the captain and the orc have a quick conversation. The details are difficult to understand due to the noise of the storm, but they are discussing the usual harbor costs. It only takes a few moments before he and the captain come to an agreement. Hargal orders two of his orcs to search the ship, while he scans the crew for signs of treachery. He does warn the people aboard to stay out of trouble, and that leaving the compound is at their own risk. The people of Montesser have no quarrel with the humans, but their culture is different and he does not want people to get hurt over misunderstandings. If the PCs have the Favor of the Orcs of Montesser, Hargal recognizes them, giving them a warm greeting and inviting them to the halls of Shauntru. Afterwards, he orders two orcs to remain at the ship, while he and the rest return to the town. If the PCs have the Disfavor, and are not disguised, he recognizes them as well. For a moment he seems to want to attack them, but then grunts to them that they should remain at the human compound or else the promise of protection becomes void for them. In this case, he and his fellow orcs remain with the PCs until they enter the compound and he posts several watch-posts around the compound clearly visible for all to see. Otherwise, he himself leaves the ship with one orc. Two guards remain at the ship and the other two guide the PCs and some of the crew (Azir remains behind to secure the ship) to the compound. Note that if the PCs succeed at a DC 25 Diplomacy check, they can spend the evening at Shauntru’s Hall even without the favor, although the orcs are noticeably less friendly, in which case you need to adjust some of texts below. The Compound One the PCs approach the compound read out aloud, or paraphrase, the following: A stone-walled compound dominates the orcish huts clustered about it. Set on a prominent piece of high ground that runs down to the very waters of the Aerdi Sea, this collection of buildings is easily the most fortified part of the whole community that you have seen so far. A single, heavily-barred gate pierces the battlemented outer wall. Two surly-looking human guards stand without the walls, seeking shelter against the wooden gate. The wall surrounding the buildings within is only about fifteen feet high and a walkway obviously runs all the way along both walls. Inside the compound a cluster of buildings squat around the central tower, which commands views over the whole settlement. The guards seem to recognize captain Azir, politely greeting him, although they look warily at you. After a short exchange, they open the gate and allow you to enter. Captain Azir quickly guides you to one of the bigger buildings near the tower, which appears to be an inn of some sort. A big, roaring fire provides heat, and a few rough-looking men are eating and drinking around the tables, curiously looking at you for a few moments before proceeding with their conversations. The kitchen is run by Dannal Welspa, an old, grizzled sailor with a wooden leg. He is a surprisingly good cook, as well as the quartermaster of the compound. He is a good-natured curious man who has seen a lot of the world and is always willing to share his stories (as well as to listen to others telling them). The sailors and mariners stationed at the compound help him in the kitchen and there are no maids or waiters. The PCs can dry themselves in front of the fire while enjoying a drink and a hearty meal. The fare is simple, but of a reasonable quality. With watered-down ale and wine being the only drinks freely available, the selection of drinks is small. Rum, whiskey and higher quality wine ESA6-04 Gift of the Tempest Page 6 is kept under lock and key and is not brought out, even for the PCs, although with a successful DC 15 Diplomacy check they can get one cup of rum to help get warm again. Most of the people at the compound are suspicious of strangers and rather curt and direct. They tend to keep their distance, but a DC 15 Diplomacy check, or a bard with the right skills, opens them up towards the PCs. They love to play card and dice games as well as darts. Usually the sailors go to bed early, but with the bad weather they are open to a spontaneous celebration – especially if the PCs offer entertainment. Throughout the night the PCs can learn the same rumors as described above in the short version of this encounter. PCs more interested in a bed, get directed to a big sleeping room with several bunks at the back of the building. There are four private rooms, one of which is reserved for captain Azir. The PCs can acquire the remaining three with a successful DC 15 Diplomacy check. Shauntru’s Hall Due to the weather, it is unlikely the PCs are going to wander around Montesser. If they insist, they find all doors closed, and that there is absolutely nothing to do. If one or more of the PCs has a favor with the orcs of Montesser though, they are invited eat dinner at Shauntru’s Hall – an invitation they are expected to accept. Read out aloud or paraphrase the following once they approach her halls: The largest of the roundhouses appears to have been built with more time and effort than others. The tall walls are made of well-hewn stone. The huge doors are closed, and are wide enough for an entire team of oxen to be driven through. Two guards stand in small niches on both sides of the door, looking somewhat miserable. They bar your approach, but once they learn who you are, they quickly allow you to enter. The roundhouse is packed with orcs. Many are seated at trestles eating and drinking, set back in the shadows. More orcs, mostly younger whelps, peer down from upper balconies, leaning dangerously over the edge or balancing on ladders. As you enter all conversation stops and one figure stands, throwing off an expensive fur cloak. You notice that this orc is female. “Welcome friends. Eat, drink.” The female orc is Shauntru, the leader of this community. The PCs are her guests, together with a group of more traditional orc chieftains (although they are less aggressive and more controlled than traditional orcs). She is curious about events in the world, sharing her knowledge on events in Medegia in return. The food and drink (only ale) is of surprisingly good quality, although it does not compare to what would be served in the halls of human rulers. During the evening, the orc chieftains try to get the PCs into accepting challenges of Strength even going so far as to suggest a boxing match with their champion Maggroz. Maggroz is an ogre Bbn1 – although they don’t mention this until things have been set up. They are disappointed if the PC wins, but show all the more respect because of it. If the PCs refuse to be lured into any of the challenges, they are treated with scorn by the orcs. Elves and dwarves are the constant centre of jokes and puns at their expense. The orcs, though, do not initiate real violence, but they reply with equal force. Note that any fight is greeted with cheers by the audience and has no repercussions as long as no orc dies. If an orc dies, the PCs must succeed at a DC 25 Diplomacy check to get out, otherwise they are arrested and thrown in a pit (from which they are removed later that night to get the cargo and sailors from the Kalandra – see Encounter 2). In addition to the rumors mentioned at the Compound the PCs learn the following things during their stay here: • Both Rel Astra and Ahlissa have sent envoys to Montesser on several occasions, in the past couple of years, each trying to form an alliance against the other. The orcs do not understand all this talk, and most assume there is going to be a fight between these two sides soon. The orcs favor nobody, preferring to be left alone, warning that anybody that threatens their independence will face their wrath. • The orcs are bored. They have not had a good fight in ages. Even the undead that seem to plague most of Medegia now-a-days avoid Montesser. Development: Once things slow down, or time is pressing, you should proceed with Encounter 2. ENCOUNTER 2: ALARM BELLS About one hour after midnight, the peace (as far as you can speak of peace in the middle of a raging storm) of the town is disturbed by the sounds of horns at the harbor, quickly followed by horns in the village and a loud ship bell at the compound. Within minutes all the people at the compound know that a ship has been sighted on a course towards the cliffs near Montesser. If the PCs brave the wind (which at higher APLs might be dangerous for Small-sized characters – see Encounter 3) and climb on the earthen walls of the compound, they can watch the tragedy unfold before their eyes. Due to the darkness, rain and wind there is little to see except for a few small dots of light coming closer to the coast. During the occasional flash of lightning, it can be seen that the main mast of the vessel is broken, and that the sails at the two remains masts are tattered. It is a caravel. The ship is too far away to see any sailors on board and it is equally impossible to determine under what flag the ship sails. ESA6-04 Gift of the Tempest Page 7 Pushed forward by the storm, the ship soon crashes on the rocks at the mouth of the bay. To everybody’s surprise the ship is not shattered, and soon an SOS signal can been seen coming from the ship. The mariners at the compound immediately start discussing whether to help those poor sailors. Most consider going out in this weather near suicide, and they are certain no orc would risk his skin for strangers (although they certainly might for the cargo), assuming they would even have the skill to navigate the waters in this weather. At the same time a similar discussion is held at Shauntru’s Hall, although the orcs are much quicker to conclude that the risks are not worth the effort. They can recover whatever loot survives the storm after the wind has died down, and they don’t care about the sailors. If the PCs show an interest in helping out, but need a reward of some kind, both the orcs and mariners point out that whomever they rescue is certainly going to be grateful, and considering the quality of the ship, some of those are very likely to be rich. Froznir’s men and the orcs are also willing to pay a reasonable amount of coin for any cargo they retrieve. They are also planning to ask a ‘rescue fee’ (the orcs simply call it by its true name: ransom) for any sailor they rescue from the trading company that owns the ship. And the PCs gain 50% of those coins (the PCs can negotiate up to 75%). They cannot provide a specific number though since they do not know the cargo, its owner or the amount of survivors aboard. If the PCs show no interest, or immediately rush out, captain Azir approaches them. He is willing to brave the storm to help those poor souls, but he needs help and his men understandably do not want to. When they enquire about a reward, Azir gives them the same information as above, although he does not know for sure how the orcs or his cousin’s men react. He fears they are just likely to sell/use them as slaves, let them go or ask a ransom from the owner of the ship. That though is of later concern, since that ship is not going to remain in one piece for long and if it shatters there is no need to worry about the fate of any survivors. If the PCs want to know the risks, Azir does not hide the fact that the rescue mission is going to be dangerous, but he certain that with the PCs help they can pull it off. Azir’s intention is to use one of the keelboats on the beach and row to the ship. He never even considered going by land, climbing down the cliffs and swim or jump the last few meters. He considers that route even more dangerous, and he doubts it would allow them to take any survivors let alone any cargo from the ship. So if the PCs insist upon that route, he refuses to come along. He does accept splitting up with him taking the keelboat as long as two strong PCs agree to help row and a third one to bail water. Note: If the PCs were arrested by the orcs and thrown in the pits, they think it is a fun game to let them recover the loot and sailors from the wreck. If successful they forgive them their crimes and let them go (although they do NOT forget them – so they still get the disfavor). If they fail, they die, which certainly satisfies them as well. The PCs can always choose to flee, albeit after much protests from captain Azir. The adventure is over in that case. Development: If the PCs agree to help, proceed to Encounter 3, regardless of the route they follow. Since a rescue mission requires a specific set of skills, it is certainly possible some of the PCs refuse to join the others. If this happens, Azir points out that since they have no clue who is on board of that ship, and however unlikely, they might very well be hostile. Or some might be critically injured, requiring a healer as quickly as possible. If there are still people that refuse, don’t force them to join. The fights on board the Kalandra might be considerably more difficult, but that was the PC’s choice. Once they realize that this is no ordinary rescue mission, they can decide how to react. PCs that are not present during any of the fights, obviously do not gain any experience for that particular encounter. If the PCs do not help at all, the adventure is more or less over. The ship soon shatters. The undead wash ashore a couple of hours later. They attack the compound, providing the PCs the opportunity to earn at least earn a bit of coin and xp and showing that something odd happened to that ship. When the storm quietens down, they also learn her name. Evidence washes ashore that proves the ship came from Ahlissa and belonged to House Torquann. Little of the cargo survives intact (the apes certainly died), several corpses of sailors end up on the beach, all showing signs of having died in a fight. Offering even more proof something odd went on aboard the ship. A ghost now haunts the cape, but it is unlikely the PCs learn this while at Montesser. Proceed with the Conclusion section. Troubleshooting: The wreck is not protected against divination spells, but every minute counts. Captain Azir is against any spell that takes more time to cast than 1 minute. The PCs also do not have clear sight on the wreck further limiting the effectiveness of some divinations. Otherwise they should work as normal. Use the details described in Encounter 4 to check what the PCs might learn. ENCOUNTER 3: CHALLENGING THE STORM There are basically two routes open for the PCs to get at the Kalandra: by land and by boat. Both of these routes are dangerous, although each offers its own unique set of challenges. Captain Azir greatly favors using a boat since he is a much better sailor than climber, and because having a boat makes transporting survivors and cargo all that easier. It is up to the PCs to decide which to take and each are detailed below in their own section. The hills surrounding the bay give some measure of protection against the real force of the wind. At APL 2 the ESA6-04 Gift of the Tempest Page 8 force of the wind is severe, but at APL 4 and above has reached windstorm levels. The Kalandra has run aground in an area with even better cover and the power of the storm is one category lower (strong at APL 2 and severe at other APLs). More information on storms can be found in the Dungeon Master’s Guide page 95. Severe winds impose a –4 penalty on ranged attacks and Listen checks, open flames are extinguished and small creatures run the risk of being knocked down (DC 15 Fort Save). Using ranged weapons in a windstorm is impossible, and Listen checks suffer a –8 penalty. Medium creatures run the risk of being knocked down and smaller creatures are blown away (DC 18 Fort save). If a creature is blown away, they are knocked prone and roll 1d4x10 feet, taking 1d4 nonlethal damage per 10 feet. Flying creatures count as one size category smaller. If checked, they are blown away 1d6x5 feet, if knocked prone 1d6x10 feet and if blown away 2d6x10 feet (they take 2d6 nonlethal damage instead of the 1d4 per 10 feet). The storm is accompanied by severe rainfall, imposing a –4 penalty on Spot and Search checks and increasing Listen penalties by a similar amount (which stacks with the effects of the wind). Visibility is halved, although, due to the darkness that only affects creatures with low-light vision. Troubleshooting: At high APLs characters might be able to reduce the power of the storm with control wind. Doing so is not very effective when traveling towards the ship by boat due to its small area of effect. If the PCs cast it at the cliffs, though, getting down is much easier, effectively disabling the trap (see below), and getting aboard becomes somewhat easier as well. It has no impact on the fights on the decks of the Kalandra since the area is too small to affect the waves. Using the higher-level spell control weather, on the other hand, is highly effective, removing the threat of the storm. Traveling with powerful spell casters can make life a lot easier sometimes. PCs might choose to increase the wind with control wind with which they can certainly destroy the ship, and all aboard, but that would mean the effective end of the adventure and everything aboard is destroyed. Using this effect while actually fighting the ghouls is not very wise either. The caster might be able to keep his allies in the calm of the wind, but it still destroys the ship, quickly dumping the PCs in the raging water. THE CLIFFS (EL 2) Getting to the cliffs towering above the ship is not easy. If the PCs cling to cover and are smart enough to tie the smaller members of their group together, they should reach the spot without serious incident. Once above the ship, they have to get down to the wreck, which is where the real challenge lies. Luckily the wind blows inland, so there is no risk of being blown off the cliffs and into the sea below while on top of the cliff. Climbing down, though, is dangerous, since the wind direction becomes unpredictable and the rocks are razor sharp – effectively turning it into a trap. The cliffs are 50 feet high, and without the storm a simple DC 15 Climb check would suffice to get down at one-quarter the character’s normal speed. The rain has, however, made the surface slippery, increasing it to a DC 20 Climb check. The wind induces the same circumstance penalty on Climb checks as on Listen checks so at APL 2 the effective DC is 24 and at APL 4 and above: 28. Even creatures with a Climb speed would think twice before climbing down without security in the form of ropes. Even climbing down with a rope is not easy. There might not be the risk of falling down into the churning ocean, but it can become extremely painful. A failed Climb check results in being smashed against the sharp rocks – 2d6 damage. If the check was 12 or higher, the damage is halved. Those climbing down can try to remove the sharper rocks by attacking that 5 foot section (not particularly easy while dangling on a rope). Each section worked this way deals only 1d6 nonlethal damage. Each round the PC is climbing down he needs to make this check. PCs, who are simply lowered down, do not need a Climb check to get down. They are lowered down in 1 round, and only need to make 1 check to see if they get half or full damage (there is no chance of zero damage). A similar result can be achieved with a feather fall or levitate spell (although 2 rounds are required with a levitate spell). Persons who can fly, and are tied to a rope, can make a (APL 2) DC 15 or (APL 4+) DC 18 Fortitude save to get down without damage. Failure results in being slammed into the wall getting full damage. ALL APLs � Cliffside Climb: mechanical; automatic reset; DC 12 Climb* check half (2d6 slashing and bludgeoning damage). * Penalties due to the wind included. � Sharp Rocks (5 feet section): natural stone; AC 12; hardness 8; hp 5. Development: The PCs end up in Area 1 (see DM’s Aid 1 and Encounter 4) of the Kalandra. Roll Listen and Spot checks as normal for the undead in Area 5 to note the arrival of the PCs – starting when the first character sets foot aboard. Do not forget to apply the penalties for the storm (which is also why the undead only note the PCs once they are aboard the ship and not while still climbing down). They were not expecting somebody to come from this direction. The PCs can try to spot the undead as well if they move to an area from where they can see Area 5. More details can be found in Encounter 4. Troubleshooting: It is assumed the PCs are smart enough to use a rope while climbing or flying down. Without such a rope a failed check would not only result in damage, but also in falling down in the churning sea at ESA6-04 Gift of the Tempest Page 9 the foot of the cliffs. At lower APLs this is almost guaranteed to be a death sentence. Besides the normal damage for falling, it also requires a DC 20 Swim check per round not to drown, and at the same time, failure also results into being smashed into the rocks by the waves dealing 1d6 damage. Two successful checks in a row are required to get to the safety of the cliffs behind the Kalandra (requiring the PCs to climb up the hull). PCs can aid their companion with a rope, but getting the rope at the victim is treated as securing a grappling hook as described in the Use Rope skill (victim can try to aid the thrower with a DC 10 Use Rope or Swim check). Once secured, the victim can be pulled to the shore. A failed Swim check does not result in drowning anymore, but it still deals damage. The distance between the cliff top and the wreck is certainly within reach of spells like dimension door. Due to the weather and darkness it is unlikely the PCs can observe the deck of the wreck from the cliff top. Chances are good that the PCs dimension door into a solid object. Such an act would result in 1d6 damage and a shift to a random location on a suitable surface somewhere within 100 feet of the original location. It means the PC(s) would not end up in the middle of the bay (water is not a suitable surface), but a spot somewhere on a ledge on the cliff or a rock in the surf nearby (suitable just at that moment) is certainly a possibility. If a PC is stupid enough to dimension door without seeing where they are going that is what they get. Do warn them before they use the spell. If they actually have a clear view of the deck (likely due to other magic), they should be able to safely use the spell. Remember, though, that the decks are cluttered with debris. Finding an open spot for two or three people is doable, but more is impossible. THE SEA (EL 2) Captain Azir offers the PCs his launch, although if the PCs are working for the orcs of Montesser the orcs offer one of their fishing boats. The hills around the bay provide cover against the brunt of the storm for the bigger part of the trip – although the last few tens of feet take the launch into the open. Even so, getting to the stranded ship by sea requires seamanship, strength and a good dose of luck. Captain Azir and one or two (depends on how many PCs there are) of his sailors, who bravely volunteer to come along, compensates any lack in seamanship on the PCs’ side. If the PCs do have the skill, they still need a full complement of 8 in this weather, and, while the PCs are exploring the ship, at least two people need to remain behind to prevent it being shattered against the hull or cliffs. � Launch: Huge vehicle; Seaworthiness +0; Shiphandling +2; Speed oars 15 ft. (good); Overall AC 3; Hull hp 50 (hardness 5); Ram 2d6; Space 15 ft. by 5 ft.; Height 5 ft. (draft 1-1/2 ft.); Complement 8; Watch 1 plus 2 rowers; Cargo 4 tons. Captain Azir has a +11 modifier on his Profession (sailor) skill and, under his guidance, launching the ship and steering it towards the stranded vessel is relatively easy, even when completely in the open. Getting there in one piece, though, requires full commitment from everybody aboard (both rowing and bailing water) or the launch will founder and sink. Getting to the wreck takes roughly 20 minutes of hard work. Once, during the trip, the captain needs to make a DC 15 Profession (sailor) check. Those aboard can assist as per the normal rules: those rowing assist by making a DC 10 Profession (sailor) or Strength check. Assume that Azir automatically succeeds with the aid of his sailors. PCs stupid enough to challenge the sea in a raging storm without the captain’s help, especially those who are not equally skilled, should suffer the full consequences. If the check fails, the launch founders and quickly sinks, dumping the PCs in the water. PCs survive the ordeal, and wash ashore near Montesser, but the adventure is effectively over. Just make sure the players realize the risks before they set out without Captain Azir and his men. During the trip the boat is also hit by 3 big waves. When this happens, the captain of the vessel must make a DC 25 Profession (sailor) check, as before the rowers can try to assist in this check. If successful they maneuver the boat out of harm’s way. If the check fails, the wave crashes right over the boat. Each character aboard must make a DC 12 Balance or Strength check to remain at their seat. Failure results in 1d6 nonlethal damage by being smashed against the side of the boat. Characters standing upright at the time (highly unlikely) who fail the initial Balance or Strength check must make a DC 17 Reflex save or they are washed overboard. See The Cliff for details on swimming in the water – although the damage is only gained near the cliffs and the hull. Getting back into the launch without aid requires a DC 15 Climb check, but it is fairly easy if one or two people offer their assistance. Development: Getting to the ship is only the first step. Due to a fortunate rock formation northeast of the Kalandra she is spared the brunt of the storm, lowering the power by 1 step as described at the start of this encounter. The rock island also prevented the ship from being shattered immediately, although it only a matter of time until even that protection is not enough to save it. With each wave that pounds against her hull, the Kalandra groans loudly. The PCs approach the wreck from the south, the portside of the vessel. On the starboard side, the cliffs tower 50 feet above it. Details on the Kalandra can be found in DM’s Aid 1 and Encounter 4. Roll 2d4 the moment the PCs arrive. The number rolled is the amount of rounds the PCs have before a wave high enough to wash over the railing of the Kalandra rushes in. A similar big wave rushes in every 2d4 rounds afterwards. Since the Kalandra tilts towards the cliffs, the railing of the ship rises roughly 15 feet above sea-level. There are several ESA6-04 Gift of the Tempest Page 10 ropes dangling over the side of the hull – the remains of the rigging after the mast broke. It remains eerily silent on board. Prudent PCs might want to cast some spells beforehand, but remember that doing so requires a DC 15 plus spell level Concentration check due to the violent motion of the launch. There are several things the PCs can do to get aboard. Climbing the remains of the rigging requires a DC 9 Climb check (base DC 5 modified for slipperiness). As long as a climbing PC is not above the launch when a wave rolls in there is no problem. If the PC is above the launch, the PC must make a DC 12 Reflex save or take 1d6 points of damage. Regardless of the result the PC ends up prone in the launch. PCs can also wait for such a wave and try to step aboard. Doing so requires a DC 12 Balance check. If the check fails the character ends up prone on board of the Kalandra. If the check fails by 5 or more the character falls backwards into the launch, taking 1d6 damage in the process. At higher APLs, spells such as dimension door, fly and levitate should make it relatively easy to get aboard, although casting them does require a Concentration check as discussed above. If the PCs wait for a wave or two they can get a clear view of the main deck (area 5). The undead sailors are hiding by now, and any such character should make a Spot check opposed by the undeads’ Hide checks (assume the undead have taken 10). The undead wait until half of the group is aboard before attacking, afraid that they will scare away their prey if they attack too early. Proceed with Encounter 4 (area 5). Captain Azir becomes agitated when the PCs discuss retreating just because there are no apparent survivors. He reminds the PCs that somebody signaled the SOS and there might be survivors who are unconscious or otherwise prevented from screaming for help. If that does not help, he points out that there might be valuables aboard (whether cargo or information on what happened) and that if they return now they took all those risks for nothing. If the PCs still decide to retreat the undead become desperate. Overcome by hunger they try to act as desperate survivors, rushing towards the railing begging for aid. Even if the PCs fail to spot that the sailors are not quite human, it should not be too difficult to pierce their Bluff since the sailors are terrible liars. If the PCs still retreat, the undead try to jump into the launch, likely requiring a DC 10 or 20 Jump check (depending on how far away the launch is from the hull of the Kalandra), and potentially making for a crowded combat. Undead that miss the launch, try to swim towards the launch, and than trying to Climb aboard (which requires a DC 15 Climb check) to get at their food. More information on the undead can be found in at Encounter 4 in Area 5. Troubleshooting: Flying from Montessor to the Kalandra is not an option, since the PCs are going to be blown inland quicker than they can move forward. If the PCs choose this option, they should walk towards the cliffs, and try flying from there. This is discussed above at The Cliffs section. The churning water makes using spells like water walk impractical as well (requiring DC 20 Balance checks to remain standing, not to mention the constant battering of the waves) and while water breathing would work reasonably well (although the swimmer does face the risk of being smashed into the rocks or the hull) it faces the big problem that carrying survivors and cargo by that route is real difficult as well. A really effective spell the PCs could use is standing wave from the Spell Compendium, although the PC must have a caster level of 9 or higher to affect the launch (which is size Huge). In the end you should use your judgment when confronted with ingenious players. The idea of the encounter is not to make it impossible to get to the Kalandra, just to impress on them the difficulties such a storm impose on the rescue mission. At higher APLs it shouldn’t be too hard to overcome the challenges of the weather with a few well-placed spells. Finally, if the PCs have been hiding in some caves near Montesser to avoid the orcs, they have no access to captain Azir. The wreck on the other hand is much closer. Even so, chances of the launch floundering are equally high and PCs without a decent Profession (sailor) skill are better off challenging the cliffs instead of the sea. ENCOUNTER 4: THE KALANDRA The Kalandra is a typical caravel: a seaworthy, nimble three master used for long sea journeys. The mid-mast is broken and her rigging is heavily damaged due to both the weather and the battle with the undead. The hull is in surprisingly good condition, although it is taking a heaving beating by the waves. The hull is unlikely to hold for more than another hour at the most. The ship tilts, and the starboard side (the cliff direction) is lower than the portside. This list is not strong enough to effect movement, but it does grant a +1 bonus on attack rolls to those on higher ground. The stairs on board of the ship are steep. Climbing up the stairs costs double movement. Moving down faster than at normal speed, requires a DC 10 Balance check. Failure prevents a PC from running down, while failing by 5 or more results in falling down the stairs take 1d6 non-lethal damage in the process. After having searched the whole ship the PCs can estimate that there used to be around 16 people aboard. Including the various undead the PCs only have found, at most, 8 corpses. Most of the corpses were taken by the undead raiders to replenish their larder and soldiers. The undead raiders left a few corpses behind, animating some of them as a nasty surprise for anybody entering the ship. The other corpses where left behind as food for their new creations. If the PCs examine the bow they find the name of the ship in graceful golden letters: The Kalandra. PCs that make a DC 25 Knowledge (the Splintered Suns) recognize the ship as Ahlissan. It is owned by House ESA6-04 Gift of the Tempest Page 11 Torquann, and sails mostly between Ahlissa, Rel Astra and the Sea Barons. Its captain has a good reputation. Note: The Kalandra is wedged between the rocks and is not rolling on the waves. Once aboard spellcasters do NOT need to make Concentration checks due to violent movement! � Hull: 9 in. thick wood; hardness 5; hp 80; Break DC 35; Climb DC 21. � Inner walls: 3 in. thick wood; hardness 5; hp 30; Break DC 20. � Typical door: 1 in. thick wood; hardness 5; hp 10; Break DC 15. 1. QUARTERDECK The quarterdeck is an open deck at the stern. The ship’s wheel is here and is tied so that it cannot be moved. There is a small davit for a ship’s boat, but the boat is missing. The deck is clean and there are no risks of slipping or tripping, and, unlike the main deck (area 5), waves do not wash over the deck here. 2. FORECASTLE DECK This is a raised, open deck atop the forecastle. On the starboard side is the hawsepipe and tackle for the ship’s anchor. The ballista mounted here is too damaged to be used. It is covered with scorch marks. The scorch marks can be recognized as acid burns with a DC 15 Craft (alchemy) check. A DC 23 Spellcraft check identifies the damage as been done by a fireball energy substituted with acid. If there had been any blood, it has been washed off in the storm. There are no corpses, nor is there anything of value. The deck is cluttered with debris, but unlike the main deck there are no waves here. Movement is halved in most squares. Charging and running is possible, but requires a DC 14 Balance check as per the normal rules. 3. MASTER’S CABIN This lavishly decorated comfortable cabin is likely the captain’s or for the use of important guests. The furniture has been smashed and there is little that remains of this once luxurious room. It is clear the room has been ransacked and nothing of value remains. On the last trip it was used by the guest – see Area 8 and Encounter 6. If the PCs succeed at a DC 15 Search check they find the remains of heraldry which can be recognized with a DC 15 Knowledge (nobility and royalty) check as belonging to House Garesteth. House Garesteth is one of the great noble houses of the Great Kingdom, and it has a strong associating with arcane magic and many of its scions are powerful wizards. 4. WARDROOM The captain, officers, and passengers used to take their meals here. It also served as a drawing room and parlor. This room is dominated by a large table made out of mahogany, and surrounded by the remains of once comfortable-looking chairs. It is clear that the furniture used to be luxurious, and the decoration lav sh. Except for the table, everything has been ripped from the walls and smashed to pieces. The floor is covered with glass shards and wood splinters. If there had been anything of value here, it has either been destroyed or taken away. The remains of two sailors lying on the table are difficult to miss, although the corpses are heavily damaged, almost as if something has been eating them. The table is covered in blood. i There is not as much blood as would be expected if they had been killed here. Due to the damage it is difficult to find out what killed them, but a DC 15 Heal check reveals they have been killed with weapons, execution style, and they have been dead for less than a day. 5. MAIN DECK Under normal circumstances this open deck featured a catapult and two large companionways that descend to the lower deck. The portside stairway is for the use of personnel and consists of 5ft.-high, cabin-like structure. The one on the starboard side is for cargo, and is closed by two big wooden hatches. Chicken coops, and pens for goats, lambs, or other small livestock probably used to take up any available space left on the deck, but not much is left of it. The catapult is heavily damaged, and the remains of the riggings lie everywhere. While most of the mid-mast is gone, part of it lies with one end on this deck and the second on the forecastle deck. The battle with the undead raiders and storm caused much havoc. The catapult has been damaged by similar scorch marks to the ballista in Area 2. The storm washed away any animals that might have survived the battle, and, when the main mast broke, parts of the rigging came crashing down on the deck. A large part is gone, washed into the ocean, but one big piece forms a slippery beam from the main deck up on the forecastle deck (Area 2). Terrain: The following terrain features can be found on the main deck: • A light surge of green washes regularly over the deck. Such a surge lasts for 1 round and repeats every 2d4 rounds. A light surge is about 1 foot in depth. It costs 2 squares of movement to enter a square of light green water, and the DC of Tumble checks in ESA6-04 Gift of the Tempest Page 12 such a square increases by 2. Any creature that begins its turn in or enters a square of light green water must succeed on a DC 6 Strength of Balance check, or fall prone. Characters who fall prone are washed 1d4 squares in the direction of the surge; if this would wash them over the side, they are entitled to a DC 11 Reflex save to catch themselves at the rail before going over. The surge moves in a starboard direction (towards the cliffs – see Encounter 3 for what happens if washed away). This happens at the same time that the launch is raised to railing level (and with each such wave water comes streaming down into the hull if the hatches are open). • The squares that depict the catapult are considered cluttered. It provides cover. • Large parts of the deck are slippery – it costs 2 squares of movement to enter a square of slippery deck and the Balance and Tumble checks increases by 5. A DC 12 Balance check is required to run or charge over slippery deck. There are ropes everywhere, and PCs can replace Balance by a Climb check when charging or running (using the ropes to swing around) but doing so requires a free hand. • A creature standing in the same square as a mast gains a +2 bonus to AC and a +1 bonus to Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a mast doesn’t otherwise affect a creature’s fighting space, because it is assumed that the creature is using the mast to its advantage. It requires a DC 16 Balance check to walk over the big piece of mast to area 1. • Both the forecastle deck (area 2) and the quarterdeck (area 1) are 10 ft. high and Jumping down requires a successful DC 19 Jump or Tumble check (modified for obstruction and slipperiness). More information on fighting on a ship’s deck can be found in Stormwrack (page 20). Creatures: The strong emotions of being brutally murdered by the undead that raided their vessel combined with the strong presence of necromantic energy caused some of the sailors to rise as undead. They are consumed by a hunger for the living, giving them an unnatural cunning and predatory instinct. When they realized the ship stranded near a sizable town, they decided to lure townsmen to the ship by signaling for help and ambush them far away from any potential help. At higher APLs the undead raiders also created a couple of zombies out of the dead sailors purely out of spite. These are all covered with wounds made by claws and spells. One, the captain, looks like he has been tortured to death. APL 2 (EL 4) � Undead Sailors (3): Gravetouched Ghoul Rog1; hp 12 each; see Appendix 1. APL 4 (EL 6) � Undead Chaplain: Gravetouched Ghoul Rog1/Clr1; hp 18; see Appendix 1. � Undead Sailors (2): Gravetouched Ghoul Rog1/Ftr1; hp 18 each; see Appendix 1. APL 6 (EL 8) � Undead Chaplain: Gravetouched Ghoul Rog1/Clr2; hp 31; see Appendix 1. � Undead Sailors (3): Gravetouched Ghoul Rog2/Ftr1; hp 31 each; see Appendix 1. � Zombies, human (2): hp 16 each; see Monster Manual page 266. APL 8 (EL 10) � Undead Chaplain: Gravetouched Ghoul Rog2/Clr3; hp 48; see Appendix 1. � Undead Sailors (3): Gravetouched Ghoul Rog3/Ftr2; hp 48 each; see Appendix 1. � Zombies, human (4): hp 16 each; see Monster Manual page 266. APL 10 (EL 12) � Undead Chaplain: Gravetouched Ghoul Rog2/Clr5; hp 65; see Appendix 1. � Undead Sailors (3): Gravetouched Ghoul Rog5/Ftr2; hp 72 each; see Appendix 1. � Zombies, human (6): hp 16 each; see Monster Manual page 266. Tactics: The undead are planning to ambush the PCs, and to make that possible at APL 6+ they have herded the zombies into area 6 (out of sight) with orders to come forward once the door is opened. As soon as half of the PCs are aboard the undead spring their ambush. One opens the door to area 6 as its first action, realizing that the additional undead would form some protection against turning. The ghouls are ravenous, but shrewd and highly intelligent. At first they try to outflank lone opponents to get maximum efficiency out of their sneak attacks. If outnumbered they resort to hit-and-run tactics, patiently fighting defensively in an attempt to raise their AC. Remember that their Balance, Climb, and Tumble skills are high, and they use these to their advantage by using the whole deck. They also have little fear of the green water, while this might worry the PCs. They do *not* try to bullrush people off the ship since they want the corpses for dinner. When the PCs try to do so, do not forget to apply a +4 bonus to resist due to the railing of the ship. At first they leave paralyzed opponents alone, but if the combat lasts long enough and people recover, they start trying to kill paralyzed opponents. They fight to the death. Treasure: Looting the remains of the sailors ESA6-04 Gift of the Tempest Page 13 APL 2: Loot (25 gp); Coin (0 gp); Magic (0 gp). APL 4: Loot (90 gp); Coin (0 gp); Magic (0 gp). APL 6: Loot (90 gp); Coin (0 gp); Magic cloak of resistance +1 (83 gp). APL 8: Loot (90 gp); Coin (0 gp); Magic cloak of resistance +1 (83 gp). APL 10: Loot (90 gp); Coin (0 gp); Magic cloak of resistance +1 (83 gp). Detect magic results: Cloak of resistance +1 (Faint Abjuration). Development: Once the undead are defeated, the PCs are free to explore the rest of the vessel. If they examine the remains of the undead, they quickly realize all show unhealed wounds, which in case of the zombies would have been lethal. The ghouls where probably killed by magic since none of their wounds would have been lethal. In the unlikely case the PCs manage to capture one of the ghouls alive, you should remember that these are driven by hunger and a hatred for the living. They are willing to promise anything to get released, and they might tell whatever they think the PCs want to hear. As undead they are immune to being intimidated. The fact is that they do not remember much of how they died or even where they are. They vaguely remember their past life as sailors in the service of House Torquann, but they do not remember what the ship’s cargo is or who traveled onboard. There is no corpse suitable for speak with dead since they have either been animated or are too damaged for the spell. 6. INSIDE THE FORECASTLE The forecastle is clearly used as the sleeping quarters for the majority of the ship’s crew. The room holds a dozen cramped bunks as well as a simple cabinet. The cabinet doors stand wide open showing several sets of sailor’s clothing and some personal items such as pipes, tobacco, partially finished woodcarvings and the like. There is nothing of intrinsic value to be found here. 7. GALLEY This is clearly the ship’s galley. It has a small stove and shelving for all kinds of foodstuffs. The shelves have not been secured for the storm and the whole room is covered in food, eating and cooking utensils. There are two hammocks here. The door has been bashed open, and there are signs of a struggle in the form of several relatively fresh bloodstains. There is no corpse. There is nothing of intrinsic value to be found here. 8. CHAIN LOCKER The door is closed and blocked by a heavy crate of the cargo that fell down due to the storm. The ship’s anchor chain is stored here. It passes through the hawsepipe in the forecastle up to the forecastle deck. It is a small, cramped, dark room filled with the chain and its winding mechanism. If the PCs open the door, they do not initially see the hiding survivor, but if they give the place even a cursory search they find him in catatonic state behind the chain spool. More information on the survivor and his reactions towards the PCs are detailed in Encounter 6. The survivor has some equipment on him that might be useful during the adventure, and he gladly hands it over as a reward for his rescue to the PCs. He has a dagger with him as well as a spell component pouch, writing gear, 12 gold coins and a scroll case with the following four spells: magic weapon (x2), comprehend languages and wave blessing. There is no spell book. All APLs: Loot (1 gp); Coin (12 gp); Magic scroll of comprehend languages (2 gp), 2 scrolls of magic weapon (2 gp each), scroll of wave blessing (2 gp). Detect magic results: Scroll of comprehend languages (Faint Divination), scroll of magic weapon (Faint Transmutation), scroll of wave blessing (Faint Transmutation). 9. LOWER DECK This space served as the first of the caravel’s cargo holds, as well as the crew’s mess deck. The ship apparently did not carry much cargo on its last trip, or most was taken by whatever killed the crew, and, as such, there is ample of space. There are signs that the fight that took place on deck spilled down below. Some of the cargo is damaged by sword slashes and there are several bloodstains on the floor and the crates. There are no v sible corpses though. i If the PCs take time to examine the cargo, they realize it consists of luxurious furniture, carpets, tapestries and even a couple of marble statues (Oeridian warriors and women). While the cargo is clearly valuable, it is too big and unwieldy to transport in this weather. Some PCs might rightly wonder why raiders would leave this cargo, but take the gold from the payment chest (area 13) or the silver cutlery from the wardroom (area 4). The fact is that the undead cannot really use the furniture, and do not want to go through the trouble of selling it. Gold and silver they can use, and is much easier to take along. If the PCs want to select a few truly valuable pieces, let them make an Appraise check – using the highest roll (remember that check can be made untrained and the PCs can take 10, taking 20 is impossible due to time issues). Depending on the result they acquire the following amount of loot: Result Check DC APL 2/4/6 APL 8 APL 10 ESA6-04 Gift of the Tempest Page 14 0 25 125 100 10 50 150 200 15 75 175 300 20 100 200 400 10. & 11. OFFICER’S CABINS This tiny cabin was likely the private room of one of the ship’s officers. It contains a bunk, a cabinet, a tiny desk and a stool. One of the cabins was in use by the captain (the Master’s Cabin was being used by the survivor – see area 8 and Encounter 6) and the other by the steersman. The rooms have been ransacked, but if the PCs succeed at a DC 20 Search check they find a sextant and 18 gp in a secret drawer. Treasure: Selling the sextant All APLs: Loot (21 gp); Coin (3 gp); Magic (0 gp). 12. MERCHANT’S CABINS While slightly bigger than the other cabins on this deck, it is not much different. In addition to the same furniture as in the other cabins it also contains a small shrine apparently dedicated to Zilchus. The smell of incense is still strong. Somebody smashed the statuette of Zilchus in great anger. At APL 4 and up a great quantity of blood has been poured over it – courtesy of the now undead chaplain trying to appease Nerull. A DC 20 Heal or DC 15 Craft (alchemy) check reveals the blood to be human and not older than a day. Almost everything of value has been taken from this room, but PCs that succeed at a DC 20 Search check find a scroll between the desk and the wall. The scroll contains the spell sink. Treasure: Finding the scroll All APLs: Loot (0 gp); Coin (0 gp); Magic scroll of sink (31 gp). Detect magic results: Scroll of sink (Faint Transmutation). 13. SHIP’S OFFICE All the ship’s paperwork used to be kept here, including cargo manifests, pay records, and the ship’s paychest (a sturdy, locked chest). It is clear that somebody ransacked the place. Ink jars have been smashed on the floor and hundreds of papers are strewn all over the place. The paychest’s lock is smashed and the chest is empty. If the PCs take 10 minutes to search the place they realize that all maps are missing, as well as the captain’s logs. The cargo manifests, pay records and the like are still here. These papers prove that the ship was owned by House Torquann and sailed under the Ahlissan flag. Finding the cargo manifest of what the Kalandra is carrying on this trip and deciphering it takes a lot of time – time the PCs do not have. If the PCs succeed at a DC 25 Search check they find a hidden drawer. In it they find a ledger written in short hand Old Oeridian. The ledger suggests the ship had a few hidden compartments in the lower hold which were used to smuggle valuable items. It was used during the last trip, apparently carrying forbidden books of some kind. The ledger does not contain enough information to determine the nature of these books. In the past the ship smuggled gems, weapons, drugs and magical items. While the information in the ledger is certainly embarrassing for House Torquann, it is unlikely to cause any big trouble. Still, both the Ahlissan authorities and House Torquann would be willing to pay a small amount of gold for its recovery. Treasure: Selling the secret ledger All APLs: Loot: 0 gp; Coin: 25 gp; Magic: 0 gp. 14. SAIL LOCKER The door to this room is closed, and locked with a simple lock. The room used to be some kind of storage room and you see spare sails, canvas, sewing gear as well as plenty of lines, hawsers, firewood, and heavy tools. Creatures: Early during the attack, the beastmaster of the apes hid under the spare sails in this room. Even down here he could hear the screams of the sailors being tortured so, when he heard the apes screaming out of fear, he assumed the undead were coming for him. He took his own life to prevent being tortured or turned into an undead. The raiders were not very interested in the mundane cargo, and having feasted on the sailors, they were not interested in the live cargo either. After a quick scan for anything worthwhile they quickly returned to their own ship. The beastmaster took his own life for no reason, and this, combined with the strong necromantic energies aboard the ship during his death and the intense fear he felt, caused him to return as a ghost. While technically able to speak, he is completely insane, thinking the PCs are the undead coming to get him. He only finds rest when people give his corpse a proper burial. His corpse still lies hidden under the sails – a short stocky Oeridian with curly, brown hair and tanned skin. His clothes show that he wet his pants, and a DC 5 Heal check reveals that he took his own life by slitting his throat. ESA6-04 Gift of the Tempest Page 15 APL 2 (EL 3) � The Beastmaster: Allip; hp 26; see Monster Manual page 10 and Appendix 1. APL 4 (EL 5) � The Beastmaster: Male ghost Rgr3; hp 25; see Appendix 1. APL 6 (EL 7) � The Beastmaster: Male ghost Rgr5; hp 38; see Appendix 1. APL 8 (EL 9) � The Beastmaster: Male ghost Rgr7; hp 51; see Appendix 1. APL 10 (EL 11) � The Beastmaster: Male ghost Rgr9; hp 73; see Appendix 1. Tactics: One round after the Beast Master becomes aware of the presence of the PCs on the lower deck (likely due to the fight in Area 15) he rushes forward to attack the PCs. He is utterly convinced the PCs are the undead that raided the Kalandra, and he’d rather die than being caught alive. He just hopes that he takes as many of his attackers with him as possible. He thinks he is alive, but on an instinctive level he still uses his ghost abilities to their maximum potential. He is incorporeal, and unaffected by any water or cargo. He does NOT go outside the lower deck, which the PCs could use to their advantage. At APL 2 he doesn’t use any tactics at all, but at APL 4 and higher he directs “his” apes (see Area 15 below) while trying to disable spellcasters. He is used to dealing with animals, and, when confronted with them, he drains their Intelligence, otherwise he focuses on Charisma. He does NOT drain Constitution since he thinks his opponents are undead, and undead do not have any Constitution. Throughout the fight, the Beastmaster constantly screams that he will not be caught alive to be tortured to death or turned in an undead. He will destroy as many foul undead abominations (clearly referring to the PCs) as possible. He is not open for Diplomacy of any kind, and he simply ignores any remarks made by the PCs. Either he never hears them (mainly when pointing out he is a ghost) or they are just lies to make him surrender. Note that his ability to deal damage and drain attributes at the same time is a special ability. Treasure: Looting the corpse of Beastmaster APL 2: Loot (48 gp); Coin (10 gp); Magic potion of cure light wounds (4 gp), 2 scrolls of speak with animals (2 gp each), wand of charm animal (63 gp). APL 4: Loot (48 gp); Coin (14 gp); Magic potion of cure light wounds (4 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). APL 6: Loot (48 gp); Coin (14 gp); Magic collar of obedience (125 gp), potion of cure light wounds (4 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). APL 8: Loot (48 gp); Coin (14 gp); Magic brooch of shielding (125 gp), collar of obedience (125 gp), 2 potions of cure light wounds (4 gp), scroll of reduce animal (13 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). APL 10: Loot (27 gp); Coin (14 gp); Magic +1 chain shirt (104 gp), brooch of shielding (125 gp), circlet of persuasion (375 gp), collar of obedience (125 gp), 2 potions of cure light wounds (4 gp), ring of sustenance (208 gp), scroll of reduce animal (13 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). Detect magic results: +1 chain shirt (Faint Abjuration), brooch of shielding (Faint Abjuration), circlet of persuasion (Faint Transmutation), collar of obedience (Faint Enchantment), potion of cure light wounds (Faint Conjuration), ring of sustenance (Faint Conjuration), scroll of reduce animal (Faint Transmutation), scroll of speak with animals (Faint Divination), vest of resistance +1 (Faint Abjuration), wand of charm animal (Faint Enchantment). Development: To permanently destroy the ghost of the Beastmaster the PCs have to give him a proper burial. Otherwise he comes back to haunt the remains of the wreck. Doing either has little impact on the conclusion of the adventure, but might impact future adventures in the region. With a DC 15 Knowledge (religion) check the PCs might realize a burial is probably necessary to permanently destroy the ghost. 15. LOWER HOLD Most of the ships cargo is stowed here, as well as provisions (including many casks of fresh water). The cargo consists mainly of big crates tied together. There are 4 big sturdy cages which have been smashed open by whatever they once held. A shallow layer of murky salt water covers the floor. The cages contained a couple of cave apes. At APL 2, two of the albino apes have been killed by the others (and on APL 8 one is dead). Their corpses are sprawled between the crates. Water is slowly flooding into the cargo hold through the slowly-growing cracks in the hull. At APLs 2 and 4, the water is not deep enough to affect movement. At APL 6 and above it is one foot deep, and it is considered difficult terrain. Moving into an affected square costs double, and Tumble checks suffer a -2 circumstance penalty. Creatures with Climb speed can cling to the crates without any hindrance from the water. The crates contain the same type of cargo as the Lower Deck (area 9). Beneath the lower hold lies a small crawlspace where heavy ballast stones help to stabilize the ship. The area is completely filled with water. ESA6-04 Gift of the Tempest Page 16 Creatures: Part of the cargo consisted of the pets of the rich passenger – a group of albino cave apes. These beasts are in almost all regards similar to normal apes (or girallons), except that they are all albino and trained to fight in cramped spaces. The sturdy, hulking beasts are trained as guard animals, and, even under ordinary circumstances, they are highly aggressive towards strangers. They all wear studded leather collars. The presence of the undead, the storm and now the sinking of the vessel has driven the beasts to madness. If the PCs manage to remain undetected, the apes are sulking in various corners, waiting for death to come. If they are aware of the PCs, they are hiding, ready to assault anybody entering the place. A DC 15 Sense Motive check allows the PCs to realize these beasts are overcome by panic, and might not be nearly as aggressive under ordinary circumstances. It might be possible to calm them down, although under the current circumstances might be incredibly difficult. A DC 12 Knowledge (nature) check allows the PCs to realize that apes cannot swim. APL 2 (EL 3) � Apes (2): hp 29 each; see Appendix 1. APL 4 (EL 5) � Apes (4): hp 29 each; see Appendix 1. APL 6 (EL 7) � Dire apes (4): hp 35 each; see Appendix 1. APL 8 (EL 9) � Girallons (3): hp 55 each; see Appendix 1. APL 10 (EL 11) � Fiendish girallons (4): hp 55 each; see Appendix 1. Tactics: The apes operate much like a wolf pack, trying to outflank their opponents, and working well together. They are at their most effective when making full-round attacks and, since they instinctively know this, it might prevent them from manoeuvring into a position where they can outflank their opponents. They are well trained, and, unlike normal animals, they concentrate on one opponent at a time, and they are not easily distracted. They only switch targets if their chosen opponent proves to be much less painful to them than others, or when the target is nearly impossible to hit. They are still animals, and do not easily recognize ranged threats. The presence of the beastmaster (who appears 1 round after he becomes aware of the presence of the PCs in area 15 – see Area 14) impacts on the apes’ tactics: • At APL 2, because they are just as much affected by the babbling as the PCs. If they fail their saving throw, they become hypnotized by it as well. If they succeed, their first goal is to flee to the lower deck and cower there. If approached, they defend themselves wildly like any cornered wild animal. The two apes try to stay together. • At APLs 4+, because the Beastmaster can actually control them, the apes actually remain fighting the PCs, recognizing their former master instinctively despite his current condition. The beastmaster’s former close connection with animals also prevents any from fleeing from him if he chooses so. At these levels the beastmaster tries to direct the apes to aid him in defeating the PCs. Since, in the Beastmaster’s mind, he and his apes are already doomed, he does not think twice about sacrificing them if it means he can take down an opponent by doing so. At these levels, the apes have already been exposed to the Beastmaster’s moans and they have become immune to them. At all APLs: Do not forget to apply the benefits of the Tunnel Fighting feat. They are quite willing to squeeze, unlike regular apes and they do not suffer nearly as much from doing so. Treasure: The apes have nothing of value, but some of the cargo present is valuable. If the PCs want to find and recognize the portable valuable pieces, they need to make an Appraise check. Remember that the PCs can use this skill untrained, and that they can take 10. Taking 20 is impossible due to the time constraints. Depending on the result they acquire the following amount of loot: Result Check DC APL 2/4/6 APL 8 APL 10 0 25 125 100 10 50 150 200 15 75 175 300 20 100 200 400 Development: The apes are ordinary animals, and, if the PCs retreat, and leave the hatch open, the apes flee up and desperately try to leave the ship by climbing the cliffs. The PCs can also try to calm them with a DC 25 Wild Empathy check (don’t forget to include the -4 penalty at APLs 8 and 10 due to the apes being magical beasts). Although the apes still attack any other creature beyond the person making the check, if the check was DC 35 or higher the beasts become friendly and they do not attack others. Getting them into the launch without magic, requires a DC 20 Handle Animal check. Otherwise their only chance of survival is the cliffs since apes cannot swim. Note that, at APLs 4+, the beastmaster (see Area 14) needs to be defeated before the PCs can befriend the apes. If the PCs manage to befriend the apes, whether by magic or mundane methods, and actually take them into Montessor, the orcs are suitably impressed. They offer to buy the beasts – more details can be found in the Conclusion. Of course, spells such as calm animals and charm animals are extremely useful as well preventing the need for any check at all (assuming the Beastmaster has been destroyed). ESA6-04 Gift of the Tempest Page 17 If the PCs never faced the apes in combat, but simply retreated, they should get only half the experience for this encounter. If they befriend the apes, on the other hand, or use their resources to help them get off the ship alive, they should get the normal amount of experience. ENCOUNTER 5: PASSAGE OF TIME Stuck between the rocks at the foot of cliffs the Kalandra is continually battered by waves. Each wave pushes it against the rocks, and, while the hull seems to hold for the moment, it is eventually going to shatter. To make sure the PCs get a sense of urgency, the DM should use the following events in sequence. The exact timing of these events is up to the individual DM, but it should be used when there is a lull in the action to speed things along. The goal is not to directly challenge the PCs and as such it should not endanger them. Just after ALL the PCs leave the ship, they hear a loud cracking noise. The hull snaps in two and it disintegrates before their eyes. First Event Note: Do NOT use this event during the fight with the ghoul sailors! A large wave crashes into the Kalandra. The wave itself is roughly 2 feet deep on the main deck, forcing PCs in that area to make a DC 12 Balance of Strength check to prevent themselves falling prone. A character that falls prone washes 1d4x5 feet away towards starboard (the cliffs). When this pushes the PCs over the railing, they can make a DC 17 Reflex save to catch hold of the railing. Characters that remain standing, can try to grab fellow characters with a similar save if they are in the direct path or within 5 feet of the sliding PC. A PC who is not secured to the deck, and who washes overboard takes 1d6 points of damage by being slammed into the rocks. There is not much water between the hull and the cliffs, and climbing back aboard follows the same rules as discussed in Encounter 3 – The Sea. Each wave, though, requires a DC 20 Swim check to prevent 1d6 points of damage and the wave cannot be used to get aboard. At the same time the hull shifts with a grinding noise. Each PC must make a DC 12 Balance check or fall prone. The partial mast lying on the main deck and the forecastle deck comes crushing down. It shatters part of the wall between areas 5 and 6. Event 2 As in Event 1, a big wave crashes over the ship and, as in Event 1, everybody must make a DC 12 Balance check when the ship shifts. The shift is accompanied by a loud grinding noise and the sound of snapping wood. Afterwards the tilt is gone and all waves on the main deck are considered deep waves instead of the light surge they were before. Deep waves require checks similar to those described at the first part of The First Event. On starboard side several cracks appear in the hull of the lower hold, and water starts to visibly flow into the ship. While it might be a disquieting sight, the increase of water inflow has no impact on the amount of water on the lower deck, yet… At the same time, all doors inside the ship that were closed at the time get stuck and require a DC 13 Strength check to open. ENCOUNTER 6: A LONE SURVIVOR At the time the Kalandra was attacked by the undead, it was on its way to the village of Barrish on the coast of Medegia. She was carrying an important passenger, a young scion of House Garesteth named Jarin, and his rather extensive possessions. Early during the current storm the ship was attacked by what at first glance appeared to be pirates, who quickly lowered the distance. The captain was not particularly worried, his crew were veterans and he had avoided and defeated many a pirate. Once at close range, the first acid ball incinerated the ballista and its crew at the bow. The sailors now also saw the flag depicting the black tower with a skull above it and two skeletal hands wielding a scythe as well as noticing that the pirates consisted of undead. [A DC 25 Knowledge (core) or Knowledge (nobility and royalty) recognizes the heraldry as belonging to Delglath the Undying – an immensely powerful undead cleric of Nerull, once a prince of House Torquann who is at perpetual war with House Torquann in the Northern Kingdom about who should rule his fief. The ruler of the Northern Kingdom supports House Torquann, which is not too surprising since Delglath wants to turn everybody in an undead. Delglath though is not known to have a fleet.] This greatly worried the captain, who ordered Jarin to go below decks. The captain did not dare risk angering a powerful noble house by getting one of their scions killed. Something in the captain’s voice convinced Jarin that the the Kalandra was doomed so he hid in the chain locker (Area 8), rightly concluding nobody would look there. He had expected that, once victorious, the pirates would either sink the ship, giving him the opportunity to build a raft (while risky it certainly had a higher chance of survival than being captured by undead), or use it for the fleet, allowing him to try and escape later or even help the crew of the Kalandra. Instead, the undead simply killed the common sailors, and tortured the officers for information. Jarin could not hear the exact words, but the screaming lasted for what felt like hours, only broken by short breaks when the leader of the undead enquired about something. Eventually the screaming stopped. By that time the young, untried Jarin was already on the brink of a breakdown, and, when an undead pirate did open the door to the locker for a cursory glance, unable to scream in terror, something inside Jarin snapped. He retreated into himself, ending up in a catatonic state that on the one hand saved him (the undead did not find him), but would mean his end unless the PCs rescue him. ESA6-04 Gift of the Tempest Page 18 Creatures: The lone survivor is a scrawny young man (early twenties) of average height with short white hair and a sharp nose. He has a pale skin, and there are ink stains on his fingers. He does not look like somebody used to hard, physical labor. He has a beard of a couple of days length and is wearing disheveled, expensive clothing. He has a dark blue tunic, decorated with silver embroidery, as well as dark trousers and heavy, leather boots. When the PCs first find him, he is catatonic, but very much alive. He does not react to any stimuli, even when touched or moved. A quick examination does not reveal any visible wounds, but his green-brown eyes are wide open, staring into the distance as if in perpetual fear. They are bloodshot, and already damaged due to too little blinking. His hair used to be brown, and appears to have turned white overnight. Fear and horror have put him in his current condition, and that should be overcome before the PCs can learn anything. � Lone survivor (Jarin Garesteth*): Male human (Oeridian) Wiz3 (AL LN). * Unless the PCs restore his sanity, they cannot learn his name, but they can certainly conclude he is a member of House Garesteth based on various clues aboard the vessel. Development: PCs who are in a hurry, are likely to simply drop Jarin in the launch before attempting to revive him in a safer more comfortable area. They could attempt to get some information from him at the wreck, but doing so might have a contrary result to the one they desire. The origin of Jarin’s condition is non-magical, and more like insanity than fear. Spells that suppress, or remove, (magical) fear affects do not offer any aid. Spells that remove insanity, such as heal and greater restoration, instantly revive the man. In that case he proves to be a matter-of-fact type of guy although the current ordeal has left him scarred and lowered his self-esteem. If on board when revived, he first tries to learn where he is and who the PCs are. He does not tell them that he is an actual scion of House Garesteth, saying he is just a minor servant of its leaders. In a way is true, but if the PCs succeed at a DC 12 Sense Motive check realize he is withholding some information. He fears that if he does give his name, the PCs might decide to ransom him to his family, a fate he prefers to avoid if possible. His initial attitude towards the PCs is unfriendly in this regard, but if they manage to change it to Friendly he relents and provides them with his real identity if they promise to help him get home. They can also try to intimidate him as per the standard rules, but in that case they do not earn his favor once the adventure is over. The scions of Ahlissa do not like to be forced to do something against their will. Regardless, he does quickly summarize events as discussed above. If he realizes the ship is about to sink, he wants to get off as quickly as possible. He is not a coward, nor does he callously disregard life, but he assumes everybody else is dead. He is willing to wait without complaints if the PCs note that they have not searched the whole ship and reassure him the hull is going to hold for some time to come. On land, he is calmer, and he gladly gives a detailed account of his ordeal (see above). Without the aid of magic, the PCs have to resort to talking. If attempted on the wreck, the PCs must make a Diplomacy check to restore him to sanity, treating Jarin as Hostile for the purpose of the checks. If the result is 20 or lower he certainly wakes out of his torpor, but he panics. He tries to flee, jumping overboard when on the ship, which is a death sentence for the already weakened man. The only way to calm him is to knock him unconscious and try it again in couple of hours. If the result is 35 or higher he recovers somewhat and starts sobbing uncontrollably, begging the PCs to make the screaming stop, openly wondering why the captain ordered him to go below decks, and if it would have mattered if he had stayed and fought together with the crew. After some more encouragement, he calms down enough to be guided off the Kalandra, although at first he is afraid to go outside, asking whether the monsters all still there. It is impossible to learn more from Jarin in such a short time. On land, assuming they have free access to him, they eventually manage to get the whole story. Full mental recovery would take weeks though, and the scars will be permanently there. More information on what happens when the survivor is taken to land is discussed in Encounter 6. If the PCs decide to return to land, use the method with which they got here, but in reversed order. If the PCs climb, they can tie Jarin to one of their own, and prevent any damage to Jarin by keeping themselves in between Jarin and the rock. Waiting until the end of the storm is not an option since, by then, the Kalandra is shattered on the rocks. ENCOUNTER 7: BACK AT MONTESSER When confronted with a survivor from the wreck, the orcs of Montesser see an opportunity for profit. They hope to get a good ransom for him from his family or the trading company he worked for. If not, they can always sell him as a slave. Rescuing Jarin from the ship, and returning safely to land is not the end of the adventure. If the PCs intend to allow Jarin to return home without any demands, they can either try to hide his existence from the orcs or they can try to make a deal. HIDING If they take Jarin to Montesser, it is going to be very hard to keep him hidden from the orcs. Even in this weather there are guards at the various gates and walls, making it very difficult to smuggle him into town unseen. Furthermore, some of Froznir’s men gladly sell the PCs out, making it important to keep Jarin’s presence hidden ESA6-04 Gift of the Tempest Page 19 from them as well. Allow the PCs to come up with a plan. If it is a good plan they should succeed, otherwise they are seen, and soon Shauntru’s soldiers are knocking on their door demanding the prisoner be handed over, forcing the PCs to make a deal (see below). Note that the PCs also have to get Jarin *out* of Montessor undetected, and that this is even more difficult. The weather is going to be better, and the PCs and the ship are going to be searched for contraband (cargo retrieved from the Kalandra that the PCs did not report). As an alternative, the PCs can bring Jarin to a nearby cove, leaving one of their own behind as a guard and return later with captain Azir when they proceed with their trip. Azir has no objections to the plan. Shauntru, the ruler of Montesser, does want a full report of the PCs findings on board the Kalandra, so a successful Bluff check opposed by Shauntru’s Sense Motive (+5 modifier) is required for the ploy to be successful. Shauntru talks with every PC. When suspicious she assumes the PCs did rescue one or more people and tries to make a deal (see below). The more the PCs deny it, the more she is convinced she is right, and the richer she thinks the survivor is (why else would the PCs risk the wrath of the orcs of Montesser than for a large amount of coin?). When convinced there were no survivors, she dismisses the PCs and lets them go without much hassle. If they return Jarin to his family they earn the family’s gratitude as well as a small amount of gold. Proceed to the Conclusion. NEGOTIATIONS As soon as the orcs of Montesser become aware of the existence of a survivor, Shauntru demands a meeting with the PCs. She politely requests to hand over the survivor to her men, offering both her gratitude and a fair share of the ransom (fair being open to negotiation – see the Conclusion for the amount). If the PCs refuse, she only allows them and Jarin to go if they pay the ransom. The height of the ransom is dependent on two factors: her attitude towards the PCs, and how wealthy and influential she thinks the survivor is. The minimum amount is noted below. She lets the PCs start with a bid, and, if it is higher than she expected, she tries the PCs to pay more, but quickly accepts. If it is lower, she asks a price twice as high as her minimum and lets it go from there. Once she and the PCs have agreed on a price, she wants to see the gold immediately. She accepts magical items as payment at half their market value if they are useful to her and the orcs of Montesser (especially items such as armor and weapons). She is willing to give the items back later on if the PCs do have the cash as long as the PCs ask about it during the negotiations. If the PCs don’t have that much gold at hand, the deal is off, and all they can resort to is handing over the prisoner of fleeing (see below). If the PCs deliver Jarin to his family the grateful relatives refund the ransom. If this is lower than the reward the PCs would otherwise be granted (see the Conclusion), they gain the difference. They also extend their gratitude towards them. Poor Middleclass Rich Hostile 100 500 1000 Unfriendly 50 250 500 Indifferent 5 25 250 Friendly 0 5 25 Helpful 0 0 5 Notes on the table: Shauntru’s initial attitude is considered Unfriendly. The PCs can try to change this as per the normal rules for Diplomacy. Spending a favor with her or Montesser provides a +5 circumstance modifier. When one or more PCs have a favor with her or Montesser her initial attitude is Indifferent. If even one PC has a disfavor, her attitude becomes Hostile (although she does not resort to violence, yet…). Shauntru’s first assumption is that the survivor is rich and powerful. Convincing her otherwise is very difficult (+10 to the DC) unless the PCs actually show him to her. If he is still insane, the PCs have an easier time convincing her that he is not rich and they can make their own checks. If sane, and present, Jarin has to speak for himself (and he fails miserably). It requires a DC 15 Bluff check to have Shauntru believe he is a servant of a rich family or an employee of the trading company (middleclass). A DC 25 Bluff check convinces her he is poor, but she needs a plausible excuse for why he wearing that expensive clothing. If the PCs replace his clothing before anybody sees the expensive clothes, they gain a +5 circumstance bonus on the Bluff check. ESCAPING At various points during the adventure, the PCs can come into conflict with the orcs of Montesser. Depending on the situation, they might even end up in the prison pits (or need to free Jarin from one). As long as they themselves are free to go as they please, and it is only Jarin they want to get out, escaping is relatively easy. If at least indifferent towards the PCs, Captain Azir is willing to help. He suggests setting sail, leaving the PCs and Jarin behind while the PCs buy time in the negotiations. They can then flee sometime later to one of the many nearby coves where he will pick them up. He refuses to smuggle them out on his ship, since then their escape is easier to pinpoint on him, and his cousin would not like the results of that at all. He also rightfully fears his ship is going to be searched thoroughly before leaving. If the PCs accept his plan, they should succeed – the inherently chaotic nature of orcs makes it relatively easy to flee – although, if you have the time, you can play it out. Any other plan that has a reasonable chance of succeeding should work as well. If the PCs themselves have been thrown into the pit, escaping becomes much more problematic. If they acted honorably enough towards Captain Azir, he helps them. He sets sail, but he bribes one of Froznir’s men to free the PCs (and, if necessary, Jarin) a couple of days later, with ESA6-04 Gift of the Tempest Page 20 instructions for them to go to a particular cove where he will pick them up. This doesn’t cost additional TUs. If the PCs have not made any friends (in which case they are here because they attacked the orcs without a solid reason, by orc standards), they can bribe their way out of the pits by paying a price of 100 gp x APL at which this adventure is played. This price is NOT deducted from the treasure gained, and has to be removed from the gold value owned by the PCs at the time, otherwise the PC is assumed to escape after 16 TU, but without any of the equipment they had with them. If this leaves them without equipment, they can call upon the charity of friends clause in the LGCS. CONCLUSION The adventure ends with the PCs setting sail from Montesser to their destination. The remainder of the trip is like any other uneventful sailing trip. If the PCs have Jarin with them, and do not know his identity, their best bet is to drop him at the nearest Torquann compound. The people there quickly find out who Jarin is, and they return him to his family with due haste. House Torquann rewards them for their services, and leaves it at that. The PCs do earn the Favor of House Garesteth, but they do not get any additional money. If the PCs know Jarin’s identity, they can drop him off at his family directly, in which case they gain a monetary reward just as high as House Torquann would have paid. Of course, the PCs do still gain the favor of House Garesteth. Remember that if the PCs paid the ransom that gold is reimbursed in full, but the reward is lowered by that same amount to a minimum amount of 0 gp. Note that the heraldry of the pirates is not known by the people they speak with, but even if it was, they would not tell it. Treasure: Reward for returning Jarin alive, either to House Torquann or House Garesteth: APL 2: Loot (0 gp); Coin (100 gp); Magic (0 gp). APL 4: Loot (0 gp); Coin (150 gp); Magic (0 gp). APL 6: Loot (0 gp); Coin (200 gp); Magic (0 gp). APL 8: Loot (0 gp); Coin (250 gp); Magic (0 gp). APL 10: Loot (0 gp); Coin (300 gp); Magic (0 gp). Favor of House Garesteth/Torquann: This favor might have additional uses in future scenarios. You also gain meta-regional access to 1 Adventure frequency item that has previously expired. Note down the AR where it came from and what item it is BEFORE the DM signs this AR: _____________. Finally you gain access to the items marked with ** as noted below in the Item Access section depending on the APL at which you played this adventure. If the PCs end up leaving Jarin in Montessor, they gain the same amount of gold which they would have earned otherwise. They also earn the favor of Montesser, but they do NOT gain the favor of House Garesteth. If at any time during the adventure they attacked orcs without provocation (by orcish standards), greatly angered Shauntru to any other method (like escaping with Jarin – assuming she is aware of his existence) they gain the Disfavor of Montesser. If they left Jarin in Montesser, in addition to angering the two Houses and Shauntru, the PCs gain a small reward in gold, but neither the Favor nor the Disfavor of the Houses or the Orcs of Montessor. Treasure: Reward for returning Jarin alive to the orcs of Montesser: APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp. APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp. APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp. APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. Favor of Montesser: The favor can be spent to remove one disfavor with Montesser or Shauntru. It might have additional effects in future scenarios. In addition, you can change access of 1 of the items found in this adventure into meta-regional access: _______________. Disfavor of Montessor: You have made enemies in Montesser. This may prove bad in future scenarios. Finally, if the PCs risked their lives to get to the Kalandra and rescue any survivor aboard, and kept captain Azir alive, they earn his favor (and with it, the Favor of the Delrii Family). On the other hand, if they are directly responsible for his death (assuming there are witnesses) or screwed up completely with the orcs of Montesser in a way that he is blamed as well, they earn the Disfavor of the Delrii Family. Favor of Delrii Family: Besides possible uses in future scenarios the above-mentioned PC gains access to the Scarlet Corsair and Stormcaster prestige classes, as well as the following feats: Expert Swimmer, Great Captain, Old Salrt, Sailor’s Balance, Sea Legs and Ship’s Mage. All are from Stormwrack. You gain meta-regional access to all items marked with an * as well. Disfavor of Delrii Family: The Delrii family has some influence among the pirates of pirates along the east coast. As long as you have this favor, the initial attitude of any pirate in this region is one category worse, and in case of capture they demand twice the amount of gold for a ransom. It might have additional effects in future scenarios. CAMPAIGN CONSEQUENCES This scenario has "Campaign Consequences"; that is the outcome of this module will directly affect future events in the course of the campaign. The answers to some of ESA6-04 Gift of the Tempest Page 21 the questions below may seem trivial or pointless, but because of the complex nature of the back story and campaign all information requested is vital. Please send your answers to [email protected] as soon as possible. General comments about the module are also welcomed at this address. 1. What region where the characters from? 2. What APL did you play? 3. What happened to Jarin Garesteth? 4. Did they give the Beastmaster a proper burial? 5. How did they deal with the orcs of Montesser? 6. How did they treat captain Azir? Did Azir survive? ESA6-04 Gift of the Tempest Page 22 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus role-playing) to each character. Encounter 3: Challenging the Storm Getting aboard the Kalandra APL 2 60 XP APL 4 60 XP APL 6 60 XP APL 8 60 XP APL 10 60 XP Encounter 4 – Area 5 Defeating the undead sailors APL 2 120 XP APL 4 160 XP APL 6 180 XP APL 8 240 XP APL 10 300 XP Encounter 4 – Area 14 Defeating the Beastmaster APL 2 90 XP APL 4 150 XP APL 6 210 XP APL 8 270 XP APL 10 330 XP Encounter 4 – Area 15 Defeating the apes APL 2 90 XP APL 4 150 XP APL 6 210 XP APL 8 270 XP APL 10 330 XP Story Award Rescue Survivor: APL 2 30 XP APL 4 45 XP APL 6 60 XP APL 8 75 XP APL 10 90 XP Giving the Beastmaster a decent burial (and hence permanently destroying him): APL 2 30 XP APL 4 45 XP APL 6 60 XP APL 8 75 XP APL 10 90 XP Discretionary role-playing award APL 2 30 XP APL 4 45 XP APL 6 60 XP APL 8 75 XP APL 10 90 XP Total possible experience: APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1,125 XP APL 10 1,350 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. Encounter 4: Main Deck Looting the sailors APL 2: Loot: 25 gp; Coin: 0 gp; Magic: 0 gp. ESA6-04 Gift of the Tempest Page 23 APL 4: Loot: 90 gp; Coin: 0 gp; Magic 0 gp. APL 6: Loot: 90 gp; Coin: 0 gp; Magic: cloak of resistance +1 (83 gp). APL 8: Loot: 90 gp; Coin: 0 gp; Magic: cloak of resistance +1 (83 gp). APL 10: Loot: 90 gp; Coin: 0 gp; Magic: cloak of resistance +1 (83 gp). Encounter 4: Chain Locker Looting the survivor All APLs: Loot: 1 gp; Coin: 12 gp; Magic scroll of comprehend languages (2 gp), 2 scrolls of magic weapon (2 gp each), scroll of wave blessing (2 gp). Encounter 4: Lower Deck Looting the cargo hold (exact amount depends on their success, the table below assumes maximum success) APL 2/4/6: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. APL 8: Loot 0 gp; Coin: 200 gp; Magic: 0 gp. APL 10: Loot 0 gp; Coin: 400 gp; Magic: 0 gp. Encounter 4: Officer’s Cabins Looting the captain’s cabin All APLs: Loot: 21 gp; Coin: 3 gp; Magic: 0 gp. Encounter 4: Merchant’s Cabin Finding the scroll All APLs: Loot: 0 gp; Coin: 0 gp; Magic: scroll of sink (31 gp). Encounter 4: Ship’s Office Selling the ledger All APLs: Loot: 0 gp; Coin: 25 gp; Magic: 0 gp. Encounter 4: Sails Locker Looting the corpse of Beastmaster APL 2: Loot: 48 gp; Coin: 10 gp; Magic: potion of cure light wounds (4 gp), 2 scrolls of speak with animals (2 gp each), wand of charm animal (63 gp). APL 4: Loot: 48 gp; Coin: 14 gp; Magic: potion of cure light wounds (4 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). APL 6: Loot: 48 gp; Coin: 14 gp; Magic: collar of obedience (125 gp), potion of cure light wounds (4 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). APL 8: Loot: 48 gp; Coin: 14 gp; Magic: brooch of shielding (125 gp), collar of obedience (125 gp), 2 potions of cure light wounds (4 gp), scroll of reduce animal (13 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). APL 10: Loot: 27 gp; Coin: 14 gp; Magic: +1 chain shirt (104 gp), brooch of shielding (125 gp), circlet of persuasion (375 gp), collar of obedience (125 gp), 2 potions of cure light wounds (4 gp), ring of sustenance (208 gp), scroll of reduce animal (13 gp), 2 scrolls of speak with animals (2 gp each), vest of resistance +1 (83 gp), wand of charm animal (63 gp). Encounter 4: Lower Hold Looting the cargo hold (exact amount depends on their success, the table below assumes maximum success) APL 2/4/6: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. APL 8: Loot 0 gp; Coin: 200 gp; Magic: 0 gp. APL 10: Loot 0 gp; Coin: 400 gp; Magic: 0 gp. Conclusion Reward for Jarin’s rescue, either from the orcs of Montesser, or House Torquann/House Garesteth APL 2: Loot: 0 gp; Coin: 100 gp; Magic: 0 gp. APL 4: Loot: 0 gp; Coin: 150 gp; Magic: 0 gp. APL 6: Loot: 0 gp; Coin: 200 gp; Magic: 0 gp. APL 8: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp. APL 10: Loot: 0 gp; Coin: 300 gp; Magic: 0 gp. Total Possible Treasure APL 2: Loot: 95 gp; Coin: 350 gp; Magic: 110 gp; Total: 555 gp (max 450 gp) APL 4: Loot: 160 gp; Coin: 404 gp; Magic: 193 gp; Total: 757 gp (max 650 gp) APL 6: Loot: 160 gp; Coin: 454 gp; Magic: 401 gp; Total: 1,015 gp (max 900 gp) APL 8: Loot: 160 gp; Coin: 718 gp; Magic: 530 gp; Total: 1,408 gp (max 1,300 gp) APL 10: Loot: 139 gp; Coin: 1,154 gp; Magic: 1,117 gp; Total: 2,410 gp (max 2,300 gp) Special Favor of Montesser: The favor can be spent to remove one disfavor with Montesser or Shauntru. It might have additional effects in future scenarios. In addition, you can change access of 1 of the items found in this adventure into meta-regional access: _______________. Disfavor of Montessor: You have made enemies in Montesser. This may prove bad in future scenarios. Favor of Delrii Family: Besides possible uses in future scenarios the above-mentioned PC gains access to the Scarlet Corsair and Stormcaster prestige classes, as well as the following feats: Expert Swimmer, Great Captain, Old Salt, Sailor’s Balance, Sea Legs and Ship’s Mage. All are from Stormwrack. You gain (meta-regional) access to all items marked with an * as well. Disfavor of Delrii Family: The Delrii family has some influence among the pirates of pirates along the east coast. As long as you have this favor, the initial attitude of any pirate in this region is one category worse, and in case of capture they demand twice the amount of gold for a ransom. It might have additional effects in future scenarios. Favor of House Garesteth/Torquann: This favor might have additional uses in future scenarios. You also gain meta-regional access to 1 Adventure frequency item that has previously expired. Note down the AR where it ESA6-04 Gift of the Tempest Page 24 came from and what item it is BEFORE the DM signs this AR: _____________. Finally you gain access to the items marked with ** as noted below in the Item Access section depending on the APL at which you played this adventure. ITEMS FOR THE ADVENTURE RECORD Item Access APL 2 � Buoyant armor enhancement (Meta-region; Stormwrack)** � Cutlass (Adventure; Stormwrack)* � Oilskin suit (Adventure; Stormwrack)* � Scroll of sink (Adventure; Spell Compendium) � Scroll of wave blessing (Adventure; Stormwrack) � Sextant (Adventure; Stormwrack)* � Sharkskin armor (Adventure; Stormwrack)* � Wand of charm animal (Adventure; DMG) APL 4 (All of APL 2 plus the following) � Gilled armor enhancement (Meta-regional; Stormwrack)** � Masterwork cutlass (Adventure; Stormwrack)* � Masterwork sharkskin armor (Adventure; Stormwrack)* � Vest of resistance +1 (Adventure; CA) APL 6 (All of APL 2-4 plus the following) � Boat, folding (Meta-regional; DMG)** � Collar of obedience (Adventure; CV) APL 8 (All of APL 2-6 plus the following) � Brooch of shielding (Adventure; DMG) � Cloak of the manta ray (Meta-regional; DMG)** APL 10 (All of APL 2-8 plus the following) � Circlet of persuasion (Adventure; DMG) � Pearl of the sirines (Meta-regional; DMG)** � Ring of sustenance (Adventure; DMG) ESA6-04 Gift of the Tempest Page 25 APPENDIX 1: APL 2 ENCOUNTER 4: THE KALANDRA Main Deck Undead Sailors (2): Gravetouched ghoul Rog1; CR 2; Medium Undead (augmented humanoid); HD 1d12; hp 12; Init +6; Spd 30 ft.; AC 19 (touch 15, flat-footed 14) [+2 armor, +5 Dex, +2 natural]; Base Atk +0; Grp +3; Atk +3 melee (1d6+3 plus paralysis, bite) or +5 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d6+3 plus paralysis, bite) and +1/+1 melee (1d4+1 plus paralysis, claw) or +5 ranged (1d8/19-20, light crossbow); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., turn resistance +6, undead traits; AL CE; SV Fort +0, Ref +7, Will +2; Str 16, Dex 20, Con –, Int 15, Wis 14, Cha 10. Skills and Feats: Balance +11, Climb +7, Gather Information +2, Hide +9, Jump +7, Knowledge (core) +3, Knowledge (the Splintered Suns) +3, Listen +6, Move Silently +9, Profession (sailor) +6, Spot +6, Swim +7, Tumble +11; Improved Turn Resistance, MultiattackB, Sea Legs. Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 10 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 10 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Possessions: Cutlass, dagger, light crossbow, 10 bolts, sharkskin armor, oilskin suit. Sail Locker The Beastmaster: Male allip; CR 3; Medium Undead (Incorporeal); HD 4d12; hp 26 hp; Init +5; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 14) [+1 Dex, +4 deflection]; Base Atk +2; Grp —; Atk +3 melee touch (1d4 Wisdom drain); Full Atk +3 melee touch (1d4 Wisdom drain); SA Babble, madness, Wisdom drain; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort +1, Ref +4, Will +4; Str –, Dex 12, Con –, Int 11, Wis 11, Cha 18. Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes. Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind- affecting compulsion effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based. Madness (Su): Anyone targeting an allip with thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage. Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points. Possessions: Masterwork short sword, longsword, whip, masterwork chain shirt, wand of charm animal, 2 scrolls of speak with animals, potion of cure light wounds, 60 gp in various coins and jewelry. Lower Hold Apes (2): CR 2; Large Animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (touch 11, flat-footed 12) [-1 size, +2 Dex, +3 natural]; Base Atk +3; Grp +12; Atk +7 melee (1d6+5, claw); Full Atk +7/+7 melee (1d6+5, claw) and +2 melee (1d6+2, bite); Space/Reach 10 ft./10 ft.; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills and Feats: Climb +14, Listen +4, Spot +4; Toughness, Tunnel Fighting. Possessions: None. ESA6-04 Gift of the Tempest Page 26 APL 4 ENCOUNTER 4: THE KALANDRA Main Deck Undead chaplain: gravetouched ghoul Rog1/Clr1; CR 3; Medium Undead (augmented humanoid); HD 2d12; hp 18; Init +3; Spd 30 ft.; AC 20 (touch 13, flat- footed 17) [+4 armor, +3 Dex, +2 natural, +1 shield]; Base Atk +0; Grp +2; Atk +2 melee (1d6+2 plus paralysis, bite); Full Atk +2 melee (1d6+2 plus paralysis, bite) and +0 melee (1d4+1 plus paralysis, claw); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., rebuke undead, spontaneous inflict, turn resistance +6, undead traits; AL CE; SV Fort +2, Ref +5, Will +7; Str 15, Dex 16, Con –, Int 12, Wis 20, Cha 16. Skills and Feats: Balance +6, Climb +5, Concentration +5, Diplomacy +7, Hide +4, Jump +5, Knowledge (religion) +2, Listen +7, Move Silently +4, Profession (sailor) +9, Spot +7, Swim +5, Tumble +6, Use Rope +7; Improved Turn Resistance, MultiattackB, Skill Focus (concentration). Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 14 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Rebuke Undead (Su): 6/day; 1d20+6; turning damage 2d6+4. Spells Prepared (4/3; base DC = 15 + spell level): 0— detect magic, mending, resistance; 1st—cause fear*, command (2), shield of faith. *Domain spell. Nerull; Domains: Death (death touch 1/day, roll 1d6 if equal or higher than current hit points victim, the victim dies); Trickery (Bluff, Disguise and Hide are class skills). Possessions: Light mace, dagger, light crossbow, 10 bolts, masterwork chain shirt, masterwork buckler, wooden holy symbol of Nerull, spell component pouch, oilskin suit. Undead Sailors (2): Gravetouched Ghoul Rog1/Ftr1; CR 3; Medium Undead (augmented humanoid); HD 2d12; hp 18; Init +6; Spd 30 ft.; AC 20 (touch 15, flat- footed 15) [+3 armor, +5 Dex, +2 natural]; Base Atk +1; Grp +4; Atk +4 melee (1d6+3 plus paralysis, bite) or +6 ranged (1d8/19-20, light crossbow); Full Atk +4 melee (1d6+3 plus paralysis, bite) and +2/+2 melee (1d4+1 plus paralysis, claw) or +6 ranged (1d8/19-20, light crossbow); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., turn resistance +6, undead traits; AL CE; SV Fort +2, Ref +7, Will +2; Str 16, Dex 20, Con –, Int 15, Wis 14, Cha 12. Skills and Feats: Balance +14, Climb +7, Gather Information +2, Hide +9, Jump +10, Knowledge (core) +3, Knowledge (the Splintered Suns) +3, Listen +6, Move Silently +9, Profession (sailor) +6, Spot +6, Swim +7, Tumble +14; Combat Expertise, Improved Turn Resistance, MultiattackB, Sea Legs. Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 12 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Possessions: Cutlass, dagger, light crossbow, 10 bolts, masterwork sharkskin armor, oilskin suit. Sail Locker The Beastmaster: Male Ghost Rgr3; CR 5; Medium Undead (augmented humanoid, incorporeal); HD 3d12; hp 25; Init +3; Spd Fly 30 ft. (perfect); AC 16 (touch 16, flat-footed 13) [+3 deflection, +3 Dex]; Base Atk +3; Grp –; Atk +6 melee touch (1d6 plus 1d4 ability drain, touch); Full Atk +6 melee touch (1d6 plus 1d4 ability drain, touch); SA Favored enemy (humanoid – human: +2); SA Corrupting touch, draining touch, frightful moan, manifestation; SQ Darkvision 60 ft., rejuvenation, turn resistance +4, undead traits, wild empathy; AL CN; SV Fort +4, Ref +7, Will +3; Str 14, Dex 16, Con –, Int 8, Wis 13, Cha 16. Skills and Feats: Handle Animal +9, Hide +6, Knowledge (nature) +4, Listen +3, Move Silently +6, Ride +7, Spot +3, Search +4, Survival +9 (+11 when Tracking); Animal Affinity, Dodge, EnduranceB, Mobility, Two-Weapon FightingB, TrackB. Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 14 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by ESA6-04 Gift of the Tempest Page 27 anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. Possessions: Masterwork short sword, longsword, whip, masterwork chain shirt, vest of resistance +1, wand of charm animal, 2 scrolls of speak with animals, potion of cure light wounds, 82 gp in various coins and jewelry. Lower Hold Apes (4): CR 2; Large Animal; HD 4d8+11; hp 29; Init +2; Spd 30 ft., climb 30 ft.; AC 14 (touch 11, flat-footed 12) [-1 size, +2 Dex, +3 natural]; Base Atk +3; Grp +12; Atk +7 melee (1d6+5, claw); Full Atk +7/+7 melee (1d6+5, claw) and +2 melee (1d6+2, bite); Space/Reach 10 ft./10 ft.; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills and Feats: Climb +14, Listen +4, Spot +4; Toughness, Tunnel Fighting. Possessions: None. ESA6-04 Gift of the Tempest Page 28 APL 6 ENCOUNTER 4: THE KALANDRA Main Deck Undead chaplain: Gravetouched ghoul Rog1/Clr2; CR 4; Medium Undead (augmented humanoid); HD 3d12+6*; hp 31; Init +3; Spd 30 ft.; AC 20 (touch 13, flat- footed 17) [+4 armor, +3 Dex, +2 natural, +1 shield]; Base Atk +1; Grp +5; Atk +5 melee (1d6+4 plus paralysis, bite); Full Atk +5 melee (1d6+4 plus paralysis, bite) and +3 melee (1d4+2 plus paralysis, claw); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., rebuke undead, spontaneous inflict, turn resistance +6, undead traits; AL CE; SV Fort +6, Ref +6, Will +9; Str 19*, Dex 16, Con –, Int 12, Wis 20, Cha 16. * Created by a caster with the Corpsecrafter feat. Skills and Feats: Balance +6, Climb +7, Concentration +7, Diplomacy +7, Hide +4, Jump +7, Knowledge (religion) +2, Listen +7, Move Silently +4, Profession (sailor) +9, Spot +7, Swim +5, Tumble +7, Use Rope +7; Great Fortitude, Improved Turn Resistance, MultiattackB, Skill Focus (concentration). Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 14 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Rebuke Undead (Su): 6/day; 1d20+4; turning damage 2d6+5. Spells Prepared (4/5; base DC = 15 + spell level): 0— detect magic, mending (2), resistance; 1st—bane, cause fear*, command (2), shield of faith. *Domain spell. Nerull; Domains: Death (death touch 1/day, roll 2d6 if equal or higher than current hit points victim, the victim dies); Trickery (Bluff, Disguise and Hide are class skills). Possessions: Light mace, dagger, light crossbow, 10 bolts, masterwork chain shirt, masterwork buckler, cloak of resistance +1, wooden holy symbol of Nerull, spell component pouch, oilskin suit. Undead Sailors (3): Gravetouched Ghoul Rog2/Ftr1; CR 4; Medium Undead (augmented humanoid); HD 3d12+6; hp 31; Init +6; Spd 30 ft.; AC 20 (touch 15, flat- footed 15) [+3 armor, +5 Dex, +2 natural]; Base Atk +2; Grp +5; Atk +7 melee (1d6+5 plus paralysis, bite) or +7 ranged (1d8/19-20, light crossbow); Full Atk +7 melee (1d6+5 plus paralysis, bite) and +5/+5 melee (1d4+2 plus paralysis, claw) or +7 ranged (1d8/19-20, light crossbow); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., evasion, turn resistance +6, undead traits; AL CE; SV Fort +2, Ref +8, Will +2; Str 20*, Dex 20, Con –, Int 15, Wis 14, Cha 12. * Created by a caster with the Corpsecrafter feat. Skills and Feats: Balance +14, Climb +10, Gather Information +2, Hide +11, Jump +12, Knowledge (core) +3, Knowledge (the Splintered Suns) +3, Listen +8, Move Silently +11, Profession (sailor) +7, Spot +8, Swim +7, Tumble +15; Ability Focus (paralyses), Combat Expertise, Improved Turn Resistance, MultiattackB, Sea Legs. Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 12 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 14 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Possessions: Cutlass, dagger, light crossbow, 10 bolts, masterwork sharkskin armor, oilskin suit. Sail Locker The Beastmaster: Ghost Rgr5; CR 7; Medium Undead (augmented humanoid, incorporeal); HD 5d12; hp 38; Init +4; Spd Fly 30 ft. (perfect); AC 16 (touch 16, flat- footed 13) [+3 deflection, +3 Dex]; Base Atk +5; Grp –; Atk +8 melee touch (1d6 plus 1d4 ability drain, touch); Full Atk +8 melee touch (1d6 plus 1d4 ability drain, touch); SA Favored enemy (humanoid – human: +4; animal: +2); SA Corrupting touch, draining touch, frightful moan, manifestation; SQ Darkvision 60 ft., rejuvenation, turn resistance +4, undead traits, wild empathy; AL CN; SV Fort +5, Ref +8, Will +4; Str 14, Dex 16, Con –, Int 8, Wis 14, Cha 16. Skills and Feats: Handle Animal +11, Hide +8, Knowledge (nature) +4, Listen +6, Move Silently +8, Ride +7, Spot +6, Search +4, Survival +12 (+14 when Tracking); Animal Affinity, Dodge, EnduranceB, Mobility, Two-Weapon FightingB, TrackB. Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that ESA6-04 Gift of the Tempest Page 29 successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. Spells Prepared (1; Base DC = 12 + spell level): 1st– charm animal. Possessions: Masterwork short sword, longsword, whip, masterwork chain shirt, collar of obedience, vest of resistance +1, wand of charm animal, 2 scrolls of speak with animals, potion of cure light wounds, 82 gp in various coins and jewelry. Lower Hold Dire apes (4): CR 3; Large Animal; HD 5d8+13; hp 35; Init +2; Spd 30 ft., climb 15 ft.; AC 15 (touch 11, flat- footed 13) [-1 size, +2 Dex, +4 natural]; Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8/+8 melee (1d6+6, claw) and +3 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d6+9; SQ Low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills and Feats: Climb +14, Listen +3, Move Silently +4, Spot +4; Toughness, Tunnel Fighting. Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage. Possessions: None. ESA6-04 Gift of the Tempest Page 30 APL 8 ENCOUNTER 4: THE KALANDRA Main Deck Undead chaplain: Gravetouched ghoul Rog2/Clr3; CR 6; Medium Undead (augmented humanoid); HD 5d12+10*; hp 48; Init +4; Spd 30 ft.; AC 22 (touch 14, flat-footed 19) [+4 armor, +4 Dex, +4 natural*, +1 shield]; Base Atk +3; Grp +7; Atk +7 melee (1d6+4 plus paralysis, bite); Full Atk +7 melee (1d6+4 plus paralysis, bite) and +5 melee (1d4+2 plus paralysis, claw); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., evasion, rebuke undead, spontaneous inflict, turn resistance +6, undead traits; AL CE; SV Fort +6, Ref +9, Will +9; Str 19*, Dex 18, Con –, Int 12, Wis 20, Cha 18. * Created by a caster with the Corpsecrafter and Hardened Flesh feat. Skills and Feats: Balance +11, Climb +7, Concentration +9, Diplomacy +7, Hide +7, Jump +10, Knowledge (religion) +4, Listen +7, Move Silently +7, Profession (sailor) +10, Spot +7, Swim +7, Tumble +12, Use Rope +8; Great Fortitude, Improved Turn Resistance, MultiattackB, Skill Focus (concentration). Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 16 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Rebuke Undead (Su): 7/day; 1d20+4; turning damage 2d6+7. Spells Prepared (4/5/3; base DC = 15 + spell level): 0—detect magic, mending (2), resistance; 1st—bane, cause fear*, command (2), shield of faith; 2nd–death knell*, hold person, wave of grief. *Domain spell. Nerull; Domains: Death (death touch 1/day, roll 3d6 if equal or higher than current hit points victim, the victim dies); Trickery (Bluff, Disguise and Hide are class skills). Possessions: Light mace, dagger, light crossbow, 10 bolts, masterwork chain shirt, masterwork buckler, cloak of resistance +1, wooden holy symbol of Nerull, spell component pouch, oilskin suit. Undead Sailors (3): Gravetouched Ghoul Rog3/Ftr2; CR 6; Medium Undead (augmented humanoid); HD 5d12+10*; hp 48; Init +6; Spd 30 ft.; AC 22 (touch 15, flat-footed 17) [+3 armor, +5 Dex, +4* natural]; Base Atk +4; Grp +9; Atk +9 melee (1d6+5 plus paralysis, bite) or +9 ranged (1d8/19-20, light crossbow); Full Atk +9 melee (1d6+5 plus paralysis, bite) and +7/+7 melee (1d4+2 plus paralysis, claw) or +9 ranged (1d8/19-20, light crossbow); SA Ghoul fever, paralysis, sneak attack: +2d6; SQ Darkvision 60 ft., evasion, turn resistance +6, undead traits; AL CE; SV Fort +4, Ref +8, Will +5; Str 20, Dex 21, Con –, Int 15, Wis 14, Cha 12. * Created by a caster with the Corpsecrafter and Hardened Flesh feat. Skills and Feats: Balance +16, Climb +12, Gather Information +4, Hide +12, Jump +14, Knowledge (core) +4, Knowledge (the Splintered Suns) +4, Listen +9, Move Silently +12, Profession (sailor) +7, Spot +9, Swim +9, Tumble +17; Ability Focus (paralyses), Combat Expertise, Improved Turn Resistance, Iron Will, MultiattackB, Sea Legs. Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 13 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Possessions: Cutlass, dagger, light crossbow, 10 bolts, masterwork sharkskin armor. Sail Locker The Beastmaster: Ghost Rgr7; CR 9; Medium Undead (augmented humanoid, incorporeal); HD 7d12; hp 51; Init +3; Spd Fly 30 ft. (perfect); AC 16 (touch 16, flat- footed 13) [+3 deflection, +3 Dex]; Base Atk +7; Grp –; Atk +10 melee touch (1d6 plus 1d4 ability drain, touch) or +6 ranged touch (1d6 plus 1d4 ability drain, whip); Full Atk +10 melee touch (1d6 plus 1d4 ability drain, touch) or +6 ranged touch (1d6 plus 1d4 ability drain, whip); Space/Reach 5 ft./5 ft. (15 ft. with whip); SA Favored enemy (humanoid – human: +4; animal: +2); SA Corrupting touch, draining touch, frightful moan, manifestation; SQ Darkvision 60 ft., rejuvenation, turn resistance +4, undead traits, wild empathy, woodland stride; AL CN; SV Fort +6, Ref +9, Will +5; Str 14, Dex 16, Con –, Int 8, Wis 14, Cha 16. Skills and Feats: Handle Animal +13, Hide +10, Knowledge (nature) +4, Listen +8, Move Silently +10, Ride +7, Spot +8, Search +4, Survival +14 (+16 when Tracking); Animal Affinity, Dodge, EnduranceB, Improved Two-Weapon FightingB, Mobility, Spring Attack, Two-Weapon FightingB, TrackB. Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against ESA6-04 Gift of the Tempest Page 31 nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. Spells Prepared (2; Base DC = 12 + spell level): 1st– charm animal, resist energy. Possessions: Masterwork short sword, longsword, whip*, masterwork chain shirt, brooch of shielding*, collar of obedience, vest of resistance +1*, wand of charm animal, scroll of reduce animal, 2 scrolls of speak with animals, 2 potions of cure light wounds, 86 gp in various coins and jewelry. * Due to a special connection with these items, he can actually use them despite they are lying at his body. Lower Hold Girallons (3): CR 6; Large Magical Beast; HD 7d10+17; hp 55; Init +3; Spd 40 ft., climb 40 ft.; AC 16 (touch 12, flat-footed 15) [-1 size, +3 Dex, +4 natural]; Base Atk +7; Grp +17; Atk +12 melee (1d4+6, claw); Full Atk +12/+12/+12/+12 melee (1d4+6, claw) and +7 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d4+9; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7. Skills and Feats: Climb +14, Move Silently +8, Spot +6; Iron Will, Toughness, Tunnel Fighting. Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage. Possessions: None. ESA6-04 Gift of the Tempest Page 32 APL 10 ENCOUNTER 4: THE KALANDRA Main Deck Undead chaplain: gravetouched ghoul Rog2/Clr5; CR 8; Medium Undead (augmented humanoid); HD 7d12+14*; hp 65; Init +4; Spd 30 ft.; AC 23 (touch 14, flat-footed 19) [+4 armor, +4 Dex, +4* natural, +1 shield]; Base Atk +4; Grp +8; Atk +8 melee (1d6+4 plus paralysis, bite); Full Atk +8 melee (1d6+4 plus paralysis, bite) and +6 melee (1d4+2 plus paralysis, claw); SA Ghoul fever, paralysis, sneak attack: +1d6; SQ Darkvision 60 ft., evasion, rebuke undead, spontaneous inflict, turn resistance +10*, undead traits; AL CE; SV Fort +7, Ref +9, Will +10; Str 19*, Dex 18, Con –, Int 12, Wis 20, Cha 18. * Created by a caster with the Bolster Resistance, Corpsecrafter and Hardened Flesh feat. Skills and Feats: Balance +11, Climb +7, Concentration +13, Diplomacy +9, Hide +7, Jump +10, Knowledge (religion) +6, Listen +7, Move Silently +7, Profession (sailor) +10, Spot +7, Swim +7, Tumble +12, Use Rope +8; Great Fortitude, Improved Turn Resistance, MultiattackB, Profane Vigor, Skill Focus (concentration). Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 16 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Rebuke Undead (Su): 7/day; 1d20+4; turning damage 2d6+9. Spells Prepared (5/6/4/3; base DC = 15 + spell level): 0—detect magic, guidance, mending (2), resistance; 1st— bane, cause fear*, command (2), divine favor, shield of faith; 2nd–death knell*, hold person, resist energy, wave of grief; 3rd–invisibility purge, magic circle against good, nondetection*. *Domain spell. Nerull; Domains: Death (death touch 1/day, roll 5d6 if equal or higher than current hit points victim, the victim dies); Trickery (Bluff, Disguise and Hide are class skills). Possessions: Light mace, dagger, light crossbow, 10 bolts, masterwork chain shirt, masterwork buckler, cloak of resistance +1, wooden holy symbol of Nerull, spell component pouch, oilskin suit. Undead Sailors (3): gravetouched ghoul Rog5/Ftr2; CR 8; Medium Undead (augmented humanoid); HD 7d12+21; hp 72; Init +7; Spd 30 ft.; AC 22 (touch 15, flat-footed 17) [+3 armor, +5 Dex, +4* natural]; Base Atk +5; Grp +12; Atk +10 melee (1d6+5 plus paralysis, bite) or +11 ranged (1d8/19-20, light crossbow); Full Atk +10 melee (1d6+5 plus paralysis, bite) and +8/+8 melee (1d4+2 plus paralysis, claw) or +11 ranged (1d8/19-20, light crossbow); SA Ghoul fever, paralysis, sneak attack: +3d6; SQ Darkvision 60 ft., evasion, turn resistance +10*, uncanny dodge, undead traits; AL CE; SV Fort +4, Ref +10, Will +5; Str 20*, Dex 22, Con –, Int 15, Wis 14, Cha 12. * Created by a caster with the Bolster Resistance, Corpsecrafter and Hardened Flesh feat. Skills and Feats: Balance +19, Climb +14, Gather Information +6, Hide +15, Jump +16, Knowledge (core) +5, Knowledge (the Splintered Suns) +5, Listen +11, Move Silently +15, Profession (sailor) +7, Spot +11, Swim +11, Tumble +20; Ability Focus (paralyses), Combat Expertise, Improved Toughness, Improved Turn Resistance, Iron Will, MultiattackB, Sea Legs. Languages: Common, Old Oeridian. Ghoul Fever (Su): Disease–bite, DC 14 Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. Paralyses (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful DC 16 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Possessions: Cutlass, dagger, light crossbow, 10 bolts, masterwork sharkskin armor, oilskin suit. Sail Locker The Beastmaster: Ghost Rgr9; CR 11; Medium Undead (augmented humanoid, incorporeal); HD 9d12+9; hp 73; Init +4; Spd Fly 30 ft. (perfect); AC 17 (touch 17, flat-footed 13) [+3 deflection, +4 Dex]; Base Atk +9; Grp –; Atk +12 melee touch (1d6 plus 1d4 ability drain, touch) or +8 ranged touch (1d6 plus 1d4 ability drain, whip); Full Atk +12 melee touch (1d6 plus 1d4 ability drain, touch) or +8 ranged touch (1d6 plus 1d4 ability drain, whip); Space/Reach 5 ft./5 ft. (15 ft. with whip);; SA Favored enemy (humanoid – human: +4; animal: +2); SA Corrupting touch, draining touch, evasion, frightful moan, manifestation; SQ Darkvision 60 ft., rejuvenation, swift tracker, turn resistance +4, undead traits, wild empathy, woodland stride; AL CN; SV Fort +7, Ref +11, Will +6; Str 14, Dex 18, Con –, Int 8, Wis 14, Cha 16. Skills and Feats: Handle Animal +18, Hide +13, Knowledge (nature) +4, Listen +10, Move Silently +13, Ride +8, Spot +10, Search +4, Survival +16 (+18 when Tracking); Animal Affinity, Dodge, EnduranceB, Improved Toughness, Improved Two-Weapon FightingB, Mobility, Spring Attack, Two-Weapon FightingB, TrackB. Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each ESA6-04 Gift of the Tempest Page 33 such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 16 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. Spells Prepared (2/1; Base DC = 12 + spell level): 1st– charm animal, resist energy; 2nd–protection from energy. Possessions: Masterwork short sword, longsword, whip*, +1 chain shirt, brooch of shielding*, circlet of persuasion, collar of obedience, ring of sustenance, vest of resistance +1*, wand of charm animal, scroll of reduce animal, 2 scrolls of speak with animals, 2 potions of cure light wounds, 86 gp in various coins and jewelry. * Due to a special connection with these items, he can actually use them despite they are lying at his body. Lower Hold Fiendish girallons (4): CR 7; Large Magical Beast (extraplanar); HD 7d10+17; hp 55; Init +3; Spd 40 ft., climb 40 ft.; AC 16 (touch 12, flat-footed 15) [-1 size, +3 Dex, +4 natural]; Base Atk +7; Grp +17; Atk +12 melee (1d4+6, claw); Full Atk +12/+12/+12/+12 melee (1d4+6, claw) and +7 melee (1d8+3, bite); Space/Reach 10 ft./10 ft.; SA Rend 2d4+9, smite good 1/day (+7 damage); SQ Darkvision 60 ft., DR 5/magic, low-light vision, resistance cold and fire 5, scent, SR 12; AL NE; SV Fort +7, Ref +8, Will +5; Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7. Skills and Feats: Climb +14, Move Silently +8, Spot +6; Iron Will, Toughness, Tunnel Fighting. Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage. Possessions: None. ESA6-04 Gift of the Tempest Page 34 APPENDIX 2: MONTESSER AT A GLANCE [Written by Creighton Broadhurst] � Montesser (Large Town): Conventional (Theocracy); AL LE (LN); 5,000 gp limit; Assets 617,500 gp; Population 2,469; Mixed (orc 1654, half-orc 324, human [So] 243, orogs 247. Authority Figures: Bhargeval (LE [LN] male half-orc Rgr8/Clr3 - Bahgtru), commander of town’s defenses; Shauntru (LE [LN] female orc Clr9- Luthic), matriarch of Montesser. Important Figures: Froznir Delrrii (LE male human Rog7), Sea Baron merchant and pirate. Ten years ago the settlement of Montessor didn’t exist. Established and led by a charismatic priestess of Luthic (lesser NE orcish goddess of fertility, medicine, healing, servitude, caves and home) the orcs settling here simply tired of war, instead electing to carve out a home for themselves on the Solnor Coast. Despite these decidedly unorcish ideals, life in Montesser is brutal and disciplined. Wrongdoers are dealt with in typical orcish fashion and society is organized along martial lines. The original settlers were deserters from the imperial forces responsible for the sack of Mentrey but since the settlement’s founding numbers of both orcs and half-orcs have increased dramatically. A number of orogs have also been reported to be amongst the population. Roughly 1,600 orcs and 300 half-orcs now dwell within the town. Small outlying settlements (often of less than 20 individuals) dot the hills surrounding Montesser, raising the total population to around 3,500. Several different tribes are represented within Montesser including the Bloodied Eye, Ragged Banner and Red Bones. The original settlement was little more than a shantytown built of wood looted from other nearby abandoned or destroyed villages. The inhabitants planted crops haphazardly on the fertile banks of the minor river that gives this place its name. Goats were grazed in the surrounding hills and limited fishing was even attempted in a couple of (stolen) battered but serviceable fishing boats. In the intervening years the settlement has expanded several times and is now enclosed by thick earthen ramparts and steep stake-lined ditches. Several important buildings within the town are now of stone construction and the orcs now operate a small fleet of fishing vessels. Learning from their earlier mistakes, the orc’s farming and fishing skills are steadily improving. One feature of note within the town is the walled compound of Froznir Delrrii (LE male human Rog7), a native of the Sea Barons. A consummate mariner and trader, Froznir first discovered Montesser in early 586. Although initial contact between the two groups was violent, subsequent (cautious) negotiations resulted in a mutually profitable exchange of trade and information. Thanks to his efforts the orcs of Montesser are much better equipped than they were a decade ago. In exchange, the orcs allow Froznir safe anchorage and his men are able to move freely about the town. He is keenly interested in the power struggles within old Medegia and the orcs share all they learn with him. Although not territorially ambitious the orcs of Montesser have fought off several assaults by determined bands of sellswords, mercenaries and bandits intent on looting the settlement. Typically the orcs have wrested much equipment from their defeated foes, chief amongst which are several score of warhorses, the riding of which they have long since mastered. They are ever vigilant to further assaults; approaching this settlement surreptitiously is incredibly dangerous. Montesser is a theocracy ruled by Shauntru (LE [LN] female orc Clr9- Luthic) a now elderly but wise matriarch. Single-minded in her desire to protect the young of Montesser, Shauntru can nevertheless be an implacable enemy to those earning her ire. Bhargeval (LE [LN] male half-orc Rgr8/Clr3 - Bahgtru) a monstrously strong warrior devotedly assists Shauntru in the defense of the town. The closest thing the town has to a general, Bhargeval directs the town’s defenders in times of both peace and war. ESA6-04 Gift of the Tempest Page 35 APPENDIX 3: NEW RULE ITEMS MONSTERS Gravetouched ghoul (Source: Libris Mortis, page 103) “Gravetouched ghoul” is an acquired template that can be added to any corporeal aberration, fey, giant, humanoid, or monstrous humanoid with Intelligence and Charisma scores of 3 or higher (referred to hereafter as the base creature). A gravetouched ghoul speaks all the languages it spoke in life (usually Common). It has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead and it gains the augmented subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase to d12. Armor Class: The base creature’s natural armor bonus improved by 2. Attack: A gravetouched ghoul retains all the attacks of the base creature and also gains a bit and two claw attacks if it didn’t already have them. If the base creature uses weapons, the gravetouched ghoul retains this ability. A creature with natural weapons retains those natural weapons. A gravetouched ghoul fighting without weapons uses its bite attack. A gravetouched ghoul armed with a weapon uses its bit or weapon as it desires. Full Attack: A gravetouched ghoul fighting without weapons uses its bit and two claws to attack, If armed with a weapon, it chooses whether to use the weapon or use its natural attacks. Damage: Gravetouched ghouls have bite and claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the gravetouched ghoul’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better. Size Bite Damage Claw Damage Fine 1 – Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 2d8 2d6 Colossal 4d6 2d8 Special Attacks: A gravetouched ghoul retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 the gravetouched ghoul’s HD + gravetouched ghoul’s Cha modifier unless otherwise noted. Ghoul Fever (Su): Disease–bite, Fortitude save, incubation period 1 day, damage 1d3 Con and 1d3 Dex. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 HD or higher rises as a ghast, rather than a ghoul. Paralysis (Ex): Victims hit by a gravetouched ghoul’s bite or claw attack must make a successful Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. Special Qualities: A gravetouched ghoul retains all the special qualities of the base creature and gains those described below. Turn Resistance (Ex): A gravetouched ghoul has +2 turn resistance. Diet Dependent: Gravetouched ghouls are diet dependent upon flesh. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Int +2, Wis +4, Cha +2. As an undead creature, a gravetouched ghoul has no Constitution score. Feats: A gravetouched ghoul retains all its feats, and it gains Multiattack as a bonus feat. Environment: Any, usually same as base creature. Organization: Solitary, gang (2–4 ghouls plus 1 gravetouched ghoul), or pack (7–12 ghouls plus 1–4 gravetouched ghouls). Challenge Rating: Same as the base creature +1. Alignment: Base creature’s alignment changes to chaotic evil. Level Adjustment: Same as base creature +2. FEATS Bolster Resistance [General] (Source: Libris Mortis, page 25) Undead you raise or create are more resisting to turning than normal. Prerequisite: Corpsecrafter Benefit: Each undead you raise or create with any necromancy spell gains +4 turn resistance. Corpsecrafter [General] (Source: Libris Mortis, page 25) Undead you raise or create are tougher than normal. Benefit: Each undead you raise or create with any necromancy spell gains a +4 enhancement bonus to Strength and +2 hit points per Hit Dice. ESA6-04 Gift of the Tempest Page 36 Hardened Flesh [General] (Source: Libris Mortis, page 27) Undead you raise or create are can better handle themselves in a fight. Prerequisite: Corpsecrafter Benefit: Each undead you raise or create with any necromancy spell gains a +2 natural armor bonus to Armor Class. Improved Toughness [General] (Source: Complete Warrior, page 101) You are significantly tougher than normal. Prerequisites: Base Fortitude save bonus +2. Benefits: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level) you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his fighter bonus feats. Improved Turn Resistance (Source: Libris Mortis, page 27) You have a better than normal chance to resist turning. Prerequisite: Undead type. Benefits: You are less easily affected by clerics or paladins than you normally would be (see Turn or Rebuke Undead, page 159 of the Player’s Handbook). When resolving a turn, rebuke, command, or bolster attempt, add +4 to your character level (monster Hit Dice plus class levels) to determine your Hit Dive for turn, rebuke, command, and bolster attempts. For example, a 4 HD wight with this feat is treated as an 8 HD undead for the purpose of turn, rebuke, command, and bolster attempts, even though it is a 4 HD creature for any other purpose. A vampire that already has +4 turn resistance adds an additional +4 with this feat, for a total of +8. Profane Vigor [Divine] (Source: Libris Mortis, page 29) You can channel negative energy to heal nearby undead allies of physical damage. Prerequisite: Cha 11, ability to rebuke undead. Benefit: As a standard action, you can spend on of your rebuke attempts to heal one undead ally within 60 feet 2 hit points of damage per cleric level. This healing does not allow the affected undead to exceed their full normal hit point totals. Sea Legs (Source: Stormwrack, page 93) You are accustomed to the rolling motion on board a ship and can use this motion to your advantage. Benefit: As long as you are on board a ship, you get a +2 bonus on Balance and Tumble checks, and a +1 bonus on initiative checks. Tunnel Fighting (Source: Races of Stone, page 145) You are adept at maneuvering and fighting in tight spaces and underground passages. Prerequisites: Base attack bonus +1. Benefit: You do not take a penalty on your attack rolls or to Armor Class when squeezing into or though a tight space. Normal: Each movement into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space a character takes a –4 penalty on attack rolls and a –4 penalty to AC. See page 148 of the Player’ Handbook for more information on squeezing through tight spaces. Special: A fighter may select Tunnel Fighting as one his fighter bonus feats (see page 38 of the Player’s Handbook). SPELLS Wave of Grief (Source: Spell Compendium, page236) Enchantment [Evil, Mind-Affecting] Level: Bard 2, blackguard 2, cleric 2 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes. All within the cone when the spell is cast take a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears. ESA6-04 Gift of the Tempest Page 37 DM’S AID 1: MAP KALANDRA (UPPER DECK) (Source: Stormwrack, page98) 1 Sq = 5ft. MAP ICONS ESA6-04 Gift of the Tempest Page 38 DM’S AID 2: MAP KALANDRA (LOWER DECK) 1 Sq = 5ft ESA6-04 Gift of the Tempest Page 39
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Carried? Worn? 111 8-Bit Dress Pixel Power • Two-Dimensional Sprite Flicker: You gain +1 edge against anyone who's using Moxie or Focus. Carried? Worn? 112 Admiral's Coat Covets Glory • Sea Lady Duty Is the Great Business of a Fairy: You may suffer 1d6 to add the Temporary Quirk "The Enemy" to an NPC or Hazard. A fairy tagging this Quirk in a contest inflicts +1 . Carried? Worn? 113 Alchemist's Frock Master of Alchemy • Knows When to Duck Synthesis: You may spend 1 to craft a potion that restores 1d6 and grants a beneficial Temporary Quirk (chosen when the potion is created). A potion can be given away or saved for later. When a potion is consumed, roll 1d6; on a 1, the potion is flawed, and the GM chooses the Temporary Quirk instead! Carried? Worn? 114 Angelic Dress Good Intentions • The Power of Love! Aura of Innocence: While wearing this Costume, you can't be blamed for anything. No NPC will believe that you're responsible for any misfortune, and any roll to cast blame on you automatically fails. Carried? Worn? 115 Artist's Smock Creative Genius • Temperamental Life Drawing: You receive a 1 discount when using Wishful Thinking to conjure a Hazard or NPC. (No combination of discounts can reduce the cost of Wishful Thinking below 1 .) Carried? Worn? 116 Aviator Jacket Smirk & Swagger • Disrespecting Gravity Devil's Own Luck: When doing something ridiculously dangerous, you may roll an extra die for free (i.e., without spending ). Add 1 to the Trouble Pool after rolling. Carried? Worn? 121 Ball Gown Refined Manners • Musical Talent Musical Number: Contests that you take part in are never treated as scuffles. Carried? Worn? 122 Bandages Sympathy Magnet • Delicate Condition First Aid: When you Stress Out, you may instead Quick Change into this Costume at no cost and clear your . You can only use this Power while you're not wearing this Costume. Convalescence: When you change out of this Costume, discard it. Carried? Worn? 123 Battle Kilt Boisterous Brawler • Authority Issues Caber Toss: Larger-than-fairy-size opponents do not gain edge against you in contests of strength. You do not suffer increased or inflict reduced when scuffling with such opponents. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 124 Bee Suit Hard Worker • Flower Addict For the Swarm!: You may spend 1 to summon a swarm of duplicates of yourself for one roll. This allows you to accomplish things that require a large group, or inflict +3 in a scuffle. Carried? Worn? 125 Black Sweater Sneaky • Kleptomaniac Bag of Holding: You can fit anything that's not nailed down into your sack of loot. You drop all of your stashed objects when you Stress Out or change out of this Costume; otherwise, they can't be located or stolen by any effect. If you have many stashed objects, the GM may require a test to pull out the correct one. Carried? Worn? 126 Bow Tie Loveable Jerk • Weaponised Sarcasm Right Back at You: When someone inflicts on you, you may make a joke or pun to automatically inflict 2 on your attacker. You have to come up with the joke yourself. Carried? Worn? 131 Bunny Hat Adorable • Quick like a Bunny Just a Harmless Little Rabbit: When you tag one of your Quirks in a contest, you may remove one die from your opponent's pool rather than adding one to your own. This can reduce her to zero dice. Carried? Worn? 132 Camo Fatigues In This Fairy's Army • Ground Pounder March on Your Stomach: When you recover from eating food, you also gain the Temporary Quirk "Superior Morale". While it remains, your Stress Limit is increased by 3. Esprit de Corps: When a friend in the same Location as you suffers , you may suffer one point of that in her place. Carried? Worn? 133 Cape & Tights Faster than a Speeding Bullet • More Powerful than aLocomotive The Strongest!: You can lift 100 times your weight. You inflict +2 in a scuffle, suffer −2 from physical threats, and gain +2 edge in contests of strength. Disaster Magnet: The GM receives a 2 discount to Unleash Disaster, to a minimum cost of 1 . Carried? Worn? 134 Cardboard Robot Precise • Glitchy Filled with Useful Devices: When you spend on a roll, you may add two dice (rather than one) if you describe how the strange devices built into your body help out. You have to describe a new device each time. Carried? Worn? 135 Cat Hoodie Agile • Lazy I Meant to Do That: You may spend 1 on a roll after you've seen the Result. If you do, roll one additional die, and count it as though it was part of the original roll. You can't use this Power if you've already spent on that roll. Carried? Worn? 136 Chef's Smock Genius of Cookery • Handy with a Frying Pan Comfort Food: You may spend 1 to instantly prepare a serving of food, even if you have no tools or ingredients. Eating this food recovers normally. Gourmand: You recover +2 from eating food. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 141 Clockwork Couture Dapper • Stick a Gear on It! Like Clockwork: You gain two dice (rather than one) when you tag a Temporary Quirk you created yourself. Carried? Worn? 142 Clown Suit Acrobatic • Comical Pratfall: You suffer −1 from all sources. Can't Keep down the Clown: If any effect would cause you to discard this Costume, you may discard a different Costume instead. Carried? Worn? 143 Cowgirl Outfit Rough and Tumble • Quick on the Draw Showdown: You may declare that any one-on-one contest you participate in is a showdown. The loser of a showdown Stresses Out regardless of her current . On a tie, you both Stress Out! Carried? Worn? 144 Crinoline Dress Genteel • Wicked Wit The Kindness of Strangers: Whenever you inflict on someone in a contest using wit or charm, recover the same amount of . This Power does not function in scuffles. Carried? Worn? 145 Cunning Disguise Trustworthy • Vaguely Familiar Incognito: No-one can connect your identity while you're wearing this Costume with your identity when you're not wearing it, not even if you change into it right in front of them! Carried? Worn? 146 Dancer's Shawl Awesome Moves • Drama Queen Entrancing Elegance: When you use this Costume's Quirks to assist a friend's roll in a contest, you may subtract one die from her opponent's roll instead of adding one to hers. This can reduce her opponent to zero dice. You must roleplay your performance. Carried? Worn? 151 Death Metal Regalia A Fighter, Not a Lover • Anthem of Destruction Musical Brutality: When you assist a friend with "Anthem of Destruction" in a contest, she inflicts +2 . Carried? Worn? 152 Deely-Boppers Technobabble Solves Everything • Not from Around Here It's Not Stupid, It's Advanced!: When wielding your amazing alien technology, you may roll an extra die for free (i.e., without spending ). Add 1 to the Trouble Pool after rolling. Carried? Worn? 153 Deerstalker Cap Low Boredom Threshold • Elementary! No Such Thing as Coincidence: You may roll Focus in place of Shine, or vice versa, whichever is higher. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 154 Devil Corset Troublemaker • Silver Tongue Devil's Deal: You may spend 1 to offer someone a deal. If she accepts, she gains a helpful Temporary Quirk of your choice. Ironic Twist: Whenever someone uses a Quirk granted by "Devil's Deal", you may set her Result to 0 after rolling. Carried? Worn? 155 Doctor's Coat Impressive Credentials • Do No Harm Treatment: You may spend a Break providing medical care. When you do so, your patient recovers 2d6 and may remove one unwanted Temporary Quirk of her choice. You can't Scrounge during the same Break that you use this Power. Carried? Worn? 156 Equestrian Outfit Refined Manners • The Sport of Queens Tally Ho!: When you're riding something, your mount gains the benefit of your Kind Powers. And They're Off!: You gain two dice (rather than one) when tagging one of your mount's Quirks. Carried? Worn? 161 Evil Overlord Armour Ruthless • Insane Rise, My Servants!: The first time you change into this Costume, you get three Minions. They're NPCs with Moxie 3, Stress Limit 0, and no Quirks. You may recruit new Minions for 1 apiece, to a maximum of three total Minions. Delegation: On any roll, you may have a Minion act in your place. Carried? Worn? 162 Feather Robe Cryptic Wisdom • Survival Skills Geomancy: You gain two dice (rather than one) when you tag a Location Quirk. Carried? Worn? 163 Figure Skates Superb Balance • At Home on the Ice A 1 from the Gnomish Judge: You may spend 1 to put the Temporary Quirk "Biased" on an NPC. While it remains, all other NPCs ignore anything she says about you. Perfect 6: After rolling, if you rolled at least one 6, you may spend 1 to increase your Result by 1, to a maximum Result equal to your Grace. Carried? Worn? 164 Firefighter's Uniform Rescue Specialist • Grace under Pressure Fireproof Coat: You suffer −3 from Hazards that represent dangerous objects or environments, and never suffer Temporary Quirks from losing a contest with such a Hazard. Carried? Worn? 165 Flower Suit Sunny Disposition • Down to Earth Speak for the Trees: You may communicate with plants. There's no guarantee they have anything interesting to say, though! Photosynthesis: Whenever an effect would allow you to recover , you may choose to gain 1 instead. Carried? Worn? 166 Fool's Motley Madcap • Disquieting Vicious Mockery: When you inflict on someone, you may spend 1 to add 1d6 to the total inflicted. This must be roleplayed with a rhyme, a pun or an insult based on one of the target's Quirks. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 211 Football Uniform Protective Padding • Sophisticated Strategy End Run: You have +1 edge in contests involving moving an object from one place to another. Touchdown: When you cause a Hazard or NPC to Stress Out, you may perform a short dance to recover 2 . Carried? Worn? 212 Fur Loincloth Ugh! • Gruh? Brute Force and Ignorance: You gain +1 edge against anyone who's using Craft or Grace. Carried? Worn? 213 Gambler's Duds Con Artist • Better Lucky than Good Double or Nothing: Whenever you suffer or inflict , you may flip a coin (or, if you don't have one, roll a die). Heads (odd): you suffer or inflict no . Tails (even): you suffer or inflict double ! Carried? Worn? 214 Ghost Sheet Intangible • Spooky Voice Rise Again: When you Stress Out, you may instead Quick Change into this Costume at no cost and clear your Stress. You can only use this Power while you're not wearing this Costume. Pass On: When you change out of this Costume, discard it. Carried? Worn? 215 Gothic Dress Elegant • Creepy Dry Wit: When someone you can see suffers , you may make a cutting remark to increase the suffered by +1. You have to come up with the remark yourself. Carried? Worn? 216 Greasy Coveralls Grease Monkey • Perpetually Grubby Just Bang It with a Wrench: You may spend 1 to remove 1d6 from an inanimate object or machine. Scrap It!: You inflict +2 on inanimate objects and machines. Carried? Worn? 221 Green Tunic Courageous • Push Blocks, Smash Pots Inventory Screen: You may spend 1 to grant yourself a Temporary Quirk representing an enchanted weapon or tool you've picked up in one of your many adventures. If you use this Power again, the new Quirk replaces the old one. Carried? Worn? 222 Grim Reaper Robe Creepy Smile • Looks Good in Black Reap the Fallen: Gain 1 whenever a living creature in the same Location as you Stresses Out. Carried? Worn? 223 Hockey Mask Taciturn • Unstoppable Damage Sponge: Increase your Stress Limit by 5. If changing out of this Costume drops your Stress Limit below your current Stress, you immediately Stress Out! Back for the Sequel: If any effect would cause you to discard this Costume, you may discard a different Costume instead. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 224 Holy Robes Resolute • Naïve Healing Touch: You may spend 1 to remove 1d6 from one living creature. Divine Favour: You get a 1 discount on Wishful Thinking when you phrase your wish as a prayer. The GM describes the effect no matter the test's outcome! (She has to be nice if you succeed.) Carried? Worn? 225 Horned Cowl Terror and Vengeance • The Hero You Deserve A Cowardly and Superstitious Lot: You gain two dice (rather than one) when you tag an opponent's Quirk in a contest. Carried? Worn? 226 Judge's Robes Voice of the Law • Gavel-Pounder One Million Years Dungeon: If you cause someone to Stress Out, you may sentence them to a punishment of your choice rather than allowing them to leave play. PCs automatically escape or receive parole after the span of a normal Break has elapsed; NPCs get out at the GM's discretion. Carried? Worn? 231 Karate Gi Black Belt • Hero Without a Cause Dragon Punch!: You inflict +2 when scuffling with flying opponents. Continue?: When you Stress Out, you may spend 1 to recover half your . If this puts you below your Stress Limit, you do not Stress Out. Carried? Worn? 232 Kung Fu Jacket Master of Martial Arts • Badly Dubbed Mantis Style: Larger-than-fairy-size opponents do not gain edge against you in contests of strength. You do not suffer increased or inflict reduced when scuffling with such opponents. Carried? Worn? 233 Lab Coat Scientific Genius • Dubious Ethics Jekyll & Hyde: You may spend 1 to deploy a transforming elixir, mutation ray, etc. The target (which can be yourself) draws a random Costume and Quick Changes into it at no cost. You have to win a contest to use this Power on an unwilling target. Targets who can't normally wear Costumes (e.g., humans) tend to take on the personality of their new role. Carried? Worn? 234 Leather Jerkin Vicious • Low Cunning Backstab: When you make a successful Surprise Attack, you may cause your target to instantly Stress Out, regardless of the amount of inflicted. This Power doesn't just apply in scuffles – it works with emotional backstabbery, too. Carried? Worn? 235 Magical Girl Dress Fabulous • For Great Justice! Transformation Sequence: Any time you're not wearing this Costume, you may Quick Change into it at no cost. You may spend 1 while doing so in order to recover 1d6 . Final Strike: When you win a scuffle, you may spend 1 to inflict double . You must roleplay calling your special attack. Carried? Worn? 236 Maid's Uniform Unflappable • Neat Freak Quick Clean-Up: You may spend 1 to instantly clean your current Location. This Power can remove messiness-related Quirks or add cleanliness-related ones to that Location. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 241 Marching Band Uniform Jaunty • Louder Is Better Band of Bothers: You may spend 1 to summon your bandmates for one roll. This allows you to accomplish things that require a large group, or inflict +3 in a scuffle. Carried? Worn? 242 Mascot Suit Energetic • Distracting Go Team!: When you use this Costume's Quirks to assist a friend's roll in a contest, you may subtract one die from her opponent's roll instead of adding one to hers. This can reduce her opponent to zero dice. You must roleplay your cheer or routine. Carried? Worn? 243 MIB Suit Authority Figure • Knows the Score Flashy Thing: If you cause someone to Stress Out, you may make her forget the last ten minutes of play (or an equivalent number of posts in forum or email games). Carried? Worn? 244 Mushroom Hat Trufflemaker • People's Champignon Spore Corps: The first time you change into this Costume, you get three Minions. They're NPCs with Shine 3, Stress Limit 0, and no Quirks. You may spawn new Minions for 1 apiece, to a maximum of three total Minions. Mycellium, Yourcellium: On any roll, you may have a Minion act in your place. Carried? Worn? 245 Mysterious Cloak Dark and Brooding • Terribly Mysterious Dramatic Reveal: While you're wearing this Costume, you may discard it at any time. When you do so, Quick Change into any other Costume in your possession at no cost and clear your . You receive +1 edge on your next contest. Carried? Worn? 246 Nun's Habit Serene • Mysterious Ways Holier than Thou: You gain +1 edge against anyone who's using Grace or Shine. Carried? Worn? 251 Old Fedora Hard Boiled • Narration-Prone Gut Feeling: You always know when you're being lied to. If used on another player, she must admit whether she lied, but doesn't have to reveal the truth. Carried? Worn? 252 Pajamas Sleepy • Adorable Power Nap: You may spend 1 to recover 1d6 . Carried? Worn? 253 Pirate Costume Dashing Rogue • Bad Influence Swagger: When you tag an opponent's Quirk in a contest, you may remove one die from her pool rather than adding one to your own. This can reduce her to zero dice. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 254 Plate Mail Weapon Master • Scary Scowl Meat Shield: You and all of your friends who are in the same Location as you suffer −1 from physical threats. Carried? Worn? 255 Platypus Suit Cute • Perplexing Evolutionary Enigma: You may spend 1 to grant yourself a Temporary Quirk representing some trait or talent of the platypus. (This doesn't need to be a real trait or talent of the platypus – you just have to be willing to claim with a straight face that it is.) If you use this Power again, the new Quirk replaces the old one. Carried? Worn? 256 Polyester Suit Smooth Moves • Questionable Fashion Choices Greasy Sweet: You may roll Moxie in place of Grace, or vice versa, whichever is higher. Carried? Worn? 261 Pop Idol Outfit Manufactured • Incredible Work Ethic Handshake Event: You may spend 1 to add the Temporary Quirk "Idol Show!" to your current Location. While it remains, NPCs in that Location can't leave or initiate scuffles. The Quirk lasts until you leave, you Stress Out, or the GM pays equal to your Shine. Carried? Worn? 262 Pot Lid Armour Impervious • Clumsy Heavy Metal: You suffer −1 from physical threats. Ablation: If a physical threat would cause you to Stress Out while wearing this Costume, you may instead discard it and negate all and other effects from that threat. Carried? Worn? 263 Princess Dress Glamorous • Bossy Self-Rescuing: You gain two dice (rather than one) when you tag a Temporary Quirk that's been inflicted upon you. Carried? Worn? 264 Protagonist's Garb Hero • Complicated Backstory Over-Leveled: You inflict +2 in all contests. High Random Encounter Rate: The GM receives a 1 discount to Summon Opposition, to a minimum cost of 1 . Carried? Worn? 265 Reporter's Outfit Stop the Presses • Intrepid Muckraking: Your opponent in any contest takes 1 for each 6 she rolls, even if she wins. Increase the total by +1 if you tagged one of her Quirks. (She still has to roll at least one 6 to trigger this Power.) Carried? Worn? 266 Robe & Wizard Hat Subtle • Quick to Anger Fireball!: You may spend 1 to blow everything up. Every fairy, NPC and Hazard in your current Location – including you! – must test Grace or Shine (whichever is higher) or suffer 1d6 . Linear Fairy, Quadratic Wizard: You may discard any Costume in your possession to use its Powers for one roll without changing into it. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 311 Ruffled Tunic Inspiring Songs • A Lover, Not a Fighter Bardic Music: When you assist a friend's roll with "Inspiring Songs", she gains two dice (rather than one). You must roleplay your performance. Carried? Worn? 312 School Uniform Studious • School Spirit Book Learning: You may roll Craft in place of Focus, or vice versa, whichever is higher. Carried? Worn? 313 Seamstress Outfit Fashion Sense • Handy with a Needle Fashion Montage: When you help someone Scrounge for a new Costume, she draws two cards (rather than one). She may Quick Change into one of the newly drawn Costumes at no cost. Carried? Worn? 314 Shinobi Shozoku Stealthy • Honourable Art of Invisibility: When you suffer , you may spend 1 to become invisible. While you're hidden, you count as being on Break, and no-one can target you with any rolls or effects until you reveal yourself by making a roll. Carried? Worn? 315 Shopkeeper's Apron Capitalism, Yay! • Gotta Make Quota Medium of Exchange: You may convert into coins and use them to buy stuff. This can include other fairies' Costumes, as well as things that aren't normally tradeable, like Temporary Quirks. You may also accept payment from other fairies in this way, but you can't swap between fairies at will – it has to be part of a sale. If an NPC ends up with a coin, the GM gets 1 . Carried? Worn? 316 Silk Topper Stage Presence • The Art of Misdirection Hat Magic: You may conjure any object or NPC you've seen during this session, as long as the target is human-size or smaller. Spend 1 and test Craft or Shine (whichever is higher). On a success, you get the intended target. On a failure, you get something dangerous(a wild animal, a bomb, etc.) and suffer 1d6 instead! Carried? Worn? 321 Skateboard Radical • In Your Face Sick Tricks: You may roll Grace in place of Shine, or vice versa, whichever is higher. Carried? Worn? 322 Sorceress' Gown Enchantress • Stark Raving Bonkers Bad Magic: You may use Wishful Thinking to apply Temporary Quirks to unwilling targets. Living targets can test Moxie or Shine (whichever is higher) to resist. Carried? Worn? 323 Space-Age Armour Trigger-Happy • Patriotic Ray Gun: You inflict +1 in a scuffle. Personal Force Shield: You suffer −1 from physical threats. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 324 Space Suit Enviro-Sealed • The Space Race One Giant Leap: You may spend 1 to add the Temporary Quirk "Low Gravity" to your current Location. You may tag this Quirk in physical contests against anyone who isn't wearing a space-related Costume, and it can't be tagged against you as long as you're wearing this Costume. Carried? Worn? 325 Spirit of Fall Dress Festively Frightful • Autumn Enchantment Harvest Season: You receive a 1 discount when using Wishful Thinking to conjure food or create seasonally appropriate Location Quirks. (No combination of discounts can reduce the cost of Wishful Thinking below 1 .) Carried? Worn? 326 Spirit of Spring Dress Full of Life • Spring Sorcery New Beginnings: You receive a 1 discount when using Wishful Thinking to summon animal NPCs or create seasonally appropriate Location Quirks. (No combination of discounts can reduce the cost of Wishful Thinking below 1 .) Carried? Worn? 331 Spirit of Summer Dress Carefree • Summer Sorcery Fun in the Sun: You receive a 1 discount when using Wishful Thinking to grant beneficial Temporary Quirks to willing recipients or create seasonally appropriate Location Quirks. (No combination of discounts can reduce the cost of Wishful Thinking below 1 .) Carried? Worn? 332 Spirit of Winter Dress Cold-Hearted • Winter Wizardry Let It Snow: You receive a 1 discount when using Wishful Thinking to create seasonally appropriate Hazards or Location Quirks. (No combination of discounts can reduce the cost of Wishful Thinking below 1 .) Carried? Worn? 333 Squid Hat Multi-Armed Menace • Compulsive Fish Puns You Gotta Be Squiddin' Me!: When you suffer , you may spend 1 to deploy a concealing ink cloud! While you're hidden, you count as being on Break, and no-one can target you with any rolls or effects until you reveal yourself by making a roll. Carried? Worn? 334 Star Captain's Uniform To Boldly Go • Two-Fisted Diplomacy No Such Thing as a No-Win Scenario: You may roll Moxie in place of Craft, or vice versa, whichever is higher. Carried? Worn? 335 Star Soldier's Suit Enhanced Agility • Armed & Dangerous Low-G Physics: You gain +1 edge versus Hazards. Charged Shot: You may inflict +2 in a scuffle. If you miss, a random friend or bystander (chosen by the GM) suffers 1d6 . You must choose whether to use this Power before rolling. Carried? Worn? 336 Straw Hat & Overalls Rough & Tumble • Folksy Wisdom Work Ethic: When another character assists you on a roll, you gain two dice (rather than one). You can only use this Power once per roll. (e.g., two assistants grant three dice, not four.) © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 341 Stripey Scarf Indomitable • Perfect Timing Stellar Screwdriver: You gain two dice (rather than one) when you tag a Location Quirk. Regeneration: When you Stress Out, you may return to play without taking a Break. You still have to discard this Costume. Carried? Worn? 342 Stylish Tux Espionage Specialist • Licence to Prank Sleeper Agent: You may tag this Costume's Quirks even when you're not wearing it. If you do, you must Quick Change into this Costume at no cost immediately after rolling. Special Training: While you're wearing this Costume, you may tag the Quirks of other Costumes in your possession. This doesn't give you access to an unworn Costume's Powers. Carried? Worn? 343 Survival Gear Spirit of Exploration • Dressed for Anything Because It's There: You inflict +2 in contests against anyone or anything that has at least +1 edge against you. Carried? Worn? 344 Swashbuckler's Coat Flamboyant Charm • Thrust! Parry! Ha! Derring-Do: You gain +1 edge versus Hazards. Rapier Wit: When you scuffle, Powers that reduce from physical threats don't work against you. Carried? Worn? 345 Tacky Business Suit Winning Smile • Let's Make a Deal Flim-Flam: You gain +1 edge against anyone who's using Focus or Craft. Carried? Worn? 346 Tattered Cloak Dark Power • Tortured Past Vendetta: You may spend 1 to place the Temporary Quirk "Creature of Darkness" on any target you can see. You may claim a die from this Quirk whenever you're working to fight or oppose the target. Inanimate objects are valid targets for this Power. Carried? Worn? 351 Teacher's Outfit Highly Educated • Has Her Eye on You Disciplinarian: You gain +1 edge against anyone who's using Moxie or Shine. Carried? Worn? 352 Tie-Dyed Shirt Laid Back • Arts-and-Craftsy Pacifism: Contests that you take part in are never treated as scuffles. Carried? Worn? 353 Tin Soldier Outfit Fae Imperialism • Her Majesty's Service Queen and Country: If you tag one of this Costume's Quirks in a contest and win, you inflict +2 . However, if you lose, you suffer +2 . © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use Carried? Worn? 354 Tramp's Rags Shabby Dignity • Street Smarts Good Eatin': Whenever you Scrounge, recover 1d6 . Gladly Pay You on Tuesday: When you have 0 , you may take 1 from the fairy with the most . The next time you earn while wearing this Costume, she gains 1 instead. You may not use this Power while you still "owe" . Carried? Worn? 355 Trenchcoat & Katana Behold the Awesomeness • No, Seriously, Behold It Cut Through Anything: A katana can cut through anything. ANYTHING. You inflict double to inanimate objects. Carried? Worn? 356 Valkyrie Armour Battle Goddess • Seen It All Divine Aegis: You suffer −1 from all sources. Gather the Fallen: When you Scrounge for a Costume, you may search the discard pile and take a Costume of your choice rather than drawing. Carried? Worn? 361 Vampire Makeup Creature of the Night • Thirst for Blood Bluh!: Whenever you inflict on a living creature in a scuffle, recover the same amount of . Carried? Worn? 362 Viking Hat Life of the Party • Breathtaking Anger Issues AAAAAAAA: You may gain +1 edge on any roll. After resolving the roll, you suffer 1d6 . This cannot be reduced or prevented by any other Power. Carried? Worn? 363 Wedding Dress Bridezilla • Most Important Day In Sickness and in Health: When you change into this Costume, choose another fairy. While you are in the same Location, you both take −1 from all sources. Throw the Bouquet: When you discard this Costume, you may choose another player. She immediately gains this Costume. Carried? Worn? 364 White Greasepaint Expressive • Kinda Creepy Mime: You may spend 1 to mimic another character. Until you change out of this Costume or use this Power again, you may tag her Quirks as though they were your own. If you use this Power on another fairy, you copy both her Personal Quirks and Costume Quirks. Carried? Worn? 365 Witch's Hat Forbidden Lore • Friend to All Things Creepy-Crawly Polymorph: You may spend 1 to turn something into a frog. Living targets can test Focus or Shine (whichever is higher) to resist. If you frog another fairy, her Costume is replaced with "Frog (Slippery, Jumpy)", and she can't change Costumes until she Stresses Out or gets someone to kiss her. Carried? Worn? 366 Zombie Rags Mindless • Hungry Om Nom Nom: You recover double from eating food. You can also eat things that aren't normally classified as food, subject to the GM's veto. © 2015 Penguin King Games Inc. Costume Fairy Adventures Costume Reference Booklet (Rev. 1.01); permission granted to reproduce for personal use
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37mm M-6 This is a cannon originally conceived after World War I as an antitank gun. It is now mainly found in the Twilight 2000 world on the M-8 Greyhound armored car in Third World nations. Weapon Reload Range Round Damage Penetration IFR 37mm M-6 1 395 AP 8 6/5/4/2 Nil 1 100 APERS B25 Nil Nil 1 295 HE C2 B9 -6C Nil 57mm 6-Pounder This large caliber gun was designed as an antitank gun during the Second World War, and was the first to use discarding sabot ammunition. It was also known to the US and US allies as the 57mm M-1, and copied by the Russians. Weapon Reload Range Round Damage Penetration IFR 57mm 6-Pounder 1 390 AP 13 16/14/12/6 Nil 1 390 APDS 13 27/24/20/19 Nil 1 290 HE C6 B8 -2C Nil 1 390 HVAP 13 21/18/15/8 Nil Statistics by Aaron Woods. 73mm Russian This is a large-caliber gun mounted on the BMP-1, BMD-1, BVP-1, Type 85, and WZ-551 infantry fighting vehicles. It ammunition is a modified version of the ammunition for the SPG-9 recoilless rifle. Weapon Reload Range Round Damage Penetration IFR 73mm Russian 1 250 HE C4 B12 6C Nil 1 250 HEAT C1 B4 48C Nil 75mm French This is an older French gun derived from World War 2 tanks such as the Sherman, Grant, and Lee. It is mounted on some older French vehicles such as early versions of the AMX-13. Weapon Reload Range Round Damage Penetration IFR 75mm French 1 250 APDS 20 64/56/48/32 Nil 1 250 APERS C8 B16 3C Nil 1 250 HE C4 B12 5C Nil 1 250 HEAT C2 B6 51C Nil 1 250 WP C1 B16 2C Nil 76.2mm 17-Pounder This weapon was designed as an antitank weapon during the Second World War. It is still found on some field pieces and some old Sherman tanks and other vehicles still in use by Third World countries. Weapon Reload Range Round Damage Penetration IFR 76.2mm 17- Pounder 1 430 AP 17 28/24/20/11 Nil 1 430 APDS 17 48/41/34/19 Nil 1 320 HE C7 B20 0C Nil 1 430 HVAP 17 36/31/26/14 Nil Statistics by Aaron Woods. 76.2mm D56TM This is a Russian gun found on older tanks like the T-34 and light tanks like the PT-76. It is outmoded and outgunned by newer weapons, but is still used on these vehicles and on field pieces. Weapon Reload Range Round Damage Penetration IFR D56TM 1 300 APFSDS 12 40/35/30/20 Nil 1 250 HE C4 B12 6C Nil 1 250 HEAT C2 B8 50C Nil 76mm Cockerill This large-caliber gun is found on vehicles such as the Scorpion, Rooikat, and other light vehicles. It is useful against light armor, but cannot stand up against heavier vehicles, and is primarily useful as a support weapon. Weapon Reload Range Round Damage Penetration IFR 76mm Cockerill 1 300 AP 12 40/35/30/20 Nil 1 50 APERS C8 B12 4/3/2/-1 Nil 1 300 CHEM C3 (B20) Nil Nil 1 300 HE C4 B12 6C Nil 1 300 HESH C10 B16 42C Nil 85mm Chinese This is a large-caliber gun used on field guns and vehicles such as the Type 63 and T-34/85. It is an improvement over the D56TM, but still no match for more modern weapons. Weapon Reload Range Round Damage Penetration IFR 85mm Chinese 1 275 APHE C2 B4 50C Nil 1 275 HE C8 B12 7C Nil 1 275 HEAT C4 B8 40C Nil 1 300 HVAP 22 50/40/30 Nil 90mm French A large-caliber gun found on several French-made armored vehicles and some vehicles of other countries, such as Switzerland and Austria. The ammunition range is not as wide as that for the NATO 90mm gun. Weapon Reload Range Round Damage Penetration IFR 90mm French 1 300 APFSDS 22 72/63/54/35 Nil 1 300 HE C4 B12 6C Nil 1 300 HEAT C4 B8 65C Nil 90mm NATO This gun is fitted to a wide variety of NATO vehicles and vehicles of many other countries worldwide. It has reasonable effectiveness except against tanks and can use a wide variety of ammunition types. This is a catch-all category including 90mm US and European-designed guns, including the British Cockerill 90mm guns. Weapon Reload Range Round Damage Penetration IFR 90mm NATO 1 300 APC 15 45/37/32/21 Nil 1 300 APDS 22 58/50/43/28 Nil 1 50 APERS C8 B25 3C Nil 1 300 APFSDS 22 72/63/54/35 Nil 1 250 HE C4 B12 6C Nil 1 250 HEAT C4 B8 65C Nil 1 225 HEAT-Heavy C4 B8 70C Nil 1 225 HESH C10 B16 60C Nil 1 250 HVAP 20 63/52/46/30 Nil 1 250 WP C1 B12 3C Nil 100mm D-10 This is an older Russian large caliber gun found on such tanks as the T-55 and Type 69, as well as field pieces, and a modified form is found on newer vehicles such as the BMP-3 and newer Pact T-55s. (This newer version can fire AT-10 ATGM through the gun barrel.) This gun has been much modified over the years in attempt to increase its effectiveness, and a wide variety of ammunition is available for it. Unlike most large-caliber tank guns, the D-10 may be used as an artillery piece, and has an indirect fire range. Weapon Reload Range Round Damage Penetration IFR D-10 1 250 AP 16 45/40/35/20 21000 1 300 APC 13 38/30/25/17 21000 1 300 APFSDS 20 60/50/35/30 21000 1 250 APHE C2 B4 69C 21000 1 250 FRAG-HE C12 B16 4C 21000 1 250 HE C8 B16 9C 21000 1 250 HEAT C4 B8 55C 21000 1 275 HVAPDS 19 57/50/42/28 21000 105mm NATO This was the standard US and Western tank main gun for almost 30 years before its replacement by the 120mm Rheinmetall. It is installed on a wide variety of tanks and armored vehicles, from the AMX-10RC to the M-1 tank. It has a large amount of different ammunition types available, in an attempt to keep it current. Weapon Reload Range Round Damage Penetration IFR 105mm NATO 1 500 APFSDS 26 80/70/60/40 Nil 1 500 APFSDSDU 26 100/90/80/60 Nil 1 500 APFSDSDU M-900 28 110/100/90/70 Nil 1 150 Flechette B50 1-Nil Nil 1 400 HE C4 B18 8C Nil 1 400 HEAT C6 B12 80C Nil 1 400 HEAT M-815 C10 B20 110C Nil 1 875 Israeli LAHAT C4 B8 75C Nil 1 400 WP C3 B20 Nil Nil 105mm L-7 This is the British counterpart to the 105mm NATO gun. It is rifled, unlike the smoothbore barrel of the NATO gun, and offers superior range for the same sort of ammunition. Less variety is available, however. Weapon Reload Range Round Damage Penetration IFR L-7 1 600 APDS 28 65/55/50/30 Nil 1 600 APFSDS 28 80/70/60/40 Nil 1 500 HE C4 B18 8C Nil 1 450 HESH C10 B24 57C Nil 115mm U5TS This is the standard armament on the Russian T-62 tank, and some early models of the T-64. Its fin-stabilized rounds have a flat trajectory and reasonable accuracy. It's two-part rounds take longer to load than comparable NATO rounds. Weapon Reload Range Round Damage Penetration IFR U5TS 2 400 APFSDS 22 70/60/50/35 Nil 2 400 HE C12 B20 9C Nil 2 300 HEAT C4 B8 65C Nil 120mm Rheinmetall This German-designed gun is standard on most new US, NATO, and Western-aligned nations' tanks, as well as the Chinese Type 89 antitank gun. Though its performance is superior to most tank guns, new ammunition has been devised over the years to keep up with current threats. Weapon Reload Range Round Damage Penetration IFR 120mm Rheinmetall 1 150 APERS B75 1-Nil Nil 1 500 APFSDS 28 110/100/90/70 Nil 1 500 APFSDSDU 28 150/140/130/110 Nil 1 550 APFSDSDU M-829A3 28 170/160/150/110 Nil 1 400 HE C20 B40 11C Nil 1 400 HEAT C10 B20 110C Nil 1 375 HESH C14 B28 100C Nil 1 750 Israeli LAHAT C8 B16 100C Nil 1 450 MPAT C8 B16 100C Nil 1 400 STAFF C8 B16 60C (T-A) Nil 1 875 TERM-CE C8 B16 100C (T-A) Nil 1 1000 TERM-KE 28 130/120/110/100 (T-A) Nil 1 875 TERM-TA STAFF FF C8 B16 60C (T-A) Nil 1 400 WP C3 B36 Nil Nil 120mm Rheinmetall L/55 This is a longer barrel-length version of the standard 120mm Rheinmetall gun, found on the M-1A2P31, M-1A2 Giraffe, Leopard 2A5, and some models of the Merkava 3. It has better range than its standard (L/44) counterpart. Weapon Reload Range Round Damage Penetration IFR 120mm L/55 1 175 APERS B75 1-Nil Nil 1 550 APFSDS 28 110/100/90/70 Nil 1 550 APFSDSDU 28 150/140/130/110 Nil 1 625 APFSDSDU M-829A3 28 170/160/150/110 Nil 1 450 HE C20 B40 11C Nil 1 450 HEAT C10 B20 110C Nil 1 425 HESH C14 B28 100C Nil 1 850 Israeli LAHAT C8 B16 100C Nil 1 500 MPAT C8 B16 100C Nil 1 450 STAFF C8 B16 60C (T-A) Nil 1 975 TERM-CE C8 B16 100C (T-A) Nil 1 1125 TERM-KE 28 130/120/110/100 (T-A) Nil 1 975 TERM-TA STAFF FF C8 B16 60C (T-A) Nil 1 450 WP C3 B36 Nil Nil 120mm L-11 This is the British rifled gun counterpart to the 120mm Rheinmetall, in the same manner that the L-7 is the British counterpart to the 105mm NATO gun. The L-11 arms most British-made tanks; however, just before the Twilight War, these guns were being replaced by Rheinmetall guns to take advantage of the wider ammunition choices. Weapon Reload Range Round Damage Penetration IFR L-11 1 600 APDS 28 90/75/65/50 Nil 1 600 APFSDS 28 110/100/90/70 Nil 1 600 APFSDSDU 28 150/140/130/110 Nil 1 450 HESH C14 B28 100C Nil 125mm Russian This gun arms most modern Russian tanks, since its introduction on the T-64. Updates have made it able to fire various ATGM through its gun barrel (such as the AT-8 and AT-11). This weapon is also mounted on a field carriage, known as the Rapira-3. The ATGM-firing versions were introduced because the 125mm Russian gun's long-range performance is not good. The autoloader for this gun on Russian tanks tends to grab the gunner's arm and attempt to load it into the gun barrel; on a catastrophic failure, the GM may rule that this has happened (causing 2d6 damage to the gunner's right arm, and requiring 6 phases to clear). This does not happen on the Rapira-3, since it does not have an autoloader. Weapon Reload Range Round Damage Penetration IFR 125mm Russian 1 450 APFSDS 28 100/90/80/60 Nil 1 450 APFSDSDU 28 110/100/90/70 Nil 1 400 HE C14 B28 11C Nil 1 400 HEAT C10 B20 110C Nil 125mm Low-Pressure This is a gun found on the Russian 2S25 light airborne tank. It fires the same round as the 125mm Russian gun, but with a reduced powder charge to compensate for the lighter carriage on the vehicle. This affects range and hitting power. Weapon Reload Range Round Damage Penetration IFR 125mm Low- Pressure 1 350 APFSDS 25 90/80/70/60 Nil 1 350 APFSDSDU 25 100/90/80/70 Nil 1 350 HE C14 B28 11C Nil 1 350 HEAT C10 B20 110C Nil 135mm Russian This Russian cannon is so far found only on the newest Russian tank, the T-95. It is a hard-hitting gun with better performance than the Russian 125mm, and it introduces a new fuel-air explosive round to the Russian arsenal, normally used against light vehicle columns. Weapon Reload Range Round Damage Penetration IFR 135mm Russian 1 500 APFSDS 30 120/110/100/80 Nil 1 500 APFSDSDU 30 130/120/110/90 Nil 1 500 FAE C20 B36 110/100/90/70 Nil 1 400 HE C16 B28 12C Nil 1 400 HEAT C12 B20 120C Nil 140mm NATO This is the next generation of Western tank guns, installed on such vehicles as the Leopard 2-140 and Merkava 4. Ammunition for this weapon was always scarce during the Twilight War, as so few vehicles used it, and little was made. However, its performance was rewarding. Weapon Reload Range Round Damage Penetration IFR 140mm NATO 1 700 APFSDS 31 130/120/110/90 Nil 1 700 APFSDSDU 31 175/155/130/110 Nil 1 550 HE C26 B45 13C Nil 1 550 HEAT C13 B24 130C Nil 1 550 WP C4 B40 Nil Nil 142mm Demolition Gun This is a gun fitted to the French AMX-30 EBG combat engineer vehicle, used to destroy fortifications and obstacles. It has a secondary use of blowing mines in place. It fires only one type of round. Weapon Reload Range Round Damage Penetration IFR 142mm Demo Gun 2 125 HESH C12 B20 121C Nil 152mm Gun/Missile Launcher This unusual weapon is found only on the Sheridan airborne combat vehicle (though in the 1960s and 1970s is was also found on the M-60A2 tank). It recoil is so violent for such a light tank that the firing of any conventional gun round (but not the Shillelagh missile) that there is a 2 in 10 chance on each firing that the rangefinder takes minor damage. This gun can also fire the Shillelagh ATGM through its gun tube (see US ATGMs). Weapon Reload Range Round Damage Penetration IFR 152mm Gun/Missile 1 150 APERS B75 6C Nil 1 350 HE C8 B32 13C Nil 1 350 HEAT C4 B16 130C Nil 1 350 WP C3 B36 Nil Nil 165mm Demolition Gun This is a gun mounted on the US M-728 and British Centurion AVRE combat engineer vehicles. It is the same concept as the French 142mm Demolition Gun listed above, but in a larger form. Weapon Reload Range Round Damage Penetration IFR 165mm Demo Gun 2 125 HESH C30 B36 130C Nil
textdata/thevault/Twilight 2000/Unofficial/pmulcahy.com Archives/Large Caliber Guns/Twilight 2000 - Large-Caliber Guns.pdf
S th d C A D D D D D D R D M th p u © D Scholars Squar he area concer decides to reach Credits Adventure Design Development and D&D Organized P D&D R&D Player D&D Adventurers D&D Adventurers Debut: August 29 Release: October DUNGEONS & DR Master’s Guide, D& heir respective log property of Wizard unauthorized use ©2014 Wizards of Delémont, CH. Re Not for r T re is a relatively rned. The head h out to you an n: Daniel Helmic d Editing: Claire H Play: Chris Tulac r Experience: Gre s League Wizards s League Admini 9, 2014 1, 2014 RAGONS, D&D, W &D Adventurers Le gos are trademark ds of the Coast. Th of the material or f the Coast LLC, P presented by Has resale. Permission The y quiet corner o dmasters’ pleas nd your kind to ck Hoffman, Chris T h eg Bilsland s Team: Greg Bil strators: Robert Wizards of the Co eague, D&D Enco ks of Wizards of th his material is pro artwork contained PO Box 707, Rento sbro Europe, 4 The granted to print o Scro of Phlan, but a s for help have g bring those res Adventure Tulach, Travis Wo sland, Chris Lind Adducci, Bill Ben ast, Forgotten Rea ounters, D&D Exp he Coast in the US otected under the c d herein is prohib on, WA 98057-070 e Square, Stockley or photocopy this oll series of odd t gone unanswer sponsible to jus Code: DDEX oodall dsay, Shelly Mazz nham, Travis Wo alms, the dragon editions, D&D Ep SA and other coun copyright laws of bited without the e 7, USA. Manufact y Park, Uxbridge, M document for per Thi thefts have the red by the Blac stice. An adven X1-6 zanoble, Chris T oodall, Claire Hof ampersand, Playe pics, all other Wiza ntries. All characte the United States express written pe tured by Hasbro S Middlesex, UB11 rsonal use only. ief headmasters o ck Fist, and the nture for 1st-4th ulach ffman, Greg Mar er’s Handbook, Mo ards of the Coast ers and their disti s of America. Any ermission of Wiza SA, Rue Emile-Boé 1ET, UK. of various scho e Lord Sage of h level characte rks, Alan Patrick onster Manual, Du product names, a nctive likenesses reproduction or rds of the Coast. échat 31, 2800 ols in Phlan ers. ungeon and are The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 2 Introduction Welcome to The Scroll Thief, a D&D ExpeditionsTM adventure, part of the official D&D Adventurers LeagueTM organized play system and the Tyranny of DragonsTM storyline season. This adventure is designed for three to seven 1st- 4th level characters, and is optimized for five 2nd level characters. Characters outside this level range cannot participate in this adventure. Players with ineligble characters can create a new 1st-level character or use a pregenerated character. The adventure is set in the city of Phlan in the Cracked Crown inn, but turns explores a number of different locations in Scholar's Square before plumbing the depths of the ruins beneath Mantor's Library and the sewers beneath Phlan. The D&D Adventurers League This adventure is official for D&D Adventurers League play. The D&D Adventurers League is the official organized play system for DUNGEONS & DRAGONS®. Players can create characters and participate in any adventure allowed as a part of the D&D Adventurers League. As they adventure, players track their characters’ experience, treasure, and other rewards, and can take those characters through other adventures that will continue their story. D&D Adventurers League play is broken up into storyline seasons. When players create characters, they attach those characters to a storyline season, which determines what rules they’re allowed to use to create and advance their characters. Players can continue to play their characters after the storyline season has finished, possibly participating in a second or third storyline with those same characters. A character’s level is the only limitation for adventure play. A player cannot use a character of a level higher or lower than the level range of a D&D Adventurers League adventure. If you’re running this adventure as a part of a store event or at certain conventions, you’ll need a DCI number. This number is your official Wizards of the Coast organized play identifier. If you don’t have a number, you can obtain one at a store event. Check with your organizer for details. For more information on playing, running games as a Dungeon Master, and organizing games for the D&D Adventurers League, please visit the D&D Adventurers League home. Preparing the Adventure Before you show up to Dungeon Master this adventure for a group of players, you should do the following to prepare. • Make sure to have a copy of the most current version of the D&D basic rules or the Player’s HandbookTM. • Read through the adventure, taking notes of anything you’d like to highlight or remind yourself while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. • Get familiar with the monster statistics in the Appendix. • Gather together any resources you’d like to use to aid you in Dungeon Mastering, such as notecards, a DM screen, miniatures, battlemaps, etc. • If you know the composition of the group beforehand, you can make adjustments as noted throughout the adventure. Before Play at the Table Ask the players to provide you with relevant character information. This includes: • Character name and level • Character race and class • Passive Wisdom (Perception)—the most common passive ability check • Anything notable as specified by the adventure (such as backgrounds, traits, flaws, and so on) Players that have characters outside the adventure’s level range cannot participate in the adventure with those characters. Players with ineligible characters can make a new 1st-level character or use a pregenerated character. Players can play an adventure they previously played or ran as a Dungeon Master, but not with the same character (if applicable). Ensure that each player has an official adventure logsheet for his or her character (if not, get one from the organizer). The player will fill out the adventure name, session number, date, and your name and DCI number. In addition, the player also fills in the starting values for XP, gold, downtime, renown, and number of permanent The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 3 magic items. He or she will fill in the other values and write notes at the conclusion of the session. Each player is responsible for maintaining an accurate logsheet. If you have time, you can do a quick scan of a player’s character sheet to ensure that nothing looks out of order. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide documentation for the irregularities. If they cannot, feel free to restrict item use or ask them to use a standard ability score array. Point players to the D&D Adventurers League Player’s Guide for reference. If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can declare their activity and spend the days now, or they can do so at the end of the adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure, unless the adventure specifies otherwise. Feel free to reread the adventure description to help give players hints about what they might face. Adjusting the Adventure Throughout this adventure, you may see sidebars to help you make adjustments to this adventure for smaller/larger groups and characters, of higher/lower levels that the optimized group size. Most of the time, this is used for combat encounters. You may adjust the adventure beyond the guidelines given in the adventure, or for other reasons. For example, if you’re playing with a group of inexperienced players, you might want to make the adventure a little easier; for very experienced players, you might want to make it a little harder. Therefore, five categories of party strength have been created for you to use as a guide. Use these as a guide, and feel free to use a different adjustment during the adventure if the recommended party strength feels off for the group. This adventure is optimized for a party of five 2nd- level characters. To figure out whether you need to adjust the adventure, do the following: • Add up the total levels of all the characters • Divide the total by the number of characters • Round fractions of .5 or greater up; round frations of less than .5 down You’ve now determined the average party level (APL) for the adventure. To figure out the party strength for the adventure, consult the following table. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong Average party strength indicates no recommended adjustments to the adventure. Each sidebar may or may not offer suggestions for certain party strengths. If a particular recommendation is not offered for your group, you don’t have to make adjustments. Dungeon Mastering the Adventure As the DM of the session, you have the most important role in facilitating the enjoyment of the game for the players. You help guide the narrative and bring the words on these pages to life. The outcome of a fun game session often creates stories that live well beyond the play at the table. Always follow this golden rule when you DM for a group: Make decisions and adjudications that enhance the fun of the adventure when possible. To reinforce this golden rule, keep in mind the following: • You are empowered to make adjustments to the adventure and make decisions about how the group interacts with the world of this adventure. This is especially important and applicable outside of combat, but feel free to adjust the adventure for groups that are having too easy or too hard of a time. • Don’t make the adventure too easy or too difficult for a group. Never being challenged makes for a boring game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a chance to shine. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 4 • Be mindful of pacing, and keep the game session moving along appropriately. Watch for stalling, since play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Try to be aware of running long or short. Adjust the pacing accordingly. • Read-aloud text is just a suggestion; feel free to modify the text as you see fit, especially when dialogue is present. • Give the players appropriate hints so they can make informed choices about how to proceed. Players should be given clues and hints when appropriate so they can tackle puzzles, combat, and interactions without getting frustrated over lack of information. This helps to encourage immersion in the adventure and gives players “little victories” for figuring out good choices from clues. In short, being the DM isn’t about following the adventure’s text word-for-word; it’s about facilitating a fun, challenging game environment for the players. The Dungeon Master’s Guide TM has more information on the art of running a D&D game. Downtime and Lifestyle At the beginning of each play session, players must declare whether or not they are spending any days of downtime. The player records the downtime spent on the adventure logsheet. The following options are available to players during downtime (see the D&D basic rules or the D&D Adventurers League Player’s Guide for more information): • Catching up • Crafting (exception: multiple characters cannot commit to crafting a single item) • Practicing a profession • Recuperating • Spellcasting services (end of the adventure only) • Training Other downtime options might be available during adventures or unlocked through play, including ­faction- specific activities. In addition, whenever a character spends downtime days, that character also spends the requisite expense for his or her lifestyle. Costs are per day, so a character that spends ten days of downtime also spends ten days of expenses maintaining his or her lifestyle. Some downtime activities help with lifestyle expenses or add lifestyle expenses. Spellcasting Services Any settlement the size of a town or larger can provide some spellcasting services. Characters need to be able to travel to the settlement to obtain these services. Alternatively, if the party finishes an adventure, they can be assumed to return to the settlement closest to the adventure location. Spell services generally available include healing and recovery spells, as well as information-gathering spells. Other spell services might be available as specified in the adventure. The number of spells available to be cast as a service is limited to a maximum of three per day total, unless otherwise noted. Spellcasting Services Spell Cost Cure wounds (1st level) 10 gp Identify 20 gp Lesser restoration 40 gp Prayer of healing (2nd level) 40 gp Remove curse 90 gp Speak with dead 90 gp Divination 210 gp Greater restoration 450 gp Raise dead 1,250 gp Acolyte Background A character possessing the acolyte background requesting spellcasting services at a temple of his or her faith may request one spell per day from the Spellcasting Services table for free. The only cost paid for the spell is the base price for the consumed material component, if any. Character Disease, Death, and Recovery Sometimes bad things happen, and characters get poisoned, diseased, or die. Since you might not have the same characters return from session to session, here are the rules when bad things happen to characters. Disease, Poison, and Other Debilitating Effects A character still affected by diseases, poisons, and other similar effects at the conclusion of an adventure can spend downtime days recuperating until such time as he or she resolves the effect to its conclusion (see the recuperating activity in the D&D basic rules). If a The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 5 character doesn’t resolve the effect between sessions, that character begins the next session still affected by the debilitating effect. Death A character who dies during the course of the adventure has a few options at the end of the session (or whenever arriving back in civilization) if no one in the adventuring party has immediate access to a raise dead or revivify spell, or similar magic. A character subject to a raise dead spell is affected negatively until all long rests have been completed during an adventure. Alternatively, each downtime day spent after raise dead reduces the penalty to attack rolls, saving throws, and ability checks by 1, in addition to any other benefits the downtime activity might provide. Create a New 1st-Level Character. If the dead character is unwilling or unable to exercise any of the other options, the player creates a new character. The new character does not have any items or rewards possessed by the dead character. Dead Character Pays for Raise Dead. If the character’s body is recoverable (it’s not missing any vital organs and is mostly whole) and the player would like the character to be returned to life, the party can take the body back to civilization and use the dead character’s funds to pay for a raise dead spell. A raise dead spell cast in this manner costs the character 1,250 gp. Character’s Party Pays for Raise Dead. As above, except that some or all of the 1,250 gp for the raise dead spell is paid for by the party at the end of the session. Other characters are under no obligation to spend their funds to bring back a dead party member. Faction Charity. If the character is of level 1 to 4 and a member of a faction, the dead character’s body can be returned to civilization and a patron from the faction ensures that he or she receives a raise dead spell. However, any character invoking this charity forfeits all XP and rewards from that session (even those earned prior to death during that session), and cannot replay that episode or adventure with that character again. Once a character reaches 5th level, this option is no longer available. Adventure Background Shortly after the Zhentarim assumed control over Phlan in 1380 DR, the Lord Protector began a campaign of book-burning. Documents that portrayed the Zhentarim or Bane in a derogatory manner were secreted away in a subbasement beneath Mantor’s Library, and put to the torch. Rumor has it that the fanatical Zhentarim also locked various political prisoners within the burning archive, conveniently killing two birds with one stone. Ellison Berenger, a member of the Cult of the Dragon, has come to Phlan for two purposes: to gather evidence to support his claim as a descendent of a noble house, and, more importantly, to recover information on the workings of the Pool of Radiance for his masters within the Cult. After months working covertly within Mantor’s Library, he finally found the location of the three books, and subsequently the archives deep beneath Mantor’s Library and the secrets buried within. Timeline of Events • Four Months Ago. Ellison arrives in Phlan along with two other agents of the Cult of the Dragon--Spernik and TIbeem (also appearing in DDEX1-2 Secrets of Sokol Keep and DDEX1-5 The Courting of Fire.) • Six Nights Ago. Ellison steals a book titled The Weave: A Collection of Impractical Observations from Aya Glenmiir. • Four Nights Ago. Ellison breaks into Marten Foss's house and steals a single book; one from of a larger collection of personal memoires of Ren o' The Blade, a ranger of legend who once resided in Phlan. • Two Nights Ago. Ellison steals a book titled Lords and Lineages of Phlan from Agin Lamarck, a local noble and heraldrist. • One Night Ago. Ellison, disguised as a scribe, breaks into Mantor's Library to locate the remainder of the collection of Ren o' the Blade’s memoirs. During his search, he murders Garda Greenleaf. Overview The Scroll Thief is divided into three parts. Part 1: Mysteries in Method. The adventurers have been hired by a representative of the Black Fist to look into several worrying thefts in Phlan--thefts that the Black Fist has thus far been unable to stem. During their investigation, the adventurers gather clues that lead them to Mantor’s Library. They also attract the attention of Soares, a cultist sent to waylay the group, and Fulta, a halfling in his employ. Part 2: Truth in Text. The adventurers zero in on Mantor’s Library and discover that Ellison, a scribe recently taken into the Library’s employ, has not shown up for his scheduled shift. Further investigation reveals the corpse of a library employee in the sub-basement. Upon the discovery of and entry into the sub-basement, the adventurers find danger in the form of undead creatures, the spirits of those slain in the depths of the archives along with what remains of Denlor’s legacy. Ellison's escape route is also revealed; a tunnel blasted th P e a a S r S A A T a d F T a p a A S W A a b th m th g s C B Z a n Z hrough a sectio Phlan, and the p Part 3: The D emerge from th according to clu appears to be h Stojanow River retrieve the stol Scroll Thief and Advent Adventurers are The air is charg and glory. The f draw the charac Freelanc The adventurer attracts the atte previous activit attention.) 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Investi Read the text b use the “Welcom Eye” adventure Burral make ho preferred factio The afternoon su heavy clouds, sen he dirty windows southern edge of The door opens nn, tall enough t he top of her ena out from your tab her hip as she do "I am Knight Ale hollow note to he Knight Burral's he few membe o use their pos han that of the rampant in the perform her du maintains a hea adventuring fac response to the Depending on adventurers, th suggested that t o begin with. During the co following. • A string of people who This is not is that noth a single bo • The thefts Not for resale. 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She does n ong the most foo tures venues and byw ning home from Wanted poster ost intersection the streets are he Laughing G Nat Wyler’s B e Velvet Doubl a Kettle (tavern Grocery (adven mith, Ernst’s Li za (bazaar). have visited ea em to continue ers have visited to “Ambush All he Scroll T e way of particu ws that there we curred in variou suggests that t ssra Brandywi Library, who g, for additiona s, Knight Burra gate the thefts. ally fund an s and will pay t half. whatever the t lead her close rral or with a keen m n frown has kept f the Black Fist. In she has decided t is perhaps more not suffer fools a lish of all. ways are packe m work or headi rs for the cultis ns. e dimly lit by so Goblin (inn), Th Bell (tavern), Th let (festhall), n). nturing gear), ivery, Jerome o ach location, K e their search. d the locations o ley”, below. Thief 7 ulars ere us he ne, al al has the er to mind, t her n her that and ed ing to t at oft he he of Knight of all The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 8 Mantor’s Library It is likely that the characters begin their search at Mantor’s Library; specifically with the Scribe Master, Cassra Brandywine. Sun-bleached colonnades frame the austere façade of Mantor’s Library. A solitary bench sits next to a tranquil pond at the fore of this property in the center of Scholar’s Square. The grounds are well manicured and festooned with blooming flowers and other local flora. Mantor’s Library is the most prominent institution in the Scholar’s Square. The Library's staff has a seemingly inexhaustible reserve of energy which he devotes to curating and expanding the library’s vast collection of encyclopediae, treatises, and compendiums. Mantor’s Library is funded by donations and the modest fees collected for performing research, transcribing, translating; as well as donations from the city’s wealthier citizenry. The Scribe Master Provided the adventurers display an interest in the note and the promise of a reward, they are likely to head to Mantor’s Library first; specifically to see Scribe Master Cassra Brandywine. The Scribe Master’s office is small and very cramped – a problem made worse by the sheer number of books that are stacked haphazardly on every piece of furniture within. A sign on the door reads: Cassra Brandywine Scribe Master Beneath that, a small piece of wood hangs on a nail with the word “IN” written on it in chalk. As you knock on the door, a voice from an unseen source calls out “Just a moment!” There is the creaking of a wooden chair, a muttered curse and then a loud crashing noise as a few stacks of books are knocked to the floor, revealing a young-looking halfling with short blonde hair; her hands and shirt stained with smudges of blue ink. Roleplaying Cassra Cassra Brandywine is surprisingly young given her occupation and status. She is, however, wickedly smart. Unfortunately, her work keeps her quite busy, so her social skills have atrophied. She is clumsy and socially awkward, often stammering when speaking in the company of more than a couple people. The Scribe Master is a female halfling with short, blonde hair that looks like she cuts it herself. Her hands are heavily stained with smudges and smears of bright blue ink. Her clothes are well made, but are smudged in places with the same blue ink that stains her hands. In fact, adventurers who look around her offices notice the same blue marks on furniture and decorations in the office, as well. Upon noticing the adventurers, she brushes herself off and introduces herself. She asks for the adventurer’s names; closing her eyes and repeating each one in turn-- as if committing them to memory. Upon mentioning their referral by Knight Burral, Cassra smiles and relates the following information. • Three exceptionally rare tomes were stolen from various people residing in Scholar's Square--each two days apart. • The first book was stolen six days ago from the office of Aya Glenmiir; a wizard who maintains a small shop in Scholar's Square. The book was a treatise on the Weave titled: The Weave: A Collection of Impractical Observations. • The second book that was stolen belonged to Marten Foss; a retired adventurer and resident of Phlan who kept it in his private collection in his home in the Nobles’ Quarter. The book was personal memoire of Ren, a long-dead ranger of repute and once one of Phlan’s most famous citizens. • The third and final theft occurred last night and was that of a book titled: The Lords and Lineages of Phlan. It was in the possession of Agin Lamarck, local noble who specializes in the history of Phlan, specifically genealogy and heraldry. • Cassra offers a reward of 100 gp for the successful retrieval of the stolen books. She doesn’t care if the thief is caught or not. • Cassra is involved in the investigations because one of the stolen books (the book stolen from Aya Glenmiir) is the property of the Library; something that has caused her no end of trouble. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 9 • If asked about the blue ink on her hands or around the office, she spreads her hands out, chuckles and explains that all of the official ledgers in the Library use this particular type of ink. "It's the scribe's curse!" she chuckles. Aya Glenmiir Aya Glenmiir resides in one of the buildings on the nicer side of Podol Plaza. She is a wizard of modest skill, but her true talent lay in her practical understanding of the Weave. Study, however, doesn't pay particularly well, so she plies a minor trade in tutoring the spoiled offspring of nobles in the basics of arcane spellcasting. As the resident expert on the Weave, she was entrusted with a rare book titled: The Weave: A Practical Observation of Impractical Occurrences. This book was the first of the three tomes to be stolen. The door to this rather unassuming building opens, and a female half-elf wearing robes stands in the doorway. The smell of flowers and incense flow from within. Perched on the elf's shoulder is a small, grey-furred monkey. “I take you are here to interrogate me about the missing book?" She smiles, "Master Opanrael is certainly distrustful.” General Features The general features of Aya's shop are: Light. Night or day, the interior of the shop is dimly lit by candles. Heavy curtains prevent most of the sun's light from entering via the windows. Smells. Incense. Flowers. Paper and ink. Sounds. Chittering. Scratching of quill on paper. Whispered incantations. Roleplaying Aya Glenmiir Aya has a bit of an ego. She’s well aware of the allure and mystery that her racial heritage evokes, and has no reservations against capitalizing on it. She is quick with a coy smile and a twist of the hair if it gets her what she wants. But despite this, she is quite brilliant, especially when the Weave is discussed. Aya is a female elf, nearly 300 years old. She has long, black hair and radiant green eyes. Aya wishes to see the book returned safely and answers whatever questions the adventurers might have. She is, however, hesitant to reveal and discuss her displeasure at someone besting her magical safeguards. • Master Opanrael is the Head Curator at Mantor's Library. • The book belonged to the library and had been in her study for two years before it was taken six days ago. • The book is a rare treatise detailing the Weave; its history and hypotheses about its nature. • Because the book was so valuable, only a handful people knew that Aya had it stored in her room. Whoever took the book more than likely had access to the Library’s records. • The book was the only thing stolen. • The book was stored in a glass display case of breathtaking quality. An adventurer succeeding at a DC 15 Wisdom (Perception) check notices cunningly etched runes around the edges of each pane of glass. If the check succeeds by 5 or more, the character notices that one of the runes has been subtly marred. Succeeding at a subsequent DC 10 Intelligence (Arcana) check reveals that the imperfection was deliberately made and completely defeated the case's protective enchantments. It was the work of a professional. • The book was about a foot and a half wide and just as long. It was bound in fine, white leather with golden lettering along the spin and a ribbon of white silk as a placeholder. The front of the book was emblazoned with the symbol of Mystra, the goddess of the Magic. Developments Any adventurer succeeding at a DC 10 Wisdom (Insight) check notices that Aya is hiding something. Should an adventurer press the matter and succeed at a DC 15 Charisma (Persuasion) check, she relates the following. • Aya had invested a significant amount of time warding her apartments to appease the Lord Sage; earning his trust by ensuring that anything kept within her apartments were safe. • Aya believes that the Lord Sage will likely use it as an excuse to ask her to return all of the Library's books in her possession. • Aya’s reveals that she had lied about the book being the only thing stolen. The thief also took some of her personal possessions as well; namely a horn of blasting and three spell scrolls. The scrolls contained detect magic, fireball, and hold person. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 10 If the adventurers succeed at this check and suggest that they speak to the Lord Sage on her behalf, she is pleased and offers the adventurers her assistance. Aya pens a quick note on a nearby scrap of paper and passes it to the monkey on her shoulder that then scampers out the window with the note clutched tightly in its hand. XP Award If the adventurers convince Aya to confide in her and assure her that they will speak to Opanrael on her behalf, award each character 25 XP. Marten Foss A former adventurer himself, Marten shares a special kinship with Ren o’ the Blade and collects items that once belonged to the famous ranger. Amongst his belongings is a collection of the ranger's memoirs. Though most of the collection is in Mantor's Library, he keeps one particular volume in his office, and four nights ago, Ellison stole it. Although he is retired, Marten runs a small practice yard. For a gold piece, someone with a desire to learn how to swing a sword can come to bang away on chunks of wood for an hour or two under the watchful eye of someone who knows what they're doing. For two, he'll tell you what you're doing wrong. Shouts and the clamor of steel on steel are clearly audible even before the stout doors to the practice yard open. A middle- aged dwarf props one of the double doors open with the stump of an arm that has been amputated just above the elbow. Inside, a wide practice yard is surrounded by covered walkways set with chairs and tables. A number of people in various stages of exhaustion rest in the shade. The dwarf frowns as he bids you enter, “Come 'bout the book, I suppose?" General Features The general features of Marten's place of business are: Light. The open practice yard is well-lit night or day. Smells. The sharp smell of unwashed bodies, oiled metal, dust. Sounds. Clanging steel. Grunts. Excited shouting. In the yard, a handful of men square off against a single dwarven woman wielding a pair of handaxes. From the looks on the faces of her opponents, she seems to be holding her own quite well. Roleplaying Marten Foss Marten Foss is a man of means, but as a retired adventurer, understands what it’s like to want something you cannot have. He is not pleased with the amount of attention that the theft has attracted. He has little patience for "soft" people or those without a solid appreciation for a blade. Marten Foss is a dwarven male of middling age with short black hair and a well-trimmed black beard, well streaked with gray. He lost his arm decades ago to an owlbear. He is also a member of the Order of the Gauntlet, a faction devoted to striking down evil wherever it rears its head. He does not make this fact well-known to new acquiantences, but any character that has a passive Perception (Wisdom) score of 12 or better can see a small pendant with the symbol of a mailed hand clutching a sword hanging from a peg near a weapon rack. Marten freely discusses the circumstances surrounding the theft of the book with the adventurers. He’s probably more interested in seeing its safe return than the Lord Sage is. During the course of discussion, provide the following information as the adventurers discuss the book’s theft. • The book contained the personal memoirs of Ren o’ the Blade—a personal hero to Marten Foss—during his time in Phlan. • He has owned the book for nearly a decade. • The book was the only thing stolen from his home. • Most of the collection is archived in Mantor's Library, but the stolen volume has special personal meaning to the retired adventurer. He wants nothing more than it to be found safely, though he won't get his hopes up. • The book was simply stored on a bookshelf. No locks and no traps. • The book was rather small--perhaps a foot long and half as wide--and was bound in red leather with black lettering on the spine. Should any adventurer ask who Ren o’ the Blade was, Marten gives them an admonishing look, but gladly educated them. Read or paraphrase the following. • Ren o’ the Blade was instrumental in defeating Tyranthraxus; an entity who had possessed a bronze dragon and ruled Phlan. • He participated in the defeat of Tyranthraxus; who subsequently fled into a Pool of Radiance located beneath Valjevo Keep. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 11 Developments Throughout the party's interaction with him, Marten has been watching the young woman in the practice yard intently. Any adventurer succeeding at a DC 10 Wisdom (Insight) check easily notices an intense jealous pride in his stare. If they ask about her, Marten relates the following information to the adventurers. • The woman is Marten's daughter and best student, Vera; he hasn't seen anyone fight like her in years. • Her mother died when she was young, and this was the only way he knew how to raise her. • If any of the adventurers want to challenge her, he chuckles and suggests they grab a practice blade and try their luck. If any adventurer decides to spar with Vera Marten, she directs them to a rack of practice weapons from the practice yard and whistles loudly to get Vera's attention. On the racks in the practice yard, there are a number of practice weapons; one or two of each type of simple or martial melee weapon. They are heavily padded and deal no damage on a successful hit, but the wrapping is saturated with chalk dust so any strikes are easily visible on sufficiently dark clothing. Before the fight begins, Vera circles the challenging adventurer and lays a couple of ground rules; "No armor, no magic, no hitting in the face." Vera (+2 Initiative, AC 12) is just as skilled as Marten described her, and attacks with graceful ferocity (+4 to hit). The fight continues until a participant scores three successful attacks. If a challenger uses magic or is aided by another member of the group, Vera shouts in disgust and Marten asks the adventurers to leave; obviously infuriated. Should the party fight fairly, Marten is impressed--win or lose--and his attitude improves considerably. He goes to his office and returns with a book that he describes as being bound identically to the description of the book that was stolen. He requests that the adventurers check on the rest of his collection and make sure that it is still safe in the Library. Chuckling to himself, he suggests that having a book from the same collection will likely make it down a bit easier. Order of the Gauntlet If a member of the Order of the Gauntlet challenges and defeats Vera in a sparring match, that character earns one renown point. XP Award If any of the adventurers impress Marten Foss with their fighting prowess (win or lose), award each character in the party 25 XP. Agin Lamarck Agin Lamarck is a historian and a noble who dabbles in heraldry and genealogy. Although he resides in the noble's quarter of Phlan, he works in a small, dusty shop in Podol's Plaza during the day. He deals primarily in the history of Phlan itself as well as that of its noble houses. But for a small commission, he helps folks write letters and even draft occasional legal documents. As expected, he has many books within his study to aid him in his research, among them a rather old copy of Lords and Lineages of Phlan. The book was the most recent book stolen. The small building's front door opens into a small, cramped office. Looking within, you can see a number of different heraldic banners from the walls; each hanging above what looks like a gaudily-decorated family tree set into a frame. “Oh, hello there,” Lamarck deadpans; a sarcastic look on his face, “I’m very excited to be a part of this.” General Features The general features of Agin's shop are as follows: Light. The small, cramped shop is well-lit by windows during the day and candles during the night. Smells. Paper, ink, and glue. Sounds. Pages turning. Scratching of quill on paper. Roleplaying Agin Lamarck Lamarck is anything but excited to be a part of this. Lamarck is a cynical man, and wields sarcasm like a master warrior does a blade; with precision and intent. He isn’t a bad person, but the whole ordeal has him at unease. Agin has a secret—one that the theft may bring to light if he’s not careful. As such, he chooses his words carefully. Lamarck is a true noble; pampered and demanding. He is a handsome human male, with long black hair framing a narrow face. He has piercing green eyes that seem to be made especially for looking at people with contempt. He dresses in fine clothes of silk and linen and wears no less than half a dozen gaudy rings on his fingers. One of these rings bears the sigil of the Lords’ Alliance on the palm side of the band; if a member of the Lords’ Alliance subtly reveals himself or herself as part of that faction, Agin surreptitiously shows his sigil. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 12 The adventurers have the opportunity to learn the following while speaking with Lamarck. • The book, Lords and Lineages of Phlan, is a catalogue of every noble house that has resided within Phlan. The first entry dates back over seven- hundred years ago. • The book has been in the Lamarck’s family for two centuries. • The book was secured within a drawer in his desk that was “locked and protected by powerful spellcraft.” Despite his claims, however, it does not radiate magic. • Any adventurer investigating the lock who succeeds at a DC 10 Wisdom (Perception) check notices the remnants of a laughably simple trap that did nothing more than ring a tiny bell concealed inside of the desk. • He cannot guess why anyone would want to steal the book. While rare and old, the book is little more than a collection of lineages and notes made by scribes of past and current noble houses. It is a rather ugly book discussing dull subject matter and cannot likely bring much in the way of a profit. • The book is a full foot thick and is two feet wide and just as long. It was bound in the tanned hide of a manticore. It is anyone’s guess how the thief managed to carry it around Phlan without raising suspicion. • The Lamarck family has long been considered to be well-respected scholars in the field of documenting familial lineages. Developments It is difficult to notice, but Agin Lamarck is hiding something. Lamarck has spent years at court, and is adept at concealing his feelings. However, any adventurer with a passive Wisdom (Insight) score of 12 or higher gets the impression that he is hiding something. But as good as he may be at lying, he is at his core, rather cowardly. Should an adventurer confront Lamarck on his deception, a successful DC 15 Charisma (Persuasion or Intimidation) check Agin reluctantly discloses the following. • Despite the family’s long-standing claim to nobility, they are of no actual relation to House Lamarck. In truth, the last surviving members of the Lamarck line died nearly two hundred years ago. • Agin’s great, great grandfather made a couple clever forgeries in Lords and Lineages of Phlan, which allowed his family to claim descent from the then-dead Lamarck line. With no one to contest the claim, there was no doubt as to its legitimacy. • Agin is terrified of the prospects of the truth coming out; he would lose a lifestyle he has grown quite accustomed to. • Stealing or even destroying the book would definitely safeguard his secret, but he is dedicated to the duties of his position, and states that doing such a thing would be simply unconscionable (as a successful DC 10 Wisdom (Insight) check confirms). • If the adventurers agree to return the book to Lamarck without revealing his secret, he agrees to double Scribe Master Cassra’s reward for the return of Lords and Lineages of Phlan upon its return. Lords’ Alliance Agin’s claim to nobility is false, and bringing this to the attention of the Lords’ Alliance would be greatly appreciated by the faction, which does not brook imposters. Members of the Lords’ Alliance who inform their faction of Agin’s deception earn one renown point. XP Award If the adventurers wheedle Agin Lamarck’s true intentions from him, award the party 25 XP. Treasure If the adventurers learn the truth about House Lamarck, Agin offers the group 50 gp keep his family's secret safe. Ambush Alley Unbeknownst to the adventurers, they are being followed. The Cult of the Dragon’s has eyes everywhere, and they have learned that the adventurers are looking into the thefts. To that end, the Cult has been following the adventurers with plans on discouraging them from investigating any further. Once the characters have investigated the locations of the three thefts, read the following as they leave the third location. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 13 As usual, Podol Plaza is a hive of activity, with hundreds of people milling about. As you round a corner, an elf steps from the mouth of a nearby alley and stops in the street in front of you. “The Welcomers send their regards and have information that you may find useful. Follow me,” the elf says with a worried look before ducking back into the alley. The “elf” is named Soares, a human thug, and is not who he insinuates that he is. He is a mercenary in the employ of the Cult of the Dragon who is doing his level best to pose as a member of the Welcomers—Phlan’s guild of thieves-turned-freedom-fighters. Roleplaying Soares Soares is a very recent member to the Cult of the Dragon. Like any new recruit, he is abjectly terrified of failing this mission. That said, he is charming and sure of himself. He is quick to throw a compliment if it will give him the upper hand. Looking down the alley, the adventurers can see that it goes for about 100 feet or so before turning sharply to the right. Though it cannot be seen from the street, the alley ends immediately after turning in a sort of cul-de- sac approximately 40-feet across. Soares does not wait for the adventurers to react before slipping back into the alley. He is waiting about 20 feet into the alley and begins walking further if the adventurers seem like they are going to follow. He is attempting to lure the adventurers to an ambush point in a nearby alley where a Fulta, a halfling spy, is waiting along with her two halfling guards. Soares leads them through winding, narrow side streets and corridors before he and his colleagues ambush them. If asked, Soares simply says that the Welcomers know about the thefts and have information as to why the books are being stolen. He claims not to know anything beyond that, but is leading them to someone with the answers. Any adventurer who succeeds at a DC 15 Wisdom (Insight) check notices something a little off about Soares. He scoffs at any mention of deceit on his part. If the adventurers refuse to follow Soares, he tries to convince them to follow, but if his requests are refused, he and his colleagues simply attack them a few blocks down the road. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative. • Very weak or weak party: remove the spy • Strong party: change Soares from a thug to a bandit captain • Very strong party: change Soares from a thug to a bandit captain; change guards to thugs General Features The general features of both ambush spots are the same. Light. The streets of Phlan are well-lit during the day and dimly lit during the evening. Smells. The sharp smell of unwashed bodies, animal manure, and fresh and rotting food. Sounds. Bartering, laughter, horses whinnying The Ambush Regardless of whether or not the adventurers follow Soares, they are ambushed by the cult agents; the only difference is the location of the ambush. • The Adventurers Follow Soares. They are at- tacked in the alleyway cul-de-sac as they turn the corner. As you turn the corner in the alley, it opens into a cul-de-sac about 40 feet across. Soares stops in front of you and turns around, a wide grin on his face. Almost as if on cue, two other people step out from behind piles of rubbish and crates, cutting off an easy escape. “You’ve had your nose where it doesn’t belong,” the elf says coolly, “time for us to bloody it.” • The Adventurers Do Not Follow Soares. They are attacked a few blocks down the road. You feel a sense of unease, and it is a few moments before you realize what it is; the hustle and bustle of the busy street seems to be gone. People are hurriedly ducking into doors and rushing down the street; leading their children by the hand. As the last of the crowd thins, you see a familiar face standing in the street. “We don’t take kindly to being ignored,” the elf says, drawing a dagger from his belt. As he does, a pair of armed halflings step out from the remaining bystanders; armed with short swords The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 14 On his first turn, Soares will rush the least-armored opponent, while the guards try to keep the others busy. Fulta is hiding inside a large crate at the end of an alley (or simply a bit further down the street), and waits until the end of the round before attacking with her shortbow. She targets obvious spellcasters before other targets. Soares fights to the death out of nothing but fear of the cult’s punishment for failure. If either Fulta or the guards are reduced to less than 5 hit points, however, they attempt to flee; if escape is impossible, they surrender. Halfling Racial Traits Fulta and the guards are halflings, so the following racial traits may be added: • Brave. The halfling has advantage on saving throws against being frightened. • Halfling Nimbleness. The halfling can move through the space of any creature that is of a size larger than it. Developments Outside of the use of magic, Soares does not divulge his secrets if he is not slain. If charmed, however, Soares confirms that he is a member of the Cult of the Dragon; supporting his claim by removing a glove and revealing a series of green tattoos on the last three fingers of his right hand. He discloses that he attacked the party at the order of a cult member who he knows nothing about, except that his hands were stained with smudges of bright, blue ink. If Fulta or the guards are captured, they freely admit to being hired by a man in a black half-mask who had smudges of blue ink on their hands. They know nothing beyond this. If none of the mercenaries are captured or are all slain, the adventurers find a letter after the melee. This letter has been written in bright blue ink. It reads: "Just get it done, Soares. If they find me, then the last four months have been a total waste. Ensure that the Whisper- er's faith in us was not ill-placed." --B The note was sent by Ellison Berenger, but it could easily be construed that Cassra Brandywine is behind the thefts; given the unique blue ink that the letter is written in and the "B" it has been signed with. Assuming that the adventurers report back to Knight Burral after the confrontation in the alley, she appears dismayed. Much of these concerns wash away if the adventurers turn Soares, Fulta, or the guards in however and she is very appreciative. In looking at whatever evidence the adventurers found, she suggests something larger at play. If they haven't made the connection already, she points out the similarity between the blue ink the note is written in and the blue ink that Cassra had all over her hands. She returns the note to the adventurers. Treasure Soares carries a total of 25 gp on his person. Should Fulta be killed or captured, she carries 15 gp as well as the letter described above. The guards have 5 gp each. Additionally, Fulta has a potion of healing on her person. XP Award Once the adventurers fully investigate each of the three thefts, award each character 50 XP. T th h a M M S d L th s b h r r a in th C S C a fi c in C s d w S a O d b Par The adventurer he scroll thief. his disguise as and escaped de Manto Mantor’s Librar Square. Howev deep beneath th Library are seld hat have not se Founded by t sacked in previo bloodthirsty hum however, signifi restore the lega Any citizen of reading room, b accessible only nvitation of onl hose administr Cassra Br Should the adve Cassra with the assassins or wi find her rather h character accus nsulted. She is Cassra frowns an smudge. “If the t doesn’t just soun we’re dealing wit Scribe Master C accompany her Opanrael; the H does warn them busy man. Not for resale. Pe rt 2: T Tex rs are led to Ma Ellison, the Sc a library scribe eep into the Lib r's Libr ry is the largest ver, it is not onl he ground-level dom visited, an een the light of he famous sag ous centuries b manoids. In the ficant effort has acy of Mantor to f Phlan is allow but most of the by the staff an ly the most sen rators, Opanrae randywin enturers head t e information p th the note in S happy to see th se her of wrong s distressed by nd rubs her chin hief had access t nd like we’re dea h a rat.” Cassra suggest r to pay a visit to Head Curator o m, however, tha ermission granted Truth xt antor’s Library croll Thief, has e, killed a senio brary’s archives rary t structure in S y tall; it also ha l. The deeper le d there are pla a candle in a c e Mantor, the k by an allied ban e last hundred s been put forth o its former gre wed into the gre Library’s volum d those on pers nior administra el is the most s ne to the Library t provided by the Soares possess hem. However, g-doing, she is q the revelation, thoughtfully, lea to this ink," he s ling with a thief; ts that the adve o her superviso f Mantor’s Libr at she is an exc to print or photo in in search of abandoned or librarian, s. Scholar’s as floors evels of the aces within century. keep was nd of years, h in order to eatness. eat front mes are sonal tors. Of senior. to confront would-be sion, they should the quite though. ving a blue ays quietly, "it it sounds like enturers or, Master rary. She eptionally copy this docume Mast Opanra has ser knowle unsurp current The sme the Mas that app that are Rolepl Opanrae and kno obsessiv regard, a similar a topics th Opanra with a s braid. H hints of He wea libraria indicati When a state. their en assist A a note t Other is metic will be without succeed suitably immedi Opanra the Bla Choo followin with Op • Ad adv spe of t aw nt for personal us ter Opan ael is the Head rved in that cap edge of the Libr assed and give tly in the Librar ell of paper, glue ster Librarian’s o pears to be as du stacked neatly a laying Maste el has worked in ows it like the bac vely such. He pla and has no patie appreciation. He hat pique his inte ael is a dignified surprisingly bri His teal-colored f elvish blood s ars plain red ro ans, with a sing ing his elevated n the adventure His initial reac ncounter with A Aya by speaking to Opanrael, no rwise, they do n culous in his tim hard-pressed t t one. It is not i ding at a DC 15 y impresses Op iately. Any cha ael is dismissed ack Fist. ose the read-alo ng entry that be panrael. dventurers Ha venturers assu eak to Opanrae the Library’s b ware of their com Th se only. nrael Curator at Ma pacity for decad rary’s catalogui en time, he can ry’s possession e and ink fills you office opens. Befo usty and worn as around his office er Opanrael the library longe ck of his hand. H aces order and st ence for those wh is haughty, but e erest. d human in the ight shock of re d eyes have pal somewhere in h obes in the style gle silver chain d status as the ers meet him, O ctions are base Aya Glenmiir. I g to the Head C otifying him of not have an ap mekeeping and to get him to se impossible, how 5 Charisma (Pe panrael who ag racter who atte d from the room oud text associa est describes th ve an Appointm ured Aya Glenm el regarding he books, the Head ming and sees he Scroll T antor’s Library des. His workin ing system is find anything n. ur nose as the do ore you stands a the books and s . er than nearly any e is a tidy man, a tructure in very h ho do not display easily excitable b e twilight of his ed hair tied in a le-cast, betrayin his family’s hist e of the other and insignia Master Librari Opanrael is in q ed on the result If they promise Curator, she pe their coming. ppointment. Op d the adventure ee him quickly wever. Any cha ersuasion) che grees to see the empts to intimi m and risks arr ated with the heir initial enco tment. If the miir that they w er continued sto d Curator is alr them immedia Thief 15 and ng oor to man scrolls yone almost igh y a by s life, a long ng tory. ian. quite t of ed to enned anrael ers aracter eck em idate rest by ounter would oring ready ately. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 16 "Ah, yes. I trust you are the…" he pauses as he looks you each over, "…people that Madam Glenmiir mentioned in her note. What precisely can I do for you?" • No Appointment. Persuasion Successful. Opanrael mistakes the adventurers as nothing other than loud annoyances and asks them to come back when he's not quite so busy. Any character succeeding at a DC 15 Charisma (Persuasion) check suitably impresses Opanrael who feels that they may actually be able to help him. "Well, you don't have an appointment," the Curator says steepling his fingers, "but I may be able to spare a moment." • No Appointment. Persuasion Unsuccessful. If the adventurers are unsuccessful in their attempts to sway Opanrael, he dismisses them with a gesture and bids them wait in a small waiting room near his offices. After about an hour, he shuffles out. "Despite your complete and utter lack of etiquette and more importantly, an appointment, I thank you for your patience. What can I do for you?" During the course of discussion with the adventurers, Opanrael provides the following information. • He knows very little regarding the circumstances of the theft of the three books, but is aware of their disappearance. • He has other things to worry about, however, as two of his staff members--Garda Greenleaf and Ellison Berenger--are missing. • Their absence has thrown the day’s shifts into disarray and as the adventurers arrive, he is busy trying to rearrange schedules to ensure that the Library continues to run smoothly. • Garda Greenleaf is a senior librarian with a flawless record of attendance. • Ellison, however, is a scribe who has only been employed at the library for four months, but has otherwise proven to be a reliable hire. When presented with the note found in Soares's possession, Opanrael identifies the ink used as that typically used by the scribes of the library. He considers the notion of a tenured scribe being a thief for a moment but quickly dismisses the idea that any of his staff members would do such a thing. He does, however, suggest that his disappearance may not be coincidental, and that finding Ellison may be the key to finding out what precisely has happened. If the adventurers do not give Opanrael the note, Cassra mentions it. Opanrael knows only a small bit about Ellison. After a quick glance at ledger, Opanrael mentions that Ellison was scheduled to be working in the Archives today and that may be a good place to start looking. With a smirk, Cassra mentions that the Archives is a vast place, so anyway of narrowing down where Ellison might be would be quite helpful. If the adventurers suitably impressed Marten Foss, and have his book in their possession, he smiles and agrees that it will definitely help. He thumbs through a few pages and makes quick note on a piece of paper and hands it to Cassra, who looks at it and nods before leading the adventurers from the room. Blood and Books With the books belonging to Aya and Agin already in his possession, Ellison had come here to find memoir that detailed Ren o' the Blade's encounter with the Pool of Radiance. The Scroll Thief used Garda's familiarity with the Archives and the book stolen from Marten Foss to find this room. Ellison eventually found what he was searching for and killed Garda. He was still in this room reading when the adventurers enter the Archives. But upon seeing Cassra's light, Ellison has fled deeper into the Archive's subbasement, below. As Cassra leads them to the Archives, read: Down hallways and staircases, and through passageways and storage rooms, Cassra moves with definite purpose; descends staircase after staircase with a lamp held over her head. Finally, the scribe stops at a door and pushes it open; the smell of stagnant air and ancient dust filling the stairwell. “Inside,” she says. General Features The general features of the archives are as follows: Light. This section of the library is deep beneath the ground and in complete darkness. The only light is that which the adventurers and Opanrael have brought with them. Smells. Dust, old paper, glue. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 17 The Search If the adventurers have Marten's book, the note specifies what section of the Archives to begin their search in. Otherwise, they must find it the old-fashioned way. The ease in which the adventurers find the appropriate part of the Archives is determined by two things. • With Master Opanrael's Note. If the adventurers were given Marten Foss's book, Opanrael gave Cassra a note with the section where the other books of the set are filed. Cassra knows precisely where this is, and can take the characters directly to it. • Without Master Opanrael's Note. If the adventurers had no way to narrow down their search, it will take some work to find the correct section of the Archives. Finding it requires one hour of searching and a successful DC 15 Intelligence (Investigation) check. The Body Once they have found the correct section, read the following. Your search has led you to a small room tucked away in a distant corner of the vast Archives. Despite the room's size, it is no less cramped than the rest of the Archives, packed tightly with shelves that are packed near to bursting with books, scrolls and other works. Rounding a shelf on the far side of the room, you see a small reading table; the dark shape of a body slumped over it. "Gods save us!" Cassra gasps as she runs into a corner and retches violently. The body is that of Garda Greenleaf; the missing librarian. He is lying face down in a small pool of alarmingly fresh blood. The body is that of a middle-aged male human wearing a plain set of grey, homespun robes. His left hand loosely holds a quill; the tip stained with bright blue ink. Thin rivulets of dark blood run from his ears; standing in stark contrast to the pale flesh of his lifeless face. Books are scattered everywhere. As the adventurers search the scene, they learn the following. • A successful DC 5 Wisdom (Medicine) check reveals that Garda died from a single blow to his head. If the check succeeds by more than 10, it reveals he was killed approximately less than two hours ago. • A leather thong on his belt has been cut. Cassra has a similar device on her belt that carries a ring of keys. • Three books are still on the desk, however; two small books bound in red leather and a larger white book. The white tome and one of the two red books lays open on the table beside the body. • A large, gilded scroll of parchment is on the floor. A successful DC 10 Intelligence (Arcana) check reveals this to be a used scroll which formerly contained a detect magic spell. • If Cassra is asked about the key ring, a concerned look crosses her face. “Garda had keys to the archives," Cassra says, wiping her mouth with her sleeve, "It looks like our killer now has access to things within the Library that he shouldn't.” Examining the Books There are a number of books around Garda's body. Some are notable. • Two Small, Red Leather Books. These books comprise the collected memoirs of Ren o' the Blade. Most of them are on the ground at the foot of the table while a few still remain on the shelves. Two of the books are on the table beside Garda's body. One is the book stolen from Marten Foss. It is currently closed. The other, however, is open. An adventurer who actively searches the open book and succeeds at a DC 15 Intelligence (Investigation) check notices that a few pages have been excised from the book using what must have been a very sharp knife. This check is made with advantage if they found the pages removed from the other book. • One Large, White Leather Book. This book is The Weave: A Practical Observation of Impractical Occurrences that was stolen from Aya Glenmiir. It, too, is open on the table beside Garda's body. An adventurer who actively searches and succeeds at a DC 15 Intelligence (Investigation) check notices that a few pages have been excised from the book using what must have been a very sharp knife. This check is made with advantage if they found the pages removed from the other book. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 18 Both of these books have something in common; the missing pages both appear to detail the subject. Any character who has first noticed the missing pages or had them pointed out to him notices this common subject with a successful DC 10 Intelligence (Investigation) check. Based on the entries before and after the missing pages, it seems that the removed pages themselves referenced a Pool of Radiance—a rare magical phenomena caused by a small breach in the Weave, the source of all magic in Faerûn. Specifically, it seems that they referred specifically to the Pool of Radiance that was once active beneath Valjevo Keep here in Phlan. At the adventurer's mention of this, Cassra gasps audibly. However, before she can say anything: An ear-splitting and ground shaking noise shatters the silence of the archives and the sound of collapsing brick, mortar, and bookshelves fills the wake as it fades away. All around you, shelves and books begin to fall. The noise was the sound of Ellison using (and subsequently destroying) the horn of blasting that he stole from Aya Glenmiir. The noise and vibration has caused some of the more precariously balanced bookshelves to collapse and fall. Each adventurer must succeed at a DC 11 Dexterity saving throw or take 4 (1d8) points of bludgeoning damage from falling books and shelving. Those who succeed take only half damage. Any adventurer who fails by more than 5 is trapped underneath an immense pile of books and must be dug out, a process that requires an hour's worth of digging and moving large, heavy bookshelves. Leaving the small room, they find that a majority of the bookshelves in the archives have toppled over. Opanrael is not going to be pleased with the prospect of cleaning up this mess. Development If the adventurers don’t figure it out on their own, Ellison has gone deeper into the archives. While Cassra knows where to take them, she states that she has broken her arm in the chaos following the loud noise. She motions the adventurers in the direction of the sub- basement but says that she must turn back. The door to the sub-basement is not difficult to find, in fact because the bookshelves in the main room of the archives collapsed. It is clearly visible about 40 feet away to anyone with darkvision or who happens to be carrying a light source. Climbing over the bookshelves to the door takes a little time, but requires no check. Archives The adventurer's investigations lead them down into the library’s sub-basement. General Features Area. The ceiling in the archive is 15 feet high at the outer edges and slopes up to 30 feet high in the center of the room. A large vent has been cut into the ceiling at its highest point. The archive itself is an enormous square, 100 feet to a side. Light. There are no light sources in the archives. The only light is that which the adventurers have brought with them. Sound. Distant moans, scuttling, scratching Character Movement. The toppled shelves extend only 40 or so feet out from the walls, but are considered difficult terrain. 1. Main Archive The main room of the archive once held thousands upon thousands of volumes of the written word; fact and fiction alike. When the Zhentarim took control of Phlan, however, much of it was burned. This huge room is littered with the ruined remains of bookshelves, desks and other furniture. The middle of the room is barren, but is blackened with the soot of century-old flames, and charred bones are strewn about. A huge hole appears to have been blasted into the far wall; the ground littered with bricks and debris. There is little of value here. However, three shadows awoke when Ellison disturbed the chest in The Secret Cache, and remain in this room. They attack the adventurers when they reach the center of the room. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative. • Weak party: remove one shadow • Strong party: change shadows to specters • Very strong party: five specters instead of three shadows 2. The Secret Cache Shortly before Phlan was destroyed in 1356 DR, Denlor—along with the scribes and librarians of Mantor’s Library—hid some of their most valuable treasures away in this room. It was sealed and remained The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 19 so until Ellison used Aya’s horn of blasting to open it. He quickly scoured the cache took what was most readily available. In his haste, he accidently sprung a trap on the chest and was poisoned. Having done his research, he knew that he was close to the sewers. And so, Ellison used the horn of blasting once more to break through to the tunnels below Phlan. In so doing, however, the horn exploded; destroying it and seriously wounding Ellison. This room is approximately 30 feet deep and half as wide. Its walls are lined with shelves laden with books, and miscellaneous objects. At the far end of the room, a silver chest rests on a wooden table. A second, similar hole has been blasted into the right wall, beyond which the sound of running water can be heard. On the blackened and charred floor around this second hole are the remains of a horn; shattered nearly beyond recognition. The horn on the ground is the destroyed horn of blasting; broken beyond repair. Any adventurer that inspects the chest and succeeds at a DC 15 Intelligence (History or Arcana) check recognizes the sigil embossed on the chest as that of Denlor; a wizard who once resided within Phlan. The chest’s lid is currently open. The chest is of remarkable construction with a fascinatingly complex lock. Any adventurer who actively searches the lock and succeeds at a DC 10 Wisdom (Perception) check notices a tiny needle jutting from the keyhole, the point of which smudged with barely perceptible blood. Inside the chest, a series of racks and boxes on clever, articulated hinges unfold and spread out; allowing access to multiple different storage spaces simultaneously. The chest is currently open in this fashion. An adventurer who is actively searching the chest and also succeeds at a DC 15 Wisdom (Perception) check notices that the chest has a hidden compartment. The hidden compartment of the chest is lined in red satin. Resting at the bottom is a headband made of polished bone, bearing the same sigil as was found on the front of the chest. This headband is a headband of intellect. A small vial of liquid also sits next to the headband—a potion of healing. Developments Any adventurer examining the hole in the right wall sees a rope anchored to one of the nearby shelves, leading downward into darkness. The sound of running water can be heard within. Characters with a light source see a pair of walkways running along a channel of moving water--a sewer, by the smell of it. This hole has also been created by Ellison using a horn of blasting. Poisoned and now wounded, Ellison leapt into the darkness to escape. Treasure The chest and the contents of the shelves are all quite valuable and the Library will pay handsomely for their safe return. Should the adventurers inform Opanrael or Cassra about the contents of the room or otherwise return them to the Library, they are awarded 50 gp. Within the chest is a headband of intellect owned by Denlor, as well as a potion of greater healing. Sewers of Phlan The hole leads down into the sewers and ruins beneath Phlan. Unknown to Ellison, the sewers are infested with carrion crawlers. His own expedition led him directly into the clutches of three of the fearsome monsters; an encounter he barely survived by using a scroll of fireball stolen from Aya Glenmiir. The newer portions of the sewers were dug in a simple grid, so it is quite easy to navigate towards the spillway leading to the Stojanow River by sound. The sound of running water is easily heard, but echoes off of the many walls and intersecting tunnels. Eventually, the adventurers come to the spillway that feeds the sewers from the Stojanow River. General Features Area. The sewers are 15 feet wide and 10 feet tall. 5- foot-wide footpaths are on either side of a 5-foot-deep channel running down the middle. This channel is filled with foul, quickly-moving water. Channel. Any adventurer who falls or jumps into the channel is covered in filth and offal, and must succeed at a DC 15 Constitution saving throw or be poisoned until they are able to wash themselves off in a large body of fresh water (such as the Stojanow River) or complete a short rest. Additionally, the water moves fairly quickly. Anyone in the channel must succeed at a DC 10 Strength (Athletics) check or be pushed 15 feet down the channel. Light. There are no light sources in the sewers. The only source of light is that which the adventurers bring with them. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 20 Poisoned A poisoned creature has disadvantage on attack rolls and ability checks. The Spillway Water from the Stojanow River above flows from the west into a steep, 10-foot-wide spillway which empties into a 30-foot-wide, 5-foot-deep pool in the middle of a circular chamber. A 15-foot-wide walkway rings the 60- foot-wide chamber. The pool flows into the channel that the adventurers have been following up to this point. The roar of water fills the air as the tunnel you were in opens into a large, 60-foot-wide circular chamber. Water cascades down a steep spill way on the far side of the chamber into a pool in the middle of the room. A stairway runs alongside the spillway to the daylight above. Two large, undulating shapes move on the opposite side of the chamber near a section of the floor that is blackened and charred—as if by an intense flame. Two carrion crawlers are here, feeding on the remains of a third, slain by Ellison. When he encountered the carrion crawlers, Ellison used the scroll of fireball that he stole from Aya Glenmiir; slaying one of the beasts, but wounding the others. He managed to escape, but not before further injuring himself and losing his backpack in the process. The carrion crawlers attack the adventurers on sight. Due to injuries suffered in the fight with Ellison, each of them has only 35 hit points remaining. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative. • Weak or very weak party: remove one carrion crawler • Strong party: the carrion crawlers are at full (51) hit points • Very strong party: add one carrion crawler; all carrion crawlers are at full (51) hit points Developments Near the dead carrion crawler (now three-quarters eaten) and the blackened portion of the floor lay a mangled backpack; its contents spilled out onto the floor. Beside the backpack is a length of parchment. A successful DC 15 Intelligence (Arcana) check reveals that it was once a scroll of fireball. The backpack contained a set of common clothes 35 gp in silver and gold coins. Among the other items in the backpack is a collection of documents. • A piece of paper with what appears to be a list of book titles. Most of them have been stricken through, but three have check marks next to them; Lords and Lineages, The Weave: A Practical Obser- vation of Impractical Occurrences, and Ren o' the Blade Memoirs. • A rough map showing Phlan and its surroundings. The map details a location about half a day’s ride east along the Phlan Path and is labeled with the word "Rythnax" which has been circled. No check is required to deduce that the area indicated on the map is the Twilight Marsh—a large swamp east of Phlan. • An unsigned note that reads: "Ellison Once you have secured what you can to aid us in our search, meet with Rythnax in the marsh east of the city, along the Phlan Path. Slay any that discover your work. Do not fail us again." In addition to the spilled contents of the backpack, any adventurers succeeding at a DC 10 Wisdom (Perception) check see a smattering of fresh blood near the backpack that leads away towards the steps. A successful DC 10 Wisdom (Medicine) check determines that this blood belonged to some sort of a humanoid. The spillway emerges into the open air at the base of Phlan’s exterior wall on the banks of the Stojanow River. Treasure While the carrion crawlers keep no treasure, any adventurer who is brave enough to search the pool and succeeds at a DC 10 Intelligence (Investigation) check is able to retrieve 15 gp in various coins. T e T a h th R R th E a G g tr w la th O a O d b s T t g c b m a in E P Dra The adventurer east along the P They have a rou as to why. The o his ruined back he map east. Rythna Rythnax is a bla he Dragon to s Ellison was cha a small lair in th General Area. The sw gray and joyless rees. Buzzing, Water. The a with numerous and. The patch he dragon’s lai Other areas are Light. Despit area is well-lit if Otherwise, the dimly lit; all else Sounds. Frog buzzing Smells. Stag Fog. Rolling p standing within The map leads yo he Twilight Mars On the horizon gaping, black hol campfire dances A man sits by th black dog, curled melt away as the and cranes its ne n a strange, gutt Ellison is here, Not for resale. Pe Part 3 agon's rs have discove Phlan Path tow ugh idea of whe only clue they h kpack. To learn ax’s Lai ack dragon wy secure and tran arged with colle he Twilight Ma Features wamp claimed b s marsh oversh biting insects f area is predomi patches of dry hes of land (incl ir and campfire e difficult terrai e the thick tree f the adventure 20 foot area ar e is dark. gs croaking, wa nant water, aci patches of fog l n. ou east along the sh lay before you a large mound r e in the side. In in the gloom. he fire beside wh up at his feet. T form unfurls a p eck towards you b tural tongue. tending the gr ermission granted : The s Swam ered that Ellison wards the Twilig ere, but may st have is the lette more, they mu ir yrmling sent by nsport the infor ecting. He has arsh during his s by Rythnax is a hadowed by tall fill the air. inately knee-de y, albeit somew luding the main e) are depicted in. e growth in the ers arrive durin round Ellison’s ater splashing, idic tang in the lightly obscure e Phlan Path, and u—dark and fore ises from the sw front of the hole at you assume is Those assumptio pair of leathery b before muttering rievous injuries to print or photo mp n is headed ght Marsh. ill be unsure er found in ust follow y the Cult of rmation that established wait. a grim one, a l, foreboding eep water what soggy, n area with on the map. swamp, the ng the day. s campfire is insects air creatures d before long, boding. wamp with a , a small s a large, ns quickly lack wings g something s he copy this docume sustain dragon If any dragon Emera Membe a very y has bee press th and if a “pitiful to those upsettin destroy If the of the E Rolepl Ellison i two days ravaged going is ends for Rythnax, but shou gone thr chance f some re Rolepl Despite a while, apprecia strength lashes o tales. Ellison adventu paraphr • He and • His blo • He we cau Both El a modic the adv nt for personal us ned in his escap wyrmling, is h y of the charact say "Ooooh, vi ald Enclav ers of the Emer young black dra en threatening hem into his se asked, he gladly dull-scales” th e of the Emera ng the balance yed. e dragon is kille Emerald Enclav laying Elliso s tired and injure s. In that time, h by carrion crawl his desire to res r nearly a ten-day , but has no choi uld the adventure rough too much for what he’s lon est. laying Rythn his alignment, R anyway. He is yo ates an audience h, cunning and fe out at anyone he is visibly distra urer's arrival. I rase the follow e looks tired, as d appears to be s left leg appea ood has already e has extensive ell as his face a ught fire or exp llison and Ryth cum of discuss venturers outrig Th se only. pe from Phlan. here as well. ters speak Dra isitors." in a de ve rald Enclave ha agon in the Tw the lizardfolk h ervice. Rythnax y boasts of his at live nearby. ald Enclave that of the swamp, ed (instead of d ve earn one ren on ed. He hasn’t sle e has been poiso ers. The only thi st; he's been burn y, and it's taken it ice at this point. er's attack he def to give up now, ng been denied--a nax Rythnax loves hav oung, boastful, a to his wild and o erocity. He bores feels doesn’t suf aught upon rea n describing hi wing. s if he hasn't sl e ill. ars to be freshly y soaked throu e burns on his h s if something ploded. hnax will indulg sion; they do no ght and withou he Scroll T Rythnax, a bla conic, they hea eep, gravelly vo ave heard rumo wilight Marsh th here, attemptin x fits that descr command of th It has been pas t this dragon is and must be driven off), mem nown point. ept at all over the oned, blown up, ng that keeps him ning the candle a ts toll. He distru He is willing to t fends himself; he and death is mer a chance to finall ving visitors; at le nd brash; and outlandish storie quickly though, fficiently apprecia alizing at the im, read or ept in many da y bandaged, bu gh. hands and arms he was holding ge the adventur ot immediately ut provocation. Thief 21 ack ar the oice. ors of hat ng to ription, he ssed s mbers e last and m at both sts talk, e has rely a y get east for es of and ate his ays, ut s as g rers in attack Both The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 22 answer a handful of questions, but eventually Rythnax gets bored and attacks. Ellison and Rythnax combined have the following information, but Ellison only provides it if asked. Ellison acts as an interpreter for Rythnax if no one in the party speaks Draconic. Ellison divulges the following information in the course of discussion with the characters. • He was sent to find information about the Pool of Radiance from the Library. • The books stolen from Marten Foss contained first- hand accounts of Pools of Radiance; something no other book in the Library’s possession did. • The book stolen from Aya Glenmiir was more practical observation and, more importantly, theory on the properties and functions of Pools of Radiance. • He stole Lords and Lineages for purely personal reasons; Ellison believed that it would contain proof that he belonged to a noble house of Phlan. • While there was a House Berenger in Phlan, it turns out that he was of no relation. • A successful DC 10 Wisdom (Insight) check reveals that Ellison does not wish to fight the adventurers. • If asked, he confirms this; stating that he is here to deliver the pages to Rythnax and upon so doing, is going to leave Phlan and the Cult behind, and never look back. Rythnax, however, is quite the chatterbox. He engages in polite conversation that smacks of sarcasm and derision. He freely divulges the following. • Rythnax has the pages missing from the stolen books in a pack and taunts the adventurers— insisting that he's taking them to his masters and that the adventurers are powerless to stop him. Any adventurer succeeding at a DC 10 Wisdom (Perception) check sees that the dragon is wearing a sort of harness with a steel-banded pack on his belly. • The dragon claims to be well paid to serve as a courier and enforcer for the Cult obviously because they are terrified of him. • He is the genius behind the whole theft; Ellison is simply a mindless lackey. • Rythnax puffs out his chest in an obvious attempt to draw attention to a gaudy bronze amulet hanging around his neck. The symbol engraved into the amulet can be identified by anyone succeeding at a DC 15 Intelligence (Arcana or History) check as a sigil in use by the Cult of the Dragon. It is possible to talk Ellison into surrendering. An adventurer who succeeds on a DC 15 Charisma (Intimidation or Persuasion) check convinces the Scroll Thief to surrender. He assures the characters that he has no intention of returning to the service of the cult. Ellison is not lying in this statement. If successful, Ellison does not join Rythnax in fighting the adventurers. Should Ellison surrender, or should the adventurers have asked two questions of Rythnax, the dragon shouts (in Draconic) “You're boring me!” and attacks. If the adventurers successfully convince him to surrender, Ellison flees into the safety of Rythnax's cave. Otherwise, the Scroll Thief joins Rythnax in attacking the characters. He has one scroll remaining from those that he stole from Aya Glenmiir. In the first round of combat, he uses a scroll of hold person on the person who looks like a warrior, especially if they’ve acted dull- witted. Absent that, he targets obvious spellcasters. As Ellison fights, it is obvious that he is not doing so to kill the adventurers. He chooses to knock out any character he drops to 0 hit points. Rythnax, however, attacks ferociously with tooth and claw and uses his breath weapon on his first turn. Should it recharge as the fight proceeds, he does not use it again unless he is forced to flee. Despite his bravado, Rythnax has no intention of dying; he has a mission to accomplish. If reduced below 10 hit points, he uses his breath weapon and flies away. Adjusting the Encounter Here are recommendations for adjusting this combat encounter. These are not cumulative. • Very weak party: Rythnax cannot use lair actions • Weak party: Rythnax cannot use the swarming insects lair action • Strong party: Change Ellison from a spy to a bandit captain; Rythnax has 44 hit points • Very strong party: Change Ellison from a spy to a bandit captain; add four lizardfolk as Rythnax has swayed some local lizardfolk to join him; Rythnax has 54 hit points The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 23 Lair Actions On initiative count 20 (losing initiative ties), Rythnax takes a lair action to cause one of the following effects. Rythnax can't use the same effect two rounds in a row. • Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength check or be pulled up to 20 feet into the water and knocked prone. • A cloud of swarming insects fills a 20-foot-radius sphere centered on a point Rythnax chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage. • Magical darkness spreads from a point Rythnax chooses within 60 feet of it, filling a 15-foot-radius sphere until Rythnax dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spall of 2nd level or lower, the spell that created the light is dispelled. Developments Ellison doesn't put up a fight if subdued and subsequently captured. Upon awakening, he is genuinely thankful for the adventurers's mercy and divulges everything he knows without hesitation. He has little concern for what the Cult may wish to do to him. • The Cult wishes to find the Pool of Radiance and somehow "wake it up." He was sent to Phlan to find out the "where and how." • Two other cultists are named Tibeem and Spernik, joined him in Phlan, but he is not in communication with them anymore. They were sent to learn about a lost temple somewhere in the Dragonspine Mountains. • He is unsure as to whether or not the others have met with success; they were ordered not to speak to one another about their mission. • He stole the book from Aya Glenmiir after apprenticing with the wizard. He stole it because it is the only book he was able to locate that had practical studies of Pools of Radiance. • He stole the book from Marten Foss because Ren o’ the Blade wrote about his personal experiences with the Pool of Radiance beneath Valjevo Keep. He believed that it had information on the Pool's location. • He stole the book from Agin Lamarck for personal reasons; he was raised believing that he belonged to House Berenger—a noble house that once resided in Phlan—and he wanted to know the truth. If the adventurers let him go, he is thankful, but remains in the swamp. He rests for a few days before leaving. Treasure All of Ellison's possessions were lost in the fight with the carrion crawlers. The only thing he managed to get away with was Aya's scroll of hold person and Agin's copy of Lords and Lineages of Phlan. If he hasn’t used the scroll, it’s on his person; the book is on the ground beside where he was sitting, wrapped carefully in a blood-stained shirt. Rythnax, on the other hand, has a small collection of coins and other items in his lair. A total of 300 gp in coins and gems are nestled amongst the rotting vegetation and bones lining the floor of his lair, as well as a suit of splint armor, a magnifying glass, and a scroll of dispel magic. If Rythnax is slain, the pages that were removed from the stolen books are stowed tightly in his pack. They are wrapped in waxen paper and bound tightly with string. There is no indication to who the pages are to be delivered. The amulet he wears is finely crafted and worth 50 gp as an art object. Despite this, however, it serves as definitive proof that the Cult is active in Phlan. A shirt is folded carefully around the copy of Lords and Lineages that was stolen from Agin. Harpers Harper characters that copy down the information from the stolen pages on the Pool of Radiance and return that information to the faction (or abscond with the original pages) earn one renown point. The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 24 Conclusion Both Cassra Brandywine and Aleyd Burral are pleased upon hearing of the adventurers’s success in tracking down and confronting the Scroll Thief. If they brought Ellison in to stand trial for his crimes, he is convicted of the theft and the murder of Garda Greenleaf. However, he escapes Stojanow Gate before the Black Fist is able to mete out his punishment. If Rythnax escapes from the adventurers, Opanrael, Cassra, and the adventurers can only guess as to what was contained in the pages that he escaped with. If the package is intercepted and the wyrmling slain, the adventurers and leadership of the library now have a very real—and more terrifying—idea of why the Cult is in Phlan. Rewards Make sure note their rewards on their adventure logsheets. Give your name and DCI number (if applicable) so players can record who ran the session. Experience Total up all combat experience earned for defeated foes, and divide by the number of characters present in the combat. For non-combat experience, the rewards are listed per character. Give all characters in the party non-combat experience awards unless otherwise noted. Combat Awards Name of Foe XP per Foe Rythnax 450 Carrion crawler 450 Bandit captain 450 Spy 200 Specter 200 Lizardfolk 100 Shadow 100 Thug 100 Halfling guard 25 Non-Combat Awards Task or Accomplishment XP per Character Thoroughly investigating the thefts 50 Returning the stolen works to Cassra 50 Suitably impress Marten Foss 25 Gain Aya's confidence 25 Detect Agin's falsehood 25 The minimum total award for each character participating in this adventure is 450 experience points. The maximum total award for each character participating in this adventure is 600 experience points. Treasure The characters receive the following treasure, divided up amongst the party. Characters should attempt to divide treasure evenly whenever possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide. Permanent magic items are divided according to a system. See the sidebar if the adventure awards permanent magic items. Treasure Awards Item Name GP Value Rythnax’s hoard of coins and gems 300 Splint armor 100 Payment from Knight Burral 75 Magnifying glass found in Rynthax's hoard 50 Keeping Agin's secret 50 Rythnax's amulet 50 Treasures in the secret cache 50 Ellison's ruined backpack 35 Aya's reward 25 Marten's reward 25 Payment from Cassra 25 Carrion crawler's treasure 15 Headband of Intellect Wondrous item, uncommon, requires attunement This headband made of bone bears the sigil of the wizard Denlor, whose tower still stands in the city. A description of this item can be found in the Dungeon Master’s Guide. Potion of Healing Potion, common A description of this item can be found in the Player’s Handbook. S S T d r S S T d r P D w E p • • R A p p p th h r r p D E c Spell Scrol Scroll, uncomm This spell scrol description of s rules or Dungeo Spell Scrol Scroll, uncomm This spell scrol description of s rules or Dungeo Permanent M D&D Adventurers who is awarded p Each character’s permanent magic • If all the playe possession o the item. • In the event t interest in po character tha items gets th permanent m the item’s ow Renown All faction mem participating in Harper chara point for return possessed. Order of the hemselves to M his prize studen Emerald Enc renown point f Lords’ Allian renown point f Zhentarim ch point for turnin Downtim Each character conclusion of th Not for resale. 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If there is magic items owne wner is determine mbers earn on this adventure acters earn on ning or copying Gauntlet char Marten and won nt earn one add clave characte for slaying Ryth nce characters for outing Agin haracters earn ng in Ellison to e receives ten d his adventure. ermission granted Magic ngle dispel mag n be found in th uide. rson ngle dispel mag n be found in th uide. istribution ystem in place to c items at the end s a column to re of reference. gree on one char magic item, that c characters indic anent magic item fewest permanen s a tie in the tota ed by contesting ed randomly by t ne renown poin e. ne additional re g the pages Ryth racters that rev n a sparring m ditional renow ers earn one ad hnax. s earn one addi Lamarck as a n one additiona stand trial. downtime days to print or photo gic spell. A he basic gic spell. A he basic o determine d of a session. cord racter taking character gets cate an m, the nt magic l number of characters, he DM. nt for enown hnax vealed atch with wn point. dditional itional false noble. al renown s at the copy this docume Favo The cha followin Favor have de thankfu This fav the adv DM R You rec this ses nt for personal us ors and E aracters have t ng enmity durin or of Ellison Be emonstrated m ul--even if you tu vor has no imm venturers again Rewards ceive 200 XP a ssion. Th se only. Enmity the opportunity ng the course o erenger. Instea mercy towards E urned him in to mediate benefit n, their mercy is and ten downti he Scroll T y to earn the of play. ad of killing him Ellison. He is o the Black Fis t, but should he s not forgotten ime days for ru Thief 25 m, you st. e face . unning B M A H S S S S L C A M it r S H D r R P t a R W M A H S S S D S L C A A Bandit Medium humanoid Armor Class 15 (s Hit Points 65 (10 Speed 30 ft. STR DEX 15 (+2) 16 (+ Saving Throws St Skills Athletics +4 Senses passive Pe Languages any tw Challenge 2 (450 Actions Multiattack. The ts scimitar and o anged attacks wi Scimitar. Melee W Hit: 6 (1d6 + 3) s Dagger. Melee or ange 20/60 ft., o Reactions Parry. The captain hat would hit it. T and be wielding a Rythna Wyrmli Medium dragon, ch Armor Class 17 (n Hit Points 33 (6d Speed 30 ft., fly 60 STR DEX 15 (+2) 14 (+ Saving Throws D Skills Perception Damage Immunit Senses blindsight Languages Draco Challenge 2 (450 Amphibious. The Not for resale. Pe Appen t Capta d (any race), any no studded leather) d8 + 20) X CON +3) 14 (+2) tr +4, Dex +5, Wi 4, Deception +4 erception 10 wo languages XP) captain makes th one with its dagge ith its daggers. Weapon Attack: +5 lashing damage. Ranged Weapon ne target. Hit: 5 n adds 2 to its AC To do so, the cap a melee weapon. ax, Bla ing haotic evil natural armor) 8 + 6) 0 ft., swim 30 ft. X CON +2) 13 (+1) ex +4, Con +3, W +4, Stealth +4 ties acid t 10 ft., darkvisio onic XP) dragon can brea ermission granted ndix: M ain on-lawful alignmen INT WIS 14 (+2) 11 (+0 s +2 hree melee attac er. Or the captain 5 to hit, reach 5 f Attack: +5 to hit, (1d4 + 3) piercin C against one me ptain must see th ack Dra INT WIS 10 (+0) 11 (+0 Wis +2, Cha +3 n 60 ft., passive athe air and wate to print or photo Monst nt CHA 0) 14 (+2) ks: two with n makes two ft., one target. , reach 5 ft. or ng damage. elee attack he attacker agon CHA 0) 13 (+1) Perception 14 r. copy this docume ter/NP Actio Bite. Me 7 (1d10 Acid Bre foot line make a damage successf Car Large mo Armor C Hit Poin Speed 30 STR 14 (+2) Skills Pe Senses d Languag Challeng Keen Sm (Percept Spider C includin ability ch Actio Multiatt its tenta Tentacle creature succeed for 1 mi target ca turns, en Bite. Me 7 (2d4 + nt for personal us PC Sta ons elee Weapon Atta + 2) piercing dam eath (Recharge 5– e that is 5 feet wid DC 11 Dexterity s on a failed save ful one. rrion C onstrosity, unaligne Class 13 (natural nts 51 (6d10 + 18 0 ft., climb 30 ft. DEX C ) 13 (+1) 16 erception +3 darkvision 60 ft., ges — ge 2 (450 XP) mell. The carrion tion) checks that Climb. The carrio g upside down o heck. ons tack. The carrion acles and one wit es. Melee Weapon e. Hit: 4 (1d4 + 2) on a DC 13 Con nute. Until this p an repeat the sav nding the poison elee Weapon Atta + 2) piercing dam Th se only. atisti ck: +4 to hit, reac mage plus 2 (1d4 –6). The dragon de. Each creature saving throw, tak , or half as much Crawle ed armor) 8) CON INT 6 (+3) 1 (−5) passive Percept crawler has adva t rely on smell. n crawler can cli on ceilings, witho n crawler makes t th its bite. n Attack: +8 to hi ) poison damage nstitution saving poison ends, the ving throw at the n on itself on a su ck: +4 to hit, reac mage. he Scroll T ics ch 5 ft., one targe 4) acid damage. exhales acid in a e in that line mu king 22 (5d8) aci h damage on a er WIS C 12 (+1) 5 tion 13 antage on Wisdo mb difficult surfa out needing to m two attacks: one t, reach 10 ft., on e, and the target throw or be pois target is paralyz end of each of it uccess. ch 5 ft., one targe Thief 26 et. Hit: 15- st d CHA (−3) m aces, make an with ne must soned ed. The ts et. Hit: The Scroll Thief Not for resale. Permission granted to print or photocopy this document for personal use only. 27 Guard Medium humanoid (any race), any alignment Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Lizardfolk Medium humanoid (lizardfolk), neutral Armor Class 15 (natural armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2) Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 1/2 (100 XP) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shadow Medium undead, chaotic evil Armor Class 12 Hit Points 16 (3d8 + 3) Speed 40 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1) Skills Stealth +4 (+6 in dim light or darkness) Damage Vulnerabilities radiant Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/2 (100 XP) Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing. Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws. Actions Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later. S M A H S D D C S L C In c ( S d ( A L H D r r d S M A H S S Specter Medium undead, ch Armor Class 12 Hit Points 22 (5d Speed 0 ft., fly 50 STR DEX 1 (−5) 14 (+ Damage Resistan bludgeoning, p weapons Damage Immunit Condition Immun paralyzed, petri Senses darkvision Languages under speak Challenge 1 (200 ncorporeal Move creatures and obj 1d10) force dam Sunlight Sensitivi disadvantage on Perception) chec Actions Life Drain. Melee Hit: 10 (3d6) nec DC 10 Constitutio educed by an am eduction lasts un dies if this effect Spy Medium humanoid Armor Class 12 Hit Points 27 (6d Speed 30 ft. STR DEX 10 (+0) 15 (+ Skills Deception + Persuasion +5, Not for resale. Pe r haotic evil 8) ft. (hover) X CON +2) 11 (+0) nces acid, cold, fi iercing, and slas ties necrotic, poi nities charmed, e ified, poisoned, p n 60 ft., passive P rstands all langua XP) ement. The spect jects as if they we mage if it ends its ity. While in sunl attack rolls, as w cks that rely on s Spell Attack: +4 t rotic damage. Th on saving throw mount equal to th ntil the creature f reduces its hit po d (any race), any al 8) X CON +2) 10 (+0) +5, Insight +4, In Sleight of Hand ermission granted INT WIS 10 (+0) 10 (+0 re, lightning, thu hing from nonm son exhaustion, grapp prone, restrained Perception 10 ages it knew in lif ter can move thro ere difficult terra turn inside an o ight, the specter well as on Wisdom ight. to hit, reach 5 ft. he target must su or its hit point m he damage taken finishes a long re oint maximum to lignment INT WIS 12 (+1) 14 (+2 vestigation +5, P +4, Stealth +4 to print or photo CHA 0) 11 (+0) under; agical pled, d, unconscious fe but can’t ough other in. 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textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S01 - Tyranny of Dragons/DDEX1-06 - The Scroll Thief.pdf
Légendes Tahitiennes Livret de Règles 1 SOMMAIRE SOMMAIRE 1 INTRODUCTION 6 LEGENDE DE HONO’URA 7 CHAPITRE 1: QU’EST-CE QU’UN JEU DE ROLES? 11 LE PRINCIPE 11 LE BUT DU JEU 11 LE DEROULEMENT D’UNE PARTIE 12 LES REGLES DU JEU 12 LES ACCESSOIRES 13 LE CADRE DU JEU 13 LES PERSONNAGES DES JOUEURS 13 LES SCENARIOS 14 CHAPITRE 2 : LA CREATION D’ UN PERSONNAGE 15 LES ETAPES DE CREATION DU PERSONNAGE TAHITIEN 15 L'ORIGINE SOCIALE DU PERSONNAGE 16 DETERMINER LE RANG DANS LA FAMILLE 17 TABLE DE SITUATION FAMILIALE 19 LES PERSONNAGES FEMININS 19 DETERMINER SES MANAS 20 DETERMINER SES CARACTERISTIQUES 20 2 CHOISIR SON ADOLESCENCE 21 CHOISIR SON OCCUPATION 26 LE CHOIX DE L'AGE 26 POINTS DE PERSONNALISATION 27 LES COMPETENCES 28 LA DIFFICULTE DES COMPETENCES 30 LE CHOIX DES SORTILEGES 30 LE CALCUL DES CHANCES DE REUSSIR LE SORT 30 CALCUL DU MANA ET DE LA FATIGUE 31 LE BACKGROUND 32 LISTE DES OCCUPATIONS 36 CHAPITRE 3: LES COMPETENCES 46 LA DIFFICULTE 46 LE NIVEAU DE MAITRISE 46 LE MANA ET LA CARACTERISTIQUE LIES A UNE COMPETENCE 46 LE CALCUL DU SCORE TOTAL 47 L’ACQUISITION ET LE PERFECTIONNEMENT 47 UTILISATION D’UNE COMPETENCE 47 LES COMPETENCES DE SOUTIEN 48 REUSSITES ET ECHECS TOTAUX 49 ACTIONS EN OPPOSITION 49 LES TACHES 50 DESCRIPTION DES COMPETENCES 50 3 CHAPITRE 4: MANA, TAPU ET CARACTERISTIQUES 59 LES JETS DE CARACTERISTIQUES 59 MANA 59 TAPU 61 POINTS DE MAHURUHURU 63 CHAPITRE 5: LA CHARTE ANGOUMOISE 64 DETERMINATION DES CHANCES DE SUCCES D’UNE ACTION 64 ESTIMATION D’UN BONUS OU D’UN MALUS 65 INTERPRETATION D’UN RESULTAT 65 LA CHARTE ANGOUMOISE 66 CHAPITRE 6: LA SANTE 67 MALUS A L’ACTIVITE 67 DEGRADATION ET AMELIORATION DE L’ETAT DE SANTE 67 LES HASARDS “NATURELS” 68 TABLE GENERALE DE RECOUVREMENT DE BLESSURE 69 DEGATS DES HASARDS NATURELS 69 CHAPITRE 7: LE COMBAT 70 LE DEROULEMENT DU COMBAT 70 LES ACTIONS EN COMBAT 70 DETERMINATION DE L’ORDRE DES ACTIONS 71 RESOLUTION DES ACTIONS 72 LE CALCUL DES DOMMAGES 75 4 LES MODIFICATEURS DUS A LA SITUATION 76 LES DEGATS 77 TABLEAUX DES ETATS DE SANTE 77 ARMURES 78 TABLEAU DES BLESSURES LOCALISEES 79 TABLEAU DES ARMES 81 CHAPITRE 8: LA MAGIE 82 L’ACQUISITION DES SORTILEGES ET LEUR APPROFONDISSEMENT 82 LES INCANTATIONS: LA PUISSANCE DES MOTS 83 LE POUVOIR DES ATUA: LA MAGIE DIVINE 94 LA PUISSANCE NEFASTE DES ESPRITS: LA MAGIE DES ESPRITS 103 CHAPITRE 9: EXPERIENCE 107 GAGNER DES POINTS D’EXPERIENCE 107 DEPENSER LES POINTS D’EXPERIENCE 108 CHAPITRE 10: LES REFERENCES 109 LES HUMAINS 109 ANIMAUX 109 CREATURES MONSTRUEUSES 111 LES ESPRITS 114 LES ATUA 120 CHAPITRE 11 : LA MAITRISE DE LEGENDES TAHITIENNES 121 LE TON DE LA CAMPAGNE 121 5 L’AMBIANCE PROPRE AUX ÎLES 123 LES SOURCES DE CONFLITS 124 IMPRECISIONS DE L’HISTOIRE ET THEORIES FARFELUES 127 6 INTRODUCTION Ce livret commence par une explication des principes de bases du jeu de rôles, au cas vous n’ayez jamais joué à ce type de jeu. Vous pourrez ensuite découvrir les étapes de la création d’un personnage tahitien. Enfin vous trouverez les règles qui vous permettront de résoudre toutes les actions des personnages durant le jeu. Vous serez ainsi parés pour partir à l’aventure. Il est conseillé de lire en premier lieu les cinq premiers chapitres du livret de civilisation qui vous feront entrer dans l’univers de Légendes Tahitiennes. 7 LEGENDE DE HONO’URA Hono’ura est un géant tahitien dont la légende dépassa de loin les limites de son île. La voici d’ailleurs telle qu’elle est racontée dans les Paumotu. Ta’ihia était roi du mataiena’a (district) de Tautira dans la presqu’île de Tahiti-Iti. Il avait un frère appelé Ta’aroa qui dirigeait le district montagneux de Ta’aroa. Ce dernier avait un fils nommé Aua-Toa qui était marié avec Te-More-Ari’i-Vahine, la fille du roi du mataiena’a de Pu-na-au-ia. De cette union naquit un premier fils appelé Hono’ura. Celui-ci était caché dans une enveloppe appelée “Pu-maruea”. Aua-Toa voyant cela dit: “C’est une masse informe, cela n’a rien d’humain, il faut l’enterrer”. C’est alors qu’intervint l’esprit nommé Vero-Huti-i-te- Ra’i (en tahitien: “orage créé dans le ciel”). Il exigea que l’enveloppe soit portée dans la caverne Po-Fatu-Ra’a situé au flanc du mont Tahu’a-reva. De l’enveloppe dans la caverne surgit alors Hono’ura qui avait le pouvoir de grandir et de rétrécir à volonté. Il se nourrissait de pierre de la caverne et avait pour seul compagnon Vero-Huti-i-te-Ra’i. N’ayant pas de vêtements, il restait toujours dans la caverne. Pendant ce temps, ses parents eurent trois beaux garçons nommés Tai-ea, Tai-ranu et Tuma. Un jour, alors que Hono’ura était déjà adulte, Tautu, un ami du roi Ta’ihia se rendit à la caverne afin de prier le dieu Ra’a pour qu’il sanctifie une cérémonie religieuse. Il découvrit Hono’ura qui n’osait bouger, honteux de sa nudité. Tautu l’interrogea et Hono’ura déclina son identité. Tautu rentra en informer le roi Ta’ihia. La famille fut stupéfaite. La mère de Hono’ura se dépêcha de battre un grand pagne de tapa. N’osant s’y rendre eux-mêmes, les parents envoyèrent leurs trois fils accompagnés de guides du roi Ta’ihia amener le pagne et inviter Hono’ura à venir chez eux. Les visiteurs saluèrent Hono’ura et ils lui offrirent le pagne et de la nourriture. Il accepta la nourriture toute nouvelle pour lui mais refusa de les rejoindre. Conseillé par l’esprit, il leur dit qu’il sortirait le lendemain à l’aube. Les visiteurs quittèrent Hono’ura et répandirent partout la nouvelle. Le lendemain, une foule était assemblée dans la plaine qui faisait face au mont Tahu’a- reva. Hono’ura sortit vêtu de son pagne et se mit à grandir, grandir jusqu’à ce que sa tête dépasse les nuages couvrant la montagne. Les gens étaient émerveillés et des messagers de 8 Ta’ihia l’invitèrent à venir chez le roi. Hono’ura ne répondit pas et chanta jusqu’au crépuscule. A ce moment, il réduisit sa taille et disparut. Pendant que Ta’ihia se préparait à recevoir Hono’ura, des guerriers des Paumotu du district de Hiva dans l’île de Paua-Tea attaquèrent son royaume et tuèrent le jeune chef guerrier Tui-Ha’a Ils emportèrent son corps comme trophée. Leur attaque réalisée, ils se replièrent à Ta-Kume dans les Paumotu, sauf leur chef, A’u-Roa qui se rendit en compagnie de quelques guerriers à Havai’i. Quand il apprit ce forfait, Hono’ura fut furieux. Il décida de sortir de sa retraite et de venger la communauté. Mais auparavant, il désirait mesurer sa force et voir de quoi il était capable. Il se rendit à Puna-au-ia, le district de sa mère et il y vit deux vieilles femmes qui arrachaient des taro près de leur fare qui surplombait la rivière. Il leur dit: “Vieilles Femmes, ronfleuses dans la rivière Punaru’u, votre maison est au niveau de la berge de la rivière ! Quittez ce lieu que les grandes eaux de Punaru’u puissent le submerger.” Une des vieilles répondit: “Nous avons eu ici le champion Manu-te-A’a. Nous avons eu également Manu-te-Tape-Ari’i et Hi-ti-Mai-te-Ra’i qui nous ont menacées de destruction. Nous ne leur avons pas prêté attention et notre demeure n’a pas été enlevé de cette pente.” Hono’ura fit une énorme boule avec des fougères et la projeta violemment dans la rivière. Ceci ne fit qu’éclabousser la maison. Les vieilles se moquèrent de Hono’ura, ce qui le mit dans une rage folle. Il sauta dans l’eau. L’inondation ainsi provoquée emporta le terrain sur lequel se trouvait la case et qui devint une île dérivante au milieu de la Punaru’u. Alors que le courant emportait leur fare, les vieilles, terrifiées, lancèrent leur taro sur la montagne. Celui-ci se pétrifia et est toujours visible aujourd’hui, commémorant cet événement qui fit alors sensation. Hono’ura se retira alors dans sa caverne jusque la fin de la période de deuil. Il partit alors pour les Paumotu avec ses frères et quelques guerriers. Il leur dit de mettre à l’eau la pirogue Aere. Mais ceux-ci ne parvinrent pas à la déplacer. Hono’ura chanta puis tira seul le bateau dans le lagon. Hono’ura trouva ensuite un arbre aito grand et mince et il s’en fit une énorme lance qu’il nomma Rua-i-Paoo (Tahitien: fissure qui consume). Ils s’embarquèrent d’abord pour Havai’i où se trouvait le chef A’u-roa et quelques uns des guerriers qui avaient effectué le raid sur Tautira. Avec l’aide de gens de Havai’i, ils les défirent, mais A’u-Roa parvint à s’enfuir vers Hiva dans l’île de Papa-tea aux Paumotu. Hono’ura et sa troupe les poursuivirent et arrivèrent à Hiva. Le roi de Hiva, Tu-tapu, leur demanda ce qu’ils venaient faire. Hono’ura répondit qu’il était à la recherche de A’u-Roa qui avait tué le brave Tui-ha’a. Le roi répondit que A’u-Roa n’était pas là et qu’ils ne 9 pourraient l’atteindre car ils seraient tués par le monstre Tu-ma-tahi qui vit dans le lagon de Papa-tea. Hono’ura demanda où était le monstre. Le roi répondit qu’il était en mer pour se nourrir de purupuru (holothuries) et qu’il allait bientôt rentrer. Hono’ura et ses guerriers se dirigèrent alors vers la passe et s’installèrent sur le récif pour attendre le monstre Tu-ma-tahi. Le monstre arriva et voyant Hono’ura, il chercha à attraper sa tête. Il n’y parvint pas et essaya de couper Hono’ura en deux. Pour ce faire, il se mit de flanc et lorsqu’il ouvrit la gueule, Hono’ura lui planta sa lance, le transperçant de part en part. Le monstre était mort et le Tahu’a Pure du groupe chassa l’esprit de Tu-ma-tahi dans le Po. Récupérant sa lance, il constata qu’elle était ternie par le sang du monstre. Il la rebaptisa Rua-i-Havahava (Fissure souillée). Le roi Tu-tapu et son peuple étaient furieux de la mort du monstre qui les protégeait. Ils attaquèrent les tahitiens sur la plage. Ces derniers prirent le dessus et les Hiva se réfugièrent dans un Pa (fortin) fait de sable et de rondin. Les tahitiens assaillirent le pa avec succès, tuèrent le roi Tu-tapu et prirent sa lance comme forfait. Mais au lieu de ramener le corps du roi à Tahiti comme le voulait la coutume, ils eurent la bonté de le laisser aux Hiva. Ils détruisirent cependant le marae royal des Hiva et s’emparèrent du to’o (statuette) de leur dieu protecteur, Tu, et de celle de son messager, Ro’o. Ils emmenèrent la femme du roi pour en faire une épouse de Ta’ihia afin d’éteindre le conflit entre les deux peuples. Hono’ura et ses gens prirent la mer et arrivèrent dans l’île de Fakaau et s’installèrent dans une grotte non loin de la plage dans le district de Fare-marama dont les gens étaient favorables aux tahitiens. Hono’ura fit un trou dans une gourde et ordonna à son frère Tuma d’aller chercher de l’eau avec. Celui-ci y alla et essayant de remplir la gourde, s’aperçut de la supercherie. Trois princesses du district de Tupuna, appelées Te-’ura-tau-ia- po, Tu-tapu-hoa-toa et Ra’i-e-ho’o-ata-nua, vinrent à passer. Elles faisaient l’admiration des frères pour leur beauté. Elles virent Tuma et improvisèrent une chanson moqueuse à son égard du fait de la gourde percée. Celui-ci revint furieux au camp et se disputa avec son frère. Les princesses passèrent près de la caverne et Te-’ura-tau-ia-po, que Tuma appréciait particulièrement, dit en voyant Hono’ura: “Je ne m’éprendrai jamais de ce vilain monstre !”. A son grand malheur, Hono’ura l’entendit. Peu de temps après, les frères organisèrent des réjouissances. Parmi les festivités, il y eut de nombreuses danses et Hono’ura et ses frères furent les meilleurs danseurs. Les femmes s’approchèrent pour les féliciter, celles de haut rang en premier lieu. Quand Te-’ura-tau-ia- po tendit la main à Hono’ura, celui-ci la reconnut et lui frappa la main avec une telle force qu’elle fut arrachée. La princesse meurtrie et humiliée rentra chez elle et mourut. Apprenant sa mort, Tuma partit à la recherche de l’esprit de la jeune fille pour le ramener dans son corps. Hono’ura l’apprit et devança Tuma. Apercevant l’esprit de la jeune femme, il le transperça de sa lance et l’esprit perdit toute sa force vitale. Ne voyant pas l’esprit 10 arriver, Tuma alla voir s’il n’avait pas réintégré son corps et il rencontra Hono’ura. Malgré les dénégations de celui-ci, il comprit ce qui s’était passé. Hono’ura épousa Ra’i-e-ho’o-ata-nua et les guerriers tahitiens reprirent la mer pour se rendre à Ta-Kume. Ils passèrent à un endroit où deux courants marins se rencontraient. La pirogue Aere fut tellement secouée que la femme du roi Tu-tapu en mourut. Ils arrivèrent ensuite à Ta-Kume demeure du guerrier A’u-Roa et du dieu marin Te-A’u-Roa. Ils y trouvèrent le corps de Tuiha’a, ce qui augmenta leur fureur. Ils rencontrèrent la reine Maru-i’a qui leur dit que A’u-Roa n’était pas là et que leur dieu protecteur Te-A’u-Roa ne reviendrait qu’avec la saison des vents froids. Hono’ura sortit alors de sa gourde magique Te-Pori un brouillard froid appelé Hume-no- Ta’aroa (rosée de Ta’aroa) et chargea son esprit protecteur, Vero-huti-i-te-ra’i, de le répandre sur la région. Le dieu Te-A’u-Roa, qui avait la forme d’un immense poisson, pensant la saison des vents froids venue, se dirigea vers Ta-Kume. Voyant Hono’ura, il enfonça sa tête dans le sable. Les frères de Hono’ura voulurent le mettre en pièce, mais Hono’ura leur dit que le siège de l’esprit de Te-A’u-Roa se trouvait dans la tête. Il fit une prière chantée, lança son casque de plume dans le sable dégageant la mâchoire supérieure de Te-A’u-Roa et l’occit de sa lance. L’esprit de Te-A’u-Roa fut renvoyé dans le Po et la chair du poisson cuite et partagée entre tous pour être mangée, empêchant ainsi l’esprit de se venger. Hono’ura prit alors la reine et nombreux de ses gens comme prise de guerre, reprit le corps de Tui-ha’a et partit s’installer sur Na-Puka, une île déserte non loin de Ta-Kume. Hono’ura rêva que les dieux des Paumotu, l’esprit de la femme de Tu-tapu et l’esprit de Te- A’u-Roa convoquaient le chef A’u-Roa et de nombreux autres chefs de l’ouest des Paumotu pour venger les méfaits des tahitiens. Le lendemain, une grande flotte se présentait devant Na-Puka. Les tahitiens, prévenus par le rêve de Hono’ura, étaient cachés. Seules étaient visibles la pirogue Aere et la lance de Hono’ura. Hono’ura lança en l’air des coquillages se tenant à un arbre nono. Les coquillages retombèrent sur la face rouge, indiquant que les tahitiens seraient vainqueurs. Hono’ura alla au devant de ses adversaires et leur proposa de venir boire du ‘ava qu’il avait préparé à l’intérieur des terres et de voir la jolie femme Te-’ura-tau-ia-po. Ceux-ci pensèrent que Hono’ura ne savait pas ce qu’il faisait et décidèrent d’accepter l’invitation. Ils pourraient ainsi massacrer les tahitiens quand ceux-ci seraient ivres. Les guerriers débarquèrent et demandèrent ce qu’était cet énorme bout de bois sur la plage (c’était la lance de Hono’ura). Hono’ura répondit qu’il s’agissait d’une pagaie. Il leur fit ensuite emprunter un chemin très étroit qui les obligea à se mettre en file indienne. Le chemin traversait des fourrés puis des clairières de sables, ce qui dispersa les Paumotu. Les 11 tahitiens cachés dans les fourrés les tuèrent petit groupe par petit groupe. Hono’ura fermant la marche s’empara de sa lance et tua les derniers de la file indienne. C’est ainsi que fut vengé le brave Tui-ha’a par Hono’ura. 12 CHAPITRE 1 : QU’EST-CE QU’UN JEU DE ROLES ? Ecoute jeune tahitien, le grand sage Oto’e va te conter la façon de jouer au ‘ieterore (jeu de rôles), un jeu qu’il a appris sur une terre lointaine ! Ce chapitre a pour but de vous expliquer comment les jeux de rôles fonctionnent. Vieux routards des jeux de rôles, ce chapitre ne vous apprendra rien à ce sujet mais pourra vous éclairer sur les originalités de Légendes Tahitiennes. LE PRINCIPE Le principe du jeu de rôles est d’interpréter un personnage. Vous définissez au début du jeu la personnalité et les compétences de votre personnage. Ensuite, chaque joueur choisit quelles actions effectue son personnage et joue son rôle. Contrairement au théâtre cependant, les joueurs ne jouent pas leur personnage par des mouvements et ne réalisent pas eux-mêmes les actions de leur personnage. Tout se passe uniquement par la parole (et quelques lancers de dés) autour d’une table. Une autre différence avec le théâtre est que l’intrigue n’est pas entièrement prédéterminée, vous êtes libres des paroles et des actes de votre personnage. Un des joueurs doit tenir le rôle de meneur de jeu, appelé à Légendes Tahitiennes maître des légendes. Le maître des légendes ne joue pas un personnage particulier. Plus qu’un arbitre, il interprète tous les personnages qui ne sont pas joués par les autres joueurs et plus généralement, il décrit tout ce qui se déroule en dehors des personnages des autres joueurs. Il prépare avant le jeu un scénario qui pose les bases de l’intrigue d’une partie. Il tient le rôle d’un conteur où certains des personnages du conte (ceux des autres joueurs) échappent au contrôle du conteur et agissent par leur propre volonté. LE BUT DU JEU Le but du jeu n’est pas comme dans bien d’autres jeux de battre les autres joueurs. Le premier but du jeu de rôles est de vivre des moments passionnants en interprétant un personnage, en lui faisant réaliser des aventures périlleuses et le faisant évoluer dans un monde étrange et fantastique. Généralement, les personnages forment un groupe qui tente de surmonter côte-à-côte les difficultés et les dangers que le maître des légendes fait survenir durant la partie. 13 Selon sa personnalité et ses intérêts, chaque personnage pourra avoir des motivations différentes. Le but du jeu pourra donc être différent pour chacun des joueurs. Un jeune homme transis d’amour pour sa belle voudra peut-être réaliser des exploits pour la séduire alors qu’un autre personnage du groupe se lancera dans l’aventure dans l’espoir d’une forte récompense. Généralement, le but commun est de réussir les tâches prévues dans le scénario. LE DEROULEMENT D’UNE PARTIE La première phase dans un jeu de rôles consiste en la création des personnages. Les personnages seront définis par leur personnalité, leur histoire personnelle et leurs compétences. Celles-ci sont chiffrées et serviront durant le jeu à savoir si le personnage arrive à réaliser telle ou telle action ou s'il connaît telle ou telle chose. Le chapitre 2 de ce présent livret est consacré à cette phase du jeu. Ensuite commence le jeu à proprement parler. La plupart du temps, le maître des légendes fait une petite introduction où les personnages se trouvent en face d’une situation qu’ils doivent résoudre ou de personnages non-joueurs qui leur demandent de réaliser quelque chose pour eux. Les joueurs sont alors totalement libres de faire agir et parler leur personnage à leur gré. Les jets de dés et les règles sont présents pour savoir si un personnage réussit ce qu’il entreprend. La partie se termine quand les personnages ont réussi à surmonter les problèmes qu’ils avaient à résoudre dans le scénario (ou quand ils ont échoué). Il est possible que le temps vienne à manquer pour finir le scénario qui peut alors s’étendre sur plusieurs séances de jeu. Une séance de jeu dure généralement de 3 à 6 heures. Une partie s’étendant sur de nombreuses séances de jeu s’appelle une campagne. LES REGLES DU JEU Le livret de Règles que voici établit l’ensemble des règles qui devraient être utiles au jeu. Le chapitre 2: La Création d’un Personnage permet de créer un personnage et de chiffrer ses aptitudes. Le Chapitre 3: Les Compétences permet de décrire comment on utilise les compétences des personnages en jeu. Il s’agit des mécanismes principaux du jeu. Le Chapitre 4: Tapu, Mana et Caractéristiques vous permettra de résoudre toutes les actions qui n’entrent pas dans le cadre des compétences. 14 Le Chapitre 5 présente la Charte Angoumoise un mécanisme universel de jeu servant en particulier à définir la difficulté d’une action et la qualité de réussite d’une action. Le Chapitre 6: Santé permet de connaître les effets de l’état de santé d’un personnage et de la médecine. Le Chapitre 7: Le Combat permet de simuler les combats qui ne manqueront pas d’advenir durant le jeu. Le Chapitre 8: La Magie vous permettra de connaître les mécanismes qui régissent l’utilisation de la magie par les personnages. Le Chapitre 9 décrit le système d’expérience qui permettra aux personnages de s’améliorer au fil des parties. Le Chapitre 10: les Références donne des caractéristiques de jeu pour les personnages non- joueurs typiques et les esprits que rencontreront les personnages. Le Chapittre 11 donne des conseils au maître des légendes pour préparer ses scénarii. LES ACCESSOIRES Plusieurs accessoires sont inhérents aux jeux de rôles. Nous les décrirons des plus indispensables ou plus superflus. Du papier et des Crayons: pour noter les aptitudes des joueurs sur la feuille de personnage et prendre des notes en cours de partie. Les Dés: Les dés servent à tester les différentes aptitudes des personnages quand elles interviennent durant le jeu. Plusieurs types de dés sont nécessaires: les dés à 20 faces (notés D20), les dés à 12 faces (D12), les dés à 10 faces (D10), les dés à huit faces (D8), les dés à quatre faces (D4) et les traditionnels dés à six faces (D6). D100 signifie qu’on lance deux dés à dix faces dont l’un préalablement fixé désigne les dizaines alors que l’autre désigne les unités. Un chiffre devant le sigle D4 (ou tout autre type de dés) indique qu’il faut lancer plusieurs dés et faire la somme de leur résultat. Ainsi 5D4 indique qu’il faut lancer 5 dés à 4 faces et calculer la somme des nombres obtenus sur les dés. L’Ecran du Maître: 15 L’écran du maître sert à cacher les notes du maître et son scénario. Il permet de réaliser des jets de dé hors de la vue des joueurs. Généralement à l’intérieur de l’écran se trouvent des rappels des règles qui permettent au maître de résoudre rapidement les actions. Les Figurines: Les figurines représentant les personnages permettent de visualiser la position des joueurs par rapport aux autres quand cela est nécessaire. Les combats par exemple peuvent être l’occasion d’utiliser les figurines. Cependant, elles ne sont pas absolument nécessaires et des pions peuvent aisément les remplacer. LE CADRE DU JEU Légendes Tahitiennes vous proposent d’interpréter des personnages vivant dans le Tahiti ancien. Ils évolueront donc dans un monde de lagons bleus et de cocotiers où les chefs des différentes vallées rivalisent entre eux et où des esprits peuplent la surface de la terre. Vous découvrirez par le jeu les différentes facettes de cette civilisation méconnue en interprétant le rôle d’un tahitien. LES PERSONNAGES DES JOUEURS Votre personnage tahitien appartiendra à l’un des trois castes de Tahiti: Manahune (plébéien), Ra’atira (petit noble) ou Ari’i (chef). Il pourra être un navigateur intrépide, le réciteur de généalogie d’un chef, un vil sorcier, un guerrier redouté, un sculpteur réputé, ou encore bien d’autres choses. Il sera plus ou moins doué pour une série d’activités et sera bientôt prêt pour partir à l’aventure. Toutes les étapes de la création de personnage se trouvent dans le chapitre 2 du présent livret. La lecture du livret de civilisation vous permettra de bien le situer dans le contexte assez exotique et étrange de la société tahitienne. LES SCENARIOS Les aventures de Légendes Tahitiennes auront de nombreux sujets qui serviront de base d’intrigue aux scénarios du maître: la quête de mana, les interactions avec les chefs, l’ascension sociale, les conflits entre royaumes, les haines entre familles, la recherche de belles vahine, les expéditions vers d’autres archipels, éviter le courroux des dieux, etc... Le livret de campagne (Livret III) fournit un exemple de scénario qui pourra être utilisé par le maître des légendes. 16 CHAPITRE 2 : LA CREATION D’ UN PERSONNAGE Rata-nui est né dans une famille ra’atira de l’intérieur des terres. Son père, Fe’e-tara, exploite un domaine où poussent taro et arbres à pain en abondance. Durant son adolescence, Rata-nui aimait à parcourir la montagne jusqu’au jour il rencontra, Tete-pere, l’esprit du pic des vents. Il eut une telle peur qu’il retourne rarement dans les gorges et les pics. Il a consacré le reste de son adolescence à se vanter et à raconter les exploits des maha’eniens illustres. Il fut choisi par un jeune ari’i de sa vallée pour devenir son orateur - généalogue (‘orero) et il en a acquis rapidemment les compétences. Il accompagne désormais son ari’ i dans tous ses déplacements “ officiels ” Ce chapitre apporte tous les éléments qui vous permettront de créer un personnage tahitien. Des sujets comme sa caste d’origine, ses dons, ses capacités physiques et ses connaissances seront les bases de cette création. Suivez-donc les étapes de la création afin de donner vie à votre personnage. LES ETAPES DE CREATION DU PERSONNAGE TAHITIEN Votre personnage tahitien va se modeler petit à petit en poursuivant l'ordre suivant: 1. Déterminer son origine sociale 2. Déterminer son rang dans la famille 3. Déterminer ses manas 4. Déterminer ses caractéristiques 5. Choisir son adolescence 6. Choisir une occupation 7. La phase de personnalisation 8. Calculer la Fatigue, le Pouvoir, le Mana et le bonus aux dégâts 9. Choisir un nom et déterminer le background avec le maître des légendes 17 L'ORIGINE SOCIALE DU PERSONNAGE Dans une société hiérarchisée comme la société tahitienne, l'origine sociale est primordiale : elle déterminera la position et les relations de votre personnage avec les autres joueurs et les personnages non-joueurs. L'origine déterminera également l'énergie intérieure du personnage: son mana et ses possibilités de “ carrières ”. Pour déterminer l’origine sociale du personnage, tirez sur la table des origines sociales. Elle vous indiquera la caste et l’occupation du père du personnage. DETERMINER LE RANG DANS LA FAMILLE La détermination du rang dans la famille se fait par un tirage sur la table de situation familiale. 18 TABLE DES ORIGINES SOCIALES O1 Titi 02 à 50 Manahune 01 à 35 Pêcheur 36 à 75 Paysan 76 à 80 Valet 81 à 85 Opu-Nui 86 à 90 Navigateur 91 à 00 Guerrier 51 à 60 Tahu'a 01 à 15 Tahu'a Parau Tomu Fenua 16 à 30 Tahu'a ra'au 01 à 30 Manahune 31 à 45 Tahu'a Marae 31 à 95 Ra'atira 46 à 60 Tahu'a Fare 96 à 00 Ari'i 61 à 75 Tahu'a Va'a 76 à 90 Tahu'a Tau Tai 91 à 97 Sculpteur 98 à 99 Orneur de Tapa OO Tatoueur 61 à 65 Orou même table que Tahu'a 01 à 70 Indépendant 71 à 00 Attaché à un Marae 66 à 70 Arioi 01 à 20 Fanau-Nau 21 à 70 Papatea 71 à 90 7ème rang 91 à 00 8ème rang 71 à 90 Ra'atira 01 à 30 Paysan 31 à 80 Guerrier 81 à 86 Valet 86 à 90 'orero 91 à 96 Navigateur 97 à 98 Fa’atere 99 à 00 Rau-Ti 91 à 99 Ari'i 01 à 60 Guerrier 61 à 90 Tahu'a Pure 91 à 92 Tahu'a Rahi 93 à 95 Navigateur 96 à 00 Fa’atere OO Ari'i Maro'ura 01 à 70 Guerrier 71 à 00 Tahu'a Rahi 19 TABLE DE SITUATION FAMILIALE 1D100 Situation p/r au chef de fam. Classe Sociale Manahune Ra'atira Ari'i Ari'i Maro'ura 01-02 Chef de Famille RS:+1 RS:+2 RS:+3 MANA:+1 RS:+4 MANA:+1 03-04 Fils Aîné RS:+1 RS:+2 MANA:+1 RS:+3 MANA:+1 05-22 Autre Fils RS:+1 MANA:+1 RS:+2 MANA:+1 23-30 Frère RS:+1 MANA:+1 RS:+2 MANA:+1 31-40 Cousin RS:+1 RS:+1 41-55 Neveu RS:+1 RS:+1 56-65 Petit-Fils RS:+1 MANA:+1 RS:+1 MANA:+1 66-120 ° de parenté plus éloigné Les joueurs voulant être Tahu'a Pure ajoutent 20 à leur jet. LES PERSONNAGES FEMININS Les personnages féminins exercent rarement une occupation, le travail des femmes est souvent défini et les femmes qui sortent de ce rôle sont rares. Les occupations que peuvent choisir les femmes sont donc: femme (évidemment), paysan, ‘arioi, ‘orou indépendant et, avec l’accord du maître, guerrier, artisan ou navigatrice. Elles sont considérées comme noa et toutes les fonctions religieuses leur sont impossibles. 20 DETERMINER SES MANAS Les Manas (à ne pas confondre avec le Mana) sont les dons innés dont sera doté votre personnage dans chaque domaine: l'aptitude naturelle au combat, les dons pour la magie, les facultés de perception, la prédisposition à la foi, les relations avec la nature, la mécanique, les dons artistiques et la facilité de communication. A part la foi, ces manas ne varient jamais durant le jeu. Pour chaque mana, tirer 1D4: - si le dé fait 1, le score initial du mana est de 0 - si le dé fait 2 ou 3, le score initial du mana est de 2 - si le dé fait 4, le score initial du mana est de 4 Vous disposez ensuite de 1D6 points à répartir comme bon vous semble dans les différents Manas. La liste des compétences correspondant à chaque Mana pourra vous aider dans vos choix de répartition. Le score maximum dans un mana est de 5 pour les manahune, de 6 pour les ra'atira et les ari'i. Les ra’atira ne peuvent avoir qu’un seul mana à 6 alors que les ari’i peuvent en avoir deux. Méthode alternative: le personnage choisit deux manas forts (score: 4), 2 manas faibles (score: 0) et le reste des manas a un score de 2. Le joueur répartit 4 points comme il l'entend. DETERMINER SES CARACTERISTIQUES Il y a trois grandes caractéristiques: - le physique: les capacités du corps - le psychique: les capacités de l'esprit - l'apparence: l'apparence physique du personnage Pour déterminer le score de physique, le score de psychique et le score d’apparence, lancez 2D6+2 et répartissez les points obtenus entre les trois caractéristiques. Le maximum est 5 dans une caractéristique. 21 Méthode alternative: répartir 10 points dans 3 caractéristiques Chaque caractéristique est divisée en 3 aspects qui décrivent plus précisément le personnage. Les aspects liés au physique sont: la force, la rapidité et la coordination. Les aspects liés au psychique sont l'intelligence, la volonté et la décision (rapidité de décision). Ceux liés à l'apparence sont la beauté, l'honnêteté (l'apparence d'honnêteté) et l'aura. La moyenne des trois aspects d'une caractéristique doit être égale à la caractéristique. La différence entre une caractéristique et un des aspects qui lui sont liés ne peut dépasser 1. Les scores des aspects pourront être augmentés ultérieurement avec les points de personnalisation. Les scores maximum des aspects après l'étape de personnalisation sont les mêmes que pour les manas: 5 pour les manahune, 6 pour les ra'atira et pour les ari'i. Les ra’atira ne peuvent avoir qu’un seul aspect à 6 alors que les ari’i peuvent en avoir deux. Ex.: Rata-Nui a 4 en apparence. Il choisit de privilégier l'aura à la beauté et à l'honnêteté. Il peut au maximum mettre 5 en Aura et ne peut descendre en dessous de 3 en beauté ou honnêteté. Il choisit d'avoir 5 en Aura, 4 en Beauté et 3 en Honnêteté. La moyenne de ces trois sous-caractéristiques est bien égale à l'Apparence. CHOISIR SON ADOLESCENCE La manière dont on vit son adolescence peut façonner toute une vie. Le joueur va donc choisir ce qui a le plus caractérisé l'adolescence de son personnage. Il lui est proposé 21 types d'adolescence parmi lesquels il pourra en choisir deux. Ils correspondent à ce que le personnage a fait pendant cette période de sa vie. Chacun de ces types d'adolescence a permis au personnage d'acquérir des abilités diverses. En terme de jeu, chacun des deux types choisis apporte 5 compétences au niveau 2. Si les deux types choisis font obtenir des compétences identiques, les avantages s'additionnent pour généralement obtenir un niveau de 4. L'histoire personnelle du personnage a également une incidence sur sa vie actuelle. Amitiés, inimitiés, engagements divers peuvent avoir été contractés pendant la jeunesse du personnage et leurs conséquences s'en ressentent encore dans le présent. Un peu d'imagination permettra de donner un peu de profondeur au personnage et nourrira certaines des futures aventures de votre personnage. LES TYPES D'ADOLESCENCE: Coureur de vahine: 22 Le personnage passait une grande partie de son temps à tenter de charmer des personnes du sexe opposé, une habitude qui lui est peut-être restée. Les compétences acquises par cette adolescence agitée sont: séduction, comique, corps à corps, danse et maquiller. Au niveau des relations du personnage, une ancienne conquête éconduite ou un rival malheureux pourrait nourrir une haine tenace à son encontre. Il peut être désormais marié ou avoir un ou plusieurs enfants. Montagnard: Durant sa jeunesse, le personnage a contracté le virus de la montagne et des lieux éloignés. Il adorait parcourir les vallées de l'intérieur et escalader les pics volcaniques de Tahiti. Chasser les oiseaux et les cochons est une des activités favorites du personnages. Les compétences acquises durant ces escapades sont les suivantes: connaissance de la montagne, escalade, surprendre, javelot, course. De cette adolescence montagnarde, le personnage peut avoir gardé, outre son amour du domaine de To'a-hiti, des trophées de ses aventures: plumes, défenses de cochons, cicatrices, animal apprivoisé, relations (bonnes ou mauvaises) avec des esprits de la montagne ... Maritime: Le personnage a durant son adolescence accompagné les pêcheurs et usé son maro sur les planches des voiliers. L'air marin est son élément et l'appel du large fait tressaillir son coeur. Cette jeunesse en mer lui a permis d'acquérir les compétences suivantes: connaissance de la mer, bateau, nager, ficeler, prières de pêcheur 23 Les relations sur un bateau sont généralement exacerbées et les amitiés et les haines résultant de voyages en mer particulièrement vivaces. Le personnage peut également avoir gardé de ses aventures maritimes des objets tirés de ses prises: dard de raie, harpon en dent de requin, hameçon de bonne qualité, voire même un petit voilier. Ecolier studieux: Le personnage a fréquenté assidûment le fare du tahu'a parau tomu fenau. S'il est ari'i, il a même peut-être été envoyé dans une école prestigieuse. Il appris avec application les leçons, les généalogies et les différents mythes. Il a ainsi pu acquérir les compétences suivantes: généalogie, traditions, connaissances mythiques, histoire, géographie. Il a pu conserver de cette époque des relations avec un sage et a pu rencontrer des jeunes venant d'autres vallées ou d'autres îles. Sous l'influence d'un orou: Pour des raisons à déterminer (famille, chantage, rencontre fortuite), un orou a pris le personnage comme assistant. Il a vécu cette période dans la terreur des esprits et des sortilèges. Il a pu ainsi acquérir deux sorts de magie populaire de niveau 1 à 3 et les compétences suivantes: prière contre les esprits malins, sculpture, conjurer les esprits. Il a également gardé de cette époque un ti'i et des contacts (bon ou mauvais) avec des esprits. Ses rapports avec l'orou peuvent s'être modifiés: rivalité, haine, amitié... Peut-être celui-ci est-il mort dans des circonstances étranges ! Les congénères du personnage ont également certainement developpé une certaine méfiance à l'égard de celui-ci. Dans les basques des anciens: Le personnage aimait à fréquenter les anciens de sa famille. Il appréciait les entendre parler des temps anciens, des mythes et des affrontements entre les différentes vallées. Il a pu retirer de ces fréquentations assidues l'apprentissage d'un sort de magie populaire de niveau 1, 2, ou 3 et l'acquisition des compétences suivantes: légendes, généalogie, traditions, prières aux ancêtres (ari'i) ou prières populaires (autres castes). Même si beaucoup d'anciens mentors du personnage sont morts, certains vivent encore dans la vallée et dieu sait quels pouvoirs ils ont acquis durant leur longue vie. Dilettante: 24 L'activité favorite du personnage dans son adolescence, c'est la glande et la frime. Le personnage a baguenaudé, allant d'une occupation futile à une autre. Le heiva (le mois des fêtes) est sa période préférée de l'année. Beaucoup de tahitiens affectionnent ce type d’adolescence. Il a pu ainsi acquérir des compétences telles que: surf, danse, jeux, agilité, éloquence. Il a pu conserver des contacts avec la bande de jeunes qu'il formait et peut avoir une réputation de bon à rien qui lui colle à la peau. Artiste: Le personnage a toujours apprécié ce qui est esthétique et beau. Sa jeunesse a été une quête de cette beauté et un apprentissage des différents arts. Il a fréquenté des artistes reconnus et des 'arioi. Les compétences acquises durant cette recherche sont les suivantes: danse, chant, musique, poésie et éloquence. Outre une certaine grâce qui le caractérise, le personnage a pu garder de cette époque de bons contacts avec des 'arioi et des objets liés à l'art: vivo (flûte à nez), pahu (tambour), costume de danse... Reclus et penseur: Le personnage était durant sa jeunesse le vilain petit canard. Il préférait la solitude aux jeux des jeunes de son âge. Il se considérait (et se considère peut-être toujours) comme supérieur ou différent des autres. Il a developpé tout un imaginaire personnel qui le fait paraître étrange aux autres. Il a appris les compétences suivantes: mémoriser, sens, traditions, philosophie et 1 sort de magie populaire de niveau 1 à 3. 25 Sa réputation a pu se maintenir de cette époque et il a pu garder son côté tête en l'air ou renfrogné. Viril et bagarreur: Le personnage a eu une adolescence agitée. Il a participé à de nombreuses bagarres et il a beaucoup fréquenté les guerriers de la vallée. Les défis virils faisaient partie de son quotidien. Il a même pu participer à de vrais batailles. Les compétences acquises par ce tempérament bagarreur sont les suivantes: corps-à-corps, lancer de pierre (massue pour les ari'i), escalade, nager. Il peut choisir une des compétences suivantes: surf, esquive, agilité ou surprendre. Il a conservé de cette époque des relations vives avec d'autres bagarreurs et une arme de bonne qualité. Joueur: Le personnage aime le jeu et a consacré une bonne partie de sa jeunesse à s'y adonner. Tout est pour lui matière à jouer, à parier. La vie ne serait-elle qu'un grand jeu ? Les compétences acquises par cette adolescence ludique sont les suivantes: jeux, agilité, surf, énigmes, marchander Farceur: Le personnage était un poison. Il aimait monter les farces les plus méchantes et les plus absurdes. Cette attitude lui a valu de nombreuses inimitiés mais également l'admiration de ceux qui n'ont pas été des victimes. Les farceurs, les coquins et les rusés sont très bien considérés par les tahitiens. Il a pu acquérir les compétences suivantes: jeux, comique, ficeler, agilité, pièges. Flambeur: Le paraître et l'insouciance ont marqué fortement la jeunesse du personnage. Briller auprès de ses semblables a toujours constitué un but en soi pour le personnage. Cette attitude lui a permis d'acquérir les compétences suivantes: corps-à-corps, éloquence, maquiller, surf, arc (ari'i) et danse (autres castes). Dans le pareu de sa môman: 26 L'adolescence du personnage a été tardive. Il est longtemps resté dans les jambes de sa mère qui a eu du mal a le considérer comme un homme. La timidité du personnage en est peut- être la raison. Les compétences ainsi acquises sont les suivantes: cuisine, tapa, esquive, prières populaires, prières contre les esprits malins. Coureur de récif: Dans son adolescence, le lieu favori du personnage était le lagon et son récif. Il en connaît les recoins, les poissons, les meilleurs endroits pour surfer et les esprits qui peuvent le hanter. Les compétences acquises par cette jeunesse sont les suivantes: nager, surf, navigation, connaissance du lagon, course. Il lui reste certainement de cette adolescence un beau surf, des rivalités avec d'autres surfeurs ou une amitié avec un esprit du lagon. A l'étranger: Le personnage a été placé chez des cousins, dans une école ou en signe d'amitié dans une vallée lointaine ou une autre île. Il a vécu sa jeunesse loin de sa famille d'origine et en a retiré des connaissances et des relations qui dépassent le cadre de sa vallée. Il a pu ainsi acquérir les compétences suivantes: traditions, géographie, étiquette, généalogie et héraldique Paria, rejeté: Le personnage était différent des autres jeunes de son âge (à vous de décider de quelle façon). Pour cette raison, il était rejeté par les autres qui lui jouaient des tours ou le battaient. Habitué à être un solitaire, il a appris à savoir éviter les agressions des autres. Les compétences ainsi apprises sont les suivantes: premiers soins, se libérer de ses liens, sens, esquive, prières contre les esprits malins. Romantique: 27 Le personnage a une adolescence marquée par une (ou plusieurs) histoire(s) romantique(s). Cette attraction pour des personnes du sexe opposée peut avoir été couronnée de succès , mais elle peut également avoir été un amour impossible ou une quête sans aboutissement. Les compétences acquises par ces préoccupations sont les suivantes: poésie, musique, séduction, chant, éloquence Travailleur: Le personnage a consacré une grande partie de sa jeunesse a apprendre son métier, à tel point qu'il n'a fait que cela. Il gagne un bonus de +1 à toutes ses compétences professionnelles. Voyageur: Durant son adolescence, le personnage a suivi toutes les expéditions qui allaient vers des mataiena'a et des îles lointaines. Il a pu voir beaucoup de pays et apprendre les rudiments de la navigation. Les compétences apprises durant ces itinérances sont les suivantes: bateau, navigation, astronomie, géographie, Choix entre: Connaissance de la montagne, connaissance du lagon, connaissance de la mer et connaissance de la vallée. Valet: De nombreux adolescents, en particulier des ra'atira, passent leur adolescence au service d'ari'i ou de ra'atira d'autres familles. Ils portent leurs couleurs dans les rassemblements et rendent tout un tas de petits services. Les compétences apprises sont les suivantes: héraldique, traditions, généalogie, maquiller, manipuler. CHOISIR SON OCCUPATION Les tahitiens sont en général assez polyvalents, mais ils possèdent une occupation principale pour laquelle ils sont reconnus. Les occupations qui vous sont accessibles dépendent de votre classe sociale et de vos différentes aptitudes. Pour chaque occupation, vous trouverez les caractéristiques ou dons minimum qui sont requis pour pouvoir effectuer cette profession. Ils peuvent être lus dans la description des différentes occupations. Les Manahune ont accès aux occupations suivantes: Pêcheur, Paysan, Guerrier, Opu-Nui, Navigateur, Artisan, Arioi, Orou, Valet et Femme (homosexuel). 28 Les Ra’atira ont accès aux occupations suivantes: Paysan, Guerrier, Rau-Ti, ‘orero, Navigateur, Orou, Artisans, Arioi, Fa’atere, Valet, Femme (homosexuel) Les Ari’i ont accès aux occupations suivantes: Guerrier, Tahu’a Pure, Apprenti Tahu’a (Muhu), Artisan, Arioi, Fa’atere, Orou (rare) ou Femme (homosexuel). Pour les personnages féminins, un encart leur est spécialement consacrée. Si l'occupation est différente de celle du père, il faut modifier le rang social du personnage: -1 si le rang social de l'occupation choisie est inférieur à celle du père, +1 si c'est le contraire. LE CHOIX DE L'AGE Les tahitiens ne tenaient pas rigoureusement le compte des années qui passent. On devenait adolescent à la puberté et adulte quand on était autonome. Le personnage peut avoir trois âges différents: jeune adulte, adulte ou vieux. L’âge détermine l’avancement des compétences professionnelles. Le niveau des compétences professionnelles du personnage augmentent de: - + 2 si il est jeune adulte - + 3 si il est adulte - + 4 si il est vieux Les personnages Vieux, du fait de leur décrépitude naturelle, ont -1 en physique. POINTS DE PERSONNALISATION La phase finale de la création de personnage consiste en l'allocation de points de personnalisation. Elle représente ce que le personnage a pu acquérir en-dehors des stades de son existence décrite précédemment (son adolescence ou sa vie "professionnelle"). Le nombre de points dont dispose le personnage dépend de son âge. Un jeune adulte dispose de 4 points, un adulte de 5 points et un ancien de 6 points. Ces points permettent d'augmenter des caractéristiques, des dons, des compétences ou d'acquérir des sortilèges. ASPECTS D’UNE CARACTERISTIQUE 29 Pour augmenter l'aspect d'une caractéristique de 1 point, le joueur doit dépenser 1 1/2 point de personnalisation. COMPETENCES Pour augmenter une compétence d'un niveau, le joueur doit dépenser 1/2 point de personnalisation. Si le niveau de la compétence est de 0, il dépense 1 point de personnalisation et commence la compétence avec un niveau de +1. SORTS - pour acquérir un sort de niveau 1 à 3 de difficulté d'apprentissage de II ou un sort de niveau 1 à 5 d'une difficulté d'apprentissage III, le joueur doit dépenser 1/2 point de personnalisation. - pour acquérir un sort de niveau 1 à 3 d'une difficulté d'apprentissage I, d'un sort de niveau 4 à 5 d'une difficulté d'apprentissage II ou d'un sort de niveau 6 à 9 d'une difficulté d'apprentissage III, le personnage dépense 1 point de personnalisation - pour acquérir un sort de niveau 4 à 5 d'une difficulté d'apprentissage I, un sort de niveau 6 à 9 de difficulté d'apprentissage II ou un sort de niveau 10 de difficulté d'apprentissage III, le joueur dépense 2 points d'apprentissage. Les tableaux suivants permettent de déterminer la difficulté d'apprentissage des sorts qui dépend de l'occupation du personnage et les coûts d'achat des différents sorts. Type de Magie Peuple Arioi Artisan Orou Tahu'a Ra'atira Ari'i Magie Populaire I I I II III I I Magie des Esprits I I I III II I I magie des ancêtres(a) - - - III II I II Magie Divine - I - I III - I magie de Oro (o) - III - I III - I Magie de Pêcheur (p) I (si pêch.) I III (Tautai) II II I I Magie de Médecin (m) I I III (Ra'au) II II I I Magie des Artisans (') I I III II II I I 30 Fertilité bénéfique (*) I III I II II I I maléfique(*) I II I III II I I Difficulté du sort Coût en I points de II compétences III 1-3 1 1/2 1/2 4-5 2 1 1/2 6-9 - 2 1 10 - - 2 31 LES COMPETENCES Il existe quatre types de compétences: 1. LES COMPETENCES LIEES A LA FAMILLE Elles ne coûtent aucun point de compétences. Chaque origine sociale donne 4 compétences liées à la famille. On les trouve dans la rubrique "milieu d'origine" de la description des occupations. Leur niveau de départ est de 2. 2. LES COMPETENCES ACQUISES PENDANT L'ADOLESCENCE Comme nous l'avons vu précédemment, le joueur choisit deux qualificatifs qui décrivent l'adolescence de son personnage parmi la liste des types d'adolescence. Chaque type d'adolescence lui augmente cinq compétences de deux niveaux. 3. LES COMPETENCES "PROFESSIONNELLES" L'occupation qu'a choisie le joueur pour son personnage détermine 10 compétences. Ces compétences représentent ce que le personnage a appris dans l'apprentissage et la pratique de son métier. Le niveau des compétences professionnelles du personnage augmentent de: - + 2 si il est jeune adulte - + 3 si il est adulte - + 4 si il est vieux Une augmentation supplémentaire de +1 est attribuée à deux compétences au choix parmi les compétences professionnelles. 4. LES COMPETENCES DE PERSONNALISATION Le personnage peut augmenter le niveau d'une ou plusieurs compétences. Un point de personnalisation permet d'augmenter le score d'une compétence de +1. Si le score de cette compétence est de 0, le personnage commence avec cette compétence à + 2. 32 5. LES COMPETENCES INNEES Ces compétences sont celles qui, même si elles n'ont pas été apprises formellement, sont partiellement connues du fait de leur utilisation régulière. Elles ne subissent pas de malus dû à un niveau de maîtrise égal à 0. Vous en trouverez la liste ci-dessous: MANAHUNE Agriculture, Nager, Connaissance de la Vallée, Bateau RA'ATIRA Agriculture, Evaluer, Nager, Connaissance de la Vallée ARI'I Généalogie, Héraldique, Eloquence, Evaluer, Traditions, Histoire, Massue Lancée, Javelot, Bateau LA DIFFICULTE DES COMPETENCES La difficulté d'une compétence est le malus qui s'applique au calcul de la compétence quand le niveau de maîtrise dans la compétence est de zéro. Il est indiqué dans la description de la compétence. LE CHOIX DES SORTILEGES La magie est très présente à Tahiti et n'importe qui peut avoir accès aux différentes formes de magie. Les points de personnalisation, certains types d'adolescence et certaines occupations permettent d'apprendre des sortilèges. LE CALCUL DES CHANCES DE REUSSIR LE SORT 1. CALCUL DES POUVOIRS Il y a 3 pouvoirs magiques différents: - le pouvoir d’incantation qui est égal à la somme du mana de Magie multiplié par 2, du mana de Communication et du score de Psychique. 33 - le pouvoir des esprits qui est égal à la somme du mana de Magie, du mana de Communication, du mana de Foi auxquels s'ajoute le score de psychique. - le pouvoir divin qui est égal à la somme de Foi multiplié par 2, de Psychique et de Communication 2.CALCUL DE LA CONNAISSANCE DE LA MAGIE La connaissance de la magie est égale à la somme divisée par 10 des difficultés des sorts connus par le personnage, en comptant deux fois la difficulté du sort le plus complexe. 3.CALCUL DES CHANCES DE REUSSITES DE CHAQUE SORTILEGE Pour un sort, les chances de réussite sont égales à la somme du pouvoir correspondant au sort et de la connaissance de la magie du personnage. On retire à ce chiffre deux fois la difficulté du sort. Ex: Rata-nui connaît le sort de Peur (difficulté du sort:1). Il a 14 en pouvoir d'incantation et 2 en connaissance de la magie. Son score sera donc de: 14+2-2x1=14. 4. CALCUL DU NIVEAU DE MAITRISE DU SORT Le niveau de maîtrise (NM) du sort permet de connaître la puissance du sort que va pouvoir lancer le personnage. Le tableau suivant permet de connaître à partir des chances de réussite du sort le NM du personnage dans ce sort. Score NM 1-3 1 4-6 2 7-9 3 10-12 4 13-15 5 16-18 6 19+ 7 34 CALCUL DU MANA ET DE LA FATIGUE 1. LE MANA Le Mana représente la force surnaturelle du personnage, son énergie intérieure, sa puissance d'esprit; c'est la parcelle de divin que possède chacun de nous. En terme de jeu, le mana permet de réaliser des actions extraordinaires ou surnaturelles. Le Mana est égal à la somme des 8 manas divisée par dix. On ajoute à ce score les modificateurs dus au rang familial et à la classe sociale du personnage. Le Mana est la force magique, divine, le souffle de vie qui habite le personnage et qui permet de réaliser des actes extraordinaires. Le Mana peut varier au cours du jeu grâce aux exploits (et aux échecs) du personnage et au cannibalisme. 2. LA FATIGUE La Fatigue est un capital de points qui s’amenuise lorsque le personnage est blessé. Ce chiffre intervient aussi pour connaître la résistance d’une personne aux dégâts causés par une arme ou tout autre action. Pour calculer le chiffre de fatigue, on ajoute le double du score de physique au score de psychique. 3. LE BONUS AUX DEGATS Le bonus aux dégâts entre dans le calcul des dégâts d’un coup porté contre un adversaire. Il dépend de la force. Force Bonus aux Dégâts 1 -1 2-4 0 5 +1 6 +2 4. LE POUVOIR Le pouvoir est égal au score de Psychique. Il équivaut au nombre de sorts qu’un maohi est capable de lancer sans se reposer. 35 LE BACKGROUND Le background est la partie la plus importante de la création de personnage, elle peut être faite avant la phase “technique” afin d’orienter les choix du joueur ou après. Le background sera alors en partie dépendant des attributs du personnage. Le background désigne l’histoire personnelle du personnage et son environnement direct (famille, amis, problèmes, etc...). Ce background sera réalisé en collaboration avec le maître des légendes qui dira ce qui est possible et ce qui ne l’est pas. Il en profitera également pour définir les relations des personnages avec les principaux personnages non-joueurs de sa campagne. Les îles sont de petits mondes et tout le monde connaît presque tout le monde! Quelqu’un n’est rien sans un nom. Voici donc une liste de prénoms dans lesquels vous pourrez piocher. Les noms signifient toujours quelque chose et les tahitiens en changent souvent durant leur vie. Pour simplifier, seuls les maîtres des légendes et les joueurs perfectionnistes se préoccuperont de la signification de leur nom (voir lexique). Vous pouvez également créer vous-même un nom à consonnance tahitienne. Pour cela, quelques rappels sur la langue tahitienne: - la langue tahitienne est la plus pauvre en consonne de notre planète. Les consonnes existantes sont: v, f, m, n, p, t, h, r et ‘ (marque l’arrêt du son) - on ne trouve jamais deux consonnes qui se suivent - les mots se terminent toujours par une voyelle - les voyelles sont: a, e (prononcez é), u (prononcez ou), i (se prononce i ou y) et o. Quelques noms masculins: Vini, Mua-va’a, Ma’iruru, Aua-tea, Hema, Tafa’i, Fa-auta, Pu-mata-hevaheva, Rehia, Pere-i-tai, Mahu-tu-rua, Manua, Rua-ta’ata, Utu-roa, Taruia, Te-hinu, Pani, Tati, O’o, Terii, Upaparu, Ra’a-mauriri Quelques noms feminins: Ru-marei-hau, Huauri, Rohi-vahine, Toe-hau, Ma-tu-tere Le background du personnage doit bien sûr plonger ses racines dans les choix de création: sa classe sociale, son adolescence, son occupation, les sorts appris... A vous de faire preuve d'imagination en utilisant ces éléments. 36 LISTES DES COMPETENCES COMBAT Physique Corps-à Corps (-1) Lance (-1) Rapidité Esquive (-1) Force Massue (-3) Coordination Massue Lancée (-5) Herminette (-1) Javelot (-1) Fronde (-3) Combat Naval (-3) Serpe (-1) Lancer de Pierre (-1) Dard de Raie (-3) Poignard (-1) Psychique Art de la Guerre (-5) MAGIE Intelligence Présages (-5) Sens des Tatouages (-1) Volonté Prières / Esprits Malins (-3) ARTISTIQUE Coordination Sculpture (-5) Tatouage (-5) Dessin (-3) Psychique Poésie (-5) Musique (-3) Apparence Danse (-1) Aura Chant (-3) COMMUNICATION Psychique Comique (-1) Convaincre (-1) Légendes (-3) Intelligence Généalogie (-5) Rhétorique (-5) Aura Eloquence (-1) Apparence Séduction (-1) Honnêteté Marchandage (-3) PERCEPTION Coordination Agilité (-1) Manipuler (-3) Surf (-5) Se libérer de ses liens (-3) Psychique Evaluer (-1) Etiquette (-3) Rapidité Jeux (-3) Surprendre (-3) Décision Sens (-1) Intelligence Astronomie (-5) Mémoriser (-3) Orientation (-3) Philosophie (-5) Héraldique (-1) Histoire (-5) Enigmes (-5) Traditions (-3) Aura Maquiller (-3) MECANIQUE Intelligence Constr. de cases (-3) Constr. de Bateaux (-5) Constr. de Marae (-3) Coordination Fabriquer Armes (-1) Pièges (-5) Ficeler (-3) Volonté Fabriquer Tapa (-3) NATURE Physique Escalade (-3) Nager (-1) Agriculture (-3) Conn. de la montagne (-3) Conn. de la mer (-3) Course (-1) Psychique Navigation (-5) Embaumer (-5) Médecine (-5) Conn. de la vallée (-1) Conn. du Lagon (-1) Cuisine (-3) Décision Premiers Soins (-1) Intelligence Poisons (-5) Géographie (-3) FOI Intelligence Conn. Mythiques (-5) Conn. des Tabous (-1) Théologie (-5) Prières Populaires (-3) Prières de Fertilité (-3) Prières Sacrées (-5) Prières aux Ancêtres (-3) Prières de Métier (-3) Volonté Conjurer Esprit (-3) Conjurer Atua (-5) 37 LISTE DES SORTILEGES INCANTATIONS BENEFIQUES Peur (1)a Ecarter Les Animaux (1) Résister au Sommeil (1) Prot. Noix de Coco (1)* Protéger les Récoltes (2)* Virilité (2)* Trouver de l’eau (2) Faire Parler Pierres (2)m Faire Parler Bois (2) m Faire Parler Corail (2)m Bénir un Hameçon (3)p Rendre Amoureux (3)* Guérison des Fièvres (4)m Exorcisme d'Esprit du Bois (4)m Fureur Guerrière (4) Suggérer (4)o Apaiser (4)o contrepoison I (4)m Protéger Pirogue (5)p Bénédiction Magique (5) Guérir la Stérilité (5) Objet Exceptionnel (5)' Hypnotisme (6)o Poisson Magique (6)p Exorcisme d'Esprit de la Pierre (6)m contrepoison II (6)m Dissipation de Maléfice (6) Exorcisme d'Esprit du Corail (8)m Contre-Maléfice (9) Exorcisme de 'oromatua (10)m INCANTATIONS MALEFIQUES Perte des Cheveux (2) Perte de Dents (3) Pourrir un Four (3) Pourrir Noix de Coco (3)* Provoquer Stérilité (4)* Grossesse Nerveuse (4)* Pluie de Cailloux (4) Vision du Voleur (4) Maladie (5) Pourrir les Récoltes (5)* Rendre Suicidaire (6) Tempête (6) Malédiction Magique (6) Amulette de Malédiction (7) Typhon (10) MAGIE DIVINE Tous les Dieux Bénédiction (4) Purification (4) Départ des Morts (4) Maladie (6) Mort (10) Tû Fureur Guerrière (2) Coup Puissant (3) Tête Froide (4) Intimidation (4) Ficeler 'Aha-tu (4) Folie Guerrière (6) Ro'o Paix (3) Eloquence (5) Connaissance (5) Message (6) Généalogie (8) Tane Apaiser les Esprits du Bois (2) Beauté (2) Se protéger des Lutins (3) Escalade (3) Chute d'Arbres (4) Chute de Pierres (5) Ta'aroa Tous les sorts des dieux précédents avec une difficulté à +1 'Oro Les sorts de Tû (Diff.+1) jusqu’à la Diff. 5 Les sorts de Ro'o (Diff.+1) jusqu’à Diff. 5 Eclair (5) Foudre (6) Se transformer en cochon sauvage (8) Mort (9) Dieux Mineurs Détection de ... (2) Bénédiction de... (4) Vision Nocturne (Hine) (5) Connaissance de Plantes (dieu guérisseur) (5) Bonne Navigation (Dieu Maritime) (5) Protection Contre ... (6) MAGIE DES ESPRITS se concilier: esprits du bois (4) esprit de pierre (6) esprit du corail (8) 'oromatua (10) Faire Agir: esprits du bois (2) esprit de pierre (3) esprit du corail (4) 'oromatua (5) Ancêtres a Communiquer avec les morts (1) Bénédiction de l'Ancêtre (3) Questionner les Morts (4) Mana de l'Ancêtre (7) 38 LISTE DES OCCUPATIONS Les occupations sont ici classées par ordre alphabétique (français). BALADIN ERRANT (‘ARIOI) Les ‘arioi appartiennent à une confrérie de baladins qui se déplacent de vallées en vallées et d’îles en îles pour présenter des spectacles. Il s’y succèdent chants, danses, moqueries et orgies. Pour entrer dans la secte, il faut être doté de talents artistiques et faire montre d’un état de possession (nevaneva). La secte véhicule également le culte de ‘oro, le dieu de la guerre. Leur liberté sexuelle est totale mais ils ne peuvent garder leurs enfants qui sont tués à la naissance. - Compétences données: Corps à Corps, Esquive, Chant, Musique - Compétences Obligatoires des ‘arioi: La société 'arioi comprend plusieurs rangs. Le personnage choisit le rang qu'il désire atteindre. Il existe cependant des limitations: un jeune adulte ne peut-être que po'o (apprenti), un adulte peut atteindre le rang de Tara-tatu (1er rang) et un ancien pourra automatiquement choisir d'être de deuxième rang ( ohe mara). Pour augmenter de un rang au-dessus du rang qui lui est normalement permis, le joueur doit dépenser 2 points de personnalisation. Chaque rang donne droit à des compétences dont le niveau sera de +2 quelque soit l'âge du personnage. GRADE Apprenti 1° 2° 3° 4° NOM Poo Tara-Tatu Ohe-Mara Atoro Hua Chant Danse Musique Eloquence Maquiller Histoire Légendes Conn. de la mer Géographie Imiter Comique Prières Fertilité Conn. Myth. Navigation Traditions Chant Danse Eloquence Imiter 1 sort de fertilité de niv. 1-3 Musique Maquiller Légendes Rhétorique Combat naval Enigmes Etiquette Agilité 2 sorts de niv. 1 -3 (fertilité ou 'oro) Agilité Javelot Rhétorique Maquiller Sens des tatouages Comique 1 sort de niv.1-5 de fertilité ou de 'oro Généalogie Géographie Conn. des lagons Généalogie Convaincre Eloquence Imiter Comique 39 Les compétences des annonceurs (papa-tea) sont les suivantes: Marchandages, Convaincre, Traditions, Sens des tatouages, Conn. des vallées, Géographie, Etiquette, Course, Eloquence, Maquiller CHEF DE PÊCHE (TAHU'A TAUTAI) Les tahu’a tautai dirigent l’organisation de la pêche. Ils en fixent le calendrier, façonnent des hameçons et vouent un culte aux esprits et aux dieux de l’océan afin de protéger les pêcheurs et leur assurer de bonnes prises. - Compétences données: Corps à Corps, Esquive, Nager, Prières de Pêche - Compétences Obligatoires : Géographie, Prières de Pêches, Connaissances Mythiques, Traditions, Conn. du lagon, Conn. de la mer, Connaissance des Tabous, Nager, Navigation, Choix entre: Poisons, Théologie et Astronomie - Compétences Interdites : Tatouer CONSTRUCTEUR DE CASES (TAHU'A FARE) Les tahu’a fare dirigent et organisent la fabrications des maisons et des grands bâtiments tels les fare ‘arioi et les hangars à bateaux. - Compétences données: Corps à Corps, Esquive, Nager, Prières Populaires (Manahune), Prières aux Ancêtres (Ra'atira et Ari'i) - Compétences Obligatoires : Construction de cases, Conn. de la Vallée, Traditions, Connaissances des Tabous, Manipuler, Prières des Tahu'a Fare, Conn. de la montagne, Herminette, Agriculture (Manahune, Ra'atira), Massue Lancée (Ari'i) 1 Choix entre: Légendes, Généalogie, Sculpture, Géographie - Compétences interdites: Conjurer Atua, Tatouer CONSTRUCTEUR DE PIROGUE (TAHU'A VA'A) Les tahu’a va’a sont les artisans les plus respectés car ils président à la fabrication des bateaux de toute sorte. Ils savent fabriquer les voiles, les cordes, nouer les planches de la coque et rendre les bateaux rapides et sûrs. Ils sont également capables de choisir les arbres les plus adéquats pour la construction et parcourent pour cela Tahiti en tout sens. Certains lorgnent avec envie sur les arbres de lieux tapu... 40 - Compétences données: Corps à Corps, Esquive, Navigation, Nager - Compétences Obligatoires : Nager, Prières des Tahu'a Va'a, Construction de Bateaux, Conn. de la montagne, Navigation, Ficeler, Conn. de la vallée, Conn. de la mer, Traditions, Connaissance des Tabous - Compétences Interdites : Aucune CONSTRUCTEUR DE TEMPLES (TAHU'A MARAE) Les tahu’a marae dirigent la construction des marae et sont donc experts dans l’assemblage de pierres. - Compétences données : Corps à Corps, Esquive, Nager, Prières Populaires (Manahune), Prières aux Ancêtres (Ra'atira et Ari'i) - Compétences Obligatoires : Construction de Marae, Construction de Cases, Prières de Tahu'a Marae, Traditions, Connaissances Mythiques, Connaissance des Tabous, Présages, Généalogie, Enigmes, Agriculture (Manahune, Ra'atira), Massue Lancée (Ari'i) FEMME (VAHINE) Cette occupation regroupe les travaux généralement dévolus aux femmes: tâches ménagères et agriculture. Certains hommes pensent être nés du mauvais sexe, des homosexuels, et ils peuvent choisir cette occupation. - Compétences données aux personnages féminins : deux des compétences du milieu sociale du père, cuisine, tapa - Compétences obligatoires : Cuisine, Fabriquer le tapa, Agriculture, Dessin, Conn. du Lagon, Prières Populaires ou aux ancêtres, une compétence de communication, une compétence artistique (hors tatouage), Traditions, une compétence de combat ou de nature pour les ari’i (en sus): Héraldique ou Connaissance des Tabous FERMIER Les fermiers cultivent la terre et s’occupent de ramasser noix de coco et uru. Ils fournissent à la communauté une grande part de ses ressources alimentaires. La propriété de la terre est familiale. Les fermiers ra’atira peuvent posséder des étendues de terre importantes (à l’échelle de Tahiti). 41 - Compétences données: Corps à Corps, Esquive, Agriculture, Prières Populaires (Manahune) Corps à Corps, Esquive, Agriculture, Prières de Fertilité (Ra'atira) - Compétences Obligatoires : Agriculture, Conn. de la vallée, Prières de Fertilité, Nager, Lancer de Pierre (Manahune), Javelot (Ra'atira), une Compétence de Communication, 2 Choix entre: Escalade, Cuisine, Fronde et Conn. de la montagne 1 Choix entre: Traditions, Conn. des Tabous et Prières aux Ancêtres 1 Choix entre: Evaluer, Agilité, Sens et Jeux - Compétences Interdites : Manahune: Sens des Tatouages, Tatouer, Prières Sacrées, Conjurer Atua Ra'atira: Sens des Tatouages, Conjurer Atua, Prières Sacrées GUERRIER (Toa) Les guerriers constituent les troupes d’élites en temps de guerre. En temps de paix, ils sont utilisés comme garde personnel, patrouille des frontières, porteur ou ils vaquent à d’autres occupations. Les fau sont des guerriers renommés qui portent à la bataille le fau, un énorme casque. - Compétences données : Corps à Corps, Esquive, Lancer de Pierres et Prières Populaires (Manahune), Javelot, Fronde (Ra'atira) 42 Généalogie, Héraldique (Ari'i) - Compétences Obligatoires des guerriers Manahune Massue Massue Lancée Javelot Fronde ou Lance Agriculture Nager Prières de Guerre 1 choix entre: Ficeler, Navigation, Eloquence 1 Choix entre: Prières de Fertilité, Traditions et Connaissances des Tabous Ra'atira Massue Massue Lancée Javelot Fronde ou Lance Agriculture Nager Prières de Guerre 1 choix entre: Ficeler, Héraldique, Généalogie, Navigation, Eloquence 1 choix entre: Prières de Fertilité, Conn. Mythiques, Traditions et Connaissances des Tabous Ari'i Massue Massue Lancée Javelot Fronde ou Lance Agriculture Nager Prières de Guerre 1 choix entre: Eloquence, Rhétorique, Art de la Guerre, Combat Naval, Surf, Histoire, Géographie 1 choix entre: Prières de Fertilité, Conn. Mythiques, Traditions, Théologie, Prières contre les Esprits Malins, Présages, Sens des Tatouages et Connaissances des Tabous + 1 choix entre: Combat Naval, Serpe, Dard de Raie, Danse, Eloquence, Sens, Maquiller/Intimider, Fabriquer Armes, Conn. de la Vallée, Conn. de la Montagne, Conn. de la Mer - Compétences Interdites : Manahune: Sens des Tatouages, Tatouer, Conjurer Atua, Prières Sacrées Ra'atira: Tatouer, Prières Sacrées, Conjurer Atua Ari'i: Aucune HERAULT, GENEALOGUE ('ORERO ou HAERE TE PO) Les ‘orero sont des orateurs spécialisés dans les généalogies. Ils sont généralement attachés à un ari’i et sont chargés de déclamer son identité et de prouver généalogiquement sa supériorité. On les appelle parfois Haere te po (comme certains apprentis prêtres) car ils marchent la nuit pour apprendre les généalogies des ari’i. 43 - Compétences données : Corps à Corps, Esquive, Traditions, Généalogie - Compétences Obligatoires : Généalogie, Traditions, Eloquence, Rhétorique, Connaissances Mythiques, Héraldique, Prières aux Ancêtres, Mémoriser, Convaincre, Etiquette - Compétences interdites : Tatouer, Prières Sacrées, Conjurer Atua MEDECIN (Tahu'a Ra'au) Les tahu’a ra’au sont des médecins. Ils savent soigner les blessures et nombre d’entre eux apprennent à réaliser des exorcismes, car la maladie est généralement causée par des esprits malveillants. Les tahu’a ra’au disposent de marae dédiés aux différents dieux guérisseurs où certains d’entre eux officient comme de quasi-prêtres. - Compétences données : Corps à Corps, Esquive, Plantes, Premiers Soins - Compétences obligatoires : Premiers Soins, Conn. de la Vallée, Prières contre les esprits malins, Médecine, Convaincre, Sens, Traditions, Connaissances Mythiques 1 choix entre Poisons, Embaumer et Théologie 1 sort “ faire parler les esprits de ” (pierre, corail ou bois) - Compétences Interdites : Aucune NAVIGATEUR Les navigateurs sont les hommes de bord des grands bateaux d’expédition ou dirigent des embarcations côtières. L’appel du large les tenaille et ils aiment le grand océan. - Compétences données : Corps à Corps, Esquive, Nager, Prières de Pêche - Compétences Obligatoires : Conn. de la Mer, Navigation, Ficeler, Sens, Nager, Géographie, Prières de Pêche, Conn. du Lagon, Javelot 1 Choix entre: Astronomie, Massue, Chant ORATEUR (RAU-TI) Les rau-ti sont des orateurs professionnels qui servent des ari’i ou des ra’atira importants. Ils sont chargés de faire passer des message dans la population et de convaincre certaines personnes. A la guerre, ils sont chargés d’exciter les guerriers. Leur habillement de cérémonie est un pagne de feuille de ti et une arme insidieuse, le dard de raie. 44 - Compétences données : Corps à Corps, Esquive, Chant, Plantes - Compétences Obligatoires : Chant, Courir, Dard de Raie, Eloquence, Rhétorique, Poésie, Généalogie, Maquiller, Héraldique, Prières de Guerre - Compétences Interdites : Conjurer Atua, Tatouer, Prières Sacrées ORNEUR DE TAPA Les orneurs de tapas sont chargés d’habiller les to’o, les statues recevant les dieux. Ils sont les rares hommes à travailler le tapa. Ils exercent leur talent à proximité des grands marae dans des fare destinés à cet usage. - Compétences données : Corps à Corps, Esquive, Dessin, Conn. de la Vallée - Compétences Obligatoires : Fabriquer Tapa, Dessin, Conn. de la Vallée, Traditions, Généalogie, Héraldique, Agriculture, Conn. de la Montagne Sens des Tatouages ou Connaissances Mythiques Prières Populaires (Manahune), Prières de Fertilité (Ra'atira) - Compétences Interdites : Manahune: Tatouer, Conjurer Atua, Prières Sacrées Ra'atira: Conjurer Atua, Prières Sacrées PÊCHEUR Les pêcheurs constituent un groupe social qui dispose de ses propres marae et de son propre chef, le tahu’a tautai. Ils amènent à la collectivité une part importante de sa nourriture et ils sont respectés pour cela. - Compétences données : Corps à Corps, Esquive, Nager, Prières de Pêche - Compétences obligatoires : Conn. du Lagon, Conn. de la Mer, Navigation, Nager, Prières de Pêche, Javelot, Fabriquer des Bateaux, Ficeler, Prières contre les esprits malins Choix d'1 compétence de Communication - Compétences interdites : Art de la guerre, Sens des Tatouages, Tatouer, Prières Sacrées, Conjurer Atua 45 PILOTE (Fa’atere) Les pilotes dirigent les bateaux de haute mer lors d’expéditions maritimes. Leur science est primordiale à l’orientation des bateaux. - Compétences données : Corps à Corps, Esquive, Nager, Géographie - Compétences Obligatoires : Traditions, Connaissances Mythiques, Géographie, Navigation, Conn. de la Mer, Conn. de la Montagne, Nager, Connaissances des Tabous, Ficeler, Prière de Navigation, Astronomie 1 Choix entre: Prières de Pêche, Présages et Construction de Bateaux - Compétences Interdites Aucune PRETRE Les prêtres dirigent le culte, édictent les tabous et exercent leurs talents de divination. Ce sont eux qui établissent et font respecter les tabous qui constituent les seuls lois inviolables des maohis. Ils sont également soumis à de nombreux tabous du fait de leur ra’a important. Devenir prêtre demande un long apprentissage. Les assistants des prêtres ne sont pas appelés à devenir prêtre et sont soumis à moins de tabous. Apprenti, Assistant (MUHU) - Compétences données : Corps à Corps, Esquive, Connaissance des Tabous, Traditions - Compétences Obligatoires : Traditions, Connaissance des Tabous, Connaissances Mythiques, Mémoriser, Prières Populaires, Prières Fertilité, Prières contre les Esprits Malins, Prières aux Ancêtres, Sens des Tatouages, Conn. de la montagne + selon spécialisation du Marae 46 Tû: 2 compétences de Combat Ta'aroa: Conn. du lagon , Prières de Pêches Tane: Astronomie, Prières des Constructeurs de Pirogue Ro'o: Rhétorique, Poésie Oro: Eloquence, 1 compétence de combat Prêtre (TAHU'A PURE) Ne peuvent devenir prêtre que des adultes ou des anciens. Si un jeune adulte se lance dans la prêtrise, il ne peut pour l’instant qu’être Muhu. Les prêtres disposent des compétences de prêtres à +1 (adultes) ou à +2 (anciens) ainsi que celle de muhu à +2. - Compétences Obligatoires : Conjurer Atua, Présages, Prières Sacrées, Astronomie, Mémoriser, Généalogie, Prières des Constructeurs de Marae, Philosophie, Héraldique, Embaumer, Géographie, Histoire SAGE (TAHU'A PARAU TOMU FENUA) Les tahu’a parau tomu fenua sont les gardiens des traditions et des connaissances des maohis. Nombre d’entre eux enseignent dans des écoles que suivent les jeunes ari’i et quelques ra’atira. Les ari’i maro’ura les consultent parfois avant de prendre des décisions importantes. - Compétences données : Corps à Corps, Esquive, Plantes, Animaux 47 - Compétences Obligatoires : Héraldique, Rhétorique, Histoire ou Généalogie, Enigmes, Philosophie, Conn. de la vallée, Conn. de la montagne, Astronomie, Géographie 1 choix entre: Conn. de la mer, Navigation, Premiers Soins, Prières de Fertilité, Présages, Sens des Tatouages, Mémoriser, Histoire, Généalogie - Compétences interdites : Prières Sacrées SCULPTEUR Les sculpteurs sont des artisans chargés de produire des objets courants et de leur donner un aspect esthétique. Ces objets peuvent être des ‘umete, des armes, des to’o, des ti’i, des appui-nuque... Ils travaillent principalement le bois, mais aussi l’os et la pierre. - Compétences données : Corps à Corps, Esquive, Herminette, Manipuler - Compétences Obligatoires : Sculpture, Traditions, Connaissances Mythiques, Prières des Sculpteurs, Herminette, Serpe, Connaissance de la vallée, Conn. de la Montagne, Une Compétence de Communication Choix entre: Dessin, Ficeler, Théologie, Connaissance des Tabous, Sens des Tatouages, Fabriquer Tapa, Fabriquer Armes et Prières de Fertilité - Compétences Interdites Manahune: Conjurer Atua, Prières Sacrées, Tatouer Ra'atira: Conjurer Atua, Prières Sacrées, Tatouer Ari'i: Conjurer Atua, Prières Sacrées SERVITEUR DU MARAE (OPU-NUI) Les opu-nui sont des serviteurs attachés à un marae. Ils sont chargés de le nettoyer, de s’occuper des animaux et des plantes sacrés qui y vivent, de porter les offrandes et de biens d’autres services encore. Ils sont soumis à des tabous quand ils sont en service: ils ne peuvent partager leur repas avec d’autres gens, ils ne peuvent avoir de relations sexuelles avec quelqu’un de noa... Cependant, ces tabous disparaissent hors de l’enceinte du marae après une petite cérémonie de purification. Les opu-nui sont des manahune choisis par les prêtres pour la noirceur de leur peau. Ils deviennent alors protégés par la déesse Hine et ne peuvent être sacrifiés. - Compétences données : Corps à Corps, Esquive, Prières de Fertilité, Prières Populaires 48 Compétences Obligatoires : Conn. de la vallée, Prières Populaires, Prières contre les Esprits Malins, Présages, Traditions, Connaissances Mythiques, Fabriquer Tapa, Connaissance des Tabous 2 choix entre: Légendes, Prières de Fertilité, Musique, Lancer de Pierre, Généalogie - MAGIE : Les Opu-Nui ont accès à la magie populaire à une difficulté d’apprentissage de I, à la magie de fertilité à II, et à la magie divine de Hine à III SORCIER, CHAMANE (OROU ou FEIA TAHU TAHU) Les orou sont en contact avec les esprits (varua et ‘oromatua). Ils savent les invoquer dans des ti’i et les forcer à agir . Certains orou sont très craints car ils peuvent faire posséder une personne par un esprit ; d’autres sont appréciés car ils savent exorciser ces esprits. De nombreux orou sont attachés à un marae, ils s’occupent de rendre un culte à tous les esprits et les dieux mineurs dont les tahu’a pure ne peuvent s’occuper. Les autre sont indépendants des marae et la plupart d’entre eux sont néfastes. Ils sont avides de vêtements, d’excrèments, de cheveux ou d’ongles de leurs futures victimes, car ces tupu permettent aux esprits contrôlés par l’orou de s’introduire dans ces personnes. - Compétences données: Corps à Corps, Esquive, Sculpture, Prières contre les Esprits Malins - Compétences Obligatoires : Poisons, Conn. de la Montagne, Premiers Soins, Traditions, Connaissances Mythiques, Sculpture, Prières contre les Esprits Malins, Conjurer Esprits 1 Choix entre Fabriquer Case et Fabriquer Tapa 1 Choix entr: Médecine, Conn. de la vallée, Conn. du Lagon, Présages et Connaissance des Tabous TATOUEUR (TA TATAI) Les tatoueurs sont des artisans dont les compétences sont très respectés. Les tatoueurs ayant un bon sens artistique dans la composition de leurs tatouages sont très recherchés. Certains ari’i pourront acheter leurs services à grand coup de rouleaux de tapa et de cochons. Les tatouages ont également un sens mystique car ils contiennent une part du mana de la personne. - Compétences données: Corps à Corps, Esquive, Sens des Tatouages, Traditions 49 - Compétences Obligatoires : Dessin, Tatouer, Sens des Tatouages, Premiers Soins, Conn. de la montagne, Prières des Tatoueurs, Généalogie, Traditions, Connaissances Mythiques Agriculture (Manahune), Agriculture ou Théologie (Ra'atira), Théologie (Ari’i) - Compétences Interdites Manahune: Prières Sacrées Ra'atira: Prières Sacrées VALET (Teuteu) Les valets sont des personnes de confiance qui servent un ari’i. - Compétences données: Corps à Corps, Esquive, Traditions, Héraldique - Compétences Obligatoires : Traditions, Prières de Fertilité, Cuisine (manahune) ou Rhétorique (ra’atira), Sens, Surprendre, Héraldique, Connaissance des Tabous, 1 compétence de Communication, Prières contre les Esprits Malins, Maquiller - Compétences Interdites : Prières Sacrées 50 CHAPITRE 3: LES COMPETENCES Rata-nui a soif ! Levant la tête, il aperçoit dans le cocotier le plus proche des noix qui doivent être gorgées d’eau. Il prend un morceau de tapa, récite une petite prière aux esprits de la cocoteraie et commence à escalader l’arbre. Etant doué en escalade, il devrait s’en tirer facilement, d’autant plus que son enfance à la ferme lui a permis de connaître de nombreuses techniques de ramassage de fruit. Le temps de dire “ parara ”, Rata-nui se trouve en haut de l’arbre et fait tomber les noix. La soif sera bientôt un mauvais souvenir ! Les compétences correspondent aux connaissances des personnages dans les techniques et les savoirs. Plusieurs facteurs permettent de savoir ce qu’un personnage peut faire et de connaître ses chances de réussite dans une compétence. LA DIFFICULTE La difficulté des compétences déterminent la difficulté pour quelqu’un n’ayant pas eu d’entraînement spécifique de réaliser une action relative à cette compétence. LE NIVEAU DE MAITRISE Le niveau de maîtrise (NM) de la compétence est le dégrès d’habileté d’un personnage dans une compétence. Le tableau suivant indique à quoi correspondent les niveaux de maîtrise. Niveau de Maîtrise Statut 0 débutant 1-2 initié 3-5 expérimenté 6-7 professionnel 8 + spécialiste (tahu’a) Le niveau de maîtrise participe au calcul des chances de réussite d’une compétence et indique également quelles actions les personnages sont en mesure d’effectuer. Pour chaque compétence, vous trouverez la description de ces actions dans la liste de compétences clôturant ce chapitre. 51 LE MANA ET LA CARACTERISTIQUE LIES A UNE COMPETENCE A chaque compétence correspond un mana et une caractéristique qui servent au calcul de la compétence. Pour certaines actions, le maître des légendes peut décider à titre exceptionnel de changer la caractéristique liée à la compétence. LE CALCUL DU SCORE TOTAL Le score total qui définit les chances de réussite sur un D20 se calcule très simplement. Si le personnage est débutant dans la compétence, Score Total = Mana lié + Caractéristique liée + Difficulté Si le personnage n’est pas débutant dans la compétence, Score Total = Niveau de Maîtrise + Mana lié + Caractéristique liée L’ACQUISITION ET LE PERFECTIONNEMENT L’acquisition des compétences lors de la création du personnage est expliquée dans le chapitre 2. Cependant, il est possible lors de la vie du personnage d’acquérir de nouvelles compétences et de perfectionner celles qu’il connaît déjà. Les points d’expérience gagnés à l’issue d’une partie permettent l’achat de nouvelles compétences ou l’amélioration d’anciennes. Cependant, il ne s’agit pas d’acquérir de l’expérience ex nihilo, le personnage doit justifier ses gains soit par de l’expérience acquise en jeu, soit par des démarches qui se concrétisent “entre les parties”. Cet apprentissage peut se faire avec un maître ou par entraînement personnel (le personnage y consacre alors son temps libre). Le tableau suivant rappelle brièvement les points d’expérience nécessaires à l’acquisition de niveau de maîtrise. Situation Coût en Pts d’Exp. acquisition du NM 1 3 pour un NM>1 NM actuel pour unNM> 6 10 52 UTILISATION D’UNE COMPETENCE Lorsqu’un personnage tente une action qui est du ressort d’une compétence, il teste cette compétence sur un D20. Pour réussir l’action, le joueur doit effectuer un jet inférieur ou égal au score total dans la compétence. Le maître des légendes peut imposer un modificateur dépendant de la difficulté de la situation (voir charte angoumoise) ou de ce qui est prévu pour une action spécifique (voir description de la compétence). La marge de réussite et la marge d’échec correspondent à la différence entre le jet et les chances de réussite de l’action. Elles indiquent la qualité de la réussite ou l’ampleur de l’échec. La charte angoumoise permet d’interpréter à partir de la marge de réussite ou la marge d’échec la qualité du résultat. Exemple: Rata-nui, l’ orero de l’ari’i Ta’arei, décide de montrer à Peai, l’orero de Nateu-Ro’o la supériorité de son maître sur celui de Peai. Rata-nui a un score de 14 dans la compétence Généalogie. Le maître des légendes décide que la situation n’est ni favorable, ni défavorable et n’octroie ni bonus ni malus à Rata-nui. Le dé est jeté, Rata-nui obtient “5”. C’est un succès. La marge de réussite est donc de 8, un résultat jugé “parfait” par la charte angoumoise. Peai n’a qu’à ravaler sa salive. LES COMPETENCES DE SOUTIEN Parfois, une action est si complexe qu’elle peut requérir l’utilisation de plusieurs compétences. Il est également possible que pour réaliser une action régie par une compétence, des connaissances venant d’autres compétences se revèlent utiles. Dans l’exemple précédent, Tarara pourrait pour illustrer sa démonstration faire appel à une légende impliquant un ancêtre de Ta’arei et un autre de Nateu-Ro’o. La compétence Légendes viendrait ainsi en soutien de son jet de généalogie. Pour une action, un personnage peut faire appel jusqu’à deux compétences de soutien. Il existe deux possibilités de soutien: le soutien mineur et le soutien majeur. Si Tarara choisit le soutien mineur, il ne fera qu’une brève allusion à la légende. Si il choisit le soutien majeur, il axera une partie de sa démonstration sur la légende qui décrira avec force détails. Dans les deux cas, un personnage jette un dé sous sa compétence de soutien. En cas de réussite, il obtient un bonus à son action principal. En cas de soutien mineur, le bonus est égal à un quart de la marge de réussite (arrondi au-dessus). Un échec n’influencera en rien l’action principale. Un échec total apportera un malus de 2 à l’action principal. 53 En cas de soutien majeur, le bonus est égal à la moitié de la marge de réussite (arrondi au dessus). Un échec signifiera un malus de -1 à l’action principale, un échec total un malus de -4 (ou l’échec automatique de l’action, à la discrétion du maître des légendes). Exemple: Rata-nui choisit le soutien majeur. Il a 15 en Légendes. Le maître des légendes considère qu’il existe bien une légende impliquant des ancêtres des deux ari’i en question, mais qu’elle est peu connue et peu démonstrative. Il juge la situation pour que Rata-nui puisse utiliser cette légende dans sa démonstration généalogique comme “très difficile”. Il inflige donc un malus de -7 au jet de légendes de Tarara. Ses chances sont donc réduites à 8. Le dé est jeté, le résultat est “3”. La marge de réussite est de 5, le bonus au jet de généalogie de Rata-nui est donc de +3. La légende telle qu’elle est racontée par Rata-nui montre que le comportement de l’ancêtre de Nateu-Ro’o était peu glorieux et peu malin par rapport à celui de l’ancêtre de Ta’arei. Si on considère que pour l’action principale, Rata-nui réalise le même jet que précédemment, la marge de réussite du jet de généalogie est de 8+3=11. REUSSITES ET ECHECS TOTAUX Nous avons déjà évoqué ces notions précédemment. Une réussite totale indique que la performance du personnage dépasse toute espérance; d’un échec total résulte une effroyable catastrophe. Le tableau suivant permet de définir sur quel jet de dé, une action devient une réussite ou un échec total. Chance de Succès de l’Action Réussite Totale Echec Total 1-5 6-10 11-15 16+ double 1 1 1-2 1-2-3 18,19,20 19,20 20 double 20 Double 1 et double 20 indique qu’un deuxième jet est fait. Si un 1 ou un 20 tombe de nouveau, l’action est une réussite ou un échec total. Si la nécessité se fait sentir de calculer la marge de réussite ou d’échec, on lance une deuxième fois le jet. En cas d’échec total au premier jet, si le deuxième jet est encore un échec, on ajoute sa marge d’échec à la marge d’échec du premier jet. Si c’est une réussite, on n’en tient pas compte. En cas de réussite totale, si le deuxième jet est encore une réussite, on ajoute la marge de réussite du second jet à celle du premier. Si le second jet est un échec, on n’en tient pas compte. 54 ACTIONS EN OPPOSITION Il arrive que les actions de deux personnages se confrontent. On dit alors que les jet de compétences s’opposent. Cette opposition peut se faire sur une même compétences (exemple: duel oratoire) ou sur deux compétences différentes (exemple: jet de sens contre jet de surprendre). Les deux opposants jettent alors les dés: - si les deux opposants réussissent leurs jet, celui qui a la plus grande marge de réussite prend le dessus. - si un réussit et l’autre manque, celui qui réussit prend le dessus - si les deux échouent, celui qui la marge d’échec la plus faible prend le dessus. Cependant, le maître des légendes pourra estimer qu’il n’y a alors pas de vainqueurs. C’est à voir selon la situation. Par exemple, dans un duel de chant, si les deux opposants manquent leur jet tous les deux, le maître des légendes peut considérer qu’ils se sont tous les deux couverts de ridicule. Exemple: Peai ne se laisse pas impressionner par la généalogie de Ta’arei merveilleusement récitée par Rata-nui, il décide de répliquer. Peai est un bon ‘orero, il a 13 en Généalogies. Le maître des légendes inflige à Peai un malus de -6 car l’ascendance de Ta’arei est effectivement supérieure à celle de Nateu-Ro’o. En soutien majeur, Peai utilise une comparaison entre le dieu protecteur de Nateu-Ro’o et celui de Ta’arei. Son score de Connaissances Mythiques est de 13, le maître des légendes ne donne pas de modificateur. Le jet de dé est un 3. La marge de réussite de la comparaison est de 10. La comparaison montre bien la supériorité du dieu de Nateu-Ro’o dans l’ordre de création et le jet de généalogie gagne un bonus de +5. Les chances de succès de Peai sont donc maintenant de 12. Il jette les dés: “2”, une réussite totale. Il réalise un deuxième jet: 10. La marge de réussite est donc de 10+2=12. La prestation de Peai est époustouflante et la majorité de l’auditoire pense que Nateu-Ro’o est supérieure à Ta’arei. LES TACHES Les tâches sont des actions qui se déroulent sur une période de temps étendue, elles impliquent en général la réalisation d’une action dont le temps est un facteur essentiel. Quelques Exemples: battre des pièces de tapa, réaliser une maison, un marae, faire une corde, ... Une tâche se caractérise par sa difficulté et sa longueur. A la fin de chaque tour de tâche dont la durée est déterminée par la longueur de l’action, un jet sous la compétence adéquate 55 est réalisé. Le personnage s’il réussit son action gagne un nombre de point de tâche égal à la moitié de la marge de réussite. Quand il atteint le nombre de points de tâche défini par la difficulté de l’action, il a achevé sa tâche. Difficulté Facile Moy. difficile Très difficile Nbre de Points de Tâche requis 2à5 6à10 11à20 + de 20 Long. de la Tâche Courte Moy. Longue Très Longue Durée du Tour de Tâche 10 min 1 heure 1 jour 1 sem. DESCRIPTION DES COMPETENCES Dans la description de chacune des compétence figurera leur champ d’action, leur difficulté, le mana et la caractéristique liés. - Agilité (Coordination, Perception, Difficulté:-1) : toute manoeuvre requérant agilité et équilibre comme les acrobaties, les sauts, se déplacer en silence, chuter - Agriculture (Nature, Physique, Difficulté: -3) : Cette compétence permet à un personnage de cultiver, de savoir à quelle période planter, dans quel terrain telle plante pousse le mieux et de récolter les légumes et les fruits. Le lancer de noix de coco fait partie de cette compétence. - Arc (Combat, Force, Difficulté: - 3) : Cette compétence couvre l'utilisation de l'arc dans des concours (plus souvent de distance que de précisions) qui se déroulent sur des plateformes de tir. Parfois y ont également lieu des défis rituels. L'arc est sacré et ne sert jamais à la guerre. S' en servir sans faire les prières adéquates (Prières de Guerre) occasionne le viol d'un tabou mineur. L'arc tahitien est droit et ne se courbe qu'à la force du bras. - Art de la Guerre (Combat, Psychique, Difficulté: -6) : Cette compétence permet de diriger les troupes sur le champ de bataille, de discuter des différentes tactiques de bataille et de reconnaître celles de l’adversaire - Astronomie (Perception, Intelligence, Difficulté: - 5 ) : Cette compétence permet de connaître le ciel et ses divinités et surtout de se repérer en mer. En combinaison avec la compétence Navigation, elle permet de parvenir à l'île recherchée. 56 - Chant (Aura, Artistique, Difficulté: -5 ) : Cette compétence évalue la beauté du chant du personnage et ses capacités à reconnaître et créer des chants. - Combat Naval (Combat, Coordination, Difficulté: - 3) : La guerre se déroule aussi bien sur mer que sur terre et cette compétence permet de se battre sur un bateau et de diriger un bateau de guerre (professionnels). - Comique (Communication, Psychique, Difficulté: - 1) : Les 'arioi sont spécialistes des bouffonneries et les tahitiens en général sont friands de blagues et sourtout de moqueries. Rendre ridicule est une arme plus perçante que le dard de raie. - Conjurer Atua (Foi, Volonté, Difficulté: -5) : Cette compétence est une des plus dangereuses à maîtriser, il s'agit d'ordonner à un dieu (atua) d'investir un to'o (figurine sacrée souvent emplumée). Un échec signifie que le dieu n'a pas entendu la requête et que l'officiant s'est trompé, il prend deux points de mahuruhuru. Un échec total signifie que le dieu vient bien, mais qu'une erreur a été commise qui le courrouce grandement. La mort est au tournant pour le conjureur, il faudra qu'il parvienne à apaiser le dieu par de nombreux sacrifices. Il prendra au moins cinq points de mahuruhuru. - Conjurer un Esprit (Foi, Volonté, Difficulté: -5) : Cette compétence permet d'invoquer un esprit ('oromatua, varua ou ancêtre) dans un ti'i. Un échec est un tapu moyen. Un échec total fait venir un autre esprit ou le même esprit, mais dans les deux cas il est très, très courroucé contre le lanceur, c'est un tapu majeur et l’esprit peut décider de posséder le lanceur. Il est plus aisé d’invoquer un esprit fils que d’invoquer pour la première fois un esprit. - Connaissance d’un milieu (milieux: mer, lagon, montagne, vallée) (Nature, Physique pour montagne et mer, Psychique pour lagon et vallée, Difficulté: -3 pour montagne, mer, - 1 pour lagon, vallée) : Ces compétences mesurent la connaissance d’un milieu particulier. Cela comprend la connaissance de la flore, de la faune, les esprits, les créatures fantastiques et les dangers de ces milieux. Ces compétences peuvent servir de soutien à des 57 actions réalisées dans ces milieux: navigation, pêcher, chasser, escalade, nager, agriculture... - Connaissance des Tabous (Foi, Intelligence, Difficulté: -1) : Il existe de nombreux tabous: des lieux, des actes, des personnes, des aliments, des périodes, etc... Cette compétence permet de les connaître et de savoir ce qui est tabou et ce qu'il ne l'est pas. - Connaissances Mythiques (Foi, Intelligence, Difficulté: -5) : Cette compétence permet de connaître les grands mythes, les noms des esprits et des dieux. - Construction de Bateaux (Mécanique, Intelligence, Difficulté:-5) : cette compétence permet de diriger la fabrication des grands va’a ou de fabriquer soi-même de petites embarcations. - Construction de Cases (Mécanique, Intelligence, Difficulté: -1) : Les Fare, les maisons tahitiennes, n'ont qu'une seule pièce. Elles sont en bois et le toit est en feuille de cocotier et de pandanus (fara). Avec un bon Tahu'a Fare, ces constructions peuvent tenir 7 à 10 ans. - Construction de Marae (Mécanique, Intelligence, Difficulté: -3) : Les marae sont les temples des tahitiens. Leur construction demande des travaux d'équarissement et d'ajustage des pierres. Les maohis ne connaissant pas les liants, il faut que les pierres s'ajustent. - Convaincre (Communication, Psychique, Difficulté: -1) : Les maohis adorent les joutes orales et cette compétence sert, en dehors de la qualité de la langue (compétence Rhétorique), à évaluer le pouvoir de conviction du personnage. L'utilisation de cette compétence ne doit pas se résumer au lancer d'un simple jet! Le "role-playing" du personnage doit être le principal. Le joueur n'est pas convaincant ou utilise des arguments 58 stupides: pas la peine de faire de jet, sa tentative est un échec. Un bon "role-playing" en contre-partie peut amener des bonus importants. - Corps-à-Corps (Combat, Physique, Difficulté: -1) : Cette compétence permet de faire toute sorte d'attaques et de défenses avec les différentes parties du corps. La lutte et la boxe sont parfois pratiquées comme des sports. Vous trouverez plus de détails sur l'utilisation de ses compétences dans le chapitre sur le combat. - Course (Nature, Physique, difficulté: -1) : Cette compétence est très utile lorsqu’un groupe de guerriers désirant s’emparer de votre oeil vous poursuit. - Cuisine (Nature, Volonté, Difficulté: -3) : Cette compétence permet de maîtriser les différentes formes de cuisson (dont celle dans un four enterré) et de préparation des aliments. La marge de réussite indique l'excellence du plat. Cette compétence prend en compte pour les hommes la préparation du 'ava. - Danse (Apparence, Artistique, Difficulté: -3) : savoir danser et connaître les danses. Cette compétence est particulièrement utile pour séduire les vahine. - Dard de Raie (Combat, Coordination, Difficulté: -3) : Cette compétence évalue la capacité à utiliser l’aero-fai (le dard de raie) en combat. L' aero-fai est l'arme des rau-ti. - Dessin (Artistique, Coordination, Difficulté: -3) : Cette compétence permet de préparer les tatouages et les sculptures, d'orner les tapa et de réaliser des peintures rupestres. Cette compétence permet également de connaître les différentes teintures et de les fabriquer. - Eloquence (Communication, Aura, Difficulté: -3) : Cette compétence est très proche de la compétence convaincre, mais elle se fonde plus sur le style que sur le fond. Les maohis adorent les prouesses d'éloquence et un bon orateur sera apprécié. Le pouvoir de l'éloquence est malheureusement bien supérieur au pouvoir de la conviction. 59 - Embaumer (Nature, Psychique, Difficulté: -5) : Cette compétence permet de savoir embaumer une personne (séchage, nettoyage, huilage) et de conserver les os des ancêtres en bon état. Ce sont des actes au tapu moyen, une purification est nécessaire ensuite pour ne pas garder les points de mahuruhuru. - Enigmes (Perception, Intelligence, Difficulté: -5) : Cette compétence permet de jouer aux énigmes. Connaissances mythiques et traditions peuvent venir en soutien à cette compétence. Les métaphores et les allégories sont nombreuses dans ce jeu et ces compétences de soutien permettent de les connaître. - Escalade (Nature, Physique, Difficulté: -3) : Cette compétence permet d'escalader les arbres (+3 si on est muni d'une étoffe prévue à cet effet), les montagnes et les falaises. S’aider de cordes de purau apportent un bonus (soutien de la compétence ficeler). - Esquive (Combat, Rapidité, Difficulté: -1) : permet de feinter, d’esquiver ou d’éviter (voir le chapitre sur le combat) - Etiquette (Perception, Psychique, Difficulté: -3) : L’étiquette est la connaissance des bonnes manières. Elle permet de savoir comment se comporter avec les membres de castes différentes, en particulier avec des ari’i. Pour faire bonne impression, il s’agit d’une compétence indispensable. Un échec critique peut entraîner leourroux de la personne offensée par l’irrespectueux. - Evaluer (Perception, Psychique, Difficulté: -1) : Cette compétence permet d'évaluer la valeur relative des choses. Elle permet de réaliser des cadeaux à leur juste valeur ou ayant une signification particulière (mépris, haine, ...). Cette compétence peut venir en soutien de la compétence "marchandage". - Fabrication d'Armes (Mécanique, Coordination, Difficulté: -1) : Cette compétence permet la fabrication de différentes armes et outils: herminettes, massues, durcissement de pointes de lance, arc,... La fabrication d'armes est une tâche généralement de courte durée et de difficulté simple. 60 - Fabrication de Tapa (Mécanique, Volonté, Difficulté: -3) : Cette compétence permet de fabriquer du tapa à partir d'écorce d'aute, de fara ou d'aoa. - Ficeler (Mécanique, Coordination, Difficulté: -3) : Permet de faire des noeuds, d’attacher et d’utiliser la corde dans toutes ses utilisations possibles. Les spécialistes peuvent réaliser les ficelages nécessaires à la malédiction ‘aha-tu. Ce rite permet en liant la première victime d'une bataille de le maudire lui et toute sa famille. - Fronde (Combat, Coordination, Difficulté: -3) : Utilisation du ma, la fronde tahitienne, en combat. - Généalogie (Communication, Intelligence, Difficulté: -5) : Cette compétence permet de réciter avec éclat et fracas une généalogie et de connaître des généalogies. - Géographie (Nature, Intelligence, Difficulté: -3) : Cette compétence permet de connnaître la géographie de son île, la position des différentes îles et le sens des courants et des vents. Elle est donc très utile pour se rendre d'un point à un autre, pour naviguer et pour reconnaître un lieu quand on s'est perdu. - Héraldique (Perception, Intelligence, Difficulté: -1) : Les grands ari'i de Tahiti et des autres îles ont des fanions faits de bandes de tapa rouge et blanc dont l'ordonnancement était propre à chacun d'entre eux. Ces fanions se portaient surtout sur le mât ou la proue des bâteaux. L' 'orero pouvait également les accrocher à son toa. Cette compétence permet de reconnaître les fanions des différents ari'i. - Herminette (Combat, Coordination, Difficulté: -1) : Cette compétence permet de se servir de l'outil des artisans, l'herminette, comme d'une arme. 61 - Histoire (Perception, Intelligence, Difficulté: -5) : Cette compétence permet de connaître les événements récents (de 1 à 100 ans en arrière): les guerres, les alliances, les constructions de marae, etc... - Javelot (Combat, Coordination, Difficulté: -1) : Cette compétence permet de lancer tous les types de toa. - Jeux (Perception, Rapidité, Difficulté: -1) : Cette compétence permet de savoir jouer aux différents jeux d'adultes et d'enfants: toupies, ficelles, maquette de bateaux, etc... Les jeux physiques (boxe, lutte), l'arc, le surf et le jeu des énigmes sont régis par d'autres compétences. - Lance (Combat, Physique, Difficulté: -1) : Cette compétence régit l'utilisation des différtentes formes de toa et d’omore au corps à corps. - Légendes (Communication, Psychique, Difficulté: -3) : Légendes évalue le talent pour conter et recomposer des légendes. Elle permet également de connaître les légendes. - Manipuler (Perception, Coordination, Difficulté: -3) : Cette compétence évalue les capacités de la main à se mouvoir rapidement. Ce formidable talent est surtout utilisé par les tahitiens pour subtiliser discrètement les objets qu’ils convoitent. - Maquiller (Perception, Aura, Difficulté: -3) : Cette compétence permet de se maquiller ou de s'habiller de façon à imiter quelqu'un, à faire rire ou à intimider. - Marchandages (Communication, Honnêteté, Difficulté: -1) : Cette compétence est un art oratoire qui permet d'obtenir dans une négociation ce qu'on le désire en cédant le moins possible. Cette compétence peut venir en soutien ou soutenir d'autres actions de communication. La compétence "évaluer" est également d'un bon soutien. - Massue (Combat, Force, Difficulté: -1) : Cette compétence régit l'utilisation de la massue, le tiera, au corps à corps. - Massue Lancée (Combat, Coordination, Difficulté: -1) : Cette compétence permet d'utiliser la massue (avec ou sans ficelle de rattrapage) comme une arme de lancer. - Médecine (Nature, Psychique, Difficulté: -5) : La médecine tahitienne se fait surtout à base d'exorcisme des esprits responsables des maladies. Cependant, les tahu'a ra'au utilisent également les plantes et ont des connaissances en chirurgie. Vous trouverez dans la chapitre consacré à la santé les temps de guérison des différentes blessures et les niveau requis en Médecine selon le type de blessures. Pour les maladies et les poisons, un jet de médecine est requis avec un malus dépendant de la gravité et de la rareté de la maladie. Le Niveau de Maîtrise en médecine ne peut être supérieur à celui de premiers soins. 62 - Mémoriser (Perception, Intelligence, Difficulté: - 3) : Cette compétence permet la mémorisation d'un lieu, d'un itinéraire, d'un long message, d'un conte ou d'une généalogie. La mémorisation de généalogie peut être une tâche. - Musique (Artistique, Psychique, Difficulté: -3) : utilisation du vivo, du pahu et du ohe qui sont les instruments les plus courants, un air de vivo peut venir en soutien d'une tentative de séduction ou pour certains sorts d'incantation, le pahu ou l'ohe peuvent venir en soutien d'une intimidation ou d'une danse. - Nager (Nature, Physique, Difficulté: -1) : La plupart des tahitiens nagent comme des poissons dans l'eau. Ne requérez un jet de nager que pour des personnages ayant un Niveau de Maîtrise de 0 dans cette compétence ou dans des situations particulières: plongeon, longue distance, fort courant, grosse mer... - Navigation (Nature, Psychique, Difficulté: -5) : Cette compétence permet de manoeuvrer un bateau et de savoir orienter sa course d’après les courants, le vent et d’autres signes. - Orientation (Perception, Intelligence, Difficulté: - 1) : Cette compétence permet de savoir s’orienter et de retrouver son chemin. Elle est particulièrement utile en montagne ou dans un lacis de petites îles. - Poésie (Artistique, Psychique, Difficulté: -3) : Cette compétence peut venir en soutien dans une conversation ou pour tenter de séduire une jeune fille ou un auditoire. Elle permet de réciter, de composer voire d’improviser des poèmes. - Poignard (Combat, Coordination, Difficulté: -1) : Cette compétence permet d’utiliser les couteaux en pierre ou en dent de requin en combat. 63 - Poisons (Nature, Intelligence, Difficulté: -5) : Cette compétence régit la connaissance des poisons et leur fabrication. - Premiers Soins (Nature, Décision, Difficulté: -1) : Cette compétence permet de réaliser les premiers soins lorsque quelqu’un est blessé. Les effets de l’utilisation des premiers soins sont plus détaillés dans le chapitre sur la santé. - Présages (Magie, Intelligence, Difficulté: -5) : Cette compétence permet de prévoir si une action va réussir ou non (si elle a la bénédiction des dieux ou pas). Ces présages se déduisent des différents signes que l’on voit ou entend dans la nature: chant des oiseaux et des grillons, forme des nuages, etc... - Prières aux Ancêtres (Foi, Intelligence, Difficulté: -1) : Les prières aux ancêtres sont récité avant tout acte sur le marae familial et permettent de solliciter la bénédiction d’un ancêtre pour toute action dans l’intérêt familial. Il est cependant nécessaire de ne pas être fâcher avec ses ancêtres. - Prières contre les Esprits Malins (Magie, Volonté, Difficulté: -3) : Ces prières permet de se prémunir contre la malignité des esprits de toute sorte: varua, ancêtres ou ‘oromatua. Les Compétences de Prières Les prières ou ‘upu sont de courtes incantations qui permettent d’assurer qu’une action ait la bienveillance des dieux. Il existe des ‘upu pour tout acte de la vie. Dans le jeu, nous avons regroupé la connaissance des ‘upu en plusieurs compétences. Bien que les tahitiens pensaient qu’un ‘upu était nécessaire avant toute réalisation, le joueur n’aura pas à jeter un jet de prières avant chaque action. Il le fait s’il le désire. Une prière peut lui amener la bienveillance des dieux sur son action. Mais attention, une erreur ou un lapsus linguae dans la prière et les résultats peuvent être catastrophiques. Pour certaines actions particulièrement sacrées, les ‘upu sont obligatoires et le résultat d’un échec peut être la mort. Nous laisserons la détermination des effets d’un échec ou d’un échec critique pour chaque type de prière à la discrétion du Maître des Légendes. En tout cas, ces échecs amènent des points de mahuruhuru. Il y a plusieurs types de prières qui sont accessibles selon le Niveau de Maîtrise du récitant du ‘upu. L’efficacité des prières va bien sûr croissante et les risques également. initié: - prières générales classiques (0): le récitant connaît des ‘upu très généraux qui recouvrent l’ensemble du champ de la compétence. Les effets sont minimes. L’effet habituel est un bonus de +1. Les effets d’une erreur sont pratiquement nul. 64 expérimenté: - prières par type d’action (0): le récitant connaît des ‘upu pour chaque type d’action que recrouvre la compétence. Un récitant expérimenté en prières de fertilité connaîtra des ‘upu pour les fruits, d’autres pour le bon enfantement, d’autres pour les cultures, etc... Les effets d’un échec ou d’une réussite sont ceux d’un soutien mineur. professionnel: - prières spécifiques (-3): le récitant connaît des ‘upu pour chaque action précise. Les effets sont ceux d’un soutien majeur. - Prières de Métier: de pêcheurs, de guerre, de tahu’a ra’au, de tahu’a marae, de tahu’a fare, de tahu’a marae, de tahu’a va’a, de sculpteurs et de tatoueurs (Foi, Intelligence, Difficulté: - 3) : Ces prières permettent d’obtenir l’assentiment des divinités protectrices d’une profession pour accomplir un acte relatif à cette profession. L’acte de créer est particulièrement sacré chez les maoris. - Prières de Fertilité (Foi, Intelligence, Difficulté: -3) : Les prières de fertilité se récitent pour protéger la croissance des plantes et des êtres ou pour la susciter. Par extension, ces ‘upu s’appliquent au domaine sexuel. - Prières Populaires (Foi, Intelligence, Difficulté: -3) : Les prières populaires concernent tous les actes courants de la vie: bénir un repas, un mariage, une escalade difficile, etc... - Prières Sacrées (Foi, Intelligence, Difficulté: -3) : Les prières sacrées concernent tous les actes s’effectuant sur le marae. Elles sont obligatoires. - Rhétorique (Communication, Intelligence, Difficulté: - 5) : La rhétorique est la connaissance de l’art oratoire et de ses formules. C’est également l’art de bien parler. Cette compétence vient généralement en soutien d’autres actions de communication. Cependant des duels de rhétorique entre deux orateurs sont du domaine du possible. - Sculpture (Artistique, Coordination, Difficulté: -5) : Cette compétence correspond à l’art 65 de sculpter des objets : ti’i surtout mais également armes, mobilier, ono,…. - Se Libérer de ses Liens (Perception, Coordination, Difficulté: -3) : Cette compétence permet de se libérer lorsqu’on est attaché et de libérer quelqu’un (+5). Cette compétence permet également de défaire n’importe quel noeud. Le jet se fait souvent en opposition du jet de ficeler du ficeleur. - Sens (Perception, Décision, Difficulté: -1) : Cette compétence régit l’utilisation des cinq sens. Un modificateur peut être apporté au jet de dé selon l’attention du personnage: - attentif, sur ses gardes: + 3 - en éveil (type garde): 0 - plongé dans une autre action, attentif dans une autre direction: -3 - dormant:-6 Un professionnel des sens peut apercevoir un esprit proche grâce à son sixième sens. Le malus est alors de -9. - Sens des Tatouages (Magie, Intelligence, Difficulté: - 1) : Cette compétence permet de connaître le sens des tatouages que quelqu’un porte, en particulier la signification magique quant au passé, à la personnalité et au destin. - Serpe (Combat, Coordination, Difficulté: -1) : Cette compétence régit l’utilisation des deux formes de paeho (serpe et fourche en dents de requin) lors d’un combat. - Surf (Perception, Coordination, Difficulté: -5) : Cette compétence est l’art prestigieux du Horuera’a. Dès que la mer est bonne, de nombreux jeunes gens se précipitent de l’autre côté du lagon pour s’exercer au surf. Attention, à Tahiti les récifs de corail rendent cet art particulièrement dangereux ! - Surprendre (Perception, Rapidité, Difficulté: -3) : Cette compétence permet de marcher furtivement, de secacher, de tendre une embuscade ... de réaliser toute action destinée à surprendre un adversaire. - Théologie (Foi, Intelligence, Difficulté: -5 ) : Cette compétence se différencie des connaissances mythiques par le fait qu’elle correspond à la capacité à discuter de la nature des dieux, de leur ordre respective ou de l’essence du monde. Si vous utilisez dans votre campagne le dieu ‘io, cette compétence permettra d’en connaître l’existence et d’en discuter avec d’autres Tahu’a Pure de confiance. 66 - Traditions (Perception, Intelligence, Difficulté: -5) : Cette compétence permet de connaître les nombreux rites, coutumes ou fêtes d’un endroit. Un malus sera accorder selon l’éloignement et l’étrangeté des coutumes par rapport à son mataiena’a d’origine. La connaissance des traditions de son propre mataiena’a (ou île pour un habitant d’une petite île) se fait avec un bonus de +6. 67 CHAPITRE 4 : MANA, TAPU ET CARACTERISTIQUES Rata-nui s’est perdu dans la montagne. Il aperçoit derrière un dense bosquet de Toa une source. Il s’approche et trempe sa main dans l’eau. Il aperçoit bientôt un pétroglyphe représentant un lézard. “ La source de Mo’o-hui-toa ! ” s’exclame-t-il. Il vient de reconnaître la source sacrée dont il est tapu de toucher l’eau. Rata-nui est maintenant souillé. Il fuit en espérant ne pas aggraver ce mahuruhuru tout en pensant aux affreuses maladies que pourrait engendrer son méfait. Durant le jeu, les jets de compétences et les sorts ne couvrent pas toutes les actions que peuvent accomplir un tahitien. Parfois, seules une ou plusieurs caractéristiques permettent de déterminer la réussite d'une action (ex: retenir quelqu’un pour ne pas qu’il tombe du haut de la falaise : jet de Force). Le mana, d’autre part, sert à accomplir des actions extraordinaires en dehors du système habituel de compétences. De même, la fatigue ne représente pas à elle seule l'état de santé du personnage. Les points de mahuruhuru représentent la pollution sacrée du personnage : trop de tabous brisés et les dieux interviennent. LES JETS DE CARACTERISTIQUES Certains jets ne dépendent pas d'une compétence. Ils concernent seulement une ou plusieurs caractéristiques. Si, par exemple, Rata-Nui tente de soulever une grosse pierre, seule sa force s'applique. Il réalisera un jet de force. De même, si il arrive dans un endroit sans parler, la première impression des gens se fera sur son apparence ou son honnêteté. Le problème se pose de savoir avec quel dé les tester, les caractéristiques étant évaluées sur 7. Le tableau suivant permettra de vous y aider. Difficulté de l'action Aisée Moyenne Difficile 1 Carac. 1D5 1D6 1D8 2 Carac. 1D10 1D12 1D20 68 MANA Le mana quantifie l'énergie divine d'une personne, sa capacité à réaliser des choses sortant de l'ordinaire et à imprimer l'histoire de sa marque. Sur la feuille de personnage, il est noté les unités de mana, les dixièmes de mana et si vous le désirez les centièmes. 1. LES JETS DE MANA A certaines occasions, le maître des légendes demandera un jet de mana pour résister à une "pollution" venant du viol d'un tabou ou d'une personne trop ra'a (voir plus loin ce qui concerne les tabous). Mais généralement, les jets de mana sont à l'initiative du joueur. Les pouvoirs que le mana permet sont listés ci-dessous: - Réussir une action incroyable: Quand une action est désignée comme impossible par le maître des légendes, un personnage peut utiliser ce pouvoir pour la réussir tout de même. Cependant, le maître des légendes peut imposer certaines restrictions. Perte en cas d’échec : 20% de son mana Gain en cas de Réussite de l’action : 10% de son mana - Mettre tout son mana dans une action En utilisant son mana de cette façon, un personnage - s’il réussit son jet de mana- ajoute tout son mana en bonus à l’action qu’il désire influencer. Perte en cas d’échec : 10% de son mana Gain en cas de Réussite de l’action : 1 dixième de mana - Influencer le cours des événements En utilisant son mana de cette façon, le personnage utilise son mana en soutien majeur de l’action principale qu’il effectue. S’il réussit, il obtiendra la moitié de sa marge de réussite en bonus pour l’action qu’il soutient. Perte en cas d’échec : 1% de son mana Gain en cas de Réussite de l’action : 1 centième de mana - Fureur guerrière 69 Ce pouvoir de mana permet de se mettre en fureur guerrière contre ses ennemis. Pendant un nombre de minutes égales à son mana, le personnage ne ressent pas les effets des coups, il ne peut réaliser d’actions défensives (mais il peut réaliser toutes les attaques qu’il veut sauf celles impliquant une attente ou une visée) et effectuent ses actions avec un bonus de 2. Perte en cas d’échec : 10% de son mana Gain en cas de Réussite de l’action : 1 dixième de mana - Objet Exceptionnel Ce pouvoir permet à un artisan de donner un pouvoir spécial à son objet. Il aura en général un bonus égal au mana de l’artisan. Perte en cas d’échec: 20 % du mana de l’artisan Gain en cas de Réussite de l’action: 10% du mana de l’artisan - Frapper les Esprits Ce pouvoir de mana permet de toucher avec une arme normale ou avec ses membres un esprit. Perte en cas d’échec: 1 dixième de mana Gain en cas de Réussite de l’action: 1 dixième de mana 2. EVOLUTION DU MANA Le Mana évolue de trois manières: - cannibalisme : En mangeant une victime ou en mettant à la bouche l'oeil d'un ennemi, on peut s'approprier 1/10 du mana du vaincu. Cet acte est tapu et est normalement réservé aux ari’i. C’est un tapu important. - faire des actions prouvant qu’on est empli de mana : A la fin d’une aventure, si les activités des personnages ont amélioré leur prestige ou s’ils ont accompli des actes extraordinaires sans l’aide du mana, cela prouve que leur score de mana est sous-évalué. Ils se voient donc attribués par le maître des légendes des points de mana. 70 Par contre, si la baraka n’est pas de leur côté et qu’ils échouent dans leurs projets, c’est que leur score est surévalué ! - utiliser ses pouvoirs de mana : Comme on l’a vu dans la description des pouvoirs de mana, leur utilisation fait varier les points de mana. TAPU Les tapu, ou tabous, sont des interdits qui touchent des actions, des lieux, des personnes, etc... Il est par exemple tapu pour une femme de venir sur un marae, il est tapu de manger pour un ra’atira ou un manahune de la tortue ou de l’anguille. En général, le tapu tente d’empêcher les êtres noa (profanes) de réaliser des actes ra’a (sacrés) ou de s’approcher de lieux et de personnes ra’a. La pollution qui toucherait alors l’être noa est dangereuse pour celui-ci. En terme de jeu, ce danger se concrétise par l’accumulation de points de Mahuruhuru (pollution, souillure). Ces points se “gagnent” au contact de lieux ou de personnes ra’a et en brisant des tapu. Les conséquences d’une pollution trop importante peuvent être de plusieurs ordres: - une maladie ou la mort provoquées par la pollution - courroux d’une divinité ou d’un esprit. Cet être ra’a pourra provoquer la malchance du personnage, le posséder pour le rendre malade ou même le tuer. -mesure prise par les tahu’a pure ou les ari’i pour expier la faute (sacrifice ou meurtre) A la fin d’une aventure, le maître des légendes tire un D20 sous le nombre de points de Mahuruhuru de chaque personnage. Si le jet est réussi, des conséquences de cette pollution vont se produire. Au maître des légendes de choisir ce qui se passe en fonction de l’importance et de la nature des tapu brisés. Les personnages apprendront à craindre le son du tambour qui annonce une cérémonie sur le marae. Si les points de Mahuruhuru accumulés lors d’une aventure dépassent 10, des conséquences peuvent se produire lors de l’aventure même. Il existe plusieurs moyens de se purifier de ses points de Mahuhuru. Une tentative peut être effectuée lors d’une aventure et une autre entre deux aventures. Ces moyens sont: 71 - de se purifier soi-même avec de l’eau de mer sur la plage, on perd alors 1 point de mahuruhuru. - de se purifier soi même accompagné de prières populaires ou de prières aux ancêtres. En cas d’échec de la prière, aucun Mahuruhuru n’est perdu. Dans le cas contraire, on regagne 1 point auxquels s’ajoutent le quart de la marge de réussite du jet de prières. - il existe une prière sacrée de purification. En cas d’échec, c’est un tapu important qui a été brisé. Si c’est une réussite, le récitant perd la moitié de sa marge de réussite en point de Mahuruhuru. - de subir un sort de purification POINTS DE MAHURUHURU (entre parenthèse le nombre de points octroyés si un jet de mana est réussi) Importance du tapu brisé  Caste  Faible Moyenne Forte Très Forte Manahune 2 (1) 4(2) 8 14 Ra’atira ( ou Opu-Nui ) 1(0) 2(1) 6(4) 10 Ari’i 0 2 (0) 4 (2) 10 (5) Ari’i Maro ’ura ou Tahu’a Pure en état nevaneva 0 1 (0) 4 (0) 10 (0) Exemples de Tapu toucher une personne au fort ra’a, participer à un rite, violer un lieu au faible ra’a manger avec une femme, faire un échec critique lors d’une prière, rentrer dans un lieu au ra’a moyen manger une nourriture interdite à sa caste, violer un tapu édicté par le tahu’a rahi verser le sang sur un marae, tuer un homme nevaneva 72 PURIFICATIONS Type de purification Réussite Echec Eau de mer 1 point - Prière populaire ou aux ancêtres 1 point + ¼ marge de réussite - Prière Sacrée marge de réussite tapu important brisé Sort de purification Foi (marae) ou 2 points (hors marae) - 73 CHAPITRE 5: LA CHARTE ANGOUMOISE Rata-nui poursuit dans la montagne ce voleur et briseur de tabou de Rerefe qui a été désigné pour le prochain sacrifice humain à ‘oro. Celui-ci vient de franchir un gouffre et fait tomber le tronc de mape qui reliait les deux bords du gouffre. Rata-nui ne reculant devant rien pour s’attirer la bonne grâce des ari’i et des vahine tente de sauter au-dessus de l’abîme. La tentative est “ assez difficile ” ... Le résultat est à peine favorble, Rata-nui parvient à franchir l’obstacle de justesse en se rattrapant à la force des bras. Rerefe risque de reprendre de l’avance. La charte angoumoise est un outil de simulation que nous utilisons dans Légendes à plusieurs fins. La première utilisation de la charte angoumoise est de règler des situations dans laquelle n’intervient aucune compétence ni aucune caractéristique. La deuxième utilisation de la charte angoumoise est d’attibuer à une action un bonus ou un malus dépendant de la difficulté de la tâche. La dernière utilisation de cette charte angoumoise est de tirer une appréciation d’après le résultat d’un jet de det. DETERMINATION DES CHANCES DE SUCCES D’UNE ACTION Parfois, une action que veut réaliser un personnage ne rentre dans le cadre d’aucune compétence, d’aucune caractéristique ou d’aucun mana. Le maître des légendes s’inspire alors de la colonne 2 pour déterminer la difficulté de l’action. Il doit prendre en compte la difficulté intrinsèque de l’action et les précédents du personnage. Si celui-ci a les qualités ou une expérience qui permettre d’influencer l’action, le maître des légendes devra réviser à la clémence la difficulté qu’il évalue pour l’action. En face de la difficulté qu’il a choisi, le maître des légendes lira dans la colonne 1, les chances de réussite (sur 1d20) qui lui sont associée. Exemple: Hiri-te-’aoa tente de faire croire qu’il dort afin de tenter une fuite surprise. Des guerriers Mehiti ont été spécialement chargés de veiller sur lui. Le maître des légendes, prenant en compte que Hiri-te-’aoa est un farceur juge que feindre le sommeil sera pour lui “plutôt difficile”, ses chances de réussir à tromper les guerriers sont donc de 6. La charte angoumoise peut également déterminer le résultat d’action dépendant surtout de la chance. Il tire ou fait tirer un D20, repère le résultat dans la colonne 1 et voit l’appréciation correspondante dans la colonne 3. 74 Certaine situation échappe au contrôle particulier des personnages joueurs. En particulier quand il y trop de figurants, le maître des légendes pourra en utilisant la charte angoumoise déterminer l’évolution de la situation. Il regarde dans la colonne 3 l’adjectif qui correspond à la situation de l’un des camps et obtient dans la colonne 1 les chance de succès correspondantes de ce camp. ESTIMATION D’UN BONUS OU D’UN MALUS Le maître du jeu pense que la facilité ou la difficulté de l’action qu’entreprend un personnage nécessite l’application d’un bonus ou d’un malus au score total de la compétence. Il apprécie dans la colonne 2 la difficulté de l’action et lit en colonne 4 le modifcateur qu’il imposera au personnage pour cette action. Exemple: Arue a sorti sa planche de surf car de beaux rouleaux s’écrasent sur le récif. Dans l’eau, il aperçoit bientôt une magnifique vague qui semble bien dure à négocier. Arue tente de glisser dessus. Le maître des légendes pense que cette vague “assez difficile” à chevaucher et applique donc un malus de - 5 au jet de surf de Arue. INTERPRETATION D’UN RESULTAT Pour interpréter le résultat d’une action, le maître des légendes peut utiliser la Charte angoumoise. Il lit dans la colonne 4 la marge de réussite ou la marge d’échec et en conclue dans la colonne 3 l’appréciation correspondante. Exemple: Arue fait son jet de surf. Il réussit, sa marge de réussite est de 4. Le maître des légendes regarde l’appréciation correspondant à +4, il interprête la performance de Arue comme “assez bonne”. 75 LA CHARTE ANGOUMOISE 1 2 3 4 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 IMPOSSIBLE PRESQUE IMPOSSIBLE EXTREMEMENT DIFFICILE TRES DIFFICILE DIFFICILE ASSEZ DIFFICILE PLUTOT DIFFICILE A PEINE DIFFICILE UN PEU MOINS QUE MOYEN MOYEN MOYEN UN PEU MIEUX QUE MOYEN A PEINE FACILE PLUTOT FACILE ASSEZ FACILE FACILE TRES FACILE EXTREMEMENT FACILE PRESQUE IMMANQUABLE IMMANQUABLE CAUCHEMARDESQUE CATASTROPHIQUE EXTREMEMENT MAUVAIS TRES MAUVAIS MAUVAIS ASSEZ MAUVAIS DEFAVORABLE PLUTOT DEFAVORABLE A PEINE DEFAVORABLE NEUTRE NEUTRE A PEINE FAVORABLE PLUTOT FAVORABLE FAVORABLE ASSEZ BON BON TRES BON EXCELLENT PARFAIT FANTASTISQUE -9 -8 -7 -6 -5 -4 -3 -2 -1 0 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 76 CHAPITRE 6: LA SANTE Rata-nui a été pris à partie par un lourd guerrier du district voisin - et néanmoins ennemi - de Tiarei. Il s’est pris un bon coup de massue sur la tête. Il est blessé, mais parvient tout de même a regagné difficilement son fare. Sa constitution naturelle et les soins de son oncle, Hama-fei le tahu’a ra’au, lui permettent de récupérer prestement. Vivre n’est pas toujours évident pour un tahitien, esprits et guerriers ennemis ont de grandes chances de le mettre souvent à terre. L’état de santé définit dans quel état de forme se trouve le personnage. S’il agit presque normalement quand il est légèrement blessé ou légèrement malade, cela devient plus dur quand son état s’aggrave. On ne parlera que rarement ici des maladies et des poisons. L’échelle des états de santé est la même pour ces deux cas que pour des blessures. MALUS A L’ACTIVITE Le fait d’être blessé ou malade handicape le personnage dans ses activités. Il subit donc un malus qui dépend de son état de santé. Etat Légèrement Blessé Blessé Gravement Blessé Mortellement Blessé Malus -1 -3 -5 -10 DEGRADATION ET AMELIORATION DE L’ETAT DE SANTE La dégradation de l’état de santé peut avoir plusieurs origines: une blessure, un poison, une possession, une maladie ou une la dégradation d’une situation antérieure. Quand un personnage est blessé, il réalise à la fin de la scène de jeu, un jet sous son score de physique pour savoir si sa blessure empire. Le dé de ce lancer est le d20, les chances de le réussir dépendent de la gravité de la blessure et sont un multiple du physique. Etat LB Blessé GB MB Phys. 4 x 3 x 2 x 1 x 77 Un jet réussi de premiers soins ou de médecine juste après que la blessure ait été infligée permet également de stabiliser la situation. Par contre, si la situation n’est pas stabilisée, le personnage passe à l’état de santé suivant pendant la journée qui succède à la blessure. Ensuite, à la fin de la période de recouvrement, il effectue un jet sous D20 dépendant de son état de santé. Une réussite permet alors de passer à l’état de santé précédent. Un échec n’a pas d’influence. Un échec total aggrave la situation. Pour une possession, on utilise plutôt la volonté que le score de Physique dans les jets précédents. La table générale de recouvrement de blessure indique de quelle façon la médecine ou les premiers soins peuvent permettre de guérir les blessures ou du moins de les stabiliser. Les Premiers Soins ou le premier jet de médecine doivent être accomplis dans la scène de jeu où a eu lieu la blessure. Après cela, les soins donnés sont une tâche de médecine (voir règle de tâches, Chapitre : Les Compétences). Le passage d’un état à un autre permet de récupérer deux points de fatigue. Il est impossible de dépasser son score permanent de fatigue. Un personnage qui n’est plus blessé mais qui n’a pas encore récupéré ses points de fatigue les récupère au rythme de 2 par jour. LES HASARDS “NATURELS” Certaines dégradations de l’état de santé proviennent d’autres hasards que les armes (Chapitre 7: Combat) ou les possessions (Chapitre 10, Référence: Les Esprits); les chutes, les poisons ou les maladies en sont des exemples. Le principe est le même que pour les dégâts par armes ou par possession. Les dégâts de l’attaque sont tirés sur la table des hasards naturels. La virulence du poison, de la maladie ou la hauteur de chute correspondent au facteur de dégâts de l’arme. On croise le résultat de ces dégâts avec le chiffre de fatigue de la victime et on obtient ainsi l’état de santé. Après la première attaque du poison ou de la maladie, le recouvrement se fait comme pour les blessures. Mais au cas où le malade rate son jet de Physique et n’est pas soigné par un médecin, la maladie réalise une nouvelle attaque avec une virulence inférieure de 1. 78 TABLE GENERALE DE RECOUVREMENT DE BLESSURE Etat du Patient  Compétence  Légèrement Blessé initié Blessé initié Gravt Blessé expérimenté Mortellt Blessé professionnel Mort spécialiste Premiers Soins (Réussite Critique: passage à l’état précédent) évite la dégradation 1 point de fatigue récupéré évite la dégradation 1 point de fatigue récupéré évite la dégradation 1 point de fatigue récupéré évite la dégradation 1 point de fatigue récupéré passage à mortellement blessé 1 point de fatigue récupéré 1er Jet de Médecine évite la dégradation + passage à l’état précédent 2 points de fatigue récupérés évite la dégradation + passage à l’état précédent 2 points de fatigue récupérés évite la dégradation + passage à l’état précédent 2 points de fatigue récupérés évite la dégradation + passage à l’état précédent 2 points de fatigue récupérés passage à mortellement blessé 2 points de fatigue récupéré Tâche de Médecine Tour: 1/2 jour Points: 5 Tour: 1 jour Point: 15 Tour: 1 sem. Point: 8 Tour: 1 mois Point: 15 Recouvremt Naturel 1 jour Jet: 4x Phys. 1 semaine Jet: 3* Phys. 1 semaine Jet: 2*Phys. 15 jours Jet: 1*phys. Eternité DEGATS DES HASARDS NATURELS Virulence Hauteur Dégâts Faible 1-3 m 1 Moyenne 4-10m 2 Importante 10-20 m 3 Très Imp. 20+ 4 79 RESOLUTION DE L’ATTAQUE Jet de D20 Ligne de la table d’Attaque 0-3 aucun dégât 4-6 1ère ligne 7-13 2ème ligne 14-18 3ème ligne 19, 20 4ème ligne 80 CHAPITRE 7: LE COMBAT Rata-nui fait face à Riri-popoi, un guerrier n’ayant pas apprécié la dernière raillerie de Rata-nui sur son compte. Avant que Rata-nui n’ait pu ouvrir la bouche, Riri-popoi, lève sa massue puis l’abat sur Rata-nui. Celui-ci a juste le temps d’éviter le coup. Riri-popoi plus rapide et plus fort enchaîne une deuxième attaque en insultant les ancêtres de Rata-nui. Rata-nui pense que sa seule chance est de réussir un coup bien placé. Il parvient à arrêter la massue de son adversaire avec sa canne de combat et décide de tenter de toucher la tête de Riri-popoi. O chance inouïe, le tranchant de la canne percute le mastodonte qui n’était pas sur ses gardes et le voilà par terre, assommé. “ Tes descendants pourront dire que leur ancêtre a mangé la fiente de mes poulets ! ” s’exclame Rata-nui. Les combats sont un des points d’orgue d’une partie de jeu de rôles. De leur issue dépend souvent toute la poursuite d’un scénario. Ils sont également des moments dangereux et intenses pour les joueurs. Pour arriver à ce but, ils doivent être épiques, variés et imagés. Le risque pour le maître des légendes est de se retrancher derrière des mécaniques de jeu et de rendre les combats stériles. Ils ne doivent pas devenir des batailles de chiffres. Si les règles sont complètes et détaillées, elles ne doivent pas pour autant couper le souffle épique de l’engagement. Le maître des légendes devra insister plus sur la description des actions effectuées par les personnages que la description des détails des mécaniques de jeu. Les règles sont nombreuses afin de pourvoir à toutes les situations et permettre d’éviter la routine. Cependant, le maître des légendes est libre de garder celles qui lui plaisent et de rejeter celles qui à son goût déséquilibrent le jeu ou celles qu’ils jugent trop compliquées. LE DEROULEMENT DU COMBAT A Légendes Tahitiennes, le combat est divisé en périodes de trois secondes appelées bases. Chaque participant au combat peut réaliser un certain nombre d’actions durant une base: des attaques, des défenses ou des mouvements. Les règles de combat servent à déterminer les effets de chacune de ces actions et à les ordonner dans le temps. Les combats se déroulent pour chaque base en trois phases: - détermination de l’ordre des actions - résolution des actions - calcul des dommages et des autres effets 81 LES ACTIONS EN COMBAT Les opposants d’un combat peuvent durant chaque base réaliser un certain nombre d’actions qui dépend de la durée de leur(s) action(s). Les différentes actions sont catégorisées en actions longues, actions normales et actions rapides. Un combattant peut donc réaliser: - une action longue ou - une action normale et une action courte ou - trois actions courtes Une limitation existe cependant aux combinaisons d’actions qu’il est ainsi possible de faire. Seuls les personnages étant au moins professionnel dans leur arme peuvent réaliser deux attaques dans une base. Seuls ceux étant spécialiste dans leur arme peuvent réaliser trois attaques rapides dans une base. Pour les défenses, il n’est possible de réaliser qu’une seule parade rapide et qu’une seule feinte de corps par round à moins d’être professionnel ou spécialiste dans les compétences requises. Il est par contre possible de réaliser une parade et une feinte de corps. Le tableau suivant vous indiquera quelles actions sont longues, normales ou rapides. Il indique également le bonus ou le malus de l’action par rapport au score normal de la compétence correspondante. Actions Longues Actions Normales Actions Rapides Attaques Spéciales Sorts Actions Inattendues Tirs et Lancers Normaux Esquives Charges Attaques Normales Parades Normales Eviter (Esquive-5) Ramasser une arme Se relever Tirs et Lancers Rapide (-5) Se retourner Attaques Rapides (-5) Rattraper la massue de jet Recharger son Arc Parade Rapide (-5) Feinte de Corps (Esquive -7) Faire un quart de Tour 82 DETERMINATION DE L’ORDRE DES ACTIONS Durant chaque base, les attaques se font par ordre de rapidité. Le personnage avec le plus haut score de rapidité réalisera donc son attaque en premier. Les opposants ayant la même rapidité frappe simultanément. Les attaques à distance (armes lancées, arcs, sorts) sont accomplies simultanément et se résolvent après les attaques au corps à corps. Il est à noter que la massue de jet quand elle est attachée à la main du lanceur par une corde est considérée comme une arme de corps à corps. Si un opposant est surpris, il ne peut agir durant la première base du combat et devra réussir un jet de rapidité (D8) durant la deuxième base. Si ce jet est manqué, il ne pourra réaliser qu’une action rapide. Les actions longues cependant arrivent toujours en dernier, même si celui qui les accomplit est le plus rapide. Si plusieurs opposants réalisent des actions longues, c’est celui qui la plus haute rapidité qui commence. Une attaque à la massue lancée ou avec un lance longue (+ de 2 mètre) se font avec un bonus de 2 à la rapidité. Les déclarations d’intention se font du combattant le moins rapide au plus rapide. Ainsi, les plus rapides connaissent les actions des moins rapides avant de se décider. Un opposant plus rapide peut alors s’il le désire retarder son action et frapper après des adversaires moins rapides. Si un personnage réalise plusieurs attaques, la première attaque se fait dans l’ordre normal des rapidités, mais les autres attaques se font en dernier. option: si vous voulez éviter la monotonie, il possible de faire tirer avant chaque base un jet de rapidité+décision sur un D10. Les personnages accomplissant une attaque rapide bénéficie d’un bonus de +2. Les actions se font alors dans l’ordre des marges de réussite. RESOLUTION DES ACTIONS 1. LES ATTAQUES - Attaques Rapides Les attaques rapides se font précipitemment et presqu’instinctivement. Elles subissent un malus de -5. Il est impossible de viser lors d’une attaque rapide. 83 - Attaques Normales Les chances de toucher sont égales au score de la compétence avec d’éventuels bonus/malus de situation. - Attaques Spéciales Faire Tomber: Les dégâts de cette action sont divisées par deux et ne peuvent que blessé légèrement l’adversaire. Pour réussir une telle action, il faut réussir un jet de compétence à -5, modifié de la différence de force des personnages. Attaque Acrobatique: Une attaque acrobatique est une attaque soutenue par une acrobatie (Agilité-3) que le personnage devra décrire. Si l’acrobatie est ratée, elle peut se soldée par une chute. Elle peut également surprendre l’adversaire (jet de Rapidité + Décision sur 1d12). Coup Dévastateur: Un coup dévastateur est une attaque portée avec toute la force de l’attaquant qui ne fait alors pas attention à sa défense. Il porte le coup avec toute la violence possible qu’il peut y mettre. Le coup se fait à - 5, mais les dégâts de l’attaque se lisent automatiquement sur la quatrième ligne du tableau des dégâts (comme avec une marge de réussite de 10+). Un personnage parvenant à feinter ou à éviter une telle attaque se retrouve sur le flanc de son adversaire pour la base suivante. Si l’attaquant a réalisé une charge avant de tenter ce coup, le défenseur l’ayant feinté ou évité se retrouve même derrière pour la base suivante. Attendre l’ouverture: Durant la base précédant ce coup, le combattant ne doit avoir réaliser que des actions défensives et personne ne devra l’avoir atteint. Il attend en effet une ouverture pour frapper au bon moment. L’attaque bénéficiera alors d’un bonus de +6. Cette attaque peut se combiner avec l’option viser. Passage en Force: En réalisant cette attaque , le combattant cherche à se frayer un chemin en percutant ses adversaires. L’action se résolue normalement. Les dégâts sont divisés par deux, mais si le coup porte, le ou les adversaires doivent réaliser un jet de force sur 1d12 pour ne pas céder le passage à l’attaquant. Si l’attaquant avait chargé lors de la base précédente, ce jet de force se fait avec un malus de -2. Désarmer: Cette attaque se fait à -10. Si elle touche, l’adversaire est désarmé. - les options d’attaque: Les options d’attaque peuvent se réaliser sur pratiquement tout type d’attaque. Il s’agit d’attitude de combat qui modifie les chances de toucher et les résultats des actions viser: l’attaquant vise une zone particulière du corps, il écope d’un malus de -8. 84 assomer: l’attaquant doit viser la tête du défenseur et réussir un jet de force sur 1d8. Les dégâts seront diminués de moitié mais l’opposant tombera dans les pommes. attitude offensive: l’attaquant se fixe un malus pour sa défense allant de - 1 à -4 qui se transforme en bonus correspondant pour son attaque. attitude défensive: l’attaquant priviligie sa défense et s’inflige un malus de -1 à -4 en attaque, il subit le bonus inverse en défense. ajuster: si un tireur à l’arc ou la fronde passe une base à ajuster son tir, il bénéficiera d’un bonus de +3 à la base suivante. charger: L’attaquant court pendant une base vers son adversaire. Il ne pourra pas faire de défense lors de la base suivante mais bénéficiera d’un bonus de +2 à l’attaque. 2. LES DEFENSES On résoud les défenses juste après les attaques que ces défenses tentent d’éviter. Si le coup est manqué, il est bien sûr inutile de faire un jet pour la défense. - les feintes de corps La feinte de corps est un pas de côté ou une esquisse de mouvement visant à éviter une attaque en trompant l’adversaire. Cette défense nécessite une rapidité minimum de 3. Les chances de réussir une feinte de corps sont égales au score d’Esquive moins 7. Si la feinte de corps réussit, l’attaque ne fait que fendre l’air. - les parades rapides Une parade rapide est une parade réflexe que le combattant ne prémédite pas. C’est un acte de survie pour tenter de freiner la massue qui se précipite sur le défenseur. Les chances de réussite d’une parade rapide sont égales au score dans la compétence de l’arme (modifié par le malus de parade de l’arme) moins 5. Une réussite indique que le coup est totalement ou partiellement paré. Le coup est totalement paré quand la marge de réussite de la parade est supérieure ou égale à la marge de réussite de l’attaque.Le coup porté est alors arrêté par l’arme du défenseur. Le coup est partiellement paré si la marge de réussite de la parade est inférieure à la marge de réussite de l’attaque. Le coup est alors dévié et ne fait qu’érafler le défenseur. Les dégâts se lisent automatiquement sur la première ligne du tableau des dégâts et le bonus aux dommages de l’attaquant ne s’applique pas, le coup ayant perdu de sa force. 85 ex: Rata-nui subit une attaque du guerrier mehiti Turutu. Celui-ci a réussi son attaque de 5. Les dégâts normaux devraient donc être de 4 (lu sur le tableau des dégâts) + 2 (bonus aux dégâts du mehiti) = 6. Rata-nui tente une parade rapide avec sa massue, compétence où il est spécialiste (score final:15, modificateur de parade:-2, chance de parer: 13). Ses chances de succès sont de 8. Il fait 4 avec son dé. Sa marge de réussite est de 4. Il a donc partiellement paré son adversaire. Les dommages sont réduits à 2. - éviter L’action d’éviter demande plus d’attention qu’une feinte de corps. Le défenseur prend le temps d’observer les mouvements de son adversaire est d’agir en conséquence. Les chances de réussite sont égales au score d’esquive moins cinq. Les résultats de cette action sont identiques à la feinte de corps. - parade normale Une parade normale est une parade mieux préparée qu’une parade rapide. Ses chances de succès ne sont pas modifiées. Les résultats de la parade normales sont les mêmes que ceux de la parade rapide. - l’esquive L’esquive est un bond pour éviter une attaque. Le défenseur se jette littéralement hors d’atteinte. Un jet réussi indique que le défenseur est parvenu à se soustraire à l’attaque. Le défenseur qu’il ait réussi ou non son esquive devra réussir un jet d’agilité pour ne pas se retrouver à terre. L’esquive est la seule défense face à un arc ou une arme lancée (mise à part la massue de jet). 3. LES AUTRES ACTIONS - sortir ou ramasser une arme Cette action est une action normale. Elle peut s’enchaîner d’une feinte de corps ou d’une attaque rapide qui s’effectuera en dernier. La parade rapide n’est possible que si l’attaquant est plus lent. - se déplacer Des déplacements de 1 mètre par base quand le combattant est engagé et de 6 mètres quand il se déplace au milieu du combat sont possibles. 86 - quitter le combat Après une esquive, un éviter ou un passage en force réussi, le combattant peut tenter de fuire le combat. Si son adversaire le poursuit, une course poursuite s’engage. Tant que le poursuvant reste à longueur d’arme, il peut frapper le fuyard. - action inattendue Une action inattendue est une action apte à surprendre totalement l’adversaire. Elle comprend une action défensive rapide et un geste, une action pouvant surprendre l’adversaire: un pas de danse, un projectile inopiné ou toute autre action que le maître des légendes trouvera réellement inattendue. Un jet de surprendre réussi montrera que l’action a déroutée l’adversaire. N’hésitez pas à accorder des modificateurs au jet du personnage selon l’action entreprise. L’opposant aura droit alors à effectuer un jet de Rapidité+Décision sur 1D12. En cas d’échec, il sera surpris lors de la base suivante. En terme de jeu, il ne pourra réaliser aucune action. Le maître des Légendes peut permettre à l’adversaire de réaliser une défense rapide s’il trouve cette règle trop avantageuse. Par contre si l’adversaire dérouté réussit ce jet, il ne perdra qu’une action rapide durant la base suivante. Une action inattendue ne peut en général se faire qu’une fois par combat. Une même manoeuvre ne peut tromper qu’une seule fois un même adversaire, à moins qu’il soit stupide (1 ou 2 en intelligence). LE CALCUL DES DOMMAGES Le calcul des dégâts dépend de la marge de réussite de l’attaque, du bonus de force de l’attaquant et de la fatigue du défenseur. Les dégâts d’une attaque se soustrait au nombre de points de fatigue actuel du personnage affecté. A partir de 0 point de fatigue, le personnage blessé sombre dans l’inconscience. Il est définitivement mort lorsque son état de santé indique qu’il est mort. Ces dégâts se déterminent en regardant la table des dégâts. Ils dépendent de la marge de réussite de l’attaque et du facteur de dégâts de l’arme. Au nombre indiqué dans le tableau s’ajoute le bonus aux dommages de l’attaquant et se soustrait les protections que portent le défenseur sur la zone de son corps touchée par l’attaque. La localisation d’un coup qui n’a pas été visé se détermine par un jet sur la table de localisation. Les seules protections disponibles chez les maoris sont faites de fibre de coco, de tapa mouillée ou rêche qui couvre le torse ou qui se porte en pagne (maro) ou en pancho 87 (pareu). Reportez vous à la table des armures pour plus d’information. Le tapa normal n’est déjà pas d’une grande souplesse et offre une protection de 1. Le nombre de points de fatigue perdu implique la dégradation de l’état de santé qui se lit dans les tableaux de blessures et d’état de santé. Ils permettent de déterminer la gravité des blessures, qui dépendent de la fatigue de départ du blessé. Ce calcul des dommages connaît quelques exceptions: parade partiellement réussie, certaines attaques spéciales comme le coup dévastateur, etc... Certaines attaques ont également des effets autres que les dégâts: désarmer, assomer, etc... Les conséquences des blessures ne se limitent pas à des pertes de points de fatigue. Le tableau des blessures et le tableau des blessures localisées permet de déterminer les autres conséquences de ces blessures. Ces effets sont de plusieurs ordres: perte de connaissance, malus aux actions, lâcher d’arme, etc... Les différents états de santé et leurs conséquences en terme de jeu sont décrits dans le chapitre consacré à la santé. L’état “sonné” signifie que le personnage est groggy. Il ne peut effectuer qu’une action courte lors de la base suivante. LES MODIFICATEURS DUS A LA SITUATION La situation de combat peut influer sur le combat. Le tableau des modificateurs dus à la situation en fait une énumération que vous pouvez agrémenter à votre gré. TABLEAU DES MODIFICATEURS DUS A LA SITUATION Mêlée: Adversaire de Flanc +2 Adversaire de Dos +5 Adversaire Surpris +5 Adversaire au Sol +5 Adversaire en Contrebas +2 Attaquant au Sol -5 Distance: Longue Portée -5 Cible à couvert de -1 à -10 Cible se déplaçant rapidemt -4 Cible Minuscule (3 cm) -15 Cible Petite (25cm) -10 Cible Naine (1 m) -5 88 Cible Moyenne (2m) 0 Cible Géante (5m) +5 Cible Enorme +10 LES DEGATS TABLEAU DES DEGATS Marge de Réussite de l’attaque 0 Chiffre de Selon le 1 Dégâts Facteur de 2 dégâts de 3 l’arme 4 0,1 1 1 2 3 4 2,4,6,8 1 2 4 6 8 3,5,7,9 2 3 6 9 12 10+ 3 4 8 12 14 Réussite Critique +1 au facteur de dégâts de l’arme +1 au facteur de dégâts de l’arme +1 au facteur de dégâts de l’arme 14 16 Dégâts= Chiffre de Dégâts de l’attaque + le Bonus de Force de l’attaquant - Armure du Défenseur TABLEAUX DES ETATS DE SANTE Fatigue Permanente du Défenseur  Dégâts  1-5 6-10 11-15 16+ 1 Légert Blessé Sonné Sonné Sonné 2 Légert Blessé Légert Blessé Sonné Sonné 3 Blessé Légert Blessé Légert Blessé Légert Blessé 4 Blessé Blessé Légert Blessé Légert Blessé 5 Gravt Blessé Blessé Blessé Légert Blessé 6 Gravt Blessé Gravt Blessé Blessé Blessé 7 Gravt Blessé Gravt Blessé Gravt Blessé Blessé 8 Mortelt Blessé Gravt Blessé Gravt Blessé Gravt Blessé 9 Mortelt Blessé Mortelt Blessé Gravt Blessé Gravt Blessé 10 et + Mort Mortelt Blessé Mortelt Blessé Mortelt Blessé 89 CUMUL DES BLESSURES Légert Blessé Blessé Gravt Blessé Mortelt Blessé Légert Blessé Blessé Blessé+Sonné Gravt Blessé+Sonné Mort Blessé Blessé+Sonné Gravt Blessé Mortelt Blessé Mort Gravt Blessé Gravt Blessé+Sonné Mortelt Blessé Mort Mort Mortelt Blessé Mort Mort Mort Mort ARMURES Armures Zones Protection Malus à la Rapidité Turban en tapa léger 1 1 0 Turban lourd 1 2 -1 Fau 1,3 3 -3 Tapa Mouillé partout ou presque 2 -2 Tapa Epais partout ou presque 1 0 Fibre de Coco partout ou presque 2 -1 90 TABLEAU DES BLESSURES LOCALISEES Zones  Légert Blessé Blessé Gravt Blessé Mortelt Blessé Mort Malus aux actions quelque soit la zone -1 -3 -5 -10 1 Crâne Le cuir chevelu est ouvert, ça pisse le sang Inconscience sauf si jet de Physique réussi sur 1d8 Inconscience Fracture du crâne, Inconscience Jet de Recouvrement à -5 Le crâne explose 2 Visage Mauvais coup dans le nez qui se met à saigner Le coup “dans la gueule” met à terre le blessé Inconscience sauf si jet de Phys. réussi au d8, Perte d’un œil Inconscience, perte d’un œil, nez éclaté, visage défiguré Jet de Recouvrement à -5 Le beau visage du Toa est maintenant un margouillis infâme 3 Cou Le coup sonne la victime et lui fait lâcher ses armes Inconscience sauf si jet de Physique réussi au d8 Inconscience Mort au bout de 6 bases d’intense agonie la tête est arrachée sous la violence du coup 4 Avant-Bras Droit Lâche ce qu’il a dans sa main droite, à moins d’un jet de Force réussi sur D8 Lâche ce qu’il a dans sa main droite Fracture Membre en bouillie, inutilisable par la suite, inconscience, amputation peut-être utile Le membre est littéralement arraché, l’agonie dure 12 bases 5 Poitrine Droite La victime a mal au téton droit Sonné, 1 côte cassée Plusieurs côtes cassées, Sonné 2 bases Inconscience ( jet de Phys. sur d12) ou sonné 3 bases Cage Thoracique perforée, courte agonie 6 Poitrine Gauche La victime a mal au téton gauche Sonné, 1 côte cassée Plusieurs côtes cassées, Sonné 2 bases Inconscience Le cœur est touché, courte agonie 7 Avant-Bras Gauche Lâche ce qu’il a dans sa main gauche, à moins d’un jet de Force réussi sur D8 Lâche ce qu’il a dans sa main gauche Fracture Membre en bouillie, inutilisable, inconscience, amputation peut-être utile Le membre est littéralement arraché, l’agonie dure 12 bases 91 8 Bras Droit Lâche ce qu’il a dans sa main droite, à moins d’un jet de Force réussi sur D8 Lâche ce qu’il a dans sa main droite Un craquement sinistre, c’est la Fracture! Membre en bouillie, inutilisable, inconscience, amputation peut-être utile Le membre est littéralement arraché, l’agonie dure 12 bases 9, 10 Abdomen Les tripes sont secouées, sonnée La victime vomit et ne peut rien faire pdt 1 base La victime s’affaisse, vomit pdt 2 bases Inconscience a moins d’un jet de Physique sur 1d12 La victime connaît de douloureux spasme avant de s’éteindre 11 Bras Gauche Lâche ce qu’il a dans sa main gauche, à moins d’un jet de Force réussi sur D8 Lâche ce qu’il a dans sa main gauche Fracture Membre en bouillie, inutilisable, inconscience, amputation peut-être utile Le membre est littéralement arraché, l’agonie dure 12 bases 12 Main Droite Les doigts sont écorchés Lâche ce qu’il a dans sa main droite Lâcher + Sonné Fracture des Doigts Main quasiment arrachée, Inconscience 13 Bas-Ventre Coup à la hanche Coup aux parties génitales, Sonné Inconscience a moins d’un jet de Physique sur 1d8, risque de stérilité Inconscience, Stérile Mort dans d’atroces souffrances 14 Main Gauche Les doigts sont écorchés Lâche ce qu’il a dans sa main gauche Lâcher + Sonné Fracture des Doigts Main quasiment arrachée, Inconscience 15 Cuisse D 16 Cuisse G 17 Jambe D 18 Jambe G Bel Hématome en Perspective, -1 au jet impliquant la Rapidité Cela Saigne ! -3 au jet impliquant la rapidité Fracture Membre en bouillie, inutilisable, inconscience, amputation peut-être utile Le membre est littéralement arraché, l’agonie dure 12 bases 19 Pied Droit 20 Pied Gauche Les pieds sont écorchés plusieurs orteils éclatés, difficulté à marcher, -2 aux jets impliquant la rapidité Chute, fractures multiples Chute, pied inutilisable par la suite Pied quasiment arraché, Inconscience 92 TABLEAU DES ARMES Armes Comp. Fact. de Dégâts Parade Rechargem t Bout Portant Portée Max Toa Lance, Javelot (Taille: 5m) 2 -4 - 8m 15m To’oto’o Lance, Javelot (Taille: 1m) 1 0 - 3 m 20 m ‘omore Lance, Javelot (Taille:3,5)m 2 -3 - 5m 20m Hoto Ihe Lance, Javelot (Taille: 1,5m) 2 0 - 3m 20m Tiera Massue, Massue Lancée 2 -1 - 3m ( 1 m avec ficelle) 12 m (1 m avec ficelle) Petit Paeho Serpe 2 -4 - - - Grand Paeho Serpe (Fourche) 2 -2 - - - Aero-Fai Dard de Raie 2 -10 - - - Hache Herminette 2 - 2 - 3 m 10m Herminette Herminette 1 - 2 - - - Parau Poignard 1 - 6 - 3m 10m Ofai Lancer de Pierre 1 - 1 action courte 10m 40m Ma Fronde 2 - 1 action myenne 25m 150m A Arc 1 - 1 action longue 20m 200m Poing,Pied Corps à Corps 1 0 * - - - * mais blessure de dégâts 0 en cas de réussite de la parade face à une arme 93 CHAPITRE 8: LA MAGIE Le fort ‘iore-pau n’arrête pas d’importuner l’une des conquêtes les plus récentes de Rata-nui. Celui-ci décide de mettre fin à ce début de flirt. Il offre à ‘iore-pau un poisson un peu faisandé et s’embusque près du fare de son rival, la nuit venue. Ce dernier se précipite dehors, pris d’une irrésistible envie... Une fois ‘iore-pau soulagé, Rata-nui prélève un peu de ses excréments et incante un petit sort de “ rendre impuissant ”. Les tentatives de ‘iore-pau sont désormais vouées à l’échec. A Tahiti, l’ombre des esprits et des dieux est omniprésente. Chaque signe de la nature peut signifier leur présence et leur humeur. La magie est, dans ce monde peuplé d’esprits, utilisée de manière courante. La plupart des tahitiens en sont des utilisateurs. Certaines formes de magie sont tellement courantes que, dans le jeu, elles sont des compétences plutôt que des sorts: les prières et les conjurations en sont des exemples. En dehors de ces types de magie, il existe trois grandes catégories de magie: la magie incantatoire, la magie des esprits et la magie divine. La magie incantatoire se base sur la puissance de la parole qui permet de déclencher des effets variés. La magie des esprits met en relation des esprits - généralement à des fins néfastes - avec le monde mortel. La magie divine est réservée aux tahu’a, elle permet d’obtenir des faveurs et des pouvoirs des dieux, qui en sont d’ailleurs assez avares. Les sorts et la manière de les lancer varient beaucoup pour chacune de ces magies. Nous les étudierons donc séparément. Nous nous arrêterons précedemment sur la manière d’apprendre les différents sorts. L’ACQUISITION DES SORTILEGES ET LEUR APPROFONDISSEMENT 1. ACQUISITION AVANT LE DEBUT DU JEU L’acquisition des sortilèges avant le début du jeu est décrite dans le chapitre 2: La Création de Personnages. Elle se base sur les activités effectuées pendant l’adolescence et les facilités de telle ou telle occupation pour apprendre un sortilège et sur la dépense de points de personnalisation. Le maître des légendes peut interdire l’accès à certains sorts qui feraient perdre de l’intérêt au jeu. 2. ACQUISITION PENDANT LE JEU Le personnage doit trouver un homme ou un esprit qui consent à lui apprendre un sort que ce dernier connaît. L’apprentissage du sort prend une période durant le carré de la 94 difficulté du sort (en jours). Trouver ce genre de personnes ou d’esprit n’est pas évident et doit faire l’objet de role-playing. Un sorcier trouvera surement aupré de son maître un formateur de ce type. Cependant, celui-ci risque de devenir très méfiant à mesure que l’orou devient puissant. Cette acquisition coûte un nombre de points d’expérience équivalent à la difficulté du sort multipliée par deux. 3. DEVELOPPEMENT DES SORTS CONNUS Les chances de réussite et le niveau de maîtrise des sorts qu’un personnage connaît peut augmenter durant le jeu de deux manières. Tout d’abord par l’acquisition de nouveaux sorts qui amélioreront sa connaissance de la magie. Ensuite, par l’expérience, l’étude et la répétition de parties de l’incantation. Le coût en point d’expérience est égal au niveau de maîtrise actuel pour chaque point d’amélioration des chances de réussites. LES INCANTATIONS: LA PUISSANCE DES MOTS Pour les maohis, les mots ont une puissance qui leur est propre. Il suffit de voir quel effet un beau parleur peut avoir sur un auditoire. Les prières sont également une expression de ce pouvoir donné aux mots. Les mots comme les choses peuvent être chargés de ra’a. Ainsi le nom d’un ari’i maro’ura est banni de la langue commune. Si un roi prend le nom de Fare, le mot fare (maison) sera remplacé par un autre mot dans la langue courante. Les incantations sont donc des sorts dont la “formule” incantée suffit à déclencher l’effet. Il est particulièrement important de ne pas se tromper dans la diction de l’incantation qui peut parfois être assez longue. 1. RECITATION DE L’INCANTATION Incanter un sort se fait en récitant le texte de manière convaincante. Cela implique un certain gestuel et l’utilisation de composantes matérielles que le lanceur porte sur lui ou qu’il place à portée de sort. Omettre certains de ces éléments ou les améliorer modifie les chances de réussite de l’incantation. Le tableau suivant indique les bonus/malus qui sont cumulatifs pour les différents éléments de l’incantation. 95 Bonus / Malus  Eléments  -3 0 +2 Incantation Murmurée Normale Clamée Incantation 1 base = Difficulté 1 heure Gestuel Aucun Normal Enflammé Composantes 0 1 2 2. LES EFFETS DE L’INCANTATION Si le personnage réussit son incantation (jet de dé inférieur à ses chances de réussites), les effets de l’incantation apparaissent généralement à la fin du dernier mot de l’incantation. Le lanceur peut éventuellement suspendre les effets de l’incantations pendant 1 heure. Seul un contre-magie ou une dissipation de la magie permettra alors d’empêcher le sort d’accomplir ses effets. La récitation d’une incantation amène une certaine fatigue mentale qui a pour corollaire la perte d’un point temporaire de pouvoir (score de base équivalent au psychique). A 0 point de pouvoir, il est impossible de lancer un sort. Les points de pouvoirs se récupèrent au rythme de 1 par heure de sommeil. Une réussite totale dans le lancer indique que le lanceur ne perd pas de point de pouvoir. Un échec peut amener des conséquences imprévues. Aucun effet n’est perceptible, à part le ridicule du lanceur. Le joueur choisit alors entre la prise d’un point de Mahuruhuru ou la perte d’un point de pouvoir. Un échec total amène un retournement des effets du sort (si cela est possible) et la prise de deux points de Mahuruhuru. 3. LES TYPES DE SORT Les différents sorts n’ont pas les mêmes durées, ni les mêmes portées, ni les mêmes aires d’effet. Ils sont divisés en 7 catégories, catégorie qui est donnée dans la description de 96 chaque sort. Le tableau des types de sort décrit les durées, portées et aires d’effet des différents sorts. La durée est le temps que durent les effets d’un sort. La portée est la distance maximum qui doit séparer le lanceur des cibles. L’aire d’effet correspond généralement au nombre de cibles. Quand cela est indiqué dans la description du sort, il s’agit d’une aire d’effet géographique. 4. MAITRISE DE L’INCANTATION La maîtrise de l’incantation peut permettre de réaliser des effets de voix qui changeront le pouvoir de l’incantantion. Le tableau des types de sorts donnent les portées, durées et aires d’effet de base de chaque type d’incantation. Si le joueur désire augmenter la puissance de son sort, il a sa disposition un nombre de points de sort égal à son niveau de maîtrise. Il peut alors doubler, tripler voire quadrupler l’un de ces élémentsts : durée, portée, aire d’effet, en dépensant un nombre de point égal à la multiplication qu’il désire faire. Certains sorts prévoient également des effets qui varient selon le “nombre d’effets”. Ces nombres d’effets s’obtiennent en dépensant des points de sort en effet plutôt que dans la portée, la durée ou l’aire d’effet. Exemple: Puhi-Ta’i a un niveau de maîtrise de 5 en peur, un sort de type D. Il désire faire fuire ses adversaires (nombre d’effets nécessaire: 3). Il dépense donc trois points de sorts en effet. Il lui reste deux points de sorts qu’il place en durée, l’effet du sort durera donc 2 minutes, deux fois la durée normale du sort (1 min). 5. DESCRIPTION DES SORTS Les incantations sont divisées en incantations bénéfiques et maléfiques d’une part - vous verrez que les notions de bien et de mal ne sont pas toujours les mêmes chez les tahitiens que chez nous - et en différentes catégories qui indiquent la facilité d’accès que certaines classes ont sur ces sorts. AMULETTE DE MALEDICTION Incantation Maléfique, Magie Populaire Difficulté: 7 Composantes Matérielles: un ti'i activé et à l'esprit lié, un tupu de la victime Type A (la portée n'est que la distance entre le lanceur et le ti'i) Effet: L'esprit présent dans le ti'i est garant de la malédiction qui dure tant que l'esprit n'est pas expulsé du ti'i. Pour les types de malédictions, voir le sortilège "Malédiction". APAISER Incantation Bénéfique, Magie 'arioi Difficulté: 4 97 Composantes Matérielles: fleur de tiare, jeune plantain (meia) Type D Effet: La victime ne tentera plus d'actions agressives contre le lanceur et ses amis. Il discutera plus calmement ou se retirera d'un combat. Avec deux nombres d'effets, la victime sera prête à négocier et avec trois, elle commencera à trouver le lanceur sympathique. BENEDICTION MAGIQUE Incantation Bénéfique, Magie Populaire Difficulté: 5 Composantes Matérielles: huile de monoi, plume rouge Type A Effet: Offre un soutien majeur (comme pour les compétences) à toute action, le nombre d'effets s’ajoute au bonus de soutien. BENIR UN HAMEÇON Incantation Bénéfique, Pêcheurs Difficulté: 3 Composantes Matérielles: une dent de requin, un poisson magique Type B Effet: L'hameçon reçoit le "soutien" (comme pour une compétence) du sortilège pendant toute une pêche. Ce sort est moins risqué qu'un 'upu. Si ce sort est effectué à la création de l'hameçon, l'effet peut être permanent. Le soutien sera alors mineur et il faut mettre 2 points en effet. CONTRE-MALEFICE Incantation Bénéfique, Magie Populaire Difficulté: 9 Composantes Matérielles: un ti'i inactivé, une feuille d'aito Type A Effet: Ce sort permet de retourner les effets d'une incantation maléfique contre son lanceur. Ce sort doit être effectuer dans l'heure suivant l'incantation du sorcier. Chaque nombre d'effets mis dans le sort permet d'étendre cette période de une heure. CONTRE-POISON I Incantation Bénéfique, Médecine Difficulté: 4 Composantes Matérielles: Perle, Plume Jaune Type A Effet: Neutralise les effets d'un poison jusqu'à une intensité de trois. Chaque nombre d'effets permet d'augmenter de un l'intensité des poisons contrés. CONTRE-POISON II Incantation Bénéfique, Médecine 98 Difficulté: 6 Composantes Matérielles: Perle, Plume Jaune Type A Effet: Neutralise les effets d'un poison quelqu'en soit l'intensité. Ce sortilège agit d'effet en prévention pour 1 jour si on y met deux nombres. DISSIPATION DU MALEFICE Incantation Bénéfique, Magie Populaire Difficulté: 6 Composantes Matérielles: une feuille de ti, un ti'i inactivé Type A Effet: dissipe les effets d'une incantation maléfique ECARTER LES ANIMAUX Difficulté: 1 Composantes Matérielles: trois poils de cochon sauvage, une noix de tutui Type F Effet: fait fuire les animaux des alentours du lanceur, les animaux possédés par un esprit peuvent faire un jet de mana pour ne pas s'enfuire EXORCISME D'ESPRIT DE LA PIERRE Incantation Bénéfique, Médecine Difficulté: 6 Composantes Matérielles: une pousse de bananier, des racines de ‘ava Type A Effet: oblige un esprit de la pierre dont le nom est connu à quitter une personne ou un animal, l'esprit de la pierre en se retirant occasionne quelques dégâts (voir chapitre sur les esprits). Il n’est possible d’exorciser un esprit que si la puissance de celui-ci est égale ou inférieure à la maîtrise de ce sortilège. EXORCISME D'ESPRIT DU BOIS Incantation Bénéfique, Médecine Difficulté: 4 Composantes Matérielles: des racines de ‘ava, une pousse de bananier Type A Effet: oblige un esprit du bois dont le nom est connu à quitter une personne ou un animal, l'esprit du bois en se retirant occasionne quelques dégâts (voir chapitre sur les esprits). Il n’est possible d’exorciser un esprit que si la puissance de celui-ci est égale ou inférieure à la maîtrise de ce sortilège. Ce sortilège permet également de renvoyer dans le po, l’esprit d’un animal ou d’un monstre des bois venant de mourir. 99 EXORCISME D'ESPRIT DU CORAIL Incantation Bénéfique, Médecine Difficulté: 8 Composantes Matérielles: un morceau de corail, une pousse de bananier Type A Effet: oblige un esprit du corail dont le nom est connu à quitter une personne ou un animal, l'esprit du corail en se retirant occasionne quelques dégâts (voir chapitre sur les esprits). Il n’est possible d’exorciser un esprit que si la puissance de celui-ci est égale ou inférieure à la maîtrise de ce sortilège. Ce sortilège permet également de renvoyer dans le po, l’esprit d’un monstre marin venant de mourir. EXORCISME D' 'OROMATUA Incantation Bénéfique, Médecine Difficulté: 10 Composantes Matérielles: un os d'un ancêtre, des racines de ‘ava Type A Effet: oblige un 'oromatua dont le nom est connu à quitter une personne. Il n’est possible d’exorciser un esprit que si la puissance de celui-ci est égale ou inférieure à la maîtrise de ce sortilège. FAIRE PARLER LE BOIS Incantation Bénéfique, Médecine Difficulté: 2 Composantes Matérielles: un coquillage (murex de préférence), un morceau de miro ou de ti Type D Effet: Oblige un esprit du bois à parler et à dire son nom. Ce sort doit être pratiquement toujours lancé avant de réaliser un exorcisme d'un esprit du bois. Un Niveau de Maîtrise du sortilège au moins égal à 3 permet de converser avec l'esprit. FAIRE PARLER LE CORAIL Incantation Bénéfique, Médecine Difficulté: 2 Composantes Matérielles: un coquillage (murex de préférence), un morceau de corail Type D Effet: Oblige un esprit du corail à parler et à dire son nom. Ce sort doit être pratiquement toujours lancé avant de réaliser un exorcisme d'un esprit du corail. Un Niveau de Maîtrise du sortilège au moins égal à 3 permet de converser avec l'esprit. 100 FAIRE PARLER LES PIERRES Incantation Bénéfique, Médecine Difficulté: 2 Composantes Matérielles: un coquillage (murex de préférence), une pierre Type D Effet: Oblige un esprit de la pierre à parler et à dire son nom. Ce sort doit être pratiquement toujours lancé avant de réaliser un exorcisme d'un esprit de la pierre. Un Niveau de Maîtrise du sortilège au moins égal à 3 permet de converser avec l'esprit. FUREUR GUERRIERE Incantation Bénéfique, Magie Populaire Difficulté: 4 Composantes Matérielles: un morceau d'aito, une plume rouge Type D Effet: La victime se trouve dans un grand état d'excitation guerrière. Elle réalise trois attaques rapides par base avec un bonus de + 2 et ne fait aucune défense. Si le combat se termine avant l'expiration de la durée du sort, elle pourrait se retourner contre ses alliés (à moins de réussir un jet de volonté sur 1D10). GROSSESSE NERVEUSE Incantation Maléfique, Magie de la Stérilité Difficulté: 4 Composantes Matérielles: un tupu de la victime, une ficelle sans noeud Type G Effet: provoque une grossesse rapide et ne débouchant que sur une fausse couche. Avec deux points d'effet, ce maléfice prend l'apparence d'une vrai grossesse (dure neuf mois). GUERISON DE LA STERILITE Incantation Bénéfique, Médecine Difficulté: 5 Composantes Matérielles: ficelle sans noeud, bout inférieur d'une uhi (igname) Type A Effet: permet de guérir la stérilité, avec trois nombres d'effets, le sort peut guérir une stérilité magique GUERISON DES FIEVRES Incantation Bénéfique, Médecine Difficulté: 4 Composantes Matérielles: feuille de ti, jeune plantain (meia) Type A Effet: permet de guérir les fièvres d'une personne; les fièvres dues au viol de tapu 101 ou à la possession d'un esprit sont éliminées mais par leur cause et la mort peut survenir tout de même. HYPNOTISME Incantation Bénéfique, Magie 'arioi Difficulté: 6 Composantes Matérielles: une écaille de lézard, un vivo Type D Effet: Le lanceur doit soit regarder sa victime dans les yeux, soit réaliser une action artistique envoûtante (danser ou jouer du vivo) en incantant les paroles. La victime dit alors la vérité quand on la questionne et peut agir selon la volonté du lanceur. Cependant, le lanceur doit faire croire à sa victime que c'est dans son intérêt (bon role-playing: effet assuré). MALADIE Incantation Maléfique, Magie Populaire Difficulté: 5 Composantes Matérielles: un tupu de la victime, un ti'i inactivé Type G Effet: La victime se trouve prise de graves fièvres qui réduisent sa fatigue de moitié. Le sort prend quelques heures pour prendre effet. MALEDICTION MAGIQUE Incantation Maléfique, Magie Populaire Difficulté: 6 Composantes Matérielles: un tupu de la victime, un os d'un de ses ancêtres Type G Effet: La victime subit une malédiction qui lui attire la malchance. Voici le type de malédiction qu'il est possible d'effectuer selon le nombres d'effet: 1 nombre d'effet: Chaque fois qu'un personnage fait un certain type d'action bénigne fixé, il a de grandes chances de la rater (le NM du sort sur 1D8). Exemple: faire l'amour, lancer un javelot, parer avec son 'omore, pêcher un certain type de poisson. 2 nombres d'effet: comme précédemment mais le champs d'action de la malchance du personnage est plus grand: les femmes, la sculpture, la guerre, etc... 3 nombres d'effet: le personnage a le don de s'attirer l'ire des dieux et des esprits, il gagne le double de points de tapu et en gagne à chaque viol de tapu ou de contact avec le ra'a. Si il fait commerce avec les esprits, il aura une grande chance que ceux-ci s'irrite à toute conjuration ou demande (une chance égale au NM du lanceur sur 1D8). 4 nombres d'effet: Comme pour 1 nombre d'effet, mais l'échec est systématique 5 nombres d'effet: Comme pour 2 nombres d'effet, mais l'échec est systématique 102 6+ nombre d'effets: Comme pour 1 nombre d'effet, mais ce n'est pas certains types d'action qui sont touchés mais toutes les actions qu'effectuent le personnage. OBJETS EXCEPTIONNELS Incantation Bénéfique, Magie d'Artisan Difficulté: 5 Composantes Matérielles: une herminette rituelle, un 'umete de 'ava Type A Effet: ce sort permet lors de la fabrication d'un objet de le rendre exceptionnel, soit par sa beauté ou par son efficacité. Nbre d'Effets 1-2: bonus de +1 3-4: soutien mineur 5+: soutien majeur PERTE DES CHEVEUX Incantation Maléfique, Magie Populaire Difficulté: 2 Composantes Matérielles: un tupu, un ti'i inactivé Type G Effet: la victime pert ses cheveux. Il perd ainsi une grande partie de sa capacité de séduction et devient ridicule. Avec deux points d'effets, ce sort prend une durée permanente. 103 PERTE DE DENTS Incantation Maléfique, Magie Populaire Difficulté: 3 Composantes Matérielles: un tupu, un ti'i inactivé Type G Effet: la victime pert un nombre de dents égal à la marge de réussite du sortilège. Il perd ainsi une grande partie de sa capacité de séduction, devient ridicule et peut croire à une attaque divine. Avec deux points d'effets, ce sort prend une durée permanente. Il est également possible de dépenser des points d'effet pour faire perdre plus de dents: un point d'effet fait perdre trois dents supplémentaires. PEUR Incantation Bénéfique, Magie Populaire Difficulté: 1 Composantes Matérielles: un ti'i inactivé, une branche d'aito (bois de fer) Type D Effet: Après avoir incanter ce sort, le ou les victimes se mettent à craindre le lanceur. L'effet cependant varie selon le nombre de points dépensés dans l'effet. Dans tous les cas, si la volonté de la cible est supérieure à l'aura du lanceur, elle a droit pour ne pas répondre à cette suggestion à un jet sur 1D8 où il faut faire moins que la différence entre ces deux chiffres. Le nombre d'effets dépensés dans ce sort viennent s'ajouter à l'aura du lanceur. nombre d'effets 1-2: crainte, les victimes subissent un malus (la moitié de la marge de réussite du sort + le nombre d'effets) et hésitent à attaquer le lanceur 3-4: les victimes restent prostrées, elles sont surprises (seule une action défensive rapide) pendant la durée du sort jusqu'à ce qu'elles réussissent un jet de volonté sur un D20 (un jet à chaque base si elles sont attaquées). 5+: les victimes sont prises de panique, seul un jet de volonté+décision sur 1D20 avec une marge de réussite supérieure aux nombres d'effet + la marge de réussite permettra à la victime de ne pas s'enfuire PLUIE DE CAILLOUX Incantation Maléfique, Magie Populaire Difficulté: 4 Composantes Matérielles: un ti'i inactivé, un caillou Type E Effet: Ce sort fait tomber une pluie de cailloux sur la zône d'effet. Le nombre d'effets fait varier les effets de ce sort. Sans points d'effet, le sort ne donne qu'une grosse frousse à ses victimes et fait peu de dégâts matériels. A partir de un point d'effet, les dégâts sur les personnes sont égaux à la moitié de la marge de réussite plus le nombre d'effets. 104 Les dégâts matériels sont à la discrétion du maître des légendes. POURRIR LES NOIX DE COCO Incantation Maléfique, Magie de la Stérilité Difficulté: 3 Composantes Matérielles: une noix de coco bouchon pourrie, un poison mineur Type B Effet: fait pourrir les noix de coco dans une plantation et rend stérile les arbres pendant un an. Si le sort "protéger les noix de coco" a été effectué sur la plantation, le maléfice ne fait qu'annuler la protection magique. POURRIR LES RECOLTES Incantation Maléfique, Magie de la Stérilité Difficulté: 5 Composantes Matérielles: une noix de coco bouchon pourri, un poison mineur Type B Effet: fait pourrir les récoltes dans une plantation et rend stérile la terree pendant un an. Si le sort "protéger les récoltes" a été effectué sur la plantation, le maléfice ne fait qu'annuler la protection magique. POURRIR UN FOUR Incantation Maléfique, Magie Populaire Difficulté: 3 Composantes Matérielles: un dard de raie, une dose d'un poison bénin Type A Effet: Rend non-comestible toutes les denrées cuites dans un four enterré. Le lanceur doit placer les éventuelles composantes matérielles dans l'endroit où généralement une famille creuse son four et réciter l'incantation. La ménagère se couvrira alors de ridicule et se fera peut- être battre pour son manque de connaissance culinaire. Le nombre d'effets rend la nourriture vénéneuse. L'intensité du poison qu'elle représente correspond à ce nombre d'effets. PROTEGER LES NOIX DE COCO Incantation Bénéfique, Fertilité Difficulté: 1 Composante Matérielle: un jeune plantain (meia), une noix de coco bouchon Type: B Effet: Protège une plantation de cocotiers des aléa naturels et en assurent la fertilité PROTEGER LES PIROGUES Incantation Bénéfique, Magie de Tahu'a Va'a et de Pêcheurs 105 Difficulté: 5 Composantes Matérielles: une dent de requin, une tresse en feuilles de fara Type B Effet: protège une pirogue des aléas naturels et des problèmes "techniques" pour la durée d'une pêche ou d'une traversée PROTEGER LES RECOLTES Incantation bénéfique, magie de Fertilité Difficulté: 2 Composantes Matérielles: un jeune plantain (meia), queue de taro Type: B Effet: Protège un champ ou une plantation des aléas naturels PROVOQUER LA STERILITE Incantation Maléfique, Magie de Stérilité Difficulté: 4 Composantes Matérielles: un tupu de la victime, un ficelle avec un noeud Type G Effet: provoque la stérilité d'une personne. Avec deux points d’effets, ce sort permet de rendre un homme impuissant. Ce sort devient permanent si le lanceur y consacre quatre points points d'effets. RENDRE AMOUREUX Incantation Bénéfique, Fertilité Difficulté: 3 Composantes Matérielles: une fleur de Tiare, du Monoi Type A Effet: rend amoureux une personne, ajouter des points d'effets enflamme cet amour, à cinq points d'effet, la personne devient folle furieuse. Seule une dissipation de la magie ou un autre rendre amoureux peut rompre le sortilège RENDRE SUICIDAIRE Incantation Maléfique, Magie Populaire Difficulté: 6 Composantes Matérielles: un tupu, trois poils de cochons sauvages Type E Effet: Ce sort a pour effet de rendre le comportement de la victime suicidaire. Il est prêt à prendre des risques incensés. En attaque par exemple, le suicidaire gagne +3 sur ces attaques, mais il ne défend pas. En mettent quatre points en effet, la victime fait réellement une tentative de suicide. RESISTER AU SOMMEIL Incantation Bénéfique, Magie Populaire Difficulté: 1 Composantes Matérielles: une ficelle, un petit coquillage 106 Type F Effet: permet de résister à l'endormissement; avec deux points d'effet, ce sortilège permet de résister à un sommeil magique SUGGERER Incantation Bénéfique, Magie 'arioi Difficulté: 4 Composantes Matérielles: conque, feuille de ti Type D Effet: Le lanceur fait une suggestion simple dont la victime pense être l'auteur, il répond généralement à cette suggestion. Si la volonté de la cible est supérieure à l'aura du lanceur, elle a droit pour ne pas répondre à cette suggestion à un jet sur 1D6 où il faut faire moins que la différence entre ces deux chiffres. Le nombre d'effets dépensés dans ce sort viennent s'ajouter à l'aura du lanceur. TEMPETE Incantation Maléfique, Magie Populaire Difficulté: 6 Composantes Matérielles: une dent de requin, un ti'i activé avec un esprit du vent Type F Effet: Ce sort déclenche dans l'air d'effet une tempête. L'intensité de la tempête dépend du nombre d'effets. Avec un nombre d'effets de un, la tempête peut retourner des pirogues. A partir de quatre, la tempête peut arracher des arbres. Les effets sont à la discrétion du maître des légendes. TROUVER DE L'EAU Incantation Bénéfique, Magie Populaire Difficulté: 2 Composantes Matérielles: ficelle avec une pierre au bout, une gourde (le fruit) Type F Effet: une fois l'incantation réalisée, la pierre indique la direction du point d'eau le plus proche TYPHON Incantation Maléfique, Magie Populaire Difficulté: 10 Composantes Matérielles: un ti'i activé part un esprit du vent, du sang de lutin Type G Effet: crée dans l'air d'effet un typhon qui emporte tout sur son passage: fare, va'a, arbre, etc... Les personnes prises dans l'air d'effet doivent fuire ou risquer de trouver la mort (jet selon la situation et à la discrétion du maître des légendes). VIRILITE Incantation Bénéfique, Fertilité 107 Difficulté: 2 Composantes Matérielles: une ficelle sans noeuds, un ti'i inactivé Type F Effet: permet à un homme de ne pas faillir, il gagne +1 à toutes ses actions physiques; sur une femme ce sortilège à des effets étranges (à la discrétion du maître des légendes). VISION DU VOLEUR Incantation Maléfique, Magie Populaire Difficulté: 4 Composantes Matérielles: une noix de coco coupée en deux remplie d'eau, un to'o inactivé du dieu Hiro Type C Effet: Dans l'eau de la noix de coco apparaît le visage de l'auteur d'un vol cité dans l'incantation. La précision du visage dépend de la marge de réussite. 108 TABLEAU DES TYPES DE SORT D’INCANTATION Type A B C D E F G Durée Permane nt 1 saison 1 base 1 minute 15 min 1 heure 1 jour Portée 1 mètre 10 mètres 3 mètres 10 mètres 100 m 100 m 1 km Aire d’Effet 1 cible ( ou rayon de 3m) 10 cibles ( ou rayon de 100m) 1 cible ( ou rayon de 3m) 1 cible ( ou rayon de 5m) 1 cible ( ou rayon de 10m) 1 cible ( ou rayon de 30m) 1 cible ( ou rayon de 1 km) LE POUVOIR DES ATUA: LA MAGIE DIVINE La magie divine correspond à des faveurs que les dieux font à leurs adorateurs, pour la plupart du temps les tahu’a pure. Il existe une multitude d’Atua et certains d’entre eux parrainent des professions ou des familles et les membres de ces communautés peuvent parfois les invoquer pour réaliser de la magie divine. Comme les ari’i, et à un point plus élevé encore, les dieux sont très sourcilleux sur la façon dont on leur parle ; les mots ont là encore une très grande importance. Les lapsus peuvent amener des effets néfastes. 1. LES DIEUX TUTELAIRES Bien que les prêtres soient rarement dédiés à un seul dieu, il n’a en général la faveur que d’un seul grand dieu. Le marae où il officie a un ou plusieurs dieux de tutelle. Le Tahu’a choisit donc un de ces dieux dont il pourra bénéficier des faveurs et donc apprendre les sorts qui lui sont liés (et uniquement ceux-ci). Ro’o étant le messager de Tu, les tahu’a choississant d’apprendre les sorts de Tu peuvent également apprendre les sorts de Ro’o jusqu’à la difficulté 5. Tous les tahu’a pure peuvent bénéficier des sorts des petits dieux. Certaines professions peuvent bénéficier des sorts de petits dieux. Ainsi les tahu’a tautai pourront apprendre les sorts des dieux de l’océan et de Hiro. 2. LES CIRCONSTANCES DE LA DEMANDE Ces sorts étant des faveurs des dieux, la demande qui leur est faite peut être formulé dans diverses circonstances. De ces circonstances dépendent l’effet du sort. Il existe trois grands modes de lancer des sorts de magie divine: 109 - sur le marae, en présence du dieu dans un to’o: les effets peuvent alors être dévastateurs et les conséquence d’un échec très grave. - sur le marae, sans invocation des dieux: les effets du sort sont alors moins important mais reste très conséquents - en-dehors du marae: les effets de la faveur sont alors plus limité Le tableau des circonstances des demandes permet de connaître la portée, la durée et l’aire d’effet des sorts de magie divine. TABLEAU DES CIRCONSTANCES DES SORTS DE MAGIE DIVINE Portée Durée des Effets Aire d’Effet Durée de la demande Effet d’un Echec Marae, Atua conjuré +3 au lancer 10 km Permanent ou une saison (1 an, 1 pêche, 1 expédition...) 10 Cibles ou 1 mataiena’a 15 minutes Viol d’un tapu très important. Si possible, effet inverse Marae, Atua non-conjuré 0 au lancer 1 km Permanent ou 1 jour 4 cibles ou 100m aut. du tahu’a 2 minutes Viol d’un tapu important + Perte d’1 point de Pouvoir Hors du Marae -5 au lancer 100m Permanent ou 1 heure 1 cible ou 20 m autour 1 base 1 point de mahuruhuru ou perte d’un point de pouvoir 3. LA FORMULATION DE LA DEMANDE La demande se fait sur la forme d’une prière ou si celui-ci est présent dans un to’o, d’une discussion avec le dieu. Les paroles que doivent prononcées le prêtre sont codifiées et à la moindre erreur, le dieu pourrait s’irriter. La durée de la demande et les conséquences d’une erreur dans la formulation de la prière sont indiquées dans le tableau des sorts de magie divine. La demande, si elle est effectuée sur le marae, doit être précédée d’un sacrifice. Le type de sacrifice attendu pour chaque sort est indiqué dans la description du sort. Quand elle est 110 effectuée en-dehors du marae, il suffit de donner la première part de son repas au dieu tutellaire lors du repas qui précède ou qui suit le lancement du sort. 4. LES EFFETS DU SORT Les effets du sort dépendent également des circonstances de la demande. Les effets sont indiqués dans la description du sort. Le moment où prend effet le sort se fait au moment où l’a demandé le tahu’a. S’il n’a précisé ce moment, les effets du sort se font sentir au bon vouloir du dieu. 5. LA MAITRISE DE L’INCANTATION Les durées, portées et aires d’effet des sorts de magie divine peuvent être améliorées grâce à des points de sorts qui découlent du niveau de maîtrise du sortilège. Cela fonctionne de la même manière que les incantations. Cependant, le nombre de points de sort dépensés dans un sort ne peut être supérieur à la foi du Tahu’a. 6. DESCRIPTION DES SORTS DE MAGIE DIVINE Les sorts sont dans l’ordre alphabétique. Pour chacun d’entre eux est indiqué le dieu qui permet de les lancer et les effets pour chacun des modes de lancement. APAISER LES ESPRITS DU BOIS Tane, To’a Hiti Difficulté: 2 Sacrifice: un régime de plantain Effets: Ce sort permet d’empêcher des esprit du bois de réaliser des actions hostiles aux humains. L’aire d’effet de ce sort est géographique. BEAUTE Tane Difficulté: 2 Sacrifice: - Effets: Ce sort permet d’améliorer l’apparence d’une cible pendant la durée du sort. Toutes actions impliquant l’apparence ou ses aspects gagnent un bonus de +3. Ce sort ne s’effectue qu’en dehors du marae. BENEDICTION Commun à tous les grands Atua Difficulté: 4 Sacrifice: nourriture Effets: Ce sort permet de favoriser la réussite d’une action. Marae+Conjuration: 111 Une action réussit automatiquement, si elle est jugée au mieux assez difficile par le maître des légendes (se référer à la charte angoumoise) ou si l’atua y a intérêt. Si elle est plus difficile, l’action reçoit un bonus égale à la foi du tahu’a pure. Marae: Une action reçoit le soutien majeure du sort. Si l’action est facile, on peut y ajouter la foi du tahu’a pure. Hors Marae: L’action bénie reçoit le soutien mineur du sort. Si l’action est facile, il peut s’agir du soutien majeur. BENEDICTION DE ... Dieux mineurs Difficulté: 4 Sacrifice: nourriture Effets: Ce sort permet de favoriser la réussite d’une action entrant dans le champ de compétence du dieu. Exemple: une pêche pour un dieu de la pêche, un accouchement pour Hine, un vol pour Hiro, etc... Marae+Conjuration: Une action réussit automatiquement, si elle est jugée au mieux assez difficile par le maître des légendes (se référer à la charte angoumoise) ou si l’atua y a intérêt. Si elle est plus difficile, l’action reçoit un bonus égale à la foi du tahu’a pure. Marae: Une action reçoit le soutien majeure du sort. Si l’action est facile, on peut y ajouter la foi du tahu’a pure. Hors Marae: L’action bénie reçoit le soutien mineure du sort. Si l’action est facile, il peut s’agir du soutien majeur. BONNE NAVIGATION Dieu Maritime Difficulté: 5 Sacrifice: des poissons argentés Effets: Ce sort permet de protéger des pirogues cibles des alea naturels et bénit (soutien mineur) les jets de navigation du pilote. CHUTE D’ ARBRES Tane Difficulté: 4 Sacrifice: - Effets: Ce sort s’effectue en dehors du marae. Il permet de faire tomber un arbre cible. CHUTE DE PIERRES 112 Tane, To’a Hiti Difficulté: 5 Sacrifice: - Effets: Ce sort s’effectue hors d’un marae. Il permet de faire décrocher des pierres du flanc de la montagne et de les faire dévaler. Si le sort est destiné à frapper, le facteur de dégâts de l’attaque est égal au niveau de maitrise du lanceur divisé par deux (arrondi au-dessus). La marge de réussite est celle du sort. Les cibles peuvent esquive, si elle ne sont pas surprises. CONNAISSANCE Ro’o, Tu, ’oro Difficulté: 5 (6 pour les adorateurs de ‘oro et de Tu) Sacrifice: des plumes rouges et blanches Effets: Ce sort permet de connaître une information sur un sujet “académique”: histoire, géographie, connaissance des plantes et des animaux, etc... Ce ne peut être ni une question de généalogie, ni une question d’événements actuels. Exemple de question: Quel est la couleur des rupe (pigeons) de ‘uporu ? Marae+Conjuration: L’information peut avoir la longueur d’une généalogie. Marae: L’information peut être complexe. Hors Marae: L’information se réduit à quelques mots. CONNAISSANCE DE PLANTES Dieu Guérisseur Difficulté: 5 Sacrifice: nourriture Effets: Ce sort permet de connaître les utilisations médicinales possibles de plantes cibles. Si ce sort s’effectue sur le marae, les plantes cibles se trouvent sur le marae. COUP PUISSANT Tu, ‘oro Difficulté: 2 (3 pour les adorateurs de ‘oro) Sacrifice: - Effets: La cible réussit automatiquement un coup puissant durant la durée du sort. Ce sort ne s’effectue que sur le champ de bataille. DEPART DES MORTS Tous les atua majeurs 113 Difficulté: 4 Sacrifice: - Effets: Ce sort ne s’effectue qu’en dehors du marae. Il oblige l’esprit d’un homme (ou d’un animal) venant de mourir à gagner le Po (ou le Rohutu-noanoa). DETECTION DE ... Dieux mineurs Difficulté: 2 Sacrifice: Nourriture Effets: Ce sort permet de détecter une chose entrant dans le champs de compétence du dieu. Exemple: Femme pour Hine, Endroit Poissonneux pour un dieu de la pêche, une tempête pour Hiro, etc... ECLAIR ’oro Difficulté: 5 Sacrifice: trois chiens Effets: Ce sort permet de créer des éclairs, permettant d’effrayer ceux qui ont le coeur fragile. Marae+Conjuration: Le sort crée un temps orageux puis un effroyable orage. L’aire d’effets est le mataiena’a. Tous ceux qui ratent un jet de volonté sur 1d10 s’enfuit dans leur fare. Marae: Le sort ne peut se réaliser que si le temps est orageux. Si le temps n’est pas orageux, il est nécessaire de le lancer deux fois. Les éclairs semblent poursuivre les cibles qui doivent réussir un jet de volonté sur 1d10 ou s’enfuire vers leur fare. Hors-Marae: Comme pour sur le marae, mais il est impossible de le lancer deux fois. Le jet de volonté se fait sur un D8. ELOQUENCE Ro’o, Tu, ’oro Difficulté: 5 (6 pour les adorateurs de ‘oro et de Tu) Sacrifice: - Effets: Ce sort ne s’effectue que sur la personne du prêtre. Il devient alors très éloquent et gagne un bonus égal à sa foi dans toute ses compétences de communication. ESCALADE Tane, To’a Hiti Difficulté: 3 Sacrifice: - Effets: 114 Ce sort permet à la cible de réussir automatiquement une escalade. Ce sort ne se lance qu’en dehors du marae. FICELAGE ‘AHA-TU Tu, ‘oro Difficulté: 4 (5 pour les adorateurs de ‘oro) Sacrifice: - Effets: Ce sort ne s’effectue que sur le champ de bataille. Il permet de maudire la famille du “premier poisson” (le premier homme tombé au combat). La victime doit avoir été ficelée de manière correcte (compétence ficeler) et ne pas avoir été touché par une femme depuis sa chute. Si le sort réussit, le corps se met à pleurer et tous les membres de la famille de la victime deviennent stériles, éteignant ainsi sa lignée. FOLIE GUERRIERE Tu, ‘oro Difficulté: 6 (7 pour les adorateurs d’oro) Sacrifice: un homme par cible Effets: Les cibles entrent en fureur guerrière. Elle gagne +2 à toutes leurs attaques. Elles effectuent trois attaques rapides par base. Elles ne se calment qu’à la fin de la durée du sort (la bataille pour Marae+Atua Conjuré) et poursuivent leurs adversaires jusque dans leur pa, n’hésitant pas à tuer femmes et enfants au passage. L’aire d’effet est en nombre de cibles. FOUDRE ’oro Difficulté: 6 Sacrifice: un homme Effets: Lors d’un temps orageux, les victimes sont touchées par la foudre. L’attaque est une arme au facteur de dégâts égal au nombre d’effets (maximum 4). La marge de réussite est celle du sort. FUREUR GUERRIERE Tu, ‘oro Difficulté: 3 (4 pour les adorateurs de ‘oro) Sacrifice: - Effets: Les cibles entrent dans un état d’excitation guerrière qui les rend furieux. Ce sort ne s’effectue que sur le champ de bataille (hors marae). Les cibles sont dans en état de surexcitation qui leur permet d’effectuer trois attaques rapides par bases à +2. Elles n’effectuent aucune défense. Elles combattent jusqu’à la mort ou pourchassent leurs ennemis jusqu’à l’extinction du sort. 115 GENEALOGIE Ro’o Difficulté: 8 Sacrifice: trois plumes rouges Effets: Quelque soient les circonstances de la demande, ce sort ne peut avoir qu’une cible. Il permet de connaître la généalogie d’une personne se trouvant dans la portée du sort. Après la durée du sort, le tahu’a oublie une grande partie de la généalogie, à moins qu’il passe du temps à la mémoriser. Marae+Conjuration: Le tahu’a apprend les zones d’ombres et les points de faiblesse de la généalogie de la personne. Marae: Le tahu’a apprend la généalogie complète de sa cible. Hors Marae: Le tahu’a apprend la généalogie partielle de la cible. INTIMIDATION Tu, ‘oro Difficulté: 4 (5 pour les adorateurs d’oro) Sacrifice: un homme Effets: Les cibles intimident dans les premières bases de combat leurs adversaire (voire Intimidation dans les règles de combat) Marae+Conjuration: La zone d’effet est géographique. Toute l’armée d’un mataiena’a est concernée. Marae: La zône d’effet est géographique. Hors Marae: La zone d’effet est une cible. MALADIE Commun à tous les grands Atua Difficulté: 6 Sacrifice: un cochon Effets: La cible tombe malade. Marae+Conjuration: La maladie est de virulence égale à la foi du tahu’a pure. Marae: La maladie est de virulence égale au niveau de maîtrise du sortilège du tahu’a pure. Cette virulence ne peut être supérieure à la foi du tahu’a pure. Hors Marae: 116 La cible est victime d’une simple fièvre qui incapacite le personnage pendant la durée du sort. MESSAGE Ro’o Difficulté: 6 Sacrifice: des plumes jaunes Effets: Ce sort permet de parler par télépathie à des cibles situées à portée. MORT Commun à tous les grands Atua Difficulté: 10 (9 pour les adorateurs d’oro) sacrifice: un homme (ou un plantain pour Ro’o) Effets: Ce sortilège tue la cible. L’atua ne tuera pas un de ses protégés. Marae+Conjuration: La cible peut effectuer un jet de mana pour ne pas mourir. Ce jet a pour malus le score de la cible en Mahuruhuru. Marae: La cible peut effectuer un jet de mana pour ne pas mourir. Hors Marae: La cible ne peut mourir que si elle a offensé d’une façon ou d’une autre le dieu tutélaire du tahu’a. Elle réalise alors un jet de mana pour échapper à son sort. PAIX Ro’o, Tu, ‘oro Difficulté: 3 (4 pour les adorateurs de ‘oro et de Tu) Sacrifice: une pousse de plantain ou un morceau de tortue Effets: Ce sortilège scelle la paix entre deux parties. Marae+Conjuration: Ce sortilège permet d’assurer la paix pendant 1 an. Les deux parties doivent être d’accord. Briser l’accord revient pour l’ari’i régnant à s’attirer la colère de Ro’o et à violer un tapu très important. Marae: Ce sort permet d’empêcher deux parties (visant un maximum de 10 cibles sauf si investissement de points de sort) de se battre. Ils sont contraints par une force divine à ne pas se battre. L’hostilité peut cependant rester vive. Hors Marae: Empêche la cible d’effectuer une action agressive contre le tahu’a et ses amis. 117 PROTECTION CONTRE... Dieux Mineurs Difficulté:6 Sacrifice: un cochon Effets: Ce sort permet de protéger les cibles contre des alea ou des êtres entrant dans le champ de compétence du dieu. PURIFICATION Commun à tous les grands Atua Difficulté: 4 sacrifice: nourriture Effets: Ce sortilège permet de purifier une personne de son Mahuruhuru. Ce sortilège ne fonctionne qu’une fois sur une même cible avant une nouvelle pollution. Marae+Conjuration: Ce sort ne s’effectue pas en présence du dieu Marae: La cible perd un nombre de points de Mahuhuru égal à sa foi. Cependant, ce nombre de points ne peut dépasser les points pris lors de la dernière pollution. Hors Marae: La cible récupère deux points de Mahuruhuru. SE PROTEGER DES LUTINS Tane, To’a Hiti Difficulté: 3 Sacrifice: un cochon Effets: Ce sort empêche les lutins d’importuner les humains dans la montagne. Cependant, ce sort ne fonctionne pas dans les zones tapu aux humains. Ce sort a une aire d’effet géographique. SE TRANSFORMER EN COCHON ’oro Difficulté: 8 Sacrifice: un homme Effets: Ce sort ne s’effectue que sur le marae en présence de ’oro. Il permet au tahu’a de se transformer en cochon sauvage pour une durée d’une heure par niveau de maîtrise. Il garde ses caractéristiques psychiques mais prend les caractéristiques mentales d’un cochon possédé par ‘oro. TETE FROIDE Tu Difficulté: 4 Sacrifice: nourriture Effets: 118 Ce sort permet aux cibles de garder leur lucidité pendant la durée du sort (la bataille pour Marae+Conjuration). Ceci offre un bonus de +2 au combat à ceux qui en bénéficie et un bonus de +4 à la compétence “art de la guerre”. VISION NOCTURNE Hine Difficulté: 5 Sacrifice: un poulet blanc Effets: Ce sort permet aux cibles de voir la nuit. La durée sur le marae (avec ou sans conjuration) est la nuit entière. Ce sort ne fonctionne pas quand Hine est absente (les nuit de nouvelle lune). 119 LA PUISSANCE NEFASTE DES ESPRITS: LA MAGIE DES ESPRITS La magie des esprits prend sa source dans les contacts avec les nombreux esprits qui peuplent la Terre et l’Océan. Le but de la magie des esprits est de mettre en contact ces esprits avec le monde des vivants afin de polluer ceux-ci. Le sorcier est souvent un personnage très craint dans les villages tahitiens. Les esprits, souvent trop vifs pour être vus, se regroupent en deux grandes catégories: - les varua: les varua sont les esprits les plus communs. Pour les besoins du jeu, ils sont groupés en trois familles, les esprits du bois (et de tous les végétaux et des animaux de la forêt), les esprits de la pierre (et de tous les minéraux et des lieux géographiques) et enfin les esprits du corail ( et de la mer en général). - les ‘oromatua: les ‘oromatua sont des fantômes de défunts qui errent à des fins néfastes sur la terre. Sont également classés dans cette famille, les aiea (appelé également fantôme consumant) qui vivent en mer (et seraient selon certains tahu’a les esprits des disparus en mer) et les ancêtres, aux vues moins destructrices que les ‘oromatua. La magie des esprits, c’est aussi le contact avec les ancêtres qui peuvent apporter aide et assistance. Ce type de magie a un déroulement un peu différent de ceux des autres sorts de magie de l’esprit. Les ancêtres n’ont pas besoin d’être concilié (ils ne sont pas hostiles). La convocation de l’ancêtre dans le ti’i n’est pas obligatoire. Le sort se lance alors à -5. Le lanceur doit apporter un culte à son ancêtre (prières sur le marae familial et onctions régulières des os de l’ancêtre) ou celui-ci refusera de l’aider. 1. SE CONCILIER DES ESPRITS Pour lancer un sort de magie des esprits, il est nécessaire de se concilier un ou plusieurs esprits. A cet effet, il faut sculpter un ti’i servant de receptacle à l’esprit. Le sorcier doit ensuite repérer un esprit et connaître son nom. Il est possible de se concilier un esprit sans connaître son nom, mais le sort se fait alors avec un malus de -5. Le sorcier doit ensuite entrer en communication avec l’esprit par l’intermédiaire d’un coquillage et le conjurer (compétence conjurer un esprit), puis se le concilier (lancement du sort “se concilier ...”). Le sort ne peut réussir que si le niveau de maîtrise du sort est supérieur ou égal à la puissance de l’esprit. Si le sort est manqué, l’esprit selon son caractère pourra se retourner contre le sorcier, le “polluer” ou simplement ne pas lui répondre. 120 Si le sort est réussi, l’esprit deviendra fetii du sorcier, c’est à dire qu’il lui sera affilié. Le sorcier n’aura qu’à faire appel à lui et le faire agir. Cependant, le sorcier devra entretenir cette amitié en bichonnant les ti’i (parfois en leur construisant un fare), en leur offrant la première part de ses repas et en les conjurant régulièrement. 2. FAIRE AGIR UN ESPRIT Pour faire agir un esprit, il faut le conjurer dans le ti’i, lui présenter un tupu (partie du corps, vêtements ou future nourriture) de la victime et lui dire ce qu’il doit faire (lancer du sort “faire agir...”). Un échec signifie que l’esprit a mal compris la demande du sorcier ou que celui-ci a commis une irrévérence. Il refuse alors de s’exécuter, fait autre chose que ce qu’on lui a demandé, pollue le sorcier ou même s’attaque à lui. La magie des esprits n’est donc pas de tout repos. Le sorcier est en danger constant et il est maintenu dans une peur continuellee de ses esprits affiliés. Mais elle est terriblement efficace. Voici les différentes actions que peut accomplir un esprit. - la possession: l’esprit pénètre à l’intérieur de la victime, la rend ainsi malade et peut finir par tuer une personne (voire dans le chapitre: références, les pouvoirs des esprits). Le score de possession de l’esprit s’utilise pour toutes les attaques. - la pollution: l’esprit traverse sa victime et la pollue, elle gagne des points de mahuruhuru - l’attaque physique: un esprit qui a le pouvoir d’attaquer physiquement est très dangereux, car très difficile à vaincre. - attaquer un autre esprit: cette action permet de contrer un autre esprit. Cette action ne demande pas de tupu, mais nécessite le nom de l’esprit attaquant, dans le cas contraire un malus de -5 est appliqué. - protéger un lieu: l’esprit se prêtera de bonne grâce à cette action, si les chances que le lieu soit violé sont importantes. 3. DESCRIPTION DES SORTS DE MAGIE DES ESPRITS Les sorts “se concilier...” et “faire agir...” ont été décrit plus haut. Les effets des possessions par tel ou tel type d’esprits sont expliqués dans la description de ces esprits. Nous n’établirons donc ici que la liste des sorts de Magie des Ancêtres. 121 BENEDICTION DE L’ANCETRE Magie des Ancêtres Difficulté: 3 Type E Effets: Ce sort permet agit comme un soutien majeur à une action bénéficiant à la famille. COMMUNIQUER AVEC LES MORTS Magie des Ancêtres Difficulté: 1 Type D Effet: Ce sort permet de discuter pendant avec un défunt de sa famille. QUESTIONNER LES MORTS Magie des Ancêtres Difficulté: 4 Type D Effet: Ce sort permet de discuter pendant 3 minutes par niveau de maîtrise du sort avec un défunt de sa famille. Le défunt est obligé de dire la vérité MANA DE L’ ANCETRE Magie des Ancêtres Difficulté: 7 Type C Effet: Ce sort permet de s’approprier pendant la durée du sort le mana d’un ancêtre ou un de ses mana (combat par exemple). Ce mana se substitue à celui du lanceur. 122 CHAPITRE 9: EXPERIENCE Rata-nui se rappelle avec émoi ses débuts d’ ‘orero. Il ne savait alors qu’ânonner la généalogie de son ari’i et pouvait même être défait par un manahune cul-de-jatte. Mais ses aventures dans tout Tahiti l’ont endurci et tout le monde sait qu’il est aujourd’hui un redoutable orateur et un combattant émérite. Les personnages que vous avez créés vont au fil des aventures gagner une expérience qui leur permettra de mieux accomplir les actions qu’ils ont déjà faites. Ils vont également vivre entre deux aventures et apprendre de nouvelles choses. Le système d’expérience a pour but de simuler cette évolution du personnage. Les joueurs gagneront à la fin de chaque aventure un certain nombre de points, les points d’expérience. Ces points pourront être dépensés pour acheter des niveaux de maîtrise dans des compétences ou améliorer sa connaissance des sortilèges. Attention! Les allocations de points d’expérience devront se justifier par les actions effectuées en jeu ou les démarches réalisées entre deux aventures. Par exemple, un personnage qui ne sait pas construire une case ne pourra pas décider de mettre ses points d’expérience en construction de case si il n’a pas assisté un tahu’a fare pendant le jeu ou s’il ne demande pas à un tahu’a fare de lui apprendre son art (jet de convaincre...). GAGNER DES POINTS D’EXPERIENCE Le maître des légendes attribue à la fin d’une session de jeu ou d’une aventure un nombre de points d’expérience à chaque personnage qui dépend de plusieurs facteurs comme la difficulté de l’aventure et le degré de réussite des personnages. Ce nombre peut aller de trois pour un petit scénario à dix pour la conclusion d’une campagne. Si le maître des légendes veut une ambiance “Tahiti Mythique” (voir livret de campagne), il peut attribuer beaucoup plus de points d’expérience. Le maître des légendes peut ensuite donner des points d’expérience supplémentaires (de 1 à 3) à un joueur si son interprétation du rôle lui a particulièrement plu ou si son rôle a été déterminant dans la réussite de l’aventure. 123 DEPENSER LES POINTS D’EXPERIENCE Voici les coûts des différentes augmentation des scores des compétences et des sorts. 1. COMPETENCES Situation Coût en Pts d’Exp. acquisition du NM 1 3 pour un NM>1 NM actuel pour unNM> 6 10 2. SORTS - apprentissage d’un nouveau sort durée: (difficulté du sort) ² coût: difficulté du sort x 2 - amélioration d’un sort connu durée: une heure par jour entre deux aventures coût: 1 point de score = Niveau de Maîtrise Actuelle du Sort 124 CHAPITRE 10: LES REFERENCES Rata-nui ne compte plus les personnes et les créatures qu’il a défaites par le combat ou la parole: guerriers (peu), ‘orero, artisans, requins, esprits du bois, anguille géante... Que d’années passées pour un tel tableau de chasse ! Ce chapitre est destiné à donner des statistiques de jeu aux habitants naturels et supernaturels du monde maohi. Ils vous permettront de peupler votre campagne et de créer de nombreuses intéractions avec les personnages des joueurs. Nous nous intéresserons aux créatures, aux esprits et aux atua (les dieux). ANIMAUX Les animaux sont peu nombreux à Tahiti et ils présentent rarement un grand danger pour l’homme. Cependant, les animaux peuvent être possédés par un esprit malin ou par un atua. Dans ce cas, ils peuvent se révéler agressif et dangereux pour l’homme. Des esprits s’incarnent parfois sous une forme animale. Pour chaque animal sera décrit les pouvoirs d’un esprit y étant incarné. Les créatures monstrueuses de leur côté ont souvent des esprits qui à la mort du monstre peuvent devenir des ‘oromatua très puissants si on ne les force pas à rejoindre le po. La plupart des animaux réalisent des attaques normales et ne peuvent accomplir d’actions défensives. Ils peuvent faire une esquive (score: 3 x Rapidité) si ils fuient. Le score de fatigue indiqué entre parenthèse est celui de l’animal quand il est possédé et s’il incarne un esprit. Chien Rapidité: 4 Attaques: Morsure (13, dégâts:2) Fatigue: 13 (16) Compétences: Sentir les ‘oromatua: 10 Sens: 14 Possession: Les chiens ne peuvent être possédés que par des esprits favorables à l’homme. L’atua To’a Hiti est le protecteur des chiens. Esprit Incarné: rare (parfois To’a Hiti lui- même possède un chien) Sentir ‘oromatua: 15 Morsure (15, dégâts: 3) 125 Oiseaux Rapidité: de 3 à 6, souvent 5 Attaques: Coup de Bec (10, dégâts:1) Compétences: Sens: 8 Fatigue: 8 (14) Possession: les oiseaux peuvent être possédés par des varua du bois (espèces terrestres) et des varua du corail (espèce marine) et par tous les atua Esprit Incarné: Coup de Bec (10+Puissance, Dégâts: 2) Requin Rapidité: 5 Attaques: Morsure (12, dégâts: 3), Coup de Queue (12, dégâts: 1) Compétences: Sentir le sang: 16 Sentir les surfeurs et les naufragés: 10 Fatigue: 12 (20) Possession: Les requins peuvent être possédés par des varua du corail, des ancêtres, des dieux de la mer, par Tane et par Ta’aroa. Esprit Incarné: Attaques à +4 Faire Chavirer: 5+Puissance (Atua:14) Peur: 10, effet: paralysie Lézard Rapidité: 5 Attaques: Morsure (10, dégâts: 0), les lézards peuvent effectuer des actions défensives Compétences: Sens: 12 Surprendre: 14 Esquive: 18 Fatigue: 4 (20) Possession: Les lézards peuvent être possédés par les ‘oromatua, les ancêtres, les varua de la pierre. Leur morsure inflige une pollution moyenne. Esprit Incarné: Morsure (15, dégâts: 1 + pollution importante) Hypnotisme: 5 + Puissance, 15 pour un atua Peur: 10, effet: fuite 126 Porc Sauvage Rapidité: 4 Attaques: Défenses (12, dégâts:2), Piétiner (15, dégâts:2) Fatigue: 16 (22) Compétences: Sens: 13 Possession: les cochons sauvages peuvent être possédés par des varua des bois puissants, par ‘oro lui-même ou l’un des dieux affiliés à ‘oro Esprit Incarné: Attaques à +4 Dégâts: 3 Possibilité de réaliser deux attaques rapides La peau a une protection de 1 Peur: 8, effet: fuite ou stupeur Les cochons où un esprit est incarné s’appelle un cochon Mo’iri. Certains auraient le pouvoir de se transformer en homme. Ils sont en général énormes et féroces. Ils ont parfois le don de paroles. Selon les tahitiens, il existe un lieu de rassemblement pour les porcs défunts comme pour les hommes. Ils donnent d’ailleurs des noms à leurs cochons. Rat Rapidité: 4 Attaques: Morsure (14, Dégâts: 0) Compétences: Sens: 12 Fatigue: 7 (10) Possession: les rats peuvent être possédés par des ancêtres ou des ‘oromatua Esprit Incarné: Peur: 15, effet: fuite Poissons Rapidité: de 2 à 6 Attaques: Morsure (de 6 à 12, dégâts: 0 à 2) Compétences: Sens: 6 Fatigue: de 2 à 12 (14) Possession: la mer et les lagons regorgent de poissons de toute sorte, ils peuvent être possédés par n’importe quel type d’esprits et d’atua à l’exception des varua du bois Esprit Incarné: +1 au dégâts + puissance aux chances de toucher Peur: 8, effet: fuite 127 CREATURES MONSTRUEUSES Tridacne Géante (Pahua-nui) Psychique: 1 Rapidité: 0 Compétences: Aspirer une proie: 20 Broyer la Proie: 18, dégâts: 2 Peur: 8, effet: paralysie Surprendre (de nuit): 12 Protection: 6 Mana: 5 Fatigue: 30 Puissance de l’esprit après la mort: 6 Les Pahua-nui sont d’immenses coquillages qui attendent sur des récifs en haute mer. Ils aspirent leur proie, des bateaux en particulier, avant de les broyer. Ces monstres sont très rares. Lézard Géant (Mo’o-nui) Psychique: 4 Rapidité: 5 Compétences: Morsure: 14, dégâts: 2 Sens: 14 Hypnotisme: 13 Effacer les Souvenirs: 16 Protection: 2 Mana: 4 Fatigue: 18 Puissance de l’esprit après la mort: 3 Il existe de grand mo’o dans certaines vallées intérieures de Tahiti. Il reste le plus souvent dans des endroits tabous ou inaccessibles à l’homme. Les mo’o-nui peuvent se reproduire avec l’homme. 128 Lutins Psychique: 5 Rapidité: 7 Compétences: Eloquence: 13 Sorts de To’a Hiti à 10 Danser: 15 Surprendre: 17 Savoir Tout: 10 Se rendre invisible:7 Se transformer en canard sauvage: 14 Protection: 0 Mana: 3 Fatigue: 13 Puissance de l’esprit après la mort: - Les lutins vivent dans le premier ciel et en haute montagne dans le domaine de To’a Hiti. Les lutins sont capables de voler. Ils peuvent également chevaucher les arc- en-ciel pour se rendre dans les basses- terres. Ils n’aiment pas qu’on viole leur territoire et jouent de nombreux tours à ceux qui s’y aventurent. Ils sont à la fois matériels et à la fois esprits. Ils sont sensibles aux exorcismes d’esprit du bois mais pas aux prières contre les esprits malins. Cette sensibilité ne se révèle qu’en dehors des domaines de To’a Hiti. Anguille Géante Psychique: de 1 à 5 Rapidité: 5 (3 hors de l’eau) Compétences: Morsure: 13, dégâts: 2 Avaler: 10, dégâts: 1, tâche après première morsure, jet de force sur 1d20 pour s’en dégager Coup de Queue: 17, dégâts: 1 Ecraser: 14, dégâts: 2 Sens: 10 Eloquence: 8 Peur: 10, effet: paralysie Protection: 1 Mana: 4 Fatigue: 18 Puissance de l’esprit après la mort: 3 Les anguilles géantes se trouvent dans certains lacs et trous d’eau. Leur intelligences varient grandement. Certaines entretiennent des rapports avec les humains et parfois règnent sur eux. Les légendes parlent du terrible roi anguille Tuna et du désespoir de sa femme. 129 Hommes Sauvages Psychique: 2 Rapidité: 6 Compétences: Morsure: 10, dégâts: 1 Ongles: 13, dégâts: 1 Sens: 15 Protection: 0 Mana: 1 Fatigue: 16 Puissance de l’esprit après la mort: - Les Hommes Sauvages vivent dans les montagnes les plus reculées de Tahiti. Ils ne parlent pas et fuient au premier contact avec les hommes. Ils semblent avoir une peur insensée des tahitiens. On ne sait pas s’ils forment une société, s’ils ont des villages ou s’ils sont nomades. En tout cas, ils vivent nues et ne se lavent pas. Plusieurs rumeurs courent à leurs sujets: - ils seraient des réfugiés de guerre qui sont devenus fous à cause de la peur causée par leur fuite - ils seraient les habitants originels de Tahiti - ils seraient les bâtards d’un esprit incarné et d’humains Oiseaux Démons (Manu-Varua-’ino) Psychique: 4 Rapidité: 6 Compétences: Coup de Bec: 12, dégâts: 2 Surprendre: 8 Sens: 18 Peur: 7, effet: coupe la parole Protection: 1 Mana: 4 Fatigue: 16 Puissance de l’esprit après la mort: 5 Les Manu-Varua-’ino sont sensibles aux exorcismes d’esprit du bois et aux prières contre les esprits malins. On trouve les Manu-Varua-’ino dans certaines îles basses ou en mer. Ils sont dotés de parole. 130 LES ESPRITS Les esprits sont des êtres plus ou moins immatériels, vivant dans les cieux, le po et sur terre. Ils sont ra’a. Leurs pouvoirs sont variés et il en existe plusieurs catégories. Avec le système de légendes tahitiennes que vous trouverez ici, vous disposerez d’outils pour créer vos propres esprits. 1. LES DIFFERENTS TYPES D’ESPRIT Il existe quatre catégories d’esprits. Les voici des moins meurtriers au plus destructeurs: - les esprits du bois: les esprits du bois sont des varua des éléments végétaux et des animaux des bois. Les esprits du bois quand ils possèdent une personne la rendent malade et finalement peuvent la tuer. Les premiers symptômes sont des ballonements, de vives douleurs aux intestins puis des fièvres. Le possédé a la bouche qui écume de salive. La possession est une maladie de virulence moyenne (2). Les jets sur l’évolution de la maladie sont à faire toutes les 4 heures. En se retirant, l’esprit occasionne une douleur dans les intestins du possédé qui équivaut à une attaque de virulence 1. - les esprits de la pierre: les esprits de la pierre sont des varua des éléments minéraux et de lieux à l’intérieur des terres. Leur possession se traduit par des lourdeurs dans les intestins qui s’intensifient. La possession est une maladie de virulence moyenne. L’esprit en se retirant n’occasionne pas d’attaque. Cependant, ces esprits sont plus forts que les esprits du bois (voir action de contre). Les jets d’évolution de la maladie se font tous les 2 heures. - les esprits du corail: les esprits du corail sont des varua du corail, des animaux marins, des récifs et de la mer. Les esprits du corail lacèrent les intestins. Cette lacération est particulièrement violente quand ils se retirent. La maladie est de virulence forte et les dégâts de retrait de virulence très forte. Les jets d’évolution de la maladie se font tous les heures. Les esprits du corail sont plus forts en contre que les esprits de la pierre. - les ‘oromatua: dans cette catégorie viennent les ‘oromatua à proprement parler qui sont des esprits de défunts n’étant pas allé dans le po et les aiea, les fantômes maritimes. 131 Les ‘oromatua identifiés (ancêtres) ne se conjurent pas dans des ti’i mais dans le crâne ou les os de la personne qu’ils étaient. Les aiea ne peuvent se conjurer qu’en mer ou sur le récif. Les ‘oromatua amène chez les possédés une maladie foudroyante (de virulence très forte). Leur retrait n’occasionne qu’une attaque de virulence 1. Les ‘oromatua sont plus forts dans une action de contre que les varua. 2. LE TABLEAU DES ESPRITS Esprits, par ordre croissant de puiss. en contre Varua du bois Varua de la pierre Varua du Corail ‘oromatua Virulence de la Possession Moyenne (dégâts:2) Moyenne (dégâts:2) Forte (dégâts: 3) Très Forte (dégâts: 4) Effet du Retrait Attaque de dégâts 1 - Attaque de dégâts 3 Attaque de dégâts 1 Ra’a Moyen Moyen Moyen Important Puissance de Contre = Puissance = Puissance +2 = Puissance + 4 = Puissance + 6 3. LES CARACTERISTIQUES DES ESPRITS Les esprits ont une caractéristique principale, la puissance, qui s’échelonne de 1 à 7. Cette puissance permet d’échelonner les esprits entre eux (quoique les esprits de différents types ne se trouvent pas sur la même échelle) et de déterminer leur pouvoir. Le mana d’un esprit est égal à trois fois sa puissance. Ce mana sert de score de base pour effectuer toutes les actions qui sortent du champ de ses pouvoirs. Pour créer soi-même les pouvoirs d’un esprit, on dispose d’un capital de points servant à acheter des pouvoirs. Ce capital de point est égal à 10 fois la puissance de l’esprit. Voici une liste des pouvoirs des esprits et leur coût en point de création. Certaines restrictions peuvent apparaître dans la description des différents pouvoirs: - possession, coût: 10 points Ce pouvoir permet de posséder un humain à l’incitation d’un sorcier et à travers un tupu. L’esprit obtient un score de 10 en possession. Il peut augmenter ce score par l’achat de points de posssession. 132 - point de possession, coût: 5 points Ce pouvoir permet d’augmenter le score de possession de l’esprit de 1. Il est possible d’augmenter le score de possession d’autant que désiré. - motoe, coût: 10 points Ce pouvoir permet de rendre l’esprit motoe (tahitien: qui se faufile comme un ver). C’est à dire qu’il est très difficile de l’apercevoir car il se dirige vers ses victimes sous terre. Si l’esprit n’est pas motoe, il est haere ta’ata (qui marche comme un homme) et il est alors possible pour la victime de l’apercevoir et de se sauver. - attaque physique, coût: 20 points Ce pouvoir permet à l’esprit d’effectuer des attaques sur le plan physique. Il griffe, lacère ou cogne selon sa nature. Il est très difficile pour son opposant de le toucher. L’esprit acquière un score de base de 10 en attaque physique. - point d’attaque physique, coût: 10 points Ce pouvoir permet d’ajouter 1 point au score d’attaque physique de l’esprit. - contrôle, coût: 20 points Un esprit disposant du pouvoir de contrôle prend contrôle de sa victime quand celle-ci est possédé (un jet au moins de possession doit avoir été réussi). Si l’esprit est dirigé par un sorcier, la victime obéit en tout point aux injonctions du sorcier. - possession sans tupu, coût: 40 points L’esprit disposant de ce pouvoir peut posséder une personne sans qu’on lui ait présenté un tupu. Il lui faut cependant le nom de la personne. - voix audible, coût: 10 points L’esprit a une voix complètement audible à l’oreille humaine. Nul n’est besoin de coquillages et d’interprétation pour s’entretenir avec lui. Cela pemet à l’orou de charger l’esprit de transmettre un message à quelqu’un, l’esprit s’y pliera de bonne grâce si il s’agit de menace de mort. 133 - possession d’animal, coût: 10 points L’esprit peut posséder et contrôler un animal. Il garde les carctéristiques physiques de l’animal. Cependant, les attaques physiques de l’animal causent du mahuruhuru. Les esprits ne peuvent pas s’incarner dans n’importe quel animal. Les esprits d’animaux s’incarnent exclusivement dans l’espèce dont ils sont l’esprit. Les varua des bois peuvent s’incarner dans des lézards, des oiseaux des bois (perroquets, pigeons, canards terrestres, etc...) ou des cochons sauvages. Les varua des pierres peuvent s’incarner dans des lézards et des anguilles. Les varua du corail et les aiea peuvent s’incarner dans des poissons marins (requin y compris) ou des oiseaux marins. Les ‘oromatua s’incarnent dans des rats, des requins ou des lézards. - incarnation, 30 points L’esprit peut prendre la forme d’un animal. Les restrictions quant à l’accès à la forme animale sont les mêmes que pour le pouvoir possession d’un animal. L’esprit prend alors les caractéristiques de l’animal-esprit (voir plus loin). L’esprit n’est libéré de sa forme animale que lorsque l’animal est tué. - changement de forme, 20 points Ce pouvoir n’est accesible qu’à des esprits pouvant s’incarner. Ce pouvoir leur permet de changer de forme à volonté. - possession nevaneva, 10 points Ce type de possession fonctionne automatiquement (à moins que la victime y résiste et réussisse un jet de mana). L’esprit s’empare du corps d’une personne qui est prise de spasmes et peut ainsi parler par sa bouche. Les dégâts pour la victime ne sont dûs qu’au mahuruhuru. - contre puissant, 10 points Ce pouvoir permet à un esprit d’attaquer un autre esprit comme si il était d’une puissance de 1 supérieure à la sienne. 134 - pistage, 20 points Ce pouvoir permet à un esprit venant de battre un autre esprit en défendant son orou fetii de pister la trace de l’esprit et ainsi de repérer l’auteur du pifao (du sort). Si l’esprit a également le pouvoir de possession, il peut s’attaquer au sorcier sans tupu. - enchantement d’objet, 40 points L’esprit s’installe dans un objet. L’objet a un ra’a inférieur d’une catégorie à celui de l’esprit. L’objet doit être d’une facture excellente pour que l’esprit s’y investisse. L’objet sublimera alors sa fonction. Une arme par exemple disposera d’un facteur de dégâts trois. Une herminette de sculpteur ne fera jamais d’échec critique, etc... - sorts de magie incantatoire, 10 points x la difficulté du sort Les esprits peuvent disposer de sorts. Les sorts des varua doivent être liés à leur nature. De manière générale, les sorts doivent être maléfiques. Les chances de réussite du sort sont égale au mana de l’esprit moins la difficulté du sort. - sorts de magie divine, 20 points x la difficulté du sort Les esprits liés à des atua peuvent disposer de sorts de magie divine. Les chances de réussite du sort sont égale au mana de l’esprit moins la difficulté du sort. 4. LA POSSESSION Un esprit tentant de posséder quelqu’un rentre à l’intérieur de la victime et s’efforce de la rendre malade. L’attaque se fait avec le score de Possession de l’esprit auquel on soustrait le mana de la victime. L’esprit s’il a raté son jet peut refaire un jet après chaque période d’évolution. Cependant si il est exorcisé avant d’avoir réussi un jet de possession, il n’occasionne aucun dégât de retrait. Si la personne attaquée par l’esprit sait qu’elle est victime d’un pifao, l’esprit dispose d’un bonus de +4 à ses tentatives de possession. En effet, la peur favorise l’immiscion de l’esprit. Cependant, une personne sachant qu’elle est victime d’un pifao pourra tenter de fuire devant l’esprit (jusque vers un marae d’un atua protecteur ou à un endroit inaccessible à l’esprit) ou se faire protéger par un autre esprit. Le premier jet réussi de possession amène une attaque. On regarde le tableau d’attaque, la marge de réussite est celle du jet de possession et le facteur de dégâts, la virulence de la maladie. Le possédé dans la période suivante arrive graduellement à l’état de maladie 135 correspondant à l’attaque subie. Il réalise ensuite après chaque période d’évolution, un jet de recouvrement (qui est un multiple du physique: voir table de recouvrement naturel, chapitre: Santé) avec pour malus la puissance de l’esprit. Une réussite indique que la situation est stationnaire. Un échec signifie que l’état s’aggrave auutomatiquement. Un échec critique indique que l’état s’aggrave de deux états. Une réussite critique indique que l’état s’améliore. La possession ne cesse que si l’esprit est exorcisé ou si le sorcier ordonne à l’esprit de se retirer (ce qui mécontentera fortement l’esprit). L’esprit fait alors une nouvelle attaque due aux dégâts qu’il occasionne en se retirant de la personne. Cette attaque se fait sur le mana de l’esprit (1d20). 5. VOIR UN ESPRIT Pour voir ou entendre un esprit, il faut soit le surprendre alors qu’il est immobile ou réussir un jet de sens à -8. Si l’observateur ne cherche pas à apercevoir un esprit, ce malus passe à - 12. La présence de l’esprit se manifeste par son apparence physique (esprits haere ta’ata), par des bruissements dans les feuillages ou des bruits dans le sol (esprits moete). Les esprits se déplaçant de façon moete sont pratiquement imperceptibles pour l’homme (malus: -15). Il est également possible de ressentir la présence d’un esprit. Le mana de la personne alerte alors le personnage. 6. TOUCHER UN ESPRIT Pour pouvoir toucher un esprit, il faut réussir un jet de mana au préalable ou disposer d’un objet enchanté ou magique. 7. COMBAT ENTRE ESPRITS Lorsqu’un pifao est contré, il y a combat entre deux esprits. Pour qu’il y ait contre, il faut que le pifao n’ait pas encore fait effet. Il faut donc que la victime sache qu’elle va être l’objet d’un pifao ou qu’elle voit l’esprit. Dans ce dernier cas, elle peut réussir à semer temporairement l’esprit ou à se rendre dans un lieu où l’esprit n’osera l’atteindre (marae du dieu tutellaire de la victime). En cas de contre, il y a combat entre les esprits. La règle est simple, l’esprit qui a la plus grande puissance de contre (voir tableau des esprits) l’emportent et envoie l’autre dans le po (de manière temporaire si la différence de puissance ne dépasse pas 4). Si plusieurs esprits combattent, l’esprit le plus puissant de chaque camp s’affronte et détermine le camp vainqueur. 136 Si l’esprit de la victime l’emporte, elle peut à son tour repérer le sorcier et si il a le pouvoir “pister” posséder le sorcier. Si l’esprit de l’ensorcelleur l’emporte, il a libre champ pour posséder ou polluer la victime du pifao. 8. LA PERSONNALITE DES ESPRITS Les esprits sont des êtres acariâtres qui demandent la plus grande déférence. Ils sont dans 95% des cas mauvais et n’ont pas de plus grand plaisir que de perpétrer des actes malveillants à l’égard des humains. Certains sont très bêtes, d’autres très rusés. Leur objectif primordial peut être en-dehors du mal de protéger l’espèce ou la famille dont ils sont le protecteur. Ils se repaissent des sacrifices qui leur sont faits et avoir un sorcier fetii est pour eux une bonne affaire. Cependant tous ne vivent pas l’affiliation de la même façon. Certains exècrent l’orou fetii, d’autres adorent être appelés. Dans la nature, un esprit est en général lié à un territoire qui peut être des plus réduits. Ils ne peuvent perpétrer des actions mauvaises que si leur territoire est violé par le bris d’un tabou, si ils sont appelés (par un orou, par exemple) ou si ils sont affiliés à un orou. Les esprits incarnés répandent le mal où bon leur semble. Au maître des légendes de donner une personnalité aux esprits est de ne pas en faire de simple démon à la Stormbringer. 9. LES ESPRITS INCARNES Les esprits incarnés disposent de pouvoirs spéciaux qui sont indiqués dans la description des animaux. Sentez-vous libre de les modifier selon la nature de l’esprit ou pour des animaux particuliers. Les oiseaux et poissons sont vue dans leur ensemble, certains de ceux-ci peuvent avoir des pouvoirs spéciaux. LES ATUA Les atua peuvent se manifester sur terre par de nombreux pouvoirs. Ils peuvent faire mourir des gens, les rendre malade et créer des concours de circonstances. Ils peuvent de leur propre chef accomplir les effets d’un des sorts qu’ils donnent à leur tahu’a pure. Cependant, les atua sont parcimonieux de leur pouvoir et exige le plus grand respect et de nombreux sacrifices. 137 Ils visitent parfois eux-mêmes le monde des humains en possédant ou en s’incarnant dans leurs animaux de prédilection. Ils disposent également de nombreux messagers dans la gent animal. Qu’il possède ou incarne un animal, il bénéficie des caractéristiques de l’animal possédé. Ils peuvent très bien être tués et sont ainsi renvoyés dans leurs cieux. Dans leur monde ou dans le Po (domaine de Ta’aroa), les dieux apparaissent dans leur forme naturelle (faite de plume) ou sous forme humaine. Seule la ruse peut permettre de vaincre un atua, nous ne vous donnerons donc pas leur caractéristiques de jeu. Le rang et la puissance des dieux l’un par rapport à l’autre se détermine avant tout par leur généalogie, mais également dans une moindre mesure par le culte qui leur est rendu, les marae qui sont élevés en leur honneur et les sacrifices qui leur sont faits. Un dieu dont la statue a été déplumée, par exemple, perd momentanément son pouvoir dans la zone où a eu lieu cette ridiculisation du dieu. Cet événement peut avoir lieu quand les ari’i d’un endroit sont fâchés contre un dieu (ils veulent alors changer de dieu protecteur) et quand le territoire d’un ennemi est pris (les vainqueurs ridiculisent alors les dieux des vaincus). 138 CHAPITRE 11 : LA MAITRISE DE LEGENDES TAHITIENNES Rata-nui se remémore toutes ses aventures. Il lui apparaît que cet enchaînement d’événement ne doit pas être dû au hasard. Un atua doit présider à sa destinée. Le but de ce chapitre est de vous fournir une liste de conseils et d’orientations qui vous permettront d’avoir des repères et des idées pour vos parties de Légendes Tahitiennes. La difficulté d’un jeu de rôles historique est souvent de plusieurs ordres: - trouver le juste ton entre historique et fantastique - faire ressentir l’ambiance particulière de la société maohie aux joueurs sans les “coincer” - trouver des idées de scénario Nous vous proposons de résoudre au moins partiellement ces problèmes dans ce livret. LE TON DE LA CAMPAGNE Légendes Tahitiennes est un jeu se déroulant dans un contexte historique d’une civilisation ancienne dont beaucoup de traces ont disparu. La “vérité historique” est donc parfois difficile à déterminer: tant mieux, nous ne sommes ni historiens, ni archéologues et le contexte de Légendes Tahitiennes est là pour apporter un parfum particulier et extraordinaire et non à rendre le jeu aussi ennuyeux que des conférences sur le petit pois berrichon. L’univers ne doit pas freiner l’imagination du Maître des Légendes et des joueurs, mais en être un ferment. Cependant, la difficulté pour le maître des légendes est de faire vivre un monde cohérent. Le plus grand plaisir des joueurs est de “s’y croire”. Il faut donc que le monde dans lequel ils évoluent ait certaines règles fixes et qu’il tienne debout. Pour obtenir cette cohérence, il est nécessaire que le maître donne un ton similaire à ses différents scénarios. Si ils vont chercher l’âme d’un mort dans le po lors d’un scénario et que dans le suivant, ils sont pris dans une intrigue politique où les pouvoirs surnaturels ne s’appliquent pas du tout, ils risquent d’être déroutés. Une unité d’ambiance permet de mettre en place une vraie 139 campagne durant laquelle les joueurs vont pouvoir se familiariser avec leur environnement. Il existe trois unités d’ambiance possibles qui donneront le ton de votre campagne et assureront une certaine cohérence à l’univers où évoluent les personnages. - L’AMBIANCE ROMAN HISTORIQUE Si le maître des légendes décide d’adopter une ambiance roman historique, il portera toute son attention sur les détails historiques, la politique et le rôle social des personnages. Le fantastique et les dieux auront un rôle “secondaire”. Le maître des légendes peut même décider que les dieux et les esprits n’existent pas. Le pouvoir des tahu’a et des ari’i sera avant tout d’ordre social et militaire. La réussite des enchantements des sorciers sera due à des empoisonnements ou à des effets psychologiques. La plupart des scénarii tourneront autour de la guerre, la politique, les denrées précieuses (plumes, objets magiques), les exactions de personnes mal-intentionnées, les conflits de personnes et les romances. L’implication des personnages ira crescendo et le cadre de départ sera pour la plupart des aventures leur mataiena’a d’origine. Ce type d’ambiance requerra du maître des légendes une bonne connaissance du monde maohi et une description assez précise des différents acteurs, des différents décideurs et des jeux politiques dans le mataiena’a ou l’île des personnages. - L’AMBIANCE “MAOHI FANTASTIQUE” Dans une telle ambiance, les dieux et les esprits existent évidemment et les sorciers et les tahu’a utilisent couramment leurs pouvoirs. Les ari’i descendent bien des dieux et le ra’a est réellement dangereux pour le noa. Les croyances et les légendes pourront même constituer une source pour les scénarii. Cependant, il ne s’agit pas de se balader dans le Po ou dans le dixième ciel à chaque scénario. Le monde devient en fait tel qu’il était vu par les maohis, rempli d’esprits et dirigé par la volonté des dieux. Les personnages ont intérêt à respecter les tabous, non parce que les tahu’a risquent de les réclamer pour les sacrifier (ambiance roman historique) mais parce que les dieux vont faire tomber sur eux des malheurs et des maladies. Le monde profane et politique n’en est cependant pas absent. Les pouvoirs surnaturels sont des outils aux mains des humains pour accomplir leur volonté. La plupart des aventures des personnages auront des aboutissements essentiellement dans le monde des mortels. Politique et conflits de personnes resteront les maître-mots, mais les pouvoirs surnaturels s’en mêleront. Les personnages pourront disposer de sorts et se servir de leur mana. 140 Les anachronismes et les à peu près ne sont pas à bannir du moment qu’ils servent l’intrigue et ajoutent à l’exotisme. Des navigations dans des archipels lointains sont réalisées de temps à autres. Le cadre de départ des personnages pourra être un mataiena’a ou une île connue, mais il pourrait également être imaginaire. Cette ambiance maohi fantastique servira de cadre à la plupart de nos scénarios, bien qu’ils soient adaptables à une ambiance roman historique avec un minimum d’effort. - L’AMBIANCE “MYTHIQUE” Dans ce type d’ambiance, le destin des personnages des joueurs est de grande envergure. Les dieux y sont omniprésents et il correspond au temps des grands exploits et des grandes navigations. Les personnages pourront par exemple retrouver des objets mythiques (la mâchoire magique de Maui), être les fondateurs de nouvelles colonies, sauver le monde ou défier certains dieux dans le po. Certains d’entre eux pourraient être des demi-dieux, en tout cas la plupart d’entre eux seront des ari’i, ou des êtres surnaturels (lutins). Ils seront dotés de grands pouvoirs ou de très bonnes caractéristiques. Il est mieux pour le maître de ne pas mélanger les genres et de se tenir à un type d’ambiance au fil d’une campagne. A la rigueur, une ambiance maohi-fantastique peut devenir mythique à mesure que les personnages prennent de l’importance et du mana. Les joueurs auront plus de plaisir à évoluer dans un univers ne fluctuant pas au gré des désirs du maître. Il est également important de garder une certaine part de mystère et de faire intervenir les dieux de façon graduelle au cours d’une campagne. Si les personnages rencontrent le cochon Mo’iri ou une incarnation de ‘oro révélant des mystères dès la première aventure, rien ne pourra ensuite plus les étonner. L’AMBIANCE PROPRE AUX ÎLES Un des objectifs d’un jeu historique est de faire sentir l’ambiance particulière de la civilisation et de l’époque dans laquelle évoluent les personnages. Or, le monde maohi est un monde très particulier, très “exotique”. Mais il n’est pas toujours évident pour le maître des légendes de faire ressentir cette altérité. Cette section vous propose quelques conseils afin d’y réussir et d’obtenir une partie digne de légende. UNE PETITE SOCIETE Les îles ou les mataiena’a constituent des petites sociétés. Tahiti devait compter environ 100 000 habitants à l’arrivée des européens. Les mataiena’a ont donc environ 4000 141 habitants. Tout le monde ne connaît pas tout le monde, mais les grandes figures sont connues de tous, non seulement de nom, mais aussi de visage. En tant que maître des légendes, il est donc nécessaire de bien décrire et connaître l’environnement dans lequel vont évoluer à leurs débuts les personnages. Il s’agira de leur village, de leur île ou de leur mataiena’a. Nous vous fournissons dans ce livret la description d’un mataiena’a de Tahiti que vous pourrez utiliser à cet effet. Le fait de vivre dans une petite société devrait rendre aux personnages leur univers immédiat très familier au bout de quelques parties. Les mêmes têtes doivent revenir au fil des scénarios. Quand cet univers de départ vous semblera trop exigu ou lorsque la situation des personnages deviendra explosive, le reste du monde maohi voire maori s’ouvre aux va’a (pirogues) des personnages, ce sera alors le temps du voyage, indispensable à une campagne de Légendes Tahitiennes. INSISTER SUR LES POINTS EXOTIQUES Certains éléments de la société maohie peuvent être ressentis comme déroutants durant le jeu, n’hésitez pas alors à en faire usage. Magie des esprits, sexe, peur du sorcier, absence de métal, de monnaie, utilisation des végétaux ou cannibalisme font partie de ces points exotiques. N’abusez tout de même pas, il faut qu’ils apparaissent comme venant naturellement dans les explications et les descriptions que vous ferez. Un autre élément d’ambiance est la langue. Les langues polynésiennes et en particulier le tahitien ont peu de consonnes, elles contribuent à créer la couleur locale. Utilisez le plus possible les termes maohis dans vos descriptions. Cependant, allez - y graduellement, il ne s’agit de sortir durant la première partie: “L’orou sort de son fare, se dirige vers son marae familial avec un ti’i et incante un pifao contre un ra’atira du mataiena’a de Tiarei appelé Riti-Tui.”! Vos joueurs devront être fiers au bout de quelques parties de maîtriser quelques mots clés. Au départ, donnez les significations des mots maohis que vous utilisez et encouragez les joueurs à lire le chapitre 3 du livret de civilisation ou la description de leur île. LA HIERARCHIE DANS LE GROUPE Si le groupe de personnage est divers, il existera une forte hiérarchie au niveau de ses membres. Un manahune aura peur de toucher un ari’i et lui vouera une grande déférence. 142 De son côté, l’ari’i devra souvent prendre les initiatives et écoper en cas de problème. La hiérarchie dans le groupe devra donc être une source de divertissement et de role-playing. 143 LES SOURCES DE CONFLITS La plupart des scénarios ou au moins des campagnes reposent sur l’existence de conflits ou de quêtes. Cette section vous apporte quelques sources de conflit majeures dans le monde des mers du sud. Elles vous permettront de construire des scénarios et de les appliquer à votre monde. - CONFLITS ENTRE DEUX ENTITES POLITIQUES Le royaume des joueurs pourra être en conflit plus au moins vif avec l’un de ses voisins. Les raisons peuvent être des revendications territoriales, des revendications de supériorité d’ari’i, recherche de victimes humaines constante, vendettas, etc... Raids guerriers, recherche de l’humiliation, sauvetage de prisonnier, prise d’un pa peuvent être des exemples de scénarios qui peuvent s’axer autour de ce thème. Dans le royaume de Maha’ena, l’ennemi est le royaume voisin de Tiarei. - CONFLIT ENTRE ARI’I D’UNE MEME ENTITE POLITIQUE Les conflits entre ari’i d’un même royaume peuvent arriver à la formation de clans opposés qui amènent parfois à la guerre civile. Les sources de ces conflits peuvent être une course au titre lorsque le roi est vieux ou mourant, la conquête d’un poste important (chef de guerre ou de district), les pacifistes contre les va t’en guerre, etc... Ce conflit devra alors impliquer les personnages. Ils pourront faire des actions contre l’autre camp, déjouer ses machinations ou représenter le camp de l’ordre qui remettrait les deux ari’i au pas. Les moyens d’action contre les personnages sont multiples: meurtre, désignation pour un sacrifice humain, éloignement, ensorcellement ... - CONFLIT ENTRE FAMILLES RA’ATIRA OU MANAHUNE Des vieilles querelles qui durent depuis des générations peuvent être présentes entre familles de nobles ou du peuple. Les ari’i n’y voient souvent que des inimitiés et ne s’y intéressent pas. Seulement ces haines peuvent amener à de graves conséquences et les personnages vont s’y trouver mêlés. - CONFLIT ENTRE UN DIEU ET LES PERSONNAGES Par leurs actions, les personnages peuvent s’attirer l’inimitié d’un dieu qui déchaînera des coïncidences contre les personnages ou pourra même se manifester lui-même: le requin de Tane, le cochon sauvage de ‘oro ou la baleine de Ta’aroa par exemple. Il vaut tout de même mieux qu’il s’agisse de l’ire d’un dieu mineur. 144 Les personnages devront donc trouver des appuis divins ou tenter d’apaiser ce dieu. La tâche ne sera pas aisée ! - CONFLIT DIEU TRADITIONNEL CONTRE NOUVEAU DIEU La seule “guerre de religion” relatée dans les légendes polynésiennes est celle qui opposa les partisans de Tane à ceux de Tangaroa dans l’île de Mangaia (archipel austral). Mais plus tard, l’introduction du christianisme ne se fera pas sans effusion de sang et des cas de massacres entre catholiques et protestants eurent lieu. On peut cependant imaginer que l’apparition et l’instauration de nouveaux dieux ne se fit pas sans mal. Certaines théories affirment que c’est l’apparition de ‘oro qui coupa les liens entre les différents archipels. Il est donc possible que certaines parties d’un royaume ou certaines entités politiques renâclent à accepter la préséance de ‘oro ou précédemment celle de Ta’aroa. Les partisans de la tradition pourront donc faire face à ceux du nouveau dieu. Les antagonismes peuvent être passifs, ils peuvent donner lieu à de nombreuses intrigues ou même à une guerre ouverte. - CONFLIT ARI’I TYRANNIQUE CONTRE LE PEUPLE Les ari’i ne sont pas tenus à avoir un comportement moral. Certains peuvent être des brutes sans nom, l’avidité (en mana ou en richesse) de certains autres peut saigner le peuple. Les révoltes de manahune sont très rares, mais elles existent. La personne de l’ari’i régnant est tellement sacrée qu’il faut vraiment qu’il ait abusé. Aux Samoa par exemple, un chef fut enterré vivant à cause de sa méchanceté envers le peuple et sa tyrannie. La montée du mécontentement peut être particulièrement vive dans une période de sécheresse et de disette. La montée de la révolte pourrait être la trame d’une campagne qui pourrait se terminer par la mort ou l’exil d’une des parties et les personnages se retrouvant à la tête de la rébellion. - CONFLIT SORCIER CONTRE PERSONNAGE(S) Un sorcier pour une raison connue ou inconnue des personnages peut avoir décider leur mort. Empoisonnement et pifao seront ses principales armes. Les personnages devraient devenir paranoïaques et avoir beaucoup de mal à déterminer l’origine de leur malédiction. 145 - CONFLIT ENTRE PRETENDANTS A UNE BELLE Pour conquérir le coeur d’une belle, rien ne ferait reculer un amoureux. Les intrigues de deux prétendants pourrait impliquer des forces colossales, surtout lorsqu’il s’agit de deux ari’i. Un des prétendants pourraient être également un des personnages et ainsi l’impliquer directement. Son adversaire pourrait tenter de l’éloigner, de le discréditer voire de l’éliminer. Une variante de ce conflit entre prétendants est l’amour impossible entre un manahune et une ari’i (ou l’inverse). Destin tragique à coup sûr ! - QUETE D’UNE NOUVELLE TERRE A la suite d’un des conflits précédents ou par cause de surpopulation voire par simple esprit d’aventure, une migration dans laquelle participeraient les personnages pourrait être tentée. Le voyage et la colonisation d’une nouvelle terre (peut-être habitée) constituerait les clés d’aventures sur ce thème. - QUETE DE MANA L’avidité de mana des personnages poussée par telle ou telle motivation (être divinisé, se venger d’un ari’i, etc...) pourrait les pousser à de nombreux massacres et à des quêtes insensées... - QUETE D’OBJET FAMILIAUX Certains objets familiaux du chef des personnages peuvent avoir été égarés lors des générations précédentes et les personnages seraient chargés de les retrouver. Il peut s’agir d’ossements d’ancêtres, d’hameçons ou d’armes magiques. Ils ont pu être perdus en mer, volés ou emportés par un membre de la famille disparu depuis. - QUETE D’UNE FEMME Les mariages peuvent être hautement politiques et trouver une femme de son rang n’est pas toujours évident. Une fois la personne de son choix trouvée, encore faut-il la séduire et la convaincre de se marier. La quête de femmes très belles dans des archipels éloignés est le sujet de nombreuses légendes maohies. La famille voudra souvent s’assurer que le mari est un bon mari et qu’il a un grand mana. 146 IMPRECISIONS DE L’HISTOIRE ET THEORIES FARFELUES Bien des théories farfelues ou invérifiables et invérifiées, bien des légendes à la véracité douteuse ont été racontées à propos de l’histoire des maohis. Vous pouvez en intégrer certaines d’entre elles dans votre campagne afin d’ajouter une part de mystère ou par goût pour ces théories. Vous pouvez également les utiliser comme le fondement d’une de vos campagnes. Piochez comme bon vous semblera ou n’en prenez aucune, elles sont là pour augmenter le côté fantastique ou mythique. - ‘IO ‘io serait un dieu unique connu des seuls tahu’a dont les autres dieux seraient les aspects. Il serait un dieu dont le nom se dit à voix basse parmi les prêtres et dont la révélation serait le degré ultime de l’initiation des tahu’a. Il serait en fait une des nombreuses tentatives de donner une apparence de monothéisme à l’ancienne religion après la christianisation. - PRESENCE D’UN PEUPLE PRECEDENT Les îles de la Polynésie aurait connu une population antérieure aux maohis. D’une peau noire et de petite taille, des légendes en ferait état à Tahiti où ils continueraient à vivre dans la montagne, à Fatu Hiva (tribu des Tiu) ou dans l’archipel du dieu Au où le dieu de la sorcellerie serait à l’image de cet ancien peuple. - DOUBLE VAGUE MIGRATOIRE La présence des ari’i et des tahu’a ne serait due qu’à une seconde vague migratoire venue - pourquoi pas d’Amérique- sur le fond Polynésien précédent. Cette théorie se base sur l’évolution probable de la société vers une stratification en même temps que l’apparition de dieux supérieurs dont les prêtres auraient supplanté les chamanes traditionnels (les orou) vénérant les esprits. Elle se base également sur les différences physiques entre ari’i et manahune. Les ari’i sont plus forts, plus grands, plus clairs et certains auraient eu des cheveux roux ou blonds (les descendants des colons vikings ou phéniciens de l’Amérique pour les plus farfelus). D’autres éléments semblent étayer cette thèse improbable, la kumara importée d’Amérique, des ressemblances troublantes d’habillement (le pancho) ou de certaines statues avec les indiens d’Amérique du Sud. 147 - LE CONTINENT MU Les îles seraient les sommets d’un continent disparu doté d’une grande civilisation. Les autoroutes de l’île de Pâques (???) ou les statues gigantesques en serait les témoins. Le mythe du déluge présent dans les mythes maohis en sont également une preuve certaine (!).
textdata/thevault/Légendes [FR]/Légendes Tahitiennes/OLD/REGLE4.pdf
The Grad Student a tremulus playbook Who Are You? You have devoted yourself fully to your studies, continuing past your undergraduate degree to delve even more intimately into the world of academia. While you have much left to learn, you’re certain a change of venue shall shake things up a bit, and perhaps a few new life experiences wouldn’t hurt either. Certainly not. Name Robin Mitchell, Terrence Woodward, Andrew Adams, Patrick Grossman, Alicia Hannon, Ruth Montgomery, Jeanette Scott, or Sara Hall Look Choose one from eaCh Category. gender: Man, woman, or androgynous. Clothes: Rumpled travel, fine travel, exotic casual, and formal fine. faCe: Weathered, pasty, tanned, round, refined, or angular. eyes: Analytical, distant, piercing, serious, or clever. build: Slender, energetic, athletic, skinny, or chubby. Who Do You Trust? Basic Moves aCt under pressure (roll+reason) When you are doing something quickly and precisely, hurriedly flee, or are trying to resist something frightening, roll+reason. On a 10+, you do it. On a 7–9, you flinch, hesitate, cave, or stall: the GM can offer you a worse outcome, a hard bargain, or an ugly choice. ConvinCe (roll+affinity) When you have something someone wants, you can use your charm, wit, or wiles to get them to do something for you, roll+affinity. For NPCs: On a 10+, they ask you to promise something first, and do it if you promise. On a 7–9, they need some concrete assurance right now. For PCs: on a 10+, both of the following: »if they do it, they gain a point of Lore. » if they refuse, it’s acting under pressure On a 7–9: »if they refuse, it’s acting under pressure »On a miss, they lose a point of trust with you. What they do then is up to them. help/hinder (roll+trust) When you help or hinder with someone who’s making a roll, roll+trust. On a 10+, they take +2 (help) or -2 (hinder) now. On a 7–9, they take a +1 (help) or -1 (hinder) now, and you expose yourself to trouble. On a 6 or less: they lose a point of trust with you or the Keeper holds one to use as a hard move (your choice). poke around (roll+luCk) When you poke around a place physically looking for things, roll+luck. Additional attempts to search the same area are made at a cumulative -1 unless the Keeper informs you something substantial has changed. On a 10+, select 1 of the following: »Find 1 good item (Keeper’s choice) »1 minor item (your choice) »1 clue (+1 forward when acted upon) »Pick one from the table below On a 7–9, you may: »Find hidden area/threshold (in/out) (Keeper’s Choice) »Find minor item (Keeper’s choice) »Determine the presence of one physical hazard (if none present, you learn that) On a miss, there is either nothing more in the area or the Keeper may hold 1 to use as a hard move at any time. puzzle things out (roll+reason) When you face an intellectual dilemma, learn a new piece of information, or discover a clue, you may attempt to puzzle things out, roll+reason. On a hit, you get to ask one or more questions. Whenever you act on one of the Keeper’s answers, take +1. On a 10+, Ask 3 or gain 1 Lore. On a 7–9, Ask 1: »What is this? »What does this mean? »How can I get in/out/pass? »Who’s in control here? »Which enemy before me is the most dangerous? »What is its weakness? »What should I keep an eye out for? »How does X fit into Y? read a person (roll+passion) When you read a person in a charged interaction, roll+passion. On a 10+, hold 3. On a 7–9, hold 1. While you’re interacting with them, spend your hold to ask the character questions, 1 for 1: »Is your character telling the truth? »What’s your character really feeling? »What does your character intend to do? »What does your character wish I’d do? »How could I get your character to X? resort to violenCe (roll+might) When you cast aside all pretense of civility and wish to harm your enemy, regardless of personal safety, roll+might. You may wrest control of an item or situation from another in this manner, whether it be with fists or feet, or a more proper weapon, but you do so with malice in your heart. On a 10+, choose 3. On a 7–9, choose 2: »You take definite hold of it »You suffer little harm (-1 harm) »You inflict terrible harm (+1 harm) »You impress, dismay or frighten your enemy For PCs, pressing the attack when they’re impressed, dismayed or frightened counts as ACtiNg uNder Pressure. threaten (roll+might) When you threaten someone or something, roll+might. You are physically engaging with the deadly promise of violence. On a 10+, they have to choose 1: »Force your hand and take whatever damage you dish out, »Back down and do what you want. On a 7–9, they can instead choose 1: »Hurriedly get out of your way »Barricade themselves securely in »Give you something they think you want »Back off calmly, hands where you can see »Tell you what you want to know (or hear) your lore move is if i reCall CorreCtly: You may spend a point of Lore to roll+reason on any topic. on a 10+, you have read about it and get a +1ongoing for the duration of the story regarding it. on a 7+, you gain a clue. on a miss, you may gain a clue, but the Keeper gets 1 hold if you do. Gear you start with: » d3 wealth. » Small reference library. » A pet (loyal), you choose what kind. » d3 lore. and Choose two of the following: Attributes lore wealth Health Sanity reason passion might luCk affinity Choose one set » Reason +1 Passion +1 Might 0 Luck 0 Affinity +1 » Reason +1 Passion +2 Might 0 Luck +1 Affinity -1 » Reason +2 Passion +1 Might -1 Luck +1 Affinity 0 » Reason +2 Passion +2 Might +1 Luck 0 Affinity -2 sCuffed bruised battered broken grievous dying dead 1 5 4 3 2 6 + startled shoCked disturbed traumatized hysteriC deranged insane 1 5 4 3 2 6 + Moves You begin with all the basic moves. Choose two speCial moves. a niCe kid: People can’t help but like you despite themselves. Any time you help another character (7+), their Trust in you increases by 1. If you helped them succeed (e.g. your help pushed them over 10+), you gain a point of Lore. When someone’s Trust in you would exceed +3, it resets to +1 and instead of telling them a secret about yourself, they tell you one about themselves instead, and you gain a point of Lore. Career student: You’ve been dragging your feet on completing your thesis and getting your master’s degree for years. You may roll+reason whenever you try to ConvinCe someone of something. experienCe is the best teaCher: You are independent and rebellious, preferring to figure things out for yourself. Whenever you do something against the wishes of someone you Trust, they lose a point of Trust in you, but you gain a point of Lore. helpful: You are always willing and ready to lend a helping hand. You gain a +1 on all help rolls and a -1 on all hinder rolls. If you roll a modified twelve or more, choose one: gain 1 Lore, discover 1 clue, increase your Trust in who you’re helping by +1, or increase their Trust in you by +1. QuiCk study: You gain a +1 bonus from clues, and may treat clues shared with you by others as though you found them yourself. » regarding damage 1-2 Recovers naturally, over time. 3 Needs treatment to improve. 4-5 Gets worse if untreated. 6 Requires immediate treatment. reason passion might luCk affinity » Hiking boots and walking stick. » Tobacco, rolling paper, and matches (smoking calms you like alcohol). » You have a beat up, leatherbound journal where you keep your thoughts. You may spend a d3 hours a day writing in it to restore 1 Sanity. You may reference it to gain +1 puzzle things out. Should you lose it, the Keeper gains a d3 hold to use against you. » Glasses. Gain +1 reason when worn, -1 reason when not.
textdata/thevault/Dungeon World (PbtA) [multi]/Tremulus/Set 4 - Expedition Team/The Grad Student.pdf
СокровКщнКца ИскателеЛ™ Оружие и Экипировка для Всех Классов ПРИЛОЖЕНИЕ К РОЛЕВОЙ ИГРЕ Логан Боннер • Эйтан Бернштейн • Крис Симс УЧАСТНИКИ ПРОЭКТА Дизайн Логан Боннер (ведущий), Эйтан Бернштейн, Крис Симс Дополнительный Дизайн Коля Рейвен Ликуйетт, Оуэн К. С. Стефенс Разработчики Стефен Шуберт (ведущий), Энди Колинс, Зитер Шафер Редакторы Грэг Билсланд (ведущий), Скотт Фиджеральд Грэй, Гвэндолин Ф. М. Кестрел Главный Редактор Кристофер Перкинс Директор Ролевой Игры D&D\Книгоиздатель Билл Славичек Сюжетный Дизайн D&D и Руководитель Разработки Кристофер Перкинс Системный Дизайн D&D и Руководитель Разработки Энди Колинс Арт-Директор Стейси Лонгстрит, Джон Шиндихетт Иллюстрация Обложки Дэвид Гриффин (лицевая сторона), Уильям О’Коннор (оборотная сторона) Графический Директор Кевин Смит, Леон Кортез Внутренние Иллюстрации Дрю Бейкер, Райан Баргер, Эд Кокс, Томас Денмарк, Уэйн Ингланд, Джейсон А. Энгл, Рэнди Галегон, Девид Гриффин, Говард Лайон, Ли Мойер, Уиллиам О’Коннор, Даррелл Ричи, Марк Сассо, Крис Сиамен, Анна Стокс, Франс Воуинкел, Джеймс Жанг Дизайн Сюжета D&D Дэниел Рив Специалист Издательской Продукции Кристофер Тардифф Менеджер Допечатной Подготовки Джефферсон Данлап Специалисты по Изображениям Травис Адамс, Боб Джордан, Свен Болэн Менеджер Продукта Синда Келэуэй Этому продукту требуются правила игры 4-го издания DUNGEON & DRAGONS® , которые основаны на предыдущих правилах игры DUNGEON & DRAGONS, разработанных Е. Гэри Гайгаксом, Дэйвом Арнесоном (1-е издание и ранее), Дэвидом «Зеб» Куком (2-е издание), Джонатаном Твитом, Монте Куком, Скипом Уильямсом, Ричардом Бэйкером и Питером Эдкинсоном (3-е издание). 620-21956720-001 EN 9 8 7 6 5 4 3 2 1 Впервые отпечатано в Сентябре 2008 ISBN: 978-0-7869- 5043-0 U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. Box 707 Renton WA 98057-0707 +1-800-324-6496 EUROPEAN HEADQUARTERS Hasbro UK Ltd Caswell Way Newport, Gwent NP9 0YH GREAT BRITAIN Please keep this address for your records WIZARDS OF THE COAST, BELGIUM ’t Hofveld 6D 1702 Groot-Bijgaarden Belgium +32 2 467 3360 DUNGEONS & DRAGONS, D&D, d20, d20 System, WIZARDS OF THE COAST, Adventurer’s Vault, Player’s Handbook, Dungeon Master’s Guide, Monster Manual, D&D Insider, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards characters, character names, and the distinctive likenesses thereof are property of Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. Any similarity to actual people, organizations, places, or events included herein is purely coincidental. Printed in the U.S.A. ©2008 Wizards of the Coast, Inc. ПОСЕТИТЕ НАШ ВЕМСАЙТ НА WWW.WIZARDS.COM/DND Верстка и перевод: Len Специально для Shadowdale.ru Моя мастерская в ВК: https://vk.com/len_studio ВведенКе Экипировка и магические предметы необходимы для выживания любого D&D® персонажа. Сокровища жизненно важны для каждого приключенца. Требуется ли игроку экипировать своего персонажа или ДМ’у нужно заполнить кладесь с блестящими шарами, чем шире ваш выбор, тем лучше. Здесь приходит на помощь Сокровищница Искателей. Это расширенные правила использования снаряжения, которое вы можете найти в Книге Игрока®. На этих страницах множество опций для ИП с золотом или ресидуумом, протирающим дыру в его кошельке, и для ДМ, который ищет какую-нибудь заманчивую награду. Сокровищница Искателя также расширяет игру D&D® новыми хитростями для обычных ситуаций. Откройте Сокровищницу Искателя и узнайте… Что Внутри Эта книга состоит из двух глав – Снаряжения и Магических Предметов – затем следуют приложения, предназначенные помочь в использовании остального содержания. С их помощью можно экипировать своего ИП, вашего NPC или запастись в своем приключении интересными вещами. ✦ Глава 1: Снаряжение: Эта глава посвящена немагическим предметам – редкой броне, новому оружию, алхимическим веществам, скакунам и транспортным средствам – и предоставляет правила их использования в вашей игре. Транспорт может несколько оживить действиями сцену и путешествия на большие расстояния. Алхимическая система позволяет добавить некоторые атаки в вашу игру, при помощи которых нет необходимости полагаться на волшебника или магические предметы. ✦ Глава 2: Магические Предметы: Эта глава значительно расширяет предметы, которые можно найти в Книге Игрока, и разделена на слоты для предметов. Вы найдете великое множество новых предметов для каждого слота, а также расширенные чудесные предметы и расходные материалы. Теперь даже звери-компаньоны и скакуны имеют свои предметы, позволяя вам использовать вашего питомца в более широком диапазоне. ✦ Приложение 1: Этот раздел дает вам, ДМ’у или игроку, идеи и инструменты для изготовления магических предметов, которые будут уникальны в вашей компании и мире. Дайте вашему предмету историю. Узнайте, как дать ему уровень как сокровищу или как переместить магию с одного предмета на другой. ✦ Приложение 2: Для удобства все магические предметы в этой книге перечислены в алфавитном порядке по уровню. СОДЕРЖАНИЕ 1: СНАРЯЖЕНИЕ ..................................................................... 4 Редкая Броня ...................................................................... 6 Оружие ................................................................................. 8 Скакуны .............................................................................. 11 Транспорты ........................................................................ 14 Алхимия ............................................................................. 20 2: МАГИЧЕСКИЕ ПРЕДМЕТЫ .................................. 32 Броня ................................................................................. 34 Оружие ............................................................................... 56 Символы Веры .................................................................. 83 Сферы ................................................................................ 91 Жезлы ................................................................................ 97 Посохи .............................................................................. 102 Волшебные Палочки ....................................................... 107 Слот Предмета Вооружения .......................................... 112 Слот Предмета Компаньона .......................................... 122 Слот Предмета Скакуна ................................................. 123 Слот Предмета Ног ......................................................... 124 Слот Предмета Рук ......................................................... 131 Слот Предмета Головы .................................................. 137 Слот Предмета Шеи ........................................................ 145 Кольца .............................................................................. 155 Слот Предмета Пояса..................................................... 163 Чудесные Предметы ....................................................... 168 Расходные Материалы ................................................... 185 ПРИЛОЖЕНИЕ 1 ................................................................... 195 Уникальные Предметы ................................................... 195 Уровень Предмета .......................................................... 197 Зачарованные Предметы ............................................... 198 ПРИЛОЖЕНИЕ 2: МАГИЧЕСКИЕ ПРЕДМЕТЫ ............................................................................... 199 СНАРЯЖЕНИЕ Приготовьте средства, которые могут вам пригодиться в любой жизненной ситуации. Жизнь искателя приключений ничего не стоит, если она не наполнена непредсказуемостью, поэтому здравомыслящий искатель находит необычные пути, даже когда речь заходит о поиске или создании снаряжения. Гуляя по рынкам необычных районов, вы можете найти все виды экзотических и полезных механизмов. Правильно обучаясь, вы можете получить доступ к такому снаряжению, и вы получите то преимущество, которое может спасти вам жизнь. В этой главе вы найдете: ✦ Редкая Броня: Технологии и магия позволяют ремесленникам всех миров создавать странную и удивительную броню. Выбор правильного вида брони – это вопрос необходимости и вкуса. Укрепите свои слабые места предметами из этого раздела. ✦ Оружие: Оружие столь же разнообразно, как и причины сражаться в погруженном во тьму мире. Нечеловеческие культуры тоже несколько изменили типичные формы оружия. Здесь вы найдете небольшое количество простого, воинского и превосходного оружия, сравнимо отличающегося от представленного оружия Книги Игрока®. ✦ Скакуны: Скакуны могут доставить вас туда, куда вам надо быстрее попасть, а многих способных существ можно дрессировать и использовать их качества в бою. В этом разделе вы найдете скакунов, которые расширяют представленных скакунов в Бестиарии®. Также вы найдете снаряжение, которое поможет сделать из вашего скакуна наилучшего союзника. ✦ Транспорт: Иногда, для выполнения заданий и для перехода через местность, требуются больше, чем скакуны. Если это правда, то пора научиться водить. В этом разделе приведены примеры транспортных средств и правила, необходимые для их использования. ✦ Алхимия: Немного подготовившись, вы можете соединить магические реактивы в соответствии с мистическими формулами для создания сильного яда, причудливого порошка, и чудесных зелий. Те, кто не силен в алхимии, могут приобрести такие предметы у торговца за небольшую плату. РЕДКАЯ МРОНЯ В этом разделе описывается несколько новых видов редкой брони. Эти комплекты редкой брони иногда используются в создании магической брони. К тому же, приключенцы наверняка будут иметь дело с различной валютой по мере достижения высоких уровней, а также, скорее всего, им будут встречаться новые виды брони. Редкая броня всегда имеет бонус зачарования, и цена за материалы редкой брони также включены в общую стоимость магического доспеха. Например, сталеплачущий кольчужный доспех +4 стоит 45,000 зм – такой же не редкий кольчужный доспех +4. Таким образом, искатель приключений высшего уровня, как правило, купит лучшую редкую броню, чем будет ходить в низкоуровневой броне. Бонус улучшения волшебной брони все равно будет добавляться к бонусу брони для определения общего бонуса доспеха персонажа. Например, штормочешуйчатая броня +4 дает бонус +13 к КД владельца – бонус брони +9 и бонус улучшения +4. Запись в таблице Редкой Брони содержит следующую информацию. Бонус доспеха: Доспех предоставляет этот бонус к КД. Минимальный бонус улучшения: Редкая броня требует минимального бонуса зачарования, как показано в этой строке. Проверка: Вы получаете этот штраф для всех навыков, основанных на Силе, Телосложении и Ловкости, когда носите эту броню. Вы не получаете штраф к проверкам способностей (например, проверка Силой, чтобы сломать дверь или проверка Ловкости, чтобы определи инициативу в бою). Скорость: Вы получаете штраф к скорости (в клетках), когда носите броню. Цена: Цена предмета в золотых монетах (зм). Стоимость редкой брони входит в стоимость магической брони. Вес: Вес брони приведен в килограммах. Особенность: Некоторые редкие доспехи имеют дополнительные свойства, такие как увеличенная защита или дополнительное сопротивление. Бонус, полученный от особого свойства редкой брони, является бонусом брони. Типы Брони Тканевая: Ткачи гитзераев изначально учили другие народы методам плетения гитоткани. Ясное дело, что гитзераи заимствовали эти методы у своих бывших хозяев иллитидов. Образцы одежды, взятые у захваченных иллитидов, были использованы для создания разумоткани и разумоузорного доспеха. Ткань всех этих доспехов, отстоявшись, принимают форму, похожую на кристалл, направляющий энергию разума на укрепление тела. Эфритоткань похожа на гитоткань, но для ее создания используются редкие реактивы и металлические нити из Стихийного Хаоса. Кожаная: Для дроуплетенного доспеха используются нити из кожи, которые плетутся с тонкой сеткой, обеспечивающей доспеху максимальную гибкость. Янь-ти плетут невероятно гибкий доспех змеиной кожи, накладывая "чешуйки" друг на друга. Иногда они ткут тем же методом на стойках с теневой магией, получая доспех анафема. Метод создания кожаной мечекрылой брони очень похож на метод, с помощью которого мечекрылы делают свои "бумажные шпили", от чего броня получается легкой, гибкой и жесткой. Из шкур: Дварфы используют энергию земли для укрепления землешкурого доспеха, после чего она странным образом напоминает живую кожу таких существ как галеб дур или земляной титан. Феешкурый доспех обрабатывают эльфийским способом, который дает эластичность сродни жестким шкурам фейских зверей. Астральные преследователи имеют технологии, по которым изготавливается ловчешкурый доспех. Пустошкурый доспех создается аналогичным методом, и используется скорбителями, чтобы хранить свои ужасные трофеи. Кольчужные: Волнокольцый доспех – это изысканная броня, сделанная в соответствии с передовой технологией, усовершенствованный при королевском дворе Страны Фей. Этот доспех сделан из колец, связанных настолько тесно, что вражеская атака не может пройти сквозь них. Метод создания тонкокольцего доспеха более распространенный среди эладринов, но в то же время плетенокольцый доспех, создаваемый по аналогичной технологии, плетется в соответствии с эльфийскими традициями. Дженази смешивают сталь с волшебным вулканическим стеклом для создания прочного сталеплачущего доспеха. Ямокольцый доспех создается по адским технологиям. Ею пользовались великие полководцы империи тифлингов Бейл Турат. РЕДКАЯ БРОНЯ Тканевые доспехи (легкие) Бонус Доспеха Минимальный Бонус Улучшения Проверка Скорость Цена Вес Особенность Гитоткань +0 +3 - - Особая 0,9 кг +1 к Воле Разумоткань +0 +4 - - Особая 0,9 кг +2 к Воле Эфритоткань +1 +5 - - Особая 0,9 кг +1 к Воле Разумоузорный доспех +1 +6 - - Особая 0,9 кг +2 к Воле Кожаные доспехи (легкие) Бонус Доспеха Минимальный Бонус Улучшения Проверка Скорость Цена Вес Особенность Дроуплетенный доспех +2 +3 - - Особая 4,5 кг +1 к Реакции Доспех Змеиной Кожи +2 +4 - - Особая 4,5 кг +2 к Реакции Доспех Анафема +3 +5 - - Особая 4,5 кг +1 к Реакции Мечекрылый доспех +3 +6 - - Особая 4,5 кг +2 к Реакции Доспехи из шкур (легкие) Бонус Доспеха Минимальный Бонус Улучшения Проверка Скорость Цена Вес Особенность Землешкурый доспех +3 +3 -1 - Особая 11,3 кг +1 к Стойкости Феешкурый доспех +3 +4 -1 - Особая 11,3 кг +2 к Стойкости Ловчешкурый доспех +4 +5 -1 - Особая 11,3 кг +1 к Стойкости Пустошкурый доспех +4 +6 -1 - Особая 11,3 кг +2 к Стойкости Кольчужные доспехи (тяжелые) Бонус Доспеха Минимальный Бонус Улучшения Проверка Скорость Цена Вес Особенность Тонкокольцый доспех +7 +2 -1 -1 Особая 18,1 кг - Плетенокольцый доспех +8 +3 -1 -1 Особая 18,1 кг - Сталеплачущий доспех +8 +4 -1 -1 Особая 18,1 кг +2 к Воле Волнокольцый доспех +10 +5 -1 -1 Особая 18,1 кг +1 к Воле Ямокольцый доспех +11 +6 -1 -1 Особая 18,1 кг +2 к Воле Чешуйчатые доспехи (тяжелые) Бонус Доспеха Минимальный Бонус Улучшения Проверка Скорость Цена Вес Особенность Доспех из чешуи дрейка +8 +2 - -1 Особая 20,4 кг - Доспех из чешуи виверны +9 +3 - -1 Особая 20,4 кг - Штормочешуйчатая броня +9 +4 - -1 Особая 20,4 кг +2 к Стойкости Доспех из чешуи наги +11 +5 - -1 Особая 20,4 кг +1 к Стойкости Титаночешуйчатая броня +12 +6 - -1 Особая 20,4 кг +2 к Стойкости Латные доспехи (тяжелые) Бонус Доспеха Минимальный Бонус Улучшения Проверка Скорость Цена Вес Особенность Иниево-огненные латы +8 +2 -2 -1 Особая 22,7 кг Сопр. 1 всему Многослойные латы +9 +2 -2 -1 Особая 22,7 кг - Латы гитов +10 +3 -2 -1 Особая 22,7 кг - Призрачные латы +10 +4 -2 -1 Особая 22,7 кг Сопр. 2 всему Легионерские латы +12 +5 -2 -1 Особая 22,7 кг - Латы Тараска +12 +6 -2 -1 Особая 22,7 кг Сопр. 5 всему Чешуйчатая: Доспех из чешуи дрейка представляет собой маленькие, вплотную вставленные чешуйки яростного дрейка для более надежной защиты. По аналогичной схеме делается доспех из чешуи виверны, но только из больших чешуек. Штормочешуйчатая броня напоминает своим закаленным покрытием и объединением со стихийной магией шторм горгоны. Метод создания брони древних янь-ти заключается в литье металлических пластин с воздействием на них стихийной энергии, получая таким образом доспех из чешуи наги. Гномы используют первородные способы изготовления титаночешуйчатой брони, полученные от титанов и великанов. Латные: Иньево-огненные латы отстаиваются в стихийном холоде и огне, и через некоторое время становятся твердыми. Люди разработали процесс наслоения стали в несколько десятков раз, чтобы создать многослойные латы. Латы гитов закалены псионическими методами, берущих свое начало от иллитидов или первого поколения беглых рабов гитиянок. Призрачные латы отстаивается в энергии Царства Теней. Легионерские латы куются методом, используемый в Девяти Адах, для создания брони легиону дьяволов. Латы Тараска имитирует непробиваемую шкуру Тараска. Сотни стежков скрыты между очень тонкими металлическими слоями, каждый из которых обрабатывается различным процессом. ОРУЖИЕ Книга Игрока охватывает широкий круг наиболее часто используемого оружия. В этом разделе описывается различное необычное оружие, которое обеспечит множество новых комбинаций и преимуществ. Запись оружия в таблице Рукопашного оружия или Дальнобойного оружия содержит следующую информацию. Оружие: Название оружия. Проф.: Профессиональное владение оружием дает вам профессиональный бонус к броскам атаки, который описан в соответствующей колонке, если он применим. Если вы не опытны во владении данного оружия, вы не получаете этот бонус. Урон: Кость урона оружия. Дальность: Оружие, которое можно метнуть, имеет боеприпасы или из которого можно выстрелить, имеет дальность. Число перед чертой означает нормальную дистанцию (в клетках) для атаки. Число после косой черты означает максимальную дальность для атаки. Запись, в которой стоит прочерк «-», означает, что оружие не может использоваться как дальнобойное. Цена: Стоимость оружия, указанная в золотых монетах за штуку. Вес: Вес оружия приведен в килограммах. Категория, Группа и Свойства: Категории оружия, группы и свойства представлены в 7 главе Книги Игрока. В дополнение три новых типа оружия описаны ниже. Большой: Оружие, имеющее свойство "большой" можно рассматривать как двуручное оружие. Жестокий: Минимальный урон жестокого оружия выше, чем у нормального оружия. Совершая бросок урона, перебросьте любой кубик, который отображает значение равное или меньше значения жестокости данного оружия. Перебрасывайте кубик до тех пор, пока его значение не превысит значение жестокости оружия, а затем используйте новый результат. Например, топор палача имеет свойство «жестокий 2». Если владеющий этим оружием боец попадает своим ударом стальной змеи (талант 2 [Ор]), игрок бросает урон оружия 2к12, и перебрасывает кубик, если результат броска равен 1 или 2, до тех пор, пока не выпадет 3 или больше. Оборонительное: Оборонительное оружие дает вам бонус +1 к КД, если вы держите это оружие одной рукой и другое рукопашное оружие второй рукой. Вооружение более чем одним оборонительным оружием не увеличивает этот бонус. Чтобы получить эту выгоду, вам нельзя атаковать оборонительным оружием, но должны быть опытны во владении им. ТИПЫ ОРУЖИЯ Широкий Меч: Этому толстому, с широким лезвием оружию не хватает точности длинного меча, но свою неточность он окупает своей смертоносностью. Скальный Молот: Этот дварфский молот имеет тяжелое и широкое навершие, что делает его похожим на одноручную кувалду, с прикрепленным сзади смертельным шипом. Двойной Топор: Оснащение навершием топора с обоих концов древка увеличивает наступательные и оборонительные возможности этого оружия. 1. Большой лук; 2. Широкий меч; 3. Кхопéш; 4. Большой клинок; 5. Двойной топор; 6. Самозарядный арбалет; 7. Шипованный щит; 8. Трезубец; 9. Шипастые рукавицы; 10. Трехглавый цеп; 11. Парирующий кинжал; 12. Двойной меч; 13. Двойной цеп. Рукопашное Оружие (изображено на странице 8 и странице 63) ПРОСТОЕ РУКОПАШНОЕ ОРУЖИЕ Одноручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Шипастые рукавицы1 +2 к6 - 5 зм 0,5 кг. Безоружное Дополнительное ВОИНСКОЕ РУКОПАШНОЕ ОРУЖИЕ Одноручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Широкий меч +2 к10 - 20 зм 2,2 кг. Тяжелый клинок Универсальный Кхопéш +2 к8 - 20 зм 3,6 кг. Топор, Тяжелый клинок Жестокий 1, Универсальный Легкая боевая кирка +2 к6 - 10 зм 1,8 кг. Кирка Дополнительное, Высококритичное Плеть +2 к8 - 3 зм 0,9 кг. Цеп Дополнительное Трезубец +2 к8 3\6 10 зм 1,8 кг. Копье Дополнительное, Тяжелое метательное Двуручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Тяжелая боевая кирка +2 к12 - 20 зм 3,6 кг. Кирка Высококритичное ПРЕВОСХОДНОЕ РУКОПАШНОЕ ОРУЖИЕ Одноручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Скальный молот +2 к10 - 20 зм 2,7 кг. Молот Жестокий 2, Универсальный Кукри2 +2 к6 - 10 зм 0,9 кг. Легкий клинок Дополнительное, Жестокий 1 Парирующий кинжал2 +2 к4 - 5 зм 0,5 кг. Легкий клинок Дополнительное, Оборонительное Шипованный щит3 +2 к6 - 10 зм 3,1 кг. Легкий клинок Дополнительное Тратнир +2 к8 10\20 10 зм 2,2 кг. Копье Тяжелое метательное, Универсальное Трехглавый цеп +3 к10 - 15 зм 2,7 кг. Цеп Универсальное Боевой топор +2 к12 - 30 зм 4,5 кг. Топор Универсальное Двуручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Топор палача +2 к12 - 30 зм 6,3 кг. Топор Жестокий 2, Высококритичное Большой клинок +3 к12 - 30 зм 4,5 кг. Тяжелый клинок Высококритичное Большое копье +3 к10 - 25 зм 3,6 кг. Древковое, Копье Досягаемость Морденкрад +2 2к6 - 30 зм 5,4 кг. Молот Жестокий 1 Двойное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Двойной топор4 +2 1к10 - 40 зм 6,7 кг. Топор Большой - Второй конец +2 1к10 Топор Дополнительное Двойной цеп4 +2 1к8 - 30 зм 5 кг. Цеп Оборонительное, Большой - Второй конец +2 1к8 Цеп Дополнительное Двойной меч4 +3 1к6 - 40 зм 4 кг. Легкий клинок Дополнительное, Оборонительное - Второй конец +3 1к6 Легкий клинок Дополнительное Ургрош4 +2 1к12 - 10 зм 3,6 кг. Топор Оборонительное, Большой - Второй конец +2 1к6 Копье Дополнительное 1 Это оружие также занимает ячейку рук магического оружия (см.описание). 2Плут, владеющий этим оружием, может использовать его как кинжал, получая выгоду от классовой особенности Оружейного Дарования Плута. 3Это оружие объединено с легким щитом (см. описание). 4Двойное оружие (см. стр. 10). Двойной Цеп: Это оружие имеет шипованные наболдажники с цепью на каждом конце, чтобы максимально увеличить атаки и урон. .Двойной Меч: Это хорошо сбалансированное оружие сочетает в себе смертоносность и обороноспособность двух длинных мечей. Топор Палача: Этот топор с широким лезвием сильно утяжелен, чтобы наносить рубящие удары большой мощности. Большой Клинок: Этот огромный двуручный меч пользуется популярностью у воинов и паладинов. Дальнобойное Оружие (изображено на странице 8 и странице 63) ПРОСТОЕ ДАЛЬНОБОЙНОЕ ОРУЖИЕ Двуручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Самозарядный арбалет +2 к8 10\20 35 зм 2,7 кг. Арбалет Перезарядка свободным* Амуниция Оружие Проф. Урон Дальность Цена Вес Группа Свойства Обойма - - - 1 зм 0,5 кг. - - ПРЕВОСХОДНОЕ ДАЛЬНОБОЙНОЕ ОРУЖИЕ Двуручное Оружие Проф. Урон Дальность Цена Вес Группа Свойства Большой лук +2 к12 25\50 30 зм 2,2 кг. Лук Перезарядка свободным Превосходный арбалет +3 к10 20\40 30 зм 2,7 кг. Арбалет Перезарядка малым *См. описание оружия. Большой Лук: Этот массивный, загнутый лук очень длинный, размером с человека когда натянут, и он выпускает стрелы с бόльшей силой, чем традиционный длинный лук. Большое Копье: Это длинное оружие напоминает длинное копье, но его широкое навершие и крепкая рукоятка позволяет наносить более сильные удары. Тяжелая Боевая Кирка: Эта увеличенная версия легкой боевой кирки способна наносить разрушительные удары. Кхопéш: Это крепкое оружие можно определить по кривой форме лезвия в виде месяца. Кукри: Лезвие этого тяжелого ножа искривлено вперед для большей мощности. Плут, владеющий кукри, может использовать его как кинжал, получая выгоду от классовой особенности Оружейного Дарования Плута. Легкая Боевая Кирка: Это уменьшенная версия боевой кирки, которая подходит в качестве дополнительного оружия. Морденкрад: Огромный двуручный молот, имеющий большое шипованное навершие, впервые использовался ударными войсками дварфов в битве против гигантов. Парирующий Кинжал: Этот небольшой кинжал имеет специально разработанную гарду, которая помогает отражать атаки. Плут, владеющий парирующим кинжалом, может использовать его как кинжал, получая выгоду от классовой особенности Оружейного Дарования Плута. Самозарядный Арбалет: Прямоугольная обойма прикрепляется к верхней части этого арбалета. Рукоять двойного действия подает болт на место свободным действием, а затем выстреливает стандартным действием. Самозарядный арбалет не нуждается в перезарядке, если в его обойме имеются боеприпасы. Обойма стоит 1 зм и содержит 10 болтов. Чтобы удалить пустую обойму и поставить новую, требуется стандартное действие. Шипастые Рукавицы: Эти рукавицы оснащены специальными металлическими шипами. В отличие от других видов оружия, шипастые рукавицы занимают вашу ячейку магического предмета в руках, если он зачарован. Плеть: Этот легкий цеп имеет кожаные ремни с закрепленными на них кусочками металла или кости. Шипованный Щит: Этот легкий щит сделан с заостренным шипом в центре. Шипованный щит может быть зачарован в качестве магического щита или магического оружия, но не обоих сразу. Зачарованный как магическое оружие, шипованный щит не занимает ячейку магического оружия персонажа. Хоть персонаж и не может использовать два щита одновременно, персонаж, владеющий шипованным щитом в качестве оружия, может использовать ячейки вооружения предметов в качестве браслетов. Превосходный Арбалет: Этот арбалет, кажется, похож на традиционный арбалет, но у него есть ручки и циферблаты, позволяющие настроить оружие на более точную стрельбу. Тратнир: Известное также как крылатое копье, это оружие было впервые создано драконорождеными для максимальной эффективности в ближнем и дальнем бою. Трезубец: Это трезубое копье утяжелено для метания на короткие расстояния. Треглавый Цеп: Этот большой цеп имеет три навершия для более мощных атак. Ургрош: Изначально созданное дварфами, это оружие имеет навершие утяжеленного топора с одной стороны (наносит к12 урона) и острое копье у основания рукояти (наносит к6 урона). Боевой Топор: Превосходный баланс этого оружия позволяет пользоваться им одной рукой. ДВОЙНОЕ ОРУЖИЕ Двойное оружие имеет следующие особенности: ✦ Вы должны держать двойное оружие в обеих руках, чтобы использовать его. ✦ Маленькие существа не могут владеть двойным оружием, только если оно не имеет свойства "маленькое". ✦ Вы владеете двойным оружием, как если бы держали оружие в каждой руке. Первая линия двойного оружия в таблице описывает конец оружия, находящегося в вашей главной руке. Строка с отступом описывает другой конец, который вы держите в второстепенной руке. Каждый конец двойного оружия может иметь отличный от другого бонус владения, урон, свойства и группу оружия. Вес и цена представлены для всего оружия целиком, а не только для одного конца. ✦ Если зачарование, которое вы наносите, требует определенного типа оружия, то этому требованию, по меньшей мере, должен соответствовать один из концов этого оружия. Например, на ургрош можно наложить зачарование «вострый», несмотря на то, что только один конец отвечает требованию «тяжелый клинок или топор». ✦Зачарованное двойное оружие получает все преимущества зачарования на каждом его конце (даже если один из его концов обычно не позволяет это зачарование). Это не увеличивает частоту использования каких-либо талантов этого оружия. Если вы вооружены двойным оружием, имеющим талант на день, то вы в любом случае можете использовать этот талант только один раз в день. СКАКУНЫ В какой-то момент своей карьеры, искатели приключений могут продать свои посохи для путешествий в обмен на скакуна. Скакуны позволяют персонажам быстро перемещаться из одного места в другое, пересекая дикую местность, чтобы достичь следующего подземелья или некого отдаленного города. Обычно в городе или небольшом поселении имеется один или несколько видов существ, используемых в качестве скакунов, которых можно приобрести. Необычные условия требуют необычных скакунов. ИП может путешествовать через пустыню, и в этом случае езда на верблюде или ящерице будет вполне уместной. Или же персонажи исследуют глубины подводной разрушенной империи, что позволяет им использовать акул или морских коньков в качестве скакунов. Независимо от местонахождения ИП, большинство скакунов имеют скорость превышающую скорость персонажей, что позволяет ускорить переходы между локациями. Многие скакуны также полезны в бою. На страницах 46- 47 Руководства Мастера описывается, как можно использовать скакунов в бою и как скакун может пользоваться своими атаками. В таблице ниже перечислены скакуны из Сокровищницы Авантюристов и Бестиария (Б). Цена: Стоимость скакуна, указанная в золотых монетах за штуку. Скорость: Наивысшая скорость существа в клетках. За час\За день: Сколько километров существо может пройти за час или 10-часовой день путешествия. Нормально\Тяжело\Толкание\Тяга: Нормальная нагрузка, тяжелая нагрузка и нагрузка толкания\тяги этого существа (в килограммах). Как и персонажи, получившие перегрузку, скакуны становятся замедленными. Верблюд Уровень 1 Громила Большой природный зверь 100 Опыта Хиты 38; Ранен 19 Инициатива +1 КД 13; Стойкость 13; Реакция 10; Воля 9 Внимательность +0 Скорость 9 Стандартные Действия е Пинок ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +4 против КД; Попадание: 1к10 + 4 урона. Навыки: Выносливость +9 Сил 19 (+4) Лов 13 (+1) Мдр 11 (+0) Тел 18 (+4) Инт 2 (-4) Хар 8 (-1) Без мировоззрения Языки: --- СКАКУНЫ Скакун Цена (зм) Скорость1 За час1 За день1 Нормальный (кг) Тяжелый (кг) Толкание\Тяга (кг) Акула ездовая 3 400 плавая 11 8,9 км 88,5 км 86,2 172,4 431 Боевой коньБ 680 8 6,4 км 64,3 км 118,4 236,8 594,2 Верблюд 75 9 7,25 км 72,5 км 107,5 215,5 538,5 ВивернаБ 21 000 летая 8 6,4 км 64,3 км 136,1 272,2 680,5 Гигантский муравей 1 800 9 7,25 км 72,5 км 107,5 215,5 538,5 Гигантская ящерица в упряжи 200 7 5,6 км 56,3 км 107,5 215,5 538,5 Гигантская ящерица ездовая 1 800 9 7,25 км 72,5 км 113,4 226,8 567 ГиппогрифБ 4 200 летая 10 8 км 80,5 км 107,5 215,5 538,5 Гиппориф грозный скакунБ 4 200 летая 10 8 км 80,5 км 118,4 236,8 594,2 ГрифонБ 9 000 летая 10 8 км 80,5 км 113,4 226,8 567 Грифон хладоогненныйБ 525 000 летая 10 8 км 80,5 км 136,1 272,2 680,5 Жуткий кабанБ 1 800 8 6,4 км 64,3 км 107,5 215,5 538,5 Клинковый паукБ 13 000 6 4,8 км 48,3 км 113,4 226,8 567 Лошадь ездовая 75 10 6,4 км 64,3 км 107,5 215,5 538,5 Лошадь небесный скакунБ 13 000 8 6,4 км 64,3 км 130,2 260,4 651 МантикораБ 45 000 летая 8 6,4 км 64,3 км 118,4 236,8 504,2 Морской конь 1 800 плавая 10 8 км 80,5 км 102,1 204,2 510,3 Носорог 2 600 6 4,8 км 48,3 км 118,4 236,8 594,2 Ночной кошмарБ 25 000 летая 10 8 км 80,5 км 130,2 260,4 651 Скелетный конь 17 000 10 8 км 80,5 км 113,4 226,8 567 Слон 3 400 8 6,4 км 64,3 км 141,5 283 707,6 Трехрогое чудище 21 000 6 4,8 км 48,3 км 147,4 292,8 737,1 Ужасная акула 21 000 плавая 11 8,9 км 88,5 км 95,2 190,4 476,3 Ужасный волкБ 1 000 8 6,4 км 64,3 км 107,5 215,5 538,5 Яростный дрейкБ 2 600 8 6,4 км 64,3 км 107,5 215,5 538,5 БЭтих монстров вы можете найти в Бестиарии. 1Летающий скакун игнорирует снижение скорости из-за труднопроходимой местности. Расстояние для водных существ предполагает, что существо путешествует в воде. Слон Уровень 8 Громила Большой природный зверь (скакун) 350 Опыта Хиты 111; Ранен 55 Инициатива +4 КД 20; Стойкость 22; Реакция 15; Воля 18 Внимательность +7 Скорость 8 Особенности Растаптывающий Бросок (скакун) Во время броска, слон, оседланный дружественным наездником 8- го или выше уровны, может пройти через пространство Среднего или меньше существа и совершить атаку растаптыванием против этого существа. Слон должен завершить движение в незанятой клетке. Всадник все еще может атаковать по окончании движения слона. Стандартные Действия е Удар Бивнем ♦ Неограниченный Атака: Рукопашная атака 2 (одно существо); +11 против КД; Попадание: 2к6 + 7 урона. У Растаптывание ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +11 против КД; Попадание: 1к10 + 7 урона, и цель падает с ног. Сил 25 (+11) Лов 11 (+4) Мдр 16 (+7) Тел 21 (+9) Инт 2 (+0) Хар 9 (+3) Без мировоззрения Языки: --- Гигантский Муравей Уровень 4 Соглядатая Большой природный зверь (скакун) 175 Опыта Хиты 54; Ранен 27 Инициатива +8 КД 18; Стойкость 17; Реакция 17; Воля 14 Внимательность +8 Скорость 9 Особенности Быстронесущийся (скакун) Когда гигантский муравей оседлан дружественным наездником 4-го или выше уровня, он может совершить шаг на 2 клетки вместо 1. Стандартные Действия е Укус ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +9 против КД; Попадание: 1к10 + 4 урона, и цель падает с ног. Сил 19 (+6) Лов 19 (+6) Мдр 12 (+3) Тел 14 (+4) Инт 1 (-3) Хар 7 (+0) Без мировоззрения Языки: --- Гигантская Ящерица в Упряжи Уровень 4 Громила Большой природный зверь 175 Опыта Хиты 69; Ранен 34 Инициатива +4 КД 16; Стойкость 18; Реакция 16; Воля 13 Внимательность +1 Скорость 7 (болотный шаг), лазая 2 Стандартные Действия е Укус ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +7 против КД; Попадание: 2к6 + 4 урона. Сил 19 (+6) Лов 14 (+4) Мдр 9 (+1) Тел 19 (+6) Инт 2 (-2) Хар 7 (+0) Без мировоззрения Языки: --- Гигантская Ящерица Ездовая Уровень 6 Громила Большой природный зверь (скакун) 250 Опыта Хиты 90; Ранен 45 Инициатива +6 КД 18; Стойкость 20; Реакция 18; Воля 14 Внимательность +2 Скорость 9 (болотный шаг), лазая 4 Особенности Совместная Атака (скакун) ♦ На сцену Если гигантская ездовая ящерица оседлана дружественным наездником 6-го и выше уровня, и наездник совершает рукопашную атаку против выбранной им цели, ящерица может совершить атаку когтем против той же самой цели. Стандартные Действия е Укус ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +9 против КД; Попадание: 2к8 + 5 урона. у Коготь ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +10 против КД; Попадание: 2к6 + 5 урона. Сил 20 (+8) Лов 17 (+6) Мдр 9 (+2) Тел 20 (+8) Инт 2 (-1) Хар 7 (+1) Без мировоззрения Языки: --- Морской Конь Уровень 5 Громила Большой природный зверь (водный, скакун) 200 Опыта Хиты 80; Ранен 40 Инициатива +4 КД 17; Стойкость 19; Реакция 17; Воля 15 Внимательность +2 Скорость плавая 10 Особенность Водный Морской конь может дышать под водой. Сражаясь в воде он получает бонус +2 к атакам против не водных существ. Водный Натиск (скакун) Когда морской конь оседлан дружественным наездником 5-го или выше уровня, этот наездник наносит дополнительно 1к10 урона, когда он или она атакует после броска морского коня. Наездник также получает бонус +2 к броскам атаки против существ, не имеющих водной скорости, пока сам находится в воде. Стандартные Действия е Хлопок Хвостом ♦ Неограниченный Атака: Рукопашная атака 2 (одно существо); +8 против КД; Попадание: 2к8 + 4урона; см. также водный. Сил 18 (+6) Лов 15 (+4) Мдр 10 (+2) Тел 20 (+7) Инт 2 (-2) Хар 9 (+1) Без мировоззрения Языки: --- Скелетный Конь Уровень 11 Громила Большой природный оживленный (скакун, нежить) 600 Опыта Хиты 143; Ранен 71 Инициатива +9 КД 23; Стойкость 24; Реакция 23; Воля 20 Внимательность +6 Сопротивление: 20 некротическая энергия Иммунитет: яд Скорость 10 Особенности Теневой Симбиоз (скакун) Когда скелетный конь оседлан дружественным наездником 11-го или выше уровня, наездник получает сопротивление некротической энергии 20. Стандартные Действия е Удар Ногой ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +14 против КД; Попадание: 3к6 + 5 урона. Сил 20 (+10) Лов 18 (+9) Мдр 13 (+6) Тел 23 (+11) Инт 2 (+1) Хар 7 (+3) Без мировоззрения Языки: --- Носорог Уровень 7 Солдат Большой природный зверь (скакун) 300 Опыта Хиты 83; Ранен 41 Инициатива +8 КД 23; Стойкость 23; Реакция 21; Воля 18 Внимательность +3 Скорость 6 Особенности Крушащий Бросок (скакун) Когда носорог оседлан дружественным наездником 7-го или больше уровня, носорог может совершить атаку боданием в броске в дополнение к атаке наездника в броске. Стандартные Действия е Бодание ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +13 против КД; Попадание: 2к6 + 5 урона. Сил 21 (+8) Лов 16 (+6) Мдр 11 (+3) Тел 19 (+7) Инт 2 (-1) Хар 8 (+2) Без мировоззрения Языки: --- Ужасная Акула Уровень 14 Соглядатай Огромный природный зверь (водный, скакун) 1000 Опыта Хиты 139; Ранен 69 Инициатива +16 КД 28; Стойкость 26; Реакция 28; Воля 23 Внимательность +9 Скорость плавая 11 Особенность Водный Ужасная акула может дышать под водой. Сражаясь в воде она получает бонус +2 к атакам против не водных существ. Ловкий Пловец (скакун) Когда ужасная акула оседлана дружественным наездником 14-го или выше уровня, акула получает бонус +2 к КД против провоцированных атак. Наездник также получает бонус +2 к броскам атаки против существ, не имеющих водной скорости, пока сам находится в воде. Стандартные Действия е Укус ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +17 против КД; Попадание: 3к6 + 5 урона; см. также водный. Сил 21 (+12) Лов 24 (+14) Мдр 14 (+9) Тел 19 (+11) Инт 2 (+3) Хар 9 (+6) Без мировоззрения Языки: --- Акула Ездовая Уровень 8 Соглядатай Большой природный зверь (водный, скакун) 350 Опыта Хиты 88; Ранен 44 Инициатива +11 КД 22; Стойкость 21; Реакция 22; Воля 17 Внимательность +4 Скорость плавая 11 Особенность Водный Ездовая акула может дышать под водой. Сражаясь в воде она получает бонус +2 к атакам против не водных существ. Ловкий Пловец (скакун) Когда ездовая акула оседлана дружественным наездником 8-го или выше уровня, акула получает бонус +2 к КД против провоцированных атак. Наездник также получает бонус +2 к броскам атаки против существ, не имеющих водной скорости, пока сам находится в воде. Стандартные Действия е Укус ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +13 против КД; Попадание: 2к6 + 4 урона; см. также водный. Сил 19 (+8) Лов 21 (+9) Мдр 11 (+4) Тел 16 (+7) Инт 2 (+0) Хар 7 (+2) Без мировоззрения Языки: --- Трехрогое Чудище Уровень 12 Солдат Огромный природный зверь (скакун) 700 Опыта Хиты 127; Ранен 63 Инициатива +12 КД 28; Стойкость 30; Реакция 26; Воля 23 Внимательность +7 Скорость 6 Особенности Защищающий Герб (скакун) Когда трехрогое чудище оседлано дружественным наездником 12- го или больше уровня, наездник получает бонус щита +1 к КД и Реакции. Стандартные Действия е Бодание ♦ Неограниченный Атака: Рукопашная атака 1 (одно существо); +17 против КД; Попадание: 2к8 + 8 урона. Сил 26 (+14) Лов 18 (+10) Мдр 13 (+7) Тел 23 (+12) Инт 2 (+2) Хар 10 (+6) Без мировоззрения Языки: --- ОСНАЩЕНИЕ Тип Бонус доспеха* Проверки Скорость Стоимость (зм) Вес Легкое оснащение +1 - - 75 18,1 кг Большое животное +1 - - 75 27,2 кг Тяжелое оснащение +2 -2 -1 150 36,3 кг Большое животное +2 -2 -1 150 54,4 кг *Уменьшите бонус доспеха на 1 для существ с ролью «солдата». Снаряжение Скакунов Предполагается, что приобретенные ИП скакуны имеют базовое снаряжение, такое как седло, подпруга, уздечка и поводья. Хоть скакуны и используются в качестве основного транспортного средства, другие (особенно боевые кони и подобные дрессированные боевые скакуны) могут получать выгоды от использования специальных приспособлений, таких как оснащение (описание ниже) и от магических предметов (описание во 2 главе). Эти предметы повышают способности скакуна в бою, как правило, путем повышения его скорости, его обороны или позволяя скакуну обходить некоторые особенности местности. Оснащение Оснащение – это броня для вашего скакуна. Она увеличивает Класс Доспеха скакуна также как броня для персонажа. Оснащение также имеет аналогичные штрафы к проверкам и к скорости. Бонус доспеха прибавляется к уже существующему КД существа. В отличие от тяжелых доспехов, тяжелое оснащение не отвергает бонус Ловкости или Интеллекта для определения КД. У существ, которые выполняют роль солдата, уже есть дополнительная броня (природная или иная), которая учтена в их КД. Таким образом, оснащение менее полезно для таких существ (как показано в приведенной выше таблице). Магическое оснащение может быть создано со своими уникальными свойствами. Однако, магическое оснащение не может быть зачаровано на улучшение бонуса защиты как обычная броня. Большинство существ уже используют природные защиты, которые превышают защиты, типичные для ИП. ТРАНСПОРТ Волшебник стоит на палубе бросающего из стороны в сторону корабля, его заклинания взрываются среди наступающих отрядов сахуагинов, перелезающих через перила. Плут карабкается на дерево, чтобы спрыгнуть на карету короля гоблинов, громыхающую под ним. Колдун направляет дирижабль на замок лича, бросая массивный корабль на столкновение с верхушкой башни. Игра Dungeon & Dragons® строится вокруг быстро движущихся динамических поединков, но с добавлением транспортных средств эта смесь может поднять боевую сцену на новый уровень. Управляют ли ИП колесницами, отбиваясь от волчьих всадников гоблинов, напавших на продовольственный фургон, проезжающий через предательский перевал, или прыгают на борт ладьи, захватывая его у гноллов-пиратов, транспортные средства могут служить основой для большого множества памятных противостояний. В этом разделе приведены правила для управления транспортными средствами в вашей игре. Транспорты функционируют так же, как и скакуны, поэтому персонаж берет контроль над транспортом, использует его для движения и может воспользоваться его особенностями. Большинство транспортов перевозит пассажиров и грузы в бόльшем количестве, нежели скакуны, но у них отсутствует маневренность, что создает единственные в своем роде проблемы на поле боя. Основы Транспорты имеют параметры, одни из которых похожи на параметры существ, а другие нет. Транспорты считаются объектами, так что правила 4-й главы Руководства Мастера к ним применимы, если не указано иное. Размер: Транспорты имеют такой же размер, как и существа. Хиты: Хиты транспорта показывают, какое количество урона оно может выдержать. При снижении хитов до 0 или ниже, транспорт считается уничтоженным, а все существа на борту разрушенного транспорта падают ничком в своих текущих клетках. Обломки транспорта также занимают место и считаются труднопроходимой местностью. Пространство: В отличие от существ, которые могут передвигаться и втискиваться в маленькие пространства, транспортные средства занимают все пространство в пределах своих размеров. В результате, транспортные средства не могут уменьшаться. Например, фургон занимает 2 на 3 целых клетки, то есть он не может пройти через пропасть по небольшой тропинке шириной в 1 клетку. Транспорты с запряженным существами занимают только свое пространство. Существа, тянущие его, занимают свое нормальное пространство на сетке боя. Защиты: Как и все объекты, транспорты имеют Класс Доспеха, показатель Стойкости и показатель Реакции. Они не имеют показателя Воли. Скорость: Скорость транспорта (приведена в клетках) определяет, как далеко он пройдет во время использования действия движения водителем или пилотом. Водитель или пилот, использующий два действия движения, может передвинуть транспорт дважды с его скоростью. Скорость транспорта, движимого существом(ами), определяется скоростью этих существ. При больших расстояниях большинство повозок, движимых существами, не могут путешествовать более 10 часов в день. Однако, парусные суда и волшебные самоходные механизмы не ограничиваются временем и могут путешествовать весь день и ночь, если ими правильно управляет экипаж. Нагрузка: Нагрузка транспорта выражается в количестве Средних существ (и экипажа, и пассажиров вместе взятых), которые могут ехать в нем, плюс количество груза, которое он несет (в килограммах или тоннах). Общепринято, что одно Большое существо равно четырем Средним, одно Огромное равно девяти Средним существам, а Гигантское существо равно шестнадцати Средним существам. Эти сравнения предполагают, что транспортное средство имеет в основном горизонтальную поверхность, на которой эти существа могут стоять. Для крытых транспортов или транспортов с несколькими палубами или уровнями количество и размеры существ, которые могут поместиться внутри, могут различаться. Независимо от этого, размер существа не может превышать доступное пространство в транспорте. Водитель или Пилот: Эта часть описывает, какое положение в транспорте занимает пилот или водитель, и какие требования он должен выполнять. Для управления транспортным средством, размер которого больше среднего, как правило, требуются водители или пилоты, чтобы направлять транспорт сзади или спереди. Таким образом, вы должны решить, какая часть транспорта считается передней, а какая задней. Экипаж: Эта часть описывает какой-либо экипаж, который требуется для управления транспортом, и описывает эффект движения транспорта, если экипажа нет. Без Контроля: Если водитель или пилот теряет контроль над транспортом, эта запись описывает происходящее. Специальные Особенности: Если транспорт имеет какие-либо атаки или особенности, они отмечены в нижней части его статистической таблицы. Инициатива: У транспортного средства никогда не бывает инициативы, оно действует по инициативе существа, контролирующего его. Если вам нужно знать, когда действует транспортное средство без контроля (например, чтобы определить, когда неуправляемый фургон движется по боевой сетке), транспорт имеет проверку инициативы, результат которой ниже на 1 последнего существа в инициативном порядке. Если сцена включает в себя несколько вышедших из-под контроля транспортов, то первым действует транспорт, который вышел из-под контроля раньше, а неуправляемый транспорт, вышедший из-под контроля недавно – позже. СКОРОСТЬ ТРАНСПОРТА И СКАКУНОВ Скорость За час За 10 часов в день За 24 часа в день 2 клетки 1,6 км 16 км 38,4 км 3 клетки 2,4 км 24 км 57,6 км 4 клетки 3,2 км 32 км 76,8 км 5 клеток 4 км 40 км 96 км 6 клеток 4,8 км 48 км 115,2 км 7 клеток 5,6 км 56 км 134,4 км 8 клеток 6,4 км 64 км 153,6 км 9 клеток 7,2 км 72 км 172,8 км 10 клеток 8 км 80 км 192 км 20 клеток 16 км 160 км 384 км Транспорт в Бою Бόльшую часть времени вы используете скорость транспорта за день и за час. Если персонажи путешествуют из одного города в другой в фургоне, скорость фургона определяет длительность вашего пути. Однако, если кобольты-бандиты нападают на фургон из засады во время его движения, становится важным отслеживание движения фургона во время боя и что могут сделать ИП и МП, чтобы контролировать его. Транспорту требуется водитель или пилот – персонаж или существо, которое использует действия для управления транспортом. Этот персонаж должен соответствовать условиям, описанным в таблице транспорта о пилоте или водителе. Транспортное средство без водителя движется без контроля, как правило, по заданному курсу и врезается в первое, что встанет у нее на пути или остановится. Только один персонаж может управлять транспортом во время своего хода, но, несмотря на это, взять его под контроль может любое количество персонажей, пока один из них не будет успешен в своих попытках. Персонаж может передать управление транспортом другому персонажу свободным действием, предполагая, что персонаж может его контролировать (свободным действием), и не может предпринимать никаких других действий с транспортом во время нынешнего хода. Если персонаж не движется к позиции пилота или водителя во время передачи ему контроля над транспортом, то транспорт может выйти из-под контроля. Если ни один персонаж не взял контроль над транспортом до конца следующего раунда, то транспорт действует в конце инициативного порядка в соответствии с правилами выхода из- под контроля. Движение транспортного средства не провоцирует атаки по нему или по существам, находящимся в нем. Существа, движущиеся внутри транспорта, провоцируют атаку при движении только от тех существ, которые находятся в том же транспорте, по обычным правилам. Состояния Транспортные средства могут быть атакованы так же, как и другие объекты. Некоторые состояния (например, падение ничком) имеют особые правила, применяющиеся к транспорту. Какие-либо состояния из Книги Игрока, исключенные из этого раздела, не имеют никакого эффекта на транспортное средство. Если эффект позволяет спасбросок для окончания состояния, транспорт совершает его один раз в конце хода водителя (или в конце хода транспорта, если оно вышло из- под контроля). Водитель или пилот может использовать действие движения, чтобы позволить транспорту совершить дополнительный спасбросок во время своего хода. Обездвиженный: Обездвиженный транспорт не может двигаться, только если его не тянут, сдвигают или толкают. Падение ничком: Если на транспорт накладывается эффект падения ничком, то он получает 1к10 урона и замедлен (см. ниже) до конца следующего хода. Замедление: Замедление транспорта происходит по стандартным правилам для этого состояния (КИ 277). Удерживаемый: Удерживаемый транспорт обездвижен и не может совершать вынужденного перемещения толкающим, тянущим или сдвигающим эффектом. Транспорт использует соответствующий модификатор навыка пилота или водителя, чтобы закончить сдерживающий эффект и высвободиться. Выход из-под Контроля Существа могут двигаться, менять направление, и остановиться когда захотят. Транспорты не имеют такой роскоши. Чтобы транспорт начал движение и двигался в нужном направлении, требуются усилия. В противном случае, он выходит из-под контроля. Водитель или пилот должен использовать определенные действия, чтобы рулить, двигать или останавливать транспортное средство, если он или она не хочет, чтобы транспорт вышел из-под контроля. Если в течение какого-либо раунда никто не использует действий, чтобы управлять транспортом, то он действует в соответствии с разделом статистической таблицы "Без Контроля". Некоторые вышедшие из-под контроля транспорты – чаще всего они запряжены существами – останавливаются автоматически. Некоторые транспорты, такие как корабли, продолжают двигаться вперед, пока не столкнутся с чем-либо. Другие транспорты – особенно летающие – могут быстро разрушиться. Таран и Столкновение Несмотря на то, что большинство транспортов предназначено для перевозки на дальние расстояния, некоторые предназначены для боя. Если транспорт пытается двигаться в пространстве, занимаемом объектом, существом или другим транспортом, он врезается. Транспортные средства, любые существа, тянущие его, и все, во что транспорт попадает, получает 1к10 урона за каждую клетку, которую он проехал в предыдущий ход. Существа на борту транспортного средства (и те, кто в транспорте или объекте, который протаранили) получают половину урона. Если цель тарана меньше вышедшего из-под контроля транспорта более чем на одну категорию, транспорт продолжает двигаться независимо от того, какой ущерб он нанес во время тарана. Пространство, которое занимает цель, рассматривается для движения транспорта как труднопроходимая местность. Транспорт, врезаясь в цель такого же или большего размера, продолжает двигаться только если цель уничтожена. Если цель не уничтожена, перемещение транспорта тут же заканчивается. Повороты и Направление Существа на сетке боя могут изменить направление в любой точке своего движения. Правила не предусматривают различий между фронтальной части существа, задней и боковой, так как предполагается, что существо может развернуться в своем пространстве. Но, несмотря на это, вы не можете просто взять и повернуть мчащийся транспорт в противоположную сторону, и в этом заключается сложность боевого транспорта. Каждый транспорт имеет курс – направление, в котором он в настоящее время движется. Для отслеживания курса транспорта поместите монету или подобный маркер вдоль переднего края транспорта на сетке боя. Когда транспорт движется, используйте малый маркер, чтобы посчитать количество клеток в направлении движения транспорта. Затем передвиньте фишку или миниатюру транспорта. Управление Транспорты предназначены для перемещения только в одном направлении. Вы ведете транспорт вперед, направляя его. Однако, существам, везущим транспортное средство, как правило, не хватает маневренности, и поворот может быть медленным и сложным. УПРАВЛЕНИЕ ✦ Действие: Движение. ✦ Перемещение: Передвиньте транспорт на расстояние, равное его скорости. ✦ Направление: Когда вы передвигаете транспорт, он должен направляться в сторону маркера направления. Перемещение транспорта может быть направлено вперед или вдоль любой диагонали, смежной с маркером направления (45 градусов). Он не может двигаться в других направлениях, не совершив поворота. ✦ Провоцированные Атаки: Движение транспорта не провоцирует атак от других транспортов или существ, находящихся в нем. ✦ Местность: Влияние местности на транспорт в пути действует на существ. Если элементы местности требуют проверок особенных знаний или способностей, водитель или пилот должен сделать эту проверку для любого транспорта, который не запряжен существом. В случае с запряженным в транспорт существом, которое тянет или толкает его, существо совершает соответствующую проверку(и). Для транспорта, запряженного несколькими существами, выберите одно из них, которое совершит проверку, а остальные могут оказать ему помощь. Если транспорт не имеет подходящего метода движения для обхода местности, то он не может двигаться по ней. Поворот Вы поворачиваете транспорт, чтобы объехать углы, избежать препятствия или резко изменить текущий курс. ПОВОРОТ ✦ Действие: Движение. ✦ Перемещение: Передвиньте транспорт на расстояние, равное половине его скорости. ✦ Направление: Когда вы передвигаете транспорт, он должен направляться в сторону маркера направления. Перемещение транспорта может быть направлено вперед или он может двигаться вдоль любой диагонали, смежной с маркером направления (45 градусов). ✦ Маркер Направления: В любой момент движения транспорта переместите маркер направления из текущего положения с какой-либо стороны от транспорта (поворот 90 градусов). Передвиньте фишку или миниатюрку соответственно в конце движения. ✦ Провоцированные атаки: Движение автомобиля или существа в нем не провоцируют атак. ✦ Местность: Особенности местности, влияющие на транспорт в пути, действует и на существ. Если элементы местности требуют проверок особых знаний или способностей, водитель или пилот должен сделать эту проверку для любого транспорта, который не запряжен существом. В случае с запряженным в транспорт существом, которое тянет или толкает его, существо совершает соответствующую проверку(и). Для транспорта, запряженного несколькими существами, выберите одно из них, которое совершит проверку, а остальные могут оказать ему помощь. Если транспорт не имеет подходящего метода движения для обхода местности, то он не может двигаться по ней. Остановка Чтобы остановить движущийся транспорт, требуются силы. ОСТАНОВКА ✦ Действие: Движение. ✦ Перемещение: Транспорт останавливается и остается в текущем положении. ✦ Направление: Маркер направления остается на месте. Если и когда транспорт начинает снова двигаться, он должен двигаться в этом направлении на начальном этапе. Простые Транспорты Аппарат Квалиша Большой транспорт Хиты 200 Пространство 2 на 2 клетки Стоимость 5,000 зм КД 22; Стойкость 20; Реакция 4; Скорость 6, плавая 6 Без Контроля При выходе из-под контроля аппарат Квалиша останавливается в начале своего хода. По усмотрению ДМ он может двигаться по направлению быстрого течения с половиной своей скорости. Герметичный Существа внутри аппарата Квалиша не имеют линии эффекта извне (и наоборот), но у них есть прямая видимость со всеми существами снаружи через иллюминаторы. Нагрузка Два Средних существа; 90,7 кг. груза. Пилот Пилот должен занимать переднее сиденье в аппарате и у него должны быть свободны обе руки, чтобы управлять всеми десятью рычагами. Погружаемый Аппарата Квалиша может путешествовать под водой. Он содержит достаточно воздуха, чтобы поддерживать жизнь двух существ на протяжении пяти часов или одного существа на протяжении десяти часов. У Рвущие Когти (стандартное; неограниченный) Эффект: Пилот может использовать когти аппарата, чтобы атаковать одно существо. Атака: Рукопашная атака 2 (одно существо); +5 против КД; Попадание: 2к6 + 5 урона. Пилот добавляет половину его или ее уровня к броску атаки в качестве бонуса. ДВИЖЕНИЕ ТРАНСПОРТА Существо, тянущее телегу, всегда находится в соседней с ней клетке. Существо движется, потому оно не смежно. Колесница движется вместе с существом, оставаясь смежной. Повторяйте это после каждой 1 клетки движения существа. Существо остается рядом. Колесница не двигается. Существо может «сократить угол» колесницы, но не может пройти сквозь нее. Дирижабль Гигантский транспорт Хиты 400 Пространство 4 на 8 клеток Стоимость 85,000 зм КД 4; Стойкость 20; Реакция 2; Скорость 0, летая 12 (парение), длительный перелет 15 Без Контроля Вышедший из-под контроля дирижабль движется с половиной своей скорости. Каждый раунд он имеет 50% шанс на снижение. Он снижается на 5 клеток за раунд в течении 10 раундов. После 10 раундов он спускается на 10 клеток за раунд. Вышедший из-под контроля дирижабль, упавший с высоты более чем 20 клеток, тут же уничтожается. Нагрузка Тридцать Средних существ; 20 тонн груза. Палубы Кабина дирижабля имеет четыре палубы: внешняя смотровая площадка, верхняя экипажная палуба, средняя палуба для пассажиров, и нижний грузовой отсек. Пилот Пилот должен встать за колесо управления, которое, как правило, находится в передней части верхней палубы – кабине дирижабля. Хрупкий Механизм За каждые 50 урона, которые получает дирижабль, его скорость уменьшается на 2. При скорости летая 0, корабль не в состоянии путешествовать, и летит без контроля. Экипаж В дополнение к пилоту, дирижаблю требуется экипаж из пяти человек, каждый из который в свой ход использует стандартное действие, чтобы помочь управлять дирижаблем. Уменьшите скорость судна на 4 за каждого отсутствующего члена экипажа. При скорости летая 0, дирижабль не в состоянии путешествовать, и летит без контроля. Колесница, Тяжелая Большой транспорт Хиты 60 Пространство 2 на 2 клетки Стоимость 840 зм КД 4; Стойкость 12; Реакция 4; Скорость существа -2 Без Контроля Вышедшая из-под контроля колесница останавливается в начале своего хода. По усмотрению ДМ, колесница может двигаться в случайном направлении, если существа, запряженные в колесницу, будут в панике или под атакой. Водитель Кучер тяжелой колесницы стоит в передней ее части. Он или она должна держать поводья по крайней мере одной рукой, иначе колесница выходит из-под контроля. Запрягаемая Существами В тяжелую колесницу можно запрячь два Больших существа или одно Огромное. Тяжелая колесница получает штраф -2 к скорости, если в нее запряжено только одно Большое существо. Нагрузка Четыре Средних существа; 181,4 кг. груза. Укрытие Тяжелая колесница обеспечивает покров для кучера и пассажиров. Колесница, Легкая Средний транспорт Хиты 30 Пространство 1 клетка Стоимость 520 зм КД 5; Стойкость 10; Реакция 5; Скорость существа -2 Без Контроля Вышедшая из-под контроля колесница останавливается в начале своего хода. По усмотрению ДМ колесница может двигаться в случайном направлении, если существа, запряженные в колесницу, будут в панике или под атакой. Водитель Кучер легкой колесницы должен держать поводья по крайней мере одной рукой, иначе она выходит из-под контроля. Запрягаемая Существами В легкую колесницу можно запрячь одно Большое существо. Нагрузка Одно Среднее существо; 45,3 кг. груза. Укрытие Легкая колесница обеспечивает покров для кучера и пассажиров. Большой Корабль Гигантский транспорт Хиты 400 Пространство 8 на 20 клеток Стоимость 13,000 зм КД 4; Стойкость 20; Реакция 2; Скорость плавая 6 Без Контроля Вышедший из-под контроля большой корабль движется вперед с половиной своей скорости. По усмотрению ДМ, корабль может двигаться в направлении сильного ветра со скоростью вплоть до максимальной. Нагрузка Двести Средних существ; 500 тонн груза. Палубы Большой корабль имеет четыре палубы: верхняя открытая палуба (которая включает в себя верхнюю палубу и кормовую палубу), две средних палубы для экипажа и пассажиров, и грузовой отсек. Паруса По усмотрению ДМ, большой корабль может получить штраф или бонус к скорости от -4 до +4 в зависимости от силы и направления ветра. Пилот Рулевой должен стоять на колесе корабля, как правило, в задней части верхней палубы, на кормé. Экипаж В дополнение к рулевому, кораблю требуется экипаж из двадцати человек, каждый из которых использует стандартное действие каждый раунд, чтобы помочь управлять кораблем. Уменьшите скорость корабля на 2 за каждые 5 недостающих членов экипажа. При скорости плавая 0, корабль дрейфует без контроля. Галера Гигантский транспорт Хиты 300 Пространство 4 на 14 клеток Стоимость 5,000 зм КД 3; Стойкость 20; Реакция 2; Скорость плавая 5 Без Контроля Вышедшая из-под контроля галера движется вперед с половиной своей скорости. По усмотрению ДМ, корабль может двигаться в направлении сильного ветра со скоростью вплоть до максимальной. Нагрузка Пятьдесят Средних существ; 3 тонны груза. Паруса По усмотрению ДМ, галера может получить штраф или бонус к скорости от -4 до +4 в зависимости от силы и направления ветра. Пилот Рулевой должен стоять в задней части верхней палубе галеры, и рулить с помощью колеса. Экипаж В дополнение к рулевому, галере требуется экипаж из трех человек, каждый из которых использует стандартное действие каждый раунд, чтобы контролировать корабль. Уменьшите скорость корабля на 2 за каждого недостающего члена экипажа. При скорости плавая 0, корабль дрейфует без контроля. Махокрыл Большой транспорт Хиты 40 Пространство 2 на 2 клетки Стоимость 3,400 зм КД 4; Стойкость 12; Реакция 4; Скорость летая 5 Без Контроля Вышедший из-под контроля махокрыл останавливается в начале своего хода. На этом заканчивается его горизонтальное движение, но его крылья изначально предотвращают падение до конца его следующего хода. Пилот может попытаться совершить проверку Силой со Сл 20 действием движения, чтобы восстановить контроль. Если пилот проваливает проверку, махокрыл падает на землю. Махокрыл, падающий с высоты более 100 клеток и не коснувшийся земли до конца своего второго хода, дает пилоту возможность вернуть контроль. Нагрузка Одно Среднее существо; 45,3 кг. груза. Пилот Пилот должен работать управляющей рукоятью махокрыла обеими руками. Пинас Гигантский транспорт Хиты 250 Пространство 2 на 6 клеток Стоимость 1,800 зм КД 2; Стойкость 20; Реакция 2; Скорость плавая 8 Без Контроля Вышедший из-под контроля пинас движется вперед с половиной своей скорости. По усмотрению ДМ, корабль может двигаться в направлении сильного ветра со скоростью вплоть до максимальной. Нагрузка Двадцать Средних существ; 30 тонн груза. Палубы Пинас имеет три палубы: верхняя открытая палуба, среднюю палубу для экипажа и пассажиров, и грузовой отсек. Паруса По усмотрению ДМ, пинас может получить штраф или бонус к скорости от -4 до +4 в зависимости от силы и направления ветра. Пилот Рулевой должен стоять на колесе корабля, как правило, в задней части верхней палубы. Экипаж В дополнение к рулевому, пинасу требуется экипаж из четырех человек, каждый из которых использует стандартное действие каждый раунд, чтобы помочь управлять кораблем. Уменьшите скорость корабля на 2 за каждого недостающего члена экипажа. При скорости плавая 0, корабль дрейфует без контроля. Фургон Большой транспорт Хиты 100 Пространство 2 на 2 клетки Стоимость 20 зм КД 3; Стойкость 10; Реакция 3; Скорость существа -4 Без Контроля Вышедший из-под контроля фургон останавливается в начале своего хода. По усмотрению ДМ, фургон может двигаться в случайном направлении, если существа, запряженные в повозку, будут в панике или под атакой. Водитель Кучер сидит в передней части. Он должен держать поводья по крайней мере одной рукой, иначе фургон выходит из-под контроля. Запрягаемый Существами Фургон, как правило, запрягается двумя Большими существами или одним Огромным. Фургон получает дополнительный штраф -2 к скорости, если в него запряжено только одно Большое существо. Фургон предназначен для размещения четырех Больших существ, и если все четыре запряжены в фургон, то он получает дополнительно 2 клетки движения. Нагрузка Четыре Средних существа; 4 тонны груза. Укрытие Некрытый фургон обеспечивает покров для пассажиров и водителя. Крытый фургон или карета обеспечивает превосходный покров пассажирам, сидящим в нем. Описание Транспорта Статистические блоки для этих транспортных средств представлены выше. Аппарат Квалиша: Этот транспорт напоминает огромного металлического омара. Волшебник Квалиш искусен в архитектуре и магической инженерии, и построил оригинальный аппарат, чтобы исследовать морские глубины и установить контакт с разумными подводными расами. Люк, расположенный ниже хвоста аппарата, ведет в полое центральное туловище. В этом месте располагаются два стула для пилота и пассажира. Аппарат движется посредством магии и может опуститься на любую глубину и пройти сквозь любой поток. Он может пересечь самые быстрые реки и спуститься на дно морских глубин. Дирижабль: Это судно плавает над землей, и поднимается вверх с помощью воздушного шара, наполненного магическим газом. Воздушный шар держится на деревянном или металлическом каркасе, под которым находится кабина, где пребывает команда, пассажиры и груз. Несмотря на то, что большинство дирижаблей оснащено магическими пропеллерами, некоторые похожи на парусные корабли и управляются магическими ветрами. Дирижаблю требуется команда из пяти человек (в дополнение к пилоту), чтобы полет был удачен. Включая воздушный шар с газом, это судно 8 клеток в длину, 4 клетки в ширину и 6 клеток в высоту. Колесница: Эта двухколесная повозка предназначена для битвы и обычно запрягается лошадьми. Легкая колесница везет одного только кучера и тянется одним существом. Тяжелая колесница может перевозить до трех пассажиров плюс кучера, и она запрягается двумя существами. ПОДГОТОВКА ЭТОГО ВСЕГО ЛИШЬ ЧАСТЬ УДОВОЛЬСТВИЯ Основная задача большинства транспортов и скакунов, это позволить группе передвигаться с места на место. Тем не менее, планы путешествующих ИП могут привнести в игру больше жизни. В своем путешествии к древней горной крепости персонажи могли бы нанять или купить лошадей у соседствующего клана эльфов. Вместо этого эльфы могли бы предложить им использовать несколько махокрылов, помогая персонажам подняться по крутым склонам. Если ИП должны достигнуть подводных руин, появляется необходимость купить ездовых акул или аппарат Квалиша, что делает мини-квест более красочным и дает надежду на динамичные подводные сражения. Большие транспорты могут служить базой для работы или их можно использовать как локацию для приключений. С находящимся под атакой парусником или дирижаблем сцена становится более захватывающей. Возможно, ИП придется отразить атаку захватчиков, в то время, как другие удерживают судно под контролем. Битва на большом корабле может быть на нескольких палубах, что перерастает в массу различных сцен. Большой корабль: Это огромное судно имеет четыре мачты и может перевозить до двухсот Средних существ. Большие суда часто используются во время войны, чтобы переправлять солдат. В дополнение к пилоту ему требуется команда из двадцати человек, чтобы корабль мог полноценно идти. Судно длинной в 20 клеток, шириной в 8 клеток, а также у него есть палубы, которые возвышаются над линией воды на 4 клетки. Галера: У этого одномачтового корабля малая осадка, что позволяет ему путешествовать по рекам и отмелям. В дополнение к пилоту судну требуется экипаж из трех человек, чтобы корабль полноценно шел. В длину галера 14 клеток, в ширину 4 клетки, и она имеет одну палубу, которая выше уровня воды на 1 клетку. Махокрыл: Этот волшебный магический агрегат был разработан гномами, и он используется для разведки и одиночного путешествия. Его хлопающие крылья обеспечивают как подъем, так и рулевое управление. Пинас: Этот двухмачтовый корабль одинаково хорош вблизи берега и в открытом море. В дополнение к пилоту ему требуется экипаж из четырех человек, чтобы корабль мог полноценно идти. Длина судна 6 клеток, его ширина 2 клетки, и он имеет три палубы, которые выше уровня воды на 2 клетки. Фургон: Наиболее распространенное транспортное средство, используемое для перевозки грузов на суше. Фургон, как правило, запрягается двумя лошадьми. Он может быть как с открытым, так и с закрытым верхом. В фургоне находится отдельная кабина для пассажиров. АЛХИМИЯ Создание магических предметов – дорогое дело. Для тех, кто экономит или не хочет тратить ресурсы на создание магических предметов, алхимия обеспечивает неплохую альтернативу. Следопыт может использовать алхимию для изготовления припарки, которая поможет излечению союзника. Плут может сделать алхимическую известь, которая уничтожит замок, в рамках его навыка Воровства. Жрец может использовать алхимию, чтобы сделать его или ее оружие более мощным против неосязаемых существ. Для создания алхимических предметов магия не требуется, но магические ингредиенты необходимы. Эти предметы редкие и дорогие, поэтому у алхимиков есть познания в приключениях. На применение алхимического вещества или управление алхимическим предметом требуется стандартное действие. На принятие внутрь алхимического вещества или чтобы достать алхимический предмет из сумки, требуется малое действие. Использование Алхимии Процесс создания алхимического предмета похож на процесс совершения ритуала (см. главу 10 Книги Игрока). Как и для совершения ритуала, использующий алхимию персонаж сначала должен получить специальную черту, которая позволяет ему понимать и использовать алхимические формулы. Алхимик Героический Этап Выгода: Вы можете создавать алхимические элементы вашего или ниже уровня. У вас должна быть соответствующая формула и необходимый навык. Особенность: Если вы получили черту Ритуальный Заклинатель в качестве классовой особенности, то вы можете взять вместо нее черту Алхимик. Получение и Использование Алхимических Формул Алхимические формулы как и ритуалы, как правило, записаны в книге или на свитке. В отличие от ритуалов формулы не магические и записаны нормальными материалами. В результате, алхимические формулы дешевле, чем ритуалы. Также их нельзя выполнить со свитка, как в случае с ритуалом. Персонаж, желающий использовать формулу, должен купить ее и выучить, либо заплатить кому-то, чтобы он научил этой формуле (по той же рыночной цене). Алхимические формулы имеют стоимость и время создания, которое персонаж должен потратить на создание предмета. Компоненты, используемые в алхимических формулах, такие же, как и для ритуалов (КИ 300). АЛХИМИЧЕСКИЕ ФОРМУЛЫ Название Рыночная Цена (зм) Ключевой Навык Алхимическое серебро 200 Воровство, Природа, Религия Кислота алхимика 70 Воровство, Магия Огонь алхимика 70 Воровство, Магия Холод алхимика 70 Воровство, Магия Противоядие 70 Исцеление, Природа Звериная отрава 160 Исцеление, Природа Взрывающаяся накладка 120 Воровство, Магия Ослепляющая бомба 120 Воровство, Магия Яд кровавого жала 120 Воровство, Природа Порошок чистых чувств 80 Исцеление, Природа Раствор чистой воды 100 Магия, Природа, Религия Смола огненного дракона 120 Воровство, Природа Масло призрачного удара 500 Воровство, Природа, Религия Настойка «спокойной ночи» 150 Воровство, Природа Травяной компресс 90 Природа Встряхнутая колба 800 Воровство, Магия Взрывающая замки известь 160 Воровство, Магия Скользкая мазь 375 Воровство, Природа Замедляющее масло 120 Воровство, Природа, Магия Дымовая палка 450 Воровство, Магия Превосходный клей 375 Воровство, Магия Липкая сумка 100 Воровство, Магия Громовой камень 200 Воровство, Природа, Магия Следящая пыль 160 Воровство, Природа Универсальный растворитель 600 Воровство, Магия Категория Каждая алхимическая формула имеет категорию, которая определяет тип предмета, который будет создан. Летучий: Предмет этого типа взрывается или распространяется, если он сломан или разбит, зачастую нанося существу урон определенным типом энергии, таким как кислота, огонь, холод или электричество. Масло: Масла применяются к предметам (в основном к оружию), предоставляя им временные свойства или таланты. Целебный: Эти предметы помогают в исцелении или в преодолении отрицательных и ослабляющих эффектов. Яд: Яд – это токсин, который мешает или вредит существу. Другое: Некоторые предметы имеют разнообразные эффекты, которые не попадают под другие алхимические категории. Модификации Некоторые алхимические предметы можно изменить, модифицируя некоторые аспекты функций предмета, например таких, как изменение предмета из метательного в боеприпасы. Изменение функций предмета, соответственно, увеличивает его уровень и стоимость. Расходный Алхимические предметы – это расходный материал, также как зелья и эликсиры. Они обладают одноразовыми талантами, которые расходуются при их использовании либо разрушаются, что делает эти предметы менее эффективными. Алхимические Предметы Приведенные ниже предметы представляют собой лишь несколько примеров из тех типов вещей, которые алхимики могут создать, прикладывая к этому свой ум. АЛХИМИЧЕСКИЕ ПРЕДМЕТЫ Ур Название Цена Компонентов (зм) 1 Кислота алхимика 20 1 Огонь алхимика 20 1 Холод алхимика 20 1 Противоядие 20 1 Порошок чистых чувств 20 1 Раствор чистой воды 20 2 Кислота алхимика (боеприпасы) 25 2 Огонь алхимика (боеприпасы) 25 2 Холод алхимика (боеприпасы) 25 2 Липкая сумка 25 3 Ослепляющая бомба 30 3 Яд кровавого жала 30 3 Смола огненного дракона 30 3 Масло призрачного удара 30 3 Травяной компресс 30 3 Замедляющее масло 30 4 Звериная отрава 160 4 Взрывающаяся накладка 40 4 Взрывающая замки известь 40 4 Следящая пыль 40 АЛХИМИЧЕСКИЕ ПРЕДМЕТЫ (продолжение) Ур Название Цена Компонентов (зм) 5 Алхимическое серебро 50 5 Громовой камень 50 6 Кислота алхимика 75 6 Огонь алхимика 75 6 Холод алхимика 75 6 Порошок чистых чувств 75 6 Настойка «спокойной ночи» 150 6 Дымовая палка 150 7 Кислота алхимика (боеприпасы) 100 7 Огонь алхимика (боеприпасы) 100 7 Холод алхимика (боеприпасы) 100 7 Липкая сумка 100 8 Ослепляющая бомба 125 8 Яд кровавого жала 125 8 Смола огненного дракона 125 8 Масло призрачного удара 125 8 Травяной компресс 125 8 Скользкая мазь 125 8 Замедляющее масло 125 8 Превосходный клей 125 9 Звериная отрава 320 9 Взрывающаяся накладка 160 9 Взрывающая замки известь 160 9 Следящая пыль 160 10 Встряхнутая колба 200 10 Громовые камни 200 10 Универсальный растворитель 200 11 Кислота алхимика 350 11 Огонь алхимика 350 11 Холод алхимика 350 11 Противоядие 350 11 Порошок чистых чувств 350 11 Настойка «спокойной ночи» 700 12 Кислота алхимика (боеприпасы) 500 12 Огонь алхимика (боеприпасы) 500 12 Холод алхимика (боеприпасы) 500 12 Липкая сумка 500 13 Ослепляющая бомба 650 13 Яд кровавого жала 650 13 Смола огненного дракона 650 13 Масло призрачного удара 650 13 Травяной компресс 650 13 Скользкая мазь 650 13 Замедляющее масло 650 14 Звериная отрава 1,600 14 Взрывающаяся накладка 800 14 Взрывающая замки известь 800 14 Следящая пыль 800 15 Алхимическое серебро 1,000 15 Встряхнутая колба 1,000 15 Громовой камень 1,000 16 Кислота алхимика 1,800 16 Кислота алхимика 1,800 16 Кислота алхимика 1,800 АЛХИМИЧЕСКИЕ ПРЕДМЕТЫ (продолжение) Ур Название Цена Компонентов (зм) 16 Порошок чистых чувств 1,800 16 Настойка «спокойной ночи» 3,600 17 Кислота алхимика (боеприпасы) 2,600 17 Огонь алхимика (боеприпасы) 2,600 17 Холод алхимика (боеприпасы) 2,600 17 Липкая сумка 2,600 18 Ослепляющая бомба 3,400 18 Яд кровавого жала 3,400 18 Смола огненного дракона 3,400 18 Масло призрачного удара 3,400 18 Травяной компресс 3,400 18 Скользкая мазь 3,400 18 Замедляющее масло 3,400 18 Превосходный клей 3,400 19 Звериная отрава 9,400 19 Взрывающаяся накладка 4,200 19 Взрывающая замки известь 4,200 19 Следящая пыль 4,200 20 Встряхнутая колба 5,000 20 Громовой камень 5,000 21 Кислота алхимика 9,000 21 Огонь алхимика 9,000 21 Холод алхимика 9,000 21 Противоядие 9,000 21 Порошок чистых чувств 9,000 21 Настойка «спокойной ночи» 18,000 22 Кислота алхимика (боеприпасы) 13,000 22 Огонь алхимика (боеприпасы) 13,000 22 Холод алхимика (боеприпасы) 13,000 22 Липкая сумка 13,000 23 Ослепляющая бомба 17,000 23 Яд кровавого жала 17,000 23 Смола огненного дракона 17,000 23 Масло призрачного удара 17,000 23 Травяной компресс 17,000 23 Скользкая мазь 17,000 23 Замедляющее масло 17,000 24 Звериная отрава 42,000 24 Взрывающаяся накладка 21,000 24 Взрывающая замки известь 21,000 24 Следящая пыль 21,000 25 Алхимическое серебро 25,000 25 Встряхнутая колба 25,000 25 Громовой камень 25,000 26 Кислота алхимика 45,000 26 Огонь алхимика 45,000 26 Холод алхимика 45,000 26 Порошок чистых чувств 45,000 26 Настойка «спокойной ночи» 90,000 27 Кислота алхимика (боеприпасы) 65,000 27 Огонь алхимика (боеприпасы) 65,000 27 Холод алхимика (боеприпасы) 65,000 27 Липкая сумка 65,000 28 Ослепляющая бомба 85,000 АЛХИМИЧЕСКИЕ ПРЕДМЕТЫ (продолжение) Ур Название Цена Компонентов (зм) 28 Яд кровавого жала 85,000 28 Смола огненного дракона 85,000 28 Масло призрачного удара 85,000 28 Травяной компресс 85,000 28 Скользкая мазь 85,000 28 Замедляющее масло 85,000 28 Превосходный клей 85,000 29 Звериная отрава 210,000 29 Взрывающаяся накладка 105,000 29 Взрывающая замки известь 105,000 29 Следящая пыль 105,000 30 Встряхнутая колба 125,000 30 Громовой камень 125,000 Алхимическое Серебро Уровень: 5 Категория: Масло Время: 15 минут Цена компонентов: См.ниже Рыночная цена: 200 зм Ключевой навык: Воровство, Природа или Религия (без проверки) Вы можете полить этой серебряной жидкостью свое оружие, затем дать серебру застыть. Это позволит вам воспользоваться слабостями некоторых существ. Алхимическое Серебро Уровень 5+ Эта мерцающая жидкость прилипает к оружию, придавая ему вид зеркально отполированного серебра. Ур 5 Ур 15 50 зм 1,000 зм Ур 25 25,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Ваше оружие или одна группа вашей амуниции (30 стрел, 10 арбалетных болтов, 20 ядер пращи или 5 сюрикенов) атакует как посеребренное оружие до конца сцены или на следующие 5 минут. Алхимическое серебро можно наложить на немагическое оружие или на магическое оружие 14-го и ниже уровня. Уровень 15: Оружие наносит дополнительно 1к6 урона существам, которые имеют уязвимость к серебряному оружию или существам, которые страдают другими вредящими эффектами от посеребренного оружия, Например, на способность оборотней использовать регенерацию. Алхимическое серебро можно наложить на немагическое оружие или на магическое оружие 24-го и ниже уровня. Уровень 25: Оружие наносит дополнительно 2к6 урона существам, которые имеют уязвимость к серебряному оружию или существам, которые страдают другими вредящими эффектами от посеребренного оружия, Например, на способность оборотней использовать регенерацию. Алхимическое серебро можно наложить на немагическое оружие или на магическое оружие 34-го и ниже уровня. 1.ККслота алхКмКка; 2.Холод алхКмКка; 3.Огонь алхКмКка Кислота Алхимика Уровень: 1 Категория: Летучий Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 70 зм Ключевой навык: Воровство или Магия (без проверки) Стеклянный флакон, содержащий кислоту алхимика, способен выдержать гремучие смеси, но легко разбивается от удара. Когда это происходит, летучие кислоты взрываются, разъедая все на своем пути. Кислота Алхимика Уровень 1+ Когда флакон разбивается, во все стороны летят кислотные брызги. Ур 1 Ур 6 Ур 11 20 зм 75 зм 350 зм Ур 16 Ур 21 Ур 26 1,800 зм 9,000 зм 45,000 зм Алхимический предмет Талант (Расходный ♦ Кислота): Стандартное действие. Атака: Дальнобойный 5\10 (одно существо); +4 против Реакции; Попадание: Урон 1к10 урона кислотой и продолжительный урон кислотой 5 (спасение оканчивает). Промах: Половина урона и нет продолжительного урона. Уровень 6: +9 против Реакции; 1к10 урона кислотой и продолжительный урон кислотой 5 (спасение оканчивает). Уровень 11: +14 против Реакции; 2к10 урона кислотой и продолжительный урон кислотой 5 (спасение оканчивает). Уровень 16: +19 против Реакции; 2к10 урона кислотой и продолжительный урон кислотой 10 (спасение оканчивает). Уровень 21: +24 против Реакции; 3к10 урона кислотой и продолжительный урон кислотой 10 (спасение оканчивает). Уровень 26: +29 против Реакции; 3к10 урона кислотой и продолжительный урон кислотой 15 (спасение оканчивает). Модификации: Боеприпасы (уровень + 1). Вы создаете предмет для использования его вместе с дальнобойным оружием, таким как лук, арбалет, или праща. Дальнобойность предмета руководствуется дальнобойностью оружия, но использует указанный модификатор атаки. Вы не прибавляете бонус владения или бонус улучшения при атаке. Стоимость компонентов для предмета приведена в таблице ниже. Уровень Цена Компонентов (зм) 2 25 7 100 12 500 17 2,600 22 13,000 27 65,000 Огонь Алхимика Уровень: 1 Категория: Летучий Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 70 зм Ключевой навык: Воровство или Магия (без проверки) Это взрывчатое вещество плотно закрывают в герметичной колбе из глины. Брошенная колба разбивается, попадая на твердый объект, а жидкость внутри зажигается. Огонь Алхимика Уровень 1+ Когда колба разбивается, область заполняется алхимическим огнем. Ур 1 Ур 6 Ур 11 20 зм 75 зм 350 зм Ур 16 Ур 21 Ур 26 1,800 зм 9,000 зм 45,000 зм Алхимический предмет Талант (Расходный ♦ Огонь): Стандартное действие. Атака: Зональная вспышка 1 в пределах 10 (все во вспышке); +4 против Реакции; Попадание: Урон 1к6 урона огнем. Промах: Половина урона. Уровень 6: +9 против Реакции; 2к6 урона огнем. Уровень 11: +14 против Реакции; 3к6 урона огнем. Уровень 16: +19 против Реакции; 3к6 урона огнем. Уровень 21: +24 против Реакции; 4к6 урона огнем. Уровень 26: +29 против Реакции; 4к6 урона огнем. Модификации: Боеприпасы (уровень + 1). Вы создаете предмет для использования его вместе с дальнобойным оружием, таким как лук, арбалет, или праща. Дальнобойность предмета руководствуется дальнобойностью оружия, но использует указанный модификатор атаки. Область вспышки остается неизменной. Вы не прибавляете бонус владения или бонус улучшения при атаке. Стоимость компонентов для предмета приведена в таблице ниже. Уровень Цена Компонентов (зм) 2 25 7 100 12 500 17 2,600 22 13,000 27 65,000 Холод Алхимика Уровень: 1 Категория: Летучий Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 70 зм Ключевой навык: Воровство или Магия (без проверки) Холод алхимика плотно закрывают в герметичном керамическом флаконе. Когда он разбивается, внезапное воздействие воздуха вызывает мороз алхимика, который расширяется и замораживает. Холод Алхимика Уровень 1+ Взрываясь, эта керамическая колба выпускает ледяной туман, который при попадании в цель вызывает ледяное онемение. Ур 1 Ур 6 Ур 11 20 зм 75 зм 350 зм Ур 16 Ур 21 Ур 26 1,800 зм 9,000 зм 45,000 зм Алхимический предмет Талант (Расходный ♦ Холод): Стандартное действие. Атака: Дальнобойный 5\10 (одно существо); +4 против Реакции; Попадание: Урон 1к10 урона холодом, и цель замедлена до конца вашего следующего хода. Промах: Половина урона и цель не замедлена. Уровень 6: +9 против Реакции; 1к10 урона холодом. Уровень 11: +14 против Реакции; 2к10 урона холодом. Уровень 16: +19 против Реакции; 2к10 урона холодом. Уровень 21: +24 против Реакции; 3к10 урона холодом. Уровень 26: +29 против Реакции; 3к10 урона холодом. Модификации: Боеприпасы (уровень + 1). Вы создаете предмет для использования его вместе с дальнобойным оружием, таким как лук, арбалет, или праща. Дальнобойность предмета руководствуется дальнобойностью оружия, но использует указанный модификатор атаки. Вы не прибавляете бонус владения или бонус улучшения при атаке. Стоимость компонентов для предмета приведена в таблице ниже. Уровень Цена Компонентов (зм) 2 25 7 100 12 500 17 2,600 22 13,000 27 65,000 Противоядие Уровень: 1 Категория: Целебный Время: 15 минут Цена компонентов: См.ниже Рыночная цена: 70 зм Ключевой навык: Природа или Целительство (без проверки) Противоядие содержится в маленьком флаконе. Принятие препарата обеспечивает дополнительную устойчивость к яду. Противоядие Уровень 1+ Это густое тонизирующее средство может помочь в борьбе с последствиями большинства ядов. Ур 1 Ур 11 20 зм 350 зм Ур 21 9,000 зм Алхимический предмет Талант (Расходный): Малое действие. Эффект: Вы получаете бонус +2 к спасброску от ядов 10-го уровня и ниже. Эффект длится до конца сцены или на следующие 5 минут. Уровень 11: От ядов 20-го и ниже уровней. Уровень 21: От ядов 30-го и ниже уровней. Звериная Отрава Уровень: 4 Категория: Другое Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 160 зм Ключевой навык: Природа или Целительство (без проверки) Вы можете зажечь этот предмет, сломав его. После этого создается зона отпугивающего животных аромата. Звериная Отрава Уровень 4+ Эта палочка быстрогорящего ладана создает дымный туман, который сдерживает животных. Ур 4 Ур 9 Ур 14 160 зм 320 зм 1,600 зм Ур 19 Ур 24 Ур 29 9,400 зм 42,000 зм 210,000 зм Алхимический предмет Талант (Расходный ♦ Зона): Стандартное действие. Атака: Ближняя вспышка 1 (только животные); +10 против Стойкости; Эффект: Вспышка создает зону, и цель, по которой есть попадание, сдвигается за пределы зоны в ближайшую с этой зоной клетку. Зона длится до конца сцены, и животные, которые входят в клетку с этим эффектом или начинают в ней ход, подвергаются той же атаке животного яда. Уровень 9: +15 против Стойкости. Уровень 14: +20 против Стойкости. Уровень 19: +25 против Стойкости. Уровень 24: +30 против Стойкости. Уровень 29: +30 против Стойкости. Взрывающаяся Накладка Уровень: 4 Категория: Летучий Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 120 зм Ключевой навык: Воровство или Магия (без проверки) Взрывающаяся накладка собирается из набора маленьких кристаллов. Тщательно скрытые в земле они могут стать опасной ловушкой, которая взрывается, если на нее наступить. Взрывающаяся накладка бывает трех видов. Ее тип определяется при создании накладки. Взрывающаяся Накладка Уровень 4+ Эти зернистые кристаллы взрываются, если на них наступить. Ур 4 Ур 9 Ур 14 40 зм 160 зм 800 зм Ур 19 Ур 24 Ур 29 4,200 зм 21,000 зм 105,000 зм Алхимический предмет Талант (Расходный ♦ Огонь, Холод или Электричество): Стандартное действие. Эффект: Вы устанавливаете взрывающуюся накладку в смежной незанятой клетке. Когда существо проходит через эту клетку, взрывающаяся накладка совершает атаку против существа немедленным прерыванием; +7 против Реакции; при попадании цель получает урон и страдает эффектом в зависимости от вида взрывающейся накладки. Огненная накладка – урон огнем 2к8. Ледяная накладка – урон холодом 1к8, и цель обездвижена до конца своего следующего хода. Шоковая накладка – урон электричеством 1к8, и цель предоставляет боевое превосходство до конца своего следующего хода. Взрывающаяся накладка может быть обнаружена при проверке Внимательности Сл 20. Существо, которое пролетает или перепрыгивает клетку с взрывающейся накладкой, не провоцирует триггера. Уровень 9: +12 против Реакции. Уровень 14: +17 против Реакции; +1к8 урона; Внимательность Сл 25. Уровень 19: +22 против Реакции; +1к8 урона; Внимательность Сл 25. Уровень 24: +27 против Реакции; +2к8 урона; Внимательность Сл 30. Уровень 29: +32 против Реакции; +2к8 урона; Внимательность Сл 30. Ослепляющая Бомба Уровень: 3 Категория: Летучий Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 120 зм Ключевой навык: Воровство или Магия (без проверки) В этой керамической сфере содержатся реактивы, которые перемешиваются и загораются ослепляющей вспышкой, если сферу разбить. Ослепляющая Бомба Уровень 3+ Эта размером с кулак сфера взрывается ослепляющей вспышкой, когда брошена. Ур 3 Ур 8 Ур 13 30 зм 125 зм 650 зм Ур 18 Ур 23 Ур 28 3,400 зм 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Атака: Зональная вспышка 1 в пределах 10 (все во вспышке); +6 против Стойкости; Попадание: Цель рассматривает всех не смежных существ как имеющих покров до конца вашего следующего хода. Существа, которые не полагаются на зрение, чтобы видеть других существ, неуязвимы к применению этого таланта. Уровень 8: +11 против Стойкости. Уровень 13: +16 против Стойкости. Уровень 18: +21 против Стойкости. Уровень 23: +26 против Стойкости. Уровень 28: +31 против Стойкости. Яд Кровавого Жала Уровень: 3 Категория: Яд Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 120 зм Ключевой навык: Воровство или Природа (без проверки) Этот черный яд сделан из химически усиленных ядов пауков, многоножек и скорпионов. Яд Кровавого Жала Уровень 1+ Этот чернильного цвета токсин наносит раны, которые долго горят после первого нанесенного удара. Ур 3 Ур 8 Ур 13 30 зм 125 зм 650 зм Ур 18 Ур 23 Ур 28 3,400 зм 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный ♦ Яд): Стандартное действие. Нанесите яд на свое оружие или одну единицу боеприпасов. Совершите вторичную атаку против следующей цели, по которой вы попали покрытым ядом оружием или боеприпасами; +6 против Стойкости. Попадание: Цель получает продолжительный урон ядом 5 (спасение оканчивает). Уровень 8: +11 против Стойкости. Уровень 13: +16 против Стойкости. Уровень 18: +21 против Стойкости. Уровень 23: +26 против Стойкости. Уровень 28: +31 против Стойкости. Порошок Чистых Чувств Уровень: 1 Категория: Целебный Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 80 зм Ключевой навык: Природа или Целительство (без проверки) Как правило, этот белый порошок хранится в небольшом пузырьке, который можно поместить под нос субъекта. При вдыхании порошок может избавить от эффекта ослепления или оглушения. Порошок Чистых Чувств Уровень 1+ Этот сухой серебристый порошок может восстановить ваши утраченные чувства. Ур 1 Ур 6 Ур 11 20 зм 75 зм 350 зм Ур 16 Ур 21 Ур 26 1,800 зм 9,000 зм 45,000 зм Алхимический предмет Талант (Расходный): Малое действие. Эффект: Вы или смежный с вами союзник можете совершить спасбросок от эффекта ослепления или оглушенного состояния, которое может закончиться спасением. Источник состояния должен быть 5-го или ниже уровня. Уровень 6: 10-го уровня или ниже. Уровень 11: 15-го уровня или ниже. Уровень 16: 20-го уровня или ниже. Уровень 21: 25-го уровня или ниже. Уровень 26: 30-го уровня или ниже. Раствор Чистой Воды Уровень: 1 Категория: Другое Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 100 зм Ключевой навык: Магия, Природа или Религия (без проверки) Раствор чистой воды делает застоявшуюся воду питьевой и очищает даже самые смертельные жидкости. Рствор Чистой Воды Уровень 1 Этот небольшой шар белого желе очищает даже самые токсичные жидкости от ядов дварфскими духами. Алхимический предмет 20 зм Талант (Расходный): Малое действие. Примените раствор чистой воды к объему жидкости, заполняющей куб 1 клетки (1,5 метра на 1,5 метра на 1,5 метра, примерно 935 галлонов). Раствор удаляет любой яд или болезнь из жидкости в течение 1 минуты. Раствор чистой воды не может удалить яд или болезнь из воды, которая уже в существе, и он не оказывает влияния на водных существ или существ с ключевым словом вода. Если применить его к большему объему жидкости, чем указано выше, то раствор не имеет никакого эффекта. Смола Огненного Дракона Уровень: 3 Категория: Летучее Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 120 зм Ключевой навык: Воровство или Природа (без проверки) Эта зеленая смола обернута защитным покрытием, которое разрывается при ударе о твердый предмет. Смола огненного дракона прилипает к цели и горит алхимическим пламенем. Смола Огненного Дракона Уровень 3+ Это липкое вещество поджигает врага длительным пламенем. Ур 3 Ур 8 Ур 13 30 зм 125 зм 650 зм Ур 18 Ур 23 Ур 28 3,400 зм 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Атака: Дальнобойный 5\10 (одно существо); +6 против Реакции; Попадание: Цель получает продолжительный урон огнем 5 (спасение оканчивает). Уровень 8: +11 против Реакции и продолжительный урон огнем 5 (спасение оканчивает). Уровень 13: +16 против Реакции и продолжительный урон огнем 10 (спасение оканчивает). Уровень 18: +21 против Реакции и продолжительный урон огнем 10 (спасение оканчивает). Уровень 23: +26 против Реакции и продолжительный урон огнем 15 (спасение оканчивает). Уровень 28: +31 против Реакции и продолжительный урон огнем 15 (спасение оканчивает). Масло Призрачного Удара Уровень: 3 Категория: Масло Время: 15 минут Цена компонентов: См.ниже Рыночная цена: 500 зм Ключевой навык: Воровство, Природа или Религия (без проверки) Это прозрачное масло наносится на оружие и несет проклятие привидениям, призракам и другим неосязаемым существам. Масло Призрачного Удара Уровень 3+ Оружие, покрытое этим мутным маслом, источает призрачный желтый туман. Ур 3 Ур 8 Ур 13 30 зм 125 зм 650 зм Ур 18 Ур 23 Ур 28 3,400 зм 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Нанесите масло на свое оружие или одну единицу боеприпасов. Совершите вторичную атаку против следующей цели-нежити с сопротивлением «неосязаемый», по которой вы попали покрытым маслом оружием или боеприпасами; +6 против Стойкости. Попадание: Вы игнорируете сопротивление существа «неосязаемый», когда определяете урон, нанесенный этой атакой. Уровень 8: +11 против Стойкости. Уровень 13: +16 против Стойкости. Уровень 18: +21 против Стойкости. Уровень 23: +26 против Стойкости. Уровень 28: +31 против Стойкости. Настойка «Спокойной Ночи» Уровень: 6 Категория: Яд Время: 1 час Цена компонентов: См.ниже Рыночная цена: 750 зм Ключевой навык: Воровство или Природа (без проверки) Эта жидкость растворяется в пище или напитке ничего неподозревающей жертвы, после чего субъект падает в беспамятстве. 1.Настойка «спокоЛноЛ ночК»; 2.Встряхнутая колба; 3.ТравяноЛ компресс Настойка «Спокойной Ночи» Уровень 6+ Это миленькое средство может вывести противника из строя, даже не навредив ему. Ур 6 Ур 11 Ур 16 150 зм 700 зм 3,600 зм Ур 21 Ур 26 18,000 зм 90,000 зм Алхимический предмет Талант (Расходный ♦ Сон): Малое действие. Вы добавляете настойку «спокойной ночи» в смежную с вами еду или напиток. Существо, которое принимает еду или напиток, подвергается атаке через 1 минуту: +12 против Стойкости. Попадание: Это существо становится без сознания в течение 1 часа или до тех пор, пока оно не станет целью атаки или резких движений. Уровень 11: +17 против Стойкости. Уровень 16: +22 против Стойкости. Уровень 21: +27 против Стойкости. Уровень 26: +32 против Стойкости. Травяной Компресс Уровень: 3 Категория: Целебный Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 90 зм Ключевой навык: Природа (без проверки) Эти собранные лекарственные травы предоставляют субъекту дополнительные хиты, если он использует исцеление после короткого отдыха. Травяной Компресс Уровень 3+ Этот мешочек специально подготовленных для лечебных трав увеличивает естественную способность к восстановлению сил. Ур 3 Ур 8 Ур 13 30 зм 125 зм 650 зм Ур 18 Ур 23 Ур 28 3,400 зм 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный ♦ Исцеление): Стандартное действие. Используйте перед вашим или вашего союзника коротким отдыхом. Цель восстанавливает дополнительно 2 хита, когда он или она использует исцеление в конце своего короткого отдыха. Уровень 8: Восстанавливает дополнительно 4 хита. Уровень 13: Восстанавливает дополнительно 6 хита. Уровень 18: Восстанавливает дополнительно 8 хита. Уровень 23: Восстанавливает дополнительно 10 хита. Уровень 28: Восстанавливает дополнительно 12 хита. Встряхнутая Колба Уровень: 10 Категория: Летучий Время: 1 час Цена компонентов: См.ниже Рыночная цена: 800 зм Ключевой навык: Воровство или Магия (без проверки) Специально приготовленные реактивы создают ошеломляющий взрыв, когда эта запечатанная емкость разбивается. Встряхнутая Колба Уровень 10+ Когда колба разбивается, она создает отталкивающую волну, которая изумляет ваших врагов. Ур 10 Ур 15 Ур 20 200 зм 1,000 зм 5,000 зм Ур 25 Ур 30 25,000 зм 125,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Атака: Зональная вспышка 1 в пределах 10 (все во вспышке); +13 против Стойкости; Попадание: Цель изумлена до конца вашего следующего хода. Уровень 15: +18 против Стойкости. Уровень 20: +23 против Стойкости. Уровень 25: +28 против Стойкости. Уровень 30: +33 против Стойкости. Взрывающая Замки Известь Уровень: 4 Категория: Другое Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 160 зм Ключевой навык: Воровство или Магия (без проверки) Этот небольшой стержень известняка изготовлен из специальных реактивов, которые расширяются, если его часть отломана. Взрывающая Замки Известь Уровень 4+ Этой тонкой палочкой из извести можно взломать даже самые сложные замки, если вставить его в замочную скважину. Ур 4 Ур 9 Ур 14 40 зм 160 зм 800 зм Ур 19 Ур 24 Ур 29 4,200 зм 21,000 зм 105,000 зм Алхимический предмет Талант (Расходный ): Стандартное действие. Совершите проверку Воровства против соседнего закрытого объекта или объекта, который вы держите в руках. Получите бонус к проверке +7 вместо ваших обычнох модификаторов проверки. Успешная проверка разрушает замок, неудачная не повреждает его. Уровень 9: Бонус +9. Уровень 14: Бонус +12. Уровень 19: Бонус +14. Уровень 24: Бонус +17. Уровень 29: Бонус +19. Скользкая Мазь Уровень: 8 Категория: Другое Время: 1 час Цена компонентов: См.ниже Рыночная цена: 375 зм Ключевой навык: Воровство или Природа (без проверки) Это зеленовато-черное масло позволяет существу уйти от захвата или выскользнуть из ловушки. Скользкая Мазь Уровень 8+ Этот маслянистый гель позволяет легко избежать удерживания. Ур 8 Ур 13 Ур 18 125 зм 650 зм 3,400 зм Ур 23 Ур 28 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Вы или союзник смежный с вами, получаете бонус к проверкам Акробатики +14против сложности Сл удерживающего или Рефлексов схватившего существа на 5 минут или до конца сцены. Используйте этот модификатор вместо вашего обычного модификатора проверки. Уровень 13: Бонус +16.. Уровень 18: Бонус + 19. Уровень 23: Бонус +21. Уровень 28: Бонус +24. Замедляющее Масло Уровень: 3 Категория: Масло Время: 1 час Цена компонентов: См.ниже Рыночная цена: 120 зм Ключевой навык: Воровство, Магия или Природа (без проверки) Это парализующее масло наносится на оружие, чтобы ваши атаки замедлили наступление врагов. Замедляющее Масло Уровень 3+ Оружие, покрытое этим белым маслом, может замедлить ваших врагов. Ур 3 Ур 8 Ур 13 30 зм 125 зм 650 зм Ур 18 Ур 23 Ур 28 3,400 зм 17,000 зм 85,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Нанесите масло на свое оружие или одну единицу боеприпасов. Совершите вторичную атаку против следующей цели, по которой вы попали покрытым маслом оружием или боеприпасами; +6 против Стойкости. Попадание: Цель замедлена (спасение оканчивает). Уровень 8: +11 против Стойкости. Уровень 13: +16 против Стойкости. Уровень 18: +21 против Стойкости. Уровень 23: +26 против Стойкости. Уровень 28: +31 против Стойкости. Дымовая Палка Уровень: 6 Категория: Летучее Время: 1 час Цена компонентов: См.ниже Рыночная цена: 450 зм Ключевой навык: Воровство или Магия (без проверки) Дымовая палка содержит реактивы, которые смешиваются и воспламеняются, если она надтреснута, создавая область с дымом. Дымовая Палка Уровень 6 Этот жезл из алхимической глины зажигается, выпуская заслоняющий дым. Алхимический предмет 150 зм Талант (Расходный ♦ Зона): Стандартное действие. Дымовая палка создает дым в пределах зональной вспышки 1 в пределах 5 клеток. Вспышка создает зону, и все клетки в ее пределах считаются слегка затемненными. Зона длится до конца вашего следующего хода. Превосходный Клей Уровень: 8 Категория: Другое Время: 2 часа Цена компонентов: См.ниже Рыночная цена: 375 зм Ключевой навык: Воровство или Магия (без проверки) Превосходный клей хранится в специальном флаконе, который держит его в вязком состоянии, пока он не подвергнется воздействию воздуха. В этот момент он создает прочное соединение между двумя объектами. Превосходный Клей Уровень 8+ Этот серого цвета клей создает практически неразрываемое соединение между объектами, которые он склеивает. Ур 8 Ур 18 125 зм 3,400 зм Ур 28 85,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Нанесите этот клей на объект и прикрепите его к другому объекту в пределах досягаемости. Два объекта должны оставаться прикрепленными друг к другу до конца вашего следующего хода. В конце вашего следующего хода клей застывает, и чтобы разделить предметы, требуется проверка Силы Сл 29. Успешная проверка Силы наносит 2к10 урона каждому склеенному объекту. Уровень 18: Проверка Силы Сл 35. Уровень 28: Проверка Силы Сл 42. Липкая Сумка Уровень: 2 Категория: Другое Время: 1 часа Цена компонентов: См.ниже Рыночная цена: 100 зм Ключевой навык: Воровство или Магия (без проверки) Липкая сумка содержит липкий гель, который расширяется и затвердевает при контакте с воздухом. Мешок, содержащий гель, специально запечатывается, чтобы он взорвался при ударе. Липкая Сумка Уровень 2+ Это небольшой кожаный мешок или сумка, содержащая липкий гель и способный обездвижить врагов. Ур 2 Ур 7 Ур 12 25 зм 100 зм 500 зм Ур 17 Ур 22 Ур 27 2,600 зм 13,000 зм 65,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Атака :Дальнобойный 5\10 (одно существо); +5 против Реакции; Попадание: Цель обездвижена до конца вашего следующего хода, после чего цель замедлена до конца ее следующего хода Уровень 7: +10 против Реакции. Уровень 12: +15 против Реакции. Уровень 17: +20 против Реакции. Уровень 22: +25 против Реакции. Уровень 27: +30 против Реакции. Громовой Камень Уровень: 5 Категория: Летучий Время: 1 часа Цена компонентов: См.ниже Рыночная цена: 200 зм Ключевой навык: Воровство, Магия или Природа (без проверки) Громовой камень распадается при столкновении с твердой поверхностью. Мощные реактивы смешиваются, и получается оглушающий взрыв. Громовой Камень Уровень 5+ Эта глиняная сфера вызывает удар грома, который может оглушить существ и сбить их с ног, если ее разбить. Ур 5 Ур 10 Ур 15 50 зм 200 зм 1,000 зм Ур 20 Ур 25 Ур 30 5,000 зм 25,000 зм 125,000 зм Алхимический предмет Талант (Расходный): Стандартное действие. Атака: Зональная вспышка 1 в пределах 10 (все существа); +8 против Стойкости. Попадание: Урон звуком 1к4, и цель толкается на 1 клетку от центра вспышки, и становится оглохшей (спасение оканчивает). Уровень 10: +13 против Стойкости. Уровень 15: +18 против Стойкости; урон звуком 2к4. Уровень 20: +23 против Стойкости; урон звуком 2к4. Уровень 25: +28 против Стойкости; урон звуком 3к4. Уровень 30: +33 против Стойкости; урон звуком 3к4. Следящая Пыль Уровень: 4 Категория: Другое Время: 1 час Цена компонентов: См.ниже Рыночная цена: 160 зм Ключевой навык: Воровство или Природа (без проверки) Эта мелкая пыль, как правило, используется в таких областях, как поиск уже существующих следов или если вы хотите обнаружить существо, проходившее здесь много раньше. Следящая Пыль Уровень 4+ Мелкие зерна этого серебристого порошка могут выявить едва различимый след. Ур 4 Ур 9 Ур 14 40 зм 160 зм 800 зм Ур 19 Ур 24 Ур 29 4,200 зм 21,000 зм 105,000 зм Алхимический предмет Талант (Расходный ♦ Зона): Стандартное действие. Следящая пыль создает зону в 5 последовательных клеток. В районе, где лежит пыль, проверку Внимательности можно сделать с общим бонусом +7. Используйте этот модификатор вместо вашего обычного модификатора проверки. Следящую пыль можно обнаружить при проверки Внимательности Сл 20, и ее эффект длится 1 час. Уровень 9: Бонус +9. Уровень 14: Бонус +12. Уровень 19: Бонус +14. Уровень 24: Бонус +17. Уровень 29: Бонус +19. Универсальный Растворитель Уровень: 10 Категория: Другое Время: 30 минут Цена компонентов: См.ниже Рыночная цена: 600 зм Ключевой навык: Воровство или Магия (без проверки) Эта прозрачная жидкость имеет запах аналогичный цветку ириски. Он часто хранится рядом со склянкой превосходного клея (см. выше). Универсальный Растворитель Уровень 10 Этот прозрачный раствор может растворить практически любой клей. Алхимический предмет 200 зм Талант (Расходный): Стандартное действие. Примените это вещество на существо или объект. Уничтожает любой тип земного клея (в том числе превосходный клей), действующего на вас, ваш предмет или в площади, смежной с вами. Универсальный растворитель позволяет существу, обездвиженному земным клеем, таким как горшок клея кобольда пращника или слизь мага аболета – талант взрыв слизи – немедленно защитит вас от эффекта. Это не влияет на последствия от этих веществ (таких как эффект замедления взрыва слизи), и не имеет никакого влияния на существ, обездвиженных другими эффектами (например, атака упыря когтем).
textdata/thevault/Подземелья и драконы [RU]/ДнД 4/Дополнительные книги/Adventurer’s Vault/Sokrovischnitsa_Iskateley_Glava_1__Adventurer_39_s_Vault__ot_15_11_15.pdf
ADnD Downloads | Various authors 1 Another Feat Collection For D&D 3rd Edition, presented by ADnD Downloads Authors Feats presented in this document were written by various authors: Kain the Lich, David Prophet, The Monster, and some others. Hit or Miss [General] You rely on strange tactics and chance to penetrate your enemy's defenses. Prerequisites: Point Blank Shot, Expertise, Weapon Focus, Dex 13+, Wis 13+, Int 13+. Benefit: You may choose to roll a d100 to make your attack roll. Every day you have a 100% chance total for this feat. For every use you decide the amount in percentage you want to use on the attack. This amount is subtracted from your daily 100% total and you have the subtracted amount in percent chance to strike your enemy. Imbue Missile [General] You have the ability to imbue your missiles with magical spells. Prerequisites: Point Blank Shot, Expertise, Weapon Focus, Spellcaster 5+. Benefit: You may imbue one of your spells into a missile and use the missile's range instead of the regular range. You may also add the missile's damage to the attack. Special: Arcane Archers receive this feat at first level. Imbue Weapon [General] You have the ability to imbue magical spells into your weapon of choice. Prerequisites: Expertise, Weapon Focus, Power Attack or Weapon Finesse, Spellcaster 5+. Benefit: You may imbue one of your weapons with a spell and add its damage to your attack. Advanced Technical Fighting [General] You rely entirely on impressive skill and technique rather than physical ability in battle. Prerequisites: Combat Reflexes, Expertise, Weapon Focus, Int 13+, Wis 13+, Base Attack 10+, Melee Weapon. ADnD Downloads | Various authors 2 Benefit: You may add your Intelligence or Wisdom modifier when making attack and damage rolls. Arial Attack [General] You use the power of your jumping to deal additional damage to your attacks. Prerequisites: 5 Ranks in Jump skill, Mobility, Dex 13+ or Str 13+. Benefit: Once a day per level you may make an Arial Attack. You add 1/3 of your Jump skill modifier to your damage roll. Dynamic Attack [General] You use your acrobatic prowess to strike your enemy. Prerequisites: 5 ranks in tumbling, 5 ranks in jump, 5 ranks in balance, Combat Reflexes, Weapon Focus. Benefit: Once a day per level you may make a Dynamic Attack. You add 1/3 of your Tumbling skill modifier to your attack roll. Power Charge Attack [General] You use the additional power of your running velocity to deal extra damage. Prerequisites: Mobility, Running, Str 13+. Benefit: Whenever you use your full movement action, you may 1/10 of your base movement to your damage roll. Run Through Attack [General] You can strike multiple enemies with great speed and across great distances. Prerequisites: Mobility, Running, Charge Attack, Supreme Cleave, Dex 16+, Weapon Finesse, Weapon Focus, Expertise, Improved Initiative. Benefit: When you take the full movement option you may use your full number of attacks and use them at any time throughout your movement. You also may move through enemies upon successful hits, and may bypass attacks of opportunity against you upon a successful Tumble check. Advanced Faking [General] Fakes, feints, pulls… They are all a regular part of melee combat, but now you have become an expert at doing this to provide great opportunities in combat. Prerequisites: 6 ranks in Bluff, 6 ranks in Sense Motive, Dex 13+, Cha 13+. ADnD Downloads | Various authors 3 Benefit: Upon a successful Bluff check plus your attack bonus versus your opponent’s Sense Motive check plus his attack bonus, your opponent makes an immediate extra attack of opportunity against you at -X attack. X is the result of the Bluff versus Sense Motive checks with the attack bonuses included. If your opponent misses, you may make an immediate extra attack of opportunity against your opponent at +X attack. Advanced Faking may be used once a round as a free action, and in subsequent rounds at -your opponent’s Intelligence bonus but never as a benefit to, your Bluff check. This stacks each round. So if your opponent had +3 as his Intelligence bonus you would receive -3 to your Bluff check and -6 the next round, but if his Intelligence bonus is -1, you would receive no bonus or penalty. Penalties disappear if this feat is used 3 rounds apart in subsequent melee rounds with your opponent. It is up to the DM to decide when the enemy has caught on to the fakes and when your faking has improved to throw the same opponent off. Language Affinity The character is extremely adept at picking up languages. By merely being in an environment with another language, the character can learn it. The character must stay at least one week in an environment where the language is spoken predominately (complete immersion), though more time ensures a greater chance of comprehension. In game terms, the character begins with a base Learning Rate Modifier equal to his/her Intelligence modifier. Add 5 points for the first week and 1 point every day thereafter. Also add 1 point per language known after the “mother language” (or first language spoken). For most PC’s this “mother language” would be “common”. The DC to learn a new language is as below: Same race 15 Different race 18 Animal/Environment 21 Monster/Creature 25 Plane-based 29 Alignment-based: same exact alignment 19 one alignment category 22 radically-different alignment 26 It is possible to learn a new language more quickly with this feat without complete immersion, though more time is needed for learning. This is considered low- (one person teaching) to moderate-immersion (at least three people teaching), and includes speaking in the new language as much as possible (at least four hours per day). Learning in low-level immersion results in one point every three days, while mid-level immersion results in one point every two days. Any day not spent in intensive language development (speaking 4 hours per day, learning new grammar or words) results in no positive Learning Rate Modifier to effectively learn the ADnD Downloads | Various authors 4 new language. Speaking, reading, and writing a language are all handled as separate languages for the purpose of knowledge and fluency. Prerequisites: Knowledge – Languages: 4 ranks, two languages (mother language excluded), Intelligence 13+ Advanced Language Affinity The character is extremely adept at picking up languages. By merely listening to another language, the character can learn it. The DC to learn a new language is as below: Same race 12 Different race 15 Animal language 17 Monster language 21 Plane-based language 25 Alignment-based: Same exact alignment 14 one alignment category 19 Radically-different alignment 22 Low-level (one person who speaks the language) immersion is sufficient to learn the language. Every time the language is heard by the linguist (person who possesses Language Affinity), one point is added to the Learning Rate Modifier. For every day the linguist hears the new language exclusively, add three points to the LRM. Intensive practice is not necessary, since the linguist learns how to think in the new language, and passively meditates on the new language frequently. Speaking, reading, and writing a language are all handled as separate languages for the purpose of knowledge and fluency. Linguists are known to inadvertently substitute words in one language for another known language, especially when learning a new language. While learning a new language, the linguist begins to think in the new language, and the new language thus becomes the “mother tongue” for the purpose of word-substitution if they cannot think of a particular word. Prerequisites: Knowledge – Languages: 7 ranks, four languages (mother language excluded), Language Affinity ADnD Downloads | Various authors 5 Language Tracking Sheet Keeping track of languages that one is learning is fairly simple: merely note the Learning Rate Modifier next to the language until the DC is passed, and then the LRM can be erased, since that language is added to your character’s repertoire. FOR LINGUISTS ONLY: Either list all languages on a separate sheet of paper, or use the Complex Character Sheet by Bradley here. It contains a section for languages, but would recommend this character sheet at any rate. Every time someone speaks a language, add a point to that language. When trying to rudimentarily communicate in a language your character barely knows, use the language DC chart and subtract 5 points. This will give the listener a basic idea of what you’re talking about, and amounts to little more than a person who has a high-level skill in charades. NOTE TO DM: as a true and bona fide linguist, I can tell you that linguists learn languages only a little slower than these two feats allow. I, personally, could be fully fluent in a language in less than a month, and I known other linguists who could learn faster! The linguist mind is a highly- analytical thing, and linguists are not necessarily geniuses. One thing always remains true: the more languages one masters, the easier it is to learn subsequent languages. Improved Point Blank Shot Prerequisites: Point Blank Shot, Precise Shot, Dex 13+, Base Attack +6 Benefit: You are an uncommonly good shot with a bow or crossbow in its first range increment. You must choose a single bow or crossbow for this feat. Then instead of the normal limit of 30 feet for point blank shot you can consider your bow or crossbows first range increment the limit for point blank shot. Improved Rapid Shot Prerequisites: Precise Shot, Rapid Shot, Dex 13+, Base Attack +8 Benefit: This feat work like the Rapid Shot feat but you do not incur the normal -2 to hit. Greater Critical Prerequisites: Weapon Focus, Proficient with weapon, Base Attack +6 Benefit: With your chosen weapon you hit much harder than average. Find you weapons current critical damage multiplier and add one to it. For example a longsword’s Critical is 19-20 X2. In this case it would be 19-20 X3 (2+1=3 for a total critical damage modifier of X3). This feat may be taken multiple times each for a separate weapon that you have weapon focus with. ADnD Downloads | Various authors 6 Greater Two-Weapon Fighting Prerequisites: Two-Weapon Fighting, Weapon Focus (with chosen weapon), Dex 14+, Base Attack +6 Benefit: With your chosen weapon for the purposes of the Two-Weapon Fighting style you may consider it light. Weapons of up to large size qualify. So it could conceivably be possible to use a greataxe in both hands. For example say you use a long sword in either hand, the normal best you could get would be a -4 -4 to hit. Since you have taken this feat for the longsword, you can consider it light so the penalty would be -2 -2. This feat may be taken multiple times, each for a separate weapon that you have weapon focus with. Two-Weapon Specialization Prerequisites: Two-Weapon Fighting, Ambidexterity, Weapon Focus (with chosen weapon), Weapon Specialization, Base Attack +8 Benefit: With your chosen weapon you are so good at fighting with two-weapons that you may subtract 2 from the two-weapon fighting penalties. This bonus applies with all other bonuses. Tree Topper [General] You are adept at climbing and feel comfortable in combat while doing so. Prerequisites: Dex 14+. Benefit: You get a +2 bonus to all Climb checks and you may apply your Dex modifier to your AC while climbing Special: Normally, while climbing, a character may not apply his Dex modifier to his AC while climbing. Twin-Parry [General] Your skill in wielding two weapons has shown you how to use your off-hand to defend yourself better when you are concentrating on defense. Prerequisites: Two-Weapon Fighting, Expertise. Benefit: If acting defensively while wielding two weapons or a double weapon, the character’s dodge bonus increases by two. If a character is fighting on the defensive then his bonus increases from +2 to +4. If he is taking the total defense action, his dodge bonus increases from +4 to +6. If a character is using his expertise feat his AC increases by 2 more than it normally would have if he did not have this feat. Special: These bonuses do not stack with bonuses received for the Tumble skill (see Player’s Handbook p. 75). ADnD Downloads | Various authors 7 Improved Blind-Fight [General] Prerequisites: Blind-Fight, Wis 13+ Benefit: In melee, your miss chance because of concealment is reduced by 10% (see Player’s Handbook Table 8-10: Concealment, p. 133). Defensive Refocus [General] You are good at thinking on your feet in combat and reassessing tactics on the fly. Prerequisites: Mobility, Wis 13+ Benefit: You may refocus on the defensive, granting you a +2 dodge bonus to AC on the round in which you refocus. On the following round your initiative is set to 20 plus any modifiers you may have (see Refocus in the Player’s Handbook, p. 134). Soft Strike [General] Your great knowledge in the use of a weapon has allowed you to learn to fight non-lethally with it. The skill is in gauging your blows and pulling your punches. Prerequisites: Weapon Focus with weapon. Benefit: The usual –4 penalty applied to attackers who wish to deal subdual damage is ignored. Improved Soft Strike [General] You are skilled at striking the parts of your foes that will knock them unconscious, but cause little lasting harm. Prerequisites: Soft Strike, base attack bonus of +5 or higher. Benefit: You receive a +3 bonus to damage when dealing subdual damage. Heroic Riposte [General] The heart of a hero beats strong in your chest and you are unwilling to let go of life without a fight. Prerequisites: Cha 13+, Wis 13+ Benefit: Whenever the character is struck down (0 or lower hit points) he is allowed to take a single attack of opportunity against the foe that delivered the blow. Quick Swap [General] You are skilled at throwing your opponent off by quickly changing your attack handiness mid- melee. ADnD Downloads | Various authors 8 Prerequisites: Ambidexterity, base attack bonus +7 or more. Benefit: In melee and while using a single weapon, you may swap your weapon to your empty hand as a free action and then make a partial-action attack with a +2 circumstance bonus to hit. You may not receive this bonus on any two consecutive rounds against the same foe (though you may still swap handiness on consecutive rounds). Battle Cry [General] Your intense and powerful words can grant you strength in combat. Prerequisites: Cha 14+ Benefit: When making a charge action you receive a +1 morale bonus to hit and damage for that round only. Special: It is best if the player creates a battle cry for his character if he chooses to take this feat. Snap Attack [General] You are capable of making quick, accurate, but relatively weak strikes with melee weapons. Prerequisites: Dex 13+ Benefit: On your action, before making attack rolls for a round, you may choose to subtract from all melee damage rolls and add the same number to all melee attack rolls. This number may not reduce your damage to less than 1. The bonus to attack and penalty to damage apply until your next action. Intuitive Learning [General] You can treat a skill as a class skill. Prerequisites: 12+ in key ability. Benefit: This feat allows a character to treat any cross-class skill as though it were a class skill. Special: This feat may be taken more than once. Deadly Strike [General] Your prowess at striking vital areas is uncanny. Prerequisites: Weapon Focus with chosen weapon, Improved Critical, base attack bonus of +8 or higher. Benefit: When a threat is rolled with a specific weapon, a critical is automatically scored. The character need not make a secondary attack roll. ADnD Downloads | Various authors 9 Special: This can be taken multiple times. Each time it is taken, it applies to a different melee weapon of the player’s choosing. This feat may only apply to melee weapons. Arcane Blood [General] Your blood carries strong magic in it. Perhaps an ancestor was a great spellcaster, or perhaps there is dragon blood in your family. Whatever the cause, you are capable of using a bit of magic, which comes naturally to you. Prerequisites: Cha 10+ Benefit: You are capable of learning one 0th level spell and casting it once per day as though you were a 1st level sorcerer. Special: A character with levels of the sorcerer class may not take this feat. This feat may be taken multiple times in which case the player may select another 0th level spell. This feat can never grant anything beyond 0th level spells. (Note: the spells are cast exactly as though by a 1st level sorcerer, with armor checks made normally.) Transcend Armor [General] Through training and practice, you have learned how to move more adeptly in a certain type of armor. Prerequisites: Proficient with chosen armor. Str 10+ Benefit: This feat reduces the penalties associated with the type of armor chosen. The maximum Dexterity bonus is increased by one and the armor check penalty is reduced by 1. The arcane spell failure is reduced by 5%. Special: This feat is applied to the armor chosen (leather, chain shirt, banded, etc.). The character may select the feat multiple times to gain the benefit with different types of armor. Riposte [General] You skill is in waiting for your opponent to become clumsy and make a mistake. Prerequisites: Wis 13+, Combat Reflexes, Expertise, Base attack bonus of +5 or better. Benefit: When you choose to fight defensively or use the full defense action in melee combat, you may immediately counter a missed attack. Treat your counter attack exactly as an attack of opportunity. You may make only a single counter-attack each round, though you may still take advantage of other attacks of opportunity. Iron Skin [General] You are a hard, hard man (or woman). ADnD Downloads | Various authors 10 Prerequisites: Con 15+ Benefit: You have a natural armor class of +1. This is cumulative with any natural armor you may already have. This feat can only be taken once. Weapon Mastery [General] You have gone beyond normal skill with the selected weapon, and have gained intimate knowledge of the intricacies of its use. Prerequisites: Weapon Focus (selected weapon), Weapon Specialization (selected weapon), Expertise, Wis 13+, base attack bonus of 13+. Bonus: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your armor class against melee attacks. True Weapon Mastery [General] There are few, if any others who can claim they have your skill the selected weapon. Prerequisites: Weapon Mastery (selected weapon), bas attack bonus of 18+ Bonus: While wielding the selected weapon, you receive a +1 to hit and damage. You also receive a +1 deflection bonus to your armor class against melee attacks. Furthermore, you gain an additional +2 deflection bonus to your armor class when facing an opponent who wields the same weapon as you have mastery so long regardless if you are currently wielding your mastered weapon. Kick-Up [General] You have learned how to get up from being prone very quickly. Prerequisites: Dex 13+ Bonus: Standing up from a prone position is a free action. Normal: Standing is normally a move-equivalent action. Chi Strike [General] Your fists become the vessel of your chi, allowing you to deliver deadly blows not only to an opponent’s body, but their very life energy. Prerequisites: Improved Unarmed Strike, Power Attack, Cha 13+, base attack bonus of 5+ Bonus: Your fists strike as though they were of +1 enchantment. This allows you to harm creatures that normally would not be affected by non-magical weapons. It also allows you to break magical weapons of +1 enchantment. Treat your fists in every way as though they were enchanted as a +1 weapon but do not add the bonus to hit or damage. ADnD Downloads | Various authors 11 Improved Chi Strike [General] Your focused chi has become very strong indeed, young grasshopper. Prerequisites: Chi Strike, base attack bonus of 10+ Bonus: Your fists now strike as though they had a +2 enchantment. Prodigy [Special] One school of magic comes very naturally to you. Its concepts and intricacies are as common as simple math to you. Prerequisites: Wizard, Spell Focus (selected school of magic) Bonus: Select a school of magic. For each level of wizard you advance, you can automatically learn 1 spell of any level normally allowed to you of that school in addition to any other spells you may learn that level. Uncanny Reaction [General] You think so quickly on your feet, it almost seems supernatural. Often, you are moving before anyone else knows what is happening. Prerequisites: Alertness, Improved Initiative, Lightning Reflexes, Dex 13+ Bonus: Instead of the standard 1d20, you roll 2d20 for initiative and take the highest result. Your initiative modifiers are then added to the rolled number normally. Striking Scorpion [General] You are able to catch your opponents off guard by striking “from the hip.” Prerequisites: Proficient with selected weapon, Quick Draw, Dex 13+ Bonus: Select a medium sized slashing weapon. If you attack with that weapon the same round you draw it (as a free action), you receive a +2 situational bonus to hit. This may be used while charging, but not while mounted. Shield Focus [General] You are very adept at fighting with a shield in your off hand. Prerequisites: Shield proficiency Bonus: You gain an additional +1 shield bonus to your armor class against a single opponent. You may change which opponent you are defending against on any of your turns as a free action. ADnD Downloads | Various authors 12 Stubborn Heart [General] You just refuse to die. Your reserves of willpower keep you alive long after others would have died. Prerequisites: Con 13+, Iron Will Bonus: You don’t die until you reach –15 hit points. Tactician [General] You replace brute strength with cunning and intuition. Prerequisites: Wis 13+ Bonus: You may select Feats as though you had a Strength score of 13. You must meet all other prerequisites. Veteran [Special] Through years of experience you have developed instincts and gained wisdom. Prerequisites: 15th level Bonus: When selecting (but not using) new feats, consider your wisdom score to be of 13. Follow-Up [General] You are adept at pushing through enemy lines to create a breach. Prerequisites: Mobility, Cleave Bonus: While using the full attack option, each time you drop an opponent you may take an immediate 5-foot step straight forward or on a diagonal forward. You may not exceed your normal Speed in any one round. Special: You make your five-foot follow up move before making any additional melee attacks that round if you are using the full attack option. If you elect not to take your step it is lost, and cannot be made later in the round unless you have dropped another opponent. You may not make cleave attacks after taking your five-foot step. True Spell Mastery [Special] You know a selected spell so innately that you can cast it on the fly without memorizing it. Prerequisites: Wizard, Spell Mastery (selected spell), Spell Focus (selected spell’s school), Int 16+ Bonus: A selected spell can be cast without preparation if a Concentration check (DC 10+spell’s level) is successfully made. Casting the spell uses a slot of its level up (one spell from that level, chosen by the player, is removed) and if no slots are left then the mastered spell cannot be cast. ADnD Downloads | Various authors 13 The wizard still requires all of the appropriate components to cast the spell. Metamagic feats increase the level of the slot taken up just as though he’d prepared the spell normally (i.e. a wizard who has True Mastery of fireball can cast it using the Maximize feat, but it would use up a 6th level spell slot and require him to make a Concentration check DC 16). Special: This feat can be taken multiple times to attain true mastery over different spells. Hardiness [General] Even when most others would be unconscious, your will drives you on and keeps you standing. Prerequisites: Iron Will, Con 13+ Bonus: When staggered or dying you may continue to take actions and function somewhat normally. Each round that you are at 0 or fewer hit points you must succeed at a Fort save (DC 10 + number of hit points below zero) or fall unconscious. If you succeed at your saving throw you may act normally except you move only at half speed and receive a –3 circumstance bonus to all attack, damage, skill check, and saving throw rolls. You still lose a hit point every round that you are below zero unless you make your stabilization roll. A character who has stabilized must still make For saves every round he is below 0 hit points. Studied Weakness [Special] You have dedicated a great deal of time studying the physical biology and structure of a selected type of opponent. Through knowledge you will attain victory. Prerequisites: Favored enemy (selected creature), Int 13+, base attack bonus +5 or better. Bonus: You may add your Intelligence modifier to damage rolls when fighting the selected creature in melee combat. Sacrificial Riposte [General] You know that sometimes the only way to find an opening is to create one. Prerequisites: Dex 13+ Bonus: You may take a penalty to your armor class (up to your Dex bonus) and apply the same number as an attack bonus against a single melee target. The penalty to your armor class and your attack bonus last until your next action. Career Campaigner [General] You know marching. It comes as second nature to you. Prerequisites: Con 13+ Bonus: You may re-roll any failed Fort save for forced marching once.
textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Other Products/Another Feat Collection.pdf
1 Brian Jolly Chi Warrior 2 Chi Warrior Credits Author: Brian Jolly Development: Carl Cramér, Perry Fehr Editing: Perry Fehr, Mark Gedak Artist: Gary Dupuis Porphyra Logo: Rick Hershey Layout: Mark Gedak Publisher: Purple Duck Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, Inc does not guarantee compatibility, and does not endorse this product. 3 Chi Warrior “I don’t know even know how you call what you do ‘fight- ing’, it’s so slow and boring. Now me, when I fight, I make it a dance, I make it interesting so my opponent at least can die entertained. But seriously, why am I explaining this to you when I could just show you?”. —Rosa Espada, of the Black Roses The focus of stories and fables alike, all history remem- bers the acts of a true hero. Adventurers at heart, a chi warrior is rarely found idle, instead going out to leave their mark on the world in whatever way they can. There are those who love challenging the impossible, slaying dragons and demons alike while bringing back exotic trophies of their slaughtered foes. Others work to overthrow oppression, rarely abiding a tyrant in their lands. Most chi warriors feel right at home with barbarians and rogues, finding a great deal in common through their travels. A bard and a chi warrior can have a friend- ship that is as legendary as their accomplishments, each complimenting the other. Chi warriors are often at odds with monks and lawful divine characters, their rigid codes rub the more free spirited chi warrior the wrong way. Chi warriors generally pay little attention to the gods, seeing them more as inspiring idols than objects of ven- eration. Terrestrial affairs concern them far more, chi warriors sometimes keep a journal to chronicle honor- able opponents and glory won in battle. Vain and prideful, chi warriors can be reckless in battle, proving a touch too wild for allies. But rarely will they go as far as to put their comrades in danger, prefer- ring to face the most dangerous challenges themselves. Drawn to trouble like moths to a flame, chi warriors are rarely wanting for combat, finding the experience invigorating as they use their opponent as a canvas for their artistic expression. As long as chi warriors can walk, they can fight, often pushing the body to the breaking point and beyond. Role: A chi warrior’s role is never clear to anyone but themselves, often taking a variety of combat roles even in a single battle. From summoning up immense spiri- tual energy to destroying foes with impossibly powerful strikes, a chi warrior often finds her way around the battlefield in the blink of an eye, managing to put down foes before they have a chance to trouble her allies. Attacking in unorthodox ways, a chi warrior’s greatest asset in combat is her unpredictable nature. Alignment: Any. The mantle of the chi warrior is open to all who would dedicate themselves, allowing chi war- riors to come from all walks of life. While the great ma- jority of them are chaotic in nature, chi warriors only need a strong belief in themselves and their abilities to maintain their skills. Good and neutral chi warriors often find themselves wanderers, righting wrongs and fighting for the greater good, while evil chi warriors use their power to carve out their own fief. Hit Die: d10. Starting Wealth: 4d6 × 10 gp (average 140 gp.) In ad- dition, each character begins play with an outfit worth 10 gp or less. Class Skills: The chi warrior’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha) Es- cape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (geography) (Int), Perception (Cha), Perform (Cha), Profession (Cha), Ride (Dex), Sense Motive (Cha), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 4 + Int modifier. Class Features These are all the class features of the chi warrior. Weapon and Armor Proficiencies: Chi warriors are proficient with all simple weapons as well as unarmed strikes. Chi warriors are also proficient with light and medium armor but not with shields. Chi warriors gain additional weapon proficiencies depending on their Chi Versus Ki. Chi and ki are both manifestations of spiritual energy, but expressed differ- ently. While ki is based on discipline and Wisdom, chi is based on joy of life and Charisma. Ki is explosive but finite, chi is rhythmic and everlasting. Ki is col- lected in a pool and released in bursts, chi streams constantly and is useable as long as the character can remain in tune with it’s ebb and flow. 4 Table: Chi Warrior Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage AC Bonus Fast Movement 1st +1 +2 +2 +2 Discipline path, special moves, way of life 1d6 +0 +0 ft. 2nd +2 +3 +3 +3 Signature weapon, style feat 1d6 +0 +0 ft. 3rd +3 +3 +3 +3 Special moves 1d6 +0 +10 ft. 4th +4 +4 +4 +4 Style ability 1d8 +1 +10 ft. 5th +5 +4 +4 +4 Style feat, uncanny dodge 1d8 +1 +10 ft. 6th +6/+1 +5 +5 +5 Special moves 1d8 +1 +20 ft. 7th +7/+2 +5 +5 +5 Buff specialist, chi feats 1d8 +1 +20 ft. 8th +8/+3 +6 +6 +6 Style feat 1d10 +2 +20 ft. 9th +9/+4 +6 +6 +6 Chi waves, evasion 1d10 +2 +30 ft. 10th +10/+5 +7 +7 +7 Style ability 1d10 +2 +30 ft. 11th +11/+6/+1 +7 +7 +7 Stance fusion, style feat 1d10 +2 +30 ft. 12th +12/+7/+2 +8 +8 +8 Special moves 2d6 +3 +40 ft. 13th +13/+8/+3 +8 +8 +8 Improved uncanny dodge 2d6 +3 +40 ft. 14th +14/+9/+4 +9 +9 +9 Style feat 2d6 +3 +40 ft. 15th +15/+10/+5 +9 +9 +9 Improved evasion 2d6 +3 +50 ft. 16th +16/+11/+6/+1 +10 +10 +10 Special moves 2d8 +4 +50 ft. 17th +17/+12/+7/+2 +10 +10 +10 Style feat 2d8 +4 +50 ft. 18th +18/+13/+8/+3 +11 +11 +11 Style ability 2d8 +4 +60 ft. 19th +19/+14/+9/+4 +11 +11 +11 Lightning buff 2d8 +4 +60 ft. 20th +20/+15/+10/+5 +12 +12 +12 Chi avatar, style feat 2d10 +5 +60 ft. choice of fighting style. Note that chi warriors with high Charisma scores do not need to rely on armor, they can use their way of life as an armor bonus (below) instead. Unarmed Strike: At 1st level, a chi warrior gains Im- proved Unarmed Strike as a bonus feat. A chi warrior’s attacks may be with fist, elbows, knees, and feet. This means that a chi warrior may make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a chi warrior striking unarmed. A chi warrior may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. Usually a chi warrior’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A chi warrior’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the pur- pose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A chi warrior also deals more damage with her un- armed strikes than a normal person would, as shown above on Table: Chi Warrior. The unarmed damage values listed on Table: Chi Warrior is for Medium chi warriors. A Small chi warrior deals less damage than the amount given there with her unarmed attacks, while a Large chi warrior deals more damage; see Table: Small or Large Chi Warrior Unarmed Damage. Way of Life Armor Bonus (Ex): When unarmored and unencumbered, the chi warrior adds her Charisma bonus (if any) as a dodge bonus to her Armor Class and Combat Maneuver Defense. She loses this bonus when she loses her Dexterity bo- nus to Armor Class, when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. 5 Small or Large Chi Warrior Unarmed Damage Level Damage (Small) Damage (Large) 1st–3rd 1d4 1d8 4th–7th 1d6 2d6 8th–11th 1d8 2d8 12th–15th 1d10 3d6 16th–19th 2d6 3d8 20th 2d8 4d8 Fighting style (Ex): Chi warriors are defined by their choice of style, the abilities that they focus on beyond all others. At 1st level, a chi warrior must select one fight- ing style to focus upon and two secondary styles. Any style(s) not selected becomes a prohibited style. At first level, the chi warrior gains proficiency with the weapons of her primary fighting style. At 4th level, 10th level, and 18th level, the chi warrior gains a special ability from their fighting style. A chi warrior selects special moves from her primary and secondary styles, see special moves, below. The chi warrior’s fighting style also decides which style feats she learns at level 2, 5, and 8. After that, the chi warrior can pick any style feat. See style feats, below. Special Moves: Unlike other martial characters, the chi warrior brings a whole new flair to combat, their fight- ing style uniquely tailored to whatever battle they’re in, able to change special moves at a moment’s notice. At 1st level, 3rd level, 6th level, and every six levels thereafter, the chi warrior learns two special moves. Whenever the chi warrior selects special moves at a new level, she may pick any number of special moves from her primary fighting style, but her selection from other paths is limited. A chi warrior must select half or more of her special moves from her primary fighting style, no more half from her secondary fighting styles together, and none from a forbidden fighting style. All saves for techniques are determined by the chi war- rior using them. Unless otherwise noted, the save DC for each technique are 10 + ½ the chi warrior’s class level + her Charisma modifier. All spell-like effects have a caster level equal to the chi warrior’s class level. Chi warriors may treat every two levels as non-chi war- rior level for the purposes of their effective chi warrior level to qualify for advancement in each special move, for caster level with spell-like special moves, and to cal- culate the save DCs of their techniques. Special move come in three basic types, tsuki, kata, and uke. A chi warrior cannot use the same tsuki or uke two rounds in a row. This may force a chi warrior to make ordinary attacks in between special moves, espe- cially at low level. • Tsuki: A tsuki requires a standard action to use, targeting an opponent with either an attack roll or other effect. • Kata: A kata requires either a move or a swift action to use, somehow increasing the abilities of the user. A chi warrior can only have one kata special move running at any time. • Uke: A uke requires an immediate action to use, and is done in response to a triggering event specified for each ability. Fast Movement: At 3rd level, a chi warrior gains an en- hancement bonus to her land speed, as shown on Table: Chi Warrior. A chi warrior carrying a medium or heavy load loses this extra speed. Signature Weapon: At third level, the chi warrior gains Weapon Focus with unarmed strikes and with one of the weapons of her primary fighting style as bonus feats. If she already has Weapon Focus in one or another of these, she may instead take any combat feat she fulfills the prerequisites for as a bonus feat. She can gain ad- ditional signature weapons; any weapon the chi warrior has the Weapon Focus feat for is considered a signature weapon. A signature weapon always adds the chi war- rior’s Strength bonus to damage, the damage bonus is Tsuki, Kata, Uke: In keeping with the exotic source of the chi warrior’s power, an internal discipline with mysterious, possibly otherworldly origins, the powers that flow from “Chi” have specific categories and names: • Tsuki (zoo-key) – “to strike”, an ap- plication of directed power of attack • Kata – “form”, an exercise that prepares the user to apply an act, to improve the user’s abilities • Uke (oo-kay) – “ block”, a response to an opponent’s action, to counter their attack 6 not changed when the signature weapon is used in two hands or in the off hand. Whenever the chi warrior hits with a signature weap- on, the weapon deals damage as if it was an unarmed strike, see the unarmed strike class feature, above. The chi warrior can decide to use the weapon’s base damage instead of the signature weapon damage—this must be declared before the attack roll is made. This increase in damage does not affect any other aspect of the weapon, and doesn’t apply to alchemical items, bombs, or other weapons that only deal energy damage. Style Feats: Chi warriors receive style feats as bonus feats at level 2 and every 3 levels thereafter. The first 3 bonus feats gained at level 2, 5, and 8 de- pend on the chi warrior’s primary fighting style. The chi warrior ignores all prerequisites of these feats. If the chi warrior already knows one of these feats, she can select any combat feat as a replacement. Remaining bonus style feats can be selected freely, but she must fulfill prerequi- sites (as modified below) for these feats. When fulfilling the prerequisites of style feats (bonus feats or otherwise), chi warrior levels count as monk levels, and any Wisdom requirement is replaced by Cha- risma. Style feats can always be used with any weapon the chi warrior has Weapon Focus with, even if they can normally only be used unarmed or with a limited set of weapons. Any style feat that uses Wisdom instead relies on Charisma when used by a chi warrior. Elemental Fist and Stunning Fist are considered style feats when used by a chi warrior, all special rules apply to them. AC Bonus (Ex): At 4th level, the chi warrior gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 for every four chi warrior levels thereafter, up to a maximum of +5 at 20th level. She loses these bonuses when she loses her Dexterity bonus to Armor Class, when she is immobilized or help- less, when she wears heavy armor, when she uses a shield, or when she carries a medium or heavy load. Uncanny Dodge (Ex): Starting at 5th level, the chi war- rior can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A chi warrior with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If the chi warrior already has uncanny dodge from a different class, she automatically gains improved uncan- ny dodge (see below) instead. Kata Specialist (Ex): At 7th level, the chi warrior may activate both a kata special move and a style feat stance at once as a swift or move action. Chi Feats (Ex): At 7th level, the chi warrior learns how to use chi with combat feats. She can substitute Charis- ma for any combat feat prerequisite that uses Intelligence or Wisdom. Chi Waves (Ex): At 9th level, the chi warrior connects to the everlasting flow of chi. She can use any combat feat with a limited number of uses per day any number of times per day, but may not use any individual feat that normally has limited uses more than once per round or two rounds in a row. The chi warrior must learn appro- priate feats to use this ability. Evasion (Ex): At 9th level or higher, the chi warrior can avoid damage from many area-effect attacks. If a chi warrior makes a successful Reflex saving throw against an attack that normally deals half damage on a success- ful save, she instead takes no damage. Evasion cannot be used if the chi warrior is wearing heavy armor. A helpless chi warrior does not gain the benefit of evasion. Stance Fusion (Ex): At 11th level, the chi warrior learns how to fuse multiple stances. The chi warrior can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the chi warrior switches to another style feat, she can choose one style whose stance is already active to persist. She may have no more than two style feat stances active at any time. Improved Uncanny Dodge (Ex): A chi warrior of 13th level or higher can no longer be flanked. This defense negates the ability to sneak attack the character by flanking her, unless the attacker has at least four more levels in classes that grant sneak attack than the target has levels in classes that grant uncanny dodge. If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character. Improved Evasion (Ex): At 15th level, the chi warrior takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage 7 on a failed save. A helpless chi warrior does not gain the benefit of improved evasion. Lightning Kata (Ex): At 19th level, chi warriors have become entirely synced with their way of fighting. They may activate one special move kata or style feat stance per round as a free action. The chi warrior does not gain the ability to maintain multiple kata special moves simultaneously. Chi Avatar (Ex): At 20th level, a chi warrior becomes a magical creature. She is forevermore treated as a fey rather than a humanoid (or whatever her original crea- ture type was) for the purpose of spells and magical effects. Additionally, the chi warrior gains damage reduc- tion 10/lawful, which allows her to ignore the first 10 points of damage from any attack made by a nonlawful weapon. She is restored to her starting age and ceases to age—some would say she never grew up at all. Finally, she gains resistance 5 against every type of energy dam- age: acid, cold, electricity, fire, and sonic. Fighting Styles and Special Moves These are the fighting styles available to the chi warrior, and the special moves of each style. Adamant Champion Leaders among others, the heroes and villains who define bard’s tales and stand alone on the field of battle in shin- ing glory or disdain. Adamant champions are capable of taking impossible punishment while leading their fellows to victory, the sight of them often turning the tide of battle. Signature Weapons: Battleaxe, longsword, morningstar, shortsword, warhammer. Style Feats Snapping: Turtle Style (2nd), Snapping Turtle Clutch (5th), Snapping Turtle Shell (8th). • At 4th level, the chi warrior may draw their weapon as a free action in response to an initiative check. • At 10th level, the chi warrior may make an Intimi- date check against one opponent within 30 ft. as a free action in response to an initiative check. • At 18th level, the chi warrior may make an intimi- date check against each opponent within 30 ft. as free action in response to an initiative check. Absorbing Armor (Uke, Ex): As an immediate action whenever the chi warrior takes physical damage, she receives DR/— equal to one-fourth the damage she took from the triggering effect. This DR last until the end of her next round. • At 4th level, the chi warrior may apply the DR from this special move to the triggering effect. • At 10th level, the chi warrior instead receives DR/- equal to half of the triggering effect. • At 16th level, the DR lasts for five minutes. Champion’s Rally (Uke, Ex): As an immediate action when the chi warrior is within 30 ft. of an ally who is about to make a Fortitude or Will saving throw, the chi warrior may also make a saving throw of the same type and difficulty. If either saving throw is successful, the ally succeeds at the saving throw. If both saving throws fail, the chi warrior and her ally both suffer the effects of the failed saving throw. If the effect also affects the chi warrior directly, she does not suffer both effects, she only takes the worst of the results she would have taken, that from this ability or the effect she suffers directly. • At 4th level, the chi warrior can apply this to Reflex saving throws. The ally also gains the benefits of the chi warrior’s evasion ability, regardless of armor or encumbrance. • At 10th level, the chi warrior can use this to help all allies within 30 ft. who are affected by the effect saved against. • At 16th level, the chi warrior can use this ability on herself, gaining two saving throws and using the best result. Devastating Assault (Tsuki, Ex): As a standard action, the chi warrior may make a melee attack roll against one target. If this attack roll is successful, the target takes twice as much damage as normal (additional damage, like that from a flaming weapon or sneak attack, is not multiplied). • At 4th level, in addition to damage, the target must make a Fortitude save or be dazed for 1 round. • At 10th level, the target may instead be stunned. • At 16th level, the target may instead be dazed for a number of rounds equal to the chi warrior’s Cha modifier. The target receives a new saving throw to break the effect 8 on the chi warrior’s turn each round. Inspiring Blow (Tsuki, Ex/Sp): As a standard action, the chi warrior may make a melee attack roll against one tar- get. If it is successful, the chi warrior may select one ally within 30 ft. to receive a number of temporary hit points equal to the chi warrior’s level + the chi warrior’s Cha modifier. These temporary hit points last for 5 minutes and do not stack with other temporary hit points. • At 4th level, any ally who has temporary hit points from this special move receives a +1 to attack and damage rolls. • At 10th level, the number of temporary hit points given doubles. • At 16th level, the chi warrior may instead choose to heal their ally by an equal amount. The chi warrior may only choose to use this special move this way a number of times per day equal to her Cha modifier. This is a spell-like effect. Invigorating Spirit (Kata, Ex/Sp): As a move or swift action, the chi warrior may give herself a number of temporary hit points equal to twice her hit dice. These temporary hit points do not stack with any oth- ers, and last 5 minutes. Once the duration is up or the chi warrior has lost all of these temporary hit points, this special move ends and cannot be reactivated until the original 5 minute duration has passed. • At 4th level, the chi warrior may instead bestow these hit points onto an adjacent ally. If she does, the chi warrior may not use this special move again until the duration has expired. • At 10th level, invigorating spirit can be used again right after it ends. • At 16th level, instead of granting temporary hit points the chi warrior can heal an equal amount of hit point damage. The chi warrior may only use this special move this way a number of times per day equal to their Cha modifier (minimum 1.) This is a spell-like effect. Metal Idol (Kata, Ex): As a move or swift action, the chi warriors unarmed and signature weapon attacks count as magical weapons for the next 5 minutes. As she advances in level, her attacks gain additional properties. • At 4th level, the chi warrior’s unarmed attacks count as silver and cold iron. • At 10th level, the chi warrior’s unarmed attacks count as chaotic. • At 16th level, the chi warrior’s unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hard- ness. Power of Perfection (Kata, Ex): As a move or swift action, the chi warrior receives a bonus on either Bluff, Intimidate, or Sense Motive equal to her Constitution modifier (minimum +1) for one round. Out of combat, she can maintain this power indefinitely. • At 4th level, the chi warrior may choose two skills to receive the bonus with. • At 10th level, the chi warrior instead receives the bonus on all three skills. • At 16th level, the chi warrior can add any one class skill to the list, and receives the bonus to all four skills. Shrug It Off (Uke, Ex): As an immediate action when- ever the chi warrior takes damage, she can treat it as nonlethal damage. The chi warrior cannot use this ability if she has previously taken any nonlethal damage. A chi warrior immune to nonlethal damage cannot use this ability at any level. • At 4th level, the chi warrior recovers nonlethal dam- age equal to the sum of her Charisma and Constitu- tion modifiers each round. This can be nonlethal damage from any source. • At 10th level, the chi warrior only takes nonlethal damage equal to ½ the amount of lethal damage she converted. • At 16th level, the chi warrior can shrug off damage even when she already suffers nonlethal damage, but cannot halve the converted damage when doing so. Steel Guardian (Uke, Ex): As an immediate action whenever the chi warrior is adjacent to an ally who has been hit by a melee or ranged attack, the chi warrior can instead receive the damage that their ally would have taken. • At 4th level, when the chi warrior uses steel guard- ian, the chi warrior’s ally receives a bonus to their AC equal to the chi warrior’s Cha modifier (minimum +1) until the beginning of their next round. • At 10th level, the damage the chi warrior takes is 9 nonlethal damage. A chi warrior immune to nonle- thal damage cannot use this ability. • At 16th level, the chi warrior reduces the damage of the triggering attack by ½. Quicksilver Duelist For those who care to stand toe to toe with opponents, challenging them in honorable combat with unmatched skill and grace. Quicksilver duelist are known for their incredible speed and skill of their attacks, answering blows with deadly uke attacks. Signature Weapons: Bladed scarf, shortsword, unarmed strike, rapier, scimitar, katana. Style Feats: Snake Style (2nd), Snake Sidewind (5th), Snake Fang (8th). • At 6th Level The chi warrior receives a +2 to CMD. • At 10th Level The chi warrior may make both a move action as well as a standard action in any sur- prise round that she can act in. • At 18th Level The chi warrior may make attacks of opportunity against all targets who draw weapons in her threatened range. Charmed Luck (Kata, Ex): As a move or swift action, the chi warrior allows herself to make a reroll on any one saving throw in the next 5 minutes. Once this reroll is made, this special move ends. • At 4th level, if the chi warrior fails a saving throw after re-rolling, this special move does not end, al- lowing her to reroll another saving throw before this special move ends. • At 10th level, when this special move ends, the chi warrior can restart it as an immediate action. • At 16th level, the chi warrior may reroll twice, taking the better result. Duelist’s Challenge (Tsuki, Ex): As a standard action, the chi warrior may force one creature within 60 ft. to make a Will save. If they fail, the target suffers a penalty on attack and damage rolls equal to the chi warrior’s Cha modifier. Also, the save DC of all the creature’s abilities is reduced by the same amount. These penalties do not apply against the chi warrior. If the chi warrior is de- feated (moves more than 100 ft. away, becomes helpless, or surrenders) this special move ends. This is a mind- affecting compulsion effect and lasts for five minutes. • At 4th level, the target suffers concealment against all creatures aside from the chi warrior. • At 10th level, the chi warrior ignores any conceal- ment or cover the target may have. She cannot ignore total cover or total concealment. • At 16th level, the chi warrior ignores any DR and resistances the target may have. Impeccable Tempo (Tsuki, Ex): As a standard action, the chi warrior may make two melee attacks at a -5 at- tack penalty. • At 4th level, the chi warrior only takes a -2 penalty when attacking with impeccable tempo. • At 10th level, the chi warrior takes no attack penalty. • At 16th level, the chi warrior can make three attacks. Insightful Leverage (Kata, Ex) As a move or swift action, the chi warrior gains a bonus on CMB against one opponent within 30 ft. for five minutes. The modifier depends on the targets size; Large +1, Huge +2, Gargantuan +4, Colossal +8. • At 4th level, the bonus also applies as a dodge bonus to AC on any attack of opportunity the target makes against the chi warrior. • At 10th level, the chi warrior may initiate a combat maneuver against the opponent, regardless of their size. • At 16th level, insightful leverage is a normal kata and not specifically against one opponent. It still counts as the one kata special move the chi warrior can maintain when it is active. Perfect Parry (Uke, Ex): As an immediate action when the chi warrior is targeted by a melee attack, the chi war- rior may make an opposed attack roll against one melee attack being made against them. If the chi warrior’s at- tack roll is higher than the triggering attack, the trigger- ing attack is deflected harmlessly. • At 4th level, the chi warrior may also use this against physical ranged attacks. • At 10th level, the chi warrior may also use this against ranged magical attacks, such as rays. • At 16th level, the chi warrior can make an attack of opportunity against the attacker after a successful perfect parry, as long as the attacker is in her reach. 10 Quicksilver Tongue (Kata, Ex/Sp): As a move or swift action, the chi warrior receives a bonus on either Dis- guise, Diplomacy, or Sense Motive equal to her Dex- terity modifier (minimum +1) for one round. Out of combat, she can maintain this power indefinitely. • At 4th level, the chi warrior may choose two skills to receive the bonus with. • At 10th level, the chi warrior instead receives the bonus on all three skills. • At 16th level, the chi warrior can speak to any crea- ture, as tongues. This is a spell-like effect. Razor Riposte (Uke, Ex): As an immediate action when the chi warrior is targeted by a melee attack, she may make an opposed attack roll against the attack being made against her. If the chi warrior’s attack roll is higher than the triggering attack, the triggering attack is de- flected harmlessly. • At 4th level, the target of a successful razor riposte takes damage as though the chi warrior hit them with the attack whose attack bonus she used for the razor riposte. • At 10th level, after a successful razor riposte, instead of inflicting damage, the chi warrior may attempt a combat maneuver against the target without provok- ing an attack of opportunity. If the combat maneu- ver allows movement, the chi warrior can move up to 5 ft. • At 16th level, the chi warrior can both inflict damage and make a combat maneuver. Strike Challenge (Tsuki, Ex): As a standard action, the chi warrior may challenge one adjacent target to a duel of strikes, making two opposed melee attack rolls against the target. Both the chi warrior and the target uses their full base attack bonus for these strikes, choosing any melee attack they can use. For each successful opposed attack roll the chi warrior makes, the target takes dam- age as though the chi warrior had landed a successful attack. For each successful opposed attack roll the target makes, the chi warrior takes damage equal to the target’s strength bonus (minimum 1). Neither wins on a tied roll. • At 4th level, the chi warrior wins all tied opposed rolls. • At 10th level, she may force 3 opposed attack rolls instead of two. • At 16th level, she may force 5 opposed attack rolls instead of three. Shade Phantom Stalkers of the night, figures of deep mystery whose deeds are known only by word of mouth, often rumored to not even exist. Shade phantom are the sound in the night, the darkness that hungers, working best when no one can see them, and hunt those who would dare stand against them. Signature Weapons: Dagger, kukri, rapier, shuriken, starknife, war razor. Style Feats: Panther Style (2nd), Panther Claw (5th), Panther Parry (8th). • At 4th level the chi warrior gains darkvision 60 ft. or increases their current darkvision by 30 ft. • At 10th level the chi warrior is treated as having full concealment whenever she has concealment. This does not make the chi warrior invisible, but it does provide an automatic distraction to use Stealth and a 50% miss chance. • At 18th level the chi warrior may not be detected through scent, blindsense, tremorsense, or blind- sight. Crippling Onslaught (Tsuki, Ex): As a standard action, the chi warrior may make a melee attack roll against one target. If this attack roll is successful, the target takes twice as much damage as normal. Additional damage, like that from a flaming weapon or sneak attack, is not multiplied. • At 4th level, the target must also make a Fortitude, Will, or Reflex save, as decided by the chi warrior when she uses this ability. If it fails the Fortitude save, it is exhausted. If it fails the Reflex save, it is staggered. If it fails the Will save, it is confused. All effects from this special move last one round. • At 10th level, all effects from this special move last a number of rounds equal to the chi warrior’s Cha modifier (minimum 1). • At 16th level, the target must make all three saving throws. Shadow Duplicate (Kata, Sp): As a move or swift ac- tion, the chi warrior can create an shadow copy of herself in an adjacent square. Creating a shadow duplicate 11 counts as a successful distraction to use Stealth for the chi warrior, and the duplicate serves the chi warrior to the best of its abilities. The copy has the exact same statistics as the chi warrior, although it only has ½ of her hit points. The shadow du- plicate last for a number of rounds equal to the chi war- rior’s Cha modifier (minimum 1). The shadow duplicate (and all gear) disappears when reduced to zero hit points, when rendered helpless, or when the duration runs out. Any one-use or charged magic item the shadow dupli- cate uses affects the original item the chi warrior is wear- ing, destroying the original item or consuming charges as appropriate. Any item taken from or dropped by the shadow duplicate disappears. This is a spell-like illusion (shadow) effect. Any condition the shadow duplicate is summoned with cannot be removed. • At 1st level, the shadow duplicate is constantly dazed and works best as a decoy. • At 4th level, the copy cannot take any action but can make attacks of opportunity. It cannot use special moves. • At 10th level, the copy is staggered instead of dazed and may take one standard or move action per round, but cannot use special moves. • At 16th level, the copy is no longer staggered and can use special moves. Shadow Grace (Kata, Ex/Sp): As a move or swift ac- tion, the chi warrior may increase their base land speed by 20 ft. for one round. • At 4th level, the chi warrior does not lose her Dex- terity bonus to Armor Class when using the Acrobat- ics or Climb skills. • At 10th level, the chi warrior’s movement does not provoke attack of opportunity during the duration of this special move. • At 16th level, the chi warrior may use dimension door as a spell-like ability when activating this kata. Shadow Tsuki (Tsuki, Sp): As a standard action, the chi warrior may make an attack and then move her speed and gain concealment until the beginning of her next turn. • At 4th level, the chi warrior also gains an automatic distraction to hide when using this ability. She does not suffer any Stealth penalties for attacking or mov- ing when using Shadow Tsuki. • At 10th level, the chi warrior can use shadow stepUM as a spell-like ability instead of the movement nor- mally allowed by shadow tsuki. • At 16th level, the chi warrior can make two attacks as a part of this special move. Soul Carver (Tsuki, Su): As a standard action, the chi warrior may make a melee attack roll against one target. If this attack roll is successful, the target takes no dam- age, but must make a Fortitude save or receive 1 negative level that last 5 minutes. • At 4th level, the target also takes normal damage from the attack. • At 10th level, the negative levels last 24 hours, which means they can become permanent unless the target can pass another Fortitude saving throw as above. • At 16th level, the target gains 2 negative levels, and gains one negative level even on a successful save. Tendon Slice (Tsuki, Ex): As a standard action, the chi warrior may make a melee attack roll against the target. If it is successful, the target takes no damage but has all its movement speeds halved until it receives a success- ful Heal check (DC 15, as removing caltrops) or until it heals a hit point. A target that has taken no damage recovers from tendon strike in 5 minutes. • At 4th level, the target also takes normal damage from the attack. • At 10th level, tendon slice is only negated when the target is fully healed. • At 16th level, all the target’s speeds are reduced to 5 ft. A flier cannot fly in this condition. Umbral Dweller (Kata, Ex/Sp): As a move or swift action, the chi warrior may grant themselves a bonus to Stealth checks equal to their Cha modifier (minimum +1) for 5 minutes. • At 4th level, the chi warrior has no scent while using this effect. The makes the scent ability useless against the chi warrior. • At 10th level, the chi warrior is affected by invis- ibility for the duration of this special move. This is a spell-like effect. • At 16th level, the chi warrior is affected greater invisi- bility as per the spell in addition to the normal effect. This is a spell-like effect. 12 Umbral Fade (Uke, Sp): As an immediate action in response to taking damage the chi warrior may create an illusory copy of herself that immediately does a realistic death sequence. The chi warrior takes damage normally from the attack, but gains concealment until the end of her next round and has an automatic distraction to use Stealth. This is a spell-like illusion (shadow) effect. • At 4th level, the chi warrior and can make a Stealth roll to hide as a part of the immediate action. • At 10th level, the chi warrior can teleport up to her land speed and then make a Stealth roll to hide as a part of the immediate action. • At 16th level, the chi warrior takes only half damage from the triggering attack. Vitality Drain (Tsuki, Ex): As a standard action, the chi warrior may make a melee attack roll against the target. If it is successful, the target takes no damage but must make a Fortitude save or be fatigued for a number of rounds equal to the chi warrior’s Cha modifier (mini- mum 1). • At 4th level, the target also takes normal damage from the attack. • At 10th level, the duration of the fatigue is increased to 5 minutes. • At 16th level, the target is instead exhausted. Storm Fist Strong of body and mind, those rare few who care more about victory than their own well being, willing to risk everything to win. Storm fists are known for hitting harder than anyone else, taking risks that normal war- riors would consider suicidal in order to come out on top, regardless of the situation. Signature Weapons: Brass knuckles, cestus, gauntlet, natural attacks, rope gauntlet. Style Feats: Dragon Style (2nd), Stunning Fist (5th), Dragon Roar (8th). • At 4th level, the chi warrior’s critical threat range with unarmed strike increases by 1. This effect stacks with other critical enhancing effects. • At 10th level, the chi warrior’s critical threat range with all signature weapons (including unarmed strikes) increases by 1, to a maximum of 18-20. This effect stacks with other critical enhancing effects. • At 18th level, the chi warrior may make an addition- al attack as a swift action in any round in which they use a tsuki special move. Cloud Walk (Kata, Ex/Sp): As a swift or move action, the chi warrior gains a bonus on Acrobatics checks to jump equal to her class level. She no longer loses her Dexterity bonus to Armor Class when using Acrobatics. This kata lasts 5 minutes. • At 4th level, all her jumps count as running jumps. She also adds the bonus on Acrobatics checks to slow a fall, and for every 10 points on the roll she reduces the effective length of the fall by 10 ft. • At 10th level, the chi warrior ignores difficult terrain and no longer triggers pressure-plate traps. In ad- dition, while active, she can cross any solid surface, even if it would normally not support her weight. • At 16th level, the chi warrior can fly and water walk. These are spell-like abilities. Gale Force Blow (Tsuki, Su): As a standard action, the chi warrior may make a melee attack roll against one tar- get. If this attack is successful, the target takes no dam- age but is pushed back 20 ft. and must make a Fortitude save or be staggered for one round. The target benefits from a feather fall effect for one round. • At 4th level, the target also takes normal damage from the attack. • At 10th level, the target is staggered a number of rounds equal to the chi warrior’s Cha modifier (minimum 1). A new saving throw is allowed each round on the chi warrior’s turn to negate the effect. • At 16th level, the target is stunned instead of stag- gered. Hurricane Haymaker (Tsuki, Ex): As a standard ac- tion, the chi warrior may make a melee attack against one target, dealing two times as much damage as normal (Additional damage, like that from a flaming weapon or sneak attack, is not multiplied). This attack provokes an attack of opportunity from the target, resolved before the chi warrior’s attack. • At 4th level, the target’s attack of opportunity is resolved after the chi warrior’s attack. • At 10th level, the damage is tripled instead of doubled. • At 15th level, this does not trigger an attack of op- 13 portunity. Indomitable Soul (Uke, Ex): As an immediate action whenever the chi warrior would fail a Fortitude save that would bestow a negative condition (such as dead, fa- tigued, exhausted, cursed, petrified, etc), the chi warrior may suppress this condition for one round. • At 4th level, this applies to all kinds of saving throws. • At 10th level, the effect is suppressed for a number of rounds equal to her Cha modifier (minimum 1). • At 16th level, when a suppressed effect would nor- mally resume, the chi warrior may make another saving throw, being treated as though she passed the initial saving throw if she passes. Iron Fist (Kata, Ex): As a move or swift action, the chi warrior’s attacks may ignore up to 5 hardness for the next 5 minutes. Hardness (and later damage reduction) in excess of this limit is not reduced. • At 4th level, the chi warrior may instead ignore up to 10 hardness and up to 5 points of damage reduction. • At 10th level, the chi warrior may instead ignore up to 10 points of hardness and damage reduction. • At 16th level, the chi warrior may instead ignore up to 20 points of hardness and damage reduction. Overpowering Ukepunch (Uke, Ex): As an immediate action when the chi warrior is targeted by a melee attack, she may make an opposed attack roll against the attack being made against her. If the chi warrior’s attack roll is higher than the triggering attack, the target takes damage as though the chi warrior had landed a successful attack. • At 4th level, if the overpowering ukepunch hits, the target must make a Fortitude save or her attack misses. • At 10th level, if the attacker fails her save against overpowering ukeattack, it is dazed until the end of its current round, losing any remaining actions or attacks this turn. • At 16th level, the daze lasts for one round, costing the attacker her next round of actions. Reckless Defense (Uke, Ex): As an immediate action when the chi warrior is targeted by a melee attack, she may give the attack a bonus on attack and damage rolls equal to her Cha modifier (minimum +1) on one attack. If she does, the chi warrior receives the same bonus on attack and damage rolls on her next attack against the original attacker. • At 4th level, the chi warrior’s bonus to attack and damage applies to all attacks against the attacker made for one round. • At 10th level, the chi warrior can let the opponent keep the bonus for as long as she remains within 30 ft. As long as the enemy retains the bonus, the chi warrior also does. The chi warrior can end the effect as a free action on her turn. • At 16th level, the chi warrior can apply the effect to any number of targets within 30 ft., not only the attacker. Rolling Thunder (Tsuki, Ex): As a standard action, the chi warrior may make a charge attack. Once this attack resolves, the chi warrior provokes an attack of oppor- tunity from the target. The chi warrior’s round ends as soon as this special move is complete. • At 4th level, On a successful attack, the target takes damage as normal and must make a Reflex save or fall prone. • At 10th level, the chi warrior only provokes an attack of opportunity on a missed attack. • At 16th level, this attack deals two times as much damage as normal. Additional damage, like that from a flaming weapon or sneak attack, is not multi- plied. Typhoon Assault (Tsuki, Ex): As a standard action, the chi warrior may make a standard attack, and can make one additional attack at her highest attack bonus. All attack rolls the chi warrior makes with this special move are made with a -2 penalty, and the chi warrior takes a -2 penalty to their AC until the beginning of their next round. • At 4th level, the chi warrior takes no penalty on Armor Class with this special move. • At 10th level, the chi warrior takes no penalty on attacks made with this special move. • At 16th level, the chi warrior may make a second ad- ditional attack with this special move. 14 Favored Class Bonuses Instead of receiving an additional skill rank or hit point, whenever a chi warrior gains an additional class level, the following races have the option of choosing an alterna- tive bonus depending on their race. Dhosari: +1/2 CMD to the reposition combat ma- neauver. Dragonblood: +1/2 CMB to the sunder combat ma- neauver. Dwarf: +1/4 to the dwarf’s Hardy racial trait bonus, against spells and spell-like abilities. Elf: +1 ft. to base land speed. Erkunae: Add +1 hit point or skill point to the erku- nae’s pact creature. Gnome: +1/2 to one combat maneuver used against an opponent larger than themselves. Half-Elf: +1/6 of the Extra Style feat. Half-Orc: +1/5 to the number of rounds that orc ferocity lasts. Halfling: +1/2 to CMD against opponents larger than themselves. Human: +1/6 of the Extra Special Move feat. Ith’n Ya’roo: Add +1/4 to damage done by the ith’n ya’roo’s natural weapons. Polkan: +1/6 to the polkan chi warrior’s Way of Life bonus. Qit’ar: +1/6 to the qit’ar chi warrior’s Way of Life bonus. Xesa: +1 to the xesa’s Perception skill checks. Zendiqi: +1/6 of a style feat. Archetypes The following archetype modifies the abilities of the chi warrior. Dual Specialist Sometimes a chi warrior finds the need to go beyond their own specialty, instead immersing themselves in the lore of combat to an unheard of degree. Such specializa- tion often leaves little time to focus on things that they consider ‘lesser’ arts. Dual Focus: At 1st level, the dual specialist may select two primary fighting styles to focus on instead of one, gaining the weapon proficiencies and other benefits of both fighting styles. They do not select any secondary fighting styles; all other fighting styles are prohibited. At 6th, 12th, and 18th level, the dual specialist gains the benefit of both of their fighting styles. This ability alters fighting style and counts as fighting style for the purpose of meeting the prerequisites of feats. Style Feats: The dual specialist does not gain any bonus style feats, but all the special rules for style feats apply. This ability alters style feats. Special Moves: The dual specialist must pick half of her special moves from each of her primary fighting styles. Chi Fighter (Fighter Archetype) There are those in war that seem to smolder on the battlefield, which have an innate knack for the art of combat, though they might appear the same as other soldiers. Those soldiers have unlocked the power of chi, and it flows through them and makes them powerful avatars of war. Fighting Style Choice: At 1st level, the chi fighter selects a chi warror fighting style. The chi fighter does not gain any abilities from his style, the only effect is to determine what special moves the chi fighter can learn. This replac- es proficiency in shields (including tower shields). Fighting Style Choice: At third level and every four levels thereafter, the chi fighter learns one special move from his fighting style. Treat chi fighter levels as chi warrior levels when using special moves. This replaces bravery. Feats The following feats are beneficial to chi warriors. Allied Assault (Combat) Just because you are a paragon of combat doesn’t mean you don’t need help. Prerequisites: Fighting style class feature, Quicksilver Duelist fighting style. Benefit: Whenever you and an ally adjacent to you makes an initiative check, you can both act on the better of your two initiative check results. You must decide to do this before rolling initiative. Extra Special Move (Combat) The forms of chi combat are easy for you to learn in quan- tity. Prerequisites: Fighting style class feature. Benefit: You learn one additional special move. You must abide by the normal rules of what styles to learn 15 special moves from. Special: You can take this feat multiple times, each time selecting a new special move. Extra Style (Combat) The styles of chi combat are easily ingrained into your move- ments. Prerequisites: Fighting style class feature. Benefit: You learn an additional secondary fighting style. Special: You can take this feat multiple times, each time selecting a new secondary fighting style. Generous Soul (Combat) You can see the light that burns in others, and know how to kindle it. Prerequisites: Fighting style class feature, Adamant Champion fighting style. Benefit: Whenever you grant yourself or an ally tem- porary hit points, they gain an additional amount of temporary hit points equal to their Cha modifier (mini- mum 1). Shadow Hunter (Combat) Darkness hides many things, and some of them are deadly, like you. Prerequisites: Fighting style class feature, Shade Phan- tom fighting style. Benefit: In dim or darker lighting, you again the abil- ity to deal +1d6 damage to targets that are flat footed or that you are flanking. Wind Fist (Combat) The damaging power of air is always a surprise, often the last surprise. Prerequisites: Fighting style class feature, Storm Fist fighting style. Benefit: You are treated as though you are using a manu- factured weapon for effects that would cause damage to you for making an unarmed strike, such as a fire elemen- tal’s burn special ability. Sample Chi Warrior Mother always said to dress for the occasion, and I have taken that to heart… Martilena Deeth (CR 1/2; XP 200) Female human chi warrior 1 CN Medium humanoid (human) Init +1; Senses Perception +3 Defense AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 12 (1d10+2) Fort +4, Ref +3, Will +1 Offense Speed 30 ft. Melee bladed scarf +4 (1d6+2 trip, disarm) or unarmed strike +3 (1d6+2). Ranged light crossbow +2 (1d8/19–20) Special Moves perfect parry, rolling thunder Statistics Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 14 Base Atk +1; CMB +3; CMD 4 Feats Combat Reflexes, Weapon Focus (bladed scarf). Skills Acrobatics +5, Escape Artist +5, Intimidate +6, Perception +3, Sense Motive +3 SQ fighting style (quicksilver duelist), secondary fighting style (adamant champion, storm fist) Languages Common. Combat Gear potion of cure light wounds; Gear bladed scarf, chain shirt, light crossbow Demographics Faith Nise Homeland The Haunted Sea On the ship that Martilena grew up on, the word of Mother was law. In the parlance of some of the Fleets of Nise that ply the treacherous waters around The Haunt- ed Sea, “Mother” is the title of the ship’s captain, dedi- cated to the Sister of Battle and a life of piracy, combat and adventure. You must fight, or you must serve, and such an environment forces the adoption of many cre- ative methods of survival. Those who think Martilena’s silken scarf is merely a pirate’s affectation learn to rue their mistake. Martilena was an actual daughter of the Mother of Blood’s Fancy, a four-masted blockade runner. Much was expected of her, and she rose to the challenge, drawing inspiration from the current of power in the air, land and sea. An inspired combatant, Martilena also showed great skills in dealing with land and port issues, something Nise’s Daughters often have trouble with. Her fighting moves were almost supernatural in nature, and laid awe amongst her shipmates; there is a strong suspicion that Martilena Deeth will soon challenge the current Mother and take the title in good time, if she can find challenges on sea and land to help her grow in power. 16 OPEN GAME LICENSE VERSION 1.0A. The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 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Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. COPYRIGHT NOTICE. Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wiz- ards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Angel, Monadic Deva from the Tome of Horrors Com- plete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. 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Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phil- lips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder RPG Core Rulebook. © 2010, Paizo Publish- ing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Marid from the Tome of Horrors III. © 2005, Necro- mancer Games, Inc.; Author: Scott Greene. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder RPG Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Chi Warrior © 2015, Purple Duck Games; Author Brian Jolly. Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license. See paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compat- ibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Open Game Content: All text.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Chi Warrior.pdf
A Playset for Fiasco by Nick Wedig Science Comics! The cover image taken and modified from samlavi’s Flickr pool of super- villain images, under the Creative Commons License: http://www.flickr.com/photos/samlavi/sets/72157622151078044/detail/ Science Comics Credits Written by Nick Wedig Boilerplate This playset is an accessory for the Fiasco role-playing game by Bully Pulpit Games. The content of this playset is released into the public domain by Nick Wedig, 2010. Fiasco is copyright 2009 by Jason Morningstar. All rights to Fiasco are reserved. For more information about Fiasco or to download other playsets and materials, visit www.bullypulpitgames.com. If you’d like to create your own playset or Fiasco-related content, they would like to help. Write them at [email protected]. I didn’t, but I’m sure they’d have been very helpful. The Score Second String at Best “For every successful superhero who was belted by gamma rays, inject- ed with magic ginseng or... for instance... bit by a radioactive spider like Spiderman, there are many, many more who are not so spectacular.” --Flaming Carrot Comics, by Bob Burden Somewhere out there, Solarman is saving the world from an invasive al- ternate reality full of insect-men. Somewhere else, the Wonder League fights for truth and justice against big name villains like Baron von Vio- lence. And somewhere else, the superscientist Professor Chrysalis is discovering a cure for all known diseases. That’s not here, though. Sure, you work in the same “costumed aggres- sion” industry as those guys. But you aren’t the big name heroes or vil- lains. You aren’t even the henchmen of the top tier villains. You’re down with the dregs. Third rate heroes, has-been villains and minions who couldn’t even get hired as cannon fodder. These are a bunch of people with poor social skills, terrible impulse control, giant ambitions and access to deadly superscientific doomsday devices. When their personal lives get all muddled up into their professional hero and vil- lain routine, it’s sure to be a fiasco. “It’s about the beauty of failure. It’s about that failure happens to all of us... Every character is not only flawed, but sucks at what they do, and is beautiful at it and Jackson and I suck at what we do, and we try to be beautiful at it, and failure is how you get by... It shows that failure’s funny, and it’s beautiful and it’s life, and it’s okay, and it’s all we can write because we are big... failures. (Laughter).” --Doc Hammer, describing The Venture Brothers Movie night The Venture Brothers, Dr. Horrible’s Sing-A-Long Blog, The Tick (the live action show more than the cartoon) Relationships... 1 Family 1 Brother and sister 2 You think you aren’t related, but you are 3 Parent and illegitimate child 4 Took in and adopted an orphan child 5 Close enough that you might as well be related 6 Clones 2 Social 1 Neighbors 2 Old college pals 3 Bowling rivals 4 Small time drug peddler and client 5 “He’s renting out my spare room for a while” 6 Journalist and inside source 3 Romance 1 Ex-husband and ex-wife 2 She wants him, he doesn’t want her. 3 She left him for another man 4 Kicked out of the military on a Don’t Ask Don’t Tell beef 5 Had a one night stand, long ago 6 Both are after the same woman 4 Heroes 1 Smart sidekick to a dumb hero 2 Old has-been and his number one fan 3 Hunted vampires together back in the seventies 4 Hero and his arch-enemy 5 Rival superscientists 6 Bodyguard and the guy you’re guarding 5 Villains 1 Similarly themed villains both fighting for use of the same name 2 Villain and the innocent caught in my evil plan 1 Supervillain and bureaucrat from the Global League of Villainous Enterprises 4 Supervillain team-up! 5 “Curse your sudden but inevitable betrayal!” 6 Both trying to kill the same hero 6 Minions 1 Villain and number two henchman 2 Two henchmen assigned to the same task 3 “He’s covering for me while I’m busy” 4 New recruit and old hand 5 Just assigned here by the henchmen temp agency 6 Taskmaster and cowardly minion ...in Science Comics! Needs... 1 To get even... 1 Before your debt comes due 2 With the lousy Captain Victory for what he did to you 3 With Undercover Girl for exposing your secret 4 With the whole damn world 5 With the Global League of Villainous Enterprises, for kicking you out 6 With your old college roommate 2 To get laid... 1 By an honest to goodness superhero 2 To prove that you still got it 3 By a sexy green skinned extraterrestrial 4 And finally prove your love 5 To prove that you’re better than him 6 To get at what you really want 3 To get rich... 1 By robbing banks, taking hostages and the usual villain stuff 2 By holding the entire United Nations hostage 3 By passing off someone else’s work as your own 4 So you can finally retire 5 By working as a gunman for hire 6 Because you desperately need the money for the operation 4 To get the truth... 1 About who your parents really are 2 By impersonating a major name villain 3 About the true goals of the Global League of Villainous Enter- prises 4 About The Ladybug’s true identity 5 About what happens at midnight mass at the Cathedral of St. Drogo 6 About who has been embezzling from the henchmen’s weekly lot- tery pool 5 To get respect... 1 By killing the indestructible Captain Victory 2 From your mother, who said that you’d never amount to anything 3 From the kids that laughed at you back at Don Winslow High School 4 From the bureaucrats at the Global League of Villainous Enter- prises who classified you as a ‘D’ class villain 5 By stealing what was said to be unstealable 6 From the Mole People that live under New York City 6 To get out... 1 Of a legally binding merchandising contract 2 Of this disastrous blind date 3 Of this maximum security supervillain prison 4 Before the Global League of Villainous Enterprises discovers your unsanctioned use of a Class 11 Doomsday Device 5 Of an uncomfortable social obligation 6 Before your carefully constructed lies fall apart ...in Science Comics! Objects... 1 Doomsday devices 1 The Zero Time detonator 2 A nuclear device bought on the black market from some Serbians 3 A Saturninan Planetary-scale Gravitic Negater 4 Dr. Thunder’s weather control device 5 Suleiman’s Iron Sphere, wherein are trapped hundreds of deadly djinn 6 A single vial labelled “extremely deadly nerve toxin” 2 Tawdry 1 A baggie of cocaine stuffed inside a child’s teddy bear 2 The photographs from Dr. Plasma’s bachelor party 3 Both sets of financial records for the Wonder League’s merchan- dising company 4 Lightning Girl’s sex tape 5 A forged license to operate as a costumed hero 6 The severed hand of The Purple Claw 3 Sentimental 1 Your massive Captain Victory comic book collection 2 Your old bass guitar from your high school band 3 The only photo of your real mother 4 The phone number of the last woman you slept with 5 The Congressional Medal of Honor 6 Your old outfit from when you were a big shot 4 Valuable 1 Blueprints to a secret project 2 Two ounces of Unobtanium, the rarest chemical compound in the universe 3 The alchemical formula for turning lead into gold 4 A mysterious mechanical device, built by ancient scholars, of unknown purpose 5 The deed to the Daedalus 2 geosynchronous space station 6 The stolen contents of a bank safety deposit box 5 Superscience 1 A malfunctioning shrink ray 2 A really stupid artificial intelligence 3 A prototype laser melee weapon that the military rejected (“They said they don’t do much hand to hand fighting any more.”) 4 A tabletop cold fusion reactor 5 Truth serum with unknown, potentially dangerous side effects 6 The Memory Erasing Tank 6 Vehicles 1 A broken down hoverbike 2 An experimental supersonic jet 3 A jet propelled submersible 4 The Amazing Rocket Hat 5 The family minivan 6 An old muscle car, retrofitted with all the superspy gadgets ...in Science Comics! Locations 1 In the Arizona Desert 1 The Air Force testing facility at Groom Lake 2 A rundown trailer park 3 The vast private estates of a deceased superscientist 4 The edge of a smoking crater 5 A long forgotten fallout shelter deep beneath the earth 6 A seedy strip club (is there any other kind?) 2 Downtown New York City 1 Offices in a towering skyscraper 2 The United Nations 3 Times Square 4 Atop the Statue of Liberty 5 In an abandoned subway station 6 A dingy, cockroach ridden hotel room 3 The suburbs 1 A planned community for supervillains 2 Laundrytown, your one stop for 24 hour self serve cleanliness 3 Your friendly neighborhood strip mall 4 A pep rally at Don Winslow High School (Go Crocs!) 5 Teapot Dome Regional Hospital 6 An estate auction for a deceased superscientist 4 Foreign parts 1 Tijuana, baby 2 The deepest, darkest parts of the Amazon rainforest 3 A scientific research station on Antarctica 4 An ancient castle in Bavaria 5 An Asian nation mysteriously not on any map 6 At a rave in Stockholm 5 Exotic locales 1 Onboard a pirate ship, out at sea 2 Onboard Daedalus 2, a geosynchronous space station 3 A volcanic island shaped like your head 4 On the astral plane 5 A gateway that opens on an alternate reality 6 Ten thousand years in the future, accessible via time portal 6 Intimate 1 In a 15 year old girl’s bedroom 2 Inside my own subconscious 3 Trapped in an elevator together 4 Inside Dr. Plasma’s back pocket 5 The confessional booth at the Cathedral of St. Drogo 6 The Honeymoon Suite at the Hotel of Love ...in Science Comics!
textdata/thevault/Fiasco [multi]/Playsets/Fiasco - Science Comics.pdf
  HALF-GOBLINS OF THE TANGLED WOOD A Pathfinder Roleplaying Game Compatible TRIBES supplement by Creighton Broadhurst            HALF-GOBLINS OF THE TANGLED WOOD A Pathfinder Roleplaying Game TRIBES supplement by Creighton Broadhurst     Debased, mongrel descendants of humans enslaved by goblins centuries ago, half‐goblins lurk in the deepest unknowable reaches of the  Tangled Wood. Hateful and spiteful creatures, they worship fell powers and sacrifice those falling into their clutches to venerate their  dark  protector.  Stealthy  and  cunning,  they  skulk  about  civilisation’s  fringe  weaving  terrible  plots  to  destroy  those  threatening  their  precarious existence.         C R E D I T S C R E D I T S Design: Creighton Broadhurst  Development: Steven “Taz” Cansdale,   Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue,  plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open  Game License version 1.0a, Section 1(e) and are not Open Content.    Open Content: Except material designated as Product Identity, the contents of Half‐Goblins of the Tangled Wood are Open Game  Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated  as Open Game Content may be reproduced in any form without written permission. The moral right of Creighton Broadhurst to be  identified as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging  Swan Press 2011.    Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.    Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not  guarantee compatibility, and does not endorse this product.     To learn more about Raging Swan Press, visit ragingswan.com. To learn more about the Open Game License, visit wizards.com/d20.     Published by Raging Swan Press  1st printing, March 2011  Editing:  Steven  “Taz”  Cansdale,  Aaron  T.  Huss  and  Martin  Tideswell  Layout: Creighton Broadhurst  Interior  Artists:  Paul  Daly,  Brittany  Michel,  Dave  Peterson,  V  Shane.  Some  artwork  copyright  Paul  Daly,  used  with  permission  Cartography: Philippa Broadhurst  B O N U S M A T E R I A L Thank you for purchasing Half‐Goblins of the Tangled Wood; we  hope you enjoy it and that you check out our other fine print and  PDF  products.  We  at  Raging  Swan  are  committed  to  providing  first  class  web  enhancements  for  our  products.  Visit  ragingswan.com  to  download  bonus  materials  including  maps,  reorganised stat block listings, additional encounters and more!  E R R A T A We like to think Half‐Goblins of the Tangled Wood is error free  and that absolutely no mistakes have crept in during design or  editing. However, we are realists. So in that spirit, we shall post  errata three months after first release on ragingswan.com. We  aren’t going to be correcting typos and spelling errors, but we  will correct any game mechanic or balance issues that come to  light.   C O N T A C T U S Email us at [email protected].  A B O U T T H E D E S I G N E R Creighton is a keen gamer who passionately believes in the Open  Gaming License and is dedicated to making his games as fun and  easy  to  enjoy  as  possible  for  all  participants.  Reducing  or  removing  entry  barriers,  simplifying  pre‐game prep  and  easing  the  GM's  workload  are  the  key  underpinning  principles  of  the  products he releases through Raging Swan Press.     Over  the  last  11  years,  Creighton  has  worked  with  Expeditious  Press,  Paizo  and  Wizards  of  the  Coast.  He  now  releases his own products through Raging Swan Press. You can  read  his  thoughts  on  game  design  at  raging‐ swan.livejournal.com.    Creighton  lives  in  Torquay,  England  where,  apparently,  the  palm  trees  are  plastic  and  the  weather  is  warm.  He  shares  a  ramshackle  old  mansion  with  his  two  children  (“Genghis”  and  “Khan”) and his patient wife. Famed for his unending love affair  with booze and pizza he is an enduring GREYHAWK fan.  2    C O N T E N T S Credits .......................................................................................... 2  Bonus Material ............................................................................ 2  Errata ........................................................................................... 2  Contact Us ................................................................................... 2  About the Designer ...................................................................... 2  Contents ...................................................................................... 3  Reading Stat Blocks ...................................................................... 4  H A L F - G O B L I N S O F T H E T A N G L E D W O O D Half‐Goblins of the Tangled Wood .............................................. 6  Goblin Bloodline ........................................................................ 10  New Spells ................................................................................. 12  New Magic Items ....................................................................... 13  Minor Encounters with Half‐Goblins ......................................... 14  Major Encounters with Half‐Goblins .......................................... 16  Persona: Anarl ........................................................................... 18  Persona: Carlix ........................................................................... 19    Persona: Severa ......................................................................... 20  Persona: Xerl .............................................................................. 21  Half‐breed savages in tight‐knit clans,  Bitter and twisted, shaping evil plans,  No friends have they among other races,  Fear and loathing etched in their faces,  The mongrel spawn of monsters and men,  Civilisation’s light is lost to them,  Neither man nor beast, there’s no trace of good,  In these half‐goblins of the Tangled Wood…  S T A T B L O C K S B Y C R    CR PAGE 1/2  Half‐Goblin Archer (fighter 1)  14  1/2  Half‐Goblin Sneak Thief (rogue 1)  14  1/2  Half‐Goblin Ranger (ranger 1)  14  1/2  Half‐Goblin Warrior (fighter 1)  14  1  Half‐Goblin Sorcerer (sorcerer 2)  15  1  Half‐Goblin Adept (adept 3)  15  2  Half‐Goblin Elite Archer (fighter 3)  16  2  Half‐Goblin Elite Sneak Thief (rogue 3)  16  2  Half‐Goblin Elite Ranger (ranger 2/rogue 1)  16  2  Half‐Goblin Elite Warrior (fighter 3)  16  3  Half‐Goblin Sorcerer (sorcerer 4)  17  3  Half‐Goblin Greater Adept (adept 5)  17  7  Anarl (half‐goblin druid 5/ranger 3)  18  7  Carlix (half‐goblin fighter 5/ranger 3)  18  8  Xerl (half‐goblin rogue 5/sorcerer 4)  19  9  Severa (half‐goblin sorcerer 10)  19  N E W S P E L L S 2 N D-L E V E L A D E P T A N D C L E R I C S P E L L S Miasma of Hatred: Drives targets into a wild frenzy of anger.  3 R D-L E V E L A D E P T A N D C L E R I C S P E L L S Miasma of Enervation: Fatigues creatures in area of affect.  N E W M A G I C I T E M S B Y C O S T GP 150  Oil of entangle  250  Oil of plant growth  2,100  Archer’s buckler  3,000  Cloak of the woodlands      N E W F E A T S FEAT  PREREQUISITES  BENEFIT Forest Stride  Dex 13  Ignore 10 ft. of difficult terrain in forest terrain  Forest Warrior  Tribal membership  Gain additional cover and concealment bonuses in forest terrain  Greater Forest Stride  Dex 15, Forest Stride  Ignore 30 ft. of difficult terrain in forest terrain  Greater Skirmisher  Tribal membership, Skirmisher  Move 20 ft. to gain +1 on attack rolls and a +1 dodge bonus  Skirmisher  Tribal membership, Dodge  Move 20 ft. to gain +1 on attack rolls and a +1 dodge bonus  3   R E A D I N G S T A T B L O C K S Half‐Goblins  of  the  Tangled  Wood  includes  all  necessary  stat  blocks; these notes explain how to read them. Unless otherwise  noted,  all  listed  scores  include  all  the  creature’s  normal  modifiers. Stat blocks appear in four sections: basic, defensive,  offensive and supplemental.   BASIC  Name, CR and XP: The monster’s name appears first followed by  its CR and how many experience points it is worth. If more  than one creature is encountered, a bracketed number lists  how many appear.  Appearance: The GM can read aloud or paraphrase this section.  If a picture depicts the creature, this section may be omitted.   Sex, Race, Class and Level: If the monster has class levels these  appear here along with its race and sex. The first noted class  is the creature’s favoured class.  Alignment and Type: The creature’s abbreviated alignment and  its type (including applicable subtypes).    Init  and  Senses:  This  creature’s  initiative  modifier  appears  before any special senses (such as scent or darkvision) and  the  creature’s  Perception  and  Sense  Motive  scores.  If  the  creature  has  special  Perception‐based  abilities,  such  as  trapfinding or stonecunning, these appear here.   Speed:  The  creature’s  modified  land  speed  appears  first  along  with any other relevant speeds (such as climb or fly). If the  creature’s base land speed is different to its modified speed  this is also listed.  ACP and Movement Skills: ACP presents the creature’s normal  armour check penalty modifier. If the creature’s Acrobatics,  Climb,  Escape  Artist,  Fly,  Ride,  Stealth  or  Swim  modifier  differs  from  the  relevant  ability  modifier  minus  its  armour  check penalty, these skills appear here.   DEFENSIVE  AC: The creature’s normal, touch and flat‐footed AC along with  its CMD; additionally this section lists any defensive powers  or abilities that affects the creature’s AC.   Immune, Resist and Weaknesses: If the creature has immunity,  resistance  or  a  vulnerability  to  an  effect  or  condition  it  appears here.   Fort, Ref and Will: The creature’s saving throw modifiers along  with any conditional modifiers and defensive powers (such  as evasion) and spell resistance appear here.   HP: The creature’s full, normal hit points along with the number  of hit dice it possesses. A bracketed hit point total indicates  that  the  creature  is  injured.  If  the  creature  has  damage  reduction or hardness it appears here.  OFFENSIVE  Space,  Base  Atk  and  CMB:  The  creature’s  space,  base  attack  bonus and CMB.  Melee: This section lists a creature’s melee attacks. If the attack  has  a  reach  that  is  not  5  ft.  it  is  listed  here.  Each  attack  includes attack bonus and damage information. If the attack  has  the  default  critical  hit  characteristics  (20/x2)  this  information is omitted.   Ranged: This section lists the creature’s ranged attacks. It always  includes  the  attack’s  range.  Each  attack  includes  attack  bonus and damage information. If the attack has the default  critical hit characteristics (20/x2) this information is omitted.   Atk  Options:  This  section  lists  any  abilities  or  feats  that  can  affect the creature’s attacks. Subsequent listings describe all  but the most basic abilities in more depth.  Special  Actions:  This  section  lists  any  useful  abilities  that  a  creature could use in battle. Subsequent listings describe all  but the most basic abilities in more depth.  Spells and Spell‐Like Abilities: The creature’s caster level, along  with  its  concentration  modifier  and  domains  appears  in  brackets before the main spell listing. If one or more of the  creature’s spells require a touch attack, the relevant attack  bonus  is  included.  Spells  available  appear  in  reverse  order  from  highest  to  lowest  level.  Spells  denoted  D  are  domain  spells. If applicable, a spell’s DC is also provided.  Combat Gear: This section lists any combat‐related equipment  the creature possesses.   S UPPLEMENTAL  Abilities and Special Qualities: These sections list the creature’s  ability  scores  and  any  special  qualities  that  do  not  appear  anywhere else in its stat block.   Feats: An alphabetical listing of all the creature’s feats.  Skills and Languages: These sections list any skills the creature  possesses that have not already appeared in the stat block  and all languages spoken or understood. Any language‐based  special abilities also appear here.  Gear:  This  section  lists  any  gear  not  already  listed  in  the  creature’s  stat  block.  This  section  hardly  ever  contains  weapons  or  armour  as  they  usually  appear  in  the  relevant  sections above.   Spellbook:  The  contents  of  the  creature’s  spellbook  and  its  barred schools.      S P E C I A L A B I L I T I E S Special  abilities  appear  in  the  section  to  which  they  are  best  suited. Thus, offensive abilities appear with a creature’s attacks  while defensive ones appear with its other defences. Full write‐ ups  of  irrelevant  powers  (such  as  those  that  could  not  affect  combat)  are  omitted.  The  effects  of  abilities  that  factor  into  a  creature’s  normal  attacks  or  defences  have  already  been  included in the relevant calculations.  4    HALF-GOBLINS OF THE TANGLED WOOD   5    H A L F - G O B L I N S O F T H E T A N G L E D W O O D Men  whisper  that  ghosts  of  an  elder  age  stalk  the  deepest,  unknowable  reaches  of  the  Lonely  Coast’s  ancient  woodlands.  Along  with  the  forsaken  holy  places  and  forts  of  a  long‐fallen  elder  civilisation,  a  debased  and  twisted  race  of  half‐goblins  haunts the forest’s deepest thickets. The mongrel descendants  of a tribe of humans subjugated by goblins centuries ago half‐ goblins are a bitter, evil folk. Never numerous, and dedicated to  dark  powers,  they  skulk  about  civilisation’s  fringe  weaving  terrible plots to destroy their neighbours.    E C O L O G Y & S O C I E T Y Although  thoroughly  evil  and  despicable,  half‐goblins  have  nevertheless  developed  a  tight‐knit,  hierarchical  society.  Assailed  by  innumerable  external  threats,  half‐goblins  have  learnt that personal survival and advancement depends on that  of the clan.     Half‐goblins dwell in small clans – little more than extended  family groups ‐ of no more than forty individuals. Although the  clans compete among themselves for glory and wealth, contact  and  trade  between  groups  is  brisk  and  relatively  peaceful.  An  elder, assisted by the learned folk of the clan, rules each clan.  Groups of clans, in turn make up a tribe. No one individual rules  the  tribe  except  in  times  of  great  crisis  or  law.  Normally,  clan  elders form a council which loosely directs the tribe’s activities.     Relations: Half‐goblins hate all other races, viewing them as  potential aggressors. In particular, they hate goblins (who hunt  them)  and  humans  (who  treat  them  as  normal  goblins  to  be  killed on sight).     Alignment and Religion: Half‐goblins are sadistic, hate‐filled  creatures concerned only with the survival and advancement of  their clan at the expense of others. In the main, they worship  Braal  (NE  god  of  hate,  malice  and  revenge  [page  18])  a  few  worship fell demonic powers or the ancient, atavistic spirits of  the  woodland  in  which  they  dwell.  Others  stray  toward  lawful  evil. Most such individuals dream of uniting the disparate clans  under a strong leader (normally themselves) and scourging the  Tangled Wood clear of both the human and goblin infestation.      Adventurers:  Most  half‐goblins  do  not  stray  far  from  their  clan  home.  A  few  venture  farther  abroad  on  specific  missions  while  others,  fleeing  some  terrible  punishment,  are  forced  to  endure civilisation’s perils.  H A L F - G O B L I N T R A I T S Taller than their goblin antecedents but shorter than humans,  half‐goblins  are  scrawny  creatures.  Like  their  goblin  kin,  their  heads seem oversized for their bodies. Their eyes are black or  dark brown and hair is similarly of a dark hue while their ears  are slightly pointed. Roughly one in ten can pass for a human  (albeit a freakishly short and ugly one).    Half‐goblin  advance  by  class  level  and  have  the  following  racial traits:  � +2 to One Ability Score: Half‐goblins get a +2 bonus to one  ability score to represent their varied nature.  � Medium:  Half‐goblins  are  Medium  creatures  and  have  no  bonuses or penalties due to their size.  � Normal Speed: Half‐goblins have a base speed of 30 ft.  � Darkvision: Half‐goblins can see in darkness for 60 ft.  � Goblin  Blood:  Half‐goblins  count  as  both  human  and  goblin  for any effect related to race.  � Swift: At 1st‐level, half‐goblins receive Fleet as a bonus feat.   � Rider: Half‐goblins receive a +2 racial bonus on Ride checks.  � Stealthy:  Half‐goblins  receive  a  +2  racial  bonus  on  Stealth  checks.  � Languages:  Half‐goblins  begin  play  speaking  Common  and  Goblin.  Those  with  high  Intelligence  scores  can  also  choose  from Abyssal, Dwarven, Gnoll, Gnome, Infernal and Orc.  I N Y O U R C A M P A I G N Half‐Goblins  of  the  Tangled  Wood’s  design  enables  a  GM  to  easily  insert  half‐goblins  into  a  home  campaign.  While  they  mostly worship a specific god, Braal (NE god of hate, malice and  revenge), his portfolio is generic enough to be easily replaced  by  an  extant  deity  from  a  GM’s  personal  campaign.  Alternatively,  the  half‐goblins  could  exclusively  worship  a  demon or similar otherworldly, sinister power.    The information herein builds upon that presented in The  Lonely Coast (a free mini‐campaign available as an extensively  bookmarked  PDF  from  ragingswan.com)  and  Retribution.  Neither is necessary to use half‐goblins. If the GM is not using  the  Lonely  Coast  setting,  it  is  simple  to  change  half‐goblins’  home to any remote woodland area.   HALF‐GOBLIN RANDOM HEIGHT AND WEIGHT  TITLE BASE  HEIGHT  BASE  WEIGHT  MODIFIER  WEIGHT  MODIFIER  Male  4 ft. 10 in.  90 lbs.  2d4  x3 lbs.  Female  4 ft. 4 in.  75 lbs.  2d4  x3 lbs.  HALF‐GOBLIN STARTING AGE ADULTHOOD MARTIAL ARCANE  DIVINE 13  13  17  15  HALF‐GOBLIN AGING EFFECTS  MIDDLE AGE OLD VENERABLE  MAX. AGE 26  38  50  50 + 2d10  6     NPC  half‐goblins  usually  have  levels  in  warrior,  adept  or  expert  (scout).  Some  have  levels  in  cleric,  fighter,  ranger  or  rogue.  A  rare  few  embrace  sorcery  or  worship  the  atavistic  spirits of their ancient woodland home. Unsurprisingly, paladins,  monks and wizards are unknown among them.     Male  Names:  Anarl,  Bartrel,  Carlai,  Cerlal,  Destrel,  Earlal,  Estrel, Ferel, Krel, Marl, Steril, Terlal, Terl, Vartel, Werlal, Xerl.    Female Names: Arala, Barsala, Carlix, Eratla, Harastra, Jerix,  Larsala, Narlix, Oparlix, Severa, Varla.    Clan Names: Black Arrow, Blood Knife, Broken Spear, Cloven  Shield, Crimson Blade, Dark Shadows, Dripping Blade, Ebon Axe,  Gouged Eyes, Sneaking Death, Splintered Knees, Twisted Neck.   L A I R S Half‐goblin  clans  dwell  deep  in  the  Tangled  Wood  (page  8),  in  places well hidden from the prying eyes of their enemies. They  often  choose  defensible  caverns,  but  the  elder  places  of  the  world – places where ancient peoples raised mighty temples or  high fortresses – also attract them.   C O M B A T & T A C T I C S Keenly aware of their low numbers, half‐goblins avoid stand‐ up fights wherever possible. Rather, they prefer striking from  ambush unleashing missile weapons and spells upon their  hapless foe.     Alternatively,  they  love  to  manipulate  their  foes  into  fighting  each  other.  For  example,  half‐goblin  scouts  could  lead  a  goblin  raiding  party  to  a  human  settlement  or  (disguised  as  goblins)  attack wandering adventurers.  P L A Y E R C H A R A C T E R S Most  player  character  half‐goblins  are  outcasts from their tribe for some reason.  Perhaps  their  outlook  on  life  is  different  to  their  brethren,  or  maybe  the  same  burning  hatred  for  human kind does not surge through their veins.     Few  half‐goblins  wander  the  world  without  a  compelling reason. A few of the more learned folk –  sorcerers and druids mainly – search for ancient  knowledge  and  power  and  the  life  of  an  adventurer suits them very well.    Alternatively,  raiding  goblins  could  have  destroyed the character’s clan and he could  now  be seeking  revenge  or  he could  have  fled  his  home  to  escape  death  at  the  hands of his enemies.      Most  wandering  half‐goblins  fall  into the small portion of the race that  can pass for human.   H A L F - G O B L I N L O R E Character with ranks in Knowledge (local) can learn more about  half‐goblins  with  a  successful  skill  check.  A  successful  check  reveals all information revealed by a lesser check.    DC 11: This creature is a half‐goblin. A debased and twisted  mongrel  race  they  dwell  in  secluded,  wild  places.  They  hate  humans and goblins with equal vigour.     DC 16: Half‐goblins are stealthy and fleet of foot. They can  see in pitch darkness and are skilled riders.    DC 21: Half‐goblins normally worship Braal.  7    T H E T A N G L E D W O O D The  Tangled  Wood  is  an  ancient  place;  many  of  its  trees  are  hundreds of years old. Sprawling for miles on end over a range  of steep‐sided, craggy hills some parts of the forests have never  known the tread of human feet.   F L O R A & F A U N A Great  thickets  of  brambles  hinder  exploration  of  the  interior;  these completely untouched portions of wilderness boast trees  of great age and size. Mighty oaks, hornbeams and grey‐brown‐ barked  elms  all  grow  here  in  profusion,  interspersed  with  box  elder  and  holly  and  occasional  stands  of  birches,  pines  and  willows. Many small streams and brooks wind their way through  the murk.    The forest floor is a perpetually gloomy, twilight world. An  almost  impenetrable  canopy  of  thickly  woven  branches  and  boughs  allows  but  a  little  light  to  filter  through  to  the  forest  floor. Wild pigs, boars and deer as well as bears, packs of wolves  and  the  feared  shadow  wolves  all  haunt  the  wood.  Smaller  creatures  –  foxes,  rabbits,  badgers,  squirrels  and  so  on  –  live  here in profusion.    A deep, springy layer of leaf litter carpets the floor, enriching  the soil and providing perfect growing conditions for a vast array  of  lichens,  moss,  mushrooms  and  berry  bushes,  which  (at  the  forest  fringes)  villagers  harvest  along  with  wild  fruits  (raspberries, blackberries and whortleberries) and nuts.  S I T E S O F I N T E R E S T The ruins of the Old People – hidden beneath ten centuries of  slow,  inexorable  growth,  choked  with  bushes  and  ringed  with  near‐impenetrable  walls  of  thorn  bushes  –  lie  scattered  throughout  the  forest.  Tree‐shrouded  burial  mounds,  stone  circles  dominated  by  ancient  oaks,  and  time‐worn  hill  forts  all  slumber  beneath  the  Tangled  Wood’s  gnarled  boughs.  The  humanoids of the forest always vigorously contest such places,  seemingly drawn to them as a moth drawn to flame.    Of particular note are Arius’ Watchtower (the shattered ruin  of  a  powerful  conjurer  laid  low  by  a  powerful  wyrm),  certain  strange and unsettling timeworn structures upon the Orestone  and  the  remnants  of  an  ancient  hill  fortress  sprawling  across  Talan’s  Bluff.  Although  no  half‐goblins  dwell  in  the  caves  and  passageways honeycombing the cliffs of the Twisted Gorge, the  clans often despatch spies and hunters to the area to fight the  goblins infesting the gorge and to cause trouble for them among  the other tribes of that fell place.      S A M P L E C L A N : C L A N B L A C K A R R O W This sample half‐goblin clan is typical of those dwelling in the  forest.    Clan Elder: Arala (NE female half‐goblin ranger 4/fighter 2)    Members: 7 warriors (half‐goblin fighter 1), 4 scouts (half‐ goblin  ranger  1),  2  adepts  (half‐goblin  adept  2),  28  non‐ combatants (females, the old and the very young)    Device: A barbed, ebon arrow dripping blood from its tip.     Lair: Clan Black Arrow lives in a dry series of caves hidden at  the  head  of  a  narrow  valley.  The  cave  mouth  is  obscured  by  scrub and accessible from a narrow pathway  leading up from  the  valley  floor.  Warriors  keep  watch  over  the  passageway;  several deadfall traps are rigged to drop rubble upon intruders.     The  clan  has  dwelled  here  for  years  (although  constant  skirmishes with goblins keeps their numbers low).   C L A N S O F T H E T A N G L E D W O O D The following half‐goblin clans are examples of those known to  dwell in the Tangled Wood.    Broken Spear: The Broken Spear dwell near a small human  village in an extensive burrow tunnelled into a high hill. From  their vantage point, the clan keep watch on their hated enemies  and sometimes creep forth to steal cattle, destroy property and  generally  cause  mischief.  Other  half‐goblins  view  the  clan’s  warriors  as  craven  for  they  rarely  join  in  battle  and  kill  few  humans.  The  truth  of  the  matter,  however,  is  that  the  clan  elder, Carlai (NE male half‐goblin rogue 4) has secretly forged a  precarious truce with certain ill‐favoured humans of the nearby  village.  In  return  for  being  left  alone,  the  humans  deliver  travellers  into  the  half‐goblins’  clutches.  Such  travellers  disappear  completely  –  most  assume  they  fall  victim  to  the  ferocious denizens of the forest (which is true after a fashion).     Gouged Eyes: One of the largest clans in the Tangled Wood,  the Gouged Eyes is particularly aggressive in its hunt of goblins.  Its  trackers  and  scouts  are  among  the  most  skilled  in  the  Tangled  Wood.  Once  they  have  slain  their  foes,  the  clan’s  warriors  gouge  the  eyes  from  their  enemies’  skulls  and  consume  them  to  ritually  assert  dominance  over  their  vanquished foes.    Splintered Knees: The Splintered Knees dwell in a network  of interconnected tombs hewn from the rock by the ancient folk  who once dwelled in the Tangled Wood. The half‐goblins have  enlarged and improved the tombs, creating a confusing network  of  secret  passages  linking  them  together.  Led  by  Varla  (NE  female  cleric  [Braal]  7)  the  Splintered  Knees  take  perverse  pleasure in carrying off the bloodied corpses of vanquished foes  to be later animated for the clan’s defence. The clan hideously  mutilates all such guardians before setting them to their eternal  vigil.  8   9    9   G O B L I N B L O O D L I N E Most half‐goblin sorcerers have the goblin bloodline, although a  few gain their powers from the taint of aberrations. While half‐ goblins hate their goblin ancestors, their sorcerers embrace the  power  flowing  through  their  veins.  Half‐goblin  sorcerers  are  endlessly deceitful, always striving to out‐wit their enemies.   G O B L I N B L O O D L I N E The blood of your goblin forefathers courses through your veins.    Class Skill: Stealth.    Bonus  Spells:  charm  person  (3rd),  hideous  laughter  (5th),  heroism (7th), confusion (9th), dominate person (11th), greater  heroism  (13th),  mass  hold  person  (15th),  mass  charm  person  (17th), mass hold monster (19th).    Bonus Feats: Alertness, Deceitful, Heighten Spell, Improved  Initiative,  Skill  Focus  (Ride),  Skill  Focus  (Stealth),  Spell  Focus,  Stealthy.    Bloodline Arcana: Whenever you cast a spell of the charm  subschool, increase the DC by +2.    Bloodline  Power:  You  delight  in  confusing  and  controlling  your enemies.     Confusing  Bolt  (Sp):  At  1st‐ level,  you  can  cause  a  creature  within  30  ft.  to  become  confused  (as  the  confusion  spell) with a successful ranged touch attack. This effect persists  for  a  number  of  rounds  equal  to  half  your  sorcerer  level  (minimum  1).  Once  a  creature  has  been  affected  by  confusing  bolt, it is immune to its effects for 24 hours. You can use this  ability  a  number  of  times  per  day  equal  to  3  +  your  Charisma  modifier.     Woodland  Stride  (Ex):  At  3rd‐level,  you  can  move  through  any  sort  of  undergrowth  (such  as  natural  thorns,  briars,  overgrown  areas  and  similar  terrain)  at  your  normal  speed  without  taking  damage  or  suffering  any  other  impairment.  Thorns,  briars  and  overgrown  areas  magically  manipulated  to  impede motion, however, still affect you.     Deepening  Shadows  (Sp):  At  9th‐level  you  can  summon  a  zone  of  deep  shadows  equal  to  deeper  darkness  in  a  10‐foot‐ radius  centred  on  yourself.  You  can  see  through  this  effect  normally, but otherwise the shadows provide concealment (50%  miss  chance)  to  any  creature  within.  The  shadows  remain  in  existence for a number of rounds equal to your sorcerer level. At  9th‐level, you can use this ability once per day. At 17th‐level, you  can use this ability twice per day. At 20th‐level, you can use this  ability three times per day.     Aspect  of  the  Goblin  (Sp):  At  15th‐level,  the  range  of  your  darkvision  increases  by  30  ft.  Additionally,  you  gain  a  worg  (Pathfinder Roleplaying Game Bestiary) as a familiar.     Unbreakable Will (Ex): At 20th‐level, you become immune to  all spells and effects from the charm or compulsion subschools.     WORG FAMILIAR  CR  0  (XP  0)  N Medium magical beast  Init  +2;  Senses  darkvision  60  ft.,  low‐light  vision;  Perception  +11, Sense Motive +2  Speed 30 ft.; Run  ACP 0; Acrobatics +2 (+6 running jump), Stealth +9  AC 14, touch 12, flat‐footed 12; CMD 19 (+23 vs. trip)    (+2 Dex, +2 natural)  Fort +5, Ref +6, Will +3  hp 26 (4 HD)  Space 5 ft.; Base Atk +4; CMB +7  Melee bite +7 (1d6+4 plus trip)   Trip (Ex) If the worg hits with its bite attack it can attempt to  trip  its  opponent  as  a  free  action  without  provoking  an  attack of opportunity. If its attempt fails, it is not tripped in  return.  Abilities Str 17, Dex 15, Con 13, Int 6, Wis 14, Cha 10  Feats Run, Skill Focus (Perception)  Skills as above plus Survival +5  Languages Common, Goblin  10    N E W F E A T S Half‐Goblins  of  the  Tangled  Wood  introduces  five  new  feats.  Each feat is presented in the following manner:    Prerequisites:  This  entry  is  absent  if  the  feat  has  no  prerequisites.  Otherwise,  it  lists  the  qualifying  features  a  character must have to select the feat.    Benefit:  This  section  details  what  the  feat  enables  the  character to do or lists the bonuses it provides.    Special:  If  the  feat  has  additional  benefits  (or  synergistic  qualities with another feat), they are listed here.    Normal: This listing is absent if not having the feat causes no  particular  drawback  or  penalty.  Otherwise,  it  presents  the  limitations or drawbacks faced by a character without this feat.  B A T T L E F E A T S Battle feats are a new kind of combat‐focused feat designed to  add flavour to combats featuring warriors of a given tribe. Such  feats  represent  the  warriors’  battle  training  and  tribal  fighting  style. Most require a base attack bonus of at least +1. Fighters  can use their bonus feats to choose Battle feats.  F O R E S T S T R I D E You are adept at moving through forest terrain.    Prerequisites: Dex 13.     Benefit:  When  in  forest  terrain,  you  can  move  through  10  feet of difficult terrain each round as if it were normal terrain.  Forest  Stride  enables  you  to  take  a  5‐foot  step  into  difficult  terrain while in a forest.  F O R E S T W A R R I O R [B A T T L E ] You are adept at fighting in woodland.    Prerequisites: Tribal membership (half‐goblin).     Benefit: You are skilled at fighting in woodlands and forests  and  are  able  to  gain  extra  protection  from  the  environment.  When adjacent or in a square containing a tree, the cover bonus  bestowed  by  the  tree  increases  by  1.  Similarly,  if  you  are  adjacent  or  in  a  square  containing  undergrowth  providing  concealment  the  miss  chance  bestowed  by  that  concealment  increases by 5%.  G R E A T E R F O R E S T S T R I D E You are adept at moving through forest terrain.    Prerequisites: Dex 15, Forest Stride    Benefit:  When  in  forest  terrain,  you  can  move  through  30  feet of difficult terrain each round as if it were normal terrain.   G R E A T E R S K I R M I S H E R [B A T T L E ] Moving swiftly, you dodge your opponent’s attacks.    Prerequisites: Tribal membership (half‐goblin), Skirmisher.     Benefit: If you move 20 ft. or more before attacking you gain  a +1 circumstance bonus to attack rolls and a +1 dodge bonus to  AC until the start of your next turn. These bonuses stack with  those granted by Skirmisher.  S K I R M I S H E R [B A T T L E ] Moving swiftly, you dodge your opponent’s attacks.    Prerequisites: Tribal membership (half‐goblin), Dodge.     Benefit: If you move 20 ft. or more before attacking you gain  a  +1  circumstance  bonus  to  attack  rolls  and  a  +1  dodge  bonus  to  AC  until  the  start  of  your next turn.    11    N E W S P E L L S Half‐goblin adepts have developed two new spells with which to  defeat their hated enemies. They appear below, alphabetically.   M I A S M A O F E N E R V A T I O N Level Adept 3, cleric 3 (conjuration [creation])   Casting Time 1 standard action; Components V, S, DF  Range medium (100 ft. + 10 ft./level); Area 20‐ft. radius spread;  Duration 1 round/level  Saving Throw Fortitude negates; Spell Resistance yes  This  spell  enervates  creatures  within  its  area  of  affect.  Characters  in  the  area  are  fatigued  (character  can  neither  run  nor  charge  and  takes  a  ‐2  penalty  on  Strength  and  Dexterity)  unless they succeed on a Fortitude saving throw.    M I A S M A O F H A T R E D Level  Adept  2,  cleric  2  (enchantment  [compulsion,  mind‐ affecting])   Casting Time 1 standard action; Components V, S, DF  Range medium (100 ft. + 10 ft./level); Area creatures in a 20‐ft.‐ radiusa spread; Duration concentration, up to 1 round/level  (D)  Saving Throw Will negates; Spell Resistance yes  This spell drives the targets into a wild frenzy of anger. You have  no  control  over  the  affected  creatures,  who  simply  try  to  slay  any  visible  enemies.  Affected  creatures  make  every  effort  to  melee their enemies as quickly as possible, but such creatures  gain  an  additional  immediate  saving  throw  if  they  must  cross  some obvious hazard (such as a chasm) to do so. Finally, miasma  of hatred inflicts a ‐2 penalty to AC as the affected creatures hurl  themselves at their enemies.    This  spell  automatically  suppresses  (but  does  not  dispel)  calm emotions. It also suppresses any fear effects and removes  the  confused  condition.  While  miasma  of  hatred  is  in  effect,  suppressed spells, conditions and effects have no effect. When  the  miasma  of  hatred  ends,  the  original  spells  or  effects  take  hold  of  the  creature  again,  providing  their  duration  has  not  expired in the meantime.    B R A A L NE god of Hate, Malice and Revenge    Epithets: The Hated, the Wreaker, Dweller in Shadows    Symbol: A cloven skull    Domains: Destruction, Evil and Trickery    Favoured Weapon: Morningstar    Raiment: Braal’s faithful wear cowled black cloaks smeared  with  the  blood  of  their  sacrifices.  Adherents  also  shave  their  heads.    Teachings: Strike from the shadows; punish those who have  wronged  you  and  show  no  mercy.  Take  what  you  want  and  destroy that which you cannot take.     Holy  Texts:  The  worship  of  Braal  is  not  as  prescriptive  as  other  religions.  No  universally  agreed  upon  text  exists,  but  several dark tomes are preferred by various sects.    Adept Spell List: Half‐goblin adepts worshipping Braal enjoy  access to a different spell list to that of normal adepts.    0—create  water,  detect  magic,  ghost  sound,  guidance,  know  direction,  mending,  purify  food  and  drink,  read  magic,  stabilise, touch of fatigue.    1st—bless, burning hands, cause fear, command, cure light  wounds,  detect  chaos,  detect  evil,  detect  good,  detect  law,  faerie fire, magic fang, obscuring wind, protection from chaos,  protection from evil, protection from good, protection from law,  sleep.    2nd—aid,    bear’s  endurance,  bull’s  strength,  cat’s  grace,  cure  moderate  wounds,  darkness,  delay  poison,  miasma  of  hatred,    owl’s  wisdom,  resist  energy,  scorching  ray,  see  invisibility, tree shape, undetectable alignment.    3rd—animate  dead,  bestow  curse,  contagion,  cure  serious  wounds,  deeper  darkness,  miasma  of  enervation,  neutralize  poison,  poison,  remove  curse,  remove  disease,  tongues,  wind  wall.    4th—cure critical wounds, freedom of movement, ice storm,  stoneskin, unholy blight, wall of fire.    5th—cloudkill,  commune,  greater  command,  harm,  heal,  true seeing, unhallow, waves of fatigue.  12   N E W M A G I C I T E M S The half‐goblins of the Tangled Wood have created several magi  items unique to themselves and have scavenged others from the  tumbled ruins of an elder civilisation hidden beneath the boughs  of their forest home.  C L O A K O F T H E W O O D L A N D S This mottled green and brown leather cloak has a deep cowl.  Aura  faint  (abjuration  and  transmutation;  DC  16  Knowledge  [arcana]) Identify DC 18 Spellcraft   Lore (DC 10 Perception) The cloak is exceptionally well‐oiled and  free of burrs, rips and tears.  Lore (DC 16 Knowledge [nature]) As if moved by a gentle wind,  vegetation  seems  to  sway  away  from  the  cloak  when  it  is  brought near.    Abilities  The  cloak  of  the  woodlands  affects  its  owner  with  a  pass  without  trace  spell  as  long  as  it  is  worn. Additionally,  once per day the wearer can cast hide from animals.  Activation use‐activated and command word; CL 3rd  Requirements  Craft  Wondrous  Item,  hide  from  animals,  pass  without trace; Cost 1,500 gp; Price 3,000 gp  O I L O F E N T A N G L E Thick green oil fills this flask.  Aura  faint  (transmutation;  DC  16  Knowledge  [arcana])  Identify  DC  18  Spellcraft   Lore  (DC  15  Knowledge  [nature])  The o l contains mashed up berries  and twigs that seemingly move of  their own volition.   i e s Abilities When this oil is pour d  on  the  ground,  the  vegetation  within a 40 ft. radiu  spread is  affected  as  if  by  an  entangle  spell.  Activation  use‐activated;  CL  3rd  Requirements  Brew  Potion,  entangle; Cost 75 gp; Price 150  gp  O I L O F P L A N T G R O W T H Viscous and lumpy green oil fills this flask.   Aura faint (transmutation; DC 18 Knowledge [arcana]) Identify  DC 20 Spellcraft   Lore  (DC  16  Knowledge  [nature])  The  smell  of  this  potion  is  reminiscent of deep woodland in the depths of summer.   Abilities When this oil is poured on the ground, the vegetation  within a 100 ft. radius circle is affected by the overgrowth  option of the plant growth spell.  Activation use‐activated; CL 5th  Requirements Brew Potion, plant growth; Cost 150 gp; Price 250  gp  A R C H E R ’ S B U C K L E R This buckler is composed of dark wood banded by dull, chipped  metal rim. Its boss is similarly dented.  Aura moderate (conjuration; DC 20 Knowledge [arcana]) Identify  DC 24 Spellcraft   Lore  (DC  5  Knowledge  [nature])  This  buckler  is  crafted  from  darkwood.  Lore (DC 10 Craft [armour] or Profession [armourer]) Despite its  appearance, this buckler is in exceptional condition.  Abilities This +1 darkwood buckler has a small extradimensional  space  capable  of  holding  60  arrows.  When  the  buckler  is  strapped  to  his  arm,  the  owner  can  see  and  access  the  extradimensional space. The wearer can draw forth arrows  from  the  buckler  as  if  using  a  normal  quiver,  but  drawing  anything  else  requires  a  move  action.  The  archer’s  buckler  weighs the same (3 lbs.) no matter what is stored within. The  extradimensional space can hold no single item longer than  an arrow.  Activation use‐activated; CL 9th  Requirements Craft Magic Arms and Armour, secret chest; Cost  1,050 gp; Price 2,100 gp      13    M I N O R E N C O U N T E R S W I T H H A L F - G O B L I N S HALF‐GOBLIN ARCHER   CR  1/2  (XP  200)  This bald, scrawny humanoid wears studded leather armour and  carries a shortbow.   Male half‐goblin fighter 1   NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +1, Sense Motive +1  Speed 35 ft.  ACP ‐1; Climb +5, Ride +5, Stealth +4  AC 18, touch 14, flat‐footed 14; CMD 17; Dodge, Mobility    (+3 Dex, +3 armour [studded leather], +1 shield [mwk buckler],  +1 dodge)  Fort +3, Ref +3, Will +1  hp 12 (1 HD)  Space 5 ft.; Base Atk +1; CMB +3  Melee hand axe +3 (1d6+2/x3)   Ranged shortbow (range 60 ft.) +4 (1d6/x3)  Combat Gear 20 arrows, potion of cure light wounds  Abilities Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8  Feats Dodge, FleetB, Mobility  Skills as above  Languages Common, Goblin  Gear as above plus 1d6 sp  HALF‐GOBLIN SNEAK THIEF  CR  1/2  (XP  200)  Clad in leather armour this skinny, bald humanoid carries a light  crossbow. Its head seems oversized for its body and its eyes  burn with malevolence.  Male half‐goblin rogue 1   NE Medium humanoid (goblinoid, human)  Init  +7;  Senses  darkvision  60  ft.;  Perception  +4  (+5  vs.  traps),  Sense Motive +0  Speed 35 ft.  ACP 0; Acrobatics +7, Climb +5, Escape Artist +7, Ride +5, Stealth  +9, Swim +5  AC 16, touch 13, flat‐footed 13; CMD 14    (+3 Dex, +2 armour [leather], +1 shield [mwk buckler])  Fort +2, Ref +5, Will +0  hp 11 (1 HD)  Space 5 ft.; Base Atk +0; CMB +1   Ranged light crossbow (range 60 ft.) +3 (1d8/19‐20)  Melee short sword +1 (1d6/19‐20)   Atk Options sneak attack +1d6  Combat Gear 20 bolts, potion of cure light wounds, tanglefoot  bag  Abilities Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 8  SQ trapfinding  Feats FleetB, Improved Initiative  Skills as above plus Appraise +5, Disable Device +8, Intimidate +3  Languages Common, Goblin  Gear as above plus belt pouch, 12 sp  HALF‐GOBLIN RANGER   CR  1/2  (XP  200)  This short, scrawny and bald female has beady hate‐filled eyes. A  sneer  mars  her  already  ugly  countenance.  She  wears  dirty  studded leather armour and carries a longbow.  Female half‐goblin ranger 1   NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +5 (+7 vs. humans),  Sense Motive +1 (+3 vs. humans)  Speed 35 ft.  ACP ‐1; Climb +5, Ride +5, Stealth +8  AC 17, touch 13, flat‐footed 14; CMD 16    (+3 Dex, +3 armour [mwk studded leather], +1 shield [buckler])  Fort +3, Ref +5, Will +1  hp 12 (1 HD)  Space 5 ft.; Base Atk +1; CMB +3   Ranged longbow (range 100 ft.) +5 (1d8/x3)  Melee longsword +3 (1d8+2/19‐20)   Atk Options favoured enemy (human +2)  Combat Gear 20 arrows, potion of cure light wounds, tanglefoot  bag  Abilities Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8  SQ track +1, wild empathy +0 (4 vs. magical beasts)  Feats FleetB, Weapon Focus (longbow)  Skills  as  above  plus  Bluff  ‐1  (+1  vs.  humans),  Knowledge  (dungeoneering) +4, Knowledge (nature) +4, Survival +5 (+6  tracking or +8 tracking humans)  Languages Common, Goblin  Gear as above plus belt pouch, 3 sp  HALF‐GOBLIN WARRIOR   CR  1/2  (XP  200)  This bald, scrawny humanoid wears studded leather armour and  carries a battleaxe   Male half‐goblin fighter 1  NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +1, Sense Motive +1  Speed 35 ft.  ACP ‐3; Climb +3, Ride +3, Stealth +2  AC 19, touch 14, flat‐footed 15; CMD 17; Dodge    (+3  Dex,  +3  armour  [studded  leather],  +2  shield  [heavy  wooden], +1 dodge)  Fort +3, Ref +3, Will +1  hp 12 (1 HD)  Space 5 ft.; Base Atk +1; CMB +3  Melee battleaxe +4 (1d8+2/x3)  Ranged throwing axe (range 10 ft.) +4 (1d6+2)  Combat Gear throwing axe (2), potion of cure light wounds  Abilities Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8  Feats Dodge, FleetB, Weapon Focus (battleaxe)  Skills as above  Languages Common, Goblin  Gear as above plus 1d6 sp      14    HALF‐GOBLIN S ORCERER  CR  1  (XP  400)  This scrawny creature stands about 5 ft. tall. Slightly pointed ears  frame the man’s freakishly oversized, bald head. His scarred  face is twisted into a cruel grimace.   Male half‐goblin sorcerer (goblin) 2   NE Medium humanoid (goblinoid, human)  Init +2; Senses darkvision 60 ft.; Perception ‐1, Sense Motive ‐1  Speed 35 ft.  ACP 0; Ride +4, Stealth +4  AC 16, touch 12, flat‐footed 14; CMD 15    (+2 Dex, +4 armour [mage armour])  Fort +1, Ref +2, Will +2  hp 14 (2 HD)  Space 5 ft.; Base Atk +1; CMB +3   Melee mwk morningstar +4 (1d8+2)   Special Actions confusing bolt (5/day)  Confusing Bolt (Sp) With a successful ranged touch attack, the  sorcerer causes a creature within 30 ft. to act as if affected  by  a  confusion  spell  for  1  round.  A  creature  affected  by  confusing bolt is immune to its effects for 24 hours.  Sorcerer Spells Known (CL 2nd; concentration +4)  1st (5/day [4 remaining])—colour spray (DC 13), mage armour  0—acid splash, dancing lights, daze (DC 12), detect magic, mage  hand  Combat Gear scroll of expeditious retreat, scroll of identify, scroll  of sleep  Abilities Str 15, Dex 14, Con 12, Int 10, Wis 8, Cha 15  SQ bloodline arcana (goblin)  Feats Eschew MaterialsB, FleetB, Toughness  Skills  as  above  plus  Knowledge  (arcana)  +4,  Knowledge  (dungeoneering) +4, Spellcraft +5  Languages Common, Goblin  Gear as above plus 23, sp, 46 gp  ALTERNATIVE SPELL LISTS  1st (5/day [4 remaining])—mage armour, sleep (DC 13)  0—dancing lights, daze (DC 12), mage hand, prestidigitation, ray  of frost    HALF‐GOBLIN ADEPT   CR  1  (XP  400)  Clad in filthy furs, this scrawny woman has slightly pointed ears  and an oversized head.  Female half‐goblin adept 3  NE Medium humanoid (goblinoid, human)  Init +5; Senses darkvision 60 ft.; Perception +2 (+4 if familiar in  arm’s reach), Sense Motive +2(+4 if familiar in arm’s reach)  Speed 35 ft.  ACP 0; Ride +3, Stealth +3  AC 12, touch 11, flat‐footed 11; CMD 11    (+1 Dex, +1 armour [padded])  Fort +1, Ref +2, Will +6  hp 16 (3 HD)  Space 5 ft.; Base Atk +1; CMB +0  Melee mwk sickle +1 (1d6‐1)   Ranged dart (range 20 ft.) +2 (1d4‐1)  Adept Spells Prepared (CL 3rd; concentration +5, share spells)  1st—bless, burning hands (DC 13), sleep (DC 13)  0—detect magic, mending, stabilize  Combat Gear darts (5), potion of invisibility, scroll of cure light  wounds (2), tanglefoot bag (2)  Abilities Str 8, Dex 12, Con 10, Int 9, Wis 15, Cha 1  SQ summon familiar (toad [hp 6])  Feats AlertnessB, FleetB, Improved Initiative, Toughness   Skills as above plus Heal +6, Knowledge (religion) +3, Survival +6  Languages Common, Goblin, empathic link  Gear as above plus  ALTERNATIVE SPELL LISTS  1st—bless, cure light wounds (2)  0—detect magic, ghost sound (DC 12), touch of fatigue    1st—obscuring mist, protection from good, sleep (DC 13)  0—detect magic, mending, stabilize  P L A C E O F P O W E R ( E L 3 ; X P 8 0 0 ) Opponents (EL 3) sorcerer (1), sneak thief (1), warrior (2)  EL 2 (600 XP) Remove the sneak thief; EL 4 (1,200 XP) Add one  adept.  Morale The half‐goblins retreat if half their number is slain or  incapacitated.  Terrain ruined temple surrounded by dense forest; Encounter  Distance 3d6 x 10 ft.  A  half‐goblin  sorcerer  and  a  few  guards  are  investigating  a  ruined temple hidden deep in the wood. The temple is nothing  but a ruined shell, but the half‐goblins are poking about around  the altar in search of hidden treasures. None are on watch and  so the PCs may enter the ruins before becoming aware of the  intruders.     By the time the PCs have arrived, the half‐goblins have dug  several holes throughout the ruin in search of treasure.   H U N T E R S ( E L 2 ; X P 6 0 0 ) Opponents (EL 2) ranger (2), sneak thief (1)  EL 1 (400 XP): Remove one ranger; EL 3 (800 XP): Add one sneak  thief.  Morale If injured or spotted during their attempted theft, the  half‐goblins retreat firing their bows to discourage pursuit.   Terrain medium forest; Encounter Distance 2d8 x 10 ft.  The  half‐goblins  sneak  through  the  wood,  in  search  of  prey.  Although  they are  not  expecting  trouble,  they are  wary.  Each  carries a bloody sack containing slain rabbits, squirrels and so  on. If the hunters spot the PCs, they hide and once the PCs have  past follow their tracks. They sneak into camp in the dead of  night, deal with any sentries and then steal any easily portable  wealth lying around.   15    M A J O R E N C O U N T E R S W I T H H A L F - G O B L I N S HALF‐GOBLIN ELITE ARCHER   CR  2  (XP  600)  This bald, scrawny humanoid wears studded leather armour and  carries a shortbow.    Male half‐goblin fighter 3  NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +1, Sense Motive +1  Speed 35 ft.  ACP 0; Acrobatics +5, Climb +6, Ride +6, Stealth +6  AC 18, touch 14, flat‐footed 14; CMD 19; Dodge, Mobility    (+3  Dex,  +3  armour  [mwk  studded  leather],  +1  shield  [mwk  buckler], +1 dodge)  Fort +4, Ref +4, Will +2; +1 vs. fear  hp 27 (3 HD)  Space 5 ft.; Base Atk +3; CMB +5  Melee mwk hand axe +6 (1d6+2/x3)   Ranged mwk composite shortbow (range 60 ft.) +7 (1d6+2/x3)  Atk Options Point Blank Shot, Precise Shot  Combat Gear 20 arrows, potion of cure moderate wounds  Abilities Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8  SQ armour training (1), bravery  Feats Dodge, FleetB, Mobility, Point Blank Shot, Precise Shot  Skills as above plus Handle Animal +3  Languages Common, Goblin  Gear as above plus 2d10 gp sp  HALF‐GOBLIN ELITE SNEAK THIEF  CR  2  (XP  600)  Clad in chain armour this skinny, bald humanoid carries a light  crossbow. Its head seems oversized for its body and its eyes  burn with malevolence.  Male half‐goblin rogue 3  NE Medium humanoid (goblinoid, human)  Init  +7;  Senses  darkvision  60  ft.;  Perception  +6  (+7  vs.  traps),  Sense Motive +0  Speed 35 ft.  ACP 0; Acrobatics +9, Climb +7, Escape Artist +9, Ride +5, Stealth  +11 (fast stealth), Swim +7  AC 18, touch 13, flat‐footed 15; CMD 16; +1 vs. traps    (+3 Dex, +4 armour [mw chain shirt], +1 shield [mwk buckler])  Fort +3, Ref +6 (+7 vs. traps; evasion), Will +1  hp 26 (3 HD)  Space 5 ft.; Base Atk +2 CMB +3   Ranged mwk light crossbow (range 60 ft.) +6 (1d8/19‐20)  Melee mwk short sword +6 (1d6/19‐20)  Atk Options sneak attack +2d6  Combat Gear 20 bolts, potion of cure moderate wounds, potion  of invisibility, tanglefoot bag  Abilities Str 13, Dex 17, Con 14, Int 12, Wis 10, Cha 8  SQ rogue talent (fast stealth), trapfinding, trap sense +1  Feats FleetB, Improved Initiative, Weapon Finesse  Skills as above plus Appraise +7, Disable Device +12, Intimidate  +5  Languages Common, Goblin  Gear as above plus belt pouch, mwk thieves’ tools, 2d10 gp  HALF‐GOBLIN ELITE RANGER   CR  2  (XP  600)  This short, scrawny and bald female has beady hate‐filled eyes.  Female half‐goblin ranger 2/rogue 1  NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +7 (+8 vs. traps, +9  vs. humans), Sense Motive +1 (+3 vs. humans)  Speed 35 ft.  ACP ‐1; Acrobatics +9, Climb +7, Ride +5, Stealth +10  AC 18, touch 13, flat‐footed 15; CMD 17    (+3 Dex, +4 armour [mwk chain shirt], +1 shield [mwk buckler])  Fort +4, Ref +8, Will +1  hp 23 (3 HD)  Space 5 ft.; Base Atk +2; CMB +4  Ranged mwk composite longbow (range 100 ft.) +7 (1d8+2/x3)  Melee mwk longsword +5 (1d8+2/19‐20)   Atk  Options  Point  Blank  Shot,  Precise  Shot,  favoured  enemy  (human +2), sneak attack +1d6  Combat  Gear  20  arrows,  potion  of  cure  moderate  wounds,  tanglefoot bag  Abilities Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8  SQ  combat  style  (archery),  track  +1,  wild  empathy  +1  (‐3  vs.  magical beasts)  Feats  FleetB,  Point  Blank  Shot,  Precise  ShotB,  Weapon  Focus  (longbow)  Skills as above plus Bluff ‐1 (+1 vs. humans), Disable Device +12,  Knowledge  (dungeoneering)  +5,  Knowledge  (nature)  +5,  Survival +7 (+8 tracking or +10 tracking humans)  Languages Common, Goblin  Gear as above plus belt pouch, 2d10 gp  HALF‐GOBLIN ELITE WARRIOR   CR  2  (XP  600)  This scrawny warrior wears chainmail and carries a battleaxe.   Male half‐goblin fighter 3  NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +1, Sense Motive +1  Speed 35 ft.  ACP ‐1; Climb +7, Ride +7, Stealth +4  AC 21, touch 14, flat‐footed 17; CMD 19; Dodge    (+3 Dex, +4 armour [mwk chain shirt], +3 shield [mwk heavy  wooden], +1 dodge)  Fort +4, Ref +4, Will +2; +1 vs fear  hp 27 (3 HD)  Space 5 ft.; Base Atk +3; CMB +5  Melee mwk battleaxe +7 (1d8+2/x3)  Ranged mwk shortspear (range 20 ft.) +6 (1d6+2)  Atk Options Power Attack (‐1 attack, +2 damage)  Combat Gear potion of cure moderate wounds   Abilities Str 15, Dex 16, Con 13, Int 10, Wis 12, Cha 8  SQ armour training (1), bravery  Feats Dodge, FleetB, Power Attack, Shield Focus, Weapon Focus  (battleaxe)  Skills as above  Languages Common, Goblin  Gear as above plus 2d10 gp  16   HALF‐GOBLIN S ORCERER  CR  3  (XP  800)  This scrawny creature stands about 5 ft. tall. Slightly pointed ears  frame the man’s freakishly oversized, bald head. His scarred  face is twisted into a cruel grimace.     Male half‐goblin sorcerer (goblin) 4   NE Medium humanoid (goblinoid, human)  Init +2; Senses darkvision 60 ft.; Perception ‐1, Sense Motive ‐1  Speed 35 ft.; woodland stride  Woodland Stride (Ex) The sorcerer can more through any sort of  undergrowth  at  normal  speed  without  taking  damage  or  suffering  any  other  impairment.  Thorns,  briars  and  overgrown areas magically manipulated to impede motion,  however, still affect him.   ACP 0; Ride +4, Stealth +9  AC 16, touch 12, flat‐footed 14; CMD 16    (+2 Dex, +4 armour [mage armour])  Fort +3, Ref +4, Will +4  hp 29 (4 HD)  Space 5 ft.; Base Atk +2; CMB +4  Melee mwk morningstar +5 (1d8+2)   Special Actions confusing bolt (6/day)  Confusing Bolt (Sp) With a successful ranged touch attack, the  sorcerer causes a creature within 30 ft. to act as if affected  by  a  confusion  spell  for  2  rounds.  A  creature  affected  by  confusing bolt is immune to its effects for 24 hours.  Sorcerer  Spells  Known  (CL  4th;  concentration  +7  [+11  casting  defensively or while grappled)  2nd (4/day)—blindness/deafness (DC 15)  1st  (7/day  [6  remaining])—charm  person  (DC  16),  colour  spray  (DC 14), expeditious retreat, mage armour  0—acid splash, dancing lights, daze (DC 13), detect magic, mage  hand, read magic  Combat Gear potion of cure light wounds (2), scroll of invisibility,  web  Abilities Str 15, Dex 14, Con 12, Int 10, Wis 8, Cha 16  SQ bloodline arcana (goblin)  Feats Combat Casting, Eschew MaterialsB, FleetB, Toughness  Skills  as  above  plus  Knowledge  (arcana)  +4,  Knowledge  (dungeoneering) +4, Spellcraft +7  Languages Common, Goblin  Gear as above plus cloak of resistance +1, 23, sp, 46 gp  HALF‐GOBLIN GREATER ADEPT  CR  3  (XP  800)  This tall, scrawny and bald woman’s eyes burn with malevolence.  Female half‐goblin adept (Braal) 5  NE Medium humanoid (goblinoid, human)  Init ‐1; Senses darkvision 60 ft.; Perception +3 (+5 if familiar in  arm’s reach), Sense Motive +3 (+5 if familiar in arm’s reach)  Speed 35 ft.  ACP 0; Ride +1, Stealth +1  AC 10, touch 9, flat‐footed 10; CMD 10    (‐1 Dex, +1 armour [bracers of armour +1])  Fort +1, Ref +2, Will +7  hp 30 (5 HD)  Space 5 ft.; Base Atk +2; CMB +1  Melee sickle +1 (1d6‐1)  Ranged light crossbow (range 80 ft.) +1 (1d8/19‐20)  Adept Spells Prepared (CL 5th, concentration +8, share spells)  2nd—miasma of hatred (DC 15), web (DC 15)  1st—bless, burning hands (DC 14), obscuring mist  0—detect magic, ghost sound (DC 13), stabilise  Combat  Gear  10  bolts,  potion  of  cure  moderate  wounds,  3  screaming bolts, scroll of protection from good  Abilities Str 8, Dex 9, Con 10, Int 11, Wis 16, Cha 12  SQ summon familiar (toad)  Feats FleetB, Lightning Reflexes, Scribe Scroll, Toughness  Skills as above plus Heal +8, Knowledge (nature) +5, Knowledge  (religion) +5, Spellcraft +5, Survival +8,  Languages Common, Goblin, empathic link, speak with familiar  Gear as above plus spell component pouch, 12 gp  ALTERNATIVE SPELL LISTS  2nd—cure moderate wounds, mirror image  1st—bless, cure light wounds, obscuring mist  0—detect magic, ghost sound (DC 13), touch of fatigue (DC 13)    2nd—aid, cure moderate wounds  1st—burning hands (DC 14), cure light wounds, obscuring mist  0—detect magic, stabilize, touch of fatigue (DC 13) E L I T E R A I D E R S ( E L 7 ; X P 3 , 2 0 0 ) Opponents  (EL  7)  greater  sorcerer  (1),  elite  archer  (2),  elite  warrior (2)  EL 6 (2,400 XP): Remove the greater sorcerer; EL 8 (4,800 XP):  Add one greater sorcerer and one greater adept.  Morale A half‐goblin reduced to below half hit points retreats.   Terrain medium forest; Encounter Distance 2d8 x 10 ft.  Planning to raid a nearby settlement these elite half‐goblins are  not averse to attacking targets of opportunity. If the PCs attack  the half‐goblins, they flee. If the half‐goblins spot the PCs, they  arrange a hasty ambush. Alternatively, the PCs could encounter  the  raiders  returning  to  their  clanhold  after  a  successful  raid.  The half‐goblins could even have recently captured slaves (who  would be very grateful to be rescued) with them.   A M B U S H ( E L 6 ; X P 2 , 4 0 0 ) Opponents  (EL  6)  half‐goblin  ranger  (1),  elite  sneak  thief  (1),  elite archer (2)  EL  5  (1,600  XP):  Apply  the  young  template  to  all  the  half‐ goblins; EL 7 (3,200 XP): Add the advanced template to all  the half‐goblins.  Morale If reduced to half hit points, a half‐goblin flees.  Terrain medium forest; Encounter Distance 2d8 x 10 ft.  The half‐goblins lurk by a well‐used trail waiting for a tempting  target  to  pass  by.  They  swamp  their  target  with  arrows,  concentrating on archers and spellcasters. If their targets close  to melee, the half‐goblins slowly retreat while shooting. 17   P E R S O N A : A N A R L A  loner,  Anarl  stalks  the  Tangled  Wood  in  search  of  prey  and  ancient wellsprings of the atavistic spirits in which he believes.   A devotee of the ancient woodland spirits, Anarl is at odds with  his  fellows’  reverence  of  Braal.  Valued  for  his  woodland  knowledge and hunting skill the clan elders respect his opinions  and often give him leave to range in the deepest reaches of his  woodland home.  Background: Anarl hails from a small clan all but wiped out  by adventurers years ago. For several years, he dwelled in the  forest, learning its secret ways and communing with its spirits.  Marauding  goblins  forced  him  to  return  to  his  kin;  few  half‐ goblins know the deep reaches of the forest as does Anarl.     Personality:  Much  happier  alone  than  in  a  group,  Anarl  rarely speaks. He hates humans, goblins and wolves passionately  and enjoys hunting such. Anarl possesses great confidence in his  own skills and is arrogant and difficult to befriend.     Mannerisms: Anarl incessantly chews his nails and picks his  nose.     Distinguishing  Features:  Once  savaged  by  a  starving  wolf,  the scars of that encounter still cover his face and shoulders. He  is missing several teeth and his breath stinks. Anarl only bathes  when  forced  to  swim  and  is  thus  often  covered  in  mud  and  grime.    Hooks:  A  skilled  hunter  and  tracker,  Anarl  often  stalks  the  deep woodlands keeping watch for encroaching human or goblin  intruders.  He  remains  in  the  wilderness  for  weeks  at  a  time,  emerging  tired,  dishevelled,  but  happy.  If  he  encounters  wanderers, he surreptitiously follows them attacking when they  are engaged with other enemies.    Tactics:  Anarl  prefers  ranged  combat  to  melee,  and  uses  woodland  stride  to  keep  away  from  his  enemies.  He  uses  his  longbow and spells (particularly call lightning) to injure his foes  from range, honing in on injured or isolated targets. In battle, he  prefers  to  strike  at  obvious  spellcasters  –  particularly  clerics  –  first.  Enemies  employing  fire  mark  themselves  for  his  special  wrath.  He  uses  wild  shape  to  flee  any  truly  dangerous  encounter.    He offers no mercy to his foes, with the exception of druids,  whom he on occasion spares if they venerate the woodlands as  he does.       Special  Actions  spontaneous  casting  (summon  nature’s  ally),  storm  burst  (5/day),  wild  shape  (beast  shape  I,  Natural  Spell, 5 hours)  Storm  Burst  (Sp)  As  a  ranged  touch  attack,  Anarl  creates  a  storm  that  targets  one  foe  within  30  ft.  The  storm  deals  1d6+2 damage and inflicts a ‐2 penalty on attack rolls for 1  round.  Druid  Spells  Prepared  (CL  5th;  concentration  +7  [+11  casting  defensively or grappling]; Weather domain)  3rd—call lightningD (DC 15), wind wall  2nd—barkskin, cat’s grace, fog cloudD, warp wood (DC 14)  1st—cure  light  wounds  (2),  faerie  fire,  longstrider,  obscuring  mistD  0—detect magic, detect poison, resistance, stabilize  Combat Gear oil of plant growth, potion of cure serious wounds,  scroll of wind wall, wand of call lightning (15 charges)  Abilities Str 13, Dex 16, Con 14, Int 8, Wis 15, Cha 10  SQ  combat  style  (archery),  nature’s  bond  (weather  domain),  nature sense, track +1, resist nature’s lure, wild empathy +5  (+1 vs. magical beasts)  Feats  Combat  Casting,  EnduranceB,  FleetB,  Forest  Warrior,  Natural Spell, Point Blank ShotB, Precise Shot  Skills as above plus Bluff +0 (+2 vs. humans), Handle Animal +5,  (geography)  +3 (+5  in  forest),  Knowledge  (local)  ‐1  (+1  vs.  humans), Knowledge (nature) +6, Knowledge (religion) +3,  Survival  +12  (+13  tracking,  +14  in  forest,  +15  tracking  humans or tracking in forest, +17 tracking humans in forest)  Languages Common, Druidic, Goblin  Gear as above plus  ANARL   CR  7  (XP  3,200)  This  filthy,  scrawny  humanoid  wears  filthy  studded  leather  armour, but move with silent grace.  Male half‐goblin druid 5/ranger 3  NE Medium humanoid (goblinoid, human)  Init  +3  (+5  in  forest);  Senses  darkvision  60  ft.;  Perception  +9  (+11  vs.  humans  or  in  forest,  +13  vs.  humans  in  forest),  Sense Motive +2 (+4 vs. humans)  Speed 35 ft.; trackless step, woodland stride  Trackless Step (Ex) Anarl leaves no trail in natural surroundings  and cannot be tracked.  Woodland  Stride  (Ex)  Anarl  can  move  through  any  sort  of  undergrowth  at  his  normal  speed  and  without  taking  damage  or  suffering  impairment.  Areas  magically  manipulated to impede motion, however still affect him.  ACP 0; Climb +6, Ride +7, Stealth +14 (+16 in forest), Swim +5  AC 19, touch 13, flat‐footed 16; CMD 20; Forest Warrior    (+3  Dex,  +4  armour  [+1  studded  leather],  +2  shield  [+1  buckler])  Fort +9, Ref +7, Will +7; +4 vs. fey’s spell‐like and supernatural  abilities and any spells or effects that utilize or target plants.  hp 63  (8 HD)  Space 5 ft.; Base Atk +6; CMB +7  Ranged  mwk  composite  longbow  (range  110  ft.)  +10/+5  (1d8+1/x3)  Melee mwk scimitar +8/+3 (1d6+1/18‐20)  Atk  Options  Point  Blank  Shot,  Precise  Shot,  favoured  enemy  (human +2), favoured terrain (forest +2)  18    P E R S O N A : C A R L I X A mighty half‐goblin warrior, Carlix is a particularly sadistic and  depraved individual. He enjoys slaying foes in single combat and  likes to torture and murder captives in front of their fellows.  A brute and a bully, Carlix has risen to his current position by  killing  or  intimidating  those  angering  him.  Consequently,  he  is  universally loathed (and feared) by his companions.    Few dare cross Carlix.  Background:  Born  into  a  poverty‐stricken  clan  with  few  prospects, Carlix has improved his station through his ferocity in  battle  and  reputation  for  unrelenting  cruelty.  Carlix  joined  his  clan’s  warband  in  a  desperate  attempt  to  escape  the  poverty  into which he was born. With his mother now dead – slain by an  unknown rival – Carlix lives for battle.    Personality:  A  violent  brute  with  no  friends  and  few  living  enemies,  Carlix  maintains  his  position  in  the  clan  by  being  angrier and more vicious than his fellows. He enjoys discovering  how  much  pain  a  captive  can  endure  and  often  keeps  such  unfortunates alive for days in excruciating pain.     At  some  point  in  the  past,  Carlix  developed  a  taste  for  human flesh and often hacks choice cuts from his fallen enemies  to consume later. Sometimes he consumes the flesh of yet living  captives, slicing choice cuts from their bodies and roasting it on a  fire in front of them.    A  proud  warrior,  he  has  an  overwhelming  desire  to  be  in  charge  of  any  given  situation  and  becomes  angry  if  his  advice  goes unheeded. He rarely backs down from a confrontation and  never apologises.     Hard spirits are his one true weakness; he often carries such  flasks  with  him  and  has  previously  initiated  raids  on  human  settlements solely to capture their supplies of drink. Ironically,  he suffers from terrible hangovers.     Mannerisms: When angry or otherwise agitated, Carlix pulls  and tugs at the stump of his left ear, causing it to bleed.    Distinguishing Features: A raggedly‐healed stump is all that  remains  of  Carlix’s  left  ear.  Bitten  off  in  a  vicious  fight  with  a  childhood  rival,  the  wound  has  never  fully  healed  and  occasionally weeps blood.     The  dried  blood  of  slain  enemies  often  covers  his  armour  and equipment.     Hooks:  Carlix  –  aided  by  several  of  his  fellows  –  is  busy  torturing  several  hapless  goblins  when  the  PCs  encounter  his  small band. Enraged, by the interruption he orders his men to  attack while he slaughters his helpless captives.     Alternatively, Carlix could lead a raid on a human settlement  where he perpetrates several unspeakable acts on prisoners. A  peasant  survives  the  massacre  and  is  able  to  give  a  good  description of the raid’s leader. The local lord offers a bounty for  the half‐goblin’s death or capture.     Tactics:  Atypically  for  a  half‐goblin,  Carlix  relishes  single  combat. Although he first strikes from range, he often charges  into battle to finish off injured foes – particularly warriors. He is  wary  of  wizards  and  the  like,  avoiding  them  unless  he  has  no  option. He particularly likes killing humans and seeks them out  above  all  other  foes.  He  is  surprisingly  nimble  on  his  feet  for  (such a brute), and uses his mobility to his advantage.      Atk  Options  Point  Blank  Shot,  Precise  Shot,  favoured  enemy  (human +2), favoured terrain (forest +2)  Combat Gear arrows (60), elixir of hiding, feather token (tree),  oil of entangle, potion of cat’s grace, potion of cure serious  wounds, potion of resist energy  Abilities Str 16, Dex 16, Con 14, Int 10, Wis 12, Cha 8  SQ  armour  training  (1),  bravery,  combat  style  (archery),  track  +1, wild empathy +2 (‐2 vs. magical beasts), weapon training  (bows +1)  Feats Dodge, EnduranceB, FleetB, Forest Stride, Forest Warrior,  Improved  Initiative,  Point  Blank  ShotB,  Precise  Shot,  Weapon Focus (longbow), Weapon Specialisation (longbow)  Skills  as  above  plus  Bluff  ‐1  (+1  vs.  humans),  Knowledge  (geography) +4 (+6 in forest), Knowledge (local) +0 (+2 vs.  humans), Knowledge (nature) +4, Survival +12 (+13 tracking,  +14 in forest, +15 tracking humans or tracking in forest, +17  tracking humans in forest)  Languages Common, Goblin  Gear as above plus 25 gp  CARLIX   CR  7  (XP  3,200)  Carrying a huge longbow this scrawny humanoid wears a chain  shirt and has a battered buckler strapped to one arm.  Female half‐goblin fighter 5/ranger 3  NE Medium humanoid (goblinoid, human)  Init  +7;  Senses  darkvision  60  ft.;  Perception  +12  (+14  vs.  humans  or  in  forest,  +16  vs.  humans  in  forest),  Sense  Motive +1 (+3 vs. humans)  Speed 35 ft.; Forest Stride  ACP 0; Climb +7, Ride +9, Stealth +16 (+18 in forest)  AC 21, touch 14, flat‐footed 17; CMD 25; Dodge, Forest Warrior    (+3 Dex, +5 armour [+1 chain shirt], +2 shield [+1 darkwood  buckler {archer’s buckler}], +1 dodge)  Fort +9, Ref +8, Will +3 (+4 vs. fear)  hp 69 (8 HD)  Space 5 ft.; Base Atk +8; CMB +11   Ranged  +1  composite  longbow  (range  110  ft.)  +14/+9  (1d8+7/x3)  Melee mwk battleaxe +12/+7 (1d8+3/x3)  19    P E R S O N A : S E V E R A Obsessed with places of the ancients, Severa stalks the Tangled  Wood searching for power to enable her to forge the disparate  clans of her people into a powerful force able to eradicate the  hated human and goblin infestations.   Always marked for greatness (at least in her own mind), Severa  has dedicated her life to exploring the crumbling ruins of elder  civilization. Drawn both by a lust for power and the tug of her  goblin  heritage  she  often  wanders  the  forest  with  a  few  elite  bodyguards.  Background: Daughter of a clan elder, Severa was born into  a  life  of  relative  privilege.  From  an  early  age,  she  grew  accustomed to being listened to and obeyed.     Personality:  Convinced  that  it  is  her  destiny  to  forge  the  clans  together,  lust  for  power  consumes  Severa.  She  manipulates  any  who  can  aid  her  in  her  quest.  She  is  utterly  without conscience and freely uses her considerable wiles to get  what she wants.     Mannerisms:  Severa  tolerates  no  arguments  against  her  plans and rarely heeds advice. She is extremely persuasive in her  speech, being an excellent orator and often uses expansive hand  gestures to make her point.     Distinguishing Features: Strangely alluring for a half‐goblin,  Severa  wears  her  long,  unkempt  hair  down  to  her  waist.  Hopelessly tangled, it gives her a wild, sultry look. Severa is one  of the few half‐goblins able to pass for a human.     Hooks: Exploring the forest, the PCs discover an overgrown  ruin.  Unfortunately,  Severa  has  already  discovered  the  place  (and  an  obviously  trapped  staircase  leading  downwards).  Surprised, she uses dominate person to control one of the party  and threatens to slay her new minion unless his friends bypass  the  magical  traps  and  bring  forth  any  treasure  hidden  below.   Alternatively, the PCs could encounter her in disguise as she  infiltrates a human settlement to steal a certain map or treatise  dealing with the ancient folk of the Tangled Wood.    Tactics:  Severa  never  willingly  places  herself  in  a  position  where foes can injure her. She hangs back from combat, hurling  spells  to  crush  opponents.  She  enjoys  crushing  an  opponent’s  will  and  forcing  it  to  attack  its  companions.  This  amuses  her  greatly; cackling often accompanies such attacks.  SEVERA   CR  9  (XP  6,400)  Clad in robes of woodland hues, this scrawny woman radiates  raw magnetism and strength of will.   Female half‐goblin sorcerer (goblin) 10  NE Medium humanoid (goblinoid, human)  Init +6; Senses darkvision 60 ft.; Perception +0, Sense Motive +0  Speed 35 ft.; woodland stride  Woodland  Stride  (Ex)  Severa  can  more  through  any  sort  of  undergrowth  at  normal  speed  without  taking  damage  or  suffering  any  other  impairment.  Thorns,  briars  and  overgrown areas magically manipulated to impede motion,  however, still affect her.   ACP 0; Fly +10, Ride +4, Stealth +17  AC 19, touch 14, flat‐footed 16; CMD 18    (+2  Dex,  +4  armour  [mage  armour],  +1  deflection  [ring  of  protection  +1],  +1  dodge,  +1  natural  [amulet  of  natural  armour +1])  Fort +5, Ref +6, Will +8  hp 67 (10 HD)  Space 5 ft.; Base Atk +5; CMB +4  Melee mwk sickle +5 (1d6‐1)   Special  Actions  confusing  bolt  (8/day),  deepening  shadows  (1/day)  Confusing  Bolt  (Sp)  With  a  successful  ranged  touch  attack,  Severa causes a creature within 30 ft. to act as if affected by  a  confusion  spell  for  5  rounds.  A  creature  affected  by  confusing bolt is immune to its effects for 24 hours.  Deepening Shadows (Sp) Severa can summon a zone of deep  shadows  equal  to  deeper  darkness  in  a  10‐foot‐radius  centred on herself. She can see through this effect normally,  but otherwise the shadows provide concealment (50% miss  chance)  to  any  creature  within.  The  shadows  remain  in  existence for 10 rounds.   Sorcerer Spells Known (CL 10th; concentration +15 [+19 casting  defensively or grappling]; Heighten Spell)  5th (4/day)—dominate person (DC 20)  4th  (6/day)—charm  monster  (DC  21),  confusion  (DC  19),  dimension door  3rd (7/day)—deep slumber (DC 18), fireball (DC 18), fly, heroism  2nd  (7/day)—hideous  laughter  (DC  17),  false  life,  invisibility,  resist energy, web (DC 17)  1st (7/day [6 remaining])—charm person (DC 18), disguise self,  expeditious retreat, mage armour, magic missile, shield  0—acid  splash,  bleed  (DC  15),  detect  magic,  dancing  lights,  ghost  sound  (DC  15),  mage  hand,  mending,  message,  prestidigitation  Combat  Gear  dust  of  illusion  (2),  horn  of  fog,  potion  of  cure  serious wounds, scroll of black tentacles  Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha 21  SQ bloodline arcana (goblin)  Feats  Combat  Casting,  Dodge,  Eschew  MaterialsB,  FleetB,  Heighten  SpellB,  Improved  Initiative,  Magical  Aptitude,  Toughness  Skills as above plus Knowledge (arcana) +9, Spellcraft +11, Use  Magic Device +15  Languages Common, Giant, Goblin  Gear as above plus cloak of resistance +1, headband of alluring  charisma +2, 15 gp  20    P E R S O N A : X E R L Devious,  sneaky  and  utterly  without  morals,  Xerl  often  sneaks  into  human  and  goblin  settlements  to  cause  mischief  and  suffering.  Skinny  and  weak  even  for  a  half‐goblin  Xerl  has  embraced  his  goblin  heritage.  Xerl  prefers  to  operate  alone  as  he  trusts  no  other to match his stealth and cunning.   Background:  A  small  and  weak  child,  Xerl  quickly  came  to  discover  the  power  of  perception  and  the  relativity  of  truth.  Quickly gaining a reputation as a skilled scout, Xerl manifested  his goblin bloodline when he killed his first goblin.     Personality:  Xerl  loves  to  learn  secrets  and  spends  much  time skulking about his clan’s lair. Clothes fascinate him and he  steals  fine  clothing  from  his  marks  whenever  possible.  He  passionately hates goblins – for both his brother and sister have  fallen  before  their  blades.  He  trusts  no  one  and  is  a  kleptomaniac.  Patience  is  unknown  to  Xerl;  ruled  by  his  base  instincts, he acts quickly without thought or consequence.     At heart a coward, Xerl hates battle preferring guile to brawn  to achieve his goals. The sight of his own blood terrifies him and  he flees battle after even the most trivial wound.     He  is  an  enthusiastic  worshipper  of  Braal  and  takes  every  opportunity to live his patron’s ideals of revenge and malice.    Mannerisms:  The  devious  rogue  rarely  makes  eye  contact  with anyone and is very shy. He has a slight stammer that makes  him appear nervous and a facial tic that manifests itself when he  is excited.     Distinguishing  Features:  Xerl’s  arms  are  particularly  weak  and puny‐looking.     Hooks:  Xerl  attacks  the  party’s  campsite  at  night.  Ignoring  any guards, he strikes a slumbering foe. He returns repeatedly  during the night, disrupting the PCs’ rest. The next night, a large  band of half‐goblins attack the tired, weakened PCs.     Alternatively,  the  PCs  are  called  to  investigate  a  spate  of  thefts  and  gruesome  murders  in  a  nearby  village.  Several  folk  have been eviscerated in their own homes. No signs of forced  entry or foul play have convinced several villagers that devils or  demons are abroad in the community.     Tactics:  A  creature  of  stealth  and  subterfuge,  Xerl  rarely  attacks any foe unless it is distracted or helpless. A prodigious,  scout he uses his superior movement in forests to outflank and  confound  his  foes.  He  uses  sneak  attack  in  conjunction  with  invisibility and Spring Attack to strike and move.    He  particularly  enjoys  slaying  sleeping  foes  –  the  look  of  realisation and horror on their faces as they awake in their death  throes excite him – and thus often strikes intruder’s camps in the  dead of night.   XERL   CR  8  (XP  4,800)  Slender and emaciated, this humanoid has an over‐sized head  and wears tight‐fitting robes.  Male half‐goblin rogue 5/sorcerer (goblin) 4  NE Medium humanoid (goblinoid, human)  Init +3; Senses darkvision 60 ft.; Perception +17 (+19 vs. traps),  Sense Motive +1  Speed 35 ft.; Spring Attack, woodland stride  Woodland  Stride  (Ex)  Xerl  can  more  through  any  sort  of  undergrowth  at  normal  speed  without  taking  damage  or  suffering  any  other  impairment.  Thorns,  briars  and  overgrown areas magically manipulated to impede motion,  however, still affect him.   ACP  0;  Acrobatics  +16,  Climb  +7,  Escape  Artist  +11,  Ride  +5,  Stealth +18 (fast stealth)  AC  18,  touch  14,  flat‐footed  18;  CMD  18;  Dodge,  Mobility,  Skirmisher, +1 vs. traps, uncanny dodge    (+3 Dex, +4 armour [mage armour], +1 dodge)  Fort +4, Ref +9 (+10 vs. traps; evasion), Will +9  hp 54 (9 HD)  Space 5 ft.; Base Atk +5; CMB +4   Melee +1 rapier +9 (1d6/18‐20)  Ranged +1 light crossbow (range 80 ft.) +9 (1d8+1/19‐20)  Atk Options Skirmisher, Spring Attack, sneak attack +3d6  Special Actions confusing bolt (5/day)  Confusing Bolt (Sp) With a successful ranged touch attack, Xerl  causes  a  creature  within  30  ft.  to  act  as  if  affected  by  a  confusion  spell  for  2  rounds.  A  creature  affected  by  confusing bolt is immune to its effects for 24 hours.  Sorcerer Spells Known (CL 4th; concentration +6)  2nd (4/day)—invisibility   1st (7/day [6 remaining])—charm person (DC 15), colour spray  (DC 13), mage hand, unseen servant  0—detect  magic,  detect  poison,  mage  hand,  message,  open/close, prestidigitation  Abilities Str 8, Dex 16, Con 12, Int 12, Wis 13, Cha 15  SQ bloodline arcana (goblin), rogue talents (fast stealth, finesse  rogue), trapfinding  Feats  Dodge,  Eschew  MaterialsB,  FleetB,  Mobility,  Skirmisher,  Skill Focus (Stealth), Spring Attack, Weapon FinesseB   Skills as above plus Bluff +10, Disable Device  +15, Knowledge  (arcana)  +8,  Knowledge  (dungeoneering)  +8,  Knowledge  (local) +8, Spellcraft +8  Languages Abyssal, Common, Goblin,   Gear as above plus cloak of resistance +1, boots of elvenkind,  eyes of the eagle, masterwork thieves’ tools, 12 gp  21      il  t at st old.   April and May 2011      Implacable  enemies,  the  ferocious  Minotaurs  of  the  Black H ls and he nomadic  Centaurs of the Bleak Moor  wreak  bloody  slaughter  upon  each  other  for  dominance  over  the  Yith’s  last gre rongh   O P E N G A M E L I C E N S E V E R S I O N 1 . 0 A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of  the Coast, Inc ("Wizards"). All Rights Reserved.    1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have  contributed Open Game Content; (b)"Derivative Material" means copyrighted material including  derivative  works  and  translations  (including  into  other  computer  languages),  potation,  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Tw t, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.    Pathfinder  Roleplaying  Game.  ©2008,  2009,  Paizo  Publishing,  LLC;  Author:  Jaso B ahn.    Pathf material by Jonathan Tweet, Monte Cook and Sip Williams.    The Book of Experimental Might. ©2008, Malhavoc Pr   Tomb of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene, wi P rson,  Erica  Balsley,  Kevin  Baase,  Casey  Christofferson,  Lance  Hawvermale,  Travis  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content by TSR.    The Lonely Coast. ©Raging Swan Press 2010; Author: Creighton Broadhurst.   Half‐Goblins  of  the  Tangled  Wood.  ©Raging  Swan  Press  2011;  Autho B dhurst.  22   T H E L O N E L Y C O A S T   The  furthest  flung  outpost  of  a  mighty  kingdom,  turbulent  waters  and  forbidding,  trackless  forests  separate  the  folk  of  the  Lonely  Coast  from  the  gaudy  lights  of  civilisation. This free mini‐campaign setting is specifically designed to be easy to drop  into a GM’s personal campaign.  Retribution  $7.99, print $9.99  � Road of the Dead  $5.99, print $7.99  � Swallowfeld  $4.50  � The Lonely Coast  Free!  �   T R I B E S Each  TRIBES  supplement  presents  a  specific  tribe  or  group  of  creatures  in  rich,  flavoursome detail and contains new magic items, feats and spells as well as numerous  stat blocks detailing tribal members and notable allies. Bleached Skull Gnolls  $2.99  � Brethren of the Crimson Altar  $3.99  � Centaurs of the Bleak Moor  $3.99  � Half‐Goblins of the Tangled Wood  $3.99  � Hobgoblins of the Mailed Fist  $2.99  � Kobolds of the Fallen Halls  $2.99  � Lizardfolk of the Dragon Fang  $3.99  � Minotaurs of the Black Hills  $3.99  � Pazuzu’s Fury  $2.99  � Troglodytes of the Tentacled One  $2.99  � G M ’ S R E S O U R C E S GM’S RESOURCES are designed to augment game play by reducing GM prep time while  providing richly detailed locales and NPCs.  Antipaladins  $3.99  � Dark Oak  $4.99  � Fellowship of the Blackened Oak  $3.99  � Villains  £3.99  � P L A Y E R ’ S R E S O U R C E S PLAYER’S RESOURCES are designed to improve game play around the table by reducing a  player’s  prep  time.  Designed  primarily  for  player  use,  GMs  will  nevertheless  find  the  contents very useful.  Bard’s Tales  $1.50  � Bag of Tricks  $1.50  � Bard’s Tales II  $1.50  � Figurines of Wondrous Power  $2.99  � Horns of Valhalla  $3.99  �    Don’t  forget  Raging  Swan’s  Free  PDF  promotion.  With  every  purchase  of  a  print copy, you can claim free PDFs to  value of the item purchased.     ragingswan.com  [email protected]                  23 TITLE Debased,  mongrel  descendants  of  humans  enslaved  by  goblins  centuries  ago,  half‐goblins  lurk  in  the  deepest  unknowable reaches of the Tangled Wood. Hateful and spiteful creatures, they worship fell powers and sacrifice  those  falling  into  their  clutches  to  venerate  their  dark  protector.  Stealthy  and  cunning,  they  skulk  about  civilisation’s fringe weaving terrible plots to destroy those threatening their precarious existence.    Visit us at ragingswan.com to learn more.   
textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Races and Classes/Half-Goblins of the Tangled Wood.pdf
By Jenny Jarzabski UNGROUNDED BUT UNBROKEN PATHFINDER SOCIETY SCENARIO #8-05 TIER 1–5 Pathfinder Society Scenario #8–05: Ungrounded But Unbroken is a Pathfinder Society Scenario designed for 1st- through 5th-level characters (Tier 1–5; Subtiers 1–2 and 4–5). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world. For more information on the Roleplaying Guild, how to read the attached Chronicle sheets, and how to find games in your area, check out the campaign’s home page at paizo.com/pathfinderSociety. HOW TO PLAY Author • Jenny Jarzabski Development Lead • Linda Zayas-Palmer Contributing Artists • Helge C. Balzer, Dion Harris, Marko Horvatin, Roberto Pitturru Cartographer • Jason Engle, Robert Lazzaretti, Corey Macourek Editor-in-Chief • F. Wesley Schneider Creative Director • James Jacobs Creative Design Director • Sarah E. Robinson Executive Editor • James L. Sutter Senior Developer • Rob McCreary Pathfinder Society Lead Developer • John Compton Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Mark Moreland, Owen K.C. Stephens, and Linda Zayas-Palmer Senior Editors • Judy Bauer and Christopher Carey Editors • Jason Keeley, Lyz Liddell, Joe Pasini, and Josh Vogt Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Art Director • Sonja Morris Senior Graphic Designers • Emily Crowell and Adam Vick Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Chief Financial Officer • John Parrish Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Senior Software Developer • Gary Teter Project Manager • Jessica Price Organized Play Coordinator • Tonya Woldridge Community & Digital Content Director • Chris Lambertz Customer Service Team • Sharaya Copas, Katina Davis, Sara Marie Teter, and Diego Valdez Warehouse Team • Laura Wilkes Carey, Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, William Ellis, Lissa Guillet, Don Hayes, Julie Iaccarino, and Erik Keith Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Society Scenario #8–05: Ungrounded but Unbroken © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. GM ResouRces Ungrounded but Unbroken makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Bestiary, Pathfinder RPG Ultimate Equipment (UE), Pathfinder RPG Ultimate Intrigue (UI), Pathfinder RPG GameMastery Guide, and Pathfinder RPG NPC Codex. This adventure assumes the GM has access to these sourcebooks. All rules referenced in this adventure are available in the free online Pathfinder Roleplaying Game Reference Document at paizo.com/prd. The statistics from the Bestiary, GameMastery Guide, and NPC Codex are reprinted in an appendix at the back of this scenario for the GM’s convenience. Table of Contents Ungrounded but Unbroken . . . . .3 Player Handouts . . . . . . . . . 24 Appendix: Stat Blocks . . . . . . 26 Map . . . . . . . . . . . . . . . . . 28 Chronicle Sheet . . . . . . . . . . 30 • Absalom Isle of Kortos 3 Consortium began carving out a small niche in the Opaline Vault several decades ago, and they now control one of the hundreds of enclaves maintained by various Material Plane conglomerates. The mysterious silver agent Krayler Cauchemar, an accomplished assassin and spy rumored to be descended from a night hag, heads the operation. Cauchemar pounced on the Ungrounded as an opportunity to build Aspis clout and connections. One of his trusted associates, the veteran mercenary and bronze agent Marlene Othis, currently supervises the training of new recruits. Krayler Cauchemar’s vast network of plane-shifting spies recently informed him of the Pathfinders’ bid for allies on the Plane of Earth. Cauchemar contacted Captain Marlene Othis and instructed her to use her position and resources to orchestrate the Pathfinders’ failure. F or untold ages, the shaitans of the Peerless Empire have controlled vast swaths of the Plane of Earth, using the rich mineral wealth found there to fill their virtually boundless coffers. About 500 years ago, the empire’s sultan perished in a clash against the City of Brass, and his daughter and heir Sultana Ashadieeyah bint Khalid took the throne. She has furiously dedicated resources to avenging her father’s death, straining the Peerless Empire’s treasuries and populace over the centuries. In recent years, the mounting costs of her burgeoning military have grown so large that they cannot be ignored, and the sultana’s advisors have explored ways to economize. Among these is an initiative to recruit, train, and direct a unit of sellswords from the Material Plane, who are not nearly as expensive to maintain as shaitan troops—a unit known backhandedly as the Ungrounded. The Ungrounded’s hierarchy accommodates non-native leaders as captains, but a small group of shaitan generals ultimately oversees the entire operation and ensures that it meets the high standards that the empire demands. The Pathfinder Society recently assisted a shaitan named Reyshal ik Jalman, whose entire family had been exiled or imprisoned after a debacle in which a famous trio of the sultana’s diamonds known as Sairazul’s Tears went missing while in their possession. With the Society’s help, Reyshal recovered enough information to prove that his family was not at fault. Reyshal was allowed to return to the Plane of Earth, although by the time he returned, the empire had already absorbed most of his family’s wealth and lands. Despite his relative destitution, he has sincerely worked to gain the Society a toehold on his home plane. When he learned of the Ungrounded, he recommended it as a way for Pathfinders to build their local reputation in service to the empire—no doubt opening up countless other opportunities. Following Reyshal’s advice, the Society’s Master of Spells Sorrina Westyr plans to send a team of Pathfinders to the Peerless Empire’s capital, the Opaline Vault, to train with the Ungrounded. The Pathfinder Society is not the only organization with an interest in the Plane of Earth, however. The Aspis UNGROUNDED BUT UNBROKEN By Jenny Jarzabski Ungrounded but Unbroken begins in Absalom but quickly shifts to the Opaline Vault, the capital of the shaitan empire on the Plane of Earth. This metropolis occupies the edge of a 30-mile-wide geode and is known for its stunning architecture and colorful lake of acid-melted gemstones. For more information about the Opaline Vault and the Plane of Earth, see Pathfinder Campaign Setting: Planes of Power, available in bookstores and games stores everywhere and online at paizo.com. Where on Golarion? Sorrina Westyr PATHFINDER SOCIETY SCENARIO 4 SUMMARY Master of Spells Sorrina Westyr sends the PCs to the Opaline Vault with Reyshal ik Jalman, who vouches for the PCs’ character and potential as members of the Ungrounded mercenary company. The PCs undergo basic training under the watchful eye of Captain Marlene Othis, an officer charged with training new recruits who has secret ties to the Aspis Consortium. The PCs must participate in a series of grueling trials to impress their superiors. First, the PCs must survive an obstacle course designed to test their physical strength and endurance. Unfortunately, the obstacles set before the PCs are rigged—a greased log and a dangerous trap hidden in the climbing wall may hamper their performance. They must also prove their knowledge of the challenges that soldiers on the Plane of Earth may face. Second, the PCs prove their mettle by sparring with a team of rival recruits. Captain Othis secretly persuades the other recruits to fight with poisoned weapons, once again stacking the odds against the PCs. If the PCs manage to survive their initiation, they graduate to a set of on-the-job training tasks. Captain Othis first sends the PCs to act as hired security at the new Glitterfang Halls. Resourceful PCs may discover that Othis provided bad intelligence about the job, triggering a potentially embarrassing situation involving the Ungrounded’s shaitan overseer. The PCs attempt to avoid this debacle while apprehending a crafty con woman determined to swindle the casino on its opening night. Next, Captain Othis assigns the PCs to guard a caravan transporting jewels to a pasha’s estate outside the Opaline Vault. Unfortunately, the captain has also arranged for an elemental crime cartel to ambush the shipment during the journey. The PCs must defend the caravan’s contents and safely deliver the goods to their rightful recipient. Finally, shaitan overseer General Faiza bint Hanif demands an audience with the mercenary recruits who have been at the heart of so many problems in the past weeks. The PCs have the opportunity to present evidence against Captain Othis and defend their own reputation, thereby gaining General Hanif’s trust in further dealings with the Pathfinder Society and exposing the Aspis Consortium’s machinations. GETTING STARTED The PCs begin the adventure in the Pathfinder Society Grand Lodge in Absalom. Read or paraphrase the following to get the adventure underway. The courtyard outside of Sorrina Westyr’s office is a tribute to the element of earth. Large, dark boulders jut from a carpet of smooth pebbles. Wildflowers and moss spring from the cracks between the stones. The Master of Spells’ slate- gray skin seems to blend into the rock she lounges on in the sun-dappled courtyard, her face upturned to the cloudless sky. Sorrina stretches luxuriously before turning to smile. “Enjoy the open air while you can, Pathfinders,” she says. “You are to be among the first agents sponsored to explore the planes—the Plane of Earth, to be exact. Reyshal ik Jalman, the Society’s contact on the Plane of Earth, recently alerted us to a rare opportunity. The Sultana’s constant war with the City of Brass means the shaitan empire needs more soldiers, and they have begun recruiting off-world mercenaries to train alongside their military. That’s where you come in.” Westyr leaps to her feet in a fluid motion, pulling an amethyst crystal wrapped in copper wire from her pocket. “Please travel with Reyshal to the Opaline Vault. He can pull some strings to get you in with the mercenary company known as the Ungrounded. Complete the basic training and prove to your superiors that the Pathfinders are useful allies. Reyshal and I believe that working with the Ungrounded will lay the foundation for an alliance with the Peerless Empire. What’s more, this is an excellent means for you to establish your own professional credentials and connections.” Westyr pauses to brush a fallen leaf from her hair. “I’ll contact Reyshal as soon as you’re ready.” The Master of Spells often sets aside time from her busy schedule to meditate and relax in this courtyard, which is visible from her office window. The long years she spent trapped in the Crystal Womb have left her starved for sunlight and fresh air, yet tied to the touch of stone and soil. She called the PCs to meet with her in this special place, where she has access to both. Sorrina Westyr does her best to answer the PCs’ questions before contacting Reyshal. Tell me about Reyshal ik Jalman. “Reyshal is, for the lack of a better term, an old friend of mine. He is a shaitan noble whose family was framed for the theft of the Sultana’s diamonds. I first met him when he was in exile in Orv, deep in the Darklands. The Society helped him put to rest the Reyshal ik Jalman 5 UNGROUNDED BUT UNBROKEN serious accusations against his family, and he used this reprieve to return home to the Opaline Vault. Now, he’s agreed to help us gain a foothold in the city. He’s a proud man, and he enjoys driving a hard bargain, but he’s reliable.” What is the Peerless Empire?/What is the Opaline Vault? “The Peerless Empire is a magnificent and expansive shaitan civilization. Its capital is the Opaline Vault, a metropolis home to over six million. Words do not do its splendor justice, but you will soon see it for yourselves.” Who are the Ungrounded? “The Ungrounded is an eclectic mercenary company run by newcomers to the Plane of Earth, but ultimately managed by shaitan generals. I think the name is a bit of an insult, honestly, but the company is invaluable to the empire.” How do we get back to the Material Plane? “Reyshal has agreed to transport you back to Absalom a f t e r you complete your basic training with the Ungrounded.” How long must we stay? “Completing your basic training should be enough to attract the interest of powerful allies in the Opaline Vault, not to mention ingratiating the Society with the Ungrounded. You need not make a long-term commitment to the company after that—unless, of course, that’s what you desire.” KNOWLEDGE (PLANES) Based on the result of a Knowledge (planes) check, the PCs might know more about the Plane of Earth and the Opaline Vault specifically. Each PC knows all of the information with a DC less than or equal to the result of her check. If the PCs express the desire to research the location, Sorrina Westyr allows them to spend the remainder of the day in the Grand Lodge library before contacting Reyshal. Spending 4 hours researching the Plane of Earth grants a PC a +2 bonus on her Knowledge (planes) check. 10+: The Plane of Earth is fixed in location and comprised of a vast network of tunnels and caverns. Though the plane itself is generally suitable for humanoid life, common hazards include cave-ins, poisonous gasses, and pockets of molten rock near its border with the Plane of Fire. 15+: Creatures indigenous to the Plane of Earth include crystal dragons, earth elementals, mephits, oreads, shaitans, xiomorns, and xorns. 20+: The Opaline Vault, also known as the Rainbow Metropolis, is the breathtaking capital of the shaitan’s Peerless Empire, and a planar hub for entertainment and trade. Sultana Ashadieeyah bint Khalid rules from a gem- studded palace that towers over the city’s skyline. The Vault’s diverse population includes a small percentage of noble shaitans known as pashas, as well as dwarves, elementals, elves, and oreads. 25+: Sultana Ashadieeyah bint Khalid is driven by the desire to avenge her father, causing her to pour ever- increasing resources into her war with the efreet. In recent decades, the gorgeous and prosperous capital has declined, and corruption is at an all-time high. Efreet and ifrits are treated with contempt or open hostility in the Opaline Vault. 30+: In addition to being the seat of the Peerless Empire’s power, the Opaline Vault is a hub for extraplanar visitors. Many organizations hoping to forge alliances within shaitan society establish headquarters there. The Aspis Consortium set up a small outpost on the outskirts of the city in recent years and has already infiltrated the empire’s military. JOURNEY TO THE PLANE OF EARTH Once the PCs are ready, Sorrina Westyr uses the amethyst and copper wire to cast sending, telling Reyshal, “Preparations are complete. We are ready.” A few moments later, Reyshal ik Jalman (LN male noble shaitan) arrives. Read or paraphrase the following. The boulder opposite Sorrina Westyr’s seat ripples like water. What appears to be a towering stone statue of a muscular man clad in gold-lacquered armor emerges from the stone. He bows dramatically to the Master of Spells. “Well met, Trail Seekers,” he grins wryly as Sorrina frowns in irritation. “Of course, I mean Pathfinders. Just a jest between friends.” The shaitan steps forward and inclines his head in a shallow version of the bow he just performed for Sorrina. “I am Reyshal ik Jalman, humble servant of Her Radiance, Ashadieeyah PATHFINDER SOCIETY SCENARIO 6 bint Khalid, and sworn ally to the steadfast Master of Spells. Today I am honored to escort you to the Opaline Vault, the glorious home of my ancestors. I hope that together we can cement the bonds between our peoples, dear Pathfinders. But first, please, introduce yourselves!” Reyshal ik Jalman listens courteously to each PC’s introduction, asking questions about their families and homelands. Reyshal is noticeably curt with dwarven and ifrit PCs, but maintains a polite veneer. He is especially interested in the tales of oread and suli PCs. Immediately following the pleasantries, Reyshal invites the PCs to stand in a circle and join hands as he casts plane shift. The PCs experience a distinct feeling of vertigo and an unpleasant but not-quite-painful tugging sensation within their stomachs. Read or paraphrase the following. A spinning tunnel of shimmering crystals gives way to the inside of an immense geode, a cavern so vast that the walls and ceiling appear as a distant night sky. Multicolored twinkling lights hang in the air like stars, painting shifting auroras across the geode’s walls. At the heart of the city, radiant spires of gold and platinum emerge from a churning lake of liquefied gemstones, connected by soaring bridges. “Welcome to the Rainbow Metropolis,” Reyshal whispers. The PCs materialize several miles outside the city. The walk takes about 2 hours, and the PCs are in no danger of becoming lost with Reyshal as their guide. As they approach the metropolis, Reyshal excitedly points out locations of interest, including the Peerless Embassy, which hosts diplomats from all over the multiverse, and the Slab, a mile- long barracks that hosts the largest portion of the Sultana’s shaitan army. Ifrit PCs who walk the streets of the Vault without attempting to disguise or conceal their appearance are met with reactions ranging from rude stares to thrown stones and yelled insults, but are not openly attacked. Finally, the group arrives in the Outer District, a bustling area characterized by crowded streets, shabby domiciles, and buildings sporting the flags of various nations and organizations, some recognizable of which the PCs recognize as indigenous to the Material Plane. The permanent residents of this district are merchants and slaves, as well as their families. Reyshal explains that many off-world organizations conduct business and diplomatic missions here, all seeking the pashas’ favor. A PC who succeeds a DC 15 Knowledge (local) check recognizes a banner with a serpent emblem associated with the Aspis Consortium. If the PCs identify this banner, Reyshal truthfully states that he knows nothing of the Aspis Consortium. THE UNGROUNDED BARRACKS Founded 4 decades ago in an effort to funnel soldiers into the empire’s constant war against the efreet, the Ungrounded mercenary company maintains a facility resembling an interconnected network of squat stone warehouses. The windowless buildings rise to a uniform height of 20 feet. Banners bearing the company’s sigil, a crossed scimitar and spear on a field of yellow, mark the main entrance to the company’s headquarters. The Ungrounded headquarters receives prospective recruits and houses the offices of the company’s higher- ranking members. The building’s interior is drab and sparsely furnished. A few engraved plaques and portraits of famous Ungrounded soldiers adorn the walls. Covered passageways connect the headquarters to the adjoining buildings: the mess hall and the bunks. At least a dozen Ungrounded mercenaries of varying rank mill about the barracks at any given time, full members designated by a cloak pin bearing the Ungrounded sigil. Reyshal and the PCs wait for a few minutes before a young mercenary greets them and leads them down a short hallway to the training captain’s office. Read or paraphrase the following. A heavy wooden door opens to reveal an immaculate office barely large enough to house the writing desk and bookshelf within. The unpainted stone walls are devoid of windows or decoration. A stern, middle-aged human woman with darkly tanned skin and close-cropped salt-and-pepper hair sits in a rigid pose behind the desk as she studies an open ledger. She lifts her chin and glares at the open door. Captain Othis 7 UNGROUNDED BUT UNBROKEN Reyshal produces a paper-thin, intricately chiseled stone tablet and hands it to the woman, Captain Marlene Othis (LE female human fighter 6; if necessary, use the statistics for the cavalry from page 287 of the GameMastery Guide), introducing it as a letter of recommendation describing the Pathfinders’ distinguished character and potential. Captain Othis studies it for several minutes, pausing occasionally to frown at the PCs. Captain Othis stands and thanks Reyshal with a servile bow, promising to take the Pathfinders under her wing and begin their accelerated training program. Once Reyshal exits the office, Captain Othis crushes the tablet with her bare hands, shattering it into dozens of pieces. “So, you think you have what it takes to be Ungrounded?” the captain bellows, circling the PCs combatively. “I’ll be the judge of that. You look softer than night soil to me. Your friends in high places won’t help you when you’re down in the trenches, or when there’s an efreeti scimitar at your throat. Now, get out of my sight. Your trials start tomorrow. Dinner is at six o’clock sharp. If you’re late, you can starve.” A nervous recruit named Dell Darkblade (LN male oread warrior) waits at the office door, flinching as Captain Othis barks orders at him to take the “fresh meat” to the “meatlocker.” See the Sequence of Events section on page 8. BARRACKS LOCATIONS The following sections describe the key locations of the barracks the PCs visit during their basic training. BUNKS The building that houses new recruits has space for up to 300 occupants, but most of the rooms are currently empty. These rooms are set up like dormitories, each with three stone bunks topped with thin mattresses and sharing a bathroom with one adjoining room. Several communal showers are located at regular intervals throughout the hallway. PCs seeking a place to hold private conversations can easily find an empty room far from the other recruits. CAPTAIN’S OFFICE Captain Othis summons the PCs to her office several times throughout the course of the scenario. As the adventure progresses, the PCs may wish to secretly return to her office to collect evidence of her duplicity. When she is not busy conducting drills or supervising the PCs’ training, Othis spends most of her day in the office, leaving only to take dinner and rest in her private chambers in the evening. During these periods the office is locked (Disable Device DC 20). Inventive PCs may devise a distraction to lure Othis out of her office during normal hours, or attempt a Bluff check to trick another Ungrounded officer into loaning them the spare key. Regardless of which strategy the PCs use, it should require them to succeed at a relevant DC 15 skill check (DC 19 in Subtier 4–5). If the PCs attempt to search the office before dinner, they have 1d8 rounds to search before Othis discovers them and gives the PCs a demerit (see the sidebar above) and extra cleaning duty for poking around her personal belongings. The office is cramped and contains a walnut desk, a hard-backed chair, and a bookshelf. PCs who succeed a DC 16 Perception check while searching the desk (DC 20 in Subtier 4–5) find a letter addressed to Othis thanking her for the tip about the caravan (Player Handout #2). The letter bears an etching of three stony hands grasping a roughly spherical faceted gemstone. Each of the hands has three fingers. If the PCs search the room carefully and succeed at a DC 18 Perception check (DC 22 in Subtier 4–5), they find a hidden compartment in the stone wall of the office containing a vial of dusk agate extract (see the sidebar on page 12). If the PCs search the bookcase and succeed at a DC 18 Perception check (DC 22 in Subtier 4–5), they discover a hollowed-out copy of Tactical Engagement that contains a bronze Aspis Consortium badge and a missive from Krayler Cauchemar (see Player Handout #1). Throughout the scenario, the PCs’ actions may result in a formal reprimand from Captain Othis. If the PCs fail one of their trials or shirk the duties outlined in the basic training schedule, for instance, the group receives one demerit. Each section details the circumstances in which Captain Othis assigns a demerit to the PCs. Take note of how many demerits the group receives. If they earn four or more demerits, they take penalties in the final encounter (see page 18). Demerits PATHFINDER SOCIETY SCENARIO 8 Treasure: The PCs find several calligraphy pens, a pot of invisible ink, and two scrolls of lesser restoration scattered among the papers on the captain’s desk. A gray fur cloak worth 50 gp hangs from a hook on the wall. In Subtier 4–5, the cloak is a cloak of resistance +1, and the hidden wall compartment contains bracers of armor +1. Rewards: If the PCs do not search the office, reduce each PC’s gold earned by the following amount. Subtier 1–2: Reduce each PC’s gold earned by 35 gp. Out of Subtier: Reduce each PC’s gold earned by 137 gp. Subtier 4–5: Reduce each PC’s gold earned by 239 gp. MESS HALL New recruits and veteran members alike take their meals in this institutional cafeteria-style dining hall. Several dozen stone tables surrounded by stools occupy the spotless room. A partial wall separates the kitchens from the dining area, providing space for two separate serving lines, though only one line is currently in use. Many of the Ungrounded are deployed, so while a hundred or so mercenaries attend each mealtime, several tables always stand empty. TRAINING YARD This training yard is designed to accommodate a variety of drills, demonstrations, and gatherings. It consists of stone viewing stands encircling a large, oval-shaped area of flat ground, from which rise four stone pillars. More information about the training yard appears in the Trial by Combat section on page 10. SEQUENCE OF EVENTS The following sections outline the basic sequence of events the PCs experience during their time at the barracks. A WARM WELCOME Dell Darkblade leads the PCs to their room in the bunks. The chamber is in shambles from the previous occupants, and there are only enough bedrolls and sheets for five PCs. Dell seems startled by the state of the room, and warns the PCs that Captain Othis hates a mess. If asked, Dell gives the PCs a brief tour of the facility, but is eager to get back to his duties. At 6 o’clock, an enticing dinner of roast meat and potatoes is served in the mess hall. A group of seasoned mercenaries accost the PCs as they attempt to join the serving line. Lieutenant Larssok (N male half-orc fighter 3) explains that the Ungrounded have a tradition: new recruits have to entertain the rest of the company on the first night: “If you won’t party with us, you won’t fight with us.” The nature of the entertainment is up to the PCs. Song, dance, jokes, or an acrobatic performance all suffice—encourage players to be creative and play to their characters’ strengths. If a PC succeeds at a DC 15 Perform or other applicable skill check (DC 19 at Subtier 4–5), the mess hall erupts in wild cheers and applause, and the performer receives an extra ration of ale. The crowd heckles a failed performer, but Larssok resolutely claps the PC on the back and welcomes him to the Ungrounded regardless. PCs who refuse to perform are served gruel. At midnight, Captain Othis barges into the PCs’ room banging a soup ladle against a metal pot. She continues the noise until all the PCs wake and stand at attention. She then inspects their bunks. A PC who succeeds at a DC 10 Profession (soldier) check realizes that the captain likely expects them to make their beds, even though she has not directly instructed them to do so. The captain harangues any PC who failed to make her bed, saying, “You can’t even make a bed. How can I trust you to oil a sword or maintain armor, let alone fight for the empire?” Captain Othis then confiscates the bedding in question. A PC who sleeps without bedding on the hard bunk is fatigued the next day. BASIC TRAINING SCHEDULE New recruits of the Ungrounded Company adhere to the following schedule. The GM should play out this routine for the first day, to give the PCs a sense of daily life as a new recruit, but after that the details can be hand-waved. PCs caught shirking their duties face a demerit from Captain Othis. See the Demerits sidebar on page 7 for more information. 6:00 a.m. Wake up call. Captain Othis wakes the PCs with a makeshift drum (the pot and ladle from the night before) and loudly comments on their laziness until they stand at attention. Once the PCs make their beds and dress, they are allowed a bowl of gruel from the kitchens. 6:30 a.m. Labor. This task usually involves unloading deliveries for the armory and kitchen as well as weapon and armor maintenance. 9:30 a.m. Cleaning. New recruits use small brushes and harsh soap to clean their living quarters, the mess hall, and other common areas. This is tiresome labor and PCs must succeed at a DC 10 Fortitude save (DC 13 in Subtier 4–5) or become fatigued. Two hours into the process, Captain Othis stomps through the area the PCs are cleaning wearing muddy boots. If the PCs yell at her for doing so or otherwise behave disrespectfully, they receive one demerit. 12:00 p.m. Lunch. Lunch consists of bread, salt pork, and lentil stew. 12:30 p.m. Marching Drills. The PCs are led to the yard to practice forming ranks, marching, responding to various commands, and learning chants and cadences. The PCs must prove their mastery of these tasks with a successful DC 12 Perform (oratory) or DC 10 Profession (soldier) check. In Subtier 4–5, increase the DC of the 9 UNGROUNDED BUT UNBROKEN skill check by 4. If none of the PCs succeed the check, the group receives one demerit. 3:00 p.m. Training. On the first day, the PCs complete the Obstacle Course event and the Trial of Knowledge event (see page 10). For the following week, the PCs spend this time slot practicing additional marching and combat drills until they complete their Trial by Combat and are promoted to practical training. 6:00 p.m. Dinner. This is usually roasted or stewed meat, bread, and a cup of ale. 9:30 p.m. Evening Inspection. Captain Othis checks the PCs’ room for cleanliness and lectures them soundly for any demerits incurred during the day’s events. If the PCs are caught leaving their bunks after evening inspection, the group receives one demerit. OBSTACLE COURSE (CR 2 OR CR 5) Captain Othis escorts the PCs to a rocky field just outside the city, where the Ungrounded have set up an obstacle course. Established members often use this course for training, but the captain recently sabotaged it with the help of the recruit Dell Darkblade. She demands that every PC attempt the course, even those who are not suited to its challenges. She requires PCs to attempt two skill checks against an obstacle before allowing them to give up on that obstacle, though she mocks them for their weakness and failure if they do so. After five failures, she orders the PC to cease attempting that obstacle. Balancing Act: A 10-inch-wide log spans a 10-foot-deep pit gouged into the rock. Crossing the log requires a PC to succeed at two consecutive DC 12 Acrobatics checks. In Subtier 4–5, the log is only 4 inches wide, increasing the DC of these checks to 17. A PC who fails an Acrobatics check must succeed at a DC 12 Reflex save (DC 15 in Subtier 4–5) or fall into the pit, taking 1d6 points of damage. If the PCs succeed at a DC 15 Perception check, they realize that the log is covered in a greasy substance. The PCs may remove the grease to decrease the DC of the Acrobatics check by 2. Bear Crawl: The area beyond the pit is covered in a tangle of metal wire scattered with glass, sharp rocks, and broken bricks. A crawlspace 2 feet in height is the only passage through the detritus. A PC must succeed at a DC 12 Escape Artist check (DC 16 in Subtier 4–5) to wriggle through the opening, and a second check at the same DC to traverse the obstacle completely. Climbing Wall: A 15-foot-tall stone wall faces the PCs once they emerge from the second obstacle. In Subtier 4–5, this wall is 30 feet high. The sheer rock wall has few handholds (Climb DC 20). If the PCs use a rope or magic to bypass the wall, Othis berates them for being too weak to scale the wall unassisted, pointing out that such cheap tactics do not count as successfully conquering the obstacle. As the PCs face Captain Othis’s challenges, they have opportunities to prove themselves, earning Success Points. Keep track of how many Success Points the PCs earn over the course of the scenario. The eight opportunities to earn Success Points are summarized below. • A PC completes the obstacle course (see this page). • The PCs correctly answer enough questions in the Trial of Knowledge (page 10). • The PCs defeat the Ungrounded recruits in the Trial by Combat (see page 10). • The PCs stop Inysha at the door before she enters the Glitterfang Halls members’ lounge (see page 16). • The PCs convince Inysha not to return to the Glitterfang Halls (see page 13). • The PCs defeat Slagcrusher’s minions (see page 18). • The PCs stop the agrawgh from fleeing the caravan without killing it (see page 20). • The PCs present additional evidence against Captain Othis beyond what is necessary to clear their names (see page 22). Success Points Sink or Swim: The climbing wall overlooks an abandoned quarry filled with muddy water that is 15 feet deep. Swimming to the other side of the quarry requires two successful DC 10 Swim checks (DC 14 in Subtier 4–5). A PC who fails a swim check by 5 or more begins to drown. If any PC is at risk of death from this obstacle, she sends an NPC recruit to drag the PC back to the shore, saving the PC’s life. Traps: Captain Othis placed a trap 10 feet up the climbing wall, designed to let loose a barrage of rocks and pebbles when triggered. In Subtier 4–5, she has placed the trap 20 feet up. PCs with stonecunning receive a +2 bonus on their Perception checks to spot this trap. SUBTIER 1–2 (CR 2) ROCKFALL TRAP CR 2 Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger location; Reset manual Effect Atk +12 (2d6); multiple targets (all targets in a 10-ft.- square area); creatures who are hit must succeed at a DC 15 Acrobatics or Climb check or fall off the rock wall, taking an additional 1d6 falling damage. SUBTIER 4–5 (CR 5) ROCKFALL TRAP CR 5 Type mechanical; Perception DC 25; Disable Device DC 25 PATHFINDER SOCIETY SCENARIO 10 EFFECTS Trigger location; Reset manual Effect Atk +15 (4d6); multiple targets (all targets in a 10-ft.- square area); creatures who are hit must succeed at a DC 20 Acrobatics or Climb check or fall off the rock wall, taking an additional 2d6 falling damage. Development: As long as at least one of the PCs completes the entire obstacle course, the PCs earn 1 Success Point for the encounter. If none of the PCs completes the obstacle course, the PCs receive one demerit. TRIAL OF KNOWLEDGE After the PCs complete the obstacle course, Captain Othis orders them to stand in a line, and yells, “Listen up, roaches. You need more than strength and agility to succeed in battle. You need to know what you’re up against and how to fight it. Let’s see how stupid and unprepared you really are.” Captain Othis peppers the PCs with questions about creatures native to the elemental planes, as well as military tactics. The captain’s questions center around information that is relevant to the armies of the shaitan, such as anti-efreeti tactics, effective ways to handle being set on fire, the immunities of fire elementals, and how to counter the typical fighting style of salamanders. If you wish to create detailed questions for the PCs, consider using the entries for the referenced monsters in the Pathfinder RPG Bestiary. She first asks each PC a question that requires the PC to succeed at DC 15 Knowledge (planes) or Profession (soldier) check to answer correctly (DC 18 in Subtier 4–5). Each PC who answers correctly receives a more difficult question, which requires a successful DC 18 Knowledge (planes) or Profession (soldier) check (DC 22 in Subtier 4–5). Each PC may choose which skill she wants to use for these checks, as either skill provides enough information to craft a satisfactory answer. The captain is furious at the PCs who also answer this harder question, and she reminds those PCs of any failures they had in the obstacle course before dismissing them back to the barracks to peel potatoes. PCs who answer the first question incorrectly receive a stern mocking from the captain, as well as an easier question (DC 10 Knowledge [planes] or Profession [soldier]). If a PC also fails this skill check, she asks him a question designed to be insultingly easy, such as “Which elemental plane do earth elementals come from: the Plane of Earth or the Plane of Fire?” or “What is the name of the unit you are unsuccessfully trying to join?” Development: If every PC correctly answers at least one of Captain Othis’s first three questions, the PCs earn 1 Success Point. The PCs can still earn the success point even if a PC failed to answer all three of these questions: for every PC who correctly answered Othis’s second, more difficult question, one PC may fail all three skill checks. A. TRIAL BY COMBAT (CR 3 OR CR 6) Just outside the mess hall, an oval of hard-packed dirt surrounds four columns made of black stone. Gray stone benches encircle the training ground, providing a clear view for nonexistent spectators. A raised balcony made of blue and purple crystal emerges from the stands. Dummies made of stuffed burlap sacks affixed to posts are scattered throughout the field, some wearing crudely painted smiles and posed in offensive gestures. Captain Othis stands in the crystal balcony, a mischievous grin on her usually stern face. After a week of basic training, Captain Othis orders the PCs to fight another group of recent recruits in controlled combat. She explains that the use of spells or combat-enhancing items, such as potions or flasks, is forbidden, and both groups should refrain from using lethal force or “face the consequences.” Othis allows PCs to select a blunted weapon of choice from the armory. The collection includes all martial and simple weapons. PCs using these weapons do not take a penalty on attack rolls for dealing nonlethal damage. Captain Othis instructs the combatants to fight until their foes surrender or are knocked unconscious. Breaking Othis’s rules results in a demerit. If a PC kills another recruit, Captain Othis calls an immediate end to the exercise and has the offending PC jailed (see Development below). Throughout the brawl, Captain Othis criticizes the PCs’ tactics. When a PC or one of the rival recruits falls in battle, Othis pronounces them “unworthy” or “disappointing.” Creatures: The recruits waiting to spar against the PCs are the Ungrounded’s newest members, a group of friends who dreamed of becoming accomplished soldiers. Their shared vision of a promising and exciting mercenary career crumbled under the captain’s iron fist. For weeks, the constant verbal abuse has whittled away at their resolve, leaving most of them almost completely broken. When the captain ordered them to help test potential recruits, they didn’t ask questions. Dell Darkblade, the unofficial leader of the group, is secretly thrilled that the captain’s attention shifted to the PCs. He’s afraid his friends can’t take much more before they break. When the captain ordered him to cheat, Dell refused, only to watch one of his friends get dragged into the captain’s office and severely beaten. Dell quickly recanted to spare his friends from further harm. He stoically carries the secrets of the rigged obstacle course and the poisoned weapons, but the burden weighs heavily on his heart. Dell and his friends do not wish the PCs to share their downtrodden fate, but don’t feel as though they have a choice in the matter. A. Trial by Combat R : Ungrounded Recruit R R R R 1 square = 5 feet Path�nder Flip-Mat: Arena 11 UNGROUNDED BUT UNBROKEN PATHFINDER SOCIETY SCENARIO 12 SUBTIER 1–2 (CR 3) UNGROUNDED RECRUITS (4) CR 1/2 Oread warrior 2 LN Medium humanoid Init +5; Senses darkvision 60 ft.; Perception +2 DEFENSE AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 16 each (2d10) Fort +3, Ref +1, Will +0 Resist acid 5 OFFENSE Speed 20 ft. Melee scimitar +4 (1d6+2 nonlethal) Spell-Like Abilities (CL 2nd; concentration +1) 1/day—magic stone TACTICS Before Combat The recruits apply a dose of dusk agate extract to their weapons (see the sidebar above). During Combat The recruits frequently change position in battle, attempting to flank PCs whenever possible. They deal nonlethal damage as instructed. Morale The recruits fight until knocked unconscious, but if PCs deal lethal damage to the recruits, they yield when reduced to 10 hit points or fewer. They also accept the PCs’ surrender. STATISTICS Str 14, Dex 13, Con 10, Int 9, Wis 10, Cha 9 Base Atk +2; CMB +4; CMD 15 Feats Improved Initiative Skills Perception +2 Languages Common, Terran Combat Gear potions of cure light wounds (2), antitoxin; Other Gear chain shirt, dagger, practice scimitar SUBTIER 4–5 (CR 6) UNGROUNDED RECRUITS (4) CR 2 Oread warrior 4 LN Medium humanoid Init +5; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 16, touch 11, flat-footed 15 (+4 armor, +1 Dex, +1 shield) hp 25 each (4d10) Fort +5, Ref +3, Will +2 Resist acid 5 OFFENSE Speed 20 ft. Melee scimitar +6 (1d6+2 nonlethal) Spell-Like Abilities (CL 4th; concentration +3) 1/day—magic stone TACTICS Before Combat The recruits apply a dose of dusk agate extract to their weapons (see the sidebar on this page). During Combat The recruits frequently change position in battle, attempting to flank PCs whenever possible. They deal nonlethal damage as instructed. Morale The recruits fight until knocked unconscious, but if PCs deal lethal damage to the recruits, they yield when reduced to 10 hit points or fewer. They also accept the PCs’ surrender. STATISTICS Str 15, Dex 13, Con 10, Int 9, Wis 10, Cha 9 Base Atk +4; CMB +6; CMD 17 Feats Improved Initiative, Power Attack Skills Climb +3, Intimidate +3, Perception +4 Languages Common, Terran Combat Gear potion of cure moderate wounds, antitoxin; Other Gear chain shirt, buckler, dagger, practice scimitar, cloak of resistance +1 Development: The captain bristles with poorly disguised anger if the PCs manage to defeat her team of recruits. If Dell’s team wins, Othis gloats as if she won the brawl herself. If the PCs resorted to lethal force and any of the opposing team were slain, the captain immediately has the PC responsible escorted to a holding cell by a squad of four Ungrounded soldiers and detained for the remainder of the scenario. Use the statistics for the grizzled mercenary (Pathfinder RPG NPC Codex 268) for these soldiers if necessary. If the PCs question Dell’s team about the poisoned weapons, Dell attempts to deflect all the blame for the incident onto himself. The PCs can attempt a Sense Motive check to realize that he’s lying. Dell refuses to talk to the PCs about the issue in front of the captain, but may be convinced to speak to them elsewhere. Make the following adjustments to accommodate a group of four PCs. Both Subtiers: One of the recruits is too exhausted from the day’s chores and drills to fight. Scaling Encounter A This poison coats the Ungrounded recruits’ blades. Dusk Agate Extract DUSK AGATE EXTRACT PRICE 75 GP SAVE Fortitude DC 13 TYPE poison (contact) EFFECT unconsciousness for 1 minute SECONDARY EFFECT 1 Wisdom damage CURE 1 save 13 UNGROUNDED BUT UNBROKEN The PCs can convince Dell to reveal the truth about the poisoned weapons and the sabotaged obstacle course with a successful DC 12 Diplomacy check (DC 16 in Subtier 4–5) or a DC 20 Intimidate check (DC 24 in Subtier 4–5). Obtaining a signed statement from Dell or securing his promise to act as an official witness against Othis requires the PCs to succeed at a second check at the same DC. If the PCs defeat their rival recruits, they earn 1 Success Point, and Captain Othis grudgingly announces their promotion to practical training beginning the following day. If the PCs lose the fight, Othis sentences them to another week of drudgery before assigning them to guard the casino. Evidence: The PCs can convince Dell to testify against Othis. In addition, a careful search of Othis’s office (page 7) reveals vials of the same poison Dell’s team used. Treasure: Dell’s team offers the PCs two of their potions of cure light wounds (or one potion of cure moderate wounds in Subtier 4–5) as a gesture of goodwill after the fight. Rewards: If the PCs do not defeat the rival recruits, reduce each PC’s gold earned by the following amount. Subtier 1–2: Reduce each PC’s gold earned by 114 gp. Out of Subtier: Reduce each PC’s gold earned by 289 gp. Subtier 4–5: Reduce each PC’s gold earned by 465 gp. PROMOTION The morning after the PCs fight the recruits (or 1 week later, if they lost the fight), Dell Darkblade interrupts the PCs’ breakfast to bring them to the captain’s office for an assignment. Captain Othis explains that while the Ungrounded’s primary source of income is a perennial contract with the Peerless Empire, the company often provides hired security for the various business and guilds of the Opaline Vault. The Glitterfang Halls, an upscale establishment owned and operated by the adult crystal dragon Cestranell, hired the Ungrounded to provide extra security for tonight’s grand opening. Othis warns the PCs to be on the lookout for a notorious cheater known as Inysha, a master of disguise who’s been kicked out of other casinos in the past. Othis gives the PCs a crude sketch and written physical description of the con artist. In truth, this image is a sketch of General Faiza bint Hanif, commander of the Ungrounded. Captain Othis instructs the PCs to report to the casino a few hours before its 7 o’clock opening. B. GLITTERFANG HALLS (CR 2 OR 5) An impressive structure even among the many wondrous sights in the Opaline Vault, the Glitterfang Halls is built into an excavated series of stalactites suspended 400 feet above the city’s sprawling Inner District. Deposits of multi-colored crystals peek out from the stalactite’s black-and-cream marble exterior. Most of the city’s native inhabitants can easily access the casino using earth glide, but a towering stone shaft houses a glass elevator to assist extraplanar visitors. The elevator ascends lazily to a marble platform connected to the group of stalactites, its glacial pace allowing for a breathtaking view of the city below. All the rooms in the casino are circular and showcase the natural marble and crystal that composes the stalactites. Tunnels carved into the rock allow non- elementals passage between these rooms. Magically suspended, iridescent crystals provide dim, ambient light throughout the casino. The rooms of the casino are presented below, followed by sections describing the actions of both General Hanif and the real Inysha in the casino. Both of these NPCs arrive about an hour after the casino opens. Creatures: The PCs are likely to interact with Inysha during their time at the casino. SUBTIER 1–2 (CR 2) INYSHA CR 2 Female human rogue (sharper) 3 (Pathfinder RPG Ultimate Intrigue 47) CN Medium humanoid (human) Init +7; Senses Perception +5 DEFENSE AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex) hp 23 (3d8+6) Fort +3, Ref +7, Will +1 Defensive Abilities evasion OFFENSE Speed 30 ft. Melee mwk dagger +6 (1d4+1/19–20) Ranged dagger +5 (1d4+1/19–20) Special Attacks sneak attack +2d6 TACTICS During Combat Inysha does her best to flee to the elevator. If the PCs corner her, or if any PCs follow her onto the falling elevator, she attacks. Morale If cornered and reduced to 5 or fewer hit points, Inysha surrenders. STATISTICS Str 12, Dex 17, Con 13, Int 10, Wis 8, Cha 14 Base Atk +2; CMB +3 (+5 steal); CMD 16 (18 vs. steal) Feats Improved Initiative, Improved StealB, Quick Draw, Weapon Finesse Skills Acrobatics +8, Bluff +9, Craft (traps) +10, Diplomacy +8, Disable Device +10, Disguise +10, Perception +5, Profession (gambler) +7, Sleight of Hand +9 Languages Common SQ lucky save +1, scam artist +1 Combat Gear potion of cure light wounds, potion of pass B. Glitterfang Halls 1 square = 5 feet B1 B2 B3 B4 B5 B6 B7 PATHFINDER SOCIETY SCENARIO 14 without trace; Other Gear mwk chain shirt, daggers (4), mwk dagger, ioun torchUE, traveler’s any-toolUE, concealable thieves’ toolsUI, courtier’s outfit, disguise kit, mwk tool (Craft [traps]), mirror, perfume, superior loaded diceUE, 100 gp SPECIAL ABILITIES Concealable Thieves’ Tools These set of tools functions as a standard set of thieves’ tools, except that Inysha gains a +4 circumstance bonus on her Sleight of Hand check to conceal these tools on her body. Lucky Save (Su) Inysha gains a +1 luck bonus on saving throws. Scam Artist (Ex) Inysha gains a +1 bonus on her Bluff and Sleight of Hand checks. Sticky Fingers (Ex) Inysha receives Improved Steal as a bonus feat. SUBTIER 4–5 (CR 5) INYSHA CR 5 Female human rogue (sharper) 6 (Pathfinder RPG Ultimate Intrigue 47) CN Medium humanoid (human) Init +8; Senses Perception +8 DEFENSE AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 42 (6d8+12) Fort +4, Ref +10, Will +4 Defensive Abilities evasion, uncanny dodge OFFENSE Speed 30 ft. Melee mwk dagger +9 (1d4+1/19–20) Ranged dagger +8 (1d4+1/19–20) Special Attacks sneak attack +3d6 TACTICS During Combat Inysha does her best to flee to the elevator. If the PCs corner her, or if any PCs follow her onto the falling elevator, she attacks. Morale If cornered and reduced to 9 or fewer hit points, Inysha surrenders. STATISTICS Str 12, Dex 18, Con 13, Int 10, Wis 8, Cha 14 Base Atk +4; CMB +5 (+9 steal); CMD 19 (21 vs. steal) Feats Greater StealB, Improved Initiative, Improved StealB, Iron Will, Quick Draw, Weapon Finesse Skills Acrobatics +12, Bluff +14, Craft (traps) +13, Diplomacy +11, Disable Device +14, Disguise +13, Perception +8, Profession (gambler) +10, Sleight of Hand +15 Languages Common SQ audacious overconfidence, lucky save +1, scam artist +2 15 UNGROUNDED BUT UNBROKEN Combat Gear potions of cure moderate wounds (2), potion of pass without trace; Other Gear +1 chain shirt, daggers (4), mwk dagger, concealing pocketUE, ioun torchUE, traveler’s any-toolUE, concealable thieves’ toolsUI, courtier’s outfit, disguise kit, mwk tool (Craft [traps]), mirror, perfume, superior loaded diceUE, 202 gp SPECIAL ABILITIES Audacious Overconfidence (Ex) After failing an attack roll, skill check, or saving throw, Inysha can remove her saving throw bonus from lucky save for 24 hour in order to reroll the failed roll. Concealable Thieves’ Tools These set of tools functions as a standard set of thieves’ tools, except that Inysha gains a +4 circumstance bonus on her sleight of hand check to conceal these tools on her body. Lucky Save (Su) Inysha gains a +1 luck bonus on all saving throws. Scam Artist (Ex) Inysha gains a +3 bonus on her Bluff and Sleight of Hand checks. Sticky Fingers (Ex) Inysha receives Improved Steal and Greater Steal as bonus feats. B1. Elevator Room (CR 1/2 or CR 2) This room houses the casino’s elevator, an elegantly designed marble-floored contraption whose glass walls are surrounded in a decorative silver cage. When the elevator leaves this room, a glass panel automatically emerges to cover the circular opening in its center, preventing patrons from tumbling to the city below. Trap: Inysha has secretly rigged a trap into this elevator, which can only be triggered if a creature presses a narrow object, such as a stick or the heel of a high-heeled shoe, into a small gap in the floor. SUBTIER 1–2 (CR 1/2) FALLING ELEVATOR Type mechanical; Perception DC 20; Disable Device DC 20 EFFECTS Trigger pressure plate (tiny button); Reset automatic (whenever the elevator enters area B1) Effect One round after the trigger button is pressed, the elevator falls at an accelerated pace of 120 feet. It falls at this speed for 3 rounds, after which point it reaches the ground below. Creatures on the falling elevator are flat-footed unless they possess the uncanny dodge ability. While the elevator’s pace is unpleasant, it is not dangerous; creatures do not take any falling damage from riding the elevator. SUBTIER 4–5 (CR 2) FALLING ELEVATOR Type mechanical; Perception DC 25; Disable Device DC 25 EFFECTS Trigger pressure plate (tiny button); Reset automatic (whenever the elevator enters area B1) Effect See Subtier 1–2. B2. Foyer On the western wall, a 20-foot-high archway flanked by platinum and gold pillars leads from the elevator room into the casino’s foyer. This room serves as the entrance for visitors who can glide through dirt and stone. A desk constructed from the same mixture of precious metals stands in front of the southern wall. Creatures: An oread attendant bedecked in fleshgems greets the PCs and escorts them through the casino to meet the manager in area B7 (see area B7 for details). B3. Lounge Brilliantly colored formations of natural crystal grow from the floors, walls, and ceiling of this room. Teardrop-shaped lights hang from the ceiling 100 feet above, shimmering and reflecting from a majestic statue of a crystal dragon emerging from a pool of melted gemstones. Jewel-encrusted metal chairs and sofas strewn with velvet cushions surround the pool at a safe distance, providing cozy seating for the casino’s patrons. This lavishly furnished anteroom leads to the casino proper. The gemstone pool is a miniature replica of the lake at the Opaline Vault’s center, and the dragon is an idealized, larger-than-life depiction of the casino’s owner Cestranell. Creatures: Shaitans, oreads, and other humanoids of all types lounge in the chairs in small groups, talking and laughing in hushed voices. A few mephits and elemental patrons frolic in the molten pool. B4. Gaming Room A pillar of amethyst crystals juts from floor to ceiling in this expansive room flanked by bars carved from the black-and-cream marble found throughout the casino. Enormous sheets of polished crystal cover the walls, dancing with refracted, moving images of creatures and scenery. Pleasant music played upon unfamiliar instruments fills the chamber. Rectangular slabs of marble rise from the floor to provide surfaces for gambling, each table supporting a small crystalline structure in its center. The most popular game in this casino involves rolling a polished crystal shard that scintillates between different colors and patterns. Players win a round when the shard matches the color and pattern of the crystals at the center of their table. The game is simple enough to play, but participants only have a 15% chance of winning a given round. In another popular game, players attempt to form specific patterns by stacking partially transparent tiles. PATHFINDER SOCIETY SCENARIO 16 A hidden tunnel on the south side of the room leads to the office (area B7). Creatures: Earth mephits flit back and forth behind the bar from shelves of colorful bottles to waiting customers, preparing and serving drinks. More mephit employees tend stacks of gemstone and metal chips used for betting, and several xorns lumber around the round carrying trays laden with drinks and hors d’oeuvres. Customers “tip” the xorn waitstaff by dropping gems directly into their mouths. B5. Main Stage The ceiling in this cavernous room varies in height, ranging from 50 to 300 feet. Stalactites and stalagmites flattened and ground to a smooth surface serve as dining tables. A stone platform built into the southeastern wall acts as a stage. Creatures: The crystal dragon Cestranell perches on a ledge 150 feet up the northern wall, where he has a perfect view of the stage and V.I.P. area. In spite of this spectacular vantage point, Cestranell spends most of his time preening in the reflective crystals that surround his booth or obsessively counting a pile of coins and gems. The manager and casino employees strongly caution the PCs against bothering Cestranell. If the PCs still wish to speak to the dragon, they must first find a way to scale the sheer rock wall to his perch. If engaged in conversation, Cestranell is dismissive and rude toward the PCs, saying he hired mercenaries for security, not entertainment. B6. Members’ Lounge Marble stairs blocked off by red velvet ropes lead to a 20-foot-high stone booth containing tables and chairs for the casino’s preferred customers. Typically, those who wish to enter this area must present a token inlaid with an image of a crystal dragon. However, the casino staff knows that the PCs are here to provide security, so they allow the PCs to enter and exit this area freely. Creatures: If the PCs fail to apprehend Inysha at the door, she cons her way into the members’ lounge and begins ordering food and drinks she has no intention of paying for. B7. Office A desk, bookcases, and wooden cabinets occupy this unglamorous room. Creatures: A hassled-looking oread man, referred to simply as Boss (N male oread expert 3) by his employees, discusses final preparations for the grand opening with a group of mephits when the PCs enter the office. Boss fully expects the mercenaries he hired to be capable of completing the job on their own. If the PCs ask him to confirm the description of Inysha, he bursts out laughing. “You don’t recognize your own general? You must be new on the job. That’s the spitting image of General Faiza bint Hanif.” Boss then provides the PCs with an accurate description of Inysha, but warns that she’s known for crafting convincing disguises. If the PC ask what they should do with Inysha, he shrugs, and says, “I don’t need to know the details. Just make sure she doesn’t come back.” THE FALSE INYSHA An hour after the casino opens, a woman matching the description Captain Othis provided enters the casino, passing through the foyer into the gaming room before sitting down for a night of drinks and modest-stakes gambling. The woman is actually General Faiza bint Hanif (LN female noble shaitan; if necessary, use the statistics from Pathfinder RPG Bestiary 143) dressed in civilian clothes, hoping to enjoy an off-duty evening. The general is annoyed if the PCs attempt to detain her or accuse her of being Inysha, and they must succeed at a DC 20 Diplomacy check (DC 25 in Subtier 4–5) to explain themselves or be penalized in their encounter with General Hanif later in the scenario. If the PCs mention being Ungrounded recruits, she lets out a startled laugh and demands to know the name of their superior officer. Regardless, she stalwartly refuses to leave the casino. One of the casino staff eventually overhears the exchange, and pales when she sees Hanif. She confirms that Hanif is an expected guest of honor tonight, and apologizes profusely to the general. THE TRUE INYSHA (CR 2 OR 5) The real Inysha (see page 16); arrives while the PCs are talking to Hanif, or shortly after they have seen Hanif and decided not to talk to her. Inysha is disguised as an oread and is using the false name Ladahlia. She is wearing an ornate courtier’s outfit with long sleeves and several voluminous skirts. Unless the PCs stop her, she strides confidently into the members’ lounge (area B6) and begins scouting the area for people who seem easy to con. If the PCs succeed at a DC 18 Perception check while searching for suspicious patrons (DC 21 in Subtier 4–5), they notice that she is wearing a disguise. While wearing a disguise is not illegal, Inysha does not want anyone drawing attention to the fact that she is wearing one. If the PCs confront her, she spins a false story about being burned badly as a child when her family came under attack from efreeti forces. She claims that she wears the disguise to conceal her injuries, so that she can forget about them for a while. A PC who succeeds at a DC 19 Sense Motive check (DC 24 in Subtier 4–5) discerns that this story is a complete fabrication intended to garner sympathy. If that lie fails and the PCs mention her name, she tries another tactic—admitting that she is 17 UNGROUNDED BUT UNBROKEN Inysha, but swearing that she has reformed her ways and deserves a second chance. While the PCs may disbelieve this second story regardless, a PC who succeeds at a DC 15 Sense Motive check (DC 19 in Subtier 4–5) is certain that her claim of being reformed is false. Even if the PCs do not see through Inysha’s disguise, they have a chance to notice her cheating. Inysha is methodical about fleecing her targets, but as the evening wears on, she becomes less and less careful about hiding her suspicious behavior. A PC who succeeds at a DC 12 Profession (gambler) check, a DC 15 Perception check, or a DC 15 Sense Motive check while surveying the casino notices her unusual stroke of luck, particularly on high- stakes bets. A PC who succeeds at this check by 5 or more actively catches her cheating by sneakily replacing some of her tiles with others hidden in the sleeves of her dress. In Subtier 4–5, increase the DCs of all of these skill checks by 3. Inysha is furious if the PCs accuse her of cheating. Regardless of the circumstances that lead to a verbal confrontation between the PCs and Inysha, nearby patrons notice the heated conversation. Within a minute, pieces of paper start circling around the room, each of which says “Fight or no Fight? Place your bets now! Odds are 2:1 in favor of a purely verbal argument over a physical confrontation!” A PC who can read Terran can read the papers without a skill check, and a PC who succeeds at a DC 15 Linguistics check catches the gist of the message. The PCs have several options for convincing Inysha not to return to the casino. They can attempt to persuade her with a DC 18 Diplomacy check (DC 22 in Subtier 4–5) and an argument for why returning to this casino is a poor decision. The PCs gain a +4 circumstance bonus on this skill check if they either succeeded at both Sense Motive checks against her lies or actively caught her cheating. Either of these methods secures her promise that she will not return. If the PCs fail this check, she still promises not to return, but the promise is a lie (Sense Motive DC 18 to detect, or DC 22 in Subtier 4–5). The PCs may decide to arrest Inysha, or attack her outright without explanation. Some casino patrons cheer and others curse as casino employees begin dealing payments to those who bet in favor of a fight. Inysha, however, would much rather flee if she can. She attempts to run back to the elevator and use the heel of one of her shoes to trigger the trap there so she can make a quick getaway. Along the way, patrons of the casino may attempt to hinder Inysha or the PCs. If the PCs attempt to arrest or attack Inysha but did not succeed at the skill check to convince her to leave the casino for good, all squares with tables in them are difficult terrain for the PCs but not for Inysha. These squares also serve as threatening for the purpose of allowing Inysha to flank PCs if she chooses to attack. Conversely, if the PCs succeeded at a skill check to To accommodate groups of four PCs, reduce the DCs of all skill checks against Inysha by 2. Additionally, if the PCs decide to arrest or attack her, she is taken aback, and takes a –4 penalty on her initiative check. Scaling The True Inysha convince Inysha not to come back, squares with tables in them are difficult terrain for Inysha and not the PCs, and they provide the PCs with the flanking benefit. Development: If the PCs convince Inysha not to return to the casino, they earn 1 Success Point. If they noticed Inysha’s disguise and confronted her before she entered area B6, they earn 1 additional Success Point. Treasure: If the PCs stop Inysha from returning to the casino, Boss rewards them for their trouble, handing each PC a sack of gems. The PCs gain access to all of the items in Inysha’s stat block on their Chronicle sheets. Rewards: If the PCs do not prevent Inysha from returning, reduce each PC’s gold earned by the following amount. Subtier 1–2: Reduce each PC’s gold earned by 119 gp. Out of Subtier: Reduce each PC’s gold earned by 269 gp. Subtier 4–5: Reduce each PC’s gold earned by 360 gp. RETURN TO THE BARRACKS The day after the PCs return to the barracks from the casino, Captain Othis summons them to her office once again. Read or paraphrase the following. “You’re still here?” Captain Othis growls, without looking up from the pile of missives on her desk. “I thought you’d find a path out of here by now. Well, maggots, it’s your lucky day. I have another easy job for you to screw up.” Othis rifles through her stack of papers and holds up a scroll bearing a bronze seal. “Zuhair Issawa needs someone to babysit a shipment of gems. Our real troops have more important things to do, so I’m sending you. All you have to do is get the caravan to his estate a few miles outside the city. Any questions?” If questioned, Captain Othis provides little in the way of useful information other than where to find the caravan. If the PCs stick around to ask questions, she becomes increasingly frustrated, finally ordering them to get out of her sight. Captain Othis claims that the guard duty will be little more than a formality, as the caravan’s route is a well- used thoroughfare and generally known to be safe. The PCs can easily locate the caravan outside a warehouse in the outskirts of the city. Four stocky rock beetles carry the heaviest goods, and an agrawgh—a 25-foot-long bronze-ringed serpent with horns, silvery skin, and deadly fangs—carries the bulky material. Nef and Annie (N dwarf experts 2) are in charge of the caravan. Agrawgh PATHFINDER SOCIETY SCENARIO 18 The journey to the Issawa estate is slow going, as the overworked beetles frequently stop to rest and must be coaxed to continue. The PCs can attempt to assist Nef with a DC 12 Handle Animal check (DC 16 in Subtier 4–5) to encourage the beetles. If they succeed at this check, one of the beetles provides assistance against the ambush that occurs along the road (see the Creatures section of encounter C). C. QUARTZ PATH After 4 hours of stop-and-go travel through a forest of stalactites and stalagmites, the caravan reaches a narrow bridge made of magically-shaped quartz spanning the vast geode walls surrounding the Opaline Vault. A waterfall tumbles from the ceiling nearby, an influence from the Plane of Water that fills the air with a perpetual mist, though the mist has no effect on Perception checks against creatures within 200 feet. Stalactites grow down from the low ceiling, the longest of them reaching all the way down to the bridge itself. Beneath the bridge, the “floor” of the geode is made up of jagged crystals that sprout from the ground 10 feet below. A creature that falls off the bridge takes 1d6 points of damage from landing on the crystals (2d6 in Subtier 4–5). The crystals are relatively easy to climb—ascending back to the bridge requires only a successful DC 15 Climb check. Creatures: Two Small earth elementals (two Medium earth elements and an earth mephit in Subtier 4–5) hide in the low ceiling above the pass. The elementals belong to a notorious elemental cartel led by the xorn bandit king Slagcrusher. Slagcrusher commands a gang of elementals and mephits who steal gems and ore from mining operations and caravans around the Vault. His agents bring him the pilfered goods, and he provides them with a share of the profit, as well as protection from other gangs and refuge from the shaitans. A day before the mission, Captain Othis contacted Slagcrusher, informing him of the opportunity to steal choice gems from a poorly guarded caravan. Far too greedy to ignore the opportunity, Slagcrusher sent a few thieves to investigate. The elementals bear Slagcrusher’s mark, an inlay of precious metals similar to a tattoo. The mark depicts three hands grasping at a single faceted gemstone. They begin the encounter by dropping out of the ceiling on to the agrawgh’s head, injuring and enraging the creature (see the Hazard below). At initiative rank 10, Nef and Annie flee along with the four rock beetles. However, if the PCs succeeded at a Handle Animal check to encourage the beetles along the road, one of the beetles overruns an earth elemental in its path, knocking it prone. SUBTIER 1–2 (CR 3) EARTH ELEMENTALS, SMALL (2) CR 1 hp 13 each (Pathfinder RPG Bestiary 122, see page 26) TACTICS Before Combat On the surprise round, the earth elementals drop out of the ceiling onto the caravan’s agrawgh, injuring it. The stalactites that reach down to the bridge allow them to sense the caravan’s approach with their tremorsense, so they begin the ambush on the other side of 5 feet of stone, making them effectively impossible to detect Make the following adjustments to accommodate a group of four PCs. Subtier 1–2: Falling onto the agrawgh injures the earth elementals, who begin the encounter with 9 hit points remaining. Lower the DC of the Diplomacy check to calm the agrawgh by 2 and lower its starting hit points to 8. Subtier 4–5: Remove one Medium earth elemental from the encounter. Lower the DC of the Diplomacy check to calm the agrawgh by 2 and lower its starting hit points to 30. Scaling Encounter C C. Quartz Path M : Mephit E : Earth Elemental E E M A : Agrawgh A 1 square = 5 feet Path�nder Map Pack: Ice Cavern 19 UNGROUNDED BUT UNBROKEN PATHFINDER SOCIETY SCENARIO 20 (Perception DC 60), though PCs with an ability to act in the surprise round may still do so. During Combat The earth elementals are organized, and prefer to flank targets whenever possible. They attempt to bull rush the PCs into a more advantageous position, or off the edge of the bridge if possible. The earth elementals take advantage of their earth glide ability to reposition on the field of battle and confuse the PCs. Morale The earth elementals fight until reduced to 4 hit points or fewer before retreating into the ceiling or floor. SUBTIER 4–5 (CR 6) EARTH ELEMENTALS, MEDIUM (2) CR 3 hp 34 each (Pathfinder RPG Bestiary 122, see page 26) TACTICS Before Combat On the surprise round, the earth elementals drop out of the ceiling onto the caravan’s agrawgh, injuring it. The stalactites that reach down to the bridge allow them to sense the caravan’s approach with their tremorsense, so they begin the ambush on the other side of 5 feet of stone, making them effectively impossible to detect (Perception DC 60), though PCs with an ability to act in the surprise round may still do so. During Combat The earth elementals are organized, and prefer to flank targets whenever possible. They attempt to bull rush the PCs into a better position to use Cleave, or off the edge of the bridge if possible. The earth elementals take advantage of their earth glide ability to reposition on the field of battle and confuse the PCs. Morale The earth elementals fight until reduced to 8 hit points or fewer before retreating into the ceiling or floor. EARTH MEPHIT CR 3 hp 19 (Pathfinder RPG Bestiary 202, see page 27) TACTICS Before Combat The earth mephit drops down from the ceiling and casts soften earth and stone on the area directly under the PCs, creating an area of thick mud. During Combat The mephit uses its breath weapon, attempting to catch PCs stuck in the mud. It uses its change size ability to become Medium and enters combat, attacking with its teeth and claws. If the mephit is reduced to half its hit points, it burrows into the ground to heal and emerge at a different location. It also burrows or flies away to gain a better vantage point whenever its breath weapon is usable. Morale If the elementals are destroyed or flee, the mephit burrows into the ground and flees. Hazard: The injured agrawgh flails around in pain, exhaling drops of acid that fall to the ground as acid rain. This acid deals 1d4 points of damage each round to all creatures within 20 feet of the Large creature (Reflex DC 13 half). In Subtier 4–5, the damage increases to 2d4 and the DC of the Reflex save increases to 16. This acid is a diluted form of the acid it uses for its breath weapon, and does not harm creatures with the earth subtype. Assume that the agrawgh rolled a 10 on initiative, but that it acts after Nef, Annie, and the rock beetles. The PCs can neutralize the hazard by calming the agrawgh. The agrawgh stops flailing if the PCs heal any of the damage it has taken or if they succeed at a DC 18 Diplomacy check to soothe it (DC 22 in Subtier 4–5). Attempting this Diplomacy check is a standard action. Any number of PCs may assist as long as they also spend a standard action. If the PCs attack the agrawgh, Nef and Annie frantically entreat the PCs not to kill it. As soon as the PCs deal damage to it, the serpent turns its attention toward the attackers, targeting them with its bite. While it is attacking the PCs, the acid rain stops. Use the standard statistics for an agrawgh (see page 26), except that it cannot use its breath weapon. In Subtier 1–2, it has the sickened condition and it has sustained serious injuries from the falling elementals, causing it to begin the encounter at 12 hit points. Additionally, its bite deals 1d6 acid damage instead of 2d6. In Subtier 4–5, the agrawgh’s injuries are less severe, and it begins the encounter at 40 hit points. If the PCs do not calm the agrawgh or knock it unconscious within 1 minute of the start of combat with Slagcrusher’s minions, it drops the merchant’s goods and burrows away. Development: Nef thanks the PCs profusely, explaining that while marauding elemental gangs are fairly common outside the Vault, they normally work further afield and are too cautious to attack so openly. The PCs can attempt a DC 16 Knowledge (local) check to identify the precious metal inlays on the elementals’ bodies as Slagcrusher’s mark. The remainder of the journey is uneventful and takes about an hour. When the PCs arrive at the Issawa estate, Nef and Annie begin unloading their cargo. The bronze- skinned and businesslike Zuhair Issawa (LN male noble shaitan) introduces himself and inspects the contents of the wagon. After the inspection, Zuhair dismisses the PCs. If the PCs mention the elementals’ strange markings to Zuhair, he tells them that the members of elemental gem cartels often bear such symbols. As long as the PCs defeat Slagcrusher’s minions, they earn 1 Success Point. If they also stop the agrawgh from fleeing without killing the creature, they earn 1 additional Success Point. Evidence: The PCs may identify the elementals’ inlays or take an etching of the marks to compare with the symbol found on the note in Othis’s office. Treasure: The elementals carry a small cache of stolen gems worth 500 gp. Zuhair Issawa thanks the PCs for safely General Faiza bint Hanif 21 UNGROUNDED BUT UNBROKEN transporting his gems by gifting them a silver signet ring bearing the Issawa family crest that is worth 100 gp. In Subtier 4–5, this ring functions as a ring of protection +1. Rewards: If the PCs do not defeat the ambushers, reduce each PC’s gold earned by the following amount. Subtier 1–2: Reduce each PC’s gold earned by 100 gp. Out of Subtier: Reduce each PC’s gold earned by 183 gp. Subtier 4–5: Reduce each PC’s gold earned by 266 gp. HONORABLE OR DISHONORABLE DISCHARGE The PCs return to the Ungrounded barracks to an official summons from General Faiza bint Hanif, the shaitan officer who oversees the Ungrounded and acts as liaison between the mercenaries and the Sultana’s armed forces. A veteran of both the mercenary company and the Empire’s military, she is a hard but fair woman, and has little patience for nonsense. Give the PCs Player Handout #3. THE HEARING When the PCs arrive, General Faiza bint Hanif and Captain Othis are seated on opposite sides of a mahogany desk in a spacious, immaculate office. Glass cases along the walls display medals, ceremonial armor and weapons, and framed commendations granted to former and current members of the Ungrounded, including General Hanif herself. The general begins by greeting the PCs politely but wastes no time on idle chatter before delving into the list of complaints against their unit. General Hanif compliments the PCs for moving quickly through basic training, but then notes how many demerits the group incurred. She then orders the PCs to describe their version of the scenario’s events, beginning with the brawl between recruits. For each event, General Hanif knows only the official version provided by Captain Othis, which highlights the PCs’ failings. Captain Othis wove a tale of herself as a harsh but reasonable drill sergeant testing recruits that she had reason to believe would be deficient because of their connections to the Pathfinder Society. She referred to the Pathfinder Society as “a nest of roaches,” and then suggested that given the number of incidents surrounding these new recruits, they should be dismissed as a liability. During the hearing, the PCs can present evidence against Captain Othis as they explain their actions. General Hanif wants to hear from all of the PCs, not just the most charismatic. Before the PCs present their case, she informs them that she has no interest in hearing the tale from a “truth-spinning silver tongue,” and as such, each of the PCs must speak in their group’s defense. She does not allow a PC to present a second piece of evidence until every PC has attempted to present one piece, and PCs cannot use aid another to assist each other. This encounter relies on a series of Diplomacy checks, one for each piece of evidence the PCs present against Othis. If the PC succeeds at a DC 20 Diplomacy check (DC 25 in Subtier 4–5) while presenting a piece of evidence, the general accepts the argument; otherwise, she sides with Captain Othis. If the PCs accrued 4 or more demerits, the DCs of all Diplomacy checks in this encounter increase by 2. Additionally, if the PCs accused the general of being Inysha in the casino and did not explain themselves sufficiently, the DCs of all Diplomacy checks increase by 2. These two DC increases stack. Each piece of evidence grants the PCs a circumstance bonus on their Diplomacy check; the specific bonuses are listed below in parentheses. Whenever a PC successfully presents a piece of evidence, they all gain a cumulative +2 bonus on all future Diplomacy checks to present evidence. For example, if the PCs have already successfully presented Dell Darkblade’s testimony and the false description of Inysha, the total To accommodate groups of four PCs, make the following adjustment to The Hearing: General Hanif allows each PC to present two pieces of evidence before insisting upon hearing from the next PC. Scaling the Hearing PATHFINDER SOCIETY SCENARIO 22 circumstance bonus they receive on the Diplomacy check to present the poison samples is +7. If the players appear at a loss of who should speak first, consider reminding them that while their opening arguments might be difficult, the stronger their case becomes, the easier convincing the general should be. The six pieces of evidence that the PCs are most likely to present are listed below. The PCs may come up with additional evidence beyond these examples; feel free to reward a bonus up to +4 for other legitimate evidence. Additionally, if you feel the players do a particularly good job roleplaying their argument, feel free to grant up to a +4 bonus on one Diplomacy check per PC to reward them for getting into the story. After the PCs successfully present three pieces of evidence, the general is sufficiently convinced of the evidence against Captain Othis to suspend her from office pending an official investigation (see Development below). Aspis Badge/Cauchemar’s Note (+4): The PCs may attempt this Diplomacy check if they present Cauchemar’s note and Othis’s Aspis Consortium badge as evidence. Captain Othis counters that her membership in the Aspis Consortium in no way interferes with her fulfillment of her duties to the Ungrounded, but that it has taught her the valuable lesson that Pathfinders are not to be trusted. Dell Darkblade’s Testimony (+6): The PCs may attempt this Diplomacy check if they bring forth Dell Darkblade or his signed statement to testify against Captain Othis. Dell confirms that his team used poison provided by Othis to gain an unfair advantage in the second trial, and that the PCs followed the rules. He also recounts assisting Captain Othis in sabotaging the obstacle course. Captain Othis counters that Dell’s recruits were not up to the task of providing an adequate challenge to the PCs without assistance. Because Pathfinders are notorious for lacking humility and respect for their superiors, she needed to provide them with challenges that would “wipe the smug grins off their faces.” Poison Samples (+3): The PCs may attempt this Diplomacy check if they present the vial of poison found in Othis’s office. Captain Othis counters this piece of evidence by downplaying the poison’s danger provides, calling to attention that it is as harmless as salt to superior beings with a connection to earth, such as the general herself, and that it merely renders humans temporarily unconscious. False Description of Inysha (+3): The PCs may attempt this Diplomacy check if they present the sketch and written description of Inysha that Captain Othis gave them before sending them to the casino. Captain Othis counters that the false description should have been obvious. She insists that soldiers must always be wary for false information the treacherous efreet slip into legitimate channels, and that providing a description of the esteemed general was a way of teaching that lesson which should humiliate only the most incompetent of recruits. Slagcrusher’s Note (+5): The PCs may attempt this Diplomacy check if they present Slagcrusher’s note to Othis as evidence. Captain Othis alleges that the Pathfinders, who obviously speak fluent Common, could have easily forged the note. Elemental Tattoos (+3): The PCs may attempt this Diplomacy check if they present the bodies of Slagcrusher’s elemental minions or an etching of their tattoos. If the PCs present this piece of evidence before Slagcrusher’s note, Captain Othis counters, “I don’t see what bandits attacking a caravan has to do with me. Attacks on that route may be rare, but they still happen often enough for caravans to hire guards.” If the PCs provide this evidence after Slagcrusher’s note, Othis accuses them of fabricating evidence to fit a convenient narrative. Development: After the PCs successfully present three pieces of evidence, General Faiza bint Hanif crisply thanks them for their honesty and aims an icy glare at Captain Othis. Othis begins her rebuttal, but Hanif raises a hand to cut her off, then replies flatly, “Silence, Othis. You will waste no more of my time.” A pair of shaitan officers moves in to escort Othis out of the office, and the general orders them to secure Othis while she launches a formal investigation. Once the captain is out of the room, the general instructs the PCs to present any other evidence they have collected. If the PCs successfully present at least one more piece of evidence, they earn 1 Success Point. If the PCs cannot convince the general of Othis’s intentional sabotage, she dismisses Othis and speaks to the PCs alone. She admits that their argument, while insufficient to prove wrongdoing, has raised questions in her mind about Othis’s position as a training officer. She assures the PCs that she will keep an eye on Othis going forward. As long as the PCs earned at least 4 Success Points during the scenario, General Hanif grants them honorable discharge from their obligations to the Ungrounded and expresses interest in working with the Pathfinder Society in the future. If the PCs failed to earn at least 4 Success Points, General Hanif dismisses them from service, remarking that an alliance with the Pathfinder Society may not be in her organization’s best interest. Treasure: If the PCs earn an honorable discharge, the shaitan rewards each PC with a jeweled cloak pin bearing the Ungrounded sigil (worth 120 gp each). She also presents them with three masterwork scimitars. In Subtier 4–5, she instead gives the PCs only a single +1 glamered scimitar. Rewards: If the PCs do not earn an honorable discharge, reduce each PC’s gold earned by the following amount. Subtier 1–2: Reduce each PC’s gold earned by 138 gp. Out of Subtier: Reduce each PC’s gold earned by 362 gp. 23 UNGROUNDED BUT UNBROKEN Subtier 4–5: Reduce each PC’s gold earned by 586 gp. CONCLUSION True to her word, General Faiza bint Hanif launches a formal investigation into Captain Othis’s activities, ultimately removing Othis from her position as training officer. If the PCs successfully presented four or more pieces of incriminating evidence to the general, Othis is stripped of her rank and sentenced to a period of imprisonment for her crimes. If the PCs did not present enough evidence to condemn Othis, the captain retains her rank but is transferred to a more suitable post. Dell Darkblade stands trial for his part in the training incidents, but receives a lightened sentence due to Captain Othis’s influence. As long as the PCs received an honorable discharge, all PCs earn the Ungrounded boon on their Chronicle sheets. All PCs who successfully complete enough encounters to earn experience for this scenario earn the Earth Affinity boon. After the hearing, the PCs may return to Reyshal’s estate. He offers the PCs congratulations if the mission was successful and does little to conceal his disappointment if the PCs failed. Reyshal magically transports the PCs back to Absalom, where Master of Spells Sorrina Westyr listens with interest to the PCs’ full report. Regardless of the scenario’s outcome, the Pathfinders leave their mark on the Opaline Vault. REPORTING NOTES If the PCs convince General Hanif to strip Captain Othis of her rank, check box A. If they do not, check box B. PRIMARY SUCCESS CONDITIONS The PCs fulfill their primary goal if they earn at least 4 of the 8 possible Success Points. Doing so earns each PC 1 Prestige Point. SECONDARY SUCCESS CONDITIONS The PCs fulfill their secondary goal if they present enough evidence to convince the general that Captain Othis set them up for failure throughout the scenario. Fulfilling the secondary success condition earns each PC 1 additional Prestige Point. FACTION NOTES Sovereign Court PCs complete a faction goal by earning an honorable discharge from General Faiza bint Hanif. If they achieve this goal, give them Player Handout #4; additionally, all Sovereign Court PCs earn the Wish Exposure boon on their Chronicle sheets. PATHFINDER SOCIETY SCENARIO 24 Player Handout #1: Cauchemar’s Missive Player Handout #2: Slagcrusher’s Thank you note Trusted Agent, As always, the Pathfinders are sticking their meddlesome noses into our business. I received word that the damned Society’s interest in the Plane of Earth is more than just idle talk among the Decemvirate. Somehow one of their venture-captains forged an alliance on this plane and conned a shaitan into transporting some grunt agents to the Opaline Vault. Hilariously, these agents intend to join the Ungrounded. The Pathfinders cannot be allowed to gain a foothold here. I’m sure you can handle it. Cauchemar Othis, Thanks for tasty gem location. Friends picking up gems at pass. Stupid mercs won’t see it coming. Will help serpents sometime if gems good like you say. Question: why help Slagcrusher? 25 UNGROUNDED BUT UNBROKEN Player Handout #3: General’s Summons Player Handout #4: Morilla’s Missive Recruits, Captain Othis and I have been in communication about several incidents that occurred surrounding your unit in the past weeks. Due to this operation’s ties to Her Imminence’s military and our nation’s sensitive political climate, I take these allegations very seriously. Report to my office at dawn for a formal hearing. Be prepared to present a case defending your actions in training. Sincerely, General Faiza bint Hanif Trusted Agents, Word of your success in gaining the trust of a shaitan general has reached my ears. Congratulations and thank you, on behalf of our common cause. As allies, genies promise power and influence in ways few mortals could ever offer. The next steps of our plans are considerably ambitious, but with the world-shaping power of wishcraft on our side, as well as steady and experienced hands to wield it, doors that seemed inexorably sealed may open to us at last. Sincerely, Lady Gloriana Morilla PATHFINDER SOCIETY SCENARIO 26 STAT BLOCKS The following statistics appear in this scenario. AGRAWGH This bronze-ringed serpent has silvery skin and razor-sharp teeth that barely conceal the acid bubbling at the back of its mouth. AGRAWGH CR 5 Pathfinder Campaign Setting: Planes of Power 52 N Large outsider (earth, extraplanar) Init +0; Senses darkvision 60 ft., tremorsense 100 ft.; Perception +9 DEFENSE AC 18, touch 9, flat-footed 18 (+9 natural, –1 size) hp 59 (7d10+21) Fort +8, Ref +5, Will +1 Immune acid OFFENSE Speed 20 ft., burrow 60 ft. Melee bite +11 (2d6+6 plus 2d6 acid) Space 10 ft.; Reach 10 ft. Special Attack breath weapon (30-ft. line, 6d4 acid damage, Reflex DC 16 half, usable every 1d4 rounds) STATISTICS Str 18, Dex 11, Con 16, Int 6, Wis 9, Cha 7 Base Atk +7; CMB +12 (+14 bull rush); CMD 22 (24 vs. bull rush, can’t be tripped) Feats Improved Bull Rush, Lunge, Power Attack, Weapon Focus (bite) Skills Intimidate +8, Perception +9, Stealth +6, Survival +9 Languages Common, Terran SPECIAL ABILITIES Burrow (Ex) An agrawgh can burrow through solid stone at half its normal burrow rate. When traveling using its burrow speed, as a free action an agrawgh can choose to leave a 10-foot-by-10-foot tunnel in its wake. As long as the agrawgh does not encounter any non-dirt or non-stone substances along its way, it digests dirt and stone with its stomach acid at a rate equal to its burrow movement speed. An agrawgh cannot run or perform combat maneuvers while burrowing. If an agrawgh encounters any creature while burrowing (such as one using meld with stone), it can’t enter that square. EARTH ELEMENTAL This hulking, roughly humanoid creature of dirt and stone is faceless, save for two glowing gemstone eyes. SMALL EARTH ELEMENTAL Pathfinder RPG Bestiary 122 N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 DEFENSE AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) hp 13 (2d10+2) Fort +4, Ref –1, Will +3 Immune elemental traits OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +6 (1d6+4) Special Attacks earth mastery STATISTICS Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +4; CMD 13 Feats Improved Bull RushB, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in its statistics). MEDIUM EARTH ELEMENTAL Pathfinder RPG Bestiary 122 N Medium outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7 DEFENSE AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural) hp 34 (4d10+12) Fort +7, Ref +0, Will +4 Immune elemental traits OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +9 (1d8+7) Special Attacks earth mastery STATISTICS Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +9; CMD 18 Feats Cleave, Improved Bull RushB, Power Attack Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3 27 UNGROUNDED BUT UNBROKEN SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in its statistics). MEPHIT, EARTH This small humanoid creature has thin, leathery wings, small horns, and a mischievous smile. EARTH MEPHIT Pathfinder RPG Bestiary 202 N Small outsider (earth) Init +6; Senses darkvision 60 ft.; Perception +6 DEFENSE AC 17, touch 14, flat-footed 14 (+2 Dex, +1 dodge, +3 natural, +1 size) hp 19 (3d10+3); fast healing 2 (while underground) Fort +2, Ref +5, Will +3 DR 5/magic OFFENSE Speed 30 ft., fly 40 ft. (average) Melee 2 claws +5 (1d3+1) Special Attacks breath weapon (15-foot cone, 1d8 bludgeoning damage, Reflex DC 13 half) Spell-Like Abilities (CL 6th) 1/day—soften earth and stone, summon (level 2, 1 earth mephit 25%) STATISTICS Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14 Base Atk +3; CMB +3; CMD 15 Feats Dodge, Improved Initiative Skills Bluff +8, Fly +10, Perception +6, Stealth +12 Languages Common, Terran SQ change size SPECIAL ABILITIES Breath Weapon (Su) An earth mephit can unleash a cone of rocks that deals 1d8 points of bludgeoning damage every 4 rounds as a standard action. The DC is Constitution-based and includes a +1 racial bonus. Change Size (Sp) Once per day, an earth mephit can enlarge its body by 1 size category, as enlarge person. This power acts as a 2nd-level spell. PATHFINDER SOCIETY SCENARIO 28 29 UNGROUNDED BUT UNBROKEN Event GM # GM Character # GM Prestige Earned GM Name Date B The Exchange Silver Crusade A Dark Archive Scarab Sages D Liberty’s Edge C Grand Lodge Sovereign Court The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name The Exchange Silver Crusade Dark Archive Scarab Sages Liberty’s Edge Grand Lodge Sovereign Court Character # Prestige Points Character Name Pathfinder Society Scenario #8-05: Ungrounded but Unbroken OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Society Scenario #8–05: Ungrounded but Unbroken © 2016, Paizo Inc.; Author: Jenny Jarzabski. Normal Slow SUBTIER Player Name A.K.A. Character Name Pathfinder Society # Faction – EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society # For GM Only Normal Slow SUBTIER Normal Slow SUBTIER Normal Slow SUBTIER This Chronicle sheet grants access to the following: Starting XP EXPERIENCE GM’s Initials GM’s Initials GM’s Initials GM’s Initials XP Gained (GM ONLY) Final XP Total + + + + = = FAME Initial Prestige Initial Fame Prestige Gained (GM ONLY) – – Prestige Spent Current Prestige Final Fame Starting GP GP Gained (GM ONLY) Day Job (GM ONLY) Gold Spent Total GOLD MAX GOLD Character Chronicle # 1–2 4–5 — 253 958 — 606 506 1,916 — 1,211 Out of Subtier Pathfinder Society Scenario #8-05: Ungrounded but Unbroken Earth Affinity: Your connection to elemental earth has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures—especially those set on the elemental planes. Ungrounded Veteran: While your time in the Ungrounded was not easy, you rose to face the challenges that Captain Othis threw in your way. You may check a box before this boon to call upon the skills you reinforced through your training, granting you a +2 circumstance bonus on one of the following skill checks: an Acrobatics check to balance on a narrow or slippery surface, any Climb check, a Knowledge (planes) check to identify creatures or their weaknesses, or any Profession (soldier) check. If you are not trained in the skill, you may instead check a box to treat yourself as if you were trained in the skill. You must choose to apply this bonus before rolling. When you check the last box, cross this boon off your Chronicle sheet. Wish Exposure (Sovereign Court): The Sovereign Court is setting plans in motion to call upon the wishcraft of their genie allies. The first of these wishes has already impacted your life in subtle ways. If you gain the benefits of a wish spell again, it provides greater benefits that it normally would. Cross this boon off your Chronicle sheet when you would benefit from a wish whose details appear in an adventure (e.g., increasing the amount of gold you earn on a Chronicle sheet). When you do so, increase the benefits earned by 50%. Core Campaign All Subtiers Subtier 4–5 concealable thieves’ tools (190 gp; Pathfinder RPG Ultimate Intrigue 233) dusk agate extract (75 gp; limit 4) invisible ink (simple, 2 gp; Pathfinder RPG Ultimate Equipment 103) ioun torch (75 gp; Ultimate Equipment 305) scroll of lesser restoration (150 gp) superior loaded dice (50 gp; Ultimate Equipment 92) traveler’s any-tool (250 gp; Ultimate Equipment 323) +1 glamered scimitar (6,315 gp; Pathfinder RPG Ultimate Equipment 142) bracers of armor +1 (1,000 gp) cloak of resistance +1 (1,000 gp) concealing pocket (1,000 gp; Ultimate Equipment 289) potion of cure moderate wounds (300 gp) ring of protection +1 (2,000 gp) DUSK AGATE EXTRACT PRICE 75 GP SAVE Fortitude DC 13 TYPE poison (contact) EFFECT unconsciousness for 1 minute SECONDARY EFFECT 1 Wisdom damage CURE 1 save
textdata/thevault/Pathfinder/1st Edition/Society/Season 8/S08-05 - Ungrounded But Unbroken.pdf
KEO7-07 The Stalkyard A One-Round D&D® LIVING GREYHAWKTM Keoland Regional Adventure Version 4.4.1 by Charles Skidmore Reviewer: Keoland Triad Circle Reviewer: Steven Conforti As an unusually hot Keoish summer fades into autumn, events on the western border of the Empire continue to smolder. The truth is now filtering to the ears of Keoish citizens: war has come to the western marches and with every passing day marches eastward to Niole Dra. As the Keoish Empire reels from this sudden onslaught, a bold counterattack is planned on the heart of the assaulting forces: Godakin Keep. But is the assault a diversion, a suicide mission, or a stroke of genius? Only time will tell, because only the survivors author the histories. A Keoland regional adventure for APLs 8-12, and Part Four of the To the Last Man Standing series. This is a direct sequel to KEO6-04 Old Sins Cast Long Shadows, KEO7-04 Castlefall and KEO7-06 Bright Scaled Horror. It is recommended that those adventures be played first if possible. Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA ® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For LIVING GREYHAWK campaign questions email [email protected]. RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA- sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in the Appendices. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. KEO7-07 The Stalkyard Page 1 Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them, and fight for them. TIME UNITS AND UPKEEP This is a standard one-round Regional adventure, set in Keoland. Characters native to Keoland pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in- game benefits) as may be detailed in this adventure. A character who does not pay for at least Standard Upkeep may also avoid the above- described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND The Empire of Keoland has begun to face its darkest hours. Without warning an unknown force of creatures assaulted and sacked Godakin Keep on the western border. These creatures have begun a systematic move eastward, and the Empire is desperate for time while it sends out recall orders and requests for assistance to its neighbors in the Sheldomar Valley. In KEO7-04 Castlefall a group of enterprising heroes rescued an important artifact from a secret vault constructed beneath Godakin Keep, thereby thwarting some of the invader’s plans. In KEO7-06 Bright Scaled Horror another group of heroes rescued the kin of the vault’s guardian, a Brass Dragon who made its home in the Good Hills. The invading forces have now begun to spread their advance, marching on Cryllor and sacking several small outlying towns in the Good Hills. The Keoish Royal Standards have begun to fortify the town of Black Top in the Good Hills in order to make a strong bastion in the region to operate from. KEO7-07 The Stalkyard Page 2 In Niole Dra, Field Marshal Vandon Neheli has decided to put the troops under his command to better use. After consulting with his distant relative, Count Orloc Neheli, the two brought a plan to the attention of the master of the Silent Tower; the Wyrd. This plan is simple; Field Marshal Neheli will use a magical portal created and owned by the Neheli family to lead his Royal Standards on a direct assault of Godakin Keep. In order to assure the maximum confusion the Field Marshal will have a diversionary assault on one of the towns overrun by the Horde; the town of Kilm. The town of Kilm was once a small farming satellite of Godakin Keep. In the months since Godakin Keep fell, it suffered no calamity until a sudden message was delivered to Niole Dra claiming that the town was being assaulted in the night. No further communications from Kilm ensued and magical scrying has revealed a horrible tableau; the town of Kilm has been turned into some sort of grand magical experiment, with captive Keoish citizens being tortured and experimented upon. The town is now under the direct command of a small force of Marru, led by the fallen Hound Archon Gustavren. ADVENTURE SUMMARY In the Introduction, the heroes are brought up to speed on the latest goings on in the Empire and are approached by Field Marshal Vandon Neheli, who is in charge of the forces detailed in Niole Dra proper. The Field Marshal thanks the heroes for their service to the Empire and then asks the heroes to accompany him for a meeting of special importance. The heroes are reintroduced to the Wyrd and to Count Orloc Neheli, who have requested the heroes’ aid in creating a secondary target for the assault. This target is actually the town of Kilm, which has been sacked and turned into an enemy bastion. The Wyrd and Orloc believe that Kilm is being used as a crèche, or a breeding ground for the Marru. They will ask the heroes to lead an assault on the crèche to kill an old nemesis, a fallen hound archon, and to attempt to destroy the crèche. In Encounter One the heroes prepare for battle and use a teleport circle owned by house Neheli to gain entrance to the town of Kilm. As they arrive they watch a sizeable force of Marru teleport out, presumably to rush to Godakin Keep’s aid. In Encounter Two the heroes will be able to reconnoiter the current town of Kilm and either bypass or overwhelm a small group of defenders who are processing a prominent Keoish citizen for a transformation into a Marru within the crèche. In Encounter Three the heroes will enter the Stalkyard, an interior maze that protects the Kilm crèche. In Encounter Four the heroes will have the opportunity to loot the Kilm school of magic for information and determine some more of what the Marru intend to do. In Encounter Five the heroes will meet the figure who controls the forces of the Marru, a being who will call himself The Returned. They will see for themselves that the forces he controls are far more than a few simple creatures and he will offer the heroes a choice: they may join his forces and help lead his armies to victory in exchange for overwhelming power. In Encounter Six the heroes return to Niole Dra to find that The Returned’s forces have crushed the Keoish counterattack at Godakin Keep. PREPARATION FOR PLAY Determine if any hero is a Knight of the Watch. If they are, prepare Player Handout One. They will have an additional set of instructions. Determine if any hero is a Knight of the Malagari (Darkwatch). If they are, prepare Player Handout Two. They will have an additional set of instructions. Determine if any hero is a Silent One. (All heroes who are Woestaves are considered Silent Ones for the purpose of this determination). If they are, prepare Player Handout Three. They will have an additional set of instructions. Have any PC who can make a Knowledge (Monstrous Humanoid) check and record this result. This indicates the PC’s knowledge of Marru physiology. This is particularly necessary to know in Encounter Two, where the PCs may be surprised by the Marru. Any PC who has the AR item Desert Dissection from KEO7-04 Castlefall knows all general details of Marrutacts and Marrusaults, as listed. Refresh the players’ knowledge before Encounter One. Finally, the introduction contains a large amount of read-aloud text. This is necessary in order to convey a lot of the newest changes in Keoland to the heroes. After the introduction the adventure becomes much more adaptable, so it is KEO7-07 The Stalkyard Page 3 recommended that you prepare to adjust events on the fly for your table. INTRODUCTION As the sun makes its way down the western path towards the Jotuns, the heat from an unusually intense Keoish summer begins to fade with it. Everywhere you look, the common folk of the city are preparing to end another day. They are closing up shops, they are mucking out stables, they are headed to their homes and families. A precious few understand how fragile their existence is. Keoland, the Lion Throne, mightiest of the nations of the Sheldomar Valley, has been invaded. At this very moment, the western border is embroiled in fighting such as has not been seen on a scale since Keoland’s imperialistic phase hundreds of years ago. Every day the number of people who understands grows larger. Every day another son is conscripted into the Royal Standards, every day another shop’s products are purchased by the newly formed Ministry of Keoish Security. The rumors have finally reached an inevitable chorus: Godakin Keep is gone, Black Top is a staging ground, and no word has come from Cryllor in weeks. It is even rumored that the long-disused Dragon Rock has had a nocturnal visitor within the last few nights. Few in Niole Dra sleep well these days. You and your companions have escaped the growing sense of dread in the common folk by deciding to take dinner at the Beaten Black, a recently constructed tavern that caters specifically to those who label themselves with the dangerous title of adventurer. The tavern itself is unremarkable save for its namesake. Hanging over the bar is a massive tooth carved with runes and topped in a gold cap. It is easily over seven feet long and the proprietors claim that it is an actual incisor pulled from the mouth of a Black Dragon slain in the Dreadwood. The tavern is full to overflowing and you find yourself at a mixed table of people like yourself. At this point have the heroes introduce themselves and make any decisions about how they came to be in this place. Prepare any applicable player handouts. When the heroes are settled in they will each be approached by a serving girl with a message for them. As the steaming plates of your food begin to arrive, a pretty young serving girl crouches down to eye level. Smiling at you, she talks just loud enough to be heard over the din of the tavern. “I’m sorry to bother you, but I’m to ask you to follow me to one of our private suites. There’s someone who wishes a moment of your time.” The girl knows nothing of who sent her to the heroes, only that she was specifically told by her boss the tavern keeper who to talk to. The tavern keeper is nowhere to be found at this point (he is upstairs tending to his guests). If the heroes are reticent to go, the serving girl will offer to bring their meal with them. Further hesitation will resort to the serving girl almost pleading with the heroes to go, as she does not wish to get in trouble. If a hero refuses to go to the private rooms, they are at risk of missing the adventure. The heroes are taken to a well appointed private suite which the tavern keeper is just leaving as they arrive. In the front room is a figure of the Keoish military, Field Marshal Vandon Neheli. Dressed in a stylish parade uniform, the Field Marshal cuts an impressive figure. Standing well over six feet tall, he is obviously Suel but appears to have traces of some other bloodline from a distant relative which gives him a slightly exotic and appealing look. The Field Marshal is friendly and smiles at the heroes before ushering them in and offering them refreshments while apologizing for having their meal disturbed. A Knowledge (Nobility and Royalty) DC: 15 will tell the heroes that the title of Field Marshal is one recently created by the Royal Standards, with only a handful of postings. The two most well known Field Marshals are Perrinac Rhola and Vandon Neheli, whom are both intensely loyal to King Kimbertos. A Knowledge (Nobility and Royalty) DC: 20 will tell the heroes that Vandon Neheli is rumored to be a distant relation of Holphin Neheli, from a branch of the family that was recently elevated in order to help restore the prestige of the family name. KEO7-07 The Stalkyard Page 4 A Knowledge (Nobility and Royalty) DC: 25 will tell the heroes that the Field Marshal is rumored to be in command of the Royal Standards stationed in Niole Dra proper, and that the established Royal Standard hierarchy was none too pleased with the recent creation of the posting. Allow the heroes to introduce themselves to Field Marshal Vandon. When they are all in the room he will make a great show out of locking the door and closing the curtains from prying eyes before speaking. Read or paraphrase the following. “Thank you gentlefolk for interrupting your day to hear me out. I am Field Marshal Vandon Neheli, and it is my duty to charge you with a task in the name of the Lion Throne. First, some background. As you may have heard, Godakin Keep on our western border has fallen. Keoland herself has been invaded and faces dire peril. Despite what you may have heard about the prowess of the Royal Standards the harsh reality is that we are currently fighting a holding action while we attempt to buy time to organize our defenses. The Good Hills are becoming a battleground and all communication from Cryllor has ceased. I have received approval for a daring counterattack, which is where you come in. Before I can explain any more, I must have your agreement. If you cannot give it, I understand; but I will have to ask you to leave and say nothing of what has transpired here. Can you agree to lead a force of Royal Standards in this counterattack? The heroes may agree, decline, or ask for more details. Some potential questions are listed here. “How large of a force will we be leading?” “You will be responsible for the leading and protection of twenty Royal Standards while they accomplish their mission.” “What mission will they be performing?” “I cannot answer that until you agree to lead them, unfortunately. Now you see why I needed people of a certain moral fiber.” If the heroes repeat this question after reciting the oath, Vandon will tell the heroes that the Royal Standards are tasked with the destruction of valuable enemy supplies within Kilm. If the heroes press, tell them whatever is necessary to move them along. The Royal Standards won’t be making the fulltrip with the heroes. “Where will we be going? Niole Dra is a bit far from the fighting.” “Magical transportation will be provided for you. In fact, it will be necessary for the success of your goals. Other than that, I cannot tell you exactly where you will be going until you agree.” If the heroes ask for more general information: “The only other piece of information that I can give you is that your task will be very dangerous. Should you require it, you can be compensated accordingly. The Lion Throne is not without gratitude.” Answer any other questions the heroes may have. If they agree, proceed to the following introduction. If they cannot age to these terms, Field Marshal Vandon will voice his regret, attempt to persuade the heroes one last time, and then finally show any who wish to leave out. Once the heroes agree: Field Marshal Vandon nods briskly and smiles. He clears his throat meaningfully and speaks, taking the time to look each of you in the eyes while the syllables roll from his tongue like honeyed water. “Please repeat after me: I swear an oath by my blood to never reveal the proceedings here, in the name of the Lion Throne. Let Dalt lock my tongue should I fail.” If the heroes are suddenly antsy about swearing an oath by their blood, they have good reason. Vandon will explain that it is something he is required to ask for this situation “by his superiors.” Any hero who balks at this will be given another chance to recite the oath. Refusal will mean that the hero will be shown the door while Vandon tells them that he understands their reluctance. Finally, once the heroes are done swearing ominous oaths, Vandon will introduce them to two more important pieces to this puzzle. As you repeat the oath, the slight sound of bells tolling rings through the building. Seven bells, then silence. Field Marshal Vandon smiles at you warmly, a twinkle reaching his eyes. It is easy to see why he has quickly built a reputation as a man others would die to follow. He moves to the suites’ other door, KEO7-07 The Stalkyard Page 5 opening it soundlessly, and then dropping to one knee. Soundlessly, two men enter the room, each touching Field Marshal Vandon on the shoulder as they pass. The first is tall and appears of moderate build, wearing floor length white robes. His face is covered with a black iron mask. Piercing blue eyes show through the eyeslits, decorated to appear as though trails of tears run down his cheeks. The second is short and hunched, skin emaciated and as dry as sun-kissed desert. Dirty, dull black robes puddle around his feet as he lurches alongside his companion. His fingers are long and filthy, nails crusted with unknown detritus. He is completely bald, making his piercing blue eyes stand out all the more on his pale face. These two men are a pair of Keoland’s most powerful magical practitioners. The first is the Wyrd, master of the Silent Tower and leader of those known as the Silent Ones. Heroes may have met him in several recent adventures, including KEO6-04 Old Sins Cast Long Shadows and KEO7-04 Castlefall. The second is Count Orloc Neheli, famous and secretive wizard of House Neheli. The heroes may have met him through several Keoland regionals and interactives, including KEO4-03 Lasting Deeds and KEO5-05 Burning Brightly. Both of these men can be identified with a Knowledge (Metaregion 1/Sheldomar Valley) DC: 15. The Wyrd will greet the heroes. Read or paraphrase the following. “Peace to you, travelers. We do not have much time, so I shall endeavor to make this short. As the Field Marshal can tell you, Keoland is in dire straits. The western border as we know it no longer exists, and magic more powerful than any I have seen in many years prevents accurate scrying attempts. Within the last day, however, we have made a breakthrough. Count Orloc here has discovered that a certain kind of ritual scrying of his own devising is capable of breaking through the mists that prevent our normal attempts. In exchange for sharing his knowledge on the matter with us, the Silent Tower has agreed to assist with a task the Neheli ask of us. Normally the Silent Tower would refuse any task that might make us seem partisan in the politics of the Empire, but the seriousness of the situation requires immediate action.” With a wave of his hand and a mumbled syllable, the Wyrd creates a frozen tableau on the table of the suite. A walled city teems with violent activity. Armed men fight on the walls against a besieging force. Siege towers in the process of disembarking inhuman foes are nestled against the wall. Above a central keep, the Keoish lion flies proudly from a flagpole. Black smoke pours up from several portions of the city. With a second and third wave of the Wyrd’s hand, the view changes, becoming such that it might be seen through a hawk’s eye. The city is surrounded by a besieging force on three sides, and a huge flowing river on the fourth. From this vantage point you can see the besieging force carries seven large banners. Field Marshal Vandon’s words echo faintly off the walls of the suite as he speaks. “Now you might understand why we need your silence. Word of this cannot reach the ears of the populace, for they would panic. Cryllor is under siege.” Allow the heroes a chance to digest this information. Answer any questions the heroes might pose within reason. Below are some possible questions they might have, along with who answers them. “How recent is this view?” (The Wyrd) “This was seen less than an hour ago, by Count Orloc and myself.” “What are those things attacking the city?” (The Wyrd) “There are more than a few men and demihumans in the attacking force, but the bulk of the attackers seem to be made up of an ancient race known as the Marru. Additionally, we have seen more than a few true giants among the attackers. Here, on the north side of Cryllor, you can clearly see at least a half- dozen stone giants in charge of pushing these siege towers.” “The Marru? What are they?” (Count Orloc) KEO7-07 The Stalkyard Page 6 The hunched form of Count Orloc bobs as he abruptly cuts off the Wyrd. His voice is raspy and weak; you have to strain a bit to hear it. “The Marru are thought to be magically created in ages past, although they now breed true without magic. What is very odd is that the few pieces of lore we have about them indicate that they prefer much harsher climes than Keoland has to offer. They have been known to keep their enclaves in the harshest of deserts environments.” “How large is the attacking force/how many defend the city?” (Field Marshal Vandon) “If the attackers use a fairly traditional military division, each large banner is a separate army, composed of roughly a thousand men…marru…giants…what have you. It appears that Cryllor faces an attacking force of over seven thousand foes. Count Manz regularly holds a swordfighting competition at this time of year called the Tocsin of Kelanen, which attracts quite a large temporary population of capable swordsmen from around the region. The Royal Standard detachment in Cryllor numbers less than four hundred, as the Count prefers to hire mercenaries for the city’s safekeeping. We have no accurate numbers for his forces at this time. Either the siege was timed in order to coincide with the Tocsin in order to sap the strength of any militia we might draw from the area, or the attacking force was unknowledgeable of the event. In either case, we estimate the number of truly capable defenders in Cryllor at less than two thousand. If it comes to it, I’m sure that the cityfolk will fight bravely, but they are not skilled in the art of war.” “Can Cryllor hold out/How long can Cryllor hold out?” (Field Marshal Vandon) “Cryllor is exceedingly well situated defensively, however as you can see the attackers have already topped the walls. Once a siege breaks the walls, it quickly becomes mass butchery. For all purposes, Cryllor no longer exists.” When the heroes ask what their part to play in this affair is, or the conversation lags, move onward to the following: Field Marshal Vandon clears his throat. “King Kimbertos has been made aware of the situation. He has authorized a counteroffensive with the Royal Standards based in Niole Dra. Cryllor is lost to us, but there are a pair of targets that he feels will cause the invaders to slow their advance if we attack. The first of these is Godakin Keep itself. We have reliable knowledge that the Keep is the nexus for their leadership. We are still unable to break the scrying covering Godakin, but we feel that with so large a force at Cryllor that Godakin must be nearly empty. The Royal Standards will use a Neheli teleport circle to assault Godakin Keep. We know that Marshal Praal of the Royal Standards turned traitor and we believe he is still in charge of the Keep. It will be the duty of the Royal Standards to cleanse the stain on their honor. The second of these is a small town southeast of Godakin Keep called Kilm. Here we have been able to break the scrying wards. Count Orloc, can you please show them?” The Count mumbles some arcane phrases and the tableau on the table changes. A small farming community is now the scene. Farmers work their plots while armed guards oversee them. The center of the small town itself has been razed and a diamond shaped edifice stands in its place. It appears to be fairly large, standing three to four stories. The Count whispers; “In the lore we have, it is indicated that the Marru build such structures when they create a new home for themselves. They are called crèches, and their purpose is believed to be a spawning ground and school for accelerated magical training.” Suddenly the tableau zooms in, and a trio of figures is caught frozen while walking towards the crèche. One is a hulking marru abomination, clad in vicious looking plate mail. The marru drags an unconscious oerdian man in its massive arms. The unconscious man’s head hangs down, a long ornate braid of hair falling past a visibly scarred neck. KEO7-07 The Stalkyard Page 7 The final member of the trio is similar to the marru in that he bears canine traits, but even though he walks next to undeniable evil he carries himself with poise and presence. His head is that of a powerful hunting hound’s, its features set for the chase. Strapped to its back is a pair of greatswords, one bent nearly in half. The Count continues his sibilant whispering; “That one is known to us. He is a Hound Archon whose name is legend among magical circles. His name is Gustavren, and he and his pack were cast out of Acheron when he failed in his duties. It will be your task to enter the crèche, stalk and kill Gustavren, and destroy anything of that you find.” The heroes undoubtedly have some questions, do your best to answer them, although the rest of the information the NPCs have is quite sparse. They have no reliable information on the interior of the crèche, no idea how large a force lies within, and no idea of Gustavren’s capabilities. The heroes will be using a Neheli teleport circle in the same manner that the Royal Standards will. If the heroes ask for general information on Kilm, the NPCs will tell them the information contained in the beginning of Encounter Two. The Field Marshal will ask the heroes to be ready for an assault to begin shortly after sunrise. As the heroes are in Niole Dra they may use this opportunity to purchase items per the LGCS before the assault. Heroes who are in need of a full night’s sleep in order to change spell selections will be able to do so. Eventually the heroes will be escorted out of the suite, and thanked by all three NPCs. ENCOUNTER 1: HALFWAY THERE In this encounter the heroes use a Neheli teleport circle to travel to Kilm, where they witness what the town has become and watch as a large force of Marru teleports out, presumably to go to Godakin Keep’s aid. The town appears ripe for the picking. If any hero has the AR item Desert Dissection from KEO7-04 Castlefall, refresh that player’s knowledge of the Marrusaults and Marrutacts now. Note that Marrulurks are excluded from that knowledge. Additionally, heroes who belong to several organizations will receive additional orders from that organization. Hand out Player Handouts One, Two and Three to applicable heroes. The heroes arrive at the assigned staging area: It is shortly after daybreak when you arrive at the assigned staging area, a series of warehouses owned by house Neheli. Huge stone circles have been erected in each room, ringed with arcane runes. As you arrive, a group of robed men finish a chant and a tensquad of heavy cavalry sitting in the middle of a circle winks out of existence. Feel free to describe the area in more detail to the heroes if necessary. A force of nearly a thousand Royal Standards has assembled for this counterattack, representing a major investment of forces on the part of the Empire. Everywhere the heroes look there are armed men and battle clerics readying themselves for battle. The heroes will quickly be met by a harried looking junior officer who will convey them directly to the Wyrd, who is awaiting their arrival. The Wyrd will ensure that the heroes are ready for transport by giving them each a small polished piece of quartz and telling them the following; “When you wish to return, take this stone and hurl it to the ground while thinking of where you wish to travel to. I recommend thinking of someplace exceedingly familiar to you, such as right here. I cannot stress this enough, if you lose the stone, or break it, we have no way to return you reliably. We will simply be too busy with everything today to watch you closely.” The squad of Royal Standards that the heroes are supposed to lead is assembled and ready. They await transport with the heroes. When the heroes are ready for transport, Count Orloc and the Wyrd will usher them into the circle and begin to chant. The Wyrd utters some arcane phrases and the warehouse simply disappears from your sight. Suddenly your world is filled with searing pain and your vision is filled with two tunnels. At the end of one tunnel is a fanged maw reaching out to destroy you, at the end of the KEO7-07 The Stalkyard Page 8 other is the town of Kilm as you saw it in the tableau. With a sense of horror, you feel yourself being pulled in two separate directions! Ask each hero for their Will save modifier, and then roll a d20 for them out of sight, to simulate a Will save they would not know the result of. After you have done that, read the following. With a wrenching gasp of mental effort, your body tumbles down the tunnel towards the town. The fanged maw grazes you as it attempts to reach you. With an audible pop, you find yourself seated in the middle of a corn field on a small hill overseeing Kilm. Each hero takes damage based off the following chart. APL 8: 10 damage APL 10: 15 damage APL 12: 20 damage There is no save against this damage, and each hero is marked and scratched as though they had been bitten. When the heroes gather themselves and move into line of sight of the crèche, read or paraphrase the following. From your vantage you see two things occurring simultaneously. A small handful of Marru is herding a shuffling line of peasants through a set of rapidly closing doors in one side of the crèche. On another side of the crèche a sizeable force of Marru is standing in orderly ranks, clasping wrists. A smaller Marru standing among them raises an oddly shaped staff and the entire group winks out of existence. The stone doors of the crèche swing shut behind the last of the peasants and the sounds of nature slowly resume as you look down upon the town of Kilm. ENCOUNTER 2: ALL THAT REMAINS Use DM AID 1 for the map of Kilm. In this encounter the heroes have the option of exploring Kilm for clues as to what is going on in the town and may encounter a small group of Marru who are preparing a prominent, long-lost Keoish citizen for transformation into a Marru. The heroes may then choose to attempt to free the detainee or bypass the Marru. Kilm Any hero who succeeds at a Knowledge (Metaregion One/Sheldomar Valley) DC 15 will know the following basic information. Additionally, any hero who asks one of the NPCs from an earlier encounter about Kilm will receive this information. The town of Kilm is a fairly typical farming community. Before the insurrection began, Kilm served as a small farming satellite where merchants would gather to arrange for the purchase of food, which would then be shipped elsewhere for a profit. The town boasts little that would attract people more accustomed to city life, but it was quite successful in serving as a goods relay station. In the year CY 588 the town was razed by unknown forces. This prompted a surge in patrols into the Jotuns in order to ward off these raids. The town was rebuilt in CY 591 and until CY 595 was garrisoned with a small force of Royal Standards. The town has the following areas: Area 1: Farms/Fields This area appears to be a typical farmstead. A diverse mixture of crops takes firm root in the healthy Keoish soil. Cows and pigs appear healthy behind well constructed pens. These areas have little of value or note. The houses on these areas are one room affairs suitable for peasant life only. Area 2: Councilman’s House This house has no farmland attached in its fenced in area. It is larger than the other houses in the area and appears well appointed. A small signpost outside the house reads “Councilman Herbrook: all traveling merchants please register within.” The front door swings wide on a broken hinge. This house was the home of Councilman Herbrook, apparently an official in charge of keeping track of merchants traveling through Kilm. The interior of the house is a shambles and appears to have been recently ransacked. A Search DC 25 will turn up a ledger from underneath a rotted out floorboard. The ledger has names and dates of merchants who arrived in Kilm, whether they were buying or selling, and what goods they moved. Every entry with the KEO7-07 The Stalkyard Page 9 exception of the following two is in regards to livestock or crops. “Arrived; Gillen of Mill Creek. Delivered two crates with the Keoish crest to the Happy Hooligan.” “Arrived; Adrienne of Mill Creek. Delivered four crates with the Keoish crest to the Happy Hooligan.” A Knowledge (Metaregion 1/Sheldomar Valley) DC 15 will tell the heroes that the Mill Creek Barony of Keoland is largely a hunting reserve but that there have been rumors through the past year of political strife in the region. Several powerful Neheli families take sport there yearly and the Baron is a strong supporter of King Kimbertos. Area 3: The Happy Hooligan Use DM AID 2 for the cellar of this area. The squares numbered 1 2 and 3 are the three Marrusaults, the square numbered 4 is the Marrutact. The burned-out remains of a large tavern reside on what passes for the main road through Kilm. A well-preserved signpost declaring this to be The Happy Hooligan stands within sight of a pried open set of doors leading underground into what appears to be a cellar. If the heroes enter the cellar: This cellar is very large, appearing to take up the entire footprint of the space the tavern used to occupy above it. In contrast to the above ruins, the cellar is well preserved, with high ceilings. Closed casks and sealed boxes create a series of dim passages through the cellar. Have the heroes make Listen DC 15 checks. Success indicates that they hear the following. A muffled groan echoes from somewhere in the cellar. A rattle of chains accompanies it, followed by a burst of maniacal laughter. Once the heroes reach the indicated area of the map, they must make opposed Hide and Move Silently checks against the occupants of the cellar. In this manner the heroes may move to within thirty feet of the Marru. Once the heroes are within thirty feet, the Marru’s Discriminating Hearing comes into effect, and the heroes will be detected unless they use magical means to silence themselves. If the heroes are detected by the Marru, the Marru will let them come a bit further in an attempt to draw them into a trap. Read the following. Against the cellar wall you see the source of the noise. A pair of men are suspended from a roof beam by long chains. Each man shows signs of being beaten and both are slumped down as far as their chains permit. Standing near the men are several of the Marru. If the heroes manage to somehow completely catch the Marru unawares, read the following. Against the cellar wall you see the source of the noise. A pair of men are suspended from a roof beam by long chains. Each man shows signs of being beaten and both are slumped down as far as their chains permit. A group of Marru are standing with their backs to you, periodically delivering punches and kicks to the men and laughing lightly to themselves. APL 8 (EL 11) Marrusaults (3), Hexar, Nekkef, Suile, hp 62, See Appendix 1 Marrutact, Lorien, hp 58, see Appendix 1 APL 10 (EL 13) Marrusaults (3), Hexar, Nekkef, Suile, Fighter 2, hp 85, See Appendix 2 Marrutact, Lorien, hp 80, see Appendix 2. APL 12 (EL 15) Marrusaults (3), Hexar, Nekkef, Suile, Fighter 4, hp 103, See Appendix 3 Marrutact, Lorien, hp 90, see Appendix 3.. Tactics: If the heroes are detected, the Marrusaults will attempt to spread out and shield the Marrutact behind them so that he can cast spells offensively. If the heroes are undetected, the Marru will simply attempt to focus their attention on any hero that they might be able to kill with combined attacks and creative flanking. After the encounter, the heroes will have a chance to interact with the captives and search the cellar if they so desire. One of the two men is dead, victim to dehydration and torture. The other man is on the verge of breaking under the stress his captors have placed upon him. Wild eyed and dirty, he appears to be of the mixed Oerdian stock common to the region. A KEO7-07 The Stalkyard Page 10 Spot DC 15 will reveal that the man’s skin is a horrible tapestry of burns, scars and bruises of varying ages. This prisoner has been being tortured for a very long period of time. The man rants and raves whenever someone comes close, straining weakly against the chains that bind him. The keys to the locks on the chains are nowhere to be found, but the lock may be picked with an Open Lock DC 20. If a hero performs a Heal DC 20 or any level of magical (hp) healing, the man will come to his senses and thank the heroes profusely for their assistance. He will then straighten himself up and introduce himself as Lord Garson Elgarin, son of Countess Allita Elgarin of Flen. Lord Garsin Elgarin In the year CY588, after the razing of Kilm, Lord Garsin led an expedition into the Jotuns with the goal of determining the source of the recent (at the time) raids on the county of Flen. Unfortunately for Lord Garsin, he found exactly what he was looking for. Literally stumbling across an uncharted series of valleys, he and his expedition were the first Keoish to encounter the Marru. The expedition was rapidly attacked and mostly destroyed. Lord Elgarin and several of his surviving men attempted to flee but were captured after several days of dogged pursuit. Not wanting to call attention to his noble rank, Lord Garsin divested himself of all his accoutrements that spoke of him as the scion of a powerful house. One of his loyal men-at-arms, who was soon to die with a festering wound, agreed to don Lord Garsin’s clothes, so that should the group be captured they would not realize the real Garsin’s importance. As they feared, the group was eventually captured and most of the men were killed, including the fake Lord Garsin. Back in Keoland, the Countess Elgarin was distraught over the loss of her son. In her grief, she turned to magical augury in an attempt to determine the fate of the expedition. Seeking only the best aid available, she sent a missive to the Silent Tower in an attempt to enlist the aid of the Silent Ones. When her message went unanswered the Countess Elgarin turned to other nobility, and eventually found herself requesting the assistance of one of Keoland’s most powerful practitioners of magic Count Orloc. Count Orloc’s divination was easily able to locate the focus of his search, the enchanted blade that Lord Garsin took great personal pride in. This greatsword, known as Irid Iriun (“Foul Temper” in Oerdian), was located by Orloc near the fallen body of Garsin’s man-at-arms. When informed of her son’s fate the Countess Elgarin was inconsolable and refused to believe the evidence presented. Despite her efforts to the contrary, rumors of Lord Garsin’s demise filtered through the realm’s nobility. Lord Garsin’s life in the intervening years has been anything but pleasant. The Marru who lived in the valleys of the Jotuns used captive humans as slaves, and such was Garsin’s fate. Lord Garsin spent the next nine years being slowly worked to death in the Marru’s iron mines. The Marru, being the product of magical experimentation and breeding themselves, quickly saw the way the captive humans in the iron mines were drawn to Lord Garsin’s demeanor and bearing. Despite his hardships, he managed to keep a good many people alive through his simple refusal to let his hope die. Using magical divinations of their own, the Marru determined the truth of Lord Garsin’s heritage and earmarked him and several others for their grand design. Secretly, Lord Garsin was attempting to organize a great breakout from the Marru’s Iron Mines. The slave population was growing, and most of the slaves looked to Lord Garsin as a leader. After several years of careful planning, the slaves revolted and attempted to escape. Unfortunately, the slave plans were well known by the Marru, and the revolt was squashed mercilessly. After that, Lord Garsin was brought to Kilm, where he now crosses paths with the heroes. Interacting with Lord Garsin Elgarin If Lord Garsin is brought to a sensate state, he will quickly plead for the heroes to release him, seeing that they have defeated his captors. He knows that he is in Kilm, and that means his family’s holdings are in great danger. Some basic interactions are listed below. In some cases, a DC is listed after Garsin’s text. This is the DC for a Knowledge (Sheldomar/Metaregion One) check to confirm that it is truth. Entries without a listed DC cannot be verified as true or false through this manner. “Who are you?” “Although I know I don’t look it, I am Lord Garsin Elgarin. I am the son of Countess Allita Elgarin of Flen.” KEO7-07 The Stalkyard Page 11 (DC15: The Countess of Flen did have a son named Garsin who went missing almost ten years ago.) “How did you come to be here?” “In CY588 this town, the town of Kilm, was a successful hobniz village. The town was razed by creatures that we tracked to the Jotens. I led an expedition to attempt to find and enact revenge against these attackers. Unfortunately, I found them.” (DC10: Several failed expeditions to the Jotuns attempted to curtail humanoid raiding. The stabilization of Sterich has helped this cause but not eradicated the problem entirely) “You have been captive for almost ten years?” “Yes, much to my hatred. My men and I were ambushed after we discovered several valleys in the Jotens that these creatures called home. We fought and tried to escape but we were caught or killed. They imprisoned the rest of us, forcing us to work in the iron mines the creatures used. I tried to lead an escape attempt, but we were brought low by a traitor in the slave pens. After the revolt was put down, I was brought here. I have been here for about a month or so now I would wager.” “Who is this man?” “This is Gregor, the last survivor of my original expedition. He attempted to escape with me. “Do you know where the Marru make their home in the Jotens?” “I know exactly where their valleys are. Assuming you gave me a map; I could lead you there or give directions to another.” “Did the Marru know who you are?” “No, the Marru do not know who I am, other than the leader of the revolt. When we were about to be captured a man of mine who was mortally wounded offered to switch clothes with me so that I could not be identified as nobleborn.” “Why are you here? How do you know where you are?” “After the Marru crushed our revolt, they brought some of us here. I know this area of Flen well, and though it has changed through the years it is unmistakable to me. I have longed to see it nearly every day for the last ten years.” “Is there anything you can tell us about the Marru of this town? Do you know anything about the (crèche)?” “I know that some important Marru come and go from the…crèche, did you call it? I also know that recently the Marru have begun consorting with other folk from the Jotens, giants and the like. A few days ago some giant procession came through, all dressed in the finest of fancy jewels. Their footsteps shook the ground like thunder. Gregor and I were brought before them for some reason, though I don’t understand a word of what was being said. The giants seemed to be on good terms with the Marru. I didn’t see any unease in either group. As for that building…I don’t know anything about it other than that they put some other strange Marru in charge of it. In ten years he’s the only one I’ve met who could speak with me.” “Can you describe that Marru?” “Well he is shorter than the real big ones, but bigger than these or the ones who wear the fancy regalia. Wears a suit of Full Plate like he was born to it and his face looks a bit different. Most of these look like jackals or hyenas. He seemed more like one of my uncle’s hunting hounds. (Tell the heroes that this fits the description of Gustavren, should they ask) Garsin is polite and humble to the heroes, thanking them profusely for ending his suffering. Once talk turns to what to do with him, Garsin will speak again. “Give me a few minutes to scrounge some of these weapons and I’ll fight with you if you desire. Unless you have the means to get me out of here magically and back to Flen, I’m coming with you. These Marru are going to find out what it feels like to have a true son of Keoland owe them something.” The heroes are free to do with Garsin what they please, and they have several options. If they wish, he will accompany them. Garsin will be window dressing for any fights that occur, providing no useful help. Alternately the heroes can send Garsin away. If they have some from of magical transportation he will gladly accept it. If a hero gives Garsin the stone that was given to them by the Wyrd, he will KEO7-07 The Stalkyard Page 12 use that to teleport to Flen. Unless that hero has another way to magically leave Kilm at the end of this adventure they will earn the AR item Behind the Front. The Garsin Dilemma – Is he an impostor? Heroes who have adventured in Keoland frequently will know that several years ago Lord Garsin was freed from captivity by several prominent adventurers – some of the adventurers may even be directly present. These heroes will undoubtedly know that this scenario has played out in a similar fashion in the past and will want to determine who exactly Lord Garsin is. Any hero, who asks or tells Garsin about this previous encounter, including meeting him in the past, will be met with an incredulous stare and disbelief. Lord Garsin will claim to have been captive for this entire duration and never to have met the heroes before. Any magic used to determine truth will yield that Garsin is telling the truth, leaving some potentially interesting questions for Keoland’s future. Is Garsin insane? Is there someone or something out there masquerading as Lord Garsin? If so, what damage has it done to the Kingdom? These are questions with answers for another day. Right now the heroes have only the immediate options of how to deal with Lord Garsin in front of them. If, after all this, the heroes search the basement they will find several broken crates. With a Search DC 25 they will find that one of the broken crates has what appears to be a family crest on it. The crest is the Keoish lion set on a red and green diagonal field. A Knowledge (Sheldomar/Metaregion One) DC 15 will tell the hero that this is the family crest of the Syn’Andolyn family, rulers of the Earldom of Gand. A second Search DC 35 will turn up a simple wooden spoon half buried in the dirt floor under the broken crates. This spoon is a myrlund’s spoon, and will also be found if any hero casts detect magic while in the cellar. Area 4: The Crèche The area around the crèche itself is a swept-clean remnant of the town of Kilm. It is obvious that several structures were torn down to accommodate the creation of the crèche. The crèche itself is a very large structure which occupies a disproportionate amount of what used to be the center of Kilm. The crèche has four gently sloping sides that come to a point some sixty feet above the ground. The walls are made of what appears to be a single sheet of stone, and the edges are the only parts that show any sign of being worked with tools. A Knowledge: (Architecture and Engineering) DC 30 will find only the tiniest of imperfections in the three sides without doors, these likely made from exposure to the elements. Any dwarven heroes can make a stonecunning check against DC 10. Success indicates that the hero knows that this architecture matches against several dwarven styles, all of which have fallen out of favor as being inherently unstable. The stone itself is a type of bedrock found only in mountain ranges that abut deserts. It is very resistant to heat, reflecting the sun’s warmth and leaving the interior cooled. When the heroes look for an entrance: Three sides of the building bear no visible means of entry. The fourth has a pair of very tall double doors. The doors extend at least thirty feet up the crèche’s height. The doors themselves are unlocked, untrapped, and unguarded. There are many tracks going into and out of the doors, too many to make any real sense of. Magical transportation into the crèche is impossible because the crèche is not strictly part of the prime material plane. The Marru crèche located in Kilm was created in such a manner that it is coterminus with the Elemental Plane of Earth. The door itself radiates conjuration (teleportation) magic. A hero who casts detect magic may make a Knowledge (Planes) DC 35. Success indicates that the hero knows the following information. 1. The crèche itself is not entirely part of the Prime Material Plane. It appears to be partially coterminus with the Elemental Plane of Earth. The most likely reason for creating something in this manner is to prevent magical transport or divination into. 2. The door itself may be destroyed or permanently barred. If that occurs, it should be impossible to ever enter or leave the crèche again, barring divine intervention. 3. The doors cannot be destroyed by simple brute force. The assistance of some form of powerful extraplanar creature will be necessary. KEO7-07 The Stalkyard Page 13 The heroes would have to use extraordinary measures in order to permanently destroy the doors. Any such attempt must include an extraplanar being with either the earth or air subtypes and that being must have at least 14 HD. If the heroes are capable of controlling such a being and wish to destroy the doors, award them full XP for the adventure and move to Conclusion: Destroying the Creche Doors. If the heroes attempt to open the doors, or search it, read the following. As you close to within a few feet of the doors, you feel the earth beneath your feet shudder slightly, almost as if it were your skin crawling in disgust. When the shuddering is finished after a few seconds, you can see that the crèche has grown in height by about a foot. A fine layer of grey dust floats away from the base of the crèche. The heroes should now realize that unless they find a way to do some serious damage to the crèche, that it will continue to get larger. Eventually the heroes will need to open the door. Without sound, the tall doors swing wide, revealing a cool stone passage covered with a fine layer of sand. The passage quickly descends into total darkness. From here on, the crèche is considered to be dark. Heroes must provide their own light sources. Since is it important for the heroes to not necessarily know what is going on outside of their sight range inside the crèche, you should make sure to keep track of the light each character carries or can see in. ENCOUNTER 3: THE STALKYARD The interior of the crèche is comprised of two portions. The first is the Stalkyard, which is where young marru are tested for their abilities and the flawed are destroyed. The second is a school at the far end of the Stalkyard where the marru practice their foul magics and create more of their kind. The Stalkyard is a series of linked encounters that shows the heroes what marru society is as well as providing them with some challenges. The interior of the crèche is large, easily the size of a small town in itself, simply submerged beneath kilm. It would be an incredibly tedious affair to have the heroes attempt to search every room and corridor, so there is a means to have the heroes traverse the Stalkyard. There is a pair of mandatory encounters in the Stalkyard, followed by a series of optional encounters. The number of optional encounters each party faces will be determined off of the highest wisdom modifier in the party. Each party will face a number of optional encounters equal to 4 minus the highest wisdom modifier in the party. So a party where the highest wisdom score is 14 would face 2 optional encounters while a party where the highest wisdom score is 18 would face 0 optional encounters. The optional encounters are designed to wear away at the party’s resources a tiny bit, in order to simulate the wear they suffer as they cross the Stalkyard. The Stalkyard itself resembles a worn down and ancient city, abandoned to the ages. This is primarily because the vast majority of the marru are out attempting to conquer Keoland or responding to the Keoish counterattack. In describing the Stalkyard, attempt to give the heroes the feeling that they are in the house of someone who has just stepped away. Many areas will have the signs of hastily abandoned work daily activities. Encounter 3A: The Welcoming Committee (Mandatory) Proceeding down the passageway, you hear the sound of running water. The passage opens up into a large room with several wells spaced around it. Trotting towards the entrance is a group of heavily armed Marru. Seeing you, they appear surprised, momentarily unsure of what to do. APL 8 (EL 10) Marrusaults (3), Hexar, Nekkef, Suile, hp 62, See Appendix 1 Marrutact, Lorien, hp 58, see Appendix 1 APL 10 (EL 12) Marrusaults (3), Hexar, Nekkef, Suile, Fighter 2, hp 85, See Appendix 2 Marrutact, Lorien, hp 80, see Appendix 2. KEO7-07 The Stalkyard Page 14 APL 12 (EL 14) Marrusaults (3), Hexar, Nekkef, Suile, Fighter 4, hp 103, See Appendix 3 Marrutact, Lorien, hp 90, see Appendix 3. The heroes gain a surprise round in this combat. The EL of this encounter has been adjusted by -1 to account for this. There is no included map for this room as it is an unremarkable area. Start the heroes and Marru 60’ apart form each other and let the fight begin. The marru attack single-mindedly, attempting to focus on heroes who look weak or easily defeated. The marru will use their size advantage when possible to threaten and kill spellcasters in the rear ranks. When the heroes are finished with the marru and they prepare to look around: Looking out from the well room, you see several paths leading down into a stonework maze. The maze spreads throughout a giant bowl-shaped depression at least a mile across. On the far side of the bowl you see a pale green light emanating from a squat stone building. Immediately ahead of you is a small plaza. Encounter 3B: The Marru Oracle (Mandatory) Ahead of you the maze opens into a small plaza. In the center of the plaza is a small raised platform such as the ones street performers beg for coins from in Niole Dra. Seated on the platform is a Marru wearing long white robes and cradling an ornate staff. From your vantage you can see that the Marru’s face and hands are wrapped entirely in white linen bandages. The Marru turns towards you, perhaps hearing your footsteps or picking up your scent. He raises his hand and points at you. The Marru seated in the plaza is named Hralen, and he is a curious sort of test for young Marru. Hralen is a leper, which is commonly known among the crèche. If a Marru contracts a disease such as leprosy, they are considered an unfit bloodline and killed. When the crèche went to carry out this justice on Hralen, he started spouting out prophesies of a great war and cleansing, espousing the victory of the Marru. Being a superstitious people, the Marru decided to let Hralen live and support him. Exceptionally daring Marru whisper their name in his ear, and he is sometimes possessed with visions about their life. Hralen is a noncombatant and (except for the danger of leprosy) completely non-threatening. If Hralen suffers any damage at all, subdual or lethal, he collapses and dies. “Heroes” should be made to feel especially valiant about their defeat of a sick and dying old Marru. If the heroes attempt to talk to him, Hralen will speak in common. “A pleasure it truly is to listen to sounds other than the Marrutongue and the sounds of the Stalkyard. Who are you and why do you test yourself here?” Hralen is a crazy old Marru with a touch of prophecy in him. He is an opportunity for the heroes to interact a bit and get an insight or two about Marru culture but other than that he is largely unimportant. If this encounter drags on, Hralen will simply roll over and fall asleep. Below are some possible questions and answers for Hralen. “Who are you?” “I am called Hralen, Jarleye of the Halfsun bloodline. Last of my line I am.” “What are you doing here?” “The Marru of the Sunstrong crèche keep me. I am a prophet, a curiousity.” “How did you get here? Why can you speak Common?” “It is uncommon for Marru to have what humans describe as wanderlust. As a youngling, I had it in quantites to spare. Marru who leave their crèche are branded outsiders and should they ever return they are killed.” “Why aren’t you dead then?” “I was to be executed when I returned, and indeed was on the path to the tablet when I was seized with a fit of visions. The Returned saw fit to grant me my life and now I sit in the Stalkyard as a test for the young. They whisper in my ear to see if I see anything about them, and run before my sickness consumes them.” “What sickness?” “I am a leper.” “The tablet?” KEO7-07 The Stalkyard Page 15 “That is where Marru go to die. I gather you are here to breach the tower, the tablet is inside.” “The Returned? Who is that?” “He is the master of the tower. For untold years we Marru have lived in hidden valleys in the Jotens, away from prying eyes. Several years ago a powerful figure found us and began to cultivate my people’s hatred of the outside world. Today they march under his banner.” Eventually the heroes should be done with Hralen. If any hero is daring or foolish enough to come into physical contact with Hralen, have them make a Fortitude save DC 20. Failure yields the AR item Leprosy! Encounter 3C: Living Quarters (Optional) The maze of passages eventually leads you to a well traveled corridor. A door in one wall of the passages lies broken off its hinges. If the heroes choose not to investigate, they may skip this encounter. If they enter, they are walking into a typical marru dwelling. The area behind the door is a chaos of life gone awry. The area is obviously a living quarter, with several beds along one wall and the trappings of everyday life evident. A table near the center of the room is broken into large chunks, which then appear to have been partially burned in a firepit. Broken pieces of crockery and small bits of refuse lie strewn about the room. It appears as though the occupants left in a great hurry. This living area was emptied when the marru were forced to respond to the keoish counterattack. Searching the area yields nothing of value. Encounter 3D: Sandworm Pit (Optional) As the heroes move through the crèche, they come across a pit of juvenile sandworms. The floor just ahead of you widens out, resembling the top half of an hourglass. A circular pit descends into darkness. A dilapidated rope bridge spans the pit, swaying gently in a barely felt breeze. On the far side of the pit you see a small unmoving form lying on the ground. From the bottom of the pit you can hear a gentle echoed hissing. Crossing the pit is an exercise in skill checks, magic, or ingenuity. A Balance DC 20 + APL will get a traveling hero across. Flight or teleportation will suffice as well, as will many other means of transport. Heroes may attempt to help each other across by steadying each end of the bridge, adding a +2 circumstance bonus to the roll of the person crossing (+4 maximum). Failure to succeed on this balance check while crossing the bridge means the hero starts to fall in. a Reflex save DC 18 will allow the hero to catch on to the bridge without falling. Failure on the reflex save means the hero falls in, suffering 2d6 falling damage and landing among several hungry juvenile sandworms. A hero in the pit may then climb out of the pit without needing any rolls, but suffers 10 damage as the juvenile sandworms bite them mercilessly. If any form of area damage more than 20 points is thrown into the pit, the sandworms will die. The form on the far side of the bridge is a dead marru. The cause of death is obvious, as it is missing both its legs, with a bloody smear trailing down into the sandworm pit. Any hero with the Desert Dissection AR item will note that this marru appears to be rather immature and oddly formed. Its arms appear to be too long for its body, and its face is misshapen. Encounter 3E: The “University” (optional) This corridor opens into a large amphitheatre. The bowl shaped structure is empty but for tiered rings of seats looking down on a central podium. Among the seats you can see stacks of parchment and bound books. The amphitheatre appears capable of seating 100 or more comfortably, and upon entering it becomes apparent that the acoustics are perfect for hearing whoever stands at the podium. The books are all written in marru, and can only be truly translated with the use of magic. Other means of transcription will simply require too much time. A Spot DC 20 (or specifically asking) will note that the glyphs on the books appear to be the same, indicating some advanced form of copying them. There is nothing else of value in the area. Encounter 3F: The Corridor Trap (optional) This corridor demonstrates the ingenuity of the Marru in setting a trap. The corridor widens in front of you as it approaches a set of iron doors in the distance. The floor becomes cut marble of the highest KEO7-07 The Stalkyard Page 16 quality. Ten feet in front of you the marble is stained a horrid shade of brown that very much resembles dried blood. A pair of marrulurks are watching the heroes from covered alcoves high in the wall. As the heroes make the obvious choice of searching the area for traps, the marru begin studying whatever hero searches the area. Any search checks the hero make, make them for the hero and tell them that they find no evidence of a trap. If the hero searches for three rounds, the marrulurks will fire a single volley from hiding and then retreat through the back of their alcoves and disappear. The marrulurks are NOT using their death attack as listed in their appendix entry, they are simply attempting to inflict damage and then flee. The targeted hero will receive ranged attacks at the listed values per APL. Mechanically, this is listed as a trap for ease of bookkeeping. APL 8 (EL 5) (2) Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); APL 10 (EL 7) (2) Atk +15 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 15 Fortitude save resists, 1d4 Con/1d4 Con). APL 12 (EL 9) (2) Atk +18 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 16 Fortitude save resists, 1d4 Con/1d4 Con). ENCOUNTER 4: THE ARCANICA The Arcanica is detailed in DM AID 4. After the heroes have moved through the Stalkyard and gained some insight into marru ecology, they eventually will reach the Arcanica, which is where the magically inclined marru are taught. All doors in the Arcanica swing closed automatically unless propped open. Area 1: Entry Hall Finally, the strange maze ends as you approach a large pair of iron doors set into a squat structure built into the wall. The doors are decorated with images of robed marru with twisted staves, each performing acts of magic. The doors themselves radiate a sickly green glow. The doors are untrapped and unlocked. When a hero opens the door: Inside the doors you see a large entry hall. Small doors sit in the east and west walls, an ornate set of double doors seals the north wall. Area 2: Materials Storage This room is a jumble of tables and shelves. The former are piled high with boxes and crates, the latter with jars and vials. A fine layer of dust covers most of the materials, indicating that these rooms do not see frequent use. Area 3: Library and Alchemy Laboratory This room is filled wall to ceiling with bookshelves. Set throughout the room are long marble tables, each covered with beakers and vials. A complex arrangement of tubes runs from the beakers to copper pipes which in turn run to the ceiling. A foul odor lingers in the air near the tables. At a central lectern in the room sits an open book. In the north wall a single black iron door sits sealed. Any hero with an alchemy related skill will recognize this setup as a complicated distillery of unknown liquids. The pipes run into the ceiling, then into the beakers, and then back into the ceiling. Any hero who reads the book may read Player Handout 4. The filled vials in the room are examples of the Marru zymes. Any hero foolish enough to attempt to drink one is wracked with nausea for a minute as their body fights the concoction. Until they are analyzed and examined they cannot be properly used. Finally, among the materials are six potion vials each marked with a common rune for “healing”. They are each a potion of cure serious wounds. Area 4: Milo and the Machine This room is entirely given over to two eye catching sights. The first is a large machine crafted of burnished brass. Chained to the KEO7-07 The Stalkyard Page 17 machine are nearly a dozen men, each in various stages of decrepitude. The second is a large basalt slab set before the machine. On the slab lies an unconscious man. Complex tubes and wires fill the room. Each man chained to the machine has several tubes running into their arms which then feed into copper piping overhead. Hanging from the ceiling over the unconscious man on the slab is a dizzying array of syringes, each filled with a different colored fluid. A large tome sits open on a small end table. A simple wooden door sits closed on the eastern wall. Anyone reading the tome may read Player Handout 5. The machine in the room is, again, clearly recognizable as a sophisticated alchemy apparatus. The men strapped to the machine are all of mixed oerdian stock and wear simple clothes, appearing to be natives to the area. A Search DC 25 will reveal that several of the men have painful looking deformities, all similar in that they resemble pieces of a marru attached to a normal man. One has sharp incisors; one has knees that are bent backwards, et cetera. Several of the men are dead, and the survivors are on death’s door. No amount of healing, magical or otherwise, can save them. The man on the basalt slab is a different case. When a hero examines him: The man on the slab appears healthy except for some fading bruises. If it were not for his location, he might be taken as being asleep. As you watch, a deep inhalation shakes his body. His features are primarily oerdian and he has long dark hair that has been bound into a braid. Examining more closely, you see a horrifying sight. Starting on the sides of his neck, running down over his chest and then continuing down the sides of his legs the man has a series of holes that have been punched in his skin. The horrifying aspect is that threaded through each hole is a fine golden thread coated in just the barest hint of the man’s blood. Having seen your share of wounds, you quickly recognize what has happened to the pour soul on the slab. He’s been stitched back together. Most Contrite Ironclad Mauler Milo Astra, Knight of the Watch Heroes who have been adventuring in Keoland for many years may recognize the man on the slab as Milo Astra. Any hero who participated in KEO3-03 Will of the People will immediately recognize him. Milo perpetrated an attempt on the Earl of Linth’s life in an effort to cause a civil war which would topple the Linth house and prevent an ancient prophecy from coming true. He was slain by the Earl’s guards, a group of hired adventurers. Afterwards, his body was secretly taken away to the Linth manor house, where it was stuffed and mounted as a personal trophy. After the events of KEO4-05 A Last Dance at Midnight, Milo’s body was recovered and he was resurrected by the Knights of the Watch and returned to duty. Milo served as a bridge in the gap between the largely suel order and the oerdian people it protects. When the troubles began on the western border, Milo asked for and received permission to travel and offer assistance. Unfortunately for Milo, he was overwhelmed by a Marru patrol and brought to the crèche. Milo radiates a strong aura of conjuration (healing) at all times. If any hero touches Milo (making a heal check is considered automatically touching him), he will awaken and speak. Suddenly roused, the man on the slab pulls away from your hands, rolling to a fighting crouch. His eyes cast about for a weapon. In the light of the chamber you can see the blood that runs on the thread that binds him begin to move faster. “Who are you? Where am I?” If any hero wants to kill Milo he may be struck down without a fight. He is unarmed, unarmored, and the victim of countless experiments. If the heroes talk to Milo, the following conversations are possible. “Who are you?” “I am Most Contrite Ironclad Mauler Milo Astra, Knight of the Watch.” “What are you doing here?” “I am a captive, I came west to aid with the upheaval in the Good Hills, but these creatures ambushed me and I was knocked unconscious.” KEO7-07 The Stalkyard Page 18 “What happened here?” “I don’t know, really. I remember…..a little….just ah, no. Hmm, I don’t want to talk about it.” At this point Milo isn’t of much use to the heroes. He is unarmed and armored, but he will ask the heroes to allow him to accompany them. If they offer the use of the Wyrd’s magic he will decline, just asking for an escort out of the crèche. Other than Milo and the Machine, there is nothing else of value in the room. When the heroes move through the eastern door, proceed to encounter five. ENCOUNTER 5: THE SEED OF THE NEW FLESH Opening the eastern door, you are greeted with an odd sight considering the room it adjoins. A simple study complete with a writing desk and moderately sized table awaits you. A pair of statues depicting fierce marru warriors are the only notable décor. Seated at the table are a pair of forms. One you recognize as a particular man with a hound’s head, the other is much stranger. Wearing robes the color of a magnificent sunset, the second figure’s face is completely obscured behind a shifting riot of colors. Seeing you enter, the two turn to you. The voice that comes from the robed figure sounds as though it is a combination of a dozen people. “I’ve been awaiting your arrival eagerly, extarasi. Won’t you sit?” The heroes may choose to launch themselves into immediate action. If they do so and attack, proceed to the combat below. If the heroes choose to sit, or at least to speak to the figure without attacking, he will continue. “I’ve brought you here today to show you my might. I am known by many names, but the one that suits me best at this juncture is The Returned. For lack of a more discerning title, I am Keoland’s new Emperor. You see, the empire as you know it has become weak and toothless, subject to the whims of its vassal states. Quite simply, this angers me and this angers my deity, whom has charged me with correcting this injustice. Your king is a reluctant one, barely above a commoner’s blood, and he has proven himself to be a remarkable statement on the proof that virtue is not hereditary but that madness runs in families. It is my hand on the rudder that moves the marru and many others, and it took much doing to bring you here. Even now the Royal Standards who assaulted Godakin Keep are being hunted down in the hills. Today shall be remembered as a dark day for such a noble fighting force, squandered by those who do not know any better. I, however, know how to use my resources. Resources like the stitched man with you. In a fortnight he will be my creature in soul as he is in body, and he will become a fine general for my armies. This is the same offer I extend to you.” Milo yells out, “I shall never be your creature, servant of a bad master!” The figure reaches out its hand, gesturing at you. “I have searched you out because you are some of Keoland’s most valuable weapons. The Lion Throne will simply misuse you as they have misused so many others. I will not underestimate you as they will. Become the generals of my army as the stitched one will. Keoland deserves to be a realm of tolerance between its inhabitants, a realm where those who have different blood are not simply shucked off to work in labor camps near a pitiless swamp. There will be shed blood, and not all of it will be the guilty’s, but at the end of this insurrection, Keoland will no longer be the laughingstock of the world. Sadly, I must press you for an answer.” The heroes are being offered a terrible bargain. If any hero accepts, make sure they understand that this will mean the removal of their character form the campaign. They receive the AR item Extarasi. Once the heroes dither, refuse, or attack the following occurs. “A waste. Reconsider your choice as you await my returning you to this world. Death, you will KEO7-07 The Stalkyard Page 19 see, is no bar to entering my service.” With that the robed man simply disappears. Gustavren shudders uncontrollably, his eyes changing colors from flat black to a fiery red and then back again. He whispers in a horrible voice as he draws a greatsword coated in ice from a sheathe. “You are too late! I must obey!” APL 8 (EL 11) Gustavren the Packmaster, Male Outsider Ftr7: hp 130; see Appendix 1 APL 10 (EL 13) Gustavren the Packmaster, Male Outsider Ftr9: hp 150; see Appendix 2 APL 12 (EL 15) Gustavren the Packmaster, Male Outsider Ftr11: hp 170; see Appendix 3 There are three primary ways of dealing with Gustavren. The heroes can kill him, they can run from him, or they can attempt to break through whatever control The Returned obviously has over him. Killing Gustavren: Simple as it is to say, it is not so simple to do. Gustavren fights to the death, unlike his previous run-ins with the heroes. This fight is the ultimate test of the heroes’ resources, because any time Gustavren is wounded below 50% total hit points he will use the next opportunity to separate from the heroes via teleport to a hidden cache of potions in order to heal himself and return. For every 20 hp of damage he must heal, Gustavren will be gone for one round. Gustavren has enough potions stocked to heal himself a total of hit points equal to his maximum, depending on the APL. Gustavren’s teleport is a supernatural ability, so it does not provoke an attack of opportunity and does not require concentration checks. When he returns, Gustavren will teleport to a point that he can see when he left that will not allow any of the heroes to get him in an unduly unfavorable situation. He will then resume crushing heroes one by one while muttering various things. Fleeing from Gustavren: This combat has a high probability to send the heroes fleeing. If it does, use normal movement speed until the heroes reach the Stalkyard. Once they reach the Stalkyard it will take them a number of minutes equal to double the amount of encounters they had to cross it in reverse. (minimum four minutes) If the heroes have some way to avoid getting lost (find the path, etc) the time required to cross is halved. For every minute required to cross the Stalkyard, Gustavren will attack them once by teleporting in. Draw a map to your liking but always ensure that the area is cramped (no wider than 10’). Gustavren will pick the terrain carefully for his return. Breaking The Returned’s Control Fighting Gustavren is an important piece of a future puzzle because it hints to the heroes that The Returned has some form of powerful mind control as a tool. Why this is important, what this mind control is, and where The Returned obtained it will become a plot point in a future adventure. Since this is the first hint that the Hound Archon is potentially controlled against his will, it is important that you make it visible to the players that Gustavren is fighting for control and that he is conflicted. In the round-by-round encounter scenario detailed below, there are some things that Gustavren will say in order to make this apparent. The primary means of breaking the mind control must be through roleplaying, assisted with a diplomacy mechanic. Perceptive heroes may try to break Gustavren’s state with the use of dispel magic or greater dispel. Unfortunately for the hero, the source of the magic is of nearly incomprehensible power, and such efforts will be unsuccessful. Any hero who casts a dispel-type spell will immediately know that the magic is beyond their ability to simply lift. Any hero may attempt to make a Diplomacy DC 18 + APL. Success indicates that Gustavren openly hesitates, his sword wavering while he fights for control. In order for this effect to last however, the heroes must roleplay their attempt to reach through to Gustavren. Several themes are good ways for the heroes to resonate empathy from Gustavren. • Chivalry. As an Archon, Gustavren used to be a paragon of chivalric thought. Appealing to his desire to return to that path is a good way into his psyche. • Duty. Hound Archons in particular are creatures that are duty bound. Appealing KEO7-07 The Stalkyard Page 20 to Gustavren’s ingrained sense of duty is also a good path into his head. • Mercy. This is particularly useful if the heroes are still wounded or obviously outmatched. Hounds love sport, and there is no sport in killing weaker enemies. After the heroes make the initial successful diplomacy check, they must then follow it up with two more of increasing difficulty while also continuing to roleplay their attempt. The second Diplomacy check is DC 23 + APL. The third is DC 28 + APL. During this period, Gustavren will not attack unless he is directly attacked or a diplomacy check is failed. If the heroes complete all three diplomacy checks, read the following. As quickly as the rage sets upon Gustavren, it passes. His eyes become clear blue, and then they roll up into his head as he slumps to the ground, unconscious.” Award full XP for the encounter. Round 1: Full Attack a weak looking hero if possible. If not, teleport to area 3 and ready an action to attack anyone opening the door. Gustavren yells the following: “Impure thoughts lead to profane actions! I am unclean!” Round 2: If still in an advantageous position (getting a full attack on one hero while not facing the full brunt of the heroes’ attacks) or if a hero is potentially killable, press the attack. If wounded, teleport to the cache and begin healing. Yell the following: “I am not some simple jester! I am Gustavren the packmaster!” Round 3: If not in need of healing but positioning is becoming bad, teleport to area 5 or area 1 in order to flank and attack a weak looking hero. Gustavren yells the following: “I want this nightmare to be over!” Killing a Hero: Gustavren will yell the following when he kills a hero, one at a time. “Back to the cold dark with you!” “Your reach exceeds your grasp!” “You will show the proper respect!” “Torment me no more!” “I shall split your thoughts open!” “I feel the hand of the unseen upon me!” The goal when playing as Gustavren is to use hit- and run tactics to wear the heroes down. It should be almost impossible for the heroes to prevent you from teleporting away, so you should take advantage of your powers to whittle down a superior force. Whenever Gustavren teleports away to heal, you should do your best to prevent metagaming by falling out of initiative rotations and allowing the heroes to act until they have taken enough actions for Gustavren to return. Every time Gustavren teleports out to heal, he will yell one of the following when he returns. “I’ll show you this beaten dog still has some teeth!” “I am reinvigorated. Are you?” “How much more can you withstand?” If the heroes get involved in a hit-and-run fight, have Gustavren yell as he attacks. Use the following as a guideline to instill some fear into the heroes. “I smell your fear!” “There is no place to hide from one who tracks across the cosmos!” “Even if you get outside, where shall you run to?” In the event any heroes are killed or captured, they are not permanently lost. They gain the AR item A Mysterious Return. ENCOUNTER 6: RETURN TO NIOLE DRA After defeating Gustavren the heroes will find that the crèche is empty and they will need to return to Niole Dra. Whatever manner they accomplish this in is immaterial. When they return: Upon your arrival in Niole Dra you are immediately met by Count Orloc and the Wyrd. Orloc looks even more haggard than usual even the wyrd’s shoulders are stooped from fatigue. All around the city has taken on the air of a funeral as badly wounded Royal KEO7-07 The Stalkyard Page 21 Standards moan and thrash by the hundreds on the cobblestones. Orloc speaks. “It was an ambush. Somehow they knew what was planned and our teleport circles were compromised. Many of our troops just never arrived, and those that did and survived say that something attacked them as they crossed over. Until we know otherwise we have to assume that our foe can somehow assault us while we use teleportation magic. It is an incalculable advantage. What did you find? Were you successful?” Allow the heroes to report whatever they wish, and those heroes who have an additional objective to report their success or failure. After all is said and done, the day was a loss for Keoland. CONCLUSION: SUCCESS Your mission complete, you count yourselves fortunate to have survived one of the worst days in Keoish history. The news of the counteroffensive is not good; less than one in ten returned from Godakin Keep, and the use of teleportation magics appears to be compromised. Through this dark day, the light of hope shines. Returned to the ranks of Keoland’s finest warriors are one missing for ten years and one renowned for his martial prowess. Additionally, a wealth of knowledge about the specifics of the Marru army has been brought back. The one who calls himself The Returned accused the Lion Throne of hubris, but perhaps today he has sealed his own fate by failing to kill Keoland’s most powerful allies. CONCLUSION: DESTROYING THE CRECHE DOORS It takes the enlistment of some powerful extraplanar muscle, but the work goes quickly enough once they arrive. The crèche doors seem to attempt to resist the efforts to destroy them but against your minions thereis no respite. It starts with a single squeal of tortured metal and suddenly the top half of the doors fold and bend over on each other. In an eyeblink the doors are bent and mutilated. In a second eyeblink the doors are reduced to the size of a Keoish Sparrow and fall into the dust, leaving a smooth blank slate of wall behind them. Whatever is in the crèche is no longer within Keoland. The End EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 2 Rescue Elgarin. APL 8: 330 xp. APL 10: 390 xp. APL 12: 450 xp. Encounter 3 Defeat the Marru. APL 8: 300 xp. APL 10: 360 xp. APL 12: 420 xp. Encounter 5 Kill/Escape From/Redeem Gustavren. APL 8: 330 xp. APL 10: 390 xp. APL 12: 450 xp. Story Award APL 8: 300 xp. APL 10: 360 xp. APL 12: 420 xp Total possible experience APL 8: 1,125 xp. APL 10: 1,350 xp. APL 12: 1,575 xp. TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a KEO7-07 The Stalkyard Page 22 “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional adventure, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter 2: APL 8: L: 4,900 gp, C: 2,500 gp, M: 3 +1 Great Falchions (3,450 ea), Headband of Intellect +2 (4,000), Gloves of Arrow Snaring (4,000) Cloak of Resistance +2 (4,000) APL 10: L: 5,500 gp, C: 5,200 gp, M: 3 +1 Great Falchions (3,450 ea),Headband of Intellect +2 (4,000), Gloves of Arrow Snaring (4,000) Gauntlets of Ogre Power (4,000), Cape of the Mountebank (10,080). APL 12: L: 8,600 gp, C: 8,800 gp, M: 3 +1 Great Falchions (3,450 ea), Headband of Intellect +2 (4,000), Gloves of Arrow Snaring (4,000) gp), Gauntlets of Ogre Power (4,000), Cape of the Mountebank (10,080) Stone Salve (4,000), Staff of Fire (17,750). Encounter 3: APL 8: L: 4,900 gp, C: 2,500 gp, M: 3 +1 Great Falchions (3,450 ea), APL 10: L: 5,500 gp, C: 5,200 gp, M: 3 +1 Great Falchions (3,450 ea), APL 12: L: 8,600 gp, C: 8,800 gp, M: 3 +1 Great Falchions (3,450 ea), Gauntlets of Ogre Power (4,000), Encounter 5: APL 8: L: 0 gp, C: 1 gp, M: Mithral Full Plate +1, +1 Frost Greatsword APL 10: L: 0 gp, C: 1 gp, M: Mithral Full Plate +1, +1 Frost Greatsword APL 12: L: 0 gp, C: 1 gp, M: Mithral Full Plate +1, +1 Frost Greatsword, Belt of Giant Strength +6 Total Possible Treasure (Maximum Reward Allowed) APL 8: L: 9,800 gp, C: 5,001 gp, M: X gp – Total: (1,300 gp). APL 10: L: 11,000 gp, C: 10,401 gp, M: X gp – Total: (2,300 gp). APL 12: L: 17,400 gp, C: 17,601 gp, M: X gp – Total: (3,300 gp). ITEMS FOR THE ADVENTURE RECORD Special Leprosy!: Didn’t your mother teach you not to play with rotting people wearing linen bandages? You should have listened, because now you’re a leper. If this remains uncured (cure disease at 7th lvl will suffice) at the end of a scenario, you lose a small but memorable piece of yourself. Each piece lost gives you a cumulative -1 penalty to your KEO7-07 The Stalkyard Page 23 charisma. If cured, all lost charisma is restored without further magic. Luckily for those around you, you’re not further contagious. Dark Knowledge: You have discovered the secret behind the recent explosion of the numbers of Marru. Don’t allow anyone to be captured by them. Zyme Machine: You know what’s in that Zyme. You can drink any Zyme you come across in your future travels and they will have the listed effects. Extarasi: Evil beckons! You have answered the call of The Returned and accepted your place as his destroying fist. Your character is removed from the campaign and becomes property of the Keoland Triad. Please send all pertinent character information to [email protected]. Don’t worry about telling your friends farewell, you will be seeing them again when they bow at your feet. A Mysterious Return: You were defeated by Gustavren the Packmaster in a stunning showcase of the powers granted to him by The Returned. However, when you next open your eyes you are no longer in the crèche and that horrible sword is no longer chopping you to pieces. You have no explanation for this. Report this AR item to every Keoland Regional adventure you play until KEO8-06. Item Access APL 8 (all of APLs 2, 4, 6 plus the following): • Staff of Fire (Adventure; DMG) • Cape of the Mountebank (Adventure, DMG) • Mithral Full Plate +1 (Adventure, DMG) • Crystal of Adamant Weaponry (Lesser) (Adventure; Magic Item Compendium) • Crystal of Energy Assault (Lesser, Cold) (Adventure; Magic Item Compendium) • Crystal Echoblade (Adventure, Magic Item Compendium) • Belt of Priestly Might (Kord/Hextor/Heironeous) (Adventure; Magic Item Compendium) APL 10 (all of APLS, 6, 8 plus the following): • Holy Surge Weapon Upgrade (Adventure; Magic Item Compendium) • Fleshgrinding Weapon Upgrade (Adventure; Magic Item Compendium) • Foxhide Armor (Adventure; Magic Item Compendium) • Shield of Mercy (Adventure; Magic Item Compendium) • Shattermantle Weapon Upgrade (Adventure; Magic Item Compendium) • Rod of Surprises (Adventure; Magic Item Compendium) APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): • Amulet of Retributive Healing (Adventure; Magic Item Compendium) • Angelhelm (Adventure; Magic Item Compendium) • Belt of Battle (Adventure; Magic Item Compendium) • Goggles of Foefinding (Adventure; Magic Item Compendium) • Robe of Retaliation (Adventure; Magic Item Compendium) • Rearguard’s Cape (Adventure; Magic Item Compendium) • Spellmight Bracers (Adventure; Magic Item Compendium) • Skirmisher Boots (Adventure; Magic Item Compendium) • Transposer Cloak (Adventure; Magic Item Compendium) • Vest of the Master Evoker (Adventure; Magic Item Compendium) KEO7-07 The Stalkyard Page 24 KEO7-07 The Stalkyard Page 25 APPENDIX 1 – APL 8 ENCOUNTER 2 AND ENCOUNTER 3 M AR R U S AUL T, F TR2 CR 7 NE Large monstrous humanoid Init +1; Senses Listen +7, Spot +3 Languages Common, Marru AC 23, touch 10, flat-footed 22 (+1 dex, +8 armor, +5 natural, -1 size) hp 62 (8 HD) Fort +7, Ref +6, Will +5 Speed 20 ft. Full Plate (4 squares) Melee Great Falchion +15/+10melee (1d12+10/15-20) and bite +5 melee (1d8+5); Ranged none Space 10 ft.; Reach 10 ft. Base Atk +8; Grp +18 Atk Options Pounce, Howl of Defiance Combat Gear Full Plate, Great Falchion +1, Gauntlets of Ogre Power. SS Great Falchion – Sandstorm page 96-97 Abilities Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14 SQ none Feats Cleave, Exotic Weapon Proficiency (Great Falchion), Great Fortitude, Power Attack, Weapon Focus (Great Falchion) Improved Critical (Great Falchion). Skills Listen + 7, Search +1, Spot +3 Possessions combat gear. Howl of Defiance (Su): Once per day, a marrsault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a DC15 Will save or become fatigued. Those within 10 feet who fail their save become exhausted. The save DC is Charisma- based Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while disabled or dying Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination Languages: Marru. M ARRUTACT, W I Z2 CR 7 NE medium monstrous humanoid Init +5; Senses Listen +10, Spot +0 Languages Common, Marru AC 19, touch 11, flat-footed 18 (+1 dex, +4 natural, +4 mage armor) hp 58 (9 HD) Fort +3, Ref +6, Will +12 Speed 30 ft. (6 squares) Melee staff +8 melee (1d6) Ranged none Space 10 ft.; Reach 10 ft. Base Atk +6; Grp +15 Atk Options Pounce, Howl of Healing Combat Gear Staff, Robes, headband of intellect +2 Abilities Str 11, Dex 13, Con 13, Int 18, Wis 18, Cha 16 SQ Spell Resistance 16 Feats Combat Expertise, Dodge, Improved Initiative, Scribe Scroll, Improved Toughness Skills Concentration +13, Hide +13, Knowledge (arcana) +16, Knowledge (history) +16, Knowledge (geography) +16, Listen +10, Spellcraft +118, Survival +6(+8 to avoid getting lost or avoid hazards) Possessions combat gear. KEO7-07 The Stalkyard Page 26 Howl of Healing (Su): Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn pledged to the howling marrutact within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal an extra 1d8+1 points of damage. Spells: A marrutact casts spells as a 5th level wizard Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination. Languages: Marru, Common. Spells Prepared (Caster level 7th) (4/6/4/3/2, save DC = 15 + spell level): 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x4, True Strike; 2nd – See Invisibility, Mirror Image, Scorching Ray x2; 3rd – Fireball x2, Dispel Magic. 4th – Wall of Ice, Enervation Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel Magic, Lightning Bolt. Major Image 4th – Wall of Ice, Enervation ENCOUNTER 5 G U S T AV R E N, P AC K M AS T E R F AL L E N H O U N D AR C H O N CR 11 Male outsider Ftr7 LN Medium outsider (Archon, Extraplanar, Lawful) Init +4; Senses Listen +11, Spot +11 Languages All AC 29, touch 11, flat-footed 19 (+9 armor, +9 natural, +1 dex) hp 130 (13 HD) Fort +10 (+14 vs. poison), Ref +7, Will +8 Speed 30 ft. mithral full plate +1 (6 squares) Melee +1 greatsword +22/+17/+12 (2d6+12+1d6 frost / 17-20, x2) and bite +15 (1d8+5) or Bite +19(1d8 + 5) and 2 Slam +14 (1d4+4) Ranged none Space 5 ft.; Reach 5 ft. Base Atk +13; Grp +19 Atk Options Spell-like abilities Combat Gear mithral full plate +1, +1 frost greatsword, belt of giant strength +6 Abilities Str 23, Dex 12, Con 14, Int 10, Wis 13, Cha 12 SQ Aura of Menace, change shape, damage reduction 10/magic and silver, darkvision 60 ft., immunity to electricity and petrification, scent, spell resistance 23, teleport, tongues Feats Improved Initiative, Power Attack, Track, Weapon Focus (greatsword), Improved Critical (greatsword), Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Quicken Spell-Like Ability (teleport) Skills Concentration +10, Diplomacy +4, Hide +9*, Jump +18, Listen +11, Move Silently +9, Sense Motive +10, Spot +11, Survival +10* (+12 following tracks) Possessions combat gear Spell-like abilities: at will—aid, continual flame, message (caster level 6th) Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. Will DC 16 negates. Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type. Fallen from Grace: As a celestial who has been cast out, the Fallen Hound Archon has lost all alignment- KEO7-07 The Stalkyard Page 27 dependent special abilities that depend on a good/evil axis. The Fallen Hound Archon has had its DR changed to 10/magic and silver and has lost the ability to detect evil and the ability to project an aura of protection from evil. Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects. KEO7-07 The Stalkyard Page 28 APPENDIX 2 – APL 10 ENCOUNTER 2 AND ENCOUNTER 3 M AR R U S AUL T, F TR4 CR 9 NE Large monstrous humanoid Init +1; Senses Listen +7, Spot +3 Languages Common, Marru AC 24, touch 10, flat-footed 22 (+1 dex, +9 armor, +5 natural, -1 size) hp 85 (10 HD) Fort +7, Ref +6, Will +5 Speed 20 ft. Full Plate (4 squares) Melee Great Falchion +18/+13 melee (1d12+13/15-20) and bite +11 melee (1d8+6) Ranged none Space 10 ft.; Reach 10 ft. Base Atk +10; Grp +21 Atk Options Pounce, Howl of Defiance Combat Gear Full Plate +1, Great Falchion +1, Gauntlets of Ogre Power. SS Great Falchion – Sandstorm page 96-97 Abilities Str 24, Dex 12, Con 16, Int 7, Wis 10, Cha 14 SQ none Feats Cleave, Exotic Weapon Proficiency (Great Falchion), Great Fortitude, Power Attack, Weapon Focus (Great Falchion) Improved Critical (Great Falchion) Weapon Specialization (Great Falchion). Skills Listen + 7, Search +1, Spot +3, Climb +3 Possessions combat gear. Howl of Defiance (Su): Once per day, a marrsault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a DC15 Will save or become fatigued. Those within 10 feet who fail their save become exhausted. The save DC is Charisma- based Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while disabled or dying Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination Languages: Marru. Description: Jacketed in coal-black full plate and clutching a prodigious scimitar, this jackal-headed humanoid looks like a juggernaut of death. M ARRUTACT, W I Z4 CR 9 NE medium monstrous humanoid Init +5; Senses Listen +10, Spot +0 Languages Common, Marru AC 19, touch 11, flat-footed 18 (+1 dex, +4 natural, +4 mage armor) hp 80 (11 HD) Fort +4, Ref +7, Will +13 Speed 30 ft. (6 squares) Melee staff +9/+4 melee (1d6) Ranged none Space 10 ft.; Reach 10 ft. Base Atk +9; Grp +15 Atk Options Pounce, Howl of Healing Combat Gear Staff, Robes, headband of intellect +2 Abilities Str 11, Dex 13, Con 14, Int 20, Wis 18, Cha 16 SQ Spell Resistance 16 Feats Combat Expertise, Dodge, Improved Initiative, Scribe Scroll, Improved Toughness. Skills Concentration +15, Hide +15, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge KEO7-07 The Stalkyard Page 29 (geography) +18, Listen +10, Spellcraft +20, Survival +8(+10 to avoid getting lost or avoid hazards); Possessions combat gear. Howl of Healing (Su): Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn pledged to the howling marrutact within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal an extra 1d8+1 points of damage. Spells: A marrutact casts spells as a 5th level wizard Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination. Languages: Marru, Common. Spells Prepared (Caster level 9th) (4/6/4/4/3/2, save DC = 15 + spell level): 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x4, True Strike; 2nd – See Invisibility, Mirror Image, Scorching Ray x2; 3rd – Fireball x2, Dispel Magic. 4th – Wall of Ice, Enervation, Ice Storm 5th – Transmute Rock to Mud, Cone of Cold Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel Magic, Lightning Bolt. Major Image 4th – Wall of Ice, Enervation, Ice Storm; 5th – Transmute Rock to Mud, Cone of Cold. ENCOUNTER 5 G U S T AV R E N, P AC K M AS T E R F AL L E N H O U N D AR C H O N CR 13 Male outsider Ftr9 LN Medium outsider (Archon, Extraplanar, Lawful) Init +4; Senses Listen +11, Spot +11 Languages All AC 29, touch 11, flat-footed 19 (+9 armor, +9 natural, +1 dex) hp 150 (15 HD) Fort +11 (+15 vs. poison), Ref +8, Will +9 Speed 30 ft. mithral full plate +1 (6 squares) Melee +1 greatsword +24/+19/+14 (2d6+14+1d6 frost / 17-20, x2) and bite +17 (1d8+5) or Bite +21(1d8 + 5) and 2 Slam +16 (1d4+4) Ranged none Space 5 ft.; Reach 5 ft. Base Atk +15; Grp +21 Atk Options Spell-like abilities Combat Gear mithral full plate +1, +1 frost greatsword, belt of giant strength +6 Abilities Str 23, Dex 12, Con 14, Int 10, Wis 13, Cha 12 SQ Aura of Menace, change shape, damage reduction 10/magic and silver, darkvision 60 ft., immunity to electricity and petrification, scent, spell resistance 25, teleport, tongues Feats Improved Initiative, Power Attack, Track, Weapon Focus (greatsword), Improved Critical (greatsword), Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Quicken Spell-Like Ability (teleport), Greater Weapon Specialization (greatsword), Cleave Skills Concentration 11, Diplomacy +4, Hide +9*, Jump 19, Listen +11, Move Silently +9, Sense Motive +10, Spot +12, Survival +10* (+12 following tracks) Possessions combat gear Spell-like abilities: at will—aid, continual flame, message (caster level 6th) Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. Will DC 16 negates. Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine KEO7-07 The Stalkyard Page 30 form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type. Fallen from Grace: As a celestial who has been cast out, the Fallen Hound Archon has lost all alignment- dependent special abilities that depend on a good/evil axis. The Fallen Hound Archon has had its DR changed to 10/magic and silver and has lost the ability to detect evil and the ability to project an aura of protection from evil. Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects KEO7-07 The Stalkyard Page 31 APPENDIX 3 – APL 12 ENCOUNTER 2 AND ENCOUNTER 3 M AR R U S AUL T, F TR6 CR 11 NE Large monstrous humanoid Init +5; Senses Listen +7, Spot +3 Languages Common, Marru AC 24, touch 10, flat-footed 22 (+1 dex, +9 armor, +5 natural, -1 size) hp 103 (12 HD) Fort +8, Ref +7, Will +6 Speed 20 ft. Full Plate (4 squares) Melee Great Falchion +20/+15/+10 melee (1d12+13/15- 20) and bite +13 melee (1d8+6) Ranged none Space 10 ft.; Reach 10 ft. Base Atk +12; Grp +23 Atk Options Pounce, Howl of Defiance Combat Gear Full Plate +1, Great Falchion +1, Gauntlets of Ogre Power. SS Great Falchion – Sandstorm page 96-97 Abilities Str 25, Dex 12, Con 16, Int 7, Wis 10, Cha 14 SQ none Feats Cleave, Exotic Weapon Proficiency (Great Falchion), Great Fortitude, Power Attack, Weapon Focus (Great Falchion), Improved Initiative, Improved Critical (Great Falchion) Weapon Specialization (Great Falchion). Skills Listen + 7, Search +1, Spot +3, Climb +5 Possessions combat gear. Howl of Defiance (Su): Once per day, a marrsault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a DC15 Will save or become fatigued. Those within 10 feet who fail their save become exhausted. The save DC is Charisma- based Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while disabled or dying Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination Languages: Marru. Description: Jacketed in coal-black full plate and clutching a prodigious scimitar, this jackal-headed humanoid looks like a juggernaut of death. M ARRUTACT, W I Z6 CR 11 NE medium monstrous humanoid Init +5; Senses Listen +12, Spot +0 Languages Common, Marru AC 19, touch 11, flat-footed 18 (+1 dex, +4 natural, +4 mage armor) hp 90 (13 HD) Fort +5, Ref +8, Will +14 Speed 30 ft. (6 squares) Melee staff +10/+5 melee (1d6) Ranged none Space 10 ft.; Reach 10 ft. Base Atk +10; Grp +15 Atk Options Howl of Healing Combat Gear Staff, Robes, headband of intellect +2 Abilities Str 11, Dex 13, Con 14, Int 21, Wis 18, Cha 16 SQ Spell Resistance 16 Feats Combat Expertise, Dodge, Improved Initiative, Scribe Scroll, Improved Toughness. Skills Concentration +17, Hide +17, Knowledge (arcana) +20, Knowledge (history) +18, Knowledge KEO7-07 The Stalkyard Page 32 (geography) +18, Listen +10, Spellcraft +22, Survival +8(+10 to avoid getting lost or avoid hazards); Possessions combat gear. Howl of Healing (Su): Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn pledged to the howling marrutact within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal an extra 1d8+1 points of damage. Spells: A marrutact casts spells as a 5th level wizard Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination. Languages: Marru, Common. Spells Prepared (Caster level 11th) (4/6/5/5/4/3/1, save DC = 15 + spell level): 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x4, True Strike; 2nd – See Invisibility, Mirror Image, Scorching Ray x2; 3rd – Fireball x2, Dispel Magic. 4th – Wall of Ice, Enervation, Ice Storm 5th – Transmute Rock to Mud, Cone of Cold x2. 6th – Chain Lightning Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel Magic, Lightning Bolt. Major Image 4th – Wall of Ice, Enervation, Ice Storm; 5th – Transmute Rock to Mud, Cone of Cold. 6th – Chain Lightning ENCOUNTER 5 G U S T AV R E N, P AC K M AS T E R F AL L E N H O U N D AR C H O N CR 15 Male outsider Ftr11 LN Medium outsider (Archon, Extraplanar, Lawful) Init +4; Senses Listen +11, Spot +11 Languages All AC 29, touch 11, flat-footed 19 (+9 armor, +9 natural, +1 dex) hp 170 (17 HD) Fort +12 (+16 vs. poison), Ref +9, Will +10 Speed 30 ft. mithral full plate +1 (6 squares) Melee +1 greatsword +27/+22/+17 (2d6+17+1d6 frost / 17-20, x2) and bite +20 (1d8+5) or Bite +24(1d8 + 5) and 2 Slam +19 (1d4+4) Ranged none Space 5 ft.; Reach 5 ft. Base Atk +18; Grp +24 Atk Options Spell-like abilities Combat Gear mithral full plate +1, +1 frost greatsword, belt of giant strength +6 Abilities Str 24, Dex 12, Con 14, Int 10, Wis 13, Cha 12 SQ Aura of Menace, change shape, damage reduction 10/magic and silver, darkvision 60 ft., immunity to electricity and petrification, scent, spell resistance 27, teleport, tongues Feats Improved Initiative, Power Attack, Track, Weapon Focus (greatsword), Improved Critical (greatsword), Weapon Specialization (greatsword), Greater Weapon Focus (greatsword), Quicken Spell-Like Ability (teleport), Greater Weapon Specialization (greatsword), Cleave, Improved Sunder Skills Concentration 12, Diplomacy +4, Hide +9*, Jump 19, Listen +11, Move Silently +9, Sense Motive +10, Spot +12, Survival +10* (+12 following tracks) Possessions combat gear Spell-like abilities: at will—aid, continual flame, message (caster level 6th) Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. Will DC 16 negates. KEO7-07 The Stalkyard Page 33 Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type. Fallen from Grace: As a celestial who has been cast out, the Fallen Hound Archon has lost all alignment- dependent special abilities that depend on a good/evil axis. The Fallen Hound Archon has had its DR changed to 10/magic and silver and has lost the ability to detect evil and the ability to project an aura of protection from evil. Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects KEO7-07 The Stalkyard Page 34 DM AID: MAP #1 – KILM EXTERIOR KEO7-07 The Stalkyard Page 35 DM AID: MAP #2 – KILM BASEMENT KEO7-07 The Stalkyard Page 36 DM AID: MAP #3 – THE ARCANICUM KEO7-07 The Stalkyard Page 37 DM AID #4 – A PICTURE OF MY CAT IN A BUCKET “Can I cast fireball from in here?” No felines were harmed in the making of this adventure. KEO7-07 The Stalkyard Page 38 DM AID: NEW RULES NEW MONSTERS Marrusault (Sandstorm, page 171) Large Monstrous Humanoid Hit Dice: 6d8+18; hp 45 Speed: 20 ft (Full Plate) 30 ft base. Armor Class 23, touch 10, flat-footed 22 (+5 natural, +8 armor, +1 dex, -1 size) Base Attack/Grapple: +6/+15 Attack: Great Falchion +11 melee (1d12+7/18-20) or Bite +10 melee (1d8+5) Full Attack: Great Falchion +11/+6 melee (1d12+7/18-20) and bite +5 melee (1d8+2) Space/Reach: 10ft./10ft. Special Attacks: Howl of Defiance, pounce Special Qualities: Ferocity, Marruspawn traits Saves: Fort +7, Ref +6, Will +5 Abilities: Str 20, Dex 12, Con 16, Int 7, Wis 10, Cha 14 Skills: Listen +7, Search +1, Spot +3 Feats: Cleave, Exotic Weapon Proficiency (great falchion), Great Fortitude, Power Attack, Weapon Focus (great falchion) Environment: Warm Deserts Challenge Rating: 5 Treasure: Standard Alignment: Usually Neutral Advancement: By character class Level Adjustment: +2 In ancient days, armies of marrusaults darkened the once-green plains, fighting for the will of the marru. Bred for fighting, each marrusault knows its worth in any conflict. Hardy survivors, marrusaults eked out existence where many of the weaker or more specialized spawncrafted creations of the marru perished with heir masters. Still, a marrusault depends on the equipment and other resources it gains from swearing service to a marrutact. Sometimes a marrusault goes rogue – these creatures often find death in the waste, their bones posing a mystery to travelers who come upon them. Individually, marrusaults are known for the ability to withstand wounds that would drop a lesser creature. Of course, such fortitude is another gift of spawncraft. Like all marruspawn, a marrusault relies on its discriminating hearing to pinpoint hidden enemies. Once identified, a marrusault uses its howl as it pounces on its target, bringing its mighty blade to bear Howl of Defiance (Su): Once per day, a marrsault can loose a terrifying howl as a free action. All creatures except other marrusaults within 30 feet must succeed on a DC15 Will save or become fatigued. Those within 10 feet who fail their save become exhausted. The save DC is Charisma-based Pounce (Ex): If a marrusault charges, it can make a full attack, including its bite attack. Ferocity (Ex): A marrusault is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by KEO7-07 The Stalkyard Page 39 discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination Marrutact (Sandstorm, page 171) Medium Monstrous Humanoid Hit Dice: 7d8+7; hp 38 Speed: 30 ft. Armor Class 19, touch 11, flat-footed 18 (+4 natural, +4 mage armor, +1 dex, -1 size) Base Attack/Grapple: +7/+7 Attack: Masterwork Staff +8 melee (1d6) Full Attack: Masterwork Staff +8/+3 melee (1d6) Space/Reach: 5ft./5ft. Special Attacks: Howl of Healing, spells Special Qualities: Marruspawn traits, spell resistance 16 Saves: Fort +3, Ref +6, Will +9 Abilities: Str 11, Dex 13, Con 13, Int 18, Wis 18, Cha 16 Skills: Concentration +11, Hide +11, Knowledge (arcana) +14, Knowledge (history) +14, Knowledge (geography) +14, Listen +8, Spellcraft +16, Survival +4(+6 to avoid getting lost or avoid hazards) Feats: Combat Expertise, Dodge, Improved Initiative. Environment: Warm Deserts Challenge Rating: 5 Treasure: Standard Alignment: Usually Neutral Advancement: By character class Level Adjustment: +3 Howl of Healing (Su): Once per day, a marrutact can loose a regenerative howl as a free action. All marruspawn pledged to the howling marrutact within 30 feet heal 3d8+5 points of damage. Those within 10 feet heal and extra 1d8+1 points of damage. Spells: A marrutact casts spells as a 5th level wizard Marruspawn Traits Discriminating Hearing (Ex): A marruspawn can hear across great distances with ease, gaining a +4 racial bonus on Listen checks. A marruspawn’s hearing is so sensitive that it can sense the presence of most creatures merely by the sound of their breathing, their heartbeat, or their movement if they are within 30 feet. When a marruspawn detects a noise, the exact location of the source is not revealed – only it’s presence somewhere within that range. A marruspawn can take a move action to note the direction of the sound. Whenever a marruspawn comes within 5 feet of the source, it can pinpoint the sound’s location. Undead, constructs and other creatures that have no metabolism are not subject to being detected by discriminating hearing unless they move – in any round when they move, they are detected by the sound they make while moving through the air or shuffling along the ground. Only incorporeal creatures are completely undetectable, unless they wish to be detected. KEO7-07 The Stalkyard Page 40 Resistance to Dessication (Ex): Centuries of life in the waste afford marruspawn the ability to cope with thirst and reduced fluid intake. A marruspawn thus gains resistance to dessication damage 10. Whenever a marruspawn is subject to magical dessication damage, that damage is reduced by 10 before being applied to the marruspawn’s hit points A marruspawn also takes no nonlethal or lethal damage from failing Constitiution checks to avoid becoming dehydrated, although it still might become fatigued if it fails a check. If a marruspawn ever becomes dehydrated, whether due to natural causes or another effect (such as a spell), it needs to drink only a mouthful of water to lose that condition. A marruspawn also requires only half as much water in a day as is normally required for a creature of its size. Resistance to Fire (Ex): Bred to withstand magic artillery, a marruspawn enjoys an inborn resistance to fire 5 Low-Light Vision (Ex): A marruspawn can see twice as far as humans in conditions of poor illumination. Languages: Marru, Common. Typical Spells Prepared (Caster level 5th) (X/X/X, save DC = 14 + spell level): 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel Magic Spellbook: 0 – Daze, Disrupt Undead, Mage Hand, Resistance; 1st – Mage Armor, Magic Missile x2, True Strike; 2nd – See Invisibility, Mirror Image Scorching Ray; 3rd – Fireball, Dispel Magic. NEW WEAPON Great Falchion (Sandstorm, page 97) Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type Great Falchion 100g p 1d8 1d12 18-20/x2 -- 12 Slashing This heavy executioner’s sword has the same basic profile as a falchion, albeit with a much greater blade surface. Because it is an executioner’s weapon, it is often crafted as a masterwork weapon, marked with a royal seal, and created with one or more gems in the hilt. . KEO7-07 The Stalkyard Page 41 PLAYER HANDOUT #1 – KNIGHTS OF THE WATCH The following message is delivered to you overnight. Loyal One- Our agents within the Royal Standards have alerted us to the mission the arcane ones have set before you. Above all, use caution, for we believe the schools of magic to have a traitor amongst them. When in the area of Kilm, be on the lookout for a member of our order who was in the area at the time of the attacks. Most Contrite Ironclad Mauler Milo Astra can be easily identified by unusual markings on his neck that you shall recognize if you see. Treat him as your lost brother and ensure that he is returned safely at all costs. KEO7-07 The Stalkyard Page 42 PLAYER HANDOUT #2 – KNIGHTS OF THE MALAGARI (DARKWATCH) The following message is delivered to you overnight. Loyal One- Our agents within the Royal Standards have alerted us to the mission the arcane ones have set before you. Above all, use caution, for we believe the schools of magic to have a traitor amongst them. When in the area of Kilm, be on the lookout for anything that could be considered banned materials. In particular we have heard reports of the Marru using some sort of elixirs brewed from mysterious substances. Obtain a sample if you can. KEO7-07 The Stalkyard Page 43 PLAYER HANDOUT #3 – SILENT ONES This message is delivered to you overnight. Loyal One- We know where the Wyrd sends you, and we fear for his expanding powers. Remember that your loyalty is to the order, not to a single man. When in the area of Kilm, be on the lookout for any esoteric lore regarding the Marru and return it to us. Such secrets are not meant for the commoners. KEO7-07 The Stalkyard Page 44 PLAYER HANDOUT #4 – ZYME NOTES The pages of this tome are yellowed with age and brittle to the touch. The following page is open. 4 Sunsebb …when combined in the proper doses and heated alchemically, a variety of effects are possible. The keystone to these efforts is always a strong sample. Failure rates increased as the quality of the original sample was reduced or replicated. For this end I judge that the best base possible is a captive human of pure bloodtype who is kept healthy with magic and repeatedly siphoned… KEO7-07 The Stalkyard Page 45 PLAYER HANDOUT #5 – NOTES ON THE CREATION OF MARRU The following text is new, its pages are crisp and white. …lost secrets of the creation of this powerful race are now open to me like the doors of Niole Dra. Originally when the Marru were created they were self-reproducing like any race. This is a curious trait to add to a creation since most slave races tend to desire freedom and an uncontrolled population is a dangerous population. Indeed, the earliest legends I could pry from these Marru indicate a great leader of theirs creating a revolt and freeing the Marru from some shadowy master race. Their histories are mundane until a point several hundred years ago where a great tragedy apparently took place. From what I can deduce, several powerful Marru attempted to add their blood to that of a divine being, and were met with rather disastrous results. The created creature broke free of all bonds and single-handedly destroyed the Marru civilization. As unlikely as that is to believe, I have spoken to several Marru here who claim to have seen the creature with their own eyes. Great Marru cities were laid to waste and their people were scattered. After a time, Marru started to re-gather, only to find a horrible problem: they could no longer procreate naturally. Every child was born stillborn and the secrets of their original creation were lost. The Marru as a people were doomed to a withering death. Indeed, when I first found the crèche in the mountains, they were numbering less than a hundred, every one a survivor from the days of the great Marru civilization. Apparently their lifespan rivals that of the elves! I saw in the Marru an opportunity. Who else has access to the most powerful and forbidden of lore other than me? With the aid of my students it was almost trivial to unlock the secrets to reinvigorating the Marru race. Since then there have been many trials. Many races simply lack the fortitude necessary to survive the transformation into a Marru, or survive only for a period of months afterwards. Kobolds and goblins were particularly unsuccessful, Orcs were fairly successful and humans…well…can I say I am surprised that humans meld so easily into this new mask? Now that I have created a bond with some of the giants of the region I have been given leave to attempt the transformation on some of their outcasts. I eagerly await the trolls. Their regenerative capabilities will be amazing if I can harvest them properly. Until then, there is more than enough fodder in Flen and Cryllor. KEO7-07 The Stalkyard Page 46 CRITICAL EVENT SUMMARY: KEO7-07 THE STALKYARD . 1. Were any of the heroes part of an organization that had additional instructions? If so, did they complete the instructions and what did they do with the information/goods/person they found? Yes No 2. How many optional encounters did the heroes face in the Stalkyard? 3. How did the heroes deal with Gustavren? 4. Did any heroes accept The Returned’s offer and receive the AR item Extarasi? If so, Who? Yes No 5. How did the heroes deal with Lord Garsin Elgarin? 6. Isn’t that a cute cat? Yes No Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, results that may not fit the above, etc): KEO7-07 The Stalkyard Page 47
textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/KEO (Keoland)/KEO7-07 - The Stalkyard (3E).pdf
ONW3-06 For Want of a Nail A One-Round D&D LIVING GREYHAWK Onnwal Adventure Version 1 By Paul Looby Circle Reviewer: Creighton Broadhurst The Orcs of the Pomarj ravage the land. Onnwal is in flames and a key agent of the Free State has gone missing behind enemy lines. Her salvation, and that of Onnwal, lies in your hands. An Onnwal regional module for APLs 2-12. Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. For Want of a Nail Page 2 Introduction This is an RPGA® Network scenario for the Dungeons & Dragons® game. A five-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three and a half hours. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario. Preparation First you should print this scenario. This scenario was created to support double-sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Instruct the players either to prepare their characters now, or wait until you read the introduction, depending on the requirements of the scenario as described in the introduction. Keep in mind that you must have at least three players (not counting the DM), for the game session to be a sanctioned RPGA event. As well, you cannot have more than six players participating in the game. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the DM) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster. Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in gray boxes. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters. Scoring After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the game. The RPGA has three ways to score its games. Consult your convention coordinator to determine which method to use for this scenario: • No-vote scoring: The players write their names and RPGA numbers on the scoring packet grid. You fill in the top of the grid. That is all. No one is rated. This method is used for people who are just playing for fun. • Partial scoring: The players rate the game master and the scenario on their player voting sheet, and provide personal information, but don’t vote for other players. The game master rates the scenario and completes personal and event information, but does not rate the players as a team or vote for players. This method is used when there is no competition, but the event coordinator wants information on how the game masters are performing, or the game master wants feedback on his or her own performance. • Voting: Players and game masters complete the entire packet, including voting for best player. If this method is used, be sure to allow about 15-20 minutes for the players to briefly describe their characters to the other players, and about 5-10 minutes for voting. This method is used when the players want to know who played the “best” amongst the group, or when the adventure is run in tournament format with winners and prizes. When using voting, rank the players in order of your voting choice while they are completing their forms, so that you are not influenced by their comments on your abilities. It’s a good idea to have the players vote while you determine treasure and experience awards for the scenario. After voting, give the Scoring Packet to your event coordinator. This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention coordinator or the RPGA Web site, ant then have any For Want of a Nail Page 3 players without a character create on. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer. LIVING GREYHAWK Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely being war horses, dogs trained for war), other than those brought by virtue of a class ability (i.e. animal companions, familiars paladin’s mounts, etc) use the sidebar chart to determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. CR 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 5 6 7 3. Sum the results of 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. By following these four steps, you will have determined the APL. Throughout this adventure, APLs categorize the level of challenge the PCs will face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience you may gain at the end of the adventure. If your character is three character levels or more either higher or lower than the APL this adventure is being played at, that character will receive only half of the experience points awarded for the adventure. This simulates the face that either your character was not as challenged as normal, or relied on help by higher-level characters to reach the objectives. Note: LIVING GREYHAWK adventures are designed for APL 2 and higher. Three or four, or sometimes even five 1 st-level characters may find difficulty with the challenges in a LIVING GREYHAWK adventure. If your group is APL 1 there are three things that you can do to help even the score. 1. Attempt to create a table of six 1 st-level characters, or try to enlist higher-level characters to play at that table. 2. Advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a free action (spoken command) that may be attempted each round. If an animal loses half or more hp in a single round it flees, unless another check is successful. Time Units and Upkeep This is a standard one-round Regional adventure, set in the Free State of Onnwal. All characters with Onnwal as their hime region pay 1 Time Unit to participate in the adventure. All other characters pay 2 Time Units. Adventurer's Standard Upkeep costs 12 gp per Time Unit spent; Rich Upkeep costs 50 gp per Time Unit and Luxury Upkeep costs 100 gp per Time Unit. Campaign Consequences This adventure has campaign consequences. That is the outcome of this module will directly affect future events in the course of the campaign. The answers to some of the questions below may seem trivial or pointless, but because of the complex nature of the back-story and campaign all information requested is vital. Please send your answers to the Living Onnwal Team at [email protected] as soon as possible. General comments about the module are also welcomed at this address. 1. Did Jillana deliver her message to the Braetern in time? 2. Did Gavran survive? 3. Did the PCs escort Olava and her people back to Free State Lines? 4. Did Markessa the White survive? For Want of a Nail Page 4 Adventure Synopsis and Background This module centres around Jillana Waterfoot, a Magsman of the Wreckers. A trusted agent of Rakehell Chert, the Wrecker and Lord Marshal of the Army of Rebellion, she was dispatched behind Scarlet Brotherhood lines. Her mission was to learn what she could about the Brotherhood and their new Pomarji allies. Jillana fulfilled her mission, uncovering parts of the Brotherhood's warplans. However, before she could slip back across the lines, she was betrayed into the hands of the enemy by one of her own - one Gavran. Gavran had been the Boss of a Wrecker Cell in Gearnwal (cf ONW3- 01 The Prophet). Though he hated the Brotherhood, he also used to exploit the people under his protection, looting their houses and mistreating those Onnwalons of Suel ancestry. His reign as a robber baron was brought to an end by a War Company of freeswords, who slew his men and brought him for execution at the hands of Baron Kiernal Maldrenn of Gearnwal. However, this was not the end of Gavran. Agents of the Scarlet Brotherhood spirited Gavran's body away and raised him from the dead. They then tortured the newly revived Wrecker, extracting all that he knew, including Jillana's cover identity and her mission. Jillana was captured and tortured. However, for all the torments the Scarlet Sign visited on her, Jillana kept the full extent of her knowledge from them, knowing that if she admitted to it, the Brotherhood would change their plans. In disgust the Scarlet Brotherhood sold Jillana to the infamous Slavelords, who have come to Onnwal in the wake of the orcs of Turrosh Mak. The Yellow Sails now harvest the fields of Onnwal for a crop of "live cargo". Rakehell Chert is aware of Jillana's fate, and that she knows something vital to the fortunes of the Free State. Therefore, he is looking for a resourceful group of heroes who can go behind the battle lines and recover his lost Magsman. Encounter Summary Introduction The PCs are summoned by an officer of the Army of Rebellion to meet with his commander. Encounter 1: A Test of Loyalty The PCs are shown into the office of the Braetern Farland Marshevel, where their loyalty will be tested by a disguised Rakehell Chert. If they pass, then Chert will inform them of their mission. Encounter 2: Between the Lines The PCs set out and have to sneak through orcish picketlines. Detection may mean combat and the possibility of runners warning more of the orcs. If the PCs manage to slip pass undetected go to Encounter 3. Otherwise go to Encounter 4. Encounter 3: Choices and Chains If the PCs managed to make it past the pickets undetected or have not engaged them in combat, they will come across a group of orcs rounding up a group of villagers. The PCs will have to decide whether to intervene and risk alertling orcish forces in the area to their presence or whether to turn a blind eye and proceed with the mission at hand. Whatever the outcome they should then proceed to Encounter 4. Encounter 4: A Familiar Face The PCs arrive at the orc camp where Chert believes Jillana was being held. The readiness and strength of the camp depends on the PCs' actions in the previous encounters. The PCs can either try to sneak into the cells or storm the camp. Either way they will discover a familiar face in the cells -that of Boss Gavran. Gavran knows where the orcs have taken Jillana, but will refuse to tell the PCs anything unless they swear an oath to spare and protect his life. Encounter 5: Chasing Jillana With Gavran leading or directing them, the PCs can track down Jillana. Several agents of the Slavelords, led by Markessa the White, are taking her and the rest of the slaves to a rendezvous with a Slavelord ship at the isolated Esham's Cove. The PCs will have to devise some way of extricating their quarry from the clutches of the Slavers, having to defeat a group of the Slaverlords servants to get at her. Encounter 6: The Yellow Sails Having dealt with one group of Slavers, Jillana her self is in the clutches of Markessa the White, aboard a longboat being rowed out to meet a waiting ship of the Yellow Sails. The PCs must defeat Markessa before they can get Jillana. If recovered, Jillana can reveal that it was Gavran who betrayed her and will try to kill him if he is present. Conclusion If the PCs make it back to Chert, Jillana can divulge her earthshattering information and the PCs can receive their rewards. If Jillana is not recovered or dies - then, though the PCs receive their reward, the consequences for the Free State are dire. For Want of a Nail Page 5 Past Modules Players who have played ONW3-01 The Prophet will have already met Boss Gavran and are probably responsible for his death. The PCs may have found Rakehell Chert's old short sword, The Silver Left in ONW2-06 Memento. In ONW2-07, Marooned, the PCs may have discovered news that Rakehell Chert has a son, Griff, who in the hands of the Scarlet Brotherhood. In ONW1-08 Rashta's Brother, some PCs may have gained the blue mark of the Ventonii. Player's Introduction Once the Players are settled and the Player Characters have been introduced, proceed with the Introduction. Berendenn, a Sertern of the Gilderond Braetad, will summon the PCs to meet his superior officer, Farland Mashevel. Read aloud or paraphrase the following: "Dem's the orders I waz given, surs," Berendenn, Sertern of the Golden Heart says apologetically. "Ye're to come with me quick smart like and attend my commandin' officer." The burly sertern holds out at scroll sealed with wax bearing the signet of Farland Marshevel, Braetern of Gilderond, one of Onnwal's four field generals. Give out Player's Handout 1. �Sertern Berendenn, Sertern of the Gilderond Braetad, the Golden Heart. Appearance: Berendenn is a burly, barrel chested man in his late 30's. His olive skin is deeply tanned and lined - evidence of an outdoor life. He speaks with a rustic accent and is clad in the green and gold uniform of a sertern of the Army of Rebellion Regulars. Character: Berendrenn is a salt-of-the-earth man, with a sharp wit and a none-too-wholesome turn of phrase. Berendenn pretends that he knows nothing about why the PCs are being summoned, just that they must go and he's the one that's going to bring them. He actually knows more than this, but has been ordered not to mention anything. Encounter 1: A Test of Loyalty Berendrenn escorts the PCs to the headqurters of the 2 nd Braetad. They are about to have their loyalty tested in a typically elaborate manner by Rakehell Chert. Read aloud or paraphrase the following: The encampment of the 2 nd Braetad bustles with activity. Units of Regulars drill, their mail glittering in the bright sunshine. Serterns are barking orders at ranks of peasant Militia, who seem to outnumber the depleted ranks of the Regulars nearly two to one. There is much talk of the fighting in the west and you can see a fierce tension in the faces of the soldiers. Many expect another major battle in the next few days. Berendenn leads you into a large stone building in the heart of the camp. A faded and cracked hogshead swings above the door, the only evidence of the building's former life as an inn. The old common room is busy with officers poring over maps and dispatching orders to runners. You pass through the organised chaos and up the stairs to what must have been one of the larger bedrooms. Stepping into the room you are confronted by a shocking sight. The body of Farland Marshevel dangles from a rafter, a rope knotted tightly around his neck. The braetern's face is purple and contorted and his eyes stare glassily into space. The body spins in a slow circle, the rope creaking as it does. A blonde haired man in a soldier's uniform sits behind a desk in the corner of the room, cleaning his nails with the point of a dagger. As you enter, he pauses, regards you with pale blue eyes and smirks. "Glad you could join us," he says. "Now shall we discuss terms? The situation the PCs find themselves in an elaborate loyalty test set by the justifiably paranoid Rakehell Chert. The man before them is a Wrecker disguised by a change self spell. It is probable that the PCs will not even bother with any further parlaying, but immediately attack the apparent Scarlet Brotherhood agent. If so, they have passed (see below). Some PCs may, however, want to interact with the "kesh". Answers to some of their likely questions are shown below: Who are you? “Maranafel Toktot, Kesh of Scant What terms? "You have proven worthy adversaries in the past. We want you to work for the greater good of mankind. We want you to work with us. So we want to discuss what your price is. How much it will take to abandon your lost cause and join the side of right." How did you get in here? For Want of a Nail Page 6 "Our agents are everywhere. The Free State is only free because we allow you to think it is. We hold all the strings. We always have and we always will. While you mewl and exercise yourself about your freedom, we control the real power in Onnwal. Oh and don't bother calling for help. The officers below are all my men. How else could you explain the inept excuse for a war that your Army of Rebellion has fought this past eight years?" Failing the Test: If the PCs agree to go along with the "kesh", then they have failed. The "kesh" will reveal himself as an agent of the Wreckers and the PCs will be blacklisted as possible traitors to the Free State. Chert will not reveal himself under these circumstances. The adventure is over for them. Even discussing terms will earn the PCs the suspicion of Chert and the Wreckers, though they will be given a chance to prove themselves on the mission. However, if the mission fails - the PCs will be blacklisted as potential traitors. Suspicion of the Wreckers: The PCs have earned Disliked Status with Rakehell Chert and the Wreckers. Wrecker PCs will be mistrusted by their peers and barred from promotion within the Wreckers until they clear their name. The Wreckers in future modules will mistrust non- Wreckers. Passing the Test: As soon as the PCs move to attack the "kesh", they have passed the test. Read aloud or paraphrase the following: Before you can strike down the kesh, a commanding voice bellows: "HOLD! In the name of the Free State, hold!" To your amazement, you turn to see the voice is apparently that of the hanged braetern. However, instead of strangled features of Farland Marshevel, you look up into the grinning face of an Oeridian man of indeterminate years. "I never did like these things," the man says, removing the noose from his neck, seemingly oblivious to the fact he is floating three feet above the floorboards. He bows deeply in mid air. "I am at your service, patriots of Onnwal." Though he will NOT directly introduce himself as such, the floating man is Rakehell Chert. The kesh and Berendenn remain where they are, nodding their head respectfully at Chert and giving the PCs broad grins. Read aloud or paraphrase the following: "I must apologise for this little pantomime," the Oeridan man says, floating gently to the ground. "However, the Strawhairs have their agents everywhere. I had to be sure of where your loyalties lay. You passed, needless to say or we wouldn't be having this pleasant chat now. Berendenn, some wine if you would." Chert will bid the PCs sit, while wine is brought to them. The other two men then leave the PCs alone with Chert. If any of the PCs have at any time earned the Disfavour of the Wreckers cert from ONW3-01 The Prophet or ONW3-02 Pyrtura, even if they have now had it removed, read aloud or paraphrase the following: The Oeridian man regards you coldly. "You've crossed my people in the past. Perhaps with good reason, perhaps without. Know you this, cross me in this matter and it shall be the last crossing you shall ever do - bar crossing to meet your ancestors in the afterlife. "On the other hand, I'm a fair man. Serve me well and I might be inclined to forgive past offences. Forgiveness is a worthy virtue. So much better than any…unpleasantness," he says with a clear edge of menace. Otherwise, read aloud or paraphrase the following: The Oeridan man regards you intently with his deep- set black eyes. "I have need of the services of resourceful individuals - people such as yourselves, who are loyal to the Free State. "A most able servant of Onnwal has been captured by the Scarlet Sign. She was on her way back across the front line with what she said was information vital to the survival of the Free State. I need to know what that information was. I want you to find and rescue her. As far as I know, she is still alive - and that's how I want her returned to the Free State. Dead spies tell no tales. "Any questions?" Below are answers to some of the most likely questions: Who are you? The man smiles enigmatically. "Merely a Patriot of Onnwal, like yourselves. My name is unimportant. Loyalty to the Free State is all that matters here." Why don't you get someone else to rescue her? For Want of a Nail Page 7 "I have reason to suspect that she was betrayed from within. Therefore, I have to ask for outsiders to perform this task for me." Where is the agent being held? "The last report I had, she was in a small orc encampment in the southern Volanots. I can give you directions to it." What's in it for us? The man grins. "Ah a man/woman after my own heart! How it must boil the blood of the nobles to deal with such fine entrepreneurs as yourselves. Never trust a man who wants no gold, or wants too much. "You will be recompensed fairly for your efforts on behalf of me and of the Free State. The oaths of nobles aren't worth the paper they're written on. So you'll be paid in honest coin. If you trust me, of course," he says with a smile. What aid can you give us? "Our resources are stretched as it is. You will have to manage on your own means and wits." What does your agent look like? "Her name is Jillana Waterfoot. She is about 30 summers, stands about 5 feet and a half a foot, with golden-brown hair and eyes of sea-grey." If there are no further questions, Chert will give the PCs directions to the camp. If there are any members of the Wreckers among the PCs, Chert will take them aside and, still not revealling who he is, will whisper to them in the Thieves' Cant: “Hold a light and you’ll be on the pig’s back when it comes to a leg up – you’ve my song bird on it.” Translation: "Do right by me in this matter and it will not be forgotten when it comes to promotion. You have my word on that." The PCs may have Rakehell Chert's old short sword The Silver Left from ONW2-06 Memento. If they do, and Chert spots it read aloud or paraphrase the following: The Oeridian man smiles ruefully: "That is a fine blade you bear. Ward it carefully and it will serve you well." If any of the PCs, guessing to whom they are speaking, offer it to him, he will refuse it saying cryptically: "What's past is past and what's done is done, for good or for ill". Of the PCs mention anything about his son, Griff, read aloud or paraphrase the following: "I think you may have mistaken me for someone else. However, if we succeed here, then we will free all the sons and daughters of Onnwal that are in thrall to the Strawhairs." If there is nothing else, Berendrenn will usher the PCs out. Encounter 2: Between the Lines The directions that the PCs receive will direct them to a point in the Volanots on the southern edge of the Cantred of Gearnwal. Have the PCs set their marching order before the set out. Read aloud or paraphrase the following: Leaving the tense bustle of the camp behind, you set off across the fields of the Gildenlea, green and gold with the ripening grain harvest. At first there is a semblance of normality, farmers tending their fields, animals grazing in the shade of scattered copses. However, as the hills loom closer, the peasants grew scarcer and the Militia patrols more frequent. Burnt out ruins, still smouldering under the summer sun replace peaceful hamlets. In the shadow of the hills, a deathly silence extends over the land, like ink seeping from an overturned pot. As you move up the first slopes of the Volanots, you realise, almost without noticing that you have passed into enemy territory. Have the PCs make an opposed Spot check against the Hide check of the orc patrol that is lurking at the top of the slope (add a +2 circumstance bonus to the Orc's Hide for their concealment of the vines). Equally, if the PCs are actively trying to move inconspicuously an opposed Spot check against the worst PC Hide check, to see if they spot the PCs. Otherwise the orcs will automatically spot the PCs from their vantage point. If they do, depending on whether the PCs spot them, they will either withdraw to warn the orc camp in Encounter Four, or if spotted, they will try to engage the PCs. If the PCs succeed, read aloud or paraphrase the following: For Want of a Nail Page 8 Suddenly you spot a glint of sun on metal in the overgrown grapevines that line the top of the hill. You spot the figure of an orc, darting between the vine rows. If they've avoided being spotted, the PCs can either try to engage the orc pickets or continue to try to slip past them with little further difficulty by moving around the base of the hill under the cover of the ridge line. If the PCs fail their Spot checks, but the orcs Spot them, then the orcs will not attempt to engage them, but rather will slink off to report the presence of the PCs to their superiors at the camp in Encounter Four. APL 2 (EL 1) �Orc scouts (2): hp 5; see Monster Manual p146 APL 4 (EL 2) �Orc axeman (1): Ftr1; hp 12; see Appendix 1 �Orc crossbowmen (2): Ftr1; hp 12; see Appendix 1 APL 6 (EL 3) �Orc axeman (2): Ftr1; hp 12; see Appendix 1 �Orc crossbowmen (2): Ftr1; hp 12; see Appendix 1 APL 8 (EL 4) �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 �Orc axeman (2): Ftr1; hp 12; see Appendix 1 �Orc crossbowmen (3): Ftr1; hp 12; see Appendix 1 APL 10 (EL 5) �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 �Orc axeman (2): Ftr1; hp 12; see Appendix 1 �Orc crossbowmen (3): Ftr1; hp 12; see Appendix 1 APL 12 (EL 6) �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 �Orc axeman (4): Ftr1; hp 12; see Appendix 1 �Orc crossbowmen (4): Ftr1; hp 12; see Appendix 1 Tactics: If the orcs are ambushed, one of their number will immediately flee to report to the camp, while the remainder give covering fire. They will then try to withdraw themselves in no particular order, fleeing headlong if more than half their number is slain. The shaman will cast enlarge person on one of his axemen if possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft.; reach). In either case, the vines afford both the orcs and the PCs concealment (20% miss chance) from ranged attacks. Terrain: The vine-rows are 100 feet long, a foot thick and six feet high. They are spaced about five feet apart. Treasure: The following treasure is available dependant on the APL of the party. APL 2: Loot: 12 gp; APL 4: Loot: 58 gp; Magic: potion of cure light wounds (3) (3 x 4 gp). APL 6: Loot: 116 gp; Magic: potion of cure moderate wounds (4) (4 x 25 gp). APL 8: Loot: 275 gp; Coin: 1 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of owl's wisdom (25 gp). APL 10: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (2) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (4) (62 gp each). APL 12: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (2) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (4) (62 gp each). Development: If the orc runner gets away, he will inform the camp that there are enemies in the area. The guards in the camp in Encounter Four are therefore alert and actively awaiting an attack. If the PCs slip past the patrol without any combat go to Encounter 3. Otherwise go to Encounter 4. Encounter 3: Choices and Chains Note: Only play this encounter if the PCs have not engaged the orcs in combat in Encounter 2. As the PCs press onwards into the hills, they will encounter a band of orcs pillaging a captured village and carrying the populace off in chains. The peasants are bound for the camp, where they will be handed over to the Slavers. Read aloud or paraphrase the following: Leaving the orcs behind, you press on into the hills towards your target. The trail winds north into the crags of the Volanots. The long scrub-clothed ridges rise up on either side of you. Cresting a ridge you look down upon a settlement in the valley below, no more than huddle of six humble cottages. Cries of distress float up on the breeze and tiny figures dash about between the cottages. Armed orcs are chasing women and children, beating them to the ground and clapping manacles onto their arms and legs. For Want of a Nail Page 9 What the PCs do next is up to them. As the orcs are intent on their task, the PCs will be easily able to slip on past towards their destination without being noticed. However, if they want to intervene, make a DC 15 Spot check for the orcs or a opposed check against the worst PC Hide check, if the PCs are trying to be stealthy, applying a -2 circumstance penelty due to the orcs’ absorption in the task at hand. APL 2 (EL 1) �Orc slavers (2): hp 5; see Monster Manual p146 APL 4 (EL 2) �Orc axeman (3): Ftr1; hp 12; see Appendix 1 APL 6 (EL 3) �Orc axeman (4): Ftr1; hp 12; see Appendix 1 APL 8 (EL 4) �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 �Orc axeman (5): Ftr1; hp 12; see Appendix 1 APL 10 (EL 5) �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 �Orc axeman (5): Ftr1; hp 12; see Appendix 1 APL 12 (EL 6) �Orc shaman (1): Clr1-Gruumsh; hp 9; see Appendix 1 �Orc axeman (8): Ftr1; hp 12; see Appendix 1 Tactics: The orcs will try to use the houses as cover and their prisoners as human shields. The villagers will give them soft cover (+4 AC bonus), while the houses give them (+4 AC, +2 Reflex save bonus) or total cover depending on the circumstances The orcs will attempt to flee the village if they can in the direction of the camp. Any attack that would have hit the orcs using human shields but for the cover AC bonus, hits a human shield. The peasants have AC 10 and 2 hit points each. The shaman will cast enlarge person on one of his axemen if possible, (+2 Str, -2 Dex, -1 to attacks, -1 AC, gains 10 ft reach). The enlarged orc will try to fight a delaying action, while the rest withdraw. Treasure: The following treasure is available dependant on the APL of the party: APL 2: Loot: 12 gp. APL 4: Loot: 108 gp; Magic: potion of cure light wounds (3) (4 gp each). APL 6: Loot: 144 gp; Magic: potion of cure moderate wounds (4) (25 gp each). APL 8: Loot: 362 gp; Coin: 1 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of owl's wisdom (25 gp). APL 10: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of bull's strength (5) (25 gp each, potion of owl's wisdom (25 gp), potion of haste (62 gp). APL 12: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of bull's strength (5) (25 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp). Development: If any orcs get away, they will inform the camp that there are enemies in the area. The guards in the camp in Encounter Four are therefore alert and actively awaiting an attack. The surviving dozen or so villagers (all women and children) will thank the PCs profusely and ask them which way safety lies. Their spokespeson, is a woman called Olava �Olava, peasant woman Appearance: Olava is a mantronly woman in the late thirties, with sandy blonde hair and broad, plain, freckled face. Character: Olava's husband was killed in the war. She is desperate to get herself, her family and neighbours to safety. She will plead with the PCs for aid. They will then attempt to flee their homes in the direction of the Free State forces, carrying what meagre possessions they can carry with them. They will beg the PCs to escort them. Returning will mean a round trip of a day. However, if the PCs do so, by the time they can return, Jillana will have been taken aboard a Slaver ship bound for the Pomarj and the PCs will have failed their mission. In this case run them through the rest of the module as written, except for the fact that they will find only the tracks of the slavers at Esham's Cove in Encounter 5, at which point the adventure is over for them. Encounter 4: A Familiar Face Whether the PCs have encountered the orc slaver taking party in Encounter 3 or not, they will be able to press on to the camp where Chert believes that Jillana is being held. For Want of a Nail Page 10 Read aloud or paraphrase the following: You press on, following the directions given you. Late in the day, as the sun is nodding low in the west, you crest yet another hill. Across a broad valley stands a long ridge crowned with a ring of tumbled dry stone walls - the ruins of an ancient Flan hillfort. The sun's rays glint from the armour of orc guards patrolling the walls of the fort. A ragged banner bearing the leering red medusa head device of the Pomarj flutters from a listing makeshift flagpole. From the description of the orc camp given to you, you have little doubt that this is your destination and your target. The Ridge The hill fort stands on a 300-foot high ridgeline. The lower slopes of the hill are covered in loose scrub and a smattering of stunted Storm Pines (providing concealment from ranged attacks). The orcs have cleared the hilltop within 150 feet of the walls, using the scrub for shelter and fuel. This open ground affords no concealment what so ever. Moreover, within 50 feet of the walls, there is a field of sharpened, pointed stones angled outwards from the fort. The stones stand about 3 feet high and provide concealment and cover for small creatures or PCs lying prone. PCs attempting to move through this field at greater than one half of their normal movement in any round must make a DC 15 Reflex check to avoid being cut on the razor sharp rocks. If a PC roll attacks and damage if applicable for the rock spikes below. PCs trying to ride through the stones must make a DC 20 Ride check to manage it without injuring their mount. If the mount is injured, the rider must make a DC 15 Ride check to keep the animal on its feet, otherwise it will stumble among the close packed stones and fall, taking attacks and damage shown below. �Rock Spikes: +10 melee (1d4 spiked rocks for 1d4+2/x3 per successful hit). The only clear path through the stones is the winding one that leads to the main entrance of the hillfort (see Map 1). The Hillfort The camp is based in the ruins of an ancient Flan ring fort (see Map 1). The fort is composed of a single circular dry stone wall 7 feet high, 6 feet thick and 50 feet in diamater. A low stone step on the inside of the wall allows the defenders to peer ouver the top of the all and fire missiles. Characters doing this have cover (+4 AC bonus, +2 cover Reflex save bonus). Characters bheind the wall have total cover. A 5-foot wide breach on the southern side provides access to the inside. It is routinely blocked after dark or in times of high alert (see below) by a number of small daggerthorn trees that have been hewn down to form a makeshift thorn fence 10 feet thick and 5 feet high (damage and movement rules as per the wall of thorns spell [Player’s Handbook, p271]). The orcs bed down in make shift lean-tos comprising cut logs and scrub-brush laid at an angle against the walls on the northern side of the fort. The prisoners are held in a series of 8 feet deep pits covered by wooden bars, which are located in the centre of the fort. NOTE: PCs that have the blue mark of the Ventonii from ONW1-08 Rashta's Brother feel strangely energised while fighting inside the walls of the hill fort and gain +1 morale bonus to attack and damage rolls for the duration of this combat only. The Garrison The readiness and strength of the garrison depends on the PCs actions so far. If they have engaged any orc troops in battle on the way to the fort, then the garrison will be depleted somewhat. Otherwise it will be at full strength. The alertness of the garrison depends on whether it has had any warning of the PCs presence in the hills, from the orcs in either Encounter 2 or Encounter 3. Garrison Alerted: If the garrison has been alerted, then the orcs will be all roused, armed and watching in all directions for signs of any foes. The orcs will be evenly distributed around the perimeter wall. All guards have a +2 circumstance bonus to their Spot and Listen checks due to their high state of readiness. Garrison Not Alerted: If the garrison has not been forewarned, then there will only be four sentries posted, one at each of the cardinal points of the ring fort (North, South, East and West). The rest of the orcs (if any) are eating in their lean-tos. The sentries are not particularly vigilant - apply a -2 circumstance penalty to their Spot and Listen checks, until the PCs make their presence known in some fashion. PCs attempting to approach the fort without being seen will need to make an opposed Hide and Move silently checks against the sentries' Spot and Listen (worst PC result against the best Orc result). The numbers of orcs in the garrison will depend on the APL and whether the PCs have fought any orcs in Encounter 2 or 3. Garrison at Full Strength (PCs have not fought any orcs in Encounter 2 or 3): For Want of a Nail Page 11 APL 2 (EL 4) �Orc berserkers (5): Bbn1; hp 14; see Appendix 1 �Orc shaman: Clr1-Gruumsh; hp 9; see Appendix 1 APL 4 (EL 6) �Orc berserkers (7): Bbn1; hp 14; see Appendix 1 �Orc shaman: Clr1-Gruumsh; hp 9; see Appendix 1 �Half-orc sorcerer: Sor1; hp 5; see Appendix 1 APL 6 (EL 8) �Orc berserkers (7): Bbn2; hp 23; see Appendix 1 �Orc shaman: Clr2-Gruumsh, hp 15, see Appendix 1 �Half-orc sorcerer: Sor2, hp 9, see Appendix 1 APL 8 (EL 10) �Orc berserkers (4): Bbn5; hp 50; see Appendix 1 �Orc shaman: Clr4/Bbn1-Gruumsh; hp 37; see Appendix 1 �Half-orc sorcerer: Sor5; hp 21; see Appendix 1 APL 10 (EL 12) �Orc berserkers (4): Bbn7; hp 68; see Appendix 1 �Orc shaman: Clr6/Bbn1-Gruumsh; hp 49; see Appendix 1 �Half-orc sorcerer: Sor7; hp 31; see Appendix 1 APL 12 (EL 14) �Orc berserkers (4): Bbn9; hp 86; see Appendix 1 �Orc shaman: Clr9-Gruumsh; hp 57; see Appendix 1 �Half-orc sorcerer: Sor9; hp 37; see Appendix 1 Treasure: The following treasure is available defendant on the APL on the party: APL 2: Loot: 213 gp; Magic: potion of cure light wounds (6) (6 x 4 gp). APL 4: Loot: 298 gp; Magic: potion of cure light wounds (9) (4 gp each), potion of bull's strength (4) (25 gp each), potion of mage armour (4 gp). APL 6: Loot: 298 gp; Magic: potion of cure moderate wounds (9) (25 gp each), potion of bull's strength (7) (25 gp each), potion of owl's wisdom (25 gp), potion of mage armour (25 gp). APL 8: Loot: 295 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each, potion of heroism (4) (62 gp each,) potion of owl's wisdom (25 gp), potion of haste (2) (62 gp each), +1 shortspear (166 gp), potion of invisibility (25 gp). APL 10: Loot: 451 gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp each), +1 chainmail (91 gp); +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). APL 12: Loot: 451 gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp), +1 chainmail (95 gp), +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). Garrison Depleted (PCs fought orcs in either Encounter 2 or Encounter 3): APL 2 (EL 3) �Orc berserkers (3): Bbn1; hp 14; see Appendix 1 �Orc shaman: Clr1; hp 9; see Appendix 1 APL 4 (EL 4) �Orc berserkers (4): Bbn1; hp 14; see Appendix 1 �Orc shaman: Clr1; hp 9; see Appendix 1 �Half-orc sorcerer: Sor1; hp 5; see Appendix 1 APL 6 (EL 5) �Orc berserkers (4): Bbn1; hp 14; see Appendix 1 �Orc shaman: Clr1; hp 9; see Appendix 1 �Half-orc sorcerer: Sor1; hp 5; see Appendix 1 APL 8 (EL 6) �Orc berserkers (4): Bbn2; hp 23; see Appendix 1 �Orc shaman: Clr2; hp 15; see Appendix 1 �Half-orc sorcerer: Sor2; hp 9; see Appendix 1 APL 10 (EL 7) �Orc berserkers (4): Bbn2; hp 23; see Appendix 1 �Orc shaman: Clr2; hp 15; see Appendix 1 �Half-orc sorcerer: Sor2; hp 9; see Appendix 1 APL 12 (EL 8) �Orc berserkers (4): Bbn3; hp 30; see Appendix 1 �Orc shaman: Clr3; hp 19; see Appendix 1 �Half-orc sorcerer: Sor3; hp 11; see Appendix 1 Treasure: The following treasure is available dependant on the APL of the party: APL 2: Loot: 131 gp; Magic: potion of cure light wounds (4) (4 gp each). APL 4: Loot: 175 gp; Magic: potion of cure light wounds (6) (4 gp each), potion of bull's strength (4) (25 gp each), potion of mage armour (4 gp). For Want of a Nail Page 12 APL 6: Loot: 175 gp; Coin: gp; Magic: potion of cure moderate wounds (6) (25 gp), potion of bull's strength (4) (25 gp each), potion of owl's wisdom (25 gp), potion of mage armour (25 gp), APL 8: Loot: 177 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp); potion of haste (2) (62 gp each), +1 shortspear (166 gp), potion of invisibility (25 gp). APL 10: Loot: 103 gp; Coin: gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp), potion of heroism (4) (62 gp), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp), +1 chain shirt (5) (91 gp each); +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). APL 12: Loot: 103 gp; Coin: gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp each), +1 chain shirt (5) (91 gp each), +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). Tactics: If the orcs are alert, then the shaman will cast any warding spells he can on the path, entrance, and surroundings of the hill fort. He will also be ready to provide enhancing spells to the soldiers of the garrison. Whether alert or not, once the PCs make their presence known, the scattered guards will concentrate on the point where the greatest threat appears to be. They will try to keep the PCs out of the fort with missile fire (and spells, if applicable) and repulse any break-in by the PCs with melee combat. The garrison will fight to the death. Development: Assume the PCs manage to defeat the garrison; they are now free to explore the fort and discover the fate of the prisoners. Read aloud or paraphrase the following: The hilltop falls silent, except for the suddenly loud keening of the breeze though the dry stone walls. The bodies of your foes lie scattered around you. Looking around the interior of the fort, you see a group of very crude lean to's made from logs and scrub set at an angle against the north wall of the fort. In the centre of the fort, a number of evil smelling pits, covered by wooden bars weighted down with stones, have been dug into the ground, Looking down into them you see they are all empty except for one, which contains a half-starved man, whose pinched face and hollowed cheeks stare up at you. Of Jillana or anyone matching her description, there is no sign. If any of the PCs have played ONW3-01 The Prophet, then read aloud or paraphrase the following: The prisoner is strangely familiar. A slight and slim man of about 30 years, he wears a scraggly beard that does not quite hide a livid purple weal around his throat. With a shock you realise where you have met this man before - the village of Jeresan. "Youze looks as if yez have seen a ghost, lads. Wha's wron? Y'd swear ye'd never seen a hanged man before," says Boss Gavran. What has gone before: Gavran was a boss of Wrecker cell in Gearnwal, until he was found guilty of looting and mistreating the very people he was supposed to liberate and was hanged by Baron Kiernal Maldrenn of Gearnwal. If the PCs have played ONW3-01 The Prophet, then they may have had a hand in this (though they may remember events differently, depending on the outcome of the scenario for them). After his execution, Gavran's body was spirited away by agents of the Scarlet Sign in Tessak's Cove. The Scarlet Brotherhood raised Gavran from the dead and then tortured him for all that he knew. It was through Gavran, that the Brotherhood was able to capture Jillana Waterfoot. Once they got what they wanted from Gavran they abandoned him here, ultimately to provide provisions for the garrison. �Boss Gavran, former Wrecker Boss Appearance: Gavran is a slight and slim man of 30 years. He wears a scraggly matted beard and is prone to grinning broadly to reveal a gaping hole where several of his teeth are missing (the Brotherhood agents pulled out his gold teeth). He is dressed in filthy rags. Character: Gavran is a cunning and wily thief and former Wrecker. He speaks with a rough uncultured accent and is prone to making bawdy comments, especially to women. Gavran was a loyal member of the Wreckers before his death and resurrection. Now however, he is loyal only to himself. He feels betrayed by the Free State and the Wreckers for what happened to him and his men. He also hates the Scarlet Brotherhood - not only for the torture they inflicted on him, but because of what they have done to Onnwal. Gavran's resurrection has slightly unhinged his mind, turning him into a psychopath. He now seeks the violent death of all those responsible both for his death and revival. Gavran's main motivation at the moment is to keep on the PCs' good side, long enough to allow him to escape at any rate. He will guess that the PCs are here to find Jillana. For Want of a Nail Page 13 Any PCs that were involved in his death in ONW3- 01 The Prophet, now receive the Wrath of Boss Gavran cert, if they do not already have it. However, the Boss is a cunning man and will hide his hatred for the PCs until he has the power and resources to wreak his revenge on them. Wrath of Boss Gavran: The bearer has crossed Gavran, a Wrecker Boss. Gavran now considers the bearer a mortal enemy and will work towards their downfall at all costs. If the PCs immediately try to kill Gavran, he will say: "Now hold on lads! Yez are makin' a big mistake there now! Kill me and yez'll never find the woman" If they do run him through, then they will have track Jillana without his aid (see Encounter 5). If they do not kill him, or do not know who he is, Garan will promise to tell them where Jillana is, if they swear not to kill or harm him in any way, and to release him to go upon his way. The first condition is not negotiable; the second is, as Gavran plans to try to slip away at the first opportunity. Only once the PCs have sworn on whatever gods they hold true - and Gavran will be sure to make any paladins or priests swear such an oath on their holy symbols - will he tell them what he knows. If none of the PCs know him, he will not seek these assurances, but rather volunteer the information below and strike off on his own as soon as possible, pretending to be just another prisoner of war. What Gavran Knows: - Gavran knows whom Jillana is and that she's a Magsman in the Wreckers, a trusted servant of Rakehell Chert. - She was captured by the Scarlet Brotherhood about a sennight (three weeks) ago. - Jillana turned up at this camp a week ago. She told Gavran she had been tortured. - She was taken away in chains by a group of foreigners two days ago, along with the rest of the prisoners that were being held at the fort. - The foreigners were not Strawhairs (Scarlet Brotherhood). They were led by a white-haired olven woman named Markessa and appeared to be a mix of humans, orcs and half-orcs. Many spoke with a strong Pomarji accent. They seemed to be slavers of some sort. - Markessa mentioned meeting a ship at a place called Esham's Cove. Gavran knows that it's about a day north of there, on the shores of the Gearnat Sea. Other Likely Questions: How did you survive? "Well - Istus works in strange ways they sez, lads. They're not wrong. I died the day I did the rope dance, but those bastard Strawhairs saw fit to dig me up and raise me up from the dead. The bastards tortured the hell out of me. Jus' fer giggles. Well, mark my words, lads - the Strawhaired bastards will pay for that. As the Gods are my witness, they'll pay," Gavran says, a manic gleam in his eye. Why did you let them raise you? "Well, lads, given the choice of death or having another chance at livin', no matter how rough - what would youze have done?" How did you get that mark on your neck: "The Strawhairs used to threaten to hang me to get information out of me. Used to take me to a tree, swing a rope over a bough and strech me a little. (true) Gavran can direct the PCs in the direction of Esham's Cove and unless the PCs take him with them by force, he will loot what equipment he can from the orcs and strike off south on his own. If the PCs double cross Gavran and kill him having sworn an oath not to - then this is an evil act and is grounds for the disqualification of the Player Character. If they kill him without having sworn an oath, this is not so severe an act to warrant the disqualification of the PC, although it is enough for a paladin to lose his paladinhood, if he participates in the act. Lawful good priests may also suffer some consequences for breaching the tenets of their faith. Encounter 5: Chasing Jillana If the PCs have killed Gavran without discovering what happened to Jillana, they will have to track her down. An extensive search of the hilltop and its surrounds (which will take at least 2 hours to complete), will allow PCs with the Track feat to make a DC 7 Survival check to try to find the tracks of the Slavers who have taken Jillana. Higher Survival checks will reveal the following: For Want of a Nail Page 14 DC 7: About a score and ten (30) humanoids moved north two days ago. The trail is heading in the direction of the coast. DC 10: There are two types of footprints - about a half-dozen (6) booted prints and then about a score of shuffling lighter prints. DC 15: The heavy prints are those of armoured warriors, some orc, some human. The lighter prints are those of people trying to walk in shackles. DC 20: There are the very light prints of a olve (elf) travelling with the group. It did not appear to be shackled. There are also signs of blood - where the prisoners have been beaten or scourge perhaps. If Gavran has informed the PCs of Jillana’s fate, then they can proceed directly to Esham's Cove. Use the above tracking results, if they insist on tracking the Slaver band. About 6 hours into the journey, the PCs will come across a grisly discovery. Read aloud or paraphrase the following: As you continue your pursuit of Jillana, you follow streams that cut north through the ridges and valleys of the Volanots. About six hours since setting off, you turn a corner to find a pair of bare and bloodied feet and legs sticking out of a patch of scrub by the side of the trail. Allow the PCs to react. If any of them investigates the body, read aloud or paraphrase the following: The legs belong to a young, red-haired woman, who is lying face down in the scrub. Her body is stiff and cold to the touch, barely clothed in the remains of a tattered and blood stained dress. Her back is a whelter of scourge marks. The woman does not match the description of Jillana, and if Gavran is present, he will confirm this. A DC 15 Heal check will determine that she died about a day ago, most likely from exhaustion and starvation. She bears the marks of shackles on her wrists and ankles. If the PCs have access to speak with dead, then they may question the corpse: Who are you? "I was Anava." What happened to you? "I died." How did you die? "I died." Who killed you? "The Yellow Sails." Who are the Yellow Sails? "Those who killed me." How many of them are there? "Seven." Are they humans? "Yes." Are they orcs? "Yes." Was there an elf with them? "Yes." Did you see/know anyone called Jillana Waterfoot? "No." Other than that Anava knows little else that is useful. Esham's Cove Read aloud or paraphrase the following: You follow a gushing Volanots stream down out of the high ridges towards the sea. Distantly you can hear the low rumbling of waves crashing against cliffs and the cries of gulls and sea birds. The trail and the stream follow a winding valley clothed in copses of storm pines and the remnants of rough pastures, now overgrown and wild and being reclaimed by the scrub. The Lay of the Land (see Map 2): Esham's Cove is a small inlet from the Sea of Gearnat. A steep cliff backs its small shingle beach. A precarious switchback path, no more than five feet wide, winds down across the face of the slope to the beach. A fast running Volanot stream plunges over the cliff top in a waterfall. The steam cuts a narrow hanging valley back into the hills, clothed with stands of storm pines and scrub. The Slavers: Markessa the White chose this out-of- the-way place precisely because of its isolation. The Slavelords do not want to openly advertise their allegiance to either the orcs of the Pomarj or the Scarlet Sign. Nor do they want it known that they are operating once again in Onnwal. Markessa the White came ashore here a week ago, heading inland to meet with Jedurek, the half-orc general commanding the Pomarji forces in Onnwal. She left behind a detachment of Slaver agents to guard the cove, under the command of Kervel Tarn, a priest of the Earth For Want of a Nail Page 15 Dragon, and Markessa the White's second in command. Tarn and his men have set up a carefully concealed camp in a copse of storm pines in the hanging valley overlooking the cove itself. Markessa, her guard and the slaves from the hill fort returned to the cove a day ago and have been patiently awaiting the arrival of their ship. As fate would have it, the ship arrives just before the PCs do (unless the PCs escorted the villagers back to Free State territory in Encounter Three, in which case Markessa, Tarn, Jillana and the ship are long gone). Leaving Tarn and his men to watch the approaches to the cove, Markessa is overseeing the transport of the slaves out to the waiting caravel via rowboats. However, to get to Markessa, the PCs will first have to go through Tarn and his men in the valley above. Tarn has dispersed his men in a loose line (15 feet apart) just inside the tree line of the copse, on guard against anyone coming down the valley. They will easily spot the PCs' approach, unless the PCs are taking precautions not to be seen, in which case make opposed Spot/Listen checks against the PC's Hide and Move Silently (use the worst PC's result). Equally the PCs will need to make an opposed Spot check against the Slaver's Hide (apply a +4 circumstance bonus the Slaver's Hide due to the cover of the trees and scrub). Once they spot the PCs, Tarn's men will use their potions of invisibility to remain unseen and then allow the PCs to make their way through the copse and down onto the switch back path. There the PCs are vulnerable and will be unable to manoeuvre well. At this point the Slavers will attempt to ambush them with their ranged weapons if possible, sounding a horn to warn Markessa of the danger as they do. APL 2 (EL 2) Note: at this APL, Tarn is not personally present �Half-orc Slavelord soldiers (4): War1; hp 9; see Appendix 1 APL 4 (EL 4) �Half-orc Slavelord soldiers (4): Ftr1; hp 11; see Appendix 1 �Halfling Slavelord scout (1): Rog1; hp 8; see Appendix 1 �Kervel Tarn: Clr1 - Earth Dragon; hp 10; see Appendix 1 APL 6 (EL 6) �Half-orc Slavelord soldiers (4): Ftr2; hp 20; see Appendix 1 �Halfling Slavelord scout (1): Rog2; hp 12; see Appendix 1 �Kervel Tarn: Clr2 - Earth Dragon; hp 17; see Appendix 1 APL 8 (EL 8) �Half-orc Slavelord soldiers (4): Ftr3; hp 28; see Appendix 1 �Half-orc Slavelord scout (1): Rog3; hp 17; see Appendix 1 �Kervel Tarn: Clr3 - Earth Dragon; hp 24; see Appendix 1 APL 10 (EL 10) �Half-orc Slavelord soldiers (4): Ftr5; hp 39; see Appendix 1 �Halfling Slavelord scout (1): Rog5; hp 37; see Appendix 1 �Kervel Tarn: Clr5 - Earth Dragon; hp 38; see Appendix 1 APL 12 (EL 12) �Half-orc Slavelord soldiers (4): Ftr7; hp 53; see Appendix 1 �Half-orc Slavelord scout (1): Rog7; hp 51; see Appendix 1 �Kervel Tarn: Clr7 - Earth Dragon; hp 52; see Appendix 1 Tactics: If the Slavers strike first, they will try to do as much damage as possible in the surprise round, targeting vulnerable looking PCs and spell casters. Tarn will use his enhancing spells on himself and his men and cast silence on a stone to throw into the ranks of the PCs in the surprise round to disrupt spell casters. He will use his spells (especially soften earth and stone to cause a landslide under the most dangerous looking PC) to try and knock the PCs from the cliff to their deaths on the beach below (the falling damage depends on position on switchback - see Map 2). At APL 12 he will have cast a glyph of warding on the switchback, about 30 feet from the top of the cliff. The glyph is primed to cast inflict serious wounds (3d8+7 points of damage) on anyone passing it without speaking the password, known only to Tarn and his men. Meanwhile the rest of his men shower the PCs with missile fire. The fighters will try to engage any PC rushing back up the path, attempting to keep them from reaching the top and spreading out. The scout will use his sneak attack to the best of his ability, keeping a readied action to fire on PCs attempting to cast a spell or trying to make a run for the beach. The scout has poisoned his first For Want of a Nail Page 16 two bolts. If the PCs refuse to fight and run for the beach, Tarn and his men will continue to pepper them with missile fire. They will not move down the path to engage the PCs, but rather hold their positions and attack the PCs if they try to climb back up the path. If the Slavers are spotted, then they will try to withdraw towards the cliff top, using the cover (+4 AC bonus, +2 cover Reflex save bonus), their potions of invisibility and the concealment (20% miss chance) of the trees. Tarn and the scout will try to conceal themselves at a point overlooking the path and will stay out of the fight. Their hope is that the PCs will assume that they have fled and then make their way down the switchback path. If the PCs do so, the two slavers will ambush them, using the tactics above. If/when the PCs gain the top of the cliff, read aloud or paraphrase the following: You come to the edge of a cliff over looking a small cove. The stream tumbles over the edge and down on to a shingle beach below, its water tattered and frayed by the sea winds. As you look downwards, you see a pair of long boats pushing out from the strand. Each is packed with people, most of them women and children. There are about a half dozen armed men among them, split between the boats and a woman with snow-white tresses falling to her shoulders in the lead boat. Looking out between the cliffs that form the mouth of the cove, you see framed between them, a caravel riding at anchor in the open sea beyond, its yellow sails being unfurled, as if to depart. As you look on, two armed men are struggling to heave a third longboat down the strand to the crashing waves. Treasure: The following treasure is available dependant on the APL of the encounter: APL 2: Loot: 48 gp; Coin: 4 gp; Magic: potion of cure light wounds (4) (4 gp each). APL 4: Loot: 362 gp; Coin: 11 gp; Magic: potion of cure moderate wounds (6) (25 gp each), potion of invisibility (6) (25 gp each). APL 6: Loot: 404 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (6 x 25 gp), potion of cat's grace (25 gp), potion of owl's wisdom (25 gp), +1 heavy pick (168 gp), +1 chainmail (96 gp). APL 8: Loot: 94 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (25 gp each), potion of cat's grace (25 gp), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp), +1 small light crossbow (170 gp), +1 small studded leather armour (87 gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 bastard sword (4) (170 gp). APL 10: Loot: 378 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (25 gp each), potion of cat's grace (25 gp), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp), +1 small flaming composite shortbow (672 gp), +1 small shadow studded leather armour (191 gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 scimitar (4) (167 gp each), +1 chainmail (4) ( 95 gp). APL 12: Loot: 378 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (25 gp each), potion of cat's grace (25 gp), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp), +1 small flaming composite shortbow (672 gp), +1 small shadow studded leather armour (191 gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 keen scimitar (4) (667 gp each); +1 chainmail (4) (95 gp each). Development: If the PCs manage to either defeat or at least get past Tarn and his men, go to Encounter Six. It is likely that the PCs will try to engage Markessa and her men before they have fully dealt with Tarn and his troops. If Gavran is present - he will attempt to slip away during the fight, if this is possible, grappling an overpowering any PC left to watch over him if needs be and then running for his life. Encounter 6: The Yellow Sails Having dealt with Tarn, the PCs now have to recover Jillana from the clutches of Markessa the White. Read aloud or paraphrase the following: Reaching the base of the cliff, you see the soldiers heave the stubborn longboat free of the shingle and into the sea. They splash into the shallows and then leap aboard, reaching for the oars. By now the other two boats are in the middle of the inlet, making for the waiting ship beyond the cliffs. Jillana is in the lead boat, along with five other women, guarded by two soliders and Markessa the White (except at APL 2, in which case, Markessa will fly out to the ship and leave her minions to deal with the insolent PCs) For Want of a Nail Page 17 APL 2 (EL 6) Note: at this APL, Markessa the White will fly off onto the caravel, leaving her minions to deal with the PCs. Human Slavelord soldiers (6): Ftr2, hp 19, see Appendix 1 APL 4 (EL 8) �Markessa the White: Sor8; hp 25; see Appendix 1 �Human Slavelord soldiers (6): Ftr1; hp 11; see Appendix 1 APL 6 (EL 10) �Markessa the White: Sor10; hp 34; see Appendix 1 �Human Slavelord soldiers (6): Ftr2; hp 18; see Appendix 1 APL 8 (EL 12) �Markessa the White: Sor12; hp 43; see Appendix 1 �Human Slavelord soldiers (6): Ftr4; hp 32; see Appendix 1 APL 10 (EL 14) �Markessa the White: Sor14; hp 49; see Appendix 1 �Human Slavelord soldiers (6): Ftr6; hp 46; see Appendix 1 APL 12 (EL 16) �Markessa the White: Sor14; hp 49; see Appendix 1 �Human Slavelord soldiers (6): Ftr8; hp 60; see Appendix 1 Tactics: The slaver soldiers on the beach will try to get their boat out into the water and then fight off any PCs trying to capture their vessel. The soldiers in the middle boat (not the one with Markessa) will fire on the PCs and use the prisoners as human shields against PC missile fire and spells (soft cover: + 4 AC; attacks that would have hit the soldiers but for the soft cover, hit the slaves: AC 10, 2 hp). If the PCs take control of one longboat, the soldiers in the middle boat will move to try to intercept it, thus aiding Markessa to make her escape. The soldiers in Markessa's boat will keep rowing unless engaged in melee. If present, Markessa will cast her protective spells as soon as she hears the Tarn's warning or as she sees evidence of trouble (smoke from fireballs, anyone other than Tarn moving on the clifftop or switchback path). Markess will then try to engage the PCs with spells at long range. Flying or water walking/breathing PCs will be subject to dispel magic (or greater dispelling if applicable). If applicable, she will use summon monster V to summon a chaos beast onto the most threatening looking PC within range. If directly pressed, and in danger of her life, she will order one of her men to coup de grace Jillana (or kill the Wrecker herself by blade or magic, if she has the opportunity). Markessa will then cast water breathing (or use her potion of water breathing) and jump overboard into the sea and try to swim underwater for the slaver ship. If she can she will try to kill Jillana from afar, knowing that her allies will not be pleased if the Wrecker returns to the Free State. If in dire straits, Markessa will teleport out, back to her lair in the port of Blue in the Pomarj. Movement: The rowboats can move 15 feet per round per person rowing. When the PCs arrive at the top of the cliff, Markessa's boat is 350 feet from the shore and 400 feet from the cliff top in (straight-line distance). The middle boat is 200 feet from the shore and 250 feet from the cliff top in (straight-line distance), and the boat on the beach is on the shore and 50 feet from the cliff top in (straight-line distance). The slaver vessel is about 1,000 feet from the shore, so if unhindered, Markessa will reach the ship in 20 rounds and will be within the firing range of the ship's crossbows (see below) in 10 rounds. The Slaver Ship: The slaver ship is fully crewed and armed with 24 heavy crossbows (12 firing in alternate rounds) and 3 ballistae (one firing every round). Any PCs getting within 360 feet of the ship will receive a broadside of missiles from the crew (-6 to the attack roll at this range). The crew will not fire on Markessa's boat if the PCs are engaged in melee with her (though they are not bothered about the soldiers) for fear of hitting the olve. None of the crew wants to accept the consequences that would follow from that, if the sorcerer survived to wreak her vengeance. As soon as there is the first sign of trouble, the captain will order for her to make ready to set sail, so that as soon as Markessa makes it along side, he will weigh anchor, and using a scroll of control winds to propel the ship rapidly away from shore. Treasure: Dependant on the APL of the event the following treasure is available: APL 2: Loot: 36 gp; Coin: 12 gp; Magic: potion of cure light wounds (6) (4 gp each). APL 4: Loot: 40 gp; Coin: 10 gp; Magic: potion of cure moderate wounds (7) (25 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp). APL 6: Loot: 190 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), +1 bracers of armour (83 gp), potion of protection For Want of a Nail Page 18 from energy (fire) (62 gp); cloak of resistance +1 (83 gp), potion of bull strength (6) (25 gp each). APL 8: Loot: 21 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), bracers of armour +2 (333 gp), potion of protection from energy (fire) (62 gp), cloak of resistance +2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded leather armour (6) (87 gp), potion of bull strength (6) (25 gp each), potion of heroism (6) (62 gp each). APL 10: Loot: 21 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), bracers of armour +3 (750 gp), potion of protection from energy (fire) (62 gp), cloak of resistance +2 (333 gp), scimitar +1 (6) (168 gp each), studded leather armour +1 (6) (87 gp each), potion of bull strength (6) (25 gp), potion of heroism (6) (62 gp each). APL 12: Loot: 21 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), bracers of armour +3 (750 gp), potion of protection from energy (fire) (62 gp), cloak of resistance +2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded leather armour (6) (87 gp each), potion of bull strength (6) (25 gp each), potion of heroism (6) (62 gp each), ring of force shield (708 gp). Development: If the PCs manage to recover Jillana alive, they will find that she is unconcious and must be carried to safety. A DC 15 Heal check will revive her sufficiently to speak and walk. Otherwise she will have to be carried until she wakens herself the following morning. Initially upon waking, Jillana will be disorientated and distrustful of the PCs. It will take a DC 20 Diplomacy check to convince her that the PCs are not agents of the Scarlet Brotherhood and that she is not somehow being duped (allow modifiers for the quality of the PCs' roleplaying). �Jillana Waterfoot, Wrecker Magsman Appearance: Jillana is an attractive woman in her late twenties or early thirties. She has a freckled complexion, grey-green eyes and golden-brown hair. She is currently dressed in a filthy blouse and pantaloons. Character: Jillana is one of Rakehell Chert's most trusted agents. As such she is very shrewd and resourceful, and does not trust people easily. She has suffered a terrible ordeal and is somewhat withdrawn and paranoid. Only the importance of the information she carries is keeping her from total emotional collapse. If Gavran is Present: Read aloud or paraphrase the following: Jillana's eyes fall on Gavran and widen. Suddenly she leaps up and grapping a weapon, lurches towards the wrecker, her frace contorted with rage, screaming: "Traitor!" What the PCs do next is up to them - though they may be under an oath to protect the Wrecker. Unless he is prevented, she will attack Gavran, who will defend himself, if he has any weapons. Given her weakened state, he is will easily be able to either dodge her blow if unarmed or seriously wound her, if he is armed and is she is not restrained by the PCs. He will try to use the confusion to escape, if this is possible leaping into the cover and concealment of the undergrowth and running for his life. He has already been executed once and does not want to find himself at the wrong end of a rope again. If Gavran is Not Present: If the PCs gain her trust, Jillana will reveal, if asked, that she was betrayed by a renegade Wrecker called Gavran. However, she will not speak of her ordeal, not will she tell the PCs what important tidings she has discovered. She still does not trust the PCs fully. Jillana will insist that the PCs take her to safety immediately, as time is of the essence. If Jillana is killed in the battle, unless the PCs have the power to raise her from the dead themselves, then they have failed their mission. Speak with dead will not produce the required results, merely that the Army of Rebellion is danger. The Scarlet Brotherhood battle plan is too complex to be related by the short cryptic answers that the spell elicits. See Conclusion A below If Markessa the White survives the PCs attack, then she will report their meddling to her superiors in the Pomarj, earning the PCs the enmity of the Slaverlords. Wrath of the Slavelords: For your part in twarting the operations of the Slavelords in Onnwal, you have earned the enmity of the Slaverlords of the Pomarj and in particular of Markessa the White. This may have far reaching conseqeunces in future modules. Conclusion The conclusion of the module depends on whether the PCs recovered Jillana alive or not. Jillana Killed or Not Recovered Read aloud or paraphrase the following: You sorrowfully make your way back through the Volanots and across the front line without incident. It is with profound relief that you are challenged by a For Want of a Nail Page 19 patrol of Free State Regulars; their green cloaks the most welcome sight you have seen in days. After explaining your mission, you are conveyed to the Golden Heart's headquarters at Arbend. The camp is even busier than when you left, with units forming up and marching out westwards towards the leaguer lines around Scant. Everywhere there is talk of heavy fighting there and an attempt by the Strawhairs to break though the siege lines. You are ushered into the headquarters and admitted into the upper room as before. Awaiting you are Farland Marshevel and the Oeridian man who set you your task. Both look tense as you enter. "What is your report?" Marshevel asks. "Where is the Magsman?" Allow the PCs to respond. As you relate the grim news, a pall falls across the face of the Oeridian man. Without a word he walks, stonefaced, from the room, leaving you alone with the Braetern. Marshevel will deal with the matter of the PCs reward, paying them the amount that the now departed Oeridian man agreed. If the PCs negotiated with the “kesh” in Encounter 1, even if they did not agree to any terms, they have earned the Suspicion of the Wreckers. Suspicion of the Wreckers: The PCs have earned Disliked Status with Rakehell Chert and the Wreckers. Wrecker PCs will be mistrusted by their peers and barred from promotion within the Wreckers until they clear their name. The Wreckers in future modules will mistrust non- Wreckers. Treasure: Chert will now pay out the agreed sum to the PCs as their reward. APL 2: Coin: 50 gp APL 4: Coin: 75 gp APL 6: Coin: 100 gp APL 8: Coin: 125 gp APL 10: Coin: 150 gp APL 12: Coin: 200 gp The PCs' mission has ended in failure, but their failure is only the herald for a greater disaster for the Free State... Read aloud or paraphrase the following: You emerge despondently from the headquarters. Serried columns of green cloaked Regulars of the Golden Heart are marching past, led by proud officers astride white horses. Behind the Regulars come squares of Militia - spears and bows shouldered. As they pass the Militia break into song. "Onward Onnwallon Soliders!" they sing their voices swelling with pride as they march out eastwards to meet the Brotherhood before Myrhill, marching to their doom. The End Jillana Recovered Alive Read aloud or paraphrase the following: You make all haste in your journey south, dodging patrols of orcs and pressing on even through the night at Jillana's instance to reach safety. Jillana, though clearly teetering on mental and physical collapse never once falters. You come to realise there is a core of steel inside this seemingly frail woman. It is with profound relief that you are challenged by a patrol of Free State Regulars, their green cloaks the most welcome sight you have seen in days. After explaining your mission, you are conveyed with all speed to the Golden Heart's headquarters at Arbend. The camp is even busier than when you left, with units forming up and marching out westwards towards the leaguer lines around Scant. Everywhere there is talk of heavy fighting there and an attempt by the Strawhairs to break though the siege lines. Jillana is ushered into the headquarters, with you in her wake. An altern makes to prevent you from carrying on any further, but Jillana overrules him and you are admitted into the upper room as before. Awaiting you are Farland Marshevel and the Oeridian man who set you your task. Both look tense as you enter, but on seeing Jillana, the Oeridan man smiles broadly and gives her a nod. As she crosses the floor, Jillana falters and stumbles. If the PCs don't move to catch her, the Oeridan man (Chert) will, moving with remarkable speed and agility. Allow the PCs to interact with the NPCs in the following scene - but be sure to deliver the information contained herein. A chair is brought for the exhausted Magman, but she refuses it, standing unsteadily to make her report. "Recall your men, Braetern" she croaks. "Recall them now." Marshevel frowns. "They are needed to support the altads holding the leaguer line around Myrhill and Scant. The Brotherhood have launched a heavy For Want of a Nail Page 20 assault against it yestereve and our lines cannot hold much long -…" "Pull them ALL back - the leaguer line, the reinforcements, everyone," Jillana says. "The attack in the west is a feint, a distraction. The real assault on the Gildenlea will come from the north." If the PCs do not, then Marshevel, will ask the next and most obvious question: "How do you know this?" Marshevel asks doubtfully, glancing at the Oeridian man, who looks on impassively. "I was in Jedurek's camp when the order to attack came from Brother Kerav, the new commander of the Brotherhood army in Onnwal. His adjutant Jorala bore the orders to Jedurek personally. "Kerav plans to draw you into committing your reserves to bolster the leaguer line. This done, Jedurek will give Halwyr the slip in the Volanots and, leaving a masking force to hide his departure, turn his main column south onto the plains of the Gildenlea, striking at Bergardbridge and cutting off the 2 nd Braetad and its militias. You'll be crushed between Jedurek's hammer and Kerav's anvil." "You're sure of this, Jillana?" the Oeridian man asks softly. "More sure than I have been about anything, Wrecker," she replies grimly. Marshevel leaps from his desk and rushes from the room, calling for his officers he goes. Within seconds, a cacophany of signal horns breaks out in the camp. Treasure: Chert will now pay out the agreed sum to the PCs as their reward. APL 2: Coin: 50 gp APL 4: Coin: 75 gp APL 6: Coin: 100 gp APL 8: Coin: 125 gp APL 10: Coin: 150 gp APL 12: Coin: 200 gp Favour of the Wreckers: The PC has been granted Well- Liked status with the Wreckers and 3 RIPs with the Wreckers and Rakehell Chert. In addition, any PC that still has the Disfavour of the Wreckers is not no longer affected by it. Finally, read aloud or paraphrase the following: You emerge from the headquarters into a frenzy of activity. The columns forming up to march west are now wheeling about and heading east for Bergardbridge. Dispatch riders are galloping towards the front as though all the devils of the Hells were on their heels. Around you the camp is being dismantled before your eyes. Everything is being uprooted and laoded onto wains heading east. The banner of the green and gold is lowered from roof of the headquarters. The Army of Rebellion is in retreat. The End For Want of a Nail Page 21 Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished and assign the experience award accordingly. Then assign the discretionary role- playing experience award. The role-playing award should be given for consistent character portrayal and contribution to the fun of the game. You can award different role-playing amounts to different characters. Award the total value (objectives + roleplaying) to each character. Encounter One: A Test of Loyalty Pass the loyalty test: APL2: 30 XP APL4: 45 XP APL6: 60 XP APL8: 75 XP APL10: 90 XP APL12: 105 XP Encounter Two: Between the Lines Slay the orc scouts or put them to flight: APL2: 30 XP APL4: 60 XP APL6: 90 XP APL8: 120 XP APL10: 150 XP APL12: 180 XP OR Encounter Three: Choices and Chains Defeat the orc slavers: APL2: 30 XP APL4: 60 XP APL6: 90 XP APL8: 120 XP APL10: 150 XP APL12: 180 XP Encounter Four: A Familiar Face Defeat the FULL STRENGTH orc garrison APL2: 120 XP APL4: 180 XP APL6: 240 XP APL8: 300 XP APL10: 360 XP APL12: 420 XP OR Defeat the DEPLETED orc garrison APL2: 90 XP APL4: 120 XP APL6: 150 XP APL8: 180 XP APL10: 210 XP APL12: 240 XP Discover Jillana's plight from Gavran: APL2: 30 XP APL4: 45 XP APL6: 60 XP APL8: 75 XP APL10: 90XP APL12: 105 XP Encounter Five: Chasing Jillana Defeat Tarn and the Slavelord soldiers APL2: 60 XP APL4: 120 XP APL6: 180 XP APL8: 240 XP APL10: 300 XP APL12: 360 XP Encounter Six: The Yellow Sails Defeat Markessa the White and the Slavelord soldiers: APL2: 180 XP APL4: 240 XP APL6: 300 XP APL8: 360 XP APL10: 420 XP APL12: 480 XP Recover Jillana Waterfoot alive: APL2: 30 XP APL4: 45 XP APL6: 60 XP APL8: 75 XP APL10: 90 XP APL12: 105 XP Total possible experience APL2: 450 XP APL4: 675 XP APL6: 800 XP APL8: 1,125 XP APL10: 1,350 XP APL12: 1,575 XP For Want of a Nail Page 22 Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 bodies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that the characters can go back to loot the bodies, and those bodies are there (that is not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve the loot. If characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyse dweomer, or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts etc) and the item is used before the end of the adventure. Its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasures from each encounter, add it up and that it’s the number of gold pieces a character’s total and coin values increase by at the end of the adventure. Write the total in the GP Gained field of the Adventure Certificate. Total Possible Treasure APL 2: 400 gp APL 4: 600 gp APL 6: 800 gp APL 8: 1,250 gp APL 10: 2,100 gp APL 12: 3,000 gp Treasure Key Encounter 1: A Test of Loyalty All APLs: If the PCs fail the loyalty test: Suspicion of the Wreckers: The PCs have earned Disliked Status with Rakehell Chert and the Wreckers. Wrecker PCs will be mistrusted by their peers and barred from promotion within the Wreckers until they clear their name. Non-Wreckers will be mistrusted by the Wreckers in future modules. Encounter 2: Between the Lines APL 2: Loot: 12 gp; APL 4: Loot: 58 gp; Magic: potion of cure light wounds (3) (3 x 4 gp). APL 6: Loot: 116 gp; Magic: potion of cure moderate wounds (4) (4 x 25 gp). APL 8: Loot: 275 gp; Coin: 1 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of owl's wisdom (25 gp). APL 10: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (2) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (4) (62 gp each). APL 12: Loot: 189 gp; Coin: 1 gp; Magic: +1 battleaxe (2) (167 gp each), + 1 light crossbow (2) (169 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (2) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (4) (62 gp each). OR Encounter Three: Choices and Chains APL 2: Loot: 12 gp. APL 4: Loot: 108 gp; Magic: potion of cure light wounds (3) (4 gp each). APL 6: Loot: 144 gp; Magic: potion of cure moderate wounds (4) (25 gp each). APL 8: Loot: 362 gp; Coin: 1 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of owl's wisdom (25 gp). APL 10: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of bull's strength (5) (25 gp each, potion of owl's wisdom (25 gp), potion of haste (62 gp). APL 12: Loot: 162 gp; Magic: +1 battleaxe (5) (167 gp each), +1 shortspear (167 gp), potion of cure serious wounds (6) (62 gp each), potion of heroism (5) (62 gp each), potion of bull's strength (5) (25 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp). Encounter 4: A Familiar Face Garrison At Full Strength For Want of a Nail Page 23 APL 2: Loot: 213 gp; Magic: potion of cure light wounds (6) (6 x 4 gp). APL 4: Loot: 298 gp; Magic: potion of cure light wounds (9) (4 gp each), potion of bull's strength (4) (25 gp each), potion of mage armour (4 gp). APL 6: Loot: 298 gp; Magic: potion of cure moderate wounds (9) (25 gp each), potion of bull's strength (7) (25 gp each), potion of owl's wisdom (25 gp), potion of mage armour (25 gp). APL 8: Loot: 295 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each, potion of heroism (4) (62 gp each,) potion of owl's wisdom (25 gp), potion of haste (2) (62 gp each), +1 shortspear (166 gp), potion of invisibility (25 gp). APL 10: Loot: 451 gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp each), +1 chainmail (91 gp); +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). APL 12: Loot: 451 gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp), +1 chainmail (95 gp), +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). All APLs: If Gavran Survives: Wrath of Boss Gavran Cert: The bearer has crossed Gavran, a Wrecker Boss. Gavran now considers the bearer a mortal enemy and will work towards their downfall at all costs. OR Garrison Depleted APL 2: Loot: 131 gp; Magic: potion of cure light wounds (4) (4 gp each). APL 4: Loot: 175 gp; Magic: potion of cure light wounds (6) (4 gp each), potion of bull's strength (4) (25 gp each), potion of mage armour (4 gp). APL 6: Loot: 175 gp; Coin: gp; Magic: potion of cure moderate wounds (6) (25 gp), potion of bull's strength (4) (25 gp each), potion of owl's wisdom (25 gp), potion of mage armour (25 gp), APL 8: Loot: 177 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp); potion of haste (2) (62 gp each), +1 shortspear (166 gp), potion of invisibility (25 gp). APL 10: Loot: 103 gp; Coin: gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp), potion of heroism (4) (62 gp), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp), +1 chain shirt (5) (91 gp each); +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). APL 12: Loot: 103 gp; Coin: gp; Magic: +1 falchion (4) (172 gp each), potion of cure serious wounds (6) (62 gp each), potion of bull strength (4) (25 gp each), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (2) (62 gp each), +1 chain shirt (5) (91 gp each), +1 shortspear (166 gp), potion of invisibility (25 gp), potion of resistance to fire 20 (58 gp). All APLs: If Gavran Survives: Wrath of Boss Gavran Cert: The bearer has crossed Gavran, a Wrecker Boss. Gavran now considers the bearer a mortal enemy and will work towards their downfall at all costs. Encounter 5: Chasing Jillana APL 2: Loot: 48 gp; Coin: 4 gp; Magic: potion of cure light wounds (4) (4 gp each). APL 4: Loot: 362 gp; Coin: 11 gp; Magic: potion of cure moderate wounds (6) (25 gp each), potion of invisibility (6) (25 gp each). APL 6: Loot: 404 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (6 x 25 gp), potion of cat's grace (25 gp), potion of owl's wisdom (25 gp), +1 heavy pick (168 gp), +1 chainmail (96 gp). APL 8: Loot: 94 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (25 gp each), potion of cat's grace (25 gp), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp), +1 small light crossbow (170 gp), +1 small studded leather armour (87 gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 bastard sword (4) (170 gp). APL 10: Loot: 378 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (25 gp each), potion of cat's grace (25 gp), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp), +1 small flaming composite shortbow (672 gp), +1 small shadow studded leather armour (191 gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 scimitar (4) (167 gp each), +1 chainmail (4) ( 95 gp). APL 12: Loot: 378 gp; Coin: 11 gp; Magic: potion of cure serious wounds (6) (62 gp each), potion of invisibility (6) (25 gp each), potion of cat's grace (25 gp), potion of heroism (4) (62 gp each), potion of owl's wisdom (25 gp), potion of haste (62 gp), +1 small flaming For Want of a Nail Page 24 composite shortbow (672 gp), +1 small shadow studded leather armour (191 gp), +1 heavy pick (168 gp), +1 banded mail (104 gp), +1 keen scimitar (4) (667 gp each); +1 chainmail (4) (95 gp each). Encounter 6: The Yellow Sails APL 2: Loot: 36 gp; Coin: 12 gp; Magic: potion of cure light wounds (6) (4 gp each). APL 4: Loot: 40 gp; Coin: 10 gp; Magic: potion of cure moderate wounds (7) (25 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp). APL 6: Loot: 190 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), +1 bracers of armour (83 gp), potion of protection from energy (fire) (62 gp); cloak of resistance +1 (83 gp), potion of bull strength (6) (25 gp each). APL 8: Loot: 21 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), bracers of armour +2 (333 gp), potion of protection from energy (fire) (62 gp), cloak of resistance +2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded leather armour (6) (87 gp), potion of bull strength (6) (25 gp each), potion of heroism (6) (62 gp each). APL 10: Loot: 21 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), bracers of armour +3 (750 gp), potion of protection from energy (fire) (62 gp), cloak of resistance +2 (333 gp), scimitar +1 (6) (168 gp each), studded leather armour +1 (6) (87 gp each), potion of bull strength (6) (25 gp), potion of heroism (6) (62 gp each). APL 12: Loot: 21 gp; Coin: 10 gp; Magic: potion of cure serious wounds (7) (62 gp each), potion of water breathing (62 gp), potion of remove blindness/deafness (62 gp), bracers of armour +3 (750 gp), potion of protection from energy (fire) (62 gp), cloak of resistance +2 (333 gp), +1 scimitar (6) (168 gp each), +1 studded leather armour (6) (87 gp each), potion of bull strength (6) (25 gp each), potion of heroism (6) (62 gp each), ring of force shield (708 gp). All APLs: If Markessa the White survives: Wrath of the Slavelords: For your part in twarting the operations of the Slavelords in Onnwal, you have earned the enmity of the Slaverlords of the Pomarj and in particular of Markessa the White. This may have far reaching conseqeunces in future modules. Conclusion APL 2: Coin: 50 gp APL 4: Coin: 75 gp APL 6: Coin: 100 gp APL 8: Coin: 125 gp APL 10: Coin: 150 gp APL 12: Coin: 200 gp All APLs: If Jillana Was Not Recovered If the PCs negotiated with the “kesh” in Encounter 1, even if they did not agree to any terms, they have earned the Suspicion of the Wreckers. Suspicion of the Wreckers: The PCs have earned Disliked Status with Rakehell Chert and the Wreckers. Wrecker PCs will be mistrusted by their peers and barred from promotion within the Wreckers until they clear their name. Non-Wreckers will be mistrusted by the Wreckers in future modules. If Jillana was Recovered Favour of the Wreckers: The PC has been granted Well- Liked status with the Wreckers and 3 RIPs with the Wreckers and Rakehell Chert. In addition, any PC that still has the Disfavour of the Wreckers is not no longer affected by it. Items for the Adventure Record Wrath of Boss Gavran Cert: The bearer has crossed Gavran, a Wrecker Boss. Gavran now considers the bearer a mortal enemy and will work towards their downfall at all costs. Wrath of the Slavelords: For your part in thwarting the operations of the Slavelords in Onnwal, you have earned the enmity of the Slaverlords of the Pomarj and in particular of Markessa the White. This may have far reaching conseqeunces in future modules. Suspicion of the Wreckers: The PCs have earned Disliked Status with Rakehell Chert and the Wreckers. Wrecker PCs will be mistrusted by their peers and barred from promotion within the Wreckers until they clear their name. Non-Wreckers will be mistrusted by the Wreckers in future modules. Favour of the Wreckers: The PC has been granted Well- Liked status with the Wreckers and 3 RIPs with the Wreckers and Rakehell Chert. In addition, any PC that still has the Disfavour of the Wreckers is not no longer affected by it. For Want of a Nail Page 25 Item Access Note: PCs only get access to items they encounter. As this module involves random encounters, the PCs will not encounter all of the items listed below for each APL. APL 6: bracers of armour +1, cloak of resistance +1. APL 8: bracers of armour +2, cloak of resistance +2. APL 10: +1 small flaming composite shortbow, +1 small shadow studded leather armour, bracers of armour +3, cloak of resistance +2. APL 12: +1 small flaming composite shortbow, +1 small shadow studded leather armour, +1 keen scimitar, bracers of armour +3; cloak of resistance +2, ring of force shield. For Want of a Nail Page 26 Appendix I: NPC Statistics APL 2 Encounter Two: Between the Lines �Orc scouts: hp 5 see Monster Manual, p146 Encounter Three: Choices and Chains �Orc scouts: hp 5 see Monster Manual, p146 Encounter Four: A Familiar Face �Orc Berserker, orc Bbn1: CR 1; Medium-sized humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing axe,); Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +8, Hide +5, Jump +8; Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Falchion, hand axe, throwing axe, chain shirt, potion of cure light wounds. �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (3/2; base DC = 13 + spell level): 0 - guidance, resistance, virtue; 1 - cause fear, enthropic shield, magic weapon * * Domain Spell. Domains: War: free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: Shortspear, chain shirt, potion of cure light wounds. �Gavran, male human Rog1: CR 1; Medium-sized humanoid; HD 1d6; hp 6; Init +6; Spd 30 ft.; AC 12 flat- footed 10; touch 12; Base Atk +0; Grp +1; Atk +1 melee (1d6+1, shortspear); Full Atk Atk +1 melee (1d6+1, shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 1d6; AL N; SV Fort +0; Ref +4; Will +0; Str 12, Dex 15, Con 11, Int 14, Wis 10, Cha 8. Skills and Feats: Hide +6, Move Silently +6, Tumble +6, Open Locks +6, Search +6, Appraise +6, Disable Device +6, Listen +4, Spot +4, Use Magic Device +3; Alertness, Improved Initiative. Encounter Five: Chasing Jillana �Half-orc Slavelord soldiers, War1: CR 1/2; Medium- sized humanoid; HD 1d8+1; hp 9; Init +7; Spd 30 ft.; AC 17 touch 13, flatfooted 14; Base Atk +1; Grp +4; Atk +4 melee (1d6+3/18-20, scimitar) or +4 ranged (1d8/, light crossbow); Full Atk +4 melee (1d6+3/18-20, scimitar) or +4 ranged (1d8/, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL LE; SV Fort +3, Ref +3, Will +1; Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +4, Jump +5, Hide +3; Improved Initiative. Possessions: Scimitar, light crossbow, crossbow bolts (20), chain shirt, potion of cure light wounds, 6 gp. Encounter Six: The Yellow Sails �Human Slavelord soldiers, Ftr2: CR 2; Medium-sized humanoid; HD 2d10+4; hp 19; Init +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +4 melee (1d6+2/18-20, scimitar) or +6 ranged (1d8, light crossbow) or +4 melee (1d4+2/19-20, dagger); Full Atk +4 melee (1d6+2/18-20, scimitar) or +6 ranged (1d8, light crossbow) or +4 melee (1d4+2/19-20, dagger); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Balance +3, Jump +6, Spot +2, Swim +7; Diehard, Endurance, Improved Initiative, Weapon Focus (light crossbow). Possessions: Scimitar, dagger, light crossbow, crossbow bolts (20), studded leather, potion of cure light wounds, 12 gp. For Want of a Nail Page 27 APL 4 Encounter Two: Between the Lines �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Battleaxe, throwing axe, handaxe, chain shirt, potion of cure light wounds, 1 gp. �Orc Crossbowman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk +1; Grp +4; Atk +5 ranged (1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, handaxe); Full Atk +5 ranged (1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. Skills and Feats: Hide +3, Spot +2; Improved Initiative, Weapon Focus (light crossbow). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Light crossbow, crossbow bolts (20), handaxe, chain shirt, potion of cure light wounds, 1 gp. Encounter Three: Choices and Chains �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Battleaxe, throwing axe, handaxe, chain shirt, potion of cure light wounds, 1 gp. Encounter Four: A Familiar Face �Orc Berserker, orc Bbn1: CR 1; Medium-sized humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing axe,); Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +8, Hide +5, Jump +8; Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Falchion, hand axe, throwing axe, chain shirt, potion of cure light wounds. �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (3/2; base DC = 13 + spell level): 0 - guidance, resistance, virtue; 1 - cause fear, enthropic shield, magic weapon * * Domain Spell. Domains: War: free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: Shortspear, chain shirt, potion of cure light wounds. �Half-Orc Sorcerer, Sor1: CR 1; Medium-sized humanoid; HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12, touch 12, flatfooted 10; Base Atk +0; Grp +0; Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light crossbow); Full Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light crossbow); SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting. Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells: (known 4/2; per day 5/4; base DC = 12 + spell level): 0 – acid splash, flare, ghost sound, touch of fatigue; 1 st – magic missile, shield. For Want of a Nail Page 28 Possessions: Shortspear, dagger, light crossbow plus crossbow bolts (20), potion of cure light wounds, potion of mage armour. �Gavran, male human Rog2: CR 2; Medium-sized humanoid; HD 2d6+2; hp 11; Init +6; Spd 30 ft.; AC 12, flat-footed 10; touch 12; Base Atk +1; Grp +2; Atks +2 melee (1d6+1, shortspear); Full Atk +2 melee (1d6+1, shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 1d6; SQ Evasion; AL NE; SV Fort +1; Ref +5; Will +0; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 16. Skills and Feats: Hide +7, Move Silently +7, Tumble + 7, Open Locks + 9, Search +7, Appraise +7, Disable Device +9, Listen +7, Spot +7, Use Magic Device +4; Alertness, Improved Initiative. Encounter Five: Chasing Jillana �Half-orc Slavelord soldiers, Ftr1: CR 1; Medium- sized humanoid; HD 1d10+1; hp 11; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +5 melee (1d6+4/19-20, scimitar) or +4 ranged (1d8+4/x3, mighty composite longbow +4); Full Atk +5 melee (1d6+4/19-20, scimitar) or +4 ranged (1d8+4/x3, mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +3, Ref +2, Will +1; Str 18, Dex 14, Con 12, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (composite longbow). Possessions: Scimitar, mighty composite longbow +4, arrows (20), chain shirt, potion of cure moderate wounds, potion of invisibility. �Halfling Slavelord scout, Rog1: Small humanoid; HD 1d6+2; hp 8; Init +8; Spd 20 ft.; AC 18, touch 14, flatfooted 14; Base Atk +1; Grp +2; Atk +3 melee (1d4+1/19-20, short sword) or +6 ranged (1d4, composite shortbow); Full Atk +3 melee (1d4+1/19-20, short sword) or +6 ranged (1d4, composite shortbow); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +1d6; SQ Halfling traits, evasion, trapfinding; AL NE; SV Fort +4, Ref +8, Will +3; Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Balance +7, Climb +6, Escape Artist +7, Hide +11, Jump +2, Listen +7, Move Silently +9, Spot +5, Tumble +7; Improved Initiative. Possessions: Studded leather armour, small short sword, small composite shortbow + 20 arrows, potion of cure moderate wounds, potion of invisibility, 2 vials of large spider venom (Injury; DC 18; Initial and secondary damage 1d6 Str), 10 gp. �Kervel Tarn, Clr1 - Earth Dragon: CR 1; Medium- sized Humanoid; HD 1d8+2; hp 10; Init +1; Spd 20 ft.; AC 17, touch 11, flatfooted 16; Base Atk +0; Grp +1; Atk +1 melee (1d6+1/x4, heavy pick) or +1 ranged (1d8, light crossbow,); Full Atk 1 melee (1d6+1/x4, heavy pick) or +1 ranged (1d8, light crossbow,); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +4, Ref +1, Will +5; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. Skills and Feats: Concentration +6, Heal +7, Hide -2; Combat Casting, Martial Weapon Proficiency (heavy pick). Spells Prepared (3/2+1; Base DC = 13 + spell level): 0 – detect magic, guidance, resistance; 1 st – cause fear, protection from good*, shield of faith. * Domain Spell.Domains: Earth: turn or destroy air creatures. Rebuke, command, or bolster earth creatures, 3/day. Evil: cast evil spells at +1 caster level; Possessions: heavy pick, light crossbow, crossbow bolts (20), light steel shield, chainmail, potion of cure moderate wounds, potion of invisibility. Encounter Six: The Yellow Sails �Markessa the White: Sor8, CR 8; Medium-sized humanoid; HD 8d4; hp 25; Init +1; Spd 30 ft.; AC 11, touch 11, flatfooted 10; Base Atk +4; Grp +4; Atk +5 ranged (1d8, light crossbow,) or +4 melee (1d4, dagger); Full Atk +5 ranged (1d8, light crossbow,) or +4 melee (1d4, dagger); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep immunity, low-light vision; AL LE; SV Fort +2, Ref +3, Will +6; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 19. Skills and Feats: Concentration +11, Listen +2, Search +2, Spot +2; Combat Casting, Silent Spell, Spell Focus (Evocation). Spells (known: 8/5/3/2/1; per day: 6/7/7/6/4; Base DC = 14 + spell level; Evocation = 16 + spell level): 0 – acid splash, daze, detect magic, flare, ghost sound, ray of frost, resistance, touch of fatigue; 1 st – mage armour, magic missile, protection from good, ray of enfeeblement, shield; 2 nd – bear’s endurance, eagle’s spendour, scorching ray; 3 rd – haste, fireball; 4 th - silent dispell magic Possessions: Dagger, light crossbow, crossbow bolts (20), potion of cure moderate wounds, potion of water breathing, potion of remove blindness/deafness. �Human Slavelord soldiers, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+1; hp 11; Init +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +1; Grp +4; Atk +4 melee (1d6+3/18-20, scimitar) or +4 melee (1d4+3/19-20, dagger) or +5 ranged (1d8, light crossbow); Full Atk +4 melee (1d6+3/18-20, scimitar) or +4 melee (1d4+3/19-20, dagger) or +5 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +3, Ref +3, Will +0; Str 16, Dex 16, Con 12, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +6, Jump +6, Swim +7; Endurance, Improved Initiative, Weapon Focus: (light crossbow). For Want of a Nail Page 29 Possessions: Scimitar, dagger, light crossbow, crossbow bolts, studded leather, potion of cure moderate wounds. For Want of a Nail Page 30 APL 6 Encounter Two �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Battleaxe, throwing axe, handaxe, chain shirt, potion of cure moderate wounds, 1 gp. �Orc Crossbowman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk +1; Grp +4; Atk +5 ranged (1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, handaxe); Full Atk +5 ranged (1d8/19-20, light crossbow) or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. Skills and Feats: Hide +3, Spot +2; Improved Initiative, Weapon Focus (light crossbow). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Light crossbow, crossbow bolts (20), handaxe, chain shirt, potion of cure moderate wounds, 1 gp. Encounter Three �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5; Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +6 melee (1d8+6/x3, battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Battleaxe, throwing axe, handaxe, chain shirt, potion of cure moderate wounds, 1 gp. Encounter Four Garrison at Full Strength: �Orc Berserker, Bbn2: CR 2; Medium-sized humanoid; HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 17, flat-footed 14, touch 13; Base Atk +2; Grp +6; Atk +7 melee (2d4+6/18-20, falchion) or +6 melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing axe); Full Atk +7 melee (2d4+6/18-20, falchion) or +6 melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision, rage 1/day, fast movement, uncanny dodge; AL CE; SV Fort +5, Ref +3, Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +7, Hide +3, Jump +7, Swim +5; Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Falchion, hand axe, throwing axe, chain shirt, potion of cure moderate wounds, potion of bull's strength. �Orc Shaman, Clr2 - Gruumsh: CR 2; Medium-sized humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +1; Grp +2; Atk +3 melee (1d8+1, shortspear); Full Atk +3 melee (1d8+1, shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1, Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +6, Spellcraft +5; Combat Casting, Martial Weapon Proficiency (longspear), Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (4/3); base DC = 13 + spell level): 0 – detect magic, guidance, resistance, virtue; 1st - bless, enthropic shield, protection from good, magic weapon * * Domain Spell.Domains: War – free Weapon Focus; Strength: +2 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: Shortspear, chain shirt, potion of cure moderate wounds, potion of owl's wisdom. �Half-orc Sorcerer, Sor2: CR 2; Medium-sized Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, touch 12, flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Full Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +6, Spellcraft +5; Combat Casting. For Want of a Nail Page 31 Spells (known 5/2; per day 6/5; Base DC = 12 + spell level): 0 – acid splash, flare, daze, ghost sound, touch of fatigue; 1 st – magic missile, shield. Possessions: Shortspear, dagger, light crossbow, potion of cure moderate wounds, potion of mage armour. Garrison depleted: �Orc Berserker, orc Bbn1: CR 1; Medium-sized humanoid; HD 1d12+2; hp 14; Init +3; Spd 40 ft.; AC 17, flat-footed 14, touch 13; Base Atk +1; Grp +5; Atk +6 melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing axe); Full Atk 6 melee (2d4+6/18-20, falchion) or +5 melee (1d6+4/x3, hand axe) or +5 ranged (1d6+4, throwing axe,); Space/Reach 5 ft./5ft.; SQ Light sensitivity, darkvision, rage 1/day, fast movement; AL CE; SV Fort +4, Ref +3, Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +8, Hide +5, Jump +8; Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Falchion, hand axe, throwing axe, chain shirt, potion of cure moderate wounds, potion of bull's strength. �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 15, touch 11, flat-footed 14; Base Atk +0; Grp +2; Atk +2 melee (1d8+1, shortspear); Full Atk +2 melee (1d8+1, shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (3/2; base DC = 13 + spell level): 0 - guidance, resistance, virtue; 1 - cause fear, enthropic shield, magic weapon * * Domain Spell. Domains: War: free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: Shortspear, chain shirt, potion of cure moderate wounds, potion of owl's wisdom. �Half-Orc Sorcerer, Sor1: CR 1; Medium-sized humanoid; HD 1d4+1; hp 5; Init +2; Spd 30 ft.; AC 12, touch 12, flatfooted 10; Base Atk +0; Grp +0; Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light crossbow); Full Atk +0 melee (1d8, shortspear) or +2 ranged (1d8, light crossbow); SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +3; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting. Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells: (known 4/2; per day 5/4; base DC = 12 + spell level): 0 – acid splash, flare, ghost sound, touch of fatigue; 1 st – magic missile, shield. Possessions: Shortspear, dagger, light crossbow plus crossbow bolts (20), potion of cure moderate wounds, potion of mage armour. �Gavran, Human Rog3: CR 3; Medium-sized humanoid; HD 3d6+3; hp 17; Init +6; Spd 30 ft.; AC 12, flat-footed 10; touch 12; Base Atk +3; Grp +4; Atks +4 melee (1d6+1, shortspear); Full Atk +4 melee (1d6+1, shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 2d6; SQ Evasion; uncanny dodge; AL LE; SV Fort +2; Ref +5; Will +1; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 16. Skills and Feats: Hide +8, Move Silently +8, Tumble +8, Open Locks +10, Search +8, Appraise +8, Disable Device +10, Listen +8, Spot +8, Use Magic Device +5; Improved Initiative; Alertness; Shield Proficiency Encounter Five �Half-Euroz Slavelord soldiers, Ftr2: CR 2; Medium- sized humanoid; HD 2d10+4; hp 20; Init +5; Spd 30 ft.; AC 16, flat-footed 15, touch 11; Base Atk +2; Grp +5; Atks +7 melee (1d10+3/19-20, masterwork bastard sword) or +3 ranged (1d8/x3, composite longbow); Full Atk +7 melee (1d10+3/19-20, masterwork bastard sword) or +3 ranged (1d8/x3, composite longbow); Space/Reach 5 ft./ 5 ft.; AL CN; SV Fort +5; Ref +1; Will +3; Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6. Skills and Feats: Listen +3, Spot +3; Exotic Weapon Proficiency (bastard sword); Improved Initiative; Point Blank Shot, Weapon Focus (bastard sword). Possessions: Chain mail, masterwork bastard sword, mighty [Str14] composite longbow + 20 arrows, potion of cure serious wounds, potion of invisibility, 10 gp. �Halfling Slavelord Scout, Rog2; CR 2; Small humanoid; HD 2d6+1; hp 12; Init +7; Spd 20 ft.; AC 17, flat-footed 14, touch 14; Base Atk +2; Grp +2; Atks +3 melee (1d4+1/19-20, short sword) or +5 ranged (1d6/19- 20, light crossbow); Full Atk +3 melee (1d4+1/19-20, short sword) or +5 ranged (1d6/19-20, light crossbow); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +1d6; SQ Evasion, uncanny dodge, trapfinding; AL N; SV Fort +2; Ref +6; Will +1; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. Skills and feats: Appraise +8, Climb +2, Disable Device +10, Hide +12, Jump +2; Listen +8, Move Silently +8, Open Locks +5, Search +4, Spot +4, Tumble +4; Improved Initiative. For Want of a Nail Page 32 Possessions: Studded leather armour, small short sword, small light crossbow + 20 arrows, potion of cure serious wounds, potion of invisibility, potion of cat's grace, 2 vials of large spider venom (Injury; DC 18; Initial and secondary damage 1d6 Str), 10 gp. �Kervel Tarn, Clr2 - Earth Dragon: CR 2; Medium- sized humanoid; HD 2d8+4; hp 17; Init +1; Spd 20 ft.; AC 18, touch 11, flat-footed 17; Base Atk +1; Grp +2; Atk +3 melee (1d6+2/x4, +1 heavy pick,) or +2 ranged (1d8, light crossbow); Full Atk +3 melee (1d6+2/x4, +1 heavy pick) or +2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +1, Will +6; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. Skills and Feats: Concentration +7, Heal +7, Hide -1; Combat Casting, Martial Weapon Proficiency (heavy pick). Spells Prepared (4/3+1; Base DC = 13 + spell level): 0 – detect magic, guidance, resistance virtue; 1 st – bless, cause fear, protection from good*, shield of faith. * Domain Spell.Domains: Earth: turn or destroy air creatures. Rebuke, command, or bolster earth creatures, 3/day. Evil: cast evil spells at +1 caster level; Possessions: +1 heavy pick, light crossbow, crossbow bolts (20), light steel shield, +1 chainmail, potion of cure serious wounds, potion of invisibility, potion of owl's wisdom. Encounter Six �Markessa the White, Sor10: CR 10; Medium-sized humanoid; HD 10d4; hp 31; Init +5; Spd 30 ft.; AC 12, touch 11, flatfooted 11; Base Atk +5; Grp +5; Atk +6 ranged (1d8, light crossbow) or +5 melee (1d4, dagger); Full Atk +6 ranged (1d8, light crossbow) or +5 melee (1d4, dagger); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep immunity, low-light vision; AL LE; SV Fort +4, Ref +5, Will +8; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 20. Skills and Feats: Concentration +13, Listen +2, Search +2, Spot +2; Combat Casting, Improved Initiative, Silent Spell, Spell Focus (Evocation). Spells (known: 9/5/4/3/2/1; per day: 6/8/7/7/6/4; base DC = 15 + spell level; Evocation = 17 + spell level): 0 – acid splash, daze, detect magic, flare, ghost sound, light, ray of frost, resistance, touch of fatigue; 1 st – mage armour, magic missile, protection from good, ray of enfeeblement, shield; 2 nd – bear’s endurance, eagle’s spendour, protection from arrows, scorching ray; 3 rd – haste, lightning bolt, fireball; 4 th - silent dispel magic, lesser globe of invulnerability; 5 th - cloudkill Possessions: Dagger, light crossbow, crossbow bolts, (20), potion of water breathing, potion of cure serious wounds, potion of remove blindness/deafness, potion of protection from energy (fire), bracers of armour +1, cloak of resistance +1. �Human Slavelord soldiers, Ftr2: CR 2; Medium-sized humanoid; HD 2d10+4; hp 19; Init +7; Spd 30 ft.; AC 16, touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk +5 melee (1d6+2/18-20, masterwork scimitar) or +6 ranged (1d8, light crossbow) or +4 melee (1d4+2/19-20, dagger); Full Atk +5 melee (1d6+2/18-20, masterwork scimitar) or +6 ranged (1d8, light crossbow) or +4 melee (1d4+2/19-20, dagger); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +3, Will +1; Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Balance +3, Jump +6, Spot +2, Swim +7; Diehard, Endurance, Improved Initiative, Weapon Focus (light crossbow). Possessions: Masterwork scimitar, dagger, light crossbow, crossbow bolts (20), studded leather, potion of cure serious wounds, potion of bull's strength, 12 gp. For Want of a Nail Page 33 APL 8 For Want of a Nail Page 34 Encounter Two �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; Grp +5; Atk +7 melee (1d8+6/x3, masterwork battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +7 melee (1d8+6/x3, masteowrk battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Masterwork battleaxe, throwing axe, handaxe, chain shirt, potion of cure serious wounds, potion of heroism, 1 gp. �Orc Crossbowman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +7 (+3 Dex; +4 Imp. Init.); Spd 30 ft.; AC 17 (touch 13, flat-footed 14); Base Atk +1; Grp +4; Atk +6 ranged (1d8/19-20, masterwork light crossbow) or +4 melee (1d6+3/x3, handaxe); Full Atk +6 ranged (1d8/19-20, masterwork light crossbow) or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. Skills and Feats: Hide +3, Spot +2; Improved Initiative, Weapon Focus (light crossbow). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Light crossbow, crossbow bolts (20), handaxe, chain shirt, potion of cure moderate wounds, 1 gp. �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +0; Grp +2; Atk +3 melee (1d8+1, masterwork shortspear); Full Atk +3 melee (1d8+1, masterwork shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (3/2; base DC = 13 + spell level): 0 - guidance, resistance, virtue; 1 - cause fear, enthropic shield, magic weapon * * Domain Spell. Domains: War: free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: Shortspear, chain shirt, potion of cure serious wounds, potion of owl's wisdom. Encounter Three �Orc Axeman, Ftr1: CR 1; Medium-sized humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat-footed 15; Base Atk +1; Grp +5; Atk +7 melee (1d8+6/x3, masterwork battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +7 melee (1d8+6/x3, masteowrk battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Masterwork battleaxe, throwing axe, handaxe, chain shirt, potion of cure serious wounds, potion of heroism, 1 gp. �Orc Shaman, Clr1 - Gruumsh: CR 1; Medium-sized humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +0; Grp +2; Atk +3 melee (1d8+1, masterwork shortspear); Full Atk +3 melee (1d8+1, masterwork shortspear); Space/Reach 5 ft./5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (3/2; base DC = 13 + spell level): 0 - guidance, resistance, virtue; 1 - cause fear, enthropic shield, magic weapon * * Domain Spell. Domains: War: free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: Shortspear, chain shirt, potion of cure serious wounds, potion of owl's wisdom. Encounter Four Garrison at Full Strength �Orc berserker, Bbn5: CR 5; Medium Humanoid; HD 5d12+10; hp 50; Init +6; Spd 40 ft.; AC 16, touch 12, flatfooted 14; Base Atk +5; Grp +10; Atk +12 melee (2d4+7/18-20, masterwork falchion) or +7 ranged For Want of a Nail Page 35 (1d8+4/x3, mighty composite longbow +4); Full Atk Atk +12 melee (2d4+7/18-20, masterwork falchion) or +7 ranged (1d8+4/x3, mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ rage 2/day, fast movement, improved uncanny dodge, trap sense +1, light sensitivity, darkvision; AL CE; SV Fort +6, Ref +3, Will +2; Str 21, Dex 14, Con 14, Int 6, Wis 12, Cha 6. Skills and Feats: Listen +9, Spot +5; Improved Initiative, Weapon Focus (falchion) Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Masterwork falchion, mighty composite longbow +4, chain shirt, potion of bull's strength, potion of cure serious wounds, potion of heroism. �Orc Shaman, Clr4/Bbn1: CR 5; Medium-sized humanoid; HD 4d8+4 plus 1d12+1; hp 37; Init +5; Spd 40 ft.; AC 16, touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk +7 melee (1d8+2, +1 shortspear); Full Atk +7 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision, rage 1/day, fast movement; AL CE; SV Fort +7, Ref +2, Will +7; Str 12, Dex 12, Con 12, Int 10, Wis 17, Cha 6. Skills and Feats: Concentration +9, Spellcraft +6; Combat Casting, Improved Initiative, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (5/4/3; Base DC = 13 + spell level): 0 - detect magic, guidance x 2, resistance, virtue; 1st - bless, entropic shield magic weapon*, protection from good; 2nd - bear's endurance, bull's strength, silence, spiritual weapon* * Domain Spell.Domains: War – free Weapon Focus; Strength: +4 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, chain mail, potion of cure serious wounds, potion of owl's wisdom, potion of haste. �Half-Orc Sorceror, Sor5: Medium-sized humanoid; HD 5d4+5; hp 21; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +2; Atk +2 melee (1d8, shortspear) or +4 ranged (1d8, light crossbow); Full Atk +2 melee (1d8, shortspear) or +4 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 15. Skills and Feats: Concentration +9, Spellcraft +8; Combat Casting, Improved Familiar. Spells (known: 6/4/2 per day: 6/7/5; Base DC = 12 + spell level): 0 – acid splash, daze, flare, ghost sound, resisitance, touch of fatigue; 1 st – magic missile, mage armour, ray of enfeeblement, shield; 2 nd – eagle’s splendor, scorching ray. Possessions: Shortspear, dagger, light crossbow, potion of cure serious wounds, potion of invisibility, potion of haste. �Stirge; CR 1/2; Tiny magical beast; HD 1d10; hp 5; Init +4; Spd 10 ft., fly, average 40 ft.; AC 19, touch 16, flatfooted 15; Base Atk +3; Grp -1; Atk, +7 melee (1d3-4, touch); Full Atk +7 melee (1d3-4, touch); Space/Reach 5 ft./ 5 ft.; SA Attach, blood drain; SQ Darkvision 60 ft., low-light vision, share spells, empathy, deliver touch spells, speak with master; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 8, Wis 12, Cha 6. Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Improved Evasion Weapon Finesse (bite). Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks. An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge. Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target. Garrison Depleted: �Orc Berserker, Bbn2: CR 2; Medium-sized humanoid; HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 18, flat-footed 15, touch 13; Base Atk +2; Grp +6; Atk +8 melee (2d4+6/18-20, masterwork falchion) or +6 melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing axe); Full Atk +8 melee (2d4+6/18-20, mastwerwork falchion) or +6 melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision, rage 1/day, fast movement, uncanny dodge; AL CE; SV Fort +5, Ref +3, Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +7, Hide +3, Jump +7, Swim +5; Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: Masterwork falchion, hand axe, throwing axe, chain shirt +1, potion of cure serious wounds, potion of bull's strength, potion of heroism. For Want of a Nail Page 36 �Orc Shaman, Clr2 - Gruumsh: CR 2; Medium-sized humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 16, touch 11, flat-footed 15; Base Atk +1; Grp +2; Atk +4 melee (1d8+2, +1 shortspear); Full Atk +4 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1, Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +6, Spellcraft +5; Combat Casting, Martial Weapon Proficiency (longspear), Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Spells Prepared (4/3); base DC = 13 + spell level): 0 – detect magic, guidance, resistance, virtue; 1st - bless, enthropic shield, protection from good, magic weapon * * Domain Spell.Domains: War – free Weapon Focus; Strength: +2 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, chainmail, potion of cure serious wounds, potion of owl's wisdom, potion of haste. �Half-orc Sorcerer, Sor2: CR 2; Medium-sized Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, touch 12, flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Full Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +6, Spellcraft +5; Combat Casting. Spells (known 5/2; per day 6/5; Base DC = 12 + spell level): 0 – acid splash, flare, daze, ghost sound, touch of fatigue; 1 st – magic missile, shield. Possessions: Shortspear, dagger, light crossbow, potion of cure serious wounds, potion of mage armour, potion of invisibility, potion of haste. �Gavran, Human Rog4: CR 4; Medium-sized humanoid; HD 4d6+3; hp 20; Init +6; Spd 30 ft.; AC 12, flat-footed 10, touch 12; Base Atk +3; Grp +4; Atks +4 melee (1d6+1, short spear); Full Atk+4 melee (1d6+1, short spear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack + 2d6; SQ Evasion, uncanny dodge; AL LE; SV Fort +3; Ref +8; Will +2; Str 12, Dex 15, Con 13, Int 14, Wis 10, Cha 8. Skill and Feats: Hide +10, Move Silently +10, Tumble +10, Open Locks +12, Search +9, Appraise +9, Disable Device +11, Listen +7, Spot +7, Use Magic Device +6; Improved Initiative; Alertness; Shield Proficiency. Encounter Five �Half-Euroz Slavelord Soldiers, Ftr3: CR 3; Medium-sized humanoid; HD 3d10+6; hp 28, Init +5; Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +6; Atks +9 melee (1d10+4/19-20, +1 bastard sword) or +4 ranged (1d10/x3, heavy crossbow); Full Atk +9 melee (1d10+4/19-20, +1 bastard sword) or +4 ranged (1d10/x3, heavy crossbow); Space/Reach 5 ft./ 5 ft.; AL CN; SV Fort +5, Ref +2, Will +2; Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 6. Skills and Feats: Jump -4; Listen +2; Spot +2; Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (bastard sword). Possessions: Splint mail, heavy steel shield, bastard sword +1, heavy crossbow, 20 bolts, potion of cure serious wounds, potion of heroism, potion of invisibility, 5 gp each. �Halfling Slavelord Scout, Rog3: CR 3; Medium- sized humanoid; HD 3d6+3; hp 17; Init +7; Spd 20 ft.; AC 18, flat-footed 15; touch 14; Base Atk +2; Grp +2; Atks +3 melee (1d4+1/19-20, small short sword) or +8 ranged (1d6+1/19-20, +1 small light crossbow); Full Atk +3 melee (1d4+1/19-20, small short sword) or +7 ranged (1d6/19-20, small light crossbow); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +2d6; SQ Evasion, uncanny dodge, trap sense +1; AL LE; SV Fort +3; Ref +6; Will +2; Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8. Skill and Feats: Appraise +8, Climb +2, Disable Device +10, Hide +12, Jump +2, Listen +8, Move Silently +10, Open Locks +7, Search +4, Spot +4, Tumble +3; Improved Initiative, Weapon Focus (light crossbow). Possessions: +1 studded leather armour, small short sword, small light crossbow, 20 bolts; potion of cure serious wounds, potionnof cat's grace, potion of haste, potion of invisibility, 2 vials of wyvern poison (Injury; DC 17; Initial and secondary damage 2d6 Con), 10 gp. �Kervel Tarn, Clr3 - Earth Dragon: CR 3; Medium- sized humanoid; HD 3d8+6; hp 24; Init +5; Spd 20 ft.; AC 18, touch 11, flatfooted 17; Base Atk +2; Grp +3; Atk +3 melee (1d6+1/x4, heavy pick) or +3 ranged (1d8, light crossbow,); Full Atk +4 melee (1d6+2/x4, +1 heavy pick) or +3 ranged (1d8, light crossbow,); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +2, Will +6; Str 12, Dex 12, Con 14, Int 10, Wis 16, Cha 10. Skills and Feats: Concentration +8, Heal +7, Hide +0; Combat Casting, Improved Initiative, Martial Weapon Proficiency (heavy pick). For Want of a Nail Page 37 Spells Prepared (Clr 4/3+1/2+1; Base DC = 13 + spell level): 0 – detect magic, guidance, resistance, virtue; 1 st – bless, cause fear, protection from good*, shield of faith; 2 nd – bull’s strength, silence, soften earth and stone*. * Domain Spell.Domains: Earth: turn or destroy air creatures. Rebuke, command, or bolster earth creatures, 3/day. Evil: cast evil spells at +1 caster level; Possessions: +1 heavy pick, light crossbow, crossbow bolts (20), +1 banded mail, potion of cure serious wounds, potion of invisibility, forin of owl's wisdom. Encounter Six �Markessa the White: Sor12, CR 12; Medium-sized humanoid; HD 12d4; hp 40; Init +5; Spd 30 ft.; AC 13 (touch 11, flatfooted 12); Base Atk +6; Grp +6; Atk +6 melee (1d4/19-20, dagger) or +7 ranged (1d8, light crossbow); Full Atk +6/+1 melee (1d4/19-20, dagger) or +7/+2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep immunity, low-light vision; AL LE; SV Fort +6, Ref +7, Will +10; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 21. Skills and Feats: Concentration +15, Listen +2, Search +2, Spot +2; Combat Casting, Improved Initiative, Silent Spell, Spell Focus (Evocation), Toughness. Spells (known: 9/5/5/4/3/2/1; per day: 6/8/7/7/7/6/3; Base DC = 15 + spell level; Evocation = 17 + spell level): 0 – acid splash, daze, detect magic, flare, ghost sound, light, ray of frost, resistance, touch of fatigue; 1 st – mage armour, magic missile, protection from good, ray of enfeeblement, shield; 2 nd – bear’s endurance, eagle’s spendour, mirror image, protection from arrows, scorching ray; 3 rd – fly, haste, fireball; lightning bolt; 4 th - silent dispel magic, lesser globe of invulnerability, stone skin; 5 th – cloudkill, teleport; 6 th – chain lightning Possessions: Dagger, light crossbow, crossbow bolts, (20), potion of cure serious wounds, potion of water breathing, potion of remove blindness/deafness, bracers of armour +2, cloak of resistance +2 �Human Slavelord soldiers, Ftr4: CR 4; Medium- sized humanoid; HD 4d10+4; hp 32; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +4; Grp +7; Atk +8 melee (1d6+4/18-20, +1 scimitar); or +7 melee (1d4+3/19-20, dagger) or +8 ranged (1d8+2, light crossbow); Full Atk +8 melee (1d6+4/18-20, +1 scimitar); or +7 melee (1d4+3/19-20, dagger) or +8 ranged (1d8+2, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +5, Ref +4, Will +1; Str 17, Dex 16, Con 12, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +9, Jump +9, Swim +10; Endurance, Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (light crossbow), Wepaon specialization (light crossbow). Possessions: +1 scimitar, dagger, light crossbow, crossbow bolts, +1 studded leather, potion of cure serious wounds, potion of bull's strength, potion of heroism. For Want of a Nail Page 38 APL 10 Encounter 2 �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat- footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 battleaxe, throwing axe, handaxe, masterwork chainmail, potion of cure serious wounds, potion of heroism, potion of bull’s strength, 1 gp. Orc Crossbowman: Ftr1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +7; Spd 30 ft.; AC 18, touch 13, flat-footed 15; Base Atk +1; Grp +4; Atk; +6 ranged (1d8+1/19-20, +1 light crossbow) or +4 melee (1d6+3/x3, handaxe); Full Atk +6 ranged (1d8+1/19-20, +1 light crossbow) or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. Skills and Feats: Hide +3, Spot +2; Improved Initiative, Weapon Focus (light crossbow) Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 light crossbow, crossbow bolts (20), handaxe, masterwork chain shirt, potion of cure serious wounds, potion of haste, 1 gp. �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3 melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (Clr 3/2; Save DC13 + spell level): 0 - guidance, resistance, virtue; 1st - bless, enthropic shield, enlarge person * * Domain Spell.Domains: War – free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, masterwork chain shirt, potion of cure serious wounds, potion of owl’s wisdom, potion of haste. Encounter 3 �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat- footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 battleaxe, throwing axe, handaxe, masterwork chainmail, potion of cure serious wounds, potion of heroism, potion of bull’s strength, 1 gp. �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3 melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (Clr 3/2; Save DC13 + spell level): 0 - guidance, resistance, virtue; 1st - bless, enthropic shield, enlarge person * * Domain Spell.Domains: War – free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, masterwork chain shirt, potion of cure serious wounds, potion of owl’s wisdom, potion of haste. Encounter 4 Garrison at Full Strength �Orc berserkers: Bbn7; CR 7; Medium Humanoid; HD 7d12+14; hp 68; Init +6; Spd 40 ft.; AC 17, touch 12, flatfooted 15; Base Atk +7; Grp +11; Atk +14 (2d4+8/18- For Want of a Nail Page 39 20, +1 falchion) or +9 ranged (1d8+4/x3, mighty composite longbow +4); Full Atk 14/+9 (2d4+8/18-20, +1 falchion) or +9/+4 ranged (1d8+4/x3, mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ: Rage 2/day, damage reduction 1/-; improved uncanny dodge, trapsense +2, fast movement, light sensitivity, darkvision; AL CE; SV Fort +7, Ref +4, Will +3; Str 21, Dex 14, Con 14, Int 6, Wis 12, Cha 6. Skills and Feats: Listen +11, Spot +6; Improved Initiative, Power Attack, Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Trap Sense (Ex): A barbarian gains a +2 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. Possessions: +1 falchion, mighty composite longbow +4; masterwork chain shirt, potion of cure serious wounds, potion of bull’s strength, potion of heroism. �Orc Shaman: Clr6/Bbn1 - Gruumsh; CR 7' Medium humanoid; HD 6d8+6 plus 1d12+1; hp 49; Init +5; Spd 40 ft.; AC 17, touch 11, flat-footed 16; Base Atk +5; Grp +6; Atk +8 melee (1d8+2, +1 shortspear); Full Atk +8 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision, rage 1/day, fast movement; AL CE; SV Fort +8, Ref +3, Will +8; Str 12, Dex 12, Con 12, Int 10, Wis 17, Cha 6. Skills and Feats: Concentration +11, Spellcraft +8. Combat Casting, Improved Initiative, Weapon Focus: (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (Clr 5/4/4/3; Save DC13 + spell level): 0 - detect magic, guidance x2, resistance x2, virtue; 1st - bless, enthropic shield, magic weapon*, protection from good; 2nd - bull's strength, owl's wisdom, silence, spiritual weapon*, summon monster II; 3rd - bestow curse, dispel magic, glyph or warding, magic vestment*. * Domain Spell.Domains: War – free Weapon Focus; Strength: +6 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, +1 chain shirt, potion of bull’s strength, potion of cure serious wounds, potion of owl’s wisdom, potion of haste. �Half-Orc sorceror: Sor7; CR 7; Medium humanoid; HD 7d4+7; hp 31; Init +6; Spd 30 ft.; AC 12, touch 12, flat-footed 10; Base Atk + 3; Grp +3; Atk +3 melee (1d8, shortspear) or +5 ranged (1d8, light crossbow); Full Atk +3 melee (1d8, shortspear) or +5 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL CE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +11, Spellcraft +10; Combat Casting, Improved Familiar, Improved Initiative. Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does. For Want of a Nail Page 40 Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Quasit: CR 2 Tiny outsider (chaotic, evil); HD 3d8; hp 13; Init +7; Spd 20 ft., fly 50 ft. (perfect); AC 22, touch 13, flat-footed 18; Base Atk +8; Grp +8; Atk +8 melee (1d3-1 plus poison, 2 claws) or +3 melee (1d4-1, bite); Full Atk +8 melee (1d3-1 plus poison, 2 claws) or +3 melee (1d4-1, bite); Space/Reach 5 ft./ 5 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (The Planes) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 Improved Initiative, Weapon Finesse (bite). Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. Spell-Like Abilities: At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack. Sorceror Spells Known: (7/5/3/2; save DC 12 + spell level): 0 – acid splash, daze, flare, ghost sound, ray of frost, resistance, touch of fatigue; 1 st – magic missile, mage armour, ray of enfeeblement, shield, true strike; 2 nd – blur, eagle’s splendour, scorching ray; 3 rd – dispel magic, lightning bolt. Possessions: Shortspear, dagger, light crossbow, potion of cure serious wounds, potion of invisibility, potion of haste, potion of resist fire 20. Garrison Depleted: �Orc Berserker, Bbn2: CR 2; Medium humanoid; HD 2d12+4; hp 23; Init +3; Spd 40 ft.; AC 18, flat-footed 15, touch 13; Base Atk +2; Grp +6; Atk +8 melee (2d4+7/18-20, +1 falchion) or +6 melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing axe); Full Atk +8 melee (2d4+7/18-20, +1 falchion) or +6 melee (1d6+4/x3, hand axe) or +6 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision, rage 1/day, fast movement, uncanny dodge; AL CE; SV Fort +5, Ref +3, Will +0; Str 18, Dex 16, Con 14, Int 8, Wis 10, Cha 6. Skills and Feats: Climb +7, Hide +3, Jump +7, Swim +5; Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Possessions: +1 falchion, hand axe, throwing axe, chain shirt +1, potion of cure serious wounds, potion of bull's strength, potion of heroism. �Orc Shaman, Clr2 - Gruumsh: CR 2; Medium humanoid; HD 2d8+2; hp 15; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +1; Grp +2; Atk +4 melee (1d8+2, +1 shortspear); Full Atk +4 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +1, Will +6; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +6, Spellcraft +5; Combat Casting, Martial Weapon Proficiency (longspear), Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (4/3); save DC 13 + spell level): 0 – detect magic, guidance, resistance, virtue; 1st - bless, enthropic shield, protection from good, magic weapon * * Domain Spell.Domains: War – free Weapon Focus; Strength: +2 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, +1 chainmail, potion of cure serious wounds, potion of owl's wisdom, potion of haste. �Half-orc Sorcerer, Sor2: CR 2; Medium Humanoid; HD 2d4+2; hp 9; Init +2; Spd 30 ft.; AC 12, touch 12, For Want of a Nail Page 41 flatfooted 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Full Atk +1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +6, Spellcraft +5; Combat Casting. Sorceror Spells Known: (5/2; save DC 12 + spell level): 0 – acid splash, flare, daze, ghost sound, touch of fatigue; 1 st – magic missile, shield. Possessions: Shortspear, dagger, light crossbow, potion of cure serious wounds, potion of mage armour, potion of invisibility, potion of haste, potion of resist fire 20. �Gavran: Human Rog8; CR 8; Medium humanoid; HD 8d6+3; hp 42; Init +6; Spd 30 ft.; AC 13, flat-footed 10; touch 13; Base Atk +7; Grp +8; Atks +8 melee (1d6+1, shortspear); Full Atk +8/+3 melee (1d6+1, shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +4d6; SQ Evasion, uncanny dodge, improved uncanny dodge; AL LE; SV Fort +4; Ref +10; Will +3; Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Hide +14, Move Silently +14, Tumble +14, Open Locks +16, Search +13, Appraise +13, Disable Device +15, Listen +13, Spot +13, Use Magic Device +10; Improved Initiative; Alertness; Shield Proficiency, Combat Reflexes. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. Encounter 5 �Half-orc Slavelord soldiers: Ftr5; CR 5; Medium humanoid; HD 5d10+5; hp 39; Init +6; Spd 30 ft.; AC 18, touch 12, flatfooted 16; Base Atk +5; Grp +9; Atk +11 melee (1d6+7/18-20, +1 scimitar) or +8 ranged (1d8+6/x3, Mighty composite longbow +4); Full Atk +11 melee (1d6+7/18-20, +1 scimitar) or +8 ranged (1d8+6/x3, Mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +5, Ref +3, Will +2; Str 19, Dex 14, Con 12, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +4, Spot +5; Improved Initiative, Weapon Focus (composite longbow), Weapon Focus (scimitar), Weapon Specialization (composite longbow), Weapon Specialization (scimitar). Possessions: +1 scimitar, mighty composite longbow +4, arrows (20), +1 chainmail, potion of invisibility, potion of cure serious wounds, potion of bull’s strength, potion of heroism, 12 gp �Halfling Slavelord scout: Rog5; CR 5; Small humanoid; HD 5d6+10; hp 37; Init +8; Spd 20 ft.; AC 18, touch 14, flat footed 14; Base Atk +5; Grp +6; Atk +6 melee (1d4+1, short sword) or +11 ranged (1d4+1, +1 composite shortbow); Full Atk +6 melee (1d4+1, short sword) or +11 ranged (1d4+1, +1 composite shortbow); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +3d6; SQ Halfling traits, evasion, trapfinding, uncanny dodge, trap sense +1; AL N; SV Fort +5, Ref +10, Will +4; Str 12, Dex 19, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Balance +11, Climb +10, Escape Artist +11, Hide +20, Jump +2, Listen +11, Move Silently +13, Spot +9, Tumble +11; Improved Initiative, Weapon Focus (composite shortbow). Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or For Want of a Nail Page 42 struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Possessions: shadow +1 studded leather armour, small short sword, +1 flaming small composite shortbow, 20 bolts; potion of cure serious wounds, potion of invisibility, potion of cat’s grace, potion of haste, 2 vials of wyvern poison (Injury; DC 17; Initial and secondary damage 2d6 Con), 10 gp. �Kervel Tarn: Clr5 - Earth Dragon; CR 5; Medium humanoid; HD 5d8+10; hp 38; Init +5; Spd 20 ft.; AC 18, touch 11, flatfooted 17; Base Atk +3; Grp +4; Atk +5 melee (1d6+2/x4, +1 heavy pick) or +4 ranged (1d8, light crossbow); Full Atk +5 melee (1d6+2/x4, +1 heavy pick) or +4 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +6, Ref +2, Will +7; Str 12, Dex 12, Con 14, Int 10, Wis 17, Cha 10. Skills and Feats: Concentration +10, Heal +9, Hide +1; Combat Casting, Improved Initiative, Martial Weapon Proficiency (heavy pick). Cleric Spells Prepared (Clr 5/4+1/3+1/2+1; Save DC13 + spell level): 0 – detect magic, guidance x 2, resistance, virtue; 1 st – bless, divine favour, magic weapon, protection from good*, shield of faith; 2 nd – bull’s strength, silence, soften earth and stone*, spiritual weapon; 3 rd – dispel magic, glyph of warding, stone shape*. * Domain Spell.Domains: Earth: turn or destroy air creatures. Rebuke, command, or bolster earth creatures, 3/day. Evil: cast evil spells at +1 caster level; Possessions: +1 heavy pick, light crossbow, crossbow bolts (20), +1 banded mail, potion of cure serious wounds, potion of invisibility, potion of owl’s wisdom. Encounter 6 �Markessa the White: Sor14; CR 14; Medium Humanoid; HD 14d4; hp 46; Init +5; Spd 30 ft.; AC 14, touch 11, flatfooted 13; Base Atk +7; Grp +7; Atk +7 melee (1d4/19-20, dagger) or +8 ranged (1d8, light crossbow); Full Atk +7/+2 melee (1d4/19-20, dagger) or +8/+3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep immunity, low-light vision; AL LE; SV Fort +6, Ref +7, Will +11; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 21. Skills and Feats: Concentration +17, Listen +2, Search +2, Spot +2; Combat Casting, Improved Initiative, Silent Spell, Spell Focus (Evocation) Toughness. Sorcerer Spells Known: (9/5/5/4/4/3/2/1; save DC 15 + spell level; Evocation save DC 17 + spell level): 0 – acid splash, daze, detect magic, flare, ghost sound, light, ray of frost, resistance, touch of fatigue; 1 st – mage armour, magic missile, protection from good, ray of enfeeblement, shield; 2 nd – bear’s endurance, eagle’s spendour, mirror image, protection from arrows, scorching ray; 3 rd – fly, haste, fireball; lightning bolt; 4 th - ice storm, lesser globe of invulnerability, silent dispel magic, stone skin; 5 th – cloudkill, cone of cold, teleport; 6 th – chain lightning, disintegrate; 7 th – spell turning Possessions: Dagger, light crossbow, crossbow bolts, (20) potion of cure serious wounds, potion of water breathing, potion of remove blindness/deafness, bracers of armour +3, cloak of resistance +2 �Human Slavelord soldiers: Ftr6; CR 6; Medium humanoid; HD 6d10+6; hp 46; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +6; Grp +9; Atk +10 melee (1d6+4/18-20, scimitar) or +9 melee (1d4+3/19-20, dagger) or +10 ranged (1d8+2, light crossbow); Full Atk +10/+5 melee (1d6+4/18-20, scimitar) or +9/+4 melee (1d4+3/19-20, dagger) or +10/+5 ranged (1d8+2, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +6, Ref +5, Will +2; Str 17, Dex 16, Con 12, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +11, Jump +11, Swim +12; Diehard, Endurance, Far Shot, Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (light crossbow), Weapon Specialisation (light crossbow). Possessions: +1 scimitar, dagger, light crossbow, crossbow bolts, +1 studded leather, potion of cure serious wounds, potion of bull's strength, potion of heroism. For Want of a Nail Page 43 APL 12 Encounter 2 �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat- footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 battleaxe, throwing axe, handaxe, masterwork chainmail, potion of cure serious wounds, potion of heroism, potion of bull’s strength, 1 gp. Orc Crossbowman: Ftr1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +7; Spd 30 ft.; AC 18, touch 13, flat- footed 15; Base Atk +1; Grp +4; Atk; +6 ranged (1d8+1/19- 20, +1 light crossbow) or +4 melee (1d6+3/x3, handaxe); Full Atk +6 ranged (1d8+1/19-20, +1 light crossbow) or +4 melee (1d6+3/x3, handaxe); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 6. Skills and Feats: Hide +3, Spot +2; Improved Initiative, Weapon Focus (light crossbow) Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 light crossbow, crossbow bolts (20), handaxe, masterwork chain shirt, potion of cure serious wounds, potion of haste, 1 gp. �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3 melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (3/2; save DC 13 + spell level): 0 - guidance, resistance, virtue; 1st - bless, enthropic shield, enlarge person * * Domain Spell.Domains: War – free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, masterwork chain shirt, potion of cure serious wounds, potion of owl’s wisdom, potion of haste. Encounter 3 �Orc Axeman: Ftr1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +6; Spd 30 ft.; AC 17, touch 12, flat- footed 16; Base Atk +1; Grp +5; Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Full Atk +7 melee (1d8+7/x3, +1 battleaxe) or +5 melee (1d6+4/x3, handaxe) or +3 ranged (1d6+4, throwing axe); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +1; Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +2, Spot +3; Improved Initiative, Weapon Focus (battleaxe). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 battleaxe, throwing axe, handaxe, masterwork chainmail, potion of cure serious wounds, potion of heroism, potion of bull’s strength, 1 gp. �Orc Shaman: Clr1 - Gruumsh; CR 1; Medium humanoid; HD 1d8+1; hp 9; Init +1; Spd 30 ft.; AC 17, touch 11, flat-footed 16; Base Atk +0; Grp +1; Atk +3 melee (1d8+2, +1 shortspear); Full Atk +3 melee (1d8+2, +1 shortspear); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +3, Ref +1, Will +5; Str 12, Dex 12, Con 12, Int 10, Wis 16, Cha 6. Skills and Feats: Concentration +5, Spellcraft +4; Combat Casting, Weapon Focus (shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (3/2; save DC 13 + spell level): 0 - guidance, resistance, virtue; 1st - bless, enthropic shield, enlarge person * * Domain Spell.Domains: War – free Weapon Focus; Strength: +1 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, masterwork chain shirt, potion of cure serious wounds, potion of owl’s wisdom, potion of haste. Encounter 4 Garrison at Full Strength �Orc berserkers: Bbn9; CR 9; Medium humanoid; HD 9d12+18; hp 86; Init +6; Spd 40 ft.; AC 16, touch 12, flatfooted 14; Base Atk +9; Grp +15; Atk +17 (2d4+10/15- 20, +1 falchion) or +11 (1d8+4/x3, mighty composite longbow +4); Full Atk +17/+12 (2d4+10/15-20, +1 falchion) or +11/+6 (1d8+4/x3, mighty composite For Want of a Nail Page 44 longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Rage 3/day, fast movement, improved uncanny dodge, trap sense +3, damage reduction 1/-, light sensitivity, darkvision; AL CE; SV Fort +8, Ref +5, Will +4; tr 22, Dex 14, Con 14, Int 6, Wis 12, Cha 6. Skills and Feats: Listen +13, Spot +7; Improved Critical (falchion), Improved Initiative, Power Attack, Weapon Focus (falchion). Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Trap Sense (Ex): A barbarian gains a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps. Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Possessions: +1 falchion, mighty composite longbow +4; master work chain shirt, potion of cure serious wounds, potion of bull’s strength, potion of heroism. �Orc shaman: Clr9-Gruumsh; CR 9; Medium humanoid; HD 9d8+9; hp 51; Init +5; Spd 30 ft.; AC 17, touch 11, flatfooted 16; Base Atk +6; Grp +8; Atk +10 melee (1d8+4, +1 shortspear) or +7 ranged (1d8, light crossbow); Full Atk +10/+5 melee (1d8+4, +1 shortspear) or +7/+2 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Light sensitivity, darkvision; AL CE; SV Fort +7, Ref +4, Will +10; Str 14, Dex 12, Con 12, Int 8, Wis 18, Cha 6. Skills and Feats: Concentration +13; Combat Casting, Combat Reflexes, Improved Initiative, Weapon Focus (Shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared: (6/5+1/5+1/4+1/3+1 /1+1; save DC 14 + spell level): 0 - detect magic, guidance x2, resistance x2, virtue; 1st - bless, enlarge person, enthropic shield, magic weapon*, obscuring mist, protection from good; 2nd - bull's strength, hold person, owl's wisdom, silence, spiritual weapon*, summon monster II; 3rd - bestow curse, blindness, dispel magic, glyph of warding, magic vestment*; 4 th – divine power*, freedom of movement, greater magic weapon, poison; 5 th – flame strike*; righteous might. * Domain Spell.Domains: War – free Weapon Focus; Strength: +9 enhancement bonus to Strength as a free action, for 1 round, 1/day. Possessions: +1 shortspear, +1 chainmail, potion of bull’s strength, potion of cure serious wounds, potion of owl’s wisdom, potion of haste. �Half-orc Sorcerer: Sor9; CR 9; Medium humanoid; HD 9d4+9; hp 37; Init +6; Spd 30 ft.; AC 12, touch 12, flat- footed 10; Base Atk +4; Grp +4; Atk +4 melee (1d8, shortspear) or +6 ranged (1d8, light crossbow); Full Atk +4 melee (1d8, shortspear) or +6 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL CE; SV Fort +4, Ref +5, Will +7; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 16. Skills and Feats: Concentration +13, Spellcraft +12; Combat Casting, Improved Familiar, Improved Initiative, Spell Focus (evocation). Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the For Want of a Nail Page 45 master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. �Quasit; CR 2 Tiny outsider (chaotic, evil); HD 3d8; hp 13; Init +7 (+3 Dex, +4 Imp. Init.); Spd 20 ft., fly 50 ft. (perfect); AC 23 (touch 13, flat-footed 19); Base Atk + ; Grp + ; Atk +8 melee (1d3-1 plus poison, 2 claws); +3 melee (1d4-1, bite); Space/Reach 5 ft./ 5 ft.; SA Poison, spell-like abilities; SQ Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL CE; SV Fort +3, Ref +6, Will +4; Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10. Skills and Feats: Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (The Planes) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6 Improved Initiative, Weapon Finesse (bite). Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. Spell-Like Abilities: At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th. Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th). Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack. Sorceror Spells Known: (8/5/4/3/2; save DC 13 + spell level; evocation save DC 15 + spell level): 0 – acid splash, daze, flare, ghost sound, light, ray of frost, resisitance, touch of fatigue; 1 st – magic missile, mage armour, ray of enfeeblement, shield, true strike; 2 nd – blur, eagle’s splendor, scorching ray, touch of idiocy; 3 rd – dispel magic, haste, lightning bolt; 4 th – lesser globe of invulnerability, ice storm. Possessions: Shortspear, dagger, light crossbow, potion of cure serious wounds, potion of invisibility, potion of haste, potion of resist fire 20. Garrison Depleted �Orc berserkers: Bbn3; CR 3; Medium Humanoid; HD 3d12+6; hp 32; Init +6; Spd 40 ft.; AC 17, touch 12, flatfooted 15; Base Atk +3; Grp +8; Atk +10 melee (2d4+8/18-20, +1 falchion) or +5 ranged (1d8+4/x3, mighty composite longbow +4); Full Atk +10 melee (2d4+8/18-20, +1 falchion) or +5 ranged (1d8+4/x3, mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SA: rage 1/day; SQ Light sensitivity; fast movement, illiteracy; uncanny doge trap sense; darkvision; AL CE; SV Fort +5, Ref +3, Will +2; Str 20, Dex 14, Con 14, Int 6, Wis 12, Cha 6. Skills and Feats: Listen +7, Spot +4; Improved Initiative, Weapon Focus (falchion). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Possessions: +1 falchion, hand axe, throwing axe, chain shirt +1, potion of cure serious wounds, potion of bull's strength, potion of heroism. �Orc shaman: Clr3 - Gruumsh; CR 3; Medium humanoid; HD 3d8+3; hp 21; Init +5; Spd 30 ft.; AC 17, touch 11, flatfooted 16; Base Atk +2; Grp +4; Atk +6 melee (1d8+3, +1 shortspear) or +3 ranged (1d8, light crossbow); Full Atk +6 melee (1d8+3, +1 shortspear) or +3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Light sensitivity, darkvision; AL CE; SV Fort +4, Ref +2, Will +6; Str 14, Dex 12, Con 12, Int 8, Wis 16, Cha 6. Skills and Feats: Concentration +7; Combat Casting, Improved Initiative, Weapon Focus (Shortspear). Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell. Cleric Spells Prepared (4/3+1/2+1; save DC 13 + spell level): 0 – detect magic, guidance, resistance, virtue; 1st - bless, divine favour, enthropic shield, enlarge person*; 2 nd - bull’s strength*, silence; spiritual weapon; * Domain Spell.Domains: War – free Weapon Focus; Strength: +3 enhancement bonus to Strength as a free action, for 1 round, 1/day Possessions: +1 shortspear, +1 chainmail, potion of cure serious wounds, potion of owl's wisdom, potion of haste. �Half-orc sorceror: Sor3; CR 3; Medium humanoid; HD 3d4+3; hp 13; Init +6; Spd 30 ft.; AC 12, touch 12, flat- footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d8, For Want of a Nail Page 46 shortspear) or +3 ranged (1d8, light crossbow); Full Atk 1 melee (1d8, shortspear) or +3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ: Darkvision (Ex); Space/Reach 5 ft./ 5 ft.; AL CE; SV Fort +2, Ref +3, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 12, Cha 14. Skills and Feats: Concentration +7, Spellcraft +6; Combat Casting, Improved Initiative. Sorceror Spells Known: (5/3; save DC 12 + spell level): 0 – acid splash, flare, daze, ghost sound, touch of fatigue; 1 st – magic missile, ray of enfeeblement, shield. Possessions: Shortspear, dagger, light crossbow, potion of cure serious wounds, potion of mage armour, potion of invisibility, potion of haste, potion of resist fire 20. �Gavran: Human Rog8; CR 8; Medium humanoid; HD 8d6+3; hp 42; Init +6; Spd 30 ft.; AC 13, flat-footed 10; touch 13; Base Atk +7; Grp +8; Atks +8 melee (1d6+1, shortspear); Full Atk +8/+3 melee (1d6+1, shortspear); Space/Reach 5 ft./ 5 ft.; SA Sneak attack +4d6; SQ Evasion, uncanny dodge, improved uncanny dodge; AL LE; SV Fort +4; Ref +10; Will +3; Str 12, Dex 17, Con 13, Int 14, Wis 10, Cha 8. Skills and Feats: Hide +14, Move Silently +14, Tumble +14, Open Locks +16, Search +13, Appraise +13, Disable Device +15, Listen +13, Spot +13, Use Magic Device +10; Improved Initiative; Alertness; Shield Proficiency, Combat Reflexes. Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does. Encounter 5 �Half-orc Slavelord soldiers: Ftr7; CR 7; Medium humanoid; HD 7d10+7; hp 53; Init +6; Spd 30 ft.; AC 18, touch 12, flatfooted 16; Base Atk +7; Grp +11; Atk +13 (1d6+7/18-20, +1 scimitar) or +10 melee (1d8+6, mighty composite longbow +4); Full Atk +13/+8 (1d6+&/18-20, +1 scimitar) or +10/+5 melee (1d8+6, mighty composite longbow +4); Space/Reach 5 ft./ 5 ft.; SQ Darkvision; AL CE; SV Fort +6, Ref +4, Will +3; Str 19, Dex 14, Con 12, Int 10, Wis 12, Cha 6. Skills and Feats: Hide +5, Spot +6; Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Focus: (scimitar), Weapon Specialization (composite longbow), Weapon Specialization (scimitar). Possessions: +1 scimitar, mighty composite longbow +4, arrows (20), +1 chainmail, potion of invisibility, potion of cure serious wounds, potion of bull’s strength, potion of heroism, 12 gp �Halfling Slavelord scout: Rog7; CR 7; Small humanoid; HD 7d6+14; hp 51; Init +8; Spd 20 ft.; AC 19, touch 14, flatfooted 15; Base Atk +6; Grp +7; Atk +7 melee (1d4+1, small short sword) or +12 ranged (1d4+1, small +1 flaming composite shortbow); Full Atk +7 melee (1d4+1, small short sword) or +12 ranged (1d4+1, small +1 flaming composite shortbow); Space/Reach 5 ft./5 ft.; SA Sneak attack +4d6; SQ Halfling traits, evasion, trapfinding, uncanny dodge, trap sense +2; AL N; SV Fort +5, Ref +10, Will +4; Str 12, Dex 19, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Balance +13, Climb +12, Escape Artist +13, Hide +22, Jump +2, Listen +13, Move Silently +15, Spot +11, Tumble +13; Improved Initiative, Point Blank Shot, Weapon Focus (composite shortbow). Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Trap Sense (Ex): A rogue gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Possessions: shadow +1 studded leather armour, small short sword, +1 flaming small composite shortbow, 20 bolts; potion of cure serious wounds, potion of For Want of a Nail Page 47 invisibility, potion of cat’s grace, potion of haste, 2 vials of wyvern poison (Injury; DC 17; Initial and secondary damage 2d6 Con), 10 gp. �Kervel Tarn: Clr7 - Earth Dragon; CR 7; Medium humanoid; HD 7d8+14; hp 52; Init +5.; Spd 20 ft.; AC 18, touch 11, flatfooted 17; Base Atk +5; Grp +7; Atk +8 melee (1d6+2/x4, +1 heavy pick) or +6 ranged (1d8, light crossbow); Full Atk +8 melee (1d6+2/x4, +1 heavy pick) or +6 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +7, Ref +3, Will +8; Str 12, Dex 12, Con 14, Int 10, Wis 17, Cha 10. Skills and Feats: Concentration +12, Heal +11, Hide +2; Combat Casting, Improved Initiative, Martial Weapon Proficiency (heavy pick), Weapon Focus (heavy pick). Cleric Spells Prepared (6/5+1/4+1/3+1/1+1; save DC 13 + spell level): 0 – detect magic, guidance x 2, resistance, virtue x 2; 1 st – bane, bless, divine favour, magic weapon, protection from good*, shield of faith; 2 nd – bull’s strength, owl’s wisdom, silence, soften earth and stone*, spiritual weapon; 3 rd – dispel magic, glyph of warding, stone shape*, windwall; 4 th – poison, unholy blight. * Domain Spell.Domains: Earth: turn or destroy air creatures. Rebuke, command, or bolster earth creatures, 3/day. Evil: cast evil spells at +1 caster level; Possessions: +1 heavy pick, light crossbow, crossbow bolts (20), +1 banded mail, potion of cure serious wounds, potion of invisibility, potion of owl’s wisdom. Encounter 6 �Markessa the White: Sor14; CR 14; Medium Humanoid; HD 14d4; hp 46; Init +5; Spd 30 ft.; AC 14, touch 11, flatfooted 13; Base Atk +7; Grp +7; Atk +7 melee (1d4/19-20, dagger) or +8 ranged (1d8, light crossbow); Full Atk +7/+2 melee (1d4/19-20, dagger) or +8/+3 ranged (1d8, light crossbow); Space/Reach 5 ft./ 5 ft.; SQ Elven traits, sleep immunity, low-light vision; AL LE; SV Fort +6, Ref +7, Will +11; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 21. Skills and Feats: Concentration +17, Listen +2, Search +2, Spot +2; Combat Casting, Improved Initiative, Silent Spell, Spell Focus (Evocation) Toughness. Sorceror Spells Known: (9/5/5/4/4/3/2/1; save DC 15 + spell level; Evocation save DC 17 + spell level): 0 – acid splash, daze, detect magic, flare, ghost sound, light, ray of frost, resistance, touch of fatigue; 1 st – mage armour, magic missile, protection from good, ray of enfeeblement, shield; 2 nd – bear’s endurance, eagle’s spendour, mirror image, protection from arrows, scorching ray; 3 rd – fly, haste, fireball; lightning bolt; 4 th - ice storm, lesser globe of invulnerability, silent dispel magic, stone skin; 5 th – cloudkill, cone of cold, teleport; 6 th – chain lightning, disintegrate; 7 th – spell turning Possessions: Dagger, light crossbow, crossbow bolts, (20) potion of cure serious wounds, potion of water breathing, potion of remove blindness/deafness, bracers of armour +3, cloak of resistance +2, ring of force shield. �Human Slavelord soldiers: Ftr8; CR 8; Medium humanoid; HD 8d10+8; hp 51; Init +7; Spd 30 ft.; AC 17, touch 13, flat-footed 14; Base Atk +8; Grp +12; Atk +13 (1d6+5/15-20, +1 scimitar) or +12 melee (1d4+4/19-20, dagger) or +12/+7 ranged (1d8+2, light crossbow); Full Atk +13/+8 (1d6+5/15-20, +1 scimitar) or +12/+7 melee (1d4+4/19-20, dagger) or +12/+7 ranged (1d8+2, light crossbow); Space/Reach 5 ft./ 5 ft.; AL LE; SV Fort +7, Ref +5, Will +2; Str 18, Dex 16, Con 12, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +14, Jump +14, Swim +15; Diehard, Endurance, Far Shot, Improved Critical (scimitar), Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (light crossbow), Wepaon Specialisation (light crossbow). Possessions: +1 scimitar, dagger, light crossbow, crossbow bolts, +1 studded leather, potion of cure serious wounds, potion of bull's strength, potion of heroism. For Want of a Nail Page 48 Appendix II – Maps For Want Of A Nail Page 49
textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/ONW (Onnwal)/ONW3-06a For Want of a Nail (3E).pdf
Einige inoffizielle vorgefertigte Helden für das Spiel in Meridiana M Meerriiddiiaanniisscchhee AArrcchheettyyppeenn EEiinniiggee iinnooffffiizziieellllee vvoorrggeeffeerrttiiggttee H Heellddeenn ffüürr ddaass SSppiieell iinn M Meerriiddiiaannaa Autoren Miriam Connely Alex Spohr Layout & Lektorat Daniel Bruxmeier Coverbild Torben Bierwirth, Daniel Bruxmeier, Diana Rahfoth, Verena Schneider Innenillustrationen Diana Rahfoth, Verena Schneider Die verwendeten Bilder und Illustrationen sind Copyright © der jeweiligen Zeichner. DAS SCHWARZE AUGE, AVENTURIEN und DERE sind eingetragene Marken in Schrift und Bild der Ulisses Medien & Spiel Distribution GmbH oder deren Partner. Ohne Vorherige schriftliche Genehmigung der Ulisses Medien & Spiel Dis- tribution GmbH ist eine Verwendung der Ulisses-Spiele-Markenzeichen nicht gestattet. Nutzung der Inhalte des offiziellen DSA-Fanpakets mit freundlicher Genehmigung der Ulisses Medien & Spiel Distribution GmbH. Dieses Dokument stellt lediglich eine inoffizielle Hilfe dar und dient keinerlei kommerziellen Zwecken. Es handelt sich hierbei weder um ein offizielles Produkt der Ulisses Spiele GmbH, noch soll es den Erwerb entsprechender Produkte über- flüssig machen. Es enthält inoffizielle Informationen zum Rollenspiel DAS SCHWARZE AUGE und zur Welt AVENTU- RIEN. Diese Informationen können im Widerspruch zu offiziell publiziertem Material stehen. 3 D Deerr aallaannffaanniisscchhee BBoorroonn--G Geew weeiihhttee Noch nie hatte Valerian einen solchen Gegenstand in den Händen gehalten. Die Skulptur zeigte eine menschenähnliche Gestalt, aller- dings mit dem Kopf eines Jaguars. Dennoch war die Statuette aus Onyx kein Abbild des Moha-Götzen Kamaluq, denn es waren ganz deutlich Symbole auf dem Sockel zu erkennen, die man dem Herrn Boron zuordnen konnte. Es waren sehr alte Zeichen, vermutlich stammten sie noch aus den Dunklen Zeiten, aber Valerian war sich sehr sicher, sie schon einmal in den Archiven in der Stadt des Schweigens gesehen zu haben. Woher kam das Artefakt? Stammte es aus der Zeit der Wudu? Oder war es gar aus dem fernen und legendären Südkontinent Uthuria? Valerian musste es herausfinden. Der Händler, bei dem er die Statuette gekauft hatte, konnte ihm nicht wirklich weiterhelfen, aber zumin- dest hatte er ihm berichtet, dass die Statuette sich in den Händen eines Anoiha-Stammes befunden hatte. Valerian hatte wohl keine andere Wahl, als es selbst heraus- zufinden und sich auf eine Expedition zu begeben. In den letzten Wochen hatte er seltsame Träume. Sie waren schwer zu deuten, doch glaubte Valerian, dass Bishdariel ihm diese visionä- ren Bilder zugesandt hatte, um sich auf die Suche nach der Wahr- heit zu machen. Er konnte das aufregende Gefühl kaum unterdrü- cken und lächelte bei dem Gedanken nach Abenteuern ein wenig vor sich hin, während er immer noch die Skulptur in den Hän- den hielt und musterte. Seine Familie würde ihn wohl kaum unterstützen und sein Tempel würde nur ungern auf seine Dienste verzichten. Es würde ihn wohl all seine Überre- dungskunst kosten dennoch gehen zu dürfen und er würde wohl selbst nach Questadores suchen müssen, die mit ihm zu den Anoihas reisen würden. Doch das Ge- heimnis erschien es ihm wert zu sein. H Hiinntteerrggrruunndd Valerian Bonareth entstammt einer unbedeuten- den Seitenlinie des Grandenhauses Bonareth. Im Vergleich zu seinen Verwandten war er schon immer ein eher zurückhaltender Mensch, der sich nur selten den ausschweifenden Vergnügen der Granden hingab. Sicherlich hätte er das angenehme Leben eines Grandensprösslings führen können, doch war ihm dies zu wenig und seinem Intellekt nicht angemessen. Vielmehr war er schon immer von tiefer Frömmigkeit gegenüber den Göttern und insbesondere Boron erfüllt. So wurde Valerian von seinem Vater zur Ausbildung in die Stadt des Schweigens gebracht, da die Bonareths so erhoff- ten, stärkeren Einfluss auf die Kirche nehmen zu können. Während seiner Ausbildung zeigten sich vor allem sein wacher Verstand und seine intui- tive Kenntnis von Traumdeutungen. Aber auch sein Wille, in der Kirchenhierarchie aufzu- steigen und die Geheimnisse anderer To- tengötter zu ergründen, steht im Mittelpunkt seines Interesses. Valerians Neugier und sein Streben nach der Ergründung alter Geheimnisse hat ihn zu einem Geweihten gemacht, der nicht nur hinter den Mauern der Tempelstadt leben will, sondern auch reisen möchte und so seinem Gott dienen möchte (auch wenn er nur wenig Ahnung davon besitzt). Zwar lassen ihn seine Verpflichtungen immer wieder nach Al'Anfa zurückkehren, doch wann immer es ihm möglich ist, wird er seinen persön- lichen Zielen folgen. Politische Verstrickungen versucht er aus dem Weg zu gehen, auch wenn er durchaus Erfahrungen mit dem Intrigenspiel der Mächtigen der Stadt hat und ihm seine Ausstrahlung und sein Charisma von Vorteil sind. ZZiittaattee »Boron verbietet uns nicht das Sprechen. Aber er verlangt, dass wir unsere Worte mit Bedacht wählen.« »Das ist ein sehr seltsames Fundstück. Lasst mich in den Archiven der Stadt des Schweigens nachschauen, ob es jemals einen ähnlichen Fund gegeben hat.« »Ketzerei? Wie können wir Ketzer sein, wenn Boron auch uns gewährt hat, den Stab des Vergessens zu rufen?« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Valerian kleidet sich in das übliche Kirchenornat der Boron- Geweihtenschaft: Eine schwarze Kapuzenrobe, verziert mit goldenen Stickereien, dazu ein paar Sandalen. Als Mann des Geistes hat Valerian keinen großen Bedarf an Waffen und trägt nur einen Dolch. Dafür hat er meistens Schreibzeug dabei, um seine Traumvisionen nach dem Erwachen festzuhalten, sich Notizen zu machen oder Briefe zu schreiben. Für liturgische Handlungen hat er zudem auch noch Salbungsöl dabei. An- sonsten verzichtet er darauf, zu viel mit sich herumzutragen, sieht man von dem Geldbeutel ab, der wie bei Granden üblich gut gefüllt ist. D Deerr aallaannffaanniisscchhee BBoorroonn--G Geew weeiihhttee bbeeii SSppiieellbbeeggiinnnn R/K/P: Mittelländer / Südaventurien (Al'Anfa) / Boron-Geweihter (Deuter Bishdariels) Eigenschaften: MU 14, KL 14, IN 14, CH 14, FF 11, GE 11, KO 11, KK 11, SO 9 LeP 27, AuP 28, KaP 24, MR 8 INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Geweiht [zwölfgöttliche Kirche], Gutaussehend, Hohe Magieresistenz (3), Prophezeien (5), Soziale An- passungsfähigkeit, Wohlklang / Arroganz: 7, Eitelkeit 7, Moralkodex [Boron-Kirche], Neugier 6, Unfähigkeit für Naturtalente, Verpflichtungen (gegenüber Boron-Kirche) Sonderfertigkeiten: Karmalqueste, Kulturkunde (Südaventurien); Liturgiekenntnis (Boron) +7 Talente: Armbrust +2, Dolche +4, Hiebwaffen 0, Raufen +1, Ringen +3, Säbel +1, Wurfmesser +1, Athletik 0, Klettern 0, Körperbeherrschung 0, Schleichen +3, Schwimmen +2, Selbstbeherrschung +7, Sich verstecken +1, Singen +2, Sinnenschär- fe +6, Tanzen 0, Zechen 0, Etikette +6, Gassenwissen +4, Lehren +4, Menschenkenntnis +10, Sich verkleiden +2, Überre- den +3, Überzeugen +3, Fährtensuchen 0, Orientierung 0, Wildnisleben 0, Geschichtswissen +4, Götter/Kulte +9, Magie- kunde +4, Pflanzenkunde +4, Rechnen +6, Rechtskunde +5, Sagen/Legenden +5, Schätzen +2, Staatskunst +4, Sternkunde +5, Muttersprache: Garethi 12, Sprachen kennen: Bosparano 6, Sprachen kennen: Mohisch +4, Sprachen kennen: Rabenspra- che +6, Sprachen kennen: Tulamidya +4, Sprachen kennen: Zelemja +4, Lesen/Schreiben: Kusliker Zeichen +6, Le- sen/Schreiben: Chrmk +4, Boote fahren +1, Heilkunde Gift +3, Heilkunde Seele +6, Heilkunde Wunden 0, Holzbearbei- tung +1, Kochen +4, Lederarbeiten +1, Malen/Zeichnen +2, Schneidern 0, Seefahrt +1 Liturgien: 12 SEGNUNGEN, BISHDARIELS AUGE, HAUCH BORONS, INITIATION, KRÄUTERSEGEN DES HEILIGEN NEMEKATH, OBJEKTSEGEN, SCHLAF DES GESEGNETEN, SEGEN DER HEILIGEN VELVENYA Kampfwerte: Armbrust 9, Dolche 9/9, Hiebwaffen 7/7, Raufen 8/7, Ringen 9/8, Säbel 8/7, Wurfmesser 8 Ausrüstung: Schwarze Robe mit Kapuze, Sandalen, Dolch, Salböl, Gänsekiel, mehrere Blatt Pergament und Tinte, Pergament- hülle, Lederranzen, Boron-Amulett D Deerr eerrffaahhrreennee AAllaannffaanniisscchhee BBoorroonn--G Geew weeiihhttee ((mmiitt 55000000 AAPP)) R/K/P: Mittelländer / Südaventurien (Al'Anfa) / Boron-Geweihter (Deuter Bishdariels) Eigenschaften: MU 15, KL 16, IN 15, CH 15, FF 11, GE 11, KO 11, KK 11, SO 11 LeP 27, AuP 29, KaP 29, MR 8 INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Geweiht [zwölfgöttliche Kirche], Gutaussehend, Hohe Magieresistenz (3), Prophezeien (7), Soziale An- passungsfähigkeit, Wohlklang / Arroganz: 7, Eitelkeit 7, Moralkodex [Boron-Kirche], Neugier 6, Unfähigkeit für Naturtalente, Verpflichtungen (gegenüber Boron-Kirche) Sonderfertigkeiten: Karmalqueste, Kulturkunde (Südaventurien); Liturgiekenntnis (Boron) +12 Talente: Armbrust +2, Dolche +4, Hiebwaffen 0, Raufen +1, Ringen +3, Säbel +1, Wurfmesser +1, Athletik 0, Klettern 0, Körperbeherrschung 0, Schleichen +3, Schwimmen +2, Selbstbeherrschung +10, Sich Verstecken +1, Singen +2, Sinnen- schärfe +8, Tanzen 0, Zechen 0, Etikette +6, Gassenwissen +4, Lehren +4, Menschenkenntnis +15, Sich Verkleiden +2, Überreden +5, Überzeugen +5, Fährtensuchen 0, Orientierung 0, Wildnisleben +2, Geschichtswissen +6, Götter/Kulte +14, Magiekunde +4, Pflanzenkunde +4, Rechnen +6, Rechtskunde +5, Sagen/Legenden +5, Schätzen +2, Staatskunst +6, Sternkunde +8, Muttersprache: Garethi +12, Sprachen Kennen: Bosparano +6, Mohisch +4, Rabensprache +6, Tulamidya +4, Zelemja +4, Lesen/Schreiben: Kusliker Zeichen +6, Chrmk +4, Boote Fahren +1, Heilkunde Gift +3, Heilkunde Seele +8, Heilkunde Wunden 0, Holzbearbeitung +1, Kochen +4, Lederarbeiten +1, Malen/Zeichnen +2, Schneidern 0, Seefahrt +1 Liturgien: 12 SEGNUNGEN, BANNFLUCH DES HEILIGEN KHALID. BISHDARIELS ANGESICHT (KLEINE LITURGIE DES HL. NEMEKATH), BISHDARIELS AUGE, BORONS SÜßE GNADE, EXKOMMUNIKATION, GÖTTLICHE VERSTÄNDIGUNG, HAUCH BORONS, HEILIGER BEFEHL, INITIATION, KRÄUTERSEGEN DES HEILIGEN NEMEKATH (RAHJAS RAUSCHSEGEN), OBJEKTSE- GEN, OBJEKTWEIHE, SCHLAF DES GESEGNETEN, SEGEN DER HEILIGEN NOIONA, SEGEN DER HEILIGEN VELVENYA, TIERGE- STALT, WEIHE DER LETZTEN RUHESTATT Kampfwerte: Armbrust 9, Dolche 9/9, Hiebwaffen 7/7, Raufen 8/7, Ringen 9/8, Säbel 8/7, Wurfmesser 8 Ausrüstung: Schwarze Robe mit Kapuze, Sandalen, Dolch, Salbungsöl, Gänsekiel, mehrere Blatt Pergament und Tinte, Perga- menthülle, Lederranzen, Boron-Amulett, Geldbeutel (24 Dukaten), Schlaftrunk (C) 5 D Diiee bbrraabbaakkiisscchhee SScchhllaannggeennhheexxee Alrico Komparo war trotz seiner erst zehn Jahre der Mutigste der Komparo-Bande. Er hatte schon so manchen reichen Fana um seine Geldkatze erleichtert, war der Stadtgarde mehrfach in den dunklen Gassen der Brabaker Baracken entkommen und hätte es sogar gewagt, dem Silberberg einen Besuch abzustatten, um damit die wunderhübsche Grandessa Shantalla Karinor zu beeindrucken. Doch selbst er schreckte vor der Hütte der unheimlichen Morisca zurück. Man erzählte sich in den Baracken, dass sie eine kinderfres- sende Hexe sei, mit Dämonen im Bunde stehe oder gar zum Na- menlosen bete. Und doch musste er etwas tun. Seine Freundin Nirvina Sereles, genannt Moosäffchen, war gestern unvorsichtig gewesen und wurde von ihrem vermeintlichen Opfer, einem dicken Händler, der sich zugleich auch als Magier herausgestellt hatte, erwischt. Erst hatte die Komparo-Bande be- fürchtet, dass der Zauberer die Stadt- garde rufen würde, doch viel schlimmer: Er verwandelte Nirvina voller grausamer Freude in ein Selemferkel. Hilfesuchend flüchtete sie zu Alrico und sie rannten vor dem Magier davon. Niemand wollte der armen Nirvina helfen, egal wen Alrico fragte, nicht einmal die Geweihten. Und so blieb Alrico nur noch die Wahl, der Hexe Morisca einen Besuch abzustatten. Als er die unheimliche Hütte durch einen Vorhang betrat, begann Nirvina zu quieken, denn sie hatte sofort die zischelnde Schlange bemerkt, die sie gierig von einem Wandregal aus musterte. Alrico jedoch machte nur große Augen: Überall fand er seltsame Talisma- ne, Totenköpfe und Behälter mit den merkwürdigsten Sonderbar- keiten. Er erschrak, als er plötzlich eine Hand auf seiner Schulter spürte. Ruckartig drehte er sich um und sah in das Gesicht einer Frau. Es war Morisca. »Habe keine Furcht, kleiner Alrico. Komm, setz dich dort hin und ich werde versuchen, dir zu helfen. Das Schweinchen ist doch deine Freundin, nicht wahr?« Er war verwundert, woher sie dies alles wusste, aber als sie ihn angrinste, da war seine Furcht auch ein wenig kleiner geworden und er folgte ihr. Vielleicht half sie ihm und Nirvina ja wirklich und sie war gar nicht so schlecht, wie alle sagten. H Hiinntteerrggrruunndd Morisca Carasa wuchs in Brabak auf, doch wie viele andere Familien auch, zogen ihre Eltern nach Al'Anfa, um dort der Armut zu entgehen. Besser wurde es in der Pestbeule des Südens jedoch nicht und so blieb Moriscas Familie nichts anderes übrig, als in den Brabaker Bara- cken zu leben, dem Armenviertel der Stadt. Doch das Schicksal hatte einen anderen Plan mit der kleinen Morisca vor, als sie in den Baracken verrotten zu lassen. Während eines Hausbrandes in den Baracken, in welchem Morisca fast umgekommen wäre, entdeckte eine alte Hexe die magischen Fähigkeiten des Mädchens. Sie bezahlte ihre Eltern und nahm sie zu sich, bildete sie in den nächsten Jahren aus und so erlernte Morisca die Zauberei. Nach dem Tod ihrer Lehrmeisterin übernahm sie deren Aufgabe, half gelegentlich den Men- schen in den Brabaker Baracken mit ihrem Wis- sen und verschrieb sich ganz ihren Forschun- gen. Sie interessiert sich vor allem für die echsische Magie und glaubt, dass die hexische Zauberei und die der Echsenmenschen enger miteinander verwandt sind, als die meisten Menschen erahnen. Wenn sie nicht als Heilerin schädlicher Verzauberungen, Kräuterfrau, Ratgebe- rin oder Geisterbeschwörerin arbeitet, dann ist sie unterwegs, angetrieben von ihrer Neugier und ihrem Wissensdurst. ZZiittaattee »Komm näher, Fremder. Vielleicht kann ich dir bei deinen Problemen helfen.« »Ja, meinen kleinen Liebling solltest du fürchten. Für sie bist du nicht mehr als ein leckerer Otan-Otan.« »Die Granden horten ihr Geld und die Menschen hier werden hungern. Die Geweihten beten und lassen uns sterben. Das wird sich nie ändern.« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Morisca besitzt kein sonderlich großes Vermögen, dementspre- chend kleidet sie sich mit dem, was sie sich leisten kann: ein einfaches Mieder, ein alter Rock, dazu ein Paar Stiefel. Wohin immer Morisca geht, folgt ihr Shantalla, eine große Würgeschlange. Das Tier ist ausgesprochen gefräßig, aber grundsätzlich gutmütig. Shantalla ist ein machtvolles Vertrautentier, das sich der Hexe freiwillig angeschlossen hat und über eine besonders große Intelligenz verfügt. D Diiee bbrraabbaakkiisscchhee SScchhllaannggeennhheexxee bbeeii SSppiieellbbeeggiinnnn R/K/P: Mittelländerin (mit einem Schuss Waldmenschenblut) / Südaventurien (Brabak) / Schwester des Wissens Eigenschaften: MU 13, KL 14, IN 14, CH 14, FF 11, GE 11, KO 12, KK 11, SO 6 LeP 28, AuP 28, AsP 34, MR 6 INI 10, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Astrale Regeneration (2), Machtvoller Vertrauter, Soziale Anpassungsfähigkeit, Vollzauberer, Wesen der Nacht (3) / Angst vor Feuer 10, Eitelkeit 7, Gewohnheit (Erdgebunden), Neugier 7, Rachsucht 10, Schlechter Ruf (3), Stigma Hexensträhne (2) Sonderfertigkeiten: Große Meditation, Kulturkunde (Südaventurien), Merkmalskenntnis (Antimagie), Ritualkenntnis (Hexen) +3 Talente: Bogen +1, Dolche +4, Hiebwaffen 0, Raufen +1, Ringen +1, Säbel +1, Wurfmesser +1, Athletik 0, Fliegen +7, Klettern +1, Kör- perbeherrschung 0, Schleichen +2, Schwimmen +3, Selbstbeherrschung 0, Sich verstecken +5, Singen 0, Sinnenschärfe +2, Tanzen +3, Zechen 0, Betören +4, Etikette +2, Gassenwissen +4, Lehren +4, Menschenkenntnis +5, Sich verkleiden +4, Überreden +6, Überzeugen +2, Fährtensuchen 0, Orientierung +2, Wildnisleben +2, Geografie +3, Geschichtswissen +4, Götter/Kulte +3, Magiekunde +8, Pflan- zenkunde +5, Rechnen +5, Sagen/Legenden +3, Schätzen +1, Sternkunde +4, Tierkunde +6, Muttersprache: Garethi +12, Sprachen kennen: Mohisch +4, Sprachen kennen: Rssahh +5, Sprachen kennen: Thorwalsch +2, Sprachen kennen: Tulamidya +4, Sprachen ken- nen: Zelemja +3, Lesen/Schreiben: Chrmk +4, Lesen/Schreiben: Kusliker Zeichen +6, Abrichten +4, Boote fahren +1, Heilkunde Wun- den +0, Holzbearbeitung +1, Kochen +3, Lederarbeiten +1, Malen/Zeichnen +4, Schneidern +2, Seefahrt +2 Zauber: ÄNGSTE LINDERN +2 , BLICK AUFS WESEN +3, BLICK IN DIE GEDANKEN +3, EIGENSCHAFT WIEDERHER- STELLEN +5, EINFLUSS BANNEN +8, GEISTERRUF +4, GROßE GIER +2, HARMLOSE GESTALT +2, HEXENBLICK +2, HEXENKNOTEN +2, HEXENSPEICHEL +2, INVOCATIO MINOR +2, KRABBELNDER SCHRECKEN +2, KRÄHENRUF +7, KRÖTENSPRUNG +2, LEVTHANS FEUER +2, NUNTIOVOLO +5, ODEM +3, PANDAEMONIUM +2, PENTAGRAMMA +9, RADAU +2, SATUARIAS HERRLICHKEIT +2, SCHLEIER DER UNWISSENHEIT +5, SPINNENLAUF +4, TIERE BESPRE- CHEN +2, TIERGEDANKEN +2, TRAUMGESTALT +2, UNITATIO +2, VERWANDLUNG BEENDEN +8, VIPERNBLICK +6 Kampfwerte: Bogen 8, Dolche 9/9, Hiebwaffen 7/7, Raufen 8/7, Ringen 8/7, Säbel 8/7, Wurfmesser 8 Ausrüstung: Städtische Kleidung, ein Fluggerät (Besen, Stab, Korb), Feldflasche, Tuchbeutel, Nähzeug, Holzlöffel, Holzbecher, kleiner Kup- ferkessel, Dolch, Kerzen (3), Papierbögen in einem Wachstuch (4), Kohlestift, Geldbeutel (36 Silbertaler) D Diiee eerrffaahhrreennee bbrraabbaakkiisscchhee SScchhllaannggeennhheexxee ((mmiitt 55000000 AAPP)) R/K/P: Mittelländerin (mit einem Schuss Waldmenschenblut) / Südaventurien (Brabak) / Schwester des Wissens Eigenschaften: MU 13, KL 15, IN 16, CH 15, FF 11, GE 11, KO 12, KK 11, SO 6 LeP 30 (2 dazugekauft), AuP 28, AsP 48 (6 dazugekauft), MR 6 INI 11, AT-Basis 7, PA-Basis 8, FK-Basis 8 Vor- und Nachteile: Astrale Regeneration (2), Machtvoller Vertrauter, Soziale Anpassungsfähigkeit, Vollzauberer, Wesen der Nacht (3) / Angst vor Feuer 10, Eitelkeit 7, Gewohnheit (Erdgebunden), Neugier 7, Rachsucht 10, Schlechter Ruf (3), Stigma Hexensträhne (2) Sonderfertigkeiten: Fluch (Beute, Hexenschuss, Krötenkuss, Mit Blindheit schlagen, Zunge lähmen), Große Meditation, Kulturkunde (Süd- aventurien), Merkmalskenntnis (Antimagie), Ritualkenntnis (Hexen) +7 Talente: Bogen +1, Dolche +4, Hiebwaffen 0, Raufen +1, Ringen +1, Säbel +1, Wurfmesser +1, Athletik 0, Fliegen +7, Klettern +1, Kör- perbeherrschung 0, Schleichen +4, Schwimmen +3, Selbstbeherrschung +2, Sich Verstecken +5, Singen 0, Sinnenschärfe +4, Tanzen +5, Zechen 0, Betören +5, Etikette +2, Gassenwissen +8, Lehren +4, Menschenkenntnis +10, Sich Verkleiden +6, Überreden +8, Überzeugen +2, Fährtensuchen 0, Orientierung +5, Wildnisleben +4, Geografie +5, Geschichtswissen +6, Götter/Kulte +5, Magiekunde +10, Pflan- zenkunde +7, Rechnen +5, Sagen/Legenden +7, Schätzen +1, Sternkunde +4, Tierkunde +6, Muttersprache: Garethi +12, Sprachen Kennen: Mohisch +4, Rssahh +7, Thorwalsch +3, Tulamidya +4, Zelemja +4, Lesen/Schreiben: Chrmk +8, Kusliker Zeichen +6, Ab- richten +6, Boote Fahren +1, Heilkunde Wunden +1, Holzbearbeitung +1, Kochen +7, Lederarbeiten +1, Malen/Zeichnen +4, Schnei- dern +2, Seefahrt +2 Zauber: ÄNGSTE LINDERN +5, BEHERRSCHUNG BRECHEN +6, BLICK AUFS WESEN +5, BLICK IN DIE GEDANKEN +5, EIGENSCHAFT WIEDERHERSTELLEN +7, EINFLUSS BANNEN +11, GEISTERBANN +4, GEISTERRUF +6, GROßE GIER +7 , HARMLOSE GESTALT +4, HEXENBLICK +2, HEXENKNOTEN +4, HEXENSPEICHEL +6, INVOCATIO MINOR +6, KRABBELNDER SCHRECKEN +5, KRÄHENRUF +11, KRÖTENSPRUNG +7, LEVTHANS FEUER +4, LUNGE DES LEVIA- THAN (ACH) +5, NUNTIOVOLO +5, ODEM +6, PANDAEMONIUM +4, PENTAGRAMMA +13, PSYCHOSTABILIS +6, RA- DAU +5, SATUARIAS HERRLICHKEIT +4, SCHLEIER DER UNWISSENHEIT +5, SPINNENLAUF +6, TIERE BESPRECHEN +2, TIERGEDANKEN +2, TRAUMGESTALT +2, UNITATIO +2, VERWANDLUNG BEENDEN +11, VIPERNBLICK +8 Kampfwerte: Bogen 9, Dolche 9/10, Hiebwaffen 7/8, Raufen 8/8, Ringen 8/8, Säbel 8/8, Wurfmesser 9 Ausrüstung: Städtische Kleidung, ein Fluggerät (Besen, Stab, Korb), Feldflasche, Tuchbeutel, Nähzeug, Holzlöffel, Holzbecher, kleiner Kup- ferkessel, Dolch, Stundenkerzen (5), halb beschriebenes Quarto-Notizbuch, Schreibutensilien, Geldbeutel (10 Dukaten, 20 Silbertaler) 7 D Deerr kkeemmiisscchhee AAllcchhiimmiisstt Es war ein wirklich seltsamer Auftrag. Die schwarzhaarige Frau, die Nebibs Laden aufgesucht hatte, war wunderschön gewesen. Vermutlich hätte sie alles von ihm verlangen können und er hätte ja gesagt. Sie wollte, dass er ein Verwandlungselixier herstellte und dies ihrem treulosen Ehemann gab. Das stellte ihn vor zwei Probleme: Zum einen beherrschte er nicht den Zauber, um tatsächlich der Verwandlungstrunk herzustellen, zum ande- ren musste er vermutlich die Rache des Ehemanns befürchten und so bald wie möglich die Stadt verlassen. Er willigte jedoch aus dreierlei Gründen ein: Die Frau bot ihm eine hübsche Summe. Er wollte seinen Kolle- gen Arusha sowieso die Formel des Verwandlungselixiers abkaufen und lernen, wie man es braut. Und er wollte dem Treulosen selbst eine Lektion erteilen. Dass er eine so schöne Frau betrog, war geradezu verwerflich und gehörte bestraft! So machte er sich auf den Weg und überlegte, wie er am einfachs- ten dem Ehemann den Sud zuführen konnte. Vermutlich musste er ihm gar auf phexgefällige Art und Weise den Trunk unterschieben. Aber was tat er nicht alles für den Dank der Schwarzhaarigen? Wäre sie nicht verheiratet, würde er um sie werben. Aber die Chancen standen gut. Bald würde der Ehebrecher eine Maus und sie ihn los sein, frei für einen neuen Mann. H Hiinntteerrggrruunndd Nebib al‘Faruset ist der Sohn einer Händlerdynastie aus Khefu. Sicherlich wäre auch er in die Fußstapfen seiner Eltern getreten, wenn man nicht durch Zufall herausge- funden hätte, dass in dem Jungen ein Funke von Madas Gabe stecken würde. Durch den Wohlstand seiner Eltern war es ihm vergönnt, an einer großen Ausbildungsstätte in die Lehre zu gehen. Da jedoch weder die alanfanische Universität, noch die Dunkle Halle der Geister zu Brabak in Frage kamen (die eine war der erklärte Feind aller Kemi, die andere eine höchst dubi- ose Stätte, die nicht mit dem Glauben an Boron zu- sammen passte), entschied man sich, den aufgeweck- ten Nebib beim Bund des Roten Salamanders ausbil- den zu lassen. Nebib konnte dank seiner angeborenen magischen Gabe manches Elixier herstellen, das seinen Kolle- gen verschlossen blieb. So hatte er auch Neider im Bund und machte sich nach seiner Aus- bildung selbstständig, zog von einem Ort zum anderen, immer auf der Suche nach neuen Ingredienzien für seine alchimisti- schen Experimente. Auch wenn man es dem Kemi nicht anse- hen würde, so ist er doch hinter jedem Rock her und trinkt mehr, als für ihn gut ist. Bei seinen Zechgelagen ist ihm seine Kunst ebenfalls behilflich, denn er experimentiert auch mit verschiedenen Alkoholika und erschafft nebenbei einige ganz besondere Liköre und Schnäpse, die sich ebenso gut wie seine alchimistischen Tinkturen ver- kaufen lassen (sofern er sie nicht selbst trinkt). ZZiittaattee »Ein Unsichtbarkeitselixier herzustellen ist keine leichte Sache. Aber ja, ich vermag es.« »Wir müssen ihm nur das hier zu trinken geben, dann haben sich unsere Probleme gelöst. Nein, es ist kein Gift.« »Du unterschätzt mich doch sicherlich nur, weil ich ein Kemi bin, nicht wahr?« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Als Kemi ist Nebib stolz auf seine Herkunft und verdeutlicht dies durch das Tragen traditioneller Kleidung. Dennoch ist er auch durch und durch Alchimist, so dass man ihn nur selten ohne seine Arbeitskleidung, eine dicke Lederschürze, anfindet. Aus Streitigkeiten hält er sich meistens heraus und kann sich höchstens mit seinen Fäusten oder einem Dolch wehren. Seine bevorzugten Waffen sind eher seine Intelligenz und seine Tink- turen. Mit diesen kann er sich nicht nur unsichtbar machen, sondern auch Gift herstellen. Da er sich oft dazu entschließt, auf Reisen zu gehen, nimmt er meist nur tragbare Ausrüstung mit, die er ohne große Probleme aufstellen und benutzen kann. Was er jedoch immer dabei hat, ist sein Formelbuch, denn ohne dies würde er sich gar nicht an all die Rezepte erinnern, die er jemals kreiert hat. D Deerr kkeemmiisscchhee AAllcchhiimmiisstt bbeeii SSppiieellbbeeggiinnnn R/K/P: Tulamide / Südaventurien (Khefu) / Magischer Alchimist (Bund des Roten Salamanders Eigenschaften: MU 13, KL 14, IN 14, CH 10, FF 14, GE 10, KO 10, KK 10, SO 7 LeP 25, AuP 26, AsP 12, MR 4 INI 10, AT-Basis 6, PA-Basis 7, FK-Basis 8 Vor- und Nachteile: Akademische Ausbildung (Gelehrter), Gebildet (3), Immunität gegen alchimistische Gifte, Meisterhandwerk (Al- chimie, Brauer, Heilkunde: Gift), Soziale Anpassungsfähigkeit, Viertelzauberer, Übernatürliche Begabung (Abvenenum reine Speise, Analys Arkanstruktur, Odem Arcanum, Sumus Elixiere, Visibili Vanitar) / Arroganz 7, Goldgier 8, Sucht Alkohol (6), Verpflichtungen (gegenüber Bund des Roten Salamanders) Sonderfertigkeiten: Kulturkunde (Südaventurien), Nandusgefälliges Wissen, Ritualkenntnis (Alchimist) +7, Schale (Weihe der Scha- le), Talentspezialisierung (Alchimie: Wandlungselixiere) Talente: Anderthalbhänder +1, Armbrust +1, Dolche +6, Hiebwaffen 0, Raufen +3, Ringen +1, Säbel +1, Wurfmesser 0, Athletik 0, Klettern 0, Körperbeherrschung +1, Schleichen 0, Schwimmen +1, Selbstbeherrschung +5, Sich Verstecken +2, Singen 0, Sinnen- schärfe +3, Tanzen 0, Zechen +2, Etikette +1, Gassenwissen +4, Lehren +3, Menschenkenntnis +6, Sich Verkleiden +1, Überre- den +3, Fährtensuchen 0, Orientierung 0, Wildnisleben +2, Geschichtswissen +6, Gesteinskunde +5, Götter/Kulte +6, Hüttenkun- de +4, Magiekunde +8, Mechanik +1, Pflanzenkunde +8, Philosophie +5, Rechnen +10, Rechtskunde +4, Sagen/Legenden +2, Schätzen +4, Sternkunde +4, Tierkunde +5, Muttersprache: Garethi +13, Sprachen Kennen: Altes Kemi +6, Mohisch +4, Tulamidya +4, Lesen/Schreiben: Kusliker Zeichen +6, Nanduria +5, Alchimie (Meisterhandwerk, Wandlungselixiere) +12 (+14), Boote Fahren +1, Brauer (Meisterhandwerk) +2, Drucker +1, Handel +3, Heilkunde Gift (Meiterhandwerk) +8, Heilkunde Wunden +1, Holzbearbeitung +1, Kochen +6, Lederarbeiten +1, Malen/Zeichnen +4, Schneidern 0, Seefahrt +1, Stoffe Färben +2 Zauber: ABVENENUM 5, ANALYS 4, ODEM 4, SUMUS ELIXIERE 4, VISIBILI 3 Kampfwerte: Anderthalbhänder 7/7, Armbrust 9, Dolche 9/10, Hiebwaffen 6/7, Raufen 8/8, Ringen 6/8, Säbel 7/7, Wurfmesser 8 Ausrüstung: Kemische Kleidung, Schürze aus gehärtetem Leder, Lederhandschuhe, Lederkappe, Umhängetasche, Feinwaage, Schreibutensilien, Büchlein mit Notizen, Fläschchen mit einfachen alchimistischen Mittelchen, Salbengrundlagen, zwei einfache Tränke, weitere Ausrüstung im Wert von 7 Dukaten, Geldbeutel (49 Silbertaler) D Deerr eerrffaahhrreennee kkeemmiisscchhee AAllcchhiimmiisstt ((mmiitt 55000000 AAPP)) R/K/P: Tulamide / Südaventurien (Khefu) / Magischer Alchimist (Bund des Roten Salamanders Eigenschaften: MU 13, KL 16, IN 15, CH 10, FF 15, GE 10, KO 10, KK 10, SO 8 LeP 25, AuP 27, AsP 13, MR 5 INI 10, AT-Basis 7, PA-Basis 7, FK-Basis 8 Vor- und Nachteile: Akademische Ausbildung (Gelehrter), Gebildet (3), Immunität gegen alchimistische Gifte, Meisterhandwerk (Al- chimie, Brauer, Heilkunde: Gift), Soziale Anpassungsfähigkeit, Viertelzauberer, Übernatürliche Begabung (Abvenenum reine Speise, Analys Arkanstruktur, Odem Arcanum, Sumus Elixiere, Visibili Vanitar) / Arroganz 7, Goldgier 8, Sucht Alkohol (6), Verpflichtungen (gegenüber Bund des Roten Salamanders) Sonderfertigkeiten: Kulturkunde (Südaventurien), Nandusgefälliges Wissen, Ritualkenntnis (Alchimist) +10, Schale (Weihe der Schale, Allegorische Analyse, Feuer und Eis, Chymische Hochzeit) Talente: Anderthalbhänder +1, Armbrust +3, Dolche +8, Hiebwaffen 0, Raufen +3, Ringen +1, Säbel +1, Wurfmesser 0, Athletik 0, Klettern 0, Körperbeherrschung +1, Schleichen 0, Schwimmen +1, Selbstbeherrschung +7, Sich Verstecken +2, Singen 0, Sinnen- schärfe +6, Tanzen 0, Zechen +4, Etikette +1, Gassenwissen +4, Lehren +3, Menschenkenntnis +6, Sich Verkleiden +1, Überre- den +4, Fährtensuchen 0, Orientierung 0, Wildnisleben +2, Geschichtswissen +9, Gesteinskunde +8, Götter/Kulte +6, Hüttenkun- de +4, Magiekunde +11, Mechanik +1, Pflanzenkunde +11, Philosophie +5, Rechnen +10, Rechtskunde +4, Sagen/Legenden +2, Schätzen +4, Sternkunde +7, Tierkunde +5, Muttersprache: Garethi +13, Sprachen Kennen: Altes Kemi +8, Mohisch +4, Tulamidya +9, Lesen/Schreiben: Kusliker Zeichen +9, Nanduria +8, Alchimie (Meisterhandwerk, Wandlungselixiere) +15 (+17), Boote Fahren +1, Brauer (Meisterhandwerk) +6, Drucker +1, Handel +3, Heilkunde Gift (Meisterhandwerk) +12, Heilkunde Wun- den +1, Holzbearbeitung +1, Kochen +6, Lederarbeiten +1, Malen/Zeichnen +4, Schneidern 0, Seefahrt +1, Stoffe Färben +2 Zauber: ABVENENUM 9, ANALYS 9, ODEM 8, SUMUS ELIXIERE 12, VISIBILI 7 Kampfwerte: Anderthalbhänder 8/7, Armbrust 11, Dolche 12/10, Hiebwaffen 7/7, Raufen 9/8, Ringen 7/8, Säbel 8/7, Wurfmesser 8 Ausrüstung: Kemische Kleidung, Mengbilar mit Halbgift (D), Schürze aus gehärtetem Leder, Lederhandschuhe, Lederkappe, Um- hängetasche, Feinwaage, Schreibutensilien, Büchlein mit Notizen, Fläschchen mit einfachen alchimistischen Mittelchen, Salben- grundlagen, fünf einfache Tränke, zwei schwierigere Tränke, Buch Der kleine Paramanthus, Wagen mit transportabler Hexenküche, weitere Ausrüstung im Wert von 49 Dukaten, Unsichtbarkeitstrank (D), Verwandlungselixier (D), Geldbeutel (34 Dukaten) 9 D Diiee ssyyllllaanniisscchhee PPiirraattiinn Es musste zum Plan des Herrn Phex gehören, als Dolorita sich für die hässliche alte Schnapsflasche entschied. Eigentlich wollte sie sich von dem Anteil ihrer Beute ein paar neue Kleidungsstücke gönnen, doch war auch ihre sie schon lange Jahre treu begleitende Flasche verloren gegangen, so dass sie Ersatz dafür suchte. Und so kaufte sie sich beim greisen Einaugen-Alrik ein neues Fläschchen. Darin fand sie ein kleines, halb zerfetztes Stück Papier, auf dem eine Nachricht stand: Sie war von dem legendären Kapitän Rodorico Vascono aus Drôl. Dieser hatte vor mehr als zweihundert Jahren ein Schiff des berüchtigten alanfanischen Adamantenkonvois geentert und den Schatz angeblich auf einer charyptischen Insel versteckt. Und durch einen Zufall, eine Fügung des Schicksals hatte sie die Schatzkarte in den Händen! Dolorita war so aufgeregt, dass sie Einaugen-Alrik den vollen Sil- bertaler überließ, obwohl die Flasche nur 6 Heller gekostet hätte, und stürmte dann so schnell es ging nach draußen. So viele Gedan- ken gingen Dolorita im Kopf herum. Sie würde diesen Schatz finden, doch dafür würde sie erst eine Mannschaft zusammenstellen müssen. Keine Seeräuber, sondern mutige Questadores, denn Kapitän Vascono hatte den Schatz angeblich mit magischen Fallen und Ungeheu- ern abgesichert. Doch sie würde bestimmt Gefährten finden, die bereit waren, sich auf das Abenteuer einzulassen. H Hiinntteerrggrruunndd Dolorita Santana ist eine aus Sylla stam- mende Piratin, die schon ihr ganzes Leben zur See fährt. In ihrer Heimatstadt sind Kaperfahrten Tradition und bereits als Kind träumte sie von aufregenden Aben- teuern, Piratenschätzen und hübschen Gouverneurssöhnen. Zwar musste sie schnell feststellen, dass das Piratendasein auch Schattenseiten hatte, aber sie hat ihre Träume immer noch nicht aufgegeben. Dolorita arbeitet daran, dereinst selbst ein gro- ßes Schiff unter ihrem Kommando zu haben. Doch ihr größtes Ziel ist wesentlich profaner: Sie will die reichste Frau Aventuriens werden, reicher noch als die Granden Al'Anfas oder Stoerrebrandt. Dolorita ist bei ihren Überfällen keineswegs skrupellos, sondern glaubt sehr wohl an einige Prinzipien, schließlich ist sie Syllanerin: Sklavenhan-del ist ihr zuwider, sie verzichtet auf unnötige Grausamkeit und ist efferdgläubig, verstößt also ungern gegen die Gebote des Meeresgottes. Sie be- trachtet sich selbst auch viel eher als eine Abenteurerin, als wie ein Seeräuber. Für sie sind die Überfälle auf alanfanische Schiffe auch eher Sklavenbefreiung und die Entfüh- rung eines Granden dient der gerechten Sache. ZZiittaattee »Ihr könnt mich Kapitänin Dolorita Santana nennen. Wo mein Schiff ist? Nun ja, noch verfüge ich über keines. Aber das wird sich bald ändern.« »Land voraus! Das muss Nikkali sein! Der Schatz Brabaccianos ist näher als jemals zuvor!« »Klar machen zum entern! Ja, wir sind nur zu viert, aber wir schaffen es trotzdem, so Efferd will! Ein wahres Korsarenstück!« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Als waschechte Piratin ist Dolorita nicht sonderlich wählerisch, was ihre Kleidung betrifft. Sie bevorzugt leichte Hemden und Hosen und kann mit Schuhen nicht sonderlich viel anfangen. Dafür sammelt sie gerne Trophäen in Form von Schmuck, die sie reichen Adelsdamen oder wohlhabenden Grandensöhnen abgenommen hat. Als Waffe trägt sie ein Entermesser, einen Dolch und vermag auch mit Wurfmessern oder -beilen umzugehen. Ansonsten hat sie kaum größeren Besitz und hortet auch meist nichts an, sondern gibt großzügig schnell auch wieder alles aus, was sie sich verdient. Das Einzige, was sie immer bei sich behält, ist ihr Glücksbrin- ger in Form eines hölzernen Delphins, denn sie glaubt daran, dass ein Geweihter des Efferd diesen einst weihte und er ver- hindert, dass sie auf See untergehen wird. D Diiee ssyyllllaanniisscchhee PPiirraattiinn bbeeii SSppiieellbbeeggiinnnn R/K/P: Tulamidin / Südaventurien (Sylla) / Seefahrerin (Piratin) Eigenschaften: MU 14, KL 10, IN 14, CH 10, FF 13, GE 14, KO 12, KK 13, SO 2 LeP 29, AuP 30, MR 3, WS 8 INI 11, AT-Basis 8, PA-Basis 8, FK-Basis 8 Vor- und Nachteile: Eisern, Glück, Innerer Kompass, Soziale Anpassungsfähigkeit / Aberglaube 8, Gesucht (1), Goldgier 8, Neugier 7 Sonderfertigkeiten: Kulturkunde (Südaventurien), Geländekunde (Meereskundig), Standfest Verbilligte Sonderfertigkeit: Kampf im Wasser Talente: Armbrust +1, Dolche +4. Hiebwaffen +2, Raufen +4, Ringen +1. Säbel +10, Wurfbeile +2, Wurfmesser +5, Akro- batik +2, Athletik +2, Klettern +6, Körperbeherrschung +5, Schleichen +4, Schwimmen +6, Selbstbeherrschung +2, Sich verstecken +2, Singen 0, Sinnenschärfe +2, Tanzen 0, Zechen +4, Gassenwissen +4, Menschenkenntnis +4, Sich verkleiden +3, Überreden +2, Fährtensuchen 0, Fesseln/Entfesseln +3, Fischen/Angeln +3, Orientierung +2, Wettervorhersage +3, Wildnisleben +4, Geografie +2, Geschichtswissen +1, Götter/Kulte +1, Kriegskunst +2, Rechnen +1, Sagen/Legenden +4, Schätzen +3. Muttersprachen: Garethi +8, Sprachen kennen: Mohisch +4, Sprachen kennen: Thorwalsch +4, Sprachen ken- nen: Tulamidya +4, Lesen/Schreiben: Kusliker Zeichen 0, Boote fahren +6, Heilkunde Wunden +1, Holzbearbeitung +3, Kochen 0, Lederarbeiten +3, Malen/Zeichnen 0, Schneidern +2, Seefahrt +6 Kampfwerte: Armbrust 9, Dolche 10/10, Hiebwaffen 9/9, Raufen 10/10, Ringen 9/8, Säbel 15/11, Wurfbeile 10, Wurfmesser 13 Ausrüstung: Zweckmäßige Kleidung, Dolch, Entermesser, Bootshaken, Hängematte, Wolldecke, Schnapsflasche, Delphin- Amulett, Geldbeutel (4 Silbertaler) D Diiee eerrffaahhrreennee ssyyllllaanniisscchhee PPiirraattiinn ((mmiitt 55000000 AAPP)) R/K/P: Tulamidin / Südaventurien (Sylla) / Seefahrerin (Piratin) Eigenschaften: MU 15, KL 10, IN 15, CH 10, FF 13, GE 15, KO 13, KK 14, SO 2 LeP 33 (3 dazugekauft), AuP 32, MR 4, WS 9 INI 12, AT-Basis 9, PA-Basis 9, FK-Basis 8 Vor- und Nachteile: Eisern, Glück, Innerer Kompass, Soziale Anpassungsfähigkeit / Aberglaube 8, Gesucht (1), Goldgier 8, Neugier 7 Sonderfertigkeiten: Kulturkunde (Südaventurien), Geländekunde (Dschungelkundig, Meereskundig), Standfest; Aufmerksam- keit, Ausweichen I, Schnellziehen, Wuchtschlag Verbilligte Sonderfertigkeit: Kampf im Wasser Talente: Armbrust +3, Dolche +5, Hiebwaffen +2, Raufen +4, Ringen +1, Säbel +15, Wurfbeile +2, Wurfmesser +12, Ak- robatik +3, Athletik +5, Klettern +10, Körperbeherrschung +10, Schleichen +6, Schwimmen +11, Selbstbeherrschung +4, Sich verstecken +6, Singen 0, Sinnenschärfe +7, Tanzen 0, Zechen +6, Gassenwissen +6, Menschenkenntnis +6, Sich ver- kleiden +6, Überreden +4, Fährtensuchen +1, Fesseln/Entfesseln +3, Fischen/Angeln +3, Orientierung +6, Wettervorhersa- ge +6, Wildnisleben +6, Geografie +5, Geschichtswissen +1, Götter/Kulte +1, Kriegskunst +3, Rechnen +1, Sa- gen/Legenden +4, Schätzen +3, Muttersprache: Garethi +8, Sprachen Kennen: Mohisch +4, Thorwalsch +4, Tulamidya +4, Kusliker Zeichen 0, Boote Fahren +9, Heilkunde Wunden +1, Holzbearbeitung +3, Kochen 0, Lederarbeiten +3, Ma- len/Zeichnen 0, Schneidern +2, Seefahrt +9 Kampfwerte: Armbrust 11, Dolche 12/11, Hiebwaffen 10/10, Raufen 11/11, Ringen 10/9, Säbel 18/15, Wurfbeile 10, Wurfmesser 20, Ausweichen 12 Ausrüstung: Zweckmäßige Kleidung, Dolch, erbeuteter Säbel (TP +2, BF -3), diverser Schmuck im Wert von zehn Dukaten, Bootshaken, Hängematte, Wolldecke, Schnapsflasche, Delphin-Amulett, Schatzkarte, Geldbeutel (14 Silbertaler) 11 D Deerr aallaannffaanniisscchhee M Maaggiieerr Eine Einladung zu einer der Orgien auf dem Silberberg war für jeden ein Grund zur Freude. Nur für Gaiamo nicht. Denn er war nicht zu seinem Vergnügen hier, sondern weil er seiner Familie beistehen sollte. Er war als magische Wache abkommandiert wor- den und musste deshalb sogar seine Studien unterbrechen. Aus diesem Grund war seine Stimmung auch nicht die beste. Doch er hatte sich angewöhnt, während seiner Leibwache die Umgebung zu studieren und so seinen Zorn herunterge- schluckt. Das war für sein Familienoberhaupt auch die Rettung gewesen, denn nur deshalb hatte Gaiamo den Attentäter rechtzeitig bemerkt. Wie aus dem Nichts war dieser mit einem gezückten Dolch auf dem Fest erschienen und hatte sich bis zum Kopfende des Tisches durch- gekämpft, bis Gaiamo ihn mit einem Flammenstrahl niederstrecken konnte. Leider war der Attentäter ums Leben gekommen, sodass man ihn nicht mehr befragen konnte. Doch Gaiamo entdeckte eine kleine Phiole mit Unsichtbarkeitselixier bei ihm. Die Granden glaubten sofort, dass es Rebellen waren, doch Gaiamo war sich nicht so sicher, sondern vermutete eher eine Intrige der Familien des Silberbergs dahinter. »Ich werde mich der Sache annehmen und herausfinden, wer hinter diesem feigen Angriff steckt.« H Hiinntteerrggrruunndd Gaiamo Darmatian K`Jestaro- Wilmaan ist der Sohn einer Grandin und eines reichen Fana, allerdings spielte er in den Familienplanungen des Hauses Wilmaan keine Rolle. Selbst seine magische Begabung hat ihm keine gute Positi- on auf dem Silberberg beschert und hat er sich entschlossen, künftig seiner eigenen Bestim- mung zu folgen. Er wurde in der alanfanischen Universität ausgebildet und ist dort auch mit vielen Fana zusammengekom- men, sodass sich seine Vorurteile ihnen ge- genüber schnell abgebaut haben. Zwar hält er sich selbst für den fähigsten Magier der Stadt, doch weiß er auch um den Nutzen der Fana und ist bereit, mit ihnen zusammenzuarbeiten. Auch wenn er meist so tut, als habe er alles unter Kontrolle und auf jede Frage eine Ant- wort, so ist er sich oftmals nicht sicher, ob er das Richtige tut. Er ist sich seiner eige- nen Ziele manchmal unsicher, würde es aber gegenüber niemandem eingestehen. Sein Interesse gilt der Steigerung seiner eigenen Fähigkeiten und der Mehrung seines eigenen Einflusses auf den Silber- berg und auf die Politik der Stadt. Dabei geht er meistens besonnener vor als andere Gran- den. Er hält nichts von unnötiger Grausam- keit, sondern setzt eher darauf, sich das Wis- sen um die Schwächen seiner Gegner zu Nutze zu machen. Wenn er sich nicht seinen Forschungen und Plänen widmet, wird er von seiner Familie als persönlicher Leibwächter benutzt. Eine Ar- beit, die er nicht gerne verrichtet, aber die sein Auskommen absichert. ZZiittaattee »Unsere Familien beherrschen den Silberberg. Ohne sie wäre unsere Stadt nie so weit gekom- men.« »Ich glaube, dir ist nicht bewusst, in welch auswegloser Lage du dich befindest. An deiner Stelle würde ich tun, was immer meine Gefährten und ich von dir verlangen.« »Ja, ich bin ein Grande. Das heißt aber nicht, dass ich nicht weiß, wie wertvoll das Leben eines Fana sein kann. Vor allem wenn er mich be- schützt. Und jetzt sei still ... Balsamsalabunde.« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Als echter Magier sind Waffen und Rüstungen Gaiamo eigent- lich zuwider. Wenn er sich wehren muss, so greift er auf seinen langen Zauberstab zurück, mit dem er es vortrefflich versteht, sich Schurken vom Hals zu halten. Ansonsten bevorzugt er seine magischen Kräfte als Waffe einzusetzen und wird nicht in einen Nahkampf gehen. Auf Rüstungen verzichtet er vollstän- dig, da diese ihm eher als hinderlich bei dem Einsatz seiner Magie erscheinen. Er bevorzugt stattdessen eine prachtvolle Robe, die er mit arkanen Symbolen verziert hat. Ansonsten hat er meist nicht viel dabei, verzichtet aber selten auf sein Diarium und Unterlagen für seine Forschungen. D Deerr aallaannffaanniisscchhee M Maaggiieerr bbeeii SSppiieellbbeeggiinnnn R/K/P: Tulamide / Südaventurien (Al'Anfa) / Magier (Al'Anfa, Leibwächter) Eigenschaften: MU 14, KL 14, IN 14, CH 14, FF 11, GE 11, KO 12, KK 10, SO 10 LeP 27, AuP 29, AsP 39, MR 6 INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Akademische Ausbildung (Magier), Soziale Anpassungsfähigkeit, Vollzauberer / Arroganz 8, Eitelkeit 8, Goldgier 8, Kurzatmig (4), Neugier 8, Schulden (1000 Dukaten), Verpflichtungen (gegenüber Akademie und Familienoberhaupt) Sonderfertigkeiten: Astrale Meditation, Große Meditation, Kulturkunde (Südaventurien), Ritualkenntnis (Gildenmagie) +5, Merkmals- kenntnis (Hellsicht), Stab (Bindung), Verbotene Pforten Talente: Armbrust +1, Dolche +2, Hiebwaffen 0, Raufen +2, Ringen +3, Säbel +1, Stäbe +2, Wurfmesser 0, Athletik 0, Klettern 0, Körper- beherrschung +1, Schleichen 0, Schwimmen +1, Selbstbeherrschung +4, Sich Verstecken +1, Singen 0, Sinnenschärfe +3, Tanzen +2, Ze- chen 0, Betören +2, Etikette +4, Gassenwissen +3, Lehren +2, Menschenkenntnis +6, Schriftlicher Ausdruck +2, Sich Verkleiden +4, Überreden +3, Überzeugen +1, Fährtensuchen 0, Orientierung 0, Wildnisleben 0, Brett-/Kartenspiel +1, Geografie +3, Geschichtswissen +5, Götter/Kulte +6, Magiekunde +10, Pflanzenkunde +4, Philosophie +2, Rechnen +5, Rechtskunde +4, Sagen/Legenden +4, Schätzen +1, Sternkunde +2, Tierkunde +3, Muttersprache: Garethi +16, Sprachen Kennen: Bosparano +5,, Mohisch +9, Tulamidya +9, Urtulamidya +3, Lesen/Schreiben: Kusliker Zeichen +8, Tulamidya +4, Alchimie +5, Boote Fahren +1, Heilkunde Wunden +2, Holzbe- arbeitung +1, Kochen 0, Lederarbeiten +1, Malen/Zeichnen +4, Schneidern 0, Seefahrt +1 Zauber: ABVENENUM +5, ACCURATUM +2, ANALYS +2, ARMATRUTZ +4, ATTRIBUTO +4, AUREOLUS +5, BALSAM +8, BANNBALADIN +3, BLICK AUFS WESEN +6, BLICK IN DIE GEDANKEN +8, BLITZ +4, CRYPTOGRAPHO +4, CUSTODOSIGIL +3, DESINTEGRATUS +3, FLIM FLAM +4, FORAMEN +4, FORTIFEX +3, FULMINICTUS +7, GARDIANUM +7, HARTES SCHMELZE! +3, HORRIPHOBUS +2, IGNIFAXIUS +3, IGNISPHAERO +3, IMPERAVI +3, KLARUM +10, OBJECTOFIXO +3, ODEM +6, PARALYSIS +4, PENETRIZZEL +3, PSYCHOSTABILIS +3, SENSIBAR +5, WEIHRAUCHWOLKE +3 Kampfwerte: Armbrust 8, Dolche 9/7, Hiebwaffen 7/7, Raufen 9/7, Ringen 9/8, Säbel 8/7, Stäbe 7/9, Wurfmesser 7 Ausrüstung: Robe mit arkanen Symbolen, Pantoffeln, verzierter Zauberstab aus Blutulme, Dolch, Schmuck im Wert von fünf Dukaten, Konventsgewand, Reisekleidung, Umhängetasche mit Schreibfeder, Tinte, 10 Blatt Pergament, Diarium und Schminkutensilien, stabiler Gür- tel mit Gürteltaschen (100 Silbertaler) D Deerr eerrffaahhrreennee aallaannffaanniisscchhee M Maaggiieerr ((mmiitt 55000000 AAPP)) R/K/P: Tulamide / Südaventurien (Al'Anfa) / Magier (Al'Anfa, Leibwächter) Eigenschaften: MU 15, KL 16, IN 14, CH 15, FF 11, GE 11, KO 12, KK 10, SO 11 LeP 27, AuP 29, AsP 45 (5 dazugekauft), MR 9 (2 dazugekauft) INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Akademische Ausbildung (Magier), Soziale Anpassungsfähigkeit, Vollzauberer / Arroganz 8, Eitelkeit 8, Goldgier 8, Kurzatmig (4), Neugier 8, Verpflichtungen (gegenüber Akademie und Familienoberhaupt) Sonderfertigkeiten: Astrale Meditation, Große Meditation, Konzentrationsstärke, Kulturkunde (Südaventurien), Regeneration I, Ritualkennt- nis (Gildenmagie) +11, Merkmalskenntnis (Hellsicht), Stab (Bindung, Doppeltes Maß, Kraftfokus, Modifikationsfokus, Zauberspeicher), Verbotene Pforten, Zauberkontrolle, Zauberroutine Talente: Armbrust +1, Dolche +2, Hiebwaffen 0, Raufen +2, Ringen +3, Säbel +1, Stäbe +2, Wurfmesser 0, Athletik 0, Klettern 0, Körper- beherrschung +1, Schleichen 0, Schwimmen +1, Selbstbeherrschung +7, Sich Verstecken +1, Singen 0, Sinnenschärfe +5, Tanzen +2, Ze- chen 0, Betören +2, Etikette +4, Gassenwissen +3, Lehren +2, Menschenkenntnis +6, Schriftlicher Ausdruck +2, Sich Verkleiden +4, Überreden +3, Überzeugen +2, Fährtensuchen 0, Orientierung 0, Wildnisleben 0, Brett-/Kartenspiel +1, Geografie +3, Geschichtswissen +10, Götter/Kulte +6, Magiekunde +13, Pflanzenkunde +7, Philosophie +6, Rechnen +6, Rechtskunde +5, Sagen/Legenden +5, Schät- zen +2, Staatskunst +5, Sternkunde +6, Tierkunde +3, Muttersprache: Garethi +16, Sprachen Kennen: Bosparano +5, Mohisch +9, Tulamidya +9, Urtulamidya +3, Lesen/Schreiben: Kusliker Zeichen +8, Tulamidya +4, Alchimie +5, Boote Fahren +1, Heilkunde Wun- den +2, Holzbearbeitung +1, Kochen 0, Lederarbeiten +1, Malen/Zeichnen +4, Schneidern 0, Seefahrt +1 Zauber: ABVENENUM +10, ACCURATUM +4, ANALYS +6, ARMATRUTZ +10, ATTRIBUTO +4, AUREOLUS +5, BALSAM +10, BANNBALADIN +6, BLICK AUFS WESEN +8, BLICK IN DIE GEDANKEN +11, BLITZ +9, CRYPTOGRAPHO +5, CUSTODOSIGIL +3, DESINTEGRATUS +7, FLIM FLAM +4, FORAMEN +5, FORTIFEX +7, FULMINICTUS +11, GARDIANUM +12, HARTES SCHMELZE! +7, HORRIPHOBUS +7, IGNIFAXIUS +6, IGNISPHAERO +6, IMPERAVI +3, KLARUM +10, OBJECTOFIXO +3, ODEM +8, PARALYSIS +7, PENETRIZZEL +4, PSYCHOSTABILIS +5, SENSIBAR +6, WEIHRAUCHWOLKE +5 Kampfwerte: Armbrust 8, Dolche 9/7, Hiebwaffen 7/7, Raufen 9/7, Ringen 9/8, Säbel 8/7, Stäbe 7/9, Wurfmesser 7 Ausrüstung: Robe mit arkanen Symbolen, Pantoffeln, verzierter Zauberstab aus Blutulme, Dolch, Schmuck im Wert von 50 Dukaten, prunk- volles Konventsgewand, Reisekleidung, Umhängetasche mit Schreibfeder, Tinte, 10 Blatt Pergament, Diarium und Schminkutensilien, stabi- ler Gürtel mit Gürteltaschen (25 Dukaten), zwei Zaubertränke (Qualität C) 13 D Diiee bbrraabbaakkiisscchhee RRaahhjjaa--G Geew weeiihhttee Der dicke Abgesandte des Horasreiches lag neben ihr, völlig ausge- laugt durch das Liebesspiel. »Ihr wurdet von der Göttin persönlich auserwählt. Und sie muss es auch gewesen sein, die Euch zu mir geschickt hat. Am liebsten würde ich Euch mit nach Kuslik nehmen.« »Ich befürchte leider, meine Pflichten gegenüber dem Tempel erlauben es mir nicht, so gerne ich Euch auch begleiten würde. Aber ich hoffe, Ihr werdet bald Brabak wieder einen Besuch abstatten. Sagtet Ihr nicht, Ihr würdet irgendwann wieder mit einer Gesandt- schaft in Brabak Zwischenhalt machen?« »Ja, die geheime Flotille nach Ghurenia. Mein Herr will dort mit den örtlichen Machthabern über Uthuria-Handel sprechen.« »Dann könnten wir uns doch treffen, wenn Ihr einen Zwischenhalt macht. Ihr müsst mir nur sagen wann, damit ich auch sichergehen kann, auch hier zu sein und Euch empfangen zu können.« Der Dicke schwieg. Der Auftrag, der ihn nach Ghurenia führte war geheim, niemand sollte von den Absichten der Horasier erfahren. Phelicitas streichelte noch einmal seine Brust, lächelte ihn süßer an als jemals zuvor und gab ihm einen leidenschaftlichen Kuss. »Im Efferd, vermutlich am 12. oder 13., kommt auf die Winde an.« Das war es, was Phelicitas wissen wollte. Diese Information war ihrer Herrin DuBerilis wichtig, denn so konnte sie sich auf die Pläne der Horasier vorbereiten. Sie dankte ihrer Herrin, dieses Mal der göttlichen, und lächelte still in sich hinein, drehte sich dann zur Bettkante hin und kleidete sich wieder an. H Hiinntteerrggrruunndd Einst war Phelicitas Beratas ein dreckiges, klei- nes Gossenmädchen, das tagtäglich ums Überle- ben kämpfen musste. Als sie eine reiche Frau aus der Familie DuBerilis bestehlen wollte, wurde sie erwischt und gefangengenommen. Zwar musste sie zunächst fürchten, dass man sie einkerkerte, doch hatte sie Glück im Unglück. Die Dame DuBerilis entschied sich, das Mädchen dem Tempel der Rahja zu übergeben, sah sie in Phelicitas doch große, verborgene Schönheit. In den nächsten Jahren wurde Phelicitas in die Geheimnisse der Göttlichkeit und der körperlichen Liebe eingeführt. Zwar ge- nießt der Tempel in Brabak nur den Ruf eines besseren Bordells, doch auch hier lernen die Geweihten etwas über das Wirken der Göttin. Dennoch merkt man Phelicitas an, dass ihre Ausbildung weniger feinfühliger verlaufen ist, als es anderswo der Fall gewesen wäre. Sie nutzt ihre Talente, um sich als Diebin und Informantin für das Haus DuBerilis zu betätigen, fühlt sich auch in Gassen und Tavernen heimisch und kann so derbe Sprüche reißen, wie es ansonsten nur Straßenhuren vermögen. Sie ist zudem recht umtriebig und liebt das Aben- teuer, auch wenn es sie in eine fremde Stadt, in eine Villa eines Granden oder sogar in den Dschungel führen würde. Phelicitas ist sich ei- gentlich für nichts zu schade – und hinterher kann man sich ja auch wieder schick machen. ZZiittaattee »Gib dich ganz mir, der Lust und dem Rausch der Göttin hin und vergiss deine Sorgen.« »Der Sklavenaufseher hat also den Schlüssel den wir brauchen? Und er trägt diesen immer bei sich? Nun gut, ich werde es schon hinbe- kommen, dass er mir den Schlüssel freiwillig geben wird ...« »Ob ich einen einwöchigen Marsch durch den Dschungel über- stehe? Keine Sorge, im Tempel haben wir schon ganz andere Torturen überstanden. Kleinigkeit!« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Als Geweihte der Rahja trägt Phelicitas ein leichtes Seidenge- wand, das nur aus einem Mieder und einem einzelnen Tuch besteht. Falls sie sich auf Reisen begibt, dann hat sie auch noch einen leichten Reisemantel dabei, um sich vor dem Regen zu schüt- zen. Die einzige andere „Bekleidung“ ist ihr zahlreicher Schmuck, der aus Armreifen, Ketten und Ohrringen besteht. Als Waffe zählt in erster Linie ihr eigener Körper. Phelicitas wird Kämpfe vermeiden, ist aber geschickt darin, sich im waf- fenlosen Handgemenge ihrem Gegner zu entziehen – eine Kunst, die sie als Kind in den Gossen der Stadt gelernt hat. Wenn sie sich wirklich verteidigen muss, hat sie ansonsten lediglich einen Zierdolch bei sich. Ihre weitere Ausrüstung besteht aus Gegenständen, die jede Geweihte der Göttin mit sich führen sollte: ein kleines Fläsch- chen heiligen Tharfs, Rosenöl für Salbungen sowie ein paar Silbertaler. D Diiee bbrraabbaakkiisscchhee RRaahhjjaa--G Geew weeiihhttee bbeeii SSppiieellbbeeggiinnnn R/K/P: Mittelländerin / Südaventurien (Brabak) / Rahja-Geweihte Eigenschaften: MU 14, KL 12, IN 14, CH 14, FF 11, GE 14, KO 12, KK 9, SO 7 LeP 27, AuP 30, KaP 24, MR 5 INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Herausragendes Aussehen, Soziale Anpassungsfähigkeit, Wohlklang / Eitelkeit 7, Höhenangst 6, Neugier 6, Un- fähigkeit für Naturtalente, Verpflichtungen (gegenüber der Rahja-Kirche) Sonderfertigkeiten: Geweiht (zwölfgöttliche Kirche), Karmalqueste, Kulturkunde (Südaventurien), Liturgiekenntnis (Rahja) +6, Mo- ralkodex (Rahja-Kirche) Talente: Armbrust +1, Dolche +4, Hiebwaffen 0, Raufen +1, Ringen +6, Säbel +1, Wurfmesser 0, Athletik 0, Klettern 0, Körperbe- herrschung +4, Reiten +4, Schleichen +4, Schwimmen +3, Selbstbeherrschung +4, Sich Verstecken +1, Singen +5, Sinnenschärfe +2, Tanzen +7, Zechen +4, Betören +10, Etikette +5, Gassenwissen +7, Lehren +2, Menschenkenntnis +10, Sich Verkleiden +6, Überreden +7, Überzeugen +7, Fährtensuchen 0, Fesseln/Entfesseln +1, Orientierung 0, Wildnisleben 0, Brett-/Kartenspiel +2, Ge- schichtswissen +3, Götter/Kulte +6, Pflanzenkunde +4, Rechnen +4, Rechtskunde +3, Sagen/Legenden +6, Schätzen +1, Staats- kunst +3, Tierkunde +2, Muttersprache: Garethi +10, Sprachen kennen: Altes Kemi +6, Sprachen kennen: Mohisch +5, Sprachen Kennen: Thorwalsch +2, Sprachen kennen: Tulamidya +4, Lesen/Schreiben: Kusliker Zeichen +6, Boote fahren +1, Hauswirt- schaft +5, Heilkunde Gift +3, Heilkunde Seele +3, Heilkunde Wunden 0, Holzbearbeitung +1, Kochen 0, Lederarbeiten +1, Ma- len/Zeichnen +4, Musizieren +4, Schlösser Knacken +2, Schneidern 0, Seefahrt +2, Tätowieren +2, Winzer +2 Liturgien: 12 KLEINE SEGNUNGEN, GÖTTLICHES ZEICHEN, HEILIGES LIEBESSPIEL, INITIATION, OBJEKTSEGEN, RAHJAS RAUSCHSE- GEN Kampfwerte: Armbrust 8, Dolche 8/10, Hiebwaffen 7/7, Raufen 8/7, Ringen 9/11, Säbel 7/8, Wurfmesser 7 Ausrüstung: Gewand, Reisemantel, silberner Armreif in Form eines Weinblatts, Ring mit Weintraube, Flasche Wein, kleines Fläsch- chen mit Tharf, Phiole Rosenöl, ein Beutel Rosenblüten, Seidenschleier, Schminke, Dolch, Geldbeutel (49 Silbertaler) D Diiee eerrffaahhrreennee bbrraabbaakkiisscchhee RRaahhjjaa--G Geew weeiihhttee ((mmiitt 55000000 AAPP)) R/K/P: Mittelländerin / Südaventurien (Brabak) / Rahja-Geweihte Eigenschaften: MU 15, KL 12, IN 14, CH 17, FF 11, GE 15, KO 12, KK 9, SO 9 LeP 27, AuP 31, KaP 24, MR 5 INI 12, AT-Basis 8, PA-Basis 8, FK-Basis 7 Vor- und Nachteile: Herausragendes Aussehen, Soziale Anpassungsfähigkeit, Verbindungen (im Wert von 20 GP), Wohlklang / Eitel- keit 7, Höhenangst 6, Neugier 6, Unfähigkeit für Naturtalente, Verpflichtungen (gegenüber der Rahja-Kirche) Sonderfertigkeiten: Geweiht (zwölfgöttliche Kirche), Karmalqueste, Kulturkunde (Südaventurien), Liturgiekenntnis (Rahja) +12, Moralkodex (Rahja-Kirche) Talente: Armbrust +1, Dolche +6, Hiebwaffen 0, Raufen +1, Ringen +9, Säbel +1, Wurfmesser 0, Athletik 0, Klettern 0, Körperbe- herrschung +6, Reiten +6, Schleichen +4, Schwimmen +4, Selbstbeherrschung +6, Sich Verstecken +1, Singen +5, Sinnenschärfe +4, Tanzen +7, Zechen +7, Betören +15, Etikette +5, Gassenwissen +10, Lehren +4, Menschenkenntnis +14, Sich Verkleiden +6, Überreden +11, Überzeugen +10, Fährtensuchen 0, Fesseln/Entfesseln +4, Orientierung 0, Wildnisleben 0, Brett-/Kartenspiel +4, Geschichtswissen +4, Götter/Kulte +8, Pflanzenkunde +4, Rechnen +5, Rechtskunde +3, Sagen/Legenden +6, Schätzen +1, Staatskunst +3, Tierkunde +2, Muttersprache: Garethi +10, Sprachen Kennen: Altes Kemi +6, Mohisch +5, Thorwalsch +2, Tulamidya +4, Lesen/Schreiben: Kusliker Zeichen +6, Boote Fahren +1, Hauswirtschaft +5, Heilkunde Gift +3, Heilkunde Seele +3, Heilkunde Wunden +1, Holzbearbeitung +1, Kochen +3, Lederarbeiten +1, Malen/Zeichnen +4, Musizieren +4, Schlösser Knacken +7, Schneidern 0, Seefahrt +2, Tätowieren +6, Winzer +3 Liturgien: 12 KLEINE SEGNUNGEN, ASCANDEARS HINGABE, GÖTTLICHES ZEICHEN, GÖTTLICHE VERSTÄNDIGUNG, HAUCH DER LEIDENSCHAFT (HANDWERKSSEGEN), HEILIGES LIEBESSPIEL, INITIATION, LEVTHANS FESSELN, OBJEKTSEGEN (II), OBJEKTWEIHE, RAHJALINAS KUSS, RAHJALINAS WEINRANKE (PARINORS VERMÄCHTNIS), RAHJAS ERQUICKUNG (SCHLAF DES GESEGNETEN), RAHJAS FEST DER FREUDE, RAHJAS RAUSCHSEGEN. REICHUNG DES AMETHYST (II) Kampfwerte: Armbrust 8, Dolche 10/12, Hiebwaffen 8/8, Raufen 9/8, Ringen 12/13, Säbel 8/9, Wurfmesser 7 Ausrüstung: Gewand, Reisemantel, silberner Armreif in Form eines Weinblatts, Ring mit Weintraube, Flasche Wein, kleines Fläsch- chen mit Tharf, Phiole Rosenöl, ein Beutel Rosenblüten, Seidenschleier, Schminke, Dolch, Geldbeutel (25 Dukaten) 15 D Deerr mmeennggbbiillllaanniisscchhee KKrriieeggeerr Ghorrio hatte schon gegen syllanische Piraten, Wickelköpfe aus der Khôm und horasische Edelleute gekämpft. Und er konnte mensch- liche Gegner auch sehr gut einschätzen. Doch mit einem echten Tiger hatte er es noch nie zu tun gehabt, dementsprechend vorsich- tig und nervös war er auch. Als er den Auftrag der Gilde der Alchimisten angenommen hatte und die Expedition in das Regengebirge begleitete, hatte er schon damit gerechnet, dass er auf wilde Tiere treffen würde. Mit Angst konnte Ghorrio umge- hen und der Tod schreckte ihn nicht, wusste er doch, dass Boron ihm einen ehrenvollen Platz zuweisen würde. Doch er war dennoch angespannt, so wie immer vor einem unbekannten Gegner. Gestern wurde er bei einem Angriff der Yakosh-Dey von der übrigen Expedition getrennt. Die Dschungelmenschen befürchte- ten wohl, dass die Expedition einen ihrer heiligen Plätze entweihen würde. Zwei von den Waldmenschen konnte Ghorrio zu ihren finsteren Totengötzen schicken, doch der dritte stürzte sich auf ihn und sie fielen einen Abhang hinunter, direkt in einen großen Fluss. Zwar gelang es Ghorrio ans Ufer zu schwimmen, doch fand er nicht mehr zu den anderen zurück. Den ganzen letzten Tag war er im Regenwald unterwegs, ohne auch nur auf eine Spur seiner Reisegefährten zu stoßen. Das einzige was er fand, war der gereizte Tiger, den er bei seiner Mahlzeit – einem toten Affen – überrascht hatte. Die Raubkatze kam bedrohlich näher und gab ein grollendes Fauchen von sich. »Du willst also spielen, hmmm? Gut, dann schauen wir mal, wer heute Abend die Mahlzeit sein wird ...« H Hiinntteerrggrruunndd In der Kriegerakademie von Mengbilla wurde Ghorrio Nirrano nicht nur der Umgang mit dem Waffenhandwerk gelehrt, sondern auch welchen Prin- zipien er zu folgen hat: Loyalität und Ehre. Und auch wenn er diese Prinzipien verinnerlicht hat, so war Ghorrio eigentlich ein anderes Schicksal bestimmt gewesen: Ghorrio war zum Leidwesen seiner Eltern – beides Schmiede aus Mengbilla – wenig begabt in der Handwerks- kunst. Dafür umso mehr, sich mit anderen Kin- dern zu prügeln oder gar die geschmiedeten Krummschwerter seiner Familie zu schwin- gen. Und so wurde er von seinem Vater und seiner Mutter in die Obhut der Kriegeraka- demie gegeben – einerseits, damit er Diszip- lin lernen würde, andererseits auch, um seine Fähigkeiten zu fördern. Die Jahre der Ausbildung haben Ghorrio gestählt und zu einem borongläubigen Kämpfer werden lassen, der ein paar Jahre im Dienst der Boron- Kirche stand, bevor er sich selbst auf Abenteuerreise begab. Ghorrio ist zwar in seinem Herzen kein Söldner, doch hat er wegen seiner Spielsucht ständig Geld- sorgen. So reist er durch ganz Südaventurien und stellt seine Dienste demjenigen zur Verfügung, der ihn entlohnen kann, nicht mehr nur einzig der Kirche. Dabei achtet er jedoch immer darauf, nicht gegen seine anerzogenen Prinzipien zu verstoßen. Manchmal ist er sogar wegen diesen Lehren bereit, sich auch ohne Lohn für eine Sache einzusetzen. Vor dem Tod hat Ghorrio keine Angst. Jeden seiner Kämpfe bestreitet er so, als wäre es sein letzter. Er kostet das Leben aus und weiß, dass ihn im Jenseits Boron erwartet, den er mit Stolz erfüllen will. ZZiittaattee »Ein Krieger lebt für Ruhm und Ehre. Aber um zu überleben braucht er auch Gold. Also was zahlt ihr für meine Dienste?« »Wenn du im Einklang mit Boron bist, gibt es nichts, wovor du dich fürchten musst.« »Na, Hübsche. Soll ich dir ein wenig hilfreich gegen die beiden Schurken zur Seite stehen?« KKlleeiidduunngg W Waaffffeenn uunndd AAuussrrüüssttuunngg Ghorrio trägt als borongefälliger Kämpfer stets einen Raben- schnabel mit sich herum. Die wuchtige Waffe ist sicherlich für einen Krieger eine ungewöhnliche Waffe, dennoch ist sie im Süden und unter den Anhängern des Totengottes weit verbrei- tet. Zwar ist sie nicht geweiht, doch schon öfters hat er einen Geweihten des Boron gefunden, der ihm den Gefallen tat und die Waffe segnete. Zusätzlich hat er einen sogenannten Sklaventod bei sich. Als Rüstung bevorzugt er einen Lederharnisch, da bei den Temperaturen des Südens Metallrüstungen noch unerträglicher sind. Ansonsten besitzt er nicht viel, was er stets mit sich führt, sieht man von seinem Kriegerbrief ab, der ihm besondere Rechte verleiht und den er mit Stolz trägt. D Deerr mmeennggbbiillllaanniisscchhee KKrriieeggeerr bbeeii SSppiieellbbeeggiinnnn R/K/P: Mittelländer / Südaventurien (Mengbilla) / Krieger Eigenschaften: MU 14, KL 10, IN 14, CH 10, FF 10, GE 14, KO 14, KK 14, SO 9 LeP 34, AuP 34, MR 4, WS 9 INI 11, AT-Basis 8, PA-Basis 8, FK-Basis 8 Vor- und Nachteile: Akademische Ausbildung (Krieger), Begabung für Hiebwaffen, Eisern, Gefahreninstinkt (4), Hohe Le- benskraft (1), Schnelle Heilung (1), Soziale Anpassungsfähigkeit / Aberglaube 6, Arroganz 6, Eitelkeit 5, Goldgier 6, Prinzi- pientreue (10, Loyalität, Schutz der Schwachen, Ehrenhaftes Verhalten), Schulden (700 Dukaten, Mengbiller Boron-Kirche), Spielsucht 7, Unfähigkeit für Handwerkstalente Sonderfertigkeiten: Kulturkunde (Südaventurien), Linkhand, Rüstungsgewöhnung I (Lederharnisch) Talente: Armbrust +10, Dolche +6, Hiebwaffen +10, Kettenwaffen +3, Peitsche +3, Raufen +5, Ringen +7, Säbel +8, Wurfmesser +1, Zweihandhiebwaffen +3, Athletik +5, Klettern +3, Körperbeherrschung +3, Reiten +2, Schleichen +1, Schwimmen +3, Selbstbeherrschung +5, Sich verstecken +1, Singen 0, Sinnenschärfe +4, Tanzen 0, Zechen +5, Etikette +3, Gassenwissen +4, Menschenkenntnis +4, Sich verkleiden +3, Überreden +4, Überzeugen 0, Fährtensuchen +1, Fes- seln/Entfesseln +1, Orientierung +1, Wildnisleben +1, Anatomie +1, Brett-/Kartenspiel +3, Geschichtswissen +3, Göt- ter/Kulte +5, Heraldik +2, Kriegskunst +5, Rechnen +3, Rechtskunde +2, Sagen/Legenden +2, Schätzen +3, Mutterspra- che: Garethi +9, Sprachen kennen: Mohisch +4, Sprachen kennen: Tulamidya +4, Lesen/Schreiben: Kusliker Zeichen +4, Boote fahren +1, Heilkunde Gift +4, Heilkunde Wunden +3, Holzbearbeitung +1, Kochen 0, Lederarbeiten +1, Ma- len/Zeichnen 0, Schneidern 0, Seefahrt +1 Kampfwerte: Armbrust 18, Dolche 12/10, Hiebwaffen 15/11, Kettenwaffen 11/8, Peitsche 11, Raufen 12/9 , Ringen 10/13, Säbel 10/10 oder (abgeleitet von Hiebwaffen) 13/8, Wurfmesser 9, Zweihandhiebwaffen (von Hiebwaffen) 13/8 Ausrüstung: Rabenschnabel, Sklaventod, Lederharnisch und Lederzeug, Waffenpflegeset, Kriegerbrief, Geldbeutel (6 Dukaten, 21 Silbertaler) D Deerr eerrffaahhrreennee mmeennggbbiillllaanniisscchhee KKrriieeggeerr ((mmiitt 55000000 AAPP)) R/K/P: Mittelländer / Südaventurien (Mengbilla) / Krieger Eigenschaften: MU 15, KL 10, IN 14, CH 10, FF 10, GE 15, KO 15, KK 15, SO 9 LeP 39 (3 dazugekauft), AuP 35, MR 4 INI 12, AT-Basis 9, PA-Basis 9, FK-Basis 8 Vor- und Nachteile: Akademische Ausbildung (Krieger), Begabung für Hiebwaffen, Eisern, Gefahreninstinkt (7), Hohe Le- benskraft (1), Schnelle Heilung (1), Soziale Anpassungsfähigkeit / Aberglaube 6, Arroganz 6, Eitelkeit 5, Goldgier 6, Prinzi- pientreue (10, Loyalität, Schutz der Schwachen, Ehrenhaftes Verhalten), Schulden (700 Dukaten, Mengbiller Boron-Kirche), Spielsucht 7, Unfähigkeit für Handwerkstalente Sonderfertigkeiten: Kulturkunde (Südaventurien), Aufmerksamkeit, Hammerschlag, Finte, Linkhand, Meisterparade, Nieder- werfen, Rüstungsgewöhnung I (Lederharnisch), Scharfschütze, Schnellziehen, Waffenloser Kampfstil: Gladiatorenstil (Aus- pendeln, Beinarbeit, Block, Doppelschlag, Eisenarm, Fußfeger, Gerade, Griff, Halten, Hoher Tritt, Klammer, Kopfstoß, Kreuzblock, Schwinger, Niederringen, Schwitzkasten, Sprung, Sprungtritt, Tritt, Wurf), Wuchtschlag Talente: Armbrust +13, Dolche +6, Hiebwaffen (Rabenschnabel) +15 (+17), Kettenwaffen +3, Peitsche +3, Raufen +8, Ringen +11, Säbel +8, Wurfmesser +1, Zweihandhiebwaffen +3, Athletik +10, Klettern +3, Körperbeherrschung +7, Reiten +3, Schleichen +2, Schwimmen +3, Selbstbeherrschung +11, Sich Verstecken +1, Singen 0, Sinnenschärfe +8, Tanzen 0, Zechen +5, Etikette +4, Gassenwissen +7, Menschenkenntnis +7, Sich verkleiden +3, Überreden +3, Fährtensuchen +3, Fesseln/Entfesseln +1, Orientierung +3, Wildnisleben +4, Anatomie +1, Brett-/Kartenspiel +4, Geschichtswissen +4, Göt- ter/Kulte +5, Heraldik +2, Kriegskunst +5, Rechnen +3, Rechtskunde +2, Sagen/Legenden +2, Schätzen +1, Mutterspra- che: Garethi +9, Sprachen Kennen: Mohisch +4, Tulamidya +4, Lesen/Schreiben: Kusliker Zeichen +4, Boote Fahren +1, Heilkunde Gift +6, Heilkunde Wunden +3, Holzbearbeitung +1, Kochen 0, Lederarbeiten +1, Malen/Zeichnen 0, Schnei- dern 0, Seefahrt +1 Kampfwerte: Armbrust 21, Dolche 13/11, Hiebwaffen (Rabenschnabel) 19/14 (20/15), Kettenwaffen 12/9, Peitsche 12, Raufen 15/11 , Ringen 13/16, Säbel 13/13 oder (von Hiebwaffen) 17/11, Wurfmesser 9, Zweihandhiebwaffen (von Hiebwaffen) 17/11 Ausrüstung: persönlicher Rabenschnabel (TP +1, BF -2, AT-WM +1), Sklaventod, leichte Armbrust, Lederharnisch und Le- derzeug, Waffenpflegeset, Kriegerbrief, Geldbeutel (10 Dukaten, 15 Silbertaler), Heiltrank (D), Waffenbalsam (D) 17 D Diiee AAnnooiihhaa--SScchhaammaanniinn Die meisten Blasshäute kamen in den Wald, um Bäume zu fällen, Anoiha anzugreifen und in ihre steinernen Dörfer zu verschleppen, oder drangen sogar in die Tabuzonen ein und verärger- ten die Geister. Nicht alle hellen Menschen waren so, aber viele. Sampa beobachtete nun die Fremden, die eher zufällig ihren Weg gekreuzt hatten, schon eine ganze Weile. Sie waren nicht gekommen um Bäume zu fällen, sie sahen auch nicht wie Menschenfänger aus, aber sie waren bewaffnet. Deshalb blieb sie verborgen, um sie weiter zu beobachten. Merkwürdig waren sie. Einige von ihnen waren sehr groß, andere hingegen, wie die verletzte Frau, hatten die Gestalt wie die Menschen aus den steinernen Dörfern. Doch der kleine Mann, der einen gewaltigen roten Bart hatte und mit einem lauten, klappernden Hemd be- hangen war, wirkte auf Sampa besonders fremdartig. Sie schienen verloren zu sein und muss- ten wegen der Verletzten eine Rast einlegen. Sampa überwand sich und trat aus ihrem Versteck hervor, was sofort eine Reaktion der Fremden hervorrief. Sie zückten ihre Waf- fen und beobachteten sie argwöhnisch. Sampa sprach ein paar Worte in ihrer Sprache und so sagte sie: »Habt keine Angst, ich will ihr helfen.« , und deutete auf die verletz- te Frau, die sich vor Schmerzen bereits auf den Boden fallen gelassen hatte. Ein Schlangenbiss, wie Sampa vermutete. Ei- gentlich gar nicht gefährlich, aber sehr schmerz- haft. Die Blasshäute tuschelten miteinander und nach einer Weile antwortete der Hüne mit dem Haar, das wie Sonne war, auf Sampas Sprache: »Wer immer du bist, wenn du helfen kannst, gebührt dir der Dank von Askir Leifgarson!« H Hiinntteerrggrruunndd Sampa ist die Schülerin des alten Medizinmanns Kuaca vom Stamm der Anoiha. Doch bevor sie eines Tages dessen Nachfolge antreten wird, muss sie sich erst in der Fremde bewei- sen. Zu diesem Zweck wurde sie von ihrem Lehrer ausgesandt, um durch den Dschungel zu wandern, fremde Stämme aufzusuchen und mehr über die Mysterien der Welt zu lernen. Die Welt jenseits ihrer vertrauten Umgebung löst bei ihr zugleich eine prickelnde Neugier, wie auch Verunsicherung aus. Dabei ist Sampa auch auf die steinernen Städte der blasshäuti- gen Menschen gestoßen und hat diese interessiert erkundet. Zwar sind ihr immer noch viele ihrer Traditionen und Bräu- che fremd und sie wird sie wohl nie end- gültig begreifen, aber sie ist bereit zu akzep- tieren, dass nicht alle Blasshäute ihr oder den Anoiha schaden wollen. Ihre Reise soll ihr Erkenntnis bringen und so scheut sie weder den Regenwald mit all seinen Mysterien und Geheimnissen, noch die Städte des Südens, auch wenn sie dort von all den neuen Empfindungen immer noch manchmal überwältigt wird. Doch in der Wildnis mag sie jeder Blasshaut eine große Hilfe sein und auch ihre Kenntnisse der Geisterwelt können sich als sehr nützlich erweisen. ZZiittaattee »Ich spüre deinen Tapam. Er klagt mir sein Leid, aber ich kann ihm helfen. Du musst mir vertrauen, ich werde die Geister rufen, die dir helfen werden.« »Die Geister sind erzürnt! Ich werde versuchen, sie zu besänftigen. Doch vielleicht verlangen sie auch einen Preis.« »Moha? Nein, ich bin eine Anoiha!« KKlleeiidduunngg,, W Waaffffeenn uunndd AAuussrrüüssttuunngg Als eine wilde Anoiha trägt Sampa nicht mehr als einen Len- denschurz aus dem Fell eines Schneeleoparden, ansonsten ist sie nackt. Besonderen Wert legt sie aber auf ihre Haartracht, zwei geflochtene Zöpfe, wie es bei ihrem Stamm Tradition ist. Als Schamanin muss sie öfters Kontakt mit der Welt der Geister aufnehmen. Dazu bemalt sie ihren Körper mit Zeichen der Geister, meist in Form von Tatzen, die sie aber oft nur auf einer Seite ihres Körper trägt (dies soll die Welt der Geister symboli- sieren, während die unbemalte Seite die wirkliche Welt darstellt – und sie als Schamanin ist der Schnittpunkt beider Welten). Als Waffe dient ihr ein Blasrohr, zur Not auch ihre Knochen- keule, die sie aber ansonsten vor allem für ihre Rituale benutzt. Auch ihre übrige Ausrüstung besteht aus Materialien, die sie für ihre Magie verwendet: Handtrommeln, Gesichtsmasken, Kräu- ter und Harze. Die meisten Dinge, die sie braucht, kann sie unterwegs sam- meln oder herstellen, sodass sie mit wenig Gepäck unterwegs ist. D Diiee AAnnooiihhaa--SScchhaammaanniinn bbeeii SSppiieellbbeeggiinnnn R/K/P: Waldmensch / Dschungelstämme (Bergstämme; Anoiha) / Medizinfrau Eigenschaften: MU 14, KL 13, IN 14, CH 15, FF 12, GE 12, KO 12, KK 10, SO 3 LeP 25, AuP 33, AsP 35, MR 4 INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Affinität zu Geistern, Gefahreninstinkt (3), Halbzauberer, Innerer Kompass, Zauberhaar / Artefaktgebunden (Knochenkeule), Eingeschränkte Elementarnähe (Erde, Wasser, Wind), Lästige Mindergeister, Wahrer Name, Aberglaube 5, Eitelkeit 5, Meeresangst 7, Neugier 7, Raumangst 8, Weltfremd 7 Sonderfertigkeiten: Geländekunde (Dschungelkundig), Keule (Weihe der Keule), Kulturkunde (Dschungelstämme), Ritual (Blick ins Geisterreich, Exorzismus, Geisterkerker, Geistheilung, Geleit des Nipakau, Macht der Elemente, Rat der Ahnen, Schlangengeist, Stimme des Nipakau, Tabuzone) Talente: Blasrohr +4, Dolche +2, Hiebwaffen +3, Raufen +2, Ringen +2, Säbel 0, Speere +3, Wurfmesser 0, Athletik 0, Klettern +6, Körperbeherrschung +7, Schleichen +5, Schwimmen +2, Selbstbeherrschung +3, Sich verstecken +3, Singen +3, Sinnenschär- fe +8, Stimmen imitieren +2, Tanzen +6, Zechen -2, Lehren +3, Menschenkenntnis +4, Sich verkleiden +3, Überreden +2, Über- zeugen +3, Fährtensuchen +6, Fallen stellen +1, Fischen/Angeln +1, Orientierung +6, Wettervorhersage +5, Wildnisleben +10, Geografie +1, Götter/Kulte +3, Magiekunde +4, Pflanzenkunde +10, Rechnen 0, Sagen/Legenden +3, Tierkunde +8, Mutterspra- che: Mohisch +11, Sprachen kennen: Garethi +3, Feuersteinbearbeitung +3, Heilkunde Gift +5, Heilkunde Krankheiten +3, Heil- kunde Seele +3, Heilkunde Wunden +5, Holzbearbeitung +4, Kochen +4, Lederarbeiten +3, Malen/Zeichnen +5, Musizieren +2, Schneidern 0 Zauber: GEISTER AUFNEHMEN +5, GEISTER BANNEN +7, GEISTER BINDEN +7, GEISTER RUFEN +6 Kampfwerte: Blasrohr 11, Dolche 8/8, Hiebwaffen 9/8, Raufen 8/8, Ringen 8/8, Säbel 7/7, Speere 9/8, Wurfmesser 7 Ausrüstung: Asymetrische Kleidung, reichhaltiger Körperschmuck, Talismane, Knochenkeule, Hackmesser, Messer, halbes Dutzend Kräuter (z.B. auch für Farbmischungen, Fiebersenkung, Wundsalbe), zwei Tiergewänder, hölzerne Maske, verziertes Gefäß für Geis- terkerker, Handtrommel, Geldbeutel oder Naturalien für Tauschhandel (9 Silbertaler) D Diiee eerrffaahhrreennee AAnnooiihhaa--SScchhaammaanniinn ((mmiitt 55000000 AAPP)) R/K/P: Waldmensch / Dschungelstämme (Bergstämme; Anoiha) / Medizinfrau Eigenschaften: MU 15, KL 13, IN 16, CH 17, FF 12, GE 12, KO 12, KK 10, SO 3 LeP 25, AuP 33, AsP 40 (3 dazugekauft), MR 4 INI 11, AT-Basis 7, PA-Basis 7, FK-Basis 7 Vor- und Nachteile: Affinität zu Geistern, Gefahreninstinkt (3), Halbzauberer, Innerer Kompass, Zauberhaar / Artefaktgebunden (Knochenkeule), Eingeschränkte Elementarnähe (Erde, Wasser, Wind), Lästige Mindergeister, Wahrer Name, Aberglaube 5, Eitelkeit 5, Meeresangst 7, Neugier 7, Raumangst 8, Weltfremd 7 Sonderfertigkeiten: Geländekunde (Dschungelkundig), Keule (Gespür der Keule, Hilfe der Keule, Härte der Keule, Kraft der Keule, Nähe zur Natur, Weihe der Keule, Zauber der Keule), Kulturkunde (Dschungelstämme), Ritual (Aufmerksamer Wächter, Blick ins Geisterreich, Blick ins Geisterreich (II), Exorzismus, Geisterbote, Geisterkerker, Geistheilung, Geleit des Nipakau, Großer Geister- bann, Hauch des Elements, Kraft der Tayas, Macht der Elemente, Rat der Ahnen, Regentanz, Schlangengeist, Stimme des Nipakau, Tabuzone) Talente: Blasrohr +6, Dolche +2, Hiebwaffen +5, Raufen +2, Ringen +2, Säbel 0, Speere +3, Wurfmesser +1, Athletik 0, Klettern +6, Körperbeherrschung +9, Schleichen +5, Schwimmen +2, Selbstbeherrschung +3, Sich verstecken +3, Singen +3, Sinnenschär- fe +8, Stimmen Imitieren +2, Tanzen +6, Zechen -2, Lehren +3, Menschenkenntnis +4, Sich verkleiden +3, Überreden +2, Über- zeugen +3, Fährtensuchen +7, Fallen Stellen +1, Fischen/Angeln +1, Orientierung +8, Wettervorhersage +5, Wildnisleben +15, Geografie +1, Götter/Kulte +4, Magiekunde +4, Pflanzenkunde +13, Rechnen 0, Sagen/Legenden +3, Tierkunde +8, Mutterspra- che: Mohisch +11, Sprachen Kennen: Garethi +3, Feuersteinbearbeitung +3, Heilkunde Gift +5, Heilkunde Krankheiten +3, Heilkunde Seele +3, Heilkunde Wunden +5, Holzbearbeitung +4, Kochen +5, Lederarbeiten +3, Malen/Zeichnen +7, Musizieren +2, Schneidern 0 Zauber: GEISTER AUFNEHMEN +9, GEISTER BANNEN +13, GEISTER BINDEN +11, GEISTER RUFEN +11 Kampfwerte: Blasrohr 14, Dolche 8/9, Hiebwaffen 10/10, Raufen 8/9, Ringen 8/9, Säbel 7/8, Speere 9/9, Wurfmesser 9 Ausrüstung: Asymetrische Kleidung, reichhaltiger Körperschmuck, Talismane, Knochenkeule, Hackmesser, Messer, halbes Dutzend Kräuter (z.B. auch für Farbmischungen, Fiebersenkung, Wundsalbe), zwei Tiergewänder, hölzerne Maske, verziertes Gefäß für Geis- terkerker, Handtrommel, Geldbeutel oder Naturalien für Tauschhandel (12 Silbertaler)
textdata/thevault/Dark Eye, The [multi]/LANG/[DE]/Das Schwarze Auge/013. Inoffizielles Material/001. Spielhilfen/NSC, Archetypen, Namen/Meridianische-Archetypen-2011.12.18.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2007 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. CORS7-03 Into White Plume High-Level Version A One-Round Dungeons & Dragons® Living Greyhawk™ Core Special Adventure Version 1 by Britt Frey and Robert Little Circle Reviewer: Creighton Broadhurst Special Thanks: Eric Anondson, Creighton Broadhurst, Joe Selby and Michael Tran Playtesters: Konrad Brandemuhl, Dan Boals, Stefania Fiorentino, Dan Hass, Clay Jenkins, David ‘Keyoke’ Polansky, Marcia Schoonover, Keith Symcox, Susan Threadgill, Jeff Whitecotton, Jeff Withey, and Dave Woodfin Long a place of legend, tales of White Plume Mountain are well known. Once the lair of the infamous wizard, Keraptis, the threat from this mountain was thought laid low decades ago. Now, though, adventurers have uncovered clues that Keraptis remains within the volcano and that another, terrible creature of Evil is seeking a potent artifact that blurs the boundaries between life and death. Divinations reveal that the item rests deep within Keraptis’s lair. You have been asked to find the resting place of the crystal skull of Keraptis, hopefully before anyone else can get there. A one-round Core Special adventure set in White Plume Mountain for characters of level 9-15 (APLs 10-14). Resources for this adventure include Complete Adventurer [Jesse Decker], Complete Divine [David Noonan], Complete Mage [Skip Williams, Penny Williams, Ari Marmell, Kolja Raven Liquette], Complete Scoundrel [Mike McArtor and F. Wesley Schneider], Complete Warrior [Andy Collins, David Noonan, and Ed Stark], Draconomicon, [Andy Collins, Skip Williams, James Wyatt], Lords of Madness [Richard Baker, James Jacobs, Steve Winter], Dungeon Tiles Mapper [Randal Meyer], Libris Mortis [Andy Collins and Bruce R. Cordell], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Monster Manual V [Creighton Broadhurst, Jason Bulmahn, David Chart, B. Matthew Conklin III, Jesse Decker, James “Grim” Desborough, Rob Heinsoo, Sterling Hershey, Tim Hitchcock, Luke Johnson, Nicolas Logue, Mike McArtor, David Noonan, Aaron Rosenberg, Robert J. Schwalb, Rodney Thompson, Wil Upchurch], Player’s Handbook II [David Noonan], Races of Stone [David Noonan, Jesse Decker, Michelle Lyons], Savage Species [David Eckelberry, Rich Redman, Jennifer Clarke Wilkes], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], S2 White Plume Mountain [Lawrence Schick], and White Plume Mountain [Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt]. CORS7-03 Into White Plume (High Level) Page 2 RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA event from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the session Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the session DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Refer to Appendix 1 for full information on NPCs and monsters. For your convenience, Appendix 1 is split by APL Along with this adventure, you’ll find a RPGA session tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK adventure record (AR). You need one copy of this for each participating player. LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To calculate the Average Party Level (APL), follow the process below: 1. Determine the character level for each of the PCs participating in the adventure. Each PC may bring one animal, plus any creatures gained from class abilities to help in combat. (PCs can bring more creatures but they cannot help in combat). If you deem that the animal bestows a significant benefit in combat add the animal’s CR to the level of the PC it is accompanying for calculating APL. (Animals gained from class abilities and one standard horse, warhorse, or riding dog for a PC with Mounted Combat do not affect APL). 2. Sum the results of step 1 and divide by the number of characters playing in the adventure. Round to the nearest whole number. 3. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. A player character more than three levels higher than the APL at which the adventure is played cannot participate. If a player character is more than two levels away from the APL at which the adventure is played, he suffers a 50% penalty to the amount of gold and XP gained in the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. These APL calculation rules reference version 7.0 of the Living Greyhawk Campaign Sourcebook. If you are playing CORS7-03 Into White Plume (High Level) Page 3 this adventure in 2008, check the current version of the LGCS and follow any updated rules presented within. AUGMENTED APL 14 This adventure features two different challenge levels at APL 14. Players qualifying for APL 14 can instead elect to play the augmented version of that APL. Make clear to the players that doing so bestows no extra gold, XP, or other rewards; the combats and encounters are simply more challenging. TIME UNITS AND UPKEEP This is a standard one-round Core Special adventure, set in White Plume Mountain. All characters pay 2 Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. PREPARATION FOR PLAY This core special adventure complements Return to White Plume Mountain [Bruce R. Cordell], S2 White Plume Mountain [Lawrence Schick], and White Plume Mountain [Andy Collins, Gwendolyn F.M. Kestrel, and James Wyatt] updating this infamous locale to the current timeline. Knowledge of these adventures is not necessary to run this event, although a familiarity with the original material may assist a DM in portraying the encounters herein. This adventure’s design assumes that at least some of the players are familiar with the original material. (Such knowledge of the dungeon is easily explained away by bards’ stories of successful explorations of the interior). CHALLENGES The encounters in this adventure are intended to challenge the players’ tactics as much as their character builds or dice rolls; most of the encounters require clever thinking to overcome without serious losses. If the players are able to think quickly and adapt to new information and situations, they will be able to save time and resources, hopefully enough to succeed in their mission. STANDARD OPERATING PROCEDURES Before the adventure begins, be sure to clarify standard operating procedures such as marching order and distances, search procedures when traveling corridors or approaching doors, when the PCs wish to be Hiding or Moving Silently, or other constant or repetitive actions that may come up during the adventure. Inform the players that, unless they inform you otherwise, these standard operating procedures will be assumed at all times. ENCOUNTER START DISTANCES Most of the encounters in this adventure have variable start distances between the PCs and NPCs based on Listen, Spot, Hide, and Move Silently checks. Review these rules before running this adventure, paying attention to distance, distraction, armor check, and other modifiers. The echoes of the cavern impose a -2 circumstance penalty to Move Silently checks. Remember, it is usually the lowest check in the party that matters. Casting spells with verbal components must be done in a strong voice, making the base DC to hear such spellcasting -5 (PH 174). LIGHTING AND VISION All the creatures in this adventure have darkvision; some have even better abilities, such as scent or blindsight. As such, they do not need lights of any kind. If the PCs do not have such abilities and must use light sources, they will likely be noticed long before the PCs notice the NPCs. HEAT DANGERS Before running this adventure, review the rules for heat dangers (DMG 303). The rules contain an ambiguity for resistances and immunities; for the purposes of this adventure, having resistance to fire does not grant full immunity to all lava damage; to avoid all lava damage, the character must either have immunity to fire or resistance in excess of the damage dealt. If the players mention fire damage, lava, resistance, immunity, protection, or anything else during preparations that would indicate they are considering the possible threat of fire damage and attempting to prepare for it, be sure to clarify this point so they can prepare accordingly. Only Encounters 6 and 7 involve heat dangers. Ambient temperatures in this area are in the “extreme heat” category. The nonlethal damage per 5 minutes will likely not matter, but the damage per 1 minute and heat metal effects may be required. It is likely, however, that the PCs will have enough fire resistance to avoid the ambient heat effects. CORS7-03 Into White Plume (High Level) Page 4 A PC that takes damage from contact with lava or the ambient extreme heat risks catching on fire. Characters with fire resistance greater than 6 would take no damage from being on fire; thus, you can ignore catching on fire effects for such characters. NEW RULE ITEMS Core adventures often utilize new rules items –including new classes, prestige classes, races, feats, spells, and equipment (including magic items) – that do not appear in the Player’s Handbook, Dungeon Master’s Guide, or Monster Manual). The full write-up of any featured feats, spells, or equipment appears in Appendix 2. Information on featured classes, prestige classes, and races appears in the relevant creature’s stat block. This adventure includes all the information required to run these characters. The DM should double-check that he fully understands any new rule items presented in this adventure before play begins. ADVENTURE BACKGROUND Throughout this adventure, the crazy whisper gnome that has assumed the title ‘Keraptis’ will be referred to as ‘Ceraptis’ to avoid confusion with the real Keraptis. This is purely for the GM’s benefit, as the gnome would surely use the same spelling as the archmage. IN THE PAST TWO YEARS… …Gildor Arcanix has been hunting the root cause of a dramatic increase in evil dragon activity throughout the central Flanaess. Gildor is a gold dragon and the leader of the Oathsworn Slayers, a group dedicated to hunting evil dragons and their spawn. He has noticed an increase in the number and power of cults dedicated to the worship of various chromatic dragons and in the number of active dragonspawn and, in response, has enlisted the aid of adventurers in uncovering the source. The group has recently come to discover that an ancient draconic menace has returned to Oerth. Dragotha, a dracolich of unspeakable power and evil, has been manipulating events behind the scenes for unknowable years, actions fueling a plot that is just now coming to its culmination. Dragotha has been the secret mastermind behind the various draconic cults, masquerading as different chromatic dragons in different areas. He has enlisted the aid of old allies in the court of Tiamat to help him achieve his goals. The only other information Gildor has uncovered about Dragotha’s goals is that he is seeking knowledge and artifacts related to life and death. FOUR DAYS AGO… …expendable adventurers, lacking the experience for more interesting and important adventures, plunged into the dungeons of White Plume Mountain. They were attempting to find the cause of recent disturbances at the volcano and stop them before an eruption could destroy the nearby villages and disrupt the environment for hundreds of miles. While they were there, the adventurers first found several dead chromatic dragonspawn, apparently killed by the mountains crazed whisper gnome inhabitants. Further into the dungeons, the adventurers discovered evidence that the gnomes, under the direction of Ceraptis, had been working to cause the volcano to erupt. Apparently, Ceraptis thought this was the perfect solution to the problems of frequent adventurer and, more recently, dragonspawn incursions and had convinced the other gnomes of his brilliance – a classic case of too much Charisma and not enough Wisdom. The adventurers also discovered that the dragonspawn were seeking something within the bowels of the mountain, but could not uncover what it was or why they wanted it. The disruptions of the volcano caused several cave- ins, blocking the adventurers’ further progress into the dungeons. Stymied, but with evidence in hand and further disruptions hopefully prevented, the adventurers returned to civilization, turning over their findings before heading off to further adventures. The details passed between various powers within the “Forces of Good” before ending up in the hands of Gildor Arcanix. THE LAST FEW DAYS… …have seen Gildor enlisting the aid of many allies and followers that possess divinatory magic and esoteric knowledge. Much of the desired information was cloaked by Keraptis’s penchant for secrecy and mystery and the enchantments on his former demesne blocking divinations. However, powerful divinations and dusty tomes were able to reveal that Dragotha had some sort of connection to Keraptis and White Plume Mountain in the past and that he was likely seeking an ancient and powerful artifact in the form of a crystal skull. Not much is known of the artifact that scholars have dubbed the crystal skull of Keraptis, but Dragotha would likely have known of it from his previous dealings with Keraptis and it would fit his recent activities and goals. No matter what its powers, if Dragotha wants it, Gildor wants it first. LATE LAST NIGHT… …one of Gildor’s aides was able to magically view an area within White Plume Mountain. Apparently, the disruptions had opened a small rift near the dungeon. As the area was not in existence when the original wards were placed, this new area was vulnerable, and that vulnerability has been found. Gildor quickly hired a wayfarer and arranged for the visual image to be shared with him. AT DAWN TODAY… …several adventurers in the area of Critwall received a missive from Gildor requesting their aid. The letter asked them to meet at a small shrine of Bahamut in one hour. There, he explains the situation and asks them to accept teleportation into the viewed room, explore the dungeon, recover the crystal skull of Keraptis, and return it to him. CORS7-03 Into White Plume (High Level) Page 5 ADVENTURE SUMMARY Introduction The PCs have five hours to prepare spells, purchase items, Gather Information, perform research, or do anything else they wish. 1: Transdimensional Insertion The PCs are teleported into White Plume Mountain. 2: Why Won’t You Die The PCs encounter Ceraptis and his personal guards in the midst of torturing two prisoners. Upon the first death, the room’s trap activates, forcing the PCs to alter tactics. 3: Please Hold If the PCs are not careful, they trigger the transfix trap and may be trapped long enough that Xonxin from Encounter 4 finds them. 4: My Good Buddy, Imix Xonxin and his ember guards are interrupted while repairing damage to the tunnels or, if the PCs are not careful, the PCs are surprised by Xonxin and his ember guards. 5: That’s No Rust Monster In the magical experimentation centre, the PCs encounter what they think are rust monsters, but are really overgrown worgs in disguise. As the PCs discover this, the real rust monster joins the fray. 6: Liquid Hot Magma As the PCs cross a magma chamber, a cave-in traps them amidst falling rocks and exploding magma. 7: Giant Metal Thing The PCs finally find the crystal skull of Keraptis…fused to the body of a giant metal guardian standing in the middle of a pool of lava. Conclusion The PCs leave White Plume Mountain and decide what to do with the skull. WARNING Remember that this game, in general, and this adventure, in particular, is about having fun. While the adventure may be challenging, the author is not “out to get you.” Thinking in terms of author or GM against player is a guaranteed way to decrease the fun of the adventure for both you and the other participants. Trust the author to take care of you and make sure you have fun, no matter what the initial appearances. INTRODUCTION Arriving at the shrine, you see a human male with golden hair and eyes; his regal aura is almost palpable. He wastes no time in introducing himself as Gildor Arcanix and asking if you have any questions about the missive or the mission. If anyone has true seeing or an equivalent ability, they see that Gildor is really an ancient gold dragon in human form. Gildor can provide the following information. He is slightly more open with PCs that have worked with him in the past. • Who is Dragotha? He is a dracolich and the former lover of The Chromatic Dragon. • Will we encounter him? For your sake, I hope not. He is a creature of immeasurable evil and power. Luckily, he seems to prefer manipulating other creatures to do his bidding. Perhaps he cannot act openly or personally. • What does he want with this artifact? I do not know. I only know that recent investigations into his actions have shown a desire for ancient Ur-Flan secrets and items. The Ur-Flan were known for their mastery over life and death. Given his state as a dracolich and his past connections to Keraptis, he is likely interested in that facet of their history. • Who is Keraptis? Not much is known of Keraptis, nor has anyone heard from him in decades. He was an archmage obsessed with immortality. Long ago, he made White Plume Mountain into his base of operations, bringing with him his odd, gnome slaves. There was an incident decades ago involving some missing magical weapons and a note supposedly from Keraptis, but that is the only alleged activity from him in recent memory. • Odd gnomes? Keraptis had his own breed of gnomes that he used as a sort of slave race. They are known as whisper gnomes and, based on recent incursions into the mountain, still dwell there. Their constant inbreeding, the magical dabbling of Keraptis, and their long isolation have driven them mad, though. • What can we expect within White Plume Mountain? Well, it is a volcano, so heat is to be expected. As I said, the whisper gnomes still dwell there. There might also be some deformed spawn of the Chromatic Dragon. Other than that, I have no idea, thanks to Keraptis’s wardings. • Spawn of Tiamat? Do not say her name, if you please. Yes, some of her spawn were found within the mountain by previous adventurers. Other information discovered there indicates that they have been attacking the mountain repeatedly recently, looking for something, which is what prompted my research. CORS7-03 Into White Plume (High Level) Page 6 • Keraptis’s wardings? He apparently blocked the mountain from divinations. We were unable to directly divine any information about the mountain, other than one small area. • One small area? The recent tremors apparently opened up a small area within the mountain, next to the cavern complex. As this area did not previously exist, it was not as well shielded from divinatory magic. This allowed one of my aides to scry the area, after much effort. That is how we will be teleporting you in. • Teleporting us in? I have hired a Wayfarer and we have used illusory magic to share the target destination with him. He will teleport your group to the cavern and then return here. • How do we get out? I would prefer it if you could provide your own way out, but I do have a talisman you can take for emergency use. If you break this talisman, you and all your allies that are touching you will be transported to this shrine. • What is it you want us to do there? Locate and recover the crystal skull of Keraptis. Of course, any other opportunities to thwart evil should not be avoided. • Recover, not destroy? I would like to be able to study the artifact in the hopes of gleaning some clue as to Dragotha’s motives. Besides, it is unlikely you will be able to destroy the artifact; items of such power require special processes to destroy. • When do you want us to leave? Now, but I understand the need to prepare. I would like you to leave within the next five hours; the Wayfarer I hired must leave by that time. You may have the time until then to prepare, though the earlier you leave, the better I will feel. The PCs are given as much as five hours to prepare for the mission. Spellcasters that prepare spells are assumed to have left their spell slots open and can prepare spells as they wish. PCs may go shopping for last minute items if they wish, being able to purchase any item of less than 10,000 gp market value and to which the PC has Core or Open access. LORE The following pieces of information can be discovered with either a Gather Information check or the appropriate Knowledge check. PCs only have time to make one Gather Information check each. PCs that need to prepare spells, want to make additional purchases, or spend time on other preparations do not have time to Gather Information. Keraptis PCs with Knowledge (history) or bardic knowledge can learn more about Keraptis. When a PC makes a successful skill check, read or paraphrase the following, including the information from lower DCs. • DC 15: The powerful and evil wizard, Kerpatis, dwelt below White Plume Mountain. Several decades ago, he stole several powerful weapons from Greyhawk City but adventurers retrieved them all. • DC 20: Keraptis was served by strange gnomes that were fanatically loyal to him. • DC 25: Keraptis is unknowably old. Ancient Flan records, recovered from Tostenhca - a mountain-city hidden deep within the Griff Mountains record a wizard of that name who controlled incredible power. • DC 30: Keraptis is thought to have disappeared some time ago to travel the planes in search of ways to extend his already prodigious lifespan. White Plume Mountain PCs with Knowledge (geography), Knowledge (history), or bardic knowledge can learn more about White Plume Mountain. When a PC makes a successful skill check, read or paraphrase the following, including the information from lower DCs. • DC 10: The mountain stands in the center of a desolate moor. It is the highest point for miles around. • DC 15: White Plume Mountain is not really a mountain but in reality is a high conical hill probably formed by the upwelling of lava from below. • DC 20: A geyser at its summit provides the characteristic white plume for which the mountain is famed. Whisper Gnomes The descendants of Keraptis’s mad gnome bodyguards yet dwell in White Plume Mountains. PCs with ranks in Knowledge (local: any) may know more about whisper gnomes. When a PC makes a successful skill check, read or paraphrase the following, including the information from lower DCs. DC 11: Identifies the creature as a whisper gnome, a rare type of gnome. They are creatures of stealth and suspicion. DC 16: Whisper gnomes have excellent senses. They are able to see in the dark and have exceptional hearing. DC 21: Whisper gnomes have a range of spell-like abilities. They can produce magical sounds, move small objects without touching them, and send silent messages to one another. DC 26: Whisper gnomes can cloak themselves in magical silence. 1: TRANSDIMENSIONAL INSERTION When you indicate that you are ready, the hired Wayfarer directs you to gather together as he begins casting his spell. As you dematerialize, the familiar, CORS7-03 Into White Plume (High Level) Page 7 brief nausea passes over you quickly. As you rematerialize, you see first nervousness, and then relief on the face of the Wayfarer, as he realizes he was on target. He gives your group a curt nod before breaking his talisman and disappearing, his contract fulfilled. Down the unworked passage, you can hear clear sounds of what is likely torture: intermittent lashes and strikes, sobbing, and forceful questioning. The PCs have teleported into the only area that Gildor’s people were able to scry. Their guide breaks his refuge talisman as soon as they arrive, wanting nothing to do with combat. The PCs may prepare as they wish, but are only 80 ft. from the Indoctrination Centre (Encounter 2). The PCs can immediately hear activity and Gnomish chatter down the hall. DEVELOPMENT If the PCs make much noise at all, Ceraptis and his minions likely hear them and begin preparing for intruders. With all modifiers already included, assuming the NPCs are constantly taking 10 on passive Listen checks, they succeed on any Listen check of base DC 9 or lower, such as talking, spellcasting, and some movement; the PCs may be able to get away with whispering and moving slowly and quietly, as long as they are not too heavily armored or clumsy. 2: WHY WON’T YOU DIE?! As you turn the corner to exit the freshly rent fissure, your eyes fall upon a morbid sight. To one side of the room is a table with a dissected green dragonspawn, while chained to the walls are two humanoids, one a male dwarf and the other a type of female gnome, likely a whisper gnome of which you have heard. The gnome is unconscious, whilst the dwarf is being beaten by a gigantic, monstrously deformed gnome with long braids of fire-red hair and shiny, red scales. The activities are being overseen by a pale gnome of wild yet regal appearance. Standing to the side are two other gnomes, seeming to take great glee in the dwarf’s pain. As soon as the revenance trap detects a dead creature of size Small or larger within the room, it activates on its next initiative, firing a Reach revenance on the target (Note: this targets a Small or larger PC if he dies within range and is the closest target). Read the following text when the turret first activates. Suddenly, the center of the stone ceiling begins to morph. A silvery liquid flows down and quickly forms into a reflective dome that fires a mystical ray. All APLs � Revenance Trap: Appendix 1. APL 10 (EL 13) � Ceraptis: male half-vampire whisper gnome bard 8; hp 44; Appendix 1. � Banaar: half-red dragon spriggan barbarian 4/war hulk 2; hp 160; Appendix 1. � Lobo and Bolo: male whisper gnome rogue 6; hp 33; Appendix 1. APL 12 (EL 15) � Ceraptis: male half-vampire whisper gnome bard 8/lyric thaumaturge 2; hp 55; Appendix 1. � Banaar: half-red dragon spriggan barbarian 4/war hulk 5; hp 208; Appendix 1. � Lobo and Bolo: male whisper gnome rogue 6; hp 33; Appendix 1. APL 14 (EL 18) � Ceraptis: male half-vampire whisper gnome bard 9/lyric thaumaturge 4; hp 71; Appendix 1. � Banaar: half-red dragon spriggan barbarian 4/war hulk 5; hp 208; Appendix 1. � Lobo and Bolo: male whisper gnome rogue 8/blade bravo; hp 77; Appendix 1. Augmented APL 14 (EL 20) � Ceraptis: male half-vampire whisper gnome bard 9/lyric thaumaturge 4; hp 71; Appendix 1. � Banaar: half-red dragon spriggan barbarian 4/war hulk 5; hp 208; Appendix 1. � Lobo and Bolo (6 total): male whisper gnome rogue 8/blade bravo; hp 77; Appendix 1. The EL of this encounter has been increased by 1 to account for the effects of the revenance trap. Tactics Ceraptis: Ceraptis first starts singing to inspire courage, using inspirational boost to increase the bonus to +3. His Melodic Casting feat allows him to maintain his bardic music abilities while taking other vocal actions. If he has inspire greatness at the current APL, he uses that as his next action on Banaar; otherwise, he begins casting opportunity spells. In the first round that he has a free immediate action, he activates his badge of valor to boost the Inspire Courage bonus to +4 to hit and damage. Remember to use Captivating Melody when casting offensive spells if Ceraptis has that feat at the current APL. Banaar: At APL 10, Banaar uses his belt of battle primarily for move actions to position himself while still gaining full attacks or a Great Swing in one round. If he does not need to do so, he use all three charges to gain a full attack action. At APLs 12 and 14, he use the belt of battle to gain either a move action for positioning for a full attack against one opponent, or to gain a standard action to gain a free Mighty Swing. Lobo and Bolo: Lobo and Bolo attempt to flank with each other and/or with Banaar. At APL14, they use their CORS7-03 Into White Plume (High Level) Page 8 first action to drink potions of shield of faith +3; if they have additional time to prepare, they drink potions of haste. They then target a Medium or larger creature using their Mobile Fighting (+1 dodge), Titan Fighting (+4 dodge), Combat Expertise (+5 dodge), and Size Advantage (+2 or more dodge) to boost their AC by 12 or more, giving a total AC of 37 or more, and then use Goad to force big, dumb fighters to attack them. Using their impaling weapon ability, they should still be able to hit the opponent while taking the -5 penalty to hit from Combat Expertise. Treasure: Refer to the Treasure Summary to determine what the PCs find here. CAPTIVES Neither captive is in any condition to adventure, nor do they want to. They ask to be taken out of the mountain as soon as possible. If this cannot be done immediately, they will follow the party from several hundred feet away. To count as “rescued”, the PCs must get the prisoners out of the complex, likely by taking the NPCs with them when they teleport out. Mithraldo Deepunder If the PCs rescue the dwarf, Mithraldo Deepunder, he will be extremely grateful and promises to make it up to the PCs. If asked, he explains that he was a member of a party of dwarves that were exploring the mountain when they came upon the whisper gnomes and their traps. His companions were killed, but he was captured alive; the whisper gnomes have been trying to ‘indoctrinate’ him for the past three weeks. Yalla Thergan If the PCs rescue the whisper gnome, be sure to watch how the individual PCs treat her. PCs that treat her well, such as healing her or asking her if she needs anything, earn an entry on the AR that others do not. Yalla, like all of the whisper gnomes in White Plume Mountain, is a bit insane, though she has a better handle on reality than most of the others. If asked, Yalla explains that she has always lived in White Plume Mountain. She was being tortured because she thought Ceraptis’s idea was idiotic and dangerous; he was trying to ‘convince’ her otherwise. DEVELOPMENT After defeating Ceraptis and his minions, the PCs may rescue the two prisoners, search the room and the bodies, and proceed out the only exit. On Ceraptis’s body, the PCs find a crystal skull of Ceraptis. This is a minor magic item Ceraptis had crafted to help him incite fear in the other gnomes. It is really nothing more than a glorified everburning torch. Ceraptis knew of the crystal skull of Keraptis and fashioned this skull to mimic it. Hopefully, the PCs quickly realize that the skull is too small to fit the description and too weak to be an artifact. If they want to waste time deciding what to do, though, let them. 3: PLEASE HOLD Ahead of you, the corridor opens into a wide rift within the mountain. Your party stands at ground level of the interior chasm, which appears to end to your left and stretch off into the darkness on your right. You notice no movement, but the heat has increased and the sound of shifting rocks is audible in the distance, echoing through the caverns. The PCs exit a 15 ft. wide passage and enter a chasm that runs perpendicular to the passage they just exited; the PCs are at the bottom of the chasm. The chasm is 40 ft. across, an average of 25 ft. high, and stretches off into the darkness beyond sight. Ten feet from the middle of the exit point of the passage, in the chasm, is a transfix trap intended to freeze interlopers as they advance towards the Indoctrination Centre. The trap can be bypassed by uttering the phrase “Praise to Keraptis!”, but it is unlikely the PCs have this information. The trap is triggered when a creature moves to within 5 ft. of the trap without uttering the trigger phrase. This means that any Search check to find the trap without first triggering it must be made from 10 ft. away. If the PC is only searching adjacent squares, they trigger the trap before finding it. This trap has two possible effects. First, it could cause shorter duration buff spells to expire. Second, it could cause Encounter 4 to start while one or more PCs are transfixed. All APLs (EL 11) � Transfix Trap: Appendix 1. The EL of this encounter has been increased by 1 to account for the possibility of Encounter 4 occurring here while some PCs are transfixed. DEVELOPMENT If the PCs spend more than 30 minutes in this location, Xonxin and his ember guards stumble across them, beginning Encounter 4. Begin such a combat with the NPCs placed 60 ft. from the closest PC, or further out if the PCs are making a good deal of noise or if the PCs have more than 60 ft. of perception available. Tactics: If Encounter 4 begins here, the NPCs avoid giving away the trigger phrase, if possible. The ember guards have enough reach to stand outside the area and still attack anyone transfixed or standing at the mouth of the passage. They do not proceed down the hall to attack the PCs unless there is only one ember guard remaining or Xonxin is dead; the ember guards are not smart enough by themselves to avoid being bottled up. Consult Encounter 4 for further tactics. CORS7-03 Into White Plume (High Level) Page 9 4: MY GOOD BUDDY, IMIX Adjust the following text to account for multiple ember guards. The chasm slowly drifts downwards, the heat rising at the same time. As you turn a corner, you see a hulking mass of stone and brass, puffs of acrid smoke leaking from its maw; intense heat radiates from its surface, and smoke rises where it treads. Standing behind the monster is a giant with red skin and fiery eyes. Xonxin has been dispatched by Ceraptis to shore up the caverns in various places, using his ember guards as manual labor. Xonxin and his ember guards are currently working at the passageway the low-level adventurers found at the end of their portion of this adventure. The PCs have a slight advantage here, as they can clearly hear the sounds of construction from 120 ft. away. Beyond that distance, the PCs can only make out the sounds of shifting rocks, not what is causing it. As soon as Xonxin or the ember guards notice the PCs, they attack. APL 10 (EL 13) � Xonxin: male efreeti; hp 65; MM 115. � Ember Guard: hp 162; Appendix 1. APL 12 (EL 15) � Xonxin: male efreeti; hp 65; MM 115. � Ember Guard (2): hp 162; Appendix 1. APL 14 (EL 18*) � Xonxin: male efreeti; hp 65; MM 115. � Greater Ember Guard (2): hp 225; Appendix 1. Augmented APL 14 (EL 20*) � Xonxin (2): male efreeti; hp 65; MM 115. � Greater Ember Guard (4): hp 225; Appendix 1. *The EL of this encounter at these APLs has been decreased by 1 due to the likelihood of PCs having resistance to fire, reducing the effectiveness of the NPCs. Tactics: If Xonxin and the ember guards are aware of the PCs before the PCs are aware of them, Xonxin uses his spell-like abilities to make all the NPCs invisible. Xonxin: Xonxin’s first actions, either in combat or preparing for surprise combat, are to use one of his 3/day non-genie wishes on each ember guard to make its next attack an automatic critical hit (he instructs the ember guards to full Power Attack on their next attack, if they have that feat at the APL). He then uses wall of fire to split up the party and/or block enemy spellcaster’s line of effect spells or use his remaining wish(es) to revive defeated ember guards, as appropriate. If Xonxin sees that things are going poorly, he uses plane shift to escape. Ember Guards: Xonxin instructs the ember guards to spread out during combat to help avoid area of affect attacks and to maximize the impact of their Death Throes ability. His instructions place the ember guards in such a way that they can all breath on the party while avoiding each other’s breath attacks, which should be easy with their 15 ft. reach. Even if the PCs seem immune to fire, the ember guards continue to breathe on the party in an attempt to keep them slowed; however, the ember guards are not intelligent enough to notice if a previous breath slowed the PCs, so some breath attacks may be wasted. Lore Characters with ranks in Knowledge (the planes) can learn more about ember guards. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. • DC 23: This is an ember guard, a creature from the Elemental Plane of Fire. An ember guard can breathe a cone of flame that magically slows those it burns. Cold is this creature’s major weakness. • DC 28: Ember guards are spawned by Imix, Prince of Evil Fire Elementals. Their essential nature—fire—lies trapped within a skin of brass and stone that is resilient against all but good weapons. Despite amazing healing abilities, ember guards lose their ability to contain their inner fire as they suffer injuries, causing those nearby to burn as heat and flame escape. • DC 33: If an ember guard is slain, it explodes in a tremendous burst, showering the area with fiery cinders. Treasure: Refer to the Treasure Summary to determine what the PCs find here. DEVELOPMENT After defeating Xonxin and his ember guards, the PCs may either continue clearing the passage, which only leads to the already cleared area of the mountain (see low- level section of the adventure), or continue down the chasm, which leads to Encounter 5. Any time spent investigating the cave-in discovers crushed, decayed dragonspawn of various types, killed during the cave-in while invading the mountain. 5: THAT’S NO RUST MONSTER You appear to have entered a laboratory of some type, likely a magical experimentation centre. You see tables covered in beakers, tomes, staves, and other typically magical items. You are not alone in the room, as you see gigantic creatures with insect-like legs, an armored carapace, several antennae and tentacles, and an odd- looking tail. On the back of each creature is a whisper gnome holding a set of reins. CORS7-03 Into White Plume (High Level) Page 10 The guulvorgs are disguised as half-farspawn rust monsters. Give the PCs Spot checks, as described below. If the disguises fool them, give the PCs Knowledge (dungeoneering) checks to identify the “rust monsters.” APL 10 (EL 13) � Immature Guulvorg (2): hp 126; Appendix 1. � Half-Farspawn Rust Monster: hp 188; Appendix 1. APL 12 (EL 15) � Immature Guulvorg (3): hp 126; Appendix 1. � Rust Monster of Legacy: hp 188; Appendix 1. APL 14 (EL 18) � Greater Guulvorg (3): hp 212; Appendix 1. � Rust Monster of Legacy: hp 188; Appendix 1. Augmented APL 14 (EL 20) � Guulvorg (6): hp 212; Appendix 1. � Rust Monster of Legacy (2): hp 188; Appendix 1. At Augmented APL 14 have half the guulvorgs arrive in round 3 and begin attacking on round 4. Have the rust monsters arrive in round 6 and begin attacking in round 7. Adjust the round numbers as necessary if the PCs finish off the previous set of NPCs quickly. Tactics: The guulvorgs in this encounter are disguised as rust monsters (everyday by Ceraptis). Their general tactic is to engage any enemies early, giving them time to realize that the guulvorgs are not really rust monsters, just in time for the actual rust monster to move in and attack. This tactic is meant to keep the enemy confused and off-balance. As soon as the guulvorgs or rust monster are aware of the PCs’ approach, the gnomes mount their disguised guulvorgs and prepare to meet the PCs at the entrance to the Experimentation Centre. Gnomes: The guulvorg-rider gnomes are here merely for story purposes and a bit of roleplay flavor. They do not take any actions in combat and do not affect the EL of the combat. If you need their statistics for some reason, use a gnome out of the Monster Manual. Guulvorgs: The guulvorgs spread out to avoid area attacks and to give the rust monster space to operate, when he arrives. As soon as the PCs see the guulvorgs, they can roll a Spot check to see through the rust monster disguises. It requires a DC (25+APL) Spot check to see through the disguises (this already includes modifiers for combat distraction and average distance). At the beginning of each PC’s turn, give them another Spot check with a cumulative +4/round circumstance bonus, representing the guulvorgs not acting appropriately for their ‘physiology’ and the disguises taking damage during combat. The guulvorgs take advantage of their quick tail ability and/or clever 5-ft. steps to gain full attacks every round while ending every other round 15 ft. away from the enemy, if possible. This allows them to still threaten with their tail, and forces enemies to provoke an attack of opportunity when approaching. The guulvorgs also flank whenever possible and, if space is an issue, use their quick tail ability to cycle through spaces and let each guulvorg full attack every round. Rust Monster: The real rust monster moves into attack position in round three; it begins attacking in round four. The rust monster spends the first few rounds buffing, in the following order: round 1 – blur, round 2 – greater invisibility and move to within one movement of attack position, round 3 – blink and move into attack position. Before running this combat, be sure to review the rules for the interactions between blur, blink, greater invisibility, see invisibility, and true seeing. Remember to apply the miss chances against the rust monster for both blink and either blur or greater invisibility, as appropriate, and the miss chance for the rust monster from blink. If the rust monster gains an attack of opportunity from Spectral Skirmisher at APLs 12 and 14, it uses its antenna attack against the weapon being used to attack it, if metal, or against armor, giving the guulvorgs a better chance of damaging the enemy; the APLs 12 and 14 rust monster is highly intelligent. At APL 10, it uses such an attack of opportunity to attack the largest metal object on the provoking creature. The APL 10 rust monster does not use amorphous form unless there are no significant metal objects left in the room. The APLs 12 and 14 rust monster only uses amorphous form if it needs to gain immunity to critical hits and flanking or if there are no significant metal objects left in the room. The rust monster’s other spell- like abilities should be used as appropriate, remembering that the APL 10 rust monster has only a 3 Intelligence and is strongly compelled to use its rust ability if it can. Lore Characters with ranks in Knowledge (nature) can learn more about guulvorgs, once they see through the disguises. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. • DC 23: Guulvorgs are magical beasts that are related to and as smart as worgs. These creatures are among the largest wolf-like monsters in existence. Their fangs are oversized even for their huge mouths. • DC 28: A guulvorg’s tail ends in a huge bulb of hardened bone, and the beast can use this tail extremely quickly in battle. • DC 33: Protecting it from fire and making it immune to cold, a guulvorg’s blood runs boiling hot. If the creature is wounded, which is hard to do without magic weapons, its blood scalds its attacker. Treasure: Refer to the Treasure Summary to determine what the PCs find here. CORS7-03 Into White Plume (High Level) Page 11 DEVELOPMENT After defeating the rust monster and guulvorgs, the PCs may search the room, discovering a few magic items. Of note are body parts of various dragonspawn that have been subjected to magical experiments. After examining the room, the party may proceed down the stairs leading to the magma chamber in Encounter 6. 6: LIQUID HOT MAGMA The PCs exit a narrow passage and emerge in a large, active magma chamber with a small path leading across it. The path is 10 ft. wide and travels 80 ft. before leading into another passage out of the magma chamber. The chamber stretches 100 ft. to either side of the path, but you should not need more than 30 ft. to either side of the path for this encounter. Ahead of you is a magma chamber with a narrow path stretching from one side of the room to the other. To either side of the 10-foot wide path is liquid magma; frequent, slowly bursting bubbles indicate the instability of the mountain. The heat here, mere feet from the molten lava, surpasses the physical limitations of mortals. Almost 100 feet ahead of you, the path leaves the chamber to enter another passage. As the first PCs reach the halfway point on the path (the square 45 ft. from the entrance), a tremor shakes the mountain, causing large sections of the ceiling to collapse. As you move carefully across the magma chamber, a tremor shakes the volcano, dislodging portions of the ceiling. Bits of rock begin to fall around you. Roll initiative. On the trap’s first initiative turn, the rock fall occurs, blocking the exits, disrupting the magma, and probably injuring the party; follow the instructions in the Appendix and place the lava vortex tile in a random location 10 ft. away from the path. Large sections of the ceiling of the room rain down upon you and your allies. Both exits of the room are blocked by piles of large rocks, and the magma has begun to shift in unsettling ways. Each round after the first, magma explodes out of the lava vortex area, covering the entire area. One area of the magma appears to have been disrupted more than the rest, as it violently erupts, spraying you and your allies with molten stone and metal. On each character’s initiative, ask them what they want to do. Remember that one of the challenges of an encounter trap is for the players to think of a way out; do not tell them how to escape or what to do. If a player wants to make a Disable Device check, ask them what they are trying to accomplish; encounter traps are not a measure of bonuses or d20 rolls. The encounter trap in the Appendices lists two ways of escaping, but other particularly clever ideas that seem like good ideas should be allowed. ENVIRONMENT Off the path, the magma is 5 or more feet deep throughout the chamber; leaving the path results in full submersion damage. See the ‘Heat Dangers’ section at the beginning of this adventure for more details. TRAPS APL 10 (EL 12) � Lesser Magma Explosion Trap: Appendix 1. APL 12 (EL 14) � Magma Explosion Trap: Appendix 1. APL 14 (EL 17) � Greater Magma Explosion Trap: Appendix 1. Augmented APL 14 (EL 19) � Greater Magma Explosion Trap (2*): Appendix 1. * At Augmented APL 14, have two rock collapse events on round 1, two magma disruption areas, increase the Disable Device check at each exit by 2, and add 30 hp to each exit. DEVELOPMENT Leaving the magma chamber, the PCs proceed through a winding passage for 100 ft. before emerging in the area described in Encounter 7. 7: GIANT METAL THING Exiting the passage leading from the unstable magma chamber, you stand at the end of a magma pool that begins just ahead of you and stretches away, farther into the mountain. The pool is roughly 20 feet wide and is flanked by paths roughly 5 feet wide. The pool/stream travels approximately 100 feet in a winding pattern before opening into larger pool. Adjust the following text to account for more than one merchurion. After traveling about 200 feet along the twisting magma flow, the area opens into a larger magma pool. A metal colossus stands amidst the magma, its form shifting and flowing like liquid. The creature moves with a grace that belies its powerful, CORS7-03 Into White Plume (High Level) Page 12 humanlike form, and you see that its metallic sheen is no suit of armor. Where its head would be is a crystal skull, the silver liquid flowing from the eyes, nose, and mouth, joining the rest of the liquid form, flowing down the creature’s arms, and taking the shape of a vicious, over-large axe. ENVIRONMENT The PCs exit a narrow passage and emerge on a 5 ft. ledge along the edge of a 20 ft. wide magma flow. They travel along this passage for 200 ft. before encountering the merchurion(s), 50 ft. ahead, in the middle of the magma flow. The crystal skull of Keraptis has been fused into the guardian as its head, giving the odd appearance of a silvery being with a crystal skull, with silver liquid flowing from the eyes, nose, and mouth. If there are two guardians at the given APL, the other merchurion is of average appearance for its type. Off the ledge, the magma (DMG 304) is 6 ft. deep throughout the pool. Leaving the ledge has the following effects: Medium or Smaller Creatures: The magma deals 20d6 fire damage per round of exposure, plus 10d6 fire damage each of the next 1d3 rounds after exposure ceases. DC 10 Swim checks are required for movement. Large or Larger creatures: The magma deals 2d6 fire damage per round of exposure, plus 1d6 fire damage each of the next 1d3 rounds after exposure ceases. Each square counts as difficult terrain. APL 10 (EL 14*) � Decayed Merchurion: hp 202; Appendix 1. APL 12 (EL 16*) � Decayed Merchurion (2): hp 202; Appendix 1. APL 14 (EL 19*) � Merchurion: hp 319; Appendix 1. Augmented APL 14 (EL 21*) � Merchurion (2): hp 319; Appendix 1. * The EL of this encounter has been increased by 2 to account for the number of sequential combats, the possibility of losing equipment to the rust monster, and the environment. At APLs with one merchurion, when it reaches half health, the skull is dislodged from the being and rests on top of the lava in the middle of the merchurion’s current squares. At APLs with two merchurions, the death of the main guardian leaves a pool of liquid silver and the skull resting on top of the lava in that merchurion’s current squares. Neither the skull nor the liquid take damage from the lava, but this gives the PCs a chance to alter tactics and attempt to recover the skull without finishing off the (other) merchurion, though they must still deal with the (other) merchurion attempting to stop the PCs from taking the skull. When a PC picks up the skull, even if not touching it or if placing it in an extradimensional space, read the following, modifying as appropriate to the situation: As you touch the crystal skull, you immediately hear whispers of unspeakable acts. The skull seems to be compelling you to do the most heinous acts imaginable. When you do not immediately comply, either through inability or lack of desire, you feel yourself weaken substantially. It may be just your imagination, but the skull seems to be laughing at you. Possessing the skull in any way bestows two negative levels on any non-evil creature. This ability crosses dimensional boundaries and cannot be overcome in any way short of giving away, discarding, or destroying the skull. Tactics: The merchurion remains 15 ft into the lava, forcing anyone with less than 15 ft. reach to enter the lava to attack him. If the PCs find a way to avoid his reach at that distance or are using Spring Attack, Dervish Dance, or a similar ability, he begins using Spring Attack and/or Power Attack for 3 points, making his longaxe function as a reach weapon (Appendix 2). If the merchurion’s attacks are not having significant effects, or if he feels that he is substantially losing a battle of attrition, he either disarm attackers (which could be disastrous for the PCs’ weapons if above lava) or attempts to grapple PCs and submerge them in the lava, inflicting both lava damage and causing risk of drowning. If attempting to grapple, he shifts his weapon to a size Large (size Medium if grappling Small creatures, imposing an additional -2 penalty to the attack roll) mancatcher (see Appendix 2) and use its abilities to grapple the enemy and move them where desired. The merchurion has 15 ft. reach and a +5 bonus when grappling with the mancatcher, due to enhancement bonus, Weapon Focus, and Greater Weapon Focus. Remember that the absorption of enchantments is automatic until the merchurion absorbs +5 worth of enchantments. The merchurion, of course, chooses to use his immediate action to give up enchantments that do little or no damage, such as flaming, and wants to absorb any sonic enchantments above others. If one PC is doing more weapon damage than others, the merchurion attempts to absorb their enchantments above others. This ability applies to both melee and ranged weapons. However, to apply the enchantment to its own attacks, the enchantment must be valid on the melee weapon he is currently manifesting. The merchurion(s) neither ask for nor grant quarter, but will not pursue fleeing enemies. Lore Characters with ranks in Knowledge (arcana) can learn more about merchurions. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs. CORS7-03 Into White Plume (High Level) Page 13 • DC 27: This rare and reclusive creature is no giant, but a merchurion—a powerful hulking menace of living metal. This result reveals all living construct traits. • DC 32: Merchurions have the ability to shape magic weapons from their own bodies, but foes who engage these creatures in melee do so at their peril. Magic weapons that strike a merchurion have their properties absorbed and utilized in the creature’s own attacks. • DC 37: A slain merchurion immediately collapses to a pool of silvery liquid that retains some of the creature’s magical essence. Weapons dipped in this liquid become silvered and strike as magic weapons against the toughest creatures. DEVELOPMENT After defeating the merchurion guardian, the PCs may recover the crystal skull of Keraptis and the other remains of the merchurion; do not hesitate to hint to the players that the pool of liquid silver is odd and may be of some value. The PCs must now decide what to do with the skull. If the PCs decide to return the skull to Gildor, use Conclusion A. If the PCs decide that one of the PCs should keep the skull, proceed to Conclusion B. If the PCs did not recover the skull, proceed to Conclusion C. CONCLUSION CONCLUSION A Gildor is ecstatic and profusely grateful that you have succeeded in your mission and returned the artifact to him. “Hopefully,” he says, “studying this object will allow us to uncover exactly what Dragotha is hoping to accomplish and get one step ahead of him, rather than always being one step behind, as we have been. I must thank you once again for your outstanding service, and I hope we are able to work together in the future.” CONCLUSION B Every 24 hours in possession of the skull bestows an additional negative level, bestowing three negative levels on the second day, four negative levels on the third day, and so on. The skull continually attempts to corrupt the possessor; after every 24 hours in possession of the skull, the PC must make a DC 34 Will save or become evil. A PC that becomes evil immediately and permanently becomes an NPC. As these effects originate from an artifact, mortal magic, non-Epic class abilities, Use Magic Device, and similar abilities or effects are of no use. All effects of the skull cross any distance and planar boundaries; the PC must truly intend to discard or give away the item to rid himself of the effects. The effects continue until the skull is given away, discarded, destroyed, or the character possessing the skull becomes evil or dies. The PCs do not have the means or knowledge to destroy the skull. If a character rids himself of the skull, then regains the skull later, the negative levels continue from where they left off. For example, if a good character kept the skull for five days, gave the skull away, then regained possession of the skull, he would immediately suffer six negative levels. Read the following after the first 24 hours in possession of the skull: For the past day, the skull’s whispers have grown louder and more forceful. Nothing you have done has stopped or even mitigated the sounds. You have also felt yourself weaken further. You are quite sure now that the laughing is not imagined. If the PC continues to keep the skull, embellish the effects each day, require another Will save to avoid becoming evil, and increment the negative level by one. Continue this process until the PC dies from negative levels, becomes evil, or rids himself of the skull. If the PC dies from negative levels, he immediately rises as a skull lord (MM V 154) with the crystal skull of Keraptis as the central skull. The Skull Lord attempts to flee any immediate combat, desiring to fulfill its mission of returning Keraptis to the Prime Material Plane. CONCLUSION C Gildor is disappointed that you were unable to recover the crystal skull of Keraptis, but appreciates your efforts. “I hope that Dragotha’s minions will have no more luck than you did. We can only pray that the artifact remains hidden within White Plume Mountain for many more years. Thank you once again for your efforts, fruitless though they were.” The End. CORS7-03 Into White Plume (High Level) Page 14 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 2: Why Won’t You Die?! Defeat the NPCs. APL 10 390 XP APL 12 450 XP APL 14 540 XP Story: Rescue Captives (per captive rescued) APL 10 90 XP APL 12 105 XP APL 14 120 XP 3: Please Hold Encounter the transfix trap. All APLs 330 XP Story: Knowingly avoid triggering the trap. APL 10 90 XP APL 12 105 XP APL 14 120 XP 4: My Good Buddy, Imix Defeat Xonxin and the Ember Guard(s) APL 10 390 XP APL 12 450 XP APL 14 540 XP 5: That’s No Rust Monster Defeat the “rust monster(s)” and the rust monster. APL 10 390 XP APL 12 450 XP APL 14 540 XP 6: Liquid Hot Magma Encounter the magma explosion. APL 10 360 XP APL 12 420 XP APL 14 510 XP Story: Using either cold damage or Disable Device to bypass the trap (as listed in the Appendix) or a different, particularly clever way of escaping or bypassing the trap. APL 10 90 XP APL 12 105 XP APL 14 120 XP 7: Giant Metal Thing Defeat the Merchurion(s) APL 10 420 XP APL 12 480 XP APL 14 570 XP Story: Recover the crystal skull of Keraptis APL 10 180 XP APL 12 210 XP APL 14 240 XP Discretionary Roleplaying Award APL 10 90 XP APL 12 105 XP APL 14 120 XP Total Possible Experience APL 10 2,700 XP APL 12 3,150 XP APL 14 3,600 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. CORS7-03 Into White Plume (High Level) Page 15 2: Why Won’t You Die?! APL 10: Loot 5 gp; Coin 0 gp; Magic 5097 gp – Badge of valor (116 gp), cloak of charisma +2 (167 gp), +1 blueshine commander starmetal chain shirt (800 gp), +1 heavy mithral shield (168 gp), +1 rapier (3 @ 194 gp), +1 chain shirt (2 @ 104 gp), cloak of resistance +1 (2 @ 83 gp), belt of battle (1000 gp), third eye clarity (250 gp), +1 keen everbright sizing dire pick (1278 gp), +2 breastplate (362 gp); Total 5102 gp. APL 12: Loot 5 gp; Coin 0 gp; Magic 7910 gp – Badge of valor (116 gp), cloak of charisma +4 (1333 gp), +1 blueshine commander starmetal chain shirt (800 gp), +1 heavy mithral shield (168 gp), +1 rapier (3 @ 194 gp), 1 chain shirt (2 @ 104 gp), cloak of resistance +1 (2 @ 83 gp), belt of battle (1000 gp), potion of cure serious wounds (63 gp), third eye clarity (250 gp), +1 keen everbright sizing dire pick (1278 gp), +3 breastplate (779 gp), cloak of resistance +2 (334 gp), greater augment crystal of mind cloaking (833 gp); Total 7915 gp. APL 14: Loot 5 gp; Coin 0 gp; Magic 15362 gp – Badge of valor (116 gp), cloak of charisma +6 (3000 gp), +1 blueshine commander starmetal chain shirt (800 gp), +1 heavy mithral shield (168 gp), +1 rapier (194 gp), runestaff of forced happiness (1500 gp), helm of tactics (167 gp), horn of resilience (416 gp), +2 mithral shirt (2 @ 425 gp), +2 impaling rapier (2 @ 1527 gp), cloak of charisma +2 (2 @ 167 gp), potion of haste (2 @ 63 gp), potion of cure moderate wounds (2 @ 25 gp), potion of shield of faith (+3) (2 @ 25 gp), belt of battle (1000 gp), potion of cure serious wounds (63 gp), third eye clarity (250 gp), +1 keen everbright sizing dire pick (1278 gp), +3 breastplate (779 gp), cloak of resistance +2 (334 gp), greater augment crystal of mind cloaking (833 gp); Total 15367 gp. 4: My Good Buddy, Imix All APLs: Loot 0 gp; Coin 0 gp; Magic 833 gp – third eye aware (833 gp); Total 833 gp. 5: That’s No Rust Monster APL 10: Loot 0 gp; Coin 0 gp; Magic 2408 gp – fireflower pendant (1083 gp), lore gem (625 gp), runestaff of fire (700 gp); Total 2408 gp. APLs 12 & 14: Loot 0 gp; Coin 0 gp; Magic 3241 gp – crystal mask of discernment (833 gp), fireflower pendant (1083 gp), lore gem (625 gp), runestaff of fire (700 gp); Total 3421 gp. Total Possible Treasure APL 10: 4,600 gp APL 12: 6,600 gp APL 14: 13,600 gp ADVENTURE RECORD If the PCs rescued Mithraldo Deepunder from the Indoctrination Centre (Encounter 2), they gain “Forges of Morakduum”. If they rescued Yalla Thergan from the Indoctrination Centre (Encounter 2), any PC that treated her well gains “I Still Don’t Trust You”. If the PCs recovered the starmetal chain shirt and/or the crystal skull of Ceraptis from Ceraptis, they gain “Salvaged Starmetal” and “Crystal Skull of Ceraptis”. If the PCs defeated the merchurion guardian, they gain “Quicksilver Remains” and “Quicksilver Weapon”. If the PCs both rescued Mithraldo Deepunder and defeated the merchurion guardian, they gain “Quicksilver Repairs” and “Reforged of Quicksilver”. If the PCs did not recover the crystal skull of Keraptis, but did attempt the mission, they gain “(Lesser) Gratitude of Gildor”. If the PCs recovered the crystal skull of Keraptis, they may either return it to Gilder, choose one PC at the table to keep it, or do something else with it. If they return it to Gildor, they gain “Lesser Gratitude of Gildor” and “Greater Gratitude of Gildor”. If they choose one PC to keep it, that PC gains “Crystal Skull of Keraptis” and all PCs gain “Enmity of Gildor”. (Only one PC at each table may keep the skull.) No PCs receive “Lesser Gratitude of Gildor” or “Greater Gratitude of Gildor”. If they do anything else with the skull, they receive none of the Gildor-related entries. Attempts to fool Gildor do not work in the long run, as repeated divinations and mundane gathering of information will eventually reveal the true location of the skull. � I Still Don’t Trust You: Your friendly treatment of Yalla has earned you her respect, if not her trust. You may take Yalla Thergan, a female whisper gnome (Races of Stone 94), as a cohort. Yalla is extremely suspicious, a bit lacking in sanity, and will not voluntarily have an alignment other than neutral good. Create Yalla using the cohort rules found in the Living Greyhawk Sourcebook. � Forges of Morakduum: As thanks for rescuing Mithraldo Deepunder, the nearby dwarves of Morakduum offer to reforge any damaged metal items at a cost of 10% of the item’s market value. This use of the favor may also be used after future events by spending 4 TUs. � Salvaged Starmetal: If you purchase and destroy the starmetal chain shirt, you may salvage 12 lbs. of starmetal for greenstar adept use or to forge into a new weapon or suit of armor to which you have Open access, paying only the cost for a steel version; the new item must weigh 12 or fewer lbs. � (Lesser) or [Greater] Gratitude of Gildor: Choose (1) or [2] Items Found to change to Core access. You may join the Oathsworn Slayers from outside the IUZ metaregion and gain (5) or [10] Affiliation Points with them. � Crystal Skull of Ceraptis: Recovered from the mad whisper gnome, Ceraptis, this clear crystal, shaped like a Small-sized skull, functions as a glowing orb, per the spell CORS7-03 Into White Plume (High Level) Page 16 (SpC p106). The eerie, turquoise light emanates from the eye sockets. The skull has 8 hardness and 30 hit points. � Enmity of Gildor: You lose all benefits of favors from good-aligned dragons and do not gain future benefits of favors from good-aligned dragons. You may not join the Oathsworn Slayers and, if already a member, are banned from the organization. Good-aligned dragons’ attitudes towards you worsen by one category, while evil-aligned dragons’ attitudes improve by one category (PH p72). � Crystal Skull of Keraptis: Your prolonged contact with the crystal skull of Keraptis has granted you a +4 Profane bonus to saving throws against necromancy and death effects. If you are g00d-aligned, you must make a DC 34 Will save at the beginning of each adventure; failure means that your alignment shifts to neutral and cannot voluntarily be changed for the duration of that adventure. Both effects expire one year from the date on this AR. SPECIAL AR � Quicksilver Remains: You have recovered the quicksilver remains of the merchurion guardian. The remains evaporate after 24 hours; all related entries or uses expire after this AR. � Quicksilver Weapon: Any weapon dipped in the remains of a merchurion instantly and permanently transforms. It looks to be made of liquid, flowing silver, becomes silvered, and strikes as a magical weapon for the purposes of overcoming DR. This works on all weapons, standard or non-standard, no matter their base material composition, but replaces that material as the base composition. A cold iron weapon would forever count as silver and magic, suffer a -1 penalty to damage rolls, and would no longer count as cold iron. Note dipped weapons in the Play Notes section of this AR. � Quicksilver Repairs: Using the quicksilver liquid, the dwarves of Morakduum are able to repair your items more easily. All repairs made on this AR with the use of the ‘Forges of Morakduum’ favor are free, but the items have a permanent, silvery appearance. � Reforged of Quicksilver: The dwarves of Morakduum can infuse your metal items with the recovered quicksilver, making the item appear to be made of liquid, flowing silver and allowing these enchantments from Magic Item Compendium to be purchased: blueshine, commander, mobility, nimbleness, quickness, variable, changeling, everbright, hideaway, morphing, and sizing. All enchantments must be purchased on this AR. ITEMS FOUND APL 10: • +1 blueshine commander starmetal chain shirt (Adventure; MIC; 9,600 gp) • +1 keen everbright sizing dire pick (Adventure; MIC/CW; 15,330 gp) • +1 heavy mithral shield (Adventure; DMG; 2020 gp) • Badge of valor (Adventure; MIC) • Belt of battle (Adventure; MIC) • Crystal skull of Ceraptis (Adventure; see above; 250 gp) • Fireflower pendant (Adventure; MIC) • Lore gem (empty) (Adventure; MIC) • Runestaff of fire (Adventure; MIC) • Third eye clarity (Adventure; MIC) APL 12 (all of APL 10 plus the following): • Crystal mask of discernment (Adventure; MIC) • Greater augment crystal of mind cloaking (Adventure; MIC) • Third eye aware (Adventure; MIC) APL 14 (all of APLs 10-12 plus the following): • +2 impaling rapier (Adventure; MIC, 18,320 gp) • +2 mithral chain shirt (Adventure; DMG, 5,100 gp) • Horn of resilience (Adventure; MIC) • Runestaff of forced happiness (Adventure; MIC) CORS7-03 Into White Plume (High Level) Page 17 APPENDIX 1: ALL APLS 2: WHY WON’T YOU DIE?! Revenance Trap: CR 6; Diminutive magic device; visual trigger (true seeing); automatic reset; Atk +5 ranged touch; spell effect (Reach revenance; 7th- level cleric ); Search DC 29; Disable Device DC 29; AC 7; hardness 8; hp 200. The revenance trap begins in a deactivated state, requiring a Search check to locate. It is located on the ceiling in the middle of the room, mounted on stone blocks. As soon as the trap detects a dead creature of size Small or larger within the room, it activates firing a Reach revenance at the target. 3: PLEASE HOLD Heightened Transfix Trap: CR 10; magic device; proximity trigger (alarm); automatic reset (1 day); spell effect (transfix, subjects are paralyzed until the phrase ‘Praise to Keraptis!’ is uttered within 60 ft. of the trigger point, DC 25 Will save negates); Search DC 34; Disable Device DC 34. Note: Nystul’s magic aura has been used in this trap’s construction, preventing detect magic and similar spells from noticing the trap’s location. CORS7-03 Into White Plume (High Level) Page 18 APPENDIX 1: APL 10 2: WHY WON’T YOU DIE?! CERAPTIS CR 9 Male half-vampire* whisper gnome** bard 8 *Libris Mortis 106 ** Races of Stone 94 CE Small humanoid (gnome) Init +8; Senses darkvision 60 ft.; low-light vision; Listen +10, Spot +4 Languages Common, Gnome, Ignan, Terran, Gnoll, Orc AC 25, touch 15, flat-footed 21; +4 Dodge against giants (+1 size, +4 Dex, +5 armor, +3 shield, +2 natural) hp 44 (8 HD); fast healing 5*; DR 5/silver or magic; 1/- Resist cold 5, electricity 5 Fort +4, Ref +10, Will +5 Speed 30 ft. (6 squares) Melee rapier +7 (1d4+1 piercing) and slam +1 (1d4 bludgeoning) Base Atk +6; Grp +2 Atk Options +1 on attacks against goblins and kobolds Special Actions Lyric Spell, bardic music 8/day (countersong, fascinate, inspire courage +2, inspire competence), charm gaze Combat Gear badge of valor Bard Spells Known (CL 8): 3rd (2/day)—love’s lament (DC 18), ray of dizziness, see invisibility 2nd (4/day)—curse of impending blades, entice gift (DC 17), glitterdust (DC 16), wave of grief (DC 17) 1st (5/day)—inspirational boost, ironthunder horn (DC 15), joyful noise, phantom threat (DC 15) 0 (3/day)—detect magic, mending, open/close, prestidigitation, read magic, summon instrument Spell-Like Abilities (CL 8): 1/day—ghost sound (DC 14), mage hand, message, silence (centered on self only) Abilities Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 19 SQ barding knowledge +9 Feats Improved Initiative B, Lyric Spell, Melodic Casting, Spell Focus (enchantment) Skills Bluff +17, Disguise +15, Diplomacy +19, Hide +11, Intimidate +17, Knowledge (arcana) +6, Listen +10, Move Silently +10, Perform +15, Speak Language 3, Spellcraft +7, Spot +4 Possessions combat gear plus cloak of charisma +2, +1 blueshine commander starmetal chain shirt, +1 heavy mithral shield, +1 rapier, 2 spell component pouches Charm Gaze (Su) Ceraptis can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at him are not affected. Anyone he targets must make a successful Will save (DC 18) or fall under his influence as though affected by a charm monster spell (CL 8). Any creature that successfully saves against his charm gaze cannot be affected by it for 24 hours. The ability has a range of 30 feet. Fast Healing (Ex): Ceraptis heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as he has more than half its full normal hit points, its fast healing does not function (but other forms of healing function normally). BOLO AND LOBO CR 6 Male whisper gnome* rogue 6 *Races of Stone 94 CE Small humanoid (gnome) Init +4; Senses Listen +10, Spot +10; darkvision 60 ft., low-light vision Languages Common, Gnome AC 19, touch 15, flat-footed 15; +2 against traps, uncanny dodge (+1 size, +4 Dex, +4 armor) hp 33 (6 HD) Resist evasion Fort +5, Ref +10 (+12 against traps), Will +2 Speed 30 ft. (6 squares) Melee +1 rapier +11 (1d4+2/18-20) Ranged light crossbow +9 (1d6) Base Atk +4; Grp +1 Atk Options sneak attack +3d6 Spell-Like Abilities (CL 1st): 1/day— silence (must be centered on gnome) Abilities Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 8 SQ trapfinding Feats Combat Expertise, Weapon Finesse, Weapon Focus (rapier) Skills Bluff+8, Disable Device +6,Escape Artist +9,Hide +20, Jump +7, Listen +10, Move Silently +16, Search +6, Sense Motive +0, Sleight of Hand +10, Spot +10, Tumble +14, Possessions +1 chain shirt, +1 rapier, cloak of resistance +1, light crossbow with 20 bolts BANAAR (ENLARGED AND RAGING) CR 11 Half-red dragon spriggan* barbarian 4/war hulk** 2 *Fiend Folio 182 **Miniature’s Handbook 23 CE Large dragon (augmented fey) Init +8; Senses Listen +0, Spot +0; darkvision 60 ft., low-light vision Languages Common, Gnome AC 20, touch 9, flat-footed 18; +1 against traps, uncanny dodge (-1 size, +2 Dex, -2 class, +7 armor, +4 natural) hp 160 (11 HD) Immune fire, paralysis, sleep Fort +17, Ref +7 (+8 against traps), Will +9 Speed 30 ft. in breastplate (6 squares), base sped 40 ft. Melee +1 keen dire pick +23/+18 (2d6+23/19-20/x4) or Melee 2 claws +22 (1d6+15) and bite +17 (1d8+7) Space 10 ft.; Reach 10 ft. CORS7-03 Into White Plume (High Level) Page 19 Base Atk +8; Grp +27 Atk Options Cleave, Power Attack; breath weapon 1/day (6d8 fire, DC 21 half, 30 ft. cone), great swing, rage 2/day (12 rounds) Combat Gear belt of battle, third eye clarity Abilities Str 40, Dex 14, Con 28, Int 12, Wis 11, Cha 14 SQ ability boost, no time to think Feats Cleave, Improved Initiative, Iron Will, Power Attack Skills Climb +25, Disable Device +5, Hide +3, Intimidate +16, Jump +21, Move Silently +11, Open Lock +14, Sleight of Hand +11 Possessions combat gear plus +1 keen everbright sizing dire pick, +2 breastplate Ability Boost (Ex) Banaar gains a bonus to his Strength from the war hulk prestige class. Great Swing (Ex) As a full-round action, Banaar can make a single melee attack roll against three squares adjacent to one another that he threatens and apply that roll as an attack against each defender in those squares. If he uses a special attack (such as trip, disarm, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Starting with one square, each successive square chosen must be adjacent to the previous square and have line of effect from that square. Banaar may skip creatures, attacking only those he wants to. If he drops a foe with a great swing, he may cleave normally. However, he may do so only once for every time he swings, even if he drops more than one foe. No Time to Think (Ex) A war hulk is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma- based skills (Whether or not they bought ranks in them previously). The only exception is the Intimidate skill, which works normally. Size Change (Su) At will, Banaar can change his size in a fashion similar to the enlarge person spell. The size change from Small to Large gains +8 Strength, -4 Dexterity, +6 Constitution, and -2 to attack bonus and Armor class. An enlarged spriggan is unable to make a sneak attack or use its spell-like abilities. Note While in his non-enlarged form, Banaar loses the benefit of the class features of the war hulk class as he does not meet the prerequisites (Large size). He retains Hit Dice, saving throws, and base attack bonuses gained from the class. Physical Description Long, wild braids of flame red hair tumble from the skull of a monstrous gnome. Standing over a dozen feet tall, the creature tightens its grip on a wicked looking pick with its grotesquely proportioned arms, its veins bulging against scale- flecked skin. Should Banaar be forced to his natural size (Small), he gains -12 Strength, +4 Dexterity, -6 Constitution, +2 to attack bonus and Armor Class, and the following: Atk Options breath weapon (DC 18), sneak attack +3d6 Spell-Like Abilities (CL 8th): At Will— produce flame, scare (DC 14), shatter (DC 14) Skills Disable Device +13, Listen +10 4: MY GOOD BUDDY, IMIX EMBER GUARD* CR 13 *Monster Manual V 52 LE Huge outsider (evil, extraplanar, fire, lawful) Init +6; Senses darkvision 60 ft.; Listen +20, Spot +20 (+10 for one ember guard) Aura fire (30 ft.); see text Languages Infernal, Ignan AC 33, touch 10, flat-footed 31 (–2 size, +2 Dex, +23 natural) hp 162 (13 HD); fast healing 5; DR 15/good; death throes Immune fire, poison Resist acid 10, cold 10 critical hit or sneak attack 25%; SR 23 Weakness vulnerability to cold Fort +18, Ref +12, Will +12 Speed 30 ft. (6 squares) Melee 2 slams each +22 (1d8+10 plus 1d6 fire) Space 15 ft.; Reach 15 ft. Base Atk +13; Grp +31 Atk Options aligned strike (evil, lawful) Special Actions death throes, fire breath Abilities Str 30, Dex 15, Con 26, Int 3, Wis 18, Cha 9 SA aligned strike, death throes, fire aura, fire breath Feats Ability Focus (fire breath), Great Fortitude, Improved Initiative, Lightning Reflexes, Weapon Focus (slam) Skills Balance +18, Climb +26, Listen +20, Spot +20 Possessions third eye aware (1 ember guard) Fire Aura (Su) If an ember guard is reduced to half of its full normal hit points or fewer, it emits a fire aura as flames start leaking from its body. Creatures take 1d6 points of fire damage at the end of each of the ember guard’s turns if they are within 30 feet of it. Creatures within range can attempt DC 24 Fortitude saves for half damage. The save DC is Constitution- based. Fortification (Ex) 25% chance to ignore the extra damage dealt by a critical hit or sneak attack. Death Throes (Su) When killed, an ember guard explodes in a 60-foot-radius burst that deals 3d6 points of bludgeoning damage and 3d6 points of fire damage to everything in the area (Reflex DC 24 half). The save DC is Constitution-based. Fire Breath (Su) 30-foot cone, once every 4 rounds, damage 6d6 fire plus slow, as the spell, for 4 rounds, Reflex DC 26 half damage and negates slow. The save DC is Constitution-based. Physical Description A hulking mass of stone and brass surges forward, puffs of acrid smoke leaking from its maw. Intense heat radiates from its surface, and smoke rises where it treads. CORS7-03 Into White Plume (High Level) Page 20 5: THAT’S NO RUST MONSTER IMMATURE GUULVORG* CR 8 *Monster Manual V 76 CE Large magical beast Init +4; Senses darkvision 120 ft., low-light vision, scent; Listen +10, Spot +9 Languages Gnome, Worg AC 24, touch 13, flat-footed 20 (–2 size, +3 Dex, +10 natural) Immune cold Resist fire 15 hp 126 (12 HD); boiling blood; DR 10/magic Fort +12, Ref +12, Will +9 Speed 60 ft. (12 squares) Melee bite +16 (1d8+6/19-20 x4 plus trip) and tail +14 (2d10+9) Space 15 ft.; Reach 10 ft. (15 ft. with tail) Base Atk +12; Grp +22 Atk Options magic strike, quick tail, trip Abilities Str 22, Dex 18, Con 20, Int 6, Wis 16, Cha 12 Feats Alertness, Iron Will, Multiattack, Track Skills Jump +19, Listen +10, Spot +109, Survival +9 Boiling Blood (Ex) A guulvorg’s blood runs steaming hot. If an opponent adjacent to a guulvorg damages the creature with a melee weapon that deals piercing or slashing damage, that foe takes 1d10 points of fire damage (Reflex DC 10 half) from a spray of hot blood. The save DC is Constitution-based. Quick Tail (Ex) A guulvorg needs only a standard action to make a bite attack and a tail attack. The tail deals the indicated damage plus 1-1/2 times the guulvorg’s Strength bonus despite it being a secondary attack. Trip (Ex) A guulvorg that hits with a bite can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the guulvorg. Physical Description The mouth of this gigantic black wolf can’t contain the scythe-like fangs that emerge from the top and bottom. Bony protrusions jut from its spine, skull, and ribs, running down its serpentine tail, which ends in a bulb of bone. The creature’s eyes burn with a malevolent red glow. HALF-FARSPAWN RUST MONSTERCR 12 Advanced half-farspawn* rust monster *Lords of Madness 151 CE Large outsider (native, augmented aberration) Init +5; Senses Listen +11, Spot +11; blindsight 60 ft., darkvision, scent AC 24, touch 14, flat-footed 19 (-1 size, +5 Dex, +10 natural) hp 188 (15 HD); DR 10/magic Immune poison Resist acid 10, electricity 10, fire 10; SR 25 Fort +13, Ref +10, Will +13 Speed 40 ft. (8 squares) Melee 2 tentacles +16 (1d6+6) and antenna +14 touch (rust) and bite +14 (1d3+3) Space 10 ft.; Reach 10 ft., 15 ft. tentacles Base Atk +11; Grp +21 Atk Options Combat Reflexes, Spectral Skirmisher, true strike 1/day Special Actions change shape Spell-Like Abilities (CL 15) 1/day – greater invisibility, scintillating pattern (DC 19), stinking cloud (DC 14), telekinesis, touch of idiocy (DC 13) 3/day – blink, blur, ethereal jaunt Abilities Str 22, Dex 21, Con 26, Int 3, Wis 18, Cha 11 Feats Alertness, Combat Reflexes, Extended Reach, Multiattack, Spectral Skirmisher, Track Skills Hide +10, Listen +24, Move Silently +14, Spot +24  Possessions fireflower pendant Rust (Ex) A rust monster that makes a successful touch attack with its antenna causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 29 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Change Shape (Su) As a standard action, a half- farspawn can take the form of a grotesque, tentacled mass. The rust monster retains all of its attributes and abilities except as noted below. Amorphous Form Melee 4 tentacles +16 (1d6+6) SQ Amorphous (not subject to critical hits, cannot be flanked), creatures from the Material Plane take a -1 penalty on attack rolls against the farspawn in amorphous form Note While in amorphous form, the rust monster loses its rust ability. CORS7-03 Into White Plume (High Level) Page 21 6: LIQUID HOT MAGMA LESSER MAGMA EXPLOSION TRAP CR 12 Description As the PCs cross the magma chamber, the persistent rumbling causes some of the ceiling to collapse, blocking the exit on either end of the path and possibly damaging the PCs. The cave-in also causes the magma to become unstable, spewing forth magma eruptions every round. To bypass the trap, the PCs may destroy the rocks blocking either exit, allowing escape, or deal enough cold damage to the magma disruption area to solidify it. Disable Device checks may be made to cause the rocks blocking an exit to collapse further, allowing passage. Search DC N/A; Type Mechanical Trigger Location; Init +6 Effect Round 1: falling rocks (10d6 bludgeoning damage, Reflex DC 20 half); targets who fail their save are also knocked prone by the rocks. Each round after the first: magma eruption (10d6 fire damage plus 5d6 fire damage each of the next two rounds, Reflex DC 20 half). Duration 15 rounds Destruction hp 180, hardness 8 (acid and sonic damage ignore hardness and deal 1-1/2 x damage) (each blocked exit) Destruction AC 28; hp 54 (only cold or water damage applies; fire damage ‘heals’ the disruption) (magma disruption) Disarm Disable Device DC 27 (each exit or ceiling area above disruption) 7: GIANT METAL THING DECAYED MERCHURION* CR 12 *Monster Manual V 102 CE Huge construct (living construct) Init +7; Senses darkvision 60 ft., low-light vision; Listen +10,Spot +10 Languages Common, Giant, Terran AC 25, touch 15, flat-footed 18; Dodge, Mobility (–2 size, +7 Dex, +10 natural) hp 202 (15 HD); DR 5/magic and silver Immune fire, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain Weakness vulnerability to sonic Fort +13, Ref +12, Will +7 Speed 60 ft. (12 squares); Spring Attack Melee +3 silvered longaxe +24/+19/+14 (4d6+14/x3) or Melee +3 silvered mancatcher +22/+17/+12 (1d6+14 nonlethal plus grapple) Space 15 ft.; Reach 15 ft., 30 ft. with reach weapon Base Atk +11; Grp +27 Atk Options Cleave, Power Attack (longaxe), absorb properties, magic strike Special Actions generate weapon Abilities Str 27, Dex 25, Con 27, Int 10, Wis 14, Cha 17 SQ living construct traits Feats Cleave, Dodge, Greater Weapon Focus (generated weapon)B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (generated weapon)B Skills Climb +12, Intimidate +10, Jump +24, Listen +10, Spot +10, Survival +9 Absorb Properties (Ex) If a merchurion is successfully struck by a magic weapon, all that weapon’s properties are absorbed by the merchurion for 1 hour. The weapon loses its properties during that time (or until the merchurion is slain). A merchurion can manifest any of these absorbed properties in its generated weapon. A merchurion can absorb and manifest weapon properties totaling a +5 enhancement bonus (DMG 223) or a market value of up to 50,000 gp. Properties beyond these limits are not absorbed. If a weapon has properties in excess of these limits, the weakest properties are absorbed first. As an immediate action, a merchurion can choose to give up absorbed properties to absorb new properties. If it does so, the properties the merchurion gives up are restored to the weapon they were absorbed from. Manifested weapon properties must be suitable for the type of weapon a merchurion generates. Unsuitable properties can be absorbed and count toward the total limit of properties even if they cannot be manifested. For example, a merchurion could absorb the disruption property from a mace of disruption, but could not manifest that property in a battleaxe. A merchurion does not absorb the enhancement bonus from a weapon whose properties it absorbs. So, weapons that lose properties continue to function with their magical enhancement bonus as normal. Generate Weapon (Su) A merchurion can spontaneously create a single weapon from its flowing metal form. Such weapons have a +3 enhancement bonus and are treated as silvered weapons for the purpose of overcoming damage reduction. If a generated weapon ever leaves the merchurion’s hand, that weapon immediately melts into a pool of harmless silver liquid. A merchurion is proficient with any weapon it generates using this ability, even an exotic one. Physical Description A metal colossus stands amidst the magma, its form shifting and flowing like liquid. The creature moves with a grace that belies its powerful, humanlike form, and you see that its metallic sheen is no suit of armor. Its eyes bear the same gleam as the rivers of silver running down its arms, which flow together to take the shape of a vicious, over-large axe. CORS7-03 Into White Plume (High Level) Page 22 APPENDIX 1: APL 12 2: WHY WON’T YOU DIE?! CERAPTIS CR 11 Male half-vampire* whisper gnome** bard 8/lyric thaumaturge*** 2 *Libris Mortis 106 **Races of Stone 94 ***Complete Mage 67 CE Small humanoid (gnome) Init +8; Senses darkvision 60 ft.; low-light vision; Listen +11, Spot +4 Languages Common, Gnome, Ignan, Terran, Gnoll, Orc AC 25, touch 15, flat-footed 21; +4 Dodge vs. Giants (+1 size, +4 Dex, +5 armor, +3 shield, +2 natural) hp 55 (10 HD); fast healing 5*; DR 5/silver or magic; 1/- Resist cold 5, electricity 5 Fort +4, Ref +13, Will +8 Speed 30 ft. (6 squares) Melee rapier +8 (1d4+1 piercing) and slam +2 (1d4 bludgeoning) Base Atk +7; Grp +3 Atk Options +1 on attacks against goblins and kobolds Special Actions Captivating Melody, Lyric Spell, bardic music 10/day (countersong, fascinate, inspire courage +2, inspire competence), charm gaze Combat Gear badge of valor Bard Spells Known (CL 10): 4th (1/day)—spell theft, suggestion (DC 20) 3rd (3/day)—dirge of discord (DC 19), love’s lament (DC 19), ray of dizziness, see invisibility 2nd (5/day)—curse of impending blades, entice gift (DC 18), glitterdust (DC 17), wave of grief (DC 18) 1st (6/day)—inspirational boost, ironthunder horn (DC 16), joyful noise, phantom threat (DC 16) 0 (3/day)—detect magic, mending, open/close, prestidigitation, read magic, summon instrument Spell-Like Abilities (CL 10): 1/day—ghost sound (DC 15), mage hand, message, silence (centered on self only) Abilities Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 21 SA barding knowledge +9, Feats Improved InitiativeB, Captivating MelodyB, Lingering Song, Lyric Spell, Melodic Casting, Spell Focus (enchantment) Skills Bluff +20, Disguise +18, Diplomacy +22, Hide +11, Intimidate +20, Knowledge (arcana) +7, Listen +11, Move Silently +10, Perform +18, Speak Language 3, Spellcraft +7, Spot +4 Possessions combat gear plus cloak of charisma +4, +1 blueshine commander starmetal chain shirt, +1 heavy mithral shield, +1 rapier, 2 spell component pouches Charm Gaze (Su) Ceraptis can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at him are not affected. Anyone he targets must make a successful Will save (DC 20) or fall under his influence as though affected by a charm monster spell (CL 10). Any creature that successfully saves against his charm gaze cannot be affected by it for 24 hours. The ability has a range of 30 feet. Fast Healing (Ex) Ceraptis heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as he has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally). BOLO AND LOBO CR 6 Male whisper gnome* rogue 6 *Races of Stone 94 CE Small humanoid (gnome) Init +4; Senses Listen +10, Spot +10; darkvision 60 ft., low-light vision Languages Common, Gnome AC 19, touch 15, flat-footed 15; +2 against traps, uncanny dodge (+1 size, +4 Dex, +4 armor) hp 33 (6 HD) Resist evasion Fort +5, Ref +10 (+12 against traps), Will +2 Speed 30 ft. (6 squares) Melee +1 rapier +11 (1d4+2/18-20) Ranged light crossbow +9 (1d6) Base Atk +4; Grp +1 Atk Options sneak attack +3d6 Spell-Like Abilities (CL 1st): 1/day— silence (must be centered on gnome) Abilities Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 8 SQ trapfinding Feats Combat Expertise, Weapon Finesse, Weapon Focus (rapier) Skills Bluff+8, Disable Device +6,Escape Artist +9, Hide +20, Jump +7, Listen +10, Move Silently +16, Search +6, Sense Motive +0, Sleight of Hand +10, Spot +10, Tumble +14, Possessions +1 chain shirt, +1 rapier, cloak of resistance +1, light crossbow with 20 bolts CORS7-03 Into White Plume (High Level) Page 23 BANAAR (ENLARGED AND RAGING) CR 14 Half-red dragon spriggan* barbarian 4/war hulk** 5 *Fiend Folio 162 **Miniatures Handbook 23 CE Large dragon (augmented fey) Init +8; Senses Listen +0, Spot +0; darkvision 60 ft., low-light vision Languages Common, Gnome AC 21, touch 10, flat-footed 19; +1 against traps, uncanny dodge (-1 size, +2 Dex, -2 class, +8 armor, +4 natural) hp 208 (14 HD) Immune fire, paralysis, sleep Fort +20, Ref +10 (+1 against traps), Will +13 (+18 and 1/day immediate action reroll against mind-affecting effect); Mad Foam Rager Speed 30 ft. in breastplate (6 squares), base speed 40 ft. Melee +1 keen everbright dire pick +29/+24/+19 (2d6+28/19-20/x4) or Melee 2 claws +28 (1d6+18) and bite +23 (1d8+9) Ranged rock (2d8+18) Space 10 ft.; Reach 10 ft. Base Atk +11; Grp +33 Atk Options Cleave, Power Attack; breath weapon 1/day (6d8 fire, DC 21 half, 30 ft. cone), great swing, mighty rock throwing, mighty swing, rage 2/day (12 rounds) Combat Gear belt of battle, potion of cure serious wounds, third eye clarity Abilities Str 46, Dex 14, Con 28, Int 12, Wis 12, Cha 14 SQ ability boost +10, no time to think Feats Cleave, Improved Initiative, Iron Will, Mad Foam Rager, Power Attack Skills Climb +31, Disable Device +5, Hide +3, Intimidate +19, Jump +27, Move Silently +11, Open Lock +14, Sleight of Hand +11 Possessions combat gear plus +1 keen everbright sizing dire pick, +3 breastplate, cloak of resistance +2, greater augment crystal of mind cloaking Ability Boost (Ex) Banaar gains a bonus to his Strength from the War Hulk prestige class. Great Swing (Ex) As a full-round action, Banaar can make a single melee attack roll against three squares adjacent to one another that he threatens and apply that roll as an attack against each defender in those squares. If he uses a special attack (such as trip, disarm, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Starting with one square, each successive square chosen must be adjacent to the previous square and have line of effect from that square. Banaar may skip creatures, attacking only those he wants to. If he drops a foe with a great swing, he may cleave normally. However, he may do so only once for every time he swings, even if he drops more than one foe. No Time to Think (Ex) A war hulk is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma- based skills (Whether or not they bought ranks in them previously). The only exception is the Intimidate skill, which works normally. Mighty Rock Throwing (Ex) Banaar can throw rocks that deal 2d8 points of damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments). The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds. Mighty Swing (Ex) A mighty swing is like a great swing, except that it is a standard action rather than a full- round action. Size Change (Su) At will, Banaae can change his size in a fashion similar to the enlarge person spell. The size change from Small to Large gains +8 Strength, - 4 Dexterity, +6 Constitution, and -2 to attack bonus and Armor class. An enlarged spriggan is unable to make a sneak attack or use its spell-like abilities. Note While in his non-enlarged form, Banaar loses the benefit of the class features of the war hulk class as he does not meet the prerequisites (Large size). He retains Hit Dice, saving throws, and base attack bonuses gained from the class. Physical Description Long, wild braids of flame red hair tumble from the skull of a monstrous gnome. Standing over a dozen feet tall, the creature tightens its grip on a wicked looking pick with its grotesquely proportioned arms, its veins bulging against scale- flecked skin. Should Banaar be forced to his natural size (Small), he gains -18 Strength, +4 Dexterity, -6 Constitution, +2 to attack bonus and Armor Class, and the following: Atk Options sneak attack +3d6 Spell-Like Abilities (CL 8th): At Will— produce flame, scare (DC 14), shatter (DC 14) Skills Disable Device +13, Listen +11 CORS7-03 Into White Plume (High Level) Page 24 4: MY GOOD BUDDY, IMIX EMBER GUARD* CR 13 *Monster Manual V 52 LE Huge outsider (evil, extraplanar, fire, lawful) Init +6; Senses darkvision 60 ft.; Listen +20, Spot +20 (+10 for one ember guard) Aura fire (30 ft.); see text Languages Infernal, Ignan AC 33, touch 10, flat-footed 31 (–2 size, +2 Dex, +23 natural) hp 162 (13 HD); fast healing 5; DR 15/good; death throes Immune fire, poison Resist acid 10, cold 10, critical hit or sneak attack 25%; SR 23 Weakness vulnerability to cold Fort +18, Ref +12, Will +12 Speed 30 ft. (6 squares) Melee 2 slams +22 each (1d8+10 plus 1d6 fire) Space 15 ft.; Reach 15 ft. Base Atk +13; Grp +31 Atk Options aligned strike (evil, lawful) Special Actions death throes, fire breath Abilities Str 30, Dex 15, Con 26, Int 3, Wis 18, Cha 9 SA aligned strike, death throes, fire aura, fire breath Feats Ability Focus (fire breath), Great Fortitude, Improved Initiative, Lightning Reflexes, Weapon Focus (slam) Skills Balance +18, Climb +26, Listen +20, Spot +20 Possessions third eye aware (1 ember guard) Fire Aura (Su) If an ember guard is reduced to half of its full normal hit points or fewer, it emits a fire aura as flames start leaking from its body. Creatures take 1d6 points of fire damage at the end of each of the ember guard’s turns if they are within 30 feet of it. Creatures within range can attempt DC 24 Fortitude saves for half damage. The save DC is Constitution- based. Fortification (Ex) 25% chance to ignore the extra damage dealt by a critical hit or sneak attack. Death Throes (Su) When killed, an ember guard explodes in a 60-foot-radius burst that deals 3d6 points of bludgeoning damage and 3d6 points of fire damage to everything in the area (Reflex DC 24 half). The save DC is Constitution-based. Fire Breath (Su) 30-foot cone, once every 4 rounds, damage 6d6 fire plus slow, as the spell, for 4 rounds, Reflex DC 26 half damage and negates slow. The save DC is Constitution-based. Physical Description A hulking mass of stone and brass surges forward, puffs of acrid smoke leaking from its maw. Intense heat radiates from its surface, and smoke rises where it treads. CORS7-03 Into White Plume (High Level) Page 25 5: THAT’S NO RUST MONSTER IMMATURE GUULVORG* CR 8 *Monster Manual V 76 CE Large magical beast Init +4; Senses darkvision 120 ft., low-light vision, scent; Listen +10, Spot +9 Languages Gnome, Worg AC 24, touch 13, flat-footed 20 (–1 size, +4 Dex, +11 natural) Immune cold Resist fire 15 hp 126 (12 HD); boiling blood; DR 10/magic Fort +12, Ref +12, Will +9 Speed 60 ft. (12 squares) Melee bite +16 (1d8+6/19-20x4 plus trip) and tail +14 (2d10+9) Space 10 ft.; Reach 5 ft. (10 ft. with tail) Base Atk +12; Grp +22 Atk Options magic strike, quick tail, trip Abilities Str 22, Dex 18, Con 20, Int 6, Wis 16, Cha 12 Feats Alertness, Iron Will, Multiattack, Track Skills Jump +19, Listen +10, Spot +10, Survival +9 Boiling Blood (Ex) A guulvorg’s blood runs steaming hot. If an opponent adjacent to a guulvorg damages the creature with a melee weapon that deals piercing or slashing damage, that foe takes 1d10 points of fire damage (Reflex DC 21 half) from a spray of hot blood. The save DC is Constitution-based. Quick Tail (Ex) A guulvorg needs only a standard action to make a bite attack and a tail attack. The tail deals the indicated damage plus 1-1/2 times the guulvorg’s Strength bonus despite it being a secondary attack. Trip (Ex) A guulvorg that hits with a bite can attempt to trip the opponent (+10 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the guulvorg. Physical Description The mouth of this gigantic black wolf can’t contain the scythe-like fangs that emerge from the top and bottom. Bony protrusions jut from its spine, skull, and ribs, running down its serpentine tail, which ends in a bulb of bone. The creature’s eyes burn with a malevolent red glow. RUST MONSTER OF LEGACY CR 14 Advanced half-farspawn* rust monster of legacy** *Lords of Madness 151 **Weapons of Legacy 215 CE Large outsider (native, augmented aberration) Init +5; Senses Listen +11, Spot +11; blindsense 120 ft., blindsight 60 ft., darkvision 120 ft., scent AC 28, touch 14, flat-footed 23 (-1 size, +5 Dex, +4 armor, +10 natural) hp 188 (15 HD); DR 10/magic Immune poison Resist acid 10, electricity 10, fire 10; SR 25 Fort +16, Ref +13, Will +16 Speed 40 ft. (8 squares) Melee 2 tentacles +16 (1d6+6) and antenna +14 touch (rust) and bite +14 (1d3+3) Space 10 ft.; Reach 10 ft., 15 ft. tentacles Base Atk +11; Grp +21 Atk Options Combat Reflexes, Spectral Skirmisher, true strike 1/day Special Actions change shape Spell-Like Abilities (CL 15) 1/day – greater invisibility, scintillating pattern (DC 23), stinking cloud (DC 18), telekinesis, touch of idiocy (DC 17) 3/day – blink, blur, ethereal jaunt Abilities Str 22, Dex 21, Con 26, Int 18, Wis 18, Cha 18 SQ legacy abilities, omen Feats Alertness, Combat Reflexes, Extended Reach, Multiattack, Spectral Skirmisher, Track Skills Hide +10, Listen +24, Move Silently +14, Spot +24 Possessions fireflower pendant Rust (Ex) A rust monster that makes a successful touch attack with its antenna causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 29 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Legacy Abilities (Su) The rust monster enjoys a +3 resistance bonus to saves (1 List A, 2 List B choices), is treated as a major intelligent item (1 List D choice), and has a +4 enhancement bonus to armor (1 List F choice). Omen The monster’s carapace has mirrored fragments that show unfathomable images of the Far Realms. Change Shape (Su) As a standard action, a half- farspawn can take the form of a grotesque, tentacled mass. The rust monster retains all of its attributes and abilities except as noted below. Amorphous Form Melee 4 tentacles +16 (1d6+6) SQ Amorphous (not subject to critical hits, cannot be flanked), creatures from the Material Plane take a -1 penalty on attack rolls against the farspawn in amorphous form; loses its rust ability. CORS7-03 Into White Plume (High Level) Page 26 6: LIQUID HOT MAGMA MAGMA EXPLOSION TRAP CR 14 Description As the PCs cross the magma chamber, the persistent rumbling causes some of the ceiling to collapse, blocking the exit on either end of the path and possibly damaging the PCs. The cave-in also causes the magma to become unstable, spewing forth magma eruptions every round. To bypass the trap, the PCs may destroy the rocks blocking either exit, allowing escape, or deal enough cold damage to the magma disruption area to solidify it. Disable Device checks may be made to cause the rocks blocking an exit to collapse further, allowing passage. Search DC N/A; Type Mechanical Trigger Location; Init +7 Effect Round 1: falling rocks (12d6 bludgeoning damage, Reflex DC 22 half); targets who fail their save are also knocked prone by the rocks. Each round after the first: magma eruption (12d6 fire damage plus 6d6 fire damage each of the next two rounds, Reflex DC 22 half). Duration 17 rounds Destruction hp 210, hardness 8 (acid and sonic damage ignore hardness and deal 1-1/2 x damage) (each blocked exit) Destruction AC 30; hp 63 (only cold or water damage applies; fire damage ‘heals’ the disruption) (magma disruption) Disarm Disable Device DC 29 (each exit or ceiling area above disruption) 7: GIANT METAL THING DECAYED MERCHURION* CR 12 *Monster Manual V 102 CE Huge construct (living construct) Init +7; Senses darkvision 60 ft., low-light vision; Listen +10,Spot +10 Languages Common, Giant, Terran AC 25, touch 15, flat-footed 18; Dodge, Mobility (–2 size, +7 Dex, +10 natural) hp 202 (15 HD); DR 5/magic and silver Immune fire, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain Weakness vulnerability to sonic Fort +13, Ref +12, Will +7 Speed 60 ft. (12 squares); Spring Attack Melee +3 silvered longaxe +24/+19/+14 (4d6+14/x3) or Melee +3 silvered mancatcher +22/+17/+12 (1d6+14 nonlethal plus grapple) Space 15 ft.; Reach 15 ft., 30 ft. with reach Base Atk +11; Grp +27 Atk Options Cleave, Power Attack (longaxe), absorb properties, magic strike Special Actions generate weapon Abilities Str 27, Dex 25, Con 27, Int 10, Wis 14, Cha 17 SQ living construct traits Feats Cleave, Dodge, Greater Weapon Focus (generated weapon)B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (generated weapon)B Skills Climb +12, Intimidate +10, Jump +24, Listen +10, Spot +10, Survival +9 Absorb Properties (Ex) If a merchurion is successfully struck by a magic weapon, all that weapon’s properties are absorbed by the merchurion for 1 hour. The weapon loses its properties during that time (or until the merchurion is slain). A merchurion can manifest any of these absorbed properties in its generated weapon. A merchurion can absorb and manifest weapon properties totaling a +5 enhancement bonus (DMG 223) or a market value of up to 50,000 gp. Properties beyond these limits are not absorbed. If a weapon has properties in excess of these limits, the weakest properties are absorbed first. As an immediate action, a merchurion can choose to give up absorbed properties to absorb new properties. If it does so, the properties the merchurion gives up are restored to the weapon they were absorbed from. Manifested weapon properties must be suitable for the type of weapon a merchurion generates. Unsuitable properties can be absorbed and count toward the total limit of properties even if they cannot be manifested. For example, a merchurion could absorb the disruption property from a mace of disruption, but could not manifest that property in a battleaxe. A merchurion does not absorb the enhancement bonus from a weapon whose properties it absorbs. So, weapons that lose properties continue to function with their magical enhancement bonus as normal. Generate Weapon (Su) A merchurion can spontaneously create a single weapon from its flowing metal form. Such weapons have a +3 enhancement bonus and are treated as silvered weapons for the purpose of overcoming damage reduction. If a generated weapon ever leaves the merchurion’s hand, that weapon immediately melts into a pool of harmless silver liquid. A merchurion is proficient with any weapon it generates using this ability, even an exotic one. Physical Description A metal colossus stands amidst the magma, its form shifting and flowing like liquid. The creature moves with a grace that belies its powerful, humanlike form, and you see that its metallic sheen is no suit of armor. Its eyes bear the same gleam as the rivers of silver running down its arms, which flow together to take the shape of a vicious, over-large axe. CORS7-03 Into White Plume (High Level) Page 27 APPENDIX 1: APL 14 2: WHY WON’T YOU DIE?! CERAPTIS CR 14 Male half-vampire* whisper gnome** bard 9/lyric thaumaturge*** 4 *Libris Mortis 106 **Races of Stone 94 ***Complete Mage 67 CE Small humanoid (gnome) Init +8; Senses darkvision 60 ft.; low-light vision; Listen +13, Spot +4 Languages Common, Gnome, Ignan, Terran, Gnoll, Orc AC 25, touch 15, flat-footed 21; +4 Dodge vs. Giants (+1 size, +4 Dex, +5 armor, +3 shield, +2 natural) hp 71 (13 HD); fast healing 5*; DR 5/silver or magic; 1/- Resist cold 5, electricity 5 Fort +6, Ref +14, Will +9 Speed 30 ft. (6 squares) Melee rapier +10 (1d4+1 piercing) and slam +4 (1d4 bludgeoning) Base Atk +9; Grp +5 Atk Options +1 on attacks against goblins and kobolds Special Actions Captivating Melody, Lyric Spell, bardic music 13/day (countersong, fascinate, inspire courage +2, inspire competence, inspire greatness), charm gaze, Combat Gear badge of valor, helm of tactics, horn of resilience, regalia of the hero runestaff of forced happiness Bard Spells Known (CL 13): 5th (1/day)—bolts of bedevilment (DC 24), endless slumber (DC 24) 4th (4/day)—greater invisibility, greater mirror image, spell theft, suggestion (DC 23) 3rd (5/day)—dirge of discord (DC 22), love’s lament (DC 22), ray of dizziness, see invisibility 2nd (6/day)—curse of impending blades, entice gift (DC 21), glitterdust (DC 19), wave of grief (DC 21), shadow spray (DC 19) 1st (6/day)—inspirational boost, ironthunder horn (DC 18), joyful noise, phantom threat (DC 18), ray of enfeeblement 0 (3/day)—detect magic, mending, open/close, prestidigitation, read magic, summon instrument Spell-Like Abilities (CL 13): 1/day—ghost sound (DC 17), mage hand, message, silence (centered on self only) Abilities Str 10, Dex 18, Con 14, Int 13, Wis 8, Cha 24 SA barding knowledge +10, Feats Improved InitiativeB, Captivating MelodyB, Lingering Song, Lyric Spell, Melodic Casting, Spell Focus (enchantment), Greater Spell Focus (enchantment) Skills Bluff +25, Disguise +19, Diplomacy +27, Hide +11, Intimidate +21, Knowledge (arcana) +7, Listen +13, Move Silently +10, Perform +23, Speak Language 3, Spellcraft +15, Spot +4 Possessions combat gear plus cloak of charisma +6, +1 blueshine commander starmetal chain shirt, +1 heavy mithral shield, +1 rapier, 2 spell component pouches Charm Gaze (Su): Ceraptis can charm humanoid or monstrous humanoid opponents just by looking into their eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at him are not affected. Anyone he targets must make a successful Will save (DC 23) or fall under his influence as though affected by a charm monster spell (CL 13). Any creature that successfully saves against his charm gaze cannot be affected by it for 24 hours. The ability has a range of 30 feet. Fast Healing (Ex): Ceraptis heals 1 point of damage each round so long as it has at least 1 hit point but less than half its full normal hit points. As long as the half-vampire has more than half its full normal hit points, its fast healing does not function (but other forms of healing still function normally). BOLO AND LOBO CR 14 Male whisper gnome* rogue 8 / blade bravo** 6 *Races of Stone 94 ** Races of Stone 99 CE Small humanoid (gnome) Init +5; Senses Listen +10, Spot +10; darkvision 60 ft., low-light vision Languages Common, Gnome AC 22, touch 16, flat-footed 17; Combat Expertise, Dodge, Titan Fighting, +2 against traps, improved uncanny dodge, mobile fighting, size advantage (+1 size, +5 Dex, +6 armor) hp 77 (14 HD) Resist evasion Fort +6, Ref +16 (+18 against traps), Will +3 Speed 30 ft. in chain shirt (6 squares), base speed 30 ft. Melee +2 impaling rapier +21/+16/+11 (1d4+3/15-20) or Ranged light crossbow +9 (1d6) Base Atk +12; Grp +9 Atk Options flourish, melee sneak attack +1d6, sneak attack +4d6 Special Abilities Goad (DC 19 Will), Combat Expertise, Mobile Fighting Combat Gear potion of haste, potion of cure moderate wounds, potion of shield of faith (+3) Spell-Like Abilities (CL 1): 1/day— silence (must be centered on gnome) Abilities Str 12, Dex 20, Con 14, Int 13, Wis 8, Cha 10 SQ trapfinding Feats Combat Expertise, Dodge, Goad, Improved Critical (rapier), Telling Blow, Weapon Finesse, Titan Fighting, Weapon Focus (rapier) Skills Balance +10, Bluff +17, Climb +4, Disable Device +6, Escape Artist +15,Hide +25, Jump +14, Listen +10, Move Silenty +20, Search +6, Sense Motive +5, Sleight of Hand +11, Spot +10, Tumble +23, CORS7-03 Into White Plume (High Level) Page 28 Possessions combat gear plus +2 mithral shirt, +2 impaling rapier, cloak of charisma +2, light crossbow with 20 bolts Flourish (Ex) A blade bravo adds his class level to his Bluff checks when feinting in combat. Melee Sneak Attack (Ex) As normal sneak attack, but may only be applied against a melee target. If the blade bravo gets a sneak attack bonus from another source, the bonuses on damage stack as long as the target is in melee with the blade bravo. Mobile Fighting (Ex) If the blade bravo moves at least 5 feet, he gains a +1 dodge bonus to AC until his next turn. Size Advantage (Ex) The blade bravo gains a +2 dodge bonus to AC per size category of difference between him and his foe. BANAAR (ENLARGED AND RAGING) CR 14 Half-red dragon spriggan* barbarian 4/war hulk** 5 *Fiend Folio 162 **Miniatures Handbook 23 CE Large dragon (augmented fey) Init +8; Senses Listen +0, Spot +0; darkvision 60 ft., low-light vision Languages Common, Gnome AC 21, touch 10, flat-footed 19; +1 against traps, uncanny dodge (-1 size, +2 Dex, -2 class, +8 armor, +4 natural) hp 208 (14 HD) Immune fire, paralysis, sleep Fort +20, Ref +10 +11 against traps), Will +13 (+18 and 1/day immediate action reroll against mind-affecting effect); Mad Foam Rager Speed 30 ft. in breastplate (6 squares), base speed 40 ft. Melee +1 keen everbright dire pick +29/+24/+19 (2d6+28/19-20/x4) or Melee 2 claws +28 (1d6+18) and Bite +23 (1d8+9) Ranged rock (2d8+18) Space 10 ft.; Reach 10 ft. Base Atk +11; Grp +33 Atk Options Cleave, Power Attack; breath weapon 1/day (6d8 fire, DC 21 half, 30 ft. cone), great swing, mighty rock throwing, mighty swing, rage 2/day (12 rounds) Combat Gear belt of battle, potion of cure serious wounds, third eye clarity Abilities Str 46, Dex 14, Con 28, Int 12, Wis 12, Cha 14 SQ ability boost +10, no time to think Feats Cleave, Improved Initiative, Iron Will, Mad Foam Rager, Power Attack Skills Climb +31, Disable Device +5, Hide +3, Intimidate +19, Jump +27, Move Silently +11, Open Lock +14, Sleight of Hand +11 Possessions combat gear plus +1 keen everbright sizing dire pick, +3 breastplate, cloak of resistance +2, greater augment crystal of mind cloaking Ability Boost (Ex) Banaar gains a bonus to his Strength from the War Hulk prestige class. Great Swing (Ex) As a full-round action, Banaar can make a single melee attack roll against three squares adjacent to one another that he threatens and apply that roll as an attack against each defender in those squares. If he uses a special attack (such as trip, disarm, or sunder), this special attack affects only the first target; the other creatures are attacked normally. Walls and similar obstacles can block a great swing. Starting with one square, each successive square chosen must be adjacent to the previous square and have line of effect from that square. Banaar may skip creatures, attacking only those he wants to. If he drops a foe with a great swing, he may cleave normally. However, he may do so only once for every time he swings, even if he drops more than one foe. No Time to Think (Ex) Banaar is considered to have 0 ranks in all Intelligence-, Wisdom-, and Charisma- based skills (Whether or not they bought ranks in them previously). The only exception is the Intimidate skill, which works normally. Mighty Rock Throwing (Ex) Banaar can throw rocks that deal 2d8 points of damage with a range increment of 50 feet. (Like all thrown weapons, they have a maximum range of five range increments). The war hulk uses his Strength modifier instead of his Dexterity modifier on the attack roll. The rock must weigh approximately 50 pounds. Mighty Swing (Ex) A mighty swing is like a great swing, except that it is a standard action rather than a full- round action. Size Change (Su) At will, Banaar can change his size in a fashion similar to the enlarge spell. The size change from Small to Large gains +8 Strength, -4 Dexterity, +6 Constitution, and -2 to attack bonus and Armor class. An enlarged spriggan is unable to make a sneak attack or use its spell-like abilities. Note While in his non-enlarged form, Banaar loses the benefit of the class features of the War Hulk class as he does not meet the prerequisites (Large size). He retains Hit Dice, saving throws, and base attack bonuses gained from the class. Physical Description Long, wild braids of flame red hair tumble from the skull of a monstrous gnome. Standing over a dozen feet tall, the creature tightens its grip on a wicked looking pick with its grotesquely proportioned arms, its veins bulging against scale- flecked skin. Should Banaar be forced to his natural size (Small), he gains -18 Strength, +4 Dexterity, -6 Constitution, +2 to attack bonus and Armor Class, and the following: Atk Options sneak attack +3d6 Spell-Like Abilities (CL 8th): At Will— produce flame, scare (DC 14), shatter (DC 14) Skills Disable Device +13, Listen +11 CORS7-03 Into White Plume (High Level) Page 29 4: MY GOOD BUDDY, IMIX GREATER EMBER GUARD* CR 17 *Monster Manual V 52 LE Huge outsider (evil, extraplanar, fire, lawful) Init +6; Senses darkvision 60 ft.; Listen +30, Spot +30 (+10 for one ember guard) Aura fire (30 ft.); see text Languages Infernal, Ignan AC 33, touch 10, flat-footed 31 (–2 size, +2 Dex, +23 natural) hp 225 (22 HD); fast healing 5; DR 15/good; death throes Immune fire, poison Resist acid 10, cold 10 critical hit or sneak attack 25%; SR 32 Weakness vulnerability to cold Fort +23, Ref +17, Will +17 Speed 30 ft. (6 squares) Melee 2 slams +32 each (1d8+11/19-20 plus 1d6 fire) Space 15 ft.; Reach 15 ft. Base Atk +22; Grp +41 Atk Options Large and in Charge, aligned strike (evil, lawful) Special Actions death throes, fire breath Abilities Str 32, Dex 15, Con 26, Int 3, Wis 18, Cha 9 Feats Ability Focus (fire breath), Great Fortitude, Improved Critical (slam), Improved Initiative, Large and in Charge, Lightning Reflexes, Power Attack, Weapon Focus (slam) Skills Balance +21, Climb +31, Listen +30, Spot +30 Possessions third eye aware (1 ember guard) Fire Aura (Su) If an ember guard is reduced to half of its full normal hit points or fewer, it emits a fire aura as flames start leaking from its body. Creatures take 2d6 points of fire damage at the end of each of the ember guard’s turns if they are within 30 feet of it. Creatures within range can attempt DC 29 Fortitude saves for half damage. The save DC is Constitution- based. Fortification (Ex) 25% chance to ignore the extra damage dealt by a critical hit or sneak attack. Death Throes (Su) When killed, an ember guard explodes in a 60-foot-radius burst that deals 6d6 points of bludgeoning damage and 6d6 points of fire damage to everything in the area (Reflex DC 29 half). The save DC is Constitution-based. Fire Breath (Su) 30-foot cone, once every 4 rounds, damage 11d6 fire plus slow, as the spell, for 4 rounds, Reflex DC 31 half damage and negates slow. The save DC is Constitution-based. Physical Description A hulking mass of stone and brass surges forward, puffs of acrid smoke leaking from its maw. Intense heat radiates from its surface, and smoke rises where it treads. CORS7-03 Into White Plume (High Level) Page 30 5: THAT’S NO RUST MONSTER GREATER GUULVORG* CR 14 *Monster Manual V 76 CE Huge magical beast Init +4; Senses darkvision 120 ft., low-light vision, scent; Listen +11, Spot +10 Languages Gnome, Worg AC 26, touch 12, flat-footed 22 (–2 size, +4 Dex, +14 natural) Immune cold Resist fire 15 hp 212 (17 HD); boiling blood; DR 10/magic Fort +17, Ref +14, Will +10 Speed 60 ft. (12 squares) Melee bite +21 (2d6+9/19–20/x4 plus trip) and tail +19 (4d8+13) Space 15 ft.; Reach 10 ft. (15 ft. with tail) Base Atk +17; Grp +34 Atk Options magic strike, quick tail, trip Abilities Str 29, Dex 18, Con 24, Int 6, Wis 16, Cha 12 Feats Alertness, Combat Reflexes, Improved Critical (bite), Iron Will, Multiattack, Track Skills Jump +21, Listen +11, Spot +10, Survival +10 Boiling Blood (Ex) A guulvorg’s blood runs steaming hot. If an opponent adjacent to a guulvorg damages the creature with a melee weapon that deals piercing or slashing damage, that foe takes 1d10 points of fire damage (Reflex DC 25 half) from a spray of hot blood. The save DC is Constitution-based. Quick Tail (Ex) A guulvorg needs only a standard action to make a bite attack and a tail attack. The tail deals the indicated damage plus 1-1/2 times the guulvorg’s Strength bonus despite it being a secondary attack. Trip (Ex) A guulvorg that hits with a bite can attempt to trip the opponent (+17 check modifier) as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the guulvorg. Physical Description The mouth of this gigantic black wolf can’t contain the scythe-like fangs that emerge from the top and bottom. Bony protrusions jut from its spine, skull, and ribs, running down its serpentine tail, which ends in a bulb of bone. The creature’s eyes burn with a malevolent red glow. RUST MONSTER OF LEGACY CR 14 Advanced half-farspawn* rust monster of legacy** *Lords of Madness 151 **Weapons of Legacy 215 CE Large outsider (native, augmented aberration) Init +5; Senses Listen +11, Spot +11; blindsense 120 ft., blindsight 60 ft., darkvision 120 ft., scent AC 28, touch 14, flat-footed 23 (-1 size, +5 Dex, +4 armor, +10 natural) hp 188 (15 HD); DR 10/magic Immune poison Resist acid 10, electricity 10, fire 10; SR 25 Fort +16, Ref +13, Will +16 Speed 40 ft. (8 squares) Melee 2 tentacles +16 (1d6+6) and antenna +14 touch (rust) and bite +14 (1d3+3) Space 10 ft.; Reach 10 ft., 15 ft. tentacles Base Atk +11; Grp +21 Atk Options Combat Reflexes, Spectral Skirmisher, true strike 1/day Special Actions change shape Spell-Like Abilities (CL 15) 1/day – greater invisibility, scintillating pattern (DC 23), stinking cloud (DC 18), telekinesis, touch of idiocy (DC 17) 3/day – blink, blur, ethereal jaunt Abilities Str 22, Dex 21, Con 26, Int 18, Wis 18, Cha 18 SQ legacy abilities, omen Feats Alertness, Combat Reflexes, Extended Reach, Multiattack, Spectral Skirmisher, Track Skills Hide +10, Listen +24, Move Silently +14, Spot +24 Possessions fireflower pendant Rust (Ex) A rust monster that makes a successful touch attack with its antenna causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 29 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Legacy Abilities (Su) The rust monster enjoys a +3 resistance bonus to saves (1 List A, 2 List B choices), is treated as a major intelligent item (1 List D choice), and has a +4 Enhancement bonus to armor (1 List F choice). Omen The monster’s carapace has mirrored fragments that show unfathomable images of the Far Realms. Change Shape (Su) As a standard action, a half- farspawn can take the form of a grotesque, tentacled mass. The rust monster retains all of its attributes and abilities except as noted below. Amorphous Form Melee 4 tentacles +16 (1d6+6) SQ Amorphous (not subject to critical hits, cannot be flanked), creatures from the Material Plane take a -1 penalty on attack rolls against the farspawn in amorphous form; loses its rust ability. CORS7-03 Into White Plume (High Level) Page 31 6: LIQUID HOT MAGMA GREATER MAGMA EXPLOSION TRAP CR 17 Description As the PCs cross the magma chamber, the persistent rumbling causes some of the ceiling to collapse, blocking the exit on either end of the path and possibly damaging the PCs. The cave-in also causes the magma to become unstable, spewing forth magma eruptions every round. To bypass the trap, the PCs may destroy the rocks blocking either exit, allowing escape, or deal enough cold damage to the magma disruption area to solidify it. Disable Device checks may be made to cause the rocks blocking an exit to collapse further, allowing passage. Search DC N/A; Type Mechanical Trigger Location; Init +8 Effect Round 1: falling rocks (15d6 bludgeoning damage, Reflex DC 25 half); targets who fail their save are also knocked prone by the rocks. Each round after the first: magma eruption (15d6 fire damage plus 7d6 fire damage each of the next two rounds, Reflex DC 25 half). Duration 20 rounds Destruction hp 255, hardness 8 (acid and sonic damage ignore hardness and deal 1-1/2 x damage) (each blocked exit) Destruction AC 33; hp 76 (only cold or water damage applies; fire damage ‘heals’ the disruption) (magma disruption) Disarm Disable Device DC 32 (each exit or ceiling area above disruption) 7: GIANT METAL THING MERCHURION* CR 17 *Monster Manual V 102 CE Huge construct (living construct) Init +7; Senses darkvision 60 ft., low-light vision; Listen +10,Spot +10 Languages Common, Giant, Terran AC 31, touch 15, flat-footed 24; Dodge, Mobility (–2 size, +7 Dex, +16 natural) hp 319 (22 HD); DR 10/magic and silver Immune fire, poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain Weakness vulnerability to sonic Fort +16, Ref +14, Will +11 Speed 60 ft. (12 squares); Spring Attack Melee +3 silvered longaxe +30/+25/+20/+15 (4d6+15/x3) or Melee +3 silvered mancatcher +28/+23/+18/+13 (1d6+15 nonlethal plus grapple) Space 15 ft.; Reach 15 ft., 30 ft. with reach Base Atk +16; Grp +33 Atk Options Awesome Blow, Cleave, Improved Bull Rush, Power Attack (longaxe), absorb properties, magic strike Special Actions generate weapon Abilities Str 28, Dex 25, Con 28, Int 10, Wis 14, Cha 17 SQ living construct traits Feats Awesome Blow, Cleave, Dodge, Greater Weapon Focus (generated weapon)B, Improved Bull Rush, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (generated weapon)B Skills Climb +17, Intimidate +12, Jump +29, Listen +10, Spot +10, Survival +11 Absorb Properties (Ex) If a merchurion is successfully struck by a magic weapon, all that weapon’s properties are absorbed by the merchurion for 1 hour. The weapon loses its properties during that time (or until the merchurion is slain). A merchurion can manifest any of these absorbed properties in its generated weapon. A merchurion can absorb and manifest weapon properties totaling a +5 enhancement bonus (DMG 223) or a market value of up to 50,000 gp. Properties beyond these limits are not absorbed. If a weapon has properties in excess of these limits, the weakest properties are absorbed first. As an immediate action, a merchurion can choose to give up absorbed properties to absorb new properties. If it does so, the properties the merchurion gives up are restored to the weapon they were absorbed from. Manifested weapon properties must be suitable for the type of weapon a merchurion generates. Unsuitable properties can be absorbed and count toward the total limit of properties even if they cannot be manifested. For example, a merchurion could absorb the disruption property from a mace of disruption, but could not manifest that property in a battleaxe. A merchurion does not absorb the enhancement bonus from a weapon whose properties it absorbs. So, weapons that lose properties continue to function with their magical enhancement bonus as normal. Generate Weapon (Su) A merchurion can spontaneously create a single weapon from its flowing metal form. Such weapons have a +3 enhancement bonus and are treated as silvered weapons for the purpose of overcoming damage reduction. If a generated weapon ever leaves the merchurion’s hand, that weapon immediately melts into a pool of harmless silver liquid. A merchurion is proficient with any weapon it generates using this ability, even an exotic one. Physical Description A metal colossus stands amidst the magma, its form shifting and flowing like liquid. The creature moves with a grace that belies its powerful, humanlike form, and you see that its metallic sheen is no suit of armor. Its eyes bear the same gleam as the rivers of silver running down its arms, which flow together to take the shape of an over-large axe. CORS7-03 Into White Plume (High Level) Page 32 APPENDIX 2: NEW RULES OPTIONS FEATS Captivating Melody Prerequisite: Bardic music, ability to cast arcane spells. Benefit: As a swift action before casting a spell, you can attempt a Perform check (DC 15 + the level of the spell you intend to cast). If you succeed, you can sacrifice one of your daily uses of bardic music to increase the save DC of the next enchantment or illusion spell you cast in the same round by 2. If the Perform check fails, you still lose one daily use of bardic music but gain no benefit. You can apply Captivating Melody only to spells cast by the same class that grants you your bardic music ability. For instance if you are a multiclass bard/wizard, you can apply this feat to bard spells, but not to spells you cast as a wizard. Source: Complete Mage 40. Extended Reach [Monstrous] Prerequisite: Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod. Benefit: Your body or a part of your body with which you can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach. Source: Savage Species 34. Goad Prerequisites: Cha 13, base attack bonus +1. Benefit: As a move action, you can goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (The goad is a mind-affecting ability.) When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier). If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal.) A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks. Special: A fighter may select Goad as one of his fighter bonus feats. Source: Complete Adventurer 109. Large and in Charge [General] Prerequisites: Natural reach of 10 feet or more, size Large or larger. Benefit: When you make a successful attack of opportunity against an opponent that is moving inside your threatened area, you can force the opponent back to the 5-foot space it was in before it provoked the attack of opportunity. After you hit with your attack of opportunity, make an opposed Strength check against your opponent. You gain a +4 bonus for each size category larger than your opponent you are, and an additional +1 bonus for every 5 points of damage you dealt with your attack of opportunity. If you win the opposed check, your opponent is pushed back 5 feet into the space it just left. An opponent you push cannot move any farther in this round. Source: Draconomicon 71. Lingering Song Prerequisite: Bardic music. Benefit: If you use bardic music to inspire courage, inspire greatness, or inspire heroics, the effect lasts for 1 minute after an inspired ally stops hearing you play. Normal: Inspire courage, inspire greatness, and inspire heroics last as long as an ally hears the bard sing plus an additional 5 rounds thereafter. Source: Complete Adventurer 111. Lyric Spell [Bardic Music] Prerequisites: Bardic music, Perform 9 ranks, ability to spontaneously cast 2nd-level arcane spells. Benefit: You can expend daily uses of your bardic music to cast any arcane spell that you know and can cast spontaneously. You must still use an action to cast the spell (following the normal rules for casting time), but using the Lyric Spell feat counts as part of the spellcasting action. Casting a spell requires one use of your bardic music ability, plus one additional use per level of the spell. For example, casting a 3rd-level spell requires four daily uses of your bardic music ability. Special: Any spell that you cast using the Lyric Spell feat gains your instrument as an additional arcane focus, if you use one. You cannot use Lyric Spell to cast a spell improved by the Silent Spell metamagic feat. Source: Complete Adventurer 113. Mad Foam Rager Prerequisite: Rage or frenzy ability. Benefit: When fighting, you can endure tremendous blows with little visible effect. As an immediate action, you can choose to delay the effect of a single attack, spell, or ability used against you. The damage or effect does not take hold until the end of your next turn. You can only use this ability while under the effect of your rage or frenzy ability. You can activate it once every time you use your rage or frenzy ability. Source: Player’s Handbook II 80. CORS7-03 Into White Plume (High Level) Page 33 Melodic Casting Prerequisite: Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature. Benefit: Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform. Normal: A bard can’t cast spells or activate magic items by command word or spell completion while using bardic music. Source: Complete Mage 44. Reach Spell [Metamagic] Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level. Source: Complete Divine 84. Spectral Skirmisher Prerequisite: Base attack bonus +6. Benefit: While you are invisible, you gain additional benefits. Creatures unable to see you due to invisibility take a -5 penalty to Listen checks to detect you. A creature using a melee attack against the square you occupy provokes an attack of opportunity from you. You must choose to make this attack before checking to see if the creature finds you. If you attack and hit, the creature automatically finds you in your square. See page 152 of the Player’s Handbook and page 295 of the Dungeon Master’s Guide for the effects of invisibility on combat. Special: A fighter can select Spectral Skirmisher as one of his fighter bonus feats. Source: Player’s Handbook II 83. Telling Blow Prerequisite: Skirmish or sneak attack ability. Benefit: When you score a critical hit against a target, you deal your skirmish or sneak attack damage in addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, not your skirmish or sneak attack damage. This benefit affects both melee and ranged attacks. Source: Player’s Handbook II 83. Titan Fighting [Racial] Prerequisites: Dodge, racial dodge bonus to Armor Class against monsters of the giant type. Benefit: When you designate a creature at least one size category larger than you as the target of your Dodge feat, you apply your racial dodge bonus to Armor Class against monsters of the giant type against attacks from that opponent (regardless of its creature type) instead of the +1 bonus granted by the Dodge feat. Special: A fighter may select Titan Fighting as one of his fighter bonus feats. Source: Races of Stone 115. ITEMS Belt of Battle Price (Item Level): 12,000 gp (13th) Body Slot: Waist Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (mental) Weight: — This leather belt bears a platinum buckle set with three small black pearls. A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action). 1 charge: 1 move action. 2 charges: 1 standard action. 3 charges: 1 full-round action. Prerequisites: Craft Wondrous Item, haste. Cost to Create: 6,000 gp, 480 XP, 12 days. Source: Magic Item Compendium 73. Blueshine Price: +1,500 gp Property: Metal armor Caster Level: 12th Aura: Strong; (DC 21) abjuration Activation: — This armor glistens with a blue-black sheen, as if it were covered in oily liquid sapphire. A suit of armor imbued with this property never tarnishes and is immune to acid damage and rusting effects. While wearing blueshine armor, you gain a +2 competence bonus on Hide checks. Prerequisites: Craft Magic Arms and Armor, Craft (alchemy) 5 ranks. Cost to Create: 750 gp, 60 XP, 2 days. Source: Magic Item Compendium 9. CORS7-03 Into White Plume (High Level) Page 34 Commander Price: +2,000 gp Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — This item looks particularly clean and bright—in fact, it almost seems to shine with its own light. A suit of armor or shield that has this property always appears brilliant and gleaming, even in filthy or squalid conditions, though it doesn’t shed any useful light. Attempts to paint over or obscure its finish do not diminish its brightness. While wearing commander armor or carrying a commander shield, you gain a +2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 morale bonus on Will saves. However, the shiny finish makes you so noticeable that you also take a –5 penalty on Hide checks (in addition to the normal armor check penalty). Prerequisites: Craft Magic Arms and Armor, eagle’s splendor. Cost to Create: 1,000 gp, 80 XP, 2 days. Source: Magic Item Compendium 10. Crystal of Mind Cloaking Price (Item Level): 500 gp (3rd) (least), 4,000 gp (8th) (lesser), or 10,000 gp (12th) (greater) Body Slot: — (armor crystal) Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: —; see text Weight: — This crystal is black as a clouded night sky. A crystal of mind cloaking protects you against mental infiltration. Least: This augment crystal grants you a +1 competence bonus on saving throws against mind- affecting spells and abilities. Lesser: As above, except the crystal grants a +3 competence bonus. Greater: As above, except the crystal grants a +5 competence bonus. In addition, if you fail a save against a mind-affecting spell or ability, you can choose to reroll the save as an immediate (mental) action. This ability functions once per day. Prerequisites: Craft Magic Arms and Armor, resistance. Cost to Create: 250 gp, 20 XP, 1 day (least); 2,000 gp, 160 XP, 4 days (lesser); 5,000 gp, 400 XP, 10 days (greater). Source: Magic Item Compendium 25. Everbright Price: +2,000 gp Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) Flecks of marble and pearl shimmer across this weapon, set within images of bursting stars and beaming suns. An everbright weapon can flash with a brilliant light twice per day at your command. When it is activated, all creatures within 20 feet of you are blinded for 1 round (Reflex DC 14 negates). An everbright weapon is also immune to acid damage and rusting effects. Prerequisites: Craft Magic Arms and Armor, searing light. Cost to Create: Varies. Source: Magic Item Compendium 34. Fireflower Pendant Price (Item Level): 13,000 gp (13th) Body Slot: Throat Caster Level: 13th Aura: Strong; (DC 21) abjuration Activation: — or immediate (command) Weight: — This fragile pendant is constructed from rose gold and shaped into the form of a flower. It is set with many tiny fire opals. A fireflower pendant provides you with resistance—or even brief immunity—to fiery attacks. While it is worn, you gain resistance to fire 10. This is a continuous effect and requires no activation. When you activate the pendant, you gain immunity to fire until the start of your next turn. However, doing this renders the pendant powerless for 1 hour thereafter. Prerequisites: Craft Wondrous Item, energy immunity, resist energy. Cost to Create: 6,500 gp, 520 XP, 13 days. Source: Magic Item Compendium 100. Impaling Price: +1 bonus Property: Piercing melee weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) This weapon has a particularly sharp and slim point. Three times per day, you can activate this weapon to treat its next attack (if made before the end of your turn) as a touch attack. You must declare that you are using this property before making your attack roll. If the attack misses, the use is wasted. CORS7-03 Into White Plume (High Level) Page 35 Prerequisites: Craft Magic Arms and Armor, find the gap (SpC 91). Cost to Create: Varies. Source: Magic Item Compendium 37. Longaxe A longaxe looks like a greataxe with an elongated haft. This feature makes the weapon awkward to wield by those unfamiliar with its use, but those proficient with the weapon can use the haft’s extra length to attack foes more than 5 feet away as long as they are willing to forgo precision in favor of dealing extra damage. If you are proficient with the longaxe, you can treat it as a reach weapon any time you use the Power Attack feat to shift 3 or more points of your attack bonus from attack to damage. When you use a longaxe in this manner, you can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. Because you determine the use of the Power Attack feat for an entire turn, you must wield the longaxe as either a reach weapon or a normal weapon until the beginning of your next turn once you make the decision. You cannot wield it as both a reach weapon and a normal weapon in the same turn. Characters proficient with the longaxe can treat it as a greataxe for the purpose of any of the following feats: Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Weapon Focus, and Weapon Specialization. Cost: 35 gp; Dmg (H): 4d6; Critical: x3; Range Increment: - ; Weight: 15 lb.; Type: Slashing Source: Complete Adventurer 116. Mancatcher City guards and others who prefer to capture their opponents unharmed use the mancatcher. A wielder who hits a target of its size or one size category smaller than it with a mancatcher can immediately attempt to grapple (as a free action) without provoking an attack of opportunity. Any grapple check you make using a mancatcher includes the mancatcher’s enhancement bonus (if any) and any other bonuses you might have on attack rolls with the weapon (such as from the Weapon Focus feat). If you grapple a target with a mancatcher, you are considered grappling, but unless your target can reach you, he can’t attempt to attack you, damage you, or pin you. You can escape the grapple automatically by releasing the target as a standard action. In addition to the normal options available to a grappler, the wielder of a mancatcher can attempt to force his target to the ground (the equivalent of a trip attack, though no attack roll is necessary). The mancatcher is a reach weapon and cannot be used against adjacent opponents. Cost: 20 gp; Dmg (H): 1d8 nonlethal; Critical: x2; Range Increment: - ; Weight: 8 lb.; Type: Bludgeoning; Reach Weapon Source: Complete Warrior 157. Pick, Dire A dire pick resembles a heavy pick, but with a longer shaft and a more massive head. A dire pick is too large to use in one hand without special training (the appropriate Exotic Weapon Proficiency feat). A character can use a dire pick two-handed as a martial weapon. Cost: 30 gp; Dmg (L): 2d6; Critical: x4; Range Increment: - ; Weight: 12 lb.; Type: Piercing Source: Complete Warrior 157. Regalia of the Hero [Magic Item Set] Collection Benefits 2 Pieces: You can grant a single ally within 30 feet (other than yourself) a +5 insight bonus on a single attack, save, or skill check as an immediate (command) action. This ability functions once per day. 3 Pieces: You use a standard (command) action to grant a single ally within 30 feet (other than you) an extra move action, taken immediately. (If you have the marshal’s grant move action class feature, this benefit instead affects all allies within 30 feet of you.) This ability functions once per day. Badge of Valor Price (Item Level): 1,400 gp (5th) Body Slot: Throat Caster Level: 5th Aura: Moderate; (DC 17) abjuration Activation: Immediate (mental) Weight: — This badge is stamped with the image of an impenetrable fortress over which shines a golden sun. When you activate a badge of valor, you and all allies within 60 feet gain a +2 bonus on the next save you or they make against a charm or fear effect before the start of your next turn. If you have the bardic music ability to inspire courage, you can activate a badge of valor to increase the bonus granted by that ability by 1 for the duration of its effect. A badge of valor functions three times per day. Prerequisites: Craft Wondrous Item, remove fear, possession of a piece of the set. Cost to Create: 700 gp, 56 XP, 2 days. Source: Magic Item Compendium 208. Helm of Tactics Price (Item Level): 2,000 gp (6th) Body Slot: Head Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Swift (mental) Weight: 1 lb. CORS7-03 Into White Plume (High Level) Page 36 This metallic helm is forged of a gray, strangely swirled iron alloy. When you activate a helm of tactics, you and all allies within 60 feet gain a +2 bonus on melee weapon damage rolls against enemies that you or they are flanking. This benefit lasts for 10 rounds, but allies who move more than 60 feet from you lose the benefit until they return within the area. If you are a marshal, you can activate a helm of tactics to increase the effect of your minor aura by 1. This effect lasts for 10 rounds. A helm of tactics functions three times per day. Prerequisites: Craft Wondrous Item, fox’s cunning, possession of a piece of the set. Cost to Create: 1,000 gp, 80 XP, 2 days. Source: Magic Item Compendium 208. Horn of Resilience Price (Item Level): 5,000 gp (9th) Body Slot: — (held) Caster Level: 8th Aura: Moderate; (DC 19) enchantment Activation: Standard (manipulated) Weight: — This bone horn is banded with a golden-hued iron alloy. The image of an idealized fortress is scribed deeply in the horn’s side. When you activate a horn of resilience, you and all allies within 30 feet gain damage reduction 5/—. This benefit lasts for 5 rounds, but allies who move more than 30 feet from you lose the benefit until they return within the area. If you are a marshal, you can activate a horn of resilience to increase the effect of your major aura by 1. This effect lasts for 5 rounds. If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit points last until depleted or the duration of your inspire greatness ability ends, and they don’t stack with any other source of temporary hit points. A horn of resilience functions two times per day. Prerequisites: Craft Wondrous Item, heroism, possession of a piece of the set. Cost to Create: 2,500 gp, 200 XP, 5 days. Source: Magic Item Compendium 208. Runestaff of Forced Happiness Price (Item Level): 18,000 gp (14th) Body Slot: — (held) Caster Level: 16th Aura: Strong; (DC 23) enchantment Activation: As spell used Weight: 3 lb. This smooth alabaster staff feels hollow, but doesn’t seem fragile or easily chipped. A runestaff of forced happiness allows you to cast any of the following spells (each two times per day) by expending a prepared arcane spell or arcane spell slot of the same level or higher. • celebration (SC 44) • Otto’s irresistible dance • Tasha’s hideous laughter Prerequisites: Craft Staff, celebration, Otto’s irresistible dance, Tasha’s hideous laughter. Cost to Create: 9,000 gp, 720 XP, 18 days. Source: Magic Item Compendium 180. Sizing Price: +5,000 gp Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) This weapon features a series of decorative nubs on the hilt or haft. Activating a sizing weapon changes its size category to any other that you desire. Prerequisites: Craft Magic Arms and Armor, shrink item. Cost to Create: 2,500 gp, 200 XP, 5 days. Source: Magic Item Compendium 36. Third Eye Aware Price (Item Level): 10,000 gp (12th) Body Slot: Face Caster Level: 7th Aura: Moderate; (DC 18) divination Activation: — Weight: — This crystal glows with a pale, faint blue light. This crystal continually grants you a +10 competence bonus on Spot checks. Prerequisites: Craft Wondrous Item, Spot 10 ranks. Cost to Create: 5,000 gp, 400 XP, 10 days. Source: Magic Item Compendium 140. Third Eye Clarity Price (Item Level): 3,000 gp (7th) Body Slot: Face Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Immediate (mental) Weight: — This crystal is so clear that it is difficult to see. CORS7-03 Into White Plume (High Level) Page 37 You can activate this crystal to negate any one of the following conditions affecting you: confused, dazed, fascinated, or stunned. You can activate the eye in response to an effect that would impose one of these conditions (for instance, after failing your save against a monk’s Stunning Fist attack but before the stun takes effect). This ability functions once per day. Prerequisites: Craft Wondrous Item, panacea (SC 152). Cost to Create: 1,500 gp, 120 XP, 3 days. Source: Magic Item Compendium 141. SPELLS Bolts of Bedevilment Enchantment [Mind-Affecting] Level: Bard 5, Madness 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes With a strangled peal of laughter to complete the spell, you point your hand at your enemy and fire a black beam from your finger. This spell grants you the ability to make one ray attack per round. You must succeed on a ranged touch attack with the ray to strike a target. A living creature struck by the ray is dazed for 1d3 rounds if it fails its save. Source: Spell Compendium 37. Celebration Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Bard 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: All creatures in a 15-ft.-radius burst Duration: 1 round/level Saving Throw: Will negates; see text Spell Resistance: Yes With a few slurred words and fumbling motions, you complete the spell and prepare to perform. You cause any creatures in the area to feel increasingly more intoxicated the longer you perform a drinking song. In the round this spell is cast, all creatures that fail their saving throws take a –2 penalty to Dexterity, Intelligence, and Wisdom. If you use a standard action to continue performing in a second consecutive round, each affected creature must succeed on a second Will saving throw or become nauseated. Succeeding on this saving throw prevents the nausea, and the creature is immune to further effects of this spell. If you use a standard action to continue performing in a third consecutive round, any affected creatures must succeed on a Will save or pass out, becoming unconscious and helpless. Source: Spell Compendium 44. Curse of Impending Blades Necromancy Level: Bard 2, ranger 2, sorcerer/wizard 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One creature Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes You grip the nail-pierced hunk of leather and cast the spell. A small black dagger jets from the tip of the nail and strikes your opponent squarely in the chest. The target of the spell has a hard time avoiding attacks, sometimes even seeming to stumble into harm’s way. The subject takes a –2 penalty to AC. The curse cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Arcane Material Component: A nail through a piece of leather. Source: Spell Compendium 56. Dirge of Discord Enchantment (Compulsion, Evil) [Mind-Affecting] Level: Bard 3 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: 20 ft.-radius spread Duration: Concentration + 1 round/level Saving Throw: Will negates Spell Resistance: Yes You create an unholy, cacophonous dirge that fills the subjects’ minds with the screams of the dying, the wailing of the damned, and the howling of the mad. Affected creatures take a -4 penalty to attack rolls and Concentration checks, a -4 penalty to Dexterity, and a 50% reduction in their speed (to a minimum of 5 feet). Material Component: A pinch of ashes from a destrachan. Source: Complete Adventurer 145. Endless Slumber Enchantment (Compulsion) [Mind-Affecting] Level: Bard 5, sorcerer/wizard 6 Components: V, S, M Casting Time: 1 full round CORS7-03 Into White Plume (High Level) Page 38 Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes As you utter the final syllable, your foe’s eye roll up in her head. She falls, snoring softly even as she hits the ground. You put a single subject into a magically induced slumber that lasts indefinitely. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any damage dealt to the subject causes her to rouse immediately. The subject can attempt a new save every 24 hours to awaken early. The subject does not need to eat or drink during this time. Material Component: A pinch of black sand. Source: Complete Mage 103. Entice Gift Enchantment [Mind-Affecting] Level: Bard 2, Greed 2, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes You cast the spell and a purple glow appears in your mark’s eyes. You hold out your hand and demand the object it holds in a compelling voice. You enchant a creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. On the creature’s next action, it moves as close to you as it can get in a single round and offers you the object as a standard action. This spell allows you to act out of turn and accept the “gift” if the creature reaches you to hand you the object (assuming you have a free hand and can accept it). The subject defends itself normally and acts as it wishes on subsequent rounds, including attempting to get the object back if desired. If the subject is prevented from doing as the spell compels, the spell has no effect. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens. Source: Spell Compendium 83. Inspirational Boost Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Bard 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round or special; see text You concentrate on assisting your friends as you begin the short chant and simple hand chopping motion necessary to cast the spell. As you finish, the spell’s chant allows you to segue easily into bolstering your allies. While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before the beginning of your next turn, the spell’s effect ends. Source: Spell Compendium 124. Ironthunder Horn Transmutation [Sonic] Level: Bard 1, sorcerer/wizard 2 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Reflex negates Spell Resistance: Yes The last words of your spell boom out with a thundering roar, knocking the foes in your path off their feet. You create a deep resonant vibration that can shake creatures off their feet. Creatures in the area must succeed on a Reflex saving throw or fall prone. Source: Spell Compendium 126. Joyful Noise Abjuration Level: Bard 1 Components: S Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: Concentration; see text Saving Throw: None Spell Resistance: No You stomp your foot on the ground, creating a ripple of noise that unleashes suppressed sounds behind it. You create sonic vibrations that negate any magical silence effect in the area. This zone of negation moves with you and lasts as long as you continue to concentrate. The silence effect is not dispelled but simply held in abeyance; it remains in effect outside the area of the joyful noise effect. Source: Spell Compendium 127. Love’s Lament Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3 Components: V Casting Time: 1 standard action CORS7-03 Into White Plume (High Level) Page 39 Range: 60 ft. Area: Cone-shaped burst Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes Dirge-like music fills the area, reminding those in range of lost loves and life’s disappointments. Creatures within the area of this spell that fail their saves take 1d6 points of Wisdom damage and are nauseated for 1d4 rounds. Source: Spell Compendium 134. Mirror Image, Greater Illusion (figment) Level: Bard 4, beguiler 4, sorcerer/wizard 4 Components: V, S Casting Time: 1 immediate action Range: Personal, see text for mirror image (PH 254) Target: You Duration: 1 minute/level (D) Several illusory duplicates of you pop into being. This spell functions like mirror image, except that an additional image is created in each round after the first, up to a maximum of eight concurrent images. If all images are destroyed, the spell ends. This spell also differs from mirror image in that you can cast this spell even when it’s not your turn. Source: Player’s Handbook II 120. Phantom Threat Illusion (Phantasm) [Mind-Affecting] Level: Bard 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Reaching out to your foe’s mind, you cause him to feel as though a threat looms close behind no matter which way he turns. You create the sensation in the subject’s mind that it is threatened by more foes than it actually faces. Though the subject doesn’t actually perceive any additional enemies (and thus doesn’t waste any attacks on the phantasm), a creature affected by this spell is considered flanked, even if not threatened by other creatures. No amount of convincing by others can help the subject of this spell avoid its effect—only a successful saving throw against the spell when initially cast can help the target. A creature that can’t be flanked is immune to this spell. Source: Spell Compendium p157 Ray of Dizziness Enchantment (Compulsion) [Mind-Affecting] Level: Bard 3, sorcerer/wizard 3 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw: None Spell Resistance: Yes You release a drab violet ray from your palm. The ray shoots toward your target in a spiraling corkscrew. You strike out at your enemy with a ray that causes intense feelings of vertigo. You must succeed on a ranged touch attack with the ray to strike a target. A struck subject experiences strong feelings of vertigo and can take only a move action or a standard action each round (but not both, and it cannot take a full- round action). Focus: A small top. Source: Spell Compendium 166. Revenance Conjuration (Healing) Level: Bard 6, blackguard 4, cleric 4, paladin 4 Components: V, S, DF Casting Time: 1 standard action Range: Touch Target: Dead ally touched Duration: 1 minute/level Saving Throw: None; see text Spell Resistance: Yes (harmless) You rush to your fallen companion amid the chaos of the battle and cry out the words that will bring her back for one last fight. This spell brings a dead ally temporarily back to life. The subject can have been dead for up to 1 round per level. Your target functions as if a raise dead spell (PH 268) had been cast upon her, except that she does not lose a level and has half of her full normal hit points. She is alive (not undead) for the duration of the spell and can be healed normally, but dies as soon as the spell ends. While under the effect of this spell, the subject is not affected by spells that raise the dead. The subject gains a +1 morale bonus on attack rolls, damage rolls, saves, and checks against the creature that killed her. Source: Spell Compendium 175. Shadow Spray Illusion (Shadow) Level: Sorcerer/wizard 2 Components: V, S, M CORS7-03 Into White Plume (High Level) Page 40 Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 5-ft.-radius burst Duration: 1 round/level Saving Throw: Fortitude negates Spell Resistance: Yes As you finish casting this spell, ribbonlike shadows burst outward from the midst of your foes. You cause a multitude of ribbonlike shadows to instantaneously explode outward from the point of origin. Creatures in the area take 4 points of Strength damage and are dazed for 1 round. Material Component: A handful of black ribbons. Source: Spell Compendium 186. Spell Theft Abjuration Level: Bard 4, hexblade 4, sorcerer/wizard 5 Components: V, S Casting Time: 1 standard action Range: Close (25 ft.+ 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: None Spell Resistance: No Winding your magical grip around the dweomers that augment your opponent, you rip them away and feel their energy rise around you. You attempt to steal an opponent’s beneficial spell effects for yourself.Upon casting this spell, you in- stantly discern all spells currently affecting the target (including their effects).For each spell so discerned, you can make a dispel check (1d20 + your caster level, maximum +15) against a DC of 11 + the spell’s caster level.If the check succeeds, you gain the effect of the spell for the remainder of its duration, as if it had been cast on you instead of the original target, and the opponent loses that effect. Only spells capable of being dispelled can be affected by spell theft.In addition, if you are not a legal target of the spell to be stolen, your dispel check automatically fails.For example, if you cast spell theft on a dire bear affected by bull’s strength and animal growth, you could steal only the effect of the first spell unless you were also of the animal type. Source: CS p104 Transfix Enchantment (Compulsion) [Mind-Affecting] Level: Sorcerer/wizard 7 Components: V, S, M Casting Time: 1 round Range: Medium (100 ft. + 10 ft./level) Area: 10-ft.-radius emanation centered on a point in space Duration: 1 hour/level Saving Throw: Will negates; see text Spell Resistance: Yes With a declaration, you finish your casting. Immediately, beings in the affected area cease moving, standing as still as statues. This spell causes any Medium or smaller humanoids within the area of the spell to become paralyzed. When casting the spell, you must specify a condition that will end it (“Wait here until the dragon arrives”), even if that condition can never feasibly be met (“Stay here until the sun shines at night”). Subjects in the area that fail their saves immediately become aware of the condition, but they cannot communicate it due to their paralyzed state (although someone could use a spell such as detect thoughts to ascertain the condition). For every hour the creatures are transfixed before the condition is met, they are allowed another saving throw to break free of the spell’s effect. As long as the spell operates, any Medium or smaller humanoid that enters its area must make a successful saving throw or become transfixed with the same exit conditions (they too become aware of the exit conditions on becoming transfixed). Likewise, any creatures removed from the area are freed from the spell’s effect. An affected creature that is attacked gains a new saving throw to break free of the enchantment. Material Component: A drop of pine resin. Source: Spell Compendium 222. Wave of Grief Enchantment [Evil, Mind-Affecting] Level: Bard 2, blackguard 2, cleric 2 Components: V, S, M Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped burst Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes Emitting a mournful wail, you send out a pulse of magic imbued with sorrow and sadness. All within the cone when the spell is cast take a –3 penalty on attack rolls, saving throws, ability checks, and skill checks. Material Component: Three tears. Source: Spell Compendium 236. CORS7-03 Into White Plume (High Level) Page 41 DM MAPS ENCOUNTER 2 ENCOUNTER 3 CORS7-03 Into White Plume (High Level) Page 42 ENCOUNTER 4 ENCOUTNER 5 CORS7-03 Into White Plume (High Level) Page 43 ENCOUNTER 6 ENCOUNTER 7 CORS7-03 Into White Plume (High Level) Page 44 APPENDIX 3: CAMPAIGN CONCEQUENCES 1. List all NPCs that lived, escaped, and/or were captured. 2. Did the PCs free the captives from White Plume Mountain? 3. Did the PCs recover the crystal skull of Keraptis? a. What did the PCs do with the skull? b. If a PC kept the skull, what happened to him? 4. Did the PCs defeat the merchurions? 5. How many PCs died? a. How and where did they die? 6. Please list any other notable events, actions, or results. CORS7-03 Into White Plume (High Level) Page 45 PLAYER HANDOUT 1 Dawn of the 21st of Goodmonth finds you in the city of Critwall, just south of the Empire of Iuz and north of the Nyr Dyv. As you go about your routines, preparing yourself for the day, you hear a knock at your door. After taking the standard adventurer precautions against assassins and old enemies, you discover a messenger boy in the hall. He wears a simple tabard displaying a single star above a milky nebula. (Knowledge (religion) DC 15 or Knowledge (arcana) DC 20 to recognize the holy symbol of Bahamut) The boy looks you up and down, perhaps satisfying himself that you fit the description he was given, then hands you a note and then leaves, without even asking for a tip. Upon opening the note, your standard adventurer precautions against trapped notes revealing no sinister indications, you find the following request for aid: Friend, My name is Gildor Arcanix, and I have great and urgent need of your assistance. If we have not previously met, I hope that one of your colleagues or companions has heard of me and can vouch for my Good cause. I am the leader of a group dedicated to hunting the spawn of The Chromatic Dragon and thwarting Her vile plans whenever possible. Following clues recently discovered within White Plume Mountain and based on the divinations of my most trusted allies, I have come to the conclusion that Her former consort, Dragotha, is seeking an artifact of potent Evil with powers over life and death. This artifact, a large crystal skull, was likely left by Keraptis within the bowels of White Plume Mountain, the former demesne of Keraptis the archmage. I need your help in recovering the crystal skull of Keraptis before Dragotha’s minions can; I would like you to leave this morning. Please meet me within the hour at the local shrine to the Platinum Dragon to discuss further details. Gildor Arcanix
textdata/thevault/Living Greyhawk/Modules/Core Specials/597/CORS7-03 Into White Plume Mountain/CORS7-03 Into White Plume HL.pdf
������������� Kielan Yarrow & Danny Fitt Cover design: Andy Hopp Hexicon RPG © Kielan Yarrow & Danny Fitt 2004 Hexicon (cover illustration) © Kielan Yarrow & Danny Fitt (2004). More details available at: http://www.hexicon.co.uk Published by Hexicon Press LLP, 70 Saint Phillips Rd., Norwich NR2 3BW, Norfolk, UK. ISBN: 0-9548222-0-X All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, without the written prior permis- sion of the copyright holders. � Contents Wizard Spells .............................................................................................................. 4 1000 EPs ............................................................................................................................................................................. 4 2000 EPs ............................................................................................................................................................................. 5 4000 EPs ............................................................................................................................................................................. 8 8000 EPs ........................................................................................................................................................................... 10 16000 EPs ......................................................................................................................................................................... 12 32000 EPs ......................................................................................................................................................................... 15 64000 EPs ......................................................................................................................................................................... 16 128000 EPs ....................................................................................................................................................................... 18 256000 EPs ....................................................................................................................................................................... 20 512000 EPs ....................................................................................................................................................................... 21 Psionic Spells ............................................................................................................. 23 1000 EPs ........................................................................................................................................................................... 23 2000 EPs ........................................................................................................................................................................... 24 4000 EPs ........................................................................................................................................................................... 25 8000 EPs ........................................................................................................................................................................... 26 16000 EPs ......................................................................................................................................................................... 28 32000 EPs ......................................................................................................................................................................... 29 64000 EPs ......................................................................................................................................................................... 29 128000 EPs ....................................................................................................................................................................... 30 Priest Spells ............................................................................................................... 32 1000 EPs ........................................................................................................................................................................... 32 2000 EPs ........................................................................................................................................................................... 34 4000 EPs ........................................................................................................................................................................... 36 8000 EPs ........................................................................................................................................................................... 38 16000 EPs ......................................................................................................................................................................... 40 32000 EPs ......................................................................................................................................................................... 42 64000 EPs ......................................................................................................................................................................... 43 128000 EPs ....................................................................................................................................................................... 44 Druid Powers............................................................................................................. 46 Shaman Spells ........................................................................................................... 47 Summoner Spells ...................................................................................................... 50 Alchemist Spells ........................................................................................................ 53 Illusionist Spells ........................................................................................................ 56 Warrior Monk Powers ............................................................................................. 60 Elven Bard Powers ................................................................................................... 61 Sverian Magi Powers................................................................................................ 62 Pixi Chief Trickster Spells ....................................................................................... 63 � ������������� ������������������ ������������� ��������������������� Description: The caster creates a stunning flash of light in the air above them. All within 10 feet who see the flash must make a standard save vs. magic or be stunned for 1 count per SS (SS 9 would mean a target was stunned for 9 tenths of a second). Stunned characters are vulnerable to free attacks. If attacking themselves, their attack drive is considered over. If spell casting, the currently attempted spell is lost. If aiming a missile weapon, any accumulated aim time is lost. If the caster shouts a warning then all those who understand the warning may add their initiative mod to their saving throw. This spell can be cast using a free action. Effect in runes: Permanence causes a blinding glare that causes a -(SSx2) to all in range on all physical actions. Range: 10' Area of effect: 10' radius about caster Duration: N/A Casting time: 20-(SS/2) Binding components: Wormwood Leaf, Flint ��������������������� Description: The caster creates a cloud of thick black smoke centred on a specific point determined by the caster within a range of 100 feet. The cloud is created instantly and covers the dimensions specified below in ‘area of ef- fect.’ The caster does not control the movement of the cloud after it is created; it will drift with the wind according to local conditions. Any caught in the cloud suffer asphyxia- tion damage as per ‘thick smoke’ (see the rulebook sec- tion 4.1.7) and are at a -(SSx2) to all actions. Effect in runes: Permanence creates an eternal cloud of smoke around the target item in accordance with the spell description. Range: 100' Area of effect: 30' by 30' by10' Duration: 100 counts per SS Casting time: 30-(SS/2) Binding components: Mugwort, Coal ��������������������� Description: Using this spell the caster is able to decipher magical languages, wards and runes of any type, no matter their origin (although the GM may rule differently). The caster can deduce the name of the spell contained within the rune if it is a wizard spell (i.e. brown magic). Other- wise an idea of the nature of the spell can be ascertained. The power of the spell is also deduced in terms of its SS. Effect in runes: Permanence (in a lens for example) has a constant effect while the item is in use. Range: 5' Area of effect: 4' by 4' Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: None. ���������������� Description: A small fiery dart launches from the caster’s finger toward a specified target within 100 feet. The caster must roll to hit and do damage with a + 2 to hit per SS and a 0.1 damage modifier per SS (e.g. +20 and damage of 1 for a SS 10 spell). The range mod for the spell is 0.5; it attacks as a bow and does thrust damage. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the caster’s spell points. Range: 100' Area of effect: 1 T Duration: N/A Casting time: 20-(SS/2) Binding components: Pin, Sulphur ���������������������� Description: The spell causes the mass of a target item to be increased. Any material may be targeted providing that it initially weighs less than the spell’s SS in pounds. If the item is worn or carried by an individual then the carrier/ wearer’s save vs. brown magic is used to protect against the spell. If the item is not carried then it does not receive a save unless enchanted or made of a magical material. Magical items receive a save equal to the maximum number of spell points that their material can absorb (e.g. +18 for gold); see the magical materials table, alchemy section of the rulebook, section 5.7. If the target object is affected then its mass is temporarily increased by a factor of 2 for every 5 points of SS (e.g. a SS 10 casting would multiply an object’s weight by 4). GMs should determine appropri- ate penalties if the object is to be manipulated/wielded. Effect in runes: Permanence increases the mass of the item in accordance with the spell description. Range: 100' Area of effect: SS lbs or less Duration: 30 counts per SS Casting time: 30-(SS/2) Binding components: Lead � ������������� ����������������� ������������������ Description: For the duration of the spell the caster gains heat sensitive vision; warm locations and living creatures give off a warm glow against a black background. Objects at room temperature (e.g. furniture) cannot be seen and therefore the caster is at at -15 to all physical actions when using infravision. Effect in runes: Permanence (in a lens for example) has a constant effect while the item is in use. Range: S Area of effect: Sight Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Laurel, Candle ������������������ Description: The caster becomes attuned to the forces of magic and is able to sense their effects on items. Magical items within range will seem to glow to the caster, the brighter the radiance the more potent the enchantment (this is expressed in terms of SS). As a rough guideline, a SS10 enchantment will give off the same amount of radiance as a standard lantern (to the caster’s eyes only). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: 25' Area of effect: 25' radius about caster Duration: 10 counts per SS Casting time: 30-(SS/2) Binding components: None ���������������������� Description: The spell will force a target to speak only the truth (i.e. tell no lies) if they fail a save against magic. The target may choose not to speak at all if they are aware that a spell has been cast. If a target reveals something that they would usually keep hidden or lie about then they re- ceive an additional save; if passed they realise they are under the effects of a spell and may choose not to speak. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). This is something of a curse; the bearer must make a save every time he/she tries to lie or else accidentally speak the truth. Range: 10' Area of effect: 1 T Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: St. Johns Wort, Silver ������������������� Description: When the spell is cast the mage chooses the language to be comprehended. This language can then be written, read, spoken and understood for the duration of the spell. This spell does not function with languages con- sidered magical, for example demonic languages and Dragontongue. Effect in runes: Permanence confers constant spell ef- fects to the bearer of the enchanted item and they will al- ways understand the specified form of non-magical com- munication. Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 50-SS Binding components: Valerian, St. Johns Wort ��������������������� Description: This spell gives the caster the ability to walk on any liquid surface as if it was solid ground. The open sea can be hazardous because of waves. Waves should be given a strength value of 1-100 to represent the severity of the swell. Each 50' traversed requires a balance roll of (wave strength -(SSx2)) or greater to remain standing. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: T Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 50-SS Binding components: Yarrow, Salt Water �������������������������� Description: This spell allows the wizard to breathe nor- mally and function without penalty in any atmosphere, e.g. smoke, gas, water. The usual environment penalties apply with regard to visibility and movement. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: 10' Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Ash, Dried Fish � ������������� ������������������ ����������������������� Description: The caster of this spell will suddenly begin to assume a personable and agreeable character. All those who come into contact with the wizard will react posi- tively towards them providing the caster does nothing to dissuade their audience that they are the likeable, loveable person that they seem to be. The wizard has no controlling effect over others, however, and while a target is more open to logical persuasion they will not perform actions that they would not normally undertake. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: 10' Area of effect: 10' radius about caster Duration: 1 MIN per SS Casting time: 50-SS Binding components: St. John’s Wort, Gold ������������������� Description: Once cast the spell stays in effect around the caster until a blow or missile attack is aimed at them. The spell then activates, reducing the strike roll of the incom- ing attack by 4 points per SS. Multiple deflect blow spells may be in effect, but they will all activate at the first in- coming attack, not against sequential ones. In addition, they will yield decreasing advantages. The first spell is at full effect, the second at half power, the third at a third power, the fourth at a quarter power and so on. Hence a SS 10 spell yields a –40 against the first attack launched against a wizard. If recast before such an attack occurs, it will yield an additional –20 for a total of –60. A third casting yields a further –13 for a total of –73 and so forth. This spell can be cast using a free action. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: See description Casting time: 10-(SS/3) Binding components: None ������������������ Description: The spell allows the wizard and/or those he is within ten feet of to float gently down a fall of any dis- tance, its magical effect lasting until the ground is safely reached. If the total mass being supported is more than 40 lbs per SS then the spell will not function at all until the amount of weight is reduced below this limit. This spell can be cast using a free action. Effect in runes: Permanence in an item confers one of two effects (chosen when the item is created). The first is a SS x 4% chance of activation whenever a fall happens, e.g. when the bearer falls off a cliff. The second is to allow casting at will using the bearer’s spell points with a ran- dom SS up to the original. Range: 10' Area of effect: 40 lbs per SS Duration: Until landing Casting time: 10-(SS/3) Binding components: Elder, Feather �������������������� Description: The caster summons a small white bird from the ether and whispers a spoken message of any length to it. The bird then delivers the message to a person the caster knows the ‘true name’ of no matter where they are. The bird flies at 10 km per hour per SS. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: N/A Duration: Until delivered Casting time: 100-(SS/2) Binding components: Mugwort, Arrow �������������������� Description: This useful spell allows the mage to multi- ply a given amount of food by a number of times equal to the SS. The item of food to be multiplied must be touched by the caster and cannot have an initial mass of greater than 1 lb per 5 SS or, for liquids, a volume of greater than one pint per 5 SS. In the case of solids the item will be ‘replicated’ rather than increased in size, e.g. when multi- plying a loaf of bread the caster will be left with several loaves of bread rather than one huge one. Liquids must be multiplied within a suitable container, i.e. there must be room within the liquid’s present container to hold the new liquid. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: See description Duration: P Casting time: 50-SS Binding components: None � ������������� ����������������� ��������������������� Description: The caster generates a yellowish bolt of en- ergy that he/she directs toward a chosen target. The bolt strikes at +5 per SS (attacking as a crossbow) and does no damage, therefore ignoring any armour worn by the tar- get. If the target fails a save vs. magic then they may not perform any physical actions for the spell’s duration. Effect in runes: Permanence on weapons means that the spell will affect anyone the weapon inflicts damage upon at a random SS up to the spell’s original one. For other items, it allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: I T Duration: 1 SEC per SS Casting time: 30-(SS/2) Binding components: Ash, Spider ������������������������ Description: While the duration of the spell lasts the caster is able to see invisible objects or people. Invisible objects and people are defined as those people or objects enchanted with the wizard spell ‘invisibility’. Effect in runes: Permanence (in a lens for example) has a constant effect while the item is in use. Range: 100' Area of effect: Sight Duration: 1 MIN per SS Casting time: 50-SS Binding components: Frankincense, Ink ������������ Description: The spell imbues its targets with increased speed of movement, increasing the target’s movement rate to (SS/3) x normal rate. For example a warrior who nor- mally sprints at 2 feet per count would, when enchanted with a SS 15 spell, run at 10 feet per count. The spell does not affect attack time but adds +(SSx2) to dodge. Effect in runes: Allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1 T per 5 SS Duration: 10 SEC per SS Casting time: 30-(SS/2) Binding components: Ash, Muscle ������������������������� Description: The spell creates a floating sphere of light above the head of the caster that will move with him or her. The light given off at SS 8 is the equivalent of a nor- mal lantern. Effect in runes: Permanence creates a permanent sphere of daylight around the enchanted item, its brightness re- flecting the spell’s original SS. Range: 10' Area of effect: 1' radius per SS (clearly) Duration: 10 MIN per SS Casting time: 50-SS Binding components: Laurel, Flint, Ash ���������������� Description: The caster stops all wind within a 2000' by 2000' area with a point designated by the wizard as its centre no matter the strength of the wind. The affected area becomes entirely windless, even the fiercest of gales or magical winds stopping at the spell’s perimeter. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 2000' by 2000' (by 2000') Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Elder, Stone ���������������� Description: The spell creates a blast of wind beginning at the caster and spreading out in a cone stretching 10' per SS. The width of the cone at the furthest point is 10' per SS. The wind has a strength of 1 per SS. All affected must make an initial knockdown roll of 1d6 per 3 SS. If this value exceeds their STR statistic they are knocked down (considered to be prone; see the rulebook section 3.7.6) and pinned for the duration. If it exceeds double their STR, they are pushed over and will roll backwards at a rate of 10’ (about 3 metres) per second until the wind ceases. Those not knocked over have 10% normal movement per point of STR over the wind strength; if their STR is lower they can only stand, and make no significant movements. Spell casting is possible as usual unless prone, but physical ac- tions like parrying are at –5 for each point the wind’s (strength x 2) exceeds the victim’s STR. Anyone entering the rush is affected by it. Similarly, missiles fired into the rush are strongly affected, giving a –5 per wind strength to strike. Any unbalancing action (such as dodging) necessi- tates a new knockdown roll. Targets can choose to give in and let the wind blow them backwards should they wish. Blown targets will suffer damage as per section 4.1.1 of the rulebook if they strike a solid object, can make no de- � ������������� ������������������ fence, but are tough to hit if blown past a potential strik- er’s path (-30 special mod). The spell will cease immedi- ately if the caster stops concentrating upon it. As an exam- ple, a target with a STR of 15 is struck by a SS 10 wind rush spell. Having succeeded against the initial 3d6 STR check to stay upright he then only has 10% physical mo- bility for each point of STR above the spells’ SS, i.e. 5. Therefore movement is reduced to 50%. He will be at –25 to physical actions (wind’s strength of 10 x 2 = 20, -15 = 5, x 5 = 25) until the spell ceases. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 10' per SS Area of effect: 10’ wide per SS at furthest point Duration: 10 counts per SS Casting time: 30-(SS/2) Binding components: Elder, Feather ������������������� Description: The caster draws his or her hand through a 30 degree arc and affects all creatures within the arc and within the spell’s range. All those failing a save vs. magic are instantly put into a deep sleep. The affected creatures can be woken up normally and should be allowed hearing rolls to hear and be woken by loud noise around them every SSx4 counts. The GM needs to assign a value for the level of noise and this should be subtracted from a 2d20 roll. If the result is below the sleeping target’s HEA then they wake. The sounds of a nearby battle would allow a -10 modifier to the HEA check for example. Effect in runes: Allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 30 degree arc Duration: N/A Casting time: 50-SS Binding components: Valerian, Alcohol ������������������������ Description: The spell generates either a bolt of fire or a bolt of ice, decided by the mage when learning the spell. The bolt is aimed at a potential target and has a +4 to strike per SS, striking as a crossbow attack and doing impact damage at 0.2 per SS. The Range Mod is 0.4. The spell can be cast slightly in advance, with firing delayed for up to SSx4 counts as required. Effect in runes: Permanence on a weapon causes extra damage (either cold or heat damage - see description) ran- domly up to the original SS, e.g. a sword with a SS 10 bolt of heat enchantment will cause an additional d10 points of base damage when a blow is struck (so 3d10 are rolled instead of 2d10). Permanence on non-weapon items al- lows casting with a random SS up to the spell’s original. Range: 200' Area of effect: 1T Duration: N/A Casting time: 30-(SS/2) Binding components: Woodruff, Clay ������������ Description: The charm spell allows the caster to put a glamour over a victim. If the target fails a save vs. magic then they will perform the caster’s wishes for the duration. An extra save is allowed if the act is contrary to alignment or particularly dangerous. The victim will not perform any act that they believe will end in their certain death. Effect in runes: Allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1T Duration: 3 MIN per SS Casting time: 50-SS Binding components: St. Johns Wort, Gold ��������������� Description: The caster rots the target wood to an ex- tremely fragile state so that a single blow would easily break it. Crafted items (e.g. weapons) receive a save at -10 and will break when used for parrying or attacking. En- chanted items receive a save at the level of the alchemist who enchanted them. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 lb per SS Duration: N/A Casting time: 30-(SS/2) Binding components: Ash, Water ����������������� Description: Affected metal becomes very fragile allow- ing it to be broken easily. Crafted items (e.g. weapons) save at -10 and those affected have their break increased by (SSx2). The spell does not affect adamantine or mythryl. Enchanted items receive a save at the level of the alche- mist who enchanted them. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. � ������������� ����������������� Range: 100' Area of effect: 1 lb per SS Duration: N/A Casting time: 30-(SS/2) Binding components: Ash, Water �������������������� Description: The affected stone crumbles to small peb- bles. Crafted stone (e.g. structures) saves at -10. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 5 lbs per SS Duration: N/A Casting time: 30-(SS/2) Binding components: Sage, Plant Root ����������������������� Description: The caster summons an invisible globe at a desired point. No sound leaves the area at all although sound from outside the globe can be heard within it. The globe of silence moves at the caster’s will as long as it is concentrated upon. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: 100' Area of effect: 5' radius Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Tongue ������������������ Description: The caster creates a semi-transparent, shim- mering golden bridge. The bridge is 10 feet wide, stretches for a distance of 5 feet per SS and will support 100 lbs per SS. The bridge does not have to be horizontal; it will stretch between any two points (e.g. the ground and a roof). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 10' wide by 5' per SS long Duration: 1 MIN per SS Casting time: 50-SS Binding components: Iron, Stone ������������������� Description: The spell allows the spell’s target and all of his or her personal belongings (including objects carried in the hands and about the person) up to 2 lbs per SS to become completely invisible for the spell’s duration. Any aggressive action against another individual or creature dispels the invisibility. Effect in runes: The bearer of the item is rendered perma- nently invisible, blinking into existence for 10 seconds then slowly fading again when an aggressive act is undertaken. Range: 10' Area of effect: 1T per 5 SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Wormwood, Glass ��������������� Description: This spell allows the caster to float effort- lessly above the ground. The spell allows free vertical movement but horizontal movement can only be achieved by the wizard dragging himself along a surface or taking some similar action. The speed of ascent or descent is 10' per second and the spell will allow each target to carry SSx5 lbs of equipment. If they bear more than this limit then the spell will not function. Effect in runes: Allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1T per 5 SS Duration: 50 counts per SS Casting time: 50-SS Binding components: Elder, Feather ����������� Description: Once this spell is cast the magician and their equipment blends into the surrounding scenery with a cha- meleon-like ability. This spell will not necessarily allow the caster to avoid a close-up inspection but will confer a +100 to hide and a +50 to stealth for the duration. Effect in runes: Permanence allows the spell to function continuously, but at half power (i.e. + 50 to hide, + 25 to stealth) and only in a particular environment (e.g. wood- land, urban etc.). Range: 10' Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Laurel, Earth �� ������������� ������������������ ���������������� Description: This spell creates a cluster of mesmerising lights with hypnotic qualities. Any person viewing the lights must make a save vs. magic or become mesmerised by them for the duration of the spell. If a mesmerised vic- tim is aroused (by being attacked or shaken for example) they receive another save against the spell with a cumula- tive +10 for each such ‘distraction’. Effect in runes: Permanence creates a permanent array of lights around the enchanted object acting as per the spell description. Range: 50' Area of effect: All viewers Duration: 10 SEC per SS Casting time: 50-SS Binding components: Valerian, Eyes ����������� Description: This spell distorts the caster’s visual image to such a degree that they become hard to follow and, es- pecially, to hit. The spell confers a bonus to the caster’s strike level of +4 per SS, up to a maximum of 119. This spell does not affect those viewing the caster by other means than by normal sight (e.g. infravision). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: S Area of effect: S Duration: 30 counts per SS Casting time: 30-(SS/2) Binding components: Crystal ����������������������� Description: A thin beam of off-yellow light darts from the caster’s finger to a specified target, automatically hit- ting and ignoring armour. If the victim fails a save vs. magic then they lose 1d10 exhaustion points per SS (see the op- tional rules on exhaustion, section 3.7.8 of the rulebook). Effect in runes: Permanence in a weapon causes the spell to take effect when the weapon draws blood (or otherwise causes damage). Permanence on any other type of item causes a permanent exhausting effect upon the item’s bearer as per the spell description (they role for losses when putting the item on, and cannot regain those exhaustion points, even through rest, until the item is removed). Range: 100' Area of effect: 1T Duration: Until target is rested Casting time: 30-(SS/2) Binding components: Ash, Spider ��������������� Description: When this spell is cast an area of 50 feet cubed centring on a point specified by the caster is flooded with magical darkness; no light will enter this region, nor can any within it see out. Normal darkness modifiers ap- ply to those within (see the rulebook, section 3.7.18). Effect in runes: Permanence creates a durationless area of darkness centred on the enchanted object. Range: 100' Area of effect: 50' by 50' by 50' Duration: 30 counts per SS Casting time: 50-SS Binding components: Wormwood, Oil �������������������� Description: This spell allows the caster to obscure his tracks to a high degree even in conditions such as snow or mud. Any person attempting a track roll to follow the caster suffers a minus to their track roll equal to -7 per SS of the spell. Effect in runes: Permanence on an item (a pair of boots for example) confers the benefits at all times to the item’s bearer. Range: 10' Area of effect: 1T per 5 SS Duration: 3 MIN per SS Casting time: 50-SS Binding components: Celandine, Glass ��������������� Description: This spell allows the caster to hurl a ball of fire at his or her enemies, affecting all those within a 10’ radius. The fireball automatically explodes in the vicinity of its targets who receive a dodge against the fireball’s attack. If a target’s dodge roll is greater than the fireball’s SSx5 then the target only takes half damage, if the dodge roll is greater than SSx8 then the target avoids all damage. A dodge of 120 is always a success. Damage is 0.2 x SS and ignores armour, being non-locational. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 200' Area of effect: 10' radius Duration: N/A Casting time: 30-(SS/2) �� ������������� ����������������� Binding components: Wormwood, Sulphur ������������������ Description: The caster creates a writhing mass of foul smelling, cold, clammy fog. Any caught in or entering the fog must make a save vs. brown magic or suffer the effects of magical fear (see the rulebook section 4.1.5 for details). The fog’s dimensions are 20' x 20' x 10' and it will drift with the wind. Note that wherever the fog is, it is the caster who will be the object of his victim’s fear. Effect in runes: Permanence on an item will create a per- manent Fog around the item as per the spell description. Range: 100' Area of effect: 20' by 20' by 10' Duration: 30 counts per SS Casting time: 30-(SS/2) Binding components: Frankincense, Blood (any) ����������������������� Description: This powerful spell may be cast on an item, usually a weapon or projectile. The enchanted item has the ability to ignore inorganic armour and materials. Wooden shields would still be effective for example but a sword parry or metal armour would not be. Effect in runes: Permanence is most suitable on weap- ons. The enchanted item will ignore inorganic materials any time the bearer rolls under the original spell’s (SS x 3). Range: T Area of effect: 1 item Duration: 20 counts per SS Casting time: 30-(SS/2) Binding components: Sage, Iron ��������������������� Description: When this spell is cast 1 identical image of the caster per 3 SS appears. These images may be posi- tioned as the caster wishes within a radius of 30' and will follow the caster’s movements and actions exactly. It will be unclear, even to those watching the wizard closely, which one of the images is really him. The images are essentially complex illusions and may be individually ‘disbelieved’ in the normal way; they will also disappear when struck. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 30' Area of effect: 1 image per 3 SS Duration: 1 MIN per SS Casting time: 50-SS Binding components: Wormwood, Hair (own) ����������������� Description: The mage conjures a glimmering web of un- earthly origin that launches itself at a spot designated by the caster within a range of 100 feet. All living creatures within 20' of the target point must make a dodge against the SSx8; for every 3 feet the target is distant from the centre point the difficulty of the dodge roll is reduced by 5 points. If the dodge is failed the target suffers from dou- bled effects of full ‘entanglement’ (see the rulebook sec- tion 3.7.11) until they are free. The net cannot be cut by non-magical weapons. Effect in runes: Allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 20' radius Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Silk Thread �������������������� Description: With this spell the wizard conjures an invis- ible bar of energy to parry all incoming attacks, whether from behind, in front or to the side of the mage. The bar defends as a quarterstaff at +5 per SS and with a defensive AT of 4. All parries are conducted automatically and the weapon is subject to all normal combat rules e.g. AT modi- fiers for multiple opponents etc. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: 50 counts per SS Casting time: 30-(SS/2) Binding components: Pennyroyal, Iron ������������������ Description: The mage uses this spell to affect the joints and muscles of all creatures in a 30-degree arc in front of the caster and up to 50 feet away. Those targets failing to save find it difficult to move, having their movement rate halved, and suffer a -40 to all physical actions for the spell’s duration. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 50' Area of effect: 30' arc Duration: 10 counts per SS �� ������������� ������������������ Casting time: 30-(SS/2) Binding components: Celandine, Hashish ������������������ Description: The spell store allows the mage to delay the casting of another spell in his repertoire until required. The mage would firstly cast spell store and then must success- fully cast the spell to be stored. The stored spell may then be activated as and when the mage requires and has a cast- ing time of the mage’s AT / 2 (it can also be activated using a free action). There is no limit to how long the spell may be stored for but only 1 spell may be stored at a time. Effect in runes: Permanence allows the enchanted object to act as a temporary store for spells. Any single spell can be cast into the object, then released later using a single action. Range: S Area of effect: S Duration: Until cast Casting time: 50-S Binding components: Frankincense, Silver �������������� Description: The wizard creates a searing beam of intense, burning heat that bursts from their hand to a designated target and locks at that point. The beam may be maintained for the spell’s duration and is therefore useful both as an offensive weapon and for melting through solid materials. The initial strike is at +4 per SS (as a crossbow attack) and does thrusting damage with a damage modifier of 0.25 per SS (range mod 0.4). If the beam is concentrated on a sur- face it will burn through wood at half an inch per SS per second and metal at 1/10th of an inch per SS per second, creating a hole 2 inches in diameter. If the beam is to be kept focused on a living target that is still capable of move- ment they receive a further dodge (or parry if using a shield) against the spell’s original attack every 10 counts. Success indicates that they have lost the beam; failure means they will take further damage (as per the original) against the same bodily location. The beam immediately dissipates if it looses its target (i.e. is dodged or parried) regardless of remaining duration. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 2 inch diameter Duration: 5 counts per SS Casting time: 30-(SS/2) Binding components: Woodruff, Ash, Oil ������������������� Description: The wizard may turn the solid matter of 1 person per 5 points of SS to a chill mist-form. The person/ persons and all of their possessions are affected (a per- son’s belongings being termed as all objects carried or worn, but not horses etc.). While in mist form the affected creatures cannot cast spells or interact with physical ob- jects (e.g. attack them) but in turn cannot be harmed by normal means - although some spells may still affect them at the GM’s discretion. The person’s mist form can be con- trolled accurately in order to allow them to seep through the keyhole of a door or a crack in a window pane etc. Effect in runes: Permanence allows the bearer of the item to maintain permanent mist form until willingly dispelled (by re-uttering the power word). Mist form can then be reassumed at any time. Range: T Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Ash, Coal, Water ����������� Description: The age spell affects a target’s physical make- up, decaying the matter that forms them and thereby ac- celerating the aging process dramatically. If the target fails a save vs. magic they are aged instantly by 2 years per SS. Consult the rulebook section 4.1.11 for information on aging and stat deterioration. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T Duration: P Casting time: 30-(SS/2) Binding components: Blood (human) ������������������� Description: The conjuror forms a sphere centred on them- selves and stretching out in a radius of 100' per SS in which all water surfaces are calm and peaceful. The circle of calm moves with the caster. Wind and weather conditions are not affected - strong wind and rain will still be present within the circle but the waters will be calm and still. Effect in runes: The item radiates the calm waters en- chantment and affects all water within a radius of 50 feet per SS. Useful on a ship’s figurehead for example. Range: 100' �� ������������� ����������������� Area of effect: 100' radius per SS Duration: 5 MIN per SS Casting time: 30-(SS/2) Binding components: Yarrow, Crystal �������������������� Description: This clever spell has a double effect, both rendering the caster truly invisible and also projecting a likeness of the caster nearby (the distance determined by the power of the spell) which mimics the caster’s actions perfectly. The result is such that the caster appears to be where he is not, meaning that all incoming attacks have a SS x 4% chance of missing entirely (maximum 90%) and the caster’s strike level is increased by 3 points per SS (up to a maximum of 119). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 T per 10 SS Duration: 20 counts per SS Casting time: 30-(SS/2) Binding components: Celandine, Glass ��������������� Description: This is a more rare and powerful version of the slow others spell in that the targets receive no save vs. magic (the magic avoids affecting the targets directly, in- stead “thickening” the air around them to resist their move- ments). For every point of STR a target has above the SS of the holding spell they receive 10% of their movement and physical skill abilities. For example, say a target has a +44 to strike and a STR of 14. When affected by a SS 10 holding spell they only receive 40% of their normal strike roll, i.e. +18. If the SS exceeds a target’s STR, they are immobilised but able to talk and make small gestures. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T per 5 SS Duration: 20 counts per SS Casting time: 30-(SS/2) Binding components: Celandine, 1 ring (any type) ��������������������������� Description: A more powerful version of the common flamedart spell which conjures multiple, wickedly hot darts which stream from the palm of the caster’s hands to strike one or more targets. One dart is created per 2 points of SS and these may be distributed among targets within range (also in line-of-sight) as the caster sees fit. The darts strike as bow attacks at +2 per SS and do thrust damage with a damage modifier of 0.1 per SS. The darts’ range modifier is 0.5. If more than one dart targets a single opponent, only a single dodge roll need be made and compared to each attack. A large shield can be used to parry any number of darts with a single roll; other weapons can parry only a single dart. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T per 2 SS Duration: N/A Casting time: 50-SS Binding components: Pin, Sulphur ��������������������� Description: The caster affects the air around the target’s body so that if forms a hard, protective and invisible cov- ering around them. The magical armour protects all loca- tions and all four aspects (cut, chop, thrust, and impact) at 2 per SS. Hence a SS 10 spell offers protection at 20 (15), 20 (15), 20 (15), 20 (15). It is effectively weightless and compliments any armour already worn by the target. Effect in runes: Grants permanent mystic armour to the item’s bearer at a SS rolled randomly up to the original, affecting a single body region (e.g. the head for a tiara). Range: 10' Area of effect: 1 T per 10 SS Duration: 50 counts per SS Casting time: 40-(SS/2) Binding components: Hawthorn, Iron ������������������� Description: The caster creates a protective magical field around themselves that attempts to reach out and block the magical force of the next spell directed at the caster (whether directly or indirectly). The spell can be of any type and class. The attacking spell is assigned a strike modifier of +3 per SS and the parry spell is assigned a parry modifier of +5 per SS. Strike and parry rolls are made as per a normal attack with no further modifiers to deter- mine whether the incoming spell gets through. The parry spell will affect the next incoming spell selected by the caster. It cannot be cast cumulatively (only one parry spell may be active at a time). Effect in runes: Permanence offers the bearer of the en- chanted object constant protection against all incoming spells, with SS rolled randomly up to the original value each time the rune is activated. Range: S Area of effect: S �� ������������� ������������������ Duration: Until activated Casting time: 10-(SS/3) Binding components: Glass (mirrored) �������������������������� Description: The designated target is struck blind perma- nently. The target receives NO save vs. magic. Power word spells are extremely rare and can only be found in the grimoires of the most powerful mages or in the most well guarded locations. There are great risks involved in the learning of a power word - see the rules section 5.1. A starting player character may not choose a power word for their repertoire unless the GM allows it. Effect in runes: Permanence is only applicable for en- chanted weapons; the effect is activated when the weapon draws blood rendering the victim instantly blind (no save vs. magic). When used in this way the effect is temporary and the victim will have their sight returned after 1 day per SS of the original enchantment. Range: 100' Area of effect: 1T Duration: P Casting time: 10-(SS/3) Binding components: None ������������������ Description: The caster refines the practices of the slow other and holding spells to affect the air surrounding indi- vidual weapons, making them difficult to wield. The af- fected weapon will inflict less damage, - 1 per SS to the initial 2d10 Damage Roll. Magical weapons receive a save equal to that of the alchemist who enchanted them. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 weapon per 5 SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Celandine, Elder ���������������� Description: The spell allows the caster to teleport them- selves and others (depending on the SS) great distances instantaneously. All other teleportees must be touching the caster; the caster need not be teleported himself. If the in- tended targets are unaware of the teleportation or do not wish to be teleported then they must make a save vs. magic to prevent the spell having an effect. The caster’s cast chance may be lessened by 1 - 100% at the GM’s discre- tion depending on how familiar the caster is with the in- tended destination. If it is the caster’s bedchamber then there should be no modifier while a place they have vis- ited only once may incur a 30% negative modifier. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 5 KM per SS Area of effect: 1 T per 5 SS Duration: N/A Casting time: 50-SS Binding components: Celandine, Crystal, Blood (any) ��������������������� Description: The mage creates a powerful, flaming wall that appears at a point within 100 feet and in the caster’s line of sight. The wall has dimensions of up to 5 feet in width by 3 feet in depth by 5 feet in height per SS. The wall will automatically take on its maximum dimensions unless deliberately controlled by the caster and is not con- strained by physical boundaries such as walls or doors. For example, if a wall is created inside a small dwelling which has a width smaller than the wall of flame then the wall will extend outside of the house, igniting the walls of the house if possible and anything outside of it. The wall does not create smoke and the magical flames cause a x1 damage modifier, non-locational injury to anyone attempt- ing to pass through it or caught in it. Injuries are rolled / caused per foot of wall traversed. It cannot be cast on top of living creatures. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 5' by 3' by 5' per SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Laurel, Flint, Oil ��������������������� Description: The spell creates a wall of thick granite that springs instantly from a point specified by the mage within 100 feet and in view. The wall of stone has dimensions of 5' in length, 1' in depth and 3' in height per SS. The wall of stone differs from the wall of flame in that it ‘grows’ from the point of the ground the caster specifies until it either reaches its maximum dimensions or comes into contact with solid matter, thereby making it possible to block cor- ridors etc. The wall of stone is permanent and may be treated as a normal stone wall thereafter. Those wishing to destroy it using the rules presented in the rulebook sec- tion 4.1.9 will face a resistance value of 50 per SS. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. �� ������������� ����������������� Range: 100' Area of effect: 5' by 1' by 3' per SS Duration: P Casting time: 30-(SS/2) Binding components: Laurel, Stone ������������������� Description: The caster conjures a pebble sized, floating bubble of powerful acid that is sent off in a set direction at the rate of 30 feet per second. The bubble can be com- manded to explode as the caster desires or will automati- cally explode when it reaches a point 100 feet distant from the wizard. The compacted acid then explodes to hit all targets within 25 feet of the explosion. All of those in range must make a dodge roll. If the dodge beats the SS x 5 then the target takes half damage, if the dodge beats SS x 8 then the target avoids all damage. A 120 dodge is always a suc- cess. It is possible that the target is not aware of the bubble (it is very small and moves quickly); if this is the case then they are at a -25 to their dodge roll. The damage is non- locational and ignores armour, doing damage at 0.35 per SS. The damage modifier is reduced by 0.1 per foot dis- tant from the epicentre. Effect in runes: Permanence allows casting with a ran- dom SS up to the spells original using the bearer’s spell points. Range: 100' Area of effect: 25' radius Duration: N/A Casting time: 50-SS Binding components: Acid ������������������������ Description: When this spell is cast a circle of fierce flame is created in a 15 foot radius circle centred on the caster. The circle of flames moves with the caster for the spell’s duration and all those caught in the flames suffer a non- locational injury with a damage modifier of 0.4 per SS upon being contacted. If they remain in contact, they will suffer the same amount of damage every subsequent 10 counts. Effect in runes: Permanence either creates a permanent circle of flames around an object that cannot be dispelled or allows casting using bearer’s spell points with a ran- dom SS up to the original. Range: S Area of effect: 15' radius about caster Duration: 50 counts per SS Casting time: 50-SS Binding components: Laurel, Oil, Onyx ������������������� Description: The mage casting this cruel spell emits a sickly green bar of light from his or her index finger, which automatically strikes a designated target within the spell’s range. If the target fails a save vs. magic then they lose 1 point of a randomly determined physical statistic per SS. The loss is permanent. Physical statistics are STR, DEX, CON, AGI and APP. Use a d6 to determine which of the five is affected and re-roll on a 6. If a stat is reduced to zero, the victim dies instantly. Effect in runes: For permanence, if on a weapon, when the weapon draws blood (or otherwise causes damage) the spell is activated except that the effect is temporary. Lost stats are recovered at the rate of 1 per day. On other items, the bearer may cast the spell at will with a random SS up to the original using his or her spell points. Range: 50' Area of effect: 1 T Duration: P Casting time: 30-(SS/2) Binding components: Blood (human), Snake ������������� Description: This well crafted spell affects both the physi- cal agility of its targets and the air around them, making it slightly thinner, thereby enabling the targets to move much more quickly than normal. In game terms, each target has a -3 modifier to their attack time and gains a +40 to all initiative rolls for the duration of the spell. If a target is not aware of the spell being cast or does not wish to be af- fected by it then they will have to make a save vs. magic. Effect in runes: For permanence, the bearer of the en- chanted item permanently receives a +25 to initiative rolls and -2 modifier to attack time Range: 25' Area of effect: 1 T per 5 SS Duration: 20 counts per SS Casting time: 30-(SS/2) Binding components: Celandine, Feather (Hummingbird) �������������������� Description: This spell is used to undo the effects of pre- vious enchantments. Simply, if the SS of the negate magic spell is greater than the SS of the previous spell then the negation is successful. Currently active spells are appro- priate targets for the negate magic spell (e.g. darkness, fog of fear). Permanent physical changes caused by magic (such as erode stats, rot wood or wall of stone for example) can- not be negated as these are no longer part of an active en- chantment. Runes and the like can be unmade providing the negate magic spell is of sufficient strength. Effect in runes: Permanence allows casting with a ran- �� ������������� ������������������ dom SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: One enchantment Duration: N/A Casting time: 50-SS Binding components: St. Johns Wort, Emerald ����������������������������� Description: The designated target is paralysed from the neck down and receives NO save vs. magic. Power word spells are extremely rare and can only be found in the grimoires of the most powerful mages or in the most well guarded locations. There are great risks involved in the learning of a power word - see the rulebook section 5.1. A starting player character may not choose a power word for their repertoire unless the GM allows it. Effect in runes: Permanence is only applicable for en- chanted weapons; the effect is activated when the weapon draws blood (no save vs. magic), rendering the victim in- stantly paralysed. Range: 100' Area of effect: 1 T Duration: 40 counts per SS Casting time: 10-(SS/3) Binding components: None ������������������������ Description: This enchantment renders the target/s im- pervious to normal extremes of temperature enabling them to walk naked through a blizzard or over hot coals. Dam- age caused by magically induced temperature extremes (e.g. circle of flames) is halved. Effect in runes: Permanence on an item allows the item’s bearer to permanently resist heat and cold as per the spell description. Range: 10' Area of effect: 1 T per 5 SS Duration: 1 hour per SS Casting time: 30-(SS/2) Binding components: Laurel, Ash, Water, Coal ���������������������� Description: This spell forever closes a target door (or other portal) by rendering its form within reality unchange- able and thereby allowing no alteration to its state. No bat- tering ram or fire will open it or destroy it leaving no choice but to go around it or through the wall by its side. The sorcerous seal can be removed by a sufficiently powerful negate magic spell. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 portal Duration: P Casting time: 50-SS Binding components: Hawthorn, Beeswax ������������������������ Description: This is a curious enchantment affecting spe- cifically swords/knives and no other weapons. If the wielder of the target sword fails a save vs. magic, his or her blade will instantly turn into a ferocious cobra that turns on the unfortunate swordsman. Both the wielder and the snake must make an initiative roll (the snakes have an initiative modifier of +40). If the wielder wins the snake can be dropped, otherwise the snake will attack the victim (see the bestiary for poisonous snake stats, except that these snakes cannot be killed!) Once dropped and/or retreated from, the snakes will only attack anyone trying to pick them up. The snakes revert back to swords once the spell’s duration has ended. This also affects magical swords al- though they are entitled to a further save vs. magic equal to the save of the alchemist who enchanted them. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 sword per SS Duration: 10 counts per SS Casting time: 50-SS Binding components: 2 Snakes, Amethyst ������������������� Description: This spell allows the mage to store some of the power used in this incantation and utilise it in the next. Boost spell has no effect other than adding the boost spell’s SS / 2 to the SS of the spell cast next by the mage. Only one boost spell can be active at any given time. Effect in runes: With permanence, boosts every spell cast by the item’s bearer by the SS of the original spell / 3 Range: S Area of effect: N/A Duration: Until next spell Casting time: 50-SS Binding components: St. Johns Wort, Crystal, Lapis Lazuli �� ������������� ����������������� ����������� Description: This spell makes real the dream of flight al- lowing the mage to soar into the air and cover vast dis- tances quickly and relatively safely. The mage and those flying with him travel at 6 km per hour per SS, e.g. at SS 10 the rate of flight is 60 km per hour. Note that 1 km per hour is approximately equal to 1 foot per second (actually closer to 0.9 feet per sec), or 0.1 feet per count. Hence 60 km per hour equals approximately 6 feet per count (in pace terms). Once this spell is cast for the first time the caster (and anyone else affected) should add the fly skill to their character sheet and calculate the modifiers (without the usual -25 penalty for novices). For flight in combat, see section 3.7.12 of the rulebook. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1 T per 5 SS Duration: 5 MIN per SS Casting time: 50-SS Binding components: Celandine, Feather (Eagle), Crys- tal ���������������������� Description: Using this spell the wizard draws down light- ning from the sky above and channels it through them- selves and then out with shuddering force to the unfortu- nate target. Needless to say this spell must be cast out of doors and there must be some cloud cover (very light cover will suffice). The lightning bolt strikes at +6 per SS (as a crossbow), ignores armour and causes non-locational dam- age at 0.5 per SS. The bolt’s range modifier is 0.6. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 300' Area of effect: 1 T Duration: N/A Casting time: 100-(SS/2) Binding components: Elder, Mugwort, Amber, Sunstone, Gold ����������������� Description: The caster chooses a point in sight and within the range of the spell to become the spell’s focus. The cho- sen point begins to emit a magnetically attractive force affecting all metallic items within a 50 foot radius circle centring on the chosen point. The strength of the attrac- tion is 3 per SS; this value is compared to the weight in pounds of any metallic object within range. Metallic items are drawn toward the designated point at the rate of 1 me- tre per second per 2 points of magnetic strength over the weight in pounds of the object. For example a SS 10 spell will attract a 5 pound sword towards its centre at the rate of 12.5 metres per second (SS10 = magnetic strength of 30, which is 25 points above the sword’s mass of 5 lbs). When dealing with armour the total mass of armour worn needs to be added to the mass of the wearer when calculat- ing how fast (and if at all) a person may be dragged to- ward the point. Although this makes it unlikely that they will be attracted, they will be hampered by the pulling force; significant amounts of metal armour will cause a –2 per SS to all physical actions and a –2% per SS to pace values. Weapons may be dragged from hands if the magnetic strength is greater than the STR of the weapon’s bearer. If the target point is designated as a person or living creature then they are entitled to a save vs. magic to avoid the ef- fects of the spell. Any weapons or objects will strike them using their own damage mod (use 0.2 for miscellaneous objects) multiplied by the magnetic strength/10. Hence a longsword (damage 1) would strike a random location with a damage of 1 x 30/10 = 3 (for a SS 10 spell). Effect in runes: With permanence, the magnetism is per- manent operating according to the spell description. Range: 100' Area of effect: 50' radius Duration: 5 SEC per SS Casting time: 50-SS Binding components: Ash, Lodestone ��������������������� Description: Using this enchantment the wizard bends his physical form to take on the shape of an animal of his or her choice. Once in the new form the mage takes on the physical attributes of the creature but retains his or her own mental characteristics. In game terms the wizard takes on all of the attributes listed for the particular animal in the bestiary section but retains INT, SST, WIL and all their saves. Casting spells or speech are both impossible once in beast form. This spell must be learnt for each animal type that the caster wishes to transform into, e.g. meta- morphosis bear or metamorphosis hawk. The spell will not transform the caster into any magical creatures. Effect in runes: Permanence on a wearable item will mean that the wearer takes on the shape of the animal when the item is put on, and remains in this form until willingly dispelled (the item must be removed immediately upon returning to humanoid form or the transformation will be- gin again). On a non-wearable item it allows casting at will using the caster’s own spell points with a random SS up to the original. Range: 10' Area of effect: 1 T per 10 SS Duration: 2 MIN per SS Casting time: 50-SS Binding components: Sage, Bones (Changeling) �� ������������� ������������������ ��������������������� Description: This spell allows the caster to draw on otherworldly powers to create a thick, clammy, writhing mass of evil smoke that attacks the spirit of any coming into contact with it. The caster chooses a point within the spell’s range and in sight at which the mists begins to form. It rapidly begins to spread out from this point at the rate of 3 feet per second until it fills an area equivalent to a circle with a 150' radius. If the point chosen is at ground level then the mist forms a dome, while a point 150 feet up in the air will form a full globe. Once the mist has spread to its full size (50 seconds) the caster may direct it as he or she wishes, its entire cloud moving at 3 feet per second. Any living creature that comes into contact with the mist must make a save vs. magic or face a 1d6 per SS death roll. Hence a SS 12 spell would cause a 12d6 death roll. If successful (in either saving or for the death roll) the victim is immune to the mist for its duration. The mist will vanish instantly at the end of the spell’s duration. The caster is not immune to the effects of the mist. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 500' Area of effect: 150' radius circle within sight Duration: 20 SEC per SS Casting time: 100-(SS/2) Binding components: Nightshade, Blood (Human), Heart (Demon) �������������������������� Description: The designated target suffers a 1d6 per SS death roll and receives NO save vs. magic. Power word spells are extremely rare and can only be found in the grimoires of the most powerful mages or in the most well guarded locations. There are great risks involved in the learning of a power word - see the rulebook section 5.1. A starting player character may not choose a power word for their repertoire unless the GM allows it. Effect in runes: Permanence is only applicable for en- chanted weapons; the effect is activated when the weapon draws blood (no save vs. magic). The victim receives a 1d6 per 2 SS death roll. Range: 100' Area of effect: 1T Duration: N/A Casting time: 10-(SS/3) Binding components: None ������������������� Description: A yellowish mist extends at great speed from the mage’s lips and touches the forehead of the spell’s un- fortunate victim. If the target fails a save vs. magic they are permanently relieved of 1 point of a random primary statistic for every point of SS. Determine which of the tar- get’s primary statistics is reduced by rolling a d10 and re- rolling on a result of 8, 9 or 10. The stolen points are added to the caster’s own equivalent statistic (thereby altering their skill modifiers temporarily) and lost at the rate of 1 point per minute. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 50' Area of effect: 1T Duration: N/A Casting time: 50-SS Binding components: Eyes (Cat), Blood (Human), Snake, Garnet ��������������������������� Description: This spell removes the target/s body matter from the physical plane and replaces it with a ghostly, wraith-like form. While in wraith-form the individuals cannot interact in any way with the physical plane and cannot speak or cast further spells, nor may they be at- tacked except by magical weapons and certain spells. Those in wraith-form are not inhibited by any physical barrier and can effortlessly glide through any wall or ob- stacle. The caster does not need to wait until the duration of the spell ends but may return to solid form at any given moment; others enchanted by the spell do not have the same option and return to normal when the caster dispels the magic or the duration ends. Unwilling or unknowing targets of the spell must make a save vs. magic. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 T per 3 SS Duration: 1 MIN per SS Casting time: 30-(SS/2) Binding components: Celandine, Frankincense, Moon- stone �������������������� Description: With this spell the caster enhances a chosen attribute of the chosen target. Any primary or secondary statistic except SIZ may be chosen; the affected statistic is increased by 1 point per 2 points of SS. The increases van- ish at the end of the spell’s duration. Effect in runes: Permanence in a wearable item confers a permanent boosted stat as per the spell description. On a non-wearable item the spell is castable at will using the �� ������������� ����������������� caster’s own spell points. Range: T Area of effect: 1T Duration: 5 MIN per SS Casting time: 50-SS Binding components: Muscle (caster’s own race), Blood (caster’s own race), Bones (caster’s own race), Heart (cast- er’s own race), Bloodstone ����������������������������� Description: This spell is a much more powerful version of the standard teleport spell requiring a much greater de- gree of control and level of power from the caster. Instead of moving location within the physical plane the caster and other targets actually shift dimensions to an alternate plane of the mage’s choice. The position arrived at within the new dimension cannot be chosen and in effect the travelers do not actually ‘move,’ emerging into the same point in physical terms. Effect in runes: Permanence creates a portkey, an object that when touched will instantly transport the toucher to a specific alternate dimension. The object itself is left be- hind, so another portkey is required to return. Range: 10' Area of effect: 1T per 10 SS Duration: N/A Casting time: 200-(SS/4) Binding components: Frankincense, Eyes (Demon) ������������������� Description: The caster causes a small, magical eruption in the very bones of the earth, which reverberate rapidly and cause massive disruptions in the land and sea around. The caster picks a spot in sight and within the spell’s range to form the epicentre of the earthquake, which affects a circle with a radius of up to 300 feet per SS. The affected ground heaves violently and great chasms are ripped in the earth. Buildings within the area of effect have a per- centage chance of being destroyed equal to 5% per SS (the GM may modify this percentage based on the quality of the structure). All buildings within range will sustain dam- age however. The GM is free to exercise considerable dramatic and narrative license regarding the exact effects of this spell. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 6000' Area of effect: 300' radius per SS Duration: 10 counts per SS Casting time: 100-(SS/2) Binding components: Ash, Earth, Diamond, Muscle (El- emental) �������������������������� Description: This spell allows a mage to draw magical energy (in the form of spell points) from willing donors and use them as their own for a limited time. There is no limit to the amount of spell points that a mage may draw upon except the number available to him from his or her donors. Physical contact is required but this can be achieved by the donors actually touching the caster. Spell points are drawn at the rate of 1 per minute from each donor, e.g. if there are three donors then three spell points are drawn per minute. If the spell points are not used within 1 hour per SS then the held points vanish. Effect in runes: Permanence creates a permanent spell point store within the enchanted item. Donated spell points remain in the item until used and do not dissipate with time. A number of spell points equal to the original en- chantment’s SS can be held in the item. These are usable by any mage of any type. Range: T Area of effect: S Duration: 1 hour per SS Casting time: 100-(SS/2) Binding components: None �������������������������� �������� Description: The designated target is instantly turned to stone and receives NO save vs. magic. Power word spells are extremely rare and can only be found in the grimoires of the most powerful mages or in the most well guarded locations. This is the most powerful of all, and consequently the most rare. There are great risks involved in the learn- ing of a power word - see the rulebook section 5.1. A start- ing player character may not choose a power word for their repertoire unless the GM allows it. Effect in runes: Permanence is only applicable for en- chanted weapons; the effect is activated when the weapon draws blood (no save vs. magic). The victim is instantly turned to stone. Range: 100' Area of effect: P Duration: N/A Casting time: 10-(SS/3) Binding components: None ���������������������� Description: This spell works in a more powerful way than the parry spell spell in that it is possible to reflect the spell back at its caster. Once the spell is cast it lies dor- mant until a spell is aimed at the mage (either directly or indirectly) at which point a shimmering shield appears and �� ������������� ������������������ attempts to intercept the attacking magic. The attacking spell is assigned a strike modifier equal to its SS x 3 and the reflect spell is assigned a parry modifier of SS x 4. Attack and parry rolls are made using these modifiers. If the parry roll is lower the attacking spell gets past the de- fence and affects the defending mage. If the parry roll is higher the attacking spell is reflected directly back at its caster or point of origin having its usual effects. Only one reflect spell can be active at any given time. Note that un- like parry spell, the spell activates against the first incom- ing spell no matter its nature; a healing spell will also trig- ger the defence. The caster can willingly discharge it at any time without effect. Effect in runes: Permanence on an item affords the bearer an automatic defence against all incoming spells at a slightly lessened effect, the reflect spell being activated at a random SS (up to its original). Range: S Area of effect: Next incoming spell Duration: N/A Casting time: 30-(SS/2) Binding components: Ash, Diamond, Glass (mirrored) ������������������������ Description: The mage who casts this spell may create a magical scroll just like an alchemist but without a risk of permanent spell point loss (see section 5.7 or the rule- book). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 Scroll Duration: P Casting time: 1-6 hours Binding components: Valerian, Mythryl ����������������������������� Description: The magus uses the power of this incanta- tion to control and influence the weather for miles around a given point. The centre point of the weather effect must be within the spell’s range but does not need to be in line of sight. The caster may specify the nature of the weather conditions within the spell’s area (e.g. clear, cloudy, stormy etc.). Note however that the impossible cannot be achieved - bright sunshine cannot be conjured at night for example. The spell primarily deals with air and water, affecting wind, cloud and rain. Lightning cannot be controlled but may be caused by chance if the caster summons a storm. The GM is entitled to exercise dramatic and narrative control when this spell is used. Effect in runes: Permanence either causes a constant mani- festation of a specific weather type around the enchanted object or allows the bearer to cast the spell at will using his or her own spell points. Range: 5 KM per SS Area of effect: 1KM radius per SS Duration: 1 hour per SS Casting time: 200-(SS/4) Binding components: Angelica, Ash, Sage, Yarrow, Dia- mond, Ruby, Sapphire, Onyx �������������� Description: This spell allows the caster to create a sin- gle, very powerful spell consisting of a number of other spells equal to the batch spell’s SS divided by 5. The caster must declare in advance which spells will form the batch; this declaration cannot be changed during the batch’s crea- tion. A roll to cast must be made at the time of the batch’s creation for the batch spell and the other spells that form the batch. If all are successful the batch is created as de- sired. If the batch roll is failed (it is made first) then the caster does not need to make rolls for the other spells (what would be the point?) and would begin again with the batch spell. If a roll for a spell that would form part of the batch is failed then that spell is not included in the batch. All spell points are expended at the time of the batch’s crea- tion rather than at the time of use. The batch remains in existence for the batch spell’s duration (1 hour per SS) and may be used at any time. Casting takes as long as the long- est casting time of all the spells within the batch. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: 1 hour per SS Casting time: 100-(SS/2) Binding components: None �������������������� Description: The archmage casting this spell temporarily grants himself the ability to change the outcome and result of their own and other’s actions for a limited amount of time. For example a sword blow aimed at the mage can be made to miss or cause less damage, the mage’s attempt to leap a chasm or dodge a blow can be made to succeed where normally it would fail. In game terms this ability is expressed in terms of luck points. The caster temporarily gains 5 luck points per SS. Unless these are used they are lost at the rate of 1 per second. Effect in runes: Permanence on an item provides the item’s bearer with a permanent store of luck. In game terms the bearer receives 3d10 luck points every 24 hours. These luck points must be used within that same period or they �� ������������� ����������������� are lost at its end to be replaced with a fresh 3d10. Range: T Area of effect: S Duration: See description Casting time: 20-(SS/2) Binding components: Heart (Faery) �������������������� Description: This enchantment allows the mage and com- panions to travel the streams of time to visit the future or past as desired. The mage may travel 100 years per SS into the past or 1 year per SS into the future (it is possible to cast the spell again from the new temporal location and move further in either direction however). The caster ex- presses his or her destination in terms of years and moves backwards or forwards in time by that amount. The physi- cal location of the caster and companions does not change however and they will emerge (safely) at that time in their current location. Because the distance travelled is expressed in terms of years and not days (or any smaller increment) it is important to note that time spent in the future or past is also time elapsed in the ‘present’. If a mage travels 10 years into the past and spends 8 days there before return- ing to the ‘present’, i.e. 10 years into the future, the ‘present’ has moved 8 days forward as well. Tampering with time is potentially incredibly dangerous; a seemingly inconsequen- tial action in the past can have far reaching effects years into the future. The GM is advised to refer to contempo- rary tomes such as Terminator 2. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100 or 1 year per SS Area of effect: 1 T per 10 SS Duration: N/A Casting time: 200-(SS/4) Binding components: Diamond (powdered) ������������������������ Description: Chain lightning is the most devastating spell in the wizard’s repertoire. The archmage capable of cast- ing and indeed controlling this spell deserves the highest levels of respect and should inspire awe in lesser mages. Only one mortal mage in the history of Korin-Thar, Dakireth Deathsire, has been capable of conjurations of this magnitude. Other than that particular individual the spell is the property of the most powerful dragon and de- mon lords. While uttering the lengthy incantation for this spell the skies above the point chosen by the caster (within 1 km per SS and in line of sight) begin to churn with dark thunderous clouds that form out of even the clearest skies (this spell cannot be cast indoors!) When the spell’s cast- ing is complete lightning begins to arc from the black clouds, striking the ground with enormous destructive power around the point chosen by the mage. 1 bolt is called per SS and each strikes 1 second after the previous until all bolts have been called. The lightning strikes around a circle with a radius of 10 feet per SS. The GM should di- vide the circle into 12 segments and randomly determine with a d12 where in this circle the lightning strikes. If the circle is sufficiently large (60 feet or greater) then the cir- cle should be split into 2 circles, inner and outer. The ran- dom bolt’s strike location can then be determined by roll- ing a d2 (or percentile dice) to determine if it lands in the inner or outer circle and a d12 to determine which seg- ment it strikes. At the point hit (10' in radius) the bolt strikes at +1 per SS and has a damage modifier of 1 per SS. The damage modifier decreases by 0.03 per SS for every foot distant a target is from the epicentre of the strike. Dodge rolls can be attempted against the bolt’s strike roll, the dodge roll receiving a +2 modifier for every foot distant from the 10' radius epicentre. Successful dodges within 20 feet of the strike receive 0.75 damage, those within 20 to 40 feet receive 0.5 damage and those beyond that receive 0.25 damage (up to the limit of the bolt’s area of effect). Note that these bolts regularly have the power to level cas- tles and hiding in a tower is in no way a sure method of avoiding the spell. Once all the bolts have been emitted from the clouds the sky once again returns to its original state. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 1 KM per SS Area of effect: 1 bolt per SS Duration: N/A Casting time: 200-(SS/4) Binding components: Bone (Dragon), Muscle (Air El- emental) ��������������������� Description: The archmage uses this perverse enchant- ment to create a doppelganger mirror that creates exact copies of all creatures reflected in it, which have extremely hostile intents towards their originals. The caster creates a mirror of dimensions 10 feet wide by 10 feet high per SS in front of him or her self. All creatures reflected and within 50 feet of the mirror are affected and an exact replica im- mediately steps from the mirror and attacks their other self. The replica is identical in every way from statistics to equip- ment (magical weapons are even recreated). The replica exists only to destroy its original and once this is achieved will vanish from the current plane. If the original destroys the replica the slain creature crumbles to dust, itself and all equipment carried being permanently destroyed. Effect in runes: Permanence in a mirror has the effects of the spell. Anyone stepping within 25' of the mirror is af- fected. The limitation here is that the mirror will not repli- cate runes, therefore the replicas will not carry magical weapons even if the original does. On any other item the �� ������������� ������������������ rune enables the item’s bearer to cast the spell at will using their own spell points with a random SS up to the original. Range: 50' Area of effect: 10' by 10' per SS Duration: 1 MIN per SS Casting time: 50-SS Binding components: Heart (Demon Lord) �� �������������� ����������������� �������������� ���������������������� Description: This simple spell reveals other psionics (and magical items possessing a personality) to the caster. Char- acters with psionic powers will appear to glow with a gen- tle inner light, their radiance being proportional to their degree of psionic power (hence a psionic archmage will appear to glow extremely brightly in response to this spell). This spell can be cast in place of a free action. Effect in runes: Permanence (in a lens for example) has a constant effect while the item is in use. Range: 25' Area of effect: 60 degree arc Duration: 1 SEC per SS Casting time: 10 - (SS/3) ��������������������� Description: All living creatures within 25' of the caster and within his/her line of sight appear swathed in an aura of white light. This spell will reveal invisible creatures, for example, and overcome problems with bad lighting. It also penetrates physical barriers, allowing the psionic to sense presences through up to 1'' per SS of stone or metal or 2'' per ss of wood (e.g. in an adjacent room). This spell can be cast in place of a free action. Effect in runes: Permanence (in a lens for example) has a constant effect while the item is in use. Range: 25' Area of effect: line of sight Duration: 1 MIN per SS Casting time: 10 - (SS/3) ������������������ Description: This spell causes any items that are magical (carved with runes by an alchemist) to appear to glow with a gentle inner light, their radiance reflecting their degree of potency (e.g. a wand with only a few remaining charges will glow dimly, a powerful ancient runesword will glow brightly). This spell can be cast in place of a free action. Effect in runes: Permanence (in a lens for example) has a constant effect while the item is in use. Range: 25' Area of effect: 60 degree arc Duration: 1 SEC per SS Casting time: 10 - (SS/3) ��������������� Description: The caster gains information about a selected intelligent living target, becoming immediately aware of their approximate alignment (good, neutral or evil) and their degree of attainment within their profession (their experience level). The experience value given is only ap- proximate; GMs should roll 1d100, add 50, divide this value by 100 and multiply by the target’s actual E.P. level when giving this value (e.g. a roll of 70 would yield a multiplier of (70+50)/100 = 1.2, so an NPC who actually had 20 000 E.P.s would be reported to have 24 000 E.P.s). This spell can be cast in place of a free action. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 25' Area of effect: 1 T Duration: N/A Casting time: 10 - (SS/3) ������������������ Description: The caster or this enchantment will feel no discomfort as a result of extremes of cold. In addition to their mental resilience, their body is imbued with a degree of protection. Direct damage from cold-based attacks is reduced by SS x 2.5 % (e.g. by 25% for a SS 10 spell, implying an additional damage mod of 0.75) while the caster receives a +2 per SS to saves against cold-related effects (e.g. frostbite, sudden death by hypothermia etc.). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple) at a random SS up to the spell’s original (roll for each attack). Range: S Area of effect: S Duration: 1 hour per SS Casting time: 30 - (SS/2) ������������������ Description: The psionic under the influence of this spell suffers no discomfort from extremes of heat, although some physical damage is still likely to result from exposure to red hot metal etc. Direct damage from heat-based attacks is reduced by SS x 2.5 % (e.g. by 25% for a SS 10 spell, implying an additional damage mod of 0.75); flames and fire still inflict full damage however. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple) at a random SS up to the spell’s original (roll for each attack). �� �������������� ����������������� Range: S Area of effect: S Duration: 1 hour per SS Casting time: 30 - (SS/2) �������������������� Description: Whilst protected by this enchantment, the psionic suffers none of the debilitating effects of dehydra- tion (see the Hexicon rulebook section 4.1.12). However, they will still drop dead following extreme water depriva- tion; they simply suffer no penalties or discomfort until this time. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: S Area of effect: S Duration: 3 hours per SS Casting time: 30 - (SS/2) ��������������������� Description: This spell protects the caster from feelings of fatigue or physical exhaustion. In game terms, for those using the optional exhaustion point rules (section 3.7.8) the caster suffers no negative modifiers when their exhaus- tion points fall below zero, and will not collapse until they drop to their (CON x -5) or -25, whichever is the more negative. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: S Area of effect: S Duration: 1 hour per SS Casting time: 30 - (SS/2) ������������������� Description: Through an effort of concentration the cast- er’s body is instantly physically rejuvenated. This spell reduces their heaviest wound by SS injury points, with an equivalent proportional recovery in index. For example, a psionic with a single wound of 20 injury points and index 4 who new this spell at strength 10 would, after success- fully casting, have a wound with an index of 20 - 10 = 10. Their wound would therefore have healed to 10/20 = 0.5 times its original extent, so its index would fall propor- tionally to 0.5 x 4 = 2. Effect in runes: Permanence on a worn object means that the spell will fire with a random SS up to the spell’s origi- nal each time the wearer is injured. Range: S Area of effect: S Duration: N/A Casting time: 30 - (SS/2) ��������������������� Description: This unusual incantation is cast upon any deliberately manufactured object (e.g. chair, crown, sword) upon which the caster has laid his hands. The psionic will become instantly aware of that object’s history and func- tion. In particular, key events such as where/when it was made, who has owned it, what magical powers it possesses and where it has been kept will become known. Note that this knowledge is from the object’s perspective; if it has been kept in a chest, it will not know if that chest has traveled the four seas! Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 object Duration: N/A Casting time: 50 - SS �������������� Description: The caster of this spell is able both to re- ceive and transmit feelings and emotions. When receiv- ing, the caster becomes aware of any strong emotional re- actions a target may be having (e.g. fear, hunger, lust). When transmitting, the chosen target receives a save, which if failed will leave them actually experiencing an emotion of the caster’s choice. Note that these emotions are experi- enced as normal, not magical, so the spell cannot be used to produce magical fear for example. If the strength of the spell exceeds the target’s WIL stat, it is likely that they will act upon the emotion (and/or visibly display it) inter- preting it in light of the current situation (e.g. if made to feel angry, the target might assume he was angry at the person in the vicinity he/she most resented or disliked). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T per 5 SS Duration: 5 SEC per SS Casting time: 30 - (SS/2) ������������������� Description: Having uttered the words of this spell the caster at once falls into a deep trance, appearing utterly dead to even the most thorough investigation (no pulse, breathing, body heat etc.). They will remain in this state until a prespecified time within the spell’s duration, at which point they will awaken. Alternatively, a single trig- ger event can be specified (e.g. the utterance of their name within earshot) to free them from the trance. Whilst in the �� �������������� ����������������� trance, the caster is completely unaware of the things go- ing on around him and can perform no action whatsoever. Additionally, his body will cease to age. This spell can be cast in place of a free action. Effect in runes: Permanence on an object causes the spell to take effect on the object’s user when it is put on/used etc. A trigger event may be specified in advance (e.g. a runed needle that affects any who prick their fingers and can be undone with a kiss…) Range: S Area of effect: S Duration: 1 year per SS Casting time: 10 - (SS/3) ����������������� Description: Once cast, this spell protects the psionic from all manner of mental probes and attacks. If the strength of the mind block exceeds the strength of an attacking or prob- ing spell, the caster is utterly protected from it. The pre- cise spells against which mind block will be effective are left to the GM’s discretion, but the following are suggested: detect psionics, see aura, empathy, telepathy, hypnotise, cause despair, mind strike, cause pain, cause insanity, re- move memory, insert memory, shock system, mental pos- session, induce nightmares, personal illusion, mind wipe, induce coma, speak the truth (wizard), charm (wizard). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a tiara for exam- ple) at a random SS up to the spell’s original (roll for each attack). Range: S Area of effect: S Duration: 10 SEC per SS Casting time: 30 - (SS/2) �������������������� Description: The caster wil suffer no ill effects or dis- comfort as a result of food deprivation (see the Hexicon rulebook section 4.1.12). They will still die of malnutri- tion, however, if no food is obtained for very long periods; they simply suffer no penalty until this time. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: S Area of effect: S Duration: 1 day per SS Casting time: 30 - (SS/2) ������������������ Description: The psionic under the influence of this spell suffers no discomfort from flames and the like, although some physical damage is still likely to result. Direct dam- age from fire and/or explosions is reduced by SS x 2.5 % (e.g. by 25% for a SS 10 spell, implying an additional dam- age mod of 0.75) Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple) at a random SS up to the spell’s original (roll for each attack). Range: S Area of effect: S Duration: 1 hour per SS Casting time: 30 - (SS/2) ������������������ Description: Having cast this spell, the psionic is utterly immune to pain, although they will still take damage in the standard manner. They will suffer no knockout rolls for the duration of this spell even if severely injured, but can be killed outright by death rolls in the standard man- ner. This spell can be cast in place of a free action. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 10 - (SS/3) ����������������������������� Description: This spell causes a tiny point of intense heat to develop over a specified target, igniting any flammable material (e.g. straw, tinder, dry wool, oil etc.) in a natural seeming manner. Note that while the spell’s effects are in- stant, the fire will still begin as a small smoldering flame and only develop with its typical timecourse. The spell cannot be used as a direct physical attack. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 50' Area of effect: 1 target point Duration: N/A Casting time: 30 - (SS/2) ����������������� Description: When cast upon a fire within the spell’s area of effect, that fire will suddenly leap and expand to grow by a factor of SS/3. Any combustibles within its new area will immediately catch light; if there are no such flamma- ble items, the fire will rapidly recede to its original size. Being caught in the flames of a typical fire causes a x 1 non-locational damage attack, plus an additional attack for �� �������������� ����������������� each 10 counts the victim is in/on fire. Clothes can be put out following 1d6 actions of rolling on the floor or being smothered (or immediately with immersion in water). Note that the fire expands equally in all directions, not at the caster’s behest. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 3' by 3' area of flaming ground per SS Duration: N/A Casting time: 30 - (SS/2) ��������������������� Description: The caster’s iron will confuses and deflects the intentions of those seeking to do them harm. Any physi- cal attack (including spells with physical effects like power bolt) aimed at the caster by a sentient being is at - 3 per SS on its attack roll. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: 20 counts per SS Casting time: 30 - (SS/2) ���������������� Description: This powerful magic allows the caster to com- municate through thought with others, and to receive those thoughts that are deliberately directed back at them. In addition, the psionic can actively read the minds of those targets who fail to save, gleaning their intentions before they act upon them. Effect in runes: Permanence upon two items produced at the same time allows the bearer of each to communicate with the other telepathically at all times the items are borne. Range: 5' per SS Area of effect: 1T per 5 SS Duration: 5 SEC per SS Casting time: 30 - (SS/2) ���������������� Description: Should the target of this manipulative spell fail to save, they will find themselves utterly under the control of the psionic for its duration. They will believe whatever they are told and do whatever is requested of them, however out of character or dangerous. Note that they must hear the incantation to become hypnotised, so the caster may have to shout their spell under noisy condi- tions. When the spell wears off, the victim will be fully aware of what has happened, and will no longer respond to suggestions made or beliefs instilled (for this, insert memory or the like must be used). Creatures without minds cannot be hypnotised. Effect in runes: With permanence on an item with intelli- gence, that item will attempt to gain control of its bearer each time its other powers are used, maintaining control for the duration of the hypnotism spell (random SS up to the spell’s original). Range: 10' Area of effect: 1 T Duration: 5 SEC per SS Casting time: 50 - SS �������������������� Description: The target of this cruel enchantment will, should they fail to save, collapse immediately into the deep- est despair, not recovering until the spell’s duration has past. During this time they will perform no useful action, simply lying or sitting on the floor, weeping, wringing their hands and so forth, although they will defend themselves if attacked. They must have originally been capable of experiencing despair to be affected by this spell. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T per 5 SS Duration: 10 SEC per SS Casting time: 30 - (SS/2) ������������������ Description: The caster sends out a targeted assault of psy- chic energy, impacting upon the mind of another sentient being to sap their capacity for directed action. The target of the enchantment must roll to save, with failure resulting in a loss of 1d10 x (SS/5) points of WIL (e.g. 1d10 x 1.2 for a strength 6 spell). If WIL falls to zero, the target dies. Otherwise, their WIL will recover at a rate of one point per minute. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T Duration: N/A Casting time: 30 - (SS/2) ����������������� Description: The victim of this unpleasant spell must save against magic or begin at once to experience burning pain throughout their bodies. The pain will then increase in in- tensity over time, for as long as the caster maintains con- �� �������������� ����������������� centration. Initially, the target is at -20 to all actions. This penalty will increase by 5 points per second thereafter (e.g. -25 after a second, -30 after 2 seconds etc.), with complete incapacitation at -100. Additionally, the target is likely to pass out with the pain; after 5 seconds, a 3d6 knockout roll must be made; after 10 seconds, a 6d6 roll; after 15 sec- onds, a 9d6 roll and so forth. The psionic can choose to stop increasing the pain and maintain it at its current level (minus to actions and d6 knockout) at any point (should they wish to keep their victim conscious, for example). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T Duration: As long as the caster concentrates Casting time: 30 - (SS/2) ������������������ Description: A powerful and versatile spell, telekinesis allows the caster to control physical (solid) objects using only the power of his mind. The caster can control any number of objects up to SS pounds in total weight (e.g. a psionic with the spell at strength 10 could simultaneously control a longsword (3.5 pounds) and 6.5 pounds of gravel in a floating cloud). Objects can be hurled at opponents, acting like thrown missile attacks. In this case, the attack is treated as a throwing knife, with a strike mod of + ((cast- er’s WIL - 5) x 4). The damage mod will equal (SS/10) x the damage mod of the thrown item. Weapons have their own damage mod (see the equipment booklet); for other items, use a mod of 0.1 per pound in weight, doing impact damage. Hence a SS 10 spell cast by a psionic with a WIL of 12 would attack at + ((12-5)x4) = + 28, doing damage of 10/10 = 1 x 0.5 = 0.5 for a 5 pound chair. The caster can also use items to parry attacks against him (parry at + ((cast- er’s WIL-5) x 6), e.g. +30 for WIL stat of 10, replace strength with SS when calculating weapon strength). Fur- thermore, the caster can drag items out of the grip of oth- ers if their SS exceeds the target’s STR stat. However, tar- gets get a save to protect the items they are touching from being affected in this way. Should they fail, even if their STR exceeds the spell’s and they are able to hold onto an item they may be at a minus when attempting to use it (they are struggling against the psionic’s efforts to control it). If their STR exceeds the spell’s strength by 10 points, they suffer no negative mod. Otherwise, the difference be- tween their STR and the SS should be calculated. This value should be subtracted from 10, with the result multi- plied by 5 and applied as a negative mod (e.g. for a charac- ter with a STR of 12 against a SS 8 spell, the difference (4) is subtracted from 10 (10 - 4 = 6) and multiplied by 5 to yield a - 30 mod). Effect in runes: Objects can be animated using perma- nence, causing them to float in space forever, staying in whatever position they are moved to. When combined with independent intelligence, they become sentient, making effective guardians. Golems are made by animating their various body segments and combining them together. Range: 10' per SS Area of effect: 1 lb per SS Duration: 3 SEC per SS Casting time: 30 - (SS/2) ��������������������� Description: The unfortunate target of this spell must make a save or gain an insanity. The caster specifies a point on the random insanity table (rulebook section 4.1.6) at which he is “aiming.” 4d10 are then rolled, 22 points subtracted, and the total added to this aimed at value to determine the insanity that is actually inflicted. For example, the psionic might choose to aim at the value 23 (the middle of the range yielding manic depression). 4d10 are rolled, for a total of 13. 13-22 = -9, so the resultant value is 23 (aimed) -9 = 14. Reading from the random insanity section, the target gains the insanity “psychopathy.” Effect in runes: Permanence will cause the bearer of the item to slowly develop the specified insanity over a period of days, weeks or years (GM’s discretion); there is no save, but the rapidity of onset may be determined by the bear- er’s WIL statistic (e.g. slow onset for high WIL). Range: 25' Area of effect: 1 T Duration: P (until cured) Casting time: 30 - (SS/2) �������������������� Description: The benevolent partner of “cause insanity”, this spell cures the target of a single insanity. Roll ran- domly if more than one insanity is being suffered. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1 T Duration: N/A Casting time: 50 - SS �������������������� Description: The caster specifies a single memory epi- sode (e.g. a particular event, or memories about a particu- lar person or object) and, if a save is failed, the target looses those memories completely. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1 T Duration: P Casting time: 50 - SS �� �������������� ����������������� ��������������������� Description: The caster specifies a single memory epi- sode (e.g. a particular event, or memories about a particu- lar person or object) and, if a save is failed, the target gains those memories. While they will feel completely natural, any massive discontinuities or departures from other memo- ries will be apparent to the target. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1 T Duration: P Casting time: 50 - SS �������������������� Description: The target’s entire nervous system is lashed with a powerful, focussed attack of psychic energy. A fail- ure to save results in a SS d6 death roll (e.g. 10d6 for a SS 10 attack). Should the target survive, they are entirely un- harmed. Effect in runes: On a bladed weapon, permanence will cause the spell to take effect any time the weapon draws blood. Range: 50' Area of effect: 1 T Duration: N/A Casting time: 30 - (SS/2) ������������������������� Description: This dark magic allows the caster to transfer their own mind into the body of a target, suppressing their will and taking control. Should the target fail to save, the psionic is in complete control of them, gaining all the tar- get’s skills and physical abilities but retaining their own INT and WIL. The psionic cannot use their own skills and magic, only those of the creature they have possessed. The caster’s own body will slump, becoming limp and lifeless until the psionic returns to it, handing back control to their target. The target will remember the whole experience as a hazy, dream-like memory. Should the caster’s own body be killed while they are away, they will have no host to return to and will die when the spell’s duration is up. Simi- larly, should the body they have possessed be killed while they are controlling it, their mind will die with that host and their own body will waste away. Effect in runes: With permanence on both of a pair of items (e.g. rings), the bearer of one (the master item) will be able to possess the bearer of the other at will. Range: 100' Area of effect: 1 T Duration: 1 hour per SS Casting time: 50 - SS ������������������������� Description: This fiendish spell causes the victim to ex- perience horrific recurring nightmares on a theme speci- fied by the caster. Their quality of sleep will be much re- duced (-10 to all actions due to fatigue) and they will regu- larly wake up sweating and fearful. Effect in runes: Permanence on an object will affect all those sleeping within the spell’s range. Range: 100' Area of effect: 1 T Duration: 1 night per SS Casting time: 30 - (SS/2) ������������������������� Description: If a save is failed, the target of this magic will experience an intense hallucination affecting all their senses and controlled by the caster. While powerful stimuli which impinge upon the target in real life are still likely to be felt and experienced (e.g. the sudden appearance of a threatening creature or the smell of thick smoke) the ma- jority of the target’s sensation is under the direct con- trol of the psionic, appearing vivid but slightly surreal. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 50' Area of effect: 1 T Duration: As long as the caster concentrates Casting time: 30 - (SS/2) �������������������� Description: The caster of this prognostication will re- ceive a series of visions relating to likely events in the near future (all from within the next SS weeks). The vi- sions are likely to be confused but suggestive, and will not necessarily actually occur, merely reflecting future likelihoods. They will typically relate to the caster and their goals, but may not actually involve him/her. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: Variable Casting time: 30 - (SS/2) �� �������������� ����������������� ����������������� Description: Another psychic attack spell, mind wipe sim- ply snuffs out the victim’s mind. Those who fail to save are left brain dead automatons, maintaining their other bodily functions only as long as they are fed and watered. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T Duration: P Casting time: 30 - (SS/2) ����������������� Description: If the caster knows the true name of another person or creature (the name they were given by their par- ents in their own language) then, upon casting this spell and closing their own eyes, they are able to see through their target’s eyes no matter how far away they might be. Usually, the target will attempt to resist (make a save); there is a telltale sensation, like a throbbing at the back of the brain, that will alert someone that they are being used in this way. A target who is aware of what is happening may, however, choose to allow the psionic to share their vision, making no save. Other senses are not available to the caster. Effect in runes: For permanence to be effective, the true name of an individual must be carved on the item. The bearer can then see through that person’s eyes at will, with- out spell point expenditure. Range: Unlimited Area of effect: 1 T Duration: 1 MIN per SS Casting time: 50 - SS ������������������� Description: The target who fails to save against this spell will fall at once into a coma, waking up after the duration of the spell. However, each day they are in the coma they may have to make a save vs. coma/sudden death or die (as per section 3.3.7.9 of the rulebook); these attacks are made at the caster’s discretion. The caster can release them from the coma at an earlier time should they wish to do so. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T Duration: 1 day per SS Casting time: 30 - (SS/2) �������������������������� Description: When protected by this spell, the caster will be completely invulnerable to fire and fire-based attacks, feeling no discomfort and taking no damage from extremes of heat and/or flames (e.g. climbing over a bonfire). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a shield for ex- ample). Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 30 - (SS/2) �������������������������� Description: When protected by this spell, the caster will be entirely unaffected by cold and cold-based attacks, tak- ing no damage and feeling no physical ill-effects (e.g. swimming in the arctic ocean). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a shield for ex- ample). Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 30 - (SS/2) ���������������������������� Description: Under the protection of this enchantment, the caster will suffer no pain or damage as a result of elec- tricity and electricity-based attacks (e.g. standing atop a tree in a thunderstorm and cursing the Gods). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a shield for ex- ample). Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 30 - (SS/2) ��������������������� Description: This spell is similar to telekinesis, except that the psionic is able to manipulate fluids rather than solid objects. Up to 50 litres per SS can be controlled to create spouts etc. or surround an opponent’s head to drown them (see section 4.1.7 of the rulebook; requires around 150 li- tres for an average humanoid head, given that some slack is required to prevent them escaping the water bubble with sudden movements). High-pressure torrents attack as a javelin, but can only be dodged or blocked with a shield, not parried using other weapons. They are treated as a stand- �� �������������� ����������������� ard attack in melee combat, but cause only non-locational damage to the victim (ignoring armour), at 0.2 per SS (for a spout containing all the water the psionic can muster, ie 50 litres per SS). They are also likely to knock their tar- gets from their feet; consider base damage to be multi- plied by 5 for the purposes of calculating knock back (see the chapter on combat and movement, section 3.7.6). The spell cannot be used to affect fluid within another creature or plant. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 50 litres per SS Duration: 1 MIN per SS Casting time: 30 - (SS/2) ��������������������� Description: The caster is able to control the flow of gases within the spell’s range (excluding those gases contained within other living things). Wind can be stopped or ma- nipulated (see the wizard spell “wind rush” for maximum potential effects), smoke directed, sections of one gas forced through unlikely mediums (e.g. bubbles of air through wa- ter to provide breathable areas) and so forth. While a vacuum cannot be created, air can be thinned to a point where breathing is extremely laboured. Also, the makeup of air can be redistributed, for example to create a high oxygen zone for burning (with a complementary oxygen depleted area nearby). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 10' by 10' by 10' per SS Duration: 1 MIN per SS Casting time: 30 - (SS/2) ����������������������� Description: Through an effort of intense mental concen- tration the caster is able to magnify their own senses, add- ing 1 point per SS to each of them for the duration of the spell. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item. SS is rolled ini- tially, random up to the spell’s original / 2. Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 30 - (SS/2) ������������������ Description: The caster targets up to 1 pound of metal per SS, causing it to rapidly increase in temperature for as long as he/she continues to concentrate. The metal will increase in temperature by 100 degrees C every second, melting when the appropriate temperature is reached. Magical metal items receive a save to resist the spell’s effects. Very hot metal will cause damage to any bare skin against which it is exposed, causing a x1 damage roll each second to the location it is in contact with (note that leather and padding will protect armour wearers from this type of damage if worn underneath metal plates etc.). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 lb per SS Duration: As long as the caster concentrates Casting time: 30 - (SS/2) ��������������������� Description: Another spell allowing the psionic to exert influence over the physical world using the power of their will, this powerful magic allows flames to be manipulated within range. Burning fires can be precisely directed so as to move at a rate of up to 1' per second per SS (note that they will continue to burn for only a matter of a few sec- onds if removed from a source of fuel; see the 4000 E.P. spell fuel flame for details of damage from contact with fire). Fire can be formed into whips for the purpose of reaching out to nearby combustibles very rapidly (move at 5' per count per SS), or into balls to hurl at opponents (one ball can be formed and hurled every other second, attack- ing at + ((caster’s WIL - 5) x 5) and doing non-locational damage of 0.2 per SS, with a (SS x 2)% chance of igniting clothing and hair). Even magical fire can be made to part or die, allowing access to burning buildings and the like. Control fire can be used to deflect but not capture the fire based attacks of monsters and other magic users; an attack “deflected” by the psionic wielding this spell will suffer a - ((caster’s WIL - 5) x 6) to strike (or the targets of the fiery attack will gain this modifier as a plus to dodge, de- pending on which is appropriate). Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 3' by 3' by 3' per SS Duration: 1 MIN per SS Casting time: 30 - (SS/2) �� �������������� ����������������� ����������������������� Description: This powerful spell allows the caster to ma- nipulate electrical or related (e.g. magnetic) energy within range. Its most obvious use is to redirect lightning, which if controlled in this manner will strike at + ((caster’s WIL- 5) x 10) and inflict damage of 1d10 (ie. 2d10 x 1d10 base damage). The spell can also be used to redirect electrical based attacks launched by other magic users; in this case the psionic simply declares a new target and the spell is resolved against the new victim. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: Whole area within range Duration: 1 MIN per SS Casting time: 30 - (SS/2) ����������������� Description: Given some fragment of a person or object (e.g. a hair, a chip from a blade, a vial of blood) the caster of this spell at once becomes aware of that object or per- son’s location relative to themselves. They will have a rough idea of the object or person’s immediate surround- ings (e.g. in an inn or being carried by a thief), physical location (e.g. in a village in the northern half of Karivda named Blown Vale) and dimension (e.g. Korin-Thar) wher- ever that object or person may be. This awareness will be maintained for the duration of the spell. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: Infinite Area of effect: 1 person or object Duration: 1 MIN per SS Casting time: 50 - SS ��������������������� Description: This strange magic causes the target to re- experience their entire life in a kind of rapid dreamlike image show taking around an hour. Any memory, how- ever long ago or well suppressed, can be obtained in this way, even minute details (such as the design on an indi- vidual’s bracelet) as long as those details were initially perceived. Whilst in this trance, the target is unaware of their actual surroundings and cannot be awakened by any means. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 T Duration: 1 hour Casting time: 50 - SS �� ������������� ����������������� ������������� ����������������������� Priest colour: Base Description: When a priest touches an injured person and casts this healing magic their patient experiences a feeling of intense heat around the region of the affected wound, which will magically heal up before their eyes. This spell affects a single injury of up to 20 injury points, healing it completely (including any associated bleeding damage). It is effective against melee damage, cuts, bruises, broken bones and the like, but will not work for extensive skin damage caused by burns or frostbite, nor regenerate lost limbs or organs. Wounds of a value greater than 20 injury points cannot be healed with this spell; they are left en- tirely unaffected by it. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: T Area of effect: One wound on one person Duration: N/A Casting time: 30-(SS/2) ������������������������������� ������ Priest colour: Base Description: Uttering this potent protective magic makes a priest unusually difficult to strike, with attacks seeming to bend away from their target under some unseen influ- ence. In game terms, all incoming attacks are at -2 per SS for the spell’s duration. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a shield for ex- ample). SS should be rolled randomly (up to the spell’s original) at the time of the rune’s creation. Range: S Area of effect: S Duration: 10 counts per SS Casting time: 20-(SS/2) ������������������ Priest colour: Blue Description: Should the target of this spell fail to save, any utterance they make which contains a lie will sound to the caster as if it has a clear echo. Hence the priest will be aware of any such untruths. The priest cannot be certain, however, that the affected person has not saved against the spell (if they hear no echoes they will not know if their target is speaking truthfully or has simply resisted the magic). Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (an earpiece for example), with random SS (up to the spell’s original) rolled at the time of the rune’s creation. Anyone talking to the bearer must save once every (duration of spell) or have their lies revealed. Range: 10' Area of effect: 1 T Duration: 1 MIN per SS Casting time: 30-(SS/2) ������������������� Priest colour: Blue Description: This spell can be cast upon any isolated body of water, causing it to become fresh, clean and above all safe to drink regardless of its previous state. Should the body of water’s volume exceed the spell’s area of effect the spell will have no effect. Effect in runes: Permanence on a drinking vessel or simi- lar item will cause the spell to take effect on any water placed therein. Range: T Area of effect: 20 pints per SS Duration: P Casting time: 30-(SS/2) ������������������������������ ������ Priest colour: Black Description: Upon uttering this protective magic the caster will have their magical aura enhanced such that they are better able to resist magical attacks. In game terms, they will gain a +2 per SS to saves against magic or magical fear for the duration of the spell. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). SS should be rolled randomly (up to the spell’s origi- nal) at the time of the rune’s creation. Range: S Area of effect: S Duration: 10 counts per SS Casting time: 20-(SS/2) ����������������� Priest colour: Black Description: To use this spell a dark priest pushes his hands together in a gesture of prayer but points them at a target, �� ������������� ����������������� unleashing a whiplash of invisible negative energy. The victim of the spell must make a save, with failure meaning that they are paralysed and unable to take any action for the duration of the spell. Effect in runes: Permanence on a weapon causes the spell to take effect whenever the weapon damages a foe. Range: 50' Area of effect: 1 T Duration: 10 counts per SS Casting time: 30-(SS/2) ������������������� Priest colour: White Description: This is a subtle magic which causes its tar- get (should they fail a save) to experience a feeling of trust towards the caster. While they are likely to believe what the caster says, and that the caster has their best interests at heart, the spell does not offer any direct control over the target. Similarly, it is quite possible for the caster to un- dermine this sense of trust by acting in a manner which is obviously untrustworthy. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 10' Area of effect: 1 T Duration: P Casting time: 30-(SS/2) ������������������������������ ������ Priest colour: White Description: Upon uttering this protective magic the caster will have their magical aura enhanced such that they are better able to resist magical attacks. In game terms, they will gain a +2 per SS to saves against magic or magical fear for the duration of the spell. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). SS should be rolled randomly (up to the spell’s origi- nal) at the time of the rune’s creation. Range: S Area of effect: S Duration: 10 counts per SS Casting time: 20-(SS/2) ������������������� Priest colour: Red Description: When this spell is cast cruel black razor-sharp claws will suddenly sprout forth from the priest’s fingers. They can be used to inflict blows with the unarmed com- bat skill, offering a damage mod of 0.75 and having an AT mod of 0. Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). Range: S Area of effect: S Duration: 20 counts per SS Casting time: 20-(SS/2) ����������������������������� Priest colour: Red Description: This spell causes a tiny point of intense heat to develop over a specified target, igniting any flammable material (e.g. straw, tinder, dry wool, oil) in a natural-seem- ing manner. Note that while the spell’s effects are instant, the fire will still begin as a small smouldering flame and only develop with its typical timecourse. The spell cannot be used as a direct physical attack. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 25' Area of effect: 1 target point Duration: N/A Casting time: 30-(SS/2) ����������������� Priest colour: Grey Description: Using this unusual enchantment, the caster can create a large volume of clean fresh air. Once sum- moned forth, the air is not under the caster’s control and will behave normally (e.g. slowly dissipating in an open space, or rising as a bubble underwater). Effect in runes: Permanence in a helmet or similar item will allow the bearer to breath from a special unending air supply regardless of their environment. Range: S Area of effect: 2' by 2' by 2' per SS Duration: P Casting time: 10-(SS/3) ������������������������������ ������ Priest colour: Grey Description: Upon uttering this protective magic the caster will have their magical aura enhanced such that they are better able to resist magical attacks. In game terms, they will gain a +2 per SS to saves against magic or magical fear for the duration of the spell. �� ������������� ����������������� Effect in runes: Permanence confers constant spell ef- fects on the bearer of the enchanted item (a ring for exam- ple). SS should be rolled randomly (up to the spell’s origi- nal) at the time of the rune’s creation. Range: S Area of effect: S Duration: 10 counts per SS Casting time: 20-(SS/2) ������������������� Priest colour: Base Description: When this spell is cast the recipient will feel as though their lungs were filling with fresh air, lifting them upwards. However physically tired they may have been they will feel utterly refreshed; in game terms they will recover 3 exhaustion points per SS. This spell is not a sleep substitute, but rather a cure for physical exhaustion. Effect in runes: Permanence in an item means that the bearer will never suffer physical fatigue, being able to carry on indefinitely with exercise. Range: T Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ���������������� Priest colour: Base Description: Another subtle priestly magic, the caster of this spell offers a prayer for guidance to their deity, and receives an intuitive feeling about their situation. For ex- ample, the spell might be cast at a crossroads to see which way is better to take (less dangerous or more appropriate for the priest’s immediate aims). Alternatively, some feel- ing might be gained regarding the wisdom of a particular plan of action. The intuitive feeling is vague (e.g. a posi- tive feeling about a person’s suggestion) and doesn’t re- veal anything specific about the future. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: N/A Casting time: 30-(SS/2) �������������������� Priest colour: Blue Description: This curative magic allows the caster to at- tempt to purge their patient’s system of a poison in a dra- matic fever-inducing process. Twice the spell’s SS should be compared to the poison’s strength, and a statistical bat- tle conducted using these values (see the Hexicon rule- book section 4.1.8). Each round of this battle will take 5 seconds. Any losses to the poison’s strength are perma- nent, and if it is reduced to zero it is completely purged. Otherwise, the standard poison effect rules should con- tinue to be applied using the poison’s adjusted strength. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ������������������� Priest colour: Blue Description: Any undead creatures affected by this spell must save against it or be “turned,” retreating away from the caster until they are out of sight and at a distance that they cannot affect the caster in any way (e.g. with magical fear). They must continue to retreat before the caster in this way for the duration of the spell (should the caster follow on, for example) but will most likely return after this time is up. Turned undead are not permitted to make any ranged attacks against the caster or their companions. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 25' Area of effect: 1 T per 3 SS Duration: 1 hour per SS Casting time: 10-(SS/3) ������������������������� Priest colour: Black Description: When this dark magic is cast, up to one hu- manoid corpse per SS within the spell’s range will instantly rise up as a zombie (stats in Hexicon rulebook section 6.2.1) and perform the caster’s bidding. Animated dead are slow but relentless, following simple instructions without ques- tion until they are killed a second time or their task is com- plete. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 25' radius about caster Area of effect: 1 T per SS Duration: 1 MIN per SS Casting time: 50-SS �� ������������� ����������������� ������������������������� Priest colour: Black Description: When this spell is cast a sphere 10' in radius centering on a point specified by the caster is flooded with magical darkness; no light will enter this region, nor can any within it see out. Normal darkness modifiers apply to those within (see the Hexicon rulebook, section 3.7.18). Effect in runes: Permanence creates a durationless area of darkness centered on the enchanted object. Range: 100' Area of effect: 10' radius Duration: 10 counts per SS Casting time: 30-(SS/2) ������������������� Priest colour: White Description: This healing spell allows the caster to at- tempt to drive out a disease from their patient’s body, in- ducing a convulsive fit. Twice the spell’s SS should be compared to the disease’s strength, and a statistical battle conducted using these values (see the Hexicon rulebook section 4.1.8). Each round of this battle will take 5 sec- onds. Any losses to the disease’s strength are permanent, and if it is reduced to zero it is completely cured. Other- wise, the standard disease effect rules should continue to be applied using the disease’s adjusted strength. Effect in runes: Permanence on an item takes effect im- mediately that a disease save is initially failed by the bearer (once per disease attack). The spell has a random SS up to the spell’s original. Range: T Area of effect: 1 T Duration: P Casting time: 30-(SS/2) ������������������� Priest colour: White Description: Any undead creatures affected by this spell must save against it or be “turned,” retreating away from the caster until they are out of sight and at a distance that they cannot affect the caster in any way (e.g. with magical fear). They must continue to retreat before the caster in this way for the duration of the spell (should the caster follow on, for example) but will most likely return after this time is up. Turned undead are not permitted to make any ranged attacks against the caster or their companions. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 25' Area of effect: 1 T per 3 SS Duration: 1 hour per SS Casting time: 10-(SS/3) �������������� Priest colour: Red Description: This dangerous magic sends the priest into an insane berserk rage, offering powerful combat advan- tages (x1.5 damage, +20 to strike, +10 initiative, ignore knockout rolls) but numerous potential risks (-10 to parry/ dodge, difficulty telling friend from foe). The berserk spell brings on a rage that is identical to that described in the Hexicon rulebook section 3.7.14, which should be con- sulted for details of ending a rage and the chances of at- tacking friends. Effect in runes: Permanence on a weapon means that whenever it is drawn the bearer must save against the spell (random SS up to original) or become berserk. Range: S Area of effect: S Duration: Max 10 counts per SS Casting time: 20-(SS/2) ��������������������� Priest colour: Red Description: A potent weapon against the undead, this spell will affect up to one undead creature per 5 points of SS. Should the undead targets fail to save they are instantly destroyed, incinerated from the inside out to leave nothing but ashes. Effect in runes: Permanence on a weapon will cause the spell to take effect whenever a wound is inflicted upon an undead creature. Range: 25' Area of effect: 1 T per 5 SS Duration: N/A Casting time: 10-(SS/3) ������������������� Priest colour: Grey Description: This healing spell allows the caster to at- tempt to drive out a disease from their patient’s body, in- ducing a convulsive fit. Twice the spell’s SS should be compared to the disease’s strength, and a statistical battle conducted using these values (see the Hexicon rulebook section 4.1.8). Each round of this battle will take 5 sec- onds. Any losses to the disease’s strength are permanent, and if it is reduced to zero it is completely cured. Other- wise, the standard disease effect rules should continue to be applied using the disease’s adjusted strength. Effect in runes: Permanence on an item takes effect im- �� ������������� ����������������� mediately that a disease save is initially failed by the bearer (once per disease attack). The spell has a random SS up to the spell’s original. Range: T Area of effect: 1 T Duration: P Casting time: 30-(SS/2) �������������������� Priest colour: Grey Description: Any animal (GM’s discretion, but not intelli- gent humanoids or magical creatures) affected by this spell must save against it or be repelled, retreating away from the caster until they are out of sight and at a distance that they cannot affect the caster in any way. They must con- tinue to retreat before the caster in this way for the dura- tion of the spell (should the caster follow on, for example) but may return after this time is up. Repelled animals are not permitted to make any ranged attacks against the caster or their companions. Effect in runes: Permanence is effective at all times, such that no animal that fails may approach the object. Range: 25' Area of effect: 1 T per 3 SS Duration: 1 hour per SS Casting time: 10-(SS/2) �������������������� Priest colour: Base Description: The spell generates a bolt of coloured en- ergy, its colour dependent on the affiliation of the priest. The bolt is aimed at a potential target and has a +4 to strike per SS, striking as a crossbow attack and doing impact damage at 0.2 per SS. The range mod is 0.4. The spell can be cast but firing delayed for up to SSx4 counts as required. Effect in runes: Permanence on a weapon causes extra damage (of a nature appropriate for the spell’s colour) ran- domly up to the original SS, e.g. a sword with a SS 10 bolt of power enchantment will cause an additional d10 points of base damage when a blow is struck (so 3d10 are rolled instead of 2d10). Permanence on non-weapon items al- lows casting with a random SS up to the spell’s original. Range: 200' Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ����������������������� Priest colour: Base Description: When a priest touches an injured person and casts this healing magic their patient experiences a feeling of intense heat around the region of the affected wound, which will magically heal up before their eyes. This spell affects a single injury of up to 50 injury points, healing it completely (including any associated bleeding damage). It is effective against melee damage, cuts, bruises, broken bones and the like, but will not work for extensive skin damage caused by burns or frostbite, nor regenerate lost limbs or organs. Wounds of a value greater than 50 injury points cannot be healed with this spell; they are left en- tirely unaffected by it. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: T Area of effect: 1 wound Duration: N/A Casting time: 30-(SS/2) ��������������������������� Priest colour: Blue Description: This defensive spell affects a circular region of space within range. The circle can be moved around by the caster (pace 3) but this requires concentration; if ig- nored, it will simply remain stationary for the duration of the spell. Those within the circle who the caster considers friendly will be touched by the hand of the priest’s deity, feeling strong and gaining a +1 per SS to any physical defensive action (e.g. parrying, dodging). Effect in runes: Permanence on an object means that the effects are constant for the region surrounding it; the cir- cle will move with the object. SS is rolled randomly (up to original) upon creation. Range: 100' Area of effect: 2' radius per SS Duration: 20 counts per SS Casting time: 30-(SS/2) ����������������� Priest colour: Blue Description: This useful healing spell allows the casting priest to heal any wound caused by burns (including acid) or fire-based attacks (those that do not have as their major effect concussive impact, such as explosions). Regardless of the wound’s injury points, it will be healed completely, giving an experience of soothing cooling. Additionally, any scarring or other skin damage resulting from the wound will be healed, although permanent nerve damage (e.g. blindness) cannot be cured. �� ������������� ����������������� Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: T Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ��������������������� Priest colour: Black Description: Undead creatures who fail to save against this spell will fall under the control of the priest for its duration, obeying any command that does not entail cer- tain destruction (e.g. committing suicide; attacking a su- perior foe does not entail certain destruction so is accept- able). When the spell’s duration expires the undead are likely to return to their previous tasks or lifestyles, and will have full memory of their subjugation. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 25' Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 10-(SS/3) ������������������ Priest colour: Black Description: The dark priest who utters a curse condemns their victim (should they fail to save) to a lifetime with some cruel affliction. The curses available depend upon the SS of the spell, with the following becoming available one after another: SS 1, insect attraction - the target is con- stantly swarmed by flies or some other irritating but not painful insect; SS 3, ill luck - a subtle curse, which will have its effects when GM random rolls (e.g. who will get attacked) are made; SS 4, sterility - the target cannot fa- ther or mother children, with men being impotent as well; SS 6, glowing eyes - target’s pupils glow red, making them likely candidates for witch hunts; SS 8, nightvision - the target sees as if it where daylight during the night, but as if it were a moonless night during the day; SS 10, mumbling - the target’s attempts at speech come out as meaningless mumbles; SS 11, ulcers - the target can only eat dairy pro- duce and the like, with rich or acidic food leading to inca- pacitating stomach cramps (-30 to all actions) for 3d6 hours; SS 12, ugliness - the target becomes ugly to the point where those gazing on them must make a save against the curse’s SS or wretch (equivalent to APP of 0); SS 14, friendslayer - in combat, there is only a 0.7 probability that the target will succeed in attacking a foe, with a 0.3 probability of going for a friend for the entire attack drive; SS 18, run- ning death - the target will continue to run until they die of exhaustion unless they are physically restrained. Effect in runes: Permanence causes the curse to affect the owner of the item until such time as it passes to another. Range: 3' per SS Area of effect: 1 T Duration: P Casting time: 30-(SS/2) ������������������������� Priest colour: White Description: Using this protective magic a priest can cast out a field of beneficial energy that will help protect those within a 20’ radius who are aligned to the caster (share the same current motivations or are sympathetic to the cast- er’s goals). Dim white mist-like light will emanate from all those affected, giving an odd ghostly blurring effect that will make them difficult to strike. In game terms, all incoming attacks are at –1 per SS to strike affected indi- viduals. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: S Area of effect: 20' radius Duration: 20 counts per SS Casting time: 30-(SS/2) ����������������� Priest colour: White Description: By casting this spell a priest gains a subtle insight into the personality of their target (should a save be failed). The spell does not provide a detailed analysis, but rather gives a general feeling of the target’s alignment (good, neutral, evil) and primary immediate motivations (greed, reciprocation, vengeance, hatred, altruism, friend- liness etc.). Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 10' Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ����������������� Priest colour: Red Description: This incantation affects the next physical at- tack made by the caster, however long it may be before such a blow is made and regardless of whether it is suc- cessfully parried. The blow becomes far more solid; in game terms, it is multiplied by an additional damage mod of x (1 + (SS/8)). Hence a SS 12 great blow would offer a x (1 + (12/8)) = x (1 + 1.5) = x2.5. It is recommended that GMs use the advanced combat rules for penetrating dam- age (section 3.7.2) in conjunction with this spell. Effect in runes: Permanence allows casting with a ran- �� ������������� ����������������� dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: Next physical attack Casting time: 10-(SS/3) ������������������� Priest colour: Red Description: The targets of this chilling spell will suffer the effects of magical fear (described in the Hexicon rule- book section 4.1.5) at the spell’s SS. The caster themselves will be the focus of the magical fear; note that the range is as specified for the spell, not that suggested in section 4.1.5. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 3' per SS Area of effect: 1 T per SS Duration: N/A Casting time: 50-SS ��������������������������� Priest colour: Grey Description: This defensive spell affects a circular region of space within range. The circle can be moved around by the caster (pace 3) but this requires concentration; if ig- nored, it will simply remain stationary for the duration of the spell. Those within the circle who the caster considers friendly will be touched by the hand of the priest’s deity, feeling strong and gaining a +1 per SS to any physical defensive action (e.g. parrying, dodging). Effect in runes: Permanence on an object means that the effects are constant for the region surrounding it; the cir- cle will move with the object. SS is rolled randomly (up to original) upon creation. Range: 100' Area of effect: 2' radius per SS Duration: 20 counts per SS Casting time: 30-(SS/2) ��������������������� Priest colour: Grey Description: Undead creatures who fail to save against this spell will fall under the control of the priest for its duration, obeying any command that does not entail cer- tain destruction (e.g. committing suicide; attacking a su- perior foe does not entail certain destruction so is accept- able). When the spell’s duration expires the undead are likely to return to their previous tasks or lifestyles, and will have full memory of their subjugation. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 25' Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 10-(SS/3) ���������������� Priest colour: Base Description: Having cast this spell, the priest will fall into a deep trance, experiencing a dream-like vision from their God. While the spell may be cast with a particular ques- tion in mind, the information relayed by the resultant vi- sion will not necessarily answer it; it is what the god deems important that is communicated. The vision is rarely di- rect, usually involving symbolism rather than language, but will often contain useful hints about events, dangers and challenges that are to come. The GM may consider it appropriate to offer clear hints if this spell is cast whilst the priest faces a difficult and significant problem. How- ever, it should be remembered that the immediate goals of a priest’s God may not be those of the priest himself or the party he travels with. Gods are wont to use communions as an opportunity to remind their servants of their real du- ties. Effect in runes: Permanence on an object (a mirror for example) means that whenever someone looks upon / touches that object they receive communion. Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 50-SS �������������������������� Priest colour: Base Description: When a priest touches an injured person and casts this healing magic their patient experiences a feeling of intense heat around the region of the affected wound, which will magically heal up before their eyes. This spell affects a single injury of any degree, healing it completely (including any associated bleeding damage). It is effective against melee damage, cuts, bruises, broken bones and the like, but will not work for extensive skin damage caused by burns or frostbite, nor regenerate lost limbs or organs. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: T Area of effect: 1 wound Duration: N/A Casting time: 30-(SS/2) �� ������������� ����������������� ������������ Priest colour: Blue Description: The charm spell allows the caster to put a glamour over a victim. If the target fails a save vs. magic then they will perform the caster’s wishes for the duration. An extra save is allowed if the act is contrary to alignment or particularly dangerous. The victim will not perform any act that they believe will end in their certain death. Effect in runes: Allows casting with a random SS up to the spell’s original using the bearer’s spell points. Range: 10' Area of effect: 1 T Duration: 1 MIN per SS Casting time: 50-SS ����������������������� Priest colour: Blue Description: Before casting this spell the priest must se- lect a particular culture. It can be general (e.g. Elven) or specific (e.g. a particular city or region), with a more spe- cific choice giving more specific insight to match. The priest will then gain complete fluency within that culture for the duration of the spell. They will be able to talk in the appropriate language (even the appropriate dialect/accent) and will understand all the niceties of social conduct. While they will not gain any deep historical or local geographi- cal knowledge, they will have a good understanding of power relations, which will make it unlikely that they make any conversational blunders. Effect in runes: Permanence will offer the spell’s benefit as long as the item is touched. The culture is chosen at the time of creation. Range: S Area of effect: S Duration: 10 MIN per SS Casting time: 30-(SS/2) �������������������� Priest colour: Black Description: The target of this cruel magic must save or be inflicted with an infectious disease. The time course and effects of disease are described in the Hexicon rule- book section 4.1.3; diseases usually involve saving throws made over the course of a few days, with the disease wors- ening or being slowly defeated. The disease has an onset time of 1 day and is highly contagious; anyone who inter- acts with the infected target to any significant extent has a SS % chance of being exposed, prompting them to make a save at the spell’s SS or become infected too. Effect in runes: Permanence means that anyone touching the object must save or become infected. Range: 3' per SS Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ����������������������� Priest colour: Black Description: Upon casting this spell a thick swarm of black locusts will pour from the caster’s mouth. From here, the swarm will move as directed by the caster within the spell’s range, attempting to eat whatever they come into contact with. They can move at a pace of up to 2.5, and will effort- lessly destroy crops and food. They are also a real menace to the flesh of many animals and humanoids; every 5 sec- onds they spend in contact with a victim will cause 2d10 x 1 non-locational damage. This value should be multiplied by the proportion of skin that is exposed (not covered up by leather or similarly thick armour or garments). Hence a warrior who is armoured except for his thighs, knees, hands and face (total 25% from the armour rules section) would have a x 0.25 modifier to this damage roll. Cloth bags and similar items, even of canvas, will be destroyed by the lo- custs, who will leave their victims covered in bloody welts that are prone to infection (GM’s discretion). The swarm cannot be separated but must be moved as a unit. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 100' Area of effect: 10'x10'x10' area Duration: 50 seconds per SS Casting time: 50-SS ������������������� Priest colour: White Description: This helpful spell allows the caster to attempt to overcome a curse that is affecting their target. The spell’s SS should be compared to the curse’s original SS; if it exceeds it, the curse is removed. Otherwise, the curse will remain in place until a more powerful remove curse spell can be cast. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: T Area of effect: 1 T Duration: N/A Casting time: 50-SS �������������������������� Priest colour: White Description: This spell is unusual in that it is ritualistic, not instant, taking a number of hours of chanting, bless- ing, dousing with holy water and related activities to com- �� ������������� ����������������� plete. The enchantment is cast upon an area of ground such as a temple, offering potent protection against those who are not aligned to the faith. Anyone who enters that area and attempts to take actions that are harmful to the caster or those who share the caster’s motivations or outlook must make a save, with failure meaning that they are at –3 per SS to all physical and spell-casting actions. Upon leaving the blessed ground they will once again be at full strength. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: N/A Area of effect: 10' radius per SS Duration: 1 day per SS Casting time: 1-6 hours ������������������ Priest colour: Red Description: When this spell is cast the priest’s skin will become extremely tough, providing powerful resistance against physical attacks. In game terms, the caster gains 1 point of armour (AV) against all attack types per SS (e.g. SS 12 gives 12/9, 12/9, 12/9, 12/9 armour). Effect in runes: Permanence, on a bracelet for example, gives constant spell effects on the area of skin near to the object (e.g. hand and forearm), with SS random up to origi- nal (rolled at the time of creation). Range: S Area of effect: S Duration: 50 counts per SS Casting time: 30-(SS/2) ������������ Priest colour: Red Description: The target of this spell is affected as if they had just been poisoned (see the Hexicon rulebook section 4.1.3) with the exception that their saves should be against red magic, not poison/disease. The poison attacks initially at the spell’s SS, and has an onset time of 50 - SS seconds. The “antidote” can be provided by the priest at any time, instantly stopping the magical venom’s spread (curing the target). Effect in runes: Permanence on a weapon will cause the spell to take effect whenever a wound is inflicted. Range: 50' Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ���������� Priest colour: Grey Description: This spell makes real the dream of flight al- lowing the caster to soar into the air and cover vast dis- tances quickly and relatively safely. The priest travels at 3 km per hour per SS, e.g. at SS 10 the rate of flight is 30 km per hour. Note that 1 km per hour is approximately equal to 1 foot per second (actually closer to 0.9 feet per sec), or 0.1 feet per count. Hence 30 km per hour equals approxi- mately 3 feet per count (in pace terms). Once this spell is cast for the first time the caster (and anyone else affected) should add the Fly skill to their Character Sheet and calcu- late the modifiers (without the usual -25 penalty for nov- ices). For flight in combat, see section 3.7.12 of the rule- book. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: 1 MIN per SS Casting time: 50-SS ������������������ Priest colour: Grey Description: Should the targets of this spell fail to make a save, their wrists will suddenly draw together and become tightly bonded. The GM should determine exactly what actions may be undertaken in this state, but in general any action involving fine manipulation or gesturing (e.g. spell casting) should be at a hefty minus (e.g. –50). Dodging is unaffected, but attacking using the hands or a weapon, blocking, parrying and related activities will be at –20 to – 40 (GM’s discretion). Effect in runes: Permanence (on a set of bracelets, for example) will bond the wearer’s wrists together as per the spell, making them rather difficult to remove… Range: 50' Area of effect: 1 T per 3 SS Duration: 10 SEC per SS Casting time: 30-(SS/2) ����������������������� Priest colour: Base Description: Using this potent illusory magic, a priest is able to take on the appearance of a being of great power, a suitable servant of their deity. While no actual additional powers are gained, a striking show of apparent power is likely to awe and cower onlookers. The appearance that is taken on is in part under the control of the priest, but should �� ������������� ����������������� be consonant with the God they serve. Hence a priest of Backnar, the Iron Ring Empire’s God of honour and war might take on the appearance of a giant knight in shining armour bearing a flaming sword. Observers gain no save against this magic, but their actions may not be influenced by mere appearances. Effect in runes: Permanence means that the spell will take effect whenever the item is worn/touched. The appearance of the illusion is determined upon creation, not each time used. Range: S Area of effect: S Duration: 20 counts per SS Casting time: 40-SS ������������������������ Priest colour: Blue Description: Any creatures of fire affected by this spell must save against it or be repelled, retreating away from the caster until they are out of sight and at a distance that they cannot affect the caster in any way (e.g. with magical fear or attacks). Creatures of fire are determined at the GM’s discretion but might include dragons, balrogs, fenry, fire elementals etc. They must continue to retreat before the caster in this way for the duration of the spell (should the caster follow on, for example) but will most likely return after this time is up. Banished creatures are not permitted to make any ranged attacks against the caster or their com- panions. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 15' Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 10-(SS/3) ���������������������� Priest colour: Black Description: Having cast this spell, a priest’s touch will suddenly become deadly. Should the priest touch a tar- get’s exposed flesh, the target must save or face a 1d6 death roll per 2 points of SS (e.g. 6d6 death roll for a SS 12 spell). A save protects the target for the entire duration of the spell. The spell’s effects also partially extend to any weapon used by the priest, with the proviso that the weapon must actually draw blood for the spell to take effect. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: N/A Duration: 20 counts per SS Casting time: 30-(SS/2) �������������������� Priest colour: White Description: Any demons affected by this spell must save against it or be repelled, retreating away from the caster until they are out of sight and at a distance that they cannot affect the caster in any way (e.g. with magical fear or at- tacks). They must continue to retreat before the caster in this way for the duration of the spell (should the caster follow on, for example) but will most likely return after this time is up. Banished demons are not permitted to make any ranged attacks against the caster or their companions. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 15' Area of effect: 1 T per 5 SS Duration: 1 MIN per SS Casting time: 10-(SS/3) ����������������������� Priest colour: Red Description: When this spell is cast a circle of fierce flame is created centred on the caster in a 15 foot radius circle. The circle of flames moves with the caster for the spell’s duration and all those caught in the flames suffer a non- locational injury with a damage modifier of 0.2 per SS upon being contacted. If they remain in contact, they will suffer the same amount of damage every subsequent 10 counts. Effect in runes: Permanence either creates a permanent circle of flames around an object that cannot be dispelled or allows casting using the bearer’s spell points with a ran- dom SS up to the original. Range: S Area of effect: 15' radius Duration: 20 counts per SS Casting time: 50-SS ��������������������� Priest colour: Grey Description: Should the target of this manipulative spell fail to save, they will find themselves utterly under the control of the priest for its duration. They will believe whatever they are told and do whatever is requested of them, however out of character or dangerous. When the spell wears off, the victim will be fully aware of what has happened, and will no longer respond to suggestions made or beliefs instilled. �� ������������� ����������������� Effect in runes: With permanence on an item with intelli- gence, that item will attempt to gain control of its bearer each time its other powers are used, maintaining control for the duration of the spell (random SS up to the spell’s original). Range: 10' Area of effect: 1 T Duration: 1 hour per SS Casting time: 50-SS ���������������������� Priest colour: Base Description: Enhance combat. Casting this spell will in- fuse the priest with the power of their God, filling their body with other-worldly strength and speed. In game terms, the priest gains a +2 to strike, parry and dodge per SS, and a +0.1 to damage for every 2 points of SS. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: 15 counts per SS Casting time: 10-(SS/3) �������������������� Priest colour: Blue Description: This helpful spell allows the caster to attempt to overcome a curse that is affecting their target. The spell’s SS should be compared to the curse’s original SS; if it exceeds it, the curse is removed. Otherwise, the curse will remain in place until a more powerful remove curse spell can be cast. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: T Area of effect: 1 T Duration: N/A Casting time: 50-SS ����������������������� Priest colour: Black Description: Locking their arm and aiming their clenched fist at a target, the priest using this dark spell attempts to banish a spirit from its body forever. Should the target fail to save, their soul will perish utterly; they will die instantly, and no resurrection can restore them. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ������������������� Priest colour: White Description: This potent magic will inspire all those within range who share the priest’s motivations or outlook, lift- ing their spirits and filling them with a feeling of divine purpose and self-belief. For the duration of the spell they will be immune to the effects of normal and magical fear (recovering at once if afflicted) and will be at +1 per SS to all physical actions and saves. Effect in runes: Permanence gives constant spell effects in the region of the item. SS random up to original, rolled at time of creation. Range: S Area of effect: 50' radius Duration: 100 counts per SS Casting time: 50-SS �������������� Priest colour: Red Description: The target of this spell must save or become infected with rabies (initially at the spell’s SS). The spell has an onset time of 1 day and will affect the target ac- cording to the rules on infection (section 4.1.3), poten- tially killing them. In addition to the standard effects de- scribed, however, when the disease’s strength exceeds the target’s CON it will cause them to foam at the mouth and become paranoid and extremely aggressive, regularly strik- ing out at anyone around them. Should they inflict a wound (even via a weapon) their target must save against the origi- nal spell’s SS or become infected too. Effect in runes: Permanence on a weapon will cause the spell to take effect whenever blood is drawn. Range: 25' Area of effect: 1 T Duration: N/A Casting time: 30 - (SS/2) ������������������� Priest colour: Grey Description: This subtle manipulative magic allows the priest to indirectly influence a large number of targets. If the words he utters after casting the spell are eloquently phrased (so as to sound reasonable) then any who hear them and fail to save will be utterly convinced of the truth �� ������������� ����������������� of them. While this spell does not offer instant control, it does give a powerful way to influence the actions of oth- ers in the medium to long term. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 100' Area of effect: 1 T per SS Duration: N/A Casting time: 30-(SS/2) �������������������� Priest colour: Base Description: The most potent of the miraculous healing magics available to a true priest, the resurrection spell will return life to the dead. A corpse need simply be touched and it will return to life with little or no memory of the experience of death and what lies beyond. There are, how- ever, a number of provisos. Firstly, the corpse must be in a condition that will allow it to survive once resurrected. Resurrection will not restore missing limbs or organs, so the absence of a body part that is required (e.g. a head) prevents it. Secondly, the decomposition process sets lim- its on the effectiveness of the spell. Every day following resurrection the Use% value of the spell drops by 10%, so that even the most powerful spell (SS 30) is ineffective by thirty days after death. Thirdly, resurrection has a number of serious physical and psychological effects upon the in- dividual who has returned from the dead. Full details are given in section 4.1.4 of the Hexicon rulebook. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: T Area of effect: 1 T Duration: N/A Casting time: 30-(SS/2) ������������������������ Priest colour: Blue Description: This powerful manipulative magic allows the priest to influence a whole group of targets. A simple com- mand of a few words must be uttered in a loud voice (“run that way” or “kill him” for example). All those targets who fail to save will then obey that command until such time as it has been fulfilled or the duration of the spell is up. If a command is directly contrary to the values and beliefs of a target they receive a further save. If it entails certain death (e.g. jumping off a cliff) they will not obey the command, but will take no other actions apart from defending them- selves for the duration of the spell (note that attacking a superior opponent does not entail certain death). Affected individuals will remember responding to the priest’s com- mands and the actions they took but may be uncertain as to why they did so (they may mistake the magical com- mand for their own desire if the two are easily reconcil- able). Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 100' Area of effect: 1 T per SS Duration: 1 MIN per SS Casting time: 50-SS ��������������������� Priest colour: Black Description: Using this black art the priest is able to cre- ate an undead creature from a corpse. The magic is cer- emonial, taking a number of hours to complete; the undead will rise up at midnight the following evening, and will not be under the command of its creator, rather having its own desires and motives. The power of the undead de- pends upon the SS of the spell and the nature of the corpse according to the following guidelines: SS1 - any corpse can be used to create a zombie/animated dead (bestiary section 6.2.1); SS 8 - the corpse of a warrior can be used to create a minor skeleton (section 6.2.4); SS 10 - the corpse of a woman can be used to create a banshee (section 6.2.2); SS 15 - the corpse of a champion (a great warrior) can be used to create a major skeleton; SS 20 - the corpse of a true sinner (one who has sinned without guilt or repent- ance) can be used to create a major vampire; SS 25 - the corpse of a powerful evil mage or king can be used to cre- ate a wraith lord. Effect in runes: Permanence creates an object which, when placed and left upon a corpse, has a SS% chance of creat- ing an appropriate undead creature. Range: T Area of effect: 1 T Duration: P Casting time: Ritual (4-8 hours) �������������������� Priest colour: White Description: This stunning healing enchantment will af- fect numerous targets, instantly healing any wounds of a standard nature (e.g. weapon damage, bruising, cuts, bro- ken bones etc.) whatever their level of severity (injury points). Those restored will feel warmed from within and touched by the hand of the relevant God. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: S Area of effect: 50' radius Duration: N/A �� ������������� ����������������� Casting time: 100-(2 x SS) ��������������������� Priest colour: Red Description: When this spell is cast, any target who fails to save (or chooses not to) will fall into an enraged berserk state, attacking their enemies (and sometimes their com- rades) with enormous violence. While berserk, they will gain a + 2 to initiative and strike per SS, a + 0.1 to damage per 2 SS, and will ignore knockout rolls, although they are at -10 to parry and dodge. Once attacks are launched against a foe, they will be unable to stop attacking until their tar- get is unconscious or dead. They may also fail to recog- nise comrades as friends and attack them; actions should be guided according to the rules presented in section 3.7.14 of the Hexicon rulebook. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: 100' Area of effect: 1 T per SS Duration: N/A Casting time: 50-SS ������������������ Priest colour: Grey Description: The spell creates a mighty wind over a large area. The wind has a strength of 2 per SS. All affected must make an initial knockdown roll of 1d6 per 3 SS. If this value exceeds their STR statistic they are knocked down (considered to be prone; see the rulebook section 3.7.6) and pinned for the duration. If it exceeds double their STR, they are pushed over and will roll backwards at a rate of 10’ (about 3 metres) per second until the wind ceases. Those not knocked over have 10% normal move- ment per point of STR over the wind strength; if their STR is lower they can only stand, and make no significant move- ments. Spell casting is possible as usual unless prone, but physical actions like parrying are at –5 for each point the wind’s (strength x 2) exceeds the victim’s STR. Anyone entering the gale is affected by it. Similarly, missiles fired into the area are strongly affected, giving a –5 per wind strength to strike. Any unbalancing action (such as dodg- ing) necessitates a new knockdown roll. Targets can choose to give in and let the wind blow them backwards should they wish. Blown targets will suffer damage as per section 4.1.1 of the rulebook if they strike a solid object, can make no defense, but are tough to hit if blown past a potential striker’s path (-30 special mod). The spell will cease im- mediately if the caster stops concentrating upon it. Effect in runes: Permanence allows casting at any time using the bearer’s spell points. Range: 1000' Area of effect: 100' by 100' per SS Duration: 20 counts per SS Casting time: 50-SS ����������������������������� Priest colour: Base Description: The most dangerous and powerful spell a priest can cast, this enchantment allows a deity to act di- rectly through the body of their servant. The caster will be filled with pure Godly energy, which will spill forth from their eyes and mouth, appearing as bright light of the ap- propriate colour. Any creature that is bathed in this light (looked at) and is not a servant of the priest’s God will suffer the intense and searing pain of revelation. Physi- cally, they will suffer a 0.3 x SS non-locational damage roll every 5 counts that the priest focuses on them. There is no way to avoid this damage. Mentally, a failure to save will cost them a point of WIL (permanent loss) every 5 counts; they will also gain one random insanity every 10 counts. For the duration of the spell the priest will be vir- tually invulnerable; any physical attacks will flounder against the halo of light that surrounds them, equivalent to 4 points of armour per SS on each location against all at- tack types. They will also gain a +5 per SS on all saves. However, there is a considerable risk in using this magic. A mortal body is not designed to contain these sorts of energies, and there is a chance that their skin will rip around their eyes and mouth (rolled initially: 15 – SS %, mini- mum 3%). In this case the breaks will spread rapidly until their body is ripped asunder. The energies within will cause an explosion, causing non-locational damage of 1 per SS to everyone within 30’, - 0.1 per SS for each additional 10' (such that the explosion will extend out to 130’). The priest’s own body will be utterly consumed. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: S Area of effect: S Duration: 10 counts per SS Casting time: 100-(2 x SS) �������������������������������� Priest colour: Blue Description: Using this powerful spell the caster is able to instantly summon forth one water elemental (Hexicon rulebook section 6.4.4) per five points of SS. The elementals will do the caster’s bidding, following their mental commands until they or the caster are killed or the duration of the spell is up. At this point they will vanish back to their own dimension, leaving no trace. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. �� ������������� ����������������� Range: N/A Area of effect: N/A Duration: 30 counts per SS Casting time: 50-SS ���������������������� Priest colour: Black Description: Using this powerful spell the caster is able to instantly summon forth one commander demonic min- ion (Hexicon rulebook section 6.3.4) per five points of SS. The demons will do the caster’s bidding, following their mental commands until they or the caster are killed or the duration of the spell is up. At this point they will vanish back to their own dimension, leaving no trace. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: N/A Area of effect: N/A Duration: 30 counts per SS Casting time: 50-SS ���������������������� Priest colour: White Description: Using this powerful spell the caster is able to instantly summon forth one angel (Hexicon rulebook section 6.4.5) per five points of SS. The angels will do the caster’s bidding, following their mental commands until they or the caster are killed or the duration of the spell is up. At this point they will vanish back to their own dimen- sion, leaving no trace. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: N/A Area of effect: N/A Duration: 30 counts per SS Casting time: 50-SS ������������������������������� Priest colour: Red Description: Using this powerful spell the caster is able to instantly summon forth one fire elemental (Hexicon rulebook section 6.4.3) per five points of SS. The elementals will do the caster’s bidding, following their mental commands until they or the caster are killed or the duration of the spell is up. At this point they will vanish back to their own dimension, leaving no trace. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: N/A Area of effect: N/A Duration: 30 counts per SS Casting time: 50-SS ������������������������������ Priest colour: Grey Description: Using this powerful spell the caster is able to instantly summon forth one air elemental (Hexicon rule- book section 6.4.1) per five points of SS. The elementals will do the caster’s bidding, following their mental com- mands until they or the caster are killed or the duration of the spell is up. At this point they will vanish back to their own dimension, leaving no trace. Effect in runes: Permanence allows casting with a ran- dom SS up to the spell’s original using the bearer’s spell points. Range: N/A Area of effect: N/A Duration: 30 counts per SS Casting time: 50-SS �� ������������ ����������������� ������������ For more details, see section 5.4 of the Hexicon rule- book. Druids begin with a single affinity. Additional affinities cost 10,000 E.P.s. For each affinity, the druid gains the following powers: Familiar. Begins level 1, costs 1000 E.P.s per level to in- crease. Totemic stat mods (see above) are reversed with the death of a familiar to become a –1. Level 1: familiar obeys verbal commands (as long as it can hear them). Level 2: familiar obeys mental commands, which can be heard up to 1 km away. NB. This is not the same as a tel- epathic link; the communication is one way. Level 3: the druid gains the familiar’s senses at will, up to a range of 1 km. Their own senses are lost at this time. Level 4: above powers now have a range of 10 km. Level 5: above powers now have a range of 100 km. Talk to animals. Can communicate with affiliated ani- mals. Baseline value as Learn% for spell learning (INT primary, WIL secondary). For every 200 E.P.s spent, gain a +3, or increases the skill by this baseline value divided by three (whichever is greater). Costs 2 spell points to use. This power cannot be raised above 100%. Summon animals. Can attempt to summon affiliated ani- mals (called from the surrounding area). Baseline value as Learn% for spell learning (INT primary, WIL secondary). For every 300 E.P.s spent, gain a +3, or increases the skill by this baseline value divided by three (whichever is greater). Costs 3 spell points to use. This power cannot be raised above 100%. Summoned animals will disperse af- ter 2d6 minutes. Metamorphosis. Can take on the form/abilities of an af- filiated animal. Get to retain own “E.P. mod” for skills. Takes 2 actions. Baseline value as Learn% for spell learn- ing (INT primary, WIL secondary). For every 400 E.P.s spent, gain a +3, or increases the skill by this baseline value divided by three (whichever is greater). Costs 4 spell points to use. Failure, plus a roll of 6 on 1d6 leads to temporary reversion to animal intelligence. This power cannot be raised above 100%. Duration up to 6 hours. �������� ������������� ���� �������� ����������� ������ ������������ ���������� ��������������� ������ ���� ���������������� ������������� ������������� ����������������� �������������� �������������������� ����������������� ��������� �������������� ��������������� ��������� ������������� ����������������� ���������������� ������������ �������������� ����� ���������������� ���������������� ������������� ���������� ������ �������������� �������������� ������������������ ����������������� �������������� ������������������� ������� ���� ����������������� ����������������� ������������������� ������������� ����� �������������� ����������� ������ ������������� �������������� ����������������� ���������������� ������������������� ����� ����������������� ������������� ������ �������������� ���� ����������������� ����������� ����������� ��������������� �������������� �� ������������� ����������������� ������������� ��������������������������� Description: An organic host describes any object origi- nally made from material that was once alive (classic ex- amples being wood and leather). The shaman must pre- pare such items before a spirit can be summoned into them, making a separate preparation for each spirit the object is to host. The object will remain capable of receiving a spirit for the duration of the spell; after this time the spell must be recast. When a spirit is summoned into the object, it will be locked there until the spell’s duration expires, at which point it will be released, attempting to possess the nearest living creature (for animal, rage and disease spir- its) or manifesting in physical form (for elemental spirits). However, if the shaman also imbues the object with a RELEASE word or condition, the spirit can be released at an earlier point (when the condition is met or the word uttered). Duration: 2 hours per SS �������������������������� Description: This elemental spirit must be summoned into a prepared organic or inorganic host (a living host is not suitable). When released (upon expiry of the PREPARE spell’s duration, or according to a RELEASE spell’s speci- fication) the object will begin to weep fresh clean water, producing a total of 2 litres per SS before running dry. Duration: Releases at a rate of 1 litre per 10 seconds ������������������� Description: The shaman can specify a particular word which, when uttered by someone who is touching an or- ganic or inorganic host object that contains a spirit, will cause that spirit to be released. It takes one action to re- lease a spirit in this manner. Elemental spirits will imme- diately manifest upon release (see individual spell descrip- tions) while animal, rage and disease spirits will attempt to possess the nearest living creature. Duration: N/A ������������������������ Description: This elemental spirit must be summoned into a prepared organic or inorganic host (a living host is not suitable). When released (upon expiry of the PREPARE spell’s duration, or according to a RELEASE spell’s speci- fication) a typical object will release the spirit as a power- ful rush of wind (in the direction in which the object is “pointed”). This has an effect identical to the wizard spell WIND RUSH (2000 E.P.s). Alternatively, in missile weap- ons, air spirits can be released by an appropriate condition (e.g. “when thrown”) and, rather than releasing a rush of wind, will act to better direct the missile, giving a +3 to strike per SS. This use must be specified in advance. Duration: For the wind rush, 10 counts per SS ����������������������������� Description: An inorganic host describes any object origi- nally made from material that never lived (classic exam- ples being stone and metal). The shaman must prepare such items before a spirit can be summoned into them, making a separate preparation for each spirit the object is to host. The object will remain capable of receiving a spirit for the duration of the spell; after this time the spell must be re- cast. When a spirit is summoned into the object, it will be locked there until the spell’s duration expires, at which point it will be released, attempting to possess the nearest living creature (for animal, rage and disease spirits) or manifesting in physical form (for elemental spirits). How- ever, if the shaman also imbues the object with a RELEASE word or condition, the spirit can be released at an earlier point (when the condition is met or the word uttered). Duration: 2 hours per SS ��������������������������� Description: Using this spell, the shaman is able to con- tact human spirits for the purposes of asking them specific questions. In some cases, spirits will have access to wider ranging information than mortals (by virtue of ranging far- ther afield), although this is not necessarily the case. If a corpse is used, then the spirit will belong to that person (and therefore reflect their knowledge and interests, albeit somewhat magnified); if no corpse is used, a random wan- dering spirit is contacted (at the GM’s discretion). Spirits are not all knowing by any means, but should usually be able to offer some useful advice. However, they are in no sense bound to answer questions, and can refuse to do so. A single quite specific question can be asked per SS for this spell; GMs may judge that broader questions use up two or three specific questions. Duration: Until 1 question per SS has been asked. �������������������������� Description: A living host describes any living creature (most typically a colleague of the shaman). The shaman usually prepares people before summoning a spirit into them, or before summoning spirits into an organic or inor- ganic host for the purposes of letting someone release it into themselves at a later time. A separate preparation must �� ������������� ����������������� be carried out for each spirit the person is to host. The subject will remain capable of receiving a spirit for the duration of the spell; after this time the spell must be re- cast. Only animal spirits and rage spirits are suitable for summoning into prepared living hosts. When these spirits are released near the living host (from an object) or sum- moned directly into that person (by the shaman) a battle of wills commences. A prepared host gets to add half the SS of the PREPARE INORGANIC HOST spell to their WIL for this contest. If they are successful, they will master the spirit, gaining benefits described in the appropriate SUM- MON spell that last until the duration of this spell expires, at which point the spirit harmlessly returns to the spirit world. If the spirit wins, it will possess the living host for the shorter duration of its own SUMMON spell (usually one minute per point of WIL). The GM should make the host act in an appropriate manner. Living hosts cannot be prepared to accept elemental spirits (which cannot be con- tained within a still-living form) or disease spirits (which cannot be mastered; they simply cause disease if someone fails to defeat them). Duration: 2 hours per SS ��������������������������� Description: An animal spirit can be summoned directly into a prepared living host, or can be placed into an or- ganic or inorganic host for release at a later date. In the latter case, it will attempt to enter the nearest living being when it is released. The animal’s spirit can have a WIL up to the SS of the SUMMON spell, at the shaman’s discre- tion (they may select a lower WIL if they feel the hosts they have prepared cannot master a powerful spirit). When the spirit enters a living host, a battle of wills is conducted. If the host wins, they gain special benefits for the duration of the PREPARE spell, dependent upon the WIL of the spirit. If the spirit wins, it will take control of the living host (possess them) for one minute per point of WIL. The types of animal spirits a shaman can summon depend upon their proficiency with this spell (and having access to the animal in question to sacrifice in the casting ceremony). Rodents can be summoned at any SS; birds of prey require SS 5; pack dogs/big cats require SS 10; finally, bears re- quire SS 15 or above. For rodents, mastery provides the following benefits: + 1 AGI and +1 TOU for every three points of spirit WIL. With embodiment (see the EMBODY SPIRIT spell later), the benefit is +2 AGI and TOU for every point of spirit WIL. For birds of prey, mastery pro- vides + 1 to DEX and +1 to SIG for every three points of WIL (+2 DEX and SIG for every point of WIL with em- bodiment, plus the ability to glide). For pack dogs or big cats, hosts gain +1 to STR and SML for every 3 points of WIL (+2 per point of WIL with embodiment, plus a special +40 to the track skill). Finally, for bears, every 3 points of spirit WIL gain the host a +1 to CON and HEA, with a +2 per point of WIL when embodied. Duration: 1 minute per point of WIL ������������������������� Description: The shaman can specify a particular condi- tion which, when met for a host object that contains a spirit, will cause that spirit to be released instantly (for example when a weapon makes contact with a foe or when a door is opened). Elemental spirits will immediately manifest upon release (see individual spell descriptions) while animal, rage and disease spirits will attempt to possess the nearest living creature. Duration: N/A �������������������������� Description: This elemental spirit must be summoned into a prepared organic or inorganic host (a living host is not suitable). When released (upon expiry of the PREPARE spell’s duration, or according to a RELEASE spell’s speci- fication) a typical object will release the spirit as a burst of fire (in the direction the object is “pointing”). The fiery tongue attacks at +3 per SS (as a bow) but cannot be par- ried except with a large shield. It has a maximum range of 3 feet per SS (range mod 0.5) and does non locational dam- age of 0.2 per SS. Alternatively, the spirit can be placed in a weapon with a release condition such as “when a foe is struck.” At this point, the fire spirit will erupt in a local- ised fireflash, adding 0.2 per SS to the weapon’s damage mod. Duration: Instant release ��������������������� Description: This powerful magic allows the shaman to temporarily separate his spirit from his body, taking flight in the spirit world. The shaman’s body is left limp and lifeless, vulnerable to being killed in his absence. Whilst in flight, the shaman cannot interact with mortals in any way. He is invisible and capable of traversing most physi- cal barriers, moving at speeds of up to 100 km per hour. He can see and hear, but has no other senses available. Duration: 20 minutes per SS ����������������������������� Description: A disease spirit must be summoned from a diseased person or animal (it will be a specific disease, such as cholera). If the SS of the spell exceeds the dis- ease’s strength, the spirit is successfully summoned and can be placed into a prepared organic or inorganic host, with a WIL equal to its strength. The formerly diseased creature is cured. If the SS of the spell does not exceed the disease’s strength, the disease’s strength is reduced by SS points, but summoning is not successful. Another attempt can be made the following evening at the new strength. When a disease spirit is released, it will immediately at- tempt to enter the nearest living creature, initiating a bat- tle of wills. If beaten, it dissipates to the spirit world. If it �� ������������� ����������������� wins, it will have infected a new victim (see the Hexicon rulebook section 4.1.3 for rules on resolving disease at- tacks). Duration: Instant release; following infection, typical on- set time of 1 day per SS �������������������������� Description: A rage spirit can only be summoned on the night of a full moon. It can be summoned into an organic or inorganic host for later release (attempting to enter the closest living creature at that point) or can be summoned directly into a prepared living host. Its WIL can be up to the SS of the SUMMON spell, at the shaman’s discretion. Following a battle of wills, either the spirit will control the living host for a duration equal to 1 minute per point of spirit WIL, or the host will control the spirit for the dura- tion of the PREPARE spell. Whatever the case, during the time affected the host ignores knockout rolls, gains a +2 to strike and initiative per SS, and a plus 0.1 to their damage mod per 2 points of SS. They will be at -10 to parry and dodge. If the spirit is in control, the host will mindlessly attack every creature it comes into contact with until that creature is unconscious or dead, at which point they will actively seek another target. If the host is in control, they will be edgy and extremely quick to anger, and having initiated an attack will be unable to stop until their target is dead or unconscious, but can decide what to attack in the first place (i.e. not their comrades). Duration: 1 MIN per point of SS ��������������������� Description: Using this dark magic, a shaman is able to allow an animal spirit to physically alter its host to create a powerful hybrid creature, a kind of were-beast. Once a prepared living host has mastered an animal spirit, the sha- man may go on to cast this spell. The host then undergoes a painful metamorphosis, wracked with convulsions, as their body transforms, taking on many of the physical char- acteristics the animal spirit once possessed but maintain- ing its current size. They will now gain impressive statis- tical benefits, detailed is the SUMMON ANIMAL SPIRIT spell for mastering with embodiment. However, there is a great potential cost for this procedure. At the end of the PREPARE LIVING HOST spell’s duration, the transfor- mation reverses, returning the host to their usual form in another damaging convulsive fit. At this point they must make a save against red magic, using a spell strength equal to the WIL of the summoned animal spirit that they mas- tered, for each of their primary statistics (i.e. seven saves in total). Failure results in a permanent loss of 1d10 from that statistic, with death if any statistic falls to zero. Alter- natively, the transformed individual may decide not to transform back, remaining in their altered form. In this case, they will remain a hybrid, but lose 1 point of CON per day until their CON falls to zero and they die. Duration: As the PREPARE LIVING HOST spell ���������������������������� Description: This elemental spirit must be summoned into a prepared organic or inorganic host (not a living host) that already contains another spirit (hence it must be pre- pared twice, once for each spirit). Rather than being re- leased on some condition itself, an earth spirit acts to bind other spirits to hosts in a far more permanent manner. In this way, spirits can be bound into hosts and left for days, years, or even centuries, making them effective for long trips, or as traps against would-be invaders of tribal terri- tories. In the unlikely event that the duration of the SUM- MON EARTH SPIRIT spell does expire before a suitable RELEASE condition has been met, all spirits contained in the object are released, with the earth spirit making no physical manifestation. Duration: One century per SS ����������������������������� Description: Using this powerful incantation, a shaman is able to summon a particularly strong spirit from far afield. In game terms, they may add the SS of this spell to the SS of any other SUMMON spell when determining the WIL of the spirit they are summoning. Hence very powerful elemental spirits can be bound within objects, or mighty animal spirits can be bound to living hosts (although their must still be overcome if the host is to master them). The spell is particularly useful for capturing virulent disease spirits from dying creatures. Duration: N/A �� ��������������� ����������������� ��������������� �������������������������� Description: This summoning circle allows relatively small animals (up to the size of a small dog, SIZ 5 in game terms) to be summoned and engaged in a battle of wills. The circle must be learned for each animal individually, and includes the following entries from the bestiary: bat; bird, small; cat, domesticated; fish, medium; fox; hawk; mouse, field; rat, brown; snake, poisonous. Components: Chalk, 1 pint of blood from the animal to be summoned, 7 candles of black wax. ������������������������������ Description: If a non-magical animal species has had its blood used in the preparation of this circle, any animal of that species will be at -4 per SS when making an aggres- sive physical action (e.g. attacking) within it. Animals are not affected when making non-aggressive actions (e.g. dodging). Components: Half a pint of blood from each animal spe- cies the circle protects against. ������������������������� Description: When activated, this useful circle takes on the appearance of a slightly misty window or screen. Look- ing through this window conveys the sight of the circle’s target (the person whose true name was carved during the circle’s creation); it is as if those looking at the circle were seeing through that person’s eyes, wherever they might be. The target receives a save (each time the circle is acti- vated) but is unaware that they are being used in this way. Components: Chalk, 1 crystal, 7 eyeballs (same race as target), true name of the target. ��������������������������� Description: This summoning circle permits less potent undead creatures to be summoned and engaged in a battle of wills. The circle must be learned for each type of undead creature separately, and covers the following entries from the bestiary: animated dead (zombie), banshee, minor skel- eton. Components: Ground human bone (2 lbs), 1 recently de- ceased human corpse, 7 candles of black wax. ����������������������������� Description: Any undead creature within the area of this circle will suffer a -4 per SS when making any aggressive physical action (e.g. attacking) within it. Non aggressive actions are unaffected. Components: 7 silver candlesticks and candles of white wax, 7 cloves of garlic, chalk, 7 wooden stakes. ������������������������� Description: This potent circle will cause any living crea- ture that enters it and fails a save to fall immediately into a deep sleep. They will not awaken until removed from the circle, but will age at a much reduced rate while asleep (1 year every 10 years). Only the person who activated the circle is immune to its effects. Components: 7 crystal vials of alcohol, chalk, 1 lb of sil- ver dust. ��������������������������� Description: This summoning circle allows large animals (up to the size of a horse, SIZ 22 in game terms) to be summoned and engaged in a battle of wills. The circle must be learned for each animal individually, and includes the following entries from the bestiary (in addition to those covered by summon small animal): bear, brown; boar, wild; bull, domesticated; crocodile; dog, hunting; eagle; horse, riding; horse, war; leopard; lion; mule; shark, medium; snake, constricting; stag; wolf, common. Components: Chalk, 1 pint of blood from the animal to be summoned, 7 candles of black wax. ��������������������������������� Description: Any elemental (except demons, technically death elementals) within the area of this circle will suffer a -4 per SS when making any aggressive physical action (e.g. attacking) within it. Non aggressive actions are unaffected. Components: 1 lb crushed volcanic rock, 1 lb crushed crystalline rock, 7 iron rods, 4 oz sulfur. �������������������������������� Description: This circle enchants anything placed within its area, whatever substance it is made of, causing it to become invisible. As soon as a person or item leaves the circle, they/it will become visible again. There is no save against the effect of this circle. Components: Chalk, 7 glass bottles containing mist cap- tured upon the ocean, 1 large (4 carat or greater) diamond. �� ��������������� ����������������� �������������������������� Description: This summoning circle allows less powerful denizens of hell to be summoned and engaged in a battle of wills. The circle must be learned for each type of de- mon individually, and covers the following entries from the bestiary: demonic minion, lesser; demonic minion, higher; gargoyle; hellhound (fenry). Components: Red paint, 7 candles of red wax, 1 live hu- manoid sacrifice. ����������������������������� Description: Any demon within the area of this circle will suffer a -4 per SS when making any aggressive physical action (e.g. attacking) within it. Non aggressive actions are unaffected. Components: Chalk, 7 candles of white wax, 1 pint of demon’s blood. �������������������������������� Description: This is a dark and powerful circle often em- ployed over old battlefields or graveyards. When activated, all the corpses within the circle’s area will rise up as ani- mated dead (zombies; see the bestiary). The circle activa- tor will be able to command up to one zombie per SS of the circle up until such time as the circle is deactivated. The zombies can be commanded to leave the circle’s pe- rimeter, but will lose 1 point of resistance value for each mile they travel from it. Components: Chalk, 7 fingers from the hands of one or more true priests. �������������������������������� Description: This summoning circle allows most types of intelligent humanoids to be summoned and engaged in a battle of wills. The circle must be learned for each human- oid species (e.g. Dwarfs) individually, and includes the following races: Human, Elf (High, Wood, Dark, Half), Orc (all), Dwarf, Hobbit, Gnome, Ogre, Wolfen. The true name of the individual that is to be summoned must be uttered when activating the circle. Components: Chalk, 7 oz quicksilver, 7 lanterns burning fat from the species to be summoned, true name of target. ���������������������������� Description: Any evil creature (GM’s discretion) within the area of this circle will suffer a -2 per SS when making any aggressive physical action (e.g. attacking) within it. This effect is cumulative with that of other protection cir- cles. Non aggressive actions are unaffected. Components: Chalk, 7 candles of white wax, 1/2 lb of gold dust. ����������������������������������� Description: This cruel circle affects any being within its radius, causing them to lose 1 point per second from each physical stat should they fail to save. These losses are per- manent; only the circle’s activator is immune from its ef- fects. Components: Chalk, 7 smashed hourglasses, the blood of seven murdered (violently killed, not is self defense) hu- manoids. ������������������������� Description: This summoning circle allows elementals (fire, earth, water, air, life (angel)) to be summoned and engaged in a battle of wills. The circle must be learned for each type of elemental individually. Components: Chalk, 1 oz sulfur, 3 carat diamond, 1 vial of hydrogen, 1 vial of pure water, 7 gold dishes. ���������������������������� Description: Any good creature (GM’s discretion) within the area of this circle will suffer a -2 per SS when making any aggressive physical action (e.g. attacking) within it. This effect is cumulative with that of other protection cir- cles. Non aggressive actions are unaffected. Components: Chalk, 7 candles of black wax, 1 pint of water blessed by a true priest (black, grey or red). ���������������������������������� Description: A subtle but powerful magic, this circle af- fects anyone within its radius apart from the activator, in- stantly draining a number of magic points equal to the cir- cles SS multiplied by 2 unless a save is made. However, those affected will be unaware of the enchantment until they attempt to take some magical action, at which point their loss of energy will become apparent. Spell points cannot be reduced below zero by this circle. Components: Chalk, 1 large gold pot emptied of air and stopped with the hearts of seven men. ����������������������������� Description: This summoning circle permits greater undead creatures to be summoned and engaged in a battle of wills. The circle must be learned for each type of undead creature separately, and covers the following entries from the bestiary (in addition to those covered by summon lesser undead): major skeleton; minor vampire; major vampire; wraith minion; wraith lord. �� ��������������� ����������������� Components: Chalk, 1 lb of ground human bone, the corpse of a true priest, 7 golden candlesticks and black wax candles. ����������������������������� Description: Anyone within the area of this circle receives a +3 per SS to all saves against magic. Components: A quarter ounce (about 40 carat) of ground ruby, chalk, 7 candles of different shaded wax. ����������������������������� Description: Unlike most circles, this circle cannot be maintained once activated; its effect is instant, costing the requisite spell points, and then it is inactive once more (ready to be used again). Upon activation, any person/s or object/s within the circle are instantly teleported to a loca- tion specified at the time the circle was drawn (must be within 200 km per SS). Components: 7 pixi corpses, 7 small platinum candlesticks and bees’ wax candles. ����������������������������� Description: This summoning circle allows powerful de- mons to be summoned and engaged in a battle of wills. The circle must be learned for each type of demon indi- vidually, and covers the following entries from the bestiary (in addition to those covered by summon lesser undead): demonic minion, commander; balrog; demon lord; shapeshifter; succubus/incubus. Components: Red paint mixed with a crushed ruby (at least 10 carat), 7 red candles, 1 humanoid sacrifice. ������������������������ Description: The activator of this circle gains +2 per SS to any defensive action (e.g. dodge, parry, save etc.) taken whilst within its perimeter. Components: A quarter ounce (about 40 carat) of ground diamond, chalk, 7 candles of white wax. ��������������������������� Description: A powerful tool for striking down enemies, this circle is not maintained, but rather acts instantly upon activation at the requisite spell point cost, being at once ready for reuse. It will affect any creature for whom the true name is known within a range of 50 km per SS, caus- ing them to suffer a 1d6 per SS death roll unless they save. A given circle can only make a single attack against a given individual; if they save, a new circle must be drawn to attack them again. Components: Target’s true name, chalk, one personal item (e.g. piece of clothing the target has worn), 7 lbs of gold dust. �� ���������������� ����������������� ���������������� ������������������� Description: This spell readies an item so that the first rune can subsequently be written upon it (using one of the spell rune spells). Further runes written upon the same item require the higher forge rune spells. Ingredients: No ingredients are consumed, but the alche- mist requires a set of mythryl cutting tools. Permanent spell point cost: 1 spell point. ���������������������� Description: An item that has been prepared (using an appropriate forge rune spell) can be written with a rune that will receive a spell of up to the 2000 E.P. level. An appropriate mage must still be found to actually cast the spell into the rune, where it will instantly bind. Ingredients: 1 oz of silver Permanent spell point cost: Roll 1d6. On a roll of 5 or 6 one spell point is lost. ������������������������ Description: A spell rune can be charged, such that the enchantment it holds can be cast upon utterance of a speci- fied command word. Each time the enchantment is used, one charge is lost, until it has no remaining charges and cannot be used. However, even with no charges the rune remains, and can be recharged using this spell. Each time this spell is cast the item gains SS charges. Ingredients: 1 oz of gold Permanent spell point cost: 1 spell point. ������������������� Description: This spell readies an item that has already received one rune so that a second rune can subsequently be written upon it (using one of the spell rune spells). Fur- ther runes written upon the same item require the higher forge rune spells. Ingredients: No ingredients are consumed, but the alche- mist requires a set of mythryl cutting tools. Permanent spell point cost: 1d2 spell points. ���������������������� Description: An item that has been prepared (using an appropriate forge rune spell) can be written with a rune that will receive a spell of up to the 8000 E.P. level. An appropriate mage must still be found to actually cast the spell into the rune, where it will instantly bind. Ingredients: 1 oz of silver Permanent spell point cost: Roll 1d6. On a roll of 3, 4, 5 or 6 one spell point is lost. ���������������������������� Description: This spell imbues a runed item with a mind of its own, although only through the use of appropriate runes (e.g. telekinesis, telepathy) will the item actually be able to communicate or act independently. The item will have effective INT and WIL stats equal to the SS of this spell. Its personality will reflect that planned by its crea- tor, but it is likely to absorb energies in the general area too such that it may not turn out exacly as desired. Ingredients: 1 oz of humanoid brain, fresh Permanent spell point cost: 1 spell point. ������������������� Description: This spell readies an item that has already received two runes so that a third rune can subsequently be written upon it (using one of the spell rune spells). Fur- ther runes written upon the same item require the higher forge rune spells. Ingredients: No ingredients are consumed, but the alche- mist requires a set of mythryl cutting tools. Permanent spell point cost: 1d3 spell points. ������������������������ Description: This spell charges a spell rune such that it can be cast once per week (upon utterance of the specified power word). The rune cannot be used again within a given week, but can be used every week thereafter without ever running out of charge. Repeated castings allow a spell to be cast more than once per week (i.e. two castings = twice per week). Ingredients: 1 oz of platinum Permanent spell point cost: 1 spell point. ���������������������� Description: Unlike most alchemy, this spell does not re- quire the creation of runes prior to being cast, only a sealed bottle of water mixed with powdered silver. The spell pre- �� ���������������� ����������������� pares the solution to receive a suitable spell (defined at the GM’s discretion), becoming a potion which will affect its drinker with the magic it contains. The potion can be used only a single time, requiring a single action to consume. Ingredients: 1 oz of silver dust, one small glass bottle filled with water. Permanent spell point cost: Roll 1d6. On a roll of 6 one spell point is lost. ������������������� Description: This spell readies an item that has already received three runes so that a fourth rune can subsequently be written upon it (using one of the spell rune spells). Fur- ther runes written upon the same item require the higher forge rune spells. Ingredients: No ingredients are consumed, but the alche- mist requires a set of mythryl cutting tools. Permanent spell point cost: 1d4 spell points. ����������������������� Description: An item that has been prepared (using an appropriate forge rune spell) can be written with a rune that will receive a spell of up to the 32000 E.P. level. An appropriate mage must still be found to actually cast the spell into the rune, where it will instantly bind. Ingredients: 1 oz of silver Permanent spell point cost: 1d2 spell points. �������������������� Description: Using this spell a single use ward is created, a kind of temporary rune that can receive one spell of any level. The ward can be painted on to any solid surface and is created with a release condition, such that when that condition is achieved (e.g. the ward is stepped upon, or a given word is uttered) the spell will go off. Having been triggered, the ward will fade away. Ingredients: 1 oz gold dust, 1 oz glue. Permanent spell point cost: Roll 1d6. On a roll of 6 one spell point is lost. ������������������������ Description: This spell charges a spell rune such that it can be cast once per day (upon utterance of the specified power word). The rune cannot be used again within a given day, but can be used every day thereafter without ever run- ning out of charge. Repeated castings allow a spell to be cast more than once per day (i.e. two castings = twice per day). Ingredients: Six 10 carat rubies. Permanent spell point cost: 1d2 spell points. ����������������������� Description: Like ward creation, this spell creates a sin- gle use rune, this time one that is effectively portable, hav- ing been written upon a piece of parchment. A spell of any level is cast onto a scroll prepared in this way, and can then be recast by reading the scroll out loud (2 actions). The scroll will then fade to become a harmless piece of parchment once more. Ingredients: Parchment, ink. Permanent spell point cost: Roll 1d6. On a roll of 6 one spell point is lost. �������������������� Description: This spell readies an item that has already received four runes so that a fifth rune can subsequently be written upon it (using one of the spell rune spells). Fur- ther runes written upon the same item require the higher forge rune spells. Ingredients: No ingredients are consumed, but the alche- mist requires a set of mythryl cutting tools. Permanent spell point cost: 1d4 + 1 spell points. ������������������������ Description: Certain materials are impossible to work (shape and carve runes upon) without the prior use of this spell. This magic makes them temporarilly maleable and prepares them to accept magical energies. In the case of gem stones, it also allows them to be combined into larger masses. Each material requires this spell at a particular SS to become workable (see section 5.7 of the Hexicon rule- book). Additionally, for eog, this spell is required at SS 10 or above to work that material into a spell point multiplier (x SS/10 to spell points); again, see section 5.7 for more details. Ingredients: 1 oz of sulphur. Permanent spell point cost: 1 spell point. ������������������������� Description: An item that has been prepared (using an appropriate forge rune spell) can be written with a rune that will receive a spell of up to the 128000 E.P. level. An �� ���������������� ����������������� appropriate mage must still be found to actually cast the spell into the rune, where it will instantly bind. Ingredients: 1 oz of silver Permanent spell point cost: 1d3 spell points. �������������������� Description: This spell readies an item that has already received five runes so that a sixth rune can subsequently be written upon it (using one of the spell rune spells). Fur- ther runes written upon the same item require the higher forge rune spells. Ingredients: No ingredients are consumed, but the alche- mist requires a set of mythryl cutting tools. Permanent spell point cost: 1d4 + 2 spell points. ������������������� Description: This spell is used to charge a spell rune such that its effects are constant. The precise effects of charg- ing a rune in this way vary; the section “effects in runes” of the relevant spell description should be consulted as a guideline. Generally, the spell will operate all the time (of- ten at a slightly reduced level) or be usable at any time, but drawing on the user’s spell points. It is also often the case that the SS of the spell will be random up to the original SS of the spell when cast into the rune (e.g. for a SS 13 spell made permanent, 1d10 + 1d3 might be rolled to gen- erate its actual SS). GMs should exercise their discretion in determining outcomes with this spell. Ingredients: 1 oz dragon bone Permanent spell point cost: 1d4 + 2 spell points. �������������������������� Description: An item that has been prepared (using an appropriate forge rune spell) can be written with a rune that will receive a spell of up to the 512000 E.P. level. An appropriate mage must still be found to actually cast the spell into the rune, where it will instantly bind. Ingredients: 1 oz of silver Permanent spell point cost: 1d4 spell points. �� ������������������ ����������������� ������������������ ������������������������������� Description: An illusory template can be created using this spell for an illusion that will occupy a single place. At this point the illusion has no sensory qualities, being in- substantial and invisible. It can, however, be given such qualities using the create (sense) illusion spells. The illu- sion will remain in existence for as long as the illusionist concentrates upon it (requiring a line of sight); this dura- tion can be extended using the durational illusion and per- manent illusion spells. Casting time: 50 - SS Ingredients: One ounce of glue. ���������������������������� Description: This spell cannot be cast until an illusory template has been created using the create immobile illu- sion or create mobile illusion spells. Once such a template is ready, this spell operates on a small model or represen- tation of an object or creature, distilling its essence into the illusory template such that it possesses exactly the visual qualities envisioned by the caster. Hence a model of a lion can be used to turn a mobile illusory template into a small copy of a real lion that can be seen, but not smelt, tasted, heard or felt (e.g. feels insubstantial like a ghost) unless the other relevant create (sense) illusion spells are also cast. Casting time: 50 - SS Ingredients: A small clay model of the object or creature (only needs to be rough). ����������������������������� Description: Before this spell can be cast, the illusionist must have created an illusory template and bestowed it with at least one sensory quality. At this point the illusion will be very tiny (the size of the model or representation used to create it). This spell increases the illusion’s size, up to a maximum of 1 cubic metre per 3 points of spell strength. Hence a tiny illusory lion could be expanded to become a lifelike size (occupying a space roughly 3 me- tres long by 1 metre wide by 1 metre high) if this spell were known at at least SS 8 (8/3 = 2.66 = 3 cubic metres to play with). Casting time: 50 - SS Ingredients: A single seed. ���������������������������� Description: This spell cannot be cast until an illusory template has been created using the create immobile illu- sion or create mobile illusion spells. Once such a template is ready, this spell operates on a small model or represen- tation of a sound, object or creature, distilling its essence into the illusory template such that it possesses exactly the auditory qualities imagined by the caster. Hence a repre- sentation of a sound (e.g. words or symbols scrawled on a plank) can be used to turn an immobile illusory template into a small area that repetitively plays back the desired noises (e.g. the whispered words “leave this place”), but has no smell, taste, appearance or substance unless the other relevant create (sense) illusion spells are also cast. The illusion could then be expanded (using the increase illu- sion size or giant illusion spells) to fill a room or similar. Casting time: 50 - SS Ingredients: A small wooden model or representation of the noise, object or creature (only needs to be rough). ����������������������������� Description: An illusory template can be created using this spell for an illusion that can be moved around by the caster in a realistic manner. At this point the illusion has no sensory qualities, being insubstantial and invisible. It can, however, be given such qualities using the create (sense) illusion spells. The illusion will remain in exist- ence for as long as the illusionist concentrates upon it (re- quiring a line of sight); this duration can be extended us- ing the durational illusion and permanent illusion spells. It will only move when the caster wills it to do so, unless it is controlled using the program illusion spell. An illusionist can only move a single illusion at a time unless they are created using the multiple illusion control spell. Casting time: 50 - SS Ingredients: One ounce of animal flesh. �������������������������� Description: An illusion created using this spell will re- main in existence for one day per SS regardless of whether the illusionist concentrates on it. However, for mobile il- lusions the caster must still concentrate on the illusion if they wish it to move; otherwise, it will simply remain static in the final posture it was left in. Casting time: 50 - SS Ingredients: One hourglass. �� ������������������ ����������������� ���������������������������� Description: This spell cannot be cast until an illusory template has been created using the create immobile illu- sion or create mobile illusion spells. Once such a template is ready, this spell operates on a small model or represen- tation of a smell, object or creature, distilling its essence into the illusory template such that it possesses exactly the scent qualities imagined by the caster. Hence a representa- tion of a scent (e.g. a lead model of a rose) can be used to turn an immobile illusory template into a small area that smells strongly of the desired scent (e.g. the perfume of a rose), but has no noise, taste, appearance or substance un- less the other relevant create (sense) illusion spells are also cast. The illusion could then be expanded (using the in- crease illusion size or giant illusion spells) to fill a room or similar. Casting time: 50 - SS Ingredients: A small lead model or representation of the smell, object or creature (only needs to be rough). �������������������������������� Description: If an illusionist has created a number of mo- bile illusions (a group of guardsmen for example) casting this spell allows him/her to control their movements si- multaneously, rather than having to concentrate on and move them one at a time. This method of control is imper- fect however, as all the illusions controlled in this manner will tend to respond to the same commands, such that their movements appear regimented (linked) rather than indi- vidual. Casting time: 50 - SS Ingredients: Five 1 oz iron balls. ������������������������ Description: With this spell the illusionist can take an il- lusion that was made previously and combine it with a new illusion, perhaps adding a new sensory quality that was originally missing. This can be particularly useful when the number of spell points that the caster has available means that they cannot complete an illusion in a single day. In this case, a durational illusion is created, then re- turned to at some later date to be supplemented. Casting time: 50 - SS Ingredients: Two chain links. ���������������������� Description: This spell is not directly related to the crea- tion or control of illusions, but reflects the illusionist’s af- finity with the ethereal world of spirit. Using this enchant- ment an illusionist is able to contact a human spirit in the area for the purposes of asking a single question. The spirit will then speak an answer via the illusionist’s mouth. The GM should determine the type of spirit found and its de- gree of knowledge; it will attempt to answer the question truthfully (unless particularly malicious) but may not have the required information. Casting time: 100 - SS Ingredients: None ��������������������� Description: This spell is a more powerful version of the increase illusion size spell. Before it can be cast, the illu- sionist must have created an illusory template and bestowed it with at least one sensory quality. At this point the illu- sion will be very tiny (the size of the model or representa- tion used to create it). This spell increases the illusion’s size, up to a maximum of 3 cubic metres per point of spell strength. Hence a tiny illusory hut could be expanded to become a lifelike size (occupying a space roughly 2.5 metres high by 4 metres wide by 4 metres deep = 40 cubic metres) if this spell were known at at least SS 14 (14 x 3 = 42 cubic metres to play with). Casting time: 50 - SS Ingredients: The seed of a large tree. ���������������������������� Description: This spell cannot be cast until an illusory template has been created using the create immobile illu- sion or create mobile illusion spells. Once such a template is ready, this spell operates on a small model or represen- tation of a taste, object or creature, distilling its essence into the illusory template such that it possesses exactly the taste qualities envisioned by the caster. Hence a model of an apple can be used to turn a mobile illusory template into a small area containing the taste of a real apple. If combined with other create (sense) illusion spells, an ap- ple that could be seen, touched and tasted might be cre- ated; without them, the taste of apples simply inhabits an apple-shaped region of space. Casting time: 50 - SS Ingredients: A small bread model or representation of the taste, object or creature (only needs to be rough). ����������������������������� Description: This spell cannot be cast until an illusory template has been created using the create immobile illu- sion or create mobile illusion spells. Once such a template is ready, this spell operates on a small model or represen- tation of a skin sensation, object or creature, distilling its essence into the illusory template such that it possesses exactly the tactile qualities envisioned by the caster. Hence �� ������������������ ����������������� a model of a lion can be used to turn a mobile illusory template into a small area with the ability to interact with skin as a real lion would. In this example, the lion would only be useful if combined with other create (sense) illu- sion spells, such that it could at least be both seen and touched. Under these circumstances the illusion is capable of interacting with the physical world as a real creature or object would, such that the resultant lion could actually inflict wounds (which remain even following successful disbelieving of the illusion). Other examples might be use- ful with just the tactile sensory quality, however (e.g. the feeling of a gentle draft). Casting time: 50 - SS Ingredients: A small iron model or representation of the tactile sensation, object or creature (only needs to be rough). ���������������������� Description: Another spell that reflects the illusionist’s affinity with the world of spirit, this enchantment allows the caster to use a mirror or pool to view the surrounding area as a spirit in flight (rather like a bird’s eye view of the ground beneath). The viewer has a range of 10 km per SS, and lasts for 10 seconds per SS. Casting time: 100 - SS Ingredients: None ������������������������� Description: Having created an illusion, this powerful spell can be used to create a large number of identical illusions (one per SS) without the spell point expenditure associ- ated with creating each one individually. This spell can only be cast once upon a given illusion. It does not in itself allow the illusionist to control all the illusions created; for this, the multiple illusion control spell is required. Casting time: 50 - SS Ingredients: A small clay model or representation of the illusion (must be finely crafted) and an iron hammer. �������������������������� Description: An illusion created using this spell will re- main in existence indefinitely regardless of whether the illusionist concentrates on it (although it will still act ap- propriately for the expectations of those perceiving it, e.g. dying if slain). However, for mobile illusions the caster must still concentrate on the illusion if they wish it to move; otherwise, it will simply remain static in the final posture it was left in. Casting time: 50 - SS Ingredients: An hourglass that has been blocked with a 2 carat diamond. ������������������������������� Description: Using this spell the illusionist can imbue the illusion of a suitable creature (e.g. a demon or undead) with magical fear of a strength equal to that of the spell. The fear will affect those perceiving the illusion as per section 4.1.5 of the Hexicon rulebook. Casting time: 50 - SS Ingredients: One ounce of demon bone. ����������������������� Description: When cast upon an illusion this spell allows the illusionist to specify who will or will not experience the illusion. The description can be as vague or specific as desired (e.g. “only Elves can see it”, “only those of goodly intent can hear it”, “only those with the true name Gerond can touch it” etc.). However, the illusionist requires some item linked to those who can experience the illusions (e.g. some Elven hair, the tooth of a just knight etc.) as a spell ingredient. Casting time: 50 - SS Ingredients: An object related to the group that are able to perceive the illusion. �������������������������� Description: With this useful spell an illusionist is able to perceive things (see them, touch them etc.) as if he were one of his illusions; it is as if his mind were travelling within the illusion. His own body will remain in the posi- tion he left it until returned to, unable to communicate and with a glazed expression; it is consequently rather vulner- able. Should the illusion be “killed”, the caster’s mind at once returns to his own body, but the experience is stress- ful, giving rise to a SS 2d10 insanity attack (see the Hexicon rulebook, section 4.1.6). The illusion through which the caster is perceiving things is obviously considered to be concentrated upon, and no direct line of sight from the caster’s actual body is required for him to continue to con- trol the illusion. The caster can return to his own body at any time. Casting time: 50 - SS Ingredients: The head of a humanoid. ������������������������ Description: This spell allows the illusionist to give a mobile illusion a set of instructions which (assuming it has a duration beyond the caster’s period of concentra- tion) it will continue to carry out for as long as it is in existence. Hence an illusory monster might be instructed �� ������������������ ����������������� to prowl about a given area, attacking trespassers; an illu- sory soldier might be instructed to question those passing about their business and so forth. The instructions given can be quite detailed, but the illusion is likely to give itself away (appear stupid) in circumstances for which the caster has not made proper provision (given the right sort of in- structions). Casting time: 50 - SS Ingredients: One ounce of brain from a creature with an INT stat of 15 or greater. �������������������������� Description: Using this spell in combination with the view as astral enchantment the illusionist is able to maintain direct control of one or more illusions without having them in his line of sight, simply by viewing them through the medium of a mirror or pool. This allows the caster to have illusions act in a realistic manner without putting them- selves in potential danger. The spell lasts as long as the corresponding view as astral spell. Casting time: 50 - SS Ingredients: One finely made puppet on solid gold threads. ������������������������������ Description: Used in combination with the multiple illu- sion control spell, this magic allows the illusionist to con- trol a large number of illusions as if they were autono- mous and individual. In effect, it overcomes the limitation of the multiple illusion control spell (in which the actions of the illusions are regimented), allowing them to follow the caster’s commands but in such a way that each appears to be acting in a realistic and individual manner. Casting time: 100 - SS Ingredients: One ounce of brain from a creature with an INT stat of 18 or greater. �� ������������������� ����������������� ������������������� For more details, see section 5.9 of the Hexicon rule- book. Warrior Monks have access to the following six powers. They must declare that they will use a specific power, then make a ki skill role with a success level of 25 + (5 times the number of spell points used). Failure results in the loss of half the spell points invested (round down). Focussed strike. The ki roll must be made after a bare- fisted/bare-footed unarmed attack roll has been made (be- fore the parry roll). The blow’s damage is multiplied by three times the number of spell points invested. Skin of iron. The ki roll must be made after a blow has landed but before damage is rolled. Armour equivalent to AV (spell points invested x 5) is momentarily gained at the location struck, with a (spell points invested x 4 x weap- on’s break value) percent chance of a weapon break. Still mind. The ki roll must be made before a skill roll is made. Success yields a +15 per spell point invested to the subsequent skill roll. World awareness. The warrior monk gains a +3 per SS to a specific sense statistic for a period of one hour. Rest of the wakeful. Following the expenditure of a single spell point, the warrior monk enters a sleep that is fully recuperative (as normal sleep) but is able to hear as if awake and alert. Healing blood. A healing trance can be entered in which the monk’s healing rate is multiplied by twice the number of spell points invested. Being in the trance is equivalent to being unconscious; healing rate returns to normal when the trance is abandoned. �� ����������������� ����������������� ����������������� For more details, see section 5.10 of the Hexicon rule- book. Bards have access to the following four powers. They must declare that they will use a specific power, then make a sing skill role with a success level of 25 + (5 times the number of spell points used). Failure results in the loss of half the spell points invested (round down). Mesmerising tale. An audience will become fascinated by the bard’s song. All of their sense stats are considered low- ered by three points for every two spell points the bard invests, making them less likely to notice other events going on around them. Allow a save against white magic (SS = two per spell point invested) if external events are likely to physically endanger them. Dance of inspiration. All who listen are magically en- thused. Their next skill roll will be at +5 for each spell point invested, assuming it is made within one hour of the bard’s performance. Emotional yarn. An emotional state can be elicited in those who listen, depending on how the number of spell points invested relate to their INT stat: Less than listener’s INT/5: slight shifting of emotional mood, but no major impact. Listener’s INT/5 – listener’s INT/2: mood noticeably af- fected, shown in mannerisms, speech etc. Listener’s INT/2 –listener’s INT: powerful mood effect, likely to act upon their induced mood in some manner. Listener’s INT or greater: completely caught up in emo- tion to the point of losing normal self-restraint etc. Ballad of suggestion. Subtle suggestions can be placed into the minds of those who are listening to the bard’s song. These are not commands, and must be to some extent con- sistent with currently held beliefs. Their effects will de- pend upon how the number of spell points invested relate to the listeners’ WIL stats: Listener’s WIL/5 – listener’s WIL/2: suggestion feels like it was expressed by a friend. Listener’s WIL/2 –listener’s WIL: suggestion feels like it was confided by a wise, trusted source. Listener’s WIL or greater: suggestion feels like it was for- mulated by the listener themselves. �� ������������������� ����������������� ������������������� For more details, see section 5.11 of the Hexicon rule- book. The Sverian Magi gains the following powers: Flamelance. A flaming spear can be conjured into the hand and cast at opponents (2 actions). Baseline value as Learn% for spell learning (INT primary, WIL secondary). For every 300 E.P.s spent, gain a +3, or increases the skill by this baseline value divided by three (whichever is greater). This power cannot be raised above 180%. The spear attacks with the caster’s throwing spear mod, and an additional +1 to strike for every percentage point above 100%. It has a max range of 200 feet, a range mod of 0.4 and a damage mod of 0.75 x the number of spell points used in the cast- ing. A failed casting results in the loss of all spell points invested. Transmutation. The power to change one material into another in a single action. Baseline value as Learn% for spell learning (INT primary, WIL secondary). For every 300 E.P.s spent, gain a +3, or increases the skill by this baseline value divided by three (whichever is greater). The power has a range of 20 feet and cannot be raised above 100%. Up to one pound of material can be affected per spell point invested (doubled for a significant change of state, e.g. liquid to solid). Insufficient investment means that there is no effect at all. A roll of 99 or 100 always fails and causes an equal amount of the magi’s body to turn to the desired material. Rejuvination. Allows healing of wounds (own or others) in a single action. Baseline value as Learn% for spell learn- ing (INT primary, WIL secondary). For every 300 E.P.s spent, gain a +3, or increases the skill by this baseline value divided by three (whichever is greater). Up to 10 I.P.s can be healed for each spell point invested (double cost for healing others); the wound is either entirely healed (if its I.P.s are exceeded) or totally unaffected. �� ��������������������������� ����������������� ��������������������������� ������������ Description: Anyone who consumes this tasty gravy will begin to feel eroticised, as if they had consumed an aphro- disiac. In addition, their behaviour will change, becoming lewd and risqué, flirting openly and cracking double entendres at every opportunity. Range: Food must be eaten Area of effect: Enough sauce to supplement four meals Duration: 1 hour per SS Casting time: NA Herbalist roll required: 60 ������������������� Description: Having cast this spell, the trickster will make absolutely no noise for its duration, regardless of what actions they undertake. For out-of-sight stealth rolls, they gain a + 50. Range: T Area of effect: S Duration: 1 MIN per SS Casting time: 30 - (SS/2) Herbalist roll required: NA ������������ Description: Those unfortunate enough to eat this tasty looking sea food will develop an irritating and itchy rash anywhere they have body hair, beginning around 20 min- utes after they have finished eating. They will be at -5 to all activities that require concentration. The irritation will be particularly noticeable in the presence of attractive mem- bers of the opposite sex, when it will be almost impossible not to scratch incessantly (not doing so requires a success- ful statistical battle, using the victim’s WIL against the attractive person’s APP stat; see the rulebook, section 4.1.8). The irritation will last until the victim successfully beds someone. Range: Food must be eaten Area of effect: 1 large crab (part of a meal for around four) Duration: See description Casting time: NA Herbalist roll required: 70 �������������������� Description: Using this mischievous magic the trickster is able to throw their voice such that it appears to originate from any point of their choosing within range. They can also alter it to some extent, deepening it for example; al- though the spell does not allow for precise mimicry, it can be used in combination with the acting skill to better pro- duce such an effect. Range: 3' per SS Area of effect: S Duration: 5 Seconds per SS Casting time: 20 - (SS/3) Herbalist roll required: NA ���������������� Description: Eating this tempting looking fruit spells dis- aster for the victim. Within a couple of minutes they will begin to produce the most disgusting smelling farts, the stench of which will hang around them even out in the open. Worse perhaps, the farts are extremely noisy, emerg- ing every couple of minutes for the duration of the spell and alerting all those in the vicinity to the cause of the obnoxious stink. Range: Food must be eaten Area of effect: 1 lb of fruit is created, enough for four peo- ple Duration: 1 day per SS Casting time: NA Herbalist roll required: 90 ������������������� Description: The trickster and all of his or her personal belongings (including objects carried in hands and about the person up to 2 lbs per SS) become completely invis- ible for the spell’s duration. Any aggressive action against another individual or creature dispels the Invisibility. Range: T Area of effect: S Duration: 1 MIN per SS Casting time: 30 - (SS/2) Herbalist roll required: NA ����������� Description: Any who drink this tasty alcoholic beverage will, shortly afterwards, begin to find everything around them annoying, as if all the world were there purely to irritate and confound them. Worse perhaps, they will feel moved to express how awful things are in a near continu- ous tirade of moaning and whinging, a display that is likely �� ��������������������������� ����������������� to further aggravate any companions also suffering the ef- fects of this pixi potion. Violence is a likely outcome. Range: Wine must be consumed Area of effect: 1 bottle of wine, enough for four people Duration: 1 hour per SS Casting time: NA Herbalist roll required: 100 ������������������������� Description: This subtle magic allows the trickster to whis- per a suggestion into a victim’s ear, which the victim will then experience as a thought they had all on their own. The spell will not work if the victim is aware of the trick- ster’s presence, or if the thought that is suggested is too bizarre or against their usual mode of thinking. It can how- ever be extremely silly as long as it plays up to people’s natural egotism (e.g. “that princess has been flirting with me all night...”) Range: 3 inches Area of effect: 1 T Duration: P Casting time: 10 - (SS/3) Herbalist roll required: NA ������������� Description: Having consumed this dish, the victim will at once find themselves unable to say anything that is not ridiculous to the point of farce. Any opinion they offer will be totally uninformed and demonstrably wrong. To add to the frustration, they will be thinking as normal, but somewhere between thinking and speaking (or writing, drawing, miming or any other form of communication) their utterances will become complete nonsense. Range: Food must be eaten Area of effect: 1 lb of intestines, enough for 4 people Duration: 1 day per SS Casting time: NA Herbalist roll required: 80 ���������������������� Description: The trickster is able to affect a variety of naturally occurring noises within the spell’s area of effect, causing them to seem somehow more scary, intimidating or supernatural. Creaking floorboards, for example, will be interpreted as creatures outside, and the howl of the wind will become a banshee’s wail, such that those hear- ing them are unlikely to be able to sleep and may become very paranoid. Range: 10' per SS Area of effect: 5' radius per SS Duration: 1 hour per SS Casting time: 30 - (SS/2) Herbalist roll required: NA ��������������� Description: Eating these vegetables will instill the vic- tims with an overpowering lust for all things shiny and pretty. Like the magpie they will be drawn to baubles of all kinds, desiring to own and hoard them and being will- ing to cheat, lie and steal to obtain them. Most worryingly, their good sense is likely to be affected, causing them to act rashly when the opportunity for a new prize offers it- self. Range: Food must be eaten Area of effect: 4 carrots are produced. Duration: 1 day per SS Casting time: NA Herbalist roll required: 85 �������������������������� Description: The targets of this powerful enchantment will suddenly be filled with an urge to dance, so much so that they will forget all other matters however pressing and simply dance in circles for the lesser of the spell’s dura- tion of the period of time that the trickster continues to concentrate on them. The dance is very vigorous, costing three exhaustion points per minute; victims will fall un- conscious (and therefore stop dancing) as per the optional exhaustion rules, section 3.7.8 of the Hexicon rulebook. Dancers are at -2 per SS to strike, parry, and any other activities the GM deems to be affected by their vigorous rhythmic activity. Range: 50' Area of effect: 1 T per 5 SS Duration: 3 MIN per SS Casting time: 50 - SS Herbalist roll required: NA ������������ Description: Those who fall for these tempting nibbles will regret it. A failure to save results in them gaining one random insanity (see the Hexicon rulebook section 4.1.6) per 5 points of spell strength. Range: Food must be eaten Area of effect: 1 lb of nuts are created, enough for 4 people Duration: P Casting time: NA Herbalist roll required: 105 �� ��������������������������� ����������������� ������������� Description: The victims of this spell will find themselves laughing at the slightest provocation (anything even slightly amusing that occurs within the duration of the spell). Once started, they will find it very difficult to stop, suffering an intense giggling fit that will increase in intensity. Every 10 seconds they must make an additional save, with fail- ure resulting in progression to the next laughter level and success reducing their discomfort by one level. At level one they will laugh raucously but suffer no other negative mods. At level two they will be hugging themselves, rock- ing back and forth, at -20 to all actions. At level three they will be rolling on the floor, laughing and crying hysteri- cally, at -40 to all actions. At level four they will be as- phyxiating with potentially fatal results (see the Hexicon rulebook section 4.1.7). Recovering to level zero will stem the laughter, but it might be triggered again at any time. Range: 50' Area of effect: 1 T per 5 SS Duration: 1 day per SS Casting time: 50 - SS Herbalist roll required: NA �������������� Description: The powerful magic laid upon these simple fruit will yield a strange result indeed. The following night, a double of the victim will “grow” out of them, a fully- formed identical twin with the exception that they will be of opposite alignment and personality. The double will make off at once, taking what equipment they can with them, and will proceed to impersonate the victim at every opportunity whilst acting in a totally contrary manner. They will try to avoid meeting the victim again, but should a confrontation be forced will fight with the victim’s skills and abilities. Range: Food must be eaten Area of effect: 1 pear, enough for a single victim Duration: 1 day per SS Casting time: NA Herbalist roll required: 115 ������������������������� Description: All those who fail to save against this pow- erful enchantment will suffer a convincing auditory illu- sion for the spell’s duration. When engaged in conversa- tion, they will hear the opposite of what is actually said. The illusion affects each utterance’s basic intent, rather than necessarily producing exactly the opposite meaning. Hence “good morning” might be misheard as “I’m sorry to see you’re still living here.” The GM should decide upon an approximate opposite interpretation to cause maximum offence and/or comedy effect. The spell is particularly en- tertaining when both parties in a conversation are hearing the opposite of what is being said... Range: 100' Area of effect: 1 T per SS Duration: 1 MIN per SS Casting time: 100 - (SSx2) Herbalist roll required: NA
textdata/thevault/Hexicon/Hexicon Magic Booklet.pdf
By Richard Pett Into the Nightmare Rift Bring Me A Better Head! Madam Seeshaw Raccas runs the Shucked Oyster, one of Magnimar's more infamous brothels. She's long competed with one of the city's other well-known brothels, the House of Welcome, over who can boast of the most outlandish decorations. The House of Welcome recently added a wyvern's head to the barroom. When Seeshaw contacts the PCs, she scoffs, "Anyone can kill a wyvern—I want something better for the Oyster!" Reward: Any non-undead corporeal monster that's CR 14 or higher works as a trophy. Do not count increases to a monster's CR from class levels for the purposes of this requirement. Upon delivering the trophy to Seeshaw, the PCs earn XP equal to the monster's XP award (provided the trophy is already preserved—Seeshaw has no interest in rotten trophies), along with a rod of splendor—or, if the party prefers, free services from the Oyster for life! A Strange SOurce of Power Magnimar's most esteemed school of wizardry is the Stone of the Seers, an academy that focuses primarily on abjuration and divination magic. The Stone of the Seers is small, for its master Leis Nivlandis maintains that the larger a school grows, the less its students learn—a thinly veiled jab at Korvosa's Acadamae. Unfortunately for Master Nivlandis, the small size of his school also means he has little free time to do field research, a sacrifice he feels is, in the end, a necessary one for the good of his students' educations. So when he learns that Magnimar's newest heroes are planning an expedition to Guiltspur, a site he's always wanted to visit, he quickly makes contact. His research suggests that powerful abjurations ward parts of Guiltspur, and he would like to know more about how these wards function—particularly, what source of energy powers the protection. Reward: For determining that the wards are powered by an abysium reactor and reporting that to Master Nivlandis, the PCs earn 51,200 XP and a wand of stoneskin (12 charges) as Nivlandis's thanks. KEYSTONE DOCKWAY ® ™ ® ™ ® ™ ® ™ ® ™ ADVENTURE PATH PART 5 OF 6 Into the Nightmare Rift ® ™ ® ™ ® ™ ® ™ ® ™ CREDITS Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Senior Editor • James L. Sutter Development Leads • Adam Daigle and James Jacobs Editing • Judy Bauer, Logan Bonner, Christopher Carey, Ryan Macklin, and Patrick Renie Editorial Assistance • Jason Bulmahn, Rob McCreary, Mark Moreland, Stephen Radney-MacFarland, and Sean K Reynolds Senior Art Director • Sarah E. Robinson Graphic Designer • Andrew Vallas Production Specialist • Crystal Frasier Cover Artist Wayne Reynolds Cartographers 99 Lives Design and Robert Lazzaretti Contributing Artists Milivoj C´eran, Miguel Regodón Harkness, Roberto Pitturru, Dmitry Prosvirnin, Scott Purdy, Mike Sass, Doug Stambaugh, Tyler Walpole, and Kieran Yanner Contributing Authors James Jacobs, Richard Pett, Sean K Reynolds, Greg A. Vaughan, and Bill Ward Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Representative • Adam Lovell Finance Manager • Christopher Self Staff Accountant • Kunji Sedo Chief Technical Officer • Vic Wertz Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Customer Service Team • Cosmo Eisele, Erik Keith, and Sara Marie Teter Warehouse Team • Will Chase, Michael Kenway, Matt Renton, Jeff Strand, and Kevin Underwood Website Team • Ross Byers, Liz Courts, Lissa Guillet, and Chris Lambertz This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, Pathfinder RPG GameMastery Guide, Pathfinder RPG Ultimate Combat, Pathfinder RPG Ultimate Equipment, and Pathfinder RPG Ultimate Magic. These rules can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com Pathfinder Adventure Path #65: Into the Nightmare Rift © 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo, Paizo Publishing, LLC, the golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. Printed in China. TABLE OF CONTENTS Foreword 4 Into the Nightmare Rift 6 by Richard Pett NPC Gallery 58 by Richard Pett Shattered Star Treasures 62 by Richard Pett Leng: The Terror Beyond Dreams 64 by Greg A. Vaughan Lissala 70 by Sean K Reynolds Pathfinder’s Journal: Light of a Distant Star 5 of 6 76 by Bill Ward Bestiary 82 by James Jacobs and Sean K Reynolds Preview 92 I’ve made no secret of my admiration of Lovecraft’s writing, but strangely enough, this adventure marks the first time that I have personally hard-coded Lovecraftian elements into an adventure during its outline stages. In the early days of Pathfinder, in adventures like Pathfinder Module: Crucible of Chaos and Adventure Paths like Rise of the Runelords and Curse of the Crimson Throne, it was Wolfgang Baur and Greg Vaughan who approached me with the idea to include things like shoggoths, Azathoth, hounds of Tindalos, and Leng in their adventures— suggestions I immediately green-lit, of course. Richard Pett’s Pathfinder Module: Carrion Hill was likewise an idea he’d had years and years ago for creating a fantasy RPG version of Lovecraft’s “The Dunwich Horror,” and the Lovecraft-heavy “Wake of the Watcher” mentioned above was, if I recall correctly, as much Wes Schneider’s idea as anyone else’s. H . P. Lovecraft is no stranger to the pages of Pathfinder Adventure Path, and in this volume, his influence returns once again to Golarion, courtesy of Richard Pett’s “Into the Nightmare Rift” and Greg A. Vaughan’s “Leng: The Terror Beyond Dreams.” There are three monsters drawn from Lovecraft’s tales in this month’s bestiary as well—which I converted to the Pathfinder RPG and originally intended to include in the bestiary of Pathfinder Adventure Path #46: Wake of the Watcher. At the time, when I found out from Wes that these three monsters had to be cut from that bestiary for space reasons, I was the typical cranky author railing against the cruelties of the editorial process. And as with most cranky authors railing against cruel editors, it turns out I should have instead been humbly thanking said editors, because as it happens, the bhole, the flying polyp, and especially the nightgaunt work SO much better as new monsters in this volume. 4 James Jacobs Creative Director [email protected] The thing is, I’m quite aware of the fact that not everyone likes Lovecraft in their fantasy games, and as such, I’ve kind of been a bit too hesitant to suggest things like, “Let’s put Cthulhu in this adventure too!” Fortunately, my co-workers and freelance authors know what I like, I guess, and judging from feedback from readers, a lot of you out there like Lovecraft stuff in your games as well. And so, when it came time to outline Shattered Star and I was looking at themes from our first three Pathfinder Adventure Paths to build upon, one of the things I kept coming back to was Leng. We’ve been talking about Leng since Pathfinder Adventure Path #6: Spires of Xin-Shalast, and in Pathfinder Campaign Setting: The Great Beyond we officially made it one of the planes, cementing its presence in Golarion’s cosmology. But we’d never done much more than hint at it. This adventure, as a result, was always “the one where we’d finally go to Leng,” even before I settled on Cadrilkasta as the villain and Guiltspur as the location. In fact, those two choices were made, in large part, because it was easy to use established lore and hints to make Guiltspur into a sort of Leng embassy, where Karzoug first started talking with that realm’s denizens to help him accomplish his goals in the climax of Rise of the Runelords. As always when we do an adventure that draws so much inspiration from Lovecraft, I’d like to give the fine folks at Chaosium a shout-out for being one of the primary influences on a young James Jacobs back in junior high. Call of Cthulhu remains one of my favorite games, and in a lot of ways, Golarion would be a very different place if not for it. If the information on Leng we give you here isn’t enough, by all means check out Chaosium’s H. P. Lovecraft’s Dreamlands supplement for Call of Cthulhu. Because I’m assuming all of you have already read Lovecraft’s novella The Dream-Quest of Unknown Kadath. Right? RIGHT? HigH-LeveL Dungeons One of my goals for the Shattered Star Adventure Path was to build a campaign that was nostalgic and old school in a lot of ways, primarily by having significant parts of each adventure take place in a dungeon. Unfortunately, dungeon adventures tend to be more and more difficult to finesse the higher in level your PCs get because those pesky spellcasters start getting access to spells like scrying, teleport, passwall, and the like—spells that some GMs might think of as having been invented specifically to destroy dungeons. I generally try to avoid including elements in dungeons that simply and categorically shut down entire types of spells. Teleport and scrying effects, in particular, are hit with this limitation a lot. It’s frustrating to finally gain access to spells like teleport and then be told that they don’t work in any of the dungeons. I’ve avoided doing too many anti-teleportation effects in previous high-level dungeons, but here in the Guiltspur Depths, you’ll find two and a half dungeon levels that do precisely that. One of the big reasons I decided to go with this was not because I was trying to rob spells from the players, but because I needed a reason why a powerful dragon like Cadrilkasta would be forced to dig out a buried dungeon using enslaved giants rather than just teleporting into it. And it’s important to note that even despite that, the effects of this anti-teleportation, anti-scrying field don’t cover every room—and even better, the PCs can eventually get to the cause of this effect and break it. Not only does this give the GM a chance to enjoy a dungeon the PCs can’t scry and teleport into and out of, but it also gives the PCs a satisfying and perhaps therapeutic opportunity to get revenge on it as well! A lot of the encounters in this adventure are difficult. There are two reasons for this. First, high-level characters are pretty good at escaping, resting, preparing, and returning to hit adventures hard when they’re well prepared. Making key encounters particularly difficult helps to play to this truth. Second, we want to actually reward groups that bother exploring dungeons rather than skipping straight to the end. A group that painstakingly explores Guiltspur is going to find a lot more treasure, build up a lot more experience, recruit more allies, and perhaps most importantly, find out a lot more about what lies ahead. So when the group that carefully explores reaches these hard encounters, those PCs will be better prepared than the group that simply skips to the end. Have any advice of your own for high-level dungeon crawling? Want to let us know what did and didn’t work well for your group in this dungeon? Curious to find out how other groups fared in this or other adventures? Head on over to the paizo.com messageboards and find out—I’ll be there to answer questions, give advice, and commiserate with GMs whose players ruined their favorite dungeons! On tHe COver It’s hard to believe that it took us 65 volumes of Pathfinder Adventure Path to feature a dragon as the iconic cover character, but Wayne Reynolds’ elegantly menacing depiction of the blue dragon Cadrilkasta is well worth the wait! 5 The PCs should be close to 16th level by the end of the adventure. 13 The PCs should be 13th level when they begin this adventure. 14 The PCs should reach 14th level soon after they start Part Two of the adventure. 15 The PCs should reach 15th level at some point in the Embassy of Leng—they should certainly be 15th level before progressing to Part Three. “Into the Nightmare Rift” is designed for four characters and uses the medium XP track. ADVANCEMENT TRACK PART ONE: GIANTS OF WRATH The PCs journey into the heart of the Storval Plateau to the ruins of Guiltspur, only to find it under the control of a group of giants in the process of excavating the ruin. The Shard of Wrath must be liberated from the giants’ sadistic chieftain! PART TWO: GUILTSPUR DEPTHS After the Shard of Wrath grants a vision of the path to the final shard, the PCs delve deeper into the ruins of Guiltspur to face ancient magical traps, mad ghosts, immense lake monsters, a drow hunting party, horrors from beyond dreams, and a demilich. PART THREE: TEMPLE OF THE CRAWLING CHAOS After activating a portal to Leng, the PCs face one final challenge—a not-so-abandoned temple devoted to the Crawling Chaos recently invaded by a blue dragon who now claims the final shard of the Shattered Star as her own! PAGE 8 PAGE 22 PAGE 49 INTO THE NIGHTMARE RIFT 6 ADVENTURE BACKGROUND During Runelord Karzoug’s reign in the final centuries of Thassilon, the monolith of Guiltspur served a singular purpose—to act as a bridge between the Material Plane and the dread realm of Leng. Part embassy, part vile laboratory, part portal, Guiltspur was built by Karzoug so that he would have a place where he could always contact his strange allies from that nightmarish dimension. When Earthfall struck Golarion, the Kodar volcanoes awoke and spewed ash and lava across the northern Storval Plateau. Guiltspur lay in the path of one of the largest of these lava flows, and while the strange building had been constructed to withstand such devastation, the lava engulfed and buried it nonetheless, trapping its lesser denizens within while its rulers—denizens of Leng, moon-beasts, and the Lissalan priest Mesmalatu— plane shifted to Leng for safety. The lava flow had another unanticipated effect on Guiltspur—while it didn’t damage the structure’s upper floors or underground levels, it did sever the planar link to Leng. For many centuries, Mesmalatu stayed among her strange allies in Leng and learned many of their secrets. It was during this time that she became a lich. Eventually, she and her allies rebuilt the portal that linked the depths of Guiltspur to a temple devoted to Nyarlathotep, the Crawling Chaos, on Leng, only to find Guiltspur had fallen into complete ruin over the course of the Age of Darkness. This suited Mesmalatu well, for without a runelord to bother her, she could use Guiltspur’s remaining resources as she wished. For many thousands of years, Mesmalatu and her Leng-spawned allies used Guiltspur as their own private Material Plane laboratory, and it was during this time that she abandoned her faith in Lissala for a far more sinister patron—the Faceless Sphinx aspect of Nyarlathotep. In time, even a lich’s attentions wander, and as Mesmalatu’s final experiments wound down, her allies were forced to abandon their holdings on the portal’s far side after a disastrous war against the spiders of Leng. The lich, in response, closed down the portal once more and soon after fell into a centuries- long torpor. In that time, she became a powerful entity known as a demilich, and the upper ruins of Guiltspur became the haunt of all manner of strange creatures from the Darklands. So Guiltspur lay, until relatively recently. Far to the east in the Hold of Belkzen, a powerful blue dragon named Cadrilkasta made a shocking discovery in a Thassilonian ruin—in an ancient vault, she found the Shard of Wrath. In her case, the shard’s curse of violence had very little impact on her existing, quite sadistic personality. Intrigued by the shard’s power and driven by a vision of the next shard, Cadrilkasta came to a barren field of ancient lava, only to realize she stood atop what could be a treasure trove of ancient magical power. After discovering that access to the underground chambers was blocked via powerful magic, she swiftly “recruited” (using mind control magic and intimidation) a small army of fire and hill giants and set them to work excavating the site, going as far as to move her own lair into the area. But even a blue dragon can get in over her head. When her giants managed to open the way into the deeper levels, her growing obsession with finding the Shard of Sloth became too much to ignore—so much so that she abandoned the previous shard (which now lies in the possession of one of her more powerful giant minions) and any pretense of looting Guiltspur’s upper levels entirely. Her flight through the lower levels, one assisted by stealth and magic, eventually led her through the deep portal to Leng, and not long thereafter she managed to recover the Shard of Sloth only to fall victim to a much more insidious curse. Cadrilkasta hasn’t been seen by her minions in Guiltspur for weeks now, but the giants still fear her and, believing she might return at any moment, continue to toil at excavating the upper, lava-buried chambers of the structure. What these giants don’t realize is that Cadrilkasta’s headlong flight through the depths of Guiltspur has awakened powers far more ancient and, perhaps, deadly than a dragon alone, and it is now only a matter of time before the ancient legacy of Guiltspur awakens once again! Adventure SummAry After recovering the Shard of Envy from Ardathanatus, the next vision sends the PCs back to the Storval Plateau— this time to its northern extremes, to Guiltspur. They find the ruins to be an increasingly anarchic giant- held stronghold. Greed and fear are all that keep the giants here. The Shard of Wrath is now the property of the current leader of the giant tribes, a lumbering thug named Jubbek, who has lashed the shard onto a club in order to form a crude but effective pick. In order to gain this shard, the PCs must defeat Jubbek. Once the PCs secure the Shard of Wrath, the final vision reveals that the route to the Shard of Sloth is very close nearby—somewhere within Guiltspur itself. Yet this vision seems strange and shadowy, as if a sinister shadow obscures the vision. The PCs journey into the lava- entombed chambers of Guiltspur, and then into caverns below where they encounter a band of drow from House Rasivrein who also seek the Shard of Sloth. These drow, cultists of the demon lord Zura, are eager to track down the powerful necromantic artifact they believe is located in the dungeon—the Shard of Sloth. Do the PCs oppose or ally with these sinister elves? 7 Delving deeper, the PCs enter the underground laboratories once used by the lich Mesmalatu, who now exists as an awakened demilich along with her alien allies. Beyond her and her twisted experiments lies a portal to Leng, and a temple to the Crawling Chaos Nyarlathotep that has fallen back into degenerate anarchy. Finally, in the howling storms on the very edge of the Plateau of Leng, the PCs face Cadrilkasta. Lost in the clutches of the shard’s curse, the blue wyrm wakens to a righteous fury when confronted in her new lair perched atop a spur of rock overlooking the dread plateau of Leng itself. In order to claim the final shard of the Shattered Star, the PCs must find a way to defeat one of Varisia’s most dangerous and powerful dragons! PART ONE: GIANTS OF WRATH If the PCs wish, they can stop by Heidmarch Manor in Magnimar to let Sheila Heidmarch know their plans. As at the start of previous adventures, she can supply the PCs with an ioun stone (in this case, a deep red sphere) for when they recover the next shard, but by now the PCs should be well into 13th level and as a result are among Varisia’s more powerful adventurers. There’s little that Sheila can supply the PCs with that they don’t already have. Other NPCs the PCs have allied with along the way, such as Koriah Azmereen, may accompany them on their adventures to come as you see fit. As the PCs prepare to leave, Sheila tells them that she’s learned a bit more— that the ritual for rebuilding the Sihedron from the seven shards requires a special stone as a sort of “mold” to hold the fragments in alignment. Fortunately, the PCs have already discovered one of these stones—the Sihedron Shrine in the lowest chamber of the Crow. Sheila’s got several lower-level Pathfinders on the task of hauling this shrine up to the surface, and she tells the PCs that when the time comes, she hopes to host a grand ceremony atop the Irespan during which they will reforge the ancient artifact. Pathfinders and other luminaries from throughout the Inner Sea have taken note of the PCs’ quest now, and many famous faces will no doubt be in attendance at the ceremony. But now, she notes, with two shards remaining to be found, the PCs still have a bit of work ahead of them. This adventure doesn’t cover the journey from Magnimar (or wherever the PCs are at the start of this adventure) to Guiltspur, as it assumes the PCs can make such an overland journey with ease using magic. Spells like shadow walk and wind walk can make the journey pass quickly, as can teleporting to a familiar site like Kaer Maga and then traveling north. If you wish the PCs to have some encounters along the way, feel free to have them meet bands of giants, wyverns, rocs, or enormous crimson worms (purple worms advanced to Colossal size), but the sheer size of Guiltspur requires this adventure to focus on the locations therein (and in the neighboring realm of Leng, of course!). But before the PCs leave, they might wish to do some research about their destination. If no PC succeeds at the DC 25 Knowledge (geography) check required to identify Guiltspur as their next destination while focusing on the Shard of Envy, a few hours spent sifting through Heidmarch Manor’s maps, almanacs, and tomes is enough to secure this knowledge. Once the PCs know they’re headed to Guiltspur, a Knowledge (history or geography) check reveals the following information. GuiltSpur lore Knowledge Lore Check Gained DC 15 Guiltspur is said to be cursed—a site avoided even by the giants that call the Storval Plateau home. The site is little more than a strange green pinnacle of stone protruding from the ground, but even this is enough to send chills down the spines of those who believe in the area’s curse. DC 20 Guiltspur is in fact a Thassilonian ruin, a building buried under a massive lava flow that blanketed much of the northeastern Storval Plateau during the fall of Thassilon. The building itself is said to have been a combination laboratory and embassy for strange, otherworldly allies of Karzoug, the Runelord of Greed. DC 30 The place was little more than rumor until recent years, when stories began to emerge of an immense excavation led by the blue dragon Cadrilkasta. These stories tell of entire tribes of hill and fire giants, enslaved by the dragon and forced to painstakingly dig out the chambers of buildings buried in the ground below the great green spur. DC 40 The ancient, nearly forgotten church of Lissala, the goddess of runes, supposedly ran the laboratories of Guiltspur, and were instrumental in aiding Karzoug in forging an alliance with the otherworldly realm of Leng to which Guiltspur served as a sort of embassy. Rumors of portals to this nightmare realm deep under Guiltspur were common during Thassilon’s height. If the PCs learn of Cadrilkasta’s association with Guiltspur, a Knowledge (arcana) check is enough to learn the following rumors about the relatively infamous blue dragon. 8 CAdrilkAStA lore Knowledge Lore Check Gained DC 20 The blue dragon Cadrilkasta is a powerful creature—a blue wyrm, by all counts, who once terrorized the Hold of Belkzen. That she was viewed by the orcs of Belkzen as a blight and a monster goes a long way toward establishing her notoriety—she is a monster’s monster. DC 30 Cadrilkasta had a large lair in Belkzen, but abandoned it a few years ago and moved west into the Cinderlands. She’s been sighted in the vicinity of Guiltspur, and has recruited hill giants and fire giants to aid in excavating the ruin. Her reasons for this excavation are unknown, although the fact that she left Belkzen not long after exploring and destroying a Thassilonian ruin there has led some to believe she learned of a great treasure supposedly hidden in the ruins of Guiltspur. These same rumors speak of how after the destruction of that ruin, the dragon seemed to grow even more violent, to the extent that the orc tribes of Belkzen still fear her return. ApproAChinG GuiltSpur Guiltspur is located about 530 miles northwest of Magnimar. The site itself is located in a particularly rugged range of badlands that comprise the foothills to the Kodar Mountains. Much of this land was born of ancient lava flows carved by centuries of wind into eerie shapes. This same wind creates mournful and haunting sounds as it blows through the landscape’s myriad hollows. The vision granted by the Shard of Envy dulls as the PCs approach a valley in the badlands that has been walled off by a wooden stockade, beyond which a ramp switchbacks up to a higher plateau surrounded by rocky bluffs. Here, a two-story wooden building squats in the shadow of a towering green spire of strange stone—Guiltspur. The region around Guiltspur has long been in the hands of its giant excavators. While their draconic overlord Cadrilkasta hasn’t been around lately, the giants remain fearful of her punishment should she return and find them lacking, and as such they continue to toil (albeit much more slowly) at excavating the region and the upper levels of the ruins. Still, morale is running low, with several giants now languishing in impromptu prisons while their leaders grow more and more decadent and bold in their roles. The arrival of humans to torment and fight is a welcome change for the giants, and at least initially they rise to the defense of Guiltspur with frightening energy. Keep track of the number of giants the PCs defeat during this part of the adventure. In all, there are 68 hill giants and 24 fire giants associated with Guiltspur’s uppermost levels, although only 34 hill giants and 12 fire giants are present at the time the PCs first come to the region. If they launch an attack on Guiltspur and then retreat, other giants who were out in the surrounding badlands hunting or scouting return to reinforce those giants who were defeated, effectively replenishing exhausted encounter areas as long as the numbers hold out (there are enough giants to fully repopulate Guiltspur once in this manner). Once the PCs have killed at least 30 hill giants and eight fire giants, all remaining giants panic and flee the site not long after the PCs leave these areas (either to regroup, or to explore deeper levels below). Giants in the Punishment Pits (area B6) do not count for any of these totals. Only Chief Jubbek and his minions in area B8 stubbornly remain behind in this case. While the following encounter areas place giants in specific parts of Jubbek’s fortress, you should strive to present battles here in a dynamic fashion. Just as powerful PCs aren’t required to tackle the encounter areas in numerical order, the giants don’t have to stay in their assigned locations if flying or teleporting PCs bypass one location to strike another. Giants are noisy combatants, so feel free to have those in neighboring areas come to aid in fights as soon as a previous combat seems to be winding down. You can string multiple battles together in this manner, having epic clashes that can move through numerous locations until the PCs are either victorious or forced to flee and regroup. Stealth and trickery are powerful allies in this part of the adventure, for a frontal assault against the giants is a sure way to rouse the entire fort to arms. A1. StoCkAde (Cr 14) The ragged badlands split here, forming a wide valley that rises up to a higher plateau nestled amid the peaks. A wide ledge switchbacks up to this plateau, atop which a fifty-foot- tall wooden structure sits. Beyond this structure, deeper in the valley, a green spur rises out of the cleft to tower over the landscape. The entire valley entrance has been blocked off by a twenty-foot-tall stockade built of tree trunks. A pair of forty- five-foot-tall watchtowers flank an immense wooden gate at the eastern end of the stockade. This stockade and the ledge leading up to the actual excavation above were among the first things constructed by the giants—they don’t expect this defense to hold back determined heroes or other powerful monsters, but as long as it holds back lesser predators and creatures while giving a chance for an early alarm, the stockade’s doing its job. A successful DC 15 Climb check is enough to scale the stockade wall or climb one of the watchtowers. Each 9 A1 A2 A3 A4 A5 A6a A6b A7 A8 A10 A9 A11 Jubbek’s SteadINg Guiltspur EnvirONs 1 square = 10 feet 1 square = 20 feet watchtower consists of a wooden framework with a single floor 35 feet off the ground accessible by a sturdy ladder on the northern side, inside the stockade’s bounds. Creatures: This area is watched over by four hill giants—one stationed atop each watchtower and two stationed behind the wall along with trained mastodon mounts. Each watchtower is equipped with a handy stack of a dozen boulders for throwing, along with a large horn carved from a mastodon tusk. While these giants are more worried about Cadrilkasta’s return, they quickly mobilize as soon as they spot PCs approaching by blowing loud, mournful alarms on their mastodon tusk horns. Guiltspur Hill Giants (4) CR 9 XP 6,400 each Advanced hill giant fighter 1 (Pathfinder RPG Bestiary 150, 294) CE Large humanoid (giant) Init +1; Senses low-light vision; Perception +16 DEFENSE AC 26, touch 10, flat-footed 25 (+5 armor, +1 Dex, +11 natural, –1 size) hp 117 each (11 HD; 10d8+1d10+67) Fort +15, Ref +4, Will +7 Defensive Abilities rock catching OFFENSE Speed 30 ft. Melee mwk greatclub +18/+13 (2d8+13) or mwk lance +17/+12 (2d6+13/�3) Ranged rock +9 (1d8+13) or light ballista +8 (4d8/19–20) Space 10 ft.; Reach 10 ft. Special Attacks rock throwing (120 ft.) TACTICS During Combat The two giants on mastodons below immediately prepare to attack intruders, waiting for the giants stationed in the towers to pull open the gate— during this round, these two giants drink their potions of haste. On the second round, the mastodon-mounted giants charge out while the giants in the towers drop the ropes used to open the gates (causing the gates to swing back shut), then join the others in throwing boulders. Morale The giants fight to the death. STATISTICS Str 29, Dex 12, Con 23, Int 10, Wis 14, Cha 11 Base Atk +8; CMB +18; CMD 29 Feats Exotic Weapon Proficiency (light ballista), Improved Iron Will, Iron Will, Mounted Combat, Power Attack, Vital Strike, Weapon Focus (greatclub) Skills Handle Animal +7, Perception +16, Ride +9 Languages Giant Combat Gear potions of cure serious wounds, potion of haste; Other Gear +1 hide armor, giant bag 10 Mastodons (2) CR 9 XP 6,400 each hp 133 each (Pathfinder RPG Bestiary 128) Treasure: Each of these giants carries a bag filled with all sorts of strange objects he’s collected over the years. You can randomly generate the contents of each bag by using the table on page 32 of Pathfinder Campaign Setting: Giants Revisited, or you can simply assume that each giant’s bag contains miscellaneous valuables worth 3d6+60 gp. Development: Note that once the giants raise the alarm with their mastodon tusk horns, the giants stationed atop the hill at area A3 mobilize at the ballistae and begin firing them at the PCs. A2. the lAvA riSe (Cr 12) This sloped ledge switchbacks up at a relatively gentle angle to area A3; climbing one of the ledges up to the next ledge (rather than simply walking the easy route up the back-and-forth slope itself) requires a successful DC 20 Climb check. This ledge is 30 feet high at each highest point, diminishing down to only a foot or so at each corner. Creatures: The giants keep three mastodons tethered to the top of the ledge—and slather these mastodons with thick sheets of tar to serve as armor. The mastodons are used to the tar, but not quite used to the plans the hill giants have for them. If PCs start up this ramp, the fire giant at area A3 lights the tar-daubed mastodons and then quickly gets out of way. The burning, panicked mastodons then flee down the ramps, trampling and attacking PCs all the way down. Once they reach the bottom of the ramp, if the gates are closed, the frightened creatures reverse course and race back up the ramp. The hill giants didn’t quite plan for this contingency, and if the mastodons live long enough to return to area A3, they attack any hill giants that remain up there in preference to any other foes. Tar-Daubed Mastodons (3) CR 9 XP 6,400 each hp 133 each (Pathfinder RPG Bestiary 128) Tar Daubed (Ex) Each of these mastodons has been smeared with thick layers of tar. The sticky stuff functions as padded armor, granting the mastodons a +1 armor bonus, but its primary use is as a horrific attack. If the tar is lit on fire, the mastodon take 1d6 points of fire damage per round, but also deals +1d6 points of fire damage on each successful hit, or +2d6 points of fire damage with its trample attack. A3. GuiltSpur hollow (Cr 13) This wide valley nestled between ragged badlands features a fifty-foot-tall wooden fortress built on a scale twice what one might expect for humans. This building, built from enormous timbers, features no windows and only a single hefty door. A flag depicting a giant atop a mound of dead elves and owlbears hangs above the door. Braziers containing smoldering coals burn near the entrance to the structure, while three large ballistae sit on a ledge south of the fortress, looking out over the valley’s entrance. Beyond, a large mound of rubble slumps before a towering green spire that extends nearly two hundred feet into the sky. The flag hanging above the door can be recognized with a successful DC 30 Knowledge (local) check as the banner of a relatively notorious tribe of Storval hill giants called the Elfstompers. This check also confirms that the tribe’s leader is an infamously vile and lecherous brute named Chief Jubbek. The interior of the fortress is detailed in areas A6–A11. Creatures: A group of three hill giants led by a fire giant keep a watch on this area—if they hear the alarm raised from the giants down in area A1, the hill giants quickly man the light ballistae and begin firing them down at the PCs. The fire giant moves to stand near the tar-daubed mastodons kept corralled at the top of area A2 and uses hurled rocks to support the ballistae—once he sees the PCs moving up the ramp, he lights the mastodons on fire with a thrown handful of hot coals scooped from one of the braziers near the entrance to area A6a. As soon as any of the PCs near A3, these four giants make a fighting retreat toward the structure, hoping to join their brethren in area A6a. Light ballistae are detailed on pages 160–161 of Pathfinder RPG Ultimate Combat. They have a range increment of 120 feet, which puts all targets in area A2 in the first range increment. It takes a giant 2 rounds to load a light ballista. Guiltspur Hill Giants (3) CR 9 XP 6,400 each hp 117 each (see page 10) Fire Giant CR 10 XP 9,600 hp 142 (Pathfinder RPG Bestiary 148) A4. rubble mound A sizable mound of rubble lies heaped against a cliff side here—a slope of boulders, ranging in size from small rocks to masses larger than a human, that rises to a height of thirty feet. This mound of rubble marks the site of one of the initial attempts made by the giants to dig down into the underground chambers of Guiltspur, but in their exuberance, they dug too quickly and a large chamber below (once connected to area B7) collapsed. The 11 Guiltspur giants have since grown much more careful with their excavations, with the majority of the rock cleared away from the northwest around area A5, being heaped in this slowly growing mound. A5. GuiltSpur (Cr 12) A spur-shaped tower of blue-green metal protrudes from the ground here, rising to a height of a few hundred feet. The spur’s height seems even greater for the fact that the ground around it has been meticulously chiseled away. Ramps wind down along the spire’s sides to a point thirty feet below, where an opening in its side reveals that the structure is at least partially hollow. The excavation around this metallic protrusion extends upward to the surrounding walls—an examination of the walls of this entire section of the valley reveals that the hollow was created artificially. The spur of blue- green is in fact the top of the tallest of Guiltspur’s lava- buried towers, extending down to area B8 below. The spur-shaped tower itself is made of magically treated stone, but a closer examination reveals that the entire spur has been coated in a seamless layer of blue- green metal. This metal is in fact an unusual abysium alloy that was “painted” onto the tower to give it the strange coloration. The alloy itself has bonded with the outer layer of the stone, making it impossible to extract. The entire tower glows softly (this glow is generally not noticeable during the day, and casts 60 feet of dim light at night), but perhaps of greater importance, the abysium emits debilitating radiation to this extent as well. All creatures within 60 feet of the exterior of this pinnacle must succeed at a DC 14 Fortitude save each hour to resist becoming sickened for 1 hour. This effect does not extend into area B8 or its adjoining underground areas. Creatures: A group of three hill giants toils down in the excavation, working as gently as possible to widen the dig and expose more and more of the tower. These giants are all sickened from the tower’s proximity, and the sound of their mining picks and groans of distress impose a –6 penalty on their Perception checks. If they notice a fight going on in area A2, they abandon their picks, grab their greatclubs, and shamble out to join that fight—if confronted here, they fight until one of them drops, whereupon the remaining giants shamble down the excavation ramp into area B8 to seek aid from Chief Jubbek himself. Guiltspur Hill Giants (3) CR 9 XP 6,400 each hp 117 each (see page 10) A6. GreAt hAll (Cr 15) The wooden walls of this wide timber room are adorned with dozens of trophies, some of which seem to be still alive judging by their feeble twitchings and cries. The majority of the trophies are animals—bears, aurochs, giant lizards, and a few monsters—but here and there hang the mutilated bodies of orcs or humans. A great fire pit lies in the room’s center, forming a layer of smoke near the ceiling some fifty feet above, while additional torches guttering on the walls only add to the room’s foul scents. Slabs of dubious meat roast slowly over the central fire, while a balcony twenty-five feet above the eastern half of the room looks out over the hall. The air inside this great hall is musty, hot, and smoky—upon first entering the room, a creature must succeed at a DC 12 Fortitude save or be sickened for 1d4 minutes before becoming accustomed to the air. All of the giants encountered here have had plenty of time to become so adjusted. The meat cooking on the fire is mostly aurochs or wyvern flesh. 12 Of the trophies on the walls, two aurochs and one bulette are still barely alive but stable at 2d6 negative hit points. If any of these creatures are cut down from the walls (this requires 1d4 rounds of work with a slashing weapon) and healed to positive hit points, they attack any giants in the room out of anger before turning their attention to smaller targets. The walls of the steading are constructed of wood, but they’ve also all been treated with thick layers of resin to somewhat fireproof them. The walls have fire resistance 20 as a result, and cannot catch on fire at all. Creatures: The main chamber of the steading was used by Jubbek as a feast hall and throne room, with the balcony above (area A6b) serving him as his personal quarters. After the lower levels expanded enough and Jubbek fell further under the curse of the Shard of Wrath, he moved downstairs and ceded control of this level to a fire giant woman named Stom. As Jubbek grows less and less interested in commanding the giants, Stom has grown more and more into the role of commander, and now prefers to be called General Stom. Unlike most of the giants, Stom suspects that Cadrilkasta met an ignominious end in the dungeons below and won’t be returning. She hopes to gather the remaining giants under her command (although she treats the hill giants as little more than slaves), but isn’t comfortable launching her coup so long as Jubbek still lives. Area A6a contains four regular hill giants and two fire giants (plus any giants who fled here from outside). General Stom lounges in area A6b above, and there’s a 50% chance that 1d2 of the fire giants from below have been called up to serve as Stom’s consorts. Hill Giants (4) CR 7 XP 3,200 each hp 85 each (Pathfinder RPG Bestiary 150) Fire Giants (2) CR 10 XP 9,600 each hp 142 each (Pathfinder RPG Bestiary 148) General Stom CR 13 XP 25,600 Female fire giant fighter 3 (Pathfinder RPG Bestiary 148) CE Large humanoid (fire, giant) Init +1; Senses low-light vision; Perception +14 DEFENSE AC 26, touch 10, flat-footed 25 (+8 armor, +1 Dex, +8 natural, –1 size) hp 212 (18 HD; 15d8+3d10+129) Fort +18, Ref +7, Will +10; +1 vs. fear Defensive Abilities bravery +1, rock catching; DR 2/—; Immune fire Weaknesses vulnerable to cold OFFENSE Speed 40 ft. Melee +2 thundering earth breaker +27/+22/+17 (2d8+18/19–20/×3) Ranged rock +15 (1d8+11 plus 1d6 fire) Space 10 ft.; Reach 10 ft. Special Attacks heated rock, rock throwing (120 ft.) TACTICS During Combat General Stom has a dozen rocks stacked along the edge of the balcony, and as combat begins, she supports the giants below by hurling these into the fray. She makes the PCs come to her before engaging in melee—if the PCs use ranged weapons or attacks, though, she rushes down the stairs to attack them once at least four of the giants below have been killed. Morale If reduced to fewer than 80 hit points, General Stom makes a fighting retreat toward the exit, hoping to flee the region entirely once she gets out of the building. If no escape is possible, she surrenders if brought below 20 hit points, and offers to aid the PCs in killing Jubbek. She knows the layout of Jubbek’s Halls quite well, and can at the very least provide the PCs with a map and lists of guards. She doesn’t know about area B11. STATISTICS Str 33, Dex 13, Con 23, Int 8, Wis 14, Cha 14 Side Quest: A Favor for Stom When the PCs first enter area A6a, regardless of how many giants they’ve killed outside, the giants therein don’t immediately attack. They stand up and call for their general, who then steps to the edge of the balcony and calls down to the PCs, complimenting them on their battle prowess. Stom has an offer for the PCs—if they can storm the chambers below and take out Chief Jubbek and all the giants down there who are loyal to him, she’ll take the remaining giants here and leave without a fight. Which, she points out, incidentally leaves any of the treasure found in the other rooms (areas A7–A11) for the PCs as well. If the PCs agree, she has one of the fire giants escort them to area A7, but none of them are willing to aid the PCs in the fights below. Story Award: As soon as the PCs return with Jubbek’s head or otherwise prove to Stom that the hill giant has been defeated, she thanks the PCs, gathers the remaining giants under her command, and makes ready to leave the region within the hour. The PCs earn XP as if they had defeated all the remaining foes in areas A6– A11, and an additional 19,200 XP for allying with Stom. She also points out that there’s a fair amount of treasure she’s leaving behind in the complex (as indicated in the area descriptions). 13 GEneral Stom Base Atk +14; CMB +26 (+28 bull rush); CMD 37 (39 vs. bull rush) Feats Dazzling Display, Improved Bull Rush, Improved Critical (earth breaker), Improved Iron Will, Intimidating Prowess, Iron Will, Power Attack, Shatter Defenses, Toughness, Vital Strike, Weapon Focus (earth breaker) Skills Climb +16, Intimidate +21, Perception +14; Racial Modifiers +4 Acrobatics (when jumping) Languages Common, Giant SQ armor training 1 Gear +2 adamantine breastplate, +2 thundering earth breaker, bag (see Treasure, below) Treasure: General Stom’s bag contains the following objects of interest: a heavy fur-and-wool cloak with deep pockets within which are a bloody ogre hand, a corkscrew, and three knives (one of which is a +2 dagger); a gnawed gnome skull; two bags of coins (one with 453 sp, and the other with 309 gp and 99 pp); a meat cleaver; a large meat saw; a vice; two dozen meat hooks (three of which still have orc heads attached to them); and a strange jade icon of a faceless sphinx worth 200 gp. Stom found this symbol while exploring one of the chambers in Jubbek’s Halls below—a successful DC 35 Knowledge (religion) check correctly identifies it as one of the countless symbols of the Outer God Nyarlathotep. Other treasure lies strewn about areas A6b as well—this treasure belonged to Jubbek, and if the PCs make a deal with Stom, she leaves all of this treasure behind for them as thanks. Amid the countless heads, limbs, and tusks hanging from the roof or lashed to the walls are an incredibly dirty but very fine rug worth 600 gp, a masterwork pike, three +3 crossbow bolts jammed into a doorframe, a pair of sable gloves worth 150 gp, a tapestry depicting humans vanquishing giants that is covered with foul graffiti in charcoal worth 200 gp if cleaned, a Medium +1 breastplate, and a scroll of spell resistance unfurled and used as a knife target (this damaged scroll has a 25% chance when used of, in addition to its intended effect, affecting the user with a random drawback from the table on page 538 of the Pathfinder RPG Core Rulebook for 2d6 hours). A7. empty GuArdroom An enormous table sits in the northeast corner of this room, while a flight of stairs leads down to the south. This room was originally used by the giants to guard the entrance to the tunnels below, but as the giants have become increasingly disorganized, the guards normally posted here are now generally found in area A6a. The stairs lead down to area B1. A8. pAntry Several large crates and oversized barrels lie stacked about here, leaving very little room to move around. The barrels here contain the steading’s dwindling supply of water. In two days, the hill giants in area A6a will be sent on a trip a mile or so south to resupply the water from a small, nameless river. If the PCs spend time watching and waiting, this could give the group a chance to attack the giants when they’re split up. A9. GAme room (Cr 11) A large, stout table squats in the center of this room, surrounded by three equally stout and somewhat scorched chairs. Several dripping kegs lie on the table, with more strewn about the floor, while to the north, a freestanding shelf sags under the weight of stacks of weapons and bits of armor. Creatures: Three fire giants have converted what was once an armory into a game room of sorts. The three giants are seated at the table, howling in delight at the game itself, which involves drinking from the various kegs of cheap 14 ale they “liberated” from a band of orcs while building an increasingly rickety tower made of human and orc skulls and femurs. Each time a giant knocks the tower down, he drains a keg—currently, the three giants are quite drunk and both sickened and staggered. They ignore the sounds of battle in area A6a in favor of playing one more round of “drunk bones.” Upon noticing the PCs, the giants roar and leap to action, although their drunken condition makes them less dangerous than normal (reducing their CR score by 2). One of the giants stumbles over to the door of area A10 and calls the creatures inside to help them fight as the combat begins, but since the door to area A10 is kept barred, the giant needs to take a standard action to open it. Fire Giants (3) CR 8 XP 4,800 each hp 142 each (Pathfinder RPG Bestiary 148) Treasure: The fire giants keep their treasure in a large iron trunk, within which are two bags containing 1,000 sp each, a smaller leather bag containing 500 gp, a black iron weather vane depicting three pigs chasing a troll (the eyes of each creature are made of jasper and the whole item is worth 275 gp), a dented church bell worth 40 gp, and an uncut piece of violet garnet worth 400 gp. Heaped on the shelves are Large lances and clubs, pieces of Large hide armor, and various Medium weapons looted from orcs and Shoanti. Most of the weapons here are mundane, but a +2 thundering klar (The Inner Sea World Guide) sits on the bottom shelf. A10. kennel (Cr 12) The floor of this room is strewn with mounds of earth and tangles of broken and scorched bones. The air feels particularly hot and the walls are scorched. Creatures: A pair of nessian warhounds is kept here, all that remains of a larger pack that, as the giant tribes have grown more violent and uncontrolled, has been dwindling in number. These last two warhounds are particularly vicious and violent—each is an advanced specimen of its kind, and they attack any non-giant creatures on sight. Advanced Nessian Warhounds (2) CR 10 XP 9,600 each hp 150 each (Pathfinder RPG Bestiary 173, 294) A11. tool room This chamber is piled high with pit props, torches, spades, miner’s picks, buckets, endless coils of rope, and other mining and excavation gear. Treasure: The tools kept here are relatively mundane, save for their size—they’re all built for Large workers. A fair number of the tools look to be well used or even broken. A search of the various containers and mounds of tools (taking 2d6 minutes) and a successful DC 30 Perception check uncovers the one object of any real value in the room—a rod of metal and mineral detection the giants intended to use to assay for new excavation sites but quickly forgot about due to organizational inefficiencies. Jubbek’S hAllS The upper section of ground below the valley is riddled with lava tubes that connect to a few buried structures that were once part of Guiltspur. The giants have stopped their expansion work here. After Jubbek reported the discovery of area B11 to Cadrilkasta, the dragon swiftly moved down into the dungeon and hasn’t been seen again, and as such, further excavation proceeds slowly. The giants found on this level are all loyal to Chief Jubbek (save for those imprisoned in area B6), and as long as the chieftain lives, they do not f lee combat. Presented with proof of Jubbek’s death (either his head or his weapon), a giant in this area must succeed at a DC 15 Will save or be shaken. Giants shaken in this manner f lee the region and do not return if reduced to fewer than half their hit points. This loyalty to Jubbek exists in spite of (or, perhaps, because of) the chieftain’s increasingly violent personality. Already a temperamental creature, Jubbek has been made into a horrific sadist by the Shard of Wrath. Driven by the shard’s curse, Jubbek has mutilated many of his loyal giants, and all of the giants encountered in this area are missing fingers, toes, or bear hideous scars. These mutilations generally do not significantly impact a giant’s effectiveness in combat, but each giant the PCs encounter has a 20% chance of being mutilated enough that it has 2 points of Constitution or Dexterity drain (50% chance of either). Recently, Jubbek’s taken to working his violence out on captured trolls, granting his other minions a welcome respite from his attentions. This upper level of the dungeons does contain a few areas that once composed the higher reaches of Guiltspur itself (areas B8 and B11), but they are not considered to be properly part of the complex below and are not warded in the same way as described at the start of Part Two. b1. GuArd poSt (Cr 13) This thirty-foot-wide chamber appears to have been widened with picks and chisels. More natural-looking tunnels— ten-foot-wide circular lava tubes—extend from this larger chamber to the north, south, and east, while to the west, a roughly caved flight of stairs sized for giants leads upward. 15 B1 B2a B2b B3 B11 B10 B4 B5 B8a B8b B8c B8d B9 B6 B7 Jubbek’s HaLls 1 square = 10 feet Large chunks of stone and debris lie scattered haphazardly about the room. The stairs lead up 30 feet to area A7, but are sized for giants. Medium and smaller creatures treat them as difficult terrain. Creatures: A group of three fire giants stands on guard here at all times, but these sentries are generally lax in their duties, sitting in the middle of the room sharing stories or bragging about past conquests. Distracted, they take a –4 penalty on Perception checks, but once they notice the PCs, they roar and rise up to attack. The giants use the leftover boulders and chunks of stone as missiles against the PCs while they holler for help down the tunnel to area B2a—the giants there move to aid their allies here as quickly as they can. As soon as one fire giant is defeated, the remaining giants begin a fighting retreat to the east, hoping to lure the PCs to the Butcher’s Highway (area B5) where they have reinforcements and traps to use against the PCs. Fire Giants (3) CR 10 XP 9,600 each hp 142 each (Pathfinder RPG Bestiary 148) b2. the lAvA tubeS (Cr 10) These natural lava tubes are roughly circular in cross- section. Fire giants have to crouch slightly to move through here, and take a –1 penalty on attack rolls while fighting in this area. The tubes to the south (area B2a) have been extended recently by giants seeking new Guiltspur ruins, while those to the north (area B2b) are feared by the giants since they lead to area B11 and the source of strange monsters that the giants would rather not tangle with. The tunnel has been mostly blocked by mounds of rubble, but gaps large enough for a Small creature to wriggle through with a successful DC 30 Escape Artist check exist. It takes 2d6 hours of work to clear enough room for Medium creatures to move through to area B3 beyond. Creatures: At the end of each of the tubes in area B2a toils a single hill giant with a mining pick. If they hear the giants in area B1 call for help, they drop their picks, grab their clubs, and rush into battle. If they are confronted in these tunnels, the giants fight to the death. Hill Giants (3) CR 7 XP 3,200 each hp 85 each (Pathfinder RPG Bestiary 150) 16 b3. An unuSuAl wAll The lava tube takes a sudden turn here, with the northern wall taking on a strange greenish sheen in places. This lava tube came up against one of the fully buried spires of Guiltspur here. Originally, only tiny fragments of the wall remained visible, but Jubbek’s giants worked diligently to clear more area, including the tunnel to the northwest that eventually breaks through the wall into area B11. The wall is plated with the same abysium alloy as the pillar outside. All creatures within 60 feet of the exterior of this wall must succeed at a DC 14 Fortitude save each hour to resist becoming sickened for 1 hour—this effect does not extend into area B11 itself. b4. the wArninG pillAr Half emerging from the rough stone floor is a curious pillar of granite. The block has seven sides and rises up through the roof above at an angle. The faces of the pillar still bear the faint markings of runes that have all but worn away with the passage of time. This menhir was erected in the early days of the Age of Darkness by surviving giants who had escaped the yoke of Thassilonian rule. Memories of the atrocities and horrors of Guiltspur remained fresh in their minds, and so they placed this stone as a warning to all who would come in the ages after. Subsequent eruptions from the Kodars later in that age, unfortunately, saw to this menhir’s eventual obscurement under fresh lava flows. The menhir now functions more as a pillar in this room, its top extending 20 feet into the ceiling above. Only a small portion of the original warning remains visible, and a successful DC 30 Perception or Linguistics check by someone who can read Giant is required to decipher it. Although written in Giant, ironically, Jubbek’s giants haven’t deciphered the runes due to lack of skill and interest. The surviving runes read as follows: “...who sleep in Guiltspur’s shadow shall know this fear, and what waits beyond shall...” b5. the butCher’S hiGhwAy (Cr 14) This long, thirty-foot-wide hallway is lit by periodic torches guttering along the walls. Some of the torches have smoldered out, leaving areas of the hallway in dimmer light, but the entire length is lit enough to show off the grisly decor—limbs and entrails and heads hewn from bodies both human-sized and gargantuan litter the southern section of this hallway and hang from the walls by spikes or chains. As a result, the air here is rancid and foul. The hideous decorations in this hall are a manifestation of Jubbek’s growing wrath—the limbs adorning this hall are trophies put on display here by the chieftain. At first, he decorated walls by hammering up limbs with spikes, but as his sadism grew, he simply started tossing the appendages into the southern section of the hall. The cast-off limbs here are so numerous that for Medium and smaller creatures, the ground south of the southernmost door to area B6 is difficult terrain. The vast majority of these severed arms and legs have been cut from trolls, and a few of the fresher limbs still wriggle and twitch. Creatures: A trio of well-trained and relatively well- mutilated hill giants stand guard in the northern part of this room. Each carries a stash of a half-dozen rocks for throwing in addition to their bags of miscellaneous treasure, and they use these rocks against foes to the south. The giants know where the traps are located in this hall, and while they move to avoid them with ease, they often position themselves nearby, hoping that intruders stumble onto one of the trapped areas. As soon as one of these giants is slain, the remaining two make a fighting retreat north into area B8a. Guiltspur Hill Giants (3) CR 9 XP 6,400 each hp 95 each (see page 10) Melee club +17/+12 (1d8+9) Mutilations (Ex) Each of these giants currently suffers from 4 points of Constitution damage and only has one arm. They fight with regular clubs instead of greatclubs as a result. Trap: A total of five pit traps are hidden in the floor of the hall’s northern half. Each of these pit traps drops into a greased chute that descends to the west—creatures who fall into one of these traps are deposited into a corresponding punishment pit in area B6. Chute Traps (5) CR 7 XP 3,200 each Type mechanical; Perception DC 30; Disable Device DC 30 EFFECTS Trigger location; Reset automatic Effect 20-ft.-deep pit (1d6 falling damage) and chute to area B6; Reflex DC 20 avoids; multiple targets (all targets in a 10-ft.-square area) b6. the puniShment pitS (Cr 12) This chamber’s floor has been divided into three long forty- foot-deep pits, each separated by a ten-foot-wide wall. The tops of these walls double as walkways between the three pits. Openings ten feet off the ground in the east walls of the pits connect to what appear to be greased chutes leading up. Each 17 TOgbad of the pits is filled with a hideous, foul-smelling slurry of gravel, water, splintered bones, and decayed globs of flesh. Three large buildings once stood next to each other during the time of Thassilon; Jubbek had his giants dig holes through roofs of each to create three large pits out of the previously lava-encased structures. Into each of these pits, Jubbek casts those who survive his mutilations or anyone who displeases him. The walls of each of the pits can be scaled with a successful DC 30 Climb check, while the chutes in the east walls that lead to area B5 can be climbed with successful DC 35 checks (after the first 10 feet of wall is scaled to reach a chute’s entrance, of course). The foul mix that coats each pit floor is a foot deep, making each pit floor difficult terrain. Creatures: Normally, the Climb checks required to clamber out of the pits would be difficult but not impossible for some of the giants imprisoned in the dungeons—which is why Jubbek prefers to cut off the hands of any giants thrown into these pits. This not only prevents the giants from climbing at all, but forces them to use their slam attacks in combat. Jubbek is fond of coming into this room to watch giants fight in the pits. Often, he’ll lower a giant into a pit with the promise that if he kills all the current creatures inside, Jubbek will let him out. Jubbek doesn’t always keep these promises. The giants currently imprisoned in the pit are, for the most part, nearly feral with rage, frustration, and fear, and anyone foolish enough to come within reach is attacked mercilessly. The room itself is guarded by a group of three wyvern-like purple dragon-kin with large orange wings—rift drakes. The drakes are relatively intelligent, and are not only smart enough to tell free giants apart from the imprisoned ones, but to know that humans and other “little” races don’t belong here. The drakes are well fed by the giants, and are quite loyal as a result. They fight intruders to the death, and aren’t afraid of chasing foes into the pits themselves or even out of the room into other parts of the dungeon. The current occupants of the pits are as follows (since each pit’s occupants are stuck in there, they’re all associated with their own CR and are not part of the room’s overall CR above). Area B6a (CR 11): This pit currently contains two hill giants and one fire giant, all of whom have had their hands lopped off (and thus suffer from 4 points of Dexterity drain each). Area B6b (CR 11): This pit currently contains seven trolls. Area B6c (CR 7): The only current occupant of this pit is a desperate hill giant named Togbad (see Development, below). Rift Drakes (3) CR 9 XP 6,400 each hp 126 each (Pathfinder RPG Bestiary 3 106) Handless Hill Giants (2) CR 7 XP 3,200 each hp 85 each (Pathfinder RPG Bestiary 150) Handless Fire Giant CR 10 XP 9,600 each hp 142 each (Pathfinder RPG Bestiary 148) Trolls (7) CR 5 XP 1,600 each hp 63 each (Pathfinder RPG Bestiary 268) Togbad CR 7 XP 3,200 CN hill giant (Pathfinder RPG Bestiary 150) hp 85 Development: The lone occupant of area B6c is an almost insanely terrified hill giant named Togbad. He doesn’t attack the PCs—indeed, if the PCs approach him, he prostrates himself at their feet and swears on the name of all the giant clans to serve them faithfully to the end of his days. Unlike the giants in area B6a, Togbad hasn’t had his hands cut off, but he has been hobbled—both his feet have been broken and his tendons are severed. As a result, the giant suffers 6 points of Dexterity drain and can only crawl until the drain is removed. Togbad can describe all of this level to the PCs, including area B11 (he calls this place the “monster pit” and is almost as afraid of it as he is of Chief Jubbek). If the PCs heal his damage and help him out of the pit, he becomes a loyal servant to whoever cured his damage, serving as a bodyguard and minion. Togbad isn’t evil (indeed, Jubbek mutilated him and threw him in this pit when Togbad attempted to help a group of Shoanti prisoners escape but got caught), but neither is he particularly strong-willed. He fears Jubbek, but also hates him, and if the PCs help him kill the chieftain, Togbad pledges his life to the PCs. Despite his good intentions, though, Togbad remains relatively unpredictable and doesn’t fully appreciate his own strength—he may accidentally use a slam attack on 18 an ally by clapping her on the back or might try to grapple someone in a damaging hug if he’s particularly excited. Whenever the giant is reduced to fewer than 30 hit points, he runs away to hide, only to slink back in tears once he thinks combat is over. As the PCs progress deeper and deeper into Guiltspur, Togbad’s loyalties are put to the test—each time the PCs enter a new dungeon level, Togbad must make a successful DC 15 Will save to avoid panicking and fleeing the party forever. Story Award: The giants in areas B6a and B6b cannot escape their pits—only award full XP for defeating them if the PCs are threatened by them (such as would be the case if a PC falls into one of the pits). Otherwise, defeating these giants earns only half the normal XP. If the PCs befriend Togbad and gain his aid, they earn twice the XP they would normally earn for defeating him (6,400 XP). b7. the burrow (Cr 13) This is a vast chamber torn into the volcanic stone. The room arches up to a vaulted ceiling some sixty feet above, while a natural ramp rises up to the east where mounds of ratty old furs have been heaped in several nestlike mounds. To the northwest, a large sinkhole slumps into the ground. This is where Jubbek’s rapidly dwindling tribe sleeps. Jubbek’s increasing sadism has seen to the steady atrophy of the total number of giants dwelling in the region, and what were once relatively cramped quarters are now almost spacious. The sinkhole to the northwest is used to dispose of rubbish. A search of the hole reveals a foul mix of human and orc bones, broken tools and gear, and a fair amount of bodily waste. Creatures: The first time the PCs enter this room, several hill giants are sleeping in the mounds of furs. If a fight breaks out in area B5, these giants can attempt DC –5 Perception checks (but at a –20 penalty due to distance and the fact that they’re sleeping) to wake up, at which point they put on their armor and lumber out to investigate as soon as possible. Caught unawares, the giants are unarmed and unarmored, but still fight to the death. Guiltspur Hill Giants (2) CR 9 XP 6,400 each hp 95 each (see page 10) Hill Giants (4) CR 7 XP 3,200 each hp 85 each (Pathfinder RPG Bestiary 150) Treasure: This cavern is disgusting, even if the PCs avoid the filthy sinkhole. Rotting piles of refuse and infestations of ticks and fleas are mixed in with the furs, making a search of the place an unpleasant task. Nothing of value is in the sinkhole, but a successful DC 25 Perception check reveals a few doubtful treasures among the furs—a poorly cured dire bear pelt worth 50 gp, an enormous hat made of sewn mice and set with three fractured garnets worth 110 gp, and a Medium suit of masterwork hide armor that’s been stuffed with feathers for use as a pillow. b8. Jubbek’S throne room (Cr 16) This vast circular chamber rises to a height of sixty feet, the smooth stone walls tapering upward to form a conical ceiling. The floor of the chamber is made of a layer of wooden planks, but periodic gaps between the floorboards reveal that a dark hollow space extends below. Stone double doors sit to the south, while to the east and west large sections of wall have crumbled away to allow access to caverns. A lava tube to the west winds deeper into the rock, although a side ramp seems to lead up and out to the surface. To the east looms a large cavern dominated by an immense throne made of wooden timbers and mastodon bones. Beyond this huge throne rise two ledges—the higher one is littered with a prodigious mound of animal pelts and furs, while a large battered chest sits against the eastern wall of the lower ledge. The central room of this complex chamber (area B8a) is the interior of the single spire of Guiltspur that protrudes above the lava today. Originally, all of the interior floors of the spire had crumbled away, but the giants built a floor of timbers at this level so they could move through the area. These timbers are quite sturdy, but if destroyed or removed, reveal a 30-foot-deep hollow that leads nowhere below (the chambers below this level filled with lava that has long since cooled to solid stone). Area B8b to the east is dominated by Jubbek’s throne—a home-made thing made of furs and hides stretched haphazardly over a frame of wood and mastodon bones. Area B8c beyond the throne is a 10-foot-high ledge on which Jubbek stores his wealth (see Treasure, below), while area B8d is a 20-foot-high ledge occupied by Jubbek’s “bedroom.” Creatures: Even if the PCs don’t allow the giants from other parts of the dungeon a chance to retreat to this location, the number of foes in here makes for a dangerous combat indeed. If combat breaks out in this area and the giants in area B5 haven’t already been dealt with, they come to join the fight immediately. While the toiling giants at area A5, if they still live, can certainly hear the sound of battle down here, they fear Jubbek enough that they instead flee to area A6a, seeking help before returning to this room. Reinforcements from the steading above should take 2d6+10 rounds to arrive after a battle begins here—or if the PCs have already secured an alliance with General Stom, such reinforcements never arrive at all. 19 Chief Jubbek Reinforcements aside, this set of rooms houses more than just the surly hill giant chieftain Jubbek. He often has giants dress up as the tribe’s enemies to enact mock battles in area B8a. Currently, four hill giants dressed as Shoanti barbarians fight in area B8a. Jubbek demands realism, and as such, these four giants have each taken damage from the fight. Jubbek is also attended by a fire giant bodyguard who stands to the right of his throne, and one of his hill giant concubines, who lounges to the left. His other three concubines—obese giants who smell of a sickly combination of sweat and honey—are located in area B8d. His much adored pet, Skullcracker, an advanced smilodon (the only thing Jubbek never vents his wrath upon), sits atop the ledge to area B8c. This battle has the potential to be quite deadly for the PCs, but fortunately, not all the combatants attack at once. Chief Jubbek is somewhat arrogant and slow to fight his own battles—watching violence is almost as satisfying to him as perpetrating it, and he knows that, of late, once he starts attacking, it’s difficult for him to stop. As a result, Jubbek prefers to let his minions fight for him. Upon noticing the PCs, the giants take up a defensive position. The three concubines in area B8d remain where they are for the moment, but Skullcracker leaps down from area B8c and moves to a position near the throne. Jubbek’s fire giant bodyguard and his fourth concubine remain at his side while Jubbek gleefully orders the four hill giants in area B8a to kill the PCs. When the first giant falls, he orders his concubine into the fray—when a second giant falls, Jubbek orders his bodyguard to attack and joins the battle himself as detailed in his tactics. Any attack against Skullcracker compels Jubbek to attack at once. The three concubines in area B8d shriek and lumber down to join the fight as soon as Jubbek takes damage. As long as Jubbek lives, the rest of the creatures here fight to the death. If Jubbek is defeated or killed, his concubines and Skullcracker continue to fight to the death, but any remaining giants immediately make a fighting retreat to area B9 and then flee up to area A5 before fleeing the region entirely. Chief Jubbek CR 14 XP 38,400 Male hill giant barbarian 7 CE Large humanoid (giant) Init +4; Senses low-light vision; Perception +13 DEFENSE AC 29, touch 7, flat-footed 29 (+9 armor, +9 natural, –2 rage, +4 shield, –1 size) hp 216 (17 HD; 10d8+7d12+126) Fort +19, Ref +5, Will +11; +2 vs. evocation Defensive Abilities improved uncanny dodge, rock catching, trap sense +2; DR 1/— Weaknesses curse of wrath OFFENSE Speed 35 ft. Melee +1 morningstar +28/+23/+18 (2d6+17 plus 1 fire/ 19–20) Ranged rock +14 (1d8+16) Space 10 ft.; Reach 10 ft. Special Attacks rock throwing (120 ft.), rage (21 rounds/day), rage powers (intimidating glare, knockback, renewed vigor [1d8+9 hp]) Spell-Like Abilities (CL 17th; concentration +14) 1/day—fireball (DC 10) TACTICS During Combat Once Jubbek joins the fight, he focuses his anger on the creature that damaged him the most before he got to act. He rages as he fights, and works his way into 20 area B8a. Once there, he takes a standard action to smash his morningstar against the floor, attempting a DC 20 Strength check to knock a 5-foot-diameter hole into the floor. Once he makes a hole, he and the other giants try to move or bull rush PCs into the hole—it’s a 30-foot drop onto rubble below, and the only exit from the area is the hole itself. Jubbek uses the fireball spell-like ability granted him if faced by a group of PCs clustering together for their own defense. Morale Chief Jubbek fights to the death. STATISTICS Str 38, Dex 10, Con 25, Int 6, Wis 14, Cha 5 Base Atk +14; CMB +29 (+31 bull rush); CMD 37 (39 vs. bull rush) Feats Critical Focus, Improved Bull Rush, Improved Critical (morningstar), Improved Initiative, Improved Iron Will, Intimidating Prowess, Iron Will, Power Attack, Staggering Critical Skills Climb +21, Intimidate +22, Perception +13 Languages Giant SQ fast movement Gear +3 breastplate, +2 heavy wooden shield, +1 morningstar, belt of giant strength +4, Shard of Wrath SPECIAL ABILITIES Curse of Wrath Jubbek is consumed by the Shard of Wrath’s curse. He starts the battle sickened, but this condition vanishes for 1 hour as soon as he reduces a creature to negative hit points. Once he attacks a creature, Jubbek must succeed at a DC 20 Will save or be unable to cease attacking that creature until it is killed. Shard of Wrath Jubbek has lashed the Shard of Wrath to the head of his morningstar—he deals +1 point of fire damage or +1 point of cold damage (the energy type switches each day) on a hit with his morningstar as a result of the shard’s siccatite qualities. Hill Giants (4) CR 7 XP 3,200 each hp 85 each (Pathfinder RPG Bestiary 150) Hill Giant Concubines (4) CR 7 XP 3,200 each hp 85 each (Pathfinder RPG Bestiary 150) Fire Giant CR 10 XP 9,600 hp 142 (Pathfinder RPG Bestiary 148) Skullcracker CR 9 XP 6,400 Advanced smilodon (Pathfinder RPG Bestiary 265, 294) hp 133 Treasure: Chief Jubbek has collected an astonishing amount of clutter over the years, some of which is actually rather valuable. The giant’s treasure is spread out over areas B8b and B8c as detailed below. The walls of area B8b are festooned with objects, some of which still twitch now and then, such as his staggering collection of severed troll limbs. A long alphorn leans against the northern wall. Beneath several layers of filth and dirt, this instrument features fine gold filigree work depicting rocs in flight, and is worth 450 gp. A scrimshaw mastodon tusk of very high quality depicting mountain scenes hangs on the southern wall—this item is worth 750 gp. Jubbek’s throne is a relatively foul piece of furniture— the entire thing reeks of sweat and filth, and several bits of leather and fur used to create it were only partially preserved. A poorly hidden pouch on the side of the throne (Perception DC 15) contains 4 potions of cure serious wounds as well as 200 gp. Jubbek’s sleeping cavern (area B8d) is a mess as well, but several minutes of searching the area are enough to uncover the following unusual or valuable objects: a Small mithral dagger, a Medium +1 handaxe, a selection of long iron bars all bent into knots, a massive silver tankard etched with rams attacking stirges worth 300 gp, an iron bottle containing an elixir of love, a mummified horse’s head with a silver tooth worth 25 gp, a masterwork manacle attached to a wooden beam covered with 54 tiny notches, two huge kegs of cider that taste eye-wateringly bitter (successful DC 14 Fortitude save upon drinking to avoid being sickened for 1 hour), and a suit of half-plate horse barding scattered around the place in pieces. No fewer than 21 pots of honey (a favorite snack) lie amid 43 empty and shattered pots. One of pots of honey contains an undiscovered “prize”—a mummified dwarf’s finger that still wears a ring of minor spell storing (currently containing web and shocking grasp). The bulk of what Jubbek considered his real valuables is kept in the large dented chest in area B8c. The chest isn’t locked, but a 900 pound rock sits atop it—requiring a Strength score of 15 to merely push it off the top. Inside the chest is a trio of exceptionally high quality furs worth 400 gp each, an average-locked iron box welded to a long chain (break DC 28) that contains three bags of 1,000 sp and a bag of 1,002 gp, a stout iron bound chest with a rod of enemy detection thrust through the latch where the lock once was (this chest contains seven gold-plated dwarf skulls worth 200 gp each), a huge jug with a silver handle worth 200 gp, a cider keg brimming with copper coins (4,319 cp in all), a +3 arrow of ooze slaying, and a small cork box containing a rolled-up scroll of heal tucked into a ring of protection +4 that simply doesn’t work for evil creatures (in fact, when worn, it turns an evil creature’s finger a nasty shade of green). Development: The Shard of Wrath can be untied from Jubbek’s Large morningstar with 2d6 rounds of work (or as a standard action if fire or acid damage is focused on the leather strips). Once the shard is free, the PCs can awaken it 21 with a deep red sphere ioun stone and use it to gain a vision of where the next and final shard is located. Unfortunately, the Shard of Sloth is not currently located on the Material Plane, so the best this vision can do is to urge the PCs deeper, giving the somewhat inaccurate perception that the final shard is located somewhere deep below Guiltspur. Characters who sleep within the confines of the deeper levels of Guiltspur may have more accurate visions of where the final shard can be found, as detailed on page 23. Story Award: Recovering the Shard of Wrath, activating it with a deep red sphere ioun stone, and using it to learn the location of the next shard earns the PCs 25,600 XP. b9. outer rAmp The northern slope here leads up and out of Jubbek’s Halls, exiting at area A5 above. b10. the wAtChpoSt (Cr 12) A solid-looking iron door sits in the center of the western wall of this cave. An immense boulder has been pushed up against the door. Not long after the giants uncovered area B11 from area B3, Cadrilkasta abandoned them to investigate the chambers below. Jubbek ordered a second entrance to connect to area B10 for easier access, and within 24 hours regretted the choice as monsters began clambering up from the chambers below to attack the giants. The first of these was a pair of unusually large cloakers the giants managed to defeat, but what followed caused quite a bit more damage. This second wave consisted of several scorpion-shaped constructs made of bone—skull rippers. Once these were pushed back into the depths, Jubbek ordered the southern entrance sealed with rubble (see area B2), and fitted an iron door and large boulder over this room’s entrance. He didn’t want to completely seal off the room, since if Cadrilkasta returned Jubbek wanted a measure of plausible deniability on his side and didn’t want her to think they’d tried to seal the dragon into the dungeons below. But ever since the skull ripper incident, the giants have been afraid of what lay beyond this door. The door itself isn’t locked, but it swings outward, so before it can be opened the boulder in front of it must first be moved. The 5-foot-tall boulder (hardness 8, hp 900, break DC 65) weighs 9,000 pounds, and can be pushed aside by a Medium creature with a Strength score of at least 31 (or by a Large creature with a Strength of at least 26, such as a fire giant but not a typical hill giant). Creatures: Two nervous fire giants stand guard at this door. They fight to the death to prevent anyone from opening the door, but won’t pursue foes from this room. Characters who manage to gain entrance to area B11 and try to open the door from that side automatically frighten the fire giants into fleeing their post—rather than report their cowardice to Jubbek, they flee up the ramp at area B9 and do not return. Fire Giants (2) CR 10 XP 9,600 each hp 142 each (Pathfinder RPG Bestiary 148) b11. dArkened ShAft A circular chamber with no floor fills this area. Above, the smooth conical walls extend upward twenty-five feet before tapering to a point, while below, a churning cloud of blue-green fog obscures the shaft-like interior after a drop of twenty feet. This area is the interior of another of Guiltspur’s spires, only one that’s been completely covered by lava. The shaft drops 60 feet down into area C1—the fog being a physical manifestation of the mage’s private sanctum that wards the chambers below. The walls of this shaft can be scaled with a successful DC 20 Climb check. PART TWO: GUILTSPUR dePTHS Although hints of Guiltspur’s architecture exist in Jubbek’s Halls and in the green spire at area A5, it’s not until the PCs descend from area B11 into area C1 that they truly enter the preserved halls of Guiltspur itself. The change in architectural style from caverns partially expanded by giants to chambers of Thassilonian construction should be a stark one indeed. With the exception of a few areas where the ancient lava flow managed to destroy all in its path, the chambers here are nearly perfectly preserved. As with the other Thassilonian dungeons the PCs have explored, Guiltspur itself is protected by ancient magics that ward it against erosion and decay. This same magic is what protected the complex from destruction when the lava flow hit it so long ago, but time has been a bit rougher with Guiltspur than most Thassilonian dungeons. In many places the dungeons have collapsed into ruin, as indicated on the map—here, the preservative effects have faltered, and nothing remains of Guiltspur’s chambers beyond what is mapped. The Guiltspur Depths consist of three levels—the Silent Halls (areas C1–C14), the Core (areas D1–D9), and the Embassy of Leng (areas E1–E9). All worked-stone walls, floors, and ceilings on this level and below are of magically treated stone (Core Rulebook 411), and doors are made of magically treated iron unless otherwise indicated. All three levels of the Guiltspur Depths are protected in more significant ways by several magical auras that have persisted for centuries without fail. Powered by an immense mass of abysium in area E5, these magical effects 22 all function at caster level 20th. A dispel magic renders an effect dormant for 1d4 rounds in a 60-foot-radius spread before the effect reactivates. The architecture of the Guiltspur Depths radiates strong abjuration and divination magic. These effects are listed below. • Construct Repair: The energies in the Guiltspur Depths repair any construct within its walls, healing damage dealt at a rate equal to 2 points per Hit Die possessed by the construct each hour. A construct that is destroyed remains destroyed. • Dimensional Lock: The Guiltspur Depths are warded by a dimensional lock effect, a condition that Karzoug demanded to prevent too much of Leng or its occupants from invading should his alliance with the denizens deteriorate. • Mage’s Private Sanctum: Creatures in the Guiltspur Depths are immune to detect thoughts, and divination (scrying) spells cannot perceive anything within these three levels. • Nightmares and Visions: See below. • Tongues: All creatures with an Intelligence score of 3 or higher gain the effects of a tongues spell while in the Guiltspur Depths. niGhtmAreS And viSionS of lenG The Guiltspur Depths are infused with the influence of Leng. Originating in area E9 and amplified by the abysium reactor in area E5, these eldritch forces assault any slumbering minds within the realm. Each time a creature sleeps in the Guiltspur Depths, it dreams of Leng—these dreams can be short and obscure, with nothing more than feelings of being lost in a vast frozen tundra, or they can be frightfully specific, such as being attacked by Leng spiders while trapped within a cavern of glowing fungus. Nightmares of Leng: When a PC falls asleep, have her attempt a DC 15 Will save. If the save is successful, she merely has unpleasant dreams and wakes with a vague feeling of unease but suffers no game effects. If a the PC fails this save, her dreams are nightmarish and horrifying ordeals. You can consult the gazetteer of Leng that starts on page 64 of this book for inspiration—simply have the victim endure a nightmare fight against a creature from Leng in a location described in the gazetteer. You can even run a few rounds of combat against the monster if you wish—if multiple PCs fail their saving throws, they can even share the same dream and take part in these fights. The results of these fights are not entirely real—resources expended, wounds suffered, and deaths endured vanish as the dreamer awakens—but neither are they entirely imaginary. Anyone who fails the Will save takes 1d10 points of damage upon awakening and is fatigued (or exhausted if already fatigued). A character who dies in a dream takes an additional 1d10 points of damage and must succeed at a second DC 15 Will save or be afflicted by a random insanity (GameMastery Guide 250). A Helpful Vision: A character who has received a vision of the location of the Shard of Sloth from the Shard of Wrath has a specific dream the first time she sleeps in the Guiltspur Depths. In this dream, she follows a compulsion through Guiltspur, and knows she is being drawn forward to a portal to another world. The dreamer enters a vast underground chamber, the floor of which is almost entirely taken up by a pit filled with silver smoke. Seven doors provide exits from the chamber, but the dreamer knows the Shard of Sloth lies beyond an eighth exit that itself lies beyond a circular fountain of glowing water. Yet when the dreamer attempts to use this portal, she realizes she must perform a ritual she learned beyond one of those seven doors surrounding the chamber. At this point, the silver mists in the pit part and a nightmarishly immense worm rears up to level a bleached end filled with hooked jaws at the dreamer, who must then attempt the DC 15 Will save as detailed above. On a failed save, the giant worm darts down and swallows the dreamer whole (resulting in the increased damage and possible insanity, as detailed above), but if the save is successful, the dreamer recalls the ritual in time, opens the portal in the fountain, and jumps through before the worm strikes (and avoids taking any damage at all upon waking). This dream is a vision of area E3 in the Embassy of Leng, manipulated by the dreams of the stranded ghoul in area E4. Waking Nightmares: In certain parts of the Guiltspur Depths, the presence of Leng is powerful enough that horrific effects manifest to conscious characters. In several of the following encounter areas, you’ll see the heading Waking Nightmare similar to the call-out denoting a Creature or a Trap. Waking Nightmares function similarly to a trap or a haunt, and provide specific visions or challenges for the PCs to experience or overcome. Specific rules for waking nightmares vary, and are listed each time one occurs. Some of these nightmares affect an individual, whereas others affect entire parties. In each case, a waking nightmare’s effects occur in seconds—no matter how long the perceived nightmare takes, less than a round passes in game time. Waking nightmares that occur in areas with creatures can occur in the instant before the battle commences. After a waking nightmare manifests, it becomes inert for 24 hours. Waking nightmares are magical mind-affecting effects. They cannot be disarmed as traps. Rooms or objects infused with a waking nightmare radiate an additional strong illusion (phantasm) aura in addition to any other magic auras they may possess. Successfully casting dispel magic or dispel chaos against one of these CL 20th effects renders a waking nightmare inert for 24 hours. Each waking nightmare is listed with an XP value—this XP award should be awarded to the party if they manage to bypass the nightmare or if one of the PCs endure the effects (successfully or not), but not if the PCs never run the risk of triggering the nightmare at all. 23 THE CurATor the CurAtor (Cr 14) After the lava came and sealed Guiltspur away, some of its inhabitants were trapped within the ruins. Of these, the most powerful was a man named Kaiventlu, the curator of the Silent Halls. While he lived, Kaiventlu served as the caretaker of this upper level of Guiltspur, subservient to but not the slave of Priestess Mesmalatu. Kaiventlu survived Earthfall, but he was trapped within the building, unable to flee via magic due to the abysium reactor’s effects on the chambers. Attempts to call for help from outside went unanswered as the world fell apart above. Kaiventlu had ready sources of food and water, but in time, madness took over. He spent the last several years of his life as the only free-willed creature in the Silent Halls. As he died, he hoped his spirit would find rest. Alas, it did not. Kaiventlu has forgotten his name and history, and thinks of himself now only as the Curator of the Silent Halls. His remains lie where they fell in area C10, but the ghost continues to wander the Silent Halls, tending to the knowledge stored here and seeing to it that none attempt to deface or steal any of the exhibits or objects in the halls. The Curator ignores any visitors to the Silent Halls as long as they don’t attempt to steal anything or damage objects within areas C1– C14. As soon as a PC does either of these things, there’s a flat 20% chance that the Curator manifests within 2d6 rounds to confront the PCs (as detailed in his tactics). If the Curator doesn’t confront the PCs immediately, he certainly will in 1d8 hours, if the PCs remain in the Silent Halls that long. Each time the PCs steal an object of knowledge or damage anything in the Silent Halls, the chance of the Curator manifesting and attacking within 2d6 rounds increases by 20%—once this chance reaches 100%, the Curator automatically appears as soon as an object is stolen or damaged. The Curator appears as a handsome, elderly Azlanti man wearing a heavy cloak and fine blue robes. He may appear out of the corner of a PC’s eye even when no objects he guards have been molested (feel free to have this happen whenever someone makes a Perception check for any other purpose and exceeds a DC 35 result). When he appears and attacks, his form alternates between that of an old man and a hideous rotted horror of leathery skin and cracked bone. The Curator CR 14 XP 38,400 Male old human ghost transmuter 13 (Pathfinder RPG Bestiary 144) LE Medium undead (augmented humanoid, incorporeal) Init +4; Senses darkvision 60 ft.; Perception +19 DEFENSE AC 26, touch 18, flat-footed 26 (+4 armor, +8 deflection, +4 shield) hp 178 (13d6+130) Fort +17, Ref +9, Will +16 Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits OFFENSE Speed fly 30 ft. (perfect) Melee corrupting touch +5 (14d6/�3) Special Attacks corrupting touch (DC 24), intense spells (+6 damage), malevolence (DC 24), telekinesis (DC 24), spell stealing (DC 24) Spell-Like Abilities (CL 13th; concentration +20) At will—change shape (beast shape III/ elemental body II, 13 rounds/day) 10/day—telekinetic fist (1d4+6 bludgeoning) Spells Prepared (CL 13th; concentration +20) 7th—quickened dispel magic, prismatic spray, reverse gravity (2) 6th—chain lightning (DC 23), disintegrate (DC 24), flesh to stone (2, DC 24), quickened glitterdust (DC 19) 5th—baleful polymorph (3, DC 23), hungry pitAPG (DC 22), extended mass reduce person (DC 23), quickened shield 4th—black tentacles, extended haste, ice storm, mnemonic enhancer (2), shout (DC 21), wall of fire 3rd—dispel magic, fireball (DC 20), lightning bolt (DC 20), pain strikeAPG (DC 20), slow (2, DC 21), twilight knifeAPG, wind wall 2nd—blindness/deafness (DC 19), flaming sphere (DC 19), extended mage armor, pyrotechnics (DC 20), scorching ray, shatter, whispering wind (2) 1st—burning hands (DC 18), erase, grease (DC 19), magic missile (2), ray of enfeeblement (DC 18), reduce person (2, DC 19) 0 (at will)—detect magic, light, mage hand, mending Thassilonian Specialization transmutation; Opposition Schools enchantment, illusion TACTICS Before Combat The Curator casts quickened shield and extended mage armor before attacking. During Combat The Curator casts extended haste and quickened glitterdust on the first round of combat, then follows up by favoring spells that cause lengthy or permanent problems to the PCs rather than attempting to simply hurt them—he wants to stop the PCs in their 24 tracks with flesh to stone, baleful polymorph, or blindness/ deafness if possible. If a lower-level spell is particularly effective, he uses mnemonic enhancer to recall it. He’s also fond of splitting up the party by using spells like hungry pit or wall of fire to control the battlefield, and of forcing the PCs to stumble into new rooms before they might be ready. The Curator knows how all of the dangers in the Silent Halls work, and does his best to try to lure the PCs into those dangers. Morale The Curator knows that if he dies, he merely returns in 2d4 days. He fights until destroyed without remorse, but if reduced to fewer than 75 hit points, he knows that he’s running out of time in the short term, and at this point does his best to lure the PCs into peril to distract them, preferring to use malevolence in the attempt to possess a PC and then force that PC to go find an untriggered encounter or unsprung trap. STATISTICS Str —, Dex 11, Con —, Int 24, Wis 17, Cha 26 Base Atk +6; CMB +6; CMD 24 (cannot be tripped) Feats Extend Spell, Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Spell Focus (transmutation), Spell Penetration, Toughness Skills Fly +24, Knowledge (arcana) +23, Knowledge (nobility) +23, Knowledge (planes) +23, Linguistics +23, Perception +19, Profession (librarian) +19, Sense Motive +19, Spellcraft +23, Use Magic Device +21 Languages Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Cyclops, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Ignan, Infernal, Necril, Orc, Orvian, Sylvan, Terran, Thassilonian SQ Thassilonian specialist (transmutation), arcane bond (ring), physical enhancement +3 Gear cloak of resistance +3, headband of mental prowess +2 (Int, Cha; grants ranks in Perception)—both ghostly objects can be found in their physical form in area C10 SPECIAL ABILITIES Rejuvenation (Su) The Curator’s remains are located in area C10. In order to lay him to rest, these remains must be brought to the surface and set before the one remaining spire of Guiltspur that protrudes aboveground. This causes the Curator’s ghost to manifest amid a swirling vortex of dust over his remains—he glances around in anguish and despair as he realizes that the time of Thassilon has truly moved on. Within a few seconds, the vortex of air grinds his remains away to dust and his spirit is released to seek its reward or punishment in the afterlife. (Divination or other magical investigation is likely required to discover this method of putting the ghost to rest.) Spell Stealing (Su) Once per round as a free action whenever any of the Curator’s spell effects affect a spellcaster, he can attempt to steal one of that spellcaster’s prepared spells or unused spell slots. The target can resist this attack with a successful DC 24 Will save. If the save fails, one random prepared spell or unused spell slot of the highest spell level available to the caster is expended for the day as if it had been used, but without any other effect save for healing the Curator damage equal to twice the spell level stolen. The save DC is Charisma-based. Thassilonian Specialization The Curator is a Thassilonian specialist, which allows him to prepare the bonus transmutation spell granted by his school specialization twice rather than once. He treats enchantment and illusion spells as if they were not on the wizard spell list. Further details on this form of school specialization can be found on page 17 of Pathfinder Campaign Setting: Inner Sea Magic. C1. GuiltSpur librAry (Cr 13) This vast circular chamber rises up to a height of sixty feet, a dome-like room with walls that may have once been smooth but are now riddled with cracks and fissures. Twenty-foot-high curving stone shelves fill the room, leaving a circular area open in the center. Iron double doors lead out of the room in the four cardinal directions. Splashes and splatters of blood mar the floor here and there, and two huge leathery mounds lie heaped in the middle of the room. While the walls of this chamber are riddled with cracks (Climb DC 20 to scale), they still remain strong and protected by the magic powered by the abysium reactor in area E5. The passageways beyond the north, east, and west doors are long collapsed and filled with lava, but all four double doors open easily even after all this time. The contents of this vast library have mostly turned to dust over the countless centuries, but some objects still remain on the shelves. These objects are all the more obvious for their prominence among the dust—see Treasure, below. The ancients used levitation or flight to reach the higher shelves, but a successful DC 10 Climb check works as well. The blood splatters are evidence of the initial clashes the giants had with the monsters in this area. The two leathery mounds in the room are the bodies of two Huge cloakers that once dwelled in the upper reaches of the library and were held in stasis until the giants broke through—the giants defeated the cloakers but weren’t able to do the same to the room’s guardians below. Waking Nightmare (XP 2,400): The first PC to enter this room after passing through the layer of fog visible from area B11 (but not from within the room) has a startling vision. He sees the library as it was during Thassilon’s height—a vast repository of knowledge stretching from floor to ceiling, its shelves holding thousands of books, scrolls, maps, and grimoires. Eager 25 Thassilonian students and wizards mill about the floor below or float up to replace or retrieve books, when suddenly, the dozens of men and women stop and turn to stare hatefully at the PC—and the closest face is the PC’s own! The books in the room suddenly writhe and fly off the shelves, opening up and spilling forth foul black mists and coils of corrupt secrets that should never be known. The mist and coils engulf the wizards and students and crush them to pulp. An instant later, the vision passes and the room appears as it actually does. The PC must succeed at a DC 15 Will save or be shaken for 1d12 minutes (this is a fear effect). Creatures: Once a pair of Huge cloakers guarded the upper reaches of this room, held in stasis by magic. Today, the only guardians are a pair of skull rippers, ancient Thassilonian constructs built of magically hardened bones built to look like immense scorpions. Skull rippers are imbued with intelligence, and while they excel at their guardian tasks, they are equally skilled at plucking off the heads of their victims and mounting the gathered skulls on their own bodies as decorations. Advanced Skull Rippers (2) CR 11 XP 12,800 CN Large construct (Rise of the Runelords Anniversary Edition 415) Init +5; Senses darkvision 60 ft., low-light vision; Perception +3 Aura dread visage (30 ft., DC 22) DEFENSE AC 28, touch 14, flat-footed 23 (+5 Dex, +14 natural, –1 size) hp 147 (18d10+48) Fort +6, Ref +13, Will +9 DR 5/adamantine; Immune construct traits; Resist cold 10; SR 22 OFFENSE Speed 40 ft., climb 40 ft. Melee 2 claws +25 (2d6+8/19–20 plus grab), sting +25 (1d10+8 plus poison) Space 10 ft.; Reach 10 ft. Special Attacks behead TACTICS During Combat The two skull rippers lurk in the shadows near the north and west doors, attacking as soon as anyone comes within reach. Each focuses on the same foe if possible, moving to flank if there’s room. They pursue foes until heavily wounded (see Morale), even up into Jubbek’s Halls above. Morale A skull ripper retreats to area C1 if reduced to fewer than 50 hit points. Confronted there, a skull ripper fights until destroyed. STATISTICS Str 26, Dex 20, Con —, Int 9, Wis 17, Cha 16 Base Atk +18; CMB +27 (+31 grapple); CMD 42 (54 vs. trip) Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (claws), Lightning Reflexes, Power Attack, Skill Focus (Stealth), Toughness, Vital Strike Skills Climb +21, Stealth +20 Languages Thassilonian (cannot speak) SPECIAL ABILITIES Behead (Ex) A skull ripper is an expert at collecting its favorite trophies: skulls. Once it has pinned a foe, it can attempt to behead the victim with its claws. This attempt is made as part of the grapple check to maintain an existing pin, and if successful, deals 4d6+18 points of damage to the victim. If this damage is enough to bring the foe to fewer than 0 hit points, the victim must succeed at a DC 27 Fortitude save to resist having his head torn from his body; failure results in instant death for most creatures. The save DC is Strength-based. Dread Visage (Su) A skull ripper’s fearsome appearance is such that all creatures within 30 feet that can see the skull ripper must succeed at a DC 22 Will save at the start of their turn or be frightened for 1 round. If the victim recognizes any of the heads affixed to the skull ripper’s body as having once belonged to friends or allies, that victim takes a –4 penalty on the save. A character that succeeds at the save is immune to the dread visage of that particular skull ripper for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based. Poison (Su) Sting—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Dex; cure 2 consecutive saves. The save DC is Constitution-based. Treasure: A few objects of value remain on the shelves of this room—they aren’t hidden, but some sit on higher shelves than can be easily reached from the ground. These include four thin silvery metal plates that contain magical writings—these are sturdy cold siccatite plates that function as spell scrolls—a scroll of ice storm, a scroll of wall of ice, a scroll of cone of cold, and a scroll of polar ray. Once used, the “scrolls” become nonmagical but are still worth 25 gp apiece. Another shelf holds a series of metal tablets edged with silver clasps that contain etchings of the internal organs of a whale of prodigious size (measuring nearly 500 feet from head to tail); the tablets are worth 250 gp in all. Three round jars sealed with silver contain baby aboleths preserved in embalming f luid (each jar is worth 50 gp), while fragments of a chuul’s shell sit on another shelf. A successful DC 25 Perception check made while examining this skeleton reveals a pearl of power (5th level) embedded in one of the shell’s claws; the pearl can be pried out with ease. Finally, one shelf near the center of the room contains 29 enormous bone scroll rollers, some of which are 6 feet long. The contents of these scroll rollers have long since turned to dust, but five of the smaller ones are bound in silver and gold and worth 400 gp each. 26 C1 C2 C4 C6 C3 C5 C7 a b c d C8 C10 C11 C12 C13 C14 C9 THE SileNT HaLls 1 square = 5 feet C2. eChoeS of A welCominG hAll In each of the six corners of this hexagonal room, a statue stands atop a dais—each is of a six-foot-tall woman dressed in a short robe and wielding a silvery sword. The statues have four wings (the lower pair of each being small and atrophied), and have no faces whatsoever. This was once the welcoming chamber to a complex of hexagonal display chambers meant to exhibit strange and unusual magical phenomena gathered by the Curator and his minions. Only a few of these chambers survive with their exhibits intact today. The six statues in this room are nothing more than statues—on a metagame level, their presence here is to help make the animate faceless angels (see area C14) more surprising. They also serve an in-game purpose, though— as soon as anyone steps more than 10 feet into the room, permanent magic mouths activate on all six statue faces to utter the following greeting in Thassilonian. “Welcome to the Hall of Arcane Wonder. Please treat all exhibits with care and respect, and do not attempt unsanctioned interactions within. Enjoy your visit!” A PC who succeeds at a DC 35 Knowledge (religion) check realizes the true blasphemy these statues represent— angels in the service of Nyarlathotep, the Crawling Chaos. (In fact, Nyarlathotep is not served by angels, although he and his cultists often adopt such guises to deceive.) Treasure: Each of the six statues wields a masterwork cold siccatite longsword—a weapon made of cold siccatite deals +1 point of cold damage on a hit. Each sword is worth 1,315 gp, but breaking a sword out of a statue’s grip requires a successful DC 20 Strength check. C3. the fACeleSS Sphinx Half of this hexagonal room is buried under a wall of hardened lava, including the hindquarters of a gray stone statue of a faceless sphinx. The sphinx sits atop a two-foot-tall dais. Shallow shelves have been carved into the side of the dais, in which sit various objects that appear to be of an oracular nature—crystal balls, censers, and the like, many of which have fallen from their alcoves to crack or shatter on the stone floor. A PC who succeeds at a DC 35 Knowledge (religion) check identifies the faceless sphinx as one of the many forms of the Outer God Nyarlathotep (god of conspiracies, 27 dangerous secrets, and forbidden magic). This chamber is exempt from the mage’s private sanctum effect that cloaks the rest of the Guiltspur Depths (allowing scrying effects to function normally here), but all other magical effects from the abysium reactor still function. Waking Nightmare (XP 4,800): The first person to approach within 5 feet of the faceless sphinx statue suddenly feels as if the room were spinning around him while the sphinx statue grinds to life and turns to faces him. He feels the faceless gaze hold him motionless while the world crumbles away to be replaced by the vastness of space. The certainty of a singular malevolence looming behind the stars themselves, a darker dark amid the blackness, fills the character’s mind, along with a myriad of strange and horrific secrets. An instant later, the room returns to normal, and the character who received the vision remembers only that he stood before an entity known as the Crawling Chaos. That character must also succeed at a DC 15 Will save or be confused for 1d6 rounds. Treasure: The divination tools once on display around the edge of the dais include long-spoiled or ruined spell components for various divination spells, along with several other objects that retain some value even today. Among these are a dented mithral font worth 900 gp, a handful of strange dice carved from a titan’s bones (worth 500 gp as a set), a silver diviner’s rod (worth 200 gp), a curious metal orb set with tiny jet stones (worth 180 gp), and a cracked crystal ball (this item has the broken condition and until it is repaired, it causes 1d4 points of Intelligence damage each time it is used). C4. the hAnGinG firebAll (Cr 13) This chamber hums with an unsettling noise, for at its center churns a great ball of fire. The sphere measures ten feet across and hangs in the center of the chamber, periodically sending short tendrils of fire out as if tasting the air around it. With a successful DC 27 Knowledge (arcana) check, a PC can identify the sphere of flames as a delayed blast fireball spell that has somehow been “paused” at the instant of detonation. The fire is very real, and anyone standing within 5 feet can feel the heat radiating from it as if from a bonfire. The fact that the fire still roils and flickers despite being frozen in time is very curious. A successful DC 30 Spellcraft check reveals that this hanging fireball is a boon to studying evocation magic—any spellcaster who prepares an evocation spell in this room while studying the fireball can prepare that evocation spell as if it were enhanced by Empower Spell but without increasing the spell’s actual level. Up to three spells may be prepared in this manner, but doing so requires a successful DC 30 Spellcraft check—failure indicates that the spell is prepared as normal and the spellcaster takes 2 points of Intelligence damage from magical feedback. Spellcasters who cast spells spontaneously cannot benefit from the hanging fireball. Trap: The fireball is somewhat unstable, and if any physical object touches it, the delayed blast fireball immediately explodes into its full 20-foot radius. It then collapses down to its hanging state again, ready to detonate again automatically. If the hanging fireball is disabled, it vanishes harmlessly forever. Hanging Fireball CR 13 XP 25,600 Type magic; Perception DC automatic; Disable Device DC 32 EFFECTS Trigger touch; Reset automatic Effect spell effect (empowered delayed blast fireball, 15d6 fire damage plus 50%, Reflex DC 20 for half) C5. the Serpentfolk JuGGernAut A hulking object lies upon a fifteen-foot-wide circular dais at the center of this room. The object is made of stone and seems to be a fragment of a much larger colossal stone carriage or conveyance with immense stone rollers for wheels. Snake motifs cover every corner of the object, while its front has been carved to resemble an immense serpent’s skull. Smaller shelves built into the edge of the dais contain numerous other objects ranging from weapons to pieces of armor to more mysterious objects. The serpentfolk empire was long an enemy of Azlant, and by extension an enemy of the nation of Thassilon. By the time Thassilon was growing, though, the serpentfolk deity Ydersius had been defeated and the race was in decline. Isolated pockets of serpentfolk control remained in Thassilon (particularly near Viperwall and the Mobhad Leigh) or in the Darklands below. The objects on display in this room are all trophies collected from Thassilonian conflicts with these serpentfolk. The large stone carriage can be identified with a successful DC 30 Knowledge (arcana) as a sizable fragment from a destroyed juggernaut of unknown qualities. This check also reveals that juggernauts are powerful constructs enhanced and powered by faith, and were used by ancient religions as machines of war. This juggernaut is no longer functional, but given the surviving portions, it must have been a truly colossal monster when it lived. Treasure: While the juggernaut fragment is relatively worthless save as an ancient curiosity, a few of the surviving items around the dais’s rim are of note. One alcove contains a serpent mask of beaten gold with amethyst eyes (worth 1,400 gp in all), while a second alcove contains a mummified 28 snake that crumbles to dust if disturbed, revealing an incandescent blue sphere ioun stone the thing had swallowed (this ioun stone can be used to activate the Shard of Sloth). A third alcove contains an iron wand of sepia snake sigil (8 charges), while a fourth contains a rod of the viper. C6. the dreAminG tower This sixty-foot-high room is almost completely filled by a twisted metal pillar that rises up from the floor to apparently pierce the ceiling above. A narrow flight of stone steps, only two feet in width, winds up the side of the pillar to the ceiling. A strange, butterfly-shaped rune with what appears to be closed eyes on its wings is carved onto the middle of each step’s riser. With a successful DC 30 Knowledge (religion) check, a PC identifies the rune on each step as an ancient Thassilonian symbol for Desna, one associated particularly with her power over dreams. The entire pillar and stairwell radiate overwhelming conjuration magic. In fact, the metal pillar is a powerful and curious artifact called the Dreaming Tower that only partially exists on the Material Plane—it extends below and above into the Dimension of Dreams. The tower itself exists in a remote glen inside of a vast enchanted forest in that dimension, extending well above the surrounding canopy to a height of 1,200 feet. A 60-foot section from the center of the tower also happens to exist here in this room. While the pillar might seem to extend below and above the limits of this room, it does not—if the PCs manage to scrape away bits of the floor or ceiling, they discover the curious fact that the tower simply ceases to exist below the floor or above the ceiling. A character who attempts to scale the stairs must succeed at a DC 12 Acrobatics check, for the narrow stairs slope outward slightly, making it a vertiginous climb. The point at which the stairs reach the ceiling is a dead end, but a PC who succeeds at a DC 15 Will save while climbing the stairs won’t actually reach the ceiling in this room, but instead suddenly finds herself standing atop a 20-foot diameter space high above the enchanted forest in the Dimension of Dreams. A character who fails this save simply does not make this transition (and may try again by starting from the bottom stair and walking up the stairs again), while those who succeed at the save simply vanish from view as they step upon the 33rd step. The abysium reactor’s limitation on dimensional travel is lifted in this specific case. Anyone standing atop the tower in the Dimension of Dreams feels a chill breeze whip across the structure (this wind isn’t enough to blow a character over the edge). A peek over the side reveals the entire 1,200 foot drop into the forest below, and that the winding staircase is the only route down other than a horrific fall. A character who falls from the tower top experiences that entire fall, but as she lands, she does so in area C6 at the base of the tower, taking 20d6 points of falling damage in the process. At the very center of the tower’s top stands a miniature (10-foot-tall) version of the Dreaming Tower, held aloft by three delicate metal statues of butterflies who cradle the tower’s foundation in their wings. PCs who succeed at a DC 15 Perception check get the impression the idea that the three butterfly statues are in fact breathing and subtly shifting their weight as if they were alive. An alcove at the tower’s base contains a faintly smoking censer (see Treasure, below). This tower top is a safe place to rest and recover resources—the nightmares of the Guiltspur Depths do not reach here. Further, any worshiper of Desna who rests here overnight gains the benefit of aid (lasting 8 hours), cure critical wounds, and restoration upon waking. A worshiper of Desna who casts divine spells can prepare one additional spell of each level she can cast. The healing and restorative effects of resting atop the Dreaming Tower can occur once per day, whereas the additional effects for worshipers of Desna can occur up to once per month. A character who attempts to climb back down the tower stairs finds herself returning to area C6 automatically after reaching the 33rd step. A character who falls from the tower likewise finds herself in area C6 upon landing (see above), but a character who instead leaves the top of the tower via flight feels herself swiftly caught up in powerful winds. The flying character must attempt a DC 25 Fly check—success means that she’s suddenly driven to the ground in area C6 but takes no damage, whereas a failure indicates the character is driven to the ground in area C6 and takes 6d6 points of falling damage. The magic that brought this section of the tower into Guiltspur was made possible by the aid of strange advisors from Leng—their exact purpose in aiding the Curator and his assistants in bringing the fragment of the Dreaming Tower into this complex is unknown, for the tower itself is obviously sacred to Desna. Treasure: The incense burner at the base of the miniature Dreaming Tower is a censer of dreams (see page 62). The censer doesn’t exist here for evil or lawful creatures, but a neutral good, chaotic neutral, chaotic good, or neutral creature can see it, pick it up, and even carry it back to area C6—once the censer of dreams is removed from the Dimension of Dreams and is brought back to Guiltspur, it can be seen and used by any creature. If the censer is taken, the miniature Dreaming Tower creates a new one in a year. C7. exAminAtion ChAmber (Cr 14) The ceiling of this vaulted, cathedral-like chamber rises to a height of sixty feet above. The northeastern corner of the room 29 is somewhat collapsed, but the rest of the chamber seems to be in good condition. Double doors open in the walls to the east and west, while four alcoves to the north and four to the south are occupied by statues of winged women with no faces and silvery swords gripped in their right hands. Four ten-foot-wide, fifteen-foot-tall glass jars capped with huge metal lids and filled with cloudy green liquid sit in the middle of the room—large shadowy shapes float inside of each jar. The statues along the north and south walls depict angelic figures similar to those in area C2, but none of them are the subject of a magic mouth spell. This room once featured a number of examination tables and alchemy labs, but this equipment wasn’t protected from the ravages of time and has long since crumbled away. In those ancient times, the scholars of Guiltspur used this room as a place to examine and study the anatomies of a large number of creatures. The scholars would typically spend weeks or even months on a subject, and in order to combat decay or to preserve specimens for study, they built the four huge glass containers in this room. Creatures: Each of these containers is filled with a cloudy magical embalming fluid that functions almost like a temporal stasis spell when a specially prepared and willing (or helpless) living creature is completely immersed in the fluid. The Thassilonians used this fluid to store captured creatures they wanted to examine later. Originally, the fluid kept the embalmed creature alive but apart from the passage of time, and maintained that stasis for several hours after the creature was removed from the fluid. Today, the fluid has spoiled somewhat—it still preserves the bodies of the creatures contained within, but the creatures have slowly grown more aware of the passage of time and have gone mad as a result. An examination of each of the containers requires a successful DC 25 Perception check to make out the shape of the creature within (the creature itself can then be identified using the appropriate Knowledge skill). Tank A contains a small badger-like creature called an aurumvorax. Tank B contains the partially dissected (and dead) body of a phase spider. Tank C contains a roper. Tank D contains a young silver dragon that also happens to be the host to an intellect devourer. Each jar is relatively fragile (hardness 2, hp 10, break DC 15). A jar reduced to 0 hit points immediately shatters, releasing a wave of spoiled and foul embalming fluid (all creatures standing within 10 feet must succeed at a DC 15 Reflex save or be knocked prone). This immediately revives the tank’s occupant (with the exception of the body in tank B, which remains dead). The aurumvorax and the roper are both insane from their long stay, and function as if confused. The intellect devourer occupying the silver dragon has weathered the years well, and is not insane—but it pretends to be. After spending so many centuries in one body in a jar, it’s eager to find something new, and plays at being confused in the hope that its dragon body will be slain (as with all intellect devourers, this creature is starved for sensation, including the sensation of being killed). As these creatures are slain, their bodies swiftly decay into foul-smelling ooze. Once the dragon is killed, the intellect devourer emerges from the dragon’s swiftly dissolving head and is dazed for a round, but after that it immediately tries to flee into the Silent Halls to seek a hiding place. If it manages to elude pursuit, it follows along behind the PCs quietly. The creature hopes to use its body thief ability on a powerful foe the PCs leave dead in their wake, at which point it seeks to ambush the PCs to try to kill them using its new host body—or even better, find them while they sleep so it can inhabit one of them! Aurumvorax CR 9 XP 6,400 hp 114 (Pathfinder RPG Bestiary 2 35) Intellect Devourer CR 8 XP 4,800 hp 84 (Pathfinder RPG Bestiary 180) Roper CR 12 XP 19,200 hp 162 (Pathfinder RPG Bestiary 237) Young Silver Dragon CR 10 XP 9,600 hp 104 (Pathfinder RPG Bestiary 110) Trap: The western doors bear a dangerous trap, laid here ages ago by the Curator’s allies. Cadrilkasta bypassed the trap by using gaseous form to seep through the door’s cracks (just as she bypassed every door in the complex), but anyone who opens the unlocked doors immediately triggers the trap, which causes a thunderous peal of sound to flood the room. This peal not only deals sonic damage to all creatures in the chamber, but also automatically shatters all four of the jars in the room, releasing their contents simultaneously. Sonic Detonation Trap CR 10 XP 9,600 Type magic; Perception DC 30; Disable Device DC 30 EFFECTS Trigger touch; Reset none Effect blast of sound (12d6 sonic damage, Reflex DC 16 for half damage); multiple targets (all creatures and jars in area C7) 30 Treasure: Unfortunately, since the weird embalming fluid must resonate with the abysium reactor’s energies in order to function, the stuff becomes inert if taken from the Guiltspur depths—as such, it is relatively worthless as treasure. Each of the eight statues wields a siccatite longsword (8 in all) identical to those in area C2. C8. the endleSS wAterfAll (Cr 13) A roar of water echoes from this chamber, and the air is damp with cool mist. A dark pool fills much of the western end of the chamber, while to the south a set of stairs leads up to another room. Tumbling into this pool from a bronze-ringed gap in the ceiling above is a column of frothy water, while a small ledge sits just above the water level on the westernmost edge of the pool itself. This chamber not only served as a source of water and a place for meditation, but also still houses a pair of guardians. The pool itself never overflows—the water drains from a bronze-ringed drain and immediately cascades back down through the drain above in an effect similar to an immobile set of ring gates (this teleportation effect is exempt from the abysium reactor’s effects). Other minor magical effects ensure that new water is created in the pool to offset evaporation. The 10-foot-wide ledge on the western lip of the waterfall is infused with potent magic similar to the effect in area C4. A successful DC 30 Spellcraft check made while studying the strong aura of conjuration reveals its use—a spellcaster may prepare up to three conjuration spells while meditating on this ledge, enhancing them as if he had the Extend Spell feat without increasing the spell’s actual level. Doing so requires a successful DC 20 Spellcraft check; failure results in 2 points of Intelligence damage from magical feedback. Creatures: The pool’s magic allows it to summon a pair of elder water elementals once per day—and it does so as soon as it sees any intruders (Cadrilkasta triggered this effect but easily slew the two elementals before carrying on to the north via a freshly cast gaseous form spell). The two elder water elementals pursue foes throughout the complex, although they prefer to fight from the comfort of the pool. They fight to the death. Elder Water Elementals (2) CR 11 XP 12,800 each hp 152 each (Pathfinder RPG Bestiary 127) C9. Shrine to the veiled mASterS (Cr vAriAble) Four deep blue pillars support this chamber’s forty-foot- high ceiling. To the south, a detailed bas-relief depicts a city of graceful towers and pyramids inhabited by humans, but below the city lies a vast underground sea filled with tentacled monsters. Many of their tentacles writhe up through the stone above to manipulate and infest the city. Below the carving are several shelves, most of which are empty save for two—one of these holds a delicate-looking coral helm, and the other holds a strange-looking horn. To either side, a churning fifteen- foot-diameter sphere of water floats in the air; a dark coiling shape writhes within each sphere. This chamber is a monument to the veiled masters— the aboleths and their strange lords who manipulated the empire of Azlant. Knowledge of this manipulation became increasingly common in the final decades before Earthfall, and Thassilon’s runelords often sought to ally with the aboleths. These attempted alliances failed more often than not, and in the end, the aboleths destroyed Thassilon as surely as they destroyed Azlant. The mural to the south shows an idealized image of an Azlanti city under the influence of the veiled masters, and was intended as a reminder to Thassilonian visitors of their own free will. The floating globes of water each contain the body of a long-dead and well-preserved aboleth. These two creatures were kept here as much as trophies and as a symbol over Thassilon’s mastery over elements that Azlant could not control. Waking Nightmare (XP 6,400): As soon as anyone approaches within 5 feet of one of the spheres of water, that person suddenly feels a cold, unnerving pressure, as if she were deep underwater. The victim must attempt a DC 15 Will save—if she fails, her mind is overwhelmed by a potent phantasm, making her believe that she has appeared deep underwater before a living aboleth. Conduct a combat between that character and the aboleth at once— in addition to fighting the aboleth alone, the character must also contend with the possibility of drowning and the fact that she feels like she’s deep underwater, subjected to darkness and pressure damage as if she were 500 feet underwater (see Core Rulebook 445). No matter how long the battle takes, to others observing the event, the victim only grows suddenly rigid for a brief moment before recovering. If the victim defeats the aboleth, she emerges from the waking nightmare safe and sound. If the victim is defeated (by being killed, being dominated, or even by drowning or succumbing to pressure damage), she collapses to the ground, is reduced to –1 hit points, and takes 2d4 points of Charisma damage as her personality is shattered by the nightmare’s results. Phantasmal Aboleth CR 7 XP — hp 84 (Pathfinder RPG Bestiary 8) 31 Treasure: The coral helm is a helm of underwater action. The horn is a finely made masterwork musical instrument carved from a length of ivory (a PC who succeeds at a DC 25 Knowledge [arcana] check correctly identifies this ivory as a tusk from the walrus head of a strange variant of chimera from the Crown of the World) and decorated with scrimshaw carvings of coiling tentacles and bulging eyes. While the horn itself is not magical, the largest of the bulging eyes (one located at the upper end of the horn) is in fact a pearl of the sirines. The pearl functions normally as long as the horn is carried. It can be pried out of the horn without damaging the horn, at which point the horn itself is worth 800 gp. C10. ChApel of the CrAwlinG ChAoS This large room seems to be some sort of chapel, yet no pews or other concessions toward comfort are apparent. The ceiling is low, just over ten feet in height, giving the place a claustrophobic feeling compared to the high ceilings in nearby chambers. The walls are of polished black stone, while an upraised pulpit to the north supports a pale yellow altar on which two fat candles flicker. A tall column stands to either side of the altar; the length of each column is carved to resemble an emaciated gargoyle-like figure that lacks all facial features on its horned black head. This chamber was used by visitors from Leng as a minor temple to carry out the more obscene acts of their blasphemous cult. The temple itself can be identified as one dedicated to the awful glory of the Outer Gods and the Great Old Ones with a successful DC 30 Knowledge (religion) check, although it doesn’t seem to be devoted to any one entity in particular. The two candles on the altar are lit with continual flame—a person who places his hands over the top of each candle could communicate with a person in the Temple of the Crawling Chaos in Leng, but the far end of this communication network has been destroyed for ages. Waking Nightmare (XP 9,600): The first player to step up onto the raised pulpit area suddenly feels dizzy. An instant later, the two faceless gargoyles (actually depictions of nightgaunts—see page 90) suddenly animate and lurch forward. A low, rumbling chanting in an unknown language fills the room as the nightgaunts move up to snatch the PC into the air between them. As they do, the room itself crumbles away, revealing that the PC is held aloft by the two monsters at a height of several miles over a strange frozen mountain plateau below. As the nightgaunts drop their captive, the character snaps out of the vision and must succeed at a DC 17 Will save to avoid becoming afflicted by a random form of madness (Pathfinder RPG GameMastery Guide 250). C11. the CurAtor’S tomb A human skeleton lies slumped against the northern wall here, draped in a fine cloak and clutching a haversack to its chest. Treasure: The skeletal figure here belongs to Kaiventlu the Curator, slumped against the wall where he finally succumbed to madness-induced self-inflicted wounds. The wizard’s remains should have crumbled to dust long ago, but tied as they are to his undead state as a ghost, they’ve remained in relatively good (if dry and a bit dusty) condition. If the PCs haven’t already encountered the Curator, he manifests here immediately and attacks if his remains are disturbed. The skeleton still wears its cloak of resistance +3 and its headband of mental prowess +2. In addition, a handy haversack contains the Curator’s spellbooks—these books contain all his prepared spells, plus 2d4 additional spells of each level (except for enchantment and illusion spells) of your choice up to 7th level. C12. GueSt mAnSion The western wall of this octagonal chamber features a detailed mural of a mansion’s facade. The front doors are painted life- sized, but the rest of the mural grows increasingly distorted in size as it nears the edges of the room. The mansion mural radiates strong conjuration magic, for its doors are the entrance to a permanent mage’s magnificent mansion (CL 20th). Although the doors appear to be painted on, they can be opened with ease, providing access to the extra dimensional space beyond. This effect was placed here to give visitors to the Silent Halls a place to stay—originally, the northern doors led to one of the complex’s several entrances, but this route is now blocked by hardened lava. This mansion is bedecked with Thassilonian objects and imagery—none of which can be taken from the mansion. Those sleeping in the mansion are not protected from the influence of Leng, but one of the chambers in the mansion is a sizable library that contains a fair amount of lore about ancient Thassilon and Guiltspur. This library grants a +2 bonus on all Knowledge (history) checks made about Thassilon, and you can use the tomes here to reveal some of the original uses of the Silent Halls and the nature of some of its stranger exhibits. The mansion has a dozen rooms, including a dining hall with stained glass windows that depict Runelord Karzoug, a study, a fully functioning masterwork alchemist’s lab, and 10 bedrooms. No fewer than 40 unseen servants tend the magical mansion. The meals served are exotic: flaked dragon turtle cooked in mead, potted wyvern flank in garlic, selections of curious fungi, and lots of mead and very heady wine. The servants, of course, only understand Thassilonian. 32 Faceless ANgel C13. the terrible window A short, curved flight of stairs leads down to double doors to the south of this somewhat elongated octagonal chamber. To the west, what appears to be a ten-foot-wide open window looks out over an idyllic field of grass with a snow-capped mountain rage on the horizon. A cool breeze wafts through the open window. The window is in fact a permanent image of a scene of what the Storval Plateau looked like long before Earthfall—an image placed here by a long-forgotten wizard. Waking Nightmare (XP 12,800): The first time anyone approaches within 10 feet of the illusory window, the scene depicted suddenly shifts from an idyllic noon-time hillside to a nightmare vista of frozen Leng aglow under the gibbous light of a bloated moon. The landscape appears cracked and desolate, and in the medium distance a troop of pallid froglike monsters (moon beasts) leads a line of chained denizens of Leng. A jagged mountain range cuts the horizon, while beyond this range the head of an immense jackal-like leviathan slowly turns, as if to peer back through the window. All creatures in area C12 or on the stairs leading down to area C11 who continue to gaze upon the scene must succeed at a DC 17 Will save or be affected by feeblemind, essentially struck dumb by the horror and scope of what they are looking upon. A PC who immediately looks away instead must still attempt a DC 17 Will save to avoid taking 1d6 points of Intelligence, Wisdom, and Charisma damage. C14. the GrAnd Choir (Cr 14) A short flight of curving steps leads down to a staggering sight—a twenty-five-foot-wide hallway that slopes downward to the south as far as the eye can see. The hall is supported by hundreds of stone columns spaced every five feet that rise up to the curving ceiling forty feet above. The lower six feet of each column has been carved to resemble a faceless winged angelic woman carrying a longsword. This architectural wonder descends at a relatively steep slope for half a mile until it reaches area D1. Creatures: Two of the columns in this hallway (the two marked in red four rows in) are in fact powerful constructs—advanced caryatid columns known as faceless angels. As the PCs approach, any PCs who succeed at a DC 20 Perception checks notice that unlike the other columns in the hall, these two angels seem to be armed with real swords rather than carved stone swords. Faceless Angel CR 12 XP 19,200 Advanced quickling caryatid column (Pathfinder RPG Bestiary 3 46, Advanced Bestiary 209) N Medium construct Init +13; Senses darkvision 60 ft., low-light vision; Perception +4 DEFENSE AC 27, touch 20, flat-footed 17 (+5 Dex, +5 dodge, +7 natural) hp 150 (20d10+40); fast healing 1 Fort +6, Ref +11, Will +8 Defensive Abilities shatter weapons; DR 5/—; Immune construct traits, magic OFFENSE Speed 80 ft. Melee +2 siccatite longsword +28/+23/+18/+13 (1d8+8 plus 1 cold/ 19–20) 33 Special Attacks rapid attacks TACTICS During Combat The faceless angels wait until the PCs pass them before stepping out to attack the characters at the back of the party. Morale Once a faceless angel is activated, it fights until it is destroyed. It does not pursue foes once they are out of sight, nor will it pursue foes into area C13 or D1. STATISTICS Str 22, Dex 21, Con —, Int —, Wis 15, Cha 5 Base Atk +20; CMB +26; CMD 46 Feats Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Toughness Skills Acrobatics +15 (+35 when jumping), Perception +4 SQ statue Gear +2 siccatite longsword the Core Located a half mile south of the Silent Halls and approximately 300 feet underground, the second dungeon level of Guiltspur was known as the Core, for its primary cavern is an immense area that the complex’s architects believed was cored out of the stone by some unknown force. The Core is technically a part of Nar-Voth, the uppermost layer of the Darklands, for an immense shaft drops down into Sekamina just west of the central cavern. While the caverns of the Core aren’t particularly numerous, their scale is massive indeed—as are many of the monsters that dwell within them. Cadrilkasta ignored much of the Core as she passed through the cave; she avoided conflict with the mother of oblivion in the waters of area D2 and used gaseous form to seep through the rocks at area D5, following her obsessive instincts ever toward the Shard of Sloth. d1. entrAnCe to the Core The vast hallway comes to a sudden end, looking out into a vast underground lake. The dark waters ripple thirty feet below the jagged edge of the hall’s end. A series of intermittently-spaced stone pilings extends south, indicating that at one point the hall transformed into a bridge that extended south over the lake, but the bridge itself must have collapsed long ago. The passageway to the north leads back to area C14. d2. the nAmeleSS lAke (Cr 15) This vast cavern’s limits recede off into darkness, as do the inky black waters of the lake that takes up the chamber’s extent. The ceiling rises to form a cathedral-like space above. Stalactites hang here and there, some of prodigious size, while two irregular rows of stone pilings lead south, out across the waters. The sound of gently cascading water echoes through the cavern. Originally, a stone bridge led over the waters of this nameless lake, connecting area D1 to a rocky island (area D5) on which stood a small keep. This chamber, as well as areas D4–D6, are all warded by the effects of the abysium reactor, but these protections do not extend into areas D7– D9. When the end came to Thassilon, this cavern didn’t withstand the earthquakes nearly as well as the more solidly built areas of the Guiltspur Depths, and both the bridge over the lake and the keep collapsed, killing all who dwelled within. The lake itself is 70 feet deep at its deepest point, with very little in the way of shallows along beaches. The surviving pilings protrude anywhere from 5 to 30 feet from the waters below; each is 5 feet across and can be climbed with a successful DC 15 Climb check. The water itself stays at a relatively constant level thanks to several small waterfalls that trickle down the cavern’s southeastern walls (groundwater runoff from the nameless river above that also supplies the giants with their drinking water); a survey of the lake’s bottom reveals several areas where the water runs through submerged cracks in the northwest that empty into area D8. Creature: Different creatures have dwelled in this lake over the eons, but for the past several hundreds of years, only one has ruled the nameless lake—a monstrous aquatic outsider known as a Mother of Oblivion. Part sea serpent, part octopus, part interdimensional monstrosity, this monster was conjured into these waters by a cabal of derro priests of Lamashtu who were eager to learn the creature’s secrets. Unfortunately for the derro, their ritual was faulty, and the enraged creature killed and ate them all—only to learn that she’d eaten the only creatures who were capable of sending her back from where she’d been conjured. The Mother of Oblivion is named Ognathooga. She has long since eaten every creature that lived in the lake, and now subsists on the spoils of raids into the purple worm breeding ground in area D7—foul fare, even for a creature as nightmarish as one of Lamashtu’s spawn. Over the years, she’s grown in power and size and now rivals Varisia’s most famous Mother of Oblivion: legendary Black Magga of the Storval Deep. She suffers the presence of the dark nagas at area D4, since she appreciates the idea of being worshiped as a god, and hopes that they’ll some day be able to devise a way to help her escape from the lake. The arrival of the drow has given the Mother of Oblivion a much needed distraction (she wisely let Cadrilkasta pass through to area D5 uncontested). She’s already killed and eaten two of the drow and all of their riding lizards, but she hopes to eat more, and the PCs could certainly give her a welcome change to her diet. 34 D1 D2 D3 D5 D6 D7 D8 D9 D4 THE Core 1 square = 25 feet Ognathooga CR 15 XP 51,200 Mother of Oblivion (Rise of the Runelords Anniversary Edition 406) CE Gargantuan outsider (aquatic, native) Init +4; Senses all-around vision, darkvision 60 ft.; Perception +22 DEFENSE AC 30, touch 6, flat-footed 30 (+24 natural, –4 size) hp 232 (15d10+150) Fort +19, Ref +11, Will +9 DR 15/cold iron and magic; Immune death effects, mind affecting effects, petrification, polymorph; Resist acid 20, cold 20; SR 26 OFFENSE Speed 20 ft., swim 60 ft. Melee bite +24 (2d8+13/19–20 plus energy drain), 4 tentacles +19 (2d6+6 plus grab) Space 20 ft.; Reach 20 ft. Special Attacks breath of madness, constrict (2d6+11), energy drain (2 levels, DC 22) Spell-Like Abilities (CL 15th; concentration +20) Constant—invisibility purge At will—death knell (DC 17), prayer 3/day—demand (DC 23), dimensional anchor, divination, dominate person (DC 20), greater command (DC 20) 1/day—commune, dream, unhallow TACTICS During Combat Ognathooga starts combat by attempting to dominate one of the PCs while herself remaining hidden mostly underwater. If she manages to dominate the PC, she uses her control to lure the rest of the party any way she can into the waters of the lake, where she then risks losing control of her dominated minion by ordering it to attack its allies. She uses demand and other spell-like abilities to try to scatter the PCs, so that she can then swim in and attack them one at a time. Note that while in the area of effect of the abysium reactor, two of her abilities (transdimensional tentacles and warp dimensions) do not work—Ognathooga is unlikely to pursue the PCs beyond area D6, but if she does, these abilities (detailed in full on page 406 of Rise of the Runelords Anniversary Edition) function normally. Morale If brought below 75 hit points, Ognathooga retreats to area D3. If encountered there, she fights to the death. STATISTICS Str 37, Dex 10, Con 31, Int 25, Wis 18, Cha 20 Base Atk +15; CMB +32 (+36 grapple); CMD 42 (can’t be tripped) Feats Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike 35 Skills Acrobatics +18 (+14 when jumping), Intimidate +23, Knowledge (arcana) +25, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (planes) +25, Knowledge (religion) +22, Perception +22, Sense Motive +22, Spellcraft +25, Stealth +6, Survival +19, Swim +36 Languages Abyssal, Celestial, Draconic, Infernal, Thassilonian, Undercommon SPECIAL ABILITIES Breath of Madness (Su) Ognathooga can exhale a cloud of foul-smelling, narcotic breath as a standard action once every minute. This black smoke fills a 60-foot cone. All creatures in the area take 1d6 points of Wisdom damage and become confused for 1d6 rounds (a successful DC 27 Will save halves the Wisdom damage and negates the confusion effect). This is a mind-affecting poison effect. The save DC is Constitution-based. d3. oGnAthooGA’S den The entrance to this flooded cavern is near the lake bed’s bottom, 50 feet underwater. The chamber beyond serves as Ognathooga’s den—a place for the Mother of Oblivion to retreat to when wounded or tired, and a place for her to store the various items of treasure she’s accumulated over the ages from unfortunate victims who’ve wandered up from the Darklands. The entire cavern is warded by several unhallow spells placed by Ognathooga; invisibility purge is linked to this area via the unhallow spells. The monster has used several stalactites to carve a crude representation of Lamashtu in the northern wall (identifiable with a successful DC 20 Knowledge [religion] check). Treasure: Ognathooga keeps her treasures stacked in a neat pile at the base of her primitive shrine to Lamashtu, hoping that if she eventually places enough here, her mistress will notice and rescue her. Currently, these treasures consist of 2,800 gp, 108 pp, a small diamond worth 1,200 gp, a set of ivory dice worth 30 gp and a matching set of silver dice worth 75 gp, a copper scepter carved with images of spiders worth 50 gp, an ornate silver comb worth 75 gp, a polished coral chalice worth 50 gp, a gold statuette of a red dragon worth 110 gp, a silver chalice with carvings of a marilith on the sides worth 150 gp, a potion of haste, a potion of resist electricity, a potion of water 36 breathing, a mithral scroll tube worth 200 gp (containing a scroll of charm monster, a scroll of summon monster V, and a scroll of greater spell immunity), a wand of magic missile (44 charges), a wand of call lightning (38 charges), a staff of understandingUE, a +1 expeditious breastplateUE, and a seducer’s baneUE. In addition, the crushed and ruined body of a drow hunt mistress lies atop the treasure. She still wears all of her gear (see area D6), and the relative freshness of the remains should tell the PCs that more drow may be nearby. d4. rituAl iSle (Cr 14) A barren, rocky isle rises barely above the level of the water here. Something has cleared the island of all rocks and other bits of debris—every stalagmite has been broken off at the root, and the remaining rubble has been placed deliberately across the isle in strangely complex and unsettling coiling patterns. Creatures: A cult of Lamashtu-worshiping dark nagas led by a naga cleric came to the nameless lake several months ago, drawn by visions of a powerful entity sacred to their god that was trapped here. After a laborious ascent of area D8 that took several days and numerous magical spells, the naga cult came to area D6 whereupon Ognathooga, quite hungry at that point, devoured the clerical leader (who offered no resistance to “becoming one with a child of the Mother of Monsters”), ironically robbing the cult of its most powerful spellcaster and the creature who would be most able to design the ritual Ognathooga desired to flee this realm. Since then, the nagas (who are an aquatic Darklands variant that possess a swim speed and the advanced template) have done their best to transform this island, their new home, into what they hope some day will become a portal to the Abyss. Unfortunately, their magical skill isn’t up to their ambitions. With a successful DC 25 Knowledge (arcana, religion, or planes) check, a PC can confirm that the pattern of rocks on this island is the perfect arrangement for the creation of a temporary portal to the Abyss, but only if a powerful spellcaster spends several weeks infusing the area with potent magic—magic beyond the capability of these Guiltspur nagas. The nagas fill their days with prayer on the island’s shores, and quickly attempt to capture the PCs alive if they spot them. The nagas hope that by sacrificing the PCs over the course of several days, they’ll gain insight or even Lamashtu’s aid in building the portal—whether or not such a gambit could even work is left to you. The nagas will not abandon their rituals to come to Ognathooga’s aid; they assume the Mother of Oblivion is capable of handling herself in any battle. If the PCs defeat Ognathooga and present proof of this deed to the Guiltspur nagas, the nagas must each succeed at a DC 20 Will save to avoid becoming frightened for 2d6 rounds. Guiltspur Naga (6) CR 9 XP 6,400 each CE advanced variant dark naga (Pathfinder RPG Bestiary 211, 294) hp 105 each Speed 40 ft., swim 40 ft. Skills as standard naga but replace Knowledge (arcana) with Knowledge (religion) +13, and replace Spellcraft with Swim +19 Languages Abyssal, Undercommon d5. ruined tower A barren, rocky isle rises from the lake waters. Atop the island’s thirty-foot-high peak lie the cracked foundations of a long- crumbled structure of some sort. Very little remains today of the ancient keep that once sat atop this isle. Once home to a cabal of Lissalan priests who stood sentinel over the Guiltspur side of the Embassy of Leng below, the keep is now nothing more than a few foundations and piles of rubble. A 20-foot square area in the center of the island is in fact an open shaft hidden by four adjacent illusory walls (DC 16 to disbelieve, CL 15th). Once, a much more complex ward prevented entrance into this shaft, but today only the illusions remain. Below, the shaft drops 300 feet down to area E1. A successful DC 20 Climb check is needed to scale the shaft’s walls. A creature that simply walks out onto the open pit must succeed at a DC 20 Reflex save to stagger back from the edge before falling; otherwise, the quick trip to area E1 deals 20d6 points of falling damage. d6. StAlAGmite beACh (Cr 12) A wide beach of damp stone rises up from the lake’s edge here. Numerous stalagmites and stalactites decorate the region, which narrows down to a pair of twenty-five-foot-wide passageways leading to the west. A twenty-foot-wide pathway has been smashed through the stalagmites from the lake to the southernmost entrance—this path is smeared with slime and bits of strange, violet meat. The stalagmites here are thick enough that they make passage through the area difficult terrain, save for a path worn by Ognathooga’s periodic trips to area D7 to feed. A PC who succeeds at a DC 27 Knowledge (arcana) check can identify the chunks of meat as purple worm fragments. Once the PCs step across the dotted lines shown on the map, they’re stepping out of the area that is warded by the abysium reactor. This border is protected against observation from the west as a mage’s private 37 HuNT MistREss sanctum—viewed from the west, the dotted lines are opaque walls of fog. Any character who has experienced a vision of the Shard of Sloth is struck by a nagging feeling of leaving something behind as she passes out of the influence of the abysium reactor. Creature: Not long after the blue dragon Cadrilkasta passed through the caverns, new arrivals came to the Core—a band of drow who call themselves the Deep Hunt. Led by a powerful cleric of Zura named Xaivanshee Rasivrein, this small group of drow and monsters has come to the Guiltspur Depths in search of the same thing the PCs seek: the Shard of Wrath. The Deep Hunt arrived in the Core approximately 1 day before the PCs reached this level of the Guiltspur Depths, and as such they’ve not yet had much of a chance to look around. The group’s current base of operations is in area D9, but after a first, somewhat disastrous attempt to explore the nameless lake, the drow are taking a few days to rest, recover, and plan. In the meantime, one of the group’s hunters has taken up position here, levitating amid the stalactites hanging over the northern section of the beach. This lone drow is under orders to watch and, if anyone of interest passes through the area, she is to follow quietly and attack only if she’s attacked. The drow doesn’t expect to see anyone, but is alert nonetheless. If the PCs attempt to speak to her, she tells them that they are entering the domain of the Deep Hunt, and that they should come with her to speak to her mistress. She won’t bother to ask the PCs to give up their weapons, but tells them that if they are foolish enough to attack that she and her many sisters who wait in the shadows will slay them without pause. This last bit is a bluff, of course... until the PCs have reached area D9. Hunt Mistress CR 12 XP 19,200 Female drow noble ranger 12 (Pathfinder RPG Bestiary 115) CE Medium humanoid (elf) Init +8; Senses darkvision 120 ft.; Perception +23 DEFENSE AC 27, touch 15, flat-footed 22 (+5 armor, +4 Dex, +1 dodge, +4 natural, +3 shield) hp 142 (12d10+72) Fort +12, Ref +12, Will +6; +2 vs. enchantments Defensive Abilities evasion; Immune sleep; SR 23 OFFENSE Speed 30 ft. Melee mwk rapier +15/+10/+5 (1d6+2/18–20) Ranged +2 shock hand crossbow +18 (1d4+2/17–20 plus 1d6 electricity and poison) Special Attacks favored enemy (elves +6, gnomes +2, humans +2) Spell-Like Abilities (CL 12th; concentration +12) Constant—detect magic At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day—divine favor, dispel magic, suggestion (DC 13) Ranger Spells Prepared (CL 9th; concentration +11) 3rd—cure moderate wounds 2nd—barkskin, bear’s endurance, cure light wounds 1st—alarm, gravity bowAPG, resist energy TACTICS Before Combat The hunt mistress uses levitate to hide amid the stalactites, 20 feet above the ground. She casts barkskin and bear’s endurance once she notices the PCs coming toward the beach. She watches the PCs move through the area, and if she’s not spotted, she drops down to the ground via feather fall once the PCs move on, then follows them. She only attacks if they attack first. During Combat The hunt mistress casts gravity bow on the first round of combat, then levitates back down to the ground if necessary. Once on stable ground, she uses her crossbow, Deadly Aim, and Shot on the Run to make a fighting retreat to area D9 to rejoin her kin. When fighting with others, the hunt mistress instead makes full attacks, taking 5-foot steps as necessary to avoid attacks of opportunity. Morale The slave collar worn by the hunt mistress ensure that she fights to the death as long as Xaivanshee lives. If Xaivanshee dies, the hunt mistress immediately flees back toward area D8, leaps in, and feather falls back down to Sekamina to return home. STATISTICS Str 15, Dex 18, Con 18, Int 12, Wis 14, Cha 10 Base Atk +12; CMB +14; CMD 29 Feats Deadly Aim, Dodge, Endurance, Improved Critical (hand crossbow), Point- 38 Blank Shot, Precise Shot, Rapid Reload, Shield Focus, Shot on the Run, Toughness Skills Acrobatics +15, Climb +16, Knowledge (dungeoneering) +16, Perception +23, Stealth +22, Survival +21, Swim +16 Languages Aklo, Elven, Undercommon SQ camouflage, combat style (crossbow), elven magic, evasion, favored terrain (underground +4, water +2), hunter’s bond (companions), poison use, quarry, swift tracker, track +6, wild empathy +12, weapon familiarity, woodland stride Gear +1 chain shirt, +1 buckler, +2 shock hand crossbow with 10 drow sleep poisoned bolts, mwk rapier, slave collar (attuned to Xaivanshee Rasivrein) d7. worm-infeSted CAvern (Cr 15) The ground falls away here into an immense sinkhole, the floor of which is littered with a carpet of rubble and bones. Three large, deeper holes drop away in the middle of the room, while dozens of smaller holes that look almost like partially collapsed burrows pock the depths. The edges of this large sinkhole drop 30 feet onto broken stone; the ground below is difficult terrain. A successful DC 15 Climb check is needed to navigate the sides of the sinkhole. While the smaller holes don’t go far before ending in collapses, the three larger rifts in the center drop down 80 feet into a large and tangled warren of tunnels—an immense nesting ground for purple worms. Creatures: This cavern is a nesting pit for purple worms. The massive creatures burrow and hunt in deeper, far larger caverns that extend for miles under the area (the extent of these caverns is beyond the scope of this adventure), but come here to lay their eggs. At this time, two purple worms are in the process of laying a new mound of eggs, but if they notice PCs, they immediately abandon their egg laying and dig down into the ground, burrowing through the rubble and up to wherever the PCs are to attack them. A purple worm fights until reduced to 30 or fewer hit points, at which time it flees to the warrens deep below. Characters who climb (or fall) into the sinkhole have more than just a few adult purple worms to contend with. Only 1d4 rounds after someone enters the pit, a writhing swarm of larval purple worms burrows up from the rubble to attack anyone walking on the ground. Purple Worms (2) CR 12 XP 19,200 each hp 200 (Pathfinder RPG Bestiary 230) Larval Purple Worm Swarm CR 12 XP 19,200 Purple worm swarm (Pathfinder RPG Bestiary 230, Advanced Bestiary 45) N Tiny magical beast (swarm) Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +18 DEFENSE AC 28, touch 15, flat-footed 25 (+2 Dex, +1 dodge, +13 natural, +2 size) hp 152 (16d10+64) Fort +13, Ref +14, Will +6 Defensive Abilities swarm traits OFFENSE Speed 20 ft., burrow 20 ft., climb 20 ft. Melee swarm +14 (6d6 plus poison) Space 10 ft.; Reach 0 ft. Special Attacks distraction (DC 21) TACTICS During Combat The swarm attacks the closest foe within reach, but does not pursue foes out of the sinkhole. Once no foes are within reach on the ground, the swarm burrows back into the rubble. Morale The swarm fights to the death. STATISTICS Str 3, Dex 14, Con 17, Int 1, Wis 8, Cha 8 Base Atk +16; CMB +16; CMD 23 (can’t be tripped) Feats Dodge, Improved Initiative, Improved Natural Attack (swarm), Iron Will, Lightning Reflexes, Mobility, Skill Focus (Perception), Toughness Skills Climb +4, Perception +18, Swim +5 SPECIAL ABILITIES Poison (Ex) Swarm—injury; save Fort DC 21; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based. d8. the dArk Gulf A vast, cold maw opens in the ground here, a bottomless pit hundreds of feet, if not more, in diameter. Here and there, ledges varying from five to ten feet in width cling precariously to the shaft’s sides, offering a treacherous route around the edge. This immense cavern drops 600 feet down into the darkness, where it opens into an immense cavern nearly a mile in diameter in Nar-Voth, the upper realm of the Darklands. The chambers below are wildlands inhabited by all manner of monster— dangerous fungi, giant bats, oozes, purple worms, ropers, and worse. It was through this route that the drow of the Deep Hunt came to the Guiltspur Depths, levitating up the shaft to establish their base camp at area D9. The walls of the gulf can be scaled with a successful DC 20 Climb check; a fall deals 20d6 points of falling damage. Ledges run around the eastern rim, but in places they’ve collapsed, so that an approach to area D9 requires climbing, jumping, or some form of flight at times. 39 XaivANshee The vast caverns below are beyond the scope of this adventure—if you wish to extend the PCs’ explorations in Nar-Voth, Pathfinder Campaign Setting: Into the Darklands provides details on running adventures set in this hostile realm. If the PCs get too distracted by this direction, however, feel free to have any PCs who used the Shard of Wrath to divine the location of the Shard of Sloth feel increasingly convinced that they’re drifting astray from their goal, as a new vision from the Shard of Wrath can confirm at any time. d9. the deep hunt (Cr 17) A large cavern extends north from the edge of the vast pit. The cavern itself seems mostly empty, save for a thirty-foot- tall square iron tower that sits in the middle of the cavern. The twenty-five-foot-wide entrance to this cavern is warded by an alarm spell that alerts the current hunt mistress atop the tower (see Creatures, below) with a mental warning. Creatures: The iron tower is in fact an instant fortress owned by the leader of the Deep Hunt, a drow cleric named Xaivanshee Rasivrein. She leads a group of three drow rangers (known as hunt mistresses), all three of whom are bound to her will via slave collars. One of these hunt mistresses watches in area D6, but the other two remain here, one atop the instant fortress and one off duty inside the fortress. The three switch duties every 8 hours. The drow once had several riding lizards as well, but the occupant of the nameless lake managed to gobble them all down. The interior of the instant fortress consists of 2 floors. The bottom one is a combination barracks and common room, and the upper floor serves as both a temple and boudoir for Xaivanshee. The hunt mistresses typically move to and from the watchpost on the roof by levitating outside rather than moving through their mistress’s personal chambers. Xaivanshee’s slave collars inform her as soon as any of her hunt mistresses are wounded or otherwise harmed. In addition, the collars allow Xaivanshee to communicate with her servants via telepathy as long as they are within 100 feet of her. The drow priestess of Zura herself remains inside her fortress as the PCs approach—her second hunt mistress exits out the front door to greet the PCs and inform them that they stand in the presence of “the most glorious mistress, Lady Xaivanshee of Zura, third daughter of House Rasivrein.” Xaivanshee then speaks through this slave via their telepathic link—the drow has no initial interest in fighting the PCs, and would rather secure an alliance with them once she finds out that their goals are similar to her own. Xaivanshee is also not interested in downplaying her perceived sense of self-importance—she’s arrogant and secure in her position, and her method of using slaves to essentially talk down to the PCs may be more than some parties can stomach. If the PCs choose to attack, Xaivanshee orders the two hunt mistresses to attack at once (or all three, if the hunt mistress from area D6 has followed)—the one on the ground levitates up to the watchpost to join her sister. Their mistress Xaivanshee takes the time to cast her preparatory spells as detailed on page 60 before emerging onto the upper watchpost to join the fight, which might gibe the PCs a few precious seconds to establish a foothold in the battle. She does not pursue defeated PCs from this area immediately, but eventually tracks them down with her remaining hunt mistresses as detailed below. If the PCs choose instead to parley with the drow, Xaivanshee interrogates them on their purpose in the area. If she learns the PCs seek a treasure (she doesn’t necessarily need to be told the PCs seek the Shard of Sloth—she assumes that’s why they’re here), she proposes an alliance of sorts. If the PCs agree to let her use the Shard of Sloth to finish her transformation into a vampire, she and her minions will follow along behind them to provide aid and support in the battles to come. The drow are true to their word if the PCs agree to this arrangement; you can use them to aid the PCs as you wish in battles, but the drow won’t turn against them. At least, they won’t until Xaivanshee becomes a vampire, at which case her attitude toward the PCs changes drastically—see her NPC entry on page 60. If the PCs can’t come to an agreement with her, or if they are forced to flee, Xaivanshee waits about half an hour, preparing for the PCs to return for a second attack. If this doesn’t occur, she gathers her hunt mistresses to follow and stalk the PCs. In this case, the drow follow the PCs’ tracks but do not interfere, hoping that the PCs manage to secure the Shard of Sloth at a point when their resources prove low enough that Xaivanshee can simply demand 40 the shard from them. At your discretion, if the PCs are defeated in combat at a later point during this adventure, the drow can step in at the last moment to save them, only to require their servitude in helping recover the Shard of Sloth in payment. Even if the PCs never reach this section of the caverns, you can have the drow learn of their passage through the eastern caves of this level, and ambush the PCs at the end of the adventure. Xaivanshee Rasivrein CR 15 XP 51,200 hp 172 (see page 60) Hunt Mistresses (2) CR 12 XP 19,200 each hp 142 each (see page 38) Story Award: If the PCs manage to secure an alliance with the drow (even if that alliance later falls apart), award them 25,600 XP. the embASSy of lenG The deepest portion of the Guiltspur Depths is a small complex that combined the functions of a temple, a neutral meeting ground, and a portal to the nightmare realm of Leng. The embassy was overseen by a priestess of Lissala named Mesmalatu back in Thassilon’s day, but with the empire’s fall, Mesmalatu has become something more than a mere ambassador—she is now an awakened demilich and a worshiper of Nyarlathotep. For many centuries, the Embassy of Leng has remained silent, but with the disruptive passage of a blue dragon through these chambers, the rooms have activated. The guardians are now eager to prevent further intrusions, and Mesmalatu herself has risen from her torpor to aid in the level’s defense. This is also the location of the abysium reactor (see area E5). The proximity of the magical engine causes this entire level to vibrate and hum slightly in a way that can be unnerving. After an hour spent in the embassy, a creature must succeed at a DC 20 Fortitude save to avoid becoming shaken for as long as it remains in the embassy. Shutting down the abysium reactor also ends this effect. The denizens of these chambers have long since grown used to the reactor’s presence. e1. the forbidden portAl (Cr 14) A ten-foot-wide, fifteen-foot-long hallway extends from the bottom of a deep pit, ending at a massive pair of black metal double doors. The faces of these doors bear a detailed carving of a vast mountain range under a night sky—an eerie castle of immense size crowning the tallest of the mountains. These doors are immense adamantine portals, sealed against all entry. With a successful DC 30 Knowledge (planes) check, a PC recognizes the carving on the doors as depicting Kadath in the cold waste of Leng, and a successful DC 30 Knowledge (religion) check then confirms that Kadath is one of the palaces of Nyarlathotep, the Crawling Chaos. The adamantine doors are locked and the key to open them is long gone—a PC who succeeds at a DC 40 Disable Device check can pick the lock, or the doors can be destroyed in order to grant passage. While the doors are closed and locked, their seals are not airtight—gaseous form, wind walk, and similar effects can be used to bypass the doors without setting off the trap that guards them. The shaft above area E1 leads 300 feet up to area D5. Trap: If the doors are damaged or forced, or the locks are picked, a sudden wave of bone-chilling wind washes out from them, filling all of area E1 with the sound of a shrieking windstorm. All creatures in this area are blasted by cold damage and may be driven temporarily insane by the sound. Winds of Madness CR 14 XP 38,400 Type magic; Perception DC 32; Disable Device DC 32 EFFECTS Trigger touch; Reset automatic THE Faceless SphINx Nyarlathotep, the Crawling Chaos, is an ancient Outer God associated with conspiracies, dangerous secrets, and forbidden magic. Said to possess a thousand different forms, he is unusual among the alien Outer Gods in that he actively seeks to sow discord among the various mortal races. Scholars of the Dark Tapestry believe that Nyarlathotep himself is the prime mover in preparing countless worlds for the devastating return of the Great Old Ones. Thassilon was no stranger to his influence, although his manipulations were vague. He was worshiped in Thassilon in the guise of the Faceless Sphinx, an incarnation also worshiped in ancient times in parts of Osirion and to this day in parts of Leng itself. Worshipers of the Faceless Sphinx have access to the domains of Air, Chaos, Evil, Knowledge, and Magic, and to the subdomains of Arcane, Cloud, Divine, Memory, Thought, and Wind. The cult’s unholy symbol is an image of a featureless face, and its favored weapon is a punching dagger. Additional information about Nyarlathotep and the other Outer Gods and Great Old Ones can be found in Pathfinder Adventure Path #46. 41 E1 E2 E3 E4 E8 E5 E7 E6 E9 Embassy OF leng 1 square = 5 feet Effect freezing wind (6d6 cold damage, Reflex DC 20 half); shrieking wind (confusion for 1 round, Will DC 20 negates, this is a sonic mind-affecting effect); multiple targets (all creatures in area E1, to a height of 40 feet) e2. Shrine of the fACeleSS (Cr 14) A vast cathedral towers here, lit by flickering blue lights that dance in the upper reaches of the yawning space. The floor is of a sickly blue stone so polished and reflective that it almost serves as a cerulean mirror. To the west, the ceiling is a mere fifty feet high, but as the cathedral widens to the east, the ceiling rises to twice that height. Stone pillars support the space above, while to the west, six alcoves containing statues of winged women with empty faces stand guard. A twenty- foot-tall stone double door sits in the cathedral’s northern wall, its face carved with a depiction of a vast mountain range capped by a towering castle. Far to the east, a series of steps rises up to a wide pulpit on which crouches an elephantine faceless sphinx carved from black stone. In Thassilon’s time, this vast cathedral was devoted to the goddess Lissala, but after Mesmalatu’s return from Leng many centuries after the onset of the Age of Darkness, she transformed this cathedral to the worship of her new patron, the Faceless Sphinx of Leng. Yet as this change took place long after the fall of Thassilon, Mesmalatu was destined to be the only one to offer prayer to the Crawling Chaos in this chamber. In time, as she fell into torpor as a demilich, even those prayers ceased. For centuries, this vast chamber has lain empty. The faceless statues that stand in the alcoves are similar to those found in the Silent Halls—faceless angels blasphemously associated with the Crawling Chaos. However, a PC who succeeds at a DC 35 Knowledge (religion) check also confirms that these statues were once depictions of the goddess Lissala, and that they have been magically altered to depict their new subjects. The northern doors feature the same image as the doors from area E1, save that unlike those doors, these are neither locked nor trapped. The secret door to area E4 can be found with a successful DC 30 Perception check. Creature: The cathedral itself is ominous in its silence, but it is far from unguarded. A single alien entity, pulled in from a distant world via a ritual even Mesmalatu has forgotten, stands guard here and has done so for ages, sustained without the need for food or drink for nearly 9,000 years. This creature is a flying polyp, a half-invisible S S 42 malevolent aberration that views its long imprisonment here as little more than an idle curiosity. The flying polyp lurks invisibly just before the statue of the faceless sphinx, waiting patient and potent for intruders to enter the cathedral. It activates its sucking wind as soon as it notices intruders, targeting as many PCs as it can in an attempt to first slow them and then hold them in place so that it can slither forth and blast them with wind and crush them with its tentacles. The flying polyp fights to the death. Flying Polyp CR 14 XP 38,400 hp 207 (see page 86) e3. the pit of Silver miSt (Cr 17) Over fifty feet across and nearly a hundred feet wide, the ceiling of this immense chamber stretches up into the darkness like a silo. The walls glitter with sparkling blue and purple crystals, with those higher up giving the illusion of colored stars above. A stone door sits at the end of a wide hall to the south, while to either side of this entrance, three large black metal doors loom in the walls (although one set of doors to the northwest has been smashed to rubble). The far side of the room features a wide alcove in which a fountain of glowing blue liquid ripples, but the most significant feature of the massive hall is the vast pit that takes up the majority of the floor, leaving a ten-foot- wide ledge around its edges. Silver light shines up from a roiling bank of fog thirty feet down in this immense pit, and now and then, immense rumblings and sloshing sounds, like a whale floundering amid the waves of a distant beach, echo up from the silver-limned depths. The vast pit in this room is the anchoring link between the Material Plane and the nightmare realm of Leng—a tether built by Karzoug with significant aid from minions like Mesmalatu and allies on the far side of reality in Leng itself. A successful DC 25 Knowledge (arcana or planes) check allows a character to recognize the pit for what it is, as does a successful DC 35 Spellcraft check made while studying the pit’s strong conjuration aura. This Spellcraft check also reveals the magical link between the pit and the fountain, and that the fountain requires some sort of ritual in order to activate the pit as a portal. The pit is a two-way conduit that periodically allows nightmarish monsters from Leng to stumble into the Material Plane, but before any creature other than a native of Leng can use the pit to enter Leng, a specific ritual must be performed and the creature must be anointed with the waters of the fountain (see Development below). A character who enters the mist before these conditions are met (by falling, flying, climbing down into the pit with a successful DC 20 Climb check, or so on) can continue downward forever, as if the pit were bottomless. Each round a creature ends its turn within the silver mist, it must succeed at a Will save (DC = 15 + 1 per previous save) or take 1d4 points of Wisdom drain. If the save is successful, the creature suddenly appears in the fountain to the north of the pit with a great splash and takes 20d6 points of falling damage. The doors to areas E4–E9 are all made of adamantine and carved with depictions of Kadath, similar to the door in area E1 but with no trap. Each door bears a placard above it written in Thassilonian that lists the name of the chamber beyond as given on the following pages. Any character who approaches within 30 feet of the entrance to area E5 automatically notices an increase in the ambient humming sound that fills the complex. The doors to area E8 have been smashed down—with a successful DC 25 Knowledge (arcana) check, a PC can confirm that the damage caused to the doors seems to have been caused by a combination of draconic claws and powerful electrical discharges. Creature: Creatures from across Leng periodically get pulled through the transdimensional portal here, but most of those, as with anyone who enters the mist without first being attuned, are devoured by the legendary creature that was used to create the deep portal in the first place. This monstrous entity is an unimaginably vast worm from the deep caverns below attacked—a creature called a bhole. The conduit between Leng and the Material Plane was, in fact, created by this monster’s burrowing after Karzoug and his allies from Leng ensorcelled the creature, using it to essentially dig a hole through reality. The bhole remains trapped between worlds now, coiling eternally in the pit. It emerges from the pit 1d4 rounds after any living creature enters the mist, rising a bleached, monstrous head up to attack those in the room. The smashed crystals are the results of prior attacks—PCs could use the bhole’s attacks to help destroy the abysium reactor in area E5 if they open the doors and trick the creature into attacking them. When it attacks, the bhole can essentially move its space anywhere in the pit but cannot leave it—this means that it can physically attack any creature within its reach from the pit’s edge. Once its anger is aroused, the monster remains active in the room for 1d4 rounds after no creatures remain obvious targets, after which it retreats back into the mist until awakened again. If the bhole’s hit points are reduced below 0, it is not slain, but it retreats into the mist and does not emerge again for 24 hours. Activating the fountain with the ritual does not cause the bhole to appear, but if the fountain is forced to malfunction, the bhole writhes in pain, emerges, and immediately starts to attack any creatures in the room, attempting to slay them before they can enter the mist and travel to Leng. 43 Bhole CR 17 XP 102,400 hp 290 (see page 84) Development: When Cadrilkasta came to this level, she recognized the nature of the pit and fountain, then explored several of the surrounding rooms until she successfully communicated with the whisperstone in area E6 to learn how to activate the portal. Since that point, Mesmalatu (who was awakened from her torpor when the dragon activated the portal) has claimed the resonance crystal from the whisperstone—the PCs can use the stone to learn how to use the portal as well but must first recover the crystal from the demilich. In order to activate the portal, a character must expend a nightmare or plane shift spell (either from spells known or prepared, or by using a magic item that allows one of these spells, like the nightmare rod in area E9) while pouring a handful of abysium powder (obtainable at area E5) into the fountain. This method of activation can be determined from the whisperstone, or at your discretion, via spells like divination, vision, or legend lore. Alternatively, destroying or deactivating the abysium reactor and destroying the demilich Mesmalatu causes the fountain to malfunction. In either situation, a creature that then partially or wholly immerses itself in the water and leaps into the silver mist in the pit is transported to area F1. Once the portal is activated, the surge of magic causes Mesmalatu to rise from her torpor in area E9—she arrives in area E3 in 1d4+2 rounds if she still lives to investigate and attack any intruders she finds here. Story Award: If the PCs manage to activate the portal and step through into Leng without defeating the bhole, award them full experience points as if they had defeated the creature in combat. e4. the dreAminG Crypt (Cr 10) The walls of this room arch up like massive ribs to form a corrugated ceiling. Between each rib stands an upright sarcophagus—all of them have been pried open to allow the contents to spill out onto the dusty floor. The bones appear to have been gnawed and cracked open. The secret door to area E2 can be found with a successful DC 30 Perception check. Creature: This room served as a crypt for previous ambassadors to Leng where their bodies were buried in a place of honor. The sarcophagi preserved each of the bodies within, but a relatively recent visitor to the embassy has been working his way through the contents one by one. This visitor is a strange, otherworldly ghoul from Leng named Morcruft. Leng ghouls are far more powerful than standard ghouls, and their features are more bestial, with canine snouts and hoofed feet. A creature that succumbs to ghoul fever contracted from a Leng ghoul becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul. Morcruft stumbled into the embassy accidentally, appearing in the fountain at area E3 after falling from the ledge in area F1. He survived his fall, but didn’t initially know how to return. He peeked into several of the rooms surrounding area E3 but it was the contents of this room he was the most intrigued by—and upon discovering the dead of each sarcophagus were relatively fresh, he’s spent the last several days enjoying the room’s contents as a connoisseur of fine food might enjoy an exotic buffet. If the PCs fight the bhole in area E3, Morcruft hears the battle and peeks out the door. He may even open the door and call the PCs over, perhaps even promising them safety in the tomb. Otherwise, the PCs find Morcruft leaning against the last sarcophagus—he’s eaten all of the bodies here, and while busily finishing off the last skull, he has finally started to worry about how he might be able to return home. While chaotic evil, Morcruft is also quite intelligent. His primary desire is to return to the Temple of the Crawling Chaos, and he realizes that powerful adventurers might be able to help him if he helps them in turn—further, he knows that he’s outnumbered and likely outclassed by adventurers who are powerful enough to reach this complex. When the PCs meet Morcruft, he adopts a submissive pose and in a simpering voice begs them to stay their hands. He offers them his aid if they help him get back home, and if he learns that the PCs seek to reach Leng as well, he capers in delight. He watched Cadrilkasta come to area E3 and knows that she performed some sort of ritual to activate the portal, and that she used some sort of dust from area E5 as part of that ritual after she spent about an hour in area E6. He also knows that a short time after the dragon used the ritual to activate the portal to return to Leng, a “sparkly skull floating on a dust ghost” moved through the central room, went into area E6, then returned with a large crystal clutched in its jaws before it returned to area E9, but he isn’t quite sure what this signifies. Beyond these observations, Morcruft promises the PCs that if they accompany him back to the Temple of the Crawling Chaos in Leng that he’ll make sure his brothers and sisters who patrol the temple halls treat them well. He can provide the PCs with a rough sketch of the temple as well, although he only knows about areas F1–F6, since he and his kin aren’t allowed deeper into the complex (the Leng ghouls even avoid F6 because of the monstrous guardian there). 44 Morcruft If Morcruft joins the party, play him as a simpering coward in fights who, after a battle, is only too eager to feed on the remains. If he ever realizes that he doesn’t need the PCs to return home (he’s not aware of the fact that, being from Leng, he only needs to jump into the mist in area E3 to return), he won’t hesitate to abandon the PCs... perhaps after taking a few bites from a sleeping PC before he goes! Morcruft (Leng Ghoul) CR 10 XP 9,600 Advanced ghoul (Pathfinder RPG Bestiary 146) CE Medium undead Init +7; Senses darkvision 60 ft.; Perception +20 DEFENSE AC 26, touch 18, flat-footed 18 (+7 Dex, +1 dodge, +8 natural) hp 126 (12d8+72) Fort +9, Ref +11, Will +13 Defensive Abilities channel resistance +4; Immune cold, undead traits OFFENSE Speed 30 ft., burrow 30 ft., climb 30 ft. Melee bite +15 (1d8+6 plus disease and paralysis), 2 claws +15 (1d6+6 plus paralysis) Special Attacks rend (2 claws, 1d6+9), sneak attack +2d6 TACTICS During Combat Morcruft giggles and capers as he attacks, preferring to lash out at unarmored foes since he dislikes chipping teeth and claws on metal armor. Morale If reduced to fewer than 40 hp, Morcruft shrieks and flees, seeking somewhere to hide. If flight isn’t an option, he begs for mercy. STATISTICS Str 22, Dex 24, Con —, Int 17, Wis 20, Cha 20 Base Atk +9; CMB +15 (+17 trip); CMD 35 (37 vs. trip) Feats Combat Expertise, Dodge, Improved Natural Attack (bite), Improved Trip, Toughness, Vital Strike Skills Acrobatics +19, Climb +29, Diplomacy +17, Knowledge (planes) +9, Knowledge (religion) +12, Perception +20, Sense Motive +20, Stealth +22 Languages Aklo, Common Story Award: If the PCs secure an alliance with Morcruft and learn what he knows, award them 25,600 XP. e5. the AbySium Core A column of blue-green crystal rises out of the floor to nearly reach the room’s ceiling thirty feet above. To the left and right, additional blue-green crystals protrude from the walls, and flickering bolts of lightning arc back and forth from these to the central crystal. The entire room vibrates with a thunderous humming sound. The crystals in this chamber are refined abysium. In this form, the rare skymetal looks more like a crystalline material, and the radioactive energies emitted are much more potent. These energies are what powers many of the magical effects of the Guiltspur Depths. Any character within area E5, or in E3 within the 60-foot spread from the doors to area E5 once they are opened, must succeed at a DC 15 Fortitude save each round to avoid being staggered by the potent radiation and taking 1d4 points of Constitution drain. A successful save indicates the character is only sickened for that round. Every round creatures are within area E5, there’s a 25% chance a bolt of lightning arcs over to strike a random target, dealing 10d6 points of electricity damage (Reflex DC 15 half). The abysium reactor can be destroyed by dealing enough damage to the central pillar (hardness 10, hp 3,600, break DC 65–1 per 100 points of damage currently accumulated). Each time the pillar is damaged by any effect, a bolt of electricity arcs back to strike the source of that effect (see above). As long as the pillar is functional, it repairs damage to itself at a rate of 40 hp per hour. Note that canny PCs can 45 use the bhole from area E3 to aid in destroying the pillar. If the bhole attacks and misses a character that’s adjacent to the pillar, the bhole’s momentum carries the attack into the pillar, smashing against it. This causes the bhole to take 10d6 points of electricity damage (no save), but allows it to make a special Strength check modified by its size modifier to break the pillar—this is a +33 Strength check. The bhole gains a cumulative +5 bonus on this check each successive strike it lands against the pillar, but after striking the pillar 5 times it learns from its mistake and no longer attacks foes physically if they’re within 5 feet of the pillar. When the pillar is destroyed, it explodes in a 60-foot radius burst that deals 10d6 points of electricity damage and 10d6 points of sonic damage to all creatures in the area (Reflex DC 20 half). Treasure: Over the centuries the abysium reactor has hummed away, tiny motes of expended abysium have flaked down to gather in small piles on the floor. Even a cursory examination of the powder reveals a section to the northeast of the central pillar where a massive draconic claw seems to have raked through the stuff to gather some up. Abysium powder is a deadly ingested poison in addition to being a useful component to activate the Leng portal. Rules for abysium powder appear on page 70 of Pathfinder Adventure Path #61. A single dose of abysium is worth 900 gp, and there are effectively 20 doses of the stuff here. Development: If the reactor is destroyed, the effects detailed on page 23 immediately cease. It’s now safe to sleep in the Guiltspur Depths, and dimensional travel and scrying now function normally. The Leng portal’s energies fluctuate—if Mesmalatu is slain, the two forces of power that kept the portal stable and mostly closed (Mesmalatu’s faith and the reactor’s energy) vanish, and the silver mist in area E3 now transports any creature that enters the mist (with the exception of the bhole trapped within) to area F1. Mesmalatu immediately notices the reactor’s destruction, rises from her torpor, and comes to investigate, attacking any foes she encounters. Story Award: If the PCs manage to deactivate the abysium reactor, award them 51,200 XP. e6. whiSperStone SAnCtum This relatively plain room has but one feature—an ovoid, six- foot-long tan stone that floats two feet in the air above a three- foot-high riser. The side of the strange tan stone features a faceted gap, as if some sort of key could nestle within. The large block of stone is an unusual artifact from Thassilon’s era known as a whisperstone. Whisperstones are infused with potent divination magic, and Thassilonian wizards often used them to record information and memories, treating them as a sort of telepathic mental library of lore. Each whisperstone is keyed to a specific crystal—in order to store information or access it, a user had to insert the crystal into the stone and maintain physical contact with the crystal for the duration of the information transfer. This particular whisperstone key is currently located in area E9, taken by Mesmalatu after the dragon Cadrilkasta woke her from her torpor by activating the Leng portal. Without the key, a user can still activate the whisperstone, but he must succeed at a DC 35 Use Magic Device check to do so. With the key crystal, a user can access the stored memories within the whisperstone (this stone can no longer accept new memories). Using the stone in this manner requires the user to focus his thoughts on a particular topic. If that topic is not one stored in the stone, or if the user doesn’t focus his thoughts, the stone merely infuses the user with the knowledge of how to use the stone. If a user concentrates on a topic associated with Guiltspur, Leng, or Thassilon, he must attempt a DC 20 Knowledge (arcana, history, or planes) check—this check can be made untrained. Success indicates that the user finds the information requested, while failure means the user doesn’t find the information and must succeed at a DC 12 Will save to avoid taking 1d4 points of Intelligence damage from information overload. You can use this stone to grant the PCs any information you wish them to know about Guiltspur, Leng, and the like, but very little information about the Temple of the Crawling Chaos can be found here apart from how to use the Leng portal in area E3 to reach it. Of special note—if the PCs search the whisperstone for information about the Shard of Sloth, they learn that Mesmalatu relocated the shard to the far side of the Leng portal for safekeeping in the Temple of the Crawling Chaos. e7. bindinG ChAmber (Cr 14) A set of three statues of a woman with no mouth stand in three different alcoves in this room—the central statue is twice as large, while the statues to the left and right hold out coppery platters on which sit golden braziers that emit dark gray smoke. A ten-foot-diameter blue-green metal grill is set into the floor in the center of the room. The metal grill on the floor radiates strong conjuration magic. A DC 30 Spellcraft check identifies this abysium grill as a magical conjuration circle that increases the save DC of all planar binding spells by 2. In addition, the grill itself can be used once per week to target a creature conjured onto the grill with a binding spell (CL 20th), 46 AevaENThial provided opals, the necessary material components, are scattered into the shallow hollow below the grill. The statues are of Lissala—Mesmalatu never bothered defacing them since they weren’t part of an actual temple. Creature: Mesmalatu made great use of this chamber many centuries ago before she became a demilich, using the chamber to conjure up all manner of outsiders to torment for secrets and information via the binding effects. Although she hasn’t used the room in many years, the last two of her subjects remain in a metamorphosis binding, one each in the fumes that waft up from the censers held by the north and east statues of Lissala. As soon as a living creature enters the room, both bound outsiders manifest their faces in the fumes rising from the censers. To the north appears the foul, leering face of a nalfeshnee, while to the east appears the androgynous but beautiful face of an astral deva. Both faces immediately start howling for the party’s attention, begging for release and attempting to yell over the other. An antimagic field or a mage’s disjunction can release one of the bound outsiders, but otherwise there’s only one way to release them, and this method requires destroying one. By picking up one of the censers below a disembodied visage and dumping the smoldering embers within out, the life of the outsider associated with that censer is snuffed out. Doing so immediately frees the other outsider. Both outsiders know how this works and are quick to impart this information to the PCs. Of course, there’s a catch. Neither outsider is what it appears to be, for they’re the final result of one of Mesmalatu’s crueler experiments. The minds of the two outsiders have been switched, so that the angel must endure the foulness of the demon’s body, while the demon must endure the terrible purity of the angel’s body. The astral deva imprisoned in the nalfeshnee’s body speaks the truth in a raspy, bellowing pig-demon voice, warning the PCs that a lich swapped their minds between the two bodies, and that the supposed angel is in fact a demon. The demon trapped in the angel’s body uses its melodic voice to warn the PCs that the desperate nalfeshnee is trying to trick the PCs into releasing it, and promises to aid the PCs in their quest if they upend the “demon’s” censer and kill it. Since both outsiders currently consist of strongly aligned minds trapped in strongly aligned bodies, any attempt to detect alignments on the two disembodied faces detects good and evil in equal amounts. Both also radiate chaos as well, and this provides a significant clue—if the “angel” is telling the truth, it would be unlikely to radiate chaos at all, since most angels are neutral good (a successful DC 25 Knowledge [planes] check can confirm this). The fact that the “angel” radiates chaos indicates the influence of chaos, such as would result from such a creature housing the mind of a demon. The fact that the nalfeshnee is more skilled at Bluff could well spell disaster if the PCs merely take both beings at their word. If the PCs release the “angel” by killing the “demon,” the demon- possessed angel appears in the flesh and immediately cackles in glee before attacking the PCs, mocking them for their gullibility and foolishness. The “angel” fights to the death unless the abysium reactor has been destroyed, in which case it plane shifts to the Abyss to seek a way to restore its former body once reduced to fewer than 60 hit points. If the PCs release the “demon,” it congratulates them on their wisdom and trust, then apologies for its stomach-churning appearance. The angel bears its condition bravely, and vows to aid the PCs for the remainder of the adventure until it can find a way back home. It refuses to use the unholy aura, demon summoning, or unholy nimbus powers that its new body grants it on principle, but otherwise seeks to aid the PCs as best it can, going so far as to sacrifice itself for them if necessary. In combat, the abilities of the mind-swapped angel and demon are determined by their bodies, but their actions in combat are governed by their minds. In time, the angel in a demon’s body attempts to return to heaven to submit itself to a painful but necessary “cleansing” to restore its true body, whereas the demon in an angel’s body seeks to capitalize on its new, seemingly innocent form for its own nefarious purposes. Beruvexus, Possessed Astral Deva CR 14 XP 38,400 hp 172 (Pathfinder RPG Bestiary 10) 47 Aevaenthial, Possessed Nalfeshnee (Greed Demon) CR 14 XP 38,400 hp 203 (Pathfinder RPG Bestiary 65) Story Award: If the PCs choose correctly and release the possessed demon and gain its aid, grant them XP as if they had defeated it in combat. e8. GuiltSpur treASury Two stone pillars support the low ceiling of this vault. There are no other furnishings in the chamber, and the room’s walls are lined with empty niches. An immense and broken scorpion- shaped statue made of bones lies in the middle of the room. This room served Guiltspur as a treasury, but after the end of Thassilon, many of the treasures kept here were plundered by Mesmalatu. When she returned from Leng, she slowly started to rebuild the stores here with items of her own creation or discovery. When Cadrilkasta arrived, she couldn’t resist the lure of treasure—she smashed down the doors and killed the oversized skull ripper that guarded the room, then loaded the chamber’s treasures into her portable hole before moving on. The treasure she looted can now be found in area F10. e9. GuiltSpur GrAnd hAll (Cr 17) A wide flight of stairs leads up to a large hall. Four black stone pillars support the thirty-foot-high arched ceiling above, while a pale green curtain hangs to the west. Two large faces are carved into the walls to the north and south—the north face grins and the south face scowls. Each face’s mouth is agape, allowing access to a small alcove beyond. This room was once used by Mesmalatu and ambassadors from Shalast who came to hold audiences with visitors from Leng. Today, though, it serves as the demilich’s tomb. Although only two of the unusual mouth-shaped alcove archways are visible when the PCs first enter the room, a third one gapes far to the west behind the throne itself. This third visage’s expression is one of abject fear. Upon close inspection, a shimmering but mostly transparent field of energy ripples in each of the mouths—the mouths also radiate strong conjuration magic. A successful DC 28 Spellcraft check reveals that these mouths are portals, and that anyone stepping into one of the mouths would normally be transported to some unknown location. If the Spellcraft check exceeds its DC by 10 or more, though, the observer also notes that the energy field seems unstable, as if the teleportation effect were malfunctioning. (A character who observed and experienced first-hand the problems with the damaged teleporter in the previous adventure under Windsong Abbey automatically notes this if her DC 28 Spellcraft check succeeds). The teleporters once led to other areas in Guiltspur, but now merely cause excruciating pain to anyone who steps through them, dealing 10d6 points of damage (Fortitude DC 15 half). Creature: Mesmalatu’s days of research are long behind her now. As an awakened demilich, she spends the majority of her time in a physical torpor, her mind spiraling through philosophical landscapes and boundless mental explorations of the further realms of probability. While in this state of torpor, she appears as nothing more than a gem-studded skull siting atop a pile of dust on the seat of the throne beyond the emerald curtain. The awakened demilich rises from this torpor to attack if any of the treasures in the room are touched or if her remains are disturbed. Mesmalatu also rises from her torpor if the abysium reactor in area E5 is destroyed or the portal to Leng in area E3 is activated—in such cases, she moves to those locations to investigate. If she finds no intruders to attack, she returns to her throne here and falls back into her torpor. Mesmalatu CR 17 XP 102,400 Female awakened demilich cleric of Nyarlathotep 13 (Pathfinder RPG Bestiary 3 66) NE Tiny undead Init +3; Senses darkvision 60 ft., true seeing; Perception +19 DEFENSE AC 25, touch 21, flat-footed 21 (+3 Dex, +1 dodge, +4 natural, +5 profane, +2 size) hp 153 (13d8+91) Fort +18, Ref +12, Will +19 Defensive Abilities channel resistance +5, rejuvenation, unholy grace; DR 20/—; Immune acid, cold, electricity, magic, polymorph, undead traits; Resist electricity 20 Weaknesses priestly shame, torpor, vorpal susceptibility OFFENSE Speed fly 30 ft. (perfect) Space 2.5 ft.; Reach 0 ft. Special Attacks channel negative energy 8/day (DC 21, 7d6), devour soul (DC 21), hand of the acolyte (9/day), telekinetic storm (DC 21) Demilich Spell-Like Abilities (CL 20th; concentration +25) Constant—true seeing At will—greater bestow curse (DC 21), telekinesis (DC 20), wail of the banshee (DC 24) (20-ft.-radius spread centered on the demilich) Domain Spell-Like Abilities (CL 13th; concentration +19) 9/day—lightning arc (1d6+6 electricity) 2/day—dispelling touch Cleric Spells Prepared (CL 13th; concentration +19) 7th—blasphemy (DC 23), still chain lightningD (DC 22) 48 MesMAlATu 6th—still control windsD (DC 21), still flame strike (2, DC 21), quickened still inflict light wounds 5th—greater command (3, DC 21), still imbue with spell abilityD, still spell immunity 4th—still dispel magic (2), still dispel magicD, still contagion, still inflict serious wounds (2) 3rd—blindness/deafness (3, DC 19), still hold person, still inflict moderate wounds, still wind wallD 2nd—still inflict light wounds (3), still obscuring mist, still sanctuary, still shield of faith 1st—command (3, DC 17), forbid actionUM (3, DC 17), obscuring mistD 0 (at will)—bleed (DC 16), detect magic, flare (DC 16), light D Domain spell; Domains Air, Magic TACTICS During Combat Mesmalatu’s first action in combat is to attempt to devour the soul of the most dangerous looking target—if the possessed nalfeshnee from area E6 is with the party, she targets it with this ability in preference to the PCs. On the second round, she uses wail of the banshee. On the third round, she casts her most devastating spell. She repeats this pattern, periodically augmenting it with inflict wounds spells to heal herself. If she’s targeted by holy smite or shatter, Mesmalatu’s next action is to cast spell immunity to make herself immune to these spells. Morale Mesmalatu fights until destroyed. STATISTICS Str 6, Dex 17, Con —, Int 21, Wis 22, Cha 21 Base Atk +9; CMB +10; CMD 24 Feats Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Defensive Combat Training, Dodge, Eschew Materials, Flyby Attack, Quicken Spell, Still Spell, Toughness Skills Fly +31, Knowledge (arcana) +21, Knowledge (planes) +21, Knowledge (religion) +21, Perception +19, Sleight of Hand +16, Spellcraft +21 Languages Abyssal, Aklo, Draconic, Giant, Infernal, Necril, Thassilonian, Undercommon SPECIAL ABILITIES Priestly Shame Even though she abandoned her faith thousands of years ago, Mesmalatu still harbors a hidden reserve of shame. Forcefully presenting any object sacred to Lissala (including anything bearing the image of the Sihedron, but not one of the shards of the Shattered Star) as a standard action causes the demilich to become staggered for 1d4 rounds. She can be staggered in this manner no more than once per day. Hazard: The long green curtain that separates the throne and western portion of this chamber from view seems to be made of a flexible but strangely damp cloth. It can be manipulated normally, but if subjected to any amount of force (such as an attempt to pull it down, slash it with a sword, or catch it in the area of effect of a damage- dealing spell), the entire curtain suddenly detaches from the wall and reverts to its actual composition of green slime. The stuff splatters all targets within 5 feet of either side of the curtain—a successful DC 15 Reflex save enables a PC to avoid being splattered with the slime. Green Slime CR 4 XP 1,200 (Pathfinder RPG Core Rulebook 416) Treasure: Mesmalatu’s throne contains more than her remains. A black horned mask sits on the left armrest—this is a nightgaunt mask. A deep purple nightmare rod leans against the chair back. Last but not least, sitting under Mesmalatu’s skull when she’s at rest is a large glittering sapphire. This gem is worth 15,000 gp, but also serves as the key to the whisperstone in area E6. PART THREE: TEMPle OF THE CRAWLING CHaOS The Leng portal is a frightening and nerve-racking method of transportation, especially if someone simply leaps into the pit in area E3 once the portal has been activated. A leap into the mist isn’t required—simply allowing the mist to envelop a creature is enough, so a PC can climb or fly down to the mist if she wishes. At the end of the first round of being enveloped in the mist, the PC suddenly feels the surrounding reality wash away (climbing creatures feel the wall they’re on simply vanish). There are a few moments of vertigo when the PC floats in a silver void without gravity, during which she glimpses a coiling, writhing shape measuring thousands of feet in length through the thin mist—this is the writhing body of the bhole trapped between worlds. After a few moments of this unpleasant sensation and scene, 49 the PC feels solidity reform around her. The mists part, and the PC finds herself standing on a 40-foot-diameter platform extending from a ragged mountainside—this is area F1a. temple feAtureS This Temple of the Crawling Chaos is hardly the only one in the realm of Leng, but it is one of the more remote. Karzoug chose this temple as his point of contact for that specific reason—he wisely wanted to limit the number of Leng natives with which he would be dealing, and by choosing a remote site in the far Windswept Range to begin wearing thin the boundaries between Shalast and Leng, he ensured a bit more privacy than had he established a link to the cold wastes themselves. The temple itself is built into the side of a wind-blasted, icy mountainside. A small ledge provides a sort of stoop for the temple, but no trail leads up from the lowlands below. A long tunnel connects the temple’s far side to a higher ledge on the other side of the mountain. The rooms inside are lined with porphyry tiles polished to a near reflective sheen. The doors are made of obsidian, and ceiling heights average at 40 feet in halls and 60 feet or more in rooms, giving the interior of the temple an overwhelming and intimating sense of scale, as if it had been built for giants. In fact, the temple itself rarely saw much use, and for most of its time has been relatively abandoned save for small numbers of caretakers and monstrous guardians. The place was viewed by Karzoug’s Leng allies as a sort of gathering place before visiting Shalast more than as a temple. The temple is located at an elevation of about 20,000 feet. While Leng is not Golarion, the unfortunate side effects from high altitude zones are in full force— none of the natives of Leng are affected by these conditions, but the PCs must eventually make Fortitude saves to avoid ability damage, as detailed on page 430 of the Core Rulebook. In addition, the entire temple complex is below freezing (severe cold) in temperature—see page 442 of the Core Rulebook for rules on severe cold. f1. temple entrAnCe (Cr 12) An ice- and snow-crusted shelf of land over a hundred feet across clings to the side of a mountain cliff. Above and below, dark storm clouds roil and obscure sight of the sky and ground, while to the left and right, the sheer black side of the cliff extends as far as the eye can see. A freezing wind whips through the air, carrying with it a strangely mournful howl. A forty-foot-diameter pagoda-like structure, its domed roof supported by two thick pillars, is attached to the ledge via a short flight of stone steps, leading to a column-lined avenue flanked to each side by three immense stone sphinxes. The avenue leads up to the cliff face, in which wait two immense thirty-foot-tall black stone doors. The circular pagoda (area F1a) is the point at which travelers to Leng appear when they use the Leng Portal. The air between the two pillars maintains a swirling ripple, similar to a vertically aligned but mostly transparent vortex—any creature that steps into this vortex from the west side is immediately transported back to the fountain in area E3. The stone pagoda floats in the air, but is as solid as if it were built atop the ground. The mountainside is sheer—the cliffs extend for over 1 mile up and 2 miles down. A character who steps or falls off the ledge drops several hundred feet and passes into the clouds—visitors to Leng who arrived here via the portal vanish upon entering the clouds only to slam at full falling speed into the fountain in area E3, taking 20d6 points of damage. The obsidian doors that open into the temple are unlocked and swing open silently at a touch. Creatures: A flock of nightgaunts lurk in the nearby crags. While they are forbidden from entering the temple itself, they swiftly react to the arrival of anyone through the portal. Cadrilkasta’s recent use of the portal has particularly intrigued the nightgaunts, who have been waiting ever since for new visitors to torment—hopefully, visitors not as large and dangerous-looking as a blue wyrm. The arrival of the PCs is precisely what they’ve been hoping for. Upon noticing the PCs, the 16 nightgaunts swoop down to attack, seeking to torment, tickle, and tackle the PCs. The nightgaunts hope to eventually grab up a PC and then drop him over the edge into the clouds below, but once at least half of their number have been slain, the remaining nightgaunts lose interest and fly away, no longer eager to interact with the obviously too-dangerous PCs. Nightgaunts (16) CR 4 XP 1,200 each hp 37 each (see page 90) f2. the hAllS of lenG The walls, floor, and vaulted ceiling of these twenty-foot-wide halls are tiled with reflective slabs of polished purple stone, scarred here and there with cracks and discolorations. Darker, almost black, striations run through these tiles, and when viewed from the corner of the eye, these veins seem to pulse with deeper darkness. Towering statues of regal-appearing men loom at the ends of side passages to either side of the main hall. The walls of this temple are eerie and unsettling to look at, and feel strangely clammy to the touch, but are otherwise harmless and treated as normal stone. The statues are images of Nyarlathotep in his guise as the Black Pharaoh. These statues seem to shift and move 50 F1a F1 F2 F3 F8 F8a F8b F9 F10 F4 F5 F6 F7 Temple OF THE CrawlINg CHaos 1 square = 10 feet slightly when one looks away and glances back—again, this is an eerie side effect of the realm of Leng and not something more sinister. The cracked discolorations on the walls are remains from Cadrilkasta’s lightning breath. When she arrived here, she slew several Leng ghouls who once guarded this area—the ghouls have cannibalized those remains but didn’t bother repairing the lightning damage to the walls. Creatures: The guardians of the outer chambers of the temple were once powerful moon-beasts in the service of Nyarlathotep, but today these areas are warded only by a small band of Leng ghouls who agreed to serve as caretakers of the tomb. When the PCs arrive, two of these ghouls stand guard in the shadows near the doors to area F3—if the ghouls notice the PCs first, they squeal in shock and quickly move into area F3. If the PCs confront them and destroy them before they can do so, reduce the number of ghouls encountered in area F3 by 2. Leng Ghouls (2) CR 10 XP 9,600 each hp 126 each (see page 45) f3. ChArnel bAnquet (Cr 16) This forty-foot square room may have once been a fine entry hall, but today it is strewn with heaps of half-gnawed dismembered corpses from humans, animals, and things strangely in-between. Only the freezing temperature keeps the smell of this charnel chamber from being overwhelmingly foul. Large black stone double doors stand in the center of the room’s four walls, with those to the north hanging ajar. Creatures: The remaining eight Leng ghoul guardians of the temple’s outer halls dwell here—the body parts strewn about the room are the scattered remains of these messy eaters’ last meal. The number of body parts on the ground makes the room difficult terrain, although not for the ghouls, who take a perverse glee in moving gracefully through the frozen carrion. Although evil, these ghouls don’t immediately stop to attack the PCs when they enter. Instead, the ghouls crouch and cower and hiss and growl. One of the ghouls stands up and addresses the PCs, demanding they take their still-too-warm bodies back the way they came if they don’t S S 51 want to become dinner. A successful DC 20 Sense motive is enough for the PCs to get the feeling that this is mostly bluster, and that the ghouls aren’t all that interested in fighting. If the PCs attack, the ghouls flee south to area F6, where they cajole the gugs there to help them fight the PCs, but otherwise they fight until destroyed. If the PCs are accompanied by Morcruft, their ghoul companion goes a long way toward calming the other ghouls down by explaining how the PCs helped him return to Leng. If Morcruft is not with the PCs, they need to convince the ghouls of their sincerity by making a successful DC 35 Diplomacy check to put them feel at ease enough to talk. Providing the ghouls with a large fresh carcass to eat (such as that of a moon-beast or no fewer than four nightgaunts) grants a +10 bonus on this Diplomacy check. If the PCs befriend the ghouls, they’ll allow the PCs to delve deeper into the temple without opposition. The ghouls can explain the purpose of the automatic abattoir in area F4, and can warn them of the gugs in area F6. Of the dragon Cadrilkasta the ghouls know little, save that she killed a dozen of them before the survivors fled and let her continue her rampage through the complex. The dragon paused long enough before her attack to demand the location of a “Shard of Sloth,” but when the ghouls couldn’t answer (they do not know the shard has rested within area F9 for the last 10,000 years or so), she attacked and they fled or died. They know the dragon is still somewhere deeper in the temple, and that the moon- beasts who now toil in the Grand Temple are preparing a weapon to use against the dragon, but beyond this they cannot help the PCs. Morcruft takes his leave of the PCs at this point, and neither he nor the other ghouls are interested in accompanying the PCs further—although they do note that, if they should happen to kill anything or die themselves, it would be ever so appreciated if the survivors could take it upon themselves to return the delicious remains of such a mortal failure back here for supper. Leng Ghouls (8) CR 10 XP 9,600 each hp 126 each (see page 45) Story Award: If the PCs manage to avoid fighting the ghouls and learn what the creatures know, award them XP as if they’d defeated the ghouls in combat (76,800 XP for all eight ghouls). f4. AutomAtiC AbAttoir This awful chamber contains hundreds of hooks hanging from chains dangling from the ceiling. Many of these chains contain the partially butchered bodies of dead humans, animals, and monsters. A bank of ten-foot-tall upright sarcophagi stand along the north wall. Carved into the front of each is a highly detailed image of a human being eaten from all sides by ghoulish figures. After Thassilon fell and Mesmalatu returned to Guiltspur, the guardianship of the temple’s outer halls grew half-hearted. Rather than stay here themselves, the moon-beasts who formerly tended the temple conscripted a tribe of Leng ghouls to stand guard. As part of the deal, they outfitted this chamber with six eldritch sarcophagi that would reach out across Leng and even into the Dimension of Dreams or the Material Plane and pluck bodies of the recently slain from across these worlds, placing them inside the sarcophagi at the rate of one body per day. In so doing, the moon-beasts earned the loyalty of the ghouls, who knew a good deal when they saw it. Today, five of the six sarcophagi here are empty, but one random sarcophagus contains a fresh body harvested from somewhere else. Feel free to have a little fun with your players here if you want—the body could be someone they recently slew, for example, or could be a body from an entirely different campaign. It could even be a body from a distant planet called Earth. f5. CroSSroAdS The hallway branches here into a crossroads. To the south the hall ends at a pair of vaguely humanoid statues standing next to each other and holding a purple sphere of crystal between them, while to the west the hall ends at a wall bearing a spiral of glowing runes. To the north the hall extends back into the dark, while to the east the hall falls away into an immense cavern. The dead end to the west bears a permanent phase door that allows access to area F7. The spiral of runes is written in Aklo and contain a long invocation to Nyarlathotep, the Crawling Chaos—anyone who reads them aloud activates the phase door and can use it to enter area F7, but unless the speaker is a worshiper of Nyarlathotep, speaking the blasphemous phrases aloud forces the character to attempt a DC 15 Will save to avoid being confused for 1d6 rounds. Treasure: The statues to the south hold a crystal ball of the dark void between them, which the ghouls can use to contact and communicate with the moon-beasts who left them here as guards. The ghouls never had to use the crystal ball until recently, when Cadrilkasta tore through the temple. The surviving ghouls used it to report to the moon-beasts, who swiftly traveled to the temple from their lair in Sarkomand via the statue at area F8a. 52 Gug SavANt f6. bone pit (Cr 15) The floor of this huge cavern is adrift in dunes of bones. Skulls, femurs, rib cages, and countless more from countless dead stretch from wall to wall, while from stalactites above hang thick cords of sinew on which dangle complex and disturbingly artistic bone chimes. When the ghouls finish with their meals, the bones are brought here for disposal—over the ages, they’ve resulted in the massive heaps seen here. These bones (which are stacked 10 feet deep) count as difficult terrain. Creatures: The occupants of this massive chamber are a small group of gugs captured in the dark tunnels under Leng and transported here by the temple’s old masters ages ago. The gugs are long-lived, and their inbreeding over the ages has bred into them increased vigor. Only four of them dwell here now, but one of those four has developed into a powerful gug savant. As with most gugs, all four are strangely afraid of Leng ghouls, and follow their commands without question. The ghouls periodically ensure the gugs have food, and have recently thrown them the remains of their kin slain by the dragon—food the savant is eager to eat in order to show his bravery to the others. The bone chimes that hang from the ceiling are the gugs’ creations—an eerie insight into the monsters’ hidden artistic natures. This nature is nowhere in evidence as soon as they see the PCs—they attack on sight and fight to the death, pursuing them throughout the temple unless confronted by a ghoul, in which case they immediately cower and f lee. Canny PCs who learn of this unusual fear can, perhaps, capitalize on it if they can trick the gugs into thinking they’re Leng ghouls themselves, but unfortunately gugs are quite perceptive. Gug Savant CR 15 XP 51,200 Advanced gug savant (Pathfinder RPG Bestiary 2 151, 292) CE Large aberration Init +7; Senses darkvision 60 ft.; Perception +28 DEFENSE AC 29, touch 13, flat-footed 25 (+3 Dex, +1 dodge, +16 natural, –1 size) hp 230 (20d8+140) Fort +12, Ref +11, Will +19 Immune poison, disease OFFENSE Speed 40 ft., climb 20 ft. Melee bite +24 (1d8+10), 4 claws +24 (1d6+10) Space 10 ft.; Reach 15 ft. Special Attacks rend (2 claws, 1d6+15) Spell-Like Abilities (CL 10th; concentration +16) 1/day—invisibility, spike stones (DC 20), transmute rock to mud (DC 21), unholy blight (DC 20) TACTICS During Combat The gug savant hangs back, using its spell- like abilities on the PCs for a few rounds while its kin engage in melee before it lumbers up to attack as well. Morale The gug savant fights to the death. STATISTICS Str 30, Dex 16, Con 22, Int 15, Wis 20, Cha 22 Base Atk +15; CMB +26 (+28 bull rush); CMD 40 (42 vs. bull rush) Feats Awesome Blow, Dodge, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Mobility, Power Attack, Toughness 53 Skills Climb +41, Disguise +10, Escape Artist +30, Knowledge (dungeoneering) +25, Perception +28, Stealth +22, Survival +28 Languages Undercommon Advanced Gugs (4) CR 11 XP 12,800 each hp 157 each (Pathfinder RPG Bestiary 2 151, 292) f7. meSmAlAtu’S phylACtery (Cr 15) This chamber has no obvious exits. The wall to one side features a spiraling pattern of runes, with a statue of a regal-looking pharaoh to the right and a twenty-foot-long basalt sarcophagus to the left in a curved alcove. Numerous empty shelves line the walls, while the ceiling overhead is obscured by a thick tangle of cobwebs. The spiral of runes is another permanent phase door that functions identically to the door at area F5. This chamber is where Mesmalatu made her transformation into a lich. The enormous sarcophagus radiates faint necromancy—a successful DC 30 Spellcraft check made while examining it reveals that the thing is a single-use magical creation intended to aid a specific individual’s transformation into a lich, and that it was originally infused with potent necromantic energies but was already used long ago. Mesmalatu underwent a lengthy ritual to achieve lichdom using this sarcophagus. The ritual ended with her teleportation into the hollow within the sarcophagus, which she then filled with necromantically infused incense smoke so that her body, soon to be dead of dehydration, could steep in the vapors for a year and a day. Creatures: A particularly powerful Leng spider captured long ago by Mesmalatu has been placed in stasis in this crypt as a guardian. Although her phylactery is no longer stored here (in fact, she lost this item long ago after she became a demilich), the Leng spider remains in stasis among the webs above. It emerges from stasis as soon as any other living creature enters the chamber and immediately moves to attack. It doesn’t know that Mesmalatu has forgotten about it, and hopes she’s nearby and will keep her promise of releasing it once it kills the next group of intruders. Advanced Leng Spider CR 15 XP 51,200 hp 232 (Pathfinder RPG Bestiary 2 176, 292) Treasure: The spacious coffin-sized hollow within the sarcophagus contains a few items of value—old bits of jewelry and magical leftovers from Mesmalatu’s transformation that she had little interest in keeping as a lich. The sarcophagus must be smashed open to get to these items (hardness 8, hp 900, break DC 65) if no one wants to risk teleporting into its interior. Within the hollow lies a gold bejeweled brazier worth 5,000 gp, an iridescent spindle ioun stone, a belt of mighty constitution +6, and a fine Thassilonian funeral robe made of solidified shadows that shifts and flickers (this is a minor magical effect) worth 7,500 gp. f8. bACk doorS The two secret doors here can be found with a successful DC 40 Perception check. Behind each door lies a short hallway ending at a statue of the Black Pharaoh with his hands at his side, palms out. A native of Leng who touches both of the statue’s palms is instantaneously whisked away to another temple devoted to the Crawling Chaos— the statue in area F8a leads to a temple in the Leng city of Sarkomand, while the statue in area F8b leads instead to a temple on the moon looming high over Leng. A PC who succeeds at a DC 30 Spellcraft check while examining either statue’s strong conjuration aura identifies the use for the statues and the fact that only natives of Leng can safely use them—any other creature that attempts to travel via these statues receives a brief mental image of the destination before being blown backward from the statue by a powerful blast of wind (treat as a tornado-force wind [Pathfinder Core Rulebook 439] that affects only that creature). f9. the GreAt temple to the CrAwlinG ChAoS (Cr 17) This vast temple rises to a looming height of just over a hundred feet above. The ceiling is supported by pillars of purple porphyry that match the polished sheen of the chambers’ floor, walls, and ceiling. To the south, a flight of stairs descends into the cathedral, while a pair of enormous basalt statues of faceless sphinxes squat to the west. An immense stone bowl, its mouth forty feet across, sits on a huge stone altar to the east, beyond which a twenty-foot- wide rent in the east wall provides access to a natural tunnel leading deeper into the mountain. The mangled and burnt corpses of a half-dozen pallid froglike monsters with faces made of tentacles lie haphazardly about the chamber This huge temple hasn’t been used for the worship of Nyarlathotep in over 10,000 years. For much of that time, it instead served as the vault for the Shard of Sloth, left by Mesmalatu in the care of a group of undead moon- beasts. Those undead monsters still guarded the shard when Cadrilkasta arrived not long ago—the dragon made short work of the creatures and claimed the Shard of Sloth for her own, only to immediately succumb to its curse. Mistaking the lethargy brought on by the shard for 54 Cadrilkasta exhaustion, the dragon retreated up the tunnel to area F10 and decided to rest for a bit, and has remained there ever since. The immense bowl was used at one point in the ancient past to hold the vast sacrifices Nyarlathotep often demanded, but today it is being used for something even more sinister. Creatures: After Cadrilkasta’s attack on the temple, the Leng ghouls contacted their moon- beast masters to report it. These monsters quickly came to the temple to investigate, but when they first attempted to confront the torpid dragon, she slew three of them with ease, forcing the others to retreat and regroup. Their current plan simmers and bubbles hideously in the enormous sacrificial bowl. The moon-beasts are performing a blasphemous ritual to draw upon the dreaming nightmares of countless insane minds who have been touched by Leng over the years, focusing those nightmares on the dead cleric in the bowl and infusing it with horror. The ritual nears its completion—bubbling in the bowl is an almost completely formed shoggoth, a formless night-black monstrosity born of myriad lunatic nightmares. The moon-beasts have been taking shifts so they can constantly maintain the complex ritual to grow the shoggoth to full size, and they are only 7 days away from success at the time the PCs first enter this room. Of the four moon-beasts, one of them carries on the ritual while the others watch and rest and guard—the arrival of the PCs gives them a rare opportunity to speed the ritual to its conclusion. If the moon-beasts can get the PCs close enough to the still- immobile but otherwise fully functional shoggoth, it can lash out from the bowl and engulf them, drawing enough life energy from their bodies to hasten the end of the ritual. If the moon-beasts can’t magically compel or otherwise grab the PCs and pull them within range of the shoggoth’s location, they’ll do their best to render the PCs unconscious and simply carry the bodies over to feed it. The moon-beast currently performing the ritual can afford to pause long enough to join in the battle as well. The shoggoth cannot move from within the confines of the bowl or use its maddening cacophony attack until the ritual is finished. The rim of the bowl is 25 feet off the ground, which means that the shoggoth can reach any creature standing on the ground in a square adjacent to the bowl’s rim. Each living creature the shoggoth manages to kill and engulf shortens the length of its remaining 7 days by 3 days—if it kills and engulfs three creatures (who must have at least 11 Hit Dice— PCs and moon-beasts alike count!), it can slither up and out of its bowl. If no one remains to lure the shoggoth up to area F10, the creature begins exploring the temple at random, eventually confronting Cadrilkasta as the moon-beasts themselves originally hoped. Note that while the shoggoth in this encounter is normally a CR 19 foe, the fact that it is immobile and cannot use all of its special attacks means that the CR of the encounter CR itself is only 17 in total, even including the moon-beasts. Advanced Moon-Beasts (4) CR 12 XP 19,200 each hp 161 each (Pathfinder RPG Bestiary 3 195) Shoggoth CR 19 XP 204,800 hp 333 (Pathfinder RPG Bestiary 249) Development: If the PCs kill all of the moon-beasts, the ritual to finish conjuring the shoggoth is disrupted. The shoggoth begins to waste away, taking 1 negative level per round, and finally melting away once these negative levels equal its total Hit Dice. A successful DC 30 Knowledge (arcana or religion) check made while studying the strong conjuration aura emitted by the bowl and its almost- conjured shoggoth reveals what the moon-beasts were up to, and while it doesn’t impart to the PCs knowledge of how to complete the ritual traditionally, they do know that sacrificing enough creatures with 10 HD or more will finish the summoning, perhaps allowing unscrupulous or foolhardy PCs a particularly devastating tool to use against the dragon. If they still survive, the Leng ghouls can provide the PCs a somewhat guilt-free option for fueling the ritual. Story Award: If the PCs prevent the shoggoth from being freed by killing the moon-beasts and then kill the creature (either by attacking it or just letting it accumulate enough negative levels), award them an additional 25,600 XP. If instead they finish the ritual themselves and lure the shoggoth onward to attack Cadrilkasta (or simply kill 55 the shoggoth after it gets loose), award them experience as if they had defeated the shoggoth in battle. f10. the CurSed drAGon (Cr 19) A twenty-foot-wide cavern opens onto a high mountain ledge here. The air is unnaturally still and cool, and a mound of rubble into which an immense nest of sorts has been built sits against the cliff side to the south. But the view to the north is far more overwhelming, for here, a ragged black mountain range extends to the horizon. In the distance, brooding upon the range’s highest peak, is an unsettling and impossibly tall castle, its towers rising up as if a hand were reaching skyward toward the gibbous moon. The castle in the distance is Kadath, the crown of Leng and one of the Crawling Chaos’s many lairs. As detailed in the gazetteer of Leng starting on page 64, gazing for too long upon Kadath can have dangerous effects on mortal minds. The mountain ledge drops away into a vast emptiness filled with clouds—a character who flies down (or falls) into these clouds returns to area E3, as detailed in area F1. Creature: The blue wyrm Cadrilkasta has been slumbering here for weeks, her draconic metabolism not yet having driven her to action to fight against the Shard of Sloth’s curse. As a result, she’s acclimated to the high altitude—she also protects herself from the cold with endure elements. In time, she’ll rouse herself and make her way back to Guiltspur, but without the PCs’ interference, that day is still weeks, perhaps months, in the future. When she notices the PCs, she raises a sleepy head off the ground to regard them as she clutches the Shard of Sloth possessively in one talon (she won’t make attacks with this claw once combat begins). Unless the PCs attack her on sight, the dragon rumbles an arrogant but somewhat listless greeting to them. “And you would be those I have dreamed about. I can smell the other shards on you. Thank you for bringing them to me, apes. Leave them here with me, and I will not contest your immediate and silent departure.” Cadrilkasta is willing to entertain other forms of discussion and conversation for a short time as well— you can use this opportunity to answer questions that curious players may have about the events that occurred behind the scenes of this adventure. Eventually, though, the dragon grows impatient with the delay and lashes out with a breath weapon—allow PCs in a discussion with her to make Sense Motive checks against her Bluff to determine if this occurs during a surprise round or not. Of course, if the PCs lure a released shoggoth up to this ledge to attack the dragon, there’s not going to be time for discussion—the shoggoth’s maddening cacophony attack prevents it from surprising the dragon, for its cries of “Tekeli-li!” as it hurtles up the tunnel are impossible for even a cursed dragon to ignore. Cadrilkasta CR 19 XP 204,800 hp 351 (see page 58) Treasure: Beyond the significant amount of valuables that Cadrilkasta wears in the form of jewelry and magic (this treasure is listed in her stat block), the dragon has much of treasure she looted on her way through Guiltspur (mostly taken from Mesmalatu’s treasury in area E8) to establish a hoard here in her temporary lair. A fair amount of this treasure consists of loose coins and art objects— gathering it all up and sifting it out from the rubble and snow in the dragon’s nest takes at least an hour, although using detect magic can significantly speed up the process of gathering the magic items. Cadrilkasta transported most of the treasure here via a portable hole, but spread the wealth out when she established her lair here. There’s a total of 120,300 cp, 65,750 sp, 22,075 gp, and 1,937 pp scattered around Cadrilkasta’s nest. In addition, the collection of treasures includes a masterwork longsword with a filigreed platinum handle worth 557 gp, four large darkwood and mother-of-pearl keys shaped like demons that do not open any lock in this adventure but are each worth 500 gp, a shrew statuette wearing a pointed cap carved from smoky quartz worth 75 gp, a magnificent mithral tray depicting a murder of crows around a dead tree featuring tiny little flakes of jet for the crows’ eyes and worth 2,500 gp, a Small +2 flaming spear, a huge jug containing sand and 50 pearls worth 100 gp each, a lens of detection in a silk pouch embroidered with an image of a snake eating a hound (the pouch itself is worth 50 gp), a huge gilt-edged tureen depicting a dragon turtle and set with a trio of diamonds (worth 5,300 gp in total), an eversmoking bottle carved to resemble a fat man with an open upturned mouth, a leather case containing a manual of gainful exercise +3, a poorly taxidermied gnome with a frozen elixir of firebreath in his mouth, the fully articulated skeleton of a dog-man (the wire used to articulate the skeleton is silver and worth a total of 250 gp), a glass jar containing a two-headed owlbear fetus that clutches a stone of good luck in one beak and a stone of weight in the other, and a complicated adamantine puzzlebox scroll tube worth 4,000 gp and containing a scroll of miracle (opening the scroll tube requires a successful DC 35 Disable Device check) . Story Award: Recovering the Shard of Sloth and activating it with an incandescent blue sphere ioun stone (such as the one found in area C5) earns the PCs 38,400 XP. 56 CONCLUDING THE ADVENTURE With the defeat of Cadrilkasta and the recovery of the Shard of Sloth, the PCs’ quest for the Shattered Star essentially comes to a close. The Adventure Path assumes the PCs face no more significant threats before they return to Magnimar with their prize (although should the PCs wish to explore Leng further, there is certainly no shortage of high-level adventure to be had there!). As with the end of the previous adventures in this campaign, once the PCs return to Magnimar and document their experiences, the Fame scores of PCs who are members of the Pathfinder Society increase by 16, and they earn 16 Prestige Points for their accomplishments. While the recovery of the seven shards is certainly an accomplishment worthy of legend, actually rebuilding the Sihedron itself is an even greater task. Once the PCs return to Magnimar, Sheila Heidmarch informs them that many famous individuals have come to or are en route to Magnimar not only to witness the rebuilding of the Sihedron, but also to meet the adventurers who braved five Thassilonian ruins to recover the shards. She asks them to take part in the reforging ritual, pointing out that this is an opportunity for them to revel in their glory and enjoy their fame—leaving unsaid but implied the increased prestige that this accomplishment will bring the Pathfinder Society. Unfortunately, the ritual is fated to have one significant and unintended consequence: the contingent activation of powerful ancient magic that has slumbered at the bottom of the ocean for a hundred centuries. The ancient sunken city of Xin rises, unleashing a series of monster-infested tsunamis—a sign of a new danger on the horizon. The quest for the Shattered Star was intended to arm Varisia’s newest heroes with a potent artifact that could be used to defend the land from future dangers rising from the region’s ancient past. That its creation would trigger one such danger is revealed in the final adventure: “The Dead Heart of Xin.” 57 A native of the Hold of Belkzen, Cadrilkasta has abandoned her homeland and the orcs who have come to fear her for a new venture: an expedition to the Storval Plateau in search of an ancient treasure—the Shard of Greed. Cadrilkasta CR 19 XP 204,800 Female wyrm blue dragon (Pathfinder RPG Bestiary 94) LE Gargantuan dragon (earth) Init +2; Senses blindsense 60 ft., darkvision 120 ft., dragon senses; Perception +34 Aura electricity (10 ft., 2d6 electricity), frightful presence (330 ft., DC 28) DEFENSE AC 39, touch 4, flat-footed 39 (–2 Dex, +35 natural, –4 size) hp 351 (26d12+182) Fort +22, Ref +15, Will +20; +2 vs. conjuration spells Defensive Abilities evasion, freedom of movement; DR 20/ magic; Immune electricity, paralysis, sleep; SR 30 Weaknesses curse of sloth OFFENSE Speed 20 ft., burrow 10 ft., fly 125 ft. (clumsy) Melee bite +38 (4d6+16/19–20), claw +38 (2d8+16), tail slap +33 (2d8+19), 2 wings +36 (2d6+9) Space 20 ft.; Reach 20 ft. Special Attacks breath weapon (120-ft. line, 22d8 electricity, Reflex DC 30 half, usable every 1d4 rounds), crush (4d6+19, DC 30), desert thirst (DC 28), mirage, storm breath (DC 30), tail sweep (2d6+19, DC 30) Dragon Spell-Like Abilities (CL 26th; concentration +35) At will—create water, ghost sound (DC 15), hallucinatory terrain (DC 19), minor image (DC 16), veil (DC 21), ventriloquism (DC 16) Shard of Sloth Spell-Like Abilities (CL 26th; concentration +35) 1/day—summon monster III Spells Known (CL 15th; concentration +25) 7th (4)—greater scrying (DC 22), prismatic spray (DC 22) 6th (6)—chain lightning (DC 21), contingency, geas/quest 5th (7)—dominate person (DC 20), nightmare (DC 20), sending, teleport 4th (7)—charm monster (DC 19), greater invisibility, phantasmal killer (DC 19), wall of ice 3rd (7)—dispel magic, displacement, gaseous form, slow (DC 18) 2nd (7)—alter self, command undead (DC 17), detect thoughts (DC 17), glitterdust (DC 17), scorching ray 1st (8)—charm person (DC 16), endure elements, grease (DC 16), magic missile, reduce person (DC 16) 0 (at will)—bleed (DC 15), detect magic, light, mage hand, message, open/close, prestidigitation, read magic, touch of fatigue (DC 15) TACTICS Before Combat Cadrilkasta casts endure elements every day. During Combat Although Cadrilkasta is a dangerous foe, the curse that afflicts her helps to soften that danger somewhat. She doesn’t bother casting many preparatory spells before combat, and for the first few rounds of battle she doesn’t bother taking more than a move action, and stays in her nest. She clutches the Shard of Sloth tightly in one claw at all times, which prevents her from making a second claw attack even when she does start making full attacks. At the start of combat, Cadrilkasta activates her storm breath ability, calling down a bolt of lightning on the closest foe. She continues calling down bolts each round until she’s reduced to fewer than 250 hit points. At this point, she realizes she’s up against significant foes. She then leaps into the air and starts taking her full complement of actions (at which point her curse makes her sickened). She prefers not to make full attacks, and instead swoops back and forth while casting spells or breathing lightning on the PCs. She also starts using Quicken Spell to cast additional spells each round—displacement on the first round, followed by glitterdust, scorching ray, magic missile, grease, and reduce person. She saves a 7th-level spell slot for summon monster VII, three 5th-level spell slots for her teleport spells, and at least two 4th-level slots for charm monster spells to be used as detailed in her Morale section if she flees. Once she’s reduced to fewer than 150 hit points, her contingency spell activates, turning her invisible. She then casts teleport to retreat to area F3, where she casts summon monster VII to summon 1d3 lillend azatas, then orders them to heal her with cure serious wounds and cure light wounds. Once they exhaust their healing, she uses her mirage ability to create a duplicate image of herself farther up the tunnel, making it appear that she’s come back to cast more spells and breathe more lightning at foes while her lillends move up to attack the PCs as well. As soon as her mirage ends or the PCs confront her in F3, she lands in their midst and starts making full attacks (still minus one claw attack). Morale Cadrilkasta tries to escape if reduced to 60 hit points or fewer, taking with her only the 58 treasures she carries or wears and leaving the rest behind in area F10. She casts teleport to return to area F1, then flees through the portal back to area E3 in the Embassy of Leng (she doesn’t realize she can do the same by fleeing into the clouds below). The dragon makes her way back through the dungeons—pausing to breathe a bolt of lightning into the pit at area E3 to wake up and anger the bhole so that pursuing PCs need to deal with it (unless they’ve already damaged the bhole enough to make it retreat for an extended time). As she works her way back up through the dungeon, Cadrilkasta uses charm monster to recruit additional creatures to slow down her pursuers. Once she exits the dungeon (or immediately upon returning to the Material Plane if the abysium reactor is no longer functioning), she uses teleport to escape into an old lair in the Kodar Mountains. STATISTICS Str 37, Dex 6, Con 25, Int 20, Wis 21, Cha 20 Base Atk +26; CMB +43; CMD 51 (55 vs. trip) Feats Combat Casting, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Staggering Critical, Vital Strike Skills Bluff +34, Diplomacy +34, Fly +13, Intimidate +34, Knowledge (arcana) +34, Knowledge (geography) +34, Knowledge (history) +34, Knowledge (nature) +34, Perception +34, Sense Motive +34, Stealth +15 Languages Aquan, Common, Draconic, Giant, Thassilonian, Varisian SQ contingency, sound imitation Gear amulet of mighty fists +3, portable hole, ring of evasion, ring of freedom of movement, Shard of Sloth, contingency statuette worth 4,500 gp SPECIAL ABILITIES Contingency If Cadrilkasta is reduced to 150 hit points or fewer, greater invisibility activates on her. Curse of Sloth Cadrilkasta is under the curse of sloth from the Shard of Sloth she carries (Pathfinder #61 69). Cadrilkasta’s mother was slain by a party of adventurers not long before Cadrilkasta’s egg hatched, but the miscreants failed to locate the dragon’s lair. Having hatched with no parents or siblings but inheriting a sizable treasure, Cadrilkasta spent her early years making raids against the orcs to the south and barbarians to the north. By the time she was an adult, she was frustrated by her lack of learning and relocated her lair to the Hungry Mountains. There she spent many decades abducting scholars to force them to broaden her education, particularly with stories of ancient Thassilon. Once she felt she’d learned all she could, she returned to Belkzen to build her legend among the orc tribes—although killing orcs was generally only a method for her to gain access to more Thassilonian ruins to explore and loot. Campaign Role If Cadrilkasta makes it back to her old lair, she hides out long enough to heal, during which time she uses greater scrying to spy on the PCs and nightmare to show them she will come after them someday. The dragon could track the PCs all the way to Magnimar or even the city of Xin in an attempt to kill them and get back her treasure! 59 Xaivanshee leads a small group of highly trained specialists far beyond the walls of the drow city of Zirnakaynin in search of an artifact that she needs to complete her personal quest to become a vampire. Xaivanshee Rasivrein CR 15 XP 51,200 Female drow noble cleric of Zura 15 (Pathfinder RPG Bestiary 115) CE Medium humanoid (elf) Init +5; Senses darkvision 120 ft.; Perception +17 Aura cloak of chaos (DC 23) DEFENSE AC 28, touch 20, flat-footed 22 (+7 armor, +4 deflection, +5 Dex, +1 dodge, +1 shield) hp 172 (15d8+101); fast healing 10 Fort +17, Ref +14, Will +18; +2 vs. enchantments, +4 vs. fear and poison Defensive Abilities Zura’s favor; Immune sleep; SR 26 OFFENSE Speed 30 ft. Melee +3 horacalcum rapier +18/+13/+8 (1d6+3/18–20), +3 keen mithral rapier +17 (1d6+3/15–20) Special Attacks aura of madness (DC 22, 15 rounds/day), channel negative energy 5/day (DC 19, 8d6), chaos blade (7 rounds, 2/day) Demonic Obedience Spell-Like Abilities (CL 15th; concentration +20) 1/day—vampiric touch Domain Spell-Like Abilities (CL 15th; concentration +20) 8/day—touch of chaos, vision of madness (+/–7) Drow Noble Spell-Like Abilities (CL 15th; concentration +17) Constant—detect magic At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day—dispel magic, divine favor, suggestion (DC 15) Cleric Spells Prepared (CL 15th; concentration +20) 8th— cloak of chaosD (DC 23), rift of ruinBOTD2 (DC 23) 7th—destruction (DC 22), insanityD (DC 22), mass cure serious wounds (DC 22) 6th—blade barrier (DC 21), heal, heroes’ feast, phantasmal killerD (DC 21) 5th—breath of life (2), dispel lawD, greater command (2, DC 20), mass cure light wounds (DC 20) 4th—air walk, confusionD (DC 19), cure critical wounds, freedom of movement, greater magic weapon (2) 3rd—bestow curse (DC 18), blindness/deafness (DC 18), cure serious wounds (2), magic circle against lawD, magic vestment 2nd—cure moderate wounds (2), hold person (DC 17), resist energy, silence (DC 17), touch of idiocyD 1st—command (DC 16), cure light wounds (3), lesser confusionD (DC 16), obscuring mist, shield of faith 0 (at will)—bleed (DC 15), detect magic, read magic, stabilize D Domain spell; Domains Chaos, Madness TACTICS Before Combat Xaivanshee uses her extend metamagic rod to cast an extended heroes’ feast for herself and her allies every day. She also casts magic vestment on her armor and greater magic weapon on both rapiers, then casts cloak of chaos on herself (this lasts for 24 hours due to her favor with her deity). If she knows she’s about to enter combat, she casts air walk and freedom of movement. During Combat Xaivanshee hangs back in combat, letting her allies occupy foes in melee as long as possible. Her first act in the battle is to cast rift of ruin to open a chasm under the feet of any enemies standing on the ground. On the second round, she causes the rift to close by summoning a bebilith through it to fight alongside her. (If you don’t have access to rift of ruin, replace this spell with summon monster VIII.) Xaivanshee uses her ranged attack spells in following rounds. If she sees her allies have become wounded, she moves in to aid them with healing spells. She’s well aware that the longer they live, the longer they can protect her. She enters melee combat if she has to, but tries to cast divine favor beforehand. She saves heal to cast on herself once she’s reduced to 50 hit points or fewer. Morale Xaivanshee goes to any lengths to remain alive if faced with certain defeat, taking hostages to bargain for escape, fleeing in outright cowardice, offering bribes, or begging for mercy (in that order of preference). STATISTICS Str 10, Dex 20, Con 18, Int 10, Wis 20, Cha 15 Base Atk +11; CMB +11; CMD 31 Feats Craft Magic Arms and Armor, Craft Wondrous Item, Demonic ObedienceBOTD2, Dodge, Toughness, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse Skills Diplomacy +13, Knowledge (religion) +12, Linguistics +6, Perception +17 Languages Abyssal, Common, Elven, Necril, Undercommon SQ elven magic, poison use, weapon familiarity Combat Gear extend metamagic rod; Other Gear +1 elven chain 60 shirt, +1 horacalcum rapier, +1 keen mithral rapier, belt of physical might +4 (Dex, Con), gloves of arrow snaring, instant fortress, slave collar keys (3, each attuned to her hunt mistress’s slave collars), spell component pouch, unholy symbol of Zura, fine spidersilk robes worth 2,500 gp BOTD2 See Pathfinder Campaign Setting: Lords of Chaos, Book of the Damned, Vol. 2 SPECIAL ABILITIES Demonic Obedience This feat grants Xaivanshee vampiric touch as a spell-like ability and a +4 profane bonus on saving throws against the supernatural abilities of undead. In order to maintain Zura’s Favor and the other effects of the feat, every day while she prepares her spells Xaivanshee must drink the blood of a willing creature while allowing that creature to drink some of her own blood. Profane Gift (Su) Xaivanshee has a +2 profane bonus to her Constitution—a profane gift from the succubus Liluresha, who serves the demon lord Zura. Zura’s Favor (Su) Xaivanshee currently enjoys the favor of her patron demon lord, Zura. As a result, her cloak of chaos spell lasts for 24 hours when cast, and she gains fast healing 10. If she ever loses Zura’s favor or fails to perform her Demonic Obedience, she loses these benefits forever, takes 2d6 points of Wisdom drain, and gains 2d4 permanent negative levels. Xaivanshee Rasivrein has sworn her life to the demon lord Zura. Instead of playing the political game and building relationships (healthy or otherwise), Xaivanshee devoted herself completely to Zura, and in time became one of her house’s most powerful clerics—a fact she took great pains to keep to herself. Xaivanshee’s greatest desire is to become a vampire, and she hopes that the newfound power such a transformation would bring her will allow her to seize control of her House. Yet she rankles at the thought of serving another—to the domineering drow, submitting to a vampire’s bite is akin to slavery. However, with Zura’s favor and her own painstaking research into a vile ritual, Xaivanshee has developed her own method to achieve vampirism. But as she has worked on her necromantic goals, the city of Zirnakaynin grew increasingly unstable. When one of the city’s most powerful groups, House Azrinae, attempted a devastating attack on the surface elves only to be defeated by heroes from the surface world, Zirnakaynin was thrown into chaos. House Rasivrein, like the city’s other noble houses, grew increasingly desperate to fill the vacancy in power left by Azrinae’s fall. Xaivanshee watched in amusement from the shadows as her kin struggled to increase their house’s standing in the growing violence and discord, enjoying the fact that the growing turmoil gave her greater freedom to pursue her own goals. A final series of visions from Zura recently showed her the last step in her vampiric transformation ritual—she must seek out a specific powerful and ancient necromantic artifact with which to take her own life. She must recover the Shard of Sloth and use it to slit her own throat. Campaign Role Xaivanshee can either compete with the PCs or temporarily ally with them. Leading a small group of enslaved half-sisters, she’s come to the Guiltspur Depths to seek out the Shard of Sloth, but has not yet begun her investigation of the dungeons beyond the region known as the Core. Wise in her ways, she sees the PCs as tools first and enemies second—she wants to recruit their aid in recovering the shard, and is quick to point out that she needs it only for as long as it would take her to commit suicide with the sharp- edged artifact. Once she’s done with it, the PCs are free to keep it for themselves. Assuming the PCs decide to work with her instead of fighting her, she proves to be a trustworthy ally— up until the point when she uses the shard to become a vampire. By then, she’s come to value the PCs’ utility, and if the PCs allow her to finish her ritual, she attempts to dominate them all and, eventually, transform them into her vampiric thralls. 61 The following unique treasures can be found in “Into the Nightmare Rift.” Player-appropriate handouts appear in the GameMastery Shattered Star item card set. Censer of Dreams Aura moderate abjuration; CL 11th Slot none; Price 8,000 gp; Weight 5 lbs. DESCRIPTION Typically crafted of bronze, brass, or copper with an upper section of silver or mithral, a censer of dreams protects sleeping minds from the fell influence of magical nightmares. A censer of dreams can burn any type of incense as per a normal censer, but can also be commanded to emit lavender-scented fumes that fill a 30-foot-radius spread for up to 8 continuous hours per day, as long as the censer remains immobile. Strong winds disperse this effect, and moving the censer causes the effect to end immediately, but otherwise, any creature that sleeps in this area gains a +4 bonus on all saving throws made against dream- or nightmare-related effects, such as the nightmare spell or the effects of the nightmares caused by the abysium reactor in this adventure. A night hag cannot use her dream haunting ability in an area under this effect, and at the GM’s discretion, the effect can block other strange effects that target sleeping or dreaming minds. All creatures who sleep for the full 8 hours in this area awaken particularly refreshed, having had pleasant dreams in which they explored idyllic landscapes and spoke with charming and eccentric creatures. Upon awakening, these subjects heal as if they’d taken complete bed rest for an entire day and night (recovering twice their character level in hit points). CONSTRUCTION Requirements Craft Wondrous Item, dream; Cost 4,000 gp Crystal Ball of the Dark Void Aura moderate divination; CL 10th Slot none; Price 60,000 gp; Weight 7 lbs. DESCRIPTION Crystal balls of the dark void look like dark-colored crystal balls. Upon inspection, most appear to be filled with roiling clouds of midnight blue smoke, but some seem to contain motes of light that evoke the night sky. This item functions as a standard crystal ball, but can be used to cast sending once per day targeting any creature observed in the crystal ball. Once per month, the user can attempt to use a crystal ball of the dark void to contact a flying creature from the depths of space called a shantak (Pathfinder RPG Bestiary 2 244). The user must attempt at a DC 25 Spellcraft check. If the attempt to contact a shantak is successful, the monster flies to the location where the user was when contact was made. It arrives there in 3d20 hours, at which point the user must use Diplomacy or magic to compel the shantak to serve him. Failure to do so (or failure to meet the shantak) causes the angry shantak to remain in the area for 2d6 hours, attacking anything that comes near. Every time a crystal ball of the dark void is used, there’s a 5% chance that the item doesn’t work as intended and instead reveals glimpses of alien horrors from the depths of the Dark Tapestry to the user, who must immediately attempt a DC 20 Will save to avoid taking 1d4 points of Wisdom drain. CONSTRUCTION Requirements Craft Wondrous Item, scrying, sending; Cost 30,000 gp Nightgaunt Mask Aura moderate divination; CL 11th Slot head; Price 30,000 gp; Weight 1 lbs. DESCRIPTION A black, horned nightgaunt mask has two eyeholes but no other facial features. When the mask is worn, even the eyeholes vanish, leaving the wearer with no visible face at all. The wearer gains the advantages shared by the faceless nightgaunts on which the mask is based. The entire face of the mask functions as a sort of “eye,” allowing the wearer to see normally. The wearer also gains a +4 bonus on all saving throws against gaze attacks, and does not breathe (and is thus immune to inhaled toxins and scent-based effects). However, the wearer can’t speak, and therefore can’t cast spells or use items that require verbal components or command words. Once per day, but only after wearing the mask for at least 1 hour, the wearer can summon 1d4+1 nightgaunts to do her bidding, as if by casting summon monster VI. These nightgaunts remain for 11 rounds. Alternatively, the wearer can summon a single nightgaunt that remains for 24 hours. She can communicate with and thus give orders to these nightgaunts via telepathy to a range of 100 feet. If the wearer removes the nightgaunt mask, any summoned nightgaunts immediately turn on her and attempt to carry her off and drop her from a great height before vanishing. CONSTRUCTION Requirements Craft Wondrous Item, alter self, blindness/ deafness, summon monster VI; Cost 15,000 gp 62 Nightmare Rod Aura strong illusion; CL 13th Slot none; Price 80,000 gp; Weight 5 lbs. DESCRIPTION A nightmare rod is a wooden rod with a smooth, purple, crystalline octopus clutching one end, its tentacles wrapped around the length of the rod and its bulbous body serving as a sort of mace head. Indeed, a nightmare rod can be wielded as a +2 heavy mace. On a critical hit, a nightmare rod floods the target’s mind with horrific visions of nightmarish dooms that stagger the victim for 1 round if it fails a DC 15 Will save. This is a mind-affecting fear effect. In addition, a nightmare rod has the following powers. • Once per day as a free action when the rod hits a living creature, the user can affect the creature struck with a phantasmal killer spell (Will/Fort DC 16). • Once per day, the user can cast nightmare. If the recipient is awake when the spell begins, the wielder need not enter a trance (as he would if he had cast the spell)— the nightmare rod maintains its own sort of trance on the spell and automatically finishes casting the spell as soon as the recipient falls asleep. If the recipient does not fall asleep within 24 hours, the nightmare rod ceases attempting to cast the spell automatically. • As long as the wielder carries the nightmare rod in his hand, he is immune to fear effects. CONSTRUCTION Requirements Craft Rod, fear, nightmare, phantasmal killer, remove fear; Cost 40,000 gp Slave Collar Aura moderate divination; CL 9th Slot neck; Price 25,000 gp; Weight 1 lb. DESCRIPTION Slave collars are popular items among drow, duergar, and other Darklands societies that require obedience and servitude from slave castes. As these collars are relatively costly, they are typically reserved for use on particularly powerful or desirable slaves. A slave collar consists of a simple ring of metal (typically brass or bronze) that latches in place with a lock. Many feature additional adornments like short lengths of chain. Each slave collar’s lock is attuned to a unique key. The person who carries a collar’s key is aware of that collar’s wearer as if it were the target of a constant status spell. In addition, the key carrier can communicate telepathically with the wearer of the collar as long as the wearer is within 100 feet of her. As long as a slave collar is worn, that collar’s key carrier automatically penetrates the collar wearer’s spell resistance (if any), and the collared creature takes a –5 penalty on all saving throws against the key carrier’s spells. A slave collar’s lock can be picked with a successful DC 40 Disable Device check, or broken open with a successful DC 30 Strength check—either method immediately destroys the slave collar. The wearer of a slave collar takes a –10 penalty on Disable Device or Strength checks made to disable the slave collar it wears. CONSTRUCTION Requirements Craft Wondrous Item, status, telepathic bond; Cost 12,500 gp Censer of Dreams Crystal Ball of the Dark Void Nightgaunt Mask Nightmare Rod Slave Collar 63 T he Shantak now flew lower, revealing beneath the canopy of cloud a grey barren plain whereon at great distances shone little feeble fires. As they descended there appeared at intervals lone huts of granite and bleak stone villages whose tiny windows glowed with pallid light. And there came from those huts and villages a shrill droning of pipes and a nauseous rattle of crotala which proved at once that Inganok’s people are right in their geographic rumours. For travellers have heard such sounds before, and know that they float only from the cold desert plateau which healthy folk never visit; that haunted place of evil and mystery which is Leng. —H. P. Lovecraft, The Dream-Quest of Unknown Kadath 64 meet. However, no two sojourners seem to describe the lay of the land quite the same way, as if the topography changes from the perspective of the viewer depending on from whence his journey began. In fact, some of the few Leng scholars speculate that it is a direct extension of countless worlds at once, and therefore has a unique lay of the land related specifically to each of its constituent waking-world connections. It may be that Leng is truly limitless, and that it is the Material Plane that is hedged in by its impossibilities, or that each time a new dreamer falls into a nightmare, those unconscious terrors work to extend Leng’s borders just a little more. The easiest method of approach is by sea, but a daring few who have managed to obtain local guides from some of the dreaming lands have been shown hidden pathways and passes that lead through the mountain wall. In addition, on nights when the mysterious moon sinks low and full over the plateau, black-hulled ships ply the skyways and can provide another means of entry for those with the bravado or ill-luck to try it. The plateau rises ever upward as it travels away from the coastline, eventually encountering more barren mountain peaks (though not as tall as those that hedge the entire tableland) that must be somehow surmounted for a traveler to continue. And beyond these warding peaks stands the true horror of the demiplane—a mountain of impossible height spanning countless miles, dwarfing those found elsewhere within Leng, and upon whose summit rests the terrible unknown city of Kadath where dark gods are whispered to cavort and devour any who dare intrude upon their solitude. T he Dimension of Dreams lies somewhere beyond the conventional planes of the Great Beyond, a realm both created and fueled by the collective dreams of sentient beings from across the cosmos. And beyond its distant shore lies Leng. This windswept plateau between the arms of embracing mountain chains descends in an inexorable slope to the Dreaming Shore. Upon the blasted tableland sit scattered villages of stone huts, seemingly the remnant of some immeasurably ancient civilization that once held sway here. Usually long-abandoned, these dark ruins occasionally teem with foul semi-human denizens of Leng going about their own barbaric and unknowable purposes. The few inhabited villages can be recognized from afar at night by the evil fires that burn bright within them, though even villages known to be abandoned often show those same evil flames in the inky darkness of a Leng midnight. None travel the wastes of Leng lightly, and its cursed villages are universally avoided. The tales that come out of Leng are usually the ravings of dream walkers struck mad by what they saw or the mumbling of vacant-eyed indigents upon the streets of dreaming lands’ cities. These luckless souls talk of the cold and crumbling ruins, of horrific creatures that lurk among the stones, and of terrifying hunts ending in violent debauches perpetrated by the degenerate denizens. They speak of gruesome acts and rituals conducted to propitiate a yellow-robed monster known as the High-Priest Not To Be Described, and hint darkly at even worse rituals conducted by that same figure to propitiate who knows what horrors. Leng exists at a crossroads of sorts, a realm all its own yet accessible from virtually anywhere via the Dimension of Dreams. These dream travelers can spend a lifetime learning the skill to walk lucidly among the streets of dreams or find that they simply have the knack as young, impressionable children, only to lose it as they age and mature beyond the fantasies of youth. Many seek strange drugs and unguents to enable them to achieve this dream- state, and some forfeit their waking lives altogether, choosing to instead inhabit a half-remembered fantasy realm of wonders. Yet when these dream travelers sink into the realm of nightmares or venture too far into the dreaming lands, they can find themselves upon the bleak shores of Leng, looking up into a seemingly endless plateau of ruin, and would be wise to find the means to awaken or seek egress back to safer lands before night falls and the inland fires light. The geography of Leng is one of extremes. Interminable plains of desolate bleakness rise from a rocky coast of black boulders and cold sea spray, then climb to a cordon of impossibly tall mountain peaks hedging it in on both sides and acting as a funnel, guiding the unwary traveler to an unutterable fate in the valleys where they Leng PLanar TraiTs Leng exists beyond the Dimension of Dreams where nightmares overlap into a strange reality spawned by no dreamer, except perhaps for the dreams of outer beings of primordial madness. It has the following traits. Normal Gravity and Time Finite Size: Leng is bounded by mountains on three sides and by a mysterious coastline on the fourth, giving it a finite size, but its appearance tends to change based on the point of origin of each traveler so estimates of its size can vary widely. In addition, Leng overlaps with various worlds on the Material Plane, and its size and other qualities extend farther in the regions where these convergences occur. Divinely Morphic: Who or what powers can transform this realm to their whims is beyond the knowledge of even the most erudite sages. Strongly Chaotic-Aligned, Mildly Evil-Aligned 65 Denizen of Leng DeNIZenS AND DANGERS Despite its cold and arid desolation, Leng hosts a surprising number of different creatures. Bholes: These immense burrowing horrors are found only in the underworld deep below, and no reliable report of the appearance or habits of a bhole has ever been received. It is rumored that they are used as part of some great breeding project by powerful inhuman arcanists, but even that is only the barest conjecture. (See page 84.) Denizens of Leng: The eponymous inhabitants of this nightmare land, these creatures have a largely humanoid shape that is kept firmly shrouded beneath voluminous robes, turbans, and veils. They ply the waters of Leng, the Dimension of Dreams, and the waking world alike in black ships, trading strangely flawless rubies for slaves and seemingly random goods of unknown purpose. But even these denizens have masters, and many are actually held in thrall to the hideous moon-beasts and serve them as diplomats, slave labor, and provender. (See Pathfinder RPG Bestiary 2 82.) Ghouls and Ghasts: The ghouls and ghasts of Leng are different creatures than the relatively weak undead of the waking world. In Leng, the typical ghoul is a more bestial undead with a canine snout and hoofed feet—Leng ghouls are more powerful than their waking world kin (see page 45 for a typical Leng ghoul’s stats), and often take levels in alchemist, oracle, witch, or wizard. A Leng ghast is little more than a Leng ghoul with a few more racial Hit Dice and a stench aura, but deep under Leng, these two “races” are often at odds. Leng ghouls are known to sometimes be helpful to visitors in return for gifts of carrion, but the ghasts are more feral and violent. Gugs: The four-armed giants of Leng’s underworld maintain a hidden walled city somewhere within its dark reaches. Gugs often war with and feed on Leng’s ghasts, but many have an unusual fear of the region’s ghouls. A gug can easily destroy a handful of ghasts and guarantee itself a good meal, but for that reason the ghasts tend to travel in packs and attack gugs en masse, so the battles are rarely a sure thing for either side. Even though ghouls are physically weaker than their ghast cousins, gugs bear an irrational fear of them and almost always retreat when confronted by such creatures, regardless of numbers. (See Bestiary 2 151.) Leng Spiders: These creatures were once the predominant inhabitants of the Plateau of Leng, until a genocidal war with the denizens of Leng untold ages ago pushed them to the brink of extinction. Now these gigantic arachnids lurk upon the fringes of Leng in shadow-haunted valleys. They are always on the lookout for humanoids who come too close to their lairs, snaring careless wanderers and torturing them in order to momentarily relive the feeling of dominance they once enjoyed. (See Bestiary 2 176.) Moon-Beasts: The true masters of the denizens of Leng, the moon-beasts are bloated monstrosities with rolls of pale flesh culminating in faces composed of pink tentacles. They hail from the moon that hangs over Leng, and ply the many waterways of the moon, hidden within black galleys captained by their slave-thralls. The moon-beasts are consummate slavers, seeing all other races as lesser beings awaiting exploitation as laborers or victims bound for other, darker purposes. (See Pathfinder RPG Bestiary 3 195.) Nightgaunts: Nightgaunts haunt Leng’s mountains and Underworld, and have been known to kidnap lone travelers, carrying them upon night flights of great distances to unpredictable destinations. This is often done at the behest of some master, for nightgaunts are somewhat like dogs in their intelligence and can be trained to be intensely loyal. For some reason, shantaks have an intense fear of nightgaunts and flee from their presence. (See page 90.) 66 Prehistoric Monastery Onyx Quarry Lelag-Leng Storval Thinning Windswept Ridge Kadath Mhar’s Fossa Spider Vales The Moon Sarkomand Nameless Rock Leng W a tc he rs in t he W a s t e C ol d W as te Th e P l a te au o f l e n g T he D r e a mi ng Sho re Scarlet Walkers: Not all arachnid inhabitants of the Spider Vales are the purple Leng spiders. In some of the more remote valleys, high upon canyon walls, hang immense sacs made from coagulated blood and tissue. These are hives for the scarlet walkers. Unlike Leng spiders, these creatures hold no grudge against the humanoid races, but rather see them as food, for the scarlet walkers subsist on living blood. Equally at ease walking on earth or air, scarlet walkers have been known to make the lengthy trek from Leng to the moon by foot. (See Rise of the Runelords Anniversary Edition 414.) Shantaks: Shantaks dwell in great numbers upon the Plateau of Leng, principally in the mountainous regions. They can also be found dwelling in the shadows of the Great Quarry, where they hunt unwary travelers. The shantaks of Leng appear to be allied with the dwellers of Kadath and have been known to serve the High-Priest Not To Be Described. (See Bestiary 2 244.) Other Denizens: In addition to these primary inhabitants, many other types of creatures also call the nooks and crannies of Leng home. Examples of these include ant lions, basilisks, and cockatrices upon the stony plains; belkers, manticores, and wendigos in the frozen heights; and shining children and winged urhags in the Cold Wastes and shadowed quarries. GAZETTEER Though Leng appears desolate and monotonous, enterprising explorers can find a surprising number of unique features and locations if they know where to look— and can survive long enough to reach them! Cold Waste: Beyond the Watchers in the Waste, where the mountain walls of Leng converge toward Kadath, lies the Cold Waste, a stony desert forever shrouded by night. The sun never rises over the Cold Waste and Kadath beyond, and distances are tricky here, sometimes seeming only a short journey of a day or 2 to the northernmost point at Kadath’s foothills and sometimes requiring a journey of many months or even years through the night-dark lands. Dreaming Shore: A gray sea laps here at the edge of Leng, where the plateau descends from its mountain-bound heights, extending beyond the horizon and allowing one to travel directly into the dreaming lands beyond. Here the boldest ship captains from those same dreaming lands— realms with names like Celephais, Inganok, and Lomar— may come to test their luck or taste for adventure, but few return twice. The risks of landing upon Leng’s shore are great enough to make such a trip rarely profitable, and the predatory black galleys of the moon-beasts that frequently ply these waters render the shore doubly hazardous. 67 Kadath: Kadath, the impossible castle-city, is a vast fortified citadel that sits atop the highest mountain at the farthest extremity of Leng. The mountain of black stone itself is dozens of miles high, far taller and steeper than any natural geological formation should be. No known paths lead to its heights, so only flyers or those with formidable magic have any hope of making the ascent. Occupying the entire summit of this colossal massif is a fortress beyond imagining, built entirely of black onyx and seemingly grown from the precipices around it. This city is in itself several miles in height, brooding atop the mountain peak below with countless chambers and many miles of passages ranging in size from the most squalid goblin warren to cyclopean thoroughfares fit for the gods—for that is what resides within. Strange gods of unknown pantheons are said to cavort within Kadath. What they represent and what cultures worship them are great enigmas, though some purport to venerate them in their mystery. Whether their worship is noticed and rewarded is anyone’s guess, for no one dares approach this impossible height to bring obeisance directly to these unknown deities. Those that have dared unfailingly run afoul of their guardian and alleged caretaker—Nyarlathotep, the Crawling Chaos, who it is rumored stands as door ward to the will of the primal chaos at the center of the universe. Few who have dared the Crawling Chaos’s abominable presence have returned to tell of it. One interesting note regarding Unknown Kadath is that the few who have braved some portion of its heights and avoided confrontations with elder gods or outer powers report that behind it the Plateau of Leng continues to extend down between hedging mountain walls to a gray coastline in no fewer than two different directions. It seems that Kadath looks down not only upon the dreaming lands of Golarion, but also upon those of other worlds as well. Whether the Plateau of Leng that extends towards these dreaming lands is a sort of mirror of that which is known to Golarion or whether it is entirely different in its inhabitants and locales remains a great mystery, for these far reaches have only been seen from the vast heights of Kadath’s upper slopes, and no one has yet been able to journey down to them to see firsthand. Those who come too near to Kadath and look upon its shape are often granted visions of the horrors that wait within. The first time a sane mind gains a good view of Unknown Kadath, it must succeed at a DC 15 Will save to avoid taking 1d4 points of Wisdom damage at the ominous sight—fully 25% of those who take Wisdom damage in this way also go insane (the type of insanity developed should be determined randomly from the list on page 250 of the GameMastery Guide). Lelag-Leng: This crude village of huts of stone and wood houses a singular and primitive race of short, bald-headed humanoids with narrow eyes and brown, weathered skin. Many consider them to be a degenerate tribe of humans, but something about them seems otherworldly. They are known for the exotic silks they trade with the denizens of Leng and for the powerful sorcerer said to rule over and protect their isolated settlement. Mhar’s Fossa: This tunnel of gargantuan proportions opens at the end of a furrow descending from Kadath high above. It marks the route taken by the Great Old One Mhar when he attempted to bore directly into the Material Plane near the Storval Thinning before becoming trapped in a stony gestation. Numerous side passages branch off from this central tunnel, leading to various pocket dimensions and vaults. No one has dared plumb the farthest depths of this excavation for fear that Mhar still restlessly waits somewhere within. The Moon: This ghostly white planetoid hangs placidly over the collective dreaming lands of the Dimension of Dreams—for some a romantic orb of soft silver light, for others a horrifying death’s head or a trigger of lycanthropic madness. However, above the Plateau of Leng it gains its most sinister aspect as the destination for the slave-driven black galleys of the moon-beasts. Only by these strange craft or other more fantastical means can the vast gulfs separating this satellite from the lands below be traversed and the true horror of its darkened far side be revealed— cities of cyclopean gray-white stone built upon the shores of an oily sea. Nameless Rock: This bleak rock rises from the sea several miles off the Dreaming Shore and serves as a citadel of the moon-beasts. When a passing ship dares to come close enough, the sides of the tapering rock reveal strangely proportioned architecture like that found in the moon-beasts’ city upon the moon. At the summit of the island’s lone peak stands a great temple to unnameable gods in which a bottomless pit is said to reach all the way to the underworld. The entire island swarms with moon- beasts and their slaves. VisiTing Leng While Leng can be reached through the Dimension of Dreams, you don’t need to physically travel there in order to experience the place, as GMs can provide glimpses into Leng through PCs’ dreams. These vignettes allow the players to see the strange horrors that await them without becoming stranded in an alien dimension or preyed upon by the threats therein. These fleeting visions of Leng can also be used to foreshadow a trip to the terrible realm so that PCs have some sense of where they have arrived once they step foot on the cold plateau that is Leng. 68 High-Priest Not To Be Described Onyx Quarry: Cut into the base of the mountains that encircle Leng, this vast quarried pit is 5 miles wide, 10 miles long, and over 2 miles deep. It is said that the onyx stones from which the great citadel of Unknown Kadath was constructed were quarried here. Numerous smaller quarries surround this great quarry and are still used by the people living in the lands beyond Leng, who reach them with yak caravans over the low mountain passes. Prehistoric Monastery: Atop the wind-swept tableland stands this squat, windowless stone building in a circle of stone monoliths. Below presides the High-Priest Not To Be Described, a nightmarish figure venerated by the denizens of Leng and many other inhabitants of the plateau, who always keeps his bloated, lumpish form swathed head to foot in a robe of yellow silk and his face covered by a blood- spattered veil of the same material. There he stands before a shadow-filled well and plays strange melodies upon his pipes as he waits for new victims to be delivered to him. Sarkomand: A crumbling ruin of cracked stone and broken columns standing at the base of a tall basalt cliff, Sarkomand formerly served as the capital of Leng. At its center stand two oddly pristine sphinx statues guarding a pair of stairways that descend into the unknown and darkened depths of the plateau. Though the ruins are haunted by an air of abandonment, those foolish enough to camp here for the night find that when darkness falls, black galleys dock upon the ruined quays and the city fills with hordes of denizens of Leng in a ruthless carnival of trade, debauchery, and violence visited upon any trespassers they find within the ruins. Spider Vales: These shadowed vales are the last refuge for the Leng spiders. Vast constructions of web and stone create villages for these arachnid horrors where they congregate in small groups and plot their vengeance upon the humanoid races and the eventual conquest of all planes. Storval Thinning: Rugged foothills mark where the substance of Leng overlaps and comes very near to northeastern Varisia. Whether this condition existed before or because of Runelord Karzoug’s alliances with Leng’s denizens, no living soul can say. Watchers in the Waste: Massive sculptures of two- headed wolflike guardians as tall as mountains crouch before the approach to the Cold Wastes. Shantaks are known to nest upon the watchers, but the true horror lies in the fact that these sculptures are themselves alive and possess a malign intelligence and the capacity to move to destroy any who dare to cross the benighted threshold that they guard. Windswept Ridge: This ridge of bleak, knife-edged stone stands at the farthest extremity of Leng, where its hedging mountains converge below Unknown Kadath. However, here the encompassing mountain ridge dips slightly to create a shallow saddle over which arctic winds blow in great storms and blizzards, making this the coldest portion of Leng. Anyone gazing upon this saddle notices strangely regular rock formations that seem almost cubic in their proportions and are stacked one atop another, as if some sort of intelligence placed them there. When the wind blows strongest over this ridge, its song seems to bear a mournful note, and one can almost hear an eerie piping that sounds something like “Tekeli-li... Tekeli-li...” in its dirge-like tones. Only two explorers have sought this ridge and lived to tell of it, and neither dared to pass beyond its leeward slopes. Strangely, their accounts of what they glimpsed upon the far side do not match, with one describing a seemingly endless range of mountains rife with ancient temples barely visible through the crystalline mist, and the other describing a vast frozen city spreading out in a valley, reflected in the sky above and thus made visible thanks to that same crystalline mist. Which of these vistas actually awaits an intrepid explorer—or whether both of them do, with the windswept ridge perhaps leading to different places at different times on different worlds— remains to be discovered. 69 L issala (lis-SALL-uh) is an arcane goddess once worshiped by the Azlanti and Thassilonians. She is precise, rigid, diligent, and intolerant of disobedience, and her magic and philosophy were critical to the success of Thassilon’s rise as an empire. Likewise, the Thassilonians’ slow rejection of her faith over their empire’s last centuries greatly contributed to its downfall. It appears that she has withdrawn from Golarion and has no known presence in the Great Beyond. Most modern scholars assume she has died, been subsumed by another deity, or traveled beyond the known planes in search of infinite wisdom. Common folk in Varisia who discover her runes attribute them to rune giants or demon cults. However, it appears that some of the magical runes of Thassilon retain some link to her, and rumors of new clerics devoted to this absent and nearly forgotten goddess are spreading. 70 fulfilling prophecy, whereas Lissala’s fate aspect is more about accepting necessary burdens, persevering despite hardships, and planning for the long term. She considers divination magic unworthy of study. Not only does she not deem it a true school of magic (it is not, in fact, associated with any of the seven types of rune magic), but she believes using it bypasses the proper methods of learning. Divination is not forbidden, but the faithful disdain it as the mark of an amateur. Worshipers are encouraged to plan their lives and magical research years in advance. For example, those planning to become liches usually have time allotted every year for advancing that goal, even from apprenticeship. As the goddess of runes, her touch is in every spellbook, every graven glyph, and every sigil and symbol spell, as well as on the flesh of every rune giant, whose race owes its existence to Lissalan rune magic. She teaches that writing is power, whether magical writing or letter-runes used to preserve or convey knowledge. Her followers would sooner burn their own flesh than burn a book, and in her church it is considered a high honor for the dead to have their skin tanned into vellum for use in spellbooks and religious texts, forever associating the person’s remains with magic. The living worshipers prize these books, and a mentor may award such a tome to a journeyman priest or wizard who worked hard or who showed great talent. Tattoos and branding are common among the faithful, and some worshipers even have the text of their favorite books or spells etched upon their flesh while still alive, in anticipation of becoming books once they are dead. Lissala manifests as a stern-looking, fair-skinned woman, likely of Azlanti descent, but there is something strange and alien about her eyes, and she has no mouth—the lower part of her face is smooth flesh, though she is able to speak and cast spells as if she had a mouth. She normally appears wearing severe robes of green and gold, usually with a snakeskin pattern and a Sihedron rune, and faintly visible on her back are six ghostly, transparent bird wings. Alternatively (especially when she expects battle), she sometimes takes the form of a lillend-like creature with a snake body, wings, and a Sihedron in place of her head. In her presence, time feels slightly stretched, and spoken words and spells often briefly manifest as illusory writing around the speaker. In art she is usually depicted in her humanoid form, though her “battle form” is favored in murals commissioned by evokers and L issala’s origin is unknown, as there are no records from Azlant that explain how she became a goddess or when she first intervened in the mortal world. She could have been a creation of the Vault Builders, an ascended serpentfolk or Azlanti mage, an early attempt by the aboleths to establish control over the dry lands, or one of the first mortals to learn and perfect dragon magic. Regardless of how she came to be, she was a well-established deity during the empire of Azlant, and (unlike several other Azlanti gods) her power survived after Azlant’s fall thanks to Thassilon’s founder Xin making her religion a key part of the new country. At the height of her worship, she was generally aloof, but responded to questions from those with a desire to learn and the willingness to work for knowledge. Most scholars believe that her eventual withdrawal from Thassilon was probably deliberate, but so slow that most of her worshipers never realized it was happening. As the goddess of harsh duty and obedience, she represents the power gained from practice, study, and deference to one’s masters. As such, she is favored more by wizards than by other arcane spellcasters (in particular bards and sorcerers, who develop magic on their own or are encouraged to challenge authority). She is intolerant of insolence and disobedience, and supports the use of corporal punishment or magical forms of discipline (including temporary curses and transformations) for would-be wizards who do not appreciate their mentors. Apprentices pray to her so they may stoically perform their chores without their masters punishing them unreasonably for errors; wizards pray to her so their apprentices are efficient, talented, and worth the master’s time—for a foolish or incompetent apprentice is useless at best and dangerous at worst. As the deity of rewards of service, she teaches that the only worthwhile rewards are those which come from great effort. Anything given as a gift is of dubious value, and the receiver should be suspicious of the source’s motivation. Apprentices ask that their minds be open to all that their masters can teach them; wizards ask that their students be appreciative of the knowledge they are given, and that they become useful allies once they strike out on their own. As a goddess of fate, she has a complicated relationship with Pharasma (who was also worshiped in Thassilon). Pharasma’s fate aspect is intertwined with discerning and “No worthwhile reward comes without work, service, or sacrifice.” —Devotion to the Seven Forms 71 wrath-priests. She is often accompanied by snakes—either actual snakes, snakes of pure energy, or elements of her clothing animating in the shape of serpents. Lissala shows she is pleased through the momentary appearance of her strange eyes, snakeskin patterns or subtle runes materializing on paper or stone surfaces, and single peals of deep-toned bells. She may cause a spellcaster to retain a prepared spell after casting it or prevent a scroll from fading when used. When she is angry, work slows, writing becomes incomprehensible, plans are delayed, and minions disobey their masters or mishear commands. Lissala is lawful evil and her portfolio is runes, fate, duty, obedience, and the reward of service. Her favored weapon is the whip. Her holy symbol is a variant of the Sihedron rune, though practitioners of rune magic sometimes use a symbol of a whip twisted into the shape of their keyed rune. Her domains are Evil, Knowledge, Law, Nobility, and Rune. During Thassilon’s heyday, she was revered by most of the population as the goddess of magic, but now her faith is all but forgotten by humans and only persists among rune giants, as her faith led the Thassilonians to create their race. Rumors of scattered cults of Lissala appear in some parts of Varisia, but there is no organized, public institution of her religion. Historically, most of her priests were clerics, with some especially devout wizards taking roles in the church hierarchy. Among the scattered modern cults devoted to her, the proportion is closer to half and half, with a few oracles (usually with the bones, flame, or lore mysteries) making an appearance. All have ranks in Knowledge (arcana) or Knowledge (history); otherwise, others in the cult would not respect them. Snakes, nagas, and magical ophidians (including couatls and lillends) are sacred to Lissala’s church. The faithful avoid conflicts with such creatures, even if there are alignment issues (such as an evil priest with a lawful good guardian naga). Her followers dislike magic-destroying creatures and things that consume books and other writings, including mundane creatures such as silverfish and moths. This opposition to moths (and butterflies, due to overzealous precautions) often starts feuds with Urgathoa’s and Desna’s followers. Some Lissalans take this aversion to moths to such an extreme that they refuse to wear garments made of silk, though this is not required by the goddess. A typical worshiper of Lissala is a wizard, cleric, scholar, historian, or taskmaster. The faithful perform magical research, train others to use spells, use their knowledge to fortify their communities, or magically control creatures for that purpose. They are hard-working, driven, fastidious, and used to slow progress toward goals. Worship services involve reading aloud and transcribing scrolls, spellbooks, or Lissala’s holy text. Priests create or reinforce the magical wards in and around the temple and report progress on magical research. Apprentices and acolytes have almost no role in temple ceremonies, as they have not yet proven themselves. During services these minor members of the church busy themselves fashioning quills for writing; grinding styluses for scribing stone or clay; preparing parchment, vellum, and paper; polishing stone plates for scribing; or firing marked clay tablets. Lissala teaches that marriage is an excellent cultural tradition and a long-term commitment between two (or more) people. Whether a marriage is for love or arranged for political or familial purposes, she expects spouses to fulfill their marital oaths, and is intolerant of adultery or other violations of the expected contract. She expects that one person in the marriage is dominant and the other(s) should defer to that one. She does not require this pattern of dominance to be defined in the marriage oaths, though if the spouses wish to do so, it suits her. Members of the church are not required to have children (whether they are conceived naturally, adopted, or magically created), but children are expected to obey their parents or guardians. Parents may raise their own children or rely on employees or an external institution to do so for them. TEMPLES AND SHRINES Temples are traditionally built or carved from dense stone, and constructed to last for hundreds of years. Wood is too combustible and brick is too fragile (especially against earthquakes) for a sacred space devoted to the goddess. Many holy sites are made of magically conjured stone or by creating chambers in natural rock with acid, disintegrate spells, or the work of enslaved giants. The entry and ritual chambers are usually septagonal and decorated with a large Sihedron mosaic. During the era of Thassilon, most of the temples adopted one of the seven vices as a theme (usually associated with the runelord who controlled that territory), but this was not a requirement, and there are a few temples that are not dedicated in this fashion. The few people living today who have explored Lissalan temples may assume they are hidden, convoluted affairs with traps, but those were only nominally temples and primarily served as secret places to perform obscure rituals in service to the runelords. During the time of Thassilon, Lissala’s worship was public and common, and her temples had a very different structure. A typical public temple was a large, sprawling building or complex with spaces for many priests, servants, and slaves to live and work, with kitchens and food stores to support all of the temple’s inhabitants. Most activity related to the crafting and maintenance of spells and items to protect and expand the reach of Emperor Xin or the runelords; this required creating parchment and vellum, inscribing scrolls or glyphs, carving blocks into runestones, inscribing weapons and armor with protective runes, practicing means of magical tattooing and branding, and 72 so on. Amid all of this activity, priests whose labors had earned them time to study established lore or to engage in magical research, usually in secluded rooms that muffled the noise of the temple’s other activities. Most temples also contained a small cemetery or crypt for important members of the faith who had passed on. These features made the Lissalan temples much like self-contained cities or fortresses and allowed the priests to survive the many food riots that happened as Thassilon declined. Shrines to Lissala were common, typically human-sized blocks of hard stone graven with the Sihedron rune and traced with dozens of smaller runes, often added long after the original stone was consecrated. Green marble and gray stone with flecks of gold were the most common types of stone used for the shrines. Often these shrines were used to store, direct, or reinforce wards or other magical effects, such as magic that prevented slaves from rebelling. Many of these shrines have a lingering magical power, long dormant but still waiting for a priest to awaken them. A PRIEST’S ROLE Priests are taught that obedience to one’s superiors is absolutely necessary, that following orders is a minor form of prayer, and that the goddess awards knowledge to those who serve faithfully. Every priest knows exactly whom she reports to in the church hierarchy and exactly which underlings she can command, as well as whose instructions are merely suggestions and whose minions are to be left alone. Each day is a regimented list of activities, with work, worship, meals, leisure, celebration, and sleep all given specific time periods so the temple as a whole functions smoothly. To deviate from these plans causes disruptions; for example, being late to a meal means the kitchen is overtaxed feeding extra people at a certain hour, loud worship or celebration at inappropriate times may awaken others scheduled to sleep at that time, and so on. Priests quickly learn the value of this kind of scheduling and tend to anger quickly when dealing with others who are more relaxed about schedules and deadlines. In an adventuring party or even a common travel situation, a priest likes to create a schedule for the group and expects everyone to comply with it, including brief rests during the day and assigning who is on watch at night. If the priest’s companions fail to comply, the priest may retaliate by exaggerating her activities to bother others, such as praying loudly to herself when others are trying to sleep. Priests appreciate others who are knowledgeable and willing to teach about an area of expertise. For example, if a priest has no interest in or talent for battle tactics but travels with an experienced mercenary or military officer, the priest looks to that person for advice in combat about which foe is the most dangerous, which allies are 73 expendable, and when to retreat. A smart priest is able to compartmentalize when he is directing others (such as by setting a schedule for a caravan) from when he should follow another’s orders (such as obeying an officer’s battle commands). Others may find the transition from bossy schedule-maker to taciturn battle healer jarring and uncharacteristic, but to the priest it is a well-developed coping mechanism learned in a temple of complex overlapping hierarchies. As Thassilon grew more decadent, so did Lissala’s priesthood, though this was a reflection of the country’s culture and not a directive of the goddess. In earlier centuries, the church encouraged lazy acolytes to seek careers outside the priesthood and sold weak-willed slaves to other temples; over time the priesthood hardened and flagellation became a common practice among underlings and slaves, either as punishments for minor errors or for the gratification of the superior clergy. Lissala’s whip became an active threat rather than a subtle reminder of encouragement. Each temple adopted one of the seven vices and focused its magic on that vice. Self-mortification became common practice; priests branded runes into their flesh to show their devotion, impress colleagues, and purge weak impulses and rival vices from their bodies. Senior priests often had dozens or hundreds of runes decorating their bodies, and learned how to invest these runes with power, much as was done with the creation of rune giants. The factions within the churches delved deep into magical research and unlocked great and terrible powers: gluttony priests created rituals to turn themselves into vampires, sloth priests slowed their metabolisms and lived in a dream-like meditative state for weeks at a time, and so on. Over time, these practices became more important to the priests than actual worship of Lissala, and their divine powers weakened even as their arcane mastery improved. These acts did not conflict with Lissala’s teachings (and were practiced for decades by priests in good standing), but when secular ceremony becomes a replacement for true devotion and worship in any religion, a cleric risks losing the connection to her deity that powers divine magic. Eventually, Lissala was only granting spells to a few members of the priesthood, with the rest having long since become arcane spellcasters or magical beings (including Runelord Krune, her high priest). With the fall of Thassilon, her few remaining priests went into hiding or suspended animation (or became undead). They instructed their followers to practice the goddess’s teachings in secret and persevere until the time came to awaken the leaders. Most of these hidden cults also revere the seven sins rather than being purely devoted to Lissala, but this may change if she returns in full force and unites her scattered followers. A priest usually has a mental list or schedule of things to accomplish each day. These efforts are coordinated with others in the cult, working together toward a distant but achievable goal. In civilized lands, her priests may pretend to be followers of Nethys or Pharasma, speaking words of wisdom about magic and fate. In evil lands they may pretend to serve Asmodeus, encouraging obedience and diabolical conjuration. Her priests are patient and methodical, enduring hardships, indignity, and the inner outrage of speaking false prayers to another god instead of true ones to Lissala. If a priest follows a mortification cult, a hidden space on her body may be the site of many overlapping cuts—a secret ritual of faith and obedience to honor the priest’s true beliefs. 74 Formal dress for the clergy is a tan or yellow robe with a billowing green cloak. Snakeskin and Sihedron decorations are common but are not required except for higher-ranking clergy. Ceremonial garb may include a snake-patterned skullcap and a metal frame worn on the shoulders that supports several majestic but fragile wings crafted of wire and bird feathers. Scars, brands, and tattoos in the shape of runes are common (especially in mortification cults) but not necessary. Traditionally, the church of Lissala was heavily involved in the local community, contributing magic to build defenses and providing slaves and charmed minions to assist in tasks throughout the city. For a secret cultist, interaction with the community follows a similar role to whatever faith the priest is emulating, though usually emphasizing service. HOLY TEXT The official holy book of the church is Devotion to the Seven Forms, consisting of eight chapters. The first chapter explains the tenets of the faith, with the others each explaining one of the seven worthy schools of magic (abjuration, conjuration, enchantment, evocation, illusion, necromancy, and transmutation), and emphasizing the relationship between runes and magical power. In the most valuable copies, the opening page of a chapter is made of human skin donated by one of the faithful, and the introductory text was tattooed or branded on it while the person was still alive. Most copies of her book were lost or destroyed in the fall of Thassilon, and those in the hands of sin cultists may have been revised to inflate the importance of their chosen sin. APHORISMS Because her faith changed much over the last few hundred years of Thassilon and the surviving cults are hidden and may be practicing corruptions of her original teachings, it is unclear which phrases date back to the original faith, as none are direct quotations from her holy text. HOLIDAYS The holy text describes various holidays associated with stellar conjunctions and their specific relationships to the seven schools of true magic. The decadent church has added its own holiday and ritual tied to rune magic. Feast of Sigils: In its original form, the priests held this ritual on 3 holy days during the year. The feast links the souls of the participants—drawing their power into runes drawn in wine, wax, blood, perfume, and food— amplifies this energy, then returns it to the feasters, who gain more than what they put in. In decadent Thassilon (and in modern practice), nonspellcasters joined the feast, inadvertently losing their life energy to the feast, which increased the power of the priests. RELATIONS WITH OTHER RELIGIONS Lissala is an evil goddess but had amiable relationships with all the deities of Thassilon, even Desna (though modern Desnans would have little love for her church). She had a fierce rivalry with Amaznen, the Azlanti god of magic, but he may have been killed during Earthfall and his worship was outlawed in Thassilon, leaving her supreme in magic. In modern Golarion, she has had no interaction with any known deities for thousands of years. NEW SPELLS Clerics of Lissala may prepare sepia snake sigil as a 3rd-level spell and explosive runes as a 3rd-level spell. In addition, her priests have access to the following spell. Lissalan Snake Sigil School see text; Level cleric 3, sorcerer/wizard 3 (Lissala) Duration permanent until discharged; 1 day/level; see text There are seven variants of this spell, one for each of the Thassilonian schools of magic. Each functions like sepia snake sigil (and counts as that spell for the purpose of combining other spells that hide or garble text), except instead of trapping the subject, the triggered sigil’s effect depends on this spell’s school. This effect lasts for 1 day/level. This is a curse effect that can be removed via remove curse. Abjuration: All beneficial magical effects on the target last half as long as normal. Conjuration: The target is nauseated. This is a poison effect. Enchantment: The target takes a 1d6 penalty to Intelligence, Wisdom, and Charisma. This is a compulsion effect. Evocation: The target gains vulnerability to an energy type, chosen randomly from the following: acid, cold, electricity, or fire. This is an acid, cold, electricity, or fire effect. Illusion: The target’s vision is blurred, giving it a –4 penalty on Perception checks relating to vision, and the target treats all other creatures as having displacement. This is a glamer effect. Necromancy: The target is exhausted. This condition cannot be removed with rest. Transmutation: Target is affected by slow. CustomizEd summon List Lissala’s priests can use summon monster spells to summon the following creatures in addition to the normal creatures listed in the spells. Summon Monster VI Advanced kyton evangelist (lawful, evil) Dark naga* (lawful, evil) * This creature has the extraplanar subtype but otherwise has the normal statistics for a creature of its kind. 75 PATHFINDER’S JOURNAL: LIGHT OF A DISTANT STAR 5 OF 6 Y ou,” was all he said, stomping toward me with bloody hands. The wererats had seized me before I even knew what had happened. One to either side, they dragged me from the foul-smelling straw that had broken my fall. My left hand and wrist throbbed painfully where I had landed on my hand, having extended my arms in a foolish attempt to arrest my descent. Fortunately, the trapdoor was only some ten feet above the moldering straw pile. Whoever had set the trap obviously wanted those who fell into it alive and in good condition. Looking into the Gundsric’s wild eyes, I had to wonder how long that would last. He lumbered over to me, the heavy pewter flask he wore around his neck swaying like a pendulum, his hunchback giving him a strangely lopsided appearance. The basement was lit by a few sputtering candles, but even in such low light I could see nearly the entirety of the room with uncommon clarity, no doubt the continued effects of the gleam in my system. Beyond the small alcove into which I had fallen—which could be locked up like a prison cell with the closing of a barred gate at one 76 end—the basement was long and rectangular, its dirty plaster walls flaking away in patches to reveal ill-fitting stone blocks. The scribblings of gleam addicts filled every section of plaster that had not yet crumbled to the ground, stretching from floor to ceiling like a detailed map of an insane mind. But it was the bodies that were the core of the place— dozens of men and women, nearly all of them human, stacked in piles or lying in the few cots scattered around the room. The thick smell of blood and rot in the air seemed only magnified by the underlying mustiness of the basement, and I choked back the rising bile in my throat. The dingy cots gave the impression of long use, like those in the common room of some cheap flophouse. But there were far more bodies than beds, and many of the oldest corpses were stacked against the wall opposite the alcove, heaped up like swollen sandbags bracing a levee. I screamed then, shouting for Shess or Mordimor or some other deliverance. The rats to either side of me hauled me farther into that gallery of death, and I could see that there were more hunched shape-shifters in the basement all around me. Riding on instinct, not caring at all about the futility of my struggle, I drove my heel into the bare foot of the one on my right, then tried to pull him off balance. He staggered, but his center of balance was lower than mine, and his tail kept him from tipping. Snarling, he slammed a blow into my stomach, and I dropped to my knees. He clamped a hand over my throat and jerked my head close, chittered threats or promises in my ear. His garbage-foul breath washed over me, and I retched. The rat to my left was running his paws over my body, taking his time. Upon finding the long knife under my jacket, he snatched the weapon from its sheath and threw it into the corner. There was another such blade in my boot that he didn’t find, and I hoped I’d have a chance to use it. Gundsric loomed over me, a misshapen, palpable malignance. He smiled, teeth filmed with fresh blood, his beardless face wrinkling up like crumpled paper. “I don’t remember making an appointment with you today, elf.” His laughter bubbled thickly up from blood- filled lungs. The harsh chemical reek he exuded was almost a welcome respite from the sickly sweet stench of decay that filled my nostrils. I didn’t reply, doubting the claw-tipped hand around my neck would allow any speech. “Check upstairs,” Gundsric barked. “This spy has friends.” Dark shapes in the corner moved out of my line of sight, and I heard the faint sounds of feet scraping up stairs. It was then, while trying to follow the movement of the second group of wererats, that I noticed the final detail about the corpses that lined the basement. They were gleamers, of course—that much was obvious from the markings on the wall. But these bodies told a further tale. Shess hadn’t seemed to know how or why gleam users disappeared eventually, but they always turned up dead, if they turned up at all. Dead and blind. And here they were: each face devoid of eyes, the sockets yawning a deeper black in the dark. “Go with them, my sweet.” Gundsric’s murmur had taken on an oddly affectionate tone. “See all.” I turned back to him, wondering whom he was speaking to, only to find him shrugging as if in a seizure. Beneath his clothing, his malformed shoulder twitched and jerked, the hunch shuddering as if it had a life of its own. And it did. Emerging from beneath his jerkin was a lopsided mass of flesh like a lesion, a cancerous growth made animate. It chirped once through a pore-like orifice, unfurled membranous wings the color of burned skin, and took flight after the departing wererats. Riding above a sudden heaving nausea, my thoughts tracked back to the persistently circling bat I had seen the night before, the one that had hunted the skies as the wererats arrived at the Clippers’ hideout. Gundsric chuckled. “So, you’ve seen dear Carchima around, perhaps? He gave a most specific report about you. Though neither of us has yet deduced who it is you work for.” I started to speak, gurgling out a response as the wererat tightened his grip on my throat. Gundsric stepped forward and backhanded me across the face. “One or the other of them,” he growled. “I don’t care! Cromarcky would be most likely, yes? Croat and his boys would have a better use for the likes of you. Right now the both of them are at a stalemate, pacing around outside my home like gulls waiting for the tide to bring in the trash. After tonight it won’t matter. I’ll tread on their charred corpses and watch this whole damn town burn.” The hand that had slapped me came back around to cup my chin. “And it’s because of you,” he crooned. “I had been complacent. Me, complacent! But you made me step things up, made me round up as many of these insects”—he waved a bloody hand in the direction of a pile of corpses—“as I could get hold of last night. Made me come out here and do it myself, take the rest of them all in one go.” Gundsric scooped a gnarled hand into the sealskin bag he wore at his side and produced a palmful of glistening eyeballs, each glowing with its own light. “No one upstairs, not even that vicious little badger of hers,” hissed a voice I faintly recognized. I tore my eyes away from Gundsric’s palm, his handful of luminous orbs like bloody organic pearls. Carchima fluttered clumsily back to Gundsric’s shoulder and landed with a wet smack. The wererats had returned from their exploration, and 77 in their lead was the scarred, black-furred female I had fought at the Clippers’ wharfside hideout. She fixed beady eyes upon me and licked her lips. “I’ll take that elf’s eyes now.” “No,” Gundsric said flatly. Carchima squirmed its way back under his clothing with nauseating intimacy. “I can better use her, I think. She wasn’t given that street garbage, she’s as pure as I am. And... she showed me the way.” He leaned in close to me, and it was then that I noticed for the first time that his own black eyes shone as intensely as Idrek’s had. Gundsric nodded at the recognition, and I wondered if my own eyes were filled with such light. “Is the fire behind your eyes, elf?” Gundsric was nearly whispering now. The stink of sulfur and dizzying reek of carbauxine poured out of him as if he were some poisonous fissure in the earth. “Do you hear the radiant choir, as I first did all those years ago? The others said I was mad, wanted no part of my search, but I kept digging. Digging toward the voice—the burning voice like a pyre for all the world!” He smiled his bloody smile at me, his eyes luminous and searching. “Ziphras didn’t send us out to be dog-slaves to a mad dwarf,” the female wererat interrupted. She spat on a corpse, and hissed something at the wererats to either side of her. There were half a dozen of them in the basement, all wearing their in-between forms, standing on their hind legs as hideous, man-sized rats. “I owe this elf a debt of blood. Her gang killed my kin, ruined our trade. Ziphras will mark me for this failure.” The livid scar beneath her eye twitched. “You owe me her life, blood-debt to be paid.” Gundsric only growled, then began to cough. The other rats in the basement chattered among themselves, and I could sense the anxiety of the two that flanked me, their uncertainty as to which way this challenge to Gundsric would go. It seemed all was not well in the dwarf’s employ. The black-furred female was padding closer to Gundsric’s back, and I saw the glint of a hooked blade in her hand. “No trade now, and no Clippers. No more buyers—all dead or fled. I wonder... how much longer will Ziphras make deals with you for a drug he can’t sell?” The alchemist’s coughing had subsided to a rhythmic hitch, like a second heartbeat. Gundsric didn’t speak, didn’t turn, but I saw his hand stray to the belt he wore beneath his stained and scarred leather apron. “Take your hand off the potion, dwarf,” the wererat hissed, creeping yet closer to the alchemist’s back. Gundsric spat a gob of black mucous onto the floor. Keeping his eyes on me, he pulled his hand away in a flash, withdrawing a coin pouch from beneath his apron. The nervous rats next to me tensed as if an electric jolt had pulsed through them, then relaxed just as quickly when they saw what the dwarf had been reaching for. Gundsric raised the coin pouch high, tipped it, and spilled out a small fortune in gold sails that rang upon the stones of the floor. Every rat in the room watched them fall, the gold reflected in their beady eyes. Then he spun and threw something with his other hand, straight at the black-furred wererat. With uncanny accuracy it struck her face, exploding in a blast of white and blue fire. I flinched, feeling the blast even from half a room away. The wererat shrieked as alchemical flame engulfed first her face, then the entirety of her body. Rats darted away from her, a few suffering minor burns themselves. But the female blazed like a torch, stumbling blind before toppling over one of the corpse-filled cots and crashing to the ground. The other rats stood stunned for a moment as the female writhed on the ground, her body roiling in sulfurous white flame that clung to her like tar. Gundsric raved then, shouting threats at the rats, telling them their choice was between the gold on the floor and the burning body on the ground. The stink of scorched fur and flesh filled the room, and smoke stung my eyes and brought tears. But even through my blurred vision I noticed the silent figure that had just entered the room from the far corner, where I knew the stairs to be. It was Gyrd, but not as I had ever before seen him. His mail glistened silver, polished and well maintained in contrast to the dirty and rent hauberk the fighter routinely slept in. He stood taller, straighter, like a noble warrior out of some Ulfen saga. His beard was trimmed close and clean, and his long hair was gathered neatly into thick plaits. There was no gray in the fiery red mane, no flush of drunkenness on his fair skin, and no shadows under the clear, proud eyes. He drew a mirror-bright sword and opened his mouth in a silent roar. The wererats saw him. They crashed around the room in surprise, some heading for the shadows, one even managing to fall over the smoldering form of the dead female on the floor. Some let fly a few knives and darts, which sliced through the dark with no effect. Gyrd advanced, rolling his wrist so that his blade danced deadly circles in the air. I could hear Gundsric’s shouts over the din and squeal of the panicking rats. He had noticed the same thing I had: That this bright image of Gyrd, standing tall like a hero of legend, wasn’t real. It was an illusion. But the blade that ripped through the wererat next to me was real enough. The image of Gyrd vanished. The rat let out a piercing wail and crumpled to the floor, limbs twitching in his 78 death throes, and then Shess was next to me, sword in hand. I spared no time marveling at the gnome’s skill in sneaking undetected into and around a basement full of wererats. Whipping my newly freed right arm around in an arc, I drove my palm into the face of my remaining captor, smashing the soft nose at the end his snout. He chattered in anger, jerking me forward and raking his claws against my shoulder and chest. Warm blood flowed from the stinging wound. Ignore it, Taldara. Push it aside. My father’s words rang in my mind. Everything is won or lost in the head, not the body. Without focus, you’re no better than your human blood. I had always challenged him when he said such things about humanity, but he would laugh and make a joke of it, claiming he only said them to rile me, to challenge and push me. He was right about focus, though, and a great deal more, even when he was so infuriatingly wrong. I sometimes suspect my rebellion against him was his object all along—my final graduation from his academy of life. I kept my focus. The pain, the panic, the fear—these were like old memories. Ducking the wererat’s next strike, I turned my momentum into a forward roll, drawing my boot knife in the same motion. I came up in a crouch next to my attacker, well inside his guard, and drove my blade into his guts. Black blood spurted from the wound as he f lailed at me, and I struck again. He jerked back, collapsing in a twitching heap, his rat- screams mingling with the chaotic din of the basement. I sprang to my feet in time to see Gundsric raise the pewter flask he wore around his neck to his lips. More rats converged on Shess and me, blocking my view of the alchemist. The gnome spun and darted among them, a maddeningly nimble and unpredictable opponent. I fought defensively, with knife and fist, my back to the wall. The rats were enraged now and, in their half-human forms, they seemed disinclined to draw their weapons, fighting instead with claws and teeth. “Keep them off me!” Shess yelled. I turned my head in time to see her repel her attacker with a quick chop to the thigh. In almost the same movement she tossed her sword to me. I barely caught it in my off-hand, then threw my own dagger over her head, at the wererat nearest her. Taking her short sword in my newly freed right hand, I stepped forward to cover the gnome. Shess’s sword was as light as my boot knife, and keen as a razor. I slashed, backing the rats off, ignoring a glancing blow to my arm. There were three wererats left, though the one Shess had wounded was keeping his distance, hobbling along the edge of the combat and looking for an opening to throw a knife. I kept slashing, more to create space around us than to do damage. And in that moment, I noticed the change that had come over Gundsric. He was broader and taller, the muscles bulging beneath his dirty clothes like those of some Shoanti barbarian fresh down from the Storval Plateau. The remnants of a potion stained his lips, mingling with the bloody sputum of his black lung that ran down his chin. The insane light of his eyes was as bright as a lamp now. As bright as a bonfire. As bright as— The basement exploded in multicolored light, a rainbow of blinding force. I had been ready for it, but even still I found myself temporarily blind. Shess’s child hand closed over my wrist and dragged me to the right, while the snarls and shouts of our enemies reverberated in our ears. “Come on!” Shess shouted as I tripped over the first of the stairs. “Straight up this way.” I ran blindly up the stairs, the world black as night after the blast of blinding color from Shess’s spell. We came to a landing, and then a small room whose walls I could see as faint blotches of gray in the dark. Shess guided me to the door, taking her sword out of my hand as she did so, and I squinted to bring the world back into focus. “That’s no ordinary familiar.” 79 The afterimage of the spell was wearing off quickly, but even still it was as if I had been staring at the sun before plunging into a dark cave. There was light in the short hall we entered, and I realized it was from the lantern in the common room of the Forty Fathoms. We darted down the hall quickly, arriving in the alehouse’s dusty front room, and I vaguely recognized the furnishings through my blurred vision. Behind us someone was clambering up the stair. “Stick to the left wall,” Shess told me. We were almost at the door when it burst open, slamming against the wall and rattling the thick glass in the alehouse windows. “Hrushgak!” Shess said cheerily. “And I see you brought Idrek.” The half-orc wasn’t the first thing I would have wanted to see with my restored vision. Almost as big as Gyrd, he was leaner, sharper-featured, but no less muscled than the Ulfen warrior. He wore a scarred black leather vest with rings sown on to it, but his thick arms were bare save for vambraces of silver-chased steel and pale scars like worms tracking over his greenish skin. Protruding from his piggish face was an asymmetric jumble of dirty fangs. He clutched a dripping axe in his right hand. In his left, held up by his black hair, was the head of the gleam addict Idrek. “He said you would be here, little thief.” Hrushgak flung Idrek’s head contemptuously into the room, where it struck the floorboards with a sound like dropped sack of meal. More thugs were pushing into the room behind him, all tough-looking half-orcs—Boss Croat’s drug- trade enforcers. “I never liked you, gnome.” Shess began to protest, her feelings clearly—and strangely—hurt. And then Gundsric stomped into the room behind us. He looked more a monster than a dwarf. Grotesquely muscled, his body now sprouted mottled thorns like the spikes of some shelled sea creature. At his shoulder Carchima spread his wings of skin and shrieked. The alchemist’s eyes burned like Riddleport’s beacon tower. “I will kill every one of you,” Gundsric said, his voice flat and emotionless. Hrushgak smiled, baring his jumble of wicked yellow teeth. “I was just about to say the same thing.” Both sides moved at once, with Shess and me caught in the middle. Hrushgak feigned a strike at me and I leapt back as he barreled past, intent on Gundsric. One of the half-orcs went after Shess with a spiked club, but she deftly maneuvered him over to the trapdoor. He dropped through with a yelp, smacking his head on the lip of the f loor as he did so. An explosion tore through the room, knocking me forward in a wave of heat and force. Another alchemical bomb. I caught myself on the wall, one of Hrushgak’s thugs inches away. He thrust a knife at me and I slipped to the side, but he caught me across the forearm with a wild backswing. I was unarmed now, and the knife- wielding half-orc probably weighed twice what I did. Shess had her own “Gundsric’s potions don’t make him any prettier.” 80 problems in the shape of a nearly naked maniac with a short-hafted axe in each hand. I kept my arms out, hoping to catch my attacker’s wrist or else turn aside his thrust. I was close to the door—a well-timed roll could take me past him and out into the street. The half-orc chuckled, noting the direction of my gaze. Weaving the serrated blade in an intricate pattern between us, he licked his lips. “Ain’t no one gonna save you now, sweet meat.” A streak of black and white burst through the open door and proved him wrong. Mordimor, snarling and yipping, launched himself at the half-orc’s legs. Blood flew and the half-orc screamed and staggered. I lunged forward, catching his knife hand in both of mine, and drove the weapon through his eye. He collapsed heavily to the floor, the bone-handled weapon lodged in his face to the hilt. “I was worried about you, Mord,” I said. Mordimor looked at me in the way he does, adorable despite the bloody froth that ringed his muzzle. Shess had finished with her own attacker and the way was clear, the rest of the thugs having converged on Gundsric and one of his remaining henchrats. We darted out of there—Shess handing me one of the axes she had taken from the berserker—just as another explosion shook the place. The windows of the Forty Fathoms blew out into the street. “Let me go in first next time, Tal,” Shess said breathlessly next to me as we turned back to watch the alehouse from the cover of a nearby alleyway. The muddy street was littered with glass, glistening in the afternoon light like ice. Inside the Forty Fathoms, f lames blossomed. Mordimor looked up from his cleaning and chuffed agreement, wiping his bloody face with a moistened paw. “I’ll insist on it, Shess. In fact, I think you’ll get the chance within the hour.” She looked at me in surprise, one green eyebrow quirked upward. Was I really thinking about doing this? With Gundsric busy fighting Croat’s thugs—or, even better, dead at their hands—now seemed like the opportunity I had been waiting for. I was exhausted, wounded, frayed to my last nerve. All this sneaking and fighting, the gangs and their squabbles, Gundsric’s own hideous plot in supplying drugs to the city for whatever strange destructive revenge this would grant him—it was all secondary to my purpose. To the story as it had to be told. I could almost see Master Shaine shaking his head; in amusement or disappointment, who could say? “We’re going to break into that crazy dwarf’s house and finish this for good.” It felt good to say it—more, it felt right somehow. Shess added her own enthusiastic agreement. We spent some time tending our wounds, my own minor healing magic knitting the slash on my shoulder closed and hopefully rendering it free of the bad humors associated with wererats. I told Shess of my real purpose in finding employment with Gundsric, finally telling her the whole truth. She relished every detail, excited not only at the prospect of stealing treasure, but at rediscovering the lost adventures of a famous Pathfinder. Gundsric’s house was close, only a few squalid blocks from the tavern, but Shess and I made the journey with deliberate caution, wary of encountering another group of half-orcs, or surviving Clippers, or Desna knows what else. We made a brief detour when Shess spied an odd jobs man pushing his tool cart through the street. For a ridiculous sum I bought a length of rope from him, frayed and tarred, and Shess picked up a few stout nails she said would help her climb. With a wink he unrolled a square of oilcloth to expose a worn set of thieves’ picks, but Shess declined. Clearly the man catered to all sorts of clientele. Part of our caution was also due to Gundsric’s ravings about his home being surrounded by the forces of Croat and Cromarcky. I didn’t want to be seen approaching by any suspicious guards. How Shess and I would manage to get around a patrol and somehow climb to a third floor window—a window that was hopefully still unlocked— was something I was not prepared to worry about just yet. If the last few days had taught me anything, it was to take things one step at a time. The place was indeed surrounded, and more thoroughly than I had imagined. Black-clad half-orcs with an array of brutal weapons shared the space around the heavy stone walls of the house with Cromarcky’s uniformed gendarmes. Together they shouted off bystanders and smacked around the occasional too-curious passerby. They glared uneasily at one another, hands always upon their weapons. Their truce was an uneasy one, and no doubt whoever was to eventually win the right to Gundsric’s home would be something decided at the highest levels. So until the bosses made their decision, the guards would continue to pace belligerently back and forth outside, spoiling for a fight. Shess was already proposing we distract them before climbing up—either with an illusion, or a fire, or a barrage of fish. Her suggestions grew steadily more absurd, but I wasn’t paying attention. Instead, I stared in disbelief at the figure moving easily among the guards. I could only shake my head, not even daring to guess what his presence meant. Kostin Dalackz strutted and joked with gendarmes and half-orcs alike, a ready smile on his face and the scepter bundled in an old cloak at his side. 81 T his bizarre world, capped endlessly in the tenebrous veil of night, teems with dangerous creatures ripped straight from a madman’s nightmare. Silhouetted against a pallid moon, hundreds of strange humanoid creatures flit through the sky far above the windswept cliffs and mountains, at times chased by larger, more unfathomable horrors. Every so often, they lift a squirming creature from the ground below, wrestling with it for a few moments like a kitten pawing at a lizard, before dropping it to the cold ground once again. —Atilia Spirliu, A Sight into Dreams and Nightmares 82 T his month’s Pathfinder Bestiary brings you to the heights of the Storval Plateau, where you can discover the threats that lurk just below the surface, as well as those that have leaked over from another dimension. Here we explore otherworldly horrors from the mind of H. P. Lovecraft—the bhole, the flying polyp, and the nightgaunt—as well as a herald of a forgotten deity. ChanCe Meetings, MalContents, and Monsters As the PCs search for another shard of the Sihedron, this adventure takes them to Guiltspur. Once used by Karzoug as a bridge to the dread realm of Leng, Guiltspur frequently leaks threats from that plane into Golarion. Here you’ll find a random encounter table suitable for Guiltspur and its environs—including Leng—as well as three encounter hooks to add to your Shattered Star campaign. Some of the creatures on the table can be encountered on the way to Guiltspur or in its immediate vicinity, while others can be encountered in the dungeons below—or the realm of Leng itself. If the result is a creature not suitable for a random encounter in the PCs’ current environment, roll on the table again or simply choose an appropriate encounter. Dreaming Dangers (CR 13): Those sleeping in the proximity of Guiltspur frequently find themselves plagued by unsettling dreams. Some of these nightmares are simply the result of mundane dreaming, but sometimes nightmares are the direct result of Siebetha, a night hag (Pathfinder RPG Bestiary 215) who preys on mortals while they sleep in hopes of collecting some savory souls to add to her collection. With the aid of four particularly nightmarish animate dreams (Pathfinder RPG Bestiary 2 29), Siebetha seeks out those sleeping in the area, then uses her dream haunting ability to slowly wither her victims to nothing. In recent days, this group of nightmare peddlers has been seeking out giants that have been laboring at Guiltspur, but the group is always looking for more intelligent and thus tastier victims for its phantasmagoric predations. Raiders (CR 14): Sometimes members of the Shoanti clans violate the codes of their clans and find themselves exiled to the harsh badlands of the Storval Plateau. These exiles either perish in the harsh climate or persevere, using their strength and brutality to eke out an existence raiding other clans or preying on those who travel this land. Benkor and his fellow exiles fit into this latter category. Benkor (use the stats for a bandit lord on page 259 of the Pathfinder RPG GameMastery Guide) leads a group of eight bandits and raiders (use the stats for a viking on page 281 of the GameMastery Guide) in a campaign of theft and murder across the plateau. Here they fought some of their previous enemies in other clans, and then took on tribes of giants, which led them to the area around Guiltspur. As they have gained power and confidence, they have begun threatening any creatures they come across that have something they want—including powerful adventurers. They prefer setting up ambushes and traps, using their knowledge of the environment to their advantage. Sinister Fiendcallers (CR 15): When the lost city of Xin- Shalast was rediscovered high in the Kodar Mountains, it drew those interested in history, power, and riches from all across Avistan. Not all of these visitors’ however, had benevolence in their hearts. Knowing the lost city to be a dangerous place, Kistad, a demon-worshiping cleric with roguish skills (use the stats for a cult leader on page 279 of the GameMastery Guide), prepared herself and her group of adventurers by stealing powerful magic items before setting out across the Storval Plateau. Enlisting the aid of a ranger named Frantoc (use the stats for a bounty hunter on page 283 of the GameMastery Guide) and an adventuring scholar named Thanli (use the stats for a sage on page 297 of the GameMastery Guide), the group set off to uncover ancient Thassilonian riches. Kistad and Thanli successfully made use of a stolen cache of scrolls to bind two vrocks (Bestiary 69) to their service. Now they visit lost Thassilonian sites collecting more power and wealth in order to pay off the other fiends they manage to bind to their service. Defeating this group not only rids the world of the members’ foul presence, but also gives adventurers access to a large collection of stolen scrolls and other potent magic items. Guiltspur Environs EncountErs d% Result Avg. CR Source 01–09 1 fire giant 10 Bestiary 148 10–15 2d8 nightgaunts 10 See page 90 16–20 1d8 wyverns 10 Bestiary 282 21–23 1d6 destrachans 11 Bestiary 2 83 24–28 1d4 night hags 11 Bestiary 215 29–32 1d4 rift drakes 11 Bestiary 3 106 33–35 1d4 rocs 11 Bestiary 236 36–42 1d8 denizens of Leng 12 Bestiary 2 82 43–49 1d4 gugs 12 Bestiary 2 151 50–54 1d6 mastodons 12 Bestiary 128 55–58 1 roper 12 Bestiary 237 59–62 1d8 shantaks 12 Bestiary 2 244 63–66 1 shining child 12 Bestiary 2 245 67–71 1d8 stone giants 12 Bestiary 151 72–75 1d4 carnivorous crystals 13 Bestiary 3 45 76–81 1d4 moon-beasts 13 Bestiary 3 195 82–87 1 Leng spider 14 Bestiary 2 176 88–92 1d4 scarlet walkers 14 Rise of the Runelords Anniversary Edition 414 93–99 1d6 stone golems 14 Bestiary 163 100 1 shemhazian demon 16 Bestiary 2 80 83 BHOLE This titanic worm heaves its endless bulk into the air, raising a bleached end as if ready to strike with a massive set of hooked jaws. Bhole CR 17 XP 102,400 CN Colossal magical beast Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 120 ft.; Perception +28 Aura frightful presence (300 ft., DC 26) DEFENSE AC 33, touch 1, flat-footed 33 (–1 Dex, +32 natural, –8 size) hp 290 (20d10+180) Fort +21, Ref +13, Will +11 DR 10/—; Immune acid, disease, fire, magical control, paralysis, poison, sleep, stunning effects; SR 28 OFFENSE Speed 50 ft., burrow 50 ft. Melee bite +29 (6d6+25/19–20 plus grab), slam +29 (3d8+25/19–20) Space 30 ft.; Reach 60 ft. Special Attacks breath weapon, overwhelming strength, swallow whole (20d6 acid damage, AC 26, hp 29), trample (2d8+25, DC 37) STATISTICS Str 44, Dex 8, Con 28, Int 3, Wis 21, Cha 23 Base Atk +20; CMB +45 (+49 grapple); CMD 54 (can’t be tripped) Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike Skills Perception +28 Languages Aklo (rarely speaks) ECOLOGY Environment any underground Organization solitary Treasure none SPECIAL ABILITIES Breath Weapon (Su) Once every minute, a bhole can expel a prodigious amount of thick slime from its gullet. This breath weapon has a range of 900 feet, and creates a 40-foot-diameter spread of slime in its targeted area. Any creature within this area must succeed at a DC 29 Fortitude save to avoid being stunned for 1d4 rounds. The slime transforms the area it coats into difficult terrain. Furthermore, any creature that is in the area (or that attempts to enter the area) must succeed at a DC 29 Reflex save to avoid becoming entangled by the slime. Bhole slime persists for 2d6 hours—bhole lairs are typically pre-caked with the stuff. A bhole can move through bhole slime without penalty. The save DC is Constitution-based. Immune to Magical Control (Ex) A bhole is immune to nearly all forms of mind control, including all charm spells, suggestion spells, and dominate spells. It is similarly immune to magic jar and possession attempts. Confusion and other mind-affecting effects that don’t allow another creature to directly control a bhole work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control a bhole. Other methods, particularly those tied to strange and powerful artifacts, may work as well. Overwhelming Strength (Ex) A bhole always applies 1-1/2 times its Strength modifier on all natural weapon attacks. Known on some worlds as dholes, bholes are among the largest of living creatures, wormlike leviathans of such size that few can claim to have seen one wholly from head to tail, and those who do tend toward madness and other afflictions that carry with them a heavy burden of doubt. The coloration of these creatures’ coiling bodies ranges widely—from darker blues and purples to paler grays, yellows, or bleached white—with a cavernous mouth consisting of long, bony jaws that extend and unfold from the creature’s head when it feeds. eCology By all accounts, bholes are incredibly long-lived—those that exist in remote worlds or on other dimensions have done so for countless eons. The bholes themselves seem to have no interest in their history, perhaps as a result of their limited intellect, but by all accounts a bhole can live forever, barring death by violence. For a creature as immense and dangerous as a bhole, such conditions essentially amount to immortality. Regions inhabited by bholes are always barren wastelands. What creatures survive there do so with a combination of stealth and speed, and even then they quickly learn to make themselves scarce when the telltale rumbling of an approaching bhole begins to shake the ground. Bholes themselves seem able to eat and digest anything and everything, and in time can reduce a huge area to a honeycombed network of immense tunnels. These regions swiftly collapse, leaving behind crumpled, rubble-filled pits of vast and terrifying size. Legends speak of entire worlds being reduced to rubble by bholes—they also tell of the danger of allowing these monsters into inhabited worlds, for their hunger is eternal, and a relatively small number of bholes can do incredible damage on a continental scale. habitat & soCiety Legends state that even larger bholes exist in distant realms below the Dimension of Dreams or deep under Leng. These legends state that no one has actually seen one of these truly enormous bholes; while someone 84 must have witnessed one for the legend to spread, the number of those who have survived an encounter with a bhole with body and mind intact is so small that the hyperbole is for all intents and purposes the truth. Certainly the immense burrows in certain regions of the underworld below Leng or the Dimension of Dream speak of massive creatures indeed—holes into which typical bholes might fall and vanish forever. If these monsters do indeed exist, they do so on a scale that may make them impossible denizens of such constraining habitats as mere planets. Bholes are more intelligent than animals, but only just. They rarely speak, and their vocabularies are generally limited to only a handful of words in ancient, mostly forgotten languages—those words they do know and speak in more widespread tongues are generally limited to a few phrases in Aklo. Yet bholes rarely have cause to speak, for little seems to interest them apart from eating and slithering. No active bholes currently exist on Golarion, although dormant ones may certainly dwell in the deepest reaches of the Darklands, or may well be trapped between this world and other dimensions. Explorers are most likely to encounter these creatures on other planes, other planets, or in other dimensions. Certain members of the cult of Groetus have long sought a way to bring bholes to Golarion, or if they already exist in its depths, methods of locating and awakening them, for what swifter doom could one bring to a planet than to infest it with creatures capable of coring it out as a worm might devour an apple from within? enCounters with bholes A typical bhole is only 30 feet wide, yet is hundreds of feet long and weighs thousands of tons. Combat with such immense monsters might present some challenges for games based around miniatures and play mats. When you include an encounter with a bhole in such a game, it might be best to describe the immense worm as extruding itself out of the earth to attack those nearby—if the bhole needs to move, it simply burrows to a new location, sticks out its head, and starts attacking new targets. Alternatively, you can treat the bhole’s head as its only actively dangerous portion. In this case, attacks directed at its immense body are irrelevant, with only those directed at its head (which consists of a 30-foot space) actually reducing its hit points. You might even run an encounter with a bhole using a truly enormous space on your Flip-Mat—a space of 100 feet or more, perhaps. This solution presents its own challenges, obviously, particularly if your gaming area lacks for space. Of course, if these options for handling immense monsters don’t sit well with you, the best solution is to simply downsize bholes in your game; assume they coil up on themselves and fit entirely into their 30-foot space, with their length accounting for their unusually enormous reach. Finally, you might consider not using miniatures at all for a fight against a bhole, with the assumption that once combat begins, the immense monster poses a significant threat to all in the area and that even several rounds of flight might not put a victim outside the monster’s reach. Pick the solution that works best for your style of game play; in the end, the point is that a fight with a bhole should be one that your players remember for a long time. 85 FLYING POLYP This nauseating tapered tower of flesh, eyes, and tendrils coils through the air, surrounded by a strange vortex of sucking wind. Flying Polyp CR 14 XP 38,400 CE Huge aberration (air) Init +6; Senses all-around vision, darkvision 60 ft.; Perception +26 Aura frightful presence (90 ft., DC 24) DEFENSE AC 29, touch 16, flat-footed 26 (+5 deflection, +2 Dex, +1 dodge, +13 natural, –2 size) hp 207 (18d8+126) Fort +13, Ref +12, Will +16 Defensive Abilities amorphous, deflecting winds, partial invisibility; DR 10/magic and slashing; Immune acid, cold, sonic; SR 25 Weaknesses vulnerable to lightning OFFENSE Speed 30 ft., fly 60 ft. (perfect) Melee 4 tentacle +21 (1d8+9/19–20 plus grab) Space 15 ft.; Reach 15 ft. Special Attacks constrict (1d8+9), sucking wind, wind blast Spell-Like Abilities (CL 14th; concentration +19) At will—alter windsAPG, gust of wind (DC 17), whispering wind, wind walk 3/day—control winds (DC 20), river of windAPG (DC 19), wind wall 1/day—control weather, whirlwind (DC 23) STATISTICS Str 28, Dex 15, Con 24, Int 19, Wis 20, Cha 21 Base Atk +13; CMB +24 (+28 grapple); CMD 42 (can’t be tripped) Feats Combat Reflexes, Dodge, Flyby Attack, Improved Critical (tentacle), Improved Initiative, Mobility, Power Attack, Vital Strike, Weapon Focus (tentacle) Skills Fly +27, Knowledge (engineering) +22, Knowledge (history) +22, Knowledge (nature) +25, Perception +26, Spellcraft +25, Stealth +15, Use Magic Device +23 Languages Aklo SQ amphibious ECOLOGY Environment any Organization solitary, pair, or storm (3–10) Treasure standard SPECIAL ABILITIES Deflecting Winds (Su) A flying polyp’s control over wind allows it to surround itself with blasts of precisely aimed gusts, effectively granting the creature a +5 deflection bonus to its Armor Class and a +4 resistance bonus on Reflex saving throws. Partial Invisibility (Su) A flying polyp’s body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once, leaving the creature’s body in what appears to be multiple sections. This ability, combined with the flying polyp’s amorphous, elastic form, makes it difficult to target a flying polyp, granting it a 20% miss chance against all attacks. By concentrating, a flying polyp can become fully invisible. Sucking Wind (Su) This attack allows the flying polyp to send an eerie “sucking” wind out to slow and eventually stop a creature’s escape. The wind itself isn’t particularly strong, but it creates a peculiar sucking sensation as 86 if it were attempting to pull things back toward the flying polyp. Activating this ability is a full-round action for a flying polyp, and it must concentrate each round to maintain the sucking wind’s effect, as if it were concentrating to maintain a spell duration. The sucking wind manifests as a 100-foot-radius spread, with the flying polyp at the center. Each round the polyp maintains concentration, the sucking wind’s radius increases by 100 feet, to a maximum radius of a mile. A flying polyp can detect creatures within this area via tremorsense. As a free action, it can increase the effects of the sucking wind on up to five different creatures within the area at one time. Each targeted creature must succeed at a DC 26 Fortitude save each round it remains in the area of the sucking wind or be slowed until it leaves the area. A creature already under the effects of any slowing effect (such as from this sucking wind or a slow spell) that fails this save is held in place for 1 round—it is not helpless, but cannot move via any means. Freedom of movement protects against the effects of the sucking wind, and control winds negates its effects in the area of effect of the control winds spell. Natural windstorms or other powerful winds have no effect on a sucking wind. A flying polyp can activate a sucking wind once per day, and can maintain concentration on the effect for up to an hour. The save DC is Constitution-based. Wind Blast (Su) Once every 1d4 rounds as a standard action, a flying polyp can create a powerful blast of wind at a range of up to 120 feet. This blast of wind creates a sudden explosion of flesh-scouring wind in a 30-foot- radius burst. All creatures within this area take 14d6 points of bludgeoning damage, with a successful DC 26 Reflex save halving the damage. In addition, these winds can check or blow away creatures as if they were tornado- strength winds (see page 439 of the Pathfinder RPG Core Rulebook). The save DC is Constitution-based. A flying polyp is a hideous mass of flesh, eyes, tentacles, and mouths suggestive of a particularly nauseating evolutionary path. A typical flying polyp measures 30 feet in length but is unusually light for its size, weighing no more than 2,000 pounds. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs—even if it takes eons for the polyp to encounter something capable of defeating it. eCology A f lying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a f lying polyp’s body might seem similar to ordinary f lesh, it often behaves in ways that should be impossible. The material seems to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing’s body are laid bare to view. Although the polyp feels moist and damp to the touch, what might serve as blood in other creatures behaves more like strange vortices of wind within a flying polyp’s body. When wounded, its damaged flesh does not bleed so much as whistle and gust. A f lying polyp’s association with wind is particularly noteworthy, and goes far beyond the strange storms that surge through what passes as veins and arteries in its massive body. These creatures have a remarkable ability to control the air around them, both via a wide array of spell-like abilities and through the use of potent supernatural powers. They do not wield tools or weapons as a rule, instead using their mastery of the winds themselves to wage war and build their grim cities, scouring towers and chambers out of basalt with precise blasts of sand-laden wind. habitat & soCiety Although flying polyps certainly display some of the features of other sentient races, particularly in their habit of building cities (although these towering cities incorporate architectural features that most other races find awkward and unsettling), in other areas they seem strangely primitive or disinterested. They are as aberrant in mind and philosophy as they are in physical form. For example, they seem to have neither a name for their own race, nor a language to call their own. Their cities, while unnerving in their vast scale, seem to serve little other purpose than to unnerve, for flying polyps do not engage in trade or politics or other social constructs. The primary exception to this, to the detriment of other creatures unfortunate enough to dwell in regions claimed by f lying polyps, is war. Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them. Some among their kind can even travel to other planets by bringing with them a sizable sphere of purloined wind and air to carry them aloft and sustain them, and with this power they lead armies from planet to planet as necessary, relentlessly tracking their chosen enemies across worlds. Every so often, f lying polyps encounter a race that is their equal in war, and on some worlds, including Golarion, they still endure the humiliation of these ancient defeats after being imprisoned in extensive underground chambers where they are cut off from the outside world. Yet flying polyps are long-lived, and when an unforeseen tectonic event creates new exits to their prison chambers in forgotten corners of the Darklands, they emerge with unabated fury to seek revenge. 87 KURSHU THE UNDYING This large creature has the upper body of a winged woman and the lower body of a snake. She looks withered, like a preserved corpse. Kurshu the Undying CR 15 XP 51,200 LE Large outsider (evil, extraplanar, lawful) Init +10; Senses blindsense 60 ft., darkvision 120 ft., low-light vision, scent; Perception +25 DEFENSE AC 30, touch 17, flat-footed 24 (+2 deflection, +6 Dex, +13 natural, –1 size) hp 229 (17d10+136); regeneration 5 (acid) Fort +20, Ref +11, Will +17 DR 10/cold iron and magic; Resist cold 30, electricity 30, fire 30, sonic 30; SR 26 Weaknesses divine separation OFFENSE Speed 30 ft. Melee 2 slams +21 (1d6+5 plus 1d4 Intelligence drain), tail slap +16 (1d8+2 plus grab) Space 10 ft.; Reach 10 ft. Special Attacks constrict (1d8+5), power surge Spell-Like Abilities (CL 15th; concentration +22) At will—detect magic, floating disk, mage hand, read magic, tongues 3/day—cure serious wounds, dispel magic, displacement, fireball (DC 20), greater teleport (self plus 50 lbs. of objects only), hold person (DC 20), lightning bolt (DC 20), limited wish, magic missile, plane shift (DC 24), slow (DC 20), stinking cloud (DC 20), vampiric touch STATISTICS Str 20, Dex 23, Con 26, Int 31, Wis 20, Cha 25 Base Atk +17; CMB +23 (+27 grapple); CMD 41 (can’t be tripped) Feats Combat Casting, Combat Reflexes, Craft Wondrous Item, Great Fortitude, Hover, Improved Initiative, Improved Iron Will, Iron Will, Scribe Scroll Skills Diplomacy +24, Escape Artist +23, Fly +21, Heal +22, Intimidate +24, Knowledge (arcana) +30, Knowledge (dungeoneering) +27, Knowledge (history) +27, Knowledge (planes) +30, Knowledge (religion) +27, Perception +25, Sense Motive +25, Spellcraft +30, Stealth +22, Swim +22, Use Magic Device +27 Languages Aklo, Azlanti, Draconic, Infernal, Terran, Thassilonian; telepathy 100 ft. SQ change shape (human; alter self ), feed, spell-like crafting ECOLOGY Environment any land (extraplanar) Organization solitary or cabal (herald and 1d4 charmed outsiders of CR 5 to CR 10) Treasure standard SPECIAL ABILITIES Divine Separation (Su) The herald has been separated from Lissala for thousands of years and does not know where her master is. The loss of her connection to the goddess severely weakens the herald, and she gains 1 negative level per day, up to a maximum of 16 negative levels. These negative levels cannot be suppressed or removed in any way (including restoration spells), except by using her feed ability. If Lissala returns and the herald regains her connection to her master, she permanently loses this weakness and its associated negative levels. Feed (Su) Once per day, the herald can devour an outsider’s corpse as a full-round action. For each Hit Die of the devoured outsider, the herald automatically removes 1 negative level gained from her divine separation ability. The consumed outsider must have at least 8 Hit Dice. Intelligence Drain (Su) The herald drains 1d4 points of Intelligence each time she hits with her slam attack. (The herald does not heal any damage when she uses her Intelligence drain.) Power Surge (Su) Three times per day as a swift action, the herald can increase the DC of her next spell-like ability (if it is cast that round) by +2. Spell-Like Crafting (Su) The herald may use any of her spell- like abilities when crafting magic items as if they were actual spells. Lissala’s herald is Kurshu the Undying, a powerful and dutiful agent of magic who has been suffering in her master’s long absence. Known as “Kurshu the Divine Serpent” during the time of Thassilon, she possesses a powerful serpentine lower body, a female humanoid upper body, and three pairs of feathered wings. Her humanoid half is more serpentine than that of a lillend; she has tiny scales on her arms and a scaly cobra hood that blends into her hair. She looks haggard, as if aff licted with a chronic wasting disease, and her movements betray an ancient and resigned weariness. Her voice is thin and susurrant, and she tends to hiss when she speaks, especially when angry. She tends to verbalize in Thassilonian even when communicating telepathically. She is a lost being without a purpose, devoted to Lissala but unable to find her. Records of the herald’s origin are lost to passing centuries, but she claims she was created in her current form by the goddess, who used parts from several different creatures and then granted her true life. The goddess’s withdrawal has taxed the herald’s ability to maintain her own life, and eventually she may fragment back into her component pieces (which may or may not be alive after this transformation). Bound to Lissala by magic and an unshakable sense of duty, she resents her master for leaving her behind to wither away, and despises herself for knowing that if Lissala returns, she will crawl back to the goddess like a sheltered, neglected child who has no alternative but to love her creator and jailor. 88 eCology Kurshu’s degenerative condition means that (unlike most outsiders) she must eat to survive; otherwise, she wastes away into a skeletal, nearly helpless version of herself. She reached that lowest point only once, but was lucky enough to catch suitable prey unawares and work her way back to an exhausted but functional level. Consequently, Kurshu makes sure to feed at least every few days. As there are few creatures in Lissala’s service who have the power to conjure her, Kurshu is mainly left to her own devices, but (unlike heralds of active deities) may choose to respond to a summons from any spellcaster. In exchange for her services, she demands that she be given outsiders she can enslave for later feeding, Thassilonian magic items, or items that bear some lingering piece of Lissala’s power. She is knowledgeable about Thassilonian magic, rune magic, and Azlanti practices, though she is hesitant to speak of the latter when on Golarion lest it attract unwanted attention from slaves of the aboleths; having witnessed Earthfall at a distance, she has no desire to subject herself to a direct attack by entities who control that kind of magic. Kurshu has no compunction about killing something that defies her or appears to be withholding information or objects she wants (if she has to, she can compel answers from its corpse using limited wish to duplicate speak with dead). She feels her pseudo-mortality at all times and fears death, and is likely to flee any encounter in which she feels outmatched. habitat & soCiety Kurshu is alone in the multiverse. Her goddess is gone, Lissala’s other divine servants have perished or converted to other faiths, mortals who knew her at the height of Thassilon are long dead or in suspended animation, and her existence has no purpose. Her hunger for outsider souls repulses her (as she never had to eat while Lissala was present) but she accepts it as a necessary embarrassment because she is unwilling to accept death—or an eternity spent as an invalid. She normally keeps a “stable” of charmed outsiders near her (using her limited wish spell-like ability to duplicate charm monster) so she can slay and consume one if necessary. Her devotion to law and hatred of chaos means her minions are usually daemons, demons, or proteans; though she finds their flesh repugnant, she would rather destroy a minion of disorder than a devil or similar lawful evil outsider. She is stern but courteous to these minions, who obey and respect her power even beyond the enforced friendliness of the magic that binds them to her. Because of her chaotic associates, she has survived many hostile encounters in which opponents attacked her with lawful magic (such as order’s wrath)—such attacks do not harm her, giving her a few vital seconds to decide whether she wants to retaliate or abandon her minions and flee. The herald spends her infinite hours wandering the planes in search of Lissala or visiting Golarion to bask in places sacred to her missing goddess, trying to detect echoes of her master’s presence like an old widower smelling his dead wife’s clothes for a hint of perfume to spark a long-forgotten memory. 89 NIGHTGAUNT This lanky ebon humanoid has batlike wings and a long prehensile tail, yet its most unsettling feature is its lack of a face. Nightgaunt CR 4 XP 1,200 CN Medium monstrous humanoid Init +6; Senses all-around vision, blindsight 60 ft.; Perception +6 DEFENSE AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural) hp 37 (5d10+10) Fort +3, Ref +8, Will +6 Defensive Abilities faceless; Immune cold, gaze weapons, inhaled toxins, scent-based attacks OFFENSE Speed 30 ft., fly 40 ft. (average) Melee 2 claws +9 (1d6+4 plus grab) Special Attacks clutches, tickle STATISTICS Str 18, Dex 15, Con 14, Int 5, Wis 14, Cha 11 Base Atk +5; CMB +9 (+13 grapple); CMD 22 Feats Dodge, Improved Initiative, Lightning Reflexes Skills Fly +7, Perception +6, Stealth +11; Racial Modifiers +4 Stealth Languages Aklo (cannot speak) ECOLOGY Environment any mountains Organization single, pair, flight (3–12), or colony (13–50 plus 1–4 nightgaunt elders) Treasure none SPECIAL ABILITIES Clutches (Ex) Although a typical nightgaunt stands only half a foot taller than most humans, it is a remarkably tenacious grappler. A nightgaunt gains a +8 racial bonus on all combat maneuver checks made to grapple (rather than the typical +4 bonus most creatures with the grab ability gain). If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed. Faceless (Ex) A nightgaunt has no face, yet it can still see with remarkable clarity in all directions as if its entire body were a single strange eye. This unusual form of vision renders it immune to gaze attacks, but not to illusions that rely upon vision to function. A nightgaunt feeds on the despair and horror of its victims, which replaces the creature’s need to eat and drink. It has no need to breathe at all, and is immune to all inhaled or scent-based effects. Tickle (Ex) A nightgaunt’s long, sinuous tail is covered with razor-sharp barbs. While this appendage looks dangerous and is exceptionally agile, a nightgaunt’s tail doesn’t have much strength, and thus cannot be used as a natural weapon. Yet when a nightgaunt grapples a foe, its tail can slither along the target’s flesh to tickle and tease with nauseating efficiency. Tickling a foe is a swift action, and the foe must either be helpless or grappled by the nightgaunt in order for it to use this ability. When a creature is tickled by a nightgaunt, the victim must succeed at a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Dexterity-based. Nightgaunts haunt the deepest and darkest chasms of dream. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a strength in their sinewy limbs that far surpasses that of most humans. With inky black skin, batlike wings, long spiny tails, and demonic horns protruding from their skulls, nightgaunts are fearsome foes—yet it’s their lack of any facial features makes the creatures truly nightmarish. A typical nightgaunt is 7 feet tall and weighs 175 pounds. eCology Nightgaunts’ most singular feature—their uncanny lack of features—is perhaps their most intriguing biological facet. That the creatures can see is manifestly obvious, for they react to purely visual stimulus with speed and precise action, as if their whole bodies can see in all directions. Scholars have yet to determine how the bizarre creatures accomplish this eerie stunt, but the fact that they were spawned originally in the depths of ancient nightmares might indicate that no sane or logical explanation for their sight exists. Nightgaunts feed on emotions; while fear and horror are the usual staples of nightgaunts’ diet, the creatures actually prefer a meal of varied emotions. A mix of laughter and terror provides a succulent meal for nightgaunts. Little else can provoke as delectable a bouquet for a nightgaunt as lifting victims high into the air while tickling them with its long, whip-like tail, a situation that those who have survived relate as one that can never be forgotten. During this frightening feeding, a nightgaunt often carries its victims aloft for miles as it continually tickles and torments the poor souls, finally dropping its prey into a remote area where monsters and worse lie in wait once it has gorged itself. Although nightgaunts won’t hesitate to drop particularly troublesome or dangerous creatures from a great height, they prefer to release those they carry off from heights of only a few feet, as if to ensure their survival in whatever eldritch wilderness the nightgaunts have brought their victims to. Nightgaunts rarely return to feed on creatures they’ve dropped off in a dangerous region (although the same cannot be said of victims who escape to safety), provoking theories that the creatures have some sort 90 of ancient pact with the monstrous denizens of these remote locales. habitat & soCiety Nightgaunts dwell in the parts of the world that inspire nightmares, where dreamers pray for dawn. They can be found amid the creaking boughs of haunted forests, lurking in the caves of desolate mountain gorges, or perched atop crumbling gravestones in forgotten boneyards. Yet when they grow hungry, they take wing from their eerie lairs to seek out victims, scouring cities and towns for open windows from which to snatch their meals. Although nightgaunts can be found throughout Golarion, this is not their original home. The first nightgaunts were spawned deep in the Dimension of Dream from the nightmares of a forgotten poet whose fears were so consuming that every night he dreamt, his nightmares grew more and more powerful and overwhelming. Dreams of being carried over horrific landscapes and mind-numbing vistas of eldritch blight drove the poet deeper and deeper into madness, and in desperation he sought out the aid of a strange alchemist who supplied him with an elixir that would rid him of his fears forever. The poet took the draught and immediately fell into a deep slumber, and in that slumber, his nightmares fled his mind, transforming into the first and most powerful of the nightgaunt race. Unfortunately for the poet, the nightgaunts also took his muse, and when he woke the next morning, he found his ability to write had vanished forever—he had traded his soul for a life of gentle sleep. When he found he could not go on without his poetry, he sought out that strange alchemist in hopes of reversing what he’d done. The stories do not reveal what fate eventually met this strange and forlorn poet, but the nightgaunts have certainly prospered. Most nightgaunts have little drive to be anything more than predators of slumbering societies. They often gather in large colonies, entertaining each other by sharing emotions they’ve fed upon via strange touches and lingering caresses. Powerful warlords, wizards, priests, and the like often enjoin nightgaunts to serve them as guardians or even forms of travel, promising them slaves or other captured prey in return for their services, but those who traffic with nightgaunts must take care to stay in their faceless friends’ good graces, for a nightgaunt can turn upon its allies at the smallest slight. Nightgaunts often war with the other creatures found in their desolate realms, led into battle by elder nightgaunts who carry strange magical tridents and command considerable magical powers. These elder nightgaunts typically have levels as magi or oracles—a nightgaunt colony led by such a powerful creature is a much more dangerous threat than most, for these colonies often have agendas that go beyond mere predation upon kinder societies. Nightgaunt elders are typically chaotic evil, and many use their followers to keep humanoids as cattle in horrific pens or cages in lightless caverns. The most powerful nightgaunts, though, are those original creations pulled from the mad poet’s nightmares. These creatures are all-powerful spellcasters of prodigious size, and dwell in the deep underground realms below the Dimension of Dream, or else rule vast rookeries on the ragged borderlands that surround the dread Plateau of Leng. What their goals might be is not for sane minds to know. 91 92 Open Game License Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. Aurumvorax from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Caryatid Column from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Jean Wells. Vegepygmy from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Pathfinder Adventure Path #65: Into the Nightmare Rift © 2012, Paizo Publishing, LLC; Author: Richard Pett. The DeaD hearT Of Xin by Brandon Hodge The seven shards of the Shattered Star have been recovered, and the Pathfinders prepare a grand festival on Magnimar’s Irespan to celebrate this incredible achievement. The culmination of this celebration is to be the reassembly of the seven shards into the legendary Sihedron itself, rebuilt for the first time in more than 10,000 years. But a great deal can change in that amount of time, and as the ritual to reforge the artifact finishes, ancient contingencies rumble to life. As the dead heart of Thassilon begins to beat again, all of Magnimar is put in terrible danger. With the power of the Sihedron on their side, the heroes make a stand against this risen evil—but will even the aid of an ancient artifact be enough to save them all? cOnTinuinG The campaiGn The end comes to the Shattered Star Adventure Path, but more adventure awaits! Learn what happens if the PCs don’t successfully meet their goal, and explore other ways to keep your campaign going if they do save the day. runeLOrDs Of ThassiLOn Discover more about the ancient Thassilonian wizards who once ruled Varisia. Learn about these sin-wielding wizards, the lands they once held, and important discoveries they brought to light during their reign. anD mOre! Bizarre rituals and terror from beyond the stars in the final installment of “Light of a Distant Star,” the Pathfinder’s Journal by Bill Ward! Also, encounter monsters from lost empires in the latest installment of the Pathfinder Bestiary! subscribe TO paThfinDer aDvenTure paTh! The Shattered Star Adventure Path concludes! Don’t miss out on the world-shaking climax—head over to paizo.com/pathfinder and subscribe today to have each Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Player Companion, Pathfinder Module, Pathfinder Tales, and GameMastery product delivered to your door! Also, download the free Shattered Star Player’s Guide, available now! L uma is a cobblestone druid, a canny fi ghter and spellcaster who can read the chaos of Magnimar’s city streets like a scholar reads books. Together, she and her siblings in the powerful Derexhi family form one of the most infamous and eff ective mercenary companies in the city, solving problems for the city’s wealthy elite. Yet despite being the oldest child, Luma gets little respect—perhaps due to her half-elven heritage. When a job gone wrong lands Luma in the fearsome prison called the Hells, it’s only the start of Luma’s problems. For a new web of bloody power politics is growing in Magnimar, and it may be that those Luma trusts most have become her deadliest enemies...  From visionary game designer and author Robin D. Laws comes a new urban fantasy adventure of murder, betrayal, and political intrigue set in the award-winning world of the Pathfi nder Roleplaying Game. paizo.com Paizo, Paizo Publishing, LLC, the golem logo, and Pathfi nder are registered trademarks of Paizo Publishing, LLC. Pathfi nder Tales and Pathfi nder Roleplaying Game are trademarks of Paizo Publishing, LLC. © 2012, Paizo Publishing, LLC. I n the deep forests of Kyonin, elves live secretively among their own kind, far from the prying eyes of other races. Few of impure blood are allowed beyond the nation’s borders, and thus it’s a great honor for the half-elven Count Varian Jeggare and his hellspawn bodyguard Radovan to be allowed inside. Yet all is not well in the elven kingdom: Demons stir in its depths, and an intricate web of politics seems destined to catch the two travelers in its snares. In the course of tracking down a missing druid, Varian and a team of eccentric elven adventurers are forced to delve into dark secrets lost for generations—including the mystery of Varian’s own past. From fan-favorite Dave Gross, author of Prince of Wolves  and Master of Devils, comes a fantastical new adventure set in the award-winning world of the Pathfi nder Roleplaying Game. ISBN–13: 978-1-60125-463-4 Paperback $9.99 Amazing Stories Set in the Pathfi nder Campaign Setting Explore New Horizons ISBN–13: 978-1-60125-456-6 Paperback $9.99 paizo.com Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfi nder are registered trademarks of Paizo Publishing, LLC, and the Pathfi nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. Available Now! EVERY CORE CLASS ♦ EVERY LEVEL ♦ $39.99 PC Codex PC Codex PC Codex ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ ® ™ Find Your Path Every good Game Master needs good accessories, and Paizo’s GameMastery line has exactly what you need to enhance your Pathfinder Roleplaying Game experience! GameMastery Combat Pad $19.99 ☐ GameMastery Condition Cards $10.99 ☐ GameMastery Item Cards: Shattered Star $10.99 ☐ GameMastery Flip-Mat: Pub Crawl $12.99 ☐ GameMastery Map Pack: Vehicles $12.99 ☐ GameMastery Flip-Mat: Ancient Dungeon $12.99 ☐ GameMastery Map Pack: Ice Cavern $12.99 (Available December 2012) ☐ GameMastery Flip-Mat: Watch Station $12.99 (Available January 2013) ☐ Pathfinder Adventure Path is your monthly Pathfinder campaign resource. Each volume explores new locations, unveils new monsters unique to Golarion, and gives Game Masters another entry in a complete campaign. Adventures, wealth, and fame await within! 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These evocative accessories give Game Masters exciting new looks into exotic adventuring locales, previously only explored via Pathfinder Adventure Paths and the Pathfinder Modules. Don’t miss out on a single one—it’s your world now! Pathfinder Campaign Setting: The Inner Sea World Guide $49.99 ☐ Pathfinder Campaign Setting: Inner Sea Poster Map Folio $19.99 ☐ Pathfinder Campaign Setting: Magnimar, City of Monuments $19.99 ☐ Pathfinder Campaign Setting: Paths of Prestige $19.99 ☐ Pathfinder Campaign Setting: Artifacts & Legends $19.99 ☐ Pathfinder Campaign Setting: Inner Sea Bestiary $19.99 ☐ Pathfinder Campaign Setting: Mystery Monsters Revisited $19.99 ☐ Pathfinder Campaign Setting: Irrisen, Land of Eternal Winter $19.99 (Available December 2012) ☐ Pathfinder Campaign Setting: Shattered Star Poster Map Folio $19.99 (Available January 2013) ☐ Pathfinder Campaign Setting: Chronicle of the Righteous $19.99 (Available February 2013) ☐ Pathfinder Campaign Setting: Fey Revisited $19.99 (Available March 2013) ☐ All trademarks are property of Paizo Publishing®, LLC © 2012 Paizo Publishing, LLC. Permission granted to photocopy this page. paizo.com/pathfi nder Paizo, Paizo Publishing, LLC, the Paizo golem logo, and Pathfi nder are registered trademarks of Paizo Publishing, LLC, and the Pathfi nder Roleplaying Game is a trademark of Paizo Publishing, LLC. © 2012 Paizo Publishing, LLC. The Runelords Rise Again! The Runelords The Runelords Rise Again! Rise Again! The Runelords Rise Again! A NNIVE RSARY EDIT ION The very fi rst Pathfi nder Adventure Path returns with a vengeance in the Rise of the Runelords Anniversary Edition, a hardcover collection of the legendary original campaign that launched Pathfi nder 5 years ago! Newly updated to the Pathfi nder RPG rules with expanded encounters, new monsters, and tons of new art, this amazing book sets the scene for one of the most beloved fantasy campaigns ever published! AVAILABLE NOW! PZO1002 • $59.99 • 978-1-60125-436-8 Our Lady of Blessed Waters Seerspring Garden, a park boasting a spring of crisp, clear water, marks the northeastern corner of Keystone. The park itself is a fine place to relax, but its most striking feature is the bronze, strangely verdigris-free statue of a lithe woman that stands at the center of the water. The statue is said to be an image of the spirit believed to linger within the Seerspring, but none in Magnimar know who built the mysterious monument. The oddly soothing statue is said to have simply appeared in Seerspring Garden overnight not long after the park itself was established—its source remains unknown to this day. Monument Boon: Spend 10 minutes in prayer to the spirit of the Seerspring, then attempt a DC 15 Knowledge (religion) check. Success grants a +1 morale bonus on all caster level and concentration checks for divine spells for 24 hours. This bonus increases by 1 for every 5 points by which your check exceeds the DC. the Guardians Just within Twins’ Gate stand the Guardians, one of the city’s larger monuments. These 200-foot-tall colossi depicting the young heroes Cailyn and Romre Vanderale face each other with burning staves held high, forming a giant arch. The Guardians stand at the southernmost end of the broad Avenue of Hours, which runs from the city wall all the way north to Indros cul Vydrarch Plaza and the Pediment Building, and as such they serve as one of the most notable landmarks for both Naos and the Capital District. The brothers Vanderale themselves are well regarded in the town's history, and many young Magnimarians strive to "be like the brothers" when they grow up. Monument Boon: Meditate for 10 minutes below the arch and make a successful DC 15 Knowledge (arcana) check to gain a +1 morale bonus on all concentration checks for 24 hours. This bonus increases by 1 for every 10 points by which your check exceeds the DC. NAOS KEYSTONE paizo.com/pathfinder Giants in the EArth With five shards of the Shattered Star secure, visions point the PCs toward one of Varisia’s most remote corners as the site protecting the sixth fragment of the powerful artifact. Yet the heroes are not the first to search for this shard—upon arriving at the ancient ruin known as Guiltspur, they find a small army of giants excavating the site on the order of a blue dragon. Even this is not the entirety of the danger, however, for as the heroes soon learn, there are other forces searching for the final shards as well—some hailing from the Darklands below, and some from beyond reality in the nightmare realm of Leng! This volume of Pathfinder Adventure Path continues the Shattered Star Adventure Path and includes: • “Into the Nightmare Rift,” a Pathfinder RPG adventure for 13th-level characters, by Richard Pett. • Previously unknown secrets about H. P. Lovecraft’s famous Plateau of Leng in a special gazetteer of this strange realm of dreams and horrors, by Greg A. Vaughan. • The lost and ancient secrets behind the forgotten faith of Lissala, goddess of runes, fate, duty, and obedience, by Sean K Reynolds. • Alchemists and wererats in the Pathfinder’s Journal, by Bill Ward. • Four new monsters, including Lovecraftian horrors and Lissala’s herald, by James Jacobs and Sean K Reynolds. Printed in China. PZO9065
textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF061-066 - Shattered Star/Shattered Star - 05 - Into the Nightmare Rift.pdf
“An epic supplement for the world’s greatest roleplaying game!” -The unabashed self-promoting author HALFMOON’S TRAVEL AND WEATHER GUIDE FORWARD 3 HALFMOON’S TRAVEL AND WEATHER GUIDE Most of your focus as an adventurer in a Dungeons & Dragons setting is reaching the destination, slaying the dragon (in the dungeon), and collecting the loot. You then sell the loot to buy better gear and lather, rinse, repeat. And this is all good. It provides balance to the D&D multiverse, and is great sport if you don’t get eaten or burned to a crisp. But what if the dragon is on a mysterious island out in a distant sea? Unless you have magical travel abilities, you would likely have to travel overland first, and then take a ship, to reach this dungeon. Let’s say half the way to the docks is open plains, and half the way is broken up by a forested coastal range. The Player’s Handbook suggests you would travel 48 miles per day for half the overland journey and 24 miles per day the second half, since both forests and mountains are considered “difficult terrain” which is defined as halving your normal pace. Then, assuming a galley is taken to reach the island, you would travel at 96 miles per day the rest of the way. Queue the DM: “OK, so it took you seven days to get there. I’ll assume you’ve rested each night and eaten from your bag of endless rations. Now that we have THAT boring protocol out of the way…you stand in front of an ancient keep rumored to hold the Dungeons of Doom. A dragon howls from within. What do you do?” What if there was something…more…to that journey? A famous philosopher and poet, Ralph Waldo Emerson, once suggested that life is a journey, not a destination. That can hold true in an RPG universe as well. Terrain should be much more variable than “normal” or “difficult.” Roads and trails should allow much faster travel than you could muster by picking your way through a forest or traversing along a narrow mountain pass. There are some places where horses cannot even go, and others (MANY others) where you’ll be glad you have that mount. And what of the weather? Conventional mechanics assumes each day is as sunny as the last. What if a cold front hits, followed by heavy rain and a powerful storm? This might slow your journey, and perhaps even pose risk to your person. Do you press on, or find shelter? Say you find a cave along that narrow ridge where an ancient gnomish hermit lives…perhaps that chance meet produces its own mini-adventure, possibly even netting you an NPC to join you on your way. And once you reach the coast, do you dare board a ship in a hurricane? Maybe best to partake of some dragon’s breath ale at the dockside tavern while you wait for the storm to die down…during which time perhaps another mini-adventure might unfold. And once the seas calm and you pay for passage on a galley heading toward that island with the dragon’s lair, there may be yet another mini-adventure. Giant sea serpent doing battle with a school of mermen, you say? Your galley stuck in the middle? It could happen… FOREWARD HALFMOON’S TRAVEL AND WEATHER GUIDE 4 But let’s get back to the focus of this guide, which is to help define the travel and weather aspects of your journey. Herein you will find tables to randomly generate terrain detail and the elements, and mechanics to help determine daily travel distance over both land and sea. Weather can play a factor in travel time, and may even result in injury or death. After all, who hasn’t heard of the great paladin, afraid of no living thing, proudly galloping his destrier through a thunderstorm clad in full plate with a lance held high? Well, maybe nobody…but you can guess at his potential fate. Above all else, this guide is an effort to add an element of realism into the fantastic universe. But it also tries to fill some gaps left by the Player’s Handbook. For example, there is very little that explains the mechanics of ship travel, and nothing that helps define what happens to a ship – and its crew and hapless passengers – in a violent storm. If you think a seastorm is terrifying for modern- day ships, imagine being hit by a squall standing on the deck of a tall ship with wooden masts and rickety rigging. With the tools in this guide, the journey becomes less of an afterthought. The path you take can affect the time it takes to reach your destination, can lead to adventures along the way, and may require you to make difficult decisions. Say you encounter an impassable chasm requiring you to double back to find a way around. It could take days! But wait, there’s a footbridge spanning the chasm…now what to do with that wagon filled with the dragon’s treasure hoard? TRAVEL AND WEATHER: DM’S GUIDE Supplement Utility I’m the DM here, what do I do? Overland Travel Guide Identifies distance traveled based upon terrain When traveling on dry land, consult these charts and tables to determine terrain features and amount of time to travel on roads, trails, and in the wilderness - on foot or mounted. Waterborne Travel Guide Identifies distance traveled over bodies of water When traveling by boat, consult these charts and tables to determine amount of time to travel on seas, lakes, and rivers; also profiles the attributes of seafaring ships, which is nice. Weather Tables Tables to determine the current climate, temperature, and weather – roll daily Consult these tables to determine climate and weather, including chance of storm. Weather patterns often hold for several days, but wind speed and direction can independently change on a daily basis, or even intraday if the DM wishes. HALFMOON’S TRAVEL AND WEATHER GUIDE OVERLAND TRAVEL 5 OVERLAND TRAVEL Most of your travel from adventure to adventure will be over land, and hopefully a majority of the time you will not be traveling on foot. That would take forever, unless you’re heroes of some fellowship of a particular ring (which, if that be the case, you can apparently run nonstop for days). Travel by some form of mount, most commonly horse, is generally preferred in most forms of terrain. However, some terrain may not be well suited for hooved ones. Mountainous regions are a prime example, where you can often cover more ground offroad if you dismount and hoof it (yes, pun intended). Some regions may even force you to make hard decisions about your travel, as there are places that horses – especially horse-drawn wagons – simply cannot go. Unless you have the assistance of a high-level wizard who can transport you by magical means, you will need to come up with ways to get around using more traditional methods. But this doesn’t need to be boring! There isn’t always a road leading from your starting village to the dungeon with the dragon. Or least ways there shouldn’t be. What if you could only go so far along a beaten path before needing to pick your way through unsettled woods, find your footing over an ominous mountain range, and trudge through a monster-infested swamp where lay the dragon’s lair? Wouldn’t that be a potential adventure by itself? OVERLAND TRAVEL: STEP-BY-STEP AID Step The Question The Answer 1 Where are we going? This guide can’t help you with that. Hopefully your DM knows! If it is somewhere on land, read on. 2 How will we get there? Any PC can hoof it, but it would be far quicker if you can find actual hooves. The DM will provide options, but it normally boils down to buying a horse (or other mount – see the Overland Travel Pace Chart), or paying for passage on one (check out Other Travel Considerations: Cost of Passage). 3 How long will it take? Rate of travel depends on mode of transportation, the terrain traveling through, and presence of established roads to reach your destination. The Overland Travel Pace Chart gives you the baseline based upon those three principle variables. Best case scenario is the presence of a road that will take you where you need to go. 4 What if a road won’t take us where we need to go? If your’e going where no road leads, trails are the next best thing. Consult the Trailfinder Chart (hint: it’s VERY helpful to have a nature lover in the party!). If no trail is found, you will have to blaze your own way through the wilderness. Either way, offroad travel will require a daily check on the Offroad Terrain table specific to the type of terrain you are passing through, to find out exactly what you are traveling through. OVERLAND TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 6 5 What if we’re in a hurry? If you need to push mount and man, there are rules defined in the Overland Travel Pace Chart explaining the benefits and risks. No nonmagical creature can run forever, and the longer you push the pace the greater the risk to you and/or your mount. 6 What if we need to be sneaky, or are seeking something or somebody? Go slow. There are rules defined in the Overland Travel Pace Chart explaining this too. Benefits include the ability to be stealthy and better perception skills, but you’ll take longer to reach your destination – and every additional day of travel can introduce additional levels of risk based upon where you are traveling. A well-traveled road through kingdom-controlled plains is likely a low-risk affair, but moving along at a snail’s pace in a forest controlled by a necromancer is…riskier. 7 What if there is trouble on the road? And there’s the risk for going slow: increased chance of random encounters! Bandits like slow travelers. There are a number of random monster encounter tables available on the internet (including potentially a future Halfmoon supplement). 8 It is a good day to travel? Not if you’re a paladin in plate mail during a thunderstorm. Consult the Weather Tables section of this supplement. Besides the risk of being a lightning rod, heavy winds and stormy weather can impact a party’s rate of travel. 9 How much can we carry unencum- bered? Consult the section entitled Other Travel Considerations: Encumbrance. Then consult somebody who cares. In all seriousness, the DM will adjudicate any concerns with carrying too much gear and loot, but hopefully will only truly worry about that player who insists his character haul away that chest of 100,000 copper pieces. TRAVEL PACE The pace of overland travel depends upon your mode of transportation, the terrain you are going through, and frequency of roads and trails leading to your destination. Combined, this gives you the base distance you can travel in one day. This base amount can then be modified by other variables including how fast you want to go, difficulty of offroad terrain, and even inclement weather. Find the terrain on the Overland Travel Pace Chart, cross-reference to the mode of transport, and determine if travel will be by road, trail, or through the wild for that day. The resulting number is the base miles traveled. Note that if the terrain changes over the course of the day, the DM should generally assume the distance covered is based upon the terrain started in – but this is totally at his/her discretion and based upon circumstance. For instance, if the party is traveling by wagon and they run into a swamp in the middle of the day, adjustments may be in order. Travel by road will generally be the fastest, and one passing through plainslands is defined as the best-case travel scenario that most closely matches the 5e SRD guidelines. Roads in general are the fastest, but not always available. If traveling offroad, whether a trail was found by virtue of consulting the Trailfinder Chart for that terrain or not, the appropriate Offroad Terrain table should be consulted to randomly determine the difficulty of the terrain encountered that day. This can modify the base miles. Also according to 5e SRD rules, a normal day of travel assumes 8 hours of travel at normal pace. Generally that would be interpreted as 8 actual hours of movement, an hour or two mixed in for various pit stops, and stopping somewhere at the end of the day to make camp. A long rest is needed to recover, and then you can break camp and start up again in the morning. Options are available to push your pace and extend your travel day to get somewhere quicker, or conversely to take your time for stealth or searching reasons, and are explained a bit later in this guide. HALFMOON’S TRAVEL AND WEATHER GUIDE OVERLAND TRAVEL 7 OVERLAND TRAVEL PACE CHART Mode of Transport CON (non -PC) Fast Pace Multi- plier DAILY TRAVEL PACE (divide by 8 for hourly travel) DESERT FOREST HILLS MOUNTAINS PLAINS SWAMP TUNDRAc Road/ Trail Wild (base) Road/ Trail Wilda (base) Road/ Trail Wild (base) Road/ Trail Wilda (base) Road/ Trail Wild (base) Road/ Trail Wilda (base) Road/ Trail Wilda (base) Foot (30 ft. speed) 10 (+0) x1.33 20 16 18 14 22 18 14 11 24 18 16 12 20 16 Camelb (50 ft. speed) 12 (+1) x1.5 40 30 30 23 36 30 23 — 40 30 26 20 28 20 Donkey/ mule/pony (40 ft. speed) 13 (+1) x1.5 26 21 24 19 29 24 19 15 32 24 21 16 24 18 Elephant (40 ft. speed) 17 (+3) x1.5 26 21 24 — 29 24 19 — 32 24 21 16 24 20 Horse, draft (40 ft. speed) 12 (+1) x2 26 21 24 18 29 24 19 15 32 24 21 16 26 20 Horse, riding (60 ft. speed) 12 (+1) x2 40 32 36 24 44 36 28 22 48 36 32 24 34 28 Horse, war (60 ft. speed) 13 (+1) x2 40 32 36 24 44 36 28 22 48 36 32 24 34 28 Mastiff/Lg. Wolf or Dog (40 ft. speed) 12 (+1) x1.66 26 21 24 19 29 24 19 15 32 24 21 16 32 24 EXPLANATION OF COLUMNS AND RELATED RULES Mode of Transport Different means of travel. Speed in movement per round, as used in combat, is listed here for reference in parentheses. CON (non-PC) Standard Constitutions (CON) of beasts of burden – for use in exhaustion checks based upon travel pace (see below) Fast Pace Multiple Used to determine how much further the mode of transport can go per day in fast pace mode (see next section) Daily Travel Pace: Fast, Normal, Slow Fast Travel Pace: Multiply daily travel pace number in table by the mode of transport’s Fast Pace Multiple Pace: Exhaustion: Initial hour is exhaustion-free. Exhaustion roll vs. DC 10 after hour 2, +1 to DC (cumulative) for hours 3+ (so hour 3 = DC 11, hour 4 = DC 12, etc.); resets after a long rest Perception: -5 to your passive perception and disadvantage on active perception checks; +5 to passive perception and advantage with active perception checks of others in range to see/hear/smell you Normal Travel Pace: As listed on table Pace: Exhaustion: Initial 8 hours is exhaustion-free. Exhaustion save vs. DC 10 after hour 9, +1 to DC (cumulative) for hours 10+ (so hour 10 = DC 11, hour 11 = DC 12, etc.); resets after a long rest Slow Travel Pace: Multiply daily travel pace number in table by 0.66 (e.g. reduce by 1/3) for all modes of transport Pace: Exhaustion: Initial 8 hours are exhaustion-free. Exhaustion save vs. DC 10 per hour thereafter without a long rest (static DC) Stealth: Able to use stealth (only pace of travel which allows this) Perception: +2 to your passive perception and advantage on active perception checks Daily Travel Pace: Terrain Factors Terrain: Different terrains provide different movement rates, with Plains travel by Road being best-case and most closely associated with D&D 5e SRD movement rules Road: Fastest way to travel through any terrain from a speed perspective, but disadvantage on stealth checks due to being in an open space with no cover options (treat travel alongside a road as wild) Trail: Wilderness travel with help from a trail, no disadvantage on stealth checks; roll daily on the terrain-specific Offroad Terrain table (below) to determine terrain features and any resulting speed modifiers Wild: Wilderness travel without a trail – the slowest form of overland travel; roll daily on the terrain-specific Offroad Terrain table (below) to determine terrain features and any resulting speed modifiers ADDITIONAL CONSIDERATIONS:  Wagon/Cart: Beasts of burden pulling wheeled transports subtract 5 miles per day  Night Travel: All distances on trails or through the wild are halved unless rider or mount has some form of night vision (such as darkvision)  Weather Modifiers: Consult the Weather Tables for any impact weather has on miles traveled per day Encumbrance Modifiers: See Other Travel Considerations: Encumbrance to assess impact of weightto travel speed. aPulling a wagon (or other wheeled vehicle) not possible in this terrain (exception: sleds in tundra terrain) bCamels do not need to roll for Exhaustion at Normal or Slow Pace until hour 12 of continuous travel cTundra terrain is considered to be “arctic tundra” and travel paces are based upon mostly frozen and snow-covered plains OPTIONAL RULE: SPEED UP FAST PACE: To speed up gameplay, the DM may opt to roll an exhaustion save every 4 hours of fast pace, with DC 12 for the first 4 hours and +4 for each additional 4-hour stretch (i.e. DC 16 for hours 5-8, DC 20 for hours 9-12, etc.). If there is a failure, roll 1d10: (1-7) = +1 level of exhaustion, (8-9) = +2 levels of exhaustion, and 10 = +3 levels of exhaustion. OPTIONAL RULE: “SADDLE-SORENESS”: On all exhaustion saves, a mounted rider must also roll a constitution check vs. half the DC to simulate “saddle-soreness” (and potentially sleep deprivation when extending the travel day beyond 8 hours) or also gain one level of exhaustion. OPTIONAL RULE: NIGHT TRAVEL: Traveling by night (after 8pm) reduces distance by half on all trails and wilderness travel (not roads) unless either the rider or the mount has some form of night vision. OVERLAND TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 8 PUSHING YOUR PACE Consulting the Overland Travel Pace Chart, you will note an option for “fast” pace of travel which allows for more distance to be covered in a shorter period of time. This is a multiple of the normal pace based upon terrain, road/trail vs. wilderness travel, and mode of transport. Most creatures (humanoids included) can only increase their base speed in this manner by 33%. In contrast, horses have the unreferenced special trait of galloping which allows them to push themselves to 100% of normal speed for extended periods. Most other beasts of burden, such as camels, donkeys, and elephants, are somewhere in-between. This extra speed is noted in the chart as a multiple of the “normal pace” miles per day. There is a risk of exhaustion when keeping up a fast pace for more than a short sprint. This is detailed in the bottom section of the chart. Keep in mind your steed will be the one doing the work that needs to make this saving throw, so you as the mounted character would make this roll on behalf of your steed using that creature’s constitution value as noted in the “CON (Non-PC)” column on the chart. Failing this save adds a point of exhaustion per Appendix A of the PHB. Additional travel at normal speed can be interspersed with fast pace, up to a total of 8 hours. Past 8 hours, consult the next section, Extending Your Travel Day. EXTENDING YOUR TRAVEL DAY As stated above, normal/slow pace can be performed for up to 8 hours without risk of exhaustion. Additional hours of travel beyond that, without a long rest in-between, runs the risk of gaining levels of exhaustion as detailed in the bottom part of the Overland Travel Pace Chart. TYPES OF TRAVEL Road Travel: Road travel is, of course, the fastest and most common nonmagical means to get from point A to point B. Road travel speed can also vary based upon terrain, with travel through open plains being the fastest and over mountains the slowest. This travel pace is identified under the heading “Road/Trail.” Generally road travel will not be impacted by changes within the terrain or the time of day, so the travel time in the above chart is not affected by changes within the terrain being traveled through. Wilderness Travel: If a road doesn’t take the party to where they want to go – which is likely to be frequent for a party of adventurers seeking treasure or glory (or both) – the party will need to go offroad. The best-case travel distance for wilderness travel is identified under the heading “Wild (base)” and is dependent upon terrain and mode of transport. There are notations in the chart identifying places where wagon travel is simply not possible without finding a trail. HALFMOON’S TRAVEL AND WEATHER GUIDE OVERLAND TRAVEL 9 As with road travel, this base travel time is defined as distance traveled, in miles, in a single day comprised of roughly 8 hours of actual travel. Unlike road travel, the terrain encountered can be variable, with different environments posing different travel challenges. Every day in the wild, the DM rolls on the appropriate Offroad Terrain table below. A special note about tundra: Tundra as defined here is arctic tundra, a frozen, mostly-flat terrain with minimal vegetation. Roads, beyond established ones, are rare and tend to disappear in the winter, and trails are even more rare and unsustainable. Travel through the tundra is difficult at best, and some mounts (such as camels and elephants) would not survive here for long. Certain animals (principally, wolves and dogs) are able to live here without issue, and certain forms of transportation (principally, sleds pulled by dogs), are built for the deep snow. Trails Through The Wilderness: Travel time on a trail is the same as on a road, but the Offroad Terrain tables are still consulted to determine if the terrain becomes more difficult to traverse. Based upon locale and campaign, the DM can decide whether such a trail exists, or he/she can allow player characters to make a perception (wisdom) roll to actively search for a trail to ease the party’s passage. Use the element of chance and consult the Trailfinder Chart below. Having a ranger or a character with the Outlander background helps immensely. The presence or absence of paths are also, of course, at the discretion of the DM. Finding a path to an ancient, undiscovered tomb, for instance, may not be possible. TRAILFINDER CHART Instructions: Any PC can make one perception check per hour in the daytime to try and find a trail based upon terrain, during which time there is no movement. A decision for Pace of Travel must be made before the very first attempt and is applied for that day’s travel regardless whether a trail is found or not. Terrain Traveled Perception Difficulty Class (DC) from Road from Existing Trail from Wilderness Desert 15 20 25 Forest 25 30 35 Hills 20 25 30 Mountains 30 35 40 Plains 15 20 25 Swamp 30 35 40 Tundra 25 30 40 MODIFIERS TO PERCEPTION ROLL Pace of Travel (Note: pace applied for the day, if trail is found or not) Slow: +5 Normal: 0 Fast: -5 Special Character Abilities (effects stack) Outlander: +5 Ranger: +5 Ranger with terrain as favored: +5 Character is familiar with area: +5 Searching at Night: -10 OVERLAND TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 10 Once a trail is found and the travelers continue on, there is also a recurring chance the path ends, it heads off in the wrong direction, is wiped out by some kind of natural event (such as a landslide), or is simply lost (if no ranger or outlander in the party). These chances are terrain-specific and defined in the Offroad Terrain tables. In this event, continuing on toward the party’s destination is automatically converted to wilderness travel and the “Wild” distance applies from that point forward. OFFROAD TERRAIN TABLES When the party ventures into the wilderness, whether using a trail or not, consult the appropriate table below each day, applying any distance modifiers to the miles/day from the Overland Travel Pace Chart. Each subsequent day, there is a percentage chance that terrain type stays the same. Pay special attention to any special instruction provided at the bottom of each table. Also check daily for the passive chance a trail is found or, if on a trail, it suddenly ends. OFFROAD TERRAIN: DESERT Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-40 Dry, cracked earth 70% — — — — 10% 5% 41-70 Flat sands a 70% -2 — -4 -3 10% 5% 71-90 Sand dunes a 70% -4 -5 -5 -6 10% 10% 91-95 Rocky plateau 50% — — — — 10% 15% 96-98 Rocky canyon (party at base) 20% — — -4 -4 10% 10% 99-00 Rocky canyon (party at top) b 20% -5 -8 -10 -20 15% 50% aCamels suffer no penalties in sand bNot passable by mount OFFROAD TERRAIN: FOREST Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-20 Lightly forested 80% — — — — 10% 5% 21-40 Lightly forested with rocky patches 70% — — — — 10% 5% 41-60 Lightly forested and hilly 60% -1 — -2 -1 10% 5% 61-70 Moderately forested 60% — — — -2 5% 10% 71-80 Moderately forested with rocky patches 60% — — -2 -6 5% 10% 81-90 Moderately forested and hilly 60% -2 -2 -4 -8 5% 10% 91-94 Densely forested 50% — -3 -5 -8 — 15% 95-97 Densely forested and hilly 40% -3 -4 -6 -10 — 15% 98-99 Densely forested, rocky and hilly 30% -4 -5 -8 -12 — 15% 00 Very dense, thicketed forest 20% -5 -10 -10 -20 0% 20% Elephants experience double pace penalties in forest wilderness OFFROAD TERRAIN: HILLS Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-25 Soft, rolling hills 80% — — — — 10% 5% 26-75 Standard hills, lightly forested 70% — — — — 10% 5% 76-85 Sharp, steep hillocks 50% -1 -1 -3 -5 5% 10% 86-95 Flat plateau 30% — — — — 5% 10% 96-99 Canyon 20% -1 -2 -4 -8 10% 10% 00 Crater (not passable, must go around) 0% N/A N/A -20 -30 15% 60% HALFMOON’S TRAVEL AND WEATHER GUIDE OVERLAND TRAVEL 11 OFFROAD TERRAIN: MOUNTAINS Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-30 Sloping, forested valley with gentle ridges 70% — — — — 5% 10% 31-45 Semi-steep dirt ascent/descent 60% — — — — 5% 10% 46-55 Semi-steep rocky ascent/descent 60% -1 -2 -2 -4 5% 10% 56-65 Steep ascent/descent w/alternating ground 60% -2 -3 -3 -6 5% 10% 66-72 Flat, rocky plateau 60% — — -1 -2 10% 10% 73-77 Boulder quarry on long, gently sloping grassy mountainside 50% — — — -2 10% 10% 78-80 River cuts deep V-shaped valley through mountains 60% -2 -4 -2 -4 5% 15% 81-83 Maze of shallow crevasses and scattered boulders in semi-flat valley 30% — -2 -2 -4 10% 10% 84-87 Narrow, treacherous path along cliffside 50% -2 -5 -3 -7 0% 20% 88-89 Narrow pass along mountain ridge 50% — — -2 -4 0% 5% 90-92 Narrow, twisting/winding gorge 40% — -3 -2 -4 0% — 93-95 Valley with lake surrounded by cliffs 50% N/A N/A -4 -6 0% 0% 96-97 Steep, impassable cliffs demand wide detour (if trail: rockslide impedes progress) 20% N/A N/A -6 -10 5% 20% 98 Natural rock bridge spans crevasse 0% -2 -5 -3 -5 0% 10% 99 Manmade rope & plank bridge spans deep gulleya 0% N/A N/A — -10 100% — 00 Path ends at cliff with knotted rope (50/50 rising/falling) a 0% N/A N/A -5 -15 100% — aNot passable by mount, must find a way around; re-roll, ignoring this roll range, and add the two pace modifiers together OFFROAD TERRAIN: PLAINS Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-30 Flat, open grasslands 80% — — — — 25% 5% 31-60 Dry, flat, barren plains 80% — — — — 25% 5% 61-70 Rock-spotted plains 70% — — — — 25% 5% 71-80 Tree-spotted plains 70% — — — — 20% 5% 81-90 Lightly rolling, tree-spotted plains 70% -1 — -2 -1 20% 10% 91-93 Wide valley 60% — — — — 25% 10% 94-95 Rocky plateau 50% — — — -5 20% 15% 96-97 Narrow river valley 40% — — -4 -6 5% 10% 98 Canyon 30% — — -2 -2 5% 10% 99 Chasm spanned by foot bridgea 0% -4 -10 -4 -20 100% 0% 00 Chasm/crater (impassible, must go around) 0% -10 -10 -20 -30 15% 60% aNot passable by mount, must find a way around; re-roll, ignoring this roll range, and add the two pace modifiers together OFFROAD TERRAIN: SWAMP Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-10 Solid ground/dry clearing 60% — — — — 10% 5% 11-20 Moist and mossy but solid covering 50% — — — — 10% 5% 21-50 Muddy with patches of water 50% -1 -2 -2 -4 5% 10% 51-65 Watery layer, 1-4 feet deep 50% -2 -3 -4 -6 — 15% 66-80 Watery layer, 3-6 feet deep 40% -3 -4 -6 -8 — 20% 81-95 Watery layer, 5-8 feet deep 30% -4 -5 -8 -10 — 25% 96-00 Quicksand (impassable) a 0% -10 -20 -10 -20 — 100% aNot passable, must find a way around; re-roll, ignoring this roll range, and add the two pace modifiers together If the party has a small boat, consult Halfmoon’s Waterborne Travel Guide and treat the swamp like a small lake. OVERLAND TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 12 OFFROAD TERRAIN: TUNDRA Distance Modifier in miles/day Passive % trail is found per day If on a trail: % trail ends per day Roll once on first day of travel for Terrain Feature; each subsequent day first consult Chance of Repeat to see if the terrain remains static Trail Wilderness Die Roll Terrain Features Chance of Repeat Foot Mount Foot Mount 01-15 Hard ground scattered with hardy shrubs 80% — — — — 20% 20% 16-25 Hard ground interspersed with boulders 70% — — — — 20% 20% 26-35 Cold plains dotted with icy patches 60% — — — — 20% 30% 36-50 Frozen plains with solid, hard-packed snow 60% — — — — 10% 40% 51-70 Frozen plains with deep, powdery snow 50% -1 — -2 -1 5% 50% 71-80 Snowy plains with ice-cold bogs and ponds 40% -1 — -2 -1 5% 60% 81-85 Snow-covered plateau with icy ridges 30% -2 — -3 -2 5% 86-90 Frozen lake 20% N/A N/A -4 -8 N/A N/A 91-95 Frozen lake with cracks and earthen islands 20% N/A N/A -4 -8 N/A N/A 96-98 Icy canyon with an active glacier-fed river 30% N/A N/A -4 -8 N/A N/A 99-00 Large lake with thin ice (impassible) a 20% N/A N/A -20 -30 N/A N/A aNot passable, must find a way around; re-roll, ignoring this roll range, and add the two pace modifiers together OTHER TRAVEL CONSIDERATIONS Cost Of Passage: In cities, one can often find carriage-based travel that moves along main roads from place to place. The commoner version of these are basically elongated carts with a double- bench in the center and, in the harsher climes, hopefully includes a wooden canopy. This kind of transportation can run a traveler 1 gold piece per 100 miles. For fancier coaches, the adventurers can travel a bit more in style for 2-4 gp per 100 miles, with amenities and luxuries ranging from featherbed seats and closeable shutters to skins of wine and casks of ale. This is the normal extent of purchasable overland travel. It is not unheard of, however, for enterprising entrepreneurs to offer one-way “hoofaway” options between cities – horses for one- way rental. These are not cheap, however, and normally are priced at half the cost of purchase for the actual horse. Such vendors can be picky and reserve the right to refuse service to anyone, for obvious fear that their rental horses never make it to their dropoff destination. Player characters can always opt to buy mounts – cost for these is listed in the PHB (pg. 157). They are not cheap, however, with a riding horse costing 75 gp on average. Mounted Combat: Although this is designed as a travel guide, some clarity may be helpful for scenarios where you might take your steed into combat – something that has limited explanation in the SRD. Your steed’s per-turn move rate, as used in combat, is technically the foundation for this guide’s daily travel calculations. In brief, here are the guidelines specific to a trained steed:  You control your mount so long as you are mounted.  It takes half your move to mount or dismount.  The steed has its own move and action independent of yours. o Actions are limited to Dash, Disengage, and Dodge. o Note however some monsters have specific special abilities, such as a warhorse which has a “trampling charge” option as part of its move that serves as an attack.  You act independently of your mount, but while mounted the mount serves as your agent of movement. HALFMOON’S TRAVEL AND WEATHER GUIDE OVERLAND TRAVEL 13  You can perform an Action, such as: o An attack, either melee or ranged. o A spell (that can be cast in a sitting position). o Any other act that can reasonably be done in the saddle.  There are no inherent advantage or disadvantage to attack rolls between a mounted combatant and a combatant on foot, unless gained by a feat such as Mounted Combatant or other skill/ability/spell.  You must have at least one hand free to control a mount during the mount’s move (an initial animal handling ability check vs. DC 10 can offset this for hands-free action; if this fails the rider can still elect to drop whatever is in one hand to grab the reins). Example of dismount and attack: You could instruct your riding horse to Dash to cover 120 feet (double normal move, which is equivalent of galloping in the travel rule guidelines). Then you can dismount, move the other half of your move on foot, and perform an Action such as attack. Encumbrance: Page 176 of the PHB has details on encumbrance and how it impacts travel. These guidelines were not incorporated or expanded upon here because, well, it’s just too encumbering! While it may make sense to factor in the weight of the dragon hoard in the party’s horse-drawn wagon (which may come under attack by thieves and brigands more than once), it is recommended that – unless excessive – equipment weight not be factored into determination of daily travel distance. Flying: Flight can be accomplished by winged creatures, and of course by magic. All standard 5e rules apply for determining distance traveled, as noted in the DMG on page 119. To summarize: The speed of travel is the same as per foot travel, i.e. 1 mph per 10’ move, but winged creatures must rest 1 hour for every 3 hours in flight. This equates to 9 hours per day maximum. So a hawk with a 60-feet move can fly a total of 54 miles per day. OVERLAND TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 14 Author’s Reflection: Follow Your Own Path There is credence to the old expression “The journey is more important than the destination.” Sometimes getting there is truly half the fun! Now, I understand determining distance traveled is not exactly the most exciting thing to do, but it sets a realistic expectation of travel for the players, and makes them perhaps think twice before deciding on a shortcut over the mountains or through a swamp. Plus there are the occasional unusual discoveries when applying the results of these tables, some of which force hard decisions – such as finding that rope footbridge across a chasm, where the players must decide what to do with their wagon full of plunder. The DM can build upon that foundation and add his or her own results. He or she could also elect to add the daily rolls from the optional supplement Halfmoon’s Outdoor Adventure Tables – which would be more frequently applied if the party is forced to slash through dense foliage or slosh through a murky swamp. This can add an element of adventure all its own… A few notes on rule adherence: These tables were defined with the Dungeons & Dragons 5e rules as a baseline, where a creature’s speed, or “move per turn,” is used and extrapolated to hourly and daily values. This was then translated to a best-case scenario of traveling on a road across the plains at a normal pace. Therefore a riding horse, which has a 60-foot speed, travels at 6 miles per hour (speed multiplied by 10, per page 242 of the DMG) and 48 miles per day (hourly rate multiplied by 8, per page 243 of the DMG). A human (30’ speed) similarly could cover 24 miles in a day. Fast pace, according to page 243 of the DMG, should be defined as 133% of normal pace. This guide applies that guideline as an axiom for foot-based travel. Horses have a special trait called galloping – which is referenced in page 181 of the PHB but is not detailed in the horse profiles in the MM – which allows them to move at double their normal pace. All other four-legged creatures have similar advantage over bipeds but are not quite as speedy as horses. Therefore, these rules are viewed by this author as following the guidelines set forth in the base ruleset, but with enhancements in the spirit of those guidelines. HALFMOON’S TRAVEL AND WEATHER GUIDE WATERBORNE TRAVEL 15 WATERBORNE TRAVEL “And all I ask is a tall ship and a star to steer her by.” -John Masefield, Sea Fever It is an oft-quoted line from an old poem in John Masefield’s book entitled “Salt Water Ballads,” but this one quote, to me, epitomizes the romance of sea travel. Throw in a ballad about a hundred rowers laboring to push a longship forward and we’re in business. The thought of tall ships, sails fully unfurled and racing with the wind, elicit visions of swashbucklers and pirates and remembrance of an enchanting era of ship travel from Earth’s own past. But not enchanted, whereas your adventure very well may be. Although there is always the prospect of magical elements, kraken-like sea creatures rising up from the depths, and ship-to-ship battle, ships are also needed for more mundane pursuits. The stalwart party of adventurers may need to traverse one or more bodies of wter to reach their quest. The quest itself could be one set on the open seas, or perhaps on a mysterious island rumored to have untold mysteries and bountiful treasures. This guide is meant to serve as a supplement to the Dungeons & Dragons seafaring rules as outlined in Ghosts of Saltmarsh under Appendix A: Of Ships and the Sea. It provides some charts of the ships in that appendix that may be useful, and adds on additional ships and optional rules that are largely associated with weather. Therefore, this guide is expected to be used hand-in-hand with the Weather Tables section of this overall supplement. WATERBORNE TRAVEL: STEP-BY-STEP AID Step The Question The Answer 1 Where are we going? This guide can’t help you with that. Hopefully your DM knows! If it is somewhere where at least part of the journey is over water, read on. 2 How will we get there? By boat, most likely. There are other, nonconventional means of traveling over water, but this guide focuses on ship-based travel, either sailing or rowing or both. 3 How long will it take? Rate of travel depends on type of vessel and water body (lake, river, or sea), and to a large degree the weather. Ships most commonly use sails to move, which relies upon the strength and direction of the wind. Consult the Weather Tables for this piece. WATERBORNE TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 16 4 What if we are in a hurry? You can push a ship’s crew to outperform for short periods, and pushing too hard for too long can lead to negative consequences over time. But for longer voyages you are generally at the mercy of the wind and the sea. Consult the Waterborne Vessels Chart One: Primary Attributes and Speed for more information. 5 How the heck do you sail? Trust your sailing crew! Also, check out Ship Navigation, Sailing in this guide to find guidelines on ship direction vs. wind direction and their joint impact to sailing speed. Hint: You’re gonna need some wind. 6 What’s the deal with rowing? Many ships have banks of oars to propel them through waters when the winds are not favorable or when going against a current, such as upriver. Some boats, such as rowboats, rely solely upon the manpower (person-power) of oarsmen (oarspeople). It is normally slower and definitely not as efficient as catching a strong wind in your sail, but sometimes it’s the only way to propel a vessel along. 7 What’s this about a current? Although seas have currents that follow general oceanic patterns, this guide generally only assumes a ship will need to contend with river currents. River currents are generally assumed to move water downstream at a rate of 2 mph, which is directly added to downstream ship speed and deducted from it when going upstream. 8 So how far did we travel today? Consult the Waterborne Vessels Chart One: Primary Attributes and Speed in this guide for your ship’s Travel Pace attributes. Add or subtract wind and any river current variables. 9 What if we sail into a storm? The Weather Tables will determine whether a storm hits during waterborne travel. Storms can sometimes aid a ship’s travel, but most often it impedes it and can even cause damage to the vessel and death to its crew. Try to avoid storms, if you can. 10 What if we run into trouble on the high seas? The Ghosts of Saltmarsh compendium is an excellent resource that details out hazards, different ocean environs, and random encounters. There are also several resources available on the internet (including maybe a future Halfmoon supplement). HALFMOON’S TRAVEL AND WEATHER GUIDE WATERBORNE TRAVEL 17 SHIP NAVIGATION Non-magical travel over water is accomplished either by sail or oar – or both. In either case it is critical to understand nautical terminology for the different directions of a ship. Please consult the following diagram (wind direction compass added for convenience): SHIP DIRECTION DIAGRAM FORE/BOW WIND DIRECTION COMPASS PORT STARBOARD AFT/STERN Note that the front of the ship is actually called the bow (or the fore if referring to the inside front of the ship from a sailor’s standpoint), while the rear is the stern (or the aft when referring to the inside of the ship). The Wind Tables and travel rules all use the above terminology to determine impact of wind to a ship. For instance, say the above ship is headed north. A wind blowing northeast would be hitting the ship “off the port quarter” (which provides it the wind speed bonus, by the way – any of the three rear positions do). WATERBORNE TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 18 SAILING Most ships with sails use the winds to get around as frequently as possible. Even if the winds are not particularly favorable, unless you’re bearing right into the wind it is normally faster (and less exhausting, so say the oarsmen) than rowing. Determining the impact of wind to sailing is actually a relatively straightforward matter: If the wind is at your back, your sails will fill and you will move faster. If the winds are in your face, you will not sail so fast…and sometimes not at all. Consult the Waterborne Vessels Table One: Primary Attributes for a ship’s daily Travel Pace and, if a sailing ship, modify that amount based upon the below graphic (noting that the wind modifier is ±1 per 10 mph with/against the sails): LEEWARD  Definition: Wind blows at the Foreward, Off the Port Bow, or Off the Starboard Bow  Nautical Phrase: “The wind is in your face”  Impact: Subtract any Sailing speed Modifier from the vessel’s sail speed WINDWARD  Definition: Wind blows at the Aft, Off the Port Quarter, or Off the Starboard Quarter  Nautical Phrase: “The wind is at your back”  Impact: Add any Sailing speed Modifier from the vessel’s sail speed TO PORT/TO STARBOARD  Definition: Wind blows Abeam to Port or Abeam to Starboard  Nautical Phrase: “The wind is striking your side”  Impact: None (ignore Sailing Speed Modifier) A ship must have at least its minimum crew (also indicated in that same chart) in order to sail the ship, though half that amount can still sail the ship at half normal travel pace. ROWING Many waterborne vessels have oars and oarsmen to pull them. For ships with both sails and oars, the determination to deploy them boils down simply to which mode of travel is faster given the current conditions. Traveling upstream or against the wind, for instance, are prime examples HALFMOON’S TRAVEL AND WEATHER GUIDE WATERBORNE TRAVEL 19 of when a ship will turn to rowing. A ship must have at least its minimum crew (see Waterborne Vessels Table One: Standard Attributes) in order to have sufficient oarsmen to effectively move the ship. WATERBORNE VESSELS TABLE ONE: STANDARD ATTRIBUTES Primary Attributes Characteristics Capacity Travel Pace Vessel Type Size STR DEX CON Sea- worthi- ness # of Masts # of Oars # of Row- boats Open Market Cost (gp) Crew (min)/ Passenger Cargo (tons) Normal Speed Full Speed Ahead Barge Gargantuan (80’x40’) 18 (+4) 1 (-5) 8 (-1) 20% 0 10 0 500 10(5)/40 100 24 mpd (1 mph) 24 mpd (1 mph) Frigate Gargantuan (140’x30’) 25 (+7) 8 (-1) 22 (+6) 100% 3 60 10 30,000 100(50)/120 100 144 mpd (6 mph) 192 mpd (8 mph) Galleon Gargantuan (180’40’) 26 (+8) 6 (-2) 24 (+7) 100% 3 80 12 20,000 120(60)/200 300 96 mpd (4 mph) 120 mpd (5 mph) Galley Gargantuan (130’x20’) 24 (+7) 4 (-3) 20 (+5) 95% 1 40 8 10,000 80(40)/40 150 96 mpd (4 mph) 120 mpd (5 mph) Keelboat Gargantuan (60’x20’) 16 (+3) 7 (-2) 13 (+1) 60% 1 8 0 500 3(3)/4 0.5 72 mpd (3 mph) 84 mpd (3.5 mph) Longship Gargantuan (70’x20’) 20 (+5) 6 (-2) 17 (+3) 80% 1 20 6 5,000 40(20)/100 10 120 mpd (5 mph) 144 mpd (6 mph) Rowboat Large (10’x5’) 11 (+0) 8 (-1) 11 (+0) 40% 0 2 0 50 2(1)/2 0.25 24 mpd (3 mph) 30 mpd (3 mph) Sailboat Huge (15’x5’) 12 (+1) 10 (+0) 12 (+1) 60% 1 0 0 100 2(1)/3 0.25 72 mpd (3 mph) 84 mpd (3.5 mph) Sailing Ship Gargantuan (100’x20’) 20 (+5) 7 (-2) 17 (+3) 80% 3 0 4 10,000 30(15)/20 100 120 mpd (5 mph) 168 mpd (7 mph) Sloop Gargantuan (80’x15’) 18 (+4) 12 (+1) 18 (+4) 90% 1 0 4 15,000 20(10)/20 50 168 mpd (7 mph) 216 mpd (9 mph) Warship Gargantuan (100’x20’) 20 (+5) 4 (-3) 20 (+5) 100% 3 0 4 15,000 30(15)/20 100 96 mpd (4 mph) 120 mpd (5 mph) All waterborne vessels possess the following attributes: INT, WIS, and CHA are all 0 COLUMN DETAILS Vessel Type & Size This is the name of the type of vessel and its size. Vessel Types in italics are featured in Ghosts of Saltmarsh. STR/DEX/CON STR (Strength) expresses the ship’s size and weight, DEX (Dexterity) is its ease of handling, and CON (Constitution) is its durability and the quality of its construction. Seaworthiness This is the vessel’s ability to sail the high seas, and reflects its durability in rough waters and difficult conditions. A d100 roll is made every day of travel in calm seas and must be made with disadvantage if in a storm that day, as determined by the Weather Tables. If any roll is greater than the Seaworthiness score, there are two results: 1. The crew has disadvantage on all Hazard checks, including any for an existing storm, until a subsequent Seaworthiness roll indicates a success. 2. The DM rolls on the Seaworthiness Failure table in this supplement, with any result being an independent effect from any Hazards currently impacting the ship. # of Masts/Oars/Rowboats Masts indicate how many sets of sails are on the ship, oars will be divided into banks on each side of the ship, and rowboats are the “lifeboats” for larger ships in case they founder (and have the same stats as Rowboat in this table). Open Market Cost (gp) This is the average, or “retail,” cost to purchase the ship in the open market, and may be adjusted based upon a number of variables – including quality of location, seller’s personality attitude, and the buyer’s ability to haggle (see Social Interaction in the DMG pp. 244-245 for more details on this). Capacity, Crew Maximum crew and passenger complement for the ship, with the minimum crew required for normal travel pace noted in parentheses (half that amount will allow for half normal travel pace when sailing but not for rowing). If the crew drops below this amount, the ship founders and will go the speed and direction of the current. Capacity, Cargo Total cargo capacity in tons. Travel Pace Modifiers (daily only) ±5 mpd per 10 mph when sailing with/against the wind ±Crew Quality Score (see the section in this supplement labeled Ship Crew Quality) Normal Speed Normal daily (and hourly) ship travel speed, provided there is at least a minimum crew. Full Speed Ahead If at least the minimum crew complement, the captain can elect to push the limits of ship and man, increasing the distance traveled at the risk of crew fatigue and ship damage. Every day of such travel:  The ship’s crew has disadvantage on all Hazard checks.  Every day of Full Speed Ahead, the crew’s Quality score is reduced by 1. Unless a mutiny occurs, any penatlies are removed after 24 hours of shore leave (or a positive event occurs at the discretion of the DM, such as finding buried treasure on a deserted isle).  A Seaworthiness fail reduces crew Quality by an additional point and permanently reduces the ship’s Seaworthiness score by 10%. Drydocking repairs 10% Seaworthiness per day. WATERBORNE TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 20 WATERBORNE VESSELS TABLE TWO: COMBAT ATTRIBUTES Vessel Type Hull Helm Oars Sails Naval Weapons AC HP DT AC HP AC HP Combat Speed AC HP Combat Speed Baseline/Into Wind/With Wind Ballista Mangonel Naval Ram Barge 14 100 — — — 12 50 10ft 12 75 20ft/10ft/25ft (-10ft per 25hp) — — — Frigate 16 600 25 17 75 12 150 35ft (-10ft per 50hp) 12 125 50ft/20ft/65ft (-5ft per 25hp) 6 2 1 Galleon 16 800 30 16 100 12 200 30ft (-10ft per 50hp) 12 150 35ft/15ft/50ft (-5ft per 20hp) 8 2 — Galley 15 500 20 16 50 12 100 30ft (-5ft per 25hp) 12 100 35ft/15ft/50ft (-10ft per 25hp) 4 2 1 Keelboat 15 100 10 12 50 12 100 20ft (-5ft per 25hp) 12 100 25ft/15ft/35ft (-5ft per 20hp) 1 — — Longship 15 300 15 16 50 12 100 20ft (-5ft per 25hp) 12 100 45ft/15ft/60ft (-10ft per 25hp) — — — Rowboat 11 50 — — — 12 25 15ft — — — — — — Sailboat 12 50 — — — — — — 12 50 25ft/15ft/40ft (-10ft per 25hp) — — — Sailing Ship 15 300 15 18 50 — — — 12 100 45ft/15ft/60ft (-5ft per 25hp) 1 1 — Sloop 13 200 5 18 50 12 100 25ft (-5ft per 20hp) 12 100 55ft/20ft/70ft (-10ft per 25hp) 2 — — Warship 15 500 20 18 50 12 100 20ft (-5ft per 25hp) 12 100 35ft/15ft/50ft (-10ft per 25hp) 2 2 1 All waterborne vessels possess the following combat-related attributes: Damage Immunities: poison, psychic Condition Immunities: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious COLUMN DETAILS Vessel Type This is the name of the type of vessel. Vessel Types in italics are featured in Ghosts of Saltmarsh. Hull attributes AC: HP: DT: Armor Class to hit the hull with an attack Hit Points of the hull; if the hull is reduced to 0 hit points, the ship sinks Damage Threshold; an attack must exceed this amount of damage in order to cause damage, in which case it does the full amount of the damage Helm attributes AC: HP: Armor Class to hit the helm with an attack Hit Points of the helm; if the helm is reduced to 0 hit points, the ship cannot turn Oar attributes AC: HP: Combat Speed: Armor Class to hit a bank of oars with an attack Hit Points of the full array of oars; see the table above for speed reduction based upon damage taken Speed in feet per turns to be used in initiative mode; if there is a second entry, it indicates how damage to the oars reduces this speed Sail attributes AC: HP: Combat Speed: Armor Class to hit some portion of the sails an attack Hit Points of all sail rigging (sheets, masts, cross-beams, ropes, etc.); see the table above for speed reduction based upon damage taken Speed in feet per turns to be used in initiative mode; if there is a second entry, it indicates how damage to the sails reduces this speed Naval Weapons Ballista: (AC 15, HP 50 each) A massive crossbow firing heavy bolts; if multiple on a ship normally an equal amount are installed on the fore and the aft; takes one action to load it, one action to aim it, and one action to fire it; ranged weapon attack: +6 to hit, range 120/480 ft, one target, 16 (3d10) piercing damage. Mangonel: (AC 15, HP 100 each) A catapult that hurls heavy projectiles in a high arc even over cover; normally only installed at the aft on a sterncastle; takes two actions to load it, two actions to aim it, and one action to fire it; ranged weapon attack with a stone: +5 to hit, range 200/800 ft (60 ft minimum), one target, 27 (5d10) bludgeoning damage (other types of projectiles may be used which may vary in damage and effect) Naval Ram: (AC 20, HP 100, DT 10) A fortified protrusion on the ship’s bow used to batter other ships; melee weapon attack: +8 to hit, advantage on all saving throws related to crashing, any damage taken is applied to the naval ram rather than the ship until the ram is destroyed; crashing damage is based upon ship size which for gargantuan ships (all ships on this list with a naval ram) inflicting 16d10 bludgeoning damage HALFMOON’S TRAVEL AND WEATHER GUIDE WATERBORNE TRAVEL 21 SHIP DESCRIPTIONS This section provides a brief description of the added ships in this supplement. All the statistics are provided in the tables above. For all italicized ships listed in the tables, please consult the Ghosts of Saltmarsh compendium for descriptions. Barges are slow, rectangular ships generally used for hauling people and cargo across or down rivers (river barges) and along lakeshores (lake barges). They are not seaworthy. They are not manuverable. River barges either are suspended across a river by strong ropes which are used to pull them from bank to bank, or get pushed along by long poles thrust down to the bottom of the river with oars for both motion and maneuverability. Lake barges rely on 2 banks of 20 oars to slowly move it along the smooth waters. Frigates are the most advanced of the big ships, boasting three tall masts with a large array of sails, which along with its cutting-edge rigging design and streamlined hull make them one of the fastest ships available (second only to the sloop). They are prized by admirals as the flagships of naval fleets. They have four forward ballista and two at its aft, all able to swivel up to 30 degrees, along with twin catapults on its sterncastle and a battery ram at their bow. Galleons are massive vessels, with three tall masts with extremely wide square sails. In spite of their size they move quite well in the wind, with dual banks of 75 oars on each side to propel them forward admirably when there are no winds. For armament, the ships bristle with four fore and four aft ballista and two large catapults on the sterncastle, with sufficient swiveling capabilities to strike anything along their perimeter. Sailboats are essentially rowboats with a single mast and square sail instead of oars. They rely entirely on the wind for travel, and are mostly owned by fishermen and sailing enthusiasts – though they are good at speeding down rivers and generally versatile on small lakes. Sloops are sleek, fast and maneuverable sailboats, but also durable and seaworthy ships. They do have two banks of oars which propel them along at a good clip, but their mainstay is their mainsail off a very tall single mast, with a sleek decision which makes them the fastest of the mass-produced vessels. They are commonly armed with one ballista at the fore and one at the aft. WATERBORNE TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 22 NAVIGATING THE DIFFERENT BODIES OF WATER SEAS Travel over seas can be a risky affair, with strong winds and storms always posing a threat to smaller vessels. Therefore the party should generally look to book passage on the larger, more seafaring vessels. Barges cannot travel on seas, and rowboats and sailboats can be found but stay close to the coastline. A significant consideration when deciding which route to take overseas is the prevailing current. Sea currents are strong, averaging 2 mph. The DM will determine this, but trade routes almost always sail along with the current. The DM will also define the ports and trading routes where passage may most easily be sought. Ports can be found at any city adjacent to the body of water. Finding passage on a boat without settlements nearby, however, is generally a tricky affair and largely dependent upon how close you are to a road or other main throughfare. If you have no coin or are reluctant to part with it, one can sign on with a vessel as part of the crew, particularly one who carries weapons and knows how to use them should the ship be beset by pirates or other maritime threats. Of course, should players need to reach a location not normally visited by trading vessels or official vessels, you might end up signing up with a band of pirates, or pirate hunters, or swashbucklers of a different color. The party may even seek commision from a city or empire to complete the mission across the seas. LAKES For all intents and purposes, travel over lakes is the same as sea travel. The principal differences are lack of a prevailing current and storms that aren’t quite so fierce. Large lakes could conceivably have any kind of ship, while smaller lakes will only have rowboats, sailboats, large barges, and keelboats. Very large lakes can have a 1 mph current, but small lakes will be calm and have no noticeable current. As with seas, boats are generally easy to find at ports adjacent to towns or cities. Beyond that you have fishing villages and personal vessels, which will not be immune to the charms of a little gold. RIVERS When viable, travel by river can often be faster and safer than by land…but you can not guide the river, the river guides you, and you are at the mercy of the path it takes and the direction the water flows. If it works in your favor, river travel deserves consideration. Travel speed on a river is determined in the same way as travel over seas or lakes, so follow those guides for sail vs. oar travel. Rivers will have a downstream current, which by default is 1 mph. Keelboats are the principal river transports when it comes to traveling upstream or downstream. HALFMOON’S TRAVEL AND WEATHER GUIDE WATERBORNE TRAVEL 23 First order of business is to find a boat. Riverboats tend to come in four flavors: rowboat, sailboat, barge, and sloop. Other, larger ships are built primarily for the sea, though of course it is not unheard of for trading galleys to make their way up or down a river to reach certain city ports – though it is rare to find any oarless sailing ship sailing upstream. Unless the party owns a boat, they will need to either purchase a boat at some port, or find passage on a passenger boat (or any boat, for that matter…everyone has his price). It is at the discretion of the DM, as always, but boats can be purchased, rented, or passage purchased in riverside towns. Along rivers in key locations, there are often boatmen with river barges who charge travelers a simple fare to cross the river. Most of the time these barges are connected to both river banks by two very thick ropes which can be used to pull the barge across, or to ensure it does not float downstream as the crew paddles from bank to bank. OTHER SHIP CONSIDERATIONS Cost For Ship Passage More than likely you and your hearty band of adventurers will not be plunking down serious coin to purchase your own ship – except perhaps for a rowboat or sailboat. Cost for passage on a ship can vary wildly from locale to locale, but the primary considerations are distance, availability, and willingness. The following set of suggestions is offered, for which the DM can of course modify based upon preference and situation:  Downstream (river) or with predominant current (sea/lake): 1 gp per 100 miles of travel  Upstream (river) or against predominant current (sea/lake): 2 gp per 100 miles of travel  River crossing: 5 sp (a river barge is normally found at strategic river crossing locations)  Suggested modifiers: o Speed of vessel: +1 gp per 2 mph ship base speed (sail or oar) over 4 o Horses: Double normal rate (vessel must be a barge or large ship (at least 100’ long); each horse takes up 3 of the ship’s complement o Horse w/wagon: Triple normal rate, only available on barges, takes up 5 of the ship’s complement Note that proximity to major cities doesn’t factor into cost so much as it factors into availability of passenger ships. Also captains of merchant vessels or warships are much less likely to be willing to take on passengers, and may be expected to charge up to double the suggested rates. Persuasion obviously can play a part in such exchanges. WATERBORNE TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 24 Ship Crew Quality A big component of seafaring success is the competency and attitude of the crew. Since individual crewmember competency would be too difficult to figure out, D&D focuses on attitude to determine overall crew quality. This is explained in the Ghosts of Saltmarsh. In most campaigns, the player characters will come across a ship with an existing crew. For those situations, it is handy for the DM to have a means to randomly determine the quality of its crew and the officers commanding it. Quality of Ship’s Crew and Commanding Officers Quality and Nickname of the Ship’s Crew Quality of the Ship’s Officers (roll individually for each officer) D100 Starting Quality Crew Nickname Officer Title D20 NPC Attributes Officer Quality 01 -10 Mutinous dogs Captain 01-05 INT +3, CHA +3, +6 proficiency with intimidation, persuasion, and water vehicles Good 02-03 -9 Lily-livered landlubbers 06-15 INT +1, CHA +1, +3 proficiency with intimidation, persuasion, and water vehicles Average 04-05 -8 Sour scuppertongues 16-20 INT -1, CHA -1, +1 proficiency with intimidation, persuasion, and water vehicles Poor 06-07 -7 Sack of sorry seamonkeys First Mate 01-05 INT +3, CHA +3, +6 proficiency with intimidation, persuasion, and water vehicles Good 08-10 -6 Pack of bilge rats 06-15 INT +1, CHA +1, +3 proficiency with intimidation, persuasion, and water vehicles Average 11-13 -5 Scurvy-laden curs 16-20 INT -1, CHA -1, +1 proficiency with intimidation, persuasion, and water vehicles Poor 14-16 -4 Yellow-bellied hornswagglers Bosun 01-05 STR +3, +4 proficiency with athletics and carpenter’s tools Good 17-20 -3 Sad ol’ swabbies 06-15 STR +1, +2 proficiency with athletics and carpenter’s tools Average 21-25 -2 Lazy laggards 16-20 STR -1 Poor 26-30 -1 Crusty barnacle-backs Quartermaster 01-05 WIS +3, +6 proficiency with navigator’s tools and nature skill Good 31-70 0 Salty sailors 06-15 WIS +1, +3 proficiency with navigator’s tools and nature skill Average 71-75 +1 Stalwart shellbacks 16-20 WIS -1, +1 proficiency with navigator’s tools and nature skill Poor 76-80 +2 Willful waterdogs Surgeon 01-05 INT +3, +6 proficiency with herbalism kits and the medicine skill Good 81-84 +3 Trusty mariners 06-15 INT +1, +3 proficiency with herbalism kits and the medicine skill Average 85-87 +4 Lively scallywags 16-20 INT -1, +1 proficiency with herbalism kits and the medicine skill Poor 88-90 +5 Shameless lick-spittlers Cook 01-05 CON +3, +6 proficiency with brewer’s supplies and cook’s utensils Good 91-93 +6 Jolly jack-tars 06-15 CON +1, +3 proficiency with brewer’s supplies and cook’s utensils Average 94-95 +7 Hearty seafarers 16-20 CON -1, +1 proficiency with brewer’s supplies and cook’s utensils Poor 96-97 +8 Loyal sea dogs Cabin Boy 01-15 Just a cabin boy N/A 98-99 +9 Master mariners 16-18 Can replace a random poor officer (roll 1d6 with captain as 1 and cook as 6) Poor 00 +10 Feverish fanatics 19-20 Can replace a random average officer (roll 1d6 with captain as 1 and cook as 6) Average HALFMOON’S TRAVEL AND WEATHER GUIDE WATERBORNE TRAVEL 25 SHIP COMBAT: Although this supplement, particularly, Table Two, does cover most of the attributes around naval warfare, everything else you need can be found in the Ghosts of Saltmarsh compendium. These tables are in fact meant to aid such an endeavor by providing a quick reference to said attributes in a convenient table format. REPAIRING YOUR SHIP: Incremental repairs can be performed while at sea, but full repairs will require a drydock at port. A crew can repair hit points of ship components equal to 20 hp per day at sea (provided normal travel without incident) or 40 hp at port, plus or minus their quality score multiplied by their bosun’s carpentry bonus. The repair job can focus on one or more damaged components during this time. MAKING FOR PORT OR COMING ASHORE: Of all the ships in the chart, only rowboats (and canoes which share the same attributes), sailboats, barges, and keelboats can be beached. All the larger ships have too deep a draft and must find a port or a dock of some sort, or weigh anchor and use their own rowboats. CARRYING A BOAT OVER LAND: Only the smallest vessels are light enough to be carried across land, which can be done for short distances by several men, or placed on large wagons and carted, from one waterway to another. Rowboats generally weigh 100 pounds while sailboats come in at 125 pounds. Note that keelboats and river barges can also be relocated, but would require a large engineering contingent of several dozen workers with ropes and pulleys, and either custom-built wagons or logs to roll the ship along. The player characters would need to pay for this service so we will not fill these pages with that detail. All other ships are far too large, heavy, and unbalanced to ever fully leave the water. UNDERWATER TRAVEL: This manual generally does not deal with underwater travel as this is not considered a normal form of routine travel. Please consult the Players Handbook and Dungeon Master’s Guide for additional guidance on managing travel underwater. WATERBORNE TRAVEL HALFMOON’S TRAVEL AND WEATHER GUIDE 26 Author’s Reflection: Navigating The High Seas In a truly realistic environment, the same ship could sail in a solid morning breeze, pick up the oars when the wind has died in the afternoon, and unfurl the sails again for a sunset breeze later that day. But this supplement is for Dungeons & Dragons, not “Sailing & Rowing,” and it is assumed the adventurers want to, well…adventure. So we introduce a daily system – still quite a few rolls, granted, but the weather often keeps for several days and don’t need to be re-rolled (except the wind, which can be the life or death of any sailor on a daily basis). This is still a lot to keep track of, but the intrepid DM will maximize use of these charts and tables to hopefully provide the players better game immersion with real-world environmental challenges and realistic travel expectations. But if this is too much to absorb, manage, and maintain, I included the “Common Distance per Day” column of the Waterborne Vessels chart. This value makes travel much easier for those Dungeon Masters just dying for the party to reach that dungeon with the treasure horde protected by the fire-breathing dragon. HALFMOON’S TRAVEL AND WEATHER GUIDE WEATHER TABLES 27 WEATHER TABLES Weather can play a part in an adventuring party’s travel plans. In its most basic form the climate adds color, like “It is a sweltering ninety degrees and your knight feels like he is encased in an oven,” or “The rain pelts down and soaks your elf ranger, drenching her cloak as the whipping wind entangles it in her long, silky hair.” Then the players can espouse creative prose to relay what their characters may be experiencing in the moment. Maybe they do, maybe they don’t, but if they do it can make the moment that much more immersive and evolve from a “point A to point B” interlude to a point of character and party development. Does the knight clench his teeth and bear it with true grit, or does he whine like a chamber-pot boy? Does the elf revel in the wild power of the elements, or does she complain that her cloak is getting ruined or her recent perm is now a shambles? And how do the rest of the player characters react to these responses? Does it change how they feel about the sweltering knight or wet, wind-whipped ranger? Such situations can allow the players to role-play the moment, belting out some creative prose to make for a potentially more immersive moment. But weather can have other impacts. It can slow progress and can actually cause damage if severe enough. On the open seas, it can be truly deadly. But it also can be helpful. A tall ship can fly like a bird with a strong wind in its sail. A dense fog can help conceal the party’s approach. And a downpour’s muddy results can actually help a party when they are being hounded by a pack of goblin wolfriders. How will you play this? WEATHER TABLES HALFMOON’S TRAVEL AND WEATHER GUIDE 28 CLIMATE ZONES The type of weather encountered depends primarily upon the climate of the region. Many other factors can play a part, such as unusual land masses (like, say, an enchanted desert), but for simplicity’s sake the weather tables are broken up into six different climate zones: Zone Region Type Description Example Terrain A Tropical/ Subtropical Hot and humid region, normally equatorial Rainforests, swamps, lush grasslands B Arid/Semiarid Hot and dry, limited greenery Deserts, dry plains C Temperate- Warm Generally mild winters and hot, dry summers Grasslands, deciduous forests D Temperate-Cold Generally mild year-round with warm summers and cool winters Grasslands, deciduous forests E Cold Generally cool year-round with even colder winters Dry plains, snow-covered mountains, evergreen forests F Arctic/Polar Very cold year-round, difficult for humanoids to live Frozen tundra, glacial mountains, lakes of ice Here is the author’s concept of how these climate zones might be broken out in the super-continent which includes the Forgotten Realms settings of Faerûn, Kara-Tur, and Zakhara on the world of Toril. Keep in mind this is just provided for consideration, and there are many exceptions based upon specific locations and terrain types (such as deserts within the temperate regions, forests in the arid/semiarid region, and of course mountains have their own climates based upon elevation). HALFMOON’S TRAVEL AND WEATHER GUIDE WEATHER TABLES 29 Determining the various components of the elements, and their impact to travelers, roll on the Climate Table below based upon the climate zone the party is currently in, and follow the instructions. Then, separately, roll on the Wind Table that follows to determine how hard that rain is hitting you in the face. There are also sub-rolls in both tables that indicate the chance a storm hits (consult the Storm Table), and the chance the current patterns repeat. All is explained in each section. WEATHER TABLES: STEP-BY-STEP AID Step The Question The Answer 1 What’s the weather like outside? Determine what climate zone the party is in and then roll d100 daily on the Climate Table. This will give you the current temperature, any current precipitation, adjustments to traveling by land, a chance of storm (roll a separate d100) and a next- day chance the current weather pattern continues (yet another d100 – what is this, is D&D now a d100 game??). 2 OK but is there any wind? It can still be gusty even on a sunny day. Separately, roll on the Wind Table, which takes into consideration wind direction, proximity to large bodies of water, impact to travel speed (both land and sea – but the main impact is to sailing ships), and similar to the Climate Table a next-day chance of the current wind continuing. 3 How long will this weather pattern last? From the two main tables come a chance the same patterns repeat the next day: the general weather (defined as temperature + precipitation) and the wind. This may seem needlessly complicated, but it helps safeguard this system against having wildly variable, nonsensical weather patterns from one day to the next. It makes sense for a nonmagical storm to quickly abate, but sunny or cloudy weather often persists longer. 4 OK there’s a storm outside, how bad is it? If the Climate Table sub-roll indicates a storm kicks up that day, consult the Storm Table. Note that this supercedes the current wind pattern, which resets and should be consulted again after the storm subsides (which will happen if the Climate Table indicated the pattern will NOT repeat the next day, though in that case there will sometimes be a new storm chance based upon the next-day d100 rolls!). WEATHER TABLES HALFMOON’S TRAVEL AND WEATHER GUIDE 30 CLIMATE TABLE Roll initially based on Climate Zone, and again for every day the prior day’s weather does NOT repeat CLIMATE ZONE Temp era- ture Weather Type Land Speed Modifier Storm Chance Chance Weather Pattern Repeats WARMER COLDER  A B C D E F 01-05 01-08 01-02 — — — 110° Sunny — 0% 70% 06-08 09-10 03-05 — — — 100° Overcast — 5% 60% 09-15 06 — — — 90° Precipitation, Light — 10% 50% 16-30 07 — — — 80° Precipitation, Steady -2 mpd 15% 30% 31-40 08 — — — 70° Precipitation, Heavy -4 mpd 20% 15% 41-50 11-20 09-15 01 — — 90° Sunny — 0% 70% 51-60 21-25 16-20 02-03 — — 80° Overcast — 5% 60% 61-70 26-28 21-23 04-05 — — 70° Precipitation, Light — 10% 50% 71-80 29 24-26 06 — — 60° Precipitation, Steady -2 mpd 15% 30% 81-91 30 27-28 07 — — 50° Precipitation, Heavy -4 mpd 20% 15% 92-93 31-45 29-35 08-12 01 — 80° Sunny — 0% 70% 94-95 46-50 36-50 13-16 02-03 — 70° Overcast — 5% 60% 96-97 51-53 51-55 17-20 04 — 60° Precipitation, Light — 10% 50% 98-99 54 56-58 21-23 05 — 50° Precipitation, Steady -2 mpd 15% 30% 00 55 59-60 24-26 06 — 40° Precipitation, Heavy -4 mpd 20% 15% — 56-75 29-35 06-10 07-08 — 70° Sunny — 0% 70% — 76-85 36-50 11-15 09-12 — 60° Overcast — 5% 60% — 86-88 51-55 16-20 13-15 — 50° Precipitation, Light — 10% 50% — 89 56-58 21-23 16-17 — 40° Precipitation, Steady -2 mpd 15% 30% — 90 59-60 24-26 18 — 30° Precipitation, Heavy -4 mpd 20% 15% — 91-94 61-70 27-36 19-22 — 60° Sunny — 0% 70% — 95-96 71-78 37-45 23-28 — 50° Overcast — 5% 60% — 97-98 79-83 46-54 29-31 — 40° Precipitation, Light — 10% 50% — 99 84-97 55-58 32-33 — 30° Precipitation, Steady -2 mpd 15% 30% — 00 88-90 59-60 34 — 20° Precipitation, Heavy -4 mpd 20% 15% — — 91-93 61-68 35-38 01-04 50° Sunny — 0% 70% — — 94-96 79-75 39-47 05-08 40° Overcast — 5% 60% — — 97-98 76-80 48-50 09-12 30° Precipitation, Light — 10% 50% — — 99 81-84 51-52 13-15 20° Precipitation, Steady -2 mpd 15% 30% — — 00 85-87 53 16-17 10° Precipitation, Heavy -4 mpd 20% 15% — — — 88-92 54-56 18-22 40° Sunny — 0% 70% — — — 93-95 57-68 23-28 30° Overcast — 5% 60% — — — 96-97 69-72 29-33 20° Precipitation, Light — 10% 50% — — — 98-99 73-75 34-36 10° Precipitation, Steady -2 mpd 15% 30% — — — 00 76-77 37-38 0° Precipitation, Heavy -4 mpd 20% 15% — — — — 78-80 39-48 20° Sunny — 0% 70% — — — — 81-90 49-55 10° Overcast — 5% 60% — — — — 91-93 56-60 0° Precipitation, Light -2 mpd 10% 50% — — — — 94-95 61-64 -10° Precipitation, Steady -4 mpd 15% 30% — — — — 96-00 65-68 -20° Precipitation, Heavy -5 mpd 20% 15% — — — — — 69-75 0° Sunny — 0% 70% — — — — — 76-80 -10° Overcast — 5% 60% — — — — — 81-83 -20° Precipitation, Light -2 mpd 10% 50% — — — — — 84-86 -30° Precipitation, Steady -5 mpd 15% 30% — — — — — 87-88 -40° Precipitation, Heavy -7 mpd 20% 15% — — — — — 89-93 -20° Sunny — 0% 70% — — — — — 94-96 -30° Overcast -2 mpd 5% 60% — — — — — 97-98 -40° Precipitation, Light -4 mpd 10% 50% — — — — — 99 -50° Precipitation, Steady -6 mpd 15% 30% — — — — — 00 -60° Precipitation, Heavy -8 mpd 20% 15% HALFMOON’S TRAVEL AND WEATHER GUIDE WEATHER TABLES 31 EXPLANATION OF COLUMNS AND RELATED RULES Climate Zone Optional season modifiers: Roll on this initially based upon climate zone, and again the next day if the pattern does not repeat A= Tropical/Subtropical (hot and humid region, normally equatorial) B = Arid/Semiarid (hot and dry, limited greenery) C = Mediterranean (generally mild winters and hot, dry summers) D = Temperate-Warm (generally mild year-round with warm summers and cool winters) E = Temperate-Cold (generally cool year-round with even colder winters) F = Arctic/Polar (very cold year-round, difficult for humanoids to live) Spring = -10%, Summer = -20%, Fall = +10%, Winter = +20% (highest roll = 01, lowest roll = 100) Temperature Optional temperature modifiers: +5° per 2000 ft elevation -10° for nights ±15* for deserts (day/night) -10* if at sea or coastal (<2 miles from sea) Weather Type If precipitation, type determined by temperature: >40° = rain 30°-40° = hail <30° = snow Storm Chance Roll every time the weather pattern changes (see Chance Pattern Repeats below). Land Speed Modifier Append any Wind Table modifier, but replace with any Storm Table modifier. Chance Pattern Repeats After a weather pattern has been rolled, roll on this column instead each subsequent day until it fails; once it fails, re-roll for a new weather pattern based on climate zone WIND Wind determination is purposely a separate table and a separate daily roll. After all, you can have a strong wind on a sunny day or a rainy day. Plus we need to know which direction the wind is blowing which will dictate potential impact to travel speed – particularly for sailing vessels which of course depend upon wind to move. WEATHER TABLES HALFMOON’S TRAVEL AND WEATHER GUIDE 32 WIND TABLE WIND SPEED (roll daily & independently of Climate Table roll) WIND DIRECTION (roll daily along with Wind Speed) General Terrain Type Wind Speed Wind-Based Modifiers Chance Wind Repeats Over- land Coastal/ Lake On the Sea Ship Crew Success Modifier Waterborne Sailing Speed Overland Travel Speed 01-20 01-15 01-10 0 mph  No mvmt  20% 21-60 16-50 11-40 10 mph  ±5 mpd  60% 61-80 51-75 41-60 20 mph  ±10 mpd  70% 81-88 76-85 61-80 30 mph  ±15 mpd  50% 89-92 86-91 81-88 40 mph -1 ±20 mpd  40% 93-95 92-95 89-92 50 mph -2 ±25 mpd  30% Die Roll Chance of Direction Change 01-80 Wind blows in predominant direction (as determined by the DM; for sea travel it should follow established trade routes) 96-97 96-97 93-97 60 mph -3 ±30 mpd ±1 mpd 20% 98-00 98-00 98-00 70 mph -4 ±35 mpd ±2 mpd 10% 81-00 Direction changes (d8 on compass) EXPLANATION OF COLUMNS AND RELATED RULES Wind Speed by General Terrain Type Overland: Includes river travel Coastal/Lake: Coastal lands include lands within 2 miles from the seashore in both direction (land and sea). On the Sea: Must be >2 miles from the seashore. OPTIONAL MODIFIERS BY CLIMATE ZONE  Climate Zone A: -20 to wind speed roll  Climate Zone B: -10 to wind speed roll  Climate Zone C: no modifier  Climate Zone D: no modifier  Climate Zone E: +10 to wind speed roll  Climate Zone F: +20 to wind speed roll OPTIONAL “DAILY PRESSURE ZONE” RULE: ROLL FOUR TIMES DAILY INSTEAD OF ONCE 1. Morning (6-10am): +20 to wind speed roll 2. Day (10am-4pm): no modifier 3. Afternoon (4-8pm): +20 to wind speed roll 4. Night (8pm-6am): -20 to wind speed roll Wind repeat and direction tables should still be rolled. Ship Crew Success Modifier Modifier to the success of a ship’s crew when checks are required to overcome various hazards (as detailed in the D&D core book Ghosts of Saltmarsh, Appendix A, starting at page 200). Waterborne Sailing Speed Add to ship speed if wind is at your back (aft, off the port quarter, or off the starboard quarter); subtract if wind is in your face (foreward, off the port bow, or off the starboard bow – see Halfmoon’s Waterborne Travel Guide for additional information). Superseded by Storm Table. In a dead calm (0 mph), not even the ship’s base sailing speed will be applicable, and the ship will only move with the water’s current (or by rowing). Overland Travel Speed Apply a similar approach to land speed as ship speed, i.e. if wind is at the traveler’s back, add this modifier and the reverse if in his/her face. Stacks with the Land Speed Modifier from the Climate Table, but superseded by the Storm Table. Chance of Wind Repeat Roll this first on subsequent wind rolls to determine if the same wind strength holds for another day. Wind Direction Roll initial wind direction, then roll Chance of Direction Change along with each new wind speed roll. STORMS If a roll from the Climate Table indicates a storm has struck, the below table supercedes any land speed modifier from that table as well as the values in the Wind Table. Whatever storm is rolled remains until the weather pattern changes. Also, unlike the +/- travel pace variables noted in those tables, traveling in a storm can only hinder travel owing to the ferocity and variability of its winds. HALFMOON’S TRAVEL AND WEATHER GUIDE WEATHER TABLES 33 STORM TABLE STORM ATTRIBUTES (roll every day the Climate Table indicates a storm) Die Roll Storm Type Wind Speed Travel Pace Modifiers Damage Per Day of Exposure to Precipitation Obs- curity Storm DC Waterborne (Ship) Overland Lt Rain/ Any Snow Steady/ Hvy Rain Hail Sand Dust 01-50 Gale/Light Storm 80 mph Special 75% pace   1 hp    10 51-80 Strong Storm 90 mph Special 50% pace   2 hp 1 hp   15 81-88 Hurricane Category 1 100 mph Special 40% pace  1 hp 3 hp 2 hp   18 89-92 Hurricane Category 2 110 mph Special 30% pace  1 hp 4 hp 3 hp 1 hp Light 20 93-95 Hurricane Category 3 120 mph Special 20% pace 1 hp 2 hp 5 hp 4 hp 1 hp Light 22 96-98 Hurricane Category 4 140 mph Special 10% pace 1 hp 2 hp 6 hp 5 hp 2 hp Heavy 26 99-00 Hurricane Category 5 160 mph Special 5% pace 2 hp 3 hp 7 hp 6 hp 2 hp Heavy 30 EXPLANATION OF COLUMNS AND RELATED RULES Travel Pace Modifiers Waterborne (Ship): Impact to a ship’s speed by a storm is dictated by the Storm Hazard rules as defined in Appendix A of the Ghosts of Sartmarsh core D&D book (page 202). In short, there is no impact to a ship’s speed if all officers and the crew succeed on their Storm Check rolls. Overland: This is the % of travel pace listed by mode of transport, type of terrain, and other variables in the Overland Travel Pace Chart of Halfmoon’s Overland Travel Guide. Damage Per Day of Exposure to Precipitation Any individuals caught in a storm for at least 4 hours over the course of the day will take the indicated damage, with snow/rain causing bludgeoning damage and hail, sand, and dust causing piercing damage. The damage assumes normal clothing worn. This damage is adjusted as follows (shield effect is cumulative):  No clothing: +1 to damage  Light armor: -1 to damage  Medium armor: -2 to damage  Heavy armor (including stoneskin): -3 to damage  Shield (including the spell): -2 to damage OPTIONAL RULE – THUNDERSTORMS: Wearing or wielding metallic items will result in a chance of being struck by lightning for 3d6 hp lightning damage each day (effects are cumulative):  Metal weapon exposed: 2%  Metal helm worn: 3%  Metal shield exposed: 5%  Medium metal armor: 8%  Heavy metal armor: 10% Obscurity The stronger storms create vision impairment as indicated (for details on obscurity, consult the PHB page 183). Storm DC This column indicates the Difficulty Class by storm type as an expanded version of the DCs suggested in page 202 of the Ghosts of Saltmarsh core D&D book, and is principally oriented toward ship-based travel. WEATHER TABLES HALFMOON’S TRAVEL AND WEATHER GUIDE 34 CATCHING A COLD (OPTIONAL) Normally one assumes adventurers are very hardy and don’t have to worry about such mundane concerns as catching a cold, but it does add a level of realism to the game. This is an optional component so is not included in the storm subtables, and assumes only characters who are exposed to the elements would have to worry about catching a cold. Technically the adventurer who fails his or her save would have already contracted a cold and the weather simply makes it manifest into an impactful condition. If the DM decides to add this element of flavor, follow these rules: CONTRACTING AN AIRBORNE VIRUS CON save vs. DC equal to 1/10 windspeed every day player is exposed or contract a cold, with these modifiers:  ±1 to DC per 10° below/above temperature of 50° (after wind chill factor calculated)  If precipitation: DC = +2 for light, +3 for steady, and +4 for heavy rain, hail, or snow If cold is contracted, CON save again as above every day exposed or cold becomes flu If flu is contracted, CON save again as above every day exposed to storm or flu turns into pneumonia If pneumonia is contracted, CON save again as above every day exposed or suffer pneumonia sympoms again COLD: Character suffers 1 point of Exhaustion FLU: Character suffers 1-2 points of Exhaustion (cumulative with cold) PNEUMONIA: Character suffers 1-3 points of Exhaustion (cumulative with cold and flu) For example, a character in 50-mph winds (5 DC base) in 0° weather (+5 DC=10) in a heavy snowfall (+4 DC=14) rolls a 10 CON save and starts coughing and sneezing, having contracted a cold and suffering 1 level of exhaustion (disadvantage on all ability checks). He finds shelter and does a long rest, recovering from exhaustion. The next day he still trudges through the same blizzard (same DC of 14) and rolls a 5, failing again and contracting the flu. The DM rolls a 2 (4-6 on d6) and the character is now at the 2nd level of Exhaustion, meaning he’s back to ability disadvantage plus his speed is halved. Let’s say he doesn’t get a chance to long-rest, and continues through the freak storm the next day. He rolls a 13, failing yet again and catching pneumonia, and the DM rolls a 3 (5-6 on d6), which is added to his flu exhaustion for level 5 exhaustion. On top of his flu sympoms, he now has disadvantage on attack rolls and saving throws, his hit point max is halved, and he has a move of zero. Unless rescued, one more failed save exposed to the elements will result in death. HALFMOON’S TRAVEL AND WEATHER GUIDE WEATHER TABLES 35 Author’s Reflection: It Was a Dark and Stormy Night…according to my dice Weather plays an important part in anybody’s travel, whether you’re living in a mundane, nonmagical place like Earth or living in the exciting multiverse of Dungeons & Dragons. While it is true that meteorology, the science of weather forecasting, has not yet made it to the fantasy universe (though perhaps the party can find some high-level wizard who can predict future weather patterns), nevertheless the band of adventurers can consult a map or discuss plans with city travel advisors (or the town bartender) before venturing out. Climate zones can potentially be marked on a map of the land in which the DM is running the adventure, which would provide travelers with a general knowledge of what kind of climate and weather they might expect. As with all things in this book, random weather determination is simply an option for the DM. It provides additional flavor by introducing the natural unpredictability of weather, projecting a physical feel to the players (e.g. “It is sweltering hot and you are very uncomfortable in your full plate”), and giving the DM a practical tool for determining actual, physical impact (e.g. “The winds are blowing strongly against you, slowing your progress for that day” or “A violent storm pelts you with hail that cuts you like shards of glass, dealing 1 hit point damage”). But should the DM already have similar tools in his back pocket, or already has a plan for weather tied to his campaign (as in “You near Mount Thunder and suddenly the air around you turns to a biting cold”), or simply doesn’t want to juggle yet another variable in his campaign, I won’t feel slighted.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Halfmoons Travel and Weather Guide.pdf
Vikings & Valkyries Vikings & Valkyries Vikings & Valkyries Vikings & Valkyries Character Classes BERSERKERS Primary Attributes: Might and Will Gender: All Berserkers are male Basic Hits = 12 Battle Might: Berserkers add their Might mod to their damage when using their barbarian melee weapons (see chapter II, M&M Players Manual for more details). Battle Fury: Berserkers add their Will modifier to their EDC against melee attacks Battle Madness: Berserkers in Battle Madness add their Might bonus to his Initiative and Melee score, but suffer severe restrictions and must keep fighting. (see chapter II, Vikings & Valkyries for further details) Weapon of Choice: Sword, axe or great axe. Level Benefits: Each level beyond the first gives a Berserker +4 Hits, +1 to Luck and +2 to Might, Will or Skill (player’s choice) Possessions: Berserkers start with their melee weapon of choice. If their melee weapon of choice is a sword or an axe they also start with a shield. Starting wealth is 3d6 x 5 silver pieces Background Talents: Choose two talents among Armorer, Beastmaster, Drinker*, Equestrian, Mountaineer, Woodsman and Wrestler (* see p 16, Vikings & Valkyries). Patron Deity: Odin, Thor or Thyr ELEMENTALISTS Primary Attributes: Wits and Will. Gender: Elementalists may be male or female. Basic Hits = 8 Elemental Magic: At first level, an Elementalist must select one of the three elements Fire, Ice and Air as his primary element. Elemental Mastery = Wits mod + Will mod Mystic Strength = 12 + Elemental Mastery Starting Power = 4 + Will mod Level Benefits: Each level beyond the first gives an Elementalist +2 Hits, +4 Power points, +1 to Luck and +2 to Wits or Will. Possessions: Elementalists start the game with a dagger, a staff and 3D6 x 5 silver pieces. Background Talents: Choose two talents among Orator, Sage (Scholar), Armorer (Fire), Sailor (Air) or Mountaineer (Ice) Restrictions: Elementalists cannot wear mail corselets or helms, since such huge amounts of metal in direct contact with their person would disrupt their command of elemental forces Patron Deity: Odin or, if one of the character’s two elements is Fire, Loki. ELVES Primary Attributes: Grace and Luck Gender: Male or Female Basic Hits = 8 (10 for male) Natures Gift: Elves have the same Nature’s Favor (Magnitude 4) power as Dryads. Their Nature’s Curse (Magnitude 5) and Nature’s Command (Magnitude 6) powers, which are only possessed by female Elves, are the same as those of Napaea (Affliction and Kiss of Life). Male Elves can only reach magnitude 4 of Nature’s Gift but receive a +2 bonus to Skill and a weapon of choice (bow or sword). Elven Enchantment = Grace mod + Luck mod Mystic Strength = 12 + Elven Enchantment Starting Power = 4 + Grace mod Level Benefits – Female: Each level beyond the first gives a Female Elf +2 Hits, +4 Power points, +1 to Luck and +2 to Grace, Wits or Will (player’s choice)Possessions. Level Benefits – Male: Each level beyond the first gives a male Elf the following benefits: +3 Hits, +3 Power points, +1 to Luck and +2 to any other attribute (Might, Skill, Wits, Will or Grace), chosen by the player. Possessions: None. Background Talents: Musician only. Patron Deity: All female elves have Freya as their deity. Male Elves may select either Freya or her brother Freyr as their patron deity. HALF-GIANTS Primary Attributes: Might and Luck Gender: All Half-Giant adventurers are male. Basic Hits: 18 Amazing Strength: Half-Giants stand 7 or 8 feet tall and are extraordinarily strong. In game terms, their heritage gives them 18 Basic Hits (instead of 12) and also adds +6 to their Might, up to a truly superhuman score of 24. Those with a Might score of 19-20 will be able to wield enormous clubs or axes in combat (see Players Manual, p 22). Those with a Might of 21-22 have a Might mod of +5 and can wield enormous weapons with both hands but without reducing their Initiative by half. Finally, Half Giants with a Might of 23-24 have a mod of +6 and can wield these enormous weapons single- handed, allowing them to combine their use with shields. Lastly, their great size gives Half- Giants a basic Movement of 90’ (as opposed to 60’ for humans). Magic Resistance: Half Giants are highly resistant to magic. They replace Grace by Might when calculating Mystic Fortitude. Big & Dumb: There is, however, a downside to Giant heritage. Half-Giants are, well, often quite dumb and their heavy set frames, coarse features, ill-proportioned limbs and uncouth appearance do not make them very attractive: in game terms, their Wits and Grace are reduced by 6 points, once the rolled scores have been distributed. Weapon of Choice: Enormous club. Level Benefits: Each level beyond the first gives a Half-Giant +4 Hits, +1 to Luck and +2 to either Might (max 24) or Will (max 20). Possessions: Half-Giants start the game with an enormous weapon (club) and that’s about it. Background Talents: All Half-Giants have the Wrestler and Mountaineer talents. Patron Deity: Ymir HUNTERS Primary Attributes: Skill and Wits Gender: Either male or female. Basic Hits = 10 Deadly Aim: Hunters know how to target the weak spots of animals and similar creatures: they add their Skill mod to damage when using missile weapons against Beasts or Monsters. Hunting: Hunters excel at stealth and woodcraft. This talent is reflected by a special Hunting bonus equal to the sum of their Skill mod and Wits mod. Weapon of Choice: Any missile weapon. Level Benefits: Each level beyond the first gives a Hunter +2 Hits, +1 to Luck and +2 to Skill, Wits or Will (player’s choice). Background Talents: Choose two among Bowyer, Beastmaster, Healer, Mountaineer and Woodsman. Possessions: Hunters start with a dagger, a spear and their missile weapon of choice (bow + 12 arrows OR three javelins OR sling + 12 stones). Their starting wealth is 3D6 x 5 sp. Restrictions: Hunters may wear any type of armor but usually choose not to do so, since encumbrance directly affects their stealth abilities. Patron Deity: Uller (or shamanism for Kvenir). PRIESTS Primary Attributes: Luck and Will Gender: Priests may be male or female, depending on which deity they serve. Male priests serve male gods, while priestesses serve goddesses Basic Hits = 8 Divine Prodigies: Priests are able to call on the power of their deity. Spiritual Aura = Will mod + Luck mod Mystic Strength = 12 + Spiritual Aura Starting Power = 4 + Will mod Level Benefits: Each level beyond the first gives a Priest +2 Hits, +4 Power points, +1 to Luck and +2 to Will or another attribute tied to the deity: Might (Odin, Thor, Thyr, Freyr), Skill (Frigg, Freya, Uller), Wits (Heimdall, Loki, Bragi, Njord), Grace (Baldur, any Goddess). Possessions: Staff (or similar symbol of office), dagger, ceremony robes and 3D6 x 10 silver pieces. Background Talents: A Priest’s choice of talents varies according to his deity. Choose two talents among Armorer (Tyr, Thor), Beastmaster (Freyr), Bowyer (Uller, Heimdall), Healer (Baldur, Freya, Frigg), Musician (Bragi, Freya), Navigator (Njord, Odin, Heimdall), Orator (Odin, Bragi), Sage (Scholar) (Odin, Frigg) and Warlord (Tactician) (Tyr, Odin). Restrictions: Priests do not usually wear armor or use shields, not because it interferes with their powers but because they feel their deity’s favor is the only protection they need Major Aesir Deities Odin (god of power and wisdom) Thor (god of thunder and lightning) Tyr (god of war) Frigg (goddess of wives and mothers) Heimdall (god of vigilance) Bragi (god of poetry) Baldur (god of beauty) Loki (god of strife and fire) Uller (god of the hunt) Major Vanir Deities Njord (god of the seas) Freyr (god of nature and virility) Freya (goddess of nature and beauty) PRINCES Primary Attributes: Luck and another attribute reflecting the character’s privileged heritage. This favored attribute is chosen by the player. Gender: Princes may be either male or female (Ladies) Basic Hits = 12 Battle Fortune: Princes add their Luck modifier to their Initiative score in all circumstances. Noble Heritage: All Princes add 2 points to their two primary attributes. This may reflect the friendship of the gods, a gifted lineage, exceptional training or a superior heroic potential. Weapon of Choice: Sword, axe or spear Level Benefits: Each level beyond the first gives a Prince character +4 Hits, +1 to Luck and +2 to any other attribute score (player’s choice). Possessions: Sword, dagger, shield, helmet, mail corselet, and 3D6 x 100 silver pieces. A Note on Favored Attributes: A Prince’s favored attribute will define his line’s most notable trait: a divine or heroic ancestry (Might), a strong martial tradition (Skill), a talent for combat ruse (Wits), a tradition of strong leadership (Will), a goddess or elf lady somewhere in the family tree (Grace) etc Background Talents: Choose two among Drinker*, Equestrian, Musician, Orator, Sailor, Sage (Scholar), Warlord (Tactician) and Wrestler (* see p 16, Vikings & Valkyries). Patron Deity: Odin SKALDS Primary Attributes: Grace and Luck. Gender: Skalds are most often male, but may be female. Basic Hits = 8 Poetic Magic: Skalds can wield magic by reciting the sagas, singing and rhyming Songs of Power: Skalds have the same powers as M&M Lyrists (see Players Manual). Skaldic Gift = Grace mod + Luck mod Mystic Strength = 12 + Skaldic Gift Starting Power = 4 + Grace mod Level Benefits: Each level beyond the first gives a Skald +2 Hits, +4 Power points, +1 to Luck and +2 to Grace, Wits or Will (player’s choice). Possessions: Skalds start the game with a harp, a dagger and 3D6 x 5 silver pieces. Restrictions: Their role as sacred poets forbids Skalds to wear any protective equipment as well as to use any weapon other than a staff or dagger, and only if they have been attacked first. Background Talents: All Skalds automatically have the Musician and Orator talents. Patron Deity: All Skalds have Bragi as their patron deity. SORCERERS Primary Attributes: Wits and Will. Gender: Sorceresses are more frequent than male Sorcerers, women being more gifted for sorcery than men. To reflect this, Sorceresses roll their starting age on 2D6+15 and Sorcerers on 2D6+25. Basic Hits = 8 Sorcery: Sorcerers study and practice the arcane arts of psychic Sorcery. See chapter III of the Players Manual for more details on this realm of magic. Psychic Gift = Will mod + Wits mod Mystic Strength = 12 + Psychic Gift Starting Power = 4 + Will mod Level Benefits: Each level beyond the first gives a Sorcerer +2 Hits, +4 Power points, +1 to Luck and +2 to Wits or Will (player’s choice). Possessions: Dagger, staff or wand. Their starting wealth is 3D6 x 10 silver pieces. Restrictions: For some mysterious metaphysical reasons, sorcerers may not use their Sorcerous powers while wearing a mail corselet or a helmet. Background Talents: All Sorcerers automatically have the Sage (Scholar) talent, plus a second talent chosen among Actor, Healer, Musician and Orator. Patron Deity: A Sorcerer’s patron deity is either Odin, Freya or Loki. THIEVES Primary Attributes: Wits and Luck Gender: Either male or female. Basic Hits = 10 Thievery: Thieves excel at hiding, sneaking, finding traps and, well, thieving. In game terms, these skills are reflected by a special Thievery bonus equal to the sum of their Luck mod and Wits mod. Evasion: Thieves are also very good at dodging blows and add their Wits mod to their melee EDC (unless taken by surprise or wearing a breastplate). Weapon of Choice: Dagger, thrown knife or sling. Level Benefits: Each level beyond the first gives a Thief +2 Hits, +1 to Luck and +2 to Wits, Will or Skill (player’s choice). Background Talents: Choose two talents among Acrobat, Actor, Healer, Musician and Orator. Possessions: Dagger and 3D6 x 5 silver pieces. Restrictions: Thieves may wear any type of armor but usually choose not to do so, since this directly affects their stealth and agility. Patron Deity: Loki, or Odin DWARVES The Dwarf option can be taken by Sorcerers and Elementalists (as well as Thieves). Some Maze Masters may make this a mandatory condition for male Sorcerers and Elementalists. Dwarf characters are subject to the following attribute score adjustments: Might -2, Wits +2, Grace -2. Starting age (and approximate life expectancy) should be multiplied by 5. VALKYRIES Primary Attributes: Skill and Will Gender: Female only Basic Hits = 12 Defensive Fighting: When fighting with spear and shield, a Valkyrie add her Skill mod to her EDC against melee attacks. This bonus does not apply against surprise or missile attacks. Martial Discipline: Valkyries add their Will mod to their Initiative when fighting with a spear. Weapon of Choice: All Valkyries must select the spear as their melee weapon of choice. Level Benefits:: Each level beyond the first gives a Valkyrie +4 Hits, +1 to Luck and +2 to Might, Will, Wits or Skill (player’s choice). Possessions: Spear, sword, dagger, shield, helmet and mail corselet, plus 3D6 x 10 sp. Background Talents: Choose two talents among Armorer, Drinker*, Equestrian, Healer, Musician, Orator, Sailor, Warlord (Tactician) and Wrestler (* see p 16, Vikings & Valkyries). Patron Deity: Odin VIKINGS Primary Attributes: Might and Skill Gender: All Vikings are male. Basic Hits = 12 Battle Prowess: A Viking add his Might mod to his Initiative when fighting with his melee weapon of choice. Shield Combat: When fighting with a shield and their weapon of choice, Vikings add their Skill mod to their EDC against melee attacks. Weapon of Choice: Sword, axe, great axe or spear (melee). Level Benefits: Each level beyond the first gives a Viking +4 Hits, +1 to Luck and +2 to another attribute (Might, Skill, Wits or Will). Possessions: Vikings start the game with their weapon of choice, a shield, a helmet, a dagger and 3D6 x 10 sp worth of wealth. Vikings who want a mail corselet will have to buy it (150 sp) Background Talents: All Vikings have the Sailor talent plus a second talent from the following list: Armorer, Beastmaster, Drinker*, Equestrian, Healer, Mountaineer, Orator, Warlord (Tactician), Woodsman, Wrestler. Patron Deity: Most Vikings have Odin, Thor, Tyr, Heimdall or Njord as their patron deity.
textdata/thevault/Mazes & Minotaurs (osr) [multi]/Vikings & Valkyries/Vikings & Valkyries Character Classes.pdf
InquIsItor spell Cards Ultimate Spell DeckS LPJ9504 Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 3.5 SYSTEM COMPATIBLE Banish seeming School abjuration; Level inquisitor 3; Casting Time 1 standard action; Components V, S, M (a cold iron nail); Range touch; Targets one creature or object; Duration instantaneous and 1 round/level; see text; Saving Throw none; SR no With a melee touch attack you can dispel an illusion or return a creature to its natural form. This functions as dispel magic directed at the effect in question, except you receive a +2 enhancement bonus on your dispel check and you can only dispel illusions or changes in form created by supernatural effects or spells. If multiple effects are changing the creature’s appearance, you can dispel one such effect for every four caster levels you possess, starting with the highest caster level spells and proceeding to spells with lower caster levels. The caster level for supernatural abilities such as change shape is equal to the target creature’s Hit Dice. A creature returned to its natural form by banish seeming is prevented from changing its form again for a number of rounds equal to your caster level. Banish seeming has no effect on nonmagical means of changing appearance, such as that provided by a disguise or extraordinary ability. Uses Per Day: _______ Uses:o o o o o o o o o Blood Biography School divination;Level inquisitor 3; Casting Time 1 minute; Components V, S, M/DF (a scrap of parchment); Range touch; Targets one creature’s blood or one bloodstain; Duration instanta- neous; Saving Throw Will negates (see text); SR no You learn the answers to a specific set of questions about a creature so long as you have access to at least one drop of its blood. You can cast this spell on the blood of the living or the dead, but living or undead creatures are entitled to a saving throw to resist the spell. You can cast the spell on dried or fresh blood. Once you cast the spell the answers to the following four questions appear on any flat surface you designate (a wall, a piece of paper, and so on). Who are you? (The name by which the creature is most commonly known) What are you? (Gender, race, profession/role) How was your blood shed? (Brief outline of the events that caused its wound, to the best of the victim’s knowledge) When was your blood shed? These answers always appear in a language you can read even if the creature cannot speak that or any language. Uses Per Day: _______ Uses:o o o o o o o o o Bloodhound School transmutation;Level inquisitor 2; Casting Time 1 standard action; Components V, S, M (a drop of blood and a pinch of cinnamon); Range personal; Targets you; Duration 1 hour/level You gain the scent special quality, including the ability to track by scent. You receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. You take a -4 penalty on saving throws against odor-related effects such as the stench ability and stinking cloud. A creature under the effects of bloodhound can detect poison by scent with a DC 20 Perception check. Uses Per Day: _______ Uses:o o o o o o o o o Brand School transmutation; Level inquisitor 0; Casting Time 1 standard action; Components V, S, DF; Range touch; Targets creature touched; Duration 1 day/level; Saving Throw Fortitude negates; SR yes Brand etches an indelible rune or mark of no more than 6 charac- ters onto a creature, inflicting 1 point of damage. The mark may be placed on any exposed portion of the creature, typically the head or forearm. A brand can be hidden by clothing or removed by scraping it away (causing 1d6 points of damage), though the brand returns if the damage is healed. Uses Per Day: _______ Uses:o o o o o o o o o Brand, greater School transmutation; Level inquisitor 4; Casting Time 1 round; Components V, S, DF; Range touch; Targets creature touched; Duration permanent; Saving Throw Fortitude negates; SR yes This spell functions like brand, except that it inflicts 1d6 points of damage when applied and cannot be removed, even temporarily. In addition, a greater brand blazes as bright as a torch when brought within 30 feet of a visible symbol of your faith. While the symbol is blazing, the recipient is sickened. Like the effects of bestow curse, a greater brand cannot be dispelled, but it can be removed by any means that removes a mark of justice. Uses Per Day: _______ Uses:o o o o o o o o o Burst Bonds School evocation; Level inquisitor 1; Casting Time 1 standard action; Components V; Range touch; Targets one object or creature restraining you; Duration instantaneous; Saving Throw Fortitude half (object); SR yes You blast your restraints with divine wrath, dealing 1d6 points of damage per caster level to the target object (maximum 5d6), ignoring hardness of 10 or less. A Fortitude save halves the damage, although only magical restraints receive a saving throw. You can also target a creature that is grappling or otherwise restraining you (such as by adhesive or the swallow whole ability) with the spell. You don’t need to make a touch attack to use burst bonds against a creature, and you can cast this spell without making a concentration check while grappled or pinned. The crea- ture does not take damage as above. If you are grappled and your target fails its save, you may make an immediate attempt to break the grapple (but not reverse it) as a free action, with a +1 luck bonus to your CMB per caster level (maximum +5). If the target creature fails its save and you are restrained by an ability that originally allowed a saving throw, burst bonds allows a new saving throw with a +1 luck bonus per two caster levels (maximum +5). Uses Per Day: _______ Uses:o o o o o o o o o Cast out School abjuration; Level inquisitor 3; Casting Time 1 standard action; Components V, S, DF; Range touch; Targets creature touched; Duration instantaneous; Saving Throw Will partial; SR yes With a melee touch attack you blast a single creature and disrupt any magic controlling it. The target takes 2d8 points of damage + 1 point per caster level (maximum +15). In addition, you make a dispel check against any magic jar effect (including a ghost’s malevolence ability) or enchantment (compulsion) spells on the target creature, starting with the highest level spells and proceeding to lower level spells. Treat this as a targeted dispel magic spell, except cast out can dispel one such spell for every four caster levels you possess. A successful Will save halves the damage and limits the dispelling to a single spell or effect. Uses Per Day: _______ Uses:o o o o o o o o o Castigate School enchantment (compulsion) [fear, language-dependent, mind-affecting]; Level inquisitor 2; Casting Time 1 standard action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); Targets one living creature; Duration 1 round/level or 1 round; see text; Saving Throw Will partial; SR yes You compel the target to beg for forgiveness. On a failed save, the target cowers with fear. On a successful save, it is shaken for 1 round. Each round on its turn, a cowering subject may attempt a new save to end the effect. A creature who worships the same god as you takes a -2 penalty on its saving throw. Uses Per Day: _______ Uses:o o o o o o o o o Castigate, mass School enchantment (compulsion) [fear, language-dependent, mind-affecting]; Level inquisitor 5; Casting Time 1 standard action; Components V, S, DF; Range medium (100 ft. + 10 ft./ level); Targets one creature/level, no two of which can be more than 30 ft. apart; Duration 1 round/level or 1 round; see text; Saving Throw Will partial; SR yes This spell functions as castigate, except it affects many creatures. Uses Per Day: _______ Uses:o o o o o o o o o Cleanse School evocation; Level inquisitor 6; Casting Time 1 standard action; Components S, DF; Range personal; Targets you; Dura- tion instantaneous Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect. If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive. Uses Per Day: _______ Uses:o o o o o o o o o Confess School enchantment (compulsion)[language-dependent, mind- affecting]; Level inquisitor 2; Casting Time 1 standard action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 round; Saving Throw Will partial; see text; SR yes You ask the target creature a single question. On the subject’s next action, it must answer truthfully in the same language as the ques- tion or take 1d6 points of damage per two caster levels (maximum 5d6) and be sickened for 2d4 rounds. A successful Will save negates the sickening effect and halves the damage. A creature that is unable to answer still takes damage. Uses Per Day: _______ Uses:o o o o o o o o o Coordinated effort School divination; Level inquisitor 3; Casting Time 1 standard action; Components V, S; Range close (25 ft. + 5 ft./2 levels); Targets you plus one willing creature per 3 levels, no two of which can be more than 30 ft. part; Duration 1 minute/level; Saving Throw none; SR no Choose a single teamwork feat that you possess. You forge a link with your allies, allowing them to gain the benefits of the chosen feat even if they do not have it themselves. You must be a part of the group qualifying for a given bonus for your allies to gain the benefits. For example, two of your allies flanking an orc would gain no benefit from your Outflank feat, but an ally flanking the orc with you would. Your allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for either of you to receive the listed bonus. Uses Per Day: _______ Uses:o o o o o o o o o Corruption resistanCe School abjuration [chaotic, evil, good, or lawful]; Level inquisitor 2; Casting Time 1 standard action; Components V, S, DF; Range touch; Targets creature touched; Duration 10 minutes/level; Saving Throw Fortitude negates (harmless); SR yes (harmless) You grant the touched creature limited protection from magical effects that inflict damage based on the target creature’s alignment, such as holy smite, order’s wrath, a paladin’s smite evil attack, or an unholy weapon. Choose one alignment type: chaos, evil, good, or law. The subject takes 5 less points of damage from effects that specifically harm creatures of that alignment. The value of the protection increases to 10 points at 7th level and 15 points at 11th level. The spell protects the recipient’s equipment as well. Corruption resistance protects against spells, spell-like abilities, and special abilities, not physical attacks. Corruption resistance only protects against damage. The subject can still suffer side effects from such attacks. When you use this spell to protect an alignment, it gains the descriptor of that alignment. Uses Per Day: _______ Uses:o o o o o o o o o Coward’s lament School enchantment (compulsion) [mind-affecting]; Level inquisitor 4; Casting Time 1 standard action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); Targets one living creature; Duration 1 round/level (D)(D); Saving Throw Will partial; SR yes You compel an opponent to face you in combat, or suffer for its cowardice. Each round that the target fails to attack you in melee, it receives a cumulative -1 penalty to its Armor Class, attack rolls, and saving throws (maximum penalty -5). Each round at the end of its turn, the target may attempt a Will saving throw to prevent the penalties from increasing for that round. All penalties reset to zero when the target attacks you in melee, but increase again if it stops attacking. If the target is prevented from attacking you by physical restraint, magic, or impassable terrain, the penalties do not increase. If you move away from the target, the spell ends. Uses Per Day: _______ Uses:o o o o o o o o o defile armor School abjuration [evil]; Level inquisitor 4; Casting Time 1 standard action; Components V, S; Range touch; Targets armor touched; Duration 1 minute/level; Saving Throw Will negates (harmless, object); SR yes (harmless, object) As sanctify armor, except you gain DR 5/good when using your judgment or smite ability. Uses Per Day: _______ Uses:o o o o o o o o o denounCe School enchantment (compulsion) [language-dependent, mind- affecting]; Level inquisitor 4; Casting Time 1 standard action; Components V; Range close (25 ft. + 5 ft./2 levels); Effect 30-ft.-radius burst; Duration 1 hour/level; Saving Throw Will negates; SR yes You speak out against a single creature within line of sight and turn possible allies against it by drawing upon the power of your voice and conviction. Creatures in the area who can see the denounced creature must make a Will saving throw or have their starting atti- tude toward the denounced creature worsened by two levels (see page 94 of the Core Rulebook). For example, creatures previously indifferent to the subject turn unfriendly. Diplomacy checks made to reverse the effects of denounce are made at a -10 penalty. Uses Per Day: _______ Uses:o o o o o o o o o fester School necromancy; Level inquisitor 3; Casting Time 1 standard action; Components V, S, M (rotted meat); Range close (25 ft. + 5 ft./2 levels); Targets one living creature; Duration 1 round/level or 1 round; see text; Saving Throw Fortitude partial; SR yes Necrotic energy permeates the target, blocking healing abilities. The subject gains spell resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. In addition, any healing provided by effects that ignore spell resistance (such as fast healing, regeneration, and some spells) are halved. If the target succeeds on a Fortitude saving throw, fester lasts only a single round. Uses Per Day: _______ Uses:o o o o o o o o o fester, mass School necromancy; Level inquisitor 6; Casting Time 1 standard action; Components V, S, M (rotted meat); Range close (25 ft. + 5 ft./2 levels); Targets one creature/level, no two of which can be more than 30 ft. apart; Duration 1 round/level or 1 round; see text; Saving Throw Fortitude partial; SR yes This spell functions as fester, except that it affects multiple foes. Uses Per Day: _______ Uses:o o o o o o o o o flames of the faithful School transmutation [fire]; Level inquisitor 2; Casting Time 1 standard action; Components V; Range touch; Targets weapon touched; Duration 1 round/level; Saving Throw Fortitude negates (object, harmless); SR yes (object, harmless) With a touch, you cause a glowing rune to appear on a single weapon, granting that weapon the flaming property (and allowing it to cause an extra 1d6 points of fire damage on a successful hit). If you are using the judgment class feature, your weapon gains the flaming burst property instead. The spell functions only for weapons that you wield. If the weapon leaves your hand for any reason, the spell effect ends. The effects of this spell do not stack with any existing flaming or flaming burst weapon property that the target weapon may already possess. Uses Per Day: _______ Uses:o o o o o o o o o follow aura School divination [chaotic, evil, good, or lawful]; Level inquisitor 2; Casting Time 1 standard action; Components V, S, DF; Range personal; Targets you; Duration 10 minutes/level (D)(D) Choose one alignment type: chaotic, evil, good, or lawful. You gain the ability to follow the trail of a strong or overwhelming aura of that alignment (see detect evil, Core Rulebook 266). This is treated as tracking using the scent special quality, except you are following the traces of their aura upon the ground rather than their scent, and you receive no bonus on Perception checks. At 10th level, you can track the trail of creatures with a moderate alignment aura as well. When you use this spell to track a given alignment, it gains the descriptor of the opposite alignment. For example, when follow aura is used to track evil, it gains the good descriptor. Uses Per Day: _______ Uses:o o o o o o o o o forCed repentanCe School enchantment (compulsion)[mind-affecting]; Level inquisitor 4; Casting Time 1 standard action; Components V, S, DF; Range close (25 ft. + 5 ft./2 levels); Targets one evil creature without the evil subtype; Duration 1 round/level; Saving Throw Will negates; SR yes You force an evil creature that does not have the evil subtype to momentarily reflect on its past actions and be overcome by grief and conscience. The target immediately drops prone and begins to loudly confess all of its sins and transgressions to the caster for the duration of the spell. The spell immediately ends if you move out of line of sight or if the target is attacked. Uses Per Day: _______ Uses:o o o o o o o o o ghostBane dirge School transmutation; Level inquisitor 2; Casting Time 1 standard action; Components V, S, M/DF (an old reed from a wind instrument); Range close (25 ft. + 5 ft./2 levels); Targets one incorporeal creature; Duration 1 round/level; Saving Throw Will negates; SR yes The target coalesces into a semi-physical form for a short period of time. While subject to the spell, the incorporeal creature takes half damage (50%) from nonmagical attack forms, and full damage from magic weapons, spells, spell-like effects, and supernatural effects. Uses Per Day: _______ Uses:o o o o o o o o o ghostBane dirge, mass School transmutation; Level inquisitor 5; Casting Time 1 standard action; Components V, S, M/DF (an old reed from a wind instru- ment); Range close (25 ft. + 5 ft./2 levels); Targets one incorpo- real creature/level, no two of which can be more than 30 ft. apart; Duration 1 round/level; Saving Throw Will negates; SR yes This spell functions as ghostbane dirge, except that it affects multiple targets. Uses Per Day: _______ Uses:o o o o o o o o o hidden speeCh School transmutation [language-dependent]; Level inquisitor 3; Casting Time 1 standard action; Components V, S, M/DF (a cipher written on a piece of parchment); Range close (25 ft. + 5 ft./2 levels); Targets you plus one creature/level, no two of which can be more than 30 ft. apart; Duration 10 minutes/level (D)(D); Saving Throw Will negates (harmless); SR yes You greatly enhance the ability of the subjects to communicate hidden messages to each other. Each target gains a +10 competence bonus on Bluff checks to send secret message to other recipients. Others using opposed Sense Motive checks to decipher these messages receive a -5 penalty. All subjects affected by the spell must share a language to be able to pass messages. Uses Per Day: _______ Uses:o o o o o o o o o honeyed tongue School transmutation; Level inquisitor 2; Casting Time 1 standard action; Components V, M/DF (a drop of honey); Range personal; Targets you; Duration 10 minutes/level This spell augments your diplomacies. While under the effects of spell, you roll two dice each time you make a Diplomacy check to change a creature’s attitude, taking the highest roll. If this results in a roll low enough to reduce the creature’s attitude by a step, that creature gets some clue that you are manipulating it with a spell. Alternatively you can cast this spell before making a Diplomacy check to gather information, gaining a +5 competence bonus on the check. Uses Per Day: _______ Uses:o o o o o o o o o hunter’s eye School divination; Level inquisitor 3; Casting Time 1 standard action; Components V, S, DF; Range medium (100 ft. + 10 ft./ level); Targets one creature; Duration 1 minute/level; Saving Throw none; SR yes Sharpening your perceptive abilities and tuning them against obfuscating effects, hunter’s eye greatly enhances your senses against the target creature. You gain the ability to perceive the target when it is invisible or ethereal as though using the see invis- ibility spell, and receive a +20 competence bonus on Perception checks to locate the target. You ignore concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment provided by darkness. This spell provides no benefits to your allies, and no benefits against creatures other than the target. Uses Per Day: _______ Uses:o o o o o o o o o perCeive Cues School transmutation; Level inquisitor 2; Casting Time 1 standard action; Components V, S, M (a drop of water); Range personal; Targets you; Duration 10 minutes/level Your senses become preternaturally keen, and you gain insight into subtle behavioral cues. For the duration of the spell, you receive a +5 competence bonus on Perception and Sense Motive checks. Uses Per Day: _______ Uses:o o o o o o o o o reBuke School evocation [sonic]; Level inquisitor 4; Casting Time 1 standard action; Components V, S, DF; Range 20 ft.; Effect 20-ft.-radius burst centered on you; Duration instantaneous; Saving Throw Fortitude partial; SR yes Your wrathful words cause physical harm to your enemies. Your enemies take 1d8 points of damage per two caster levels (maximum 5d8) and are staggered for 1 round. Half of this damage is sonic damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to sonic-based attacks. is especially devastating to foes who worship your god, inflicting 1d6 points of damage per caster level (maximum 10d6) and stunning them for 1d4 rounds. A successful Fortitude save halves the damage and negates the staggering or stunning effect. Enemies do not need to hear a rebuke to be harmed by it, but it is negated by magical silence. Uses Per Day: _______ Uses:o o o o o o o o o resounding Blow School evocation [sonic]; Level inquisitor 5 ; Casting Time 1 swift action; Components V; Range personal; Targets you; Duration 1 round/level; Saving Throw Fortitude partial; see text; SR no You must have a melee weapon in hand to cast this spell. On a successful melee attack, your weapon resounds with a thun- derous clash. The target takes 1d6 points of sonic damage. Your weapon is not harmed by this attack. If you are using your judgment ability or smite ability against the target, it is staggered for 1 round on a successful attack. A successful Fortitude save negates the staggering effect. On a successful critical hit, the target is stunned for 1 round and deafened for 1d6 rounds. A successful Fortitude save negates the stunning and deafening effects. If you are also using judgment or smite, your foe makes only a single save against all effects. This spell immediately ends if your weapon leaves your hand. Resounding blow stacks with the thundering weapon property. Uses Per Day: _______ Uses:o o o o o o o o o retriBution School necromancy [evil]; Level inquisitor 3; Casting Time 1 standard action; Components V; Range close (25 ft. + 5 ft./2 levels); Targets one creature who has just struck you with an attack; Duration 1 round/level; Saving Throw Fortitude partial; SR yes Retribution blasts those who have the temerity to assault your person. You may target anyone who has just struck you with an attack within the previous round, whether with a melee, ranged, or natural weapon, or a spell that requires an attack roll. The target is wracked with shooting pains that impose a -4 penalty on attack rolls, skills checks, and ability checks. On a successful Fortitude save, the penalty only lasts for 1 round. A target who worships the same god as you takes a -2 penalty on its saving throw. Uses Per Day: _______ Uses:o o o o o o o o o righteous vigor School enchantment (compulsion) [mind-affecting]; Level inquisitor 3; Casting Time 1 standard action; Components V, S, DF; Range touch; Targets creature touched; Duration 1 round/ level; Saving Throw Will negates (harmless); SR yes (harmless) Infusing the target with a surge of furious divine energy, you enhance a creature’s ability to hit an opponent based on the number of times it has already hit that opponent with a successful attack. Each time the subject successfully strikes an opponent with a successful melee attack, the subject gains a cumulative +1 morale bonus on attack rolls (maximum +4 bonus) and gains 1d8 temporary hit points (to a maximum of 20 temporary hit points). If an attack misses, the attack bonus resets to +0 but any accumulated temporary hit points remain. The temporary hit points disappear at the end of the spell’s duration. Uses Per Day: _______ Uses:o o o o o o o o o saCred Bond School conjuration (healing); Level inquisitor 2; Casting Time 1 round; Components V, S, F (a pair of golden bracelets worth 100 gp each worn by both you and the target); Range touch; see text; Targets creature touched; Duration 10 minutes/level (D)(D); Saving Throw Will negates (harmless); SR yes (harmless) To use this spell, you first touch the intended recipient, creating a sympathetic field of healing energies between you. Once the spell has been cast, you and the target may cast conjura- tion (healing) spells with a range of touch upon each other so long as you are within close range (25 ft. + 5 ft./2 levels). Should either you or the target remove your bracelet, the spell immediately ends. Uses Per Day: _______ Uses:o o o o o o o o o sanCtify armor School abjuration [good]; Level inquisitor 4; Casting Time 1 standard action; Components V, S; Range touch; Targets armor touched; Duration 1 minute/level; Saving Throw Will negates (harmless, object); SR yes (harmless, object) You imbue your armor with a righteous aura. It gains a +1 enhancement bonus per four caster levels (maximum +5 at 20th level). When using your judgment or smite ability, you gain DR 5/evil. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. Uses Per Day: _______ Uses:o o o o o o o o o seek thoughts School divination [mind-affecting]; Level inquisitor 3; Casting Time 1 standard action; Components V, S, M (a handful of copper coins); Range 40 ft.; Effect 40-ft.-radius emanation centered on you; Duration concentration, up to 1 minute/level; Saving Throw Will negates; SR no Similar to detect thoughts, seek thoughts allows you to sift through the surface thoughts of those around you. You may scan for either the answer to a simple question (such as “Where is the hidden lair of the wererats?”) or for information on a general topic (such as the beliefs of an evil cult). You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you. Seek thoughts does not let you read actual surface thoughts, only if a given creature is thinking about the topic you are concentrating on. A successful Will save prevents you from sensing a creature’s thoughts for the duration of the spell. You can maintain concentration on seek thoughts while you engage in normal conversation, allowing you to ask leading questions about topics of interest. A creature conversing with you while you concentrate can notice that you are distracted with a successful DC 25 Sense Motive check. Uses Per Day: _______ Uses:o o o o o o o o o shared wrath School enchantment (compulsion) [mind-affecting]; Level inquisitor 4; Casting Time 1 standard action; Components V, S, M (a thorny vine); Range close (25 ft. + 5 ft./2 levels); Targets up to one creature/level, no two of which can be more than 30 ft. apart; Duration 1 minute; Saving Throw Will negates (harmless); SR yes (harmless) This spell functions as wrath, except that you grant multiple creatures the bonuses against your designated foe. All subjects of shared wrath receive their bonuses against the same creature. Uses Per Day: _______ Uses:o o o o o o o o o sift School divination; Level inquisitor 0; Casting Time 1 standard action; Components V, S; Range 30 ft.; Effect one 10-ft. cube; Duration instantaneous; Saving Throw none; SR no You examine an area at range as if you were searching for fine details with the Perception skill. Make a Perception check with a -5 penalty, modified as normal for conditions. No penalty is applied for distance. Apply the result against the DC for any hidden features, such as secret doors, traps, or hidden treasure. You must be able to see the area you are attempting to search, and you only find details that can be perceived with sight or touch. Sift detects only objects and features, not actual creatures. Uses Per Day: _______ Uses:o o o o o o o o o sleepwalk School enchantment (compulsion) [mind-affecting]; Level inquisitor 4; Casting Time 1 round; Components V, S, M (a sprig of belladonna worth 100 gp); Range touch; Targets unconscious creature touched; Duration 1 hour/level (D)(D); Saving Throw Will negates; see text; SR yes You compel an unconscious or sleeping creature to rise and move in a half-awake state. The target creature staggers about if led or guided, but remains helpless for all other purposes. The subject moves at half speed and is limited to a single move action each round. It is not capable of moving at a higher rate of speed or taking actions other than movement except by magical assistance, and automatically fails any Dexterity- or Strength-based skill checks. If the creature takes any damage while sleepwalking it must make a new saving throw or the spell ends and the creature awakes (if it has more than 0 hit points). When the spell ends or is dismissed, the target remains unconscious and must be awoken normally. While sleepwalk allows an unconscious creature to move, it does not awaken the creature, nor does it stabilize or otherwise heal them. A disabled creature that moves about while under the effects of this spell does not start dying again as a result of this movement. Uses Per Day: _______ Uses:o o o o o o o o o tireless pursuers School transmutation; Level inquisitor 4; Casting Time 1 standard action; Components V, S, M (a hard biscuit broken into pieces); Range touch; Targets you plus one touched creature/3 levels; Duration 1 hour/level (D)(D); Saving Throw Fortitude negates (harmless); SR yes (harmless) This spell functions as tireless pursuit, except as noted above. Uses Per Day: _______ Uses:o o o o o o o o o tireless pursuit School transmutation; Level inquisitor 1; Casting Time 1 standard action; Components V, S, M (a hard biscuit); Range personal; Targets you; Duration 1 hour/level (D)(D) You harden your body against the stresses of long travel. You halve the damage caused by hustling and forced marching (see Pathfinder RPG Core Rulebook 171). In addition, for the duration of the spell you ignore any fatigue caused by such travel. Once the spell ends, if you still have any nonlethal damage caused by the hustling or forced march, you become fatigued, or exhausted if already fatigued. Uses Per Day: _______ Uses:o o o o o o o o o unwilling shield School necromancy; Level inquisitor 5; Casting Time 1 standard action; Components V, S, M (ruby dust worth 250 gp); Range close (25 ft. + 5 ft./2 levels); Targets one creature; Duration 1 round/level (D)(D); Saving Throw Will negates; SR yes Like shield other, unwilling shield creates a mystic connection between you and the target, but unlike shield other, the target shares the wounds that you receive. In addition, the link draws upon the target’s life force to supplement your own defenses. You gain a +1 luck bonus to AC and on saving throws. You take only half damage from all wounds and attacks (including those dealt by special abilities) that deal hit point damage. The amount of damage not taken by you is taken by the target. Forms of harm that do not involve hit points, such as charm effects, ability damage, level draining, and death effects are not affected. If you take a reduction in hit points from a lowered Constitution score, the reduction is not split with the target because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between you and the subject, but damage already split is not assigned to you. If you and the target of the spell move out of range of each other, the spell remains active, but damage is no longer shared until you are once again within range of each other. Uses Per Day: _______ Uses:o o o o o o o o o ward the faithful School abjuration; Level inquisitor 3; Casting Time 1 standard action; Components V, S, DF; Range touch; Effect 10-ft.-radius emanation from touched creature; Duration 10 minutes/level; Saving Throw Will negates (harmless); SR no All creatures within the area who worship the same god as you gain a +2 deflection bonus to AC and a +2 resistance bonus on all saves. At 12th level, these bonuses increase to +3. At 18th level, the bonuses increase to +4. If you do not worship a specific deity, the bonuses apply to those who share your faith. If you do not have a specific faith or religion, the spell provides benefits only to yourself. Enemies gain the benefits of this spell if they worship the same god or share the same faith as you, even if you view them as heretical. Uses Per Day: _______ Uses:o o o o o o o o o weapon of awe School transmutation;Level inquisitor 2; Casting Time 1 standard action; Components V, S, DF; Range touch; Targets weapon touched; Duration 1 minute/level; Saving Throw Will negates (harmless, object); SR yes (harmless, object) You transform a single weapon into an awe-inspiring instrument. The weapon gains a +2 sacred bonus on damage rolls, and if the weapon scores a critical hit, the target of that critical hit becomes shaken for 1 round with no saving throw. This is a mind-affecting fear effect. A ranged weapon affected by this spell applies these effects to its ammunition. You can’t cast this spell on a natural weapon, but you can cast it on an unarmed strike. Uses Per Day: _______ Uses:o o o o o o o o o wrath School enchantment (compulsion) [mind-affecting]; Level inquis- itor 1; Casting Time 1 standard action; Components V, S, M (a thorny vine); Range personal; Targets you; Duration 1 minute You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three caster levels you have (at least +1, maximum +3). You also receive this bonus on caster level checks made to overcome the creature’s spell resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn’t stack with any other effect that expands the threat range of a weapon. Uses Per Day: _______ Uses:o o o o o o o o o Credits Spellcard data obtained from Perram’s Spellbook © 2011 Jefferson Jay Thacker (http://www.thegm.org/) Spell data created by Mike Chopswil, (http://d20pfsrd.com/magic/spells-db) Designation of Open Game Content: All Text open game liCense version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Ultimate Spell Decks: Inquisitor Spell Cards, Copyright 2011, Louis Porter Jr. Design, Inc.
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GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 0 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 2 � Elixir of hiding (Adventure; 250 gp). � Robe of bones (Adventure; 2,400 gp). � Scroll of death armor (Adventure; 200 gp). APL 4 (all of APL 2 plus the following) � Necklace of fireballs (cold substituted) Type I (Adventure; 1,650 gp). � Scroll of death armor (CL 5th) (Adventure; 300 gp). � Scroll of resist energy (CL 5th) (Adventure; 250 gp). APL 6 (all of APLs 2-4 plus the following) � Necklace of fireballs (cold substituted) Type II (Adventure; 2,700 gp). � Scroll of death armor (CL 7th) (Adventure; 400 gp). � Scroll of resist energy (CL 7th) (Adventure; 350 gp). APL 8 (all of APLs 2-6 plus the following) � Aroma of curdled death (Adventure; Complete Arcane; 4,500 gp). � Bracers of armor +2 (Adventure; 4,000 gp). � Necklace of fireballs (cold substituted) Type III (Adventure; 4,350 gp). � Scroll of death armor (CL 9th) (Adventure; 500 gp). � Scroll of heal (Adventure; 1,650 gp). � Scroll of resist energy (CL 9th) (Adventure; 450 gp). � Wand of searing light (Adventure; 2,475 gp). Adventure Record# 598 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450 XP; 450 gp APL 4 max 675 XP; 650 gp APL 6 max 900 XP; 900 gp APL 8 max 1,125 XP; 1,300 gp �Affiliation Score Gained/Lost: by this PC with the _______________ Greyhawk affiliation was # ___ points. If multiple allegiance, add extra in notes section. �Star Metal Find: You have found enough starmetal to gain one level in the green star adept prestige class (Complete Arcana 41). Alternatively, you can use the ore to make one weapon or suit of armor. �Raw Ores: You have found enough mithral to make one suit of armor and enough adamantine to make one weapon or suit of armor. You must still pay all relevant costs finding a skilled armorer or weaponsmith. �Cleansing of the Sun – You have cleansing an ancient temple of the sun god, Pelor, and consequently gain access to the limited prestige classes master of radiance (page 44) and sacred purifier (page 49) from Libris Mortis. �Favor of High Matriarch Sarana: Blessings are showered upon you. Sarana is very happy with you and blesses you with Pelor’s bounty. Consequently you may once, as a standard action, cast daylight (CL = your level). She will also waive any costs (except material component costs) casting a single cleric conjuration (healing) spell from the PH. This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed CGR8-02:4 The Tomb of Pelor A Core Adventure Set in the Domain of Greyhawk Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ _______________________________ Home Region______________________
textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/CGR (Greyhawk Ruins)/ARs/CGR8-02 Part 4 The Tomb of Pelor AR.pdf
Page World_Quest of the Winter Calendar By Steve Bean & Julian Bernick Additional Development by Roy Snyder and Brendan LaSalle Page World Quest of the Winter Calendar A “World -Shaping” 0 -Level Funnel By: Steve Bean and Julian Bernick Development by: Roy Snyder and Brendan LaSalle Patron Development Assistance: Terry Olson Cover Artist: Nathan Campos Interior Artists: Nathan Campos, Thomas Denmark, Lyle Lynde, Danny Huynh and Steve Bean Image Usage Acknowledgments: ©Torky Dreamstime.com – Wooden Church Sketch Photo, Fadley Ndowo and John D. Batten Cartography: Thomas Denmark and Steve Bean Art Direction: Steve Bean Layout: Marcus Cisneros Editors: Steve Bean and Julian Bernick Playtesters: John Brosnahan, Gilbert Burton, Jon Carnes, Brian Courtemanche, Theodin B. Feldman, Ivy Fowler, Charlie Gilb, Jen Gubicza. Juan Lopez, Reid Luhn, Gerardo Martinez, Ian MacMillen, Tim Mulry, “Eggsavior” Rodriguez, Evan Rossi, CraigSpellman, Katrina “Kat” Torres, Jack Walls, Lisa Walls This product was created, in part, using the skills and labor of young adults from the Digital NEST, a technology education studio that trains rural, predominantly Latino youth in Watsonville, California, for careers in the tech industry. A portion of every sale of this product will be donated to the Digital NEST. Please consider making an additional donation at www.digitalnest.org. Page INTRODUCTION World-Quest of the Winter Calendar is a quintessential 0-level funnel: it starts the player-characters down the road of adventuring destinies, determining who lives and who dies and potentially affecting the Luck and other ability scores of those who survive. As with any funnel, after it’s over, the survivors will graduate to full-fledged adventurers as they level up to first level in an adventuring class. But World-Quest is also a 0-level funnel unlike any you’ve ever seen. By undertaking the quest contained within these pages, the PCs take part in a mystical event with such cosmic significance that the PCs’ actions shape the very nature of the world into which they emerge after the adven- ture! Many aspects of their world - politics, the economy, Patrons, even the current state of Balance in the Eternal Struggle between Law and Chaos - will be determined by what happens in their 0-level adventure. These determi- nations, in turn, change in-game mechanics in the Judge’s campaign. World-Quest is a great funnel for players who are new to the DCC game, but its world-shaping feature makes it an excellent way to start a campaign for veteran DCC players who’ve “been there, done that” with regards to 0-level funnels. World-Quest of the Winter Calendar is particularly appropriate for running during the holiday season. The Winter Calendar was conceived of as mystical Advent Calendar, menora or marker of the turn of the New Year and the quest of a holiday-inspired adventure. A holiday-in- spired adventure is different from a “Christmas module.” World-Quest draws on ancient myths that are the original sources of our holiday themes to present recognizable holiday season elements while avoiding cheesy adaptations of Christmas tropes. But World-Quest can also be run with no reference to the holiday season whatsoever - the week tracked by the Winter Calendar marks the high holy days of the god Lamushea and can be transposed on to any season in any climate. THE LAND OF VARJOMA Varjoma is a majestic, sub-arctic region of rugged steppes, dense pine forests and icy lakes. The Varjoma setting for World-Quest (also found in the Steve Bean Games-penned module Trial of the Toymakers) was inspired by Finnish mythology, a mythos which gave Western-European, Chris- tian culture many of the things that are part-and-parcel of its winter holiday mythology: Santa’s flying conveyance, his outfit, his reindeer and his toy-making “elves.” Varjoma shares its northern border with the Lands of the Dead. This proximity makes Varjoma’s boundaries with all of the “Other Worlds” very thin. This proximity also makes Varjoma a locus of powerful mystic energy. Many beings have crossed the boundaries from the Other Worlds to take up residence in Varjoma, or have sought out this land as a source of power for magical works. The land’s best known being is its ruler: The Witch-Queen of Varjoma. Other powerful figures associated with Varjoma include: Tuwonatar, God of the Dead; Tkurrso, a lake-mon- ster demi-god, the divine hero Vaniminen and the wicked progeny of Tkurrso and the Witch-Queen, the demonic demi-gods collectively called the Nine Mortal Afflictions. Several races of demi-humans with strong associations with all things mystical are also known to call Varjoma their home, including the semi-nomadic, wild elves called the Makarhu, the secretive Konhengen gnomes, and new to this adventure, a race of elf-kin called the Zvarts. We’ve packed World-Quest of the Winter Calendar full to bursting with supplementary material about fantastic aspects of Varjoma to enrich your game. You’ll find a new DCC class and two new patrons complete with Invoke Pa- tron tables and new Patron Spells. ADVENTURE BACKGROUND Centuries ago, the Witch-Queen coupled with the lake-monster Tkurrso. In so doing, these two demi-gods completed one of the most powerful, unholy rituals of an entire age. Their coupling produced nontuplets - nine fra- ternal twins -”The Nine” – who all emerged as fully-formed arch-fiends. Each of the Nine is the embodiment of a pair of afflictions –a life-threatening disease and a related flaw or vulnerability in the mortal psyche. The Nine are primal forces of Chaos and their sole purpose is to innundate the world with their afflictions and bring low all civilization - human, demi-human and humanoid. One of the Nine Afflictions was Grim Inchyron, an artifi- cer and the bringer of colic, a disease the fiend invented- to inflict anguish on mortal babes. Day upon day, Grim Inchyron would sit in his Undercroft and create new ways to bring anguish to all beings who honor Law. On one such day, he hatched a diabolical plot to undermine the position of Law in the Eternal Struggle. Grim Inchyron murdered Lamushea, beheaded him and took possession of the legendary scrying device and divine symbol called the Krytz. But, unbeknowst to the Artificer of Anguish, the Krytz had absorbed the Law-Shaper’s essence. 1 Page Then Grim Inchyron returned to his Undercroft Found- ry Hall. He worked his minions near to death forging the Hell-Forged Ferro-Zeffir - a magical flying conveyance that would aide him in impersonating Lamushea. At the same time, the Artificer of Anguish used Lamushea’s severed head to fashion a mask and he worked a great gloaming glamour to complete his impersonation. Grim Inchyron ventured forth during the Law-Shaper’s High Holy Week to visit merciless, false justice on the mortal world. While posing as Lamushea, Grim Inchy- ron passed judgment upon judgment. He pronounced entire races and kingdoms guilty of heinous charges and sentenced them to insanely severe penalties; widespread executions and mass torture; cities were razed and farm- lands were salted and made infertile for years to come. The plot was so successful that the very Balance of the Eternal Struggle tipped significantly in Chaos’ favor. Grim Inchyron returned to his sanctum to celebrate his great success. He took up watch at the Krytz to view, firsthand, the misery produced by his efforts. But instead of being cowed by the chaos Grim Inchyron had wrought, the mortal world rose to the occasion. In a rare, morally transcendent moment, people chose to forgive Lamushea in spite of their belief that the Law-Shaper had sown false justice. This supreme act of moral transcendence funneled through the Krytz like a lightning bolt and struck down Grim Inchy- ron. The Artificer of Anguish decorporealized into a mere shade of himself, a “devil-wraith.” During this interaction, Grim Inchyron’s corporeality and Lamushea’s essence with- in the Krytz intersected in a manner beyond mortal com- prehension and trans-substantiated a third, new, Neutral god: Laylokan, the God of Weighing the Cost of Balance. The “coming” of Laylokan had several significant meta- physical side effects. The transubstantiation sucked away all mortal memory of the world-shaking events of the previous week. These memories coalesced into a “mystical morality tale,” a living, metaphysical narrative that magically en- veloped both the Devil-Wraith and the Krytz artifact. The safe-keeping of this metaphysical narrative became the responsibility of the newly-created god, Laylokan - every birth comes with a price, one even the gods must pay. Laylokan fashioned the Winter Calendar - an artifact to contain the lost tale - and has borne both every day since. The tale has served as source of guidance in his work of weighing the cost of balancing Law and Chaos. It has also been a massive distraction from that divine work, as he is constantly pursued by allies and servants of Grim Inchy- ron who seek to free the Devil-Wraith from the bonds of the tale and restore him to full demonic form. In an effort to keep the calendar out of evil hands, Laylokan keeps to the “spaces-between-the-worlds.” But in certain places, at specific times of the year, the boundaries between worlds is thin. At those times, mortals might very well find them- selves in a chance encounter with Laylokan… ENCOUNTER TABLE Area Type Encounter 1-1 C, T Barbed Imps and Trapped in the Penumbra 1-1a P Laylokan 2-1 T Escaping Grim Inchyron’s Undercroft 2-1a P The Chronicle 1 “Moral-Making” 2-2 C, T Slag Hellion assault on Lamushea’s Tower 2-3 T Hellish Environment of the Foundry Hall 2-3a P The “Moral-Making” for Chronicles 2 & 3 2-4 C, T Fuliginous Wing-Fiends C, T 2-5 2-5a P Dire-Rat and a Dangerous Climb 2-6 C, T Angry, Aggrieved Mob 2-6a P The Final “Moral-Making” PLAYER START The adventure begins in a Zvart village in Varjoma, north- west of the Lake of God’s Blood. Zvarts are a race of elf-kin native to the Penumbra who crossed the border-between- the-worlds millennia ago and have all but lost this history to their long immersion in a mortal existence. The players may make Zvart PCs using the information on this class provided in Appendix C of this module. Any PCs whose 0-level characters are not Zvarts are travelers who have been welcomed into the Zvart village as “hearth-friends” during the festival of the High Holy Week. The PCs have formed a foraging party to gather fodder for thefestival feast. They are foraging in the forest when they come upon Laylokan in a glen. The boundary of the glen is also a portal into the Penumbra. 2 The “Moral-Making” for Chronicles 4 & 5 Page 3 1-1 THE PENUMBRIC GLEN Your group has gone gathering for the Grand Festival-Feast of the High Holy Week. Trekking through a crisp, snow-clad, evergreen forest, you hear a commotion up ahead. You come upon a perfectly round clearing in the forest, bordered by a circle of amber-leaved birch trees. Within the clearing is a bearded man who has been dragging a heavy, eight-runner sledge. On the sledge is a 5’ tall sculpture wrought in pure, sterling silver - a wheel-like calendar with the symbols for the festival week’s days engraved on 2’ tall, hinged doors. The old man is beset by a swarm of hostile flying creatures – 6” tall, fiendish, winged simulacra with vaguely humanoid bodies fashioned from metal barbs welded together in wicked tangles. If any PCs step into the clearing on the other side of the amber-leaved birches they will be attacked by Barbed Imps. Barbed Imp Swarm (2): Init +0; Atk swarming scourge +1 melee (1d3); AC 13; HD 1d8; hp 5 each; MV fly 40’; Act 3d16; SP must successfully re-roll to-hit roll to score a crit- ical hit, reduced combate effectiveness at lower than 4 hp, immune to fire attacks, darkness, demonic vision; SV Fort +3, Ref -1, Will +0; AL C. Barbed Imps served Grim Inchyron in his lair, the Under- croft. Grim Inchyron fashioned them to fetch, carry, run errands and perform basic manual labor - not for combat. But what they lack in martial skill they make up for in num- bers. A swarm consists of hundreds of imps. The swarm can form itself into a cloud around a target and create a magi- cal darkness with the same properties as if they had rolled an 18-19 on a spell check for the Cleric spell of the same name on page 258 of the DCC rule book. The Barbed Imps themselves have demonic vision that cannot be hampered by any form of darkness or non-solid obscurant such as fog, smoke, etc. With no higher intelligence to direct them, a swarm of these weak-minded imps is slow to react and has difficulty coordinating actions and executing decisions. Within the swarm, individual imps can often be seen bickering with each other or taking actions that interfere with other imps. As a result, the swarm lacks the coordination necessary for well-targeted strikes and therefore has difficulty scoring critical hits. Any roll of a natural 16 that would normally trigger a critical hit requires a re-roll of the action die. If the second roll hits against the opponent’s armor class the critical hit occurs; if the re-roll doesn’t equal or exceed the target’s armor class, then the original roll of 16 is treated as a normal, non-critical hit. When the swarm starts to lose its numbers, its combat effectiveness is further reduced. At less than four hit points, the swarm’s attack bonus is reduced to zero and it loses an action die. The Barbed Imps will NOT attack anyone within 8’ of the Winter Calendar for fear of damaging the artifact that hous- es their master’s wraith form. Laylokan will quickly move into this safe proximity to the Winter Calendar. Any PCs who step inside the ring of amber-leaved Birch trees enter the Penumbra, a space between dimensions. Time moves with almost infinite slowness in the Penumbra, so while they are in the Glen or in the Chronicles of the Winter Calendar, PCs cannot heal naturally, cannot earn XP or gain levels. Page Laylokan will Volunteer: • That he is bound by the terms of his divinity to bear the calendar and its contents. • That the PCs entered a space-between-the-worlds called “The Penumbra” the moment they stepped into the clearing inside the ring of birch trees. • That time does not work the same in the Penumbra as it does in the mortal world. (Though Laylokan may or may not choose to reveal this, time moves much more slowly in the Penumbra. As a result, when the PCs return to the mortal world, decades, centuries or even millennia will have passed.) • That having passed into the Penumbra, they cannot leave – if they try to go back the way they came they will wander through an endless, fairy version of the same forest. • To return to their world they must enter the Chronicles of the Winter Calendar, in order, from 1-7, and bear witness to the story told in the Chronicles, a lost tale called the Sacred Krytz Mystery. By exploring the story and bearing witness to it, they will call forth the magic of the calendar. This will create an opening in the Veil of the Penumbra through which they can return to the mortal world. • If the PCs ask Laylokan what they’ll find in the Chronicles, he responds cryptically, in verse: The Winter Calendar Contains the tale Of murder and miracle That upended the scales Hubris for both: Devil and wisdom impearled; The morals you glean Will reshape the world! • That inside the Chronicles they will become involved in the story of the Sacred Krytz Mystery. Their mission is to bear witness to what they see. They may intervene as they see fit, and are likely to be drawn into events. However, they should understand that while they can affect the “local” events within a Chronicle and can, in turn be affected by the events (eg wounded or killed!) they cannot change the ultimate course of the story. • That they must relate to him what they see within the Chronicles. At four intervals, upon returning from exploring one or more Chronicles, they will determine what the “moral” is of the portion of the story they just witnessed. One or more of their party must present what they think that moral is from the perspective of Law and one or more must present a moral that they believe represents the perspective of Chaos. • The PCs not involved in formulating and presenting the morals from the perspectives of Law and Chaos will decide, from a neutral perspective, which of the two morals presented is the better one. • By interpreting the significance of the story, they are enacting a great, magical ritual that restores the story of the Sacred Krytz Mystery to the mortal world. This ritual is so powerful that it will also change the very shape and nature of their world on a profound and fundamental level! 4 1-2 MEETING LAYLOKAN When the battle is over, you get a good look at the man with the sledge. Despite a bone-white beard, his age is difficult to discern; he could be 35 or 75. He is wrapped in a great-kilt made from yards and yards of thick angora felt dyed a deep green and enhanced with silver-embroidered, spiked leaves. On his bald head he wears a silver half-skullcap covering his pate with two silver-sculpted ram’s horns that curve back behind his ears. Despite the snowy clime, he goes barefoot and wears no gloves. Other than the harness for pulling the sledge, the man carries only a counting-tablet fashioned of well- waxed beech wood. The counters for working the tablet hang from cords attached to the burnished leather girdle he wears overtop his kilt. The man wipes the sweat from his brow and then addresses you. “Forsooth, I thank you for your assistance. I am Laylo- kan, God of Weighing the Cost of the Balance and this load I pull is The Winter Calendar.” The Judge should use the information below to guide the interaction between Laylokan and the PCs. Page Laylokan will explain two more aspects of exploring the Chronicles: • That when they open a door of the Calendar they can enter that Chronicle, but once they enter, there are specific conditions they have to fulfill in order to be able to leave it. • That by exploring the Chronicles they may also recover artifacts lost to the world, or set free powerful forces of the Eternal Struggle that have long been contained within the Chronicles. Laylokan will NOT: • Identify the Devil-Wraith, invoke the name “Grim Inchyron” or explain that the Calendar contains Grim Inchyron’s spirit, in the form of the Devil-Wraith. • Name “Lamushea the Law-Shaper” or inform them that his essence went into the Krytz. • Describe the Krytz itself or identify its powers. • Foreshadow, explain or interpret anything the PCs will see in any of the Chronicles. Moral Making: The Chronicles The quest to restore this lost morality tale to the mortal world requires that the PCs interpret to Laylokan what they witness in the Chronicles. These interpretations happen at four points: after Chronicle 1, after Chronicle 3 (covering the events of Chronicles 2 and 3), after Chronicle 5 (covering Chronicle 4 and 5) and after the final Chronicle, number 6, has been explored. Before the PCs enter the first Chronicle, each player must choose an “alignment lens” - Law, Neutrality or Chaos - from which ALL of his or her PCs will interpret the events of the story. To repeat: ONE “lens” will apply to ALL of the PCs a player controls (typically 3-4 in a 0-level funnel). This adopted lens bears no relation to those PCs’ actual align- ments; it doesn’t matter if the alignments of the PCs a player controls are different from the “alignment lens” which the player uses to guide his or her participations in the mor- al-makings. 5 When both the Law and Chaos player groups have com- posed their morals, the Neutral alignment lens players re- turn and the two morals are presented to them. The Neutral lens players have the task of deciding which of the morals is better. This decision can be based on whatever criteria they decide is appropriate to the goals of Neutrality (If after a couple of minutes of deliberation the Neutral group cannot agree, the Judge should put the decision to a majority-rule vote of those players). The Neutral PCs will bestow a rating on the winning side which determines what die on the Die Chain is rolled to determine the world-shaping effects: Rating Difficulty Class and Die Marginally better = Roll against a DC 12 using a d20 Significantly better = Roll against a DC 12 using a d24 Vastly better = Roll against a DC 12 using a d30 SIDEBAR: Explaining the "Alignment lens" Having all of a players’ three or four PCs view the Chronicles from a single “alignment perspective” is necessary to avoid confusion and streamline play. If your players need an in-game justification, tell them that entering the Chronicles is like mounting an anthropological expedition and that adopting an “alignment lens” is part of such an “investigative” approach to viewing the narrative; it is acknowledging bias and constantly choosing a singular perspective through which to view and interpret events. It has no bearing on their PCs’ personal ethics or beliefs as reflected in their actual alignments. After viewing one or more Chronicles, the PCs prepare and conduct a “meaning making.” First, the players break off into alignment lens-alike groups. The Neutral group should leave the room while the other two player groups – Law and Chaos – spend three minutes or less composing a “moral of the story” guided by the alignment lens perspective through which they were viewing the story. The moral should be a pithy (12 words or less) statement that captures the “lesson” or “learning” that they believe should be understood from the portion of the story they just witnessed, according to their adopted alignment lens. Page SIDEBAR: Examples of Morals from Aesop’s Fables Perhaps the best-known source of stories with morals ‘ is “Aesop’s Fables.” These are good models for the player’s morals: • Appearances often are deceiving. - From “The Wolf in Sheep’s Clothing” • Avoid a remedy that is worse than the disease. - From “The Hawk, the Kite, and the Pigeons” • Pride goes before destruction - From “The Fighting Cocks and the Eagle” • The hero is brave in deeds as well as words - From “The Hunter and the Woodman” • No one believes a liar, even when he speaks the truth. - From “The Boy Who Cried Wolf" A worksheet is included in Appendix A for the Judge to use to document these changes. If at any point in the adventure, because of PC death, an “alignment lens”, is no longer represented, a player may change his PCs’ adopted lens to cover the gap. If there is ever only two players left with surviving PCs, one player should adopt the Law lens and another the Chaos lens and the players with no surviving PCs can continue to judge the retelling as Neutral “spirit-advisors” to Laylokan, who will announce their decision. SIDEBAR: Moral-Making during Play Testing Our playtest Judges experimented with different ways of handling the moral-making. You may find that some of these variants match well with your group of players: • One Judge had players rotate roles, so over the course of the adventure each player had the experience of inventing a moral from the perspective of Law, inventing one from the perspective of Chaos and judging others’ moral-making from the Neutral perspective. • Some Judges instructed their players to invent morals focused on the events they witnessed in the Chronicles while others allowed players to derive their morals from their characters’ and/or the entire party’s own experiences of the encounters in the Chronicle. Both of these approaches are good ones – you can choose what works best for you or mix-and-match and see what happens! 6 2 -1 Chronicle 1 Encounter Laylokan gestures to the door at the top of the sculpture, engraved with an ancient rune representing the numeral one. “The Chronicle behind this door recounts the first day in a week-long set of events. Remember, you will be a part of the story, making any dangers real to you. You can affect local events within the Chronicle but you cannot change the ulti- mate outcome. Your primary mission is to survive so you can bear witness, for, upon your return, you must tell me what meaning you derive from what you see.” As soon as any one PC opens the door, the entire party is transported instantaneously into the first encounter. You materialize in a small round underground chamber with a low, vaulted ceiling. A tar pit burbles in the center of the chamber floor. Smudges and spills indicate that someone has been harvesting from this pit. There are several passages lead- ing out of the chamber. As your eyes adjust to the dim light you see that the excavation of the chamber and its egresses Page 7 have exposed scores of small skeletons. You realize that this complex has been carved out of some kind of huge barrow mound that serves as a burial ground for dead children. As you survey your surroundings, you see a troop of strange figures pass by a tunnel mouths. Two feet tall, the figures are composed of tar similar to what’s in the pit, giving them a melted, amorphous, humanoid form. When they flex their limbs, their joints part at seams, revealing an orange, faintly glowing, molten substrate. There is nothing faint about the glow of their eyes, however – it is an unearthly purple hue like the sheen on an oil slick and much more luminescent than it should be, betraying the creatures’ Infernal origin. You hold your breath then exhale both silently and gratefully when the last of the troop of figures passes you by without no- tice. But your relief is short lived, replaced by a single thought that leaps to the forefront of your mind: Escape! The party’ objective in the Chronicle is to escape this por- tion of the Undercroft. They’ll fare much better if they do this by stealth – fighting the denizens of the Undercroft can be hazardous to their health! The PCs will make their way through and out of the Un- dercroft by making a series of paired navigation and stealth checks. (A map of this level of the Undercroft is provided, but is a rough illustration of the environs rather than a true map.) In between these paired Navigation + Stealth checks, they SIDEBAR: Player Strategies in the Undercroft In keeping with the ethos of Dungeon Crawl Classics, the Judge should encourage players to use creative problem-solving to improve their chances of navigating out of the Undercroft. You can award bonuses or reduce the number of successful navigation checks required by the party for stratagems like capturing one of Grim Inchyron’s minions and compelling it to lead the party out, or looking for telltale signs that they are getting closer to the outdoors. In playtesting, one player with a Halfling Mariner kept testing the air in the Undercroft, looking for a draft that she could follow to an exit. will hear portions of a ranting speech by Grim Inchyron echoing through the halls of the Undercroft (see below). Navigation Checks The party must make four (4) successful DC 12 checks. One PC must decide the direction for the entire party and the player controlling that PC makes the roll. The roll is: Roll = d20 ± Int modifier +1 for related occupation (if applicable) +1 per successfull PC assist vs DC 12 Page • Other PC’s may attempt to aid the PC who is deciding direction by making a DC 13 Personality check. Every PC who contributes to making navigation decisions adds a cumulative -1 penalty to the party’s stealth (see below). Natural 4 Tunnel to The Pulpit A tunnel 20’-50’ long leads to The Pulpit – the grand, cavernous area where Grim Inchyron strokes his own ego by relating the details of his grand scheme out loud to whatever min- ions are around. Entering a tunnel leading to The Pulpit or entering The Pulpit itself forces an extra stealth roll to avoid discovery by a troop of Bituminous Quasits. Natural 2-3 Bituminous Quasit troop The troop is passing by in an adjacent tunnel – the PCs remain unnoticed with a successful extra stealth check (see below). Roll Feature Notes Natural 20 Hint of an exit This result counts as two successful navigation checks. The Judge should describe some- thing that suggests that the party is on the right path to an exit such as a broken piece of foliage or smudge of dirt tracked in from the outdoors. Modified 19+ Small chamber with tar pit Chambers are 15’-40’ across and varied in shape. This result means the party finds one with a bubbling tar pit. Modified 13-18 2-way fork in tunnel The PC deciding direction should choose left or right (though the choice has no actual bearing on finding the exit). Modified 9-12 3-way fork in tunnel The PC deciding direction should choose left, center or right (though the choice has no actual bearing on finding the exit). Modified 4-8 4-way fork in tunnel The PC deciding direction should choose left, center-left, center-right or right (the choice has no actual bearing on finding an exit). Natural 5 Small chamber Same as above but with no tar pit. The Judge can add “flavor” such as random tools, dead vermin, etc. 8 • Occupations with knowledge of navigation or underground complexes: any Dwarf occupation, Elven Navigator, Grave Digger, Smuggler, etc. . Each successful navigation check brings the PCs closer to an exit. In addition, the result of the check roll determines what features the PCs come across as they move through the Undercroft: After each Navigation check roll, tell the party: “You walk/sneak down a short stretch of left-curving/straight/ right-curving tunnel (Judge’s choice) then Insert Undercroft Feature. Stealth Checks Along with each navigation check, the party must roll a DC 13 Stealth check. The roll is: Roll = d20 -3 if party doesn’t declare stealth +1 per PC with a stealthy occupation +2 if party uses tar -1 per PC assisting with navigation decisions vs DC 13 Stealthy occupations: any Halfling occupation, Outlaw, Smuggler, Hunter, etc. In a manner similar to Deity Disapproval, each failed Stealth check increases by 2 the chances that the party will be “Discovered!” by a troop of Bituminous Quasits on sub- sequent Navigation check rolls. For example, after the first failed Stealth check, a roll of a natural 1-3 on a Navigation Check produces the “Discovered!” result. After two failed Natural 1 Discovered! A troop of Bituminous quasits stumbles directly upon the party, giving them no chance to hide - the PC’s must run or fight. If the party is not suprised and win initiative, they can au- tomaticly evade the imps but they lose two of their succesful navigation checks to a maxi- mum of once again needing 4 succesful checks. Stealth checks, a roll of a natural 1-5 produces a “Discov- ered!” result, etc. This resets back to a natural 1 after the resolution of any “Discovered!” result. Stealth Checks Page Bituminous Quasit (1d3+4): Init +0; Atk spit acrid brim- stone -1 missile (1d3) or sling tar +0 missile (no dmg) or tar slap +1 melee (1d2); AC 9; HD 1d6; hp 4 each; MV 20’; Act 1d16; SP flaming missile, immobilize, suffocating critical hit, demonic vision; SV Fort +2, Ref -1, Will +0; AL C. Bituminous Quasits are minor demons that Grim Inchyron animated from his tar pits using pure anguish in place of a spirit or soul. Fanatically loyal and obedient servants of Grim Inchyron, the anguish at their core drives them to treat all other creatures with extreme malice. In combat they can use either of two ranged attacks: their acrid brim- stone spittle (10/20/30 range bands) ignites flammables that it contacts; or tar slung from their bodies (20/30/40 range bands) immobilizes an appendage unless the target makes a DC 12 Ref save. In melee, Bituminous Quasits lash out with their arms to slap hot tar on their opponents. A roll of 9 a natural 20 means that the Imp has covered a humanoid target’s mouth and nose with tar. Until the tar is removed, the victim must make a DC 12 Fort save each round or fall unconscious from lack of air, dying from suffocation in four more rounds. These imps have demonic vision that cannot be hampered by any form of darkness or non-solid obscu- rant such as fog, smoke, etc. Grim Inchyron’s Rantt In between each set of paired checks, the PCs will hear Grim Inchyron ranting. The tunnels act as a natural echo chamber, so Grim Inchyron is easily heard in any part of the Undercroft. But the PCs cannot (and wouldn’t benefit from) following the sound to its source. Page SIDEBAR: Grim Inchyron’s Appearances in the Chronicles From a metaphysical perspective, the Chronicles comprise a “living morality tale.” The tale is “living” in the sense that the narrative can be physically experienced and how it is experienced is influenced by what the PCs do while they’re a part of it. It is a magical vessel with the power to give the PCs benefits or hurt, maim or kill them. But it is still a story and each Chronicle resets after a party of adventures experiences it. Grim Inchyron’s role in the Chronicles is, almost exclusively, as an expositor of the narrative the PCs are witnessing. Thus, with the exception of Chronicle 5, he will take no notice of the PCs, nor will he take any action against them or be affected by any action they take. He’s like a hologram (and if you want, you can literally treat him as holographic!). Alternately, Judges may choose to have Grim Inchyron affected by PC actions. But if you do, remember that he is a demi-god! If you allow the PCs to affect Grim Inchyron, these effects only apply to him in the current Chronicle the PCs are exploring. Such effects do not carry over into subsequent Chronicles – each new Chronicle hits the proverbial “reset button” and Grim Inchyron will not retain any effects the PCs have had on him in previous Chronicles. In fact, he will not even remember the PCs from chronicle to chronicle. The PCs hear the monologue, below. Because it is possible to exit the Undercroft in as few as two rolls, the PCs should get the whole monologue in three parts. Pieces of it should then be modified and repeated to give players the sense that the speaker is engaged in an endless loop of ranting and raving. “Lamushea. God of Law. The Law-Shaper. Hah! So proud of his many righteous adjudications. Bah, that hubris will be his downfall! So accustomed are mortals to Lamushea’s legal pronounce- ments, they will not stop to question the harsh justice I mete out in his name! And I will dare to do so during his very own High Holy Week! How? How will I hold court in Lamushea’s stead? Why, theo- cide, of course! Murder!... In a manner befitting my moniker as the Artificer of Anguish! I, Grim Inchyron, will consider the 'motions' and 'arguments' that flow from Lamushea’s life’s blood. And I… will… laugh. ‘Ha, ha, haaa!’ Then I’ll make a bench-worthy robe from flesh flensed from his form. I will weave a barrister’s wig from the tangle of tendrils that will be his torn ligaments. Then I will go forth and mete out false, merciless justice across the mortal world, appearing to all eyes to be the Law-Shaper himself! (Followed by an evil laugh.)” In the unlikely event that the PCs make it all the way to the top of The Pulpit, use the second block of read-aloud text in 2-2 Chronicle 2 Encounter to provide a description of Grim Inchyron. 2-1a The Chronicle 1 “Moral-Making” Back in the Glen, Laylokan invites you to sit. “When you have stanched your wounds, quenched your thirst and caught your breath, you must describe what you believe to be the higher meaning behind what you saw. Those viewing the events through the lens of Law must present what they believe is the “moral” of this portion of the story, and those contextualized in Chaos must also present their moral. I am not interested in the myriad details of the Chronicle but rather in what mean- ing and significance you draw from those details. Those who seek the Balance will decide which moral represents better the meaning behind the events you all witnessed.” The players prepare and present the two “morals” in the manner described in the “Interpreting the Chronicles” 10 Moral-Making” section. As the two sides prepare and present their morals, Laylokan explains: "Your moral-making will determine the very nature of gov- ernance in your world, affecting the shape ruler-ship takes in directing the course of mortal societies." The Neutral-lensed PCs will decide - using whatever criteria they like - which moral is “better.’ They bestow one of the three ratings, below, on the winning side. This, in turn determines what die on the Die Chain is rolled to determine the world-shaping effects: Rating Difficulty Class and Die Marginally better = Roll against a DC 12 using a d20 Significantly better= Roll against a DC 12 using a d24 Vastly better = Roll against a DC 12 using a d30 Page Broad Effects on Campaign World C H A O S Anarchy is widespread. Any centralized power is short lived; revolutions are fre- quent and violent. Most governments are quickly corrupted and no lineages rule for long without their claim being disputed. N E U T R A L Individual liberty combined with a belief in using the least amount of control to create the collective good trumps any oth- er concepts of legitimate political power. Harmony in Nature is held up as the best guide for good governance. L A W Governments achieve control easily. The people depend on government and have great faith in it. They support long reigns but corrupt rulers are quickly replaced through regime change. However, indi- vidual rights and freedoms are subsumed to the needs of the polis. Roll Effects on Game Mechanics 12-14 Widespread black marketeering makes any Thief’s share of treasure worth +10% of its stated value; Thieves get an additional +1 added to their bonus to forge documents and backstab. 15-17 A Thief’s share of treasure is worth +20% of its stated value; Thieves get an additional +1 added to their bonus to forge documents and backstab. Both Thieves and Halflings get an additional +1 to their bonus to sneak/hide. Chaos-aligned PCs receive a +1 to any Person- ality check rolls. 18+ All of the effects of a 15-17 roll, plus: both Thieves and Halflings receive a bonus +1 to any addition to a die roll due to Luck Burn. Chaos-aligned PCs receive a +2 to any Personality check rolls. Fail Neutral-aligned PCs receive a +2 to any Personality Check Rolls. Because ideologies and loyalties are highly varied in a Neutral-dom- inated world, non-Neutral PCs must roll a Personality check in any new social situation (DC determined by a judge). If a PC fails this Personality check, any subsequent checks in that same social situa- tion are made rolling one die lower on the die chain. If any PC fails this check, ALL of the party’s PCs that have the same alignment as the PC who failed the check will be charged 20% higher prices when purchasing goods and services. Seeking metaphysical balance, the Neutral powers grant all Neutral-aligned PCs the ability to learn and cast Cleric spells, albeit with a d12 action die. 12-14 Extensive taxation means that ALL treasure is worth -5% of its stated value. Thieves suffer a -1 penalty to attempts to forge documents. Ubiquitous law-supporting institutions provide training to lawful characters, reducing the XP that lawful characters need to achieve the next level by a number of XP equal to that next level. 15-17 Extensive taxation means that ALL treasure is worth -10% of its stat- ed value. Thieves suffer a -2 penalty to attempts to forge documents. The XP that lawful characters need to achieve the next level is re- duced by a number of XP equal to that next level minus an additional XP. Law-aligned PCs receive a +1 to any Personality check rolls. 18+ Extensive taxation means that ALL treasure is worth -10% of its stated value. Thieves suffer a -3 penalty to attempts to forge docu- ments. The XP that lawful characters need to achieve the next level is reduced by the number equal to that next level minus two additional XP. Law-aligned PCs receive a +2 to any Personality check rolls. GOVERNMENT & INFLUENCE 11 Use the Judge’s Worksheet included in this module to record these results. Using the “Narrative Effects on the Campaign World” col- umn have Laylokan relate to the players how the world they return to will be different as a result of the roll. 2-2 Chronicle 2 Encounter Laylokan turns the calendar so the second door is at the apex of the wheel. “You go now,” he intones “to one of Law’s funda- mental places of power. You will be there for Grim Inchyron’s assault on Lamushea. In order to return here, you must some- how withstand the assault.” You will yourself through the doorway and suddenly you’re on a tower platform that doubles as a work area. The thinness of the air and the cloud formations below you suggest that Page the tower is impossibly high. In fact, you’re not sure how it is that this tower hasn’t reached the heavens yet - and for all you know, it has. The tower itself is a proverbial “house of cards,” constructed of 12’ tall clay tablets inscribed with engraved writing - cuneiform. Somehow you know that these are re- cords of Lamushea the Law-Shaper’s legal work, spanning the ages. The dominant feature of the tower’s architecture is its im- probability: overhangs are just barely counterbalanced, huge platforms teeter-totter on thin, fin-like ridges and there are jumbled piles of tablets that shouldn’t stay in place themselves, much less support other parts of the structure. Looking around, you spot platforms just like yours in ev- ery direction. On them you see workers call down massive creatures that are crosses between a bison and a turkey. These creatures use lifting harnesses to hoist finished tablets in the air. They fly off these tablets to the tower’s peak and place them atop the structure, growing the tower ever higher. The platform has all the tools and equipment necessary for making tablets: vats of wet clay, sacks of dry clay powder ready for reconstitution, tools, work tables, every manner of wooden stylus, (all of them spear-length) and a giant cow dung-fired kiln. There is no one else besides the PC's on the platform but every few minutes one of the aerial bovines flies by their platform just a few score yards away. If the PCs wish to investigate, give them a few actions to do so, then the excitement begins. A powerfully built humanoid with lustrous, pale skin appears, levitating in the air beside the tower. His form is physical perfection, from his toned musculature to the ebony sheen of his long, lustrous, raven-black hair. His face is hidden by a multi-flanged mask carved from the pelvic bone of some alien creature. The figure’s voice gives away his identity – it is Grim Inchyron. With two gore-covered hands he presents a huge, severed, human head bearing an expression both wise and anguished. Grim Inchyron screams out: “Come my Slag Hellions, lay waste to this tower of folly just as I have destroyed its build- er!” He gestures downward and you see a thousands-strong horde of figures clambering up the tower like devil-spawned ants. Grim Inchyron’s assault force contains thousands of Slag Hellions. They are not especially fast climbers but none- theless make steady progress up the tower. As the horde ascends, smaller swarms break off to kill Lamushea’s faithful and then rejoin the mass. Slag Hellion Horde (1): Init +2; Atk bludgeon +4 melee (4d3); AC 13; HD 24d4; hp 50; MV 20’; Act 6d20; SP en masse overrun, reduced damage from normal weapons; SV Fort +4, Ref -2, Will +0; AL C. Slag Hellion Swarm (Special): Init +0; Atk bludgeon +2 melee (2d3); AC 15; HD 8d4; hp 18; MV 20’; Act 2d16; SP en masse overrun, reduced damage from normal weapons; SV Fort +2, Ref -1, Will +0; AL C. Slag Hellions are 1½ foot tall minor demons that are as broad and thick as they are tall. Grim Inchyron fashions Slag Hellions from the tailings of stone and metal that are the byproducts of his foundry work. The Hellions emerge from this process as tough, ugly, lumpy, malevolent little humanoids. Their incredibly hard skin is highly resistant to normal weapons. Piercing and slashing weapons, and bludgeoning weapons made entirely of wood (eg, staves and clubs) do half-damage. PCs wielding steel bludgeon- ing weapons subtract 1 point from their damage roll. Slag Hellions can attack “en masse” in the first round of combat that a horde or swarm makes contact with a foe. This mass overrun attack works like a charge, but grants the horde or swarm the +2 bonus to its attack without any penalty to ar- mor class. The to-hit roll for this attack affects all opponents in a 20’ radius and does 1d4 damage to any target hit by the attack. The PC’s have three minutes to prepare themselves. It should be apparent that the horde is too large to fight using conventional skirmish tactics. But the PCs can utilize their surroundings to their advantage against swarm-sized forces of Hellions. The sticky clay in the vats can slow or immobilize. The bags of powdered clay can be used as an obscurant. If the PCs can figure out a way to herd the imps into the kilns, the heat will melt them. 12 There’s nowhere to escape to on the tower that the horde won’t eventually reach and Lamushea’s flying bovines will not willingly transport people – they haven’t been trained for it. However, the bovines will follow the PC’s commands if instructed to do what they know how to do – pick up and drop off tablets. This is key to what may be the PCs’ best chance, albeit a risky one: commanding the bovines to drop tablets on swarms or direct them to remove “keystone” tablets to cause sections of the tower to collapse, dropping groups of Hellions into the ether and cut off their avenues of attack. While this tactic matches the scope and scale of the opposing horde, it also risks collapsing the section of the tower on which the PCs are standing! Page SIDEBAR: Player Characters Inscribing New Laws on Tablets The players in all the playtests came up with the same strategy: they tried to inscribe a law on a fresh tablet that would counter the Hellion horde, hoping that their law would be enforced by some divine or mystical magic. Our playtest Judges thought this was very clever and rewarded this creativity – you should too! Your players may try to enact a law prohibiting Hellions from occupying the tower, or they may write a law that punishes all Hellions with execution – who knows what they’ll come up with! The thing to remember when adjudicating these attempts is that the Hellions’ assault is being commanded by Grim Inchyron, a demi-god. So, while enacting a law in Lamushea’s place of power can and should have an effect, Grim Inchyron’s own power should blunt that effect, limiting it to reducing the size and power of the Horde and preventing any scribed law from legislating it out of existence. Use Luck or Intelligence checks to determine how powerful an effect the players can derive from manipulating the mystical power of Law through their writ. Determine an appropriate DC for this check and award a bonus to the PCs if their law is cleverly written. >51% = 2 swarms 51%-74% = 1 swarm 75%+ = 0 swarms If the PCs choose this strategy, for simplicity is sake state that each player’s collection of 0-level PCs are working together as a team. Each round, a team can direct a flying bovine to move one tablet. At the point at which the party implements this strategy they have four rounds before the horde arrives at their platform. Successfully executing the tactic requires that the PCs have three things: situational awareness, an understanding of engineering and the “animal magnetism” to direct a bovine. These challenges combine into a single DC 13 skill check. Each team determines its own modifier to the check by adding the highest Intelligence modifier in the team with the highest Personality modifier and then adding a +1 if any member of the team is a Dwarf or has an occupation that would involve knowledge of engineering. The sum of these three modifiers is the group’s net modifier. Each team rolls once per round and reports success or failure. The Judge should write the results as they happen on a piece of paper visible to all players. A roll of a natural 1 – a 13 fumble – makes that team’s next check an automatic failure. If at any point in the process, more than half the teams have failed more times than they’ve succeeded, they’ve made a critical error and the part of the tower on which they’re standing collapses. (See below for the effects of falling from the tower.) If the platform has not collapsed at the end of four rounds, all teams determine their rate of success as a percentage and then all teams average their collective percentages to deter- mine the party’s overall rate of success. This determines how many Slag hellion Swarms they have to face in skirmish combat: If the PCs collapse the tower, then in game terms it means the wrong tablet was removed or a tablet was dropped in the absolutely wrong place and the platform they’re on falls away, sending them all plummeting to the ground. Any PC falling from the tower – either knocked from the tower during combat or because a section of the tower s/he is standing on collapses - must make a DC 13 Fort save. If the save is failed, s/he dies instantly from the fall. If s/he makes the save, s/he awakens in the Penumbric Glen but has suffered a disabling injury and must subtract -1 point each from Strength, Agility and Stamina. Once the party fights the Hellion Swarms they are forced to face, they are teleported back to the Penumbric Glen. Note: After their Chronicle 2 encounters, the PCs do not do a moral-making with Laylokan. Instead, when they are ready, he sends them into Chronicle 3. When they return from their Chronicle 3 encounters they will do a mor- al-making that covers both Chronicles. 2-3 Chronicle 3 Encounter Once your party has readied itself, Laylokan rotates the wheel of the calendar so that the door inscribed with the “3” rune is oriented vertically. Then he addresses you: “In this Chronicle, you have the chance to learn how Grim Inchhyron was able to impersonate another god. But you must infiltrate his Foundry and observe him in a great act of making. When you have seen what was made, you will be returned here to the Penum- bric Glen.” Page Laylokan continues: “In this Chronicle you will be closer to the Architect of Anguish than ever before. You may be tempt- ed to confront Grim Inchyron directly. I caution you: you may be able to affect the demon or you may not – existing only as part of a story he may be insubstantial. Remember, your main task is to survive so you can bear witness. Even if you 14 can affect him, think twice on your actions – this is a demonic demi-god and you cross him at extreme peril! Extreme!” Nodding an acknowledgment of Laylokan’s words, you take a step towards the door, then find yourselves kneeling in canoes made from carved frames of pumice stone covered with the single, intact skin of some giant snake or lizard. You’re pad- dling across a huge swamp, winding your way through tufts of marsh grass and the bone-grey trunks of dead trees sticking up from brown-green water. Off in the distance you see that the swamp gives way to a set of rolling lowlands. One feature stands out from the land’s gentle hills and swales: a Great Barrow, mounded up against a tilted rock formation, jutting up three score yards tall. Then you see another watercraft coming your way: a flat, nar- row barge carrying a fully-enclosed, two-wheeled cart hung with all manner of peddler’s wares. The barge is harnessed to two giant frogs who tow it behind them as they leap from tuft to tuft. The frogs’ deft dance is directed via a set of long reins expertly handled by a slender, foppish demi-human with pale- green skin. The reins-holder is Nedanax, an elf, hedge-wizard and self-proclaimed “Purveyor of Precious Products.” SIDEBAR: Using a Stacked-Block Tower Game as a Prop for Encounter 2-2 If your players direct the flying bovines to remove and drop tablets and you’re a Judge who likes physical props in your game you can use a Jenga™-style stacked-block tower game to determine the outcome of their use of that tactic. The outcome of the stacked-block tower game will determine how many Slag Hellion Swarms the PCs have to face in skirmish combat on their platform. Set up the stocked-block tower game. It should have 18 levels. To speed up the process and prevent the players from removing all the easy, center row blocks,remove alternating side blocks from rows 3, 8, 13 and 18. Stacked-block tower games are played in “moves.” A move requires the player to remove one block from anywhere on the tower and position it back on top of the tower. In World- Quest of the Winter Calendar, these moves represent the PCs directing flying bovines to remove tablets and drop them on swarms of Hellions or let them fall away with imps aboard. Use your best improvised exposition skills to describe to the players what happens to the Slag Hellions’ assault as players use the tactic against them. Your players must take turns making moves in the stacked-block tower game – players cannot opt out or execute more moves than any other player. Keep a tally of the number of moves the players complete without collapsing the tower. The players may choose to stop at any time short of collapsing the tower. The number of moves they’ve completed when they choose to stop determines the number of Slag Hellion Swarms that attack the platform they’re on: >21 = 2 swarms, 21-25 = 1 swarm, 26+ = 0 swarms. If the PCs fight off the swarms in skirmish combat, the rest of the assault passes them by and they are teleported back to the Penumbric Glen. Page Nedanax is coming from Grim Inchyron’s Undercroft where he filled an exceedingly large order for cast iron pots and other implements. Nedanax just completed the transac- tion and is celebrating – bottle in hand - two facts: that he profited handsomely and left the Undercroft alive. Unless attacked, Nedanax will volunteer information about his visit to the Undercroft: • There’s a “big making” being undertaken in the Undercroft - the Foundry Hall was tooling up as he was making his delivery. • He can give the location of the delivery dock where he offloaded the iron. A short access tunnel leads from the dock straight into the Foundry Hall. He believes the tunnel is only used for accepting deliveries and thinks it will be empty. • The Foundry Hall in full work mode is a hellish place full of smoke and heat and sparks and fire and acrid gases and molten metal and massive, hazardous machinery. • He’s a little remorseful about trading with demons and very fearful about the purpose to which Grim Inchyron is going to put the raw materials he delivered. Between draws on his bottle, he rationalizes his action with statements like “an elf’s gotta make a living” and “if I hadn’t sold him the iron, someone else woulda…” • He thinks that “Someone REALLY oughta go learn what that ole devil is up to…” Just talking about it he starts to shake with fear and apprehension. He gets the trembling under control and says “Yep, somebody really, REALLY oughta find out what’s goin’ on. I’d do it myself if I was one of them hero-types instead of a simple peddler.” Nedanax is happy to sell or barter supplies or equipment. He doesn’t have much in the way of armor and only a few weapons, but he can supply any common piece of gear from Table 3-4 on page 72 of the DCC rule book. If the PCs state their intention to investigate the Foundry Hall, Nedanax will give them very favorable trade terms and will also recommend some items: glassware to fashion into goggles, oilcloth garments to protect their skin, wool scarves and mint tonic to soak the scarves in and wrap around their nose and mouth to protect their lungs. He’ll offer the PCs a stiff drink – for free – to bolster their courage. Following Nedanax’s directions, the party can easily find the loading dock. The low silhouettes of their canoes combined with their approach by water guarantees stealth. There is a door by the dock positioned where the barrow mound meets the rock outcrop. It is unlocked and opens into a 30’ 15 long tunnel that leads directly to the Undercroft’s Foundry Hall. The Foundry Hall is a voluminous workshop, just under half a furlong (300’) across. It contains a foundry for smelt- ing ore into metal, complete with a blast furnace and a large crucible. It also contains a smithy, a dye shop and a general workshop. The Foundry Hall is currently operating at peak capacity, with scores of every variety of imp, quasit and less- er fiend hard at work. Grim Inchyron is supervising from an elevated platform where he is also crafting something all his own. With the Hall in full swing, the environs are just as hellish as Nedanax described: intensely hot, smoky, acrid and deafeningly loud. Molten metal boils in the furnace, cru- cible and molds, smoke billows everywhere, sparks fly and there is an industrial accident practically every time an imp or fiend turns around. In this chaos, it will require long and careful observation to determine what is being constructed. But all the minions in the Hall are intent on their work and there are plenty of places to hide, inviting little to no chance of being noticed. Page If the PCs survey their immediate surroundings, they will have the opportunity to line their pockets with some valu- able salvage. Piled in bins and scattered about the floor are: • Five metal ingots of meteoric iron that have gone through the smelting process. Each ingot weighs 5 pounds and is worth 50 gp. • A pile of dust and ash covered slag tailings. These tailings contain multiple metals, including small streaks of the extremely rare form of Mithril called Paladinium. This metal is a purely Lawful element and can be forged into armor and weapons anathema to Chaos. Many minions died disposing of these tailings and they steer well clear of the pile. Individual tailings weigh between ½ and 5 pounds and tailings have 10 gp worth of trace Paladinium per pound. Upon examination, any Dwarf PC or PC with an occu- pation possessing knowledge of metals will immediately recognize the value of these materials. Grim Inchyron’s minions are crafting an artifact called the Hell-Forged Ferro-Zeffir – meteoric iron cast into the shape of a large, hollow bull without a head. By attaching wings, imbuing it with enchantments and fashioning a full-headed mask constructed from Lamushea’s own severed head, Grim Inchyron will be able to appear in multiple locations all over the world at the same time. He will appear as Lamushea and only powerful Wizards, Elves and Clerics will be able to see through the illusion. But learning this through hidden observation of the Found- ry is a test of endurance. The party must withstand the conditions of the Foundry Hall for five rounds to learn what Grim Inchyron is up to. Each round they endure, including the first, free (no check) round, yields an observation. (See table on next page.) To endure the conditions of the Foundry, PCs must make DC 10 Fort Saves. (If the party still has more than 8 sur- viving members, for the sake of time you may want to have your players roll one d20 for all the PCs they control and then apply each PCs modifiers to that one roll). 16 Roll = d20 ± Fort Save modifier +1 to +4 for impro- vised techniques for mitigating Foundry conditions -1 (cumulative) for each consecutive round with- standing conditions after the 1st vs DC 10. • Award a bonus for each strategy or piece of equipment a PC utilizes to mitigate the Foundry Hall’s conditions. After his great invocation of “maker magic,” Grim Inchyron – exhibiting his usual megalomania – turns to his minions to make a speech “My tremendous toil and selfless sacrifices have not been in vain – tomorrow I will launch this Hell-Forged Ferro-Zeffir, and with it, the greatest act of Diabolism ever conceived…” (etc., etc.) Truly bold PCs can seize the initiative and attempt to steal the Hell-Forged Ferro-Zeffir while Grim Inchyron is busy making his speech. The PCs make Stealth checks using the rules for encounter 2-1. If the first check is successful, they sneak up to the Fer- ro-Zeffir. If the second check is successful, they to slip inside the Zeffir’s “cockpit.” Any failed check alerts Grim Inchy- ron’s minions to the PCs’ activity – the PCs get a surprise round before swarms of Barbed Imps and Slag Hellions and troops of Bituminous Quasits charge to attack. (Use stats from encounters 1-1, 2-2 and 2-1 respectively.) Once they have climbed inside the hollow metal bull (max- imum occupancy is two human- or dwarf-sized individuals or three individuals if two of them are elves or halflings), one occupant must act as pilot and operate the device using willpower. The inside of the cockpit is inscribed with runes and sigils of awesome and universal magics – understand- ing and manipulating the runes requires a DC 18 Intelli- gence test. Typically this bonus should be +1, though a larger bonus should be awarded for particularly clever inventions. • As time in the Foundry takes its toll, PCs roll their saves at a cumulative -1 each subsequent round after the first. Any PC who fails her Fort Save falls unconscious. For each full round a PC spends unconscious in the Foundry, s/he must make a DC 10 Fort Save to avoid death from toxic fumes and heat stroke. (Improvised gear does NOT modify this roll). Canny groups may decide to send just a couple of PCs into the Foundry at a time to avoid prolonged exposure. This is a good strategy, but if it is used, the Judge can choose to write those PC’s observations on notes and prohibit the sharing of the written notes. This will force the party to piece together these individual bits of information into the full story of the crafting. Page Round Step in the Crafting Also Describe to Players 1 (Free) Casting of torso, leg and tail pieces Minions are still prepping molds when others pour the molten metal in, destroying their comrades. 2 Tempering of pieces As the hot castings are dunked in water to cool them, steam shoots out of the tempering tubs, melting nearby Bituminous Quasits. 3 Joining of the pieces Slag Hellions pound Barbed Imps into pilot holes, using them as rivets while the Slag Hellions, in turn, are sacrificed as solder for welds. 4 Assembly of wings Scores of Barbed Imps are stapled together then bleached with acid to form great, white animated wings. As the acid is sprayed about, Bituminous Quasits are dissolved by careless overspray. 5 Completing the illusion When the bull is complete, Grim Inchyron comes down from his platform bearing a rigid, full-head mask he has fashioned from Lamushea’s own severed head. He attaches it to the bull and with a powerful ges- ture, he scribes a great, demonic Rune of Making in the air. There’s a strobe of demonic light and a burst of brimstone. When the flash fades, standing on the foundry floor is a perfect mechano-magical illusion of Lamushea – the Hell-Forged Ferro-Zeffir. Observation Roll = d20 ± Int modifier +4 for PC with magic-re- lated occupation +2 (cumulative) per additional PC with magic-related occupation vs DC 18 • Magic/mysticism-related occupations: any Elf occupation, Sage, Astronomer, etc. convey a +4 bonus to this test, and an additional +2 for each PC beyond the first that has a similar background to lend knowledge to the test. On a roll of a Natural 1, the characters have raised the ar- tifact high into the air only to experience a critical control failure. This sends it crashing to the Foundry’s floor, de- stroying the Ferro-Zeffir - and the PCs piloting it - forev- er. Not a trace remains of them, and only a few rivets and hull fragments remain of the artifact. Should they steal the device, it has the following statistics: Can carry 1000 lbs; +7 AC when flying in it, MV 40’, fly 60’; melee +4, dmg 2d6; magical weapon; demons will not attack occupants unless said occupants take hostile action or act in a way that is obviously inimical to the demons’ interests; imp wings wear out in 13 days and must be replaced. Any of the following three conditions will teleport the party back to the Penumbric Glen: 1) If the entire party falls unconscious they will be teleported at the end of the round following (necessitating one poison save), 2) 17 The entire party spends three full rounds back outside the Foundry, or 3) Observing the entire crafting. If, after observing the completed crafting, one or more PCs make a “play” to steal the Hell-Forged, any PC can choose to run out of the Foundry and return to the Penumbra, either with or without the Hell-Forged Ferro Zeffir. Rating Difficulty Class and Die Marginally better = Roll against a DC 12 using a d20 Significantly better = Roll against a DC 12 using a d24 Vastly better = Roll against a DC 12 using a d30 2-3a “Moral-Making” for Chronicles 2 and 3 The format of the second moral-making is the same as the first. The morals the PCs compose should cover the com- bined events of Chronicles 2 and 3. Before the two sides prepare and present their morals, Laylokan explains: “This time, the moral that better captures the meaning of the events you witnessed will re-write the very roster of gods and patrons who populate the pantheons of your world!” Once again, the Neutral-acting PCs decide - using whatev- er criteria they like - which moral Lawful or Chaotic was better. They bestow one of the three ratings, below, on the winning side: Have a player from the winning group compare the result to the “Gods and Patrons” table (see next page). Record any significant results from this re-telling on he Judges work- sheet referring to the “Narrative Effects on the Campaign World” column, have the Laylokan NPC relate to the players how the world they return to will be different as a result of the roll. Page Broad Effects on Campaign World C H A O S The Devil-Wraith of Grim Inchyron is introduced into the world. One god of Law (Judge’s choice) vanishes from the pantheon. PCs who level-up to become Wizards or Elves automatically receive Invoke Patron and the Patron Bond Spell tied to the Devil-Wraith of Grim Inchyron. The head of one of the world’s prominent Lawful orders is secretly a worshipper of dark Chaotic forces. N E U T R A L Neutrality possesses the greatest influence. Both the Logos of Lamushea AND the Devil-Wraith of Grim Inchyron are introduced to the mortal world. The head of one of the world’s prominent Lawful orders AND the head of one of the world’s prominent Cha- otic orders are both secretly worshippers of Neutral forces. Roll Effects on Game Mechanics 12-14 Casters receive a +1 bonus to spell checks when casting Invoke Patron in connection to Chaotic Patrons 15-17 Chaotic Clerics receive a +1 bonus to all spell checks. Chaotic Clerics who incur deity disapproval subtract 1 from their roll on DCC Table 5-7. Casters receive a +1 bonus to spells checks when casting Patron Bond and Invoke Patron spells in connection with a Chaotic Patron. 18+ Chaotic Clerics receive a +2 bonus to all spell checks. Chaotic Clerics who incur deity disapproval subtract 1d3 from their roll on Table 5-7. Casters receive a +2 bonus to spells checks when casting Patron Bond and Invoke Patron spells in connection with a Chaotic Patron. Fail Neutral Clerics receive a +1 bonus to all spell checks. Neutral Clerics who incur deity disapproval subtract from their roll on Table 5-7. Casters receive a +2 bonus to spells checks when casting Patron Bond and Invoke Patron spells in connection with a Neutral Patron. Halflings and those with agrarian- or nature-related occupations add 1d3 points to their Luck. Animals, both normal and giant, are especially hale and hardy, receiving a +1 AC bonus and +1 hp per hit die. GODS AND PATRONS L A W The Logos of Lamushea is introduced to the mortal world and one god of Chaos (Judge’s choice) vanish- es from the pantheon. PCs who level-up to become Wizards or Elves automatically receive Invoke Pa- tron and the Patron Bond Spell tied to the Logos of Lamushea. The head of one of the world’s prominent Chaotic orders is a secret follower of Law. 12-14 Casters receive a +1 bonus to spell checks when cast- ing Invoke Patron in connection to Neutral and Lawful Patrons 15-17 Lawful Clerics receive a +1 bonus to all spell checks. Lawful Clerics who incur deity disapproval subtract 1 from their roll Table 5-7. Casters receive a +1 bonus to spells checks when casting Patron Bond and Invoke Pa- tron spells in connection with a Lawful Patron. 18+ Lawful Clerics receive a +2 bonus to all spell checks. Chaotic Clerics who incur deity disapproval subtract 1d3 from their roll on Table 5-7. Casters receive a +2 bonus to spells checks when casting Patron Bond and Invoke Patron spells in connection with a Lawful Patron. 18 2-4 Chronicle 4 Encounter By the time your group has assembled itself, Laylokan has already oriented the calendar to the fourth door. “In this Chronicle you must again bear witness to the world suffering at the hands of Chaos, but I can also tell you this: you have the opportunity to lessen that harm by taking action.” Then you find yourselves in Akaa, a village not unlike your own. But this village has been plunged into chaos – terri- fied screams can be heard from all corners and the smell of burning thatch wafts in every direction. You quickly learn the source of the chaos: in the village square stands Lamushea the Law-Shaper directing his followers to destroy Akaa! Many of the villagers, conflicted but faithful, run to and fro with axes and brands, striking down any who attempt to contest Lamushea’s judgment. As you take in the scene, a stately, grey-haired woman creeps out of the shadows. She wears the insignia of Lamushea’s priesthood. She identifies herself as A’arni, the Truth-Teller. “Please help us!” she croaks, the sound of her voice betraying the abuse she has suffered at the hands of villagers who once revered her as a god’s spokesperson. “Something is amiss here! That is not the true Law-Shaper and this imposter has or- dered his winged fiends to burn the Chapel of Akaa. Even the Page The Fuliginous Wing-Fiends’ preferred mode of attack is the snatch-and-drop: on a successful attack, the fiend grabs its opponent and then flies up 10’ or more and drops the Fuliginous Wing-Fiends (special: ½ the number of PCs, rounded down): Init +1; Atk claws +1 melee (1d4); AC 13; HD 1d6; hp 6; MV 20’(on the ground), 20’ (horizontal flight and diving) and 10’ (climbing flight); Act 1d20; SP snatch-and-drop. SV Fort +2, Ref 0, Will +0; AL C. 19 villagers who execute the imposter’s orders will not commit this heresy, but devils suffer no such inhibitions! If we don’t stop them, we’re all doomed – the Chapel is built around a seal that contains a great force of Chaos!” If the PCs agree to go with A’arni, she leads them through the chaos-ridden village to the chapel. It’s a one-and-a-half story building of wood and plaster sitting on a stone foun- dation. Built into the chapel’s tallest wall is a stained-glass window depicting the rune of power that holds a force of Chaos in check. A flock of Fuliginous Wing-Fiends are hard at work using brands to set the chapel on fire. If the chapel burns, the win- dow will shatter and the rune’s containment magic will fail. The Fuliginous Wing-Fiends are three feet tall with thick grey hide and fiery red eyes. Though naked and weaponless, the fiends’ bat-wings give them clumsy but rudimentary powers of flight. grabbed individual, inflicting 1d6 of falling damage per 10’ of altitude. To confront the fiends, the PCs will have to find ways of neutralizing their flight advantage. They can scale the build- ing’s walls with a DC 13 Agility check, though climbing characters will be fighting the Wing-Fiends at a -4 penalty and any natural 1 attack roll will cause a character to fall from the walls, taking 1d6 hp damage for every 10’. A nearby hut - with a sign reading “The Brink-Man’s Bait Shop”- contains some items that could be of use in fighting flying foes: 2 fishing nets, 10 fishing lines and 4 harpoons (treat as javelins). A successful hit with a net forces a fiend to make a DC 13 Fortitude save or lose his flight ability; he will either be grounded (if already on land) or fall to the ground and take appropriate falling damage.) Netted creatures must make a DC 13 Fort save each round to escape the net. PCs receive a +4 bonus to hit netted targets. The nets can be used to trap creatures up to ten feet away. Fishing lines may be used to lasso or bind targets or as aides in climbing the chapel walls. The chapel also contains useful items. The chapel font contains enough holy water for five uses. Holy Water does 1d6 points of damage to the Fuliginous Wing-Fiends and causes them to leave the encounter, flying off in agony and rage. The proximity of the stained glass window’s protective rune of power allows a 0-level PC to use the holy symbols to Page Turn Unholy as if s/he were a 1st-level Cleric, modifying the roll by his or her Personality modifier. As an aside, the chapel regalia is valuable. Holy symbols are worth 50 gp apiece and on the altar there are also two censers inlaid with electrum worth 10gp each, a silver sacra- mental cup worth 7 gp, a fine candelabra worth 5 gp and an embroidered silk altar cloth worth 3 gp. The Fuliginous Wing-Fiends apply themselves obsessive- ly to the task of setting fire to the chapel. Only if netted or damaged will they engage in combat; any fiend that is forced to fight turns its full focus on the PCs. However, at least three will always stay focused on setting and stoking the chapel fire. The chapel has 10 structural “hit points” left when the PCs arrive- for each round that the Fuliginous Wing-Fiends, work at torching it, it loses points. The PCs get one free round to get their bearings and observe the Fuliginous Wing-Fiends start their work. During this first round no structural points are lost. The number of structural points lost in subsequent rounds depends on the number of Wing- Fiends focused on destroying the chapel. # of Wing-Fiends En- gaged in Burning the Chapel Structural Points Lost That Round 6+ 3 4-5 2 1-3 1 0 None If the PCs save the chapel from destruction by destroying or driving off the Fuliginous Wing-Fiends Aarni rewards any who wish to receive it with her blessing (Aarni will not bless any PCs who openly display – and refuse to return - items looted from the chapel- besides the holy symbols). The blessing heals 1d3 hit points and envelopes the party in a glowing halo of light. They emerge from this halo back in the Penumbric Glen. If the Chapel sustains more than 10 structural hit points of damage, the fires have raged out of control. The stained glass Rune of Power shatters, freeing a force of Chaos that was contained generations ago. The power of Chaos un- leashed causes everyone in the vicinity of the chapel to roll a DC 10 Fort Save. Those who fail must then make a Luck check - a successful luck check indicates the character has survived with a minor corruption (see DCC RPG core rulebook p. 116); failure indicates the character is utterly corrupted and his/her body devolves into a squirming mass of Chaos-flesh. Those who make their save black out only to awaken back in the Penumbric Glen. Note: The next moral-making occurs after the Chronicle 5 encounter and combines Chronicles 4 and 5. 2-5 Chronicle 5 Encounter You’re in a dark dwelling that reeks of foul workings and black energy. You are shrunk so small that the world towers above you and the view momentarily threatens to overwhelm your senses. Then this passes and you realize that you’re in some kind of a sanctum. A giant divan looming as large as a Levi- athan indicates that you are roughly the size of a mouse. You hear a familiar, vile laugh and see Grim Inchyron reclining on the divan and staring intently into a crystalline mirror. He adjusts several of the various gems set into the sides of this ar- tifact, bringing into focus a view of first this village and then that city. He cackles with malicious glee as agents of Law fol- low through on the commands he gave them while posing as Lamushea. They burn, defile and destroy the institutions that they once held dear – institutions that made them “civilized.” He reaches over to a coffee table, drawing your attention to a classic, bell-shaped, wire bird cage – as large as a gazebo to you. Imprisoned in the cage are many winged, elfin Sprites. 20 Page 21 As you watch in horror, the Artificer of Anguish opens the door of the cage and reaches in. He snatches out a Sprite then thrusts it into his maw, crunching down once and then swallowing it, bones and all. He shuts the cage door and stag- gers away to refill his goblet of wine. As you follow his path, your eyes track across a vast field of thick, soft purple fronds. Beyond this field is a 20-story doorway through which Grim Inchyron exits. You cannot see beyond it, for the entire door- way is filled with the same aura of light that has accompanied each of your previous teleportations back to the Penumbra! The PCs start in the corner of the room that’s furthest away from the portal. The purple fronds are actually the strands of a plush carpet on the floor. These slow movement by half, so that moving through the carpet in a direct line to the portal exit is roughly the same distance as taking a right angled route around the carpet. The time needed to traverse the room at an all-out run is 10 rounds, assuming the characters can travel 60 feet a round if they take no other actions besides a double-move. As the PCs advance across the room, the Sprites will call to them from the cage – positioned 120’ (4 feet in human scale) on a lefthand perpendicular off the straight-line path to the doorway. The Sprites implore the PCs in shrill voices to come and free them. While Grim Inchyron will be out of the room for a good while selecting a vintage, there is another malicious creature in the vicinity: Sloucher, Grim Inchyron’s Dire Rat minion. He is lingering nearby, hoping to score some cast-off Sprite bones. The round after the PCs begin their trek across the room, Page the PCs. But if the cage is open, he will fly into a rage and seek out the PCs, stomping them flat, one-by-one, shouting: "Damn, pesky Brownies! I’ll take cockroaches over ‘em any day!" Grim Inchyron makes no roll for this attack. Instead, the target must succeed at a DC 12 Reflex save or be instantly squashed flat like a bug. Note: Any PC staring at the Krytz can see the images of Grim Inchyron ravaging the mortal world in the guise of Lamushea, and glean some sense of the function and operation of the Krytz artifact. This will afford that PC a +4 bonus to the Intelligence check required to use the Krytz as a scrying device (see Encounter 2-6, below). The PCs are currently too small to adjust the gems or handle the Krytz in any meaningful way. 2-5a “Moral-Making” for Chronicles 4 & 5 Conduct this re-telling in exactly the same manner as the previous two. Before the two sides prepare and present their morals, Laylokan explains: “The lessons you learned this time around will determine the influence that war and conflict have on the mortal world when you return to it. Whether violence is a force for order in your land or a daily source of fear and chaos will be decided by what you say!” Sloucher slinks out of a crack in the wall and begins to stalk the PCs. He will take 2-3 rounds to carefully consult all five of his senses, making sure the PCs will be a good source of food and fun. Sloucher the Dire Rat: Init +2; Atk bite +4 melee (1d8); AC 12; HD 5d8; hp 25; MV scamper 60’; Act 1d20; SP stealthy movement, gnawing; SV Fort +0, Ref +4, Will +0; AL C. Relative to their reduced size, Sloucher is a gargantuan, terrifying death machine. His gnawing ability means that after a successful strike he gets +2 on the next attack against the same target. To add to the PCs’ difficulties, any melee attacks, agility checks and Reflex saves in the purple carpet field incur a -2 penalty. Saving the Sprites If the PCs decide to try to help the Sprites, they will face a dangerous climb up the coffee table on which the cage sits. Ascending the table to the cage requires three DC 12 climb checks, modified by a character’s Strength or Agility, which-ever is better. The three stages of the climb are: 1) floor to a horizontal brace spanning the legs of the table (the equiv-alent of 10’ off the floor), 2) horizontal bracing to a set of decorative cross braces joining the legs of the table (equiva-lent of 20’ off the floor), and 3) decorative cross-bracing to the tabletop (equivalent of 30’ off the floor). Because of the overhanging lip on the table top, the last check is made at a -2 penalty. If the PCs make it to the cage atop the desk, opening the cage door is a matter of working a simple latch mechanism. But it is stout and stiff, requiring a DC 15 Strength check to open. Up to 3 PCs may try to open it at once. Each addi- tional PC after the first adds a +1 to the check, in addition to any strength modifier the PC has. If freed, the Sprites will bestow 1d3 Luck to each of the PCs who climbed to the tabletop to save them and will gladly fly those PCs to the portal across the room. If the PCs wish to persuade the Sprites to try to save other comrades who didn’t ascend the table, one of the PCs who was directly involved in their rescue must succeed at a DC 10 Personal- ity check. After ten rounds, Grim Inchyron returns with his goblet of wine and resumes his vigil at the mirror – the legendary Krytz. If the Sprites have not been freed, he will not notice Rating Difficulty Class and Die Marginally better = Roll against a DC 12 using a d20 Significantly better = Roll against a DC 12 using a d24 Vastly better = Roll against a DC 12 using a d30 Compare the result of this roll on the War & Racial Conflict Table 22 2-6 Chronicle 6 You find yourselves in a dank basement. Painted on the walls are the holy symbols of Lamushea the Law-Shaper. A crude- ly-crafted altar sits at one end and the rest of the damp space is filled with rickety, makeshift pews. A young priest in the vestments of Lamushea is imploring a group of commoners to join him in a prayer – a prayer that forgives the Law-Shaper for dealing in false justice. Lamushea’s priests, disgraced and persecuted, have figuratively and literally taken their worship “underground.” Page Broad Effects on Campaign World C H A O S Peace is impossible to maintain. Bar- barian tribes invade civilized nations at any opportunity. Feudal lords attack each other at the slightest provocation. Diasporas range across populated lands ravaged by war. N E U T R A L Warfare is eschewed because of its potential to destabilize the balance and its destructive effect on Nature. All beings are acknowledged as having a niche and no creature is held another. WAR & RACIAL CONFLICT Roll Effects on Game Mechanics 12-14 Combat is savage and deadly. All rolls for critical hits are made with a +1 bonus to the roll. 15-17 Combat is savage and deadly. All rolls for critical hits are made with a +1 bonus to the roll. All threat ranges are increased by one. Elves receive a +1 to Personality. 18+ Combat is savage and deadly All critical hits are rolled one die higher on the die chain. All threat ranges are increased by one. Elves receive a +2 to Personality; Dwarves receive at -1 to Personality. Fail PCs receive a +2 to their die roll for all non-lethal combat: grappling, unarmed combat and subduing strikes. Casters using non-lethal attack spells such as Sleep or Paralysis receive a +2 to bonus to their spell check. Anyone inflicting harm or administering a coup de grace on a helpless foe must roll a DC 12 Fortitude Save. A failed save results in a Greater Corruption and a successful save still results in a Minor Corruption. L A W Warfare is a prime instrument of order but the best offense is a good defense. The most strongtly governed nations have the best-trained armies and use them to expand their empires and maintain order. Military Orders have great prestige and influence. 12-14 Shields improve armor class by 2 instead of 1. 15-17 Shields improve armor class by 2 instead of 1. All Mighty Deed attempts in the categories of Defense, Disarming and Rallying are rolled one die higher on the die chain. Dwarves receive a +1 to Personality. 18+ All of the effects from the 15-17 die roll category, plus: War- riors, Elves and Dwarves receive a +1 to die rolls for HP increases. Dwarves receive a +2 to Personality; Elves receive a -1 to Personality. 23 Page That is, the PCs receive a cumulative +1 bonus for every PC with a strength over 12 and also a modifier equal to the net sum of the Strength modifiers of the PCs’ standing in defense of the priest. In addition, the size of the PC group is compared to the mob’s 10 members and the difference is applied as a bonus or penalty to the roll. (For example, if 12 PCs stand in defense, the party adds a +2 bonus to their check. If only 8 stand in defense, they incur a -2 penalty.) To attempt pacification, one PC must take the lead: Roll = d20 ± Pers modifier + sum of positive Pers modifiers of PCs standing in defense +1 per holy item displayed from Chapel of Akaa +2 if lead PC has a “persuasive occupation” +1 to +4 role-playing modifier (as applicable) vs DC 12 That is, the lead PC’s Personality check receives a bonus equal to the sum of positive Personality modifiers of the PCs standing in defense of the priest. If PCs display the holy symbols or holy water from Encounter 2-4, they gain an additional +1 bonus for each item so displayed. In addition, if the lead PC has an occupations that deals in persuasion, s/he receives a +2 bonus to their checks. In addition, the GM should have the PC roleplay what s/he does to pacify the mob. The Judge should award bonuses as appropriate, particularly for entreaties to Lamushea’s dogma of peace and order through lawful strictures. If the PCs fail to calm the mob or defeat it in combat, it will beat the priest to death- he is sworn to do no violence to a mortal and will not defend himself. Any surviving PCs will each lose a Luck point and be returned to the Penumbra. 24 The stripling priest wipes sweat from his brow and says in a shaky voice: “Who amongst us is capable of the ultimate act of forgiveness? Who can show the Mercy that our god for- sook? Who will embody selflessness and sacrifice himself for Lamushea? Who among us will give his very life in order to prove that our faith does not yield, that our trust cannot be destroyed, that we are greater than the woes that may beset us - no matter what - even if those woes come from the very god who promised us deliverance?” Completing this holy rite invoked by the priest requires a volunteer to willingly forfeit his or her life. If one or more PCs volunteer, read the following, then con- If the crowd is subdued or calmed, the priest continues his sermon: The service begins with the crowd kneeling while the boy- ish-faced priest chants his prayer. But quickly shouts of “Liar!” and “Where is the false god Lamushea?” and “Why has he betrayed us?” ring out from different corners of the assembled worshippers. The priest tries to calm the crowd but pockets of attendees abruptly stand and start to push aggressively toward him, seething with violence. The young priest lifts his hands and shouts for order: “Friends, even if we have been betrayed by our god, should we put away the principles we hold in our hearts? No! We must hold fast - transcend rage and bitterness and forgive, forgive even our own god! When Law fails us, Mercy must prevail! And what is Mercy except self-sacrifice? The path forward is clear: a willing sacrifice must be made! Will one of you sacri- fice him- or herself to redeem Lamushea?” For a moment, the priest’s words give the crowd startled pause. Then the moment passes and the crowd yells in rage and frustration and surges forward, no longer just a crowd, but a mob. The priest has presented a transcendent path through the injury Grim Inchyron has done to the mortal world. By invoking forgiveness he has initiated a divine rite. But he is now in mortal danger. Left unchecked, the angry mob will dismember him. If they do, the holy rite of self-sacri- fice will not be completed and the world will continue the plunge into darkness that Grim Inchyron has set in motion. Pressing forward violently against the priest in clumps of 2-4 and armed with clubs and knives are 10 commoners and peasants: Engraged Commoners (10): Init +0; Atk +0 melee (1d3); AC 10; HD 1d4; hp 3; MV 30’; Act 1d20; SP: none; SV Fort +0, Ref +0, Will +0; AL L. The PCs must find a way to defuse the situation and protect the priest by force of arms or by dint of Personality and, at the same time, complete the rite. If five or more PCs stand in defense of the priest by forming some kind of defensive line or redoubt, it enables one of the PCs to try defuse the situation with a DC 12 Personality check. The Personality check can be done using one of two approaches: intimida- tion or pacification. If they use intimidation: Roll = d20 ± Pers modifier +1 / PC with 12+ Str + net sum of Str modifiers of PCs standing in defense ± modifier equal to net difference in # of PCs stand- ing in defense (compared to 10) vs DC 12 Page tinuing seamlessly with the next section of read-aloud text after this one: As soon as you give yourself up to forgiveness of Lamushea, you feel your body flash with searing - but somehow painless - heat and you are illuminated by an unearthly radiance. Your senses are consumed in a lightning flash and the stunning sense of a tremendous impact! The PC who makes the sacrifice is dead, consumed in a nimbus of white flame. If more than one PC volunteers at the same time, all are consumed in the flame, but only the PC with the highest Personality dies. The other PCs who sacrifice themselves receive a permanent +1 to their Person- ality and Luck ability scores. Someone may ask: “Why doesn’t the priest sacrifice him- self?” The young priest, (named Gerhan), is willing to do so but once the crowd turns into a mob he doesn’t believe that anyone will help him to conduct the ritual properly. But if a PC agrees to assist, Gerhan will give them his ceremonial dagger and take off his vestment, placing himself on the altar and letting his life feed forgiveness for Lamushea. The Judge should have the PC make a DC 12 Personality check 25 to complete the sacrifice with skill, awarding a bonus for the PC’s Occupation if that Occupation relates to understand- ing the divine nature of things (eg Alchemist, Astrologer, Grave Digger, Mendicant, Shaman, etc.). If the check is failed, the PC is included in the sacrifice and disappears along with Gerhan in a blaze of mystical light. If no PC volunteers, one innocent little girl named Pan- nihoo steps forward and volunteers. She does it so quietly, and with such humility, that it takes several moments for the assembled crowd to even realize what is happening. Then, she disappears in the nimbus of white flame while her parents weep. Even the young priest will shed a tear, though he is bound by duty to the sacrifice. Even if both Pannihoo and Gerhan are somehow prevented from making the sacrifice, the PCs will move to the next part of this encounter; after all, across the wide world, other congregants are sacrificing themselves for the redemption of Lamushea. Regardless of who makes the necessary sacrifice, the com- pleted rite means: You appear back in Grim Inchyron’s sanctum, almost the same as you had left it before, but this time you are full- sized. The demon lies on his back, moaning and twitching. He’s clearly been struck by some magisterial force-- and you realize that (name of sacrifice)’s profound act of selflessness has stunned and defeated the Architect of Agonies. On the table before you, you see the Kryzt, still shimmering with the after-effects of the lightning-essence that it channeled – the force that struck down Grim Inchyron. Whoever sacrificed him- or herself was literally transformed into pure redemptive force. Lamushea’s essence, contained within the Krytz, was able to guide that force through the artifact and direct it at Grim Inchyron. The power of this force struck down Grim Inchyron and now, before the PCs’ very eyes, it decorporealizes him. Turing to smoke, his spirit peels out of his body and dissipates into the air. The blinding shimmer emanating from the Krytz slowly fades. As the PC’s eyes adjust they realize that a figure has appeared in the chamber who wasn’t present before; it is Laylokan, the same as he appears in the Penumbric Glen. Laylokan does not notice the PCs and nothing they do can gain his attention. He looks around and makes a single, self-reflective remark: “And thus do I take up the duty of weighing the cost required to bring Balance to the Eternal Struggle. I shall fashion an Advent to commemorate these events and contain the powers Page SIDEBAR: What the @#$%&^ Just Happened!?! If you wish, as Judge, you can explain to the PCs what they’ve seen: the mystical interaction of a metaphysical trinity of Law (the Krytz, containing Lamushea’s essence) Chaos (Grim Inchyron) and self-sacrifice as a force for Balance has given form and “licensure” to a new, Neutral God of “Weighing the Cost of Balance.” If the PCs Try to Take Possession of the Krytz The Krytz is a mirrored sheet of crystal enclosed in a thick frame of a silver-hued metal that is harder than steel and not of this world. Circumscribing the frame are 13 round gem settings, inset with 13 precious stones carved into let- ter-like shapes. The pane of the mirror shifts from one scene to another, scanning the mortal world. The device is still crackling with menacing sparks. The Krytz’s thirteen gems are each carved into the shape of a rune. The runes are readable in the Common language as the letters T, D, O, P, U, J, C, E, W, I, R, G and L. The back of the Krytz has an engraved inscription written in Ordi- nal - a primal language of Law that can be understood by all creatures – that gives a clue to how to safely operate this powerful Artifact of Law: Understanding comes through an ordering of the senses. Only then can the universe itself be ordered. Signify order and you will see with crystal clarity. Anyone picking up the Krytz must first touch gem-letters in an order that spells out a concept of Law such as EDICT, WRIT, CODE, RULE, etc. A gem can only be touched once, so spelling out “ORDER” or “PRECEPT” does NOT work. Handling the Krytz for more than a round without first touching a correct sequence of gems will result in the char- acter being exposed to a metaphysical force composed of divine wisdom. Since no mortal mind can comprehend or contain an infusion of divine awareness, a PC subjected to this metaphysical force must make a Will save at DC 12. If successful, the PC loses 1d3+1 points of Stamina and falls unconscious. If the save is failed, the PC’s brain will literally be melted in his or her head. His or her drooling, rudderless body will fall vegetatively to the floor with no possibility for restoration. Once able to handle the Krytz, a PC acquainted with arcane arts (such those with the Astrologer or Shaman occupa- tions) may roll an Intelligence check to attempt to use as the Krytz a scrying device. The result of this check is substitut- ed for the Spell Check for the 1st level Cleric Spell Second Sight. of both Law and Chaos that have brought such destruction to the worlds through their constant warring. Bearing this Ad- vent is the cost of my creation - every birth comes with a price that even the gods must pay.” The PCs have two rounds before they are transported back to the Penumbric Glen. If anyone handles the Krytz during these two rounds, their return is delayed until their interac- tion with the Krytz is completed. In addition to the Krytz, there are valuable luxury items that the PCs could loot from the sanctum: a goblet with inset gems worth 100 gp, a rare earthen jug of mead brewed by a monkish order dedicated to the god Sakanta worth 60 gp, a tea service carved from obsidian and inlaid with silver worth 50 gp and a set of silver serving utensils worth 20 gp. 26 Page Roll Effects on Game Mechanics 12-14 Chaotic Clerics incur a -1 penalty to spell check rolls to use Lay on Hands on a Lawful subject. 15-17 Chaotic Clerics incur a -2 penalty to spell check rolls to use Lay on Hands on a Lawful subject. Once per day, Chaotic Clerics may re-roll one spell check to try to avoid deity disapproval (the spell still fails regardless). 18+ Chaotic Clerics incur a 2 penalty to spell check rolls to use Lay on Hands on a Lawful subject and a +1 bonus to Lay on Hands checks on a Chaotic subject. Once per day, Chaotic Clerics may re-roll one spell check to try to avoid deity disapproval (the spell still fails regardless). Lawful clerics who incur deity disap- proval also suffer a minor corruption Broad Effects on Campaign World C H A O S The social order is characterized by instability and rampant debauchery. No respect or deference is paid to vir- tue, in fact the very concept is subject to constant challenge. Individuals constantly question what is moral and acceptable and explore where these lines are drawn through all manner of depravities. Religion is pure politics and has no moral authority. N E U T R A L Neutrality is the overriding philoso- phy and notions of good and evil are nuanced and often unclear. L A W The social order is characterized by narrow, prim mores and a strict class system. Individuals know exactly how they are expected to behave and there is no tolerance for deviation from the norm or aspirations beyond one’s sta- tion. The moral authority of religion is absolute, making theocracy the dominant form of government and the forces of Law dominant in these religious oligarchies. Fail Clerics roll to Turn Unholy one die lower on the die chain (a d16 instead of a d20). Detect Evil and Protection from Evil spell checks are made at a -1 penalty to the die roll. Neutral casters roll one die higher on the die chain when casting all other De- tect spells, divination spells (eg Read Magic and Second Sight) and illusion spells (eg Mirror Image). 12-14 Lawful Clerics incur a -1 penalty to spell check rolls to use Lay on Hands on a Chaotic subject. 15-17 Lawful Clerics incur a -2 penalty to spell check rolls to use Lay on Hands on a Chaotic subject. Once per day, Lawful Clerics may re-roll one spell check to try to avoid deity disapproval (the spell still fails regardless). 18+ Lawful Clerics incur a 2 penalty to spell check rolls to use Lay on Hands on a Chaotic subject and a +1 bonus to Lay on Hands checks on a Lawful subject. Once per day, Lawful Clerics may re-roll one spell check to try to avoid deity disapproval (the spell still fails regardless). Chaotic clerics who incur deity dis- approval add an extra 1d3+1 to the dice they roll on the disap- proval table. MORALITY AND ETHICS 27 2-6a The Final “Moral-Making” After the PCs exit the sixth Chronicle, they come before Laylokan for one final moral-making. He says: “What understanding have you gleaned from this story in its entirety? What lessons do you draw from the mira- cle you beheld, whether viewed through the eyes of Lamushea – whose divine essence lives on within the crystalline mirror – or through the eyes of Grim Inchyron, whose wraith-like spirit still inhabits the calendar? It is time for you to determine the ultimate meaning of this Sacred Mystery. That meaning will define the very nature of morality and ethics in the world you return to.” Conduct this re-telling in exactly the same manner as the previous three. Using the “Narrative Effects on the Campaign World” colum, have Laylokan relate to the PC’s how the world they return to will be different as a result of the roll. Rating Difficulty Class and Die Marginally better = Roll against a DC 12 using a d20 Significantly better = Roll against a DC 12 using ad 24 Vastly better = Roll against a DC 12 using a d30 Page Concluding the Adventure With the Chronicles finished, Laylokan will gesture toward the seventh and last door on the calendar, explaining that it is now unlocked. Passing through it will take the PCs back to their world. Before the surviving PCs leave the Penumbra, Laylokan will bestow upon each one a parting gift. He will pluck a single leaf from the amber birches and whisper an enchantment, attuning that leaf to the PC who receives it. The leaf now has the power to turn back time for the PC. When dropped to the ground in the mortal world, the leaf allows the PC to re-roll a single die roll and take the higher of the two results. Each leaf only works for the PC to whom it was given. Through their experience exploring the Chronicles, the PCs have also unknowingly forged mystical conections with the two most powerful inhabitants of the calendar: The Logos of Lamushea and the Devil-Wraith of Grim Inchyron. Both 28 of these divinely-powered beings desire to regain their influence over the mortal world. This makes both of them eager to bestow their Patronage on one or more of the PCs. (Patron write-ups for both can be found in Appendix D.) The PCs have also restored the memory of the story behind the Sacred Krytz Mystery to the mortal world. However, this restored memory is reflective of the PCs’ interpretation of the story. The PCs’ meaning-making acted as a ritual in- cantation that activated the power inherent in the calendar and its divinely-powered denizens, producing a powerful magical effect. This magic re-shaped the mortal world on a fundamental level, turning it into a representation of all the varied meanings that the PCs derived from the Chronicles. As Judge, you can decide that returning to the mortal world from the Penumbra imparts to them an instantaneous, full understanding of how they have re-shaped their world from the one they left. Alternately, you can choose to reveal these differences to them over time, as they embark on their new careers as full-fledged, first-level adventurers. Page Appendix A: Judge Worksheet – Recording Effects of the Moral-Making on the Campaign World Theme, Chronicle(s) and Mor- al-Making Encounter # GOVERNMENT AND INFLUENCE Moral-Making Encounter 2-1a about Chronicle 1 Effect on In- Game Me- chanics (From Moral-Making Encounters) Moral-Making Alignment CHAOS NEUTRALITY LAW Broad Effects on the Campaign World Anarchy is widespread. Any centralized poser is sort-lived; revolutions are fre- quent and violent. Most governments are quickly corrupted and no lineages rule for long without their claim being disputed. Individual liberty combined with a belief in using the least amount of control to create the collective good trumps any other concepts of legit- imate political power. Harmony in Nature is held up as the best guide for good governance. Governments acheive control easily. The people depend on government and have great faith in it. They support long reigns but corrupt rulers are quickly replaced through regime change. However, individual rights and freedoms are subsumed to the needs of the polis. Judges Notes: What Your Campaign World Looks Like with This Effect (Refer to ideas in Appendix B) CHAOS NEUTRALITY LAW GODS & PATRONS Motal-Making Encounter 2-3a about Chronicles 2 & 3 The Devil Wraith of Grim Inchyron is introduced into the world. One god of Law (Judge’s choice) vanishes from the pantheon. PCs who level-up to becomeWizards or Elves automatically recieve Invoke Patron and the Patron Bond spell tied to Devil Wrai. The head of one of the world’s prominent Lawful orders is secretly a worshipper of dark Chaotic forces. Neutrality possesses the greatest influence. Both the Logos of Lamue- sha AND the Devil-Wraith of Grim Inchron are introduced to the mortal world. The head of one of the world’s prominent Lawful orders AND the head of one of the world’s prominent Chaotic orders are each secretly a worshipper of Neutral forces. The Logos of Lamuesha is introduced to the mortal world and one god of Chaos (Judges Choice) vanishes from the pantheon. PCs who level-up to become Wizards or Elves automaticly receive Invoke Patron and the Patron Bond spell tied to the Logos of Lamuesha. The head of one of the world’s prominent Chaotic orders is a secret follower of Law. 29 Page Judge Worksheet – Recording Effects of the Moral-Making on the Campaign World, Page 2 Theme, Chronicle(s) and Mor- al-Making Encounter # WAR & RACIAL CONFLICT Moral-Making Encounter 2-5a about Chronicles 4 & 5 Effect on In-Game Mechanics (From Moral-Making Encounters) Alignment that Wins Moral-Mak- ing Contest CHAOS NEUTRALITY LAW Broad Effects on the Campaign World Peace is impossible to maintain. Bar- barian tribes invade civilized nations at any opportunity. Feudal lords attack each other at the slightest provocation. Diasporas range across populated lands ravaged by war. Warfare is eschewed because of its po- tential to destabilize the Balance and its destructive effect on Nature. All beings are acknowledged as having a niche and no creature is held above another. Warfare is a prime instrument of order but the best offense is a good deffense. The most strongly governed nations have the best-trained armies and use them to expand their empires and maintain order. Military Orders have great prestige and influence. Judges Notes: What Your Campaign World Looks Like with This Effect (Refer to ideas in Appen- dix B) CHAOS NEUTRALITY LAW MORALITY & ETHICS Making Encounter 2-6a about Chronicle 6 The social order is characterized by in- stability and rampant debauchery. No respect or deference is paid to virtue, in fact the very concept is subject to con- stant challenge. Individuals constantly question what is moral and acceptable and explore where these lines are drawn through all manner of depravities. Reli- gion is pure politics and has no moral authority. Neutrality is the overriding philoso- phy and notions of good and evil are nueanced and often unclear. The social order is characterized by narrow, prim mores and a strict class system. Individuals know exactly how they are expected to behave and there is no tolerance for deviation from the norm or aspirations beyond one’s station. The moral authority of religion is absolute, making theocracy the dominant form of government and the forces of Law dominant in these religious oligarchies. 30 Page Appendix B: Tables of the Narrative Effects of Moral Making on Campaign Worlds d11 Category Effect 1 Government All governments evidence layer upon layer of corruption. Secret political orders vie with each other for the real political power. Assassination, character assassination and political sabotage are the primary tools of statecraft. 2 Governments operate under the patronage of evil gods and demons. Populations are ruled through terror and random cruelty; a “blood tax” is levied on all subjects. 3 Gods & Patrons Total, open war has broken out among the gods; this war has shattered the boundar- ies between the mortal and divine spheres and made the world into the gods’ battle- field. 4 A god’s power is directly determined by how many followers s/he has, creating a vast marketplace of worship. Temple Districts dominate all settlements and in these districts the gods themselves make “sales pitches” in an effort to sign up more wor- shippers. 5 Warfare There are no large civilizations; small, fortified keeps dot the landscape. Warlords maintain their military forces through oppressive feudal systems. These warlords sometimes band together for mutual defense but more often prey on each other. 6 Morality and Ethics Public events are wild, violent Bachanals marked by mob violence, property destruc- tion, narcotic use and other debaucheries 7 Land & Weather Violent storms and other extreme weather, such as droughts, appear frequently, quickly and without warning; earthquakes shake the continents. 9 The Races An over-abundance of Chaotic patrons has hybridized the Elvish races into omni-corrupted ½ demons that are reproducing so rapidly that the world is on the verge of being overrun 10 Metaphysics A magical corruption-plague sweeps across the land, defying any attempts to cure it. 11 All creatures are subject to rapid, magical mutation triggered by any physical change: the blood flow from a wounds morphs into snake heads, the gap created by a tooth being knocked out fills with a functional eye, an individual defecates a tail, etc. 8 There is no order or reason to nature: some continents float in the air, some seas boil, time moves faster or slower in some locales, lakes are filled with blood or wine and the world is rent open in random places, oozing raw magic 31 CHAOS Page d11 Category Effect 1 Government Fairness is an immutable principle of governance. Each settlement has a Market Square of Balance as its highest authority. There, any and all choices or actions can be approved on the condition that those affected by that choice or action receive fair compensation. 2 The Law of Nature is an immutable principle of governance. Human and demi-hu- man lands must answer to a governing body of animals called the Council of Beasts. 3 Gods & Patrons The gods are forbidden by divine law to interfere in the affairs of mortals. Lawful and Chaotic Clerics still act as liaisons between mortals and the gods but receive no spells. 4 A secret order of wizard-assassins punishes gods who interfere in mortal affairs. They possess wondrous technology that negates divine power. 5 Warfare The only organized armies are ancient coteries of mercenaries who fight on contract; these contracts are known for having many loopholes and termination clauses. 6 Morality & Ethics Taverns and inns have satirical names and signs that lampoon symbols of Law and Chaos: the aristocracy, the clergy, lawful gods, major demons, etc. 8 Land & Weather There is a ubiquitous, gentle wind in every corner of the land. The smell and feel of this continual breeze makes one feel relaxed and content. 7 Art is seen as the purest expression of individuality and is revered. Settlements abound with sculpture, murals and mosaics. Every city claims an “artistic wonder of the world.” Punishment for major offenses can be avoided by invoking the “performance art defense” and proving the artistic merit of an act. 9 The Races Races of humanoids formerly considered “evil” – orcs, goblins, etc. – co-inhabit the civilized lands with humans and demi-humans. They have organized their own petitioner groups and guilds. 10 Halfling culture is considered the most evolved and the race has produced an abundance of evangelists who spread a gospel of “live and let live” mixed with mild hedonism. 11 Divine magic” (cleric spells) is wielded by shamanistic wizards called “witches” and “warlocks” and involvs spell burn, misfire and corruption. NEUTRALITY 32 Page d11 Category Effect 1 Government A gridwork of tall, ancient, sturdy, ivory walls demarcate the borders of every civilized land and are staffed by efficiently bureaucratic guards who carefully record and tax all border crossings. 2 All civilized lands are ruled by Priest-Kings whose every utterance is written into law and who pass down guidance and mores directly from the Pantheon of Law 3 Wizardry is outlawed, its unpredictability considered anathema by society. Wizards are hunted and Elves are regarded with great prejudice and must carry registration papers. 4 Gods & Patrons The Pantheon of Law resides in the mortal world in a great temple atop the highest mount or in a city under the sea or a citadel floating in the sky; all know the loca- tion of their domicile. 5 The gods of Law have mated freely with mortals, spawning a sizeable race of demi- god heroes who walk upon the lands, equaling the highest kings in power, influ- ence and might. LAW 6 Warfare Open warfare is extinct, replaced by a huge, live gladiatorial game resembling Chess or Go. This game is used by all factions to settle disputes. Land & Weather The land is a continuous series well-kept agrarian steadings, each bordering the next with healthy hedgerows, husbanded forests and canals and connected by ex- ceptional roads. 7 Morality & Ethics Social interactions are defined by formal greetings, titles and gestures; large gath- erings involve complex introductions involving caste and ancestry, intricate dances and orchestrated music. 8 9 An administrative order of priests control and regulate the weather, maintaining a fair distribution of rain, sun, wind and snow, facilitating travel and trade. 10 Cloud formations are always uniform, symmetrical and well ordered. The color of the sky is always medium blue and clouds are always white, even when there is rain or snow. 11 The Races Dwarves are considered the apex of civilization, and Dwarvish culture has evolved to evidence moderation in drink and speech and it frowns upon garish displays of wealth. Dwarvish Major Domos are highly prized among the rulers and nobles of other races. 33 Page Appendix C: New Class – Zvart You are a short, lithe, olive-skinned demi-human with a subtle animal cast to your features and an untamed cu- riosity and zest for life. In fact, the name “Zvart” in your native tongue means “high-spirited people”. You are a fae race - distant relatives of the Elves. While you claim no bonds of kinship with your elf “cousins,” like them you have an inherently magical nature and a toxic reaction to iron. You are at home in the wintry, twilit forests and steppes of Varjoma, but living in the wilds has not made you reclusive. Your small, 4 1/2 foot stature makes you cautious and canny about potential danger, but an insatiable sense of wonder drives you to explore new places and meet new people. You are warm company, quick-witted and always eager to make a fair trade of bits of lore or goods and services. Zvart society has been equally shaped by the demands of life in the hinterlands and the quest to create civilization. Zvarts aspire to high-minded pursuits of art and invention. They are a good-humored people, quick to jest or play pranks on one another and quick to break into song or proffer a drink. Zvarts are even-tempered and slow to anger. Even as they cultivate a civilized society, the Zvarts maintain a close relationship with the natural world. Their society’s success is bolstered by their skill as traders. They are aided in efforts to ensure the safety of their settlements by a magical nature that can influence the fortune of others, imparting an ill luck that thwarts enemy endeavors. If you ask a Zvart, most will tell you that theirs is the perfect life, combining the advantages of civilized society and close- knit community with haleness and a comprehension of the Great Mysteries that comes with living close to nature. Yet their ingrained curiosity and yearning for congress with other peoples sends many a Zvart out adventuring in the great, wide world. Hit points: A Zvart gains 1d6 hit points each level. Weapon training: A Zvart is trained in the use of the sin- gle-edged dagger, dart, sling, javelin, short spear, club and short sword. Sensitive to iron just like elves, Zvarts employ mithril weapons. At 1st level, a Zvart character may pur- chase one piece of armor and one weapon made of mithril at no additional cost. Alignment: Zvarts value discovery, life experience, sponta- neity and exchange, whether of knowledge, goods, services or friendship. As a result Zvarts embrace all the alignments: Neutrals who live for any and all trades, Lawfuls who insist on fairness and Chaotics who are eager to experience what- ever life hands them. However, Chaotic Zvarts tend to es- chew evil unless converted to it by some demonic influence. Infravision: Zvarts live in the dim, twilit forests of Varjoma and so can see in the dark up to 30’ distant. Immunities: As fae creatures, Zvarts are highly resistant to mind-affecting enchantments and thus are immune to mag- ical sleep and charms. Their close ties to the material world gives them normal vulnerability to paralysis. Vulnerabilities: Exposure to iron in the form of ore or met- al is toxic to Zvarts. Direct contact over extended periods causes a heat rash and even close proximity makes them uneasy. A Zvart may not wear armor or handle weapons forged of iron or steel. Prolonged contact with iron causes 1 hp of damage per day of direct contact. Ill-Crossed: Zvarts have a magical nature that protects them from the depradations of others by bestowing ill fortune on their enemies. A Zvart can burn Luck to lower the results of die rolls that determine whether an opponent harms them and the extent of that harm. Every point of Luck that a Zvart burns reduces the result of an opponent’s roll by one for to-hit rolls, damage rolls and spell- or skill checks that would produce an effect that would cause direct harm to the Zvart. This last point is key: to affect an opponent’s die rolls, the outcome of the targeted roll must be something that would cause direct harm to the Zvart. Opponent’s actions that will harm a Zvart’s allies or compatriots, or may exert control over the Zvart without necessarily causing harm (eg Charm Person) are not affected by the Zvart’s imparting of ill-fortune. The amount of Luck a Zvart may burn to impart ill-fortune as a single action is equal in points to the Zvart’s 34 Page 35 1 +1 d6/II d20 +0 +1 +1 2 +1 d8/III d20 +0 +2 +1 3 +2 d8/III d20 +1 +2 +1 4 +3 d10/III d20 +1 +2 +2 5 +3 d10/III d20 +2 +2 +2 6 +4 d12/III d20+d14 +2 +3 +2 7 +4 d12/III d20+d16 +2 +4 +3 8 +5 d14/III d20+d20 +3 +5 +4 Level Title (all alignments) 1 Shee 2 Teeg 3 Clurich 4 Uruisg 5 Tylwyth Teeg Level Attack Crit Die/Table Action Dice Ref Fort Will that of the Zvart. The result of the roll, in terms of number of dice healed, works the same as for a cleric’s lay on hands ability. Just like a cleric, a Zvart may elect to heal a specific condition instead of hit points, using the guidelines for cler- ics (DCC rules, page 30). Languages: At 1st level, a Zvart automatically knows his or her native racial language and Elvish. If a Zvart has a pos- itive Intelligence modifier, s/he may make a DC 13 Intelli- gence check when s/he first encounters the Common tongue to determine whether or not s/he can understand it. If the check is successful, the Zvart can add Common to the list of languages s/he knows subject to Intelligence limits (See DCC rules, Appendix L.) Action Dice: A Zvart’s action dice can be used for attacks, exercising his or her restorative nature and skill checks. Unique Society: Zvarts hail from isolated settlements in the borderlands between the mortal world and the netherworld. As a result, they have their own collection of occupations with their own associated weapons and trade goods. Because of a mystical connection between a Zvart’s vocation and his level. (ie, a 1st level Zvart can only burn one point per ac- tion, a second level Zvart can burn two points, etc.) A Zvart’s ability to impart ill fortune at others perpetually restores itself. A Zvart recovers Luck expended using this ability at the rate of one point per day. Luck "burnt" by a Zvart to add to his or her own dice rolls is lost. Restorative Nature: The inherently magical nature of a Zvart is partly rooted in nature. Nature is an expression of pure life energy and Zvart’s can connect to and channel this energy to perform magical healing. By making an action die roll, a Zvart may heal in a manner similar to a cleric’s lay on hands ability. A Zvart may not heal un-dead, animated objects, extraplanar creatures or constructs. The Zvart must physically touch the wounds s/he seeks to heal and concen- trate for one action. The Zvart adds his or her Stamina mod- ifier and level to the action die roll and checks the modified result against the cleric spell check table for lay on hands (DCC rules, page 31). A Zvart always treats the target of restoration as being of adjacent alignment for the purposes of determining the result of a restoration action, regardless of the actual relationship between the target’s alignment and Zvart + + + + + + + Page Zvart Occupations (Roll d24) 1. Match-Maker, +1 Stamina; Charm Person spell, flagon of wine and two fine chalices 2. Oliphalump Charmer, +1 Personality; wooden stool (as staff), large sack of peanuts 3. Day-Dreamer, +1 Luck; Second Sight spell, velvet cushion 4. Jig-Dancer, +1 Agility; steel-toed boots (as club), fiddle and bow 5. Piebald Piper, +1 Agility; flute (blowgun, as darts), piebald cape and comic masque 6. Brass Shaper, +1 Stamina; ball peen hammer, three ½’x2’ sheets of brass and 24 rivets 7. Sonnet Stylist, +1 Intelligence; six quill pens (as darts), leather bound book and full inkwell 8. Herb Gatherer, +1 Intelligence; sickle (1d4), poultice (heals 1d3 hp) 9. Garland Weaver, +1 Luck; sickle (1d4); Sanctuary spell 10. Wacky Inventor, +1 Luck; giant compass scribe (as dagger); “odd device” and jeweler’s loupe 11. Stickling Tinker, +1 Intelligence; screw driver (as dagger), clockworks and grease 12. Merry-Maker, +1 Personality; pewter ale mug (1d3), jug of honey mead 13. Haunch Pickler, +1 Strength; meat hook (1d4); pickled boar haunch, jug of vinegar 14. Carriage Upholsterer, +1 Strength; woodcarver’s chisel and awl (as daggers), 6’x8’ sheet of fine black upholstery leather and 50’ of catgut 15. Team Handler, +1 Agility; hoof pick (as dagger); leather harness and 50’ of spider-silk rope 16. Scaffold Stager, +1 Strength; mallet (as club) stout prop (10’ pole) and 50’ of spider-silk rope 17. Rumor Monger, +1 Intelligence; Ventriloquism spell, ear trumpet 18. Hired Celebrant, +1 Personality; pennant (as club), six small firecrackers 19. Dirge Carrier, +1 Luck; drum mallet (as club), drum, death masque and mourner’s shroud 20. Pot Watcher, +1 Stamina; large metal ladle (as club), cast iron soup pot 21. Canny Lure, +1 Agility; caltrops, camouflaged cloak 22. Mushroom Milker, +1 Strength; yoke (as staff), two buckets 23. Worry Wart, +1 Stamina; Detect Evil spell, string of worry beads and an amulet on a leather cord 24. Raucous Prankster, +1 Personality; Cantrip spell, air bladder and stink bombs 36 or her being, by the time a Zvart has learned an occupa- tion well enough to be known by its title, it has shaped the Zvart’s physical or mental capabilities. So a 0-level Zvart adds +1 to the ability score associated with his or her occu- pation. Because of their inherently magical nature, some 0-level Zvarts know how to cast one spell. Zero-level Zvart spells are always cast as Wizard spells, even if the spell comes from the Cleric list. This follows all the normal rules for casting. However, 0-level Zvarts are not sufficiently ad- vanced in the arts to Spell Duel or Spell Burn. Page THE DEVIL-WRAITH OF GRIM INCHYRON Centuries ago, the Witch-Queen of Varjoma coupled with the lake-monster Tkurrso and gave birth to the Nine Mortal Afflictions. Born as fully-formed arch-fiends, each of the Nine is the embodiment of both a life-threatening disease and a flaw in the mortal psyche. They are primal forces of Chaos who seek the downfall of civilization. Grim Inchyron was one of the Nine, an artificer and the bringer of colic. Grim Inchyron hatched a plot so evil that it brought about the murder of a god of Law and briefly upended the Eternal Balance in Chaos’ favor. But in the end, his plot backfired - the mortal world made a rare choice to embrace virtue and this supreme act of moral transcen- dence struck down Grim Inchyron with its metaphysical power. He dis-integrated into a mere shadow of himself, be- coming a “devil-wraith.” The Devil-Wraith of Grim Inchy- ron inhabits the magical artifact called the Winter Calendar, seeking to return to his full form. The Devil-Wraith’s powerful psyche enables him to reach beyond the confines of the Calendar to traffic with the mortal world. The Devil-Wraith yearns to return to corpo- reality and regain his full demonic power. He is generous in granting patronage to mortals and readily answers calls for aid, because each time he does, he inches closer to achieving 37 Appendix D: New Patrons Page 28-29 Str 17, Agility 15, +6 AC, +4 melee, immune to non-magical weapons, fire, cold, electricity, gas, poison and disease, ½ damage from acid and to magical weapons of less than +2 enchantment, immune from natural attacks from creatures of less than 5 HD, infravision, +4 to Fort saves, +4 to Reflex saves, +3d8 hp, cast Darkness with a +6 to spell check, Fly with a +4 to spell check and Shatter with a +2 to spell check, subject to Turn Unholy. (Treat as 7-8 HD). 30-31 Str 18, Agility 15, +6 AC, +6 melee, immune to non-magical weapons, fire, cold, electricity, acid, gas, poison, disease, magical weapons of less than +3 enchantment and to natural attacks from creatures of less than 7 HD, ½ damage from magical weapons with +3 or +4 enchantment, infravision, +4 to Fort saves, +4 to Reflex saves, +2 to Will saves, +4d6 hp, cast Darkness with a +8 to spell check, Fly with a +6 to spell check, Shatter with a +4 to spell check and Planar Step with a +2 to spell check, subject to Turn Unholy. (Treat as 9-10 HD). 32+ Str 18, Agility18, +8 AC, +8 melee, immune to non-magical weapons, fire, cold, electricity, acid, gas, poi- son, disease, magical weapons of less than +4 enchantment and to natural attacks from creatures of less than 7 HD, ½ damage from magical weapons with +4 enchantment, infravision, +6 to Fort saves, +6 to Reflex saves, +4 to Will saves, +4d8 hp, cast Darkness with a +8 to spell check, Fly with a +8 to spell check, Shatter with a +6 to spell check and Planar Step with a +4 to spell check, subject to Turn Unholy. (Treat as 11-12 HD). 1-9 Lost, failure and Patron Taint 10-12 +1 AC, +1 melee, -1 point of damage per die from non-magical weapons, poison and fire, immune to dis- ease, infravision, +2 to Fort saves, +2d4 hp, subject to Turn Unholy. (Treat as 3-4 HD). Patron Taint. 13-16 Str 13, +2 AC, +1 melee, ½ damage from non-magical weapons, poison and fire, immune to disease, in- fravision, +2 to Fort saves, +1 to Reflex saves, +3d3 hp, cast Darkness with a +2 to spell check, subject to Turn Unholy. (As 3-4 HD). 17-19 Str 13, +4 AC, +2 melee, ½ damage from non-magical weapons, poison, fire, cold and electricity, immune to disease, immune from natural attacks from creatures of less than 2 HD, infravision, +2 to Fort saves, +2 to Reflex saves, +3d4 hp, cast Darkness with a +2 to spell check, subject to Turn Unholy. (Treat as 5-6 HD). 20-22 Str 15, Agility 13, +4 AC, +4 melee, ½ damage from non-magical weapons, fire, cold, electricity, acid and gas, immune to poison and disease, immune to natural attacks from creatures of less than 2 HD, infravi- sion, +4 to Fort saves, +4 to Reflex saves, +3d6 hp, cast Darkness with a +4 to spell check, subject to Turn Unholy. (Treat as 5-6 HD). 23-27 Str 15, Agility 13, +4 AC, +4 melee, immune to non-magical weapons, fire, cold, electricity, gas, poison and disease, ½ damage from acid, immune from natural attacks from creatures of less than 3 HD, infravision, +4 to Fort saves, +4 to Reflex saves, +3d6 hp, cast Darkness with a +4 to spell check and Fly with a +2 to spell check, subject to Turn Unholy. (Treat as 7-8 HD). 38 full possession of a supplicant. Someday, one supplicant will evidence exactly the right characteristics to withstand a full and permanent transfer of Grim Inchyron’s spirit. The right candidate will possess the fortitude and will necessary to contain the evil spirit of Grim Inchyron without going mad, but that same individual will not be so strong that he or she can resist the possession. The day the Devil-Wraith finds – and possesses - that supplicant, is the day that he will be restored to the world as Grim Inchyron, one of The Nine. Invoke Patron check results: Special - The casting table for Invoke Patron for The Dev- il-Wraith of Grim Inchyron is modified as follows. The caster is imbued with demonic powers and traits: Page When patron taint is indicated for the Devil-Wraith of Grim-Inchyron, roll 1d6 on the table below. A caster does not get a second or third “level” of the same taint until s/he has acquired all six taints at the previous level. Any repeat result on the table is re-rolled until a caster has all six taints at one “level.” When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling – s/he has become a physical vessel for Grim Inchyron’s spirit and has been fully possessed. This returns the arch-demon to the mortal world. Roll Result 1 During periods of sleep when the caster is not adventuring, the Devil-Wraith takes possession of the caster for half the night. During this time, the demon’s spirit sends the caster’s body out into the world, seeking ways to accelerate his return to physical form. The caster will not have any knowledge of what s/he did while possessed by the Devil-Wraith. The caster may have to deal with the consequences of whatever actions the Devil-Wraith took while in possession of the caster: s/he awakens soaked in the blood of a murder victim, lawful clerics are leading mobs of witch-hunters in a search for the caster, etc. The second time this result is rolled, the caster is possessed for the entire night. The third time this result is rolled, the caster even blacks out during parts of the day and is possessed by the Devil-Wraith. 2 Anytime the caster is harmed, s/he must make a DC 12 Will save. If the caster fails the save, his or her next round of actions must be based on what the Devil-Wraith would do in the situation. The second time this result is rolled, the Will save increases to DC 15 and, if a save is failed, the caster must act as the Devil-Wraith would in that situation for the next minute (10 rounds). The third time this result is rolled, the Will save in- creases to DC 18 and, if a save is failed, the caster must act as the Devil-Wraith would in that situation for the next 10 minutes (100 rounds). 3 The caster begins to resemble Grim Inchyron: his or her hair lengthens and blackens, skin turns paler, his or her form becomes slender and toned, the caster becomes more androgynous, and his or her nose becomes thin and Roman-esque. The second time this result is rolled, the similarities become more pronounced and after the third time this result is rolled, the caster becomes the spitting image of the Artificer of Anguish. 4 The caster’s essence becomes increasingly demonic. S/he develops an aversion to empowered symbols of Law and locations sanctified by Law. If the caster’s alignment is not already Chaotic, it shifts one degree in that direction (ie if it is Lawful it becomes Neutral and if Neutral it becomes Chaotic). The second time this result is rolled, if the caster’s alignment is not already Chaotic, it shifts another degree towards Chaotic. The caster becomes subject to clerics’ Turn Unholy power as if s/he were a 7-8 HD creature and is hurt by holy water. The third time the result is rolled, the caster becomes subject to clerics’ Turn Unholy power as if s/he were a 5-6 HD creature and continues to be hurt by holy water. 5 The caster experiences occasional dreams that are actually Grim Inchyron’s memories, knowledge and thoughts. The second time this result is rolled, these dreams become a nightly occurrence. The third time this result is rolled, the caster experiences both sleeping and waking dreams of this nature, making it increasingly difficult for the caster to distinguish between his or her memories/experiences and those of Grim Inchyron. 6 The caster spreads colic to infants in his or her vicinity. All babies within 60’ of the caster begin crying uncon- trollably until the caster departs. The second time this result is rolled, all babies within 120’ of the caster begin crying uncontrollably until the caster departs and evidence colic for 4d4 weeks afterwards. The third time this result is rolled, all babies within one mile of the caster begin crying uncontrollably until the caster departs; then they evidence colic the 6d4 weeks afterwards. 39 PATRON TAINT: THE DEVIL-WRAITH OF GRIM INCHYRON Page Roll Spellburn Result 1 The caster receives a Patron Taint as if s/he had rolled it on a casting table. 2 The caster receives a Patron Taint as if s/he had rolled it on a casting table. 3 The caster must perform a ritual killing of a human or demi-human infant within a fortnight. If the caster does not make this sacrifice s/he receives a permanent Patron Taint and cannot cast the spell for which s/he spell- burned until the sacrifice is made. 4 One of the caster’s allies within 60’ who is not of Chaotic alignment must make a DC 18 Will save. If the save is failed, the ally’s alignment changes to Chaotic. If none of the caster’s allies are within 60’ when the spellburn is performed, then the next time an ally comes within 60’ of the caster that individual must make the Will Save and change his or alignment to Chaotic if the save fails. PATRON SPELLS: THE DEVIL-WRAITH OF GRIM INCHYRON Level 1: Minion Manifestation Level 2: Nefarious Plot Level 3: Infernal Artifact Magic SPELLBURN: THE DEVIL-WRAITH OF GRIM INCHYRON Sacrifices to the Devil-Wraith support the eventual return of a fully-restored Grim Inchyron to the mortal world! When the caster utilizes spell burn, roll 1d4 on the table below. 40 MINION MANIFESTATION Level: 1 Range: 20’ Duration: Permanent Casting Time: 1 turn or less Save: None General The Devil-Wraith licenses the caster to summon and command Grim Inchyron’s Infernal minions. Because the minions are constructs, they require no food, drink or rest and will serve the caster until destroyed. They are fanatically loyal, so their service extends to suicidal commands or commands seemingly against their nature. Manifestation Roll 1d3: (1) a trap door magically appears in the floor or ground, disgorging the summoned creatures, then seals back up, leaving no sign that it ever existed; (2) a dark, shimmering aurora appears in the air and the sum- moned creatures emerge from it; (3) a loud steam whistle with a thunder-like tone blows and then a hail of min- ion body parts rain down from above; after these parts hit the ground they join together into complete creatures. 1 Lost, failure and patron taint 2-9 Failure, but spell is not lost. Patron taint. 10-12 Patron Taint. The caster summons his or her choice of: two Fuliginous Wing-Fiends, two Bituminous Quasits or a Barbed Imp Swarm. 13-17 The caster summons his or her choice of: three Fuliginous Wing-Fiends, three Bituminous Quasits or two Barbed Imp Swarms. 18-19 The caster summons his or her choice of: five Fuliginous Wing-Fiends, five Bituminous Quasits or three Barbed Imp Swarms. 20-23 The caster summons his or her choice of: one Slag Hellion Swarm, six Fuliginous Wing-Fiends, six Bituminous Quasits or four Barbed Imp Swarms. 24-27 The caster summons his or her choice of: Sloucher the Dire Rat (in giant form), a Slag Hellion Swarm accompa- nied by two Barbed Imp Swarms, seven Fuliginous Wing-Fiends or seven Bituminous Quasits. 28-29 The caster summons Sloucher the Dire Rat (in giant form) accompanied by his or choice of: a Slag Hellion Swarm or six Fuliginous Wing-Fiends or six Bituminous Quasits. 30-31 The caster summons a Slag Hellion Horde. PATRON SPELLS Page NEFARIOUS PLOT Level: 2 Range: Varies Duration: Varies Casting Time: 2 rounds Save: None General In classic serial villain fashion, the caster devises a nefarious plot and then shapes the raw stuff of Chaos into a mystical set of probabilities that increase the likelihood that the plot will succeed. The caster must describe three aspects of a “plot:” 1) a rough outline of the series of steps or actions that s/he will enact, 2) the desired effect achieved by these actions and 3) the timeframe over which the plot will unfold, (The timeframe can be as short as one round.) The desired effect must further the cause of Chaos and the caster must also be able to explain how the series of steps or actions in his or her plot could conceivably lead to the desired outcome. If the caster’s spell is successful, s/he will receive temporary Luck points. These Luck points may be burned to increase the success of an action linked to carrying out the plot. The higher the spell check result, the more temporary Luck points the caster receives and the longer points may be held in reserve to burn in the future. Manifestation Roll 1d3: (1) the caster instantly grows a long, curled, waxed mustache and must twirl the ends of it to cast the spell (2) the musical strains of Mysterioso Pizzicato can be heard floating faintly on the breeze (or light draft if indoors/underground); (3) a longhaired, white cat appears in the caster’s arms and must be stroked continuously while the spell is being cast 1-9 Lost, failure and patron taint. 10-13 Failure, but the spell is not lost. Patron taint. 14-15 Patron Taint. The caster receives 1d3+1 temporary Luck points to burn per the guidelines, above. These points do not increase the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these temporary Luck points in reserve for 1d3 turns, after which any unburned points are lost. 16-1-9 The caster receives 1d4+1 temporary Luck points to burn per the guidelines, above. These points do not increase the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these temporary Luck points in reserve for 1d4+1 turns, after which any unburned points are lost. 20-21 The caster receives 2d3+1 temporary Luck points to burn per the guidelines, above. These points do not increase the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these temporary Luck points in reserve for 2d3 turns, after which any unburned points are lost. 22-25 The caster receives 2d4+1 temporary Luck points to burn per the guidelines, above. These points do not increase the caster’s Luck ability score (and therefore do not affect his or her Luck modifier). The caster may hold these temporary Luck points in reserve for 3d4+1 turns, after which any unburned points are lost. 26-31 The caster receives 3d4 temporary Luck points to burn per the guidelines, above. These points DO increase the caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these temporary Luck points in reserve for 2d3 hours, after which any unburned points are lost. 32-33 The caster receives 3d4 temporary Luck points to burn per the guidelines, above. These points DO increase the caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these temporary Luck points in reserve for 3d6+1 hours, after which any unburned points are lost. The caster may burn these temporary Luck points to the benefit of his or her allies, in the manner of a Halfling Luck Charm, so long as the actions of his or her allies advance the caster’s nefarious plot. 34-35 The caster receives 3d4+2 temporary Luck points to burn per the guidelines, above. These points DO increase the caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these temporary Luck points in reserve for 6d6hours, after which any unburned points are lost. The caster may burn these temporary Luck points to the benefit of his or her allies, in the manner of a Halfling Luck Charm, so long as the actions of his or her allies advance the caster’s nefarious plot. 36+ The caster receives 4d4 temporary Luck points to burn per the guidelines, above. These points DO increase the caster’s Luck ability score (to a maximum of 18), affecting his or her Luck modifier. The caster may hold these temporary Luck points in reserve for 6d12+2 hours, after which any unburned points are lost. The caster may burn these temporary Luck points to the benefit of his or her allies, in the manner of a Halfling Luck Charm, so long as the actions of his or her allies advance the caster’s nefarious plot. 41 Page General Grim Inchyron was a master maker and was often referred to as the “Artificer of Anguish” and the “Architect of Agonies.” The Dev- il-Wraith can psychically transfer this talent to a supplicant, thus enabling a caster to create magical artifacts using this spell descrip- tion in combination with Tables 8-4 through 8-9 in the 3rd-level wizard spell Sword Magic. Any artifact produced through the casting of this spell is Infernal in nature: it is automatically Chaotic in alignment and if it acts as a bane, it is always the bane of Law and order, as well as the Balance of the Eternal Struggle. The sacrifice of lives/souls is more critical to the manufacture of an Infernal artifact than the cost of its materials in gold pieces. Level: 3 Range: Self Duration: Permanent Casting Time: A week or more Save: None A spell check determines the possible abilities and properties of the artifact to be created. The specifics are determined by the form and function of the artifact, the design and intentions of the caster and the influence of the primal forces of Chaos that have mar- shalled behind the artifact’s creation. Spellburn utilized in the casting is lost for the duration of the casting and only heals when the spell is complete. All costs are expended before the spell check is made and failure means all costs are lost. This spell is geared towards the creation of magical artifacts rather than weapons. Thus, when using Table 8-4: Magic Sword Charac- teristics to create an artifact, some of the guidelines, below, will bump the spell check result up one or more rows in the table while other guidelines will bump the spell check result down one or more rows. Generally speaking, follow this process to create an Infernal, magic artifact: Manufacture the artifact: The spell is cast as an on-going ritual through the artifact manufacturing process and the caster may need a partner to manufacture the artifact if s/he is not a crafter. Any object can be enchanted and casters receive a +2 bonus to their spell check roll for this spell in addition to any other modifiers. The design, form and function of the artifact should influence what powers and banes a successfully enchanted artifact possesses. (For example, a chariot made into an Infernal magical artifact might have the powers of obscuring its surroundings, flight or plane shifting.) Construction of the physical object itself costs a minimum of 100x the cost of a normal version of the object. INFERNAL ARTIFACT MAGIC 42 The basic enchantment: The spell check determines the basic enchantment. The “plus” of an artifact works as a bonus to any roll made by the user of the artifact for any action that the function and design of the artifact suggests it should benefit. The caster’s level has no effect on the “plus” of the artifact. The cost of plus, in addition to the artifact itself, is 2000 gp and 10 HD in live sacrifices per plus. The artifact’s intelligence: This spell is geared towards the creation of magical artifacts rather than weapons and for reasons hidden in the deepest recesses of thaumaturgical lore, artifacts are less suited for intelligence and communication than weapons (perhaps the taking of life imbues weapons with an inherent understanding of it). When referring to Table 8-4, the Infernal artifact created with this spell always has an Intelligence from the row two levels lower than the spell check roll would indicate. Thus, while artifacts, like weapons, will always possess intelligence and the ability to communicate, this ability is almost always rudimentary compared to an enchanted weapon. Alignment: An Infernal magical artifact always has a chaotic alignment – ignore Table 8-3. In campaign worlds where Good and Evil exist in an ethos separate from Law and Chaos, an Infernal magical artifact is always Evil. Banes: An Infernal magical artifact may act as a bane by virtue of its design, form, function and the intentions of its creator, all heavi- ly influenced by the primal forces of Chaos that marshal behind its creation. When referring to Table 8-4, the Infernal artifact created with this spell always determines its number of banes from the row two levels lower than the spell check roll would indicate. The caster must declare what kind of banes s/he believes fit with the artifact’s form, function and purpose. Depending on the spell check, s/he may be successful in none, some or all of those. However, non-weapon artifacts are rarely constructed for the purpose of slaying particular creatures and many bane effects will not make sense for a non-weapon artifact. Such effects, if indicated, are re-rolled (Un- reasoning Hatred, Beacon of Fury, and Festering Wound are examples of bane effects that might not make sense for a non-weapon artifact.) Each bane with which an Infernal magical artifact is imbued costs from 5,000 to 10,000 gp plus 20-50 HD in live sacrifices. The required number of HD of live sacrifices is reduced if the creator sacrifices the type of creature that is subject to the bane. The exact cost is dependent on the level of effect sought and the discretion of the Judge. Special purpose: An Infernal magical artifact always has a special purpose and this purpose is largely determined by the intentions of the caster, heavily influenced by the primal forces of Chaos that marshal behind its creation. Thus, when referring to Table 8-4, the Infernal artifact created with this spell always has Dice Rolled for Special Purpose(s) from the row two levels higher than the spell check roll would indicate. The caster then rolls on Table 8-6 and may choose any purpose on the table equal to or lower than his or her roll. The caster may also invent a special purpose not listed on the table. The Judge should determine a DC for this invented pur- pose based on how well the Judge feels the purpose fits with the concept of the artifact. If the roll on Table 8-6 equals or exceeds this DC, then this invented purpose becomes the special purpose of the artifact. Under certain circumstances the Judge may dictate the special purpose of the artifact or s/he may add one or more additional purposes. (The Judge may also hide additional purposes to the Page 43 caster/creator.) Any purpose must be aligned with the interests of the forces of Chaos marshalled behind the creation of the artifact. There is no gp cost for the special purpose. Powers: Because “powers” are the mainstay of artifacts, Infernal magical artifacts created through the use of this spell use the row on Table 8-4 two levels higher than what is normally indicated by the spell check roll. Infernal magical artifact powers are primarily Type I (Table 8-7) and Type III (Table 8-9) - because artifacts are not primarily weapons many Type II: Combat Sword Powers (Table 8-8) may not make sense for a non-weapon artifact. (Crippler, Cleave, Vorpal Blade and Throwing Blade are examples of powers that might not make sense for a non-weapon artifact). Type II powers that are rolled but do not make sense for the artifact are replaced. There is a 65% chance that the Type II power is replaced by a Type I power and a 35% chance that it is replaced by a Type III power. The caster pays a cost to imbue an artifact with powers: 1000 gp and 6 HD in live sacrifices for a Type I power, 3500 gp and 10 HD in live sacrifices for a Type II power and 5000 gp and 30 HD in live sacrifices for a Type III power. Depending on the result of the spell check, the artifact will have some number of those powers evident at the completion of the casting. It is possible that the caster will spend the money and make the sacrifices to imbue the powers but his or her spell check will not be sufficient to complete them. It bears repeating: spell-like powers are the hallmark of magic artifacts. Because of this, neither the creator of an Infernal magical artifact using this spell, nor the Judge adjudicating its creation should feel limited to Tables 8-7 and 8-9 when considering powers appropriate to the artifact’s design and purpose. This is especially true since these tables are primarily intended for swords and other weapons. In fact, some of the powers on these tables (Un-dead touch comes to mind) are unlikely to fit with a non-weapon artifact. Thus, creators and judges should borrow liberally from the wizard and cleric spell lists for powers to imbue into the design of an arti- fact, classifying the spell as a Type I, Type II or Type III power, as appropriate. These spell-like powers should have the same predict- ability as a wand, ring or other magic item as described on page 374 of the DCC rules. Creation properties: Several of the entries above note specialized circumstances that can influence an artifact’s final traits. Further- more, the Sword Magic spell offers examples of circumstances that can influence the final result of an act of creating a magical sword. For this spell there is one circumstance that is always present but can profoundly affect the creation of an artifact in a myriad of ways: primal forces of Chaos have marshalled behind the creation of the artifact and the end result is Infernal in nature and ultimately serves the goals of the forces that enabled its creation! Manifes- tation Creation of a magical, Infernal artifact. 1-15 Lost, failure and patron taint. 16-17 Per above and Table 8-4 on page 367 of the DCC rules. 18-21 Per above and Table 8-4 22-23 Per above and Table 8-4 24-26 Per above and Table 8-4 27-31 Per above and Table 8-4 32-33 Per above and Table 8-4 36+ Per above and Table 8-4 34-35 Per above and Table 8-4 Page 44 THE LOGOS OF LAMUSHEA Lamushea the Law-Shaper was a god entrusted with helping mortals administer fair, just and enduring laws. Lamushea appeared as a muscular bull with glossy black hide, giant eagle wings and a majestic, human head. Lamushea was often seen in the mortal world advising kings and pontiffs and bearing the Krytz - a bejeweled, crystalline mirror which is both an Artifact of Law and the repository of all of Lamushea’s legal lore. Ages ago, Lamushea was murdered by Grim Inchyron, a demonic demi-god and one of the Nine Mortal Afflictions. Since divine essence cannot be truly destroyed, at the mo- ment of his “death” Lamushea’s essential godhood - com- prised of his philosophies and principles - joined his store of legal knowledge in the Krytz and became eternally bound to that artifact. It was thus that the “Law-Shaper” became “The Logos.” Whereas Lamushea was concerned with adju- dication, The Logos is dedicated to the path of retribution. A divine revenant, The Logos no longer deals in mercy. In its place The Logos espouses the Right of Retribution: harm is always to be answered in kind - an eye for an eye. If, in its zeal, the hand of retribution should take both the offender’s eyes, so be it: better that than an act of harm go unan- swered. The Logos’ will gladly grant generous Patronage to any who will work uncompromisingly to deliver retribution by whatever means are necessary. Page 12-13 The Logos licenses the caster with the Iron Boot, one of the Seven Castigations. Boots formed from brilliant light encase the feet of a target of any one biped in sight. That individual takes 1d3 damage per round and cannot walk unless s/he makes a DC 15 Fort save. If the save is successful, the target may walk at ½ speed but the damage-per-round increases to 1d4+1. This Castigation is not a physical construct and so cannot be broken by acts of strength or damage from weapons or tools. Invoke Patron check results: 14-17 The Logos warrants the caster to impose the Malefactor’s Fork, also one of the Seven Castigations. A razor-sharp, twin-tined fork of glowing light appears, lashed to the neck of any one biped in sight with bindings composed of that self-same light. The fork wedges itself between the breast bone and jaw such that an individual takes 1d3 damage if s/he speaks or moves. If the individual speaks, the piercing of the fork distorts that speech unless s/he succeeds at a DC 15 Ref save. Distorted speech negatively impacts the individual’s ability to communicate, give commands or correctly form any incantations necessary to cast spells as determined by the Judge. This Castigation is not a physical construct and so cannot be broken by acts of strength or damage from weapons or tools The caster may choose to replace this effect with any effect lower on this Invoke Patron check results table. 18-19 The Logos sanctions the caster to sentence one creature to the Pillori Digitus. Manacles of searing light encase the hands and feet of any one biped within 120’, regardless of whether the caster can see that individual or not. The individual takes 2d3 damage per round and can- not walk unless s/he succeeds makes a DC 15 Fort save. If the save is successful, s/he may move at half speed but takes an additional 1d3 damage. Similarly, the individual may not use his or her hands or fingers unless s/he makes a DC 15 Reflex save (eg to wield a weapon). If the save is successful, the individual takes an additional 1d3 damage and rolls for actions requiring skilled use of the hands are made at one die lower on the die chain. This Castigation is not a physical construct and so cannot be broken by acts of strength or damage from weapons or tools. The caster may choose to replace this effect with any effect lower on this Invoke Patron check results table. 20-23 The Logos invests the caster with the authority to incarcerate one creature within the Castigation called the Binding Gibbet. A tight cage of brilliant light encloses any one creature within 120’, regardless of whether the caster can see that creature or not. The imprisoned cannot move. The imprisoned also cannot use his or her arms. The imprisoned may attempt a DC 18 Reflex save; if successful, the imprisoned can make fine movements with his or her hands which may allow the passing of objects or the casting of spells. Any rolls for attempting such actions are made using a die two steps lower on the die chain. This Castigation is not a physical construct and so cannot be broken by acts of strength or damage from weapons or tools. The caster may choose to replace this effect with any effect lower on this Invoke Patron check results table. 24-27 The Logos warrants the caster to imprison one creature within the Iron Maiden, one of the Seven Castigations. A fully enclosed sarcoph- agus of searing light encases any one creature within 120’, regardless of whether the caster can see that creature or not. The imprisoned takes 1d4 damage per round and cannot move or use his or her arms. The imprisoned by attempt a DC 18 Reflex save; if successful, the imprisoned can make fine movements with his or her hands which may allow the casting of spells but also inflicts an additional 1d4 dam- age on the imprisoned that round. Any rolls for such actions are made using a die two steps lower on the die chain. This Castigation is not a physical construct and so cannot be broken by acts of strength or damage from weapons or tools. The caster may choose to replace this effect with any effect lower on this Invoke Patron check results table. 28-29 The caster brings can call forth the Bastard Brazen Bull, the most terrible of the Seven Castigations and a “myth-made-real.” Borrowing from the Logos’ own history, the caster causes a great crucible of molten metal (like those used to make the bull-shaped cast iron artifact called the Hell-Forged Ferro-Zeffir) materialize out of thin air and pour overtop the wizards’ enemies. The metal covers an area 10’ wide by 5’ deep by 10’ tall. Creatures fully covered in the metal take 5d8+2 points of damage (No save). Enemies within 10’ of the coverage area are splashed for 5d4+1 points of damage. A successful DC 15 Ref save reduces this damage by half. The caster may choose to replace this effect with any effect lower on this Invoke Patron check results table. 45 30-31 The Logos sanctions the summoning of an agent of retribution: an Avenging Aura. The Aura must be assigned to exact retribution on a wrong-doer. If, in the Judge’s estimation, the caster attempts to use an Avenging Aura to further his or her personal ends rather than to en- act legitimate retribution, the spell rebounds on the caster and the Aura is assigned to him or her until or unless the Logos is placated. An Avenging Aura is a lawful undead creature identical to a Shadow (DCC rules, page 425) except for the following: 1) the aura appears as a subtle glow, nimbus or halo that is visible under certain lighting conditions such as dawn and sunset and 2) the Aura attacks its target with whispered accusations of the wrongs the target has committed. This attack drains Personality instead of Strength and a creature reduced to 0 Personality goes stark, raving mad. This creature’s sanity can only be restored by magical healing and that healing will only be efficacious once an act of restitution has been made on behalf of the creature driven insane by the Aura. An Avenging Aura will plague its target until destroyed. 32+ The Logos lends the caster a tiny, dilute portion of Its divine essence called the force majeure. In order to use the force majeure without destroying him- or herself, the wizard must channel it through a written, legal edict prepared on the spot. (The player has 60 seconds to compose the edict and no other players are permitted to give input on the composition). The wizard writes down exactly what s/he wishes to have happen in 13 words or less (13 being one of the numbers of Chaos - the Chaotic powers are able to place this limit on the force majeure). When the caster reads the edict aloud, the force majeure enacts it, making manifest whatever the author proscribed. The force majeure enacts whatever the edict decrees and enacts it in accordance with the proverbial “letter of the law” and applies it as broadly as possible. The force majeure will enact the provisos of the edict to any future situations in which the caster finds him- or herself to which the force majeure deems the edict applicable. The edict’s enactment exists in perpetuity and follows the caster to other worlds and dimen- sions. It can be only be altered, mitigated, suspended or revoked by a power greater than the Logos, or by a new force majeure-powered edict. The Logos does not lend the force majeure lightly and only so it canbe used to forward the cause of retribution. Any caster who uses the force majeure in a way that goes against the divine purpose of the Logos will find him- or herself targeted for retribution by the Patron. Page PATRON TAINT: THE LOGOS OF LAMUSHEA When patron taint is indicated for The Logos of Lamushea, roll 1d6 on the table below. When a caster has ac- quired all six taints at all levels of effect, there is no need to continue rolling. Roll Result 1 The Logos knows better than most that the path of retribution is a lonely one. When this result is rolled, the caster loses a friendship (at his or her discretion the Judge may choose the friendship). Forevermore this individual regards the caster with mild enmity. If this result is rolled a second time, the caster loses all of his or her friendships. If this result is rolled a third time, the caster will never again form a genuine friendship. Personality checks involving interactions with any individuals with whom the caster has lost friendship are made with a die two steps down on the dice chain. 2 The caster has the constant feeling of being imprisoned. Every hour that the caster spends underground, s/he must make a DC 8 Will Save or be unable to engage in combat or cast spells until s/he succeeds at the save. If this result is rolled a second time, the difficulty of the Will Save increases to DC 10. If this result is rolled a third time, the caster must make a DC 10 Will Save when indoors as well as underground. 3 The caster begins to speak only Injunction, a rare dialect of the Lawful Alignment language. At first, the caster speaks in pidgin, and listeners must succeed at a DC 10 Intelligence check to understand it. If this result is rolled a second time, the caster’s speech progresses towards a purer form of the language and listeners must succeed at DC 15 Intelligence check to understand the caster’s speech. If this result is rolled a third time, only those fluent in Injunction can under- stand the caster’s speech. 4 The Logos’ code of justice sits on the razor-thin line between retribution and revenge. This line is so fine that the pro- verbial “double-edged sword” crosses it, cutting any who follow the same path as The Logos. After this result is rolled the caster takes one hit point of damage every time s/he inflicts damage on another. If this result is rolled a second time, this effect increases to one hit point of damage per die of damage inflicted. The third time this result is rolled, the effect increases to two hit points per die of damage inflicted. 5 The caster is compelled to tell the truth unless s/he succeeds at a DC 15 Will save. However, the caster can also tell that someone else is lying if s/he succeeds at a DC 18 Personality check (though s/he cannot tell what the truth is). If this result is rolled a second time, the caster must succeed at a DC 18 Will save to speak a lie but can detect lying with a DC 15 Personality check. If the result is rolled a third time, the caster must succeed at a DC 20 Will Save to be able to lie but s/he can tell that someone else is lying with a DC 13 Personality check. 6 The caster acquires the aura of an agent of retribution. Wherever the caster goes, s/he is petitioned by victims of wrong- doing who beseech him or her to set things to right; the caster is duty-bound to help. After the first time this result is rolled, the caster will find him- or herself petitioned for redress once each month. The second time this result is rolled the frequency of petitions increases to once each fortnight. The third time this result is rolled, the frequency of petitions increases to once a week. 46 PATRON SPELLS: THE LOGOS OF LA- MUSHEA The Logos exists among the nigh-limitless library of lore stored within the Krytz. It commonly dispenses the following three spells out of these annals: Level 1: Stay of Execution Level 2: Warrant of Warding Level 3: Writ of Retribution SPELLBURN: LOGOS OF LAMUSHEA The Logos of Lamushea requires all who receive its pa- tronage to swear to subsume their own interests to the higher goal of punishing the wicked. When The Logos sanctions spellburn, the solicitor-Wizard must honor this judicial oath and accept its burdens. When a caster utilizes spellburn, roll 1d4 and consult the table below. Page Roll Spellburn Result 1 The caster is required to join The Logos in recording legal judgments for posterity by inscribing legal records on to his or her own body using ritual scarification. The process is so painful and makes concentration so difficult that in addition to the reduction of ability scores, a -1 penalty is imposed on all spell checks made by the caster for an hour afterwards. 2 The Logos demands that the solicitor-Wizard re-establish his or her judicial impartiality through a purification ritual. After casting the spell utilizing spell burn, the caster must self-inflict temporary blindness by grinding sand into his or her own eyes, rubbing in a mildly caustic substance such as lemon juice or applying an irritant such as hot peppers. The temporary blindness lasts 4d3 turns. 3 Some laws are too controversial to be displayed publicly, and yet they must also be recorded. In exchange for amplifying the effects of a spell the Logos requires that a supplicant-Wizard give over a portion of his or her own memory to keep record of such a law. The supplicant-Wizard must sacrifice a memory or knowledge of a skill, language, piece of lore, spell, etc. and put the legal record in its place. The greater the amount of spellburn, the larger the amount of memory the Logos will demand and the more significant the loss must be. The Judge should determine what memory or knowl- edge that the spellburn will cost the wizard up front (eg losing knowledge of a spell, forgetting an ally, etc.) and then give the player the choice of whether to go through with the spellburn at that price or not. 4 The Logos demands that the solicitor-Wizard prove that his or her judgment cannot be corrupted through bribery. The caster must destroy valuables – coins, gems, jewelry, luxury items, magic items, etc. – proportional to the amount of spellburn being utilized in the spell as determined by the Judge. 47 Page STAY OF EXECUTION Level: 3 Range: Touch or greater Duration: 2 rounds or longer Casting Time: 1 round Save: None General The wizard issues a sorcerous, life-affirming subpoena that the Logos sanctions through Stay of Execution. If, during the period of protection provided by the spell, the target of the spell is reduced to zero hit points, instead of dying, that individual may continue to act normally for the duration of the spell. When the spell expires the stay is lifted and the individual begins “bleeding out.” Each time the individual takes damage after the stay is invoked, it reduces by one the number of rounds the he or she bleeds out (down to a minimum of one) and imposes a cumulative +1 on the Luck check roll for Recovering the Body. Manifestation Roll 1d3: (1) a tattooed sigil in the shape of an hourglass appears on the target’s forehead – the “sand” flows from top to bottom marking the duration of the spell;(2) a spectral version of the target appears 13 hand spans behind and to his or her left, mirroring his or her every move; (3) if the target is reduced to zero hit points while under the protection of the spell the sound of a gavel being struck echoes forth as loud as a thunderclap immediately after the target loses his or her last hit point. 1 Lost, failure and patron taint 2-11 Lost, failure. 12-13 The caster targets one creature with 4 HD or fewer by touching it. That creature is under the spell’s protection for 1d4+CL rounds. If, during that period of protection, the target is reduced to zero hit points, s/he can continue to act normally for a number of rounds equal to CL +1. 14-17 The caster targets one creature with 5 HD or fewer by touching it. That creature is under the spell’s protection for 2d3+CL rounds. If, during that period of protection the target is reduced to zero hit points, s/he can continue to act normally for a number of rounds equal to 1d4 + CL. 18-19 The caster can target any one creature with 6 HD or fewer within 30’. That individual is under the spell’s protec- tion for 2d4+CL rounds. If, during that period of protection, the target is reduced to zero hit points, s/he can continue to act normally for a number of rounds equal to 2d6 + CL. 20-23 The caster can target any one creature with 6 HD or fewer within 60’. That individual is under the spell’s protection for 3d4+CL rounds. If, during that period of protection, the target is reduced to zero hit points, s/he can continue to act normally for a number of minutes equal to CL +1. 24-27 The caster can target any one creature with 6 HD or fewer within 120’. That individual is under the spell’s protection for 2d3+CL minutes. If, during that period of protection, the target is reduced to zero hit points, s/he can continue to act normally for a number of minutes equal to 1d4 + CL. 28-29 The caster can target any one creature with 8 HD or fewer within 120’. That individual is under the spell’s protection for 2d3+CL minutes. If, during that period of protection, the target is reduced to zero hit points, s/he can continue to act normally for a number of minutes equal to 2d3 + CL. 30-31 The caster can target any one creature with 8 HD or fewer within sight or a number of creatures equal to CL within 30’. Targets are under the spell’s protection for 2d4+CL minutes. If, during that period of protection, any target is reduced to zero hit points, s/he can continue to act normally for a number of minutes equal to 3d4 + CL. 32+ The caster can target any one creature with 12 HD or fewer within sight or a number of creatures equal to CL+1 within 60’. Targets are under the spell’s protection for 2d4+CL turns. If, during that period of protection, any target of the spell is reduced to zero hit points, s/he can continue to act normally for a number of turns equal to 3d3 + CL. 48 PATRON SPELLS Page WARRANT OF WARDING Level: 2 Range: Varies Duration: 1 minute per CL Casting Time: 1 round Save: None 14-15 The disruptive forces cause all spell checks made against the caster to suffer a -1 penalty. The caster receives a +1 on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 18 save. 1 Lost, failure and patron taint Manifestation Roll 1d3: (1) iron manacles spring up from the ground and shackle incoming spells and spell-like powers; (2) miniature griffins, shining with bright white light, circle about the caster and snatch away incoming spells and spell-like powers; (3) incoming spells and spell-like powers are flung away from the caster by fierce, micro-localized earth tremors. 2-11 Lost, failure 12-13 Failure, but spell is not lost. General The caster convenes a “tribunal” of magical forces that disrupts magic from divine and demonic origins (not wiz- ardry). This includes spells and spell-like abilities from all clerics, priests, demons and creatures of Chaos. When necessary, the Judge’s discretion determines the degree to which a save against spell-like powers that would not normally grant a save mitigates or cancels the effects of such powers. At the highest levels of effectiveness, the caster can dismiss low-level spells and spell-like powers. On a successful casting, the wizard may choose to invoke any effect equal to or less than his or her spell check roll. Protection provided by the spell remain in effect for its duration. 16-19 The disruptive forces cause all spell checks made against the caster and any of the caster’s allies within a 10’ radius to suffer a -1 penalty. The caster and his or her allies receive a +1 on their saves against spell-like powers directed against them. If a spell-like power does not normally grant a save, the caster receives a DC 18 save. 20-21 The disruptive forces cause all spell checks made against the caster to suffer a -2 penalty. The caster receives a +2 on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 16 save. 22-23 The disruptive forces cause all spell checks made against the caster and any of the caster’s allies within a 10’ radius to suffer a -2 penalty. The caster and his or her allies receive a +2 on their saves against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 16 save. 24-25 The disruptive forces cause all spell checks made against the caster to suffer a -3 penalty. The caster receives a +3 on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 16 save. 26-29 The disruptive forces cause all spell checks made against the caster and any of the caster’s allies within a 10’ radius to suffer a -3 penalty. The caster and his or her allies receive a +3 on their saves against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 14 save. 30-31 The disruptive forces cause all spell checks made against the caster to suffer a -4 penalty. The caster receives a +4 on his or her save against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 12 save. 32-33 The disruptive forces grant the caster immunity to all level 1 spells and the spell-like abilities of all clerics, priests, demons and creatures of Chaos that possess less than 2HD. The disruptive forces cause all spell checks made against the caster to suffer a -4 penalty. If a spell-like power does not normally grant a save, the caster receives a DC 12 save. 34+ The disruptive forces grant the caster and any allies within 10’ immunity to all level 1 spells and the spell-like abilities of all clerics and priests and demons and creatures of Chaos that possess less than 2 HD. The magic field causes all spell checks made against the caster to suffer a -5 penalty. The caster and his or her allies receive a +5 on their saves against spell-like powers directed against him or her. If a spell-like power does not normally grant a save, the caster receives a DC 10 save. 49 Page WRIT OF RETRIBUTION Level: 3 Range: Varies Duration: 1 round or more Casting Time: 1 action Save: None General Through the use of this spell, the caster names one creature (or more depending on spell check results) and place it under the aegis of divinely-promised retribution against a second named creature who seeks to harm those under the aegis. A “named” creature can be anywhere in the world or, subject to the Judge’s discretion, on other worlds or in other dimensions. Anything the second-named creature does to the protected individual(s) it also does to itself. For example, if the second-named creature attacks the protected creature with a sword, then the second-named creature must roll a duplicate attack against itself at the same time that it makes the attack against the creature(s) under the aegis. The creature targeted by the retributive effect of the writ always apples the higher of the two die rolls for the duplicate actions to itself and the lower roll to the protected creature(s). With higher spell check results, the caster can have the writ apply to the allies and minions of the second-named creature. On a successful casting, the wizard may choose to invoke any effect equal to or less than his or her spell check roll. Manifestation Roll 1d3: (1) a malleable feature of the local environment (clouds, smoke from a brazier, flames from a fireplace, etc.) takes the recognizable shape of a sword of retribution and positions itself so as to hang over the writ’s sec- ond-named creature; (2) a glowing picto-glyph in the shape of an eye appears on the forehead of all the crea- tures named by the caster for protection under the writ – when harm is done to any of the creatures bearing the picto-glyph, the glyph bleeds glowing light ; (3) fine cords of silver light stretch between the creatures protected by the writ and the second-named creature, identifying that their destinies are intertwined 1 Lost, failure and patron taint 2-11 Lost, failure 12-13 Failure, but spell is not lost. 16-17 The writ’s protection applies to the caster and its retributive effect affects a single, second-named creature with up to 8 HD. The spell lasts for 10 rounds + CL. 18-21 The writ’s protection applies to a single creature named by the caster and its retributive effect affects a single, second-named creature with up to 8 HD and any of that creature’s allies with fewer than 2 HD. The spell lasts for 2d3 + CL turns. 22-23 The writ’s protection applies to creature named by the caster and its retributive effect affects a single, sec- ond-named creature with up to 10 HD. The spell lasts for 2d3 + CL turns 24-26 The writ’s protection applies to a single creature named by the caster and its retributive effect affects a single, second-named creature with up to 10 HD and any of that creature’s allies with less than 3 HD. The spell lasts for 1d4 + CL hours. 27-31 The writ’s protection applies to two creatures named by the caster and its retributive effect affects a single, sec- ond-named creature with up to 12 HD. The spell lasts for 1d4 + CL hours. 32-33 The writ’s protection applies to two creatures named by the caster and its retributive effect affects a single, sec- ond-named creature with up to 12 HD and any of that creature’s allies with less than 4 HD. The spell lasts for 1d3 + CL days. 34-35 The writ’s protection applies to up to three creatures named by the caster and its retributive effect affects a single, second-named creature with any number of HD. The spell lasts for 1d3 + CL weeks. 36+ The writ’s protection applies to three creatures named by the caster, plus any additional creatures the caster wish- es to include who are within a 15’ radius of the caster when the spell is cast. Its retributive effect affects a single, second-named creature with any number of hit dice and any of that creature’s allies with less than 5 HD The spell lasts 1d3 + CL weeks. If, at any time during the duration of the spell, any creature protected by the writ who was not one of the named three moves more than 15’ from the caster, that creature loses the protection of the writ and that protection is not restored by restoring proximity to the caster. 50 Page Designation of Product Identify All place names, character names, names of organizations and similar proper nouns introduced in this publication are product identity, including but not limited to World-Quest, the Winter Calendar, Grim Inchyron, the Architect of Anguish, the Artificer of Agonies, Lamushea the Law Shaper, the Devil-Wraith of Grim Inchyron, the Logos of Lamushea, Sacred Krytz Mystery, the Krytz, Laylokan, God of Weighing the Cost of Balance, the Undercroft, the Hell-Forged Ferro-Zeffir, Barbed Imps, Bituminous Quasits, Slag Hellions, Fuliginous Wing-Fiend, A’arni, Akaa, Varjoma, Konhengen, Makarhu, Tuwonatar, Tkurrso, Nedanax, Penumbric Glen, Sloucher the Dire Rat, Pannihoo and Gerhan . All text that does not describe a discret game element is product identity. Designation of Open Game Content All game statistics for any game elements included in this publication are designated open game content. This includes but is not limited to monster statistics. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. 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(h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this license except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your Acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Dungeon Crawl Classics, Copyright 2012 Goodman Games, all rights reserved, visit www.goodman-games.com or contact [email protected]. World-Quest of the Winter Calendar, Copyright 2015 Steve Bean Games This product is based on the Dungeon Crawl Classics Role Playing Game, published by Goodman Games. This product is published under license. Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games. All rights reserved. For additional information, visit http://www.goodman-games.com or contact info@ goodman-games.com. 60 WorldQuest of the Winter Calendar Your party encounters an old man under attack by a swarm of fiendish creatures. He is the god Laylokan. He bears the Winter Calendar, a vessel containing the Sacred Krytz Mystery. Unfortunately, in making Laylokan’s acquaintance, the party has become trapped in the Penumbra, a “space-between-the-worlds.” There is only one way back - the adventurers must explore the Seven Chronicles of the Mys- tery - a “living morality tale” that was lost to the world eons ago. They must bear witness to the tale and divine its meaning, thus completing a magical ritual that will restore the memory of the tale to the mortal world. But to witness the entire tale, the party must survive. By entering the Sacred Krytz Mystery, the party is jumping headlong into the Eternal Struggle between Law and Chaos – they’ll be caught up in epic events like the making of a Infernal artifact and the murder of a god! World-Quest of the Winter Calendar is a unique 0-level Funnel: in it, PCs take part in a great, cosmic game of “telephone” that transforms the Judge’s campaign world – both narrative and game mechanics. This is the module for veteran DCC players and Judges who’ve “been there and done that” when it comes to funnels! A “World-Shaping” 0-Level Funnel with Two Complete Patrons and a New DCC Class! By Steve Bean and Julian Bernick with Roy Snyder & Brendan LaSalle This module is partly the product of the skills and labor of youth at the Digital NEST, a technology education studio that trains rural, Latino youth in Watsonville, CA. A portion of the sales of this product will be donated to the Digital NEST. Please consider making an additional donation at www.digitalnest.org SBG0001
textdata/thevault/Dungeon Crawl Classics/DCC Adventures & Settings/World Quest of The Winter Calendar (DCC)/World Quest of The Winter Calendar [v10.1] (DCC).pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. PER5-01 I Dream of Janni A One-Round D&D LIVING GREYHAWK ® Perrenland Regional Adventure Version 1.0 by Mark Somers Reviewed by Chris Tulach In the town of Rikkendál it’s a time of celebration. A wedding is about to be held and all is well. Or is it? Where is the groom’s best man? Or should that be best ogre? Little Janni is usually such a punctual fellow. What could be holding him up? And why is that travelling merchant so keen to sell those funny looking pots? This single session regional scenario for APLs 2-12 rediscovers the early days of Perrenland’s adventures by continuing plots elements started in Pig Tales and Pots of Knowledge. Introduction This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario. Preparation First you should print this scenario. This scenario was created to support double-sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Instruct the players either to prepare their characters now, or wait until you read the introduction, depending on the requirements of the scenario as described in the introduction. Keep in mind that you must have at least three players (not counting the DM), for the game session to be a sanctioned RPGA event. As well, you cannot have more than six players participating in the game. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the DM) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster. Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in gray boxes. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters. Scoring After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the game. Complete the RPGA scoring grid with names and RPGA numbers only, and the event information at the top. RPGA no longer uses voting for any reported results. Give the Scoring Packet to your event coordinator. I Dream of Janni Page 2 This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention coordinator or the RPGA Web site, ant then have any players without a character create on. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer. Living Greyhawk Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): 1. Determine the character level for each of the PCs participating in the adventure. # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 2. If PCs bring animals that have been trained for combat (most likely being war horses, dogs trained for war), other than those brought by virtue of a class ability (i.e. animal companions, familiars paladin’s mounts, etc) use the sidebar chart to determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. By following these four steps, you will have determined the APL. Throughout this adventure, APLs categorize the level of challenge the PCs will face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience you may gain at the end of the adventure. If your character is three character levels or more either higher or lower than the APL this adventure is being played at, that character will receive only half of the experience points awarded for the adventure. This simulates the face that either your character was not as challenged as normal, or relied on help by higher-level characters to reach the objectives. Note: LIVING GREYHAWK adventures are designed for APL 2 and higher. Three or four, or sometimes even five 1 st-level characters may find difficulty with the challenges in a LIVING GREYHAWK adventure. If your group is APL 1 there are two things that you can do to help even the score. 1. Attempt to create a table of six 1 st-level characters, or try to enlist higher-level characters to play at that table. 2. Advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a free action (spoken command) that may be attempted each round. If an animal loses half or more hp in a single round it flees, unless another check is successful. Time Units and Upkeep This is a standard one-round Regional adventure, set in Perrenland. Characters native to Perrenland pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. I Dream of Janni Page 3 Adventure Background This scenario follows on from two of the earliest Perrenland adventures, Pig Tales and Pots of Knowledge. In the adventure Pig Tales, PCs were involved in murder mystery and theft, where the Zussrig family of Oskindál were killed for the Spear of Allitur. In doing so they proved the innocence of a ward of the Zussrigs, a young ogre called Little Janni, whom the family had raised from infancy. Janni has subsequently come of age and found his place in the world – he has become a paladin of Allitur. In Pots of Knowledge events revolved around the rescue of a pair of brothers involved in the Kóndkanyagn, the hunt for the fabled Kóndkannen, the pots of knowledge. In performing the rescue, PCs involved learned a little about the pots and even acquired possibly authentic pots of their own. Four years have passed since the events that happened and new events are taking place. Fraedrig Zussrig, the surviving member of the Zussrig clan (he had been serving with the Auszug at the time) has been living alone in Oskindál, but has now found himself a bride. The wedding is to take place in the nearby town of Rikkendál and the festivities are due to take place. However, one important guest is missing – Little Janni is overdue and Fraedrig refuses to be wed until he is in attendance. Then one of the village girls has a dream that Janni is in trouble… Unbeknownst to all, Janni has indeed been caught up in his own troubles. Asked for help to find some missing prospectors he has stumbled on a hidden abandoned shrine. There he found the missing folk had discovered some Kóndkannen and had unwisely opened some of the pots – releasing some very naughty spiritual beings. Having dealt with the prospectors, the spirits then became involved in a tussle for Janni’s soul. This is not a good thing for a young paladin out and about on his own… Adventure Summary Introduction: The PCs find themselves in Rikkendál, either by coincidence or as invited guests, in time for the celebrations for the marriage of Fraedrig Zussrig and Márta Haelyagr. Anxiety begins to build over the increasing lateness of the overdue arrival of Little Janni. Then a local girl, Gîrti Lufflieg, known as something of a visionary, has a dream of Janni in some peril. Encounter One, The Brockenberghuis: The PCs, being canny adventurous sorts, are asked to help locate Janni as soon as possible. His last known location, stated by one of the guests, was in the Brockenberghuis, a camp hut a day north on the Vestertrek. Assuming the PCs go to the Brockenberghuis, they will find a brawl in progress. Once it is calmed down the PCs can talk with one of the participants, a dwarf who sent some prospectors into the mountains. The now missing prospectors were last been seen perhaps two weeks beforehand heading up the Tórnstróm, a whitewater river than rushes from the Yatils. Little Janni had heard about this and had agreed to look into the disappearance. Encounter Two, The Angry River: Travelling through rough terrain, the PCs have to deal with the vagaries of the climate and the mountain as they follow the rapids into the peaks. As well as tracking Little Janni, they may choose to brave a waterfall and a treacherous waterhole where, in addition to finding the body of one of the prospectors, they can find a clue to what is going on in the form of an opened pot (a real one). Encounter Three, The River Forks: At this point the river forks, as two smaller streams merge. Here the characters meet with a garrulous spirit that has possessed an ancient carved rock. In its own cryptic way the spirit can give the PCs clues (it has only recently been freed from a pot). Encounter Four, The North Fork: Should the PCs choose to go north they will eventually come across a rickety rope bridge across a chasm just waiting to collapse under them. In fact, it’s the opposite canyon edge that is due to collapse… Encounter Five, The Possessed Prospector: Further up the north path, on a tight ledge, is one of the missing prospectors. Her wits are more than a little addled, as she has been ‘possessed’ by a freed spirit, which is whispering questions to her (in Ur-Flan) in her mind. The woman is on the verge of suicide and she could well try to take one of them with her. Encounter Six, The South Fork: Following this path leads to a sheer waterfall and something of a climb. The climb isn’t too strenuous, but it will be made more interesting by the presence of a possessed and chatty woodpecker. Encounter Seven, The Lost Shrine: Here the PCs find Little Janni, lying in torment as one or more spirits try to possess him. With the arrival of the PCs, however, Janni becomes less desirable and the spirit(s) may find some new targets. When all is said and done the PCs find a minor treasure trove, including some genuine pots with genuine spirits inside of them. They’ll also find a relic I Dream of Janni Page 4 which, when deciphered and used properly, will allow PCs to release trapped souls from the pots. Conclusion: The heroes assist Janni and any prospectors they may have rescued, and make their way back to Rikkendál, where a bang up meal and a riotous wedding party awaits them. Divination Magic IMPORTANT DMs NOTE: At some stage the PCs may decide to cast some form of divination magic. The Nation Mocked series, started in 594CY, has introduced the following effects into Perrenland regional scenarios. The various divination spells will no longer function correctly in a Perrenland regional scenario. They can still be cast but the follow effects occur instead. Full details of this effect are provided in Appendix Six. The Environment Though the season may not officially be Winter, the cold has not loosened its grasp on the Yatils. Most of the time the temperature will be sub-zero (°C, that is). This should be noted and taken into account. Full details of environmental effects are provided in the first part of Encounter Two. Introduction A Winter Wedding A new year begins with the Needfest celebration, a year that promises to be a dark one. In the east the Old One’s forces test the armies of the nation n ands darkened by the ash from Mount Hellspaar. To the west the return o Iggwilv bodes ill indeed. Yes, 595 promises to be a dark year indeed. i l f t Yet no all is gloom. People still find ways to celebrate, and in the mountain town of Rikkendál that is exactly what folk are doing. A wedding is to take place, between Fraedrig Zussrig of nearby Oskindál, and Márta Haelyagr, a lass of the town. This happy event is enough for the locals to forget their woes for a time at least and dwell on more pleasant matters. The wedding seems to have become quite the event. Visitors have come to town, swelling the numbers well beyond the usual two hundred or so souls usually found in Rikkendál. As if possessed of some uncanny sixth sense that allows them to find opportunities, merchants too have come along, despite the snow and ice on the roads. Here a fellow is selling silks from beyond the Yatils, there a man from Schwartzenbruin has a small supply of schokolade, no less. There’s even a scruffy kóndkanyâgr hawking old pottery to those showing interest. The townsfolk seem determined to show that they can be welcoming and hospitable in the worst of times. The ale and mead are flowing and the mood is defiantly cheerful. Soon enough the wedding will take place and then the partying will begin in earnest. The first thing is to determine why the characters are in Rikkendál in the first place. Any PCs who have previously played the 591CY scenario, Pig Tales, will have been invited by an NPC from that scenario called Fraedrig Zussrig. Auszug members may well be in the region to determine the defensive capabilities of the region in this time of war, whilst Old Kerk members may be out to boost morale in these desperate times. Of course they may just be passing through at the right time, as adventurers do. Rikkendál is normally a quiet community of 200, where the major activities are hunting and goat herding. In addition there is a local species of truffle which is much in demand. At this stage, however, numbers have swelled, with many visitors staying at the Strangled Goose Inn, which is packed to the rafters. The hospitable locals are also billeting others in their homes. The atmosphere is happy, almost defiantly so, as if the locals refuse to let the current troubles of the nation ruin their celebration. Give the PCs time to have a look around, meet NPCs, and mingle. The town is considered Weisspeer clan and Krestible canton territory (should PCs have benefits such as Influence in such areas). Because of its proximity to Krestible City and the large number of merchants visiting, Rikkendál is considered a small city for the purposes of buying equipment, should any PCs wish to do so. DM’s Note: Amongst the vendors is a scruffy looking half-orc fellow called Bartó Reusje, who claims to be a kóndkanyagr, or pot hunter. He is selling various pottery items, which he claims are pots. Anyone who has played Pots of Knowledge or Wild Goose Chase may recognise that some of the pots do indeed seem to be genuine. Otherwise a Knowledge (History or Local Knowledge), Profession (Pot Hunter), or Bardic Knowledge test (DC 15) will identify some of the pots as being legitimate ancient pottery. PCs may purchase pots from Bartó. They are able to buy the following: � Small pot (as if gained in Pots of Knowledge). Market price of 100gp; selling at 120gp. I Dream of Janni Page 5 � Barely legible pot (as if gained in Wild Goose Chase). Market price of 300gp; selling at 360gp. � Faded pot (as if gained in Wild Goose Chase). Market price of 600gp; selling at 720gp. � Barely faded pot (as if gained in Wild Goose Chase). Market price of 800gp; selling at 960gp. � Pristine pot (as if gained in Wild Goose Chase). Market price of 1,500gp; selling at 1,800gp. Don’t overplay Bartó’s pot selling. This is a chance for players who came late to the campaign to pick up a pot and not be left out. Mention the stall casually and if the PC’s take the hint then play it up. Bartó should come across as a bit crude, a bit scruffy, and very dodgy. Kicking Things Off Once the PCs have had a chance to shop around a bit and do a bit of partying and mingling it is time to get into the heart of the game. Attentive PCs (those who make a Spot DC 10 test followed by a Sense Motive 10 test) will notice that the locals are seeming a little restive and the groom is a bit edgy. Should they enquire, a successful Gather Information DC 10 test will let them discover that the groom’s best man, Little Janni, has not arrived. PCs who have not played Pig Tales may be unfamiliar with Little Janni. Asking around will reveal that Janni is an ogre who was raised from infancy by the Zussrig family and is a foster brother to Fraedrig. Almost four years previously he left in the company of an elven paladin called Anastrianna Moonwhisper and has since found his own calling as a paladin of Allitur. He is a serious and dutiful young ogre who is never late unless there is some trouble. If Fraedrig is approached directly he will note that Janni was last known to be in Exag and was returning via the Vestertrek. He is now several days late, even accounting for bad conditions on the trail. Since Fraedrig refuses to be married without Little Janni’s presence, this is a serious concern indeed. Should the PCs offer to go looking for Janni, Fraedrig will thank them earnestly and suggest they wait another day. (This gives time for the dream – see below – to happen.) Gîrti’s Dream During the first night following the PCs learning of Janni’s lateness – and assuming they have remained in Rikkendál – then they will overhear a disturbance in the town. Despite the enforced wait, the mood in Rikkendál remains happy and friendly. For some the night s a late one. For others i brings no sleep, since the ale still flows. For others, though, the night brings something else. Even those amongst you who are asleep are jolted to alertness by the scream of a girl in terror… i t It’s rather expected that the PCs will investigate. They won’t be alone. The screams are found to have come from a smaller household, that of the Lufflieg family. There lives Aghilt Lufflieg, a young widow, and her nine-year- old daughter, Gîrti. It is Gîrti who has been screaming, having had a nightmare. Also in the house are a handful of friends, who are in a brief state of fright from the girl’s cries. The PCs can try to learn more immediately, necessitating a Diplomacy DC 15 to get into the house to talk to Gîrti, and then a Diplomacy DC 12 to calm the child down. Otherwise the PCs may wait until the next day and either talk to the girl or find out the information second hand through gossip. Regardless, here is what can be learned: � Gîrti has had a very troubling nightmare. � It was one of ‘those’ dreams. � The girl occasionally has ‘those’ dreams – ones that have been found to be prophetic. � Full details of the dream are given. Give the players Player Handout One. In all other respects Aghilt and Gîrti are normal. There is nothing neither sinister nor evil about the small family. Nor are there any signs of outside influence. Interpreting The Dream Characters may make a Knowledge (Religion) test to determine facts from the dream: DC 10: Two hands clasped is the symbol of Allitur. DC 15: Associated with Allitur is Keph, a magnificent steed. By now the characters should know that Little Janni is a paladin of Allitur. He is also an ogre. If they don’t already know this someone will certainly mention it. It doesn’t take a genius to work out that the dream indicates Little Janni is in deep trouble. DM’s Note: The PCs may wonder how Gîrti can have dreams when the divination interdict is in place. Her bedroom is considered a sanctified place for the purposes of her ‘divining’. What If The PCs Don’t Take The Bait? I Dream of Janni Page 6 If the PCs prove to be heartless or apathetic then it may be that an appeal needs to be made to their mercenary sides. The town will offer each PC a reward of 50gp per APL to find and rescue Little Janni. If that doesn’t work, well, they’re hardly heroes, are they? The scenario ends for them at that point. Encounter One The Brockenberghuis It is quite obvious that the folk of Rikkendál have a high regard for Little Janni. That he happens to be an ogre says much for his character. Only those with the hardest or greediest of hearts could refuse to help find him. So the responsibility of rescuing the young paladin from whatever trouble he has found himself in has fallen to you… as ever. The Vestertrek winds its way up and down the eastern face of the Yatil Mountains. Slippery ice patches and snow drifts make the travel slow, and there are few others on the roads. Winter is not the time for travel in Perrenland, and with news of the return of the Witch Queen somewhere within the mountains it could be even more perilous than ever. Yet after a day of travel you find yourselves unmolested apart from the rigours of the elements, and the first travellers’ inn, the Brockenberghuis, comes into view. Cheery ligh from a warm fire spills through the windows and you can hear the sounds of revelry echo ng around the valley in which it lies. t i l Then, as you hitch your mounts and approach closer, the door bursts open and a howling figure somersaults outside to land in a pi e of snow at your feet. It seems from the roars now more clearly audible that it is not revelry that awaits you, but a brawl… Actually, the PCs have wandered into what is not so much a brawl as a bit of boisterous shenanigans that have gotten a little out of hand. The fight is near to breaking up anyway, since the participants (about half a dozen at this stage) are getting a bit exhausted. In fact, if the PCs draw attention to themselves then their appearance will act as a catalyst to end the ruckus. If they stand by quietly it will peter out soon enough on its own. The exception to this is a single dwarven miner who is very, very drunk and mostly oblivious to what’s going on around him. His name is Murkir Seamfinder and he will take the fight to the PCs as soon as they arrive. All APLs (EL 2) � Murkir Seamfinder: hp 24; see Appendix One. The drunken dwarf doesn’t really present all that much of a threat to the group. However, he is the one who knows more about Little Janni’s whereabouts, so the PCs need to treat him carefully. If they deal with him in a fashion that he would deem dishonourable (attack from behind, ganging up on him, or using obvious magic) then further interaction with him incurs a circumstance penalty of –5 for Charisma-based skill checks. It is possible to talk Murkir down, though some inspired logic will be required to penetrate his befuddled mind. This requires a Bluff or Diplomacy test (DC 12+APL) to settle him down. Unless some form of magic is used, Murkir will lapse into an alcoholic stupor soon after the fight ends. He won’t be able to be woken until late in the next morning if left alone. A Heal (DC 18) test can be used to half this time, resulting in his awakening before daybreak. DM’s Note: It is important that the PCs should not kill Murkir. For a start, it’s a brawl with non-lethal weapons. If they start to use lethal damage, strenuously note that they’re about to commit murder, a real crime, if they continue. Any paladins present who allow that to happen can be considered to have committed an evil act. The DM should tell the players so beforehand. Note that only PCs who participate in some way in this encounter do not earn the XP award. Thus the DM should endeavour to stage the situation so all PCs are presented with an opportunity to take part in the events. Talking To The Patrons Since the PCs will likely just dismiss Murkir as a crank it’s expected that once he’s dealt with they’ll start asking around the bar about Little Janni. That’s fine, though it is only Murkir who really knows the full story. The DM should play up on the fact, using anything done to Murkir as a basis for some humorous play. (Eg. “Oh, the ogre? Ja, I saw him. He was chatty with your pal the dwarf over there. Ja, the one you just punched out…”) The PCs can make Gather Information (DC 14) checks to get the information listed below. If possible, allow different PCs to learn various bits of the knowledge. � Little Janni arrived at the Brockenberghuis four nights ago. � He left very early the next morning. � No one is really sure which way he went, but probably not north. � His appearance caused a bit of a stir at first, but Édwin the innkeeper knows of him and calmed folk down. I Dream of Janni Page 7 � Once he got settled he seemed a nice young fellow, for an ogre. � He spent a lot of time talking to Murkir Seamfinder. � Murkir is the dwarf who was making a fool of himself. � When he’s sober Murkir is one of the finest miners around. � Murkir has been a bit fidgety these last few days. � A couple of weeks before the ogre arrived Murkir had been making deals with some itinerant types, probably prospectors. � The prospectors left about a two weeks ago and haven’t been seen since. � There hasn’t been any trouble in the area, so far, though the rumours about a witch in the mountains is troubling. Talking To Murkir The one who knows the real information is Murkir. So it’s a good idea to make sure the PCs don’t inadvertently kill him, however unlikely this may be. He has a very good idea of where Little Janni is. Ordinarily Murkir is a typical staid dwarf, one with a strong work ethic. He acts as something of an expert in the local parts, visiting the various mines and ensuring folk are doing the right thing. He takes a small percentage of the profits and lives a tidy enough lifestyle from it. When he gets drunk, which is rarely, he becomes a bit of a wild man and gets into fights, as evidenced. When he wakes up from his bender he will be a little embarrassed and subdued. If the PCs used ‘dirty tricks’ (attacking from behind, spitting in the face, totally outnumbering him, sneaky magic spells, and so on) in the fight he will also be someone sullen and sharp in his replies. The PCs can learn the following information from Murkir by carefully handling him with a Gather Information (DC 16) test. Apply a –5 circumstance modifier to Charisma-based skill checks for this test if the PCs dropped him in the fight in a ‘bad’ way. Apply a +2 circumstance bonus if there are any dwarves in the party. Apply a further +2 circumstance bonus if said dwarves are of the Khund. These modifiers may be cumulative. � Little Janni arrived here four nights ago. � He accidentally bumped into Murkir, who spilled his drink. � By way of apology the ogre bought him another drink, and they got talking. � Murkir mentioned a problem he had and Little Janni decided to help. � After hearing Murkir’s tale Little Janni left the next morning on a mission to rescue missing prospectors. � Three weeks ago Murkir was heading back from the Hoogtrappen mine, some dozen miles due west of here. � As he came down the mountain pass he saw a nearby cliff face had fallen away, revealing what appeared to be the remains of some ancient building. � When he got back he mentioned it to some prospectors who were staying in the inn. � There were four prospectors; two Môrgenrood fellows called Fretz and Schtecker, a Hüssen lass called Vânda, and a Kettite by the name of Tamoud. � After talking with Murkir throughout the night they decided to explore further. � It’s now been two weeks since the quartet left and Murkir is a bit worried, even a little guilty. On reflection they seemed a little inexperienced. � He didn’t go with Little Janni himself because he has some important obligations to meet in these parts. � They should have been following the path of the Tórnstróm river. � The Tórnstróm river, when it hits the plains, is called the Vesterflow by the Laaglanders. � The cliff would be about two miles west of the Tórnstróm’s fork. It’s rough going to get there. � Murkir guesses from what he saw that the revealed building is either of dwarven or perhaps Ur-Flan construction. It was too far away to really tell. � The location is only about a day’s solid walk away. � Now that Little Janni also hasn’t returned Murkir is even more worried. What If They Ask Murkir To Guide Them? Murkir will not accompany the PCs. He has activities of his own to attend to, and obligations to meet. This is also why he didn’t go with Janni. He will, however, provide the players with a rough map of the area they will be travelling in? Give the players Player Handout Two. Note: It’s possible that the PCs can get a version of the map of the area from someone else. I Dream of Janni Page 8 Encounter Two The Angry River Leaving the Brockenberghuis behind you start to climb into the mountains, fol owing the banks of the Tórnstróm river. Almost immediately the mountain trail becomes steep and the travel is rigorous. The white foaming water of the river roars and grumbles beside you. l l t i i Within a handful of hours the trai has swi ched back and forth and taken you up several hundred feet. Snow lies heavily on the ground and icicles have formed n shadowed areas, looking much like glistening fangs. The ground is slippery under foot and your sense of safety isn’t helped by the howl ng wind that tugs at your hair and clothing. No wonder most mountain people spend Winter indoors. Thankfully there is but one trail so far, because the wind, snow and ice have made finding tracks nearly impossible. If Little Janni is to be found in these parts, he’s going to be cold and miserable, most likely. Environmental Effects From this point on, when the PCs are out in the open they must experience the following effects from the terrain and weather. A PC making a Survival or Knowledge (Nature) check (DC 15) is aware of these effects. � High Altitude: As the characters are above 5,000 feet they must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when they descend below 5,000 feet. Any PC who can legitimately claim to be acclimatised to high altitudes (eg. membership cert for a highland clan) is not affected. � Snow: It is snowing, resulting in visibility ranges being halved, and a –4 penalty on Spot and Search checks, and ranged weapon attacks, whilst outside. In any given area there is 1d6 inches of snow on the ground, and each square with snow costs 2 squares of movement. � Strong Winds: There are strong winds that automatically extinguish unprotected flames. There is a –2 penalty to Listen checks. Tiny or smaller creatures are knocked down, as are Medium or smaller airborne creatures. � Icy Ground: In exposed areas where the wind has blown away snow the ground is iced, resulting in the DC of Balance and Tumble checks being increased by 5. A DC 10 Balance check is required to run or charge across icy ground. In addition, it costs 2 squares of movement to pass through a squared of icy ground. After two or three hours of walking through rugged mountain terrain, the PCs will cross the 5,000 ft. altitude mark. They have a further hour of walking before they come to the first encounter, a waterfall where one of the prospectors is apparently trapped. The Tórnstróm rages down a chasm worn through the ages, roaring and thundering as if in a fury. Ahead you can see a cliff face with ancient steps carved by the side of the waterfall. As you approach you can make out something blurred and hazy behind the froth of the waterfall It looks as if someone might be hiding behind there. . DM’s Note: The DM should refer to Appendix Three for a visual guide to the layout of this encounter. The river thunders down here before rushing down the chasm and back the way the characters have come. The spray from the waterfall creates a mist that limits vision to 20 feet and results in a 10% miss chance for anyone beyond that distance. This also applies a –4 penalty to Spot, Search and Listen checks cumulative with other penalties. Any character will soon be soaked barring magic or special clothing. The waterfall rushes down the cliff and has created a deep waterhole (Location 4 on the map). At the base of the waterfall the ages of erosion has created a small cave (Location 2) in which is the huddled form of a person. However, the run off down the cliff face has formed into an ice wall (Location 1) due to a recent cold snap. To complicate matters, above the wall more ice has fallen and clings to the cliff (Location 3). When the PCs get closer they can make two Spot checks. Penalties for the conditions have already been factored into the DCs. The first Spot check (DC 14) notes the presence of the ice wall and reveals that there is a human form huddled in the cave behind, who seems to be clutching some sort of pot. The second Spot check (DC 16) means that someone has noticed a glint from in the waterfall and can see that there appears to be some broken pottery and other glinting items at the bottom. A successful Survival or Knowledge (Nature) test (DC 14) will let folk realise the waterhole will be churning with a strong current, and that ice is likely to be built up all the way up the cliff face behind the waterfall. I Dream of Janni Page 9 The ice wall is nearly a foot thick at the base and a little narrower at the top. It is about 10 ft. tall and 20 ft. wide. Thanks to its thickness and the noise from the waterfall it is all but impossible to communicate through the wall. No matter what the PCs do outside of the cave, the person inside will not stir. If the PCs have some means of scrying or otherwise seeing through the wall, they can determine (Spot DC 12 followed by Heal DC 14) that the person inside appears to be a male of Baklunish stock and has apparently frozen to death. DM’s Note: If anyone breaks down the ice wall then they weaken the structure holding the ice above, which will then come crashing down in a shower of nasty shards. It is possible to prop up some sort of support using the Disable Device values listed below. Profession (Stonemason) or the like can be used instead of Disable Device for that test. Ice Wall: 12 in. thickness; 36hp per 10 ft. x 10 ft. section; Break DC 27; characters who break through take 1d6+APL cold damage. Trap: APL 2 (EL 3) � Ice Shards: CR 1; natural; touch trigger (breaking the ice wall); no reset; +10 ranged (1d4+1, shard); multiple targets (fires 1d4 shards at each target within 5 ft. of the ice wall); Search (DC 14); Disable Device (DC 20). � Waterhole: CR 1; natural; constant; +6 Grapple (1d4, bashing) plus drowning (p. 304, DMG); multiple targets (anyone within waterhole); Swim may be used to avoid the grapple. APL 4 (EL 5) � Ice Shards: CR 3; natural; touch trigger (breaking the ice wall); no reset; +12 ranged (1d4+1, shard); multiple targets (fires 1d6 shards at each target within 5 ft. of the ice wall); Search (DC 16); Disable Device (DC 22). � Waterhole: CR 3; natural; constant; +10 Grapple (1d6, bashing) plus drowning (p. 304, DMG); multiple targets (anyone within waterhole); Swim may be used to avoid the grapple. APL 6 (EL 7) � Ice Shards: CR 5; natural; touch trigger (breaking the ice wall); no reset; +14 ranged (1d4+1, shard); multiple targets (fires 1d8 shards at each target within 10 ft. of the ice wall); Search (DC 18); Disable Device (DC 24). � Waterhole: CR 5; natural; constant; +14 Grapple (1d8, bashing) plus drowning (p. 304, DMG); multiple targets (anyone within waterhole); Swim may be used to avoid the grapple. APL 8 (EL 9) � Ice Shards: CR 7; natural; touch trigger (breaking the ice wall); no reset; +16 ranged (1d8+2, shard); multiple targets (fires 1d8 shards at each target within 10 ft. of the ice wall); Search (DC 20); Disable Device (DC 26). � Waterhole: CR 7; natural; constant; +18 Grapple (2d4, bashing) plus drowning (p. 304, DMG); multiple targets (anyone within waterhole); Swim may be used to avoid the grapple. APL 10 (EL 11) � Ice Shards: CR 9; natural; touch trigger (breaking the ice wall); no reset; +18 ranged (1d8+2, shard); multiple targets (fires 2d6 shards at each target within 20 ft. of the ice wall); Search (DC 22); Disable Device (DC 28). � Waterhole: CR 9; natural; constant; +22 Grapple (2d6, bashing) plus drowning (p. 304, DMG); multiple targets (anyone within waterhole); Swim may be used to avoid the grapple. APL 12 (EL 13) � Ice Shards: CR 11; natural; touch trigger (breaking the ice wall); no reset; +20 ranged (1d10+2, shard); multiple targets (fires 2d8 shards at each target within 20 ft. of the ice wall); Search (DC 24); Disable Device (DC 30). � Waterhole: CR 11; natural; constant; +26 Grapple (2d8, bashing) plus drowning (p. 304, DMG); multiple targets (anyone within waterhole); Swim may be used to avoid the grapple. Inside The Cave Once the PCs get inside the cave they will find the huddled form of the Kettite prospector Tamoud, who has frozen to death (Heal DC 15 to determine this). He is covered in ice and is staring sightlessly with a look of wonder on his face. Clutched in his arms is a pot, a real kóndkan, one with very faded designs upon it. However, it is open, its lid nowhere to be found. This renders it mostly valueless, though some may pay money for it. The PCs are unlikely to determine what happened to Tamoud (no divination or speak with dead works, remember) but here is a quick summary of what I Dream of Janni Page 10 happened so the DM is aware. Tamoud and his fellows made their way up the river until it forked. They followed the south fork until they came to a cliff face, which they climbed. This took them to what appeared to be an old tomb, in which there were many genuine pots neatly stacked in rows. Fretz, one of the Môrgenrood boys, found some kind of arcane device and used it to ‘unlock’ some of the pots. This released a number of spirits that tried to communicate with or possess the prospectors. Tamoud grabbed a pot and ran, the spirit from within slowly driving him mad. He somehow made it to the waterfall and in his insane state decided to hide from the world. He then froze to death whilst he sat rocking and mumbling in mad wonder. Treasure At the bottom of the waterhole there are the following items, mixed in amongst broken pottery and mostly worthless pieces of rusted metal and shattered glass. The pot in Tamoud’s hands is included in the loot value, since it isn’t worth so much any more. APL 2: coin – 100gp, magic – quiver of Ehlonna (150gp) APL 4: coin – 100gp, magic – chime of opening (250gp) APL 6: coin – 100gp, magic – chime of opening (250gp) APL 8: coin – 100gp, magic – immovable rod (417gp) APL 10: coin – 100gp, magic – rod of metamagic, silent (916gp) APL 12: coin – 150gp, magic – lesser rod of metamagic, maximise (1,167gp) Encounter Three The River Forks Little s more constant now than the wind, snow and ice. It’s downright freezing outside and there’s no warm fire-lit rooms nearby that you can see. With careful steps you continue to follow the path of the angry Tórnstróm higher into the mountains. i After perhaps another hour or two of rigorous movement you come to a point where the river forks. Split in two by a great wedge of rock and ice, two sources of the river run from the north and south. Only a few hundred yards from the fork, an old stone bridge crosses the southern arm of the river, taking the path within the crotch of the Y. But neither flow appears to be the major tributary, so which to choose? The stone bridge may cross the south fork, but it is so close to the Y of the fork that it might as well be down the middle, and the path soon turns north after it crosses the river. The bridge is old and its cracks are filled with ice. Glistening icicles drip from underneath its arch, pointing to a drop of some 50 feet into the white water of the river. Ice has formed on the path across the bridge, and small piles of snow lie in its lee. The bridge looks just like something that’s waiting to fall to pieces. However, a dwarf or someone with Profession (Stonemason) taking the time to examine it will find that it is much more sturdy than it looks and is in no danger of collapse. However, the DM should play up on the possible danger and try to instil a sense of paranoia and fear into the players. The Talking Rock Lying just beyond the bridge is an old stone carving, perhaps some sort of ancient shrine or wayside marker. It lies where the path turns to follow the north arm of the river. It is about four feet tall and covered with worn swirling designs, and its shape vaguely suggests a squatting humanoid figure. This rock is currently possessed by a spirit freed from a kóndkan. This is an old spirit, not overly powerful, but one from ages past. It speaks three languages, which are Ur-Flan, elven and dwarven. Its use of language is very archaic. (DM hint: use a lot of thees and thous as a hook for that.) The spirit has lost its real sense of personal identity. It has few memories of who or what it once may have been; it just is what it is now. It is, however, now wanting to communicate with someone and find out more about itself. When a PC comes within 10 feet of the stone (and if they cross the bridge they have to) it comes to ‘life’. Two spiral patterns in appropriate ‘eye’ locations start to swirl slowly and it speaks in a slow grating voice. The rock greets the group, initially in Ur-Flan, so they may not know what it is saying. At first it wants to know who they are and what they are doing. It is curious, and there is no malice in it. But it thinks in a cryptic manner, and so if they do start to use elvish or dwarven to speak with it, the conversation will still be stilted and confusing. What The Rock Knows The PCs might take the opportunity to question the rock and gain information from it. Listed below are a few questions and answers that might be asked. The DM may have to make up answers to unexpected questions, but remember that it never gives direct answers. I Dream of Janni Page 11 � Who are you? I am I, not as I was but as I am. I am not thee, and I am not I. Yet I am I, as thee is thee… � What are you? I am, and I am not. � Are you a ghost? For thee I could be; for another, perhaps not. � How long have you been here? I am here now. I have been here never and always. � Are you trapped in that rock? I am where I am. Here and now. Where I will be in time I will be. � Did you come from a pot? I came from nothing. Before there was nothing there was I. Then I was kept as nothing. � Have you seen anyone pass by? Souls come and souls go. But stay, they do not. � What souls do you mean? The freed ones; old and young, like thee and I, but not like either. � Did you see an ogre in the last few days? One big of heart and great of soul passed as I became I. � Where did he go? Back and forth, here and there. Heavy of foot but gentle of nature. Tracking Little Janni The PCs may attempt to track Little Janni. This is an almost impossible prospect, given the conditions, but an attempt is allowed. The DC is 50, regardless of APL. Should someone amazingly manage to succeed in this, they can see the footprints of a large humanoid going north along the track and also south beside the other river path. For the DM’s knowledge, Little Janni came and crossed the bridge. He followed the trail north until he saw the rope bridge over the chasm in Encounter Four. Thinking it too weak to hold him, he back-tracked and went south. But this should not be known to the PCs barring some useful divination magic. Where To Now? With a good tracking result the PCs may well head south. It doesn’t matter. Each path leads to the destination, though they may not realise it at first. If they follow the north route, go to Encounter Four. If they follow the south route, go to Encounter Six. Encounter Four The North Fork Leaving the bridge and its strange guardian behind, you follow the icy trail as it makes its way back to the northern fork of the river. Despite there being a path the way is still strenuous and takes some effort. After a time you come to yet another fork. This time the path leads either across another stone bridge and back across the river, away from where you were directed. The other path, less defined than the main trail, leads west and up into the mountains. This lesser trail winds it way back and forth and steadily up. The walking takes more effort than ever. Within an hour you come to a great chasm, a split in the ground that has torn deep and wide. Across this gap is a rather rickety looking rope bridge, with missing slats and ice gripping the ropes. Beyond l es the bulk of a large peak and on its flank you can make out the edge of a fresh scar where rock falls have wounded the mountain. You seem to be heading in the right direction, but is it safe to cross? i Like the stone bridge earlier, this bridge is in much better condition than it actually appears. In a strange way the ice is holding it together. A Use Rope (DC 15) test can determine that the bridge should hold quite well. The real danger lies in the chasm edge on the other side, where the stone is cracked and crumbling. This is ready to go, and after 1d6 Small or Medium creatures have stepped there it will give way. (A Tiny creature counts for nothing, and a Large counts as 2.) Each PC who steps into the square at the end of the bridge may make a Spot (DC 16) test to notice a slight unsteadiness. This is enough of a hint to allow the Search listed in the trap description. Note that dwarves are automatically allowed the Search check before they even step off the bridge. DM’s Note: Profession (Stonemason) or the like may be used in place of Disable Device to disarm the trap. If this is attempted from the bridge, though, apply a +5 DC modifier. Trap: I Dream of Janni Page 12 APL 2 (EL 2) � Collapsing Edge: CR 2; natural; touch trigger; no reset; 30 ft. deep (3d6, fall); multiple targets (anyone in the 5 ft. square where the bridge joins and the two squares either side); Search (DC 18); Disable Device (DC 20). APL 4 (EL 3) � Collapsing Edge: CR 3; natural; touch trigger; no reset; 50 ft. deep (5d6, fall); multiple targets (anyone in the 5 ft. square where the bridge joins and the two squares either side); Search (DC 20); Disable Device (DC 22). APL 6 (EL 4) � Collapsing Edge: CR 4; natural; touch trigger; no reset; 70 ft. deep (7d6, fall); multiple targets (anyone in the 5 ft. square where the bridge joins and the two squares either side); Search (DC 22); Disable Device (DC 24). APL 8 (EL 5) � Collapsing Edge: CR 5; natural; touch trigger; no reset; 90 ft. deep (9d6, fall); multiple targets (anyone in the 5 ft. square where the bridge joins and the two squares either side); Search (DC 24); Disable Device (DC 26). APL 10 (EL 6) � Collapsing Edge: CR 6; natural; touch trigger; no reset; 110 ft. deep (11d6, fall); multiple targets (anyone in the 5 ft. square where the bridge joins and the two squares either side); Search (DC 26); Disable Device (DC 28). APL 12 (EL 7) � Collapsing Edge: CR 7; natural; touch trigger; no reset; 130 ft. deep (13d6, fall); multiple targets (anyone in the 5 ft. square where the bridge joins and the two squares either side); Search (DC 28); Disable Device (DC 30). Things To Be Seen Once the chasm has been crossed the PCs can follow the trail and soon find themselves on a ridge line affording spectacular views. When the PCs look to the north read this: For a brief moment the snow fal seems to pause and the sky clears a little. To the north you can see the rise and fall of the Yatils and many clouded peaks away in the distance. Far beyond, at the horizon, there is a darkened pall, as if the clouds themselves were bleeding. Surely this cannot be a natural thing. It bodes ill, for you have heard tales o the return of Iggwilv. Who knows what knavery is afoot there. l f l i l If they look south, and have yet to do Encounter Six, then read this: To the south, not so far away, you can make out the path of the southern fork of the river. There you spy another waterfal , higher and more narrow than that you passed earlier. A glint catches your eyes and as you peer at the base you can make out what looks to be a crumpled form of a fallen body. You can’t be certain, but from this distance it might be a human, or perhaps an elf. Certainly it isn’t an ogre. Unless they backtrack a lot, the characters can do nothing about the person at the waterfall for now. If they ask, mention that it appears they can climb up to their destination and then down again the other side. A smart group might be able to scry or send something to investigate. They will learn there is a corpse there, that of perhaps a miner or some other common sort. If they get a description it will vaguely detail a man who might meet what the PCs have been told is one of the two brothers. They should proceed from here to Encounter Five. Encounter Five The Possessed Prospector You can’t be so very far from your destination now. The recent rock fall has left what would normally be a sheer cliff face scarred and rough, with plenty of foot and hand holds. Fl ght might wel have been an option except that the wind here would no doubt dash you against the cliff if you tried. It might be best instead to rely on hands and feet and accept some hard work. It is still slow going, for visibility is poor with the snow and wind. It’s hard to hear what else is moving about as well. So it’s hard to tell if that screaming coming from around the corner of the ledge you are on is just the wind, or something else… A Listen check (DC 15+APL) can determine that the screaming is coming from a person, a woman in fact. I Dream of Janni Page 13 When the PCs turn the corner they will be at the start of a 5 ft. wide ledge, some 60 ft. long. At its far end it is 15 ft. higher than where the PCs are. (So each 20 ft. sees a 5 ft. rise in elevation.) In the middle of the ledge is a woman, one who matches the description of Vânda Hüssen if Murkir talked to them. She is windswept and cold, and trembling from more than just the cold. Any PC who sees her can tell, with a Sense Motive (DC 15) test, that her mind is broken and she is on the verge of jumping from the ledge. APL 2 (EL 1) � Vânda Hüssen: hp 12; see Appendix One. APL 4−6 (EL 2) � Vânda Hüssen: hp 18; see Appendix One. APL 8−10 (EL 3) � Vânda Hüssen: hp 24; see Appendix One. APL 12 (EL 4) � Vânda Hüssen: hp 30; see Appendix One. The poor woman is currently fighting off possession by an escaped kóndkan soul. This soul is very old indeed, an speaks only an ancient dialect of Ur-Flan. Wondering where it is and what is going on, it has latched onto Vânda and is bombarding her with questions. An insistent soul, it has little patience for her prevarication and has not realised the terror and confusion it has caused her. Once she spies the PCs, Vânda will attack them – not because she sees them as her enemies but because in her deranged state she views them as a manifestation of what is ailing her. As mad as she is, she thinks if she can drag a PC off the cliff then it will be an end to her misery. She is so determined on this that she doesn’t care for her own well-being. Should anyone fall off the cliff allow them a Reflex save (DC 12+APL) to avoid falling. If that doesn’t work, assume that Vânda is killed by any fall and PCs must suffer a fall of APL x 10 ft. resulting in 1d6 per APL falling damage. DM’s Note: The conditions vary due to the APL, resulting in the range of the DC above. At APL 2 it is just a rock surface. At APL 4 it is a cracked and uneven rock surface. At APL 6 there are also a few ice encrusted patches. At APL 8 there are sharp icicles jutting out that make movement tricky. At APL 10 the ledge is completely ice encrusted. Finally, at APL 12 the wind is gusting unevenly. The Soul This particular soul is what remains of a long, long dead Ur-Flan warrior, called Shatek Gaiss. Upon his death his soul was ensnared and held in a pot so that he could be returned to serve again at some stage. Many thousands of years have passed since that happened and the world as it is now is unrecognisable to him. Shatek is trying to locate his master, Krâv the Magus, since he assumes that is why he has returned. Shatek has no real malice in him. He merely wants to know what has happened. To that end, upon the appearance of the PCs he will endeavour to communicate with them rather than Vânda. However, unless the PCs speak Ur-Flan or have access to comprehend languages or tongues then communicating is going to be a tad difficult. All APLs Shatek Gaiss, Saved Soul: hp 32; see Appendix One. If the PCs are able to establish some form of communication with Shatek than it is possible that they can recruit him to assist them. This can be done with a successful opposed Diplomacy or Bluff test (vs. Shatek’s Sense Motive check). Shatek is happiest following, and taking orders, and that is the best avenue for the PCs to take. In addition the PCs may wish to ask Shatek some questions. Possible questions and their answers are listed below: � Who are you? I am Shatek Gaiss of the Wind Wheel, warrior-servant of Krâv the Magus. � Who is Krâv? He is the mighty one; the mage priest. All tremble before his greatness and his majesty. His wisdom is unsurpassed… (And so on…) � What is the Wind Wheel? It is my birthright, the honour of my family. No more can I say, for such mysteries are exclusive. � Why are you here? Upon my passing my soul was to be kept so that I might serve the Magus once more. Now that time has come and I have been released, but no vessel for my soul has been provided. This I do not understand. � What sort of vessel do you require? I am not so certain, though I know it requires a secret I Dream of Janni Page 14 ritual. Perhaps a body of a warrior or some prepared construct. The Magus would know. � Where is the Magus? I do not know. I must find him. � Why are you attacking the woman? I attack her not. I seek answers, but she will not give them. It seems she is witless, for she speaks not a sensible tongue. � When did you live? I was born in the thirteenth year of the Twelfth Cycle of Ice, and died, I think, in the second year of the Eighth Cycle of Earth. (A successful Knowledge (History) check (DC 25) will reveal this to be approximately three and a half thousand years beforehand.) � How did you die? Gloriously; in the service of my lord; fighting his foes as they attacked our domain. Their greatest captain was my opponent, a warrior of great honour, and I died by his blade. Questioning Vânda It will be some time before she is able to talk in a coherent fashion. Even if her physical and mental health is somehow restored, the shock of the experience will leave her withdrawn and quiet. She knows nothing of Little Janni. If pressed, she knows the same information provided in the background for Tamoud in Encounter Two. Vânda is really in no state to be dragged around by the group. If they are on the way down then they should take her. Otherwise it’s probably best to leave her with some warmth and food, and pick her up later. Encounter Six The South Fork The southern tributary of the Tórnstróm runs steep and fast through a deeply worn valley. Over years the water has cut into the hard rock and formed a chasm in which the river roars and grumbles as it runs away from the direction you are travelling. The going is slow now, and occasionally treacherous, as what path there is comes close to the edge where icy patches are thick and sl ppery. i After an hour or two of hard marching you spy a towering waterfall, higher than the one you passed before, where the chasm starts at a tight canyon. The rock face is splintered and broken, so that there seems to be natural steps and handholds. Despite the height the climb may not be so hard. Yet the ice, snow and wind certainly promise to make things more difficult. Proof of how dangerous things can be is revealed when you crest an old frozen pile of rubble at the base of the waterfall. There, lying in a shattered heap, is the body of a roughly dressed man. Ice and snow have formed on his body but he can’t have been here more than a week or so. Is this one of the missing prospectors? The Body No doubt the first thing the PCs are likely to do is examine the body. It is that of a man in his mid-twenties. His injuries (Heal check DC 15 to check) are consistent with a long fall but do not indicate he bounced or scraped on the way down. Given the nature of the cliff it means he was thrown off or took a running jump (Knowledge (Nature) DC 12 to know this). A Search (DC 15) of the area reveals a large number of pot shards around, as if a pot had been dropped from a great height. Some of them are underneath him, or stuck in him. The body matches the loose description they were given of the Môrgenrood brothers, but which one is hard to tell. Though the PCs may not be able to know it, this is the body of Fretz. Should the PCs have some magical means of finding it out, Fretz – who was a rogue/sorcerer – found a magic ‘key’ within the shrine above and used it to open a few pots before his brother Schtecker took the ‘key’ from him. This unleashed a number of souls that tried to possess he and the others in his group. Driven insane by the whispering of the souls trying to ensnare him, Fretz grabbed a pot and ran, eventually meeting a nasty end as he ran over the cliff and to his death. The pot he had was shattered and the soul within released. The Woodpecker A Spot (DC 15) test will reveal a small bird nearby, a woodpecker, watching the group with interest. It sits atop a shard of rock, at the base of the waterfall, that rises some 30 ft. into the air. Initially the woodpecker merely sits and watches, perhaps in a manner more curious than most of its species (Knowledge (Nature) or Survival DC 15 to tell this). If anyone makes an off the cuff quip (such as “Hello bird, what are you looking at?”) it will immediately engage in conversation. Otherwise it will I Dream of Janni Page 15 start to get very chatty when the PCs have spent a bit more time looking around. The woodpecker is possessed by a freed soul, the one that was in Fretz’s pot. The soul is that of an awakened familiar, a raven to be exact. It is a curious thing, but not entirely stable since it wasn’t properly released. There isn’t too much the soul can accurately tell the PCs if they start talking with it, but that doesn’t mean it can’t make up answers that it thinks will make them keep talking to it… The Ascent Getting up the cliff isn’t all that easy, but it could be a lot worse. If any falls do occur the unlucky PCs will only fall so far, since the fractured face of the cliff forms small tiers. However, at the top of one of the tiers the cliff edge and sides are covered with thick compressed snow and ice that is ready to give way. Where this natural trap is positioned is dependent on the APL. As the APL increases the compacted snow and ice is more dense and harder to see, and the section of the cliff it sits above is taller. If the ice collapses it tumbles down on those below as well, taking loose rocks with it. However, those who may be affected have some warning, and so gain a +2 circumstance bonus to their saves. DM’s Note: The PC whose climbing attempt set off the trap may substitute Climb for their Reflex save if they so wish. The base DC for a Climb test is 13+APL, as increased APL results in icier and windier conditions. Of course, to complicate matters the woodpecker will flit from PC to PC, asking inane questions (“Who are you?”, “What are you doing?”, “What’s that thing you’re holding onto?” etc.) and generally being annoying in it own garrulous way. This results in a special –2 circumstance penalty for each of the PCs. A Diplomacy, Bluff or Intimidation check (DC 8+APL) can be used to make the woodpecker leave each climber alone. APL 2 & 4 (EL 1) � Collapsing Edge: CR 1; natural; touch trigger; no reset; 20 ft. deep (2d6, fall); multiple targets (anyone in the 5 ft. square below the cliff edge and all squares within a 10 ft. radius of that); Reflex save (DC 14 for half, DC 18 for none); Search or Survival (DC 18); Disable Device (DC 20). APL 6 & 8 (EL 2) � Collapsing Edge: CR 2; natural; touch trigger; no reset; 40 ft. deep (4d6, fall); multiple targets (anyone in the 5 ft. square below the cliff edge and all squares within a 10 ft. radius of that); Reflex save (DC 18 for half, DC 22 for none); Search or Survival (DC 22); Disable Device (DC 24). APL 10 & 12 (EL 3) � Collapsing Edge: CR 3; natural; touch trigger; no reset; 60 ft. deep (6d6, fall); multiple targets (anyone in the 5 ft. square below the cliff edge and all squares within a 10 ft. radius of that); Reflex save (DC 22 for half, DC 26 for none); Search or Survival (DC 22); Disable Device (DC 26). Flying PCs Some PCs may use flight or levitation spells as a means to avoid this encounter. That is a valid option. However, it is still windy – the wind speed increasing with the APL – and there is a chance they could be blown astray. Each round that a flying or levitating PC is within 5 ft. of the cliff, or when they are landing, they should make a Reflex save (DC 12+APL). Failure means they are blown into the cliff face or the ground and take APL÷2d6 damage. Encounter Seven The Lost Shrine With chilled bodies you make your way up to the visible entrance of the shrine. In the dimmer light you can make out that a golden glow seems to emanating from the open entrance. Whatever noises might be made within are drowned out by the shrieking of the wind that continues to drag at your clothes and hair. The icy conditions are leaving you numb and shaking. Finally you come to the ledge that has formed where the stone has broken away. The view from above s astounding. You can look over the peaks of the southern Yatils as they poke through a low ayer of cloud. Through the gaps in those clouds you can see the distant hills and plains of Krestible Canton. Even to make it to this point to see the view is an achievement. i l If the characters have not yet done Encounter Five then read the following: I Dream of Janni Page 16 To your left, on the north-eastern flank of the mountain, you can see a ledge some several hundred feet below you. Standing on it is a figure that appears to be feminine. It may be your imagination, but you think you can hear a woman’s scream echoing from below. If the characters have not yet done Encounter Six then read the following: To your right, on the southern flank of the mountain, you can see a steep waterfall where the south fork of the river tumbles into the valley below. Those amongst you with the keenest eyes think that there may be a crumpled body lying at the base of that drop. The Shrine No doubt the PCs will be expecting this place to be ancient, but it is not the case. This small complex is only a century old – originally created as a repository for religious records for folk sworn to Pelor, its role changed when the depredations of the Witch Queen saw a threat presented to a collection of important kónkannen. In order to ensure the souls within could not be claimed by Iggwilv, the pots were secretly moved to this equally secret location, and it was sealed. On the floors of the shrine are marvellous mosaics depicting sun motifs and scenes bathed in golden light. They are quite beautiful, made from marble tesserae, and exquisitely constructed. Time has barely touched them; only a coating of dust mars their perfection. A Knowledge (Religion) test (DC 10) will reveal the shrine’s link to Pelor. A Knowledge (History) test (DC 15) will reveal the style of the place is relatively new, and can date it at 100 to 200 years old. A Profession (Stonemason) test (DC 15) can note that the construction has used some dwarven techniques, but is primarily of human style. The ceilings in rooms are vaulted and 40 ft. high. The main corridor is arched and 30 ft. high. The side corridors are arched and 15 ft. high. The hall is 60 ft. high and vaulted. The whole shrine is bathed in golden light from many continual light spells. Note: The DM should refer to Appendix Four for a map of the shrine. The shaded areas within the complex are where pots are stacked. 1. Entryway Perhaps half of what was once an entryway remains. The rest has gone, fal en below when the cliff gave way. From the fine carvings on the walls, there is little doubt that the doorway was impressive when it existed. The carvings that do remain depict humans, probably of Flan blood, in stern poses of watchfulness. Such s the qual ty of the workmanship that it seems as if living people had been turned to stone to remain here as guards. Cunningly placed con inual light spells provide a warm glow, and provide a strangely welcoming aura to the shrine. l i i t i Ice and snow now cover the floor of this chamber, making footing treacherous. There are four packs here, stacked in the left corner. These packs contain relatively fresh provisions (only a week or two old) and the usual adventuring gear. Quite obviously they belong to the four prospectors. Anyone looking for tracks can make out Large footprints heading into the mountain down the main corridor. Those who succeed in a Listen check (DC 15) can hear a low, deep groaning coming from deeper inside the complex. When the PCs look down the corridor read the following: Looking down the corridor you can see that it s full of large pots, of varying sizes and quality. They are neatly stacked, two or three deep on each side of the corridor. Those that can be have been carefully placed on top of those below. There must hundreds, perhaps even thousands of pots here… 2. Foyer Like the corridors, this octagonal room is arrayed with pots along its walls. From each side passages lead away to side rooms. The main corridor continues on and the deep groaning now can be clearly heard, echoing from beyond. From the carvings on the walls, characters succeeding in Knowledge (Religion) tests (DC 20) can determine that this chamber was probably originally meant as a cleansing and meditation room. Prior to entering further, visitors would prepare themselves spiritually in this chamber. Now it holds pots; lots of them. Some of them have been opened, and recently, it seems. One or two even appear to be missing, judging from spots where dust is cleared away. I Dream of Janni Page 17 Propped against the pots in the far right quarter is a Large sized backpack, containing the usual adventuring gear, albeit for an ogre-sized person. 3 and 4. Side Chambers Once this room may have been a private chamber, somewhere to house the attendants of the shrine. Now, like all other places, it contains pots and dust. Huddled in the closest left corner of room 3 (marked on the map as a circle) and hidden from immediate view is Schtecker, one of the Môrgenrood brothers. In order to fight off the mental assault of souls, he has entered a deep trance. A Heal (DC 15) test will reveal this. It will take a while for him to come back to his senses if he is disturbed, and he will be light-headed and hungry, but his main motive will be to determine where his brother Fretz is to be found. Schtecker has a strange rod clutched in his hands (see below). It is easy enough to take this from him without necessarily disturbing him. He has the rod because he took it from his brother, Fretz, who had used it to free a number of souls. Unfortunately he was too late and all hell broke loose. Making his way to the side chamber, he entered a meditative trance to protect himself. The Rod: This appears to be about a foot long and three inches thick, and made of polished bronze engraved with old Ur-Flan sigils. At one end (the butt) is a cap of some milky precious stone (moonstone) in which clouds seem to swirl. At the other end (the point) is an heptagonal emerald that comes to a sharp point. Should anyone try to use the rod, it is considered to be drained at this stage. It can not be used. 5. The Hall This grand hall is lit in bright golden light, and is large and airy. Around its fringes are countless pots, neatly stacked and piled. The ceiling sweeps up to a vaulted line some sixty feet h gh. This is a grand chamber indeed. i i i Most compelling, though, is the image of a young ogre, still clad in armour, on h s knees as if in prayer. His helmet lies discarded before him and he groans as he presses knuckled fists to his forehead. “No!” he groans in a strangled voice, as his whole body tenses. “Get out!” It seems that in his torment, whatever that may be, Little Jann is oblivious to your presence. Janni is currently fighting off the mental assault of one or more freed souls. He has been doing so for a few days, so he’s not in the best mental state. At higher APLs he’s ready to fly off the handle. Janni’s position on the map is marked by the large circle. When the PCs enter Janni will either remain oblivious to them (APL 2-4) or madly view them as manifestations of his trouble and attack (APL 6-12). Janni may well start throwing pots around, which may be treated as boulders. His tactics are quite blunt, for he isn’t in a proper state of mind. A Sense Motive (DC 12) test will reveal this, and should be enough of a hint for PCs to avoid killing him. The interest of the soul(s) is in finding a body to possess in order to be somewhat restored. The mental faculties of the soul(s) have been affected adversely, and the interest in possessing someone is almost monomaniacal. This is why the soul(s) are still here and not searching elsewhere. At lower APLs the soul will try to leave once it has successfully possessed someone, using all of its abilities to defend itself. At higher APLs each soul wants to possess a body and then make sure the other soul cannot also do so. Thus the souls will direct attacks at the PCs first, and then the other soul after that. They make good use of their supernatural abilities, and will boost any ‘allies’ they suborn. If Shatek is present he will help by attacking, and will try to grapple souls that have possessed PCs, dragging them away. APL 2 (EL 3) � Minor Soul: hp 7; see Appendix One. APL 4 (EL 5) � Lesser Soul: hp 21; see Appendix One. APL 6 (EL 7) � Lesser Soul: hp 21; see Appendix One. � Little Janni: hp 73; see Appendix One. APL 8 (EL 9) � Major Soul: hp 42; see Appendix One. � Little Janni: hp 73; see Appendix One. APL 10 (EL 11) � Major Souls (2): hp 42, 42; see Appendix One. � Little Janni: hp 73; see Appendix One. APL 12 (EL 13) � Greater Souls (2): hp 56, 56; see Appendix One. I Dream of Janni Page 18 � Little Janni: hp 73; see Appendix One. Treasure The characters can claim the key rod, and a number of pots of varying values. APL 2: coin – 100gp, magic – kóndkannen key rod (150gp) APL 4: coin – 200gp, magic – kóndkannen key rod (150gp) APL 6: coin – 300gp, magic – kóndkannen key rod (150gp) APL 8: coin – 500gp, magic – kóndkannen key rod (150gp) APL 10: coin – 750gp, magic – kóndkannen key rod (150gp) APL 12: coin – 1,000gp, magic – kóndkannen key rod (150gp) Where Now? Assuming the characters have managed to secure Little Janni he will come to his senses with a bit of help from the PCs. If he attacked them he will be most apologetic, and determined to make amends. He will also want to account for all of the prospectors. If Fretz has not been found then Schtecker will want to account for him as well. Vânda, if with the group, just wants to get away from there. At that stage the PCs should have definitely found Tamoud and Schtecker. Vânda is to be found in Encounter Five, and Fretz in Encounter Six. One of these, if not both, should have been found. From the vantage point of the shrine it is possible to either notice Vânda on the ledge at Encounter Five, or to see a broken form at the base of the cliff for Encounter Six. This ensures that the PCs get to do all of the encounters in whichever order takes their fancy. Proceed from here to either of the two encounters if they’ve yet to be done, or to the Conclusion if they have been done. Conclusion Once the PCs have dealt with things at the shrine and saved as many prospectors as they care to, there is little to keep them in the mountains. They can gather whatever they will and make their way back to the Brockenberghuis and on to Rikkendál. If Little Janni was killed they have to decide if they will take his body back or not. Carrying the corpse of an ogre in the conditions they find themselves in could prove problematic. If Janni survived then read the following: The weather does not let up as you make your way back down out of the mountains. Little Janni is a hardy soul, and his presence makes the going a little easier. His good nature is obvious and is somewhat infectious too The surviving prospectors are shocked by their experiences, but pull their own weight and are barely a burden. . i f l You arrive back at the Brockenberghuis chilled and travel-worn, but are soon fed and made comfortable. Murkir thanks you all for what you have done and stands you a few good drinks in gratitude. You have made good names for yourselves in this traveller’s inn, certainly. Bidding Murkir and the prospectors goodbye you make your way with Janni back to Rikkendál, where you are welcomed with much joy and great cheer. The wedding is arranged to take place the next day. If Janni died and the characters took his body then read the following: The weather does not let up as you make your way back down out of the mountains. Its bleakness seems somehow appropriate, as if the weather tsel is sorrowed by Janni’s passing. The surviving prospectors are shocked by their experiences, but pull their own weight and are barely a burden. You arrive back at the Brockenberghuis chilled and travel-worn, but are soon fed and made comfortable. Murkir thanks you all for what you have done and grieves over Janni’s death. You have made good names for yourselves in this traveller’s inn, certainly. Bidding Murkir and the prospectors goodbye you make your way back to Rikkendál, where you are welcomed and thanked for your efforts. The wedding ceremony is delayed for a few short days, as a priest is sought who can return Janni from the realm of death. Thanks to your conscientious return of Janni’s body, this can be done swiftly enough, and soon the big fel ow is returned, to the relief of all. It seems he is valued in this community. If Janni died and the characters left his body then read the following: The weather does not let up as you make your way back down out of the mountains. Its bleakness seems somehow appropriate, as if the weather itself is I Dream of Janni Page 19 sorrowed by Janni’s passing. The surviving prospectors are shocked by their experiences, but pull their own weight and are barely a burden. You arrive back at the Brockenberghuis chilled and travel-worn, but are soon fed and made comfortable. Murkir thanks you all for what you have done and grieves over Janni’s death. He seems disappointed to learn that the big ogre still lies in the mountains. i l l- i Bidding Murkir and the prospectors goodbye you make your way back to Rikkendál, where you are welcomed and thanked for your efforts. The wedding ceremony is delayed for several days, as a party of hardy mountain men are sent out to recover Janni’s body. There are some concealed mutterings about why he was left there in the first place, but no one really condemns the choices you made. A priest is eventually sought who can return Janni from the realm of death. After some days the big fellow is returned, to the relief of all – it seems he is valued in this commun ty. The wedding is unfortunately delayed for some time, and a few of the guests are sadly forced to depart before the event takes place. In all cases read the following: Come the wedding, Janni dresses in his best finery, sporting a wonderful y ugly grin as he is joined by a wel groomed and ribboned l ttle brown pig. With that strange pair of escorts the happy couple make their vows before the overjoyed community. The celebration that follows is one to be remembered. For a time the dark thoughts of things foul in Perrenland are expelled from people’s minds, for a time in Rikkendál anyway, and laughter and happiness prevail. It reminds you so clearly of the things for which you and others fight. Treasure If the PCs managed to rescue Little Janni, or at least put up an obviously heroic attempt to do so and recovered his body, then the clans of the bride and groom (Hüssen and Vuurzward respectively) will reward the PCs with the same amount promised in the Introduction. In addition to the payment, the two clans will provide access to their treasures and artisans, allowing the characters access to various items or weapon/armour upgrades. DM’s Note: If the PCs demanded payment in the Introduction then they do not get this reward, which is equal to what was promised (50gp x APL). They will thus have already been payed. The Rod Once the wedding is over and done with the PCs may go where they will. However there is no doubt that they will want to explore matters further in regards the rod. Unless they take extreme measures, word will get out about the rod and folk from the Old Kerk, Den Zauber and the Treasure Hunters Guild will approach them, asking very politely if they would please give the artefact over to the care of the authorities. If the PCs refuse the matter won’t be pushed, but make it clear that people, possibly important ones, are now suspicious of them, and they are being watched. On their own the PCs do not have access to the resources to fully examine the rod and they can not make it work. If the PCs hand the rod over they will, thanks to their show of good faith, be permitted to assist or be present in its use. Any PC who chooses to be involved in the opening of the pots may subsequently choose to be bonded to a Kóndkan Soul Friend (as detailed in the special Treasure section). The End Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter One Taking part in or experiencing the fight: APL2 60xp; APL4 60xp; APL6 60xp; APL8 60xp; APL10 60xp; APL12 60xp. Encounter Two Braving the traps: APL2 90xp; APL4 150xp; APL6 210xp; APL8 270xp; APL10 330xp; APL12 390xp. Encounter Four Experiencing the collapsing edge: APL2 60xp; APL4 90xp; APL6 120xp; APL8 150xp; APL10 180xp; APL12 210xp. Encounter Five Dealing with Vânda: APL2 30xp; APL4 60xp; APL6 60xp; APL8 90xp; APL10 90xp; APL12 120xp. I Dream of Janni Page 20 Encounter Six Experiencing the tough ascent: APL2 30xp; APL4 30xp; APL6 60xp; APL8 60xp; APL10 90xp; APL12 90xp. Encounter Seven Dealing with Janni and the spirits: APL2 90xp; APL4 150xp; APL6 210xp; APL8 270xp; APL10 330xp; APL12 390xp. Story Award Rescuing Little Janni: APL2 50xp; APL4 75xp; APL6 100xp; APL8 125xp; APL10 150xp; APL12 175xp. Discretionary roleplaying award APL2 40xp; APL4 60xp; APL6 80xp; APL8 100xp; APL10 120xp; APL12 140xp. Total possible experience: APL2 450xp; APL4 675xp; APL6 900xp; APL8 1,125xp; APL10 1,350xp; APL12 1,575xp. Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Introduction or Conclusion: APL 2: L: 0 gp; C: 100 gp; M: 0 gp APL 4: L: 0 gp; C: 200 gp; M: 0 gp APL 6: L: 0 gp; C: 300 gp; M: 0 gp APL 8: L: 0 gp; C: 400 gp; M: 0 gp APL 10: L: 0 gp; C: 500 gp; M: 0 gp APL 12: L: 0 gp; C: 600 gp; M: 0 gp Encounter Two: APL 2: L: 0 gp; C: 100 gp; M: 150 gp APL 4: L: 0 gp; C: 100 gp; M: 250 gp APL 6: L: 0 gp; C: 100 gp; M: 250 gp APL 8: L: 0 gp; C: 100 gp; M: 417 gp APL 10: L: 0 gp; C:100 gp; M: 916 gp APL 12: L: 0 gp; C: 100 gp; M: 1,167 gp Encounter Seven: APL 2: L: 0 gp; C: 100 gp; M: 150 gp APL 4: L: 0 gp; C: 200 gp; M: 150 gp APL 6: L: 0 gp; C: 300 gp; M: 150 gp APL 8: L: 0 gp; C: 400 gp; M: 150 gp APL 10: L: 0 gp; C: 750 gp; M: 150 gp APL 12: L: 0 gp; C: 1,500 gp; M: 150 gp Total Possible Treasure APL 2: L: 0 gp; C: 200 gp; M: 300 gp APL 4: L: 0 gp; C: 500 gp; M: 400 gp APL 6: L: 0 gp; C: 700 gp; M: 400 gp APL 8: L: 0 gp; C: 900 gp; M: 567 gp APL 10: L: 0 gp; C: 1,350 gp; M: 1,066 gp APL 12: L: 0 gp; C: 2,200 gp; M: 1,317 gp I Dream of Janni Page 21 Special You have earned the gratitude of the Hüssen and Vuurzward clans, and they allow you access to clan resources, giving you regional access (at standard prices) to one of these upgrades or items: These can only be bought following a Regional scenario set in Perrenland. Circle your choice from the list available below. APL 2-4: weapon abilities—bane (undead), ghost touch (melee only); armour or shield abilities—fortification, light. APL 6-8: As APL 2-4, in addition to: weapon abilities— holy; armour or shield abilities—spell resistance (13). APL 10-12: As APL 2-8, in addition to: weapon abilities—speed; armour or shield abilities—fortification, moderate, ghost touch, spell resistance (15). Kóndkan Soul Friend: You have a mystical pact with a released kóndkan soul. From this pact you can claim one bonus associated with one type of pot, as follows: pot from Pots of Knowledge (Type A, B or C); from Wild Goose Chase (Type B or C only); from I Dream Of Janni (Type C only). All benefits are activated with a free action. The benefit is usable for 1 calendar year from being gained. Date gained: ______________. Boosting Spirit: Once per scenario you may raise a single attribute for 1d10 rounds with an enhancement bonus of � +4 [A], � +2 [B] or � +1 [C]. Protecting Spirit: Once per scenario you may increase one save with an enhancement bonus of � +4 [A], � +2 [B] or � +1 [C]. Mentor Spirit: � +4 [A], � +2 [B] or � +1 [C] synergy bonus to one Int, Wis or Cha linked skill. (Skill chosen: ______________________________) Translating Spirit: You may speak, read and understand Ur-Flan as if via comprehend languages � always in Perrenland [A], � 1d10 minutes [B], � 1d10 rounds [C]. Items for the Adventure Record Item Access APL 2: Quiver of Ehlonna (Adventure, DMG) APLs 4-6: (All of APL 2 plus the following) Chime of opening (Adventure, DMG) APL 8: (All of APLs 2-6 plus the following) Immovable rod (Adventure, DMG) APL 10: (All of APLs 2-8 plus the following) Rod of metamagic, silent (Adventure, DMG) APL 12: (All of APLs 2-10 plus the following) Lesser rod of metamagic, maximise (Adventure, DMG) I Dream of Janni Page 22 Appendix One Stat Blocks Encounter One All APLs Murkir Seamfinder: Male dwarf Exp 3; CR 2; Medium humanoid (dwarf); HD 3d6+12; hp 24; Init +0; Spd 20 ft.; AC 12 (touch 10, flat-footed 12) [+2 leather]; BA/G +2/+5; Atk +5 melee (1d3+3 non-lethal, unarmed); Full Att +5 melee (1d3+3 non-lethal, unarmed); SA +1 racial bonus on attack rolls against orcs and goblinoids; SQ dwarf traits; AL NG; SV Fort +4, Ref +1, Will +3; Str 17, Dex 11, Con 17, Int 12, Wis 11, Cha 8. Skills and Feats: Climb +5, Craft (Stonemasonry) +7, Disable Device +3, Escape Artist +2, Knowledge (Architecture and Engineering) +3, Knowledge (Dungeoneering) +5, Profession (Miner) +9, Search +5, Spot +1, Survival +6, Use Rope +4; Skill Focus (Profession (Miner)), Toughness. Possessions: Leather armor. Encounter Five All APLs Shatek Gaiss: Male human Ftr5; CR 7; Medium undead (incorporeal); HD 5d12; hp 32; Init +5; Spd Fly 30 ft. (perfect); AC 13 (touch 13, flat-footed 12) [+1 Dex, +2 deflection] or 11 (touch 11, flat-footed 12) [+1 Dex]; BA/G +5/+8; Atk +6 melee (incorporeal touch) or +8 melee (1d3+3, ethereal unarmed); Full Att +6 melee (incorporeal touch) or +8 melee (1d3+3, ethereal unarmed); SA corrupting touch, draining touch, partial manifestation; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits; AL LN; SV Fort +4, Ref +2, Will +2; Str 16, Dex 13, Con —, Int 10, Wis 12, Cha 12. Skills and Feats: Climb +1, Hide +5, Knowledge (Dungeoneering) +3, Knowledge (Geography) +3, Knowledge (Nature) +3, Profession (Prospector) +6, Search +5, Spot +3, Survival +5, Use Rope +4; Blind-Fight, Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (bastard sword). APL 2 Vânda Hüssen: Female human Exp2; CR 1; Medium humanoid (human); HD 2d6+4; hp 12; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +1/+3; Atk +3 melee (1d6+2, club); Full Att +3 melee (1d6+2, club); AL LN; SV Fort +2, Ref +1, Will +4; Str 15, Dex 12, Con 14, Int 11, Wis 12, Cha 11. Skills and Feats: Climb +6, Jump +5, Knowledge (Dungeoneering) +3, Knowledge (Geography) +3, Knowledge (Nature) +3, Profession (Prospector) +6, Search +5, Spot +3, Survival +5, Use Rope +4; Endurance, Track. Possessions: Leather armor, walking stick (club). APL 4-6 Vânda Hüssen: Female human Exp3; CR 2; Medium humanoid (human); HD 3d6+6; hp 18; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +2/+4; Atk +4 melee (1d6+2, club); Full Att +4 melee (1d6+2, club); AL LN; SV Fort +3, Ref +2, Will +4; Str 15, Dex 12, Con 14, Int 11, Wis 12, Cha 11. Skills and Feats: Climb +7, Jump +6, Knowledge (Dungeoneering) +4, Knowledge (Geography) +3, Knowledge (Nature) +3, Profession (Prospector) +7, Search +6, Spot +4, Survival +5, Use Rope +4; Endurance, Self-sufficient, Track. Possessions: Leather armor, walking stick (club). APL 8-10 Vânda Hüssen: Female human Exp4; CR 3; Medium humanoid (human); HD 4d6+8; hp 24; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +3/+5; Atk +5 melee (1d6+2, club); Full Att +5 melee (1d6+2, club); AL LN; SV Fort +3, Ref +2, Will +5; Str 15, Dex 12, Con 15, Int 11, Wis 12, Cha 11. Skills and Feats: Balance +4, Climb +7, Jump +6, Knowledge (Dungeoneering) +4, Knowledge (Geography) +3, Knowledge (Nature) +3, Listen +3, Profession (Prospector) +7, Search +6, Spot +4, Survival +5, Use Rope +4; Endurance, Self-sufficient, Track. Possessions: Leather armor, walking stick (club). APL 12 Vânda Hüssen: Female human Exp5; CR 4; Medium humanoid (human); HD 5d6+10; hp 30; Init +1; Spd 30 ft.; AC 13 (touch 11, flat-footed 12) [+2 leather]; BA/G +3/+5; Atk +5 melee (1d6+2, club); Full Att +5 melee (1d6+2, club); AL LN; SV Fort +3, Ref +2, Will +5; Str 15, Dex 12, Con 15, Int 11, Wis 12, Cha 11. Skills and Feats: Balance +5, Climb +7, Jump +6, Knowledge (Dungeoneering) +4, Knowledge I Dream of Janni Page 23 (Geography) +3, Knowledge (Nature) +3, Listen +4, Profession (Prospector) +8, Search +7, Spot +4, Survival +5, Use Rope +4; Endurance, Self-sufficient, Track. Possessions: Leather armor, walking stick (club). Encounter Seven APL 2 Minor Soul: Female human Sor1; CR 3; Medium undead (incorporeal); HD 1d12; hp 7; Init +2; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +0/+0; Atk +2 melee (incorporeal touch) or +0 melee (1d3, ethereal unarmed); Full Att +2 melee (incorporeal touch) or +0 melee (1d3, ethereal unarmed); SA corrupting gaze, draining touch, partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits; AL CN; SV Fort +0, Ref +2, Will +5; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 16. Skills and Feats: Bluff +5, Concentration +5, Hide +3, Knowledge (arcane) +6, Spellcraft +6, Spot +3; Improved Unarmed Strike, Iron Will, Spell Penetration. Spells Known (5/4; base DC = 13 + spell level): 0— [daze, detect magic, light, read magic]; 1st—[magic missile, shield]. APL 4 Lesser Soul: Female human Sor3; CR 5; Medium undead (incorporeal); HD 3d12; hp 21; Init +2; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +1/+1; Atk +3 melee (incorporeal touch) or +1 melee (1d3, ethereal unarmed); Full Att +3 melee (incorporeal touch) or +1 melee (1d3, ethereal unarmed); SA corrupting gaze, draining touch, partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits; AL CN; SV Fort +1, Ref +3, Will +6; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 16. Skills and Feats: Bluff +5, Concentration +7, Hide +3, Knowledge (arcane) +8, Spellcraft +8, Search +3, Spot +4; Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell Penetration. Spells Known (6/6; base DC = 13 + spell level): 0— [daze, detect magic, disrupt undead, light, read magic]; 1st—[cause fear, magic missile, shield]. APL 6 Lesser Soul: Female human Sor3; CR 5; Medium undead (incorporeal); HD 3d12; hp 21; Init +2; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +1/+1; Atk +3 melee (incorporeal touch) or +1 melee (1d3, ethereal unarmed); Full Att +3 melee (incorporeal touch) or +1 melee (1d3, ethereal unarmed); SA corrupting gaze, draining touch, partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits; AL CN; SV Fort +1, Ref +3, Will +6; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 16. Skills and Feats: Bluff +5, Concentration +7, Hide +3, Knowledge (arcane) +8, Spellcraft +8, Search +3, Spot +4; Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell Penetration. Spells Known (6/6; base DC = 13 + spell level): 0— [daze, detect magic, disrupt undead, light, read magic]; 1st—[cause fear, magic missile, shield]. Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non- lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA smite evil 1/day; SQ detect evil, divine grace, lay on hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 11, Wis 13, Cha 12. Skills and Feats: Climb +5, Handle Animal +3, Listen +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, Improved Overrun, Power Attack. Possessions: Breastplate, masterwork, large short sword, large silvered dagger, large metal shield, large shortspear. APL 8 Major Soul: Female human Sor6; CR 8; Medium undead (incorporeal); HD 6d12; hp 42; Init +2; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +3/+3; Atk +5 melee (incorporeal touch) or +3 melee (1d3, ethereal unarmed); Full Att +5 melee (incorporeal touch) or +3 melee (1d3, ethereal unarmed); SA corrupting gaze, draining touch, partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits; AL CN; SV Fort +2, Ref +4, Will +8; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 17. I Dream of Janni Page 24 Skills and Feats: Bluff +7, Concentration +10, Hide +4, Knowledge (arcane) +11, Spellcraft +11, Search +4, Spot +4; Brew Potion, Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell Penetration. Spells Known (6/6; base DC = 13 + spell level): 0— [daze, detect magic, disrupt undead, light, read magic]; 1st—[cause fear, magic missile, shield]. Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non- lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA smite evil 1/day; SQ detect evil, divine grace, lay on hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 11, Wis 13, Cha 12. Skills and Feats: Climb +5, Handle Animal +3, Listen +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, Improved Overrun, Power Attack. Possessions: Breastplate, masterwork, large short sword, large silvered dagger, large metal shield, large shortspear. APL 10 Major Soul #1: Female human Sor6; CR 8; Medium undead (incorporeal); HD 6d12; hp 42; Init +2; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 13) [+2 Dex, +3 deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +3/+3; Atk +5 melee (incorporeal touch) or +3 melee (1d3, ethereal unarmed); Full Att +5 melee (incorporeal touch) or +3 melee (1d3, ethereal unarmed); SA corrupting gaze, draining touch, partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits; AL CN; SV Fort +2, Ref +4, Will +8; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 17. Skills and Feats: Bluff +7, Concentration +10, Hide +4, Knowledge (arcane) +11, Spellcraft +11, Search +4, Spot +4; Brew Potion, Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell Penetration. Spells Known (6/7/6/4; base DC = 13 + spell level): 0—[daze, detect magic, disrupt undead, light, ray of frost, read magic, touch of fatigue]; 1st—[cause fear, color spray, magic missile, shield] ; 2nd—[false life, blindness/deafness]; 3rd—[vampiric touch]. Major Soul #2: Male human Rgr6; CR 8; Medium undead (incorporeal); HD 6d12; hp 42; Init +3; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 12) [+3 Dex, +2 deflection] or 13 (touch 13, flat-footed 10) [+3 Dex]; BA/G +6/+8; Atk +9 melee (incorporeal touch) or +9 melee (1d3+3, ethereal unarmed); Full Att +9 melee (incorporeal touch) or +9/+4 melee (1d3+3, ethereal unarmed); SA combat style (archery), corrupting touch, draining touch, favored enemy (dwarves, halflings), partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn resistance, undead traits, wild empathy; AL LN; SV Fort +5, Ref +8, Will +4; Str 16, Dex 16, Con —, Int 12, Wis 14, Cha 12. Skills and Feats: Climb +6, Concentration +4, Handle Animal +4, Hide +11, Jump +7, Knowledge (nature) +10, Listen +8, Move Silently +11, Ride +5, Search +7, Spot +8, Survival +11, Swim +6, Use Rope +6; Endurance, Far Shot, Improved Unarmed Strike, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Run, Track. Spells Prepared (2; base DC = 12 + spell level): 1st— [charm animal, longstrider]. Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non- lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA smite evil 1/day; SQ detect evil, divine grace, lay on hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 11, Wis 13, Cha 12. Skills and Feats: Climb +5, Handle Animal +3, Listen +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, Improved Overrun, Power Attack. Possessions: Breastplate, masterwork, large short sword, large silvered dagger, large metal shield, large shortspear. APL 12 Greater Soul #1: Female human Sor8; CR 10; Medium undead (incorporeal); HD 8d12; hp 56; Init +2; Spd Fly 30 ft. (perfect); AC 16 (touch 16, flat-footed 14) [+2 Dex, +4 deflection] or 12 (touch 12, flat-footed 10) [+2 Dex]; BA/G +4/+4; Atk +6 melee (incorporeal touch) or +4 melee (1d3, ethereal unarmed); Full Att +6 melee (incorporeal touch) or +4 melee (1d3, ethereal unarmed); SA corrupting gaze, draining touch, partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, +8 turn I Dream of Janni Page 25 resistance, undead traits; AL CN; SV Fort +2, Ref +4, Will +9; Str 10, Dex 15, Con —, Int 14, Wis 12, Cha 18. Skills and Feats: Bluff +8, Concentration +12, Hide +5, Knowledge (arcane) +13, Spellcraft +13, Search +4, Spot +5; Brew Potion, Improved Unarmed Strike, Iron Will, Scribe Scroll, Spell Penetration. Spells Known (6/7/7/6/4; base DC = 13 + spell level): 0—[daze, detect magic, disrupt undead, light, message, ray of frost, read magic, touch of fatigue]; 1st—[cause fear, color spray, magic missile, shield] ; 2nd—[false life, blindness/deafness]; 3rd—[vampiric touch]; 4th— [bestow curse]. Greater Soul #2: Male human Rgr8; CR 10; Medium undead (incorporeal); HD 8d12; hp 56; Init +3; Spd Fly 30 ft. (perfect); AC 15 (touch 15, flat-footed 12) [+3 Dex, +2 deflection] or 13 (touch 13, flat-footed 10) [+3 Dex]; BA/G +6/+8; Atk +11 melee (incorporeal touch) or +11 melee (1d3+3, ethereal unarmed); Full Att +11 melee (incorporeal touch) or +11/+6 melee (1d3+3, ethereal unarmed); SA combat style (archery), corrupting touch, draining touch, favored enemy (dwarves, halflings), partial manifestation, possession; SQ boosting touch, darkvisiosn 60 ft., incorporeal traits, psychic link, rejuvenation, swift tracker, +8 turn resistance, undead traits, wild empathy, woodland stride; AL LN; SV Fort +6, Ref +9, Will +4; Str 17, Dex 16, Con —, Int 12, Wis 14, Cha 12. Skills and Feats: Climb +6, Concentration +6, Handle Animal +4, Hide +13, Jump +7, Knowledge (nature) +12, Listen +10, Move Silently +13, Ride +5, Search +9, Spot +10, Survival +13, Swim +6, Use Rope +6; Endurance, Far Shot, Improved Unarmed Strike, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Run, Track. Spells Prepared (2/1; base DC = 12 + spell level): 1st—[charm animal, longstrider]; 2nd—[cure light wounds]. Little Janni Zussrig: Male ogre Com1/Pal2; CR 5; Large giant (ogre); HD 4d8+1d4+2d10+35; hp 73; Init +1; Spd 30 ft.; AC 20 (touch 10, flat-footed 19) [–1 size, +1 Dex, +5 natural, +5 breastplate]; BA/G +5/+16; Atk +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non-lethal, unarmed) or +6 ranged (1d8+7, shortspear); Full Att +12 melee (1d8+7, shortspear) or +12 melee (1d4+7 non- lethal, unarmed) or +6 ranged (1d8+7, shortspear); SA smite evil 1/day; SQ detect evil, divine grace, lay on hands 2hp/day, darkvision 60 ft., low-light vision; AL LG; SV Fort +13, Ref +3, Will +3; Str 24, Dex 12, Con 20, Int 11, Wis 13, Cha 12. Skills and Feats: Climb +5, Handle Animal +3, Listen +3, Profession (Farmer) +3, Spot +4; Improved Bull Rush, Improved Overrun, Power Attack. Possessions: Breastplate, masterwork, large short sword, large silvered dagger, large metal shield, large shortspear. I Dream of Janni Page 26 Appendix Two DM’s Aid One: Area Map with Encounter Locations I Dream of Janni Page 27 Appendix Three DM’s Aid One: Guide to Encounter Two I Dream of Janni Page 28 Appendix Four DM’s Aid One: Guide to Encounter Seven Note: Map drawn to fit on a standard RPGA Battlemat I Dream of Janni Page 29 Appendix Five New Monsters SAVED SOUL Saved souls are akin to ghosts, in that they are the spectral remnants of intelligent beings that have not passed beyond. Unlike ghosts, saved souls agreed to be bound in special receptacles so that they might one day return. A saved soul somewhat resembles its corporeal form in life, albeit in a loosely amorphous form that is ever shifting. Creating a Saved Soul “Saved Soul” is an acquired template that can be added to any sentient animal, dragon, giant, humanoid, magical beast or monstrous humanoid. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 8. A saved soul uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged. Hit Dice: All current and future Hit Dice become d12s. Speed: Saved souls have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability. Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the saved soul manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +2, whichever is higher. Attack: A saved soul retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. Full Attack: A saved soul retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal. Damage: Against ethereal creatures, a saved soul uses the base creature’s damage values. Against nonethereal creatures, the saved soul usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below). Special Attacks: A saved soul retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The saved soul also gains a limited manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 saved soul’s HD + saved soul’s Cha modifier unless otherwise noted. Corrupting Gaze (Su): A saved soul can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the saved soul’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. Corrupting Touch (Su): A saved soul that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Draining Touch (Su): A saved soul that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the saved soul heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. Partial Manifestation (Su): Every saved soul has this ability. A saved soul dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a saved soul manifests, it partly enters the Material Plane and becomes partially visible but incorporeal on the Material Plane. A manifested saved soul can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 75% chance to ignore any damage from a corporeal source. A manifested saved soul can pass through solid objects at will, and always moves silently. A manifested saved soul can not make physical attacks; it manifests only so that it may use its supernatural abilities. A manifested saved soul remains predominantly on the Ethereal Plane, where is it not incorporeal. A manifested saved soul can be attacked by opponents on either the Material Plane or the Ethereal Plane. The saved soul’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. When a spellcasting saved soul is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting saved soul manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested saved soul’s touch spells don’t work on nonethereal targets. A saved soul has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes. Possession (Su): Once per round, an ethereal saved soul can merge its body with a creature or object on the Material Plane. This ability is similar to a magic jar spell I Dream of Janni Page 30 (caster level 10th or the saved soul’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the saved soul must be manifested and it must try move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + saved soul’s Cha modifier). A creature that successfully saves is immune to that same saved soul’s malevolence for 1d6 rounds, and the saved soul cannot enter the target’s space. If the save fails, the saved soul vanishes into the target’s body. Special Qualities: A saved soul has all the special qualities of the base creature as well as those described below. Boosting Touch (Su): A saved soul that hits a living target with its incorporeal touch attack adds 1d4 points to any one ability score it selects, for a number of rounds equal to its HD. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only. If this ability is used multiple times, a single attribute can only be boosted by the highest result achieved. This rule applies for attribute boosts from different saved souls. Psychic Link (Su): A saved soul may, if it wishes, enter into a voluntary pact with a living being. This link allows a limited empathic and telepathic link that transcends the Material and Ethereal Planes. A saved soul so linked with another being may provide and receive special synergy bonuses on key saves, skills or abilities. Rejuvenation (Su): In most cases, it’s difficult to destroy a saved soul through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A saved soul that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + saved soul’s HD) against DC 16. As a rule, the only way to get rid of a saved soul for sure is through obscure ritual and the highest level spells, such as miracle or wish. Turn Resistance (Ex): A ghost has +8 turn resistance. Abilities: Same as the base creature, except that the saved soul has no Constitution score, and its Charisma score increases by +4. Skills: Saved souls have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature. Feats: Saved souls automatically gain the Improved Unarmed Strike feat if they do not already have it. Environment: Any, often as base creature. Organization: Solitary. Challenge Rating: Same as the base creature +2. Treasure: None. Alignment: Any. Level Adjustment: Same as the base creature +5. Equipment When a saved soul forms, it retains only shifting vestiges of its clothing. No other equipment is kept. Saved soul spellcasters do not need remnants of spell books or spell components to cast spells. I Dream of Janni Page 31 Appendix Six Divination Magic IMPORTANT DMs NOTE: At some stage the PCs may decide to cast some form of divination magic. The Nation Mocked series, started in 594CY, has introduced the following effects into Perrenland regional scenarios. The various divination spells will no longer function correctly in a Perrenland regional scenario. They can still be cast but the follow effects occur instead. Speak with dead: The corpse lets out a deep groan and says, “Your doom is at hand, living one.” It then implodes and turns to dust. Divination: Works normally within a sanctified temple of the caster’s god. Otherwise it causes the caster to suffer from a blinding headache and 1d4 points of temporary Wisdom loss (recovered at the rate of 1 point per minute). Sending: Works normally if sent from the sanctified temple of the caster’s god to another temple of the caster’s god. Otherwise it instead delivers a Sonic Burst spell instead of a message. Commune with Nature: Works normally if cast from a Grove or similar natural holy place sacred to the PC. Otherwise the PC receives the effects of a Doom spell cast at 9th level and an overwhelming feeling that the land is being blighted. Dream: The PC suffers the effects of Nightmare at their caster level. Commune: Works normally within a sanctified temple of the caster’s god. Otherwise it causes the caster to suffer from a blinding headache and 1d4 points of temporary Wisdom loss (recovered at the rate of 1 point per minute). Scrying and Scrying, Greater: The PC’s sensor ends up in an unexpected place, the Scryer’s Hall in Dorakka. Instead of seeing what they thought they would see they instead see the following. Your view is of a large flame lit cavern. Seated in a semi-circle must be upwards of two dozen Clerics of Iuz, within the circle sits a further four clerics. Your sensor is directly above the centre of the four. They are looking directly at you. One of them begins casting a spell and you instantly recognise it as a summoning spell What do you do? . If the PCs fail to dismiss their scrying spell they are subject to the following effect. APL2: Summon Monster II (Fiendish monstrous spider, Medium). APL4: Summon Monster IV (Howler). APL6: Summon Monster VI (Fiendish monstrous spider, Huge). APL8: Summon Monster VII (Fiendish Girallon). APL10: Summon Monster VIII (Vrock) APL12: Summon Monster IX (Hezrou) The PCs get no XP for this encounter as they could have avoided it. The Summoned Monster will stay for APL + 2 rounds. Contact other plane: Works normally within a sanctified temple of the caster’s god. Otherwise it causes the caster to suffer from a blinding headache and 1d4 points of temporary Wisdom loss (recovered at the rate of 1 point per turn). Whispering Wind: The spell causes a loud farting sound when it reaches its destination, and the air is filled with quite a horrid stench in a 20ft radius. Its message is lost. I Dream of Janni Page 32 Appendix Seven Pronunciation Guide The writers acknowledge that the names in Perrenland scenarios can be tricky to get the tongue around. There fore, here is a pronunciation guide to assist with some of the diverse names and terms used in this scenario. Auszug: OWS-zoog Brockenberghuis: BROH-ken-BERG-hoos Édwin: AYD-win Fraedrig Zussrig: FRAY-drig ZOOS-rig Gaiss: rhymes with ‘ice’ Haelyagr: HAYL-yah-gur Hoogtrappen: HOAG-trah-pehn Hüssen: HOO-suhn Janni: YAH-nee Kóndkan: KOHND-kan Lufflieg: LOOF-leeg Môrgenrood: MAWR-gehn-ROAD Oskindál: OS-kin-DAHL Reusje: ROOS-yuh Rikkendál: RIH-ken-DAHL Schtecker: SHTEH-kuhr Tamoud: ta-MOOD I Dream of Janni Page 33 Player Handout One: The Dream of Gîrti Lufflieg In her dream Gîrti saw a magnificent stallion galloping along the plains with tall mountains in the background. Then the horse slowed and stopped, looking tired. When the horse completely stopped, two hands came to the forefront of Gîrti’s vision and clasped in friendship. Then the hands started to squeeze and twist, and in the background the horse staggered and screamed in pain. As the clasp of the hands moved jerkily to and fro, as if in a furious arm wrestle, the horse showed more distress. Soon enough blood started to run between the fingers of the hands and the horse collapsed shaking on the grass. Then a pained howling could be heard, as if coming from the tormented throat of a very large humanoid. I Dream of Janni Page 34 Player Handout Two: Map of the Brockenberghuis Area I Dream of Janni Page 35 I Dream of Janni Critical Events Summary This critical events summary should be filled out after every games table of I Dream of Janni that is played between January 1 st 2005 and March 1 st 2005. The results should be forwarded to: Bruce Paris [email protected] 1. Was Little Janni killed? YES NO 2. Did the PCs keep the Kóndkannen Key Rod? YES NO 3. Did any of the PCs bond with a Kóndkan Soul Friend? YES NO Thank you. We hope you enjoyed DMing this game. The Perrenland Triad I Dream Of Janni Page 36
textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/PER (Perrenland)/PER5-01 I Dream of Janni (3E).pdf
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. A Four-Hour Adventure for 1st through 4th-Level Characters Optimized for APL 3. A Plague of Ancients Adventure DDAL10-04 Credits Credits Lead Designer: Travis Woodall Designer: Justice Arman Editing: Ashley Michaela “Navigator” Lawson Art Director and Graphic Designer: Rich Lescouflair Interior Art: Jedd Chevrier, Marcela Madeiros, Irina Nordsol, April Prime, provided by Wizards of the Coast and used with permission. Cartography: Travis Woodall D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Wizards Team: Brandy Camel, Lea Helotis, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Alan Patrick, Travis Woodall Playtesters: James Bowen, Daniel Oliveira, James Schweiss, JJ Tin, Marcello Velazquez Special Thanks: Samantha Cubbage, The GM Tim, Anne Gregerson, Paige Letterman, Laura Thompson COLD BENEVOLENCE Feral-Tongue must be stopped! But without aid, your efforts will likely be in vain. Amid rising tensions, Old Goat suggests an unlikely ally: chwingas! Her plan, however, isn’t popular among other members of the clan. Can you sway their opinion? Better yet, can you find the elusive elemental spirits? Part Four of the Plague of Ancients Series of Adventures. 2 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Adventure Primer Adventure Primer I lay there, pinned under the collapsed ice, frostbite creeping up my crushed foot. Before doom befell me, a small, play- ful creature appeared—no taller than my boot and wearing a splendid mask—and bestowed upon me a supernatural warmth. What was this winter spirit? —Felrin Emptycup, Felrin’s Frozenfar Phenomena This adventure is designed for three to seven 1st- to 4th- level characters and is optimized for five characters with an average party level (APL) of 3. Characters outside this level range can’t participate in this adventure. This adventure takes place in and around Wyrmdoom Crag, Good Mead, and Dougan’s Hole. Background ICEWIND DALE, the frigid expanse north of the SPINE OF THE WORLD, is deep in the grip of the EVERLASTING RIME—a name bestowed upon the wrath of AURIL THE FROSTMAIDEN. Denied the sun’s warmth, the people of TEN-TOWNS, the GOLIATH CLANS, and the REGHED NOMADS in the surrounding wilds, huddle near their fires to drive away the cold, hoping they’ll be able to endure the chill until the sun rises once more. Unbeknownst to them however, the cold is the least of their concerns. Among the THUUNLAKALAGA clan—the goliaths of WYRMDOOM CRAG—the druid FERAL-TONGUE has gone missing, and in his absence, beasts infused with CHARDALYN are driving away prey and fomenting madness in the minds of the people they encounter. All is not yet lost; OLD GOAT, the leader of the Thuunlakalaga clan anticipates a sign. Salvation will be heralded by a FALLING STAR on the distant horizon, an ember of hope to melt away the icy grip of doubt in her heart. Overview The adventure’s story is spread over four parts, each taking approximately 1 hour to play: Call to Action: No Hope Too Small (20 mins). Old Goat reveals her plan to the characters: find three chwingas living throughout Icewind Dale and secure their blessings for the fight against Feral-Tongue and Frostclaw. Part 1: Pleased to Mead You (40 mins). The characters travel to the town of Good Mead and attempt to earn the blessing of Singing Gir, a song-loving chwinga which resides in a nearby forest. This is Story Objective A. Part 2: Winter’s Witness (70 mins). The characters navigate a maze of jagged ice in a nearby mountain range in search of a chwinga called Sappa Ever-Watching. This is Story Objective B. Part 3: Fish Stew (50 mins). The reclusive chwinga known as Lor the Timid hides amongst the Twenty Stones of Thruun in Dougan’s Hole. A local who spends his time reflecting at the stones can help the party earn the chwinga’s blessing. This is Story Objective C. Part 4: Frostbite (60 mins). On their return to Wyrmdoom Crag, Frostclaw ambushes the characters during a raging blizzard. They must defeat Frostclaw and return to the Thuunlakalaga Clan. This is Story Objective D. Story Awards At certain points in the adventure, you’ll see this glyph along with an entry describing how the specified story award is earned or impacted by the story. Ignore the entry if it refers to a story award none of the characters have. If it refers to a story award the characters just earned, it provides information for you and the players. Adventure Hooks If the characters haven’t played through previous season 10 adventures, don’t know Old Goat or the Thuunlakalaga Clan, or just need a refresher, give them handout 1, which summarizes what they need to know for this adventure. Consider using the following hooks to draw new characters into the action: Chwinga Scholar. Characters with the Acolyte, Hermit, or Sage background might be seeking out rumors of chwingas in Icewind Dale as part of their quest for knowledge. The Hunter Becomes the Hunted. Frostclaw has robbed the character of something precious—a friend, their home, or simply their sense of security. It’s time they had their revenge. Friend of the Thuunlakalaga Clan. Characters with the Guild Artisan, Guild Merchant, Hermit, Outlander, or Soldier background may have befriended the Thuunlakalaga goliaths in the past and might feel a desire to help them. Narrating Frostclaw, the Hunter Though they only directly encounter her twice, the characters are constantly hunted by the awakened owlbear as the story arc develops. To ensure you instill the appropriate sense of paranoia and dread this villain deserves, leave signs of her passage for the characters to encounter as they adventure beyond the safety of Wyrmdoom Crag. Examples include: • A large, white feather stained with blood. • The mutilated carcass of a beast or a missing goliath hunter. • Large paw prints that’re quickly erased by the wind and snow. • A dead tree with huge claw marks gouged into the trunk. • Growls and roars; their source obscured by blowing snow. • A circular pattern of deliberately arranged body parts. • A character’s name whispered on the wind. 3 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) No Hope Too Small No Hope Too Small Estimated Duration: 20 minutes Wyrmdoom Crag Themes. Doubt, isolation, hope. Old Goat addresses the Thuunlakalaga clan’s concerns with an unorthodox plan. She asks the characters to locate three elusive chwingas living throughout Icewind Dale, secure their magical blessings, and to take the fight to Feral-Tongue. Old Goat has spent many nights listening to the clan’s concerns about Feral-Tongue and Frostclaw. After reflecting on the needs of her tribe, Old Goat has gathered everybody in the main hall (area W5 on the Wyrmdoom Crag map in Icewind Dale: Rime of the Frostmaiden) for an announcement. Character Introductions Allow each character a minute or so to introduce their character, describe their appearance and mannerisms, and the reason why they’re at Wyrmdoom Crag. Be sure to give everyone equal time in the spotlight and be prepared to gently stop people if they run on. Character introductions are crucially important for the players to understand who the other characters are, to build a basis for roleplaying opportunities, and for you, the DM, to learn more about the characters so you can create story elements that really speak to the characters. Award inspiration (explaining what inspiration is and how it works) once everyone’s had a turn. Area Information Wyrmdoom Crag has the following features: Dimensions and Terrain. The main hall is a circular cave approximately 50 feet in diameter with a 30-foot-high domed ceiling. The southern portion of the cave is situated atop a 10-foot-high stone ledge accessible by a set of roughhewn stairs. Temperature. Warmth is a luxury to goliaths. With resources dwindling, the clan can’t afford to frivolously waste wood. A pathetic fire sputters in the center of the hall for non-mountain-born guests; the rest of the cavern is freezing cold. Lighting. Bluish light reflects off the cavern’s walls. A small fire casts a haunting glow under the goliaths’ stonelike faces. Sounds. Howling winds echo through the caverns, but they aren’t loud enough to silence the growing tension within the tribe. A crowd of goliaths murmurs with uncertainty, fear, and anger. Well. The center of the cave contains a 10-foot-wide well which the Thuunlakalaga clan draws fresh water from. Tension in the Tribe Feral-Tongue and his awakened animals have shaken the Thuunlakalaga clan, causing a rift in the friendly goliath tribe. Though normally eager to share the story of the White Dragon’s Doom (see chapter 2 of Rime of the Frostmaiden), a character who speaks with or listens to members of the gathered clan may instead learn of their recent struggles. You can use the following sample lines during roleplay to convey the tension within the Thuunlakalaga clan: • “Longsight has the sharpest eyes of any hunter. If they didn’t see any other game, there was none.” • “That creature dragged Hideminder from his bed screaming. What animal would be so bold?” • “Old Goat isn’t the warrior she used to be. Spearsong is strong and speaks true. Maybe he should lead the tribe.” Creature Information Kaskur Spearsong is here, along with three of his fellow hunters (all goliath warriors), facing the entrance to Old Goat’s cave. Behind him stands the collected four generations of goliaths residing in Wyrmdoom Crag—a mixture of adults and children (a few of the latter bored to the point of batting around a goat-ball, much to the chagrin of the eldest among them). Kaskur (KASS-kerr) Spearsong Thuunlakalaga Neutral goliath warrior This headstrong and impetuous goliath leads the clan’s hunters. He’s grown angry and frustrated at the lack of game in the area, and he resents Old Goat’s “poor leadership” for a lack of solutions. He wields a longbow taller than most humans and claims he once felled an elk from a half mile away. He wears little in the way of clothing, even in the driving wind—a feat that’s earned him the respect of his fellow hunters. What They Want. Kaskur has grown tired of Old Goat’s personal fears preventing an alliance with the goliaths of Skytower Shelter. He views her as weak and her ideas as outdated, especially when Kugan Windwhisper (Feral- Tongue)—who Kaskur views as even weaker than Old Goat—is involved. He wants to usurp control of the clan for himself. Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s tongue; he’s terse and speaks his mind without hesitation. Despite this, he’s experienced and knows the area better than any of his peers. Once the characters have had a chance to introduce themselves and take in their surroundings, Ogolai Orcsplitter (Old Goat) emerges from her private cave (area W6) and addresses the tribe. To Boxed Text or Not to Boxed Text You can read this boxed text dramatically to your players or you can ignore it and describe the Old Goat’s entrance yourself; tell the players what they sense and let them decide what their characters do. As the DM, you get to portray the entire world; let the players focus on their own characters. The battle-scarred goliath chieftain leans on the hilt of her upturned, chalk-white axe. As Old Goat speaks, her hoarse voice tells the story of many shouts uttered in defense of her clan. “We’ve warred with winter for too long,” she starts. “It’s time we ask it for aid.” Old Goat publicly acknowledges the characters and thanks them for their assistance, mentioning that the Thuunlakalaga clan can’t stand alone in these trying times. They must consider all allies. If the tribe is to have any hope of surviving the Everlasting Rime, they must be clever. In the past, the headstrong goliaths of Wyrmdoom Crag braved the biting winds of winter to meet their enemies, relying solely on fate and resolve. This time, the chieftain fears, that won’t be enough. To combat a supernatural foe, they must make a supernatural ally—no matter how small. Ogolai (oh-GO-lie) Orcsplitter “Old Goat” Thuunlakalaga Lawful neutral goliath warrior The chieftain of the Thuunlakalaga goliaths is an elderly goliath with a heavily scarred face. She dresses plainly in goat hide clothing and carries an immense greataxe fashioned from white dragon bone. She has a crippling fear of griffons stemming from a childhood trauma that’s created tensions between her clan and the Akannathi goliaths of Skytower Shelter (see Icewind Dale: Rime of the Frostmaiden). What They Want. Old Goat’s priority is the safety and prosperity of her clan—especially in these unusual and trying times. She’s quick to stymie dissent, particularly from Kaskur Spearsong. She fears his disagreements will turn violent but does everything within her power to delay this apparent inevitability for as long as possible. Done It, Seen It; but the End Is Nigh. Old Goat has been around a long time and seen many things. This experience lends her a tremendous amount of wisdom to draw on when making decisions. However, she’s getting old and refuses to surrender the yoke of leadership until a worthy (equally wise) replacement is found. If it weren’t for his sharp tongue, Old Goat would’ve offered Kaskur the mantle of leadership years ago. However, she fears what the clan would become under his leadership. Sharp-Tongued Hunter As Old Goat speaks, Kaskur mocks the aging chieftain and her plan. Normally, most of the Thuunlakalaga clan ignores Kaskur’s brusque remarks, but the recent turmoil has fostered unrest within the tribe. Old Goat ignores the hunter’s pointed criticism. 5 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Characters can silence Kaskur with a successful DC 15 Charisma (Intimidation or Persuasion) check. Alternatively, a character could attempt to best him in a feat of strength, such as wrestling, or earn his respect with their marksmanship prowess. If defeated, Kaskur returns to the southern ledge and licks his wounds. If the characters are unsuccessful or do nothing to quell Kaskur’s comments, other clan members participate in the ridicule, causing 1d6 + 2 goliaths to leave the gathering early, dismissive of Old Goat’s plan. Are You Talkin’ to Me? This part showcases the developing tension in the Thuunlakalaga clan, personified by Kaskur and Old Goat. Rather than portraying the conflict with the characters on the sidelines, consider having Kaskur direct his comments to the characters, attempting to appeal to their sense of reason. This engages your players and spares you roleplaying two NPCs arguing with each other. Old Goat’s Plan Old Goat tells the characters to find three chwingas—tiny elemental spirits capable of bestowing magical blessings— living throughout Icewind Dale. She asks the characters to secure the chwingas’ blessings and take the fight to Feral-Tongue. While chwingas don’t use names themselves, Old Goat refers to the three chwingas as: Singing Gir, a chwinga who delights in song and pottery. They reside in a frozen forest outside Good Mead. Sappa Ever-Watching, a hermetic chwinga who observes Icewind Dale from the peaks of a nearby mountain range. Lor the Timid, a shy and reclusive spirit who lives among the Twenty Stones of Thruun in Dougan’s Hole, the smallest Ten-Town. This isn’t the first time the Thuunlakalaga clan has heard of these chwingas. Goliath storytellers speak their names over crackling fires on calm, snowy nights, much to the delight of the tribe’s wide-eyed youth. Upon the conclusion of Old Goat’s plan, Kaskur tells the tribe that their chieftain is weak and that “All this ice has frozen her judgment.” The hotheaded hunter then storms off, his loyal hunters stamping their spears against the stone floor in support as they follow closely behind. Development After Kaskur’s exit, Old Goat approaches the characters, accompanied by a goliath storyteller who uses a crutch named Nararhak Tree-Eye. The chieftain hands the characters a bag containing a crystal set in a golden frame with a wooden handle—a gift for Sappa Ever-Watching. Old Goat suggests the characters start with the chwinga easiest to locate: Singing Gir. The chwinga lives in a frozen forest just outside the brewing town of Good Mead. Nararhak has told the story of Singing Gir many times and knows the chwinga well. They suggest the characters stop in town first to fetch a few clay mugs and learn a rowdy drinking song or two. Exploring Wyrmdoom Crag The characters may wish to explore other areas of Wyrmdoom Crag before their departure. Refer to chapter 2 of Icewind Dale: Rime of the Frostmaiden for areas other than the main hall. Old Goat stresses the urgency of the situation and encourages the characters not to delay. There’ll be plenty of time for goat-ball after Feral-Tongue is dealt with! 6 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Estimated Duration: 40 minutes Traveling to Good Mead Themes. Denial, desperation, secrecy. The first chwinga on Old Goat’s list is Singing Gir. a buzzing elemental spirit who loves a good drinking song. Luckily, the chwinga resides in the frozen forest just north of Good Mead! As they reach the brewing town, the characters are faced with a choice: head to the mead hall or approach Singing Gir despite an imminent blizzard! Good Mead Good people—honest and true—the folks living in Good Mead are a raucous bunch. Worship of Tempus is prevalent and made more boisterous by their brewing-based economy. They maintain a healthy rivalry with Dougan’s Hole to the southwest. A typical Good Meader has their own “well- seasoned” mug always hanging from a belt loop. The buzzing drone of beehives can be heard almost everywhere in town, though the unnaturally cold winter has quieted the hives down considerably. As the characters travel to Good Mead, the gray clouds above them become increasingly dark and grim—a sign of an impending blizzard. When the characters reach the outskirts of town, read or paraphrase the following: A fur trapper emerges from the spindly evergreens of the frozen forest just outside of Good Mead, dragging an empty sled behind them. The vaguely human-shaped bundle of winter clothing hollers in your direction about the storm, though their shouts are mostly drowned out by the roar of the icy winds. The trapper then continues trudging through the snow toward the warm glow of the town’s mead hall. Characters can follow the trapper to the mead hall, where they can attempt to learn a drinking song and obtain one of the locals’ clay mugs while the storm blows over. Alternatively, characters can ignore Nararhak’s suggestions and forge ahead to the frozen forest. If the characters heed the storyteller’s advice, proceed to the “Mead Hall” section. If the characters instead want to go straight to Singing Gir, skip ahead to the “Frozen Forest” section. Regardless of where the characters go, Good Mead and the surrounding area are subjected to a blizzard 10 minutes after the characters reach the town. The storm lasts 1d4 hours. Story Objective A Gaining Singing Gir’s charm is Story Objective A. A. Mead Hall Good Mead is known for its delicious honey wine. The proud brewing town has served Frozenfar stalwarts for over forty years, shipping casks branded with Good Mead’s heraldry to taverns throughout Icewind Dale. The town’s central feature is its two-story mead hall, which buzzes with the droning of thousands of bees used in the production of mead. After a hard day’s work, locals retire to the mead hall to warm their bellies with a mug full of sweet, yellow mead. Auril the Frostmaiden has sent Good Mead spiraling into a depressive slump. Recently, the town speaker, Kendrick Rielsbarrow, was killed by a verbeeg who made off with a few casks of mead, and the Everlasting Rime has killed a substantial number of bees with its merciless temperatures. Until the town can get its bearings, Good Mead has halted all mead deliveries to the other Ten-Towns. During this period of uncertainty, however, locals can still seek respite in a foamy mug of mead. Some desperate few, however, believe it’s only a matter of time before the mead runs out—a self-fulfilling prophecy it seems, as they’re keen to drink the town dry. A Toast to Those That Came Before Good Mead was founded by immigrants from Chult and the Vilhon Reach, who brought with them trophies of the beasts that roamed their homelands in the form of hollowed-out drinking horns. Today, the people of Good Mead continue to honor their ancestors in times of revelry, though few dinosaurs roam the Frozenfar. Hunters boast of their kills while drinking from yeti horns or mammoth tusks, while the town’s less ambitious folk opt to make elaborate clay mugs engraved with pictographic stories. Area Information An upright flaming sword—the symbol of Tempus, Lord of Battles—is carved above the doors of the mead hall, which has the following features: Dimensions and Terrain. The mead hall’s rectangular taproom is 50 feet long and 20 feet wide. Pleased to Mead You Pleased to Mead You 1 7 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Walls and Ceilings. The mead hall’s walls are lined with casks of mead, animal hides, and a handful of mounted trophies, including the imposing head of a remorhaz. The 20-foot-high ceiling is supported by thick wooden beams. Temperature. A rectangular firepit situated between the two rows of feasting tables keeps the hall comfortably warm. Lighting. The hall is dimly lit by the orange glow of the fireplace and whale oil lamps. Sounds. In addition to a bellowing warrior’s singing, the mead hall vibrates to the buzzing of thousands of bees. Though they aren’t housed in the taproom, a large portion of the mead hall is dedicated to bee husbandry, by which Good Mead draws the honey for its namesake. The droning bees are audible throughout the town, but the buzzing is especially prevalent within the mead hall. Beehive. Occasionally, stray bees slip through cracks in the wood and begin constructing a hive within the taproom. Normally, a beekeeper moves this hive back to the apiary, but after the recent discovery of nearly a hundred cold, dead bees, the brewers aren’t taking any chances by disturbing the bees’ preferred location. Bees circle the 1-foot-wide hive, which hangs from a support beam over the one of the feasting tables. The beehive has AC 10 and 5 hit points. When reduced to 0 hit points, the beehive falls from the beam and crashes onto one of the feasting tables, bursting open and releasing an angry swarm of insects in the nearest unoccupied space. On their turn, the bees attack the creature closest to them. Creature Information Eleven sullen-eyed patrons dot the taproom; hunters, fishers, and three guards in the local militia taking solace in the mead that still flows into their cups. A boisterous warrior (berserker) sings “Dig It Up, Doddie” (see handout 2) at the center feasting table, only stopping long enough to guzzle mead from his drinking horn. His song draws the attention of a sulking beekeeper at a nearby table and Sigrid Bronzebelly, a dwarf brewer who’s discreetly enjoying spoonfuls of “comfort honey” from behind the bar. Pleased to Mead You When the characters enter the mead hall, read or paraphrase the following: A blond-haired mountain of a man laughs and takes a swig of golden mead from a curved drinking horn, while his other hand slowly brings a clay mug brimming with foam toward his dripping beard. The wooden bench bows under the weight of the muscular, bare-chested warrior, who sings over the droning bees between lengthy gulps. “DIG IT UP, DIG IT UP, DIG IT UP, DODDIE! I HEAR THE FISHING’S GREAT.” The rowdy patron is a worshipper of Tempus named Bjorn Snowslayer. A character can memorize “Dig It Up, Doddie” with a successful DC 13 Intelligence (Performance) check after listening to Bjorn sing for 10 minutes. Alternatively, they can pay any patron 5 gp to write down the lyrics and teach them the melody. Bjorn Snowslayer Chaotic neutral human berserker Until a few days ago, Bjorn was a brave warrior in Good Mead’s militia, when an encounter with a verbeeg left him physically and mentally scarred. Bjorn is shaken by the death of Speaker Rielsbarrow and the town’s uncertain position, but he’d rather drink himself to death than admit he’s afraid. What They Want. Speaker Rielsbarrow was like a father to Bjorn, and carousing in the mead hall dulls the pain. Bjorn hasn’t thought about what he’ll do after the storm subsides. The only thing on his mind is the next drink. Broken Warrior. Bjorn’s encounter with the verbeeg left him in a state of self-doubt. The warrior’s anxiety manifests as raucous merrymaking and bullying. Clay Mugger Bjorn’s clay mug belongs to a meager beekeeper named Jordan. Like Bjorn and most residents of Good Mead, Jordan’s had a tough time of late. On top of the recent bee deaths, Jordan recently received word that a caravan transporting a care package from their mother—including a box of homemade cookies—perished in an avalanche along the Spine of the World. They were looking forward to a pint of mead until the towering warrior snatched it from their grasp—mug and all. Due to their netted outfit, the doleful beekeeper immediately stands out to any character who surveys the room. At this point, Jordan doesn’t care if they get their mug back. They just want to see Bjorn knocked down a peg or two. Jordan tells the characters they can keep the mug if they retrieve it. Here are a few ways the characters could obtain the clay mug: Beehive. Though the mead hall sees its share of brawls, fighting with weapons is strictly forbidden. If a character brandishes a weapon, they invoke the ire of the local militia. That said, knocking the beehive from the ceiling is certain to cause a large enough distraction to secure the mug. Drinking Contest. If a character asks for Jordan’s mug back, Bjorn challenges them to a drinking contest. Each contestant must make a successful DC 10 Constitution check to drink their mead without succumbing to intoxication. The participants repeat the check until only one remains. During the contest, the patrons in the mead hall sing “Dig It Up, Doddie.” A character who doesn’t participate in the contest can memorize the song with a successful DC 13 Intelligence (Performance) check. Stealing the Mug. If the characters can get Bjorn to set down the mug, a character who makes a successful DC 17 Dexterity (Sleight of Hand) check can swipe the mug without Bjorn noticing. To the Forest The blizzard subsides after 1d4 hours, at which point the patrons begin to return to their homes. Having had a chance to secure both mug and song, characters can proceed to the frozen forest to meet Singing Gir. 8 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) B. Frozen Forest Just north of Good Mead lies a thicket of snow-covered pines. In the winter months, when trade routes are especially dangerous, locals who tire of knucklehead trout venture into the frozen forest to hunt and trap. Most Good Mead residents understand the importance of conservation and are careful not to overhunt—after all, the town thrives thanks to the careful nurturing of bees. Area Information A squat, three-tiered igloo rests in a clearing. Dozens of clay mugs dangle above the igloo, suspended by stiff twine attached to the towering evergreens’ branches. A steady, rhythmic buzz emanates from a small opening at the base of the igloo. Creature Information The glassy evergreens of the frozen forest are home to snowy owls, arctic hares, and a merry chwinga which is often heard but rarely seen. To Singing Gir, the ever- droning bees of Good Mead are a nonstop choir of thousands of tiny voices—a choir in which the chwinga frequently takes part. Singing Gir has a striped oval mask adorned with two large white ears and wears a pair of wings fashioned from pine needles and tree sap. When the chwinga hears a song, it hums along with a kazoo-like buzz that causes its mask to vibrate, shaking off ice and snow in a gentle cloud. To coax Singing Gir out of hiding, the characters must make a successful DC 13 group Charisma (Performance) check. Any player who sings a verse of “Dig It Up, Doddie” (see handout 2) or any other drinking song makes their check with advantage. On a success, Singing Gir emerges from the igloo and begins a fervent dance, kicking up glittering snow. The chwinga bounces among the characters throughout its performance, bestowing upon them the Charm of Singing Gir story award. If the characters proceeded directly to the frozen forest despite the blizzard, Singing Gir is agitated by the storm. The chwinga buzzes angrily at the characters from inside its igloo, refusing to come out. As a result, characters have disadvantage on their Charisma (Performance) checks. Chwingas and Their Magical Gifts The chwingas are a bit less generous than their counterparts in the jungles of Chult. Because of this, they don’t bestow their supernatural charms during these adventures. Instead, their aid manifests later when it’s truly needed. Development After the characters have attempted to earn Singing Gir’s blessing, they can seek out either Sappa Ever-Watching in the mountains of Icewind Dale (part 2) or Lor the Timid in Dougan’s Hole (part 3). The characters don’t need to return to Wyrmdoom Crag after each chwinga, but they’re welcome to solicit additional wisdom from Nararhak and Old Goat if they get stumped. Story Award: Charm of Singing Gir The characters earn this story award if they persuade Singing Gir to lend their aid. 9 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Estimated Duration: 70 minutes Mount Shatterglass Themes. Desperation, paranoia, secrecy. From the highest peak of a nearby mountain range, Sappa Ever-Watching looks down on Icewind Dale with its collection of spyglasses. Skeptics within the Thuunlakalaga clan think Sappa Ever-Watching is more curious than vigilant, but Old Goat believes the chwinga is a sentinel, dutifully watching over the Dale. She sends the characters to Mount Shatterglass with a gift for the tiny creature, but a jagged ice maze and a harrowing climb stand between the characters and the chwinga. Sappa Ever-Watching spies from the summit of Mount Shatterglass, named for how the mountain rises from the ice maze located around its base, called the Glassfoot. Many explorers have bravely (or foolishly) entered the maze, eager to uncover its secrets, but few return. Where there are secrets, there’s often danger. Story Objective B Gaining Sappa Ever-Watching’s charm Story Objective B. Area Information Mount Shatterglass has the following features: Terrain. The terrain throughout the icy maze at the base of this 3,000-foot-tall mountain features rock-hard snow, frozen lakes, and smooth, blue permafrost. Walls and Ceilings. The Glassfoot’s walls are made from rock and ice, ranging from 10 to 25 feet in height. Frost and powder snow settle on most surfaces, imposing disadvantage on Strength (Athletics) checks made to climb walls. Though the majority of Glassfoot is open to the gray sky, some areas descend into sub-zero tunnels with 10-foot- high ceilings made of thick, blue permafrost. Temperature. Bone-chilling katabatic winds permeate Mount Shatterglass and the Glassfoot below. Creatures who aren’t acclimated to extreme cold or wearing proper winter clothing quickly become grim omens for future expeditions. Lighting. Gray clouds block the afternoon sun, allowing dim light, but no warmth. Lighting in Icewind Dale Unless otherwise noted, daytime hours provide dim light outdoors, while nighttime hours are dark. The permanent dusk of Auril’s curse makes the promise of sunlight seem a teasing possibility, but the sun never breaks the horizon. Sounds. Whistling winds grow louder as characters near the peak of Mount Shatterglass. Frozen Corpses. The occasional, blue-skinned corpse lies half-buried in the snow. Frozen in time, their poses tell the story of their final moments: huddling for warmth, scribing illegibly on a scroll with frostbitten hands, or injured, crawling along a risky ledge toward companions who forged ahead long ago. Fauna. All manner of arctic creatures lurk inside the Glassfoot—crag cats, frost giants, and remorhazes have all roamed the frigid chasm at one time or another. In addition, various beasts acclimated to the cold inhabit the maze. The characters may encounter walruses, foxes, or snowy owls. A. Traversing the Glassfoot Unlike other mazes, the Glassfoot is alive, and changes by the hour. Frigid air solidifies into thin walls of ice, and whipping katabatic winds collapse precarious passages, transforming them into stretches of treacherous blades. Rather than providing a map for the icy labyrinth, navigating the maze is a narrative experience interspersed with discoveries. Roll twice on the Ice Maze Encounters table and consult the following sections to determine what surprises await the characters at the base of the mountain. If the characters make quick work of these challenges, consider rolling a third time on the Ice Maze Encounters table. Exiting the Maze. After 1 hour of exploring, the characters must make a DC 14 group Wisdom (Survival) check to traverse the Glassfoot. On a success, proceed to the “Scaling the Mountain” section. On a failure, the characters gain a level of exhaustion and must spend another hour searching the maze. This level of exhaustion can only be removed by completing a long rest in a warm, dry location with access to hot food and drink (such as an established tent, tavern, or inn). It isn’t possible to recover while ranging about the frigid wilds of Icewind Dale. Winter’s Witness Winter’s Witness 2 Ice Maze Encounters d6 Encounter 1 A1. Glacial Snake Nest 2 A2. Dead Giant 3 A3. Frozen Lake 4 A4. Last Resort 5 A5. Hot Springs 6 A6. Guardian A1. Glacial Snake Nest This area has the following features: Area Information. A thin layer of snow and ice masks the entrance of a smooth tunnel, created years ago by a remorhaz that’s since outgrown its former den. Characters with a passive Wisdom (Perception) score of 15 or higher notice the tunnel. Any creature who doesn’t make a deliberate effort to avoid stepping in the center of the pathway must make a successful DC 15 Dexterity saving throw or slide down the glassy tunnel, taking 7 (2d6) bludgeoning damage and landing prone at the bottom. Climbing back up the ice tunnel requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. A character with climbing gear, such as an ice pick, has advantage on this check. Creature Information. The den isn’t empty. Since the remorhaz’s departure, two glacial snakes (giant constrictor snakes with immunity to cold damage) have made this lair their nest. At the end of the slippery tunnel is a 20-foot-diameter cavern hollowed from the ice. In the center of the cavern lies a shimmering nest of crushed ice, upon which rest 3d12 eggs. The glacial snakes aggressively defend the eggs from intruders. Adjusting This Encounter Here are some suggestions for adjusting this encounter, according to your group. These aren’t cumulative. • Very Weak or Weak: Remove one giant constrictor snake. • Strong: Add one giant constrictor snake with immunity to cold damage. • Very Strong: Add one giant constrictor snake and two constrictor snakes, all with immunity to cold damage. A2. Dead Giant This shallow ravine is the grave of an overzealous frost giant. This area has the following features: Area Information. This 40-foot-wide chasm is dominated by a 30-foot-tall ice spire, smooth and sharpened to a point by wind erosion. Creature Information. Ligvov the Splitter came to Mount Shatterglass to praise Thrym, god of frost giants, from its peak. Like several other frost giants in his tribe, Ligvov incorrectly identified the Everlasting Rime as the fulfillment of a frost giant prophecy which foretold the Age of Everlasting Ice. During his ascent, a loose ledge plunged Ligvov hundreds of feet to the Glassfoot, where he was impaled on an ice spire. It’s a grisly sight. Ligvov’s arms hang behind him, resting several feet above the snow, and his head is cocked back lifelessly. The ice spire, covered in crystallized blood, juts from his chest, refracting reddish light across the ravine. Treasure. Two objects lay in the snow near the spire: a completely white axe sized for a frost giant and a battle horn with a rune carved into its surface. A character who makes a successful DC 15 Intelligence (Religion) check recognizes the white axe as a ceremonial weapon honoring Thrym, god of frost giants. The horn isn’t magical, but a character fluent in Giant recognizes the marking as the ise (“ice”) rune. A3. Frozen Lake A frozen lake separates the characters from the path ahead to Mount Shatterglass. It has the following features: Area Information. The 60-foot-radius circular lake is completely flush with the surrounding ice walls, but several rocky outcroppings stick out the ice. Creature Information. Barring utter recklessness, the ice holds surprisingly well—until a mischievous walrus attempts to break the ice. When the characters are halfway across the ice, read or paraphrase the following text: The rhythmic slap of flippers echoes across the lake as a majestic walrus appears on a rocky outcropping above. It waddles closer to the precarious ledge, claps its front flippers, and barks loudly with malicious glee. 11 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) The characters can make a DC 14 group Wisdom (Animal Handling) check to temper the eager walrus, dissuading it from taking the polar bear plunge on a success. At the DM’s discretion, a character can make a Charisma (Performance) check instead—especially if the player imitates a walrus at the table! On a failure, the walrus leaps into the frozen lake. Each creature within 30 feet of the walrus must make a DC 13 Dexterity saving throw or be plunged into the frigid water. Once submerged, the walrus taunts the characters from a safe distance, attacking only if it feels threatened. Frigid Water A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to make a successful DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures adapted to living in ice- cold water. A character who was immersed continues to suffer the effects of the frigid water until their wet clothes are replaced with dry ones. A4. Last Resort Two months ago, Bumheim Seaglade, a foolhardy Waterdhavian noble, bade his southern compatriots farewell, setting out for the Frozenfar in search of ancient ruins. Knowing nothing of the harshness of Icewind Dale, Bumheim and his team quickly found themselves stranded in the Glassfoot. One by one, they succumbed to the horrors of the jagged ice maze, until only one explorer remained: a middle-aged climber named Thomkins (a spy). Area Information. The explorers took shelter in a shallow, 10-foot-wide cave with stalactite-sized icicles hanging from its entrance. Characters may be drawn to the cave by the sound of Thomkins’s latest meal, which sounds like the crisp snap of a fresh carrot. Creature Information. Thomkins is engaging in some cannibalism when the characters come upon the cave. Read or paraphrase the following text: A man in a gray winter coat sits hunched in a dark cavern, turned away from the entrance. The blue-skinned corpse of a human explorer wearing bright-red mittens is slumped against the rocky wall opposite him. Upon noticing the characters, Thomkins stands and welcomes the characters nervously. The explorer does his best to draw attention away from Bumheim’s missing fingers, which he’s covered with an attractive pair of mittens. A successful DC 15 Wisdom (Medicine) check determines that Bumheim died from a fall onto a sharp object. Anyone who removes the mittens or physically inspects the body notices Bumheim is missing four fingers, clearly snapped off—three on one hand and one on the other. Thomkins Chaotic evil human spy Thomkins was promised “unfathomable riches” by Bumheim Seaglade, but when his employer slipped and impaled himself on his own ice pick, Thomkins realized he’d never see a single gold piece. Thomkins dragged Bumheim to a nearby cave for medical attention, but by then Bumheim had already bled out. That was five days ago. With supplies depleted, Thomkins did the unthinkable to survive—and developed a taste for Waterdhavian finger food. What They Want. Thomkins is too far gone. If the characters bring Thomkins with them, he secretly plots to make them his next meal. If confronted about his cannibalism, he denies it. If at any point Thomkins feels cornered, he tries to bite one of the characters and flees deeper into the maze. Got Your Goat. In addition to his recent taste for human flesh, Thomkins has also developed an unhealthy obsession with a scrimshaw mountain goat he calls Franklin. He often says what he’s thinking aloud to the goat. A5. Hot Springs The Glassfoot offers comfort to those who can find it. This area has the following features: 12 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Hot Springs. The hot springs consist of three cascading pools roughly 5 feet in diameter that drain into an underground reservoir. A character who relaxes in the springs for 10 minutes gains 5 temporary hit points. Creature Information. If a character relaxes in the pool, a mischievous arctic monkey (use baboon stats) attempts to sneak up and steal one article of winter clothing—such as an overcoat or snow boot—from the character during their time of serenity. A6. Guardian This area has the following features: Area Information. A cylindrical stone head is set into the eastern wall of this 50-foot-square area. The stylized face carved into its smooth black rock scowls angrily at the characters, its open mouth full of glittering treasure. To the north of the area, a 10-foot-wide passage continues toward the base of Mount Shatterglass. Creature Information. The ground in front of this stoic guardian is littered with frozen corpses: explorers, arctic foxes, and snowy owls all lay stiff in the powdery snow, their bodies coated with thick frost. Greed Trap. The glittering treasure in the guardian’s mouth is an illusion. A creature can identify it as such with a successful DC 15 Intelligence (Investigation) check, or by physically interacting with the illusion. If a creature tampers with the stone head in any way or comes within 10 feet of it, the face’s hollow eyes and mouth illuminate with a swirling blue mist and 1-foot-thick walls of ice instantly form at both entrances to this area. Each wall has AC 12, 30 hit points, and vulnerability to fire damage. Reducing a wall to 0 hit points destroys it completely. On initiative counts 20 and 10 (losing ties) the stone head casts Snilloc’s snowball swarm (spell save DC 15, see Xanathar’s Guide to Everything), targeting a random creature within range. Casting a dispel magic spell on the head suppresses this effect for 1 round. The stone head has AC 20 and 40 hit points. Reducing the statue to 0 hit points destroys the head completely, preventing it from casting further spells. Treasure. A character who reaches past the illusion into the stone head’s mouth discovers a potion of resistance (cold). B. Scaling the Mountain Mount Shatterglass pales in comparison to Kelvin’s Cairn, but its ascent is no less formidable. After exiting the Glassfoot, the characters must make a successful DC 16 group Strength (Athletics) check to climb the peak and reach Sappa Ever-Watching’s lofty perch. On a failure, the characters each take 7 (2d6) bludgeoning damage as they fall to a ledge 20 feet below, where they can attempt the climb again. Sappa Ever-Watching A tiny chwinga perches atop Mount Shatterglass, scanning Icewind Dale with one of its many spyglasses. Sappa Ever- Watching has a blank white mask with a single black dot in the center and wears several pairs of goggles around its neck. As the characters approach the elemental spirit, it skitters behind a pile of snow, popping up moments later with a set of binoculars. The chwinga inspects the characters from a distance, making sure they aren’t a threat. If the characters present the crystal kaleidoscope Old Goat gave them, Sappa Ever-Watching cautiously emerges and approaches the characters. After examining the device, the chwinga clicks its heels together and bestows the Charm of Sappa Ever-Watching story award on the characters. Story Award: Charm of Sappa Ever-Watching The characters earn this story award if they persuade Sappa Ever-Watching to lend their aid. Development After attempting to secure Sappa Ever-Watching’s blessing, the characters can seek out Lor the Timid in Dougan’s Hole (part 3). If Sappa Ever-Watching was the last of the three chwingas mentioned by Old Goat, instead proceed to Part 4: Frostbite. The characters don’t need to return to Wyrmdoom Crag after each chwinga, but they’re welcome to solicit additional wisdom from Nararhak and Old Goat if they get stumped. 13 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Estimated Duration: 50 minutes Dougan’s Hole Themes. Isolation, paranoia, secrecy. Continuing with Old Goat’s plan, the characters head to Dougan’s Hole, a small fishing village built along the banks of the Redwaters. There, a reclusive chwinga the goliaths call Lor (pronounced “Lore”) the Timid lives among the standing stones known as the Twenty Stones of Thruun. After a not-so-warm welcome, the characters meet Kurl Seglir, a welcoming local who can introduce them to the chwinga. Story Objective C Gaining Lor the Timid’s charm is Story Objective C. Area Information The town has the following features: Lighting. Dreary, dark-gray clouds hang overhead. Sounds. The town is eerily quiet, save for the crunch of snow underfoot as the occasional fisher returns from the lake. Buildings. Dougan’s Hole consists of a cluster of squat, steeply sloped residences, including a modest fish house and the Lake Inn, a boardinghouse of questionable comfort. Twenty Stones of Thruun. These mysterious granite slabs stand on a hill overlooking the town. The stones are arranged in an equilateral triangle with a single stone placed in the center. Who Is Thruun? The townsfolk maintain that the Twenty Stones of Thruun existed before the town’s founder, Dougan Dubrace, arrived at his famous fishing spot on the frozen shore of Redwaters lake. Scholars from all over Faerûn make academic pilgrimages to study the black monoliths. Though no one knows for sure, researchers speculate that the Twenty Stones of Thruun are an ancient temple to a long-forgotten god—or the prison of a terrifying beast. Creature Information Less than one hundred people inhabit Dougan’s Hole, most of whom are human commoners earning their daily bread from knucklebone trout fishing or scrimshaw carving. If encountered outside, residents appear as amorphous bundles of winter clothing shuffling through the snow. A. Warm Welcome While Old Goat and Nararhak know how to earn the other two chwingas’ favor, the Thuunlakalaga goliaths aren’t sure how to cajole Lor the Timid into granting the characters its blessing. They suggest asking the locals for help, but that’s easier said than done. Speaking with the Locals The people of Dougan’s Hole are as inhospitable as their icy village and don’t like to be bothered. A character can attempt a DC 10 Charisma (Investigation) check to locate a resident, whether by knocking on doors, walking down to the pier, or visiting the Lake Inn. Most residents have tired of the Twenty Stones of Thruun and pay the enigmatic monument no attention. In fact, the ill-tempered locals don’t talk about much of anything—except maybe knucklebone trout, but even that subject has its limits—and they’re particularly feisty when responding to “tourists.” The Rude Remarks table contains a sampling of phrases the characters might hear when addressing a local: Rude Remarks d6 Remark 1 “Quit yer yappin’! Yer’ gonna scare off the trout!” 2 “Good Mead’s a few miles north of here. Why don’t you head up there so you can mind your beeswax?” 3 “I’m busy! Go bother someone at the inn!” 4 None. The resident stares at the characters ominously and spits into the snow before walking off. 5 “Here’s what I know about the Twenty Stones of Thruun: they’re tall, there’s twenty of them, and they have something to do with someone named Thruun. Now leave me alone!” 6 None. The local takes a huge, voracious bite out of a still-wriggling trout while glaring at the characters. After the characters have been rebuked a couple of times, they meet Kurl Seglir (an acolyte), a local with no interest in fishing. Kurl invites the characters to his humble abode for a warm drink and hot bowl of fish stew. Fish Stew Fish Stew 3 14 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Kurl Seglir Neutral good human acolyte Kurl is a former priest of Amauntor from Bryn Shander. When he wasn’t serving at the city’s temple, Kurl moonlighted as a healer to sellswords and guards, scrimping and saving in hopes of sending his daughter Sylvia to a college far south of the unforgiving tundra. When giants attacked the city a few years ago, Kurl and Sylvia relocated to Dougan’s Hole, where Kurl made a pact with Levistus after nearly drowning in the Redwaters. What They Want. Kurl is a protector with a giving heart. He cares deeply for his daughter (who now attends college outside Icewind Dale) and has befriended Lor the Timid in her absence. Kurl wants to live vicariously through the joy of those he loves by ensuring no harm befalls them. Twenty Stones, Twenty Years. After Sylvia left for school, Kurl tried his hand at knucklebone trout fishing. When his boat capsized and plunged him into in the frigid lake, Kurl cried out to Aumantor, but it was the archdevil Levistus who answered. Kurl struck a deal with the Lord of the Sixth, exchanging his soul for twenty more years of life—long enough to see Sylvia graduate and find her place in the world. As he lives out his final years, Kurl spends his days carving scrimshaw, reading Sylvia’s letters, and reflecting at the Twenty Stones of Thruun. B. Kurl’s House Kurl lives in a small one-story house on the western side of town. Area Information Kurl’s residence has the following features: Lighting. A single whale oil lamp rests on a worn kitchen table, providing dim light to the main room. Walls and Ceilings. The walls are constructed from logs of varying sizes. They’re mostly barren, save for a few small animal pelts and a dusty holy symbol of Aumantor. A central wooden support beam runs across the 8-foot-high ceiling in the main room. Floors. Kurl masks the creaking wooden floors with a series of animal hides gifted to him by gracious adventurers in years past, including a fearsome rug made from a crag cat. Sounds. A well-seasoned fish stew bubbles in a cauldron hanging above a low crackling fire. A sleeping dog snores in front of the small stone fireplace. Letters. A stack of opened letters rests on a small table beside the front door. Each is addressed to “Dad” from Kurl’s daughter, Sylvia. Creature Information Aside from Kurl and the characters, the only other creature at Kurl’s house is a friendly old dog named Ginger. The fluffy, brown-haired mastiff greets visitors affectionately before continuing its nap. A Break from the Cold Kurl takes off his coat and pours the characters a warm drink. Though many folks in Dougan’s Hole bite their thumbs at their rivals in Good Mead, Kurl has always enjoyed the rich taste of honey wine. For those who don’t drink, Kurl offers to brew a cup of steaming black tea. As he prepares a hot meal for the characters, Kurl attempts to get to know them. Kurl asks the characters a couple of questions such as where they’re from, why they took up adventuring, and what their favorite meals are. Kurl answers what questions he can about the Twenty Stones of Thruun but deflects if asked about the chwinga. A successful DC 13 Wisdom (Insight) check reveals he’s suspicious of the characters’ intentions. The characters can assure Kurl of their good intentions with a successful DC 13 group Charisma (Persuasion) check, convincing Kurl to introduce them to Lor the Timid. Characters who make a successful DC 16 Intelligence (History or Nature) check know an unusual piece of trivia about the stones, impressing Kurl and granting them advantage on their Persuasion check. Fish Stew. Given the town’s small population, the residents of Dougan’s Hole have been substituting humanoid sacrifices with aquatic ones. Each night, residents sacrifice a portion of their catch. As a result, Kurl’s famous fish stew is little more than a tasty broth. When he delivers the food to the table, Kurl apologizes for the lack of meat, commenting, “Life is full of sacrifices.” C. Twenty Stones of Thruun If the characters succeeded on their group check, Kurl takes them to the Twenty Stones of Thruun after their meal. The standing stones rest on a snowy hill on the western edge of Dougan’s Hole. Area Information Twenty granite megaliths form an equilateral triangle, one of which is located directly in the center of the arrangement. The stones are over 10 feet tall and spaced equidistant from one another. Creature Information The tiny chwinga Old Goat called Lor the Timid hides amongst the standing stones, invisible to the characters. Lor has a vaguely wolflike mask with eight pairs of dots running along its snout. Kurl coaxes the chwinga from hiding by drawing a picture of one of the stones on a sheet of parchment and leaving it on the ground near the central stone. When the chwinga appears, it runs to Kurl and hugs his leg. Then, the chwinga scuttles up the central standing stone and lets out a meek, melodic howl, bestowing the Charm of Lor the Timid story award upon the characters. If Kurl isn’t present, Lor the Timid remains hidden inside one of the standing stones, studying the characters. At the DM’s discretion, a character proficient with calligrapher’s supplies or painter’s supplies may still be able to coax the chwinga from the stone without Kurl’s help, assuming they know how to. Story Award: Charm of Lor the Timid The characters earn this story award if they persuade Lor the Timid to lend their aid. Estimated Duration: 60 minutes Icewind Dale Themes. Fear, isolation. As the characters return to Wyrmdoom Crag, they’re caught in a blizzard, masking the heavy tread of Frostclaw, the Hunter. Emboldened and stronger than ever before, the snowy owlbear ambushes the characters from the cover of the storm. Refer to the Chasm map in appendix A. Story Objective D Defeating Frostclaw is Story Objective D. Area Information The area has the following features: Blizzard. A raging blizzard reduces visibility to 30 feet and ranged attacks are made with disadvantage. Chasm. The chasm is 20 feet wide and 20 feet deep. Two corpses lie at the bottom, empty flasks frozen to their stiff hands. Bridge. A partially ruined stone bridge spans the chasm. Spear-sized icicles hang from its crumbling underside. Creature Information Frostclaw, the Hunter stalks the mountain around Wyrmdoom Crag, using her heightened senses to ambush goliaths who leave the safety of the caves. Frostclaw has been tracking the characters since they first left Wyrmdoom Crag and intends to make them her next victims. Frostclaw Chaotic evil awakened owlbear Frostclaw was the first creature Feral-Tongue awakened following his discovery of the chardalyn staff. Frostclaw is a murderous creature whose lust for blood is made more terrifying by her intellect. She resembles other snowy owlbears, but her beak and claws have been transformed into chardalyn—a manifestation of the evil magic in Feral- Tongue’s staff. Crystals of frozen blood cling to her fur and feathers—tinkling and chiming eerily as she moves. What They Want. Frostclaw lives to drive terror into the hearts of her prey; their screams are almost as sweet to her as their meat. Thrill of the Hunt. Her skill at hunting is matched by her thirst for instilling terror in her victims. If the characters gained all three chwingas’ blessings, when they reach the bridge, read or paraphrase the following text: A menacing snowy owlbear with a chardalyn beak and claws blocks the path ahead. She stands on her hind legs—easily measuring over 10 feet tall—and roars over the howling winds, hot breath emanating from her fearsome beak in a cloud of winter fog. Frostclaw growls menacingly. Frostbite Frostbite 4 16 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) If the characters didn’t gain all three chwingas’ blessings, Frostclaw has murdered the chwingas the characters missed for sport. Read or paraphrase the following text too: Watching you, she places a tiny, masked statuette in her beak and crushes it with relish. Characters proficient in Giant understand Frostclaw’s growls: “Nowhere left to run, your flesh is mine.” Adding, “Just like your little chwinga.” if the characters failed to impress one or more of the chwingas. One chwinga is present for each blessing the characters gained during parts 1–3, remaining out of sight while lending their aid. Each chwinga’s identity matches the story award the characters earned. For example, if characters received the Charm of Singing Gir story award, Singing Gir hides in the snow, watching the battle. Adjusting This Encounter Here are some suggestions for adjusting this encounter, according to your group. These aren’t cumulative. • Very Weak: Frostclaw uses the brown bear stat block modified by the “Frostclaw, the Hunter” adjustments (listed below the stat block in Creature Statistics). • Weak: Frostclaw only has 59 hit points, and her Icy Breath legendary action deals 4 (1d8) cold damage and 4 (1d8) slashing damage. • Strong: Frostclaw has 100 hit points and deals an extra 3 (1d6) cold damage with her weapon attacks. • Very Strong: Frostclaw has 127 hit points, and her Icy Breath legendary action deals 13 (3d8) cold and 13 (3d8) slashing damage. Wrap-Up: Yeah, You Better Run! When Frostclaw is reduced to 0 hit points (or if the characters are in truly dire shape), whichever chwingas pledged to aid the characters join the fray, attacking the corrupted owlbear with tiny bows and spears. Their incessant, furious attacks send Frostclaw reeling into the driving snow—her roars of pain and anger carried away on the whipping wind. The chwingas celebrate with a series of joyous war cries. If the characters pursue the owlbear, they risk cold damage and gaining levels of exhaustion from the storm—all while coming up empty-handed. The characters arrive back at Wyrmdoom Crag just in time to hear the end of a heated argument between Kaskur and Old Goat. Kaskur pushes past the characters as he stomps away from the chieftain’s quarters, mumbling under his breath. Old Goat is thankful for the characters’ return— especially if they were successful. Treasure If the characters successfully obtain all three charms, Old Goat gifts them with a robe of useful items made from tanned goat hide and a handful of valuable baubles. Rewards At the end of the session, everyone receives rewards based upon their accomplishments. Player Rewards The players earn the following rewards: Advancement A character participating in this adventure gains one level. Optional: Declining Advancement Each player can decline advancement if they so choose; this has its benefits. It’s possible for a character to advance beyond an adventure’s level range, meaning they’d be unable to play an adventure as planned. Similarly, advancing too quickly means a character won’t earn as much gold as their peers. Conversely, remind them the amount of gold their characters can earn per level is limited; characters declining advancement might reach a point where they no longer earn gold. Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold you can award a character per hour is determined by their tier, as follows: Tier Hourly GP Award GP Limit per Level 1 20 gp 80 gp 2 30 gp 240 gp 3 200 gp 1,600 gp 4 750 gp 6,000 gp Magic Items If found during the adventure, the characters can keep the following magic items, described in appendix B: • Potion of resistance (cold) • Robe of useful items Story Awards The characters may earn one or more of the following story awards, described in appendix B: • Charm of Lor the Timid • Charm of Sappa Ever-Watching • Charm of Singing Gir Dungeon Master Rewards For running this adventure, you earn a DM Reward. See the Adventurers League Dungeon Master’s Guide for more information. 17 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Dramatis Personae The following NPCs feature prominently in this adventure: Bjorn Snowslayer (bee-YORN) Until a few days ago, Bjorn was a brave warrior in Good Mead’s militia, when an encounter with a verbeeg left him physically and mentally scarred. Bjorn is shaken by the death of Speaker Rielsbarrow and the town’s uncertain position, but he’d rather drink himself to death than admit he’s afraid. What They Want. Speaker Rielsbarrow was like a father to Bjorn, and carousing in the mead hall dulls the pain. Bjorn hasn’t thought about what he’ll do after the storm subsides. The only thing on his mind is the next drink. Broken Warrior. Bjorn’s encounter with the verbeeg left him in a state of self-doubt. The warrior’s anxiety manifests as raucous merrymaking and bullying. Kaskur (KASS-kerr) Spearsong Thuunlakalaga This headstrong and impetuous goliath leads the clan’s hunters. He’s grown angry and frustrated at the lack of game in the area, and he resents Old Goat’s “poor leadership” for a lack of solutions. He wields a longbow taller than most humans and claims he once felled an elk from a half mile away. He wears little in the way of clothing, even in the driving wind—a feat that’s earned him the respect of his fellow hunters. What They Want. Kaskur has grown tired of Old Goat’s personal fears preventing an alliance with the goliaths of Skytower Shelter. He views her as weak and her ideas as outdated, especially when Kugan Windwhisper (Feral- Tongue)—who Kaskur views as being even weaker than Old Goat—is involved. He wants to usurp control of the clan for himself. Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s tongue; he’s terse and speaks his mind without hesitation. Despite this, he’s experienced and knows the area better than any of his peers. Kurl Seglir (CURL SAYG-leer) Kurl is a former priest of Amauntor from Bryn Shander. When he wasn’t serving at the city’s temple, Kurl moonlighted as a healer to sellswords and guards, scrimping and saving in hopes of sending his daughter to a college far south of the unforgiving tundra. When giants attacked the city a few years ago, Kurl and Sylvia relocated to Dougan’s Hole, where Kurl made a pact with Levistus when he nearly drowning in the Redwaters. What They Want. Kurl is a protector with a giving heart. He cares deeply for his daughter (who now attends college outside Icewind Dale) and has befriended Lor the Timid in her absence. Kurl wants to live vicariously through the joy of those he loves by ensuring no harm befalls them. Twenty Stones, Twenty Years. After Sylvia left for school, Kurl tried his hand at knucklebone trout fishing. When his boat capsized and plunged him into the frigid lake, Kurl cried out to Aumantor, but it was the archdevil Levistus who answered. Kurl struck a deal with the Lord of the Sixth, exchanging his soul for twenty more years of life—long enough to see Sylvia graduate and find her place in the world. As he lives out his final years, Kurl spends his days carving scrimshaw, reading Sylvia’s letters, and reflecting at the Twenty Stones of Thruun. Ogolai (oh-GOH-lie) Orcsplitter “Old Goat” Thuunlakalaga The chieftain of the Thuunlakalaga goliaths is an elderly goliath with a heavily scarred face. She dresses plainly in goat hide clothing and carries an immense greataxe fashioned from white dragon bone. She has a crippling fear of griffons stemming from a childhood trauma that’s created tensions between her clan and the Akannathi goliaths of Skytower Shelter (see Icewind Dale: Rime of the Frostmaiden). What They Want. Old Goat’s priority is the safety and prosperity of her clan—especially in these unusual and trying times. She’s quick to stymie dissent, particularly from Kaskur Spearsong. She fears his disagreements will turn violent but does everything within her power to delay this apparent inevitability for as long as possible. Done It, Seen It; but the End Is Nigh. Old Goat has been around a long time and seen many things. This experience lends her a tremendous amount of wisdom to draw on when making decisions. However, she’s getting old and refuses to surrender the yoke of leadership until a worthy (equally wise) replacement is found. If it weren’t for his sharp tongue, Old Goat would’ve offered Kaskur the mantle of leadership years ago. However, she fears what the clan would become under his leadership. Thomkins Thomkins was promised “unfathomable riches” by Bumheim Seaglade, but when his employer slipped and impaled himself on his own ice pick, Thomkins realized he’d never see a single gold piece. Thomkins dragged Bumheim to a nearby cave for medical attention, but by then Bumheim had already bled out. That was five days ago. With supplies depleted, Thomkins did the unthinkable to survive—and developed a taste for Waterdhavian finger food. What They Want. Thomkins is too far gone. If the characters bring Thomkins with them, he secretly plots to make them his next meal. If confronted about his cannibalism, he denies it. If at any point Thomkins feels cornered, he tries to bite one of the characters and flees deeper into the maze. Got Your Goat. In addition to his recent taste for human flesh, Thomkins has also developed an unhealthy obsession with a scrimshaw mountain goat he calls Franklin. He often says what he’s thinking aloud to the goat. 18 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Creature Statistics The following creatures appear in this adventure: Baboon Baboon Small beast, unaligned Armor Class 12 Hit Points 3 (1d6) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2) Senses passive Perception 11 Languages — Challenge 0 (10 XP) Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage. Berserker Berserker Medium humanoid (any race), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) Senses passive Perception 10 Languages any one language (usually Common) Challenge 2 (450 XP) Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Brown Bear Brown Bear Large beast, unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Frostclaw, the Hunter Apply the following adjustments to the brown bear stat block when your party is Very Weak: Armor Class 13 (natural armor) Intelligence 10 (+0) Languages Giant Legendary Resistance (3/Day). If Frostclaw fails a saving throw, she can choose to succeed instead. Legendary Actions. Frostclaw can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. Frostclaw regains spent legendary actions at the start of her turn. Attack. Frostclaw makes one claws attack. Fearsome Roar (Costs 2 Actions). Frostclaw roars loudly. Any creature within 30 feet that can see and hear Frostclaw must succeed on a DC 13 Wisdom saving throw or be frightened of Frostclaw until the end of their next turn. Icy Breath (Costs 3 Actions). Frostclaw exhales a blast of frigid air in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 4 (1d8) cold damage on a failed save, or half as much damage on a successful one. 19 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Chwinga Chwinga Tiny elemental, neutral Armor Class 15 Hit Points 5 (2d4) Speed 20 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (−5) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 16 (+3) Skills Acrobatics +7, Perception +7, Stealth +7 Senses blindsight 60 ft., passive Perception 17 Languages — Challenge 0 (0 XP) Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed the chwinga is forced out and appears in the shelter’s space but is otherwise unharmed. Commoner Commoner Medium humanoid (any race), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 0 (10 XP) Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Constrictor Snake Constrictor Snake Large beast, unaligned Armor Class 12 Hit Points 13 (2d10 + 2) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. 20 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Frostclaw Frostclaw Large monstrosity, chaotic evil Armor Class 16 (natural armor) Hit Points 85 (10d10 + 30) Speed 40 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 17 (+3) 10 (+0) 12 (+1) 7 (−2) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages Giant Challenge 5 (1,800 XP) Keen Sight and Smell. Frostclaw has advantage on Wisdom (Perception) checks that rely on sight or smell. Legendary Resistance (3/Day). If Frostclaw fails a saving throw, she can choose to succeed instead. Actions Multiattack. Frostclaw makes two attacks: one with her beak and one with her claws. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Legendary Actions Frostclaw can take 3 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature’s turn. Frostclaw regains spent legendary actions at the start of her turn. Attack. Frostclaw makes one claws attack. Fearsome Roar (Costs 2 Actions). Frostclaw roars loudly. Any creature within 30 feet that can see and hear Frostclaw must succeed on a DC 13 Wisdom saving throw or be frightened of Frostclaw until the end of their next turn. Icy Breath (Costs 3 Actions). Frostclaw exhales a blast of frigid air in a 30-foot cone. Each creature in the area must make a DC 13 Constitution saving throw, taking 9 (2d8) cold damage and 9 (2d8) slashing damage on a failed save, or half as much damage on a successful one. Giant Constrictor Snake Giant Constrictor Snake Huge beast, unaligned Armor Class 12 Hit Points 60 (8d12 + 8) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. Goliath Warrior Goliath Warrior Medium humanoid (goliath), any alignment Armor Class 12 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 10 (+0) 15 (+2) 10 (+0) Skills Athletics +6, Perception +4, Survival +4 Damage Resistances cold Senses passive Perception 14 Languages Common, Giant Challenge 3 (700 XP) Mountain Born. The goliath is acclimated to high altitude, including elevations above 20,000 feet. Powerful Build. The goliath counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Actions Multiattack. The goliath makes two attacks with its greataxe or hurls two javelins. Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When the goliath takes damage, it reduces the damage taken by 9 (1d12 + 3). Guard Guard Medium humanoid (any race), any alignment Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. 21 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Mastiff Mastiff Medium beast, unaligned Armor Class 12 Hit Points 5 (1d8 + 1) Speed 40 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/8 (25 XP) Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Spy Spy Medium humanoid (any race), any alignment Armor Class 12 Hit Points 27 (6d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages any two languages Challenge 1 (200 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated, and the spy doesn’t have disadvantage on the attack roll. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Swarm of Insects (Wasps) Swarm of Insects (Wasps) Medium swarm of Tiny beasts, unaligned Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 5 ft., fly 30 ft. STR DEX CON INT WIS CHA 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 Languages — Challenge 1/2 (100 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. Walrus Walrus Large beast, unaligned Armor Class 9 Hit Points 22 (3d10 + 6) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 15 (+2) 9 (−1) 14 (+2) 3 (−4) 11 (+0) 4 (−3) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Hold Breath. The walrus can hold its breath for 10 minutes. Actions Tusks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. 22 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Here’s a quick recap of events you should know for this adventure: • You’re in Icewind Dale, a frigid tundra north of the Spine of the World. • Feral-Tongue, a member of Wyrmdoom Crag’s Thuunlakalaga goliath clan, recently went missing. Unbeknownst to the clan, Feral-Tongue has been corrupted by an ancient staff composed of chardalyn. • Using the staff, Feral-Tongue has corrupted beasts around Wyrmdoom Crag, infusing them with chardalyn. The first beast was a snowy owlbear—Frostclaw, the Hunter. Frostclaw has claimed several lives, most recently that of Rikuur Hideminder Thuunlakalaga, the clan’s beloved shepherd. • With their security threatened and resources scarce, pressure rises for the Thuunlakalaga chieftain, Old Goat, to deliver the goliaths of Wyrmdoom Crag from Feral-Tongue’s icy grasp. Handout 1: The Story So Far Handout 1: The Story So Far 23 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) This morbid drinking song is a favorite in the town of Good Mead: “Dig It Up, Doddie” In a tavern out in Ten-Towns, A foolish fisher sat with glee. They’d set about to catch some trout With their loyal dog, Doddie. Now, Doddie had some big paws. The mutt was born to track and dig. But Doddie worried for the fisher As they took another swig. Dig it up, dig it up, dig it up, Doddie! I hear the fishing’s great. Dig it up, dig it up, dig it up, Doddie! Before it gets too late. When the fisher left the tavern, They dropped their tackle in the snow. Well, they’d had too much that evening And they needed Doddie’s nose. Dig it up, dig it up, dig it up, Doddie! The fishing will not last. Dig it up, dig it up, dig it up, Doddie! Before the time has passed. Well, a blizzard came a-blowing, And the fisher paid their price. As they hurried off the frozen lake, They fell into the ice. Dig ’em up, dig ’em up, dig ’em up, Doddie! I fear they’ve met their fate. Dig ’em up, dig ’em up, dig ’em up, Doddie! Before it is too late. Handout 2: Drinking Song Handout 2: Drinking Song 24 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) Appendix A: Chasm Map Appendix A: Chasm Map 25 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) The characters may earn the following rewards in this adventure: Magic Items Potion of Resistance (Cold) Potion, uncommon A shimmering blue liquid sloshes within this crystalline flask. When you drink this potion, you gain resistance to cold damage for 1 hour. Robe of Useful Items Wondrous item, uncommon This robe is made of expertly tanned mountain goat hide. The items depicted in its patches are of spartan design, but exceedingly high quality. The wearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: • Dagger • Bullseye lantern (filled and lit) • Steel mirror • 10-foot pole • Hempen rope (50 feet, coiled) • Sack In addition, the robe has seven other patches. The DM chooses the patches or determines them randomly. d100 Patch 01–08 Bag of 100 gp 09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching, and hinging itself 23–30 10 gems worth 100 gp each 31–44 Wooden ladder (24 feet long) 45–51 A riding horse with saddle bags 52–59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 60–68 4 potions of healing 69–75 Rowboat (12 feet long) 76–83 Spell scroll containing one spell of 1st to 3rd level 84–90 2 mastiffs 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 97–00 Portable ram Story Awards Story Award: Charm of Lor the Timid The characters earn this story award if they persuade Lor the Timid to aid them. Story Award: Charm of Sappa Ever-Watching The characters earn this story award if they persuade Sappa Ever-Watching to aid them. Story Award: Charm of Singing Gir The characters earn this story award if they persuade Singing Gir to aid them. Appendix B: Appendix B: Character Rewards Character Rewards 26 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-04 Cold Benevolence (v1.0) To DM an adventure, you must have 3 to 7 players—each with their own character within the adventure’s level range (see Adventure Primer). Characters playing in a hardcover adventure may continue to play too, but if they play a different hardcover adventure, they can’t return to the first if they level beyond its level range. New to D&D Adventurers League? https://dnd.wizards.com/ddal_general Preparing the Adventure Before you start play, consider the following: • Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiarize yourself with the adventure’s appendices and handouts. • Gather any resources you’d like to use to aid you in running this adventure—such as notecards, a DM screen, miniatures, and battlemaps. • Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception) score, and anything the adventures specifies as notable (such as backgrounds, traits, and flaws). Players can play an adventure they previously played as a player or DM, but may only play it once with a given character. Ensure each player has their character’s adventure logsheet (if not, get one from the organizer) with their starting values for level, magic items, gold, and downtime days. These are updated at the conclusion of the session. The adventure information and your information are added at the end of the adventure session—whether they completed the adventure or not. Each player is responsible for maintaining an accurate logsheet. If you have time, you can do a quick scan of a player’s character sheet to ensure nothing looks out of order. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide documentation for the irregularities. If they can’t, feel free to restrict item use or ask them to use a standard ability score array. Point players to the D&D Adventurers League Players Guide for reference. If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can declare their activity and spend the days now, or they can do so at the end of the adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure unless the adventure specifies otherwise. Feel free to reread the adventure description to help give players hints about what they might face. New Players? No Problem! With starter adventures like this one it’s possible you may have players new to D&D, or just new to fifth edition. It’s up to you as the DM to ensure they a) have fun with the game and b) learn the basics of how to play. At this level, having fun is more important than learning every rule exactly right. Be gentle with new players who make mistakes. Make sure to keep your players smiling and rolling dice. Be positive and enthusiastic when describing the action, and you’ll notice they quickly follow suit. If you’re a new DM, then welcome—and thank you! New DMs are the lifeblood of the D&D community. This adventure includes sidebars like this one that explain of some rules used as the adventure progresses! Adjusting This Adventure To determine whether you should consider adjusting the adventure, add up the characters’ levels and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s average party level (APL). To approximate the party strength for the adventure, consult the table below. Determining Party Strength Party Composition Party Strength 3–4 characters, APL less than Very Weak 3–4 characters, APL equivalent Weak 3–4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6–7 characters, APL less than Average 6–7 characters, APL equivalent Strong 6–7 characters, APL greater than Very Strong Safety Tools Safety tools ensure that players aren’t pushed beyond their comfort levels. They let your players know you want them to have a positive experience. A broad range of safety tools are available for you and your players online, but for more information reach out to your Event Organizer or to [email protected] Appendix C: Appendix C: Dungeon Master Tips Dungeon Master Tips
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BLISS STAGE BLISS STAGE BLISS STAGE BLISS STAGE Ben Lehman, TAO Games Ben Lehman, TAO Games Ben Lehman, TAO Games Ben Lehman, TAO Games Background At the real-world moment of beginning play, Earth is subjected to a strange sleeping plague called the Bliss, to which nearly everyone over the age of ten succumbs. Seven years later, i.e. from now, most of them are probably dead; Earth is a world of confused and struggling children. Most of them have died as well, because two years after the adults fell asleep, horrific giant robot-corpse beings invaded the planet and wreaked havoc, destroying everything they could and hunting humans. They are still doing it. Nor has the Bliss ended, and as the children reach their late teens, they consistently succumb to it. Our species has been nearly wiped out. The player-characters are members of a small group which has found a way to resist the alien invaders. They are socially clustered around a single adult, one of the vanishingly few who remained awake due to a chemical or psychological sleep disorder. The physical attackers are apparently drones run by aliens existing in a separate reality or dimension, but this realm may be accessed by a person immersed in fluids stolen from the giant drones, in a half-sleeping state, in dialogue with a second person who is using instrumentation to track and monitor the aliens. The first person, or Pilot, can actually attack the aliens directly, but he or she relies on the second person, the Anchor, to act as senses based on the instruments and to provide imaginary context for the combat. One person acts as scene-organizer and plays the lone adult; everyone else plays both a Pilot and another Pilot’s Anchor. The various other children in the small resistance cell are played as needed and assigned. The ANIMa … … Or disrespectfully, “emo-bot,” is an imagined construct assembled by the Pilot in the equally- imaginary dream-space induced by the Anchor’s verbal coaching. The basic idea is the modular combat-armor popularized in Japanime, with each piece representing a specific relationship between the Pilot and a given person. Example: my Pilot’s Relationship with Bobby, another character, has Intimacy 2 and Trust 3. In combat with alien evil-bug-things, I call upon that Relationship and explain that a huge forearm- mounted pulse-blaster pops up, with which I shoot them. The Intimacy provides my dice roll with two dice; the Trust is a buffer against the Stress that combat events may inflict upon the item. Events in the dreamworld can damage the suit, affecting the numerical values of the relationships themselves. These scores indicate the Pilot’s emotional connection to each relationship. The effects upon the real-world relationships are not automatically deterministic, but they can be considered causal when desired by a player, and the numbers do matter in terms of every Pilot’s eventual fate: dying or Blissing out. Real and not real Rock-solid by the book: there are in fact huge flesh-and-robot humanoid drones stalking the land, actively seeking out and killing humans; the little resistance group does have a vat of spinal fluid from these drones and some kind of instrumentation that permits Anchors to perceive the aliens that run them, and permits Pilots (floating in the fluid) to fight the aliens directly. Customized to be fixed for a particular game: the immediate circumstances and personal identities of the group, including the hopes they express or represent; the dangers and features of the real world at this latter stage in the invasion and destruction of Earth. Imagined/invented by characters in the story: the specific dreamscape perceived by the pilots as they battle the aliens, the look and features of the ANIMa suits in that dreamscape, and the features and details of the aliens as they are encountered in that dreamscape. Unknown: what the aliens are really like, how they perceive the pilots or anything else during the dreamscape battles, what they want aside from the destruction of Earth and humanity, whether any remaining adults can or will recover from the “sleeping plague,” and anything else about the big picture. Remember: the aliens are not the drones; the aliens are never seen in the real, waking world. The ANIMa suits and the battles do not occur in the real, waking world at all. Understanding these is a big deal because the kids are the ones making up the highly specific and potentially goony robot- armor imagery – because they’re kids. The core confusion to avoid or resolve is how the attacks on the aliens in the dreamscape save or counter a drone strike or other alien-based threat in the real world – what you’d see if you looked out the window while the Pilot and Anchor battle in the dreamscape. My understanding is that you’d see nothing in particular beyond the drone or other alien-based attacker desisting in or delaying its current attack, if that. Presumably during the battle, the aliens are being distracted or injured enough to interfere with their current project using their drones. People get naked a lot, probably The adventure-fighting aspects of the setting are the motor, but the story is about adolescent sexuality and transgression. There is a single, traumatized adult. There are kids ranging from quite little to seventeen. All of them suffer from traumatic abandonment and stress. For seven years, they have lived with and survived with one another. There is a quantitative score based on intimacy, including sex. It’s a given that the kids are touching, playing with, and discovering one another, and practically a given that the adult has broken down by now. The hot-house atmosphere and flatly screwed-up circumstances twist all the emotions and roles into strange forms, all of which should be recognized as the real story components addressed in play. Bliss Stage pushes the concept of Lines completely into play itself. Conceivably, it could be played with no sex – keep Intimacy at 4 or lower, and interpret these lower scores in non-sexual ways, and all the rules are preserved. But who could believe that would happen? It’s up to the group to arrive what they think would happen, and what they think is right or wrong about it. System The overall play pace is set by Hopes. There are (Pilots -1) Hopes in play, comprising a kind of ideological profile for this resistance cell. A Hope gets resolved when a pilot Blisses out or dies, either there and then, or in a kind of epilogue narration. All the Pilots are on a one-way track toward either fate, so it’s just a matter of how, and who’s last. When the Hopes are all resolved, the currently remaining pilot’s mission becomes the spotlight for ending play and a look at the coming future. The events of play are defined as Missions, when Pilots face alien foes through the medium of their Anchors, and Interludes, when people in the small community interact with one another. During Missions, Pilots accumulate Bliss, Trauma, and Stress to relationships, the latter to the point of damaging Trust. During Interludes, they can recover from Trauma, build Intimacy, build Trust, or reduce Stress. Too much Trauma and they die; too much Bliss and they Bliss out, which may be narrated in many ways, but the Pilot is out of the story. Interludes are called for by the GM or in some circumstances by players. They potentially restore damaged scores and build new relationships, but can only accomplish one score change at a time. They are played without dice, composed of narrations of what characters do and say. When the Interlude ends, which score is altered, and how, is as follows. • A player may state that his or her character’s Trust in another character is decreased by 1. (Only one character in the Interlude may be altered this way.) • The Judge states which of the four listed mechanical outcomes occurs as well. Intimacy deserves special consideration because its value increases based on the progression given on page 120, which may skip values if the interactions meet the listed minimum. To give any idea of the range, Intimacy 1 ensues if the characters make eye contact or exchange names, and Intimacy 5 ensues if they have sex. Since the GM sets who’s involved in the Interlude scenes and also determines how many of them occur between Missions, the overall game pace of “bad” points accumulating vs. “good” points recovering is in that person’s hands. Interlude Mission One of: Reduce Stress to 0, +1 Trust, +1 Intimacy, -1 Trauma Pilot increases: Terror, Trauma, Bliss Relationships: Increase Stress Lose Trust (break at 0) Pilot goes out: 6 Trauma or 108 Bliss alternating Resolve/lose one Hope Within a Mission, the Pilot player is presented with a handful of Goals, which must be achieved or abandoned one at a time. The Anchor player acts as the main environmental fiction, and the GM player plays the alien enemy. Sooner or later, the Pilot player will act to achieve a Goal. The Pilot player rolls Fudge dice and allocates the +’s, -‘s, and blanks onto categories. The allocations are significant in terms of drama and plot, but they only modulate, and cannnot alter, the fact that every Pilot is sliding fast toward Bliss, death, or both. Slight rules tweaks are applied if the ANIMa is destroyed (each piece having received a -), if the Anchor loses control (Pilot Safety having received a -), or if the Anchor Relationship is broken. The Mission ends when all the Goals are respectively achieved or deemed failed; note that failure of a Goal is left to the Pilot player’s discretion upon placing a minus in that category. Some technical notes for best practices The core concept for GMing Bliss Stage is that nearly every significant, mechanics-affecting event is actually chosen by players. Therefore the GM can only lure, imply, and tempt players into doing such things. Instead of planning and driving for a specific decision such as breaking a Relationship or losing one’s Anchor, the only way to go is to provide as much colorful content as possible for the player to latch onto and use as inspiration for whatever they’ll do. Missions are trickier to GM than they look, partly because running them mechanically is so easy. They work best when: • The Goals and overall Mission make sense and are unique to that moment in play. In the big picture, they should be tied to Hopes in some way, but more specifically, they can be linked to logistic problems faced by the cell in the real world, or conceived to establish specific advantageous circumstances for later operations. Allocate results 1 die per category Roll # of Fudge dice = total current ANIMa Intimacy Excess dice to Bliss • + gain 2 Bliss, 0 gain 0 Bliss, - gain 1 Bliss Each Relationship • + safe, 0 gain 1 Stress, - gain 1 Stress & lose 1 Trust Pilot Safety • + safe, 0 gain 1 Terror, - gain 1 Terror & 1 Trauma Current Mission Goal • + safe, 0 delay, - stall or fail Pilot options Hotshotting: add new mission Call in additional Relationship Call for Flashback GM invokes Trauma Threaten category, Force relationship, Endanger a catory • The Authority character has a strong personality and sense of purpose, such that the Missions can be recognized as a feature of the GM’s role-playing rather than an endless series of wumpuses to hunt or sudden attacks to fend off. • Mission goals must be taken one at a time – this is crucial and easy to miss in practice. The internal logic of a Mission can be made to matter, in that if a given goal is abandoned, other goals should be clearly either abandoned as well or still achievable. • A given Mission should include 3-6 Goals, which pushes the resources of the Pilots quite hard and almost guarantees meaningful mechanical consequences. Also, the GM does well to provide interesting details which lend themselves to hotshotting new Goals. • One of the core techniques is knowing what to Threaten when a Pilot carries Trauma. There is no reason to hold back and everything to gain in immense plot possibilities, including hotshotting and Flashbacks, which are powerful subroutines that every player needs to understand. A couple of useful rules reminders include: • Breaking a Relationship earns both participants triple the Intimacy score in Bliss. • Terror clears at a Mission’s end; one never carries Terror into an Interlude or into subsequent Missions. Role-playing, story outcomes, and endings Certain interrelationships between fiction and mechanics have to go in particular directions for Bliss Stage to work. 1. How characters act toward one another is not dictated by the numbers on the sheets; rather, the numbers reflect what happens both on Missions and during Interludes, serving as the record. Play is free-will. Especially in Interludes, don’t perceive your role as dramatizing the numbers on the sheet. Also, play in the moment, not “toward” numerical outcomes. 2. Success vs. failure of the Missions actually has no mechanical effect on play. Hopes cannot be resolved, for instance, by putting plus dice into the Mission category. However, Mission content can be central, informing how resolved Hopes do get narrated, as well as informing the current circumstances of the group such as whether they have change locations, or whether members are killed, or any number of similar things. There seems to be an interface between what Missions are about, how their successes and failures are narrated, what fictional consequences might be in effect, and how that might relate to eventual Hope resolution, all of which are interfaced with quantitative outcomes but are not themselves numbered.
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. A Four-Hour Adventure for 5th through 10th-Level Characters Optimized for APL 7. A Plague of Ancients Adventure DDAL10-06 Credits Credits Lead Designer: Travis Woodall Designer: Paul Gabat Editor: Ashley Michaela “Navigator” Lawson Art Director and Graphic Designer: Rich Lescouflair Interior Art: Jedd Chevrier, Scott Murphy, Livia Prima, April Prime, David Sladek, Craig J. Spearing, Svetlin Velinov, provided by Wizards of the Coast and used with permission. Cartographer: Travis Woodall D&D Adventurers League Guildmaster: Chris Lindsay D&D Adventurers League Wizards Team: Brandy Camel, Lea Helotis, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg Marks, Alan Patrick, Travis Woodall Playtesters: Emmanuel Bonilla-Acosta, James Bowen, Katherine Cahill, Daniel Chapman, Gina Devlin, Travis Fuller, Austin Haffke, Ross Hooper, Kerry Kaszak, Paul Koehler, Ginny Loveday, Mike Mattson, Chris McGovern, Stacy McGovern, Daniel Oliveira, Dave Rosser, James Schweiss, Jia Jian Tin, Marcello Velazquez THE FALLEN STAR As the last vestiges of Feral-Tongue’s legacy echo across Icewind Dale, an ominous sign makes itself known. A falling star far to the west heralds a new unknown. A goliath hunting party returns to Wyrmdoom Crag, speaking of a strange creature. Perhaps it may be the key to discovering the source of the mysterious light. Part Six of the Plague of Ancients Series of Adventures. 2 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Adventure Primer Adventure Primer Perhaps in this universe, there exists a solitary, absolute truth. Perhaps it clarifies every question. But that’s beyond the reach of these short hands. —Yang Wenli, Legend of the Galactic Heroes This adventure is designed for three to seven 5th- to 10th- level characters and is optimized for five characters with an average party level (APL) of 7. Characters outside this level range can’t participate in this adventure. This adventure mostly occurs within Icewind Dale, west of Wyrmdoom Crag. Background The fallen star witnessed by the THUUNLAKALAGA GOLIATHS isn’t what it appeared to be: it’s a NAUTILOID piloted by gnomish CEREMORPHS that was chased into one of Auril the Frostmaiden’s great blizzards and now lies earthbound. To make matters worse, the neogi masters of the DEATHSPIDER pursuing the nautiloid have arrived. Slavers, the NEOGI have capitalized on the havoc sown by the Everlasting Rime—capturing and enslaving whomever they can find. However, one of the neogi’s captives has escaped: a GIFF who may be able to formulate a plan just daring enough to defeat the neogi and help the gnome ceremorphs escape! Overview The adventure’s story is spread over four parts and takes approximately 4 hours to play: Call to Action: The Sign (15 mins). News of a strange creature that might be related to the fallen star reaches Old Goat and she asks the adventurers to investigate. Part 1: A Cold Meal (45 mins). The strange creature, a giff, is currently being held in a cave within the mountains. To rescue the giff, the adventurers need to defeat the trolls first! This is Story Objective A. Part 2: There’s No “Me” in Hippopotam-“Us” (60 mins). The half-frozen giff, Lieutenant Prook, needs the characters’ help to recover. This is Story Objective B. Part 3: Desperate Times, Desperate Measures (60 mins). Lieutenant Prook guides the characters to the neogi deathspider—a magical flying ship—but they encounter an awakened mammoth along the way. This is Story Objective C. Part 4: The Er’lir Fezrrega’l (60 mins). Lieutenant Prook and the adventurers arrive at the mountains where the neogi deathspider, the Er’lir Fezrrega’l, is hidden. However, the area is heavily guarded. There must be a way to get close to it! This is Story Objective D. Story Awards At points in the adventure, this glyph along with an entry describes how the specified story award is earned or impacted by the story. Ignore it if it refers to a story award none of the characters have. If it refers to a story award the characters just earned, it provides information for you and the players. Adventure Hooks If the characters haven’t played earlier adventures in this series, players may be unsure how they came to Wyrmdoom Crag or why Old Goat is seeking their help. Players can pull from their characters’ existing backstories or you can suggest the following scenarios to guide them: Seeking the Fallen Star. The character witnessed a bright falling star in the sky and decided to follow it. Looking for more clues, their journey brought them to the Thuunlakalaga clan’s camp. Local Hero. Characters with the Folk Hero background may be from the Ten-Towns or another settlement within Icewind Dale, and were contacted by the goliaths of Wyrmdoom Crag to help their dying clan. So You’re Finally Awake? A group of goliath hunters found the character close to death after their caravan got lost en route to Icewind Dale. The character was brought to the Thuunlakalaga clan’s home at Wyrmdoom Crag to recover. Now it’s time to repay their debt. Huntmaster. Some characters, particularly those with the Outlander or Hermit background, may be working to improve their hunting skills, and have sought out the goliath clans in Icewind Dale. It’s time to learn from the masters. Using Sidekicks This adventure includes sidekicks (handout 1). Sidekicks are special NPCs controlled by the players. If you think an encounter may be too difficult for the characters on their own (especially in groups of three or fewer), consider including a sidekick or two. Be warned however, in groups larger than that, sidekicks can slow down combat or make encounters too easy. More information about sidekicks can be found in Tasha’s Cauldron of Everything. 3 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Call to Action: The Sign Call to Action: The Sign Estimated Duration: 15 minutes Wyrmdoom Crag Themes: Conflict, hopelessness, doubt. The characters are summoned to the main hall by Old Goat, chieftain of the Thuunlakalaga clan. She wants to brief everyone on what the goliaths have been through so far, after one of their own, Feral-Tongue, was corrupted by a material known as chardalyn and brought death and famine to their doors. Character Introductions Allow each player a few minutes to introduce their character, describe their appearance and mannerisms, and the reason they came to the Dale. Encourage the characters to develop bonds by asking them to describe one positive interaction or event that occurred between their character and another at the table. Character introductions provide a solid foundation for roleplaying opportunities and give you, the DM, hints as to which game elements will be most attractive to your players. Award inspiration once everyone’s had a turn. Tensions Are High With their numbers dwindling, the absence of the sun’s warmth, and the lack of food—Old Goat needs to come up with a solution on how to keep the clan alive with as little risk as possible. When the characters arrive at the main hall, Old Goat and Nararhak Tree-Eye retell the whole Feral-Tongue incident to the clan. Kaskur Spearsong on the other hand voices his concerns about how Old Goat handled the incident poorly, which cost some of the clan their lives. Kaskur is about to propose that everybody must now focus on hunting for food to survive, but is interrupted when one of the Thuunlakalaga hunters returns. Read or paraphrase the following: A hunter enters the main hall to deliver a message while catching their breath, “Strange creature! We found a strange creature and it might be related to the fallen star!” Story Award: Sing a Song of Vengeance If one or more characters have the Sing a Song of Vengeance story award, Kaskur Spearsong’s frustration about the clan’s situation increases. He questions why Old Goat is still letting outsiders stay at their camp, when they don’t even have the courage to avenge the deaths of the innocents Feral-Tongue murdered. Now he believes because of the character’s actions, or lack thereof, the whole clan is doomed. He roars like an animal at the character before storming out the main hall. The Story So Far If some characters haven’t played through the previous Plague of Ancients adventures, you may wish to summarize these key points: • Feral-Tongue, a druid formerly of the Thuunlakalaga clan, fell under the corrupting influence of a powerful magic staff made of chardalyn. • Feral-Tongue used the chardalyn staff to empower and awaken an army of beasts, including the fearsome snowy owlbear Frostclaw. These chardalyn-infused monsters have spread death and destruction within and around Wyrmdoom Crag. • With the help of Kaskur Spearsong and boons from local chwingas, the adventurers managed to defeat Frostclaw and Feral-Tongue. Creature Information Kaskur Spearsong is tired of this fallen star nonsense and stalks out the main hall as soon as he hears what the returning hunter has to say. Ogolai Orcsplitter (“Old Goat”) on the other hand, although doubtful, sees this as an opportunity to learn more about the fallen star and how it can lead to their salvation. The goliath hunter who returned to the camp reveals they saw a group of ice trolls capture a strange creature with a hippopotamus-like head and odd clothes and dragged it off to their cave. Other Thuunlakalaga hunters have set camp near the cave entrance, waiting for Old Goat’s decision as to whether it’s worth risking their lives to save the strange being. Kaskur (KASS-kerr) Spearsong Thuunlakalaga Neutral goliath warrior This headstrong and impetuous goliath leads the clan’s hunters. He’s grown angry and frustrated at the lack of game in the area, and he resents Old Goat’s “poor leadership” for a lack of solutions. He wields a longbow taller than most humans and claims he once felled an elk from a half mile away. He wears little in the way of clothing, even in the driving wind—a feat that’s earned him the respect of his fellow hunters. What They Want. Kaskur has grown tired of Old Goat’s personal fears preventing an alliance with the goliaths of Skytower Shelter. He views her as weak and her ideas as outdated, especially when Kugan Windwhisper (Feral- Tongue)—who Kaskur views as even weaker than Old Goat—is involved. He wants to usurp control of the clan for himself. Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s tongue; he’s terse and speaks his mind without hesitation. Despite this, he’s experienced and knows the area better than any of his peers. The Clan Needs Help Knowledge of the fallen star is too great an advantage for Old Goat to ignore, however with their numbers thinning; she can’t risk the lives of her hunters so easily. Old Goat asks the characters to meet up with the Thuunlakalaga hunters near the ice troll cave, and to save the strange creature. The hunter who delivered the news is tired and exhausted. She instead asks the characters to take along Nararhak Tree-Eye, who is deeply knowledgeable about the land and can guide them to the ice trolls’ cave (see handout 1). Nararhak (na-RUHR-uck) Tree-Eye Thuunlakalaga Lawful neutral goliath druid Nararhak was orphaned at birth during a raid by another clan. Though they were spared, the violent circumstances of their birth damaged Nararhak’s left leg, leaving them slow and clumsy when without a crutch. Rikuur Hideminder took the child in and raised them in the ways of storytelling and nature. When not with the rest of Souljoined (Grakal Dawnbearer and Thugeo Goatchaser), Nararhak tends to be very apprehensive and cautious in their interactions, having suffered a great deal of bullying in the past. They’re wary of outright strangers. The name “Tree-Eye” comes from Nararhak’s heterochromatic eyes, their right is a brown, barky color and the left is the color of deep-green leaves. Nararhak is always chewing on something. If they start speaking while overly excited, small bits of spittle tend to spray from their mouth. What They Want. To know more. Nararhak is always ready to hear another tale or read another story or learn another language. When sharing the stories and history of the clan, few hold up to Nararhak’s narrations. Brains of the Operation. Few in the clan know more about the different flora, fauna, and sacred places than Nararhak does. Even Old Goat seeks advice from Nararhak from time to time. Ogolai (oh-GO-lie) Orcsplitter “Old Goat” Thuunlakalaga Lawful neutral goliath warrior The chieftain of the Thuunlakalaga goliaths is an elderly goliath with a heavily scarred face. She dresses plainly in goat hide clothing and carries an immense greataxe fashioned from white dragon bone. She has a crippling fear of griffons stemming from a childhood trauma that’s created tensions between her clan and the Akannathi goliaths of Skytower Shelter (see Icewind Dale: Rime of the Frostmaiden). What They Want. Old Goat’s first priority is the safety and prosperity of her clan—especially in these unusual and trying times. She’s quick to stymie dissent, particularly from Kaskur Spearsong. She fears his disagreements will turn violent, but does everything within her power to delay this apparent inevitability for as long as possible. Done It, Seen It; but the End Is Nigh. Old Goat has been around a long time and seen many things. This experience lends her a tremendous amount of wisdom to draw on when making decisions. However, she’s getting old and refuses to surrender the yoke of leadership until a worthy (equally wise) replacement is found. If it weren’t for his sharp tongue, Old Goat would’ve offered Kaskur the mantle of leadership years ago. However, she fears what the clan would become under his leadership. 5 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Estimated Duration: 45 minutes Hunter’s Camp Themes: Tension, do-or-die. Together with Nararhak Tree-Eye, the characters arrive at the camp where Thuunlakalaga hunters (see handout 1) equal to the number of players minus one are waiting for them. The camp is located behind a large, snow-covered rock formation near the ice trolls’ cave. It’s the perfect spot to track activities within the area. As a DM, if you decide sidekicks are necessary in this adventure, each character is allowed one sidekick each. Story Objective A Defeating the ice trolls is Story Objective A. Ice Troll Cave At the foot of a mountain, the entrance to the cave is visible. When the characters enter the cave, read the following: The path inside quickly turns to reveal a cramped space occupied by ice trolls. On the other side of the room is a half-frozen, 7-foot-tall humanoid with a hippopotamus-like head. Area Information The area (see the Ice Troll Cave map in appendix A) has the following features: Dimensions and Terrain. From the entrance, the 10-foot-wide path winds until it reaches an irregularly shaped chamber with a 15-foot-high ceiling coated with 3-foot-long icicles. The ground is also covered by 2-foot- deep blanket of snow, even inside the cave—creating difficult terrain for Small or smaller creatures. Lastly, there are two Medium humanoid skeletons protruding from the snow that practitioners of necromancy might find useful. Light. The cave is dark except for a flashing red light at the far side of the cave. Temperature. The temperature is quickly dropping as strong winds invade the cave. It’s safe to say a snowstorm, no, a blizzard is imminent. A Cold Meal A Cold Meal 1 6 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Smells and Sounds. A faint smell of smokepowder comes from the ice trolls’ captive. The crunch of ice and snow can be heard while the ice trolls prepare their meal. Icicles. Particularly loud noises—such as from spells, shouting, or the sounds of combat—have a 25 percent chance of dislodging an icicle, which falls on a random creature who must then make a successful DC 14 Dexterity saving throw or take 10 (3d6) piercing damage. Blue Slime Hazard This acidic slime is adapted to the harsh weather of Icewind Dale and devours flesh, organic material, and metal on contact. Bright blue, wet, and sticky, it clings to walls and ceilings in patches. A patch of blue slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime’s presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can’t be avoided as it drops. A creature that comes into contact with blue slime takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, blue slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed. Sunlight, any effect that cures disease, and any effect that deals fire or radiant damage destroys a patch of blue slime. Creature Information Two ice trolls are poking the half-frozen giff on the ground with large icicles while they decide on the best way to eat it. Once the trolls notice the characters, if the opportunity presents itself, they block the entrance to the cave in the hopes of a securing a second course for their pending meal. Both trolls fight to the death. Development The giff (who feebly introduces himself as Lieutenant—pronounced “Leftenant”—Prook) is weak and exhausted. A successful DC 14 Wisdom (Medicine) check determines that Lieutenant Prook has five levels of exhaustion. As the characters prepare to leave the cave, a deadly blizzard arrives; travelling back to Wyrmdoom Crag isn’t the best idea for the time being. Treasure A few gems and coin pouches left by dead adventurers are hidden under the snow inside the cave and can be found by any character who makes a successful DC 16 Intelligence (Investigation) check. Adjusting This Encounter Here are some suggestions for adjusting this scene: Very Weak: Remove one ice troll. Weak: The ice trolls make only two claw attacks with Multiattack. Strong: The ice trolls have 160 hit points. Very Strong: On initiative count 20 (losing ties), blue slime (see above) falls on two random characters. 7 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Estimated Duration: 60 minutes Ice Troll Cave Encore Themes: Survival, foraging. It becomes quickly apparent that the blizzard raging outside is likely to last days. Story Objective B Saving Lieutenant Prook is Story Objective B. Area Information The area has the following features: Dimensions and Terrain. Within minutes, the snow outside the cave has become thicker and is now 4 feet high. Travelling by land is extremely difficult. Light. The only light in the cave is the flashing red light on the satchel slung over the giff’s shoulder. Weather. See the Blizzard sidebar for more information. Additionally, for every hour a character is exposed to this magical weather, they must make a successful DC 15 Constitution saving throw or gain a level of exhaustion. Characters who aren’t wearing cold weather gear make this check with disadvantage. Creature Information Lieutenant Prook, the giff the characters saved, currently has five levels of exhaustion. Exposing him to the blizzard outside will likely kill him. How to Survive The characters, together with Nararhak and the goliath hunters are stuck in the cave during the blizzard. Every day, they need to make sure they’re well supplied; a character who goes a day without food, water, and warmth, gains a level of exhaustion. Food and Water. A Small or Medium creature needs 1 pound of food and 1 gallon of water per day. Rations and spells such as goodberry can address this problem. Character can forage outside the cave for an hour to find food, such as small game or edible plants. A character who makes a successful DC 14 Wisdom (Survival) check finds enough food and water to sustain themselves and a number of additional Small or Medium creatures equal to their Wisdom modifier for one day. Warmth. Characters who search the area surrounding the cave for an hour can attempt a DC 14 Wisdom (Perception) check. If successful, the character gathers enough dry wood from a nearby narra tree to provide warmth for one day. Reward creativity by awarding inspiration to players who devise clever ways to survive the blizzard. Blizzard Weather A blizzard’s howling limits hearing to a range of 100 feet and imposes disadvantage on ranged attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it’s flying by nonmagical means and can’t hover. Visibility in a blizzard is reduced to 30 feet. Creatures without goggles or other eye protection have disadvantage on Wisdom (Perception) checks that rely on sight due to blowing snow. Any creature concentrating on a spell in a blizzard must make a successful DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless the creature is sheltered against the elements (for example, in an igloo). Veering Off Course. It’s easy to veer off course while traveling through a blizzard and for party members to become separated from one another, which is why the wisest course of action is to stay put and wait out the blizzard. If the characters travel during a blizzard, have the players designate one party member as the navigator. At the end of each hour of travel through the blizzard, the DM makes a DC 15 Wisdom (Survival) check on behalf of the navigator. On a success, the party stays on course. On a failure, the party wanders off course, bringing them no closer to their destination. If the check fails by 5 or more and the party members aren’t tied together, a random party member becomes separated from the others. If the group tries to reunite with its missing member, have the party members (including the missing one) make a DC 15 Wisdom (Survival) group check at the end of each hour. On a success, the missing party member is found, but no progress is made toward reaching the group’s intended destination that hour. The group check can be repeated after each hour spent searching for the missing party member. There’s No “Me” in There’s No “Me” in Hippopotam- Hippopotam-“Us” “Us” 2 Herb Tea 33-Alpha A character who makes a successful DC 15 Wisdom (Medicine) check finds out that long rest and casting spells like greater restoration on Lieutenant Prook isn’t enough to remove his levels of exhaustion by itself—the giff’s anatomy works a bit differently. Once the characters realize this, Lieutenant Prook does his best to point at his satchel and into the inside pocket where small pieces of paper written with instructions in Common are placed. With a dreadful sting on his throat making it difficult for him to speak, the giff asks the characters to look at the paper labeled “Emergency Protocol 33-Alpha.” Read or paraphrase the following: Emergency Protocol 33-Alpha: “In the case I become afflicted by an extreme condition and get exhausted, make me drink Herb Tea 33-Alpha before administering medicine or restoration spells.” The paper lists the instructions for preparing Herb Tea 33-Alpha—a mixture of elderberries, elderflower, chamomile, rose hips, astragalus, and echinacea wrapped in thin paper and steeped in hot water for 20 minutes. Once the ingredients have been gathered, a character who makes a successful DC 14 Wisdom (Medicine) check follows the instructions to brew Herb Tea 33-Alpha correctly. Failure means the tea has no effect; the ingredients are wasted and another batch of ingredients is needed to make the tea again. Characters proficient with herbalism kits make this check with advantage. If given the instructions, Nararhak provides information on where to find most of the herbs. No sensible person would go out in this weather. However, in order to remove Lieutenant Prook’s exhaustion, the characters must find the ingredients to make Herb Tea 33-Alpha. Time Check Since this part of the adventure should only take 1 hour to complete, you can use the suggestion below on how to approach this encounter and make sure you and your players finish on time. Convince the Hunters. The Thuunlakalaga goliaths, especially Nararhak, know their numbers are shrinking and can’t risk their lives so freely. However, a character who makes a successful DC 14 Charisma (Intimidation or Persuasion) check backed up by a convincing argument can bring the goliath hunters along to search for some of the herbs, which they do successfully. The characters can then focus on doing one or two of the encounters below, depending on the time you have available. A1. Chamomile and Echinacea Nararhak has heard of an apothecary living in a cave, two hours south of the party’s current location. The apothecary can be identified by their especially thick winter clothes and a cracked dragon mask made of jade. Nararhak advises the characters to take food or the ice trolls’ hearts to trade for the herbs they need. Creature Information. Following Nararhak’s directions, they spot a small cave with a campfire. Inside is a 6-foot- tall creature who introduces themselves as Butiki (Butiki is actually three Icewind kobolds sitting on one another’s shoulders wearing a long, heavy coat). Butiki doesn’t sell their wares for coin, but happily barters for them. In exchange for at least ten days’ rations, they’ll trade a handful of chamomile or echinacea. They’ll also accept the heart of a “biiiiiiiig” monster—like an ice troll. Butiki (bu-tih-ki) the Apothecary Neutral kobold alchemist Butiki is actually a persona cultivated by three kobolds— Bubu, Tirr, and Kiki, who disguise themselves as a clumsy human wearing bulky cold weather clothing and a cracked jade mask carved to resemble a dragon’s face. Most of the potions and herbs they sell are stored in the inside pockets of their clothes. If questioned, Butiki says they’re human, but a character with a passive Wisdom (Insight or Medicine) score of 15 or higher detects something odd about their physiology. If confronted about it, they reveal their true nature. What They Want. Butiki has no need for money since there’s nowhere to spend it in this area. Instead, they search for monster parts or herbs they can use to trade for other goods. Butiki loves to eat, especially delicacies that aren’t from Icewind Dale. Followers of a Hag. Another reason why Butiki searches for monster parts and herbs is to give them to their master, a powerful hag, who can use them to craft potions and spells. 9 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Butiki also possesses a satchel containing fresh blueberries they’re willing to part with—noting that “They’re quite rare and may be useful in soothing savage beasties like wolves! Lots of wolves in Icewind Dale.” Such a treat costs a bit more, however, twenty days’ rations! Once an agreement is reached, Butiki extends a disproportionately small, gloved hand to seal the deal, while a second arm emerges from the coat and hands over the herbs to the characters. A2. Elderberry, Elderflower, and Rose Hips About five days ago, a merchant caravan laden with food and spices was abandoned in a nearby pass after being attacked by animals—something Nararhak knows. While they can’t be sure the herbs the characters seek are still there, it may be worth taking a look. The site is an hour west of the cave. Upon arriving at the crash site, the characters must make a DC 14 Wisdom (Perception) group check. If successful, they find a small wooden crate packed with jars full of herbs and spices buried in the snow. Some jars bear labels (in Common) indicating they contain dried elderberries, elderflower, and rose hips. A character who investigates the jars and makes a successful DC 15 Intelligence (Nature) check realizes some jars are mislabeled—the jar labeled “Rose Hips” actually contains tiny dried tomatoes, while the jars labeled “Tomatoes” contains the rose hips. A3. Astragalus Nararhak heard a rumor about an increase of tiny elementals called chwingas in the area, who plucked all the astragalus until there was nothing left. The characters’ best chance to find this herb is to attract one of the elementals by making an interesting pile of trinkets and other items as an offering. When the characters return to the cave after searching for the other herbs, or if they wait until nighttime after making an offering, a corrupted chwinga with two bundles of dried astragalus roots tied to its back sneaks inside the cave and tries to steal from the pile of trinkets or pieces of the goliath hunters’ gear like arrow tips, trinkets, fishhooks, etc. Characters with a passive Wisdom (Perception) score of 17 or higher or who make a successful DC 17 Wisdom (Perception) check notice the chwinga. Capturing the chwinga can be tricky, though. If pursued, it uses its Natural Shelter ability to hide inside a large boulder in the cave. The chwinga can be forced out by destroying the boulder, which has AC 17, 27 hit points and immunity to poison and psychic damage. Alternately, the chwinga can be coaxed out with a successful DC 15 Charisma (Persuasion) check. A character who offers a suitably interesting gift makes this check with advantage. In either case, it drops the astragalus it’s carrying. If the characters forced it out of hiding, the chwinga flees the cave, but if it was coaxed out, it skips over to the fire and mimics the act of warming itself (rubbing its hands together and extending them palm out toward the fire, etc.). If the characters manage to befriend the chwinga and allow it to remain by the fire for at least half of a day, the elemental is cured of its corruption and uses its Magical Gift ability to bless a random character with a charm of the ice troll (see below). Charm of the Ice Troll This charm allows you to use your reaction when you take cold damage to reduce the damage to 0. You regain a number of hit points equal to half the cold damage you would have taken. Once you do so, the charm vanishes from you. Development Once the ingredients have been gathered, the characters can brew Herb Tea 33-Alpha, and administer it to Lieutenant Prook—making it possible to cure his exhaustion through rest and spells like greater restoration. Lieutenant Prook (lef-TEN-ant puh ROOK) Lawful neutral giff interstellar mercenary Lieutenant Prook (he pronounces lieutenant as “leftenant” and prefers to be addressed as such) once commanded a brigade of hippopotamus-headed giff mercenaries, but his entire unit was captured by neogi slavers. Of them, he’s the sole survivor. The neogi ship recently crashed in Icewind Dale while pursuing the Id Ascendant—an illithid nautiloid piloted by gnomish ceremorphs. In the chaos, Lieutenant Prook managed to escape, but underestimated the cold. What They Want. While Lieutenant Prook’s immediate goals are survival and recovery. Once out of the woods, he plans to find a way to exact his revenge on the neogi who enslaved him and killed his unit. Gruff and No-Nonsense. Lieutenant Prook doesn’t waste time on pomp and circumstance; he focuses on his goals with laser precision and those who question his orders (yes, orders) or methods are quick to earn a scathing admonishment. To that end, however, he’s loyal and honorable without apology. He would throw down his life to save those he considers allies. During their time spent in the cave, the characters learn that Lieutenant Prook recently escaped captivity at the hands of creatures called neogi—cruel slavers who travel across the planes on a deathspider (which he describes as a type of magic flying ship) called the Er’lir Fezrrega’l. If Nararhak or the characters mention the falling star, he’s unsure what they’re referring to, assuming it to be the deathspider. He’s willing (though a bit reluctant) to show the characters where the Er’lir Fezrrega’l is once he’s sufficiently recovered. The day after all Lieutenant Prook’s exhaustion levels are removed, the blizzard ends. Treasure For helping Lieutenant Prook survive, he takes a chime of opening from his satchel and gives it to the characters. Giff and Neogi Giff are spacefaring humanoid mercenaries best known for their martial training and love of explosives. Neogi on the other hand, are aberrations that love to conquer other worlds and enslave their peoples. Both creatures travel to different worlds and planes using magic ships and aren’t usually found in Faerûn and other continents. You can learn more about giff and neogi by reading Mordenkainen’s Tome of Foes and Volo’s Guide to Monsters, respectively. 10 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Estimated Duration: 60 minutes Snowy Plains Themes: Wilderness, bizarre. With the blizzard gone and Lieutenant Prook healthy enough to travel, he takes the characters west, toward the location of the neogi ship, the Er’lir Fezrrega’l. Story Objective C Traversing the wilds of Icewind Dale is Story Objective C. Area Information The area has the following features: Dimensions and Terrain. The characters arrive at a tundra covered in snow. What little plant life was present is now covered in ice. All the water sources the characters pass are frozen solid. Continuing west and traversing this area will bring the characters to the snowy mountains where the neogi ship is located. Weather. Clear, the blizzard has passed. Light. The nights in Icewind Dale are long (especially during the grip of the Everlasting Rime) and the utter darkness is broken only by a few hours of dim twilight— usually between late morning and early evening—and the auroras that streak across the sky. Lighting in Icewind Dale Unless otherwise noted, daytime hours provide dim light outdoors, while nighttime hours are dark. The permanent dusk of Auril’s curse makes the promise of sunlight seem a teasing possibility, but the sun never breaks the horizon. Smells and Sounds. The cool, crisp air stings the noses of those who inhale it. With the wind magically changing directions, the sound it produces is like a wailing beast. Creature Information The characters spot an awakened mammoth trying to break a frozen tree with its tusks to get at the fruit. In addition, three winter wolves—opportunistic allies of the mammoth—are blending in with the snow nearby. Characters with a passive Wisdom (Perception) score of 14 or lower are surprised as they leap from hiding and attack. Shards of the blue crystal fall to the ground and the mammoth pushes air through its trunk to make a loud, intimidating trumpeting. Angry, scared, and hungry, the beast utters a single word in Common while the freezing wind spreads throughout the surrounding area, “Kill.” Desperate Times, Desperate Times, Desperate Measures Desperate Measures 3 11 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Blue Crystal The mammoth found the crystal and intended to deliver it to Feral-Tongue. The crystal has the following effects if shattered: Freezing Wind. In a 1-mile radius, centered on the location where the crystal was destroyed, magical wind materializes that freezes anyone in it. This effect lasts for 1 minute or until the mammoth is defeated. The wind imposes disadvantage on ranged attack rolls and Wisdom (Perception) checks. When a creature enters the area for the first time or starts its turn within the freezing wind, it must make a DC 14 Constitution saving throw as its body becomes covered in ice. On a failed save, the creature takes 11 (2d10) cold damage and is restrained until it takes bludgeoning damage. On a successful save, the creature takes half as much damage and isn’t restrained. A creature immune to cold damage automatically succeeds on the saving throw. A restrained creature can make a DC 15 Strength (Athletics) check as an action to break free from the ice. On a success, it frees itself and is no longer restrained. A creature that isn’t restrained can use its action to attempt the check to free another creature within reach. Auroral Aura. When the mammoth destroys the blue crystal, a bubble of blue light envelops a 20-foot-radius area around it, protecting any creature inside from the freezing wind. On initiative count 0 (losing ties), the radius of the bubble shrinks by 5 feet as its protective effect fades. The mammoth ended up here after fleeing the chaos of Feral-Tongue’s—the druid who awakened it—defeat, and the events of DDEP10-01 Terror in Ten-Towns. Wrapped around the mammoth’s trunk is a blue crystal that can draw on the Frostmaiden’s magic for a short period of time. As soon as the mammoth sees the characters, it crushes the crystal out of panic. Being a Huge beast with no herd and no place to hide, the mammoth succumbs to a kill-or-be-killed mentality. A character who makes a successful DC 13 Wisdom (Animal Handling or Insight) check quickly realizes this. Playing the Pillars. You can make use of the following suggestions when running this encounter: Combat. The characters start combat at least 40 feet away from the mammoth. To protect themselves from the freezing wind, the characters can get inside the mammoth’s bubble, which shrinks every round. The wolves prioritize knocking the characters prone outside the bubble, hoping to let the crystal’s freezing wind take care of them. Exploration. The freezing wind stretches for 1 mile in all directions. Running away from the encounter isn’t recommended. Social. Characters who offer food such as rations to a winter wolf can make a DC 14 Charisma (Persuasion) check as an action to de-escalate the situation. A character who smells like blueberries makes this check with advantage. On a success, the character convinces that wolf to ally itself with the characters against the mammoth. 12 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Estimated Duration: 60 minutes Twin Mountains Themes: Discovery, extraterrestrial. Continuing west, the characters arrive at the foot of a pair of mountains. Lieutenant Prook tells everyone the neogi ship is nestled somewhere within the valley. Story Objective D Locating and scouting out the deathspider is Story Objective D. Area Information In addition to the features noted in the encounters below, the twin mountains have the following general features: Dimensions and Terrain. The two mountains possess a certain symmetry and greatly resemble a pair of massive fangs. Both peaks pierce a blanket of clouds, while their craggy surfaces are buried deep in snow. There are many hidden paths around the mountains and even toward the valley. However, imminent danger follows those who are foolish enough to traverse them. Light. The nights in Icewind Dale are long (especially during the grip of the Everlasting Rime) and the utter darkness is broken only by a few hours of dim twilight— usually between late morning and early evening—and the auroras that streak across the sky. Weather. The weather is extremely cold. Extreme Cold Weather Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates. Creature Information Lieutenant Prook advises the characters to reconnoiter the area surrounding the ship. He wants to take revenge on the neogi who captured him and killed his crew, but on the verge of exhaustion again, he knows he’d be a liability and might endanger his newfound allies. Instead, he requests the characters to gather information about the ship, the best path toward it, and how many enemies are there. If one or more characters really want Lieutenant Prook to join them, they can convince him to with a successful DC 17 Charisma (Persuasion) check. Reality also hits Nararhak and the other Thuunlakalaga hunters. They know they can’t risk losing their lives here, especially when they’re up against something unknown. They insist they’ll return to Wyrmdoom Crag and report everything that’s happened so far to Old Goat. They’re willing to take Lieutenant Prook with them, which he agrees to. Once the characters are done scouting the area and getting information about the neogi ship, they can all meet up at Wyrmdoom Crag to formulate a plan. Before leaving, Lieutenant Prook draws a map in the snow to help the characters strategize the best way to approach the neogi ship’s location. The characters should choose with route to take, which determines what creatures they encounter along the way. Alternatively, you can choose an encounter or roll on the table, below: Neogi Patrol Encounter Table d6 Encounter 1 E1. Straight into the Valley 2 E2. East Mountain Outer Path 3 E3. West Mountain Outer Path 4 E4. Into the Cave 5 E5. West Mountain Peak 6 E6. East Mountain Peak Most creatures in this part of the adventure are charmed by the neogi to follow their orders. To ensure the enslaved creatures can’t escape their control, the neogi use a sek’reg insulator, see below. Sek’reg Insulator Normally, charmed creatures can attempt another saving throw to end the charm effect if damaged. However, the neogi aboard the Er’lir Fezrrega’l use a device called a sek’reg insulator—a potent magical machine that removes their victims’ ability to shake off the charm effect if injured. The Er’lir Fezrrega’l The Er’lir Fezrrega’l 4 13 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Treasure Regardless which path the characters take, the encounter yields a small blue capsule that contains a potion of climbing. This treasure is only found once, no matter how many encounters are used. E1. Straight into the Valley This is the shortest route to the neogi ship’s location, but also the most heavily guarded. Area Information The area has the following features: Dimensions and Terrain. The thin snow on the path toward the valley makes it easy to traverse. After a few miles, the path broadens to 40 feet wide. A character who makes a successful DC 15 Intelligence (Investigation) check, notices a group of jagged rocks along the east side of the path that could provide cover on their way to the valley, helping bypass the frost giants guarding the area. Since the jagged rocks aren’t very tall, the characters must still make a successful DC 17 Dexterity (Stealth) group check to avoid a combat encounter. On a failure, one or more characters make a noise that triggers an avalanche 200 feet above the characters. See the Avalanche sidebar, below. The giants also notice the characters and attack them. Light. The stormy sky only provides dim light. Smells and Sounds. The area’s geometry causes nearby sound to echo loudly toward the valley. There’s also the smell of large game being roasted nearby. Avalanche Hazard An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they’re close to its edge, but outrunning one is almost impossible. When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0 (losing ties), the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 5 (1d10) bludgeoning damage on a failed save, or half as much damage on a successful one. When an avalanche stops, the snow and other debris settle and bury creatures in it. A creature buried this way is blinded, restrained, and has total cover. The creature gains one level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again. A creature that isn’t restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the avalanche. Creature Information Two frost giant servants guard the path toward the valley while a frost giant sits nearby, roasting a recently caught winter wolf. Adjusting This Encounter Here are some suggestions for adjusting this scene: Very Weak: Replace one frost giant with one frost giant servant. Weak: Remove one frost giant servant. Strong: No changes. Very Strong: Add one frost giant servant. The giants were on their way to Jarlmoot, west of Ten- Towns, to pay their respects to their ancestors before they were captured and charmed by the neogi. E2. East Mountain Outer Path It takes six hours to go around the east mountain and reach the valley from the other side. Area Information The area has the following features: Dimensions and Terrain. The snow is at least 4 feet high, making it difficult terrain for Medium or smaller creatures. After five hours’ travel, the path widens. Weather. The weather is extremely cold. See the extreme cold sidebar, above. Smells and Sounds. There are large piles of dung covered in snow. A character who makes a successful DC 14 Intelligence (Nature) check determines that the piles of muck were left by a mix of humanoids and bears. When the characters start to travel on this path, a loud, intimidating bear growl can be heard in the distance. Creature Information Two hulking goliath werebears in hybrid form are sparring with one another when the characters arrive. Adjusting This Encounter Here are some suggestions for adjusting this scene: Very Weak: The goliath werebears fight in their humanoid forms. Weak: The goliath werebears only have 100 hit points. Strong: Add one goliath werebear. Very Strong: Add two goliath werebears. These goliaths received Oyaminartok the Winter Walker’s curse after being judged to have pure hearts. The goliaths were once gentle and kind, but the neogi have driven them to kill any living creature they see. The sight of fire scares the werebears; they avoid foes that wield fire—attacking them last, if possible. 14 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Oyaminartok the Winter Walker Goliath legends speak of a creature that prowls the far reaches of Icewind Dale, Oyaminartok the Winter Walker. Elders invoke her name to keep young goliaths from wandering too far from home before they’re ready. Adult goliaths sometimes encounter this legendary individual in their travels to the far-flung corners of the Dale. If they flee like cowards, Oyaminartok laughs and lets them go to wander in obscurity. If they challenge Oyaminartok to a fight, the Winter Walker smiles and tests their mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves. Contrary to myth, Oyaminartok isn’t a monster, but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure. E3. West Mountain Outer Path The outer path on the west mountain has the same terrain and weather as area E2. Area Information The area has the following features: Smells and Sounds. Rotting carcasses half-buried in the snow leave a foul smell in the area. It’s eerily quiet. Creature Information A hydra is hidden under a sheet of snow in front of the characters and attacks them as soon as they’re within its range. Any character with a passive Wisdom (Perception) score of 15 or lower is surprised. This gluttonous creature traveled north in search for food until it was captured by the neogi. Even though it’s charmed, the neogi are still wary of it. They can only prevent the creature from eating them, that’s why it was stationed far from the valley. Adjusting This Encounter Here are some suggestions for adjusting this scene: Very Weak: The hydra begins with three heads. Weak: The hydra only has 140 hit points. Strong: The hydra has 255 hit points. Very Strong: The hydra begins with seven heads. E4. Into the Cave When Lieutenant Prook escaped from the neogi ship, he discovered a hidden cave entrance somewhere at the foot of the western mountain. Instead of hiding there, the giff continued running to get as much distance as possible from his alien captors. Lieutenant Prook believes the cave probably has an exit somewhere near the valley and that it’s worth checking out. Area Information The area has the following features: Dimensions and Terrain. The pathway inside the cave is tight and the ceiling is low. After a few miles, the cave widens into a 40-foot-square chamber. Light. It’s completely dark with no light sources. Smells and Sounds. The smell of rotting corpses. Giggles and noises of raw flesh being chewed echo around the cave. Creature Information Five kobold vampire spawn are gathered around a half- eaten goliath corpse. Their hungry faces, especially their snouts, are all covered in blood. From the looks of it, the goliath was another of the missing hunters. The neogi aren’t aware these vampires are living nearby, but the kobold vampires, however, know the neogi enslave the minds of their captives. The neogi have been stealing the vampires’ prey ever since they arrived. A character who makes a successful DC 15 Wisdom (Insight) check determines that the vampires are starving; it looks as if this is the first meal they’ve eaten in some time. A successful DC 17 Charisma (Persuasion) check convinces the vampires to stop attacking and let the characters pass, if they promise to deal with the unusual creatures nearby (which the kobolds refer to as “spiderlings”). Adjusting This Encounter Here are some suggestions for adjusting this scene: Very Weak: Remove two kobold vampire spawn. Weak: Remove one kobold vampire spawn. Strong: Add one kobold vampire spawn. Very Strong: Add two kobold vampire spawn with 54 hit points. E5. West Mountain Peak The neogi wouldn’t expect enemies coming from the mountain peak, at least that’s what Lieutenant Prook thinks. It’s the best vantage point for the characters once they descend below the clouds. However, it takes a half day for the characters to reach the peak of the western mountain. 15 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Area Information The area has the following features: Dimensions and Terrain. The steep incline combined with the thick snow makes the area difficult terrain for Medium or smaller creatures. Weather. The weather is extremely cold. See the extreme cold sidebar, above. Strong winds around the area impose disadvantage on ranged attack rolls and Wisdom (Perception) checks that rely on hearing. Sounds. Continuous howling from the strong winds. Creature Information Taking the form of a greatsword, a living blade of disaster has seemingly been plunged into a boulder. The visible portion of the blade looks like a window to space, with blinking stars shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. Beneath the greatsword, the boulder is inscribed with the following in Draconic: “Living subject #42: All our wizards failed. Who is worthy enough to wield it and receive power from the faraway realm?” The living spell attacks any creature that attempts to remove it from the stone. A character who makes a successful DC 18 Intelligence (Arcana) check identifies the greatsword as a living spell—not a magical weapon. The living blade has a strong aura of conjuration magic, which a detect magic spell picks up on. Adjusting This Encounter Here are some suggestions for adjusting this scene: Very Weak or Weak: No changes. Strong: The living blade of disaster has 90 hit points. Very Strong: Add one living blade of disaster that looks like a longsword. E6. East Mountain Peak This might be the most difficult, but most epic, combat encounter the characters can face in this adventure. It also takes a half day for the characters to reach the peak of the eastern mountain. This encounter has the same area information as the west mountain. Creature Information Lakasamihan, a young white dragon under the neogi’s control, descends from the sky and attacks the characters as soon as they reach the eastern mountain’s peak. Lakasamihan (LOCK-us-AH-MEE-han), the Eastern Wind Chaotic evil dragon Lakasamihan came from the Spine of the World’s eastern mountains, traveling to Icewind Dale in search of a new home. Lakasamihan loves to hunt flying creatures and the feel of warm blood in her mouth while flying in freezing winds. What They Want. Lakasamihan recently laid an egg at her old lair. With little game in the area, she started searching for a new home. She found the valley between these mountains to be a perfect place for her and her soon-to-be-born child, however it’s currently occupied by the neogi and their ship. Servant of the Neogi. Lakasamihan challenged the neogi, but their alien technology and numbers overwhelmed the young dragon. Since her capture, the dragon now protects her new masters from on high. Development When the characters arrive, they finally get to see the Er’lir Fezrrega’l; a large, deathspider-class spaceship that’s the neogi’s pride and joy. The spaceship is designed to resemble a massive spider constructed from strange, shiny metal. Judging by its size, it could easily transport one hundred people. Eight metal poles shaped like spider legs extend from the front of the ship, with webbed metal strings attached to some, acting as a strange sail. 16 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Warning signs in Deep Speech are engraved on different parts of the ship. Lastly, glassy, red-tinted windows are placed at the front and rear of the deathspider. Dozens of creatures mill about outside the ship, carrying crates and unusual containers on strange, floating skips. One by one, they file into a cavern at the far side of the ship. A container falls unnoticed off the last skip, burying itself in the snow. Before the characters can approach, read or paraphrase: Energy from the deathspider crashes over you like a wave, followed by a burst of hot air that blows snow in your faces. The craft rises from the ground and hovers, flickering with flashes of multicolored light. Silhouettes of several odd, spiderlike creatures are visible through the crimson glass at the front of what is presumably the ship’s helm. The deathspider increases altitude and disappears into the stormy clouds above. Treasure If the characters investigate the fallen transport crate, they find it contains a prosthetic limb and two egg-shaped capsules that contain potions of greater healing. Wrap-Up: Where to Now? Once the Er’lir Fezrrega’l leaves, the entrance to the cavern behind it is revealed. The characters are left with two choices—no matter which option they choose, the characters earn the Captured Goliaths story award: Venture into the Ruins. Fresh footprints of different creatures head toward the cavern entrance. Some of these footprints are like those of a giant spider. The adventure continues in DDAL10-07 Into Darkness. Return to Wyrmdoom Crag. Upon arriving at Wyrmdoom Crag, the characters discover Nararhak and the others, including Lieutenant Prook, haven’t returned yet. The characters quickly learn that Kaskur—having finally grown tired of Old Goat’s stubbornness—left Wyrmdoom Crag together with the hunters loyal to him. Because of this, Old Goat doesn’t have any hunters spare to assist with search efforts. But just as she agrees to do it herself, even going so far as to fetch her dragon bone-hafted greataxe, one of the goliath hunters and Lieutenant Prook (if he didn’t accompany the characters)—weak and injured from the cold—stagger into the settlement. After being hurried to the small fire, the goliath reveals they were beset upon by umber hulks and strange, spiderlike creatures—which Lieutenant Prook refers to as “neogi.” They managed to escape, but the others, including Nararhak, were captured. Story Award: Captured Goliaths Nararhak Tree-Eye and some of the goliath hunters you encountered were captured by spiderlike creatures Lieutenant Prook calls “neogi.” Rewards At the end of the session, everyone receives rewards based upon their accomplishments: Player Rewards The players earn the following rewards: Advancement A character participating in this adventure gains one level. Optional: Declining Advancement Each player can decline advancement if they so choose; this has its benefits. It’s possible for a character to advance beyond an adventure’s level range, meaning they’d be unable to play an adventure as planned. Similarly, advancing too quickly means a character won’t earn as much gold as their peers. Conversely, remind them that the amount of gold their characters can earn per level is limited; characters declining advancement might reach a point where they no longer earn gold. Gold Award each character gold for each hour of the session. Adventures typically features cues for this, but you can add it where you see fit. The maximum gold you can award a character per hour is determined by their tier, as follows: Tier Hourly GP Award GP Limit per Level 1 20 gp 80 gp 2 30 gp 240 gp 3 200 gp 1,600 gp 4 750 gp 6,000 gp Magic Items If found during the adventure, the characters can keep the following magic items, described in handout 2: • Chime of opening • Potion of climbing • Potion of greater healing • Prosthetic limb Story Awards The characters may earn the following story awards, described in handout 2: Captured Goliaths Dungeon Master Rewards For running this adventure, you earn a DM Reward. See the Adventurers League Dungeon Master’s Guide for more information. 17 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Dramatis Personae The following NPCs feature prominently in this adventure: Butiki (Bu-Tih-Ki) the Apothecary Butiki is actually a persona cultivated by three kobolds— Bubu, Tirr, and Kiki, who disguise themselves as a clumsy human wearing bulky cold weather clothing and a cracked jade mask carved to resemble a dragon’s face. Most of the potions and herbs they sell are stored in the inside pockets of their clothes. If questioned, Butiki says they’re human, but a character with a passive Wisdom (Insight or Medicine) score of 15 or higher detects something odd about their physiology. If confronted about it, they reveal their true nature. What They Want. Butiki has no need for money since there’s nowhere to spend it in this area. Instead, they search for monster parts or herbs they can use to trade for other goods. Butiki loves to eat, especially delicacies that aren’t from Icewind Dale. Followers of a Hag. Another reason why Butiki searches for monster parts and herbs is to give them to their master, a powerful hag, who can use them to craft potions and spells. Kaskur (KASS-kerr) Spearsong Thuunlakalaga This headstrong and impetuous goliath leads the clan’s hunters. He’s grown angry and frustrated at the lack of game in the area, and he resents Old Goat’s “poor leadership” for a lack of solutions. He wields a longbow taller than most humans and claims he once felled an elk from a half mile away. He wears little in the way of clothing, even in the driving wind—a feat that’s earned him the respect of his fellow hunters. What They Want. Kaskur has grown tired of Old Goat’s personal fears preventing an alliance with the goliaths of Skytower Shelter. He views her as weak and her ideas as outdated, especially when Kugan Windwhisper (Feral- Tongue)—who Kaskur views as being even weaker than Old Goat—is involved. He wants to usurp control of the clan for himself. Words Are Wasted Wind. Kaskur doesn’t have a negotiator’s tongue; he’s terse and speaks his mind without hesitation. Despite this, he’s experienced and knows the area better than any of his peers. Lakasamihan (LOCK-us-AH-MEE- han), the Eastern Wind Lakasamihan came from the Spine of the World’s eastern mountains, traveling to Icewind Dale in search of a new home. Lakasamihan loves to hunt flying creatures and the feel of warm blood in her mouth while flying in freezing winds. What They Want. Lakasamihan recently laid an egg at her old lair. With little game in the area, she started searching for a new home. She found the valley between these mountains to be a perfect place for her and her soon-to-be-born child, however it’s currently occupied by the neogi and their ship. Servant of the Neogi. Lakasamihan challenged the neogi, but their alien technology and numbers overwhelmed the young dragon. Since her capture, the dragon now protects her new masters from on high. Nararhak (na-RUHR-uck) Tree-Eye Thuunlakalaga Nararhak was orphaned at birth during a raid by another clan. Though they were spared, the violent circumstances of their birth damaged Nararhak’s left leg, leaving them slow and clumsy when without a crutch. Rikuur Hideminder took the child in and raised them in the ways of storytelling and nature. When not with the rest of Souljoined (Grakal Dawnbearer and Thugeo Goatchaser), Nararhak tends to be very apprehensive and cautious in their interactions, having suffered a great deal of bullying in the past. They’re wary of outright strangers. The name “Tree-Eye” comes from Nararhak’s heterochromatic eyes, their right is a brown, barky color and the left is the color of deep-green leaves. Nararhak is always chewing on something. If they start speaking while overly excited, small bits of spittle tend to spray from their mouth. What They Want. To know more. Nararhak is always ready to hear another tale or read another story or learn another language. When sharing the stories and history of the clan, few hold up to Nararhak’s narrations. Brains of the Operation. Few in the clan now know more about the different flora, fauna, and sacred places than Nararhak does. Even Old Goat seeks advice from Nararhak from time to time. 18 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Ogolai (oh-GOH-lie) Orcsplitter “Old Goat” Thuunlakalaga The chieftain of the Thuunlakalaga goliaths is an elderly goliath with a heavily scarred face. She dresses plainly in goat hide clothing and carries an immense greataxe fashioned from white dragon bone. She has a crippling fear of griffons stemming from a childhood trauma that’s created tensions between her clan and the Akannathi goliaths of Skytower Shelter (see Icewind Dale: Rime of the Frostmaiden). What They Want. Old Goat’s first priority is the safety and prosperity of her clan—especially in these unusual and trying times. She’s quick to stymie dissent, particularly from Kaskur Spearsong. She fears his disagreements will turn violent, but does everything within her power to delay this apparent inevitability for as long as possible. Done It, Seen It; but the End Is Nigh. Old Goat has been around a long time and seen many things. This experience lends her a tremendous amount of wisdom to draw on when making decisions. However, she’s getting old and refuses to surrender the yoke of leadership until a worthy (equally wise) replacement is found. If it weren’t for his sharp tongue, Old Goat would’ve offered Kaskur the mantle of leadership years ago. However, she fears what the clan would become under his leadership. Lieutenant Prook (lef-TEN-ant Puh-ROOK) Lieutenant Prook (he pronounces lieutenant as “leftenant” and prefers to be addressed as such) once commanded a brigade of hippopotamus-headed giff mercenaries, but his entire unit was captured by neogi slavers. Of them, he’s the sole survivor. The neogi ship recently crashed in Icewind Dale while pursuing the Id Ascendant—an illithid nautiloid piloted by gnomish ceremorphs. In the chaos, Lieutenant Prook managed to escape, but underestimated the cold. What They Want. While Lieutenant Prook’s immediate goals are survival and recovery. Once out of the woods, he plans to find a way to exact his revenge on the neogi who enslaved him and killed his unit. Gruff and No-Nonsense. Lieutenant Prook doesn’t waste time on pomp and circumstance; he focuses on his goals with laser precision and those who question his orders (yes, orders) or methods are quick to earn a scathing admonishment. To that end, however, he’s loyal and honorable without apology. He would throw down his life to save those he considers allies. 19 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Creature Statistics The following creatures appear in this adventure: Chwinga Chwinga Tiny elemental, neutral Armor Class 15 Hit Points 5 (2d4) Speed 20 ft., climb 20 ft., swim 20 ft. STR DEX CON INT WIS CHA 1 (−5) 20 (+5) 10 (+0) 14 (+2) 16 (+3) 16 (+3) Skills Acrobatics +7, Perception +7, Stealth +7 Senses blindsight 60 ft., passive Perception 17 Languages — Challenge 0 (0 XP) Evasion. When the chwinga is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Innate Spellcasting. The chwinga’s innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no material or verbal components: At will: druidcraft, guidance, pass without trace, resistance Unusual Nature. The chwinga doesn’t require air, food, or drink. When it dies, it turns into a handful of flower petals, a cloud of pollen, a stone statuette resembling its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice). Actions Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a supernatural charm of the DM’s choice. See chapter 7 of the Dungeon Master’s Guide for more information on supernatural charms. Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a natural source of fresh water in its space. The chwinga can’t be targeted by any attack, spell, or other effect while inside this shelter, and the shelter doesn’t impair the chwinga’s blindsight. The chwinga can use its action to emerge from a shelter. If its shelter is destroyed, the chwinga is forced out and appears in the shelter’s space, but is otherwise unharmed. Frost Giant Frost Giant Huge giant, neutral evil Armor Class 15 (patchwork armor) Hit Points 138 (12d12 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1) Saving Throws Con +8, Wis +3, Cha +4 Skills Athletics +9, Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Giant Challenge 8 (3,900 XP) Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Frost Giant Servant Frost Giant Servant Huge giant, chaotic evil Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2) Skills Perception +2 Damage Immunities cold Senses passive Perception 12 Languages Giant Challenge 5 (1,800 XP) Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. 20 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Giff Giff Medium humanoid (giff), lawful neutral Armor Class 16 (breastplate) Hit Points 60 (8d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 17 (+3) 11 (+0) 12 (+1) 12 (+1) Senses passive Perception 11 Languages Common Challenge 3 (700 XP) Firearms Knowledge. The giff’s mastery of its weapons enables it to ignore the loading property of muskets and pistols. Headfirst Charge. The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Actions Multiattack. The giff makes two pistol attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Musket. Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. Hit: 8 (1d12 + 2) piercing damage. Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2) piercing damage. Fragmentation Grenade (1/Day). The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade’s detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one. Goliath Werebear Goliath Werebear Medium humanoid (goliath, shapechanger), neutral good Armor Class 10 in humanoid form, 12 (natural armor) in bear or hybrid form Hit Points 161 (19d8 + 76) Speed 30 ft. (40 ft., swim 30 ft. in bear or hybrid form) STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 18 (+4) 10 (+0) 15 (+2) 10 (+0) Skills Athletics +8, Perception +8, Survival +5 Damage Vulnerabilities fire Damage Resistances cold Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered Senses passive Perception 18 Languages Common, Giant (can’t speak in bear form) Challenge 8 (3,900 XP) Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell. Mountain Born. The werebear is acclimated to high altitude, including elevations above 20,000 feet. Powerful Build (Humanoid Form Only). The werebear counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift. Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large polar bear, or back into its goliath form. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Actions Multiattack. The werebear makes two melee attacks. Bite (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be cursed with werebear lycanthropy, as described in the Monster Manual. Claw (Bear or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Greataxe (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage. Reactions Stone’s Endurance (Recharges after a Short or Long Rest). When the werebear takes damage, it reduces the damage taken by 10 (1d12 + 4). 21 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Hydra Hydra Huge monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2) Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages — Challenge 8 (3,900 XP) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads. Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Ice Troll Ice Troll Large giant, chaotic evil Armor Class 16 (natural armor) Hit Points 115 (10d10 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (−1) 22 (+6) 7 (−2) 9 (−1) 7 (−2) Skills Perception +2 Damage Immunities cold Senses darkvision 60 ft., passive Perception 12 Languages Giant Challenge 8 (3,900 XP) Cold Aura. While it’s alive, the troll generates an aura of bitter cold that fills the area within 10 feet of it. At the start of the troll’s turn, all nonmagical flames in the aura are extinguished. Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) cold damage. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of each of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of its next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold damage. If the target takes any of the cold damage, the target must succeed on a DC 15 Constitution saving throw or have disadvantage on its attack rolls until the end of its next turn. Icewind Kobold Icewind Kobold Small humanoid (kobold), any alignment Armor Class 14 (hide armor) Hit Points 9 (2d6 + 2) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 7 (−2) 15 (+2) 12 (+1) 8 (−1) 8 (−1) 8 (−1) Saving Throws Dex +4, Con +3 Skills Perception +1, Stealth +4, Survival +1 Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 1/8 (25 XP) Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +0 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 1 (1d6 − 2) piercing damage. 22 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Kobold Vampire Spawn Kobold Vampire Spawn Small undead, neutral evil Armor Class 14 Hit Points 39 (6d6 + 18) Speed 30 ft., climb 20 ft. STR DEX CON INT WIS CHA 10 (+0) 18 (+4) 16 (+3) 8 (−1) 8 (−1) 8 (−1) Saving Throws Dex +6, Wis +1 Skills Perception +1, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 11 Languages Common, Draconic Challenge 3 (700 XP) Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of its next turn. Unusual Nature. The vampire doesn’t require air. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invi- tation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it starts its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has dis- advantage on attack rolls and ability checks. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage plus 5 (2d4) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. Living Blade of Disaster Living Blade of Disaster Small construct, chaotic evil Armor Class 14 (natural armor) Hit Points 67 (9d6 + 36) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 19 (+4) 6 (−2) 10 (+0) 3 (−4) Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 8 (3,900 XP) Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects. Unfettered. The living spell can move through any barrier, even a wall of magical force. Unusual Nature. The living spell doesn’t require air, food, drink, or sleep. Actions Force Blade. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 26 (4d12) force damage, unless the living spell rolled an 18 or higher on the d20 for the attack, in which case the attack is a critical hit that deals 78 (12d12) force damage instead. Reactions Preemptive Strike. The living spell makes a melee attack against a creature that starts its turn within 5 feet of the living spell. 23 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Mammoth Mammoth Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 9 (−1) 21 (+5) 3 (−4) 11 (+0) 6 (−2) Senses passive Perception 10 Languages — Challenge 6 (2,300 XP) Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. Winter Wolf Winter Wolf Large monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 50 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1) Skills Perception +5, Stealth +3 Damage Immunities cold Senses passive Perception 15 Languages Common, Giant, Winter Wolf Challenge 3 (700 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Young White Dragon Young White Dragon Large dragon, chaotic evil Armor Class 17 (natural armor) Hit Points 133 (14d10 + 56) Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft. STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 6 (−2) 11 (+0) 12 (+1) Saving Throws Dex +3, Con +7, Wis +3, Cha +4 Skills Perception +6, Stealth +3 Damage Immunities cold Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Common, Draconic Challenge 6 (2,300 XP) Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement. Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one. 24 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Nararhak Tree-Eye Nararhak Tree-Eye Thuunlakalaga (Spellcaster Thuunlakalaga (Spellcaster Sidekick) Sidekick) Medium humanoid (goliath), lawful neutral Armor Class 13 (studded leather) Hit Points 31 (7d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 15 (+2) 16 (+3) 13 (+1) Saving Throws Wis +6 Skills Arcana +5, Investigation +5, Nature +5, Religion +5 Damage Resistances cold Senses passive Perception 13 Languages Common, Druidic, Giant Spellcasting (Healer). Nararhak is a 7th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Nararhak has the following spells prepared: Cantrips (at will): guidance, produce flame, shillelagh 1st level (): cure wounds, entangle, thunderwave 2nd level (): flame blade, lesser restoration Potent Cantrips. Nararhak adds their Wisdom modifier to the damage they deal with any cantrip. Actions Club. Melee Weapon Attack: +3 to hit (+6 with shillelagh), reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage with shillelagh. Thuunlakalaga Hunter Thuunlakalaga Hunter (Warrior Sidekick) (Warrior Sidekick) Medium humanoid (goliath), any alignment Armor Class 16 (studded leather, shield) Hit Points 45 (7d8 + 14) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 15 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0) Saving Throws Con +5 Skills Athletics +6, Perception +4, Survival +4 Damage Resistances cold Senses passive Perception 14 Languages Common, Giant Battle Readiness. The hunter has advantage on initiative rolls. Extra Attack. The hunter can attack twice, instead of once, whenever it takes the Attack action. Improved Critical. The hunter’s attack rolls score a critical hit on a roll of 19 or 20 on the d20. Martial Role. The hunter has one of the following traits:  Attacker. The hunter gains a +2 bonus to attack rolls (not included below).  Defender. The hunter gains the Disruption reaction, below. Actions Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Bonus Action Second Wind (Recharges after a Short or Long Rest). The hunter regains 1d10 + 7 hit points. Reaction Disruption (Defender Only). When a creature within 5 feet of the hunter makes an attack roll against a creature that isn’t the hunter, the hunter can impose disadvantage on the attack roll, provided they can see the attacker. Handout 1: Sidekick Statistics Handout 1: Sidekick Statistics 25 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) The characters may earn the following rewards during this adventure: Magic Items Chime of Opening Wondrous item, rare This squat, black rod has a matte finish and a couple of flat switches and dials at one end. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. Potion of Climbing Potion, common This potion’s container is a translucent, blue egg capsule that can easily fit inside a person’s mouth. The capsule’s shell dissolves when consumed, activating the liquid inside and releasing hundreds of minute spiderlike creatures which crawl down the drinker’s throat and break apart inside the body, administering the potion’s magical properties. When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the capsule fails to mix the colors. Potion of Greater Healing Potion, uncommon This potion’s container is a translucent, silver egg capsule that can easily fit inside a person’s mouth. The capsule’s shell dissolves when consumed, activating the liquid inside and releasing hundreds of minute spiderlike creatures which crawl down the drinker’s throat and break apart inside the body, administering potent healing. You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated. Prosthetic Limb Wondrous item, common This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. Story Awards Captured Goliaths Nararhak Tree-Eye and some of the goliath hunters you encountered were captured by spiderlike creatures Lieutenant Prook calls “neogi.” Handout 2: Character Rewards Handout 2: Character Rewards 26 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) Appendix A: Appendix A: Ice Troll Cave Map Ice Troll Cave Map 27 Not for resale. Permission granted to print or photocopy this document for personal use only. DDAL10-06 The Fallen Star (v1.0) To DM an adventure, you must have 3 to 7 players—each with their own character within the adventure’s level range (see Adventure Primer). Characters playing in a hardcover adventure may continue to play too, but if they play a different hardcover adventure, they can’t return to the first if they level beyond its level range. New to D&D Adventurers League? https://dnd.wizards.com/ddal_general Preparing the Adventure Before you start play, consider the following: • Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiarize yourself with the adventure’s appendices and handouts. • Gather any resources you’d like to use to aid you in running this adventure—such as notecards, a DM screen, miniatures, and battlemaps. • Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception) score, and anything the adventures specifies as notable (such as backgrounds, traits, and flaws). Players can play an adventure they previously played as a player or DM, but may only play it once with a given character. Ensure each player has their character’s adventure logsheet (if not, get one from the organizer) with their starting values for level, magic items, gold, and downtime days. These are updated at the conclusion of the session. The adventure information and your information are added at the end of the adventure session—whether they completed the adventure or not. Each player is responsible for maintaining an accurate logsheet. If you have time, you can do a quick scan of a player’s character sheet to ensure nothing looks out of order. If you see magic items of very high rarities or strange arrays of ability scores, you can ask players to provide documentation for the irregularities. If they can’t, feel free to restrict item use or ask them to use a standard ability score array. Point players to the D&D Adventurers League Players Guide for reference. If players wish to spend downtime days and it’s the beginning of an adventure or episode, they can declare their activity and spend the days now, or they can do so at the end of the adventure or episode. Players should select their characters’ spells and other daily options prior to the start of the adventure unless the adventure specifies otherwise. Feel free to reread the adventure description to help give players hints about what they might face. New Players? No Problem! With starter adventures like this one it’s possible you may have players new to D&D, or just new to fifth edition. It’s up to you as the DM to ensure they a) have fun with the game and b) learn the basics of how to play. At this level, having fun is more important than learning every rule exactly right. Be gentle with new players who make mistakes. Make sure to keep your players smiling and rolling dice. Be positive and enthusiastic when describing the action, and you’ll notice they quickly follow suit. If you’re a new DM, then welcome—and thank you! New DMs are the lifeblood of the D&D community. This adventure includes sidebars like this one that explain of some rules used as the adventure progresses! Adjusting This Adventure To determine whether you should consider adjusting the adventure, add up the characters’ levels and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s average party level (APL). To approximate the party strength for the adventure, consult the table below. Determining Party Strength Party Composition Party Strength 3–4 characters, APL less than Very Weak 3–4 characters, APL equivalent Weak 3–4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6–7 characters, APL less than Average 6–7 characters, APL equivalent Strong 6–7 characters, APL greater than Very Strong Safety Tools Safety tools ensure that players aren’t pushed beyond their comfort levels. They let your players know you want them to have a positive experience. A broad range of safety tools are available for you and your players online, but for more information reach out to your Event Organizer or to [email protected] Appendix B: Appendix B: Dungeon Master Tips Dungeon Master Tips
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S10 - Rime of the Frostmaiden/DDAL10-06 - The_Fallen_Star.pdf
CHAOS THEORY A S H B A R K E R A RANDOM GROUP GENERATOR FOR LAST DAYS: ZOMBIE APOCALYPSE AND LAST DAYS: ZOMBIE APOCALYPSE: SEASONS CHAOS THEORY LAST DAYS ZOMBIE APOCALYPSE LAST DAYS ZOMBIE APOCALYPSE Embracing the uncertainty of the zombie apocalypse can add a fun element of risk and uncertainty to a Last Days: Zombie Apocalypse campaign and open up wonderful modelling and painting opportunities for your Groups. Good luck and may the right survivor appear on your doorstep when you need them the most! - Ash Every Group of survivors during the apocalyptic ending of civilisation has a tale or two of how they came together. Random chance can thrust people from all walks of life together and total strangers can find themselves fighting shoulder-to-shoulder against the living dead. As time goes on these differences can provide the edge a Group needs to compete against their rivals and defend themselves from the endless hordes of zombies that continue to wander the earth long after the power has gone out. Last Days: Zombie Apocalypse: Chaos Theory allows players to throw control to the wind and randomly generate a Leader as well as the survivors they have collected and forged into a Group. So many survival stories begin with the vagaries of fate deciding who-lives and who-dies and this can be a fun and exciting way of generating the cast of personalities you will be managing throughout the apocalypse. In addition to the usual details of what type of Character a Leader may discover, their initial Equipment will also be generated. This prevents the usual ‘maximising’ of potential that can create imbalance in some campaigns and make it legitimately exciting when a truly unique piece of equipment is discovered. Finally, a long list of Personality Traits have been added as an additional bit of trivia about each of the Characters in a Group. This can be a fun final note to help aid in model selection when it comes time to find or make figures for each of the Characters in a Campaign. THE CREATION OF A GROUP When assembling a Group, the first step will always be generating a Leader. You still only have a budget of 100 Scavenge Points with which to equip all of these members, so how far you wish to go creating each one will dictate how well armed the next one down the list will be… or if it is even possible to find another! Once you have generated a Character you must make at least one roll on the Weapons and Equipment Table. You may make as many additional rolls as you like, up to the normal limit of two CQC and two Ranged weapons that any single Character may carry. Once your budget of Scavenge Points is expended however, you may not recruit any more Characters and any unspent points are put into the Group’s Stash! STEP 1: THE LEADER LEADER TABLE Roll 1D6 Leader Type Cost 1–2 The Everyday Hero 12 3–4 The Merciless Thug 15 5–6 The Professional 18 As is always the case when a Group of survivors emerges from the zombie apocalypse, the Leader will shape who the outliers are in their belief system and is the first Character that must be generated. STEP 2: WEAPONS AND EQUIPMENT Leaders will always be well armed to have made it as far as they have. Players must make at least one roll for the Leader on the Equipment tables to see what this important character carries to defend themselves against zombies and rival Groups. If the initial roll does not generate a Weapon of some type, the Character must roll again until it does. Ignore any rarity restrictions for generating Weapons when creating a Group in this way. If you get lucky, you get lucky! Later Characters will roll on these same Equipment tables to determine what they are carrying when the Group forms. Roll Once on the Weapons and Equipment Table to see what type of Equipment they are carrying. Each result from the Weapons and Equipment Table allows one roll of the specified table. WEAPONS AND EQUIPMENT TABLE Roll 1D6 1–3 4–5 6 Item Type Roll on the CQC Weapon Table Roll on the Ranged Weapon Table Roll on the Miscellaneous Equipment Table CQC WEAPON TABLE Roll 1D6 Weapon Type Cost 1–2 Club 2 3–4 Heavy Club 2 5 Knife 2 6 Heavy Blade 3 RANGED WEAPON TABLE Roll 1D6 Weapon Type 1–2 Roll on the Pistol Table. 3 Roll on the Shotgun Table. 4 Roll on the SMG Table. 5 Roll on the Rifle Table. 6 Roll on the Sporting Table. (Re-Roll if the Leader is Trained) PISTOL TABLE Roll 1D6 Weapon Cost 1–3 Revolver 2 4–5 Semi-Automatic 3 6 Magnum 3 SHOTGUN TABLE Roll 1D6 Weapon Cost 1–4 Breech-Loading or Sawed-Off Shotgun 3 5–6 Pump-Action Shotgun 5 SMG TABLE Roll 1D6 Weapon Cost 1–4 Surplus SMG 4 5–6 Military SMG 6 RIFLE TABLE Roll 1D6 Weapon Cost 1–2 Hunting Rifle 4 3–4 High-Power Rifle 7 5 Surplus Assault Rifle 6 6 Military Assault Rifle 8 SPORTING TABLE Roll 1D6 Weapon Cost 1–4 Hunting Bow 3 5–6 Hunting Crossbow 4 MISCELLANEOUS EQUIPMENT TABLE Roll 1D6 Weapon Type Cost 1–4 Booze 2 5–6 Medical Supplies 2 Record each weapon or item of Equipment on the Leader or Character’s roster sheet and pay the cost from your Scavenge Point budget. If you roll a type of equipment (Ranged Weapon, CQC Weapon, or Miscellaneous Equipment) that your Character is already carrying the maximum amount of, re-roll until you get a new Item type. If you cannot afford the item generated, you may still buy it with whatever remaining Scavenge Points are in your budget. If the item in question is not a weapon, exchange it for a Club (which must still be paid for with your remaining Scavenge Points) and you may no longer generate Characters or Equipment, your Group creation is done! Once you have decided to stop rolling for Equipment you may not return to a Character and generate more, they will need to find new gear during the Campaign! STEP 3: THE REFUGE Stumbling upon a safe place to hide can often pre-occupy a Group and once they’ve secured a location sufficiently, they may opt to stay in one place instead of attempting to find a more suitable location. After the Leader has been determined and their Equipment generated, the Refuge must be determined. This will dictate how many Characters are able to join the Leader from then-on as their Max Group Size will need to be respected. REFUGE TABLE Roll 2D6 Refuge Type Max. Group Size 2 Cabin in The Woods 5 3 The Gun Shop 6 4 The Bar 8 5 The Police Station 8 6 The Church 8 7 The Farmhouse 8 8 The Prison 10 9 The Sports Arena 12 10 The Campsite 12 11–12 The Mall 12 With the Leader determined and Refuge found, a cast of Characters will now be assembled to populate it. The instructions for this are found in the following section. STEP 4: THE CHARACTERS Assembling the Group will follow the same types of restrictions as the normal process laid-out in Last Days: Zombie Apocalypse. Instead of selecting Characters, however, roll on the following tables using the process as follows: 1. The first roll must be made on the table that shares the same Keyword as the Leader. 2. For the second roll, roll 1D6. On a 1–3 roll on the table with the same Keyword as the Leader. On a 4–6 roll on the table for the Neutral Keyword. 3. For the third roll, roll 1D6. On a 1 roll on the table with the same Keyword as the Leader. On a 2–4 Roll on the Neutral Table. On a 5–6 randomly select a Table with a different, non-Neutral Keyword (1–3 roll on table X, 4–6 roll on table Y). 4. Repeat Steps 1–3 until the Refuge is full or there are not enough Scavenge Points to recruit the generated Character or purchase Equipment. Any unspent Scavenge Points are placed in the Group Stash if the maximum Group size for the Refuge has been reached. When randomly generating Groups, ignore the rulebook rules for balancing Keyword types. SELFLESS CHARACTER TABLE Roll 1D6 Character Type Cost 1 Firefighter 12 2 Rescue Worker 9 3–4 Farmer 12 5–6 Good Samaritan 9 SELFISH CHARACTER TABLE Roll 1D6 Character Type Cost 1 Survivalist 18 2 Crony 3 3 Goon 9 4 Burglar 12 5–6 Gang Member 6 TRAINED CHARACTER TABLE Roll 1D6 Character Type Cost 1 Sarge 21 2 SWAT 12 3 Soldier 12 4 Builder 12 5–6 Cop 9 NEUTRAL CHARACTER TABLE Roll 1D6 Character Type Cost 1 Horse (or Dog if no Stable Available) 15 (9) 2 Dog 9 3 Kid 3 4 Outdoorsman 12 5 Tough Guy 9 6 Survivor 6 Remember that once you have determined a Character has joined the Group, they must have at least one Weapon generated and paid for from the Equipment tables found in Step 2. PERSONALITY TRAITS It can be fun to know a bit more about a Character and their motivations for how they behave. This can help in the selection or creation of an appropriate miniature to represent them on the game board. These Personality Traits have absolutely no in-game effect but it can be extremely rewarding as a starting point for how they behave in the post-game sequence or even during an Encounter! These are totally optional but are a great way to envision what each of these Characters is like as you go about creating your rogues’ gallery of a Group. You may generate an Aspiration, a Flaw, and a Quirk for each of your Characters (including the Leader). Roll 1D6 twice, one for the row and then one for the column of the tables below. Generate one of each and write them in the Notes section for each of these individuals. ASPIRATION TABLE D6 1 2 3 4 5 6 1 Glory Safety Vengeance Excellence Freedom Independence 2 Power Legacy Intelligence Wisdom Creativity Security 3 Lawfulness Chaos Retribution Proliferation Industry Competition 4 Community Dominance Survival Unity Understanding Respect 5 Clarity Endurance Adoration Socialism Wealth Theism 6 Mysticism Intimidation Saviour Heroics Hedonism Benevolence FLAW TABLE D6 1 2 3 4 5 6 1 Cowardice Avarice Greed Self-Indulgent Callous Addicted 2 Wrathful Irritable Lazy Absentminded Crazed Silly 3 Slow Laconic Spiteful Petty Self-Pitying Selfish 4 Dishonest Cruel Self-Denial Entitled Naive Prejudiced 5 Gullible Defensive Messy Prudish Insincere Unfair 6 Arrogant Tactless Paranoid Crazy Delusional Incoherent QUIRK TABLE D6 1 2 3 4 5 6 1 Vegan Hygienic Hermit Hydrophobic Tick Picky Eater 2 Weepy Loud One-Upper Romantic Know-It-All Introvert 3 Uncensored Modest Dad-Joker Messy Eater Sneezy Forgetful 4 Smiley Oral Fixation Nick-Namer Animal Lover Third Person Artsy 5 Illiterate Spit Talker Avoid Eye Contact Carries Memento Annoying Laugh Stutter 6 Smoker Ambidextrous Tattooed Short Tall Extrovert STEP 5: STARTING THE CAMPAIGN AND RECRUITING NEW CHARACTERS Once your Group has been recruited it is time to start the normal process of playing Campaign Games. This expansion can also be used to randomize not only the initial Group creation but also who appears at the Refuge asking to join the Group. If you wish to use this process the Leader will instigate a Recruitment Job in the post- game sequence as normal. Instead of selecting a character to recruit, roll 1D3 to determine which step of the Character generation process you should roll on (1, 2 or 3). Then proceed to generate a Character as normal, paying for them and any Equipment they may arrive with from the Group’s stashed Scavenge Points. Unlike initial Character Creation you may only roll until you have a single Weapon on the Equipment tables, but must pay for it as normal. If a Group is unable to pay the cost of recruiting the Character or their Equipment then the Recruitment Job fails as the new individual is uninterested in joining up with so destitute an enclave. If you choose to use this method you may ignore the standard rules for Keywords and Group composition unless the Leader dies, is supplanted by a Challenger, or a normal Recruitment takes place.
textdata/thevault/Osprey System/Last Days Zombie Apocalypse/LDZA - Last Days Zombie Apocalypse - Chaos Theory - A Random Group Generator [v4].pdf
TABLE OF CONTENTS INTRODUCTION 1 THE GAME 1 CHARACTER CREATION 2 ABILITY SCORES 3 Generating Ability Scores 3 Ability Descriptions 3 Strength 3 Intelligence 3 Wisdom 3 Dexterity 4 Constitution 4 Charisma 4 Ability Modifiers 4 Ability Checks 5 RACES 6 Ability Adjustments & Limits, by Race 6 Class Limitations by Race 6 Racial Descriptions 6 Dwarves 7 Elves 7 Gnomes 8 Half-Elves 8 Halflings 8 Half-Orcs 9 Humans 9 Racial Preferences 9 CHARACTER CLASSES 10 CLERIC 11 Bard 12 Druid 14 FIGHTER 16 Barbarian 17 Cavalier 19 Paladin 21 Ranger 23 MAGIC-USER 25 Illusionist 26 MONK 27 THIEF 29 Assassin 31 Multiclassed Characters 33 Split-classed Characters 33 ALIGNMENT 34 RELIGION 35 CHARACTER BACKGROUND 36 Character Height & Weight 36 Character Age 36 Character Appearance & Personality 36 Social Class 36 Circumstances of Birth 36 Skills 37 Skill Categories & Descriptions 37 Craft Skills 37 Knowledge Skills 37 Performance Skills 38 Profession Skills 38 Gaining New Skills 38 EQUIPMENT 39 The Monetary System 39 Initial Character Funds 39 Equipping the Character 39 Equipment Lists 40 Armor 40 Melee Weapons 41 Ranged Weapons 42 Accommodations & Provisions 42 Clothing 43 Miscellaneous Equipment 43 Animals & Transport 43 Equipment Descriptions 44 Armor 44 Weapons 45 Miscellaneous 46 Transport 47 Tack & Harness 47 ABILITY SCORES & THE GAME 48 Using Ability Checks in Your Game 48 Adding Character Level to Checks 50 Saving Throws 50 Types of Saving Throws 50 Item Saving Throws 52 ENCUMBRANCE 53 TIME 53 DISTANCE & MOVEMENT 53 LIGHT 54 ENCOUNTER REACTIONS 54 COMBAT 55 The Combat Round 55 Surprise 55 Initiative 55 Combat Actions 55 Number of Opponents & Facing 56 Cover & Concealment 56 Grenade-Like Missiles 56 Special Attacks Manuevers & Modifiers 57 Non-lethal Combat 58 Non-lethal Damage 58 Underwater Combat 59 ENVIRONMENTAL HAZARDS 59 Drowning or Suffocation 59 Exposure to the Elements 59 Falling Damage 59 Fire Damage 59 Starvation & Thirst 59 WOUNDS & HEALING 59 Zero Hit Points 59 Binding Wounds 59 Natural Healing 59 Healing Ability Damage 59 Temporary Hit Points 59 MAGIC 60 Character Spells 60 Preparing Spells 60 Magic-Users & Illusionists 60 Clerics, Bards, Druids, Paladins & Rangers 60 Acquiring New Spells 61 Magic-Users & Illusionists 61 Clerics, Bards, Druids, Paladins & Rangers 61 Casting Spells 61 Concentration 62 Using Scrolls 62 SPELL DESCRIPTION FORMAT 62 Casting Time 62 Range 62 Target or Area of Effect 62 Targeted Spells 62 Area Spells 62 Obstacles 63 Durations 63 Saving Throws 63 Voluntarily Failing a Saving Throw 63 Magic Resistance 63 Components 63 Verbal 63 Somatic 63 Material 63 Experience 63 SPELL TABLES 65 Clerics 65 Bards 65 Druids 66 Magic-Users 67 Illusionists 68 SPELL DESCRIPTIONS 69 REWARDS 153 Experience 153 Gaining Levels of Experience 153 Treasure 153 Suggested Agreements for Division of Treasure 153 GLOSSARY 154 Player’s Handbook 1 INTRODUCTION ADVANCED DUNGEONS & DRAGONS is a world. Of course, this world is not complete. It needs organizers and adventurers to order and explore it. It needs you! A fantasy roleplaying game is an exercise in imagination and personal creativity. The organizer of the campaign, the Dungeon Master, must use the system to devise an individual and unique world. Into this world of weird monsters, strange peoples, multitudinous states, and fabulous treasures of precious items and powerful magic stride fearless adventurers - you and your fellow players. Inexperienced and of but small power at first, by dint of hard fighting and clever deeds, these adventurers advance in ability to become forces to be reckoned with - high priests or priestesses, lords, magic-users and arch-magi, master thieves. The abilities of each adventurer are fixed, but even such characteristics as strength, intelligence and wisdom are mutable in a fantasy world. By means of group co-operation and individual achievement, an adventurer can become ever more powerful. Even death loses much of its sting, for often the character can be resurrected or reincarnated. And should that fail there is always the option to begin again with a new character. Thus ADVANCED DUNGEONS & DRAGONS is, as are most roleplaying games, open- ended. There is no “winner”, no final objective, and the campaign grows and changes as it matures. THE GAME Swords & sorcery best describes what this game is all about, for those are the two key fantasy ingredients. ADVANCED DUNGEONS & DRAGONS is a fantasy game of roleplaying which relies upon the imagination of participants, for it is certainly make-believe, yet it is so interesting, so challenging and so mind-unleashing that it comes near reality. As a roleplayer, you become Falstaff the fighter. You know how strong, intelligent, wise, healthy, dexterous and, relatively speaking, how commanding a personality you have. Details as to your appearance, your body proportions and your history can be produced by you or the Dungeon Master. You act out the game as this character, staying within your "god-given abilities", and as molded by your philosophical and moral ethics (called alignment). You interact with your fellow roleplayers, not as Jim and Bob and Mary who work at the office together, but as Falstaff the fighter, Angore the cleric, and Filmar, the mistress of magic! The Dungeon Master will act the parts of "everyone else", and will present to you a variety of new characters to talk with, drink with, gamble with, adventure with, and often fight with! Each of you will become an artful thespian as time goes by - and you will acquire gold, magic items, and great renown as you become Falstaff the Invincible! This game lets all of your fantasies come true. This is a world where monsters, dragons, good and evil high priests, fierce demons, and even the gods themselves may enter your character's life. Enjoy, for this game is what dreams are made of!! The game is ideally for three or more adult players: one player must serve as the Dungeon Master, the shaper of the fantasy milieu, the "world" in which all action will take place. The other participants become adventurers by creating characters to explore the fantastic world and face all of its challenges - monsters, magic, and unnamed menaces. As is typical for most of us in real life, each character begins at the bottom of his chosen class (or profession). By successfully meeting the challenges posed, they gain experience and move upwards in power, just as actual playing experience really increases playing skill. Imagination, intelligence, problem solving ability, and memory are all continually exercised by participants in the game. As with most other roleplaying games, this one is not just a single experience contest. It is an ongoing campaign, with each playing session related to the next by results and participant characters who go from episode to episode. As players build the experience level of their characters and go forth seeking ever-greater challenges, they must face stronger monsters and more difficult problems of other sorts (and here the Dungeon Master must likewise increase his ability and inventiveness). While initial adventuring often takes place in an underworld dungeon setting, play gradually expands to encompass other such dungeons, town and city activities, wilderness explorations, and journeys into other dimensions, planes, times, worlds, and so forth. Players will add characters to their initial adventurer as the milieu expands so that each might actually have several characters, each involved in some separate and distinct adventure form, busily engaged in the game at the same moment of “Game Time”. This allows participation by many players in games that are substantially different from game to game as dungeon, metropolitan, and outdoor settings are rotated from playing to playing. And perhaps a war between players will be going on one night, while on the next, characters of these two contending players are helping each other to survive somewhere in a wilderness. Each individual campaign has its own distinct properties and “flavor”. A good Dungeon Master will most certainly make each game a surpassing challenge for his players. Treasure and experience gained must be taken at great risk or by means of utmost cleverness only. If the game is not challenging, if advancement is too speedy, then it becomes staid and boring. Conversely, a game can be too deadly and become just as boring, for who enjoys endlessly developing new characters to march off into oblivion in a single night of dungeon adventuring?! Sometimes because of close interaction (or whatever other reason) two or more Dungeon Masters will find that their games are compatible to the extent that participants in these individual campaigns can use the characters created in one to adventure in the others. In such cases the Dungeon Masters have created a very interesting “world” indeed, for their milieu will offer interesting differences and subtle shifts which will pose highly challenging problems to these players. Ultimately, despite the fact that this is a game system created by someone else, the game's viability rests principally with the referee. The Dungeon Master must design and map out the dungeon, town, city, and world maps. He must populate the whole world, create its past history, and even devise some rationale for what transpired (and will probably happen). As players, you help immeasurably by participating, by letting the referee know that you appreciate his efforts, and by playing well and in a sportsmanly fashion. Good play inspires better creations to challenge that play. Skilled players always make a point of knowing what they are doing, i.e. they have an objective. They cooperate - particularly at lower levels or at higher ones when they must face some particularly stiff challenge – in order to gain their ends. Superior players will not fight everything they meet, for they realize that wit is as good a weapon as the sword or the spell. When weakened by wounds, or nearly out of spells and vital equipment, a clever party will seek to leave the dungeons in order to rearm themselves (He who runs away lives to fight another day). When faced with a difficult situation, skilled players will not attempt endless variations on the same theme; when they find the method of problem solving fails to work, they begin to devise other possible solutions. Finally, good players will refrain from pointless argument and needless harassment of the Dungeon Master when such bog the play of the game down into useless talking. Mistakes are possible, but they are better righted through reason and logic, usually at the finish of play for the day. This game is unlike chess in that the rules are not cut and dried. In many places they are guidelines and suggested methods only. This is part of the attraction of ADVANCED DUNGEONS & DRAGONS, and it is integral to the game. Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS CAMPAIGN. Participants in a campaign have no recourse to the publisher, but they do have ultimate recourse - since the most effective protest is withdrawal from the offending campaign. Each campaign is a specially tailored affair. While it is drawn by the referee upon the outlines of the three books that comprise ADVANCED DUNGEONS & DRAGONS, the players add the color and details, so the campaign must ultimately please all participants. It is their unique world. You, the reader, as a member of the campaign community, do not belong if the game seems wrong in any major aspect. Withdraw and begin your own campaign by creating a milieu that suits you and the group that you must form to enjoy the creation. One of the most important items you must have to play the game is a character record. As information is developed for your character- his abilities, race, class, alignment - it must be accurately recorded. All details of the capabilities and possessions of the character must be noted. Where equipment and weapons are carried must be listed. Player’s Handbook 2 Spells known and spells memorized for an adventure have to be kept track of. A running total of experience points must be maintained. All of these subjects are discussed herein. Ask your DM how records of your character should be kept, read the rules and commentary, and record the data you develop according to the rules (and your campaign referee's instructions) in a form suitable to your DM. All in all, this is a game for enjoyment. We hope that it will provide endless hours of entertainment and excitement, for that is the sole purpose for its creation. So enjoy, and may the dice be good to you! HOW TO USE THE DICE In the ADVANCED DUNGEONS & DRAGONS rules, many different kinds of dice are used to give a variety of results. Though these dice appear strange at first, they will quickly become a familiar part of the game. Dice used include 4-sided, 6-sided, 8-sided, 10-sided, 12-sided die and 20-sided dice. When referring to dice, an abbreviation is often used. The first number in the abbreviation is the number of dice to be rolled, followed by the letter “d” (short for die or dice), and then a number, for the type of dice used. For example 5d8 means an 8-sided die thrown 5 times, generating a total from 5 to 40. The d4 looks like a pyramid. The best way to “throw” or roll a 4-sided die is to spin it and toss it straight up. It will land on one face (side) with three faces showing. The bottom number on each of the three faces is the same; this number is the result of the throw. The other dice are rolled normally and the top face gives the result. The 0 on the d10 is read as “10”. The d10 can also be used to generate a percentage (a number from 1 to 100). To do so roll the d10 twice: the first roll gives the “tens” number and the second roll gives the “ones” number. For example a roll of 5 followed by a roll of 3 would be read as 53. A roll of 0 followed by another roll of 0 equals 100. Generating a number from 1 to 100 will be referred to as rolling percentage dice (or d%). There are no two- or three-sided dice, but we can pretend there are. We use a coin for a d2 - heads is 1, tails is 2. To make a d3, roll a d6, and then divide the result by two and round up. CHARACTER CREATION With the exception of the Dungeon Master, each person playing ADVANCED DUNGEONS & DRAGONS creates a character to use during the game. To create this character the player begins by simply imagining the type of character he or she desires to play, be it a wandering barbarian, reclusive wizard, traveling dwarf, noble elf, a dastardly villain or virtuous knight. The player begins by generating ability scores with dice rolls. Ability scores define the character’s physical and mental traits. Next the player chooses a class, or profession, for the character that best fits how the character is imagined. In the same manner the player chooses a race which best fits both the persona and class desired. Lastly the player fills in the details: examples include technical game-related aspects of the character, such as combat bonuses, as well as the character’s persona and history. These steps are outlined below and detailed in their appropriate sections. IMAGINE A CHARACTER Decide, in a general manner, the type of character desired. Is the character a noble dwarf fighter, a haggard half-orc barbarian, or a disdainful elf cavalier? Literature, film, theater and comic books are rife with examples of heroes and villains that players can draw upon for inspiration for their characters. Yet, as the creator of your own character, you can build upon these examples to create complex villainous montages or even more profoundly heroic and noble characters. Stretch your imagination! Create the character as you imagine him or her to be. In the end, imagination is the only limit when creating a persona. ROLL ABILITY SCORES Each character has six ability scores, generated by rolling dice. The ability scores are: strength, intelligence, wisdom, dexterity, constitution and charisma. Each ability score has an impact on the game and can significantly influence class selection. After rolling the dice to generate these scores, you can choose how those scores are placed. Naturally, it is important to place the scores in a manner that reflects your character concept, desired class and desired race. CHOOSE A RACE Select a race that best fits your imagined character concept. In ADVANCED DUNGEONS & DRAGONS, one can choose the versatile human, a long-lived elf, a willful dwarf, a curious gnome, a quick- footed halfling, a forlorn half-elf or a pernicious half-orc. Each race is unique and has its own special abilities, capacities, culture and personality. Closely examine each race prior to making a selection. In particular, ensure that the race selected does not have cultural or personality characteristics that conflict harshly with the persona of the character you wish to create. Players also need keep in mind that their choice of race may influence their character class options. CHOOSE A CLASS A class is a basic concept upon which the character is modeled. This is one of the more difficult aspects of character creation because each class represents an archetype found in literature, film or within roleplaying games themselves. Each class should be very broadly interpreted. It is possible to have wildly diverse characters that are members of the same class. Classes should be considered examples or technical extrapolations of archetypes that provide a broad representation for the type of character desired. This is necessary in order to accommodate the needs of the player and the setting where the character’s adventures occur. Each of the 13 classes has unique abilities and areas of expertise: Clerics are avowed to a deity and act as defenders of their faith. Bards are loremasters who influence others with their words. Druids owe allegiance to the elemental powers of the world. Fighters are warriors with great prowess on the battlefield. Barbarians are berserkers who draw upon primal rage in combat. Cavaliers are fearless, honorable warriors and peerless horsemen. Rangers are woodsmen and hunters of their peoples’ foes. Paladins are paragons of good charged with combating evil. Magic-Users are practitioners of powerful arcane magics. Illusionists distort the perceptions of others through arcane magic. Monks are ascetic masters of unarmed combat, dedicated to the perfection of mind and body. Thieves are stealthy opportunists, who rely upon skill and guile. Assassins are experts at killing and eliminating targeted enemies. FLESHING OUT THE CHARACTER The most important step in character generation comes last: detailing the character’s persona. The player fleshes out the details of the character’s personality, physical description, world view, religious belief, background, goals and motivations – including the moral “alignment” best suited to the character’s personality. After this the character determines their background skills, which reflect his interests and upbringing, and determines their starting funds. Using these funds, the player equips his character with clothing, armor, weapons and other adventuring gear. Player’s Handbook 3 ABILITY SCORES Each and every character has six principal characteristics, the character's abilities. These abilities are strength, intelligence, wisdom, dexterity, constitution and charisma. The range of these abilities is between 3 and 18. Each ability score is determined by random number generation, as detailed below. Generating Ability Scores Roll four six-sided dice (4d6). Discard the lowest die and total the remaining three. Repeat this five more times, and then assign the six numbers to the character's abilities however you want. Ability Descriptions STRENGTH A character’s strength score is the measure of his physical power and musculature. It affects the following: Combat: All characters and creatures apply their strength ability modifier to their melee attack rolls and damage. Strength modifiers to damage are also applied to thrown weapon and sling attacks. Characters with a strength penalty to damage apply that penalty to all bow attack damage and those with a strength bonus may apply it to bow attack damage when using specially made bows (see the description for bows in the Equipment section for more details). See pages 41 & 42 for more information on weapons and weapon types. Encumbrance: A character’s strength determines how much he may carry. The Encumbrance section details the effects of weight carried upon a character’s movement and actions. Related Tasks: All characters may make strength checks (see pages 5 and 48-50 for more information on common ability checks) to open stuck doors, arm-wrestle, break free of restraints, move extremely heavy objects, attempt jumps (with and without a running start), swim and so on. Modifiers for such checks are assigned by the DM. Saving Throws: Paralysis and Constriction saving throws are based upon a character’s strength score. See the SAVING THROWS section for more. INTELLIGENCE Intelligence (Int) represents a character's memory, reasoning and learning ability, including areas outside those measured by the written word. Its effects are: Bonus Knowledge Skills: All characters begin play trained in their respective character classes, bringing to bear the abilities of that class as they set out into the wilds in search of adventure. They also begin play with a number of skills that reflect the interests, training and life lessons of their youth and years of apprenticeship. These skills are called background skills and are described in more detail in the SKILLS section of the rules. Characters with an intelligence of 8 or lower subtract their intelligence penalty from their initial number of background skills (but do not lose any bonus skills gained from their chosen class) while those with exceptional intelligence scores (above 12) gain a number of additional knowledge skills equal to their intelligence modifier. Knowledge skills may be used to learn additional, starting languages, which are based upon the character’s upbringing and race. Each racial description lists what knowledge (language) skills may be chosen at the start of play. All characters are assumed to speak the Common tongue and, if non-human, their racial language. Assassins who select knowledge (language) skills may learn languages that are normally barred to other characters. They may learn the following “secret” languages in addition to those typically available to characters of their race and class: cant, druidic, draconic, and other, campaign-specific, secret tongues. The knowledge of these secret or esoteric tongues can prove useful in affecting an effective disguise and an intelligent assassin is wise to learn them. Druids who select knowledge (language) skills may learn the following languages in additional to those normally available to a member of their race or culture: elf, fey, giant, gnome and sylvan. As described in their class descriptions, both druids and bards begin play with a bonus knowledge (language) skill at 1st level, independent of the bonus knowledge skills gained for having an exceptional intelligence score. All characters, except barbarians, of average or better intelligence can read and write each language that they speak. Characters with a 6-8 intelligence score may be literate in one language at most while characters with lower intelligence scores are wholly illiterate. Barbarian characters may gain literacy in as many languages as their intelligence allows over game time and at the Dungeon Master’s discretion. Multiclassed barbarians are literate at 1st level. Bonus Spells: Magic-users and illusionists with high intelligence scores receive bonus spells. See the Ability Modifiers table on page 4 for more information. Note that bonus spells are cumulative, so a magic- user with an 18 intelligence receives one bonus 1st, 2nd and 3rd level spell. Also note that bonus spells can only be acquired if the caster is of high enough level to cast them. Maximum Spell Level: Both magic-users and illusionists need to have adequate intelligence scores in order to cast their arcane spells. They must have a minimum intelligence of 9 in order to cast spells. Their maximum spell level is equal to one half of the spellcasting character’s intelligence, rounding fractions up. As such, a magic-user with a 9-10 intelligence may cast up to 5th level spells while a magic- user with a 15-16 intelligence may cast up to 8th level spells. A magic- user or illusionist may cast lower level spells in place of higher level spells that they are unable to cast. Related Tasks & Skills: All characters may make intelligence checks (see pages 5 and 48-50 for more information on common ability checks) to estimate the rough value of objects, recall information, determine the distance between themselves and their opponents, estimate the number of soldiers in an approaching army and so on. Besides allowing characters to make rough appraisals and estimates, a character’s intelligence affects the number of background skills a character begins play with (see Bonus Knowledge Skills above for more). Skills that are based upon intelligence are described in the SKILLS section. These skills represent specialized training on the character’s part and function much like class abilities in that the character adds their level bonus to skill checks if they have that particular skill, or do not if unskilled. Saving Throws: Arcane Magic and Illusion saving throws are based upon a character’s Intelligence score. See the SAVING THROWS section for more. WISDOM Wisdom (Wis) describes a composite of the character's enlightenment, judgment, willpower, common sense and intuition. Its effects are: Bonus Spells: Clerics, bards, druids, paladins and rangers with high wisdom scores receive bonus spells. See the Ability Modifiers table on page 4 for more information. Note that bonus spells are cumulative, so a cleric with an 18 wisdom receives one bonus 1st, 2nd and 3rd level spell. Also note that bonus spells can only be acquired if the caster is of high enough level to cast them. Player’s Handbook 4 Maximum Spell Level: Clerics, bards, druids, paladins and rangers need to have an adequate wisdom score in order to cast their divine spells. They must have a minimum wisdom of 9 in order to cast spells. Their maximum spell level is equal to one half of the spellcasting character’s wisdom, rounding fractions up. As such, a cleric with a 9-10 intelligence may cast up to 5th level spells while a cleric with a 15-16 intelligence may cast up to 8th level spells. Clerics, bards, druids, paladins and rangers may cast lower level spells in place of higher level spells that they are unable to cast. Related Tasks & Skills: All characters make wisdom checks in order to notice when something is amiss (perception checks) or in order to discern others’ intentions (sense motive checks). See pages 5 and 48-50 for more information on common ability checks). Saving Throws: Divine Magic, Confusion, Gaze Attacks, Petrification, and Polymorph saving throws are all based upon the character’s wisdom score. See the SAVING THROWS section for more. DEXTERITY Dexterity (Dex) encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. It affects the following: Combat: All characters and creatures apply their dexterity ability modifier to their initiative rolls, attack rolls with ranged weapons and to their armor class. They may also apply their dexterity modifier, in place of their strength modifier, to attack rolls made with “finesse” weapons. See pages 41 & 42 for more information on weapons and weapon types. Related Tasks & Skills: All characters may make dexterity checks (see page 5 and pages 48-50 for more information on common ability checks) to climb rough ledges or natural slopes, traverse difficult terrain, move silently, or hide from others. Skills that are based upon dexterity are described in the SKILLS section. Saving Throws: Breath Weapon and Trap saving throws are based upon a character’s dexterity score. See the SAVING THROWS section for more. CONSTITUTION A character's constitution (Con) score encompasses his physique, fitness, endurance, health, and physical resistance to hardship, injury, and disease. It affects the following: Hit Points: Characters always apply their constitution modifier to the hit points that they roll each level. Even with a constitution penalty a character will never receive less than 1 hit point for gaining a level. Related Tasks: All characters may make constitution checks (see page 5 and pages 48-50 for more information on common ability checks) to exert themselves for extended periods of time or engage in feats of fortitude, such as drinking contests. Checks made to push one’s endurance, fight off illness or hold one’s breath are all governed by constitution. Saving Throws: Disease, Energy Drain, and Poison saving throws are based upon a character’s constitution score. See the SAVING THROWS section for more. CHARISMA The charisma (Cha) score measures a character's persuasiveness, personal magnetism and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with non-player characters (NPCs), mercenary hirelings, retainers and intelligent monsters. Related Tasks & Skills: All characters may make charisma checks (see page 5 and pages 48-50 for more information on common ability checks) to influence others. The use of persuasion, intimidation, and guile are all based upon a character’s charisma, as is the player’s ability to haggle or command others. Skills that are based upon charisma are described in the SKILLS section. Saving Throws: Death Attack, Charm, and Fear saving throws are based upon a character’s charisma score. See the SAVING THROWS section for more. Ability Modifiers Ability scores, after changes made because of race, typically range from 1 to 19. The table below shows the ability modifiers for all ability scores, ranging from –5 to +10. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty. The following table also shows bonus spells gained per spell level, which you’ll need to know about if your character is a spellcaster. ability score ability modifier bonus spells by spell level 1 2 3 4 5 6 7 8 9 1 -5 2 -4 3 -3 4-5 -2 6-8 -1 9-12 ±0 13-15 +1 1 16-17 +2 1 1 18 +3 1 1 1 19 +4 2 1 1 1 20 +5 2 2 1 1 1 21 +6 2 2 2 1 1 1 22 +7 3 2 2 2 1 1 1 23 +8 3 3 2 2 2 1 1 1 24 +9 3 3 3 2 2 2 1 1 1 25 +10 4 3 3 3 2 2 2 1 1 Note that bonus spells are cumulative, so a druid with an 18 wisdom receives one bonus 1st, 2nd and 3rd level spell. Also note that bonus spells can only be acquired if the caster is of high enough level to cast them. Player’s Handbook 5 Ability Checks Almost all non-combat actions which require a die roll to determine success or failure are resolved by an ability check. Every ability check has an associated ability score. Whenever one of these checks is made a d20 is rolled by the player. The character’s ability modifier is always added to this roll. When making saving throws, using skills, and using class abilities the character also adds his level to the roll (this is called a level bonus). When using common abilities, those that are shared by all characters regardless of race or class, the character adds ½ of his level bonus to the roll (rounding fractions down). See pages 48-50 for more information on common abilities. The Dungeon Master may apply a modifier to rolls that is based upon the difficulty of the task. A positive modifier, or bonus, improves the character’s chance of success by adding to his die roll while a negative modifier, or penalty, decreases his chance of success. If the final result is equal to or greater than 15 (the Challenge Base or CB) then the ability check is successful. Note that rolling a “natural 20” (a “20” is rolled on your d20) always indicates success on ability checks and attack rolls while rolling a “natural 1” always indicates failure. A more thorough discussion of ability checks is located in the USING ABILITY CHECKS IN YOUR GAME and SAVING THROWS sections of the rules. Rules for when a character’s level may or may not be applied to an ability check are also provided in that section. It is important to note that ability checks need not be made for routine or easy tasks in most instances. The modifiers for such checks, however, are listed as a point of reference. The following is a guideline for assigning or gauging the modifiers to ability checks: Ability Check Guidelines challenge modifier example routine +10 notice something in plain sight (a perception check). easy +5 climb a knotted rope (a climb check) average ± 0 hear an approaching guard through a closed dungeon door (a perception check) tough -5 rig a wagon wheel to fall off (a disable device or craft skill check) challenging -10 swim in a tempest-tossed ocean (a strength check) formidable -15 open a complex lock made by a dwarven master craftsman (a disable device check) heroic -20 make a saving throw against a 20th level magic-user’s charm person spell (a charisma check) Player’s Handbook 6 RACES After a player has determined the abilities of his character, it is then time to decide of what racial stock the character is to be. For purposes of the game the racial stocks are limited to the following: dwarf, elf, gnome, half-elf, halfling, half-orc and human. The Dungeon Master may have restrictions as to which races are allowed in the campaign due to the circumstances of the milieu. Two tables for easy reference are given below in order that you can select the racial stock of your character based on abilities generated and with an eye towards what class (q.v.) of adventurer the character will be. There are certain other disadvantages and advantages to characters of various races; these are described in the RACIAL DESCRIPTIONS section, on pages 7-9. Ability Adjustments & Limits, by Race Certain racial stocks excel in certain ability areas and have shortcomings in others. These penalties and bonuses are applied to the initial ability scores generated by a player for his character as soon as the racial stock of the character is selected and the modified ability scores then are considered as if they were the actual ability scores generated for all game purposes. These penalties and bonuses are shown below: race ability adjustments dwarf constitution +1; charisma -1 elf dexterity +1; constitution -1 gnome strength -1; constitution +1 halfling strength -1; dexterity +1 half-orc strength +1; constitution +1; charisma -2 race initial ability score limits by race dwarf constitution 19; charisma 17 elf dexterity 19; constitution 17 gnome strength 17; constitution 19 halfling strength 17; dexterity 19 half-orc strength 19; constitution 19; charisma 15 The maximum initial ability scores listed include ability adjustments by race. Magic may alter ability scores above or below these values Character Class Preference by Race racial stock of character class dwarf elf gnome half- elf halfling half- orc human CLERIC yes yes yes yes yes yes yes bard - yes - yes - - yes druid - yes - yes yes - yes FIGHTER yes yes yes yes yes yes yes barbarian - no no - no yes yes cavalier no - no - no - yes paladin - - - - - - yes ranger - yes - yes - - yes MAGIC- USER no yes - yes no - yes illusionist no - yes - no - yes MONK no no no - no - yes THIEF yes yes yes yes yes yes yes assassin - - - yes - yes yes Character class names are shown in capital letters if the class is primary class; secondary classes are shown in lower-case letters. Racial Stock of Characters shows the seven races of player characters, and reading down each heading gives quick reference as to what classes are typical for characters of each race. A “yes” indicates that a character of that race prefers a given class. A “-” indicates that a character of that race may choose that class, though such a choice would be atypical for a member of that race. A “no” indicates that a character of that race cannot select that particular class without their DM’s approval, as a character with that race and class combination is exceedingly rare. Player’s Handbook 7 Racial Descriptions DWARVES Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4½ feet tall but are so broad and compact that they are, on average, almost as heavy as humans. They have ruddy cheeks, dark eyes and dark hair that greys at an early age. Dwarves generally live for 350 years. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft and scientific arts such as engineering. Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings. Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found under ground. They have several special abilities that relate to their under ground life, and they are noted for being particularly resistant to magic and poisons. Although there are various subraces of dwarves, dwarven player characters are always assumed to be of the most common type, hill dwarves. Ability Adjustments: Because of their sturdy builds, dwarves add 1 to their initial constitution scores. Their dour and suspicious natures cause them to subtract 1 from their initial charisma scores. Automatic Languages: Dwarves automatically speak the Common and dwarven tongues. Bonus Languages: Due to their dealings with these races, dwarven characters may learn the following languages, as knowledge: language skills, at the start of play: elven, giant, gnomish, goblin, halfling or orcish. Darkvision 60’: Dwarves can see in complete darkness to a distance of 60’. Bright light, such as that from a torch or lantern, within 30’ of the dwarven character spoils their darkvision. Defensive Expertise (Giants): Years of battling giantkind has trained dwarves how to use their height to their advantage against such foes. They gain a +3 bonus to armor class when attacked by giantkind (ogres, trolls and giants). Determine Depth Under Ground: Dwarves can automatically determine how far below ground they are. Determine Direction Under Ground: Dwarves can automatically determine which direction they are traveling in when under ground. Enmity (Orcs & Goblins): The age-old hatred that exists between dwarves and both orcs and goblinoids affords them a +1 bonus to attack rolls against orcs, half-orcs, goblins, hobgoblins and bugbears. Metalcraft: Dwarves are expert smiths and gain a +2 bonus to all ability checks related to crafting or appraising metal items. Dwarves gain a +2 bonus to all disable device checks. Movement Rate: Dwarves move at a rate of 45’ (9”) per round due to their short stature. Permitted Classes: Dwarves may advance in all character classes except for the cavalier, magic-user, illusionist and monk. Their preferred classes are the cleric, fighter and thief. Resistance to Magic: Dwarves are highly resistant to magic, gaining a +3 bonus to all saves versus arcane magic. Resistance to Poison: The dwarven race is extremely hardy and gains a +3 bonus to all saves versus poison. Size: Even though dwarves typically stand little over 4’ tall they are considered Medium sized creatures due to their broad shoulders and sturdy builds. Stonecraft: Dwarves’ expertise at mining and working stone allows them to spot unusual or unique stonework construction. Dwarves gain a +2 bonus to all craft and perception checks when dealing with stonework construction. When passing within 10’ of a secret door, dwarves may automatically make a perception check to notice it. ELVES Elves tend to be somewhat shorter and slimmer than normal humans, averaging just over 5’ in height and weighing between 90 and 100 pounds. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. They tend to be pale-skinned and dark- haired with green eyes. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race. Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods. Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests. Although there are various branches of the elven race, elven player characters are always assumed to be of the most common type, high elves. Ability Adjustments: Elves are nimble and naturally graceful, adding +1 to their initial dexterity scores. At the same time elves are slight of build and have –1 to their initial constitution scores. Automatic Languages: Elves automatically speak the Common and elven tongues. Bonus Languages: Due to their interactions with these races, elves may learn the following languages, as knowledge: language skills, at the start of play: dwarven, gnomish, goblin, halfling, orcish or sylvan. Enhanced Senses: The keen senses of elves grant them a +2 bonus to perception checks. Immune to Ghoul’s Paralysis: Elves are immune to ghoul’s paralysis. Immune to Sleep & Charm: Elves are immune to sleep and charm spells and effects. Movement Rate: Elves move 60’ (12”) per round Permitted Classes: Elves may advance in all character classes except for the barbarian and monk. Their preferred classes are the cleric, bard, druid, fighter, ranger, magic-user and thief. Size: Elves are Medium sized creatures. Spot Hidden Doors: The enhanced senses of elves allow them to spot secret and concealed doors more easily than others. When passing within 10’ of a secret door, elves may automatically make a perception check to notice it. Stealth Bonus: The natural grace of their race gives elves the ability to move about noiselessly and conceal themselves. Elves gain a +2 bonus to all stealth checks. Twilight Vision: Elves can see normally by moonlight and can see up to 60’ away by torchlight. Weapon Training: Elves begin play with a +1 bonus to attack rolls made with one of the following weapons: longbow, composite longbow, shortbow, composite shortbow, longsword or shortsword. The elven character is proficient with this weapon, regardless of class. Player’s Handbook 8 GNOMES Kin to dwarves, gnomes are noticeably smaller than their distant cousins, averaging just over 3’ in height. Gnomes, as they proudly maintain, are also less rotund than dwarves, weighing between 55 and 70 pounds. Their noses, however, are significantly larger. Most gnomes have dark tan or wood brown skin and white hair. Their eyes are grey-blue to bright blue. A typical gnome lives for over 600 years. Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting. Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races - humans and elves - although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins’ aversion to surface dwellers foolish. Gnomish player characters are assumed to be members of the most common subrace of gnomekind, surface gnomes. Ability Adjustments: Gnomes, like dwarves, are exceptionally robust and add +1 to their initial constitution scores. Their small size limits their strength and, as such, all gnomish characters subtract 1 from their initial strength scores. Animal Empathy: May communicate with burrowing mammals at a rudimentary level. Automatic Languages: Gnomes automatically speak Common and gnomish. Bonus Languages: Due to their interactions with these races, gnomes may learn the following languages, as knowledge: language skills, at the start of play: elven, dwarven, giant, goblin, halfling or kobold. Darkvision 60’: Gnomes can see in complete darkness to a distance of 60’. Bright light, such as that from a torch or lantern, within 30’ of the gnomish character spoils their darkvision. Defensive Expertise (Giants): Years of battling giantkind has trained gnomes how to use their height to their advantage against such foes. They gain a +3 bonus to armor class when attacked by giantkind (ogres, trolls and giants) Determine Depth Under Ground: Gnomes can automatically determine how far below ground they are. Determine Direction Under Ground: Gnomes can automatically determine which direction they are traveling in when under ground. Enhanced Senses: The keen senses of gnomes grant them a +2 bonus to perception checks. Enmity (Kobolds & Goblins): The age-old hatred that exists between gnomes and both kobolds and goblinoids affords them a +1 bonus to attack rolls against kobolds, goblins, hobgoblins and bugbears. Size: Gnomes are Small sized creatures. Metalcraft: Unlike dwarves, who focus on the production of fine weapons and armor, gnomes are superior craftsmen of finely wrought, often elaborate, pieces of jewelry. Like dwarves, they gain a +2 bonus to all ability checks related to crafting or appraising metal items. They also gain a +2 bonus to all disable device checks. Movement Rate: Due to their small size gnomes move 45’ (9”) per round. Permitted Classes: Gnomes may advance in all character classes except for the barbarian, cavalier and monk. Their preferred classes are the cleric, fighter, illusionist and thief. Resistance to Magic: Gnomes are highly resistant to arcane spells and gain a +3 bonus to all saves versus such magic. Stonecraft: Gnomish, like dwarven, expertise at mining and working stone allows them to spot unusual or unique stonework construction. Gnomes gain a +2 bonus to all craft and perception checks when dealing with stonework construction. When passing within 10’ of a secret door, gnomes may automatically make a perception check to notice it. HALF-ELVES Half-elves are usually much like their elven parent in appearance. They are handsome folk, with the good features of each of their races. They mingle freely with either race, being only slightly taller than the average elf (5½’ on average) and weighing about 150 pounds. They typically live about 250 years. They do not have all the abilities of the elf and do not have the natural aptitude of humankind. Finally, in some of the less-civilized nations, half-elves are viewed with suspicion and superstition. In general, a half-elf has the curiosity, inventiveness and ambition of his human ancestors, and the refined senses, love of nature and artistic tastes of his elven ancestors. Half-elves do not form communities among themselves; rather, they can be found living in both elven and human communities. The reactions of humans and elves to half-elves range from intrigued fascination to outright bigotry. Ability Adjustments: Half-elves have no bonuses or penalties to their initial abilities. Ability Check Modifier: Half-elves, due to their human ancestry, are allowed to choose three ability scores with which they gain a +1 bonus to all ability checks (i.e. saving throws, class ability checks, common ability checks, and skill checks). Automatic Languages: Half-elves automatically speak Common and elven. Bonus Languages: Due to their interactions with these races, half- elves may learn the following languages, as knowledge: language skills, at the start of play: dwarven, gnomish, goblin, halfling, orcish or sylvan. Enhanced Senses: Half-elves receive a +2 bonus to perception checks. Movement Rate: The base movement rate of half-elves is 60’ (12”) per round. Permitted Classes: Half-elves may advance in all character classes but prefer the following classes: cleric, bard, druid, fighter, ranger, magic-user, thief and assassin. Resistance to Sleep & Charm: Half-elves have inherited some of their elven parent’s resistances and have a +3 bonus to all savings throws versus sleep and charm spells. Size: Half-elves are Medium sized creatures. Spot Hidden Doors: The enhanced senses of half-elves allow them to spot secret and concealed doors more easily than others. When passing within 10’ of a secret door, half-elves may automatically make a perception check to notice it. Twilight Vision: Half-elves can see normally by moonlight and can see up to 60’ away by torchlight. HALFLINGS Halflings are a short, average 3’ to 3½’ in height, generally plump people, weighing between 45 and 70 pounds. Their faces are round and broad and often quite florid. Their brown to sandy hair is typically curly and the tops of their feet are covered with coarse hair. Their eyes are usually brown or hazel. They prefer not to wear shoes whenever possible. Their typical life expectancy is approximately 150 years. Halflings are sturdy and industrious, generally quiet and peaceful. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun stories. In fact, they can be a trifle boring at times. Halflings are not forward, but they are observant and conversational if in friendly company. Halflings see wealth only as a means of gaining creature comforts, which they love. Though they are not overly brave or ambitious, they are generally honest and hard working when there is need. Halfling homes are well-furnished burrows, although most of their work is done on the surface. Elves generally like them in a patronizing sort of way. Dwarves cheerfully tolerate them, thinking halflings somewhat soft and harmless. Gnomes, although they drink more and eat less, like halflings best, feeling them kindred spirits. Because halflings are more open and outgoing than any of these other three, they get along with other races far better. Player’s Handbook 9 There are three types of halflings: Hairfoots, Tallfellows, and Stouts. Hairfoots are the most common type but, for player characters, any of the three is acceptable. Ability Adjustments: Halflings are light-footed and nimble, adding +1 to their initial dexterity scores. Their small size limits their strength and, as such, all halfling characters subtract 1 from their initial strength scores. Automatic Languages: All halflings automatically speak the Common and halfling tongues. Bonus Languages: Due to their interactions with these races, halflings may learn the following languages, as knowledge: language skills, at the start of play: elven, dwarven, gnomish, goblin, or kobold. Enhanced Senses: Halflings receive a +2 bonus to perception checks. Movement Rate: The base movement rate for halflings is 45’ (9”) per round. Permitted Classes: Halflings may advance in all character classes except for the barbarian, cavalier, magic-user, illusionist and monk. Their preferred classes are the cleric, druid, fighter and thief. Resistance to Magic: Halflings are highly resistant to arcane spells and gain a +3 bonus to all saves versus such magic. Resistance to Poison: Halflings are also highly resistant to poison and have a +3 on savings throws against all types of poison. Size: Halflings are Small sized creatures. Stealth Bonus: Halflings, due to their small size, unobtrusive manner and padded feet, are naturally inclined to moving silently and hiding. They gain a +2 bonus to all stealth checks. Twilight Vision: Halflings can see normally by moonlight and can see up to 60’ away by torchlight. Weapon Training: Halflings have a natural talent with slings and thrown weapons. Rock pitching is a favorite sport of many a halfling child. All halflings gain a +1 bonus to their attack rolls when using thrown weapons and slings. HALF-ORCS Half-orcs are boors. They are rude, crude, crass and generally obnoxious. Because most are cowardly they tend to be bullies and cruel to the weak, but they will quickly knuckle under to the stronger. This does not mean that all half-orcs are horrid, only most of them. It neither means that they are necessarily stupid nor incapable. They will always seek to gain the upper hand and dominate those around them so as to be able to exercise their natural tendencies; half-orcs are greedy too. They can, of course, favor their human parent more than their orcish one. Orcs are fecund and create many crossbreeds, most of the offspring of such being typically orcish. However, some one-tenth of orc-human mongrels are sufficiently non-orcish to pass for human. It is assumed that player characters that are of the half-orc race are within the superior 10%, though there is something disquieting about their appearance that reveals the cruel nature of their orcish heritage. Half-orcs tend to be slightly taller than humans, longer of limb and with broader shoulders. Their facial features have an orcish caste to them, with thin-slit eyes and nostrils, broad, jutting jaw lines and slightly pointed ears being common. Their canine teeth are somewhat larger than those of humans and their coloration tends to be ruddier than usual for men of their lands. Half-orcs are relatively short-lived, with a life expectancy of approximately 65 years. Ability Adjustments: Half-orcs are powerfully built, with broad shoulders and mighty thews. They add 1 to their initial strength and constitution scores but subtract 2 from their initial charisma scores due to their brutish, brusque nature. Ability Check Modifier: Half-orcs, due to their human ancestry, are allowed to choose three ability scores with which they gain a +1 bonus to all ability checks (i.e. saving throws, class ability checks, common ability checks, and skill checks). Automatic Languages: All half-orcs automatically speak both Common and orcish. Bonus Languages: Due to their interactions with these races, half-orcs may learn the following languages, as knowledge: language skills, at the start of play: elven, dwarven, goblin, kobold, or giant. Darkvision 60’: Half-orcs can see in complete darkness to a distance of 60’. Bright light, such as that from a torch or lantern, within 30’ of the half-orc character spoils their darkvision. Movement Rate: The base movement rate of half-orcs is 60’ (12”) per round. Permitted Classes: Half-orcs may advance in all character classes but prefer the following classes: cleric, fighter, barbarian, thief and assassin. Size: Half-orcs are Medium sized creatures. HUMANS Human characters are neither given penalties nor bonuses, as they are established as the norm upon which these subtractions or additions for racial stock are based. Human characters are not limited as to what class of character they can become and are renowned for their adaptability and natural aptitude. As they are the rule rather than the exception, the basic information given always applies to humans, and racial changes are noted for differences as applicable for non-human or part-human stocks. Humans are the most diverse of all the races, with skin and hair varying in color from black to the lightest shades. Their men may or may not wear beards and their eyes can be of various hues, tending towards shades of blue or brown. Ability Adjustments: None Adaptable: Humans, as the most adaptable of the player races, gain a +1 bonus to all ability checks (i.e. saving throws, class ability checks, common ability checks, and skill checks). Automatic Language: All human characters automatically speak the Common tongue. Bonus Languages: Due to their interactions with these races, humans may learn the following languages, as knowledge: language skills, at the start of play: elven, dwarven, halfling, gnome or orcish. Movement Rate: The base movement rate of humans is 60’ (12”) per round. Permitted Classes: Humans may advance in all character classes and prefer no class over any other. Size: Humans are Medium sized creatures. Racial Preferences In addition to the various attributes of the races of characters already mentioned, there are also certain likes and dislikes which must be considered in selecting a racial type for your character. The dealings that a character has with various races will be affected by racial preferences to some extent. Similarly, the acquisition of hirelings by racial type might prove difficult for some characters if they go outside a narrow field. Your Dungeon Master will certainly take racial preferences into account during interaction between your character and the various races that he will encounter (see Encounter Reactions on page 54). The following table will serve as a guide in determining which races your character will like, be rather indifferent to, or dislike. Basic Acceptability of Racial Type character race dwarf elf gnome ½ elf halfling ½ orc human dwarf P A G N N1 H N elf A P N G N A N gnome G N P N G A N half-elf N G N P N A G halfling N1 N2 G N P N N half-orc H A A A N P N human N N N G N N P 1 stout halflings and dwarves regard each other with goodwill (G). 2 tallfellow halflings regard elves with goodwill (G). Notes on the Racial Preferences Table: P: indicates that the race is generally preferred, and dealings with the members of the race will be reflected accordingly. G: means that considerable goodwill exists towards the race. N: shows that the race is thought of neutrally, although some suspicion will be evidenced. A: means that the race is greeted with antipathy. H: indicates a strong hatred for the race in question. Player’s Handbook 10 CHARACTER CLASSES In the Advanced Dungeons & Dragons game, there are 13 character classes from which to choose. Four of these classes are primary classes (clerics, fighters, magic-users and thieves), which represent the basic archetypes for fantasy characters – the priests, warriors, wizards and rogues of various milieus. Seven secondary classes (bards, druids, barbarians, cavaliers, paladins, rangers, illusionists and assassins) are derived from these “core” classes and represent specialized variants of each archetype. Each of these lacks the versatility of the primary class upon which they are based but, in their respective element, can excel in ways that a primary class cannot. The final character class, the monk, is relatively rare in typical campaign settings, which are usually modeled upon medieval European societies. As such they are an optional 5th primary class. The following table will enable you to determine the major differences between character classes at a glance. Specific comparisons must be done in light of the detailed information given in the sections that discuss the individual classes in question. Primary Classes & Secondary classes: Class names shown in capital letters are primary classes; secondary classes are listed in lower-case letters. class alignment hit die type ability requirements class abilities CLERIC any d8 wisdom 9 cleric spells, cleric training, turn undead bard any neutral d8 intelligence 9, wisdom 9, charisma 9 bard spells, bardic music, bardic training, decipher script, lore, perception, persuasive, sleight of hands, immunity to nature’s charms, a thousand faces druid any neutral d8 wisdom 9, charisma 9 druidic spells, druidic training, survival, resistance to elements, woodland stride, totem shape, immunity to nature’s charms, immunity to nature’s venom, a thousand faces, timeless body, hibernate FIGHTER any d10 strength 9 combat prowess, multiple attacks, weapon specialization, combat dominance barbarian non-lawful d12 strength 9, constitution 9 barbarian training, berserker rage, combat sense, fast movement, multiple attacks, perception, resilience, survival, track, wilderness stealth cavalier any lawful d10 strength 9, dexterity 9, constitution 9 cavalier training, multiple attacks, status, valor, weapon specialization paladin lawful good d10 strength 9, wisdom 9, charisma 9 cure disease, divine aura, divine sense, immunity to disease, lay on hands, multiple attacks, paladin training, smite evil, turn undead, divine mount, paladin spells ranger any neutral or good d10 strength 9, wisdom 9, constitution 9 animal empathy, favored enemies, hunter’s aim, multiple attacks, perception, ranger training, survival, track, wilderness stealth, ranger spells MAGIC- USER any d4 intelligence 9 magic-user spells, magic-user training illusionist any d4 intelligence 9, dexterity 9 illusionist spells, illusionist training, resistance to illusions MONK any lawful d8 strength 9, wisdom 9, dexterity 9 balance, climb, deflect missile, escape artist, fast movement, jump, mind over body, multiple attacks, perception, stealth, stunning attack, unarmed attack, unarmored defense, slow fall, ki strike, purity of body, feign death, fast healing, evasion, still mind, tongues, immunity to poison, quivering palm, speak with plants, timeless body THIEF any d6 dexterity 9 backstab, balance, cant, climb, combat sense, disable device, dodge, escape artist, find traps, infiltration, jump, perception, sleight of hands, sneak attack, stealth, decipher script, evasion assassin non-good d6 intelligence 9, dexterity 9 backstab, balance, climb, combat sense, death attack, disable device, disguise, dodge, escape artist, find traps, jump, perception, poisons, sleight of hands, sneak attack, stealth CLASS DESCRIPTIONS Each class is briefly described in the pages that follow. Following each description is a level progression chart that shows the class’s Hit Die Type, Bonus to Hit, Class Abilities and the number of experience points needed to advance to the class’s next level. In choosing a class, keep the following in mind: Ability Requirements: These are the minimum ability scores required by a given character class. A character must meet or exceed these requirements in order to qualify for that class. Hit Die: The relative hardiness of your character is determined by his hit die type. A fighter, who rolls a d10 for hit points each time he advances in level, will typically be more resilient than a thief who only rolls a d6. All characters begin play with the maximum hit points possible for their hit die type, plus any bonuses or penalties for constitution. After 9th level all classes receive a set number of hit points per level and no longer roll for hit points. The character’s constitution modifier is still applied to their hit points. Bonus to Hit (BtH): This number is added to your character’s attack roll, along with his ability modifier and, possibly, other modifiers. Alignment: In choosing a character class, its alignment restrictions should be carefully considered. Alignment provides a framework or guidelines for that character’s outlook and actions. If the character is restricted in their choice of alignment, their outlook and the actions they are permitted to engage in are more narrowly defined. A character whose alignment changes to one incompatible with their character class may not advance further in that class without atoning for their actions and returning to a suitable alignment. Abilities: These are the special abilities of the character’s chosen class. Each is described in detail in the class’s description. Player’s Handbook 11 THE CLERIC Upon the fields of battle, where good and evil struggle, stride holy warriors dedicated to the service of a deity, their martial ability enhanced by divine dispensation. They obey the will of the gods, and influence others through faith in their deity’s tenets, action on the field of battle, and by bringing justice or retribution to their foes. Clerics are warrior-priests. They are religious in nature and worship a pantheon of deities, or are eternally bound to the service of one deity. From this deity they receive divine powers and act as conduits of the power of their deity. A cleric’s divine connection to their deity is of supreme importance. This spiritual connection allows them to better understand the motives and will of their deity and to more capably and earnestly enact the deity’s desire. Deities can be of any ethos or morality, from good to evil and lawful to chaotic. All of the deities have clerics and priests who serve and worship them. The cleric is always of like mind and nature as the deity they worship and never falters in carrying out their duties lest they face the most horrible of retribution and suffer the interminable revenge of an angered power. Clerics prefer to use those weapons that allow them a better chance to subdue and convert enemies instead of killing them outright. In this they gain converts and servants to serve them and their deity. On the field of battle, where clerics spend much of their lives, they wear any armor necessary and utilize whatever is necessary to see them through the day and on to victory. Clerics who generally act in ways opposed to their deity’s alignment and purposes, and who grossly violate the code of conduct expected by their deity, lose the use of all divine abilities and capacities for advancement, wandering alone and cursed until they atone for their wrongs. level hit dice (d8) bonus to hit (bth) experience points 1 1 +0 0 2 2 +1 2,500 3 3 +2 5,000 4 4 +2 10,000 5 5 +3 20,000 6 6 +4 37,500 7 7 +4 75,000 8 8 +5 150,000 9 9 +6 250,000 10 +2 +6 500,000 11 +2 +7 750,000 12 +2 +8 1,000,000 13 +2 +8 1,250,000 14 +2 +9 1,500,000 15 +2 +10 1,750,000 16 +2 +10 2,000,000 17 +2 +11 2,250,000 18 +2 +12 2,500,000 19 +2 +12 2,750,000 20 +2 +13 3,000,000 Ability Requirements: Wisdom 9 Hit Die: d8 Alignment: Any Weapons: Club, dagger, flail (any), hammer (any), mace (any), morningstar, quarterstaff and sling Armor: Any armor and shields Abilities: Cleric spells, cleric training, turn undead Cleric Spells: A cleric casts divine spells. The spells available are listed on the cleric spell list. A cleric is limited to a certain number of spells of each spell level per day. The table below shows the number of spells per day a character of the class may cast. Clerics prepare spells each day through prayer to their deity or deities, followed by contemplation and study. This process is covered in greater detail in the Magic section, on page 60. Clerics gain bonus spells for high wisdom scores (see the Ability Modifiers table on page 4 for details). spells per day spell level level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 4 1 2 4 2 3 4 2 1 4 4 3 2 5 4 3 2 1 6 4 3 3 2 7 4 4 3 2 1 8 4 4 3 3 2 9 4 4 4 3 2 1 10 4 4 4 3 3 2 11 4 4 4 4 3 2 1 12 4 4 4 4 3 3 2 13 4 4 4 4 4 3 2 1 14 4 4 4 4 4 3 3 2 15 4 4 4 4 4 4 3 2 1 16 4 4 4 4 4 4 3 3 2 17 4 4 4 4 4 4 4 3 2 1 18 4 4 4 4 4 4 4 3 3 2 19 4 4 4 4 4 4 4 4 3 2 20 4 4 4 4 4 4 4 4 3 3 Clerics can prepare a number of 0-level spells, each day, as noted on the “spells per day” table above. These spells are treated like any other spell, but are not expended when cast and may be used again. Cleric Training: Clerics are learned in matters of faith and in the healing arts. As a result of their training, all clerics begin play with the knowledge (religion) and profession (healer) skills in addition to their background skills (see SKILLS for more details). Turn Undead (Wisdom): A cleric has the ability to drive away, destroy, or control undead monsters. To turn undead, a cleric must declare the attempt as an attack and then make a successful ability check. The check penalty is equal to undead type’s hit dice. For undead with differing hit dice, use a single die roll but apply the check penalty separately for each creature. As such, a cleric may successfully turn a lower hit die creature but not its more powerful ally. The character must display a holy symbol toward the undead, who must be able to see the cleric, and utter a prayer, chant, or other invocation of the character’s deity. Turning undead is considered a special attack and takes one round. Turning undead has a maximum range of 60 feet. The number of hit dice of undead turned equals 6 + the cleric’s level + the cleric’s wisdom modifier. Undead with lower hit dice are turned first. Undead are turned for 12 rounds (2 minutes). Turned undead flee from you by the best and fastest means available to them. If they cannot flee, they cower, unable to attack but able to defend themselves. The turning cleric cannot engage turned creatures in melee combat without breaking the turning effect. He may, however, attack them with ranged attacks. Other characters can attack them, in any fashion, without breaking the turning effect. If you have at least twice as many levels as the undead have hit dice, you destroy any that you would normally turn (i.e. a 4th level cleric would destroy 2 hit die zombies). Evil clerics may, instead of destroying undead, control them. They may also counter the turn undead ability of a good (or neutral) cleric if their turn undead check is equal to or greater than that of the opposing cleric. Evil clerics can also turn, but not destroy or control, paladins. This ability may be used 3 times per day at 1st level. Clerics apply their charisma modifier to the number of times they may use this ability each day. As such a cleric with an 8 charisma (-1 modifier) may only turn undead twice per day at 1st level while a cleric with an 18 charisma (+3 modifier) may turn undead 6 times per day at 1st level. At 5th level and every five levels thereafter the cleric gains another use of the turn undead ability each day. Player’s Handbook 12 THE BARD (Cleric) Every age and people has a voice. That voice finds its measure in story, expressed in legend, tale, song, poem, battle cry, or speech. From wild barren steppes to the frozen lands at the tips of the world, from taverns to town squares, and from city streets to imperial residences, there are those blessed with the ability to artfully weave story and legend and move the heart to great feats. In recounting epic deeds of ages past, bards inspire listeners to greater deeds as if by magical incantation. They captivate hearts, cause tears to flow, and invigorate individuals and crowds. These storytellers are historians and lore masters with oratorical skills guided by the muses. Some are powers behind thrones, weaving a future through tales of the past. Others are the backbone to a troop of soldiers, inspiring courage in times of distress. But the most renowned are the warrior-poets, whose adventures and escapades are legend. These ply their skills across the wide world and are known as bards. Bards can lead by example or deed, but they primarily influence others with story, art, or argument. Their skill of recitation borders on the magical, so much so that they are often able to charm listeners with their tales. They are also learned in druidic lore, having received tutelage in those arts, and have access to spells that reflect this training and the esoteric knowledge they have gained through their deep understanding of myth and legend. Bards possess artistic skills that are needed to convince an audience that what they see is more than what is shown. They gain access to the various strata of society, both low and high. They walk among them, acquiring knowledge and power. Whether from noble or villain, the bard pays heed to the moods and tales of all, realizing the import of even the meanest of peoples. They are skalds, minstrels, troubadours, lore masters, poets, chroniclers, schemers, sages, musicians and orators blending fact and fiction to great effect. Whether weaving tales or delivering odes, bards can affect changes in individuals and small groups, inspiring them to great deeds in combat or humble behavior. They give voice to history, and weave tales establishing ethics and morals, reinforcing the frameworks of societies. They possess a tremendous knowledge of events great and small, of legends and the nature of magics. Most bards teach much of what they know, but all bards keep some knowledge to themselves, considering it a source of power and prestige only to be dispensed with or used in the most extraordinary of circumstances. The bard’s nature as that of a historian and storyteller requires a bending and twisting of fact and a weaving of fiction to tell their tales well. They must be free of mind and spirit, with agile and active imaginations. Bards are not bound by the more moribund and strict interpretations of academics and others who depend on the separation of fact and fiction. Though bards are known to inspire others to greater deeds, their lifestyle often leads them into conflict and combat where many times they perform deeds of valor. In life they prefer not to be encumbered by worldly goods. They rarely take up permanent residence, always ready to move. Usually, their most prized possessions are the instruments they carry, scrolls with great tales writ upon them, or items with which they have traveled many long years, like boots or a hat to which they have attached great value and through which they recall tales or bygone days. level hit dice (d8) bonus to hit (bth) experience points 1 1 +0 0 2 2 +1 2,500 3 3 +2 5,000 4 4 +2 10,000 5 5 +3 20,000 6 6 +4 37,500 7 7 +4 75,000 8 8 +5 150,000 9 9 +6 250,000 10 +2 +6 500,000 11 +2 +7 750,000 12 +2 +8 1,000,000 13 +2 +8 1,250,000 14 +2 +9 1,500,000 15 +2 +10 1,750,000 16 +2 +10 2,000,000 17 +2 +11 2,250,000 18 +2 +12 2,500,000 19 +2 +12 2,750,000 20 +2 +13 3,000,000 Ability Requirements: Intelligence 9, wisdom 9, charisma 9 Hit Die: d8 Alignment: Any neutral (neutral good, neutral evil, neutral, chaotic neutral, or lawful neutral) Weapons: Any Armor: Light armor and smalls shields* Abilities: Bard spells, bardic music, bardic training, decipher script, lore, perception, persuasive, sleight of hands, immunity to nature’s charms, a thousand faces * Bards may not cast spells when using medium or heavy armor or when employing shields larger than a small shield. Bard Spells: Bards cast divine spells much as a cleric or druid does. The spells available are listed on the bard spell list. A bard is limited to a certain number of spells of each spell level per day. The table below shows the number of spells per day a character of the class may cast. Bards prepare spells each day through prayer, song and recitation dedicated to their deity or deities. This process is covered in greater detail in the Magic section, on page 60. Bards gain bonus spells for high wisdom scores (see the Ability Modifiers table on page 4 for details). spells per day spell level level 0 1st 2nd 3rd 4th 5th 6th 1 2 1 2 2 2 3 3 2 4 3 2 1 5 3 3 2 6 4 3 2 7 4 3 2 1 8 4 3 3 2 9 4 4 3 2 10 4 4 3 2 1 11 4 4 3 3 2 12 4 4 4 3 2 13 4 4 4 3 2 1 14 4 4 4 3 3 2 15 4 4 4 4 3 2 16 4 4 4 4 3 2 1 17 4 4 4 4 3 3 2 18 4 4 4 4 4 3 2 19 4 4 4 4 4 3 2 20 4 4 4 4 4 3 3 Bards can prepare a number of 0-level spells, each day, as noted on the “spells per day” table above. These spells are treated like any other spell, but are not expended when cast and may be used again. Player’s Handbook 13 Bardic Music: Once per day per bard level, a bard can use his songs or poetics to produce magical effects. Each of the three bardic music abilities detailed below require that the bard concentrate upon his musical performance or recitation as if casting a spell (see page 62) and that his words or music be heard (an area of silence negates all bardic music abilities). All bardic music abilities can be used for a number of rounds equal to the bard’s level+3, provided that the bard can maintain his concentration. Bardic music abilities are: 1. Countersong: A bard's singing and playing can negate the song effects of harpies and sirines, and counter attacks which rely upon song or sounds. A bard’s countersong has no effect against spells that simply have verbal components. Each round of the countersong the bard makes a performance skill check. The bard and all creatures within 30’ of him may use this skill check result in place of their saving throw against all sonic and song-based magical effects. If a creature within range of the countersong is already under the effect of a sonic or song-based magical attack, it gains a new saving throw each round it hears the countersong. Countersongs have no effect against effects that don’t allow saves. 2. Fascinate: Bards have the ability to place a single creature into a trance through their musical or oratory performance. To be fascinated the creature must be able to see and hear the bard, and the bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat or other danger will prevent the ability from working. When attempting to fascinate, the target makes a charisma saving throw to resist the bard’s spellsong. If the saving throw fails, the creature sits quietly and listens to the bard for the duration of the bardic music ability. While fascinated, the creature is distracted, suffering a -4 penalty to all saving throws and armor class, and treated as surprised if attacked (see page 55 for more details on surprised combatants). If the creature’s saving throw succeeds the bard cannot attempt to fascinate that creature again for 24 hours. Any threat that is obvious to the fascinated creature, such as the casting of a spell, drawing a sword, or aiming of a weapon, automatically breaks the effect. As the bard rises in level the power of his fascinate ability increases as well, allowing the bard to further influence fascinated creatures. At 6th level, a bard may attempt to charm person (as the spell) on a fascinated creature. At 11th level, a bard may attempt to implant a suggestion (as the spell) into a fascinated creature. At 16th level, a bard may attempt antipathy/sympathy (as the spell) on a fascinated creature. In each case, the creature receives a saving throw to attempt to resist the spellsong. These specialized uses of the fascinate ability do not count against the bard’s daily limit on using the fascinate ability and do break the fascinate effect, even if they fail. As the bard gains experience the number of creatures that can be affected by the fascinate ability, but not one of its specialized uses, increases. The number of creatures effected increases by one at levels 4, 8, 12, 16 and 20. A 4th level bard can fascinate 2 creatures, an 8th level bard can fascinate 3 creatures, a 12th level bard can fascinate 4 creatures, and so on. 3. Inspire: This ability allows the bard to inspire courage all allies within 30’. Inspired allies gain a +1 bonus to saving throws versus fear and to their attack rolls. As the bard rises in levels, the bonus imparted by this ability increases: to +2 at 6th level, +3 at 11th level, +4 at 16th level and +5 at 20th level. Bardic Training: All bards begin play with bonus skills (see SKILLS for more details about background and bonus skills) based upon their bardic training. These bonus skills are knowledge (history), knowledge (language) and performance (all types). Bards, due to their years of studying the tales and histories of other lands, are quite adept at learning new languages. In addition to the bonus knowledge (language) gained at level 1, the bard gains new knowledge (language) skills at levels 6, 11 and 16. These languages must relate to those that the bard has interacted with or to those that the bard has studied. Decipher Script (Intelligence): Bards may attempt to decipher writing in an unfamiliar language, a message written in an incomplete or archaic font, or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 minutes to decipher each page of a script. The attempt may be made only once per writing. A bard may use this ability to decipher arcane or divines scripts, as per the read magic spell, if a successful check is made with a -10 penalty. This does not permit the bard to cast spells they otherwise could not cast but does allow them to identify the contents of a deciphered scroll. Lore (Intelligence): Bards are lore masters of myth and memory. With a successful ability check, a bard gains or remembers some relevant information about local notable people, a legendary item, a noteworthy place, or any other relevant bit of information. Gaining the information may entail speaking to local inhabitants and doing research. The information might prove useful in diplomacy, entertaining and otherwise influencing others. The ability also might impart insight into (and limited understanding of) local or secret languages, including thieves’ cant, druidic, or ranger signs. The check will not reveal the powers of a magic item, but may give a hint to its history, general function or activation. Bards have a chance to identify the general purpose and function of any magical item by making a lore check with a -10 penalty. The bard need not handle the item but must examine it closely. Even if successful, the exact function of the item is not revealed, only its general nature. For most other lore checks, the Dungeon Master gauges the modifier based on whether the knowledge is: 1. Common and known by at least a substantial minority of the local population. 2. Uncommon but available, known by only a few people in the area. 3. Obscure, known by few, and hard to come by. 4. Extremely obscure, known by very few scholars and sages, possibly forgotten by most who once knew it or possibly known only by those who don’t understand the significance of the knowledge. Perception (Wisdom): A bard can hear noises that others might not detect and are keen observers of their surroundings. Bards gain perception as a class ability, rather than common ability, which allows them to add their full level bonus to perception checks. Persuasive: Bards are adept at manipulating others through their words. At 1st level, bards gain a +1 bonus to all charisma checks made to influence others. As the bard rises in levels, the bonus imparted by this ability increases: to +2 at 6th level, +3 at 11th level, +4 at 16th level and +5 at 20th level. Sleight of Hands (Dexterity): All bards are trained in the arts of legerdemain or sleight of hands. When making a dexterity check to perform any “sleight of hands” bards add their level to the roll. A bard can use this ability to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed, by making a sleight of hands check (opposed by their target’s perception check). Success may require the bard to cut the purse or pouch from the target. This ability also allows the bard to perform “sleight of hand” maneuvers. A successful sleight of hands check (opposed by their target’s perception check) indicates the bard has hidden or moved an item in such a manner that observers are not aware of where the item has been hidden. Typical maneuvers include hiding a coin, sliding a card up a sleeve, performing the peanut trick (table tricks), and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. Immunity to Nature’s Charms: At 9th level the bard becomes immune to all charm spells cast by fey woodland creatures such as dryads, nixies, nymphs, pixies and sprites. A Thousand Faces: At 16th level the bard is able to alter his appearance at will as per the change self spell, except that the bard may only change his appearance, and not that of his possessions. Furthermore, the use of this ability is not a magical effect, so it can only be detected through the use of true seeing or the like, and actually changes the facial features and body of the bard. Player’s Handbook 14 THE DRUID (Cleric) Beyond the confines of walls and city battlements, within the vast expanse of the wilderness areas of the world are many folk who live with contentment outside of civilization. Those who push aside material culture to live in harmony with nature often draw upon its forces for spiritual guidance and commune with its spirits. These are the druids, and they offer guidance and wisdom about the order of life and the world, the cycle of life and death and acceptance thereof. Many fear druids; for they call upon powerful elemental and nature spirits and they can gather great hosts of nature to fight for their causes. Druids seek to protect the wilderness and its beasts from the encroachments of civilization lest the order of the natural world be upset. They find the myriad artificial creations of civilized peoples abhorrent, for they believe that reliance upon the unnatural creates peoples that are weak and dependent upon a material culture. They are fiercely individualistic, and are often found among barbarian tribes. Druids live in harmony with nature, revering its power and beauty. Although sometimes termed priests of nature, druids are much more. They allow nature to determine the fate of its creatures, for good or ill. Some druids revere nature and its elements alone, while some promote the beliefs of one or more nature deities and others bind their animistic faith to a strict code of personal conduct. All are devoted to their life’s calling and possess specialized wilderness lore, including knowledge of the animal and plant kingdoms. Their divine dispensations are gifts from the spirits of the wood, rock, water and windstorms that rage across the plains, seas that thunder against coasts, or the waving grass of the wild steppe: none knows a motive. Druids must be able to relate to this balance and neutrality in nature. From this closeness to their surroundings a druid possesses specialized knowledge of wilderness environments, particularly those in which the druid lives or was trained. Druids must use armor crafted from items found in nature, such as leather and wood. They view armors forged by advanced metalsmithing techniques as tainted and impure. These impure items make one dependent upon them and, in consequence, weak. level hit dice (d8) bonus to hit (bth) experience points 1 1 +0 0 2 2 +1 2,500 3 3 +2 5,000 4 4 +2 10,000 5 5 +3 20,000 6 6 +4 37,500 7 7 +4 75,000 8 8 +5 150,000 9 9 +6 250,000 10 +2 +6 500,000 11 +2 +7 750,000 12 +2 +8 1,000,000 13 +2 +8 1,250,000 14 +2 +9 1,500,000 15 +2 +10 1,750,000 16 +2 +10 2,000,000 17 +2 +11 2,250,000 18 +2 +12 2,500,000 19 +2 +12 2,750,000 20 +2 +13 3,000,000 Ability Requirements: Wisdom 9, charisma 9 Hit Die: d8 Alignment: Any neutral (neutral good, neutral evil, neutral, chaotic neutral, or lawful neutral) Weapons: Club, dagger, dart, quarterstaff, scimitar, sling, sickle and spear (any) Armor: Light armor and wooden shields* Abilities: Druid spells, druidic training, survival, resistance to elements, woodland stride, totem shape, immune to nature’s charms, immune to nature’s venom, a thousand faces, timeless body, hibernate * Druids may not cast spells or use their totem shape ability when using metal armor or shields. Druid Spells: A druid casts divine spells. The spells available are listed on the druid spell list located in the Magic section. Each druid can cast a limited number of spells from each spell level per day. The table below shows the number of spells per day a druid may cast for each spell level. Druids prepare and cast spells by praying for them. This process is covered in greater detail in the Magic section, on page 60. Druids gain bonus spells for high wisdom scores (see the Ability Modifiers table on page 4 for details). spells per day spell level level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 4 1 2 4 2 3 4 2 1 4 4 3 2 5 4 3 2 1 6 4 3 3 2 7 4 4 3 2 1 8 4 4 3 3 2 9 4 4 4 3 2 1 10 4 4 4 3 3 2 11 4 4 4 4 3 2 1 12 4 4 4 4 3 3 2 13 4 4 4 4 4 3 2 1 14 4 4 4 4 4 3 3 2 15 4 4 4 4 4 4 3 2 1 16 4 4 4 4 4 4 3 3 2 17 4 4 4 4 4 4 4 3 2 1 18 4 4 4 4 4 4 4 3 3 2 19 4 4 4 4 4 4 4 4 3 2 20 4 4 4 4 4 4 4 4 3 3 Druids can prepare a number of 0-level spells, each day, as noted on the “spells per day” table above. These spells are treated like any other spell, but are not expended when cast and may be used again. Druidic Training: Druids are connected to the forces of nature. They mystically coexist with their environment, gradually becoming a larger part of it. This imparts a specialized knowledge of the wilds to them. As a result, they begin play with knowledge (nature) as a bonus skill. Druids using this skill are automatically successful when in their native environment and climate. In unfamiliar environments, the druid must succeed at a knowledge (nature) check in order to learn about their surroundings, just as other characters would. Like clerics, druids are skilled at tending to the wounds of others and automatically gain the profession (healer) skill in addition to their background skills. Finally, druids have a secret language used for communicating with one another. They are forbidden from teaching this language to any but their brethren. This language, druidic, is gained as a bonus knowledge (language) skill at 1st level (see SKILLS for more details). Survival (Wisdom): In wilderness environments, druids can provide shelter for themselves and others, and can provide decent food and water for several people, all without the need for an ability check. The druid can forage and hunt for food and water. The druid must spend 1d4 hours hunting and gathering to produce enough food and water to feed 2d4 people for 1 day. If the druid wishes to feed or shelter a larger group of people, he must spend an additional 1d4 hours gathering food and succeed at a survival check. This additional effort allows the druid to gather food and water for 2d4 more creatures. The druid can only hunt and forage for food 12 hours per day, limiting the number of people that can be fed. In addition to the ability to provide food and shelter in the wilds, a druid can automatically determine where true north lies in relation to the character in normal wilderness environments. Resistance to Elements: At 2nd level druids gain a +2 bonus to saving throws against all fire, water, earth, air, cold and lightning attacks. Woodland Stride: At 3rd level druids gain the ability to move through natural thorns, briars, overgrown areas, and similar terrain at normal Player’s Handbook 15 speed and without suffering damage or other impairment. When doing so, druids leave no trail in the natural surroundings and cannot be tracked. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect druids. Totem Shape: At 6th level druids gain the spell-like ability to change into a Small or Medium animal and back again once per day. This ability operates like the spell polymorph except that, each time the druid assumes a totem form, he regains 2d8 hit points. At 8th and 10th levels the druid gains an additional use of this ability each day. At 12th level, the druid gains the ability to take the shape of a Large animal when using the totem shape ability. At 12th level, and every level thereafter, the druid regains 4d8 hit points whenever they assume a totem form. Immunity to Nature’s Charms: At 7th level the druid becomes immune to all charm spells cast by fey woodland creatures such as dryads, nixies, nymphs, pixies and sprites. Immunity to Nature’s Venom: At 14th level druids gain immunity to all natural poisons (ingested or insinuated animal or vegetable poisons, including “monster” poisons and venoms but not including mineral poisons or poison gas). A Thousand Faces: At 16th level the druid is able to alter his appearance at will as per the change self spell, except that the druid may only change his appearance and not that of his possessions. Furthermore, the use of this ability is not a magical effect, so it can only be detected through the use of true seeing or the like, and actually changes the facial features and body of the druid. Timeless Body: At 18th level the druid is no longer affected by the ravages of age and ignores all ability penalties that have been accrued through aging. Ability bonuses gained through aging remain and the character’s lifespan is increased considerably (the character’s maximum age is doubled). Hibernate: By 20th level a druid has learned secrets that allow him to slow body functions to the point where the character appears dead to casual observers. The character is unconscious during hibernation and his aging is effectively halted while in this stasis. The druid awakens at either a preordained time (i.e. “I will hibernate for a year”) or when there is a specific change in his environment (i.e. “I will awaken when the first snow falls” or “I will awaken when someone enters my resting chamber.”) Player’s Handbook 16 THE FIGHTER From the maelstrom of war and conflict, great warriors arise, tested on and mastering the brutal fields of battle. These combatants nobly war against cruel overlords and barbarous hordes, or are driven to conquest and brutish slaughter by depraved spirits and malignant desires. Found in all societies and amongst all peoples for whom war is a constant, these are those who turn to the sword and might of arms to defeat their foes and fulfill their desires. Kings and tyrants, warriors and brigands, foot soldiers and raiders, adventurers and treasure hunters; these are all fighters. The fighter is the archetypical warrior, superior to all other classes in armed combat. Fighters come from every geographic region and occupy all social strata. They are born with a strength of will and spirit that leads them to seek the field of battle. They find the clash of metal and ring of steel invigorating at times, and necessary at others. Fighters do not live in fear of the melee; they face their foes with gritted teeth and steely determination, longingly anticipating the next test of their strength and skill. All fighters, regardless of background, are characterized by the will and ability to use brute strength and swift sword to solve problems or overcome foes. Fighters are a unique breed and make their own way in the world, for ill or good. Fighters depend on heavy armor and weaponry that require great strength and skill to wield properly. Whether sallying forth with a massive double bladed battle axe or delicately balanced saber of the finest steel, sheathed in plates of shiny metal or hefting a lone shield, on the blood- washed fields of combat, the mighty arm rises and the weak fall beneath it. It is their strength that carries fighters through the laborious contests of steel that mark their daily lives. Many cultures have unique weapons, and warriors in those cultures are often trained in their use, wielding them as if extensions of their body. However, all weapons, regardless of make, function to the same end, and the well-trained and highly skilled fighter intuitively knows the best manner in which to use them. Fearsome with any weapon, the fighter is an opponent that only the foolish underestimate and the weak regret offending. As with weapons, the use of heavy armor is demanding on the body and, when worn by those unfamiliar with its structures, hinders movement. It requires great strength and knowledge to properly wear any armor and maintain one’s skill of hand. Fighters are well trained and accustomed to armor’s bulk and weight, knowing how to manage and adjust their thrusts and parries when wearing any armor. Once trained, a fighter knows how to adjust his fighting style, weight, and load in order to use any armor effectively. level hit dice (d10) bonus to hit (bth) experience points 1 1 +1 0 2 2 +2 2,500 3 3 +3 5,000 4 4 +4 10,000 5 5 +5 20,000 6 6 +6 37,500 7 7 +7 75,000 8 8 +8 150,000 9 9 +9 250,000 10 +3 +10 500,000 11 +3 +11 750,000 12 +3 +12 1,000,000 13 +3 +13 1,250,000 14 +3 +14 1,500,000 15 +3 +15 1,750,000 16 +3 +16 2,000,000 17 +3 +17 2,250,000 18 +3 +18 2,500,000 19 +3 +19 2,750,000 20 +3 +20 3,000,000 Ability Requirements: Strength 9 Hit Die: d10 Alignment: Any Weapons: Any Armor: Any armor and shield Abilities: Combat prowess, multiple attacks, weapon specialization, combat dominance Combat Prowess: Due to their extensive combat training, fighters gain a +2 bonus to all opposed strength checks involved in making and resisting disarm attempts (see page 58). Fighters also know how to exploit their foe’s weakness in combat. Whenever a fighter attacks from a defender’s flank or rear, fights from higher ground, or fights a prone, surprised or unaware opponent he gains an additional +1 bonus to his attack rolls. Multiple Attacks: Fighters gain the ability to make more than one attack per round. At levels 1-6 fighters are limited to making 1 attack each round. At levels 7-12 fighters may make three attacks every two rounds. At level 13-18 fighters may make 2 attacks per round. Finally, at level 19 and beyond, fighters are able to make 5 attacks every two rounds. level attacks/round level attacks/round 1-6 1/round 13-18 2/round 7-12 3/2 rounds 19+ 5/2 rounds A partial additional attack (e.g. 3/2 attacks) means that an extra attack is taken on even-numbered rounds in the combat sequence (i.e. one attack on the first round, two on the second, one on the third, two on the fourth and so on). Weapon Specialization: At 1st level the fighter chooses a weapon with which to specialize. This weapon, once chosen, cannot be changed. At 1st level specialization imparts a +2 bonus to attack and damage rolls when using that weapon. At 6th level these bonuses increase to +3 to hit and damage when employing that weapon. At 11th level the fighter gains a second weapon of specialization. When using this weapon the character gains a +2 bonus to attack and damage rolls. At 16th level the bonuses with this, secondary, specialized weapon improve to +3 to hit and damage. In addition to gaining attack and damage bonuses with specialized weapons, fighters using a weapon they have specialized in gain multiple attacks (see above) as if they were 3 levels higher than their actual fighter level. A 4th level fighter specialized in longswords may make 3 attacks every 2 rounds (as if he were a 7th level fighter). Only fighters with weapon specialization in light crossbows may fire them more than once per round. Likewise, only fighters specialized with heavy crossbows may fire them more than once every other round. As with all specialized weapon users, those employing heavy crossbows gain multiple attacks as if they were 3 levels higher than their actual level but divide the resulting number of attacks per round by 2, due to the heavy crossbow’s slow rate of fire. At level 16 and beyond, a fighter with heavy crossbow specialization may make 5 attacks every four rounds with that crossbow. Combat Dominance: Fighters, at 4th – 20th level, may double their usual number of melee attacks per round against opponents with hit dice or levels equal to ½ of their level or less ((round fractions down). In order to use this ability the fighter must direct all melee attacks in a combat round toward opponents that meet this criterion. The fighter can split the available attacks among qualified opponents as desired. This ability may not be used with ranged attacks. A 6th level fighter, facing a dozen 3rd level guards, could make two melee attacks per round. When using a weapon he is specialized in, he may make 3 attacks per round. Player’s Handbook 17 THE BARBARIAN (Fighter) Beyond the walls of cities and towns, and well beyond the bounds of civilization, dwell the barbarians. From windy steppes to mountaintops, from deep jungles to arid plains, barbarians live in freedom, a part of their environment rather than a slave to it. Banded together in family clans or tribal nations, they are a free people ruled by strength and custom alone, subject to no state or empire. They judge others by action and deed, not the more corrupt values of civilization, like race, occupation, education or wealth. Neither ignorant nor savage, barbarians are masters of their own destiny. Barbarian characters are the fearsome warriors of their particular tribe. They spend their time making war to protect their people. Renowned for their ability to enter berserk rages and ignore the pains and damages that often fell lesser men, barbarians make fearsome opponents or stalwart allies in battle. Barbarians rely upon their individual skills and instincts to carry them through difficult tasks or demanding ventures while drawing upon primeval instincts and powers to overcome foes. As their cultures are usually uneasy with the supernatural, barbarians generally distrust magic and those who employ it, although some barbarians will use magic in dire circumstances. A barbarian’s self-reliance and solitary nature does not, however, lead them to abhor the company of others. Oft times, their strengths are given to the preservation of their clans or tribes, for only in them are like-minded people found. And when a barbarian comes to trust others and call them friends, no stronger ally can be found in the entire world. Barbarians are born and raised in the wilderlands, outside the influences of civilization. They are found in every climate and every terrain, and have an acute knowledge of the environment in which they are raised, possessing a general knowledge of its plants and animals in order to survive the rigors of life in the wilderness. Living in the wilds and at the whims of uncaring nature takes great fortitude and barbarians become inured to the physical demands of this life and suffer its inflictions and its pains with steely determination. Possessed of staggering constitution, barbarians are capable of absorbing damage that would quickly fell others of a more civilized bent. Barbarians are generally free of the bonds and fetters that tie down most peoples, even the brethren in their tribal nations. Above all else, barbarians value their independence and often maintain their own codes or beliefs. Many have died from voicing opposition to tribal leaders, but are respected all the more, for they spoke or acted upon their beliefs. This makes most barbarians willful in nature, with a temperament that many view as chaotic and ill-disciplined. level hit dice (d12) bonus to hit (bth) experience points 1 1 +1 0 2 2 +2 2,500 3 3 +3 5,000 4 4 +4 10,000 5 5 +5 20,000 6 6 +6 37,500 7 7 +7 75,000 8 8 +8 150,000 9 9 +9 250,000 10 +4 +10 500,000 11 +4 +11 750,000 12 +4 +12 1,000,000 13 +4 +13 1,250,000 14 +4 +14 1,500,000 15 +4 +15 1,750,000 16 +4 +16 2,000,000 17 +4 +17 2,250,000 18 +4 +18 2,500,000 19 +4 +19 2,750,000 20 +4 +20 3,000,000 Ability Requirements: Strength 9, constitution 9 Hit Die: d12 Alignment: Any non-lawful (neutral good, chaotic good, neutral, chaotic neutral, neutral evil, or chaotic evil) Weapons: Any Armor: Light and medium armors, all shields* Abilities: Barbarian training, berserker rage, combat sense, fast movement, multiple attacks, perception, resilience, survival, track, wilderness stealth * A barbarian in heavy armor loses their fast movement ability. Barbarian Training: Barbarians, by necessity, are able to survive in the harsh wilderness of their homelands. This training is reflected in the survival and resilience abilities of the class. In addition to these class abilities barbarians begin with the knowledge (nature) and profession (mountaineer) skills. Berserker Rage: Barbarians have the ability to call upon a reserve of strength and rage once per day. Barbarians can direct this rage to devastating effect in combat. This ability manifests itself differently across barbarian cultures and societies, and each names it differently. It is commonly known as the Player’s Handbook 18 fury, the warp spasm or berserker rage. The origins of it are unclear and the different manifestations between tribes are unexplained. Some barbarian cultures believe there is a mystical or divine connection at the root of the berserker rage ability and, in certain tribes, barbarians assume near-animalistic shapes when the fury erupts. Other barbarian tribes train their warriors from birth to call upon and control the fury. The Dungeon Master’s campaign setting may specify how a barbarian’s rage manifests, or the player and Dungeon Master might work together on how this ability will manifest when used. In all cases, a barbarian undergoes a frightening physical transformation. When using this ability, the barbarian enters a state of fury and rage directed at enemies. Entering a rage takes no time itself, though a barbarian can do it only during his action. While enraged the character temporarily gains a +2 bonus to all attack and damage die rolls made with melee weapons (the damage bonus applies to thrown weapons as well), a +2 bonus to all charisma saving throws and +2 hit points per barbarian class level. When the barbarian takes damage these bonus, temporary, hit points are lost first and may not be healed. Berserker rage also allows the barbarian to make multiple attacks, in melee combat, as if they were 3 levels higher than their actual barbarian level. At 6th level the bonus to melee attack and damage die rolls increases to +3. At 12th level the bonus to melee attack and damage rolls increases to +4. While enraged, barbarians suffer a –2 penalty to armor class and cannot use any skills or abilities that require patience or concentration. All of these effects cease at the end of the fury. In addition all temporary hit points that remain after the berserker rage ability ends are lost. Berserker rage has a duration of 6 rounds (1 minute) and may be used once per day at 1st level. At 4th level, and every 4 levels thereafter, the barbarian gains an additional use of the berserker rage ability. A barbarian with multiple uses of berserker rage may enter into a rage in more than one combat per day or combine uses of berserker rage to remain enraged for more than 6 rounds in a particular combat encounter. Each use of this ability adds up to 6 rounds to the duration of the berserker rage. The barbarian may voluntarily end berserker rage before the 6-round duration has elapsed, though unused rounds are lost. Combat Sense: A barbarian has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of backstab and sneak attacks against barbarians. At 1st level, backstabbed barbarians negate the attack and damage bonuses gained against them through the backstab ability of thieves and assassins. At 6th level, the barbarian gains improved combat sense and can no longer be sneak attacked when surprised. At 11th level the barbarian gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances. Fast Movement: The barbarian’s movement rate is 15’ (3”) faster than is usual for a member of his race so long as he is not wearing heavy armor. As such a human barbarian would have a 75’ (15”) movement rate while a dwarven barbarian would have a 60’ (12”) movement rate, so long as each barbarian was carrying a light load. If the same barbarians were carrying a medium load their movement rates would be ¾ of this, or 55’ (11”) and 45’ (9”) respectively (see the Encumbrance rules on page 53 for more information). Multiple Attacks: Barbarians gain the ability to make more than one attack per round. At levels 1-6 barbarians are limited to making 1 attack each round. At levels 7-12 barbarians may make three attacks every two rounds. At level 13-18 barbarians may make 2 attacks per round. Finally, at level 19 and beyond, barbarians are able to make 5 attacks every two rounds. Perception (Wisdom): A barbarian can hear noises that others might not detect and are keen observers of their surroundings. Barbarians gain perception as a class ability, rather than common ability, which allows them to add their full level bonus to perception checks. Resilience: A barbarian’s innate toughness and ability to withstand pain and punishment imparts a + 1 bonus to all saving throws versus paralysis, polymorph, petrification and death attacks. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and +5 at 20th level. This bonus is also applied to all constitution common ability checks (see page 48-49 for more details on common abilities). Resilience also allows barbarians to fight off unconsciousness and partially resist wounds. All barbarians may remain conscious when reduced to 0 hit points or less, though they act as if sickened (see page 157) and are unable to attack. At 6th level a barbarian subtracts 1 from the damage inflicted upon him by any attack. At 11th level and 16th level this damage reduction rises by 1 point, to a maximum of -3. The barbarian’s resilience ability can reduce damage to 0 but not below 0. Survival (Wisdom): In wilderness environments, barbarians can provide shelter for themselves and others, and can provide decent food and water for several people, all without the need for an ability check. The barbarian can forage and hunt for food and water. The barbarian must spend 1d4 hours hunting and gathering to produce enough food and water to feed 2d4 people for 1 day. If the barbarian wishes to feed or shelter a larger group of people, he must spend an additional 1d4 hours gathering food and succeed at a survival check. This additional effort allows the barbarian to gather food and water for 2d4 more creatures. The barbarian can only hunt and forage for food 12 hours per day, limiting the number of people that can be fed. In addition to the ability to provide food and shelter in the wilds, a barbarian can automatically determine where true north lies in relation to the character in normal wilderness environments. Track: The barbarian can successfully track any creature that leaves a discernible trace, and determine characteristics about the creature as well. With a successful survival check, a barbarian can find and follow a creature’s tracks or trail for 6 hours. The barbarian can also hide tracks at the same level of ability. The Dungeon Master may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked, and whether the tracked creature moved through water or a secret door. A successful survival check may also impart information about the creature(s) being tracked. Once a trail is found, a survival check can determine the general number and type of creatures being tracked. The number of creatures tracked should be disclosed to the player by using one of the following categories: individuals (1-6), band (7-20), troop (21-100), or army (101+), and one of the following categories: beast, demihuman, fey, giant, humanoid, plant, vermin, or other (aberration, animated creature, dragon, elemental, magical beast, ooze, extraplanar creature, shapechanger, or undead). For many creatures the barbarian cannot identify its exact type, only that it is a creature of such nature. A barbarian can identify specific animal tracks with no effort. At 3rd level, a barbarian can ascertain distinguishing characteristics about the creatures tracked, such as whether they are wounded, exhausted, carrying heavy objects, or wearing certain armor. The barbarian might even be able to determine if a spellcaster is in the group being tracked. The marks or characteristics determined are limited only by the Dungeon Master’s imagination and desire to provide or enhance story elements during game play. At 5th level, a barbarian can identify the type of creature(s) being tracked if belonging to one of the following categories: beast, demihuman, fey, giant, humanoid, plant, or vermin. Wilderness Stealth (Dexterity): Barbarians are skilled hunters and trackers, able conceal themselves from others and move about silently in the wilds. When in natural surroundings, barbarians add their full level bonus to all stealth checks. Player’s Handbook 19 THE CAVALIER (Fighter) Upon windswept battlefields where armies struggle for supremacy, there are those who make war their daily bread. They are the professional soldiers of every age, who lead and guide in war and in peace. They serve kings, emperors, lords, nobles, merchants and guild houses. War is their vocation, the battlefield their home and death their constant companion. From an early age cavaliers are well trained in all aspects of war, practicing in all manner of armors and with many weapons. They inure themselves to the trials and tribulations of battle and steel their minds becoming virtually fearless in combat, much preferring an honorable death than a cowardly life. As a member of an elite caste of warriors, the cavalier may expect noblesse oblige, or hospitality, from any other cavalier and from those they are charged to defend. At times, even cavaliers in conflict will extend this hospitality to one another. The cavalier, however, is expected to return such courtesy in kind even to an enemy. The cavalier is the archetypical military leader: They are trained from an early age in the use of weapons, armor, siege engines, tactics, strategy, and horsemanship. They live by a code of behavior that sets them apart from normal warriors. Though this code may vary from culture to culture, all cavaliers worthy of their status are expected to show courage in the face of battle, render loyal service to one’s lord, fight honorably against those worthy of honor and provide stalwart defense to his lord’s holdings and charges. Cavaliers should not be mistaken for nobles, though they may be of noble birth. They are a caste of professional, mounted warriors who exchange their services for the finest armor, horses and weaponry that their lord can afford. Those who serve as household knights receive room and board from, and have their gear maintained by, their liege lord. Knights errant (wandering cavaliers who are not tied to a particular lord) and mercenary knights (cavaliers who hire themselves out for coin) must seek their own lodgings and maintain their own equipment. The cavalier’s martial prowess, valor, mounted maneuverability and speed make them natural leaders on the battlefield. Time and experience often forge cavaliers into men of great bearing and powerful demeanor. Cavaliers are as constant and unyielding in their codes as they are upon the field of battle. Cavaliers follow codes of conduct and honor, dictated by culture and social mores. These can vary in many aspects and the details of a cavalier’s patterns of behavior, acceptable battlefield conduct and use of weapons are unique to their culture and caste, but a cavalier’s virtues stem from several salient aspects of their life - strict adherence to their code, bravery, honor and faith. A cavalier must serve someone or some cause - normally a deity, greater noble, order of knighthood, or the like. The cavalier must seek to sustain the virtues and the code of chivalry. The knightly virtues are these: Bravery, Courtesy, Glory, Good Faith, Honor, Liberality, Pride, Unselfishness The code for a feudal campaign may be summed up as follows: Noble service dutifully rendered Defense of any charge unto death Courage and enterprise in obedience to one’s sovereign and liege Respect for all peers and equals Honor to all above your station Obedience and respect from all beneath your station Scorn for those who are lowly and ignoble (this includes knightly limitations on weapons and armor) Military prowess exercised in service to your lord Courtesy to all ladies (if the cavalier is male) War is the flowering of chivalry Battle is a test of a cavalier’s worthiness Combat is glory Personal glory above all in battle Death to all who oppose the cause Death before dishonor In enforcing this code, the Dungeon Master may reduce or eliminate experience that is gained by the cavalier if its gaining violates the spirit or letter of the code, even when the code is violated out of necessity. A cavalier who regularly forswears oaths, exhibits disloyalty, shows cowardice, or otherwise flaunts their disregard for their code of conduct shows himself to be a knave. Such a fallen cavalier loses the benefits of the status, valor and aura of courage abilities. Cavaliers who become non-lawful also lose the bonuses for these abilities. Only by atoning for violations of the code may a cavalier regain the status and powers that were once theirs. The Dungeon Master may adjust this code to fit his own campaign. Player’s Handbook 20 level hit dice (d10) bonus to hit (bth) experience points 1 1 +1 0 2 2 +2 2,500 3 3 +3 5,000 4 4 +4 10,000 5 5 +5 20,000 6 6 +6 37,500 7 7 +7 75,000 8 8 +8 150,000 9 9 +9 250,000 10 +3 +10 500,000 11 +3 +11 750,000 12 +3 +12 1,000,000 13 +3 +13 1,250,000 14 +3 +14 1,500,000 15 +3 +15 1,750,000 16 +3 +16 2,000,000 17 +3 +17 2,250,000 18 +3 +18 2,500,000 19 +3 +19 2,750,000 20 +3 +20 3,000,000 Ability Requirements: Strength 9, dexterity 9, constitution 9 Hit Die: d10 Alignment: Any lawful (lawful good, lawful neutral, or lawful evil) Weapons: Any* Armor: Any armor and shield* Abilities: Cavalier training, multiple attacks, status, valor, weapon specialization * Cavaliers favor the use of certain weapons and armor above all others. Weapons favored by cavaliers include the bastard sword, battleaxe, broadsword, dagger, flail (any), longsword, mace (any), morningstar, pick (any), scimitar, spear (any), shortsword and warhammer. Cavaliers do not usually employ ranged weapons, with bows being used only for hunting or during sieges by most non-elven cavaliers. Armor, as a badge of station and form of protection, should always be of the highest quality available, with cavaliers preferring chain and plate armors above all others. A cavalier will never don light armor if superior armor is available, though it is common practice for nobles and knights to hunt in leather armor. Cavalier Training: The training required to become a knight takes years and brings with it prowess at arms, knowledge of courtly etiquette and equestrian expertise. Cavaliers begin their training as pages, child servants in the courts of knights and nobles, and gain the knowledge (etiquette) skill through these years of service. Later, as squires, they learn to care for and ride both riding and warhorses and, through this training, gain the profession (animal handler: horses) skill. When fighting from a war-trained mount, a cavalier (and only a cavalier) can direct the mount to attack and still make his attacks normally. For more information on mounted combat, see page 57. All cavaliers begin play with a light warhorse in addition to their starting funds. Multiple Attacks: Cavaliers gain the ability to make more than one attack per round. At levels 1-6 cavaliers are limited to making 1 attack each round. At levels 7-12 cavaliers may make three attacks every two rounds. At level 13-18 cavaliers may make 2 attacks per round. Finally, at level 19 and beyond, cavaliers are able to make 5 attacks every two rounds. Status: Cavaliers, as agents of their lord or king and enforcers of the law, are afforded several privileges borne of their status. When in their own lands and allied territories cavaliers are never expected to relinquish their weapons, except under terms of peace, surrender or disgrace, and may not be detained or delayed in carrying out their duties. Theft of a cavalier’s possessions is usually regarded as a heinous crime. When in non-hostile lands the cavalier is entitled to hospitality from other cavaliers, nobles and sovereigns. This includes lodging for the cavalier and his entourage, and stabling for his horse or horses. As guests they must be given accommodations and sustenance without expectation of monetary recompense or material redress. If a cavalier is in allied lands (rather than his homelands) he may have to make a persuasion (charisma) check to claim this right and, if in neutral lands, must make a persuasion check to receive hospitality. It is up to the Dungeon Master to assign modifiers to this roll as circumstances warrant. This privilege may be revoked if the cavalier has acted in an unseemly manner or has abused the rules of hospitality. A cavalier may ask for hospitality from commoners but is not entitled to free room and board in public houses or the dwellings of freemen. Cavaliers, while in their homeland, have the right to settle accusations against them and defend their reputation through duels of honor. Furthermore, all charisma checks made to influence others while in the holdings of the cavalier or his liege lord gain a +1 bonus, increasing by 1 at levels 5, 10, 15 and 20 (to a maximum of +5). This notoriety comes at a price; for a cavalier is expected, in turn, to selflessly defend his lands and maintain order therein. Cavalier characters are also expected to extend hospitality to fellow cavaliers and to those above their station. All cavaliers have the right to bear heraldic devices by which they can be identified. Valor: At 1st level, a cavalier gains a +1 bonus to saving throws against charm, confusion and fear spells or spell-like effects. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and, finally, to +5 at 20th level. At 5th level and beyond, the cavalier is immune to all fear effects, whether magical or mundane in nature. Weapon Specialization: At 1st level the cavalier may choose one of the following weapons in which to specialize: bastard sword, battleaxe, broadsword, flail (any), lance (any), longsword, mace (any), morningstar, pick (any), scimitar, shortsword and warhammer. Elven cavaliers may also choose either the short- or longbow, including composite versions of either weapon, as a weapon of specialization. This weapon, once chosen, cannot be changed. At 1st level specialization imparts a +2 bonus to attack and damage rolls when using that weapon. At 6th level these bonuses increase to +3 to hit and damage when employing that weapon. At 11th level the cavalier gains a second weapon of specialization. When using that weapon the character gains a +2 bonus to attack and damage rolls. At 16th level the bonuses with this, secondary, specialized weapon improve to +3 to hit and damage. In addition to gaining attack and damage bonuses with specialized weapons, cavaliers using a weapon they have specialized in gain multiple attacks (see above) as if they were 3 levels higher than their actual cavalier level. A 4th level cavalier specialized in longswords may make 3 attacks every 2 rounds (as if he were a 7th level cavalier). Player’s Handbook 21 THE PALADIN (Fighter) In the constant battle between good and evil, a select few, through their selfless devotion, courage, nobility of spirit, and unyielding faith, rise to the forefront of the struggle. These holy warriors strike terror in the hearts of evil creatures and inspire others to greater good. Their constancy and strength knows only the limits of their deity and code. The paladin is a holy warrior chosen for adherent and absolute devotion to a deity or similar holy cause. Some are trained in all the arts of combat, serving in the vanguard of many wars and movements. Their belief in the tenets of their deity gives them strength and divine powers beyond those of other warriors. A paladin’s code requires them to respect legitimate authority, act with honor, help those in need, and punish those that harm or threaten innocents. They can serve priests, temples, religious houses, or other religious authorities but obey only one calling. These paladins serve their code alone. They are defined by their actions, and their actions are dictated by their code. These holy warriors are driven by virtue, courage, and nobility on their quest to combat evil in all forms. They ride for no master but their deity or cause. The greater good guides their actions, and victory is its own honor. They fight on lonely battlefields and protect the weak. These warriors fight and die for the greater good, often unsung, alone and beyond the reach of succor. Though often maligned for their zealous actions, or feared for their powers, all hold paladins in high regard, for they wage an unflagging war against evil. A paladin’s power flows from a strength of will and the ability to project divine power upon the enemy. Their purpose, if misunderstood by many, is understood by them and always guides their actions. They are servants of the law, and are bound to their code forever. They serve the greater good and always place it above all else. Every deity or pantheon has a moral code that often dictates what is acceptable on the battlefield. A paladin’s weapons of choice are generally those of the paladin’s deity or of a knightly sort, for paladins eschew cowardly combat and believe facing one’s enemy in battle is the highest honor. They never use weapons associated with thieves and the cowardly and generally refuse to use ranged weapons, though some of them are not averse to their use if absolutely necessary. Paladins never knowingly associate with evil characters under any circumstances. A paladin ends all associations with those who consistently offend their moral code or refuse to help in the cause the paladin considers worthy. A paladin who ceases to perform his duties or strays from the path of righteousness, who willfully commits an evil act, or who grossly violates the code of conduct loses all of their class abilities, except for multiple attacks and paladin training. The character is outcast and cursed and no longer advances in strength or power. Only by atoning for the violations of the code may a paladin regain the status and powers once theirs. Player’s Handbook 22 level hit dice (d10) bonus to hit (bth) experience points 1 1 +1 0 2 2 +2 2,500 3 3 +3 5,000 4 4 +4 10,000 5 5 +5 20,000 6 6 +6 37,500 7 7 +7 75,000 8 8 +8 150,000 9 9 +9 250,000 10 +3 +10 500,000 11 +3 +11 750,000 12 +3 +12 1,000,000 13 +3 +13 1,250,000 14 +3 +14 1,500,000 15 +3 +15 1,750,000 16 +3 +16 2,000,000 17 +3 +17 2,250,000 18 +3 +18 2,500,000 19 +3 +19 2,750,000 20 +3 +20 3,000,000 Ability Requirements: Strength 9, wisdom 9, charisma 9 Hit Die: d10 Alignment: Lawful good Weapons: Any Armor: Any armor and shield Abilities: Cure disease, divine aura, divine sense, immunity to disease, lay on hands, multiple attacks, paladin training, smite evil, turn undead, divine mount, paladin spells Cure Disease: At 1st level the paladin can cure any disease, no matter the origin, once per week. This ability improves as the paladin rises in levels. At 6th level, the paladin can cure disease two times per week, at 11th level, three times per week and, at 16th level, four times per week. Divine Aura: Paladins emanate a permanent divine aura that wards the paladin against mental domination and fear. At 1st level, the paladin gains a +2 bonus to saving throws against confusion, charm, fear, and other mind-affecting spells. The bonus increases to +3 at 6th level, +4 at 11th level and +5 at level 16. Each ally within 10’ of the paladin gains a +2 bonus to their saving throws versus fear, so long as the paladin is conscious. Divine Sense: By concentrating for 1 round the paladin knows the exact location of extraplanar and undead creatures within 30 feet of him. Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated. Immunity to Disease: The paladin is immune to all diseases, whatever their origin. Lay on Hands: A paladin can cure 2 hit points per level of the paladin once per day. This can be used on the paladin or on others, but the healing cannot be divided among recipients. Multiple Attacks: Paladins gain the ability to make more than one attack per round. At levels 1-6 paladins are limited to making 1 attack each round. At levels 7-12 paladins may make three attacks every two rounds. At level 13-18 paladins may make 2 attacks per round. Finally, at level 19 and beyond, paladins are able to make 5 attacks every two rounds. Paladin Training: The training of a paladin brings with it years of religious study and training in mounted combat. As champions of their faith, all paladins gain knowledge (religion) as a bonus background skill. They also begin play with the profession (animal handler: horses) skill. Smite Evil: Paladins, as paragons of good and purity, are charged with the destruction of evil. At level 1 paladins gain a +2 bonus to attack and damage rolls against clerics and extraplanar creatures of evil alignment, as well as all undead creatures. At levels 6, 11 and 16 this bonus increases by 1 (to +3 at level 6, +4 at level 11 and +5 at level 16). Turn Undead (Wisdom): At 3rd level, the paladin gains the ability to turn undead as a cleric of 1st level. When making a wisdom check to turn undead, a paladin adds his “turning level” to the roll, not the character’s actual level. This ability improves with each level, so a 5th level paladin turns undead like a 3rd level cleric. Divine Mount: At 4th level, the paladin gains the ability to call a divine warhorse or other mount. A paladin’s deity confers this grace upon the paladin as a reward for faithful service. The divine mount is unusually intelligent, strong, loyal, and ready to serve the paladin in his crusade against evil. The mount is usually a heavy warhorse (for a Medium-sized paladin) or a war pony (for a Small-sized paladin). Should the paladin’s mount die, a year and a day must pass before another can be called. The Dungeon Master provides information about the mount that responds to the paladin’s call. Paladin Spells: A paladin casts divine spells much as a cleric does. The spells available are listed on the cleric spell list. A paladin is limited to a certain number of spells of each spell level per day. The table below shows the number of spells per day a character of the class may cast. Paladins prepare spells each day through prayer to their deity or deities. Paladins gain bonus spells for high wisdom scores (see the Ability Modifiers table on page 4 for details). Through 7th level, a paladin has no caster level. At 8th level and higher, his caster level is one-half his paladin level. spells per day spell level level 0 1st 2nd 3rd 4th 8 2 1 9 2 2 10 3 2 1 11 3 2 2 12 3 3 2 1 13 3 3 2 2 14 4 3 3 2 1 15 4 3 3 2 2 16 4 4 3 3 2 17 4 4 3 3 2 18 4 4 4 3 3 19 4 4 4 3 3 20 4 4 4 4 3 Paladins can prepare a number of 0-level spells, each day, as noted on the “spells per day” table above. These spells are treated like any other spell, but are not expended when cast and may be used again. Player’s Handbook 23 THE RANGER (Fighter) Every king, prince, general, or mercenary captain has need of specialized warriors whose skills go beyond sword and shield. Knowledge of the enemy, including their strengths and weaknesses, movements and encampments, and intentions, is often vital to defeating that enemy. For these princes of the world, the ranger fulfills this need. Rangers are also inspired by causes or creeds, noble or ignoble, to battle enemies along the frontiers of their civilization, keeping in abeyance the vile depredations of evil marauders or mean beasts. The ranger spends his life in the trackless wastes and wildernesses of the world. There they travel barren escarpments and dense forests in search of their foe, studying, tracking and gaining an intimate knowledge of their manners and ways. Waylaying and combating these enemies alone or in small groups, rangers are often driven by a cause greater than themselves. These brave and stalwart souls often live lonely and brutal lives far from the places they deem worthy of their protection, and are as often viewed with skepticism and distrust as they are with hope and admiration. The ranger occasionally finds employment with a lord, baron, or other leader, and is usually commissioned to guard large tracts of land against interlopers or as a scout for large armies. As often, rangers have committed themselves to a forsaken, bloody, yet noble cause - defending civilization, at all costs, against those evil creatures that would overrun them. The willingness of most rangers to take extreme measures in this defense ostracizes them from their more urbane brethren. The ranger is a warrior skilled at combating humanoid creatures and giantkind. They have honed their skills at combating these foes through years of constant surveillance and combat. Their knowledge extends well beyond fighting their enemies. They can track them, speak their tongues when possible, and learn their ways. The ranger’s distance from cities and towns enables them to become excellent outdoorsmen, capable of living off land others may find barren. Rangers are found in the service of many disparate types of people and causes, whether good or evil, lawful or chaotic. Knowledge of combat prowess and subterfuge are not restricted to those who are of a noble nature, and many a desperate outlaw has developed knowledge of the wilderness and of guerilla tactics to confound authorities and merchants alike. The ranger’s ability in combat is renowned and they can take up armor and shield to stride stone battlements and fight alongside the best of warriors. However, a ranger’s true expertise lies elsewhere and requires skills of a nature wholly unknown to others; hunting, interdiction, escape and evasion are often the ranger’s most powerful weapons. These talents, compounded with their eventual use of druidic magic, make rangers formidable foes in battle. Rangers must be able to move quickly through a variety of terrains. Heavy or bulky armor can seriously impair mobility, and so some restrictions apply to the armor types available for use by rangers. A ranger may utilize any shield or helmet. level hit dice (d10) bonus to hit (bth) experience points 1 1 +1 0 2 2 +2 2,500 3 3 +3 5,000 4 4 +4 10,000 5 5 +5 20,000 6 6 +6 37,500 7 7 +7 75,000 8 8 +8 150,000 9 9 +9 250,000 10 +3 +10 500,000 11 +3 +11 750,000 12 +3 +12 1,000,000 13 +3 +13 1,250,000 14 +3 +14 1,500,000 15 +3 +15 1,750,000 16 +3 +16 2,000,000 17 +3 +17 2,250,000 18 +3 +18 2,500,000 19 +3 +19 2,750,000 20 +3 +20 3,000,000 Ability Requirements: Strength 9, wisdom 9, constitution 9 Hit Die: d10 Alignment: Any neutral or good (lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, or neutral evil) Weapons: Any Armor: Light and medium armor, all shields Abilities: Animal empathy, favored enemies, hunter’s aim, multiple attacks, perception, ranger training, survival, track, wilderness stealth, ranger spells Animal Empathy (Charisma): Rangers may attempt to alter the reaction of wild and domesticated animals, in the same manner that characters may influence others’ initial reactions through parleying (see ENCOUNTER REACTIONS on page 54 for more details). Most animals have an initial reaction of “neutral” when first encountered, though those trained to attack or those that are feral or hungry usually view potential prey with “hatred”. Favored Enemies: Rangers possess an extraordinary ability to combat their most common foes; goblinoids, kobolds, orcs and giants, due to intense training and study of their enemy’s fighting techniques. When fighting bugbears, goblins, hobgoblins, kobolds, orcs or giants (giants, trolls, ogres and the like) rangers gain a bonus to their attack and Player’s Handbook 24 damage rolls. This bonus starts at +2 at 1st level and increases by 1 point at levels 6, 11 and 16. At the DM’s discretion the favored enemy races may be altered to better suit the ranger’s background or campaign setting. Examples of possible races or racial groups that could be chosen are: aberrations (aboleth, beholders, mind flayers), aquatic humanoids (locathah, mermen, sahuagin and tritons), dinosaurs, dragons, dwarves, elves, faeries (brownies, pixies, sprites, etc), giants (ogres, giants and trolls), gnolls, gnomes, goblinoids (goblins, hobgoblins and bugbears), halflings, humans, kobolds, lizardmen, lycanthropes, magical beasts, orcs, plants, etc. Sahuagin rangers, for example, would typically have aquatic humanoids, ixitxachitl, and lizardmen as favored enemies. Goblinoid and orcish rangers would typically gain favored enemy bonuses against dwarves, elves, and humans. Giant rangers would typically have dwarves, gnomes and humans as favored enemies. Hunter’s Aim: Rangers, as skirmishers, scouts and consummate hunters, are highly skilled at making ranged attacks in less-than-ideal conditions. Whether firing upon fog-shrouded enemies, targeting prey with cover in densely forested areas or striking their quarry from great distances, rangers have a knack for striking with deadly accuracy. At 1st level the ranger may offset penalties for range, cover and/or concealment by 2. At levels 6, 11, and 16 the ranger negates an additional point of penalties (3 points at 6th level, 4 points at 11th level and 5 points at 16th level) related to these impediments. Note that hunter’s aim only serves to offset penalties for range, cover or concealment and never provides a bonus to the ranger’s attack rolls. Multiple Attacks: Rangers gain the ability to make more than one attack per round. At levels 1-6 rangers are limited to making 1 attack each round. At levels 7-12 rangers may make three attacks every two rounds. At level 13-18 rangers may make 2 attacks per round. Finally, at level 19 and beyond, rangers are able to make 5 attacks every two rounds. Perception (Wisdom): A ranger can hear noises that others might not detect and are keen observers of their surroundings. Rangers gain perception as a class ability, rather than common ability, which allows them to add their full level bonus to perception checks. Ranger Training: Much of a ranger’s training is concerned with their knowledge of survival skills and the use of guerilla tactics to combat the enemies of their people in the wilds. This training is reflected in the survival, favored enemies and combat abilities of the ranger. In addition to these class abilities rangers begin with the knowledge (nature) and profession (mountaineer) skills. Survival (Wisdom): In wilderness environments, rangers can provide shelter for themselves and others, and can provide decent food and water for several people, all without the need for an ability check. The ranger can forage and hunt for food and water. The ranger must spend 1d4 hours hunting and gathering to produce enough food and water to feed 2d4 people for 1 day. If the ranger wishes to feed or shelter a larger group of people, he must spend an additional 1d4 hours gathering food and succeed at a survival check. This additional effort allows the ranger to gather food and water for 2d4 more creatures. The ranger can only hunt and forage for food 12 hours per day, limiting the number of people that can be fed. In addition to the ability to provide food and shelter in the wilds, a ranger can automatically determine where true north lies in relation to the character in normal wilderness environments. Track: The ranger can successfully track any creature that leaves a discernible trace, and determine characteristics about the creature as well. With a successful survival check, a ranger can find and follow a creature’s tracks or trail for 6 hours. The ranger can also hide tracks at the same level of ability. When tracking or hiding tracks from favored enemies a ranger receives a +2 bonus to the survival check. The Dungeon Master may apply bonuses or penalties for varying conditions, such as the length of time elapsed since the tracks were made, weather conditions, the number of creatures tracked and whether the tracked creature moved through water or a secret door. A successful survival check may also impart information about the creature(s) being tracked. Once a trail is found, a survival check can determine the general number and type of creatures being tracked. The number of creatures tracked should be disclosed to the player by using one of the following categories: individuals (1-6), band (7- 20), troop (21-100), or army (101+), and one of the following categories: beast, demihuman, fey, giant, humanoid, plant, vermin, or other (aberration, animated creature, dragon, elemental, magical beast, ooze, extraplanar creature, shapechanger, or undead). For many creatures the ranger cannot identify its exact type, only that it is a creature of such nature. A ranger can identify specific animal tracks with no effort. At 3rd level, a ranger can ascertain distinguishing characteristics about the creatures tracked, such as whether they are wounded, exhausted, carrying heavy objects, or wearing certain armor. The ranger might even be able to determine if a spellcaster is in the group being tracked. The marks or characteristics determined are limited only by the Dungeon Master’s imagination and desire to provide or enhance story elements during game play. At 5th level, a ranger can identify the type of creature(s) being tracked if belonging to one of the following categories: beast, demihuman, fey, giant, humanoid, plant, or vermin. Wilderness Stealth (Dexterity): Rangers, as the consummate hunters and trackers, can conceal themselves from others and move about silently in the wilds. When in natural surroundings, rangers add their full level bonus to all stealth checks. Ranger Spells: A ranger casts divine spells much as a druid does. The spells available are listed on the druid spell list. A ranger is limited to a certain number of spells of each spell level per day. The table below shows the number of spells per day a character of the class may cast. Rangers prepare spells each day through prayer to their deity or deities. Rangers gain bonus spells for high wisdom scores (see the Ability Modifiers table on page 4 for details). Through 7th level, a ranger has no caster level. At 8th level and higher, his caster level is one-half his ranger level. spells per day spell level level 0 1st 2nd 3rd 4th 8 2 1 9 2 2 10 3 2 1 11 3 2 2 12 3 3 2 1 13 3 3 2 2 14 4 3 3 2 1 15 4 3 3 2 2 16 4 4 3 3 2 17 4 4 3 3 2 18 4 4 4 3 3 19 4 4 4 3 3 20 4 4 4 4 3 Rangers can prepare a number of 0-level spells, each day, as noted on the “spells per day” table above. These spells are treated like any other spell, but are not expended when cast and may be used again. Player’s Handbook 25 THE MAGIC-USER Among all peoples are those who strive to understand the oft forbidden and feared arcane magics of the multiverse. These few must have no fear in their quest for knowledge, as delving into the arcane involves powers and energies that are poorly understood by those bound to mortal planes. If not harnessed with care, unleashing these magics can cause catastrophes of great proportion and slay those who dabble in this art. The reward, however, for the diligence and willingness to plumb the depths of these magical energies is potentially great indeed. Magic-users bind themselves to this task, seeking to master eldritch sorceries and unravel the riddles and meanings of the world. They use their powers to reshape the world around them and often, to bring prince and king to their knees. Magic-users are the archetypical wizards, and they are vastly superior to all others in understanding and harnessing the magic that ebbs and flows through the multiverse. They come from all social strata and can be found in all positions in society. They are often employed by kings, nobles, religious houses or other powerful individuals, where they act as guides and advisors and attempt to dominate courtly politics. More often though, magic-users work in solitude, far away from the prying eyes and keen ears of enemies, spies and other magic-users who find them untrustworthy, dangerous competitors. In windswept towers or dank dungeons deep beneath the earth, far from the din of civilization, magic-users find the solitude and quiet necessary to pursue their research and carry out their oft times dangerous experiments. Though from many walks of life, all magic-users have a few characteristics in common. They are intelligent and observant, diligent and have an exacting eye for detail. Their unyielding search and thirst for knowledge of the eldritch powers often generates a self-serving egomania in the most successful and powerful of magic-users. And, as they become ever more competent in harnessing eldritch sorceries and control of the world about them, they attempt to bend it to their will. In this, they suffer little distraction and afford interlopers little forgiveness. Woe to the foe of these powerful magic-users. Garnering their ire means the unleashing of horrid and terrible magics few can understand and fewer still combat. A magic-user’s enemies are laid to waste from balls of blue flame and bolts of lightning called from elemental planes or even from servants of the rulers of the nether worlds conjured forth to act in their name. They can make objects disappear and transport themselves many miles away, see into the darkness and build walls of force no man can pass. Magic-users are powerful beyond measure. Their pursuits and studies and the focus upon the arcane mean a life of laboring over ancient tomes of knowledge. This leaves magic-users little time to learn and become proficient in all but the most common of weapons and not at all capable of using armor that hinders the intricate somatic movements needed to cast some of their most powerful spells. Yet this matters little to them as magic-users realize their wits and arcane powers are far more powerful than any sword will ever be and that magics and servants conjured from the elemental planes offer far more protection than any armor could possibly manage. Ability Requirements: Intelligence 9 Hit Die: d4 Alignment: Any Weapons: Club, dagger, dart, light crossbow, and quarterstaff Armor: None* Abilities: Magic-user spells, magic-user training * A magic-user may not cast spells in armor. level hit dice (d4) bonus to hit (bth) experience points 1 1 0 0 2 2 0 2,500 3 3 +1 5,000 4 4 +1 10,000 5 5 +1 20,000 6 6 +2 37,500 7 7 +2 75,000 8 8 +2 150,000 9 9 +3 250,000 10 +1 +3 500,000 11 +1 +3 750,000 12 +1 +4 1,000,000 13 +1 +4 1,250,000 14 +1 +4 1,500,000 15 +1 +5 1,750,000 16 +1 +5 2,000,000 17 +1 +5 2,250,000 18 +1 +6 2,500,000 19 +1 +6 2,750,000 20 +1 +6 3,000,000 Magic-User Spells: A magic-user casts arcane spells. Each magic-user can cast a limited number of spells from each spell level per day. The table below lists the number of spells per day a magic-user may cast of each spell level. For example, a 5th level magic-user can cast four 0-level, three 1st level, two 2nd level and one 3rd level spell. A magic-user must prepare spells before casting them by studying from a spellbook. While studying, the magic-user decides which spells to prepare. Spell memorization and descriptions are covered in greater detail in the Magic section beginning on page 60. Magic- users gain bonus spells for high intelligence scores (see the Ability Modifiers table on page 4 for details). Magic-users can prepare a number of 0-level spells, each day, as noted on the “spells per day” table below. These spells are treated like any other spell, but are not expended when cast and may be used again. Magic-User Training: As a result of their training, all magic-users begin play with the knowledge (arcana) skill in addition to their background skills (see SKILLS for more details). Spellbook: The number of spells that a magic-user has in their spellbook at the beginning of play is equal to the number of spells they can cast at first level plus read magic. For example, a 1st level magic-user with a 14 intelligence can cast four 0-level spells and two 1st level spells (1+1 bonus). So, the character would begin play with a spellbook containing four 0-level and two 1st level spells plus read magic. The spells in the spellbook are chosen by the player and should be approved by the Dungeon Master. spells per day spell level level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 4 1 2 4 2 3 4 2 1 4 4 3 2 5 4 3 2 1 6 4 3 3 2 7 4 4 3 2 1 8 4 4 3 3 2 9 4 4 4 3 2 1 10 4 4 4 3 3 2 11 4 4 4 4 3 2 1 12 4 4 4 4 3 3 2 13 4 4 4 4 4 3 2 1 14 4 4 4 4 4 3 3 2 15 4 4 4 4 4 4 3 2 1 16 4 4 4 4 4 4 3 3 2 17 4 4 4 4 4 4 4 3 2 1 18 4 4 4 4 4 4 4 3 3 2 19 4 4 4 4 4 4 4 4 3 2 20 4 4 4 4 4 4 4 4 3 3 Player’s Handbook 26 THE ILLUSIONIST (Magic-User) The illusionist’s skill is measured by power, specifically the power to make a mockery of reality. Rare indeed are the illusionists who blur what is with what may be. They ply minds and twist desire with dream and bind it to the world of their creation. In the illusionist’s spells few can unravel the truth from their own fears or desires. Greatly feared for their psychic abilities, the illusionist is heralded as one of the greatest and most mysterious of the magi. The illusionist utilizes magic to alter perception and reality. Illusion magic deceives the senses, creates false images and sounds, changes sensory qualities, affects the mind, and in some cases, fashions energy into something real. The illusionist is a type of magic- user, uncommon and more often than not, underestimated. Illusionists are greatly valued for their understanding of the mental caprices of most of the intelligent races. They are often found in high places of government and use their skills to enchant people, numbing their senses to the true banalities of kings and princes. Powerful illusionists make soldiers out of brigands, and fools out of soldiers and can, with their magic, empower the rabble to sweep armies from the field. A keen intelligence and depth of perception unknown to most men are vital to the illusionist as it reflects their ability to understand the complex relationship between magic, the mundane and the mind, Further, an empathy and even sympathy for those around the illusionist are indispensable for the creation of masterful illusions and the ability to warp others’ perception of reality. An illusionist may choose any alignment. They are not bound by any creed, culture or religion. They come from all walks of life and, due to their meddling in the minds of others, have a greater empathy for all castes of people than any of the other classes. Illusionists are generally untrained in martial warfare and are limited in their choice of weapons. In any respect, most illusionists view the use of weapons as vulgar. It takes little intelligence, so they have convinced themselves, to wield a weapon in combat. Most all spells require somatic and verbal actions. These often complex gestures and intonations cannot be performed unless the illusionist is free to move and speak. As such, most illusionists wear loose robes or tight fitting clothing. level hit dice (d4) bonus to hit (bth) experience points 1 1 0 0 2 2 0 2,500 3 3 +1 5,000 4 4 +1 10,000 5 5 +1 20,000 6 6 +2 37,500 7 7 +2 75,000 8 8 +2 150,000 9 9 +3 250,000 10 +1 +3 500,000 11 +1 +3 750,000 12 +1 +4 1,000,000 13 +1 +4 1,250,000 14 +1 +4 1,500,000 15 +1 +5 1,750,000 16 +1 +5 2,000,000 17 +1 +5 2,250,000 18 +1 +6 2,500,000 19 +1 +6 2,750,000 20 +1 +6 3,000,000 Ability Requirements: Intelligence 9, dexterity 9 Hit Die: d4 Alignment: Any Weapons: Club, dagger, dart, light crossbow and quarterstaff Armor: None* Abilities: Illusionist spells, illusionist training, resistance to illusions * An illusionist may not cast spells in armor. Illusionist Spells: An illusionist casts arcane spells much like a magic- user but, due to the specialized and inherently different nature of illusion magic, have their own spell list. Each illusionist can cast a limited number of spells from each spell level per day. The table below lists the number of spells per day an illusionist may cast of each spell level. For example, a 5th level illusionist can cast four 0-level, three 1st level, two 2nd level spells and one 3rd level spell. An illusionist must prepare spells before casting them by studying from a spellbook. Illusionists may only scribe arcane spells from the illusionist spell list into their spellbooks. While studying, the illusionist decides which spells to prepare. Illusionists can prepare a number of 0-level spells, each day, as noted on the “spells per day” table below. These spells are treated like any other spell, but are not expended when cast and may be used again. Spell memorization and descriptions are covered in greater detail in the Magic section beginning on page 60. Illusionists gain bonus spells for high intelligence scores (see the Ability Modifiers table on page 4 for details). Illusionist Training: As a result of their training, all illusionists begin play with the knowledge (arcana) skill in addition to their background skills (see SKILLS for more details). Resistance to Illusions: At 1st level, illusionists gain a +1 bonus to saving throws to resist all illusion/phantasm spells. At levels 5, 10, 15 and 20 this bonus increases by an additional point, to a maximum of +5 at level 20. spells per day spell level level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1 4 1 2 4 2 3 4 2 1 4 4 3 2 5 4 3 2 1 6 4 3 3 2 7 4 4 3 2 1 8 4 4 3 3 2 9 4 4 4 3 2 1 10 4 4 4 3 3 2 11 4 4 4 4 3 2 1 12 4 4 4 4 3 3 2 13 4 4 4 4 4 3 2 1 14 4 4 4 4 4 3 3 2 15 4 4 4 4 4 4 3 2 1 16 4 4 4 4 4 4 3 3 2 17 4 4 4 4 4 4 4 3 2 1 18 4 4 4 4 4 4 4 3 3 2 19 4 4 4 4 4 4 4 4 3 2 20 4 4 4 4 4 4 4 4 3 3 Spellbook: The number of spells that an illusionist has in their spellbook at the beginning of play is equal to the number of spells they can cast at first level plus read magic. For example, a 1st level illusionist with a 14 intelligence can cast four 0-level spells and two 1st level spells (1+1 bonus). So, the character would begin play with a spellbook containing four 0-level and two 1st level spells plus read magic. The spells in the spellbook are chosen by player and should be approved by the Dungeon Master. Player’s Handbook 27 THE MONK Adventure is fraught with danger, and most heroes gird themselves with weapons and armor. There are those, however, who reject steel and iron. They instead rely primarily upon their body and mind for survival in combat and hone them into unbreakable weapons of war. The monk is devoted to the perfection of the body, and the mastery of mind over body. The monk is an expert in unarmed combat, be it wrestling, boxing, kung fu or any of the other of the myriad martial arts styles. Some monks’ dedication to the martial arts flows from a strong spirituality, and they often live by stringent personal or organizational codes of conduct. Others show only disdain for religion, but look to training and personal perfection to bring their lives meaning. While there is no standard that a monk must follow, they are all devoted to the use of the body as the best of weapons on the field, and the mind’s control of the body as the best weapon of all. Monks must attain a perfect balance between physical strength, body mass, and their mental state. When these are in union, the monk has achieved the perfect, unbeatable weapon, but the path to attain this state is difficult and exhausting, and only those with great stamina and fortitude achieve it. To achieve a harmonious balance in mind and spirit, the monk must not be susceptible to wild urges, emotions, or other distracting mental and physical conditions. A physical and mental harmony and balance must be maintained for them to function at their peak. As such, they are strict adherents to their codes, masters of the routines necessary to train the body and follow strict regimens to undertake the mental and physical purification to achieve perfect control of the body. The monk generally prefers to engage only in unarmed combat. However many simple weapons, completely mastered and innocuous in appearance, are used as extensions of the body. These weapons are mirrors of the personal ethos of the monk and their desire to make what appears weak and harmless into something strong and lethal. Monks eschew the use of bulky and weighty armors, relying instead upon their speed and skill at predicting a foe’s movements and attacks to protect them from harm. level hit dice (d8) bonus to hit (bth) experience points 1 1 +1 0 2 2 +2 2,500 3 3 +3 5,000 4 4 +4 10,000 5 5 +5 20,000 6 6 +6 37,500 7 7 +7 75,000 8 8 +8 150,000 9 9 +9 250,000 10 +2 +10 500,000 11 +2 +11 750,000 12 +2 +12 1,000,000 13 +2 +13 1,250,000 14 +2 +14 1,500,000 15 +2 +15 1,750,000 16 +2 +16 2,000,000 17 +2 +17 2,250,000 18 +2 +18 2,500,000 19 +2 +19 2,750,000 20 +2 +20 3,000,000 Ability Requirements: Strength 9, wisdom 9, dexterity 9 Hit Die: d8 Alignment: Any lawful (lawful good, lawful neutral, or lawful evil) Weapons: Blowgun, bows, club, dagger, dart, hand axe, javelin, flail (horseman’s), light crossbow, mace (any), pole arms, quarterstaff, sickle, scythe, shurikens, sling, spear (any) Armor: None* Abilities: Balance, climb, deflect missile, escape artist, fast movement, jump, mind over body, multiple attacks, perception, stealth, stunning attack, unarmed attack, unarmored defense, slow fall, ki strike, purity of body, feign death, fast healing, evasion, still mind, tongues, immunity to poison, quivering palm, speak with plants, timeless body *A monk who is more than lightly encumbered or wearing armor loses their deflect missile, fast movement, unarmored defense, slow fall, ki strike, evasion and quivering palms abilities. They also lose their more favorable rate of Unarmed Attacks per Round (see below). Monk Class Abilities Level unarmed attacks per round unarmed attack damage unarmored AC fast movement 1 1 1d6 10 60’ (12”) 2 1 1d6 11 65’ (13”) 3 1 1d6 11 65’ (13”) 4 3/2 1d6 12 70’ (14”) 5 3/2 1d8 12 75’ (15”) 6 3/2 1d8 13 75’ (15”) 7 3/2 1d8 13 80’ (16”) 8 3/2 1d8 14 85’ (17”) 9 3/2 1d8 14 85’ (17”) 10 2 1d10 15 90’ (18”) 11 2 1d10 15 95’ (19”) 12 2 1d10 16 95’ (19”) 13 2 1d10 16 100’ (20”) 14 2 1d10 17 105’ (21”) 15 2 2d6 17 105’ (21”) 16 5/2 2d6 18 110’ (22”) 17 5/2 2d6 18 115’ (23”) 18 5/2 2d6 19 115’ (23”) 19 5/2 2d6 19 120’ (24”) 20 5/2 2d8 20 125’ (25”) Balance (Dexterity): Monks add their full level bonus when making dexterity checks to balance on narrow or slippery surfaces. Monks, like other characters, move at ¼ of their normal movement rate (rounded to the nearest 5’ increment) when balancing. They may attempt to move at ½ of their movement, rounded to the nearest 5’ increment, but take a -5 penalty to their balance check when doing so. Climb (Dexterity): This ability allows a monk to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man-made slope or incline that others would find impossible to climb. Monks add their full level bonus to such checks and never need to make a climb check in order to climb natural slopes and man-made inclines, such as a rough ledge or steep steps, at ¼ of their normal movement rate (rounded to the nearest 5’ increment). A monk may attempt to move at ½ of their movement, rounded to the nearest 5’ increment, while climbing but takes a -5 penalty to his dexterity check when doing so. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height and suffers falling damage. Nothing can be carried in the hands while climbing. Deflect Missiles (Dexterity): Monks are able to deflect arrows and other non-magical missiles (excluding siege weapon ammunition), including, but not limited to axes, bolas, bolts, bullets, clubs, daggers, darts, throwing hammers, harpoons, javelins, nets, rocks and spears. The monk must have at least one hand empty to use this ability. When a character would normally be hit with a ranged weapon, the character may make a deflect missiles check. If the result of this check equals or exceeds the attack roll, the monk deflects the weapon and suffers no damage. This can be done once a round at levels 1-6, twice per round at levels 7-12, three times per round at levels 13-18 and four times per round at level 19 and beyond. The use of this ability does not prevent a monk from making their allotted attacks per round. The monk must be aware of the attack to use this ability. Escape Artist (Strength or Dexterity): Due to their training, monks have a knack for escaping bonds, such as ropes, leather thongs, manacles, chains and even straitjackets through feats of contortion and sheer determination. Monks may add their level bonus to all attempts made to slip such bonds and, if grappled, may add their full level Player’s Handbook 28 bonus (rather than ½ their level bonus) to their strength or dexterity check to break the grapple. Fast Movement: Beginning at 2nd level, a monk moves faster than normal members of his race. A monk wearing any armor or shield, or carrying a medium or heavy load loses this extra speed. Jump (Strength): Monks add their full level bonus to all strength checks made when leaping or high jumping. In addition, their skill at tumbling allows them to treat all falls as if they were 10 feet shorter than they really are when determining damage, so long as the monk is no more than lightly encumbered. Mind Over Body: A monk’s mental mastery over his body imparts a +1 bonus to all saving throws versus paralysis, polymorph, petrification, and death attacks. The bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level and +5 at 20th level. Multiple Attacks: Monks, like fighters, gain the ability to make more than one attack per round. At levels 1-6 monks are limited to making 1 attack each round with armed attacks. At levels 7-12 monks may make three armed attacks every two rounds. At level 13-18 monks may make 2 armed attacks per round. Finally, at level 19 and beyond, monks are able to make 5 armed attacks every two rounds. As shown on the Monk Abilities chart on the previous page, monks making unarmed strikes gain multiple attacks as if they were 3 levels higher than their actual level. As such, a 4th level monk may make 3 attacks every 2 rounds. Perception (Wisdom): A monk can hear noises that others might not detect and are keen observers of their surroundings. Monks gain perception as a class ability, rather than common ability, which allows them to add their full level bonus to perception checks. Stealth (Dexterity): Monks can conceal themselves from others and move about with utter silence when they so desire. Monks have stealth as a class ability, rather than common ability, and add their full level bonus to all stealth checks. Stunning Attack: The monk may designate one attack per round as being a stunning attack. If the monk hits with this attack, his foe must make a constitution saving throw or be stunned, and unable to act, for 1d4 combat rounds. A missed attempt foils that use of the ability and counts against the monk’s daily limit for such attacks. Monks may attempt one stunning attack per day for every 4 monk levels they have attained. As such, they may use one stunning attack per day at levels 1-4, two at levels 5-8, three at levels 9-12, four at levels 13-16 and five at levels 17-20. Unarmed Attack: A monk specializes in unarmed, hand-to-hand combat. A monk gains multiple unarmed attacks and improved unarmed combat damage as he progresses in level, as shown on the Monk Abilities table. The monk may choose whether his unarmed attacks inflict lethal or non-lethal damage. A monk who combines unarmed strikes with armed attacks in a given round must use their standard rate of attacks for that round and applies the standard Two-Weapon Fighting penalties to such attacks. Only monks may parry weapon attacks while unarmed. Unarmored Defense: A monk knows how to use his body for defense, and has an inherent armor class that increases with experience as indicated on the table above, so long as they do not use armor or a shield. Monks wearing bracers of defense (or benefitting from the armor spell) use either their inherent armor class bonus or that provided by the bracers (or spell), whichever is greater. Slow Fall: At 2nd level, a falling monk takes damage as if a fall were 10 feet shorter than it actually is, but must be within 10 feet of a vertical surface that he can use to slow the descent. This distance increases by 10’ for every 2 levels gained to a maximum of 90’ (18”) at level 18. Note that the jump ability reduces the effective falling distance, in all instances, by an additional 10’. Ki Strike: At 3rd level, a monk’s unarmed attack is empowered with ki. This attack can deal damage to a creature as if from a + 1 magic weapon. This ability improves as the monk rises in levels as follows: +2 at 6th level, +3 at 9th level, +4 at 12th level and +5 at 15th level and beyond. Purity of Body: At 5th level a monk are not subject to diseases of any sort. Feign Death: At 6th level, a monk has mastery over vital bodily functions, and can slow them until he appears to be dead. The monk may maintain the feigned death for a number of turns equal to the character’s level. Fast Healing: At 7th level and beyond, a monk’s body naturally heals faster than normal. Each day, a monk heals a number of hit points equal to his monk level as long as 8 hours of rest, sleep or meditation is possible. Evasion: At 8th level monks who make their dexterity saving throw against breath weapons, traps or spells such as fireball take no damage instead of half damage. On a failed save they only take half damage. Still Mind: At 9th level, a monk gains a +2 bonus to saving throws against confusion, charm, fear, and spells that affect the mind. The bonus increases to +4 at 12th level and +6 at level 15. At level 18 and beyond the monk is immune to all mind-effecting spells. Tongues: 10th level monks may converse with all living creatures that are capable of speech, as per the tongues spell. Immunity to Poison: 11th level and higher monks are immune to all poisons. Quivering Palm: At 14th level, a monk gains a fearsome and fabled attack, the quivering palm. The monk can use the quivering palm attack once per week. The attack must be announced before an attack roll is made. The monk must be of higher level than the target or have more levels than the target’s number of hit dice. If the monk strikes successfully, and the target takes damage from an unarmed attack, the quivering palm succeeds. Thereafter, the monk can choose to try to slay the victim at any later time within 1 round per level of the monk. The monk merely wills the target to die, and the victim makes a constitution save. If the victim fails, it dies. This attack has no effect on undead or creatures that can only be struck by magic weapons, unless the monk is able to hit the creature with the ki strike ability. Speak with Plants: By 18th level the monk is so attuned to his surroundings that he may speak with plants at will. Timeless Body: At 20th level the monk is no longer affected by the ravages of age and ignores all ability penalties that have been accrued through aging. Ability bonuses gained through aging remain and the character’s lifespan is increased considerably (the character’s maximum age is doubled). Player’s Handbook 29 THE THIEF Ancient cities with high towers and crumbling walls, sprawling towns along coastal highways, villages, castles, and hamlets – all have one thing in common. They all have thieves in their environs. Their names vary: thieves, rapscallions, cutpurses, confidence men, burglars, pickpockets, highwaymen. Their methods vary as widely as their names, but their goals and the theme of their live are constant. Thieves steal from others. They gather ill-gotten goods for their own pleasure or needs and care not a whit for payment or compensation of those they take from. Thieves make their living in the shadows, through stealth, deceit, and thievery, or at times, in service to some greater purpose known only to them. The archetypical ne’er-do-well, thieves can be scions of the wealthiest families or simple street urchins. Some make their living by burglary, robbing wealthy merchants and pilfering the goods of many a palace. Others pick the pockets of the unwary, from the simple traveler to the noble lord. Still others find their skills best suited to plundering dungeons, unraveling riddles in dark caves, and stealing treasure from the forgotten places of the world, avoiding the laws and the lawmen of the more civilized areas of the world. To perform the many acts of daring a thief manages on a routine basis, they must be exceedingly dexterous. A thief must be nimble of hand and foot. They must be quick of wit and mind. When perfectly combined into a seamless coordination of mental acumen and hand-eye coordination the thief becomes a foe to be feared and friend never to be trusted. It is true that there is no honor among these thieves. Every valuable is a potential source of income and every circumstance an enticement to misdeed. Driven by an anarchic soul and outcast’s disdain, few laws are considered sacred and no oath made that is not to be broken. Their only brotherhood is that of their confederations and guilds of like-minded thieves who are as loyal to one another as they are to anything else. They serve the purpose of protection and organized rackets but have little more staying power than the strength of its leadership to manage the unruly and rebellious membership. There are the rare exceptions to this generally dispiriting lot. There are burglars who steal only from wealthy and evil overlords, rob dragon’s hordes, or pilfer the treasuries of malicious and cruel tyrants. However, they too are driven by the same forces that inspire others for it takes a wily and willful individual to crawl down dark forbidding corridors and face down dragons for a peek at their hordes. Thieves try to avoid combat as much as possible. Though not cowardly, they simply find the phrase “better to live and fight another day” more meaningful and applicable than anything to do with honor, pride or recognition of their martial prowess. Further, one might actually die in combat, and that has little value to anyone, especially to the thief in question. As such, their weapons are generally of the smaller variety and not very impressive, being daggers, saps and such or those that can be used from a great distance such as bows, slings and darts. Neither do thieves have much regard for shields and armors as they hinder movement and make even simple tasks difficult. And, since thieves avoid combat as much as possible, the armor becomes a useless accoutrement in most cases and in a city, attracts more attention than most thieves desire. level hit dice (d6) bonus to hit (bth) experience points 1 1 +0 0 2 2 +1 2,500 3 3 +2 5,000 4 4 +2 10,000 5 5 +3 20,000 6 6 +4 37,500 7 7 +4 75,000 8 8 +5 150,000 9 9 +6 250,000 10 +2 +6 500,000 11 +2 +7 750,000 12 +2 +8 1,000,000 13 +2 +8 1,250,000 14 +2 +9 1,500,000 15 +2 +10 1,750,000 16 +2 +10 2,000,000 17 +2 +11 2,250,000 18 +2 +12 2,500,000 19 +2 +12 2,750,000 20 +2 +13 3,000,000 Ability Requirements: Dexterity 9 Hit Die: d6 Alignment: Any Weapons: Blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand crossbow, garrote, gauntlet, light crossbow, longsword, mace (horseman’s), quarterstaff, sap, shortbow, shortsword, sling, spiked gauntlet, whip Armor: Light armor only Class Abilities: Backstab, balance, cant, climb, combat sense, disable device, dodge, escape artist, find traps, infiltration, jump, perception, sleight of hands, sneak attack, stealth, decipher script, evasion * A thief who is more than lightly encumbered loses their dodge and evasion abilities. Backstab: Thieves have the ability to capitalize on their foes’ lowered defenses in order to deliver lethal melee attacks. When attacking a prone, stunned, surprised or unaware defender, or when attacking a defender’s rear facing, thieves gain a +2 bonus to their melee attack rolls and deal an additional 2 points of damage. The damage bonus increases by 1 point at levels 6, 11 and 16. A thief can only use backstab against creatures with a discernible anatomy. The thief must be able to see the target well enough to pick out a vital spot. They may only backstab with melee weapons listed on the thief weapon proficiency list. Balance (Dexterity): Thieves add their full level bonus when making dexterity checks to balance on narrow or slippery surfaces. Thieves, unlike other characters, move at ½ of their normal movement rate, rounded to the nearest 5’ increment, when balancing. They may attempt to move at their normal movement rate but suffer a -5 penalty to their balance check when doing so. At 10th level they may balance at their full movement rate without penalty. Cant: Thieves often use a street language known only to those in the “trade.” Code words, hand signals, demeanor, and other signs comprise the language of thieves’ cant and can be used to convey complex ideas. Thief characters gain knowledge (language: cant) as a bonus background skill at the start of play. The language may vary to some degree both geographically and culturally, making cants unique to each region, city and even within a city. Climb (Dexterity): This ability allows a thief to climb up, down or across a slope, wall, steep incline (even a ceiling with handholds) or unusually angled natural or man-made slope or incline that others would find impossible to climb. Thieves add their full level bonus to such checks and never need to make a climb check in order to Player’s Handbook 30 climb natural slopes and man-made inclines, such as a rough ledge or steep steps. Thieves may climb at ½ of their normal movement rate without penalty. At 10th level thieves may attempt to climb at their normal movement rate by making a climb check with a -5 penalty. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height and suffers falling damage. Nothing can be carried in the hands while climbing. Combat Sense: A thief, through years of training (whether that training be formal, guild training or that borne of surviving in squalor and under the constant threat of danger), has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of backstab and sneak attacks against thieves. At 1st level, backstabbed thieves negate the attack and damage bonuses gained against them through the backstab ability of other thieves and assassins. At 6th level, thieves gain improved combat sense and can no longer be sneak attacked when surprised. At 11th level the thief gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances. Disable Device (Dexterity): A thief can use this ability to open mechanical locks and disable traps, including magical traps, that he has found. The check penalty is usually equal to the device’s creator, or to the caster level of person who created the magical trap, though the penalty may be modified if exceptional tools or materials are used in the device’s construction. Generally, it takes one to four rounds to disarm a device, depending on its complexity. This ability requires the use of a set of thieves’ tools, including picks, blank keys, wires, or other appropriate tools. A thief may only make one attempt per lock or trap. A successful check indicates that the lock has been opened or the trap has been disabled. If a disable device attempt fails when opening a lock, the thief cannot try to open the same lock again until the next level of experience is gained, as it is beyond their ability. Failure to disarm a trap indicates that the thief set off the trap and suffers the trap’s effect. To set a trap, or to reset a previously disabled trap, a thief must make a successful disable device check. If a character is resetting a trap that he previously disabled, the thief gains a +5 bonus to the check. Dodge: Thieves rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. While heavy- armored fighters and hardy barbarians are able to trade blows in melee, thieves must make the most out of their maneuverability in order to stand a fighting chance in combat. A 1st level thief gains a +1 bonus to his armor class, so long as he is unencumbered or carrying a light load. This bonus improves by +1 at 6th level and every 5 levels thereafter, to a maximum of +4 at level 16. Escape Artist (Strength or Dexterity): Thieves have a knack for escaping bonds, such as ropes, leather thongs, manacles, chains and even straitjackets through feats of contortion and sheer determination. They may add their level bonus to all attempts made to slip such bonds and, if grappled, may add their full level bonus (rather than ½ their level bonus) to their strength or dexterity check to break the grapple. Find Traps: Thieves may make perception checks to search for traps, including magical traps. To find a trap, a thief spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one minute to locate traps in a 5’ by 5’ foot area. A successful perception check indicates the thief finds a trap, if one is present. If multiple traps are in an area, the thief’s perception check is applied against all traps in the area. The check penalty to this perception check is usually equal to the level of the trap’s creator or to the caster level of person who created the magical trap, though the penalty may be modified if exceptional tools or materials are used in a trap’s construction. If multiple traps are present, apply each check penalty separately against the thief’s single perception check to find traps. Infiltration: Thieves, as unparalleled master burglars, gain a +2 bonus to all disable device and stealth checks they make. This bonus is added to the thief’s level bonus, and may be combined with racial bonuses to these abilities. Jump (Strength): Thieves add their full level bonus to all strength checks made when leaping or high jumping. In addition, their skill at tumbling allows them to treat all falls as if they were 10 feet shorter than they really are when determining damage, so long as the thief is no more than lightly encumbered. Perception (Wisdom): A thief can hear noises that others might not detect and, by necessity, are keen observers of their surroundings. Thieves gain perception as a class ability, rather than common ability, which allows them to add their full level bonus to perception checks. Sleight of Hands (Dexterity): All thieves are trained in the arts of legerdemain or sleight of hands. When making a dexterity check to perform any “sleight of hands” thieves add their level bonus to the roll. A thief can use this ability to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed, by making a sleight of hands check (opposed by their target’s perception check). Success may require the thief to cut the purse or pouch from the target. This ability also allows the thief to perform “sleight of hand” maneuvers. A successful sleight of hands check (opposed by their target’s perception check) indicates the thief has hidden or moved an item in such a manner that observers are not aware of where the item has been hidden. Typical maneuvers include hiding a coin, sliding a card up a sleeve, performing the peanut trick (table tricks), and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. Sneak Attack: A thief normally avoids face-to-face combat if possible, preferring instead to use stealth or guile to catch an opponent unaware or off-guard. If the thief successfully attacks a surprised or unaware opponent their base weapon damage, excluding all modifiers due to magic, class abilities and/or exceptional strength, is doubled. As the thief gains experience, the damage inflicted increases. At 4th level, a thief’s sneak attacks deal triple damage. At 8th level, sneak attacks deal quadruple damage. At 12th level, a thief’s sneak attacks deal quintuple damage and, at 16th level and beyond, such attacks deal sextuple damage. A thief can only sneak attack creatures that have a discernible anatomy. The thief must be able to see the target well enough to pick out a vital spot. They may only make sneak attacks with weapons listed on the thief weapon proficiency list. Stealth (Dexterity): Thieves can conceal themselves from others and move about with utter silence when they so desire. Thieves have stealth as a class ability, rather than common ability, and add their full level bonus to all stealth checks. Thieves may attempt to move silently at ½ of their normal movement rate, rounded to the nearest 5’ increment, without penalty. They may attempt to move at their normal movement rate but take a -5 penalty to their stealth check when doing so. At 10th level they may move at their full movement rate without penalty. All attempts to move silently while running suffer a -20 penalty. Decipher Script (Intelligence): At 4th level the thief gains the ability to decipher writing in an unfamiliar language, a message written in an incomplete or archaic font, or a message written in code. If the check succeeds, the character understands the general content of a piece of writing. It takes 2d8 minutes to decipher each page of a script. The attempt may be made only once per writing. A thief may use this ability to decipher arcane or divines scripts, as per the read magic spell, if a successful check is made with a -10 penalty. This does not permit the thief to cast spells they otherwise could not cast but does allow them to identify the contents of a deciphered scroll. Evasion: At 8th level thieves who make their dexterity saving throw against breath weapons, traps or spells such as fireball take no damage instead of half damage. On a failed save they only take half damage. Player’s Handbook 31 THE ASSASSIN (Thief) Assassins are the ultimate killers. Through cunning and guile they slay their victims by any means necessary. They can be either heroes or villains. It is all a matter of perspective as they stalk unwary and undeserving victims through grim city streets or gilt palaces, striking them down from behind or poisoning corrupt and evil nobles whose fat fingers dip too far into the public’s coffers. Although they are not necessarily evil, they are typically indifferent to the world around them. They view life and death as the natural course of things, and think little on the matter, if at all. Though not all assassins kill without regret, they do kill for a reason. Whether for pay or personal morality, assassins carry out missions that others find impossible and immoral. Quick reflexes and swift movements are essential to an assassin’s trade. They must be able to move with speed and grace when going for the kill to avoid detection or a victim’s reaction to their attack. The best of assassins are highly intelligent and focused individuals, capable of undergoing extreme duress and great stress to perform their duties. Whether working in disguise or slinking down back alleys, patience, intelligence and speed are an assassin’s stock and trade. The assassin’s weapons of choice are many and varied. Their most important and valuable weapons are guile and deceit, patience and willpower, swift action and cunning movements. With these, assassins become the most lethal killers in the world and the most feared and dreaded of foes. Ability Requirements: Intelligence 9, dexterity 9 Hit Die: d6 Alignment: Any non-good (lawful neutral, lawful evil, neutral, neutral evil, chaotic neutral, or chaotic evil) Weapons: Blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand crossbow, garrote, gauntlet, light crossbow, longsword, mace (horseman’s), quarterstaff, sap, shortbow, shortsword, sling, spiked gauntlet, whip Armor: Light armor and small shields* Class Abilities: Backstab, balance, climb, combat sense, death attack, disable device, disguise, dodge, escape artist, find traps, jump, perception, poisons, sleight of hands, sneak attack, stealth * An assassin who is more than lightly encumbered loses their dodge and evasion abilities. level hit dice (d6) bonus to hit (bth) experience points 1 1 +0 0 2 2 +1 2,500 3 3 +2 5,000 4 4 +2 10,000 5 5 +3 20,000 6 6 +4 37,500 7 7 +4 75,000 8 8 +5 150,000 9 9 +6 250,000 10 +2 +6 500,000 11 +2 +7 750,000 12 +2 +8 1,000,000 13 +2 +8 1,250,000 14 +2 +9 1,500,000 15 +2 +10 1,750,000 16 +2 +10 2,000,000 17 +2 +11 2,250,000 18 +2 +12 2,500,000 19 +2 +12 2,750,000 20 +2 +13 3,000,000 Backstab: Assassins have the ability to capitalize on their foes’ lowered defenses in order to deliver lethal melee attacks. When attacking a prone, stunned, surprised or unaware defender, or when attacking a defender’s rear facing, assassins gain a +2 bonus to their melee attack rolls and deal an additional 2 points of damage. The damage bonus increases by 1 point at levels 6, 11 and 16. An assassin can only use backstab against creatures with a discernible anatomy. The assassin must be able to see the target well enough to pick out a vital spot. They may only backstab with melee weapons listed on the assassin weapon proficiency list. Balance (Dexterity): Assassins add their full level bonus when making dexterity checks to balance on narrow or slippery surfaces. Assassins, unlike other characters, move at ½ of their normal movement rate, rounded to the nearest 5’ increment, when balancing. They may attempt to move at their normal movement rate but suffer a -5 penalty to their balance check when doing so. At 10th level they may balance at their full movement rate without penalty Climb (Dexterity): This ability allows an assassin to climb up, down, or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man-made slope or incline that others would find impossible to climb. Assassins add their full level bonus to such checks and never need to make a climb check in order to climb natural slopes and man-made inclines, such as a rough ledge or steep steps. Assassins may climb at ½ of their normal movement rate, rounded to the nearest 5’ increment, without penalty. At 10th level assassins may attempt to climb at their normal movement rate by making a climb check with a -5 penalty. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character falls from the currently attained height and suffers falling damage. Nothing can be carried in the hands while climbing. Combat Sense: An assassin, through years of training (whether that training be formal, guild training or that borne of surviving in squalor and under the constant threat of danger), has an uncanny sense for the presence of foes when in a threatening environment. This reduces the effectiveness of backstab and sneak attacks against assassins. At 1st level, backstabbed assassins negate the attack and damage bonuses gained against them through the backstab ability of other assassins and thieves. At 6th level, assassins gain improved combat sense and can no longer be sneak attacked when surprised. At 11th level the assassin gets greater combat sense and is no longer vulnerable to sneak attacks under any circumstances. Death Attack: When attacking an unaware target, an assassin may attempt to deliver a death attack rather than deal sneak attack damage. To do so, the assassin must study his target for 3 rounds without that target noticing him. While studying a victim, an assassin can move or ready items, but must stay focused on the target. After completing 3 rounds of study the assassin must attack within the next 6 rounds (1 minute) in order to use this ability. Once the victim has been studied, the assassin must deliver the attack with a weapon capable of harming the target and must deliver that attack while the target is caught unawares. Only 1 death attack may be attempted per round. An assassin can only use a death attack against living creatures that have a discernible anatomy, must be able to see the target well enough to pick out a vital spot and must be able to reach it. The victim of such an attack must make a constitution saving throw with the assassin’s level serving as the check penalty. If the victim fails the save, they are automatically reduced to a number of negative points equal to the number by which they failed their save. As such if the target failed his saving throw by 8, he would be reduced to -8 hit points. Any target brought to -10 or fewer hit points is instantly killed by the death attack. If a death attack is attempted but the victim succeeds at his saving throw the victim takes normal damage and will almost certainly be aware of the assassin’s status as an enemy. If the assassin attacks and misses (and the target is not aware of the attack), or if the assassin does not launch the attack within 6 rounds of completing the study, 3 new rounds of study are required before another death attack attempt can be made. Disable Device (Dexterity): An assassin can use this ability to open mechanical locks and disable traps, including magical traps, that he has found. The check penalty is usually equal to the device’s creator, or to the caster level of person who created the magical trap, though the penalty may be modified if exceptional tools or materials are used in the device’s construction. Generally, it takes one to four rounds to disarm a device, depending on its complexity. This ability requires the use of a set of thieves’ tools, Player’s Handbook 32 including picks, blank keys, wires, or other appropriate tools. An assassin may only make one attempt per lock or trap. A successful check indicates that the lock has been opened or the trap has been disabled. If a disable device attempt fails when opening a lock, the assassin cannot try to open the same lock again until the next level of experience is gained, as it is beyond their ability. Failure to disarm a trap indicates that the assassin set off the trap and suffers the trap’s effect. To set a trap, or to reset a previously disabled trap, an assassin must make a successful disable device check. If a character is resetting a trap that he previously disabled, the assassin gains a +5 bonus to the check. Disguise (Charisma): With a successful check, assassins can disguise themselves or impersonate people. The ability allows the assassin to impersonate general types of people, as well as individuals, so long as the impersonated human or demihuman is of the same size category as the assassin. The effort requires a few props, makeup, and 1d3 turns of work for a general impersonation. The Dungeon Master makes the character’s disguise check secretly so that the character is not sure of its success. The following penalties are applied to a disguise check when appropriate: sex difference (-2), race difference (-2), 10% height or weight difference (-2), and age difference (-2 per age category of difference). If an assassin is impersonating a particular individual, all who know that individual make a perception check to detect the disguise. If the observer recognizes the impersonated individual on sight, the check is made at +2. If the observer is a friend or close associate, the check is made at +4. To aid in their use of disguises, assassins who select knowledge (language) skills may learn languages that are normally barred to other characters. They may learn the following “secret” languages in addition to those typically available to characters of their race and class: cant, druidic, and other, campaign-specific, secret tongues. The knowledge of these secret or esoteric tongues can prove useful in affecting an effective disguise and an intelligent assassin is wise to learn them. Dodge: Assassins rely upon agility and deftness in order to avoid engaging in toe-to-toe combat with opponents. While heavy-armored fighters and hardy barbarians are able to trade blows in melee, assassins must make the most out of their maneuverability in order to stand a fighting chance in melee. A 1st level assassin gains a +1 bonus to his armor class, so long as he is unencumbered or carrying a light load. This bonus improves by +1 at 6th level and every 5 levels thereafter, to a maximum of +4 at level 16. Escape Artist (Strength or Dexterity): Assassins have a knack for escaping bonds, such as ropes, leather thongs, manacles, chains and even straitjackets through feats of contortion and sheer determination. They may add their level bonus to all attempts made to slip such bonds and, if grappled, may add their full level bonus (rather than ½ their level bonus) to their strength or dexterity check to break the grapple. Find Traps: Assassins may make perception checks to search for traps, including magical traps. To find a trap, an assassin spends time intently studying and searching an area to deduce possible trap locations. It takes one round to locate a trap in a specific area such as a lock or a doorknob, and one minute to locate traps in a 5’ by 5’ foot area. A successful perception check indicates the assassin finds a trap, if one is present. If multiple traps are in an area, the assassin’s perception check is applied against all traps in the area. The check penalty to this perception check is usually equal to the level of the trap’s creator or to the caster level of person who created the magical trap, though the penalty may be modified if exceptional tools or materials are used in a trap’s construction. If multiple traps are present, apply each check penalty separately against the assassin’s single perception check to find traps. Jump (Strength): Assassins add their full level bonus to all strength checks made when leaping or high jumping. In addition, their skill at tumbling allows them to treat all falls as if they were 10 feet shorter than they really are when determining damage, so long as the assassin is no more than lightly encumbered. Perception (Wisdom): An assassin can hear noises that others might not detect and, by necessity, are keen observers of their surroundings. Assassins gain perception as a class ability, rather than common ability, which allows them to add their full level bonus to perception checks. Poisons (Intelligence): An assassin with this ability can identify and use poisons and antitoxins. An assassin can identify a poison or antitoxin on a successful check. An assassin’s training in the use of poison means that an assassin never risks accidental poisoning when applying poison to a blade. Moreover, assassins train with poisons of all types, and they slowly grow more resistant to their effects. This is reflected by a + 1 bonus to poison saving throws that is gained at 3rd level. This bonus increases by 1 point at levels 9 and 15. At 9th level, an assassin gains the ability to make poisons and antitoxins. To make a poison or antitoxin, the assassin needs some alchemical equipment and raw materials costing one half of the street value of the poison or antitoxin to be made. Sleight of Hands (Dexterity): An assassin can use this ability to remove the contents of a pocket or pouch (or otherwise take something from a person) without being noticed, by making a sleight of hands check (opposed by their target’s perception check). Success may require the assassin to cut the purse or pouch from the target. This ability also allows the assassin to perform “sleight of hand” maneuvers. A successful sleight of hands check (opposed by their target’s perception check) indicates the assassin has hidden or moved an item in such a manner that observers are not aware of where the item has been hidden. Typical maneuvers include hiding a coin, sliding a card up a sleeve, slipping poison into a person’s drink, performing the peanut trick (table tricks), and the like. A penalty to the check may be applied if there is an observer present that is determined to note where an item is moved. Sneak Attack: An assassin normally avoids face-to-face combat if possible, preferring instead to use stealth or guile to catch an opponent unaware or off-guard. If the assassin successfully attacks a surprised or unaware opponent their base weapon damage, excluding all modifiers due to magic, class abilities and/or exceptional strength, is doubled. As the assassin gains experience, the damage inflicted increases. At 4th level, an assassin’s sneak attacks deal triple damage. At 8th level, their sneak attacks deal quadruple damage. At 12th level, an assassin’s sneak attacks deal quintuple damage and, at 16th level and beyond, such attacks deal sextuple damage. An assassin can only sneak attack creatures that have a discernible anatomy. The assassin must be able to see the target well enough to pick out a vital spot. They may only make sneak attacks with weapons listed on the assassin weapon proficiency list. Stealth (Dexterity): Assassins can conceal themselves from others and move about with utter silence when they so desire. Assassins have stealth as a class ability, rather than common ability, and add their full level bonus to all stealth checks. Assassins may attempt to move silently at ½ of their normal movement rate, rounded to the nearest 5’ increment, without penalty. They may attempt to move at their normal movement rate but take a -5 penalty to their stealth check when doing so. At 10th level assassins may move at their full movement rate without penalty. All attempts to move silently while running suffer a -20 penalty. Player’s Handbook 33 Multiclassed Characters A multiclassed character improves in two classes simultaneously, and his experience points are always divided equally between these two classes. In all instances a multiclassed character’s level is equal to his level in each class (i.e. a multiclassed 3rd level fighter/magic-user is a 3rd level character with a +3 level bonus to saving throws, class abilities, and skill checks). The character can use the abilities of either class at any time, with only a few restrictions. When creating a multiclassed character, use the following guidelines: 1. The character’s hit points are the average of his hit die rolls for each class. When the character is first created, the player totals the maximum hit points for each class and divides that total by 2. Any constitution bonus or penalty is then applied to the character’s averaged hit points. At 10th level and beyond average the bonus hit points for both classes. If this average winds up being a fractional number, round it down at odd levels and up at even levels. 2. Class combinations may be restricted by race and by alignment. Multiclassed barbarians are literate. 3. The multiclass options listed below only show primary class combinations. Characters may also choose to multiclass using secondary classes of each listed primary class, so long as the chosen secondary class is permitted by race and alignment. 4. As shown by the Permitted Multiclass Options table below the character may not multiclass in a primary class and one of its secondary classes, or with two secondary classes of the same primary class (i.e. Paladin/Rangers, CLERIC/Druids, and THIEF/Assassins are not permitted). 5. The character must meet each class’s ability requirements. 6. Multiclassed characters use the better Bonus to Hit (BtH) value of the two classes. 7. Multiclassed characters use the least restrictive weapon and armor lists of the two classes, but suffer all penalties to class abilities (such as the inability to cast arcane spells while armored) related to armor use. 9. When determining starting funds, multiclass characters use the more advantageous die range of the two classes. 10. All experience points are always divided equally between the two chosen classes. Once a character acquires enough experience points to progress in level, they progress simultaneously in both classes. 11. Multiclassed characters have a level bonus to ability checks that is equal to their level in each class (the levels in these classes are not totaled when determining the character’s class level). If both classes share a class ability that provides a static bonus (rather than level bonus) to an ability check do not combine these static bonuses, but use the better applicable bonus. Permitted Multiclass Options racial stock of character options dwarf elf gnome half-elf halfling half-orc human CLERIC/FIGHTER yes yes yes yes yes yes yes CLERIC/MONK no no no yes no yes yes CLERIC/THIEF yes yes yes yes yes yes yes CLERIC/MAGIC-USER no yes yes yes no yes yes FIGHTER/MONK no no no yes no yes yes FIGHTER/THIEF yes yes yes yes yes yes yes FIGHTER/MAGIC-USER no yes yes yes no yes yes MAGIC-USER/THIEF no yes yes yes no yes yes MAGIC-USER/MONK no no no yes no yes yes MONK/THIEF no no no yes no yes yes Split-Classed Characters A player who plays a single-classed character may, eventually, wish to broaden that character’s capabilities by having their character advance in another character class. Unlike multiclassing, which requires a character to advance simultaneously in two character classes, split-classing allows a single- classed character to end their advancement in one character class in order to begin advancement in another character class. Any single-classed character may split-class. A multiclassed character may not split-class, nor may a split-classed character multiclass. You must transition from a single class to another, single class when deciding to split-class. Split-classed characters do not face as many restrictions as multiclassed characters when it comes to choosing another adventuring career. The character must meet the ability requirements of their new class and be eligible to take that class (based on his race, background, and alignment). Example: A fighter wishing to split-class as an assassin must have a strength, intelligence, and dexterity of 9 or more, and may not be of good alignment. The character must reach 2nd level in one class before switching to another. In addition, all characters may advance in a maximum of 3 different classes through split-classing. Once a character begins training in a newly chosen class, he must halt his advancement in whatever class or classes he formerly progressed in. 1st level in the newly chosen class is not gained until the character gains additional experience points equal to those needed to achieve his current character level (the total levels acquired in all of his classes) in his new career. Example: A 7th level thief (with 75,000 experience points) who begins fighter-training will not gain a fighter level until he earns enough experience points to become an 8th level character (a total of 150,000 experience points). At that point he will be a split-classed thief 7-fighter 1. As noted above, split-classed characters total the class levels acquired in all of their classes to determine their character level. Character level is used to determine the character’s level bonus to all saving throws and skill checks, and is used to determine the number of experience points needed to reach next level. His current class determines the hit die type rolled for hit points. The BtH bonuses for all classes are totaled when determining the character’s combat bonus to hit. The class level in each class determines the character’s class abilities for that class, including the character’s available spells and caster level, where applicable. Class level also indicates his level bonus when using class abilities for a chosen class. A split-classed character that shares a class ability between two or more of their chosen classes may total their class levels in those classes when determining their level modifier for those abilities. Example: A split-classed monk 3-thief 3 would get a +6 bonus to his climb checks because both classes possess the climb class ability. Characters with class abilities that are also common abilities (i.e. balance, climb, perception, stealth) may add both level bonus and ½ level bonuses, as applicable. Example: A split-classed thief 5-magic-user 2 would get a +5 level bonus to his climb checks, due to his 5 thief levels (climb is a class ability for thieves) and a +1 bonus due to his 2 magic-user levels (climb is a common ability for magic-users, so the character applies ½ his magic-user levels as a bonus to climb checks). Once a split-classed character reaches a character level of 9 or greater, the experience needed to progress in level becomes a set amount (250,000 experience points). As such, the character must gain 250,000 experience points per character level beyond 9th. Additionally, at character level 10 and higher, the character no longer rolls hit dice but gains the bonus hit points of the class that he is currently advancing in. Split-classed casters are still restricted with regards to the armor that they may wear and cast spells. As such, a split-classed bard cannot wear medium or heavy armor when spellcasting, while a split-classed magic- user may not wear any armor while spellcasting. Split-classed characters with a class ability that provides a static bonus to an ability check (rather than a level bonus) in more than one of their chosen classes do not combine these static bonuses, but use the best applicable bonus. Finally, a character may choose to resume advancement in a previously chosen class, but follows the procedures listed above for advancing in character level. Player’s Handbook 34 ALIGNMENT After choosing both a race and class for their character, the player must choose an alignment for that character. In some cases, particularly for characters such as druids, monks and paladins, the choice of alignment may be limited. Alignment represents where a character falls in terms of the ever- present battle between good and evil. Along the law/chaos axis, it also represents how the character approaches such issues. Alignment is more than a philosophy; evil and good are palpably real in the game world. An evil person bears the poison of his alignment in his very soul, and magic spells can even be used to detect the stain of it. In general, the good alignments will work together, although there will be misunderstandings and disputes between those of differing good alignments. Relationships between those of evil alignments will generally be based on power and fear, although many evil-aligned individuals or monsters are natural followers, not seeking to usurp power as much as they will seek to ally themselves with and serve the most powerful. The moral dictates of alignment are not tied to culture in any way; they are objective reality. If a barbarian comes from a society that kills the weak, he is evil if he accedes to the practice, even though it is considered necessary or beneficial in that culture. Such a culture is evil. THE NINE ALIGNMENTS Nine distinct alignments define all the possible combinations of the law–chaos axis with the good–evil axis. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his alignment from day to day. Use these descriptions as guidelines, not as scripts. Lawful Good, “Crusader”: A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He normally tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good characters seek to combine the values of both honor and compassion. Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to helping others. He might work with or on behalf of kings and magistrates, but does not feel beholden to them if he feels that they are not serving the cause of good. Neutral good characters value doing what is good without a particular bias for or against order (or laws). Chaotic Good, “Rebel”: A chaotic good character acts as his conscience directs him, with little regard for what others might expect. He makes his own way, but is generally kind and benevolent. He believes in goodness and personal honor, but has little use for laws and regulations. Such a character disdains those who seek to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good characters value the combination of a good heart with a free spirit. Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount. He may believe in personal order and live by a code or standard, or might believe in order for all, favoring a strong, organized government. Lawful neutral characters value reliability and honor, and some can be quite zealous about forcing these attributes onto society or other individuals. Neutral: A neutral character has no allegiance to either good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. These normally think of good as preferable to evil - after all, they would rather have good neighbors and rulers than evil ones. Still, such characters are not personally committed to upholding good in any abstract or universal way, especially when there is treasure to be had. Some neutral characters, on the other hand, are morally committed to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes, advocating and supporting neutrality as the best, most balanced road in the long run. Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. Lawful Evil, “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect him from those who oppose him on moral grounds. Some lawful evil characters have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil. Neutral Evil, “Malefactor”: A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or nobler. On the other hand, he doesn’t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, Player’s Handbook 35 committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot- tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. His plans may be worked out well in advance, but their implementation will often be haphazard, and any group he forms is likely to be poorly organized. Typically, chaotic evil creatures can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil. Chaotic evil represents the destruction not only of beauty and life but also of the order on which beauty and life depend. Non-Aligned Creatures In addition to the alignments above, some things - particularly unintelligent monsters and animals - never bother with moral and ethical concerns. For these creatures, alignment is simply not applicable and always detects as neutral. A dog, even a well-trained one, is neither good nor evil, lawful nor chaotic. It is simply a dog. ALIGNMENT GRAPH Changing Alignment It is possible for a player to change his character's alignment after the character is created, either by action or choice. Most often the character's alignment will change because his actions are more in line with a different alignment. This can happen if the player is not paying attention to the character and his actions, or if the player actively wishes to change the alignment of their character. In such instances, the character gradually assumes an alignment that better suits his actions and motives. There are also magical effects that can change a character's alignment. Rare and cursed magical items can instantly alter a character's alignment. Powerful artifacts may slowly erode a character's determination and willpower, causing subtle shifts in behavior. Spells can compel a character to perform actions against his will but rarely have the power to outright alter alignment. Certain character classes require specific alignments. A paladin who is no longer lawful good is no longer a paladin. A character may have magical items usable only to specific alignments (intelligent swords, etc.). Such items don't function (and may even prove dangerous) in the hands of a differently aligned character. There will be times when the DM, especially if he is clever, creates situations to test the character's resolve and ethics. But finding the right course of action within the character's alignment is part of the fun and challenge of role-playing. RELIGION In fleshing out the character, it helps to choose a deity or pantheon of deities whom the character calls upon (or even curses) in times of need. A deity adds a depth to the character that cannot be captured in any other way. Choice of a deity is not required. Yet, in a world of fantasy where deities are presumed to exist, it is an oft-overlooked aspect of character creation. Players should consult with their Dungeon Master when choosing their deities. You should not feel restricted to the mantra of having one deity, or even a named deity. The ancient Athenians, for example, paid homage to Athena, but they sacrificed and even called upon Poseidon before they crossed the sea. Polytheistic societies tend to be open in their religious devotion, with gods rising and waning in power. In monotheistic societies, one deity reigns supreme. Animistic societies turn to a host of spirits for their explanations of the world. In short, take into consideration the kind of religious society the character comes from. Consult with the Dungeon Master to work out what is best for the theme of the game and the idea of the character, and choose accordingly. Clerics and druids draw their power from the deity, pantheon of deities or whatever supernatural forces they have allegiance to. In choosing a deity, consultation with the DM is necessary to learn more about a particular deity or pantheon and what benefits they can give a cleric as well as what is required of that cleric. Though clerics are restricted in their choice of weapons, most clerics can wield a weapon similar to that of their deity or from the pantheon worshipped even if that weapon does not appear on the cleric weapon list. The cleric and druid must hold true to the common belief system of their deity. They must be have an alignment that is close to their deity’s and possess the same worldview. A cleric who pays homage to a goddess of wisdom should not approach problem-solving with unreasoned violence, but rather with calm and wisdom. A druid who needlessly destroys flora and fauna is certainly breaking a covenant with their deity. Clerics and druids who break with their deity or act against them are denied their spells and abilities. Clerics, and even some druids, require holy symbols or icons representing their deities or the supernatural powers. These symbols serve as a conduit between the deity and the character. They range in size, shape and form, and can be worn as necklaces, pendants, bracelets, rings or any other jewelry. Rods, staves, wands, scepters and even weapons can serve as holy symbols. The shape and design of the symbol should be limited only by the type of deity, style of game, and the imagination of the player. Player’s Handbook 36 CHARACTER BACKGROUND After you have selected your character’s race, class, alignment and religious affiliations you may want to fill in the finer details of your character. You are not required to do so, but there are many situations in which this information is vital or useful to roleplaying. The sex and name of your character are up to you. Your character can be of the same sex as yourself or of the opposite sex. Some people feel it is important to know whether their character is right- or left-handed. Actually, this has no bearing on the play of the game, since all characters are assumed to be reasonably competent with either hand (that doesn't mean everyone is trained to fight with two weapons). CHARACTER HEIGHT & WEIGHT On occasion it may be useful to know your character's height and weight. Typically these values are determined by the player, using the racial descriptions provided in the CHARACTER RACES section. Otherwise, heights and weights can be generated randomly using the table below. The table only reproduces a fairly average range for each race. Heights and weights for demihuman races not listed on the table must be decided by your DM. Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. race base height modifier base weight modifier dwarf 3’9” or 3’6” +2d4” 130 lb. or 100 lb. +8d6 lb. elf 4’6” or 4’3” +2d6” 85 lb. or 75 lb. +6d6 lb. gnome 3’ or 2’10” +2d4” 50 lb. or 45 lb. +5d6 lb. half-elf 4’9” or 4’6” +2d8” 100 lb. or 80 lb. +8d8 lb. halfling 2’6” or 2’3” +2d6” 40 lb. or 30 lb. +5d6 lb. half-orc 4’9” or 4’6” +2d12” 130 lb. or 100 lb. +12d8 lb. human 4’9” or 4’6” +2d10” 120 lb. or 90 lb. +10d8 lb. CHARACTER AGE At the onset of each and every character’s creation it is necessary that you establish his age. For player characters and henchmen you must use the appropriate table. You may do the same for other characters, or you may assign age as you see fit in light of the milieu you have developed. class (or secondary class thereof) race cleric fighter magic-user monk thief dwarf 75+4d10 20+5d4 - - 35+5d6 elf 150+2d% 25+2d% 75+2d% - 50+2d% gnome 75+5d10 20+5d10 75+5d10 - 35+5d10 half-elf 18+2d4 15+2d6 20+4d6 20+2d4 18+2d4 halfling 24+3d6 16+4d6 - - 16+4d6 half-orc 16+2d4 13+1d6 20+2d6 20+1d4 20+2d4 human 18+1d4 15+1d6 20+2d6 20+1d4 18+1d4 *for multiclassed characters use the column that generates the highest starting age. Once character age is established, you must keep track of it from game year to game year. To normal game years must be added any of the various unnatural causes of aging. These effectively add years to the character's age. The effects of aging are given in the next section. The maximum age of any character is likewise explained. Aging: In order to establish the overall effects of age, it is necessary to establish a number of standard age brackets for each race of characters (see the Age Categories table below for details). When age category is established, modify ability scores accordingly, making each change progressively from young adulthood, all additions and subtractions being cumulative. No ability score may exceed its racial maximum due to aging effects. age categories race young adult mature middle- aged old venerable dwarf 25-50 51-150 151-250 251-350 351 -500 elf, high 25-175 176-550 551-800 801-1200 1201-1600 gnome 25-90 91-300 301-400 401–600 601-800 half-elf 15-40 41-100 101-175 176-250 251-350 halfling 18-32 33-68 69-110 111-150 151-220 half-orc 12-15 16-30 31-45 46-64 65-90 human 15-20 21-40 41-60 61-90 91-120  Middle-aged: Subtract 1 point of strength & constitution; add 1 point of intelligence & wisdom.  Old: Subtract 2 points of strength & dexterity, and 1 point of constitution; add 1 point of wisdom.  Venerable: Subtract 1 point of strength, dexterity, & constitution; add 1 point of intelligence & wisdom. Death Due To Age: This is a serious matter, for unless the lifespan can otherwise be prolonged, the character brought back from such death faces the prospect of soon dying again. Beyond the maximum age determined for the character in question, no form of magic which does not prolong lifespan will work. Of course, multiple potions of longevity, wishes, and possibly magical devices will allow a greatly extended lifespan, but once a character dies due to old (venerable) age, then it is all over. If you make this clear, many participants will see the continuity of the family line as the way to achieve a sort of immortality. Determination of Maximum Age: Unless the character dies of some other cause, he will live to old age. The character’s maximum age is equal to the maximum age listed for “middle aged” plus 1-100% (d%) of that listed age. CHARACTER APPEARANCE & PERSONALITY There are a number of other personal characteristics your character has - hair and eye color, body shape, voice, noticeable features, and general personality. There are no tables for these things, nor should there be. Your job, as a player, is to add these details, thereby creating the type of character you want. More information on the typical characteristics of demihuman characters is provided in the CHARACTER RACES section of these rules. SOCIAL CLASS The Dungeon Master should determine the social class of each character he has in the campaign. This is accomplished by use of the Social Class table given on the next page. You will note that this table does not include any social or political information, but that guidelines of this sort are included in a reference immediately following the table. This allows the DM to model the social class distinctions to the tenor of his individual milieu. For player characters, initial social status has no effect on starting money and equipment. Rules for starting gold and equipment for those classes are detailed under the “Initial Character Funds” heading in the EQUIPMENT section of this book. The various occupations and status positions can be adjusted as required by the background of each milieu. The positioning of non- humans is entirely dependent upon the individual milieu. As a general rule, a human society would probably consider the demihumans as members of the following social classes: race perceived social class dwarves UMC (they are reputed to have gold and gems!) elves ULC (wood elves) to LUC (gray elves) gnomes ULC to LMC halflings ULC (they are small and rustic) half-elves slightly above a human counterpart half-orcs LLC Social Class & Character Class: As a general rule, any character should have a social status of, at the lowest, one rank below that specified for his profession in the milieu. For instance, using the system outlined above, a character embarking on a career as a fighter should have a social standing of no lower than middle lower class, and conversely a character with a standing lower than that would usually have no hope of making his way in the fighter profession. At the lowest extreme, a character born to the lower lower class should be limited to being a barbarian, bard, thief or an assassin. Player’s Handbook 37 d% roll social class typical members of society 01-04 lower lower class (LLC) freed slaves, peasants, tinkers, vagabonds, beggars, criminals, low- level thieves, low-level and mid-level assassins 05-10 middle lower class (MLC) herdsmen, laborers, peddlers, actors, jugglers, men-at-arms, low-level barbarians, mid-level thieves, high level assassins, low-level bards 11-20 upper lower class (ULC) freemen, tradesmen, petty officers, money-changers, fences, low-level fighters, high-level thieves 21-35 lower middle class (LMC) artisans, craftsmen, petty merchants, junior officers, bankers, landless knights, druids, rangers, tutors, clerks 36-55 middle middle class (MMC) landed gentry, academics, merchants, petty officials, senior officers, landless petty nobles, mid-level fighters, low-level magic-users, low-level illusionists 56-87 upper middle class (UMC) guild masters, great merchants, military commanders, officials, landless nobles, lesser clerics, high-level fighters, mid- level magic-users, mid-level illusionists 88-96 lower upper class (LUC) great landed gentry, generals and marshals, greater officials, knights, mid- level clerics, cavaliers, paladins, high- level magic-users & illusionists 97-99 middle upper class (MUC) knights, commanders, great clerics, nobles, high-level paladins, very high- level magic-users and illusionists 00 upper upper class (UUC) great nobles, sovereign nobility, royalty CIRCUMSTANCES OF BIRTH By the nature of the topic, not much can be offered in the way of “rules” for ascertaining the origin and background of characters in the campaign milieu. The individual Dungeon Master must make virtually all such decisions, so that the results fit smoothly into the adventuring environment that he has designed. As a starting point, however, the following tables will suffice for those who wish to determine what role fate has played with regard to when and how a character came into the world. Birth Rank d% roll order of birth d% roll order of birth 01-05 only child 81-85 7th child 06-10 1st child 86-90 8th child 11-20 2nd child 91-94 9th child 21-35 3rd child 95-97 10th child 36-50 4th child 98-99 11th child 51-65 5th child 00 12th child 66-80 6th child The birth rank roll lets you know when you were born in relation to your character’s siblings (or if you are an only child). In order to determine how many siblings you have, roll on the Birth Rank table a second time. If the result of the second die roll is higher than the first, that result determines the total number of children born to your parents. If the second roll is lower than the first, then your character is the last child born to your parents and the first result determines the total number of children born to your parents. Parents’ Marital Status Table d% roll marital status 01- 80 parents legally married 81- 00 parents unmarried Children of unmarried parents are typically one social class lower than the social class of the father. Racial Modifiers to the Birth Rank & Marital Status Tables race modifier race modifier dwarves -15% halflings -10% elves -15% half-orcs +10% gnomes -15% humans no modifier half-elves -10% SKILLS A player character is more than a collection of combat modifiers. Like most people, player characters and NPCs have learned a variety of skills over the years. The character class chosen by a player dictates much of what their character knows through years of training and study; while their ability scores define their natural aptitudes and weaknesses. As described in the ABILITY DESCRIPTIONS section each ability score governs certain tasks, called common abilities, that all characters may attempt without any specialized training. This section details a number of skills that reflect specialized training or areas of learning that the character acquired throughout their youth. Skills function much like class abilities in that they must be possessed by a character in order for that character to add their level bonus to the check. If a character attempts to use a skill they do not possess, they may not add their level bonus to the check. It is also up to the DM whether an unskilled character may attempt to perform a given task. Note that the successful use of some skills, such as knowledge (etiquette) or profession (herbalist), grant a static, +2, bonus to another, related skill or ability check. BACKGROUND SKILLS All characters begin play with 3 background skills from any skill category plus whatever bonus skills they receive from their chosen character class or classes. Characters with an intelligence of 8 or lower subtract their intelligence penalty from their initial number of background skills and, as a result, may begin play with no background skills if their intelligence is 3 or lower. Regardless of their intelligence penalty, characters do not lose any bonus skills gained from their chosen class or classes. Those with an exceptional intelligence score (13 or greater) may choose a number of additional knowledge skills, including knowledge (language) skills, equal to their intelligence modifier. In most instances, excepting knowledge (language) skills, these skills allow characters to add their level to any ability score checks related to their chosen skills. All skills are grouped into four broad categories that cover a number of related skills: craft skills, knowledge skills, performance skills and profession skills. A player is free to choose more than one skill from a given skill category and should choose skills that reflect the character’s upbringing and training. SKILL CATEGORIES & DESCRIPTIONS Craft: All craft skills involve the creation of a functional (or consumable) item from raw materials. Skilled craftsmen typically learn their skills as apprentices to master craftsmen. Craft skills include (but are not limited to): armorsmith, blacksmith, bookbinder, bowyer/fletcher, brewer, carpenter, cart/wheelwright, cobbler, cook/baker, jeweler/lapidary, mason, siege engineer, shipwright, tailor/weaver, tanner/leatherworker, and weaponsmith. Use of this skill allows the character to appraise the craftsmanship and value of items directly related to their craft with their level bonus. In addition, given time and adequate materials, the character can repair or create such items. Craft skill checks are usually intelligence checks, though other abilities (such as dexterity) may come to bear when crafting items. Repair costs vary depending upon the amount of damage done to the item, while (as a general rule) a character may craft an item for half of the listed cost. The DM is the final arbiter of what materials are available and the costs accrued in crafting an item. Player’s Handbook 38 Knowledge: Knowledge skills reflect the interests, studies and/or upbringing of the player character. Knowledge skills are limited in their scope and are varied in their application. Some, such as knowledge (etiquette) or a knowledge (chosen language), may aid in social situations while others may help characters identify items, map locations or the type of mushroom that the poisoned halfling thief just consumed. Knowledge checks are typically intelligence checks, though successful use of a knowledge skill may aid other skill checks (i.e. a successful knowledge (etiquette) check may grant a +2 bonus to a character’s persuasion (charisma) check while at court or a knowledge (nature) check may grant a +2 bonus to character’s wisdom check to determine direction or to a ranger’s survival check). Arcana: Knowledge (arcana) relates to the study of ancient mysteries, magical traditions and creatures, arcane symbols, cryptic phrases and the creation of magical items or animated creatures. Etiquette: This skill affords the character knowledge of racial and/or cultural groups’ customs, social hierarchies and behavioral norms. Use of this skill is more challenging in foreign cultures and with those outside of your character’s social group. Geography: This skill provides a basic knowledge of a region’s topography, trade routes and borders. The more remote the area addressed by the skill check, the more difficult the check. History: This knowledge of various civilizations’ origins, historical events and figures, as well as of their legends, is covered by this skill. The modifier to this check is based on how common or obscure the desired information is. Language: All characters begin play with the ability to speak one or more languages, as detailed under Intelligence in the Ability Descriptions section. Those who choose knowledge (language) as a background skill begin play with additional starting languages as detailed under Intelligence in the Ability Descriptions section. Nature: This skill imparts a specialized knowledge of various environments (aquatic, forest, marsh, hill and mountains, plains) and climates (arctic, desert, subtropical, temperate, tropical). With a skill check a character can identify plants and animals from an environment and climate accurately. This identification allows the skilled character to determine the species of the plant or animal and the special qualities or abilities of the species. This check is more difficult for characters attempting a knowledge: nature check in an unfamiliar climate. Religion: This skill provides knowledge of mythology and rituals. It allows a character to know of a religion’s hierarchal structure and affords the character an understanding of that faith’s tenets and practices. Performance: A skilled performer is valued by commoners and highborn alike for their ability to provide a diversion from the cares and woes of daily life. Characters must choose a type of performance in which they are skilled: acting, buffoonery, dancing, oratory, play (instrument), singing, etc. Bards, on the other hand, begin play skilled in all manner of performance arts. A character may make a performance skill check (usually a charisma check, though dancing and playing an instrument may involve dexterity checks) in order to earn a few copper coins (perhaps silver, if the audience is particularly wealthy) or earn their keep at an inn (with modifiers and other considerations being worked out by the DM). If the performance skill is used to entertain one’s hosts or other, non- hostile, NPCs a successful check may positively influence the audience’s reaction to the performer (giving the performer a +2 bonus to persuasion checks). Profession: Profession skills allow a character to earn a living through the specialized knowledge and techniques of their chosen vocation. In general a character with a background profession is assumed to have left their past profession behind in order to take up a career as a professional adventurer, mercenary, agent of their church, etc. Some professions that characters may choose from include: alchemist, animal handler, artist, butcher, clerk, farmer, fisher, gambler, healer/barber, herbalist, hostler/barkeep, hunter, miner/collier, painter/limner, sailor, scribe, trader/barterer, trapper, etc. These profession skills would allow the character to bring their professional knowledge to bear, where appropriate, or even ply their trade once they have settled down. Profession skill checks are usually wisdom checks though, at times, may involve other ability scores (as the situation warrants). The following are examples of professions that may prove useful to an adventuring party: Animal Handler: The character must choose a type of animal they have knowledge of (horses, pack animals, dogs, falcons, etc) and can raise and train animals of that type given the proper amount of uninterrupted time. Trained riders (those with the professional: animal handler (horses) skill) add their full level bonus to ride checks and may effectively fight from the saddle. See page 57 for rules on mounted combat. Healer: Healers may bind wounds, just as other characters can, but may add their full level bonus to the check. See the WOUNDS and HEALING sections for more. Herbalist: Herbalists are able to aid healers (as well as cooks and alchemists) in their trades. When called for, a successful herbalist check grants a +2 bonus to another, related, skill check. Mountaineer: This skill allows the character to add their full level bonus to climb checks made when scaling natural, unworked stone surfaces or steep inclines. The character climbs at ¼ of his movement rate, rounded to the nearest 5’ increment. Trapper: Skilled trappers are able to build, locate and disable simple traps (nets, snares or pits) in a wilderness environment. Trapper’s snares and pits are usually designed to capture or incapacitate game animals and deliver no more than 1d8 points of damage plus whatever falling damage is involved. GAINING NEW SKILLS Players who wish for their character to learn a new skill must have their character invest their time towards the development of that skill over the course of the campaign. A character gains one additional skill at 6th level and, afterwards, gains additional skills at levels 11 and 16. These skills work just as other background skills do, excepting that they are gained later in the character’s career and do not gain the character’s full level bonus. For skills gained at 6th level, reduce the level bonus by 5. For skills gained at 11th level, reduce the level bonus by 10 and, for skills gained at 16th level, reduce the level bonus by 15. Skills gained during game play should reflect the character’s interests and/or in-game training. Should a player wish for their character to acquire additional skills, beyond those gained at levels 1, 6, 11 and 16, he must invest additional time and experience into supplemental training. If the player, with his DM’s approval, finds a mentor willing to train their character and has that character put aside time for that training (typically 6 months to 1 year) he acquires a new skill. Upon acquiring this skill, the character must forfeit 10% of his earned experience points (these experience points are permanently lost) and has all future experience point awards reduced by 10% to account for his continued training in that skill. If the initial forfeiture of experience points would cause the character to lose a level, he must wait until he has enough experience points to pay for the skill (without level loss) before acquiring it. Skills gained in this manner gain the character’s full level bonus. Player’s Handbook 39 EQUIPMENT Although your character has some impressive abilities and skills, he really isn't going to be effective without the equipment necessary for adventuring. To get this equipment, he needs money. Not only does he need money to outfit himself, but your character also has to cover his living expenses. The Monetary System: Although there are many different types of coins and currencies in the world, all prices and treasures in the AD&D rules are given in standard coinage. Your DM may have specific names for different coins and may have different rates of exchange, but this is material particular to his campaign. He will tell you if there are differences from the coins listed here. The standard rate of exchange for each coin is given below. The basic coins are the copper piece (cp) and the silver piece (sp). These form the backbone of the monetary system and are the coins most frequently found in the hands of the common folk. Above these two coins is the much rarer gold piece (gp). This coin is seldom found in common use and mainly exists on paper as the standard money of account. This means it is used to measure the value of property and goods. Land values, ship cargoes, gemstones, and penalty bonds (royal court fines) are normally calculated in gold pieces, although payment of such vast sums normally takes other forms. In addition to these coins, there are other unusual metals used in exchange. Most of these come from failed currencies. As such, they are viewed with skepticism by many honest folk. Principal among these coins are the electrum (ep) and platinum pieces (pp). These coins are rarely circulated, and most are hidden away in ancient treasure hoards. However, remember that not all wealth is measured by coins. Wealth can take many forms - land, livestock, the right to collect taxes or customs, and jewelry are all measures of wealth. Coins have no guaranteed value. A gold piece can buy a lot in a small village but won't go very far in a large city. This makes other forms of wealth, land for instance, all the more valuable. Indeed, many a piece of jewelry is actually a way of carrying one's wealth. Silver armbands can be traded for goods; a golden brooch can buy a cow, etc. In your adventures, wealth and riches may take many different forms. Standard Exchange Rates exchange value coin cp sp ep gp pp copper piece (cp) = 1 1/10 1/100 1/200 1/1000 silver piece (sp) = 10 1 1/10 1/20 1/100 electrum piece (ep) = 100 10 1 1/2 1/10 gold piece (gp) = 200 20 2 1 1/5 platinum piece (pp) = 1000 100 10 5 1 Circumstances can affect the value of any coin. If your characters start flashing about a lot of gold, pumping it into the local economy, merchants will quickly raise prices. As another example, the local lord may commandeer most of the region's horses for his knights, making those left all that much more expensive. Silver pieces are about the size and weight of a modern day quarter, which roughly equates to 50 silver pieces weighing one pound. All other coins, for the sake of simplicity, use this weight ratio. Gold, electrum and platinum pieces are smaller than silver pieces while copper pieces are slightly larger than silver pieces. Initial Character Funds: All player characters begin with some amount of cash. This nest egg may be your character's life savings. It may be a gift from his parents to start him out in the world. It may be his booty from an army campaign. Perhaps he stumbled across a small treasure chest, whetting his appetite for greater and more dangerous prizes. How he came by his money is not important (although it may be fun to know). You are free to create any explanation you want. To learn your character's starting funds, roll the dice indicated for his class on the table below. This is the number of gold pieces your character has to obtain equipment. If you are creating a character starting out at a level above 1st level, check with the DM to see if you can increase your character's funds beyond the amounts given here. Multiclass characters use the most advantageous die range of their classes. Split-classed characters do not gain initial funds when taking up a second (or third) character class. class initial funds (die range) CLERIC 30-180 gold pieces (3d6x10) bard 30-180 gold pieces (3d6x10) druid 30-180 gold pieces (3d6x10) FIGHTER 50-200 gold pieces (5d4x10) barbarian 50-200 gold pieces (5d4x10) cavalier 50-200 gold pieces (5d4x10) paladin 50-200 gold pieces (5d4x10) ranger 50-200 gold pieces (5d4x10) MAGIC-USER 20-80 gold pieces (2d4x10) illusionist 20-80 gold pieces (2d4x10) MONK 5-20 gold pieces (5d4) THIEF 20-120 gold pieces (2d6x10) assassin 20-120 gold pieces (2d6x10) Equipping the Character: Careful selection of equipment and supplies for characters is very important. Often there will not be sufficient funds to purchase everything desired, so intelligent choices will have to be made. Also, the choice of equipment should always be done with respect to encumbrance restrictions. In many campaigns it is necessary for the characters to shop in a number of places in order to obtain everything they desire. A few games will have a trader’s establishment in which everything, or nearly everything, can be found, but the average costs will be higher because these traders are middlemen. As in most dealings, the buyer should always beware. Things may be as they appear or they might be otherwise… Equipment Lists: The following lists include much of the equipment your character needs for adventuring. The most basic of these are armor, weapons, clothing, and outfitting gear. The other lists provide goods and services your character may need during the course of his many adventures. While most items are always available, your DM may add to or delete from these lists. What you want may not be available or, if your DM has set his game in a specific time period, may not have been discovered or invented yet! While he should tell you which items are and aren't available, you should ask if you have any doubts, particularly on large purchases. Many of the uncommon items in these lists are explained in the following pages. The price given for each item in the lists is its average price, the amount you can expect the item to cost in a normal economy. However, large cities, barren wildernesses, and places with brave adventurers carrying bags full of gold are not normal economies. In these places you may find yourself paying more (very rarely less) than the amount listed. You can also haggle with merchants over prices, although to speed up the game it's recommended that you save this for your important purchases. If you wind up haggling over the cost of every tankard of ale, your character is going to spend more time being a penny pincher than an adventurer! The table at the top of the following page gives a brief overview of what arms and armor are available to each character class, and shows which classes may use poison. Equipment for Small Characters: The weight of most equipment remains unchanged for small characters. Worn items such as backpacks, clothing items, armor and shields, weigh ½ of the standard weight given. Note that small characters are limited as to what weapons they may employ (see Weapon Sizes on page 41 for more details). Player’s Handbook 40 Armor & Weapons Permitted By Class class armor shield weapons poison CLERIC any any club, dagger, flail (any), hammer (throwing), mace (any), morningstar, quarterstaff, sling ? bard light armor small shield any ? druid light armor* any wooden club, dagger, dart, quarterstaff, scimitar, sling, sickle and spear (any) ? FIGHTER any any any ? barbarian light & medium any any ? cavalier any any any never paladin any any any never ranger light & medium any any ? MAGIC-USER none none club, dagger, dart, light crossbow and quarterstaff ? illusionist none none club, dagger, dart, light crossbow and quarterstaff ? MONK none none blowgun, bows, club, dagger, dart, hand axe, javelin, flail (horseman’s), light crossbow, mace (any), pole arms, quarterstaff, sickle, scythe, shurikens, sling, spear (any) ? THIEF light armor none blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand crossbow, garrote, gauntlet, light crossbow, longsword, mace (horseman’s), quarterstaff, sap, shortbow, shortsword, sling, spiked gauntlet, whip ? assassin light armor small shield blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand crossbow, garrote, gauntlet, light crossbow, longsword, mace (horseman’s), quarterstaff, sap, shortbow, shortsword, sling, spiked gauntlet, whip yes * druids may only wear non-metal light armor, such as leather or padded armor. Note Regarding Poison Use: The question mark indicates that the use of poisons is possible depending upon your character’s alignment and the permission of your Dungeon Master. Weapons: The listed weapons are those that the character can use proficiently. If a character attempts to use a weapon with which they are not proficient, they receive a –4 penalty to all of their attack rolls. Armor: The listed armors are those that the character may comfortably wear, those that he has trained in and may use without additional penalties (see ENCUMBRANCE and EQUIPMENT for more details). If a character dons and uses an armor that is not listed for their class, they double that armor’s weight for the purposes of determining encumbrance. They also are penalized on their attack rolls, taking a –1 penalty to attack rolls if wearing light armor or using a shield unskilled, a –2 penalty if wearing medium armor unskilled or a –3 penalty if wearing heavy armor without training in its use. ARMOR Armor, along with the use of a shield, is the basis for determination of how easily a character can be struck by an opponent's weapon. Other factors modify this, of course. Dexterity and magical effects are the two principal modifiers. Do not confuse armor that is worn with the armor class (AC) rating of a monster. Although a creature might be given a very high armor class because of its exceptionally thick hide, armor plating, chitinous exoskeleton, or the like, other factors are considered in such ratings. For example, the size of the creature, its speed, its agility, and perhaps its supernatural (extra-dimensional or multi-planed existence) aspects are considered in the armor class of all non-human type monsters. The cost of armor and shield varies. Generally speaking, the better the protection, the greater the expense. Remember that attacks from the rear always negate the advantage of the shield. A character wearing medium armor is considered to be carrying a moderate load, even if carrying less than a moderate load while a character wearing heavy armor is considered to be carrying a heavy load, even if carrying less than a heavy load. See the ENCUMBRANCE section for more details on the effects of armor encumbrance. light armor cost AC bonus weight (lbs) notes padded 5 gp +1 10 includes quilted armor and leather jerkins leather 15 gp +2 15 medium armor cost AC bonus weight (lbs) notes studded leather 30 gp +3 25 includes brigandine, ringmail and scalemail chain shirt 50 gp +3 25 chainmail 100 gp +4 35 heavy armor cost AC bonus weight (lbs) notes platemail 250 gp +5 45 includes splint mail and banded mail full plate 1000 gp +6 40 shields cost AC bonus weight (lbs) notes small, wooden 4 gp +1 3 small, steel 10 gp +1 5 large, wooden 6 gp +2 8 large, steel 15 gp +2 10 Player’s Handbook 41 WEAPONS The class of your character might circumscribe the choice of weapons used by your character, but selection is otherwise a matter of your preferences based on various factors presented hereafter. Of course, the initial cost of the weapon might affect your selection at the beginning. Beyond this consideration, there are factors of size, weight and the damage inflicted by the weapon. These details are given hereafter. Your character will be able to proficiently use all weapons listed beside their chosen class on the Armor & Weapons Permitted By Class table on page 40. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. Weapon Sizes: All of the weapons listed below are categorized by size (Tiny, Small, Medium and Large) and type (melee or ranged). Weapon size helps a player to determine if and how a character can employ a weapon. Generally, a character can employ a weapon of their size or smaller as a 1-handed weapon. Weapons that are 1 size category larger than the wielder (i.e. a broadsword wielded by a halfling) must be used 2-handed. Characters who fight with two-weapons often employ a “light weapon” in at least one hand. Light weapons are weapons at least 1 size category smaller than that of the character (i.e. a dagger wielded by a halfling would be a light weapon). See the SPECIAL ATTACK MANUEVERS & MODIFIERS section on page 57 for more details on various fighting maneuvers that characters may employ in melee combat. tiny melee weapons cost damage range weight notes gauntlet f 2 gp 1d3 — 1 lb. gauntlet, spiked f 5 gp 1d4 — 1 lb. dagger f 2 gp 1d4 10’ (2”) 1 lb. includes main gauches and dirks unarmed strike f — 1d2* — — includes grappling damage small melee weapons cost damage range weight notes axe, hand or throwing 2 gp 1d6 10’ (2”) 2 lbs. flail, horseman’s 5 gp 1d6 — 5 lbs. includes nunchaku garrote 5sp 1d3* - ½ lb. must be used two-handed hammer, throwing 1 gp 1d4 20’ (4”) 2 lbs. mace, horseman’s 4 gp 1d6 — 4 lbs. pick, horseman’s 5 gp 1d6 — 3 lbs. sap f 1 gp 1d6* — 2 lbs. shield, small steel 10 gp 1d3 — 6 lbs. shield, small wooden 4 gp 1d3 — 4 lbs. sword, short f 10 gp 1d6 — 2 lbs. includes rapiers, small swords, wakisashis, etc sickle f 6 gp 1d6 — 2 lbs. includes kamas medium melee weapons cost damage range weight notes axe, battle 8 gp 1d8 — 6 lbs. club — 1d6 10’ (2”) 3 lbs. flail, footman’s 10 gp 1d8 — 10 lbs. mace, footman’s 8 gp 1d8 — 8 lbs. morningstar 8 gp 1d8 — 6 lbs. pick, footman’s 8 gp 1d8 — 6 lbs. sword, scimitar 15 gp 1d8 — 4 lbs. includes cutlasses, falchions, sabers, tulwars, etc. shield, large steel 15 gp 1d4 — 15 lbs. shield, large wooden 6 gp 1d4 — 10 lbs. spear 1 gp 1d6ˆ 20’ (4”) 3 lbs. sword, bastard 25 gp 1d8 — 6 lbs. deals 1d10 damage when used 2-handed sword, broad 15 gp 2d4 — 5 lbs. sword, long 15 gp 1d8 — 4 lbs. trident 15 gp 1d8 10’ (2”) 4 lbs. warhammer 10 gp 1d8 — 5 lbs. whip d f t 1 gp 1d3* 2 lbs. scourges are whips that deal lethal damage large melee weapons cost damage range weight notes axe, great 15 gp 2d6 — 12 lbs. includes bardiches club, great — 1d8 — 8 lbs. flail, great 12 gp 1d10 — 12 lbs. glaive r 8 gp 1d10 — 10 lbs. includes naginatas guisarme d r t 10 gp 2d4 — 10 lbs. includes bill hooks, lochaber axes and voulges halberd r t 10 gp 1d8ˆ — 12 lbs. includes most poleaxes hammer, lucern r 8 gp 1d6ˆ — 8 lbs. includes bec de corbins and crowbills lance, light r 6 gp 1d6ˆ — 6 lbs. may be used one-handed when mounted lance, heavy r 10 gp 1d8ˆ — 12 lbs. may be used one-handed when mounted longspear r 5 gp 1d8ˆ — 9 lbs. includes awl pikes, partisans and ash spears military fork d r t 8 gp 1d8ˆ — 8 lbs. quarterstaff — 1d6 — 4 lbs. ranseur d r t 8 gp 2d4 — 12 lbs. includes spetums scythe t 12 gp 1d8 — 8 lbs. includes fauchards sword, two-handed 30 gp 2d6 — 8 lbs. includes claymores, khopeshes, no dachis, etc. * deals non-lethal damage (See Non-Lethal Damage under Non-lethal Combat on page 58). ˆ does double damage if set against charging opponents. Lances do double damage on a mounted charge. d this weapon gives its user a +2 bonus to disarm checks (See Disarm under Non-lethal Combat on page 58). f this weapon is a “finesse” weapon. Its wielder may add their dexterity modifier to attack rolls in place of their strength modifier, so long as they may use the weapon 1-handed. r this weapon allows its user to strike at a foe up to 10 feet away. t this weapon gives its user a +2 bonus to trip checks (See Overbear or Trip Attacks under Non-lethal Combat on page 58). Player’s Handbook 42 Ranged Weapons: All ranged weapons may be fired up to their listed range without penalty. Each 5’ distance corresponds to 1” on a map grid, so a weapon with a range of 20’ may fire up to 4” away without a range penalty. For each range increment beyond the first a cumulative -2 penalty is applied to the ranged attack roll. A weapon may be thrown up to 5 range increments away (the initial range increment plus 4 increments beyond that) while a projectile weapon may be fired up to 10 range increments away. All bows require two hands to use properly. Crossbows require two hands while loading, though they may be fired 1-handed. tiny ranged weapons cost damage range weight notes crossbow, hand 100 gp 1d4 30’ (6”) 2 lbs. bolts (10) 1 gp - - 1 lb. dart 5 sp 1d4 20’ (4”) ½ lb. shuriken (5) 1 gp 1d2 10’ (2”) ½ lb. small ranged weapons cost damage range weight notes blowgun 20gp - 10’ (2”) 1 lb. blowgun darts (10) 5sp 1 - - blowgun needles (10) 1sp - - - deal no damage bolas 5 gp 1d4* 10’ (2”) 2 lbs. may be used to make trip attacks javelin 1 gp 1d4 30’ (6”) 2 lbs. sling - 1d4 50’ (10”) 0 lbs. bullets, sling (10) 1 sp - - 4 lbs. medium ranged weapons cost damage range weight notes bow, short 15 gp 1d6 60’ (12”) 2 lbs. bow, short composite 75 gp 1d6 70’ (14”) 2 lbs. arrows (20) 1 gp - - 3 lbs. crossbow, light 15 gp 1d8 80’ (16”) 4 lbs.  bolts (10) 1 gp - - 1 lb. large ranged weapons cost damage range weight notes bow, long 75 gp 1d8 100’ (20”) 3 lbs. bow, long composite 100 gp 1d8 110’ (22”) 3 lbs. arrows (20) 1 gp - - 3 lbs. crossbow, heavy 25 gp 1d10 120’ (24”) 8 lbs. reloading takes 1 round.  bolts (10) 1 gp - - 1 lb. net 20 gp - 10’ (2”) 6 lbs. the maximum range is 10’  see the crossbow entry in Equipment Descriptions section (page 45) for more details ACCOMMODATIONS & PROVISIONS room & board cost household provisions cost services cost ale (per gallon) 4 sp barrel of pickled fish 3 gp bath 5 cp banquet (per person) 10 gp butter (per lb.) 4 sp bearer/porter (per day) 2 sp bread 10 cp coarse sugar (per lb.) 1 gp carpenter (per day) 4 sp cheese 4 sp dry rations (5 lbs, weekly supply) 5 gp clerk (per letter) 4 sp city rooms - eggs (per 100) 16 sp doctor, leech, or bleeding 3 gp common 15 sp (per dozen) 2 sp guide, in city (per day) 4 sp poor 4 cp figs (per lb.) 6 sp linkboy (per night) 1 sp common wine (pitcher) 4 sp firewood (per day) 2 cp laundry (by load) 2 cp egg or fresh vegetables 2 cp herbs (per lb.) 1 sp leatherworker (per day) 4 sp honey 10 sp nuts (per lb.) 1 gp limner (per day) 10 sp inn lodging - raisins (per lb.) 4 sp mason (per day) 5 sp common 10 sp rice (per lb.) 4 sp messenger (per message) 2 sp poor 10 cp salt (per lb.) 2 sp minstrel (per performance) 5 sp meat for one meal 2 sp salted herring (per 100) 1 gp mourner (per funeral) 4 sp meals - spice (per lb.) - pack handler (per day) 3 sp good 10 sp exotic (saffron, clove) 15 gp tailor (per garment altered) 2 sp common 6 sp rare (pepper, ginger) 2 gp teamster w/wagon 2sp/mi. poor 2 sp uncommon (cinnamon) 1 gp valet 4 sp small beer (gallon) 1 sp tun of cider 8 gp soup 1 sp tun of good wine 20 gp Player’s Handbook 43 CLOTHING item cost weight item cost weight item cost weight belt 3 sp ½ lb. gloves 10 sp * sandals 1 sp 1 lbs. boots - - gown, common 10 sp 2 lbs. sash 4 sp ½ lb. riding 2 gp 2 lbs. hose 1 gp ½ lb. scabbard 1 gp 1 lb. soft 1 gp 1 lb. knife sheath 3 cp ½ lb. shoes 10 sp 1 lb. breeches 2 gp 1 lb, mittens 3 sp * silk jacket 80 gp 2 lbs. cap, hat 2 sp * pin 5 gp * surcoat 10 sp 1 lb. cloak - - plain brooch 5 gp * tabard 6 sp 1 lb. good cloth 5 sp 2 lbs. robe - - toga, coarse 8 cp 2 lbs. fine fur 50 gp 2 lbs. common 6 sp 2 lbs. tunic 8 sp 2 lbs. girdle 2 gp ½ lb. embroidered 20 gp 2 lbs. vest 6 sp 1 lb. MISCELLANEOUS EQUIPMENT item cost weight item cost weight item cost weight backpack 2 gp 2 lbs. fishing net (10’ sq) 4 gp 5 lbs. perfume (vial) 5 gp * barrel, small 2 gp 30 lbs. flint and steel 1 gp * piton 3 cp ½ lb. basket - - glass bottle 10 gp * quiver 12 sp 1 lb. large 3 sp 1 lb. grappling hook 8 sp 4 lbs. rope (per 50 ft.) - - small 5 cp * holy symbol (silver) 25 gp * hemp 4 sp 20 lbs. belt pouch - - holy water (vial) 25 gp * silk 10 gp 8 lbs. large 1 gp 1 lb. hourglass 25 gp 1 lb. sack - - small 15 sp ½ lb. iron pot 5 sp 2 lbs. large 2 sp ½ lb. block & tackle 5 gp 5 lbs. ladder, 10 ft. 5 cp 20 lbs. small 10 cp * bolt case 1 gp 1 lb. lantern - - sealing wax 1 gp 1 lb. bucket 5 sp 3 lbs. beacon 150 gp 50 lbs. sewing needle 5 sp ** caltrops 2 gp 2 lbs. bull’s-eye 12 gp 3 lbs. signal whistle 8 sp * chain (per ft.) - - hooded 7 gp 2 lbs. signet ring 5 gp * heavy 4 gp 3 lbs. lock - - soap 5 sp 1 lb. light 3 gp 1 lb. good 100 gp 1 lb. spellbook (blank) 25 gp 5 lb. chest - - poor 20 gp 1 lb. spyglass 1,000 gp 1 lb. large 2 gp 25 lbs. magnifying glass 100 gp * tent - - small 1 gp 10 lbs. map or scroll case 8 sp ½ lb. large 25 gp 20 lbs. cloth (10 sq. yards) - - merchant's scale 2 gp 1 lb. pavilion 100 gp 50 lbs. common 7 gp 10 lbs. mirror, small silver 20 gp * small 5 gp 10 lbs. fine 50 gp 10 lbs. musical instrument 5-100 gp ½-3 lbs. thieves' tools 30 gp 1 lb. rich 100 gp 10 lbs. oil (per flask) - - torch 1 cp 1 lb. candle 1 cp * Greek fire 10 gp 2 lbs. water clock 1,000 gp 200 lbs. canvas (sq. yard) 4 sp 1 lb. lamp 6 cp 1 lb. whetstone 2 cp 1 lb. chalk 1 cp * paper (sheet) 2 gp ** wineskin 15 sp 1 lb. climbing gear 25 gp 5 lbs. papyrus (sheet) 8 sp ** winter blanket 5 sp 3 lbs. fishhook 1 sp ** parchment (sheet) 1 gp ** writing ink (vial) 8 gp * ANIMALS & TRANSPORTS animal cost animal cost transport cost boar 10 gp peacock 5 sp longship 10,000 gp bull 20 gp pig 3 gp oar - calf 5 gp pigeon 1 cp common 2 gp camel 50 gp pigeon, homing 100 gp galley 10 gp capon 3 cp pony 30 gp raft or small keelboat 100 gp cat 1 sp ram 4 gp sail 20 gp chicken 2 cp sheep 2 gp sedan chair 100 gp cow 10 gp songbird 10 sp wagon or cart wheel 5 gp dog - swan 5 sp guard 25 gp transport cost tack & harness cost weight hunting 17 gp barge 500 gp barding - - war 20 gp canoe - chain 500 gp 70 lbs. donkey, mule or ass 8 gp small 30 gp leather or padded 150 gp 60 lbs. elephant - war 50 gp plate 2,000 gp 85 lbs. labor 200 gp caravel 10,000 gp scale 1,000 gp 75 lbs. war 500 gp carriage or wagon - bit and bridle 15 sp 3 lbs. falcon (trained) 1,000 gp common 150 gp cart harness 2 gp 10 lbs. goat 1 gp coach, ornamented 7,000 gp halter 5 cp * goose 5 cp chariot - horseshoes & shoeing 1 gp 10 lbs. guinea hen 2 cp chariot, riding 200 gp saddle - - horse - chariot, war 500 gp pack 5 gp 15 lbs. draft 200 gp coaster 5,000 gp riding 10 gp 35 lbs. heavy war 400 gp cog 10,000 gp saddle bags - - light war 150 gp curragh 500 gp large 4 gp 8 lbs. medium war 225 gp drakkar 25,000 gp small 3 gp 5 lbs. riding 75 gp dromond 15,000 gp saddle blanket 3 sp 4 lbs. hunting cat 5,000 gp galleon 50,000 gp yoke - - ox 15 gp great galley 30,000 gp horse 5 gp 15 lbs. partridge 5 cp knarr 3,000 gp ox 3 gp 20 lbs. * these items weigh little individually. Ten of these items weigh one pound. ** these items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried. Player’s Handbook 44 EQUIPMENT DESCRIPTIONS Not every piece of equipment is described here. The vast majority of things found on the equipment lists need no description, as their functions, forms, and purposes are obvious. Only those items whose use is obscure or appearance is unusual are described below. Specific game effects of equipment are given in the appropriate sections of the rules. ARMOR You are going to want your player character to buy armor, if he is allowed to use any. Armor is the easiest and cheapest way to improve your character's chance of surviving the more violent dangers of the adventuring life. Clearly, the better the armor the character possesses, the less likely he is to be hurt. Armor protection is measured by its armor class bonus; the higher the armor class bonus number, the better the protection. Although there is some controversy historically over the different types of armor, all known or suspected types are included here. However, not all armor may be available if your DM has chosen to set his campaign in a particular historical era or locale. For example, full plate armor is not available to characters adventuring in an ancient Greek setting. Chainmail: This armor is made of interlocking metal rings. It is always worn with a layer of quilted fabric padding underneath to prevent painful chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some of the shock. Most of the weight of this armor is carried on the shoulders and it is uncomfortable to wear for long periods of time. Chain Shirt: A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Full Plate: This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. It includes gauntlets, boots and a visored helmet. A thick layer of padding must be worn underneath. However, the weight of the suit is well-distributed over the whole body. Aside from its expense, the main disadvantages are the lack of ventilation and the time required to put it on and take it off (see "Getting Into and Out of Armor" later on this page). Each suit of full plate must be individually fitted to its owner by a master armorer, although captured pieces can be resized to fit the new owner (unless such is patently absurd, such as a human trying to resize a halfling's armor). Leather: This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials. Padded: This is the simplest type of armor, fashioned from quilted layers of cloth and batting. It tends to get hot and after a time becomes foul with sweat, grime, lice, and fleas. A leather jerkin uses lighter, suppler leather than true leather armor and is closer to padded armor in all respects. Platemail: This armor, which is also called half-plate or partial plate, is a combination of chain or brigandine with metal plates (cuirass, epaulettes, elbow guards, gauntlets, tasets, and greaves) covering vital areas. The weight is distributed over the whole body and the whole thing is held together by buckles and straps. This is the most common form of heavy armor. Banded mail is a form of platemail in which overlapping strips of metal sewn to a backing of leather and chainmail. Generally the strips cover only the more vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight is more or less evenly distributed. Splint mail armor is made of narrow vertical strips riveted to a backing of leather and cloth padding. Since this is not flexible, the joints are protected by chain mail. Lamellar armor is similar to splint mail in all respects. Shields: All small shields (such as targes or bucklers) improve a character's armor class by 1 while large shields (such as kite shields) improve a character’s armor class by 2 against attacks. A shield is useful only to protect the front and flanks of the user. Attacks from the rear cannot be blocked by a shield (exception: a shield slung across the back does help defend against rear attacks). The reference to the size of the shield is relative to the size of the character. Thus, a human's small shield would have all the effects of a large shield when used by a gnome. You can bash an opponent with a shield. The weapon table on page 41 gives the damage dealt by a shield bash. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). A magical shield does not count as a magical weapon in combat, and provides no bonus to attack and damage rolls. Studded Leather: This armor is made from leather (not hardened as with normal leather armor) reinforced with close-set metal rivets. In some ways it is very similar to brigandine, armor made from small metal plates sewn or riveted to a layer of canvas or leather and protected by an outer layer of cloth, although the spacing between each metal piece is greater. It is also similar to ringmail, in which metal rings are sewn directly onto a leather backing instead of being interlaced, or scalemail, in which a coat and leggings (and perhaps a separate skirt) of leather is covered with overlapping pieces of metal, much like the scales of a fish. Armor Sizes: The equipment list reflects the price of a suit of armor (including an appropriate helmet) made for any normal player character race. Although a halfling is much smaller than a human and needs a smaller suit, there are fewer armorers available to meet such specialized needs. Thus, the armor for a halfling is as expensive as that for a human. Armor for non-standard sizes and shapes is going to cost significantly more and must be custom-made. This is not the kind of thing one can pick up at the local store! When armor is found during the course of an adventure, the players should note the creature that wore the armor previously. While a human character might be able to wear the armor of a gnoll, it will do little good for a halfling. Likewise, the armor of a giant is of little use to anyone. Armor size also affects the weight of the armor. The weights listed on the table are for human-sized (Medium) armors. Small armor weighs half the amount listed, while Large armor weighs at least 100% more. Getting Into and Out of Armor: There are times when it is important to know how quickly a character can get into or out of his armor. Accidents and unforeseen events happen all the time. The party is attacked at night. Those sleeping around the campfire may want to don their armor before rushing into battle. A character slips and falls into the river where his heavy armor pulls him down like a stone. He greatly desires to get it off before he drowns. Just how long does it take him? The time required to don armor depends on its make and the protection it affords. A rough guideline for donning armor is that it takes 6 rounds to don light armor, 12 rounds to don medium armor and 18 rounds to don heavy armor. Without aid, the time is doubled. In all cases, the times given assume that the proper undergarments and padding are also worn. Shields take 1 round to strap on in all instances. If the character does not have the time to fully don their armor, they may gain a partial bonus to their armor class. By spending half of the time required to don armor, the character may gain half of the AC bonus normally provided by the armor. As such, a character spending 9 rounds donning full plate (with the aid of another character) would gain a +3 armor class bonus. Removing armor is a much quicker matter. Armor can be shed in half the time it takes to don, though this time is halved if the character is willing to cut straps and bend pins. Player’s Handbook 45 WEAPONS The weapon tables list more than just the price of each item. It also gives other game information. Since each weapon is different, you should note this information separately for each weapon your character purchases or finds. Weapon Sizes All weapons are classed according to a size category - T, S, M or L. Tiny weapons (T) include unarmed strikes, gauntlets and other weapons shorter than 1’ in length (such as knives and daggers). Small (S) weapons are approximately two feet or less in size; Medium (M) weapons are two to five feet long; Large (L) weapons are generally six feet or greater in length. Polearms are usually 8 to 15 feet in length and allow characters to attack at foes from a distance. Of course once these foes advance to close quarters the polearm may no longer be used and a more suitable weapon needs to be employed. A character can always wield a weapon of a size equal to his own or less. Normally this requires only one hand, except for some missile weapons (bows and crossbows in particular). A character can also use a weapon one size greater than himself although it must be gripped with two hands. Beyond this size limit, the weapon is not usable without special means (most often magical). Blowgun: Blowguns can fire two types of ammunition: a barbed dart suitable for hunting small fowl, and a needle for carrying poison. Most blowguns are six or seven feet in length, although assassins might carry a miniature weapon two feet long that can only fire needles. Blowgun ammunition is very light and cannot penetrate heavy armor. If a target is protected by heavy armor, the attacker suffers an additional –4 to his attack roll. Blowgun darts deal 1 point of damage on a hit, while needles deal no damage (unless poisoned). Bows: Bows are grouped into short- and longbows, with composite bows and stick bows of either type existing. Stick bows such as the English longbow are made from a single stave of wood while composite bows are made from several layers of wood and/or bone that grant the bow great strength and elasticity. All bows but longbows may be fired from the saddle, with horse nomads favoring recurved composite bows due to their greater range. All bows are limited by the strength of their wielder, with strength penalties applied to all bow damage. Only composite bows may be made to accommodate exceptionally strong bowmen. The materials and workmanship required to make such bows increases their cost by 25 gold pieces per point of strength bonus to damage permitted. As such, a composite shortbow made for a bowman with a 17 strength would cost 125 gold pieces (75 gold pieces for the bow + 50 gold for the 2 extra points of damage that the bow could deal). Crossbow: Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The hand crossbow is easily held in one hand and cocked with the other. The light crossbow, also called a latch, must be braced against an object to be cocked with a lever mounted on the stock. The heavy crossbow has a powerful pull and must be cocked with a cranequin (a simple winch or lever) that comes with the weapon. One foot is placed in a stirrup at the end of the crossbow while the cranequin is worked. Only fighters with weapon specialization may fire light crossbows more than once per round or heavy crossbows more than once every other round. Crossbows may be used in conjunction with small shields and may be fired from a prone position. Garrote: Garrotes are ineffective melee weapons, requiring their wielder to surprise their opponent, striking from behind, and wrap the length of the garrote around their victim’s neck. Garrotes require two- hands to use and are ineffective against targets with neck armor (medium and heavy armors typically incorporate neck guards). Likewise, it is usually impossible to use a garrote against a target that is considerably (50%) taller or shorter than you. When used properly against a suitably vulnerable target, garrotes deal 1d3 points of non-lethal damage each round and render the target speechless. The target may attempt to break free of the garrote by foregoing their attack and winning an opposed strength check against their attacker. The attacker gets a +4 bonus to this check. If the garroted opponent wishes to strike his assailant, he may make unarmed attacks or attacks with a “light” weapon with a –4 penalty to hit as he flails blindly at his assailant. Wire garrotes cost twice as much as typical cord garrotes and deal 1d3 points of lethal damage each round. Strength bonuses and penalties always apply to the damage dealt by garrote attacks. Glaive: One of the most basic polearms, the glaive is a single- edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe. Great Axe: Great axes are heavy, one- or two-bladed battleaxes that require the use of two hands in combat. These heavy, cleaving blades evolved into one of the simplest of polearms, the bardiche, which is little more than an elongated battle axe. Bardiches are treated as great axes in all instances, despite their longer hafts. Guisarme: Thought to have derived from a pruning hook, this is an elaborately curved heavy cleaving blade set atop a 7-8 foot pole. While convenient and handy, it is not very effective. Voulges and bill hooks are similar polearms, designed to pull riders from their saddles as well as cleave through enemy armor. They are popular weapons, easy to make and simple to learn. Halberd: After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat. Lance: The different lances are rated according to size and sturdiness. Each type can be used only if the rider is on the same type of horse or a greater one. A man on a light warhorse could not effectively use a heavy horse lance, while all lances require that the rider be firmly in a saddle and using stirrups. A jousting lance is a heavy horse lance modified for use in tournaments, in which the desire is not to kill the opponent. The end of the lance is fitted with a special blunted tip intended to lessen the chance of wounds. Of course, good intentions often go awry, so there is still a chance of injury during a joust. In game terms, a jousting lance always does non-lethal damage on a successful hit (see Non-Lethal Damage on page 58 for more details). Longspear: Essentially this is a spear of 12 to 20 feet in length. This weapon is quite similar to both the awl pike and partisan in its design and use. The awl pike, in particular, was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords. The partisan is slightly shorter, with an 8’ shaft on average and broader spear-head. Lucern Hammer: Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. It, and the similarly designed bec de corbin, were mainly used to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry. Military Fork: This is one of the simplest modifications of a peasant's tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving often results in combining the fork with other weapons. Net: A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target that ignores their armor or shield bonuses to armor class. If you hit, the target must make a strength check at -5 or be effectively grappled by the net. Player’s Handbook 46 If you control the trailing rope by succeeding on an opposed strength check while holding it, the netted creature can move only within the limits that the rope allows (moving only 5’ per round). If the netted creature attempts to cast a spell, it must make a concentration check with a -5 penalty or lose the spell. A netted creature can escape by succeeding at an escape artist check, with a -10 penalty, or by using a light edged weapon to cut through the net. The net takes 20 hit points of damage to cut through. Polearms: A popular group of weapons during the ancient and medieval periods were the polearms. Their length was a distinct advantage and, for peasants, they were relatively easy to make. Thus, there came to be an abundance of polearms of different sizes and shapes. Due to their numbers, there is no standard system for naming polearms. The names used in this game might possibly be applied to other weapons elsewhere. Because of their length, all polearms are infantry weapons and require two hands to use. They are almost always the weapon of the common peasant and soldier, who, lacking a horse and heavy armor, needs some weapon to keep the enemy's knights at bay. Thus, most polearms are intended to be used in close-packed formations that present a forest of sharp points and wicked blades to any knight foolish enough to charge. The following weapons are polearms: spears (all), glaives, guisarmes, halberds, hammers (lucern), lances, military forks, ranseurs, scythes and all weapons based upon or similar in design to these weapons. Ranseur: Very much like the partisan and spetum, the ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor. Partisans with side tines may be treated as ranseurs. Scythe: Scythes and fauchards are long, inward curving blades mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into a weapon of war. Sling: You can fire a sling with one hand; though loading a sling requires two hands. You can use ordinary stones with a sling, but stones are inferior to bullets. As such sling attacks made with stones suffer a -1 attack roll penalty and deal 1d3 damage. Sword, Bastard: This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one- or two-handed. Whip: The whip is a dangerous weapon only in the hands of a highly skilled and well-trained user. To inflict damage, the whip must contact exposed, or lightly covered, flesh. As such, a whip wielder suffers a -4 penalty to attack rolls made against opponents in medium or heavy armor. The whip also has another use. It can entangle an opponent’s limb(s) or weapon in order to make trip or disarm attacks. Whip (Scourge): This wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution. MISCELLANEOUS EQUIPMENT Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers a 5’ by 5’ square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The creature can avoid the caltrops by making a dexterity common ability check with a –5 penalty. If the creature is wearing shoes or other footwear, it gets a +2 bonus to this check. Creatures moving cautiously through the area (at ½ their movement rate, rounded to the nearest 5’ increment) need not roll a dexterity save to avoid the caltrops. If the creature fails its dexterity common ability check, it steps on 1d3 caltrops. Each deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated by a healer, or until it receives at least 1 point of magical curing. Climbing Gear: These tools (pitons, crampons and a small hammer) give you a +2 bonus to all climb checks, so long as the time is taken to properly use them. Rope must be purchased separately. Lanterns: A hooded lantern (30’ radius of light) is a standard lantern with shuttered or hinged sides. It is not directional, as its light is cast equally in all directions. A bull’s-eye lantern (60’ cone of light) has only a single shutter, the other sides being highly polished to reflect the light in a single direction. Both hooded and bull’s-eye lanterns can be carried in one hand. A single flask of oil (one pint) burns for six hours in either. The beacon lantern (240’ radius of light) is a much larger affair and must be mounted on the prow of a ship, the bed of a wagon, or other large structure. It operates like the bull’s-eye lantern but illuminates to a greater distance. The beacon goes through oil quickly, burning a flask every two hours. Locks: Locks are still fairly primitive affairs (except for those complicated by the use of magic or made through the exceptional artifice of the elven, gnomish or dwarven people). Most are worked with a large bulky key. Combination locks are virtually unknown at this time. As with most things, there are good, very complex locks as well as bad, easily opened locks. Magnifying Glass: This simple lens is more an oddity than a useful tool. It does not greatly enhance viewing, especially since many are unevenly ground, creating distortion. It is useful as a substitute for tinder and steel when starting fires. Merchant's Scale: This is a small balance and pans along with a suitable assortment of weights. Its main use is to weigh coins - a common method of settling a transaction. Merchants are well aware that coins can be undersized, shaved, or plated. The only sound protection is to check the coins against a set of established weights. It is also needed when using foreign coins to make a purchase or exchange. Of course, merchants are no more noble than anyone else and may use sets of false weights - one set heavier than normal for selling an item (causing the customer to pay more) and another set lighter than usual for buying items (letting the merchant pay less). In well-regulated areas, officials verify the accuracy of weights and measures. Oil: Greek fire is a general name given to all highly flammable oils used in combat. (Historically, Greek fire was a special combination of oil and chemicals that was sticky and difficult to extinguish.) These oils are highly flammable and a little dangerous to carry. Lamp oil is used for lamps and lanterns. It is not particularly explosive although it can be used to feed an existing blaze. Spyglass: Like the magnifying glass, the spyglass is more of an oddity than a useful item. Objects viewed through it are a little closer, although not much. For better results magical items are preferred. The spyglass gives from two to three times magnification. Thieves’ Tools: This is a small collection of tools useful to burglars. The kit includes one or more skeleton keys, long metal picks, a long-nosed clamp, a small handsaw, and a small wedge and hammer. These combined with some common tools (such as a crowbar) make up most of the special equipment a thief needs to perform his trade. Water Clock: This bulky item is good for giving the time accurate to a half-hour. Activated by a regulated flow of drops, the water clock is not something you carry in your pocket. For it to work at all, it must have a source of water and be left undisturbed. Player’s Handbook 47 TRANSPORT Caravel: This ship was sailed in late Medieval/early Renaissance times and was the type of ship Columbus used to reach the New World. (It should be used only in late Medieval settings.) It normally has two or three masts and square sails. No oars are used. The typical caravel is 70 feet long and 20 feet wide. The normal crew is from 30 to 40 men. The average cargo displacement is 150-200 tons. Coaster: Also called a round ship, this is a small merchant ship that hugs the coasts. This is a sailing ship, fitted with two masts and triangular sails. The average size is 60 to 70 feet long and 20 feet wide. The rudder hangs from one side. The crew is 20 to 30 men, and the cargo capacity is about 100 tons. Normally there is only a small sterncastle. A coaster is slow and not tremendously seaworthy, but it can carry large amounts of cargo with smaller crews than galleys. Cog: This ship is a larger, improved version of the coaster, able to make ventures into the open sea. Like the coaster, it is a sailing ship with one or two masts, but the cog employs square sails. It is about 75 to 90 feet long and 20 feet wide. The crew is only 18 to 20 men. There is normally one deck and both a fore- and stern- castle. The cargo capacities of cogs vary greatly, but the average is 100 to 200 tons. Curragh: This is an early, primitive vessel. It is made from thick hides stretched over a wood-and-wicker frame. A single mast carries a small square sail, but the curragh is usually worked by oars. It is normally 20 to 40 feet long. The crew is approximately six to eight and the cargo space is limited - no more than five tons. Drakkar: The largest of the Viking longships is known as a drakkar or dragonship. Built for war, this ship stretches about 100 feet in length. Although a single mast can be raised, oars provide the main source of power. The crew of 60 to 80 men rows, one man to an oar. Up to 160 additional men can be carried for boarding and raiding. Due to its great size, a drakkar is not very seaworthy. This and the fact there is no space on board for many supplies (certainly not enough for 240 men) or sleeping quarters keep the drakkar close to the coast where it can put in for the night. Because of its cost and limited use, a drakkar is usually built by kings and rulers and is not used for the mundane task of shipping cargo. Dromond: This ship is the largest of the Byzantine galleys. Although it boasts one or two masts and triangular sails, the main power comes from the 100 oars, 50 to a side. These oars are divided into an upper and lower bank, with one man per oar on the lower bank and three men on the upper bank. Thus, the total crew is about 200 men. The dromond is about 130 to 175 feet long and 15 feet wide, making it a very slender ship. The cargo capacity is around 70 to 100 tons. A dromond can be used both for shipping and war. As a warship, a ram projects from the front just above the water line. Castles are built fore, aft, and amidships as firing platforms. The cargo space is then taken up by marines. With such numbers of men, it is a very dangerous ship to attack. A dromond is not a seaworthy craft, however, and usually sails in sight of shore. They beach at night like all galleys, since supplies and sleeping accommodations are very limited. Galleon: This is the largest and most advanced sailing ship that might be available in the AD&D game. It should appear only in Renaissance-period settings. It is a sail-driven ship with three or four masts. There are normally three through decks (running the length of the ship), while the castles fore and aft have two decks. The average size is about 130 feet long and 30 feet wide. Crews average about 130 men. Although cargo capacity is about 500 tons, a galleon is mainly used as a warship. (In the real world they were fitted with cannon, something beyond the standard AD&D game rules.) They can easily carry men equal to their tonnage, making capture by pirates nearly impossible. Great Galley: Built during the Late Middle Ages, the great galley is an improved version of the dromond. It is slightly smaller than the dromond, about 130 feet long and 20 feet wide. The main power comes from 140 rowers, one man to an oar, but is supplemented by three masts; this combination gives it better speed and handling. The cargo capacity is 150 tons. When outfitted as a warship, the front end is built as a ram and marines are carried instead of cargo. Like all galleys, the great galley is a coastal vessel, rarely venturing into open water. It is not seaworthy in heavy storms and waits in port for these to pass. Knarr: This small ship was a common cargo ship of the Scandinavian region. It is 50 to 75 feet long and 15 to 20 feet wide. It has a single mast and a square sail. In times of poor wind, a few oars at the bow and stern can provide more power. The crew ranges from eight to 14 men. The cargo capacity is small, anywhere from ten to 50 tons. The ship is, however, relatively seaworthy and can be used to make long sea voyages (although it cannot be called comfortable). Its flat bottom makes it useful for sailing up rivers and estuaries, and it can be beached easily. Longship: This is the standard Viking warship. It is more substantial than the knarr but not nearly as massive as the drakkar. An average longship is 75 feet long with 20 to 25 oars per side. Each oar is worked by a single man for a total crew of 40 to 50 men. There is also a single mast and a square sail. In addition to the crew, the ship can carry 120 to 150 men. A longship can be used for shipping, but its cargo capacity is only about 50 tons. It is, however, fairly seaworthy and can sail across the open sea when necessary. TACK & HARNESS Barding: A warhorse, or any animal trained for combat, is a considerable investment for the average warrior. Therefore, it behooves the owner to see that his mount is as well protected as possible. Other than avoiding risks, the best non-magical protection is horse armor or barding. Padded or leather barding provides a +1 armor class bonus to the beast wearing it. Chain barding provides a +3 armor class bonus to its wearer. Plate barding provides a +5 armor class bonus to its wearer. Saddles: There are two basic saddles - riding and pack. Riding saddles take many forms, but their basic purpose is to carry a person. Pack saddles are special frames designed to carry supplies and equipment. The only practical limit to how much a well-stowed pack saddle can carry is the carrying ability of the animal. Player’s Handbook 48 ABILITY SCORES & THE GAME Throughout the game, the Dungeon Master and players must resolve whether or not specific actions succeed or fail. These actions might include tracking a band of goblins, detecting a trap, swimming a mighty river or resisting the effects of a giant snake's poison. To resolve these situations and others, a player rolls an ability check. It is important to note that only those activities that have a significant chance of failure, as determined by the DM, should be resolved by a die roll. In most cases, narrative development and not chance should guide the game. Judicious use of the ability check is essential to maintaining the fast flow of action and adventure. There are instances in which the ability check is required. These include class ability checks, skill checks, saving throws and common ability checks where the DM deems a check necessary to resolve a conflict. Once it is decided an ability check is needed, the Dungeon Master must identify the ability score to be checked against. In most cases, the answer is obvious. In the case of class abilities, skills, and saving throws, the appropriate ability score has already been identified. With class abilities, the associated ability score is in the ability's description. Non-specified situations requiring a check are typically easy to resolve as well. The ability score descriptions located at the beginning of the book and the USING ABILITY CHECKS IN YOUR GAME section below should aid in deciding which ability score to associate with specific actions. Once the associated ability score is chosen, the Dungeon Master may apply a modifier to the roll that is based upon the difficulty of the task. A positive modifier, or bonus, improves the character’s chance of success by adding to his die roll while a negative modifier, or penalty, decreases his chance of success. The Dungeon Master has vast discretion in determining the challenge’s difficulty and assigning a check modifier (whether it’s a penalty or bonus). Although the task sounds difficult, it is actually fairly easy. The check modifier represents the level of difficulty of the action attempted or the reaction made. The simplest way to determine the check modifier is by referencing the level or hit dice of the NPC or creature that the character making the check is acting against or reacting to. In such cases, the check penalty is equal to the level or hit dice of the NPC or monster involved. A monster's check penalty is equal to its hit dice; a spell's check penalty is equal to the caster level or hit dice of its caster; a trap's check penalty is equal to the level of the person who set it. There are more arbitrary situations that require the DM to create an adequate modifier. If a character is attempting a task such as making an extraordinary jump or swinging on a rope to grab an object, the Dungeon Master needs to assign a difficulty to the task. A good way to assign such a modifier is to think of the task's difficulty as if it were a monster, and then assign a penalty equal to the hit dice of the monster imagined. In this way, a level or hit dice can be assigned to tasks such as swimming a river, knocking down a door, jumping a pit or catching a falling object. As a rule of thumb, a check bonus of +10 is recommended for routine tasks, while a bonus of +5 is adequate for most easy tasks. Checks that are of average difficulty should have no bonus or penalty applied to them (other than the relevant ability score modifier and level modifier). For tough tasks, a check penalty of -5 works well. For challenging tasks, a check penalty of -10 suffices. Extremely difficult checks should incur a penalty of -15 or greater, while truly heroic actions require a check penalty of -20 or even higher. When in doubt, err on the low side since it never hurts a game to have a character succeed in something difficult. After the check modifier is determined, the Dungeon Master applies it to the character’s ability check. If the d20 roll plus all modifiers is equal to or greater than 15 (the Challenge Base or CB) then the ability check is successful. Note that rolling a “natural 20” (a “20” is rolled on your d20) always indicates success on ability checks while rolling a “natural 1” always indicates failure. LEVEL BONUSES & ABILITY CHECKS Every saving throw, class ability check, skill check and common ability check has an associated ability score. Whenever one of these checks is made a d20 is rolled by the player. The character’s ability modifier is always added to this roll. When making saving throws, the character always adds his level (his level bonus) to the roll. When using skills or class abilities the character also adds his level bonus to the roll, so long as he is trained in that skill or ability. Any time an ability check that is NOT a skill check, saving throw, or class ability is called for, it is a common ability check. Common abilities, which are described in greater detail below, are “everyman” abilities that may be attempted by all characters and most intelligent beings. When using common abilities the character adds ½ of his level bonus to the roll, rounding fractions down. There will be times when a player will want a character to attempt an action that intrudes in the realm of the class ability of another character class or use a skill they do not possess. It is up to the Dungeon Master to decide if such an action is even possible. If a Dungeon Master does allow a character to attempt a skill or class ability they do not possess then the character does not add any level bonus to the ability check roll, unless the class ability may be also be attempted as a common ability (e.g. a stealth or perception check). It is important to note that the abilities of each class have the best results when used by only that class. USING ABILITY CHECKS IN YOUR GAME One of the challenges of running a game is deciding when and how to use the rules of the game to enhance the game play experience. Knowing when and how to use the ability check to the best advantage will make for a fun and exciting game. Misusing them will cause the game to become bogged down with trivialities. COMMON ABILITIES As noted above, common abilities do not require specialized training, as class abilities and skills do. Common ability checks automatically improve as characters advance in level, with all characters adding ½ of their level bonus to common ability checks (rounding fractions down). Examples of common abilities include appraising items, balancing, climbing, haggling, jumping, perception, persuasion, and swimming. The following section details the various common abilities associated with each ability score, as well as providing examples of skills and class abilities tied to each ability. Strength The strength check should be used sparingly and with a healthy dose of common sense. Even a character with a strength score of 18 cannot lift a boulder weighing over a ton. A rock for a sling stone can be lifted by anyone. This extreme example illustrates the potential downside of relying on ability score checks to resolve situations in a game. If done too often, the act of making a check can begin to replace the essential value of common sense when determining the outcome of events. Strength checks are most useful when a character is attempting feats of strength beyond the norm. It often involves a situation where a character is matched against another creature or character, requiring an opposed strength check, or against a force of nature. task type of ability check escape artist class or common ability feats of strength common ability jump class or common ability swim common ability Characters attempting to lift more than their maximum heavy load (see ENCUMBRANCE on page 53) must make a strength check. The penalty to this check is -1 for every 10% over the listed maximum that is lifted. As such a character trying to lift double their maximum heavy load would make a strength check with a -10 penalty, while a character trying to lift three times their maximum heavy load would suffer a -20 penalty. All character may make strength checks to open stuck doors, break free of restraints, move extremely heavy objects, attempt jumps (with and without a running start), swim and so on. Strength checks are also made when making or resisting grapple, push, overbear and disarm attacks (see page 58 for more details on NON-LETHAL COMBAT). Generally a character can jump a number of feet equal to their movement rate divided by 5, by making a strength check. For every foot beyond this increase the check penalty by 2. Without a running Player’s Handbook 49 start of at least 20’ the base distance jumped is halved and each additional foot of jumping distance increases the check penalty by 4. For high jumps, characters may jump number of feet equal to their movement rate divided by 10 with a successful strength check, with every foot beyond this increasing the penalty by 4. Characters trying to swim may move at ¼ of their movement rate, rounded to the nearest 5’ increment. Characters suffer encumbrance penalties to all strength checks made to swim (see Encumbrance for more details). Intelligence Characters often face daunting puzzles and tasks of mental discipline on their adventures. Intelligence checks are one way to help determine the success of a character at those tasks. Caution should be used, however, lest the roll of the dice be used to solve all of a player's problems. Part of the fun of the game is the sense of accomplishment gained when roleplaying, reasoning and solving problems or recalling information. Getting the answers from rolling dice leaves that accomplishment empty. task type of ability check appraise value common ability craft (type of object) skill create, use or identify poison class ability decipher script class ability estimate (distance, quantity, etc) common ability knowledge (specific subject) skill lore class ability recall information common ability All characters may make intelligence checks to estimate the rough value of objects, recall information, determine the distance between themselves and their opponents, estimate the number of soldiers in an approaching army, and so on. Besides allowing characters to make rough appraisals and estimates, a character’s intelligence affects the number of background skills a character begins play with (see Bonus Knowledge Skills on page 3). Skills that are based upon intelligence are described in the SKILLS section. These skills represent specialized training on the character’s part and function much like class abilities in that the character adds their full level bonus to skill checks, if they have that particular skill, or do not if unskilled. Wisdom Where a character, and not a player, has had an experience that could impact a present circumstance, a wisdom ability score check is often involved. Wisdom checks often help resolve unclear circumstances through hunches or gut feeling. Wisdom is also used to determine surprise, or when allowed, to spot something not normal about a situation. Wisdom checks are a particularly useful device with new players that may be confused in such a circumstance. In the end, the ultimate determination of whether to allow a wisdom check or not lies in those circumstances where the fictional character's knowledge and experience would exceed the player's personal knowledge. The character's background and experiences play an important role in this. However, wisdom checks should not always be used to help characters find hidden objects or gain intuitive insight. A player should pay attention to the Dungeon Master's narrative description, and the Dungeon Master should allow alert players to spot potential threats or find hidden items, especially if deftly roleplayed. Wisdom checks are not a replacement for alert and cautious play. Also, as detailed ahead, surprise is a special type of wisdom check with its own rules. task type of ability check bind wounds common ability direction sense common ability perception class or common ability1, 2 profession (type) skill ride (mount) common ability survival class ability sense motive common ability track class ability 1 All characters may attempt perception checks to notice when something is amiss (bandits are lying in ready to ambush the party, a strange keening noise can be heard in the distance), though only those with the perception class ability may add their full level bonus to such checks. Perception checks can also be made to hear and locate invisible attackers (this does not negate the benefits of invisibility). These checks, if made against another creature, are opposed by that creature’s stealth (dexterity) check (if they are attempting to hide or sneak up on the character). Generally a successful check indicates that the character has detected some sort of noise or spotted something amiss. Modifiers due to intervening cover, solid barriers, distance, etc., as well as what details are heard or spotted, are determined by the DM. 2 While only those with the find traps ability (thieves and assassins) may make perception checks to find complicated mechanical or magical traps, all characters may attempt to find crude traps (such as concealed pit traps or rope snares) with a perception check. Wisdom checks are also used to “read” others and sense their true motives. These checks, if made against another creature, are opposed by that creature’s bluff (charisma) check (if they are trying to deceive that character). Finally, wisdom checks allow characters to handle mounts and pack animals. Skills that are based upon wisdom are described in the SKILLS section. Dexterity Characters occasionally find themselves in situations where their reflexes and balance are tested. Dexterity checks should be used in those situations where the consequences are most dire, or dependent upon some deft maneuver to avoid a hazard. A dexterity check might also be required when a character attempts to retrieve an item quickly, balance on a precarious surface, run up a steep incline and so on. task type of ability check balance class or common ability1 climb class or common ability2 disable device class ability escape artist class or common ability play instrument skill sleight of hands class ability stealth common ability3 1 Characters may only move at ¼ of their movement rate, rounded to the nearest 5’ increment, when balancing or traversing difficult terrain. Characters may attempt to move at ½ of their movement rate, rounded to the nearest 5’ increment, when balancing but take a -5 penalty to their dexterity check when doing so. 2 Characters with the climb class ability may climb up, down or across a slope, wall, steep incline (even a ceiling with handholds), or unusually angled natural or man-made slope or incline that others would find impossible to climb. They add their full level bonus to such checks and never need to make a climb check in order to climb natural slopes and man-made inclines, such as a rough ledge or steep steps. All characters (even those without the climb class ability) may make dexterity checks to climb rough ledges or natural slopes. A failed climb check means that the character makes no progress. A check that fails by 5 or more means that the character slips and falls, possibly taking damage if they fall from a height of 10’ or more. Nothing can be carried in the hands while climbing and a character moving under conditions where a dexterity check is required may only move at ¼ of the their movement rate, rounded to the nearest 5’ increment. Characters may attempt to move at ½ of their movement rate, rounded to the nearest 5’ increment, when climbing (or balancing) but take a -5 penalty to their dexterity check when doing so. 3 All characters may attempt stealth checks to hide from others or move silently, though only those with the stealth class ability may add their full level bonus to such checks. These checks are always opposed by the target’s perception check. If the character is being observed, even casually, they can’t hide. If observers are momentarily distracted, though, the character can attempt to hide. While the observer averts its attention from the character, the character can attempt to get to a hiding place. This check, however, is at a -10 penalty because the character has to move quickly to the hiding place. A character cannot Player’s Handbook 50 hide if there is nothing to hide behind or conceal oneself with. Deep shadows can count as concealment at the Dungeon Master’s discretion. Characters attempting to move silently take a -5 penalty to this check when moving at ½ of their movement rate (rounded to the nearest 5’ increment) and a -20 penalty when running or charging. Skills that are based upon dexterity are described in the SKILLS section. Constitution There are plenty of situations in a game where a player might wish to push the limits of the character's health and stamina. For example, a character may need to run a mile in full chainmail without stopping. If a Dungeon Master needs to determine if a character can succeed at tasks such as this, a constitution check is used. As with any check, common sense must be used. A contest of endurance between a character with a constitution of 4 and one with a constitution of 16 is really no contest at all. However, a contest between characters with 15 and 17 would be much closer, and constitution checks might be needed to determine how long each character could succeed at the task, such as holding a book in each hand with outstretched arms. task type of ability check tests of fortitude or stamina common ability All characters may make constitution checks to exert themselves for extended periods of time or test their intestinal fortitude (i.e. by engaging in a drinking contest). Checks made to push one’s endurance, fight off illness or hold one’s breath are all governed by constitution. Charisma Feats of will between two creatures along with situations involving leadership, reaction, loyalty and negotiation are areas governed by charisma. As with intelligence checks, players should be given the opportunity to succeed through roleplaying before checks are required. If the Dungeon Master deems an argument or negotiation persuasive, then success can be allowed without requiring a check. Under no circumstances should charisma checks replace the need for players to roleplay interactions. If the character wants a deal from a shopkeeper, the player should have to negotiate that deal. A charisma check might aid in the resolution of the task, but it should not determine it outright. A successful, opposed charisma check in the negotiation of a peace treaty, for example, might cause the opposing side to offer a small concession, but the ultimate success will depend on the player's roleplaying ability. However, as with wisdom, sometimes a character's charisma will be greater than the player's ability to roleplay that charisma. The Dungeon Master should take that into account when making situational rulings. A paladin with an 18 charisma would have some success in convincing a group of villagers to aid in hunting down an evil bandit in the region, even if the player cannot deliver a speech like Julius Caesar. If the player can give an adequate speech with a modicum of oration ability, the DM should allow for some success. Imposing one's will over another creature is one of the most difficult situations for the Dungeon Master to referee. In such cases, a character's charisma score is the primary determinative of success. In most cases, a roll may not even be required. task type of ability check animal empathy class ability bluff common ability haggle common ability intimidation common ability persuasion common ability All characters may make opposed charisma checks (see Encounter Reactions page 54) to influence others, while NPCs may use charisma checks to resist a player’s influence. The use of persuasion, intimidation and guile are all based upon a character’s charisma, as is the player’s natural ability to haggle and to command others. Skills that are based upon charisma are described in the SKILLS section. SAVING THROWS Many times during a game something occurs which requires an ability check, such as when a dryad attempts to charm a character or a dragon breathes fiery breath upon a character, but the ability score associated with the event that causes the check is unclear. For example, what happens when a wight creeps up upon an unsuspecting foe and reaches its hand out to steal some part of a soul? This is called an energy drain and, if successful, the character whose energy is drained loses levels. In this case, the character is being acted on in a potentially harmful manner and must make an ability check to avoid being harmed. This ability score check is called a saving throw. Often the Dungeon Master or new players are unsure as to which ability score a particular type of attack or event relates. Saving throws clarify this as many of the more common types of events are examined. In the case of the wight's energy drain, the saving throw relates to constitution. A saving throw is simply an ability score check for a character to avoid damage or other unwanted alteration or harm caused by a creature's abilities and/or specific situations or effects. Saving throws are unique only in that the character is being acted on and the attacks or events causing it need clarification. A saving throw is an ability check. A player rolls a d20, adds the character's full level bonus and the appropriate ability score modifier. The check penalty for saving throws is usually equal to the monster's hit dice, the caster level of the spell, the level of the thief setting the trap, or the level of the assassin brewing the poison. The Dungeon Master may also give bonuses or impose penalties due to circumstance and situation. The results of failed saving throws for a particular type are explained below. Monsters, creatures and non-player characters are also often required to make saving throws when reacting to attacks by a character, especially spells cast by magic-users and illusionists, clerics and druids. Monster saving throws function in the same manner, substituting hit dice in place of the level bonus. Unlike player and non-player characters, they do not add specific ability modifiers to their saving throws. Note that rolling a “natural 20” (a “20” is rolled on your d20) always indicates success on a saving throw roll while rolling a “natural 1” always indicates failure. TYPES OF SAVING THROWS There are six different kinds of saving throws each corresponding to an ability score. The situations and effects that trigger a saving throw generally fall into one of the following categories. This list is not definitive but should provide a template for Dungeon Masters to determine a saving throw category for something not listed here. More information on saving throws, including details regarding Item Saving Throws is provided below. SAVE TYPE Categories Strength Paralysis, Constriction Intelligence Arcane Magic, Illusion Wisdom Divine Magic, Confusion, Gaze Attack Polymorph, Petrification Dexterity Breath Weapon, Traps Constitution Disease, Energy Drain, Poison Charisma Death Attack, Charm, Fear Variable: Spells Breath Weapon (Dexterity or Constitution): Any character caught in the area of effect of a breath weapon must make the appropriate saving throw or suffer the breath weapon's full effects. The type of saving throw necessary is described with the monster or spell that causes the saving throw. Generally the character must dodge the effects of a breath weapon, so a dexterity save is appropriate, but on occasions gaseous clouds require a constitution saving throw. Charm (Charisma): Charm spells or spell-Iike abilities allow a charisma saving throw to avoid being overcome by the charm. A failed save means the character suffers the effect of the charm spell. Confusion (Wisdom): Confusion spells or spell-like powers allow a wisdom saving throw to avoid being overcome by confusion. A failed save means the character becomes confused, as per the confusion spell, for an amount of time as specified by the spell or ability. Player’s Handbook 51 Death Attacks (Charisma): Death attacks are rare and only a few monsters and the rare artifact have them. In most cases, death attacks allow the victim to make a charisma save to avoid the affect, but if the save fails the character will die instantly. Disease (Constitution): When a character is injured by a disease attack such as from a mummy, touching an item smeared with diseased matter or consumes disease-tainted food or drink, the character must make an immediate constitution saving throw. If the character succeeds, the disease has no effect, for the immune system has fought off the infection. If failed, damage occurs after an incubation period. The description for each disease will give the details on the effects following the incubation period. It is recommended that the Dungeon Master roll these constitution saving throws for the player so that he doesn't know whether the disease has taken hold. Energy Drain (Constitution): An energy drain attack takes away levels or ability score points from the victim unless a successful saving throw is made. Most energy drain attacks require a successful melee attack. Mere physical contact is not enough. The full effect of an energy drain, such as the number of levels taken away, is specified in the monster, magic item or spell description causing the drain. If it is not specified, one level is removed. A character who loses a level this way suffers the effects of the drain immediately. The character loses one hit die of hit points of the appropriate class, and all other class abilities are reduced to the new level. The victims experience point total is immediately set to the midpoint point of the previous level. A character drained below 1st level is instantly slain. Depending on the creature that killed the character, the character may rise the next night as a monster of that kind. If not, the character rises as a wight. Lost levels or ability score points remain until removed by spells, such as restoration, or other means. Sometimes level or ability score loss is temporary and will return to normal in a day's time. A creature gains temporary hit points each time it successfully uses its innate energy drain ability. Unless specified otherwise, the creature gains the amount of hit points that the victim loses. Energy drain through spell or magic item does not grant temporary hit points unless their description indicates otherwise. Fear (Charisma): Spells, magic items and certain monsters can affect characters with fear. The character facing a monster that emanates fear or who has a spell cast upon him makes a charisma saving throw to resist the effect. A failed roll means that the character is affected by the fear, as detailed in the spell or monster description. Gaze Attack (Wisdom): Each character within range of a gaze attack must attempt a saving throw each round at the beginning of his turn. Generally the character can avoid the gaze with a successful wisdom save. In many instances, the situation is more appropriately handled without a saving throw through narrative and roleplaying. If necessary, the Dungeon Master may require a saving throw. Failure indicates the character was unable to avoid the gaze and suffers its effect. Magic/Illusion (Intelligence or Wisdom): This category is for spells cast by creatures or from scrolls. It is a catch-all for magic not covered by one of the other saving throw categories. Arcane or divine spells cast by a magic item or other object, or spell-like abilities possessed by creatures or items usually allow a saving throw to negate, lessen, avoid or resist their effects. If the type of magic is arcane, then an intelligence saving throw is made. If divine, then a wisdom saving throw is made. In some cases, the specific effect of the spell calls for another type of saving throw. All charm spells, whether cast by creature, item or spell- like ability require a charisma saving throw (see above). Other saving throw categories not covered by this catch-all would include paralysis, polymorph, energy drain, death attack and fear. Paralysis/Constriction (Strength): Some monsters and spells have the supernatural or spell-like ability to paralyze or hold victims, immobilizing them through magical means. Paralysis works on a character's body, but a character can usually resist it with a strength saving throw. The effects of spell, monster constriction and/or paralysis are discussed above in the spell descriptions or in the MONSTER MANUAL. Petrification/Polymorph (Wisdom): Arcane and divine magics can cause creatures and characters to change their shapes, sometimes against their will. The victim may make a wisdom saving throw to resist the polymorph. Polymorphed creatures retain their own minds but have new physical forms. A petrified character is not dead if a majority of the body is intact. No movement or actions of any kind can be made, not even mental ones while petrified. Strength and dexterity scores are effectively (but not actually) reduced to 0. There is no awareness of what is occurring since all of the senses have ceased operating. If a petrified character cracks or breaks but the broken pieces are joined with him as he returns to flesh, he is unharmed. If the character's petrified body is incomplete when returned to flesh, so is their restored body. Poison (Constitution): When a character takes damage from a poisoned weapon, an item smeared with contact poison, consumes poisoned food or drink or is otherwise poisoned, he must make a constitution saving throw. If he fails, he suffers the poison's initial damage (usually ability damage). Even if he succeeds, he typically faces more damage a short time later. Sometimes, the additional damage allows for another saving throw. Spells (Variable): Arcane and divine spells sometimes allow a saving throw to negate, lessen, avoid, or resist the effect. Each spell description indicates the type of saving throw including those spells cast from scrolls, wands, rings or other magical devices. Traps (Dexterity): When a character sets off a trap, a dexterity saving throw is allowed to avoid all or some of the effects of the trap. Each trap is unique and the effects of a successful or failed saving throw should be designated beforehand. Player’s Handbook 52 ITEM SAVING THROWS Sometimes a spell or attack specifies whether items in its area of effect are potentially destroyed. If this is the case, all items that are not in a creature’s possession are required to make a saving throw or be destroyed. Typically items worn or carried by a creature do not need to roll a saving throw unless that creature rolls a “1” on its saving throw. attack form material acid crushing disintegrate fire frost lightning sonic bone, ceramic or ivory P - - P P P - cloth or rope - P - - P - P crystal or vial P - - P P - - glass* P - - P - - - leather or book P P - - P - P metal, hard P P - P P P P metal, soft or jewelry** - - - - P - P parchment or paper - P - - P - P stone or gem P P - P P - - wood (thin) P - - - P - - wood (thick) P P - P P - - * category includes potion, magical oil, poison, and acid vials. If the save is successful, the contents automatically save. ** category includes pearls and all non-precious and semi- precious gems. If an item is subjected to an attack form to which its save, as listed above, is marked “P,” then a d20 is rolled with a +5 modifier. If the save is listed as “-” then the item receives no modifier to its save. Magic items have a flat +5 bonus on all saves, with an additional +1 per magical bonus. In addition, if an item is subjected to an attack form of its own mode (such as a wand of fireballs saving versus fire or armor saving versus a crushing attack), the save is made with a +10 bonus. Artifacts and relics, at the DM’s discretion, and on an individual basis, can be considered to be indestructible, requiring a very specific process to destroy. Alternatively, a DM can apply a bonus to all save categories, say, with a +20 bonus, rendering their destruction improbable, but still leaving it possible. The save penalty is based upon the intensity of the attack. The penalty is usually equal to –1 per 5 points of damage dealt (round fractions normally) with a minimum penalty of –1 applying to all saves. As such, an attack that deals 16 points of damage would incur a save penalty of –3. For effects that do not directly deal damage the penalty is equal to the threat’s level (usually the caster level for spells or hit dice for spell- like abilities). In all other ways, this save is treated identically to the saving throw method utilized by characters. Example: A steel shield is struck by the awesome might of an ogre’s giant club for 18 points of damage (-4 save penalty). Normally the shield would not need to make a save but, in this instance, the ogre is specifically trying to sunder the shield. The hard metal shield normally gains a +10 bonus on its save because it is designed to absorb blows (it was subjected to an attack form of its own mode) and an additional +5 bonus because hard metal gets a bonus on saves versus “crushing” attacks. Its total save modifier is +11(combining the +15 save bonus with the -4 save penalty) and, as such, needs to roll a 4 or higher to make its save (d20+11≥15). Attack Forms: Acid: This category assumes a tremendous amount of exposure or subjection to a potent acid, such as the effects of a black dragon breath attack, or immersion for an extended period of time. In the latter case, a save is only made after the item has been thusly exposed, and is not required if the object is removed before the timeframe expires; as a general rule of thumb, an item must be immersed for one round +1 per round for each point of magical bonus the item has (+2 for those items that do not have a specific bonus). In the case of total immersion, the save penalty cumulatively increases by +1 per round of exposure, beginning the round after the item must initially save - in this way, the longer an object is left in acid, the more likely it is to be destroyed. Example: A magical +1 long sword is accidentally dropped in a vat of potent acid that does 2d6 points of damage per round. It has two rounds (1 round +1 round due to its magical bonus) before it must save. On the third round of immersion the acid deals 10 points of damage and a save is required, with a -2 save penalty due to the intensity of the attack. It gains a +5 bonus for being a hard metal item saving versus “acid” and another +6 bonus for being a +1 sword), for a total modifier of +9 (combining the +11 save bonus with the -2 save penalty). A 6 or higher is required (d20+9≥15) but a 3 is rolled and the sword is destroyed. Crushing: This category assumes that an object has met with a crushing or bludgeoning force, such as that delivered from a giant’s attack or in a collision with an unyielding surface, such as when an object falls and hits the ground. Disintegrate: This category applies to any exposure to the spell disintegrate, and damage dealt is always used to affect the save difficulty. Fire: This category assumes direct contact with any magical effect with “fire” or “flame” in its name, such as fireball, fire storm or flame strike or with direct and prolonged exposure to intense mundane fire sources, such as a bonfire or flaming oil. It is also used for dragons’ breath weapon attacks and for immersion in lava. In the latter case, the rules for immersion in acid, above, apply. An object that is highly susceptible to burning, such as paper, must immediately save or be destroyed. Other items may require additional rounds of exposure at the DM’s discretion. Each round beyond the initial timeframe increases the save penalty by 1. In this way, the longer an item is left to burn, the more likely it is to be destroyed. Frost: This category assumes exposure and direct contact with any form of intense cold, such as the effects of a white dragon’s breath or the magic spells cone of cold and ice storm. Note: A hard metallic object that is exposed to a frost attack and then subjected to any form of blunt trauma within 1 round of making its save versus frost must make a save against crushing, at a -5 penalty. Lightning: This category assumes exposure to any spell with the word “lightning” in its name such as lightning bolt or call lightning, contact with any lesser magical electricity effect, such as shocking grasp, the electrical effects of an electric eel and the effects of a blue dragon’s breath. Player’s Handbook 53 ENCUMBRANCE Determining Encumbrance: Encumbrance rules determine how much a character’s armor and equipment slow him down. If you want to determine whether your character’s gear is heavy enough to slow him down total the weight of all the character’s items, including armor, weapons, and gear. Do not add the weight of a character’s clothing to this total, unless they are wearing particularly bulky or heavy garments. Compare this total to the character’s strength on the ENCUMBRANCE table below. Depending on how the totaled weight compares to the character’s carrying capacity, he may be carrying a light, medium, or heavy load. A character’s load affects his dexterity checks and may impose harsher restrictions, such as movement rate and armor class penalties. Encumbrance penalties to a character’s movement rate are applied to all of the character’s modes of movement, including jumping, swimming, climbing, and balancing. As such, a heavily encumbered character has both his movement rate and jumping distance halved. Note that a character wearing medium armor is considered to be carrying a moderate load, even if carrying less than a moderate load, while a character in heavy armor is considered to be carrying a heavy load. Modified movement rates are always rounded to the nearest 5’ increment. Bigger and Smaller Creatures: The figures on the ENCUMBRANCE table below are for Medium bipedal creatures. A Small creature can carry 75% of the listed weights for each encumbrance category while Large creatures can carry double the listed weights. Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creature’s strength score from the ENCUMBRANCE table below by the appropriate modifier, as follows: Small x1, Medium x1½, Large x3. ENCUMBRANCE strength score maximum light load maximum medium load maximum heavy load 1 3 lb 6 lb 10 lb 2 6 lb 13 lb 20 lb 3 10 lb 20 lb 30 lb 4 13 lb 26 lb 40 lb 5 16 lb 33 lb 50 lb 6 20 lb 40 lb 60 lb 7 23 lb 46 lb 70 lb 8 26 lb 53 lb 80 lb 9 30 lb 60 lb 90 lb 10 33 lb 66 lb 100 lb 11 37 lb 73 lb 110 lb 12 42 lb 83 lb 125 lb 13 48 lb 97 lb 145 lb 14 56 lb 113 lb 170 lb 15 66 lb 133 lb 200 lb 16 80 lb 160 lb 240 lb 17 100 lb 200 lb 300 lb 18 126 lb 253 lb 380 lb 19 160 lb 320 lb 480 lb 20 200 lb 400 lb 600 lb 21 266 lb 533 lb 760 lb 22 320 lb 640 lb 940 lb 23 380 lb 760 lb 1140 lb 24 453 lb 907 lb 1360 lb 25 533 lb 1066 lb 1600 lb EFFECTS OF ENCUMBRANCE load penalties light load none medium load -3 penalty to all dexterity checks. –6 to swimming checks. -25% movement rate penalty (rounded to the nearest 5’ increment). heavy load -6 penalty to all dexterity checks. –12 to swimming checks. Halve dexterity bonus to armor class. -50% movement rate penalty (rounded to the nearest 5’ increment). overloaded* all dexterity checks automatically fail. No dexterity bonus to armor class. -2 to armor class. Maximum movement rate of 5’ per round. * up to 120% of the character’s maximum heavy load. TIME Time in the campaign is very important. Your referee will keep strict account of the time consumed by various characters, for it is likely to separate them, since not all participants in a campaign are likely to play at the same actual time. Time costs characters money in support, upkeep and wage payments. It takes time to adventure, to heal wounds, to memorize spells, to learn skills, to build strongholds and to create magic items. Typically, while traveling, time is measured in hours. Each hour is divided into 10-minute intervals called turns (there are 6 turns in an hour). Each minute is divided into 6 rounds. Thus a turn is 10 minutes or 60 rounds, a minute is 6 rounds, and a round is 10 seconds. For long-distance movement time is measured in days, usually subdivided into daylight (movement) and night (rest) periods. Thus, while actual time playing is about the same for a dungeon adventure, the game time spent is much greater in the case of outdoor adventures. DISTANCE & MOVEMENT For the purposes of combat and dungeoneering, each 1” map square equates to 5 feet of distance. Weapon ranges and movement rates are all given in feet and inches in order to facilitate combat and movement, which may easily be plotted out on graphing paper or vinyl game mat during battles. A character may move up to their movement rate each round (assuming that take no other action and are not running). As such, a character with a 60’ movement rate may move up to 60’ each round (or 6’ per second) while one with a 45’ movement rate may move up to 45’ per round (or 4½’ per second). Each minute of normal movement allows a character 30’ (6”) of movement per 5’ (1”) of their movement rate. Thus, a character with a 60’ movement rate would move 360’ (72”) per minute while a character with a 45’ movement rate would move 270’ (54”) per minute. Characters may run in order to double their movement rate. A character who attempts to run during combat (moving up to double their movement rate per round) suffers a –2 penalty to armor class when doing so (see Run on page on page 57 for more details). Calculated to the hour, a character with a 60’ movement rate should be able to travel 4.09 miles. Due to the fact that long-distance travel is, by necessity, slower in pace than the quick bursts of movement required by combat, it is assumed that a character with a 60’ movement rate travels around 3 miles per hour. To calculate a creature’s hourly rate of travel, simple divide their movement rate by 20 (every 5’ of MR = ¼ mile per hour). movement rate distance traveled per: round minute hour day (8 hours) 5’ (1”) 5’ 30’ ¼ mile 2 miles 10’ (2”) 10’ 60’ ½ mile 4 miles 15’ (3”) 15’ 90’ ¾ mile 6 miles 30’ (6”) 30’ 180’ 1 ½ miles 12 miles 45’ (9”) 45’ 270’ 2 ¼ miles 18 miles 60’ (12”) 60’ 360’ 3 miles 24 miles 75’ (15”) 75’ 450’ 3 ¾ miles 30 miles 90’ (18”) 90’ 540’ 4 ½ miles 36 miles Player’s Handbook 54 LIGHT While some characters have darkvision (the ability to see in areas of natural darkness) due to race or through magical means, most characters can only see in darkness by aid of a light source. The following table gives the properties of typical light sources: light source radius of illumination burning time torch 30 feet 1 hour (6 turns) hooded lantern 30 feet 6 hours (36 turns)* bull’s-eye lantern 60 feet** 6 hours (36 turns)* magic weapon 15 feet infinite *illumination is from burning 1 pot (pint) of fine oil **illumination is in a 60o cone and can be masked by shutter. Characters with twilight vision (elves, half-elves and halflings) can see double the listed distances with the aid of a light source and may see normally by moonlight. Those with darkvision (dwarves, gnomes and half-orcs) lose that ability while in the illuminated radius of a light source. It takes 6 rounds (1 minute) for their eyes to re-adjust after the light source is moved away from them. Characters that cannot see due to darkness or magical effects are considered blinded and have their movement rate reduced to ½ of their normal movement rate, rounded to the nearest 5’ increment. All opponents are effectively “invisible” to blinded characters. Opponents who can see blinded characters gain a +2 to hit them and, in the case of thieves or assassins, may sneak attack such characters even if they are not surprised or unaware of their presence. See Invisible or Unseen Opponents under SPECIAL ATTACK MANUEVERS & MODIFIERS for more details. ENCOUNTER REACTIONS Any intelligent creature that can be conversed with will react in some way toward the character who is speaking. When a creature is trying to influence the actions or feelings of another through their words, an opposed charisma check may be used to resolve the situation. Charisma checks made to influence others (or resist such influence) are common ability checks (see page 48 & 50 for more details). Situations that warrant opposed charisma checks include the use of intimidation or persuasion, haggling, begging, etc. When one party is attempting to deceive another, their charisma check to bluff is opposed by their target’s wisdom check to sense motive. The target’s charisma check is modified by their initial attitude towards the speaker and his associates. As shown on page 9, the various player races typically greet each other with varying degrees of acceptance that influence the interactions between these races. Of course these initial reactions are subject to change, and are based upon generalizations that may not be relevant to the character’s current situation or the DM’s campaign. Humanoids and giants typically greet all humans and demihuman races with “Hatred,” though half-orcs may be met with “Antipathy” or, possibly, a “Neutral” attitude at the DM’s discretion. The initial attitude of other races towards the players is based upon the immediate situation and upon the typical interactions between members of that race with humans and demihumans. The initial attitude categories, and their social implications, are: attitude means possible actions hatred will take risks to hurt you attack, interfere, berate, flee antipathy wishes you ill mislead, gossip, avoid, scrutinize, insult and cheat neutral doesn’t much care socially expected interaction goodwill wishes you well chat, advise, offer limited help, advocate preferred will take risks to help you protect, back up, heal, aid When trying to positively influence a target (make them friendlier or less hostile), the initial attitude of the target modifies their charisma check as follows: initial attitude target’s charisma check modifier hatred +5 bonus to charisma check antipathy +2 bonus to charisma check neutral ± 0 to charisma check goodwill -2 penalty to charisma check preferred -5 penalty to charisma check Once the opposed checks are made, the check results are compared and the degree of success or failure determines the result of the interaction: opposed check result encounter reaction failed the target’s attitude is unchanged and no further attempts may be made to alter the target’s attitude. succeeded by 4 or less the target’s attitude is unchanged but the character may make another attempt at parleying with a +2 bonus. succeeded by 5 or more the target’s attitude improves by one category (“Hatred” to “Antipathy”) succeeded by 10 or more the target’s attitude improves by two categories (“Hatred” to “Neutral”) succeeded by 15 or more the target’s attitude improves by three categories (“Hatred” to “Goodwill”) succeeded by 20 or more the target’s attitude improves by four categories (“Hatred” to “Preferred”) Example: A band of adventurers making their way through a mountain pass comes upon 2 hill giants resting by a mountain stream. Normally the giants would rush to slay the party, as their initial attitude towards the party is one of “Hatred.” The group, having spotted the giants first, attempts to approach cautiously and lets the group’s charismatic 8th level halfling thief speak on their behalf. The thief is using a common ability (persuasion) giving him a level bonus equal to ½ of his level… a +4 modifier. In addition, he has a 16 charisma (+2 modifier) giving him a total bonus of +6 to his charisma check. The giants are resisting using a common ability (persuasion) giving them a level bonus equal to ½ of their hit dice (a +6 modifier) and typically greet humans and demihumans with “Hatred” (+5 modifier). This gives them a total bonus of +11 to their charisma check. The halfling rolls a “16” on a d20 and adds 6 for a total of 22. The giants roll a “6” on a d20 and add 11 for a total of 17. The result (+5 in the halfling’s favor) means that the lucky halfling has managed to make shift the giants’ attitude from “Hatred” to “Antipathy.” The giants demand 50 gold pieces from each party member in order to let them pass and taunt the party members as they leave the area. Avoiding: It is always possible to flee or sneak away from an undesired confrontation if the other party is unaware of your presence or surprised. It is never possible to flee from an encounter where the opponent party is in striking range without drawing parting shots and, possibly, initiating a pursuit. (See Run on page 57.) A party can always flee an encounter if it gains the first initiative. Whether or not the opposing party will follow in pursuit of the fleeing party is up to the DM, but should be based upon the relative strengths of both parties and upon the reasons for and against such pursuit. Player’s Handbook 55 COMBAT Much of the excitement in playing Advanced Dungeons & Dragons occurs during the characters’ combat with monsters. Whether a cavalier battling a horde of bloodthirsty orcs, a thief facing off with a nefarious pirate or a cleric turning a vampire, combat is often the climax of many roleplaying sessions. Managing combat is often a challenging affair as the Dungeon Master must not only know the rules, but must also know how to apply the rules fluidly to maintain a sense of excitement through description and action. To facilitate this, the rules for combat have been kept as simple as possible with much maneuver room left for the Dungeon Master. They are designed to organize the action of combat, yet enable the DM to manipulate the rules in support of the narrative. Narrative development is as equally important to the game as any combat’s results. The rules of combat and its narrative development are discussed below. THE COMBAT ROUND If an encounter escalates into a combat situation, the time scale of the game automatically goes to rounds (also called melee rounds or combat rounds). Rounds are used to measure the actions of characters in combat (or other intensive actions in which time is important). As stated above, a round is 10 seconds long. Six combat rounds equal 1 minute and sixty combat rounds equal a turn. This is particularly important to remember for spells that last for turns or minutes, rather than rounds. The progression of a typical combat usually follows the following steps: 1. Determine if a party or creature is surprised. 2. Resolve the surprise round. 3. Determine initiative for the combatants. 4. Resolve combat in initiative order, repeating actions in this same order from round-to-round. Surprise: A surprised party is caught unprepared, becoming aware of their opponent a moment before he strikes. In such circumstances the non-surprised combatants have an immediate advantage over the other surprised combatants. A group that is aware of another’s presence cannot be surprised. If a party can be surprised by opponents who are not attempting an ambush (for example, a party of adventurers turning the corner of a dungeon and stumbling into a band of trolls), each combatant can make a perception check in order to avoid being surprised. Those failing the Challenge Base “15” check are surprised and cannot act during the surprise round. Those who succeed may roll initiative and act during the surprise round. When one group is trying to surprise their opponents, this perception check is an opposed check against the ambushers’ stealth check. In such instances, the members of the potentially surprised party roll perception checks opposed by the ambushing party’s stealth check. Any party member whose perception check equals or exceeds the ambushing party’s stealth check gets to roll initiative and act during the surprise round. When rolling an ambushing party’s stealth check, the DM should use the least stealthy party member’s check to determine the effectiveness of the ambush. In most instances the penalties for being surprised or unaware are the same. Both surprised and unaware opponents lose their dexterity bonus and shield bonus to armor class until they act. Both surprised and unaware opponents cannot act during the surprise round. Thieves and assassins may backstab and sneak attack them for added damage. Assassins have the option of making death attacks against unaware opponents. Initiative: The initiative roll determines who acts first in combat. Initiative is determined at the start of combat (or during the surprise round for those who may act) and does not change until the combat ends. Those who are surprised do not get to roll initiative until after the surprise round. Initiative is normally determined with a single roll for each combatant in a conflict. Roll 1d20 for each combatant who is not surprised, with that combatant’s dexterity bonus or penalty applied to the roll. Normally, the DM rolls for the monsters and NPCs while the players roll for their respective player characters. The highest roll wins initiative and actions are then resolved in initiative order, from the highest to lowest initiative.  Simultaneous Initiative: If more than one opponent rolls the same number for initiative, their actions are resolved in dexterity order, from highest to lowest dexterity. Those with equal dexterity scores act simultaneously - all attack rolls, damage, spells and other actions are completed before any results are applied. With simultaneous actions it is possible for a magic-user to be slain by a goblin that collapses from his sleep spell.  Holding Initiative: A character or creature may hold their initiative until an opponent is about to act (i.e. a paladin may wait until their foe draws his weapon or a spellcaster may hold off on casting dispel magic until their rival begins to cast a spell). In such instances the combatant must declare what will trigger their action and the initiative score of the creature that held its initiative drops to that of its target +1 (the combatant holding his initiative strikes just before his opponent acts). Characters with long-hafted weapons, such as polearms, or greater natural reach, such as giants, may hold their initiative in order to strike a foe who approaches within their extended reach (and before that foe strikes them). Similarly, some polearms (see the weapon charts on page 41) may be set against a charging opponent and, in this fashion, inflict double damage against that opponent as it closes. This damage bonus only applies when the charging creature is running directly toward a polearm- equipped defender. Combat Actions: Put in simple terms, a character may take 1 action each round. Typical actions include moving (allowing a character to move up to their movement rate), making an attack, casting a spell, readying an item, using an item or using a skill or class ability. Only creatures or characters normally able to make more than one attack per round (typically high-level warriors and creatures employing multiple attacks, such as the dreaded claw/claw/bite attack routine) may make additional attacks each round. Most actions, such as readying a magical device, loading a heavy crossbow, readying a shield or opening a stuck door take 1 round. Other actions, like dropping an item, taking a 5’ step in any direction, drawing a sheathed weapon, calling out to your allies or turning around, require little-to-no time and may be done in addition to your normal combat action. Attack Rolls: An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus (totaling your BtH modifier, relevant ability modifier and any other modifiers that apply to your attack). If your result equals or beats the target’s Armor Class, you hit and deal damage. Facing & Number of Opponents: When faced by multiple opponents, a defender may be attacked from different directions. All defenders are considered to have four facings from which they may be attacked; their front, left side, right side and rear. Attacks directed at the front of a defender are made with no special bonus, as the defender can see and respond to such attacks normally. Attacks directed at the right or left side of a defender are called flank attacks. Attacks made against a defender’s flanks are made with a +1 bonus to the attack roll. Rear attacks are made with a +2 bonus to the attack roll and negate any shield bonus that the defender may have to their armor class. In a situation where a defender can be surrounded, assume that ¼ of the attackers may attack from each of the defender’s facings (defenders get to choose the number of creatures attacking each facing, so that they are better able to defend against them). A defender may be attacked by up to 8 opponents of the same size. Each attacker of a larger size counts as 2 opponents. Each attacker of a smaller size counts as ½ an opponent. Example: Isolde Heimgard, a dwarven fighter, is attacked by a band of 8 orcs and 2 ogres. Dwarves are considered to be Medium-sized creatures and, as such, can be attacked by 8 Medium-sized opponents. All 8 orcs can attack her or 6 orcs and 1 ogre can attack her or 4 orcs and 2 ogres can attack her. Player’s Handbook 56 COVER & CONCEALMENT Taking Cover Against Missile Fire: One of the best ways to avoid being hit and injured is to hide behind something - a wall, a tree, a building corner, a heap of boulders, or whatever happens to be available. Taking cover doesn't work particularly well in a melee, since the cover hampers defender and attacker equally. However, it is quite an effective tactic against missile fire. There are two types of protection a character can have. The first is concealment. A character hiding behind a clump of bushes is concealed. He can be seen, but only with difficulty, and it's no easy task to determine exactly where he is. The bushes cannot stop an arrow, but they do make it less likely that the character is hit. Other types of concealment include curtains, tapestries, smoke, fog, dimly lit rooms and brambles. The other type of protection is cover. It is, as its name implies, something a character can hide behind that will block a missile. Cover can be provided by stone walls, the corner of a building, tables, doors, earth embankments, tree trunks and magical walls of force. Cover or concealment helps a potential target by penalizing attack rolls made against them. The exact penalty for concealment or cover depends on the degree to which it is being used as shelter. A character who stands behind a two-foot wall is a pretty obvious target, especially when compared to the character who lies down behind that wall and carefully peers over it. The different modifiers for varying degrees of cover and concealment are shown below. Cover & Concealment Attack Roll Penalties target is: concealment cover 25% hidden -1 -2 50% hidden -2 -4 75% hidden -3 -6 100% hidden -4 n/a Furthermore, a character who has 75% cover (or more) gains added protection against offensive spells. He suffers ½ normal damage (rounding down) on a failed save and no damage at all if a saving throw is successful against such spells. This assumes, of course, that the fireball, lightning bolt, or whatever, hit the cover - a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall. A character with 100% cover cannot be struck by an attacker while a defender with 100% concealment is effectively “invisible”. See Invisible or Unseen Opponents under SPECIAL ATTACK MANUEVERS & MODIFIERS on page 57. GRENADE-LIKE MISSILES Unlike standard missiles, which target a specific creature, a grenade-like missile is aimed at a point, whether this point is a creature or a spot on the ground. When the attack is announced, the player indicates where he wants the missile to land. This then becomes the target point and is used to determine the direction and distance of any scatter. Most grenade-like missiles are items of opportunity or necessity - flasks of oil, vials of holy water, or beakers of acid. As such, these items are not listed on the equipment tables for range and damage. The range each can be thrown varies with the strength of the character and the weight of the object. A missile of five pounds or less has a range increment of 10’ (2”). Heavier items have reduced ranges. The DM decides just how far an object can be thrown. Exceptionally heavy items can be thrown only if the character rolls a successful strength check, with the check modified by the item’s weight. In no case can a character throw an item heavier than his strength would allow him to lift. Thus, the DM can rule that a character would have little trouble chucking a half-empty backpack across a ten-foot chasm, but the character would need to make a check in order to heave an orc ten feet through the air into the faces of his orcish friends. Once a container hits, it normally breaks immediately. However, this is not always true. Some missiles, like soft leather flasks or hard pottery, are particularly resistant. If there's some doubt about whether or not a thrown object will break, the DM can require an Item Saving Throw (this information is on page 52) to see if it shatters or rips, spewing its contents everywhere. If a missile is off-target, it is important to know where it landed - an errant grenade-like missile could present a hazard to other characters, start a fire, or eat a hole in the floor. The process of finding where it lands is known as "scatter." First, determine the direction that the missing missile takes in relation to its intended target. Roll a d8 and consult the following table: Next determine how far off the mark the throw is. Roll a 4-sided die. The number rolled is the number of 5’ squares away from the intended target the missile lands. The damage taken from a grenade-like attack depends on whether a direct hit was scored or the target was in the splash area, 5’ (1”) from the intended target. Grenade-Like Missile Effects type of missile direct hit damage splash damage acid 2d4 hp 2 hp holy water 2d4 hp 2 hp oil (lit) 2d6/1d6 hp 2 hp poison special special Types of Grenade-Like Missiles Acid: Acid damage is particularly grim. Aside from the possibility of scarring (which is left to the DM), acid damage cannot be healed by regeneration. It must be healed normally. Thus, it is very useful against regenerating creatures such as trolls. Acid is very rare. Holy Water: Holy water affects most forms of undead and creatures from the Lower Planes. It has no effect against a creature in gaseous form or undead without material form. Unholy water (essentially holy water used by evil priests) affects paladins, creatures whose purpose is to defend good (lammasu, shedu, etc.), and creatures and beings from the Upper Planes. Holy (or unholy) water affects creatures as does acid, causing damage that cannot be regenerated but must be healed normally. Oil: Oil causes damage only when it is lit. This normally requires a two-step process - first soaking the target in flammable oil and then setting it afire. Thus, using flaming oil often requires two successful attacks. A direct hit from flaming oil burns for two rounds, causing 2d6 points of damage in the first round and 1d6 points in the second round. Poison: Poison is generally not very effective as a missile weapon. Most poisons take effect only if the missile scores a direct hit, and even then only if it drops into the gaping maw of some huge creature. Contact poisons have normal poison effects on a direct hit. The DM has information about specific poison effects in the DMG. Player’s Handbook 57 SPECIAL ATTACK MANUEVERS & MODIFIERS Charge: This special combat action allows a character to move and make one attack in a single melee round. When a combatant charges they must run in a straight line towards their opponent for at least 10’ (2”) but no more than their movement rate and make a single attack. A charging combatant gains a +2 bonus to their melee attack rolls, and gains a +2 bonus to their opposed strength check for overbear attacks, but takes a –2 penalty to their armor class (this penalty lasts until their next round’s action). A charging combatant draws attacks from all combat-ready (e.g. not surprised or incapacitated) opponents they run past because those opponents may take advantage of the runner’s lowered defenses. In order to charge a combatant must be able to easily traverse the ground they are covering to get to their opponent. An uneven or debris strewn patch of ground could easily prevent a character from charging unless the character makes a balance check with the penalty determined by the DM. Critical Hits: On a natural "20" you automatically hit, even if you would normally miss with the resulting attack roll total. So long as a natural "20" was not required for you to hit your target rolling a natural “20” indicates a critical hit has been scored. A critical hit always deals maximum damage. Firing into Melee: Combatants may make ranged weapon attacks against creatures engaged in melee. When doing so, they suffer cover penalties to their attack rolls (see COVER AND CONCEALMENT on the previous page) and may strike their allies by mistake. In ranged combat against a target that has another combatant as cover, it may be important to know whether the cover was actually struck by an incoming attack that misses the intended target. First, determine if the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover, the object used for cover was struck. If a creature is providing cover for another character and the attack roll exceeds the armor class of the covering creature, the covering creature takes the damage intended for the target. Flank Attacks: Attacks against an opponent’s flank gain a +1 bonus to hit. Attacks from the flank receive no bonus to hit against a character with combat sense. See Number of Opponents & Facing on page 55 for details on the number of foes who may effectively flank a creature. Fumbles: On a natural "1" you automatically miss, even if you would normally hit with the resulting attack roll total. An attacker who has fumbled is considered stunned until his next action. Higher Ground: In melee, those fighting from higher ground (this includes mounted combatants fighting those on foot) have an advantage over their opponents. Those with this tactical advantage gain a +1 on their melee attack rolls. Incapacitated Opponents: During melee combat opponents who are magically sleeping, held, unconscious or otherwise helpless are automatically struck for a critical hit (see above) by any attack made against them. Outside of melee such opponents may be automatically slain, or bound as appropriate to materials at hand, in one round. Note that this does not include normally sleeping or grappled opponents. Invisible or Unseen Opponents: Invisible or unseen opponents are always at an advantage. They can only be attacked if they are attacking or otherwise detected somehow (typically through a perception check to hear them). Invisible opponents always cause their attacker to attack at a -4 on “to hit” rolls because their location cannot be accurately pinpointed. At the same time unseen attackers gain a +2 bonus to hit opponents and, in the case of a thieves or assassins, may sneak attack their foe even if that foe is aware of the their presence. Spellcasters cannot directly target invisible or unseen opponents with spells, though they may use “area of affect” spells to strike them. Mounted Combat: Fighting while mounted is a difficult undertaking. Untrained riders suffer a -2 to all attack rolls while mounted, -4 if the mount is moving. Those with the profession (animal handler: horses) skill, do not suffer these penalties. Trained horseman may ride a warhorse into combat without an ability check while untrained riders must make a common ability wisdom check (adding ½ of their level bonus) to do so. When fighting from a war-trained mount (light to heavy war horse), a cavalier (and only a cavalier) can direct the mount to attack and still make his attacks normally. Untrained mounts must always be coaxed into combat. This requires a profession (animal handler: horses) skill check or a common ability wisdom check (adding ½ of their level bonus) for untrained riders. Trained riders can saddle, mount, dismount, perform simple leaps and obstacle maneuvers, guide a mount with the knees, and stay in the saddle when a mount rears or bolts without an ability check. Untrained riders must make a common ability wisdom check (adding ½ of their level bonus) to do so. With a successful profession (animal handler: horses) skill check a skilled rider can perform the following actions while mounted:  Charge: A charging mounted combatant gains a +2 bonus to melee attack rolls and a +2 bonus to opposed strength checks when making overbear attacks, but takes a –2 penalty to their armor class (this penalty lasts until their next round’s action). Lance attacks inflict double damage on a mounted charge attack.  Fall Softly: A trained rider can attempt to take no damage after falling from a mount, including when the mount itself falls. Otherwise, a character takes 1d6 points of falling damage on a failed profession (animal handler: horses) skill check.  Leap: This occurs when the rider directs a mount to leap obstacles as part of its movement. The obstacles jumped can be no taller than 2/3rds the height of the horse. Parry: A character may forego their attack for the round in order to parry an oncoming melee attack. In order to parry an attack, the character adds their attack bonus with the melee weapon they are parrying with (totaling their BtH and any other modifiers they have to attack rolls with that weapon) to their armor class against one, specified attack. If the character may make more than one attack per round they may elect to parry additional attacks that round. Only monks may parry melee attacks while unarmed. A combatant who has made all of his attacks in a given round may not parry, as parrying attempts are made in place of melee attacks. A combatant may parry before his turn in the initiative order, so long as he is not surprised or unaware of his opponent. Prone or Stunned Opponents: Prone or stunned combatants suffer a -2 penalty to their armor class. Prone combatants suffer a -2 penalty to their attack rolls, except with crossbows. Ranged Attacks in Melee: A combatant engaged in melee combat will find it difficult to use ranged weapons against opponents. Because of their need to dodge incoming attacks, a combatant employing a ranged weapon in melee suffers a -2 penalty to their attack rolls in addition to the penalties imposed by firing at foes engaged in melee combatant (see Firing into Melee above). Rear Attacks: Opponents attacking a defender’s rear facing gain a +2 bonus to their attack roll. In addition a defender does not gain any armor class bonus for using a shield when defending against rear attack. Thieves and assassins may backtstab when making rear attacks. Run: A character who attempts to run during combat (moving up to double their movement rate per round) suffers the usual –2 penalty to armor class when doing so. A combatant fleeing from opponents draws a parting shot from all combat-ready (e.g. not surprised or incapacitated) opponents within striking distance because those opponents may take advantage of the runner’s lowered defenses. Surprised or Unaware Opponents: Surprised or unaware opponents lose their dexterity bonus and shield bonus to armor class. Thieves and assassins may backstab and sneak attack surprised and unaware opponents. Assassins have the option of making death attacks against unaware opponents. Two-Handed Weapon Fighting: Characters using a melee weapon two- handed gain a +1 bonus to their damage rolls. Two-Weapon Fighting: When using two melee weapons, the player must designate which hand is used for the primary attack and which is the off-hand. This is determined at the start of play. The character is allowed to swing with both weapons, thus gaining 1 additional attack each round. Characters who may make multiple attacks each round, such as high level fighters, never gain more than 1 additional attack per round with their off-hand weapon. A character using two weapons receives a -6 penalty to hit with each weapon wielded. If at least one weapon is a light weapon (one that is at least one size category smaller than the character wielding it) these penalties are reduced by 1. Characters with an exceptional dexterity Player’s Handbook 58 may reduce the two-weapon fighting penalties by their ability modifier, so long as they are not heavily encumbered. These penalty reductions stack, so that a character using a light weapon in his off-hand (+1 modifier) and with a dexterity of 18 (+3 modifier) has his two-weapon fighting penalties reduced by 4, to -2/-2. Note that these bonuses only serve to offset the penalties for two-weapon fighting and may never improve the character’s attack rolls. Underwater Combat: Land-based creatures can have considerable difficulty when fighting in water. All attacks made with slashing or bludgeoning weapons suffer a -2 attack penalty and deal ½ damage (rounding fractions down). Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a -2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. Non-aquatic creatures also suffer a -2 penalty to their Armor Class so long as they are not drowning or sinking (they have failed a strength check in order to swim). Drowning or sinking characters suffer a -4 penalty to Armor Class and attack rolls. All non-aquatic creatures may swim at ¼ of their movement rate, rounded to the nearest 5’ increment. Sinking characters fall through the water at 10’ per round if lightly encumbered, 20’ per round if moderately encumbered and 30’ per round if heavily encumbered. When walking beneath the surface of the water, a submerged character may move ¼ of their normal movement rate, rounded to the nearest 5’ increment. Moderately or heavily encumbered characters may move ½ of their normal movement rate, rounded to the nearest 5’ increment, because their load minimizes the effects of their natural buoyancy. Characters with freedom of movement do not suffer any of the penalties listed for underwater combat.  Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have 50% cover from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.  Fire: Non-magical fire does not burn underwater. Spells or spell-like effects with the fiery effects are ineffective underwater unless the caster makes a concentration check with a -10 penalty. If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. NON-LETHAL COMBAT Bull Rush or Push: You can make a bull rush attack as part of a charge (see Charge on page 57) or simply attempt to shove an opponent away. When you make a bull rush or push attack, you attempt to push an opponent back instead of damaging him. Bull rush or push attacks are resolved just as overbear attacks (see Overbear or Trip below) except that if the attacker wins the opposed strength check, he is able to push his opponent 5’ away from him plus 5’ for every 5 points that his strength check exceeds his target’s. If the attacker fails this opposed strength check by 5 or more, he is knocked prone. Disarming: A disarm attack is made when a combatant attempts to knock an opponent’s weapon from his hands. Disarming inflicts no damage, but if a successful hit is made, the defender must win an opposed strength check or lose the weapon they have in hand (superior swordplay has torn the weapon from the opponent’s grasp). If the attacker fails this opposed strength check by 5 or more, he is disarmed. The combatant with a larger weapon gains a +4 bonus to their opposed strength check. A disarmed weapon will fall at the owner’s feet if that weapon is of the same size as the attacker’s or larger, or 1d10 feet away if of a smaller size than the weapon that did the disarming. Grapple: This attack form is aimed at holding an opponent and rendering him unable to attack. The attacker ignores the defender’s armor bonus (but not his shield bonus) to armor class, because armor does not make the defender harder to grapple when making his attack roll. If the attacker hits, he must win an opposed strength check to hold his opponent fast. An attacker may only attempt to grapple opponents up to double their height or weight and are at a disadvantage against larger foes. The larger grappler gains a +4 bonus to their opposed strength for each size category difference between them and their opponent. If the attacker wins the strength check, he is able to hold his opponent in place and, in the following rounds, may damage his opponent (dealing 1d2 points of non-lethal damage). A held grappler may attempt to break out of a grapple each round by winning an opposed strength check. Otherwise such a character is unable to effectively attack. All grappling combatants lose their dexterity and shield bonuses to armor class. Note that monks are able to conduct unarmed attacks against an opponent who has grappled them, though they suffer a -4 penalty to such rolls. They may not make unarmed strikes while grappling an opponent. Non-lethal Damage: Certain attacks, such as unarmed strikes, deal non-lethal damage that heals at a rate of 1 hit point per hour. When you take non-lethal damage, keep a running total of how much you’ve accumulated but do not deduct the non- lethal damage number from your current hit points. Instead, when your non-lethal damage equals your current hit points, you fall unconscious. It doesn’t matter whether the non-lethal damage equals or exceeds your current hit points because you’ve taken more non-lethal damage or because your current hit points have gone down. You can use a melee weapon that deals lethal damage to deal non- lethal damage instead, but you take a -2 penalty on your attack roll. Overbear or Trip: This attack form aims at quickly taking the opponent to a prone position while incidentally inflicting damage. The attacker can have either or both hands otherwise employed (carrying a shield, weapon, etc) when making an overbear attack. Such an attack is handled much like a grapple attack. The attacker ignores the defender’s armor bonus (but not his shield bonus) to armor class, because armor does not make the defender harder to overbear, when making his attack roll. If the attacker hits, he must make an opposed strength check to knock his opponent prone. An attacker may only attempt to overbear opponents up to double their height or weight and are at a disadvantage against larger foes and creatures with greater stability (typically those with more legs or creatures with serpent-like bodies). The larger combatant gains a +4 bonus to their opposed strength for each size category difference between them and their opponent. Another +2 bonus is given to a creature with greater stability (i.e. a creature with more legs than its opponent or one with a serpentine body). A charging character gains a +2 bonus to his attack roll and strength check when attempting to overbear an opponent. If the attacker wins the strength check, he is able to trip or knock his opponent prone, dealing non-lethal damage in the process. If the attacker fails this opposed strength check by 5 or more, he is knocked prone. Damage sustained from this attack is non-lethal damage. Trip attacks may be attempted against mounted foes, provided that the character can reach that foe. Polearms such as guisarmes and military hooks are designed for this very purpose and grant their bearer a +2 bonus on their opposed strength check. Player’s Handbook 59 ENVIRONMENTAL HAZARDS Getting hit by weapons or monsters isn't the only way a character can get hurt. Indeed the world is full of dangers for poor, hapless player characters, dangers the DM can occasionally spring on them with glee. Some of the nastier forms of damage are described below. Drowning or Suffocation: A character who has no air to breathe can hold his breath for 1 round per point of constitution. After this period of time, the character must make a constitution saving throw in order to continue holding his breath. The save must be repeated each round, with the check penalty increasing by 2 for each previous success. When the character fails one of these constitution saves, he begins to suffocate. In the first round, he falls unconscious (0 hit points). In the following round, he drops to –1 hit points and is dying. In the third round, he suffocates. Exposure to the Elements: Exposure to extremely cold (below freezing) or hot (above 100o F) climates deals 1d6 non- lethal damage (see Non- lethal Damage on page 58) to the victim each hour. This damage cannot be naturally recovered until the character gets out of the cold or heat. As with all non-lethal damage, once your non- lethal damage equals your current hit points, you’re knocked unconscious. Once unconscious you take 1d6 points of lethal damage each hour. For temperatures well below freezing or above 100o F the rate of damage should be increased to 1d6 non- lethal damage per turn, minute, or round (at the DM’s discretion). High winds are also potentially hazardous to creatures. For the effects of high winds upon creatures see the control winds spell entry on page 84. Falling Damage: Player characters have a tendency to fall off of things, generally from great heights and almost always onto hard surfaces. While the falling is harmless, the abrupt stop at the end tends to cause damage. When a character falls, he suffers 1d6 points of damage for every 10 feet fallen, to a maximum of 20d6 (representing terminal velocity). Fire Damage: Fire or extremely hot liquids, other than burning oil (which is described on page 56), magical fires (which are described in various spell and item descriptions) or the fiery attacks of creatures (which are described in their MONSTER MANUAL entries), causes damage dependent upon the size and intensity of the blaze. A torch’s flame, for example, should deal no more than 1d3 damage, a raging fire should deal 1d6 points of damage each round and a hellish blaze that has totally engulfed a character should deal 5d6 damage per round (this accounts for damage from smoke inhalation as well). Immersion in boiling water should deal 9d6 damage per round (being doused with boiling water deals 1d6 damage) while immersion in molten lava should deal 20d6 damage per round. Starvation & Thirst: Characters might find themselves without food or water and with no means to obtain them. In normal climates, characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. In very hot climates, characters need two or three times as much water to avoid dehydration. A character can go without water for 1 day plus a number of hours equal to his constitution score. After this time, the character must make a constitution save each hour (with a cumulative -2 check penalty for each previous check) or take 1d6 points of non-lethal damage (see Non-lethal Damage on page 58). A character can go without food for 3 days, in growing discomfort. After this time, the character must make a constitution save each day (with a cumulative, -2 check penalty for each previous check) or take 1d6 points of non-lethal damage. Non-lethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed - not even magic that restores hit points heals this damage. WOUNDS & HEALING Ability Damage & Ability Drain: Ability damage typically results from the ravages of disease, the ill-effects of poison, or through the baleful powers of monstrous creatures and spellcasters. Ability drain, on the other hand, permanently lowers one or more of the target’s ability scores. Nothing short of a restoration spell reverses such ability loss. Permanent ability drain results from the attacks of undead creatures, such as vampires and wraiths, and other dreadful creatures, such as lamias. The feeblemind spell permanently lowers the target’s intelligence, wisdom and charisma scores but, unlike ability drain attacks, cannot be reversed through the use of restoration spells. Only a heal, limited wish, miracle or wish spell may be used to cancel the effect of feeblemind. Characters who lose points of constitution after being raised or resurrected cannot restore that ability loss through any means short of divine intervention. No ability scores can be damaged or drained to a value below 0. If a character’s constitution is reduced to a score of zero that character is slain. If any other ability score is reduced to a score of zero the character is rendered immobile (in the case of strength or dexterity) or comatose (in the case of intelligence, wisdom or charisma). Binding Wounds: Any character may attempt to bind wounds, a common ability check based on wisdom, by bandaging wounds, setting breaks, starting respiration, etc. On a successful check, a dying creature’s loss of hit points ends and the creature is stabilized. Those with the profession (healer) skill add their full level bonus to this check and help those under their care to heal more quickly. Binding wounds does not receive a check penalty unless the target is at negative hit points. In such cases the penalty is equal to the target’s current hit point total. Healing Hit Point Damage: Typically characters whose wounds have been tended by a skilled healer heal 2 hit points per night of rest or 4 hit points per 24 hours of complete bed rest. Without such care the rate of healing is halved, meaning that characters only heal 1 hit point per night of rest or 2 hit points per day of complete bed rest. Healing Ability Damage: Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest under the ministrations of a healer restores 2 points per day (24 hours) for each affected ability score. Injury and Death: When any character is brought to 0 or fewer hit points it is incapacitated and falls unconscious. A character with 0 or fewer hit points is dying from blood-loss, shock, convulsions, non- respiration, and similar causes, and loses 1 hit point per round until they receive aid (see binding wounds above) or fall to -10 hit points. Any character reduced to -10 or fewer hit points is slain. Temporary Hit Points: Certain effects give a character temporary hit points. When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away the character’s hit points drop to his current hit point total. When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic. Player’s Handbook 60 MAGIC Magic lies at the heart of fantasy and so it does in Advanced Dungeons & Dragons. Of greatest importance for the players of spellcasters, such as clerics, bards and magic-users, is the acquisition of magic spells and an explanation of how spells are used in the game. The following section provides details regarding the preparation, acquisition and casting of spells. CHARACTER SPELLS Before addressing specific spells, or their use and acquisition by spellcasters, it is important to understand the fundamental nature and differences between the magic they utilize. The magic used by clerics, bards, druids, paladins, and rangers is classified as divine magic because it is granted to them after prayer to, reflection upon, or supplication to a deity or other powerful entity or elemental force. In most cases, clerics, bards and paladins receive their magic from deities or their intermediaries, who may limit or place special restrictions on its use. Druids and rangers gain their magic ability from more varied sources, be they primal forces, nature gods or elemental powers. Thus divine casters act as a conduit, channeling and focusing magic originating from a higher entity. This similarity can be seen in the duplication of specific spells, or types of spells, in their spell lists. The magic used by magic-users and illusionists is classified as arcane magic because it is learned from ancient knowledge and passed down from one generation of magic-users to the next, either through apprenticeship or textual record. Magic-users and illusionists, like clerics and druids, have some spells in common - the two forms of arcane magic are closely related. Magic-users use their mystical knowledge to create and give form, or to enhance or physically alter an existing form. Illusionists, on the other hand, usually alter one's perception of form and reality rather than effect reality itself. When the same spell appears on both the magic-user and illusionist spell lists, the casting and effect of the spell is different. Magic-users’ magic deals with the real and concrete. Even though a magic-user may alter reality, that reality is typically perceived in the same way by everyone. Illusionists, however, alter each individual's perception of reality, sometimes to such effect that it allows those individuals to defy nature and its physical laws. These differences affect game play in different ways, but at the least, create a fundamental difference between each of the seven spellcasting classes. Players and, more importantly, DMs need to keep these differences in mind. PREPARING SPELLS Methods for preparing and casting spells are generally the same for characters of all spellcasting classes. Spellcasters must prepare their spells for casting on a daily basis and they utilize roughly the same process to do so. Magic-Users & Illusionists: Magic-users and illusionists learn complex, arcane formulas to harness magic and give it effect. Their spells are known as arcane spells, and both classes inscribe them, in their own unique language, in a spellbook. Each magic-user and illusionist begins play possessing an arcane tome of spells containing those spells they know how to prepare and cast. The number of spells of each level in the book is equal to the number of spells of that level the caster can prepare each day (including bonus spells) plus read magic. A magic- user's spellbook is typically quite large in size and thickness, using 1 page per spell level (0-level spells take up 1 page each). New spells may be learned and added to spellbooks through gaining a level, by copying them from another spellbook or from scrolls, and through research. Each day, magic-users and illusionists memorize and prepare the spells they intend to cast during the day. A character's level limits the number of spells the character can prepare and cast each day, although a high or low intelligence score might grant bonus spells or limit the highest spell level available to them. A magic-user or illusionist must have access to a spellbook to study, and sufficient light to read in order to prepare the spells. A character can use a borrowed spellbook or a spellbook written by another magic-user to prepare a spell that the character already knows but must cast read magic first in order to decipher the writing in the book (see below). A character needs to sleep and rest for a total of 8 hours each day before preparing spells. The character need not slumber for every minute of that time, but must refrain from movement, combat, spellcasting or any other fairly demanding physical or mental task during the rest period. If the character's rest is interrupted, each interruption adds one hour to the total amount of time the character has to rest, in order to clear his mind. A character must have at least one hour of rest immediately prior to preparing spells for the day. If the character does not need to sleep for some reason, the character still must have eight hours of restful calm each day before preparing any spells. In addition to the complete hour of rest immediately prior to preparing spells for the day, it takes 1 hour for a character to study a speIlbook and memorize their full allotment of spells for the day. A character need not prepare a full complement of spells allowed per day, but preparing even one spell takes at least one hour of rest and another hour of study. To prepare any spell, the character must have enough peace, quiet and comfort to allow for proper concentration. The character's surroundings must be free from overt distractions, such as nearby combat or other loud noises. Exposure to inclement weather might prevent the necessary concentration, as would any injury or failed saving throw the character might suffer while studying. Until a character prepares spells from a spellbook, the only spells available to cast are the ones that the character already had prepared from the previous day and has not yet used. During the study period, a magic-user chooses which spells to prepare. If a character already has spells prepared from the previous day that have not been cast, the character can abandon some or all of them to make room for new spells. A character can prepare the same spell more than once each day. Each preparation counts as one spell toward the character's daily limit for each spell level. If a spell has multiple versions, the character must choose which version to use when the character prepares it, unless the spell description specifies that the choice is made upon casting. When preparing spells for the day, the character can leave some spell slots open. Later during that day, the character can repeat the preparation process as often as the character likes, time and circumstances permitting, to fill these unused spell slots. Like the first session of the day, this preparation takes at least an hour of game time. The character cannot, however, abandon a previously prepared spell to replace it with another one, or fill a slot that is empty because the character has cast a spell in the meantime. That sort of preparation can only be done during the first study period after resting 8 hours. Once a character prepares a spell, it remains in the character's mind until the character triggers it through casting or until the character abandons it. Upon casting, the spell is purged from the character's mind. Certain other events, such as the disruption of a spell during casting, the effects of magic items or special attacks from monsters can wipe a prepared spell from a character's mind. If a character dies, all spells stored in the character's mind are wiped away. Clerics, Bards, Druids, Paladins & Rangers: Divine casters prepare their spells in largely the same manner. They choose and prepare spells ahead of time, just as a magic-user or illusionist would, but clerics, bards, druids, paladins and rangers do not require spellbooks. Instead they select and prepare spells ahead of time, through prayer, recitation and/or meditation, at a particular time of day. Some deities set the time or impose other special conditions for granting spells to divine casters. If some event prevents the character from praying at the proper time, the character must do so as soon as possible thereafter. If the character does not stop to pray for spells at the first opportunity, the character must wait until the next day to prepare spells. The time required for a divine speIlcaster to prepare speIls is the same as for an arcane caster. There must be eight hours of rest each day before prayer, and at least one hour of that rest must be immediately prior to prayer. It takes 1 hour to pray for and receive one’s daily allotment of spells. There must be a relatively peaceful environment in which to pray. Unlike arcane casters whose choice of spells is limited to those in their spellbook, a divine caster may pick any spell from the applicable spell lists… unless the character's deity imposes a restriction. Like arcane casters, divine casters do not have to prepare all of their spells at once. Like arcane casters, divine casters cannot refill spell slots emptied through the casting or discarding of a prepared spell. In this and all other respects, the spell preparation rules for magic-users and illusionists apply to clerics, bards, druids, paladin and rangers. Player’s Handbook 61 ACQUIRING NEW SPELLS Spellcasters, both arcane and divine, seek to add new spells to their repertoire, but the process for adding new spells is different for each group. Magic-Users & Illusionists: Most arcane spellcasters desire, beyond all other treasure, the acquisition of new spells for their spellbooks. Magic- users and illusionists learn and add new spells through several methods. 1. Gaining a Level: Just as a fighter constantly practices with his weapons, a magic-user or illusionist spends time researching and learning about arcane magic and spells. When a character gains a new level, he chooses one new spell to add to his spellbook. The spell chosen must be of a level the character can cast. For example, upon attaining second level, a magic-user may add one additional 1st level spell to the character's spellbook. The magic- user automatically knows the spell and can prepare it. 2. Deciphering Scrolls and Spellbooks: To decipher spells in another's spellbook or a scroll, a character must first cast read magic on the spell to be deciphered. Once the character successfully casts read magic, the character can learn or attempt to learn a new spell and add it to a spellbook. The rules for adding new spells to a spellbook depend upon the source of the spell. Even reading spells already known by a character contained in another's spellbook requires the casting of read magic, because no two spells are inscribed alike. Once a magic-user deciphers a spellbook or scroll, the character does not need to decipher it again to read it at a later time. Deciphering a magical writing allows the reader to identify the spell and gain some idea of its effects although the character must still learn the spell in order to cast it. Magical scrolls that are deciphered can be used. 3. Learning and Copying Spells: A character must first decipher the spells contained in a spellbook or scroll as described above. Thereafter, the character can learn the new spell from the book by spending one day per level of the spell being learned (0-level spells still take one day to learn) in study of it. If the person who created the spellbook is on hand to help the reader, the reader can learn the spell in one-half the normal time. The number of days necessary to learn the spell is reduced by a number of days equal to the character's intelligence modifier, to a minimum of one day. The Dungeon Master may choose to require the character to make a successful intelligence check to learn a new spell (after the necessary days of study). Once the new spell is learned, the character can copy it into his spellbook, as described below. The process of copying leaves the spellbook or scroll from which it was copied unharmed. 4. Writing Spells: Once a magic-user understands a new spell, it can be copied into a spellbook. The process requires one day per spell level. Zero-level spells require one day. A spell takes up 1 page of the spellbook per spell level (0-level spells take up 1 page each). A normal spellbook has 100 pages. Materials for writing a spell cost 25gp per page. 5. Replacing Spellbooks: A lost spellbook may be replaced through several methods. If the character already has a particular spell prepared, the character can write it directly into a new book at a cost of 25gp per page. The process wipes the prepared spell from the character's mind, just as casting it would. If the spell is not prepared the character may not reconstruct it from memory but can prepare it from a borrowed spellbook and then write it into a new book. Spells copied from a borrowed spellbook must first be be deciphered. Duplicating an existing spellbook uses the same procedure as replacing it, except that the time requirement and cost per page are halved. 6. Research: A character can also research a spell independently, duplicating an existing spell from the spell list or creating an entirely new one. At the end of the process, the character must write the spell into a spellbook as described above. 7. Reading a Scroll into a Spellbook: A character must first decipher the spell contained on a scroll by casting read magic. Because a scroll is magical, and the reduction of the spell to the scroll involves all the necessary components for casting the spell from the scroll, a character can simply read a scroll into a spellbook. Doing so copies the spell to the character's spellbook, but destroys the scroll in the process. Clerics, Bards, Druids, Paladin & Rangers: Characters who can cast divine spells undertake a certain amount of study of divine magic between adventures. Each time a character receives a new level of divine spells, the character learns the new spells from that level automatically. For example, a cleric reaching third level is granted knowledge of all spells on the second Ievel cleric spell list by their deity. Additionally, a cleric or druid can research a spell independently. Only the creator of such a spell can prepare and cast it, unless the character decides to share it with others. Some such creators share their research with their churches, but others do not. The character can create a magic scroll (provided they are high enough level) or write a special text, similar to a spellbook, to contain spells the character has independently researched. Other divine spellcasters who find the spell in written form can learn to cast it, provided they are of sufficient level to do so and may normally cast the same type of spells as the written spell’s creator (a paladin could learn to cast a spell written by a cleric, while a ranger could cast a spell written by a druid). The process requires deciphering the writing (see Divine Magical Writings, below). Divine Magical Writings: Divine spells can be written down and de- ciphered just as arcane spells can, except that read magic is not used to do so. Instead, the character can decipher and learn the new spell from the book by spending one day per level of the spell being learned in study of it. Only characters who have the spell in question on their class-based spell lists can cast a divine spell from a scroll. CASTING SPELLS A character must make all pertinent decisions about a spell (range, target, area, effect, etc.) when the character begins casting, unless the spell specifies otherwise. The character must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The Dungeon Master applies whatever result a spell entails using the spell's description. To cast a spell, the character must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). The spell descriptions indicate which components are necessary. Additionally, the character must concentrate to cast a spell (see below). If something interrupts the character's concentration while casting, the spell is lost and marked off of the character's list of prepared spells. If the character ever tries to cast a spell in conditions where the characteristics of the spell (range, area, etc.) cannot be made to conform, the casting fails and the spell is wasted. Spell durations are measured in rounds, minutes, turns or hours. When the duration expires, the spell's effect ends. Casting 0-Level Spells: All spellcasters can prepare a number of 0-level spells, each day, as noted on their “spells per day” table. These spells are treated like any other spell, but are not expended when cast and may be used again. Concentration: To cast a spell, the character must concentrate. If something interrupts the character's concentration while the character is casting, the spell is lost and marked off the character's list of prepared spells. Sometimes, the Dungeon Master may allow a concentration check (an intelligence check for arcane casters and a wisdom check for divine casters) to see if the spell is disrupted (and lost) or not (casting is completed). Spellcasters add their caster level to this check. All spellcasters attempting to cast spells while engaged in melee must make a concentration check in order to successfully cast that spell. The penalty to this concentration check is equal to the level of the spell that is being cast. Additional penalties to this check could come from injuries sustained as the spell is being cast (see simultaneous initiative on page 55) or from being jostled or knocked about while casting. If damaged, the added check penalty is based upon the damage taken as the spell is cast. The penalty is usually equal to 1 point per 5 points of damage dealt (round fractions normally) with a minimum, additional penalty of –1 applying to all concentration checks. As such, an attack that deals 16 points of damage would impose a check penalty of –3. For effects that do not directly deal damage the additional penalty is equal to the threat’s level (usually the caster level for spells or hit dice for creature abilities). Anything that could break the character's concentration when casting a spell can also break the concentration necessary to maintain a spell. A character can't cast a spell or attack while concentrating on another Player’s Handbook 62 one, but may move at their normal movement rate (though running would require a concentration check). The only spells the character can cast while grappling or pinned are those without somatic components and whose material components the character has in hand at the time. Even so, the Dungeon Master will often require a concentration check for the character to cast the spell. Vigorous motion, such as from riding a mount, the rocking of a small boat in rough water or simply being jostled in a similar fashion, might necessitate a concentration check. Using Scrolls: Scrolls are spells reduced to a portable form. Not only does a scroll contains the text of a spell, all the necessary components, except verbal, have been magically incorporated into the scroll. Before using a scroll, a character must decipher it by casting read magic. The character can then read the scroll aloud, casting the spell contained on it just as if the character had the spell prepared. The spell's casting time, range, area of effect, duration and all other details and limitations are no different. A spell contained on a scroll may only be cast once. When a spell is cast from a scroll, the spell disappears or destroys the scroll. There are some limitations scroll use, of course. A character must be of a class that can cast the type of spells contained on the scroll. A divine caster, for example, cannot cast arcane spells from a scroll. A character can cast a spell from a scroll that they have not learned or recorded in their spellbook provided that it appears on their spell list. The character must be of a high enough level to cast the level of spell found on the scroll. A character can attempt to use a scroll to cast a spell of a level they are not normally able to cast (provided that it appears on their spell list) but must first make a concentration check to do so. A penalty to the concentration check equal to the level of the spell is applied to the roll. Failure indicates that the spell fails and the scroll is destroyed. For example, a 2nd level magic-user deciphers a scroll bearing teleport, which is a 5th level spell. The magic-user attempts to cast the spell from the scroll, but he must first make a successful concentration check with a check penalty of -5. Spells can be learned and copied from scrolls normally, and doing so does not destroy the scroll. SPELL DESCRIPTION FORMAT As mentioned, each spell is defined by a description of the effect it causes and a set of terms necessary for game play. The spell descriptions appear after the class spell lists. A summary reminder on spell format and terms appears prior to the spell descriptions, but the following provides more detail and information on spell terms. SCHOOLS OF MAGIC Spellcasters categorize their spells into schools. Each spell listed belongs to one of the following schools: Abjuration: This school encompasses spells that protect others, prevent harm, and banish unwanted agents or creatures. Alteration: This school focuses on the manipulation of structure. Its spells alter the form of living and inanimate things. Conjuration/Summoning: Spells of this school bring into existence or call forth living or inanimate things. Casters of conjuration and summoning spells often gain temporary control over creatures that appear. Divination: Such spells impart knowledge through the senses. Divination spells can reveal information about the truth of something or someone. Enchantment/Charm: These spells enhance an object’s properties or the attitude of a living creature. Some charm spells allow for the caster to control the target. Evocation: This school handles energy manipulation. Evocation usually involves the caster controlling and morphing energy to create an object or effect. Invocation requires the assistance of a more powerful being. Illusion/Phantasm: These spells trick and deceive their targets to believe that something else is occurring. Creatures encountering an illusion usually receive saving throws to recognize it if they study it carefully or interact with it in some fashion. A successful saving throw against an illusion reveals it to be false, while a failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. Some illusion/phantasm spells draw energy from the Plane of Shadow in order to create quasi-real objects and effects. A rule of illusion is that an illusion is only as good as the caster who created it. They draw from personal experience, so a caster cannot create a truly believable illusion unless he is intimately familiar with whatever he is attempting to create. Necromancy: Death and undeath are the two most prevailing subject matters for necromancy, although some spells actually defy death by regenerating lost limbs and restoring life. CASTING TIME Most spells take one round to cast. A spell that takes one round to cast comes into effect during the caster's initiative turn for that round. Complex spells may take more time to cast, and such casting times are expressed in rounds, minutes, turns, hours or days. For relative understanding of casting time, remember that a round is 10 seconds long. Spells that take more than one round to cast come into effect during the caster's initiative on the last round of the casting time for the spell. RANGE A spell's range is the maximum distance from the spellcaster that the spell's effect can occur, as well as the maximum distance at which the caster can designate the spell's point of origin. The character aims a spell by making some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. If any portion of the spell's area extends beyond the range, that area is wasted. Sometimes the range of a spell is only personal (the spell effects only the caster or emanates from the caster) or touch (the caster must touch a creature or object to affect it), as noted in the spell description. When targeting an unwilling creature with a touch spell, the caster must successfully touch his opponent with his hand. The spellcaster ignores the defender’s armor and shield bonus to armor class, because they do not make the defender harder to touch. If the attacking spellcaster hits, the spell is delivered to the target creature. There are also four distance ranges in AD&D: 30 feet (close), 100 feet (medium), 300 feet (long), and unlimited (reaching anywhere on the plane of existence). Some rare spells have no standard range category, just a range expressed in feet. Some spells create or summon things rather than affecting things that are already present. The character must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move without regard to the spell's range (unless otherwise stated in the spell’s description). TARGET OR AREA OF EFFECT Spells that do not affect the caster personally generally have a target or affect a certain area. This part of a spell description defines the number of creatures, dimensions, volume, weight and so on that the spell affects, if it is not otherwise obvious from the spell's description. Targeted Spells: Targeted spells are cast directly on creatures or objects, as defined by the spell itself. In most cases, the character must be able to see or touch the target, and the character must specifically choose that target. If the character casts a targeted spell on the wrong sort of target, the spell has no effect and is lost. If the target of a spell is the caster, the caster does not receive a saving throw and magic resistance does not apply. Area Spells: Some spells affect an area. The character selects where the spell originates, but otherwise does not control which creatures or objects the spell will effect. Sometimes a spell describes a specially defined area, but usually an area falls into one of several categories: Circle: The spell radiates from a chosen point of origin (or from the caster, in some instances) affecting whatever lies within its area of effect. This area lies along a horizontal plane. Cone: The cone shoots away from the character in the direction the character designates, starting directly before the character and widening out as it goes, though some spells affect all creatures in an area rather than individual creatures. Cylinder: The character selects the center of a horizontal circle as the spell's point of origin; the spell shoots down from the circle, filling the cylinder. Player’s Handbook 63 Sphere: The spell radiates from a chosen point of origin (or from the caster, in some instance) affecting whatever it catches in its area of effect (a three dimensional globe). Obstacle: Some spell effects likes rays, spreads, and cones are affected by obstacles. The character must have a clear line of effect to any target that the character casts a spell upon or to any space in which the character wishes to create an effect. The character must have a clear line of effect to the point of origin of any spell the character casts. For circles, cones, cylinders, and spherical spells, the spell only affects areas, creatures and objects to which it has line of effect from its origin (a circle’s center, a cone's starting point, a cylinder's circle, or a spherical spell's point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell's line of effect. A caster aims a ray as if using a ranged weapon, but requires no attack roll to strike his target. The character must be able see the creature he is trying to hit, as with any other targeted spell. Note that Intervening creatures and obstacles can block the caster's line of sight to his target. If a ray spell has a duration, the duration refers to the effect that the ray causes, not to the length of time the ray itself persists. Spreads and cones spread out from a point of origin to a distance described in the spell. The effect can extend around corners and into areas that the caster cannot see. The caster must designate the point of origin for such an effect if the spell description does not specify one. DURATIONS Duration measures how long a spell's effect lasts. Durations are measured in rounds, minutes, turns, hours or some other increment. When the limit is up, the magic goes away and the spell ends. Some spells have a permanent duration and some require the caster to concentrate in order to maintain that spell's effect. A spellcaster can typically dismiss personal spells at will, before the duration ends, unless the spell description states otherwise. A spell that requires concentration is dismissible by its very nature. A character can't cast a spell or attack while concentrating on another one, but may move at their normal movement rate (running would require a concentration check). Sometimes a spell lasts for a short time after the character ceases concentrating. In these cases, the spell effects continue for the stated length of time after the character stops concentrating. Otherwise, the character must concentrate to maintain the spell but the character cannot maintain it for more than the stated duration in any event. If a spell affects creatures directly, the effects travel with the subject for the spell's duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such effects can be destroyed prior to their duration’s end. If the spell affects an area, then the spell stays with that area for the spell's duration. Creatures become subject to the spell when they enter the area and become free of it when they leave. Certain spells last for a set duration, or until triggered or discharged. SAVING THROW Most harmful spells allow an affected creature to make a saving throw in order to avoid some or all of the spell’s effect. A spell’s description details whether that spell allows a saving throw, what type of saving throw is made and the effect of a successful save. If a spell does not include a saving throw entry, then assume no saving throw is allowed. A spell's saving throw penalty is always equal to the spellcaster’s caster level unless specified otherwise. As such, a spell cast by a 9th level magic-user would impose a -9 check penalty on its target’s saving throw. A creature that successfully saves against a spell without obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, the caster senses that the spell has failed. The caster does not sense when creatures succeed at saving throws against area of effect spells. A creature can voluntarily forego a saving throw and willingly accept a spell's result. Negates: This term means that the spell has no effect on an affected creature that makes a successful saving throw. Partial: The spell causes an effect on its subject, but a successful saving throw means some lesser effect occurs. Half: The spell deals damage, and a successful saving throw halves the damage taken (round down). None: No saving throw is allowed. Disbelief: A successful save lets the subject ignore the effect. MAGIC RESISTANCE: Magic resistance is a special defensive ability. A defender's magic resistance grants them an additional measure of protection against magical attacks. If a spell is being resisted by a defender with magic resistance, the caster of the spell must pass a concentration check (PHB, p. 62) modified by the target’s magic resistance rating. If the caster fails this check, the spell has no effect. The magic resistance line of the descriptive text of a spell description explains whether or not the magic resistance applies, as some spells are not affected by a target creature's magic resistance. Magic resistance applies even if a given spell also allows the target creature a saving throw. The effects of magic resistance, if any, are applied first, and then the creature may also make a saving throw. In most cases, magic resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place, such as a wall of iron. A creature with magic resistance must voluntarily drop the resistance in order to receive the effects of beneficial spells without the check described above. If a spell does not include a magic resistance entry, then assume no magic resistance check is allowed. COMPONENTS A spell's component's line includes abbreviations for the components required to cast the spell. Spells can have verbal (V), somatic (S), material (M) or experience (XP) components. If the necessary components are not used, the casting fails. If a material component has a gold piece cost, the cost is listed; otherwise the character can assume that the actual materials involved have no significant monetary value, unless the Dungeon Master rules otherwise. V (Verbal): A verbal component is a spoken incantation. To provide a verbal component, the character must be able to speak in a strong voice. A silence 15’ radius spell or a gag spoils the incantation. A deafened caster must make a concentration check to cast a spell with a verbal component. S (Somatic): A somatic component is a measured and precise movement of the hand or some other part of the body. The character must have at least one hand free to provide a somatic component. M (Material): A material component is a physical substance or object that focuses a spellcaster’s energies during the casting process. The component is generally destroyed in the process of casting a spell. Unless listed, the material component is a holy symbol for clerics and paladins, a musical instrument for bards, and a sprig of mistletoe for druids and rangers. Holy symbols, bardic instruments, and mistletoe sprigs are not destroyed through spellcasting. XP (Experience): Some powerful spells entail an experience point cost to you. No spell can restore the XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. The XP are treated just like a material component - expended when you cast the spell, whether or not the casting succeeds. REVERSIBLE SPELLS Some spells are reversible (they can be cast for an effect opposite to that of the standard spell). This is noted after the spell name. Spellcasters with reversible spells must memorize the desired version. For example, a cleric who desires a cause light wounds spell must petition for this form of the cure light wounds spell when meditating and praying. Note that severe penalties can result if the spell choice is at variance with a divine spellcaster’s alignment (possible penalties include denial of specific spells, entire spell levels, or even all spells for a certain period). The exact result (if any) depends on the reaction of the priest's patron deity, as determined by the DM. When an arcane caster learns a reversible spell, both forms are recorded in their spell books. However, the arcane caster must still decide which version of the spell he desires to cast when memorizing the spell, unless the spell description specifically states otherwise. For example, a magic-user who has memorized stone to flesh and desires to cast flesh to stone must wait until the latter form of the spell can be memorized (i.e., rest eight hours and study). If he could memorize two 6th level spells, he could memorize each version once or one version twice. Player’s Handbook 64 Player’s Handbook 65 SPELL TABLES CLERICS 0-Level 1st Level 2nd Level 3rd Level 4th Level 1 bind wounds bless aid animate dead air walk 2 create water bless water augury continual light control water 3 detect magic cause fear consecrate create food and water dimensional anchor 4 detect poison combine cure moderate wounds cure blindness/deafness detect lie 5 light command darkness 15’ radius cure disease dismissal 6 purify food and drink comprehend languages enthrall cure serious wounds divination 7 read magic cure light wounds find traps dispel magic exorcise 8 detect evil hold person feign death freedom of movement 9 detect life know alignment glyph of warding imbue with spell ability 10 detect undead lesser restoration locate object improved enchanted weapon 11 enchanted weapon remove paralysis meld into stone negative plane protection 12 endure elements resist energy obscure object neutralize poison 13 invisibility to undead silence 15’ radius prayer restoration 14 magic stone slow poison protection from evil 10’ sending radius 15 penetrate disguise speak with animals remove curse speak with plants 16 portent speak with dead sticks to snakes spell immunity 17 protection from evil spiritual weapon water breathing tongues 18 remove fear zone of truth water walk 19 sanctuary 20 shield of faith 5th Level 6th Level 7th Level 8th Level 9th Level 1 atonement aerial servant banishment antimagic shell astral spell 2 break enchantment animate object control weather dimensional lock energy drain 3 commune blade barrier destruction discern location etherealness 4 cure critical wounds conjure elemental ethereal jaunt earthquake gate 5 dispel evil find the path holy word holy aura miracle 6 flame strike forbiddance improved restoration improved spell immunity mind blank 7 insect plague geas/quest improved scrying symbol of death soul bind 8 plane shift heal regeneration symbol of insanity 9 raise dead heroes’ feast repulsion 10 scrying improved dispel magic resurrection 11 slay living improved glyph of stone tell warding symbol of stunning 12 symbol of pain symbol of fear symbol of weakness 13 symbol of sleep symbol of persuasion 14 true seeing wind walk 15 word of recall BARDS (Clerics) 0-Level 1st Level 2nd Level 3rd Level 4th Level 1 audible glamer alarm animal messenger arcane sight animal summoning I 2 bind wounds calm animals animal trance charm monster break enchantment 3 dancing lights cause fear calm emotions clairaudience / cure critical wounds clairvoyance 4 detect magic change self cure moderate wounds confusion detect scrying 5 know direction charm person or mammal esp cure serious wounds dimension door 6 light comprehend languages enthrall deep slumber dominate person 7 message cure light wounds hold Person detect lie freedom of movement 8 prestidigitation detect evil know alignment dispel magic hallucinatory terrain 9 read magic erase locate object fear hold monster 10 friends misdirection illusionary script legend lore 11 hypnotic pattern scare massmorph locate creature 12 identify shatter nondetection repel vermin 13 Nystul’s magic aura silence 15’ radius scrying shout 14 obscure object sound burst secret page speak with plants 15 obscurement speak with animals 16 penetrate disguise suggestion 17 remove fear summon insects 18 sleep tongues 19 Tasha’s hideous laughter 20 ventriloquism spells listed in italics are reversible Player’s Handbook 66 BARDS (Clerics), continued 5th Level 6th Level 1 animal summoning II animal summoning III 2 dream analyze dweomer 3 improved dispel magic demand 4 mass suggestion find the path 5 mind fog qeas/quest 6 nightmare improved scrying 7 seeming mass charm 8 sending Otto’s irresistible dance 9 stone tell veil 10 true seeing vision DRUIDS (Clerics) 0-Level 1st Level 2nd Level 3rd Level 4th Level 1 bind wounds alarm animal messenger call lightning air walk 2 create water animal friendship animal trance cure blindness/deafness animal summoning I 3 detect magic calm animals barkskin cure disease antiplant shell 10’ radius 4 detect poison cure light wounds charm person or mammal cure moderate wounds call woodland beings 5 know direction detect animals or plants enlarge animal dominate animal command plants 6 light detect evil feign death improved magic fang control water 7 purify food and drink detect snares and pits fog cloud meld into stone cure serious wounds 8 endure elements fire trap neutralize poison dimension door 9 entangle flame blade plant growth dispel magic 10 faerie fire gust of wind protection from energy freedom of movement 11 goodberry heat metal pyrotechnics hallucinatory terrain 12 invisibility to animals hold animal shape wood hold plant 13 magic fang know alignment snare produce fire 14 magic stone lesser restoration speak with plants reincarnate 15 obscurement resist energy spike growth repel vermin 16 pass without trace soften earth and stone sticks to snakes restoration 17 produce flame summon insects stone shape scrying 18 shillelagh tree wall of wind sleet storm 19 slow poison warp wood water breathing spike stones 20 speak with animals 5th Level 6th Level 7th Level 8th Level 9th Level 1 animal growth animal summoning III animate plants animate rock antipathy 2 animal summoning II antilife shell changestaff chariot of Sustarre elemental swarm 3 atonement confusion control weather control plants foresight 4 commune with nature conjure elemental creeping doom earthquake regenerate 5 control winds find the path fire storm finger of death shambler 6 cure critical wounds feeblemind heal reverse gravity shapechange 7 ice storm fire seeds heroes’ feast sunburst storm of vengeance 8 insect plague geas/quest improved scrying turn metal or stone 9 negative plane improved dispel magic sunray whirlwind protection 10 plant door liveoak transmute metal to wood 11 stoneskin move earth true seeing 12 transmute rock to mud stone tell wind walk 13 wall of fire transport via plant word of recall 14 wall of stone turn wood 15 wall of thorns spells listed in italics are reversible Player’s Handbook 67 MAGIC-USERS 0-Level 1st Level 2nd Level 3rd Level 4th Level 1 audible glamer affect normal fires alter self arcane sight animate dead 2 dancing lights alarm darkness 15’ radius blink charm monster 3 detect magic animate rope darkvision clairaudience / confusion clairvoyance 4 detect poison armor detect invisibility continual light detect scrying 5 light burning hands esp deep slumber dimensional anchor 6 mending cause fear flaming sphere dispel magic dimension door 7 message charm person forget explosive runes Evard’s black tentacles 8 prestidigitation comprehend languages gust of wind feign death fear 9 read magic detect evil invisibility fireball fire shield 10 wizard mark enchanted weapon knock flame arrow fire trap 11 write enlarge person know alignment fly hallucinatory terrain 12 erase Leomund’s trap gaseous form ice storm 13 feather fall levitate haste improved invisibility 14 find familiar locate object hold person Leomund’s secure shelter 15 friends magic mouth improved enchanted locate creature weapon 16 grease Melf’s acid arrow invisibility 10’ radius massmorph 17 hold portal mirror image Leomund’s tiny hut minor globe of invulnerability 18 identify misdirection lightning bolt monster summoning II 19 jump obscure object monster summoning I Otiluke’s resilient sphere 20 magic missile protection from normal nondetection polymorph missiles 21 mount pyrotechnics protection from energy Rary’s mnemonic enhancer 22 Nystul’s magic aura ray of enfeeblement protection from evil 10’ remove curse radius 23 portent rope trick sepia snake sigil scrying 24 protection from evil scare shrink item shout 25 run shatter sleet storm solid fog 26 shield spider climb stinking cloud stone shape 27 shocking grasp strength suggestion stoneskin 28 sleep Tasha’s hideous laughter tongues wall of fire 29 Tenser’s floating disk web wall of wind wall of ice 30 unseen servant wizard lock water breathing wizard eye 5th Level 6th Level 7th Level 8th Level 9th Level 1 airy water analyze dweomer banishment antipathy astral spell 2 Bigby’s interposing hand antimagic shell Bigby’s grasping hand Bigby’s clenched fist Bigby’s crushing hand 3 break enchantment Bigby’s forceful hand control weather binding crystalbrittle 4 cloudkill chain lightning delayed blast fireball clone dominate monster 5 cone of cold contingency Drawmij’s instant summons demand energy drain 6 contact other plane control water ethereal jaunt dimensional lock etherealness 7 conjure elemental death spell forcecage discern location foresight 8 dismissal disintegrate improved arcane sight glassteel freedom 9 dominate person eyebite improved scrying improved planar binding gate 10 fabricate flesh to stone insanity improved prying eyes imprisonment 11 feeblemind geas/quest limited wish incendiary cloud meteor swarm 12 hold monster glassee mass invisibility iron body monster summoning VII 13 Leomund’s lamentable globe of invulnerability monster summoning V mass charm Mordenkainen’s belaborment disjunction 14 Leomund’s secret chest guards and wards Mordenkainen’s maze power word kill magnificent mansion 15 lesser planar binding improved dispel magic Mordenkainen’s sword mind blank prismatic sphere 16 monster summoning III invisible stalker phase door monster summoning VI shapechange 17 Mordenkainen’s faithful legend lore plane shift Otiluke’s telekinetic soul bind hound sphere 18 magic jar monster summoning IV power word blind Otto’s irresistible dance time stop 19 passwall Mordenkainen’s prismatic spray polymorph any object wish lucubration 20 permanency move earth reverse gravity power word stun 21 prying eyes Otiluke’s freezing sphere sequester prismatic wall 22 sending planar binding simulacrum Serten’s spell immunity 23 symbol of pain repulsion spell turning symbol of death 24 symbol of sleep symbol of fear statue symbol of insanity 25 telekinesis symbol of persuasion symbol of stunning temporal stasis 26 teleport Tenser’s transformation symbol of weakness trap the soul 27 transmute rock to mud true seeing teleport without error 28 wall of force wall of iron vision 29 wall of stone spells listed in italics are reversible Player’s Handbook 68 ILLUSIONISTS (Magic-Users) 0-Level 1st Level 2nd Level 3rd Level 4th Level 1 audible glamer animate rope alter self arcane sight charm monster 2 dancing lights armor blur blink confusion 3 detect magic cause fear cure blindness/deafness clairaudience / detect scrying clairvoyance 4 light change self darkness 15’ radius continual light dimension door 5 message charm person darkvision deep slumber hallucinatory terrain 6 prestidigitation color spray esp detect lies illusory wall 7 read magic comprehend languages feign death dispel magic improved invisibility 8 wizard mark detect evil fog cloud explosive runes minor creation 9 write detect invisibility forget fear minor globe of invulnerability 10 detect secret doors illusionary script hold person phantasmal killer 11 erase invisibility improved phantasmal polymorph force 12 faerie fire know alignment invisibility purge rainbow pattern 13 find familiar Leomund’s trap invisibility 10’ radius Rary’s mnemonic enhancer 14 friends magic mouth massmorph remove curse 15 hypnotic pattern mirror image nondetection scrying 16 identify misdirection phantom steed shadow conjuration 17 Nystul’s magic aura phantasmal force rope trick shout 18 obscurement pyrotechnics sepia snake sigil solid fog 19 silent image scare suggestion wizard eye 20 sleep secret page tongues 21 ventriloquism Tasha’s hideous laughter 5th Level 6th Level 7th Level 8th Level 9th Level 1 break enchantment analyze dweomer Drawmij’s instant antipathy astral spell summons 2 chaos antimagic shell ethereal jaunt demand dominate monster 3 dominate person contingency improved arcane sight find the path etherealness 4 dream death fog improved scying improved prying eyes foresight improved shadow 5 fabricate eyebite conjuration improved shadow polymorph any object evocation 6 false vision feeblemind insanity mass charm power word kill 7 hold monster globe of invulnerability limited wish maze prismatic sphere 8 major creation improved dispel magic mass invisibility mind blank shades 9 mind fog invisible stalker phase door Otto’s irresistible dance weird 10 mirage arcana legend lore power word blind power word stun wish 11 Mordenkainen’s faithful mass suggestion prismatic spray prismatic wall hound 12 nightmare mislead project image scintillating pattern 13 persistent image Mordenkainen’s repulsion screen lucubration 14 prying eyes permanent image sequester symbol of death 15 seeming programmed image simulacrum symbol of insanity 16 sending shadow walk statue 17 shadow evocation summon shadow symbol of stunning 18 symbol of pain symbol of fear symbol of weakness 19 symbol of sleep symbol of persuasion vision 20 true seeing veil spells listed in italics are reversible Player’s Handbook 69 SPELL DESCRIPTIONS Aerial Servant Conjuration/Summoning Level: Cleric 6 Components: V, S Casting Time: 1 round Range: 30’ (Close) Effect: One summoned creature Duration: 1 day/caster level (dismissible) Saving Throw: None This spell summons an invisible aerial servant (see the MONSTER MANUAL) to do the bidding of the cleric who conjured it. The creature does not fight directly, but obeys the command of the cleric with respect to finding and returning with whatever object or creature that is described to it. Of course the object or creature must be such as to allow the aerial servant to physically bring it to the cleric or his assign. The spell lasts for a maximum of 1 day for each level of experience of the cleric who cast it. The aerial servant returns to its own plane whenever the spell lapses, its duty is fulfilled, it is dispelled, the cleric releases it or the cleric is slain. The aerial servant will always attack by complete surprise when sent on a mission and gains the benefit of a surprise round in combat unless the target creature is able to detect invisible creatures, in which case initiative is determined normally. If summoned to retrieve an object it will attempt to take that object from its holder and, if summoned to retrieve a creature against that creature’s will, will attempt to subdue that creature before carrying it back to the summoning cleric. Affect Normal Fires Alteration Level: Magic-User 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Area: 10’ radius circle Duration: 1 turn/caster level Saving Throw: None Magic Resistance: No This spell enables the magic-user to cause non-magical fires - from as small as a torch or lantern to as large as the area of effect - to reduce in size and brightness to become a dim glow or increase in light to twice its normal intensity, which increases the illumination to double the its normal radius. Note that this does not affect either fuel consumption or damage caused by the fire. The caster can affect any or all fires in the spell's area. He can alter their intensities with a single gesture as long as the spell is in effect. The spell lasts until the caster cancels it, all fuel is burned, or the duration expires. The caster can also extinguish all non-magical flames in the area, which expends the spell immediately. The spell does not affect fire elementals or similar creatures. Aid Enchantment/Charm Level: Cleric 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level Saving Throw: Wisdom negates Magic Resistance: Yes Aid grants the touched target a +1 on attack rolls and saves against fear effects (as a bless spell), plus 2d8+4 temporary hit points. These temporary hit points are lost first when an aided character is wounded and, once lost, may not be healed. At the end of the spell’s duration any remaining temporary hit points are lost. Air Walk Alteration Level: Cleric 4, Druid 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom negates Magic Resistance: Yes The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air-walker’s normal movement rate. A strong wind (20+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air-walker 5 feet for each 5 miles per hour of wind speed beyond 15 mph. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 120 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of distance fallen. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if an antimagic shell negates it. Airy Water Alteration Level: Magic-User 5 Components: V, S, M Casting Time: 1 round Range: Personal Area of Effect: 20’ radius hemisphere, centered on you Duration: 3 turns/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The airy water spell turns normal liquid such as water or water-based infusions or solutions to a less dense, breathable substance. Thus, if the magic-user wished to enter an underwater place, he would step into the water, cast the spell and sink downwards in a hemisphere of bubbling water that he and any companions in the spell's area of effect could move freely in and breathe just as if it were air rather than water. The hemisphere will move with the spellcaster. Note that water- breathing creatures will avoid a hemisphere of airy water, although intelligent ones can enter it if they are able to move by means other than swimming, but no water-breathers will be able to breathe in an area affected by this spell. There is only one word which needs to be spoken to actuate the magic and the material component of the spell is a small handful of alkaline or bromine salts. Alarm Abjuration Level: Bard 1, Druid 1, Magic-User 1 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: 20’ radius circle centered on a point in space Duration: 2 hours/caster level (dismissible) Saving Throw: None Magic Resistance: No Alarm sounds a mental or audible alarm each time any creature larger than a normal rat - anything larger than about ½ cubic foot in volume or more than about three pounds in weight - enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. Ethereal or astral creatures do not trigger the alarm. You decide at the time of casting whether the alarm will be mental or audible. Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise Player’s Handbook 70 disturb concentration. A silence 15’ radius spell has no effect on a mental alarm. Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall. In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence 15’ radius spell cannot hear the ringing. Alarm can be made permanent with a permanency spell. Arcane Material Component: A tiny bell and a piece of very fine silver wire. These are not consumed by this spell’s casting. Alter Self Alteration Level: Magic-User 2, Illusionist 2 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 turn/caster level (dismissible) When this spell is cast, the caster can alter his appearance and form - including clothing and equipment - to appear taller or shorter; thin, fat, or in between; human, demihuman, humanoid or any other generally man-shaped bipedal creature. The new form must be of the same size category as the caster’s true form. If the form selected has wings, the magic-user can actually fly, but at only ½ of the movement rate (rounded to the nearest 5’ increment) of a true creature of that type, and with a loss of two maneuverability classes (to a minimum of E). If the form has gills, the caster can breathe underwater as long as the spell lasts. However, the caster does not gain any multiple attack routines or additional damage allowed to an assumed form. Likewise he retains whatever sensory powers he had before the spell was cast, and does not gain the sensory powers of his new form. The caster's hit dice, hit points, attack rolls, armor class and saving throws do not change. The spell does not confer special abilities, attack forms or defenses. Once the new form is chosen, it remains for the duration of the spell. The caster can change back to his natural form at will, though this ends the spell immediately. A caster who is slain automatically returns to his normal form. When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item) or melds into the new form and becomes non-functional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry on a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form. A creature using alter self to impersonate another person gains a +5 bonus disguise ability checks. If the creature does not have the disguise ability it may make a charisma check, with no level modifier, to affect a disguise. Analyze Dweomer Divination Level: Bard 6, Magic-User 6, Illusionist 6 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Targets: One object or creature per caster level Duration: 1 round/caster level (dismissible) Saving Throw: See text Magic Resistance: No You discern all spells and magical properties present in a number of creatures or objects. Each round you may examine a single creature or object that you can see. In the case of a magic item you learn its functions, how to activate its functions (if appropriate) and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect and its caster level. A creature examined through this spell may attempt a wisdom save (if the caster is a bard) or intelligence save to resist this effect. If the save succeeds you learn nothing about the creature except what you can discern by looking at it. A creature that makes its save cannot be affected by any other analyze dweomer spells for 24 hours. Analyze dweomer does not function when used on an artifact. Arcane Material Component: A tiny lens of ruby or sapphire, worth at least 1,500 gp, set in a small golden loop. It is not expended by the casting of this spell. Animal Friendship Enchantment/Charm Level: Druid 1 Components: V, S, M Casting Time: 1 hour Range: 30’ (Close) Target: Up to 2 HD of animals per caster level, no two of which can be more than 30’ apart, see text Duration: Permanent Saving Throw: Charisma negates Magic Resistance: Yes By means of this spell the caster is able to show any animal of animal intelligence to semi-intelligence (i.e. intelligence 1-4) that he desires friendship. If the animal does not roll a successful charisma saving throw immediately when the spell is begun, it stands quietly while the caster finishes the spell. Thereafter, it follows the caster as an animal companion. The spell functions only if the caster actually wishes to be the animal's friend. If the caster has ulterior motives the animal always senses them (for example, the caster intends to eat the animal, send it ahead to set off traps, etc.). The caster can teach the befriended animal three specific tricks or tasks for each point of intelligence it possesses. Typical tasks are those taught to a dog or similar pet (i.e., they cannot be complex). Training for each such trick must be done over a period of one week, and all must be done within three months of acquiring the creature. During the three-month period, the animal will not harm the caster, but if the creature is left alone for more than a week, it will revert to its natural state and act accordingly. Characters with the profession (animal handler) skill for the type of animal befriended may teach that animal 2 tricks per week. The caster can use this spell to attract up to 2 hit dice of animal(s) per caster level to his residence or holy site (typically a druidic grove). This is also the maximum total hit dice of the animals that can be attracted and trained at one time: no more than twice the caster's experience level. No single animal may have hit dice greater than the druid’s caster level and no more than 1 hit die’s worth of animal companions per caster level may accompany the caster should he leave his holy site, grove or refuge. Aligned animals can only be attracted, befriended and trained by similarly aligned casters. Material Component: The material components of this spell are a sprig of mistletoe and a piece of food liked by the animal, which is consumed when the spell is cast. Animal Growth (reversible) Alteration Level: Druid 5 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Targets: Up to 1 HD of animals per caster level, no two of which can be more than 30’ apart Duration: 1 round/caster level Saving Throw: Wisdom negates Magic Resistance: Yes A number of animals, with hit dice totaling no more than the druid’s level, grow to twice their normal size and eight times their normal weight. This alteration changes each animal’s size category to the next largest (from Small to Medium or from Medium to Large). The effects of this growth are doubled hit dice (with its consequential improvement in attack rolls and saving throws) and an increase in the damage dealt by the animal’s natural attacks (increase the damage by one die type). The spell lasts for one round for each level of experience of the druid casting the spell. The reverse of this spell, shrink animal, causes a number of animals to Player’s Handbook 71 shrink to half of their size and one quarter of their normal weight. This alteration changes each animal’s size category to the next smallest (from Medium to Small or from Large to Medium). The effects of this growth are halved hit dice (with the attendant penalties to attack rolls) and a reduction in damage dealt by the animal’s natural attacks (decrease the damage by one die type). The spell lasts for one round for each level of experience of the druid casting the spell. Only natural animals, including giant forms, can be affected by animal growth or shrink animal. Material Component: The material components of this spell are a sprig of mistletoe and a pinch of powdered bone, which is expended when the spell is cast. Animal Messenger Enchantment/Charm Level: Bard 2, Druid 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One Small-sized animal Duration: One day/caster level Saving Throw: Charisma negates Magic Resistance: Yes You compel a Small animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else. Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he doesn’t know, for example). Material Component: A morsel of food the animal likes. This is expended when the spell is cast Animal Summoning I Conjuration/Summoning Level: Bard 4, Druid 4 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: One or more creatures, no two of which can be more than 30’ apart Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell summons up to 8 hit dice of animals, though no single animal may have more than 4 hit dice. They appear where you designate (within 30’) and act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the creatures, you can direct them not to attack, to attack particular enemies or to perform other actions. Creatures cannot be summoned into an environment that cannot support them. Other than various sorts of giant animals; fantastic animals or monsters cannot be summoned by this spell, i.e. no chimerae, dragons, gorgons, manticores, etc. Animal Summoning II Conjuration/Summoning Level: Bard 5, Druid 5 Effect: One or more creatures, no two of which can be more than 30’ apart This spell functions like animal summoning I, except that you can summon up to 10 hit dice of animals, though no single animal may have more than 5 hit dice. Animal Summoning III Conjuration/Summoning Level: Bard 6, Druid 6 Effect: One or more creatures, no two of which can be more than 30’ apart This spell functions like animal summoning I, except that you can summon up to 12 hit dice of animals, though no single animal may have more than 6 hit dice. Animal Trance Enchantment/Charm Level: Bard 2, Druid 2 Components: V, S Casting Time: 1 round Range: 30’ (Close) Targets: 2d6 hit dice of animals Duration: Concentration (see text) Saving Throw: Charisma negates Magic Resistance: Yes Your swaying motion and music (or singing, or chanting) compels animals to do nothing but watch you. Only animals with animal intelligence to semi-intelligence (i.e., intelligence 1-4) can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. Fascinated creatures suffer a –4 penalty to their armor class and to all saving throws, and are treated as surprised if attacked. Any attack on a fascinated creature breaks the effect. Animate Dead Necromantic Level: Cleric 3, Magic-User 4 Components: V, S, M Casting Time: 1 round Range: Touch Targets: One or more corpses Duration: Instantaneous Saving Throw: None Magic Resistance: No This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands. The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.) Regardless of the type of undead you create with this spell, you can’t create more HD of undead than your caster level with a single casting of animate dead. (Desecrate doubles this limit). The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 2 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.  Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.  Zombies: A zombie can be created only from a mostly intact corpse. Material Component: You must place a black onyx gem worth at least 25 gp per hit die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells. Clerics must also have their holy symbol at hand when casting this spell. Animate Object Alteration Level: Cleric 6 Components: V, S Casting Time: 1 round Range: 30’ (Close) Area of Effect: One Small object per 2 caster levels; see text Duration: 1 round/caster level Saving Throw: None Player’s Handbook 72 Magic Resistance: No You imbue inanimate, non-magical objects with mobility and a semblance of life. Each animated object immediately attacks whomever or whatever you initially designate. An animated object can be of any non-magical material. The animated objects attack whomever or whatever the cleric first designates. The object can be of any material whatsoever - wood, metal, stone, fabric, leather, ceramic, glass, etc. The speed of movement of the object is dependent upon its means of propulsion and its weight. Thus a large stone pedestal would rock forward at 20’ per round while a slithering object could move at 45’ per round. Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a 60’ movement rate. Objects with multiple legs (tables, chairs) have a movement rate of 75’ per round. Wheeled objects have a movement rate of 90’. Objects might have additional modes of movement as well. A wooden object can float and has a movement rate on water equal to half its land speed. A rope or similar sinuous object can climb at half of its normal speed. A sheet-like object can fly (Maneuverability Class E) at half its normal movement rate. The damage caused by the attack of an animated object is dependent upon its form and composition. Light, supple objects can only obscure vision, obstruct movement, bind, trip, smother, etc. Light, hard objects can fall upon or otherwise strike at their targets, or possibly wrap around and trip as do light, supple objects. Hard objects can crush or strike, with larger objects dealing more damage. As a general guideline, assume that all animated objects have an armor class of 15. Small objects will have 15 hit points, Medium objects will have 30 hit points and Large objects will have 45 hit points. All attack as if their hit dice equaled the spellcaster’s level. Animated objects deal 1d4 points of damage per size category (Small objects deal 1-4, Medium objects deal 2d4 and Large objects deal 3d4 points of damage). Stone or hard metal objects take only ½ damage from piercing and slashing weapons, while supple materials (such as rope or cloth) only take ½ damage from bludgeoning and piercing weapons (fractional damage is rounded down). You may animate one Small or smaller object or an equivalent number of larger objects per 2 caster levels. A Medium object counts as two Small or smaller objects, a Large object as four Small objects. As such, a 12th level cleric may animate either 6 Small objects or its equivalent in larger objects. This spell cannot animate objects carried or worn by a creature. Animate object can be made permanent with a permanency spell. Animate Plants Alteration Level: Druid 7 Components: V Casting Time: 1 round Range: 30’ (Close) Targets: One Small plant per 2 caster levels; see text Duration: 1 round/caster level or 1 hour/caster level; see text Saving Throw: None Magic Resistance: No You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object. In all other respects this spell functions as the animate objects spell. Animate plants cannot affect plant creatures, nor does it affect non- living vegetable material. Animated plants take only take ½ damage from piercing or blunt weapons (round fractions down). Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Magic resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level. Animate Rock Alteration Level: Druid 8 Components: V Casting Time: 1 round Range: 30’ (Close) Targets: One Small rock per 2 caster levels; see text Duration: 1 round/caster level Saving Throw: None Magic Resistance: No You imbue inanimate, non-magical rocks with mobility and a semblance of life. Each animated rock creature then immediately attacks whomever or whatever you initially designate as though it were an animated object. Animated rock creatures follow the guidelines for animated objects but are stronger than those created through the animate object or plants spells. Assume that Small animated rocks have 30 hit points, Medium animated rocks will have 45 hit points and Large animated rocks will have a 60 hit points. All attack as if their hit dice equaled the spellcaster’s level. Animated rocks have an armor class of 18 and take only ½ damage from piercing and slashing weapons (round fractions down). In all other respects this spell functions as the animate object spell. Animate rock cannot affect rock creatures such as elementals, galeb duhrs or stone golems. The spell cannot animate rocks carried or worn by a creature. Animate Rope Alteration Level: Magic-User 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Target: One ropelike object, length up to 50’ + 5’/caster level; see text Duration: 1 round/caster level Saving Throw: None Magic Resistance: No You can animate a non-living, non-magical ropelike object. The maximum length assumes a rope with a 1 inch diameter. Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half. The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round, as if directing an active spell. A typical 1 inch diameter hempen rope has 10 hit points and an armor class of 15. Piercing and bludgeoning weapons only deal ½ damage to an animated rope (round fractions down). The rope can attack only a creature or an object within 5 feet of it - it does not snake outward - so it must be thrown at or near the intended target. Immediately following this, the rope springs towards its intended target in an attempt to grapple (it attacks and makes grapple checks as a creature with hit dice equal to the caster level of the spell), gaining a +4 bonus to its grapple checks. The only spells the character can cast while grappling or pinned are those without somatic components. A grappled caster must also have the required material components at hand in order to cast. Even so, the Dungeon Master will often require a concentration check for the character to cast the spell. A grappled creature can break the hold by making an opposed strength common ability check against the rope, which gets a +5 bonus to its grapple checks. Unless the creature moves away from the rope, it will attempt to grapple the same creature again. The rope itself and any knots tied in it are not magical. The spell cannot animate ropes carried or worn by a creature. Antilife Shell Abjuration Level: Druid 6 Components: V, S, M Casting Time: 1 round Range: Personal Area: 10’ radius sphere, centered on you Duration: 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: Yes You bring into being a mobile, spherical energy field that prevents the entrance of most types of living creatures. The effect hedges out living creatures but not animated creatures, elementals, extraplanar creatures or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier. Player’s Handbook 73 Antimagic Shell Abjuration Level: Cleric 8, Magic-User 6, Illusionist 6 Components: V, S, M Casting Time: 1 round Range: Personal Area: 10’ radius sphere, centered on you Duration: 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: See text An invisible, spherical barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells and spell-like powers. Likewise, it prevents the functioning of any magic items or spells within its confines. An antimagic shell suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic shell counts against the suppressed spell’s duration. Summoned creatures of any type are dispelled if they enter an antimagic shell. If you cast antimagic shell in an area occupied by a summoned creature that has magic resistance, you must make concentration check (p. 62) modified by the target’s MR rating. A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword. The spell has no effect on golems and other animated creatures that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, undead and extraplanar creatures are likewise unaffected unless summoned. These creatures’ spell-like powers, however, may be temporarily nullified by the field. Dispel magic does not remove the field. Two or more antimagic shells sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere and prismatic wall, remain unaffected by antimagic shell (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this. Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field. Arcane Material Component: A pinch of powdered iron or iron filings. Antipathy (reversible) Enchantment/Charm Level: Druid 9, Magic-User 8, Illusionist 8 Components: V, S, M Casting Time: 1 hour Range: 30’ (Close) Target: One location (up to a 10’ cube/caster level) or one object Duration: 2 hours/caster level (dismissible) Saving Throw: Charisma partial Magic Resistance: Yes You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature (i.e. dwarf, elf, human, troll, zombie) to be affected must be named specifically. Alternately, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s dexterity modifier to ability checks, ranged and finesse attack rolls, initiative checks, and armor class by 2. The reverse of the spell, sympathy, causes an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named. Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6 turns later. If this save fails, the affected creature attempts to return to the area or object. Sympathy counters and dispels antipathy and vice versa. Arcane Material Component: A lump of alum soaked in vinegar or, for sympathy, a drop of honey. These are expended when the spell is cast. Antiplant Shell 10’ Radius Abjuration Level: Druid 4 Components: V, S, M Casting Time: 1 round Range: Touch Area: 10’ radius sphere, centered on the target Duration: 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: Yes The antiplant shell spell creates an invisible, mobile sphere that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field. Arcane Sight Divination Level: Bard 3, Magic-User 3, Illusionist 3 Components: V, S Casting Time: 1 round Range: Personal Area: 120’cone Duration: 1 minute/caster level (dismissible) This spell makes your eyes glow blue and allows you to see magical auras within a cone that extend to 120 feet (24”). The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly. You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If you concentrate on a specific creature within 120 feet of you for 1 round you can determine whether it has any spellcasting or spell-like powers, whether these are arcane or divine (spell-like powers register as arcane) and the strength of the most powerful spell or spell-like ability the creature currently has available for use. Arcane sight can be made permanent with a permanency spell. Armor Abjuration Level: Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 hour/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: No By means of this spell, the magic-user creates a magical field of force that serves as if it were chainmail armor (+4 bonus to armor class). The spell has no effect on a person already armored and/or employing a shield but is cumulative with the shield spell. A ring or cloak of protection may be used with the armor spell, though bracers of defense may not. The armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. The material component is a piece of finely cured leather that has been blessed by a cleric. Astral Spell Conjuration/Summoning Level: Cleric 9, Magic-User 9, Illusionist 9 Components: V, S, M Casting Time: 30 minutes Range: Touch Targets: You and 1 additional, willing creature per two caster levels Duration: See text Saving Throw: None Magic Resistance: Yes By freeing your spirit from your physical body this spell allows you to project an astral body onto another plane altogether. You can bring Player’s Handbook 74 the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken you are killed, astrally and physically. Luckily very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or astral form is slain the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral bodies are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form (which ends the spell), the severing of the silver cord (which kills you) or the destruction of your body back on the Material Plane (which also kills you). Material Component: A silver cord worth 5 gp for each person to be affected. These are not consumed when the spell is cast. Atonement Abjuration Level: Cleric 5, Druid 5 Components: V, S, M, XP Casting Time: 1 hour Range: Touch Target: One creature Duration: Instantaneous Saving Throw: None Magic Resistance: Yes This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 5,000 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf. Atonement may be cast for one of several purposes, depending on the version selected.  Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.  Restore Class: A paladin who has lost his class features due to committing an evil act may have his paladinhood restored to him by this spell.  Restore Divine Spell Powers: A cleric, bard, druid, paladin or ranger who has lost the ability to cast spells by incurring the anger of his deity may regain that ability by seeking atonement from another cleric of the same deity (or from a druid with a similar ethos).  Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on extraplanar creatures or any creature incapable of changing its alignment naturally. Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic or lawful. Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his alignment drastically, suddenly and definitively. Material Component: Burning incense. In addition to your holy symbol, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp. XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 5,000 XP per casting (see above). Audible Glamer Illusion/Phantasm Level: Bard 0, Magic-User 0, Illusionist 0 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: Illusory sounds Duration: 1 round/caster level (dismissible) Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: No Audible glamer allows you to create a volume of sound that rises, recedes, approaches or remains at a fixed place. You choose what type of sound audible glamer creates when casting it and cannot thereafter change the sound’s basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus talking, singing, shouting, walking, marching or running sounds can be created. The noise an audible glamer spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting, while a roaring lion is equal to the noise from sixteen humans. Audible glamer can enhance the effectiveness of a silent image spell. Audible glamer can be made permanent with a permanency spell. Arcane Material Component: A bit of wool or a small lump of wax. Augury Divination Level: Cleric 2 Components: V, S, M Casting Time: 1 minute Range: Personal Target: You Duration: Instantaneous An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. In order to receive a meaningful reply the DM secretly makes a wisdom common ability check, with a -5 penalty, on the caster’s behalf. If this check succeeds, you get one of four results: • Weal (if the action will probably bring good results). • Woe (for bad results). • Weal and woe (for both). • Nothing (for actions that don’t have especially good or bad results). If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury. Furthermore, a question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting. Player’s Handbook 75 Material Component: Incense worth at least 25 gp, which is consumed when the spell is cast. The spell also uses a set of marked sticks, bones, cards or similar tokens of at least 25 gp value, which are not destroyed when the spell is cast. Banishment Abjuration Level: Cleric 7, Magic-User 7 Components: V, S, M; see text Casting Time: 1 round Range: 30’ (Close) Targets: One or more extraplanar creatures, no two of which can be more than 30’ apart Duration: Instantaneous Saving Throw: Wisdom or intelligence negates Magic Resistance: Yes A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 hit dice of creatures per caster level can be banished. You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears or otherwise opposes. For each such object or substance, you gain a +1 bonus to your intelligence (for arcane casters) or wisdom (for divine casters) check when making magic resistance-based concentration checks (p. 62). Furthermore, the target’s saving throw penalty increases by 1 for each item used. Up to three objects can be used to augment this spell. Certain rare items might work twice as well as a normal item for the purpose of these bonuses (DM’s discretion). Barkskin Alteration Level: Druid 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom negates Magic Resistance: Yes When the druid casts the barkskin spell upon a creature, its armor class improves by 2 because the creature's skin becomes as tough as bark. In addition to mistletoe, the caster must have a handful of bark from an oak as the material component of the spell. Bigby’s Clenched Fist Evocation Level: Magic-User 8 Components: V, S, M This spell functions like Bigby’s interposing hand, except that the hand can interpose itself, push or strike one opponent that you select. The floating hand can move as far as 60’ and attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours. The hand attacks once per round, always striking its target. The hand deals 2d10 points of damage on each attack, and any creature struck must make a strength save (modified by the spellcaster’s caster level) or be stunned for 1 round. Directing the spell to a new target requires the caster to concentrate for 1 round. Bigby’s clenched fist can also interpose itself as Bigby’s interposing hand does or can bull rush or push an opponent as Bigby’s forceful hand does, but with a +4 bonus on the strength check because of its Large size (assuming its target is Medium-sized). The hand gains the caster’s full level bonus to any strength checks it makes. Arcane Material Component: A leather glove, which is not destroyed when the spell is cast. Bigby’s Crushing Hand Evocation Level: Magic-User 9 Components: V, S, M This spell functions like Bigby’s interposing hand, except that the hand can interpose itself, push or crush one opponent that you select. Bigby’s crushing hand can grapple an opponent like Bigby’s grasping hand does. The hand attacks once per round and always hits its target. The hand gains the caster’s full level bonus to any strength checks it makes. It gets a +4 bonus on strength checks because of its Large size (assuming its target is Medium-sized). The hand deals 3d10 points of damage each round that it holds its grappled target (which is every round past the round it which it successfully grapples its opponent). Bigby’s crushing hand can also interpose itself as Bigby’s interposing hand does, or it can bull rush or push an opponent as Bigby’s forceful hand does, with a +4 bonus (assuming its target is Medium-sized). Directing the spell to a new target requires the caster to concentrate for 1 round. Material Component: The shell of an egg, which is expended during casting, and a glove of snakeskin. Bigby’s Forceful Hand Evocation Level: Magic-User 6 Components: V, S, M This spell functions like Bigby’s interposing hand, except that Bigby’s forceful hand pursues and pushes away the opponent that you designate. The hand attacks once per round and always strikes its target. Treat this attack as a bull rush or push attack with a +4 bonus on its strength check for being Large (assuming its target is Medium-sized). The hand gains the caster’s full level bonus to any strength checks it makes. Directing the spell to a new target requires the caster to concentrate for 1 round. A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it. Material Component: A sturdy glove made of leather or heavy cloth that is not expended when the spell is cast. Bigby’s Grasping Hand Evocation Level: Magic-User 7 Components: V, S, M This spell functions like Bigby’s interposing hand, except the hand can also grapple one opponent that you select. Bigby’s grasping hand gets one grapple attack per round and always strikes its target. The hand gains the caster’s full level bonus to any strength checks it makes. It gets a +4 to its opposed strength checks for these grapple attempts because it is Large (assuming its target is Medium-sized). The hand holds but does not harm creatures it grapples. Directing the spell to a new target requires the caster to concentrate for 1 round. Bigby’s grasping hand can also bull rush or push an opponent as Bigby’s forceful hand does, or interpose itself as Bigby’s interposing hand does. Arcane Material Component: A leather glove that is not expended when the spell is cast. Bigby’s Interposing Hand Evocation Level: Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: 10’ long hand Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: Yes Bigby’s interposing hand creates a large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing 50% cover for you against that opponent. Nothing can fool the hand - it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however. Bigby’s interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points the caster has when undamaged and its armor class is 20. It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it. It cannot push through a wall of force or enter an antimagic shell and suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster. Disintegrate or a successful dispel magic destroys it. Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal movement rate. The hand cannot Player’s Handbook 76 reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks. Directing the spell to a new target requires 1 round. Material Component: A soft glove that is not expended when the spell is cast. Bind Wounds (reversible) Necromantic Level: Cleric 0, Bard 0, Druid 0 Upon casting this spell, you target a living creature that has 0 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally. The reverse of this spell, open wounds, causes a living creature that is at or below 0 hit points but stabilized to resume dying. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage. Binding Enchantment/Charm Level: Magic-User 8 Components: V, S, M Casting Time: One minute Range: 30’ (Close) Target: One creature Duration: See text (dismissible) Saving Throw: Charisma negates; see text Magic Resistance: Yes A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its hit dice equal or exceed ½ of your caster level (round fractions down). You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your effective caster level for the casting of binding increases by 1. For each assistant who casts dominate animal, dominate person or dominate monster, your effective caster level for the casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and magic resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial charisma saving throw and how long the binding lasts. All binding spells are dismissible. Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, hit dice or hit points don’t qualify. Once the spell is cast its triggering conditions cannot be changed. Setting a release condition increases the save’s penalty (assuming a saving throw is allowed) by 1. If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save all the binding spells it has received are broken. The binding spell has six versions. Choose one of the following versions when you cast the spell. Regardless of which version is chosen the subject does not need to breathe, eat or drink while bound, nor does it age.  Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.  Slumber: This version causes the subject to become comatose for as long as one year per caster level. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the target’s save penalty by 1.  Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save’s penalty by 1.  Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the target’s save penalty by 1.  Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack or use any of its powers or abilities. The binding is permanent. Reduce the save penalty by 2.  Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar or similar object. The binding is permanent. Reduce the save penalty by 2. You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic shell or Mordenkainen’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment or a similar effect. Components: The components for a binding spell vary according to the version of the spell but always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal and the like. In addition to the specially made props suited to the specific type of binding (costing 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured. These materials are destroyed upon the casting of this spell. Blade Barrier Evocation Level: Cleric 6 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: Wall of whirling blades 20’ high and up to 20’ long/caster level, Duration: 1 minute/caster level (dismissible) Saving Throw: Dexterity half or dexterity negates; see text Magic Resistance: Yes An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 10d6 points of damage, with a dexterity save for half damage. If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful dexterity save. A blade barrier provides 50% cover against attacks made through it. Bless (reversible) Enchantment/Charm Level: Cleric 1 Components: V, S, M Casting Time: 1 round Player’s Handbook 77 Range: Personal Area: 50’ radius circle, centered on the caster Duration: 1 minute/caster level Saving Throw: Charisma negates Magic Resistance: Yes Bless fills the caster and all allies within a 50’ radius with courage. Each ally gains a +1 bonus on attack rolls and on saving throws against fear effects. The reverse of this spell, bane, fills all enemies within a 50’ radius with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and saving throws against fear effects. Bane counters and dispels bless and vice versa. Bless Water (reversible) Alteration Level: Cleric 1 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One flask of water Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes This alteration transforms a flask (1 pint) of water into holy water. Holy water may be used as a grenade-like weapon (see page 56 for more details). The reverse of this spell, curse water, transforms a flask (1 pint) of water into unholy water. Unholy water may be used as a grenade-like weapon (see page 56 for more details). Unholy water damages good extraplanar creatures the way holy water damages undead and evil extraplanar creatures. Material Component: 5 pounds of powdered silver (worth 25 gp) that is expended during the casting of this spell and the cleric’s holy symbol. Blink Alteration Level: Magic-User 3, Illusionist 3 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 round/caster level (dismissible) You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random. Blinking has several effects, as follows: Physical attacks against you have a 50% chance of missing, regardless of your opponent’s attack roll. If the attacker is capable of striking ethereal creatures, he only suffers a –2 attack penalty due to the partial invisibility provided by the spell. Attackers who can both see invisible creatures and strike ethereal creatures suffer no attack penalty and have no chance of missing a blinking target. Likewise, your own attacks have a 50% chance of missing their target, since you sometimes go ethereal just as you are about to strike. While blinking you strike as an invisible creature (with a +2 bonus on attack rolls), unless your opponent can see invisible creatures. Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 50% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane. While blinking you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane) and environmental effects (such as cold, fire or falling damage). Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones. An ethereal creature can’t attack material creatures and spells you cast while ethereal affect only other ethereal things. An ethereal creature is invisible, incorporeal and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through (but not see through) solid objects, including living creatures. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material. Blur Illusion/Phantasm Level: Illusionist 2 Components: V Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject 50% concealment. A detect invisibility spell does not counteract the blur effect though a true seeing spell does. Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own). Break Enchantment Abjuration Level: Cleric 5, Bard 4, Magic-User 5, Illusionist 5 Components: V, S Casting Time: 1 minute Range: 30’ (Close) Targets: Up to one creature per caster level, all within 30’ of each other Duration: Instantaneous Saving Throw: See text Magic Resistance: No This spell frees victims from enchantments, alterations and curses. Break enchantment can reverse even an instantaneous effect such as polymorphing or petrifying effects. For each such effect you make a caster level check (1d20 + caster level) with a penalty equal to the spellcaster’s caster level (or hit dice, for creatures with spell-like powers). Success means that the creature is free of the spell, curse or effect. For a cursed magic item, the penalty is equal to the creator’s level (or 15 if the creator’s level is not known). If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 6th level or lower. If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does free the victim from the item’s effects. Burning Hands Evocation Level: Magic-User 1 Components: V, S Casting Time: 1 round Range: Personal Area: 15’ cone Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes A 120° cone of searing flame shoots from your fingertips, striking all opponents standing directly in front the caster. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum of 5d4). Flammable materials burn if the flames touch them (see Item Saving Throws on page 52). Items held by one of the spell’s targets need not roll a saving throw unless that target failed his saving throw with a “1”. Call Lightning Evocation Level: Druid 3 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: One or more 30’ long vertical lines of lightning Duration: 1 minute/caster level Saving Throw: Dexterity half Magic Resistance: Yes Immediately upon completion of the spell, and once per round thereafter, you may call down a vertical bolt of lightning that deals Player’s Handbook 78 3d8 points of electricity damage to those in its path. The bolt of lightning flashes down in a vertical stroke at whatever target you choose within the spell’s range. Items held by the spell’s target must save versus lightning (see Item Saving Throws on page 52) if the target failed his saving throw with a “1”. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However each round after the first you may call a bolt by concentrating upon this spell. You may call a total number of bolts equal to your caster level (maximum 9 bolts). This spell functions indoors or under ground but not underwater. Call Woodland Beings Conjuration/Summoning Level: Druid 4 Components: V, S, M Casting Time: 1 turn Range: 30’ (Close) Target: One or more summoned woodland creatures Duration: Special Saving Throw: None Magic Resistance: No By means of this spell the druid is able to summon certain woodland creatures to his location. Naturally this spell will only work outdoors, in an area that could conceivably be a home to such creatures. The druid begins the incantation and the spell must be continued, uninterrupted, for 1 turn. The verbalization and somatic gesturing are easy so this is not particularly exhausting to the spellcaster, though the spell will be disrupted if the caster loses concentration during this time. Any woodland being answering the call will initially be favorably disposed to the spellcaster and give whatever aid it is capable of, so long as the actions are in keeping with their alignment. If the druid requests that the summoned creatures engage in combat or act in a manner that endangers it, he must win an opposed charisma common ability check. Only one of the following types of beings can be summoned by the spell, and the type of creature summoned is limited by the caster’s alignment: creature summoned number summoned summoner’s alignment brownies 1d8 neutral good, lawful neutral centaurs 1d4 chaotic neutral, neutral, neutral good dryads 1d4 lawful neutral, neutral, chaotic neutral, neutral evil, neutral good pixies 1d8 lawful neutral, neutral, chaotic neutral, neutral evil, neutral good quicklings 1d4 lawful neutral, neutral, chaotic neutral, neutral evil satyrs 1d4 lawful neutral, neutral, chaotic neutral, neutral evil, neutral good sprites 1d8 lawful neutral, neutral, chaotic neutral, neutral good unicorns 1d2 lawful neutral, neutral, chaotic neutral, neutral good The material components of this spell are a pinecone and 8 holly berries. Calm Animals Enchantment/Charm Level: Bard 1, Druid 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Targets: Animals within a 30’ radius of each other Duration: 1 minute/caster level Saving Throw: Charisma negates; see text Magic Resistance: Yes This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with intelligence scores of 1-4) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The number of hit dice of animals you can affect is equal to 1d4 per 2 caster levels (10d4 maximum). An animal trained to attack or guard is allowed a saving throw; other animals are not. The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures. Calm Emotions Enchantment/Charm Level: Bard 2 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: Creatures in a 20’ radius circle Duration: Concentration, up to 1 round/caster level (dismissible) Saving Throw: Charisma negates Magic Resistance: Yes This spell calms agitated creatures. You have no control over the affected creatures but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions, although they can defend themselves, nor do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. This spell automatically suppresses any bonuses granted by spells such as bless, aid and prayer as well as negating a bard’s ability to inspire or a barbarian’s berserker rage ability. It also suppresses fear effects and confusion conditions on all targeted creatures. While the spell lasts a suppressed spell or effect has no effect. When the calm emotions spell ends the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. Cause Fear Enchantment/Charm Level: Cleric 1, Bard 1, Magic-User 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One creature with 5 or fewer HD Duration: 1d4 rounds Saving Throw: Charisma negates Magic Resistance: Yes The affected creature becomes frightened and flees from the caster as quickly as possible. Creatures unable to flee cower in fear, unable to attack but able to defend themselves. Creatures with 6 or more hit dice are immune to this effect. Cause fear counters and dispels remove fear. Chain Lightning Evocation Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Targets: One primary target, plus one secondary target/caster level (each of which must be within 30’ of the primary target) Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning initially strikes one object or creature and then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). You may choose secondary targets as you like but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. Player’s Handbook 79 Each target can attempt a dexterity saving throw for half damage. Items held by one of the spell’s targets must save versus lightning (see Item Saving Throws on page 52) if that target failed his saving throws with a “1”. Material Component: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels. These are not expended by this spell’s casting. Change Self Illusion/Phantasm Level: Bard 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 turn/caster level (dismissible) You make yourself - including clothing, armor, weapons and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or of medium build. You cannot change your body type (a humanoid caster must retain a humanoid form). Otherwise the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person. A creature using change self to impersonate another person gains a +5 bonus to their disguise ability check, so long as the illusion goes unnoticed (see below). If the creature does not have the disguise ability it may make a charisma check, with no level modifier, to affect a disguise. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. A creature that interacts with the glamer gets an intelligence save to recognize it as an illusion. Changestaff Alteration Level: Druid 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: One specially prepared quarterstaff Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: No You change a specially prepared quarterstaff into a treant. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points it crumbles to powder and the staff is destroyed. Otherwise the staff returns to its normal form when the spell duration expires (or when the spell is dismissed) and can be used as the material component for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared. Material Component: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak or yew, then cured, shaped, carved and polished (a process requiring twenty- eight days). You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff. Chaos Enchantment/Charm Level: Illusionist 5 Components: V,S,M Casting Time: 1 round Range: 30’ (Close) Area of Effect: 10’ radius circle Duration: 1 round/caster level Saving Throw: Wisdom negates Magic Resistance: Yes This spell is similar to the confusion spell (q.v.) except that all creatures in the area of effect are confused, as per the confusion spell, for the duration of the spell. All spellcasters, other than illusionists, and creatures with spell-like powers have a -2 penalty to their wisdom save. Paladins and rangers are always considered spellcasters, even if they do not currently have the ability to cast spells. The material component for this spell is a small disc of bronze and a small rod of iron. These components are not consumed by this spell’s casting. Chariot of Sustarre Evocation Level: Druid 8 Components: V, S, M Casting Time: 1 turn Range: 30’ (Close) Area of Effect: Special Duration: 6 turns + 1 turn/caster level Saving Throw: None When this spell is cast by a druid, it brings forth a large flaming chariot pulled by two fiery horses which appear in a clap of thunder amidst cloud-like smoke. This vehicle moves at 120’ (24”) on the ground, 240’ (48") flying, and can carry the druid and up to 8 other man-sized creatures whom he first touches so as to enable these creatures to be able to ride aboard this burning transport. The druid controls the chariot by verbal command, causing the flaming steeds to stop or go, walk, trot, run or fly, turning left or right as he desires. Creatures other than the druid and his designated passengers will sustain damage equal to that of a wall of fire spell if they are within 20' of the horses or chariot, voluntarily or involuntarily. Note that the Chariot of Sustarre is a physical manifestation and can sustain damage. The vehicle and steeds are struck only by magical weapons, water (one quart of which will cause 1 hit point of damage) or cold attacks. The chariot and horses are attacked as one entity, with an armor class of 20 and 120 hit points. Naturally fire has absolutely no effect upon either the vehicle or its steeds and the chariot’s passengers are immune to all fire or heat-based attacks. In addition to mistletoe the druid casting this spell must have a small piece of wood, 2 holly berries and a fire source at least equal to a torch. Charm Monster Enchantment/Charm Level: Bard 3, Magic-User 4, Illusionist 4 Target: One creature Duration: One day/caster level This spell functions like charm person, except that the effect is not restricted by creature type or size. Charm Person Enchantment/Charm Level: Magic-User 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One humanoid creature Duration: 1 day/caster level Saving Throw: Charisma negates Magic Resistance: Yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target as having “goodwill” towards you). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +3 bonus on its saving throw. The spell does not enable you to control the charmed person as if he were an automaton, but he perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed charisma common ability check in order to convince him to do anything he wouldn’t ordinarily do (retries are not allowed). An affected creature never obeys suicidal or obviously harmful orders, but he might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming. Charm Person or Mammal Enchantment/Charm Level: Bard 1, Druid 2 Target: One humanoid creature or mammal This spell functions like charm person, except that it affects all mammalian animals as well. Player’s Handbook 80 Clairaudience/Clairvoyance Divination Level: Bard 3, Magic-User 3, Illusionist 3 Components: V, S, M Casting Time: 1 turn Range: Personal Effect: An invisible, magical sensor up to 400’ away Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known - a place familiar to you or an obvious one. Once you have selected the locale the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark you see nothing. If it is naturally pitch black you can see in a 10’ radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying. Material Component: A small horn (for hearing) or a glass eye (for seeing) that is not consumed by the spell’s casting. Clone Necromantic Level: Magic-User 8 Components: V, S, M Casting Time: 1 turn Range: Special; see text Effect: One clone Duration: Instantaneous Saving Throw: None Magic Resistance: No This spell makes an inert duplicate of a creature. If the original individual has been slain its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails. To create the duplicate you must have a piece of flesh (not hair, nails, scales or the like) that was taken from the original creature’s living body. The piece of flesh need not be fresh but it must be kept from rotting. Once the spell is cast the duplicate must be grown in a laboratory for 2d4 months. When the clone is completed the original’s soul enters it immediately if that creature is already dead. The clone is physically identical to the original and possesses the same personality and memories as the original. In other respects treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of constitution (if the original was a 1st level character). If this constitution adjustment would give the clone a constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken, and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died. The spell duplicates only the original’s body and mind, not its equipment. A duplicate can be grown while the original still lives or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh which rots if not preserved. Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp) that are used up by the spell. In addition, the caster needs to have special laboratory equipment (cost 500 gp) that is necessary for the spell’s functioning but is not consumed during its casting. Cloudkill Conjuration Level: Magic-User 5 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: 20’ radius cylinder, 20’ in height Duration: 1 minute/caster level Saving Throw: Constitution partial; see text Magic Resistance: No This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a constitution save (in which case it takes 1 point of constitution damage each round while in the cloud). A living creature with 6 or more HD takes 1 point of constitution damage each round while in the cloud (a successful constitution save negates this damage). Holding one’s breath doesn’t help but creatures immune to poison are unaffected by the spell. The spell also obscures vision, providing concealment to those within the spell’s radius. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. Unlike a fog cloud, cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground. Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down dens or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater. Color Spray Illusion/Phantasm Level: Illusionist 1 Components: V, S, M Casting Time: 1 round Range: Personal Area: 15’ cone Duration: Instantaneous; see text Saving Throw: Intelligence negates Magic Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing living creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its hit dice. Sightless creatures are not affected by color spray.  2 HD or less: The creature is knocked unconscious for 2d4 rounds and then blinded and stunned for 1d4+1 rounds.  3 or 4 HD: The creature is blinded and stunned for 1d4+1 rounds.  5 or more HD: The creature is stunned for 1 round. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Combine Evocation Level: Cleric 1 Components: V, S Casting Time: 1 round Range: Touch Area of Effect: A circle of three to five clerics Duration: Concentration, up to 3 turns (see below) Saving Throw: None Magic Resistance: No This spell enables three to five clerics to combine their abilities and thereby empower one of their number to cast a spell or turn undead with greater efficacy. The highest-level cleric of the group stands, while the other clerics join hands in a surrounding circle. All the participating clerics then cast the combine spell together. The central cleric temporarily functions as if of higher level, gaining one level for each encircling cleric. The maximum gain is four levels and the maximum duration is 3 turns. The increase applies to the cleric’s effective level for determining the results of attempts to turn undead, and to spell details which vary by the level of the caster (including the penalty to opponents’ saving throws). The encircling clerics must concentrate in order to maintain the combine effect and must maintain their circle around the central caster. While linked by their hands they gain no armor class bonuses from shield or dexterity, and their attackers gain a +4 bonus on all “to hit” rolls. The central cleric gains no additional spells, but may cast any previously memorized spell. Player’s Handbook 81 Command Enchantment/Charm Level: Cleric 1 Components: V Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: 1 round Saving Throw: Charisma negates Magic Resistance: Yes You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options:  Approach: On its turn the subject moves directly toward you at its normal movement rate for 1 round. The creature may do nothing but move during its turn.  Drop: On its turn the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.  Fall: On its turn the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.  Flee: On its turn the subject moves away from you as quickly as possible for 1 round. It may do nothing but run away during its turn.  Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. If the subject can’t carry out your command on its next turn, the spell automatically fails. Any creature under the effects of a command spell gains no shield or dexterity bonus until its next round’s action. Command Plants Enchantment/Charm Level: Druid 4 Components: V Casting Time: 1 round Range: 30’ (Close) Targets: Up to 2 HD/caster level of plant creatures, no two of which can be more than 30’ apart Duration: One day/caster level Saving Throw: Charisma negates Magic Resistance: Yes This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you and they perceive your words and actions in the most favorable way (treat them as if they had “goodwill” towards you). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed charisma common ability check to convince it to do anything it wouldn’t ordinarily do (retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. You can affect a number of plant creatures whose combined level or HD do not exceed twice your level. Commune Divination Level: Cleric 5 Components: V, S, M, XP Casting Time: 1 turn Range: Personal Target: You Duration: 1 round/caster level You contact your deity - or agents thereof - and ask questions that can be answered by a simple “yes” or “no.” You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead. The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends. Material Component: Holy (or unholy) water and incense, which is consumed during the spell’s casting. XP Cost: 1,000 XP. Commune with Nature Divination Level: Druid 5 Components: V, S Casting Time: 1 turn Range: Personal Target: You Duration: Instantaneous You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures or even the general state of the natural setting. In outdoor settings the spell operates in a radius of 1 mile per caster level. In natural subterranean settings - caves, caverns and the like - the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns. Comprehend Languages (reversible) Divination Level: Cleric 1, Bard 1, Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: Personal or, for the reverse of the spell, touch Target: You Duration: 1 turn/caster level Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusionary script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. The reverse of this spell, confuse languages, cancels a comprehend languages spell or renders a writing or a creature's speech incomprehensible, for the same duration as above. Arcane Material Component: A pinch of soot and a few grains of salt. Cone of Cold Evocation Level: Magic-User 5 Components: V, S, M Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It deals 1d6 points of cold damage per caster level (maximum 15d6). Items held by one of the spell’s targets must save versus frost (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Arcane Material Component: A very small crystal or glass cone that may be re-used by the caster. Confusion Enchantment/Charm Level: Bard 3, Druid 6, Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Player’s Handbook 82 Area of Effect: 2d4 creatures in a 10’ radius circle Duration: 1 round/caster level Saving Throw: Wisdom negates Magic Resistance: Yes This spell causes the 2d4 targets within the spells area of effect to become confused, making them unable to independently determine what they will do. Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round. d20 roll behavior 1-2 attack caster 3-4 act normally 5-10 do nothing but babble incoherently 11-14 flee from caster at top possible speed 15–20 attack nearest creature A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Arcane Material Component: A set of three nut shells that are not expended during this spell’s casting. Conjure Elemental Conjuration/Summoning Level: Cleric 6, Druid 6, Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One summoned elemental Duration: 1 round/caster level; see text Saving Throw: No Magic Resistance: None The caster of this spell is able to conjure an air, earth, fire or water elemental with this spell - assuming he has the material component for the particular elemental. Conjured elementals are very strong – see the MONSTER MANUAL for more details - typically having 12 hit dice (12d8). A caster may only have one such creature in his service at any given time. The type of elemental to be conjured must be decided upon before memorizing or praying for the spell. The elemental conjured up must be controlled by the caster, i.e. the spellcaster must concentrate on the elemental doing his commands, or it will turn on the magic-user and attack. The elemental, however, will not cease a combat to do so, but it will avoid creatures when seeking its conjurer. If the magic- user is wounded or grappled, he must make a concentration check or lose control of the elemental. The elemental can be controlled up to 10’ distance per level of the spellcaster. The elemental remains until its form on this plane is destroyed due to damage or the spell's duration expires. The material component of this spell is a small amount of: elemental conjured material components air elemental burning incense earth elemental soft clay fire elemental sulfur and phosphorus water elemental water and sand Special protection from uncontrolled elementals is available by means of a protection from evil spell. Consecrate (reversible) Evocation Level: Cleric 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: 20’ radius circle Duration: 2 hours/caster level Saving Throw: None Magic Resistance: No This spell blesses an area with positive energy. Every check made to turn undead within this area gains a +2 bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty to attack and damage rolls, and a -1 penalty to all saving throws. Undead cannot be created within or summoned into a consecrated area. If the consecrated area contains an altar, shrine or other permanent fixture dedicated to your deity, pantheon or aligned higher power, the modifiers given above are doubled (+4 bonus on turning checks, – 2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron. If the area does contain an altar, shrine or other permanent fixture of a deity, pantheon or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. The reverse of this spell, desecration, imbues an area with negative energy. Each check made to turn undead within this area takes a –2 penalty, and every undead creature entering a desecrated area gains a +1 bonus to attack and damage rolls, and a +1 bonus to all saving throws. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–4 penalty on turning checks, +2 bonus for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 2 HD per caster level rather than 1 HD per caster level). If the area contains an altar, shrine or other permanent fixture of a deity, pantheon or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate, while consecrate counters and dispels desecrate. Material Component: A vial of holy water (unholy water for desecrate) and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. They are consumed during this spell’s casting. Contact Other Plane Divination Level: Magic-User 5 Components: V Casting Time: 1 turn Range: Personal Target: You Duration: Concentration, up to 1 round /2 caster levels You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.) You must concentrate on maintaining the spell in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question. Contact with minds far removed from your home plane increases the probability that you will incur a decrease to your intelligence, but also increases the chance of the power knowing the answer to your question. The probability of the entity answering correctly is likewise increased by moving to distant planes. Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.) On rare occasions, this divination may be blocked by an act of certain deities or forces. Avoid Intelligence Decrease: You must succeed on an intelligence save with the listed penalty (penalties range from ±0 to -10) or suffer a decrease in intelligence. If the save fails, your intelligence score falls to Player’s Handbook 83 8 for 1 week per -2 check penalty (so a -2 penalty equates to intelligence loss for 1 week, while a -10 means that intelligence loss lasts for 5 weeks) and you become unable to cast arcane spells. If you lose intelligence the effect strikes as soon as the first question is asked and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.) plane contacted check penalty truth unknown lie random answer elemental plane ±0 01–34 35–62 63–83 84–100 (appropriate) ±0 (01–68) (69–75) (76– 98) (99–100) positive/negative energy plane -2 01–39 40–65 66–86 87–100 astral plane -2 01–44 45–67 68–88 89–100 outer plane, demigod -4 01–49 50–70 71–91 92–100 outer plane, lesser god -6 01–60 61–75 76–95 96–100 outer plane, intermediate god -8 01–73 74–81 82–98 99–100 outer plane, greater god -10 01–88 89–90 91–99 100 Results of a Successful Contact: d% is rolled for the result shown on the table: Truth: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly. Unknown: The entity tells you that it doesn’t know. Lie: The entity intentionally lies to you. Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up. Contingency Evocation Level: Magic-User 6, Illusionist 6 Components: V, S, M Casting Time: At least 1 turn; see text Range: Personal Target: You Duration: One day/caster level (dismissible) or until discharged You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 1 turn casting time is the minimum total for both castings; if the companion spell has a casting time longer than 1 turn, use that instead. The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one- third your caster level (rounded down, maximum 6th level). The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it or not. You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled. Material Component: That of the companion spell plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature. These components are expended during this spell’s casting. In addition the use of this spell requires the caster to carry a likeness of himself, carved out of ivory and decorated with gems (worth at least 1,500 gp). This is not consumed by the casting of this spell. Continual Light (reversible) Evocation Level: Cleric 3, Magic-User 3, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One object Effect: 30’ radius sphere of light Duration: Permanent Saving Throw: Wisdom (or intelligence for the arcane version) negates Magic Resistance: Yes A globe of light, equivalent in brightness to a torch, springs forth from an object that you touch. An object bearing continual light can be covered and hidden but not smothered or quenched. If the object upon which this spell is cast is held by another creature that creature may save against this spell’s effect. The reverse of this spell, continual darkness, creates a 30’ radius globe of total, impenetrable darkness. Darkvision and twilight vision are useless. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. An object bearing continual darkness can be covered and hidden but not smothered or quenched. If the object upon which this spell is cast is held by another creature that creature may save against this spell’s effect. Light spells counter and dispel darkness spells of an equal or lower level and vice versa. Material Component: You sprinkle ruby dust (or onyx dust for continual darkness) worth 50 gp on the item that is to carry the light. This dust is consumed by the spell’s casting. Control Plants Enchantment/Charm Level: Druid 8 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Targets: Up to 2 HD/caster level of plant creatures, no two of which can be more than 30’ apart Duration: 1 minute/caster level Saving Throw: Charisma negates Magic Resistance: Yes This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Suicidal or self-destructive commands are simply ignored. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell the subjects revert to their normal behavior. Control Water Alteration Level: Cleric 4, Druid 4, Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: See below Duration: 1 turn/caster level (dismissible) Saving Throw: None; see text Magic Resistance: No Depending on the version you choose, the control water spell raises or lowers water. Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (wisdom or intelligence negates, depending on the type of caster - divine or arcane). The spell has no effect on other creatures. Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land. With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension. Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water). Control Weather Alteration Level: Cleric 7, Druid 7, Magic-User 7 Components: V, S Casting Time: 1 turn; see text Range: Personal Area: 2 mile radius circle, centered on you; see text Player’s Handbook 84 Duration: 4d12 hours; see text Saving Throw: None Magic Resistance: No You change the weather in the local area. It takes 1 turn to cast the spell and an additional turn for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. season possible weather spring tornado, thunderstorm, sleet storm, or hot weather summer torrential rain, heat wave, or hailstorm autumn hot or cold weather, fog, or sleet winter frigid cold, blizzard, or thaw late winter hurricane-force winds or early spring (coastal area) You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather - where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 1 turn later (changing gradually, not abruptly). The weather continues as you left it for the duration or until you spend 1 round concentrating in order to designate a new kind of weather (which fully manifests itself 1 turn later). Contradictory conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them. A druid casting this spell doubles the duration and affects a circle with a 3-mile radius. Control Winds Alteration Level: Druid 5 Components: V, S Casting Time: 1 round Range: 400’ (Long) Area: 40’/caster level radius cylinder, 40’ in height Duration: 1 turn/caster level Saving Throw: None, see text Magic Resistance: No You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or in a circular pattern, increase its strength or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 40 feet in radius at the center of the area, if you so desire, and may choose to limit the area to any cylindrical area less than your full limit. Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level.  Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on perception checks.  Severe Wind: In addition to automatically extinguishing any unprotected flames there is a 50% chance of extinguishing protected flames (such as lanterns). Ranged weapon attacks and perception checks are at a –4 penalty. Creatures in the area must make a strength saving throw or be knocked prone. Flying creatures take 1d4 points of non-lethal damage.  Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks are at a –8 penalty. Creatures in the area must make a strength saving throw, with a -5 penalty, or be knocked prone. Flying creatures take 1d4 points of damage.  Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks are impossible. Creatures in the area succeed at a strength saving throw, with a -10 penalty, or be knocked prone. Those failing by 5 or more take 1d4 non-lethal damage. Flying creatures take 2d4 points of damage.  Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are perception checks. Characters within 60’ of the 40’ radius tornado funnel must make a strength saving throw, with a -15 penalty, or be knocked prone and sucked towards the tornado. Characters failing their strength saving throw are moved 30’ closer + 5’ for every 5 points by which they failed their strength saving throw. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 5d8 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 450’ or 90” per round). A tornado uproots trees, destroys buildings and causes other similar forms of major destruction. Items held by one of the spell’s targets must save versus crushing (see Item Saving Throws on page 52) if that target failed his save with a “1”. Create Food and Water Conjuration/Summoning Level: Cleric 3 Components: V, S Casting Time: 1 turn Range: 30’ (Close) Effect: Food & water to sustain 3 humans or 1 horse/caster level for 24 hours Duration: 24 hours; see text Saving Throw: None Magic Resistance: No The food that this spell creates is simple fare of your choice - highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rainwater and doesn’t go bad as the food does. Create Water Conjuration/Summoning Level: Cleric 0, Druid 0 Components: V, S Casting Time: 1 round Range: 30’ (Close) Effect: Up to 2 gallons of water/caster level Duration: Instantaneous Saving Throw: None Magic Resistance: No This spell generates wholesome, drinkable water, just like clean rainwater. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large - possibly creating a downpour or filling many small receptacles. Note: Conjuration/Summoning spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Creeping Doom Conjuration/Summoning Level: Druid 7 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: One 10’ radius swarm of insects, arachnids and myriapods Duration: 1 minute/caster level Saving Throw: None Magic Resistance: No When the druid utters the spell of creeping doom, he calls forth a mass of from 700 to 1,000 (1d4+6 x 1000) venomous, biting and stinging arachnids, insects and myriapods. This carpet-like mass swarms in a 10’ radius circle, appears within 30’ of the caster and can move up to 20’ per round. You may summon the swarm so that it shares the area of other creatures. The swarm remains stationary, attacking any creatures in their area, unless you command the creeping doom to move (which requires the caster’s full concentration each round). You can command the swarm to move toward any prey within 100 feet of you. You cannot command the swarm to move more than 100 feet away from you and, if you move more than 100 feet from the Player’s Handbook 85 swarm, that swarm remains stationary, attacking any creatures in its area. It can be commanded again if you move within 100 feet. The creeping doom will attack any creature subject to normal attacks, each of the small horrors inflicting 1 hit point of damage (each then dies after their attack), so that up to 1, 000 hit points of damage can be inflicted on creatures within the path of the creeping doom. The damage is divided equally between all within the swarm’s radius and no creature can be attacked by more than 50 insects per round (limiting damage to 50 points per round). The swarm cannot be harmed by weapons or most direct attacks but is subject to damage from area effect spells or grenade-like attacks (such as acid flasks or flaming oil). Damage done to the swarm reduces its number by 10 times the amount of damage done. Crystalbrittle Alteration Level: Magic-User 9 Components: V,S Casting Time: 1 round Range: Touch Target: One object or creature Duration: Permanent Saving Throw: See below Magic Resistance: No The magic of this spell causes metal, whether as soft as gold or as hard as adamantite, to turn to a crystalline substance as brittle and fragile as crystal. Thus, a sword, metal shield, metal armor, or even an iron golem can be changed to a delicate, glasslike material easily shattered by any forceful blow. Furthermore, this change is unalterable by any means short of a wish spell; a dispel magic will not reverse the spell. The caster must physically touch the item; if it is an opponent or something an opponent is using or wearing, the wizard must get into melee and make a successful attack roll. Any single metal item can be affected by the spell. Thus, a suit of armor worn by a creature can be changed to crystal, but the creature's shield would not be affected, and vice versa. All magical items may make a saving throw with a bonus equal to their creator’s level (assume 9th level plus 1 level for each point of magical bonus). Artifacts and relics constructed of metal may be affected, at the discretion of the DM, but gain a +20 bonus to their saving throw. Affected items not immediately protected are shattered and permanently destroyed if struck by a normal blow from a metal tool or any weighty weapon, including a staff. Cure Blindness/Deafness (reversible) Alteration Level: Cleric 3, Druid 3, Illusionist 2 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Constitution negates Magic Resistance: Yes Cure blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost but repairs them if they are damaged. The reverse of this spell, cause blindness/deafness, calls upon the powers of the Plane of Shadow to render the subject permanently blinded or deafened, as you choose. Cure blindness/deafness counters and dispels blindness/deafness. Cure Critical Wounds (reversible) Necromantic Level: Cleric 5, Bard 4, Druid 5 This spell functions like cure light wounds, except that it cures 4d8+8 points of damage. The reverse of this spell, cause critical wounds, deals 4d8+8 points of damage to the target and a constitution save by the target halves the resulting damage. Cure Disease (reversible) Necromantic Level: Cleric 3, Druid 3 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Constitution negates Magic Resistance: Yes Cure disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher. The reverse of this spell, cause disease, causes the touched subject to contract a disease selected from the table below, which strikes immediately (no incubation period). disease damage red ache 1d4 strength mindfire 1d4 intelligence cackle fever 1d4 wisdom shakes 1d4 dexterirty slimy doom 1d4 constitution creeping malaise 1d4 charisma Cure Light Wounds (reversible) Necromantic Level: Cleric 1, Bard 1, Druid 1 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Constitution half; see text Magic Resistance: Yes; see text When laying your hand upon a living creature, you channel positive energy that cures 1d8+2 points of damage. Since undead are powered by negative energy this spell deals damage to them instead of curing their wounds. An undead creature can apply magic resistance and can attempt a constitution save to take half damage. The reverse of this spell, cause light wounds, deals 1d8+2 points of damage to the target. A constitution save by the target halves the resulting damage. Undead are cured by all cause wounds spells. Cure Moderate Wounds (reversible) Necromantic Level: Cleric 2, Bard 2, Druid 3 This spell functions like cure light wounds, except that it cures 2d8+4 points of damage. The reverse of this spell, cause moderate wounds, deals 2d8+4 points of damage to the target and a constitution save by the target halves the resulting damage. Cure Serious Wounds (reversible) Necromantic Level: Cleric 3, Bard 3, Druid 4 This spell functions like cure light wounds, except that it cures 3d8+6 points of damage. The reverse of this spell, cause serious wounds, deals 3d8+6 points of damage to the target and a constitution save by the target halves the resulting damage. Dancing Lights Evocation Level: Bard 0, Magic-User 0, Illusionist 0 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Up to four lights, all within a 10’ radius area Duration: 1 minute (dismissible) Saving Throw: None Magic Resistance: No Depending on the version selected you create up to four lights that Player’s Handbook 86 resemble lanterns or torches, four glowing spheres of light (which look like will-o’-wisps) or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10’ radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 60’ (12”) per round. A light winks out if the distance between you and it exceeds the spell’s range. Dancing lights can be made permanent with a permanency spell. Arcane Material Component: a bit of phosphorus or wychwood, or a glowworm. Darkness 15’ Radius Evocation Level: Cleric 2, Magic-User 2, Illusionist 2 Components: V, M Casting Time: 1 round Range: Touch Target: 15’ radius sphere of darkness Duration: 1 turn/caster level (dismissible) Saving Throw: Wisdom (or intelligence for the arcane version) negates Magic Resistance: Yes This spell causes total, impenetrable darkness to emanate from the touched object. Darkvision or twilight vision is useless. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness 15’ radius though darkness 15’ radius counters or dispels any light spell of equal or lower spell level. If darkness 15’ radius is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. If the object upon which this spell is cast is held by another creature that creature may save against this spell’s effect. Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal. Darkvision Alteration Level: Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 hour/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The subject gains the ability to see 60’ even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness. Darkvision can be made permanent with a permanency spell. Material Component: Either a pinch of dried carrot or an agate. Death Fog Conjuration/Summoning Level: Illusionist 6 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: 20’ radius cylinder, 20’ in height Duration: 1 round/caster level Saving Throw: Constitution half Magic Resistance: No Death fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors, drawn from the Plane of Shadow, are lethal to both living and undead creatures. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of damage to each creature within it, though a constitution save halves the damage taken. The spell also obscures vision, providing concealment to those with the spell’s radius. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof. Death Spell Necromantic Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: Several living creatures within a 40’ radius circle Duration: Instantaneous Saving Throw: Charisma negates Magic Resistance: Yes A death spell snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 18d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the sphere’s point of origin are affected first. No creature of 9 or more HD can be affected, and hit dice that are not sufficient to affect a creature are wasted. Material Component: The powder of a crushed black pearl with a minimum value of 500 gp. Deep Slumber Enchantment/Charm Level: Bard 3, Magic-User 3, Illusionist 3 Range: 30’ (Close) This spell functions like sleep; except that it affects 5d4 hit dice of creatures and affects creatures of up to 10 hit dice. Delayed Blast Fireball Evocation Level: Magic-User 7 Duration: 6 rounds or less; see text This spell functions like fireball, except that it is more powerful and can detonate up to 6 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6). The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 6 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set. If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (10’ range increment). It explodes upon impact when thrown. Demand Enchantment/Charm Level: Bard 6, Magic-User 8, Illusionist 8 Saving Throw: Charisma partial Magic Resistance: Yes This spell functions like sending but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful charisma save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective. The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately. Arcane Material Component: A short piece of copper wire and some small part of the subject - a hair, a bit of nail, or the like. Destruction Necromantic Level: Cleric 7 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: Instantaneous Saving Throw: Charisma partial Magic Resistance: Yes This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s charisma saving throw succeeds it takes 7d6 points of damage instead. The only way to restore life to a character who has failed to save against this spell is Player’s Handbook 87 to use a carefully worded wish spell followed by resurrection, or miracle. Material Component: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp). Detect Animals or Plants Divination Level: Druid 1 Components: V, S Casting Time: 1 round Range: Personal Area: 400’ cone Duration: Concentration, up to 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: No You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.  1st Round: Presence or absence of that kind of animal or plant in the area.  2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.  3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location. For purposes of this spell, the categories of condition are as follows:  Normal: Has at least 75% of full normal hit points, free of disease.  Fair: 25% to 75% of full normal hit points remaining.  Poor: Less than 25% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.  Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Detect Evil (reversible) Divination Level: Cleric 1, Bard 1, Druid 1, Magic-User 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.  1st Round: Presence or absence of evil.  2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present. If any aura detected in the area is overwhelming (see aura power below) you are stunned for 1 round and the spell ends.  3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two. Animals, traps, poisons and other potential perils are not evil. As such this spell does not detect them. Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. aura power creature or object faint moderate strong over- whelming creature (hit dice): excluding those below ¼ - 3 4 - 8 9 -15 16+ extraplanar creature (hit dice) ¼ - 1 2 - 4 5 - 8 9+ cleric, paladin or undead (hit dice) ¼ - 2 3 - 6 7 - 12 13+ magic item or spell (caster level) 1 - 4 5 - 8 9 - 16 17+ The reverse of this spell, detect good, functions just as detect evil, except that is detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items. Healing potions, antidotes, and similar beneficial items are not good. Divine Material Component: The cleric’s holy symbol. Detect Invisibility Divination Level: Magic-User 2, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: Personal Area: Special (see text) Duration: 1 turn/caster level (dismissible) You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible and ethereal creatures. The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures that are simply hiding, concealed or otherwise hard to see. Detect invisibility can be made permanent with a permanency spell. Material Component: A pinch of talc and a small sprinkling of powdered silver. Detect Lie (reversible) Divination Level: Cleric 4, Bard 3, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: Personal Area: 60’ cone (does not apply to the reverse of the spell) Duration: Concentration, up to 1 minute/caster level; see text Saving Throw: Wisdom negates Magic Resistance: No Each round you concentrate on one subject within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies or necessarily reveal evasions. Each round you may concentrate on a different subject. The reverse of this spell, undetectable lie, makes bald-face untruths seem reasonable, or simply counters the detect lie spell. Characters attempting to deceive others with the aid of this spell add +10 to their bluff check when doing so. Undetectable lie does not require concentration on the caster’s behalf and lasts for 1 minute/caster level of the caster. The material component of this spell is brass dust. Detect Life Divination Level: Cleric 1 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No Each round you can concentrate on one creature, object or area within the range of this spell in order to determine whether it is alive. The magic will detect life in the recipient of a feign death spell or someone in a coma, deathlike trance or state of suspended animation. If cast upon the body of a creature that is engaged in Player’s Handbook 88 astral travel, it will reveal that the creature is alive. The spell works on plants and plant creatures as well as animals. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Detect Magic Divination Level: Cleric 0, Bard 0, Druid 0, Magic-User 0, Illusionist 0 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.  1st Round: Presence or absence of magical auras.  2nd Round: Number of different magical auras and the power of the most potent aura. If any aura detected in the area is overwhelming (see aura power below) you are stunned for 1 round and the spell ends.  3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make knowledge: arcana skill checks to determine the school of magic involved in each. (Make one check per aura with a check penalty equal to the caster level for that spell or, for spell-like powers, the hit dice of the creature.) Magical areas, multiple types of magic or strong local magical emanations may distort or conceal weaker auras. aura power spell or object faint moderate strong overwhelming functioning spell (spell level) 0 - 2 3 - 4 5 - 8 9+ (deific) magic item (caster level) 1 - 4 5 - 8 9 - 16 17 - 20+ (artifact) Aura Power: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two. Extraplanar creatures and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Magical traps are often concealed through Nystul’s Magic Aura so that they cannot be detected through use of detect magic. Each round you can turn to detect magic in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Detect Poison Divination Level: Cleric 0, Druid 0, Magic-User 0 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No Each round you can concentrate on one creature, object or area within the range of this spell in order to determine whether it has been poisoned or is poisonous. You can determine the exact type of poison with a profession (alchemist) skill check or a poisons class ability check. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Detect Scrying Divination Level: Bard 4, Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 round Range: Personal Area: 40’ radius circle centered on you Duration: 24 hours Saving Throw: None Magic Resistance: No You immediately become aware of any attempt to observe you by means of a scrying spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area. If the scrying attempt originates within the area you also know its location; otherwise you and the scrier immediately must make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result you get a visual image of the scrier and an accurate sense of his direction and distance from you. Arcane Material Component: A small piece of mirror and a miniature brass hearing trumpet. These are not expended by the spell’s casting. Detect Secret Doors Divination Level: Illusionist 1 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No You can detect secret doors, compartments, caches and so forth. Only passages, doors or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.  1st Round: Presence or absence of secret doors.  2nd Round: Number of secret doors and the location of each. If a secret door is outside your line of sight, then you discern its direction but not its exact location. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Detect Snares and Pits Divination Level: Druid 1 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: No You can detect simple pits, deadfalls and snares, as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps. The detect snares and pits spell detects certain natural hazards - quicksand (a snare), a sinkhole (a pit) or unsafe walls of natural rock (a deadfall). However it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive. The amount of information revealed depends on how long you study a particular area.  1st Round: Presence or absence of hazards.  2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location. Each round you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Detect Undead Divination Level: Cleric 1 Components: V, S, M Casting Time: 1 round Player’s Handbook 89 Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.  1st Round: Presence or absence of undead auras.  2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If any aura detected in the area is overwhelming (see aura power below) you are stunned for 1 round and the spell ends.  3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table. hit dice aura power ¼ - 2 faint 3 - 6 moderate 7 - 12 strong 13+ overwhelming Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead or 3’ of wood or dirt blocks it. Material Component: A bit of earth from a grave. Dimensional Anchor Abjuration Level: Cleric 4, Magic-User 4 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Target: One creature Duration: 1 minute/caster level Saving Throw: Dexterity negates Magic Resistance: Yes A green ray springs from your outstretched hand and strikes your target, unless it makes a successful dexterity save. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extra-dimensional travel. Forms of movement barred by a dimensional anchor include astral spell, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport and similar spell-like or psionic abilities. The spell also prevents the use of a gate for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extra-dimensional perception or attack forms. Also dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell. Dimensional Lock Abjuration Level: Cleric 8, Magic-User 8 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Area: 20’ radius sphere centered on a point in space Duration: 24 hours/caster level Saving Throw: None Magic Resistance: Yes You create a shimmering emerald barrier that completely blocks extra-dimensional travel. Forms of movement barred include astral spell, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport and similar spell-like or psionic abilities. Once dimensional lock is in place, extra-dimensional travel into or out of the area is not possible. A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extra-dimensional perception or attack forms. Also the spell does not prevent summoned creatures from disappearing at the end of a summoning spell. Dimension Door Conjuration/Summoning Level: Bard 4, Druid 4, Magic-User 4, Illusionist 4 Components: V Casting Time: 1 round Range: Touch Target: You and one willing creature/3 caster levels Duration: Instantaneous Saving Throw: None Magic Resistance: Yes You instantly transfer yourself from your current location to any other spot within 400 feet. You always arrive at exactly the spot desired - whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional, willing creature (carrying no more than its maximum load) per three caster levels. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100’ you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000’. If there is no free space within 1,000’ you and each creature traveling with you take an additional 4d6 points of damage and the spell simply fails. Discern Location Divination Level: Cleric 8, Magic-User 8 Components: V, S, M Casting Time: 1 turn Range: Personal Target: One creature or object Duration: Instantaneous Saving Throw: None Magic Resistance: No A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name or the like), community, county (or similar political division), country, continent and the plane of existence where the target lies. To find a creature with the spell you must have seen the creature or have some item that once belonged to it. To find an object you must have touched it at least once. Divine Material Component: The cleric’s holy symbol. Disintegrate Alteration Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: One creature or object Duration: Instantaneous Saving Throw: Dexterity partial Magic Resistance: Yes A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 24d6 points of damage. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A creature or object that makes a successful dexterity save is partially affected, taking only 6d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated. A disintegrated creature’s equipment must also save versus disintegration (see Item Saving Throws on page 52) or be destroyed if that target failed his saving throw with a roll of “1”. When used against an object, the ray simply disintegrates up to 30 cubic feet of non-living matter. Thus, the spell disintegrates only part of any very large object Player’s Handbook 90 or structure targeted. The ray affects even objects constructed entirely of force, such as Bigby’s forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic shell. Material Component: A lodestone, which is not expended by the spell’s casting, and a pinch of dust. Dismissal Abjuration Level: Cleric 4, Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One extraplanar creature Duration: Instantaneous Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes This spell forces an extraplanar creature back to its proper plane if it fails its save. If the spell is successful the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own. Divine Material Component: The cleric’s holy symbol. Dispel Evil (reversible) Abjuration Level: Cleric 5 Components: V, S, M Casting Time: 1 round Range: Touch Target or Targets: See text Duration: 1 round/caster level or until discharged, whichever comes first Saving Throw: See text Magic Resistance: See text Shimmering, white, holy energy surrounds you. This power has three effects.  First, you gain a +4 bonus to AC against attacks by evil creatures. This bonus may not be combined with that given by spells or items of protection (i.e. protection from evil or ring of protection).  Second, on making a successful melee attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful wisdom save (magic resistance applies). This use discharges and ends the spell.  Third, with a touch you can automatically dispel any one enchantment/charm spell cast by an evil creature. Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and magic resistance do not apply to this effect. This use discharges and ends the spell. The reverse of this spell, dispel good, functions as dispel evil except that it affects good creatures and spells rather than evil ones. This use of the spell surrounds the caster with dark, wavering, unholy energy. Dispel Magic Abjuration Level: Cleric 3, Bard 3, Druid 4, Magic-User 3, Illusionist 3 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Target or Area: One spellcaster, creature, or object Duration: Instantaneous Saving Throw: None Magic Resistance: No You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another caster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can’t be dispelled because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell:  Targeted Dispel: One object, creature or spell is the target of the dispel magic spell. You make a caster level check (1d20 + caster level) against each ongoing spell currently in effect on the object or creature. This roll is opposed by a caster level check (1d20 + caster level) for each targeted spell. If your check result is greater than or equal to that of the targeted spell, it is dispelled. If not, the spell remains in effect. If you target a magic item you make a caster level check opposed by the item creator’s caster level check. If unknown assume the item’s creator is level 10, for charged items, or 15, for permanent items. If your check result equals or exceeds the item’s then all of the item’s magical properties are suppressed for 1 minute (6 rounds), after which the item recovers on its own. A suppressed item becomes non-magical for the duration of the effect. An inter-dimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: a suppressed magic sword is still a sword. Artifacts and deities are unaffected by mortal magic such as this. You automatically win a caster level check against any spell that you have cast yourself.  Counterspell: When using dispel magic to counterspell, you may hold your initiative in order to attempt to disrupt another caster’s spell. When counterspelling, you make a caster level check opposed by that of the targeted spellcaster. If your caster level check result is greater than or equal to that of the targeted caster, his spell is dispelled. If not, his spell is successfully cast. Divination Divination Level: Cleric 4 Components: V, S, M Casting Time: 1 turn Range: Personal Target: You Duration: Instantaneous Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event or activity that is to occur within one week. The advice can be as simple as a short phrase or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, Player’s Handbook 91 to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work. As with augury, multiple divinations about the same topic by the same caster use the same die result as the first divination spell and yield the same answer each time. Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp. They are consumed by the spell’s casting. Dominate Animal Enchantment/Charm Level: Druid 3 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One animal Duration: 1 round/caster level Saving Throw: Charisma negates Magic Resistance: Yes You can enchant an animal and direct it with simple commands such as “attack,” “run,” and “fetch.” Suicidal or self-destructive commands (including an order to attack a creature larger than the dominated animal) are simply ignored. Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature but know what it is experiencing. Because you are directing the animal with your own intelligence it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command takes 1 round of concentration. By concentrating fully on the spell, you can receive full sensory input as interpreted by the mind of the subject, though it can’t communicate with you. Dominate Monster Enchantment/Charm Level: Magic-User 9, Illusionist 9 Target: One creature This spell functions like dominate person, except that the spell is not restricted by creature type. Dominate Person Enchantment/Charm Level: Bard 4, Magic-User 5, Illusionist 5 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One humanoid creature Duration: One day/caster level Saving Throw: Charisma negates Magic Resistance: Yes You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “come here,” “go there,” “fight,” and “stand still.” You know what the subject is experiencing but you do not receive direct sensory input from it, nor can it communicate with you telepathically. Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating and so forth). Because of this limited range of activity, a sense motive check can determine that the subject’s behavior is being influenced by an enchantment effect. Changing your instructions or giving a dominated creature a new command takes 1 round of concentration. By concentrating fully on the spell, you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it. If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination. Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it. Drawmij’s Instant Summons Conjuration/Summoning Level: Magic-User 7, Illusionist 7 Components: V, S, M Casting Time: 1 round Range: See text Target: One object weighing 10 lbs or less, with a longest dimension of 6’ or less Duration: Permanent until discharged Saving Throw: None Magic Resistance: No You call some non-living item from virtually any location directly to your hand. First, you must place your wizard mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way. The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you. If the item is in the possession of another creature the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs. The item can be summoned from another plane, but only if no other creature has claimed ownership of it. Material Component: A sapphire worth at least 1,000 gp, which must be crushed when the item is summoned. Dream Illusion/Phantasm Level: Bard 5, Illusionist 5 Components: V, S Casting Time: 1 minute Range: Touch Target: One creature Duration: See text Saving Throw: None Magic Resistance: Yes You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell you must name the recipient or identify him by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream and delivers the message. The message can be of any length and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient. Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message. If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (it always fails any saving throw) while in the trance. A messenger that is disturbed during the trance awakens, ending the spell. Creatures who don’t sleep cannot be contacted by this spell. Player’s Handbook 92 Earthquake Evocation Level: Cleric 8, Druid 8 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: 80’ radius circle Duration: 1 round Saving Throw: See text Magic Resistance: No When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a concentration check (the penalty is equal to the caster level of the cleric or druid who cast earthquake) or lose any spell he tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.  Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of damage to any creature caught under the cave-in (dexterity save for half) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.  Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (dexterity save for half) and is pinned beneath the rubble (see below).  Open Ground: Each creature standing in the area must make a dexterity save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (unless they make a dexterity save with a -5 penalty). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.  Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Any creature caught inside a collapsing structure takes 8d6 points of damage (dexterity save for half) and is pinned beneath the rubble (see below).  River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a dexterity save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.  Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of non-lethal damage per minute while pinned. If a pinned character falls unconscious, he must make a constitution save or take 1d6 points of lethal damage each minute thereafter until freed or dead. Items held by one of the spell’s targets must save versus crushing (see Item Saving Throws on page 52) if that target failed his saving throw against a damaging effect of an earthquake spell with a roll of “1”. Those falling into open ground and perishing lose all items (their items get no saving throws). Elemental Swarm Conjuration/Summoning Level: Druid 9 Components: V, S Casting Time: 1 turn Range: 100’ (Medium) Effect: Multiple summoned creatures, no two of which can be more than 30’ apart Duration: 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell opens a portal to an Elemental Plane and summons elementals from it. When the spell is complete, six 8 HD elementals appear. One turn later, three 12 HD elementals appear. In the turn after that, one 16 HD elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell. The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time. Enchanted Weapon Alteration Level: Cleric 1, Magic-User 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One weapon Duration: 1 minute/caster level Saving Throw: None Magic Resistance: No Enchanted weapon gives a weapon a +1 bonus on attack and damage rolls. You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). Endure Elements Abjuration Level: Cleric 1, Druid 1 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: 24 hours Saving Throw: Wisdom negates Magic Resistance: Yes A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without taking nonlethal damage (see Environmental Hazards on page 59 for more). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air and so forth. Energy Drain Necromantic Level: Cleric 9, Magic-User 9 Components: V, S, M Casting Time: 1 round Range: Touch Target: One living or undead creature Duration: 1 minute/caster level (dismissible) Saving Throw: Constitution negates or partial; (see text) Magic Resistance: Yes The creature touched by the caster of this spell struck loses 4 levels of experience. There is no saving throw to avoid this level drain, but 24 hours later, the subject must make a constitution saving throw for each level lost. If the save succeeds, that lost level is regained. If it fails one of the subject’s character levels is permanently drained. A creature slain by this spell rises the next night as a juju zombie. An undead creature affected by this spell gains 20 temporary hit points for 1 hour. Enlarge Animal (reversible) Alteration Level: Druid 2 Components: V, S Casting Time: 1 round Range: Touch Target: One animal Duration: 1 hour/caster level (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes This spell functions like enlarge person, except that it affects an animal. Increase the damage dealt by the animal’s natural attacks by one die type (for example, from a d4 to a d6). Player’s Handbook 93 The reverse of this spell, reduce animal, functions like reduce person, except that it affects an animal. Reduce the damage dealt by the animal’s natural attacks by one die type (for example, from a d6 to a d4). Only natural animals, including giant forms, can be affected by either version of this spell. Enlarge Person (reversible) Alteration Level: Magic-User 1 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One humanoid creature Duration: 1 minute/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes This spell causes the instant growth of a Small or Medium demihuman or humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +1 bonus to strength checks and damage rolls, a –1 penalty to all dexterity checks, and a -1 penalty to initiative rolls. This spell does not change the target’s movement rate. If insufficient room is available for the desired growth, the spell fails. All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage, their damage die improves by 1 type (for example, from a d4 to a d6 or from 2d6 to 2d8). Projectile or missile weapons are not affected because, upon leaving the spell recipient’s possession, they revert to their normal size. Other magical properties are not affected by this spell. Magical properties of enlarged items are not increased by this spell. Multiple magical effects that increase size may not be combined. The reverse of this spell, reduce person, causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +1 bonus to dexterity checks and initiative rolls, and a –1 penalty to strength checks and damage rolls. This spell doesn’t change the target’s movement rate. All equipment worn or carried by a creature is reduced by the spell. Melee weapons affected by this spell deal less damage, their damage die decreases by 1 type (for example, from a d6 to a d4 or from 2d8 to 2d6). Other magical properties are not affected by this spell. Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person and vice versa. Enlarge or reduce person can be made permanent with a permanency spell. Material Component: A pinch of powdered iron. Entangle Alteration Level: Druid 1 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: Plants in a 40’ radius circle Duration: 1 minute/caster level (dismissible) Saving Throw: Dexterity partial; see text Magic Resistance: No Grasses, weeds, bushes and even trees wrap, twist and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. Creatures who fail their initial dexterity save versus this spell are entangled. While entangled, a creature loses its dexterity and shield bonus to armor class. Entangled creatures can attempt to break free by making an escape artist check with a –5 penalty. This attempt, whether it succeeds or fails, takes a full round. A creature that succeeds on the initial saving throw or who later breaks free is not entangled and can move 5’ per round through the area. Each round, on the caster’s initiative, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement, requiring all in the spell’s radius to roll another saving throw. All creatures within the entangle spell’s radius are afforded cover. A creature 5 feet away has 50% cover. Creatures up to 10 feet away have 75% cover while those further away have 100% cover and cannot be attacked or targeted by sight by spellcasters. Enthrall Enchantment/Charm Level: Cleric 2, Bard 2 Components: V, S Casting Time: 2 rounds Range: Personal Targets: Any number of creatures within 100’ radius (see text) Duration: 1 hour or less Saving Throw: Wisdom negates; see text Magic Resistance: Yes If you have the attention of a group of creatures, you can use this spell to hold them spellbound with your voice. To cast the spell, you must speak or sing without interruption for 1 round. Thereafter, those within range must make a saving throw or give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of “goodwill” towards you while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +5 bonus on the saving throw. A creature with 4 or more HD or with a wisdom score of 16 or higher remains aware of its surroundings and has an attitude of “neutral”. It gains a new saving throw if it witnesses actions that it opposes. The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing. If those not enthralled have an attitude of “Antipathy” or “Hatred” toward you, they can collectively make a charisma common ability check to try to end the spell by jeering and heckling. For this check, roll for the creature with highest charisma check bonus of the group; who gains a +1 bonus per 3 people who join him in heckling the caster. The heckling ends the spell if this check result beats your charisma common ability check result. Only one such challenge is allowed per use of the spell. If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly, greeting the caster with “Antipathy”. Each creature with 4 or more HD or with a wisdom score of 16 or higher feels “Hatred” towards the caster. Erase Alteration Level: Bard 1, Magic-User 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One scroll or two pages of text Duration: Instantaneous Saving Throw: See text Magic Resistance: No Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment or similar surfaces. With this spell you can remove explosive runes, a glyph of warding, a sepia snake sigil or a wizard mark, but not an illusory script or symbol spell. Non-magical writing is automatically erased if touched. Magic writing must be touched to be erased and you also must succeed on an opposed caster level check against the scriber’s caster level check in order to erase and dispel it. If you fail to erase explosive runes, a glyph of warding or a sepia snake sigil, you accidentally activate that writing instead. ESP Divination Level: Bard 2, Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Concentration, up to 1 minute/caster level (dismissible) Saving Throw: Wisdom (intelligence for arcane version) partial; see text Magic Resistance: No You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. Player’s Handbook 94  1st Round: Presence or absence of thoughts (from conscious creatures with intelligence scores of 1 or higher).  2nd Round: Number of thinking minds and the intelligence score of each. If the highest intelligence is 20 or higher (and at least 5 points higher than your own intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.  3rd Round: Surface thoughts of any mind in the area. A target’s successful save prevents you from reading its thoughts, and you must cast ESP again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. Each round, you can turn to ESP in a new area. The spell can penetrate barriers, but 1’ of stone, an inch of common metal, a thin sheet of lead, or 3’ of wood or dirt blocks it. Material Component: A copper piece. Ethereal Jaunt Conjuration/Summoning Level: Cleric 7, Magic-User 7, Illusionist 7 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 round/caster level (dismissible) You, along with your equipment, become ethereal. For the duration of the spell you are in a place called the Ethereal Plane which overlaps the normal, physical, Material Plane. When the spell expires you return to material existence. An ethereal creature is invisible, insubstantial and capable of moving in any direction, even up or down, albeit at half their normal movement rate. As an insubstantial creature you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects (such as magic missiles) and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and ethereal objects as if they were material. If you end the spell and become material while inside a material object (such as a solid wall) you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you travel. Etherealness Conjuration/Summoning Level: Cleric 9, Magic-User 9, Illusionist 9 Range: Touch Targets: You and one willing creature/3 caster levels Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: Yes This spell functions like ethereal jaunt except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal the subjects need not stay together. When the spell expires all affected creatures on the Ethereal Plane return to material existence. Evard’s Black Tentacles Conjuration/Summoning Level: Magic-User 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: 20’ radius circle Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot - including water. They grapple creatures that enter the area (see page 58 for more information on grappling), holding them fast and crushing them with great strength. Every creature within the area of the spell must make a strength common ability check, opposed by that of the tentacles. Treat the tentacles as a Large creature with hit dice equal to the spell’s caster level. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make an opposed strength check each round on your turn to deal 2d4 points of crushing damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappled by the tentacles may move only 5’ per round through the area. Material Component: A piece of tentacle from a giant octopus or a giant squid. Exorcise Abjuration Level: Cleric 4 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One creature or object Duration: Instantaneous Saving Throw: See text Magic Resistance: No The spell of exorcism will negate possession of a creature or an object by any outside or supernatural force. This includes control of a creature by some force in an object, possession by magic jar spell, demonic possession, cursed item, and even charm spells and abilities. For each such effect you make a caster level check (1d20 + caster level) with a penalty equal to the spellcaster’s caster level (or hit dice, for creatures with spell-like powers). Success means that the creature is free of the spell, curse or effect. For a cursed magic item, the penalty is equal to the creator’s level (or 15 if the creator’s level is not known). If the effect comes from some permanent magic item exorcise does not remove the curse from the item, but it does free the victim from the item’s effects. Explosive Runes Abjuration Level: Magic-User 3, Illusionist 3 Components: V, S Casting Time: 1 round Range: Touch Target: One object weighing no more than 10 lbs Duration: Permanent until discharged (dismissible) Saving Throw: See text Magic Resistance: Yes You trace these mystic runes upon a book, map, scroll or similar object bearing written information. The runes detonate when read, dealing 5d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10’ of the runes is entitled to a dexterity save for half damage. The object on which the runes were written must make an Item Saving Throw versus crushing (see page 52) or be destroyed. Items held by one of the spell’s targets must save versus crushing if that target failed his saving throw with a “1” or was denied a saving throw. You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion. Note: An assassin or thief can use the find traps ability to find explosive runes and thwart them. The check penalty is equal to the level of the spell’s caster. Player’s Handbook 95 Eyebite Enchantment/Charm Level: Magic-User 6, Illusionist 7 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: 1 round per three caster levels; see text Saving Throw: See below Magic Resistance: Yes An eyebite spell enables the caster to merely meet the gaze of a creature and speak a single word to cause an effect. This gaze attack is in addition to any other attacks allowed to the caster. The caster selects one of four possible gaze attacks at the time the spell is cast, and this attack cannot be changed. For example, a 12th level caster who chose fear would have four opportunities to make gaze attacks causing fear, one for each round of the spell's duration. Any gaze attack is negated by a successful saving throw versus the appropriate effect. The four effects of the spell are as follows:  Charm: The caster can charm a single person or monster by gaze and by uttering a single word. The effect is the same as a charm monster spell. All creatures other than humans, demihumans and humanoids make their charisma saves with a +2 bonus.  Fear: The caster can cause fear by gaze and by speaking a single word. The subject flees in blind terror for 1d4 rounds. After this, the creature refuses to face the caster and cowers (unable to attack but able to defend themselves) or bolts for the nearest cover if subsequently confronted by the caster (50% chance of either). The latter effect lasts one turn per caster level. This attack can be negated by spells that counter fear. This effect is negated by a successful charisma save.  Sicken: This power enables the caster to merely gaze, speak a word and cause sudden pain and fever to sweep over the subject's body. Sickened creatures suffer a -2 penalty to strength and dexterity checks, as well as attack and damage rolls, and take a -2 penalty to their armor class. Movement is reduced to ½ its normal rate. The subject remains stricken for one turn per level of the caster, after which all abilities return after 6 turns (1 hour) of complete rest. The effects cannot be negated by a cure disease or heal spell, but a remove curse or successful dispel magic spell is effective. Creatures other than humans, demihumans and humanoids make their constitution save with +2 bonuses versus this attack.  Sleep: The caster can cause any individual to fall into a comatose slumber by means of a gaze and a single word, unless the subject successfully makes their intelligence saving throw. An affected creature must be shaken or otherwise shocked back to consciousness. This spell does not affect undead of any type or extend beyond the plane occupied by the caster. Note that the caster is subject to the effects of his reflected gaze and is allowed any applicable saving throw. In the case of a reflected charm gaze, the caster is paralyzed until it wears off or is countered. Fabricate Alteration Level: Magic-User 5, Illusionist 5 Components: V, S, M Casting Time: See text Range: 30’ (Close) Target: Up to 10 cubic feet/caster level; see text Duration: Instantaneous Saving Throw: None Magic Resistance: No You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet. You must make an appropriate craft skill check to fabricate articles requiring a high degree of craftsmanship. Casting requires 1 round per 10 cubic feet of material to be affected by the spell (or 1 cubic foot in the case of minerals). Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created. Faerie Fire Evocation Level: Druid 1, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: Creatures and objects within a 5’ radius circle Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: Yes A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd level or higher magical darkness effect functions normally), blur, displacement, invisibility or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined. Arcane Material Component: The thorax of a firefly. False Vision Illusion/Phantasm Level: Illusionist 5 Components: V, S, M Casting Time: 1 round Range: Touch Area: 40’ radius circle Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: No Any scrying spell or item used to view anything within the area of this spell instead receives a false image (as the improved phantasmal force spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating the image remains static. Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast. Fear Enchantment/Charm Level: Bard 3, Magic-User 4, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: Personal Area: 30’ cone Duration: 1 round/caster level; see text Saving Throw: Charisma negates Magic Resistance: Yes An invisible cone of terror instantaneously bursts forth from your hands, forcing living creatures in the area to make a charisma saving throw or run in fear for the spell’s duration. If cornered, a panicked creature cowers, unable to attack but able to defend itself. Arcane Material Component: Either the heart of a hen or a white feather. Feather Fall Alteration Level: Magic-User 1 Components: V Casting Time: Instantaneous Range: 30’ (Close) Targets: One creature/caster level, no two of which may be more than 20’ apart; see text Duration: Until landing or 1 round/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 120 feet per round (equivalent to the end of a fall from a few feet) and the subjects take no damage upon landing while the spell is in effect. Player’s Handbook 96 Should the target of the spell fail to land by the end of feather fall’s duration, the normal rate of falling resumes. The spell affects one or more creatures (including gear and carried objects up to each creature’s maximum load) or objects. You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is instantaneous and it may even be cast when it isn’t your turn, or if you’ve already acted that round. The spell also works only upon free-falling or propelled objects. It will not affect a sword blow or a charging creature, but it will affect a projectile or thrown weapon (but not siege ammunition or giant- hurled boulders). Feeblemind Enchantment/Charm Level: Druid 6, Magic-User 5, Illusionist 6 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Target: One creature Duration: Instantaneous Saving Throw: Wisdom (or intelligence for the arcane version) negates; see text Magic Resistance: Yes If the target creature fails a wisdom save (or intelligence save for the arcane version of this spell), its intelligence, wisdom and charisma scores each drop to 3 (scores less than 3 are not raised). The affected creature is unable cast spells and can barely understand language or communicate coherently. It still knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as an illusionist or a magic-user, takes a –2 penalty on its saving throw. Arcane Material Component: A handful of clay, crystal, glass, or mineral spheres. Feign Death Necromantic Level: Cleric 3, Druid 2, Magic-User 3, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One willing creature Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: Yes By means of this spell, the caster or any other willing creature whose levels of experience/hit dice do not exceed the caster’s own level can be put into a cataleptic state which is impossible to distinguish from actual death. Although the creature affected by the feign death spell can smell, hear and know what is going on, no feeling or sight of any sort is possible; thus, any wounding or mistreatment of the body will not be felt and no reaction will occur and damage will be only one-half normal. In addition, paralysis, poison, ability score drain or energy drain will not affect the individual creature under the influence of this spell, but poison injected or otherwise introduced into the body will become effective when the spell recipient is no longer under the influence of this spell, although a saving throw is permitted. Note that only a willing individual can be affected by feign death. The spellcaster is able to end the spell effects at any time desired, but it requires 1 round for bodily functions to begin again. The material components are a pinch of graveyard dirt and, if cast by a cleric, the cleric‘s holy symbol. Find Familiar Conjuration/Summoning Level: Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 8 hours Range: 30’ (Close) Target: One summoned familiar Duration: Permanent Saving Throw: None Magic Resistance: No A familiar is of certain benefit to a caster, as the creature adds to the spellcaster's hit points, conveys its sensory powers to its master and can converse with its master. The caster has little control over what sort of creature will answer the summoning, or if any at all will come, and the power of the conjuration is such that it can be attempted but once per year. At such time as the caster determines to find a familiar, he must stoke up a brass brazier with charcoal and, when this is burning well, add 100 gold pieces worth of incense, herbs (basil, savory and catnip for sure) and fat. When these items are burning the spellcaster begins his incantation and it must be continued for at least 8 hours. Your referee will secretly determine all results. The caster has very little control over what sort of a creature appears to become his familiar. Normal familiars have 6 hit points, an armor class of 15 (due to size, speed, etc.) and make saving throws as its master does. Each is abnormally intelligent, with an intelligence of 8 + their master’s intelligence modifier and totally faithful to the caster whose familiar it becomes. The familiar's hit points are added to the hit point total of the caster when it is within 60’ of its master but, if the familiar should ever be killed, the master will lose those bonus hit points and a like amount of hit points from their hit point total for a period of 1 year. The familiar summoned is determined by rolling a d20 and consulting the following table: d20 roll* familiar sensory powers 1-4 no familiar no familiar is available within spell range 5-8 cat twilight vision 9-10 crow +2 bonus to perception checks 11-12 hawk all range penalties to attack rolls are halved due to superior distance vision 13-14 owl twilight vision 15-16 rat +2 bonus to perception checks 17-18 toad wide-angle vision negates foes’ flanking bonus to hit you 19-20 weasel +2 bonus to perception checks 21+ caster’s choice *Add 1 to the die roll per 5 caster levels. Find the Path (reversible) Divination Level: Cleric 6, Bard 6, Druid 6, Illusionist 8 Components: V, S, M Casting Time: 3 rounds Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, under ground or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting. The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round. This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians). The reverse of this spell, lose the path, makes the creature touched totally lost and unable to find its way for the duration of the spell. It can be led by others. Material Component: A set of divination counters of the sort you favor. Player’s Handbook 97 Find Traps Divination Level: Cleric 2 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/caster level You gain intuitive insight into the workings of traps. You can use the find traps ability to detect traps just as a thief can, by making a perception check. In addition, you gain a +5 bonus on perception checks made to find traps while the spell is in effect. Note that find traps grants no ability to disable the traps that you may find. Finger of Death Necromantic Level: Druid 8 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: Instantaneous Saving Throw: Charisma partial Magic Resistance: Yes You can slay a single living creature within range. The target is entitled to a charisma saving throw to survive the attack. If the save is successful, the creature instead takes 8d6 points of damage. The subject might die from damage even if it succeeds on its saving throw. Fireball Evocation Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: 20’ radius circle Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 9d6) to every creature within the area. Items held or worn by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) The fireball sets fire to combustibles and damages objects in the area unless they make Item Saving Throws. It can melt metals with low melting points, such as lead, gold, copper, silver and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does. Material Component: A tiny ball of bat guano and sulfur. Fire Seeds Conjuration/Summoning Level: Druid 6 Components: V, S, M Casting Time: 1 round Range: Touch Targets: Up to four acorns or eight holly berries Duration: 1 turn/caster level or until used Saving Throw: None or dexterity half; see text Magic Resistance: No Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw or turn holly berries into bombs that you can detonate on command.  Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 18d6), divided up among the acorns as you wish. A creature struck directly is not allowed a saving throw. Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die and ignites any combustible materials within 5 feet. A creature within the splash area that makes a successful dexterity saving throw takes only half of the splash damage. Creatures struck directly by an acorn grenade do not take splash damage.  Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command each berry instantly bursts into flame, causing 1d8 points of fire damage, +1 point per caster level, to every creature in a 5-foot radius sphere and igniting any combustible materials within 5 feet. A creature in the area that makes a successful dexterity saving throw takes only half damage. Items held by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1” or was struck directly by an acorn grenade. Other items in the spell area must save as well. Material Component: The acorns or holly berries. Fire Shield Evocation Level: Magic-User 4 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 round/caster level (dismissible) Magic Resistance: Yes This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice). Any creature striking you with its body or a melee weapon deals normal damage but, at the same time, the attacker takes 1d6 points of damage, +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has magic resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you. When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to the illumination of a normal torch (30’ radius). The color of the flames is blue-green if the chill shield is cast, violet-blue if the warm shield is employed. The special powers of each version are as follows.  Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a dexterity save for half damage, you take no damage on a successful save.  Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a dexterity save for half damage, you take no damage on a successful save. Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield. Fire Storm Evocation Level: Druid 7 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Area: 30’ radius circle Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover and any plant creatures in the area that Player’s Handbook 98 you wish to exclude from damage. Any other creature within the area takes 10d6 points of fire damage + 1 additional point per caster level. Items held by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. Fire Trap Abjuration Level: Druid 2, Magic-User 4 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One object Duration: Permanent until discharged (dismissible) Saving Throw: Dexterity half; see text Magic Resistance: Yes Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed. When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5’ radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion. Items held by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. A fire trapped item cannot have a second closure or warding spell placed on it. A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell. Underwater, this ward deals half damage and creates a large cloud of steam. You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends. Note: An assassin or thief can use the find traps ability to find a fire trap and thwart it. The check penalty is equal to the level of the spell’s caster. Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object. This is expended when the spell is cast. Flame Arrow Alteration Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: Fifty projectiles, all of which must be in contact with each other at the time of casting Duration: 1 turn/caster level Saving Throw: None Magic Resistance: No You turn ammunition (such as arrows, bolts, shuriken and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure but won’t ignite a creature it strikes (see Item Saving Throws on page 52). Material Component: A drop of oil and a small piece of flint. Flame Blade Evocation Level: Druid 2 Components: V, S, M Casting Time: 1 round Range: Personal Effect: Sword-like beam Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: Yes A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). A flame blade can ignite combustible materials such as parchment, straw, dry sticks and cloth items (see Item Saving Throws on page 52). An item held or worn by an opponent need not save unless it is directly targeted by the flame blade’s wielder. The spell does not function underwater. Flame Strike Evocation Level: Cleric 5 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: 10’ radius by 40’ high cylinder of divine fire Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 12d6). Half the damage is fire damage but the other half results directly from divine power and is not subject to being reduced by resistance to fire-based attacks. Items held by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. Flaming Sphere Evocation Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: 5’ diameter sphere Duration: 1 round/caster level Saving Throw: Dexterity negates Magic Resistance: Yes A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 60 feet per round so long as the caster concentrates upon its movement. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would. If it enters a space with a creature it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful dexterity save negates that damage. Items held by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. The sphere moves as long as you actively direct it (it may only attack 1 target per round); otherwise it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range. Arcane Material Component: A bit of tallow, a pinch of brimstone and a dusting of powdered iron. Flesh to Stone (reversible) Alteration Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Target: One creature (see text) Duration: Instantaneous Saving Throw: Wisdom negates; see text Magic Resistance: Yes The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged the subject, if ever returned to its original state, has similar damage or deformities. The creature is not dead but does not seem to be alive either. Only creatures made of flesh are affected by this spell. The reverse of this spell, stone to flesh, restores a petrified creature to its normal state, restoring life and goods. The creature must make a constitution save to survive the process. Any petrified creature, regardless of size, can be restored. This spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone Player’s Handbook 99 golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone. Material Component: A pinch of earth and a drop of blood. Fly Alteration Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The subject can fly at a movement rate of 120’ (24”) per round, 90’ (18”) if wearing medium or heavy armor or if carrying a medium to heavy load. It can ascend at half speed and descend at double speed, and its maneuverability class is B. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can make charge attacks but cannot carry aloft more weight than its maximum load. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 120 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic shell. Arcane Material component: A wing feather from any bird. Fog Cloud Conjuration/Summoning Level: Druid 2, Illusionist 2 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: 20’ radius cylinder, 20’ in height Duration: 1 turn/caster level Saving Throw: None Magic Resistance: No A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round. The spell does not function underwater. Forbiddance Abjuration Level: Cleric 6 Components: V, S, M Casting Time: 1 minute Range: 400’ (Long) Area: 100’ radius cylinder, 50’ in height Duration: Permanent Saving Throw: See text Magic Resistance: Yes Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel and all summoning spells). Such effects simply fail. In addition it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.  Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).  Alignments different with respect to either law/chaos or good/evil: The creature takes 5d6 points of damage. A successful wisdom save halves the damage and magic resistance applies.  Alignments different with respect to both law/chaos and good/evil: The creature takes 9d6 points of damage. A successful wisdom save halves the damage and magic resistance applies. At your option the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting. Dispel magic does not dispel a forbiddance effect unless the dispeller’s level is at least as high as your caster level. You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect. Material Component: A sprinkling of holy water and rare incenses worth at least 25,000 gp. If a password is desired, this requires the burning of additional rare incenses worth at least 12,500 gp. These are expended when the spell is cast. Forcecage Evocation Level: Magic-User 7 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: Barred cage (20’ cube) or windowless cell (10’ cube) Duration: 2 hours/caster level (dismissible) Saving Throw: None Magic Resistance: No This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice). Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel. Like a wall of force spell, a forcecage resists dispel magic but is vulnerable to a disintegrate spell and can be destroyed by a sphere of annihilation or a rod of cancellation.  Barred Cage: This version of the spell produces a 20’ cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks) a creature in the barred cage has 50% cover. All spells and breath weapons can pass through the gaps in the bars.  Windowless Cell: This version of the spell produces a 10’ cube with no way in and no way out. Solid walls of force form its six sides. Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell. Foresight Divination Level: Druid 9, Magic-User 9, Illusionist 9 Components: V, S, M Casting Time: 1 round Range: Personal and touch Target: See text Duration: 1 turn/caster level Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes This spell grants you a powerful sixth sense in relation to yourself and one other creature. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to yourself and the spell’s other subject. While you receive warnings about danger to yourself and the other subject, you must communicate what you learn to the other creature for the warning to be useful. As such the other creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking the person back and telepathically communicating Player’s Handbook 100 can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. While protected by foresight you are never surprised and are immune to all sneak attacks and the death attacks of assassins. In addition the spell gives you a general idea of what action you might take to best protect yourself, giving you a +3 bonus to armor class, initiative rolls and dexterity saves. The other subject of this spell, however, does not gain the bonuses or immunities that the personal use of this spell grants. Arcane Material Component: A hummingbird’s feather. Forget Enchantment/Charm Level: Magic-User 2, Illusionist 2 Components: V, S Casting Time: 1 round Range: 30’ (Close) Area of Effect: 1-4 creatures in a 10’ radius circle Duration: Permanent Saving Throw: Intelligence negates Magic Resistance: Yes By means of this dweomer the spellcaster causes creatures within the area of effect to forget the events of the previous minute (6 rounds of time previous to the utterance of the spell). For every 3 caster levels of the spellcaster another minute of past time is forgotten. Forget in no way negates any charm, suggestion, geas, quest or similar spell, though it is possible for the caster to place such magic upon a victim and, later, be forgotten through the use of forget. From 1-4 individual creatures can be affected by the spell, at the discretion of the caster. If only 1 is to be affected the recipient’s intelligence save suffers a –2 penalty; if 2 are affected, both targets suffer a -1 penalty; and if 3 or 4 are to be targeted by this dweomer they save normally. A clerical heal or restoration spell, specially cast for this purpose, will restore the lost memories, as will a wish, but other means will not serve to do so. Freedom Abjuration Level: Magic-User 9 Components: V, S Casting Time: 1 round Range: 30’ (Close) or see text Target: One creature Duration: Instantaneous Saving Throw: Intelligence negates Magic Resistance: Yes The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, sleep, slow, stunning, time stop and web. To free a creature from imprisonment or maze, you must know its name and background and you cast this spell at the spot where it was entombed or banished into the maze. Freedom of Movement Abjuration Level: Cleric 4, Bard 4, Druid 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom negates Magic Resistance: Yes This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow and web. The subject automatically succeeds on any escape artist checks. The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing. Material Component: A leather thong, bound around the arm or a similar appendage. This thong is not consumed by the spell’s casting. Friends Enchantment/Charm Level: Bard 1, Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 turn Saving Throw: Charisma partial; see text Magic Resistance: Yes A friends spell causes the caster to gain a +3 bonus to all charisma ability checks, excluding saving throws, for the spell’s duration. In addition friends offers limited protection to the caster. Hostile living creatures of animal or greater intelligence must succeed at a charisma save in order to attack the caster. Any creature attacked by the caster is immune to this effect of the spell, as are creatures with 6 or more hit dice. The components for this spell are chalk (or white flour), lampblack (or soot) and vermillion applied to the face before casting the spell. Gaseous Form Alteration Level: Magic-User 3 Components: S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 2 minutes/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: No The subject and all its gear become insubstantial, misty and translucent. He cannot be harmed except by magical fire, cold or lightning, in which case damage is normal. The creature is subject to the effects of wind and can’t enter water or other liquids. A gust of wind spell or even normal strong air currents will blow the gaseous form backwards 10’ per 5 mph of winds each round. A whirlwind spell will inflict double damage upon any creature in gaseous form. A gaseous creature can’t run, but it can fly at a movement rate of 30’ per round (maneuverability class A). When in gaseous form the individual is able to enter any space which is not airtight, i.e., a small crack or hole which allows air to penetrate also allows entry by a creature in gaseous form. He can’t attack or cast spells while in gaseous form. The subject also loses its spell-like abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect. He also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot. Gate Conjuration/Summoning Level: Cleric 9, Magic-User 9 Components: V, S, XP; see text Casting Time: 1 round; see text Range: 100’ (Medium) Effect: See text Duration: Instantaneous or concentration (up to 1 round/caster level +3 rounds); see text Saving Throw: None Magic Resistance: No Casting a gate spell has two effects. First, it creates an inter- dimensional connection between your plane of existence and a Player’s Handbook 101 plane you specify, allowing travel between those two planes in either direction. Second, you may then call a particular individual or kind of being through the gate. The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two- dimensional window looking into the plane you specified when casting the spell and anyone or anything that moves through is shunted instantly to the other side. A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.  Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell except that the gate opens precisely at the point you desire. Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you - anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for inter-planar travel. You may hold the gate open only for a brief time (no more than 1 round per caster level) and must concentrate on doing so or else the inter-planar connection is severed 3 rounds after you stop concentrating upon the gate.  Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid. By naming a particular being or kind of being as you cast the spell you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below). If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time. A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell. A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD. Note that payment need not be made directly to the gated creature and can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s alignment and goals. A non-hazardous task requires only half the indicated payment while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment. Regardless, this payment must be made before the creature agrees to perform any services. If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. Immediately upon completion of the service the being is transported to your vicinity and you must then and there turn over the promised reward. After this is done the creature is instantly freed to return to its own plane. Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst the creature or its kin may attack you. XP Cost: 10,000 XP (only for the calling creatures function). Geas/Quest Enchantment/Charm Level: Cleric 6, Bard 6, Druid 6, Magic-User 6 Casting Time: 1 turn Target: One creature Saving Throw: Charisma negates Magic Resistance: Yes A geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity. The geased creature must follow the given instructions until the geas is completed, no matter how long it takes. If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions. If the subject fails to obey the geas for 24 hours it takes 2d4 points of damage. This is repeated each day it does not attempt to follow the geas/quest. Neither natural nor magical healing by any means short of a heal or regenerate spell can cure this damage. In addition the subject becomes sickened should it fail to follow its geas. Sickened creatures suffer a -2 penalty to strength and dexterity checks, as well as attack and damage rolls, and take a -2 penalty to their armor class. Movement is reduced to ½ its normal rate, rounded to the nearest 5’ increment. These effects end 24 hours after the creature attempts to resume the geas/quest. A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest but limited wish, miracle and wish do. Bards, druids and magic-users usually refer to this spell as geas, while clerics call the same spell quest. Glassee Alteration Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: Touch Area of Effect: Special, see text Duration: 1 round/caster level Saving Throw: None Magic Resistance: None By means of this spell the magic-user is able to make a 2’ radius section of non-magical metal, stone or wood as transparent as glass. Normally, up to four inches of metal can be seen through, stone up to 1' thick can be made transparent, or 3' of wood can be affected by the glassee spell. The spell will not work on lead, gold or platinum. The magic-user can opt to make the glassee work only for himself for the duration of the spell, or he can actually make a transparent area, a one-way window, in the material affected. The material component of the spell is a small piece of crystal or glass. Glassteel Alteration Level: Magic-User 8 Components: V, S, M Casting Time: 8 segments Range: Touch Area of Effect: Up to 10 lbs of crystal or glass/caster level Duration: Permanent Saving Throw: None Magic Resistance: No The glassteel spell turns non-magical crystal or glass into a transparent substance which has the tensile strength and malleability of actual steel. Only a relatively small volume of material can be affected, a maximum weight of 10 pounds per level of experience of the spellcaster, and it must form one whole object. The cost of the glass or crystal item to be transformed depends upon its volume and Player’s Handbook 102 craftsmanship, though each pound of glass would cost at least 1 gold piece. The material component of this spell is a small piece of steel. Globe of Invulnerability Abjuration Level: Magic-User 6, Illusionist 6 This spell functions like minor globe of invulnerability, except that it also excludes 4th level spells and spell-like powers. Glyph of Warding Abjuration Level: Cleric 3 Components: V, S, M Casting Time: 1 turn Range: Touch Target or Area: One object of up to 5 sq. ft./caster level Duration: Permanent until discharged (dismissible) Saving Throw: See text Magic Resistance: No and Yes; see text This powerful inscription harms those who enter, pass or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on. You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively, or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, hit dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded. When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible. Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though non-magical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a knowledge: arcana skill check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored). Note: Note: An assassin or thief can use the find traps ability to find glyphs of warding and thwart them. The check penalty is equal to the level of the spell’s caster. Depending on the version selected, a glyph either blasts the intruder or activates a spell.  Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a dexterity save to take half damage. Magic resistance applies against this effect. Items held by one of the spell’s targets must save versus the relevant effect (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”.  Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area of effect it is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and magic resistance operate as normal. Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp. Both incense and powdered diamond are expended when the spell is cast. Goodberry Alteration Level: Druid 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: 2d4 fresh berries Duration: One day/caster level Saving Throw: None Magic Resistance: Yes Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid or ranger) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period. Grease Conjuration/Summoning Level: Magic-User 1 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target or Area: One object or a 10’ radius circle Duration: 1 round/caster level (dismissible) Saving Throw: Dexterity partial; see text Magic Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast, or who enters the area while the spell is in effect, must make a successful dexterity save or fall prone. This save must be made each round, on the caster’s initiative, by those who remain within the spell’s area of effect. Those who make their save may move within or through the area of grease at ½ of their normal movement rate, rounded to the nearest 5’ increment. The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a dexterity saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 bonus on escape artist checks made to escape from restraints or bounds and to avoid being grappled. Material Component: A bit of pork rind or butter. Guards and Wards Abjuration Level: Magic-User 6 Components: V, S, M Casting Time: 3 turns Range: Anywhere within the area to be warded Area: Up to 200 sq. ft./caster level Duration: 2 hours/caster level (dismissible) Saving Throw: See text Magic Resistance: See text This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area:  Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. Saving Throw: None. Magic Resistance: No.  Wizard Locks: All doors in the warded area are wizard locked. Saving Throw: None. Magic Resistance: No.  Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 1 turn if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Dexterity negates; see text for web. Magic Resistance: No. Player’s Handbook 103  Confusion: Where there are choices in direction - such as a corridor intersection or side passage - a minor confusion -type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. Saving Throw: None. Magic Resistance: Yes.  Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Intelligence disbelief (if interacted with). Magic Resistance: No. In addition, you can place your choice of one of the following five magical effects:  Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Magic Resistance: No.  A magic mouth in two places. Saving Throw: None. Magic Resistance: No.  A stinking cloud in two places. The vapors appear in the places you designate; they return within 1 turn if dispersed by wind while the guards and wards spell lasts. Saving Throw: constitution negates; see text for stinking cloud. Magic Resistance: No.  A gust of wind in one corridor or room. Saving Throw: strength negates. Magic Resistance: Yes.  A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: charisma negates. Magic Resistance: Yes. The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mordenkainen’s disjunction destroys the entire guards and wards effect. Material Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood are expended in when this spell is cast. A small silver rod must be held by the caster at the time of casting, though this is not expended when the spell is completed. Gust of Wind Evocation Level: Druid 2, Magic-User 2 Components: V, S Casting Time: 1 round Range: Personal Effect: 60’ long by 5’ wide gust of severe wind emanating from you Duration: 1 round Saving Throw: Strength negates Magic Resistance: Yes This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.  Small creatures are knocked prone by the force of the wind and take 1d6 of non-lethal damage or, if flying, are blown back 1d6x10 feet and takes 2d6 points of non-lethal damage due to battering and buffeting.  Medium creatures are unable to move forward against the force of the wind or, if flying, are blown back 1d6x5 feet and take 1d6 points of non-lethal damage.  Large creatures may move normally within a gust of wind effect. A gust of wind can’t move a creature beyond the limit of its range.  Any creature, regardless of size, takes a -4 penalty on ranged attacks and any perception checks in the area of a gust of wind. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Gust of wind can be made permanent with a permanency spell. Hallucinatory Terrain Illusion/Phantasm Level: Bard 4, Druid 4, Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 turn Range: 400’ (Long) Area: One 30’ cube/caster level Duration: 2 hours/caster level (dismissible) Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: No You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance. Material Component: A stone, a twig and a bit of green plant. Haste (reversible) Alteration Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Targets: One creature/caster level, no two of which can be more than 30’ apart Duration: 1 round/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The transmuted creatures move and act more quickly than normal. Hasted characters may make an extra attack each round and double their usual movement rate. When hasted a spellcaster may still only cast one spell per round. In addition, a hasted creature gains a +1 bonus on attack rolls, initiative rolls, armor class and dexterity saves. The reverse of this spell, slow, causes affected creatures to move and attack at a drastically slowed rate. A slowed creature may only attack once every other round if it normally makes 1 attack each round. Creatures that make multiple attacks per round lose one attack each round. Spells cast by slowed casters take twice their usual time to cast. Additionally, slowed creatures suffer a –1 penalty to attack rolls, initiative rolls, armor class and dexterity saves. A slowed creature moves at half of its normal movement rate. Multiple haste or slow effects don’t stack. Slow counters and dispels haste and vice versa. Material Component: A shaving of licorice root for haste. A drop of molasses for slow. Heal (reversible) Conjuration/Summoning Level: Cleric 6, Druid 7 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Constitution negates Magic Resistance: Yes Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, deafened, diseased, exhausted, fatigued, feebleminded, insanity, sickened, stunned, and poisoned. It also cures up to 100 hit points of damage. Heal does not restore permanently drained levels, or restore permanently drained ability score points. The reverse of this spell, harm, charges a subject with negative energy that deals 100 points of damage. If the creature successfully saves, harm deals 50 points of damage. Harm cannot reduce the target’s hit points to less than 1. If used on an undead creature, harm acts like heal. If used against an undead creature, heal instead acts like harm. Player’s Handbook 104 Heat Metal (reversible) Alteration Level: Druid 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One creature per two caster levels, no two of which can be more than 30’ apart Duration: 7 rounds Saving Throw: Wisdom negates Magic Resistance: Yes Heat metal makes metal extremely warm. A creature takes fire damage if its equipment is heated. It takes full damage if wearing metal armor or carrying metallic items weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table below) if it’s not wearing metal armor or carrying metallic items weighing less than one-fifth of its weight. On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below. round metal temperature damage 1 warm none 2 hot 1d4 points 3–5 searing 2d4 points 6 hot 1d4 points 7 warm none Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and warms the surrounding water. The reverse of this spell, chill metal, makes metal extremely cold. It affects the targeted creature just as heat metal does, excepting that the damage inflicted is from biting cold rather than searing heat. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant. Chill metal counters and dispels heat metal and vice versa. Heroes’ Feast Conjuration/Summoning Level: Cleric 6, Druid 7 Components: V, S, M Casting Time: 1 turn; see text Range: 30’ (Close) Effect: Feast for one creature/caster level Duration: 2 hours; see text Saving Throw: None Magic Resistance: No You bring forth a great feast, including a magnificent table, chairs, service, food and drink. The feast takes 1 hour to consume and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea. They also become immune to poison for 12 hours and gain 4d8+8 temporary hit points after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 bonus on attack rolls and constitution saves, as well as immunity to fear effects for 12 hours. If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated. Hold Animal Enchantment/Charm Level: Druid 2 Components: V, S Target: One animal This spell functions like hold person, except that it affects an animal instead of a humanoid. Hold Monster Enchantment/Charm Level: Bard 4, Magic-User 5, Illusionist 5 Components: V, S, M Target: One creature This spell functions like hold person, except that it affects any living creature that fails its strength save. Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail. Hold Person Enchantment/Charm Level: Cleric 2, Bard 2, Magic-User 3, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Target: One humanoid creature Duration: 1 round/caster level (dismissible); see text Saving Throw: Strength negates; see text Magic Resistance: Yes The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. A winged creature that is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown. Held creatures are considered to be incapacitated opponents (see page 57 for more details). A held creature may attempt another saving throw on its turn each round to break free of the spell’s effect. Once this save is made the spell is negated. Arcane Material Component: A small, straight piece of iron. Hold Plant Enchantment/Charm Level: Druid 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Target: One plant creature Duration: 1 round/caster level Saving Throw: Wisdom negates; see text Magic Resistance: Yes The spell effects apply to all forms of vegetation, including parasitic and fungoid types, and those magically animated or otherwise magically empowered. It affects such monsters as green slime, molds of any sort, shambling mounds, shriekers, treants, etc. Other than the type of creatures it affects, this spell functions like hold person. Hold Portal Abjuration Level: Magic-User 1 Component: V Casting Time: 1 round Range: 100’ (Medium) Target: One portal with an area of up to 20 sq. ft./caster level Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell magically holds shut a door, portcullis, gate, window or shutter of wood, metal or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell. Add 5 to the normal penalty for forcing open a held portal and reduce all damage done to the portal by 50%. Holy Aura (reversible) Abjuration Level: Cleric 8 Components: V, S, M Casting Time: 1 round Range: Personal Targets: One creature/caster level in a 20’ radius sphere centered on you Duration: 1 round/caster level (dismissible) Saving Throw: See text Magic Resistance: Yes A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects:  First, each warded creature gains a +4 bonus to AC and +4 bonus to its saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures. Player’s Handbook 105 These bonuses may not be combined with those gained from spells or items of protection (i.e. ring of protection or protection from evil spell).  Second, each warded creature gains a magic resistance rating equal to ½ of the casting cleric’s level (round fractions down) against spells and spell-like abilities employed by evil creatures.  Third, the abjuration blocks possession and mental influence, just as protection from evil does.  Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (constitution save negates, as blindness/deafness). The reverse of this spell, unholy aura, surrounds the subjects in malevolent darkness, protecting them from attacks, granting them resistance to spells cast by good creatures, and blinding good creatures when they strike the subjects. The effects mirror those of holy aura except that they work against good-aligned creatures. Material Component: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp and is not consumed by this spell’s casting. Holy Word (reversible) Evocation Level: Cleric 7 Components: V Casting Time: 1 round Range: Personal Area: Evil creatures in a 40’ radius circle centered on you Duration: Instantaneous Saving Throw: None or Wisdom negates; see text Magic Resistance: Yes Any evil creature within the area that hears the holy word suffers the following ill effects. hit dice effect equal to caster level stunned up to caster level -1 blinded, stunned up to caster level -5 paralyzed, blinded & stunned up to caster level -10 killed The effects are cumulative and concurrent. No saving throw is allowed against these effects.  Stunned: The creature is stunned for 1d4 rounds.  Blinded: The creature is blinded for 2d4 rounds.  Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.  Killed: Living creatures die. Undead creatures are destroyed. Furthermore, if you are on your home plane when you cast this spell, non-good extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a wisdom save (at a –2 penalty) to negate. Creatures whose HD exceed your caster level are unaffected by holy word. The reverse of this spell, unholy word, affects good creature within the area just as holy word affects evil creatures. Hypnotic Pattern Illusion/Phantasm Level: Bard 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Area: 2d4 hit dice of creatures +1 additional hit die/2 caster levels, no two of which may be more than 30’ apart Duration: 2d4 rounds (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total hit dice of creatures you affect, adding 1 additional HD for every 2 casters levels you have achieved. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated. If used in combat, the subjects gain a +2 bonus to their saving throws. While the subject is fascinated by this spell it reacts as though it were two steps more friendly in attitude, so long as you do not attack or threaten it. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. Ice Storm Evocation Level: Druid 5, Magic-User 4 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: 30’ radius by 40’ high cylinder Duration: 1 round Saving Throw: Dexterity half Magic Resistance: Yes Great magical hailstones pound down for 1 round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to all perception checks made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Items held by one of the spell’s targets must save versus either frost or crushing (see Item Saving Throws on page 52), depending on what effect dealt more damage, if that target failed his saving throw with a “1”. Arcane Material Component: A pinch of dust and a few drops of water. Identify Divination Level: Bard 1, Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 1 hour Range: Touch Targets: One object Duration: Instantaneous Saving Throw: None Magic Resistance: No The spell determines up to four magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). Identify does not function when used on an artifact. Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting. Illusionary Script Illusion/Phantasm Level: Bard 3, Illusionist 2 Components: V, S, M Casting Time: 1 minute or longer; see text Range: Touch Target: One object weighing no more than 10 lbs Duration: One day/caster level (dismissible) Saving Throw: Intelligence negates; see text Magic Resistance: Yes You write instructions or other information on parchment, paper or any suitable writing material. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. Illusionary script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusionary script. Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild Player’s Handbook 106 sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusionary script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell along with the read magic or comprehend languages spell. Material Component: A lead-based ink (cost of not less than 50 gp). Illusory Wall Illusion/Phantasm Level: Illusionist 4 Components: V, S Casting Time: 1 round Range: 30’ (Close) Effect: Image with dimensions no greater than 1’ by 10’ by 10’ Duration: Permanent Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: No This spell creates the illusion of a wall, floor, ceiling or similar surface. It appears absolutely real when viewed but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear. Imbue with Spell Ability Evocation Level: Cleric 4 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One creature; see text Duration: Permanent until discharged (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an intelligence score of at least 6 and a wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination and conjuration/summoning can be transferred. The number and level of spells that the subject can be granted depends on its hit dice; even multiple castings of imbue with spell ability can’t exceed this limit. recipient’s HD spells imbued 2 or lower one 1st level spell 3–4 one or two 1st level spells 5 or higher one or two 1st level spells & one 2nd level spell The transferred spell’s variable characteristics (range, duration, area, saving throws and the like) function according to your level, not the level of the recipient. Once you cast imbue with spell ability, you cannot prepare a new 4th level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity for the use to which the spell is put. If the number of 4th level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled. To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component, it must have the material component on-hand. Imprisonment Abjuration Level: Magic-User 9 Components: V, S Casting Time: 1 round Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Intelligence negates; see text Magic Resistance: Yes When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell or some other similar divination does not reveal the fact that a creature is imprisoned but discern location does. A wish or miracle spell will not free the recipient but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a –2 penalty on its save. Improved Arcane Sight Divination Level: Magic-User 7, Illusionist 7 This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see. Improved arcane sight doesn’t let you identify magic items. Unlike arcane sight, this spell cannot be made permanent with a permanency spell. Improved Dispel Magic Abjuration Level: Cleric 6, Bard 5, Druid 6, Magic-User 6, Illusionist 6 This spell functions like dispel magic, except that you gain an additional +5 bonus on your caster level check. Additionally, improved dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect. Improved Enchanted Weapon Alteration Level: Cleric 4, Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 1 hour/caster level Saving Throw: None Magic Resistance: Yes This spell functions like enchanted weapon, except that it gives a weapon a bonus on attack and damage rolls of +1 per four caster levels (maximum +5). Alternatively, you can affect as many as fifty arrows, bolts or bullets. The projectiles must be of the same kind and have to be together (in the same quiver or other container). Projectiles lose their enchantment when used. Arcane Material Component: Powdered lime and carbon. Improved Glyph of Warding Abjuration Level: Cleric 6 This spell functions like glyph of warding, except that an improved blast glyph deals up to 10d8 points of damage, and an improved spell glyph can store a spell of 6th level or lower. Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp. Improved Invisibility Illusion/Phantasm Level: Magic-User 4, Illusionist 4 Components: V, S Duration: 1 round/caster level (dismissible) Saving Throw: Intelligence negates This spell functions like invisibility except that it doesn’t end if the subject attacks. Improved Magic Fang Alteration Level: Druid 3 Range: 30’ (Close) Target: One creature Duration: 1 hour/caster level Player’s Handbook 107 This spell functions like magic fang except that the bonus on attack and damage rolls is +1 per four caster levels (maximum +5). Alternatively you may imbue all of the creature’s natural weapons with a +1 bonus (regardless of your caster level). Improved magic fang can be made permanent with a permanency spell. Improved Phantasmal Force Illusion/Phantasm Level: Illusionist 3 Duration: Concentration + 3 rounds This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately. Improved Planar Binding Conjuration/Summoning Level: Magic-User 8 Components: V, S Targets: Up to three elementals or extraplanar creatures, totaling no more than 15 HD, no two of which can be more than 30’ apart when they appear. This spell functions like lesser planar binding, except that you may call a single creature of 15 HD or less, or up to three creatures of the same kind whose hit dice total no more than 15. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually. Improved Prying Eyes Divination Level: Magic-User 8, Illusionist 8 This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120’. They can navigate darkened areas at their normal movement rate. Improved Restoration Conjuration/Summoning Level: Cleric 7 Components: V, S, XP Casting Time: 1 turn This spell functions like lesser restoration, except that it also restores 1d4 drained levels. Drained levels are restored only if the time since the creature lost the level is no more than one week per caster level. Improved restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion and similar mental effects. Improved restoration does not restore levels or constitution points lost due to death. XP Cost: 5,000 XP. Improved Scrying Divination Level: Cleric 7, Bard 6, Druid 7, Magic-User 7, Illusionist 7 Components: V, S Casting Time: 1 round Duration: 1 hour/caster level This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect evil, detect invisibility, detect magic, message, read magic, and tongues. Improved Shadow Conjuration Illusion/Phantasm Level: Illusionist 7 This spell functions like shadow conjuration, except that it can duplicate any magic-user conjuration spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to non- believers, and non-damaging effects are 60% likely to work against non-believers. Improved Shadow Evocation Illusion/Phantasm Level: Illusionist 8 This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of magic-user evocation spells of 7th level or lower. If recognized as an improved shadow evocation, a damaging spell deals only three-fifths (60%) damage. Improved Spell Immunity Abjuration Level: Cleric 8 This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower. A creature can have only one spell immunity or improved spell immunity spell in effect on it at a time. Incendiary Cloud Conjuration/Summoning Level: Magic-User 8 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: 20’ radius cylinder, 20’ in height Duration: 1 round/caster level Saving Throw: Dexterity half; see text Magic Resistance: No An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 3d6 points of fire damage to everything within the cloud each round. All targets can make dexterity saves each round to take half damage. Items held by one of the spell’s targets must save versus fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. The spell also obscures vision, providing concealment to those with the spell’s radius. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater. Insanity Enchantment/Charm Level: Magic-User 7, Illusionist 7 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Target: One creature Duration: Instantaneous Saving Throw: Charisma negates Magic Resistance: Yes The affected creature suffers from a permanent confusion effect, as the spell. Remove curse does not remove insanity. Improved restoration, heal, limited wish, miracle, or wish can restore the creature. Insect Plague Conjuration/Summoning Level: Cleric 5, Druid 5 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Effect: 20’ radius cylinder, 20’ in height Duration: 1 minute/caster level Saving Throw: None Magic Resistance: No When this spell is cast, a horde of creeping, hopping and flying insects swarm in a thick cloud. These insects obscure vision, granting concealment to those within the cloud and limit all vision within or into the cloud to 15 feet. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. Player’s Handbook 108 Creatures within the insect plague sustain 2d6 hit point of damage each round they remain in it due to the bites and stings of the insects, regardless of armor class. Heavy smoke will drive off insects within its bounds. Fire, lightning or extreme cold will also drive away insects within its area of effect (torches clear a 5’ square of insects, if the torchbearer spends one round clearing that square, while a fireball cast into the center of the insect swarm destroys it). The insect plague does not move after it is summoned into existence. The material components of this spell, other than a holy symbol or mistletoe, are a few grains of sugar, some kernels of grain and a smear of fat. Spellcasting within the confines of an insect plague spell requires a concentration check with a penalty equal to the damage the caster suffered that round. Invisibility Illusion/Phantasm Level: Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: A creature or object weighing no more than 100 lb./caster level Duration: 1 minute/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Invisible creatures have 100% concealment. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area of effect includes a foe. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area. Invisibility can be made permanent (on objects only) with a permanency spell. Material Component: An eyelash encased in a bit of gum arabic. Invisibility to Animals Abjuration Level: Druid 1 Components: S, M Casting Time: 1 round Range: Touch Targets: One creature/caster level Duration: 1 turn/caster level (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes Animals cannot see, hear or smell the warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for that character. Invisibility to Undead Abjuration Level: Cleric 1 Components: V, S, M Casting Time: 1 round Range: Touch Targets: One creature/caster level Duration: 1 turn/caster level (dismissible) Saving Throw: Wisdom negates; see text Magic Resistance: Yes Undead cannot see, hear or smell the warded creatures. Non- intelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single wisdom saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for that creature. Invisibility Purge Evocation Level: Illusionist 3 Components: V, S Casting Time: 1 round Range: Personal Effect: 50’ radius circle Duration: 1 minute/caster level (dismissible) You surround yourself with a sphere of power with a radius of 50’ that negates all forms of invisibility. Anything invisible becomes visible while in the area. Invisibility 10’ Radius Illusion/Phantasm Level: Magic-User 3, Illusionist 3 Components: V, S, M Area: 10’ radius sphere around the targeted creature or object This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient. Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) that attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility 10’ radius ends. Invisible Stalker Conjuration/Summoning Level: Magic-User, Illusionist 6 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: One summoned creature Duration: 1 day/caster level (dismissible) Magic Resistance: No This spell summons an invisible stalker from the Elemental Plane of Air. This 8 hit die monster will obey and serve the spellcaster in performance of whatever tasks are set before it. Though the creature is bound to serve; it does not do so from loyalty or desire. Therefore it will resent prolonged missions or complex tasks and will attempt to pervert instructions accordingly (see the MONSTER MANUAL for complete details on invisible stalkers). The invisible stalker follows instructions even at hundreds or thousands of miles distance. It is a faultless tracker within one day of a given quarry's passing. The material components of this spell are burning incense and a piece of horn carved into a crescent shape. They are expended upon the casting of this spell. Iron Body Alteration Level: Magic-User 8 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/caster level (dismissible) This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You are immune to ability score damage, blindness, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this Player’s Handbook 109 spell is in effect. You cannot drink (and thus can’t use potions) or play wind instruments. You take only half damage from acid and fire of all kinds. You do not take additional damage from backstab and sneak attacks, and subtract 10 points of damage from all attacks or spells that strike you. You gain a +3 bonus to all strength checks but your movement rate is reduced to half normal. You may not cast arcane spells while affected by the iron body spell and suffer a -3 penalty to all dexterity checks. Your unarmed attacks deal 1d6 damage. Your weight increases by a factor of ten, causing you to sink in water like a stone. Luckily you can survive the crushing pressure and lack of air at the bottom of the ocean - until the spell duration expires. Unfortunately, you become vulnerable to all special attacks that affect iron golems. Material Component: A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine. Jump Alteration Level: Magic-User 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes The subject gets a +10 bonus on all strength checks made in order to jump. The bonus increases to +15 at caster level 6, +20 at caster level 11 and +25 at caster level 16 and beyond. Material Component: A grasshopper’s hind leg, which you break when the spell is cast. Knock Alteration Level: Magic-User 2 Components: V Casting Time: 1 round Range: 100’ (Medium) Target: One door, box or chest with an area of up to 10 sq. ft./caster level Duration: Instantaneous; see text Saving Throw: None Magic Resistance: No The knock spell opens stuck, barred, locked, held or wizard locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles or chains (provided they serve to hold closures shut). If used to open a wizard locked door, the spell does not remove the wizard lock but simply suspends its functioning for 1 turn. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress. Know Alignment (reversible) Divination Level: Cleric 2, Bard 2, Druid 2, Magic-User 2, Illusionist 2 Components: V, S Casting Time: 1 round Range: Personal or close Target: Your or one creature Duration: Concentration, up to 1 turn/caster level; see text (dismissible) Saving Throw: None; see text Magic Resistance: Yes A know alignment spell enables the caster to know the exact alignment of a creature within 30’ of him by concentrating upon that creature. The caster may concentrate upon another creature each round in order to learn its alignment. Certain magical devices or spells (such as undetectable alignment or misdirection) will negate the ability to know alignment. The reverse of this spell, undetectable alignment, conceals the alignment of one object or willing creature within 30’ from all forms of divination. This use of the spell does not require the caster to maintain concentration upon the target, nor does it require that the target remain within 30’ of the caster once the spell is cast. Know Direction Divination Level: Bard 0, Druid 0 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: Instantaneous Magic Resistance: Yes You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction. Legend Lore Divination Level: Bard 4, Magic-User 6, Illusionist 6 Components: V, S, M Casting Time: See text Range: Personal Target: You Duration: See text Legend lore brings to your mind legends about an important person, place or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4 turns. If you have only detailed information on the person, place or thing, the casting time is 1d10 days and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting you cannot engage in other than routine activities: eating, sleeping and so forth. When completed, the divination brings legends (if any) about the person, place or things to your mind. These may be legends that are still current, legends that have been forgotten or even information that has never been generally known. If the person, place or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 9th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield and the places where they perform their key deeds. Arcane Material Component: Incense worth at least 250 gp must be burned when this spell is cast. Four strips of ivory (worth 50 gp each) that are formed into a rectangle are not consumed by this spell. Leomund's Lamentable Belaborment Enchantment Level: Magic-User 5 Components: V Casting Time: 1 round Range: 30’ (Close) Target: One or more creatures in a 10’ radius Duration: Special Saving Throw: Intelligence negates (see below) Magic Resistance: Yes This devious spell distracts creatures in a 10’ radius circle by drawing them into an absorbing discussion on topics of interest to them. The targeted creatures must be able to understand the spellcaster’s language. Upon casting the spell, the magic-user begins discussion of some topic germane to the creature or creatures to be affected. Those making a successful saving throw are unaffected. Affected creatures immediately begin to converse with the spellcaster, agreeing or disagreeing, all most politely, for four rounds. As long as the spellcaster chooses, he can maintain the spell by conversing with the subject(s). If the caster is attacked or otherwise distracted, the subject creatures do not notice. The wizard can leave at any time after the casting and the subject(s) continue on as if the caster were still present. As long as they are not attacked, the creatures ignore all else going on around them, spending their time talking and arguing to the exclusion of other activities. However, when the caster leaves, each subject completes only the stage of the spell that it is currently in, and then the spell is broken. Player’s Handbook 110 If the caster maintains the spell for more than four rounds, each affected creature can make another saving throw at the beginning of the 5th round. Those failing to save wander off in confusion for 1d10+2 rounds, staying away from the spellcaster. Those who make this saving throw continue to talk during rounds 5-8. If the spell is maintained for more than eight rounds, each subject must make a successful saving throw to avoid going into a rage, attacking all other subjects of the spell with intent to kill. This rage lasts for 4 rounds, from rounds 9-12. Those who successfully save against the rage effect realize that they have been deceived and collapse to the ground, lamenting their foolishness, for 4 rounds unless attacked or otherwise disturbed. Leomund’s Secret Chest Conjuration/Summoning Level: Magic-User 5 Components: V, S, M Casting Time: 1 turn Range: See text Target: One chest and up to 1 cu. ft. of goods/caster level Duration: Sixty days or until discharged Saving Throw: None Magic Resistance: No You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden you can retrieve it by concentrating for 1 round, and it appears next to you. The chest must be exceptionally well-crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed you must make a tiny replica (of the same materials and perfect in every detail) so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time - even a wish spell does not allow more. The chests are non-magical and can be fitted with locks, wards and so on, just as any normal chest can be. To hide the chest you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it. Living things in the chest eat, sleep and age normally, and they die if they run out of food, air, water or whatever they need to survive. Material Component: The chest and its replica. Leomund’s Secure Shelter Conjuration/Summoning Level: Magic-User 4 Components: V, S, M; see text Casting Time: 1 turn Range: 30’ (Close) Effect: 20’ square structure Duration: 2 hours/caster level (dismissible) Saving Throw: None Magic Resistance: No You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows and a small fireplace. The shelter has no heating or cooling source (other than natural insulation qualities). Therefore it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise - it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants). The door, shutters and chimney are secure against intrusion, the former two being wizard locked and the latter secured by an iron grate at the top and a narrow flue. In addition these three areas are protected by an alarm spell. Finally an unseen servant is conjured to provide service to you for the duration of the shelter. The secure shelter contains rude furnishings - eight bunks, a trestle table, eight stools and a writing desk. Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included. Optional Material Component: The material component of the alarm spell (silver wire and a tiny bell) if this benefit is to be included. These are not expended. Leomund’s Tiny Hut Evocation Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: Personal Effect: 20’ radius sphere centered on your location Duration: 2 hours/caster level (dismissible) Saving Throw: None Magic Resistance: No You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends. The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut. They can only be attacked if they are attacking or otherwise detected somehow (typically through a perception check to hear them). They always cause their attacker to attack at a -4 on “to hit” rolls because their location cannot be accurately pinpointed, effectively granting those within 100% concealment. Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled. Leomund’s Trap Illusion/Phantasm Level: Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One object Duration: Permanent (dismissible) Saving Throw: None Magic Resistance: No This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time. If another Leomund’s trap is active within 50 feet when the spell is cast, the casting fails. Material Component: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare. The iron pyrite is not expended by this spell’s casting. Player’s Handbook 111 Lesser Planar Binding Conjuration/Summoning Level: Magic-User 5 Components: V, S Casting Time: 1 turn Range: 30’ (Close); see text Target: One elemental or extraplanar creature with 6 HD or less Duration: Instantaneous Saving Throw: Intelligence negates Magic Resistance: No and Yes; see text Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell. The target creature is allowed an intelligence saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (magic resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its magic resistance against your concentration check (see page 63), by dimensional travel, or with a successful charisma save with a penalty equal to your caster level. It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see protection from evil/good 10’ radius) to make the trap more secure. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You must win an opposed charisma common ability check against the creature. If the creature wins the opposed check, it refuses service. New offers, bribes and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a natural “1” on the opposed charisma check, the creature breaks free of the binding and can escape or attack you. Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions. Lesser Restoration Conjuration/Summoning Level: Cleric 2, Druid 2 Components: V, S Casting Time: 3 rounds Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue or exhaustion suffered by the character. It does not restore permanent ability drain or drained levels, nor does it negate ability check penalties due to the sickened condition, discomfort (as with the antipathy spell), illness, etc. Levitate Alteration Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One creature or object (total weight up to 100 lb./caster level) Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: Yes Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 40 feet each round by concentration upon the recipient. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed). A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A round spent stabilizing allows the creature to begin again at –1. Material Component: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end. The casting of this spell does not expend the material component. Light Evocation Level: Cleric 0, Bard 0, Druid 0, Magic-User 0, Illusionist 0 Components: V, M Casting Time: 1 round Range: Touch Target: One object Duration: 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell causes an object to glow like a torch, shedding light in a 30’ foot radius from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function. A light spell counters and dispels a darkness spell of an equal or lower level and vice versa. Arcane Material Component: A firefly or a piece of phosphorescent moss. Lightning Bolt Evocation Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 100’ (Special) Area: 100’ long bolt of electricity Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: Yes You release a powerful stroke of electrical energy from your fingertips that deals 1d6 points of electricity damage per caster level (maximum 9d6) to each creature within its 100’ line of effect. Items held by one of the spell’s targets must save versus lightning (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does. Material Component: A bit of fur and an amber, crystal, or glass rod. These materials are not expended by the spell’s casting. Limited Wish Conjuration/Summoning Level: Magic-User 7, Illusionist 7 Components: V, S, XP Casting Time: 1 round Range: See text Effect: See text Duration: See text Saving Throw: None; see text Magic Resistance: Yes A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things. • Duplicate any illusionist/magic-user spell of 6th level or lower. • Duplicate any other spell of 5th level or lower. Player’s Handbook 112 • Undo the harmful effects of many spells, such as geas/quest or insanity. • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw. A duplicated spell allows saving throws and magic resistance as normal. When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 3,000 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component. XP Cost: 3,000 XP or more (see above). Liveoak Alteration Level: Druid 6 Components: V, S Casting Time: 1 turn Range: Touch Target: One tree Duration: One day/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect. Liveoak must be cast on a healthy oak tree. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant. If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root. Locate Creature Divination Level: Bard 4, Magic-User 4 Components: V, S, M Duration: 1 turn/caster level This spell functions like locate object, except this spell locates a known or familiar creature. You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any. The spell can locate a creature of a specific kind or a specific creature known to you. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once. Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells. Material Component: A bit of fur from a bloodhound. Locate Object Divination Level: Cleric 3, Bard 2, Magic-User 2 Components: V, S, M Casting Time: 1 round Range: Personal Area: Circle, centered on you, with a radius of 400’ + 40’/caster level Duration: 1 minute/caster level Saving Throw: None Magic Resistance: No You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination). The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it. Arcane Material component: A forked twig that is not consumed by the casting of this spell. Magic Fang Alteration Level: Druid 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level Saving Throw: Wisdom negates Magic Resistance: Yes Magic fang gives one natural weapon of the subject a +1 bonus on attack and damage rolls. The spell can affect an unarmed attack or other natural weapon. (The spell does not change an unarmed strike’s damage from non-lethal damage to lethal damage.) Magic fang can be made permanent with a permanency spell. Magic Jar Necromantic Level: Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Target: One creature Duration: 1 hour/caster level or until you return to your body Saving Throw: Charisma negates; see text Magic Resistance: Yes By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty. To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead. While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 3 or more hit dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.) You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly. Attempting to possess a body takes 1 round. It is blocked by protection from evil or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a charisma save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again. If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your intelligence, wisdom, charisma, level, class, bonus to hit (BtH), Player’s Handbook 113 alignment, and mental abilities. The body retains its strength, dexterity, constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s spell-like powers because the creature’s spell-like powers do not stay with the body. Each round, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body. If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain. If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location. Material Component: A gem or crystal worth at least 100 gp. Magic Missile Evocation Level: Magic-User 1 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Targets: Up to five creatures Duration: Instantaneous Saving Throw: None Magic Resistance: Yes A missile of magical energy darts forth from your fingertip and strikes its target unerringly, dealing 1d4+1 points of force damage. For every two caster levels beyond 1st, you gain an additional missile - two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th or higher level. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for magic resistance or roll damage. Magic Mouth Illusion/Phantasm Level: Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One creature or object Duration: Permanent until discharged Saving Throw: Intelligence negates Magic Resistance: Yes This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 1 turn. The mouth cannot utter verbal components, use command words or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock or any other object or creature. The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, hit dice, or class except by external garb. The range limit of a trigger is 15 feet per caster level, so a 6th level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance. Magic mouth can be made permanent with a permanency spell. Material Component: A small bit of honeycomb and jade dust worth 10 gp. They are expended when this spell is cast. Magic Stone Alteration Level: Cleric 1, Druid 1 Components: V, S, M Casting Time: 1 round Range: Touch Targets: Up to three pebbles Duration: 1 turn/caster level or until discharged Saving Throw: Wisdom negates Magic Resistance: Yes You transmute as many as three pebbles, no larger than sling bullets, into +1 weapons that strike with great force when thrown or slung. If thrown, they have a range increment of 20 feet. If slung, they have a range increment 50 feet. Thrown or slung stones deas 1d6+1 points of damage or 2d6+2 points against undead. Major Creation Conjuration/Summoning Level: Illusionist 5 Casting Time: 1 turn Range: 30’ (Close) Duration: See text This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table. hardness & rarity examples duration vegetable matter 2 hours/caster level stone, crystal, base metals 1 hour/caster level precious metals 2 turns/caster level gems 1 turn/caster level rare metal1 1 round/caster level 1 includes adamantite and mithral. Mass Charm Enchantment/Charm Level: Bard 6, Magic-User 8, Illusionist 8 Components: V Targets: One or more creatures, no two of which can be more than 30’ apart Duration: One day/caster level This spell functions like charm monster, except that mass charm affects a number of creatures whose combined HD do not exceed twice your caster level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD. Massmorph Illusion/Phantasm Level: Bard 3, Magic-User 4, Illusionist 3 Components: V, S, M Casting Time: 1 minute Range: 30’ (Close) Target: 10, Medium-sized, creatures /caster level within 30’ of the caster Duration: Special Saving Throw: None Magic Resistance: Yes Player’s Handbook 114 When this spell is cast upon willing creatures of Medium size or smaller, up to 10 such creatures per level of experience of the caster can be made to appear as normal trees of any sort. Thus, a company of creatures can be made to appear as a copse, grove, or orchard. Furthermore, these massmorphed creatures can be passed through - and even touched - by other creatures without revealing the illusion. Note, however, that blows to the creature-trees will reveal their nature, as damage will be sustained by the creatures struck and blood will be seen. Massmorphed creatures must be within 30’ of the caster. Unwilling creatures are not affected. The spell persists until the caster commands it to cease or until a dispel magic is successfully cast upon the creatures. The material component of this spell is a handful of bark chips. Mass Invisibility Illusion/Phantasm Level: Magic-User 7, Illusionist 7 Components: V, S, M Range: 400’ (Long) Targets: Any number of creatures, no two of which can be more than 180’ apart This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.) Material Component: An eyelash encased in a bit of gum arabic. Mass Suggestion Enchantment/Charm Level: Bard 5, Illusionist 6 Range: 100’ (Medium) Targets: One creature/caster level, no two of which can be more than 30’ apart This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures. Maze Conjuration/Summoning Level: Magic-User 8, Illusionist 8 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: See text Saving Throw: See below Magic Resistance: Yes You banish the subject into an extra-dimensional labyrinth of force planes. Each round, on its turn, it may attempt an intelligence save, with a penalty equal to your caster level, to escape the labyrinth. If the subject doesn’t escape the maze disappears after 1 turn, forcing the subject to leave. On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell. Meld into Stone Alteration Level: Cleric 3, Druid 3 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 turn/caster level Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete you merge with the stone. You may not carry more weight than your maximum encumbrance permits. While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals 5d6 points of damage to you. The stone’s complete destruction expels you and slays you instantly unless you make a constitution save with a –5 penalty. Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage. The following spells harm you if cast upon the stone that you are occupying:  Passwall: Expels you without damage.  Stone shape: Deals 2d6 points of damage but does not expel you.  Stone to flesh: Expels you and deals 4d6 points of damage.  Transmute rock to mud: Expels you and then slays you instantly unless you make a constitution save with a –5 penalty, in which case you are merely expelled. Melf’s Acid Arrow Conjuration/Summoning Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Effect: One arrow of acid Duration: 1 round + 1 round per three caster levels Saving Throw: None Magic Resistance: No A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged attack to hit your target. The arrow deals 2d4 points of acid damage. For every three caster levels the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round. Material Component: Powdered rhubarb leaf and an adder’s stomach, which are expended, and a dart, which is not. Mending Alteration Level: Magic-User 0 Components: V, S Casting Time: 1 round Range: Touch Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists. Player’s Handbook 115 Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including animated creatures). Message Alteration Level: Bard 0, Magic-User 0, Illusionist 0 Components: V, S, M Casting Time: 1 round Range: Personal Targets: One creature/caster level within 100’ Duration: 1 turn/caster level Saving Throw: None Magic Resistance: No You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1’ of stone, an inch of common metal (or a thin sheet of lead), or 3’ of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers. Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips. Material Component: A short piece of copper wire, which is not consumed by the spell’s casting. Meteor Swarm Evocation Level: Magic-User 9 Components: V, S Casting Time: 1 round Range: 400’ (Long) Area: Four, 40’ radius circles; see text Duration: Instantaneous Saving Throw: None or dexterity half; see text Magic Resistance: Yes Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2’ diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). You may aim more than one meteor at the same target. Regardless of whether it strikes or misses its target, each sphere explodes in a 40’ radius circle when it reaches its destination, dealing 5d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.) Items held by one of the spell’s targets must save versus magical fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. Mind Blank Abjuration Level: Cleric 9, Magic-User 8, Illusionist 8 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: 24 hours Saving Throw: Wisdom (or intelligence for the arcane version) negates Magic Resistance: Yes The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all enchantment/charm spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane sight, the spell works but the creature simply isn’t detected. Scrying attempts that specifically target the subject do not work at all. Mind Fog Enchantment/Charm Level: Bard 5, Illusionist 5 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: 20’ radius cylinder, 20’ in height Duration: 3 turns plus 2d6 rounds; see text Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –5 penalty to all wisdom and intelligence checks. Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog. The fog is stationary and lasts for 3 turns (or until dispersed by wind). A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round. The fog is thin and does not significantly hamper vision. Minor Creation Conjuration/Summoning Level: Illusionist 4 Components: V, S, M Casting Time: 1 minute Range: 30’ (Close) Effect: One non-magical object of non-living plant matter of up to 1 cubic foot/caster level Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: No You create a non-magical object of non-living, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item. Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation. Minor Globe of Invulnerability Abjuration Level: Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 round Range: Personal Area: 10’ radius sphere, centered on you Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: No An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area of effect of any such spells does not include the area of the minor globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like powers, spells and spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty. Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled. If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether minor globe of invulnerability stops it. Material Component: A glass or crystal bead that shatters at the expiration of the spell. Player’s Handbook 116 Miracle Evocation Level: Cleric 9 Components: V, S, XP; see text Casting Time: 1 round Range: See text Effect: See text Duration: See text Saving Throw: See text Magic Resistance: Yes You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A miracle can do any of the following things. • Duplicate any cleric spell of 8th level or lower. • Duplicate any other spell of 7th level or lower. • Undo the harmful effects of certain spells, such as feeblemind or insanity. • Have any effect whose power level is in line with the above effects. If the miracle has any of the above effects, casting it has no experience point cost. Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 50,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following. • Swinging the tide of a battle in your favor by raising fallen allies to continue fighting. • Moving you and your allies, with all of your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error. • Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster. A duplicated spell allows saving throws and magic resistance as normal. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component. In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused. XP Cost: 50,000 XP (for some uses of the miracle spell; see above). Mirage Arcana Illusion/Phantasm Level: Illusionist 5 Components: V, S Casting Time: 1 round Area: One 20’ cube/caster level Duration: Concentration +1 hour/caster level (dismissible) This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location). Mirror Image Illusion/Phantasm Level: Magic-User 2, Illusionist 2 Components: V, S Casting Time: 1 round Range: Personal Effect: 1d4 or more illusory doubles of you appear within 5’ Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck. Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on. Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your dexterity modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball). While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded. An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.) Misdirection Illusion/Phantasm Level: Bard 2, Magic-User 2, Illusionist 2 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One creature or object, up to a 10’ cube in size Duration: 1 hour/caster level Saving Throw: None or intelligence negates; see text Magic Resistance: No By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, detect lies, and the like). On casting the spell, you choose another creature or object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other creature or object. Neither the subject nor the other object gets a saving throw against this effect. Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on an intelligence save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, clairaudience/clairvoyance, ESP, etc.). Mislead Illusion/Phantasm Level: Illusionist 6 Components: S Casting Time: 1 round Range: Personal Effect: You & one illusory double of you Duration: 1 round/caster level & concentration + 3 rounds (dismissible); see text Saving Throw: None or intelligence disbelief (if interacted with); see text Magic Resistance: No You become invisible (as improved invisibility), and at the same time, an illusory double of you (as per improved phantasmal force) appears. You are then free to go elsewhere while your double moves away. The double appears exactly where you stand, superimposed perfectly over your own body, but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). Player’s Handbook 117 You and the figment can then move in different directions. The double moves at your movement rate and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so. The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration. Monster Summoning I Conjuration/Summoning Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: One or more summoned creatures, no two of which can be more than 30’ apart Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: No This spell summons creatures to fight on the caster’s behalf. They appear in the area you designate on your next turn and act immediately. They attack your opponents to the best of their ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures 1d6 creatures of the same kind from the accompanying monster summoning I table. You randomly determine which kind of creature is summoned each time you cast the spell by rolling 2d6 and consulting the following table. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. 2d6 roll creature encountered 2 webbird 3 bullywug 4 centipede, giant 5 goblin 6 men, bandit 7 stirge 8 orc 9 rat, giant 10 kobold 11 norker 12 gnome Arcane Material Component: A tiny bag and a small (not necessarily lit) candle that are not consumed when the spell is cast. Monster Summoning II Conjuration/Summoning Level: Magic-User 4 Effect: One or more summoned creatures, no two of which can be more than 30’ apart This spell functions like monster summoning I, except that you conjure 1d4 creatures of the same kind from the accompanying monster summoning II table. 2d6 roll creature encountered 2 duergar 3 lizard man 4 gnoll 5 land lamprey 6 centipede, giant 7 troglodyte 8 grimlock 9 mongrelman 10 quaggoth 11 frog, killer 12 hobgoblin Monster Summoning III Conjuration/Summoning Level: Magic-User 5 Effect: One or more summoned creatures, no two of which can be more than 30’ apart This spell functions like monster summoning I, except that you conjure 1d3 creatures of the same kind from the accompanying monster summoning III table. 2d6 roll creature encountered 2 mephit, fire or smoke 3 ahkheg, (5 hit die) 4 ogre 5 beetle, giant boring 6 spider, large 7 scorpion, large 8 bugbear 9 ustilagor 10 shocker 11 weasel, giant 12 thoquaa Monster Summoning IV Conjuration/Summoning Level: Magic-User 6 Effect: One or more summoned creatures, no two of which can be more than 30’ apart This spell functions like monster summoning I, except that you conjure 1d3 creatures of the same kind from the accompanying monster summoning IV table. 2d6 roll creature encountered 2 lava children 3 meenlock 4 hook horror 5 owlbear 6 pseudo-undead, ghast 7 scorpion, huge 8 toad, poisonous 9 gargoyle 10 ghast 11 solifugid, giant 12 githyanki Monster Summoning V Conjuration/Summoning Level: Magic-User 7 Effect: One or more summoned creatures, no two of which can be more than 30’ apart This spell functions like monster summoning I, except that you conjure 1-2 creatures of the same kind from the accompanying monster summoning V table. 2d6 roll creature encountered 2 algoid 3 phycomid 4 minotaur 5 snake, giant poisonous 6 lizard, subterranean 7 cockatrice 8 spider, giant 9 giant, verbeeg 10 margoyle 11 rock reptile 12 solifugid, giant Monster Summoning VI Conjuration/Summoning Level: Magic-User 8 Effect: One or more summoned creatures, no two of which can be more than 30’ apart This spell functions like monster summoning I, except that you conjure 1-2 creatures of the same kind from the accompanying monster summoning VI table. 2d6 roll creature encountered 2 drider 3 basilisk 4 otyugh 5 wraith 6 wight 7 pseudowraith 8 carrion crawler 9 scorpion, giant 10 troll 11 ogre mage 12 yuan-Ti Player’s Handbook 118 Monster Summoning VII Conjuration/Summoning Level: Magic-User 9 Effect: One or more summoned creatures, no two of which can be more than 30’ apart This spell functions like monster summoning I, except that you conjure 1-2 creatures of the same kind from the accompanying monster summoning VII table. 2d6 roll creature encountered 2 dao 3 basilisk, greater 4 umber hulk 5 mummy 6 chimera 7 giant, frost or fire 8 slug, giant 9 will-o-wisp 10 spectre 11 invisible stalker 12 daemon, mezzo- Mordenkainen’s Disjunction Abjuration Level: Magic-User 9 Components: V Casting Time: 1 round Range: 100’ (Medium) Area: All magical effects and magic items within a 40’ radius sphere Duration: Instantaneous Saving Throw: Intelligence negates Magic Resistance: No All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must win an opposed dispel check (see dispel magic) or be turned into a normal item. You also have a 1% chance per caster level of destroying an antimagic shell. If the antimagic shell survives the disjunction, no items within it are disjoined. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make an intelligence save with a –10 penalty or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.) Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device. Mordenkainen’s Faithful Hound Conjuration/Summoning Level: Magic-User 5, Illusionist 5 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: Phantom watchdog Duration: See text (dismissible) Saving Throw: None Magic Resistance: No You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to illusions other than semi-real shadow illusions. If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 1d6+5 points of damage) once per round. The dog also gets the bonuses appropriate to an invisible creature. Its bite is the equivalent of a +2 magic weapon. The hound cannot be attacked, but it can be dispelled. The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends. Material Component: A tiny silver whistle, a piece of bone, and a thread. These are not expended by the spell’s casting. Mordenkainen’s Lucubration Alteration Level: Magic-User 6, Illusionist 6 Components: V, S Casting Time: 1 round Range: Personal Effect: Recall any one spell of 5th level or lower Duration: Instantaneous You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion. If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available. Mordenkainen’s Magnificent Mansion Conjuration/Summoning Level: Magic-User 7 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: Extra-dimensional mansion, up to three 10’ cubes/caster level Duration: 2 hours/caster level (dismissible) Saving Throw: None Magic Resistance: No You conjure up an extra-dimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The air within is clean, fresh and warm. You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine- course banquet to a dozen people per caster level. A staff of near- transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion. Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond. Material Component: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp). These items are not expended when the spell is cast. Mordenkainen’s Sword Evocation Level: Magic-User 7 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: One sword Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: Yes This spell brings into being a shimmering, sword of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once per round on the caster’s turn, requiring his concentration in order to strike. Its attack bonus is equal to your caster level + your intelligence bonus, with an additional +3 bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 5d4 points of force damage and strikes as a +3 weapon. The sword always strikes from your direction. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it through concentration, the sword returns to you and hovers. Each round after the first, you can automatically switch the sword to a new target. The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. If an attacked creature has magic resistance, the resistance is checked the first time Mordenkainen’s sword strikes it. If the sword is Player’s Handbook 119 successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell. Material Component: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct and is not expended by the spell’s casting. Mount Conjuration/Summoning Level: Magic-User 1 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: One summoned mount Duration: 2 hours/caster level (dismissible) Saving Throw: None Magic Resistance: No You summon a riding horse (use the horse, wild statistics from the MONSTER MANUAL) or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit, bridle and a riding saddle. Material Component: A bit of horse hair. Move Earth Alteration Level: Druid 6, Magic-User 6 Components: V, S, M Casting Time: See text Range: 400’ (Long) Area: Dirt in an area up to 750’ square and up to 10’ deep Duration: Instantaneous Saving Throw: None Magic Resistance: No Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. In no event, however, can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 1 turn. The maximum area, 750 feet by 750 feet, takes 4 hours and 1 turn to move. This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacier-like fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography. The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures. Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade. The blade in not expended when the spell is cast. Negative Plane Protection Necromantic Level: Cleric 4, Druid 5 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom negates Magic Resistance: Yes The subject is immune to the finger of death, slay living and symbol of death spells, magical death effects and energy drains. This spell doesn’t restore the subject’s drained levels nor does it affect the saving throw(s) that must be made 24 hours after having levels drained. Negative plane protection does not protect against other sorts of attacks even if those attacks might be lethal. Neutralize Poison (reversible) Conjuration/Summoning Level: Cleric 4, Druid 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature or object of up to 1 cu. ft./caster level Duration: 1 hour/caster level; instantaneous for poison (see text) Saving Throw: Constitution negates, see text Magic Resistance: Yes You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison and any temporary effects are ended. The spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own. The creature is immune to any poison it is exposed to for the spell’s duration. Unlike with slow poison, such effects aren’t postponed until after the duration - the creature need not make any saves against poison effects applied to it during the length of the spell. This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option. The reverse of this spell, poison, calls upon the venomous powers of natural predators to infect the touched subject with a horrible poison. The poison deals 2d6 points of temporary constitution damage. This constitution damage is repeated 1 minute later. Each instance of damage can be negated by a constitution save. Nightmare Illusion/Phantasm Level: Bard 5, Illusionist 5 Components: V, S Casting Time: 1 turn Range: Unlimited Target: One creature Duration: Instantaneous Saving Throw: Wisdom (intelligence for arcane version) negates; see text Magic Resistance: Yes You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate. The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued (-1 to strength and dexterity checks, as well as attack and damage rolls, and -25% to movement rate) and unable to regain spells for the next 24 hours. knowledge save modifier none1 +5 secondhand (you have heard of the subject) +2 firsthand (you have met the subject) +0 familiar (you know the subject well) –2 1 you must have some sort of connection to a creature you have no knowledge of. connection save modifier likeness or picture –1 possession or garment –2 body part, lock of hair, bit of nail, etc. –5 The difficulty of the save depends on how well you know the subject and what sort of physical connection you have to that creature. Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 1 turn per caster level of the dispel evil. If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a concentration check as if you were in the midst of casting a spell or the spell ends. While in the trance, you are not aware of your surroundings or the activities around you. You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.) Creatures that don’t sleep are immune to this spell. Nondetection Abjuration Level: Bard 3, Magic-User 3, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature or object Duration: 1 hour/caster level Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic Player’s Handbook 120 items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) with a check penalty equal to the caster level of the nondetection spell. If cast on a creature nondetection wards both the creature and its gear. Material Component: A pinch of diamond dust worth 50 gp. Nystul’s Magic Aura Illusion/Phantasm Level: Bard 1, Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One object weighing up to 5 lb./caster level Duration: One day/caster level (dismissible) Saving Throw: None; see text Magic Resistance: No You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were non-magical, or a magic item of a kind you specify, or the subject of a spell you specify. If the object bearing Nystul’s magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on an intelligence save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is. If the targeted item’s true aura is exceptionally powerful (such as that of an artifact), Nystul’s magic aura doesn’t work. Material Component: A small square of silk that must be passed over the object that receives the aura. The silk is not consumed by the spell’s casting. Obscure Object Abjuration Level: Cleric 3, Bard 1, Magic-User 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One object of up to 100 lb./caster level Duration: 8 hours (dismissible) Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes This spell hides an object from location by divination effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person). Arcane Material Component: A piece of chameleon skin. Obscurement Conjuration/Summoning Level: Bard 1, Druid 1, Illusionist1 Components: V, S Casting Time: 1 round Range: Personal Effect: 20’ radius cylinder, 20’ in height Duration: 1 minute/caster level Saving Throw: None Magic Resistance: No A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. This spell does not function underwater. Otiluke’s Freezing Sphere Evocation Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Effect: See text Duration: Up to 1 round/caster level; see text Saving Throw: Dexterity half; see text Magic Resistance: Yes Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10’ radius sphere, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8). Items held by one of the spell’s targets must save versus frost (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Other items in the spell area must save as well. You can refrain from firing the globe after completing the spell if you wish. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10’ foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 minute per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free takes 1 round. A trapped creature must make strength common ability check with a -10 penalty to do so. Material Component: A small crystal sphere that is consumed by the casting of the spell. Otiluke’s Resilient Sphere Evocation Level: Magic-User 4 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: 1’ diameter/caster level sphere, centered on a creature Duration: 1 minute/caster level (dismissible) Saving Throw: Dexterity negates Magic Resistance: Yes A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within. Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic. These are not expended when the spell is cast. Otiluke’s Telekinetic Sphere Evocation Level: Magic-User 8 Components: V, S, M Casting Time: 1 round Range: 30’ (Close); see text Effect: 1’ diameter/caster level sphere, centered on the target Duration: 1 minute/caster level (dismissible) Saving Throw: Dexterity negates Magic Resistance: Yes This spell functions like Otiluke’s resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within a telekinetic sphere weighs only one- sixteenth of its normal weight. You can telekinetically lift and move anything in the sphere that normally weighs 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so you can move the sphere as much as 60 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a concentration check), you can resume concentrating on your next Player’s Handbook 121 turn or any later turn during the spell’s duration. The sphere falls at a rate of only 120 feet per round, which is not fast enough to cause damage to the contents of the sphere. You can move the sphere telekinetically even if you are in it. The telekinetic control extends from you out to medium range (100 feet) once the sphere has succeeded in encapsulating its contents. Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets. Otto’s Irresistible Dance Enchantment/Charm Level: Bard 6, Magic-User 8, Illusionist 8 Components: V Casting Time: 1 round Range: Touch Target: One creature Duration: 1d4+1 rounds Saving Throw: None Magic Resistance: Yes The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to armor class, negates any armor class bonus granted by the target’s shield and imposes a –5 penalty to the target’s dexterity saves. Passwall Alteration Level: Magic-User 5 Components: V, S, M Casting Time: 1 round Range: Touch Effect: 10’ x 5’ x 10’ opening, + 5’ deep per 3 levels above 9th Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: No You create a 10’ high by 5’ wide passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one. Material Component: A pinch of sesame seeds. Pass without Trace Alteration Level: Druid 1 Components: V, S, M Casting Time: 1 round Range: Touch Targets: One creature/caster level Duration: 1 hour/caster level (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means. Penetrate Disguise Divination Level: Cleric 1, Bard 1, Illusionist 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Targets: One creature Duration: Instantaneous Saving Throw: None Magic Resistance: Yes By means of this spell, the caster is empowered to see through a disguise composed solely of makeup or altered clothing (i.e., non- magical in nature). The caster cannot identify the actual class, profession, or the true appearance of the disguised figure; the spell merely points out that the target is posing as someone or something else. The spell does not detect actual rank or status and cannot reveal an illusion for what it is, but it can detect whether a figure is the object of a friends spell. The spell cannot detect any deception involving alignment. Permanency Alteration Level: Magic-User 5 Components: V, S, XP Casting Time: 1 round Range: See text Target, Effect, or Area: See text Duration: Permanent; see text Saving Throw: None Magic Resistance: No This spell makes certain other spells permanent. Depending on the spell, you must be of a minimum caster level and must expend a number of XP. You can make the following spells permanent in regard to yourself. You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell. spell xp cost arcane sight 15,000 XP comprehend languages 5,000 XP darkvision 10,000 XP detect invisibility 10,000 XP detect magic 5,000 XP read magic 5,000 XP tongues 15,000 XP In addition to personal use, permanency can be used to make the following spells permanent on yourself or another creature (as appropriate). spell xp cost enlarge person 5,000 XP magic fang 5,000 XP improved magic fang 15,000 XP reduce person 5,000 XP Additionally, the following spells can be cast upon objects or areas only and rendered permanent. spell minimum caster level xp cost alarm 9th 5,000 XP animate object 15th 37,500 XP audible glamer 9th 5,000 XP dancing lights 9th 5,000 XP gust of wind 9th 5,000 XP invisibility 9th 5,000 XP magic mouth 9th 5,000 XP phase door 15th 37,500 XP prismatic sphere 18th 50,000 XP prismatic wall 15th 37,500 XP shrink item 12th 25,000 XP solid fog 12th 25,000 XP stinking cloud 12th 25,000 XP symbol of death 15th 37,500 XP symbol of fear 15th 37,500 XP symbol of insanity 15th 37,500 XP symbol of pain 12th 25,000 XP Player’s Handbook 122 symbol of persuasion 15th 37,500 XP symbol of sleep 15th 37,500 XP symbol of stunning 15th 37,500 XP symbol of weakness 15th 37,500 XP wall of fire 12th 25,000 XP wall of force 12th 25,000 XP web 9th 5,000 XP Spells cast on other creatures, objects or locations (not on you) are vulnerable to dispel magic as normal. XP Cost: See tables above. Permanent Image Illusion/Phantasm Level: Illusionist 6 Effect: Figment that cannot extend beyond a 20’ cube + one 10’ cube/caster level Duration: Permanent (dismissible) This spell functions like silent image, except that the figment includes visual, auditory, olfactory and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating. The illusion can include intelligible speech if you wish. Material Component: A bit of fleece plus powdered jade worth 100 gp. Persistent Image Illusion/Phantasm Level: Illusionist 5 Duration: 1 minute/caster level (dismissible) This spell functions like silent image, except that the figment includes visual, auditory, olfactory and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish. Material Component: A bit of fleece and several grains of sand. Phantasmal Force Illusion/Phantasm Level: Illusionist 2 Duration: Concentration +2 rounds This spell functions like silent image, except that phantasmal force includes some minor sounds but not understandable speech. Phantasmal Killer Illusion/Phantasm Level: Illusionist 4 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Target: One creature Duration: Instantaneous Saving Throw: Intelligence disbelief (if interacted with), then charisma partial; see text Magic Resistance: Yes You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer clearly. You see only a vague shape. The target first gets an intelligence save to recognize the image as unreal. If that save fails the phantasm touches the subject, who must succeed on a charisma save or die of fright. Even if the charisma save is successful, the subject takes 4d6 points of damage. If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack. Phantom Steed Conjuration/Summoning Level: Illusionist 3 Components: V, S Casting Time: 1 turn Range: 30’ (Close) Effect: One quasi-real, horse Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: No You conjure a quasi-real horse into existence. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seem to be a saddle, bit and bridle. It does not fight but animals shun it and refuse to attack it. The mount has an AC of 18 and 7 hit points +1 hit point per caster level. If reduced to 0 hit points the phantom steed disappears. A phantom steed has a movement rate of 15’ per caster level, to a maximum of 180’ (36”) at level 12 and beyond. It can bear its rider’s weight plus up to 10 pounds per caster level. These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels. 6th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed. 9th Level: The mount can use water walk at will (as the spell, no action required to activate this ability). 12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 turn per hour, after which it floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fallen. 15th Level: The mount can fly at its speed (maneuverability class C). Phase Door Conjuration/Summoning Level: Magic-User 7, Illusionist 7 Components: V Casting Time: 1 round Range: 30’ (Close) Effect: Ethereal 10’ x 5’ x 10’ opening, + 5’ deep per 3 levels Duration: One usage per two levels Saving Throw: None Magic Resistance: No This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature through the door. This counts as two uses of the door. The door does not allow light, sound or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals a phase door’s presence but does not allow its use. A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect. You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity or alignment, but otherwise must be based upon observable actions or qualities. Intangibles such as level, class, hit dice and hit points don’t qualify. Phase door can be made permanent with a permanency spell. Planar Binding Conjuration/Summoning Level: Magic-User 6 Components: V, S Targets: Up to three elementals or extraplanar creatures, totaling no more than 12 HD, no two of which can be more than 30’ apart when they appear This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose hit dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you. Player’s Handbook 123 Plane Shift Conjuration/Summoning Level: Cleric 5, Magic-User 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: You and up to 7 willing creatures Duration: Instantaneous Saving Throw: None Magic Resistance: Yes You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination. Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back. Material Component: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures. It is not consumed by the casting of this spell. Plant Door Conjuration/Summoning Level: Druid 5 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 hour/caster level or until expended; see text You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table. tree type transport range deciduous 2,000 feet coniferous 1,000 feet You may move into one tree per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you expend all of your passes through trees. Each transport takes 1 round. You can, at your option, remain within a tree without transporting yourself but are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete. Plant Growth (reversible) Alteration Level: Druid 3 Components: V, S, M Casting Time: 1 round Range: 400’ (Long); see text Effect: See text Duration: Instantaneous Saving Throw: None Magic Resistance: No Plant growth has different effects depending on the version chosen.  Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Movement rates in such overgrown areas are reduced to 1/3 (½ for Large creatures). The area must have brush and trees in it for this spell to take effect. At your option, the area can be a 100-foot-radius circle, a 150- foot-radius semicircle, or a 200-foot-radius quarter circle. You may designate places within the area that are not affected.  Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal. This reverse of this spell, diminish plants, has two versions as well:  Prune Growth: This version causes normal vegetation within long range (400’) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed. At your option, the area can be a 100’ radius circle, a 150’ radius semicircle, or a 200’ radius quarter-circle. You may also designate portions of the area that are not affected.  Stunt Growth: This version targets normal plants within a range of ½ mile, reducing their potential productivity over the course of the following year to one third below normal. Diminish plants counters plant growth and vice versa. This spell has no effect on plant creatures. Polymorph Alteration Level: Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes This spell functions like alter self, except that you change the subject into another form of living creature of any size. The new form may not be that of an undead, elemental, extraplanar or animated creature. The assumed form can’t have more hit dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume an incorporeal or gaseous form. Upon changing the subject regains lost hit points as if it had rested for a night. All equipment worn or carried by the polymorphed creature melds with their new form and becomes non-functional. If slain the subject reverts to its original form, though it remains dead. The subject gains the physical attributes (including natural weapons and sensory abilities) of the new form but retains its own intelligence, wisdom and charisma scores. It uses the armor class of its new form but keeps its own hit points and BtH bonuses. The polymorphed creature may use their class abilities, special attacks or special defenses, so long as their new form would allow for their use. It does not gain the special attacks or defenses possessed by their new form (including spell-like abilities and magic resistance). Incorporeal or gaseous creatures are immune to being polymorphed, and a shapechanging creature can revert to its natural form in 1 round. If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish or an airborne target into a toad), the subject gets a +4 bonus on the save. Material Component: An empty cocoon. Polymorph Any Object Alteration Level: Magic-User 8, Illusionist 9 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One creature, or one non-magical object of up to 100 cu. ft./caster level Duration: See text Saving Throw: Wisdom negates; see text Magic Resistance: Yes Player’s Handbook 124 This spell functions like polymorph, except that it can change both objects and creatures into other objects or creatures and the form assumed has a 20 HD hit die maximum. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines. The base Duration Factor is 0. changed subject is: duration factor1 same kingdom (animal, vegetable, mineral) +5 same class (mammals, fungi, metals, etc) +2 same size +2 related (twig is to tree, wolf fur is to wolf, etc) +2 same or lower intelligence +2 1 add all that apply. Look up the total on the next table. duration factor duration example 0 20 minutes pebble to human 2 1 hour marionette to human 4 3 hours human to marionette 5 12 hours lizard to manticore 6 2 days sheep to wool coat 7 1 week shrew to manticore 9+ permanent manticore to shrew Unlike polymorph, polymorph any object does grant the creature the intelligence score of its new form. If the original form didn’t have a wisdom or charisma score, it gains those scores as appropriate for the new form. Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force. If the new form would prove fatal to the creature (for example, if you polymorphed a landbound target into a fish, or an airborne target into a toad), the subject gets a +4 bonus on the save. A non-magical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell. Items held by a creature use that creature’s wisdom save to resist the polymorph spell. This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral or adamantite. This spell can also be used to duplicate the effects of polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud. Arcane Material Component: Mercury, gum arabic, and smoke. Portent Divination Level: Cleric 1, Magic-User 1 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One willing creature Duration: See text Saving Throw: None Magic Resistance: No This spell enables the caster to tell something of a willing recipient’s future “luck.” Only willing individuals are subject to this spell. This “luck” takes the form of a modifier to a “to hit” or saving throw roll at some unknown point in the future. After this spell is cast, the Dungeon Master makes two die rolls in secret:  First, 1d12 is rolled to determine at what point in the future the portent takes effect. The result of the d12 roll represents the number of d20 die rolls, such as “to hit” or saving throws rolls, that the target character must make before the roll to be affected by the portent occurs.  Second, 1d6 is rolled to determine the exact effect upon that roll. A “1” imposes a -4 penalty to the indicated die roll, while a “2’ imposes a -2 penalty, a “3” or “4” results in no modifier, a “5’ grants a +2 bonus and a “6” grants a +4 bonus to the indicated die roll. When the d20 roll designated by the portent is made, the result will be adjusted upward or downward as indicated by the result of the d6. Based upon the result of the 1d6 roll, the DM should indicate to the caster whether the portent is “good”, “fair” or “poor”. Arcane Material Component: A numbered wheel, a deck of cards or tea leaves. Power Word Blind Enchantment/Charm Level: Magic-User 7, Illusionist 7 Components: V Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: See text Saving Throw: None Magic Resistance: Yes You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word blind. Blindness can be removed by cure blindness or a successful dispel magic. hit points duration 50 or less permanent 51–100 1d4+1 minutes 101–150 1d4+1 rounds Power Word Kill Enchantment/Charm Level: Magic-User 9, Illusionist 9 Components: V Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: Instantaneous Saving Throw: None Magic Resistance: Yes You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 76 or more hit points is unaffected by power word kill. Power Word Stun Enchantment/Charm Level: Magic-User 8, Illusionist 8 Components: V Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: See text Saving Throw: None Magic Resistance: Yes You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 101 or more hit points is unaffected by power word stun. hit points duration 50 or less 1d4 minutes 51–75 4d4 rounds 76–100 1d4 rounds Prayer Enchantment/Charm Level: Cleric 3 Components: V, S, M Casting Time: 1 round Range: Personal Area: All allies and foes within a 50’ radius circle centered on you Duration: 1 round/caster level Saving Throw: None Magic Resistance: Yes You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your allies gain a +1 bonus on attack rolls, weapon damage rolls and ability checks (including saves), while your foes takes a -1 penalty on such rolls. Prestidigitation Illusion/Phantasm Level: Bard 0, Magic-User 0, Illusionist 0 Components: V, S Casting Time: 1 round Player’s Handbook 125 Range: 30’ (Close) Effect: See text Duration: 1 hour Saving Throw: See text Magic Resistance: No Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. Prestidigitation can slowly lift 1 pound of material. It can color, clean or soil items in a 1’ cube each round. It can chill, warm or flavor 1 pound of non-living material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile and cannot be used as tools, weapons or spell components. Finally, prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour. Prismatic Sphere Abjuration Level: Magic-User 9, Illusionist 9 Components: V Range: Personal Effect: 10’ radius sphere centered on you This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum. The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4 turns. You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time. Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on. The colors of the sphere have the same effects as the colors of a prismatic wall. Prismatic sphere can be made permanent with a permanency spell. Prismatic Spray Evocation Level: Magic-User 7, Illusionist 7 Components: V, S Casting Time: 1 round Range: Personal Area: 60’ cone Duration: Instantaneous Saving Throw: See text Magic Resistance: Yes This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. d8 roll color effect (relevant save, effect if successful) 1 red 20 points fire damage (dexterity for half) 2 orange 40 points acid damage (dexterity for half) 3 yellow 80 points electricity damage (dexterity half) 4 green poison (see the reverse of neutralize poison) 5 blue turned to stone (wisdom negates) 6 indigo insane, as insanity spell (charisma negates) 7 violet sent to another plane (intelligence negates) 8 struck by two rays; roll twice more, ignoring any “8” results. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects. Items held by the target of the red, orange or yellow beam must save versus the relevant effect (see Item Saving Throws on page 52) if he failed his saving throw with a “1”. Prismatic Wall Abjuration Level: Magic-User 8, Illusionist 8 Components: V, S Casting Time: 1 round Range: 30’ (Close) Effect: Wall up to 5’/caster level wide by 2½’/caster level high Duration: 1 turn/caster level (dismissible) Saving Throw: See text Magic Resistance: See text Prismatic wall creates a vertical, opaque wall - a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile though the caster can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20’ of the wall is blinded for 2d4 rounds by the colors if it looks at the wall. The wall’s maximum proportions are 5 feet wide per caster level and 2½ feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. color order effect of color negated by red 1st stops non-magical ranged weapons & deals 16 points of fire damage (dexterity half). cone of cold orange 2nd stops magical ranged weapons & deals 32 points of acid damage (dexterity half). gust of wind yellow 3rd stops poisons, gases and petrification & deals 64 points of electricity damage (dexterity half). disintegrate green 4th stops breath weapons & poisons (see the reverse of neutralize poison) passwall blue 5th stops divination and mental attacks & turns to stone (wisdom negates). magic missile indigo 6th stops all spells & causes insanity, as per the insanity spell (charisma negates) continual light violet 7th energy field destroys all objects and effects, plus creatures are sent to another plane (intelligence negates). 1 dispel magic 1 the violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and magic resistance might render some colors ineffective (see above). Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you in melee or pass through the wall, and the magic needed to negate each color. The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic shell fails to penetrate it. Dispel magic and improved dispel magic cannot dispel the wall or anything beyond it. Magic resistance is effective against a prismatic wall, but the concentration check to overcome MR must be made for each color present. Items held by a creature who comes into contact with the red, orange or yellow wall must save versus the relevant effect (see Item Saving Throws on page 52) if that creature failed his saving throw with a “1”. Prismatic wall can be made permanent with a permanency spell. Produce Fire (reversible) Alteration Level: Druid 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area of Effect: 60’ radius circle Duration: Instantaneous Saving Throw: Dexterity half Magic Resistance: No By means of this spell the druid causes a natural fire of up to a 60’ radius to spring into existence. While it lasts but a single round, the Player’s Handbook 126 intense fire produced by the spell inflicts 3d6 hit points of damage to all creatures within its area and ignites unattended, combustible materials such as cloth, oil, paper, parchment, wood and the like so as to cause continued burning (see Item Saving Throws on page 52). The reverse of this spell, quench fire, enables the druid to extinguish all fires within the spell’s area of effect. Non-permanent magical fires are extinguished, and fire-based creatures in the area of effect take 1d6 points of damage per caster level (maximum 12d6). Permanent magical fires are suppressed for 1 round. This spell counters, and is countered by, the produce fire spell. Produce Flame Evocation Level: Druid 1 Components: V, S Casting Time: 1 round Range: Personal Effect: Flame in your palm Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: Yes Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment. In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee attack that deals 1d6 points of fire damage +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120’ (24”) as a thrown weapon. When doing so, you attack with a ranged attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves. This spell does not function underwater. Programmed Image Illusion/Phantasm Level: Illusionist 6 Effect: Visual figment that cannot extend beyond a 20’ cube + one 10’ cube/caster level Duration: Permanent until triggered, then 1 round/caster level This spell functions like silent image, except that this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory and thermal elements, including intelligible speech. You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.) Material Component: A bit of fleece and jade dust worth 25 gp. Project Image Illusion/Phantasm Level: Illusionist 7 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: One shadow duplicate Duration: 1 round/caster level (dismissible) Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: No You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which takes 1 round of concentration). You can see through its eyes and hear through its ears as if you were standing where it is and, during your turn, can switch from using its senses to using your own, or back again, at will. While you are using its senses, your body is considered blinded and deafened. If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can’t cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image. Objects are unaffected by the projected image but are affected normally by spells cast through the image. You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends. Material Component: A small replica of you (a doll), which costs 5 gp to create and is not consumed by this spell’s casting. Protection from Energy Abjuration Level: Druid 3, Magic-User 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level or until discharged Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 10 points per caster level of energy damage (to a maximum of 100 points at 10th level) it is discharged. This spell may be used in conjunction with the resist energy spell. The damage absorbed by protection from energy would first be reduced by resist energy. Arcane Material Component: A snail shell that is not consumed by the casting of this spell. Protection from Evil (reversible) Abjuration Level: Cleric 1, Magic-User 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level (dismissible) Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: No; see text This spell wards a creature from attacks by evil creatures, from mental control and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects. First, the subject gains a +2 bonus to AC and a +2 bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures. Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment/charm effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment. Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Magic resistance can allow a creature to overcome this protection and touch the warded creature. The reverse of this spell, protection from good spell functions like protection from evil, except that the armor class and saving throw bonuses apply to attacks from good creatures, and good-to-neutral summoned creatures cannot touch the subject. Material Component: A little powdered silver (or bone, for the reverse of this spell) with which you trace a 3’ diameter circle on the floor (or ground) around the creature to be warded. Player’s Handbook 127 Player’s Handbook 128 Protection from Evil 10’ Radius (reversible) Abjuration Level: Cleric 3, Magic-User 3 Components: V, S, M Casting Time: 1 round; see text Range: Touch Area: 10’ radius sphere Duration: 1 turn/caster level; see text Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: No; see text All creatures within the area gain the effects of a protection from evil spell, and no non-good summoned creatures can enter the area either. You must overcome a creature’s magic resistance in order to keep it at bay (as in the third function of protection from evil), but the armor class and saving throw bonuses and the protection from mental control apply regardless of enemies’ magic resistance. This spell has an alternative version that you may choose when casting it. Protection from evil 10’ radius can be focused inward rather than outward. When focused inward, the spell binds a non-good called creature (such as those called by the lesser planar binding, planar binding, and improved planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only. This spell leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly but other creatures can. If the called creature has magic resistance, it can test the trap once per day. If you fail to overcome its magic resistance the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral spell, blink, dimension door, etherealness, gate, plane shift, teleport and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extra- dimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the protection from evil 10’ radius does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself. You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the protection from evil 10’ radius more secure. Drawing the diagram by hand takes 1 turn and requires a knowledge: arcana skill check with a -5 penalty. You do not know the result of this check. If the check fails, the diagram is ineffective. A successful diagram allows you to cast a dimensional anchor spell on the protection from evil 10’ radius on the round before casting any summoning spell. The dimensional anchor holds any called creatures in the protection from evil 10’ radius for the duration of the dimensional anchor spell (24 hours/caster level). A creature cannot use its magic resistance against a protection from evil 10’ radius prepared with a diagram, and none of its abilities or attacks can cross the diagram. The creature can escape from the diagram with a successful charisma save, with a penalty equal to your caster level+5. It can attempt this once per day. If it breaks loose, it can flee or attack you. The creature is immediately released if anything disturbs the diagram - even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above. The reverse of this spell, protection from good 10’ radius, functions like protection from evil, except that the armor class and saving throw bonuses apply to attacks from good creatures, and non-evil summoned creatures cannot touch the subject. Material Component: A little powdered silver (or bone, for the reverse of this spell) with which you trace a 10’ diameter circle on the floor (or ground) around the creature to be warded. Protection from Normal Missiles Abjuration Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The warded creature gains total invulnerability to hurled and projectile missiles such as arrows, axes, bolts, small stones and spears. Furthermore, it reduces each die of damage inflicted by large missiles, such as ballista missiles, catapult stones and giant-hurled boulders, by 1. Note, however, that this spell does not convey any protection from such magical attacks as fireballs, lightning bolts and magic missiles nor from magical thrown weapons or projectiles. Material Component: A piece of shell from a tortoise or a turtle. It is not consumed by the casting of this spell. Prying Eyes Divination Level: Magic-User 5, Illusionist 5 Components: V, S, M Casting Time: 1 minute Range: 400’ (Long); see text Effect: Ten or more levitating eyes Duration: 1 hour/caster level; see text (dismissible) Saving Throw: None Magic Resistance: No You create a number of semi-tangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes initially appear within 400’ of the caster but, from there, may move out, scout around and return as you direct them. Each eye can see 120’ (normal vision only) in all directions. While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is about the size of a small apple and has 1 hit point, AC 18, a movement rate of 60’ (12”) and maneuverability class A. It may make perception checks with the caster’s level bonus and is subject to illusions, darkness, fog and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch. When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well. In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears. If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event. The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Material Component: A handful of crystal marbles that disappear after the spell duration ends or when destroyed (see text above). Purify Food and Drink (reversible) Alteration Level: Cleric 0, Druid 0 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: 1 cu. ft./caster level of contaminated food and water Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes This spell makes spoiled, rotten, poisonous or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type or upon magic potions. The reverse of this spell, putrify food and drink, contaminates food or potable liquids and spoils holy water. Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Player’s Handbook 129 Pyrotechnics Alteration Level: Druid 3, Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Target: One fire source, up to a 20’ radius Duration: 1d4+1 rounds; see text Saving Throw: Wisdom or constitution negates; see text Magic Resistance: No Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.  Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120’ (24”) of the fire source to become blinded for 1d4+1 rounds (wisdom negates). These creatures must have line of sight to the fire to be affected.  Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud, blinding all creatures within the cloud and giving those within the cloud 100% concealment. In addition, all within the cloud are sickened (constitution negates). Sickened creatures suffer a -2 penalty to strength and dexterity checks, as well as attack and damage rolls, and take a -2 penalty to their armor class. Movement is reduced to ½ its normal rate, rounded to the nearest 5’ increment. These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Magic resistance does not apply. Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20’radius is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level. Rainbow Pattern Illusion/Phantasm Level: Illusionist 4 Components: S, M; see text Casting Time: 1 round Range: 100’ (Medium) Effect: Colorful lights with a 20’ radius circle Duration: Concentration +1 round/caster level (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. While fascinated, the creature is distracted, suffering a -4 penalty to all saving throws and armor class. If attacked they are considered surprised Rainbow pattern fascinates a maximum of 24 hit dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern. By concentrating upon the spell, you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can’t see them are no longer affected. The spell does not affect sightless creatures. Material component: A crystal prism. This is not consumed during casting. Raise Dead Conjuration/Summoning Level: Cleric 5 Components: V, S, M Casting Time: 1 minute Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: None Magic Resistance: Yes You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 hit die) when it is raised, just as if it had lost a level or a hit die to an energy-draining creature. If the subject is 1st level, it loses 2 points of constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or constitution loss cannot be repaired by any means. A raised creature has a number of hit points equal to its current hit dice. Any ability scores damaged to 0 are raised to 1. Normal poisons and normal diseases are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell. A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Animated creatures, elementals, extraplanar creatures and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age. Material Component: Diamonds worth a total of least 5,000 gp. They are consumed upon this spell’s completion. Rary’s Mnemonic Enhancer Alteration Level: Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 turn Range: Personal Target: You Duration: Instantaneous Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast. In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).  Prepare: You prepare up to three additional levels of spells. A cantrip counts as a ½ level spell for this purpose. You prepare and cast these spells normally.  Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind. Material Components: A piece of string and ink consisting of squid secretion with black dragon’s blood or giant slug digestive juice. These are expended when the spell is cast. Player’s Handbook 130 The spell requires the caster to have an ivory plaque of at least 50 gp value on-hand as well, though this is not consumed upon the spell’s completion. Ray of Enfeeblement Necromantic Level: Magic-User 2 Components: V, S Casting Time: 1 round Range: 30’ (Close) Effect: One creature Duration: 1 minute/caster level Saving Throw: Constitution negates Magic Resistance: Yes A coruscating ray springs from your hand, draining the target’s strength unless he succeeds at his saving throw. The subject suffers a -3 penalty to all strength checks, including attack and damage rolls, and has their carrying capacity halved, for the duration of the spell. Read Magic Divination Level: Cleric 0, Bard 0, Magic-User 0, Illusionist 0 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 turn/caster level By means of read magic, you can decipher magical inscriptions on objects - books, scrolls, weapons and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding, an improved glyph of warding or any symbol spell with a knowledge: arcana skill check, with the caster level of the glyph or symbol’s creator serving as the check penalty. Read magic can be made permanent with a permanency spell. Material component: A clear crystal or mineral prism that is not consumed by the casting of this spell. Regenerate (reversible) Conjuration/Summoning Level: Cleric 7, Druid 9 Components: V, S, M Casting Time: 3 rounds Range: Touch Target: One creature Duration: Instantaneous Saving Throw: Constitution negates Magic Resistance: Yes The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails or even heads of multi-headed creatures), broken bones and ruined organs grow back. After the spell is cast the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise. Regenerate also cures 6d8 points of damage, rids the subject of fatigue and eliminates all non-lethal damage the subject has taken. It has no effect on non-living creatures (including undead). The reverse of the spell, wither, causes 6d8 damage to the target and causes the limb, appendage or bodily member touched to shrivel and cease functioning immediately. The target creature must be touched in order to have this harmful effect occur and is entitled to a constitution save to negate the withering effect of this spell. Creatures without discernible limbs or appendages are immune to this secondary effect, though they still are wounded by this spell. Material Component: The material components of this spell are a prayer device and holy/unholy water. Reincarnate Alteration Level: Druid 4 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: None Magic Resistance: Yes With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw. Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated. d% incarnation d% incarnation 01-02 badger 58-63 halfling 03-04 bear, black 64-65 hawk 05-06 bear, brown 66-69 hobgoblin 07-10 bugbear 70-76 human 11-14 centaur 77-80 kobold 15-16 deer 81-84 lizardman 17-21 dwarf 85-88 ogre 22-23 eagle 89-90 orc 24-29 elf 91 owl 30-31 fox 92 raccoon 32-35 gnoll 93 troglodyte 36-41 gnome 94 troll 42-45 goblin 95-96 wolf 46-51 half-elf 97-98 wolverine 52-57 half-orc 99-00 dm’s choice A reincarnated creature recalls the majority of its former life and form. The subject of the spell loses one level (or 1 hit die) when it is raised, just as if it had lost a level or a hit die to an energy-draining creature. If the subject is 1st level, it loses 2 points of constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or constitution loss cannot be repaired by any means. Its class, bonus to hit (BtH), base save bonuses and hit points are unchanged, though its new form may not be suited to its profession. While its strength, dexterity and constitution scores depend partly on the new body (with penalties or bonuses to ability scores decided by the Dungeon Master) its intelligence, wisdom and charisma are unchanged. A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Animated creatures, elementals, extraplanar creatures and undead creatures can’t be reincarnated. The spell cannot bring back a creature who has died of old age. The reincarnated creature gains all abilities associated with its new form, including forms of movement and movement rate, its armor class and natural attacks, its sensory powers and special defenses and its spell-like powers. It doesn’t automatically speak the language of the new form. A wish or a miracle spell can restore a reincarnated character to his original form. Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains. These are expended once the spell is completed. Remove Curse (reversible) Abjuration Level: Cleric 3, Magic-User 4, Illusionist 4 Components: V, S Casting Time: 1 round Range: Touch Target: One creature or item Duration: Instantaneous Saving Throw: Wisdom (intelligence for arcane version) negates Player’s Handbook 131 Magic Resistance: Yes Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher. The reverse of this spell, curse, places a permanent curse on the subject. Choose one of the following three effects. • –6 decrease to an ability score (minimum 1) • –2 penalty to all attack rolls and ability checks • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Curse counters remove curse while remove curse counters and dispels curse. Remove Fear Abjuration Level: Cleric 1, Bard 1 Components: V, S Casting Time: 1 round Range: 30’ (Close) Targets: One creature plus one additional creature per four caster levels, no two of which can be more than 30’ apart Duration: 1 turn; see text Saving Throw: Wisdom negates Magic Resistance: Yes You instill courage in the subject, granting it a +4 bonus against fear effects for 1 turn. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell. Remove fear counters and dispels cause fear. Remove Paralysis Conjuration/Summoning Level: Cleric 2 Components: V, S Casting Time: 1 round Range: 30’ (Close) Targets: Up to 4 creatures, no two of which can be more than 30’ apart Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch, hold person or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 bonus. The spell does not restore ability scores reduced by penalties, damage or drain. Repel Vermin Abjuration Level: Bard 4, Druid 4 Components: V, S, M Casting Time: 1 round Range: Personal Area: 10’ radius sphere centered on you Duration: 1 turn/caster level (dismissible) Saving Throw: None or Wisdom negates; see text Magic Resistance: Yes An invisible barrier holds back vermin (insects, arachnids and rodents). Vermin with hit dice of less than one-third your level cannot penetrate the barrier. A vermin with hit dice of one-third your level or more can penetrate the barrier if it succeeds on a wisdom save. Even so, crossing the barrier deals the vermin 2d4 points of damage, and pressing against the barrier causes pain, which deters most vermin. This spell effectively protects those within its radius from the insect plague spell. Repulsion Abjuration Level: Cleric 7, Magic-User 6, Illusionist 7 Components: V, S, M Casting Time: 1 round Range: Personal Area: Up to 10’ radius/caster level sphere centered on you Duration: 1 round/caster level (dismissible) Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted. They can fight other creatures, cast spells or attack you with ranged weapons. If you move closer to an affected creature, nothing happens (i.e. the creature is not forced back). The creature is free to make melee attacks against you if you come within striking distance. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area. Arcane Material Component: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array is worth 50 gp. These items are not consumed by the casting of this spell. Resist Energy Abjuration Level: Cleric 2, Druid 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom negates Magic Resistance: Yes This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire or sonic. The subject gains a +2 bonus to saving throws made against such attacks and only suffers half of the damage that they normally would from such attacks. The spell protects the recipient’s equipment as well. The save bonus provided by this spell increases by +1 per 6 caster levels of the caster (to a maximum of +5 at level 18 and higher). Note: Resist energy overlaps with protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs the reduced amount of damage affected by the resist energy spell until its power is exhausted. Restoration Conjuration/Summoning Level: Cleric 4, Druid 4 This spell functions like lesser restoration, except that it cures all temporary ability damage and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target. Resurrection Conjuration/Summoning Level: Cleric 7 Casting Time: 1 turn This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. The remains of a creature hit by a disintegrate spell count as a small portion of its body. The creature can have been dead no longer than 10 years per caster level. Upon completion of the spell, the creature is immediately restored to full hit points, vigor and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of constitution if the subject was 1st level. If this reduction would bring its Con to 0 or lower, Player’s Handbook 132 it can’t be resurrected. This level loss or constitution loss cannot be repaired by any means. You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Animated creatures, elementals, extraplanar creatures, and undead creatures can’t be resurrected. Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp. Reverse Gravity Alteration Level: Druid 8, Magic-User 7 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: 20’ radius cylinder, 20’ in height Duration: 1 round/caster level (dismissible) Saving Throw: None; see text Magic Resistance: No This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a dexterity save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. Arcane Material Component: A lodestone and iron filings. The lodestone is not consumed when this spell is cast. Rope Trick Alteration Level: Magic-User 2, Illusionist 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One piece of rope from 5’ to 30’ long Duration: 1 hour/caster level (dismissible) Saving Throw: None Magic Resistance: No When this spell is cast upon a piece of rope from 5 to 30’ long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extra-dimensional space that is outside the multiverse of extra-dimensional spaces (“planes”). Creatures in the extra-dimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free. Spells cannot be cast across the extra-dimensional interface, nor can area effects cross it. Those in the extra-dimensional space can see out of it as if a 3’ radius window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extra-dimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extra-dimensional space. Note: It is hazardous to create an extra-dimensional space within an existing extra-dimensional space or to take an extra-dimensional space into an existing one. Material Component: Powdered corn extract and a twisted loop of parchment that are expended by this spell’s casting. Run Alteration Level: Magic-User 1 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/caster level (dismissible) This spell increases your movement rate speed by 30’ per round. There is no effect on other modes of movement, such as burrow, climb, fly or swim. As with any effect that increases your movement rate, this spell affects your jumping distance. Sanctuary Abjuration Level: Cleric 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 round/caster level Saving Throw: Wisdom negates Magic Resistance: Yes Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a wisdom save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area of effect spells. The subject cannot attack without breaking the spell but may use non-attack spells or otherwise act. Scare Enchantment/Charm Level: Bard 2, Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Targets: One creature per three caster levels, no two of which can be more than 30’ apart Duration: 1 round/caster level Saving Throw: Charisma negates Magic Resistance: Yes This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened and flee from the caster. Arcane Material Component: A bit of bone from an undead creature. It is not consumed during the casting of this spell. Scintillating Pattern Illusion/Phantasm Level: Illusionist 8 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: Colorful lights in a 20’ radius circle Duration: Concentration + 2 rounds Saving Throw: None Magic Resistance: Yes A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of hit dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its hit dice.  6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused, as per the confusion spell, for 1d4 rounds. (Treat an unconscious result as stunned for non-living creatures.)  7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.  13+: Confused for 1d4 rounds. Player’s Handbook 133 Sightless creatures are not affected by scintillating pattern. Material Component: A small crystal prism that is not expended when the spell is cast. Screen Illusion/Phantasm Level: Illusionist 8 Components: V, S Casting Time: 1 turn Range: 30’ (Close) Area: 30’ cube/caster level Duration: 24 hours Saving Throw: None or intelligence disbelief; see text Magic Resistance: No This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed. Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created. Direct observation may allow a save (as per a normal illusion) if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion. Scrying Divination Level: Cleric 5, Bard 3, Druid 4, Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 hour Range: See text Effect Magical sensor Duration: 1 minute/caster level Saving Throw: Wisdom (intelligence for the arcane version) negates Magic Resistance: Yes You can see and hear some creature, which may be at any distance. If the subject succeeds at its save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its save. knowledge save modifier none1 +10 secondhand (you have heard of the subject) +5 firsthand (you have met the subject) +0 familiar (you know the subject well) –5 1 you must have some sort of connection to a creature you have no knowledge of. connection save modifier likeness or picture –2 possession or garment –5 body part, lock of hair, bit of nail, etc. –10 If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a movement rate of up to 150’ (30”) per round. The sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect evil or good, detect magic and message. If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours. Arcane Material Components: The eye of a hawk, an eagle or a roc, plus nitric acid, copper and zinc. These are consumed by the casting of this spell. The caster must also have a mirror of finely wrought and highly polished silver, costing no less than 1,000 gp. The mirror must be at least 2 feet wide by 4 feet in height. It is not consumed when this spell is cast. Cleric Material Component: A holy water font costing not less than 100 gp. Bard or Druid Material component: A natural pool of water. Secret Page Alteration Level: Bard 3, Illusionist 2 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One page, up to 3 sq. ft. in size Duration: Permanent Saving Throw: None Magic Resistance: No Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page. A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled and the hidden writings can be destroyed by means of an erase spell. Material Component: Powdered herring scales and will-o’-wisp essence. Seeming Illusion/Phantasm Level: Bard 5, Illusionist 5 Components: V, S Casting Time: 1 round Range: 30’ (Close) Targets: One creature per two caster levels, no two of which can be more than 30’ apart Duration: 12 hours (dismissible) Saving Throw: Intelligence negates Magic Resistance: Yes This spell functions like change self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain. Unwilling targets can negate the spell’s effect on them by saving against it. Magic resistance applies as well. Sending Evocation Level: Cleric 4, Bard 5, Magic-User 5, Illusionist 5 Components: V, S, M Casting Time: 1 turn Range: See text Target: One creature Duration: 1 round; see text Saving Throw: None Magic Resistance: No You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its intelligence score. Even if the sending is received the subject is not obligated to act upon it in any manner. If the creature in question is not on the same plane of existence as you are there is a 5% chance that the sending does not arrive. Local conditions on other planes may worsen this chance considerably. Arcane Material Component: A short piece of fine copper wire that is not consumed during the casting of this spell. Sepia Snake Sigil Conjuration/Summoning Level: Magic-User 3, Illusionist 3 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One book or written work Duration: Permanent until released, then 1d4 days + one day/caster level; see text Player’s Handbook 134 Saving Throw: Dexterity negates Magic Resistance: No When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends. The hidden sigil cannot be detected by normal observation and detect magic reveals only that the entire text is magical. A dispel magic can remove the sigil. An erase spell destroys the entire page of text. Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page. Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores. Sequester Abjuration Level: Magic-User 7, Illusionist 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: One willing creature or object (up to a 2’ cube/caster level) Duration: One day/caster level (dismissible) Saving Throw: None Magic Resistance: Yes When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled. Material Component: A basilisk eyelash, gum arabic and a dram of whitewash. Serten’s Spell Immunity Abjuration Level: Magic-User 8 Components: V, S, M Casting Time: 1 round Range: Touch Targets: Up to one creature per four caster levels Duration: 1 turn/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The subject gains a +8 bonus on saving throws against all spells and spell-like powers. Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets. Furthermore, each targeted creature must carry one 1,000 gp diamond in order to be granted the protection of this spell. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him. Shades Illusion/Phantasm Level: Illusionist 9 This spell functions like shadow conjuration, except that it mimics magic-user conjuration/summoning spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to non- believers, and non-damaging effects are 80% likely to work against non-believers. Shadow Conjuration Illusion/Phantasm Level: Illusionist 4 Components: V, S Casting Time: 1 round Range: See text Effect: See text Duration: See text Saving Throw: Intelligence disbelief (if interacted with); varies; see text Magic Resistance: Yes; see text You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects or forces. Shadow conjuration can mimic any magic-user conjuration/summoning spell of 3rd level or lower. Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength. Any creature that interacts with the conjured object, force or creature can make a intelligence save to recognize its true nature. Spells that deal damage have normal effects unless the affected creature succeeds on a intelligence save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows. In addition, any effect created by shadow conjuration allows Magic Resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them. Against disbelievers, they are 20% likely to work. A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. Roll for each use and each affected character separately. Furthermore, the shadow creature’s AC is reduced. For every 5 full points that the simulated creature’s AC exceeds 10, add 1 point to the shadow creature’s base AC of 10. As such, a shadow version of a creature that normally has an 18 armor class would have an AC of 11. A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms. Objects automatically succeed on their intelligence saves against this spell. Shadow Evocation Illusion/Phantasm Level: Illusionist 5 Components: V, S Casting Time: 1 round Range: See text Effect: See text Duration: See text Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: Yes Player’s Handbook 135 You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a magic-user evocation spell of 4th level or lower. Spells that deal damage have normal effects unless an affected creature succeeds on an intelligence save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one- fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or magic resistance) that the spell being simulated allows. Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect. Objects automatically succeed on their intelligence saves against this spell. Shadow Walk Illusion/Phantasm Level: Illusionist 6 Components: V, S Casting Time: 1 round Range: Touch Target: One creature/caster level Duration: 1 hour/caster level Saving Throw: Intelligence negates Magic Resistance: Yes To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Prime Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other. In the region of shadow, you move at a rate of 50 miles per hour (or 1000’ per round), moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane. Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10×100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10×1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save). Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours. Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow. They may opt to follow you, wander off through the plane, or stumble back into the Prime Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a saving throw, negating the effect if successful. Shambler Conjuration/Summoning Level: Druid 9 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: Three mounds, no two of which can be more than 30’ apart; see text Duration: Seven days or seven months (dismissible); see text Saving Throw: None Magic Resistance: No The shambler spell creates 3 shambling mounds with 9 HD each. The creatures willingly aid you in combat or battle, perform a specific mission or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared. The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy or damp. Shapechange Alteration Level: Druid 9, Magic-User 9 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 turn/caster level (dismissible) This spell functions like polymorph, except that it enables you to assume the form of any single non-unique creature of any type or size. The assumed form cannot have more than your caster level in hit dice (to a maximum of 20 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed. You gain all the special attacks, defenses and spell-like powers of the assumed form, but you lose your own special attacks, defenses and spell-like powers. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms. You can become just about anything you are familiar with. You can change form once each round on your initiative, either before or after you act. If you use this spell to create a disguise, you get a +10 bonus on your disguise ability check. If you do not have the disguise ability you may make a charisma check, with no level modifier, to affect a disguise. Material component: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The material component melds into your new form when you change shape.) It is not consumed by the spell. Shape Wood Alteration Level: Druid 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One piece of wood no larger than 10 cu. ft. + 1 cu. ft./ caster level Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes This spell enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work. Shatter Evocation Level: Bard 2, Magic-User 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area or Target: 5’ radius circle; or one solid object or one crystalline creature Duration: Instantaneous Saving Throw: Dexterity negates or half; see text Magic Resistance: Yes Shatter creates a loud, ringing noise that breaks brittle, non-magical objects; sunders a single solid, non-magical object; or damages a crystalline creature. Used as an area attack, shatter destroys non-magical objects of crystal, glass, ceramic, or porcelain (no Item Saving Throw). All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered. Held or carried items need not save unless their bearer failed his dexterity save with a roll of “1”. Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Player’s Handbook 136 Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 9d6), with a dexterity save for half damage. Arcane Material Component: A chip of mica. Shield Abjuration Level: Magic-User 1 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/caster level (dismissible) Shield creates an invisible, mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides 75% cover versus attacks (+6 to AC) and offensive spells originating from a point in front of the caster. As such the shield bearer suffers one-half normal damage on a failed save and no damage at all if a saving throw is successful against a spell originating from a point in front of a shield-protected magic-user. Shield of Faith Abjuration Level: Cleric 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level Saving Throw: Wisdom negates Magic Resistance: Yes This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 bonus to armor class, with an additional +1 to the bonus for every six levels you have (maximum +5 bonus at 18th level). Material Component: A small parchment with a bit of holy text written upon it. Shillelagh Alteration Level: Druid 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One non-magical oak club or quarterstaff Duration: 1 minute/caster level Saving Throw: Wisdom negates Magic Resistance: Yes Your own non-magical club or quarterstaff becomes a +1 weapon that deals 1d12 damage. These effects only occur when the weapon is wielded by you. If you do not wield it the weapon behaves as if unaffected by this spell. Shocking Grasp Evocation Level: Magic-User 1 Components: V, S Casting Time: 1 round Range: Touch Target: One creature or object Duration: Instantaneous Saving Throw: None Magic Resistance: Yes Your successful melee attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal or the like). Shout Evocation Level: Bard 4, Magic-User 4, Illusionist 4 Components: V Casting Time: 1 round Range: Personal Area: 30’ cone Duration: Instantaneous Saving Throw: Dexterity partial; see text Magic Resistance: Yes You emit an ear-splitting yell that stuns and damages creatures in its path. Any creature within the area is stunned for 1d4 rounds and takes 4d4 points of damage. An affected creature is allowed a dexterity save reduce the damage by half, negating the stun effect as well. Crystalline creatures suffer double damage from a shout spell. Any exposed brittle or crystalline object within the cone must make an Item Saving Throw or be destroyed. Brittle, ceramic or crystalline items held or carried need not make Item Saving Throws unless their bearer failed his dexterity saving throw with a roll of “1”. A shout spell cannot penetrate a silence 15’ radius spell. Shrink Item Alteration Level: Magic-User 3 Components: V, S Casting Time: 1 round Range: Touch Target: One object of up to 2 cu. ft./caster level Duration: One day/caster level; see text Saving Throw: Intelligence negates Magic Resistance: Yes You are able to shrink one non-magical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). Optionally, you can also change its now shrunken composition to a cloth-like one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell. Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster. Silence 15’ Radius Conjuration/Summoning Level: Bard 2, Cleric 2 Components: V, S Casting Time: 1 round Range: 400’ (Long) Area: 15’ radius centered on a creature, object, or point in space Duration: 1 minute/caster level (dismissible) Saving Throw: Wisdom negates or none; see text Magic Resistance: Yes or no; see text Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast and no noise whatsoever issues from, enters or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a wisdom save and use magic resistance, if any, to prevent the spell from being cast upon them. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and magic resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks. Silent Image Illusion/Phantasm Level: Illusionist 1 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Effect: Visual figment that cannot extend beyond four 10’ cubes + one 10’ cube/caster level Duration: Concentration Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: No This spell creates the visual illusion of an object, creature or force, as visualized by you. The illusion does not create sound, smell, texture or temperature. You can move the image within the limits of the size of the effect. Material component: A bit of fleece. Player’s Handbook 137 Simulacrum Illusion/Phantasm Level: Magic-User 7, Illusionist 7 Components: V, S, M, XP Casting Time: 12 hours Range: Special; see text Effect: One duplicate creature Duration: Instantaneous Saving Throw: None Magic Resistance: No Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or hit dice (and the appropriate hit points, saves and level bonuses for a creature of that level or HD). You can’t create a simulacrum of a creature whose hit dice or levels exceed your caster level. You must make a perception check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful perception check (opposed by the caster’s perception check). At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point and a fully equipped magical laboratory can repair damage to a simulacrum. Material Component: The spell is cast over the rough snow or ice form and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created. These components are expended by the casting of this spell. XP Cost: 1,000 XP per HD of the simulacrum to be created (minimum 10,000 XP). Slay Living Necromantic Level: Cleric 5 Components: V, S Casting Time: 1 round Range: Touch Target: Once creature Duration: Instantaneous Saving Throw: Charisma partial Magic Resistance: Yes You can slay a single living creature. You must succeed on a melee attack to touch the subject, and it can avoid death with a successful charisma save. If it succeeds, it instead takes 5d6 points of damage. Sleep Enchantment/Charm Level: Bard 1, Magic-User 1, Illusionist 1 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: One or more living creatures within a 10’ radius circle Duration: 1 minute/caster level Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes A sleep spell causes 2d4 hit dice of creatures to fall into a magical slumber. Only creatures with 4 or fewer hit dice are affected by this spell. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit dice that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature takes 1 round. Sleep does not target unconscious, animated or undead creatures. Arcane Material Component: A pinch of fine sand, rose petals or a live cricket. The live cricket is not harmed by this spell’s casting and may be used for subsequent castings. Sleet Storm Conjuration/Summoning Level: Druid 4, Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: 40’ radius by 20’ high cylinder Duration: 1 round/caster level Saving Throw: None Magic Resistance: No Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a balance check with a -5 penalty. Failure means it can’t move in that round, while failure by 5 or more means it falls. The sleet extinguishes torches and small fires. Arcane Material Component: A pinch of dust and a few drops of water. Slow Poison Conjuration/Summoning Level: Cleric 2, Druid 1 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 hour/caster level Saving Throw: Constitution negates Magic Resistance: Yes The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Slow poison does not cure any damage that poison may have already done. Snare Alteration Level: Druid 3 Components: V, S, M Casting Time: 3 rounds Range: Touch Target: Non-magical circle of vine, rope or thong with a 1” diameter + 1”/6 caster levels Duration: Until triggered or broken Saving Throw: None Magic Resistance: No This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (-5 penalty to all perception checks to notice it). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle. If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled. The snare is magical. To escape, a trapped creature must make an escape artist check with a -10 penalty. The escape attempt counts as the target’s action for the round. The snare has AC 10 and 10 hit points per 1’ diameter. Piercing and blunt weapons only deal ½ damage to a snare (round fractions down). A successful escape from the snare breaks the loop and ends the spell. Soften Earth and Stone Alteration Level: Druid 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: 10’ square/caster level; see text Duration: Instantaneous Saving Throw: None; see text Magic Resistance: No When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt and stone becomes soft clay that is easily Player’s Handbook 138 molded or chopped. You affect a 10’ square area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed or worked stone cannot be affected. Earth or stone creatures are not affected. A creature in mud must succeed on a dexterity save or be caught for 1d2 rounds and unable to move, attack or cast spells. A creature that succeeds on its save can move through the mud at half speed, but can’t run or charge. Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface. Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before. While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls. A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed. Solid Fog Conjuration/Summoning Level: Magic-User 4, Illusionist 4 Components: V, S, M Duration: 1 minute/caster level Magic Resistance: No This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a movement rate of 5’ per round, regardless of its normal speed, and it takes a –2 penalty on all melee attack and melee damage rolls. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, doing so in 1 round. Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 1 turn. Material Component: A pinch of dried, powdered peas combined with powdered animal hoof. Soul Bind Necromantic Level: Cleric 9, Magic-User 9 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One corpse Duration: Permanent Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: No You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul. Material component: A black sapphire of at least 1,000 gp value for every hit die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or hit dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more hit dice.) Sound Burst Evocation Level: Bard 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: 10’ radius circle Duration: Instantaneous Saving Throw: Constitution partial Magic Resistance: Yes You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a constitution save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged. Speak with Animals Divination Level: Cleric 2, Bard 2, Druid 1 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/caster level You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. Speak with Dead Necromantic Level: Cleric 2, Bard 3 Components: V, S, M Casting Time: 1 turn Range: Touch Target: One corpse Duration: 1 minute/caster level Saving Throw: Wisdom negates; see text Magic Resistance: No You grant the semblance of life and intellect to a corpse, allowing it to answer several questions you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic or repetitive. If the creature’s alignment was different from yours, the corpse gets a wisdom save to resist the spell as if it were alive. If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all. This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information. Indeed, it can’t even remember being questioned. This spell does not affect a corpse that has been turned into an undead creature. Speak with Plants Divination Level: Cleric 4, Bard 4, Druid 3 Components: V, S Casting Time: 1 round Range: Personal Target: You Duration: 1 minute/caster level You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) Player’s Handbook 139 detailed descriptions of creatures or answer questions about events outside its immediate vicinity. The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you. Spell Immunity Abjuration Level: Cleric 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom negates Magic Resistance: Yes The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable magic resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which magic resistance doesn’t apply. Spell immunity protects against spells and spell-like powers of creatures. It does not protect against breath weapons or gaze attacks. Only a particular spell can be protected against, not a certain school of spells or a group of spells that is similar in effect. A creature can have only one spell immunity or improved spell immunity spell in effect on it at a time. Spell Turning Abjuration Level: Magic-User 7 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: Until expended or 1 turn/caster level Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop spells with a range of “touch”. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. You subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For non-damaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result. d% roll effect 01–70 spell drains away without effect. 71–80 spell affects both of you equally at full effect. 81–97 both turning effects are rendered non-functional for 1d4 minutes. 98–100 both of you go through a rift into another plane. Material Component: A small silver mirror. Spider Climb Alteration Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Intelligence negates Magic Resistance: Yes The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject moves at ½ their normal movement rate, rounded to the nearest 5’ increment, and does not need to make climb checks to traverse a vertical or horizontal surface (even upside down). Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject. Spike Growth Alteration Level: Druid 3 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: One 20’ square/caster level Duration: 1 hour/caster level (dismissible) Saving Throw: Dexterity partial, see text Magic Resistance: Yes Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance. In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert or bare stone. Any creature moving on foot into or through the spell’s area takes 1d3 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a dexterity save or suffer injuries to its feet and legs that slow its movement rate by one-half. This penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 1 turn to dress the injuries and succeeding at a profession (healer) or bind wounds check with the damage dealt serving as the check penalty. Note: An assassin or thief can use the find traps ability to find a spike growth. The check penalty is equal to the caster level of the spell. Spike Stones Alteration Level: Druid 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: One 20’ square/caster level Duration: 1 hour/caster level (dismissible) Saving Throw: Dexterity partial Magic Resistance: Yes Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background. Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed. In addition, each creature moving through the area takes 1d6 points of piercing damage for each 5 feet of movement through the spiked area. Any creature that takes damage from this spell must also succeed on a dexterity save to avoid injuries to its feet and legs. A failed save causes the creature’s movement rate to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 1 turn to dress the injuries and succeeding at a profession (healer) or bind wounds check with the damage dealt serving as the check penalty. Note: An assassin or thief can use the find traps ability to find a spike growth. The penalty is equal to the caster level of the spell. Spiritual Weapon Evocation Level: Cleric 2 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Magic weapon of force Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: Yes A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 points of damage per hit. The weapon takes the shape of a weapon favored by your deity. It strikes the opponent you designate; starting with one attack in the round the spell is cast and continuing each round thereafter on your Player’s Handbook 140 turn. It uses your bonus to hit (BtH) plus your wisdom modifier as its attack bonus. The weapon of force strikes as a magical weapon equal to +1 per 3 levels of experience of the spell caster (maximum +5 at 15th level), adding this bonus to the weapon’s attack rolls and damage. The weapon always strikes from your direction. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers. Each round after the first, you can redirect the weapon to a new target within 30’ (6”) of its last target. Redirecting the weapon does not use your action for the round. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it may still attack. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment. A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation or a rod of cancellation affects it. If an attacked creature has magic resistance, you must succeed at a concentration check (p. 62), modified by the target’s MR rating, the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell. Statue Alteration Level: Magic-User 7, Illusionist 7 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 hour/caster level (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes A statue spell turns the subject, along with any garments and equipment they wear or carry, to solid stone. The subject retains its own hit points and takes ½ damage from all attacks (round fractions down). The subject can see, hear and smell normally, but does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage. The subject of a statue spell can alternate between its normal and statue forms for as long as the spell is in effect, with 1 change of form permitted each round. Shifting forms does not count against the character’s actions for the round but must be done during the character’s turn. Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike. Sticks to Snakes Alternation Level: Cleric 3, Druid 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One stick/2 caster levels Duration: 1 round/caster level Saving Throw: None Magic Resistance: None By means of this spell the cleric is able to change 1 stick into a 3 hit die snake for every two levels of experience he has attained, i.e. an 8th level cleric can change 4 sticks into 3 hit die snakes. These snakes will attack as commanded by the cleric. There must, of course, be sticks or similar pieces of wood (such as torches, spears, etc.) at hand to turn into snakes. Note that magical items such as staves and spears which are enchanted are not affected by the spell. The probability of a snake thus changed being venomous is 5% per level of experience of the spellcaster, so that there is a 55% probability of any given snake created by the spell being poisonous when sticks are turned to snakes by an 11th level cleric. The effect lasts for 1 melee round for each level of experience of the spellcaster. The material components of the spell are a small piece of bark and several snake scales. Stinking Cloud Conjuration/Summoning Level: Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: 20’ radius cylinder, 20’ in height Duration: 1 round/caster level Saving Throw: Constitution negates; see text Magic Resistance: No Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become sickened. Sickened creatures suffer a -2 penalty to strength and dexterity checks, as well as attack and damage rolls, and take a -2 penalty to their armor class. Movement is reduced to ½ its normal rate. This condition lasts as long as the creature is in the cloud and for 2d4 rounds after it leaves. Roll separately for each nauseated character. Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. The spell also obscures vision, providing concealment to those within the spell’s radius. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 1 turn. Material Component: A rotten egg or several skunk cabbage leaves. Stone Shape Alteration Level: Druid 3, Magic-User 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: One stone object, up to 10 cu. ft. + 1 cu. ft./caster level Duration: Instantaneous Saving Throw: None Magic Resistance: No You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 5 in 20 chance that any shape including moving parts simply doesn’t work. Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered. This clay may be reworked for subsequent castings of this spell. Stoneskin Abjuration Level: Druid 5, Magic-User 4 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level or until discharged Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes When this spell is cast, the affected creature gains a virtual immunity to any attack by cut, blow, projectile or the like. Even a sword of sharpness cannot affect a creature protected by stoneskin, nor can a rock hurled by a giant, a snake's strike, etc. However, magical attacks from such spells as fireball, magic missile, lightning bolt and so forth have their normal effects. The spell's effects are not cumulative with multiple castings. The spell blocks 10 attacks, plus one attack per four levels of experience beyond 10th that the caster has achieved. This limit applies regardless of attack rolls and regardless of whether the attack was physical or magical. For example, a stoneskin spell cast by a 9th level magic-user would protect against 10 attacks. An attacking griffon would reduce the protection by three each round, while four magic missiles would count as four attacks in addition to inflicting their normal damage. Material Component: Granite dust sprinkled on the target’s skin. Player’s Handbook 141 Stone Tell Divination Level: Cleric 7, Bard 5, Druid 6 Components: V, S, M Casting Time: 1 turn Range: Personal Target: You Duration: 1 minute/caster level You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception and knowledge may prevent the stone from providing the details you are looking for. You can speak with natural or worked stone. Storm of Vengeance Conjuration/Summoning Level: Druid 9 Components: V, S Casting Time: 1 round Range: 400’ (Long) Effect: 200’ radius storm cloud Duration: Concentration, up to 1 round/2 caster levels Saving Throw: See text Magic Resistance: Yes This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a constitution save or be deafened for 1d6 turns. If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.  2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).  3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 9d6 points of electricity damage. A creature struck can attempt a dexterity save for half damage. Items held by one of the spell’s targets must save versus lightning (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”.  4th Round: Hailstones rain down in the area, dealing 4d6 points of bludgeoning damage (no save).  5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has 50% concealment. Creatures up to 10 feet away have 75% concealment while those further away have 100% concealment. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a concentration check with a check penalty equal to the level of storm of vengeance’s caster. Movement rate is reduced to ½ normal within the storm, rounded to the nearest 5’ increment. Strength Alteration Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Constitution negates Magic Resistance: Yes Application of this spell increases the strength bonus of the character by 1. This bonus is applied to all strength checks, as well to all attack and damage rolls. A character using a strength-boosting magic item such as gauntlets of ogre power or a girdle of giant strength cannot benefit from this spell. The material component of this spell is a few hairs or a pinch of dung from a particularly strong animal - ape, bear, ox, etc. Suggestion Enchantment/Charm Level: Bard 2, Magic-User 3, Illusionist 3 Components: V, M Casting Time: 1 round Range: 30’ (Close) Target: One creature Duration: 1 hour/caster level or until completed Saving Throw: Charisma negates Magic Resistance: Yes You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made with an additional save penalty (equal to the charisma modifier of the caster, if positive). Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil. Summon Insects Conjuration/Summoning Level: Bard 2, Druid 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: 5’ diameter swarm Duration: Concentration + 2 rounds Saving Throw: None Magic Resistance: No You summon a small swarm of insects or spiders (your choice) that attacks the spell’s designated target. If no living creatures are within the 5’ square into which the swarm is summoned, the swarm attacks or pursues the nearest creature as best it can, moving at 30’ (6”) per round. The caster has no control over its subsequent target or direction of travel. Those attacked take 1d4 points of biting and stinging damage each round and take a -2 penalty to all attack rolls and ability checks due to their distraction. Spellcasters must make a concentration check in order to cast while within a swarm of insects. Area of effect spells that cause physical damage will destroy the summoned swarm and a repel vermin spell will protect a creature from this spell. Arcane Material Component: A square of red cloth. Summon Shadow Conjuration/Summoning Level: Illusionist 6 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: See below Duration: 1 round/caster level (dismissible) Saving Throw: None Magic Resistance: No When this spell is cast, the illusionist conjures up one shadow for every three levels of experience he has attained. These monsters are under the control of the spellcaster and attack his enemies on command. The shadows remain until slain, turned, or the spell duration expires. The material component for this spell is a bit of smoky quartz. Sunburst Evocation Level: Druid 8 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: 80’ radius sphere Duration: Instantaneous Saving Throw: Dexterity partial; see text Magic Resistance: Yes Player’s Handbook 142 Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 5d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful dexterity save negates the blindness and reduces the damage by half. An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a dexterity save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes and slimes just as if they were undead creatures. Items held by one of the spell’s targets must save versus magical fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Sunburst dispels any darkness spells of lower than 9th level within its area. Sunray Evocation Level: Druid 7 Components: V, S, M Casting Time: 1 round Range: Personal Area: A 60’ long ray of light Duration: 1 round/caster level or until all beams are exhausted Saving Throw: Dexterity partial; see text Magic Resistance: Yes For the duration of this spell, you can evoke a dazzling ray of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted. Each creature in the ray’s straight path is blinded and takes 3d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful dexterity save negates the blindness and reduces the damage by half. An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 18d6), or half damage if a dexterity save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes and slimes just as if they were undead creatures. Items held by one of the spell’s targets must save versus magical fire (see Item Saving Throws on page 52) if that target failed his saving throw with a “1”. Symbol of Death Necromantic Level: Cleric 8, Magic-User 8, Illusionist 8 Components: V, S, M Casting Time: 1 turn Range: Touch; see text Area: 60’ radius circle; see text Duration: Permanent until discharged; see text Saving Throw: Constitution negates Magic Resistance: Yes This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60’ of the symbol whose combined total current hit points do not exceed 100. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 1 turn per caster level or until it has affected 100 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again. Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60’). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective unless a creature removes the covering, in which case the symbol of death works normally. As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed. In this case, “reading” the rune means any attempt to study it, identify it or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe. You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, hit dice and hit points don’t qualify. When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60’ of the rune. If the creature leaves the radius and returns later, it must use the password again. You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them. Read magic allows you to identify a symbol of death with a knowledge: arcana skill check (the penalty is equal to the caster level of the symbol’s creator). Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol. A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it. Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 1 turn but, thereafter, can be triggered again as normal. Note: An assassin or thief can use the find traps ability to find a symbol of death and thwart it. The penalty in each case is equal to the caster level of the symbol’s creator. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each. These are expended when the spell is cast. Symbol of Fear Necromantic Level: Cleric 6, Magic-User 6, Illusionist 6 Saving Throw: Charisma negates This spell functions like symbol of death, except that all creatures within 60’ of the symbol of fear instead become panicked for 1 round per caster level (as per the fear spell). Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. These are expended when the spell is cast. Symbol of Insanity Enchantment/Charm Level: Cleric 8, Magic-User 8, Illusionist 8 Saving Throw: Charisma negates This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead suffer from a permanent, continuous confusion effect (as per the insanity spell). Player’s Handbook 143 Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 1 turn per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. These are expended when the spell is cast. Symbol of Pain Necromantic Level: Cleric 5, Magic-User 5, Illusionist 5 This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –2 penalty on all attack rolls and ability checks (including saves). These effects last for 1 hour after the creature moves farther than 60’ from the symbol. Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 1 turn per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. These are expended when the spell is cast. Symbol of Persuasion Enchantment/Charm Level: Cleric 6, Magic-User 6, Illusionist 6 Saving Throw: Charisma negates This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level. Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 1 turn per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. These are expended when the spell is cast. Symbol of Sleep Enchantment/Charm Level: Cleric 5, Magic-User 5, Illusionist 5 Saving Throw: Wisdom (intelligence for arcane version) negates This spell functions like symbol of death, except that all creatures of 9 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6 turns. Unlike with the sleep spell, sleeping creatures cannot be awakened by non-magical means before this time expires. Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 1 turn per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp. These are expended when the spell is cast. Symbol of Stunning Enchantment/Charm Level: Cleric 7, Magic-User 7, Illusionist 7 Saving Throw: Wisdom negates This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. These are expended when the spell is cast. Symbol of Weakness Necromantic Level: Cleric 7, Magic-User 7, Illusionist 7 This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness. The subjects suffer a -5 penalty to attack and damage rolls, and have their carrying capacities quartered, for the duration of the spell. Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 1 turn per caster level. Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp. These are expended when the spell is cast. Tasha’s Hideous Laughter Enchantment/Charm Level: Bard 1, Magic-User 2, Illusionist 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Target: One creature; see text Duration: 1 round/caster level Saving Throw: Charisma negates Magic Resistance: Yes This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, losing its dexterity and shield bonuses to armor class, though it is not considered helpless. After the spell ends, it can act normally. A creature with an intelligence score of 2 or lower is not affected. A creature whose creature type is different from that of the caster receives a +4 bonus on its saving throw, because humor doesn’t “translate” well. Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air. Telekinesis Alteration Level: Magic-User 5 Components: V, S Casting Time: 1 round Range: 400’ (Long) Target or Targets: See text Duration: Concentration (up to 1 round/caster level) or instantaneous; see text Saving Throw: Strength negates or none; see text Magic Resistance: Yes; see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.  Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) at a movement rate of 30’ (6”). A creature can negate the effect on an object it possesses with a successful strength save or with magic resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond the spell’s range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require intelligence common ability checks.  Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple, or overbear (see page 58 for more details on these combat maneuvers). Resolve these attempts as normal, except that they use your caster level in place of your bonus to hit (BtH) and you use your intelligence modifier in place of your strength modifier. No save is allowed against these attempts, but magic resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.  Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your bonus to hit (BtH) + your intelligence modifier. Weapons cause standard damage (with no strength bonus). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) Player’s Handbook 144 to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures that fall within the weight capacity of the spell can be hurled, but they are allowed strength saves (and magic resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Hurled objects must save versus crushing (see Item Saving Throws on page 52). Teleport Conjuration/Summoning Level: Magic-User 5 Components: V Casting Time: 1 round Range: Touch Target: You and one willing creature/3 caster levels Duration: Instantaneous Saving Throw: None Magic Resistance: Yes This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Inter-planar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional, willing creature (carrying gear or objects up to its maximum load) per three caster levels. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is magic resistance applicable to you. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the table below. Refer to the following information for definitions of the terms on the table. familiarity on target off target similar area mishap very familiar 01–97 98–99 100 — studied carefully 01–94 95–97 98–99 100 seen casually 01–88 89–94 95–98 99–100 viewed once 01–76 77–88 89–96 97–100 false destination — — 81–92 93–100  Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.  On Target: You appear where you want to be.  Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly.  Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.  Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll. Teleport without Error Conjuration/Summoning Level: Magic-User 7 This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Inter-planar travel is not possible. Temporal Stasis Alteration Level: Magic-User 8 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: Permanent Saving Throw: Intelligence negates Magic Resistance: Yes You must succeed on a melee attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell). Material Component: A powder composed of diamond, emerald, ruby and sapphire dust with a total value of at least 5,000 gp. It is consumed by the casting of this spell. Tenser’s Floating Disk Evocation Level: Magic-User 1 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: 3’ diameter disk of force Duration: 1 hour/caster level Saving Throw: None Magic Resistance: No You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3’ in diameter and 1” deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3’ above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal movement rate each round. If not otherwise directed, it maintains a constant interval of 5’ between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3’ away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it. Material Component: A drop of mercury. Tenser’s Transformation Alteration Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 round/caster level You become a virtual fighting machine - stronger, tougher, faster and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items. You temporarily gain proficiency with all weapons as well as a +2 bonus to attack and damage rolls, a +2 bonus to armor class, 2 additional hit points per level and a +2 bonus to all strength, dexterity and constitution checks (including saves and initiative rolls). Your bonus to hit (BtH) equals your magic-user level but you lose your ability to cast spells or use magic-user items such as scrolls, rods, staves and wands. Player’s Handbook 145 Time Stop Alteration Level: Magic-User 9 Components: V Casting Time: 1 round Range: Personal Target: You Duration: 1d4+1 rounds (apparent time); see text This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies or flee from combat. You cannot move or harm items held, carried or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession. You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic shell while under the effect of time stop. Tongues (reversible) Divination Level: Cleric 4, Bard 2, Magic-User 3, Illusionist 3 Components: V, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 turn/caster level Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way. Tongues can be made permanent with a permanency spell. The reverse of this spell, babble, cancels the effects of a tongues spell or confounds the target’s ability to understand verbal communication of any sort. In addition the target’s speech is rendered incomprehensible for the spell’s duration. Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced. Transmute Metal to Wood Alteration Level: Druid 7 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Area: All metal objects within a 40’ radius circle Duration: Instantaneous Saving Throw: None Magic Resistance: Yes; see text This spell enables you to change all metal objects within its area to wood. Weapons, armor and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has a magic resistance rating equal to its creator’s caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack rolls and deal ½ damage (round fractions down). The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20. Only limited wish, miracle, wish or similar magic can restore a transmuted object to its metallic state. Transmute Rock to Mud (reversible) Alteration Level: Druid 5, Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Area: Up to two 10’ cubes/caster level Duration: Instantaneous Saving Throw: See text Magic Resistance: No This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10’. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its movement rate to 5’ per round and imposing a –2 penalty to its attack rolls and armor class. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at 1/3rd their normal movement rate per round. If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area or half damage to those who succeed on dexterity saves. Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell. The mud remains until a transmute mud to rock spell restores its substance - but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind and normal drainage. The reverse of this spell, transmute mud to rock, transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently. Any creature in the mud is allowed a dexterity save to escape before the area is hardened to stone. Transmute mud to rock counters and dispels transmute rock to mud and vice versa. Arcane Material Component: Sand, lime, and water. Transport via Plants Conjuration/Summoning Level: Druid 6 Components: V, S Casting Time: 1 round Range: Touch Target: You and one willing creature/3 caster levels Duration: 1 round Saving Throw: None Magic Resistance: Yes This spell is a more powerful version of the plant door spell. Through the use of this spell you can enter any normal plant (of Medium size or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional, willing creature per three caster levels. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree. Player’s Handbook 146 Trap the Soul Conjuration/Summoning Level: Magic-User 8 Components: V, S, M, (F); see text Casting Time: 1 round or see text Range: 30’ (Close) Target: One creature Duration: Permanent; see text Saving Throw: See text Magic Resistance: Yes; see text Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken. Depending on the version selected, the spell can be triggered in one of two ways.  Spell Completion: First, the spell can be completed by speaking its final word as if you were casting a regular spell at the subject. This allows a magic resistance check (if any) and a charisma save to avoid the effect. If the creature’s name is spoken as well, any magic resistance is ignored and the save penalty increases by 2. If the save is made (or magic resistance check is failed by the caster) the gem shatters.  Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of magic resistance or a save. Material Component: Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every hit die or level possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or hit dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more hit dice.) Material Component (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed. Tree Alteration Level: Druid 2 Components: V, S, M Casting Time: 1 round Range: Personal Target: You Duration: 1 hour/caster level (dismissible) By means of this spell, you are able to assume the form of a large living tree or shrub or a large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint Alteration on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form. Your hit points and save bonuses remain unaffected as well. While in tree form you take ½ damage from all attacks (round fractions down) except for fire, which deals full damage. All clothing and gear carried or worn changes with you. True Seeing (reversible) Divination Level: Cleric 5, Bard 5, Druid 7, Magic-User 6, Illusionist 5 Components: V, S, M Casting Time: 1 round Range: Touch Target: One creature Duration: 1 minute/caster level Saving Throw: Wisdom (intelligence for arcane version) negates Magic Resistance: Yes You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions and sees the true form of polymorphed, changed, or transmuted creatures. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extra- dimensional spaces). The range of true seeing conferred is 120’ (24”). True seeing, however, does not penetrate solid objects. It in no way confers x-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance. The reverse of this spell, false seeing, causes the person to see things as they are not, rich being poor, rough smooth, beautiful ugly. The target does not lose its natural visual abilities (such as darkvision or twilight vision) but cannot see creatures or objects as they really are. While terrain features (hills, stairs, cliffs, etc) are still distinguishable, false seeing grossly distorts the details of their appearance. False seeing also dispels, and is dispelled by, the true seeing spell. Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron (poppy dust for the false seeing), and fat. This ointment is expended when the spell is cast. Turn Metal or Stone Abjuration Level: Druid 8 Components: V, S Casting Time: 1 round Range: Personal Area: 120’ long by 5’ wide wave Duration: 1 round/caster level (dismissible) Saving Throw: None; see text Magic Resistance: No Like turn wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 2” in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders and creatures in metal armor, is moved back. Fixed objects 2” in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 60’ per round. Objects such as metal armor, swords and the like are pushed back, dragging their bearer with them unless he succeeds at a strength saving throw. Even magic items with metal components are repelled, although an antimagic shell blocks the effects. (A creature being dragged by an item it is carrying can let go.) The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power. Turn Wood Alteration Level: Druid 6 Components: V, S Casting Time: 1 round Range: Personal Area: 120’ long by 5’ wide wave Duration: 1 round/caster level (dismissible) Saving Throw: None; see text Magic Resistance: No Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 2” in diameter that are fixed firmly are not affected, but loose objects are. Objects 2” in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 60’ per round. Player’s Handbook 147 Objects such as wooden shields, spears, wooden weapon shafts and hafts, arrows and bolts are pushed back, dragging those carrying them along unless they succeed at a strength saving throw. If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic shell blocks the effects. (A creature being dragged by an item it is carrying can let go.) The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power. Unseen Servant Conjuration/Summoning Level: Magic-User 1 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: One invisible, mindless, shapeless servant Duration: 1 hour/caster level Saving Throw: None Magic Resistance: No An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can fetch things, open unstuck doors and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids and the like. It has an effective strength score of 2 (so it can lift 20 pounds at most). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires an ability check. Its movement rate is 30’ per round. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks (it gets no saves against such attacks). If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist. Material Component: A piece of string and a bit of wood that are not consumed when the spell is cast. Veil Illusion/Phantasm Level: Bard 6, Illusionist 6 Components: V, S Casting Time: 1 round Range: 400’ (Long) Targets: One or more creatures, no two of which can be more than 30’ apart Duration: Concentration + 1 hour/caster level (dismissible) Saving Throw: Intelligence negates; see text Magic Resistance: Yes; see text You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a disguise check, with a +10 bonus, to duplicate the appearance of a specific individual. If you do not have the disguise ability you may make a charisma check, with no level modifier, to affect a disguise. Unwilling targets can negate the spell’s effect on them by making intelligence saves or with magic resistance. Those who interact with the subjects can attempt intelligence disbelief saves to see through the glamer, but magic resistance doesn’t help. Ventriloquism Illusion/Phantasm Level: Bard 1, Illusionist 1 Components: V, M Casting Time: 1 round Range: 30’ (Close) Effect: Intelligible sound, usually speech Duration: 1 minute/caster level (dismissible) Saving Throw: Intelligence disbelief (if interacted with) Magic Resistance: No You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). Material component: A parchment rolled up into a small cone. This parchment may be reused. Vision Divination Level: Bard 6, Magic-User 7, Illusionist 7 Components: V, S, M, XP Casting Time: 1 round This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 + caster level) with a penalty of -10. If only detailed information on the person, place or object is known, the penalty is -15 and the information gained is incomplete. If only rumors are known, the penalty is -20, and the information gained is vague. Arcane Material Component: Incense worth at least 250 gp must be burned when this spell is cast. Four strips of ivory (worth 50 gp each) that are formed into a rectangle are not consumed by this spell. XP Cost: 1,000 XP. Wall of Fire Evocation Level: Druid 5, Magic-User 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Opaque sheet of flame up to 20’ long/caster level or a ring of fire with a radius of up to 5’ per two caster levels; either form is 20’ high Duration: Concentration + 1 round/caster level Saving Throw: None; see below Magic Resistance: Yes An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 1d6 points of fire damage to creatures within 10’ and 1d4 points of fire damage to those past 10’ but within 20’. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 5d6 points of fire damage to any creature passing through it. The wall deals double damage to undead creatures. If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5’ length of wall takes 20 points of cold damage or more in 1 round, that length goes out. Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 1 turn, then reforms at normal strength. Arcane Material Component: A small piece of phosphorus. Wall of Force Evocation Level: Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Effect: Wall whose area is up to one 10’ square/caster level Duration: 1 round /caster level (dismissible) Saving Throw: None Magic Resistance: No A wall of force spell creates an invisible wall of force. The wall cannot move, is immune to damage of all kinds and is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation or a Mordenkainen’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport and similar effects can bypass the barrier. It blocks corporeal and ethereal creatures (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force. The caster can form the wall into a flat, vertical plane whose area is up to one 10’ square per caster level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails. Wall of force can be made permanent with a permanency spell. Material Component: A pinch of powder made from a clear gem. Player’s Handbook 148 Wall of Ice Evocation Level: Magic-User 4 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Anchored plane of ice, up to one 10’ square/caster level, or hemisphere of ice with a radius of up to 3’ + 1’/caster level Duration: 1 minute/caster level Saving Throw: Dexterity negates; see text Magic Resistance: Yes This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a dexterity save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 1 turn. Ice Plane: A sheet of strong, hard ice appears. The wall is 1” thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th level magic-user can create a wall of ice 100’ long and 10’ high, a wall 50’ long and 20’ high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides. Each 10’ square of wall has 10 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall reduced to 0 hit points is breached. Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 4d6 points of cold damage (no save). Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3’ + 1’ per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach. Material Component: A small piece of quartz or similar rock crystal. Wall of Iron Conjuration/Summoning Level: Magic-User 6 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Iron wall whose area is up to one 5’ square/caster level; see text Duration: Instantaneous Saving Throw: See text Magic Resistance: No You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding non-living material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space. A wall of iron is 1” thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5’ square of the wall has 100 hit points per inch of thickness. A section of wall reduced to 0 hit points is breached. If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a strength common ability check with a penalty of -15 to push the wall over. Creatures with room to flee the falling wall may do so by making successful dexterity saves. Any creature that fails takes 9d6 points of damage. Like any iron wall, this wall is subject to rust, perforation and other natural phenomena. Material Component: A small piece of sheet iron, which is not expended upon the casting of this spell, plus gold dust worth 50 gp (1 pound of gold dust). The gold dust is expended upon the casting of this spell. Wall of Stone Conjuration/Summoning Level: Druid 5, Magic-User 5 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Stone wall whose area is up to one 5’ square/caster level Duration: Instantaneous Saving Throw: See text Magic Resistance: No This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1” thick per four caster levels and composed of up to one 5’ square per caster level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20’, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements and so forth by likewise reducing the area. Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5’ square of the wall has 50 hit points per inch of thickness. A section of wall reduced to 0 hit points is breached. It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful dexterity saves. Arcane Material Component: A small block of granite that is not expended upon the casting of this spell. Wall of Thorns Conjuration/Summoning Level: Druid 5 Components: V, S Casting Time: 1 round Range: 100’ (Medium) Effect: Wall of thorny brush, up to one 10’x10’x5’ block/caster level Duration: 1 turn/caster level (dismissible) Saving Throw: None Magic Resistance: No A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes 1d8 points of damage per round of movement. You can make the wall as thin as 5’ thick, which allows you to shape the wall as a number of 10’ by 10’ by 5’ blocks equal to your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier. Creatures can force their way slowly through the wall by making a strength common ability check (this takes 1 round). Success means that the creature moves 5’ through the wall, with an additional 5’ of movement allowed for every 5 points by which the check exceeds the target number (up to a maximum distance equal to its normal movement rate). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage. Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage. A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1’ deep for every 1 turn of work. Normal fire cannot harm the barrier, but magical fire burns it away in 1 turn. Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants. Player’s Handbook 149 Wall of Wind Evocation Level: Druid 3, Magic-User 3 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Wall up to 10’/caster level long and 5’/caster level high Duration: 1 round/caster level Saving Throw: None; see text Magic Resistance: Yes An invisible vertical curtain of wind appears. It is 2’ thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle or tear papers and similar materials from unsuspecting hands (a dexterity save allows a creature to maintain its grasp on an object.) Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wall of wind. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall suffers a –3 penalty to hit (targets protected by a wall of wind effectively have 75% concealment). A giant-thrown boulder, a siege engine projectile and other massive ranged weapons are not affected by this spell. Gases, most gaseous breath weapons and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures). While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wall of wind to enclose specific points. Arcane Material Component: A tiny fan and a feather of exotic origin. It is not consumed when this spell is cast. Warp Wood (reversible) Alteration Level: Druid 2 Components: V, S Casting Time: 1 round Range: 30’ (Close) Target: One small wooden object/caster level, all within a 20’ radius Duration: Instantaneous Saving Throw: Wisdom negates Magic Resistance: Yes You cause wood to bend and warp, permanently destroying its straightness, form and strength. A warped door springs open (or becomes stuck, requiring a strength common ability check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –3 penalty on attack rolls. You may warp one small object (such as a spear or club) or its equivalent per caster level. A medium-sized object (such as a door) counts as two small objects, a large object (such as a rowboat) counts as four or more objects, depending upon its relative mass. Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Mending, on the other hand, does no good in repairing a warped item. You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell. Until the object is completely warped, it suffers no ill effects. Water Breathing (reversible) Alteration Level: Cleric 3, Druid 3, Magic-User 3 Components: V, S, M Casting Time: 1 round Range: Touch Target: One or more creatures Duration: 2 hours/caster level; see text Saving Throw: Wisdom (arcane for intelligence version) negates Magic Resistance: Yes The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch. The spell does not make creatures unable to breathe air and can be reversed to allow water-breathing creatures to breathe air. Arcane Material Component: A short reed or piece of straw that is not expended upon this spell’s casting. Water Walk Alteration Level: Cleric 3 Components: V, S, M Casting Time: 1 round Range: Touch Targets: One creature/caster level Duration: 1 turn/caster level (dismissible) Saving Throw: Wisdom negates Magic Resistance: Yes The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. Creatures crossing molten lava still take damage from the heat because they are near it. The subjects can walk, run, charge or otherwise move across the surface as if it were normal ground. If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 120’ per round until they can stand on it. Web Conjuration/Summoning Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: 100’ (Medium) Effect: Webs in a 20’ radius cylinder, 20’ in height Duration: 1 turn/caster level (dismissible) Saving Throw: Dexterity negates; see text Magic Resistance: No Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers and cannot move or attack. Those within the web lose any dexterity bonus they might have to armor class and may not employ a shield to defend themselves. Anyone in the area of effect when the spell is cast must make a dexterity save. If this save succeeds, the creature has avoided entanglement and may attempt to move through the web’s area of effect (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making an escape artist check with a -5 penalty. Once loose (either by making the initial dexterity save or a later escape artist check), a creature may move through the web at a rate of 5’ per round. The web offers cover to those within it. A creature 5’ away from his attacker has 50% cover. Creatures up to 10’ away have 75% cover while those further away have 100% cover and cannot be attacked nor targeted by sight by spellcasters. Attacking a creature in a web won’t cause you to become entangled. Player’s Handbook 150 The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burns away the entire web in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. Web can be made permanent with a permanency spell. A permanent web that is destroyed regrows in 1 turn. Material Component: A bit of spider web. Weird Illusion/Phantasm (Phantasm) Level: Illusionist 9 Targets: Any number of creatures, no two of which can be more than 30’ apart This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes. If a subject’s charisma save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 2 points of temporary strength damage. Whirlwind Evocation Level: Druid 8 Components: V, S, M Casting Time: 1 round Range: 400’ (Long) Effect: Cyclone 10’ wide at base, 30’ wide at top, and 30’ tall Duration: 1 round/caster level (dismissible) Saving Throw: Dexterity negates; see text Magic Resistance: Yes This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a movement rate of 120’. You can concentrate on controlling the cyclone’s every movement or let it move randomly each round. Directing the cyclone’s movement requires you to concentrate upon the spell. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.) Any creature that comes in contact with the spell effect must succeed on a dexterity save or take 3d6 points of damage. A Medium-sized or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released. Wind Walk Alteration Level: Cleric 6, Druid 7 Components: V, S, M Casting Time: 1 round Range: Touch Targets: You and one creature per three caster levels Duration: 1 hour/caster level (dismissible); see text Saving Throw: Wisdom negates Magic Resistance: Yes You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently. Normally, a wind walker flies at a movement rate of 15’ (3”) with maneuverability class A. If desired by the subject, a magical wind wafts a wind walker along at up to 1200’ per round (240” movement rate) with maneuverability class E. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are likely to be mistaken for clouds, fog, vapors, or the like (gaining a +10 bonus to stealth checks made to conceal themselves). A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others. For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 100’ per round (for a total of 600’), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end. Wish Conjuration/Summoning Level: Magic-User 9, Illusionist 9 Components: V, XP Casting Time: 1 round Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: See text Magic Resistance: Yes Wish is the mightiest spell a magic-user or illusionist can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects. • Duplicate any magic-user or illusionist spell of 8th level or lower. • Duplicate any other spell of 6th level or lower. • Undo the harmful effects of many other spells, such as geas/quest or insanity. • Create a non-magical item of up to 50,000 gp in value. • Create a magic item, or add to the powers of an existing magic item. • Grant a creature a +1 bonus to an ability score. Two to five wish spells cast in succession can grant a creature a +2 to +5 bonus to an ability score (two wishes for a +2 bonus, three for a +3 bonus, and so on). These bonuses are instantaneous, so they cannot be dispelled. Note: Bonuses granted through wish spells may not exceed +5 for a single ability score, nor can ability scores be raised beyond 20 through the use of wish spells. • Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or constitution loss from being raised from the dead. • Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level. • Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets an intelligence save to negate the effect, and magic resistance (if any) applies. • Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful hit, a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets an intelligence save to negate the effect, and magic resistance (if any) applies. You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.) Duplicated spells allow saves and a magic resistance check as normal. Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component. XP Cost: The minimum XP cost for casting wish is 50,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 50,000 XP or Player’s Handbook 151 that cost, whichever is more. When a wish creates or improves a magic item, you must pay the normal FP cost for crafting or improving the item, plus 50,000 XP. Wizard Eye Divination Level: Magic-User 4, Illusionist 4 Components: V, S, M Casting Time: 1 turn Range: Unlimited Effect: Magical sensor Duration: 1 minute/caster level (dismissible) Saving Throw: None Magic Resistance: No You create an invisible magical sensor that sends you visual information. You can create the wizard eye at any point you can see, but it can then travel outside your line of sight without hindrance. A wizard eye travels at 60’ per round if viewing an area ahead as a human would (primarily looking at the floor) or 15’ per round if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there. The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal. You must concentrate to use a wizard eye. If you do not concentrate, the eye is inert until you again concentrate. Material Component: A bit of bat fur. Wizard Lock Abjuration Level: Magic-User 2 Components: V, S, M Casting Time: 1 round Range: Touch Target: One door, chest, or portal, up to 30 sq. ft./caster level in size Duration: Permanent Saving Throw: None Magic Resistance: No A wizard lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own wizard lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal penalty to break open a door or portal affected by this spell. (A knock spell does not remove a wizard lock; it only suppresses the effect for 1 turn.) Material Component: Gold dust worth 25 gp. Wizard Mark Alteration Level: Magic-User 0, Illusionist 0 Components: V, S Casting Time: 1 round Range: 0’ Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None Magic Resistance: No This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. A wizard mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. Detect invisibility, true seeing, a gem of seeing or a robe of eyes likewise allows the user to see an invisible wizard mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If a wizard mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Wizard mark must be cast on an object prior to casting Drawmij’s instant summons on the same object (see that spell description for details). Word of Recall Conjuration/Summoning Level: Cleric 5, Druid 7 Components: V Casting Time: 1 round Range: Unlimited Target: You and additional, willing creatures Duration: Instantaneous Saving Throw: None Magic Resistance: Yes Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10’ by 10’. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional, willing creature (carrying gear or objects up to its maximum load) per three caster levels. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail. Write Evocation Level: Magic-User 0, Illusionist 0 Components: V, S, M Casting Time: Special (see text) Range: Personal Duration: Permanent Area of Effect: One magical spell inscription Saving Throw: None Magic Resistance: No By means of this spell an arcane spellcaster might be able to inscribe a spell he cannot understand at the time (due to level or lack of sufficient intelligence) into the tome or other compilation he employs to maintain a library of spells. The caster must make a knowledge: arcana skill check to attempt the writing of any spell, with a +2 bonus if it is only up to 1 level greater than he currently uses, ±0 at 2 levels higher, and -1 per level from 3 levels higher onwards. If this throw fails, the caster temporarily loses 1 point of intelligence for every level of the spell he was attempting to transcribe into his spellbook and is knocked unconscious for a like number of turns. Furthermore, a spell will take 1 hour per level to transcribe in this fashion, and during this period, the spellcaster is in a trance state and can always be surprised by any foe. In addition to the writing surface upon which the spell is to be transcribed, the spell caster needs a fine ink composed of rare substances (minimum cost 100 gp per spell level to be scribed). Zone of Truth Enchantment/Charm Level: Cleric 2 Components: V, S, M Casting Time: 1 round Range: 30’ (Close) Area: 20’ radius circle Duration: 1 minute/caster level Saving Throw: Wisdom negates Magic Resistance: Yes Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures that leave the area are free to speak as they choose. Player’s Handbook 152 Player’s Handbook 153 REWARDS After defeating fearsome foes in deadly combat and gathering long lost treasures from dark caverns, the characters should have garnered some little experience in the arts of mortal combat, the capacity to withstand the rigors of a harsh world, the senses to avoid trouble and not some small amount of wisdom. Considering the gold, gems, jewelry and magical treasures acquired, the real experience gained is that of knowledge. The characters end their adventures stronger, wiser and more capable. Experience points are awarded by the Dungeon Master to the players either on an individual basis or collectively. The experience points awarded are for monsters killed or overcome, treasure acquired, good roleplaying and successful adventuring. EXPERIENCE POINTS After characters defeat monsters or acquire treasure, they earn experience points (XP). The Dungeon Master is free to award experience points in whatever manner desired, but the following is a recommended general method. Magic Items: Like monsters, magic items have an XP value. The Dungeon Master should award a magic item's XP value to a character who possesses and uses the item for a period of time. Monsters: The Dungeon Master adds the value of all monsters defeated or overcome on the adventure. Each monster has a base XP value, and a bonus can be given if a specific monster was greater than normal for its type. The total XP are then divided by the number of characters that defeated the monsters. Money: Although not all Dungeon Masters do so, some award XP for non-magical treasure. The Dungeon Master should award 1 XP to the party for every 1gp value of non-magical treasure such as money, gems, art and other items acquired during the adventure. Roleplaying: The Dungeon Master can also award specific characters XP bonuses for good roleplaying (or penalties for bad) in a specific situation or over the course of an adventure. A good range to award is from 25 to 250 XPs, depending on the level of the character. Story: The Dungeon Master should assign an XP value to each adventure and award that total to each character who completed the adventure successfully. An easy way to determine the story XP value is to compare the adventure to a monster of a hit dice that is challenging to the party. The Dungeon Master can then award XPs as if the party overcame that monster. Gaining Levels of Experience: Characters gain levels as they adventure. Gaining levels equates to becoming better and more experienced at one's chosen profession. With new levels, the character gains more abilities and greater chances of performing abilities successfully. Hit points increase as does a character’s bonus to hit (BtH). To gain a level, the character must accumulate enough experience points to meet the next level's experience point requirement (XPs). Experience points are gained by successfully completing an adventure, killing foes, successfully performing actions, collecting treasure and as rewards for good roleplaying. The Dungeon Master awards experience points as described in the rules but always has the right to add or subtract experience points for whatever reason. Monster experience points are located in the Monster Manual. Experience points awarded for treasure acquired is equal to the gold piece value of all the treasure picked up in the course of adventuring. Optionally, the Dungeon Master may not allow this or only some percentage of the treasure's value, as this may speed up the rate of level progression depending on the amount of treasure acquired. For experience points awarded for defeating monsters and roleplaying, see the Dungeon Master’s Guide. Bear in mind that the Dungeon Master does not have to award this amount if the player did a poor job of roleplaying, but can if he wants to. Once enough experience points are acquired to advance a level, the character must train for the number of weeks equal to the level reached before receiving the benefits of that level. For example, a 6th level cleric, upon acquiring the experience points necessary to reach 7th level, must train for 7 weeks before receiving the benefits of that level. Once training is completed, the character gains the extra hit points, spells or abilities which that level confers upon the class. TREASURE Treasure can consist of any, some or all of the following: coins, gems, jewels, art objects, mundane items, treasure maps, spellbooks and magic items. Treasure can be found in lost dungeons, hidden in a merchant's pocket or serve as the bed for an ancient red dragon. Treasure reflects the wealth that a character or monster owns or has acquired in a lair. In most cases, a creature keeps valuables in its home or lair, and carries little or no treasure when it travels. Intelligent creatures that own useful, portable treasure such as magic items tend to carry and use them, leaving bulky and valuable monies and gems in their lair. SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE Agreements: 1. Equal shares (share and share alike) is a simple division by the total number of characters involved. 2. Shares by level is a division whereby all* character levels of experience are added and the total treasure divided by this sum. One share of treasure is given for each experience level. 3. Equal shares plus bonus is a method to reward excellence and leadership. Treasure is divided by the sum of all characters, plus two or three. The outstanding character or characters, as determined by vote, each gain one extra share. *For multiclassed characters multiply their class level by 125% in order to determine total experience levels for the division of treasure. Characters with two classes receive shares based upon their total levels in all classes. Modifiers: 1. Non-player characters who are henchmen of a player character count as one-half character or for one half of their levels and cannot gain bonus shares. 2. A character incapacitated or killed (but subsequently brought back to life) is eligible to share only in treasure gained prior to such incapacity or death. 3. Characters who are uncooperative, who obstruct the party, attack party members, or are the proximate cause of the incapacitation or death of a party member shall forfeit from one-quarter to all of their share(s) as penalty for their actions. Player’s Handbook 154 GLOSSARY Ability: any of the six natural traits that represent the basic definition of a player character: strength, dexterity, constitution, intelligence, wisdom, and charisma. A player character's abilities are determined at the beginning of a game by rolling 6-sided dice (d6s). The scores continue to be used throughout the game as a means of determining success or failure of many actions. Ability check: a 1d20 roll that adds your character’s ability modifier, level bonus (if applicable) and a difficulty modifier. If the result is equal to or greater than 15 (the Challenge Base) the attempted action succeeds. AC: abbreviation for armor class. Alignment: a factor in defining a player character that reflects his basic attitude toward society and the forces of the universe. Basically there are nine categories demonstrating the character's relationship to order vs. chaos and good vs. evil. A player character's alignment is selected by the player when the character is created. Area of effect: the area in which a magical spell or a breath weapon works on any creatures unless they make a saving throw. Armor Class (abbr. AC): a rating for the protective value of a type of armor, figured from 10 (no armor at all) to 20 (heavily armored or difficult to hit) or even 30 (extremely difficult to hit). The higher the AC, the less vulnerable the character is to attacks. Attack roll: the 1d20 roll used to determine if an attack is successful. Blinded: Blind characters have their movement rate reduced to ½ of their normal movement rate. All opponents are effectively “invisible” to blinded characters. See Invisible or Unseen Opponents under SPECIAL ATTACK MANUEVERS & MODIFIERS for more details. Bonus spells: extra spells at various spell levels that a spellcaster is entitled to because of a high wisdom (for divine casters) or intelligence score (for arcane casters), as shown in the ABILITY MODIFIER table. Breath weapon: the ability of a dragon or other creature to spew a substance out of its mouth just by breathing, without making an attack roll. Those in the area of effect must roll a saving throw. CB: abbreviation for Challenge Base. Cha: abbreviation for charisma. Challenge Base (abbr. CB): The base number (15) that must be met or exceeded on a character’s ability check in order to succeed. Charisma (abbr. Cha): an ability score representing a character's persuasiveness, personal magnetism, and ability to lead. Class: A character's primary profession or career. Class ability: an ability that a character of a given class may use. Members of that class may add their level bonus to such ability checks. Common: the language that all player characters in the AD&D game world speak. Other languages may require the use of proficiency slots. Common ability: an ability that all characters and most intelligent creatures may attempt. These are ability checks, like saving throws or class ability checks, but only receive ½ of a character’s level bonus. Con: abbreviation for constitution. Confused: a confused creature acts as if under the effects of a confusion spell (see pages 81-82 for more details). Constitution (abbr. Con): an ability score that represents a character's general physique, hardiness, and state of health. Cower: a cowering creature may defend itself normally, but is unable to attack. d: abbreviation for dice or die. A roll that calls for 2d6, for example, means that the player rolls two six-sided dice. d3: since there is no such thing as a three-sided die, a roll calling for d3 means to use a d6, making 1 and 2 be a 1, 3 and 4 be a 2, and 5 and 6 be a 3. d4: a four-sided die. d6: a six-sided die. d8: an eight-sided die. d10: a ten-sided die. Two d10s can be used as percentile dice. d12: a twelve-sided die. d20: a twenty-sided die. d100: either an actual 100-sided die or two different-colored ten-sided dice to be rolled as percentile dice. DMG: a reference to the Dungeon Master Guide. Player’s Handbook 155 Damage: the effect of a successful attack or other harmful situation, measured in hit points. Deafened: deafened creatures cannot make perception checks to hear sounds. A deafened spellcaster must make a concentration check to cast a spell with a verbal component. Demihuman: a player character who is not human: a dwarf, elf, gnome, half-elf, half-orc or halfling. Dex: abbreviation for dexterity. Dexterity (abbr. Dex): an ability score representing a combination of a character's agility, reflexes, hand-eye coordination, and the like. Encumbrance: the amount, in pounds, that a character is carrying. How much he can carry and how being encumbered affects his movement rate are based on strength and are shown in the Encumbrance section, on page 53. Energy drain: the ability of a creature, especially undead, to drain energy in the form of class levels from a character, in addition to the normal loss of hit points. Exhausted: exhausted characters act as if sickened (see below). Experience points (abbr. XP): points a character earns (determined by the Dungeon Master) for completing an adventure, for doing something related to his class particularly well, or for solving a major problem. Experience points are accumulated, enabling the character to rise in level in his class, as shown in each class’s description. Fascinated: while fascinated, the creature is distracted, suffering a -4 penalty to all saving throws and armor class. If attacked they are considered surprised (see page 55 for more details). Fatigued: fatigued creatures suffer a -1 penalty to strength and dexterity checks, as well as attack & damage rolls, and to armor class. Their movement rate is reduced by 25%. Follower: a non-player character who is drawn to the service of a player character by his reputation. Gaze attack: the ability of a creature, such as a basilisk, to attack simply by making eye contact with the victim. Henchmen: non-player characters who work for a character mainly out of loyalty and love of adventure. Hireling: non-player characters who work for a character just for money. Hirelings are completely under the control of the DM. Hit Dice (abbr. HD): the dice rolled to determine a character's hit points. Up to a certain level, one or more new hit dice are rolled each time a character attains a new class level. A fighter, for example, has only one 10-sided hit die (1d10) at 1st level, but when he rises to the 2nd level, the player rolls a second d10, increasing the character's hit points. Hit Points (abbr. HP): a number representing: 1. how much damage a character can suffer before being killed, determined by hit dice. The hit points lost to injury can usually be regained by rest or healing; 2. how much damage a specific attack does, determined by weapon or monster statistics, and subtracted from a player's total. Initiative: the right to attack first in a combat round, usually determined by the highest roll of a 20-sided die. Initiative is not rolled by surprised combatants. Int: abbreviation for intelligence. Intelligence (abbr. Int): an ability score representing a character's memory, reasoning, and learning ability. Italic type: used primarily to indicate spells and magical items. Level: any of several different game factors that are variable in degree, especially: 1. class level, a measure of the character's power, starting at the 1st level as a beginning adventurer and rising through the accumulation of experience points to the 20th level or higher. At each level attained, the character receives new powers. 2. spell level, a measure of the power of a magical spell. A magic-using character can use only those spells for which his class level qualifies him. 3. challenge level, the relative difficulty of any given ability check. 4. dungeon level, a term that describes both the depth and difficulty of a particular dungeon’s layer. Level bonus: a bonus to ability checks that is based on a character’s or creature’s level or hit dice. M: abbreviation for material component. Material component (abbr. M): any specific item that must be handled in some way during the casting of a magical spell. Melee: combat in which characters are fighting in direct contact, such as with swords, claws, or fists, as opposed to fighting with missile weapons or spells. Missile combat: combat involving the use of weapons that shoot missiles or items that can be thrown. Because the combat is not "toe- to-toe," the rules are slightly different than those for regular combat. Movement rate (abbr. MR): a number used in calculating how far and how fast a character can move in a round. This number is in feet and units of 1” squares that represent 5’x5’ squares. Thus, an MR of 12” equates to 60 feet of movement and vice versa. MR: abbreviation for movement rate. Multiclass character: a character who improves in two or more classes at the same time by dividing experience points between the different classes. Mythos (pl. mythoi): a complete body of belief particular to a certain time or place, including the pantheon of its gods. Neutrality: a philosophical position, or alignment, of a character that is between belief in good or evil, order or chaos. Non-human: any humanoid creature that is neither a human nor a demihuman. Non-player character (abbr. NPC): any character controlled by the DM instead of a player. NPC: abbreviation for non-player character. PC: abbreviation for player character. Percentage (or percent) chance: a number between 1 and 100 used to represent the probability of something happening. If a character is given an X percentage chance of an event occurring, the player rolls percentile dice. Percentile dice: either a 100-sided die or two 10-sided dice used in rolling a percentage number. If 2d10 are used, they are of different colors, and one represents the tens digit while the other is the ones. Perception check: a common ability check that is based on a character’s or creature’s wisdom score. Player character (abbr. PC): the characters in a role-playing game who are under the control of the players. Race: a player character's species: human, elf, dwarf, gnome, half-elf, Halfling, or half-orc. Regeneration: a special ability to heal faster than usual. Resistance: the innate ability of a being to withstand attack, such as by magic. Gnomes, for example, have an innate resistance that adds bonuses to their saving throws against magic. Round: in combat, a segment of time approximately 10 seconds long, during which a character can accomplish one action (typically moving, attacking, readying an item or casting a spell). 6 combat rounds equal one minute. S: abbreviation for somatic component. Saving throw: a measure of a character's ability to resist (to "save vs.") special types of attacks, especially poison, paralyzation, magic, and breath weapons. Success is determined by rolling the relevant ability check. Sickened: Sickened creatures suffer a -2 penalty to strength and dexterity checks, as well as attack and damage rolls, and take a -2 penalty to their armor class. Movement is reduced to ½ its normal rate, rounded to the nearest 5’ increment. Somatic component (abbr. S): the gestures that a spellcaster must use to cast a specific spell. A bound magic-user cannot cast a spell requiring somatic components. Split-classed character: a character who improves in two or more classes, advancing in each class separately. Str: abbreviation for strength. Strength (abbr. Str): an ability score representing a character's muscle power, endurance, and stamina. Stunned: while stunned, a creature can take no actions and suffers a –2 penalty to armor class. Surprise roll: a perception check made by combatants who might be surprised at the start of combat. Success indicates that the combatant may act normally during the surprise round, while failure indicates that the combatant is surprised and may not act during the surprise round (see page 55 for more details). To-hit roll: another name for attack roll. Turn: in game time, approximately 10 minutes; used especially in figuring how long various magic spells may last. In combat, a turn consists of 60 rounds. Turn undead: an ability of a cleric or paladin to turn away an undead creature, such as a skeleton or a vampire. V: abbreviation for verbal component. Verbal component (abbr. V): specific words or sounds that must be uttered while casting a spell. Wis: abbreviation for wisdom. Wisdom (abbr. Wis): an ability score representing a composite of a character's intuition, judgment, common sense, and will power. XP: abbreviation for experience points. Player’s Handbook 156
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STEALING CTHULHU. Konstantinos Liolios (order #5565906) STEALING CTHULHU GRAHAM WALMSLEY With art by JENNIFER RODGERS Cover art by OLLI HIHNALA Edited by HARRIET EVANS Layout by GRAHAM WALMSLEY and BRENNEN REECE Portrait by Brennen Reece. Konstantinos Liolios (order #5565906) CONTENTS. INTRODUCTION. 1 STEALING CREATURES. 3 Reading The Story. 4 STEALING SCENARIOS. 5 Stealing Beginnings. 5 Stealing Set Pieces. 8 Stealing Details. 9 Stealing Backstory. 10 Switching Viewpoints. 11 Switching Locations. 13 Switching Creatures. 16 Shifting Timing. 20 Stealing Endings. 21 The Descent. 22 The Final Horror. 23 The Confrontation. 25 The Escape. 25 The Realisation. 26 Three Alternative Endings. 27 STEALING LOCATIONS. 28 The Themes. 29 The Wooded Hills. 31 The Town. 32 The Old Building. 32 The Inhospitable Plain. 33 The Underground City. 33 The Characters. 34 First published 2011. © Graham Walmsley 2011. Printed in the United States of America by Publishers’ Graphics. Konstantinos Liolios (order #5565906) 7 Describing Practicalities. 70 Dreaming. 71 Remembering Tales. 72 Monsters. 73 Naming. 74 THE MYTHOS. 75 Azathoth. 77 Colours. 80 Cthonians. 87 Cthulhu. 93 Deep Ones. 98 Elder Things. 104 Flying Polyps. 109 The Great Race Of Yith. 115 Hastur. 123 Ithaqua. 130 Lloigor. 137 Mi-Go. 145 Nyarlathotep. 152 The Shan. 156 Shoggoths. 162 AFTERWORD. 165 APPENDICES. 166 A: Miscellany. 166 B: Bibliography. 168 C: Cthulhu Dark. 170 THANKS. 177 STEALING PATTERNS. 35 Beginnings And Endings. 35 Locations. 37 Increasing Horror. 38 Keeping Distance. 40 Increasing Certainty. 43 Increasing Reprisals. 45 Increasing Harm. 46 CREATING INVESTIGATIONS. 48 Not Investigating. 48 Not A Crime. 50 Leave Questions Unanswered. 51 THE INVESTIGATORS. 52 Occupations And Skills. 52 Handling Suspicion. 55 Staying The Distance. 56 ANOMALIES. 57 Fights. 57 Cultists. 60 Rituals. 61 STEALING DESCRIPTIONS. 62 Avoiding Clichés. 62 Painting Pictures. 63 Describing Details. 63 Being Nice. 64 Engaging The Senses. 65 Leaving Loose Ends. 66 Obfuscating. 67 Konstantinos Liolios (order #5565906) 1 1. I use this word loosely. It normally means “like Lovecraft”, but sometimes “by Lovecraft”. 2. Here’s an example of “riffing”. For the Deep Ones, take the theme of “breeding”, then write a scenario with midwives, inbreeding and changelings. These things weren’t specifically mentioned by Lovecraft, but you’re riffing on a theme. 3. Lovecraft wasn’t. INTRODUCTION. When you’ve played many Cthulhu scenarios, they start to look the same. You shoot cultists. You do rituals. You unearth a buried god that’s similar to every other god you’ve dug up. This book makes a strange suggestion: to write original scenarios, go back to Lovecraft. Copy his ideas, adapt them and use them again. Graft parts of his stories together. Steal his plots, locations and tropes, tweak them and reuse them. Throughout this book, you’ll see four patterns repeated. The first is: steal an idea from Lovecraft, change it and reuse it. The second: steal an idea, emphasise something that Lovecraft didn’t emphasise and reuse the idea. The third is: steal various ideas and combine parts of each. And the fourth: take a Lovecraftian1 theme and riff on it.2 Although they are simple ideas, they work well. You’ll be surprised how little you need to do. Don’t try to be strikingly original. Don’t worry about being accurate or consistent.3 Just play around with Lovecraft’s ideas and you’ll create something fresh and original. Why does it work? Because Cthulhu gaming has moved so far from Lovecraft that anything Lovecraftian is a breath of foul air. After years of shooting tentacles, most players love something genuinely bleak and horrific. And if you have ideas of your own? If you want, say, to put Cthonians under the slums of Victorian London or Yog-Sothoth inside Schrödinger’s equation? Simply blend Konstantinos Liolios (order #5565906) 2 3 1. For most examples, I have chosen well-known Lovecraft stories. Partly, this is because they are the best. Partly, it is so Lovecraft novices need only read a few stories to catch up. For further explanation, see the Bibliography. 2. For convenience, I will sometimes refer to “the creature” even when I mean “the creatures”. 3. Lovecraft describes such wars, but they weren’t the story. 1. In fact, not just Lovecraft, but other Mythos authors: Campbell, Wilson, Blackwood, Chambers and Lumley. STEALING CREATURES. Lovecraft used one type of creature for each story. For example, The Call of Cthulhu1 has Cthulhu. Not Cthulhu plus a horde of Deep One servants: just Cthulhu. Similarly, The Whisperer in Darkness uses the Mi-Go. Not Nyarlathotep controlling the Mi-Go: just the Mi-Go. This makes the creature seem vastly powerful. Lovecraft is saying: this one thing could beat you all. If you use more creatures, you make them seem weaker. If, for example, Nyarlathotep controls the Mi-Go, the Mi-Go become mooks. Now, sometimes Lovecraft uses a single creature (Cthulhu, a Colour). Sometimes he uses a whole race (the Mi-Go, the Deep Ones).2 Sometimes he uses a complementary pair (Elder Things and Shoggoths, Great Race and Flying Polyps). Sometimes the creature has servitors (Yog-Sothoth). Nevertheless, the scenario focuses on one type of creature. So don’t mess about. Use one type of creature. No conspiracies between Mi-Go and Elder Things. No wars between the Great Race and Cthulhu.3 More creatures dilute the story, rather than enhancing it. Finally, rather than using a Lovecraftian creature, try inventing your own. To do this, either change something about a Lovecraftian creature or combine parts to create something new. This is how Brian Lumley created the Cthonians: he combined Cthulhu’s squid-like appearance, the Mi-Go’s theft of human brains and the Shoggoths’ tendency to hurtle through the Earth. your ideas with Lovecraft’s. By starting with Lovecraft, you ensure a solid base for your ideas. Importantly, this book does not say: This Is How You Must Write Scenarios. Instead, it is a collection of ideas and tools. Use the ones you like, ignore the ones you don’t and bastardise the rest until they work for you. After all, that is precisely what we will do to Lovecraft’s work. This book, then, is about returning to Lovecraft.1 It uses his ideas to add new things to your game. Somewhere in those old texts, in the patterns behind the stories, is knowledge you can use. Konstantinos Liolios (order #5565906) 4 5 1. For summaries of these plots, see the appropriate creature’s section in The Mythos (page 75). 2. Not quite the beginning of The Whisperer In Darkness, but a good beginning for a scenario. 1. If you don’t have time, skim the story and remember what catches your eye. 2. In The Statement of Randolph Carter, it’s the implication that there are underground labyrinths of horror just down the road. Carter doesn’t travel to some distant land or city: it’s a cemetery just off the Gainsville Pike... 3. Or deliberately free-associate. Dreams, waking, rebirth, Australia, desert. STEALING SCENARIOS. to Write Lovecraftian scenarios, steal Lovecraft’s plots. Steal his beginnings and endings. Steal backstories, from the mouths of his characters, and rerun them as scenarios. Take a plot, tweak the protagonists, locations and creatures, then reuse it. Some of these tricks will instantly give new scenarios from Lovecraft’s plots. Some are subtler: you will need two or three to produce something new. Let’s start at the beginning. STEALING BEGINNINGS. to start the scenario, steal one of Lovecraft’s beginnings. You arrive in a strange place (The Colour Out of Space, At the Mountains of Madness).1 You hear tales of a strange place (The Shadow Over Innsmouth). You read, in a newspaper, of strange events (The Whisperer in Darkness). You get a letter (The Whisperer in Darkness).2 You find a strange artefact (The Call of Cthulhu). You go to a strange event (Nyarlathotep). Something strange happens to someone, probably you (The Shadow Out of Time). Try doing the same. Invent a race of Deep One-like creatures, which live in desert sand rather than water. Invent a Colour-like creature, which drains life but travels through time like the Great Race. With your tweaked creature, you can tell a Lovecraftian story and it will feel fresh and original. READING THE STORY. noW read the story associated with your creature. This is simple advice, but important. Each time you read it, you will discover new things.1 For example, when I reread The Shadow Over Innsmouth, I remembered the Deep One concentration camps. When I reread At the Mountains of Madness, I realised how horrific the human dissections were. Remember what you notice and use it in your scenarios.2 Note especially when Lovecraft’s creatures differ from the versions used in Cthulhu games. For example, Cthulhu has claws, not tentacles. The Mi-Go are welcoming and perhaps even benevolent. Shoggoths imitate voices. Use these differences in your scenario.3 And trust your initial impressions of each creature. For example, when I first read At the Mountains of Madness. I thought the protagonists were chased by deformed Elder Things. When I read The Colour Out of Space, I thought the Colour was purple and gaseous. Don’t question whether these impressions are right. Trust them. They will produce a unique take on the creature. Konstantinos Liolios (order #5565906) 6 7 1. See Increasing Horror (page 38). 2. But give the Investigators some weirdness to attact their attention. It need not be a dramatic hook, but give them enough to intrigue them. When you make these changes, riff on Lovecraftian themes. In the above examples, the mathematical equation comes from The Dreams in the Witch House, the light in the sky from The Colour Out of Space and Antarctica from At the Mountains of Madness. Use these themes freely in any scenario, without worrying about being faithful to Lovecraft: try putting equations in Deep One scenarios, mysterious lights in Mi-Go stories or using Antarctica as the home for the Great Race. Keep your beginning low-key. Begin with folktales and eeriness, saving true horror for later. Don’t start with tales of a Deep One concentration camp. Don’t start with a dissected body. Instead, begin with tales and build the horror slowly.1 Finally, Lovecraft’s favourite beginning is “You arrive in a strange place”. He uses it in many, many stories. You can do the same. Don’t feel you need a clever, interesting beginning. Just let the Investigators arrive.2 These beginnings are largely interchangeable. For example, The Colour Out of Space could easily begin with a strange artefact (probably the meteorite). The Whisperer in Darkness could simply begin with the protagonist arriving. So choose a different beginning from the one Lovecraft used for your creature. For example, start a Mi-Go scenario with a strange artefact: perhaps the black stone mentioned in The Whisperer in Darkness. Or start a Cthulhu scenario with something strange happening to the Investigators: probably, they have unnatural dreams. Having chosen your beginning, change something from the way Lovecraft used it. For example: You arrive in a strange place... Not Antarctica or Innsmouth, but a desert or forest. You hear tales of a strange place... Not Innsmouth, but a Pacific island or Antarctic plain. You read, in a newspaper, of strange events... Not a dead Mi-Go, but a dead person or a light in the sky. You get a letter... Not from a mysterious correspondent, but a relative or colleague. You find a strange item... Not a sculpture, but a musical score or mathematical equation. You go to a strange event... Not a technological demonstration, but a public dissection or circus performance. Something strange happens to someone, probably you... Not amnesia, but hallucinations or dreams. Konstantinos Liolios (order #5565906) 8 9 1. I’ve changed these set-pieces slightly, to keep them distinct from the original. 2. Venture into these areas if you like, but do it deliberately. STEALING DETAILS. having stolen the big scenes, steal the little things too. Lovecraft often makes brief, teasing references, which you can expand. Any of the following would work well in scenarios: An undersea city of the Elder Things (stolen from At the Mountains of Madness). A Mi-Go corpse, washed up on a riverbank after a flood (stolen from The Whisperer in Darkness). A Shoggoth, controlled by the Deep Ones (stolen from The Shadow Over Innsmouth). This leads to a powerful rule: play something that Lovecraft only mentioned. And tweak these details, too. Give the Great Race an undersea city. Put Mi-Go corpses on beaches, in woodland or frozen under ice. STEALING SET PIECES. next, steal the best moments from Lovecraft’s stories: the set pieces, the parts that people remember, the moments on which the story hangs. For example, in a Mi-Go scenario, you might include:1 A chase through an old building (from The Shadow Over Innsmouth). An impossibly ancient object of unknown workmanship, made of unearthly and unpleasant material (from The Call of Cthulhu). A dissected body, with the brain skilfully removed (from At the Mountains of Madness). By using these set-pieces, you keep your scenario close to Lovecraft, ensuring you don’t stray into pulp, cliché or generic horror.2 Lovecraft wrote about a limited range of topics: often about chases, dreams and underground cities, but rarely about trains, gangsters and gunfights. Stick with the first and your scenario will feel Lovecraftian; use the second and you’ll have to work harder. When you steal a Lovecraftian set piece, tweak it, as you did with the scenario’s beginning. For example, if the Mi- Go chase the Investigators through a hotel, everyone will recognise the scene from The Shadow Over Innsmouth. So chase the Investigators through sewers or woods or valleys. By switching one element, you keep things new. You needn’t steal every scene from Lovecraft. But, with judicious tweaking, you’ll be surprised how much you can steal. Konstantinos Liolios (order #5565906) 10 11 1. From now on, I deliberately blur the lines between Lovecraft stories and scenarios. Thus, I use “protagonist” and “Investigator” interchangeably, as well as “supporting character” and “NPC”. SWITCHING VIEWPOINTS. When Lovecraft describes something happening to his protagonist,1 make that happen to an NPC instead. When he describes something happening to a supporting character, let that happen to your Investigators. This is a powerful switch, letting us tell Lovecraft stories from a different angle. Here are examples of things that happen to Lovecraft’s protagonists, shifted to NPCs: The Investigators meet someone who is possessed by the Great Race (rather than being possessed themselves). The Investigators find the diaries of someone who was chased by a Shoggoth (rather than being chased by one themselves). The Investigators must track down a Deep One hybrid (rather than being hybrids themselves). Indeed, finding someone possessed by the Great Race could span an entire scenario: the Investigators could begin with medical reports of amnesia, then track down the possessee amongst a mountain cult. Similarly, finding a Deep One hybrid gives an interesting scenario: what do the Investigators do with a half-human monster? It’s stolen directly from Lovecraft, but shifts the story to an NPC. Even more powerfully, steal things that happen to Lovecraft’s supporting characters and shift them to Investigators. This lets them experience the horror directly. 1. This needs an ending, but endings are easy, as I’ll explain shortly. 2. Be careful with backstories which feature Mythos creatures as protagonists. For example, playing through the Elder Things’ annihilation by the Shoggoths will take things in a distinctly strange direction. After all, the Mythos is meant to be unknowable: if the Investigators are themselves Mythos creatures, it takes away the mystery.3 3. Although playing Investigators in the bodies of the Great Race could work well. See The Great Race Of Yith (page 115). STEALING BACKSTORY. Lovecraft talks a lot: or, rather, his characters do. In almost every story, an incidental character tells a horrific story from the past. For an easy scenario, then, steal this backstory for your main plot. Here, for example, are three ready-made scenarios, stolen straight from Lovecraftian backstories: On a Pacific island, the Investigators find great carved statues. The islanders wear strange jewellery. Fish seem particularly abundant. Upon investigating, the Investigators discover the islanders have made a pact with the Deep Ones (stolen from The Shadow Over Innsmouth). On a scholarly tour of Greenland, the Investigators find ancient religious carvings. They trace these to a degenerate Eskimo cult, whose strange ways have been handed down through generations, and who are shunned by other inhabitants. The cult conducts cruel, brutal rituals under the Aurora Borealis (stolen from The Call of Cthulhu). A meteorite falls. On the first night afterwards, during a thunderstorm, the meteorite appears to draw the lightning. Scientific investigation reveals globules inside the meteorite, which dissolve test tubes and laboratory benches. Soon, the fruit grows bloated and life drains out of the land (stolen from The Colour Out of Space).1 As before, tweak some details. For example, perhaps the meteorite falls in a desert, rather than the woods of The Colour Out of Space. Not all backstories need tweaking, however: the first two stories above work as written.2 Konstantinos Liolios (order #5565906) 12 13 SWITCHING LOCATIONS. Wherever Lovecraft put his creature, place yours somewhere else. For example: Put Deep Ones off the Alaskan coast. Put Elder Things in a desert. Put Shoggoths on, rather than beneath, an Antarctic plain. Put the Great Race on a risen seabed. Obviously, there are restrictions. You won’t find many Deep Ones in a desert. Mi-Go prefer the mountains. And Cthulhu should really be in the Pacific. But you can always make a change. Put Deep Ones in the Arctic Ocean. Place Mi-Go in desert mountains. Run a Cthulhu scenario on a Pacific island, rather than the ocean itself. By moving the location, you change the story. Here, for example, is the plot of At the Mountains of Madness, shifted to a desert. The Investigators are archaeologists, searching for a legendary desert city. The sand dunes shift constantly, often forming into five-pointed stars. The Investigators find an abandoned camp, with journals suggesting the explorers had found an ancient city. Within, these explorers found a fossil, which they began to study. Half-buried beneath sand dunes, they find all the explorers but one, carefully dissected. 1. As above: play something Lovecraft only mentioned. 2. See Keeping Distance (page 40). Thus, try letting the following things, which were experienced by Lovecraft’s minor characters, happen to your Investigators. The Investigators dream about Cthulhu. The Investigators discover bitter fruit of an indescribable colour. The Investigators are besieged by Mi-Go. Both directions of shift have advantages and disadvantages. By shifting events to the Investigators, you let the Investigators experience something Lovecraft only described.1 However, you risk overloading the story with strangeness. If the Investigators are besieged by Mi-Go, it’s interesting; if the Investigators’ brains are removed, placed in cylinders and flown through space, things get weirder. So, sometimes it is better to shift events to NPCs. Sometimes, that distance is necessary.2 Meeting a Great Race possessee is often more powerful than being one. Often, timing determines whether things should happen to Investigator or NPCs. Here’s a disgusting example. At the start of the scenario, the Investigators might hear about humans mating with Deep Ones. At the end, they might see humans mating with Deep Ones. It’s unlikely that, at any point, they will themselves mate with Deep Ones. Switching viewpoints is a powerful trick. Use it often. Konstantinos Liolios (order #5565906) 14 15 As the sun sets over the grey sea, the Investigators talk to a drunk. He tells crazed stories of creatures in the sea, who he believes are watching him. When they arrive back at the ferry, it is broken down. The ferrymaster tells the Investigators they will need to stay the night. In the Euston Hotel, the Investigators are attacked by things that seem only half-human. In the dead of night, they flee the town. You might change the ending: try replacing it with the one from The Whisperer in Darkness, so that the Investigators sneak away then flee by car. That aside, the plot works well. Don’t underestimate the power of switching locations. From that simple change, you get a whole new set of descriptive detail. With one switch, you make an old story seem new. 1. In particular, much of the imagery is stolen from The Shadow Out of Time. Finally, in the shifting sands, they see an ancient city. They explore the city, travelling deeper and deeper underground. From carvings, they learn of the Shoggoths, a slave race. They also find the missing explorer, dissected and wrapped, as if for further study. When they penetrate too deep, a Shoggoth hurtles towards them, chasing them out. Here, I have changed details to fit the new location. Odd rock markings become strangely-shaped dunes. Dreamlike mountains become shifting sand. Those aside, the plot is entirely stolen.1 Try changing other parts of this plot. Switch protagonists, letting Investigators dissect a fossilised Elder Thing. Change the ending, with the Shoggoth being released, like Cthulhu, into the world above. Nevertheless, changing the location does most of the work. Here is a final example. Choose a port or seaside resort near where you live. In Massachusetts, a good choice might be Wellfleet, on Cape Cod. In Britain, Southend works well. Then rerun the plot from The Shadow Over Innsmouth in that location. For example, here’s an Innsmouth plot in England: The Investigators hear odd tales about the fishing port of Fleetwood. When they arrive, it is winter and the resort is deserted. The few people on the misty promenade are secretive and unfriendly. Many of the hotels are closed and boarded-up, although the Investigators hear strange noises from within. An unpleasant odour pervades the town. They glimpse inside a church, where they see something horrific. Later, locals warn the Investigators not to linger near the church. Konstantinos Liolios (order #5565906) 16 17 Conversely, here is the plot of The Whisperer in Darkness, redone as a Deep One scenario: The Investigators read reports of corpses, half-human and half-fish, washed up on remote beaches. Locals tell folktales of mermaid-like creatures and strangers speaking in unnatural, guttural voices. The Investigators receive a letter from a correspondent, who believes the fish-creatures are watching him. In a museum near the coast, the Investigators find an engraved monolith, depicting the creatures. When the Investigators visit their correspondent, in his seafront house, they find him sitting in the dark. A fishy odour pervades. His features are strange, with bulbous, unclosing eyes. He tells them, in exquisite detail, of beautiful undersea cities, seeming friendly and benevolent as he does so. In the night, the Investigators hear Deep Ones in the house below them. They flee. And so the changes work in reverse. Mountains become seaside, buzzing voices become guttural and vibration becomes odour. The plot is identical: only the descriptions change. Naturally, not all creatures are interchangeable. You can’t run The Shadow Over Innsmouth with Cthulhu bursting into the hotel to capture the Investigators. And some creatures require greater changes: for example, the Shan would fit into either of the plots above, but should possess someone. SWITCHING CREATURES. here is the most powerful trick of all. Use a Lovecraft plot, but switch the creature. With simple changes, you’ll have a new story. This is because Lovecraft’s creatures are mostly interchangeable. For example, here is the plot of The Shadow Over Innsmouth, redone as a Mi-Go scenario: The Investigators drive to a strange mountain town, which the locals avoid. As they wander around the crumbling town, they see closed-up buildings and hear buzzing voices. Everywhere in the town, there is an oppressive rhythm or vibration, half-imagined and half-real. From a rambling drunk, the Investigators hear about rituals in the wood, where inhabitants worship Shub-Niggurath with hideous black winged creatures. When the Investigators return to their car, the engine is broken. They must stay in the mountain town. In the dead of the night, the winged creatures swarm on the Investigators, who must flee. Only the details have changed. The seaside town becomes a mountain town. Guttural voices become buzzing ones. The fishy smell becomes an alien vibration. Mating becomes a ritual in the woods. The plot, however, is the same. Konstantinos Liolios (order #5565906) 18 19 1. Try switching the creature for a location. That is, use a creature that is, effectively, a location: for example, a malevolent theatre, island or village. Increasing reprisals appear as malicious acts of nature: foul weather, automobile failure, rockslides. Look at Lloigor and Colours as models (they are almost monstrous locations already). Locations to steal from Lovecraft: the Devil’s Hop-Yard, Plateau of Leng, Kadath. Generally, if creatures are similar in some way, you can swap them between stories. Here are some similarities: The Mi-Go, Shan and Deep Ones are all malevolent races, rather than single creatures. Nyarlathotep, Hastur and Shub-Niggurath are all nebulous and ill- defined. Their stories are largely interchangeable. Lloigor and Colours are both intangible, subterranean and sap energy. The Great Race, Hounds of Tindalos and Lloigor all manipulate time. The Great Race, Cthonians and Shan can both possess a human being. The Great Race, Cthonians and Mi-Go can, in different ways, take a human’s mind out of its body. The Elder Things and Shoggoths form a pair, as do the Great Race and Flying Polyps. In both cases, the second race exterminated the first. Cthulhu can be interchanged with any underground Old One. There are subtler connections, too: both the Lloigor and Cthulhu want to enslave humanity; both Cthonians and Lloigor cause flu-like symptoms; both Cthonians and Colours cause buildings to collapse. So try using Cthonians in The Colour Out of Space: they swarm beneath farmland, draining the energy from the humans above. Or try the Colour in place of Cthonians: when a meteorite is taken by scientists, a Colour pursues it and destroys the laboratory where it is kept. Switching creatures is your most powerful tool. That simple change lets you recycle Lovecraft’s plots endlessly. But this switch will create many new plots. Try the following or invent your own: The Shadow Out of Time, but with Investigators possessed by the Shan. At the Mountains of Madness, but with Investigators discovering a Great Race city. The Dreams in the Witch House, but with Investigators dreaming of Cthulhu. Nyarlathotep, but with the prophetic stranger being an avatar of Shub-Niggurath, giving a demonstration of natural wonder. The Call of Cthulhu, replacing Cthulhu with any other buried Old One. The Colour Out of Space, replacing the Colour with a Lloigor and the gradual decay with intermittent destruction. These won’t all be straight swaps. Often, you’ll need to add things specific to the creature: for example, in the Great Race version of At the Mountains of Madness, the Investigators should discover a possessed, not a dissected, explorer. But, with few changes, you have a wealth of new scenarios. If you cannot use a whole plot, use parts. For example, start a Hastur scenario with the show from Nyarlathotep, even if you then take the scenario elsewhere. Konstantinos Liolios (order #5565906) 20 21 1. I’ll discuss these creatures’ timelines under Colours (page 80) and The Great Race Of Yith (page 115). But you can find timelines in almost any creature’s story. 2. Perhaps, after this, there is a further ending: the punchline. Lovecraft likes to end stories with a pithy, surprising phrase: “It was his twin brother”, “In my own handwriting”, “The face and hands of Henry Wentworth Akeley”. It’s hard to make these effective in roleplaying games. But some shift of timing is always possible. You could, for example, start a Cthulhu scenario as the stars begin aligning or as he is waking. Better still, many creatures have their own timeline. Colours have a timeline of decay. The Great Race has a timeline of possession.1 To create new scenarios, start at different points in these timelines. STEALING ENDINGS. You can also steal Lovecraft’s endings. This gets complicated, however, since Lovecraft likes to end stories many times. For example, The Shadow Over Innsmouth has a climactic chase, then a sight of the creatures, then an extended epilogue. Broadly speaking, Lovecraft’s endings happen in the following order: The descent into an underground city. The final horror, in which the Investigators see the horror clearly for the first time. The escape, as the Investigators flee from a supernatural creature, or the confrontation, as they confront it. The realisation that the creature remains and may rise again.2 Not every story has every ending, but if they occur, they are normally in that sequence. Let’s consider them in turn. 1. Some arrived in prehistoric times. 2. This is probably not a practical option for creatures that arrived in prehistoric times. 3. Another general rule. Whatever Lovecraft did, change it. SHIFTING TIMING. Lovecraft’s creatures, roughly speaking, work to the following timeline: The creatures arrive.1 The creatures do bad things to humans. The creatures depart. The creatures return. This lets you start your scenario at three points. Just after the creatures arrive.2 When the creatures are present. After the creatures have departed, with the threat they may return. For your scenario, try a different timing from the one Lovecraft used.3 For example: Start a Mi-Go scenario just after the creatures arrive in the mountains. Start a Deep Ones scenario just after they have been summoned. Start a Great Race scenario while someone is possessed. Start a Colour scenario with a meteorite falling. Start a scenario after Cthulhu has been hit by a ship, letting the Investigators discover that he will inevitably rise again. There are limits here. You cannot easily begin with Cthulhu coming to Earth, nor with him already risen. Konstantinos Liolios (order #5565906) 22 23 1. When they don’t, the horror often comes from below ground: for example, Cthulhu, the Lloigor or the Colour. And if it does not, the horror is often associated with an underworld: the Mi-Go dig mines, the Deep Ones hide in tunnels below houses. Scatter subterranean references freely. 2. Especially if, when Lovecraft wrote about your creature, he didn’t end with an underground city. 1. The Whisperer in Darkness, which has no definite peak of terror, breaks this rule. Perhaps the final horror is the brain-in-cylinder or the sight of Akeley’s hands. 2. When you’re using a complementary pair of creatures, this creature is the second of the pair. For example, if your scenario is about Elder Things and Shoggoths, this creature is a Shoggoth. 3. Arguably, this is the same as “the harm”, but it’s important enough to keep separate. THE FINAL HORROR. Just before the story ends, the most horrific event occurs. If the Investigators descended into an underground city, that’s where it happens. If not, the event happens somewhere dark and enclosed. It is a visual spectacle. The narrative slows down as it is described in maddening detail. For the first time, the Investigators see the full horror clearly: if they go mad, they do it now. There may be a greater, lingering unease afterwards, but this is the peak of terror.1 Here are the final horrors of some Lovecraft stories: In The Call of Cthulhu, Cthulhu rises. In Dagon, Dagon appears. In At the Mountains of Madness, the Shoggoth appears. In The Colour Out of Space, Nahum is destroyed by the Colour. In The Shadow Over Innsmouth, the Deep One army streams along the road. In The Shadow Out of Time, the protagonist finds his handwriting within an ancient city. Broadly, then, there are three types of final horror: The creature: Seeing the creature2 or creatures clearly for the first time. The harm: Seeing the harm the creature does to humans. Self-realisation: Discovering something horrific about yourself.3 THE DESCENT. toWards the story’s end, Lovecraft’s protagonists often descend into an underground city.1 This journey may be prolonged, as in At the Mountains of Madness, or shorter, as in The Shadow Out of Time. You can end any scenario with an underground city. Thus, you could: Finish a Deep One scenario with a descent into watery caves. Finish a Mi-Go scenario with a descent into mines. Finish a Colour scenario with a descent into a glowing underworld, filled with the Colour. Underground cities never get old. Treat them as your default option for bringing scenarios to a close.2 Konstantinos Liolios (order #5565906) 24 25 1. I apologise for using “sneak” as a noun, but it’s useful, so I have appropriated it as terminology. THE CONFRONTATION. sometimes, Lovecraft’s protagonists confront the monster directly. This is never simply a fight: in The Dunwich Horror, there’s a magical battle; in The Call of Cthulhu, Cthulhu is hit by a ship. So, if you end your scenario with a confrontation, make it good. Guns are not enough. Make it a sorcerous or vehicular combat. Make it spectacular. And consider avoiding the confrontation entirely. Fights are used too much in Cthulhu games and rarely in Lovecraft. Instead, try letting the Investigators escape. THE ESCAPE. after the final horror, the Investigators may run away. If they are in an underground city, they escape through that city. If not, they at least escape in darkness. Lovecraft is being clever here. He needs a dramatic ending, but if he ends with a fight, he shows that the Mythos can be defeated. Instead, he lets the Investigators escape, highlighting the creature’s invincibility while providing a shot of adrenaline. There are two sorts of escape: the chase and the sneak.1 The chase is your default option: a high-adrenaline flight, with the creature at the Investigators’ heels. The sneak is subtler: a stealthy escape, avoiding the creature’s attention. 1. Or the people they love. This isn’t a Lovecraftian option, but it’s a good one, used by other authors such as Robert Chambers. See Hastur (page 123). 2. Under Cthonians (page 87), I discuss fountains of blood as Final Horrors. In your scenario, then, you have three options for your Final Horror. Your default option is letting the Investigators see the creature. They might: See a horde of Mi-Go. See The King In Yellow. Watch the Lloigor becoming visible. Your second option is showing the Investigators how the creature harms humans. They could: Find a pile of corpses, whose brains were removed by the Mi-Go. Find people who were driven mad by The King In Yellow. Find the mutilated, ententacled slaves of the Lloigor, whose limbs are amputated so they cannot run. And your third option is showing Investigators something horrific about themselves: Discovering the cylinders where their brains were kept. Discovering they are Deep One hybrids. Discovering they are infected by the Colour and gradually decaying. With this option, keep the horror personal. Don’t just show that humanity is doomed. Make it about the Investigators.1 If you can think of a worse terror, use it. Perhaps, for example, you could show the Investigators a postapocalyptic city or prehistoric landscape.2 Nine times out of ten, however, you won’t beat showing them the creature or the harm it does. Konstantinos Liolios (order #5565906) 26 27 1. There are many, many chases in Lovecraft. In The Music Of Erich Zann, for example, there’s a beautiful and brief dash through a crumbling city: “clattering down steps and over cobbles to the lower streets and the putrid canyon-walled river”. 2. In Lovecraft’s sneaks and chases, it’s often unclear whether there is anything pursuing the protagonist. It doesn’t matter. Steal the imagery anyway. 3. Read The Whisperer In Darkness and The Shadow Over Innsmouth, noting when the protagonist fails a sneaking roll. 1. And note that Lovecraft’s protagonists go mad, rather than die. So, in your games, drive Investigators insane rather than killing them. 2. In The Shadow Over Innsmouth, the protagonist must choose whether to commit suicide or become a monster. Give choices like this to your players (and we’ll discuss them further later). THREE ALTERNATIVE ENDINGS. three other endings are often useful. The first two are excellent ways to end a individual Investigator’s story: Going mad (from Dagon).1 Committing suicide (from Dagon and The Insects from Shaggai).2 When these happen in your scenarios, describe them as Lovecraft would. Mad Investigators go to asylums, while suicides are found alone in rooms. A third alternative ending is from The Colour Out of Space: The creature leaves. Note, here, that the departure is spectacular: an alien firework display. This spectacle gives a satisfying, definite ending (rather like the adrenaline rush of a chase). Also, note that the creature chooses to leave. Thus, this is a bleak ending, an expression of human irrelevance. The creature was not defeated. The Investigators’s actions have barely affected it. And, as mentioned above, the creature never leaves completely: something remains behind. Try this ending in a scenario. Let a Lloigor leave, but only to feed elsewhere. Let Cthulhu stir and return to sleep. Let the Mi-Go leave, in a spectacular flurry of black wings, but only because their mines are exhausted. Make it bleak, uncaring and spectacular. Now, there are different sorts of chase:1 An organised pursuit (from The Shadow Over Innsmouth). A creature chasing a ship (from The Call of Cthulhu). A desperate rush through an ancient city (from At the Mountains of Madness and The Shadow Out of Time). And different sorts of sneak: Through a dark, creaking house (from The Whisperer In Darkness).2 Through hostile streets (from The Shadow Over Innsmouth). Choose whichever suits your scenario. Even better, switch between the two. On a failed sneaking roll, a sneak becomes a chase. On a successful hiding roll, a chase becomes a sneak. And vary the transport: try planes, cars and ships. However you do it, sneak or chase, the escape provides the adrenaline to end the scenario. It is also, probably, the last time you roll dice. After that, it is all narration. THE REALISATION. this final ending is short but important. In it, the Investigators realise that the danger is still there. Even when the creature is defeated (e.g. Cthulhu), it is not truly dead. Even when it leaves (e.g. the Colour), part of it remains. Perhaps this is just a piece of narration at the end of your scenario, but it must be there. The Mythos is not defeated. It merely waits. Konstantinos Liolios (order #5565906) 28 29 1. In particular, Lovecraft rarely mentions technology until the story’s end. On the rare occasions he does, such as Nyarlathotep, it follows similar themes to those above: dark, unpleasant, unsettling. THE THEMES. at the beginning of the scenario, everywhere is: Old. Decaying. Unsettling. Crumbling. Dimly lit. Indefinably unpleasant. Disliked by those in the surrounding area. And everywhere has: Suspicious, unhelpful inhabitants. An unpleasant odour. These themes are common to the Town, Old Building and Wooded Hills. You can apply them to any location. If your scenario begins in caves, make them crumbling and unsettling. If it begins on a space station, make it dark, creaking and ill-reputed. Maintain these themes for the first part of your scenario. Resist the temptation to describe modernity1 or pleasantness. In these early stages, there should be no relief: everywhere is unpleasant and indefinably bad. 1. There may be more than five, of course. The Expedition Camp is a candidate, as is The City (as distinct from The Town). But let’s start with five. 2. A cautionary note. Lovecraft’s stories rarely divide into discrete locations, as roleplaying scenarios do. The Shadow Over Innsmouth, for example, doesn’t proceed simply from the Museum to Innsmouth to the Hotel. So use the descriptions, but don’t think of scenarios as chains of locations. STEALING LOCATIONS. Lovecraft has five favourite locations:1 the Town, Old Building, Wooded Hills, Inhospitable Plain and Underground City. Steal them. For example, try starting a scenario in the wooded hills (from The Whisperer in Darkness), move to an old building (like The Shadow Over Innsmouth), then end with an underground city (like The Shadow Out of Time). Use these locations as defaults: if you don’t know where your Deep One hybrid lives, put her in an old building. Try, also, using these stock locations as bases for your own. If your scenario includes a university, make it resemble an Old Building: crumbling, dark and crowned with spires. If it includes mines, make them like an Underground City: immense, black and strangely angled. Do this especially for historical locations. Describe Victorian London like the Town: dark and shuttered, with narrow streets. Make Shanghai like the Inhospitable Plain: dreamlike, shifting and vast. We’ll consider the five locations individually.2 First, however, here are the themes that link them. Konstantinos Liolios (order #5565906) 30 31 1. Note how the “ancient” theme emerges in a natural setting: crumbling, overgrown, timeless. See also Ithaqua (page 130) for the best timeless forest of them all. THE WOODED HILLS. the hiLLs are overgrown and remote. Few people go there: roads and railways have fallen into disuse. In the dense, wooded valleys, there are streams whose sources are unknown. There is something unnatural about the wooded hills. The slopes drop at dizzying, fantastic, almost perpendicular angles. Perhaps, even, they are supernatural, for nature seems to run wild within the woods. Bridges are overgrown. Often, the trees grow unnaturally thick, so that the alleys between them are dark. In the wooded hills are old buildings (see below), ancient and decaying. Sometimes, the visitor will see half-crumbled bridges, leading nowhere. Sometimes the hills seem fantastically beautiful, but more often they are oppressive and foreboding, and always they are timeless. Nobody goes to the highest hills. There are tales of the things that live there, but the old folk know not to tell them too loudly. They know, too, not to enquire too deeply into the creatures that live on the darkest mountains. Later in the story, the themes change subtly. Now, everywhere is: Ancient. Dark. Huge. Alien. Strangely angled. And everywhere has: Strange geometry. Carvings. Signs of vast intelligence. These themes apply perfectly to the Underground City. They also describe other Lovecraftian locations: the last part of Dagon uses a vast, dark, alien mire, with a carved monolith. Meanwhile, the Inhospitable Plain mixes themes from the first and second sets. At a minimum, the final location must be dark. When Lovecraft’s stories do not end underground, they end in darkness: the final scenes of The Shadow Over Innsmouth and The Whisperer in Darkness are nighttime scenes. So, if the scenario ends without your Investigators changing location, night must fall. With those themes identified, let’s go through the stock locations one by one. Konstantinos Liolios (order #5565906) 32 33 1. Which means “constructed of huge stone blocks”. Lovecraft frequently uses both descriptions: after describing a city as Cyclopean, he mentions it is constructed of huge stone blocks. THE INHOSPITABLE PLAIN. Whether the plain is a remote desert, icy waste or mountain plateau, it is desolate, vast and ancient. Its landscape seems dreamlike and ever-changing. Unusually for a Lovecraftian location, the inhospitable plain may be bright. Perhaps the sun beats down or perhaps the moon bathes the land in a pallid, leprous light. This light is not pleasant. Instead, it exposes the land as utterly alien. On the Inhospitable Plain, the Investigators are totally exposed to the elements. The wind howls from unimaginable heights and tears aeroplanes from the sky. If there are dwellings here, they are squat huts or abandoned camps, and they are deserted. THE UNDERGROUND CITY. the underground citY is vast, dark and alien. It is Cyclopean,1 constructed of huge stone blocks, which are probably black or green. The geometry and symmetry seems wrong, with unnatural curves and angles. Certainly, the geometry is non-Euclidian, designed by alien intelligences superior to ours. Carvings depict the history of the race. Inside, corridors and doorways are designed for creatures larger than humans. There may be rooms for eating, sleeping, and other unidentifiable purposes. 1. The Music of Erich Zann has beautiful descriptions of an ancient city, complete with a street that the protagonist can never find again. 2. The default Old Building is a farm. There are always farms. THE TOWN. it maY be a coastal town, city or Arkham itself.1 Wherever it is, it is timeless, filled with hidden stories. Its ancient spires and peaked roofs cluster close together, falling apart. The streets are cobbled, narrow and frequently steep. The town is dark: if there are lights, they are dim and distant. Perhaps the Investigators navigate by moonlight. At night, the town stirs: timbers creak and rats scurry. Many parts of the town, from secluded courts to shadowy alleys, are hidden or dangerous. The town is curiously lifeless. The houses are shuttered, hidden from the view of outsiders. The telegraph poles have no wires. Railways are disused and overgrown. THE OLD BUILDING. it is unimaginably ancient, with crumbling brickwork and chimneys.2 It is remote: perhaps on a hill, in a seldom-visited part of town or a long way from civilisation. And it is dark in colour, perhaps brown or grey, with a sharply peaked roof. From the outside, you cannot see in: perhaps the shutters are down or perhaps the windows are small. When you enter, a smell of dust and mouldering timber hits your nostrils. Paint peels and decorations are shabby. The light is dim and the floorboards creak under your feet. Konstantinos Liolios (order #5565906) 34 35 1. The rest of this chapter largely consists of expanding “They investigate”. 2. I’ve simplified this, leaving out some of the alternative horrors. STEALING PATTERNS. noW, let’s look for patterns behind the stories. How does Lovecraft increase the horror? How does he bring his protagonists closer to the creature? How does he ramp up the weirdness and the harm? In this section, we steal the structures that underlie Lovecraft’s plots. Let’s start with two structures we have already uncovered: beginnings and endings, then locations. BEGINNINGS AND ENDINGS. from what we’ve discovered about beginnings and endings, we can create a rough structure for Lovecraftian plots: Something strange draws the Investigators in: They arrive somewhere strange. They hear tales of somewhere strange. They read about strange events. They get a letter. They find a strange artefact. They attend a strange event. Something strange happens to someone. They investigate.1 At the end of their investigation, they may:2 Descend underground. See a final horror. Escape the creature or confront it. Realise the creature may rise again. 1. NPCs perform an important function: they let the Investigators discover clues by talking, rather than searching. Thus, they inject roleplay into your scenario. If your scenario seems too dull or too short, try revealing clues through NPCs rather than books. THE CHARACTERS. aLL these locations are populated by Lovecraftian characters. These, too, conform to particular templates. They are: The old rustic who has seen too much. The suspicious, unwelcoming rustic. The straightforward rustic, who warns you against enquiring further. The educated ally, who has also seen too much. Obliging non-entities, who offer assistance. In your scenarios, use these characters as NPCs.1 Use them like the locations: either put them in scenarios as written or base your own characters on them. And, as with the locations, use these stock characters as default options. If you cannot decide what the shop owner is like, make her an obliging non-entity or suspicious rustic. If the Investigators visit a museum, make the curator an educated ally. Konstantinos Liolios (order #5565906) 36 37 1. The Mythos (page 75) gives you appropriate signs to scatter for each creature. For example, a Mi-Go scenario contains strange vibrations and buzzing voices, while a Deep One scenario contains fishy odours and guttural voices. 2. And I often use the word “clues” interchangeably with “signs of the creature”. 3. This phrase, “The Investigators investigate”, is clunky but useful. 1. Or, as an alternative, climb, as in The Haunter of the Dark. 2. If they don’t descend underground, they often descend into a dip or valley (c.f. Dagon). 3. Even if there aren’t specifically unanswered questions, there is a sense that the Investigators know little. For example, at the end of The Colour Out of Space, the prevailing mood is bewilderment. I’ll come back to this in Leave Questions Unanswered (page 51). LOCATIONS. Lovecraft’s locations also form a simple structure. The Wooded Hills or The Town or The Inhospitable Plain. The Underground City or The Old Building. It runs in parallel with the Beginnings and Endings structure above. Thus, the Final Horror probably occurs in an Old Building or Underground City. Scatters signs of your creature1 throughout these locations. For example, in At the Mountains of Madness, Lovecraft places strange rock markings on the icy plain, dissected bodies in the deserted camp, and a body preserved for later study in the underground city. Do the same in your scenario. These signs, of course, are clues.2 When the Investigators investigate,3 they discover signs of your creature. These signs can be many things – folktales, rumours, writings, markings, victims – but they must be there. Scatter them liberally. Use this as a template for scenarios. Begin with strangeness, to draw the Investigators in. Later, send the Investigators somewhere underground (or dark). Reveal the horror, then end with a chase or sneak. By using this structure, you build and release anticipation. The strange beginning creates interest. Then, as the investigation progresses, anticipation grows. The tension ramps up sharply when the Investigators go underground:1 when they do, they know something bad is waiting.2 Having built the anticipation, the final horror releases it. Until then, there have only been hints, tales and glimpses: now, the truth bursts out. The final horror and burst of adrenaline disguises the fact that questions remain unanswered. Why do the Mi-Go put brains in jars? What is the strange vibration within the Akeley farmhouse? What were the Deep Ones planning to do with a Shoggoth? All these mysteries lie unresolved,3 but the released anticipation makes the story feel finished. Konstantinos Liolios (order #5565906) 38 39 1. Remember that you needn’t explain everything. Why are brains in the mines? How is the curator’s wife connected to the Mi-Go? Leave such questions unanswered, as Lovecraft did. 2. Alternating investigations with reprisals is a powerful tool. See Increasing Reprisals (page 45) and Lloigor (page 137). 1. See Mi-Go (page 145). Now let’s build a simple string of locations: a strange town, an old building, an underground city. For the old building, steal the museum from The Shadow Over Innsmouth. And, by riffing on Mi-Goan themes, let’s put the town in the mountains and make the underground city a mine. Then put signs of the Mi-Go into those locations, increasing the horror gradually. The Investigators arrive in Roehampton, a remote mountain town. It is silent, with an odd vibration hanging in the air. In an old museum, they find an unearthly black stone, covered in carvings. Through a wall, they hear the curator’s wife, who has a fluttering, buzzing voice. Outside the museum are oddly-shaped footprints surrounding their car. In the deserted town, the Investigators discover Ellen, a terrified child. She tells of creatures, high in the hills, and gives the Investigators a stone, which she believes they are mining for. Clearly, it is not of earthly origin. In the hills, the Investigators find caves, carefully blocked by boulders. They descend into vast mines, which are filled with alien carvings. Deep within, they discover many brains in metal containers.1 From even deeper in the mines, a horde of Mi-Go rushes at the Investigators, who must flee. Thus, we’ve ended with a chase. We could add complexity: perhaps townspeople, with buzzing voices, could warn Investigators away.2 Nevertheless, just by slowly increasing the horror, we’ve created a workable scenario. INCREASING HORROR. Lovecraftian horror is not like modern horror. In modern stories, the tension runs in peaks and troughs. There’s a shock to begin, then a moment to recover, then another shock, then more recovery. As the story continues, the shocks get greater. Lovecraft’s stories, by contrast, begin with only foreboding and eeriness. For the first 75% of the story, the horror increases very, very slowly. Finally, all hell breaks loose. So, in your scenarios, hold the horror back. Increase tension gradually, then ramp it up suddenly for the finale. And, when you scatter signs of your creature, start with the least horrific. Only after much eeriness should you advance to the truly terrifying. Let’s put all this together and construct a Mi-Go scenario. Start with some signs of the Winged Ones:1 A child is frightened by something in the forest. Clawprints, with saw-toothed nippers protruding from a central pad. Tales of creatures in the hills, looking for an unusual type of stone. Caves of vast depth, their mouths deliberately sealed by boulders. A great black stone with worn hieroglyphics. Buzzing voices. An indefinable rhythm or vibration in the air. Brains, humans and alien, stored under Round Hill in Massachusetts. Konstantinos Liolios (order #5565906) 40 41 1. Interestingly, when the protagonist first sees the Deep Ones approaching, he closes his eyes. When they are closer, he opens them again. Why? Because it makes the Final Horror, of seeing the creatures, a sudden shock. 2. Another thing that increases narrative distance is ignorance: being close to a monster without realising what it is. This happens in many Lovecraft stories. However, it’s tough in games, since players usually guess what they’re dealing with. Even when the protagonist is attacked, he does not see his attackers, although now there are monstrous footprints and voices. While escaping through darkened Innsmouth, the protagonist perceives two shambling figures, but only dimly. Only at the end does the protagonist see the creatures fully. When he does, both physical and narrative distance collapse to zero.1 So steal this pattern. Keep the creatures distant, let the protagonists approach gradually, then suddenly bring the creatures close for the final horror. Here are things that increase narrative distance:2 Hearing about horror second- or third-hand. Folktales, rather than reports. Reading about horror, rather than seeing it. Glimpses or impressions, rather than a clear view. Hybrids or servitors, rather than the creature itself. Darkness or obscured view. Physical barriers, such as walls. Unreliable, rather than reliable, reports. Information that is open to other interpretations. Unnamed, rather than named, people. Dreaming, rather than seeing directly. Fewer, rather than many, creatures. Physical distance. 1. See The Investigators (page 52). 2. Put another way: if you start the story by seeing a monster (even a dead one), then there is no way to increase the horror. You can’t then end the story by seeing another monster. You’ve done that already. 3. The protagonist glimpses a Deep One priest, which disrupts this structure, but it’s a dark, distant, short sighting. KEEPING DISTANCE. When the story starts, the protagonist is far away from the creature. As it continues, he1 gets closer to it. Only at the end might the protagonist see the creature: until then, Lovecraft keeps a distance between the two. Often, this distance is physical. Thus, in The Whisperer in Darkness, Wilmarth gets physically closer to the farmhouse, where he finally meets the Mi-Go. In At the Mountains of Madness, the protagonists get closer to the Shoggoth. However, sometimes the distance is conceptual: there is a “narrative distance” between protagonist and creature. Rather than letting his characters perceive the horror directly, Lovecraft adds degrees of separation. For example, at the start of The Whisperer in Darkness: Wilmarth hears from an unnamed friend, who received a letter, from his mother, about unreliable tales from naive country folk who saw a monstrous corpse in a stream. Note the degrees of separation: anonymity, unreliability, naiveté, the chain of people. Lovecraft couldn’t begin his story with Wilmarth finding a dead Mi-Go: it would destroy the horror.2 Instead, he keeps distance between protagonist and monster. Similarly, in The Shadow Over Innsmouth, there is narrative distance between protagonist and Deep Ones, which gradually decreases. We begin with folktales from an unnamed ticket agent, then stories from an unnamed youth.3 As the protagonist explores, he hears distant scurryings, but only through walls. Then comes a direct report from a named witness, but a drunk, unreliable one. Konstantinos Liolios (order #5565906) 42 43 1. This initial stage, in which Investigators only hear tales, is common in Lovecraft. Although atmospheric, it can be dull to play. Consider skipping it or advancing quickly to the second stage. 2. Note the progression in the people whom the Investigators meet. They change from unreliable to reliable characters; from unnamed to named people; and from indirect informants to direct witnesses to victims. 3. They normally won’t glimpse the creature now, since we save that until the end. 1. Sometimes, the rational explanation is “I am mad” or “Everyone else is mad”. 2. One exception: at any time, the Investigators can discover an artefact beyond human knowledge/workmanship, such as Cthulhu’s bas-relief or the Deep Ones’ jewellery. Nevertheless, there is a prevailing atmosphere of sober investigation: everyone keeps looking for a rational explanation. 3. Or the equivalent in the story: after they descend into a valley, after they climb the dark mountain, after they enter the old house and so on. INCREASING CERTAINTY. next, how credible is it that something supernatural is happening? At the beginning of the story, it seems incredible. At the end, it is the only explanation possible. Thus, at first, everything is rationally explicable.1 Later, although events and objects cannot be explained rationally, they are not clearly supernatural. Finally, everything is obviously supernatural. So the story progresses as follows: Everything can be explained rationally.2 Not everything can be explained rationally. The only explanation is supernatural. This final realisation that supernatural forces are at work comes after the Investigators descend underground3 but before the final horror. Thus, the climax of the story runs as follows: the Investigators enter the creature’s lair, find proof the creature exists, then finally see the creature itself. However, although the Investigators see evidence of the creature, they cannot take it with them. Thus, in The Colour Out of Space, the scientists’ samples of the Colour disappear. In The Shadow Out of Time, the protagonist’s writing remains within the underground city. When the Investigators emerge, they have no proof of their story. Use this trick in your scenarios: ensure that, by the end of the story, any direct evidence of supernatural activity is vanished, destroyed or left behind. You can, of course, combine these. Indeed, in the early stages of your scenarios, you should use multiple tricks to increase narrative distance. Try dreams of unseen voices, distant glimpses through fog, unreliable unnamed witnesses and disputed folktales about a faraway town. Best of all, use a chain of people: let the Investigators meet someone who met someone else who heard a folktale. By putting these tricks together, we get a scenario structure, based around narrative distance: The Investigators hear about the creature. They may read reports or hear tales. However, they do not speak directly to witnesses, see the creature or find traces of it.1 The Investigators speak to witnesses, although not victims.2 They may find signs of the creature, including artefacts. Nothing they discover points clearly to alien influence. The Investigators may speak to an unreliable victim of the creature. They may find traces of the creature, including alien artefacts, which are difficult to explain rationally. If they glimpse the creature, their view is obscured or in darkness. The Investigators find direct traces of the creature, with no rational explanation. They may find victims of the creature whose experiences cannot be explained naturally. Now, they find incontrovertible evidence of the creature.3 Suddenly, the Investigators see the creature directly. Don’t follow this structure slavishly. Simply keep the general sense of getting closer to the creature. Keep the creature distant, then right at the end, bring it dangerously close. Konstantinos Liolios (order #5565906) 44 45 1. Inventing servitors is easy: the Dark Flautists of Azathoth, The Ice Vampires of Ithaqua, The Shades of the Colour. This can get silly, of course, but the broader lesson is: use the creature’s themes to define its servitors. The servitors are, effectively, extensions of the creature. 2. And the Lloigor (page 137) have splendidly detailed servitors. In that section, I’ll discuss the narrative function of servitors in more detail. INCREASING REPRISALS. Lovecraft’s creatures often have human allies.1 Thus, Cthulhu has worshippers, the Deep Ones have hybrids, the Mi-Go have agents.2 They have a useful function within the story: they take action against Investigators, without the creature needing to show itself. Thus, in The Shadow Over Innsmouth, they sabotage the bus. In The Whisperer in Darkness, they cut communication lines. And, in The Call of Cthulhu, they kill. Importantly, these servitors are active rather than passive: they respond defensively to the Investigators investigating. First, they warn the Investigators verbally. Later, they take direct reprisals. Then, at the end of the story, they disappear, leaving the creature to take centre stage. This gives another plot structure, which runs as follows. Not every stage is necessary, but if they occur, they do so in this order. The Investigators investigate. The servitors warn the Investigators not to proceed further. They take indirect action, such as sabotage, against the Investigators. They take direct action against the Investigators, trying to kill them. The Investigators encounter the creature itself. Naturally, your scenario does not need servitors. Often, stories are better without them: they let you focus on the creature. But if you want to use them, this is how. There may, however, be indirect evidence. Thus, The Whisperer in Darkness ends with Akeley’s disembodied face and hands. In The Colour Out of Space, five acres of dusty desert remain. The Dreams in the Witch House ends with Gilman’s hollowed corpse and various inexplicable artefacts. Crucially, however, this evidence is ambiguous: curiously inexplicable, rather than definitively alien. All this gives us another scenario structure, which runs alongside the one above. Where the previous structure described what the Investigators see, this one describes what they can prove: There is no tangible evidence of supernatural activity. There may be tangible evidence of supernatural activity. Any hard evidence of supernatural activity is destroyed, although ambiguous evidence may remain. Putting the two structures together, then, gives the familiar Lovecraftian dilemma: when the story ends, the Investigators have seen things beyond human understanding, but nobody will believe them. Konstantinos Liolios (order #5565906) 46 47 1. Plant deaths are unusual in Lovecraft, but useful in scenarios. They signal danger without killing anything. 2. Animal deaths are even more useful in scenarios. They demonstrate that the creature can kill. They also foreshadow human deaths. 3. And, as usual, not every scenario needs every step. 1. You’ll notice qualifications, like this, throughout this section. Increasing Harm is a broad generalisation, not a solid rule, and there are exceptions to the guidelines I mention. Nevertheless, the concept is useful. 2. Which, of course, is related to The Final Horror (page 23), Increasing Certainty (page 43) and other topics. 3. At the Mountains of Madness is an exception: bodies are found halfway through the story. Interestingly, however, they are unnamed. The named victim is only found later. In fact, the harm increases even more subtly. Take, for example, The Colour Out of Space. At the beginning of the story, nothing is harmed. Indeed, there seems to be no immediate danger, only strangeness. Then, when the harm begins, the victims come in a particular order: first plants,1 then animals,2 then Nahum’s unnamed wife and finally Nahum himself. Thus, the structure runs as follows:3 There is no apparent danger, only strangeness. There are signs or reports that the creature could be harmful. Plants are harmed. Animals are harmed. Unnamed humans are harmed. Humans are harmed. The Investigators are harmed. That last step does not appear in The Colour Out Of Space. But it’s an obvious progression, which occurs in The Shadow Over Innsmouth and The Shadow Out of Time. So carefully manage the harm that the Investigators see. First let them find victims, then, at the end, make them realise they are victims themselves. INCREASING HARM. nobodY gets harmed until the end of the story. They may go mad. They may be scared. But, until the end, nobody gets physically harmed. Or, to be exact, the Investigators do not see anyone harmed.1 What matters here is what the Investigators see. Before the story starts, the Mi-Go might capture brains and the Colour drain victims. But the Investigators only see this at the end.2 To modern eyes, this seems strange. After all, most detective stories begin with a corpse. Lovecraft’s tales, however, do not. We may hear about horror, but only at the end will we see it. Now, Lovecraft’s creatures do different sorts of harm. Cthulhu kills, the Mi-Go remove brains, the Great Race possess, Colours drain life. Nevertheless, the rule still generally applies:3 In The Call of Cthulhu, no-one dies until the end. In The Whisperer in Darkness, the brains-in-cylinders are discovered at the end. The victims of The Colour Out of Space are found at the end. The protagonist of The Shadow Out of Time only discovers his imprisonment in a prehistoric city at the end. Konstantinos Liolios (order #5565906) 48 49 1. Here, “work for it” often means “make a skill roll”. But not always. If the Investigators roleplay their search for information, they still work for it. Thus, Lovecraft’s protagonists are not really protagonists, but viewpoints to show us the horror. Like remote-controlled robots with mounted cameras, they trundle through the locations, showing us everything Lovecraft wants us to see. In scenarios, however, such passivity works badly. We cannot let the Investigators trundle through the horror: we must give them something to do. Hence, we structure scenarios as investigations, letting the Investigators actively uncover the mystery, rather than passively encountering it. So, when you steal Lovecraft’s stories, convert them into active investigations. Where Lovecraft’s protagonists simply find information, make your Investigators actively uncover it. Here are some examples. Where Lovecraft’s protagonists perceive things from ancient artefacts, make your Investigators research the artefacts. Where Lovecraft’s protagonists recall what an ancient manuscript said, make your Investigators search libraries for the book. Where Lovecraft’s protagonists are told folktales, make your Investigators question locals or research legends. Where Lovecraft’s protagonists know relevant scientific knowledge, make your Investigators search a library or make the discovery themselves. Where Lovecraft’s NPCs talk willingly, make your NPCs unwilling to talk, through anger, fear, shyness, suspicion or another reason. The general rule is: whenever you have information to give, make Investigators work for it.1 1. To put it another way: Lovecraft’s protagonists do not use skills. CREATING INVESTIGATIONS. so far, we have copied Lovecraft’s stories. But we’re not writing stories. We’re playing games: games in which Investigators uncover mysteries. So, in the next two sections, we convert Lovecraft’s stories into investigative scenarios. In this section, Creating Investigations, we change his plots into investigations. In the next, The Investigators, we’ll convert his protagonists into Investigators. NOT INVESTIGATING. Lovecraft’s stories are not investigations. There are rarely clues to follow or mysteries to solve. Likewise, Lovecraft’s protagonists are not investigators. They encounter the horror, rather than actively uncovering it. For example, in The Call of Cthulhu, the protagonist never picks locks, translates documents, uses libraries or does anything we would recognise as investigation. Similarly, he never persuades or questions people. Instead, everyone he meets is willing to talk.1 Similarly, in The Shadow Over Innsmouth, the protagonist only actively investigates twice: when he bribes a drunk for information and when he researches genealogy. Otherwise, the mystery comes to him: he stumbles across shuttered houses and willing talkers. Konstantinos Liolios (order #5565906) 50 51 1. I’ve touched on this under Beginnings And Endings (page 35) and I’ll describe something similar in Leaving Loose Ends (page 66). 2. This is from Robert Chambers, not Lovecraft. It is one of the best unanswered Mythos questions. See Hastur (page 123). LEAVE QUESTIONS UNANSWERED. mYthos stories leave many questions unanswered:1 Why do the Mi-Go put brains in containers? What are the three oaths of the Esoteric Order of Dagon? What is the text of The King in Yellow?2 It is tempting, in scenarios, to answer these questions. But they are interesting precisely because they are unanswered. So leave them that way. If you answer them definitively, you take the fun away. Indeed, if you try answering them, you will find that no answer seems satisfactory. Try writing the Dagonic Oaths or The King in Yellow.Whatever you write, it won’t be as impressive as the mystery. So deal with such questions as Lovecraft did: answer them partially and mysteriously, raising even more questions in the process. Why do the Mi-Go put brains in containers? To take them to other planets. What are the Dagonic Oaths? You don’t know, but the third one is indefinably terrible. What is the text of The King in Yellow? It concerns a Stranger whose face looks like a mask. Give incomplete and nebulous answers. Most generally, give mysterious descriptions rather than definite ones. For example: hint that there are different types of Deep One, but don’t give a breakdown of Deep One subspecies. Create mysteries and, instead of solving them, create more. 1. And, as ever, if you do steal these elements, keep other events in the scenario as close to Lovecraft as possible. 2. See the footnote in Stealing Beginnings (page 5). You must give enough weirdness to intrigue the Investigators, but need not give them an explicit hook. NOT A CRIME. in converting Lovecraft’s stories into investigative scenarios, it’s easy to think of crime investigations. Avoid this. Specifically, avoid stealing elements from detective stories: for example, bodies, murders and evidence.1 In particular, avoid making humans responsible for the horror. These are tales of cosmic horror, not human plots. They concern hyperintelligent beings, not evil villains. Finally, you need not begin scenarios with explicit mysteries, as detective stories do.2 There need not be a crime, death or mysterious disappearance. Although something must draw the Investigators’ attention, it need not be an definite puzzle. You can simply begin with strangeness. Konstantinos Liolios (order #5565906) 52 53 1. An immensely important way of getting information, which hardly appears in most Cthulhu systems. Use it in your games. Fake it with whatever tools your system gives you: an Idea roll, a retrospective skill roll. 2. Curiously, given its importance in The Dreams in the Witch House and the many references to geometry in other stories, there is no Mathematics skill in most Cthulhu systems. Put one in. More interestingly, occupations and skills set the tone for the scenario. In selecting them, players are choosing what their Investigators will do. Thus, if Investigators are scientists and librarians, they will research. If they are soldiers and gangsters, they will fight. Similarly, if players choose the Library Use skill, they will read books. If they choose Fast Talk, they will talk. So use occupations and skills to create a Lovecraftian tone. Steal the occupations of Lovecraft’s protagonists: professors, surveyors and students. Steal from secondary characters too: artists, scientists and police officers. Similarly, try choosing the skills that Lovecraft’s protagonists use in stories. First, however, we must work out what they are. By comparing Lovecraft’s stories, the most common ways that protagonists gather information are: Observing. Reading. Asking. Recalling.1 Now, some investigative skills are mentioned directly: Chemistry (in The Colour Out of Space). Genealogy (in The Shadow Over Innsmouth). Geology (in At the Mountains of Madness). Mathematics (in The Dreams in the Witch House).2 Trading for information (in The Shadow Over Innsmouth). 1. Lovecraft’s protagonists were male. You can make his plots seem new simply by putting women in them.2 2. Note, especially, the possibility of pregnancy in Deep One plots. THE INVESTIGATORS. Lovecraft’s stories have one protagonist. He1 is undistinguished and two-dimensional. If he has an occupation, it is undramatic, and he displays no particular skills. He rarely speaks. He is naive: when he meets monsters, he does not realise they are monsters. If he is accompanied, his companions are equally unremarkable. However, in your games, there will be multiple Investigators, suspicious and alert, distinguished by occupations and skills. This section discusses how to adapt Lovecraft’s plots for Investigators. OCCUPATIONS AND SKILLS. if investigators were exactly like Lovecraft’s protagonists, they would be identical, two-dimensional men. Instead, we must make them into believable, but distinct, Lovecraftian protagonists. To do this, we have occupations and skills. These ensure that everyone gets a moment in the spotlight. When exploring an ancient tomb, the archaeologist goes first; when someone is injured, the doctor steps forward. Skills have a similar function. When a manuscript needs decoding, someone with Cryptography takes the lead; when a heretic tract needs deciphering, the Occult expert takes over. Thus, occupations and skills ensure the story is shared between the protagonists. Everyone gets a turn. Konstantinos Liolios (order #5565906) 54 55 1. When Lovecraft describes sneaking, he describes sneaking out of somewhere dangerous. He rarely mentions sneaking in. There are mentions of creeping cautiously into mysterious places, but this simply builds atmosphere: it’s not actual infiltration. 2. These skill and ability names are taken from various roleplaying games. So don’t be surprised if you find one on your character sheet, but not another. 3. Especially in explorative stories such as At the Mountains of Madness. 1. Try giving him documents to carry. Then, even if the Investigators kill him, the documents show where to go next. What is missing from the list above? Here are some non- Lovecraftian abilities, which appear in many roleplaying games, but almost never in Lovecraft: Combat abilities. Active subterfuge: Locksmith, Disguise, Shadowing. Detective investigation: Evidence Collection, Interrogation. Avoid this abilities if you want a bleak Lovecraftian tone. After all, if the Investigators take combat, subterfuge and detective abilities, they will want to fight, infiltrate and detect. If you want a scenario that feels like a Lovecraft story, start with the Investigators. HANDLING SUSPICION. Lovecraft’s protagonists are frighteningly naive. In The Shadow Over Innsmouth, the protagonist sleeps in a room with no doorbolts. In The Whisperer in Darkness, the protagonist talks to a thinly-disguised monster, then goes to bed. No Cthulhu player would be so trusting. In your games, then, expect Investigators to realise that monsters are monsters. Design scenarios so that, even if the Investigators get suspicious, the scenario works. For example, if you put a man with a buzzing voice in a Mi-Go scenario, ensure the scenario works whether they shoot him or interview him.1 Make sure that, even if he dies, the Investigators get to the next part of the scenario. These non-investigative skills are also mentioned: Operating cars, planes and ships. Fleeing on foot. Sneaking.1 Putting all this together, we get a list of authentic Lovecraftian skills: Social abilities: Persuade, Oral History, Fast Talk.2 Scientific abilities: Chemistry, Geology. Academic abilities: Library Use, Languages, Archaeology. Escaping on foot: Jump, Climb, Fleeing. Sneaking: Hide, Sneak. Operating transport: Piloting, Driving. And we can add the following abilities, which are mentioned indirectly: Performance abilities: Art, Craft. Practical abilities: Navigate, Electrical Repair, Mechanical Repair, Operate Heavy Machinery.3 To give your games a Lovecraftian feel, then, try choosing skills from the eight groups listed above: social, scientific, academic, escaping, sneaking, transport, performance and practical. You needn’t stick to the exact skills mentioned (e.g. Chemistry): if a skill fits into a group, choose it, even if it isn’t specifically mentioned (e.g. Biology, Astronomy). Konstantinos Liolios (order #5565906) 56 57 1. The roleplaying game Call of Cthulhu describes scenarios as resembling the layers of an onion: the Investigators unpeel the layers, one by one, until they decide it is unsafe to continue. By contrast, Lovecraft’s protagonists always continue. They unpeel the whole onion until they find the monster at its centre (at which point the metaphor breaks down). 2. The roleplaying game Trail of Cthulhu gives its Investigators a Drive: a reason why they pursue the Mythos. 3. For example, if the Investigators have a Cthonian egg, the creature will chase them whatever they do. See Cthonians (page 87). 1. A fourth candidate is space travel, which occurs much more frequently in games than in Lovecraft’s Mythos stories. The guideline for space travel is: where possible, refer to space, rather than going there. Thus, put observatories and meteorites into your scenario, but not spaceships. If you do send the Investigators into space, describe the journey in fantastic, nebulous terms. See Obfuscating (page 67) and Dreaming (page 71). 2. When fights are tied to particular places, they force you to structure scenarios as chains of locations. This is not always good. As mentioned above, Lovecraft’s stories don’t divide into discrete locations. ANOMALIES. noW for three things that rarely appear in Lovecraft, but are staples of Cthulhu gaming: fights, cultists and rituals.1 For a strictly Lovecraftian scenario, omit all three. Try replacing fights with chases, cultists with servitors and rituals with other climactic endings. Nevertheless, all three can be fun in roleplaying games. Here, then, are guidelines to add fights, cultists and rituals into your scenario, while sticking close to Lovecraft. FIGHTS. there are two types of fight. The first type is tied to particular locations: you arrive somewhere and are attacked by the things that are there. These opponents are reactive: they sit in a room, waiting for the Investigators to arrive. For example, you arrive at the bottom of the Great Race’s city and are attacked by Flying Polyps. Such fights fit neatly into Lovecraftian plots. Take any structure, above, and add one fight per location.2 Instantly, you’ll have a Lovecraftian scenario with added combat. The second type of fight comes to you: when you investigate, someone uses violence to stop you investigating. This type of fight is more common in Lovecraft: for example, in The Whisperer In Darkness, the Mi-Go attack Akeley’s farmhouse, while in The Call of Cthulhu, an assassin kills Professor Angell in a cobbled street. STAYING THE DISTANCE. finaLLY, Lovecraft’s protagonists never walk away.1 Whatever the final horror, they stay until they see it. Thus, your Investigators must continue until the end. Sometimes, the players make this happen. Perhaps there is a tacit agreement: they know that, for the scenario to work, they must pursue the mystery. Perhaps they invent reasons to keep pursuing. Or perhaps they give Investigators in- character reasons for investigating the Mythos.2 For example, the Investigators seek power, knowledge or academic status. Sometimes, the GM ensures the Investigators pursue the mystery. For example, you could give them an in-character reason to investigate. Examples from Lovecraft stories include surveying for a reservoir (from The Colour Out Of Space) or finding what happened to you (from The Shadow Out Of Time). You might, alternatively, structure the scenario so they cannot escape the horror.3 Finally, and most satisfyingly, sometimes Investigators create their own final horror. For example, in a Shan scenario, one Investigator may decapitate another, to remove the creature from their head. In a Deep One scenario, the Investigators may burn a house of hybrids. So watch for these moments. They provide the best endings of all. If something suitably horrific happens, put aside your preplanned final horror and end the scenario. And, of course, you can encourage these moments in your scenario. If you put a Shan inside an Investigator, you can bet it won’t end well. Konstantinos Liolios (order #5565906) 58 59 1. For example, attack the Investigators with something that could either be a dog, werewolf or Hound of Tindalos. Or let them fight in the dark, against humanoid opponents. They will not know what hit them. 2. See The Realisation (page 26). 3. Try letting Investigators fight in order to escape. They cannot kill the thing (or things), but they can fight their way out. Don’t put all these opponents into one scenario. Instead, use this structure as a guideline, showing when to introduce half-humans and monsters into a story. Human servitors can arrive near the start of the scenario. Half-human ones should wait until later. In both sorts of fights, try adding narrative distance. Simply use the tricks from Keeping Distance (page 40) to add separation between Investigators and opponents. Thus, the Investigators could fight: Things that are glimpsed, rather than viewed clearly. Things obscured by darkness, water or fog. Things that protrude from behind physical barriers, such as walls or floors. Things whose very identity is open to many interpretations.1 The secret, here, is that fighting something unseen is scarier than fighting something visible. Likewise, fighting something unknown is scarier than fighting something you understand. The combat mechanics stay the same, but the description makes the fight more interesting. One final descriptive tip: when the Investigators win the fight with the creature, emphasise that the horror isn’t over. Perhaps, like Cthulhu, the defeat merely subdues the thing. Perhaps, like the Colour, other creatures are waiting.2 Never give the Investigators victory. Let them win the fight, but never let them defeat the Mythos.3 For this type of fight, use the structure given in Increasing Reprisals (page 45), adding fights to the later stages: The Investigators investigate. The servitors warn the Investigators not to proceed further. They take direct action to stop the Investigators investigating. There’s a fight! As the Investigators investigate, the servitors take further action. There are more fights! The Investigators encounter the creature itself. There’s a fight! Thus, early fights are with servitors, while the final fight is with the creature. This maintains narrative distance: by using human opponents for the early fights, we save the sight of the creature for the Final Horror. In fact, you can expand the structure above, sending progressively more horrific creatures at the Investigators: The Investigators investigate. Human servitors warn the Investigators not to proceed further. Human servitors fight the Investigators. Half-human servitors (humans that are possessed, insane, infected or changed) fight the Investigators. Monstrous servitors fight the Investigators. The Investigators fight the creature itself. Konstantinos Liolios (order #5565906) 60 61 1. See Deep Ones (page 98). 2. Try describing your cultists as less than human. Lovecraft’s cultists are monstrous or animalistic: the Mi-Go’s agents have buzzing voices, the Cthulhu cult is animalistic and the Deep One hybrids are fishlike. The Mythos has reduced their humanity. So, when you describe cultists, throw in some animal references. 1. In this section, I blur the line between spellcasting and rituals. Generally, everything applies, not just to rituals, but to any form of Mythos magic. RITUALS. Lovecraft’s best ritual occurs in The Dunwich Horror. In that story, Armitage fights a sorcerous battle with Yog- Sothoth’s offspring. That fight teaches us many things about using rituals in scenarios.1 Firstly, learning about rituals is harmful. It exhausts Armitage and it should exhaust your Investigators. They won’t simply discover a spell to read. Piecing the spell together must cost them health and sanity. Next, this learning is unreliable. Your Investigators won’t discover a spell that will definitely stop the creature. They will discover, from obscure sources and references, a spell that might stop the creature. But only if they cast it precisely right. Additionally, spellcasting requires narrative distance. In The Dunwich Horror, we see the first stages of the ritual from Armitage’s point of view. When things get weird, however, Lovecraft takes a step back. He describes how others see the sorcery, from a distance, through a telescope. So, when your Investigators dabble in magic, try adding narrative distance. Describe what people see from afar, what the Investigators think happens or what they remember later. Or ask the players to describe their sorcery in this way. Finally, spellcasting is a struggle. In The Dunwich Horror, Armitage frequently seems close to losing control of the spell or the creature. So make rituals a battle: one the Investigators might lose. CULTISTS. in manY Cthulhu games, cultists are everywhere: the villains behind every plot, the opponents in every fight. They are bland, predictable and unthreatening. If you use them, make them interesting. Firstly, avoid the word “cultist”. Lovecraft didn’t use it: indeed, he rarely used the word “cult”. Instead, he describes the person: worshipper, prisoner, “the man”, “a voice”. Relabel your cultists and they become more interesting. Next, give the cult a rich description. Here are some examples from Lovecraft’s stories: The unorthodox churches of Innsmouth, with blasphemous creeds.1 The shadowy Great Race helpers, who assist their travels in time. The Cthulhu worshippers in New Orleans, baying and dancing around rings of fire. The immortal leaders of the Cthulhu cult in the Chinese mountains. The Mi-Go agents, with buzzing voices, who intercept and infiltrate. Steal these descriptions or invent your own. Note especially that these followers are rarely described as worshippers. Nor are they organised in a cult. So, rather than generic cultists, try using followers, helpers or thralls of the creatures. Finally, note that Lovecraft’s cultists are rarely the villains or instigators. Make the Mythos the true horror. The cultists merely assist. Konstantinos Liolios (order #5565906) 62 63 1. Some, such as tentacles, are used often by Lovecraft but overused in games. Others, such as cultists, appear rarely in Lovecraft. 2. Please do brilliantly reinvent them. Write an entire scenario about the cave paintings on which the Necronomicon was based. Write a story set in a meticulously-detailed Arkham. PAINTING PICTURES. When Investigators arrive somewhere or see something new, pause the action and describe the scene. In Lovecraft’s stories, each location warrants a paragraph of description, sometimes even pages. So never assume the players know what their Investigators are seeing. Take moments away from the investigation to describe the world. DESCRIBING DETAILS. imagine a camera that pans, from a distance, over a Lovecraftian location. As it moves, we see the place exactly. Everything is clear. Now imagine a camera that focuses tightly on details. It gives confusing images: broken windows, cobblestone streets, a tangle of chimney pots. These details cloud our mental image of the location: we cannot see the wood for the trees. Use the second camera, not the first. Don’t describe monsters and locations from top to bottom. Instead, describe individual, isolated elements. Here, for example, is a town described using three elements: An aging church, with a sagging, twisted grey-brown spire and rusting weathercock. Cobbled streets, which are slippery even though there has been no rain. Abandoned houses, on which paint peels and the window-frames rot. STEALING DESCRIPTIONS. the Last thing left to steal is Lovecraft’s descriptive style. His ponderous, curious writing immediately sets the otherworldly tone. Here, there is a danger of pastiche: if every creature is “eldritch” and every moon is “gibbous”, the game becomes clichéd. Let’s start with those clichés. AVOIDING CLICHÉS. here are the worst Lovecraftian clichés.1 Unless you’re brilliantly reinventing them, find an alternative.2 The Necronomicon. Try the Pnakotic Manuscripts instead. “Eldritch”. Try “blasphemous”. Tentacles. Try claws or appendages. Cultists. Try worshippers or servitors (as above). The Elder Sign. Try any other symbol. Avatars of Nyarlathotep. Try Hastur or Shub-Niggurath instead. Arkham. Try Kingsport. If you must use a cliché, change the description. Describe something half-octopoid, half-dragon, but don’t immediately call it Cthulhu. Describe a malevolent, branching symbol, but don’t call it the Elder Sign. Konstantinos Liolios (order #5565906) 64 65 1. But, for an important exception, see Dreaming (page 71). 2. Imagine saying this in italics. Wrong. ENGAGING THE SENSES. Lovecraft’s descriptions are not just visual. He describes sounds, smells and supernatural feelings. For example, in The Shadow Over Innsmouth, the protagonist hears a raucous bell, smells a disgusting odour and feels a odd malignancy. In a single paragraph of The Call of Cthulhu, Lovecraft describes Cthulhu’s sight, sound, stink and alien presence. So, when describing anything, ask yourself: What does it look like? What does it smell like? What does it sound like? What does it feel like? Whatever the answers, make them unpleasant.1 Perhaps the least important of these senses is hearing. Riff on the creature’s themes: thus, Deep Ones make gurgling sounds, while Colours suck. Remember the value of silence: try describing locations as unnaturally still. A more important sense is smell. When the Investigators enter a location or see a supernatural creature, always describe the odour. You need not be imaginative: mouldy and rotten odours work well. Most important of all is the supernatural feeling. Here, steal directly from Lovecraft. Simply describe a place as unpleasant, repellent or wrong.2 1. Inventing these details is easy. Close your eyes. Picture, say, an old house. Then mentally zoom in. 2. Ramsey Campbell sometimes gives top-to-bottom descriptions of creatures. They are less effective than Lovecraft’s descriptions. 3. This might be a facade, but it’s infinitely more interesting if they mean it. Describe these elements in detail, too. Don’t just describe a church spire: mention cracked tiles and leaking guttering. Don’t just describe a cobbled street: have loose cobbles and lichen growing in the cracks.1 Similarly, when you describe monsters, give tantalising glimpses, rather than the full picture. This, for example, is how Lovecraft describes Cthulhu: A tangible blackness. A green, gelatinous mass. Flapping, membraneous wings. Thus, he does not give an overview, starting with the squid- like head and ending with tentacles.2 He zooms in on details. This emphasises Cthulhu’s size (he cannot all be seen at once) and the protagonist’s confusion. So give disorientating, detailed glimpses, rather than the full picture. BEING NICE. the mYthos is creepiest when it is nice. The Elder Things just want to learn. The Great Race treat captives well. The Mi-Go want peace and intellectual rapport.3 Try this horrific benevolence. Let Deep One hybrids welcome Investigators into their hotel. Make Cthulhu cultists eager to share secrets. It is surprising and disturbing. Konstantinos Liolios (order #5565906) 66 67 1. As an aside: consider how this relates to maps in roleplaying games. At first sightt, maps seem deliberately non-obfuscatory: they show where everyything is. In play, however, maps reveal how little the Investigators know. Behind that door, the map suggests, is somepthing you cannot see. 2. Don’t overlook these religiouos words. They are quintessentially Lovecraftian and give an instant sense of period. OBFUSCATING. Lovecraft’s descriptions are often deliberately unhelpful. They blur pictures, rather than revealing them.1 Often, he simply states that something is beyond description: “The Thing cannot be described: there is no language ... a mountain walked or stumbled.” (from The Call of Cthulhu) “It presented no identifying features whatever; and at the end of the tests the college scientists were forced to own they could not place it.” (from The Colour Out of Space) “I think their predominant colour was a greyish-green...” (from The Shadow Over Innsmouth) It’s a cheap trick, but a good one, and he uses it a lot. For example, in one paragraph of The Colour Out of Space, the “nameless” colour, which “every spectator later described differently”, produces a sound that nobody had “ever heard”. Try, then, cloaking descriptions behind disclaimers, implying they are approximations to the full horror. Describe what Investigators think they see or remember later. And, sometimes, state that there are no words to describe the horror.1 More subtly, Lovecraft’s descriptions often convey feeling, rather than information. To do this, he uses: Words of religious significance: Blasphemous, Daemoniac, Evil.2 Words implying scale: Immense, Great, Limitless. 1. I discuss something similar in Leave Questions Unanswered (page 51). 2. See Ithaqua (page 130). Algernon Blackwood gives his creature an “odour of lions”. The specific animal makes the description more interesting. LEAVING LOOSE ENDS. PePPer your descriptions with unexplained references.1 Here are some Lovecraftian examples: “The queer ancient house of which so many legends are told”, from The Shadow Over Innsmouth. “The fabled plateau of Leng”, from At the Mountains of Madness. “The immortal allegory of Tao”, from The Whisperer in Darkness. Lovecraft also threw about references to “the moon ladder” and “the black pit”. Such references hint at mysteries which he has no time to explain. Try doing the same. Often, too, Lovecraft describes strangely specific details.2 For example: The violet westward mountains in At the Mountains of Madness. Brown Jenkin nuzzling people in The Dreams in the Witch House. The soapy, greenish-black stone with gold flecks in The Call of Cthulhu. The three tall steeples over Innsmouth. Why are the mountains violet? Why does Brown Jenkin nuzzle? What is the green, black, soapy, flecked stone? Why are there three steeples? Lovecraft probably did not know himself. But the specificity adds richness to the story. So be oddly specific. Give your town blue-green cupolas. Let your creatures leave heptagonal hieroglyphs. Make a material glow dark, grainy red. Add details and leave them unexplained. Konstantinos Liolios (order #5565906) 68 69 Half-delirious. Half-deserted. Half-imaginary. Half-incapable. Half-unknown. Try the same trick for verbs and nouns. Never tiptoe when you can half-tiptoe, doubt when you can half-doubt or imagine when you can half-imagine. Let your investigators hear half-sounds in the half-daylight, getting half-impressions of a half-human. Creatures are often half one thing, half another. Thus, the Mi-Go are half-fungous and half-crustacean. Cthulhu is half-awake and half-dreaming. And, finally, Lovecraft uses the same trick without the word “half”. Thus, the Deep Ones are both fishlike and humanoid. The Colour is both liquid and gaseous. Meanwhile, the bas-relief in The Call of Cthulhu seems both modern and ancient; depicts a creature octopoid, human and dragonlike; and is green and black, with golden flecks. Often, these descriptions seem nonsensical. How can you be half-incapable: aren’t you either capable or incapable? Similarly, what does half-solid mean: can you touch it or not? You need neither explain nor know. When you describe something, simply smash irreconcilable concepts together. Whatever it is, it is beyond the Investigators’ understanding. Words implying impossibility: Contradiction, Wrong, Abnormal. Words implying age: Ancient, Timeless. Words implying repulsion: Intolerable, Nauseating, Abhorrent. Words implying alienness: Other-worldly, Inhuman. Although these words describe something, they crucially do not allow the reader to picture it. Next, Lovecraft uses “half-descriptions”: that is, the word “half-”, followed by an adjective. By doing this, he creates mystery: for example, a vegetable alien race sounds silly, but a half-vegetable race is intriguing. Here is a selection of half-adjectives: Half-forgotten. Half-remembered. Half worn away. Half-existence. Half-afraid. Half-illusory. Half-mental. Half-bewitched. Half-abandoned. Half-concealed. Half-numb. Konstantinos Liolios (order #5565906) 70 71 1. The style resembles that used in his “Dream” stories, such as The Dream- Quest of Unknown Kadath. 2. Beautiful, light and captivating contrast with ugly, dark and repellent, which describe most things in Lovecraft. Ancient and eerie, by contrast, resemble other Lovecraftian descriptions. Another possible word is dreamlike, which although tautological, is a useful spark for the imagination. DREAMING. occasionaLLY, Lovecraft switches to a dreamlike writing style, giving a sudden and vivid contrast.1 The material seemed to be predominantly gold, though a weird lighter lustrousness hinted at some strange alloy with an equally beautiful and scarcely identifiable metal. Its condition was almost perfect, and one could have spent hours in studying the striking and puzzlingly untraditional designs – some simply geometrical, and some plainly marine – chased or moulded in high relief on its surface with a craftsmanship of incredible skill and grace. (from The Shadow Over Innsmouth) There was a strangely calming element of cosmic beauty in the hypnotic landscape through which we climbed and plunged fantastically. Time had lost itself in the labyrinths behind, and around us stretched only the flowering waves of faery and the recaptured loveliness of vanished centuries – the hoary groves, the untainted pastures edged with gay autumnal blossoms, and at vast intervals the small brown farmsteads nestling amidst huge trees beneath vertical precipices of fragrant brier and meadow-grass. Even the sunlight assumed a supernal glamour ... I seemed to find in its necromancy a thing I had innately known or inherited and for which I had always been vainly searching. (from The Whisperer in Darkness) These descriptions rarely make sense. Has the protagonist of The Whisperer in Darkness really been “vainly searching” for the Vermont woodland? Has he really inherited something from the creatures? This senselessness is itself disturbing. So, in your games, try switching briefly into dreamlike description. Your watchwords are beautiful, light, captivating, ancient and eerie.2 It will surprise and disturb your players. DESCRIBING PRACTICALITIES. Lovecraft frequently describes practicalities in detail: especially when mentioning accommodation, transport, weather and geography. Here are some examples. Note the extraordinary, unnecessary level of explanation. The sullen, queer-looking night clerk told me I could have Room 428 on next the top floor – large, but without running water – for a dollar ... I signed the register, paid my dollar, let the clerk take my valise and followed that sour, solitary attendant up three creaking flights of stairs past dusty corridors which seemed wholly devoid of life. (from The Shadow Over Innsmouth) I changed trains in Boston and began the long, westward run out of familiar regions into those I knew less thoroughly. Waltham – Concord – Ayer – Fitchburg – Gardner – Athol. My train reached Greenfield seven minutes late, but the northbound connecting express had been held. (from The Whisperer in Darkness) The successful establishment of the southern base above the glacier in Latitude 86° 7’, East Longitude 174° 23’ and the phenomenally rapid and effective borings and blastings made at various points reached by our sledge trips and short aeroplane flights are matters of history, as is the arduous and triumphant ascent of Mt Nansen. (from At the Mountains of Madness) This ponderous detail does three things. It gives an air of normality, later to be shattered. It slows the narrative, building tension. And, importantly in Cthulhu games, it allows historical descriptions. Never, then, let your Investigators simply sleep or travel. Describe the details. Konstantinos Liolios (order #5565906) 72 73 1. Even the Great Race and Elder Things, who are approximately human-sized, are actually slightly taller than humans. MONSTERS. there are surprising similarities between Lovecraft’s monsters. Almost all are: Ancient. From other planets. Foul-smelling. Repulsive. Hated by animals. Featured in old tales. Bigger than humans.1 This is most useful when creating your own monsters. By default, they have the attributes above. If, for example, you used werewolves in a Mythos story, they would be probably be ancient, repulsive and originally from another planet. In addition, many of Lovecraft’s creatures: Make a piping or whistling sound. Communicate via telepathy. Appear in dreams. Try using these descriptions for any creature. Let the Mi- Go make a piping or whistling sound as they fly. Make the Deep Ones telepathic. Give the Investigators dreams of shifting, alien Colours. 1. See Occupations And Skills (page 52). There, I mentioned that recalling was a frequently-used way of getting information. Here, I describe recollections that, while providing little information, add descriptive richness. 2. Note the layers of narrative distance here. Wilmarth recalls (rather than reads) a rare monograph that describes folklore, collected a long time ago, from the recollections of elderly people. REMEMBERING TALES. rather than discovering information, Lovecraft’s protagonists often remember it.1 In particular, they remember events related to whatever they are investigating. For example: On discovering an Elder Thing corpse, the protagonist recalls “wild tales of cosmic hill things from outside, told by a folklorist colleague in Miskatonic’s English department”. On seeing the Cthulhu bas-relief, Professor Webb recalls his studies of Eskimo cults. While attempting to decipher carvings, Akeley is reminded of “fearful myths” in the Necronomicon. On reading reports of bloated Mi-Go corpses, Wilmarth recalls folklore outlined in “the exceedingly rare monograph of Eli Davenport, which embraces material orally obtained prior to 1839 among the oldest people of the state”.2 So, in your scenarios, let Investigators remember tales from faraway countries, remote places and ancient writings. These related tales rarely give more information. Instead, they provide connectedness, continuity and richness. Konstantinos Liolios (order #5565906) 74 75 THE MYTHOS. this section examines Lovecraft’s creatures, one by one. It returns to their original stories and rebuilds each creature from scratch. By doing this, we often get a new picture of a creature. For example, the Flying Polyps appear as a living wind, while Ithaqua personifies isolation. Sometimes, underused details emerge: the Deep Ones are associated with beauty, while Shoggoths are imitators. We also find things we can steal. For example, the Great Race have a superb underground city, the Lloigor have the best servitors and the Shan have an interesting form of possession. Steal these things for other creatures. Give Deep Ones a city like that of the Great Race. Give Cthulhu servitors like those of the Lloigor. The list of creatures is deliberately incomplete. It’s a selection of the best, the creatures that do particular things well. Many favourites do not appear: for example, Cthugha doesn’t get his own section. To write a Cthugha adventure, try copying from Cthulhu or Ithaqua. When you use this section, treat canon with disdain. Reinvent the creatures for yourself, ignoring anything you have read before. For example, the classic Call of Cthulhu scenario Escape From Innsmouth defines the three Dagonic Oaths. Don’t stick to this definition. Define the Oaths yourself or, better still, leave them undefined. Remember especially the four tricks we defined at the start. Steal an idea from a creature, tweak it and reuse it. NAMING. finaLLY, Lovecraft calls creatures by many names. Often, they are “things”, “creatures” or “horrors”. Sometimes, they have names specific to the situation: “pursuers”, “my host”, “the column of unknown colour”. Whatever he calls the monsters, he switches names regularly. Crucially, he rarely uses the name we commonly associate with the creature. For example, the Mi-Go are never directly called ‘Mi-Go’. They are “Winged Ones”, “Outer Ones”, “hillside creatures” and many other names. So avoid naming the creatures. By leaving them unnamed, you keep them unknown and frightening. Resist the temptation to say, “There’s a Deep One.” Instead, vary the names you use, and avoid the best-known one. Konstantinos Liolios (order #5565906) 76 77 1. Whenever I list a story without an author, it’s by Lovecraft. Here, because Azathoth is only mentioned briefly in stories, I omit synopses of those stories. 2. Steal this reference whenever you have music and dance in a scenario, especially if it is influenced by the Mythos. If, for example, the Investigators hear jazz in New Orleans, it will have a a piping clarinet and a maddening rhythm. 3. Use the same method for Shub-Niggurath scenarios. Also see the “living nature” creature in Flying Polyps (page 109). 4. We’ve replaced the standard descent with a climb. AZATHOTH. Stories: The Dream-Quest of Unknown Kadath, The Whisperer in Darkness and The Dreams in the Witch House.1 azathoth is nebulous, defined only by teasing references. He is the nuclear chaos, sprawling and bubbling on his throne at the centre of the universe. Around him, flutes pipe and drums beat in a maddening rhythm.2 Other gods dance around him. He is mindless, an idiot god. So, for an Azathothian scenario, we must make something from these, using the tricks outlined above.3 First, try a straight substitution: Azathoth for Cthulhu. Take part of the plot from The Call of Cthulhu (specifically, the Tale of Inspector Legrasse) and just add Azathoth. The Investigators discover a jet-black sculpture of a bubbling, sprawling mass, made of unearthly material. They discover it is linked with barbaric rituals in the mountains. When they arrive at a mountain town, they discover reports of disappearances and rumours of cults. They find a raving man who screams of evil in the highest mountains. When they climb these mountains, the Investigators find worshippers dancing mindlessly to piping flutes.4 At the climax of the ritual, a black polypous thing, possibly an extension or facet of Azathoth, bulges down from the night sky. 1. So, for Deep Ones, riff on themes of immortality or breeding. For Cthulhu, riff on themes of dreams or water. And so on. 2. Probably by breeding with them. Deep down, they just want to be loved. Steal something that Lovecraft didn’t emphasise about a creature and build a scenario around it. Steal ideas from different creatures and combine them. And find themes and riff on them.1 Most importantly, be creative. Perhaps Cthulhu controls the sea. Perhaps Ithaqua inhabits any wasteland, not just the Arctic. Perhaps, underneath it all, the Deep Ones genuinely want to relate to humans.2 Konstantinos Liolios (order #5565906) 78 79 1. To avoid problems with narrative distance, we refer to space, rather than going there. 2. Almost certainly, Lovecraft didn’t mean “nuclear” this way, but it’s too good to waste. When the Investigators descend, they find an ancient network of tunnels. Deep within, they find a great chamber, with a bubbling mass seething within. It is Azathoth, summoned, seeping through an interstitial vortex. The bubbling mass grows and floods through the tunnels, forcing the Investigators to flee. At the end, the Investigators stand outside the observatory. An immense blackness radiates from the mountain, beautiful and terrible, as Azathoth returns to the sky. This simply uses the tricks outlined above. The locations are stock ones: a town, an old building, an underground city. The distance between Investigators and Azathoth decreases: the Investigators read reports, hear second-hand stories, meet a babbling witness, then see Azathoth himself. The victims increase in importance: first a dog, a human, then the Investigators themselves. And, since Lovecraft didn’t say how Azathoth harms people, this plot riffs on the “mindless” theme, giving the victims blasted minds. It also steals Lovecraftian set pieces. Animals-in-streams come from The Whisperer in Darkness, the dreams from The Call of Cthulhu. The bubbling mass is a Shoggoth clone, from At the Mountains of Madness. And the ending comes from The Colour Out of Space, with blackness replacing colour. We’ve taken space as our theme for Azathoth, giving us meteorites, telescopes, astronomy and so on.1 An alternative theme is “nuclear”, riffing on “nuclear chaos”, which takes us into the physics laboratory and Manhattan project.2 Thus, even the nebulous Azathoth can spawn scenarios. Simply steal his ideas and riff on his themes. If we can do it for him, we can do it for anyone. 1. Try adding further details from other stories. Steal descriptions of the mountain town from The Shadow Over Innsmouth. Steal the mountain expedition from At the Mountains of Madness. This is a straight steal, with imagery changed. Cthulhu’s green becomes Azathoth’s black. Drums become flutes. And, where The Call of Cthulhu riffed around the theme of water, with lakes and swamps, this plot riffs around space themes, with the mountains and the night sky.1 Next, instead of stealing a Lovecraft plot for Azathoth, let’s assemble one. Use a progression of Lovecraftian locations, slowly increasing the horror and harm. Riff on Azathothian themes and add some Lovecraftian set pieces. The Investigators read press reports of comatose animals found in mountain streams. The animals are drooling corpses, their minds blasted by unknown forces. Following the streams, they find a forgotten, crumbling mountain town. Although most inhabitants will not talk, one tells them strange tales of worshippers who lost their minds and raved about stars. That night, the Investigators stay in an old and stinking hotel. On the wind, they hear discordant flutes and the beat of drums. They dream of flying beyond the stars, where polypous things caper around an unknown black mass. The next morning, the Investigators find a twitching and comatose dog. Its mind has gone. When they enquire about the worshippers, the Investigators are told they worship at an observatory on the highest peak. They are warned not to go there. The Investigators go there. They find a drooling, near-comatose man, babbling about stars and thrones. There are records of strange rituals performed in the observatory. The sound of flutes is loud, now, and comes from beneath the observatory. Konstantinos Liolios (order #5565906) 80 81 1. Although try substituting a buried Old One with a Colour. 2. Another unique race is the Great Race. Their one thing, which they do well, is possession. 3. It’s unclear whether there are several Colours, of which one remains behind, or one, of which part remains behind. It doesn’t matter. COLOURS. Story: The Colour Out of Space. Synopsis: On arrival in the Arkham Hills, the protagonist meets Ammi, who tells the following story. A meteorite fell, which scientists studied but could not understand. Afterwards, local flora and fauna grew strangely, then decayed. When Ammi visited the farm where the meteorite fell, he found the farmer and his wife, alive but crumbling, apparently attacked by something in the well. Ammi summoned the authorities. When they arrived, everything began to glow and the Colour shot from the well into the sky. It left behind a blighted area, which grows by an inch each year. coLours, unlike Azathoth, don’t transplant well. Try taking the plot of The Shadow Over Innsmouth and substituting Colours for Deep Ones. It won’t work.1 You can’t have a hotel run by a Colour. This is because Colours are unique. They do one thing and do it well: slow, inexorable decay.2 Thus, Colour scenarios are about decay. First, decide when your scenario begins in the Colour’s chronology: The Colour falls to Earth in a meteorite. It gradually sucks the life from the land. The Colour shoots back into the sky, although part remains behind.3 It leaves a devastated area, like an acid burn. Konstantinos Liolios (order #5565906) 82 83 1. See Increasing Harm (page 46). As noted in that section, we can add “the Investigators” as a fifth step. That is, in your scenario, the Investigators could be the Colour’s final victims. At the end, they notice they are glowing or decaying. 2. In Colour stories, riff on themes of light and decay. Humans sicken, shun company and go mad. They glimpse shifting walls and hear things moving in the night. These people lose motivation, becoming listless and mechanical. Towards the end, they become luminous, crumble or mysteriously disappear. So, the order is: things, plants, animals, humans.1 This is both the order in which things decay and the order in which Investigators encounter the Colour’s victims. Another sequence describes how these things decay. Broadly, the decay progresses through the following stages: Unhealthy. Unnatural. Moving strangely. Oddly coloured. Luminous.2 Grey and brittle. Crumbling. So, in your chosen location, run through these two sequences of decay. By using them side-by-side, you get a rich array of weirdness. Here’s an example set in Victorian London: In the East End markets, the fruits are huge and glossy, but taste bitter. The milk, too, has an unnatural taste. Traders report tales of unnaturally large rats, which scurry up walls. The Investigators uncover tales of an ancient meteorite, which landed in London’s East End, and rumours of something underlying the soil, getting stronger. At night, the buildings of the East End glow. 1. And, depending on the location, describe the decay differently. Perhaps, in Antarctica, the ice breaks apart or the rock becomes brittle. Perhaps, in the slums of Victorian London, the decay looks like a disease. 2. This description has dreamlike elements: beautfiul, eerie, light (note how the plants are glosssy rather than dull). See Dreaming (page 71). 3. Note the narrative distance. Seeing an overpowered rabbit might be comical. Finding footprints is eerie. This gives us three places to begin a scenario: when the Colour arrives, when it is present and just after it has left. Let’s briefly consider the third. Lovecraft largely leaves this unexplored, but describes: A devastated, blighted area, which spreads gradually, growing an inch each year. The Arkham reservoir, built on the dusty land. Here, then, is a possible scenario about the spreading blight and poisoned reservoir. Slowly increase the weirdness and end with the Colour beneath the soil. But let’s return to the first two timing options: scenarios set when the Colour arrives and when it is present. Both options, for the most part, follow the plot of The Colour Out of Space. How can we rerun this plot, but make it look new? First, switch locations. Pick any Lovecraftian location: a town, the mountains, Antarctica. Or pick somewhere specific: a theatre, an observatory, a museum, a Victorian slum.1 In that location, run through the process of decay, which progresses as follows. Inanimate things decay: water tastes bad and milk goes sour. Plants become glossy and strangely coloured and grow to phenomenal size.2 They bud prematurely and move even when there is no wind. They taste bitter and sickening. Animals are born with unnatural proportions, move oddly, have unnatural agility and leave strange arrangements of footprints. For example, rabbits leap further than seems possible.3 Konstantinos Liolios (order #5565906) 84 85 1. Again, note how dreamlike these descriptions are. Alongside the unpleasantness, there is distorted beauty. 1. Switch with the eponymous Haunter of the Dark, an intangible blackness that protects Mythos knowledge and pursues those who seek it. Try the Colour as a guardian or aggressive pursuer. 2. c.f. H. G. Wells’ The War of the Worlds, in which green flares from Mars fall to Earth as green shooting stars. They turn out to be huge cylinders. It doesn’t end well. To end your scenario, either copy the bleak ending of The Colour Out Of Space, or use a standard Lovecraftian climax: The Descent. Although the protagonist of The Colour Out of Space doesn’t descend underground, your Investigators might. They could discover the Colour roosting in caves, mines or tunnels. The Final Horror. Since the Colour is more dreamlike than horrific, the final horror is probably a victim of the Colour, rather than the Colour itself. Nevertheless, it’s possible to imagine a larger, horrific Colour, hurtling towards the Investigators or hanging bleakly in the night sky.1 The Chase. It’s unlikely the Colour will participate in a dramatic car chase. However, it could rush through tunnels, Shoggoth-style. Alternatively, the Investigators could flee the spreading grey blight, as the countryside collapses behind. Although The Colour Out of Space ends bleakly, your scenario can end with adrenaline. The Realisation, with the Colour remaining beneath the soil, is ready provided for you. Other endings are less probable, but worth considering. Fighting the Colour is probably silly: the Investigators would simply attack a patch of light. But self-realisation makes a good ending: an Investigator could realise they have been infected by the Colour. Finally, let’s return to the meteorite, which is ripe for stealing. Here is how it arrives: There is a string of explosions in the air.2 There is a pillar of smoke. The next morning, a huge rock is found. There are tales of animals that the thing under the soil has sucked dry. The Investigators find mice and birds, crumbling and decaying. Now, the fruits in the market become brittle, crumbling when they are touched. There is starvation in the poorer areas of London. The buildings, too, begin to crumble. As the Investigators investigate, they find crumbling humans, confined to slum housing and slowly dying. A new road is driven through the crumbling slums. Yet the Investigators know that, eventually, the Colour will suck the life out of that too. Thus, with a good location, you can simply rerun the Colour Out of Space plot, and it will seem new. Throughout your scenario, tease the players with impressions of colour. Lovecraft gives us the following: Distortions in the colours of the sun. Cloudiness. Moving colours. Being brushed by a vapour. A pale, insidious beam. Add your own: try shimmering, glistening or impressions of mirages. Begin with intangible impressions, then move towards tangible contact and sightings of the Colour.1 Konstantinos Liolios (order #5565906) 86 87 1. This is how Lumley spells it. The Greek word would be Chthonian. 2. Avoid the teleporting clock. Or use Lovecraft’s original version instead. CTHONIANS. Story: Brian Lumley’s The Burrowers Beneath. Synopsis: While investigating collapsing mines, the protagonist is sent a pearlescent sphere. This, it emerges, is a Cthonian egg. The Cthonians chase him round the country: at one point, there is a car chase. Then the creatures send the protagonist a human brain, kept alive inside a body of filth, to warn him not to investigate. Finally, they destroy his house with him inside. the cthonians1 were created, not by Lovecraft, but by Brian Lumley. They cause problems. Lumley, whose style is much pulpier than Lovecraft,2 gives them every supernatural power imaginable, from telepathy to possession. Often, they seem more superpowered than eldritch. Nevertheless, at heart, the Cthonians are beautifully conceived. They are an Earth Monster, who riff on “underground” themes as Cthulhu riffs on “water” themes. By stealing judiciously, we can create a Lovecraftian version of the creature. Start underground, where Cthonians burn through rock like knives through butter, leaving wormlike tunnels behind. Here, the Investigators might find: Smoothly-finished tunnels, bored through the rock at unnatural, sometimes vertical, angles. Subsidence, as the Cthonians’ tunnels collapse. A honeycomb of tunnels, lacing in and out of man-made mines. 1. Presumably, if you put it near a cloud chamber, it would give strange tracks. If you put a radio near it, it would give strange radio emissions. And so on. Inventing scientific anomalies is easy. It is struck by lightning on the nights after it lands. It contains several “globules”, of an alien colour, which pop when hit with a hammer. Over time, it shrinks into nothing. Steal this description for anything that falls to Earth. Note two things in particular. Firstly, although the lightning makes little sense, it makes a wonderful omen. Put similar omens in your scenarios. Secondly and importantly, the meteorite leaves no permanent evidence behind. Steal, also, the material from that meteorite. It is soft: you scoop it, rather than chipping it. It is luminous. It is hot. It is corrosive, burning through any container. It is invulnerable to all known reagents. It is composed of a previously unknown element. It produces strange emissions when analysed with a spectrometer. It shrinks to nothing over time. So, it is odd, powerful, beyond science1 and decaying. Other alien materials, in other stories, are similar: for example, the soapstone in The Call of Cthulhu. Whenever you need alien substances, then, steal these descriptions, either by using the specific details above or by expanding on those four points. Konstantinos Liolios (order #5565906) 88 89 1. The egg is fascinatingly close to the Shining Trapezohedron in The Haunter of the Dark, except the Trapezohedron allows clairvoyance and is not a MacGuffin. So switch details: make Cthonian eggs like crystal balls; use the Trapezohedron as a MacGuffin. 2. There are few Cthonians: too few to pursue their plans of world domination. Thus, each retrieved egg is precious, bringing their plans closer to fruition. 3. Put people near or in the mine, which ensures the Investigators cannot simply ignore its destruction. Also ensure the Investigators know that, if the egg gets captured, the world comes closer to doom. Another possible starting point is the Cthonian egg. These eggs: Appear as “cave-pearls”, four inches in diameter and beautiful. Are made of an unknown material, immune to X-rays and radiation. Have thick, almost impenetrable shells. Contain something fumbling inside, which can be heard with a stethoscope. May hatch, revealing a vulnerable creature the size of a walnut. Are often found in a box (actually an incubator), with queerly-angled sides and carvings. Are immensely rare and precious to the Cthonians, who can instantly locate them by telepathy, and retrieve them with force. Put this egg, inside its carved box, anywhere in your scenario. Lumley puts it in a mine, but you could use an archaeological dig, antiques shop or (stealing from The Call of Cthulhu) bequest from a relative. The egg, of course, is a MacGuffin.1 Wherever it is, the Cthonians chase it.2 If the Investigators keep it, the Cthonians pursue them. If they store it, the Cthonians destroy wherever it is stored. If they return it to the mine, the Cthonians destroy that mine too.3 Thus, the chase defines the entire scenario. As the Cthonian approaches, gradually increase the horror: start with dreams, move to earth tremors and end with the Cthonians’ attack. Note that, at the Cthonian gets closer, narrative distance naturally decreases. 1. Let’s assume the chanting and etchings are by worshippers. The alternative, that the Cthonians themselves sing and doodle, seems rather ludicrous. 2. These let the Investigators trace the Cthonian. 3. Except, perhaps, the Cthonian egg (see below). Etchings of unnatural creatures, like elongated octopuses. Chanting heard deep in the tunnels.1 This burrowing leads to: Earthquakes which, against any seismological explanation, run in a straight line.2 Inexplicable seismologic readings, in areas not normally prone to earthquakes. Strangely-built seismological instruments, constructed by others who attempted to trace the Cthonians. They may be mysteriously sabotaged, as if to conceal the Cthonians’ approach. These earthquakes, in turn, cause property damage. Indeed, Cthonians deliberately attack buildings by burrowing beneath them. Thus, the Investigators might discover: Buildings collapsing and people disappearing without explanation. Reports of a disgusting odour, slime, chanting and something gigantic writhing, shortly before the building collapses. No corpse within the house and nothing else missing.3 Thus, we have three good scenario beginnings: collapsing mines, unexplained tremors and destroyed buildings. Note that, unusually, our scenario can begin underground, rather than ending there. Konstantinos Liolios (order #5565906) 90 91 1. The Shan (page 156) have a similar form of soft possession. 2. Under The Great Race Of Yith (page 115), I discuss possession plots in more detail. 3. These dangers are particularly acute in valleys and other low-lying areas: every time the road dips, the Investigators should be scared. 4. Compare with the introduction to The Call of Cthulhu. An interesting exercise is to do a search for “survival” throughout Lovecraft’s stories. Steal selectively here: if you give the Cthonians too many powers, they become unfocussed. However, the last power is especially useful. It is a subtle form of mind control, more interesting than most Lovecraftian possession.1 Use it to inspire scenarios: let the Cthonians possess individuals, families or entire towns. This form of possession gives us practical advantages, too: we can oppose the Investigators with NPCs who, if captured, know little.2 There are three things left to steal. The first is a car chase, in which the Investigators are threatened by: Tendrils emerging from cracks in the ground. Earthquakes and rockfalls. Cthonians bursting out of the ground and attacking.3 Essentially, this is the car escape from The Whisperer in Darkness, but with much more detail. Use it, suitably adapted for your creature, to end any scenario. Next, steal Lumley’s concept of survivals in the fossil record. Everything that is found as a fossil, he suggests, is occasionally found as a living creature. It’s a beautiful piece of pseudoscience. Steal it for moments of weirdness and a source of monsters: Lumley suggests that the Loch Ness monster is one such “survival”.4 Finally, Lumley gives a backstory, which makes a perfect and bleak scenario. It is set on an oil rig, but with a few changes, you could use it anywhere. 1. Lovecraft uses a similar structure in The Hound. 2. Be careful here. When you talk to monsters, they stop being frightening. The Lloigor (page 137) do this better: they use servitors to send warnings. 3. When attacked by either, they dissolve away to nothing, rather like the material from the Colour’s meteorite. 4. Again, the Lloigor do this better. Steal this structure for any Mythos creature.1 Give the Investigators a MacGuffin: perhaps a black stone, ornate tiara or theatrical script. Then send, respectively, the Mi-Go, Deep Ones or the King in Yellow after the Investigators. Instantly, you have a scenario. We can also steal Lumley’s take on nightmares. His characters dream of: Chants that, on waking, the dreamer finds she can repeat. Things that the Investigator could not understand when awake, but can understand in dreams. For example, codes, carvings and writing in foreign languages. Thus, dreams teach skills, whether the Investigators want to learn them or not, and grant understanding. Put another way, they allow investigation in dreams. Steal this for other creatures, especially Cthulhu. There is more to steal. Here are the Cthonian’s powers: They are telepathic. They warn you to stop investigating and return the eggs.2 They can be killed by water or radiation and are afraid of both.3 They make people feel tired and ill.4 They remove human brains and encase them, still living, in filth, while milking information from them. They can force this filth into human shape and send it to warn Investigators. They control people by implanting ideas. They influence burglars into stealing their eggs and travellers into carrying them. Konstantinos Liolios (order #5565906) 92 93 1. If you steal the Angell plot, you need to add an ending. As ever, endings are easy. CTHULHU. Story: The Call of Cthulhu. Synopsis: See Angell, Legrasse and Johannsen, below. cthuLhu. What a nightmare. It’s hard to make something scary when people wear T-shirts supporting it for President. Let’s begin by stealing the plot, which splits into three parts that skip back and forward in time. It runs as follows: Angell. The protagonist inherits a sculpture and papers from his great-uncle, Professor Angell. The papers describe Angell being visited by a sculptor, who had sculpted something from his dreams. Angell investigates the dreaming and discovers simultaneous events of eccentricity and insanity. Legrasse. Inspector Legrasse takes a sculpture to an archaeological conference. It reminds one archaeologist of an artefact from a bloody Eskimo cult. The story then flashes back to the Inspector raiding a cult in the New Orleans swamps, who worship a white polypous thing, which reputedly lives in a nearby lake. From the cult, the Inspector captures the sculpture. Johannsen. When a ship’s crew refuse a warning to turn back, they find a risen Cyclopean city. There, they see Cthulhu rise, are chased by him and ram him with a ship. All three plots are useful. In Angell, the protagonist’s discovery leads him into a spiral of weirdness. Steal the plot for other creatures and note that the family connection makes it stronger. Let an Investigator discover that her father was investigating the Lloigor. Let an Investigator’s nephew disappear in Mi-Go infested hills.1 1. It’s the Cthonian’s heartbeat. Imagine what Cthulhu’s heartbeat sounds like (then put it in a scenario). 2. This Final Horror is subtly different from those we have considered so far. It is neither a sighting of the monster, nor of the harm it does, but a horrific first contact. Steal this Final Horror. Try ending scenarios with fountains of ichor, outpourings of monstrous entrails or huge, unidentifiable fleshy organs. This backstory runs as follows. The seismograph, analysing the sea bed, shows odd, rhythmic blips.1 When a diver attempts to investigate, the sea fills with fish, who prevent the dive by gnawing his diving apparatus. When another diver goes down, a swarm of fish devours him, leaving nothing. Later, when the oil rig begins drilling, the whole seabed shakes, as if trying to stop the process. The drill penetrates the Cthonian’s heart, which issues a rhythmic spurt of red liquid, hundreds of feet into the air. That spurt of blood becomes the final horror of the scenario.2 Steal it for Cthonians or any buried creature. Steal the devouring fish, too. It’s a genuinely terrifying set-piece, which also works for Cthulhu or the Deep Ones. Change the fish to birds, flies or animals and you can use them for Ithaqua, Shub-Niggurath, Mordiggan and many, many Mythos creatures. Steal that horrific set-piece, in which small creatures consume a human, for any scenario. Konstantinos Liolios (order #5565906) 94 95 1. Replace the single roll with something that involves everyone. Perhaps one Investigator sails the ship, while the others shoot. Hack the combat system or stack skill rolls, ensuring that Cthulhu’s defeat takes more than one roll. 2. This gives you a way to avoid railroading. When the Investigators fail a roll to kill Cthulhu at sea, don’t fudge things so that they succeed. Instead, let the failure stand. Let Cthulhu reach land and devastate a few coastal villages. 3. Cthulhu is almost completely interchangeable with other buried Old Ones. Also, Lloigors and Colours. 1. For more Cthulhuesque imagery, read Dagon. Dagon is Lovecraft’s prototype for Cthulhu: smaller, but otherwise interchangeable. 2. This last dream probably implies that the dreamers are Deep One hybrids. But it may not: who knows how dreams work in the Mythos? 3. Steal this and change the artistic medium. Now, let’s go deeper into these plots and steal the details.1 From Angell, we get dreams. Underground voices shouting monotonously. Unpronounceable, unwriteable words. Alien landscapes and Cyclopean cities. A gigantic thing, miles high, lumbering about. These dreams have a useful function within the story: they foreshadow the creature, while maintaining narrative distance. They also bookend the scenario, so that the investigation both starts and ends with the monster. Steal them for other creatures. Start a Cthugha scenario with dreams of fire, a Lloigor scenario with dreams of slavery or a Deep One scenario with dreams of undersea cities.2 These dreams are not simply disturbing. They cause inexplicable behaviour and social unrest: A rash of suicides. An outbreak of fever, from which victims awake remembering nothing. Unrest in lunatic asylums. Increased religious activity, especially from apocalyptic cults. Bizarre artworks, which the artist produces while sleepwalking.3 Use these phenomena to start scenarios: in newspaper offices, hospitals, asylums, churches and art exhibitions. And steal the unrest for any creature connected with visions and dreams: Cthonians, Nyarlathotep, Hastur and Deep Ones. Yet Legrasse makes the best standalone plot. Start by switching the timing: when the Investigators research a sculpture, it leads them to a swamp cult. Let the Investigators question natives of the swamp. Increase the horror slowly. Then, as a final horror, show the cult’s horrific rites or the white polypous thing rising from the lake. Use the same plot for Mi-Go, Ghouls, Deep Ones and others. Johannsen, meanwhile, gives us the ship-ramming ending. It’s fascinating but problematic, because: It makes Cthulhu seem weak. Although Cthulhu is ostensibly powerful, Lovecraft shows him being defeated. There is no drama. If we give the Investigators a ship, they know exactly how they are expected to defeat Cthulhu. It is difficult to run in a roleplaying game. Ending the scenario with a single Piloting roll, to hit Cthulhu with a ship, is an anticlimax.1 So how can we make this ending work? First, substitute the ship: try a plane, submarine or bomb. Once Cthulhu reaches land, try trucks, explosives or collapsing masonry. 2 Next, switch creatures: use this ending for other monsters, but not Cthulhu. Ram Gol-Goroth with the Titanic, hit Ithaqua with a plane, hit Shub-Niggurath with a collapsing building and blow up a tomb with Mordiggan inside.3 But for Cthulhu himself, change the ending: try a descent into R’lyeh or a chase. Best of all, be open to such endings, rather than prescripting them. When you plan scenarios, expect the Investigators to run from the creature. If, instead, they produce a plan of attack, Johannsen shows how to handle it. Konstantinos Liolios (order #5565906) 96 97 1. It doesn’t matter what it is. Probably, Lovecraft didn’t know. Choose a plausible explanation: once, I explained it was a projection of Cthulhu’s dreams. 2. These winged creatures, of course, are tantalisingly close to Mi-Go. The next thing to steal is more than a detail. It is the apocalypse, in which: People become like the Old Ones. They are beyond good and evil, without laws or morals. They shout and kill joyfully. The black, mouldy spirits of the Earth rise from the ground. Steal this for premonitions, dreams and visions. Or steal the themes of amorality and joyful murder. Note, especially, the black, mouldy spirits: jet-black ghosts, stinking of mould, are perfect and unusual Lovecraftian creatures. Most useful of all, however, is the “white, polypous thing” in the lake. It seems to be a mini-Cthulhu: perhaps an avatar, projection or facet of Cthulhu.1 Steal it. It is huge and formless, with luminous eyes. At midnight, bat-winged devils fly from caverns to worship it.2 It catches sacrifices for the ritual. It lives in a hidden lake, deep within the dark wood. During the ritual, it flies and echoes the chants of the cultists. Thus, we have an alternative Cthulhu, which Lovecraft described in detail, but his protagonists never saw. It gives us a perfect ending for Cthulhu-based scenarios. Let the Investigators find the hidden lake. Let the white polypous thing chase them. It’s a whole new Cthulhu and one that has never appeared on a T-shirt. 1. Try rerunning Legrasse, but replace the swamp cult with the Eskimo cult mentioned in the story. Thus, you switch locations and steal backstory. 2. If you want to begin a scenario with a murder, this is where you start. 3. Or, of course, the Cthulhu bas-relief from Angell. 4. Here is a wonderful opportunity for switching protagonists. Let the Investigators master their dreams: perhaps, in their dreams, they could explore R’lyeh. Let them achieve immortality: steal from The Shadow Over Innsmouth. Another detail, from Legrasse, is the unusually-detailed cults. Firstly, the horrific swamp cult, who: Dance naked around ring-shaped bonfires and granite monoliths. Howl ecstatically, like animals. Hang bodies of victims upside-down over the bonfire. These are vastly more horrific than standard cultists.1 Steal their blood, murder and animalism for any Mythos servitor. Secondly, Lovecraft describes the leaders of the cult, in Chinese mountains. These leaders: Are “deathless” and “undying”. Kill those who investigate them, using “secret methods” such as poisoned needles.2 Have strange, hereditary rituals. Have “mastered their dreams”. These cult leaders, mentioned by Lovecraft but never encountered by his protagonist, are ripe for stealing. There is a whole scenario here. Start with folktales,3 which lead the Investigators to the mountains. Riff on themes of immortality and “dream mastery”.4 Let the Investigators descend into tunnels beneath the mountain and discover ancient carvings. Finish with a standard climax, probably a sneak or chase. And steal these leaders for other Mythos servitors. Perhaps Cthonian cult leaders chant in tunnels beneath G’harne. Perhaps Yithian cultists plot immortality in buried cities. Konstantinos Liolios (order #5565906) 98 99 1. Either with their own relatives or the relatives of NPCs. 2. Monstrous relatives, imprisoned in the attic, are a Lovecraftian theme. By choosing a different description, you unsettle the players. Use lesser-known descriptions for other creatures, too. Describe Great Race bodies as iridescent, not rugose. Describe the Shan’s hate-filled eyes. The next cliché is Innsmouth itself. It is more than a fishy, crumbling town: it is beautiful. In Innsmouth, Lovecraft juxtaposes revolting descriptions with dreamlike ones. Old buildings with a departed grandeur. Eerily beautiful jewellery, intricately crafted from a lustrous gold alloy. Phosphorescent undersea terraces and coral gardens. Keep this tension between beauty and repulsiveness. The town is repellent, but sometimes wonderful. The jewellery is abhorrent but attractive. Note, particularly, that the beautiful things glow. Another, subtler, cliché is “breeding”. It’s often represented by NPC hybrids and suspicious-looking families. You can do better than that. For example, Lovecraft mentions conversations with long-dead relatives: let your Investigators experience these conversations.1 Let them talk with people who should be dead. Let them find diaries, personal effects or other clues that people are still alive. Similarly, Lovecraft mentions imprisoned relatives, who presumably are too monstrous to appear publicly.2 Let Investigators meet these relatives. Use them as a Final Horror, stealing the scene from The Colour Out of Space. 1. Or simply hold back in your description. Just because the NPC is a Deep One hybrid doesn’t mean you must mention their strange appearance. You don’t describe the eyes of every NPC the Investigators meet. 2. Try basing a scenario around Innsmouth-look-as-disease. Start in a hospital. DEEP ONES. Story: The Shadow Over Innsmouth. Synopsis: The protagonist arrives in Innsmouth and explores. He is warned about the town’s church, the Esoteric Order of Dagon, and bribes a drunk, who tells horrific tales of monsters mating with humans. When the protagonist tries to leave, the bus is suspiciously out of commission, and he must stay in a hotel. During the night, he is attacked and flees the town. Later, he discovers he is related to the monsters. deeP ones, like Cthulhu, have cliché issues. They are genuinely horrific, but have become so familiar that the horror is lost. How can we get it back? Let’s tackle the clichés one by one, starting with the biggest: the Innsmouth Look. It’s often described with bulging eyes and a fish-like face, making it comic, rather than horrific. But Lovecraft gives us many other descriptions of the Look. Choose something unexpected.1 A dull, expressionless face. Large, veined hands, with short fingers. A receding forehead and chin, with small ears and a flat nose. A shambling gait, with large feet. A blue-grey tinge to the skin. Greasy, peeling skin, as though there were a disease beneath.2 A repellent nature. Konstantinos Liolios (order #5565906) 100 101 1. Lovecraft only describes this object. Let your Investigators find it. 2. It’s a superb and obvious final horror. Lovecraft couldn’t bring himself to describe it, so you should. Now, there is a sequence connected to the Order’s worship. To make a deal with the Deep Ones, follow these steps: Use an odd lead object1 to bring the creatures out of the sea. Sacrifice some young people to them. Enjoy the increased amount of fish that comes to your town. Also enjoy the strange jewellery they give you. Later, expect a request to mate with the townsfolk. Keep sacrificing, otherwise the Deep Ones will destroy the town. The sacrifices are particularly underexplored. Let your Investigators find caged sacrifical victims or children earmarked for sacrifice. Again, riff on the family theme. The sequence, above, lets us play tricks with time. You could start a scenario: Before the creatures are summoned, so that Investigators must prevent the summoning. After the sacrifices begin, so that Investigators investigate mysterious disappearances of young people. Before the mating begins, so that the final horror is seeing townsfolk mate with Deep Ones.2 After the mating begins, as in The Shadow Over Innsmouth. Before the creatures destroy the town, so that the Investigators discover the past sacrifices and imminent destruction. After the destruction, so that Investigators investigate a ghost town. 1. Riff on the themes of church and immortality. Set Deep One scenarios within the Catholic Church. Offer Investigators eternal life. 2. But be careful with fish puns. Although Lovecraft used them, they signal comedy rather than horror. 3. The default location for a strange old building is on a hill, c.f. The Strange High House in the Mist, The Haunter of the Dark and so on. Perhaps the worst cliché, however, is the Esoteric Order of Dagon. It is much more than a generic cult. It is Innsmouth’s richest source of inspiration, with enough material for several scenarios. When the Order arrives in a town, they run other churches out. They promise marvellous changes, leading to immortality.1 Bizarre chants come from inside the church. They worship on Walpurgis Night (30 April) and Halloween. They make people take three Oaths. The third is particularly horrific. Steal these descriptions. Here, for example, is a Dagonic scenario, patched together from the parts above. An old colleague, Professor Walter Pike,2 invites the Investigators to a seaside resort, to assist with his studies. When the Investigators arrive, Pike’s house is empty. His notebooks and library reveal that he has been studying the local church. The townsfolk reveal that this new church drove out the other churches. The Investigators meet a curate, who was threatened by the newcomers. That night, the Investigators meet a frightened escapee, who tells of horrors beneath the church. When the worshippers tried to make him take the Third Oath, he fled. The Investigators hear odd chants from the church on the hill.3 Inside, the Investigators find heretic texts, promising immortality. In a stinking basement, they find Pike, horrifically transformed into a Deep One hybrid. Konstantinos Liolios (order #5565906) 102 103 1. This means you must state that a player’s character is a monster. It’s a big thing to say about a player’s character, but see it as an opportunity. It lets you create a new and unusual scenario. 2. This is how Ramsey Campbell ends The Insects from Shaggai. 3. Read Zadok’s drunken oration in The Shadow Over Innsmouth. We’ve stolen from it already, but there is much more to take. Yet the most horrific idea from The Shadow Over Innsmouth is discovering you are a monster. Only Deep Ones give the grim inevitability of transforming into something horrible. This discovery presents a terrible choice: does the Investigator kill themselves or become a monster? Other Investigators get a similar choice: do they kill their colleague or let them transform? So steal this choice for other monsters, adapting it where necessary.1 For the Shan, the question is: do they kill themselves or become a thrall?2 For the Great Race: do they allow themselves to be possessed? For the Mi-Go: do they allow their brain to be taken? Having dispensed with the clichés, you can use the tricks from the first part of this book. Try switching creatures, interchanging Deep Ones with Ghouls, Mi-Go and Shan. Try switching endings, sending Investigators into the tunnels beneath the Innsmouth houses, then chasing them out with Deep Ones. Switch protagonists, letting the Investigators meet, rather than be, Deep One hybrids.3 Or switch locations, as described in detail above. At heart, the Deep Ones are deeply horrific. By going back to Lovecraft, you can rescue them from cliché. 1. In The Shadow Over Innsmouth, these inhabitants destroyed the people on the neighbouring island. After all, the neighbouring islanders were worshipping monsters. If you want human horror, this is how you do it: with mass murder. 2. There is no noise because it doesn’t actually refine gold. It just melts the Deep Ones’ jewellery. Most usefully, there is a backstory connected with Dagonic worship. Adapted slightly, it makes an excellent scenario. The Investigators arrive on an island. There, they find inhabitants who tell evil tales of a neighbouring island.1 On this neighbouring island, they find a ruined settlement. There are stones with swastikas on them and carvings of monsters. On the beach, washed-up, they find the bones of young men and women sacrificed to the Deep Ones. Then they find more carvings, which illustrate that the Deep Ones will rise unless more are sacrificed. Finally, either the Investigators sacrifice one of their number or the Deep Ones rise from the sea. Here, the swastika stones are ostensibly wards against the Deep Ones. Use them carefully: they are not simply Deep One repellents. They do not make you safe. Instead, use them to create danger. Let the Investigators believe they are protected, then find stones missing. And this is a general rule: any ward against the Mythos must fail. There are many miscellaneous Deep One details, ripe for stealing and expansion. Any of the following could inspire an entire scenario. Ruins, beautiful and golden, rising from the bottom of the sea. The Deep Ones are preparing something terrible, involving a Shoggoth. After the raid on Innsmouth, captured Deep One hybrids were kept in concentration camps, then dispersed throughout military prisons. A gold refinery with no noise2 coming from inside. Konstantinos Liolios (order #5565906) 104 105 1. And, as ever, steal this for other creatures. Emphasise the brilliance of Mi-Go technology. Show that the Colour feeds like a human baby. 2. By switching protagonists, you can give your Investigators an Elder Thing fossil to dissect. That’ll end well. Be careful with narrative distance: don’t let your Investigators see an Elder Thing in the first scene. Try obscuring it, with darkness or mist, or have it move too fast for Investigators to see. Your first task, then, is to get the Investigators to relate to the Elder Things. If your Investigators are doctors, give your Elder Things a medical air. If the Investigators are engineers, emphasise the construction of the Elder Thing city. If they are artists, emphasise the Elder Things’ creativity. Similarly, let biologists find dissected human bodies. Let mathematicians find diagrams of vast intelligence. Let archaeologists find ancient items of beautiful construction. And so on.1 Having humanised the Elder Things, you can steal the Mountains of Madness plot. All the familiar tricks work well.2 First, switch creatures. Because At the Mountains of Madness is a “buried monster” story, you can put almost anything into the Elder Thing city. The plot runs as follows: the Investigators enter the city, learn about the creature, then flee from it. Try Old Ones, such as Ithaqua, Cthugha or Mordiggan. Try races, such as Mi-Go or Deep Ones, who chase the Investigators in a swarm. Note that, whichever creature you choose, it replaces both the Elder Things and the Shoggoth: it is both the thing investigated and the final danger. Next, switch locations. Try putting the buried city in the desert, as in The Shadow Out of Time. Better still, put it in the sea. Use Lovecraft’s descriptions of undersea Elder Things, who: Write on wax surfaces, using a stylus. Use phosphorescent organisms to light their city. 1. Although they are not necessarily benevolent, as the Great Race are. 2. It is arguable whether Cthulhu is truly malevolent. Probably, he is merely indifferent to human suffering. However, he encourages humans to laugh and kill, so let’s call this malevolence. Certainly, it is not very nice. ELDER THINGS. Story: At the Mountains of Madness. Synopsis: In the Antarctic rock, explorers find signs of prehistoric life. They later discover a deserted campsite, which belonged to other explorers. These other explorers apparently tried to dissect a fossil (an Elder Thing), which came alive and dissected them. The protagonists descend into an ancient city, where they find both human bodies and those of Elder Things (and also albino penguins). From carvings, it appears that the Elder Things created Shoggoths, which then turned against them. Deeper inside, a Shoggoth chases the protagonists out. unLike the races we have considered so far, the Elder Things are not evil.1 They are not malevolent,2 like Cthulhu, nor indifferent, like Colours. They are, in fact, rather like us. Lovecraft wants us to relate, identify with and even like the Elder Things.3 They are civilised scientists. They just want to learn. And that is where the horror comes from. They learn precisely as we learn: by dissecting other species. In your scenarios, then, the Investigators might find. Human bodies, packaged as experimental subjects, for later study. Human equipment, intelligently packaged for later study. Dissected human and animal bodies, with tissue neatly removed. Rough sketches, using strange alien techniques. Konstantinos Liolios (order #5565906) 106 107 1. For undersea exploration, the Investigators must use a diving chamber, diving equipment or a submarine. All existed from the late 19th century onwards. For Victorian scenarios, steal from Jules Verne’s Twenty Thousand Leagues Under The Sea. For the 1920s and 1930s, use the fascinating William Beebe for inspiration. 1. These mechanised lifeforms are intriguing. They make the Elder Things into creatures like H. G. Wells’ Martians. 2. In The Insects From Shaggai, Ramsay Campbell uses an enslaved, innocent alien race. SeeThe Shan (page 156). 3. Lovecraft likes numbers. For a true Lovecraftian description, add numbers: not an afternoon’s journey, but a three-hour journey. 4. To a lesser extent, the Great Race use the number three similarly. Rooms in which everything is placed in the centre. Remains of mechanised lifeforms, which the Elder Things used to live on other planets.1 Steal this city for other creatures, changing details as necessary. Make Deep One cities beautiful and marshy. Fill Mi-Go cities with mining equipment. To describe such cities, simply take an aspect of human living and make it alien. Ask yourself: where do the creatures sleep? How do they see underground? How do they eat? Invent alien equivalents for libraries, bedrooms, dining rooms and scientific labs. You can improvise alien cities endlessly. What else can we steal? Try the albino penguins: a strange, innocent race, seemingly alien but actually strangely evolved. Use other innocent creatures, alien or otherwise, in your scenarios. Harming innocents is always horrific.2 Steal, also, the motif of “five”.3 Throughout At the Mountains of Madness, things occur in fives, echoing the Elder Things’ five-pointed heads: five-pointed architecture, five-sided mounds, clusters of five dots.4 So, in any scenario, choose a number and repeat it. For a Mi-Go scenario, try describing nine-legged structures, nine- pointed earth mounds and cylinders with nine antennae. Even if the repetition is meaningless, it adds an eerie consistency. But the biggest thing to steal is Antarctica. Use it, not just for the Elder Things, but for any creature. As Lovecraft describes it, it is strikingly dreamlike. This undersea city is an instant scenario. Simply rerun At the Mountains of Madness at sea: the expedition becomes a ship voyage, drawing from The Call of Cthulhu, perhaps stopping at islands for investigation. Perhaps, when Investigators discover the undersea city itself, its architecture echoes the dreamlike construction of the Deep Ones.1 Even better, use Switching Creatures and Switching Locations together. Run the Mountains of Madness plot, replacing the Elder Thing city with a Mi-Go mountain mine, a Lloigor beneath the desert or R’lyeh itself. That “buried creature” plotline is endlessly recyclable. Note, especially, how detailed the Elder Thing city is. From the outside, we see geometry and intricacy: Vertical sides, constructed from rectangular blocks. Oddly regular openings in these vertical walls. Fragments of perfect cubes, truncated cones and pinnacles. Five-pointed stars. Pylons and beautiful stone bridges. Inside, we see how they live: Intricate devices, employing principles of energy unknown to humanity. Electro-chemical devices used for lighting. Tables and chairs, shaped in cylindrical frames. Small, flat, five-pointed counters, used as money. Konstantinos Liolios (order #5565906) 108 109 1. Which Lovecraft uses as he uses letters in other stories. 2. When you write a scenario about exploration, At The Mountains of Madness is an excellent model to use. Other possible starting points are The Shadow Out Of Time and The Wendigo, both of which are discussed below. 1. This isn’t the full story, but it’s what we need for the Polyps. For a fuller synopsis, see The Great Race Of Yith (page 115). 2. In The Shadow Out Of Time, Lovecraft provides two separate underground cities. The Polyps live in basalt towers. The Great Race prefer buildings of sandstone and granite. Note how describing the rock enhances the imagery. FLYING POLYPS. Story: The Shadow Out of Time. Synopsis: The protagonist searches for an ancient desert city from his nightmares. He finds it, goes inside and is chased out by invisible, wind-like creatures.1 in The Shadow Out of Time, the Flying Polyps take the Shoggoth role: they appear at the end and chase the protagonist from the underground city. They provide the evil and adrenaline to end the story. Although this is a cameo role, the Polyps are detailed enough to carry a scenario alone. This scenario starts when the Investigators hear about ancient buildings: Stone cities, which the natives fear. Folktales of unearthly winds, blowing from half-buried stone huts. Indecipherable rock markings. Basalt towers, tall, black and windowless, which taper towards the top.2 When the Investigators enter these buildings, they appear deserted. Deep within, however, the Investigators find where the Polyps are imprisoned. Great trapdoors, sealed with metal bands, from which cool, damp air issues. A shrill, whistling noise. Tunnels, in which the Polyps are sealed. The Antarctic is: Ancient. Dreamlike, with immense mountains rising like mirages. Obscured, with opaque fogs and sky and snow merging into one. Windy. Painted in fantastic colours: scarlets, blues and golds. Thus, although terrifying, it is beautiful. In your Antarctic scenarios, describe colourful sunsets, fantastic cities and sparkling ice. Paint pictures in extraordinary colours: not the dark greens and browns of Innsmouth and Arkham, but golds, silvers, blues and scarlets. More practically, Antarctica gives us: Travel by ship, sledge and aeroplane. Geology, including drilling equipment and markings in rock strata. Archaeology, including fossils. Radio communication.1 Explosives, used to blast into underground caves. Camps. Most of these fit into any scenario about exploration.2 Finally, there is the Shoggoth, whom we will meet again later. For now, note that the Elder Things are too nice to end the scenario. For the final horror, Lovecraft needs something thoroughly evil, and so the Shoggoth enters. Konstantinos Liolios (order #5565906) 110 111 1. Many of Lovecraft’s creatures flirt with intangibility. Cthulhu, for example, is preceded by a “polarising miasma”, which distorts the sun, then a blackness that “bursts forth like smoke”. Thus, when he first appears, he seems gaseous rather than squid-like. It’s an interesting alternative Cthulhu. 2. Slowly increase the unnaturalness of the wind. 3. August Derleth shoehorned the Mythos into elemental categories. He did it clumsily, but created interesting creatures in the process. In the woods, they find odd carvings on ancient stones. Deeper still, they find half-buried basalt towers. When the Investigators descend into the towers, they find great, open trapdoors, from which the Flying Polyps emerge. That, then, is a simple Polyp scenario. In play, it would be focussed and horrific. But the Polyps are much more than basic monsters. In Lovecraft’s story, they seem intangible,1 inseparable from the winds they control. They are, effectively, a living wind. When considered that way, the Polyps solve many problems. For example, it is usually difficult for monsters to attack early in the scenario. Imagine if, say, the Mi- Go attacked the Investigators just after they had started investigating, The Investigators would see them, which would destroy the narrative distance, and might kill them, which would make them less scary. Afterwards, it would be difficult to scare the Investigators with Mi-Go again. The Polyps-as-living-wind, however, can attack any time. Just assault the Investigators with gales, hurricanes or tornados, whenever you like. Because the Investigators can neither see the creatures, nor fight back, the narrative distance remains. And, later, you can send more obviously unnatural winds, with clutching misty tendrils, to menace the Investigators.2 Better still, we can view the Polyps as not just a living wind, but an air elemental. The elements - earth, air, fire and water - are problematic but important in the Cthulhu Mythos.3 Many creatures, including Cthugha, Ithaqua and From these tunnels, the Polyps emerge. The Investigators experience: Clutching tentacles of wind, like nooses, which stop them fleeing. Unimaginable gales, used as a weapon. White, cold fingers of vapour. Interestingly, they are vulnerable: They are weak and slowly dying. They are harmed by electricity. Nevertheless, they have powers which any Mythos creature would envy. They can: Levitate. Turn invisible. Sense things through rock. With all this, we can easily construct a scenario. Change the location: perhaps to the sea, the mountains or Antarctica. Then slowly increase horror and decrease narrative distance. Here, for example, is a simple scenario set in the Massachusetts hills: The Investigators arrive in a mountain town, where the wind makes a shrill, whistling sound. At night, gales rise to unearthly speeds, as though attacking the Investigators. Tendrils of wind pluck at them like fingers. The Investigators hear folktales of half-buried cities, in the woods, which the natives fear. Konstantinos Liolios (order #5565906) 112 113 1. Always use specific geographical locations: not just a volcano, but Mount Damavand. I discovered Mount Damavand by searching Wikipedia for active volcanos. Even Wikpedian levels of research add richness to the setting. 1. Whatever your theme, riff on it throughout the scenario. Thus, your “living disease” plot might have plague villages, rotting plants and a leper colony. 2. Try, also, replacing the Polyps with other intangible creatures. Put a Lloigor or Colour into The Shadow Out Of Time plot, tweak it and rerun it. alternatively be alien). And, exactly as in The Shadow Out Of Time, the elemental emerges from trapdoors and chases the Investigators out. Try a “living water” plot, featuring Cthulhu or the Deep Ones, or “living earth”, featuring the Cthonians. Try other themes, too. Run a “living nature” plot, with Shub-Niggurath, in which a rushing mass of vines, earth and bile chases the Investigators. Do the same with ice, disease, insects, crystals or darkness.1 This, then, is the best thing to steal from the Polyps. They let us make any element, theme or intangible quantity into a scenario.2 Tsathoggua, are elementals. The Polyps show how to use the elements in a suitably Lovecraftian way. Simply steal the plot from The Shadow Out of Time, replacing the Polyps with a creature of living earth, fire or water. For example, here’s a “fire” plot: A team of Investigators – geologists, anthropologists and volcanologists – are sent to the active volcano of Mount Damavand in Persia.1 From locals, they hear tales of vampires and living fire at the heart of the mountain. They hear of an ancient temple, high up on the steepest face. When the Investigators travel there, their camp is besieged by fire. Rocks are blackened and trees charred. In the temple, they find survivors of a fire-worshipping sect. These worshippers tell tales of something at the heart of the mountain, which they fear and revere. Whatever the thing is, they have attempted to seal it beneath great trapdoors. As the Investigators go deeper, they find the trapdoors sealed shut and surrounded by curious markings. The Investigators’ clothes begin to char and occasionally catch fire. Deeper still, they find an open trapdoor. Beside it are scraps of charred paper, describing legends of Cthugha, a thing of fire summoned from distant stars. Finally, living fire rushes towards them and they must flee. This plot is stolen wholesale from The Shadow Out of Time, with descriptions changed, fire replacing wind. So, fire attacks the camp; there are signs of fire around the temple; the Great Race are replaced by fire worshippers (who might Konstantinos Liolios (order #5565906) 114 115 1. Consider setting a scenario in these intervening hours, during which the Investigators know someone is trying to seize their thoughts. Whether or not they can stop the possession is up to you. 2. Try using these premonitions repeatedly, making them eerier each time. THE GREAT RACE OF YITH. Story: The Shadow Out of Time. Synopsis: While giving a lecture, the protagonist falls unconscious, then reawakens after five years. He gradually discovers that an alien mind had occupied his body. Meanwhile, his mind was imprisoned, in an alien body, in prehistoric times. He dreams about an underground desert city and, by researching, locates it. Within, he discovers that the aliens are now dead, having been killed by Flying Polyps. The Polyps then chase him out. the great race give us mind possession. It is their Unique Selling Point, their calling card, the thing they do well. Great Race stories are about time-travel and possession.When they appear in a scenario, someone must get possessed. Let’s go through the possession process. It begins with premonitions. Brief, glimmering, chaotic visions. A feeling someone is trying to seize your thoughts. A headache. Then, hours later,1 the victim: Wanders in thoughts and speech. Sees strange shapes and visions of the place to which they will be transported.2 Slumps to the floor. Konstantinos Liolios (order #5565906) 116 117 1. Experiment with different sorts of victims. Lovecraft’s protagonist has partial memory of his abduction, through visions and nightmares. So use possessees who have entirely forgotten their abduction or those with complete memory of it. Or invent your own twists on possession: for example, put the wrong mind back into the body. Eventually, the creature tires of its human body and: Seems bored. Hints that the previous personality may come back. Burns everything it has written. Builds a strange machine of rods, wheels and convex mirrors. Then the Yithian returns to the past and the original occupant returns. The victim’s body: Breathes irregularly. Mutters some strange and alien words. Resumes a normal human facial expression. Attempts to continue whatever it was doing before it was abducted. Afterwards, the victim normally forgets their period of possession. Some, however, retain full memory of the prehistoric past, while others experience:1 Disordered sense of time and history. Premonitions of how current events turn out. A dread of seeing one’s own body, leading to a fear of mirrors. Fleeting visions or dreams of the Yithian city. Steal these experiences for other possessive creatures. For example, a Shan possessee could mutter alien words and glimpse alien cities. A brain, newly placed in a Mi-Go cylinder, could sleepily mumble human words. 1. I use “Yithian” as useful shorthand for “a member of the Great Race”. Be careful, however: Lovecraft never used this word. Try describing “aliens“ or “creatures”. 2. Thus, Mi-Go agents have buzzing voices, Deep One hybrids have gurgling voices and Wilbur Whateley, from The Dunwich Horror, spoke in a “strange, resonant fashion which hinted at sound-producing organs unlike the run of mankind’s”. 3. Most Lovecraft stories describe a particular event in the protagonist’s life. Here (and in The Shadow Over Innsmouth), Lovecraft describes events that last many years. Try scenarios that span long periods of time. The victim is now possessed. Their mind travels to the prehistoric past, to be imprisoned in a Yithian1 body. Meanwhile, the Yithian’s mind awakes in the victim’s body, which shows: A masklike face, with different expressions from the previous occupant. Odd use of facial muscles. Clumsy use of vocal organs, with an alien pronunciation. Stilted, archaic speech, as if learned from books. Unnatural movements, as if relearning how to walk. Note, especially, the changed voice. This is a Lovecraftian theme: whenever an alien-in-human-form speaks, it sounds inhuman.2 Probably, when someone is possessed by the Shan or Cthonians, their voice becomes indefinably monstrous. The possession lasts years,3 in which the victim: Shows signs of brilliant intelligence, apprehending complex concepts instantly. Obsessively studies obscure backwaters of history, science, art and folklore. Studies Mythos tomes, turning the pages incredibly quickly. Travels to remote foreign parts. Takes peculiar courses of study. Casually mentions events of the distant past and future, as if they had been there. Konstantinos Liolios (order #5565906) 118 119 1. Partly because the Investigators might discover it early, partly because discovering a colleague is possessed is not horrific enough. 2. Note the glowing beauty. Where the Elder Things’ city was oppressive, the Great Race’s home is dreamlike. Again, steal these ideas for other creatures that possess humans. Let the Shan possess an Investigator’s sister. Let the Cthonians manipulate an entire town. If it’s an Investigator that gets possessed, you have two options: possess one Investigator or possess them all. When you possess one, you create a challenge: will the others realise the Investigator is possessed? This won’t be the central plot,1 but adds another layer to a Great Race scenario. If you possess all the Investigators, you essentially rerun the Shadow Out of Time plot. Simply start the scenario after the possession and let the Investigators discover what happened. Alternatively, you can let Investigators experience the possession, sending their minds into alien bodies in prehistoric times. They start in a huge room, with: High vaulted ceilings, the roofs lost in the darkness. Vast shelves of dark wood, with books engraved with hieroglyphs. Mathematical engravings of mind-blasting meaning. Massive octagonal flagstones. Monstrous granite masonry, with convex and concave blocks fitting into each other. Jars of purplish metal. Globes of luminous crystal.2 Inexplicable machines of vitreous tubes and metal rods. 1. Note the parallels with The Shadow Over Innsmouth. 2. Perhaps, like the Elder Things, the NPC wants to dissect the Investigators, for research purposes. 3. The foreshadowing works as follows: later in the scenario, the Investigators find themselves experiencing the symptoms that the NPC reported. 4. Using people close to the Investigators is a powerful trick. I referred to this briefly in Cthulhu (page 93) and I’ll return to it under Hastur (page 123). The sequence of possession, described above, lets you play tricks with Shifting Time. Try beginning a scenario: Before someone is possessed. In the early stages of possession, while the victim travels and studies. In the later stages of possession, when the victim is preparing to leave. After the possession. Now, who will be possessed? If it’s an NPC, then your scenario is about meeting a victim of possession. But this creates a problem. The horrors in The Shadow Out of Time are personal ones: discovering that you were possessed by a monster; finding yourself in a monstrous body.1 If the Investigators discover that that someone else was possessed, it seems less horrific. So how can you possess an NPC and make it horrific? There are three broad answers: make the possession affect the Investigators, make it affect someone close to the Investigators, or make it affect so many people that the Investigators cannot ignore it. Here are some examples. The possession affects the Investigators. The possessed NPC wants to harm the Investigators.2 The NPC’s possession foreshadows the Investigators being possessed. 3 The possession affects people close to the Investigators.4 The Investigators are related to the possessee, by marriage or blood. The possessee knows an Investigator’s relative is, or has been, possessed. The possession affects many people. An entire hospital, family or village is possessed. Konstantinos Liolios (order #5565906) 120 121 1. Steal these droning machines for other creatures: most obviously the Elder Things or Mi-Go. They needn’t study hieroglyphs: they could do anything. I will discuss technology further under Mi-Go (page 145). 1. Of course, the Investigators need not travel in time to see this world. Let them explore it in dreams or through an archaeological dig. 2. And not just people. 3. Try starting a scenario with curious events in modern times. Then transport the Investigators to a prehistoric era. There, they can investigate the modern events through the Great Race’s libraries and by questioning other abductees. Finally, return the Investigators to the present day, to put things right (or not). Thus, there is a whole world to explore.1 Steal these descriptions for other prehistoric cities. Note, especially, that the Investigators can investigate within this world. They can travel, read books and question people from their past and future.2 Thus, you can set an investigative scenario in this prehistoric city. What does this do to narrative distance? In one sense, it throws it out the window. After all, the Investigators converse with monsters and explore an alien city. Perhaps, then, the Investigators’ abduction should occur late in the scenario, when the story is ready for some weirdness.3 In another sense, however, the prehistoric city cannot be the full horror. After all, it is curious, but relatively benign. It promises a greater horror to come. What is left to steal? Start with tantalising signs that someone has been possessed: Marginal notes and corrections in Mythos tomes, which are either strange hieroglyphs or in the archaic language of the original text. Cases of abduction from medical, psychological or folkloric sources, which occur throughout history. Stockists’ records of orders for strangely-shaped mirrors. Use these details as clues, which the Investigators can follow to find a possessed NPC. With minor changes, these clues work for any creature that possesses humans. Thus, Investigators could track a Shan thrall through marginal notes in the Revelations of Glaaki or a Cthonian servitor through old auction records. Outside that room are: Huge, sloping stone corridors instead of stairways. Colossal caverns of intricate machinery. Droning machines to study the hieroglyphs. Black vaults below, with trapdoors sealed with metal bands. Other abductees, both human and alien, from various epochs. When they venture outside, the Investigators find: Paved roads, two hundred feet wide, on which boat-like vehicles move, using atomic engines. Gardens, with pallid fernlike growths, immensely tall plants and colourless flowers, arranged in geometrical beds. Even further afield, the Investigators see: Moist, cloudy skies, in which the sun is bigger than it is today. Constellations that only faintly resemble those visible today. Steamy forests of prehistoric plants. Great shapeless suggestions of shadow. And many forms of transport: Long causeways over dark swamps. Gigantic submarines with searchlights. Enormous, fast, many-decked boats. Titanic, projectile-like airships moved by electrical repulsion. Konstantinos Liolios (order #5565906) 122 123 1. Although Great Race possessions are accompanied by “fresh and evil waves of cult activity”, so perhaps they’re not all good. Try progressing, throughout your scenario, from benevolent to sinister or vice versa. 2. There are parallels with the agents of the Mi-Go (page 145), although those agents seem more obstructive and destructive than the Yithian helpers. 1. Hasturian scenarios aren’t actually about Hastur. They revolve around the King in Yellow, the Yellow Sign, Carcosa and similar mysterious things. Hastur is a useful label. HASTUR. Robert Chambers’ collection The King in Yellow contains four Mythos-like stories, which are listed below. Synopsis of The Repairer of Reputations: After reading the play The King in Yellow, the protagonist believes he is king and his brother will betray him. He is captured, clearly insane. Synopsis of The Mask: The protagonist uses a white liquid to transform living creatures to marble. Later, he finds the woman he loves similarly transformed. Just when he has given up hope, everything changes back. Synopsis of In the Court of the Dragon: The protagonist is pursued by a malevolent figure. Finally, he falls into a dreamworld, where he is captured by the spectral King in Yellow. Synopsis of The Yellow Sign: An artist and his model are tormented by visions of death and a malevolent figure. for hastur, we stop stealing from Lovecraft and rob Robert Chambers instead. His four stories in The King in Yellow, dreamlike and beautiful, don’t just give us a new creature. They give new ways to structure Cthulhu scenarios. Firstly, they show how to do scenarios without a central monster.1 Rather than using a single malevolent creature, Chambers spins stories around a constellation of symbols, objects, people and places. These items themselves are only partially explained, giving an overall effect of unreliability and obfuscation. Next, some distinctively Yithian twists on possession: When a Yithian is dying, the mind can project itself forward to possess a human. The human mind then finds itself in the past, trapped in a dying body. If a Yithian dies in a human body, the human mind becomes trapped in the past. Similarly, if a human dies in a Yithian body, the Yithian mind remains trapped in the future. The Great Race possess people briefly, on the way to the past or future. The temporary occupants experience glimpses of horror. Use these twists to inspire scenarios or as inspiration for your own take on possession. Similarly, the following Yithian trivia can inspire scenarios or add colour to them: They reproduce through spores, which develop underwater. They use camera-like electrical weapons. The Yithian police use “major emotion wrenching” as a punishment. Perhaps most interesting, however, are the Yithian agents: humans who assist the Great Race in their time travels. Unlike most Lovecraftian servitors, they are remote and secretive, operating through brief visits and telephone calls. They even seem benevolent. Use this remote manipulation for other cults. Imagine what the Esoteric Order of Dagon could do with a good telephone connection. Steal it all. But, most importantly, steal stories about humans possessed by monsters. Any creature might control humans: Cthulhu, Nyarlathotep, the Mi-Go. And nothing is worse than a possessive alien. Konstantinos Liolios (order #5565906) 124 125 1. If you do want a central monster, try the King In Yellow. You might also try Joseph Payne Brennan’s alternative Hastur from The Feaster From Afar: black, shrivelled, iridescent and airborne, with knifelike talons to penetrate the skull and consume the brain. 2. Taken, in order, from the four stories listed on the previous page. In roughly decreasing order of importance, the items are: The King in Yellow, a play, published as a book. The Yellow Sign, a symbol from no known alphabet. Carcosa, a mysterious land. The King in Yellow, a demonic figure, who wears a scalloped mantle in fantastic colours.1 The Pallid Mask, which is unidentified but associated with the King in Yellow. Often, someone will have a white, thin, dead-looking face. So, to build a Hasturian scenario, simply scatter these elements, with increasing horror. And, for other creatures, use similar weird constellations. Try building a Mi-Go scenario around unexplained vibrations, watery corpses and peculiar offers in buzzing voices, but don’t introduce the creatures themselves. Next, Chambers shows us stories without a Final Horror. Instead of terrible climaxes, he gives us these endings:2 The protagonist goes insane and is captured. The protagonist’s love returns to life. The protagonist falls into a dreamworld and is captured by the King in Yellow. The protagonist and his wife die, apparently mad. Thus, the final moment is eerie, not horrific. At first, these stories resemble those of Lovecraft, with weirdness gradually increasing. Then, rather than a climactic peak of terror and revelation, we get illusion, insanity or eerie happiness. Konstantinos Liolios (order #5565906) 126 127 1. The Yellow Sign is the graphological cousin of the book The King in Yellow. They are interchangeable. Note how both can appear suddenly, anywhere, without explanation. the Pnakotic Manuscripts. Let the Elder Things dissect an Investigator’s family. Beyond giving us new ways to tell stories, Chambers gives some fascinating specific items. Start with his fictional book,The King in Yellow. It is banned in various countries, having spread like an infectious disease. It is found on bookshelves without having been placed there. Reading it gives a terrible and clear insight into reality. The author is clearly diabolical and evil. The fun, here, lies in the unspecified malevolence. What is so dangerous about The King in Yellow? We don’t know, because anyone who reads it goes mad.1 Here, try basing scenarios around aspects of The King In Yellow that Chambers left unexplored. Let the Investigators encounter the book’s author or its victims. Write a scenario about the book being banned. Next comes the mystical land of Carcosa, where: Black stars hang in the heavens. The towers of Carcosa rise behind the moon. The twin suns sink into the Lake of Hali. Awful words echo through the dim streets. Cloud-waves break against the shore. Unfamiliar moons and constellations glide across the sky. 1. Probably in cylinder form. Still, it’s better than nothing. 2. Try describing different realities to different Investigators. For example, describe a Colour to one Investigator and an empty room to all the others. 3. Thus, it is a horror of self-revelation: you realise you are mad. Steal these endings for Lovecraftian scenarios. Trap the Investigators in dreams of R’lyeh. Have the Mi-Go return an Investigator’s love to life.1 Chambers also shows us a new type of insanity. When Lovecraft’s protagonists go mad, they scream, run and tremble, but remain reliable narrators. Cthulhu is horrifying, but there is little doubt he genuinely rises from R’lyeh. Chambers’ protagonists, however, are unreliable narrators. They see things wrongly: biscuit tins as steel safes, toy crowns as gold, corpses as living people. The things they perceive might or might not be true. Thus, it is unclear whether the Repairer of Reputations exists or whether malevolent figures, who pursue the protagonists, are real. Steal this trick. As Investigators go mad, describe things inaccurately.2 Try, as a final revelation, demonstrating that the horror was in the Investigators’ minds.3 Furthermore, Chambers shows how to put loved ones into scenarios. Where Lovecraft dooms his protagonists, Chambers spreads the horror to family and friends. The deluded protagonist, believing he is king, accuses his cousin of attempting to steal the crown. The protagonist turns living things into marble statues, then finds the woman he loved similarly changed. The protagonist finds his lover reading The King in Yellow and knows she is doomed. So, in any scenario, doom the people your Investigators love. Let an Investigator discover that her husband has Deep One ancestry. Have an Investigator’s daughter read Konstantinos Liolios (order #5565906) 128 129 1. Thus, although the protagonist does not know what he has done, he knows he deserves his fate. The Dreams In The Witch House has a similar horrific inevitability, which I will discuss under Nyarlathotep (page 152). 2. I’ll return to this, too, under Nyarlathotep (page 152). 1. When Chambers wrote, the elements were just being discovered. so this was a cutting-edge description. For a more modern take, try a substance of unknown origin, similar to that found in the Colour’s meteorite. 2. Thus, he increases harm. 3. This happens in the same order, which creates a narrative crescendo to end the story. First the flower turns back, then the maid complains of a rabbit running around the house. Finally, the protagonist realises his love will return to life. And then she does. Here are some final specifics. Drop them into any scenario, Hasturian or otherwise: A man with soft, mushy flesh, with fingers that come off the hands. People who have been dead for years. Someone following you, staring with venomous hatred. Discordant, unpleasant music, which sounds as though something is being hunted. A sense of responsibility for something long forgotten, which will now rise and confront you.1 A sense that you deserve your punishment. And some mysterious phrases, which Chambers scatters without explanation. Use them directly or scatter your own. The Phantom of Truth. The Hyades and the mystery behind them. Aldebaran. The story of the Lost King. Cassilda and Camilla. The cloudy depths of Demhe. Lastly, note Hastur’s parallels with Nyarlathotep. Both are male and villainous. Both are associated with dreamlike worlds. And, unlike many Lovecraftian monsters, both warp perception. Try substituting each into the other’s story. They play well together.2 These images are not just dreamlike, but discordant. Towers rise behind a moon, suns sink into a lake and black stars are visible. For Hastur scenarios, steal these descriptions. Give the Investigators visions, dreams and perhaps a visit to Carcosa. For Hastur-free scenarios, steal the discordance, describing things that seem impossible. Next, and beautifully, there is a milk-white liquid. It is a solution, made with a newly-discovered element.1 It turns living things to stone, with veins like marble. As it does, there is a golden ray of serene light, like a sunbeam. Much later, the stone things return to life. With this liquid, Chambers transforms progressively greater living things into marble: first a flower, then a rabbit, then a human being.2 It is a meditation on life and death: the golden ray seems to symbolise their dying. Then, when everything is thought dead, it returns to life.3 So steal this liquid. Try switching protagonists: perhaps, for example, the Investigators must stop someone who transforms things to marble. Switch creatures: make the liquid a Mi-Go invention or the sap of Shub-Niggurath. Or shift time: let Investigators discover marble statues, which were once living beings. More broadly, steal the themes of life and death. In an Ithaqua scenario, have living humans encased in ice. In a Mi-Go scenario, have humans preserved in component parts, ready to be reassembled. In a Cthulhu scenario, have someone in a permanent, dreaming coma. Konstantinos Liolios (order #5565906) 130 131 1. Note how closely these four points parallel Lovecraft: unknown, dark, the subject of folktales, avoided by natives. 1. Blackwood calls his creature the Wendigo. August Derleth then renamed the creature Ithaqua. For simplicity, I call Blackwood’s creature by Derleth’s name. You can begin the scenario at any point in this sequence. The Investigators could arrive before the abduction, letting them witness it. They could arrive before the abductee returns, so that they investigate the disappearance. Or they could meet a returned abductee, probably as a precursor to the Investigators being abducted. Let’s go through the abduction sequence in detail. We start in the forest, which is: Immense. It reminds the Investigators how insignificant they are. Ancient and primeval. It has survived long before the Investigators and will live long after. Merciless. It is indifferent to human life. Utterly still and desolate. In particular, it is mysterious:1 It contains places that nobody will ever see, with creatures nobody will ever know. It is dark, with shifting shadows. There are legends and superstitions about evil things in the forest. The natives avoid it. And it appears to be alive: It seems to be listening. It presses around you. There are living things beyond your field of vision. ITHAQUA. Story: Algernon Blackwood’s The Wendigo. Synopsis: While exploring the Canadian forest, the protagonists are haunted by supernatural forces. One explorer is kidnapped. When the others search for him, they hear his distant voice and find fiery footprints. Finally, the kidnapped explorer returns, haunted and physically changed. ithaqua takes us into the wilderness. As depicted in Algernon Blackwood’s The Wendigo,1 he is a creature of desolation, personifying the vast, lonely outdoors. He is: The Call of the Wild. The seductive power of vastness, which sends explorers mad. The Enticement of the Desolation. Thus, Ithaqua is a creature of madness. He resides in icy wastelands and forests, preceded by eerie portents. He is perfect for a Lovecraftian scenario. First and foremost, he is an abductor, whose victims return changed. The sequence of abduction runs: People go somewhere desolate. They notice signs of Ithaqua approaching. Someone is abducted. The others search for the abductee. The abductee returns, changed. Konstantinos Liolios (order #5565906) 132 133 1. More generally: when describing a location, ask yourself how it is lit, then use the light (and darkness) to inspire your descriptions. 2. When gaslight arrived in Victorian London, people described it as bright and unnatural, rather as we think of neon lighting today. 3. In Brian Lumley’s The Burrowers Beneath, Ithaqua controls the weather. Steal this. You can use these descriptions in three, increasingly broad, ways. Firstly and simply, when you have a campfire in a Lovecraftian expedition, describe it like this. Secondly, whenever you have a fire in a scenario, steal the descriptions to create zones of light and danger. Best of all, use these descriptions whenever you have artificial light in a scenario.1 In 1920s scenarios, let Investigators’ flashlights create zones of light: within the light, everything is harshly illuminated; beyond it, danger waits. In Victorian scenarios, do the same with gaslight. Within the light, everything is yellow, sickly and unreal.2 At its edges, nothing is certain. Beyond the gaslight, in the dark alleys, your life is in danger. And now Ithaqua approaches. First comes an odour: Curious, acrid and thin. Strangely sweet. Reminiscent of decaying leaves, earth and all the scents of the forest. Musky, like an odour of lions. Next, there is a voice. At first, it’s a mere impression of speech, a trick of the wind. Later, it calls a name, although only the named person hears it. This voice is: High above. Soft and roaring on the wind.3 Seductively sweet, calling the name of the person to be captured. Composed of all the sounds of the forest: wind, water and animal cries. 1. Note the parallels between At The Mountains of Madness and The Wendigo. Both centre around expeditions in the icy wastes. Swap details between them. 2. That is, it masks signs of Ithaqua approaching. Vast, ancient, merciless, mysterious and alive: this forest makes an excellent quasi-Lovecraftian location. Try putting an Elder Things scenario here: replace At the Mountains of Madness’s icy plateau with this icy forest.1 Or move the forest, making it tropical or temperate. Try a Mi-Go scenario, replacing Lovecraft’s wooded hills with Blackwood’s forest. Try a Shan scenario, with a temple hidden deep in the trees. As his protagonists explore the forest, Blackwood describes them gathering around a campfire. This is a beautiful set- piece, which plays clever tricks with light, colour and danger. Steal it. Around the campfire, people sing songs and tell stories of ancient horrors. Beyond the firelight, the forest is black, with things moving in the darkness. The light is unreliable and dreamlike, casting shades of red, black and bronze. The smoke masks any odours from the surrounding forest.2 At its edge, there is a zone of uncertain light, where fire and shadows mix. Thus, the campfire divides the surroundings into three zones of light, danger and reality: Within the ring of firelight, you are safe, although everything appears dreamlike and unreal. At its edge, nothing is certain. Beyond the firelight, danger lurks and everything is dark. Konstantinos Liolios (order #5565906) 134 135 1. It’s unclear whether this is actual possession. Try assuming that it is: let the Investigator be possessed by the spirit of Ithaqua. Steal tricks from other creatures, perhaps the Great Race or Shan, to play this possession. 2. This verges on comedy. You could omit the changed feet or change them to bleeding, bony stumps, with shreds of flesh hanging on. Or steal the wider theme of being infected by Ithaqua. The Investigators may also hear the abductee’s voice. It is: Overhead. Moving at speed. A terrified, delighted wail. Complaining of burning feet and immense height. Finally, the Investigators find the abductee. They may seem possessed:1 Hanging skin and distorted features, as though they have been subjected to immense speed. A faint, wailing voice. A personality more animal than human. A dark, monstrous and twisted aspect. An impression of something diabolical beneath the face. Huge, changed, dark feet.2 Or they may merely seem changed: Mindless and catatonic. Having no memory of their previous life. Unable to eat food. Frozen feet and bleeding beneath the eyes. Exhausted to the point of emaciation. 1. If you use the earmarked NPC, be ready for the players to spot the trick. Your scenario must work, even if the players guard against the abduction. If they do, this gives you a wonderful final scene: the players defending the NPC, while unknown forces close in. 2. This is where the investigation becomes active. It’s a good point to begin a scenario. Note how passive these early stages are: the horror comes to the explorers. Make them active. The Investigators must pursue something: a disappearance, a folktale or Ithaqua himself. They must unearth Ithaqua’s legend, even as he pursues them. That night, Ithaqua drags away the person whose name was called. Now, as with the Great Race, you must decide whether to abduct an NPC or Investigator. If you abduct an NPC, there are two options: start the scenario after the abduction or start with an NPC earmarked for abduction.1 If you abduct an Investigator, find a way of choosing the victim. If the Investigators see the abduction attempt, be ready for them to stop it. Thus, your scenario must work whether or not the abduction succeeds. This is easy: you could run an entire scenario with something trying to drag the Investigators away. Whomever Ithaqua abducts, he leaps with them over the treetops. When their feet drop off, they grow new feet, like those of Ithaqua. Back at camp, the Investigators find traces of the abduction.2 First, they find footprints: Large, round footprints, unlike those of any animal, tinged with fire and the eerie odour. Alongside those footprints, the footprints of the abductee, which gradually become smaller versions of the fire-tinged footprints. Strides of increasing and impossible length. Konstantinos Liolios (order #5565906) 136 137 1. In many Cthulhu scenarios, the Lloigor manifest in visible, tangible form. This doesn’t happen in Wilson’s story (although the possibility is briefly mentioned). Think twice before having a Lloigor materialise. After all, being invisible and intangible is what makes the Lloigor unique. 2. And try switching elements between the creatures. Give the Lloigor dazzling light displays. Give Colours servitors. 3. The exploded skeletons, cruel locals and ententacled humans are all victims of the Lloigor. They replace the decayed victims of the Colour. LLOIGOR. Story: Colin Wilson’s Return of the Lloigor Synopsis: After deciphering the Voynich manuscript, the protagonist arrives in a Welsh town, where he unearths legends of a creature lying under the soil. A threatening gypsy warns him not to investigate further, telling him of the creature’s power. He is one of many gypsies who serve the Lloigor. Finally, a vast explosion destroys the gypsy and his home. the LLoigor are intangible,1 invisible and malevolent. Thus, they give the bleakest kind of horror: when the scenario ends, the Lloigor remain, and the Investigators can do nothing. In many ways, they resemble Colours. Both are everywhere and nowhere. Both harm people and property. Thus, you can switch Lloigor and Colour plots freely.2 Here is The Colour Out of Space with a Lloigor: The Investigators arrive on blasted farmland, with trees flattened and buildings reduced to rubble. They find skeletons of animals, torn apart as if by an explosion.3 The locals seem ill, as if drained of energy. They tell tales of a powerful, invisible being, sleeping beneath the soil. The Investigators uncover bizarre, cruel acts, committed by the locals.3 In the upstairs room of a farm, they find a human, with many tentacles growing from their body.3 At the end, the Investigators see the farm blasted apart, destroyed by the Lloigor. 1. It may depend on the players. If, in your game, the returning victim seems horrific enough, then that is the final horror. If not, let them go to find Ithaqua. 2. Blackwood doesn’t tell us what Ithaqua looks like. Make it up or try him as a “living wind” creature. 3. Although, since the story is little-known, this is not essential. Few players immediately associate the Canadian jungle with Ithaqua. What is the final horror?1 Perhaps it is the returning victim: if so, try stepping up the shock, stealing the crumbling human from The Colour Out of Space. Perhaps, alternatively, the final horror is a sight of Ithaqua, as the Investigators pursue him into the woods.2 Here is some final Ithaquan trivia, to inform or spawn scenarios: Ithaqua runs along the tops of the trees. He eats moss. When he passes overhead, you feel a huge mass of air moving. He takes people outside the atmosphere, where they recall being surrounded by stars. To kill people, he drops them from a height. This last gives us mysteriously-deceased corpses, which always go down well. Finally, try switching locations.3 Traditionally, Ithaqua is confined to the Arctic Circle, which gives us Siberia, Finland, Canada and the sea. All make good, and different, settings for a scenario. Alternatively, try exploring the theme of desolation elsewhere. Set scenarios in isolated jungles, deserts or mountains. Use Ithaqua himself or an Ithaquan clone, with descriptions changed to suit the new environment. Try a desert Ithaqua, who whispers on the Saharan winds, or an Antarctic Ithaqua, who haunts explorers’ camps. Ithaqua is about desolation. You can find that anywhere. Konstantinos Liolios (order #5565906) 138 139 1. What do these things mean? It doesn’t matter. Use one to start the investigation; use the others as early moments of horror. For example, begin with a ship’s disappearance, then introduce reports of murders on the ship. From now on, three chains of events unfold in parallel. One: the Investigators investigate the legend of the Lloigor. Two: the Lloigor’s servitors take reprisals against the Investigators. Three: the Lloigor itself menaces the Investigators. Let’s start with the legend of the Lloigor. The Lloigor are fundamentally pessimistic: they understand the uncaring cosmos. The young Earth, which cannot support their pessimism, weakens the Lloigor.1 They have retreated underground, where they change the basic structure of the rocks to support their pessimism.1 Their ancient chief is Ghatanothoa, depicted on engraved green stones. Within this legend is a strong theme of slavery: The Lloigor created the human race. They ruled the lost continent of Mu, with humans as their slaves. They punished human slaves by amputating limbs and inflicting cancer-like tentacular growths on them. They are preparing to take the Earth back and enslave humans again. Today, the Lloigor revenge themselves on their former slaves by destroying their cities. The Grand Canyon is the former site of Nam-Ergest, an ancient human city. 1. These replace the Lloigor’s gypsy followers. And note that we have given the Colour servitors. 2. Thus, we give Colours the power of sudden, rather than gradual, destruction. It’s an interesting variation. 3. Try swapping protagonists, so that the Investigators lose a chunk of time. Alternatively, let the vehicle disappear, Bermuda Triangle-style. And here is The Return of the Lloigor with added Colour: After deciphering an occult manuscript, the Investigators come to an Arkham farm. There, they find the animals and plants strangely changed. The locals tell them folktales of a creature from a meteorite, which sits beneath the earth, sucking the life out of the land. Farmhands1 approach the Investigators, warning them not to investigate further. They explain the Colour’s power and history. In the final scene, the Colour destroys the farmhands and their farm, which crumbles to the ground.2 Similarly, all the tricks we played with Colours work well with the Lloigor. Try shifting timelines, letting Investigators arrive post-destruction. Try switching locations, putting a Lloigor beneath a wood, Antarctica or New York City. Yet the Lloigor are not just big, invisible Colours. They destroy towns. They push people down stairs. They send servitors after Investigators. Thus, they produce horrifically exciting scenarios, which temper bleakness with adrenaline. There are many places a Lloigor scenario could start: A plane or boat passes through a mist and disappears. Later, when it reappears, the passengers have no sense of time having passed.3 Horrific crimes – murder, cruelty, sexual perversions – are concentrated in an area. The criminals show no remorse and even amusement. A great noiseless explosion destroys a settlement, leaving only a pool of green and blue-grey water. People suffer influenza-like symptoms and die of minor infections. Konstantinos Liolios (order #5565906) 140 141 1. “Menace”, here, encompasses harm, obstruction and general weirdness. Crucially, it is remote menace: for example, Cthullhu sends you a dream, rather than grabbing you with a feeler. 2. Perhaps by possessing them, perhaps through a subtler form of inflauence. It is unclearn. so use either. 3. Most of these have been discussed already, but they are listed here for conveneience. These three chains of events run side-by-side: investigation, reprisals from servitors, menace from the creature. There is a rhythm here: after an investigative scene, there are reprisals or menace. Steal these three chains of events for any creature. Put investigation, reprisals and menace1 into your scenario, then switch between them. For example, in a Deep One scenario, switch between investigation, reprisals from hybrids and dreams of the sea. For a Cthonian scenario, switch between investigation, warnings from brains-in-filth and tremors. By using all three, you create a complex, interesting story. Towards the scenario’s end, the Investigators may discover a Lloigor victim. Let’s summarise, then, the harm that Lloigor do to humans. They: 3 Cause people to commit bizarre crimes.2 Enrage people, causing a “tearing madness”: “tearing” as you might tear chicken with your teeth. Drain people of energy, causing flu-like symptoms. Destroy settlements in noiseless explosions. Amputate limbs or cause tentacles to grow on people. So what is the climax? Try stealing a chase scene from the Cthonians: as the Investigators drive away, things explode behind them. Alternatively, steal from the Mi-Go and let servitors chase the Investigators away. 1. Or tentacles. Or give the Investigators tentacular outgrowths and ampputated limbs. That’ll get their attention. 2. As mentioned above, Wilson describes them as gypsies. You should probably lose the racial reference, but keep the idea of a family or dynasty of servitoars. 3. Interestringly, although the servitors are menacing and threaten harm, they do not attack. 4. An unusual, combat-free form of reprisal. Steal it for servitors of other creatures. 5. As with the Ckthonians, this occurs especially on low ground. Try showing things that Wilson only described. Thus, let the Investigators feel the Lloigor’s pessimism, find structurally- changed rocks, discover engravings of Ghatanothoa, unearth maps of Mu, meet people with mysteriously amputated limbs1 and explore destroyed cities. Next, the servitors take reprisals. These servitors: Are related to each other by blood.2 Watch and follow the Investigators. Warn against enquiring further.3 Attempt to frame Investigators for crimes.4 Sometimes seem possessed by the Lloigor. Are strangely old, as if they had extended lifespans. Are destroyed, by the Lloigor, when they talk too much. Thus, the servitors warn the Investigators, then say too much and are destroyed. Steal this sequence for other Lovecraftian creatures. Let the Mi-Go send agents who warn the Investigators and are later found with brains removed. Simultaneously, the Lloigor menaces the Investigators:5 Their compasses become demagnetised. Photographs come out black. The Investigators suffer flu-like symptoms. They have moments of paranoia, believing people are about to attack them. They suffer sudden accidents, such as being pushed down stairs. Konstantinos Liolios (order #5565906) 142 143 1. This how the Grand Canyon was created. Thus, the aftermath of the explosion looks like a slightly less grand canyon. 1. Although tomes in Lovecraft’s stories are confusingly written, they rarely require active investigation to decipher. Wilbur Whateley’s diary, in The Dunwich Horror, is an exception: it is written in code. Wkhuh duh vlplodu hqfrghg gldulhv lq wkh kdxqwhu ri wkh gdun dqg wkh fdvh ri fkduohv ghawhu zdug. It is a masterpiece of obfuscation. Its meaning is hidden behind layers of encryption and mystery, which the protagonist must laboriously peel away.1 Steal these layers for your Mythos writings. They are: The lettering appears, at first, to be an indecipherable shorthand. On closer inspection, the letters are half peeled off. Photography enhances the colours, revealing the complete letters. ...but only when you look indirectly at the photographs. By tracing the photographs, then transferring the tracings to heavy drawing paper, you can see the letters properly. The lettering is medieval Arabic. The language, however, is a mixture of Latin and Greek. When translated, the manuscript is found to be part of a larger work. Other fragments are rumoured to exist. This larger work is a digest or summary of other books. One of the summarised books contains “a code within a code”. That “code within a code” is, of course, the Necronomicon. Beneath all that obfuscation is the most mysterious book of all. Perhaps the best ending, however, is the noiseless explosion. It is simultaneously awesome, destructive and eerie.1 It is a combination of explosion and earthquake. Three miles away, people are thrown out of bed. Still farther away, people feel a minor earth tremor. Trees are flattened. After the explosion, the ground appears torn or split open. There are clefts and cracks in the earth. Fragmented bodies are found scattered, in shreds of skin and pieces of bone. This is the most destructive piece we have seen so far. Steal it for the Lloigor or steal the destruction for other creatures. Let the Mi-Go tear down a farmhouse. Let Cthulhu smash towns. Never miss an opportunity to smash a building. Two other isolated facts, about witches and ghosts, could inspire scenarios by themselves: The Lloigor are connected with the Lancashire Witches, including Liz Southern, executed in 1612. The Lloigor are connected with, or are the true explanation for, poltergeists. This leaves one fascinating item: the Voynich manuscript. It is a real-life manuscript, coopted into the Mythos, superbly blurring history with fiction. Konstantinos Liolios (order #5565906) 144 145 1. Or, as always, simply let the Investigators arrive. 2. Children are unusual in Lovecraft, so this is worth exploring. 3. Lovecraft does not specify what these offers are. Either make them up or riff on a Mi-Go theme. For example, offer to show the Investigators the universe. How could they refuse that? MI-GO. Story: The Whisperer in Darkness. Synopsis: After reading reports of unidentifiable corpses, the protagonist begins exchanging letters with a man called Akeley. Akeley reports being pursued by alien creatures, who intercept mail and cut off lines of communication. Finally, a strikingly different letter invites the protagonist to Akeley’s farmhouse. There, the protagonist meets a strangely-acting man, who shows him a metal cylinder. When connected to speakers, the metal cylinder explains that it contains a living human brain. That night, the protagonist sneaks out of the house and drives away. With everything we’ve learned from other creatures, the Mi-Go are strikingly straightforward. Let’s run, at speed, through a potential scenario. Begin with a hook to draw the Investigators in.1 From The Whisperer In Darkness, we have the following: Alien corpses, found after flooding: pinkish, crustacean and about five feet long. They do not show on photographs and evaporate within hours. Someone who lives in remote parts undergoes an unexplained mental change. A child is frightened by something in the forest.2 A buzzing voice, on a deserted road, makes surprising offers to travellers.3 Konstantinos Liolios (order #5565906) 146 147 1. Which, of course, let the Investigators go underground later in the scenario. 2. See Increasing Certainty (page 43). We are at Point 2 in both lists, not Point 3. 3. Be careful about narrative distance here. This sighting should be distant, obscured by trees or merely reported to the Investigators. Next, the Investigators find ambiguous evidence of the creatures: Alien clawprints, with pairs of saw-toothed nippers protruding from a central pad. Circles of stones, with grass worn away around them. Caves of unimaginable depth, their mouths sealed by deliberately- placed boulders.1 A great black stone with worn hieroglyphics. Note that, at this stage, everything the Investigators discover is beyond rational explanation, but not definitively supernatural.2 Thus, the clawprints are described as strange, rather than alien. Note, also, that Lovecraft only mentioned the items above. Let your Investigators find them. Gradually, the Investigators get closer to the creatures: They glimpse something monstrous in the twilit forest. They see many of the things, wading in disciplined formation.3 They see a creature carrying an unknown object. They glimpse a flying creature, silhouetted momentarily against the full moon. They sense an indefinable rhythm or vibration in the air. Someone speaks with a buzzing voice. 1. The Whisperer in Darkness barely explores these mining operations. You should do so. 2. Another possible beginning for the scenario. Lovecraft uses the first, so the others are ripe for expansion. In the early stages of the scenario, add some narrative distance: for example, let them read about whispered voices on deserted roads. As the Investigators explore, they unearth folktales. There are creatures, high in the hills, looking for an unusual type of stone.1 They are connected to leprechauns and the Yeti. The forested tops of some mountains, where nobody has lived for centuries, are feared and avoided. Mountain dwellers, or those living too close to a particular valley, suddenly disappear.2 Eccentric recluses and hermits are thought to be in league with the creatures. These are good folktales, so use them with other creatures. Have people disappear near Deep One cities. Spread rumours about reclusive families being Lloigor servitors. Note especially the leprechaun and Yeti connections: by connecting Lovecraftian creatures to legendary beings, you make them seem ancient and mystical. Use this with other creatures, choosing something plausible. Connect Deep Ones with mermaids and Sirens, Cthulhu with the Kraken, the Medusa with Ghatanathoa and the Mi-Go with kobolds. Konstantinos Liolios (order #5565906) 148 149 1. Try tweaking this. Let the Mi-Go keep entire bodies alive or merely capture the soul. 1. “I expect to go backward and forward in time, and actually see and feel the earth of remote past and future epochs”, says the encylindered brain in The Whisperer In Darkness. Thus, the Mi-Go can do time travel. With aid, the cylinders can also go backwards and forwards in time. Many brains are stored under Round Hill, Massachusetts. Some are from other planets. The brainless bodies are kept alive under Round Hill. Try exploring these, especially the final three, in scenarios. Let Investigators visit Round Hill. Let them speak to a brain that travelled to, or comes from, another planet. What is the final horror for your scenario? In The Whisperer in Darkness, there is no crowning terror. There are brains-in-cylinders, a conversation with the Mi-Go and a chase, but none of these events is climactic. You could, if you like, try a scenario without a climactic moment. Alternatively, try the standard horrors. Let the Investigators see the Mi-Go: Lovecraft’s protagonist never sees them directly, which means your Investigators should. Or let Investigators find humans harmed by the Mi-Go: perhaps they discover many brains-in-cylinders or brainless bodies. Try stealing from Chambers and let the Investigators find the encylindered brains of their loved ones. Finally, there is probably a chase. Steal the ending from The Shadow Over Innsmouth, sending a Mi-Go horde after the Investigators. Or, if the Investigators ventured into the mines, steal the underground pursuit from At the Mountains of Madness, replacing the Shoggoth with Mi-Go. And, as always, we can play narrative tricks. Try switching creatures: let Cthulhu’s cultists patiently explain the joys of killing. Switch locations, placing Mi-Go mines in Antarctica, forests or desert. Around now, the Mi-Go or their agents begin taking reprisals against the Investigators. They: Cut off lines of communication, stealing packages, blocking roads and cutting telephone wires. Plant spies in local towns. As with the Lloigor, the interplay of investigation, reprisal and creature menace makes the story richer. Switch regularly between the three. Try swapping details between the Mi-Go and Lloigor: make Mi-Go agents malevolent and threatening; let Lloigor servitors disrupt communications. Perhaps, now, the Investigators observe the Mi-Go rituals. Again, Lovecraft only describes this, so let your Investigators see the following: They worship in the forest, especially on May Eve and Sabbat Night. Their human associates join them in the worship. They worship Shub-Niggurath. Towards the end of the scenario, the Investigators should see the harm that Mi-Go do to humans. It is a strikingly specific harm: they encase brains in metal cylinders.1 Some victims are willing, some are not. The cylinders connect to sensors and loudspeakers, letting victims talk and hear. The encased brains travel to other planets, where they are connected to similar sensory equipment and experience alien life. Konstantinos Liolios (order #5565906) 150 151 1. This, admittedly, contradicts my earlier warnings about allowing Investigators to chat to monsters. But this is slightly different. This isn’t a chat. This is the creatures, at the end of the scenario, explaining their dark plans. More generally, try letting creatures talk to Investigators.1 Let Deep Ones explain why they must mate with humans. Let Nyarlathotep demonstrate how Cthulhu’s rule will set humans free. Keep some narrative distance: remember that the Mi-Go talked in darkness and disguise. But try letting the creatures explain themselves. After all, the Mythos is not just horrific: it can be seductive and persuasive. 1. Lovecraft wrote before the transistor was invented. 2. This runs close to Being Nice (page 64). Here, however, we consider the possibility that the aliens actually are nice. But not in a good way. There are two more themes, rare in Lovecraft, which we can steal for other creatures. The first is technology, which Lovecraft describes in unusual detail: Cylinders of an unknown, shiny metal, about a foot high. Three curious sockets set in an isosceles triangle. Intricate instruments with attached cords and plugs A tall machine with glass lenses in front. A box with vacuum tubes and a sounding-board. A machine with a metal disc on top. Dials, turned to the extreme right. A grating and whirring noise. Thus, it is large.1 It is mechanical, not electronic: it grates, whirs and uses vacuum tubes and cords. To modern eyes, it resembles an old valve radio. If you use technology in Lovecraftian scenarios, this is what it looks like. The second theme, incongruously, is happiness. At the story’s end, the Mi-Go happily explain the secrets of the Mythos. They are eager to outline their plans.2 And the brain-in-a-cylinder welcomes Lovecraft’s protagonist, even offering him his own cylinder. Try taking this niceness at face value. Just as the Great Race want to learn (by possessing people) and the Elder Things want to study (by dissecting people), so the Mi-Go want to show humans the universe (by putting brains in cylinders). It is deeply eerie. Konstantinos Liolios (order #5565906) 152 153 1. This isn’t a railroad. It’s simply presenting them with an impossible choice: do they do the unspeakable thing or renege on their promises2 and face reprisals? 2. Promises which, of course, they didn’t know they had made. 3. Or, indeed, the Barack Obama of 2008. Steal these descriptions for other Mythos knowledge. Explain that, having met the Mi-Go, the Investigators are obliged to visit their planet. They must take the third Dagonic Oath, be the Lloigor’s slave or accept Yithian possession.1 And make these things repellently attractive. Make the Shan’s memories hypnotically beautiful. Make the Lloigor’s amputations intensely pleasurable. Have the Mi-Go describe the beauty of the stars. Nyarlathotep the showman appears in the story Nyarlathotep itself. His shows contain: Static electricity, making people’s hair stand on end. Talk of electricity and psychology. Images of ruin, projected on screens in darkened ruins. Glass and metal instruments and combining them into machines. And the showman himself exerts strange power: People kneel before him, but do not know why. He gives commands, which people forget when they leave. For this showman role, try stealing a Nyarlathotep figure from history. In Victorian times, try P. T. Barnum or Charles Dickens. In the 1920s and 1930s, try Nikola Tesla or the villains of Hollywood movies. In modern times, try a figure resembling Glenn Beck,in the United States, or Derren Brown, in Britain.3 1. There’s much more to the story than this, but this is what we need for Nyarlathotep. NYARLATHOTEP. Story: The Dreams in the Witch House, Nyarlathotep. Synopsis of The Dreams in the Witch House: After studying abstruse mathematics and folklore, a student’s dreams become increasingly tangible and horrific.1 Synopsis of Nyarlathotep: The protagonist hears stories of a showman. After seeing the show, he sees the world as a post- apocalyptic landscape. nYarLathoteP is overused. In many Cthulhu scenarios, he is a villain in human form: a Lovecraftian Lex Luthor. From Lovecraft’s stories, however, a more interesting Nyarlathotep emerges. He appears in three forms: the keeper of Mythos knowledge, the showman and the harbinger of the apocalypse. Nyarlathotep the knowledge-keeper appears in The Dreams in the Witch House. When the protagonist meets Nyarlathotep, in dreams, he realises the price of his learning: He must accompany Nyarlathotep to the throne of Azathoth. He must sign the book of Azathoth, in his own blood, and take a secret name now that his independent delvings have gone so far. He knows that the name “Azathoth” stands for an indescribable primal evil. Thus, investigating the Mythos is seductive, it comes with obligations, but it remains repellent. And it is a slippery slope: once you start, you must learn more. Konstantinos Liolios (order #5565906) 154 155 1. Nyarlathotep contains one of Lovecraft’s best illustrations of the maddening power of Mythos knowledge. The people in the story literally cannot handle the truth. At night, they scream endlessly. They see Nyarlathotep’s equipment being unloaded: unknowable, monstrous creations of glass and metal. Now, the Investigators begin to see visions of the city destroyed, around the theatre where Nyarlathotep’s show will take place. If Investigators see the show, they then perceive the world as crumbling and decayed. If they do not, they see the population of Kingsport screaming and mad.1 Note that, for the Final Horror, we see the harm that Nyarlathotep does: he sends people mad with knowledge. It’s an intriguingly different horror, which you can steal for any creature. Perhaps, after dreaming of Cthulhu, the Investigators begin to perceive his apocalypse. Perhaps, after studying the Lloigor, the Investigators see the world as it will be, when humans are slaves. Perhaps the best thing to do with Nyarlathotep, though, is mix him with Hastur. The two are remarkably similar. Hastur’s book, The King in Yellow, resembles Nyarlathotep’s sideshow: both give incredible knowledge that sends people mad. So swap ideas between the two. Replace Nyarlathotep with a Hastur figure, showing electric pictures of Carcosa. Replace The King in Yellow with Nyarlathotep’s show, shown on a home projector. Blur the lines between knowledge, illusion, sanity and insanity. 1. Or use any iconic location. San Francisco, Paris, Cairo, Shanghai. 2. An analogue of “winter never comes”. Nyarlathotep the apocalyptic harbinger appears in both Nyarlathotep and The Fungi from Yuggoth. Even before he arrives, the world seems apocalyptic: The seasons alter, so that winter never comes. It is stiflingly hot. There is political and social upheaval, with the threat of physical harm. When Nyarlathotep comes, people scream in the middle of the night. Through his shows, he causes people to see apocalyptic scenes. It is unclear whether these are real or imagined. A destroyed city, with the pavement broken by the grass. Crumbling, half-fallen buildings. A weed-choked subway entrance. Vast, glittering snowdrifts, which seem inexplicably evil, in which no footprints show. How can we use this remarkable imagery in a scenario? Try stealing and lengthening the Nyarlathotep plot, adding a slow increase of eeriness. The Investigators hear of a showman, coming to Kingsport,1 whose shows are remarkable and terrifying. When they arrive in Kingsport, the weather is hot and stifling. For days, the sun has not fully set.2 They meet those who have seen Nyarlathotep and followed him ever since. These people see visions of the city destroyed and endless snow. Konstantinos Liolios (order #5565906) 156 157 1. The Cthonians do something similar, although, in fact, they only implant suggestions. The Great Race’s possession, meanwhile, is a “hard” possession”: it involves complete control. 2. Campbell uses this to tell the creature’s backstory (as Lovecraft uses carvings). 3. This memory is of the Shan’s planet being destroyed, shortly before they teleported their temple to Earth. They are the victims in all this, really. Next, the Shan give us a new way to possess humans. Their victims retain abilities, reason and, partially, free will. Thus, this is a “soft” possession:1 the victim feels human, but feels urges to follow Shan orders. It runs as follows. The insect flies straight into your head. (It is not wholly material.) You feel it crawling in your brain. Your vision ripples, melts and distorts. You feel ecstatic pleasure. Once possessed, the victim might see the creature’s memories. Perhaps they see its previous victims, alien homeland or occult secrets. For players, this is a fascinating double- edged sword: they get information, but at the price of being possessed. For you, it is a tool for narration: it lets you feed information and give tantalising, horrific visions.2 Steal this for other creatures: for the Deep Ones and Cthulhu, feed information through dreams; for the Great Race, give information through recovered memories. Here, from The Insects from Shaggai, are some particularly fruitful memories: A subterranean plant, with purple blossoms and reaching tentacles, demands living sacrifices. In an endless ocean, a pillar projects through green mist. A leathery hand reaches from the sea. A glowing red globe drifts closer to a planet. When it fills the sky, it explodes, filling creatures and buildings with its crimson glow. The glow turns yellow, then white, and the creatures writhe and die.3 1. So are the Lloigor. 2. It is not clear what. Perhaps they are still deciding that part. 3. For a plausible alternative Shan, who do not want to rule the world, steal from the Mi-Go. These Shan simply want to be left alone, in their woodland temple, and take reprisals against those who investigate. 4. It is unclear how this connects to the Shan’s other interests: witch cults and bringing Azathoth to Earth. 5. Incomprehensible plans, such as the Deep Ones’ Shoggoth scheme, are horrific in a different way. THE SHAN. Story: Ramsey Campbell’s The Insects from Shaggai Synopsis: The protagonist hears folktales about a wood connected with witch cults. He explores the wood. Becoming lost, he finds a metallic creature, then a temple. Suddenly, an insect-like alien flies into his brain. He experiences its memories, then enters the temple. Deep within, he finds Azathoth. After running away, he realises the insect remains inside his brain and wants him to lure others to the temple. He kills himself. ramseY camPbeLL’s Shan are the best Mythos creature that Lovecraft never wrote.1 We can steal three main things from them: witches, possession and world domination. Take these in reverse order, starting with world domination. Many Mythos creatures have no clear strategy for ruling the world. Cthulhu wants to enslave everyone, while Deep Ones will do something with a Shoggoth,2 but neither is clear on the details. By contrast, the Shan have detailed plans.3 They start by luring people to their temple, whom they possess and use to lure others. When they have possessed enough people, they build more temples. Repeat until the Shan rule the world.4 This is horrific because it is comprehensible 5 and inevitable. Steal this plan, suitably adapted, for other creatures. Perhaps the Lloigor will drain more and more humans, until all are enslaved. Perhaps the Deep Ones will systematically breed with humans, until all share their taint. (Perhaps they already have.) Konstantinos Liolios (order #5565906) 158 159 1. For the following woodland horrors, I have also stolen from Campbell’s The Darkest Part of the Woods. 2. It is subtly different from Ithaqua’s forest. Where his forest is agoraphobic and forbidding, the Shan’s wood is claustrophobic and eerie. to grow? Try showing things that Campbell left unexplored: the blood sacrifice, the witches’ rituals, the memory-addicts. Having stolen the Shan’s best parts, let’s go through The Insects from Shaggai and steal imagery. We start in the woods, which are ill-reputed, dreamlike and full of legends.1 It is a wood of dark English fairytales: a perfect Lovecraftian location.2 The woods are: Dark, with the sun barely visible. Filled with flashes of movement and light seen through trees. Misty and dripping with moisture. Confusing to navigate. Reputed, in local legends, to be evil. Thickest in the centre. As the Investigators venture deeper, things get darker. There might be: A dry, approaching rustling. Moving lights, seen dimly through the trees. Creatures seen in the distant wood. Paths that seem to lead out, but lead deeper into the wood. Something that seems to hide behind the trees, pursuing you. Visions of people, perhaps those you know, which turn out to be the shapes of trees. 1. For an odd and horrifying scenario, steal from Kafka’s Metamorphosis, and let the Investigators begin physically transforming into insects. Use these memories to inspire scenarios. Put the plant under London, with a cult to feed it. Bring the destructive globe to Earth. Now, after a period of possession, the victim may: Start thinking like the insect, seeing the world with cruel dispassion.1 Begin luring people to the temple. Go insane or commit suicide. In The Insects from Shaggai, the protagonist goes mad and kills himself. Try switching protagonists: let the Investigators meet a possessed NPC or investigate a possessee’s suicide. Next, steal the witch cults. Campbell gives us an entire backstory, set in the 1600s, which could easily be updated: A meteorite falls to Earth, in a clearing previously occupied by a Roman temple. It is a temple of the Shan. It gains worshippers, who make blood sacrifices to the Shan. In return, the Shan inject memories into the worshippers, which gives them a drug-like euphoria. These worshippers entice others to the clearing. As the cult grows, the community realises the threat and kills the witches. This is a ready-made scenario. Let the Investigators arrive in the final stages (just before “As the cult grows”, above) and discover the cult. This gives the Investigators a choice: do they murder the cult or, knowing the Shan’s plans, leave it Konstantinos Liolios (order #5565906) 160 161 1. Note the interesting double descent: into the woods, then into the temple. In The Haunter of the Dark, there is a double climb: up a hill, then up a steeple. Both suggwest the protagonist is heading deeper and deeper into danger. 1. Which is what happens in The Insects From Shaggai. It is one of the weaker parts of the story. 2. A Lovecraftian rule: before the scenario ends, the sun must set. 3. There is no indication that, as in many Cthulhu games, the Shan are afraid of or harmed by sunlight. It would be understandable, given that their planet was destroyed by a glowing sphere, but it is not mentioned. Certainly, there is no suggenstion that a possession victim can be cured by unnorthodox methods such as trepanning (an idea popularised by Delta Green). It’s a good temple. Use it, adapted, for other creatures. Change the material to black stone and it becomes a Mi-Go shrine to Shub-Niggurath. Change it to green soapstone and it’s a Deep One temple. When the Investigators go inside, they descend through the following levels: Grey slanting corridors, with bas-reliefs on walls. Corridors lined with the cells of enslaved Guardians. A souvenir room, with eyeless corpses of all the races enslaved by the Shan. Finally, behind ominous doors, they find Azathoth. He takes the Shoggoth role, chasing the Investigators out. This is the final horror of The Insects from Shaggai. Try changing the ending. Perhaps the Shan give chase instead. Perhaps the temple teleports away, giving a beautiful, mystical ending like that of The Colour Out of Space. Perhaps, even, deep within the temple, the Investigators must prevent a multidimensional Azathothian gate opening. The plot above, then, gives many scenarios. Switch locations: a Californian desert, a German forest, the Arkham sewers. Switch creatures: try rerunning the scenario with the Deep Ones, the Elder Things, even the Great Race. At its heart, the Insects from Shaggai plot is simple and iconic: hear about a temple, find it, look inside, run away. You can use that plot for anything. Now, the Investigators may meet the Daytime Guardians. These extraordinary creatures: Resemble sixteen-foot-high metallic trees. Have thick cylindrical tentacles, which look like branches. Walk on two metallic cylinders, which each divide into six circular extensions. Are tortured by the Shan for pleasure. Have heavy, metallic-sounding footsteps. Have a featureless oval for a head. At the top is a mouth-like orifice, which they bend over to use. Don’t let the Investigators meet these creatures too early: if they see them on entering the woods, it turns the weirdness straight up to 11.1 So add narrative distance. Let Investigators hear tales of these creatures, find a dead creature, or discover an oddly metallic tree trunk. Now, the sun sets2 and the Shan emerge. It is a routine: they worship by day and hunt humans by night.3 Then, in a clearing, the Investigators find the temple, which: Is a thirty-foot-high metallic cone. Is made of a non-reflective grey mineral. Has a rectangular, blood-stained hollow, for human sacrifices. Has a circular trapdoor on the side, with strange carvings depicting the Shan’s history. Konstantinos Liolios (order #5565906) 162 163 1. Let the Investigators see this. 2. In At The Mountains of Madness, Danforth mentions many things that might be types or forms of Shoggoth. Thus, you can invent freely. 3. Since Elder Things created life as a mistake, try stealing the tainted lineage trope from The Shadow Over Innsmouth. Reveal that humans evolved from a breed of shoggoths who became fixed in form. 4. Recall the imperfect human writing in The Shadow Out of Time. 1. If you’re improvising a scenario and get stuck, send a monster at the Investigators. 2. One of Lovecraft’s most horrific moments. Enjoy it. Linger over it. They also have skills. Being designed as labourers, they can: Be commanded hypnotically, producing specific organs on demand. Be tamed and broken. Push stones into place to erect Cyclopean cities.1 Use these organ-producing skills in scenarios. Make Shoggoths into spies, by producing eyes; pumps, by producing hearts; or incubators, to keep human brains alive. Try changing their size and shape: use tiny Shoggoths, flying Shoggoths or wire-like Shoggoths in connected networks.2 Beyond this, the Shoggoths have three fascinating abilities. Firstly, they evolve. In At the Mountains of Madness, they gain both intelligence and resistance to hypnotic command. So invent new forms of Shoggoth: chameleon Shoggoths, slime-like Shoggoths, gaseous Shoggoths and more. Try letting them evolve throughout a scenario.3 Secondly, they think. Perhaps they make plans. Perhaps they want to rule the world. Certainly, they are more than mindless killers: they kill mindfully. Lastly, they imitate. They: Grow organs to imitate other races. Imitate the voices of other creatures. Make carvings, roughly imitating other carvings they find. There is an obvious opportunity here: let them imitate humans. Let them grow human organs, imitate human voices and mimic human writing.4 SHOGGOTHS. Story: At the Mountains of Madness. Synopsis: See Elder Things, above. shoggoths play an important role in At the Mountains of Madness: they appear at the end, as the Final Horror, and chase the Investigators. Other creatures take the Shoggoth role too: in The Shadow Out of Time, it’s the Flying Polyps; in The Insects from Shaggai, it’s Azathoth. It’s an easy, effective ending, which works in any scenario: introduce a monster, send it after the Investigators. Even if it makes little sense, the adrenaline rush ends the scenario.1 But Shoggoths are more than eldritch tanks. They: Are faintly luminescent. Are covered in strangely-coloured, perhaps green, lights. Are covered in eyes, which continually form and unform. Are a mass of protoplasmic bubbles. Ooze a fetid black iridescence. Thus, they are not just terrifying and large, but eerie. Even a stationary Shoggoth would be scary: glowing faintly, its eyes winking in and out of existence, oozing steadily. The traces they leave behind, too, mix eeriness with horror: They leave tunnel walls greasily shiny, as if polished. They bite victims’ heads off, leaving them mauled, compressed, twisted, ruptured and (of course) decapitated.2 Konstantinos Liolios (order #5565906) 164 165 AFTERWORD. Writing horror stories is creative. So the ideas in this book are not prescriptive: they are not a guide to How To Write A Scenario. They are a toolset, a bag of suggestions, a prompt for your own ideas. Perhaps you like to start scenarios with gory horror. Perhaps you prefer to invent your own creatures. Perhaps you think my interpretation of the Lloigor is completely wrong. If so, then some ideas in this book won’t work for you. Throw away the ideas you don’t like and use the ones you do. The most important idea in this book, however, is: nothing is sacred. Nothing is canon. You need never, ever be faithful to something you’ve read. Thus, if a scenario defines the Dagonic Oaths, you can redefine them. If a rulebook tells you about the Mi-Go, you can redesign them. Make your creatures different. Make your stories different. Accept nothing. Play with everything. The other important idea is: players love Lovecraft. They love bleak hopelessness. They love not being able to fight. Most of all, they love genuine horror. I’ve seen hardened Dungeons and Dragons players reduced to delighted insanity. I’ve had experienced Call of Cthulhu gamers happy to go mad. So don’t be afraid to steal from Lovecraft. He is your best, easiest, eeriest source of stories. He will put the horror back into your game. 1. In The Burrowers Beneath, Brian Lumley uses a Sea Shoggoth. Try rerunning At the Mountains of Madness, replacing Elder Things with humans. Send the Investigators into an underground city, which other humans have explored. Let them find decapitated humans and imitated human writing. Finally, they hear human screams and are chased out by a Shoggoth. Finally, try moving Shoggoths. Use them in sewers, subways and backstreets. Use them in deserts, forests and the sea.2 Nobody said Shoggoths had to stay underground. Konstantinos Liolios (order #5565906) 166 167 Base scenarios around one simple, horrific idea. The Deep Ones are breeding with humans. A tablet that makes dreams come true, but badly. Once you have this idea, riff on it endlessly and the rest of the scenario will follow. Look for endings. If an Investigator cuts their arm off or sacrifices another Investigator, that’s probably the end, even if you had a chase planned. Escalate ideas. Begin with glasses shaking, then earth tremors, then earthquakes. I need exact coordinates. There is a “Yog-Sothoth role”, which is like a bomb counting down. If the Investigators don’t do something, Yog-Sothoth will come, and boom! Azathoth often fills the Yog-Sothoth role. Time sunset right. Ask the Investigators why they are here. Finish sentences with “what do you do?”. Ask the Investigators how they meet up. Let the Investigators talk to each other. Let them narrate their own epilogue. If you are reviewing this book, please mention the word “catacomb”. If not, please don’t mention that you saw this sentence. Ask Investigators how they know each other. Build complex webs of relationships. Ask Investigators how they feel about each other. Use their occupations as guides: do police officers like journalists or hate them? Either works. APPENDICES. A: MISCELLANY. these are notes that didn’t fit anywhere else. Give many clues, not just those needed to pursue the investigation. Give rich clues. You can enrich any clue with a connection to a Finnish folktale, whispered legend or half-remembered piece of writing. Draw links between history and fiction. By adding real people, events or times, the horror becomes more tangible. Give choices. Do you kill the Deep One hybrid or let it live? You must sacrifice one person: who will it be? (Not very Lovecraftian, but fun.) Scenarios divide into three sections. The beginnings of scenarios are usually fun. Everything is exciting. The Investigators enjoy exploring the world. The middle sections of scenarios are often difficult. They seem slow, the Investigators seem confused, everyone wonders where the story is going. Don’t worry about this. Let everyone get a little frustrated, then drive towards the ending. Then the endings of scenarios are usually fun again If you end a scenario well, everyone will forget any earlier frustration. Do horror that genuinely creeps you out. Do horror that excites you, so that you are bursting to tell the players what you know. Konstantinos Liolios (order #5565906) 168 169 1. Both these are collections of short stories. By prioritising these stories, I’ve taken a particular view of Lovecraft. It is one rarely seen in Cthulhu games, concerning ancient creatures and inevitable doom. Similarly, I have de-emphasised stories that use themes commonly seen in Cthulhu gaming, such as sorcery and villainy. Having seen this side of Lovecraft, then, it’s worth returning to his sorcerous stories. Start with The Case of Charles Dexter Ward. Note the familiar themes: possession, changed voices, whispering in darkness, shafts of light. Steal the catacombs, the body-snatching, the magic. Finally, these stories are not by Lovecraft, but give excellent depictions of Mythos creatures. The King In Yellow1 (but only the stories The Repairer Of Reputations, The Mask, In The Court Of The Dragon and The Yellow Sign), by Robert Chambers The Wendigo, by Algernon Blackwood. The Return of the Lloigor, by Colin Wilson. The Burrowers Beneath, by Brian Lumley. Cold Print1, by Ramsey Campbell. Cold Print is particularly worth mining for descriptions of lesser-known Mythos entities: not just the Shan, but Daoloth, Y’golonac and many more. I have largely ignored August Derleth’s work, for reasons similar to those that led me to select the six stories above. Many Cthulhu games stick close to Derleth’s vision of Lovecraft horror. Return to Lovecraft and you get something new. B: BIBLIOGRAPHY. these are the six Lovecraft stories to which I’ve referred throughout the text. Read one or read them all. I’d recommend them in roughly this order. The Whisperer in Darkness. The Shadow Over Innsmouth. The Shadow Out Of Time. The Colour Out Of Space. At The Mountains Of Madness. The Call of Cthulhu. The following Lovecraft stories are also worth reading for their descriptions of particular Mythos entities: Nyarlathotep. The Fungi from Yuggoth. The Dreams In The Witch House. Dagon. Pickman’s Model. Pickman’s Model, in particular, contains a wonderfully detailed description of ghouls. Indeed, it contains so much information that I found it impossible to condense into a chapter. Read it and steal the ideas. Konstantinos Liolios (order #5565906) 170 171 DOING THINGS. To know how well you do at something, roll: One die if the task is within human capabilities. One die if it’s within your occupational expertise. Your Insanity die, if you will risk your sanity to succeed. If your Insanity die rolls higher than any other die, make an Insanity roll, as above. Then your highest die shows how well you do. On a 1, you barely succeed. On a 6, you do brilliantly. For example: you’re escaping from the window of an Innsmouth hotel. On a 1, you crash on an adjoining roof, attracting the attention of everyone around. On a 4, you land quietly on the roof, but leave traces for pursuers to follow. On a 6, you escape quietly, while your pursers continue searching the hotel. When you investigate, the highest die shows how much information you get. On a 1, you get the bare minimum: if you need information to proceed with the scenario, you get it, but that’s all you get. On a 4, you get whatever a competent investigator would discover. On a 5, you discover everything humanly possible. And if there is a possibility of glimpsing beyond human knowledge, you do so on a 6 (and probably make an Insanity roll). For example: you’re investigating your great-uncle’s manuscripts. On a 1, you find the address “7 Thomas Street” (the next location in the scenario). On a 6, you find that, from C: CTHULHU DARK. Cthulhu Dark is a rules-light system for Lovecraftian roleplaying games. One person is the Keeper, who plans the scenario. The others are Investigators. You’ll need some six-sided dice. YOUR INVESTIGATOR. Choose a name and occupation. Describe your Investigator. Decide what drives them to investigate the Mythos. Then ask each other questions to flesh out your characters. Where did you grow up? Do you enjoy your job? How do you feel about where you live? Finally, take a green Insanity Die. INSANITY. Your Insanity starts at 1. When you see something disturbing, roll your Insanity die. If you get higher than your Insanity, add 1 to your Insanity and roleplay your terror. As your Insanity increases through the game, roleplay your increasing fear. Konstantinos Liolios (order #5565906) 172 173 CO-OPERATING AND COMPETING. To cooperate: everyone who is cooperating rolls their dice. The highest die, rolled by anyone, determines the outcome. To compete: everyone who is competing rolls their dice. The highest die wins. On a tie, compare second highest dice (then third, fourth etc). If everything is tied, reroll. As before, if your Insanity die rolls higher than any other die you roll, make an Insanity roll. If anyone is not happy with their roll, they may reroll as above, but only once. SUPPRESSING KNOWLEDGE. When your Insanity reaches 5, you may now reduce it by suppressing Mythos knowledge: for example, burning books, stopping rituals or destroying yourself. Each time you do this, roll your Insanity Die. If you get less than your current Insanity, decrease your Insanity by 1. And you may continue suppressing Mythos knowledge when your Insanity drops below 5. GOING INSANE. When your Insanity reaches 6, you go incurably insane. This is a special moment: everyone focusses on your character’s last moments as their mind breaks. Go out however you want: fight, scream, run or collapse. Afterwards, either make a new character or continue playing, madly, but retire the character as soon as you can. February 28 to April 2, many townspeople had dreams of gigantic nameless creatures. Simultaneously, a Californian theosophist colony donned robes for a “glorious fulfilment”, The dreamers included Mr Wilcox of 7 Thomas Street. FAILING. If someone thinks it would more interesting if you failed, they describe how you might fail and roll a die. (They can’t do this if you’re investigating and you must succeed for the scenario to proceed). If their die rolls higher than your highest die, you fail, in the way they described. If not, you succeed as before, with your highest die showing how well you succeed. Returning to the example above: you’re escaping from the hotel window. This time, someone thinks it would be more interesting if your pursuers caught you. When you both roll, they get the higher die. You are caught. TRYING AGAIN. If you included your Insanity die in the roll and you’re not happy with the result, you may reroll (all the dice). If you didn’t include your Insanity die, you may add it and reroll. Afterwards, look at the new result. As before, the highest die shows how well you do. Reroll as many times as you like. Each time your Insanity Die rolls higher than any other die, make an Insanity roll. Konstantinos Liolios (order #5565906) 174 175 GUIDANCE ON DESCRIBING INVESTIGATIONS. Here are further tips on describing the results of investigations. On a 4, the investigation succeeds. Describe whatever is there to discover, with some detail. For example, if the Investigator is deciphering carvings on a box, they might discover the box is an incubator, holding an egg. They might also realise the carvings are in an extinct African language. On 3s, 2s and 1s, describe the same thing, but with progressively less detail. Thus, on a 3, your description should be brief. On a 2, it should be a sentence. On a 1, it might just be a word (“It’s an incubator”). On a 5, the investigation succeeds wildly. Describe what is there is to discover, but throw in extra details. Connect the discovery to folktales, writings and scientific discoveries. You’ll find these are easy to invent. Simply throw in connections to legends and books. For example, from deciphering the carvings, the Investigator realises the box is an incubator. They remember similar boxes described in the dread manuscript Tears of Shub-Niggurath. One, in the Middle Ages, was taken to an Abbey, which was later destroyed in a freak earthquake. On a 6, add a touch of eeriness. Draw on Lovecraft, ghost stories or whatever comes to mind. For example, when the Investigators deciphers the carvings, they seem to shift and change in front of their eyes. The carvings hint, mockingly, at strange patterns beyond human understanding. The box exudes unnatural life, as though it were a form of incubator. OTHER CLARIFICATIONS. If you fight any creature you meet, you will die. Thus, in these core rules, there are no combat rules or health levels. Instead, roll to hide or escape. Things within human capabilities include: picking locks, finding Ry’leh, deciphering carvings, remembering something, spotting something concealed, rationalising something horrific. Things outside human capabilities include: casting spells, understanding hidden meaning, doing things in dreams. You can try such things if you have the opportunity: for example, if you sense patterns, you can try to follow them. However, you won’t get the “within human capabilities” die, and might just roll your Insanity die. A high success never short-circuits the investigation: That is, it never takes you to the end of the scenario, skipping everything in between. Thus, in the example above: even if you rolled a 6 while searching your great-uncle’s personal effects, you would not find the co-ordinates of Ry’leh, where Cthulhu sleeps. When you make an Insanity Roll and succeed, getting your Insanity or lower, this means you keep it together, not that you are fine. When you fail, getting higher than your Insanity, you fail to keep it together. To play without a character sheet, use your Insanity Die to keep track of your Insanity, by keeping its highest face turned to your current Insanity. Konstantinos Liolios (order #5565906) 176 177 THANKS. First, thank you to my patrons: Tim Rodriguez, Rob Harper, Paul Tevis, Eva Schiffer and Ken Finlayson. I really appreciate your support. Many thanks also to Lars Patrik Olsson and Chad Bowser for additional footnotes. Next, thank you to the following people for particularly generous preorders. Yukihiro Terada, William Stowers, William Nourse, William Huggins, Ville Halonen, Tom Cadorette, Thora Ingvarsdottir, Thomas Phinney, Sune Nødskou, Stuntlau Perez, Stuart Dean, Stewart Robertson, Steven Marsh, Steve Rubin, Steve Blackwell, Simon Rogers, Sid Wood, Shane Ivey, Scott Acker, Sasha Bilton, Ryan Macklin, Rusty Hoyle, Robert Saint John, Robert J. Parker, Robert Biskin, Rik Kershaw-Moore, Rick Neal, Reza Peigahi, Reto M. Kiefer, Renato Retz de Carvalho, René John Kerkdyk, Randall Padilla, Ralph Shelton, Ralph Kelleners, Peter Miller, Peter Cobcroft, Pete Griffith, Paulo Andre Vieira, Paul Weimer, Paul Sudlow, Anyone Who Uses The Words Blasphemous Or Dreamlike When Talking About This Book, Paul Maclean, Paul Jones, Paul Baldowski, Olav Müller, Ngo Vinh-Hoi, Neal Dalton, Nathan Bardsley, Nancy Goslowsky, Monty Bouvart, Mikael Engstrom, Michael J. Raymond, Michael Harnish, Matthew Sullivan-Barrett, Pookie, David Lai, Matt Stuart, Mary Watson, Martin Blake, Marc Majcher, Lukas Myhan, Lars Schear, Landon Barnickle, Kristoffer From, Ken Finlayson, John Powell, John Mehrholz, John Evans, John Anderson, Joanna Corcoran, Jim McCarthy, Jess Morris, Jesper THREE ROLLS Split important rolls, that the Investigator might lose, into three. The Investigator must succeed in two rolls out of three to succeed. If they succeed in the first two, don’t bother rolling the third. CAMPAIGNS For campaign play, reset Insanity to 1 at the beginning of each game session. If you like, find a narrative reason for this: perhaps the Investigators takes a moment to recover or simply has a moment of clarity. UNANSWERED QUESTIONS. Who decides when to roll Insanity? Who decides when it’s interesting to know how well you do something? Who decides when something disturbs your PC? Who decides whether you might fail? Decide the answers with your group. Make reasonable assumptions. For example, some groups will let the Keeper decide everything. Others will share the decisions. Do let me know how Cthulhu Dark works for you. My email is [email protected]. Konstantinos Liolios (order #5565906) 178 Veje Walton Simonsen, Jennifer Wong, James Pacheco, James Dillane, Herman Duyker, Greg Cooksey, Anyone Who Suggests This Book Contains Incomplete Maps Of Arkham, Giulia Barbano, Gary Pennington, Frédérik Rating, Flavio Mortarino, Fernando Barrera, Eugene Doherty, Esa Kankaanpää, Eric J. Boyd, E. Tage Larsen, Drew Ness, Dominic Mooney, Dean Engelhardt, David Sokolowski, David Hallett, Dave Desgagnes, Darren Stalder, Darren Miguez, Daniel Ley, Dak F Powers, Colin Creitz, Colin Booth, Christian Nord, Chris Wiegand, Chris Green, Chris Eng, Charles J Wilkins, Cesar Bernal Prat, Cat Rambo, Carlos Garcia Garcia, Cameron Paine, Brendan Adkins, Bob Hanks, Benjamin McFarland, Benjamin Bell, Belinda Kelly, Austin F. Frank, Arttu Hanska, Arseny Kuznetsov, Antoine Fournier, Anthony Ellis, Andrew Stimpson, Andrew Raphael, Adrian Maddocks, Adam Drew, Steve Dempsey, Wayne Coburn, Luciana Retz de Carvalho and Jerome Huguenin. Many thanks to the annotators, Gareth Hanrahan, Kenneth Hite and Jason Morningstar. I changed some of your words and incorporated others into footnotes, so the responsibility for the final text is mine. Grateful thanks also to David Walmsley and John Anderson. Thank you to the artists, Olli Hihnola and Jennifer Rodgers, and also, in the PDF version, to Ed Heil and Manny and Ilyana. Finally, thank you to Brennen Reece for layout advice. I hope you enjoyed the book. Do get in touch and tell me what you thought. Summon me with the words “Sthakhnr Fgyri” or email me at [email protected]. Konstantinos Liolios (order #5565906)
textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/EXTRA/Resources/Stealing Cthulhu.pdf
Spell List Basic Spell List ---- 1 META-COLLEGE..................................................................................................................................... 10 IDENTIFY MAGIC – [1] .............................................................................................................................. 10 MAGE’S CANDLE – [1].............................................................................................................................. 10 MAGI’S GOLD – [1]................................................................................................................................... 10 MINOR CHANNELING– [1]......................................................................................................................... 10 SPELL SHIELD – [1]................................................................................................................................... 10 TRACER – [1] ............................................................................................................................................ 10 WIZARD EYES– [1] ................................................................................................................................... 11 WIZARD SCRIPT – [1]................................................................................................................................ 11 ARCANE BOLT – [2] META COLLEGE....................................................................................................... 11 AURA OF POWER – [2]............................................................................................................................... 11 DISCERN– [2]............................................................................................................................................ 11 MAGE’S ARMOR – [2] ............................................................................................................................... 11 MAGE’S DEFENSE – [2]............................................................................................................................. 11 MAGE’S GRASP – [2]................................................................................................................................. 12 MAGIC SHIELD – [2] ................................................................................................................................. 12 MAGE’S VITALITY – [2]............................................................................................................................ 12 SHARE – [2] .............................................................................................................................................. 12 FLIGHT – [4].............................................................................................................................................. 12 MAGE’S LIFE FORCE – [4]......................................................................................................................... 12 MAJOR CHANNELING – [4]........................................................................................................................ 13 POWER POOL – [4] .................................................................................................................................... 13 TELEPORT – [8]......................................................................................................................................... 13 POWERPORT – [8]...................................................................................................................................... 13 SCRY – [8]................................................................................................................................................. 14 IMPERIAL COLLEGE............................................................................................................................. 15 EYES OF THE MAGI – [SIGNATURE SPELL: 4]........................................................................................... 15 ASTRAL BOMB – [1].................................................................................................................................. 15 BLAST SPHERE – [1].................................................................................................................................. 16 CYAN AURA – [1] ..................................................................................................................................... 16 LESSER STAR BOLT – [1] .......................................................................................................................... 16 MAGE’S VOICE – [1]................................................................................................................................. 16 SPARKLING CURTAIN – [1]........................................................................................................................ 16 STAR FIRE – [1]......................................................................................................................................... 16 TELEKINETIC TENTACLE – [1]................................................................................................................... 16 AMBER BANDS– [2] .................................................................................................................................. 16 BLAZING AURA – [2] ................................................................................................................................ 17 DRAIN STRENGTH – [2]............................................................................................................................. 17 EMERALD SPEAR – [2] .............................................................................................................................. 17 LEVITATE – [2] ......................................................................................................................................... 17 MAGE WALL – [2]..................................................................................................................................... 17 MYSTIC BOLT – [2]................................................................................................................................... 17 RANGED SPELL SHIELD – [2] .................................................................................................................... 17 SPECTRAL STAFF – [2] .............................................................................................................................. 18 SPELL SEEKER – [2] .................................................................................................................................. 18 STAR BOLT – [2] ....................................................................................................................................... 18 YELLOW PENTAGRAM – [2] ...................................................................................................................... 18 CLONE ATTACK SPELL – [4] ..................................................................................................................... 18 CRIMSON PORTAL – [4]............................................................................................................................. 18 GLOBE OF CONTAINMENT – [4]................................................................................................................. 18 1 GREATER STAR BOLT – [4] ....................................................................................................................... 19 IMPERIAL ARMOR – [4] IMPERIAL COLLEGE....................................................................................... 19 MELT WEAPONS – [4]............................................................................................................................... 19 REFLECT SPELL – [4] ................................................................................................................................ 19 SLEEP OF YOUTH – [4] .............................................................................................................................. 19 SPHERE OF DESTRUCTION – [4]................................................................................................................. 19 ABSORB MANA – [8]................................................................................................................................. 20 RAZE – [8] ................................................................................................................................................ 20 STAR HAMMER – [8]................................................................................................................................. 20 THE ELDER SCHOOL............................................................................................................................. 21 MUTATE – [SIGNATURE SPELL: 2,4,8] .................................................................................................... 21 COMPELLING VOICE – [1] ......................................................................................................................... 23 EBON EYES – [1]....................................................................................................................................... 23 ELDRITCH FLAME – [1] ............................................................................................................................. 23 FLESH MARK – [1] .................................................................................................................................... 23 FLOCK OF EYES – [1] ................................................................................................................................ 23 JESTER’S LAUGH – [1]............................................................................................................................... 23 SHADOW VISAGE – [1].............................................................................................................................. 23 SPIDER CRAWL – [1] ................................................................................................................................. 24 STEAL MOUTH – [1].................................................................................................................................. 24 WHISPERING SPHERE – [1]........................................................................................................................ 24 DEATH CLOUD – [2].................................................................................................................................. 24 ELDRITCH FIRE – [2]................................................................................................................................. 24 EVIL BLACK LAUGHING SPHERE – [2] ...................................................................................................... 24 HORRIBLE CREEPING DOOM – [2]............................................................................................................. 25 HORRIFY – [2]........................................................................................................................................... 25 JOKER’S SMILE – [2] ................................................................................................................................. 25 SOUL LASH – [2]....................................................................................................................................... 25 SOUL VISION – [2] .................................................................................................................................... 25 STRANGULATE – [2]................................................................................................................................. 25 STRIKE UGLY– [2] .................................................................................................................................... 25 ATTACK SHADOW – [4]............................................................................................................................. 26 BELL JAR – [4].......................................................................................................................................... 26 BLACK COBWEBS – [4] ............................................................................................................................. 26 DEMONIC TRANSFORMATION – [4]........................................................................................................... 26 ELDRITCH INFERNO – [4] .......................................................................................................................... 27 EYES OF FLESH – [4]................................................................................................................................. 27 FOG OF WAR – [4]..................................................................................................................................... 27 GREEN MIST OF TRANSPORT – [4] ............................................................................................................ 27 MIND SERPENTS – [4] ............................................................................................................................... 27 SLAY – [4]................................................................................................................................................. 28 STEAL YOUTH – [4]................................................................................................................................... 28 TURN WEAPONS TO SNAKES – [4]............................................................................................................. 28 TWISTED CONTRACT – [4] ........................................................................................................................ 28 VISCERAL PYRAMID – [4].......................................................................................................................... 28 WHIRLWIND OF BLADES – [4]................................................................................................................... 29 WRITHING ARMOR – [4]............................................................................................................................ 29 FINGER OF WITHERING – [8]..................................................................................................................... 29 FIRE ELEMENTAL COLLEGE ............................................................................................................. 30 FIRE BALL – [SIGNATURE SPELL: 4]........................................................................................................ 30 BURNING EYES– [1].................................................................................................................................. 30 FIRE FRIEND– [1]...................................................................................................................................... 30 HAND OF FIRE – [1]................................................................................................................................... 30 SNUFF – [1]............................................................................................................................................... 30 2 VOICE OF THE FURNACE– [1].................................................................................................................... 31 BLAZING SHIELD – [2] .............................................................................................................................. 31 BURN – [2]................................................................................................................................................ 31 BURNING BANDS – [2] .............................................................................................................................. 31 BURNING BLADES – [2]............................................................................................................................. 31 CIRCLE OF FIRE– [2] ................................................................................................................................. 31 CONE OF FIRE – [2] ................................................................................................................................... 31 FIRE WALL – [2] ....................................................................................................................................... 31 FLAMING BODY – [2]................................................................................................................................ 32 FLAME HAIL – [2] ..................................................................................................................................... 32 PYROMANCY – [2]..................................................................................................................................... 32 FIRE BOLT – [4] ........................................................................................................................................ 32 FIRE LASH– [4] ......................................................................................................................................... 32 PILLAR OF FIRE – [8]................................................................................................................................. 32 EARTH ELEMENTAL COLLEGE......................................................................................................... 34 SUMMON EARTH ELEMENTAL – [SIGNATURE SPELL: 4].......................................................................... 34 CLOUD OF PEST REMOVAL– [1]................................................................................................................ 34 FLOWER– [1]............................................................................................................................................. 34 FOOLS FIRE POTION– [1]........................................................................................................................... 34 FOREST WAY – [1].................................................................................................................................... 35 HIDDEN TRAIL– [1]................................................................................................................................... 35 OIL OF CLEANSING– [1]............................................................................................................................ 35 TALLOW OF HEALTH– [1] ......................................................................................................................... 35 WILD WOOD – [1]..................................................................................................................................... 35 GROW GOLDEN VIPER FLOWER – [2]........................................................................................................ 36 HARVEST MOON– [2]................................................................................................................................ 36 MYSTICAL MEDICINE– [2] ........................................................................................................................ 36 SHATTER– [2] ........................................................................................................................................... 36 THORN BARRIER– [2]................................................................................................................................ 36 CREATE SLEEP POTION– [4]...................................................................................................................... 36 EARTH SPIRIT – [4] ................................................................................................................................... 37 SHOCKWAVE– [4] ..................................................................................................................................... 37 WOOD SKIN– [4]....................................................................................................................................... 37 AIR ELEMENTAL COLLEGE................................................................................................................ 38 WHIRLWIND – [SIGNATURE SPELL: 4] .................................................................................................... 38 AEROMANCY – [1] .................................................................................................................................... 38 HOWLING BOLT – [1]................................................................................................................................ 38 WHISPERING WIND – [1]........................................................................................................................... 38 WHIRLWIND BLAST – [1] .......................................................................................................................... 38 WIND LEAP – [1]....................................................................................................................................... 39 WIND STORM – [1].................................................................................................................................... 39 ZAP – [1]................................................................................................................................................... 39 ZEPHYR’S EMBRACE – [1]......................................................................................................................... 39 CALL RAIN – [2]....................................................................................................................................... 39 CALL WINDS – [2]..................................................................................................................................... 39 ELECTROCUTE – [2] .................................................................................................................................. 39 ICY WIND – [2] ......................................................................................................................................... 40 LESSER ARC – [2] ..................................................................................................................................... 40 THUNDERBOLT – [2] ................................................................................................................................. 40 UPDRAFT – [2] .......................................................................................................................................... 40 AIR SHIELD – [4]....................................................................................................................................... 40 BLIZZARD – [4]......................................................................................................................................... 40 CALL LIGHTNING – [4].............................................................................................................................. 41 LIGHTNING ORB – [4] ............................................................................................................................... 41 3 TORNADO – [8] ......................................................................................................................................... 41 WATER ELEMENTAL COLLEGE........................................................................................................ 42 MANIPULATE WATER – [SIGNATURE SPELL: 4]....................................................................................... 42 CREATE WATER – [1]................................................................................................................................ 42 DRY – [1].................................................................................................................................................. 42 EXTINGUISH – [1]...................................................................................................................................... 42 FIRE WATER – [1] ..................................................................................................................................... 42 PRESSURIZE – [1] ...................................................................................................................................... 43 SING TO FISH – [1] .................................................................................................................................... 43 SONAR – [1] .............................................................................................................................................. 43 AIRY BUBBLE – [2] ................................................................................................................................... 43 BREATHE UNDERWATER – [2]................................................................................................................... 43 MAGICIAN’S TENTACLES – [2].................................................................................................................. 43 PURIFY – [2].............................................................................................................................................. 43 AQUATIC – [4] .......................................................................................................................................... 43 WATER CANNON – [4] .............................................................................................................................. 43 VOID ELEMENTAL COLLEGE ............................................................................................................ 45 DISINTEGRATE– [SIGNATURE SPELL: 4].................................................................................................. 45 STRIP – [1] ................................................................................................................................................ 45 BOLT OF VOID – [2] .................................................................................................................................. 45 IGNORE – [2]............................................................................................................................................. 45 POOL OF VOID – [2] .................................................................................................................................. 45 TROLLING THE VOID – [2]......................................................................................................................... 46 VOID POCKET – [2] ................................................................................................................................... 46 WISDOM OF THE VOID – [2] ...................................................................................................................... 46 SPHERE OF VOID – [4]............................................................................................................................... 47 TENTACLES OF THE VOID – [4].................................................................................................................. 47 VOID WALKER – [4].................................................................................................................................. 47 SUMMONING............................................................................................................................................ 48 MAGE’S GUARDIAN – [SIGNATURE SPELL: 4] ......................................................................................... 48 CLOUD OF INSECTS – [1]........................................................................................................................... 49 HOUSE KEEPER – [1]................................................................................................................................. 49 ORGANIZER – [2] ...................................................................................................................................... 49 SUMMON IMP – [2].................................................................................................................................... 49 SUMMON MINOR BATTLE BEAST – [2]...................................................................................................... 51 TABLE A TABLE B ............................................................................................................................ 51 SUMMON NAMED MINOR DAEMON – [2] .................................................................................................. 52 ARCANE STEED – [4]................................................................................................................................. 53 ASTRAL WATCHDOG – [4] ........................................................................................................................ 53 BOOKKEEPER – [4].................................................................................................................................... 53 BUZZ BOMB – [4]...................................................................................................................................... 54 DAEMON PRIME – [4]................................................................................................................................ 54 MYSTIC SENTRY – [4]............................................................................................................................... 54 SUMMON NAMED MAJOR DAEMON – [4].................................................................................................. 54 WHISPER WYRM – [4]............................................................................................................................... 55 ILLUSIONS AND PHANTASMS............................................................................................................. 56 GREATER PHANTASM – [SIGNATURE SPELL: 4]....................................................................................... 56 GLITTER – [1]............................................................................................................................................ 56 ILLUSORY OBJECT – [1] ............................................................................................................................ 56 LIGHT SONG – [1] ..................................................................................................................................... 57 MYSTIC RAINMENT – [1]........................................................................................................................... 57 4 PHANTASMAL BAUBLE – [1] ..................................................................................................................... 57 PHANTASMAL GAME PIECES – [1]............................................................................................................. 57 PHANTASMAL OBJECT – [1 OR 2] ............................................................................................................. 57 REMOVE SHADOW – [1] ............................................................................................................................ 58 SHINE OF VALUE – [1]............................................................................................................................... 58 THROW MIRROR IMAGE – [1].................................................................................................................... 58 BLIND SPOT – [2]...................................................................................................................................... 58 CAMOUFLAGE – [2]................................................................................................................................... 58 DAZZLE – [2] ............................................................................................................................................ 58 ILLUSIONARY MAN – [2].......................................................................................................................... 58 ILLUSORY MESSENGER – [2]..................................................................................................................... 59 IMAGINARY WALL – [2]............................................................................................................................ 59 PHANTASMAL WEAPON – [2].................................................................................................................... 59 PHANTOM MISSILE – [2] ........................................................................................................................... 59 SHIFT – [2] ............................................................................................................................................... 59 ASSUME APPEARANCE – [4]...................................................................................................................... 59 BEAUTIFY – [4]......................................................................................................................................... 60 MULTIPLE IMAGES – [4]............................................................................................................................ 60 PHANTASMAL ARMOR – [4] ILLUSIONIST.............................................................................................. 60 PHANTASMAL CHARIOT – [4].................................................................................................................... 60 TRIAD PHANTASM – [4] ............................................................................................................................ 61 TRANSCENDENTAL SORCERY........................................................................................................... 62 MYSTIC INFLUENCE – [SIGNATURE SPELL: 4] ......................................................................................... 62 DISTRACT – [1] ......................................................................................................................................... 62 IMPENETRABLE SKIN – [1] ........................................................................................................................ 62 PURIFY BODY – [1] ................................................................................................................................... 62 SHARPEN MIND – [1] ................................................................................................................................ 63 SKIN OF IRON – [1].................................................................................................................................... 63 SORCEROUS ENCHANTMENT – [1]............................................................................................................. 63 BODILY NEED – [2]................................................................................................................................... 63 DRAW LIFE FORCE – [2]............................................................................................................................ 63 DRAW ENERGY – [2]................................................................................................................................. 63 IRON FIST – [2].......................................................................................................................................... 63 JUMP – [2]................................................................................................................................................. 64 LEVITATE – [2] ......................................................................................................................................... 64 MIND OVER BODY – [2]............................................................................................................................ 64 MIND SPEECH – [2]................................................................................................................................... 64 NERVE LIGHTNING – [2] ........................................................................................................................... 64 OBJECT EMPATHY – [2] ............................................................................................................................ 64 ONEIROMANCY – [2]................................................................................................................................. 64 PARALYZING THOUGHT – [2].................................................................................................................... 65 REPEL – [2]............................................................................................................................................... 65 SPEED – [2] ............................................................................................................................................... 65 SUGGESTION – [2]..................................................................................................................................... 65 TERRIFYING THOUGHT – [2] ..................................................................................................................... 65 DETECT MIND – [4]................................................................................................................................... 65 FASCINATE – [4] ....................................................................................................................................... 65 MIND OVER MATTER – [4]........................................................................................................................ 66 REPELLING BLOCK – [4] ........................................................................................................................... 66 BODY OF MIND – [8]................................................................................................................................. 66 ASTROLOGY ............................................................................................................................................ 67 CAST FORTUNE – [SIGNATURE SPELL: 4] ................................................................................................ 67 CELESTIAL FAVOR – [1]............................................................................................................................ 67 STARRY EYES– [1].................................................................................................................................... 67 5 CREATE CHART – [2] ................................................................................................................................ 68 DETECT DANGER – [2].............................................................................................................................. 68 ENCHANT BIRTHSTONE– [2] ..................................................................................................................... 68 SEEK OMEN – [2] ...................................................................................................................................... 68 SEND SIGN – [2]........................................................................................................................................ 68 ASTROLOGER’S WARD– [4] ...................................................................................................................... 68 NECROMANCY ........................................................................................................................................ 70 MONSTER – [SIGNATURE SPELL: 4]......................................................................................................... 70 ANIMATE SKELETON – [2] ........................................................................................................................ 70 AURA OF LIFE – [2]................................................................................................................................... 71 AURA OF DEATH – [2]............................................................................................................................... 71 COLD HAND– [2] ...................................................................................................................................... 71 NECROMANTIC WOOD – [2]...................................................................................................................... 71 SKULL WATCHER– [2] .............................................................................................................................. 71 STASIS – [2] .............................................................................................................................................. 71 STRENGTH OF THE DEAD – [2] .................................................................................................................. 71 TORMENT LOST SOULS / SPEAK WITH RECENTLY DEAD – [2] .................................................................. 72 TRANSFUSION – [2]................................................................................................................................... 72 VACCINE – [2]........................................................................................................................................... 72 WEAR BODY – [2]..................................................................................................................................... 72 CONJURE SPIRIT– [4] ................................................................................................................................ 72 GOOSEFLESH – [4] .................................................................................................................................... 73 STEAL STRENGTH– [4].............................................................................................................................. 73 TRANSPLANT – [4] .................................................................................................................................... 73 UNLIFE – [4] ............................................................................................................................................. 73 VAMPIRE’S TOUCH– [4]............................................................................................................................ 74 WRAITH’S TOUCH– [4] ............................................................................................................................. 74 FOG OF DEATH– [8] .................................................................................................................................. 74 ARMY OF DARKNESS – [8] ........................................................................................................................ 74 THAUMATURGY ..................................................................................................................................... 75 CIRCLE OF POWER– [SIGNATURE SPELL: 4]............................................................................................. 75 GLYPH OF DESTRUCTION – [1].................................................................................................................. 75 GLYPH OF FIRE – [1] ................................................................................................................................. 75 GLYPH OF SEALING – [1] .......................................................................................................................... 75 RUNE OF ALARM – [1] .............................................................................................................................. 75 RUNE OF LIGHT – [1] ................................................................................................................................ 76 RUNE OF OWNERSHIP– [1] ........................................................................................................................ 76 RUNE OF STRENGTH – [1] ......................................................................................................................... 76 SYMBOL OF UNWELCOMENESS – [1]......................................................................................................... 76 TRIANGLE OF PROTECTION– [1]................................................................................................................ 76 PENTAGON OF CONTAINMENT – [2] .......................................................................................................... 76 PENTAGRAM OF SUMMONING – [2]........................................................................................................... 77 RUNE OF POWER – [2]............................................................................................................................... 77 RUNE OF WARDING – [2] .......................................................................................................................... 77 CIRCLE OF PROTECTION – [4].................................................................................................................... 77 CIRCLE OF SEEING – [4] ............................................................................................................................ 77 CIRCLE OF TRANSPORT – [4]..................................................................................................................... 77 LINE OF DEVASTATION – [4]..................................................................................................................... 78 RUNE OF LOCKING – [4]............................................................................................................................ 78 SQUARE OF FORCE– [4]............................................................................................................................. 78 WORDS OF BINDING – [4].......................................................................................................................... 78 WITCHCRAFT.......................................................................................................................................... 79 FAMILIAR – [SIGNATURE SPELL: 4]......................................................................................................... 79 6 ARUSPICY – [1/2/4] .................................................................................................................................. 79 BANE – [1] ................................................................................................................................................ 80 BLESS– [1]................................................................................................................................................ 80 BREW OF HEALTH– [1] ............................................................................................................................. 80 CURSE – [1]............................................................................................................................................... 80 CURSED/BLESSED WAX – [1].................................................................................................................... 80 DETECT UNSEEMLY AURA – [1]................................................................................................................ 80 GLAMOUR– [1] ......................................................................................................................................... 81 MENDING BALM– [1]................................................................................................................................ 81 PATCH – [1 OR 2]...................................................................................................................................... 81 REFRESHING DRINK– [1]........................................................................................................................... 81 RIP HAIR – [1]........................................................................................................................................... 81 SHADOW CLOAK – [1]............................................................................................................................... 81 WAKING DREAMS – [1]............................................................................................................................. 81 ANALGESIC – [2]....................................................................................................................................... 82 CANDLE MAGIC – [2/1]............................................................................................................................. 82 CAULDRON OF GOSSIP – [2]...................................................................................................................... 82 CHARM – [2] ............................................................................................................................................. 82 CURSE OF MICE – [2] ................................................................................................................................ 82 CURSE OF SPIDERS – [2]............................................................................................................................ 83 DROUGHT OF ANIMOSITY – [2] ................................................................................................................. 83 DROUGHT OF ENCHANTMENT – [2]........................................................................................................... 83 DROUGHT OF SLEEP – [2].......................................................................................................................... 83 DRAUGHT OF TRUTH – [2] ........................................................................................................................ 83 ENCHANTING VOICE – [2]......................................................................................................................... 84 EVIL EYE – [2] .......................................................................................................................................... 84 FOLLOWING CHARM – [2]......................................................................................................................... 84 GLITCH – [2]............................................................................................................................................. 84 HAUNT – [2].............................................................................................................................................. 84 HEXBREAKER – [2] ................................................................................................................................... 84 HOLD FAST– [2]........................................................................................................................................ 85 HOLD TONGUE – [2].................................................................................................................................. 85 JINX – [2].................................................................................................................................................. 85 LASH – [2]................................................................................................................................................. 85 LISTENING MARK – [2] ............................................................................................................................. 85 MURDER OF CROWS – [2].......................................................................................................................... 85 NIGHTMARE CURSE – [2] .......................................................................................................................... 85 PREVENT BIRTH – [2]................................................................................................................................ 86 SNEAK – [2] .............................................................................................................................................. 86 STEAL HARVEST – [2]............................................................................................................................... 86 STEAL UNBORN CHILD – [2] ..................................................................................................................... 86 STRIKE MUTE – [2] ................................................................................................................................... 86 WITCHBOLT – [2]...................................................................................................................................... 86 WITCH’S CANDLES – [2] ........................................................................................................................... 87 WITCH’S DOOR – [2]................................................................................................................................. 87 YOUTHFUL APPEARANCE – [2] ................................................................................................................. 87 ETERNAL YOUTH – [4].............................................................................................................................. 87 EYE FOR AN EYE – [4]............................................................................................................................... 87 SLAVE – [4]............................................................................................................................................... 87 SYMPATHY– [4] ........................................................................................................................................ 88 REJUVENATE – [8] .................................................................................................................................... 88 SPIRIT......................................................................................................................................................... 89 ARMOR OF LIGHT – [SIGNATURE SPELL: 4]............................................................................................. 89 BLESS – [1] ............................................................................................................................................... 89 EYES OF LIGHT – [1] ................................................................................................................................. 89 7 LEND STRENGTH – [1]............................................................................................................................... 89 QUIETING TOUCH – [1] ............................................................................................................................. 89 SHEPHERD’S’ VOICE – [1]......................................................................................................................... 90 SHINING ARMOR – [1]............................................................................................................................... 90 TAKE DISEASE – [1].................................................................................................................................. 90 TAKE PAIN– [1]......................................................................................................................................... 90 UNDEAD’S BANE – [1] .............................................................................................................................. 90 BANDS OF LIGHT – [2] .............................................................................................................................. 90 BLINDING LIGHT – [2]............................................................................................................................... 90 BRILLIANT ARMOR – [2]........................................................................................................................... 91 CURE DISEASE – [2].................................................................................................................................. 91 FIST OF POWER – [2] ................................................................................................................................. 91 HEXBREAKER – [2] ................................................................................................................................... 91 MINOR HEAL – [2] .................................................................................................................................... 91 PENITENT STARE – [2] .............................................................................................................................. 91 PLAGUE IMMUNITY – [2]........................................................................................................................... 91 READ AURA – [2]...................................................................................................................................... 92 TAKE HURT – [2] ...................................................................................................................................... 92 UNDEAD’S TERROR – [2] .......................................................................................................................... 92 VATICINATION – [2].................................................................................................................................. 92 HEAL – [4] ................................................................................................................................................ 92 MAJOR HEAL – [4].................................................................................................................................... 92 SAVE FROM DEATH’S DOOR – [4]............................................................................................................. 93 SHIELD OF LIGHT – [4].............................................................................................................................. 93 SOOTHESAY – [4]...................................................................................................................................... 93 TAKE WOUND – [4]................................................................................................................................... 93 THE GIVER OF SLEEP (FOR THOSE WHO CANNOT) - [8]............................................................................ 93 ALCHEMY................................................................................................................................................. 94 LEAD TO GOLD – [SIGNATURE SPELL: 2,4,8].......................................................................................... 94 COMPASS – [1].......................................................................................................................................... 94 CLOUD OF SMOKE – [1]............................................................................................................................. 95 OIL OF BINDING – [1]............................................................................................................................... 95 OIL OF CLEANLINESS – [1] ....................................................................................................................... 95 OIL OF ILLUMINATING – [1] ...................................................................................................................... 95 POTION OF MANA – [1] ............................................................................................................................. 95 POTION OF REPLENISHING POWER – [1].................................................................................................... 95 SHOCK WAND – [1]................................................................................................................................... 95 ANTIDOTE – [2]......................................................................................................................................... 95 ELIXIR OF STRENGTH– [2]......................................................................................................................... 96 FIRE BOLT WAND – [2]............................................................................................................................. 96 GOLEM – [2,4,8]....................................................................................................................................... 96 HEALING POTION – [2].............................................................................................................................. 96 OIL OF FORTITUDE– [2]............................................................................................................................. 97 OIL OF SLICKNESS – [2] ............................................................................................................................ 97 OIL OF STRENGTH– [2].............................................................................................................................. 97 PHOENIX BLOOD POTION – [2].................................................................................................................. 97 SWORD STONE +1 BLOODLETTER – [2] .................................................................................................... 97 SWORD STONE +1 DAMAGE – [2] ............................................................................................................. 97 SWORD STONE +1 DEFENDER – [2]........................................................................................................... 97 SWORD STONE +1 STRIKER – [2] .............................................................................................................. 97 SWORD STONE +3 PENETRATION – [2]...................................................................................................... 98 WATER TO ACID – [2] ............................................................................................................................... 98 ALCHEMICAL CANNON – [4]..................................................................................................................... 98 ALCHEMICAL ENGINE – [4]....................................................................................................................... 98 ELIXIR OF IMMUNITY TO WEAPONS – [4].................................................................................................. 98 8 SPECIAL PURPOSE TOXIN – [4].................................................................................................................. 98 BARDIC MAGIC..................................................................................................................................... 100 SILVER TONGUE– [SIGNATURE SPELL: 4].............................................................................................. 100 AMPLIFIER– [1]....................................................................................................................................... 100 LEGERDEMAIN LYRICS – [1] ................................................................................................................... 100 LIGHT SHOW – [1]................................................................................................................................... 101 MELODIOUS VOICE – [1]......................................................................................................................... 101 TRAVELLING DITTY– [1]......................................................................................................................... 101 SOOTHE BEAST– [1]................................................................................................................................ 101 SOTTO VOCE – [1]................................................................................................................................... 101 BATTLE HYMN– [2] ................................................................................................................................ 101 CACOPHONY – [2]................................................................................................................................... 101 DIRGE OF DOOM– [2].............................................................................................................................. 101 DISCORDANT NOTES– [2] ....................................................................................................................... 102 DRINKING SONG– [2].............................................................................................................................. 102 HARMONY– [2] ....................................................................................................................................... 102 HAUNTING MELODY– [2]........................................................................................................................ 102 IMPROVISATION ON A THEME– [2].......................................................................................................... 102 LOVE SONG (MATCHMAKER)– [2] .......................................................................................................... 102 LULLABYE– [2]....................................................................................................................................... 103 OMINOUS CRESCENDO – [2].................................................................................................................... 103 RESTFUL MELODY– [2]........................................................................................................................... 103 RIDICULE– [2]......................................................................................................................................... 103 SONG OF THE STONES– [2]...................................................................................................................... 103 THE LAST WORD (POWER PUN)– [2] ...................................................................................................... 104 WAR BALLAD– [2].................................................................................................................................. 104 CAST SONG UPON THE WIND (WIND SONG) – [4 OR 2].......................................................................... 104 DISCHORD – [4]....................................................................................................................................... 105 IRRESISTIBLE JIG– [4] ............................................................................................................................. 105 SYMPHONY OF DESTRUCTION (BRINGING DOWN THE HOUSE) – [4]....................................................... 105 SYMPHONY OF DECIMATION – [8]........................................................................................................... 105 9 Meta-College Description: There is no “Meta-College” skill. These are spells that are common to all colleges. Any mage of any school may learn them so long as they are of sufficient ability (e.g. a 2 point Meta-College spell requires that the mage have at least a Level 2 skill in an art). Identify Magic – [1] This spell allows a basic form of item identification. Casting it will tell the mage what triggers an item and something about what the item does. The player makes a skill roll and, if the GM deems that the item in question is not extremely exotic, deliberately obfuscated, or otherwise hard to identify the caster will know in general terms what triggers it and what it does. Casting Cost Type Endurance Notes 20 Instant Normal None Mage’s Candle – [1] The mage creates a “will-o-the-wisp” which follows the caster shedding light as a lantern while the spell lasts. The radius is about 10 yards of good illumination and a cumulative –1 perception roll for each 4 yards thereafter. Casting Cost Type Endurance Notes 12 Continuing Walking None Magi’s Gold – [1] The preferred form by which mages pay: a sum of coins are taken and laid on a surface and the spell is cast. In the place is a spinning coin with an ank in the center. The metal of the coin is not certain. When a certain act comes to pass the coin (which, when placed on its side will begin to spin) will return to its original state). The spell knows if the even comes to pass through a form of precognition and ESP—the person to be paid need not perform the event . . . and the coin does not guarantee that the proceeds will be spread fairly. Other than performing the agreed upon event, there is no way to tell how much money is in the coin and there is no way to get the money out. Identify spells can tell what event will trigger a coin. Note: While the caster need not be present to trigger the coin, the event must be one which the caster could, at the time of casting, verify (possibly with the addition of some physical proof). The intent of this rule is to prevent the spell from being used as an augury. The GM must decide if the coin’s condition is being misused (i.e. it can’t tell “if the right fork in the path will lead us to home” but could key on “the death of the King” since the caster would presumably know quickly about the death of the monarch. Casting Cost Type Endurance Notes 20 Transmutation Normal None Minor Channeling– [1] The mage can lend his mana to another caster. The Minor Channeling spell has a range like that of a normal ranged attack. The caster must roll to hit a willing target (if out of combat, this roll need not be made if the caster is within 10 yards of the target). Each turn the Channeling is in progress, the caster must spend 8 REA. Each turn, the caster may spend 6 Long Term mana to give the target +4 (if the sending mage has only a fraction of that left, it may all be sent). A mage may only receive power from one version of this spell at once. Casting Cost Type Endurance Notes 12 + 6 Continuing Sprinting None Spell Shield – [1] With a 0 REA Short action and the expenditure of mana, the mage conjures an invisible hemisphere of force that lasts for one turn. While Spell Shield is up, the mage may block attacks (magical or otherwise) with a 3 REA Short action. It acts as a small, medium, or large shield based on the mana spent on it (-1, +0, or +1 to the roll respectively). If the character wants to upgrade his shield, he pays the difference whenever he wishes (even as he blocks). The character’s block roll is based on his Magical Combat Skill. The Spell Shield may be raised with the 3 REA block. Casting Cost Type Endurance Notes 2, 5, 9 Defensive Normal None Tracer – [1] The spell is casts on an item or person (through touch) and lasts 24 hours. While the spell lasts the caster will be aware of the item’s location and general condition. The tracer may be removed by anti-magic and is 10 visible to anyone with magic sight. Certain magics may block the tracer and a normal person who has been traced gets a WIL roll at –2 to feel watched (Intuition gets +4 to detect it). The range of the Tracer is WIL / 2 (round up) miles. Casting Cost Type Endurance Notes 4 Continuing None None Wizard Eyes– [1] When cast, so long as any light is available, the mage can see in the dark as well as if she were in daylight. The mage can see in color. While this spell runs, the user’s eyes radiate power and, depending on the character’s primary college, the mage’s eyes may take on unusual attributes suggestive of their school (so a witch’s eyes may become cat’s eyes, an astrologer’s eyes may go sparkly like the night sky, and a water mage’s might glow with a soft blue light). If there is absolutely no light at all, the mage cannot see with this spell. This power may Intimidate those not accustomed to magic if they see the mage’s eyes. Casting Cost Type Endurance Notes 4 Continuing Walking None Wizard Script – [1] When the spell is cast on a letter, the writing becomes unintelligible, shifting glyphs. The key is one of these things: a proper name (a person with that name may read it—a legally changed name may or may not work depending on the GM’s discretion), a spoken password, an official title, or a certain event passing (after which anyone may read the note). Casting Cost Type Endurance Notes 20 Transmutation Normal None Arcane Bolt – [2] Meta College When cast, the mage hurls a prismatic shaft of light that lances the unfortunate target for 8 PEN damage. Casting Cost Type Endurance Notes 20 Ranged Attack Normal None Aura of Power – [2] This simple but potent spell cloaks the caster in an aura of mystery and power. It is most effective against provincial types who are not familiar with it or mages. While the spell continues the caster gains +4 points of Presence. Characters familiar with mages get an RES roll to ignore the effects (even if they are otherwise affected by psychology rolls). Also called Magi’s Raiment, it is still a common way for mages to travel. Casting Cost Type Endurance Notes 4 Continuing Walking +4 Presence Discern– [2] When the mage casts this spell, his senses sharpen to an amazing degree. For every 2 mana spent, the character “buys “ 1 Character Point of Keen Senses. Therefore, a mage who spends 8 mana on Discern can “buy” 4 points worth of Keen Senses in whatever configuration he wishes. To maintain the heightened senses costs [½ the mana it required to initially cast the spell] mana per turn. So, if a mage’s Discern cost 16 points to initially cast, it would cost 8 mana each turn to keep it going. If the mage wishes to change the levels or configuration of his enhanced senses, he must cast the spell anew. Casting Cost Type Endurance Notes Varies Continuing Walking None Mage’s Armor – [2] When this spell is cast, the mage in protected by an invisible force that provides 2 / 6 armor. Casting this spell is a 5 REA Short action and will be obvious to any mage who sees it happen. This does not stack with any other armor or (whether from spells or otherwise) but; if the mage has better protection, it is used instead of Mage’s Armor. It will stack with non-armor Protection type spells. Casting Cost Type Endurance Notes 9 Protection Walking 5 REA Short Mage’s Defense – [2] The caster is protected by an invisible aura. The aura absorbs up to 8 points of damage total from incoming magical attacks (no effect vs. physical attacks). Each point the armor absorbs reduces its power by one point. This effect occurs outside any worn armor or other Protection-type spells that isn’t ablative (it the 11 character is protected by an ablative Protection-type spell, the character decides from which spell armor is removed first). In the case of Penetrating attacks, if the remaining defense of the aura is greater than half the Base Damage of the incoming attack, the attack automatically fails to penetrate. If the remaining defense of the aura is half or less than the Base Damage of the attack, then the attack rolls to penetrate normally, ignoring the aura for penetration purposes (it still reduces damage, though). Casting this spell is a 5 REA Short action. When running, the caster can reduce the Effect of PWR. vs. STAT attacks by 1 point of effect per spell point spent (up to a maximum of 4 points of effect). Casting Cost Type Endurance Notes 9 Protection Walking 5 REA Short Mage’s Grasp – [2] The mage can grab and manipulate small items at range. The mage can lift up to WIL / 4 lbs. in weight at up to WIL yards distance. Only one object can be held at a time. The mage can hold double his allowed weight by spending 3 extra mana (6 total) and expending Running endurance. He can hold triple the weight by burning 9 extra mana (12 total) and using Sprinting endurance. Casting Cost Type Endurance Notes 3 Continuing Walking None Magic Shield – [2] When a caster’s defenses are raised, he has 3 / 6 armor only vs. Magical attack. Casting this spell is a 5 REA short action and will be obvious to any mage who sees it happen. This does not stack with any other armor or armor spells. If the mage has better protection, it is used instead of Magic Shield. Casting Cost Type Endurance Notes 15 Blocking Walking 5 REA Short Mage’s Vitality – [2] While running, the mage gets +4 DP. These Damage Points modify the mage’s wound rolls while the spell is active. If the mage suffers damage, they are taken first. When the spell stops, if the character’s Condition Level gets worse, he suffers the appropriate wound. Only one spell that increases Damage Points may be run at a time. This spell may only be cast once per day. It may not normally be cast on another, but if shared it does not heal but simply adds damage points while in effect (the wound remains). It will change condition level for the better, though, if the points add up right. Casting Cost Type Endurance Notes 12 Transformation Normal None Share – [2] This spell allows the mage to let any Meta-College spell that would normally affect only the caster himself to benefit others as well. The mana cost is 5 for each additional person beyond the mage himself (spent the turn the magician chooses to Share); the endurance cost is 1 point extra for each additional person the mage Shares with. Therefore a mage who extends Wizard Eyes (4 mana, Walking endurance) with two compatriots would spend a total of 14 mana and expend 3 endurance points every 15 minutes). Although the mage does not have to spend the extra mana to Share on the same turn, and thus save Long Term mana, he may have to (you can’t Share a Teleport the turn after you’ve gone). Casting Cost Type Endurance Notes 5+ Varies Varies None Flight – [4] The mage can fly at 16 / Mass yards per second at Running endurance. If desired, a mage can fly at 32 / Mass yards per second at Sprinting endurance if he spends an additional 18 mana the turn he wants to speed up (thus a ground-bound mage who wants to start flying at top speed in one turn pays 36 mana for the privilege). Casting Cost Type Endurance Notes 18 Continuing Varies None Mage’s Life Force – [4] While running, the mage gets +8 DP. These Damage Points modify the mage’s wound rolls while the spell is active. If the mage suffers damage, they are taken first. When the spell stops, if the character’s Condition Level gets worse, he suffers the appropriate wound. Only one spell that increases Damage Points may be 12 run at a time. This spell may only be cast once per day. It may not normally be cast on another, but if shared it does not heal but simply adds damage points while in effect (the wound remains). It will change condition level for the better, though, if the points add up right. Casting Cost Type Endurance Notes 18 Transformation Normal None Major Channeling – [4] Like Minor Channeling, except that this spell may be sent over a vast distance. The caster may send the target mana in lots of up to 24 points for a cost of 36 (or a fraction thereof). To target, the caster must know the exact location of the target in reference to him. This means the caster must be in communication, have a tracer, etc. Casting Cost Type Endurance Notes 20 + 36 Continuing Sprinting None Power Pool – [4] When leading a ceremony, a mage may attempt to collect a pool of power with this spell. A Power Pool only has the power that is Channeled to it. The caster sets up the pool, playing Walking Endurance for each second the pool lasts. The Pool stores the energy sent to it. When the caster is ready to cast his spell, he may tap into the pool and cast the spell normally. He may not, however, use any of his own mana to cast a spell with the pool unless he channeled him there himself. Multiple casters can contribute to a pool. The drawback is that pools above a certain level become dangerous. If the pool is used to store more power than the controller’s Long Term Spell point maximum (natural—gear doesn’t count) then it becomes unstable rapidly. Each point of power that is put into the pool forces a WIL roll at –1. If the roll is made, the pool is stable that second, and may be cast from. If the roll is missed by 0 – 4, the pool drops to half power, and will collapse totally that turn. This causes an electrical discharge. If missed by 5 – 9, the pool will collapse instantly in a flash of light and thunder. The controller will suffer an energy attack based on ½ the Power in the pool, with a 14- to-hit roll. Everyone within a 10 yard radius will suffer the same attack based on ¼ of the power in the pool. If failed by 10+, the effects are as above except with 1x power damage to the caster and ½ power damage to everyone in 10 yards (14- to hit). Casting Cost Type Endurance Notes 25 Continuing Walking None Teleport – [8] An arcane spell known only to a few sorcerers, this spell allows for the instant transportation of the mage. The maximum amount of distance the mage can teleport is WILx2 miles and the endurance cost is equal to the number of miles traveled (minimum of 1). There is a risk in teleporting though: if the character is unfamiliar with the area he wishes to transport to, he may not by accurate (or safe) on arrival. Unless the place in question is very familiar to the mage (somewhere he has lived for at least a month), he must make a RES roll with the following modifiers: • Line of sight: +3; this means the character can see exactly where he will appear (a mage transporting to a glen he sees across the river receives this modifier, a mage wishing to teleport into a room whose darkened window he sees from 100 feet below does not) • Somewhat familiar: no modifier; the character must make a MEM roll at –3 to be able to consider an area where he has been a few times “somewhat familiar” • Unfamiliar: -3; if the character fails his MEM roll or wishes to teleport somewhere he has only been to once or twice, it is considered “unfamiliar”. • Blind: -5; this means that the character has never been to the place he wishes to appear If the caster fails the roll, the character appears [(1/10th of the total distance teleported) x (the amount the roll was failed by)] away in a random direction. The spell will not allow a mage to teleport into an occupied space (the spell will cause the mage to occupy the nearest available space up to its maximum range or it will fail). Casting Cost Type Endurance Notes 40 Instant Varies None Powerport – [8] An even more esoteric version of Teleport, this spell allows mages to teleport up to WIL2 miles distance. The endurance cost is 1/8 per mile traveled (round up, minimum of 1) and if the teleportation site is within 1 mile, the mana cost is only 20, otherwise it’s 40. In all other ways, this spell is just like Teleport. To learn Powerport, the mage must first learn Teleport. Only a handful of mages know this spell and finding one who will teach it to the character is sure to be a difficult (and expensive) task. 13 Casting Cost Type Endurance Notes Scry – [8] A spell usually found only among Archons and above (but not always), this spell allows the mage to see events that have happened, will happen, or are happening. The spell requires a shiny, reflective surface (like a mirror, a pool of water, or a crystal ball). The information comes as a diorama of events visible through the reflective surface. The spell acts as Extra Sensory Perception or Far Precognition at [WIL+5] PWR and skill. Far Precognition can also be used to learn things about the past as it does the future. Casting Cost Type Endurance Notes 30 Divination WIL None 20 or 40 Instant Varies None 14 Imperial College Description: The mages of the Imperial College defined magic in terms of mathematics. Their spells are constructed to give their disciples efficient (and powerful) abilities. Although an Imperial College practitioner needn’t have the Mathematics skill to learn this branch of magecraft, knowing math makes it easier to learn. With Level 2 Mathematics (and at least a 12- roll), the mage may buy Imperial College magic skill at RES+1. At Level 3, he can buy skill at RES+2. At Level, he purchases the skill at RES+4. Level 1: Imperial Student. The character is adept in the skill of Mathemagics—the mathematical science of magic. The character does not understand higher math in the way implied by the Mathematics skill but rather, something closer to “symbolic logic.” Proper study and work on a spell can improve a caster’s understanding of it. If an apprentice makes 6 rolls in a row, each roll taking 1 hour, a spell can be learned at the end of the study. Normally learning a spell takes considerably longer (about 1 week per point of spell cost). This work can be saved and, if a character with the skill gets access to a library of Mathemagics research, a single Level 2 Mathemagics roll can be made to learn a spell in 6 hours (again, if the character has the character points). Magical colleges will usually have legions of apprentices working on spells for their research libraries. Level 2: Imperial Scholar. The character can use the notes of others to learn a spell quickly as described above by understanding the mathematical application of the magic. Additionally, at Level 2, the mage can make a roll with several hours of study to learn what triggers a magical item. This doesn’t tell what the item does (although a well-made roll may yield some insight) but will reveal conditions under which the magic might manifest, command words, and other such data. Application of this requires magical meditation, and a lab for testing (without a lab the roll is at –3). Level 3: Imperial Mage. The character has an expert grasp of the codified system of mathematical magics. The character can use Advanced Mathemagics to simplify the casting of spell. A spell can have its casting cost reduced by 2pts if the casting character makes a Level 3 skill roll while reading from a book of Mathimagical formulas. Creating these formulas takes 5 successful skill rolls, each taking 20 hours of work. Using the formulas in practice requires the caster have the book open near-by to the appropriate page and that the character take a 3 REA short action to read the appropriate page and make a successful skill roll. Books of this nature (each page of math is for a specific spell) are very rare and valuable. Level 4: Master Mathemagician. Eyes of the Magi – [Signature Spell: 4] The caster’s eyes glow with an eerie light while the spell is in effect. The character sees magical auras as distinct lines of force, cause and effect, and stored energy. A skill roll can determine the nature of any magical effect. The roll is at –2 for each point of spell purchase cost above 2 (so a 4 point spell is at –4 and an 8 point spell is at –12 to decipher). Because the mage sees the spell so clearly he may negate its effects more easily: for 4 REA and 4 mana, the caster may use his modified skill roll as a block. Casting Cost Type Endurance Notes 4 Continuing Running 4 REA block Astral Bomb – [1] The bomb appears as a glowing blue ball of light with small white twinkles in it (it is difficult to see in bright light for a –2 perception roll). When cast it has a timer: 1 second, 3 seconds, or when triggered. It may be cast at up to 12 yards range. If set with a trigger it has a 14- perception roll for some physical event (it cannot distinguish between different people). It explodes for 12 damage with a +4 Damage Modifier. Furthermore, any being in the area will suffer a L2 Psionic Blast at [WIL-3] PWR. This is [WIL] PWR against characters who are Psionic, sensitive, magical, or otherwise attuned. It is [WIL+2] PWR against Out of Phase characters or those with Astral Bodies. Casting Cost Type Endurance Notes 20 Trigger Normal None 15 Blast Sphere – [1] The caster throws a green light that expands suddenly into a sphere of green, turbulent magical energy (the explosion makes the sound of a single musical chord). Everything within a 2 yard Radius takes 4 points of damage from the blast with a flat +4 Damage Modifier. For simplification purposes, a roll to hit may be made against the ‘area’ so there are no AGI modifiers in play. Casting Cost Type Endurance Notes 12 Ranged Attack Normal 4 DMG Cyan Aura – [1] The caster is surrounded by a faint blue aura. While the spell continues the character gets a –2 DM against any physical attack. This is applied before checking for doubling from penetration damage. If the character has any other form of damage reduction this will give only an additional –1 DM instead of –2. Casting Cost Type Endurance Notes 9 Continuing Running -2 DM Lesser Star Bolt – [1] The magician fires a bolt of white glowing power that strikes for 8 points of energy damage. Casting Cost Type Endurance Notes 12 Ranged Attack Normal None Mage’s Voice – [1] The character’s spoken command acts like the Influence ability with Power equal to the character’s WIL. There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the voice is being used against him (making immediate use virtually impossible). Casting Cost Type Endurance Notes 12 Instant Normal PWR is WIL Sparkling Curtain – [1] The spell creates a bluish-white sparking curtain of light in a doorway. The maximum area is 4 yards by 4 yards. This curtain emits small chime sounds and glows. From the caster’s side, one can see and hear through it normally. From the other side it is opaque and no sound will pass. If anything passes through it (spell, ranged attack, someone walking through) from the caster’s side, it will collapse. Things may pass the other way without disrupting it. It may be used to have a private conversation or to observe from an obvious, but impressive vantage point (note, it may be cast between two poles, trees, or other support. Casting Cost Type Endurance Notes 4 Continuing Walking None Star Fire – [1] Mystical light bursts chaotically from the caster’s hands. This is an extremely short-ranged ranged attack spell. It has a maximum distance of 3 yards (Long reach) and gets a +2 Large Weapon Bonus (the plus to hit does not apply to damage mods). It strikes for 6 points of damage. Because of the chaotic nature of the spell, it cannot be aimed with. Casting Cost Type Endurance Notes 9 Ranged Attack Normal 6 DMG Telekinetic Tentacle – [1] The spell creates additional, invisible limbs. Each “tentacle” is 3 yards long and can lift 30 pounds of weight. Each tentacle created cost an additional endurance point (so three tentacles costs the caster 3 endurance each 15 minutes). The primary purpose of the tentacles to aid the caster in alchemical endeavors—books, potions, and other implements may swirl around the caster as he works. It also allows an impressive game of chess (no one touches the pieces). In grappling combat having 4 or more gives +1 Grapple Score. Casting Cost Type Endurance Notes 1 Continuing—Multicast (+0) Walking 3 yard TK Amber Bands– [2] A target hit by the spell is wrapped in glowing amber bans. The bands have 3pts of armor, 15 DP, and an Offensive Grapple of 8. Character’s in the grab will be at –4 damage modifiers to break the bonds. Advanced Note: purists can give the bonds an STC roll of 15-. Casting Cost Type Endurance Notes 12 Ranged Attack Normal Tangle attack 16 Blazing Aura – [2] The caster blazes with a red-yellow corona. This shield may be erected as a 3 REA Short action, or cast normally and maintained for Running Endurance. While active, the caster takes –4 DM vs. non-magical ranged attack and –2 DM vs. non-magical HTH attack. If combined with a similar but more powerful protective spell (or other defense) it adds 1 to the protective damage modifiers. The spell costs 16 mana when cast and the user must maintain it with 4 mana each turn. Casting Cost Type Endurance Notes 16 then 4 Blocking Running -4 DM Drain Strength – [2] The caster fires a yellow ray from his hand that will weaken a living target. This is a PWR vs. STAT attack with a PWR of WIL. It works against CON and is at –1 PWER for each 5 DP the target has above 10. The Minor Effect is a loss of –1 STR and –1 REA for 1 turn. The Standard Effect is a loss of –2 STR and –1 REA for 1 turn. The Major Effect is the loss of –2 STR and –2 REA for two turns. The Critical Effect is the loss of –2 STR and –5 REA for two turns. The Catastrophic Effect is the loss of –3 STR and –8 REA for three turns. A target whose STR falls below 7 will fall. A target whose STR is reduced to 8 must make a STR roll at +1 (9 or less) or fall. Casting Cost Type Endurance Notes 12 Ranged Attack Normal WIL Emerald Spear – [2] The mage throws a spear of green light. It strikes for 12 points of penetrating damage. The spell takes two medium actions: one to cast (and create) and one to throw. The spear cannot be held (the two actions must be over one or two turns). Casting Cost Type Endurance Notes 20 Ranged Attack Normal None Levitate – [2] The mage can float at a rate of 8 / Mass yards per second in any direction. This counts as a Move action. Casting Cost Type Endurance Notes 18 Continuing Walking None Mage Wall – [2] A glowing purple wall of [WIL] square yards appears in the air. It must be anchored on one side (it doesn’t float) and it has 2 points of Armor and 20 DP. Once the DP are destroyed, the wall will collapse (it takes no penetrating damage and has no STC). Casting magic through the wall won’t work, but every Spell Point spent on the spell will reduce the DP by 1, if the spell costs more DP than the wall has, the spell goes through but the GM should reduce the power of the spell somehow (usually by ¼). If the spell does damage, the wall is reduced by the mana and the damage done. Casting Cost Type Endurance Notes 24 Create Wall Normal None Mystic Bolt – [2] The caster throws a purple bolt which does energy damage. The Mystic Bolt ignores all negative damage modifiers due to immunity to magic. The bolt does 3 points of damage. Since it may be Multicast, a mage can throw more than one: all hit with the same to-hit and damage modifier roll and the wound type is determined by the total damage done (the target only makes one CON roll). Each additional Bolt fired at once costs one point more than the last (second bolt cost 3 points, the third costs 4 points). Casting Cost Type Endurance Notes 2 Ranged Attack—Multicast (+1) Normal 3 Damage Ranged Spell Shield – [2] The caster can use the Spell Shield effect against spells not targeted at him. In this case, the block cost +1 REA but otherwise functions normally. Note that it also cost +1 Spell Point. Blocking an attack at a target greater than 5 yards in distance is at –1 for each 5 yards (standard Ranged Attack modifier). Casting Cost Type Endurance Notes 3, 7, 12 Blocking Normal Blocking spell 17 Spectral Staff – [2] The mage creates a glowing green staff of energy. It acts as a HTH weapon and can be used with either Sword or Staff skill. The staff’s strike does 9 points of Impact damage, costs 5 REA to swing, and may be used with a Full Strike. It lasts so long as the endurance to keep it going is paid (note that a turn of fighting with it costs 1 Endurance in addition to the Running Endurance it costs to maintain). Casting Cost Type Endurance Notes 12 Continuing Running 9 damage Spell Seeker – [2] The Spell Seeker is a counterstrike that travels back along the path of a ranged attack spell towards the caster. It only targets spell effects that originate from a caster (if the spell effect causes the damage to come from another source the Seeker will seek that source). The Seeker is a slow missile that looks like a glowing blue ball of lighting. When the caster declares a block he may also declare the casting of a Seeker spell. If the block is successful, the spell seeker is immediately launched. The blocking mage pays 5 REA (in addition to the block) and makes a to-hit roll. The target of the seeker may block it normally. The seeker hits for 8 points of damage. If the block is not successful, the mana are paid anyway. Casting Cost Type Endurance Notes 12 Ranged Attack Normal 8 damage Star Bolt – [2] The magician fires a bolt of blue-white glowing power that strikes for 12 points of energy damage. Casting Cost Type Endurance Notes 18 Ranged Attack Normal None Yellow Pentagram – [2] A glowing yellow pentagram appears in the air before the caster. The pentagram, while in existence, will act as a block vs. ranged spells. Any spell cast at the caster from the other side of the pentagram (but from any angle) automatically has a block of a 13- applied against it. This costs the caster no additional REA but, if the pentagram is used, the caster cannot also take another defense other than a dodge. Each turn the pentagram is in effect it costs 2 additional Long Term mana Casting Cost Type Endurance Notes 10 +2 LT Continuing Walking 13- block Clone Attack Spell – [4] The caster can take advantage of another’s spell—even one that is being thrown at him and “clone” it for his own use. The spell functions as a block, and the caster may then, if the block is successful the caster has a chance to cast the spell immediately himself. Use the rules for Ranged Spell Shield (+1 REA) if the spell is fired at another target with the exception that the point of spell-travel closest to the character may be targeted. The caster must pay the REA for the spell immediately (or, if he is all out of REA, he may promise to pay at the beginning of next turn). The mana for the clone of the spell are then paid and the caster rolls to hit with the spell. Even though the REA to clone the spell and the mana are paid as soon as the block is successful, the spell does not go off until the caster gets to act. Unless the spell was targeted at the caster, the spell is not actually blocked. If the caster knows Ranged Spell Shield, these can be combined (the caster pays +1 Spell point). The caster need not know the spell he is cloning—he has an example right there. Casting Cost Type Endurance Notes 3, 6, 9 + Cloned Spell cost Blocking Normal Blocking spell Crimson Portal – [4] The mage creates a red rectangle the size of a doorway in a wall. If the wall is less than 6 inches thick, the caster, and anyone else may travel through the wall. The doorway will not create if there is an observer on the other side of the barrier. Additionally, the doorway hums weirdly while in existence. Casting Cost Type Endurance Notes 24 Continuing Sprinting None Globe of Containment – [4] The mage creates a glowing force dome over an area. This is targeted at a specific point and has a 4 yard radius. It will conform to whatever material is in the area. The dome (a globe if cast in air—but it won’t float) has 3 points of armor and 90 DP. It does not take penetrating damage, but blows against it are not at any plus to hit (they won’t miss, though, if a swing misses, give it a +0 damage modifier). The dome has no STC, 18 it won’t go away until it is destroyed. You cannot cast magic through the Globe of Containment. If you try, the dome either takes the damage dealt (normally) or, if the spell does no direct damage, the dome loses 1 DP for each spell point spent trying to cast through it. The dome, once created, will last 1 day per point a WIL roll is made by. If the roll is made by 5+, the dome lasts forever. If the mage blows his WIL roll, it evaporates after 1 hour (unless otherwise destroyed). It can support 2 tons of weight. Casting Cost Type Endurance Notes 35 Ranged Attack Normal None Greater Star Bolt – [4] The magician fires a bolt of red-white glowing power that strikes for 18 points of energy damage. When it strikes, it throws off smaller, twisting bolts of light. Any target within 4 yards of the area hit, will be targeted by a 12- to-hit roll. These bolts strike for 8 points of energy damage. There is a maximum of 12 of these off of one bolt. Casting Cost Type Endurance Notes 24 Ranged Attack Normal None Imperial Armor – [4] Imperial College When the mage casts this spell, his garments acquire an almost metallic sheen. The armor provides 3 / 9 protection. It is a 5 REA Short action to activate this spell. This does not stack with any other armor or Protection-type spells; if the mage has better protection, it is used instead of Imperial Armor. Casting Cost Type Endurance Notes 18 Protection Walking None Melt Weapons – [4] Beams of gray energy stream from the caster’s hands, terminating in globes of gray light around the target’s metal weapons. This spell may be multi-cast, attacking multiple weapons with one casting. Each attack hits as a separate ranged attack. When a target is struck, any held weapon may be effected (if the target has more than one, the caster decides which). Each weapon makes an STA roll at –5 or melts. This will not effect the following weapons: wooden weapons, weapons the GM determines are very well made, or magical weapons. The weapons don’t actually get hot—the metal just falls apart. Casting Cost Type Endurance Notes 35+ 4 Ranged Attack Normal None Reflect Spell – [4] This spell functions like a Spell Shield, but if the block is made the caster may reflect the spell back at the target. If you cast the spell at the listed Spell Point cost, and make your block roll by 4+, you may immediately pay 5 REA to fire the spell back at the target. A caster may pay an additional 3 Mana when casting. If this is done, and the spell is blocked, the caster may make a WIL roll vs. the attacking mage. If this roll is successful, the spell is reflected as above, even if the block was not made by 4. Because of the deflective nature of this spell, if the mage blocks a spell but does not “successfully reflect it,” the GM may rule that the damage still goes somewhere (causing collateral damage). This can be worked out randomly, Casting Cost Type Endurance Notes 4, 8, 12 Blocking Normal Blocking spell Sleep of Youth – [4] The caster falls into a deep sleep (wherein he needs no food or water for weeks on end). When he awakens, his apparent age will be lowered. A mage can lose 1 year per week he sleeps (the body grows younger—the mind doesn’t change). This requires a good deal of preparation (and a safe place to sleep). The mage must spend $2000 on herbs and candles and other things for the ritual. A drink is prepared and drunk, but the mage spend the points—if this isn’t done, a roll at –6 (if level 3: -3, if Level 4 no negative). If the roll is failed, the caster sleeps for +10% his original time for each point of a random dice roll (a roll of a 20 would indicate losing 200% of the intended years). When the caster awakens, he will be at 0 mana and Endurance. Casting Cost Type Endurance Notes 60 Reduce Age None None Sphere of Destruction – [4] The caster creates and hurls a glowing red-white sphere of light (about 12” across). It travels as a very-slow missile moving only 9 yards a second. When it hits something or, when the caster detonates it (a 3 REA 19 short action) it suddenly expands to a 4 yard radius. Everything within the radius takes 12 points of damage (unblockable). The radius also has a Grab with a 15 STR (Grapple Score of 5). Roll for successful Grab against each person within range. The damage will continue each turn until the spell ends or the target breaks out and leaves. The “explosive” effect has a random damage roll with a +2 DM per Mass of target. While “continuing” the damage the caster must spend 8 REA each turn (it lasts one second otherwise) paid at the beginning of the turn (it strikes when the caster gets to act). The caster must also pay 12 mana at the start of each turn. The sphere travels at the beginning of the Caster’s turn each round. If a target gets to go between when the sphere is thrown and when it is within range, he may simply run from it. Casting Cost Type Endurance Notes 24 then 12 Ranged Attack -- Continuing Sprinting 12 Dmg Absorb Mana – [8] By using this spell, not only may the mage block a magical attack, he can absorb mana from it to power his own spells. The spell works like Spell Shield, however, for every point that the mage blocks by, he absorbs 20% of the mana used to power the attacking spell for his own use (round up; max absorption is 100%, minimum is 1 mana if blocked by 0). The caster may only absorb spells cast directly at him (he cannot absorb an explosive effect if he wasn’t the primary target). This absorbed mana may be used immediately. Mana acquired in this manner fades away at the rate of 1 mana per turn at the end of the turn beginning with the turn after which it was first absorbed. Casting Cost Type Endurance Notes 4, 7, 11 Defensive Normal None Raze – [8] Called the final word in magical combat, raze creates a massive explosion which rises in a brilliant, phoenix- shaped mushroom cloud over the target of choice. Raze takes 10 seconds to cast, during which time a white crackling light starts to form at the target location (maximum distance [WIL x 10] yards). Anyone in the area will know it’s about to explode. When the 10 seconds is reached, the explosion has a value of 200 points of damage. For each Short Term spell point the caster burns for a day, this value is increased by 50 points. Burning a Short Term spell point in this fashion also costs 2 DP, and the caster takes an appropriate wound when the spell is cast. Increasing the spell in this fashion takes 1 second per SP put in. The RAD of the explosion is an incredible WIL yards (the magical forces unleashed aren’t a mere explosion but are more like the burning body of an angry god). This means that if the max damage is 500 points, targets within WIL yards take 250, targets within 2x WIL yards take 125, targets within 3x WIL yards take 55, targets within 4x WIL yards take 31, etc. Structures must make STC rolls at –1 per 50 points of damage (critical failures destroy, major failures collapse large portions). Casting Cost Type Endurance Notes 120 Ranged Normal Star Hammer – [8] The caster creates a glowing bolt of magical fire as a 5 REA Medium action and hurls it for a second 5 REA Medium action. It strikes with incredible physical force. The Hammer hits for 36 points of damage and has a ‘phantom Mass’ of 7. If the target struck has a Mass 14 or higher (i.e. a structure, a very large animal, or a smaller object whose velocity x Mass is higher than 14) the damage is 3x as much for 108 points. Note that a person or person-like object, even if ‘sunk in the ground up to his knees’ or tied or held, won’t qualify unless the binding agency has a STR of higher than 24. Mostly this effect useful against portals or walls. An additional use of this spell is the generation of light. If fired straight up, it will create a 200 yard radius area of daylight for [WIL x 5] minutes. Casting Cost Type Endurance Notes 60 Ranged Normal Collision damage 20 The Elder School Description: Dedicated to power through Fear, the mages of the Elder School (colloquially known as the Shadow School or, among its more haughty practitioners, the Great School) have spells deliberately designed to make magic appear unnatural, mysterious, and powerful. Level 1: Occultist. The character knows the mystic rites associated with casting Elder School spells. These deal with the deep emotional resonance of magic; the apprentice learns to meditate on the chaotic emotions of fear. This meditative state gives the caster a +1 WIL roll to resist the effects of fear (slipping into the trance state is a 3 REA Short action, as is maintaining it). Level 2: Shadow Mage. The character so greatly understands the Emotional Resonance of Fear found at the basis of Great School spells (as well as the chaotic nature of the mystical energies they control) that the mage gains a +2 WIL vs. Fear while in the trance state. Furthermore, the character can use the skill as sort of an occult meter to tell if a particular story is true. The bodies of anecdotal and superstitious knowledge that Shadow School study imparts lets the character make educated guesses about the nature of magic in areas he may not be directly familiar with. This skill functions a bit like occult and, when used in conjunction with occult, a roll (at difficulty level assigned by the GM) will separate likely truths from lies. Level 3: Elder Mage. The character can get +3 to resist Fear while in the Trance State (still a 3 REA Short action to maintain). The character can use his innate understanding of chaos and magic to project his aura. Projecting one’s aura gives +3 to Intimidation rolls with an 8 REA Long action. It will identify the character as a mage—or at least unnatural. This will not work against other mages. Level 4: Great Mage. Mutate – [Signature Spell: 2,4,8] Mutate causes horrible changes in the target. It acts as a PWR vs. STAT attack with a PWR equal to [WIL, WIL+2, or WIL+4]. The roll is against CON or WIL (whichever is higher). Effects are as follows: • Minor Effect: Target grows some minor mutation (small tentacles sprout from the face, another set of eyes open in the forehead, hands become covered with lumpy growths, etc.). Effects last 1 minute per point the PWR roll was made by. • Standard Effect: The turn after the target is hit, the mutation blossoms into full form. The target will be fine for the turn in which he was hit, but Dazed on the next turn. Mutations may be even more major: a two-foot tentacle snakes out from the face, a rat’s tail comes from the rear, an extra spinal column snakes under the skin, running down the arms, etc. The character will be at one of the following: -2 to perception rolls, -1 to combat rolls, -2 yards to movement, or –4 to Coordination rolls for fine work. These effects last for 20 minutes per point the PWR roll was made by. • Major Effect: The target is seriously warped. The target suffers a Minor Wound (taking the necessary damage points). He is treated as Dazed for three seconds (begin rolling for recovery after that) while he mutates. Extra limbs (uncontrolled) may be grown, the character may become obese, vestigial wings may form, etc. These effects last 1 hour per point the PWR roll was made by. • Critical Effect: The character suffers as above, however, 8 hours later (or so) the mutation will strike again at +2 PWR. If the roll is won by more than the first time, the mutation gets worse and the procedure continues until either the character dies (the Minor Wounds add up) or the character achieves a No Effect score. The PWR increases by +1 each time. The effects last 1 day per point the initial roll was made by: start counting when the target gets a No Effect score. • Catastrophic Effect: The target suffers a Major Wound and the effects are permanent until the curse is removed. Treat as above except that the recurring curse is at +4 to the roll. The additional rolls don’t cause wounds, though—the target is a living mutation. NOTE: These Mutations can be a case for a person to buy some weird enhancements. If a character has extra experience points and gets a mutation he likes, he can put points in. The character is almost automatically ugly. Random Mutation Table Minor – Standard 0-4: Claws, teeth, spines. Damage is +3 Penetrating (2 points) 21 5-8: Pincer: +3 Grapple, +3 impact crush damage (2 points) 9-10: Hideous skin condition. 11: Extra Facial feature on head. 12: Bizarre Growth (roughly 6 inches in diameter and 8 inches long) 13: Flesh Cave in: 1 foot radius caves in 4 – 8 inches 14-16: Large mutant ear or ears: +2 hearing perception (1 point) 17-18: Tusks: +3 Pen attack in Close Combat, +2 DP (3 points) 19-20: Reptile scales: +3 DP, resistance to desert heat (7 points) Major Effect 0-4: Extra Limb (1-4 Arm, 5-6 Leg): Either +2 Grapple or your pants don’t fit (2pts) 5-6: Hideous Tentacles (+6 Grapple Score or +30% whichever is better). (12 pts) Arms or legs turn into tentacles on an 11- roll, 12 and above you grow them. 7-8 : Partially formed head. On a 1-3 it comes from the shoulders. On a 4-5 it comes from somewhere else (back), on a 6 it comes from somewhere really inconvenient. 9: Demonic Features (horns, tail, red skin). This is usually ugly but in very rare cases may be attractive (if the person had L3+ appearance the GM should consider it). 10: Aggressive cancers. The character sprouts all kinds of boils and growths, gaining +2 BLD. These will, at times, crawl around and grab and absorb small items. 11: 4 foot tongue—prehensile. +3 Grapple, does not fit in mouth (RES rolls at –3 to understand character) (2pts) 12: Elephantine Leg: 4/8 armor on leg, +8 BLD, +4 DP, +3 damage with kick. Ground movement is a 2 yard/second shuffle (6 yards sprinting). The character only ever gets one of these—it just gets bigger and bigger if rolled again. (12 pts) 13: Exposed Innards: -2 CON (really gross), leaves trails of slime. 14-15: Consuming Flesh: Character triples in BLD and DP and becomes sessile. His flesh will attempt to eat things nearby (grapples if touched with an 8 Grapple and then, if a Major Success is gained, sucks in 4 DP). The character will continue to grow as he eats. 16-17: Parasites. The character’s internal organs turn into fleshy “insects” that live in open caves in his body. 18-19: Mass of Boils: The character’s skin bubbles up forming [random d6 roll] basketball sized globes under the flesh. Each globe weighs 15 lbs (1BLD). This gets +4 DP per ball, but loses 1 point of AGI. If AGI drops below 7, character can’t move. 20: Chiton: character gains roach-like exoskeleton. Character looks and smells hideous. Gains 4/8 armor (12pts). Critical - Catastrophic Effect 0-4: Wings. Character gains Winged Flight (15 points). 5-6: Minotaur: Character gains +20 BLD and +20 DP and +5 STR. Character loses 2 points of REF (40pts) 7-8: Character becomes mass of writhing flesh. Treat as unconscious. 9-10: Bone Spikes: The character’s skeleton explodes in a mass of bony spikes. Some of these spikes are as long as 12 feet. They will have a symmetry—but the character will likely be unable to move since the spikes may grow into the ground as well. 11: Roots and leaves: Character is photosynthetic and has 8 foot long roots (alternate form may be like a mushroom) 12: No limbs: limbs melt into flesh. 13: Massive head: +6 BLD, +6 DP (1pt). Character has head the size of his torso. He may gain the delusion of being super intelligent too. The character will lose 2 points of AGI due to his imbalance. 14: Face moves to different part of body (1-4 torso, 5 legs, 6 right where you don’t want it). 15-16: Animalism: GM picks some animal and gain features (??pts—might include poison). 17-18: Fountains of Puss: Character has holes in body that spew puss constantly. The character will mysteriously produce his body mass in puss each day. The fountains will jet the puss up to BLD yards at various intervals. If the character covers the fountains with anything designed to keep the puss in, he will drowned. 19: Fountains of Acid: like puss but the acid burns for 18 damage. 20: Monster Womb. The character gives birth to monsters—constantly (once per month). Baby monsters may be the size of a foal. They come out ready for combat. This is only a small list of possibilities. Invent your own. The GM can always choose to allow the PC not to pay points to keep something. Also, research on this spell may produce different but controllable strains of 22 mutations (so the wizard may try to breed monsters and create half-breeds and the like with versions of this spell). Casting Cost Type Endurance Notes 24, 32, 48 Curse Normal PWR Varies Compelling Voice – [1] The character’s spoken command acts like the Influence ability with Power equal to the character’s WIL. There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the voice is being used against him (making immediate re-use virtually impossible). Casting Cost Type Endurance Notes 12 Instant Normal PWR is WIL Ebon Eyes – [1] When cast, the mages eyes become jet black and he is able to see in the dark even if there is no light whatsoever. The mage can only see in black and white however. While this spell is active, the mage is at +2 to Intimidate those susceptible to Intimidation. Casting Cost Type Endurance Notes 4 Continuing Walking None Eldritch Flame – [1] When this spell is cast, the target is hit by a bolt that burns him with black flame. The target takes 6 points of damage immediately and will take 3 more points of damage at the beginning of the next turn (use the same Damage Modification roll). The target can avoid this secondary “burn” damage by spending 3 REA (Short action) to make a WIL roll. If successful, the target does not take the additional damage. Casting Cost Type Endurance Notes 15 Ranged Attack Normal None Flesh Mark – [1] The wizard’s touch (with 8 REA Long action) places a mark—like a tattoo—on the target’s skin. For a 3 REA short action the wizard can choose to detonate the mark, causing 16 points of fire damage to the target and 4 points to those within 4 yards (the fire is mainly internal). The mark lasts so long as the caster maintains the spell (some versions of the spell may last longer). The mark is quite visible. The Damage Mod for the spell is +2, +4 if placed on the target’s face. Casting Cost Type Endurance Notes 20 Continuing Walking None Flock of Eyes – [1] Around the caster appear 6 floating eyes (of varying description). Each is about 4 inches across. The caster is aware of, but not distracted by, anything they see. This gives the caster coverage behind him and can allow him to sleep with a normal perception roll to awaken. The eyes will last 4 hours. Their radius can be expanded or contracted but they can’t get more than 4 yards from the caster. Casting Cost Type Endurance Notes 8 Continuing (4 hours) Normal None Jester’s Laugh – [1] The magician emits a shrill, insane laugh and casts the spell. While he continues to laugh, the sound and the spell will act as a bat’s sonar to allow him to see in total darkness or smoke. Since the laugh gives him away, this may not be the best way to use darkness for cover for attack. Additionally, the sound will fill all corners of a room or chamber. This gives the mage a basic perception roll to find secret doors, trip-wires, covered pits, and other unusual features. It will let the character see around corners (one corner) and will allow a normal perception roll to find anything of note within a WIL x 2 yard radius. Casting Cost Type Endurance Notes 18 Normal Sprinting None Shadow Visage – [1] The character becomes cloaked in shadows. This acts like a PWR 2 visual cloak with the added effect that the mage will become impossible to identify. Witnesses will see shifting features and unnatural patters of light and dark that obscures the caster’s identity. Casting Cost Type Endurance Notes 6 Continuing Walking None 23 Spider Crawl – [1] The mage can scuttle up walls and across ceilings like an insect. The mage must have at least three limbs touching the surface in question to move (only two to merely adhere). The character leaves behind an glistening, mucous-like residue in his wake. Casting Cost Type Endurance Notes 9 Continuing Sprinting None Steal Mouth – [1] The attack is a PWR vs. STAT (vs. WIL) attack that covers the target’s mouth with twisted flesh and lets the mage speak with the target’s voice. The effects are as follows: Minor Effect: nothing happens. Standard Effects: Lasts 30 seconds. Major Effects Lasts 3 minutes. Critical Effect: lasts 3 hours. Catastrophic Effect: 3 days, another roll of a 15+ makes it permanent. The PWR of the attack is equal to the caster’s WIL. Casting Cost Type Endurance Notes 8 Ranged Attack PWR vs. STAT Normal PWR 13 Whispering Sphere – [1] The character throws a black sphere covered with ghost-like wispy white mist that forms the shape of faces. The sphere whispers in a strange and unsettling tongue as it flies. It strikes as a POWER [WIL – 2] Terror attack. It may be casts once per day for only 6 mana. Where it gets its whispers is unknown but anyone who listens carefully to it (curious characters must make a WIL roll not to listen) roll at –5 to their WIL. If they make their WIL roll they may learn something (GM determines some random bit of disturbing knowledge about the future, past, their friends, etc. It may not be true). NOTE: normally only the character who is hit is affected by terror—but anyone can choose to “listen.” Casting Cost Type Endurance Notes 8 (6) Ranged Attack Normal WIL –2 PWR Terror Death Cloud – [2] The caster creates an evil black cloud of gas at range. This has a radius of [WIL/4] yards (round down). Everything within that cloud is hit for a [WIL +1] poison attack that has a Base Damage of 8. This cloud will hang for 5 seconds (roll each second at the end of the turn. If a person suffers more than one effect, only apply the worst). After that, the cloud will fall and will sink into the ground. The gas lasts [WIL x 10] seconds. The cloud is a –4 Perception modifier. Casting Cost Type Endurance Notes 20 Ranged Attack Normal Eldritch Fire – [2] When this spell is cast, the target is enveloped in a sheath of black flame. The target takes 9 points of damage immediately and will take 6 more points of damage at the beginning of the next turn (use the same Damage Modification roll). The target can avoid this secondary “burn” damage by spending 3 REA (Short action) to make a WIL roll. If successful, the target does not take the additional damage. Casting Cost Type Endurance Notes 20 Ranged Attack Normal None Evil Black Laughing Sphere – [2] The sphere appears as a baseball sized globe (-3 to be hit) that floats about the caster. It can be heard to giggle, titter, or otherwise laugh. People and animals will sense an almost palpable malevolence emanating from it. It floats at a maximum of 9 yards per second but will never leave the caster. A caster may only have one such sphere at a time. This is a dangerous spell and a spell roll is required to cast it. If it is failed, the sphere will attack the caster. Summoning the sphere takes 4 minutes. STR 10 BLD 1 CON 12 / 12 DP REF 12 INT -- The sphere has a 16- Intimidate roll. If the caster is attacked the sphere will suddenly grow to 1 yard in diameter (-1 to be hit) and howl with laughter. It strikes twice per turn with invisible rays that hit on a 14- and do 8 points of penetrating damage. It feels exactly like being bit by a large predator. Casting Cost Type Endurance Notes 18 Summon None None 24 Horrible Creeping Doom – [2] The Doom is a luminous green fungi that attacks anything it contacts and expands from the targeted point. When the doom is cast, the target, and anything within a 1-yard radius will suffer a PWR vs. STAT attack using the Poison rules with a base damage of 16. The POWER is [WIL + 1]. The damage will be suffered each second the person is in contact with the doom. Inanimate objects suffer 13 points of damage per second, and this damage ignores 4 points of armor. The radius expands 1 yard each second up to an 8 yard radius. The doom expands and does damage at the end of each turn. Casting Cost Type Endurance Notes 24 Ranged Attack Normal WIL +1 Horrify – [2] Standard PWR vs. STAT attack: [WIL] PWR Terror attack. Casting Cost Type Endurance Notes 10 Ranged Attack Normal WIL PWR Terror Joker’s Smile – [2] The mage gets a warped, twisted grin that is too large for his face (the skin, muscles and teeth actually warp under the spell). While the spell is in effect, the caster will get +3 to rolls to resist PWR vs. STAT attacks of any type. Additionally, the character will get +2 to Intimidation rolls. The character’s bite will do +2 penetrating damage (sharp teeth). Casting Cost Type Endurance Notes 13 Transformation Walking None Soul Lash – [2] Using this spell, the Elder School mage can channel his anger and other negative emotions into a formidable weapon. The spell appears as a negative-image whip that lashes the target. For every 1 point of mana the mage spends, he can do one point of base Impact damage with the lash. For every 1½ points of mana the mage spends (round up), he can do one point of base Penetrating damage. However, for every point of damage the mage deals after modification with Soul Lash, he pays that much in endurance (so a great damage roll can result in an unconscious mage). The maximum base damage of this attack is 12 points (Impact or Penetrating). The lash has a maximum reach of 8 yards. Casting Cost Type Endurance Notes Varies Ranged Attack Varies None Soul Vision – [2] The caster’s eyes dance with images of the target’s mental state. This spell has the effect of a [WIL] PWR Telepathy Surface Scan and Surface Probe on the target. While the spell is running the caster will receive the information. The target and spectators will be aware of this. Casting Cost Type Endurance Notes 16 Ranged Attack Running None Strangulate – [2] The mage reaches out towards his target and makes a gripping motion. The spell hits as a ranged attack, striking initially for 3 Base Damage which ignores all worn armor. After the mage has hit a target, the target is held with a [WIL-6] Grapple (no physical component, strength may be used to wrench the character free—but blows are useless), and can be “squeezed” for 5 REA using the same to-hit modifier of the original attack. If the target breaks the grapple, he is free of the spell. The caster’s body glows with wisps of black fire. Keeping the spell running, even if the caster chooses not to squeeze costs Running endurance. It costs 20 mana to cast the first time and then 8 mana each turn. While holding a target in the grip, the caster cannot move at more than walking rate, and loses his AGI modifier. The maximum range is 12 yards. The gripping mage must be in line of sight. The target may still act normally in the grip, but may not move. Casting Cost Type Endurance Notes 20, then 8 Ranged Attack Normal None Strike Ugly– [2] A target hit with the spell must make a WIL roll vs. a PWR equal to the mage’s WIL+1. Use the PWR vs. STAT attack table: Minor Effect: -1 to Entrance, Persuade, and Leadership rolls. Standard Effects: -2 to such rolls. Major Effect: -4 to such rolls. +1 to Intimidation. Critical Effect: character gets –8 to such rolls and inspires fear and pitty in all who look at him. Catastrophic Effect: as above but even more twisted (-10 25 to rolls). The effects of a Catastrophic effect are permanent. Other effects last 1 hour per point of the caster’s WIL. Any result of Major or above will result in a Daze effect. Casting Cost Type Endurance Notes 17 Ranged Attack PWR vs. STAT Normal PWR 14 Attack Shadow – [4] When cast, the caster’s own shadow becomes an animate force and attacks on its own. The shadow fights as an ally of the caster. Even if the shadow was extremely long, or the caster wasn’t throwing one (in the dark) this spell will work. The Attack Shadow looks sort of like the caster (but more demonic) and cannot leave the caster’s side. It can cover his back perfectly, though. It acts as an automaton. STR 16 BLD 1 STC 12 / 48 DP REF 12 INT -- Shadow Claw: 4 points of Penetrating damage, ignore all armor. Shadow Grasp: 9 Offensive Grapple, 7 Defensive Grapple Shadow Form: -4 Damage modifier, 2 points of armor Casting Cost Type Endurance Notes 24 Summon Running None Bell Jar – [4] A target must be bound without hope of escape—then the spell may be cast. A subject “in the bell jar” experiences reality as though through a glass bubble of no sound and no mobility. Time seems to pass at 10x the normal rate so one day in the bell jar feels like 10 days. Subjects must make two WIL rolls immediately and make 1 additional WIL roll each day. Each roll that is failed reduces the WIL by 1 for purposes of further rolls. If a roll is failed by 5 the target acquires a 1 point mental defect. If the roll is failed by 6-9 the target acquires a 2 – 5 point mental defect. If failed by 10 the target becomes completely insane. This can be cured but takes time. Killing the wizard has a 14- chance of releasing the victim otherwise, anti- magic must be sought. A plus side to this is that some forms of purely cerebral study can be done quickly. A Level 3 Math or Physics skill gives +2 to WIL rolls (L4 characters are immune to the negative effects). Philosophy skill gives +2 to WIL rolls at L2 and +4 at L3. Work on magical spells is sped up by 2x but the character risks insanity. Putting yourself in the bell jar is possible but if your WIL drops below 7, you must make a roll each day to get out. Casting Cost Type Endurance Notes 30 Curse None None Black Cobwebs – [4] The caster fires thick, ropy black spider webs from his hands. These webs are crawling with tiny, bright red, poisonous spiders. The web creates a cone from the caster to a distance of 4 yards. At the widest part, it is 3 yards across. When fired at a target, it gets a +3 large weapon bonus to hit. Anyone along the path will be hit on a 12- roll. It acts as a tangle attack: it grips with a Grapple score of 10. Each turn, the caster rolls for the web. If it ever achieves a Major Success, the victim is stuck until someone frees him or he cuts through (no more grapple rolls to break out). The Web has 3 points of armor and 20 DP (it has no STC—it must all be destroyed). While someone is caught, there is a 9- chance they will be bitten by a spider. The spider can’t penetrate any natural armor and worn armor reduces the chance by 1 point per point of defense above 2 (so Plate Mail means a person will be bitten on a 5-). Their bite is a 4 DMG 15 PWR toxin. A person will only be bit once by the spiders. They will not leave the web. The Web will decay naturally after 8 hours. When cast the caster will be free of the web, but may choose to grab it as a rope (say, to catch himself if falling). In this case, the caster is immune to the web and the spiders). Casting Cost Type Endurance Notes 30 Continuing Sprinting None Demonic Transformation – [4] The character transforms into a unique looking form that still somehow appears as his normal self. This form gains the following abilities: INT is exchanged with PHY in reverse order (WIL becomes STR, MEM becomes BLD, RES becomes CON., and vice versa), 2/4 Armor, +4 Damage Points, and a +3 penetrating damage or +5 Impact damage bio-weapon. This form causes fear (+6 Presence) and witnessing the transformation is an automatic attempt to Intimidate. For each 20 minutes the caster spends in this form he must make a WIL roll at a cumulative –1 or gain a craving for human blood. This craving will not go away, even if the caster changes back, and can only be sated by drinking 20 DP worth of blood (assume a bite and a long action drinks the bite’s worth of damage). The GM should give the character a chance to do something about it—and then, if the player ignores the craving, run the caster as an NPC (note: the caster 26 doesn’t have to kill the target or even drink all the blood from the same person). Additionally, the transformation won’t work if the caster is wearing any armor (leather armor may be stripped off). The spell may only be casts once each 24 hours and lasts 1 hour if the caster doesn’t pay the casting cost each hour. Casting Cost Type Endurance Notes 16 Continuing None None Eldritch Inferno – [4] When this spell is cast, the target explodes in a conflagration of black fire. The target takes 12 points of damage immediately and will take 9 more points of damage at the beginning of the next turn (use the same Damage Modification roll). Furthermore, anyone within 4 yards of the target will take 6 points of damage the first turn and 3 the following turn (just like Eldritch Flame). All victims can avoid the secondary “burn” damage by spending 3 REA (Short action) to make a WIL roll. If successful, they do not take the additional damage. Casting Cost Type Endurance Notes 25 Ranged Attack Normal None Eyes of Flesh – [4] The target’s eyes are covered over with hideous warped flesh. This causes pain and blindness. The length of time that it lasts depends on its success as a PWR vs. STAT attack. Minor Effect: The character loses 2 levels of attractiveness and fights at –1 for 4 minutes. Standard Effect: the character is Ugly and blind for 4 minutes. Major Effect: The character is horribly blinded for 4 days. Critical Effect: The character is blinded for 4 weeks. Catastrophic Effect: the effects are permanent. The PWR is equal to the mage’s WIL+1. Casting Cost Type Endurance Notes 40 Ranged Attack Normal 14 PWR Fog of War – [4] The caster throws a blackish fog across a battlefield that has unnerving effects on those in it. The fog may begin at any point targeted and forms a cloud that is WIL x 2 yards in radius. Each yard of this fog causes a –1 perception modifier (so troops in HTH combat range simply take a –1 perception modifier for fighting in it, troops shooting through it take a –1 perception modifier per yard up to a maximum of –6 after it is opaque). Furthermore, the spell is dark and scary. The fog forms ominous shapes and makes odd noises. Any troops venturing within it who are at odds with the spell caster suffer an Intimidation attack at the caster’s [WIL] PWR. The effects of this will be rolled once when the group enters and, if the lesser results are applied, they will take effect when the persons enter combat (if the result is that the troops run in terror that will happen immediately). This cloud may be modified in shape, somewhat (made into a rectangle or such) but not drastically. It hovers at ground level and is about 8 feet high. If a creature is so tall its head is not in the fog, it is not effected. Night vision and other vision spells will not penetrate the fog. The smallest this fog may be is 4 yards in radius. The Fog lasts about 20 minutes, less in high winds. Casting Cost Type Endurance Notes 40 Continuing Normal None Green Mist of Transport – [4] The caster and possessions dissolve into a Green mist that can move rapidly places where a ground bound, corporeal being might not be able to go. The mist can slip through areas that are large enough for a rat to get through and the caster can reform by dropping the spell. The mist moves at 12 yards / second. In mist form, the character is immune to physical attack, but cannot cast magic or take any other action beyond moving. If the caster runs out of endurance, he transforms back. If he re-forms in a place that is too small, he will suffer a Critical Wound and the associated damage and appear outside it (if the exit is within 4 yards) or simply die. Casting Cost Type Endurance Notes 30 Transformation Sprinting None Mind Serpents – [4] One or more yellowish, translucent forms resembling hooded cobras unfold from the caster’s mind. They strike as ranged attacks. Each snake created in the initial casting may strike each turn for 3 REA. Once the snake hits, it is destroyed. Each snake acts as a Level 2 Telepathy Mind Bolt at [WIL] PWR. While each snake exists, the caster must spend 3 REA to strike with it and feed it 5 mana (in addition to other expenditures). If the snake does not strike a target in 3 seconds, the caster must make a WIL roll each turn at a cumulative –2 or the snake will strike him. The snakes hit with COR as a ranged attack but may be blocked at a –2 by anything that could block a HTH strike (so they’re sort of like very long-range flails). 27 When the spell is cast, all the snakes that are going to be created must be. After that, no additional endurance or mana is paid. Casting Cost Type Endurance Notes 9 per snake Continuing-Multicast Normal PWR is WIL Slay – [4] With this spell, the mage can kill a man outright. The spell acts as a [WIL-1] PWR Death Ray vs. STAT attack (vs. WIL). The visible effect of the spell is nothing more than a nasty look. As this spell is a curse, a Hexbreaker spell cast within 24 hours can reverse the effect with a Major Effect or better (if the Hexbreaker reverses the spell for a time with a Minor or Standard Effect, the GM may gruesomely allow the target an hour or day before the effects set in). This spell is often illegal. A character who is known to possess it may be hunted by “Mage Hunters” or local authorities due to a long history of mages using this to slay knights. Casting Cost Type Endurance Notes 50 Curse Normal None Steal Youth – [4] The mage reaches into a target and literally steals years of his life force. The caster must touch the target and then, using the caster’s [WIL] against the target’s [CON] the caster must score a Major Success on the Grapple chart (if the target is not bound, the caster must also maintain a physical grip on the target. Each time a Major Success is scored, the target loses 1 point of CON and the caster gains 1 point of CON. The target seems to age or wither (and loses a year from his life). The caster will seem to become healthier and loses 1 year of aging. The most CON that can be taken this way is [target’s CON – 7] points. Once this CON is taken, the target will fall into a death-like trance and may actually die. Make CON rolls at reduced CON once a day. If the CON roll is failed, the target’s CON is reduced by 1, if the roll is made, the CON is increased by 1 when the target makes a roll by 5+, he awakens and recovers. Each point of WIL above 10 the target has adds 1 to this roll. The CON gained is lost at 1 point per hour (but the years of youth restored are not). Casting Cost Type Endurance Notes 40 HTH Attack Sprinting None Turn Weapons to Snakes – [4] This spell works like Melt Weapons (Imperial College) but instead of melting the weapons, they are turned into poisonous snakes. The turn after the spell hits, the snakes will strike (roll for initiative). If the holding character goes before then, he can drop the snake as a 0 REA Medium action. The snake will probably attack the holder (definitely if its still held) but may just try to hide, escape, be driven towards the casting mage, etc. The snake has the following statistics: STR 4 BLD 1 CON 12 / 3 DP REF 12 INT 2 Hits on a 14-, Fangs have a penetration factor of 4 and if successfully hit, and the target fails an armor save, he will be poisoned. The poison has a Base Damage of 8 and a PWR of 16. Casting Cost Type Endurance Notes 55+ 4 Ranged Attack Normal Multi-Cast Twisted Contract – [4] The caster and the target both agree to a deal: this cannot be forced but a certain amount of duress is allowed. Once cast, both the caster and the target are under a spell. If either violates the terms of the contract he will be subject to a [WIL] PWR Horrible Death (vs. CON) which takes random and viscous effects (being torn apart by invisible demons, being sucked into the floor by black hands, unstoppable bleeding, etc.) This can be removed like a curse but is very difficult and the other party will immediately know. Interpretation of the contract can be argued by anyone who holds a legal Law degree and an unbiased magistrate may rule. Usually the person who doesn’t write the contract gets the benefit of the doubt in gray areas or unclear clauses. Casting Cost Type Endurance Notes 30 Curse None None Visceral Pyramid – [4] The Visceral Pyramid is a summoning spell that calls forth a 1.3 yard high pyramid of internal viscera with tentacles and embedded teeth. Gross and deadly, the pyramid is summoned and assigned a target. If it 28 reaches its target within 5 seconds it will fight the target to the death. Otherwise it will turn and seek the caster. The pyramid will last 4 minutes before turning into inedible, inanimate, disgusting flesh. STR 12 BLD 8 CON 11 / 12 DP REF 12 INT 6 Armor: 2 / 4 Takes –4 Damage Modifiers from non-magical weapons Moves 9 yards per second. Attacks: Tentacle Strike: 14- to hit, long reach, acts as a grab (6 / 4 Grapple), does 6 points of “acid” damage per turn. Costs 4 REA. –2 to be blocked Bite: If a person was grabbed last turn, it may bite for 8 REA. This does 9 penetrating damage and hits on a 14- (and the person has no AGI bonus). Casting Cost Type Endurance Notes 20 Summon None None Whirlwind of Blades – [4] This terrifying spell creates small, magical tornado out of which sword blades flash. Anyone caught in the tornado will be held as though in a [WIL-4] PWR Tornado. They will also be struck once per turn (when the caster gets to go) by a 6 damage Penetration attack which hits on a 13- (a person held in the tornado gets no AGI bonus and is at –3 to block). The spell costs 40 mana to cast and must be controlled as an 8 REA action each second. It may be created within 4 yards of the caster. Casting Cost Type Endurance Notes 40 Continuing Sprinting None Writhing Armor – [4] When the mage casts this spell, his person is covered by a mass of writhing shadows that absorbs damage that the mage would otherwise take. The armor absorbs 9 points of damage total before crumbling apart. Any Penetrating attack that strikes the armor will automatically fail to penetrate if the remaining power of the armor is greater than half the Base Damage of the attack. If the remaining power of the armor is less than or equal to half the Base Damage of the attack, while it will still reduce damage, the Armor Save roll will be conducted as though the Writhing Armor did not exist. It is a 5 REA Short action to activate this spell. The mage may wear armor or have Protection-type spells going, however, Writhing Armor is always on the outside (subtract Writhing Armor first, then apply other defenses). Casting Cost Type Endurance Notes 18 Protection Walking None Finger of Withering – [8] The caster points at his target(s) and they are struck by instant, and usually fatal disease that causes the skin to collapse inward and the afflicted to die horribly. This acts as a PWR vs. STAT attack at [WIL +4] vs. the target’s CON or WIL, whichever is higher. This is PWR score is at –1 for each 5 DP the target has above 20. The caster may spread the effects over a small group: the target area is 4 yards in diameter, if the caster wishes to effect all within that radius, the PWR for each target is reduced by 2. • Minor Effect: Target suffers a Major Wound. The target’s PHY and REF are at –1 for the next 3 hours. The target’s skin is cratered and mottled but restores to healthy appearance when the wounds are healed. • Standard Effect: Target suffers a Major Wound and is, at a minimum, incapacitated for 5 turns. For the next 2 days, the target’s PHY and REF are at –1. The Target’s appearance is ‘ugly’ for 2 weeks. • Major Effect: Target suffers a Critical Wound and is, at a minimum incapacitated for 10 turns. For the next 4 days, the target’s PHY and REF are at –2. Target’s appearance is ‘hideous’ for the rest of the month until healing is complete. • Critical Effect: The target is incapacitated immediately and dies gruesomely in 10 seconds unless the target is healed for a Major Wound amount of damage (in which case the target is in a comma for 10 days, followed by a WIL roll at –4 to recover each day). After being healed, PHY and REF are at –2 until powerful magical healing is found. • Catastrophic Effect: The target is incapacitated immediately and dies gruesomely 3 seconds later unless healed for a Major Wound amount of damage (in which case the target is in a comma for 10 days, followed by a WIL roll at –4 to recover each day). After being healed, PHY and REF are at –4 until powerful magical healing is found. Casting Cost Type Endurance Notes 75 PWR vs. STAT Normal WIL +4 PWR 29 Fire Elemental College Description: The character has studied the forces of elemental fire. It is an extremely well rounded attack college and Fire Elementalists are feared combatants. All damage, unless otherwise specified, is fire damage and may set targets aflame. Level 1: Pyre Seer. The character understands the elemental nature of Flame. This skill adds +2 to Survival rolls and lets the character start fires with a bare-minimum of material since the character knows how to extract the “fire nature” from within the object. Level 2: Flame Magus. The character can, with a laboratory, change the level of “fire-nature” in an object. This will make it either more or less likely to burn. A treated object can either gain a +3 on it’s resistance roll vs. burning or a –3. This takes 12 hours for a robe, cloak, or suit of armor. Level 3: Pyromancer. The character’s command of fire in objects is even greater than at Level 2. The mage can give a piece of gear 4 points of armor vs. heat and fire or can give it +8 damage when burning (up to 2x what the GM rules it would burn for). If a torch burns for 2 points of damage, a specially treated torch will burn for 4 (but will not burn out faster). This is not the same as treating the item with oils, but rather simply changing the nature of the material it is made from. Level 4: Fire Elementalist. Fire Ball – [Signature Spell: 4] The mage can throw a battlefield-grade fire attack. Military commanders will often seek out mages who know this spell. It strikes for 24 points of damage, exploding (12 within 4 yards, 6 within 8 yards, 2 within 12 yards). The spell costs 8 REA to conjure and throw. It has a range modifier of –1 per 15 yards. Casting Cost Type Endurance Notes 32 Ranged Attack Normal None Burning Eyes– [1] The mage’s eyes glow fiery red and so long as the spell is going, the mage needs no light whatsoever to see. The mage can only see in black and white; however, he can also see into the infrared spectrum. Casting Cost Type Endurance Notes 4 Continuing Walking None Fire Friend– [1] While running, the character has 4 points of armor vs. fire attacks, and may hold a fire without it burning him (if it does less than 4 damage each turn and without it going out). Thus, a mage may lift a cooking fire and carry it around. If the spell goes out while the mage is holding a small flame (one that is not damaging him) it will be extinguished. Casting Cost Type Endurance Notes 6 Continuing Walking None Hand of Fire – [1] The caster’s hand burns with flame. His strikes do 9 points of fire damage wile the spell is running. Keeping it running requires 5 mana per turn. Casting Cost Type Endurance Notes 8 Continuing Running 9 Damage Snuff – [1] The caster can extinguish flames. The spell will reduce the damage done by a fire by 4 points per casting. If cast one-after-another, at least twice a second, the effects will be cumulative. This can be cast as a blocking spell using the caster’s Spell attack skill –1 as the block (against fire attacks only, of course). A successful block will reduce the damage done by the fire attack by 4 points. It blocks ranged attacks at no negative. Example fires: Candle 1pt, torch 2pts, camp fire 4-6pts, bonfire 8 – 12 points, burning building 12 points per 2 cubic yards. Casting Cost Type Endurance Notes 2 Ranged Attack / Block Normal Blocking 30 Voice of the Furnace– [1] Within WIL2 miles, two mages, aware of each other, and casting the spell, can speak to each other through a large bonfire. The fire must be real, burning wood, and the spell takes 4 minutes to cast. Once cast, the sound of the fire will become perceptible human speech. Casting Cost Type Endurance Notes 16 Continuing Walking None Blazing Shield – [2] The caster uses a blazing, fiery shield to parry with. The spell functions as Spell Shield but, against a HTH attack, a blocked attacker will suffer 4 points of damage with a +4 Damage Modifier (no roll to hit). If the attacker is using a medium range weapon this is 2 points. If the caster is striking from Long range the damage is 1 point. Casting Cost Type Endurance Notes 4, 7, 11 Blocking Spell Normal 4 damage, block Burn – [2] The target of the spell must make a fire resistance roll at –6 or begin to burn for 12 points of damage (when the spell hits first) and some fraction of that thereafter. Casting Cost Type Endurance Notes 18 Ranged Attack Normal 12 Damage Burning Bands – [2] A target hit by the spell is wrapped in flaming bands. The restraints do no damage, but for 5 REA, the caster can cause the bands to flare for 1 DMG (+4 DM) and ignore all non-magical armor. The mage can only flare the bands once per turn. The bands have 3 armor, 15 DP, and an Offensive Grapple of 7 or [WIL – 6] (whichever is greater). Characters in the grab will be at –4 damage modifiers to break the bonds. Advanced Note: purists can give the bonds an STC roll of 15-. Casting Cost Type Endurance Notes 15 Ranged Normal Burning Blades – [2] A blade (or other weapon) the caster wields bursts into flame. While the spell is running, any target hit will suffer an additional attack (applied separately against armor) for the base damage of the weapon (i.e. a Broad Sword has an additional attack for 6 points of fire damage. No bonus is given for magical weapons). This attack uses the same damage modifier as the original strike. Each time the caster hits with the weapon this strike costs 2 Endurance points. Having the weapon burning normally costs Walking endurance and 5 SP per turn. Casting Cost Type Endurance Notes 8 (+5) HTH Attack Walking Circle of Fire– [2] The caster causes a flame to appear on the ground and the expand, growing into a circle or wall of fire. The fire burns for 12 points of damage should anyone cross it. When cast (5 REA) the flame will appear and then flare up as a long action (so people nearby may react by stepping to either side). The line of flame may be 3x WIL yards long or WIL/4 yards in diameter. It must either be straight or form a geometric shape. The flames are 2 yards high. Casting Cost Type Endurance Notes 20 Continuing Running None Cone of Fire – [2] The caster fires a jet of flame that will burn a target for 9 points of fire damage. Casting Cost Type Endurance Notes 10 Ranged Attack Normal 9 Damage Fire Wall – [2] When cast on a normal wall or door or line across the floor, it creates a natural barrier to fire. This can be used to create fireproof chambers, protect workshops, etc. The effect lasts so long as Endurance is paid, but with double the casting cost, it will last 2 months (and can be made permanent with several hours of work). Casting a fire spell across a Fire Wall reduces its damage by 4 points (base). Normal fires won’t 31 spread across the wall and anything that is normally burning at normal temperature will be extinguished if it crosses it on a 12-. A Fire Wall may be [WIL x Level2] yards in length. Casting Cost Type Endurance Notes 8 Protection Walking Flaming Body – [2] The caster seems to combust. While the spell is active the character will have an 12 point body of flame. A barehanded Striker takes 3 damage (even if blocked), if a target is grabbed the damage is 6, and if grappling, the damage is 12. The damage has a +4 Damage Modifier. Casting Cost Type Endurance Notes 16 (+4 Short term pts per turn) Continuing Sprinting 12 Damage Flame Hail – [2] The caster fires a ‘shotgun’ style blast of flaming particles. The damage is Impact but is determined as per a scattergun. The range is 4 yards, the base damage for each particle is 2 (fire damage), and the total number of particles is 12. Casting Cost Type Endurance Notes 18 Ranged Attack Normal 4 DMG Pyromancy – [2] The character can start a fire and peer into it to see the future. Pyromancy acts like [WIL] PWR Far Precognition for the purposes of seeing the future of military or militant endeavors and [WIL-4] PWR for others. Casting Cost Type Endurance Notes 18 Instant Normal None Fire Bolt – [4] The caster throws a small fireball. It is explosive and hits its target for 12 points of damage (within 4 yards all targets take 6 points of fire damage). Fire Bolts can be multicast for 12 additional points per bolt (different to-hit rolls are required, different targets are allowed). Casting Cost Type Endurance Notes 16 / 12 Ranged Attack Normal None Fire Lash– [4] Flames leap up near the caster’s feet and then lines of fire race along the ground towards their targets. This spell may be multicast and each additional “lash” may be targeted at a different person. The flames burn for 8 damage and move at 8 yards per second. If they “miss” (they hit on a 13-, and because they “explode” in a 1 yard diameter burst when they reach the target, they can’t be blocked—only dodged or run from) they turn around and try again. Each lash costs the caster 1 Endurance per second that it is in play (it goes away when it hits). Only one lash may be targeted on one person at a time. While the spell is running, the caster must pay 5 REA per turn to concentrate on them. When created, they will hit targets within 4 yards instantly, but otherwise, they will begin moving at full rate next turn when the caster gets to go. Casting Cost Type Endurance Notes 18 for 1 lash, +4 per lash Continuing 1 per lash None Pillar of Fire – [8] The caster creates a massive burning tornado that can be used to sweep a battlefield. The pillar is 10 yards in diameter, lasts for WIL seconds, and does 100 points of energy damage to everything within it each turn. Characters within 4 yards of the tornado will suffer 50 damage (from the ambient heat), characters within 8 yards of the tornado will suffer 25, and within 12 yards will suffer 10pts. When the spell is cast, the character picks a target location within [WIL x10] yards and fires the spell off. For the next 4 turns, the caster remains motionless as the tornado forms (first doing 10pts, then doing 25pts, then doing 50pts, and finally 100pts). Once formed, it may be moved. It’s center moves at 20 yards/sec on the caster’s turn as a long action. Moving the pillar costs the caster 8 REA and 1 endurance pt. Targets near the outer edge of its sweep may try emergency dodges to get out of the way, but it pretty much cuts a line of pure destruction. If the caster is killed or suffers a major wound during the maintenance, the spell is destroyed. Structures take damage from all sides and are particularly vulnerable: the tornado will burn through 5 cubic yards of stone a second (so it will eat through a 20’ thick stone barricade in 4 seconds). Casting Cost Type Endurance Notes 120 Ranged 1 / second 100 damage 32 33 Earth Elemental College Description: The character has studied the forces of elemental earth. This includes many other facets of nature, such as rock and plant. Earth Elementalists learn how to mix natural items and activate the magic inherent within them to produce beneficial effects. Level 1: Land Mage. The character understands the nature of Earth and the attendant force of Wild Life that is associated with it. A successful skill roll adds +2 to Survival rolls. Level 2: Terra Magus. The character can increase the “quantity of elemental earth” in an object or plant. This requires 8 hours of work and will give a plant +2 to CON rolls vs. disease, cold, damage, etc. (if the GM is dealing with mobile plant races, this only works if the character is planted in the earth). An object can have its weight increased without adding to its size or changing its composition. This process takes 1 hour per point of BLD and adds +20% to the mass of the object. This process will give the material +10% DP and, if the mass is doubled, +2 Armor. Earth treated doors and such may be in high demand. Level 3: Geomancer. The character can add +3 to CON rolls as above and can increase the mass of objects in half the time. Additionally, an area that the character tends for a year will have the exact topology and landscaping (within reason) the character desires in a natural fashion. These enclaves come at a price: the forces of earth will expand around the character’s area like a hurricane around the eye. The maximum size is WIL2 yards on a size. The area beyond that will become Wild Wood (see the spell) but will not confuse the creator. Level 4: Earth Elementalist. Summon Earth Elemental – [Signature Spell: 4] The caster can call forth an animate force of the ground to do his bidding. It appears as an 8 foot tall being of moving rock and stone. Small fragments of earth fall off it and appear within it. It’s eyes glow red. If the Earth Elemental is killed, the mage loses 2 experience points (i.e. may not cast the spell again until the points are paid). It will do the caster’s bidding. They use neither armor nor weapons (if dressed with armor, their skin will lose it’s magical protection). Only one may be summoned at a time. This is a safe creature. It will last until dismissed. The Elemental is an automaton using STC instead of CON. Use the rules in the Paranormal Abilities book. When called, it will remain for 1 hour and then reform with the earth. Each call of it again per day costs +4 Mana. It must come from the ground or from a large block of stone. STR 20 BLD 60 STA 15 / DP 75 REF 10 INT 8 Strike: 20 points of damage; hits on a 13- (block of 11-) Armor 4pts (coverage 4) 2pts otherwise Casting Cost Type Endurance Notes 32 Summon None None Cloud of Pest Removal– [1] Approximately 15$ worth of herbs and commonly found plants are placed in a sealed vial and mixed. When the spell is cast, the mixture turns into brown smoke. When the vial is opened, a 4 yard radius area will be filled with smoke that is instant death to small insects and effects larger ones as [WIL] PWR Nerve Toxin. The area will remain free of pests for several hours after being treated. Casting Cost Type Endurance Notes 28 Potion Normal None Flower– [1] A target bud is made to flower (in nearly perfect form). This can be useful for impressing the ladies or simply selling flowers. Before letting a mage get rich on this, consider those guys on the side of the road—they aren’t getting rich! Casting Cost Type Endurance Notes 2 Ranged Normal None Fools Fire Potion– [1] Given 10$ worth of herbs and commonly found plants (and this spell) the caster creates a small vial of greenish paste. When struck, the paste will burst into hot flame and burn for a time. A singe dose burns for 34 3 seconds for 2 points of damage. The most heat that can be generated by multiple doses is 4 points (double dose). This can be used to coat weapons (a character wielding a weapon burning for 4 points of damage fights at –2 unless fireproof). It’s far more common use is domestic: a tiny dab for the starting of fires. Casting Cost Type Endurance Notes 28 Potion Normal None Forest Way – [1] The caster can commune with the earth and it’s children (plants) to find a path through the woods. When cast, the mage makes an RES roll to speak to the ground (this takes the form of soft chanting). If the roll is made by 0 – 5, the caster will know a clear path from his location to the compass point direction he chooses (i.e. north). On a 6 - 9 roll the character will know the fastest path (this may be some secret path or simply a very clear route). On a roll made by 10+, the earth will inform the caster of something of interest along the way (especially if the local plant life is being disturbed). The nature of this information is up to the GM. The spell takes 10 minutes to cast. Casting Cost Type Endurance Notes 11 Normal Normal None Hidden Trail– [1] When running, the mage may walk through the forest and create a “hidden trail.” This trail requires a perception roll at –6 (or a Tracking roll at –4) to be noticed. It seems to be nasty undergrowth but can be moved along at no movement penalty. Someone seeing the mage head into the trail will see him seem to dive into thick brush. IF the pursuers don’t’ make a Perception roll at –1, he will attempt to enter the trail and actually get stuck. Note: This does not make difficult terrain easy to pass—it simply makes easy terrain look difficult (or difficult terrain look impossible). Casting Cost Type Endurance Notes 15 Create Wall Normal None Oil of Cleansing– [1] The mage crushes rocks and mixes in oils (and casts this spell) and gets an oil that will clean almost anything. A single dose of the oil can be used to rub down an entire suit of armor or 4 weapons (what else it will clean is up to the GM). It is so good at removing stains, scars, and other such damage that it actually restores DP to the object cleaned. Usually a cleansing will restore up to 2 STC points worth. The cost for the oil materials is 30$. Casting Cost Type Endurance Notes 28 Potion Normal None Tallow of Health– [1] By mixing herbs and spices and casting the spell, the mage can make a candle that will aid in curing and preventing the spread of disease. The pleasant form of this gives everyone who spends an hour around the candle +1 to CON rolls to prevent catching diseases (+2 vs. specifically airborne ones). The medicinal form of this gives a stricken person +2 to CON rolls against disease and gives everyone in the area +2 to CON rolls vs. catching it (+4 vs. airborne sickness). The medicinal form smells extremely nasty but may be used when necessary. The pleasant form smells like flowers. The cost for materials for either is $25 for a day’s supply. Casting Cost Type Endurance Notes 28 Potion Normal None Wild Wood – [1] When Wild Wood is cast, the forest seems to become denser and more tangled. This has a WIL / 10 mile radius. The physical effect deals with shifting plants and tangling vines and weeds growing more quickly. Trees will actually become “bushier.” The casting mage can find his way through Wild Wood normally but everyone else has trouble. Tracking rolls are at –3 in the Wood and animals must make WIL rolls at –3 to enter (average hunting dog has a 12 WIL). In this wood, perception rolls are at –3 and people will be more likely to become turned around (or otherwise lost). People entering an area of Wild Wood suffer an Intimidation roll equal to [WIL] if they are superstitious of magic. The antidote to Wild Wood is to cast the spell yourself (one Wild Wood cancels another for purposes of the defensive caster and his party). Monsters and “creatures of chaos” or people or animals who live in the area are not effected much (-1 Perception rolls). On the roll of a 3-, an area can become permanently afflict. Such areas are sources of monsters and much trouble for the nearby inhabitance. 35 Casting Cost Type Endurance Notes 2 Ranged Attack / Block Normal Blocking Grow Golden Viper Flower – [2] This spell (which the GM must allow) grows the extremely rare Golden Viper flower from a spot of prepared earth. The Golden Viper flower’s nectar is a potent poison. Each flower yields 4 does of 4 point Base Damage toxin. These can be combined to make up to 1 16 point dose. This poison will work if ingested (Perception roll to notice the strange smell) but it can also be used to coat weapons It is very good for that: the poison is instantly absorbed by metal and released on contact with blood (target fails an armor save and takes damage). The PWR of the toxin is 13. The plant is almost impossible to grow naturally and the preparation of the ground costs $20 (for special, but common, alchemical salts), and takes 1 hour. A weapon can only absorb up to 16 points of base damage of toxin (so a multi-hour campaign to create super weapons won’t work). Casting Cost Type Endurance Notes 30 Summon Normal None Harvest Moon– [2] The spell will cause all plants in a WIL acre area to come to harvest 50% faster (so if a harvest happens twice a season, it will happen 3 times). This is powerful magic, however, and gets the attention of the elemental forces of Earth. An area, which is under the effects of Harvest Moon, will have a 3- chance of growing a “monster” each harvest. The exact statistics of this monster are up to the GM and should be along the lines of the Earth Spirit (although the monster will be biological in nature and will probably be crafty and hungry). Additionally, the harvest itself will be strangely made (colors may be slightly wrong, vegetables may be oversized). There is a 2- chance per season that some truly monstrous (2+ ton) plant may appear, creating problems for the farmer. Finally, a person passing through an area under Harvest Moon at night will see the moon appear almost full, and amber colored with an eerie halo around it. The person will feel “watched” by the crops. This does not endear the mage to his neighbors. Casting Cost Type Endurance Notes 25 Normal None None Mystical Medicine– [2] If the mage gets the right plants, a slave can be made that adds +2 to First Aid rolls and gives +1 to CON rolls to heal. This takes 30 minutes of preparation (or a trip to a good herbalist) and the casting of the spell. The dose costs $10. The salve goes bad after 48 hours. Casting Cost Type Endurance Notes 28 Summon Normal None Shatter– [2] The mage hurls a shockwave bolt that can knock a wall down (if lucky). The bolt is a Vibratory Blast of [WIL-5] POWER. This blast does double damage to inanimate rigid objects (structures) and causes any STC roll (if required) to be made at –1. Casting Cost Type Endurance Notes 7 Ranged Attack Normal None Thorn Barrier– [2] The Mage causes a wall of tough thorny vines to spring up along an area defined. The wall can be WIL2 yards in area in any configuration chose (minimum height of 1 yard (it’s about 4 inches thick) and it requires 20 points of damage to chop through it (it doesn’t take penetrating damage). When cast, it will appear as an 8 REA long action. If someone is along the line of the wall, they can take a step action to go to either side. The wall lasts about a week or so (the GM may determine it lasts longer). Weapons fired through it are at – 4 (vision modifier) and must make a successful penetration roll against a penetration defense of 4 (even if they do, they have their damage reduced by 2 points). Casting Cost Type Endurance Notes 15 Create Wall Normal None Create Sleep Potion– [4] The Mage must gather some common plants (takes about 45 minutes) and create a potion and then cast this spell over it. The resulting mixture is a dose of sleep potion. If mixed with food, it acts as the Sleep effect (PWR equal to WIL+1). Otherwise, if taken, it guarantees a restful night of sleep and will give the taker an additional healing roll at +2. The average cost of this potion is about $80 but the mage must be 36 well trusted, for a cheaper version of this spell exists that does not give the healing and, besides being mildly addictive, actually gives the sleeper –2 to healing rolls. Casting Cost Type Endurance Notes 30 Summon Normal None Earth Spirit – [4] The Earth Spirit is a lesser Earth Elemental that can be called into being by the caster. It is strong and dumb. It appears as a small, broad, dwarf like humanoid with no facial features. It is made of earth. When summoned, it will appear next turn, coming into being as an 8 REA Long Action. It will obey the caster’s wishes. STR 15 BLD 35 STA 12 / 60 DP REF 10 INT 8 Strike: 10 Damage; hits on a 13- Armor 2pts. Casting Cost Type Endurance Notes 20 Summon None None Shockwave– [4] The mage creates a localized tremor (Shockwave effect). This effect has a PWR of 10. This makes everyone within 4 yards make a STR vs. [WIL-3] PWR roll or be knocked back 10 / Mass yards. Movement towards the caster is reduced by 10 / Mass yards if the movement is occurring when the blast hits, structures take 80 points of damage. Casting Cost Type Endurance Notes 30 Normal Normal None Wood Skin– [4] The mage’s skin becomes hard and appears like wood or tree bark. While in operation the mage will get +50% damage points and will have 2/6 of armor. Casting Cost Type Endurance Notes 24 Normal Running None 37 Air Elemental College Description: The character has studied the forces of elemental air. Through his study, the Air Elementalist also understands the fundamentals of weather and its application. Level 1: Wind Worker. The character can predict the weather for the next WIL hours with a roll. Level 2: Atmosphereist. The character can predict the weather for the next 2x WIL hours with a roll. Additionally, the character can increase the Elemental influence of Air in an object with a roll. This will make the object highly resistant to age. Treated objects (not people) age at 1/10 the normal rate. This takes 12 hours and two successful rolls per BLD point of the object (although it is mainly useful for books and the like). Level 3: Aeromancer. The character can actually change the weather with windmill like devices. The character can build Air Towers that are simple mechanical devices (if the character doesn’t have L2 mechanics, he can commission them). These devices, when mounted high enough (30 feet or higher) can calm or enhance the winds in an area. This is a subtle effect but proper placement can give an area (1 mile radius per tower) [WIL-9] PWR Weather Control vs. weather changes. This acts as a –3 to rolls to make it rain (if the towers are configured to produce dry or it can cause a 10% increase in rain over a year in the specified area). Constructing a “Weather Vain” takes 1 week and costs about $200 in materials (plus the tower). The character can otherwise make predictions about wind and weather (predictions are good for 4x WIL hours in advance). Level 4: Air Elementalist. Whirlwind – [Signature Spell: 4] The caster is surrounded by a [WIL-1] POWER Tornado. Air spells may be cast from within it with no negative modifiers. It moves with the caster but may not be created at range. While active the character may move at no more than 4 yards per second (or suffer the effects of the whirlwind himself). Casting Cost Type Endurance Notes Aeromancy – [1] The caster knows what the weather will be for the next 24 hours within a 30 mile radius. This spell will detect any weather manipulation. The duration of the spell is 24 hours so if cast in the morning, the caster will be aware of weather manipulation all day long. The GM should require a perception roll to get data about weather manipulation (a roll made by 5+ will pinpoint the weather manipulating mage). Casting Cost Type Endurance Notes Howling Bolt – [1] The caster throws a howling bolt of wind. It strikes for 6 points of Impact damage and acts like a 6 POWER wind jet, knocking the target back 6 / Mass yards if it hits by 4 or more. Casting Cost Type Endurance Notes Whispering Wind – [1] Two or more mages with this spell running can communicate with each other within a range of WIL2 miles (use the lowest of the WIL’s. Each will hear the speaker’s voice seeming to whisper along the wind. Casting Cost Type Endurance Notes Whirlwind Blast – [1] The character throws a spell that creates a small, violent tornado. Everything within a 2 yard radius of the target point is hit for 8 points of blunt damage (+4 DM) and thrown outward [Mass / 2] yards. If the target’s Mass is 2, he must make an AGI roll (or Acrobatics roll) or fall down. If the target’s Mass is higher than 2, this has no effect. This damage is not decreased explosively. Casting Cost Type Endurance Notes 6 Continuing Walking None 15 Ranged Attack Normal 6 Damage 4 Continuing None None 14 Continuing Running None 38 20 Ranged AOE Attack Normal Wind Leap – [1] The caster performs a ‘wind assisted leap’ (8 REA Long action) moving [WIL / Mass] yards straight up or 2x that distance as a long jump. Keeping the spell going cost Walking Endurance. Jumping still costs it’s normal 1 Endurance. Casting Cost Type Endurance Notes 8 Movement Normal None Wind Storm – [1] The caster is surrounded by ambient high winds. Casting this may add +1 or +2 to Intimidation attacks at the GM’s discretion. More importantly, projectile attacks that are physical (but not pure magical attacks) are at –3 to hit due to weather modifiers. Other wind spells are not effected. The radius is 4 yards and the effects are centered on the caster. Casting Cost Type Endurance Notes Zap – [1] The caster throws a small bolt of lightning for 9 damage. Casting Cost Type Endurance Notes Zephyr’s Embrace – [1] The caster floats to the ground from some height. While the spell is running, the caster, and up to +2 Mass will fall at 1 yard / sec. This cannot be used to go up or even hover but it will break a fall. Casting Cost Type Endurance Notes Call Rain – [2] The caster can try to summon rain. This is not guaranteed to work. For each hour the caster spends casting the spell, he makes a WIL roll vs. the GM assigned “dryness” of the area. For most areas, this is 10. For deserts, it can be as high as 20. When the caster is ready (the GM may wish to keep the success of each hour secret) the player rolls. For each point the roll is made by, a more powerful storm comes within 24 hours. A roll made by 0-4 will be a nice rain. A roll made by 5-9 will be a powerful deluge. A roll made by 10+ is a catastrophe and will result in flooding (a roll made by 9 will result in flooding too—but not high winds). Dispelling the storm is done by casting the spell and rolling against the original success. While the caster is concentrating, he cannot eat or sleep. Casting Cost Type Endurance Notes Call Winds – [2] The caster summonses strong winds (usually for a sea voyage). On a battlefield level, this can give a –1 to all missile combat. To make the roll the caster uses the same procedure outlined in Call Rain. If successful, the winds will come. The roll determines the time they last: 4 hours, 12 hours, or 24 hours. The GM should assign a danger factor if the roll is made by 8+ (crew may be blown overboard, the ship might run aground, etc.) Casting Cost Type Endurance Notes Electrocute – [2] The caster transmits massive electric shock through his touch. The caster must grab a target and then cast the spell. Once cast, the character may repeat the shock with the same to-hit damage modifier and another Damage Modifier roll for a 5 REA Medium action. The Electrocute does 16 points of electrical damage for each shock. If the character spends a turn without shocking or his grip is broken, the spell ends. Casting Cost Type Endurance Notes 9 Movement Walking 20 Summon None None 20 Summon None None 14 Ranged Attack Normal None 4 Continuing Running -3 to hit 39 20 HTH Attack Normal Icy Wind – [2] A blast of freezing air and ice comes from the caster’s hands. Targets will be “flash frozen” by the blast. A target that is hit takes 8 damage, but, if the damage is completely stopped by natural armor, the target will still suffer ¼ final damage because of the extreme cold. If the target is wearing metal armor, it may seize up: if the final damage roll (roll plus to-hit modifier) is 20+ the target will be held immobile until a Break Grab move is made. The strength of the grab is 11 plus 1 per point of defense of worn metal armor above 4 (so chain mail is a 12 STR grab and normal plate mail is a 13 STR grab. Casting Cost Type Endurance Notes 13 Ranged Attack Normal 8 Damage Lesser Arc – [2] The caster unleashes a blast of chain lightning, which arcs between potential targets in a given area. When thrown, if it hits its target (or misses by up to –2), it has a 12- chance to hit any other person (or large object) within 4 yards of the original. The lightning does 4 points of Lightning damage (metal armor is halved, -1 to CON rolls). At the end of the rolls, the character checks for ‘continue.’ Make a Spell Roll at a cumulative –2. If rolled, at the end of the turn, it does another round of strikes. Casting Cost Type Endurance Notes 24 Ranged Attack Normal 4 DMG Thunderbolt – [2] The mage hurls a powerful lightning bolt at the target. It strikes for 18 points of electrical damage Casting Cost Type Endurance Notes 30 Ranged Attack Normal None Updraft – [2] The spell creates an invisible column of air that will lift the caster. It acts as temporary Wind Flight, propelling the caster directly upwards at 12 / Mass yards per second (acceleration). The updraft is 4 yards in diameter and, when the spell is cast it takes 1 second to appear (anyone in the area will feel the wind starting). Anyone caught in the updraft must make an AGI roll at –3 (or a Air Elemental College skill roll at no negative) to maneuver. Casting Cost Type Endurance Notes 32 Continuing Sprinting None Air Shield – [4] From the caster’s hands come a powerful, roaring, blast of air. While running, the character has a block as per Spell Shield each turn. Additionally, anyone who is blocked by 4 or more than the caster required suffers a 6 point Wind Blast (knocked back 6 / Mass yards). Casting Cost Type Endurance Notes 18 (+8 ST per turn) Blocking Attack Sprinting 6 PWR Wind Blast Blizzard – [4] The magician calls a destructive ice storm on a given location. When the spell is cast, the caster makes a WIL roll against the GM assigned “hotness” of the area. For each hour the caster concentrates, and successfully makes a WIL roll against the area, the final roll is at +1. When the final roll is made, the caster picks a target within WIL miles and the storm will form on that area (the GM may call for a WIL roll to land it on target—for each point the roll is missed by, the storm lands one mile out and moves at 5 miles an hour towards the target). The radius of the storm is ¼ mile for each point the roll was made by. • 0-3: Light effects (mild snow, freezing rain, temporary freezing temperatures). Duration is 1 hour per point the roll was made by. • 4-6: Medium Effects. Snow, Hail, ice. Traffic will be disrupted. Exposure may be dangerous. Duration is 2 hours per point roll was made by. Winds will damage lightly made structures. • 7-9: Heavy effects: Streets are blocked, exposure will kill. The winds will damage moderately heavy structures. • 10+ Catastrophic: Even heavy structures may be destroyed. Casting Cost Type Endurance Notes 40 Summon None None 40 Call Lightning – [4] The mage directs a lightning bolt (actually several) from the sky. When cast, the mage makes a WIL roll and the bolt will appear Roll – 20 yards later. This spell will call lightning out of a clear sky (the charge comes from clouds in the elemental plane of air). The range modifier for the attack is –1 per 50 yards but the bolt is inaccurate. Anything smaller than a house is at –5 to be hit, if it’s still in the same place when the bolt comes down. On the positive side, the bolt hits for 400 points of electrical damage. Because the bolt is actually several bolts, targets within a 10-yard radius of the strike of the main bolt will take 200 points of damage each. Targets within 20 yards will have a 9- chance of being hit by a bolt for 30 points of electrical damage. These bolts cannot be blocked within the 10-yard radius. Casting Cost Type Endurance Notes 60 Ranged Attack Normal None Lightning Orb – [4] The lightning orb is a crackling ball of electricity. It is unleashed as a ranged attack and moves at 40 yards / second (striking most targets instantly). It hits for 20 points of electrical damage. Along the path of its travel and at the point it strikes, it will lash out with smaller lightning bolts which have a 12- to hit any target (14- if the target wears metal armor) and hit for 12 points of lightning damage. The radius of these smaller bolts is 3 yards to either side. Casting Cost Type Endurance Notes 40 Ranged Attack Normal None Tornado – [8] The caster creates a massive tornado that can be used to wreak havoc. The tornado has a radius of 20 yards, travels at 20 miles an hour, and has a 200 STR. When summoned, the caster must remain motionless while directing the tornado—he must also direct it within line of sight (so he cannot be completely enclosed and is better off high up). The tornado takes 20 minutes to form (and its formation will be apparent). After formation, it lasts so long as maintained. It moves on the caster’s turn as an 8 REA Long action. Casting Cost Type Endurance Notes 60 Continuing Running None 41 Water Elemental College Description: The character has studied the forces of elemental water. The mage can manipulate the essence of water wherever it may exist. The Water Elementalist is often more at home in the seas than he is on land. Level 1: Water Wizard. The character can locate water with a RES +1 roll. This gives +3 to survival rolls if the GM rules that finding water is a major hardship. Level 2: Mere Magus. The character can extract water from objects and the air. With 1 hour, the character can preserve meats, desiccate plants for storage, and extract drinkable water from the air (this is at –3 or worse in a desert). Level 3: Hydromancer. The character has a special relationship with the sea. A roll will predict the weather (WILx3 hours ahead) at sea and will allow navigation rolls to be made at +2 if the character makes his roll. A roll will also allow the character to identify and locate (or avoid) sea creatures. Level 4: Water Elementalist. Manipulate Water – [Signature Spell: 4] The mage can control masses of water with his will. After paying the basic cost, for each spell point the mage puts into the spell, it acts as 1 POWER of Water Control (up to a maximum PWR equal to the mage’s WIL+2). The endurance cost for this is Walking if the character uses 1/3 or less of his Long Term mana, or Running if the character uses more than 1/3 of his Long Term mana. Casting Cost Type Endurance Notes 12 + PWR Control Varies None Create Water – [1] The mage can create enough water for one person to survive on for one day. Casting Cost Type Endurance Notes 24 Create Normal None Dry – [1] The caster can make a target dry. This will not desiccate a target—the water simply evaporates—but it will dry off a person completely and thoroughly. If cast quickly, it will save drenched electronics. Casting Cost Type Endurance Notes 6 Transform Normal None Extinguish – [1] The caster can extinguish flames. The spell will reduce the damage done by a fire by 8 points per casting. If cast one-after-another, at least twice a second, the effects will be cumulative. This can be cast as a blocking spell using the caster’s Spell attack skill –1 as the block (against fire attacks only). A successful block will reduce the damage done by the fire attack by 8 points. It blocks ranged attacks at no negative. Example fires: Candle 1pt, torch 2pts, campfire 4-6pts, bonfire 8-12 points, burning building 12 points per 2 cubic yards. Casting Cost Type Endurance Notes 2 Ranged Attack / Block Normal Blocking Fire Water – [1] The mage can bring the forces of Elemental Water into conflict with the natural process of evaporation such that water seems to burn. Burning water gives off an eerie blue glow (deeper and stronger than alcohol) and produces heat and light as a normal flame. It will set other objects on fire (the heat is real) but objects in the water itself, will be warmed, not burnt. A pot of water produces the heat of a campfire. Each gallon of water will burn for 4 points of damage (heat) so long as the spell last. The basic spell point cost will ignite 1 gallon, more water can be ignited for +1 spell point per gallon. The damage will not stack, the most a large quantity of burning water will do is [WIL –3] damage. A gallon of water will burn out in an hour, evaporating. More water can be added to keep it going. Throwing dirt on Fire Water will quench it. Boiling the water with fire will evaporate it faster. A “vial of fire water” can be prepared so that the mage casts it and then throws the bottle. This will do 4 points of “heat” damage and the bottle must be roughly 1 quart’s worth. Casting Cost Type Endurance Notes 5 + 1 per gallon Transform None None 42 Pressurize – [1] The mage can survive “crushing depths.” This takes time to pressurize (but none to decompress). If the mage is Aquatic, then the spell is permanent. Otherwise, it has Walking endurance cost. Casting Cost Type Endurance Notes 16 Transform Walking None Sing to Fish – [1] The character can increase the output of fishing by 100% per hour that this spell is active. If this is done at sea, however, the caster may attract a large hostile sea creature on a roll of a 17+ (GM rolls secretly each hour). Casting Cost Type Endurance Notes 14 Attract Fish None None Sonar – [1] The mage uses “magical sonar” to sense things underwater. In the air, it will allow the character to see in occluded areas (smoke and fog) at a –3 perception roll. Underwater, it acts as dark vision with the added bonus that more than one mage using this can communicate over hundreds of yards with quick “chirping” sentences only spell users understand. If a mage knowing this spell is spoken to in this fashion, he will understand—to speak back, he must cast the spell. Casting Cost Type Endurance Notes 12 + Transform Walking None Airy Bubble – [2] The caster creates a bubbly sphere of breathable water. People and animals within the sphere may breathe whichever atmosphere they normally do. The size of the bubble is 4 yards, +1 yard radius per 4 points paid at casting time. Casting Cost Type Endurance Notes 20 + Transform Walking None Breathe Underwater – [2] The caster can breathe underwater. So long as the spell lasts, the character can move in water at his normal land speed and breathe normally. Casting Cost Type Endurance Notes 16 Transform Walking None Magician’s Tentacles – [2] While running, the mage, if submerged or within 5 yards of a sufficiently large body of water (GM’s call), can control water to act as tentacles. The tentacles are 8 yards in length and are almost invisible underwater. They act as [WIL+1] STR TK. Their Offensive Grapple is [WIL-5]. Casting Cost Type Endurance Notes 24 Create Tentacle Walking None Purify – [2] The mage can purify 1 gallon of water per casting, +1 gallon per spell point. Casting Cost Type Endurance Notes 8+ 1 per gallon Transform Normal None Aquatic – [4] When the spell is cast, the mage, essentially, becomes aquatic. Casting the spell takes 1 hour. Until the spell is uncast, also taking an hour, the character breathes water (as per Breathe Underwater) but will suffocate on land. The character moves normally underwater—but cannot see in pitch black or survive crushing depths. On the other hand, the character will not suffer hypothermia. If the character wishes to act normally on land, he may cast Breathe Underwater and, while the spell runs, breathe air. Casting Cost Type Endurance Notes 30 Transform None None Water Cannon – [4] The mage fires a blast of water that acts as a [WIL-5] PWR Water Cannon. This may be continued as a streaming attack for 12 mana each turn after the first turn. Underwater, the PWR is mage’s WIL+3. 43 Casting Cost Type Endurance Notes 24 Ranged Attack Sprinting None 44 Void Elemental College Description: The fifth of the Elemental Colleges, the Void Elemental College is the “essence” of non-being. A mage cannot know all 5 colleges and in order to know any Void spells at all must know three other Elemental Colleges. Level 1: Zed. Study of the void gives the character intuitive knowledge. On a WIL-10 roll, the character spontaneously learns small but useful information when confronted with an intractable problem. Level 2: Null Magus. The character can enter a trance (3 REA Short action to start and to maintain each turn) which gives him +1 to his WIL rolls. He may take no action whatsoever while in the trance. Level 3: Nihlologist. The caster can blank his mind. While in the trance state(3 REA Short action to start and maintain), he gets +2 to all WIL rolls but can take no action whatsoever. Level 4: . Disintegrate– [Signature Spell: 4] The caster fires a ray of gray nothingness from his hand. This hits as a [WIL-4] PWR Disintegration beam (Penetrating damage attack that automatically penetrates bio-armor and halves worn armor. It disintegrates inanimate objects as per the ability). This costs 4 Endurance to fire. Targets killed or “destroyed” are not turned to dust, but instead are taken into the void. Casting Cost Type Endurance Notes 24 Ranged Attack Normal None Strip – [1] The character passes his hand over an object or sheet of paper. The spell will “cleanse” objects (sucking small particles into the void). This will strip paint, dust furniture, remove glue from stickers, erase ink off of paper, take tape body outlines off of sliding glass door before you leave your apartment for good (and your roommate warned you about it), etc. Casting Cost Type Endurance Notes 8 Clean objects Walking None Bolt of Void – [2] The caster fires a bolt of almost transparent churning want of being. It strikes as a [WIL-9] PWR Disintegration beam (automatically penetrates bio-armor, halves worn armor). This costs 2 Endurance to fire. Casting Cost Type Endurance Notes 16 Ranged Attack 2 None Ignore – [2] The caster simply wills an attack into non-being. This is only used to block ranged attacks and it functions as a Large Spell Shield. It may cast for 0 REA since the caster simply “ignores” the attack. The caster makes a blocking roll at no positive modifier against the attack. Even explosive attacks will cease to exist. Objects larger than 1 pound may not be blocked this way. Casting Cost Type Endurance Notes 20 Block Normal Blocking Pool of Void – [2] The caster opens a semi-permanent rift of void in the ground (or other container—like a well). The void may appear as churning blackness, rolling, liquid blind spot, thick gray fluid, billowing “mist of nothingness,” etc. When created (taking 8 hours of meditation) it makes other Void spells easier to cast, producing 5 Long- Term mana per hour, useable within a 4 yard radius. It has its hazards: anyone drawing from it must make a WIL roll. If the roll is failed by 3 or more, a void tentacle will erupt from the pool and try to grab them. Other strange effects may occur over time as objects or things may “wash up” on the shore. The structure around the void pool will require about $50 of upkeep per month or it will decay and the pool may spread. Stepping into the pool will unleash a void tentacle against the person touching or entering it. The major use for this is as a “garbage disposal” (especially for troublesome artifacts and dead bodies) than as a power source or combat spell. Casting Cost Type Endurance Notes 30 Create Void Pool Normal None 45 Trolling the Void – [2] Everything that is consumed by the void may still exist—somewhere. The caster can “fish” for items others have condemned to the void (most will be angry living combatants, but hey, you can’t be choosy. When the spell is cast, the caster makes a WIL roll and meditates for 1 hour per point the roll is made by. When the time is over, the caster will lose 2 points of endurance per hour meditated. This endurance can only be regained by 8 hours of sleep. Each hour, the caster has 1 2- chance of getting something from the void. The GM determines what it is. Mostly these will be random objects—but they can come from anywhere, any time. This is one of the “void study” spells magicians cast when doing magical research on the void. It should not be misconstrued as a treasure hunt. Luck and other magical enhancers don’t work for this, and usually the items returned will be under 1 Mass and won’t be valuable. Try the below table for some attempts: 0-4: Valuable piece of technology or magic from another time or a far removed alternate reality. 5-8 : Semi-valuable piece of tech or magic from a “similar” alternate reality. 9-10: Random “normal” object. 11-12: Random “normal object with some minor difference about it (dollar bill with Adams on it). 13-14: Personal artifact (diary, etc.) 15-16: Dangerous object or being (radioactive bullets from gulf-war, cloud of mustard gas, etc.) 17-18: Very dangerous object or being (assault robot, minor daemon, 5 void tentacles). 19-20: Caster goes into the void! Something that looks like the caster, has his memories, and has the stats of a Major Daemon replaces him. This Voidling will assume his identity for WIL days after which he might be returned at Serious condition or . . . might not. . . Anything is possible. Casting Cost Type Endurance Notes 35 Ranged Attack Special None Void Pocket – [2] The caster maintains a “pocket” of stable void nearby him. This “Extra Dimensional Space” is a sphere of WIL inches radius. When the spell ceases to function, whatever is inside falls out into reality. Opening and closing the pocket is an 8 REA Long action. Objects inside are cold, the area is dark, but they will not be molested. The pocket appears as a gray sphere into which objects may be dropped or the caster may reach in to retrieve them. Casting Cost Type Endurance Notes 12 Create Pocket Walking None Wisdom of the Void – [2] The void exists between all places and all times and the caster can project himself into it (mentally) in a search for knowledge. This is hazardous and often pointless (the caster returns exhausted and half-mad with a recipe for blackbird pie involving some materials that don’t exist in his world). If the character has the points to learn a skill (trivial skills count) he may attempt a void journey. This takes 1 week of preparation and either a WIL roll made by 5 (mediation helps) or $300 worth of herbs and drugs. When the caster goes in, he gambles a certain amount of points and rolls on the table below: 0-5: Caster gets Hard Skill from another time (1-2)/ dimension(3-4)/ or both(5-6). 6-9: Caster gets Normal Skill from another time/dimension/both 10-11: Caster gets Normal Skill from this time/dimension 12-13: Caster gets Hard Skill from this time/dimension 14-15: Caster gets Trivial Skill from this time/dimension 16-18: Caster gets Trivial Skill from another time/dimension/both 19-20: Caster learns random fact from another time/dimension/both (and loses the points!) Hard Skill Type: 1-2 Combat Skill, 4-6 Non-combat (science) Normal Skill: 1-Magical, 2-3 Area of Study/social, 4-Military, 5-Street Skill, 6-Professional Alternate Reality: 1-4 Near (close to this reality), 5-Far (very different), 6-Very, very far (totally different: 1 PWR to madness roll). Alternate Time: 1-Lower Technology, 2-4 about the same technology, 5 greater technology, 6 much, much greater technology (+1 PWR to madness roll). 46 When the caster returns he will have spent WIL-4 endurance and this will only be recovered by 8 hours rest. Furthermore, he suffers a Madness attack at PWR 10 +1 point per point gambled (maximum of PWR 16). If he acquires a defect it will be in the manic use of the skill. Note: while a medieval caster may acquire technical skills, he won’t have the rest of the background necessary to implement them. He may know all kinds of things about electronics but won’t have a blue-print on how to advance the technology. This rule may be waived if the caster gambles a Level 4 skill. The minimum gamble is .5 points (resulting in a Level 1 skill). If the caster studies the skill later, more points may be put in but this should happen slowly. The GM is free to rule that nothing useful comes out of this if he wishes (hopefully he will return the points) as mage might do this for decades without learning something that even could change the world. Casting Cost Type Endurance Notes 45 Acquire Skill Special None Sphere of Void – [4] The target is encased in an egg-shaped area of void—it then vanishes. This acts as a Banish attack at [WIL] PWR. Casting this costs 2 endurance. Casting Cost Type Endurance Notes 32 PWR vs. STAT 2 PWR is WIL Tentacles of the Void – [4] The caster opens a “blind-spot” in the air and angry-tentacles of non-being come out. The caster gets 2 tentacles, +1 per 8 Mana (Multi-Cast). The tentacles will last until they either grab something and return it to the void or the mage discontinues the spell. The tentacles are 4 yards long and have grapple scores of 9. Once a person is grappled, the tentacle will then attempt to win a Major Success to pull the hapless victim back into the void (gone . . . forever?). The tentacles take no damage from physical attacks, roll to hit on a 13-, and will target only animate beings (if they miss or don’t detect anything, though, they will grab random items and pull them in). This is a terrifying spell—and very noisy as the void-hole howls and sucks in air too. They will grab the caster if he is within range! Casting Cost Type Endurance Notes 45 +8 per tentacle Ranged Attack Sprinting None Void Walker – [4] The character vanishes into the void that exists around and within everything. While he pays endurance he may choose not to reappear and “move” anywhere within walking distance. He cannot see the “real world” but may make MEM rolls to remember to move to exact locations. When the spell is dropped, he reappears. Coming and going is an 8 REA Long action. This is sort of similar to Teleport except that the caster moves at walking speed and has “hang-time.” The most a caster can take is +1 Mass above his own. Appearing in a solid object acts like teleporting into it, but the caster will know if this is about to happen (so walking through a massive cave wall won’t work, but if the caster chooses to reappear in a room, even a cluttered one, it won’t be a problem). It is also important to note that the caster cannot see the landing area prior to touch-down. Casting Cost Type Endurance Notes 30 Movement Sprinting None 47 Summoning Description: The mage can summon creatures from the ether. These beings spring forth from apparent nothingness and can perform various services or tasks for the summoner. Not all summoned beings are necessarily safe or inclined to serve the caster though . . . Level 1: Invoker. The character is familiar with the theoretical basis of summoning. These rules assume that there are “pocket universes” that co-exist with the one the players are in. Things live in these universes and can be called forth. Humans cannot go there except via magical means and usually cannot escape once there. These universes are strange beyond comprehension to our universe and are not pleasant places to be. Level 2: Conjurer. The character knows the “First Echelon” hierarchy of names in the summoning realm. This means that the character recognizes names of the beings that have can either be summoned or have the greatest impact on their universe (the most common beings). Level 3: Summoner. The character understands something about the motivations of creatures from the other universes (and can better bargain with them). This takes the form of knowing what weird or unusual trinkets the summoned beings might want (the tooth from a seventh son of a seventh son) and may allow unusual bargains. Also, the character knows “Second Echelon” names and secret names of the truly powerful beings (or the very rare beings) from these other universes. Level 4: Evocator. Named Daemons: If the character has a Summon Named Daemon spell, he must also purchase a Trivial skill for each Daemon he means to summon. These skills are learned from ancient tomes, forbidden books and other exotic sources. They have the following effects: Summon Named Daemon (Major or Minor) Trivial, MEM Description: The character knows the name and ritual of a Minor or Major named Daemon. This skill, in conjunction with the spell Summon, will allow the character to call it forth. Level 1: The character knows the common name of the Daemon and something about its basic, common appearance. This is the minimum necessary to summon the Daemon. Level 2: The character knows the secret name of the Daemon. A successful skill roll at the time of summoning will negate 1 point of Indomitable the Daemon has. Level 3: The character is an expert in the Daemon. A skill roll at summoning time will negate 2 points of Indomitable and will give the caster words to say to get the being’s attention. This is often crucial to talking to a Daemon since, while it will not prevent the being from attacking if free, it will allow the caster to open more diplomatic communication if the being is contained. This skill also gives clues about what the specific being might favor. Level 4: The character knows some of the True Name of the Daemon. Rolls to control the Daemon are at +2 and this ignores up to 4 points of Indomitable the Daemon may have. The character knows very well what sorts of exotic items or knowledge may entice the Daemon to do favors. At any rate, in combat, once, the character can speak the piece of the True Name he knows, and Daze the Daemon. This works once per summoning and is a 5 REA Medium action, requiring a successful skill roll. Mage’s Guardian – [Signature Spell: 4] The Mage’s Guardian appears as a darkly handsome 4 armed man or woman. Their eyes glow with a red or white light. If a guardian is killed, the mage loses 2 experience points (i.e. may not cast the spell again until the points are paid). It will do the caster’s bidding. They use neither armor nor weapons (if dressed with armor, their skin will lose it’s magical protection). Only one may be summoned at a time. This is a safe creature. It will last until dismissed. STR 13 BLD 10 CON 12 / 21 DP REF 12 INT 11 Strike: 7 Penetrating Damage, Grapple score 9/7 Armor 4 / 8 Dark Vision, Heal caster 6 points once per day. Etiquette L2 13-, Street Fighting L2 14-, Stealth L2 13- Casting Cost Type Endurance Notes 24 Summon None None 48 Cloud of Insects – [1] The mage can summon a cloud of insects. These must be harmless, but may be annoying (flies, roaches, etc.) It is a simple spell, but one that exist in hundreds of variations. Each variation is a separate spell. The cloud can include about 30 – 100 insects (depending on size) and will give anyone in the cloud a –1 visual perception modifier (it will quickly disperse). Usually, the cloud is created within reach of the caster, and moves away from him. The insects are sterile and cannot be valuable. Casting Cost Type Endurance Notes 15 Summon None None House Keeper – [1] The House Keeper looks like a ½ yard diameter fuzzy black ball of hair that has two black over-sized chicken feet extending from the bottom. When summoned, the House Keeper will clean an area roughly the size of a house. It is sort of shy in that it will hide in dark corners, under stairs, etc. If cornered, it will flee but it has an unsettling history of attacking children. It cleans by using it’s fur to “suck up” dirt (not by magically cleaning things). It will remain in an area until dismissed or until sundown (but there are legends that House Keepers get stuck and may remain in a place forever—sometimes becoming dangerous). STR 8 BLD 5 CON 11 / 6 DP REF 10 INT 8 Claw attack for 2 Pen Damage on 11- Casting Cost Type Endurance Notes 12 Summon None None Organizer – [2] The Organizer is a small bronze colored imp-like being (9” tall) that is dedicated to keeping an area neat. It cannot speak (it spouts quiet gibberish sometimes) but it can read and can alphabetize books, stack pencils, clean up spills, etc. Its area is approximately 8 yards on a side. It will stay out of the way and it does not need to be fed or otherwise occupied. The danger with the organizer is that something will go wrong and the area will get too dirty. If a bookshelf falls over, some pitcher of juice spills over several books, or something just really messes up the area (a sword fight) the Organizer may go berserk. It has the stats of the Imp in berserk form. Casting Cost Type Endurance Notes 15 Summon None None Summon Imp – [2] An Imp is a mischievous being that can be summoned to do a caster’s bidding. When called forth, the caster holds a small degree of power over the Imp: if the Imp is dismissed and the caster is angry, the Imp will suffer (at the hands of its extra dimensional masters). This does not terrify the Imp but makes it more likely to obey. Furthermore, the Imp can be dismissed instantly as a 5 REA medium action. The GM can make a roll and if the roll is a 19 or 20, the dismissal will fail. The odds are low so the Imp is unlikely to attack the caster since he can just get rid of it. Imps appear as small red sexless humanoids with tails and black eyes and wings. They cannot turn invisible but have good senses and a high Stealth roll. Imps are cowardly, will try to harm the caster in some non-obvious manner, and cannot be trusted very far . . . but they make decent spies. Imps are not Daemons, but there is a Trivial skill associated with their summoning. Because Imps vary greatly, and have a wide range of skills and abilities, the more a caster knows about the nature of Imps, the more successful he will be in getting the Imp he wants. Below is the Random Imp Generation Table, and the trivial skill. Basic Imp STR 12 BLD 5 CON 12 / 12 DP REF 12 INT 10 Winged Flight 8 yards / second Claws +1 Penetrating damage (3 points) hit on a 13- Perception Roll +3 (and perfect night vision) Stealth L3 15-, Shadowing L2 13-, Lock Pick L2 13-, Sleight of Hand L2 13-, Traps L2 13- 49 Random Imp Table Body Type 0 – 9 Ectomorph (tall, skinny Imp) +2 Stealth, -2 STR 10 – 12 Mesomorph (basic Imp, muscular) normal stats 13 – 20 Endomorph (short, obese imp) +4 BLD, -2 Stealth –1 REA, +1 STR Imp Skills Skill Level 0 – 4 Hard Science Skill at RES +1 0 – 4 Level 3 5 – 9 Craft Skill at RES +2 6 – 15 Level 2 10 – 11 Street Skill at RES +2 16 – 20 Level 1 and roll another skill 12 Area of Knowledge at RES +2 13 – 14 Social Skill at RES +2 15 – 16 Military Skill at RES +2 17 – 19 Combat Skill at AGI or COR +1 20 Exotic Skill (L3 Combat Skill, Science skill, etc.) at RES +2 Unusual Imp Physiology 0 – 3 Fire Breathing Imp! 9 damage, once every 2 turns, hits with COR 4 – 6 Spiky Tail Imp 5 damage, -1 to be blocked, hits 13- 7 – 14 Nothing Special 15 Armored Imp 2/4 Armor 16 –17 Phosphorescent Imp: glows in the dark, gives off light like a good lamp. 18 –19 Third Eye Imp: can see magic and invisible things. 20 Combat Imp: puffs up to +2 STR, +5 BLD, hits on a 15-, makes 1 attack per turn for 4 REA, has 3/6 armor. May attack caster if insulted! (Looks normal to begin with). Expanding is a 5 REA Medium action. Unusual Imp Coloration and Caste 0 – 4 Purple “Noble” Imp: Imp is a Level 1 Apprentice with Fire or Air magic! They argue or battle with Royal Imps on sight. 5 – 7 Yellow “Scribe/Bard” Imp: Imp has +2 Memory and L2 Writing. It will compose insulting songs and limericks about the caster. It will also know assorted dirty jokes. Showmanship L2 13-. 8 – 14 Red “Common Imp”: No change 15 – 16 Green “Worker” Imp: The Imp has +1 STR and is well suited to physical labor (can perform simple handy-man duties.) 17 – 19 Dark Blue “Royal” Imp: Imp is a Level 1 Apprentice Mage with Imperial College or Elder School spells. They argue or battle with Noble Imps on sight. 20 Gray “Tinker” Imp: The Imp has an innate understanding of common technology. It has L3 Mechanics and will tinker with any device, assemble strange machines, etc. Even the Imp can’t say what they do, but they are often troublesome. In high-tech games, this will be considered a “Hacker” Imp. Imp Skill Trivial, MEM Description: The caster knows how to summon the Imp he wants. At the higher levels, the caster can modify all lower level table rolls. Level 1: The caster can, with a successful roll, modify the Body Type by 2 in any direction. Level 2: The caster can, with a successful roll, modify the Imp Skill roll by 2 in any direction. Level 3: The caster can, with a successful roll, modify the Unusual Imp Physiology roll by 2 in any direction. Level 4: The caster can, with a successful roll, modify the Unusual Imp Coloration Table by 2 in any direction. Casting Cost Type Endurance Notes 20 Summon None None 50 Summon Minor Battle Beast – [2] The mage may summon a minor battle beast. When created, the beast must be given a target and it will appear within 4 yards of the caster. It will then attack under its own power. Each creature the character knows how to summon is a different spell. These are not intelligent creatures, they will not otherwise obey the caster—but they are fairly fearless. As a 5 REA Medium action, the caster can dismiss any such summoned beast. As these are different, the player may decide exactly what kind of creature he summonses and pick the basic body from table A and the listed number of abilities from table B. The GM is invited to make his own variations. They strike at REF +1 in HTH combat for 5 REA. They dodge at REF +1 for 5 REA. Table A Table B Basic Body – small dog size (3 abilities) Flight 8 yards/sec STR 8 BLD 4 CON 12 / 9 REF 13 INT 6 (12 WIL) -3 DP Basic Body – large dog size (2 abilities) Poison Sting: 8 Base Dmg, STR 11 BLD 7 CON 12 / 12 REF 12 INT 6 (12 WIL) 12, 14, or 16 PWR Each increase counts Basic Body – huge dog size (1 ability) as 1 ability. Sting is 1 STR 12 BLD 12 CON 12 / 15 REF 11 INT 6 (12 WIL) damage, 5 Penetration value. Strong Bite: STR – 2 OFF Grapple. 6 Penetrating damage bite (5 REA). Counts as 2 abilities. Bite: STR–4 OFF Grapple. 4 points penetrating damage per 5-REA bite. Tentacles: +4 Grapple at Long reach range. Can squeeze for Base Damage +1. Armored Shell: 4 / 8 Armor. Counts as 2 abilities. Armored Scales: 2 / 4 Armor. Special Senses: Perception roll of 15- to find invisible targets. Can see normally in the dark. Tusks: Strike for basic damage +2 penetrating. Medium reach. Lashing Tail: Strike at Long Reach. Strike is Base Damage +1 (min of 3 points) Penetrating. Pincer: Grab attack at medium reach with a STR – 6 Grapple. Strike does 5 points penetrating damage. Once hit, the beast can squeeze for 5 REA using the same to- hit roll (as with a bite). Example 1 Killer Spider Small Body, Climbing, Level 2 Venom Snapping Lizard Small Body, strong bite, armored scales. Land Octopus Large Body, Tentacles. Huge Deadly Wasp Medium Body, Flight, L1 Venom “Assault Mollusk” Medium Body, Armored “scales”, pincer Vicious Wolf Medium body. Running body, bite. Miniature Dragon Small body, flight, scales, bite Giant Scorpion Small Body. L2 Venom, Lashing Tail “King Cobra” Small body, L3 Venom. Giant Scary “Bug” Medium body. Flying. Tentacles. Small “Air Shark” Small Body, Flight (no wings), Strong Bite. 51 Climbing: (not available to largest size). Moves up walls at normal speed. Running Body: double ground move speed. Casting Cost Type Endurance Notes 25 Summon None None Summon Named Minor Daemon – [2] Like the Named Major Daemon, this spell summonses a malevolent creature from an alternate reality. Each one is a separate creature (and the caster has to know the spell that includes the name). These beings cannot be threatened by physical force, if physically destroyed, they just go away. They are dangerous, and, when summoned, will try to take the caster back to their home reality (win a major success in a Grapple). Once summoned, they cannot choose to return for 24 hours unless they have the caster. Most of these beings have two functions: the first is that if the summoner can control it (Thaumaturgy) it can be a power ally. The second, is that they can teach spells. Their larger brethren can teach spells costing 4 points and above—but they are extremely expensive and risky. These somewhat lesser beings can teach spells costing 2 points and below. A given being will know 3 colleges (the character can determine his choice of being based on what it knows). All Minor Daemons have 2 points of the Indomitable trait that give +2 to WIL rolls vs. being controlled. This can be directly countered by a caster with a high Trivial knowledge skill of the being to be summoned. Learning a spell this way is dangerous: if the protection fails, the Daemon will attempt to take the caster back to its home reality (this is what they most want when summoned). The second problem is that learning spells this way takes several days ([spell cost x 2] minus 1 per point a RES roll is made by (minimum of 1)—the beast must be summoned each day). When the time is over, the caster makes a WIL roll against a Madness attack at PWR 12 + 2x the character point cost of the spell. The daemon can teach the college skill as well, taking 2 days per character point invested. These beings are magicians—but they can’t cast spells in our dimensions. We can’t cast spells in theirs—so they say (no one has ever gone and come back). All their stats are unique. Here are a couple of suggestions: Laglaos The Three-Tongued STR 14 BLD 18 CON 12 / 27 DP REF 11 INT 11, 12 WIL Colleges: Fire Elemental, Imperial College, Elder School Armor 5 / 10 (red, rocky skin) Bite for 11 Penetrating damage, medium reach (big “lizard head”). Grapple Score of 12 Hits on a 13- Claw for 8 Penetrating damage. Hits on a 14- Winged Flight 6 yards / second Tongue Attack: Grapple score of 16, Long Reach, Armor of 4, DP of 15. Tangle Attack. Can attack 3 characters at once this way (no other actions that turn). Gavaros of the Sword STR 18 BLD 13 CON 13 / 24 REF 13 INT 12, 13 WIL Colleges: Necromancy, Air Elemental, Elder School. Can teach Sword skill, Strategy, and Tactics as well. “Night Black Body”: Armor 5 / 16, -4 DM vs. Non-magical attacks +2 Arms (+4 Grapple) Daemonic Great Sword (goes with him): L3, 15-. Ignores 2pts of armor. Night vision (glowing red eyes). Lightning Vision: 12 points of lightning damage on a 14- every other turn. Vlash-Nara STR 16 BLD 9 CON 13 / 30 REF 12 (15 REA) INT 12, 13 WIL Colleges: Earth Elemental, Witchcraft, Astrology Winged Flight: 8 yards / second Enchant 16- (18- vs. males) 52 Armor 2 / 8, -8 DM vs. non-magical weapons. –4 DM vs. magical attack Vampiric bite: Bite damage is 8 points, DP are drained to Vlash-Nara. Character killed this way becomes undead slave to Vlash-Nara. Teleport 30 yards. Turn Invisible (cannot attack while invisible) Casting Cost Type Endurance Notes 40 Summon None None Arcane Steed – [4] The Arcane Steed appears as a black horse—it’s body composed of shadow rather than flesh. Its eyes are fire and it breathes frost. It can run across air (but it cannot increase its elevation). It runs at the speed of a fast horse and will not tire for 8 hours (after which it vanishes). It can fight, but is not well trained (it is not afraid—it simply doesn’t really understand mortal combat). If struck, it will strike back. It will not ram barricades or go anywhere without the rider. If summoned and misused, it will simply vanish. A mage cannot summon more than one per day. STR 28 BLD 70 CON 12 / 70 DP REF 12 INT 6 Run at 9 yards per second Kick for 12 damage. Bite for 9 points fire damage (hit 13-) Casting Cost Type Endurance Notes 40 Summon None None Astral Watchdog – [4] Mystically armed thieves are a danger to society. The Astral Watchdog is part of the answer. It is a spirit presence that hovers “outside reality” asleep until a spell is cast within its realm. The watchdog, like a real dog, is attached to a dwelling (or other building) and lives within its walls. If a spell is cast within 45 yards of the dog and within the dwelling, the dog comes awake. It can materialize as an 8 REA Long action and will attempt to devour the caster unless the caster with the building’s owner. It can also vanish as an 8 REA action and appear anywhere else in the dwelling. It looks like a massive bulldog (head is fully 1.5 feet across) with giant clawed paws. Its lower body is serpent like, spiraling into a “hole in the air.” It only attacks mages. STR 14 BLD 15 CON 13 / 24 DP REF 12 INT 10 Hover at 8 yards / second Bite for 7 damage with a 14- to hit. Acts as a grab of Grapple score of 8. Claws 9 damage, hit on a 13-, 15- in Close Combat Armor: 3 / 6 Casting Cost Type Endurance Notes 50 Summon None None Bookkeeper – [4] The Bookkeeper appears as a 7-foot tall, winged thing that has a long neck, bat-like wings, three-fingered clawed hands, boiling red eyes, and a head like a hammerhead shark. It is gifted with an eerie knowledge of history and books. It is dangerous and, when summoned will attempt to grab the caster and return to its own dimension (Major Success or better on the Grappling table). If it can render the caster unconscious it will return to its home plane with him (for which it gets something it wants). If controlled, it will answer questions for 100 coins (in whatever denomination). These answers can be simple or detailed depending on the nature of the question and the current disposition of the Bookkeeper (an entire book report is easy, detailed instructions on taking over the world are not likely to be forthcoming). It cannot be threatened. Its answers will be truthful (if it knows the answer, but can be a bit cryptic). Once the Bookkeeper has said all it wishes to about a topic, it will say no more (and re-summoning it won’t help). It wishes only to return to its home plane with the caster (others are of no interest to it). For thousands of coin it may be convinced to fight. STR 23 BLD 40 CON 13 / 45 DP REF 12 INT 15 Strike:15 Penetrating damage. 13- to hit. 5 REA Armor: 4 / 8, -4 DM vs. non-magical weapons. History L3 18-, Literature L3 18-, Theology/Philosophy L3 18-, Occult L4 20- 53 Casting Cost Type Endurance Notes 32 Summon None None Buzz Bomb – [4] The Buzz Bomb is a weird insectoid creature that will home in on a target and when it reaches the target it will explode. The bomb flies at 24 yards per second and makes a HTH to-hit roll. If successful the target is hit for 36 points of damage. Otherwise the bomb explodes nearby for 18 points (use explosive rules). The damage has a +4 Damage Modifier. If the bomb is dazed it will also explode. If the bomb loses sight of the target it will continue to seek it (12- perception roll) but if the target is not found after 10 seconds the bomb becomes unstable. It may lay dormant and attack a nearby person, it may turn back on the caster (8- roll), or it may randomly choose another target. STR 6 BLD 3 CON 9 / 12 DP REF 14 16 REA INT 2 To-Hit roll is a 15- Armor 2 / 3 Casting Cost Type Endurance Notes 48 Summon None None Daemon Prime – [4] The Daemon Prime is a favorite battle beast of summoners, powerful, frightening, and relatively safe, the Daemon Prime appears as a 5’9” tall extremely muscular blue humanoid. The creature’s flesh has a weird metallic sheen and it’s eyes glow dark red. From its fingers come sharp black claws. The spell is slightly dangerous. On a failed roll the creature will vanish. If the roll is failed by 5+ it will attack the caster. The Daemon Prime may be multi-cast (more than one can be summoned at once). When summoned they will do one of two things: defend the caster or attack a given target. If a target evades them or is slain, if the caster is still in battle they will randomly assault the caster’s enemies (if this is tricky to determine, use INT rolls). STR 13 BLD 16 CON 12 / 15 DP REF 12 INT 9 Strike: 6 penetrating damage 13- (5 REA) Armor 4 / 8 -2 Damage Modifier from non-magical weapons Casting Cost Type Endurance Notes 30 + 8 per Daemon Summon None None Mystic Sentry – [4] The sentry appears as a 6’ tall metallic humanoid (various models are possible). It will guard a specific item until destroyed. It has a perception roll of 19- for determining if someone is messing with the item. It is an automaton. This spell is dangerous. If the roll is failed the caster gets a random, malevolent creature. STR 14 BLD 30 STA 15 / 60 DP REF 13 INT -- Strike: 8 blunt damage 14- (5 REA) Armor 6 pts (takes no penetrating damage) Casting Cost Type Endurance Notes 40 Summon None None Summon Named Major Daemon – [4] The Named Demon represents one of several large malevolent creatures from alternate realities. Each one is a separate creature (and the caster has to know the spell that includes the name). These beings cannot be threatened by physical force; if physically destroyed, they just go away. They are dangerous, and, when summoned, will try to take the caster back to their home reality (win a major success in a Grapple). Once summoned, they cannot choose to return for 24 hours unless they have the caster. The Daemons, however, follow rules. They will keep their word as given (but this is rare). More likely they will have to be cajoled into helping. They cherish things like “the innocent,” large amounts of gemstones, promises of servitude at a later time (which they have diabolical ways of collecting on), and Golden Age comic books. Knowing what unusual artifacts a daemon likes is half the battle of summoning one. If a daemon is “freed” (summoned and not controlled) it will likely wreak havoc and run amuck for 24 hours before vanishing with someone it likes. 54 All their stats are unique. Here are a couple of suggestions: Gor-Ma-Gog STR 26 BLD 40 CON 13 / 45 DP REF 12 INT 11, 12 WIL Claw 15 points of penetrating damage. 13- to hit. 5 REA Punch for 22 points of Impact Damage Armor: 4 / 8, -4 DM vs. non-magical weapons. POWERS Breath Fire Ball for 18 points of damage (explosive) once every three turns 14- Immunity to Fire Winged Flight 15 yards / second Tail that can grab at long range with a 12 Grapple Cthaagos STR 18 BLD 30 CON 13 / 45 REF 13 INT 12, 13 WIL 3 Tentacles: Squeeze for 14 damage, Grapple of 28 Winged Flight 10 yards / second Armor 6 / 9 -2 DM vs. non-magical weapons POWER: Grant Mana. It can choose to give up to your mana+30 Long Term Mana that last until used. The extra ones are used first. Invisibility (not in combat) Terror when first seen on a 13- Kossogoth STR 16 BLD 60 CON 13 / 60 REF 11 (15 REA) INT 9, 14 WIL Stretching up to 20 yards. Grapple of 30 No armor, -5 DM from non-magical weapons. Pseudopodia hit for 13 points of “burning acid damage” with long reach. If they hit, the grab with an 8 Offensive Grab. Each turn it holds someone it can burn them with the same to-hit roll for 5 REA. Darkness field: -3 perception modifiers for 8 yards around it Body of “Acid” (Body of Fire) 18 damage. Casting Cost Type Endurance Notes 40 Summon None None Whisper Wyrm – [4] The Whisper Wyrm is a small, hand-sized dragon. They are intelligent and speak the language of the caster and 100 other languages (the GM determines if the Wyrm the caster can summon speaks a given language). They can be used as translators but also have an uncanny knack for detecting lies. To work properly, the Wyrm must be near the caster (usually perched on the caster’s shoulder) and must be able to see and be seen by the speaker. If these conditions are met, the Wyrm can detect lies on a 13- roll against the speaker’s RES (the GM can give +1 to +4 to the speaker for a well told or almost true statement). Whisper Wyrms usually require payment for their services (taking the coins with them when they are dismissed). The price is usually $60 an hour (the GM can adjust for a specific campaign). STR 1 BLD 0 CON 10 / 2 DP REF 14 14 REA INT 13 Winged Flight 8 yards / second Perception Roll +1 Casting Cost Type Endurance Notes 28 Summon None None 55 Illusions and Phantasms Description: The mage can create creatures and objects from “shadow-stuff.” These creations have all the appearance but virtually none of the substance. The college also teaches spells concerning the manipulation of light and perception. Level 1: Phantom Caster. Illusions are “shadows” of being and are called forth from a murky “primordial curtain of non-existence.” A character with Level 1 Illusions skill can spend 100 hours of research (and a successful roll) to modify an illusion spell. They can also use the skill as a perception roll to spot illusions that are generated by spells that cost 1 or 2 points to learn. Level 2: Image Maker. The character can modify a spell with 50 hours of research (and a successful roll). The character is familiar with the “wave interactions of sound and light diffraction” and can assist with prisms and such in the creation of lenses and optical effects. Level 3: Illusionist. The character can modify a spell with 25 hours of research and a successful roll. Such a character may have any number of specialized illusion spells. Level 4: Lord of Illusions. NOTE: Illusion and Phantasm spells have slots that determine what the character can create. The number of slots for a spell is listed in the description (under Notes, usually). Slots can be changed so a spell that creates Phantasmal weapons (1 slot) can be changed to produce a different weapon over time. The time necessary to change a slot is the hours of research necessary to modify an Illusion spell (see Level 1) divided by the number of slots in the spell. If the character has a trivial skill pertaining to a slot, the time can be quartered if a roll is made at –3 (-0 at Level 3, +3 at Level 4). The character can double the listed number of slots by spending ½ the amount of the spell’s cost (so, to double the slots of a 1 point spell costs .5 points, 1 point for a 2 point spell, and 2 points for a 4 point spell). This will not affect the time necessary to modify a slotted spell. Greater Phantasm – [Signature Spell: 4] The Greater Phantasm appears as a 9’ tall Minotaur with a powerful tail that forks into two grasping tentacles, a third arm from the right shoulder, and weirdly curved golden horns. Its body is covered with playing card motif tattoos and its feet are massive horse’s hooves. The creature is an illusory extension of the caster. When summoned the caster uses his RES for the creature’s REA and must stand still. If the caster wishes to move during a turn, the phantasm must stand motionless (then use REA). The caster suffers all the effects of damage to the phantasm but takes no actual damage. The phantasm lasts until dispelled but will return at whatever condition it was dismissed in. They do not bleed and will recover normally from any result short of dying or dead. The caster can only cast defensive spells while operating the phantasm. STR 17 BLD 5 CON 13 / 18 REF 12 (REA = caster’s WIL) INT = caster’s To-Hit roll is a 14-, strike does 6 damage Armor 0, -4 DM vs. Non-magical weapons. Casting Cost Type Endurance Notes 42 Summon Normal None Glitter – [1] Glitter, cast on a person, gives them a +1 to Entrance rolls to people who are not superstitious of magic: it makes the person actually sparkle and shine and cast of small rays of light. It immediately identifies the person as a magician. However, it need not be cast on the spell-caster himself. Often, amongst locals, it is used to make the populace think that one person is a magician while another really is. This deception will not pass with people familiar with magic. Casting Cost Type Endurance Notes 8 Ranged Attack Walking None Illusory Object – [1] The spell creates an image of an illusory object. The Object type is determined by the specific spell. Illusory objects have no physical form and the spell will collapse if touched with intent to inspect. The size of the object must be smaller than 2 cubic yards (the size of a man). The cost is +1 cubic yard per +1 mana (this is determined when the spell is bought—not cast). The object can emit sound and otherwise seem to cast light 56 but it will not create heat and it will not cast a shadow. The object can be “placed stationary” in which case it will not move or can be “fixed” to some other object so that it will seem to move with the fixed piece (like a sword worn on a belt). From within the object it will seem to be translucent but a body passing through it will end the spell. Sample objects are: work of art, coins (but they can’t be given so they’d have to appear to be “placed on the table” by the caster), sword or other weapon, jewelry. Casting Cost Type Endurance Notes 13 +1 / yard Illusion Walking 4 slots Light Song – [1] When cast, any noise the caster makes will be converted into colored light. This can provide illumination similar to a torch by humming. It also can be manipulated with a musical instrument to produce light-show concerts. Casting Cost Type Endurance Notes 3 Continuing Walking None Mystic Rainment – [1] The target’s clothes appear however the caster wishes. The garb must still be normal clothes and it cannot cover the character where he is not covered with cloth. The GM must insure that this is not used to make the character appear to be wearing armor or something that doesn’t fall into the category of clothes (“I’m wearing a long cape with a army following me and standing on it.”). If touched by a person suspecting a trick, the spell collapses. Casting the spell takes 1 minute of meditation. It lasts until dispelled (by the caster or another) or until the clothes are taken off. The caster must be within WIL yards of the target for the spell to work. Note: this won’t do gear and doesn’t generally do a good job of mimicking detailed (police) uniforms (it won’t do armor either). The GM may give onlookers a RES roll at –1 to see through it if the character tries to assume an appearance the GM feels is too complicated. Casting Cost Type Endurance Notes 8 Illusion Normal 10 Slots Phantasmal Bauble – [1] Given any collection of string, colored sticks, springs, and other such materials, the caster can construct a Phantasmal Bauble. The nature of the Bauble varies depending on the object made but it is fascinating to anyone with the curious defect or anyone who’s WIL or RES is lower than 9. Those people must make WIL rolls at –2 or want it badly (this also applies to children or anyone else who likes toys—but is unaware of the basic nature of the bauble). While the spell is in effect the bauble really seems to be some kind of fascinating gadget (wind-up toy, singing jewel case, etc.) It is probably not obviously magical in nature. When the spell ends, it becomes junk. These can be used to amuse children or can be sold to credulous townies for a short time. Touching the bauble with specific intent to determine its real nature will collapse the spell. Casting Cost Type Endurance Notes 4 Illusion Walking None Phantasmal Game Pieces – [1] This spell creates a “small army” of animate, phantasmal game pieces. Each piece is between 1 inch and 4 inches in. The character learning the spell must pick a genre for the pieces (usually chess or a fantasy army). These pieces can be moved about within the caster’s line of sight. They are quite weak but could be used to retrieve, perhaps, a key from a small tight area. They can’t climb walls or otherwise perform unusual maneuvers. Often this is used to train apprentices . . . or to impress the locals by playing chess with animate pieces. The spell is easily modifiable and any caster can have pieces of his own design. Because the pieces are phantasmal, they look, sound, and feel real but touching one with intent to dispel it will collapse the spell. Casting Cost Type Endurance Notes 3 Illusion Walking 6 slots (armies) Phantasmal Object – [1 or 2] The caster creates a physical illusion of an object. It must be an object the spell creator has studied and it must be roughly tool sized. If touched with intense disbelief, the spell will collapse, otherwise it will function just like the tool. Phantasms of valuable items may be created but observers will get a RES roll to notice something wrong (Instinct will instantly spot them). Complicated objects like money and electronics usually can’t be faked. Simple objects (basic tools) are 1 point phantasms. Complicated objects (Swiss army knives) are 2 point phantasms). Objects created with this spell can do real damage (like a combat 57 phantasm) but cutting something, driving a nail, or otherwise having a real physical effect costs 1 point of Endurance per second. Casting Cost Type Endurance Notes 8 Phantasm None 2 slots Remove Shadow – [1] The spell will remove a specific shadow from one person or thing. The shadow must be no greater than 200 square yards (so a small tower’s shadow could be removed but not a mountain’s). If used by a thief, any given application of Stealth has a 50% chance of getting +1. If used to “brighten an area” it will remove –2 points of perception modifier per casting. Against superstitious folk, a person with no shadow gets +2 intimidation. Casting Cost Type Endurance Notes 2 Ranged Attack Walking None Shine of Value – [1] When cast on an object, the object almost seems to sparkle. It will seem to be worth 25% more while the spell is running. This spell has a really bad reputation at the bazaar. To see through it, a perception or WIL roll must be made by 2. Casting Cost Type Endurance Notes 4 Ranged Attack Walking None Throw Mirror Image – [1] The caster selects a target and cast the spell (ranged to-hit roll if the target is dodging). The effect creates a perfect—but reversed image of the target within 40 yards. The image will do whatever the target does and is not effected by physical obstacles (it will walk over pits, through walls, etc.) The caster can choose to target himself. Normally, the image must be human sized, but for +8 mana it can be larger (automobile sized). The GM may apply huge additional costs if the caster wants to mirror image a building or something like that. Casting Cost Type Endurance Notes 14 Continuing Walking None Blind Spot – [2] The spell hits like a ranged attack and causes the target to make a perception roll at –5 against some stationary object (or person) or fail to see it. If the target is already aware of the area to be blinded, this roll is at –2. If the roll is missed, the object will be invisible to the target for the duration of the spell or until touched. The maximum size of the target is 1.5 cubic yards. Casting Cost Type Endurance Notes 6 Continuing Walking None Camouflage – [2] The mage’s appearance shifts. He is at –3 to be seen if standing still. If making a full move, his speed is doubled for purposes of negatives to be hit unless he is within 4 yards of a target. If the character has Level 3 Stealth, it only gives the character an additional –1 to be seen but allows the character to “instantly’ camouflage himself (no need to cut branches, wear special suits, apply paint, etc.) Minimum of –2 to be hit at range. Casting Cost Type Endurance Notes 18 Illusion Running None Dazzle – [2] A splash and spray of colors, twinkles, and rainbows blinds or dazzles the target. This acts as a POWER vs. STAT attack and is like a [WIL-2] PWR Flash. But, if the target fails a WIL roll, the PWR goes up to [WIL]. If the mage can convince the target to look closely around the area of the magician’s hand, the PWR goes up to [WIL+1] ([WIL+2] if the WIL roll is missed). Casting Cost Type Endurance Notes 15 Ranged Attack Normal None Illusionary Man – [2] When cast, a man (or woman) of a specific race appears in a pre-determined mode of dress. There are hundreds of different versions of this spell, each creating a different illusion. While running, the caster must remain motionless as in the casting of a Phantasm. The man appears and sounds normal but it has no 58 physical presence. If touched (other than accidentally), the spell will collapse. The man must remain within line of sight with the caster. Creating a specific version of this spell takes 8 months of research so it is unlikely that a caster will have himself unless the GM wishes to allow it. Some common men are: Wealthy Merchant, Man at Arms, Shady Rogue, Dancing Woman, Messenger (who can seem to give the caster a message), Escort, Powerful Wizard, etc. Casting Cost Type Endurance Notes 13 Illusion Walking 1 Slot Illusory Messenger – [2] The caster targets an area with the spell and can then broadcast to it from a distance. The appearance of the effect will usually be that of a face made of the substance of the area hit. It may look like the caster or be neutral. The spell remains in effect for 24 hours after casting. The caster can see and hear any events within 4 yards of the target point normally but cannot see or hear beyond that (perception rolls at –6 with an additional –1 per yard beyond 4 yards range). Casting Cost Type Endurance Notes 14 Illusion Normal Imaginary Wall – [2] The spell creates an illusion of a wall. It must be a logical extension of an existing wall. This can be used to conceal entrances or exits. The wall is translucent from the other side. If touched, the wall will vanish. The maximum size of the wall is WIL yards in length. It must connect two structures. Casting Cost Type Endurance Notes 8 Ranged Attack Walking None Phantasmal Weapon – [2] The caster creates a phantasmal weapon (type determined when the spell is bought) that looks and feels real. It inflicts phantasmal damage, however (see Phantasmal Bolt) and ignores armor. The weapon lasts so long as the spell is running. This does not hit with Magical Combat skill (use the weapon skill). If the weapon is HTH, there is a spell point cost to cast but none to keep running (just pay the Endurance). Note that Phantasmal HTH weapons have the same statistics as their real counterparts and have the same STR minimums and Swing and Back Swing costs. If the weapon is ranged (it can be a gun in a technical world) then the casting cost is as listed but the cost to fire is an additional 2 mana per point of base damage each time it is fired. If the gun is automatic, pay full for the first bullet and 1/3 mana cost for each bullet fired in a burst. The wounds look real when created but will vanish shortly after (caster’s WIL in seconds). Casting Cost Type Endurance Notes 20 + shots Phantasm Walking 1 slot Phantom Missile – [2] The phantom missile appears as a ghostly jet of blue fire. When a target is struck, armor is ignored and damage is worked out normally but only to determine if there is to be a wound roll. The damage is not actually suffered, only the wounding effects will be. If an effect worse than Unconsciousness results, the target may make a WIL roll to reduce the effect to unconscious. The damage of the spell is 12 points. Casting Cost Type Endurance Notes 14 Ranged Attack Normal None Shift – [2] When cast the mage seems to shift in some direction. This is a blocking spell that can be used like a dodge. When cast against a specific attack, it allows a Magic Combat skill block roll to dodge the attack for 3 REA. If cast for 5 REA (the casting also involves an actual dodge) the character may apply a –3 Perception modifier against all attackers for that turn. This must be declared before the attacker rolls to hit (the attacker makes a Perception roll at –3 or takes a –3 to hit modifier for that attack). Casting Cost Type Endurance Notes 12 Blocking spell Normal Blocking Assume Appearance – [4] The illusionist can copy the appearance of a target while the spell lasts. If the mage has only a picture to work from, a Perception roll at –1 to –5 (depending on the quality of the picture) will detect that something is wrong. If the caster has only his memory, a MEM roll must be made. If made by 5 the likeness is perfect, for each point less than 5 the roll is made by, the viewer is at –1 to detect the forgery (so a roll at by 2 will make viewers at –2 to see through it). Touching the caster with intent to dispel the illusion will collapse the 59 spell. Oddly, the user gets, at most, +1 to Psychology attempts while using someone else’s form. This spell also approximates voice, but this cannot be gleaned from a picture. In games where magic is not well known, this spell costs 8 points (since the amount of havoc it can wreak is much greater if no one suspects it can be done). Casting Cost Type Endurance Notes 30 Illusion Walking 2 slots Beautify – [4] The mage may make himself or another more beautiful. This spell is very subtle and a person under its effects will not easy be determined to be under a spell (an Imperial college mage casting Eyes of the Magi can determine it with a roll at –2 vs. the caster’s skill). This acts as an extra 2 levels of appearance of the caster’s choice. The spell creates a spider-web thin network of phantasms over the entire body, just under the skin. When it is cast, it is, in effect, permanent. But it decays. Unless the caster puts 4 mana into it each day, it loses 1 character point worth of appearance. Every 4 days the target’s appearance will noticeably drop. To reinforce it, the caster must make a skill roll. There is no negative—but if the roll is missed, the caster rolls thereafter to reinforce it at a cumulative –1. If it should ever decay all the way, the target will start becoming ugly. This too, is nearly permanent (a Hexbreaker spell at –4 or a Dispel Magick at no negative can remove the effects if the caster takes 1 week to study the victim). If the target has this cast on him no more than once per week, the caster can simply “dispel” it within 24 hours with a skill roll. Each time in a week the spell is cast, or for each additional day it remains, the spell the roll to remove it is at –1. Casting Cost Type Endurance Notes 24 for +1 appearance 32 for +2 Illusion Normal None Multiple Images – [4] The mage casts this spell as he makes a dodge (it counts as a Blocking spell but only works with a dodge). As the caster moves, images of the caster appear and move in other directions making it hard to tell which is the actual caster. The multiple images will move in unison with the caster and in the same direction, but their actions will be slightly modified so they may seem to attack the same target, or move down a corridor in an intelligent fashion. An attacker must make a perception roll at –5 to detect the true caster when the spell is cast. If the caster is noted, he may be attacked normally. Otherwise, the attacker picks a target and swings. All targets are within 1 yard of each other and none may be more than 3 yards from the caster. At the start of the spell, the caster and his images must be within one yard of a common point. The images have no physical form and each will disintegrate if struck. Casting Cost Type Endurance Notes 20, +4 per image Illusion Running None Phantasmal Armor – [4] Illusionist The caster wears glinting ornate plate mail (in a variety of colors). When struck with an attack, the armor will reduce the damage by 4 points, with a Penetration Resistance of 12. If the total damage done from a single attack exceeds 8 points, the armor will “pop” and vanish (after reducing the damage for that blow). The phantasmal armor makes no noise when moving. Casting Cost Type Endurance Notes 18 Protection Walking None Phantasmal Chariot – [4] The caster creates a phantasmal Chariot (or motorcycle or automobile or other land transport). The size of the vehicle varies depending on spell point cost and travels at a “normal” rate. The “Chariot” feels real, looks solid (albeit very strange—it cannot be inspected by a mechanic) and can sustain 8 points of damage before collapsing (points that don’t destroy it don’t count against it). If destroyed while in motion it will last long enough to give the driver 1 turn of deceleration (usually enough to half speed). Due to the phantasmal nature of the vehicle it will have some unusual properties: it doesn’t look right, it doesn’t really get dirty (or stay dirty for long), if the vehicle comes equipped with lights, it can cast light but otherwise can’t, it can handle terrain modifiers well: negative modifiers due to terrain (as opposed to difficult driving maneuvers) are reduced by 3. The vehicle has a weight of 75 lbs. plus passengers. Passengers: 1 – 2 normal 18 mana 1 – 2 fast/special 22 mana 3 – 4 normal 22 mana 3 – 4 fast/special 26 5 – 9 normal 30 5 – 9 fast/special 36 60 Sample Vehicles: Motorcycle (120 Mph), Car (100 Mph), Chariot (horses don’t look remotely real, 24 Mph), Wagon (15 mph). All vehicles must be appropriate. If the GM allows aircraft or watercraft they are considered a separate spell and may or may not be allowed. Casting Cost Type Endurance Notes Varies Phantasm Walking 2 slots Triad Phantasm – [4] When cast, the ghostly form of a battle phantasm erupts from the caster. When cast, the mage may immediately attempt to hit with it as a ranged bite attack (14-, 8 Grapple). It is not summoned and then sent to the target—it leaps there instantly. There are actually three different forms of this spell and each is a separate beast. The GM must decide which forms fit his world but the classic three are: Eagle, Serpent, and Dragon (Crocodile). Each Phantasm may attack normally as described and all have the same statistics in battle. The key is that, A) once per day a given Triad phantasm may be cast for less mana and B) each Phantasm may be cast as an automatically successful blocking spell against one other (using the Paper, Rock, Scissors method: Eagle beats Serpent, Serpent Beats Dragon, Dragon beats Eagle). If the trump Triad is cast, both Triads are dispelled. If like triads are cast, the blocking character may make a Magic Combat skill roll to block the other Phantasm’s attack (and both are dispelled). When cast as a block the spell point cost is 15 points. When the spell is cast, a target mage will know the Triad Phantasm is being cast—but will not know which one it is. If the caster knows more than one version of the spell, each may be cast cheaply once per day. STR 14 BLD 5 CON 12 / 15 REF 12 (REA = caster’s WIL) INT = caster’s To-Hit roll is a 14-, strike does 4 penetrating damage. Bite attack has an 8 Grapple score. Dodge costs 5 REA and is on a 13-. Armor 0, -4 DM vs. Non-magical weapons. Note that like other phantasms, the caster suffers damage effects (but not actual points taken). If destroyed, the caster may instantly re-summon it if able. The Triad Phantasm can only be used to attack a target—it will not open doors, retrieve treasure, etc. Casting Cost Type Endurance Notes 25 (18 once per day) Summon Walking None 61 Transcendental Sorcery Description: Transcendental Sorcery deals with the control and the power of the mind. The practitioners of this school are often ascetic mystics who strive to strengthen their intellect through study, exercise, self-denial, and meditation. Level 1: Mentalist. The character is trained in the opening of the closed doors of the mind. With a WIL roll and an 8 REA Long action, he can detect a mind at WIL feet if he concentrates at the area scanned (it will give no indicator what level of intelligence or intent the mind has, it only indicates that a mind exists). Level 2: Mystic. The character’s inner eye begins to open at this level of study. With a 5 REA Short action, the character can slip into a trance that grants him +1 to WIL rolls (5 REA Short action to maintain). He also gains 1 Endurance for every 2 points of skill above 10 the mage has. Level 3: Mind Mage. The character’s mind is a blooming flower that has opened itself to higher realms of knowledge. With a 5 REA Short action, the character can slip into a trance that adds +2 to his WIL rolls (5 REA Short action to maintain). Furthermore, if this trance is entered before combat, the mage’s Hurt condition score is increased by 1 for every 2 full points above 10 that the mage has in skill. Level 4: Psychic Sorcerer. Mystic Influence – [Signature Spell: 4] The attack causes the PWR vs. STAT attack on the Control Table. The PWR is [WIL +1]. This is a powerful spell and must be controlled. Additionally, it only works on members of the caster’s race; against other targets, the PWR is at –2 or worse depending on the difference (GM’s discretion). Casting Cost Type Endurance Notes Distract – [1] The spell is invisible and the target, unless able to detect magic, will be unaware of it unless he sees the caster throw the spell. When hit, the target will detect a noise, presence, or other such distraction from a direction chosen by the caster. A Perception roll at –3 will inform the target that “even if something happened over there, it wasn’t important” but a missed roll will probably be investigated. For 2x the mana, this can be made Area Of Effect with a 4 yard radius. If cast on a target that is not a guard, the target will be curious about the disturbance (this can be used by thieves to lure people to dark alleys). In this case, curious characters make WIL rolls at –4 to avoid investigation. Everyone else merely “thinks they heard someone call their name” or some other draw. Casting Cost Type Endurance Notes Impenetrable Skin – [1] With this spell, the mage can make his skin very resistant to being cut or torn. While the spell runs, the mage has an effective Penetration Resistance of 10 (or adds +1 to existing Penetration Resistance, whichever is better). This spell provides no armor at all (it reduces no damage). It is a 5 REA Short action to activate this spell. The mage may use Skin of Iron in conjunction with this spell. Casting Cost Type Endurance Notes Purify Body – [1] The caster uses his magic to burn poison or disease from his body. The spell may be cast with or without a trance (if a trance is used, it takes 1 hour and adds +2 to the roll). When cast, the caster may make a WIL roll instead of a CON roll against poison, disease, or any other PWR vs. STAT attack of a non-magical nature. It may be cast as a 3 REA Short Blocking action and allow the roll instead of the CON roll. It may be cast as a 5 REA Medium action up to 3 turns after afflicted (or within a day for normal disease) allowing a re-roll of an initial effect. Casting Cost Type Endurance Notes 15 Transformation Normal 3 Armor Normal None 4 Ranged Attack Normal None 24 Continuing Running None 62 Sharpen Mind – [1] With this spell, the mage can focus his mind so that memories become as clear as a picture. For every 10 mana spent, the mage adds +1 to any one MEM roll. This spell will not assist MEM-based skill rolls. Casting Cost Type Endurance Notes 10+ Instant Normal None Skin of Iron – [1] With this spell, the mage can make himself resistant to damage. While this spell runs, the mage has 3 armor (or subtracts one extra point of damage, whichever is better). The spell provides no Penetration Resistance whatsoever. It is a 5 REA Short action to activate this spell. The mage may use Impenetrable Skin in conjunction with this spell. Casting Cost Type Endurance Notes 3 Armor Normal None Sorcerous Enchantment – [1] This spell allows the mage to captivate the weak mind. The casting is invisible unless the target is able to detect magic. The spell has no effect on people with an 11 or higher WIL but, on a single target, it will add +4 to any attempt to Enchant. The problem is that the endurance cost is fairly high, and when it wears off (when the caster stops maintain the spell) the target will become aware of the strange hold the caster has had. This will often lead to violence, charges of witchcraft, etc. Casting Cost Type Endurance Notes 18 Ranged Attack Running None Bodily Need – [2] The spell is invisible and the target, unless able to detect magic, will be unaware unless he sees the caster throw the spell (gesturing with his hands). When struck (hits as a ranged attack) the target must make a WIL roll at –3 or suffer a physical need. These can be: hunger, thirst, tiredness, an itch, a need to relieve oneself, etc. The severity of this is not catastrophic—but it can be distracting. In a fight, the WIL roll is at +2 (adrenaline) and the effect is –1 to all rolls for one turn. Casting Cost Type Endurance Notes 8 Curse Normal None Draw Life Force – [2] The caster can actually draw life-force from the ether. When the spell is cast, each 4 Long Term mana the caster burns will gain him 1 DP. This may be done as a blocking action or immediately after a blow is taken as a 3 REA short action. Using it in such a manner will negate the effects of an Internal Damage or Dying result if the caster spends 16 or more Long Term mana (and must be awake if used after). This has an addictive effect similar to Draw Energy but the WIL roll is at +2 (and it is much more rarely used). Casting Cost Type Endurance Notes 4-16 long term mana Transform None None Draw Energy – [2] The spell allows the caster to draw personal energy from his mana. When the spell is cast, each Long Term spell point used can be turned into a point of Endurance. The maximum that any one casting of Draw Energy can convert is 4 points. Each time in a minute this is done after the first time, the caster must make a WIL roll (cumulative –1). If the roll is failed, the caster acquires a 1 point addiction to the Draw Energy spell and must make WIL rolls not to use it four times a day (during “smoke break times.”) Casting the spell, itself, does not cost any Endurance. Casting Cost Type Endurance Notes 1-4 long term mana Transform None None Iron Fist – [2] The mage can hit with a punch like iron. For every 3 mana the mage spends, he may add +1 to his base punch damage (up to a maximum of +5 for 15 mana). This modifier can only be added to punch damage. Casting Cost Type Endurance Notes 3+ HTH Normal None 63 Jump – [2] The caster can perform a “great leap.” He may jump (8 REA Long action) for [WIL / Mass] yards straight up or 2x that distance as a long jump. Keeping the spell running costs Walking endurance. Jumping costs 1 Endurance (as would a normal jump). Casting Cost Type Endurance Notes 16 Movement Walking [WIL / Mass] yards Levitate – [2] The mage can float at a rate of 8 / Mass yards per second in any direction. This counts as a Move action. Casting Cost Type Endurance Notes 18 Continuing Walking None Mind Over Body – [2] The caster can ignore wounds that would normally fell him. While this spell is running, Condition effects are reduced by one. Therefore, Hurt condition is ignored, Injured is treated like Hurt, and Serious is treated like Injured. The character’s Minor Wound score is temporarily increased by 1 for every 3 points above 10 the mage has in skill while the spell endures. Furthermore, the mage may avoid making a wound roll by spending Long-Term mana equal to the wound score (so a mage wishing to avoid making a Serious Wound roll pays Long-Term mana equal to his Serious Wound score). The mage of course takes damage, he just may not have to make a CON roll when damage calls for it. When the spell ends, the mage reverts to his current condition level and makes a wound roll based on his current condition (Minor at Hurt, Serious at Injured, Critical at Serious). Casting Cost Type Endurance Notes 12 to start Ignore Running None Mind Speech – [2] The caster can talk to another’s mind. While running, the spell acts as Telepathy with a range of WIL2 yards. Casting Cost Type Endurance Notes 8 Telepathy Walking None Nerve Lightning – [2] The character’s barehanded strike sets off clusters of nerves in the subject. For this to work, the caster must strike bare skin (armor normally has a 5 coverage). The blow does normal damage but also does [WIL] points of phantom damage (adding to the real damage done only for the purposes of forcing a CON roll). This damage ignores bio-armor but has no effect on the non-living. Casting Cost Type Endurance Notes 15 HTH Attack Normal Object Empathy – [2] The caster can read the psychic residue off an object and determine facts about it and people and events the object may have been “witness” to. A skill roll is made and information is gleaned by the amount the roll was made by: • 0-3: object’s use; some fact about the owner (name, face, etc.), if object was used to kill • 4-6: owner’s temperament, object’s history dating back a year (high points only), most traumatic/important event object has been in the vicinity of • 7-9: multiple facts about owner (location), details of object’s use, many details about events the object has been in the vicinity of • 10+: all pertinent data the object can give Casting Cost Type Endurance Notes 25 Divination Normal None Oneiromancy – [2] Dream divinaiton. Details to follow. Casting Cost Type Endurance Notes 8 Telepathy Walking None 64 Paralyzing Thought – [2] The mage can freeze an opponent’s mind, and thereby his body. It is a Paralysis PWR vs. STAT attack (vs. the opponent’s WIL). The PWR of the attack is equal to the caster’s WIL. Casting Cost Type Endurance Notes 20 Ranged Attack Normal None Repel – [2] The mage can push away and pin antagonists that threaten his person with his mind alone. The mage generates a streaming attack of [WIL/2] PWR. If the mage achieves a Pin result or better with this attack, it costs him 15 mana per turn to maintain it. Casting Cost Type Endurance Notes 12 / 15 Ranged Attack Normal None Speed – [2] While the spell is active, the caster gains +3 REA. This spell has a high physical toll, while in use, the caster pays Sprinting Endurance and when the caster drops the spell, he will lose half that endurance until he sleeps for 8 hours. Alternatively, a DP may be lost instead of an Endurance point. The caster must roll for any wounds suffered in this manner. Casting Cost Type Endurance Notes 21 Gain Speed Normal +3 REA Suggestion – [2] The caster can implant a minor suggestion into the target’s mind. The target must make a WIL roll vs. the PWR of the spell (14). If the roll is failed, the target will believe something happened that didn’t. Examples are “I paid for my beer,” “I didn’t just make that lewd remark,” or “I told you my name was Jack instead of Larry.” If the memory contradicts something that happened and had a major psychological impact (“I didn’t just shoot at you”) it won’t work. If the target just found out from the caster’s driver’s license that he is the fugitive that the target is seeking it won’t work. If a police officer checks your license and you make the Suggestion to change your name before he calls it in and realizes you’re the fugitive—it’ll probably work. Large amounts of money can’t be gained using this spell, and people who control things like gambling houses and the like are probably too observant to be fooled. Still, a character can get himself thrown out of every bar in the city with this spell and a few successes. Whether the memory resurfaces later is up to the GM. The player should get no guarantees. This is not as effective if attempted again and again on the same target. Targets unable to detect magic won’t be aware of its casting, but they get +2 WIL roll to resist for each successive attempt against a given caster on a given day. Casting Cost Type Endurance Notes 8 Curse Normal No roll to hit Terrifying Thought – [2] Standard PWR vs. STAT attack: Terror PWR = Mage’s WIL. Casting Cost Type Endurance Notes 10 Ranged Attack Normal [WIL] PWR Terror Detect Mind – [4] The caster can detect minds as though he had Telepathy PWR equal to WIL. Casting Cost Type Endurance Notes 24 Telepathy Running None Fascinate – [4] The caster can cause a target to become fixated for several seconds. When cast, the attack is a PWR vs. STAT (PWR equal to mage’s WIL+1) attack that targets WIL. Minor Effect: Target is transfixed for 1 second. If attacked the character may respond normally but will not give chase or otherwise take initiative. Standard Effect: target is transfixed for 3 seconds as above. Major Effect: as above but for 1 minute. Critical Effect: Target is motionless for 1 second (vulnerable to attack) and transfixed for 3 minutes. Catastrophic Effect: Target is motionless until an outside party snaps him out. This will work on animals and monsters but if the GM rules that they are “enraged” the PWR is reduced to mage’s WIL-1. Casting Cost Type Endurance Notes 15 Ranged Attack Normal 14 PWR 65 Mind Over Matter – [4] The caster has Telekinesis at WIL Strength so long as the spell is running. The caster can spend +4 mana for +1 STR at the start of the casting. This may be done for up to +4 STR. Casting Cost Type Endurance Notes 16 Telepathy Running None Repelling Block – [4] This spell works just like Spell Shield but if the caster blocks a HTH attack by 4 or more, the attacker is knocked back [WIL/2] / Mass yards. Ranged weapons blocked by 4 or more with this spell have a base 10- chance of striking the person who launched it. Casting Cost Type Endurance Notes 4 / 7 / 11 Ranged Attack Normal None Body of Mind – [8] The caster’s body becomes infused with a soft colored light (dependant on the personality of the caster). This effect lasts [WIL – 10] minutes. During this time the caster is immune to bodily damage from either physical or magical sources. The caster must spend 20 Short Term Spell points each second to keep this form maintained and, when the spell is finished, the caster will suffer the loss of half of his endurance. Weapons may cleave into the caster, but they will have no effect and there will be no blood. It will be quite obvious to those who see this that he is resistant to any physical damage. Casting Cost Type Endurance Notes 80 Transformation Normal 20 ST per second 66 Astrology Description: The character has studied the magical science of astronomy. Astrologers must have Astronomy skill at no less than one level lower than his Astrology (no Astronomy necessary for Level 1 Astrology); an astrologer needn’t buy Physics and Mathematics for Level 3 Astronomy to have it work for Astrology. Level 1: Stargazer. The character understands the basic nature of astrology. The character can prepare a basic chart. This chart takes 4 hours of work after 4 hours of stargazing. If the roll is made, it will give some general advice to the person it is prepared for. Apprentice Astrologers can work for 4 hours to add +1 to an Adept’s Astrology roll by helping with the charts. Level 2: Horoscopist. The astrologer can prepare a person’s birth chart, thereby learning something about the person in question. The more data the astrologer can learn about the time of a person’s birth, the better the roll. When a chart is prepared, the astrologer will learn information about the character’s past, present, or future. The GM can make a roll (1 dice) 1-2 past, 3-4 present, 5-6 future. The degree of data is determined by the amount the roll is made by. If made by 0-3 the astrologer gets 1 or 2 vague generalities. If made by 4-6 the astrologer gets 2 specific facts and 2 generalities. If made by 7-9 the character gets a strong prophecy or detailed data about important facts of the past or present. If made by 10+ the astrologer learns a secret about the target and gets lots of data about the time. Kings, queens, and princes will know the exact time of their birth. Characters born to wise women will know the minute. Most other characters will know the day. This data is, for some, kept secret, even from them to prevent astrologers from learning too much about them. Making the chart takes 8 hours and can only be done once with a given level of information. If the character knows the year, the roll is at –9, the month: -6, the day: -3, the hour –1, the minute +1, the second +3. Level 3: Astrologer. The character may ignore up to –3 points of modifier when casting a chart if he gets to meet and talk to the person. The interview takes 1 hour and involves several questions about likes and dislikes. When it is through the astrologer makes a better chart. Level 4: Celestial Sorcerer. Cast Fortune – [Signature Spell: 4] Once a month per person, the mage can cast a fortune. This is a spell that actually alters the forces of the planets to adjust the person’s fortune. For one event that is likely to occur, the mage can give one of the following: • +3 to any roll (chosen by the person) • -3 to a roll of the mage’s choice • -3 to any other person’s roll of the spell’s target’s choice (an attacker) • +/- 4 to any random, non-combat roll (in or against the favor of the persons) Casting a fortune requires the participation of the target or a kinsman and some blood (about a quarter of a cup). It takes 1 night of constant work. If the fortune is bad, the mage determines that secretly (if the person gets to choose the roll, he chooses but the adverse effects are applied!) Casting Cost Type Endurance Notes Celestial Favor – [1] This spell is cast at night, and the Astrologer examines the sky to find which powers favor him, and he casts the spell as a tribute to them. This has the effect of giving him the Luck ability at 3 PWR for the next day (random rolls get +3 in his favor). This can be abused: a common use is gambling, but if this angers the Powers as a trivial use of their gift, the ability may reverse itself. The GM determines when the character is getting too greedy and should allow a WIL roll as a warning. Casting Cost Type Endurance Notes Starry Eyes– [1] The mage’s eyes sparkle like the night sky. So long as the spell is going, the mage needs no light whatsoever to see. Furthermore, while the spell runs, the astrologer can see the stars even in daylight (permitting daytime navigation). Outdoors, the mage can see in color; indoors and away from the night sky, he can see only in black and white. Casting Cost Type Endurance Notes 25 Fortune Normal None 30 Fortune Normal None 67 4 Continuing Normal None Create Chart – [2] Given the birth-date and some basic information about a person (exact time of birth is necessary but a good guess can be made by determining physical characteristics) the mage can tell what the person is like. This can be useful in negotiations since the chart will tell if the person is inclined to be treacherous, if the person is in a time of power or weakness, etc. Creating a chart takes 2 hours and requires a skill roll at –2. If the roll is missed, the data will somehow be wrong. If made, the astrologer should know things like defects and enhancements, degree of truthfulness the character is likely to exhibit, etc. Casting Cost Type Endurance Notes 25 Fortune Normal None Detect Danger – [2] This spell is cast at night and lasts the entire next day. The caster gets a skill roll at –2 when he announces to the GM that he wishes to Detect Danger. While this spell is running the caster is down 1 short term spell point. Casting Cost Type Endurance Notes 25 Fortune Normal None Enchant Birthstone– [2] Every person has a semi-precious stone associated with their birth-sign. The astronomer may enchant a stone (this takes 4 hours, 2 rolls, and the cost of the stone and materials is about $150). When the stone is possessed by a person of the right sign, it confers +1 Luck and, once, at the GM’s discretion, will give +2 to any roll made (or –2 if that would help the character). Usually these will be granted only on “lucky days” or when the character’s sign is “in ascension.” If the player wants to know if a given day is “one of those days,” make a roll and determine that it is on an 8-. If the player petitions the GM for the application of the luck- stone, the GM should determine if it is one of those days and then make a secret roll: on an 11- the stone will use its power. Casting Cost Type Endurance Notes 25 Create Stone Normal None Seek Omen – [2] The mage prepares a chart using this magic that tells him when the next significant symbol of the target’s future will appear (“seek the omen at 12:00 Noon when the crow calls”). The GM must decide if there are “omens” and when the next one will occur (in this case, even seemingly normal events can be omens). This is often done in reference to some question (“how will my sea voyage go?”) and the GM can take opportunities to be clever (“Seek the omen at the hour of 12 noon!”—the omen is the waitress spilling a pitcher of water on the character). This spell requires a RES roll on the part of the caster. If failed, the knowledge of the next omen is not gained. Often, mages under pressure may lie (or even stage some event). Casting Cost Type Endurance Notes 25 Fortune Normal None Send Sign – [2] The caster can use this spell to send a message to another Astrologer. The mechanism for this is very complicated (don’t think about it too much) but a detailed study of the heavens and heavenly events can actually convey a message from one person to another, anywhere in the world. Sending the message takes 6 hours of casting (at night) and allows the transmission of a single sentence, no more than 10 words. Receiving it takes 6 hours at night and requires a skill roll at –2. For each point the roll is missed by, the GM should remove a random word or change the message. The character receiving the sign will know the astrological sign and date of birth of the sender. The messages stay sent forever and can be retrieved by the person for whom they are intended at any time in the future. There is a science for obtaining other people’s messages but that is a secret and very difficult spell. Casting Cost Type Endurance Notes 25 Fortune Normal None Astrologer’s Ward– [4] Astrologer’s Ward is performed over an entire day—and it must be a special day astrologically (usually there is one every 1 or 2 months—a Solstice, though, is preferred). The astrologer links himself to another. If the 68 person is an infant, the ceremony is sort of like a christening. If the person is of the opposite gender and adult, it is more like a marriage. Whatever the case, the astrologer casts the spell and gains the ability to detect when the person is imperiled. If the person is in direct peril (i.e. being attacked, the astrologer will get a RES roll to know it. If the RES roll is made by 5+ the astrologer will know direction and distance to the person. If the ward is in a more subtle form of danger, the caster still gets a roll to detect it (RES at –1 to – 10 depending on the distance and subtly of the danger) and if the roll is made by 5+, the astrologer will know something about the type and the time-table. An astrologer may only have this spell active on one person at a time. It may not be himself. Casting Cost Type Endurance Notes 35 “Curse” Normal None Genethliacs \Ge*neth"li*acs\, n. The science of calculating nativities, or predicting the future events of life from the stars which preside at birth 69 Necromancy Description: The Necromancy College deals with the study of death and of the dead. Due to the unsavory nature of their work, necromancers tend to be misunderstood and shunned by townsfolk at best or feared and reviled at worst. Necromancers must have Medical skill at no less than 1 level lower than his Necromancy and at a minimum roll of 9- (Level 1 Necromancers must have at least Level 1 Medical skill but at any roll). If a necromancer possesses Level 2 Medical skill at at least a 12- roll, he may purchase Necromancy at RES + 1. With Level 3 Medical skill, he buys skill at RES +2. At Level 4 Medical skill, he buys at RES + 4. Level 1: Mortician. The caster knows basic anatomy and can preserve a body with certain herbs and potions and procedures, keeping it “fresh and useable” for 1 day per point the roll is made by. This takes 8 hours, and is nasty work. This is not quite “mummification” which is possible at Level 2 (one week per point the roll is made by . . . or “forever” if the roll is made by 10). Level 2: Thanatologist. The character is familiar with the mystical effects of death. 12 hours of work and 3 rolls will create a “mystically mummified” body that is suitable for transformation into a powerful undead. Additionally, the character can study the bodies and learn their secrets. The animate force (life) has certain “anchor points” within a body. Even when dead, some life may be left behind. Rolls at –6 allow the character to find and bottle the fluids that contain this life. This is the basic stuff of Necromancy Research. It is required to make powerful undead (like the Monster) and is also necessary for several Necromatic potions and other such effects. This Life Essence Fluid is very mysterious stuff and the GM can come up with ways to use it for specific purposes. Normally four recently dead (48 hours) bodies are needed. Bodies killed “naturally” rather than by violence are preferable (violently killed bodies are at an additional –3 to be extracted). If a person dies in the care of a necromancer, 1 “dose” of Life Essence can be extracted for each 4 points of WIL the corpse had. Level 3: Necromancer. The character extracts Life Essence at –3 instead of –6. Level 4: Death Mage. Monster – [Signature Spell: 4] The necromancer must spend 3 months building this beast, casting the spell, and then bringing it to life with some kind of meteorological phenomena (exact type is up to the GM . . . a hard rain . . . a strong gust of wind . . . no . . . that doesn’t seem right). The Monster will be a loyal follower to the necromancer but will be obvious to others what it is (and since necromancers are misunderstood and hated by the townsfolk . . .). STR 16 BLD 20 CON 14 / 33 REF 10 INT 8 Strike: 8 Damage, hits on a 12-. Armor: None, but penetrating attacks only double on a hit by 6 or better against the monster. Grip: The monster has an extremely strong grip and gets +3 to its Grapple Scores (15/12) and hits with Grappling combat on a 14-. In Close Combat it gets +1 Damage modifier for strikes. It can squeeze with a grab for 4 Base Damage. You can try to build more than one Monster. They are fiercely loyal however and will be resentful. They may even fight with each other. You can also build your monster a bride if he’s lonely, but that never works either . . . Casting Cost Type Endurance Notes 32 Summon None None Animate Skeleton – [2] The necromancer must animate a few skeletons before building a monster. Rather than being re-animate flesh and blood, these are pure magical machines. A skeleton can obey simple commands from the creator and has infinite patience. They will “wear out” over time if told to do repetitive tasks (turning a generator crank, for instance). Making a skeleton can be done quickly (long casting action on a dead body) or “the long way” which produces a better skeleton and takes a week. STR 11 BLD 5 STC 14 / 28 DP (14 for quick ones) REF 12 INT -- Strike: Weapon skill L2 13-, Shield Skill L2 13- Armor: None unless worn. Takes no Penetrating damage Skeletons can’t see but have excellent hearing (12- perception roll . . . just like sight). 70 A necromancer wishing a host of skeletons can attempt to produce it, but . . . skeletons have a bad habit of going rogue and either shutting down, becoming “psychotic,” and otherwise going off and doing strange things or attacking the caster. Each skeleton after the second has a 7- chance of going psycho each night. For purposes of skeletal guards, this need not apply (the spell works so that so long as the skeletons are kept in the same place, doing the same things all the time they are stable). Casting Cost Type Endurance Notes 18 Summons Normal None Aura of Life – [2] A necromancer can create a glyph (or just cast the spell) that sets up a magical frequency antithetical to the Undead. Any undead within WIL yards of the Glyph (or the caster if the spell is running) takes 8 damage per second (end of each turn) through all armor. Casting the spell costs the listed mana and works normally. Creating the Glyph takes 3 hours of work and materials that cost $500. Casting Cost Type Endurance Notes 24 Ranged Attack Running None Aura of Death – [2] Nothing intimidates like a necromancer. Using this spell creates the chill of death around the caster. This acts as [WIL-1] PWR Terror while the spell lasts. While the spell is running, the caster must pay a constant 12 Mana. Casting Cost Type Endurance Notes 24 PWR vs. STAT Attack Running None Cold Hand– [2] The necromancer’s touch carries the chill of death and does damage in HTH combat. The touch does 8 points of Penetrating damage and ignores 2 points of armor. Casting Cost Type Endurance Notes 16 HTH Attack Normal None Necromantic Wood – [2] The caster places the spell on any wooden item. Working the magic takes 4 hours and the roll must be made by –4 to be successful. The wood becomes “alive.” It will regenerate like a plant (a tree). It won’t grow but it will never decay. If cut, it will bleed something that seems to be human blood (but isn’t). Such items are worth 4x their normal value if one can get past some unsettling facts of their manufacture. Casting Cost Type Endurance Notes 20 Transform Normal Skull Watcher– [2] The necromancer enchants a skull to become a watcher for him. When he touches the skull, he can see what it has seen in the last 24 hours. Creating the skull takes 10 days and costs $500. The skull can hear a little (hearing perception roll of 8-). Casting Cost Type Endurance Notes 35 HTH Attack Normal None Stasis – [2] A person who has suffered an Internal Damage, Dying, or Death result can be placed in stasis if the caster can touch them and cast this spell. They will remain unchanged for WIL hours per 4 points put into the spell when it is cast (after the initial cost). It will only effect willing persons or unconscious people. If the person has suffered anything short of a Death result, they can be revived by healing magic. If the person is Dead, they may still be savable: if the caster makes a WIL roll at –1 per second before he reaches the person, they can be saved as though the result was only Dying. A person in stasis appears to be dead to all examination, with the exception that they have a body full of “sluggish blood” that does not bleed. If the person is hacked to pieces, they will, of course, still be dead. When cast (especially if cast on self) the caster can set a “wake- up” time to the minute. Another potential “wake-up” condition is “when sunlight falls on the target.” Casting Cost Type Endurance Notes 8 + 4 per hour Transformation Normal None Strength of the Dead – [2] The caster can call on the forces of the dead to enhance his STR (much the way that vampires and other undead tend to be stronger than the living). The spell boosts STR by 3 points, but it reduces the character’s 71 WIL by 3 points after the spell wears off. During this time, the caster will also drop to ½ Endurance, and will suffer strange cravings. The typical craving is for opium or other drug, but the GM may be creative. This period of weakness lasts 8 hours and the caster must make a WIL roll to simply sleep through it. Casting Cost Type Endurance Notes 24 Transformation Walking None Torment Lost Souls / Speak with Recently Dead – [2] The caster can call someone recently dead (under 20 minutes) from the beyond. This often doesn’t work (GM call in each case) but if it does the effects can be horrifying: the necromancer can make a WIL roll against the target’s WIL (WIL when alive) to cause pain. The visual effect of this is the soul writhing (this is basically the intimidation stunt that got all necromancers forever hated). More conventionally it can be used to get information (nicely . . . or with the duress). Most apprentice necromancers take a vow that they will never use the dark side of the spell (and will probably be hunted down if they do). Casting Cost Type Endurance Notes 30 Summons None None Transfusion – [2] The caster can leach his life to another. The caster must bind hands with a cut on each hand (so blood can flow) or use a higher-technology transfusion system. For each 2 DP the caster takes in damage, the target will recover 1 DP. More importantly, the target recovers a Minor Wound worth of points this way, he will stop bleeding, Dying, or suffering from Internal Damage. For each point of damage the caster takes, he suffers the loss of 2 points of Endurance which are only recovered after 24 hours. Casting Cost Type Endurance Notes 24 Healing Running + None Vaccine – [2] If the caster can vivisect the body of someone who died from a disease, he can create a vaccine with a skill roll (sometimes at a negative based on the severity of the disease—Black Plague would be at –6). A given body produces CON doses of the vaccine. Each person who takes it, will get +8 PWR for 1 year against that specific disease. A double dose can be taken for +12 vs. the disease. If a character has the disease, the potion will give him +4 to CON rolls to fight it. It takes 4 days to make a vaccine. The body must be recently (24 hours) dead or otherwise preserved. Casting Cost Type Endurance Notes 24 Create Potion Normal None Wear Body – [2] This spell is distasteful but possibly useful. If a target is dead, the necromancer can take 30 minutes to prepare the body and then . . . magically “wear it.” The mage will look and sound like the person whose body is worn. The body must not be so badly damaged that it is unusable (if it took more than 10 hits, say . . . or fire damage). The effect lasts until the spell stops at which time the body starts decaying. The spell costs no Endurance for the first 24 hours and, with 3 hours a day of special maintenance (costing $40) the body can be preserved longer without paying Endurance . . . this also works if it’s very cold). Casting Cost Type Endurance Notes 25 None Walking Don’t pay endurance Conjure Spirit– [4] The caster knows how to summon some kind of spirit. There are several different spirits and each is a separate spell. Each Conjure Spirit spell, after the first, costs only 2 points. Wraith – an angry spirit: very dangerous. Wraiths are bound to a location and can only stray about 50 yards from it. They can choose to “vanish” as an 8 REA long action. Then they are still “aware” but can’t be hurt or seen (certain magics can hurt them, though). Reappearing is also an 8 REA Long action. STR 0 BLD 0 CON 12 / 24 DP REF 12 INT 7 (12 WIL) Wraith’s Touch: 14-, cannot be blocked by non-magic. Does 6 Damage + damage modifier from cold. No armor applies. Limited Immunity to Physical Blows: -6 Damage Modifier from non-magical attacks. 3 Points of armor. Night Vision, Intimidation Roll of 17-, can pass through walls and doors slowly. 72 The Wraith will instantly try to attack anyone in the area. If wounded it may flee. It leaves when it feels like it (returning to the realm of the dead). Intellect – the mind of someone dead. The person will have most of the knowledge he had when alive. This can be used for historical research (you don’t get to pick the person you bring back, so it’s pot luck). Mostly the spirits aren’t very talkative and interviewing them is tedious. However, if life essence can be drained from a body, that person’s spirit can be summoned with this spell! The Intellect has no physical form and can’t interact physically at all. It leaves when the spell runs out. Ghost – A spirit that has suffered trauma. Ghosts are very scary to look at and can be quite dangerous. Fortunately, they are easy to deal with: clear tones of a bell, a view of its face in the mirror, a holy symbol, all of them will frighten a ghost (the GM decides exactly what works). Like a wraith, a ghost will inhabit a single area (usually a dwelling). However, a ghost, like a pet, can be trained not to attack the people who live there. Living with (or near) a ghost can be very unnerving. They can also move and hide small objects . . . and do other random forms of small mischief. PHY 00 (only hurt by magic) REF 11 INT – (12 WIL) Psionic Blast L1 13- They can vanish and appear as a Wraith can. They are very vulnerable to magic (any dismiss spell will banish a ghost). Casting Cost Type Endurance Notes 35 HTH Attack Normal None Gooseflesh – [4] This spell changes the nature of the caster’s skin. This spell requires a dead body whose flesh is intact. When used, the necromancer will gain +8 DP while the spell is in effect but will seem to rot. The visual effects of this are gross and horrifying but often worth it for the protection. A body will last 2 days before decaying completely. While in this mode the necromancer gets +2 to Intimidation rolls but is considered horrifyingly ugly. Additionally the caster will require a hit by 6 or better to suffer Penetrating damage. If a body is being worn, it can be converted to Gooseflesh (the caster loses the appearance but gains the protection). Casting Cost Type Endurance Notes 24 Extra DP None None Steal Strength– [4] The caster must grab the target and win a grapple roll. Then, the spell may be cast. For each second, the caster holds the target, he makes a WIL roll against the target’s CON. If he succeeds, he steals 1 point of STR and Endurance from the target. When a target hits 7 STR, the target falls unconscious (if a WIL roll is failed) or is simply unable to stand (if the roll is made). This stolen strength goes away at the rate of 1 point per 10 minutes, and the caster will lose 2 points of Endurance for a full day after the STR is gone. Casting Cost Type Endurance Notes 24 HTH Attack Sprinting None Transplant – [4] This spell is last-resort healing spell (“grave measures are called for”). The necromancer takes a freshly dead body (or one that has been preserved) and transplants “reanimated” organs to the wounded party. This requires a roll (the skill roll must be Level 3) and takes a full day. If successful, the target will heal a Major Wound worth of damage and can have limbs replaced (and eyes, etc.) The new parts will not look just like the old parts unless a perfect match was found. Casting Cost Type Endurance Notes 45 Healing Normal None Unlife – [4] The caster actually transforms himself into something close to a “living” undead, trading some of his life for “Unlife.” Such a character gets –4 to Persuasion and Enchantment (unless the target is turned on by a sense of danger, decay, and unwholesomeness) but gets +4 to Intimidate. The character no longer bleeds and will treat Internal Damage as Unconscious and Dying as Internal Damage. A character with Unlife who suffers a Dead result makes a WIL roll to shift it to Internal Damage. The character becomes nocturnal, taking –2 perception modifiers in sunlight. He ignores –2 perception modifiers in the darkness. The character’s body temperature drops and he will not suffer from hypothermia (but will be “uncomfortably cold” 73 in warm rooms). This spell requires 30 days of work (fasting and the like) and $1000 worth of chemicals. The character sleeps for 1 week and then awakens in the Unlife state. Such characters do not age normally: if they drink 12 of fresh human blood in one setting, they do not age that year. Casting Cost Type Endurance Notes 40 Transformation Running + None Vampire’s Touch– [4] The necromancer can actually steal DP with this spell. It hits as an HTH attack (touch) and the caster takes 8 DP, modified by a to-hit roll (impact damage), from the target. The target suffers whatever wound this would normally be. Damage Points must be taken from a member of the same race (or other similar race at the GM’s option, not from animals). Casting Cost Type Endurance Notes 24 HTH Attack Normal None Wraith’s Touch– [4] The caster’s touch damages the very life force of his target. A clawing blow, or 5 REA squeeze attack (if the target is grabbed) does a base of 6 Penetrating damage that ignores all non-magical armor. Casting Cost Type Endurance Notes 24 HTH Attack Sprinting None Fog of Death– [8] The caster unleashes a cloud of black fog from his hands. The fog will fill a 4-yard radius around the caster. Anyone within the fog will suffer a single Death Ray attack at [WIL–1] PWR. Anyone killed this way will eventually become an undead. Casting Cost Type Endurance Notes 35 PWR vs. STAT Normal PWR is WIL-1 Army of Darkness – [8] The caster throws a [WIL x 2] yard radius dark fog (-2 perception modifiers per yard). The fog starts around the caster and rolls in the direction of choice at 20 yards/second. When the cloud stops (the caster moves it each turn as an 8 REA Long action) the dead beneath it reanimate. The dead become an army of skeletons (flesh is retained, use the stats for ‘high quality’ skeletons) who fight for the caster for thirty minutes before ceasing to function. They will have the same weapons and armor they died with. There are potential drawbacks to this spell. The first is that all the dead on the battleground have chances of reanimating later as uncontrolled undead (such tainted battlefields will be avoided for decades to come). The second is that when the dead cease to function, they may not simply collapse: the GM can make a roll and on a 15+, the undead simply continue to fight as a berserk unit until destroyed. Casting Cost Type Endurance Notes 60 Transformation Normal last ½ hour 74 Thaumaturgy Description: The character knows the science of mystic geometry. Using this art, the mage learns to call and capture vast amounts of magical energy within lines, designs, and symbols and with the proper application, sequence, and manipulation of same, can create a wide variety of effects. The amount of power the thaumaturgist can store and produce within his glyphs, runes, and “magic circles” can be quite staggering. Level 1: Rune Scribe. Character knows basic magical geometry. The character can work on “proofs” for circles, glyphs, and runes. Making a proof takes 10 hours per point the spell costs to learn and requires 3 successful rolls. A proof may be learned as a Trivial skill (after it is written); when the skill roll is made, the character gets +2 to any rolls to inscribe the spell. A character must be Level 2 to learn a proof. The character can “read” magic circles at a –3 roll. Level 2: Glyph Calligrapher. The character may learn proofs and may make them in half the time. The character can make a “rigorous” circle (any spell defined as a “circle” which includes triangles and the like) which takes double the time and gives the caster +1 to WIL rolls against creatures in the circle. The character can read magic circles at a basic roll. Level 3: Thaumaturgist. The character can make proofs in ¼ the time. A rigorous circle gives +2 to WIL rolls. An “advanced proof” takes 1000 hours per point the spell costs to learn and, if the Trivial skill roll is made when it is cast, the spell requires ¼ less mana. The rolls for these proofs are at –6 to make (-3 for the Level 3 practitioner). They are very valuable and very rare. Level 4: Thaumaturge. NOTE: All Thaumaturgy must be inscribed on a solid surface (no scrolls of magic circles). At the GM’s discretion, a heavy rug may suffice. Circle of Power– [Signature Spell: 4] The Circle of Power takes 10 hours and 10 skill rolls to inscribe. It generates 6 Short Term mana per second for the caster while inside. Casting Cost Type Endurance Notes 50 Circle Normal None Glyph of Destruction – [1] When the Glyph is struck, and while it is maintained, a word from the caster can detonate it. It acts like a [WIL] PWR Disintegration spell against the object the glyph is struck on (no animate matter). This can be used to blow doors, knock down small walls, destroy items, etc. Each time this is repeatedly used on a structure or object within 24 hours, the casting cost goes up by 12 points. Casting Cost Type Endurance Notes 18 Glyph Running None Glyph of Fire – [1] The casting of this glyph is the laying of a bomb that will detonate shortly. When cast the caster may specify a number of seconds that will pass before the glyph explodes. It explodes for 24 points of damage with a 4- yard radius. The Glyph cannot be cast on animate matter (the ground zero of the glyph takes full damage, everything else in 4 yards takes half that). If the skill roll is missed, the glyph appears but there is an 11- chance the spell will go off each second. Casting Cost Type Endurance Notes 12 Glyph Normal None Glyph of Sealing – [1] The caster strikes a surface and cast the spell and the glyph appears. It must be cast on a closed portal or chest or other such solid door. The door will be sealed with a Grapple score equal to the caster’s WIL-6. To force the door, attackers must gain a Success result. Casting Cost Type Endurance Notes 5 Glyph Normal None Rune of Alarm – [1] The mage creates a rune taking 20 minutes and one roll. When a person steps on the rune—or moves within 4 yards of it and it makes its 12- “visual perception roll” (stealth will negatively effect a rune of alarm) 75 the caster will know. This can be used to guard doors, campsites, etc. The alarm will rouse the caster from deep sleep. Each 2 points put into the rune will cause it to last 1 hour. With 4 additional rolls, and 3 hours, the rune can be bound to someone else (the person must be present to “sign” the rune. For 30 mana, the rune can be made permanent. Casting Cost Type Endurance Notes 4 + time Rune Normal None Rune of Light – [1] A Rune of Light takes 3 hours and 3 rolls to inscribe. It is 1.5 yards on a side and must be placed on a flat surface. Once inscribed it emits light enough to see or read by. The effect lasts for 12 days per point the roll was made by unless the roll was made by 5+ in which case the rune is permanent. Casting Cost Type Endurance Notes 20 Rune Normal None Rune of Ownership– [1] When this rune is inscribed on an item (taking 10 minutes and 1 roll) the caster will become aware of the history of that item when the rune is inspected. This can be placed on personal belongings or even temporary lodgings. The caster will know if the item has been tampered with and will know when it happened and a general description of who did it. Casting Cost Type Endurance Notes 8 Rune Normal None Rune of Strength – [1] The rune takes 8 hours and 4 rolls to inscribe. A structure marked with the rune gets +2 to STC rolls until it suffers a Major Failure (fail by 5). The maximum size of a structure this can apply to is WIL3 cubic yards. A larger object may be marked with more than one Rune of Strength. Casting Cost Type Endurance Notes 20 Rune Normal None Symbol of Unwelcomeness – [1] The character can inscribe a symbol that is extremely distasteful to one kind of magical creature (common examples are werewolves and vampires . . . “dragon’s bane” symbols are probably a little rare). This requires 3 hours and 3 rolls. Each day, a roll is made against the caster’s skill to see if the charm degrades. At full power, the type of creature must make a WIL roll at –4 to approach the symbol. Each time it degrades this drops by 1. A symbol can be carried around but moving it around causes degradation rolls each hour and WIL rolls to approach are at –3. If a symbol is broken, the affected creature may move in freely. Each creature so made unwelcome is a separate Symbol to learn (1 point each). Casting Cost Type Endurance Notes 18 Glyph Normal None Triangle of Protection– [1] The magical Triangle takes 1 hour to inscribe and 1 skill roll. Undead cannot cross its boundary or attack across the boundary. Summoned creatures intending to attack across the boundary must win a WIL roll against the caster’s WIL. They get 3 attempts to do so after which that creature can no longer attempt to get at the caster. If a creature is summoned within it, the Triangle has caster’s WIL-1. The triangles cannot be “stacked” (being inside 10 Triangles is the same as being within 1). Casting Cost Type Endurance Notes 15 Circle Normal None Pentagon of Containment – [2] The pentagon of containment is designed to hold a powerful Daemon. Any being summoned within it, gets one roll to beat the Pentagon’s WIL of [WIL + 3]. If this is done, then the being must win a contest of wills against the caster’s [WIL + 1] by 3, making one roll each turn. If the summoned being is attacked in any way while inside the pentagon (from outside it), it automatically breaks free. Before summoning, the caster may take a 4 hour ritual of preparation (burning candles, lighting incense, etc.) this gives a +1 to the initial roll. A Pentagon will hold a summoned creature for [WIL] hours after which it may leave. Remember that summoned creatures are under no obligation to do what is asked of them and will drive a hard bargain. Casting Cost Type Endurance Notes 18 Glyph Normal None 76 Pentagram of Summoning – [2] This Circle takes 5 hours to inscribe and 5 skill rolls. Summoning a creature within it takes 30% less mana than normal (round up). The downside of this is that summoned creatures can return at odd times to the Pentagram making them dangerous. This is best combined with other summoning defenses. Casting Cost Type Endurance Notes 22 Circle Normal None Rune of Power – [2] The rune takes 4 hours to inscribe and 4 rolls. When created, it can hold 4 mana for later use. Once used, the rune dissolves. A caster can only use one Rune of Power per casting. Casting Cost Type Endurance Notes 20 Glyph Running None Rune of Warding – [2] This rune (1 hour to inscribe and 1 skill roll per point cost of the spell bound to it) binds another spell (an attack spell) to an object. When an action takes place and the rune detects it (automatic if it deals directly with the object the rune is on—otherwise the Rune has an 11- Perception roll or can be set up with a 4 yard long “mystical trip-wire”) the spell goes off. The spell has an REA of 14 and a to-hit roll of 15-. The bound spell must be cast immediately after but can be cast by another mage. Casting Cost Type Endurance Notes 18 Rune Normal None Circle of Protection – [4] The circle takes 4 hours and 4 rolls to inscribe. Inside it, the character is protected from all Curse-type magic and any Divination-type magic concerning him is at –4 to the roll. Any PWR vs. STAT attack that targets through the circle (from within or without) is at –4 PWR. Casting Cost Type Endurance Notes 30 Circle Normal None Circle of Seeing – [4] The mage draws a circle on a wall or door and the interior of the circle becomes a one-way magical window into the other side. Light will not pass through this window so if the side is dark, the character is out of luck (similarly, if on the other side is a hung painting, a curtain, etc. the spell will not penetrate that). Casting Cost Type Endurance Notes 30 Glyph Running None Circle of Transport – [4] The mage draws a circle that takes 40 hours and 8 rolls. When complete, the caster has one part of a “teleport” circle. If another identical circle is drawn somewhere else within WIL2 miles (more if 4 of the rolls are made by 10 or more—the GM determines how far this can reach) a character in once circle can instantly move to the other. This does not require a spell but may be protected by a command word (which must be written in special script in the circle—a Thaumaturgy roll can decipher it). Each circle has hundreds of identifying marks, so either two circles must be made by extremely painstaking measures or the original caster must make both. Circles can link to more than one other circle. In that case, a person in the circle must walk in a given direction (and say the word if any) to teleport. Protecting a circle with a word costs 24 extra mana. Even if a circle is destroyed, the gateway remains, visible to all those who can detect magic, for 24 hours. In most worlds, the “kinks” have not been worked out of the spell (the GM can decide if the creators have solved all the problems). In this case (standard) each person who travels through the circle without paying 24 Mana (so the traveler must be a mage) causes an increasing chance of the circle opening quietly to extra-dimensional space and allowing daemons to show up. This chance is a 0- for the first person and increases by a cumulative +1 for each roll above a 12 made for each 2 Mass worth of goods or people that move through a portal (roll for chance of increase for each person, then roll to see if the circle corrupts). Additionally, creating such a circle (if the spell hasn’t been “modernized”) costs $500 or more depending on how far it goes and how many circles it links to (GM decides). For an “industrial strength circle” the cost may be staggering—literally breaking the economies of nations to keep running (traffic can degrade them, mages may be brought in to repair suspected corruption, etc.) Casting Cost Type Endurance Notes 30 Circle Normal None 77 Line of Devastation – [4] The mage draws a line (with chalk) across the ground. This is an 8 REA Long action (the chalk must be in hand) and can extend up to 4 yards (in hand) or 6 yards if the chalk is on a stick. When complete (or it may be extended if it is done each turn in succession—the magic points are only paid once, but drawing the line is Sprinting Endurance) it creates a deadly barrier. Anyone crossing the line will suffer an blow for the mage’s WIL +2 damage (Impact) which ignores armor and is of energy nature (similar to fire). The Line of Devastation lasts forever—but normal weather will erode it in 2 hours. Anyone approaching it will feel the danger with a WIL roll at +2. Casting Cost Type Endurance Notes 15 Glyph Normal None Rune of Locking – [4] The Rune of Locking is a complicated spell of protection. When inscribed on a door, it acts as a magical lock. To open it, one must trace the rune in a proscribed fashion, determined at casting time. A Thaumaturgy roll at –3 per level of difference of the caster will “pick” the rune. Inscribing the rune takes 6 rolls and 12 hours (picking it also takes six rolls and 12 hours). Because of the obvious nature of opening the door, the Rune of Locking is not suited for public entrances. A rubbing of the rune (or copy . . . or Memory roll at –6) will be good enough to transfer the rune to a Thaumaturgy mage for study. Casting Cost Type Endurance Notes 45 Rune Normal None Square of Force– [4] The Square of Force takes 8 hours to inscribe and 8 skill rolls. It gives the caster a 12 PWR, 20 STA Force Field against magical attacks and blows from summoned creatures or undead. Casting Cost Type Endurance Notes 25 Circle Normal None Words of Binding – [4] These words (magical script, legible only by mages), when inscribed around a Circle set conditions on what a creature summoned within may do. This is not automatic: the caster must win a battle of WILs with the creature summoned (if the creature is an automaton and has no WIL it is not bound). The caster gets a +2 to his WIL. To play out the battle, have both parties roll once a turn against each other. Keep track of what each force wins or loses by. When one side wins by 5+, the battle is over. Common words are: • You may not attack me and I may not attack you: 20 Mana to inscribe. 3 hours, 3 rolls. • You must keep your word in a deal: 30 Mana to inscribe. 3 hours, 3 rolls. • You must do what I say. 80 Mana. 8 hours, 8 rolls. • You may not leave the circle, nor attack beyond it save by my command. 20 Mana to inscribe. 3 hours, 3 rolls. Casting Cost Type Endurance Notes 22 Circle Normal None 78 Witchcraft Description: Witchcraft is magic that has its origins outside of our reality. It is usually taught to its practitioners by “lesser powers” or obscure Extra Dimensional Beings (EDB’s) that have human agents working towards their ends. In some cases, these creatures are malevolent. In most, their final goals take decades or centuries to achieve and have no bearing on earthly life. As is the case with necromancers though, a few witches have managed to ruin it for everyone. Thus, witchcraft has the unfair reputation of being nothing but curses and “sneak attack” spells. The reality is that witches, as agents of EDB’s (hated and misunderstood) are taught spells that will make them effective “secret agents” in the world of magic. The majority of witches are women but men comprise a sizable minority. Level 1: Daughter. Level 1 spells are spells that often “non-witches” know from the categorical study of witches. A character knowing these spells need not be in league with any EDB (in fact, the mere fact of the skill requires no EDB—but it often comes from there). The primary level 1 spell is Detect Unseemely Aura that detects the “footprints” of an EDB. At Level 1, the character can make rolls at –6 to know things about the nature of EDB influence in the world. If the roll is missed by –1 to –3, the character knows something—but the GM decides if the character merely knows popular superstition. Level 2: Wise Woman. At Level 2, the character either knows a little (rolls at –3) about the broad influence of EDBs in the world or knows a lot (standard roll) about one EDB’s mode of operation. If the character is in contact with an EDB, this skill allows the character to know a non-magical ritual to contact it. This may require a dozen true believers and a sacrificial lamb or other such things—but it is often the way that apprentices become Adepts—summoning an EDB and getting it to agree to teach them. Level 3: Witch. At this level, the witch is almost certainly in contact with an EDB. If so, the character receives the Familiar spell for free (in exchange for being obligated to serve the EDB as the GM sees fit). Otherwise, a witch may buy the Familiar spell normally (4 points). Regardless, she knows quite a bit about EDB’s in general (roll at +3). Level 4: Witch Mother. Familiar – [Signature Spell: 4] The character is sent a “possessed” animal from his EDB. This animal has an INT of about 10 – 12 and can communicate via telepathy with the character. With a Long action (and continual meditation) the mage can see through the Familiar’s eyes until concentration is broken. The maximum distance that the link and communication can be sustained for is WIL2 yards. The link between the character and the familiar is strong: if the familiar is killed, the character suffers a Critical Wound instantly (the Damage Points and the roll are suffered). Standard Land Familiar (fox, cat, rat, etc.) STR 5 BLD 1 CON 12 /12 DP REF 12 INT 11 Stealth L3 14-, Claw/Bite attack 2 Pen Damage 14-, Dodge (3 REA) 14-. Small size (-2 to be hit at range, 1- in HTH). Climbing L2 13-, Shadowing L2 13- Night Vision Standard Flying Familiar (owl, falcon, bat, etc.) STR 8 BLD 1 CON 12 /6 DP REF 12 INT 11 Stealth L3 14-, Claw/Bite attack 2 Pen Damage 14-, Dodge (3 REA) 14-. Small size (-2 to be hit at range, 1- in HTH). Climbing L2 13-, Shadowing L2 13- Flight 12 yards / sec Casting Cost Type Endurance Notes 45 Summon Normal None Aruspicy – [1/2/4] The witch can divine information by sacrificing an animal and reading its entrails. The spell requires an elaborate ritual that takes 1 hour and uses 30$ worth of material at the end of which an animal is killed. With a ritual that requires 3 hours and 50$ worth of material, the witch may use a dead animal (allowing modern- day city witches to find their futures in the frozen meats department). There are three uses of this spell. Each form must be purchased separately to use. 79 • Omen [1 point] –The witch can determine when the next significant symbol of the target’s future will appear (“seek the omen at midday when the crow trills thrice”). The GM must decide if there are “omens” and when the next one will occur (in this case, even seemingly normal events can be omens). This is often done in reference to some question (“how will my voyage go?”) and the GM can take opportunities to be clever (“Seek the omen at noon!”—the omen being a waitress spilling a pitcher of water on the character). This spell requires a RES roll on the part of the caster. If failed, the knowledge of the next omen is not gained. Witches under pressure may lie (or even stage some event). • Far Seeing [2 points] – The character can see the future as if she possessed Far Precognition (at WIL PWR). • Knowledge [4 points] – The witch can divine information as if she possessed Extra Sensory Perception at Level 4 and at [WIL] PWR. Casting Cost Type Endurance Notes 25 Fortune Normal None Bane – [1] The character can make a charm that is extremely distasteful to some kind of magical creature (common examples are werewolves and vampires . . . “dragon’s bane” charms are probably a little rare). This costs $30 for the raw materials and requires 4 hours and a roll. Each day, a roll is made against the caster’s skill to see if the charm degrades. At full power, the type of creature must make a WIL roll at –4 to approach the charm. Each time it degrades this drops by 1. The Bane is best hung in a doorway—moving it around, or traveling with it, causes it to degrade each hour and it rolls at –3. If a bane is destroyed, the affected creature may move in freely. Each creature so made unwelcome is a separate Bane to learn (1 point each). Casting Cost Type Endurance Notes 18 Create charm Normal None Bless– [1] When this spell is cast upon someone, Fortune smiles upon him. Three rolls that day will be modified by 1 in the Blessed character’s favor (random rolls, GM’s discretion). A character may have only one Bless on him at a time. Casting Cost Type Endurance Notes 15 Blessing Normal None Brew of Health– [1] A minor healing potion, this brew is quaffed before going to sleep. If the drinker gets a full night’s sleep (6 hours), he heals 4 points of damage. If not, he only heals 1 point. The potion requires 2 hours and 50$ in materials to make. Casting Cost Type Endurance Notes 24 Potion Normal None Curse – [1] When this spell is cast upon someone, Fortune frowns upon him. Three rolls that day will be modified by 1 against the Cursed character’s favor (random rolls, GM’s discretion). A character may have only one Curse on him at a time. Casting Cost Type Endurance Notes 15 Curse Normal None Cursed/Blessed Wax – [1] The witch can enchant a normal (if not normal-looking) candle so that when someone lights it, he is affected by a curse or blessing. The witch must already know a Curse or Blessing-type spell to learn this spell and must spend 1point for each individual Cursed/Blessed Wax she wishes to learn. The effects of Draught of Truth may also be used for Cursed/Blessed Wax. Casting Cost Type Endurance Notes 30 Enchant Item Normal None Detect Unseemly Aura – [1] When an EDB exerts its influence in the world, it leaves a psychic “stain.” This spell can detect this. Areas where such beings have manifested (usually due to a ritual) or where their influence is strong will have such an aura. When cast, the user makes a Witchcraft Skill roll. If the roll is made by 0-5, the caster will detect the aura. If the roll is made by 6-9, the caster will know something about the being (and perhaps the ritual). If made by 10+, the caster will know a great deal about the being and its modus operandi. The GM should 80 only allow this spell to be cast once per hour in the same location and it will detect such auras within a WIL2 yards radius. Casting Cost Type Endurance Notes 24 Detection Normal None Glamour– [1] With 3 hours and 25$ of material, the witch makes a cream that, when applied to the face and skin, temporarily grants the user +1 Level of Attractive (up to Level 2). The effects last for one full day. If the Glamour using character already has Attractive or Exotic at Level 2 or better, the cream has no effect (although it is a fantastic emollient and moisturizer). The GM may choose to rule that some unsavory ingredient goes into this . . . Casting Cost Type Endurance Notes 24 Potion Normal None Mending Balm– [1] With 3 hours and 15$ of material, the witch can create a salve that, when applied, allows Sub-Minor Penetrating wounds heal as though they were non-Penetrating. The balm must be applied within 1 minute and must be allowed to heal for 5 minutes. The balm is enough for 7 applications. Casting Cost Type Endurance Notes 24 Potion Normal None Patch – [1 or 2] With 30 minutes and 5$ worth of materials, the witch can make a small, black patch that, when applied to a broken or torn item, will mend it without trace of damage. The item in question must not weigh more than 1/8 pound. The patch is applied and then removed 5 minutes later. If the item is seriously jarred during this time, the spell will fail. If the witch spends an extra point (total of 2 points) on Patch, she can mend items by simply passing her hand slowly over the area to be fixed and spending twice the amount of mana. Casting Cost Type Endurance Notes 10 / 20 Potion / Instant Normal None Refreshing Drink– [1] A popular item among commoners and adventurers alike, this potion will return 10 Endurance to the drinker. It requires 2 hours and 30$ to make. Casting Cost Type Endurance Notes 24 Potion Normal None Rip Hair – [1] This terrorizes the subject: once cursed, the witch can mime pulling his/her own hair out. The target will actually suffer the pain and hair-loss. The curse hits as a Curse (invisible ranged attack). It lasts 72 hours. In combat, taking a 5 REA medium action to pull hair causes the target to make a WIL roll or fight at –1 for that turn. Often, this can be used to cohere a properly selected person to do things for the witch. Casting Cost Type Endurance Notes 24 Curse Normal None Shadow Cloak – [1] The character becomes cloaked in shadows. This acts like a PWR 2 visual cloak with the added effect that the witch will become impossible to identify – witnesses will see shifting features and unnatural patterns of light and dark that obscures the caster’s identity. Casting Cost Type Endurance Notes 6 Continuing Walking None Waking Dreams – [1] The witch can divine information from visions but it extracts a heavy toll on the caster. By spending 15 minutes and 20$ worth of material on a ritual, the witch slips into a trance-like state in which she can access information from the ether. At the end of the trance, she possesses the information in question. The spell duplicates the powers of Aruspicy and the witch does not have to pay for each individual form . . . but the information comes at great cost. • Omen – The trance lasts one hour, the witch takes WIL Endurance, and she must make a successful skill roll or else suffer a Minor Wound. 81 • Far Seeing – The trance lasts three hours, the witch takes WILx2 Endurance, and she must make a successful skill roll or suffer a Major Wound. • Knowledge – The trance lasts six hours, the witch takes WILx3 Endurance, and she must make a successful skill roll or suffer a Critical Wound. Casting Cost Type Endurance Notes 30 Divination Varies None Analgesic – [2] The witch can brew a potion that greatly reduces pain. Whomever drinks the brew can ignore one level of condition effects (Hurt condition is ignored, Injured is treated as Hurt, and Serious is treated as Injured). The effects last for 6 hours. It requires 2 hours and 25$ worth of material to make. Although this potion is highly sought after by adventurers, it is especially prized by expectant mothers who wish to alleviate labor pains. Casting Cost Type Endurance Notes 24 Potion Normal None Candle Magic – [2/1] The witch may make candles that, when burned, produce certain effects. Each candle (and effect) must be purchased separately, the first costing 2 points and each additional one costing 1. A candle requires 1 hour and 20$ worth of materials to make. Unless stated otherwise, candles burn for 3 hours. Burning more than one of the same type of candle will not produce cumulative effects. Candles may look as normal or exotic as the witch wishes. Common candles include: • Health – like Tallow of Health (Earth College); 24 hrs • Healing – the stricken person gets +2 to his CON roll to heal and his healing rate is doubled; 24 hrs • Anesthesia – when left on the bedside of a character, pain is lessened (ignore Hurt condition); 12 hrs • Drowsiness – the candle will cause anyone willing to sleep to fall into deep slumber • Meditation – the character who lights the candle receives +1 to his effective INT while it burns • Romance – the witch receives +2 to Entrance whomever she is with in the room where the candle burns • Scrying – while the candle is burning, the witch can hear whatever is going on within a 10 ft. radius of it Casting Cost Type Endurance Notes 30 Potion Normal None Cauldron of Gossip – [2] The witch mixes various unusual substances into a “soup” in an iron cauldron and stirs it. While it burbles, the witch can listen to it and hear the voices of gossips in the community (WIL mile radius). The GM determines what counts as gossip but a Witchcraft Skill roll is made: 0–5: Common Gossip (the kind of thing one could find hanging out around the local well). 6–9: Elite Gossip (the stories the help in the rich peoples houses are telling). 10+ Whispered Secrets: the witch may hear any secret that is told out of confidence. This spell takes gossip from the last 24 hours. The witch will hear a variety of voices and must make perception rolls to pick out specific chains of conversation. Casting Cost Type Endurance Notes 24 Detection Running None Charm – [2] The witch can enchant an item that then brings good luck to the bearer. The witch creates a small totem or enchants a piece of jewelry or a prized possession of the character. For every 75$ invested in the totem or that the jewelry is worth or for every year the character has owned the item, the Charm will modify a random roll in the character’s favor by one once per day up to a maximum of three such modifications (so a totem or jewelry worth 150$ will modify two rolls by 1 in the character’s favor as would an enchanted personal item owned for two years). Multiple charms will not work. A Bless spell cast upon someone with a charm will grant a total of 4 modifications in the course of the day. Anyone holding the item will receive the benefits of the charm. Casting Cost Type Endurance Notes 45 Enchant Item Normal None Curse of Mice – [2] When cast on a kitchen, the kitchen becomes magically infested with mice. Normal extermination techniques will not work and the kitchen will be almost unusable. The curse lasts WIL / 4 days (round up). To cast it, the mage must either touch the primary user of the kitchen, come within sight of the kitchen and 82 make a sign in the air, or have a small charm with the spell cast on it delivered to, and placed in the kitchen (removing the charm will break the spell). Casting Cost Type Endurance Notes Curse of Spiders – [2] This nasty spell may be cast on a person either by having a lock of their hair, a drop of their blood (1 DP worth), a piece of clothing, by touch, or by a ranged attack (the target sees the caster make a mark in the air). When the spell activates (0 – 10 hours, caster’s choice) the target will become infested with spiders. Any clothes worn will have a 9- chance of generating a spider each 3 minutes. These spiders will never be seen to appear but will crawl out of pockets, folds, etc. Only the simplest of clothes—a small loin cloth—will not be affected. The curse lasts WIL hours. Casting Cost Type Endurance Notes Drought of Animosity – [2] This spell must be casts on two drinks at once. When they are drunk, each person will suffer a PWR vs. STAT attack (vs. WIL, PWR is equal to caster’s WIL+2). This effect will be to make them feel an irrational dislike for each other. • Minor Effect: Distaste – targets will avoid each other and are at –3 to interact • Standard Effect: Argumentative – if given sufficient reason (GM’s call), the targets will start to argue • Major Effect: Active Dislike – targets will actively find faults to start an argument; fights may break out • Critical Effect: Boiling Anger – targets will start fighting using non-lethal means (fisticuffs) • Catastrophic Effect: Murderous Hatred – targets will actively try to kill each other The GM must determine the effects of each stage and the two will use the lower of the two effects (if one person suffers a Critical effect and the other suffers a Minor effect the effects for both are Minor). Casting Cost Type Endurance Notes Drought of Enchantment – [2] The “Love Potion” most people ask for. The spell is cast over a drink and it is delivered to the target. Whoever the target sees after drinking the spell will “make an Enchant attack with a [WIL+5] PWR” against the drinker. For this to work the drinker must not be suspicious, or otherwise highly alert (if the GM rules the drinker is “cautious” then the PWR may be reduced to [WIL+1]). The drawback is that, if the effect is strong, the person may become manic concerning the target. Casting the spell takes 3 hours of preparation over a sealed bottle of the drink. Selling these is usually quite illegal. Casting Cost Type Endurance Notes Drought of Sleep – [2] This drink acts as a sleep potion. It is a Sleep PWR vs. STAT attack (WIL) of [WIL+3] PWR. This takes 3 hours to make. Casting Cost Type Endurance Notes Draught of Truth – [2] This spell is cast over an alcoholic drink. When imbibed, the drinker will become “intoxicated” and will be much more likely to tell the truth than normal—and will have only vague memories of having done so when the spell wears off. This is not a “truth serum” and the person may tell the witch all kinds of things other than the secrets the witch wants—but careful prying or the right leading questions can open up most people. The target gets a WIL roll vs. the PWR of the spell (equal to [WIL+1]). This acts as a PWR vs. STAT attack (vs. WIL). • Minor Effect: Target’s guard is weakened; the witch can ask leading questions and the target won’t get upset or extremely suspicious if they’re phrased okay; he may not answer. • Standard Effect: Target speaks his mind; this is not going to reveal national secrets but will certainly dredge up some good interpersonal stuff. • Major Effect: Target is suggestible; the target will reveal “classified” but not “secret” data. • Critical Effect: The target will reveal secret data to the caster. • Catastrophic Effect: the target will reveal “top secret” data to the caster. Casting Cost Type Endurance Notes 24 Curse Normal None 24 Curse Normal None 24 Create Enchanted Drink Normal None 24 Curse None None 24 Curse None None 83 24 Create Enchanted Drink Normal None Enchanting Voice – [2] The character’s spoken command acts like the Influence ability with PWR equal to the character’s WIL+1. There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the voice is being used against him; however, the witch can still use the voice on the target but at double mana (it is virtually impossible otherwise). Casting Cost Type Endurance Notes 12 Instant Normal PWR is WIL+1 Evil Eye – [2] A target is hit with an invisible (unless the target can see cast magic) attack. He may feel a cold chill and notice a foul look from the witch. For the remainder of the day, the witch will enjoy +3 Luck while the target suffers –3 Unluck. This can only be cast once per day (it doesn’t stack and neither does the unluck). Casting Cost Type Endurance Notes 18 Curse Normal None Following Charm – [2] The witch creates a small charm that can be given to a person (it can also be placed on a person without their knowledge by sleight of hand at a –2 roll). When placed, for as long as the spell lasts (the charm can be made at any time—it is activated by paying the mana) the witch will see things as though he was following the person with the charm. The person, for his part, can make perception or WIL rolls to detect a feeling of being followed. Casting Cost Type Endurance Notes 24 Create Charm Walking None Glitch – [2] The spell causes the malfunction of a machine. When cast it can be activated any time within a hour of casting. The machine must make an STC roll vs. the caster’s WIL +2 (most machines have an STC of 14-). This acts a PWR vs. STAT attack. The Minor Effect: minor functions of the machine will malfunction as though possessed (car radios will switch to ominous songs, gear systems will creak and work at only 80% efficiency, etc.) Standard Effect is more so (machine operates at 50% efficiency—pushing it will break it). Major effect will break the machine. Critical Effect: the machine fails in a diabolical fashion designed to hinder, but not directly kill the owner. Catastrophic Effect: Christine. The machine simply goes bad and will, in its way, lash out at everyone near by. Cars may drive around at night and kill people, computers will call Date and Time in Tibet, send insulting email to Stephen Segal, and alter the character’s homework to get him expelled, soft drink machines will dispense New Coke, etc. The effects last about 1 week except for the last two, which are more or less permanent. Throwing Glitch on a Cyborg causes it to make a Major Wound roll (just the roll—no damage is taken). Casting Cost Type Endurance Notes 24 Curse Normal None Haunt – [2] A simple defensive spell, Haunt creates “ghost lights” that dance in an area when someone comes close. They are usually meant to scare off intruders (the lights have an eerie presence and an Intimidation of [WIL+1] vs. those not familiar with magic). The spell lasts 1 week. When someone approaches within 4 yards, the lights will vanish. On a roll of a 0 to 3, however, the presence of the magic will call a real haunt of the GM’s choice. It will not appear immediately and it may, at the GM’s discretion, not bother the witches. It will, however, definitely bother the local community. Casting Cost Type Endurance Notes 18 Illusion Normal None Hexbreaker – [2] The witch can dispel a Curse-type spell laid upon someone. The hexbreaking witch rolls her WIL against that of the mage who originally cast the curse using the following modifiers: • +/- 1 for each point of difference in skill • +/- 3 for each level of difference (a Level 3 witch’s curse is harder to break than a Level 2 witch’s and vice versa) • -2 to break 4 point Curse-type spells • +1 for each hour or 50$ the witch spends on ritual up to a maximum of +3 84 Minor Effect: Curse lifted for one hour. Standard Effect: Curse lifted for one day. Major Effect: Curse broken. Critical Effect: Curse broken and cursing mage must make a WIL roll or suffer the effects of the curse. Catastrophic Effect: Curse broken and the cursing mage must make a WIL roll at –3 or else suffer a Minor Wound and the effects of the curse. Casting Cost Type Endurance Notes 30 Blessing Walking None Hold Fast– [2] The target appears to be standing calmly, but is actually held by the invisible spell. While a “curse” in that the casting is invisible, observers will see the caster seem to “throw” the spell. The spell is a tangle attack. The spell has 2pts of armor, 12 DP, and an Offensive Grapple of 7. Characters in the grab will be at –4 damage modifiers to break the spell. Advanced Note: purists can give the bonds an STC roll of 15-. Casting Cost Type Endurance Notes 16 Ranged Attack Normal Tangle attack Hold Tongue – [2] This spell forces the target to keep a secret about some subject. It acts as a PWR vs. STAT attack and the subject must be chosen and told to the subject when the spell is cast. When the target tries to tell others, he will find that he can’t speak it, write it, or otherwise convey it. If directly questioned, he will simply remain mute on all questions concerning it. Minor Effect: lasts for 1 hour. Standard Effect: Lasts for 1 day. Major Effect: Lasts for 1 month. Critical Effect: Lasts for 1 year. Catastrophic Effect: Lasts forever. Casting Cost Type Endurance Notes 24 Curse Normal None Jinx – [2] Similar to Glitch, but for people. Casting Cost Type Endurance Notes 24 Curse Normal None Lash – [2] One of the terrorize spells, Lash creates an “allergic reaction” in the cursed target that causes welts to appear in a stripe as though the target was “lashed.” Each “lashing” does 2 IMP damage and gives the target a WIL roll (cumulative +1) vs. the caster’s spell roll to break the curse. When a target is hit (as a ranged attack), for the next 72 hours, the witch can lash as a 5 REA Medium action. Lashing requires no to- hit roll. Casting Cost Type Endurance Notes 24 Curse Normal None Listening Mark – [2] The witch draws the mark on the wall in a black, naturally made paint (takes $2 and 1 hour to make). This weird mark may almost seem to be some natural splatter of paint or a natural smear (it also smells funky). The mark acts like an ear for the mage when the mage concentrates and the spell is running. When the mark is drawn, it may be activated by paying the mana at any time within 24 hours. Casting Cost Type Endurance Notes 24 Create Mark Walking None Murder of Crows – [2] One of the many witchcraft “revenge” curses, Murder of Crows is rarely fatal but can be extremely frightening. When cast, (like other curses, it’s invisible), the target will experience nothing unusual from the spell for up to an hour (delay determined by caster). When the hour is up, though, all common birds that see the target will want to kill him. The average bird attacks once every 1-3 seconds and hits on a 13- for 1 to 2 points of Penetrating damage. In a normal city or town, approximately 20 birds can be expected to show up. This curse lasts for an hour and will at least result in the bird-plagued person being driven in doors. Casting Cost Type Endurance Notes 22 Curse Normal None Nightmare Curse – [2] A witch can channel his/her negative energy to another. This has the effect of giving the target nightmares while improving the quality of the witch’s calm. It hits as an undetectable ranged attack (again, the target gets a perception roll to notice an unpleasant feeling from the witch—but nothing obvious). For a day where 85 this is done, the target makes WIL rolls at –2 and suffers horrible nightmares. The witch gets an effective +1 WIL for purposes of casting spells and making WIL rolls (this does not get the witch more mana). Casting Cost Type Endurance Notes Prevent Birth – [2] Cast in any of the normal ways a curse can be, the spell can be used to deny a person an offspring or, more commonly, as simple birth control (although going to a witch for this is considered very risky). It must be cast on a woman once per month and lasts the entire month. When cast, if the target is “resistant” (unaware) she gets a CON or WIL roll vs. the caster’s roll. If the caster wins a roll by 10, the woman is permanently barren until the curse is lifted. This curse may also be cast against men, however, the casting cost Casting Cost Type Endurance Notes Sneak – [2] Witches must meet often and secretly. The Sneak spell is used by them—but is also coveted by thieves and assassins. While it does not provide Stealth (you have to have that yourself) it does provide a preternatural sense of someone watching you—or being nearby where they can see you. While Sneak is running, the mage will know if someone is watching her. She will also get a WIL “perception” roll to know if someone is “nearby” and “about to see her.” If a character is about to step around a corner and Sneak is running, the mage will know. Casting Cost Type Endurance Notes Steal Harvest – [2] When cast on a plot of farmland (up to WIL acres) it will multiply the production of that land by as much as 30% (the exact number is determined by the GM). The price, however, is that 2x that number of acres of neighboring farmland has its harvest decreased by that amount. Detect Unseemly Aura will detect this meddling, but detect magic will not. This spell can be cast multiple times—if the land is adjacent, it will not be degraded (so large farms can be covered by multiple castings). To do this, all the castings must be done in a single day. Casting Cost Type Endurance Notes Steal Unborn Child – [2] One of those spells that ruins everything for everyone. The rational for this is that being an active witch takes a lot of resources (sacrificial animals). Most witches are people of little means (EDB’s can usually only offer training and some weird advice—not very useful to the rich). This spell is used to steal unborn calves from neighbors cows to the witches cow to insure new calf when needed. This can also be used, even more despicably, to steal a human child. To work, the witch must get a lock of hair, 1 DP worth of blood, or some other substantial piece of the person to be targeted (often a cow’s ear is taken). Then the spell is cast on the recipient. It takes 5 hours to cast and the target will suffer extreme distress. The range of the “teleportation” is WIL miles. This spell has a flaw: the mother will know her own child on sight. It’s up to the GM to determine if her word is admissible in court. Casting Cost Type Endurance Notes Strike Mute – [2] Good for sentry removal (and a number of other clandestine uses . . . also in court) the spell makes a target voiceless for a time. It is a PWR vs. STAT attack (PWR 14 vs. WIL). Minor Effect: the target is silent for 2 seconds. Standard Effect: the target is silent for 30 seconds. Major Effect: the target is silent for 3 hours. Critical Effect: the target is silent for 3 days. Catastrophic Effect: the target is silent forever (until the curse is removed . . . also, make a WIL roll once per week at a cumulative –2 to recover voice). Casting Cost Type Endurance Notes Witchbolt – [2] One of the Witchcraft’s few offensive spells, Witchbolt, is fairly rare. This spell fires a black-green blast that hits as a ranged attack and ignores armor. It does 11 points of damage. Casting Cost Type Endurance Notes 24 Curse None None 24 Ranged Attack Normal PWR 14 24 Detection Walking None 22 Curse Normal None 30 Curse Normal None 22 Curse Normal None 86 30 Ranged Attack Normal None Witch’s Candles – [2] Witch’s Candles are handcrafted deformed candles made of human fat (usually requires robbing a morgue!). Each candle costs about $5 in materials . . . plus the fat (charge for that!). When burnt, the candle “gives off” 5 mana to aid in the casting of a spell. Only one candle can be used per spell. Making a candle takes 4 hours (they can sell to other mages for $25 to $100 . . . more if the sale of fat is illegal!) Casting Cost Type Endurance Notes 24 Create candle Normal None Witch’s Door – [2] This spell is cast when a door is constructed (or on one that has been out of use for 72 hours). It makes the door seem to vanish. Only people who know the door is there, see it open, or cast this spell (it can be used to detect these doors). The primary use of this is to protect meeting areas (a room can be sealed off with this). If a person inspects the wall, they get a perception roll at –3 to detect the door (and then they’ll wonder how they ever missed it). The nature of this spell is tricky. If a person is in the company of one who sees the door, he will tend to see it too (Perception roll just to notice it—automatic if it is pointed out). Casting Cost Type Endurance Notes 24 Create “Invisible” door Normal None Youthful Appearance – [2] A popular lotion among commoners and nobility, this balm, when applied on the skin, will give the appearance that the user is 5 or 10 years younger. The salve requires either 85$ and 4 hours of work (5 years) or 175$ and 8 hours of work (10 years) and the fat of a baby animal (traditionally calf or lamb). The effects last 24 hours. Multiple application will not work. The de-aging is only skin deep; although the skin, hair, and nails will youthen, the body is still its actual age. Casting Cost Type Endurance Notes 30 Potion Normal None Eternal Youth – [4] An incredibly rare spell that nevertheless has truly ruined it for witches everywhere. Using this spell once a year means that its recipient will never age. The witch mixes 200$ worth of material into a potion. The potion is then mixed with the fat of a child no more than one year old and one day dead (which is then applied to the skin) or poured into a tub filled with the warm blood of a young maiden (which the recipient then bathes in). Either application takes one hour of time. The mana is spent in preparing the potion. Although many unethical witches use this spell for their own benefit, even more unscrupulous rulers coerce witches to use it for theirs. Casting Cost Type Endurance Notes 40 Potion Normal None Eye for an Eye – [4] Eye for an Eye is a vengeance spell that can be cast within 1 week after a witch has suffered a wound at someone’s hand. The Eye for an Eye spell takes three hours to cast and the victim will get three WIL rolls at a successive +1 to feel something bad coming. At the end of the time, the spell is cast and the target suffers the same wound (damage and damage type) he dealt the witch. For +15 mana and a personal artifact of the target, the witch can exact vengeance for someone else’s wound. For this to work, the wounded person must be with the witch for the entire casting of the spell. Casting Cost Type Endurance Notes 35 Curse Normal None Slave – [4] A powerful curse, Slave allows a witch to turn a person into a mindless servant. The spell requires three drops of the victim’s blood, 50 mana 150$ worth of material, and a night’s work. A skill roll is made at –5 and if failed, the witch takes a Serious Wound and the spell fails completely. If successful, the witch creates a handful of powder that resembles common dust that when it contacts the intended victim’s skin, causes him to fall sick within 24 hours. After three days, the victim falls into a coma that will be mistaken for death unless a Medical Skill roll is made at –6 (-3 at Level 3). A Witchcraft roll at –3 can also detect life (and thus the use of this curse). The coma can last up to a year and the victim requires no food or water and the barest minimum of air. Any time during the coma, the witch can touch the victim and, by spending 30 mana, takes him under her control (Control Power at automatic Catastrophic Effect at WIL Power). The witch need 87 only spend an extra 30 mana per month to keep the slave in such condition (otherwise, the effective Effect drops by one per month). The witch traditionally waits until the victim is buried and then digs him up before enslaving him. The witch can also use Sympathy to affect her intended victim and to enslave and control him. This curse can only be broken by the Hexbreaker spell or by another witch with Slave to cast a counterspell (50 mana, 150$ worth of material). Casting Cost Type Endurance Notes 50 / 30 Curse Normal None Sympathy– [4] Using this spell, the witch can affect a target using an effigy. The witch fashions a doll using 30$ worth of material. She then must acquire from the target a drop of blood, a lock of hair or nail clipping, and a personal possession (owned for at least 6 months). She must then perform a ritual that lasts all night that uses 150$ worth of material and 50 mana after which a skill roll is made at –5. If failed, the witch takes a Major Wound and the spell totally fails. If successful, then the witch can use the effigy to cast any Witchcraft spell that can affect a person (Potion, Curse, etc.) at WILx3 miles range at the person represented by the doll. These spells cost their normal mana +10, drain 5 Endurance from the witch, and requires all the attendant times and material costs associated with the spell. The doll need not be re-enchanted – the witch can cast as many spells through the doll as she is willing and able. If the doll is destroyed, the represented character receives a Minor Wound and takes damage in the manner in which the figurine is destroyed (i.e.: if thrown into a fire, the character will be burned). If the character himself reacquires his possession, or if Bless is cast upon the doll, the spell is broken. Otherwise, it requires Hexbreaker or another witch with Sympathy to cast a counterspell (50 mana, 150$ in material) to break the hex. Casting Cost Type Endurance Notes 50 / 10+ Enchant Item Normal None Rejuvenate – [8] A spell that only a handful of practitioners know, this spell actually restores youth to the witch. The spell requires the fat and blood of a baby animal (usually a lamb or calf). That, along with 250$ worth of material is brewed together into a potion which is then drunk. The effects are immediate. The brew subtracts 5 years of age plus an additional 1 for every point of mana spent in addition to the initial 40. The same brew can work on someone else besides the witch but the age removed is halved. A person can only benefit from one Rejuvenate per year. As an added bonus, if the witch also knows Eternal Youth, instead of baby fat or maidens’ blood, she can use either the fat of a baby animal or the blood of an adolescent beast. These substitute ingredients will only work for the witch herself however. Casting Cost Type Endurance Notes 40+ Potion Normal None 88 Spirit Description: This branch of magecraft is dedicated to the study and practice of beneficent magic and teaches powers of healing and defense. This magic involves the channeling of greater forces of the spirit rather than the simple manipulation of energy. As such, there is a price to pay for using it: The character must buy a psychological defect that reflects his beliefs. For instance, if a character serves the forces of good, he might take a vow of pacifism only to fight in the service of “good.” If the character serves the forces of darkness, however, then some form of fanaticism or other GM determined “sense of purpose” exists for the character. A Level 1 Spirit mage needn’t buy the defect but must buy one upon reaching Level 2. Level 1: Mage of Light. The character understands the basic mysteries of the School of Spirit. For every two points of skill above 10 the character has, he gains an extra point of endurance. Level 2: Defender. The character begins to learn the deeper intricacies of the Web of Life. The mage can automatically detect life within one foot of his person with a skill roll at –3 (no negative at Level 3). Level 3: Healer. The character knows the basic secrets of life and spirit. For every point of skill above 10 that the mage has, he gains an extra point of endurance. He also receives one free DP for every three full points he has in skill above 10. Level 4: Theurgist. Armor of Light – [Signature Spell: 4] When a Spirit mage casts this spell, a suit of radiant, weightless armor composed of light covers his body. The armor provides 7/21 protection and adds +3 to the mage’s roll to resist PWR vs. STAT attacks. All attempts to strike the mage are at –1 to hit. The armor sheds light in a 10-yard radius. Undead who see a mage wearing the Armor of Light must roll against their WIL as per Undead’s Terror (PWR is the mage’s WIL+1). Any Healing-type spell cast while the mage is wearing the armor heals an additional 5 points of damage. Attempts to Recruit or Intimidate are at +3. It is a 5 REA Short action to activate this spell. This spell costs no endurance, however, the mage must spend 3 REA each turn after the first on a Short action to maintain the armor or else it will fade away at the end of the following turn. Casting Cost Type Endurance Notes 20 Armor None None Bless – [1] When this spell is cast upon someone, Fortune smiles upon him. Three rolls that day will be modified by 1 in the Blessed character’s favor (random rolls, GM’s discretion). A character may have only one Bless on him at a time. Casting Cost Type Endurance Notes 15 Blessing Normal None Eyes of Light – [1] With this spell, the mage needs no light whatsoever to see in the dark. While this spell is running, the caster’s eyes glow with an inner light that gives him +1 to his visual perception rolls. The mage can only see in black and white however. Casting Cost Type Endurance Notes 4 Continuing Walking None Lend Strength – [1] With this spell, the mage can transfer his endurance to another character. The mage must touch the character to do this. The mana cost is 1 mana for each point of endurance so transferred. Casting Cost Type Endurance Notes Varies Rejuvenation Varies None Quieting Touch – [1] With a touch, the caster can cause someone to fall asleep. It is a Sleep PWR vs. STAT attack (vs. opponent’s WIL). The PWR of the attack is equal to the caster’s WIL. This spell has been the godsend of mothers with rowdy children everywhere. Casting Cost Type Endurance Notes 10 HTH Normal None 89 Shepherd’s’ Voice – [1] The character’s spoken command acts like the Influence ability with Power equal to the character’s WIL. There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the voice is being used against him (making immediate re-use virtually impossible). Casting Cost Type Endurance Notes 12 Instant Normal PWR is WIL Shining Armor – [1] When a Spirit mage casts this spell, a suit of shining, weightless armor composed of light covers his body. The armor provides either 2/4 or +1/+1 protection (whichever is better). The armor sheds light in a 3-yard radius. It is a 5 REA Short action to activate this spell. Casting Cost Type Endurance Notes 5 Armor Normal None Take Disease – [1] With this spell, the mage can cure diseases by taking them into himself. Any such taken disease, no matter what the disease, will become non-communicable. The mage makes a roll using his WIL+2 vs. the PWR of the disease. Minor Success: The mage takes the disease is at +2 to CON rolls to fight it off. Standard Effect: The mage takes the disease and is at +4 CON to fight it off. Major Effect: The mage takes the disease and is at +8 CON to fight it off. Critical Effect: The mage takes the disease and immediately burns it out. Catastrophic Effect: The mage not only takes the disease and instantly burns it out, he is forever immune to that particular disease. This spell can only be used once per person per day. The mage must touch the character for this spell to work. Casting Cost Type Endurance Notes 5 Healing Normal None Take Pain– [1] With this spell, the mage can take away the small injuries of others and make them his. The mage can heal up to [the mage’s Minor Wound score –1] in damage. The mage then takes this damage himself as Impact Damage (even if the original wound was Penetrating). This spell can only be used once per person per day. The mage must touch the character for this spell to work. Casting Cost Type Endurance Notes 3 Healing Normal None Undead’s Bane – [1] The caster radiates life energy, causing all undead in the area to roll [mage’s WIL+2] vs. their WIL or suffer the appropriate Intimidation effects. If a particular undead has no listed WIL, use this general guideline: • mindless undead (skeletons and zombies): 6-8 WIL • semi-aware undead (some zombies, lesser ghosts): 8-10 WIL • sentient undead (lesser vampires, mummies): 10-12 WIL • powerful undead (greater vampires, liches, undead warriors): 13-15 WIL This guideline may be used with other spells that attack the WIL of the undead. Casting Cost Type Endurance Notes 5 Ranged Attack Normal None Bands of Light – [2] A target hit by the spell is wrapped in glowing bands of light. The bands have 3pts of armor, 15 DP, and an Offensive Grapple of 9. Characters in the grab will be at –4 damage modifiers to break the bonds. Advanced Note: purists can give the bonds an STC roll of 15-. Casting Cost Type Endurance Notes 15 Ranged Attack Normal Tangle attack Blinding Light – [2] The mage can blind his opponent with a burst of power. It works like a Flash PWR vs. STAT attack (vs. the opponent’s WIL). The PWR of the attack is equal to the caster’s WIL. This attack can affect the undead. Casting Cost Type Endurance Notes 20 Ranged Attack Normal None 90 Brilliant Armor – [2] When a Spirit mage casts this spell, a suit of brilliant, weightless armor composed of light covers his body. The armor provides either 4/8 or +1/+1 protection (whichever is better). The armor sheds light in a 5-yard radius. It is a 5 REA Short action to activate this spell. Casting Cost Type Endurance Notes 15 Armor Normal None Cure Disease – [2] With this spell, the mage can cure diseases. The mage makes a roll using his WIL vs. the PWR of the disease. Minor Success: The victim is at +4 to CON rolls to fight it off. Standard Effect: The victim is at +8 CON to fight it off. Major Effect: The victim is cured. Critical Effect: The victim is cured and is at +2 to resist that particular disease from then on. Catastrophic Effect: The victim is cured and is forever immune to that particular disease. This spell can only be used once per person per day. The mage must touch the character for this spell to work. The endurance cost is equal to the PWR of the disease cured. Casting Cost Type Endurance Notes 15 Healing PWR of Disease None Fist of Power – [2] The mage can hit with a surprisingly powerful unarmed strike. The mage spends 7 mana to start the spell and 5 mana to keep it going round to round. When cast, the mage gets +1 to his base punch damage; however, may spend +2 mana to add an additional +1 to his base punch damage (thus a mage who spends an additional +6 mana gets a total of +4 to his base punch damage). While the spell is running, the character’s hand glows with a soft light that explodes into a bright flash when it connects. Any undead hit by a Fist of Power takes the damage as if it were Penetrating. Casting Cost Type Endurance Notes 7 then 5+ per turn HTH Running None Hexbreaker – [2] The mage can dispel a Curse-type spell laid upon someone. The hexbreaking mage rolls his WIL against that of the mage who originally cast the curse using the following modifiers: • +/- 1 for each point of difference in skill • +/- 3 for each level of difference (a Level 3 mage’s curse is harder to break than a Level 2 mage’s and vice versa) • -2 to break 4 point Curse-type spells • +1 for each hour or 50$ the mage spends on ritual up to a maximum of +3 Minor Effect: Curse lifted for one hour. Standard Effect: Curse lifted for one day. Major Effect: Curse broken. Critical Effect: Curse broken and cursing mage must make a WIL roll or suffer the effects of the curse. Catastrophic Effect: Curse broken and the cursing mage must make a WIL roll at –3 or else suffer a Minor Wound and the effects of the curse. Casting Cost Type Endurance Notes 30 Blessing Walking None Minor Heal – [2] The mage can heal up to a person’s Minor Wound score in damage once per person per day. Endurance cost is 1 for every two points of damage healed. The mage must touch the person in question. Casting Cost Type Endurance Notes 10 Healing Varies None Penitent Stare – [2] The mage’s intense gaze can stop attackers dead in their tracks. It is a Paralysis PWR vs. STAT attack (vs. the opponent’s WIL). The PWR of the attack is equal to the caster’s WIL. Casting Cost Type Endurance Notes 20 Ranged Attack Normal None Plague Immunity – [2] The mage casts this spell and helps people become more resilient to illness. By spending 30 mana he can grant a person +2 to his CON rolls vs. disease. By spending 40 mana, the bonus is +4 to CON rolls. By spending 50 mana, the bonus is +8 to CON. Plague Immunity lasts one month. The spell can only be cast 91 once per day per person. It must be cast on a healthy, disease-free individual. The caster must touch the target for this spell to work. Casting Cost Type Endurance Notes 30 / 40 / 50 Prevention Normal None Read Aura – [2] The mage can read the aura of an individual and determine what kind of person he is. The spell acts like a Deep Scan at WIL PWR. A skill roll at –3 vs. the opponent’s WIL is made to see if the target realizes he has been read (no negative at Level 3). Casting Cost Type Endurance Notes Take Hurt – [2] With this spell, the mage can take away the injuries of others and make them his. The mage can heal up to [the mage’s Major Wound score –1] in damage. The mage then takes this damage himself as Impact Damage (even if the original wound was Penetrating). This spell can only be used once per person per day. The mage must touch the character for this spell to work. Casting Cost Type Endurance Notes Undead’s Terror – [2] The caster radiates life energy, causing an undead opponent to roll [mage’s WIL+1] vs. their WIL or suffer the following effects: • Minor Effect: Undead is at –2 to initiative against the character until it makes a WIL roll (made at the beginning of each turn). • Standard Effect: Undead opponent is –2 initiative and at –4 to hit the mage until it makes a WIL roll by 4 (roll made at the beginning of each turn). • Major Effect: The undead creature must make a WIL roll each turn or run away from the character as fast as possible. If forced to fight, it is at –4 initiative and –4 to hit the mage. At the beginning of each turn, the creature must make a WIL roll. If it is made by 4, it throws off the effects; if made by 1-3 , it can choose not to flee but still suffers the combat negatives. The undead opponent will be frozen in panic for its next turn after the attack hits. • Critical Effect: Unless it makes a WIL roll by 4, the undead opponent will cringe in panic (treat as unconscious, WIL rolls to recover). If it recovers, treat as a Major Effect, except that rolls to throw off the effect can only be made once every 30 seconds. Regardless, the undead creature will be frozen in terror for its next two turns after the attack hits. • Catastrophic Effect: The undead creature must make a WIL roll or be destroyed. Otherwise, treat as Critical Effect. The mage may affect more that one undead creature with this attack but each additional opponent affected costs an additional 5 mana and the PWR of the attack drops by one (a mage using this power against 3 undead spends a total of 25 mana and the PWR of the attack against each drops by 2). Casting Cost Type Endurance Notes Vaticination – [2] Prophecy spell. Details to follow. Casting Cost Type Endurance Notes Heal – [4] The mage can heal up to a person’s Major Wound score in damage once per person per day. Endurance cost is 1 for every two points of damage healed. The mage must touch the person in question. Casting Cost Type Endurance Notes Major Heal – [4] To learn this spell, the mage must already know Heal. The mage can heal up to a person’s Critical Wound score in damage once per person per day. Endurance cost is 1 for every two points of damage healed. The mage must touch the person in question. Casting Cost Type Endurance Notes 20 Healing Varies None 5 Healing Normal None 15 Ranged Attack Normal None 20 Healing Varies None 20 Divination Normal None 92 40 Healing Varies None Save From Death’s Door – [4] This powerful spell can prevent the spirit of someone who has just died from leaving, thereby granting time to save him. When this spell is cast on a character who has suffered a “Dying” or “Dead” result, the mage shrouds him in a cocoon of light that prevents the character from actually dying. The mage then has 24 hours to heal or otherwise save the character. The caster must touch the dying character within 5 turns of the mortal wound being struck; if not, the mana cost increases by a cumulative +2 per turn and the mage must expend double the extra mana in endurance to bring the dying character back from the other side (so a caster who wanted to save someone 6 turns dead would have to spend +2 mana and 4 endurance, and the mage who wanted to save someone 10 turns dead would pay +10 mana and 20 endurance). Casting Cost Type Endurance Notes Shield of Light – [4] This spell works just like Spell Shield, however, even if the block fails, the character takes –3 DM. Casting Cost Type Endurance Notes Soothesay – [4] Truth detection spell. Details to follow. Casting Cost Type Endurance Notes Take Wound – [4] With this spell, the mage can take away the grievous injuries of others and make them his. The mage can heal up to [the mage’s Critical Wound score –1] in damage. The mage then takes this damage himself as Impact Damage (even if the original wound was Penetrating). This spell can only be used once per person per day. The mage must touch the character for this spell to work. Casting Cost Type Endurance Notes The Giver of Sleep (For Those Who Cannot) - [8] This spell destroys undead. It acts like a [WIL] PWR Death Ray vs. STAT attack (vs. WIL) against the undead with the following effects: • Minor Effect: The undead target is Dazed for 2 turns and then makes a WIL roll. If it is failed, the creature deactivates (treat as unconsciousness, WIL rolls to recover). • Standard Effect: Undead target is deactivated as above. If a WIL roll is failed by 3 or more, the creature takes Internal Damage (or makes STC rolls at a successive –1 to the roll every 10 seconds). • Major Effect: Creature must make a WIL roll or take a Dying result (or makes STC rolls at a successive –1 to the roll every second). Otherwise, treat as a Standard Effect. • Critical Effect: Undead opponent must make a WIL roll or be slain. Otherwise, treat as Major Effect. • Catastrophic Effect: Any undead who suffers this effect will be slain outright. The mage may affect more that one undead creature with this attack but each additional opponent affected costs an additional 5 mana and the PWR of the attack drops by one (thus, a Spirit mage using this power against 3 undead creatures spends a total of 40 mana and the PWR of the attack against each drops by 2). Any undead slain with this can no longer be reanimated as undead . . . they have achieved their final rest. Casting Cost Type Endurance Notes 5 Healing Normal None 10 Healing Normal None 30 Ranged Attack Normal None 3 / 6 / 10 Blocking Normal None 30 Prevention Normal None 93 Alchemy Description: The caster can bind elemental magicks to create magical items. The skill of Enchantment is not detailed here, but Alchemy is similar. An alchemist must usually have a lab or at least some special chemicals and gear to work with. Many of the spells require Potions of Essence. A mage can know Alchemy without knowing other Elemental Colleges—but he will have to purchase Potions of Essence from other alchemists. There are 4 different types of Essence potions (Earth, Air, Fire, and Water). For a mage to know how to make them all (a complete Alchemist) he must have all four skills at Level 2 on a 15-. An Essence Potion costs $50. Level 1: Create Potions of Essence. The alchemist can create an Essence potion used in all other alchemical work (Essence of Air, Essence of Water, etc.). These magical chemicals are then used to perform other alchemical spells. An Alchemist can only prepare potions of Essence for those elements he has a Level 2 skill in at 15-. If the alchemist does not have that skill to create a potion of essence he needs for a spell, he must buy the potion to complete the spell. Level 2: Alchemical Analysis. Alchemy assumes that all objects are formed of combinations of fire, earth, air, and water. Alchemical study can determine the ratios of an object and then alchemical predictions can be made concerning that object. For instance, an explosive might be determined to have an extremly high Fire Element and some unusual mix of Air. A toxin might have a slight amount of earth and an unhealthy amount of water. The GM can be more specific. Level 3: Secrets of Alchemy. More advanced alchemy uses planetary bodies and the specific characters of each (actual) element in the periodic table. A character with this skill can determine things like the exact nature of a material (or even something about the nature of a person or animal given its blood). NOTE: Alchemical items are very expensive. Possibly too expensive. The intent behind high pricing is to make sure that cheap alchemical science doesn’t change the world. Alchemists in employ of nobles will make most of the alchemical items in a “standard world”. Thus, they will charge the minimum cost and get only room and board. For the 100% mark up necessary to make real profits, the alchemist will have to land an enviable practice. The GM is invited to play with these prices to see how they change the world (a game where everyone caries six-shooters of Fire Ball wands isn’t typical fantasy but will happen if they’re too cheap). NOTE: Some spells require a lab (almost any spell will require some work area). Labs come in three sizes: small—a handbag full of stuff, medium, a large room with some gear ($3000), and large (a multi-room tower) costing $15,000 plus the tower cost. Lead to Gold – [Signature Spell: 2,4,8] The alchemist knows the secret of turning base metals to precious ones (not necessarily lead to gold—it could be tin to copper or something similar). Disappointingly, this is not the road to riches. Rather, it is an honest day’s work for an honest day’s pay—the catch being that one need not have an employer. Performing the magic takes all day (6 hours of work) and pays, weekly, the equivalent of a comfortable wage. For 4 points, the mage gets 4 points of wealth if he works at the job, for 8 points, the spell gets 8 points of wealth. There is a chance of the jackpot, though, each week the alchemist works, he makes a skill roll at –3 (-0 at Level 3, +3 at level 4). If this roll is made by 10 or the mage rolls a 0 or 1, he gets half his yearly fee in that week. If he misses the roll by 5, the lab explodes (random dice roll for base damage of the explosion plus the amount the mage missed it by). This requires a medium lab. A large lab adds +2 to the roll. Casting Cost Type Endurance Notes 22 Transmute Normal None Compass – [1] The caster takes a small glass vial and mixes 1 Earth and 1 Water essence potion. The vial, when shaken vigorously, becomes a compass (pointing north). For an extra $200 and +1 potion of earth, it can point to the place it was made or to some other nearby landmark (some dust from the landmark in question must be obtained). Casting Cost Type Endurance Notes 22 Enchant 4 None 94 Cloud of Smoke – [1] The mage can create a fine gray powder, made of ashes. In small quantities it may be used to produce small fireworks (puffs of smoke from the hands, etc.) In larger quantities it may produce smoke bombs. A typical smoke bomb takes 4 charges and, when detonated by a hard rap, produces a 1/2 yard radius of –4 perception smoke and 1 yard radius beyond that of –2 perception smoke. This is accompanied by a loud bang. Producing each dose requires a small lab and $20. It takes 20 minutes. Casting Cost Type Endurance Notes 15 Transmute Normal None Oil of Binding – [1] An essence of Earth and $20 worth of materials creates a strong, clear, fast binding glue. It is viscous and hard to spread. It dries quickly. If someone manages to step in a puddle of it (hard to arrange since it doesn’t flow well and it dries quite fast) will be held by a 9 Grapple hold and after three seconds, will be held fast (2 armor, 6 DP). Think of it like super glue. The Oil of Binding is not suitable for building houses, binding ships or other such things, but it can be very handy for minor repairs. Casting Cost Type Endurance Notes 22 Enchant 4 None Oil of Cleanliness – [1] An oil costing $25 and one Air Essence (total cost $75) is made. When a single item of clothes (or several small items such as socks, gloves, etc.) is treated, they will shed dirt and grime and remain fragrant and clean for 24 hours. Casting Cost Type Endurance Notes 22 Enchant 4 None Oil of Illuminating – [1] Requiring two air essences and $200 worth gear (including lamp oil) Oil of Light will, when poured into a normal lamp, and the wick lit, produce constant, steady, heat free (the fire goes out quickly) light for 1 week. This light is quite bright and pleasant. The substance is totally safe (useful in libraries). Casting Cost Type Endurance Notes 22 Enchant 4pts None Potion of Mana – [1] If the alchemist gets his hands on the internal organs of a mystical beast, he can create a Potion of Mana. When drunk, the potion will give the caster 5 Long Term mana. A caster may draw from only one potion at once (drinking two potions will give the caster two “pockets” of Long-Term points, but he can’t use both to cast a given spell. This requires a medium lab and $100 for each potion, in addition to the rare organs. How many doses a given animal gives is up to the GM (usually 1 to 3). Casting Cost Type Endurance Notes 16 Create Potion Normal None Potion of Replenishing Power – [1] The mage creates a potion, requiring a Medium lab, $5000 worth of ingredients, and organs from a mystical beast (GM determines what organs and what beast—but they shouldn’t be extremely rare). When drunk, it will instantly restore a mage to full mana points. Creating the potion takes 8 hours. Casting Cost Type Endurance Notes 30 Create Potion Normal None Shock Wand – [1] The caster takes a length of carved wood and performs alchemy with it. When finished, for each $100 that is put into the ceremony, plus two Air and 1 Earth essence, there is one shock charge. When used in HTH combat (knife or club skill . . . or just an AGI roll to hit) the shock wand delivers a 4 damage electrical shock. Casting Cost Type Endurance Notes 22 Enchant 4 None Antidote – [2] The alchemist can prepare an antidote to most poisons. Creating a dose of antidote costs $50 in materials and requires a small lab. When taken (drunk) the character gets +2 to CON rolls against the toxin and gets another CON roll against it immediately, which can produce, at worst, the former result (i.e. taking the antidote can’t make it worse). 95 Casting Cost Type Endurance Notes 16 Enchant Normal None Elixir of Strength– [2] The mage mixes 1 Essence of Earth and 2 Essence of Water with $300 worth of other materials. When drunk, it adds +2 to the drinker’s STR and +8 to their Endurance. The effects last 1 hour. During this time the person will feel giddy and high-strung (as in caffeine freak). There is a strong addictive effect to this: each time it is done, make a WIL roll at +2 if missed, the drinker will crave more. The craving lasts 24 hours and the person is at –2 to all rolls to think (and irritable). If the WIL roll is failed by 5+ or an 18 or above is rolled, the addiction lasts much longer (GM determines effects). Lesser drugs will help satisfy the cravings but the effects should be quite detrimental. Casting Cost Type Endurance Notes 22 Enchant 4 None Fire Bolt Wand – [2] The mage takes a wand and use $200 per charge, +1 Fire, +1 Earth. Each charge is a Fire Bold (12 damage explosive). Using the wand is a ranged weapon skill similar to Firearms but a COR roll, with 3+ REA of aim will land the bolts on target. Casting Cost Type Endurance Notes 22 Enchant 4 None Golem – [2,4,8] The mage can create a magically animated statue by imbuing it with an elemental force. Creating the golem costs $200 for a small one (a novelty), $2000 for a medium one (a guardian), and $40000 for a large one. Huge Golems, called “siege golems” may be created having thousands and thousands of DP—but their scope is beyond definition in this spell (nations might afford one or two). Golems take orders from those who a) know their names (written in encoded alchemical code somewhere on the golem) and b) have a token of control (a coin, stick, or other such device marked when the golem is made). This control has no range limitations, although the Golem is stupid and may act on unclear orders in a chaotic manner. Small Golem The Small Golem is about the size of a toy-soldier. It doesn’t really do damage, but for each additional $100 put into it, it might have some mechanical specialty (sing like a music box, play a fairly poor game of chess, do an artistic dance, etc.) Requires Medium Lab Medium Golem STR 14 BLD 20 (SIZ is 8) DP 48/ 12 STC REF 12 INT – Runs at 12 yards/second Bite 13- for 6 Penetrating damage, 10/8 Grapple score Claws: 14- for 4 Penetrating damage Armor 4 points; takes no Penetrating damage Requires Medium lab Large Golem STR 34 BLD 120 STA 15 / DP 150 REF 10 INT -- Strike: 48 points of damage, 11- to hit Armor 6 points of armor Requires Large Lab Casting Cost Type Endurance Notes 22 Create Golem Normal None Healing Potion – [2] The mage uses 4 Essence of Water and $100 points of materials to make a potion that, when drunk, will restore 4 DP in the target. For each additional $100, the dose can heal +2 DP. For $800, a potion can be made that heals a Minor Wound, whatever the total DP. This can also be created as a salve that takes 4 seconds to apply (but will automatically close bleeding wounds and may be useful if a target is not conscious). Casting Cost Type Endurance Notes 22 Create Potion Normal None 96 Oil of Fortitude– [2] The mage takes $2500 and 10 Essence of earth and creates an oil. When worked into metal armor (chain or plate mail), it adds +3 to the armor’s penetration defense. This can only be done once and only adds +1 to the penetration defense if other magic is in play. Casting Cost Type Endurance Notes 22 Enchant 4 None Oil of Slickness – [2] The mage creates a dose of oil that, when first rubbed on, or otherwise exposed to air will stick to the substance and then, two seconds later, become very slick. It gives a PWR 3 Slickness to whatever it is applied to. This requires a small lab and costs $150 per dose. It takes 1 Essence of Water as well. Its effects last 2 hours. One dose is enough to cover most of one person. Casting Cost Type Endurance Notes 22 Create Oil Normal None Oil of Strength– [2] The mage takes $8500 and 100 Essence of earth and creates an oil. When worked into metal armor (chain or plate mail), it adds +2 / 4 to the armor’s defenses (so chain mail becomes 7 / 14). This can only be done once and only adds +1/+1 to the penetration defense if other magic is in play. Casting Cost Type Endurance Notes 22 Enchant 4 None Phoenix Blood Potion – [2] Phoenix Blood potions are wax-sealed vials with a bright red liquid (2 Essence of Fire, 1 Essence of Air, 1 Essence of Water, $100 worth of other ingredients). When thrown like a grenade, they explode for 18 base damage (Fire). Phoenix Blood is volatile and if dropped or bumped there is a 4- chance of an explosion (small but nothing to risk). If struck hard, or burnt, it will automatically go off (the GM can impose a failure rate: 15- chance of explosion). Casting Cost Type Endurance Notes 22 Enchant 4 None Sword Stone +1 BloodLetter – [2] The mage takes a $2500 stone, 2 Essence of Fire, 1 Essence of Earth and creates a stone that, when worked into a blade’s hilt gives it +1 to Damage Modifier before checking for doubling. A given blade may normally only have one sword stone in it. They are not easily removable. Casting Cost Type Endurance Notes 22 Enchant 4 None Sword Stone +1 Damage – [2] The mage takes a $2500 stone, 2 Essence of Fire, 1 Essence of Earth and creates a stone that, when worked into a blade’s hilt does +1 damage. A given blade may normally only have one sword stone in it. They are not easily removable. Casting Cost Type Endurance Notes 22 Enchant 4 None Sword Stone +1 Defender – [2] The mage takes a $3500 stone, 2 Essence of Water, 1 Essence of Earth and creates a stone that, when worked into a blade’s hilt gives it +1 to all attempts to block. A given blade may normally only have one sword stone in it. They are not easily removable. Casting Cost Type Endurance Notes 22 Enchant 4 None Sword Stone +1 Striker – [2] The mage takes a $5500 stone, 2 Essence of Fire, 4 Essence of Earth and creates a stone that, when worked into a blade’s hilt gives it +1 to all attempts to hit (including damage modifier). A given blade may normally only have one sword stone in it. They are not easily removable. Casting Cost Type Endurance Notes 22 Enchant 4 None 97 Sword Stone +3 Penetration – [2] The mage takes a $2000 stone, 2 Essence of Air, 1 Essence of Earth and creates a stone that, when worked into a blade’s hilt gives it +3 penetration. A given blade may normally only have one sword stone in it. They are not easily removable. Casting Cost Type Endurance Notes 22 Enchant 4 None Water to Acid – [2] The mage can transmute a small amount of water to acid. The acid will burn for 4 seconds, doing 4 points of damage each second. It will reduce the armor of metal by half, allowing it to eat through most materials (albeit slowly). The acid will not effect glass. This requires no laboratory. Casting Cost Type Endurance Notes 15 Transmute Normal None Alchemical Cannon – [4] Alchemists can create siege weapons. The Alchemical Cannon is one of them. Each charge requires 4 Essence of Fire potions. The cannon itself requires a large lab, $30,000 worth of materials, and 6 months to build. It fires a “Fire Ball” that explodes for 160 points of damage on impact (damage decreases in 4 yard intervals). Building the cannon is hard and requires 8 Alchemy rolls. The Cannon will be fine for whatever the least successful roll is made by, firing attempts. After that, each time it is fired, it makes a 13- STC roll. If the roll is missed, the STC drops by 1. If the roll is missed by 5, it drops by 3. If the roll is missed by 10 the cannon explodes when fired. Alchemical Cannons fire once every 8 seconds, require a 4 man crew, weigh 1200 pounds, and have a range of –1 to hit (Heavy Weapons skill) per 300 yards. Casting Cost Type Endurance Notes 40 Enchant Normal None Alchemical Engine – [4] The mage creates a “steam engine” that runs on alchemical principles. The GM must be careful with this: firstly, the technology used to make it doesn’t necessarily give the creator any other advances (the mage harnesses elemental to provide power). Secondly, these are very expensive ($10,000 and up). Thirdly, they don’t’ run forever. The are very efficient but they require constant tuning and repair or they may stop or worse, explode. An Alchemical Engine could be used to draw a Duke’s carriage, turn a mill where no water runs, run fountains and dumbwaiters in castle, and other such uses. They are loud, unnerving, and have wicked personalities (venting steam when the servants are sent to polish them). Creation of an Alchemical Engine requires a medium or large lab. Casting Cost Type Endurance Notes 22 Enchant Normal None Elixir of Immunity to Weapons – [4] The mage mixes $1000 worth of materials and 2 Essence of Water and 1 Essence of Earth. The potion causes swung metal weapons to have a resistance to the character—they push away as though repulsed by magnetism (this effect only applies to swung metal weapons). Blows aimed at the character are at –3 to hit in addition to any other negative modifiers. This effect lasts for 10 seconds. Casting Cost Type Endurance Notes 22 Enchant 4 None Special Purpose Toxin – [4] The mage can create a variety of toxins with special effects. Any PWR vs. STAT attack (with the exception of the Psionic ones) can be created as a toxin. The cost is as follows: 16 mana for a 50 point base PWR vs. STAT attack base cost: $200 32 mana for a 100 point base PWR vs. STAT attack base cost: $800 64 mana for a 150 point base PWR vs. STAT attack base cost: $2000 PWR is usually WIL, but this may be increased by +1 PWR for each $200. This costs doubles with each application. If the potion must be drunk, the PWR is at +2. If the potion can be placed on a blade, the PWR is at –1 98 If the potion can be splashed on the target (allowing “toxin grenades”) the PWR is at –2 If the effect is a smoke bomb (PWR in 1 yard radius, PWR –2 in 2 yard radius, PWR –4 in 4 yard radius) the total cost is doubled. Casting Cost Type Endurance Notes Varies Enchant Normal None 99 Bardic Magic Description: This school of magic revolves around song. The mage must play an instrument, sing, or (at higher levels) hum. Most of this magic is subtle but some of it is very useful so bards (both magical and not) may be highly sought (or feared). The mage must have a Musical Instrument skill at no less than 1 level lower than his Bardic Magic (Level 1 bards must have at least Level 1 Musical Instrument at 9- roll and Level 2 bards at a 12- roll). Bards also know Cantio (“the language of song”), a semi-secret tongue known only by bards. This bardic tongue is notable because it can encode vast amounts of data with a small amount of writing (shorthand). Level 1: Skald. Caster must give a full performance. This means that the bard must be unencumbered and cannot be in combat while the spell is being cast. If the bard is hit with an attack, he must make a roll at –4 or lose the spell! Songs at Level 1 are loud. People within hearing distance get a +2 perception roll to hear the music. The character can converse simply in Cantio. Level 2: Music Mage. The character may perform the song without an instrument or cast the spell through his instrument without singing (but the skill roll is at +1 if the bard uses both). Songs may be quieter: perception rolls are at no positive modifier. The character can converse and can read and write Cantio normally. Level 3: Spell Singer. The bard may hum or whistle the songs. They are at –3 to be heard if the bard is being quiet. A full performance using both voice and instrument add +2 to the Bardic Magic skill roll. At this level, the bard can hide Cantio within a musical composition or song and can make it hidden to bards of lower level in this manner if he so chooses. Level 4: Master Bard. Silver Tongue– [Signature Spell: 4] The bard’s song acts as points in a personality trait. The spell song works two ways: sung or spoken. The mage pays the listed mana (if sung) to add +2 to a given Psychology action (Enchant, Persuade, Recruit, Intimidate) per level. The mage need not sing to use Silver Tongue, but may simply speak instead. However, if so, the listed mana cost is doubled. Psychology +2 to one type: 8 mana Psychology +4 to one type: 16 mana Psychology +6 to one type: 24 mana Psychology +8 to one type: 32 mana If the caster already has enhancements like Attractive or Presence that give him Psychology bonuses or is using Interaction-enhancing magic, he uses either these modifiers plus ½ the added Silver Tongue bonus or only the given Silver Tongue modifiers (whichever is better). Maintaining the spell costs half the original cost each turn, with a maximum cost of 16 mana (even if spoken). Persons with Instinct (who make the roll) and those able to see magic will realizing the mage is using magic to be manipulative. Casting Cost Type Endurance Notes Varies Song Walking None Amplifier– [1] The caster sounds as though he is hooked to an electric amplifier while the spell is running. Normally this increases the effective range of a song to about 50 yards. This cannot be combined with magic songs. Casting Cost Type Endurance Notes 16 Song Walking None Legerdemain Lyrics – [1] A somewhat discordant but jaunty tune, Legerdemain Lyrics makes those who hear it make perception rolls at –3. The song has a high endurance cost so it may only be maintained for a relatively short period of time, but it is often used to distract from illegal activities of others (usually pickpocketing or sleight of hand trickery but occasionally much worse). Casting Cost Type Endurance Notes 8 Song Running None 100 Light Show – [1] When cast, any noise the bard makes will be converted into colored light. This can provide illumination similar to a torch by humming. It also can be manipulated with a musical instrument to produce a multicolored light-show concert. Casting Cost Type Endurance Notes 3 Continuing Walking None Melodious Voice – [1] The bard’s spoken suggestion acts like the Influence ability with Power equal to the bard’s WIL. There is no roll to hit. If this ever achieves a failure result against the target, the target will be aware the voice is being used against him (making immediate re-use virtually impossible). If the bard actually sings the suggestion, the PWR is equal to the bard’s WIL+2. Casting Cost Type Endurance Notes 12 Instant Normal PWR is WIL Travelling Ditty– [1] The bard’s song aids travelers. While he plays, walkers or riders will make 1.25x time for the same endurance and fatigue. Note: The bard pays walking endurance while playing. This means that to extend the life of the song, the bard must either ride or be carried. If the bard does walk, time gained is 1.15x normal speed. This song can be maintained over a day of travel. Casting Cost Type Endurance Notes 8 Song Walking None Soothe Beast– [1] The caster can sing a song that calms natural animals. Any animal who hears it must make a WIL roll at –4 to attack the caster, and if deciding to attack the caster, suffers the effects of an Intimidate effect at the caster’s Music Skill roll. This only works so long as the animal is not being actively attacked (but it may be corralled). At the caster’s discretion it may or may not apply to the caster’s allies. Casting the spell is an 8 REA Long action. When the spell stops, if the animal was enraged before, it may well be instantly enraged again (GM’s discretion). Casting Cost Type Endurance Notes 12 Song Walking None Sotto Voce – [1] While this spell is running, the bard generates an invisible bubble 3 yards in radius centered on him. Anyone outside this bubble will not hear any sound made within it (including the singing of the spell itself). Those inside the bubble can hear sounds within and without the bubble normally. No Bardic spell can be cast outside the bubble; any target to be affected with Bardic Magic must be inside the bubble where he can hear it. It costs 20 mana to start Sotto Voce and 5 each turn to maintain it. Casting Cost Type Endurance Notes 20 then 5 per round Song Running None Battle Hymn– [2] The Battle Hymn is rousing music to fight to. Those who hear it get +2 to any rolls made to keep morale and they pay ½ the listed endurance for combat actions (running and striking only—not magical actions). Troops led by a battle hymn tend to be more disciplined. Tactics rolls to command them are at +2. Their blocks or strikes are at +1 depending on the song sung (the bard decides). Casting Cost Type Endurance Notes 20 Song Normal None Cacophony – [2] Those who hear the song become belligerent. This song gives the bard a Music Roll as a Recruitment roll to incite a crowd who is already at all disposed to be angry or violent. All those who hear it will be affected. Casting Cost Type Endurance Notes 18 Song Walking None Dirge of Doom– [2] The Dirge of Doom is a grim war song that will demoralize the opponents who hear it. As such, although it may be led by a bard, any Level 2 musician on the bard’s side who hears it can accompany it, allowing it’s sound to be spread far. Troops on the opposing side who hear it must make WIL rolls (Fearless helps, as does Leader bonuses for the character leading them) against the Bard’s Music Skill roll. If they fail it by 0 – 101 4 they will fight at –2 Initiative and –1 to strike. If they fail by 5 – 9 the fight at –3 initiative and –2 to strike. If they fail by 10 or more they will flee. Make the roll once when they actually clash in combat. Casting Cost Type Endurance Notes 20 Song Normal None Discordant Notes– [2] This spell is cast on two persons within the bard’s line of sight and acts like a PWR vs. STAT attack (vs. WIL). If sung as an 8 REA Long action it has [WIL – 1] PWR; if sung for a full minute it has [WIL+ 1] PWR. The two victims will feel an irrational dislike for each other. • Minor Effect: Distaste – targets will avoid each other and are at –3 to interact • Standard Effect: Argumentative – if given sufficient reason (GM’s call), the targets will start to argue • Major Effect: Active Dislike – targets will actively find faults to start an argument; fights may break out • Critical Effect: Boiling Anger – targets will start fighting using non-lethal means (fisticuffs) • Catastrophic Effect: Murderous Hatred – targets will actively try to kill each other Each victim makes a roll and the lower result among the two affects them (so if one person suffers a Catastrophic Effect and the other suffers a Standard one, both will act as per Standard Effect). The effects fade away after 24 hours. Mischievous bards have been known to cast this spell to liven up things or to provide sufficient distraction to make a quick getaway. However, there is a warning: If the roll is failed by 4 or more, the victims will feel an irrational dislike (make rolls) but not at each other, but rather directed at the bard himself! Casting Cost Type Endurance Notes 24 Song Normal None Drinking Song– [2] Those who hear the song, over a period of 12 minutes (different songs may be employed) suffer a PWR vs. STAT attack whose PWR is equal to the caster’s Music Skill roll. The effects of this song are as though the persons had been drinking alcohol (see Revelry for the effects of various levels of intoxication). This song is often banned at taverns. Casting Cost Type Endurance Notes 20 Song Walking None Harmony– [2] Those who hear the song become peaceful. This song gives the bard a Music Roll as a Recruitment roll to calm a crowd. All those who hear it will be affected. Casting Cost Type Endurance Notes 18 Song Walking None Haunting Melody– [2] This spell acts as a PWR vs. STAT spell against WIL using the Terror effect. It may be sung as an 8 REA Long action working at [WIL – 2] PWR. If sung as a 2 minute melody, it works at [WIL + 1] PWR. If sung for 8 minutes it acts at [WIL + 4] PWR. Only those who hear it are affected, or those within 4 yards if it is sung “quietly.” Casting Cost Type Endurance Notes 18 Song Walking None Improvisation on a Theme– [2] The caster improvs a song about the future. This acts as Far Precognition of [WIL-1] PWR when sung. It is taxing: it takes 8 Endurance and requires the bard sleep for 8 hours to recover it. Casting Cost Type Endurance Notes 30 Song 8 None Love Song (Matchmaker)– [2] When sung, the bard targets two people who he wishes to fall in love (must be of compatible gender and species). Then the spell works as a PWR vs. STAT attack against both of them, using the lowest of the two results for both parties. The PWR is [WIL + 1] and the roll is against WIL. Both parties must be within earshot and able to hear the song and it must be sung for 4 minutes. The two parties must be in a social situation and should not already hate each other. If a target is devoted to another, they get +1 to +4 against the spell depending on the level of devotion. If animosity exists, the GM should likewise assign +1 to +4 WIL against the spell due to the bad feelings. 102 • Minor Effect: Fondness – Parties like each other. Each will overlook a flaw in the other (not a major flaw—but something relatively minor). • Standard Effect: Enamored – Parties are temporarily enchanted with each other. Each will perceive the other as having good qualities or heightened qualities they desire. • Major Effect: Enraptured – For that night, the parties will fall inexplicably in love. • Critical Effect: Ardor– For 1 week, the affected parties will fall inexplicably in love. For that night, their passion will be unbridled. • Catastrophic Effect: Endless Love – Each party will love the other (in his/her own way). This is irrational and powerful. It lasts until an outside party intervenes with magic. Casting Cost Type Endurance Notes 24 Song Walking None Lullabye– [2] The Lullabye acts as a PWR vs. STAT spell against WIL using the Sleep effect. This may be sung as a Long action for 8 REA, working at [WIL – 2] PWR. If sung as a 2 minute melody, it works at [WIL + 1] PWR. If sung for 8 minutes it acts at [WIL + 4] PWR. Those hearing it will get a RES roll against the singer’s Music Skill roll to realize the song is soothing them. Whether they act on it or not depends on the situation. Only those who hear it are affected, or those within 4 yards if it is sung “quietly.” Casting Cost Type Endurance Notes 18 Song Walking None Ominous Crescendo – [2] While sung, the bard is aware of any movement within a WIL x 4 yard radius (even if he cannot see it) if it is not blocked by a wall or solid structure. The bard also gets his normal perception roll at +2 (no other magical perceptions apply). This song is naturally soft. Casting Cost Type Endurance Notes 18 Song Walking None Restful Melody– [2] This song allows those who hear it to heal at +2 CON, and double the normal rate of DP recovery. It must be sung all night long while the injured parties sleep (singing the song is, in this case, no harder than simply staying up—which costs endurance . . . the spell doesn’t, though). Casting Cost Type Endurance Notes 24 Song None None Ridicule– [2] This Bardic curse must be sung in the presence of the target, but it is short (30 seconds of mildly insulting or ribald lyrics). When the curse lands, targets will suffer a –3 modifier to all Psychology rolls. While in effect, those who meet and don’t know personally know the character will react as though they heard embarrassing things about the target (they won’t quite know what they’ve heard, but they will tend to believe they recently heard something bad). Often it will take the target a while to figure out what exactly is going on. Minor Effect: 4 hours. Standard Effect: ½ Day. Major Effect: 1 day, Critical Effect: 1 week. Catastrophic Effect: forever (until removed). Casting Cost Type Endurance Notes 18 Curse Normal None Song of the Stones– [2] The bard draws out the “song” of a place. This must apply to a specific, limited area. Examples are: a small town, a house or room, an alley, etc. Singing the song of the place takes 8 minutes of concentration and tells the bard something about it. This information is based on a Bardic Magic skill roll. This is at –3 at Lvl 1, -0 at Lvl 2, +3 at Lvl 3, and +6 at Lvl 4. The GM should prevent this from being commonly cast—usually using it more than once a week gives a cumulative –2. It can’t be used more than once on a given place . . . etc. Players should be prevented from constantly trolling for data with the song. 0-3: Basic Vibrations. The bard knows if the place is good or bad, generally safe or dangerous, sad or happy. 4-6: Telltale Rock. The bard knows a general tale of the place. This is very unlikely to be the “story of the murder that was committed in this room” or some such general piece of knowledge, but will more likely be a simple tale that defines the place for its entire history. In any event, the tale will almost never name names. Examples might be: a bard learns that a new town is under the rule of a cruel mayor; that an upper room of a house was used as a prison for a young woman for many 103 years; that a man’s parents were gunned down before him as a child, in the very alley in which he stands. 7-9: Stone’s Story. The bard learns of the nature of some secret of the place (if any) or gets a better story. The bard will not know the details of the secret of the secret itself but may get some clue. In the case of the story, the Bard may learn the nature of behind the scenes information as to why a place is the way it is. This is more likely to be feelings rather than facts (the people are bitter—and especially hate the color yellow, but the bard won’t know why . . . he will know, though, that a high person in the government has plans for the negative feelings . . .). Examples include: the mayor is cruel because of some personal tragedy; the woman is merely young-looking and was somehow important to her captor’s success; that, after seeing his parents killed, the boy swore vengeance, trained his mind and body to their utmost limits, donned a mask and then . . . the song ends. 10+: Secrets of the Stone. The bard learns either more exacting details about the story (that the subjects themselves may not know) or one or two specific things about the story (such as a name or place). Example: that the mayor believed he had killed his son in a blind rage and still carries the guilt; that the woman in question was a millennia-old jinn and her air force pilot master had used her powers to assist his career; that the boy in the above story is millionaire Luce Vaine—Ratman!. Casting Cost Type Endurance Notes 24 Song None None The Last Word (Power Pun)– [2] This Bardic curse requires the Showmanship skill. When cast, this curse acts as a PWR vs. STAT attack where the PWR is equal to the bard’s Showmanship skill roll. If the skill is Level 3, the mage may either target two persons or get +2 to the PWR. If Level 4, 4 opponents or +4 to the roll. If the player comes up with a good pun or insult, the GM should award +1 PWR. • Minor Effect: Extreme Annoyance – No effect. • Standard Effect: Stunned Silent – Target is actually Stunned by the effect of the insult. • Major Effect: Shocked Beyond Words – Target is almost speechless and is treated as Dazed for 1 turn only. He will act at –2 Initiative on the next turn. • Critical Effect: Mortally Insulted – Target is Dazed for 1 turn per point the mage made his Showmanship roll by (he snaps out instantly if attacked, but is at –2 Initiative for that turn and the next). • Catastrophic Effect: Apoplectic Mortification – Target is treated as Unconscious for 1 hour per point the Showmanship roll was made by. He gets a WIL roll at –3 to snap out of this if attacked (but suffers the effects as per a Major Effect if even if he does come to). The target must be intelligent (at least an INT of 7) and understand the language in which the insult is given (GM’s, at their discretion, may allow translated Power Puns at lower PWR). This can only be cast on a given target once per day (unless the GM rules that the player comes up with a much better insult than the first time). Casting Cost Type Endurance Notes 24 Curse Normal None War Ballad– [2] The War Ballad is a loud, powerful battle song that drives its listeners into a fury. Those that are on the side designated by the Mage who hear the song fight in frenzy. They get +1 to hit, -2 to block, must make a WIL roll each turn not to Full Strike, and make CON rolls at +1 against a Minor Wound. If a person on the given side doesn’t wish to fight that way, they must make a WIL roll against the Mage’s WIL. Targets get +3 Fearless while fighting under a War Ballad but are at –3 to be commanded to do anything other than attack (this applies to Tactics rolls and Leadership rolls). Casting Cost Type Endurance Notes 20 Song Normal None Cast Song Upon the Wind (Wind Song) – [4 or 2] The caster plays a song and a named target within WIL x 4 miles will hear it. This may be increased by WIL miles for each hour of meditation taken before playing up to WIL x 8 miles. The song can contain 20 words of information. Another bard using this ability gets a skill roll, and if made by more than the caster made his roll by, he will intercept the song. He may choose to let the message continue. The GM may rule that common weather conditions (sun spots?) reduce the range of this spell or make it less reliable. A two point version of this spell exists that can only be cast from bard to bard (and they must also be playing the song at the time). Casting Cost Type Endurance Notes 32 Song Normal None 104 Dischord – [4] With an 8 REA Long action, the bard can unleash a devastating attack. The spell begins as a low, pulsing, deep-bass reverb and erupts into a wave of sound that does [WIL + 1] PWR Impact damage. The blast does double damage to rigid inanimate objects (walls and such) and causes any non-living object required to make an STC roll to make it at –4 (in the case of buildings, this only applies to the surface struck, not the whole thing). Additionally, the object’s armor is halved against the blast. Casting Cost Type Endurance Notes 25 Song Normal None Irresistible Jig– [4] This spell forces the target to dance. A dancing target is usually helpless for purposes of combat (although he does get his AGI modifier, and may dodge). The attack is a PWR vs. STAT attack where the PWR is the caster’s WIL and it works against the target’s WIL. • Minor Effect: Target is considered Stunned (quick dance step). • Standard Effect: Target is considered Dazed (no negatives to dodge) for one turn. • Major Effect: Target is considered helpless (dancing) for the caster’s WIL in seconds. • Critical Effect: Target is considered helpless for the caster’s WIL in minutes. • Catastrophic Effect: Target is helpless for the caster’s WIL in days. The spell effects stop immediately if the caster can no longer hear the singer unless a Catastrophic Effect is rolled in which case the target will dance to death unless restrained. This spell can be multicast and affects an additional target for +4 mana. Casting the spell is an 8 REA Long action. It “hits” on a successful Bardic skill roll. Targets must hear the song. Casting Cost Type Endurance Notes 30 + 4 per target Song Normal None Symphony of Destruction (Bringing Down the House) – [4] One of the deadliest songs a bard can know. The Symphony of Destruction is sung about a person or thing. The bard must be within 20 yards of the target. For every 20 seconds the bard sings, the song grows in PWR by 1 point. When the song finishes (minimum time of 4 minutes, maximum time of WIL minutes) the target takes 4 points of damage per point of PWR with a damage modifier based on the Bardic Magic skill roll. Casting this spell reduces the Bard’s WIL and CON by 2 points for the remainder of the day (and has been rumored to take a grave toll on mages who use it too much). The maximum damage is WIL x 12 (Impact). Structures hit by this must make an STC roll at –8 if they are the size of a house, -4 if they are the size of a tower, and –2 if they are the size of a castle. The effects of the STC roll will be seen through the entire structure. This song is quite loud and there is no question what is happening when the song starts. Casting Cost Type Endurance Notes 30 Song α PWR of Spell None Symphony of Decimation – [8] The bard must know Symphony of Destruction to learn this spell. It works just like that spell except that the target takes 12 points of damage per point of PWR and the STC roll modifiers are at –12, -6, and –3 respectively. Casting this spell reduces the Bard’s WIL and CON by 3 points for the remainder of the day. Casting Cost Type Endurance Notes 60 Song ½ PWR of Spell None 105 106
textdata/thevault/Jags/JAGS Spell Lists.pdf
Magicians Magicians (also called mages or magi) control the arcane forces of the universe. They are experimenters in the mystical arts, seekers of forbidden knowledge, and practitioners of dark arts. Magicians have access to the Magick Skill (spelled differently from normal to distinguish from stage magic). They can also buy Spells. Spells are the areas of knowledge which allow mages to warp reality to their will. In JAGS there is little moral or ethical implications of magic: it’s simply presented as a means of energy manipulation. The GM should feel free to attach any rules to it he deems necessary (if the use of magic corrupts, for example or there is some karmic backlash). The spell list here is factored for a heroic fantasy game but it can also be used in other situations (in a science fiction game, most of the combat spells will have to be re-factored to compete with post-modern weapons). The Archetype JAGS Magic is broken into colleges or “areas of study.” There are many of these, some are elemental (Fire, Water, Earth, etc.) some are philosophical (the Imperial College rules through respect, the Elder School through fear), and some are more like sciences (Necromancy and Alchemy). Magician characters will most often be seen in fantasy games (where they act as characters able to deal with elements of the fantastic as well as some long-range fire power). Example Characters or Scenarios • Apprentices: the characters are all new apprentices at a school for magery. They may already have been trained to apprentice level by their masters before being sent away. • Adepts: The characters are adventurers. Although not as combat-capable as a well trained man-at-arms, they are capable of holding their own and doing some unusual and formidable things. • Archons: the characters are major players. Able to take a chunk out of an army single handed, they wield both physical and political power. • Modern Day Secret Societies: Magicians and the magical world lies below the surface and observation of the mundane. The characters are initiates into the secret world. Basic Rules Mages come in four classes: Apprentice, Adept, Archon, and Arch-mage. Characters must be literate, buy the magic casting spell, buy the magic combat spell (if they wish to use any offensive magic) and purchase the spells they want. Spell Points The JAGS Magic system uses Spell Points. Spell Points (SP’s) are a measure of the power a mage controls. There are two types which every mage will have: • Short Term Spell Points: These are replenished every second (assuming the mage is not being blocked somehow). • Long Term Spell Points: these come back at a rate of 1 per 5 minutes (1 per minute at Archon or Arch-mage level). Spending Spell Points If a mage (an Adept) has, say, 13 Short Term SP’s and 30 Long Term SP’s, and he casts a spell which costs 14 Spell Points, he will (probably) spend all 13 of his Short Term SP’s (for that turn) and 1 of his LT SP’s. If he casts no more magic that second, he will have 0 ST SP’s and 29 LT SP’s. He can do this 30 times (over the course of 30 seconds) until h is Long Term SP’s run out. Note: Because Short Term SP’s come back, the character can, essentially cast minor magic all day long (so long as his endurance holds out). However, using a lot of magic in a given second (two attacks and a block, for example) or casting more powerful magic will quickly drain long term spell points. Recovering Spell Points: Metal Armor Spell Points flow into the character’s body through the chakra points (points of poser up the center and head of the body). This flow can be blocked by metal (a character in metal armor will not recover his ST spell points). The metal must be there for a couple of seconds and must have reasonable coverage. Note: If you’ve already figured a way around this, good for you. The point of this is to distinguish the Mage archetype from characters who fight hand to hand (in a fantasy game). The GM should prohibit mage characters from wearing anything other than light level armor (no heavy leather, no chain mail, etc.) Rules For Mage Creation Mages can be built on almost any number of points, however, these standard totals seem to work best: 50 pts Apprentice 75 pts Adept 125pts Archon 150+ Arch-mage Cost: This is the minimal point cost for that level of magery. Short Term: The number of short term spell points (round down). Long Term: The number of Long Term spell points. CP’s in Spells: Of the Cost, this is the number of points which must be used to buy spells. This means that for an Adept, the cost is 24pts however, of those 24pts, 16 will be spent buying spells. This means it isn’t possible to be an Arch-mage who “forgot” to buy spells. The character may spend more points on spells if he wishes. Spell Points Level Cost Short Term Long Term CP’s in Spells Apprentice 12 WIL /2 15 8 Adept 24 WIL 30 16 Archon 48 WIL x 2 60 32 Arch-mage 96 WIL x 4 120 64 Spell Levels Spell Cost (in Character Points) Level 1 1 Level 2 2 Level 3 4 Level 4 8 Level 5 16 An Apprentice can have Level 1 and 2 spells. An Adept can have Level 1, 2, and 3 spells. An Archon can have Level 1, 2, 3, and 4 spells. An Arch-mage can have any level of spells. Magic Skill Magic Skill is a normal, RES based skill which must be had at the same level as the spells the character can cast. The character must make a roll to successfully cast any non-combat spell (combat spells always work but might not hit). Magic Combat Skill This is the attack skill Mages use to hit with their magic bolts and block attacks. Difficult, COR Level 1: Block –3 Level 2: Block –2 Level 3: Block –1 Ignore –3 Range/Speed Modifiers Level 4: Block –0 Ignore –6 Range/Speed Modifiers
textdata/thevault/Jags/JAGS Magic.pdf
Road to destiny Road to destiny ii Credits Author: Jim Groves and Alistair Rigg Artist: Jason Juta Cartography: Pedro Coelho Layout and Design: Richard Kunz Original Layout: Liz Courts and Timothy Wickham Publisher: Jason Nelson Executive Partner: Neil Spicer Business Director: Rachel Ventura Founder: Clark Peterson Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Jim Groves, Tim Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Mark Seifter, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, Linda Zayas-Palmer, and Clark Peterson Editing and Development: Alistair Rigg Publisher: Jason Nelson Executive Partner: Neil Spicer Business Director: Rachel Ventura Special Thanks Erik Mona, Lisa Stevens, James Jacobs, and the Paizo staff, and to all the authors of the amazing Jade Regent Adventure Path. Road to Destiny (5th Edition) © 2014, Legendary Games; Author Jim Groves with Alistair Rigg. ISBN 978-0692319383 First printing November 2014. Printed in USA. Legendary Games 3734 SW 99th St. Seattle, WA 98126-4026 makeyourgamelegendary.com Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Content is the statblocks of the Kenna White-Eyes, Lexia Harken, Ranulfr, Sheriff Burriss, Shirota, Sputterlick, Vaylenchek, and all animals, bandits, goblins, and town guards, and any and all rules content (names of skills, etc., taken from the Pathfinder Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Cold Mountain, all proper names and stat blocks for named characters, as well as all trademarks, registered trademarks, proper names (including the names of each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their ownership and is used under Fair Use. 1 table of Contents WelCome to adventure Path Plug-ins! This adventure is a part of our line of support materials for the Next edition of the world’s most famous roleplaying game! This adventure doesn’t feature any dungeons, nor any dragons for that matter, but it provides an excellent opportunity to introduce your characters into a campaign involving grand overland journeys that may lead from the traditional fantasy world of the west into eastern realms of the ninja, samurai, and more. It is an adventure that can easily stand on its own, taking the heroes on an extensive journey through a desolate coast fraught with peril, or it can be used in conjunction with a larger campaign. The all-star team of designers here at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for your 5th edition campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers, artists, and layout experts so that you can feel comfortable that Legendary Games products will be the most creative and innovative adventures and support material you can find. Every adventure stands on its own, and for those with a taste for converting across rules system each is also designed to harmonize and integrate seamlessly into an existing Adventure Path campaign; Road to Destiny serves as an excellent bridge between the first and second adventures in the Far East-themed Adventure Path (issues #49-54) from Paizo Inc. sPeCial eleCtroniC features We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, especially those from newer books or that you may not have memorized. about legendary games Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit us on our website at www.makeyourgamelegendary.com, on our Facebook page, or follow us on Twitter @LegendaryGamesJ. • 2 • Chapter One: rOad tO destiny • 25 • Chapter two: appendiCes 2 Road To desTiny introduCtion Road to Destiny is an adventure for 2nd level characters. In Road to Destiny, the characters guard a caravan as it travels north, capitalizing upon trade opportunities along the way. This adventure is a series of detailed encounters that immerse the characters in the towns and countryside they pass through, and provide rich and meaningful experiences as they journey over 500 miles. baCkground Far away in an eastern land, a coalition of Dark Spirits plotted to seize the Imperial Throne, and to secure it against other claims, destroyed four of the five ruling families. The fifth family, alerted to the threat against them, prepared to flee over the roof of the world. And yet, a traitor was amongst them. Shirota, a scion of the fifth family, had already submitted to the Dark Spirits who tasked him to spy on his family. When Shirota attempted to warn his Dark masters of his family’s preparations, though, he was caught and killed, and the family fled in the night. With no time for a proper burial, Shirota was left to rot. When the Dark Spirits came upon the abandoned estate they found Shirota’s unburied corpse. There they performed foul rituals and Shirota arose to serve them once more, now as a vampiric jiangshi, a stealer of breath and chi. The Dark Spirits pursued the surviving family over the top of the world, and Shirota went with them. When they caught up with the family in the cold north of a western land, they destroyed an entire town to ensure that everyone in the family was dead. The Spirits were convinced there could be no survivors and returned to the eastern land to consolidate their power and finalize their plans. But symbols, signs, and portents spoke to Shirota in ways his Dark masters could not comprehend. The slightest patterns and coincidences—from tea leaves, the migration of birds, and broken crockery, to the morning dew on a spider’s web—spoke a secret language to the jiangshi, who became obsessed with the family that slew him, and convinced that all of them had not been slain. But the signs which he alone could fathom led him to an impossible conclusion—he could only locate the survivors after his son had done so. This represented a paradox because Shirota died childless, and his internal organs had rotted away upon his fell rebirth. Yet Shirota followed the signs, and with foul sorcery, he possessed the body of a northman reaver. With his cold intelligence and the reaver’s warm living body, the vampire sired two fraternal twin sons. Neither boy shared his blood but both were tainted by his undead curse. One boy, Ranulfr, was born with skin pale and gray. No amount of sunlight could tan his features or redden his complexion. His hair was pure white, and his eyes a blue so pale as to be almost milky. When he came of age and showed no signs of growing out of his preternatural appearance, his blood father declared him cursed. The young man was driven to the south where he became an infamous bandit, known up and down the coast as Ranulfr the White, or the “White Wolf”. Not knowing the circumstances of his own conception, Ranulfr never realized he was a dhamphir. As the years passed with no sign of ageing, Ranulfr came to believe himself immortal. The other son, Snorri, was born normal in appearance, free of unnatural gifts, and enjoyed their father’s favor. He remained in the northern land and became a reaver. Over the years, he had periodic contact with his brother Ranulfr. The two have maintained a tenuous relationship and meet in the south on occasion. At a disreputable port of call, Ranulfr sells his brother the prisoners he has captured. These prisoners are taken to the north to be resold as thralls. Despite this cooperation, Ranulfr’s agelessness remains a bone of contention between them such that Snorri was driven to tear out his own eye and replace it with a magic stone, which shields him from the effects of aging and earned him the name One-Eye. In recent years, One-Eye has become an old man and the leader of his own band of reavers. Ranulfr had lapsed into ennui, more a mystery and legend to the people of the southern coast than the great terror he was 25 years ago. Yet now, Shirota, far off in the eastern land sees omens manifest as he foretold so long ago. Ranulfr stirs to sudden ferocious activity, drawn instinctively by forces he does not understand. And Old One-Eye is finally struck by his undead heritage, and becomes consumed by a wasting disease born of his tainted heritage. For an Imperial Heir is on the road north at last, and her path is due to cross with the sons of Shirota... adventure summary Having been hired to protect a caravan that is transporting a young eastern woman to a far northern city, the party departs Mirador, a small coastal town and heads north towards Camford, a significant point for the caravan to trade and restock supplies. En route, they are accosted by thieving goblins who attempt to draw off their stoutest defenders to raid the caravan of its goods. Once at Camford, the party hears rumors of a legendary bandit, the “White Wolf” who has returned to terrorize the coastline after decades of inactivity, and a rogue attempts to exploit them to smuggle a stolen treasure out of town. On the road again, their next stop is the town of Wolvington, a community once stricken by a dire plague. Decades ago, Wolvington’s leaders invested in a magical jewel that detects the presence of plague carriers. Only a few of Wolvington’s oldest citizens know the device is actually a fake, designed to put fears to rest. The town’s new Sheriff, entrusted with the secret, is using it for extortion and a citizen who remembers the dark days of the plague might ask for the PCs’ help to put a stop to the crooked lawman’s scheme. With Wolvington behind them, the party braves a shortcut through Gnarlwood Forest towards Port Haven. On the way they are beset by Ranulfr’s raiders, who attempt to capture the eastern woman. If the bandits are successful, the PCs have an opportunity to rescue her later at Port Haven, before she is sold to Old One-Eye’s band. As the caravan continues north, the party comes across another caravan that has been attacked by ogres. The PCs can turn a blind eye, or help their fellow travelers by mounting an impromptu rescue before it’s too late. Finally, in the last leg of their journey, Ranulfr the White confronts them at last—fulfilling the destiny his vampire sire envisioned over half a century ago. 3 getting started The characters are hired in the coastal town of Mirador to guard a caravan that is setting out on a long journey to the cold north. The caravan intends to conduct its usual trade along the route, but it is also transporting a young eastern woman, Kikuko Yoki. Kikuko has never known her heritage, as her parents died when she was young, but an old family heirloom that had been kept in trust for her until she came of age has revealed that the ruined town of Saltcrest over 500 miles to the north might contain information about family in her parents’ eastern homeland. The caravan comprises four covered wagons, each drawn by a pair of draft horses. One of the wagons carries supplies for the journey, two carry trade goods, and one carries passengers. Cusp Redfoot, the gnome merchant and caravan master, drives one caravan, and his employees Dreki, Gelden, and Aldo drive the others. The journey to Saltcrest is due to take around 20 days, and each PC is offered the going rate for caravan guards along this route of 3 gold pieces per day there and back. Part one: goblins on the road The caravan’s route takes the PCs north along a coastal road, and then northeast toward Camford. The entire journey to Camford spans 133 miles, which takes 5 days. Goblins are an ever-present threat in this region. The savage creatures are too ravenous and vicious to properly farm, fish, or create proper long-term structures, so their favorite means of survival is to prey upon more industrious creatures while they salvage their debris. Between Mirador and Camford, a small tribe of goblins ambushes the party’s caravan. a. ambush! Creatures: The Whistlewhip goblin tribe maintains a ragged existence. The numerous existing goblin tribes to the south prevent their move into more populated territory. Yet, this relative scarcity only serves to make the Whistlewhips more devious and cunning. The occasional caravans who take a direct route to Camford are among their favorite targets. The goblins are split into two groups: a decoy group, and an assault group. Both groups are hiding off to the side of the road in sparse forest terrain. The decoy group is intended to draw the caravan’s defenders away from the caravan itself. They present themselves as a small, easily-intimidated group in the hope of luring caravan guards into a chase. If the decoys are successful, the assault group emerges to launch the real attack. If the decoy group fails to draw guards away, both groups of goblins attack together. Alert PCs might spot the goblins prior to the start of the ambush with a successful DC 26 Wisdom (Perception) check. For every 1 point by which the DC is exceeded, the PC spots one or more goblins from 10 feet farther south than the southernmost goblin raider (see Map A - Goblin Ambush). the deCoy grouP One goblin from the decoy group is posted near a small tree at the side of the road. When the caravan draws close, or if the goblins know they have been spotted, this goblin takes a standard action to push the tree, which has been sawed at the base in preparation, over the road. The tree requires at least one minute of labor by 2–3 characters to remove it before the wagons can advance. The decoy goblins then make ranged attacks while falling back behind the fallen tree. Once the PCs confront them they avoid positions where a charge is possible and ready to fall back to just before the PCs can close with them in melee. Their overall goal is to lead the caravan defenders to the north and then off the side of the road where their leader, Skeeter, can cast her entangle spell on the forest ground to keep them stuck and busy while the assault group then launches their attack upon the caravan. The decoy goblins are denoted D on Map A, and Skeeter by Sk. Whistlewhip Goblins (3) Small humanoid (goblinoid), neutral evil Armor Class 16 (studded leather, shield) Hit Points 10 each (3d6) Speed 30 ft. STR 8 (–1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (–1) CHA 8 (–1) Skills Stealth +6 Senses darkvision 60 ft.; passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Scurry: A goblin can use its bonus action to Disengage or Hide. Actions Shortsword Attack: melee 5 ft., 1 target. +4 to hit, 1d6+2 (5) piercing damage. Shortbow Attack: ranged 80 ft./320 ft., 1 target. +4 to hit, 1d6+2 (5) piercing damage. Skeeter the Decoy Leader Small humanoid (goblinoid), neutral evil Armor Class 16 (hide armor, shield) Hit Points 14 (4d6) Speed 30 ft. STR 8 (–1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 15 (+2) CHA 11 (+0) Skills Nature +2, Stealth +6, Survival +4 Senses darkvision 60 ft.; passive Perception 9 Languages Common, Goblin Challenge 1/2 (100 XP) Scurry: A goblin can use its bonus action to Disengage or Hide. Spellcasting: Skeeter is a 2nd-level Wisdom-based spellcaster (spell save DC 12; +3 to hit with spell attacks). She knows the following spells: • Cantrips (at will): fire bolt, poison spray, resistance • 1st Level (3 slots): burning hands, entangle, longstrider Actions Scimitar Attack: melee, 5 ft. reach, 1 target. +4 to hit, 1d6+2 (5) slashing damage. Sling Attack: ranged, 30/120 ft., 1 target. +4 to hit, 1d4+2 (3) bludgeoning damage. 4 5 the assault grouP Creatures:. The assault group leader, Sputterlick, makes the determination when to attack the caravan, based upon how successful Skeeter and the decoy group have diverted guards. The raid group doesn’t fight ‘fair’ in any sense of the word. They don’t hesitate to set the wagons on fire, attack the horses, cut the horses’ harnesses, and in general mob any one on the ground. Draft Horse Large beast, unaligned Armor Class 10 Hit Points 19 (3d10+3) Speed 60 ft. STR 18 (+4) DEX 10 (+0) CON 13 (+1) INT 2 (–4) WIS 11 (+0) CHA 7 (–2) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Hooves Attack: melee 5 ft., 1 target: +3 to hit, 2d4+4 (9) bludgeoning damage. Sputterlick the Assault Leader Small humanoid (goblinoid), chaotic evil Armor Class 16 (studded leather, shield) Hit Points 18 (4d6+4) Speed 30 ft. STR 8 (–1) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 15 (+2) Skills Deception +4, Intimidation +4, Stealth +6 Senses darkvision 60 ft.; passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP) Scurry: A goblin can use its bonus action to Disengage or Hide. Spellcasting: Sputterlick is a 2nd-level Charisma-based spellcaster (spell save DC 12; +4 to hit with spell attacks). He knows the following spells: • Cantrips (at will): eldritch blast, poison spray • 1st Level (2 slots): burning hands, expeditious retreat, hellish rebuke Actions Scimitar Attack: melee 5 ft., 1 target. +4 to hit, 1d6+2 (5) slashing damage. Sling Attack: ranged 30/120 ft., 1 target. +4 to hit, 1d4+2 (3) bludgeoning damage. Whistlewhip Goblins (4) Statistics as per the decoy group above. Treasure: PCs who follow the goblins’ tracks with a successful DC 16 Wisdom (Survival) check locate their make-shift ‘fort’ in the woods after an hour. Besides typical goblin refuse, a successful DC 15 Wisdom (Perception) check locates a dilapidated strongbox that Sputterlick withholds from the rest of the tribe. The strongbox can be opened with a key that Sputterlick keeps on a cord around his neck, a successful DC 10 Dexterity check requiring thieves’ tools, or simply smashed open with a DC 17 Strength check. The box contains 100 gp worth of various gold, silver, and copper coins. Part tWo: Camford When the PCs’ caravan reaches Camford, they find an area set aside for caravans to the south of town. Here, caravans can park, circle their wagons, and strike a campfire. A public well is available for groups to draw water in order to cook, clean, and water their animals. The town is not walled, but a guard post is established where the main road diverts into town. A wooden gate can be lowered to prevent a caravan from riding through town. Common practice for the town guard is to permit each caravan to drive a single horse-drawn wagon into town to trade. This discourages congestion in the streets and keeps the town from being overrun. It is not uncommon for townspeople to visit the campground fires as well, knowing that some caravans supplement their trade with music, dancing, gambling, and fortune-telling in the evening. The road continues north past Camford and along Cinder Lake for 32 miles. Just past Cinder Lake is the northern half of Lantern River, where a ferry crosses near the town of Wolvington. Camford gets its name from the Gaimen College, which is attached to a private school of magic called the Dusk Institute. Gaimen College is an adjunct to the Institute and serves as a preparatory school for those with wealth who seek a higher education. The College and the Institute drive much of the town’s economy and play a central role in the community. The community qualifies as a large town from an economic perspective, though its population is closer to that of a small town. There is no caravan encounter in Camford itself, but the PCs can make repairs to their caravan, purchase upgrades, and buy and sell trade goods to further finance their journey. If the PCs mention that they are traveling north to merchants, they leanr that a number of caravans have become uneasy about traveling north due to bandits. Southern merchants seek to encourage brave traders to transport their goods to the north before their revenue streams dry up. bandit rumors in Camford PCs who wish to learn more about the bandits, or are just curious about local news as it pertains to their journey can make a Charisma check to gather information. DC 10 A group of bandits have become organized under a strong leader, and have been conducting raids north of Camford. The worst activity has been reported north of Wolvington, so the trip is considered relatively safe at least that far. DC 15 The bandits not only steal goods but take prisoners— none of whom have been seen since. Survivors say the bandit leader is a northman. DC 20 The bandits call their leader the “White Wolf”, apparently in reference to his white hair and pale skin. 6 b. CamPground Confrontation The PCs become embroiled in a robbery which took place in town just prior to their arrival. The thief is a gnome named Vaylenchek, and the item is a rare spellbook he “liberated” from the Dusk Institute. The spellbook in question, the Folio of the Faebinder, is a treatise on fey magic with an emphasis on illusions and enchantments. Although the Institute does not know the identity of the author, the book has an uncommon slant towards the use of illusions and enchantments on fey creatures which are often resistant to such magic. What few know is that the author learned these secrets while the lover of a powerful Fey Baron from the Faerie Lands. After the author ferreted out many magical secrets, he slipped away from his faerie patron with nary a word and returned to the Material Plane. While the author’s final fate is unknown, the Baron placed a bounty on the book over a century ago. Just this past year, while on a visit to the Dusk Institute, Vaylenchek noticed the volume among the reserved collection. When he returned to his gnomish community within the Somnos Forest, he confirmed the reward is still posted and made his plans. Vaylenchek returned to Camford a few weeks ago and carefully infiltrated the Institute. Rather than thwart the Institute’s magical wards and protections, Vaylenchek played a cautious gambit. By way of invisibility, cunning, and stealth he observed the instructors at the Institute for over a week until he knew the required passwords to bypass the library’s defenses. He succeeded in the liberation of the tome, but not before he triggered an unexpected mechanical trap which mildly injured him. The gnome hid the book in a specially-prepared satchel. The satchel contains thin sheets of lead sewn into the sides to block divinations like locate object. Unfortunately for Vaylenchek, the missing tome was noticed much sooner than he anticipated. A mere hour after his flight, the Institute hired a freelance detective, Lexia Harken, to recover the book. Lexia has tracked Vaylenchek throughout town. The PCs become involved when the gnome selects their caravan to be the device by which he smuggles the tome out of town. His initial plan is to keep a safe distance and reclaim it later. the liberator Creature: Vaylenchek’s initial plan is to hide his satchel among the PCs’ newly-acquired trade goods so they carry it back to their wagons without their knowledge. In this case, Vaylenchek shadows the PCs so he can either steal it back or make contact with them later, once they’ve left town. Alternatively, the gnome can use Stealth, Sleight of Hand, or invisibility to stash it somewhere among the PCs’ wagons directly. In this case, the PCs should have an opportunity to catch him. Finally, Vaylenchek could approach and seek employment with the caravan, and stash the tome with his gear. In this final option, he hopes to hide amidst the travelers and go unnoticed, and that the PCs will resist being questioned or having their wagons searched. When Lexia arrives to question the PCs, Vaylenchek might not be present if the tome was smuggled inside the PC’s trade goods earlier. If he is present, he should either be invisible, hiding, or a newly-recruited member of the PCs’ caravan crew. Vaylenchek the Liberator Small humanoid (gnome), chaotic neutral Armor Class 13 Hit Points 18 (4d6+4) Speed 25 ft. STR 8 (–1) DEX 16 (+3) CON 14 (+2) INT 14 (+2) WIS 13 (+0) CHA 10 (+0) Saving Throws Dexterity, Intelligence, Wisdom Skills Arcana +4, Deception +4, History +4 Senses darkvision 60 ft.; passive Perception 10 Languages Common, Gnomish, Halfling, Sylvan, Thieves’ Cant Challenge 1 (200 XP) Gnome Cunning: Vaylenchek has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Improved Minor Illusion: Vaylenchek can create both a sound and an image with a single casting of minor illusion. Sneak Attack (1/Turn): Vaylenchek deals an extra 3 (1d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and Vaylenchek doesn’t have disadvantage on the attack roll. Speak with Small Beasts: Through sounds and gestures, Vaylenchek can communicate simple ideas with Small or smaller beasts. Special Equipment: Vaylenchek has a set of thieves’ tools (which provide him with a +4 bonus on Dexterity checks to disable traps and open locks) and the Folio of the Faebinder. Spellcasting: Vaylenchek is a 3rd-level Intelligence-based spellcaster (spell save DC 12; +4 to hit with spell attacks). He knows the following spells from the wizard list: • Cantrips (at will): friends, mage hand, message, minor illusion, prestidigitation • 1st Level (4 slots): color spray, disguise self, expeditious retreat, mage armor • 2nd Level (2 slots): invisibility, knock Actions Rapier Attack: melee 5 ft., 1 target. +5 to hit, 1d8+3 (7) piercing damage. 7 8 Folio of the Faebinder Wondrous item, unique The leather covers of this spellbook are dyed bright blue, and the spine and corner protectors are cold iron. The pages are fine, crisp paper with ivy designs scrolled in green ink along the borders. The delicate handwriting is bright red in contrast. It weighs 2 pounds. The Folio of the Faebinder contains the following wizard spells: • 1st Level: charm person, color spray, detect magic, disguise self, feather fall, illusory script, silent image, sleep, tasha’s hideous laughter • 2nd Level: blur, mirror image, nystul’s magic aura, phantasmal force • 3rd Level: fly, hypnotic pattern, major image, nondetection • 4th Level: confusion, hallucinatory terrain When you prepare spells from this book, you are considered to be proficient in Intelligence (Nature) checks for 24 hours. If you are already proficient in this skill, you gain a +2 bonus on Intelligence (Nature) checks instead. Within this time, you can increase the DC of one enchantment or illusion spell that you cast by 2, or by 4 if the target has the fey type. the deteCtive Creatures: Once it has been determined if and how the PCs meet Vaylenchek, and the circumstances by which the Folio of the Faebinder is hidden on their wagons, Lexia arrives to investigate. She is a fair woman but this is a contract with the Institute, and a matter of reputation for her. She means to see the book recovered and the “thief” caught if possible. The Institute has also offered her 850 gp for the book’s return. Lexia arrives at the campground from the town to the north. She is accompanied by one of the Camford guard. This doesn’t make Lexia an “official” representative of Camford law enforcement, but the guard does lend weight to her ability to investigate and ask questions. The guard is also a witness to everything which transpires, and if the PCs are completely uncooperative it reflects on them poorly. If the party is unwarrantedly hostile to Lexia, you should consider penalties to all social skill rolls and other penalties to their ability to trade and do business in town. Lexia’s tracking abilities have led her to the campground but now the trail ends. Her recourse is to visit each campsite and ask questions. Most travelers are reluctant to answer any questions but don’t want their ability to trade significantly impacted. Lexia’s questions are in the vein of, “Has anyone suspicious come around lately? Has anyone tried to get you to buy or accept anything from them?” When she arrives at the PCs’ caravan, she may ask if she can search their wagons, though she has no legal authority to make such a demand. While Lexia has no legal authority she may try a Charisma (Deception) check contested by the PCs’ Wisdom (Insight) checks to convince the party she does. Lexia has an unfriendly attitude towards the PCs at first, based more upon her suspicions than a genuine dislike. A successful DC 21 Charisma (Persuasion) check allays her suspicions and convinces her to search elsewhere. Lexia only fights if strongly provoked. Lexia the Detective Medium humanoid (human), lawful neutral Armor Class 14 (studded leather) Hit Points 18 (4d8) Speed 30 ft. STR 12 (+1) DEX 14 (+2) CON 10 (+0) INT 16 (+3) WIS 13 (+1) CHA 10 (+0) Saving Throws Dexterity, Intelligence Skills Insight +5, Investigation +7, Perception +3, Sleight of Hand +4 Senses passive Perception 13 Languages Common, Dwarvish, Gnomish, Halfling, Thieves’ Cant Challenge 1 (200 XP) Cunning Action: On each of her turns, Lexia can Dash, Disengage, Hide, or control a mage hand she has cast as a bonus action. Mage Hand Legerdemain: When Lexia casts mage hand, she can make the spectral hand invisible; use it to stow one object the hand is holding in, or retrieve an object from, a container worn or carried by another creature; use it to pick locks and disarm traps at range with thieves’ tools. If she succeeds on a Dexterity (Sleight of Hand) check contested by a creature’s Wisdom (Perception) check, she can perform the task unseen. Sneak Attack (1/Turn): Lexia deals an extra 7 (2d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally that isn’t incapacitated and Lexia doesn’t have disadvantage on the attack roll. Special Equipment: Lexia has a set of thieves’ tools (which provide her with a +2 bonus on Dexterity checks to disable traps and open locks). Spellcasting: Lexia is a 2nd-level Intelligence-based spellcaster (spell save DC 13; +5 to hit with spell attacks). She knows the following spells from the wizard list: • Cantrips (at will): dancing lights, friends, mage hand • 1st Level (3 slots): alarm, charm person, disguise self, longstrider Actions Rapier Attack: melee 5 ft., 1 target. +4 to hit, 1d8+2 (6) piercing damage. Hand Crossbow Attack: ranged 30/120 ft., 1 target. +4 to hit, 1d6+2 (5) piercing damage. 9 Guard Medium humanoid (human), lawful neutral Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8+2) Speed 30 ft. STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP) Actions Shortsword Attack: melee 5 ft., 1 target: +3 to hit, 1d6+1 (4) piercing damage. Spear Attack: melee 5 ft. or ranged 20/60 ft., 1 target: +3 to hit, 1d6+1 (4) piercing damage. Development: The Fey Baron that placed a bounty on the book believed herself to be wronged—taken advantage of by the author for the knowledge contained within the book. Thus, Vaylenchek sees himself as putting an ancient wrong right. Yet, the Dusk Institute bought the book decades ago in good faith and with no prior knowledge of its history. They do not see it as fair that they should suffer the cost of the book through no misdeed on their part. Lexia Harken may be zealous but only seeks to recover actual stolen property. There are merits to both positions and the PCs are free to choose either side. If the PCs somehow discover the book and fully cooperate with Lexia, she offers them a portion of her own reward money—200 gp, but with a successful DC 20 Charisma (Persuasion) check she can be persuaded to halve the full reward of 850 gp with them. If she recovers the book without their help, the PCs are told they’ll be lucky if she doesn’t mobilize the town guard to run them out of the area. Finally, if her exchange with the party resulted in combat, she likely flees in the face of superior numbers, but swiftly returns with a number of the Camford guard to back her up. If Lexia’s investigation comes up empty, Vaylenchek will shadow the caravan on its journey until he can steal his book back. Alternatively, if he is a part of the crew, he stays with the caraven until he’s sure there is no pursuit, and then joins another caravan heading back south. If the stolen spellbook is discovered later, Vaylenchek does his best to maintain possession, but offers to let the PCs copy spells out of it freely. Story Awards: If the PCs discover what Vaylenchek is up to and make a decision on what to do about it on their own terms (even if that means working with him), the party earns XP as if they had defeated him in combat. If the PCs thwart Lexia’s investigation with minimal confrontation, they earn XP as if they had defeated her in combat. If they simply turn over the book and Vaylenchek to her, it counts as defeating him and not her. Part three: Wolvington The town of Wolvington is 32 miles north of Camford, and requires a ferry trip across the Lantern River to access. PCs who succeed at a DC 15 Intelligence (History) check can recall that Wolvington had a reputation as a safe haven for people with maladies approximately 40 years ago. When the town was subsumed by a large city-state to the south there was an unfortunate purity and cleansing campaign waged against the town’s citizenry, and the “problem” was declared resolved. Many still consider Wolvington to be an odd rural community, but both the regional and local governments are content to forget the past and discourage public talk of anything outside the ordinary about the town now. C. roadside Conversation A few miles south of the ferry, the PCs’ caravan overtakes the horse-drawn cart of an elderly farmer, Hortus Ulby. Hortus flags them down, introduces himself, and makes them an offer. Hortus has 4 units of trade goods—particularly fresh and healthy produce from his farm. He offers to sell them to the PCs at cost (10 gp each) if they are interested in a resale opportunity at Wolvington. The exceptional quality and freshness of his goods grants a +2 bonus on Charisma (Persuasion) checks to sell them at higher than the market rate of 20 gp each. If questioned why he doesn’t want to take his goods to market himself and therefore obtain a better price for himself directly, Hortus grudgingly makes an admission: “I don’t cotton to messing with that fool of a Sherriff they got up there now. Not today anyway. On the bright side, I don’t think he’ll pester you folks—not being local and all.” Hortus is hesitant to elaborate on his comment, but if the PCs prompt him or appear friendly he elaborates. “Wolvington does some odd things, but for good reasons. The town relies on trade, so merchants and caravans need to feel safe going through there. Similarly, folks who have lived there for generations need to feel safe that nobody is going to stir up trouble. Forty years ago there was a trouble with a plague and the matter was put to rest. At that time, it was the job of the Sheriff to make sure there were no further troubles. To protect itself, the town invested in a magical jewel which only glows when in the presence of the plague, or someone who might be a carrier. The plague is said to run in families, you see. If someone tries to enter town and the jewel glows, the town guard turns them back at the gate, and everybody feels safe. Hortus lowers his voice carefully. “Now don’t be tellin’ anybody I told you this, but the whole thing is a sham. Forty years ago, folks were putting the torch to their neighbor’s house for no cause but fear, and the whole community was tearing itself apart. The plague stone is a fake and it always has been. The Sheriff can turn it on and off whenever he wants, and all it does is glow. Furthermore, it ain’t been seen to glow in a dog’s age. The plague died out years ago, but the plague stone puts folks’ minds at rest. The old Sheriff used it only rarely, and as an excuse to keep undesirables out of town. Keeping the peace is the Sheriff’s real job. 10 Problem is, the old Sheriff passed away last year and we got ourselves a new one. This fellah—Burniss is his name—he was alright at first. He knows the secret, of course, except lately he’s been asking for ‘donations’ from farm folk coming into town, and from what I hear, those families that once had a history of the plague. He plays at it as being for his retirement fund, new equipment, and the like. Ha! More like to pad his purse and buy liquor! If folks don’t pay, he suggests the plague stone might just light up someday. If it does, it means scandal, accusations, and being run out of town. That being said, Burniss doesn’t fool with travelers from the south. That would lead to too many questions, and outside interest. That’s why I wanted to sell my goods to you. It’s better to sell at cost, than to take the pinch from that thief.” The following are some questions the PCs might ask, as well as Hortus’s responses. How do you know all of this? “I know a little nature magic, and I’m old enough to remember the bad times. Some of us have been around a long time, long enough to figure a few things out.” What was the plague? “I’d rather not get into it. Let’s just say, it was a problem that could have been contained within the community, except some religious folks from outside came and decided they knew what was best for everybody else. As a result a lot of people got hurt and killed on either side. Someone came up with the idea of the plague stone as a way for everybody to go forward with their lives. It was a means to show the matter was settled, so we could all just get along. Problem is, this new Sheriff—he’s rockin’ the boat with his greed.” Has the plague really died out? “Does it matter? Merchants and caravans ain’t had no trouble with sickness in 40 years prior to this and there’s no reason they’re gonna start now. The folks of Wolvington got a handle on this, so long as a certain someone doesn’t stir things up that are nobody’s business.” How could the Sheriff make the stone glow? “He’ll know the secret to it from his predecessor, some command phrase or word I expect. He keeps the plague stone under lock and key at the town jail when it’s not on display at the gate.” What can be done about the Sheriff? “Ah, now that’s an interesting question!” Hortus “needs” to sell his produce, but what the old druid- farmer “wants” is to persuade some adventurers to help the Wolvington community. This entire conversation is a means to discover something about the party and to gauge their reaction to his story. It is indirect, but for what Hortus has in mind, it is safer than being forthright. If the PCs give the impression they are decent and trustworthy people, Hortus makes them an offer. “Sheriff Burniss needs to go, but that’s the town’s concern, not yours. Myself and some other concerned folk would rather do it without an unpleasant confrontation. I think if the Sheriff’s racket was exposed before the whole town, he’d have the good sense to pack up and leave. Our reliance on the plague stone also needs to come to an end. There’s no need to rely on magic as a surrogate for common sense. We’ve taken up a collection to compensate any group that would do us a favor. Steal the stone out from beneath the Sheriff’s nose. We’ll gather folks up and show the whole town it ain’t real, and we’ll get his shake-down racket out in the open. He won’t be able to fight the whole community and we can see him on his way. The only thing which stops us now is that some folks still believe in the stone, so we need to pass it around and show them. Then there won’t be any doubt about it.” 11 If the PCs agree, Hortus agrees to pay the party 500 gp if they steal the plague stone and deliver it to him. Hortus says his grandson will be posted a mile south of town, and once the party reports the stone’s acquisition, Hortus’s group will assemble, tender the promised amount, and then proceed to confront the Sheriff. The party can persuade Hortus to increase the amount by 100 gp with a successful DC 20 Charisma (Persuasion) check, but no more. As it stands, he represents a handful of local people who are tired of the new Sheriff. Each of them has contributed towards the bounty, but they have no further financial resources to offer. Hortus’s story is accurate, and if the PCs make a DC 20 Wisdom (Insight) check they receive a hunch that he has no motive other than to expose the Sheriff as a crook. If the PCs decline, Hortus asks for their discretion about what they discussed and wishes them good luck on their travels. The old man would prefer they not tell the Sheriff, but he doesn’t fret over the prospect of the PCs betraying his confidence—he believes the matter will be settled soon, one way or another. If the PCs ask how they’re supposed to steal the plague stone, Hortus explains they’ll need to devise a plan which works well for them, but he nevertheless offers some advice. First, he suggests they continue their trip to town and assess the situation. He describes the gate and how the plague stone is hung above it during the day (see area C1, below). He warns that while they could assault the gate, it would surely lead to an attack from the guards, and Hortus doesn’t want any townsfolk seriously hurt or killed—even Sheriff Burniss. Hortus mentions that the guards on the wall are often bored, lazy, and thirsty, and could be distracted while the plague stone is stolen out from beneath their noses. With the plague stone locked up at night while the Sheriff frequents the local tavern, a stealthy PC might be able to pickpocket the keys while someone clever or attractive keeps the Sheriff busy. Finally, Hortus muses that they could break into the town jail after nightfall and steal the stone that way. C1. the Wolvington gate The road forks to the east and leads towards a tall, wooden stockade wall which encircles a settlement. The side road leads to a pair of large double doors which form a gate through which a caravan can enter. A large red crystalline stone is attached to a chain and hangs above the gate, the chain disappearing through a small hole in the wall. Directly above the gate is a covered guard post and additional guard posts are set on the wall to either side. The walls that surround Wolvington are 15 feet high and require a successful DC 21 Strength (Athletics) check to scale. The wall is only manned, near the east and west gates. The east gate is usually only opened in emergencies, and all caravan traffic is rerouted to the other side. The plague stone hangs 10 feet from the ground on a chain, and is lowered into place from a small trapdoor on the walkway above. Creatures: Sherriff Burniss typically mans the gate from the ground at the busiest times of day. This enables him to keep track of who’s in town, and to single out local farmers to extort. Burniss doesn’t demand much from the farmers—usually only a few pieces of silver—but this accumulates quickly. He extorts much more from the families who have a history of the plague. Those who balk at paying he threatens with a damning public revelation of their history of the plague (real or fictitious). While Hortus Ulby knows the truth, most of the town does not. Anyone thought to be a plague carrier faces being ostracized, their goods and custom refused, turned away at the town’s gate, or run out of town. Burniss prefers to prey on locals who are dependent upon the town. He is not likely to trouble the PCs provided they look and act as if they are just in town to do business. The men and women of the town guard are not part of his scheme, as Sheriff Burniss is loath to share the stone’s secret. It is difficult to trick the Sheriff and he keeps the guards alert and disciplined. Attempts to bluff or otherwise distract any of the guards should be contested by a Wisdom (Insight) roll by the Sheriff himself. The Sheriff takes a late afternoon lunch at the local tavern, however, which takes around an hour and a half. This can be discovered with a successful DC 12 Charisma check to gather information on the Sheriff’s movements, or by observing him at the correct time. While the Sheriff is gone, the guards become much more relaxed. They are unaccustomed to any true threat at the town’s gate and take the community’s safety and security for granted. Consequently, you may allow the PCs to gain an advantage through roleplaying, and/or Charisma (Deception or Persuasion) checks to engage them in conversation and otherwise distract them. For example, they often man the walls in four shifts. With the Sheriff elsewhere, they could be persuaded to leave their posts for only a moment to flirt with admirers, respond to staged disturbances nearby, or accept a hot drink or cool ale, depending on the prevailing weather. Guard Use guard statistics from The Detective section above. Sheriff Burniss Medium humanoid (human), lawful evil Armor Class 14 (chain shirt) Hit Points 27 (6d8) Speed 30 ft. STR 16 (+3) DEX 13 (+1) CON 10 (+0) INT 10 (+0) WIS 14 (+2) CHA 12 (+1) Saving Throws Strength, Constitution Skills Intimidation +3, Insight +4 Senses passive Perception 12 Languages Common Challenge 1 (200 XP) Action Surge: Burniss can take one additional action on top of his regular action and a possible bonus action on his turn. He must finish a short or long rest before he can do this again. Second Wind: Burniss can use a bonus action on his turn to regain 1d10+6 hit points. He must finish a short or long rest before he can do this again. Actions Multiattack: Burniss makes two melee attacks. Longsword Attack: melee 5 ft., 1 target. +6 to hit, 1d8+3 (7) piercing damage, 19-20 critical. Light Crossbow Attack: ranged 30/120 ft., 1 target. +4 to hit, 1d6+1 (4) piercing damage. 12 Development: There is significant risk involved in the theft of the stone from the gate in broad daylight. If it goes poorly or is mishandled, the party runs the risk of being run out of town and isolated from their caravan if it is parked inside. Worse, if the PCs are associated with the caravan, it could be impounded. If the caravan is outside of town when these hijinks take place, it can still enter if the PCs are not known to be members of it. If the PCs decide that Hortus is a troublemaker, despite his appeal and forthright explanation, they might simply report the plot to Sheriff Burniss. In such a case, Burniss gives them a 50 gp reward, and grants them access to the town to trade, and to refurbish their caravan before they continue on their way (something he encourages them to do as soon as possible to avoid a confrontation). He asks them not to discuss the matter further, and in return treats this information as if it came from an “anonymous source”. Wolvington toWn Jail Wolvington locks its gates at night and Sheriff Burniss takes the plague stone to the town jail where it is secured until morning. The Sheriff is off-duty at night and resides in personal quarters inside the jail itself. If the PCs choose to break into the jail to steal the stone, this approach significantly reduces the risk of casual observation by witnesses. The disadvantage is that it may be difficult to leave town until daybreak. The jail is only intended to house town drunks, pick-pockets, and other minor criminals. Serious criminals are either sent to the major city-state to the south for trial, or dealt more immediate justice from the town council (only in the case of situations deemed too dangerous for delay). Consequently it is not unheard of for the jail to be unmanned during certain times of the day unless there are prisoners who merit close supervision. A few town guards are found here just prior to dawn, midday, and dusk as they prepare to change shifts. The Sheriff is out most of the day except for a check-in at midday, and nightfall when he secures the stone. He spends a few hours at the tavern and is then inside the jail till morning. Physically the jail is a solid structure in good repair. The walls and floors are wooden, and the doors are strong wooden doors. All of the rooms are kept locked. The Sheriff and the Wolvington Town guards all carry a key on a ring attached to their belts, which unlocks every door and cell, except rooms C4, C6, and the Sheriff’s desk. Those two rooms and the desk have different locks, the keys to which only Sheriff Burniss carries. Most areas have a hanging light oil lamp except where noted, which may or may not be lit, depending on whether the guards or the Sheriff are in the building. C2. Jail entranCe This L-shaped room appears to be an office, with wood plank floors and white-washed walls. A plain desk and chair sit in the west corner. In the southern end of the room is a larger chair and desk with a handful of papers, an inkpot, paperweight, and quill. Behind the southern desk is a heavy-duty, wooden locker. Sturdy double doors are set in the north and south walls. A single door is set in the wall to the west behind the smaller desk. All the doors in and out of this room are routinely kept locked and require a successful DC 20 Dexterity check with thieves’ tools to unlock. The smaller desk to the west is for guards to use as necessary, and is more often than not just a spot to lounge behind during meetings, assignments, or slow periods. The Sheriff’s desk is locked and requires a successful DC 25 Dexterity check with thieves’ tools to unlock (it can be opened by the same key that opens area C4 and C6). The contents are mostly unremarkable. A successful DC 12 Intelligence (Investigation) check confirms that Burniss is actually qualified and competent at his job. His papers detail work assignments, a budget from the Town Council, payroll, and necessary repairs to the town’s public facilities. A simple logbook details noteworthy events from recent months, yet the majority of the entries are still mundane by an adventurer’s standards. Anyone who examines the logbook thoroughly uncovers a list of names entitled “Known carriers—approach with caution.” The list names individuals who may have suffered the plague of 40 years ago, or was related to someone who did. A PC who does some follow-up detective work in the community can confirm the list has several older Wolvington families on it with a successful DC 15 Charisma check to gather information. The locker against the south wall is closed and locked, and requires a successful DC 15 Dexterity check with thieves’ tools to open. Inside are 3 light crossbows, 8 cases of 10 crossbow bolts, and 6 pairs of manacles and leg-irons. Treasure: A locked desk drawer contains 10 silvered crossbow bolts. C3. hallWay This simple hallway runs east and west. The west end widens to accommodate a large table against the south wall and a single door that leads north. The east end is narrower, with two sets of double doors leading north and south, and another door which goes east and outside. This is a simple hallway with a couple of special features. The large table on the west side is often covered with dishes from the local tavern. The jail has no means to prepare food, so simple meals of gruel and bread are brought over from the tavern through the east door and placed here. All the doors are routinely kept locked, except when meals are served. A successful DC 20 Dexterity check with thieves’ tools opens them all except the door to C4, which requires a successful DC 25 Dexterity check with thieves’ tools. Due to a flaw in the jail construction, the wooden floors are particularly creaky here between the double doors. A creature that walks through this square creates a loud creak which is heard in rooms C2 and C4 with a successful DC 15 Wisdom (Perception) check, even when their doors are closed. A character that actively checks the floor can notice the loose boards with a successful DC 20 Wisdom (Perception) check. Once a creature is aware of the loose boards they can move through the square at half speed without causing the creak. 13 C4. sheriff’s Quarters This room is someone’s personal quarters, as evidenced by a medium sized bed, chest of drawers, a small table and foot locker. A set of double doors exits to the north. The footlocker is locked and requires a DC 22 Dexterity check with thieves’ tools to open, or the same key that opens the doors to C4 and C6. Creature: Sheriff Burniss can be found in this room after nightfall. While he doesn’t retire early, by 11 o’clock he beds down for the night. His armor, cloak, and other items can be found on top of the small table. His sword and loaded crossbow are readily available at his bedside if there is a disturbance. If Burniss hears a disturbance in the jail, he gets out of bed quietly and readies a weapon and cloak. He’ll then assess the situation. He may try to ambush someone coming in the room, quietly investigate, or elect to don his armor (which takes 1 minute). If cornered, Burniss fights ferociously to the death. If granted any means to move towards a more open area, he takes it, while yelling for help as loud as he can. If reduced to half hit points, he aims to get outside and summon his town guard and townsfolk. Treasure: The Sheriff’s footlocker contains a sack with 400 gp and 2 vials of potions of healing (2d4+2 hit points). This is a portion of the wealth that Burniss has extorted from local families. This portion he keeps on hand for personal spending money, and sometimes even to pay his guards, offer rewards, or pay for information from informants. He keeps the rest secured in the armory in area C6. C5. Jail Three cells, comprised of iron bars built into the walls and floors with a single door, line the west wall. Inside each cell, straw pallets serve as the only furniture. On the east wall are two doors; the northernmost is wood, but the southernmost is iron. The words ‘Sheriff Only’ are painted on the metal door’s surface in Common. Another door is set in the southern wall of the room. As mentioned elsewhere, all of the doors and cells are kept locked and all of them, except the iron door, have an identical lock whose key is carried by all of the town guards and the Sheriff. The doors can be opened with a successful DC 20 Dexterity check with thieves’ tools, except the iron door whose lock is DC 25. During the day this area is lit by a single continual flame torch mounted on the east wall between the two doors. At night, the torch is covered with a heavy cloth to make the area dark. This prevents the prisoners from trying to knock down an oil lamp to set the jail on fire, or otherwise distract the guards. Creatures: The cells are occupied by three people: Oswin Grady, Mikel Greentoes, and Loupin Cartwright. Oswin is in for pickpocketing, Mikel for public drunkenness, and Loupin for window peeping. While the trio are not a threat, they can be an obstacle. If the PCs enter the area, the prisoners become curious and demand to know what the PCs are doing—especially if they start to open the iron door. To curry favor with Sheriff Burniss, and in hopes of an early release from jail, they threaten to yell for attention. There are ways to prevent this, however, such as releasing them, cowing each of them with a successful DC 13 Charisma (Intimidation) check, or rendering them unconscious before they can do so. Diplomacy is less effective than normal, as they have no real incentive to help the party if they receive nothing in exchange, and thus attempts to persuade them receive a −5 penalty. A successful Charisma (Deception) check can trick them into expecting a favor or release once the PCs are finished. They know little about what is behind the iron door except the plague stone, and some sets of armor and weapons. The trap inside C6 is not evident from across the room, and Burniss is secretive when he opens and enters that area. All three share the same opinion of the Sheriff—a competent lawman who has his own corrupt nature. Story Award: There should be no need to fight the prisoners, but they can complicate matters. If the PCs keep them from interfering with their plans, grant the party 50 XP each so long as the jail is occupied with Burniss and/or guards! C6. vault This spacious room contains an armor rack, a weapon rack, and a small chest. A single iron door on the west wall provides the only entrance and exit.\ The lock to the iron vault door requires a DC 25 Dexterity check using thieves’ tools, or the key that Sheriff Burniss carries on his person. Within this room the Sheriff houses the plague stone, some of his ill-gotten gold, and spare sets of armor and weapons which he issues to the town guard. He does not permit any of the townspeople in his employ access to this room, even though the armory is technically a town resource. There is an unlocked wooden chest here with the rest of the Sheriff’s personal hoard of gold as well as the plague stone. Trap: Concealed against the ceiling is a trap in the form of heavy half-moon bladed axe plated with silver. When the door is opened, the axe is released to swing down and bury itself in the gut of the unfortunate character who opened the door. The axe attacks the person opening the door with a +10 melee attack that deals 1d12+4 slashing damage. A small button, concealed along the door’s jamb which allows the door to be opened without danger or the need to reset the trap, can be found with a successful DC 25 Wisdom (Perception) check by someone actively searching the door. Treasure: The armor rack contains 5 sets of half-plate armor, and the weapons rack holds 5 spears, 5 flails, and 5 heavy crossbows. The trap itself may be dismantled and a silvered greataxe taken from its components. Inside the chest are 280 gp, 22 pp, and the plague stone. The Plague Stone Wondrous item This dark, wine-colored crystalline stone is approximately 6 inches in diameter and has a small metal loop mounted on the back, suitable for it to be hung by a rope or chain. With a command word, the plague stone lights up as per continual flame with a bright ruby color which can be seen plainly even in daylight; the same word dismisses the continual flame. Detect magic reveals a divination aura, but the plague stone has no actual divination properties. 14 ramifiCations of the theft If the party successfully obtains the plague stone and arrives at the meeting point south of Wolvington, they are met by Hotus’s grandson, a young man named Trevis, who instructs them to wait while he fetches his grandfather for the exchange. When he returns it is in the company of 20 men and women from the surrounding farms and properties. Hortus asks for the plague stone and in return pays the party the agreed upon 500 gp. If the party asks to keep the stone, Hortus motions for them to hand it over and says, “After I’m finished with it, you can keep the damned thing.” Hortus explains he and his group is going to confront the Sheriff in front of the whole town, and that he is responsible for what happens next. The party is welcome to come to help demonstrate a show of force, or they can watch from the side, or just depart on their way. In any case, their obligation is now over. Hortus intends to show the town the plague stone, and make it plain that he arranged its theft. He promises that any repercussions from the theft won’t fall on them. If the party confesses that they killed anyone in the process of obtaining the stone, Hortus is grim and a hush falls upon the assembled group with him. Someone from the community asks Hortus, “I thought you said no one would get hurt?” Hortus hushes that individual, but is plainly downcast. “There was always a chance.” He peers at the PCs, “I take responsibility for this, but it would be best you folks went about your way now.” Hortus is true to his word. He and his group march together to the gates of Wolvington, and brush past the startled guards who are too taken aback to turn away people they recognize as friends and neighbors. Unless Sheriff Burniss was inadvertently killed, he is alerted to the theft by now and emerges to confront Hortus and the mob directly. He demands to know what is going on. What proceeds is a confrontation, during which Hortus tells the astonished townsfolk that the plague stone is a fake and always has been. Burniss tries to deny it, but Hortus knows a little magic and aptly demonstrates that anyone with the secret can make the stone glow whenever they want. “Forty years ago this town was tearing itself apart. We had zealots and inquisitors turning neighbor against neighbor. The people of Wolvington were always able to keep their secrets and sort their own problems out, but we just needed a reminder. Our old Sheriff gave us something we could believe in, a magical jewel that told us that everything was alright and that the plague was gone. With some help from some cooler minds down south, we restored order for generations. Yet, we have lived in fear of a problem we could always control ourselves and we put our faith in a lie.” The old man hefts the glowing stone in one fist. “The time for lies is over. Sheriff Burniss here has turned our fear and our comfortable lies into a means to get rich off our hard work. It wasn’t for this abuse of power we made him Sheriff. It’s high time we went back to the old ways of looking after this community. By watching out for your neighbors when they need help, and minding our own business when they don’t.” The old man fixes Burniss with a steely glare. “Your services are no longer required here Burniss. Get your things and get gone! We want you out of this town by sundown.” 15 A simple resolution at this point is for Burniss to sulkily collect his belongings and leave town, followed by a watchful group of townsfolk. If you want to get the PCs into the action as the final heroes of the day, however, Burniss may fly into a rage and attack Hortus. The PCs can capture, arrest, and secure Burniss in his own jail if they don’t kill him outright. If incarcerated, the town sends him south to the major city-state for a quiet trial, after which he is never heard from again. Much of the gold Burniss kept in the jail was extorted not only from locals wanting through the gate, but from long-standing families who were once known to have a plague carrier in their family. While the gold technically belongs to them, no one steps forward to claim it. Hortus reckons they would rather have their privacy and security than actually come forward to make a claim. If the PCs put themselves forward, no one objects if they take the money as an additional reward. other business Aside from the plague stone and the Sheriff, Wolvington is an excellent place to resolve other business. The PCs can buy and sell trade goods, put in for repairs, and even purchase new wagons and items. The party may even wish to follow-up on rumors about the mysterious bandit lord alluded to in Camford. bandit rumors in Wolvington PCs who wish to learn more about the bandits, or are just curious about local news as it pertains to their journey can make a Charisma check to gather information. DC 10 The White Wolf, a notorious bandit lord, is definitely abroad in this part of the Gypsy Nation. Travelers from the north report caravans have been attacked. He rarely comes this far south, but his reach has expanded and his bands sometimes attack travelers on both sides of the Lantern River. DC 15 Some believe the White Wolf is a ghost or an evil spirit, because this is not the first bandit lord to stalk the Gnarlwood area to go by that name. DC 20 The White Wolf’s behavior, strategy, and tactics are the same as those of 25 years ago. DC 25 The White Wolf’s bandits always steal valuables and often take prisoners. They take the hardiest captives prisoner and let the rest go. Some report they study each captive’s face carefully, as if looking for someone specific. Part four: a shortCut through the gnarlWood The road out of Wolvington follows the east bank of the Lantern River towards the town of Raven’s Eye for 75 miles before it diverts almost another 70 miles to get to the town of Port Haven. Cusp proposes an alternate route: to go back across the Lantern River, follow the west bank, and take a shortcut through the Gnarlwood Forest for a 110 mile trek. This shaves an entire day off the journey, and avoids the unpleasant swampy community of Raven’s Eye. Assuming the party takes Cusp’s shortcut, on the third day after leaving Wolvington, the caravan takes the shortcut through the Gnarlwood and ends that third day 14 miles outside of Port Haven. The details of this encounter transpire while the caravan is traveling through the forest on a well-established trail. d. ranulfr’s raiders The path Cusp takes is broad and easy for the wagons. Terrain should not play a great role. Creatures: Ranulfr has more than one group of bandits patrolling this area. The White Wolf himself is currently patrolling elsewhere, but a small group of his raiders come across the party’s caravan as it moves through the Gnarlwood. The raiders have a strategy they’ve adopted since their master set them to search for Kikuko. When the caravan comes within sight, they avoid any obvious interest in what the caravan carries, and they keep their weapons sheathed. As a group they ride past the caravan, nodding hello, and returning waves and greetings if offered, before they ride out of sight. However, they’re actually checking faces for an attractive Eastern woman (Kikuko), counting heads, and determining in which wagons the caravan’s defenders are located. This is not obvious, but a PC who makes a successful DC 20 Wisdom (Insight) check has a sense of unease and untrustworthiness about the group. The raiders do not appear as northmen from a racial perspective, but a successful DC 10 Intelligence check indicates they were trained by a northman or heavily exposed to that culture, as evidenced by their choice of melee weapon, dress, and overall style. The caravan NPCs should make no particular effort to conceal themselves unless the PCs advise them first. This allows the raider’s strategy to have a chance to work, while it grants the PCs all the credit if they’re smart enough not to fall for it. After sufficient time has passed for the party to lower their defenses, the raiders ride back towards the caravan prepared for a full attack. If they spotted Kikuko, her capture becomes their primary goal. The raiders use sleep arrows to subdue defenders. The raiders have rope-ties which are simple knotted loops of spider silk rope they can slip over wrists or ankles as a move action to restrain an opponent. The ties have 4 hp and can be burst with a DC 23 Strength check. The raiders do not take any opportunity to coup de grace PCs, or press an attack against characters that are helpless. The raider’s horses are not combat trained. Their primary function is a means for the raiders to attack the wagons in motion. Boxed Text—When To Use It and When Not To Boxed text is an art form in and of itself, and there is a time and place when to use it. It can be of great value when an apt description of a room or dialogue from an NPC is required. However, when it comes out of nowhere, like during a wilderness journey, it can be a dead giveaway that something is about to happen. It is at these times it is best to keep it simple and not rouse the players suspicions any earlier than you have to—after all, sometimes a path through the woods is just a path through the woods! 16 Northmen Raiders (4) Medium humanoid (human), chaotic evil Armor Class 16 (unarmored defense, shield) Hit Points 13 (2d8+4) Speed 30 ft. STR 14 (+2) DEX 14 (+2) CON 14 (+2) INT 8 (−1) WIS 12 (+1) CHA 10 (+0) Saving Throws Strength, Constitution Skills Athletics +4, Intimidation +2 Senses passive Perception 11 Languages Common Challenge 1/2 (100 XP) Danger Sense: A raider that is not blinded, deafened, or incapacitated has advantage on Dexterity saving throws against effects it can see, such as traps and spells. Rage: On its turn, a raider can enter a rage for up to 1 minute as a bonus action. While raging, it has advantage on Strength checks and saving throws, a +2 bonus on melee damage rolls, and resistance to bludgeoning, piercing, and slashing damage. The rage ends early if the raider is knocked unconscious, if it fails to attack or take damage since its last turn, or it takes a bonus action to do so. A raider can rage 2 times per day. Reckless Attack: When making its first attack on its turn, a raider can choose to attack recklessly. It gains advantage on Strength-based melee weapon attacks during that turn, but attack rolls against the raider have advantage until its next turn. Special Equipment: Each raider has two sleep arrows. Actions Battleaxe Attack: melee 5 ft., 1 target. +4 to hit, 1d8+2 (6) slashing damage. Shortbow Attack: ranged 80/320 ft., 1 target. +4 to hit, 1d6+2 (5) piercing damage. Sleep Arrow Weapon (arrow), uncommon You have a +1 bonus on attack and damage rolls with this arrow. If this arrow hits a creature, it bursts into magical energy that forces the creature to make a successful DC 11 Wisdom saving throw or fall asleep. If the creature is reduced to 0 hit points by damage from this arrow, it is instead knocked unconscious, and is stable. Riding Horses (4) Large beast, unaligned Armor Class 10 Hit Points 13 each (2d10+2) Speed 60 ft. STR 16 (+3) DEX 10 (+0) CON 12 (+1) INT 2 (–4) WIS 11 (+0) CHA 7 (–2) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Hooves Attack: melee 5 ft., 1 target: +2 to hit, 2d4+3 (8) bludgeoning damage. 17 Developments: If the raiders manage to escape with Kikuko, Cusp suggests that the raiders might transport captives to Pirate’s Landing or Port Haven. Since Port Haven is the closer of the two ports and is on the way to Pirate’s Landing, it is a logical first place to search. If the PCs capture and interrogate one of the raiders, they are loath to betray Ranulfr, yet a successful DC 12 Charisma (Intimidation) check loosens their tongues. They describe the “White Wolf”, and report that over a month ago he dreamt of an Eastern woman. She has become his obsession, and has vowed to stop at nothing to find her. If pressed on why, the raiders look extremely uncomfortable and feign, “You don’t bring that subject up with him.” If pressed harder, they blurt out, “He wants to know why he is immortal!” The raiders can offer that their leader has not aged a single day in the last 25 years, and no one knows why. Yet some madness has convinced him it has to do with a woman who looks exactly like Kikuko. If allowed, the raiders produce a folded charcoal sketch on heavy paper. The illustration is the exact likeness of Kikuko, which they report the White Wolf drew from the memory. They can offer no further explanation other than their orders are to search for her with every raid they perform. Part five: Port haven The journey from Wolvington to Port Haven has been approximately 110 miles, with the party arriving early afternoon on the fourth day of this leg of the trip. Port Haven is one of two ports with questionable reputations. Port Haven earns its name from being the tamer of the two. Most sailing merchants can put into port without undue fear of piracy. This does not make Port Haven a safe city, however. The authorities place a premium on peace and safe trade over actual justice. Ranulfr the White Wolf uses Port Haven to meet his estranged brother One-Eye. The brothers have always had an unusual relationship. Ranulfr has always resented One-Eye’s “normalcy” and acceptance in the northlands, whereas One-Eye resents Ranulfr’s immortality, so much so that he plucked out one of his own eyes to gain some portion of it. Yet, they are the other’s only living kinfolk and maintain a brotherly, if strained, relationship. As a matter of business, Old One-Eye usually buys Ranulfr’s captured thralls and transports them for resale back to the northlands. When the PCs arrive in Port Haven, certain events are in motion. Old One-Eye has fallen sick from a wasting disease while at sea and now lies below deck slowly dying. The crew need provisions and have been forced to stop at Port Haven, so the first mate has elected to confer with Ranulfr. This encounter introduces the PCs to Ranulfr before their final confrontation and permits them to get a look at the man whose personal legend has shadowed their journey thus far. Additionally, if the raiders managed to capture and abduct Kikuko in Part Four, this is an opportunity for the PCs to rescue her. 18 If the party asks locals about Kikuko, slavers, or human trafficking, it is quickly suggested the docks might be the best place to ask. Additional information can be learnt as follows. bandit rumors in Port haven PCs who wish to learn more about the White Wolf and his presence in Port Haven can make a Charisma check to gather information. DC 10 The White Wolf is known in Port Haven and Pirate’s Landing. His real name is said to be Ranulfr, and he is a northman with pale skin, white hair, and pale blue eyes. He is said to have been around forever but doesn’t seem to change. DC 15 Ranulfr is circumspect while in Port Haven. He is said to traffic in thralls but keeps his activities quiet, and prefers to avoid direct confrontation with city authorities whenever possible. He keeps primarily to the harbor district while in town. He often trades with an aged northman named Old One-Eye. Ranulfr is said to be exiled from his homeland. DC 20 Old One-Eye is said to be Ranulfr’s older brother, and both have come to Port Haven and Pirate’s Landing for decades. Old One-Eye is a minor lord or clan chief back in the northlands, and is a ring-giver to many property owners. He is an infamous reaver and pirate. Ranulfr was sedentary for the past several years but has abruptly become active again. DC 25 Ranulfr is actually Old One-Eye’s fraternal twin and was even born first. Old One-Eye has aged whereas Ranulfr has not. One-Eye takes his name from when he tore out his own eye and replaced it with a magical one that keeps him as vital as a young man—except now some strange sickness has finally brought him low. e. Port haven Along the side of a long, wooden pier is a large longship with a single mast and benches for rowers with oars upended between rounded shields mounted on the sides. Across from the ship is a large wooden platform built into the pier for loading and unloading cargo. A solitary rowboat is tied off next to the loading platform. The sea water off the side of the pier is 15 feet deep and for the purposes of Swim checks is considered calm. Even if Kikuko wasn’t abducted, the PCs still have a reason to be down at the docks. The caravan needs to sell and buy trade goods, and the best trade goods are those which are hard to find and shipped in from other areas far away. A port is the best place to buy and sell rare items and a perfect place for the caravan to conduct its trade. You can grant a +2 bonus on Charisma (Persuasion) checks when selling goods at the docks, or selling goods purchased from the docks in other towns. ranulfr revealed Creatures: Ranulfr has just visited his sick twin inside the longship, and is now on the pier as he confers with Old One-Eye’s first mate. Ranulfr believes One-Eye has little time left before he dies, and he should be returned to the northlands where those who owe fealty to One-Eye can conduct his funeral rites properly. The two also negotiate the usual sale of thralls, four of which stand nearby with their hands bound with rope. If she was abducted, Kikuko is also present and bound, though Ranulfr has no intention of selling her to anyone. His obsession is so great he won’t let her out of his sight. If Kikuko was abducted, or if one or more of the raiders who failed in an abduction attempt escaped, at least one of Ranulfr’s men may spot and recognize the PCs. If the PCs are recognized, Ranulfr prepares to defend himself and quietly orders his men to get ready to shove the bound thralls off the side of the pier where they’ll drown if no one helps them quickly. If the fight starts to go poorly, one of the raiders knocks Kikuko overboard as well. Ranulfr shouts “No! No! Not her!” in shock and fury. Ranulfr wants to pull her from the water, but his own men beg him to retreat for the sake of his own life. The bandit allows himself to be hustled aboard the ship while his raiders cover his retreat. The longship casts off without the thralls and Ranulfr enraged at the loss of his prize. If Kikuko wasn’t abducted, this could instead be treated as a roleplaying encounter; a chance to employ foreshadowing. If so, Kikuko should be present with the party while in Port Haven. Situate the party some distance to the east side of the docks, while Ranulfr and his men congregate near the gangplank of the longship with no prisoners. Ranulfr senses Kikuko’s presence with his entangled destinies ability. He stares boldly at her and the party and grows enraged. His allies notice this exchange, and physically restrain him from an ill-advised charge down the pier towards the party. They hustle their master aboard the longship, and immediately begin rowing out of the harbor. Ranulfr glares menacingly before he calls mockingly out across the pier in Common, “Another time and another place, woman! You will be mine!” Kikuko shivers despite herself, and reports the sensation that “the White Wolf just seemed to know I was here.” 19 Ranulfr the White Wolf Medium humanoid (dhamphir), neutral evil Armor Class 17 (splint) Hit Points 38 (7d8+7) Speed 30 ft. STR 16 (+3) DEX 13 (+1) CON 12 (+1) INT 16 (+3) WIS 8 (−1) CHA 12 (+1) Saving Throws Strength, Constitution Skills Athletics +5, Intimidation +4 Resistances (damage) necrotic Senses darkvision 60 ft., passive Perception 9 Languages Common Challenge 3 (700 XP) Action Surge: Ranulfr can take one additional action on top of his regular action and a possible bonus action on his turn. He must finish a short or long rest before he can do this again. Dueling: Ranulfr gains a +2 bonus to damage rolls with a melee weapon he is wielding in one hand when he is wielding no other weapons. This is included in his longsword attack below, but not his handaxe attack. Entangled Destinies: Ranulfr automatically senses the presence of Kikuko whenever she is within range, as though he had cast locate creature. Second Wind: Ranulfr can use a bonus action on his turn to regain 1d10+7 hit points. He must finish a short or long rest before he can do this again. Spellcasting: Ranulfr is a 5th-level Intelligence-based spellcaster (spell save DC 13; +6 to hit with spell attacks). He knows the following spells from the wizard list: • Cantrips (at will): blade ward, chill touch • 1st Level (4 slots): chromatic orb, magic missile, shield, thunderwave • 2nd Level (2 slots): scorching ray Sunlight Sensitivity: While in sunlight, Ranulfr has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight. Actions Multiattack: Ranulfr makes two melee attacks. Longsword Attack: melee 5 ft., 1 target. +6 to hit, 1d8+5 (9) slashing damage. Handaxe Attack: melee 5 ft. or ranged 20/60 ft., 1 target. +6 to hit, 1d6+3 (6) slashing damage. Northmen Raiders (2) Use the stat block in the Ranulfr’s Raiders section above, but these raiders do not have sleep arrows. The Longship Creatures: Old One-Eye’s reavers want no fight at this time. Most remain on the ship to protect it, repelling boarders, and leaving Ranulfr to fight his own battles. Should a battle break out, they prepare the longship to push off from the pier and row off. Twelve remain armed and ready to repel boarders until any threat has retreated, and any that fall are replaced each round until all 45 of the reavers are defeated. 40 of the reavers are 1st- level barbarians, 4 are 3rd-level barbarians, and 1 is a 6th-level barbarian. With 45 barbarian reavers on board, the capture of the longship is well beyond the capabilities of the PCs at this time. Northmen Raiders (12) Use the stat block in the Ranulfr’s Raiders section above, but these raiders do not have sleep arrows. Developments: If the PCs manage to kill Ranulfr, the events in Part 7 will change. If the northmen reavers provide him with an escape route, they do not transport him to the northlands, but put him ashore north of Port Haven. From there he resumes his search for Kikuko as described in Part 7. While bound, Kikuko and the thralls have the pinned condition and sink rapidly while they hold their breath. Another creature can drag them to the surface with a DC 12 Strength (Athletics) check, and anyone dragged to the surface adjacent to the pier or loading platform can be hauled out of the water as a standard action. This is a diversionary tactic and those knocked in the water are only at risk if ignored. Finally, the PCs may think to identify what Ranulfr is. This can be accomplished with a DC 20 Intelligence (Religion). Bear in mind that Ranulfr does not know what he is! If confronted at any point with this information, it changes nothing. Ranulfr becomes confused and then angry by the revelation. He’ll suspect it is untrue, and has difficulty reconciling it as he (to his understanding) had a normal biological father and he has a “normal” twin. His biological father’s magical possession by a jiangshi and the unique passing of its curse through this possession to his children is beyond anyone’s ability to guess. 20 Part six: Caravan Crisis The road from Port Haven heads north for approximately 60 miles to Pirate’s Landing. With the forests now left behind, the terrain becomes open with only small hills to the northwest on the second day of travel. killers on the road The caravan spots a trail of smoke rising from the road ahead. Its source is undetermined, but if the party sends scouts ahead they report a burning wagon ahead and a caravan in chaos and disarray. Read the following description to the scouts or to the main caravan group. The wreckage of a covered wagon, almost burned to the ground, sits askew on the road ahead. One of its horses lies dead in front of it, while the other is missing. The scent of smoke and burning flesh hangs in the air. Nearby, a smaller supply wagon sits on its side, its horse also absent, and a large hole smashed through the base boards. The tracks of a third wagon lead off the side of the road and away from the road. The blackened corpse of an armored man lays in the burning wagon. The scene is quiet except for the crackling hiss and sputter of the fire. The following clues to what happened here can be ascertained by careful observation. Judging by the number of wagons, most of the caravan travelers are missing. Many of the food stuffs and supplies are also missing, except for a few crates and barrels that are broken and left behind with their contents—simple clothing and household items—spilled out on the ground. The second horse that was hitched to the burning wagon was cut loose. The horse hitched to the overturned supply wagon was likely able to wrench itself loose and may still be dragging part of its harness if it was not captured. PCs that make a successful DC 12 Intelligence (Investigation) check can surmise the burned victim died from bludgeoning damage and was already dead when the wagon caught fire. A successful DC 10 Intelligence (Investigation) check can ascertain the hole in the floorboard of the overturned wagon was either a huge club, or a fist the size of a ham. gathering Clues PCs who wish to gather clues can make an Intelligence (Investigation) or Wisdom (Survival) check to learn the following facts. DC 10 There is evidence of a pitched battle. A handful of broken arrows can be found. The wreckage suggests the attackers used large blunt weapons, whereas the defenders used blades and bows. The trail of the third wagon pulled by two horses leads off the road to the east. The horses appear panicked and had no driver. DC 13 Three sets of tracks lead to the northwest in the direction of some small hills. These tracks can be followed at half the PCs normal speed. DC 15 The tracks which lead northwest were made by Large humanoid creatures. They must weigh in excess of 500 pounds each from the depth of the tracks in firm ground. A second set of tracks, those of a Medium-sized humanoid, lead in the direction of a copse of trees to the northeast, about 100 yards away. DC 20 There is evidence that three Medium-sized humanoids were captured and then carried off to the northwest. 21 If the PCs follow the trail of the missing wagon, they can locate it after an hour, or 30 minutes while on horseback. The covered wagon is undamaged, but the horses are very skittish and tired. The wagon still contains supplies, bedding, and personal possessions one might expect to find on a traveling caravan. A successful DC 15 Wisdom (Animal Handling) check allows a character to take immediate control of the wagon, otherwise the horses require an hour to calm down. Creature: PCs who follow the single Medium-sized set of tracks to the northeast, towards the copse of trees, find the tracks end there. A 17 year old human woman, Aeysha Villani, hides up in one of the trees, but a DC 16 Wisdom (Perception) check notices her. Having seen the PCs draw up to the scene in a caravan but scared and wary of banditry, a successful DC 17 Charisma (Persusasion) check is required to convince her to climb down. If the party convinces Aeysha they’re not thieves and are trying to help her, she describes the attack and begs for the PCs to rescue her family who were taken as captives. Aeysha’s family owns the caravan that only an hour or so ago was attacked by three “giants”, and in the ensuing chaos she fled and hid. She is visibly shaken by the violence she’s witnessed, and its clear that she has been crying. PCs who make a successful DC 13 Intelligence check can discern the “giants” are likely ogres, and that there is limited time before the ogres either eat their captives, or do perverse and humiliating things to them (and then eat them). If the PCs intend to rescue the Villanis, they had best be quick! f. ogre Cave The “giant” tracks lead off road where the caravan wagons cannot traverse but they can be followed by PCs on foot or horseback with a DC 13 Wisdom (Survival) check. Most of the daylight passes before the PCs arrive. If the Survival check to follow the tracks equals 18 or more, the PCs arrive in the late afternoon, otherwise, they arrive at dusk. Nestled in the side of a hill, concealed by several clumps of trees, is a large cave. Just outside it is a large bonfire. Most of the wood on the bonfire has burned down to a glowing bed of red-hot coals, and a low corona of flames which throw flickering shadows. The wood smoke fails to mask a sickly sweet smell of sweat and blood. Just inside the cave is what appears to be a crude wooden enclosure. The campfire sheds light like a torch. The low vegetation is undergrowth, and the trees provide light obscurement. The wooden enclosure stands five feet high, and is more of a pen than a cage. The ogres often keep stolen cows, sheep, and pigs here before devouring them. This same pen is where they also keep captive humans, with their wrists and ankles bound. A large rock keeps the swinging gate closed. The simple construction notwithstanding, the enclosure is sturdy. Sitting along the southern wall of the cave are a number of crates and barrels stolen from the caravan. The ogres have only inventoried a few of them so far. 22 Creatures: Three ogres, Fraegrim, Hogrella, and their son Picklecheeks, dwell in this cave. This incestuous family attacked the Villani caravan and now hold Estella and Davrioz Villani, and their hired caravan guard Garvantos, captive in their pen. All of the prisoners have their wrists and ankles bound together with ropes, and dirty rags shoved in their mouths to keep them quiet. Currently, only Fraegrim and Hogrella are present. The ogres are distracted, but their greatclubs and javelins remain within reach. The pair discovered a collection of cooking spices in their stolen loot, and they are arguing about which to use on Garvantos tonight. Once a fight starts, one of the pair might scoop up a barrel of beer and hurl it on the campfire, which extinguishes the fire when it shatters and plunges the area into darkness. If a greater challenge is required, Picklecheeks can arrive back from the woods behind the party after combat has started. Ogres (2 or 3) Large giant, chaotic evil Armor Class 11 (hide armor) Hit Points 59 (7d10+21) Speed 40 ft. STR 19 (+4) DEX 8 (–1) CON 16 (+3) INT 5 (–3) WIS 7 (–2) CHA 7 (–2) Senses darkvision 60 ft., passive Perception 8 Languages Giant Challenge 2 (450 XP) Actions Greatclub Attack: melee 5 ft., 1 target. +6 to hit, 2d8+4 (13) bludgeoning damage. Javelin Attack: melee 5 ft. or ranged 30/120 ft., 1 target. +6 to hit, 2d6+4 (11) piercing damage. Treasure: Inside a sturdy wooden keg that has had its lid nailed back on, the ogre family has poured all the riches they’ve stolen from travelers over the years. It includes 12 pp, 1,422 gp, a potion of remove curse, and a plain scroll case which contains a scroll of stinking cloud. If Picklecheeks was also killed, there is an additional 4 pp, 50 gp, a potion of levitate, and a potion of enlarge/ reduce. Development: If the Villanis and Garvantos are rescued they are incredibly grateful. Davrioz is ashamed he has no riches to bestow upon the PCs, as much of his fortune was invested in the caravan. Estella hugs and kisses everyone present if they allow, her eyes wet with tears of relief. If they are reunited with Ayesha, they are overjoyed. They ask to take their surviving wagon and as much of their supplies that survived and head south. There they intend to find some community to settle down in permanently, and abandon the traditional nomadic lifestyle. Aeysha, however, wants none of this. The young woman understands her parents have grown old, but she dreads the idea of staying put in some town or village until some farmer sees fit to marry her. Inspired by the courage and determination of the PCs, she decides she would rather see the world and have adventures. Her parents resist initially, but do not stand in her way when she requests to join the PCs’ caravan. Aeysha can fulfill a number of different roles in the caravan, and has been training to become a fortune-teller. Alternatively, Aeysha can become the apprentice or cohort of a PC or even the basis for a new PC. 23 Part seven: the fate of the White Wolf After the events at Port Haven, Cusp is able to direct the caravan to Pirate’s Landing without incident. Ranulfr has regrouped with his band and has been in slow pursuit. The distance to the PCs’ final destination is 200 miles, which requires at least 6 nights before they arrive. It is on the sixth night that Ranulfr strikes, on the very eve of the next step in the party’s grand quest. g. When destinies Collide The final encounter does not take place in a location the caravan chances upon, but at their own campsite. A map depicting a typical caravan campsite, with the wagons drawn in a protective circle, has been provided. Creatures: Ranulfr has tracked the party down, and this time he brings more magical assistance. Kenna White-Eyes is Ranulfr’s ally and sometimes lover. The northwoman is a striking beauty with silver hair, perfect fair skin, and milky white eyes. She dresses in black leather armor and dark colors. A war priest, Kenna is drawn to acts of passion and violence by forces beyond her comprehension. She is jealous of her bandit lord’s unearthly fascination with Kikuko, and yet she also knows what it is to be the slave to obsession. She hates him but is drawn inexplicably towards him, and would pull away from Ranulfr if she could. Like Kikuko, Kenna is tangled up in the strands of his story. If nothing else, the pair have an unspoken empathy for each other few others would understand. The dhampir’s goal is to capture Kikuko. Ironically, Ranulfr doesn’t know exactly what he’s going to do with her once he does, or why he is compelled to capture her. He only knows she is somehow involved in the mystery of his birth, and she is the object of an obsession he cannot explain. He intends to capture her and if necessary kill every single person who stands in his way. Ranulfr stages his attack in the middle of the night to put the PCs at the greatest disadvantage. Ranulfr and Kenna have darkvision, and he has arranged for his reavers to have one potion of darkvision each. Ranulfr studies the campsite from the furthest extent of his darkvision. He is not especially stealthy but uses cover from the trees and the darkness. His entangled destinies ability helps him focus on where Kikuko is located before he orders the attack Ranulfr the White Wolf Use the stat block in Ranulfr Revealed section above. Northmen Raiders (2) Use the stat block in the Ranulfr’s Raiders section above. Kenna White-Eyes Medium humanoid (human), chaotic neutral Armor Class 18 (chain mail and shield) Hit Points 16 (3d8+3) Speed 30 ft. STR 14 (+2) DEX 13 (+1) CON 12 (+1) INT 8 (−1) WIS 17 (+3) CHA 10 (+0) Saving Throws Wisdom, Charisma Skills Insight +5, Religion +1 Senses darkvision 30 ft., passive Perception 13 Languages Common Challenge 3 (700 XP) Clouded Vision: Kenna can only see to a range of 30 feet, but has darkvision within that range. Guided Strike: Kenna can gain a +10 bonus on one attack roll. She must finish a short or long rest before she can do this again. Spellcasting: Kenna is a 3rd-level Wisdom-based spellcaster (spell save DC 13; +5 to hit with spell attacks). She knows the following spells from the cleric list: • Cantrips (at will): guidance, resistance, sacred flame • 1st Level (4 slots): bane, command, cure wounds, divine favor, healing word, shield of faith • 2nd Level (2 slots): blindness/deafness, hold person, magic weapon, spiritual weapon War Priest: Kenna can make one weapon attack as a bonus action whenever she makes an attack action. She can do this up to three times before she must finish a long rest to be able to do this again. Actions Morningstar Attack: melee 5 ft., 1 target. +4 to hit, 1d8+2 (6) piercing damage. Developments: Kenna does not surrender. If brought to a helpless state and then healed after Ranulfr’s death, she holds no acrimony towards the party. She explains that her relationship with Ranulfr was “complex”. If it suits the needs of the story, Kenna can become a new ally or replacement character. She can sense the road the PCs travel is fraught with conflict and is drawn like a moth to a flame. What If Ranulfr Is Dead? If Ranulfr was killed in Part Five, then it is Kenna White-Eyes who leads the final attack against the PCs in revenge. Add two or three extra raiders in place of Ranulfr. 24 25 ConClusion Although the story of Ranulfr the White Wolf is at an end, his obsession with Kikuko remains an unresolved mystery. Unanswered questions notwithstanding, the White Wolf pitted his destiny against the PCs’ and was found wanting. The PCs final destination, the town of Saltcrest lies only 8 miles ahead. Shirota, the jiangshi sorcerer now knows that Kikuko is on her way to claim her throne. The vampire does not share this information with the Dark Spirits however, as his desire for revenge against his former family is too personal, and too long has his oracular insights been dismissed and mocked. Shirota keeps his counsel, and waits for the scion of his former family to draw closer so it is he who is the instrument of her destruction. In this way he means to prove himself at last to the Dark Spirits, and bring meaning and purpose to his undeath. If Ranulfr proves triumphant, then he takes Kikuko prisoner while he tries to unravel the mystery of their connection. This may allow a new group of heroes to arise to rescue her and see her on the road to destiny. aPPendix one – days traveled and story events To assist you in maintaining a calendar or log for your campaign, here is an approximate chronology of events and miles traveled each day throughout the Road to Destiny adventure. It assumes the default caravan travel rate of 32 miles per day, but also notes locations where the caravan might come to a halt early due to proximity to a town or event. It also shows the days where no events take place, where you may wish to generate a random encounter. The length of the entire journey is 541 miles. 1. Starting Town to Monastery of the Wind: 58 miles. The PCs must camp one day, and arrive late on the second day. 2. Monastery of the Wind to Goblin Ambush: 10 miles. The encounter occurs late morning of the third day. 3. Goblin Ambush to Camford: 65 miles. The PCs must camp twice before they arrive at Camford early on the 5th day, and presumably stay the night. 4. Camford to Wolvington: 32 miles. The PCs arrive late afternoon on the 6th day and presumably stay the night. 5. Wolvington to Gnarlwood Ambush: 70 miles. The PCs must camp twice and are attacked early on the 9th day. 6. Gnarlwood Ambush to Port Haven: 40 miles. The PCs must camp once and arrive in Port Haven late morning on the 10th day and presumably stay the night. 7. Port Haven to the Ruined Caravan: 17 miles. If the PCs stop to help and fight the ogres that is the only progress they make on the 11th day. Alternatively they arrive at Pirate’s Landing in the evening of the 12th day (subtract one day from future estimates). 8. Ruined Caravan to Pirate’s Landing: 45 miles. The PC must camp once and arrive in Pirate Landing just before midday on the 13th day and presumably spend the night. 9. Pirate’s Landing to Confrontation with Ranulfr: 192 miles. The PCs must camp six times and are attacked after they make camp the final night. The next morning is the 19th day 10. Confrontation with Ranulfr to Saltcrest: 8 miles. The PCs arrive at SaltCrest late morning on the 20th day. 26 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Road to Destiny (5th Edition) © 2014, Legendary Games; Author Jim Groves with Alistair Rigg. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Hypertext d20 SRD. © 2004, Jans W Carton. Advanced Bestiary, © 2004, Green Ronin Publishing; Author: Matthew Sernett. Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Designers: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, HalMaclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game NPC Codex © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder 31: Stolen Land. Copyright 2010, Paizo Publishing LLC. Author: Tim Hitchcock. 27 28 29 30 31 32 33 Road to destiny Road to destiny www.makeyourgamelegendary.com LG025JR065ED beWare the White Wolf! A legacy of death bears bitter fruit in the northern coastlands, as brothers long separated each rise to the call of their darkling legacy. A new destiny has arisen in the west that threatens to shake the foundations of an empire half a world away, but not if Ranulfr the White Wolf and his one-eyed sibling can waylay these would-be heroes on their road to destiny! This adventure designed for 2nd level characters offers the chance to earn additional experience within a Far East Adventure Path campaign as the heroes set out on their epic caravan journey to the far side of the world, or it can serve as a self-contained sandbox adventure suitable for any campaign. 
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Far East/Road to Destiny.pdf
By Mike Kimmel Iolite Squad Alpha Iolite Squad Alpha PATHFINDER SOCIETY SCENARIO #1–19 TIER 3–6 Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052–0577 paizo.com Scenario Tags Scenario tags provide additional information about an adventure’s contents. For more information on scenario tags, see the Pathfinder Society Guide to Play at http://www. organizedplayfoundation.org/paizo/guides/. This scenario has no scenario tags. Pathfinder Society Scenario #1–19: Iolite Squad Alpha is a Pathfinder Society Scenario designed for 3rd- through 6th-level characters (Tier 3–6; Subtiers 3–4 and 5–6). As a scenario, this adventure is designed to take about 4 hours to play. It is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world. For more information on the Pathfinder Society campaign, how to read the attached Chronicle sheets, and how to find games in your area, check out the campaign’s home page at PathfinderSociety.club. How to Play GM Resources Iolite Squad Alpha makes use of the Pathfinder Core Rulebook and Pathfinder Bestiary, as well as Pathfinder Flip Mat: Cavernous Lair. All rules referenced in this adventure are available in the free online Pathfinder Reference Document at paizo.com/prd, and creature stat blocks from the Bestiary are reprinted at the back of the adventure for the GM’s convenience. Table of Contents Iolite Squad Alpha . . . . . . . . . . . . . . . . . . . . . . . . . .3 Appendix 1: Subtier 3–4 Encounters. . . . . . . . . . . . . . 18 Appendix 2: Subtier 5–6 Encounters . . . . . . . . . . . . .20 Appendix 3: Art & Handout . . . . . . . . . . . . . . . . . . . 22 GM References . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Chronicle Sheet. . . . . . . . . . . . . . . . . . . . . . . . . . .30 AUTHOR Mike Kimmel DEVELOPMENT LEAD James Case DESIGN LEAD Mark Seifter EDITING LEAD Leo Glass EDITORS Garrett Guillotte and Kieran Newton CONTRIBUTING ARTISTS Sergio Cosmai, Katerina Landon, Leonardo Santanna, and Brian Valeza (Gunship Revolution) CARTOGRAPHERS Jason Engle ART DIRECTION AND GRAPHIC DESIGN Tony Barnett and Sonja Morris ORGANIZED PLAY LEAD DEVELOPER Linda Zayas-Palmer ORGANIZED PLAY MANAGER Tonya Woldridge CREATIVE DIRECTOR James Jacobs MANAGING DEVELOPER Adam Daigle PUBLISHER Erik Mona 3 Pathfinder Society Scenario Iolite Squad Alpha VARISIA VARISIA • • Korvosa Korvosa • • Kaer Maga Kaer Maga By Mike Kimmel Iolite Squad Alpha takes place in the nation of Varisia and follows the PCs as they escort a group of hobgoblin recruits from Kaer Maga to Korvosa. More information on Varisia can be found on pages 116-117 of the Pathfinder Lost Omens World Guide, available in hobby and game stores, and online at paizo.com. WHERE ON GOLARION? GM Synopsis In this scenario, the PCs escort a group of hobgoblin recruits from Kaer Maga to Korvosa as part of a diplomatic mission to train new Pathfinders. The adventure features social interactions, skill-based challenges, and combat in roughly equal measure. Adventure Background In 4717 AR, the hobgoblin warlord General Azaersi and her Ironfang Legion invaded the nations of Nirmathas and Molthune, leading vast armies with the help of a powerful artifact that created dimensional pathways through the Plane of Earth and moved troops and supplies with ease. Though her armies were powerful, a group of heroes confronted and eventually convinced a war-weary Azaersi that her continued military conquests were only hindering her ultimate goal: the establishment of a stable hobgoblin homeland. In the aftermath of the Ironfang Invasion, Azaersi has focused on building this new homeland nation of Oprak through diplomacy and treaty. The general is well aware that Oprak’s imposing barrier mountains, highly trained army, and access to tremendous resources via secret portals to the elemental Plane of Earth make it one of the Inner Sea region’s best defenses against the threat posed by the newly released Whispering Tyrant. To help establish connections with the rest of the region, Oprak reached out to the Pathfinder Society, a globally established agency and natural candidate for diplomatic relations. While still suspicious of Azaersi and her motives, the Society has decided to allow a newly formed trial squad of hobgoblin recruits, dubbed the Iolite Squad, to travel to Absalom and train as Pathfinders. The Society hopes to learn more about the hobgoblin nation and its goals, as well as share the Society’s values with the recruits—and, by extension, with the people of Oprak. Due to the urgent diplomatic situation and the hobgoblins’ military training and experience, the Society has further opted to administer an accelerated crash course in Pathfinder techniques and then evaluate the squad at specially selected training grounds before reporting to Absalom. The Pathfinders assigned to the squad must escort the hobgoblins from Kaer Maga to the training grounds and on to Korvosa, where they will board a ship to Absalom. They will pass through lands that are hostile to hobgoblins in the wake of the Ironfang Invasion while also evaluating the hobgoblins’ skills as prospective Pathfinders in a series of challenges both planned and spontaneous. Adventure Summary The adventure begins with the PCs nearing the end of their journey from Heidmarch Manor in Magnimar to Kaer Maga, with the details of their assignment in a letter from Venture-Captain Sheila Heidmarch. The letter outlines where the PCs are to meet the Iolite Squad, the parameters of their mission, and what little is known about the ruins that are to serve as the hobgoblins’ training grounds. The PCs meet up with the Iolite Squad and begin their journey. During their time in transit, the Pathfinders can converse with and observe the hobgoblins. Their first opportunity to assess the hobgoblins’ fighting ability and coordination comes when they encounter a merchant family that has been run off the road by a band of wargs. After slaying or chasing off the wargs, the PCs and hobgoblins can offer assistance to the merchant family, while navigating the family’s suspicion of hobgoblins. Once they reach the training site, the two groups conduct joint training exercises that give the Pathfinders a chance to exchange interesting tactics and techniques with the Iolite Squad prior to their expedition into the ruins. In the ruins, the hobgoblins take the lead and the Pathfinders back them up—but when unexpected predators show up, both teams must test their mettle! 4 Pathfinder Society Scenario Iolite Squad Alpha Getting Started The PCs begin the adventure late in the morning after several days of travel from Heidmarch Manor in Magnimar to Kaer Maga, on orders from Venture-Captain Sheila Heidmarch. The City of Strangers and its 80-foot-high walls loom far above them from atop the Storval Rise. Give the PCs Handout #1: Heidmarch’s Mission Briefing. Allow the PCs to purchase supplies before their arranged meeting at the Sorry Excuse inn, but if necessary remind them that the well-disciplined Iolite Squad will likely resent tardiness. This is also a good time for the PCs to roll checks to see if they know or can learn more about hobgoblins and the area’s recent history. Recall Knowledge (Society or Lore) A PC who succeeds at a DC 19 Society check (DC 22 for Subtier 5–6) or related Lore check to Recall Knowledge knows more about the local opinion of hobgoblins. Critical Failure Since the armistice between Oprak and the surrounding nations following the Ironfang Invasion, relations have steadily improved to the point that hobgoblins have assimilated into the surrounding area. Success Hobgoblins from Oprak are making headway in improving the reputation of goblinoids throughout the region, but they still face a great deal of prejudice stemming from the bloody Ironfang Invasion and their reputation as monsters and murderers. There are many hobgoblins who still cling to these old ways, but General Azaersi continues her efforts to bring hobgoblins and other so-called “monsters” under her banner of diplomacy. Critical Success The Iolite Squad is the first of its kind, a test squadron put together with an emphasis on qualities the nation of Oprak believes will mesh with the Pathfinder Society’s values. Its leader, Sergeant Drussem, is renowned not only for her successes in battle during the Ironfang Invasion, but also for avoiding unnecessary combat and helping to negotiate several key treaties. Meeting the Iolite Squad Read or paraphrase the following once the PCs have reviewed Handout #1, attempted their skill checks, purchased supplies, and are ready to enter the rowdy, ale-soaked Sorry Excuse to begin their work. Laughter and shouts rise from the boisterous crowd that occupies the cheaply furnished tavern room at the Sorry Excuse inn. The staff move from table to table with practiced efficiency to take orders and deliver pints of frothing ale. Four hobgoblins seated near the entrance size up everyone who enters and ignore the mugs on their table. The four hobgoblins are the members of the Iolite Squad. Though they are not unwelcome at the tavern, they are out of their element and visibly uncomfortable. The PCs can introduce themselves and ask questions to learn more about the company. Sergeant Drussem (LN female hobgoblin officer), the group’s leader, approaches the PCs when they enter the tavern. If the Pathfinders spent more than one hour purchasing supplies in Kaer Maga before arriving at the Sorry Excuse, she informs them of their tardiness. However, if the PCs can explain a useful reason for the perceived delay—such as the purchase of necessary equipment or services—Drussem nods with satisfaction. Drussem is slightly taller than the rest of the hobgoblins, her armor is well made, and her equipment—from her cloak to her sword and shield—is utterly unadorned save for the flag of Oprak at her shoulder. Drussem calls her soldiers to attention before introducing each of them by name. Akrag (LN male hobgoblin soldier) grins broadly and extends his lanky arm to shake hands with each of the Pathfinders, his belt bristling with small bladed weapons. Gintka (LN female hobgoblin engineer), their sapper, gives a quick nod as Drussem introduces her before she returns to fidgeting with the metal buckles and sealed vials adorning her gear. Finally, the Sergeant introduces Ozaril (LN male hobgoblin commando), their veteran scout, who gives a perfect salute, his fingers coming close to the many scars that cross his head. Shortly after the PCs introduce themselves, the GM should express the squad’s readiness to be on their way—they glance toward the exit, begin gathering their equipment, settle their tab, and so on. The bartender is visibly relieved when the group departs. The hobgoblins are eager to begin their journey, and if the PCs push for extended conversation beyond these initial introductions, they ask to continue their discussion on the road for the sake of efficiency. GM Instructions: Give the PCs an opportunity to slot their boons for the adventure if they have not already done so, and remind them that they each have 1 Hero Point available. If the PCs have final purchases to make, the hobgoblins begrudgingly wait for them to finish shopping before beginning their journey south. Once the PCs are ready to embark with the Iolite Squad, proceed to area A, where the PCs and their hobgoblin companions happen upon a pack of wargs ambushing a traveling merchant. The Traveling with the Iolite Squad section on page 4 contains information about roleplaying the PCs’ interactions with the hobgoblins throughout the scenario, and the journey to area A is an ideal time to introduce these interactions. 5 Pathfinder Society Scenario Iolite Squad Alpha Sergeant Drussem Traveling with the Iolite Squad The journey from Kaer Maga to the training grounds, then the ruins, and finally Korvosa stretches over 100 miles of varied terrain and should take multiple days. The PCs can get to know the Iolite Squad during this time, particularly after leaving Kaer Maga but before area A; after the encounter with the merchant family (The Wary Merchant); and after the Joint Training Exercises but before reaching the ruins. Some conversation topics and hobgoblin behaviors will likely come up over the course of the journey, described as follows. General Azaersi: The Iolite Squad’s members each recently earned special recognition from General Azaersi for their impressive service record in securing allies in the fight against the Whispering Tyrant. The Squad members have always had great respect for their general, and after meeting her in person and being in the presence of her charisma and passion, they understood why so many rallied behind her during the Ironfang Invasion—and why so many have stayed by her side following the armistice. Oprak: The Iolite Squad is proud to serve Oprak and view the new nation as a symbol of hobgoblin strength and endurance in the face of adversity. The Pathfinder Society: Though becoming Pathfinder agents was not their first preference for an assignment, the Iolite Squad’s members recognize that they are among the best hobgoblin candidates for such a mission. They believe that the Pathfinder Society has much to offer in terms of knowledge, resources, and practical experience, and they hope that their presence can help to ingratiate hobgoblins with others throughout the Inner Sea. The Squad’s Reactions to other Goblinoid Pathfinders: If any of the PCs are goblinoids, such as goblins or hobgoblins, the Iolite Squad members take particular interest in them. Early in the journey, one or more of the hobgoblins ask the goblinoid PCs how they ended up joining the Pathfinder Society. If the PCs’ responses are at least somewhat in line with the Iolite Squad’s mission objectives—such as creating better relationships between goblinoids and other humanoids, especially where Oprak is concerned—then the Squad reacts favorably. If the PCs have more individualistic reasons or seem at odds with the Squad, the hobgoblins resist voicing open disdain but are clearly displeased. Toward the end of the scenario, if the mission was successful, one or more members of the Iolite Squad might approach such PCs to offer thanks and express regret at judging them so harshly. Attitudes Toward Magic: The Iolite Squad does not contain any spellcasters, but the group respects 6 Pathfinder Society Scenario Iolite Squad Alpha Akrag Gintka Ozaril Rather than condense all of the role-playing with the hobgoblins into a single scene, GMs should intersperse interactions with the Iolite Squad throughout the adventure. The simplest way to roleplay the Iolite Squad is to have the hobgoblins defer to Sergeant Drussem. As ranking officer, Drussem speaks for her team and feels responsible for representing them. It can be cumbersome for players and GMs alike to have too many NPCs participating in role-playing scenes, especially with a larger table of players or a louder event site, so having a single representative can simplify the scenario and prevent player confusion. Some groups instead thrive on deep role-playing with a variety of NPCs. If that’s the case—and you as the GM are comfortable with playing four NPCs at once—you can use the descriptions below to flesh out the squad. Sergeant Drussem is stern and commanding, though quite cordial when at ease. She invites others’ opinions on strategic decisions but expects her squad to fall in line when she makes a decision and likewise takes full responsibility for her squad’s successes and failures. She singles out the PC who seems most authoritative (or one with the most senior military background) and treats them as the PCs’ “ranking officer,” assuming the PCs are also a strictly hierarchical unit. Akrag is a perfectionist. He follows a strict exercise routine and conducts regular combat drills. He reads to keep his mind sharp and learn about the world and has always wanted to get his hands on a volume of the Pathfinder Chronicles. He’s eager to share his knowledge but grows impatient with those who don’t meet his standards. Gintka is the group’s smokeworker. She constantly fidgets and mutters to herself, has difficulty paying attention for extended periods, and collects odd objects that she wears in open defiance of Ironfang Legion regulations; she’s especially attached to a recently acquired combination hat/wig. She’s drawn to alchemy, woodworking, and other activities involving careful measurement and effortlessly tracks her tasks and mission objectives with thorough mental checklists. Martial displays and long tales bore her. Ozaril, the Iolite Squad’s scout, is comfortable in both remote areas and bustling settlements. He displays earnest curiosity for other humanoids’ customs and languages and is usually the Squad’s most good-natured member, but he also experiences periods of deep melancholy. The oldest hobgoblin and a veteran of multiple wars—some with fellow hobgoblins, some with other humanoids—he has great respect for warriors and soldiers but recognizes the value of avoiding conflict when possible. ROLEPLAYING THE IOLITE SQUAD 7 Pathfinder Society Scenario Iolite Squad Alpha Elite Warg practitioners of magic and other mystical arts —even arcane and occult magic, which many from Oprak view with suspicion. In their many missions, the Squad members have witnessed powerful acts of creation, destruction, and restoration at the hands of magic-users. They ask questions of spellcasting PCs—what is the source of your magic? When did you first learn how to cast spells? What is the most powerful magic you can do?—but they balk at the suggestion that they themselves could study it. Gintka’s bombs and smokeworks are as close to magic as any of them do, and they claim that this advanced science suits the Squad well enough. If the PCs or players are hesitant to initiate conversation with the squad, consider having one of the hobgoblins approach the PCs to ask a question or seek advice. A. Roadside Ambush Moderate The roads surrounding Kaer Maga are generally well traveled, and the Pathfinders and Iolite Squad cross paths with many people as they make their way south. The hobgoblins do their best to appear friendly, but most travelers give the group a wide berth, some even moving to the side of the road to allow the armed hobgoblins to march by. The PCs and their Iolite Squad companions make their way along the road several hours south of Kaer Maga before looking for a spot to rest for the night, but their search is interrupted when they encounter a pack of wargs attacking some traveling merchants who were setting up their own camp near an abandoned homestead. This encounter assumes the PCs are searching for a place to camp or otherwise traveling through this area around dusk. The setting sun provides dim light; the hobgoblins have no trouble seeing in such conditions thanks to their darkvision. Read or paraphrase the following to begin the encounter. The path winds through the rugged, wooded foothills for several miles before opening onto a small ravine. A dilapidated homestead lies in ruin to the south, and a nearby campfire sheds flickering illumination on the surrounding outcroppings. This abandoned homestead is unremarkable, except that a merchant and his family have sheltered their wagons under its mostly intact roof and are setting up camp nearby. The merchant is Caradrian Subold (LN male human merchant), a devout young man from Magnimar on his way to sell all manner of holy texts in Kaer Maga. Caradrian and his family are understandably unable to engage in conversation until the imminent threat of being devoured by wargs has been resolved. The paths in this area are well trodden and smooth, but debris and dense grass cover the ground off the paths and constitute difficult terrain. The rocky outcroppings in the area are natural stone ranging from 5 to 20 feet tall. Creatures: A pack of hungry wargs tracked the merchant family for hours and waited until their prey was distracted by the task of preparing camp before ambushing them. Caradrian was savvy enough to hire two caravan guards, but they were the first to fall in the ambush and lie bleeding on the path just west of the campfire. The wargs are initially relieved at the approach of hobgoblins— assuming that the goblinoids will fight alongside them and split the spoils after the slaughter—but quickly notice that the hobgoblins are not alone and do not mean to help them. When they recognize this threat, the wargs ignore the family to 8 Pathfinder Society Scenario Iolite Squad Alpha turn their attention to the far more dangerous Pathfinders and hobgoblins. See the scenario’s appendixes for more details on the wargs and their tactics. The merchant and his family cower behind the logs near their campfire. The Iolite Squad in Combat: The Iolite Squad does not roll initiative or take individual turns in this encounter— indeed, this scenario does not present traditional combat statistics for the hobgoblins at all. Instead, the Iolite Squad acts together by performing a single action on initiative count 10. See the Encounter Appendixes for information about the hobgoblins’ available actions. You don’t need to represent the hobgoblins with figures on the battle map, though you might choose to do so. Be sure to narrate the Iolite Squad’s actions and emphasize their combat prowess and coordination— after all, they’re a military group, and they should give the impression of being about on par with the PCs in terms of their combat training and experience. Subtier 3–4 ELITE WARGS (2) CREATURE 3 Page 18; art on page 23 Subtier 5–6 WINTER WOLF CREATURE 5 Page 20 ELITE WARGS (2) CREATURE 3 Page 20; art on page 23 Rewards: One of the wargs wears a war harness studded with onyx gems and reinforced with mithral links, a device crudely fashioned from a noble warrior’s cast-off armor that nonetheless has great value. The harness is worth 40 gp and represents 1 Treasure Bundle. Grateful Merchants: With the wargs defeated or driven off, Caradrian and his family come out from hiding to thank the PCs. Their reaction to the hobgoblins is more mixed. Proceed to The Wary Merchant, a social encounter in which the Iolite Squad enlists the PCs in helping them make a good impression and change the merchants’ attitudes toward their kind. The Wary Merchant Following the skirmish with the wargs, Caradrian stumbles out from his hiding place near the campfire to ascertain whether his caravan guards are still alive. He is a man from Magnimar with simple, conservative traveling clothes that suggest an austere lifestyle. His partner, a Garundi man named Jharless, huddles with two youths near the fire to console them and shield their gaze from the carnage. When the Iolite Squad approaches, Caradrian retreats in fear, shouting that he doesn’t want any more trouble. Sergeant Drussem, having been tasked with representing the better aspects of Oprak and hobgoblin cooperation and recognizing the potential benefit of helping distressed travelers, orders Gintka and Akrag to help the injured guards while she and Ozaril address Caradrian. If the PCs do not immediately move to help, she gestures for them to join; each PC can either speak with the merchant or treat the injured guards. Their success (or lack of it) affects the Iolite Squad’s morale, which adjusts the DCs of the Joint Training Exercises on page 10. Each adjustment must be applied to a different exercise. Speaking with Caradrian Addressing the merchant involves multiple steps. First, a PC must calm Caradrian with a successful DC 18 Diplomacy check (DC 21 for Subtier 5–6); if the PC fails this check, the PCs take a –1 circumstance penalty to the subsequent Society or Religion check due to a poor first impression. A PC must then attempt to convince the merchant that the hobgoblins are trustworthy with a successful DC 19 Society check (DC 22 for Subtier 5–6) to explain the error of prejudice against hobgoblins given their evolving role in the region, or a successful DC 18 Religion check (DC 21 for Subtier 5–6) to persuade the devout merchant with religious doctrines of tolerance, second chances, or similar arguments. Either check has one of the following results and alters the Iolite Squad’s morale after the encounter. Critical Success Caradrian not only expresses sincere thanks to the PCs and the Iolite Squad, but also offers to share any text of the hobgoblins’ choice. Drussem selects a book of prayers and songs from a variety of good-aligned faiths called Common Prayers and Hymns of the Inner Sea. Decrease the DCs of two of the Joint Training Exercises by 1. Success Caradrian expresses sincere thanks for the PCs’ intervention and takes a long moment to ponder their argument. He then thanks Drussem and the Iolite Squad, acknowledges that he has much to learn about hobgoblins and will endeavor to have more faith in them. Decrease the DC of one of the Joint Training Exercises by 1. Failure Caradrian is grateful for the PCs’ intervention, but his gratitude extends to only the Pathfinders. He expresses that the hobgoblins’ one small act of mercy can’t undo a long history of violence resulting from the greed and hatred of goblin-kind in the area. Do not adjust the DCs of the Joint Training Exercises. 9 Pathfinder Society Scenario Iolite Squad Alpha Roadside Ambush Roadside Ambush Pathfinder Flip-Mat: Cavernous Lair Pathfinder Flip-Mat: Cavernous Lair W PCs Start Here PCs Start Here 1 square = 5 feet 1 square = 5 feet W = Wargs Start Here W = Wargs Start Here 10 Pathfinder Society Scenario Iolite Squad Alpha Critical Failure Caradrian is grateful but wants nothing further to do with the PCs. He feels that their presence only puts his family in greater danger. Increase the DC of one of the Joint Training Exercises by 1. Helping the Injured Helping the injured guards involves multiple steps. First, a PC must stabilize the guards and assess their condition with a successful DC 20 Medicine check (DC 22 for Subtier 5–6) to Administer First Aid. The check applies to both guards at once. If the PC fails this check, the PCs take a –1 circumstance penalty to the subsequent Crafting or Medicine check due to the guards’ more severe condition. As the PCs approach to help the guards, Akrag pulls out a set of healer’s tools while Gintka begins to mix salves, and Akrag insists on using their expertise in field medicine rather than magic to prove the hobgoblins’ desire to help to the merchant. He grants the PC who attempts the check a +1 circumstance bonus on their roll. A PC must then aid Akrag and Gintka in treating the guards more comprehensively with a successful DC 19 Crafting or Nature check (DC 22 for Subtier 5–6) to help Gintka prepare antiseptics and wound sealants, or a successful DC 18 Medicine check (DC 21 for Subtier 5–6) to Treat Wounds and help Akrag apply bandages. Either check will have one of the following results and alters the Iolite Squad’s morale after the encounter. Critical Success Both guards recover swiftly and are amazed at the efficacy of the hobgoblins’ medical practice. Decrease the DCs of two of the Joint Training Exercises by 1. Success Both guards are stable and happy to be alive, though it will take them a bit longer to be recovered enough to resume their guard duties. Decrease the DC of one of the Joint Training Exercises by 1. Failure The guards are stable but remain unconscious for at least a day as their bodies recover from blood loss and fight off infection. Caradrian takes this as a sign of the hobgoblins’ inability to do anything other than bring harm. Do not adjust the DCs of the Joint Training Exercises. Critical Failure While one of the guards stabilizes and remains unconscious, the other is lost during treatment. Caradrian believes that this was intentional sabotage to make the wagons easier prey later, and he chases the PCs and squad off. Increase the DC of one of the Joint Training Exercises by 1. If the PCs go against Akrag’s wishes and use magic to treat the guards, the guards automatically recover with no check, but the Iolite Squad feels undermined in their genuine attempt to remedy the situation; in this case, increase the DC of two of the Joint Training Exercises by 1. Rewards: As long as one of the guards doesn’t die during treatment, Caradrian expresses gratitude to the PCs and the squad and offers a few small items as thanks. In Subtier 3–4, he gives the PCs an oil of mending and a lesser mistform elixir. In Subtier 5–6, he instead rewards the PCs with two moderate acid flasks and a moderate mistform elixir. These items are worth 2 Treasure Bundles. Joint Training Exercises Moderate After the PCs rest for the night, the Pathfinders’ journey continues to the southeast on less-traveled paths for nearly two days. During this time, the stoic Iolite Squad members remain vigilant, knowing that danger could come from hungry monsters and distrusting humanoids alike. The group’s next destination is a small valley containing a training ground that the Society has prepared for the Pathfinders in advance—their mission briefing includes directions on which paths to travel to find the site. The training ground is about four miles from the abandoned dig site that the Iolite Squad is tasked with exploring. This brief stretch of travel is uneventful, so it’s a good time for GMs to add a brief role-playing scene or two between the Iolite Squad and the PCs. See Traveling with the Iolite Squad on page 5 for suggestions. Read or paraphrase the following when you have completed any role-playing and are ready to continue. The road from Kaer Maga continues south and east through the foothills. The Iolite Squad seems comfortable in the rocky terrain, and they grow more relaxed as the path takes the group farther away from the more crowded main roads. After a few miles, the winding path descends into a shallow, shrub-strewn valley. Soon, the path becomes obscured with foliage, but a small stream leads the way to a large cleared area. Small tables and a few crates of supplies stand neatly at the center of the area, and four nearby patches of flattened earth ring a sizable bonfire pit. To the south, a ramp leads into a labyrinth of trenches that stretches across the valley floor. About six feet deep, the trenches are blocked with a sign that reads “DANGER: for Pathfinder Society training purposes only. Keep Out!” The Iolite Squad sets up camp in a matter of minutes. They move with efficiency and obvious eagerness to begin their joint training. Sergeant Drussem barks a few orders in guidance, and a minute later the four hobgoblins stand at the ready near the bonfire pit. Drussem addresses the squad in Common. “Here begins your real training! We have fought together many times. This is something new. These Pathfinders have seen things that would surprise us. We know how to fight, how to scout, how to use every tactic to gain the slightest advantage. We are the Iolite Squad! But soon, we will be more. To 11 Pathfinder Society Scenario Iolite Squad Alpha become Pathfinders, we must learn from Pathfinders. But we are not lazy students who wish to sit and read books in a dusty building. We will learn through experience. These Pathfinders are part of our team now, but there is much we can teach them as well. Let us show them what the Iolite Squad can do!” The PCs have a total of 6 hours to train with the hobgoblins, and each activity takes about 2 hours to complete. This time represents multiple attempts, feedback sessions, discussion, and short rests between attempts. Each PC can attempt up to three of the activities. For a group of 6 PCs, each activity takes about 3 hours to complete, so each PC can attempt up to 2 of the activities. Before rolling any checks for an activity, each PC must commit to whether they are engaging in that activity. If more than one PC joins a given activity, each PC decides whether to roll independently or help another PC with their roll. If multiple PCs roll independently, use the best roll to determine the result of the activity. Any PC who chooses to help instead rolls against the same DC to Aid their chosen PC. In Subtier 5–6, the hobgoblins are more capable, but they also insist on more rigorous training and have higher expectations of their Pathfinder guides. Each activity notes the increased DCs resulting from this more intensive training. GM Reminder: Keep careful track of the highest degree of success that the PCs achieve with each activity. Each activity describes how the results of the PCs’ checks affect the Pathfinders and the Iolite Squad while they are facing future areas and encounters. Furthermore, take note of any activities that the PCs did not attempt at all, whether due to focusing their time on the other activities or for some other reason. The PCs automatically receive the “Failure” result for any activities that they did not attempt, so be sure to communicate to the PCs the consequences of not practicing a given exercise. Essentials of Infiltration and Obstacle Avoidance Hobgoblins enjoy bloodshed, but they also seek out practical solutions whenever possible. This is especially true when exploring dangerous areas such as ruins, where blood can be spilled due to traps and hazards as well as foes. The Iolite Squad recognizes that the Pathfinders are the experts in exploring ruins and getting out alive—their own past experience generally covers traps and snares used in war and hunting, not the myriad traps left by civilizations long gone. The course leads through a series of simple traps and obstacles laid out in the trenches and designed to demand a variety of strategies for avoiding such dangers. Attempt a DC 19 Acrobatics or Thievery check (DC 22 for Subtier 5–6) with the following results. Critical Success You complete the obstacle course and teach the Iolite Squad a few new things about the sort of traps that are likely to appear in ancient ruins. Additionally, your explanations and feedback are swift, accurate, and clear. As a result, the Iolite Squad has plenty of time to practice the techniques you demonstrate. The DC of checks for the associated task in area B decreases by 2. Success You complete the obstacle course and teach the Iolite Squad a few new things about traps that often appear in ancient ruins. The DC of checks for the associated task in area B decreases by 1. Failure You complete the obstacle course, but you fail to demonstrate any useful new skills for the hobgoblins. The DC of checks for the associated task in area B increases by 1. Critical Failure You complete the obstacle course, but only by teaching the Iolite Squad a few dangerous shortcuts for bypassing traps and obstacles. They come away from this session with misconceptions about how to safely avoid danger when searching for and disarming traps. The DC of checks for the associated task in area B increases by 2. Exchange of Hand-to-Hand Tactics A hobgoblin army’s traditional “exchange of hand- to-hand tactics” exercise (also known as a “fight”) typically results in serious injury or death for one or more parties. More modern and practically minded hobgoblins have reduced the lethality of these duels by allowing a participant to surrender; they still recognize that the loser might be weaker, but they can also learn something from their loss and grow stronger for it. That doesn’t mean the hobgoblins go easy on you when you engage in this brutal wrestling exercise, however. Attempt a Strike against AC 18 (AC 20 for Subtier 5–6) using your highest proficiency with a weapon or magical tradition, with the following results. Critical Success After a few bouts, you and the hobgoblins size each other up and determine exactly how best to complement one another’s fighting abilities. With a few more rounds, you each learn something new and the Iolite Squad gains a newfound respect for how you handle yourself in a fight. The DC of checks for the associated task in area B decreases by 2. Success You match the hobgoblins blow-for-blow and move-for-move. The Iolite Squad is impressed with your fighting abilities, and you learn a few tips from Sergeant Drussem about reading your opponent and keeping a clear head in a fight. The DC of checks for the associated task in area B decreases by 1. Failure The Iolite Squad starts off too aggressively and handily wins the first few matches. They take it a little 12 Pathfinder Society Scenario Iolite Squad Alpha bit too easy on you for the rest of the training session. Your bout results in a few bruises and scrapes, but you do not learn any new fighting techniques. The DC of checks for the associated task in area B increases by 1. Critical Failure The hobgoblins are demoralized by your apparent lack of skill in close combat and worry that you might not be able to help them in a truly dangerous fight. The DC of checks for the associated task in area B increases by 2. Understanding Artifacts and Lore Many hobgoblins fail to see the value in crumbling artifacts and forgotten lore—if it has no immediate practical use, why take the time to study it? The Iolite Squad, however, recognizes that they must understand such things if they are to become Pathfinders and help to elevate Oprak and hobgoblin-kind in the eyes of the Society. Lacking experience in such matters, they are eager for any advice that you have to offer in an impromptu field lecture. Attempt a DC 19 Arcana, Occultism, or Religion check (DC 22 for Subtier 5–6) or a DC 18 Lore check with an especially relevant Lore skill (DC 21 for Subtier 5–6) with the following results. Critical Success You explain the practical use of ancient artifacts and lore in such a way that the hobgoblins begin connecting this knowledge to their own experiences and recognizing situations in which thorough documentation and extensive research might have helped them. The DC of checks for the associated task in area B decreases by 2. Success You demonstrate the usefulness of ancient artifacts and lore with examples from your own knowledge and experience. The Iolite Squad sees the value of this new knowledge and demonstrates a fair understanding of how to recognize and document such findings. The DC of checks for the associated task in area B decreases by 1. Failure The Iolite Squad becomes confused by the expectations for handling and documenting ancient artifacts and lore—they try their best, but they do not engage enough to have learned anything useful. The DC of checks for the associated task in area B increases by 1. Critical Failure Your explanation bores the hobgoblins. They put up with your attempts to train them, but they do not yet see the immediate usefulness of this skill. The DC of checks for the associated task in area B increases by 2. The Art and Science of Smokeworking You learn the essentials of hobgoblin smokeworking, which combines alchemy and engineering to bring fire and smoke to the battlefield. This hands-on training is quite dangerous! Attempt a DC 19 Crafting or Medicine check (DC 22 for Subtier 5–6) with the following results. Critical Success It takes only a few attempts to duplicate the hobgoblins’ techniques. The Iolite Squad’s alchemist, Gintka, teaches you a few advanced tips and methods in the remaining time. The DC of checks for the associated task in area B decreases by 2. Success You get hurt a few times while attempting to duplicate the techniques and processes that the Iolite Squad demonstrates, but after several attempts you succeed. The DC of checks for the associated task in area B decreases by 1. Failure You receive a few minor burns, and your eyes won’t stop watering for a few hours. The DC of checks for the associated task in area B increases by 1. Critical Failure You think you understand the smokeworking technique that you’ve been taught, but in truth you’ve mixed up the steps. The DC of checks for the associated task in area B increases by 2. Hero Point: Upon completing all four exercises, you should be approaching or have already passed the end of your second hour of gameplay. Award a Hero Point to one of the PCs if you have not already done so since completing The Wary Merchant. This could be a PC who critically succeeds during the joint training exercises or is most engaged in role-playing with the hobgoblins. If none of the PCs match these requirements, give a Hero Point to a random PC of your choice; this should be a different PC than the one to whom you previously awarded a Hero Point. B. The Abandoned Dig Site For thousands of years the dwarves of the Mindspin Mountains, a range not far to the northeast, have explored and mined the foothills surrounding their mountain halls. The region is pocketed with caves and mines both great and small, but most were stripped long ago of anything valuable and are abandoned or collapsed. Few people still bother to explore the area, and most long-lost dwarven settlements which might have existed have either been re-discovered and looted, or now house monsters and bandits. Venture-Captain Sheila Heidmarch is familiar with the area’s history and has used the old settlements in the foothills as training sites for years. They offer an ideal mix of interesting (but not too interesting) discoveries and dangerous (but not too dangerous) threats. When she heard word that the Pathfinder Society would be training hobgoblins, she quickly ordered that this specific dig site be reserved for their use. The negotiations dragged on, and in the intervening weeks a group of dangerous monstrous spiders took up residence in the ruins. Once the arrangements 13 Pathfinder Society Scenario Iolite Squad Alpha were finally and suddenly made, the Iolite Squad was sent on its way there with no time to double-check the site, and the Society is unaware of the new danger lurking within. Before the PCs venture into the dig site with the Iolite Squad, GMs have another opportunity to add brief role-playing encounters between the PCs and the Squad. See Traveling with the Iolite Squad on page 8 for suggestions. Read or paraphrase the following when you have completed any role-playing scenes and are ready to continue. A few miles from the training grounds, a stone edifice rises against the northern slope of the valley. Thick vines drape over a fifty-foot-wide archway that leads into the structure and cover most of the rough-hewn stone around it. A cool wind carries the faint stench of dust and decay from the ruins. The interior of the abandoned dig site is dark, though the room at the entrance is dimly lit by sunlight if the PCs explore this location during the day. The ceilings are about 10 feet high in most places, though they arch to 15 or 20 feet high in the larger chambers. The floor and walls are roughly hewn stone. Special: The Iolite Squad’s level of success in exploring the ruins contributes to their overall sense of accomplishment and preparedness as Pathfinder trainees. This determines whether the PCs fulfill their secondary objective of truly preparing the hobgoblins, rather than rushing them through their training for the sake of a quick and convenient allegiance with Oprak. For each of the four tasks in this area, keep track of the best degree of success attained by the PCs. At the end of the scenario, refer to the Secondary Objectives section (page 17). B1. Disarm the Traps The dwarves who last explored these ruins used simple trip-wire traps and a few magic runes to hinder those who might interfere with their excavation. Akrag takes a few moments to explore the entrance to the ruin. Rough stairs descend to the left and right and lead to multiple hallways. He holds up a hand to warn the others to halt. “Possible traps—all routes compromised. Status unclear. Request assistance locating, will attempt disposal.” To proceed through this area, the Iolite Squad must disarm the traps or suffer their consequences. Akrag takes the lead. The PCs can help to find traps with a successful DC 20 Perception check (DC 23 for Subtier 5–6), with the following results. Associated Training Exercise: Essentials of Infiltration and Obstacle Avoidance (see the “Exploring the Ruins” sidebar) Critical Success Not only does Akrag spot and disarm all the traps, he also finds a stash of ancient coins concealed behind a trapped slab of stone. Success You help spot traps and point out how Akrag can identify them on his own, and he successfully disarms every trap without setting any of them off. Failure Akrag disarms most of the traps, but one rune blows up in his face, which deals 2d6 fire damage to each PC (DC 20 basic Reflex save). In Subtier 5–6, the damage increases to 4d6, and the DC increases to 23. Critical Failure Akrag makes a serious error and sets off several magic traps at once, dealing 2d6 fire damage to each PC (DC 23 basic Reflex save). In Subtier 5–6, the damage increases to 4d6, and the DC increases to 26. Rewards: The ancient coins have a 50 gp value and are worth 1 Treasure Bundle. If the PCs succeed at their check but did not critically succeed, they can attempt a second Perception check to Seek to find the treasure (DC 20, or DC 23 in Subtier 5–6). This delve does not follow the traditional formula of other scenarios in that the PCs don’t take the lead—the Iolite Squad directs the expedition, with the Pathfinders providing support and guidance while evaluating the Squad’s actions. To represent this, the PCs progress through a series of activities as they accompany the squad through the ruins. Each location in this area presents a brief description of what the group finds, what the hobgoblins decide to do, how the PCs can participate, and what happens as a result. Proceed through these events in the order presented. The group’s success and failures in the Joint Training Exercises directly affect their degree of success in this area’s activities. Each activity indicates which training exercise it is associated with. The PCs’ degree of success from each associated training exercise adjusts their DC in this area’s exploration tasks. Critical Success Decrease the DC of checks for this task by 2. Success Decrease the DC of checks for this task by 1. Failure Increase the DC of checks for this task by 1. Critical Failure Increase the DC of checks for this task by 2. EXPLORING THE RUINS 14 Pathfinder Society Scenario Iolite Squad Alpha B2. Vanquish the Skeletons Six dwarf explorers, betrayed by a greedy companion, never made it out of this dig site alive, and their remains now prowl the caverns. Rounding a corner, the Iolite Squad discovers a half-dozen skeletal dwarves. They shed centuries of dust and cobwebs as they rise to attack the intruders with ancient picks and shovels. To proceed through this area, the Iolite Squad must defeat the undead. These foes pose little threat if the hobgoblins use good sense. The PCs can help with tips about battling undead foes or general battle tactics by succeeding at a DC 19 Religion or related Lore check (DC 22 for Subtier 5–6), with the following results. Associated Training Exercise: Exchange of Hand-to-Hand Tactics (see the “Exploring the Ruins” sidebar) Critical Success You advise the Iolite Squad that the skeletons will attack without thought of tactics. The hobgoblins funnel their enemies into a narrow corridor and quickly destroy them. The quick combat is a great warmup that grants the PCs a +1 status bonus to initiative in area B5. Success Knowing the skeletons will do little to prevent themselves from being surrounded, you suggest a quick flanking strategy. Sergeant Drussem and Ozaril leap into the fray, while Akrag and Gintka outflank the skeletons. After a brief skirmish, the enemies are defeated. Failure You mistake the skeletons for a more powerful foe and hesitate briefly—the Iolite Squad holds off the enemies, but they are unable to gain a quick advantage. They eventually wear down the skeletons with brute force while sustaining minor injuries. Critical Failure You suggest a flawed defensive strategy that the skeletons exploit to attack from multiple directions. Several skeletons break through the Iolite Squad’s defenses and attack you. You defeat them handily, but the din alerts the enemies in area B5, granting them a +1 bonus to their initiative checks. Rewards: In Subtier 3–4, one of the skeletons wore a lifting belt, which the hobgoblins give to the PCs. They know that its good condition likely means it is magical, but without a way of knowing what it does, they have little use for it. In Subtier 5–6, the group instead finds a ring of the ram, which they similarly turn over to the PCs out of distrust in magic over their training. In both Subtiers, the item is worth 2 Treasure Bundles. B3. Record Ancient Findings The dwarven expedition set up camp here long ago. What remains of their equipment is ruined, but a few interesting pieces remain of the stash of ancient relics they recovered. A ruined, rotting campsite occupies the east wall of this large chamber. The hobgoblins spend a few minutes picking through the wreckage. Sergeant Drussem says, “This must be where those dwarves made camp. A long time ago, it seems.” After a few minutes, Ozaril exclaims, “I found something!” He lifts a small wood chest still largely preserved, and the hobgoblins open it to find ancient scrolls, a dusty tome, and a few miniature stone statuettes. Upon reaching this area, the Iolite Squad sets out to record their findings for submission to the Pathfinder archives. The PCs can help the Iolite Squad with their reports by serving as scribes, which requires a successful DC 20 Society check (DC 23 for Subtier 5–6), with the following results. Associated Training Exercise: Understanding Artifacts and Lore (see the “Exploring the Ruins” sidebar) Critical Success The hobgoblins are able to fashion accurate copies of the texts they found, as well as detailed sketches of the objects. From one of the texts, they discover that the one of the stone statuettes is missing from the set and locate it within a few minutes of searching. Success Following your advice, the hobgoblins carefully translate the ancient dwarven texts and discover clues about when the site might have been constructed. Failure The hobgoblins listen carefully, but Akrag and Gintka can’t agree on whether the statuettes are magical. When Drussem steps in to tell them to do their best and move on, the two are embarrassed by their lack of knowledge. The confusing back and forth causes all PCs to take a –1 status penalty to Recall Knowledge attempts for the rest of the day. Critical Failure Your meandering explanation causes the squad to nitpick the details of the report. They finish the task, but it embarrasses and frustrates them, and the confusion causes all PCs to take a –2 status penalty to Recall Knowledge attempts for the rest of the day. Rewards: The stone statuettes in the chest have a 25 gp value and are worth 1 Treasure Bundle. If the group finds the complete set with a critical success, the statuettes have far greater value and are instead worth 2 Treasure Bundles. B4. Smoke out the Spiders Swarms of mundane spiders followed the far more monstrous web lurkers into the deeper areas of the ruins. Thick cobwebs and hundreds of spiders choke this passage. “Our weapons will be no use here,” says the sergeant. Gintka steps forward, already mixing a few vials of smoking liquid eagerly. “This should clear them out.” 15 Pathfinder Society Scenario Iolite Squad Alpha Giant Tarantula To proceed through this area, the Iolite Squad decides to smoke out the spiders with alchemy. Gintka passes a pair of fuming vials to each of her companions. The PCs can give Gintka advice on what reagents are most likely to repel the spiders with a successful DC 19 Nature or Survival check (DC 22 for Subtier 5–6), with the following results. Associated Training Exercise: The Art and Science of Smokeworking (see the “Exploring the Ruins” sidebar) Critical Success With your help, Gintka creates a smoke that billows along the floor and creeps up the walls. She includes aromatic herbs that are harmless to humanoids but noxious to arthropods, which swiftly disperses the spiders. The lingering fumes stick to the PCs’ clothing, granting them a +1 status bonus to their saves against the abilities of the enemies in area B5. Success With your help, Gintka smokes out most of the spiders, though a few remain to harass the group as they move through the passage. Failure Gintka’s alchemy smokes out the spiders, but the cloud does not stay contained as intended, and the hobgoblins are all exposed to the roiling, choking cloud. They must delay for several minutes as they recover from their self-inflicted condition. Critical Failure The reagents you suggest to Gintka actually attract the spiders rather than repel them, and the group spends nearly an hour fighting off swarm after swarm. The fumes stick to the PCs’ clothing, imposing a –1 status penalty to their saves against the abilities of the enemies in area B5. A Brief Respite: With these four tasks complete, Sergeant Drussem orders her squad to regroup and rest for a moment. She thanks the Pathfinders for their guidance so far and suggests that they take a moment to rest as well. If they insist on pressing on, she orders the Squad to proceed through the previously spider-choked passage. Hero Points: Upon completing this encounter, you should be approaching or have already passed the end of your third hour of gameplay. Award a Hero Point to one of the PCs if you have not already done so since completing the joint training exercises. This could be a PC who had just the right skill to succeed in an activity, achieved a critical success in an activity, or was able to succeed at multiple checks throughout the exercises and exploration. If none of the PCs match these requirements, give a Hero Point to a random PC of your choice; this should be a different PC than the ones to whom you awarded a Hero Point after the previous encounters. B5. Deadfall Ambush Severe A group of web lurkers and their pet giant spiders occupy the deeper areas of the ruins and occasionally wander at night out into the foothills to hunt for prey. Venture-Captain Sheila Heidmarch was unaware that such dangerous foes had moved into the ruins, and their cunning plan to separate the intrusive humanoids poses the greatest threat that the Pathfinders and their trainees have yet to face. Rough stairs rise to the west, and a wide passage leads east. Thick webs cling to the walls and ceiling. A loud scrape and thud alerts the Squad to the presence of something beyond the east passage. “Wait here,” says the Sergeant, who signals her squad to stay on their guard as they press forward. One of them shouts a curse as a sharp twang echoes through the ruins—part of the ceiling above, concealed by webbing, suddenly collapses. The hobgoblins rush forward, dodging the cascade of boulders that fall and block the passage. As the dust settles, the hobgoblins’ faint battle cries mix with a hideous chattering noise—some of the web lurkers are attacking the squad beyond the collapsed passage. Before the PCs have time to start digging out the tunnel to help the trainees, they are ambushed as well. 16 Pathfinder Society Scenario Iolite Squad Alpha Pathfinder Flip-Mat: Cavernous Lair Pathfinder Flip-Mat: Cavernous Lair 1 square = 5 feet 1 square = 5 feet C = Collapse C = Collapse E = Enemies Start Here E = Enemies Start Here PCs PCs C E B4 B4 B2 B2 B3 B3 B1 B1 B. The Abandoned Dig Site B. The Abandoned Dig Site 17 Pathfinder Society Scenario Iolite Squad Alpha Creatures: A group of web lurkers recently discovered this lair after being driven out of their previous home. They have no desire to negotiate and view the Pathfinders and hobgoblins as food for themselves and their giant spider pets—including tarantulas of enormous size. The area B map (see page 16) indicates the starting areas for the PCs and enemies when the encounter in area B5 begins. Subtier 3–4 ELDERLY GIANT TARANTULA CREATURE 3 Page 19; art on page 24 WEB LURKERS (2) CREATURE 3 Page 19; art on page 25 Subtier 5–6 GIANT TARANTULA CREATURE 6 Page 21; art on page 24 WEB LURKER CREATURE 3 Page 21; art on page 25 Reuniting with the Squad: Shortly after the battle, the PCs hear the Iolite Squad’s victorious shouts. It takes about an hour for the two groups working together to dig out the deadfall debris and free the hobgoblins. The Squad vanquished a giant tarantula; Ozaril has a vicious bite wound, but they otherwise fared well in the battle. Rewards: With a thorough search of the rest of the ruined dig site, the Iolite Squad discovers several objects in surprisingly good condition, from religious symbols and prayer beads to precious gems. They find a low-grade cold iron breastplate in Subtier 3–4; in Subtier 5–6 they instead find a standard-grade cold iron shield. These items are worth 2 Treasure Bundles. Conclusion With the abandoned dig site cleared of danger, the Iolite Squad can fully explore the site. They discover signs that this location was once a way station of sorts for dwarven travelers, but they also find the remains of ancient writings that suggest this was a hideout of some kind for an exiled religious sect. They lack the knowledge to piece together exactly when these dwarves used the site, or when it was built, but they are eager to continue their research once they reach Absalom. There is pride in Sergeant Drussem’s eyes as she sees her squad poring over their findings. Over the next few days, the PCs escort the Iolite Squad to Korvosa, where they board a ship to Absalom. There, they report their findings and the results of their joint training at the Grand Lodge. Sergeant Drussem thanks the PCs for completing their field training and expresses hope that the two teams can work together in the future. Later, the PCs receive a letter from Venture-Captain Sheila Heidmarch commending them for their successful diplomatic mission. She expresses uncertainty at what the future holds for the Society and the nation of Oprak, but is also confident that it is brighter thanks to the PCs’ successful mission. Primary Objectives The PCs fulfill their primary objective if they guide the Iolite Squad through the ruins and defeat the unexpected spiders, thereby clearing the site of danger. Doing so earns each PC 2 Fame and 2 Reputation for any faction associated with their currently slotted faction boon. PCs who complete this mission also gain the Iolite Trainee Hobgoblin boon on their Chronicle sheet. Secondary Objectives The PCs fulfill their secondary objective if the Iolite Squad demonstrated strong Pathfinder skills in their exploration of the ruins (areas B1, B2, B3, and B4). For each area, consider the highest degree of success by any PC who attempted the check. If the PCs attained at least four “successes,” they fulfill their secondary objective. For these purposes, a critical success counts as two successes, and a critical failure subtracts one success. Fulfilling their secondary objective earns each PC 2 Fame and 2 Reputation for any faction associated with their currently slotted faction boon. 18 Pathfinder Society Scenario Iolite Squad Alpha To adjust for the PCs’ overall strength, use the following Challenge Point adjustments. These adjustments are not cumulative. 10–11 Challenge Points: Add one warg to the encounter. 12–13 Challenge Points: Add one elite warg to the encounter. 14–15 Challenge Points: Add one warg and one elite warg to the encounter. 16–18 Challenge Points (5+ players): Add two elite wargs to the encounter. SCALING ENCOUNTER A Appendix 1: Subtier 3–4 Encounters The statistics presented in this appendix include full stat blocks for creatures and hazards appearing in this scenario. These encounters are written for four 3rd-level PCs. If your group has a different composition or size, refer to the Challenge Points section of GM References (page 27) for instructions on how to use the scaling sidebars to adjust the encounters for your group. If a creature is marked “(0)”, don’t include it in the encounter unless otherwise specified (likely from the scaling sidebars). Encounter A: Roadside Ambush (Subtier 3–4) While the PCs are traveling through this area, they encounter a pack of wargs that has ambushed a merchant family. Iolite Squad Actions: Each round, on initiative count 10, the hobgoblins perform one of the following actions. The GM should choose the option that seems most efficient, such as attacking a foe that is near death. Melee or Ranged Strike: The hobgoblins Strike with a weapon attack. Their attack roll has a +12 modifier and deals 1d6+4 slashing or piercing damage on a successful hit. Alchemical Support: The hobgoblins attempt to blind a warg with smoke. The warg must succeed at a DC 19 Fortitude save or be blinded for 1d4 rounds. Draw Attention: The hobgoblins attempt to draw a warg’s attacks. The warg must succeed at a DC 17 Will save or spend its next turn chasing the hobgoblins rather than attacking the PCs. Creatures: The wargs begin the fight spread throughout the area—place them as evenly as possible among the possible starting areas indicated on the map. They use their speed to attack their enemies’ back rank, flanking and surrounding whichever foe seems weakest. Whenever possible they try to coordinate their attacks and positions to take advantage of Pack Attack and Avenging Bite. When only one warg remains, it flees into the wilderness. ELITE WARGS (2) CREATURE 3 N MEDIUM BEAST Perception +10; darkvision, scent (imprecise) 30 feet Languages Common, Goblin, Orcish Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation +8, Stealth +9, Survival +10 Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2 AC 19, Fort +13, Ref +11, Will +8 HP 51 Avenging Bite � Trigger A creature within reach of the warg’s jaws attacks one of the warg’s allies. Effect The warg makes a jaws Strike against the triggering creature. Speed 40 feet Melee � jaws +13, Damage 1d8+6 piercing plus Grab Pack Attack The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies. Swallow Whole � (attack) Small, 1d6+4 bludgeoning, Rupture 9 WARGS (0) CREATURE 2 NE MEDIUM BEAST Perception +8; darkvision, scent (imprecise) 30 feet Languages Common, Goblin, Orcish Skills Acrobatics +7, Athletics +8, Deception +6, Intimidation +6, Stealth +7, Survival +8 Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2 AC 17, Fort +11, Ref +9, Will +6 HP 36 Avenging Bite � Trigger A creature within reach of the warg’s jaws attacks one of the warg’s allies. Effect The warg makes a jaws Strike against the triggering creature. Speed 40 feet Melee � jaws +11, Damage 1d8+4 piercing plus Grab Pack Attack The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies. Swallow Whole � (attack) Small, 1d6+2 bludgeoning, Rupture 9 19 Pathfinder Society Scenario Iolite Squad Alpha To adjust for the PCs’ overall strength, use the following Challenge Point adjustment. 12+ Challenge Points: For every 2 Challenge Points beyond 10, add one elderly giant tarantula or web lurker, keeping the numbers roughly equal. SCALING ENCOUNTER B5 Encounter B5: Deadfall Ambush (Subtier 3–4) While the PCs are guiding the Iolite Squad through the ruins, the two groups become separated by falling rocks as indicated by the impassable area marked C on the map. Monstrous spiders ambush the PCs and attempt to slaughter them for their next meal. Creatures: The giant spider attacks once from range before closing into melee. Any web lurkers in the fight use their webs to hold enemies in place, and engage in melee combat only once their pet spiders have fallen or their victims are helplessly trapped. ELDERLY GIANT TARANTULA CREATURE 3 N LARGE ANIMAL Perception +9; darkvision Skills Acrobatics +5, Athletics +10, Stealth +7 Str +5, Dex +0, Con +4, Int –5, Wis +1, Cha –4 AC 16, Fort +10, Ref +8, Will +6 HP 65 Speed 30 feet, climb 30 feet Melee � fangs +12, Damage 2d6+5 piercing plus giant tarantula venom Melee � leg +12 (reach 10 feet), Damage 1d10+5 bludgeoning plus Knockdown Giant Tarantula Venom (poison) Saving Throw Fortitude DC 25; Maximum Duration 8 rounds; Stage 1 1d4 poison (1 round); Stage 2 1d4 poison, flat-footed, and clumsy 1 (1 round); Stage 3 1d4 poison, flat-footed, and clumsy 2; Stage 4 1d4 poison and paralyzed (1 round). Hair Barrage � The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 3d8 piercing damage with a DC 19 basic Reflex save. WEB LURKERS (2) CREATURE 3 N MEDIUM ABERRATION Perception +10; darkvision, tremorsense (imprecise) 30 feet (creatures touching its web) Languages Aklo; spider speak Skills Acrobatics +9, Athletics +9, Crafting +8 (+12 to craft traps and snares), Stealth +11 Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha –1 Spider Speak The web lurker can speak with spiders, with the same effects and limitations as speak with animals. AC 19, Fort +10, Ref +11, Will +8 HP 45 Spring upon Prey � Trigger A creature touches the web lurker’s web while the web lurker is on it. Requirement Initiative has not yet been rolled. Effect The web lurker automatically notices the creature and Strides or Climbs before rolling initiative. Speed 25 feet, climb 25 feet Melee � fangs +11 (poison), Damage 1d8+6 piercing plus web lurker venom Melee � claw +11 (agile), Damage 1d8+6 slashing Melee � web +11 Web Lurker Venom (poison) Saving Throw Fortitude DC 19; Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and slowed 1 (1 round) Web Trap A creature hit by the web lurker’s web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape. 20 Pathfinder Society Scenario Iolite Squad Alpha To adjust for the PCs’ overall strength, use the following Challenge Point adjustments. These adjustments are not cumulative. 19–22 Challenge Points: Add one elite warg to the encounter. 23–27 Challenge Points: Add one winter wolf to the encounter. 28–32 Challenge Points: Add one winter wolf and one elite warg to the encounter. 33+ Challenge Points: Add two winter wolves to the encounter. SCALING ENCOUNTER A Appendix 2: Subtier 5–6 Encounters The statistics presented in this appendix include full stat blocks for creatures and hazards appearing in this scenario. These encounters are written for four 5th-level PCs. If your group has a different composition or size, refer to the Challenge Points section of GM References (page 27) for instructions on how to use the scaling sidebars to adjust the encounters for your group. If a creature is marked “(0)”, don’t include it in the encounter unless otherwise specified (likely from the scaling sidebars). Encounter A: Roadside Ambush (Subtier 5–6) While the PCs are traveling through this area, they encounter a pack of wargs that has ambushed a merchant family. Iolite Squad Actions: Each round, on initiative count 10, the hobgoblins perform one of the following actions. The GM should choose the option that seems most efficient, such as attacking a foe that is near death. Melee or Ranged Strike: The hobgoblins Strike with a weapon attack. Their attack roll has a +15 modifier and deals 1d8+6 slashing or piercing damage on a successful hit. Alchemical Support: The hobgoblins attempt to blind a warg with smoke. The warg must succeed at a DC 21 Fortitude save or be blinded for 1d4 rounds. Draw Attention: The hobgoblins attempt to draw a warg’s attacks. The warg must succeed at a DC 19 Will save or spend its next turn chasing the hobgoblins rather than attacking the PCs. Creatures: The wargs begin the fight spread throughout the area—place them as evenly as possible among the possible starting areas indicated on the map. They use their speed to attack their enemies’ back rank, flanking and surrounding whichever foe seems weakest. Whenever possible they try to coordinate their attacks and positions to take advantage of Pack Attack and Avenging Bite. When only two wargs remain, they flee into the wilderness. WINTER WOLF CREATURE 5 NE LARGE BEAST Perception +14; darkvision, scent (imprecise) 30 feet Languages Common, Jotun Skills Acrobatics +13, Athletics +13, Deception +11, Intimidation +11, Stealth +13 (+16 in snow), Survival +12 Str +6, Dex +4, Con +4, Int +2, Wis +3, Cha +2 AC 23; Fort +13, Ref +15, Will +10 HP 70; Immunities cold; Weaknesses fire 5 Buck � DC 21 Avenging Bite � As warg. Speed 40 feet Melee � jaws +15 (cold), Damage 1d10+6 piercing plus 1d6 cold and Knockdown Breath Weapon � (cold, evocation, primal); The winter wolf breathes a cloud of frost in a 15-foot cone that deals 5d8 cold damage (DC 23 basic Reflex save). The winter wolf can’t use Breath Weapon again for 1d4 rounds. Pack Attack The winter wolf’s Strikes deal 1d6 extra damage to creatures within the reach of at least two of the winter wolf’s allies. ELITE WARGS (2) CREATURE 3 NE MEDIUM BEAST Perception +10; darkvision, scent (imprecise) 30 feet Languages Common, Goblin, Orcish Skills Acrobatics +9, Athletics +10, Deception +8, Intimidation +8, Stealth +9, Survival +10 Str +4, Dex +3, Con +3, Int –1, Wis +2, Cha +2 AC 19, Fort +13, Ref +11, Will +8 HP 51 Avenging Bite � Trigger A creature within reach of the warg’s jaws attacks one of the warg’s allies. Effect The warg makes a jaws Strike against the triggering creature. Speed 40 feet Melee � jaws +13, Damage 1d8+6 piercing plus Grab Pack Attack The warg’s Strikes deal 1d4 extra damage to creatures within the reach of at least two of the warg’s allies. Swallow Whole � (attack) Small, 1d6+4 bludgeoning, Rupture 9 21 Pathfinder Society Scenario Iolite Squad Alpha To adjust for the PCs’ overall strength, use the following Challenge Point adjustments. These adjustments are not cumulative. 19–22 Challenge Points: Add one web lurker to the encounter. 23–27 Challenge Points: Add one giant tarantula to the encounter. 28–32 Challenge Points: Add one giant tarantula and one web lurker to the encounter. 33+ Challenge Points: Add two giant tarantulas to the encounter. SCALING ENCOUNTER B5 Encounter B5: Deadfall Ambush (Subtier 5–6) While the PCs are guiding the Iolite Squad through the ruins, the two groups become separated by falling rocks, as indicated by the impassable area marked C on the map. Monstrous spiders ambush the PCs and attempt to slaughter them for their next meal. Creatures: The giant spider attacks once from range before closing into melee. Any web lurkers in the fight use their webs to hold enemies in place, fighting in melee only once their pet spiders have fallen or their victims are helplessly trapped. GIANT TARANTULA CREATURE 6 N LARGE ANIMAL Perception +14; darkvision Skills Acrobatics +9, Athletics +16, Stealth +11 Str +6, Dex +1, Con +5, Int –5, Wis +2, Cha –4 AC 21, Fort +15, Ref +13, Will +10 HP 135 Speed 30 feet, climb 30 feet Melee � fangs +17, Damage 2d8+8 piercing plus giant tarantula venom Melee � leg +17 (reach 10 feet), Damage 1d12+8 bludgeoning plus Knockdown Giant Tarantula Venom (poison) Saving Throw Fortitude DC 23; Maximum Duration 8 rounds; Stage 1 1d6 poison (1 round); Stage 2 1d6 poison, flat-footed, and clumsy 1 (1 round); Stage 3 1d6 poison, flat-footed, and clumsy 2; Stage 4 1d6 poison and paralyzed (1 round). Hair Barrage � The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a DC 25 basic Reflex save. WEB LURKERS (3) CREATURE 3 N MEDIUM ABERRATION Perception +10; darkvision, tremorsense (imprecise) 30 feet (creatures touching its web) Languages Aklo; spider speak Skills Acrobatics +9, Athletics +9, Crafting +8 (+12 to craft traps and snares), Stealth +11 Str +4, Dex +4, Con +3, Int +1, Wis +3, Cha –1 Spider Speak The web lurker can speak with spiders, with the same effects and limitations as speak with animals. AC 19, Fort +10, Ref +11, Will +8 HP 45 Spring upon Prey � Trigger A creature touches the web lurker’s web while the web lurker is on it. Requirement Initiative has not yet been rolled. Effect The web lurker automatically notices the creature and Strides or Climbs before rolling initiative. Speed 25 feet, climb 25 feet Melee � fangs +11 (poison), Damage 1d8+6 piercing plus web lurker venom Melee � claw +11 (agile), Damage 1d8+6 slashing Melee � web +11 Web Lurker Venom (poison) Saving Throw Fortitude DC 19; Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and slowed 1 (1 round) Web Trap A creature hit by the web lurker’s web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape. 22 Pathfinder Society Scenario Iolite Squad Alpha Appendix 3: Art & Handout Akrag Gintka Ozaril Iolite Squad Sergeant Drussem 23 Pathfinder Society Scenario Iolite Squad Alpha Elite Warg 24 Pathfinder Society Scenario Iolite Squad Alpha Giant Tarantula 25 Pathfinder Society Scenario Iolite Squad Alpha Web Lurker 26 Pathfinder Society Scenario Iolite Squad Alpha Handout #1: Heidmarch’s Mission Briefing Greetings, Pathfinders, We have an urgent diplomatic mission for you, but not of the traditional sort. The Pathfinder Society has been negotiating for weeks with General Azaersi, leader of the hobgoblin nation of Oprak. Now that she has secured Oprak’s borders, the General has cast far and wide in search of useful allies: including the Society. Despite the General’s central role in the recent bloody conflict known as the Ironfang Invasion and the resulting instability in the region, she is potentially a powerful ally. The resurgent threat of the Whispering Tyrant must not be taken lightly, and an allegiance with Oprak could prove invaluable. However, General Azaersi’s full intentions are unknown. To further ascertain her motives, the Society has agreed to accept a small squad of hobgoblins into its ranks. You are to meet this group, the Iolite Squad, in Kaer Maga, then escort them to a nearby training ground to conduct a series of joint training exercises. The training ground is near an ancient dwarven dig site that we have identified as an ideal location for these recruits to practice being Pathfinder agents; it is not a place of global significance, but it likely contains some interesting pieces of history. After your joint exercises, guide the recruits in exploring the site. The hobgoblins are competent soldiers and we do not expect great danger, but you must ensure that they all make it out alive. This is a diplomatic mission, after all. Defer to the hobgoblins when exploring—they must prove themselves capable Pathfinders—but give aid if they request it. With this task complete, escort the Iolite Squad to Korvosa, where all of you are to book passage to Absalom and report to the Grand Lodge. We have arranged for you to meet the Iolite Squad at the Sorry Excuse, an establishment in the Hospice District. Do not keep the hobgoblins waiting long upon your arrival to Kaer Maga. Most citizens of the City of Strangers will not blink twice at a band of hobgoblins, but the Ironfang Invasion has soured public opinion toward them. Be wary of those who may resent their presence. From Kaer Maga, follow the river south to Sirathu, then take the southeast road for 30 miles. The training grounds and dig site are in a rock-strewn valley to the northeast of a small wood. Go with care, Venture-Captain Sheila Heidmarch 27 Pathfinder Society Scenario Iolite Squad Alpha GM References Treasure Table Challenge Points Per PC Challenge Points and Subter Level Treasure Bundle 3 3.8 gp 4 6.4 gp 5 10 gp 6 15 gp Level Challenge Points 3 2 4 3 5 4 6 5 CP Total Subtier 8-14 3–4 16-18 (5+ players) 3–4 16-18 (4 players) 5–6 19+ 5–6 Chronicle Sheet PCs who successfully run the Iolite Squad through the training grounds gain the Iolite Trainee Hobgoblin boon on their Chronicle Sheets. Treasure Bundles: ▫Area A, page 8: 1 Treasure Bundle ▫▫ The Wary Merchant, page 10: 2 Treasure Bundles ▫Area B1, page 13: 1 Treasure Bundle ▫▫Area B2, page 14: 2 Treasure Bundles ▫▫ Area B3, page 14: 2 Treasure Bundles ▫▫Area B5, page 17: 2 Treasure Bundles Challenge Points Challenge Points are a system for scaling the difficulty of encounters appropriately for groups of mixed size and level. Total up the number of Challenge Points your group has. • 3rd-level PCs = 2 points each • 4th-level PCs = 3 points each • 5th-level PCs = 4 points each • 6th-level PCs = 6 points each Now use the table above to determine which Subtier is appropriate for your PCs. Subtier 3–4 encounters appear in Appendix 1, and Subtier 5–6 encounters appear in Appendix 2. 28 Pathfinder Society Scenario Iolite Squad Alpha Event Reporting Form Date Event Code: Location GM Org Play #: GM Name: GM Faction: Adventure #: Adventure Name: Reporting Codes: (check when instructed, line through all if no conditions to report) □ A □ B □ C □ D Fame Earned: Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A Faction: Character Name: □ Grand Archive □ Envoy’s Alliance □ Slow Track □ Radiant Oath □ Horizon Hunters □ Dead Org Play #: Level □ Vigilant Seal □ Verdant Wheel □ Infamy □ Faction: Character Name: □ Grand Archive □ Envoy’s Alliance □ Slow Track □ Radiant Oath □ Horizon Hunters □ Dead Org Play #: Level □ Vigilant Seal □ Verdant Wheel □ Infamy □ Faction: Character Name: □ Grand Archive □ Envoy’s Alliance □ Slow Track □ Radiant Oath □ Horizon Hunters □ Dead Org Play #: Level □ Vigilant Seal □ Verdant Wheel □ Infamy □ Faction: Character Name: □ Grand Archive □ Envoy’s Alliance □ Slow Track □ Radiant Oath □ Horizon Hunters □ Dead Org Play #: Level □ Vigilant Seal □ Verdant Wheel □ Infamy □ Faction: Character Name: □ Grand Archive □ Envoy’s Alliance □ Slow Track □ Radiant Oath □ Horizon Hunters □ Dead Org Play #: Level □ Vigilant Seal □ Verdant Wheel □ Infamy □ Faction: Character Name: □ Grand Archive □ Envoy’s Alliance □ Slow Track □ Radiant Oath □ Horizon Hunters □ Dead Org Play #: Level □ Vigilant Seal □ Verdant Wheel □ Infamy □ -2 -2 -2 -2 -2 -2 -2 29 Pathfinder Society Scenario Iolite Squad Alpha OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). 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Pathfinder Society Scenario #1–19: Iolite Squad Alpha © 2020, Paizo Inc. All Rights Reserved. Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat, Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc. Total GP Total Fame Fame Earned Starting Fame EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play # FOR GM ONLY A.K.A. Player Name Character Name - Organized Play # Character # TOTAL VALUE OF ITEMS SOLD Add 1/2 this value to the “Items Sold” Box TOTAL COST OF ITEMS BOUGHT Faction Reputation Faction Reputation Faction Reputation Items Sold GP Spent Earn Income GP Gained Starting GP Final XP XP Gained Starting XP REWARDS SUBTIER 3–4 SUBTIER 5–6 J4Q3 Herolab Code Character Chronicle # Pathfinder Society Scenario #1–19: Iolite Squad Alpha Adventure Summary Boons Purchases Items Sold / Conditions Gained Items Bought / Conditions Cleared Items Notes Downtime lifting belt (level 4; 80 gp) ring of the ram (level 6; 220 gp) You successfully escorted a squad of hobgoblin Pathfinder candidates to Absalom, sharing techniques and skills along the way. Iolite Trainee Hobgoblin: The Iolite Squad’s reports on valuable Pathfinder skills have made it back to Oprak to be incorporated into their training regimens. You have gained access to the following background for all of your characters (include a copy of this Chronicle Sheet with any character who selects this background). IOLITE TRAINEE HOBGOBLIN BACKGROUND Prerequisites Hobgoblin ancestry The Iolite Squad was Oprak’s first foray into training hobgoblins for Pathfinder membership. You’ve added the archival and archaeological skills they sent back to Oprak into your military training. Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You’re trained in the Society skill and the Warfare Lore skill. You gain the Sign Language skill feat.
textdata/thevault/Pathfinder/2nd Edition/Society/Season 1 - Year of the Open Road/PF2 S01-19 - Iolite Squad Alpha.pdf
Répartition du Pentacle du Nephilim Nom du Joueur : Nom du Nephilim : Rappel du Ka dominant : 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 P E N T A C L E Terre Pas Initié (0-10) Peu Initié (11-21) Assez Initié (22-32) Initié (33-43) très Initié (44-54) Feu Pas Initié (0-10) Peu Initié (11-21) Assez Initié (22-32) Initié (33-43) très Initié (44-54) Air Pas Initié (0-10) Peu Initié (11-21) Assez Initié (22-32) Initié (33-43) très Initié (44-54) Eau Pas Initié (0-10) Peu Initié (11-21) Assez Initié (22-32) Initié (33-43) très Initié (44-54) Lune Pas Initié (0-10) Peu Initié (11-21) Assez Initié (22-32) Initié (33-43) très Initié (44-54) Malédiction Lune Noire Pas Maudit (0-10) Peu Maudit (11-21) Assez Maudit (22-32) Maudit (33-43) très Maudit (44-54) Enkhaïbatement Khaïba Pas Enkhaïbaté (0-10) Peu Enkhaïbaté (11-21) Assez Enkhaïbaté (22-32) Enkhaïbaté (33-43) très Enkhaïbaté (44-54) Simulacre Soleil Mort Pas Initié (0-10) Peu Initié (11-21) Assez Initié (22-32) Initié (33-43) très Initié (44-54) Opposition Opposition Opposition Opposition Opposition Element
textdata/thevault/Nephilim [multi]/LANG/FR/Aide de Jeu/Aide de Jeu - Pentacle Nephilim.pdf
Designed for parties of five characters of levels one, three and five Volume One, Second Edition By Rowan & Doug Schultz Adventure Shorts Adventure Shorts Fifth Edition Compatible R&D Adventures R&D Adventures ©2015 Schultz The Encounters 1. Forgotten Tomb With no apparent signs of recent visitors, it seems the tomb of these four warriors has been long forgotten. 2. Ambush The adventurers are confronted by a narrow canyon, the only way they can find to get to where they’re going. 3. Abandoned Mine The discovery of an old set of mining car tracks leads to what appears to be an old mine. 4. Old Cottage The adventurers meet a group of soldiers who tell them of a disturbance in the area, and a reward. 5. Black Tower On a high outlook stands a lonely black tower that may still be the home of something interesting. Credits Doug Schultz Writer, Artist, Graphic Designer Rowan Schultz Writer, Play Tester We sincerely hope that you enjoy playing our adventure and welcome any comments, criticism or feedback. If at any time you have any questions or need clarification about something please don’t hesitate to contact us. You can connect with R&D Adventures at: http://randd-adventures.blogspot.com www.facebook.com/randd.adventures [email protected] Running the Encounters Encounter Levels Balanced encounter numbers, including monsters, NPCs and treasure, have been provided for a party of five adventurers of levels one, three and five. Preparation Before beginning play, it’s recommended that the game master (GM) become familiar with the encounters. This will help in planning for the challenges the adventurers will face and allow time to gather all the materials necessary for things to run smoothly. Having the fifth edition core rulebooks handy will also be helpful. Many of the details have been accounted for, but it may be necessary to reference the books when more detail is needed. It will also be helpful to have your characters created in advance so the GM knows the strengths and weaknesses of your group. Reading the Entries Setup: Various areas within the adventure contain short overviews or descriptions, including the number of monsters, creatures, animals or non-player characters. It also includes any traps, obstacles, magic items or anything else that needs to be specifically described. A page number in the core rulebooks is provided for all creatures and NPC statistics. Features: The text highlighted in blue typically contains detailed text that describes the setting, physical features, rooms, clues, objects, obstacles and items to be found in the encounter. This text is meant to be read aloud to the players. It can be read as is or paraphrased as necessary. Outcomes: When included, this section is provided to summarize what the next steps or provide ideas about what might happen next. Tactics: If needed, information is given about how the enemies in the encounter will act before or during combat. This might include their initial positions, if there’s a chance they surprise the adventurers or any other tactical advantage they might have. Adventure Extras There are also maps, notes, letters and miniature grids included within the adventure or Appendix to provide all the materials you’ll need for a rich visual experience. Adventure Shorts Fifth Edition Compatible Adventure Shorts Volume 1, 2nd Edition 2 R&D Adventures R&D Adventures ©2015 Schultz As the adventurers look into the chamber they observe the features below. Any humans in the group would need a light source to see the entire room. The light in the room ahead of you is very dim. There is a thick layer of dust and small bits of rubble on the floor, giving you the impression that no one has been here in a very long time. To your right you see four stone sarcophagi lined up in a row. At the head of each there is a niche in the wall with a large stone statue of a knight in armor. At the foot of each is a wooden chest. Tactics The monsters are hidden behind the third sarcophagus until the adventurers make some sort of noise. Anything louder than talking will arouses them, causing them to attack. If the adventurers trigger a trap or try to open one of the chests, this will also cause the monsters to attack. Features Torch Holders: All the torch holders are empty but usable. There is a torch holder on the south wall near the door, and three more between the statues. Statues: These are large, about one and a half times as big as a normal human. The statues have holes in the visors where the arrow and dart mechanisms are located. Sarcophagi: The sarcophagi are plain, sealed and can’t be opened without the use of stone mason’s tools and someone proficient with the use of them. The sarcophagi all have a coat of arms and a name carved at the foot end facing the room. The names are: 1) Engel Rocque, 2) Dietz Schermerhorn, 3) Kordel McKian, and 4) Hagen DeYoung. If the adventurers do succeed in opening the sarcophagi somehow, each warrior is buried with silvered longsword. Wooden Chests: There is a locked wooden chest at the foot of each sarcophagus. Each has an AC 15 and 8 HP. Each lock has an AC 19 and 10 HP. To open each lock requires a successful DC 12 Dexterity check. Treasure: Each warrior in the tomb was laid to rest with some of his belongings. Some of the items included in each chest are dependent on character level. Chest #1: Carved wooden holy symbol of Pelor, holy book, and a brass chalice. Level 1 – 200 sp Level 3 – 600 sp Level 5 – 1,100 sp, Robe of Useful Items Monsters per character level: Represented by the Xs on the GM’s map. Level 1 – 4 Skeletons (p.272 MM) Level 3 – 1 Specter (p.279 MM), 3 Skeletons Level 5 – 1 Wraith (p.302 MM), 3 Specters Location: Any path or road through a wooded area. Setup Long ago, this tomb was made to honor four great warriors, but over time it has been forgotten. When the tomb was built traps were installed to discourage tomb robbers, and now four monsters have taken up residence there and will attack anyone who enters. The encounter also includes the following traps: Arrow Trap (1): The arrow is released from the visor of statue #1. Pressure plates to activate the trap are located at both #1s on the map. Arrow; +5 ranged (1d6); Wisdom (Perception) to detect DC 15; Dexterity (Acrobatics) DC 15 avoids; Dexterity to disable DC 15. Trap resets when pressure plate is released. Pit Traps, 10-feet deep (2): Represented by boxes at #2 and #4 on the map. The trap trigger is located in the lock of the chest at the foot of the sarcophagus in front of statue #2. The trap is triggered when anyone tries to open the lock. No attack roll necessary; multiple targets; 10-ft. deep (1d6, fall); Dexterity (Acrobatics) DC 15 avoids; Wisdom (Perception) to detect DC 15; Dexterity to disable DC 15. Trap door collapses then closes and resets after one minute. Hail of Needles Trap (1): The needles are released from the visor of statue #3. Pressure plates to activate the trap are located at both #3s on the map. Needles; +10 ranged (2d4); Wisdom (Perception) to detect DC 15; Dexterity to disable DC 15. Trap resets when pressure plate is released. Narrative As the adventurers approach the tomb they observe the following features: At the foot of a low hill in the woods you see an opening that looks like a cave between two large overgrown bushes. When you look closer you discover that the opening is framed with carved stone and that the stone door is partially open. Beyond the door there is a short flight of stairs leading down about 20 feet. Forgotten Tomb Fifth Edition Compatible Adventure Shorts Volume 1, 2nd Edition, Number 1 3 R&D Adventures R&D Adventures ©2015 Schultz Statue 1 Statue 2 Statue 3 Statue 4 one square = 5 ft N S E W X X X X 4 3 3 2 1 1 Chest #2: Carved wooden holy symbol of Heironeous, smoking pipe, chalice with lapis lazuli gems (105gpv). • Level 1 – 40 gp • Level 3 – 30 gp • Level 5 – 1,500 gp Chest #3: Carved wooden holy symbol of Kord, red dragon- tooth necklace. • Level 1 – 300 sp • Level 3 – 400 sp • Level 5 – 400 gp, Potion of Resistance Chest #4: Carved wooden holy symbol of Ohad-Hai, book of family heraldry, electrum dagger (100gpv). • Level 1 – 20 gp, 5 Hematite gems (10 gpv each) • Level 3 – 20 gp, 10 Azurite gems (10 gpv each) • Level 5 – 90 pp 4 R&D Adventures ©2015 Schultz Statue 1 Statue 2 Statue 3 Statue 4 one square = 5 ft N S E W Forgotten Tomb Enlarge 200% for 1" grid 5 R&D Adventures R&D Adventures ©2015 Schultz creatures move down to the road to block their exit. Assume that the creatures can move to do this rather quickly so the adventurers can’t escape without a fight. Moving up the slopes on either side of the road should be considered difficult terrain for the adventurers. Features Canyon: The road passes through a narrow canyon in the middle of a high ridge line. It’s the only place to pass for many miles in either direction. The sides of the canyon rise sharply from the road at about a 45-degree angle. The sides of the hills are mostly grassy down low near the road, with a few rocks scattered about and gradually gets rockier toward the top of the ridge. 1. Road: The road that runs through the canyon is flat and level. There is some flat ground between the edge of the road and the bottom of the slope on either side. 2. Hay Cart: There is a hay cart in the middle of the canyon on the west side of the trail. One of the wheels is broken and there is hay strewn all around. 3. Pit Trap: The pit trap is located behind the hay cart. To camouflage it the creatures have covered the opening with hay. It’s not easy to locate because hay is spread over the entire area. 4. Cave: About halfway up the west side of the canyon is a cave that the creatures are using to hide the spoils of their raids. One side of the cave is piled with items of clothing and bones. The other side of the cave looks like a makeshift sleeping area and an area where valuables are being stored. The cache contains: plain gold ring (10gpv), silver bracelet with carved designs (5gpv), bronze cloak pin (1gpv), dagger (2gpv), throwing axe (8gpv), hooded lantern (7gpv), silver flask (2gpv), and an unopened bottle of wine. The cache also includes the following level-dependent treasure: • Level 1 and 3 – 2,803 cp, 1,345 sp, 93 gp, 2 Obsidian gems (20 gpv), 1 Tiger Eye gem (10 gpv), 1 Rhodochrosite gem (10 gpv), 2 blue Quartz gems (20 gpv) • Level 5 – 907 cp, 3,457 sp, 1,591 gp, 46 pp, 3 Moonstones gems (150 gpv), 1 Star Rose Quartz gems (50 gpv), 2 Zircon gems (100 pgv), 1 Chrysoprase gem (50 gpv), 2 Chalcendony gems (100 gpv) Monsters per character level: Represented by the Xs on the GM’s map. Level 1 – 8 Kobolds (p.195 MM) Level 3 – 8 Goblins (p.166 MM) Level 5 – 7 Bugbears (p.33 MM) Location: A canyon along any road or path. Setup A group of greedy creatures has been ambushing travelers on the road using a small canyon and a trap they’ve made to slow their victims down. The canyon is on the way to a destination the adventurers are trying to reach, and there is no other way to get there. The encounter includes the following trap: Covered Pit Trap, 10-feet deep (2): p. 115 DMG, Represented by the box at #2 on the map. No attack roll necessary; multiple targets; 10-ft. deep (1d6, fall); Dexterity (Acrobatics) DC 15 avoids; Wisdom (Perception) to detect DC 15. Narrative As the adventurers approach the canyon they observe the following features: As you’re traveling on the road through a wooded area you suddenly come out of the trees and are faced with a ridge line that extends east and west as far as you can see. Directly ahead you can see that the only way to get past it is through a narrow canyon. Tactics The creatures stay hidden until the adventurers enter the canyon and get near the hay cart, then they begin their attack with ranged weapons from the high ground. They have also dug a covered pit trap next to the broken down hay cart hoping that when they start their attack someone trying to use the cart as cover will fall into it. Assume that the creatures are attacking from above with 1/2 cover (+2 to AC) and gain the advantage of a surprise attack in the first round of combat. Be sure to consider the range of the their weapons, which could give them a disadvantage to attack rolls when their target is beyond the range increment. They continue their attack with their ranged weapons until the adventurers have been significantly weakened or begin to climb the slopes and engage them in melee combat. If the adventurers simply try to run out of the canyon the Ambush Fifth Edition Compatible Adventure Shorts Volume 1, 2nd Edition, Number 2 6 R&D Adventures R&D Adventures ©2015 Schultz one square = 5 ft N S E W Ambush Enlarge 1,600% for 1" grid X X X X X X X X 4 3 2 1 7 R&D Adventures ©2015 Schultz one square = 5 ft N S E W Ambush Enlarge 1,600% for 1" grid 8 R&D Adventures R&D Adventures ©2015 Schultz light of your torches (or lanterns) it looks like there might be another old ore car on the other side. Tactics The creatures stay hidden until the adventurers enter the chamber and start to look around. Assume that they are well hidden and gain the advantage of a surprise attack in the first round of combat. Features Tunnel: The tunnel is very dark, and only adventurers with darkvision will be able to see without a light source. Some support beams have fallen, partially blocking the tunnel. The tunnel is approximately 70-feet long, sloping down moderately from the opening to the main chamber. Ore car rails follow the tunnel from the entrance all the way down to the main chamber. There are a few small spider tunnels that lead off the main tunnel, but they are all short and lead to dead ends. Ore Car in the Tunnel: The ore car is small, only big enough for one adventurer to ride in at a time. It can be used to ferry the adventurers across the chasm using a rope and grappling hook, if they have one. The rails can only support the ore car and one occupant weighing less than 170 pounds, otherwise it will collapse. The rope could be used to hook the car and bring it across the chasm with a Dexterity (Acrobatics) check DC 20. The adventurers will have to cross it on the way out of the tunnel too. 1. Main Chamber: The main chamber has a low ceiling, roughly hewn walls and timber support beams all around. There are three passageways leading off to the north, east and west. 2. Junk Pile: The junk pile consists of wood scraps, broken earthenware jars, an old cloth, pieces of rusted metal and other miscellaneous junk piled up in a heap. 3. Rubble Pile: The pile is mostly rocks and stones left over from excavation of the mine chambers. A successful Wisdom (Perception) check DC 15 yields 30 small gold nuggets, each worth about 1gp. 4. Bone Pile: A fairly large bone pile. Some of the bones are old and some are fresh. 5. Mining Chamber: Remains of two dwarves are found in this chamber. One has a plain gold ring (10gpv) on his Monsters per character level: Level 1 – 3 Troglodytes (p.290 MM) Represented by the Xs on the GM’s map. Level 3 – 1 Basilisk (p.24 MM) Represented by the X on the GM’s map leading to chamber number seven. Level 5 – 1 Blue Slaad (p.276 MM) Represented by the X on the GM’s map leading to chamber number seven. Location: Any path or road through a wooded area. Setup Long ago this mine was worked by dwarves but was left abandoned when they were attacked. Recently the creatures have made the mine their home and will defend it if they’re disturbed. The encounter also includes the following obstacles: Chasm (20-feet wide, wall-to-wall): Adventurers must succeed in a Dexterity (Acrobatics) check DC15. A successful check lets the PC move across the rails safely. A failure means the PC falls. 20-ft. deep (2d6, fall). To climb out requires a Strength (Athletics) check DC 12. Narrative As the adventurers approach the mine entrance they observe the following features: Near a low, rocky cliff in the forest you notice what looks like a small ore car. The car is small, rusted and its wheels are partially embedded in the ground. You also observe a set of rails leading away from the ore car, toward the cliff. The rails lead to what appears to be a mining tunnel. You assume this because you can see support timbers at the opening. The opening itself is small, about 2-1/2 feet wide by 4-1/2 feet tall. If the adventurers venture inside the tunnel they observe the following features. They’ll most likely need a light source: Looking around at the hewn stone tunnel walls there appears to be bands of something glittering sprinkled throughout the rock. It might mean that gold was mined here. About 20 feet into the tunnel you come to an area where the tunnel floor has completely collapsed. The chasm appears to be about 20 feet to the opposite side, about 20-feet deep and spans the entire width of the tunnel. The rails are still in tact and bridge the void like two balance beams. In the dim Abandoned Mine Fifth Edition Compatible Adventure Shorts Volume 1, 2nd Edition, Number 3 9 R&D Adventures R&D Adventures ©2015 Schultz one square = 5 ft N S E W X X X 4 5 6 7 3 2 1 skeletal hand along with a pouch containing the following level-dependent treasure: • Level 1 – 22gp, 56sp, 32cp • Level 3 – 47 gp, 115 sp, 69 cp • Level 5 – 93 gp, 231 sp, 142 cp Around the neck of the second dwarf is a silver necklace with a black onyx pendant (75gpv). The second is carrying a pouch with the following level-dependent treasure: • Level 1 – 18gp, 62sp, 54cp • Level 3 – 39 gp, 128 sp, 143 cp • Level 5 – 72 gp, 253 sp, 216 cp All of their other clothing and personal items on the dwarves are decayed and useless. 6 & 7. Mining Chambers: The troglodytes used these as areas to store a neatly arranged cache of steel mining tools. In higher-level encounters assume these chambers contain a few mining tools left behind by the dwarves. 10 R&D Adventures ©2015 Schultz one square = 5 ft N S E W Abandoned Mine Enlarge 400% for 1" grid 11 R&D Adventures R&D Adventures ©2015 Schultz Monsters per character level: Level 1 – 1 Half-ogre (p.238 MM) The damage a half- ogre can deal with a single attack may be a bit strong for adventurers of this level so it must to be played carefully if everyone is to survive the encounter. Level 3 – 1 Ogre (p.237 MM) Level 5 – 1 Troll (p.291 MM) Location: Any path or road through a wooded area. Setup Someone or something has been attacking and robbing rural farms and homes. The local authorities have dispatched soldiers to hunt down the offender but with no luck. This has led to the offering of a 100gp reward for the resolution of the matter. The culprit is a creature who has taken up residence in an old cottage deep in the woods where it’s hoarding the spoils of it’s raids. The adventurers follow the his trail to the old cottage and when they arrive no one is there. Upon searching the cottage they find miscellaneous hoardings and some treasure. While they’re inside the creature returns. The encounter also includes the following challenge: Tracking: The adventurers must succeed in tracking the half-ogre through the woods for six miles using a Wisdom (Survival) check DC 12. A skill check should be made when they begin and for each mile of tracking. A failed attempt by all adventurers results in a one-hour time delay. Narrative As the adventurers are traveling through they have the following encounter: One day while traveling on the road through the woods you meet two soldiers leading their horses. When they meet you they seem very wary and look you over carefully before speaking to you. Soldier: “Who are you and what are you doing in these woods?” If the adventurers are reasonable and give a reasonable answer the soldiers calm down and share more information with them. The soldiers tell you that there’s been attacks on nearby houses and farms lately. The local magistrate has ordered them out to search for the offender and has even offered a 100gp reward to anyone who resolves the problem. The soldiers tell you they’ve been tracking something they think is the culprit but have just lost the trail. They say that the tracks look like those of some kind of large humanoid that doesn’t wear any boots. If the adventurers are unreasonable the soldiers are not friendly. They still end up sharing some information with them but don’t tell them what the tracks look like or that they have just lost the trail. In this case the difficulty to initially pick up the trail requires a Wisdom (Survival) check DC 17. Each failed attempt by all adventurers results in a one-hour time delay. Soldier: “You’d better mind yourselves. We’re on important business tracking something that’s been raiding these parts. The local magistrate has offered a 100gp reward to anyone who deals with the problem. He authorized us to use force too, so don’t get our way.” Tactics Once the adventurers get to the cottage they find it empty. If someone is on lookout they see the creature coming and are not surprised. The adventurers could shoot ranged weapons from the windows. They could also try to hold the door shut by attempting a Strength (Athletics) check against the creature. The door is big enough for two adventurers to work together to gain advantage on the check. If no one is on lookout, have the adventurers roll for a Wisdom (Perception) check against the creature. If they fail the creature surprises them, enters the cottage and immediately attacks. Features The Cottage: The cottage is a one-room structure with a thatched roof, earthen brick walls and a dirt floor. From the outside the cottage looked like is was once a humble but cozy home but now the windows are broken and the door is barely on its hinges. Inside, the cottage has a foul smell and place is a mess. All the contents of the cottage have obviously been fouled by the creature. Some of the debris has been piled into the corners. Inside there’s some crude furniture, including: 1. Wardrobe: In the wardrobe there’s a few sets of cheap commoner’s clothes and a pair of old leather boots. 2. Chest: An unlocked chest at the foot of the bed contains bed linens, a couple of blankets and a small wooden box with a comb, a bronze cloak pin, a steel mirror, a small knife, needle and thread, and a candle. Old Cottage Fifth Edition Compatible Adventure Shorts Volume 1, 2nd Edition, Number 4 12 R&D Adventures R&D Adventures ©2015 Schultz 3. Fireplace: In the fireplace there’s a small iron pot hanging from hook. Next to the fireplace there’s a small pile of wood. 4. Shelves: On the shelf there’s a partial wheel of moldy cheese, cookware, dishes, utensils, two small empty casks, various empty peck-sized baskets, small earthenware jars of cooking spices ( some of which have been spilled). 5. Random Items: Other random items in the kitchen area include: benches, stools and chairs, a tables, moldy sacks of corn meal and flour. 6. Table: One of the tables has a candle in a holder. 7. Bed: The single bed is simple and very dirty. This is where the creature has been storing all it’s valuables, under the bed. There’s a wooden box (unlocked) with the following level- dependent treasure: • Level 1 – 75gp, 262sp, 331cp, a plain gold ring (10gpv), a silver ring with engraved designs (4gpv), a moonstone gem (50gpv) and a silver necklace with an amethyst pendant (175gpv). • Level 3 – In addition to the level 1 items include the following: 2 Banded Agate gems (20 gpv), 1 Lapis Lazuli gems (10 gpv), 1 Hematite gems (10 gpv), 2 Obsidian gems (20 gpv) • Level 5 – In addition to the level 1 and level 3 items include the following: Masterwork dragon scale bracers +1 to AC. There’s also a few weapons, including: a dagger, longsword, a short sword, and a light crossbow. 8. Junk Pile: The junk pile looks like a place where the half- ogre has been casting things he considers useless. It contains wood scraps, broken earthenware jars, old clothes, a few metal household utensils and other miscellaneous junk piled up in a heap. A Wisdom (Perception) check DC 12 reveals a few potentially useful items, including: a map case with four sheets of parchment, a vial of ink and an ink pen, a whetstone, a hand axe, a spade, a smoking pipe and box of tobacco, and a flask containing some strong-smelling liquid. 9. Bone Pile: A fairly large bone pile. Some of the bones are old and some are fresh. 13 R&D Adventures R&D Adventures ©2015 Schultz one square = 5 ft N S E W 9 7 6 8 4 3 5 2 1 14 R&D Adventures ©2015 Schultz one square = 5 ft N S E W Te Scribe’s Cottage Enlarge 200% for 1" grid 15 R&D Adventures R&D Adventures ©2015 Schultz Monsters per character level: The darkmantle(s) are lurking in the stairwell. Level 1 – 1 Darkmantle (p.46 MM) Level 3 – 2 Darkmantles Level 5 – 3 Darkmantles Location: Any path or road through a wooded area. Setup Many years ago the black tower on the hilltop was inhabited by an eccentric old knight who is said to have come into the possession of a cursed ring. Little is known about the tower’s history since then and it has been left abandoned for many years. This encounter includes the following creatures, obstacles and items: Secret Door: To open the secret door the adventurers must find and solve the clue, a rebus letter. The clue reads: To open the secret door step to the west. The door is opened by stepping on the small, dark colored triangular stone on the outer ring of floor compass near the west “W” paver stone. The door only stays open for one round then resets. Ring of Agoraphobia (cursed magic item): At first glance the ring seems like a plain silver ring with an opal gemstone, but when worn over time it causes wearers to become more possessive of it and increasingly afraid to go outside whatever building they happen to be in. Once someone wears the ring, its effects immediately begin to take hold. What seemed like a normal ring now appears to be special, and wearers must succeed at an initial Wisdom saving throw DC 13 to be able to remove it, allow someone to remove it, or be able to leave the room they’re currently in. After another minute passes the Wisdom saving throw difficulty increases to DC 15 and continues to increase by two every minute until the DC reaches 30. The effects of the ring can strike wherever it is worn. If the ring is put on outdoors the wearer will immediately seek shelter in the nearest structure. A Remove Curse spell will allow the wearer or someone else to remove the ring. Narrative The adventurers observe the following features as they approach the old tower: In a remote area of the forest you spot an old tower on a hilltop. Once you’re on the hilltop you see that the tower is perched on an outcropping of rock, connected to the main part of the hilltop by a narrow stone bridge. The tower has an ominous look, as it’s made entirely of black stone. As you approach you see the main door has a portcullis that’s open. Entering the tower you see a large compass design inset into the floor pavers in the middle of the room. It doesn’t look like anyone has been here for a very long time because the floor is covered in dirt and pigeon droppings, and there are a few scattered boards and shingles lying around. Looking up you see the inside of a timber frame roof 60 feet above your head that’s beginning to collapse. There’s a fair-sized hole in the roof letting in a stream of light and a light breeze that’s blowing tattered banners hanging from the beams. Just then a flock of pigeons takes flight, circling around the room before they fly out the hole in the roof. Tactics The darkmantle is perched above the top of the stairwell just inside the secret door. It stays hidden until the adventurers start down the stairs then attacks the last one in line. The adventurers might see the darkmantle if they are actively looking. Have them roll a Spot check versus the darkmantle’s Hide check. Keep in mind that it will be difficult for the adventurers to maneuver to attack the darkmantle when it’s attacking the last person above them on the stairs. Features Tower: To your left and right (east and west) there are two wooden doors (both locked AC 15, HP 10). Straight ahead (north) the stone wall is blank except for a large metal shield with a faded crest mounted about 10 feet above the floor. Set in each of the remaining four walls is an arrow slit. There are torch holders mounted to the walls between the doors and arrow slits. The door in the east wall leads to the guard house. The door in the west wall leads to a spiral staircase that leads up to the top of the tower. Guard House: Upon entering the guard house there is a fireplace straight ahead. The room also has some sparse furnishings, including a table, a chair, a bench, a tapestry, a bed, and an old chest – the chest contains an old tattered wool blanket, an old pair of boots, a flask, a bottle, a pouch with 10sp and 22cp, and a scroll case (with a clue to open the secret door). The clue uses pictographs (Rebus letter). Compass: The paver with the W in the compass on the floor opens the secret door when it’s stepped on. Secret Door and Staircase: The secret door is on the north wall and opens directly under the hanging shield. Behind it Black Tower Fifth Edition Compatible Adventure Shorts Volume 1, 2nd Edition, Number 5 16 R&D Adventures R&D Adventures ©2015 Schultz The chest also contains the following level-dependent treasure: • Level 1 – 72gp, 194sp, 120cp • Level 3 – 122 gp, 1,233 sp, 964 cp • Level 5 – 87 pp, 534 gp, 1,675 sp, 754 cp is a spiral staircase the leads to the lower chamber. There is light filtering in from somewhere and is evidently how the darkmantle got in. At the bottom of the stairs is a wooden door to the knight’s chamber (unlocked). Knight’s Chamber: The lower chamber was the knight’s quarters and is the same size as the main room in the tower above. There is a window in the north wall that overlooks the lands beyond the tower, and there’s a fireplace in the east wall. The chamber is full of furniture and the knight’s possessions, including his bed, a bookshelf lined with books, wardrobe, a small wooden chest, a suit of half plate armor (masterwork +1), his longsword, his shield and other assorted weapons (two daggers, a heavy mace and a great sword). The strangest feature of all is the remains of what appears to be the knight himself, sitting in a chair behind a table strewn with papers. He’s dressed in what once must have been a rich set of clothes but now have been decayed by time. On his skeletal hand is a plain silver ring with an opal gemstone (the Ring of Agoraphobia). The wooden chest has a hardness of 5 and 5HP and the lock has an AC 19 and 10 HP. To open the lock requires a successful DC 12 Dexterity check. In the chest is a carved wooden holy symbol of Kord, a holy book, an hourglass (25gpv), and a silver chalice (75gpv). 17 R&D Adventures R&D Adventures ©2015 Schultz one square = 5 ft 18 R&D Adventures ©2015 Schultz one square = 5 ft Black Tower Enlarge 400% for 1" grid 19 © 2015 Schultz Forgotten Tomb Ambush Abandoned Mine Old Cottage Black Tower A collection of short, challenging adventures each that can be played in a single gaming session. An Adventure to be played using rules from the fifth edition of the world’s most popular roleplaying game. Adventure Shorts Adventure Shorts
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/R&D Adventures/R&D Adventures - Adventure Shorts Volume 1, 2nd Edition.pdf
Designed for parties of five characters of levels two through five. By Rowan & Doug Schultz Adventure Shorts Adventure Shorts Fifth Edition Compatible Volume Two R&D Adventures R&D Adventures Table of Contents Shortcut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Shortcut – Player’s Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Obsidian Temple . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Obsidian Temple – GM’s Map . . . . . . . . . . . . . . . . . . . . . . . . . 11 Obsidian Temple – Player’s Map . . . . . . . . . . . . . . . . . . . . . . . 12 Credits Doug Schultz • Writer • Artist • Graphic Designer Rowan Schultz • Writer • Play Tester We sincerely hope that you enjoy playing our adventure and welcome any comments, criticism or feedback . Any time you have questions or need clarification about something please don’t hesitate to contact us . You can connect with R&D Adventures at: http://randd-adventures .blogspot .com www .facebook .com/randd .adventures dougschultz1969@gmail .com Introduction The following are two encounters, when played together, will last between two and three hours . They take place in a nondescript outdoor environment and can be used as stand-alone encounters or dropped into an existing campaign . We leave the season, weather and time of day the encounters take place up to the Game Master’s discretion . Before running them, it’s recommended that the GM read the entire encounter . This will help in planning for the challenges the adventurers will face and allow time to gather all the materials necessary for things to run smoothly . Setup: The setup contains a short, concise description of the encounter as well as any monsters, creatures, animals or non- player characters encountered . It also includes any traps, obstacles, magic items or anything else that needs to be specifically described . The setup relies on the Monster Manual to give the GM creature statistics but will contain any variations required for the encounter . Encounter Levels: These encounters can be played by characters of various levels . Balanced encounter numbers, including monsters, NPCs and treasure, have been provided for parties of five characters from levels two through five . Tactics: In the Tactics section, information is given about how the enemies in the encounter will act during combat . This might include their initial positions, if they surprise the player characters, or any other tactical advantage they might have . Features: Written in blue italics, this text can be read aloud to the players . It’s supplied within the encounter to set the mood or give a specific description of a place or event . Narrative: Narrative text, written in green italics, contains the voice of a monster, creature or NPC within the encounter and can also be read aloud to the players . Both the feature and narrative text can be paraphrased by the GM at any time, if necessary, to match the current condition of the storyline . Outcomes: This section is provided to summarize any next steps, possible variables or lasting affects created by events in the encounter . Maps: Each encounter includes a map that can be used to set up a playing grid for use with miniatures . A set of maps that can be enlarged to make copies for your own player grids has been included in the Appendix . ©2015 Schultz 2 R&D Adventures R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz is pulled upward by ropes attached to the corners when triggered . Spotting the trap’s net or ropes requires a passive Wisdom (Perception) score of 20 (all levels), or a successful DC 20 (for levels 2 and 3) and DC 25 (for levels 4 and 5) Wisdom (Perception) check if adventurers are actively searching; it aff ects all targets entering the 20 ft . square area; no saving throw . Th e trap has a trigger that’s operated manually from a nearby hiding place . Th e net and ropes are well camoufl aged with leaves, grass and branches . When the trap is triggered, the net is drawn upward to a height of 12 feet and anyone standing on it is ensnared and incapacitated . Th e net has an AC 11 and 20 HP . Five points of slashing damage dealt to the net will destroy a 5-foot section, allowing one trapped adventurer per round to escape . Wandering Creatures: Th e woods are home to many diff erent creatures that the adventurers could encounter at any time while they’re traveling . To add a random creature to keep the adventurers on their toes use the table below . Statistics for the creatures can be found in the Rule Book on the page listed aft er each entry . d6 Roll Result 1 Giant Badger (1) p . 323 MM 2 Giant Centipede (1d4) p . 323 MM 3 Giant Fire Beetle (1d4) p . 325 MM 4 Giant Wasp (1) p . 329 MM 5 Wolf (1d4) p . 341 MM 6 Deer (1d4) p . 321 MM Tactics When anyone comes to investigate the sign the net trap is triggered remotely by the cultists watching from their hidden vantage point behind the row of bushes on the east side of the clearing . Th eir strategy is to wait for as many people as possible to enter the trap area before triggering the trap . Once the trap is sprung the adventurers are immediately surrounded, giving them no chance to attempt to escape . Th e cult followers immediately attack any adventurers not caught in the trap with the intent being to capture them . Th e cult members fi ght tenaciously and will not surrender or retreat . If only one or two adventurers are sent to investigate the sign while the others wait, the cult members will use the net to capture what adventurers they can, hoping to draw the others under the net when they gather under it to attempt to free their friends . When they do, the cult members will drop the net onto the larger group below . Once the net drops they’ll rush out and hold the edges of the net down and attempt to capture the adventurer(s) that were freed by the falling net . Features Th e road is little more than a single dirt path about seven or eight feet wide that runs through a dense section of woods . Trees overhang the road almost continually and direct sunlight is blocked much of the time . As the adventurers travel along the road they begin to notice random items here and there, some of which Designed for a party of f ve characters with variable encounters to accommodate levels two through f ve. Adventure Hook Your adventuring party has discovered a shortcut that will save a day’s journey to their next destination or objective . Th e trade- off being that the main road is considered well-traveled and safe but the security of the shortcut is unknown . Th ere have also been reports of people disappearing in the area as well . Setup About halfway through the 15-mile shortcut road a group of cultists have set a trap baited with an old wooden sign . Th ey use the sign as bait to capture unsuspecting travelers to use as sacrifi ces in their rituals . Th e cult members are the minions of a cult fanatic named Snakeskull the Terrible . Members of the cult are generally brought into the group by the lure of violence, domination, and an easy existence under the guise of service to a god . For the most part, they’re not very intelligent and are men that have had trouble fi nding a vocation or place in society . To capture the adventurers the cult followers use a net trap baited with a wooden sign (represented by the number one on the map) in the middle of a clearing about six or seven miles along the path . Th e sign and trap are located in an unusually large clearing that the road runs through . As the road nears the clearing it begins to become obscure and then fades out altogether . Th e cult members’ hope is that anyone traveling the road will become confused by its absence in the clearing and gather around the sign hoping for directions . Encounter Numbers: Th is encounter contains the following NPCs based on the chosen adventure level . Th e enemies (represented by the X on the map) are hidden behind the bushes east of the trap area . 5 – Level 2 Adventurers 4 Cultists (p .345 MM), 5 Cult Followers (Commoner p .345 MM) 5 – Level 3 Adventurers 5 Cultists (p .345 MM), 6 Cult Followers (Commoner p .345 MM) 5 – Level 4 Adventurers 5 Cultists (p .345 MM), 7 Cult Followers (Commoner p .345 MM) 5 – Level 5 Adventurers 5 Cultists (p .345 MM), 15 Cult Followers (Commoner p .345 MM) Th e following trap is included regardless of adventure level . Varying DCs have been provided to challenge adventurers of each level appropriately . Further adjustments can be made at the GM’s discretion depending on the desired outcome of the encounter . Net Trap: Th e trap is represented by the square drawn around the number one on the map . Th e trap is a 20 ft . square ground net that Shortcut Fif h Edition Compatible Adventure Shorts Volume 2, Number 1 ©2015 Schultz 3 R&D Adventures R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz its action to make a DC 12 Strength check, freeing itself or another adventurer with in its reach on his success . Th e net has an AC 11 and 20HP . Dealing 5 points of slashing damage to the net destroys a 5-foot square section of it, allowing one trapped adventurer per round to escape . include: a strange wooden holy symbol, a few shredded pieces of black fabric, drops of blood, and a necklace of humanoid teeth . Th ey also see boot tracks from time to time, although they’re old and they wouldn’t be able to follow them very far . As the adventurers are getting near the clearing, sign and trap they encounter the following: It’s about mid-day as you’re walking along the forest path when you come upon an area where the trees are less dense but larger, their branches soaring overhead making it possible for some dappled sunlight to f lter down to the ground. As you near the clearing the path begins to become obscure and then disappears altogether. Up ahead in the middle of the clearing you can see a wooden sign. All you hear is the wind rustling the leaves. As the adventures get near the sign they observe (see the next page): As you get closer to the sign you can see it has writing on it in some kind of runic code. It’s not really important what the signs says, only that the adventurers gather around it . At the GM’s discretion the sign can be read with a one-time successful DC 15 Intelligence (Arcana) check or magic that enables an adventurer to read runic writing . Th e sign reads: “In the middle of the journey of our life I found myself within a dark woods where the straight way was lost .” Aft er the trap is sprung the adventurers see the cult members rushing out from their hiding place: From behind a cluster of nearby bushes men wearing black and dark green clothing and skull masks rush out and surround the hanging net. Some of them are wielding clubs and others have scimitars. One of the cult members announces: “It’s no use struggling, you’re coming with us. You’ll make excellent sacrif ces to the great God Myrkul.” Outcomes If proceeding to the next encounter, Obsidian Temple, all the adventurers should be captured at the end of the encounter . Th e captured adventurers are lowered onto a large hand-drawn cart while still in the net so them can be transported . Th e corners of the net are securely tied down so that the adventurers are immobilized . Any adventurers attempting to escape are threatened with harm . If they continue to struggle and try to escape they’re attacked . It’s also OK if there are one or two adventurers that don’t get captured . If they escape the net trap and the cult members they could follow the cult members to the temple and try making a rescue attempt . If playing Shorcut as a stand-alone encounter and you’d like to assume that the adventures can escape the net trap and fi ght use the following information for the net trap . An adventurer can use one square = 5 ft N S E W Shortcut Enlarge 400% for 1" grid X 1 ©2015 Schultz 4 R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz Shortcut Trail Sign ©2015 Schultz 5 R&D Adventures R&D Adventures one square = 5 ft N S E W Shortcut Enlarge 400% for 1" grid ©2015 Schultz 6 R&D Adventures R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz Tactics If the adventurers try to escape by breaking down the prison door while the cult is sleeping they will be heard by the guards who will alert the rest of the cult . If the adventurers try to escape during the day while the most of the cult is away the remaining guard(s) will hear them and alert Snakeskull . Once Snakeskull has been alerted the guard(s), Snakeskull and the death dog (or hell hound) will attack . All cult members fi ght tenaciously and will not surrender or retreat . Features Temple: Th e temple isn’t far from the site of the net trap, about two miles east of the path into the woods . Th e building is quite old, in poor repair and was abandoned for many years until the cult of Myrkul found it . It’s still in good enough condition to be usable for their purposes . If the adventurers try to break through a window each one has an AC 19 and HP10 . Th ere is one window in the northwest corner of the worship chamber that’s slightly weaker than all the rest . It has and AC 15 and HP5 . All the windows are three feet off the ground and are 15 feet tall . As the adventurers are being brought to the temple they observe the following: Af er a short trip through the woods you approach a building that looks like some kind of old temple. It appears to be constructed using a mixture of obsidian and black marble and is surrounded by a porch with a roof held up by black marble columns. T e temple walls have windows with ornate iron grills f t into the openings, which are rusty but still look quite strong. T e temple is heavily overgrown and you can see the trees and foliage surrounding it are very dense with many limbs overhanging the porch. T ere are also thick vines growing up many of the columns on the outside, making it hard to see where the woods end and the temple begins. As you get nearer still you catch a glimpse of the man who appears to be the leader, standing in the temple doorway. He’s wearing a black cloak over leather armor and coming from under his hood f ows black hair that falls to his shoulders. When he turns around to walk into the temple you can see his cloak has a white skull sewn on the back. 1. Temple Doors: Th e entrance to the temple has two large double marble doors, each ten feet tall, with a bright white skull painted in the middle . A wooden bar can be used to secure the door from inside and requires a DC 15 Strength check to lift . If the adventurers try to break the doors it has an AC 17 and HP30 . Th e doors swing outward to open . 2. Entrance Chamber: Th e entrance chamber is a nondescript room that is not really utilized by the cult . It has one window on the north wall that faces the worship chamber and no furniture . Designed for a party of f ve characters with variable encounters to accommodate levels two through f ve. Setup A cult fanatic has gathered a small following and is using an old temple to perform evil rituals . (If playing Obsidian Temple as a stand-alone encounter see the description of the cult in the setup for Shortcut .) Once they are captured, victims are transported by the cult followers to an old half-ruined temple in the forest where they are locked up in the prison to await their fate . Th e cult intends to keep them locked up until they’re ready to use them as sacrifi ces . It’s up to the adventurers to fi nd a way to escape . Encounter Numbers: Th is encounter contains the following NPCs and creatures based on the chosen adventure level . All NPCs from the Shortcut encounter should be added to this encounter as well . 5 – Level 2 Adventurers 1 Snakeskull (Cult Fanatic p .345 MM), 1 Cult Follower (Commoner p .345 MM) 5 – Level 3 Adventurers 1 Snakeskull (Cult Fanatic p .345 MM), 1 Cult Follower (Commoner p .345 MM) 5 – Level 4 Adventurers 1 Snakeskull (Cult Fanatic p .345 MM), 1 Death Dog (p . 321 MM), 2 Cult Followers (Commoner p .345 MM) 5 – Level 5 Adventurers 1 Snakeskull (Cult Fanatic p .345 MM), 1 Hell Hound (p . 182 MM), 2 Cult Followers (Commoner p .345 MM) Snakeskull: Th e leader of the cult is named Snakeskull the Terrible (human, lawful evil) . He usually wears black leather armor with a black cloak that has a white skull sewn on the back . He has a gaunt, skinny face with pitch black eyes sunken into his head, pale skin and shoulder-length black hair . Snakeskull was raised in a rough, lawless town that was under the rule of a corrupt leader, which made life hard for him and his family . Back when he was young he had no interest in becoming part of a cult or being the leader of anyone . He was just a shy, quiet youth that kept to himself but was quite strong . At that time he went by the name of Vanor Bowstringer, but later he adopted the nickname Saul, because he preferred to be alone and wanted to disassociate from his family, whom he thought never understood him . Th e job of cult leader was thrust upon him aft er he was captured by an age-old cult and indoctrinated through months of brainwashing . Th rough the years he began to rise in status within the cult . Before he knew it, he had risen to the status of deputy, and when the cult leader died suddenly, he was thrust into the leadership role and sworn to the cult for the rest of his life . Not a soul in the cult knows that deep down he dearly misses his parents, and would like to see them again . Obsidian Temple Fif h Edition Compatible Adventure Shorts Volume 2, Number 2 ©2015 Schultz 7 R&D Adventures R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz southwest side of the room. At the same time another cult member is taking your valuables through the north set of large double doors on the east wall. Th e room is constructed in the same manner as the rest of the temple with obsidian and black marble walls with no windows . Th e only light in the room comes from seven narrow horizontal slits in the wall facing north just below the roof . Each of the slits is 15 feet off the fl oor and only six inches high and two feet wide . Th e wooden door to the prison has a six-inch square window fi tted with the same type of iron grill as the rest of the windows in the temple . Th e cult keeps the door locked but unguarded . To open the lock from the outside requires a DC 15 Dexterity check to open . If the adventurers try to break the door it has an AC 15 and HP17 . Th e door could also be forced open with a successful DC 20 Strength check . Th ere is an NPC locked inside named Starmin Gamentador . See the setup for his character statistics and information about roleplaying his character . If any adventurer attempts to join the cult to stay out of prison they must succeed in a Charisma (Deception) check DC 20 . Th e adventurer is set free but is accompanied by a cult member at all times . Th e freed adventurer is assigned to guard duty with the guards at the front entrance so that the guards can watch him . He would go to eat in the cult follower’s chamber, accompanied by a cult member, and sleep in the guard chamber . Before they leave one of the cult members announces: “Rest if you can. You’ll soon be sacrif ced to the great god Myrkul.” Th e adventurers are locked in the temple prison awaiting sacrifi ce . Every night during their rituals the cult followers come to the prison with the intent of taking someone’s body part to use in their rituals . Th e adventurers can keep them from doing this if anyone succeeds in a DC 10 Charisma (Persuasion) check when the cult member charged with collecting the sacrifi ce comes to the prison door . Th is can buy them extra time to heal and/or plan their escape . If none of the adventures succeeds, one of them looses a fi nger to the cult . During the day the cultists don’t pay much attention to their prisoners, as most of them are away and there are only one or two guards left behind . Along with the other features of the prison the adventurers observe: Upon entering the prison you see someone huddled in the shadows in a far corner of the room. It’s very hard to see, even for those with darkvision, but it appears that the person’s head is down and his face hidden by long dirty white hair. His clothing is all black and he appears to have one black horn. Starmin Gamentador: Starmin is an NPC being held in the cult’s prison . He’s a bit on the grouchy side and weak from being in prison (down to 17 hit points) . He has been living off of cold gruel for breakfast, a bone for lunch, and gristle from unknown meat for dinner . Th e cult has severed off three of his fi ngers, a toe and one of his horns, all of which have been used as sacrifi ces in their rituals . 3. Guard Chamber: Th e wooden door is painted black and can be latched or locked . If someone were to lock themselves inside it would require a DC 15 Dexterity check to open . If the adventurers try to break the door it has an AC 15 and HP12 . Note: all wooden doors in the temple are painted black and have black wrought iron hinges and hardware . 4. Worship Chamber: Th e worship chamber is the central courtyard within the temple . Th e fl oor is made of black marble that has white tendrils running through . A bright white skull, the symbol of Myrkul, has been whitewashed onto the fl oor . Th e walls of the worship chamber are 20 feet tall with eight windows to the outside . A vaulted ceiling reaches 40 feet in the center where there’s a circular opening to the sky about the same size as the fi re pit below . 5. Fire Pit: In the middle of the worship chamber there’s a fi re pit, 15 feet in diameter, for preforming rituals . Th e rituals performed there usually involve the whole cult standing around a large fi re and chanting, sometimes in the common tongue, sometimes in some unrecognizable language . 6. Altar: Th e altar is on the north wall of the worship chamber and is made of white marble with black tendrils going through it . Th ere is a silver basin on the right side of the altar where sacrifi ces to the cult’s god are made . 7. Prison: Th e room on the north end of the temple was formally the sacred chamber but is now used as a prison . As the adventurers are being put in prison: T e cart your being transported on is drawn through the front doors of the temple and across a large room with a f re pit in the middle to a door on the north end of the room next to what appears to be some sort of alter. To transfer them into prison the adventurers are held down and their hands tied rope while they’re still in the net . Th ey’re told to hold still and cooperate and are threatened with harm if they don’t . If they struggle they’re beaten with clubs . Th e cult has only one more set of manacles to use and it’s up to the GM to decide which adventurer they’re put on . Th is would most likely be someone who appears to be a spell caster with the idea being to keep them from performing the somatic actions required to cast spells . Escaping manacles requires a single successful DC 20 Dexterity check or to break them requires a single successful DC 20 Strength check . An adventurer profi cient with thieves’ tools can attempt to pick the manacles’ lock with a successful DC 15 Dexterity check . Manacles have an AC 19 and 15 hit points . Aft er the manacles are locked the keys are given to Snakeskull who keeps them in his possession . When the net is removed they’re left in their armor but all their weapons, gear and valuables are taken . Th eir weapons and gear are taken to the armory and their valuables are taken to the cult fanatic’s chamber . What they don’t see is that their weapons are left in the armory and their gear is put in the temple’s storeroom . As you’re being led to the prison door you can see some of the cult members carrying your weapons and gear to a door on the ©2015 Schultz 8 R&D Adventures R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz diffi cult to see what he’s doing through the small window in the prison door . • Snakeskull spends much of his time in his chamber but does come out from time to time to prepare the altar and take meditation walks around the temple’s porch . Th e death dog (or hell hound) is usually with him on his walks . • While the main force of the cult is away either one or two cult followers (depending on the encounter level) are stationed in the guard quarters . Th e guards will come out to investigate any noises being made be the prisoners . Starmin Gamentador Medium Humanoid (Tiefl ing), Chaotic Neutral, Male, Warlock Armor Class: 13 (Leather Armor) Hit Points: 37 (4d8+8) Speed: 30 ft. Str Dex Con Int Wis Cha 12 (+1) 14 (+2) 14 (+2) 18 (+4) 13 (+1) 16 (+3) Saving Throws: Charisma +5, Wisdom +3 Skills: Arcana +6, Athletics +3, Investigation +6, Survival +3 Senses: Darkvision 60 ft., passive Perception 11 Languages: Common, Elvish, Draconic, Dwarvish, Goblin Racial Abilities: Hellish Resistance, Infernal Legacy Class Features: Otherworldly Patron – The Great One (Lindar the Traveler), Pact Magic, Eldritch Invocations, Pact Boon Spellcasting: Starmin is a level 4 spellcaster. His spellcasting ability is Charisma. Spell Save DC 13, Spell Attack Modifi er +5 Spells: 5 known Cantrips (2 at will): Chill Touch, Poison Spray, Thaumaturgy Level 2 (2 slots): Cloud of Daggers, Darkness, Invisibility, Shatter, Suggestion Invocations: Beast Speech, Eyes of the Rune Keeper Actions Handaxe: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage. Background: Outlander Origin: Exile Personality Trait: I place no stock in wealthy or well mannered folk. Money and manners won’t save you from a hungry owlbear. Ideal: Change – Life is like the seasons, in constant change, and we must change with it. Bond: I suff er awful visions of my earlier life and would do anything to prevent them. Flaw: I’m slow to trust members of other races, tribes and societies. Because he missing a horn it causes his head to sag to one side a bit . His hands are bound with manacles to keep him from preforming the somatic actions required to cast spells . Aft er a few minutes of talking, the players can tell that he hates the cult and would do anything to escape . Starmin grew up on a small island inhabited mostly by tiefl ings off the mainland, not far from a small port village . His father worked his whole life as a ship builder, long in to his seventies, and wrote a book about ships and the sea before he passed away . Starmin’s mother passed away when he was very young and the family struggled to survive on their small, two-acre piece of land . He and his older brother and sister would use their three horses to till the land and grow what food they could, as well as take care of the family’s small sheep herd . It was a very hard life and they were hungry most of the time . Th en something happened that would change their lives forever . When he was in his late teens he and the rest of the people on his island were driven from their homes by invaders . Aft er escaping the island, he and his brother and sister roamed from place to place and Starmin always had a hard time trusting other people . Th rough the years as they traveled, he worked very hard to study and gain power in his chosen path as a warlock . On a recent journey Starmin met another old warlock and stopped to stay with him in order to further his studies in Arcana . His brother and sister decided to go ahead to the next town to look for work with the plan that they would meet there when Starmin was ready . He was on his way to meet his brother and sister when he was captured by the cult . Starmin has been in the cult’s prison for about two weeks and can provide the adventurers with the following information: • He’ll tell them his own story and how long he’s been in prison . Even though he’s usually wary of new people, he sees the arrival of newcomers as an opportunity to escape . He tells them that he wasn’t confi dent that he could escape on his own but off ers to combine forces to plan an escape with the group . • He can tell the adventurers that he thinks the cult always has one or two cult followers on guard when the rest are sleeping . • He also tells them that religion is fi rst, and above all to these men . Th ey will sacrifi ce almost anything, even their lives to Myrkul . He tells them that the cult will either take your lives or your body parts . Also, most of the cult leaves at times to fi nd more people and things to sacrifi ce . • Th e cult has a routine . In the daytime they wake up at six in the morning, have breakfast then send a large force into the woods to gather food, wood or more victims for sacrifi ce . Th ey usually return around 5-6 p .m ., eat dinner and then sleep until the night rituals begin . Th ey usually spend most of the night performing rituals in the worship chamber beginning at midnight and ending about four in the morning . From 4-6 a .m . they retire to their chambers and sleep . • Usually around midnight there’s a lot of commotion in the courtyard when the cultists are performing their rituals . Th ey wear their skull masks and all dress in black hooded cloaks with white skulls on the back, carry torches, and chant for hours . During the rituals Snakeskull can be seen going the altar but it’s ©2015 Schultz 9 R&D Adventures R&D Adventures R&D Adventures R&D Adventures ©2015 Schultz 10. East Anteroom: Th e room has iron doors in the south wall that are kept barred from the inside . If the adventurers try to break down the door it has an AC 19 and HP25 . Th e doors were once painted black but are now half covered with rust . 11. Cult Followers’ Chamber/Great Hall: Like the cultist’s chamber, this is a simple room with spartan furnishings and crude bunk beds where the cult followers sleep . Th e east side of the room also doubles a dining hall where the cult gathers to eat most of the time . Th ere are wooden tables and benches but the cult followers are not allowed to socialize while eating so meals are generally very quick . Th ere are also times when the cultists will not eat during long rituals, where the full attention of the cult is needed or other times when they fast, in honor of their god Myrkul . Th e main doors in the northwest corner of the room are unlocked but kept shut . 12. West Anteroom: Th e room has iron doors in the south wall that are kept barred from the inside . If the adventurers try to break down the door it has an AC 19 and HP25 . As at the east ante room the doors were once painted black but are now half covered with rust . 13. Store Room: Th ere is one entrance door on the east wall of the west ante room . Th ere are two chests: one contains rusted weapons and tools and the other contains a shrunken head and other nasties including severed feet, toes, and body parts . Some of the old rusty tools in the store room include: a hammer, an axe, a chisel, a rake, a sickle, and a spade . Th e door cannot be locked but is kept closed . 14. Armory: Both doors are kept unlocked for quick access . Th e armory contains the following items: • Handaxe (belongs to the NPC Starmin Gamentador) • Longsword (1) • Shortsword (1) • Scimitars (2) • Light crossbow (1 – with 4 bolts) • Short bow (1 – with 4 arrows) • Daggers (2) • Clubs (4) • Wooden shield (1) Outcomes If the adventures are able to escape they should be able to fi nd their way back to the shortcut trail by taking the same route back that the cult members brought them in on . When they get back to the clearing and search the area they fi nd the path begins again just on the other side making it possible for them to continue the rest of their journey without incident . Appearance Age Height Weight Eyes Skin Hair 42 5’ 8” 146 Silver Lt Red White He has jet black horns that begin at his forehead and curve around his head like ram’s horns. He’s wearing a black leather tunic, black studded leather belt, black leather breaches, knee high black leather boots, studded leather bracers and a coarse black wool scarf. 8. Cultists’ Chamber: Th is is a simple room with spartan furnishings and crude beds where the cultists sleep . Along with the beds there are freestanding, accordion-style dividers that the cultists have arranged so that they each have a bit of privacy . Th e main doors in the northeast corner of the room are unlocked but kept shut . 9. Cult Fanatic’s Chamber/Treasury: Th e cult leader Snakeskull’s chamber is comfortably furnished with a bed, a bookshelf lined with books, a table strewn with papers, wardrobe, and a large wooden chest that contains the cult’s treasure and any valuables taken from prisoners with a lock requiring a DC 20 Dexterity check to open . Both doors are kept locked and each would require a DC 15 Dexterity check to open . If the adventurers try to break the door it has an AC 15 and HP12 . Snakeskull never uses the door on the west side of the room and has his bookshelf positioned in front of it . If playing the encounter as fi ft h level, Snakeskull’s chamber also contains the treasure item adamantine splint mail . Treasure: Th e wooden chest in Snakeskull’s chamber contains the following items based on the adventure level . Level 2 Encounter • 3pp, 24gp, 56ep, 112sp, 1303cp • Brass chalice with silver fi ligree (100gpv) • Carved ivory statuette of Myrkul (250gpv) Level 3 Encounter • 4pp, 55gp, 127ep, 483sp, 4732cp • Dust of Disappearance (375gpv) • Potion of Healing (50gpv) Level 4 Encounter • 16pp, 142gp, 350ep, 1632sp, 18022cp • Potion of Fire Breath (450gpv) • Potion of Water Breathing (425gpv) Level 5 Encounter • 52pp, 592gp, 1086ep, 6034sp, 51085cp • Adamantine Splint Mail (450gpv) • Chess set with pieces made of turquoise and jet (250gpv) • Cursed gold idol in the shape of a scarab beetle (950gpv – for gold weight): Th e curse causes ants and spiders to follow and swarm the possessor . A swarm attacks 2x per day at random times determined by the GM . Use Swarm of Insects from page 338 MM . No saving throw . See page 138 DMG for other rules on cursed items ©2015 Schultz 10 Obsidian Temple N S E W 1 square = 5 feet Cultists’ Chamber Cultists’ Chamber Fire Pit Fire Pit Cult Followers’ Chamber Cult Followers’ Chamber Alter Alter Prison Prison Cult Fanatic’s Chamber/Treasury Cult Fanatic’s Chamber/Treasury East Ante Room East Ante Room West Ante Room West Ante Room Storeroom Storeroom Armory Armory Entrance Chamber Entrance Chamber Guard Chamber Guard Chamber Main Door Main Door Worship Chamber Worship Chamber 8 1 3 4 7 6 5 2 13 14 9 10 12 11 Obsidian Temple Enlarge 800% for 1" grid © 2015 Schultz Shortcut Obsidian Temple Two encounters that will leave your adventurers wondering, is the shorter route really quicker? Encounters to be played using rules from the fifth edition of the world’s most popular roleplaying game. Adventure Shorts Adventure Shorts
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Fracture Lines A Post-DS9 Adventure For Starfleet Shattered Stars #11 Written By Roger L. Taylor II Illustrated by: Roger Taylor and TFAndrews Special Thanks To: Play-testers: Rex and Jeremy Rouviere, Jed Smith, the U.S.S. Retributor, and The Seventh Fleet (www.seventhfleet.org) Star Trek © Paramount Pictures, Star Trek The Role playing Game © Decipher, Inc. All Rights Reserved Introduction “Fracture Lines” is an adventure for use with the Star Trek: Role playing Game by Decipher. It is the eleventh adventure in the “Shattered Stars” campaign and is suitable for a crew of 2- 6 players playing a Starfleet crew during the post-DS9/post-Voyager era. With some modification, this adventure could be adapted for other crews and other eras. Narrators will require the use of the Star Trek: Player’s Guide, Star Trek: Narrator’s Guide, and may require the use of the Star Trek: Starfleet Operations Manual in running this adventure. A number of pre-generated characters are available at the end of the mission. Alternately, players may substitute their own characters with the approval of the Narrator. The adventure takes place near the Federation/Romulan border late in the year 2389. Players who wish to take part in this adventure should not read any further. Adventure Synopsis The Federation starship U.S.S. Sakarya is routed off a boring patrol route in order to investigate the explosion and loss of the U.S.S. Dawnspring- a Federation science vessel over the non-aligned world of Edoran. The Dawnspring was conducting an authorized shore-leave and survey period and exploded without warning, scattering pieces of the starship to hell-and-gone. The Sakarya and her people must reconstruct the final moments of the lost starship and recover her dead and wounded. Recommended Date/ Season/Stardate: 2388/ Post-Star Trek:Nemesis /SD 65314.6 Setting: Edoran, Otorin Sector- A “neutral” world within the Romulan Neutral Zone. A “forgotten” world, Edoran is an Orion colony world with a population of more than two million. Edoran is not officially aligned with any major interstellar power- and guards that neutrality cagily. Rumors abound of pirate activity originating from Edoran, but given that the presence of Starfleet patrol forces on one side and the Romulans (and their somewhat “final” method of dealing with pirates) on the other, the Edorans are very careful in how they operate. Despite these pressures, Edoran is a marketplace where any number of deals can be hatched and run. Certain Cardassian strongmen a/o Federation traitors may be hiding out on Edoran. Background: The U.S.S. Dawnspring was returning to Federation space in the wake of an eighteen- month, deep-space survey and was granted permission to break at Edoran for shore leave. While she was there, Dawnspring agreed to assist the Edoran Council of Ministers by re- mapping part of the northern hemisphere for economic exploitation. Dawnspring's sensors detected something she shouldn't have- and she was killed for it. A high-energy explosive was beamed into Dawnspring's engine room,rupturing her warp core and destroying the starship in orbit. Dawnspring's shore party- her Executive officer and a small number of the crew- survived the loss of their ship. The Edoran authorities, fearing for the loss of their neutrality, are now in chaos- torn between providing full cooperation and full cover-up. Sakarya's mission is to investigate the loss of the Dawnspring, to determine what caused her death, and to recover her remains- both the living and the dead. Table 6.1 Universal Target Numbers Difficulty Base TN Simple 5 Routine 10 Challenging 15 Difficult 20 Virtually Impossible 25 Heroic 30 1 Act One New Orders Open in media res with Handout #1 (Captain's Log). Underway along the Romulan Neutral Zone, U.S.S. Sakarya has been conducting a deterrent patrol designed to keep Orion privateers and Romulan renegades from crossing the Neutral Zone. Her routine is shattered by the arrival- Handout #2 (Comm Traffic)- of a canned message from Admiral Thol, commanding Starbase 153. Due to the distance from Starbase 153, there is a twenty- minute communications lag between Sakarya and Starfleet Command. When played, the main viewscreen clears and is replaced by the grim visage of the Andorian Sector commander. Thol has a reputation for being very reserved, but a TN 10 Savvy check reveals that the Admiral's features are unusually strained. “Captain ab Reis, I am interrupting your patrol, to deal with a bleak situation. Starfleet Command has received incomplete reports that the U.S.S. Dawnspring has exploded in orbit around Edoran, and crashed on the planet surface. There are reportedly few survivors. Upon receipt of this transmission, you are detached from your current mission and ordered to proceed at best possible speed to Edoran, there to determine the cause of the Dawnspring's loss, recover her wreckage and survivors, and to offer any necessary assistance in minimizing damage to the planet and its population. The cause of the Dawnspring's loss has not been determined- proceed with caution. Given the location of Edoran in the Neutral Zone, you are further cautioned against aggravating an already tense situation. Standard Rules of Engagement apply. Good luck. Thol out.” If the heroes specifically ask for the information, they should receive Handout #3 (Edoran Profile),Handout #4 ( Dawnspring Profile), Handout #5 (Admiral Thol Profile), and/or Handout #6 (Commander Nelson profile). “Captain” Nelson was one of Admiral Thol's junior officers, serving with him aboard the starship Kel'ran, and in a Dominion prison camp afterwards. When Nelson was promoted to Lieutenant Commander, Thol recommended her for captaincy of the Dawnspring and lobbied extensively on her behalf. Sakarya is currently in Section H-9, roughly 2.5 light years from Edoran. A speed of Warp 9.6 will get the Sakarya to the Edoran system in 11.5 hours. In order to attain that speed, the Sakarya's Chief Engineer will need to make a TN 20 Propulsion Engineering (Warp Drive) test in order to reach that speed. Additionally, a TN 20 Propulsion Engineering (Warp Drive) test is needed each half hour there after to maintain that speed (though these latter tests enjoy a +6 bonus due to the engine's reliability). Finally, a Sakarya officer with the Surfing Spacetime Professional Ability can make a TN 20 Space Science (Astrogate) test to plot an exceptionally tight course. This has the effect of acting as the ship travelled one warp factor faster than her actual speed. Edoran Roads If Sakarya conducts a detailed scan of the outer orbital (parking) area around Edoran, her Science, Ops, a/o Tactical officers should make a TN15 System Operation (Sensors), Physical Science, or Propulsion Engineering (Warp Drive) test. A success should reveal a lot of antimatter/ion residue in orbit, most of it heading into deep space. A Superior success should reveal that the residue is (for the most part) less than twenty-four hours old. Less than a day ago, there were a large number of warp-capable vessels in orbit- nearly all of whom are now gone. Close Orbit As the Sakarya warps into orbit, she is immediately contacted (audio only) by Minister Conacian, who welcomes them and offers his assistance in resolving this tragedy. The Edoran government has seventeen survivors of the Dawnspring in their care, and have made some inroads into determining the cause of the starship's loss. If Sakarya is running with a defensive posture- screens and shields raised or weapons armed, Conacian will assure them 2 that this isn't necessary- Dawnspring was lost due to an internal explosion rather than an external attack. If pressed for details, Conacian will temporize by inviting Captain Thallman and his people to the surface to review their findings and to meet with the Dawnspring survivors. Coordinates just outside the Hall of Ministers follow. No matter how the conversation progresses, however, Conacian invites the Sakarya people to the surface to meet with the Council and review the evidence, and is clearly reluctant to discuss any details over an open comm line. Should the Sakarya take note (and make a TN 15 System Operation (Sensors) check) the heroes should receive Handout #7 (Edoran Roads) detailing a list of vessels in orbit. The Council of Ministers When the heroes reach the surface, they find themselves on a very hot, dusty world, and on a city street paved with cobblestones and surrounded by brick, adobe, and stucco buildings with slate roofs and spread awnings. The streets are crowded with people- mostly Orion- many of whom watch them with a mix of open hostility, open curiosity, and even open dismay. Before they can interact with any of the locals, however, the heroes are approached by a massive mountain of a man dressed in elaborate robes and wielding a large pole-arm/halberd who identifies himself as Rijan and “summons them to meet with the Council”. The heroes are shown in past a set of large, thick, and elaborately carved wooden doors, through an elaborate foyer with parquet floors, and thence into a low, comfortable, and elaborate furnished meeting room filled with men (and two women). The Edoran Council of Ministers is arrayed on a series of pillows and low divans around a central meeting area. Thick and luxurious rugs and draperies decorate the room in a sumptuous- and blatant- luxury. A small trio of armed guards (swords and disruptor pistols) stand decorously along the rooms perimeter. Several of the ministers are smoking from elaborate hookas, while others sip at a variety of liquors, while others still have elaborate platters of small foods and sweet-meats within arms reach. A TN 10 Savvy check (or a TN 10 Empathy test) will reveal that despite the languorous setting, the Ministers are all alert- and even wary. It soon becomes apparent, however, that the ministers are very eager to satisfy their Federation guests and send them on their way. There is no sign of the survivors As the party all enter the room, Rijan taps his pole-arm three times against the hardwood floor and announces, “The Federation officers, my lords and ladies.” A greying man- Minister Conacian- (who looks remarkably like Ayelborne from TOS: Errand of Mercy) but more heavily (and ornately) dressed hurries towards the heroes and shakes Captain Thallman's hand with both of his own, while again expressing his condolences fro the loss of the Dawnspring. He will then attempt to see them seated and plied with wines and sweet-meats. After making sure the Federation guests are well situated, Conacian will turn the matter to business. The Dawnspring survivors are nearby and will be brought in shortly, but the Ministers wanted to discuss their findings first- sparing the survivors what can only be a painful conclusion. According to the Council of Ministers, the Dawnspring was lost due to some sort of accident aboard- apparently in Engineering. The ship was in standard orbit, with no other vessel nearby. It took a bit of luck and skill, but the Edoran were able to reconstruct and computer enhance sensor data from the few government sources within line of sight, and recreate the chain of events leading up to the ship's loss. The video shows a low-oblique view of the starship as she orbited high overhead. After several unremarkable minutes, a small blossom of fire appears low on Dawnspring's secondary hull (close to her warp-core ejection hatch), followed by a massive plasma explosion which blows apart the secondary hull and sends the vessel careening off screen. The “camera” pans wildly for a moment as the operator attempts to focus in on the dying starship, and succeeds momentarily- just long enough to see the primary hull disintegrating as it tumbles into the atmosphere. The video ends a moment later. An empath or telepath who makes a TN 15 Empathy test will detect a fairly sharp, but general spike in tension 3 amongst the ministers as the video is played- and concern about the reactions of the Sakarya crew. After a moment of silence, Conacian speaks again. “As you can see, there was no activity near the starship before she was destroyed. Our analysis suggests that the explosion was the result of a warp-core breach or failure of one of the ship's EPS conduits.” The Ministers have managed to locate the major pieces of the wreckage- but no survivors from aboard the ship when she was lost. Through Conacian, the Ministers pledge their full cooperation with the Federation's investigation, and express the hope that this matter can be resolved quickly. If the heroes ask for it, the video of the loss will be handed over without pause or hesitation. The Survivors Either at Captain Thallman's request or following the video, the survivors of the Dawnspring are brought in. These fortunate few were ashore on leave when the ship was destroyed. There are a total of seventeen survivors, including Dawnspring's Executive Officer, Operations Officer, and her Main Propulsion Assistant. All are in good health, and have been well treated- though they are understandably furious. When Dawnspring was destroyed, they were “gathered and quartered”- or as one of the survivors puts it, “rounded up and detained”. They have been held essentially incommunicado, and haven't been allowed to play any role in either the search or the investigation (and the inability/inactivity is driving them slightly nuts). They are- understandably- very pleased to see the Sakarya officers. Minister Conacian will turn the survivors over to Captain Thallman (or the other senior officer present) and suggest that they may want time to debrief and to review the Dawnspring crew. Facilities have been prepared for just that purpose within the Hall of Ministers, or the heroes are free to return to the Sakarya, if that is their wish. If they have any questions or requests, they may contact Conacian at their leisure. Interviews If and when the heroes make the survivors aware of the Edoran “findings”, they react with hostility and disbelief. Both the Exec and the MPA can attest that the ship was in need of a post-mission overhaul, her material condition was good overall. They'd run a pressure- integrity test on the main warp core less than three weeks before- there was no reason for a core-breach to have taken place. The rest of the crew, if questioned, will likewise report that the ship was in good condition, with a well-trained and proficient (though tired) crew. The Exec and Captain were together about a half hour before the Dawnspring was lost, and the Exec recalls the Council of Ministers (he doesn't remember the name of the specific minister) asking to meet with Captain Nelson, immediately. Nelson agreed and left to meet with them, telling the Exec to enjoy his lunch. About a half-hour before the ship was lost, the Captain contacted him to report she'd be returning to the ship. When the Exec asked if he should join her, Captain Nelson said no- that it was a minor errand and she'd rejoin him in a couple of hours. The Other Shoe Once the heroes have had a chance to interview the survivors and get a feel for their take on the situation, any Tactical officers left aboard the Sakarya should make a TN 10 System Operation (Sensors or Tactical) test. If successful, they will detect a subspace disruption in close orbit- possibly a cloaked vessel. After a moment's pause1, the vessel will decloak, revealing herself to be the Romulan starship Vigilant. Commander Tolon will demand an explanation for the Sakarya's presence in the Neutral Zone, noting that her presence is a violation of treaty and thus an act of war. Tolon will be sneering and condescending, referring to Sakarya as a “death-machine”, and to the crew as “dandified thugs”, but he won't be provoked into opening fire. He will express deliberately-feigned sympathy for the loss of the Dawnspring, and will graciously “allow” them to continue their rescue operations. He will not, however, agree to depart the Neutral 1 This pause should be of sufficient length to allow the Captain to return to the ship, if necessary. 4 Zone. Tolon will insist that his presence is necessary to monitor the Starfleet incursion- and to ensure the integrity of the Neutral Zone. With little further preamble, the Vigilant will fade back into cloak. Should the heroes attempt to scan the Vigilant before she cloaks, they should receive Handout #9 (Close Range Scan). Optional Scene- Local Reaction If the heroes contact the Edoran Council of Ministers about the Romulan presence, Conacian will be coolly receptive. He will point out that the Edoran system is neutral, and that the Romulans have as much right to visit and trade as does the Federation- and that it is in the Edoran interest to have both parties present- their rivalry will ensure Edoran sovereignty. Act Two Questions If the heroes ask Conacian about the meeting with Captain Nelson, he will disavow any knowledge- stating that to his knowledge, the Ministers had no business with the Dawnspring after granting her permission to make orbit and begin their visit. If apprised of the crew's assertion that the ship was in good material condition and the crew well-trained, Conacian will concede their claims- but suggest that perhaps the survivors (either innocently or deliberately) are rejecting the possibility out of hand in order to exonerate their captain and shipmates from a disgraceful and embarrassing accident. Analyzing the Video If Sakarya personnel decide to analyze the video, they should make a TN 25 Computer Use (Retrieve Information) test. The analysis will take at least five hours of work. A success will confirm that the tape has been modified- which isn't a surprise, as the Edoran reported it was a composite reconstruction of scattered sensor data. A Superior success will detect an unexplained thermal bloom on Dawnspring's secondary hull milliseconds before the hull breach. A TN 20 Physical Science (Physics) test and/or a System Engineering test will confirm that the thermal bloom did not have an internal source- Dawnspring shouldn't have been carrying anything in that area with sufficient force to breach the hull. A Superior success on either of these tests (or a separate test), will suggest that the thermal bloom is consistent with hull vaporization due to unattenuated phaser fire- but the sensor recordings don't show evidence of such an attack. If asked about these findings, Conacian will suggest that their analysis might be skewed- there are no weapons platforms that could have reached Dawnspring in standard orbit without being detected. If accused of tampering with the video, Conacian will become indignant and offended- he and his people have done their best to assist the Federation in this whole sad business, and do not deserve to be accused because of the scarcity of clear information. Mapping the Debris Once Sakarya begins her survey, a TN 20 System Operation (Sensors) test will detect a lot of ion residue in orbit around Edoran- as well as evidence of a massive plasma explosion. An accompanying TN 15 Propulsion Engineering (Warp Drive) test is necessary to differentiate the Dawnspring's signature from the others. If either test fails, the heroes are unable to differentiate between Dawnspring's signature and those of the rest of the orbital traffic- though retests are allowed. If both tests succeed, the heroes detect evidence of Dawnspring's engines in both a standard (parking) orbit and in an elliptical orbit over the northern hemisphere. If either test is a Superior success (succeeding by six or more points), they should determine that Dawnspring shifted from a standard orbit to the elliptical just before she was destroyed. An Extended TN 150 System Operation (Sensors) or Investigate (Search) test (the latter- but not the former- receives the ship's sensor bonus to each test) is necessary to chart the fall of debris from the Dawnspring2. This test has an interval of one hour- but the heroes can begin actually surveying and recovering the debris before the test is completed. 5 2 Particularly sharp or experienced players might recall that most Starfleet hand-held gear (especially weapons, tricorders, PADDS, and communicators) are equipped with Subspace Transceiver Arrays. Those who attempt to track the debris field using the signals from the STA's reduce the TN for the EXTENDED System Operation (Sensors) or Investigate (Search) test to 100 (instead of 150). Once the total reaches 75, however, a TN 10 Computer Use (Modeling) or Physical Science (Physics) test will confirm- based on the debris pattern- that Dawnspring could not have been in a standard orbit when she was destroyed, but was in an elliptical orbit that would have taken her over a remote part of the northern continent. If at any point Sakarya requests permission to alter her orbit to facilitate the search and recovery, Conacian will demur and stall. If pressed, he will suggest that the Council of Ministers has decided Sakarya should remain in a parking orbit for “security reasons”. Debris Fields Pieces of debris (large and small) from Dawnspring have rained down over the North continent. A TN 20 Physical Science (Physics) test will suggest that the debris pattern confirms the earlier findings- that Dawnspring was an elliptical orbit- though the varied paths the debris took make it harder to plot her position accurately. Upon beaming in to analyze/retrieve the debris, Sakarya's away teams should note the presence of local military troops- apparently conducting their own search for the debris. Armed teams working with tricorders and other sensor packs are moving through the affected areas, marking wreckage and debris with RF transponders and keeping the locals from looting or otherwise interfering with recovery of the Dawnspring's remains. A TN 15 Tactics test (or TN 20 Savvy test) will reveal that while the troops are indeed conducting a search for debris- they're also working hard to stay well ahead of the Sakarya's search parties- trying to beat them to major pieces of debris, and ignoring smaller pieces as a result. Optional Scene- The Theft If the Narrator feels it necessary to describe the Edoran's interest (duplicity is too strong a word) in the search, the following scene should be used to demonstrate that all is not well. As the heroes comb one area looking for pieces and debris, an Edoran team is doing the same nearby. A TN 5 Observe (Spot) test will take note of an Edoran officer taking a piece of debris from a private soldier and stuffing it in an armed and armored ground vehicle (the local equivalent of a Humvee). If called on this behavior, the Lieutenant will initially plead ignorance and pretend not to understand because of a language barrier. If his forces (there should be at least six Edoran soldiers present), he will try to bluster and evade- but will become violent only as a last resort before falling on his sword, admitting to the theft, and claiming to have taken the debris as a souvenir. If Conacian is asked about it he will feign shock and outrage (a TN 10 Empathy test will confirm that he is indeed upset, but because the man was caught, not because of the theft). A Superior test (or a second Empathy check) will reveal that Conacian is desperate to keep the sad business from turning into an indictment of the Edoran as a whole. If Conacian is present during the incident, he will berate the Lieutenant for tampering with the investigation and order his arrest. Once analyzed, the debris turns out to be a life support subprocessor array from Dawnspring's primary hull. If the heroes think to ask, they'll note that there's been a notable dearth of computer pieces or debris from Dawnspring's computer network. Optional Scene- Provocations If the Narrator feels it necessary to maintain the tension, Tolon and the Vigilant will periodically decloak and move towards Sakarya, as though to attack. During the initial attack, Vigilant's shields will be up, but her weapons cold. In subsequent passes, Vigilant will arm one weapon system, then all weapons, and finally make a close pass- but at no point will she actually fire on the Federation vessel. In each case, Tolon will smugly protest his innocence and point out that the Edoran system is neutral territory. 6 The Fallen Most of the debris is relatively small- suitcase-sized or smaller, and the organic remains are in very poor shape. Simply put, there's no way that Sakarya will recover all of the remains of the Dawnspring crew- but Starfleet regulations and simple decency mandate that they make a reasonable effort to recover whatever they can. Simple thoroughness should also suggest at least one formal autopsy- a TN 10 Medicine (Forensics) test, which confirms that the crewman died (likely instantly) of trauma due to the loss of the ship, and exposure to radiation, and extreme temperatures. Crash Scene One One of the larger pieces of Dawnspring debris to reach the surface was the shuttlecraft Ramses, which tumbled (more or less intact) into a smaller Edoran village, and destroyed several ramshackle buildings, and killed or wounded perhaps a dozen people. The village, called K'Viti, is built into a small mountainside and is home to a population of about a thousand. The Ramses came to rest upside down in a large storehouse/barn. A TN 10 Structural Engineering (Spaceframes) test will confirm that the shuttle will never fly again- there is deep structural and system damage to every major system and load-bearing member. A TN 15 Computer Use (Retrieve) test will confirm that the Ramses contains no useful information about the death of the Dawnspring. A TN 10 Observe (Spot) or Investigate (Search) test will reveal that while there are government troops nearby, they are there keeping order- there doesn't appear to be any sort of medical or humanitarian relief operation underway. Once apprised of this fact, the heroes may or may not contact Conacian- who informs them that the territorial governor is responsible for such efforts, and that he will “inquire”about measures being taken”. A TN 10 Savvy test will recognize a polite dismissal of the problem (actually, the heroes are simply being blown off). Ideally, Sakarya should offer what aid and succor she can to the innocents injured in this incident. The injuries are about what one would expect, mostly broken bones, burns, and contusions- and all are readily treatable with a little time and effort. The two dead- an old man and a young girl, are not so readily cured. Warp Core Subprocessor Another piece of the debris located by the heroes should be the subprocessor for the ship's antimatter injectors. The processor is badly scorched and damaged, and will require a TN 15 Repair or System Engineering (Computers) test to be able to retrieve any information. Once the unit is repaired, a TN 10 Computer Use (Retrieve Information) test will show that the injectors were operating in a normal low-power mode less than ten seconds before the loss of the ship. An unidentified subspace pulse and a warning of loss of antimatter containment is registered a bare second before the record breaks off, which ends a full second before the ship exploded. The Black Box One of the last things the heroes should recover (clinching the mystery) are Dawnspring's “black box” and recorder marker buoy. Complete analysis will take several hours, but a TN 15 Computer Use (Retrieve) test will reveal that Dawnspring shifted orbit on her Captain's order to investigate unusual subspace and RF emissions from the North Continent, and was conducting high-intensity energy scans when she was lost. Affinity bonuses from Enterprise-Administration (Starfleet) and the Promotion edge apply to this test. A full analysis will require an EXTENDED TN 50 Computer Use (Retrieve Information) test, with an interval of one-half hour. The full analysis indicates that indicates that Dawnspring was operating normally until just before the moment of her death, when she registered an unusual subspace disruption low on the starboard quarter (consistent with the video provided by the Edoran). The Captain's command, “Shields!” is nearly lost in the ensuing chaos, but the loss of integrity on her secondary hull is recorded clearly on the damage control monitors, as is the loss of antimatter containment a split-second later. 7 Act Three Findings If the heroes trouble either Conacian or the Council of Ministers with their findings, the response is one of indignation- and a reiteration of their earlier findings. As far as they are concerned, Dawnspring was lost due to an internal malfunction, and are not interested in any other conclusions. A TN 10 Savvy test makes it amply clear that their indignation is feigned- and they are more fearful of the consequences of the loss of the Dawnspring than angry about the implicit accusation. Sakarya will also be given ten hours to complete their recovery of Dawnspring debris and depart the system. Tracking the Subspace Pulse An analysis of the subspace pulse suggests that it is a harmonic of a much larger (and far more powerful) pulse- one that the heroes should be able to track. This will require a TN 20 Space Science (Astrophysics), Physical Science (Physics), or TN 25 Propulsion Engineering (Warp Drive) test. A success to any of these tests places the primary pulse (not the harmonic which killed the Dawnspring) in the northern hemisphere, near the center of the eastern continent (analogous to the western Himalayas on Earth). Scanning the North Eastern Continent In order to properly scan the area from which the pulse originated, Sakarya must alter her orbit from standard to elliptical- just as the Dawnspring did. As Sakarya begins her survey, an irate (and near-frantic) Conacian will contact the starship and demand to know what the heroes are doing, and then demand that Sakarya return to her standard orbit. Unless Sakarya returns to her assigned orbit (or- in the Narrator’s judgment- the heroes manage to successfully stall Conacian) he will order Sakarya out of the system immediately. Scanning the continent requires an Extended TN 100 System Operation (Sensors) test, with an interval measured in rounds. Any success (not the completion of the scan) will detect a lot of ion residue and “garbage” RF noise in the upper atmosphere. A TN 10 Space Science (Astrophysics) or System Operation (Communications) test will reveal that this is consistent with a massive (and recent) subspace pulse in the atmosphere). The Pulse Just as Sakarya completes her scan of the north/eastern continent, her sensors register a building subspace pulse. The heroes will have one round to get the Sakarya's defensive mantle (her screens and shields) up or she will take 2d6 points of damage. A TN 10 System Operation (Sensors, Ops, or Tactical) test will reveal that the subspace pulses (there are more than one) are originating from a point near the center of their search area, and appear to be targeting vessels in orbit. A cloud of subspace and radiometric interference surrounds the origin point and subspace and RF noise are sharply elevated and make communications with the away party difficult, at best. Any ship to shore communications require a TN 15 System Operation (Communications) test. A success will allow communications for one round. Each degree of success thereafter adds one additional round before communications break down. Gravimetric distortions (turbulence) over the site make it difficult to hold Sakarya in a stable orbit and impose a -2 penalty to all Physical tests. More interesting, the gravimetric distortions are causing tremblors and earthquakes all across the planet- and are getting worse. A TN 15 Planetary Science (Geology) or Space Science (Astrophysics) suggests that if the pulses are not isolated and shut down soon, they will disrupt the entire surface of the planet. Despite the subspace noise, sensors will register a variety of distress calls as the ships are hit and take damage- and attempt to run for deep space. Sakarya is being hit by the subspace pulses roughly once every minute, and so far her shields are protecting her- but they are being drained by the attacks. Within six minutes, the starship's shields will no longer be able to protect her. 8 Vigilant Revealed As soon as the susbpace/gravimetric pulses begin, Vigilant will decloak off Sakarya's starboard bow, weapons hot and her captain irate. In point of fact, Vigilant's cloaking device can't handle the interference and malfunctioned. Tolon will hail the Sakarya and demand to know what the heroes have done- blaming the Federation for the situation at hand. If the heroes point out that the troubles originate on the surface below, Tolon will get a crafty look on his face and then dismiss the Federation starship, announcing that Vigilant will handle the situation- and promising retribution should the Sakarya or her people interfere. The Cavern Scanning the source of the interference will require a TN 20 System Operation (Sensors or Tactical) test and will reveal a large cavern perhaps 400 meters down, at the point of origin. Transporting an away team to the source of the pulses will require a TN 20 System Operation (Transporter) test, and even if successful, will be an unpleasant, nausea- inducing experience. It will also require the ship's shields be lowered for at least fifteen seconds. If the heroes time this properly, they can avoid damage from the subspace pulse. Upon beam in, the heroes will discover a small Edoran patrol (twelve men) armed with phasers. They will open fire as soon as they sight the Federation party (i.e, as soon as they beam in.) Fortunately, between the noise, the darkness, and the wind, the Edoran shot goes wild. Dispatching the Edoran defenders should be a simple exercise (the “defenders” have a Defense of 7, no Stamina bonus, and a total skill-and-attribute of 7 in Ranged Combat- Energy Weapons). They are disorganized and leaderless, and should be dispatched without much difficulty. The Obelisk Once the Edoran “defenders” are dispatched, the heroes can begin exploring the cavern. Rough-hewn near the entrance, the cavern quickly opens into a massive, smooth-walled chamber the size of Sakarya's primary hull In the center of the chamber- spot-lit and imposing- is an eight-meter tall obelisk covered with runes and markings. A small circle of control panels surround the base of the obelisk- one of them damaged and smoking. A TN 15 Social Science (Archeology) or TN 20 Knowledge-Culture or Knowledge-Specific World test will reveal that the iconography is very similar to that found on Iconian artifacts. A TN 5 Knowledge-Law or Enterprise- Administration (Starfleet) test will confirm that Federation policy insists that such technologies should be recovered wherever possible, but must not be allowed to fall into enemy hands. Romulan Interference Before the heroes can begin deciphering the controls, they hear the familiar whine of transporters. A TN 5 Observe (Spot) test will reveal a party of six Romulans attempting to beam int the cavern (and apparently having a hard time of it). After a moment's work (and warning) the Romulan party will beam in and demand the heroes' surrender. If that is not forthcoming, they will open fire in an attempt to seize and control the artifact. This fight will be a little tougher- the Romulans are skilled soldiers used to coordinating their actions. The Romulan soldiers have a Defense of 9, a +3 Stamina bonus, and a skill-and-attribute total of 12 in Ranged Combat-Energy Weapons). The heroes will need to use dodge actions and terrain in order to emerge victorious in the encounter. The Interface Assuming they emerge victorious, the heroes can begin attempting to decipher the controls. The heroes should be given Handout #10 (Obelisk Interface). They are faced with an input pad with seven buttons and a small user screen demanding that they enter a specific code. The answer (which they will need to guess) is 1-1A-2B. The first player to identify the trivia value3 of the sequence should receive an extra 100 3 The code is Destruct Sequence 2 from the U.S.S. Enterprise NCC-1701 (no bloody “A”, “B”, “C”, or “D”) 9 experience points. As the heroes work, the cavern itself begins to tremble and debris to fall from the ceiling. The heroes have one minute (in real-time) to solve the problem before the rain of debris simply becomes too much and Sakarya beams them out. If the heroes manage to solve the problem, things become ominously silent for a full minute, then a deep-throated alarm/buzzer buzzer begins sounding and a disembodied voice begins a monotone chanting that sounds suspiciously like a count down. As the heroes make their escape, the cavern self destructs in a blinding implosion centered upon the obelisk. Resolution Depending upon how the crew of the Sakarya handle the investigation and the resultant discoveries, any number of outcomes are possible. There is one that should NOT take place under any circumstances- that of unleashing the firepower of a Federation starship against the Edoran population- there's simply no justification for such an act. Despite their government's attempts to seize and defend the obelisk, there is simply no direct evidence linking the Edoran to the loss of the Dawnspring. Reasonable minds can speculate about cover-ups and wink-and-nod arrangements, but as Edoran is a neutral world in neutral space, there's precious little Sakarya can do- even if her crew could prove Edoran complicity. Any repercussions will rely upon Sakarya's report and the actions of the diplomats. If the heroes managed to solve the final puzzle, the central cavern has self-destructed- but there are numerous secondary chambers to be explored in the future. If they failed to do so, the earhquakes and tremblors have caused the caverns to collapse in upon themselves, and any future archeology will likely be conducted with a bulldozer. Win, lose, or draw however, the planet has suffered considerable disruption due to the planet-wide earthquakes they just experienced. Special Victory Conditions The standard Starfleet Rules of Engagement mean that Sakarya may only fire in defense of herself or of the lives of others. If, at any point in the scenario,Sakarya opens fire on the Edoran, the Vigilant, or any of their personnel without just cause and direct provocation, they have violated the Rules of Engagement and committed an act of war. By committing such an act, the crew automatically loses the scenario, and the personnel in question would likely face a court-martial upon their return to Starfleet. Finally, Iconian (or Iconian-derivative) technology is extremely powerful. Should the heroes allow the obelisk to fall into Romulan hands, they automatically lose the scenario, and will undoubtedly face a board of inquiry upon their return to Starfleet. 10 Rewards: Experience Points and Renown Points are to be totaled (except where indicated otherwise) and divided equally among the PCs. The minimum renown award (before any penalties) is +1. Experience Awards PC survived: 100 exp points Sakarya reaches Edoran in less than fourteen hours: 100 exp points Sakarya is (at least) at Yellow Alert when she enters the Edoran system: 100 exp points The heroes trouble to look for evidence of Romulan involvement in the loss of the Dawnspring: 100 exp points The heroes use the internal STA installed on most Starfleet gear to track the fall of debris: 100 exp points The heroes take specific steps to recover the remains of the Dawnspring's crew: 100 exp points The heroes take the trouble to autopsy at least one of the Dawnspring's crew: 100 exp points The heroes take the trouble to try and assist the civilian casualties and innocent bystanders injured by Dawnspring's wreckage. 100 exp points The heroes locate the Dawnspring's “black box” : 100 exp points The heroes identify the cause of the Dawnspring's destruction : 800 exp points The heroes scan the northern/eastern hemisphere for the larger pulse : 100 exp points The heroes locate the source of the subspace pulses : 800 exp points The heroes defeat the Edoran “defenders” : 100 exp points The heroes defeat the Romulan landing party : 100 exp points The heroes manage to decipher the Iconian controls and stop the attacks. 100 exp points The heroes allow the Romulans to acquire Iconian technology : 100 exp points Renown Awards Sakarya reaches Edoran in less than fourteen hours: Renown +1 The heroes use the internal STA installed on most Starfleet gear to track the fall of debris: Renown +1 The heroes take specific steps to recover the remains of the Dawnspring's crew: Renown +1 The heroes take the trouble to try and assist the civilian casualties and innocent bystanders injured by Dawnspring's wreckage. Renown +2 The heroes locate the Dawnspring's “black box” : Renown +1 The heroes identify the cause of the Dawnspring's destruction : Renown +2 The heroes locate the source of the subspace pulses : Renown +2 The heroes defeat the Edoran “defenders” : Renown +1 The heroes defeat the Romulan landing party : Renown +1 The heroes manage to decipher the Iconian controls and stop the attacks: Renown +2 The heroes allow the Romulans to acquire Iconian technology : Renown -5 Optional Renown Results (per Officer): -6 or less Officer is court-martialed, Infamy Flaw possible (GM’s discretion). -3 to –5 Inquiry by Starfleet Command, possible reprimand. 0 or –2 Nasty message from Starfleet Command 1 Acknowledgment from Starfleet Command, next assignment. 2 to 4 Acknowledgment from Starfleet Command, well done. 5 or better Commendation from Starfleet Command ( Commendation 1 edge). 11 (Non-Player Characters) Minister Conacian- A slight, unimposing man- Minister Conacian is a small greying man of Orion stock who looks remarkably like Ayelborne from TOS: Errand of Mercy. Conacian is fond of heavy and ornate clothing, and radiates an air of genuine concern and sharp attentiveness. Conacian is a wealthy businessman. Sub-Commander Tolon- Tolon is a proud, aristocratic Romulan from a high-born family. He is also a competent starship commander and an implacable foe of the Federation- who he views as an obstacle to Romulan domination of the galaxy. Despite his comparative youth, Tolon is a remarkably “:old-school” Romulan. Honorable by his own lights, Tolon is not completely ruthless- but will do what is necessary to get the job done. Thol ir'Idrani- Rear Admiral, Commander, Starbase 153. RADM Thol is an experienced war-time commander who saw service with the 11th Fleet during the Dominion War, commanding the Akira Class cruiser Kel'ran. Thol is noted for hit-and-fade attacks and precision firepower fighters, shuttles, and (of course) starships. During the War, Thol and the Kel'ran were forced to fire on the Andorian colony world of A'than (Thol's homeworld), and leveled the capital and much of the colony in order to deny it to Dominion forces who'd seized control and begun either relocating or executing the populace. It is rumored that one of Thol's wives was in the capital when the attack took place, but this has never been confirmed. Thol keeps a mourning shrine in a corner of his office, nonetheless. In 2375, the Kel'ran was lost covering the withdrawal of Task Force 11.24 from the Avari system. The task force had been seriously mauled by a superior Dominion strike-group, and thirteen ships (nearly half the task force) were unable toescape the system when the recall order came. Kel'ran had sustained moderate damage, but was still combat worthy, and with a Dominion strike wing bearing down on the stragglers, Thol and the Kel'ran disregarded the evacuation order and executed a risky micro-warp into the strike wing's path. “Thol's Charge” pinned down the Dominion forces long enough for Task force 11.24 to repair and pull out eleven of the thirteen stragglers (either under their own power or under tractor beam). The Kel'ran was reported lost with all hands, but Thol and his survivors spent three months in a Dominion internment camp before the end of the War. Admiral Thol is considered a hard, disciplined man- cool, regal, and a cast-iron sonovabitch when crossed. Nelson, Dana- Commander, Commanding Officer, U.S.S. Dawnspring. Young and attractive, Ensign Dana Nelson served with Admiral Thol aboard the U.S.S. Kel'ran during the Dominion War, and spent three months in a Dominion internment camp before the end of the War. Following the Armistice, Nelson returned to active duty aboard the U.S.S. Lexington, and later as Chief Science Officer aboard the U.S.S. Vincennes. Upon her promotion to Lieutenant Commander, Admiral Thol recommended Nelson for command of the Dawnspring, then refitting at Starbase 153. Nelson has forged a reputation in the Fleet as a competent and vivacious officer with an insatiable curiosity, and Dawnspring is known as a tight-knit ship with a happy and efficient crew. 12 (Starships) USS Sakarya NCC-52143 “...Sound once more a daring note of hope and will...” Production Data Origin: United Federation of Planets Class and Type: Steamrunner Class Heavy Frigate Year Launched: 2369 Hull Data Size: 6, 18 decks, Length: 356/263/77 meters* Structure: 40 (5 ablative ) Crew: 200 Cargo Capacity: 60 Atmospheric Capable: No Operational Data Transporters: 3 ea personnel, cargo, emergency Sensor Systems Class 4 (+4/E) Operations Systems Class 3 (D) Life Support Class 4 (E) Masking System: Monoreflective Plating (14) Shuttlebays: 1 aft saucer Shuttles: 6 size worth Tractor Beams: 1 fd, 1av, 1ad Propulsion Data Impulse Engines: FIG-5 (.92c) (D) Warp Drive: LF-41 (wf 6/9.2/9.6) (D) Tactical Phaser Banks Type IX (x4/D) Photon Torpedoes Mk 95 (x1/C) Penetration 6 / 5 / 5 / 0 / 0 Photon Penetration 4 / 4 / 4 / 4 / 4 Quantum Penetration 5 / 5 / 5 / 5 / 5 Deflector Shields FSR (E) Protection/Threshold 17 / 4 Miscellaneous Maneuver Modifiers +2 C, +1 H, +1 T Traits: Ablative Armor (+5 Structure) , Monorefractive Plating The second of the Perimeter Defense Directive ships, the Steamrunner-class heavy frigate was designed with relatively specific mission profiles in mind, including perimeter patrol and defense, long-range threat response, covert operations, and combat support. It's also the first Starfleet vessel to mount mono-reflective plating. U.S.S. Sakarya is named in honor of the Turkish submarines which commemorated the Battle of Sakarya in the Greco-Turkish War (1919–1922) and Turkish War of Independence. She is also the first starship to bear the name. Sakarya is currently carrying the following small craft: U.S.S. Tarsus NCC-76410 Danube Class Runabout Lake Tuz NCC-52143-1 Type 12 Shuttlecraft Lake Van NCC-52143-2 Type 8 shuttlecraft * Hull dimensions are derived from comparisons done at Ex Astris Scientia. (http://www.ex-astris-scientia.org/articles/akira-size.htm) 13 USS Dawnspring NCC-72312 “ ...the setting sun, the rising sun, the day's end, or the day begun…” Production Data Origin: United Federation of Planets Class and Type: Nova Class Surveyor Year Launched: 2378 Hull Data Size: 5, 8 decks Length: 165m Structure: 25 Crew: 80 Cargo Capacity: 50 Atmospheric Capable: Yes Operational Data Sensor Systems Class 4 (+4/E) Operations Systems Class 3 (D) Life Support Class 3 (D) Tractor Beams: 1 ad, 1 fv Transporters: 3 ea, personnel, cargo, emergency Shuttlebays: 1a Shuttles: 5 size worth Propulsion Data Impulse Engines: FIG-7 (.9c) (E) Warp Drive: Type LF-47 (Warp 6 / 7 / 8) (E) Tactical Phaser Banks Type X (x3/C) Photon Torpedoes MK95 DF (x1/C) Penetration 5 / 5 / 4 / 0 / 0 Photon Penetration 4 / 4 / 4 / 4 / 4 Deflector Shields FSQ (D) Protection/Threshold 17/3 Miscellaneous Maneuver Modifiers +0 C, +2 H, +0 T Traits: Prototype (=3 beam) The Nova Class U.S.S. Dawnspring was commissioned in 2378 at Starbase 153. Following eighteen months of work-ups, the Dawnspring was assigned to a two-year survey of the Payson Sector, which resulted in first contact with the Dyradi. A six-month stand-down and refit was followed by four years patrolling the Demilitarized Zone along the Klingon border. In early 2387, Dawnspring was assigned to conduct an in-depth planetary survey of the Ilôchâr Sector pursuant to opening that area for Federation colonization. Dawnspring returned to Federation space in late 2388, and was authorized to conduct shore- leave at Edoran before returning to Starbase 153 for overhaul. 14 Imperial Romulan Frigate Vigilant Production Data Hull Data Origin: Romulan Star Empire Structure 30 Class and Type: Cuirass Class Fast Frigate Size; 6, 8 decks Length: 310m Crew: 250 Atmosphere Capable: No Operational Data Transporters: 3 standard, emer., cargo Cargo Capacity: 60 Shuttlebay: 1 aft Shuttlecraft: 6 size worth Tractor Beams: 1a Sensor Systems: Class 4 (+4/E) Operations Systems: Class 3 (D) Life Support: Class 3 (D) Cloaking Device: Class 3 (Rating:20) Propulsion Data Impulse Engines: RIB-3 (.75c) (D) Warp Drive: RF-50 Mod A (Warp 9 / 9.5 / 9.99) (E) Tactical Disruptor Banks 3 x RPFD-3 (C) Plasma Torpedoes 2 x RPT-3 Penetration 4 / 4 / 4 / 0 / 0 Penetration 7 / 6 / 5 / 4 / 3 Deflector Shields RSQ (D) Protection/Threshold 17/2 Maneuver Modifiers +0 C, +2 H, +2 T The Cuirass Class heavy frigate is one of the first in the next generation of Romulan starships. Inspired largely by the Federation’s Intrepid Class (and some say built with stolen Federation technology), the Cuirass Class is designed to reach trouble spots quickly, with enough firepower to resolve most problems. Although Romulan design philosophy of the last several decades called for larger and more powerful vessels, the Cuirass Class is a compact, powerful ship with a relatively small crew. Additionally, their corridors and compartments are wide and far more spacious than is the norm for a Romulan vessel. The Vigilant is a Flight Two variant, with twin plasma torpedoes, resulting in more reliable weapons with greater punch at short range. Despite her heavy weapons fit, the Vigilant also has a respectable science contingent, securing her classification as multi-purpose starships. 15 Map #1 Otorin Sector 16 Handouts: Handout #1: Captain's Log Captain's Log: Stardate 65314.6: “All is well. Sakarya is currently patrolling section H-9 near the Neutral Zone border. Long-range sensors suggested a possible cluster of vessels in the Neutral Zone, which scattered as we approached. Sakarya is currently operating in EMCON (EMission CONtrol)- running silent- playing hide-and-seek with a possible Orion vessel attempting to enter Federation space. Handout #2: Message Traffic “Captain ab Reis, I am interrupting your patrol, to deal with a bleak situation. Starfleet Command has received incomplete reports that the U.S.S. Dawnspring has exploded in orbit around Edoran, and crashed on the planet surface. There are reportedly few survivors. Upon receipt of this transmission, you are detached from your current mission and ordered to proceed at best possible speed to Edoran, there to determine the cause of the Dawnspring's loss, recover her wreckage and survivors, and to offer any necessary assistance in minimizing damage to the planet and its population. The cause of the Dawnspring's loss has not been determined- proceed with caution. Given the location of Edoran in the Neutral Zone, you are further cautioned against aggravating an already tense situation. Standard Rules of Engagement apply. Good luck. Thol out.” 17 Handout #3: Planetary Survey: Edoran V A “forgotten” world, Edoran is an Orion colony world with a population of more than two million. Edoran is not officially aligned with any major interstellar power- and guards that neutrality cagily. Rumors abound of pirate activity originating from Edoran, but given that the presence of Starfleet patrol forces on one side and the Romulans (and their somewhat “final” method of dealing with pirates) on the other, the Edoran are very careful to maintain a chain of deniability between their policies and those of the shipmasters who operate from their ports. The Edoran population is divided between hundreds of small towns scattered over the surface, each of which owes fealty (and pays tribute) to one of the two dozen ministers who comprise the planetary “government”. The Council of Ministers has (in theory) the authority to regulate planetary activities, but there is no real enforcement mechanism. In reality, each minister/chieftain runs his territory independently- and is ungovernable except for the combined wrath of his peers. Because off-planet trade is one of the mainstays of the planetary economy, nearly every town and hamlet with a population of more than a few hundred seems to have its own “starport”- though these are generally little more than “shade tree” mechanics with a collection of rusty tools, a ring of derelict vessels, and a bit of innate talent. The “real” talent and shipbuilding capability is concentrated in the capital city or one of the eight orbital shipyards. Class M System Data 1 small moon Gravity 1.002 G Year and Day 421 days / 26 hrs Atmosphere Thick Terrestrial Hydrosphere 76% Climate Warm Temperate Sapient Species Orion Tech Level Tech Level 6/7 Government Fuedal Oligarchy Culture Orion Affiliation None Resources Heavy metals, extensive crystalline deposits, latinum in the outer atmosphere of the outer planets. Places of Note Capital City, Orbital shipyards Ship Facilities Mid-sized dock facilities (can accommodate vessels up to size 4) 18 Handout #4: U.S.S. Dawnspring Profile: USS Dawnspring NCC-72312 “ ...the setting sun, the rising sun, the day's end, or the day begun…” Production Data Origin: United Federation of Planets Class and Type: Nova Class Surveyor Year Launched: 2378 Hull Data Size: 5, 8 decks Length: 165m Structure: 25 Crew: 80 Cargo Capacity: 50 Atmospheric Capable: Yes Operational Data Sensor Systems Class 4 (+4/E) Operations Systems Class 3 (D) Life Support Class 3 (D) Tractor Beams: 1 ad, 1 fv Transporters: 3 ea, personnel, cargo, emergency Shuttlebays: 1a Shuttles: 5 size worth Propulsion Data Impulse Engines: FIG-7 (.9c) (E) Warp Drive: Type LF-47 (Warp 6 / 7 / 8) (E) Tactical Phaser Banks Type X (x3/C) Photon Torpedoes MK95 DF (x1/C) Penetration 5 / 5 / 4 / 0 / 0 Photon Penetration 4 / 4 / 4 / 4 / 4 Deflector Shields FSQ (D) Protection/Threshold 17/3 Miscellaneous Maneuver Modifiers +0 C, +2 H, +0 T Traits: Prototype (=3 beam) The Nova Class U.S.S. Dawnspring was commissioned in 2378 at Starbase 153. Following eighteen months of work-ups, the Dawnspring was assigned to a two-year survey of the Payson Sector, which resulted in first contact with the Dyradi. A six-month was followed by four years patrolling the Demilitarized Zone along the Klingon border. In early 2387, Dawnspring was assigned to conduct an in-depth planetary survey of the Ilôchâr Sector pursuant to opening that area for Federation colonization. Dawnspring returned to Federation space in late 2388, and was authorized to conduct shore- leave at Edoran before returning to Starbase 153 for overhaul. USS Dawnspring Senior Staff Position Name Species Rank Commanding Officer Dana Nelson Human Commander Executive/Tactical Officer Sopok Vulcan Lt. Commander Chief Engineer Zîra Brannas Bolian Lieutenant Main Propulsion Asst Hammond Clarke Human Chief Petty Officer Chief Science Officer T'Kol Vulcan Lieutenant, JG Conn Officer Shiv Athrun Human Lieutenant, JG Operations Officer James Rodgers Human Lieutenant, JG Chief Medical Officer Dr. Elaina McCafferty Human Lieutenant 19 Handout #5: Admiral Thol Profile Starfleet Bureau of Personnel Starfleet Command Thol Ir'Indrani Age: 59 Species Andorian Homeworld: A'than Colony (Andorian Protectorate) Gender: Male Eyes: Grey Hair: White Rank: Vice Admiral Current Assignment: Commanding Officer, Starbase 153 Otorin Sector Commander Profile/History: RADM Thol is an experienced war-time commander who saw service with the 11th Fleet during the Dominion War, commanding the Akira Class cruiser Kel'ran. Thol is noted for hit-and-fade attacks and precision firepower fighters, shuttles, and (of course) starships. During the War, Thol and the Kel'ran were forced to fire on the Andorian colony world of A'than (Thol's homeworld), and leveled the capital and much of the colony in order to deny it to Dominion forces who'd seized control and begun either relocating or executing the populace. It is rumored that one of Thol's wives was in the capital when the attack took place, but this has never been confirmed. In 2375, the Kel'ran was lost covering the withdrawal of Task Force 11.24 from the Avari system. The task force had been seriously mauled by a superior Dominion strike-group, and thirteen ships (nearly half the task force) were unable to escape the system when the recall order came. Kel'ran had sustained moderate damage, but was still combat worthy, and with a Dominion strike wing bearing down on the stragglers, Thol and the Kel'ran disregarded the evacuation order and executed a risky micro-warp into the strike wing's path. “Thol's Charge” pinned down the Dominion forces long enough for Task force 11.24 to repair and pull out eleven of the thirteen stragglers (either under their own power or under tractor beam). The Kel'ran was reported lost with all hands, but Thol and his survivors spent three months in a Dominion internment camp before the end of the War. Admiral Thol is considered a hard, disciplined man- cool, regal, and a cast-iron sonovabitch when crossed. Psychological Profile: Restricted 20 Handout #6: Commander Nelson Profile Starfleet Bureau of Personnel Starfleet Command Dana Nelson Age: 34 Species Human Homeworld: Earth Gender: Male Eyes: Blue Hair: Brown-blond Rank: Commander Current Assignment: Commanding Officer, U.S.S. Dawnspring NCC-72312 Profile/History: Commander, Commanding Officer, U.S.S. Dawnspring. Young and attractive, Ensign Dana Nelson served with Admiral Thol aboard the U.S.S. Kel'ran during the Dominion War, and spent three months in a Dominion internment camp before the end of the War. Following the Armistice, Nelson returned to active duty aboard the U.S.S. Lexington, and later as Chief Science Officer aboard the U.S.S. Vincennes. Upon her promotion to Lieutenant Commander, Admiral Thol recommended Nelson for command of the Dawnspring, then refitting at Starbase 153. Commander Nelson successfully shepherded Dawnspring through a nineteen month, in-depth planetary survey of the remote Ilôchâr Sector pursuant to opening that area for Federation. During that period, Dawnspring was attacked twice by Orion pirates. Psychological Profile: Nelson has forged a reputation in the Fleet as a competent and vivacious officer with an insatiable curiosity, and Dawnspring is known as a tight-knit ship with a happy and efficient crew. 21 Handout #8 Survivor Debriefs Lieutenant Commander Sopok- Executive/Tactical Officer Dawnspring completed her survey without incident and began her shoreleave over Edoran the same way. Dawnspring was in need of a post-mission overhaul, her material condition was good overall. They'd run a pressure-integrity test on the main warp core less than three weeks before and it passed within acceptable parameters- there was no reason for a core-breach to have taken place. Sopok and Captain were together about a half hour before the Dawnspring was lost, and the Exec recalls the Council of Ministers (he doesn't remember the name of the specific minister) asking to meet with Captain Nelson, immediately. Nelson agreed and left Sopok to meet with them, telling the Exec to enjoy his lunch. About a half-hour before the ship was lost, Nelson contacted Sopok to report she'd be returning to the ship. When the Exec asked if he should join her, Captain Nelson said no- that it was a minor errand and she'd rejoin him in a couple of hours. Sopok did a security sweep before leaving Dawnspring- both to ensure the safety of the landing parties and the ship. There were no credible threats against the ship- but there were nineteen non- aligned vessels in orbit when he left the ship. Chief Petty Officer Hammond Clarke- Main Propulsion Assistant (Warp Drive Chief) Dawnspring completed her survey without incident and began her shoreleave over Edoran the same way. Dawnspring was in need of a post-mission overhaul, her material condition was good overall. They'd run a pressure-integrity test on the main warp core less than three weeks before and it passed with flying colors- there was no reason for a core-breach to have taken place. Dawnspring was operating in low-power/orbital shutdown mode. The Chief Engineer had scheduled some minor maintenance on the impulse engines, but there was nothing going on that should have resulted in an EPS rupture, let alone a core breach. The idea of an internal explosion or operator error destroying Dawnspring is patently offensive; she was a good ship and her crew- though tired- were well trained and capable. Clarke is convinced- absolutely convinced- that the Dawnspring was destroyed by hostile weapons fire- and that the Edoran were complicit in the murder of the starship's crew. Lieutenant JG James Rodgers- Operations Officer Dawnspring completed her survey without incident and began her shoreleave over Edoran the same way. Dawnspring was in need of a post-mission overhaul, but her material condition was good overall- there were no major faults with any of the systems aboard. Dawnspring was operating in low-power/orbital shutdown mode. The Chief Engineer has scheduled some minor maintenance on the impulse engines, but there was nothing going on that should have resulted in an EPS rupture, let alone a core breach. The ship was parked in a high orbit, well away from any other traffic, and the crew on duty knew what they were doing. The idea of an internal explosion or operator error destroying Dawnspring is patently offensive; she was a good ship and her crew- though tired- were well trained and capable. 22 Handout #9: Close Range Scan Sensor Scan: Object Number S-486588 Physical Dimensions: 310 meters General Composition: Outer shell composed primarily of duranium and titanium compounds. Atmosphere: Oxygen-Nitrogen, 16.2 psi (Romulan Terrestrial Standard) Hydrosphere: N/A Internal Temperature: 15.627O Celsius Internal Humidity: 21 % Life Signs: 265 Organic Matter: Numerous Discrete traces Power Sources: Numerous Discrete traces, consistent with sarium-krellide, Isotolium ampule, and antimatter ampule power sources Emission Signatures: Low-level RF/Subspace emissions consistent with quantum singularity in normal operation. Low-level RF/Subspace emissions consistent with deuterium fusion Impulse propulsion array. Specific Mass: Approximately 250 thousand metric tons Classification: Romulan Cuirass Class Heavy Frigate Systems Analysis: Structural Integrity: Nominal Weapons Systems: Armed Shields: Raised, 100% integrity Propulsion Systems: Sublight Only Sensors: Online Life Support: Online Profile The Cuirass Class heavy frigate is one of the first in the next generation of Romulan starships. Inspired largely by the Federation’s Intrepid Class (and some say built with stolen Federation technology), the Cuirass Class is designed to reach trouble spots quickly, with enough firepower to resolve most problems. Although Romulan design philosophy of the last several decades called for larger and more powerful vessels, the Cuirass Class is a compact, powerful ship with a relatively small crew. Additionally, their corridors and compartments are wide and far more spacious than is the norm for a Romulan vessel. 23 Handout #10: Obelisk Interface 24 Starfleet Bureau of Personnel Starfleet Command Sopok Age: 39 Species Vulcan Homeworld: Vulcan Gender: Male Hair: Black Eyes: Brown Rank: Lieutenant Commander Current Assignment: Executive Officer, U.S.S. Dawnspring, NCC-72312 Profile/History: Sopok is a seventeen year veteran of Star Fleet and is (at least according to rumor) in line for a command of his own. Sopok graduated with high marks for tactical and strategic excellence, and was noted for a methodical and occasionally ruthless approach to tactical exercises- including very precise use of overwhelming (excessive?) force to defuse a situation. Sopok invariably justified his actions as “logical” and as necessary to establish control of the tactical situation- and as saving a good deal of grief afterward. Sopok's first duty station was the U.S.S. Intrepid , with her all-Vulcan crew. After a somewhat rocky start, Sopok settled into his duty and role, and was consistently decorated for both dedication to duty and valor under fire. Psychological Profile: Tall, gaunt and with a remote countenance accented by his Vulcan physiology, Sopok is physically and socially intimidating and is considered difficult to get to know. A man with few close friends, Sopok is fiercely loyal to those close to him. Sopok has little patience with fools or with empty platitudes, and believes in swift, decisive action. Sopok tends to assess every situation from a strategic or military viewpoint- looking at every encounter as a potential tactical exercise. He is (secretly) proud of his role as a defender of the Federation, and tends to look for potential threats more than potential allies. That having been said, he is neither paranoid nor hyper-aggressive, and enjoys exploration missions every bit as much as combat. Attributes Str 10 (+2) Agl 9 (+1) Int 11 (+2)* Vit 11 (+2) Prs 10(+2)* Per 9 (+1) Quickness +1 Savvy +2 Stamina +3* Willpower +2 Defense: 8 Miscellaneous Scores Courage: 3 Health: 13 Renown: 20 Advancements: 14 Skills: Skill Name Attr Mod Level Misc Total Specializations Armed Combat AGL +1 +5 +6 ( Simple Weapons ) Computer Use INT +2 +5 +7 ( Retrieve ) Enterprise-Administration INT +2 +5 +7 First Aid INT +2 +3 +5 Gaming INT +2 +5 +7 ( Poker ) Knowledge:Culture INT +2 +4 +6 ( Vulcan ) 25 Knowledge:History INT +2 +6 +8 ( Federation, Vulcan ) Knowledge:Specific World INT +2 +6 +8 ( Earth, Vulcan ) Language- Fed Standard INT +2 +3 +5 Language- Vulcan INT +2 +2 +4 Negotiate INT +2 +5 +7 ( Mediate ) Persuade PRS +2 +4 +6 Ranged Combat:Archaic AGL +1 +5 +6 Ranged Combat:Energy AGL +1 +4 +5 ( Phaser ) Repair INT +2 +2 +4 Survival PER +1 +3 +4 ( Desert ) System Engineering INT +2 +7 +9 ( Weapons ) System Operation INT +2 +5 +7 ( Tactical ) Unarmed Combat AGL +1 +3 +4 ( Starfleet Martial Arts ) Professional Abilities: Commanding Presence: When making a Willpower reaction test, Sopok rolls an extra die (3d6) and keeps the higher of the two rolls. Duty Officer: When advancing his System Operation skill, he advances at +2 levels per pick, but suffers a -4 penalty to tests not using his Tactical specialization. Level Headed: When performing any professional skill at his shipboard station,Sopok ignores all test penalties from distraction. Starship Duty: Sopok meets all the prerequisites for his post aboard Dawnspring. Starship Tactics: Sopok has spent a lot of time honing his tactical skills. Once per game session, Sopok may reroll a single Tactics test, keeping the better of the two results. Station Proficiency: Sopok has trained ruthlessly to qualify with every bridge system. Once per game session, Sopok may reroll one System Operation skill test and keep the better of the two results. Systems Technician: When making System Engineering tests to repair his console,Sopok receives a bonus equal to ½ his Computer Use skill rounded up. Species Abilities: Enhanced Rapid Healing: Once per day, Sopok may enter a healing trance (pg 49), and recover a number of wound points equal to his Vitality modifier, Mind Meld: With physical contact, Sopok has the ability to telepathically join his mind to another. Nerve Pinch: Sopok may stun an opponent for 2d6 rounds by making an Unarmed Combat skill test. If the victim knows what he is attempting, Sopok suffers a -5 penalty to the test. Psionic: Sopok has telepathic mental abilities. Skill Focus (Keen Hearing): Sopok receives a +4 bonus to Observe (Listen) tests. Edges/ Flaws: Command 2: Sopok is assigned as Executive Officer to the Dawnspring, and is fully qualified to command a starship. Eidetic Memory: In academic tests with a TN greater than 5, Sopok receives a +2 bonus. Promotion 3: Sopok holds the rank of Lieutenant Commander in Starfleet. 26 Starfleet Bureau of Personnel Starfleet Command James Rodgers Age: 25 Species Human Homeworld: Earth Gender: Male Hair: Blond Eyes: Brown Rank: Lieutenant, Junior Grade Current Assignment: Chief Operations Officer, USS Dawnspring, NCC-72312 Profile/History: Bright, young and ambitious, James O’Connor is a talented and handsome young officer. The Dawnspring was his first deep-space assignment and has been a formative experience for the young officer. Psychological Profile: Despite three years in deep space, Rodgers is still youthful and enthusiastic (okay, he's a space cadet). He is fiercely loyal to his shipmates, especially Captain Nelson, and will take any questions about her competence or judgment personally. Rodgers considers himself a man of action, and has issues with patience and personal restraint. Attributes Str 6 (+0) Agl 10 (+2)* Int 11 (+2)* Vit 9 (+1) Prs 6(+0) Per 11 (+2)* Quickness +2* Savvy +2 Stamina +3 Willpower +2 Defense: 9 Miscellaneous Scores Courage: 4 Health: 9 Renown: 6 Advancements: 4 Skills: Skill Name Attr Mod Level Misc Total Specializations Athletics STR +0 +2 +2 Computer Use INT +2 +5 +7 ( Retrieve) Knowledge:Culture INT +2 +4 +6 ( Human ) Knowledge:History INT +2 +4 +6 ( Earth ) Knowledge:Politics INT +2 +2 +4 ( Federation) Knowledge:Specific World INT +2 +5 +7 ( Earth ) Language- Fed Standard INT +2 +5 +7 Ranged Combat:Energy AGL +2 +3 +5 ( Phaser ) Repair INT +2 +3 +5 System Engineering INT +2 +5 +7 ( Electro Plasma System ) System Operation INT +2 +6 +8 ( All except Command ) Unarmed Combat AGL +2 +3 0 +5 ( Starfleet Martial Arts ) Professional Abilities: Exemplary Support: Rodgers knows how to coordinate his activities in support of his fellow bridge officers. As a result, Rodgers may treat any Computer Use, System Operation, 27 or Tactics test as a combined test,rolling the same test at TN-5 and providing a +1 bonus for a marginal success, +2 for a complete success, or +3 for an extraordinary success. Hide In Plain Space: Rodgers knows how to use the space around the Dawnspring to hide the ship's emissions. When Rodgers is at Ops or the Conn, the TN of those looking for the ship is increased by +2. Starship Duty: Rodgers has received all the training necessary to serve aboard a starship. Station Proficiency: Rodgers has trained ruthlessly to qualify with every bridge system. Once per game session, Rodgers may reroll one System Operation skill test and keep the better of the two results. Species Abilities: Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has given James a +2 bonus to his Stamina reaction. Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters begin the game with 4 courage points (instead of the usual 3). Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two additional skill picks during Character Creation. Edges/Flaws Command 1: James serves as Chief Operations Officer (and therefore as a Department Head) aboard the Dawnspring. Innovative: James has gained the Flight Control Professional Ability Hide In Plain Space Promotion 1: James holds the rank of Lieutenant, Junior Grade in Starfleet. 28 Starfleet Bureau of Personnel Starfleet Command Hammond Clarke Age: 38 Species Human Homeworld: Earth Gender: Male Eyes: Brown Hair: Brown Rank: Machinist's Mate Chief Petty Officer Current Assignment: Main Propulsion Assistant, U.S.S. Dawnspring NCC-72312 Profile/History: Chief Clarke is a former Starfleet brat who opted to enlist and ship out almost immediately rather than spend four years in classrooms. Since his earliest youth, Chief Clarke has been filled with romantic dreams of adventure in deep space, and was somewhat disappointed with his career- which consisted largely of one engine room after another and poor little adventure. Duty aboard the Dawnspring finally satisfied his craving for adventure- as the little ship and crew saw a number of adventures over her brief career. Psychological Profile: A veteran spacer, Chief Clarke is a talented engineer with an instinctive love for things mechanical. He also believes that as a Chief Petty Officer, it’s his duty to keep the officers from getting in over their heads. While respectful and professional, Clarke’s not above offering a polite “suggestion” now and then. Attributes Str 7 (+0) Agl 7 (+0) Int 10 (+2)* Vit 10 (+2)* Prs 7(+0) Per 9 (+1) Quickness +3 Savvy +1 Stamina +2* Willpower +2 Defense: 7 Miscellaneous Scores Courage: 4 Health: 10 Renown: 12 Advancements: 8 Skills: Skill Name Attr Mod Level Misc Total Specializations Athletics STR +0 +1 +1 Computer Use INT +2 +6 +8 ( Retrieve) Construct INT +2 +5 +7 Knowledge:Culture INT +2 +4 +6 ( Human ) Knowledge:History INT +2 +4 +6 ( Human ) Knowledge:Specific World INT +2 +4 +6 ( Earth ) Language- Fed Standard INT +2 +4 +6 Language- Klingonese INT +2 +4 +6 Operate Vehicle INT +2 +5 +7 ( Archaic Aircraft ) Physical Science INT +2 +3 +5 Propulsion Engineering INT +2 +4 +6 ( Warp Drive ) Ranged Combat:Energy AGL +0 +5 +5 ( Phaser ) Repair INT +2 +4 +6 29 Structural Engineering INT +2 +3 +5 ( Spaceframes ) Survival PER +1 +1 +2 System Engineering INT +2 +3 +5 ( Weapons ) System Operation INT +2 +5 +7 Unarmed Combat AGL +0 +1 +1 ( Starfleet Martial Arts ) Professional Abilities: Engineering Certification: Chief Clarke may use all of the Engineering group skills untrained. Species Abilities: Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has given Chief Petty Officer Clarke a +2 bonus to his Quickness reaction. Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters begin the game with 4 courage points (instead of the usual 3). Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two additional skill picks during Character Creation. Edges/ Flaws: Bold: When Chief Clarke spends a Courage point on a Physical test, he gains +5 bonus instead of the usual +3. Command 1: Chief Petty Officer Clarke is one of the senior enlisted men assigned to U.S.S. Dawnspring and is fully qualified for command in the absence of a commissioned officer. Fit: Chief Petty Officer Clarke is in great physical shape and receives a +1 to all Physical tests Innovative: Enlistedmen generally do not have professional abilities. Clarke, on the other hand, has the Engineering Certification Professional Ability. Promotion 6E: Clarke holds the rank of a Chief Petty Officer in Starfleet. 30 USS Sakarya Senior Staff Position Name Species Rank Commanding Officer Aydin ab Reis Human Captain Executive Officer Victoria Loch Human Commander Tactical Actions Officer Prin Ajan “A.J.” Bajoran Lt. Commander Chief Engineer Choda Tellarite Lieutenant Chief Science/Ops Officer T'Var Vulcan Lieutenant Conn Officer Thrax Denobulan Lieutenant, JG Chief Medical Officer Dr. Paul Featherstone Human Lieutenant Captain Aydın ab Reis C.O., U.S.S. Sakarya- a captain of eight years experience, ab Reis is still a young and enterprising officer, but is also highly self-disciplined. He carries himself with both reserve and dignity- not with arrogance at his lofty position, but with a keen awareness of the duties and responsibilities he bears. His code of honor can be best described as noblesse oblige- “noble ancestry constrains to honorable behavior; privilege entails to responsibility". Captain ab Reis adheres to a strict philosophy of personal austerity and personal honor- he has chosen the hard, disciplined road- and maintains his footing through sheer immovable integrity and iron will. Aydin ab Reis does not make close friends easily, but is loyal to such friends unto death. Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific) and grew up with rigid standards of honor and conduct. On the one hand, ab Reis is plain spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation. On the other, he seldom shares his mind with others and plays his cards very close to the vest. He can be very warm and approving when he chooses to be- and conversely, does not need words to make his disapproval and disappointment plain. He demands the very best from his officers- and they work hard not to disappoint his trust in them. Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts her- and knows he can depend upon her more than anyone else aboard. Tall, thin, handsome, and dark, ab Reis moves with quiet, contained power and determination. He is a man to be rekoned with and wastes neither words nor actions. Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like. Commander Victoria Loch X.O., U.S.S. Sakarya- Commander Victoria Loch is- hands down- one of the brightest individuals aboard the Sakarya- a fact not lost on her captain. Loch came up in Operations, and has an Eidetic memory. She also has a keen sense of spatial awareness and can keep track of a thousand tiny details- an essential talent in operating and managing a starship. Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in order to allow the Captain to concentrate on the mission at hand. If she were permitted, Loch would be both quiet and introspective- luxuries her duties do not normally permit her. Loch trusts Captain ab Reis completely- though she occasionally curses his name for keeping his own counsel and “drafting” her as his Executive Officer. Lieutenant Commander Prin Ajan Tactical Actions Officer, U.S.S. Sakarya. The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III. Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out to be something of a blessing as the colony was beset both by natural predators and occasionally by the Jem'Hadar and other Gamma Quadrant predators. Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self- reliance, and a deep suspicions of outsiders at his elders' knees. At age 14, Ajan shipped 31 out with one of the few traders who supplied Cosas III- though he turned out to be more pirate and mercenary than merchant. After several trips running the blockades between Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- Prin and his shipmates were brought down by a Jem'Hadar patrol in 237X and rescued by the U.S.S. Copeland. As Prin's injuries healed, the Copeland's CO saw potential in the young man and sponsored him for Starfleet Academy. Lieutenant Choda Chief Engineering Officer, U.S.S. Sakarya. Short, portly, cheerful, loud, and occasionally obnoxious, Choda runs her engineroom with clock-work regularity and precision. Despite being a perfectionist and occasionally a driven taskmaster, Choda loves puzzles and equipment and despises the unknown with a passion. While Choda can be argumentative on a point of engineering process and procedure, she is more prone to loud and friendly banter than to serious disagreement. Lieutenant T'Var Chief Science Officer/Ops Officer, U.S.S. Sakarya. T'Var is a typical Vulcan- calm, rational, logical, and dedicated. Believing that her scientific career lacked diversity and field experience, the logical course of action was clear. T'Var joined Starfleet and after commissioning shipped out on the Starship Ilan Ramon. After her second deep-space tour, Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya. Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially when working to solve a scientific puzzle. According to ship's legend, Thrax timed T'Var and discovered that she did not say a word to a single person for 56.4 hours straight. T'Var herself has no comment, save that “idle banter is illogical”. Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates. If pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned down three transfer offers- including a position with the Daystrom Institute. Lieutenant Junior Grade Thrax Conn Officer, U.S.S. Sakarya. Thrax is Sakarya's resident “space cadet”. Young, cheerful, gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity. As the youngest member of Sakarya's bridge crew, he often feels like the center of attention- that everyone is watching- and as a result, takes his job very, very seriously. Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he seeks to surround himself with friends and acquaintances. He is interested in a wide variety of sports and physical activities, but is more dilettante than devotee- he lacks the devotion and discipline needed to truly excel at any given sport. Doctor Paul Featherstone Chief Medical Officer, U.S.S. Sakarya. Tall, rail-thin, slightly fussy, and undoubtedly brilliant, Doctor Featherstone is, at heart, a researcher. He much prefers tissue cultures and biological samples to people, and much prefers a quiet laboratory all to himself. Featherstone would have gotten his way, too, had he not insulted and humiliated his last C.O. over what was (ultimately) a minor difference of opinion. In a fit of pique, Featherstone reprogrammed the station's computers to bombard his superior with irritating and infuriating messages and visuals. This might have been overlooked had the incident not coincided with an inspection by the Chief of Starfleet Medical. Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, Admiral Blackburn assigned the good doctor the first deep-space assignment available- the Starship Sakarya. Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna who loves to hear his praises spoken (a lot like the Voyager EMH). 32 Starfleet Bureau of Personnel Starfleet Command Aydin ab Reis Age: 42 Gender: Male Species Human Eyes: Grey Homeworld: Antalya Colony Hair: Black Rank: Captain Current Assignment: Commanding Officer, U.S.S. Sakarya, NCC-52143 Profile/History: Aydin ab Reis is a young and enterprising captain of eight years experience. He is highly self-disciplined and carries himself with a keen awareness of his duties and responsibilities. Aydin ab Reis is descended from nobility on his home colony (hence the ab Reis honorific) and grew up with a keen sense of noblesse oblige- “noble ancestry constrains to honorable behavior; privilege entails to responsibility". Tall, thin, handsome, and dark, ab Reis moves with quiet power and determination. He is a man to be rekoned with and wastes neither words nor actions. Captain ab Reis and the Sakarya have spent the last three years patrolling the Cardassian Demilitarized Zone, and are experienced in dealing with smugglers, pirates, and the like. Psychological Profile: Captain ab Reis adheres to a strict philosophy of personal austerity and honor- he has chosen a hard, disciplined road- and maintains his footing through sheer immovable integrity and iron will. Aydin ab Reis does not make close friends easily, but is loyal to such friends unto death. Aydin ab Reis is usually plain spoken and sometimes blunt, preferring the unvarnished truth to diplomatic equivocation. On the other hand, he seldom shares his mind with others and plays his cards very close to the vest. He can be very warm and approving when he chooses- and conversely, does not need words to make his disapproval and disappointment plain. He demands the very best from his officers- and they work hard not to disappoint his trust in them. Of all his officers, Captain ab Reis is closest to Commander Loch- he knows her and trusts her- and knows he can depend upon her more than anyone else aboard. Attributes Str 7 (+0) Agl 7 (+0) Int 10 (+2)* Vit 10 (+2) Prs 9(+1)* Per 7 (+0) Quickness +0 Savvy +1 Stamina +2 Willpower +4* Miscellaneous Scores Defense: 7 Courage: 4 Health: 10 Renown: 25 Advancements: 25 Initiative: +0 Skills: Skill Name Attr Mod Level Misc Total Specializations Armed Combat-Simple Wpns AGL +0 +7 +7 Athletics STR +0 +6 +6 ( Ride Horses ) Computer Use INT +2 +7 +9 ( Retrieve) Enterprise-Administration INT +2 +7 +9 ( Federation ) First Aid INT +2 +3 +5 Inquire PRS +1 +5 +6 ( Research ) Investigate PER +0 +4 +4 33 Knowledge:Culture INT +2 +5 +7 ( Human ) Knowledge:History INT +2 +5 +7 ( Federation ) Knowledge:Politics INT +2 +4 +6 ( Antalya Tribal Politics ) Knowledge:Specific World INT +2 +5 +6 ( Antalya IV, Earth ) Language- Arabic INT +2 +4 +6 Language- Fed Standard INT +2 +4 +6 Negotiate INT +2 +5 +7 Observe PER +0 +4 +4 Persuade PRS +1 +5 +6 Ranged Combat:Energy AGL +0 +7 +7 ( Phaser, Phaser Rifle ) Repair INT +2 +5 +7 Social Science INT +2 +4 +6 Survival PER +0 +6 +6 ( Desert ) System Operation INT +2 +7 +9 ( Command, Ops, Tactical ) Tactics INT +2 +7 +9 ( Cardassian, Orion, Romulan, Space ) Unarmed Combat AGL +0 +6 +6 ( Starfleet Martial Arts ) Professional Abilities: Commanding Presence: Commanding officers stick to their guns in tense situations. When making a Willpower reaction test, Captain ab Reis rolls an extra die (3d6) and keeps the higher of the two rolls. Fighting Captain: If Captain ab Reis is on the bridge during combat, Sakarya receives a +2 to all Command Maneuvers. Fire Control Officer: If Captain ab Reis is in command, acting as Exec, or at Tactical during combat, Sakarya receives a +2 to all Tactical Maneuvers Starship Duty: Captain ab Reis meets all the prerequisites for his post aboard Sakarya. Starship/Starbase Protocols: Long experience has taught Captain ab Reis how best to navigate the Starfleet bureaucracy. Captain ab Reis receives a +4 bonus to Administration (Starfleet) tests. Will To Survive: When Captain ab Reis makes a Survival test on a planetary surface, he gains a +3 bonus (equal to ½ his Athletics skill level). Species Abilities: Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has given Captain ab Reis a +2 bonus to his Willpower reaction. Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters begin the game with 4 courage points (instead of the usual 3). Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two additional skill picks during Character Creation. Edges/ Flaws: Ally (Antalya Royal Family: In dire circumstances, Captain ab Reis can ask his family for assistance (subject to a Negotiate,Influence, Persuade, or Inquire test and the Narrator's discretion). Bold: When Captain ab Reis spends a Courage point on a Physical test, he gains +5 bonus instead of the usual +3. Command 2: Captain ab Reis is fully qualified for command of a starship. Competitive: Captain ab Reis gains a +1 to all opposed tests. Promotion 5: Aydin ab Reis holds the rank of Captain in Starfleet. 34 Starfleet Bureau of Personnel Starfleet Command Victoria Loch Age: 38 Species Human Homeworld: Earth Gender: Female Eyes: Green Hair: Blonde Rank: Commander Current Assignment: Executive Officer, U.S.S. Sakarya, NCC-52143 Profile/History: Commander Victoria Loch is- hands down- one of the brightest individuals aboard the Sakarya- a fact not lost on her captain. Loch came up in Operations, and has an eidetic memory. She also has a keen sense of situationial awareness and can keep track of a thousand tiny details- an essential talent in operating and managing a starship. Loch's job as Executive Officer is to keep the ship and crew operating at peak capacity in order to allow the Captain to concentrate on the mission at hand. Psychological Profile: If she were permitted, Loch would be both quiet and introspective- luxuries her duties do not normally permit her. In order to keep the crew functioning efficiently, Loch must be involved and engaged, projecting just the right mix of encouragement, discipline, and scolding to get the job done. Loch trusts Captain ab Reis completely- though she occasionally curses his name for keeping his own counsel and “drafting” her as his Executive Officer. Attributes Str 6 (+0) Agl 7 (+0)* Int 12 (+3) Vit 9 (+1) Prs 7(+0)* Per 11 (+2)* Quickness +4 Savvy +2* Stamina +0 Willpower +3 Miscellaneous Scores Defense: 7 Courage: 4 Health: 9 Renown: 16 Advancements: 20 Initiative: +4 Skills: Skill Name Attr Mod Level Misc Total Specializations Athletics STR +0 +3 +3 Computer Use INT +3 +7 +10 ( Retrieve ) Enterprise-Administration INT +3 +5 +8 ( Federation ) First Aid INT +3 +4 +7 Inquire PRS +0 +5 +5 ( Research ) Knowledge:Culture INT +3 +4 +7 ( Human ) Knowledge:History INT +3 +5 +8 ( Federation ) Knowledge:Specific World INT +3 +4 +7 ( Earth ) Knowledge:Trivia INT +3 +5 +8 ( Terran Poetry ) Language- Fed Standard INT +3 +5 +8 Language- Vulcan INT +3 +4 +7 35 Negotiate INT +3 +5 +8 Observe PER +2 +5 +7 Persuade PRS +3 +6 +9 Ranged Combat:Energy AGL +0 +5 +5 Repair INT +3 +6 +9 System Engineering INT +3 +7 +10 (ElectroPlasma Systems) System Operation INT +3 +7 +10 ( Operations Management ) Tactics INT +3 +5 +8 ( Space ) Unarmed Combat AGL +0 +7 +7 ( Starfleet Martial Arts ) Professional Abilities: Command: Commander Loch may coordinate the efforts of her crew and increase their efficiency by making a TN 15 Persuade check (TN is 15 +1 per officer affected). A success doubles the contribution made by supporting characters in combined tests. Cross-Trained: When performing the professional skill of another officer, Victoria may add +3 (her Intellect modifier) to the test. For Intellect-based tests, this amounts to doubling the modifier. Level Headed: When performing any professional skill at her shipboard station, Loch ignores all test penalties from distraction. Starship Duty: Commander Loch meets all the prerequisites for her post aboard Sakarya. Starship/Starbase Protocols: Long experience has taught Commander Loch how best to navigate the Starfleet bureaucracy. Commander Loch receives a +4 bonus to Administration (Starfleet) tests. Station Proficiency: Commander Loch has trained ruthlessly to qualify with every bridge system. Once per game session, Victoria may reroll one System Operation skill test and keep the better of the two results. Systems Technician: Commander Loch knows her duty station inside and out. When making System Engineering tests to repair her console, Victoria gains a +4 affinity bonus (half her Computer Use skill level). Species Abilities: Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has given Commander Loch a +2 bonus to her Quickness reaction. Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters begin the game with 4 courage points (instead of the usual 3). Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two additional skill picks during Character Creation. Edges/ Flaws: Command 2: Loch is assigned as the Executive Officer of a starship, and is fully qualified for command. Coordinator: Victoria has a natural affinity for organizing groups and harnessing them to her goals. She doubles the bonus for additional participants when leading combined tests. This edge stacks with Command Professional Ability, above. Eidetic Memory: In academic tests with a TN greater than 5, Victoria receives a +2 bonus. Multitasking: Victoria has learned to handle several problems at once- and may perform full-round actions as two actions instead (allowing additional actions at the standard -5 penalty). Promotion 4: Loch holds the rank of Commander in Starfleet. Zero-G Trained: Victoria has been trained for work in zero gravity, and ignores any penalties from operating in zero-g. 36 Starfleet Bureau of Personnel Starfleet Command Prin Ajan “A.J.” Age: 28 Species Bajoran Homeworld: Casos III Colony Gender: Male Eyes: Hazel Hair: Brown Rank: Lieutenant Commander Current Assignment: Tactical Actions Officer, U.S.S. Sakarya, NCC-52143 Profile/History: The ship's chief weapons officer and head of security, Lieutenant Commander Prin grew up on the Bajoran colony world of Cosas III. Remote and isolated in the Gamma Quadrant, Cosas III was settled- without authorization- by a group of Bajoran militants- which turned out to be something of a blessing as the colony was beset both by natural predators and occasionally by the Jem'Hadar and other Gamma Quadrant predators. Although he saw little fighting of his own, Ajan “A.J.” learned watchful wariness, self- reliance, and a deep suspicions of outsiders at his elders' knees. At age 14, Ajan shipped out with one of the few traders who supplied Cosas III- though he turned out to be more pirate and mercenary than merchant. After several trips running the blockades between Cardassian Space, Deep Space Nine, and the Gamma Quadrant, their luck finally ran out- Prin and his shipmates were brought down by a Jem'Hadar patrol in 2375 and rescued by the U.S.S. Copeland. As Prin's injuries healed, the Copeland's CO saw potential in the young man and sponsored him for Starfleet Academy. Psychological Profile: Prin projects a friendly and easy-going manner- a velvet glove over a core of steel. He is both proud of his accomplishments and his origins- though is more than a little reticent to discuss his youth or his tenure as a blockade runner. Although by no measure a scholar, Prin is a quietly religious man who seeks to harmonize the will of the Prophets with his Starfleet duties. He is by no means a pacifist and will kill swiftly and efficiently if his duties require it. Prin tends to watch everyone and everything carefully. He prefers to wait and watch- and watch some more. Prin know that people will reveal their true thoughts and intentions more often in subtle ways than with their words. Attributes Str 6 (+0) Agl 8 (+1) Int 10 (+2)* Vit 9 (+1) Prs 7(+0) Per 10 (+2)* Quickness +1* Savvy +2 Stamina +2 Willpower +2 Miscellaneous Scores Defense: 8 Courage: 4 Health: 9 Renown: 12 Advancements: 12 Initiative: +3 Skills: Skill Name Attr Mod Level Misc Total Specializations Appraise INT +2 +1 +3 Athletics STR +0 +4 +1 +5 Computer Use INT +2 +5 +7 ( Retrieve) 37 Craft INT +2 +2 +1 +5 Enterprise- Streetwise INT +2 +4 +6 Influence PRS +0 +3 +3 Inquire PRS +0 +3 +3 Investigate PER +2 +6 +1 +9 Knowledge: Politics INT +2 +2 +4 Knowledge: Religion INT +2 +2 +4 ( Path of the Prophets ) Knowledge: Culture INT +2 +5 +7 ( Bajoran ) Knowledge: History INT +2 +3 +5 ( Bajoran ) Knowledge: Specific World INT +2 +3 +5 ( Cosas III ) Language- Fed Standard INT +2 +4 +6 Language- Bajoran INT +2 +3 +5 Observe PER +2 +5 +1 +8 Ranged Combat:Energy AGL +1 +7 +1 +9 ( Phaser ) Repair INT +2 +5 +1 +8 Sleight of Hand AGL +1 +1 +1 +3 System Operation INT +2 +7 +1 +10 ( Tactical ) Tactics INT +2 +3 +5 ( Space ) Unarmed Combat AGL +1 +7 +1 +9 ( Starfleet Martial Arts ) Professional Abilities: Fire Control Officer: If “A.J.” is in command, acting as Exec, or at Tactical during combat, Sakarya receives a +2 to all Tactical Maneuvers Physically Fit: Prin has driven himself to the peak of human physical perfection- whenever he makes a Strength or Vitality attribute test or an Athletics skill test, he doubles the bonus conferred by the key attribute (to +4). When he received this ability, Prin also increased his Stamina reaction by +1. Responsive: Prin has learned to respond faster than normal officers to various threats- during combat actions, he may take one additional combat action per turn (a total of three actions) without suffering the multiple action penalties. Starship Duty: Lieutenant Commander Prin meets all the prerequisites for his post aboard Sakarya. Species Abilities: Artistic: Bajorans are generally artistic and gain a +1 Craft skill at character creation Faithful: Religion permeates Bajoran society, and every Bajoran gains a +2 Knowledge- Religion at character creation. Pagh: So long as they are living the path of the Prophets, Bajorans gain a +1 Courage. Edges/ Flaws: Alert: Prin has schooled himself to be alert for- and to react quickly to- danger. He gains a +2 to all Initiative tests. Command 1: Prin is assigned as a Department Head aboard the Sakarya. Promotion 3: Prin holds the rank of Lieutenant Commander in Starfleet. Fit: Prin is in great physical shape and receives a +1 to all Physical tests. Suit Trained: Prin has spent a great deal of time in environmental suits, and no longer suffers the -2 penalty they impose. Zero-G Trained: Prin has been trained for work in zero gravity, and ignores any penalties from operating in zero-g. 38 Starfleet Bureau of Personnel Starfleet Command Choda Age: 39 Species Tellarite Homeworld: Tellar Gender: Female Eyes: Black Hair: Orange-Brown Rank: Lieutenant Current Assignment: Chief Engineering Officer, U.S.S. Sakarya, NCC-52143 Profile/History: Short, portly, cheerful, loud, and occasionally obnoxious, Choda runs her engineroom with clock-work regularity and precision. She is, at heart, a craftsman, an artist, a perfectionist, and occasionally a driven taskmaster. Choda has longed to serve in Starfleet since her earliest memories, and cut her teeth on a variety of engineering projects throughout the Alpha Quadrant. She has no ambition to be anywhere but the engineroom of a starship. Psychological Profile: Choda loves puzzles and equipment and has a hard time fighting the impulse to tinker, tweak, and adjust any machine that isn't quite “right”- whether or not that equipment belongs to her. Choda despises the unknown with a passion- one of her favorite mantras is “What you don't understand can kill you.” While Choda can be argumentative on a point of engineering process and procedure, she is more prone to loud and friendly banter than to serious disagreement. Off duty, Choda enjoys complex games such as kal-toh and has developed a fondness for a variety of ethanol products. She fancies herself quite the connoisier, though always in moderation. Attributes Str 9 (+1) Agl 8 (+1) Int 10 (+2)* Vit 8 (+1) Prs 10(+2)* Per 5 (+0) Quickness +1 Savvy +2 Stamina +1* Willpower +2 Miscellaneous Scores Defense: 8 Courage: 3 Health: 9 Renown: 10 Advancements: 14 Initiative: +1 Skills: Skill Name Attr Mod Level Misc Total Specializations Athletics STR +1 +1 +2 Computer Use INT +2 +6 +1 +9 ( Electronic ) Construct INT +2 +5 +2 +9 ( Research ) Demolitions INT +2 +6 +8 Gaming INT +2 +4 +6 Knowledge: Culture INT +2 +3 +1 +6 ( Tellarite ) Knowledge: History INT +2 +5 +1 +8 ( Federation ) Knowledge: Specific World INT +2 +3 +1 +6 ( Earth, Rigel IV ) Knowledge: Trivia INT +2 +2 +1 +5 ( Alcoholic Beverages ) Language- Fed Standard INT +2 +3 +1 +6 39 Language- Tellarite INT +2 +4 +1 +7 Language- Vulcan INT +2 +3 +1 +6 Observe PER +0 +5 +5 Physical Science INT +2 +5 +1 +8 ( Physics, Mathematics ) Propulsion Engineering INT +2 +7 +1 +10 ( Warp Drive ) Ranged Combat:Energy AGL +1 +6 +7 ( Phaser ) Repair INT +2 +6 +1 +9 Structural Engineering PRS +2 +6 +1 +9 (Spaceframes ) Survival PER +0 +3 +3 System Engineering INT +2 +7 +1 +10 (EPS Grid, Transporter ) System Operation INT +2 +6 +8 Unarmed Combat AGL +1 +4 +5 ( Starfleet Martial Arts ) Professional Abilities: Engineering Certification: Lieutenant Choda may use all of the Engineering group skills untrained. Fix-It: Having spent many hours tearing apart the Sakarya's systems, Choda has learned how to repair them as well. She now knows all of the Repair skill specializations. Miracle Worker- Propulsion Engineering: When making a Propulsion Engineering check (including Extended tests) Choda may take the action in half the base time. Starship Duty: Lieutenant Choda meets all the prerequisites for her post aboard Sakarya. Species Abilities: Bonus Edge: Exceptional Fortitude: Tellarites suffer Fatigue-related test penalties as though they were one level less fatigued then they actually are. Bonus Edge: Meticulous: Tellarites gain a cumulative +1 per round in extended tests. Bonus Edge: Skill Focus (Exhaustive): Tellarites gain a +2 species bonus to Inquire and Persuade (Debate) tests. Pig-Headed: Tellarites single-mindedness often makes them seem indifferent or difficult. They suffer a -2 to Influence tests. Poison Resistance: Tellarites gain a +4 Stamina reaction to resist the effects of poisons. Stubborn: Tellarites tend to be single-minded to a fault. A Tellarite who enters an argument favoring a particular position must spend a Courage point to back down from that position. Edges/ Flaws: Command 1: Choda is assigned as a department head aboard the starship Sakarya. Multitasking: Choda has learned to handle several problems at once- and may perform full-round actions as two actions instead (allowing additional actions at the standard -5 penalty). Promotion 2: Choda holds the rank of Lieutenant in Starfleet. Skill Focus (Craftsman): Choda gains +1 each to Construct and Repair tests. Suit Trained: Choda has spent a great deal of time in environmental suits, and no longer suffers the -2 penalty they impose. Thinker: Choda receives a +1 to all Academic tests. Zero-G Trained: Choda has been trained for work in zero gravity, and ignores any penalties from operating in zero-g. 40 Starfleet Bureau of Personnel Starfleet Command T'Var Age: 40 Species Vulcan Homeworld: Vulcan Gender: Female Eyes: Brown Hair: Black Rank: Lieutenant Current Assignment: Chief Operations/Science Officer, U.S.S. Sakarya, NCC-52143 Profile/History: T'Var spent ten researchs as a researcher with the Vulcan Science Academy. Believing that her scientific career lacked diversity and field experience, the logical course of action was clear. T'Var joined Starfleet and after commissioning, shipped out on the U.S.S. Ilan Ramon. After her second deep-space tour, Captain ab Reis tapped her to become his Chief of Operations aboard the Sakarya. Psychological Profile: T'Var is a typical Vulcan- calm, rational, logical, and dedicated. Even absent her Vulcan conditioning, T'Var tends to be quiet and introspective- especially when working to solve a scientific puzzle. According to ship's legend, Thrax timed T'Var and discovered that she did not say a word to a single person for 56.4 hours straight. T'Var herself has no comment, save that “idle banter is illogical”. Despite her stoic exterior, T'Var is deeply devoted both to Starfleet and her shipmates. If pressed, T'Var will, of course, deny any emotional connection whatsoever- but she has turned down three transfer offers- including a position with the Daystrom Institute. Attributes Str 8 (+1) Agl 7 (+0) Int 11 (+2)* Vit 9 (+1) Prs 7(+0) Per 10 (+2) Psi 4 (+0)* Quickness +2 Savvy +2 Stamina +1* Willpower +2 Miscellaneous Scores Defense: 7 Courage: 3 Health: 10 Renown: 10 Advancements: 15 Initiative: +2 Skills: Skill Name Attr Mod Level Misc Total Specializations Athletics STR +1 +3 +1 +5 ( Climbing ) Computer Use INT +2 +5 +1 +8 ( Retrieve) Enterprise-Administration INT +2 +3 +1 +6 ( Starbase ) Influence PRS +2 +3 +5 Investigate PER +2 +5 +1 +8 Knowledge: Culture INT +2 +4 +1 +7 ( Vulcan ) Knowledge: History INT +2 +4 +1 +7 ( Vulcan ) Knowledge: Religion INT +2 +2 +1 +5 ( Vulcan ) Knowledge: Specific World INT +2 +3 +1 +6 ( Earth, Vulcan ) Language- Fed Standard INT +2 +3 +1 +6 41 Language- Vulcan INT +2 +4 +1 +7 Life Science INT +2 +5 +1 +8 ( Biology ) Mind Meld PSI +0 +4 +4 Negotiate INT +2 +2 +4 Observe PER +2 +3 +1 +6 ( Listen ) Persuade PRS +0 +3 +3 Physical Science INT +2 +5 +1 +8 ( Physics ) Planetary Science INT +2 +5 +1 +8 ( Geology ) Ranged Combat:Energy AGL +1 +5 +1 +7 ( Phaser ) Repair INT +2 +5 +1 +8 Space Science INT +2 +6 +1 +9 ( Astrophysics ) System Engineering INT +2 +4 +1 +7 ( EPS Grid ) System Operation INT +2 +6 +1 +9 ( Ops, Sensors ) Unarmed Combat AGL +1 +3 +1 +5 ( Starfleet Martial Arts ) Professional Abilities: Cross-Trained: When performing the professional skill of another officer, T'Var may add +2 (her Intellect modifier) to the test. For Intellect-based tests, this amounts to doubling the modifier. Journeyman:Lieutenant T'Var can use all the Science group skills untrained. Field Research: When making an Investigate test to explore a new phenomenon, T'Var gains an affinity bonus equal to ½ her level in the appropriate skill level. Level Headed: When performing any professional skill at her shipboard station, T'Var ignores all test penalties from distraction. Ops Manager: When acting as Operations Officer at the beginning of a session, T'Var may designate one system as “mission critical”. All System Operation tests made on that specialization receive a +1 bonus for the duration of the session. Scientific Protocols: T'Var has been trained in how to investigate scientific phenomenon safely. Whenever an Observe or Investigate test will endanger either herself or the crew directly, she may automatically make a TN 10 test against the appropriate Science skill to realize the danger. Starship Duty: T'Var meets all the prerequisites for her post aboard Sakarya. Station Proficiency: Lieutenant T'Var has trained ruthlessly to qualify with every bridge system. Once per game session, T'Var may reroll one System Operation skill test and keep the better of the two results. Species Abilities: Enhanced Rapid Healing: Once per day, T'Var may enter a healing trance (pg 49), and recover a number of wound points equal to her Vitality modifier, Mind Meld: With physical contact, T'Var has the ability to telepathically join her mind to another. Nerve Pinch: T'Var may stun an opponent for 2d6 rounds by making an Unarmed Combat skill test. If the victim knows what she is attempting, T'Var suffers a -5 penalty to the test. Psionic: T'Var has telepathic mental abilities. Skill Focus (Keen Hearing): T'Var receives a +4 bonus to Observe (Listen) tests. Edges/ Flaws: Command 1: T'Var is assigned as a department head aboard the Sakarya. Coordinator: T'Var has a natural affinity for organizing groups and harnessing them to her goals. She doubles the bonus for additional participants when leading combined tests. Fit: T'Var is in great physical shape and receives a +1 to all Physical tests. Promotion 2: T'Var holds the rank of Lieutenant in Starfleet. Thinker: T'Var receives a +1 to all Academic tests. 42 Starfleet Bureau of Personnel Starfleet Command Thrax Age: 28 Species Human Homeworld: Earth Gender: Male Eyes: Grey Hair: Salt and Pepper ( Grey and Black ) Rank: Lieutenant, Junior Grade Current Assignment: Conn Officer, U.S.S. Sakarya, NCC-52143 Profile/History: Lieutenant Junior Grade Thrax is a Starfleet officer on his first deep-space posting. His previous assignment was a customs enforcment patrol out of Deep Space Five. Thrax spent his youth bumming around on his family's tramp freighter, learning the ins and outs of the Alpha Quadrant and getting a lot of hands-on experience in a variety of ships, vehicles, and small craft. Psychological Profile: Thrax is Sakarya's resident “space cadet”. Young, cheerful, gregarious, and enthusiastic, he is governed by an unbridled enthusiasm and curiosity. As the youngest member of Sakarya's bridge crew, he often feels like the center of attention- that everyone is watching- and overcompensates by taking his job very, very seriously. Off duty, Thrax is obsessed with companionship of every variety- insecure in isolation, he seeks to surround himself with friends and acquaintances. He is interested in a wide variety of sports and physical activities, but is more dilettante than devotee- he lacks the devotion and discipline needed to truly excel at any given sport. Attributes Str 7 (+0) Agl 10 (+2)* Int 10 (+2)* Vit 8 (+1) Prs 8(+1) Per 9 (+1) Quickness +2* Savvy +1 Stamina +1 Willpower +2 Miscellaneous Scores Defense: 9 Courage: 3 Health: 8 Renown: 5 Advancements: 7 Initiative: +2 Skills: Skill Name Attr Mod Level Misc Total Specializations Appraise INT +2 +1 +3 Athletics STR +0 +3 +1 +4 Computer Use INT +2 +4 +6 ( Retrieve) Knowledge: Culture INT +2 +3 +5 ( Denobulan ) Knowledge: History INT +2 +3 +5 ( Federation ) Knowledge: Specific World INT +2 +6 +8 ( Rigel IV ) Language- Denobulan INT +2 +3 +5 Language- Fed Standard INT +2 +3 +5 Language- Orion INT +2 +2 +4 Operate Veh.- Arch. Aircraft INT +2 +3 +1 +6 43 Operate Vehicle- Motorcraft INT +2 +2 +1 +5 Operate Vehicle- Sailcraft INT +2 +2 +1 +5 Persuade PRS +2 +2 +4 Ranged Combat:Energy AGL +1 +4 +1 +6 ( Phaser ) Repair INT +2 +4 +1 +7 Space Science INT +2 +9 +11 ( Astrogation ) Survival PER +1 +2 +1 +4 System Engineering INT +2 +2 +1 +5 ( Flight Control ) System Operation INT +2 +5 +1 +8 ( Flight Control ) Unarmed Combat AGL +1 +4 +1 +6 ( Starfleet Martial Arts ) Professional Abilities: Dogfighter: If Thrax is at the helm during combat, the ship receives a +2 to all Helm maneuvers. Starship Duty: Lieutenant Thrax meets all the prerequisites for his post aboard Sakarya. Surfing Space-Time: By making a TN 20 Space Science (Astrogation) test, Thrax can plot an exceptionally tight course which allows Sakarya to arrive at her destination as though she had been traveling at maxim speed- without exceeding her sustainable maximum speed. Species Abilities: Excellent Climb: Denobulans gain +4 species bonus to Athletics (Climb) tests and can climb up to five meters per round. Hallucinations: In extremely stressful situations, a Denobulan may experience hallucinations. However, such experiences are considered to be safe and natural ways of releasing nervous energy. Hibernation: Unlike most species, Denobulans do not sleep as a part of their daily cycle. Instead, they hibernate for a full six days per year, although some can reduce this period time by various degrees. A Denobulan sleep period is handled similarly to the Fatigue rules found on pages 95-96 of the Narrator’s Guide. Resistance: Denobulans gain a +2 to Stamina tests to resist illness, disease, and radiations. Some technology, like Borg nanoprobes, also has a delayed effect on them. Edges/ Flaws: Command 1: Thrax is assigned as a department head aboard the Sakarya. Cultural Flexibility: Thrax has been nearly everywhere and alien customs and mores seldom surprise him. He gains +2 to Social tests involving species other than his own. Fit: Thrax receives a +1 to all Physical tests. Promotion 1: Thrax holds the rank of Lieutenant, Junior Grade in Starfleet. 44 Starfleet Bureau of Personnel Starfleet Command Paul Featherstone, MD Age: 39 Gender: Male Species Human Eyes: Grey Homeworld: Earth Hair: Salt and Pepper ( Grey and Black ) Rank: Lieutenant Current Assignment: Chief Medical Officer, U.S.S. Sakarya, NCC-52143 Profile/History: Tall, rail-thin, slightly fussy, and undoubtedly brilliant, Doctor Featherstone is, at heart, a researcher. He much prefers tissue cultures and biological samples to people, and much prefers a quiet laboratory all to himself. Featherstone would have gotten his way, too, had he not insulted and humiliated his last C.O. over what was (ultimately) a minor difference of opinion. In a fit of pique, Featherstone reprogrammed the station's computers to bombard his superior with irritating and infuriating messages and visuals. This might have been overlooked had the incident not coincided with an inspection by the Chief of Starfleet Medical. Deciding that Featherstone was “unmilitary, unprofessional, and entirely too cosseted, Admiral Blackburn assigned the good doctor the first deep-space assignment available- the Starship Sakarya. Psychological Profile: Featherstone is brilliant- a gifted and prolific researcher- but he has poor people skills and can be stubborn, rude, petulant, childish, and even insubordinate. He is almost critically underweight because research is more enthralling than eating. Featherstone is leery of Captain ab Reis and Lieutenant Prin (his career lies in the Captain's hands while Lieutenant Prin might... hurt him). Conversely, Featherstone has a love/hate relationship with Commander Loch- she is unquestionably brilliant and beautiful, but she's also continually interrupting his research to make sure sick bay is run correctly (and not merely left in the hands of his nurses and other doctors). Featherstone deeply respects T'Var's intellectual discipline (and research background)- but most of the remaining officers and crew are tolerated, at best. Featherstone is not a bad man, nor even a bad doctor- merely a pampered prima donna who loves to hear his praises spoken (a lot like the Voyager EMH). Attributes Str 7 (+0) Agl 8 (+1) Int 10 (+2)* Vit 9 (+1) Prs 6(+0) Per 10 (+2)* Quickness +2 Savvy +2 Stamina +1* Willpower +2 Miscellaneous Scores Defense: 8 Courage: 4 Health: 9 Renown: 10 Advancements: 15 Initiative: +2 Skills: Skill Name Attr Mod Level Misc Total Specializations Computer Use INT +2 +6 ( Retrieve) Construct INT +2 +4 First Aid INT +2 +6 Knowledge: Culture INT +2 +4 ( Human ) Knowledge: History INT +2 +5 ( Federation ) 45 Knowledge: Law INT +2 +2 ( Medical Ethics ) Knowledge: Specific World INT +2 +4 ( Earth ) Language- Fed Standard INT +2 +5 Language- Vulcan INT +2 +4 Life Science INT +2 +7 ( Biology, Exobiology, Biotechnology ) Medicine INT +2 +8 +2 Observe PER +2 +3 Persuade PRS +2 +4 Physical Science INT +2 +7 ( Chemistry ) Ranged Combat:Energy AGL +1 +3 ( Phaser ) Repair INT +2 +4 System Engineering INT +2 +2 System Operation INT +2 +5 ( Command ) Professional Abilities: Computer Whiz: Doctor Featherstone knows his way around computer systems, performing System Operation or Computer Use skills (including Extended tests) in half the base time. Diagnosis: Doctor Featherstone has received special training in diagnosing alien diseases and toxins. Whenever Featherstone makes a Medicine test to identify an alien pathogen or disease, he gains an affinity bonus equal to half his Investigate skill (rounded up). If successful, Medicine tests to treat the disease receive a bonus based on the degree of success of the diagnosis roll. Focus: Doctor Featherstone knows how to concentrate on the task at hand- and may ignore all circumstance penalties from distractions. General Medicine: Doctor Featherstone has studied a great many medical procedures prior to being posted to Sakarya. Whenever Featherstone makes a Medicine test, he receives a +2 bonus to the result. Immunization: After diagnosing an illness or pathogen, the Doctor may attempt a Medicine (Research) test . If successful, the doctor can produce 1d6 doses of a counter agent per hour spent in the lab. While the counter agent may be used as a cure, it may only be used as an innoculant for 2d6 hours. Lab Work: Whenever Doctor Featherstone makes a Physical Science (Chemistry) test, he adds +4 to the result. Secretive: Doctor Featherstone is very secretive about his work. He may add his Intellect modifier to any Willpower test, doubling the modifier when asked about his current project or mission. Starship Duty: Doctor Featherstone meets all the prerequisites for his post aboard Sakarya. Species Abilities: Adaptable: Humans thrive in even the harshest conditions and climes. Human adaptability has given Doctor Featherstone a +2 bonus to his Stamina reaction. Human Spirit: The humans of Earth are a driven, vital, and versatile species. Human characters begin the game with 4 courage points (instead of the usual 3). Skilled: Humans tend to draw on a broad range of experiences, and as a result, receive two additional skill picks during Character Creation. Edges/ Flaws: Command 1: Featherstone is assigned as a department head aboard the Sakarya. Promotion 2: Doctor Featherstone holds the rank of Lieutenant in Starfleet. Meticulous: Doctor Featherstone gains a cumulative +1 per round in extended tests. 46 7 th Fleet Scoring Sheet “Fracture Lines” Benchmark Bonus Achieved Sakarya reaches Edoran in less than fourteen hours: +1 ¤ Sakarya is (at least) at Yellow Alert when she enters the Edoran: +1 ¤ system The heroes trouble to look for evidence of Romulan involvement: +1 ¤ in the loss of the Dawnspring. The heroes use the internal STA installed on most Starfleet gear : +1 ¤ to track the fall of debris. The heroes take specific steps to recover the remains of the : +1 ¤ Dawnspring's crew. The heroes take the trouble to autopsy at least one of the : +1 ¤ Dawnspring's crew. The heroes take the trouble to try and assist the civilian casualties : +1 ¤ innocent bystanders injured by Dawnspring's wreckage. The heroes locate the Dawnspring's “black box” : +1 ¤ The heroes identify the cause of the Dawnspring's destruction : +1 ¤ The heroes scan the northern/eastern hemisphere for the larger pulse : +1 ¤ The heroes locate the source of the subspace pulses : +1 ¤ The heroes defeat the Edoran “defenders” : +1 ¤ The heroes defeat the Romulan landing party : +1 ¤ The heroes manage to decipher the Iconian controls and stop the : +1 ¤ attacks. / 14 Proctors Notes: Proctor: Date Played: Crew: USS Final Score: / 11 Officers Present: Total XP Award: Individual XP Awarded: Individual Renown Awarded: Reviewed By: Commanding Officer Fleet Commander 47
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Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected] for LIVING GREYHAWK campaign questions email [email protected] TUS6-01 Gambling with fate A One-Round D&D ® LIVING GREYHAWK™ Tusmit Regional Adventure by Erik Deschamps Triad Edit: JP Chapleau Circle Edit: Tim Sech Tensions are rising in the sheikdom of Dihn. The trade routes with the Khund are no longer safe. Humans are claiming to have been assailed by dwarves. Dwarves are cursing the Mouquolad’s for hijacking their caravans. People are questioning openly the patrols in charge with the safe-keeping of the Yatils. Could things get even worse for Tusmit? An adventure for dwarves… huh any characters… levels 4 to 14. (APLs 6 to 12). TUS6-01 Gambling with Fate Page 2 RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign------a worldwide, ongoing D&D campaign set in the GREYHAWK setting------you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table DM (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD- LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK PC. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK PC creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer PCs (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own PCs to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average PC level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the PC level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a PC with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each PC’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of PCs playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- TUS6-01 Gambling with Fate Page 3 numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player PC is three PC levels or more either higher or lower than the APL at which this adventure is being played, that PC receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level PCs to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1 st-level PCs may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise PCs to buy riding dogs to help protect them, and fight for them. Time Units and Upkeep This is a standard One-round Regional adventure, set in Tusmit. PCs native to Tusmit pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. PCs that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this scenario. A PC who does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the PC possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the PC will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the PC has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. Adventure Background Sometimes, luck is just not on your side. So it was for Harald Mouassim, a cleric of Norebo (Suel god of luck and chance, CN) who was gambling casually in the city of Schwartzenbruin while on an expedition to officially “harness the commercial opportunities for Tusmit and Perrenland”. The stakes were high and the payment was to perform a simple task. Well, not that Harald’s word was to be trusted when he said he would do it, it simply was that he could not do otherwise, or so was thought. His counterpart was an agent of a dark power not specified in the course of this adventure. This dark power plans to use the turmoil in Tusmit to consolidate its own position of power. That is, the plan as seen from a first look. So a plan was set up to amass wealth and garner supply to be able to enlist and arm more people to his army. Harald was the ideal man to perform the task so he had to be enlisted. And what better way to enlist a cleric of Norebo than a game of dice? Of course, you have to know that luck is on your side. A simple formality… So, Harald enlisted the Silent Whisperers, a band of experienced dwarf mercenaries from the Clatspur Hills. And he went back to Tusmit found a decent hideout, went to Dwur’Ayhand and got back in touch with the merchant community. He learned about the new commercial relations between the Khund and the Mouqollad Consortium. The Khund, wanting to remain neutral, had to resort to an intermediary in order to be able to supply the rebel forces of Dihn. So, they reluctantly had to establish commercial relations with the Consortium and even though there’s no love between the two factions, it turned out to be quite profitable for both partners. Harald formed the plan to have his mercenaries personify dwarven patrol of the great convention and attack caravans to garner wealth and create tensions between the Mouquolad and Khund. He certainly would not suffer working for anyone else than him and so, while seemingly working for the force, he pursued his own ends. Harald scored triple: he was able to amass significant wealth, weaken the rebels supply road and pose in some way as the alternative for the TUS6-01 Gambling with Fate Page 4 dwarves to maintain some commercial relations with Dihn. Harald Mouassim Harald is the example of duplicity: an independent merchant of Dihn, although he was blessed by Norebo’s word a long time ago, while traveling in Bissel. With the recent events in Dihn, he had to openly align himself with the rebels, even if his heart lay with Muammar Quaran. So he took the first opportunity to pass through the lands of the Khund and see how factions within Perrenland could help with the loyalists cause. This is how he got entangled in this large web and politics. The Thunderstone clan Lady Emeraud, being a former member of the patrol of the great convention, feels first-hand concerns for the situation. With her brother Taklinn Thunderstorm, they decided to enlist a group of adventurers to investigate the matter. Because of possible political repercussion (not only within Tusmit but in the Khund lands and Perrenland), neither of them can intervene directly. Lady Emeraud appeared in TUSI4-03 Miss Khundgeniality. Check the AR of any PC who played that adventure for any signs of failure. Taklinn Thunderstone appeared in a number of the previous adventures: TUSINT3-05 Dark Risings, TUSI4-03 Miss Khundgeniality and TUSINT4-06 Rebellion (Khund Lands). Taklinn is the high priest of Moradin in the Khund nation. He is presumed to be the one to be crowned king of the Vesterkhund (the western part of the Khund nation), but it has yet to be done. Abdallah Yussam ibn Abdallah Rich Baklunish merchant from the Mouqollad Consortium hailing of Dwur’Ayhand, he is known to take great risks. Great risks bring great profits and Abdallah is filthy rich. His negotiating skills and diplomacy have always given him the edge he needs to get what he wants. He distrusts dwarves since they are almost as greedy as him. Things got worse with the present events. He has been affected more than any merchant by the breakdown of the trade route. A strong believer in Jadhim-Orem, Abdallah has profited a lot through commerce with the Khund and he does not want to lose his gold mine. The Silent Whisperers The Silent Whisperers are a band of mercenaries from Perrenland. Outcasts from their respective clans, they bonded with each other trough necessity and learned to trust and care for each other. They have been working together for quite some time. They are known for their efficiency, and their tendency not to ask questions. As long as they get paid, they don’t mind using the means necessary to perform a task. Although they are willing to face almost any perils together, they really care about their lives, and the lives of their companions. They have assailed many caravans for Harald and are the main reason for the rising tensions. Tusmit Loyalists The following people should be considered Tusman Loyalists for the purpose of this adventure. • Harald Mouassim Tusmit Rebels The following people should be considered Tusman Loyalists for the purpose of this adventure. • Abdallah Yussam ibn Abdallah Indifferent The following people should be considered Tusman Loyalists for the purpose of this adventure. • Lady Emeraud • Taklinn Thunderstone • The Silent Whisperers • Other Khund Note on Dwur’Ayhand Capital of Dihn and siege of Jadim Oren power, the city is clearly aligned with the rebellion. Although no confrontations have been taking place, preparations have been frantic, just in case of. The armed presence is important but the markets are now emptied of arms and supplies. In general, humans tend to support the Mouqollad version of the story, while the dwarves are supporting the Khund version of the events. Note that a third of Dwur’Ayand population is of dwarven origin. TUS6-01 Gambling with Fate Page 5 Adventure Summary Introduction The PCs are brought to Dwur’Ayhand by rumors of a Khund uprising. Loyalists are met with suspicion at the entrance of the city. Encounter 1: Meeting the Thunderstones Emeraud and Taklinn Thunderstone enlists the PCs to find the source of the troubles. The PCs learn about the attacks on the caravans. Encounter 2: Investigation The PCs can learn more about the situation at hand. They are hired as guards by a merchant planning an expedition in the Yatils. Encounter 3: Hungry Birds The caravan is assailed by giant birds in quest for food. Encounter 4: Angry Dwarves The PCs get to meet and interact with a real patrol of the great convention. They can learn more about the Khund. Encounter 5: Ambush in the hills The caravan is ambushed by the Silent Whisperers. Encounter 6: Finding the Boss’ hideout The PCs leave the caravan and head out to find the man behind. They have to cope with high altitude throughout their search. Encounter 7: A pair of dices The PCs explore the raider’s lair. A cargo is ready to set out and a letter suggests a destination. Encounter 8: Harald Here the PCs fight the cleric of Norebo and can interrogate him. Encounter 9: The rightful commitment PCs going to the Dig Pass gets to meet with dwarves loyalist and can choose to give them the goods. Encounter 10: Dungar Llith Abdallah tries to convince the PCs to charge him with the goods. The PCs arrive to Dungar Llith. They are met by a courtier and brought to the Haigh Raigh King, as an envoy of Omar Saladish pleading for the Khund support of the rebellion. The PCs may choose to hand the goods to the Khund or the rebel forces (represented by Omar Saladish envoy). Conclusion: King Barandon hands the PCs a personal invitation to his wedding. They assist the crowning of the king of the VesterKhund. Introduction Read or paraphrase the following The open rebellion of the Sheikdom of Dihn is the topic of most discussions around Tusmit. Rumors of Khund uprisings are also passed around. Caravans of the Mouqollad Consortium are said to have been lost in the Yatils, their content stolen by dwarven raiders. As if Tusmit needed problems on another front… You needed nothing more to feel the call for yet another adventure. As you made your way to the sheikdom of Dihn, you found the roads really calm. It really seems that business is not running as usual for Dihn. Of the few travelers you actually met, most were fellow adventurers who joined you in search of adventure. Allow players to introduce themselves. After a few days of travel, you finally see the walls of Dwur’Ayhand, capital of Dihn. The city is heavily fortified, and surprisingly, the gates seem to be closed. A military camp has been established around the city. Soldiers, adventurers and nobles have all flocked to the banner of Jadhim-Orem. They all wear white armbands. The rag-tag army gathered around the town has a high morale. Officers are organizing the troops into units. At the entrance, non-rebel PCs are met by suspicious stares. These PCs are charged a special “loyalty tax” of 25 fountains (gp). Also, they must keep their weapons peace-bound at all times and they are not allowed to wear armor in the town, spellcasters asked to place their component pouches in their backpacks. Any non- rebel caught breaking any of these laws will be judged for spying and the penalty is death. The guards mention this to the PCs, and make sure they understand. The sun is setting as you enter Dwur’Ayhand the capital of Dihn, a city of 4,000 souls with a reputation for being dangerous. It is odd to see so many dwarves running the street in a human city. They form more than a third of the population and the city is built in dwarven style: strong, heavy fortified, buildings of stone. Players may spend the rest of the evening as they wish (refer to Encounter 2, Investigation). They can settle for the night at the Stonemaiden Inn, an establishment TUS6-01 Gambling with Fate Page 6 where they take anyone’s coin. In the morning, a courier brings them a letter from Taklinn Thunderstone. Hand them Player’s Handout 1A to any PCs (dwarf preferably) who has successfully completed TUSI4-03 Miss Khundgeniality, TUSINT3-05 Dark Risings/L’éveil des ténèbres, comes from the Khund lands or a Tusman dwarven military unit. Otherwise, give Player’s Handout 1B to a random PC. Encounter One: Meeting the Thunderstones The Miner’s Refuge is a little tavern where dwarves are almost the sole customers. Human rarely frequent the area. It is located a short distance from the market. When the PCs enter the tavern, read or paraphrase the following (you may have to adapt if the party is composed mostly of dwarves). Entering the Miner’s Refuge, you are assailed by the strong smell of ale and sweat. The room falls silent as the heavily armored dwarves stare at you disapprovingly. As you are about to withdraw, a noble dwarf (some PCs may recognize Taklinn) stands up and approaches you. He looks around the room and the dwarves resume their drinking and conversations as if you never entered the room. “I see that you have received my note. Follow me.” Taklinn leads you to a back room to be able to talk discreetly. “Sit.” The dwarf male says as he motions to two rows of benches. “My name is Taklinn Thunderstone, High priest of Moradin in the lands of the Khund.” With a glance to a corner of the room, he continues. In a corner of the room, Lady Emeraud Thunderstone sits invisible. “We must ask you for a favor. Due to our strong ties with the Khund nation and the uncertain state of Tusmit, the Khund nation has decided to remain neutral in the current conflict. Therefore our presence here and this meeting must be kept secret. Are you willing to keep our meeting and everything we are about to reveal to you a secret?” Allow each PC a chance to respond. The current situation is important. If any PC refuses, they are politely escorted out the door. The adventure is over for those PCs. The PCs are in a Heightened zone of truth spell cast by Taklinn. To lie to them requires a Will save [DC 23]. Taklinn begins: “The troubles occurred a few weeks ago when a merchant caravan heading back from the Moradin’s Forge was lost. The sole survivors were dwarves and they reported that they were ambushed by the Patrol of the Great Convention. This scenario repeated itself many times. The merchants began hiring more armed mercenaries to protect their cargo. They were reports on our side that humans attacked our patrols on sight and we lost some of our most devoted warriors in these skirmishes.” “Now, the traffic has completely stopped and the only thing that prevents open hostilities is the strong hand of the sheik Omar Saladish and the intervention of my sister, the Queen-to-be. Haigh Righ Barandon is considering his options. “I can guarantee you: the Patrol has nothing to do with these attacks. Someone is trying to set us against each other. Find him and put an end to this scheme, however you see fit.” Taklinn glances once again in the corner of the room. Following his glance, you see a female dwarf is now sitting there. She is dressed in an adamantine plate armor with a jewel-encrusted dwarven waraxe strapped to her back. A diadem of platinum laced with silver, gold and adamantine rests proudly on her head. “Here is my sister, Lady Emeraud, she will soon take over the mantle of queen of the Khund.” The future queen smiles at you. Lady Emeraud intervenes “I have been a member of the Patrol of the Great Convention for many years. My friends are numerous in the Patrol and some have died in the skirmishes. I am counting on you to do everything possible to get to the heart of this. Can we count on you? ” Taklinn and Emeraud cannot intervene directly. Both are working with Omar Saladish to prevent an outbreak in the tensions. Who do the raiders target? They target caravans of the Mouqollad Consortium mostly. But a few private merchants or nobles have also been targeted. Do you have any known enemies? You mean other than the derro, the orcs, the goblins, the Worldburners, Kerridzar the red dragon and the agents of Iuz and the Ice Queen of Perrenland? TUS6-01 Gambling with Fate Page 7 Are there any survivors? They only leave dwarves alive. Everyone else, they finish off by slicing their throats. Dwarf survivors speak of soldiers bearing the banner of the Patrol. Where did the attacks take place? Most of them occurred in or near the woods, a few leagues from Dungarth Llith. How do the raiders operate? The survivors said that before they knew anything, half of the caravan was caught by grappling tentacles while the other half fell to arrows or blades. Are there any tracks? None that our people could find… Our best trackers believe the attackers must all be druids or incorporeal. Are there any druids operating in the area? Other that the half-elf who lives on this side of the mountains? And she has been quite friendly in keeping us informed of enemy movement. Who benefits from these attacks? The crisis has hit hard the merchants mostly. I doubt that anyone would dare another commercial expedition under the present circumstances. We haven’t been able to identify anyone who has directly benefited from these attacks. What is stolen? All kinds of valuables ranging from silverware, weapons, armors, unprocessed copper and cold iron but also grain, wood and cloth, anything they could carry, they took. What are the relations between the Khund and the Mouqollad Consortium? Taklinn explains that the Khund and the Consortium have a working agreement, but they don’t like each other very much. He is unwilling to talk about the former agreement between the Khund and the Mouqollad Consortium and will not unless specifically asked about that. What do we get out of this? We are offering a reward of 300 fountains for the heads of those responsible. Should we bring them back to face justice? My sister and the Haigh Righ have both decided that those responsible have earned the death penalty many times over. If you wish to bring them back, their death warrants have already been signed. If we do this will you join the rebels/ loyalists? No. Encounter Two: Investigation This encounter should ultimately lead to the players being employed as guards by Abdallah Yussam ibn Abdallah. The way to reach this end is up to you and the players. The game is written assuming the players head out with the caravan. Higher levels player may not want to assume the disguise of simple guards; try to present this as an undercover operation. If they head out on their own, go with it, however you may have to modify a few encounters. The adventure supposes the PCs go with Abdallah. Word on the street When the PCs want to go around asking questions, use the following table for their Gather Information checks. PCs from Dihn automatically get the information under DC15. The following modifiers apply: • Every rebel in the party: +2 • Having a dwarf in the party: +2 • Per fountain (1gp) paid: +1 (max of +5) • If a party member belongs to the Mouqollad Consortium +1 • Every loyalist in the party: -2 DC 5: Jadhim-Orem is back in Tusmit. He has set his quarters in the sheik’s palace here, in Dwur’Ayand. DC 6: Caravans heading out from the Khund land have been assailed by dwarves. The caravans were looted, the people and horses murdered. DC 7: Omar Saladish has aligned himself and Dihn with Jadhim and the rebels. DC 9: The trade routes with the Khund are now completely deserted. DC 10: If you’re looking for a job, I’d check the market… Merchants are always looking for hired hands. With the dwarven attacks, they are paying good money! Abdallah is looking for people, I’d talk to him. DC 12: Taklinn Thunderstone, the future king of the Vesterkhund is in town. DC 13: If you want to know anything about dwarven culture or what is happening, I’d go and meet with Gort Badaxe at the temple of Moradin. DC 14: The Khund still have to make a statement about the rebellion. I wonder were Lady Emeraud stands. DC 15: There is still someone fool enough to try to send a convoy to Dungarth Llith. TUS6-01 Gambling with Fate Page 8 DC 17: “Have you heard about the Faris Rautha? Our sheik has given them asylum here. I heard they come from Ekbir.” DC 18: There are still some folks loyal to the Usurper. No one would dare say so, but I am certain they are plotting in the basement of their mansions. DC 20: Saffa bin Al al-Mullah, the local high priestess has managed to revive one of the dead caraveneers. If you want to know more I’d suggest you head to the Temple of the Restorer of Righteousness. DC 24: The Khund had been supplying the rebel forces since before troubles started. It is not known by many, because they used the Mouqollad Consortium as an intermediary in order to remain neutral. Of course, neither factions were happy to collaborate at first, but they ended up with a really profitable deal. DC 30: Lady Emeraud Thunderstone was seen in town. Is the Queen of the Khund here to ally her nation with Jadhim-Orem? DC 32: (to loyalists only) “I heard loyalists have started to regroup. My cousin’s friend’s brother-in-law who is a noble has said that his uncle who is thought to be a loyalist has been meeting with fellows lately.” DC 38: Commercial relations have not broken down totally with the Khund. Harald Mouassim has been dealing small quantities of Khund merchandise lately. Temple of Moradin: Gort Badaxe Gort, the highest-ranking priest of Moradin within all of Tusmit, is reportedly related to the heroic lineage of Kordan Badaxe. Dwarves wishing to see him are granted an immediate audience, but non-dwarves seeking his service must often wait several days, especially those seeking the power to raise the dead. Gort is familiar with the efforts of Taklinn to restore calm. He suspects that bandits or mercenaries have been employed to personify the Patrol of the Great Convention and create chaos, but has no clue as to who is behind this. He gladly helps dwarves as best as he can. Parties without dwarves do not receive an audience with him, unless they belong to the Heroes of Tusmit meta-orgs, include at least one Tusmit-based noble or are willing to spend an influence point with a dwarven faction of Tusmit. He also knows the following: • The Khund have been using the Mouqollad Consortium as an intermediary to supply the rebels of Dihn. He personally feels that the Khund should not resort to such means and should either openly support the rebellion or oppose it. • He can confirm that Lord Taklinn Thunderstone is in town. He has been in this temple to pay respect to Moradin and to confirm Gort in his functions. • A merchant has approached him asking for experienced hired guard. Gort can tell the PCs where to find Abdallah. All APLs (EL 13) �Gort Badaxe: LG male mountain dwarf Pal4/Clr9 - Moradin Temple of the True Faith: Saffa bin Al al-Mullah Saffa bin Al al-Mullah is the highest authority in Dihn, second only to the Sheik. Saffa is the highest-ranking member of the True Faith in Dihn, and often makes the voyage to see the Grand Mufti from her temple in Dwur’Ayhand. Saffa gladly welcomes the opportunity to help those in need, but often asks for large donations to her temple if the recipient of her favor is not a follower of Al’Akbar. Saffa al-Mullah has stayed uninvolved in the current crisis with the dwarves. She is as informed as can be. Parties including at least one follower of Al’Akbar (either faith) can get her to open up and discuss the situation. Others must convince the low-ranking priests to arrange a meeting with the high priestess. This requires either a Diplomacy check DC 20 or the expenditure of an Influence point with the church of the True Faith. She also knows the following information: • The Khund have indeed been using the Mouqollad as an intermediary to supply the rebels. She personally feels that the Khund should not meddle in the affairs of Tusmit. If they want their own country, they should not get involved in the running of their neighbor. • It is true that no humans were left alive from the attacks. But in one case, the body of a wealthy merchant was retrieved and she was able to revive him. The man blames the dwarves but apparently, he had not seen much. He kept fighting against imaginary tentacles. Saffa guesses that he was caught either by an Evard’s black tentacles spell or some druidic magic like a briar web or entangle. TUS6-01 Gambling with Fate Page 9 That man has since left for Blashikdur (and his not to be found during this adventure, if the PCs have some means of contacting him, he only confirms what Saffa said). All APLs (EL9) �Saffa bin Al al-Mullah: LN female human Baklunish Clr9 True Faith of Al’Akbar Divination Divinations are available (at the appropriate price from the latest LGCS) at the following temples: Moradin, True Faith or Istus. The PCs may of course cast their own divination spells. If they are asking where or who is behind the troubles: “Many veils cover the truth, before you can see the truth you have to remove all the veils. Down the spiral, one may find the right set of dice.” If asking about the difficulties to be encountered: “Many outcasts may form a tribe.” Other sources The PCs may come out with other means to find information, other people to contact, organization or extra-planar assistance. Call for appropriate rolls and if their solution seems like something that could work, give them the information. The goal of this encounter is not to slow them down, but to allow them to explore facets of Tusmit. However, the PCs are NOT able to meet with the sheik Omar Saladish or Jadhim-Orem since both are busy. The Faris of the Squirrel is nowhere to be found. Your goal is to point the PCs toward Abdallah Yussam ibn Abdallah. Mouqollad Consortium The warehouses of House Yussam in Dwur’Ayhand are well-stocked with copper from the mines and weapons destined to the war that will soon begin. PCs who are members of the Mouqollad Consortium or who succeed at a Knowledge (local) check [DC 18] know that Adballah leads the small house and has turned if from near bankruptcy in 592CY to a highly profitable venture with the opening of the Khund tunnel to Perrenland. Abdallah himself is a charming fellow with a pencil- thin mustache and salt and pepper hair (think Cary Grant). He is dressed in a mix of traditional Flan and Baklunish garb. Unlike many merchants he wears but a few simple jewels. Abdallah figured out the current troubles could turn into good profits. After all, the breakdown of commercial relations could mean that the first one to travel to Perrenland and back will gain much fame, and with fame, fortune. After hard negotiations with a fellow merchant in Moradin’s Forge, Abdallah struck a deal that would be the most lucrative deal ever made in the history of Tusmit. He now needs experienced guards to escort his caravan. The PCs are perfect, if there are no dwarves among them. If the party includes a dwarf, he hesitates, questions them, but he finally decides to employ them. In general, he suspects dwarves and keeps an eye on them throughout the adventure (going so far as to keeping watch with them). He offers a payment of 150 fountains to be paid with 15 new platinum pieces minted to the effigy of Jadhim-Orem. If asked about the nature of the cargo, he will say that it is “specialty items requested by the High King himself”. The cargo includes many wedding supplies for the wedding between king Barandon and the Lady Emeraud Thunderstone. It contains mostly gold and silver platters, but also food such as salted fish, galda fruits and some small statues of Moradin and Berronar Truesilver. Abdallah thinks that all the caravans attacked were coming from the Khund lands into Tusmit. He thinks that a smaller caravan coming into the Khund lands will not be attacked, at least not before it heads back home with some sort of cargo. Choose a lawful-looking PC (non dwarf), preferably a priest of Al’Akbar or a member of the Tusman army. The merchant offers him a 50 fountains (5 new platinum pieces) bonus to be in charge of the safekeeping of the cargo (this gold is not over-the-cap). The PC will be held personally responsible to any damage suffered by the caravan. This PC receives the Man in Charge reward. Once the PCs have struck a deal with Abdallah, he informs them that they will be leaving tomorrow, shortly after morning prayers. Independent merchant Harald Mouassim Harald Mouassim has a small trading post in Dwur’Ayhand. The PCs may hear of him and want to meet with him. Harald is a Suloise-Baklunish TUS6-01 Gambling with Fate Page 10 merchant who is a rarity in Tusmit, he is an independent. When dealing with Harald, do not ask for Sense Motive rolls. Let the PCs ask for them. If asked about his recent dealings with the Khund, he says that his business suffered but was able to maintain some relations, being able to get through with luck and cunning. He says that he used the cover of other expedition in order to save his (a lie). If questioned about the nature of his dealings with the Khund, he says that he was able to supply the dwarves with provisions (a half-truth, he did sell food to the dwarves, but he mostly purchased arms and equipment for the loyalist forces). Harald goes on with half-truths and shows a lot of interest in the PCs’ business, trying to learn as much as possible from them. Encounter Three: Hungry Birds The PCs probably arrive on time. Abdallah complains anyway. The sun is only starting to rise when you arrive at your rendezvous with the merchant Abdallah. When he sees you, he begins to complain about you being late. Everything seems to be ready for the expedition to begin right away. Three wagons drawn by draft horses are full of miscellaneous supplies hidden under tarps. The teamsters are tying up the last of the supplies. The caravan consists of: 3 horse-drawn wagons. On each wagon is crewed a teamster (Com1) who is clearly a non-combatant and terrified, but attracted to the high pay promised by Abdallah (50 fountains). A mounted Abdallah and the PCs are the only people escorting the caravan. Abdallah does not discuss about the nature of the cargo, his employer or the actual deal. Curious PCs trying to find the nature of the cargo should find a way. Tense climate The first day of road is uneventful. The caravan slowly starts to rise and reaches the Yatils. The caravan should end up in the small town of Reijah for the night. Try to maintain a tense climate: the PCs should expect to be ambushed at anytime and Abdallah is clearly expecting and ambush at every detour of the road. To increase tension, you can draw a few sections of tunnel and call for initiative, but nothing happens. Here are a few ideas of things that could happen: • The PCs encounter a lone traveler coming the other way. • Two dead bodies lie on the road ahead. They were farmers who were killed by a griffon. They have little of value. • A narrow pass in the rocks (if you have ever played TUS2-02 The hills are alive this “encounter” takes place at the site of the caravan attack in that adventure). • As they pass by a small group of trees, a murder of crows takes flight, scaring everyone. Have fun with it. The second day On the second day, the path starts to climb seriously up. As it gets steeper, it also gets more curvilinear and they are forced to use more dangerous looking passes. The caravan gets assailed by hungry birds. APL 6 (EL 7) �Advanced Griffon: hp 141; see Appendix One. APL 8 (EL 9) �Roc: hp 207; see Monster Manual page 215. APL 10 (EL 11) �Rocs (2): hp 211, 203; see Monster Manual page 215. APL 12 (EL 13) �Advanced Roc: hp 348; see Appendix One. Tactics: The birds are primary looking for food. The rocs try to snatch as must food as possible before bringing it back to their nest and then come back. A simple way to succeed this encounter would be to sacrifice some horses to the birds. If the PCs attack the birds, they defend themselves. At any rate, any horse lost to the birds is charged to the Man in Charge of the safe-keeping of the cargo by Abdallah at the standard Player’s Handbook cost. He receives the Held Accountable AR reward. The wagons are drawn by draft (light) horses and Abdallah personal mount is a heavy tusman warhorse. Other PCs may participate in payment if willing. Abdallah is really angry if his TUS6-01 Gambling with Fate Page 11 caravan is slowed by the loss of horses and he points out that the slower they are, the bigger the risk of an ambush is. The birds try to take flying PCs first, then the largest target on the ground (enlarged PCs first, then mounted PCs), then horse, then medium-sized PCs then small- sized PCs. Abdallah and the teamsters hide under the wagons and stay there until the creatures are gone. Development: The caravan pass the small mining town of Tab’en’our and reach then entrance of the tunnel marking the beginning of the Khund lands. Encounter Four: Angry Dwarves Shortly after the PCs have entered the tunnel in the morning, they encounter a real patrol of dwarves from the Patrol the Great Convention. These dwarves have been dispatched from Dungarth Llith and have been sent to dispatch the birds the PCs encountered in Encounter Three. They greet the PCs with readied bows and crossbows. Adballah says that they are very likely the raiders. The dwarves, while not overly charming fellows (they are dwarves after all), are good and doing the best they can in a situation that is getting out of hand. With the beginning of the attacks on the caravans, the Patrol of the Great Convention has hardly been able to deal with their routine problems, namely the many dangerous creatures lurking in the Yatils. To get the dwarves to open up, the PCs must succeed at a Diplomacy check [DC 20+APL]. The following modifiers apply on this check: • The PCs dispatched the birds in Encounter Three or the caravan has obviously suffered from the assault of the birds: + 5 • Showing no hostile intentions: + 5 • Every dwarf in the party who belongs to the Khund: + 5 • Every dwarf in the party: + 2 • Every elf in the party: - 2 • Showing any kind of hostile intentions (including trying to Intimidate them): - 10 Friendly dwarves When the dwarves have figured out they can trust the PCs, they open up and offer to share a quick meal and ale (the Cleric carries a barrel of ale). They also share some information with the PCs. • The long-awaited wedding of King Barandon to Lady Emeraud is scheduled for later this year. Many Khund feel this is the final step toward reforging a nation. Many of them are somewhat jealous of the King for having such a great bride: “Good with an axe, good for the clan!” • The dwarves found the wreckage of a caravan higher on the path. It was looted but they were unable to track down the assailers. • They are sorry about acting so hostile but on similar situations, other patrols were attacked by caravan guards. • The Khund nation is growing incredibly fast. Fires are burning days and nights as the mastersmiths creates marvelous objects to embellish Dungarth Llith and the High King’s palace. The city is soon to be the jewel of the west, if not of the Flanaess. • They do not feel drawn one way or the other with regards to the rebellion. Many Patrolmen swore allegiance to Jadhim-Orem in the days and have since sworn allegiance to Muammar Quaran. They are mainly looking out for their lands. • If pressed on the matter of the rebellion, they say that they think that if Omar Saladish decided to align with Jadhim-Orem, then it would be best for them if the rebellion succeeded. They trust the Sheik’s judgment for dealings with non-dwarves in general. Before parting, the cleric offers the PCs the following words of advice: “The attacks have occurred on higher ground. So keep both eyes open at all times. Those raiders know the mountains very well to have eluded us so long. As soon as we get a hand on the one behind this, you are allowed to render the justice of the King. Should you, by any chance, have better luck than we did so far, I am sure Haigh Righ Barandon and Lady Emeraud will be happy to show you their appreciation.” TUS6-01 Gambling with Fate Page 12 Troubleshooting: Fighting the dwarves Sometimes… pfff… These dwarves fight to kill, they are soldiers with appropriate authority. All APLs (EL 10) �Khund Fighters (3): Male Dwarves Ftr5; LG; hp 54 each; see Dungeon Master’s Guide page 117. �Khund Cleric of Moradin: Male Dwarf Clr7; LG; hp 60; see Dungeon Master’s Guide page 115. �Khund Hunter: Male Dwarf Rgr5; hp 36; see Dungeon Master’s Guide page122. Development: you’ve obviously guessed by now that the PCs do not receive any experience point for that encounter. If any of the dwarves die, the PCs receive the “Dwarf Killer” AR reward. Encounter Five: Ambush in the Hills Crisp mountain air During the third day of travel, the caravan finishes his ascension and crosses in a high pass. Breathing is laborious here. PCs must succeed on a Fortitude save [DC 15 +1 per previous check] or be fatigued as per the rules for High Pass altitude zone page 90 in the Dungeon Master’s Guide. Mountain dwarves, members of the Dwarven Homesteader or the Tusman nomads meta-orgs, are considered acclimated and thus, do not need to make the save. The caravan has to travel 4 hours in the high pass or 8 if it is particularly slowed, for example by having lost a couple of beast of burden to the birds. The ambush The ambush takes place in the middle of the pass. Helena ‘God’s Eye’, the hawk familiar of Nalror is on the look-out and informs the raiders of the coming of the caravan. The battle is to occur in a 20ft wide area of the canyon. The rock walls are 40ft high and the canyon is 60ft long. The dwarves wait until the last member of the caravan to enter the canyon before launching their assault. If the players encountered Harald previously, keep in mind that any information Harald obtained on the PCs, the raiders know and they adapt their tactics accordingly. The dwarves assume they are able to surprise the PCs. However, the PCs should be expecting an ambush at any time, and as such, could come up with some way to avoid being surprised. APL 6 (EL 8) �Dalard ‘Stout Guardian’: Male Dwarf Clr4; hp 35; see Appendix One. �Nalror ‘Honorable Riddlemaster’: Male Dwarf Wiz4; hp 25; see Appendix One. �Duerik ‘Darkness Brother’: Male Dwarf Rog4; hp 34; see Appendix One �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr2; hp 41; see Appendix One APL 8 (EL 10) �Dalard ‘Stout Guardian’: Male Dwarf Clr6; hp 51; see Appendix One �Nalror ‘Honorable Riddlemaster’: Male Dwarf Wiz6; hp 51; see Appendix One �Duerik ‘Darkness Brother’: Male Dwarf Rog6; hp 48; see Appendix One �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr4; hp 61; see Appendix One APL 10 (EL 12) �Dalard ‘Stout Guardian’: Male Dwarf Clr8; hp 67; see Appendix One �Nalror ‘Honorable Riddlemaster’: Male Dwarf Wiz7/FateSpinner1; hp 49 + (14 from false life); see Appendix One �Duerik ‘Darkness Brother’: Male Dwarf Rog7/NightsonEnforcer1; hp 63; see Appendix One �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr6; hp 81; see Appendix One APL 12 (EL 14) �Dalard ‘Stout Guardian’: Male Dwarf Clr10; hp 83; see Appendix One �Nalror ‘Honorable Riddlemaster’: Male Dwarf Wiz7/FateSpinner3; hp 77 (16 from false life); see Appendix One �Duerik ‘Darkness Brother’: Male Dwarf Rog7/NightsongEnforcer3; hp 79; see Appendix One TUS6-01 Gambling with Fate Page 13 �Marel ‘Golden Warrior’: Male Dwarf Rgr2/Ftr8; hp 101; see Appendix One Tactics: When the caravan arrives, Nalror opens up with an area of effect spell designed to slow the PCs down. Marel starts shooting at whoever he can. Duerik approaches from behind trying to hit those who remain behind (he is quite fond of wizards). Dalard uses his spells to slow down or delay the PCs. Nalror uses Marel as a shield. Whenever possible, those PCs in the front of the party: Nalror, Marel and Duerik focus their attacks on a single opponent trying to take him down. They try to remain out of reach of the PCs as much as possible. They use lethal damage and coup-de-grace actions on fallen PCs (particularly on spellcasters). When 3 of them have fallen, the last one tries to run away. Treasure: APL 6: L: 528 gp; C: 0 gp; M: Pearl of Power 1st lvl (83 gp), brooch of shielding (125 gp), dust of tracelessness (20 gp), lesser rod of enlarge (250 gp), amulet of natural armor +1 (166 gp), +1 mithral chain shirt (175 gp), +1 breastplate (112 gp); APL 8: L: 278 gp; C: 0 gp; M: +1 full plate (220gp), +1 tower shield (98 gp), pearl of Power 1st lvl (83 gp), brooch of shielding (125 gp), clock of resistance +1 (83 gp), dust of tracelessness (20 gp), lesser rod of enlarge (250 gp), amulet of natural armor +1 (166 gp), +1 mithral chain shirt (175 gp), scroll of greater invisibility CL7 (50 gp), +1 mithral breastplate (433 gp); APL 10: L: 254 gp; C: 0 gp; M: +1 full plate (220gp), +1 tower shield of arrow catching (348 gp), pearl of power 1st lvl x2 (83 gp each per character), brooch of shielding (125 gp), cloak of resistance +1 (83 gp), dust of tracelessness (20 gp), headband of intellect +2 (333 gp), lesser rod of enlarge (250 gp), ring of protection +1 (166 gp), wand of mirror image (375 gp), amulet of natural armor +1 (166 gp), +1 buckler (97 gp), gloves of dexterity +2 (333 gp), +1 mithral chain shirt (175 gp), scroll of greater invisibility CL8 (120 gp), amulet of natural armor +1 (166 gp), +1 mithral breastplate (433 gp), vest of resistance +1 (83 gp); APL 12: L: 202 gp; C: 0 gp; M: +1 full plate (220gp), +1 tower shield of arrow catching (328gp), pearl of power 1st lvl x2 (83 gp each per character), pearl of power 2 nd lvl (333 gp), periapt of wisdom +2 (333 gp), brooch of shielding (125 gp), cloak of resistance +1 (83 gp), dust of tracelessness (20 gp), headband of intellect +2 (333 gp), lesser rod of enlarge (250 gp), ring of protection +1 (166 gp), wand of mirror image (375 gp), amulet of natural armor +1(166 gp), bag of tricks – tan (525 gp), +1 buckler (97 gp), gloves of dexterity +2 (333 gp), +1 mithral chain shirt (175 gp), scroll of greater invisibility CL10 (83 gp), amulet of natural armor +1 (166 gp), +1 mithral breastplate (433 gp), +1 greatsword (196 gp), +1 shock arrows x10 (139gp each per character), vest of resistance +2 (333 gp); Development: The dwarves are willing to talk if the PCs promise to let them go. They swear to stop attacking any caravans and return to Perrenland. If the PCs promise it to them, the dwarves ask for any cleric of a lawful deity first, then paladin-types to give their word before sharing information. They can tell the PCs where to find their boss (which they only know as “the Boss”), but don’t know much else. Abdallah does not take an active part in interrogation, but he takes part in all intra-party discussion about the prisoner. He is in favor of promising to let them go and when he gets the information he wants, he asks the characters to give them their rightful punishment, death. Abdallah points out that Lady Emeraud has asked them for their heads, and they might get a reward. If one of the raiders flees and is not caught by the PCs, he gets to Harald first and gives him the full story. They meet that raider again with Harald later. Proceed to Encounter Six under Finding the Boss: following a running dwarf. Encounter Six: Finding the Boss’ Hideout Timeline From the time the PCs defeat the raiders, allow them 2 full days to find the hideout. After the first day, Harald is considered warned that something is wrong. Decisions After defeating the raiders, the PCs have a few important decisions to make. Adballah doesn’t want to be left without any guards in the mountains. He insists he be escorted to a nearby outpost. If the PCs decide to abandon him here, Abdallah is furious, insults them and calls them oathbreakers and unreliable. He immediately breaks off their agreement and allows them to leave. He does not pay the PCs anything. TUS6-01 Gambling with Fate Page 14 If the PCs decide to escort Adballah to an outpost, the closest one is “Bimira, World Famous Crossroads Trading Post at the Top of the Yatils”. It is about a half- day away. Meaning it takes a full day for the PCs to go there and back. Though Abdallah grumbles at being left behind at the crossroads, he lets the PCs pursue the raiders. The PCs may also wish to complete their contract with Abdallah and escort him all the way to Dungarth Llith. If that is the case, then Harald has disappeared upon their return. Proceed to the Conclusion. The PCs may wish to turn over any prisoners to the Khund authorities. Remember, they received word from said authorities (Lady Emeraud and Lord Taklinn) that the raiders have outstanding death warrants on their heads. Any prisoner turned over to Khund soldiers is executed on the spot and their (only) heads are brought back to Dungarth Llith. Bimira, World Famous Crossroads Trading Post at the Top of the Yatils Bimira’s trading post is located at a crossroads. A planted sign in Dwarven, Common, Baklunish and Gnomish (the last one was added by Bimira) read “Reijah” (west), “Dungarth Llith” (east) and “Silver Springs” (north) and “Holy Shrine of the Mother” (south). The north and south locations were visited by the PCs in TUSI4-03 Miss Khundgeniality and they have nothing to do with this adventure. Bimira is a gnome who moved here to make a quick buck. The PCs may have met him in TUSI4-03 Miss Khungeniality where he was troubled by a large band of goblins. The trading post has changed little in the last 2 years, with the exception of the addition of a stables and an inn (all run by Bimira himself). The current crisis has not seriously affected the gnome who caters to the Khund military. Bimira wears a gnomish mockery of a Baklunish dress: huge turban, long robes, a huge handlebar mustache and an elaborate scimitar. Bimira is perhaps too nice… But he is just that: a nice guy. He has access to any number of non-magical items found in the Player’s Handbook. If the party is seriously injured, feel free to give Bimira a few scroll or potion of healing to sell, especially if the PCs plan on resting here for a few days. Bimira’s is located in a forested valley nestled in the Yatils. While the altitude is still very high, anyone resting a few hours here restarts their counter for the high altitude Fortitude saves. Finding the Boss: Tracking Finding the tracks of the dwarves is very difficult because they used some dust of tracelessness, making the Tracking check [DC 47]. Tracking by scent is impossible. If the PCs allowed one of the raiders to escape, then the Tracking check drops down to [DC 25]. Finding the Boss: Info from the Raiders One of the raiders might have told the PCs where to find the boss. If that is the case, then the PCs have little difficulty following the trail markers the dwarves have left. Finding the Boss: Following a running dwarf The PCs may also elect to allow one of the raiders to escape. Every hour the PCs follow the raider; have them make an opposed Hide check against the raider’s Spot. If the raider wins, he leads the PCs on a merry chase, forcing them to make another Fortitude saves (DC is 15 +1 per previous save) due to the high altitude. Being mountain dwarves, all of the raiders are accustomed to this climate and thus he hopes to slow the PCs down. If the PCs win two times in a row (the raider is cautious), then he heads straight for the Boss’s hideout. The trip takes an hour (and another Fortitude save). Finding the Boss: Wandering around (Troubleshooting) The PCs decide to wander around looking for the lair, have them waste one full day before finding a small caravan that has been highjacked a long time ago. This gathering of now-burned wagon was one of the first attacks by the raiders, and as such they hadn’t yet perfected their techniques. The husks are very well hidden and the PCs only came across it by chance. A Tracking check [DC 20+APL] leads up to the lair (4 hours away). Here, it is possible to track by scent. Alternatively, making a Search check [DC 20+APL] has the PCs find a small well-traveled path leading into the mountains. This path leads to the lair. In short, if the PCs head to Bimira then wander around, they are too late. Harald is gone. TUS6-01 Gambling with Fate Page 15 Encounter Seven: A Pair of Dice The entrance to the lair The PCs finally reach a point where the tracks were once again carefully hidden using dust of tracelessness, near a rock wall. A permanent image and a Nystul’s magic aura hide the entry of a cave. A Spot check [DC 30] notices that minor details in a section of the wall seem different. A Will save [DC 17] is required for a character interacting (touching the section, searching) to disbelief the illusion. A Search check [DC 28] with the trapfinding ability also makes the character aware of the illusion. An alarm is set in the first 5 feet after the entry of the tunnel (also dissimulated by a Nystul’s magic aura caster level 3). All APLs Alarm Trap: CR 0; magic device; magic touch trigger (mental alarm to Harald); automatic reset; alarm and Nystul’s magic aura, 1st level sorcerer; Search (DC 26); Disable Device (DC 26). Development: If the PCs trigger the trap, Harald can properly prepare to meet them. The layout of the cave is provided in Map 1. Room 1 Going down a few steps, the cavern opens up to your right and you can see a pack of mules, ready to be packed up. They are 6 mules in the room, ready to carry the goods pillaged by Harald to his loyalist allies. At a corner of the room, there is a pool of natural water. There is nothing else of interest in this room. Room 2 As you open the makeshift door, you see the corridor opening up into a large natural cavern, roughly 30 by 40 feet. It looks like the cavern contains a dwarf’s ransom of arms and equipment as well as other diverse merchandise. A campfire is lit at the center of the room. Behind it, a Suel man dressed in typical Tusman style stands. The players get to meet with Harald perhaps for the second time. He is either surprised or ready to fight. A small altar in the center of the south wall is dedicated to Norebo (Suel god of chance, CN, holy symbol: pair of 8-sided dice). The room is otherwise filled with dwarven metalwork. Weapons, armors and other essential military supplies can be found here. Other materials pillaged include silver and gold mineral as well as dried galda fruit. If Harald is present, call for initiatives before proceeding to Encounter Eight: Harald. Room 3 Behind the curtain is a makeshift bed is covered with rich blanket. Harald made this place his private room. Anyone succeeding at a Search check [DC 10] finds Players Handout 2: A letter to Harald. A successful Knowledge (geography or local/vtf or local/iuz) check [DC 20] lets the player knows where the Dig Pass is. Room 4 This room was apparently inhabited until recently. Blankets cover the ground and some rations and other basic adventurer’s standard are packed up in the room. This room served as a dorm for the Silent Whisperers. Nothing of interest can be found here. Any running dwarf is in this chamber when the PCs enter room 2 unless warned by the alarm, in which case the dwarf waits here for the battle with Harald to start. Room 5 After a small hitch to the left, the corridor ends in rubble. The corridor collapsed naturally. Working to clear out the debris leads no where. Where do we go from here? Once the PCs have dealt with Harald, there is no longer a fixed time frame for the PCs to complete their mission. They can elect to go and meet his contacts if they found the note (in which case proceed to Encounter Nine) or they may decide to continue and rejoin Abdallah at Bimira’s. (In that case proceed to Encounter Ten). TUS6-01 Gambling with Fate Page 16 Encounter Eight: Harald The fight is on. If the fight takes place in his lair, it is possible that one of the raiders from Encounter Five comes in from room 3 and joins Harald. In that case refer to Encounter Five for the dwarf. Assume the raider was NOT healed in the mean time, unless he has any healing ability or items on him. This encounter may also take place en-route to Dig Pass. In that case Harald takes cover behind the horses and mules. Unlike most Tusmans he has little attachment to the animals. APL 6 (EL 9) �Harald: male Suel Clr9; hp 61; see Appendix One APL 8 (EL 11) �Harald: male Suel Clr11; hp 75; see Appendix One APL 10 (EL 13) �Harald: male Suel Clr13; hp 89; see Appendix One APL 12 (EL 15) �Harald: male Suel Clr15; hp 103; see Appendix One At all APLs, Harald has casted a stalwart pact on himself days prior the PCs meet him. Tactics: When running Harald remember you can make only one use of turning attempts to perform a feat in any given round. This means that you cannot use Divine Spell Power and Divine Quicken in the same round. Harald is no fool. He does not want to die and he also knows only torture and death await him if he is brought back to the Tusman authorities (the Khund authorities are not likely to treat him any better). He offers to surrender to the PCs if brought down to 25% of his original hit points. He is willing to sell out the dwarven raiders to save his own hide. Treasure: APL 6: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 gp); APL 8: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), circlet of persuasion (375 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +2 (333 gp); APL 10: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), boots of speed (833 gp), circlet of persuasion (375 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +2 (333 gp); APL 12: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), boots of speed (833 gp), circlet of persuasion (375 gp), dusty rose ioun stone (458 gp), +1 full plate of silent moves (533 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +4 (1333 gp), vest of resistance +3 (750 gp); Interrogating Harald When (if) the players start interrogating the cleric, he commits himself to the following proposition: “Well you certainly surprised me. I am ready to answer your questions but I would like to first hear an account of how you got to me. I am curious and I think you owe an explication to a dead man. I am curious about you and would like some answers myself before I meet with whatever fate awaits me next. I will answer your questions after.” A Sense Motive check [DC 20] reveals that the cleric is sincere in his intentions. At APL 6, Harald is quite desperate. At APL 8+, Harald is pretty confident and is not a defeated man, even if stripped of his equipment. A check [DC 10+Harald’s Bluff skill] reveals that he exudes confidence in his speech, as if he was not defeated yet. Harald wants to know how they got there and what they know about him. What were you planning to do with the goods? Sell them to the highest bidder (false). [Hand them to his loyalists friends] Are you loyal to Jadhim Orem or Muammar Quaran? His Most Exalted Splendor Pasha Muammar Quaran is the rightful pasha of Tusmit. Why doing this? Haven’t you figured that out yet? Those cursed dwarves work with the rebels… They’ll never admit it but I’m here as a loyal Tusman. Their supply lines of those rebels MUST be cut and their unholy alliance brought to light. Who are you? Mohammed Masmoudi, trader of Darnav [capital of the Sheikdom of Khalid] (lie) Are there other mercenaries/ bandits/ loyalists in your employ? Do you think there are only 5 who are still loyal to His Exalted Splendor? Could only 5 of us have succeeded at this enterprise? Of course there are more. (A bold lie) TUS6-01 Gambling with Fate Page 17 Who are you working for? I am working for myself. [Half-truth, while he has no direct boss, he works with the loyalists of Dihn] You may also refer to Encounter Two for some additional information Harald may have. It is possible that some groups of PCs think that what Harald has done was justified and perfectly legal in times of war, especially if they are loyalists. In that case, Harald is a lot better disposed towards them and offers the PCs to blame the whole thing on the dwarves and he promises (truthfully) to stop this scheme. Harald leaves on good terms with the PCs. Development: When the PCs are done with the interrogation or if they get too threatening, proceed to Harald’s ace. Harald’s ace At APL 8+ Harald has an ace up his sleeve, a word of recall spell. Harald is willing to negotiate with the PCs. If he surrenders, he expects to be treated decently. Simply looting him is NOT a decent way however. He is not willing to hand over his holy symbol or his armor, the rest he hands over. He cares little for the stolen goods or the dwarves. If after talking to the PCs, he sees that they will not let him go free, He activates his word of recall. The PCs should be credited with full experience for the encounter. Of course, if Harald is knocked unconscious, he uses the word of recall as soon as he regains consciousness. Harald’s sanctuary is his apartment in Dwur’Ayhand. It is located over a gambling den called the Lucky Axe. The shrine is in a hallowed area tied with a dimensional anchor. Neither spells affect worshippers of Norebo. As soon as he appears, he casts nondetection. In his house, he picks up a few items before disappearing for good, leaving Dihn for parts unknown. Return to either Encounter Seven or Encounter Nine wherever the PCs encountered Harald. Encounter Nine: The Rightful Commitment If Harald escaped the previous encounter, it is likely the PCs encounter Harald as he makes his way to the meeting. If that is the case, proceed to Encounter Eight when the fight begins. The Dig Pass is located on a small trail heading down into the Sehla hills. The trail is not really used, as it is a really tortuous and difficult way to get from one place to another. For those PCs who have played TUS2-02 The hills are alive, the pass is where the poacher’s caravan was ambushed at the start of the adventure. The PCs can get there in just over a day, just in time to get to the rendezvous. Four Baklunish men are present; all are loyalist and strongly support Pasha Muammar Quaran. They were sent by Arjed al-Faris al-Fareeq to obtain the caravan of military supplies. They are to discreetly bring the goods to Hash’Esar to Arjed al- Fareeq’s men through a series of hidden trails through the Sehla hills. They are bringing a payment (100xAPL fountains (gp) per PC) as payment for the goods. (Harald figured he would increase his pay by keeping some of the best equipment for himself). The loyalists are honest in their intentions. They are not aware of Harald’s true nature or how he got the goods. They suppose he obtained them from the Sheik of Dihn’s army. The four men are Assib, Kamal, Rashid and Wallim. These men are members of the militia but are inexperienced. They would rather surrender than face a party of well-armed adventurers. They are quality teamsters who know the area; that’s why they were sent on this mission. This encounter depends on the PCs’ intentions, the following guidelines are provided. Judge the appropriate end of this encounter. Talking to the loyalists If the PCs arrive without the goods, the men leave as soon as they see them. The PCs can catch up with them and question them. To get the men to open up and be open with them, the PCs must succeed at a Diplomacy check [DC 25+APL]. A series of modifiers appear below. If they are coming with the goods, the men are surprised by the fact that Harald isn’t with them but still hail the PCs. This requires a Bluff, Diplomacy or Forgery check [DC 20+APL] to convince the men. The PCs can convince the men that the deal is off. This does not require a check as the simple presence of the PCs is interpreted this way. The loyalist, not wanting a confrontation simply back away and leave (unlike Harald and the Silent Whisperers, they have not broken any laws). TUS6-01 Gambling with Fate Page 18 The following modifiers apply on any social check: • +20 Harald with the party (this may be using a hat of disguise or other illusion magics) • +5 Every known loyalist in the party • +2 Showing no hostile intentions • +2 Mentioning the name of Mohammed Masmoudi (one of Harald’ pseudonyms). • +2 Every member of the Mouqollad Consortium • +2 Every dwarf in the party • -2 Every elf in the party • -5 Every known rebel in the party (this also takes into account anyone who has “unaligned” • -10 Showing hostile intentions (making an Intimidate check constitutes hostile intentions as is hostile behavior) Once convinced that the PCs are not out there to get them, the men are willing to share the following information with the PCs. Note that these men are not the brightest minds of Tusmit. • They are all loyal to His Exalted Splendor Muammar Quaran (they always refer to him as “His Most Exalted Splendor”) • They think Jadhim was kicked out for a good reason. (These reasons vary, but the men themselves were not borne or still infants when the event of 579CY occurred). • The men come from various parts of Tusmit but have been in Suvii for a few years. • None of them have ever seen combat against either the Worldburners, goblins or the Ketites. They performed garrison duty. • They are part of a military force gathering in Suvii aimed at destroying the Rebel forces in Dihn. (Actually the military force is present to stabilize the Sheikdom after the Goblin invasion of 594- 595CY). • They all look forward to fighting in Dihn. They hope the war will bring them riches. Development: Once the conversation dries out, the men leave or it the PCs insist on fighting proceed to Fighting the loyalists, below. Fighting the loyalists These poor men do not form any serious opposition to most parties. The men flee or surrender rather than fight. All APLs (EL 2) �Assib, Kamal, Rashid and Wallim: Male Baklunish War1; hp10; Handle Animal +6. There is no experience or treasure attached to fighting these men. Encounter Ten: Dungar Llith Decisions As soon as Abdallah knows the PCs found the missing goods from the caravan, he tries to get them to hand the goods to the Mouqollad Consortium (ie: him), as the goods were purchased by members of the Consortium. This encounter should take place when the PCs meet back with Abdallah and tell him what happen. If they return with the loot, Adballah immediately knows who this loot originally belongs to. He says (truthfully) that if given the loot, he will sell the products in Dungarth Llith and share the profits with the original owners. He is not lying; taking a 10% share of the profits is “free money” for him. This ensures his profit and that of the owners of the merchandise (who had lost and now get 90% of the profits is better than a loss). Abdallah tells the PCs of the following: Any member of the Mouqollad Consortium or the church of Mouqol can confirm his say (no check required). Otherwise, the PCs must succeed at a Knowledge (local/vtf or religion) check or a Bardic Knowledge check [DC 15]). • The Mouqollad Consortium bought the goods from the Khund. Therefore, they rightfully own the goods. • As a representative of the Mouqollad, he should be given the goods. The Mouqollad Consortium usually allows the finder of stolen goods a decent- sized reward. • Handing the goods to anyone else would anger the Mouqollad consortium. The PCs may now proceed to Dungar Llith, a day of travel away. The closer they get to the capital, the more TUS6-01 Gambling with Fate Page 19 patrols they encounter. Most of these are composed of heavy armored dwarves armed with (loaded) heavy crossbows and an assortment of melee weapons. They are often accompanied by a cleric of Moradin or Clangeddin. Dungarth Llith You finally reach the capital of the Vesterkhund. On the great gates, a carving of the mythical city of Dunorae Llith is under the protective hammer of the All-Father. The city is bustling with activity. Every dwarf seems to be on an urgent errand. Dwarves seem to have deserted their forges and many seem to be cleaning their armor. Still, the dwarves are far from outshining their city. A stone fortress stands flying the banner of High King Barandon and the arms of the Thunderstone family. While the fortress may be the most visible, another building attracts attention: the Temple of Father Moradin. The newly finished stone temple boasts has a large colonnade each sculpted to the semblance of mythical dwarven gods and heroes. The temple rests on a rise and near the sheer rock face that is the Yatils. A grand statue of blue marble over 25 feet tall depicts the All-Father in full military regalia. A young dwarf warrior wearing a heavy suit of well- crafted half-plate approaches you, an urgrosh tied to his back. “Please follow me. You are expected at the palace.” Not waiting for an answer, he turns and heads through the streets, heading towards the massive fortress. You can make out what seems to be the façade of a palace. The façade is carved within the cliff itself and depicts mythical Dwarven battles under the watchful and benevolent gaze of Father Moradin and Mother Berronar. The guide leads you into the palace and through a long hall where a throne sits on a dais on the opposite end of the room. A single figure sits on the throne and a dwarf stands before him, pleading something you can’t hear from such distance. The courtier asks you to wait here until called. The PCs are standing in the throne room of the Haigh Raigh Barandon. It is devoid of any features but the throne as to impose respect. A dwarven envoy of Jadhim-Orem (and a member of Sheik Omar Saladish’s court) pleads for the Khund to join the rebel cause. In the shadows, three other dwarves are listening attentively to the plea. To the left (west) side of Barandon, stands Lord Taklinn Thunderstone. Behind the throne is Lady Emeraud Thunderstone. To the right side stands a dwarf unknown to the PCs. The latter is following the ensuing conversation only distantly, as it does not seem to concern him. PCs may approach and hear the plea. “Your Majesty, the rightful pasha of Tusmit has returned. Jadhim-Orem is back from exile. Most of Tusmit is already united under his banner. His followers are growing daily as more soldiers, priests, nobles and adventurers rally to his white banner. Jadhim-Orem is committed to maintaining the best relations with the Khund. His Exalted Splendor promises not only hold on to the treaties already applied, he promises great reward if the Khund were to openly support his cause. His Exalted Splendor is willing to reconsider the tax portion handed back to the Tusman authorities and have them turned to a fully-independent Khund nation.” The room falls silent. After a little moment, the envoy turns toward you, as if expecting you to plead his case. The PCs may now plead for either the loyalists or the rebels. Let the PCs make their plea. You can have the PCs make a Diplomacy check [DC 30+2xAPL]. Note that at this point, the party may decide to make opposite check for some may be loyalists and some rebels. In that case, the DC becomes either the opposed roll OR the above-mentioned number (whichever is higher). In that case tally the bonuses for each side. The following circumstance modifiers apply to the check: • Spending an influence point with the Khund or the Sheik of Dihn or a church of a Dwarven deity: +10 (per influence point used) • For every Dwarf in the party: +5 • Giving the Khund the good from the Mouqollad Consortium: +5 • For every Khund in the party: +2 • For every Khund noble in the party: +1 • For every Tusman or Perrenland noble in the party: +1 • For every PC who successfully completed TUSINT3-05 Dark Risings: +1 TUS6-01 Gambling with Fate Page 20 • For every PC who successfully completed TUSI4- 03 Miss Khundgeniality: +1 • For every elf in the party: -1 • For good roleplaying: -10/+10 If the PCs succeed in swaying Barandon on one side or they other, the High King, as a good politician does not commit to either side, but do relate to the PCs that he seem “a lot more receptive” to the faction they propose. If the PCs fail, then Barandon is not swayed one way or the other. Once the pleading is over, Taklinn then leaves the shadows and addresses the PCs. “Let me say this to you and mark my word. Your actions here on these days will not be forgotten, nor will be your words.” Barandon then dismisses everybody and courtiers come into the room from hidden doors to escort you to a series of apartments for much needed rest. The courtier leaves the PCs telling that they should prepare for a grand event on the next day and that they should be dressed in their finest clothes and armor. If the PCs are still in possessions of the Mouqollad goods, they can hand the goods to either the Khund or the rebel forces at this time. If they decide to keep them, the Khund authorities seize them to ensure righteous retribution. Conclusion This adventure has 2 distinct conclusions. Take aside any Khund PC and any Tusman dwarf belonging to the military (whatever the unit) or priesthood of a Dwarven deity and run them through ‘For Khund PCs’. Run every other PC through “Others”. For Khund PCs Read or paraphrase: Having had time to rest and find a decent outfit, you are left with enough time to wonder about the much expected event. You are surprise when Lady Emeraud Thunderstone enters your room. She still wears a martial heavy adamantine plate mail and a very heavy adamantine mace. She walks to you and in a martial tone that could easily be mistaken for an order she hands you a piece of folded paper with your name written in dwarven on it. “[PCs’ name] I hope you will be able to make it to my wedding.” With that the queen-to-be turns around and walks out, her handmaiden forming a tight honor guard behind her. Proceed to “Common (All together now)”. Others Read or paraphrase: Having had time to rest and find a decent outfit, you are left with enough time to wonder about the much expected event. As you are waiting, a dwarven servant enters. He wears the livery of the High King. The herald pulls out a scroll. “Hear ye! High King Barandon and Lady Emeraud wish to invite you to their upcoming wedding.” The servant then rolls up the scroll and leaves. The servant is highly excited about the upcoming wedding. He doesn’t know the exact moment because the priestesses of Mother Berronar are still debating the best date. Proceed to “Common (All together now)”. Common (all together now) Soon after, two soldiers present themselves to lead you back to the throne room. The room is no longer devoid of garments. Long tables have been set up with long benches for an army to sit. Tapestries depicting Father Moradin, Mother Berronar and Clangeddin Silverbeard are visible everywhere. A smaller throne stands empty to the left of the King’s throne. Every dwarf wears his shiniest armor and has carefully combed his beard. Barandon sits on his throne dressed in his most exquisite garment, gold, mithral and silver line his outfit. Silence fills the room as Lady Emeraud Thunderstone enters the room. She wears an adamantine diadem certed with sapphires and a long blue gown threaded with silver and gold. A few steps behind, her brother Lord Taklinn Thunderstone follows dressed in his finest clerical vestment a silver holy symbol of the All-Father hanging from his neck and an adamantine hammer at his waist. High King Barandon stands in front of his throne as Lady Emeraud approaches him. She walks toward TUS6-01 Gambling with Fate Page 21 Barandon and stands to his right, half a step behind the King. Taklinn kneels in front of the couple. A young dwarven priest approaches the High King with a crown in his hands. The High King takes the crown and places it on Taklinn’s head with the words: “May the blessings of the All-Father follow you and all your subjects, Lord Taklinn the First, King of the Vesterkhund and patriarch of the Thunderstone family.” King Taklinn stands before heading to the smaller of the throne and takes a seat. With a motion of the hand, he calls for the feast to begin. The VesterKhund now have a king. Reward Assignment If the PCs killed any of the dwarves in encounter four, they received the “Dwarf Killer” AR Reward. Any PC who played through the “For Khund PCs” in the conclusion, receive “A personal invitation” AR Reward. All other PCs receive “An Invitation” AR Reward. For the PC who was put in charge by Abdallah in encounter two receives the “Man in charge” AR Reward. If a PC was put in charge of the cargo in encounter two by Abdallah, and the cargo and horses was subsequently lost or broken, that PC receives the “Held accountable” AR Reward. There are 4 major factions the PCs can hand the recovered goods to: The Mouqollad Consortium, the Loyalists, the Rebels or the Khund. Cross out all the rewards from the other factions. Splitting up the loot is not a good idea doing so results in the PCs not receiving any rewards. If they chose to give the goods to any other factions, then they receive nothing. Similarly, if the Khund seize the goods at the end of the adventure, the PCs receive nothing. The End Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter Three, Hungry Birds Defeating the birds APL 6 210 xp APL 8 270 xp APL 10 330 xp APL 12 390 xp Encounter Five, Ambush in the Hills Defeating the commando APL 6 240 xp APL 8 300 xp APL 10 360 xp APL 12 420 xp Encounter Eight, A pair of dices Defeating Harald Mouassim APL 6 270 xp APL 8 330 xp APL 10 390 xp APL 12 450 xp Story Award Making a peaceful contact with the dwarves (in encounter 4) APL 6 90 xp APL 8 100 xp APL 10 100 xp APL 12 150 xp Swaying High King Barandon one way or the other. APL 6 90 xp APL 8 125 xp APL 10 120 xp APL 12 165 xp Total Possible Experience APL 6 900 xp APL 8 1,125 xp APL 10 1,300 xp APL 12 1,575 xp TUS6-01 Gambling with Fate Page 22 Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. L: Looted gear from enemy C: Coin, Gems, Jewelry, and other valuables M: Magic Items (sell value) Encounter Two: Abdallah’s offer ALL APLs: L: 0 gp; C: 150 gp; M: 0 gp Encounter Six: Dwarf commando APL 6: L: 528 gp; C: 0 gp; M: Pearl of Power 1st lvl (83 gp), brooch of shielding (125 gp), dust of tracelessness (20 gp), lesser rod of enlarge (250 gp), amulet of natural armor +1 (166 gp), +1 mithral chain shirt (175 gp), +1 breastplate (112 gp); APL 8: L: 278 gp; C: 0 gp; M: +1 full plate (220gp), +1 tower shield (98 gp), pearl of Power 1st lvl (83 gp), brooch of shielding (125 gp), cloak of resistance +1 (83 gp), dust of tracelessness (20 gp), lesser rod of enlarge (250 gp), amulet of natural armor +1 (166 gp), +1 mithral chain shirt (175 gp), scroll of greater invisibility CL7 (50 gp), +1 mithral breastplate (433 gp); APL 10: L: 254 gp; C: 0 gp; M: +1 full plate (220gp), +1 tower shield of arrow catching (348 gp), pearl of power 1st lvl x2 (83 gp each per character), brooch of shielding (125 gp), cloak of resistance +1 (83 gp), dust of tracelessness (20 gp), headband of intellect +2 (333 gp), lesser rod of enlarge (250 gp), ring of protection +1 (166 gp), wand of mirror image (375 gp), amulet of natural armor +1 (166 gp), +1 buckler (97 gp), gloves of dexterity +2 (333 gp), +1 mithral chain shirt (175 gp), scroll of greater invisibility CL8 (120 gp), amulet of natural armor +1 (166 gp), +1 mithral breastplate (433 gp), vest of resistance +1 (83 gp); APL 12: L: 202 gp; C: 0 gp; M: +1 full plate (220gp), +1 tower shield of arrow catching (328gp), pearl of power 1st lvl x2 (83 gp each per character), pearl of power 2 nd lvl (333 gp), periapt of wisdom +2 (333 gp), brooch of shielding (125 gp), cloak of resistance +1 (83 gp), dust of tracelessness (20 gp), headband of intellect +2 (333 gp), lesser rod of enlarge (250 gp), ring of protection +1 (166 gp), wand of mirror image (375 gp), amulet of natural armor +1(166 gp), bag of tricks – tan (525 gp), +1 buckler (97 gp), gloves of dexterity +2 (333 gp), +1 mithral chain shirt (175 gp), scroll of greater invisibility CL10 (83 gp), amulet of natural armor +1 (166 gp), +1 mithral breastplate (433 gp), +1 greatsword (196 gp), +1 shock arrows x10 (139gp each per character), vest of resistance +2 (333 gp); TUS6-01 Gambling with Fate Page 23 Encounter Eight: Harald Mouassim APL 6: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 gp); APL 8: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), circlet of persuasion (375 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +2 (333 gp); APL 10: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), boots of speed (833 gp), circlet of persuasion (375 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +2 (333 gp), vest of resistance +2 (333 gp); APL 12: L: 247 gp; C: 0 gp; M: Armbands of might (342 gp), boots of speed (833 gp), circlet of persuasion (375 gp), dusty rose ioun stone (458 gp), +1 full plate of silent moves (533 gp), gloves of dexterity +2 (333 gp), periapt of wisdom +4 (1333 gp), vest of resistance +3 (750 gp); Total Possible Treasure APL 6 900 gp APL 8 1,300 gp APL 10 2,300 gp APL 12 3,300 gp TUS6-01 Gambling with Fate Page 24 Appendix One: NPCs and Creatures All APLs *: indicates a domain or specialty spell **: indicates a new rule item found in appendix 2. Encounter One Abdallah Yussam ibn Abdallah: Male Baklunish Exp9; CR 8; HD 9d6; hp 38; Init +0; Spd 30 ft.; AC 16 (touch 12, flat-footed 14) [+4 armor, +2 dex]; Full Atk/Atk +8/+3 melee (1d6+2, masterwork scimitar); AL CG; SV Fort +2, Ref +4, Will +6; Str 12, Dex 14, Con 10, Int 14, Wis 10, Cha 14. Skills and Feats: Bluff +15; Craft (Gold working) +16; Craft (Iron working) +16; Craft (jewelry) +16; Diplomacy +22; Knowledge local (VTF) +13; Profession (Merchant) +11; Sense Motive +11. Negotiator, Skill focus (craft gold working), Skill Focus (craft iron working), Skill Focus (craft jewelry), Skill Focus (Diplomacy) Possessions: masterwork scimitar, +1 studded leather armor, heavy tusman warhorse and related gears TUS6-01 Gambling with Fate Page 25 APL 6 Encounter Four Griffon, advanced: CR 7; Huge magical beast; HD 13d10+65; hp 141; Init +1; Spd 30 ft., fly 80 ft. (average); AC 18, touch 9, flat-footed 17; Base Atk +13; Grp +30; Atk +21 melee (4d6+9, bite) or +18 melee (1d6+4, claw); Full Atk +21 melee (4d6+9, bite) and +18 melee (1d6+4, 2 claws); SA Pounce, Rake (+18, 1d6+4); SQ Darkvision 60 ft, Low-light vision, Scent; AL N; SV Fort +13, Ref +9, Will +6; Str 28, Dex 13, Con 20, Int 5, Wis 13, Cha 8. Skills and Feats: Jump +13, Listen +9, Spot +13; Iron Will, Multiattack, Power Attack, Weapon Focus (bite), Improved natural attack (bite). Pounce (Ex): When the griffon is charging, it can make a full attack including 2 rakes. Rake (Ex): Atk +18, 1d6+4 (2 rakes) Encounter Five Dalard “Stout Guardian”: Male Dwarf Clr4 (Diirinka); CR 4; HD 4d8+12; hp 35; Init +0; Spd 20 ft.; AC 22 touch 10, flat-footed 22; Base Atk +3; Grp +2; Atk/Full Atk +2 melee (1d8-1, heavy mace); AL NE; SV Fort +7, Ref +1, Will +7; Str 8, Dex 10, Con 16, Int 12, Wis 17, Cha 12. Skills and Feats: Concentration +10; Knowledge arcana +6; Knowledge Religion +3; Spellcraft +12. Divine Metamagic (Heighten), Heighten Spell, Spell Focus (enchantment) Possessions: MW Full Plate, MW Tower Shield, Pearl of Power 1st lvl, heavy mace Spells Prepared (5/4/3; base DC = 13 + spell level; enchantment 14 + spell level: 0 — create water; detect magic (2), detect poison, purify food and drink, 1st — bless, command*, cure light wounds, sanctuary, shield of faith; 2nd —cure moderate wounds, hold person, invisibility*, silence. Domains: Domination** (spell focus enchantment) and Trickery (add bluff, disguise and hide to class skills) Nalror “Honorable Riddlemaster”: Male Dwarf Wiz4 (conjurer); CR 4; HD 4d4+12; hp 25; Init +2; Spd 20 ft.; AC 12, touch 12, flat-footed 10; Base Atk +2; Grp +1; Atk +1 melee (1d4-1, dagger); SQ Hawk Familiar; AL CN; SV Fort +4, Ref +3, Will +4; Str 8, Dex 14, Con 16, Int 17, Wis 10, Cha 10. Skills and Feats: Concentration +10; Hide +5; Knowledge arcana +10; Move Silently +3; Profession Gambler +5; Spellcraft +12. Scribe Scroll; Spell focus (conjuration); Sudden Widen** Possessions: brooch of shielding, dust of tracelessness, lesser rod of enlarge, scroll of invisibility, scroll of web, dagger Spells Prepared (4/4/3; base DC = 13 + spell level; conjuration DC = 14 + spell level): 0 — acid splash, detect magic (2), touch of fatigue; 1st —enlarge, grease*, magic missile, ray of enfeeblement x2; 2nd — blindness, glitterdust*, invisibility, web. ** see Appendix 2: New Rules Items Duerik “Darkness’ Brother”: Male Dwarf Rog4; CR 4; HD 4d6+12; hp 34; Init +7; Spd 20 ft.; AC19, touch 13, flat-footed 16; Base Atk +3; Grp +3; Atk/Full Atk +7 melee (1d6, rapier) or +7 ranged (1d6, shortbow); SA Sneak Attack +2d6; SQ Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge; AL CE; SV Fort +4, Ref +7, Will +1; Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 10. Skills and Feats: Escape Artist +10; Gather Information +7; Hide +10; Listen +7; Move Silently +10; Search +8; Spot +7; Tumble +10; Use Magic Device +7. Improved Initiative; Weapon Finesse Possessions: amulet of natural armor, 40 arrows, +1 Mithral chain shirt, MW Rapier, MW Shortbow, potion of cure medium wounds Marel “Golden Warrior”: Male Dwarf Rgr2 / Ftr2; CR 4; HD 2d8+8 plus 2d10+8; hp 41; Init +3; Spd 20 ft.; AC 19, touch 13, flat-footed 16; Base Atk +4; Grp +7; Atk +9 melee (2d6+4, greatsword) or +9 ranged (1d8+3, composite longbow); Full Atk +9 melee (2d6+4, greatsword) or +9 ranged (1d8+3, composite longbow) or +7/+7 ranged (1d8+3, composite longbow); SA Favored enemy (elf +2); AL LE; SV Fort +9, Ref +6, Will +0; Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 6. Skills and Feats: Climb +4; Hide +5; Knowledge Nature +7; Listen +5; Move Silently +5; Spot +5; Survival +7. Improved Toughness**; Power Attack; Rapid shot; Track; Weapon focus (Longbow, Greatsword) Possessions: 40 arrows, +1 breastplate, mw composite longbow (str +3), mw greatsword, 1 potion of cure medium wounds ** see Appendix 2: New Rules Items TUS6-01 Gambling with Fate Page 26 Encounter Seven Harald: Male Suel-Baklunish Human Clr9; CR 9; HD 9d8+18; hp 61; Init +1; Spd 20 ft.; AC 21 (touch 11, flat- footed 20); Base Atk +6; Grp +8; Atk +10/+5 melee (quarterstaff 1d6+5 [greater magic weapon]); AL CE; SQ Rebuke Undead; SV Fort +8, Ref +4, Will +10; Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 14. Skills and Feats: Bluff +7; Concentration +14; Disguise +10; Hide +2; Knowledge Religion +5. [+2 on strength checks from armband] Divine Metamagic (Quicken)**, Divine Spell Power**, Extra Turning, Power Attack, Quicken Spell Possessions: armbands of might**, gloves of dexterity +2, MW Full Plate, Periapt of wisdom +2, Quarterstaff Spells Prepared (6/5/5/4/3/1; base DC = 14 + spell level): 0 — create water, detect magic (2), detect poison, guidance, purify food and drink; 1st — disguise self*, bless, divine favor, lesser vigor**, shield of faith, cure light wounds; 2nd — aid, bear’s endurance, brambles**, cure moderate wounds, invisibility*, lesser restoration, resist energy; 3rd — magic vestment, nondetection*, vigor**, dispel magic; 4th — delay death**, divine power*, freedom of movement, greater magic weapon; 5th — righteous might*, stalwart pact**. Domains: Competition (+1 on opposed rolls) and Trickery (add bluff, disguise and hide to class skills) Power up: 1- freedom of movement; 2- resist energy; 3- bear’s endurance; 4- aid; 5- shield of faith; 6- vigor; 7- divine favor. ** see Appendix 2: New Rules Items TUS6-01 Gambling with Fate Page 27 APL 8 Encounter Five Dalard “Stout Guardian”: Male Dwarf Clr6 (Diirinka); CR 6; HD 6d8+18; hp 51; Init +0; Spd 20 ft.; AC 24, touch 10, flat-footed 24; Base Atk +4; Grp +3; Atk/Full Atk +3 melee (1d8-1, heavy mace); AL NE; SV Fort +8, Ref +2, Will +8; Str 8, Dex 10, Con 16, Int 12, Wis 17, Cha 12. Skills and Feats: Concentration +12; Knowledge arcana +6; Knowledge Religion +5; Spellcraft +14. Divine Metamagic (Heighten)**, Heighten Spell, Improved Counterspell, Spell Focus (enchantment) Possessions: +1 full plate, +1 tower shield, pearl of power 1st lvl, heavy mace Spells Prepared (5/4/4/3; base DC = 13 + spell level; enchantment DC = 14 + spell level): 0 — create water; detect magic (2), detect poison, purify food and drink 1st — bless, command*, cure light wounds, sanctuary, shield of faith; 2nd — bear’s endurance, cure moderate wounds, hold person, invisibility*, silence; 3rd — deeper darkness, dispel magic x2, suggestion*. Domains: Domination** (Spell Focus (enchantment)) and Trickery (add bluff, disguise and hide to class skills) Nalror “Honorable Riddlemaster”: Male Dwarf Wiz6 (conjurer); CR 6; HD 6d4+18; hp 49 (+12 from false life); Init +2; Spd 20 ft.; AC 12, touch 12, flat-footed 10; Base Atk +3; Grp +2; Atk/Full Atk +2 melee (1d4-1, dagger); SQ Hawk Familiar; AL CN; SV Fort +6, Ref +5, Will +6; Str 8, Dex 14, Con 16, Int 17, Wis 10, Cha 10. Skills and Feats: Concentration +11; Hide +6; Knowledge arcana +12; Move Silently +5; Profession Gambler +5; Spellcraft +14. Greater Spell Focus (conjuration); Scribe Scroll; Spell focus (conjuration); Sudden Silent**; Sudden Widen** Possessions: brooch of shielding, cloak of resistance +1, dust of tracelessness, lesser rod of enlarge, scroll of web, scroll of invisibility, dagger Spells Prepared (4/4/4/3; base DC = 13 + spell level; conjuration DC = 15 + spell level): 0—acid splash, detect magic (2), touch of fatigue; 1st — enlarge, grease*, magic missile, ray of enfeeblement x2; 2nd — blindness, false life, glitterdust*, invisibility, web; 3rd — haste, invisibility sphere, slow, stinking cloud*. ** see Appendix 2: New Rules Items Duerik “Darkness’ Brother”: Male Dwarf Rog6; CR 6; HD 6d6+18; hp 48; Init +7; Spd 20 ft.; AC 20, touch 13, flat-footed 20; Base Atk +4; Grp +4; Atk/Full Atk +8 melee (1d6, rapier) or +7 ranged (1d6, shortbow); SA Sneak Attack (+3d6); SQ Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge; AL CE; SV Fort +5, Ref +8, Will +2; Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 10. Skills and Feats: Escape Artist +12; Gather Information +9; Hide +12; Listen +9; Move Silently +12; Search +10; Spot +9; Tumble +12; Use Magic Device +9. Hamstring**; Improved Initiative; Weapon Finesse Possessions: amulet of natural armor +1, 40 arrows, +1 Mithral chain shirt, MW buckler, MW Rapier, MW Shortbow, potion of cure medium wounds, potion of greater invisibility, potion of invisibility ** see Appendix 2: New Rules Items Marel “Golden Warrior”: Male Dwarf Rgr2/Ftr4; CR 6; HD 2d8+8 plus 4d10+16; hp 61; Init +3; Spd 20 ft.; AC 19, touch 13, flat-footed 16; Base Atk +6; Grp +9; Atk +11 melee (2d6+4, greatsword) or +11 ranged (1d8+5, composite longbow); Full Atk +11/+6 melee (2d6+4, greatsword) or +11/+6 ranged (1d8+5, composite longbow) or +9/+9/+4 ranged (1d8+5, composite longbow); SA Favored enemy (elf +2); AL LE; SV Fort +10, Ref +7, Will +1; Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 6. Skills and Feats: Climb +10; Hide +7; Knowledge Nature +7; Listen +5; Move Silently +7; Spot +5; Survival +7. Improved Bull Rush; Improved Toughness**; Power Attack; Rapid shot; Weapon focus (Longbow, Greatsword); Weapon specialization (Longbow); Track. Possessions: 40 arrows, +1 mithral breastplate, MW Composite longbow (str +3), MW Greatsword, 1 potion of cure medium wounds ** see Appendix 2: New Rules Items Encounter Seven Harald: Male Suel-Baklunish Human Clr11 CR 11; HD 11d8+22; hp 75; Init +1; Spd 20 ft.; AC 21, touch 11, flat-footed 20; Base Atk +8; Grp +10; Atk +12 melee (1d6+5 quarterstaff greater magic weapon); Full Atk +12/+7 melee (1d6+5 quarterstaff greater magic weapon); AL CE; SQ Rebuke Undead, Spontaneous Casting (Inflict); SV Fort +11, Ref +6, Will +13; Str 14, Dex 12, Con 14, Int 10, Wis 18, Cha 14. TUS6-01 Gambling with Fate Page 28 Skills and Feats: Bluff +14; Concentration +16; Disguise +13; Hide +2; Knowledge Religion +5. [+2 on strength checks from armband] Divine Metamagic (Quicken)**, Divine Spell Power**, Extra Turning, Power Attack, Quicken Spell, Possessions: armbands of might**, circlet of persuasion, MW Full Plate, gloves of dexterity +2, periapt of wisdom +2, Quarterstaff, vest of resistance +2 Spells Prepared (6/6/5/5/4/2/1; base DC = 14 + spell level): 0 — create water, detect magic (2), detect poison, guidance, purify food and drink; 1st — bless, cure light wounds, disguise self*, divine favor, lesser vigor**, protection from law, shield of faith; 2nd — bear’s endurance, brambles, cure moderate wounds, invisibility*, lesser restoration, resist energy; 3rd — cure serious wound, dispel magic, searing light, magic vestment, nondetection*, vigor; 4th — delay death**, divine power*, freedom of movement, greater magic weapon, spell immunity; 5th — quicken divine favor, righteous might*, stalwart pact**; 6th — mislead*, word of recall. Domains: Competition (+1 on opposed rolls) and Trickery (add bluff, disguise and hide to class skills) Power up 1- freedom of movement; 2- spell immunity (holy word & lightning bolt) 3- resist energy; 4- bear’s endurance; 5- shield of faith; 6- vigor; 7- divine power, 8 - divine favor. ** see Appendix 2: New Rules Items TUS6-01 Gambling with Fate Page 29 APL 10 Encounter Five Dalard “Stout Guardian”: Male Dwarf Clr8 (Diirinka); CR 8; HD 8d8+24; hp 67; Init +0; Spd 20 ft.; AC 24, touch 10, flat-footed 24; Base Atk +6; Grp +5; Atk +5 melee (1d8-1 heavy mace); Full Atk +5/+0 melee (1d8-1 heavy mace); AL NE; SV Fort +9, Ref +2, Will +10; Str 8, Dex 10, Con 16, Int 12, Wis 18, Cha 12. Skills and Feats: Concentration +14; Heal +5; Knowledge arcana +6; Knowledge Religion +6, Spellcraft +16. Divine Metamagic (Heighten)**, Heighten Spell, Improved Counterspell, Spell Focus (enchantment) Possessions: +1 full plate, pearl of power 1st lvl x2, +1 tower shield of arrow catching, Heavy mace Spells Prepared (6/5/4/4/3; base DC = 14 + spell level; enchantment DC = 15 + spell level): 0 — create water, detect magic (2), detect poison, guidance, purify food and drink; 1st — bless, command*, cure light wounds, remove fear, sanctuary, shield of faith; 2nd — bear’s endurance, cure moderate wounds, hold person, invisibility*, silence; 3rd —cure serious wounds, deeper darkness, dispel magic x2, suggestion* 4th — air walk, divine power, dominate person*, neutralize poison. Domains: Domination** (Spell Focus (enchantment)) and Trickery (add bluff, disguise and hide to class skills) ** see Appendix 2: New Rules Items Nalror “Honorable Riddlemaster”: Male Dwarf Wiz7/Fatespinner1 (conjurer); CR 8; HD 8d4+24; hp 63 (+14 from false life); Init +2; Spd 20 ft.; AC 13, touch 13, flat-footed 11; Base Atk +4; Grp +3; Atk +3 melee (1d4-1, dagger); SQ Hawk Familiar, Spin Fate; AL CN; SV Fort +6, Ref +5, Will +8; Str 8, Dex 14, Con 16, Int 20, Wis 10, Cha 10. Skills and Feats: Concentration +14; Hide +7; Knowledge arcana +16; Move Silently +6; Profession Gambler +5; Spellcraft +18. Greater Spell Focus (conjuration); Scribe Scroll; Spell focus (conjuration); Sudden Silent**; Sudden Widen** Possessions: brooch of shielding, cloak of resistance +1, dust of tracelessness, headband of intellect +2, lesser rod of enlarge, ring of protection +1, scroll of invisibility, scroll of web, wand of mirror image Spells Prepared (4/6/4/4/3; base DC = 15 + spell level; conjuration DC = 17 + spell level): 0—acid splash, detect magic (2), touch of fatigue; 1st — enlarge, grease* x2, magic missile, ray of enfeeblement x2, true strike; 2nd — blindness, false life, glitterdust*, invisibility, web; 3rd — fly, haste, invisibility sphere, slow, stinking cloud*,; 4th — Evard’s black tentacles* x2, greater invisibility, Otiluke’s resilient sphere. Spin Fate (Ex): A mage of many fates understands that “chance” is not as random as many believe it to be, and he can adjust the probability of certain events by applying a force that the fatespinners refer to as “spin”. Each day, a fatespinner can use a number of points of spin equal to his fatespinner class level. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th level wizard / 3rd level fatespinner casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner’s spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer). ** see Appendix 2: New Rules Items Duerik “Darkness’ Brother”: Male Dwarf Rog7/NightsongEnforcer1; CR 8; HD 7d6+21 plus 1d8+3; hp 63; Init +9; Spd 20 ft.; AC 23, touch 15, flat- footed 23; Base Atk +5; Grp +5; Atk +11 melee (1d6, rapier) or +10 ranged (1d6, shortbow); SA Sneak Attack (+5d6); SQ Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge, Teamwork (hear/see allies); AL CE; SV Fort +5, Ref +12, Will +2; Str 10, Dex 20, Con 16, Int 12, Wis 10, Cha 10. Skills and Feats: Escape Artist +16; Gather Information +10; Hide +16; Listen +10; Move Silently +16, Search +11; Spot +11; Tumble +16; Use Magic Device +10. Hamstring**; Improved Initiative; Weapon Finesse Possessions: amulet of natural armor +1, 40 arrows, +1 buckler, gloves of dexterity +2, +1 Mithral chain shirt, MW Rapier, MW Shortbow, potion of cure medium wounds, potion of greater invisibility, potion of invisibility Teamwork (hear/see allies)(Ex): Nightsong enforcers are trained to keep a close eye on teammates TUS6-01 Gambling with Fate Page 30 on a joint mission. A nightsong enforcers gain a +20 circumstance bonus on Listen and Spot checks to hear and see allies. ** see Appendix 2: New Rules Items Marel “Golden Warrior”: Male Dwarf Rgr2/Ftr6; CR 8; HD 2d8+8 plus 6d10+24; hp 81; Init +3; Spd 20 ft.; AC 20, touch 13, flat-footed 17; Base Atk +8; Grp +11; Atk +13 melee (2d6+4, greatsword) or +13 ranged (1d8+5, composite longbow); Full Atk +13/+8 melee (2d6+4, greatsword) or +13/+8 ranged (1d8+5, composite longbow) or +11/+11/+6 ranged (1d8+5, composite longbow); SQ Favored enemy (elf +2); AL LE; SV Fort +12, Ref +9, Will +3; Str 16, Dex 17, Con 16, Int 10, Wis 12, Cha 6. Skills and Feats: Climb +13; Hide +7; Knowledge Nature +7; Listen +5; Move Silently +7; Ride +4; Spot +5; Survival +7. Improved Bull Rush; Improved toughness**; Power Attack; Rapid shot; Shock Trooper**; Track; Weapon focus (Longbow, Greatsword); Weapon specialization (Longbow). Possessions: amulet of natural armor +1, 40 arrows, +1 Mithral Breastplate, MW Composite longbow str +3, MW Greatsword, 1 potion of cure medium wounds, vest of resistance +1. ** see Appendix 2: New Rules Items Encounter Seven Harald: Male Suel-Baklunish Human Clr13 CR 13; HD 13d8+26; hp 89; Init +1; Spd 20 ft.; AC 22, touch 11, flat-footed 21; Base Atk +9; Grp +11; Atk +14 melee (quarterstaff 1d6+6 [greater magic weapon]); Full Atk +14/+9 melee (quarterstaff 1d6+6 [greater magic weapon]); AL CE; SQ Rebuke Undead; SV Fort +12, Ref +7, Will +14; Str 14, Dex 12, Con 14, Int 10, Wis 19, Cha 14. Skills and Feats: Bluff +18; Concentration +18; Disguise +13; Hide +2; Knowledge Religion +5. [+2 on strength checks from armband] Divine Metamagic (Quicken)** , Divine Spell Power**, Extra Turning x2, Power Attack, Quicken Spell Possessions: armbands of might**, boots of speed, circlet of persuasion, gloves of dexterity +2, MW Full Plate, periapt of wisdom +2, Quarterstaff, vest of resistance +2 Spells Prepared (6/6/6/5/5/3/2/1; base DC = 14 + spell level): 0 — create water, detect magic (2), detect poison, guidance, purify food and drink; 1st — bless, cure light wounds, disguise self*, divine favor, lesser vigor**, protection from law, shield of faith; 2nd —aid, bear’s endurance, brambles, cure moderate wounds, invisibility*, lesser restoration, resist energy; 3rd — searing light, dispel magic, magic vestment, nondetection*, nondetection, vigor**; 4th — delay death**, cure critical wounds, divine power*, freedom of movement, greater magic weapon, restoration, spell immunity; 5th — greater vigor**, quicken divine favor, righteous might*, stalwart pact**; 6th —heal, mislead*, word of recall; 7th — Quicken prayer*, word of chaos. Domains: Competition (+1 on opposed rolls) and Trickery (add bluff, disguise and hide to class skills) Power up: 1- freedom of movement; 2- spell immunity (holy word & lightning bolt) 3- resist energy; 4- bear’s endurance; 5- bless, 6 - shield of faith; 7- vigor; 8- divine favor, 9- brambles, 10 - divine power. ** see Appendix 2: New Rules Items TUS6-01 Gambling with Fate Page 31 APL 12 Encounter Four Roc, advanced: CR 13; Gargantuan animal; HD 30d8+210; hp 348; Init +3; Spd 20 ft., fly 80 ft. (average); AC 19, touch 10, flat-footed 16; Base Atk +22; Grp +47; Atk +32 melee (3d6+13, talons); Full Atk +32 melee (3d6+13, 2 talons) and +29 melee (3d8+6, 1 bite); SQ Low-light vision; AL N; SV Fort +24, Ref +20, Will +12; Str 36, Dex 16, Con 24, Int 2, Wis 13, Cha 11. Skills and Feats: Hide -2, Listen +16, Spot +20; Alertness, Hover, Improved natural attack (talons, bite), Iron Will, Multiattack, Power Attack, Snatch, Weapon Focus (talons), Wingover. Encounter Five Dalard “Stout Guardian”: Male Dwarf Clr10 (Diirinka); CR 10; HD 10d8+30; hp 83; Init +0; Spd 20 ft.; AC 24 [+1 against ranged attack], touch 10, flat- footed 24; Base Atk +7; Grp +6; Atk +6 melee (1d6-1, heavy mace); Full Atk +6/+1 melee (1d6-1, heavy mace); AL NE; SV Fort +10, Ref +3, Will +12; Str 8, Dex 10, Con 16, Int 12, Wis 20, Cha 12. Skills and Feats: Concentration +16, Heal +8, Knowledge arcana +6, Knowledge Religion +6, Spellcraft +18; Divine Metamagic (Heighten)**, Extra Turning, Heighten Spell, Improved Counterspell, Spell Focus (enchantment) Possessions: +1 full plate, pearl of power 1st lvl x2, pearl of power 2nd lvl, periapt of wisdom +2, +1 tower shield of arrow catching, heavy mace Spells Prepared (6/6/5/4/4/3; base DC = 15 + spell level; enchantment DC = 16 + spell level): 0 — detect poison, detect magic (2), purify food and drink, create water, guidance; 1st — command*, sanctuary, cure light wounds x2, bless, shield of faith, remove fear; 2nd — invisibility*, silence, cure moderate wounds, hold person, bear’s endurance, lesser restoration; 3rd — suggestion*, dispel magic x2, deeper darkness, cure serious wounds; 4th — dominate person*, neutralize poison, divine power, air walk, freedom of movement; 5th — greater command*, flame strike, wall of stone, earth’s hammer**. Domains: Domination** (Spell Focus (enchantment)) and Trickery (add bluff, disguise and hide to class skills) ** see Appendix 2: New Rules Items Nalror “Honorable Riddlemaster”: Male Dwarf Wiz7/FateSpinner3 (conjurer); CR 10; HD 10d4+30; hp 77 (+16 from false life); Init +2; Spd 20 ft.; AC 13, touch 13, flat-footed 11; Base Atk +5; Grp +4; Atk/Full Atk +4 melee (1d4-1, dagger); SQ Hawk Familiar, Spin Fate, Fickle Finger of Fate, Spin Destiny; AL CN; SV Fort +7, Ref +6, Will +9; Str 8, Dex 14, Con 16, Int 20, Wis 10, Cha 10. Skills and Feats: Concentration +16, Hide +8, Knowledge arcana +18, Move Silently +8, Profession Gambler +5, Spellcraft +20; Greater Spell Focus (conjuration), Scribe Scroll, Spell focus (conjuration), Sudden Extend**, Sudden Silent**, Sudden Widen** Possessions: brooch of shielding, cloak of resistance +1, dust of tracelessness, headband of intellect +2, lesser rod of enlarge, ring of protection +1, scroll of invisibility, scroll of web, wand of mirror image, Spells Prepared (4/6/5/4/4/3; base DC = 15 + spell level; conjuration DC = 17 + spell level): 0—acid splash, detect magic (2), touch of fatigue; 1st — enlarge, grease* x2, magic missile, ray of enfeeblement x2, true strike; 2nd — blindness, false life, glitterdust*, invisibility, scorching ray, web; 3rd — fly, haste, invisibility sphere, slow, stinking cloud*; 4th — Evard’s black tentacles* x2, greater invisibility, Otiluke’s resilient sphere, solid fog; 5th — cloudkill*, overland flight, reciprocal gyre*, wall of force*. Spin Fate (Ex): A mage of many fates understands that “chance” is not as random as many believe it to be, and he can adjust the probability of certain events by applying a force that the fatespinners refer to as “spin”. Each day, a fatespinner can use a number of points of spin equal to his fatespinner class level. As a free action, a fatespinner can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th level wizard / 3rd level fatespinner casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A fatespinner’s spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer). Fickle Finger of Fate (Ex): On reaching 2nd level, a fatespinner gains the ability to affect the luck of TUS6-01 Gambling with Fate Page 32 others. Once per day as an immediate action, he can force any other creature – friend or enemy – to reroll a roll that he has just made. A fatespinner must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it’s higher or lower than the original roll. Spin Destiny (Ex): Beginning at 3rd level, a fatespinner more clearly comprehends the matrix of the reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell’s save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized come from the same limited reservoir of karma storage that allows him to adjust the save DC of his spells. He must apply the bonus before making the roll. ** see Appendix 2: New Rules Items Duerik “Darkness’ Brother”: Male Dwarf Rog7/NightsongEnforcer3; CR 10; HD 7d6+21 plus 3d8+9; hp 79; Init +9; Spd 20 ft.; AC 23, touch 15, flat- footed 23; Base Atk +8; Grp +8; Atk +14 melee (1d6, rapier) or +13 ranged (1d6, shortbow); Full Atk +14/+9 melee (1d6, rapier) or +13/+8 ranged (1d6, shortbow); SA Sneak Attack (+5d6); SQ Trapfinding, Evasion, Trap Sense +2, Uncanny Dodge, Teamwork (hear/see allies), Agility Training, Skill Teamwork +2; AL CE; SV Fort +6, Ref +13, Will +3; Str 10, Dex 20, Con 16, Int 12, Wis 10, Cha 10. Skills and Feats: Escape Artist +18; Gather Information +10; Hide +18; Listen +10; Move Silently +18; Search +11; Spot +13; Tumble +18; Use Magic Device +10. Hamstring**; Improved Initiative; Staggering Strike**; Weapon Finesse Possessions: amulet of natural armor +1, 40 arrows, bag of tricks (tan), +1 buckler, gloves of dexterity +2, +1 mithral chain shirt, MW Rapier, MW Shortbow, potion of cure serious wounds, potion of greater invisibility, potion of invisibility Teamwork (hear/see allies) (Ex): Nightsong enforcers are trained to keep a close eye on teammates on a joint mission. A nightsong enforcers gain a +20 circumstance bonus on Listen and Spot checks to hear and see allies. Agility Training (Ex): Starting at 2nd level, a nightsong enforcer reduces the armor check penalty imposed on her by light armor by 2 (to a minimum of 0). Skill Teamwork (Ex): At 3rd level and higher, a nightsong enforcer can use her training to improve the skill of those around her. All allies within 30 feet of the nightsong enforcer gain a +2 competence bonus on Balance, Climb, Escape Artist, Hide, Listen, Move Silently and Spot checks. Allies must be able to see the nightsong enforcer to gain this bonus. ** see Appendix 2: New Rules Items Marel “Golden Warrior”: Male Dwarf Rgr2/Ftr8; CR 10; HD 2d8+8 plus 8d10+32; hp 101; Init +3; Spd 20 ft.; AC 20, touch 13, flat-footed 17; Base Atk +10; Grp +13; Atk +15 melee (2d6+5, +1 greatsword) or +15 ranged (1d8+5, composite longbow); Full Atk +15/+10 melee (2d6+5, +1 greatsword) or +15/+10 ranged (1d8+5, composite longbow) or +13/+13/+8 ranged (1d8+5, composite longbow); SQ Favored enemy (elf +2); AL LE; SV Fort +14, Ref +10, Will +4; Str 16, Dex 17, Con 16, Int 10, Wis 10, Cha 6. Skills and Feats: Climb +15; Hide +7; Knowledge Nature +7; Listen +5; Move Silently +7; Ride +6; Spot +5; Survival +7. Greater Weapon Focus (Longbow, Greatsword); Improved Bull Rush; Improved Toughness**; Power Attack; Rapid Shot; Shock Trooper**; Weapon Focus (Longbow, Greatsword); Weapon Specialization (Longbow); Track. Possessions: amulet of natural armor +1, 40 arrows, +1 greatsword, +1 mithral breastplate, mw composite longbow str +3, 1 potion of cure serious wounds, 10 +1 shock arrows, vest of resistance +2 ** see Appendix 2: New Rules Items Encounter Seven Harald: Male Suel-Baklunish Human Clr15; CR 15; HD 15d8+30; hp 103; Init +1; Spd 20 ft.; AC 23, touch 12, flat-footed 22; Base Atk +11; Grp +13; Atk +16 melee (1d6+6 greater magic weapon quarterstaff); Full Atk +16/+11/+6 melee (1d6+6 greater magic weapon quarterstaff); AL CE; SQ Rebuke Undead; SV Fort +14, Ref +9, Will +17; Str 14, Dex 12, Con 14, Int 10, Wis 21, Cha 14. Skills and Feats: Bluff +20; Concentration +20; Disguise +13; Hide +3; Knowledge Religion +5; Move Silently +3. [+2 on strength checks from armband] Divine Metamagic (Quicken)**, Divine Spell Power**, Extra Turning x3, Power Attack, Quicken Spell Possessions: armbands of might**, boots of speed, circlet of persuasion, dusty rose ioun stone, +1 full plate of silent moves, gloves of dexterity +2, periapt of wisdom +4, quarterstaff, vest of resistance +3 Spells Prepared (6/7/6/6/5/5/3/2/1; base DC = 15 + spell level): 0 — create water, detect magic (2), detect TUS6-01 Gambling with Fate Page 33 poison, guidance, purify food and drink; 1st — bless, cure light wounds, disguise self*, divine favor, lesser vigor** x2, protection from law, shield of faith; 2nd — aid, bear’s endurance, brambles, cure moderate wounds, invisibility*, lesser restoration, resist energy; 3rd — cure serious wounds, searing light, dispel magic, magic vestment, nondetection*, nondetection, vigor**; 4th — delay death**, divine power*, freedom of movement, greater magic weapon, restoration, spell immunity; 5th — greater vigor**, quicken divine favor, righteous might*, spell resistance, stalwart pact**, wall of stone; 6th — heal, mislead*, quicken brambles**, word of recall; 7th — brilliant blade**, Quicken prayer*, word of chaos; 8th —polymorph any object*, antimagic field. Domains: Competition (+1 on opposed rolls) and Trickery (add bluff, disguise and hide to class skills) Power up: 1- freedom of movement; 2- spell immunity (holy word, lightning bolt, ray of enfeeblement) 3- resist energy; 4- bear’s endurance; 5- bless, 6 - shield of faith; 7- brilliant blade; 8 – Spell resistance; 9 – vigor; 10 -brambles, 11 - divine power, 12 - divine favor. Modifiers are included in the stats block. ** see Appendix 2: New Rules Items TUS6-01 Gambling with Fate Page 34 Appendix Two: New Rules Item Brambles as presented in Complete Divine Transmutation Level: Cleric 2, Druid 2 Components: V, S, M Casting Time: 1 Standard Action Range: Touch Target: Wooden weapon touch Duration: 1 round / level Saving Throw: None Spell Resistance: No Small magical thorns protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff. For the duration of the spells, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement on its attack and deals additional +1 point of damage per caster level (maximum +10). This spell only works on melee weapon with wooden striking surfaces. For instance, it does not work on a bow, on an arrow or a metal mace. Material Component: A small thorn. Brilliant Blade as presented in Spell Compendium Transmutation Level: Cleric 7, druid 7, Sorcerer/Wizard 6 Components: V, S Casting Time: 1 Standard Action Range: Close (25 ft. +5 ft./2 levels) Target: One melee or thrown weapon, or fifty projectiles (all of which must be in contact with each other at the time of casting) Duration: 1 min. / level Saving Throw: Will Negates (harmless, object) Spell Resistance: Yes (harmless, object) You transform a single melee weapon, natural weapon, thrown weapon, or group of projectiles into a weapon of brilliant energy special ability. (DMG 224) if this spell is cast on an arrows or crossbow bolts, the effect on a particular projectile ends after one use, whether or not the missile strikes its intended target. Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell. Delay Death as presented in Spell Compendium Necromancy Level: Cleric 4 Components: V, S, DF Casting Time: 1 immediate action Range: Close (25 ft. +5 ft./2 levels) Target: One creature Duration: 1 round / level Saving Throw: Will negates (Harmless) Spell Resistance: Yes (Harmless) The subject of this powerful spell is unable to die from hit point damage. While under the protection of this spell, the normal limit of –9 hit points before a character dies is extended beyond limits. A condition or spell that destroys enough of the body to prohibit raise dead (such as a disintegrate effect) still kills the creature, as does death brought about by ability score damage or drain, level drain, or a death effect. The spell does not prevent the subject from entering the dying state by dropping to –1 hit points. It merely prevents death as a result of hit points loss. If the subject has fewer than –9 hit points when the spell’s duration expires, he or she dies instantly. Earth’s Hammer as presented in Races of Stone Transmutation Level: Cleric 5, Paladin 3 Components: V Casting Time: 1 swift action Range: Touch Target: Weapon touched Duration: 1 round / level Saving Throw: Will negates (Harmless, object) Spell Resistance: Yes (Harmless, object) You infuse one melee weapon with the power of the earth. The base damage of the weapon improves by one TUS6-01 Gambling with Fate Page 35 step (as if the weapon were one size category larger). Regardless of the weapon’s normal material and damage type, the weapon deals bludgeoning damage and overcomes damage reduction as if it were made of adamantine. If this spell is cast on a weapon made of a different special material (such as alchemical silver), the properties of that material are replaced with those of adamantine for the duration of the spell. Energy Immunity as presented in Spell Compendium Abjuration Level: Cleric 6, Druid 6, Sorcerer/Wizard 7 Components: V, S Casting Time: 1 Standard Action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: None Spell Resistance: Yes (Harmless) This abjuration grants a creature and its equipment complete immunity to damage from one of the five energy types-acid, cold, electricity, fire, or sonic. Energy immunity absorbs only damage, so the recipient could still suffer side effects such as drowning in acid, being deafened by a sonic attack, or becoming immobilized in ice. Energy immunity overlaps protection from energy and resist energy. So long as energy immunity is in effect, the other spell absorbs no damage. Reciprocal Gyre as presented in Spell Compendium Abjuration Level: Sorcerer / Wizard 5 Components: V, S, M Casting Time: 1 Standard Action Range: Medium (100 ft. + 10 ft. / level) Target: One creature or object Duration: Instantaneous Saving Throw: Will half, then Fortitude negates; see text Spell Resistance: No The subject takes 1d12 points of damage per functioning spell or spell-like ability currently affecting it (maximum 25d12). In addition, any creature so affected that fails its Will save must then succeed on a Fortitude save or be dazed for 1d6 rounds. Only spells specifically targeted on the creature in question can be used to create the backlash of a reciprocal gyre, so spells that affect an area can’t be used to deal reciprocal damage to creatures within their area. Likewise, persistent or continuous effects from magic items can’t be used to deal reciprocal damage, but targeted spell effects can be. Material Component: A tiny closed loop of copper wire. Stalwart Pact as presented in Spell Compendium Evocation Level: Cleric 5, Pact 5 Components: V, S, DF, XP Casting Time: 10 minutes Range: Touch Target: Willing living creature touched Duration: Permanent until triggered, then 1 round / level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell allows the target to enter a binding agreement with a deity that provides a measure of protection when the need is dire. Once this spell is cast, it remains dormant until the subject is reduced to half or less of its full normal hit points. Once the subject has taken enough damage to reduce it to half or lower hit points, it immediately gains 5 temporary hit points per two caster levels (maximum 35 hit points at 14 th level), damage reduction 5/magic, and a +2 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus disappear when the spell ends. XP cost: Incense worth 250 gp Vigor, Greater as presented in Spell Compendium Conjuration (Healing) TUS6-01 Gambling with Fate Page 36 Level: Cleric 5, Druid 5 Duration: 10 rounds + 1 round / level (max 35 rounds) This spell is the same as lesser vigor, except as noted here and that it grants fast healing 4. Vigor, Lesser as presented in Spell Compendium Conjuration (Healing) Level: Cleric 1, Druid 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round / level (max 15 rounds) Saving Throw: Will negates (Harmless) Spell Resistance: Yes (Harmless) The subject gains fast healing 1, enabling it to heal 1 hit point per round until the spell ends and automatically becoming stabilized if it begins dying from hit point loss during the at time. Lesser vigor does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest effect applies. Divine Metamagic as presented in Complete Divine You can channel energy into some of your divine spells to make them more powerful. Prerequisite: Ability to turn undead or rebuke undead. Benefit: When you take this feat, choose a metamagic feat. This feat applies only to that metamagic. As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to spells that you know. You must spend one turn or rebuke attempt, plus an additional attempt for each level increase in the metamagic feat you’re using. For example, Jozan the cleric could sacrifice three turn attempts to empower a holy smite he’s casting. Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change. Special: This feat may be taken multiple times. Each time you take this feat, choose a different metamagic feat to which to apply it. Divine Metamagic as presented in Complete Divine You can channel positive or negative energy to enhance your divine spellcasting ability. Prerequisite: Ability to turn undead or rebuke undead, able to cast 1st level divine spells. Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you’d normally apply to your turning check). Treat the result of your turning check as a modifier to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability. Hamstring as presented in Complete Warrior You can wound your opponents’ legs, hampering their movement. Prerequisite: Sneak Attack ability, base attack bonus +4. Benefit: If you hit with a melee sneak attack, you may chose to forgo 2d6 point of extra sneak attack damage to reduce your opponent’s base speed by half. This speed reduction ends after 24 hours have passed or a successful DC 15 Heal check or the application of any cure spell or other magical healing is made. Creatures immune to sneak attack damage and creatures with no legs or more than four legs can’t be slowed by a hamstring attack. It takes two successful hamstring attacks to affect quadrupeds. Other speed (fly, burrow, and so on) aren’t affected. You may use this ability once per round. Improved Toughness as presented in Complete Warrior You are significantly tougher than normal. Prerequisite: Base Fortitude save bonus +2. Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you get a HD (such as TUS6-01 Gambling with Fate Page 37 by gaining a level), you gain 1 additional hit point. If you lose a HD, (such as by losing a level) you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his fighter’s bonus feats. Shock Trooper as presented in Complete Warrior You are adept at breaking up formation of soldiers when you rush into battle. Prerequisite: Improved Bull Rush, Power Attack, base attack bonus +6 Benefit: The Shock Trooper feat enables the use of three tactical maneuvers. Directed Bull Rush: To use this maneuver, you must make a successful bull rush attempt as part of a charge. For every square you push your foe back, you may also push that foe one square to the left or right. Domino Rush: To use this maneuver, you must make a successful bull rush attempt that forces a foe into the same square as another foe. You may make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if your attempt fails. Headless Charge: To use this maneuver, you must charge and make the attack at the end of the charge using your Power Attack feat. The penalty you take on your attempt must be –5 or worse. In addition to normal charge modifiers (which give you –2 penalty to AC and a +2 bonus on the attack roll), you can assign any portion of the attack roll penalty from Power Attack to your Armor Class instead, up to a maximum equal to your base attack bonus. Special: A fighter may select Shock Trooper as one of his fighter’s bonus feats. Staggering Strike as presented in Complete Adventurer You can deliver a wound that hampers an opponent’s movement. Prerequisite: Sneak Attack ability, base attack bonus +6. Benefit: If you deal damage with a melee sneak attack, you can also deliver a wound that limits your foe’s mobility. For 1 round (or until the target is the beneficiary of a DC 15 Heal check or any magical healing that restores at least 1 hit point, whichever comes first), your target is treated as if it were staggered, even if its nonlethal damage doesn’t exactly equal its current hit points. A target can resist this effect by making a successful Fortitude save (DC equal to damage dealt). Multiple staggering strikes on the same creature do not stack. This feat as no effect on creatures not subject to sneak attack damage. Sudden Extend as presented in Complete Arcane You can cast a spell last longer without special preparation. Benefit: Once per day, you can apply the effect of the Extend Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use the Extend Spell feat normally if you have it. Sudden Silent as presented in Complete Arcane You can cast a spell silently without special preparation. Benefit: Once per day, you can apply the effect of the Silent Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use the Silent Spell feat normally if you have it. Sudden Widen as presented in Complete Arcane You can increase a spell’s area without special preparation. Benefit: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use the Widen Spell feat normally if you have it. Armband Of Might as presented in Complete Arcane These bronze armbands grant the wearer a +2 bonus on Strength checks and Strength based skill checks. If the wearer has the Power Attack feat, he gains a +2 bonus on melee damage rolls on any attack on which he uses the Power Attack feat and takes a penalty of at least –2 on his attack roll. Faint Transmutation; CL 3rd; Craft Wondrous Items, bull’s strength; Price 4,100 gp. TUS6-01 Gambling with Fate Page 38 Vest of Resistance as presented in Complete Arcane These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. Faint Abjuration; CL 5th; Craft Wondrous Items, resistance, creator’s caster level must be at least three times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight 1 lb. TUS6-01 Gambling with Fate Page 39 Appendix Three: The law in northern Tusmit Generalities Please note that the laws outlined here do not comprise of the entire list of laws in Tusmit. For a more complete list consult the Tusmit Gazetteer. For any crime not listed please contact the triad at [email protected]. Horses A horse qualifies as a person for the charges wherever it might be applicable (murder, assault). Worldburners In the eyes of the law, the Worldburners are not people. Since the Worldburners are considered to be at war with Tusmit, no one is subject to retribution for crimes against the Worldburners. High Fines If the guilty party cannot pay a fine, it can be worked off at a value of 50 fountains per week (one TU) in the mines. Full responsibility of the law is expected and enforced by the Qadi and Mullahs, regardless of the circumstances. The military and the nobles, however, understand the concept of excessive force used in self-defence. The Self-Defense Clause A clause of self-defence can be claimed and the good military or noble presiding official(s) will hear your plea. A Diplomacy check (or Bluff) can be made, at 20 + the APL to convince the presiding official that the act was done in pure self-defence. Failure to convince the presiding official (but the truth being that the crime was unintentional) will incur a penalty of one hundred fountains per death plus twenty-five fountains per point below the Bluff or Diplomacy DC. 1d10 lashes will also be given per point scored below the DC. The total penalty will be one time unit of imprisonment, lashes and a fine (as listed above) per death. Lashes and fines (as listed above) are still applicable to assault (major). Ignorance of the law is no reason not to call upon this clause. Assault (Major) Threat or use of lethal force that results in major bodily harm reducing the victim’s hit points to between 0 and -9. Sentence: Confiscation of weapon used and imprisonment of up to six time units and 10d10 lashes. Assault (Minor) Threat or use of lethal force that results in major bodily harm without reducing the victim’s hit points past 0 Sentence: Confiscation of weapon used and imprisonment of three time units and 5d10 lashes. Assault (Negligible) Threat or use of non lethal force against a victim. Sentence: overlooked (left off with warnings). Illegal use of magic Any target or area effect spell that requires a save, causes any change in state, causes damage, or produces an otherwise unwanted effect by the victim. Sentence: Fine of fifty fountains per spell level and 1d10 lashes per spell level. Manslaughter Use of lethal force that unintentionally results in major bodily harm reducing the victim to below -9 hit points. Sentence: Sent to the mines for up to 10 years, plus loss of all property to be given to the family of the victim. Murder Use of lethal force that intentionally results in major bodily harm reducing the victim to below -9 hit points. Sentences: • Mass murder: torture in public and death. • Other: Death. Theft Possession, sale, or acquisition of an object without permission. Sentence: Imprisonment for one time unit and 4d10 lashes per one hundred fountains worth of goods, services, or information. As well a fine up to equalling up to five times the worth of the goods, services or information. 500 fountains worth or more. TUS6-01 Gambling with Fate Page 40 Theft (Horse) Possession, sale, or acquisition of a horse without permission. Sentence: Death. TUS6-01 Gambling with Fate Page 41 Appendix Four: Deities Names: Diirinka Gender: m Rank: Intermediate Deity Areas of Concern / Portfolio: Derro, Magic, Knowledge, Cruelty Titles: The Great Savant, The Cruel Master, The Deep Lich Holy Symbol: Spiral of gray, black and white Alignment: CE Origin of worship: Dwarf Core Worshippers: Derro Common Worshippers: Uncommon Worshippers: Favored Weapon(s): Dagger Other Preferred Weapon(s): Weapon of the Deity spell: dagger of venom Domains: Chaos, Domination* (CD), Dream* (CD), Evil, Madness* (CD), Magic, Trickery Special Notes: Description: Names: Norebo Gender: m Rank: Lesser Deity Areas of Concern / Portfolio: Luck, Gambling, Risks Titles: God of Gambles Holy Symbol: A pair of Eight-Sided dices Alignment: CN Origin of worship: Suel Core Worshippers: Suel Common Worshippers: Uncommon Worshippers: Favored Weapon(s): Dagger Other Preferred Weapon(s): Weapon of the Deity spell: +1 defending dagger Domains: Chaos, Competition* (CD), Courage* (CD), Luck, Trickery Special Notes: TUS6-01 Gambling with Fate Page 42 Description: Norebo (noh-REE-boh) is one of the most popular suel gods known for his willingness to make a bet on anything and his fondness for dice games; his holy symbol (a pair of eight-sided dice) stems from this. Has been paired with most of the female members of his pantheon but has been linked to Wee Jas for the past one thousand years despite their alignment differences. He particularly despises Ralishaz for giving gambling and risks a bad name. Norebo is shown as a man of average height, weight and features, but can assume animal forms, especially when he wishes to be hidden. “Life is full of risks and gambling with fate is the only thing that makes life worth living. Owning property and life itself are fleeting things and best be enjoyed while you have them.” His worship is popular in barbarian lands and large cities, and donations to his temple (called Churches of the Big Gamble) are usually in the form of lost bets (as gambling operations are run on site). Some patron donates to his temple in hope of warding off thieves and assassins. Clerics of Norebo are willing to make wagers on anything and are usually employed at least part of the time in a gambling house. Other wanders the world to bring chance and elements of risks into people’s life; they especially love bothering clerics and followers of rigid god such as Allitur, Pholtus, and St.Cuthbert. Ceremonial garbs include brown and dark green robes. TUS6-01 Gambling with Fate Page 43 Appendix Five: Player’s Handbook errata These are official errata from the document PHB_Errata09072004.pdf found at wizards.com. Area Dispel Player's Handbook, page 223 The area affected by an area dispel use of dispel magic is given as a 20-ft.-radius burst in one place and a 30ft-radius in another. In the middle column, about halfway down, change “30-foot radius” to “20-foot radius.” Divine Favor Player’s Handbook, page 224 Changes to the spell’s description are noted in boldface type: Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage. Polymorph Any Object Player's Handbook, page 263 Top right: baleful polymorph missing from spells whose effects can be duplicated by this spell. Also, transmute water to dust is mentioned but doesn’t exist any more. Insert “baleful polymorph” in front of “polymorph.” Change “transmute water to dust” to “transmute metal to wood.” Righteous Might Player’s Handbook, page 273 Changes to the spell’s description are noted in boldface type: This spell causes you to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +4 size bonus to Strength and a +2 size bonus to Constitution. You gain a +2 enhancement bonus to your natural armor. You gain damage reduction 3/evil (if you normally channel positive energy) or damage reduction 3/good (if you normally channel negative energy). At 12th level this damage reduction becomes 6/evil or 6/good, and at 15th level it becomes 9/evil or 9/good (the maximum). TUS6-01 Gambling with Fate Page 44 Appendix Six: Textes Français Introduction La rébellion du sheikdom de Dihn est le sujet de la plupart des discussions partout à Tusmit. Cependant, des rumeurs d’une révolte des Khund ont aussi commencé à se faire entendre. Des caravanes du Consortium Mouqollad auraient été perdues dans les Yatils, leur cargaison volée par des raiders nains. Comme si Tusmit avait besoin de problèmes sur un nouveau front… Vous n’aviez besoin de rien de plus pour sentir l’appel pour une nouvelle aventure. Comme vous faisiez votre chemin pour le sheikdom de Dihn, vous avez été surpris par le calme des routes. Ils semblent vraiment que les affaires ne marchent pas comme à la normale pour Dihn. Des quelques autres voyageurs que vous avez en fait rencontrés, la plupart sont aussi des aventuriers qui vous ont joint dans votre quête Allow the players to introduce themselves Après quelques jours de voyage, vous êtes finalement en vue des murs de Dwur’Ayhand, la capitale de Dihn. La cité est fortement fortifiée et, surprise, les portes semblent fermées. Un camp militaire a été établi autour de la cité. Des soldats, des aventuriers ainsi que des nobles se sont tous réunis sous la bannière de Jadhim-Orem. Tous portent un brassard blanc. L’armée possède un bon moral. Les officiers organisent les troupes en unités. ******** Le soleil se couche alors que vous entrez dans Dwur’Ayhand, capital de Dihn, cite de quelque 4000 âmes avec une réputation peu enviable de ville dangereuse. Il est étrange de voir autant de nains dans les rues d’une citée tusmane. Ils forment plus du tiers de la population et la citée est construite à leur ressemblance: dur, fortement fortifié et faite en pierre. Encounter One: Meeting the Thunderstones En entrant dans le Refuge du Mineur, vous êtes assaillis par la forte odeur de bière et de sueur. Sur la pièce, un lourd silence pèse comme les nains en armures lourdes vous dévisagent de façon désapprobatrice. Comme vous vous apprêtez à quitter, un noble nain (some PCs may recognize Taklinn) se lève et s’approche de vous, jettant un regard désapprobateur sur l’assemblée. Les nains reprennent leur conversation et recommencent à boire comme si vous n’étiez jamais entrés dans la taverne. « Je vois que vous avez reçus ma note. Suivez-moi.” Taklinn vous amène à une pièce arrière où vous pourrez parler discrètement. « Asseyez-vous, dit le nain, indiquant deux rangées de bancs. Mon nom est Taklinn Thunderstone, Grand Prêtre de Moradin dans les terres des Khund. » Avec un coup d’œil à un coin de la pièce, il continue: « Nous devons vous demander une faveur. À cause de nos fortes attaches avec la nation Khund et le statut incertain de Tusmit, la nation Khund a décidée de maintenr sa neutralité dans le conflit. En conséquence, notre présence ici doit demeurer un secret. Être-vous en mesure de conserver notre rencontre et tous ce que nous sommes sur le point de vous révéler un secret ? ******** Taklinn commence: “Les troubles ont débuté il y a quelques semaines lorsqu’une caravane marchande revenant de Moradin’s Forge a été perdue. Les seuls survivants furent des nains et ils ont rapporté avoir été embusqué par une Patrouille de la Grande Convention. Le scénario s’est répété plusieurs fois. Les marchands ont alors commencé à engager des mercenaires lourdement armés pour protéger leur cargo. Il y a eu des rapports de notre côté d’humains ayant attaqué des patrouilles naines et nous avons perdus quelques-uns de nos guerriers les plus dévoués dans ces escarmouches. Maintenant, le traffic a complètement arrêté et les seules choses qui empêchent une escalade de violence sont la main forte du sheik Omar Saladish et l’intervention de ma sœur, la Dame Emeraud. Haigh Righ Barandon est toujours à considérer ses options. Je peux vous le guarantir: la Patrouille n’a rien à voir avec ces attaques. Quelqu’un essaie de nous monter les uns contre les autres. Trouvez-le, et mettez un terme à ces agissements, peu importe le moyen. Le Haigh Righ et ma sœur ont déjà signé leur arrêt de mort.» TUS6-01 Gambling with Fate Page 45 Taklinn jette un nouveau coup d’œil dans le coin de la pièce. Suivant son regard, vous constatez qu’une dame naine est maintenant assise à cet endroit. Elle porte en armure de plaque d’adamantine avec une hache de guerre naine incrustée de gemmes attachée dans son dos. Un diadème de platine entrelacé d’argent, d’or et d’adamantine repose fièrement sur son front. « Voici ma sœur, la Dame Emeraud, elle va bientôt prendre la charge de reine des Khund. » La future reine vous sourie. La dame Emeraud intervient: « J’ai été membre d’une Patrouille de la Grande Convention pendant plusieurs années. Mes amis sont nombreux dans les Patrouilles et certains sont morts dans les escarmouches. Je compte sur vous pour faire tout votre possible pour aller au cœur de cela. Peut-on compter sur vous ? » Encounter Three: Hungry birds Le soleil commence à peine à se lever lorsque vous arrivez au point de rendez-vous avec le marchand Abdallah. Dès qu’il vous voit, il commence à se plaindre de votre retard, bien que ce ne soit pas le cas. Vous pouvez voir que tout semble prêt pour l’expédition. Trois wagons tirés par des chevaux de traits sont remplis de diverses marchandises et recouverts de lourdes toiles. Les employés sont en train d’attacher les dernières marchandises. Encounter Seven, A pair of dices Room 1 Descendant quelques marches, vous pouvez entendre ce qui semble des êtres vivants. La caverne s’ouvre à votre droite et vous pouvez voir plusieurs mules, apparemment prêtes à partir. Room 2 Comme vous ouvrez la porte improvisée, vous voyez le corridor s’ouvrir sur une large caverne naturelle, environ 30 par 40 pieds. Il semble que la caverne contienne une rançon de nain en armes et équipements ainsi que d’autres marchandises diverses. Un feu de camp est allumé au centre de la pièce. Derrière le feu, un suelo-baklunien se tient debout. A disciple of Norebo’s interrogation “Vous m’avez certainement surpris. Je suis prêt à répondre à vos questions mais je voudrais tout de même savoir comment vous m’avez trouvé. Je suis curieux, et je crois que vous devez une explication à un homme mort. Je suis curieux et j’aimerais quelques réponses avant de rencontrer le destin qui m’attend par la suite. Je répondrai alors à vos questions. » Room 3 Derrière le rideau, dans une petite extension de la caverne, un lit de camp est couvert avec de riches draperies Room 4 Cette pièce était en apparence habitée par quelques personnes jusqu’à récemment. Des couvertes couvre le sol et des rations ainsi que d’autres pièces d’équipement d’aventurier sont placés dans la pièce. Room 5 Après un petit oblique vers la gauche, le corridor s’arrête, s’étant effondré. Encounter Nine, Dungar Llith Vous arrivez finalement à la grande citée des Vesterkhund. Sur les grandes portes de la cité se trouve une représentation de la cité mythique de Dunorae Llith, sous le marteau protecteur du Père de Tous [All-Father]. La cité regorge d’activité. Chaque nain que vous rencontrez semble s’affairer à quelqu’urgente affaire. Les nains semblent avoir déserté leurs forges et plusieurs sont à nettoyer leur armure. Malgré cela, les nains sont loin de rayonner autant que leur cité. Une forteresse de pierre flotte aux armes du Haigh Righ Barandon et celles de la famille Thunderstone. Même si la forteresse est la plus visible, une autre bâtisse attire votre regard : le Temple de Père Moradin. Nouvellement terminé le temple possède une grande colonnade à la ressemblance des dieux nains et des héros de l’époque mythique. Le temple repose sur un promontoir et est tout près de la falaise rocheuse que sont les Yatil. Une grande statue de marbre bleu mesurant plus de 25 pieds de haut montre le Père de Tous dans en habits militaires. Un jeune courtier nain vous rejoint rapidement. « S’il vous plaît, suivez-moi. Vous êtes attendus au TUS6-01 Gambling with Fate Page 46 palais. » Sans attendre de réponse, il vous mène au- travers des rues, droit à la falaise qui fait office de mur à la cité. Vous pouvez voir la façade du palais, gravé dans la falaise. La muraille montre des batailles mythique menées par les nains sous l’œil attentif et bienfaiteur de Père Moradin et Mère Berronar. Votre guide vous fait entrer dans le palais jusqu’à une longue pièce où un trône unique se trouve sur un dais au bout opposé de la pièce. Une seule personne est assise sur le trône et un nain semble plaider une cause auprès du nain sur le trône. Vous ne pouvez l’entendre correctement de la distance. Votre guide vous demande d’attendre ici jusqu’à ce qu’on vous appèle.. ********* « Votre Altesse, le vrai pasha de Tusmit est de retour. Jadhim-Orem est de retour d’exil. La plupart des Tusmans sont déjà unis sous sa main. Jadhim- Orem est commis à maintenir les meilleures relations avec les Khund. Le Pasha de droit de Tusmit va non-seulement respecter les traités déjà en vigueur, mais il promet en plus de grandes récompenses si les Khund venaient à supporter ouvertement sa cause. Le Pasha serait même en mesure de reconsidérer la portion des taxes qui doit être remise à Tusmit. » La pièce deviant silencieuse. Après un petit moment, le diplomate se tourne vers vous, comme s’il espérait que vous l’aidiez à plaider sa cause. ********* « Laissez moi dire cela, et souvenez-vous de mes dires. Vos actions ici en ces jours ne seront pas oubliées, ni vos mots. » Conclusion For Khund PCs Ayant eu le temps de se reposer et de trouver un habit decent à mettre, vous êtes laissés à vous-même suffisamment longtemps pour vous demander ce qui causait tant d’agitation chez les nains. Vous êtes surpris lorsque la Dame Emeraud Thunderstone entre dans vos appartements. Elle porte toujours sa lourde armure à plaque d’adamantine et sa lourde mace d’adamantine. S’approchant de vous, et dans un ton qui ressemble plus à un order, elle vous remet une feuille de papier plié avec votre nom en nain ecrit dessus. « [Nom du héros], j’espère que vous viendrez à mon marriage. » Sur ce, la reine-en-devenir tourne les talons et sort, ses dames de compagnie formant une garde d’honneur derrière elle. Others Having had time to rest and find a decent outfit, you are left with enough time to wonder about the much expected event. Alors que vous attendez, un serviteur nain entre. Portant les armoiries du Haut Roi, il tire un parchemin de sa ceinture. « Oyez ! Le Haut Roi Barandon et la Dame Emeraud, souhaitent vous inviter à leur prochain marriage. » Le serviteur reroule le parchemin et sort. Common (all together now) Peu de temps après, deux soldats se présentent à vous pour vous mener à nouveau vers la salle du trône. La pièce n’est plus dénuée de garnements, avec des tables dressées richement, des décorations sur tous les murs et un tapis placé de l’entrée jusqu’au trône. Un plus petit trône est placé et inoccupé à la gauche du trône du grand roi. Des nains vêtus de leur armure la plus étincelante ont peigné soigneusement leur barbe. Barandon est assis sur son trône, lui aussi vêtu d’une tunique exquise tissée d’or, de mithral et d’argent. Le silence rempli la pièce alors que la dame Emeraud Thunderstone, vêtue d’une somptueuse robe bleue brodée d’argent et d’or entre dans la pièce. Quelques pas derrière, suit son frère Taklinn Thunderstone, en habit de ses plus beaux vêtements ceremoniaux avec un symbole du Père de Tous en argent autour du cou et portant un marteau de guerre d’adamantine à la taille. Le Haut Roi Barandon se lève et se tient devant son trône alors que la dame Emeraud l’approche. Elle marche vers Barandon et prend place à sa droite, un demi-pas derrière le roi. Taklinn s’arrête en face du couple et s’agenouille. Un jeune nain arrive maintenant de la foule avec une couronne dans les mains. Il approche Barandon et le Haigh Raigh King prend la couronne, et la place cérémonieusement sur la tête de Taklinn prononçant: « Que la bénédiction du Père de Tous te suive, toi et tous tes sujets. » Barandon se dirige ensuite dans la foule et sa future femme le suit. TUS6-01 Gambling with Fate Page 47 Le roi Taklinn se lève et prend place sur le plus petit trône. D’un geste de la main, les célébrations commencent. Les VesterKhund ont maintenant un roi. The End TUS6-01 Gambling with Fate Page 48 DM Map #1 TUS6-01 Gambling with Fate Page 49 Player Handout #1A My dear friend, You already have performed a great service for my family. Unfortunately, things are getting out of hand here in Dwur’Ayhand. I was relieved to learn of your presence here. I require once again your services. We must not allow appearances to deceive ourselves and make us fight among friends. Meet me at the Miner’s Refuge were we can speak discreetly. Taklinn Thunderstone, Priest of the All-Father Player Handout #1B Adventurers, As you may already know, things are looking bad here. The tensions are rising between Dihn and the Khund. We must not allow appearances to deceive ourselves and make us fight among friends. Meet me at the Miner’s Refuge were we can speak discreetly. Taklinn Thunderstone, Priest of the All-Father TUS6-01 Gambling with Fate Page 50 Player Handout #2, A letter M. M. We are ready to proceed with the shipment. Meet us at the Dig Pass on [2 days from now] at the first sun. Long life to the rightful pasha of Tusmit! Death to the Traitor A.
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By Sam Polak The STranger WiThin Pathfinder Society Scenario #5–18 tier 5–9 The STranger WiThin Pathfinder Society Scenario #5–18 Author • Sam Polak Contributing Artists • Miguel Regodón Harkness and Dion Harris Cartographer • Sean Macdonald Creative Director • James Jacobs Editor-in-Chief • F. Wesley Schneider Managing Editor • James L. Sutter Development Lead • John Compton Senior Developer • Rob McCreary Developers • Logan Bonner, John Compton, Adam Daigle, Mark Moreland, Patrick Renie, and Owen K.C. Stephens Associate Editors • Judy Bauer and Christopher Carey Editors • Justin Juan, Ryan Macklin, and Matthew Simmons Lead Designer • Jason Bulmahn Designer • Stephen Radney-MacFarland Managing Art Director • Sarah E. Robinson Senior Art Director • Andrew Vallas Art Director • Sonja Morris Graphic Designers • Emily Crowell and Ben Mouch Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Finance Manager • Christopher Self Staff Accountant • Ashley Gillaspie Chief Technical Officer • Vic Wertz Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Licensing Coordinator • Michael Kenway Customer Service Team • Erik Keith, Sharaya Kemp, Katina Mathieson, and Sara Marie Teter Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Liz Courts, Crystal Frasier, Lissa Guillet, and Chris Lambertz Pathfinder Society Scenario #5–18: The Stranger Within is a Pathfinder Society Scenario designed for 5th- to 9th-level characters (Tier 5–9; Subtiers 5–6 and 8–9). This scenario is designed for play in the Pathfinder Society Organized Play campaign, but can easily be adapted for use with any world. This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com/pathfindersociety Pathfinder Society Scenario #5–18: The Stranger Within © 2014, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, Pathfinder Tales, and Wrath of the Righteous are trademarks of Paizo Inc. Varisia • Korvosa Magnimar • Storval Plateau Kaer Maga • 3 The STranger WiThin By Sam Polak WHERE ON GOlaRiON? The Stranger Within takes place in Kaer Maga, an isolated city carved into a massive, hexagonal monument perched on the edge of the Storval Plateau. The city has no official authority; instead, each region is run by factions or families with a vested interest in ensuring varying amounts of stability within the city walls. In particular, this adventure explores the districts of Ankar-Te, Bis, the Bottoms, and Downmarket. For more information regarding Kaer Maga, see Pathfinder Campaign Setting: City of Strangers, available in bookstores and game stores everywhere, and online at paizo.com. W hen Guaril Karela, the current leader of the Sczarni, began his rise to power in 4712 ar, most of the clans quickly reached agreements with him. The Gael family, an up-and- coming crime syndicate operating out of Korvosa, was one of the few who chose not to work for him. Guaril eventually saw his opportunity to eliminate his rivals when the Hellknights captured one of the Gaels. He provided the Gaels with explosives, a flawed map of the Hellknights’ fortress, and faulty tactical advice for an ill- fated prison break that all but destroyed the family. The survivors fled Korvosa and regrouped in Kaer Maga, the one city in Varisia where Karela has never quite managed to get his foot in the door. Since their failed assault on the Fortress of the Nail, the surviving members of the Gael family have been obsessed by one goal: the assassination of Guaril Karela. They’ve spent the last few months in Kaer Maga gathering resources and allies, refining their plans to kill Karela in a single decisive attack. Nicu Gael, the current patriarch of the Gael family, has already left Kaer Maga, leaving his daughter Imelda in charge. Imelda got her start in the family business in Korvosa, where she directed part of the Gaels’ drug operation, using alchemy to refine flayleaf. Her skill with alchemy saved her life at the ill-fated assault on the Fortress of the Nail; her own bombs proved more effective than the fireworks Guaril supplied, and her elixirs facilitated her escape. To evade the Order of the Nail Hellknights as they hunted down any Gaels who stayed in Korvosa, she fled to Kaer Maga with several other survivors to seek shelter with her cousin Orphyro. Imelda has kept herself and her underlings busy in the Asylum Stone by recruiting allies and developing plans to kill Guaril Karela—all financed by accepting ruinous debts, selling flayleaf, and engaging in any fast-money scheme she can devise. Imelda has contacted most of the powerful factions in Kaer Maga, yet only two have reached out to assist her: the Freemen and the Commerce League. When the Gaels first arrived in Kaer Maga, Imelda’s story about Karela’s seizing power and enslaving the rest of the Sczarni convinced the Freemen to provide the Gaels with shelter, weapons, extra guards, and access to their fighting school, the Price of Freedom. The Commerce League extended a large loan to Imelda on the basis of her prior success in Korvosa’s drug trade; however, instead of investing the money in building a business, the Gaels have spent much of it purchasing weapons, monsters, poisons, allies, intelligence, and spellcasting services. The Gaels have worked in secret for months, but soon after hiring the information broker Grandmaster Torch, he sold out their location to the Pathfinder Society and, by extension, to Guaril Karela. 4 Pathfinder Society Scenario Pathfinder Society Scenario 4 GM RESOURCES This adventure makes use of the Pathfinder RPG Core Rulebook, the Pathfinder RPG Advanced Player’s Guide (APG), the Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 (B3), and Pathfinder RPG Ultimate Equipment (UE). The rules from these books can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd. Having learned that their anonymity was compromised, the Gaels have scattered; Imelda and her Kaer Magan allies have remained, whereas her other relatives have left to put their latest assassination scheme in motion. Further, Imelda has begun covering her tracks by trapping her home, relocating her flayleaf business, and moving in with Orphyro in the Ankar-Te district. Should Karela’s allies try to find her, she has prepared a deadly welcome for them. SUMMARY In the Varisian city of Kaer Maga, the Pathfinders seek members of the Gael family and their allies to prevent an assassination attempt against Guaril Karela, the head of the Sczarni faction. As the PCs converse with the residents of Kaer Maga, they learn that Imelda Gael rents a modest balcony home in the Bis district, maintains a shaky alliance with the militant anti-slavery Freemen, and owes the Commerce League a substantial debt. At the balcony house, the PCs run afoul Imelda’s deathtrap ooze but find evidence of her involvement in the assassination plot as well as hints about her business selling flayleaf. To gain the cooperation of the Freemen, the PCs can visit their headquarters in the Bottoms and help to free a pegasus about to be auctioned in the Stockyards. Finally, Dakar, the mysterious head of the Commerce League, invites the PCs to speak with him, offering to trade information about the Gaels’ hideout on the condition that they spare the life of one of the Gaels’ allies. Dakar offers additional information about the Gaels if the PCs were subtle enough in their investigation to impress him. The PCs may investigate and follow up on these three leads in any order they choose, but Dakar is not ready to meet with the PCs until they have visited the balcony house and spoken with the Freemen. Once the PCs learn the location of the Gael family’s Kaer Magan hideout—a shop that sells zombies in the Ankar-Te district—they must raid the hideout and disrupt the Gael family’s operations. In doing so, the PCs pass through the storefront, which is guarded by both Gael family agents and the merchandise itself. A concealed staircase in the store leads to a basement where the PCs face Imelda Gael, her cousin Orphyro, and several of his undead creations. GETTING STARTED The PCs begin the adventure in or near Kaer Maga when they each receive a letter sealed with the Glyph of the Open Road. Give the players Player Handout #1, a letter from Venture-Captain Ambrus Valsin informing the PCs of the threat the Gael family poses to Guaril Karela, an important ally of the Society. Valsin has little further information, should the PCs use magic to contact him directly; he just prompts the PCs to be resourceful and start asking around the city to see what they can find. PART 1: THE CITY OF STRANGERS To complete their mission, the PCs must discover the location of the Gael family’s secret headquarters and identify their allies. Pathfinders who find what they’re looking for quickly and make friends with the locals can avoid raising the profile of their investigation and alerting the Gaels. If the PCs desire, they can hire a local guide for 5 gold pieces per day to help them navigate Kaer Maga, locate the best informants, and avoid trouble. In order to track down a local with reliable information about the Gaels or their allies, the PCs must attempt a DC 22 Diplomacy check to gather information (DC 25 in Subtier 8–9). On a success, the PCs spend 1d4 hours finding the contact and learning what he or she knows; three knowledgeable NPCs and their contribution to the PCs’ investigation are detailed later in this section. On a failure, the PCs still track down the contact, but doing so instead takes 3d4 hours, involves speaking to many more citizens, and raises the profile of the PCs’ investigation. Keep track of how long the PCs take to complete this legwork, as this gives Imelda more time to prepare and modifies Dakar’s attitude toward the PCs in later encounters. In addition, each contact has a condition that the PCs can fulfill to befriend the NPC. If the PCs fulfill this condition, this NPC is then more willing to keep quiet about the PCs’ inquiries. This increases the effective number of hours the PCs can spend gathering information before negatively impacting later encounters. When calculating the number of hours the PCs spend gathering information, treat the final result as three lower for each of the three NPCs they befriend. Succeeding at a DC 25 Diplomacy check is also sufficient for a PC to befriend a contact in this way. Attempts to locate Imelda with divination magic can work, especially if PCs use some of her clothes from the balcony house. If the PCs succeed in locating Imelda with scrying or similar magic, they see her fully armed and armored, attended by powerful undead in an underground location. The Blushing Rose The PCs’ first lead directs them to the Blushing Rose, a brothel located near the center of the Hospice District. 5 the Stranger Within the Stranger Within 5 FREqUENt ViSitORS PCs who have visited Kaer Maga before have the advantage of first-hand experience when exploring the bustling city. A PC gains a +1 cumulative circumstance bonus on Diplomacy checks to gather information and influence contacts for each of the following Chronicle sheets earned from the following: • Pathfinder Society Scenario #51: City of Strangers, Part I: The Shadow Gambit • Pathfinder Society Scenario #52: City of Strangers, Part II: The Twofold Demise • Pathfinder Society Scenario #4–10: Feast of Sigils • Pathfinder Module: The Godsmouth Ossuary • Pathfinder Adventure Path #63: The Asylum Stone There the PCs meet Miss Feathers, a muscular woman who stands a head taller than the other working ladies. She loves telling stories about her most awkward romantic entanglements, her booming voice and quick laugh accompanied by dramatic gestures with her feathered boa. Befriending Miss Feathers is as simple as spending an hour or more listening to some of her wilder stories. She considers anyone who can handle her boisterousness for that long to be a good sport, and with a wink she assures the PCs that she can feed false leads to anyone who might come asking after them. What do you know about the Gael family? “I know a lady named Imelda Gael, but not well enough to have met her family. She’s a rough one, all muscles and tattoos and always mad about something. Sharp as a whip crack too, but I wouldn’t be surprised to hear she’s gotten herself in trouble.” Where can we find Imelda? “Oh, she rents a lovely little house in the Bis district. I’ll give you directions, though I can tell you she hasn’t been seen there for several days. I doubt she’s left the city, but there are enough nooks and crannies around here that anyone wanting to lie low can do so.” Development: Meeting with Miss Feathers gives the PCs enough information to locate Imelda’s rented home in Bis (see Part 2). miss feathers 6 Pathfinder Society Scenario Pathfinder Society Scenario 6 The Street of Sighs One of the PCs’ other leads points them to Shiyu, a well-connected Sweettalker who knows about the deal between the Freemen and a renegade Sczarni faction. The PCs find him in the Oriat district in the Sweettalker neighborhood known as the Street of Sighs. Shiyu is a middle-aged man with light brown skin and dark hair, but his most striking feature is the thread that binds his lips together. Sweettalkers are a tightly knit religious community whose members stitch their mouths closed as an act of piety. Shiyu offers what he knows freely, but he communicates only in the peculiar language of Sweettalkers—a combination of clicks, sighs, whistles, and hand gestures. Although the language is remarkably intuitive for strangers, a PC must nonetheless succeed at a DC 15 Linguistics or Sense Motive check to understand Shiyu easily. Alternatively, the PCs can hire an interpreter for 5 gold pieces or have a hired guide provide translations. The Sweettalker is quite friendly but becomes increasingly frustrated if he frequently has to repeat himself. Befriending him requires that at least half of those PCs who interact with him succeed at the skill check to understand what he says (or use a guide or interpreter to do the same). Otherwise, Shiyu later shares the story with others, drawing unwanted attention to the PCs. What do you know about the Gael family? “I’ve heard of the Gaels, because when they arrived in Kaer Maga, they came to the Freemen for help. They told a story about barely escaping a crime boss who tried to enslave them. People rarely claim that unless it’s true, so for a while the Gaels received help from the Freemen.” Who are the Freemen? “The Freemen are mostly freed or escaped slaves who live in the Bottoms district. They work together to free other slaves in the city, and they all undergo some combat training so they know what to do if somebody tries to capture them again. What kind of help did the Freemen give the Gaels? “I hear they gave the Gaels some gear, a few guards, and training at their fighting school. The Freemen also offered the Gaels a safe place to stay in the Bottoms district, but the Gaels didn’t take up the offer. I’m not sure what else happened, but the Freemen’s council at the Common House has been debating whether to withdraw support from the Gaels.” Development: Speaking with Shiyu should provide the PCs enough information to track down the Freemen in the Bottoms (see Part 2). The Augurs’ Temple The PCs’ third possible lead points them to the Augurs, a society of trolls blessed with the gift of prophecy and foresight. The Augur in question is Vargun, a particularly worldly troll whom the PCs find shopping in the stalls of Winesop Alley in the shadow of the Augurs’ temple. Vargun wears a long, purple toga with a bloodstained, horizontal slit across her midsection. To answer difficult questions, such as those regarding the Gael family, she slices her belly open, examines her own entrails, and delivers the information in the form of a dramatic pronouncement before reinserting her organs and allowing her regeneration to close the wound. Augurs typically expect a fee— often presented as donations— for their services, though Vargun does little more than raise an eyebrow as she concludes her reading. With a successful DC 15 Sense Motive check, a PC can tell that she expects at least a few coins in payment. She politely accepts a donation of at least 5 gold pieces, but the PCs can befriend her and buy her silence by giving her at least 25 gold pieces. If the PCs refuse to pay her minimal fee, she glowers and storms off; angering her in this way actually adds an effective 3 hours to the time the PCs spend gathering information for the purpose of determining Imelda’s and Dakar’s reactions in later encounters. What do you know about the Gael family? “These Gaels have borrowed beyond their means, and their creditors grow restless. The coins that circuit the city are the coins that once padded the purse, but a dead debtor pays no bills,” she intones before providing a basic interpretation. “The ones you speak of have dealt with the Commerce League, and the Commerce League’s business is Dakar’s business. Be careful about dabbling in Dakar’s business without his blessing.” How do we find Dakar? Vargun grins cruelly, noting, “One does not find Dakar. Dakar finds you.” Development: By dealing with Vargun, not only do the PCs learn about Dakar’s involvement, but also Dakar Vargun 7 the Stranger Within the Stranger Within 7 quickly learns of the PCs’ interest in finding him (see Part 2). A. TerrAce coTTAge The Bis district is entirely indoors, located inside the hollowed-out southwestern segment of the city wall known as the Ring. The Kiln, an imposing fortress and golem factory, is visible in the district’s center. Giant lamps hang on cables from the roof 80 feet above in artful geometric arrangements. Massive balconies jut from the walls of the Ring, supporting lavish homes for the district’s elite. Their flickering, magical lights could almost be mistaken for sparkling waterfalls constantly pouring down the terraced stone interior of the Ring. The directions the PCs receive from Miss Feathers lead them to a smoothed, stone terrace on the northeast wall of Bis that rises 20 feet above the street level. An enclosed staircase spirals upward toward the home. A statue of a human man stands beside the house’s front door, holding out an everburning torch to light the balcony and entry. The front door is a sturdy wood door locked with a good lock (Disable Device DC 30). The large window in the great room doesn’t open, though it is easily broken (hardness 0, hp 2). A creature that can reach the kitchen window finds it is unlocked and opens easily. A1. Main room (cr 8 or cr 11) This room’s walls are papered in white with elaborate patterns in gold leaf. Large glass windows provide a commanding view of the district. A comfortable leather armchair occupies one corner, while a glass orb hanging over a round oaken table glows with magical light. A door along the north wall stands slightly ajar. Traps: Imelda’s front door is rigged with a wrecking ball trap, which uses a swinging weight to knock unwanted visitors backward over the edge of the balcony. The trap at the front door pushes its target to the west, whereas the trap at the bedroom door pushes its target to the south. Creatures: One of the assassination methods that Imelda explored involved an exotic monster called a deathtrap ooze. When Imelda learned that Pathfinders were in Kaer Maga looking for her, she released the ooze in her home and relocated quickly. The deathtrap ooze has adapted to mimic this trap and taken up a position at the bedroom door. In Subtier 8–9, a second deathtrap ooze has replaced the trap on the front door. Subtier 5–6 (CR 8) WRECkING BAll TRAP CR 2 Type mechanical; Perception DC 20; Disable Device DC 20; Bypass hidden switch (Perception DC 30) EFFECTS Trigger location; Reset manual Effect wrecking ball +15 (4d6 bludgeoning plus bull rush; a creature struck by this attack is pushed back 10 feet plus another 5 feet for every 5 points by which the trap’s attack exceeded the target’s CMD) DEATHTRAP OOzE CR 8 hp 126 (Pathfinder RPG Bestiary 3 64) Subtier 8–9 (CR 11) WRECkING BAll TRAP CR 5 Type mechanical; Perception DC 25; Disable Device DC 25; Bypass hidden switch (Perception DC 30) EFFECTS Trigger location; Reset manual Effect wrecking ball +20 (4d6 bludgeoning plus bull rush; a creature struck by this attack is pushed back 10 feet plus another 5 feet for every 5 points by which the trap’s attack exceeded the target’s CMD) ADvANCED DEATHTRAP OOzES (2) CR 9 hp 150 each (Pathfinder RPG Bestiary 3 64, 290) A2. Bedroom This large bedroom is where Imelda used to sleep and research potential assassination methods. It’s dark inside, as Imelda took her lamps with her when she left. A large oaken barrel stands open against the western wall. A locked chest at the foot of the bed contains some of A. Terrace Cottage A2 A1 T T A4 A3 1 square = 5 feet 8 Pathfinder Society Scenario Pathfinder Society Scenario 8 Imelda’s old clothes. A large writing desk occupies the northeast corner. A small wastepaper basket beneath it contains some bent nails, a broken quill, and a crumpled paper bearing a partially composed coded letter. With a successful DC 15 Linguistics check, a PC can decode the text; give the players Player Handout #2. Treasure: The locked chest (Disable Device DC 20 or break DC 23) contains spare clothes and several potions Imelda dropped while she hastily packed to leave. In both subtiers, a potion of invisibility, a potion of lesser restoration, and a tin containing two applications of restorative ointment are nestled among the clothes. In Subtier 8–9, there is also a potion of haste and a boro bead (2nd-level). Rewards: If the PCs fail to defeat or bypass the deathtrap ooze(s) and search this room, reduce each PC’s gold earned as follows. Subtier 5–6: Reduce each PC’s gold earned by 475 gp. Out of Subtier: Reduce each PC’s gold earned by 702 gp. Subtier 8–9: Reduce each PC’s gold earned by 954 gp. A3. Kitchen Despite appearing clean, this kitchen exudes a peculiar, sour smell. A mortar and pestle, cutting board, and several bowls sit out on the counter. Imelda based her flayleaf production out of this house, using the kitchen to dry and refine the leaves into a form suitable for smoking or brewing tea. Though she cleaned out the pantry, she didn’t have time to thoroughly remove all traces of her work. A PC who succeeds at a DC 15 Craft (alchemy) or Knowledge (nature) check identifies the smell and traces of the flayleaf plant in the tools on the counter. Flayleaf is a mildly addictive plant that is typically dried and smoked or brewed into tea for a narcotic effect, but the odor indicates Imelda was refining the plant even more than is typical for smoking-grade flayleaf. SCaliNG ENCOUNtER a1 Make the following changes to accommodate a party of four PCs. Subtier 5–6: The ooze was damaged in transit and has not been fed enough for it to heal properly. Reduce its hit points by 20 and give it the sickened condition. Subtier 8–9: Remove the deathtrap oozes’ advanced simple template. 9 the Stranger Within the Stranger Within 9 CRiME aND PUNiSHMENt iN BiS If the PCs set the building on fire, break down walls, or otherwise cause extensive mayhem that would alarm the neighbors, they risk attracting the attention of the Ardoc family. The PCs have 1d2+1 minutes of warning before Chatham Ardoc, a longtime member of the Ardoc Brotherhood, arrives with two iron golems (Pathfinder RPG Bestiary 162) in tow. He irritably questions them about the damage they caused, hears any excuses, and then passes judgment. Unless the PCs can convince him of their innocence with a successful DC 30 Bluff or Diplomacy check, he administers the typical punishment for burglary, vandalism, and similar crimes: removing a knuckle from the fingers of each PC with the sharp chisel that hangs at his belt. A PC subjected to this punishment takes 1d4+1 Dex damage. Should the PCs attempt to resist Ardoc justice, treat Chatham as a battle mage (Pathfinder RPG Gamemastery Guide 256). A4. Privy This small privy includes a brass tub and a washbasin with a silver mirror. Many buildings in Bis have arcane machines, and this home has a small magical incinerator to dispense of household waste and thereby discourage residents from tossing refuse down into the streets. PART 2: BREAkING AllIANCES Once the PCs have gathered intelligence, they should be ready to meet with the Gael family’s allies. Although the head of the Commerce League is difficult to locate, arranging an audience with the Freemen is as simple as walking into a bar in the Bottoms district. The Common House A maze of small tables fills the crowded floor of the Common House, which is packed with plainly dressed citizens of the Bottoms enjoying good company and a variety of local brews. One especially long table in the center of the floor seats a dozen humans and halflings, all engaged in debate. The Freemen council holds its meetings at a long table in the Common House, a pub and temple of Cayden Cailean located in the Bottoms district. As the PCs arrive, the council members are busy discussing a variety of topics, such as district upkeep, regional injustices, and future plans. They tend to take input from the crowd in stride, and onlookers are free to nominate topics for discussion whenever there’s a lull in the conversation. Should the PCs bring up the Gael family, many of the council members grumble and mutter noncommittally before the de facto leader, a former Chelish mercenary named Halman Wright, sums up the group’s sentiments, saying, “The Gaels have been quiet but have done little harm. We know them and can understand their concerns, but you’re strangers to us. I see little that needs voting on here.” The council moves on to discuss other matters unless the PCs make a convincing case. They can get the council’s attention either by sharing Imelda’s coded letter from area A2 or by succeeding at a DC 20 Bluff, Diplomacy, or Perform (oratory) check. If the PCs are successful, Wright takes the PCs aside and concedes that the Gaels’ activities of late have been suspicious, but he’s reticent to cease supporting fugitives in need. If the PCs agree to perform a potentially dangerous task for him, he might trust them enough to push the council to vote against continuing to support the Gaels. If the PCs agree, Wright gives them the details. “Some folk walked in off the plateau yesterday with a pegasus they captured—Cayden knows how—and they plan on selling the poor thing at the Stockyards in Downmarket tomorrow. All intelligent creatures deserve to be free, but we don’t have the budget to buy it, and the Freemen can’t free it by force without starting a war. You, though... you don’t live around here. Being a newcomer doesn’t make things any safer for you, but at least nobody expects your actions to fit into the city’s politics. Make sure the Pegasus escapes the market, and you’ll be sure to find the council tipped in your favor when you return.” It’s possible that some Pathfinders own slaves themselves, or attempt to offend the Freemen by arguing in favor of slavery. In this case, the Freemen may indicate that the offending PC is no longer welcome by buying the rest of the party a free round of drinks but offering the offending character watered-down ale for 100 gp per mug. In any case, the Freemen understand being forced to deal with people they disagree with and are still willing to speak to the other PCs. B. STocKyArdS (cr 7 or cr 10) Out in the open air of the city’s core, the Stockyards are a maze of animal pens filled with earthy aromas and activity. The occasional roars and bellows of more exotic creatures punctuate the bleating of goats, cows, and other grazing animals. Creatures: Once they reach the Stockyard, the PCs can easily locate two Varisians named Arodus and Lissa— who are, in fact, anti-Karela Sczarni trying to raise money for the Gael family—standing by a small animal pen. Inside the pen is a white pegasus that is muzzled, N B. Stockyards 1 square = 5 feet S S P Pathfinder Map Pack: Marketplace S = Sczarni Enforcer P = Pegasus 10 Pathfinder Society Scenario Pathfinder Society Scenario 10 hobbled, and has her wings bound to her sides with rope. One of the Varisians holds a rope tied to the pegasus, while the other shouts enthusiastically at wealthy looking passersby, trying to interest them in buying the creature. The Sczarni initially ask 5,000 gp for the pegasus, yet a PC who succeeds at a DC 25 Appraise, Diplomacy, Intimidate, or Profession (merchant) can talk them into accepting half that amount. Alternatively, the PCs can use enchantment spells, create diversions to cut the pegasus free, the Bluff skill, or any number of other creative solutions to secure the pegasus’s freedom. If the situation escalates to combat, pedestrians and livestock vendors hurry past or look on in distaste but don’t interfere. All Subtiers PEGASUS CR 3 hp 34 (Pathfinder RPG Bestiary 225) TACTICS During Combat While hobbled, the Pegasus can only move at 1/4 speed, but it attempts to move closer to any good- aligned PCs it detects. Subtier 5–6 (CR 7) SCzARNI ENFORCERS (2) CR 5 hp 48 (see page 14) Subtier 8–9 (CR 10) SCzARNI ENFORCERS (2) CR 8 hp 71 (see page 15) Development: The Freemen have sent a few spotters to see how the PCs handle their mission. If the PCs free the pegasus successfully, one of the spotters surreptitiously advises them to return to the Common House for more 11 the Stranger Within the Stranger Within 11 SCaliNG ENCOUNtER B2 Make the following adjustments to accommodate a party of four PCs. Subtier 1–2: Remove one brigand from the encounter. In addition, Aldona has consumed a significant quantity of alcohol as she awaits word from Marek, and she has the sickened condition to reflect her intoxication. Subtier 4–5: Remove one brigand from the encounter, and replace Grinner with an advanced wolf. formal congratulations. There the Freemen greet them with a hearty cheer and a round of drinks. The PCs’ arrival also coincides with the council members debating whether or not to send an emissary to Andoran—a perfect opportunity for Andoran faction PCs to make their case, as detailed below. If the PCs rejected the mission or failed to save the Pegasus, the Freemen don’t vote to withdraw their support from the Gael family, and the PCs must face additional Freemen mercenaries in area C2. In addition, it the PCs resolved the situation without resorting to violence, their actions may improve the Pathfinder Society’s reputation in Kaer Maga; this contributes to the scenario’s secondary success condition. Faction Notes: Andoran faction PCs have an opportunity to form their own alliance with the Freemen. The members of the Freemen council understand the virtues of Andoran’s representative government, but are skeptical about the actual success of the Eagle Knights in combating slavery. Some of the Freemen have heard stories about rich Andorens wielding disproportionate political influence and companies such as the Lumber Consortium treating their workers poorly. These and other rumors have driven council members to vote against the emissary proposal. Andoran faction PCs can win over these council members in a variety of ways, whether by using the democratic atmosphere to win votes or by taking advantage of the pub setting to impress individual council members with feats of alcohol tolerance, skill at pub games, and braggadocio. If a PC prefers negotiation, a successful DC 18 Diplomacy or Perform (comedy or oratory) check wins the support of one of the five members against the proposal. Meetings at the Common House tend to run long, fluctuating between debate and roistering, so the PCs can engage council members to contests of drinking, darts, or arm wrestling; as appropriate, allow the PC to attempt a DC 18 Fortitude save or Strength check or a ranged attack roll against AC 23 in place of a Diplomacy or Perform check. Increase the each DC by 3 in Subtier  8–9. Andoran faction PCs have five opportunities to attempt these checks—one per skeptical Freeman; they successfully secure enough votes if they can win over at least three of the five members. Rewards: If the PCs fail to release the pegasus, reduce each PC’s gold earned as follows. Subtier 5–6: Reduce each PC’s gold earned by 600 gp. Out of Subtier: Reduce each PC’s gold earned by 925 gp. Subtier 8–9: Reduce each PC’s gold earned by 1,250 gp. The Commerce League Since his involvement in the feud between the Pathfinder Society and the Shadow Lodge years ago, Dakar, the mysterious leader of the Commerce League, has made a point of keeping close tabs on any Pathfinders that visit Kaer Maga. If the PCs attempt to locate Dakar’s headquarters on their own, the information they find simply leads to an unused building, which is empty but for an unsigned note that reads, “Your enthusiasm is noted, but we shall meet on my terms.” Once the PCs have spoken with the Freemen, Dakar decides the time is right to meet these Pathfinders at one of his secretive hideouts. As the PCs are traveling the streets, the thick crowds suddenly disperse, leaving only a half-dozen burly thugs and a wiry man leaning against a wagon. He smirks and informs the PCs that “Dakar wants to speak with you.” The location of the League’s leader is a secret, and only by agreeing to have black bags (each bearing a permanent effect akin to silence) placed over their heads and be driven about the city in the wagon can the PCs reach Dakar’s home. If the PCs agree, the wagon winds and bounces its way through the streets for over an hour before the goons guide the PCs for a short walk. When the bags are removed, the PCs find themselves in a room luxuriously appointed in the Tian style. Dakar, visible only as a shapeless silhouette, addresses them from behind a large backlit paper screen decorated with images of imperial dragons. “You’ve been busy, Pathfinders, so I’ll get straight to the point. I’ve invested a lot of money in the Gaels. If you’re asking me to help you kill my investment, you’ll have to offer me something more valuable in return.” In truth, Dakar was already close to sending some of his agents to shake Imelda down and send a message to her family. If the PCs offer him money, he dismisses the idea, preferring to deal in favors with individuals as potentially useful as the PCs. He does not object to a future service to be named, which translates to 2 Prestige Points spent per PC; the PCs can share this cost among themselves in whatever they please. However, Dakar already has a favor in mind, which he suggests if the PCs hesitate in devising their own payment. “If you have nothing to offer, I have a job for you. Imelda Gael is using her cousin Orphyro as a bit of a shield. The boy has been 12 Pathfinder Society Scenario Pathfinder Society Scenario 12 a member in good standing for many years now and always paid his dues on time. Of course, I realize the kind of mishaps that occur in your line of work, but I would be disappointed to hear he was dead. Spare Orphyro’s life, and tell him he lives courtesy of Dakar.” So long as the PCs accept this deal, Dakar remarks, “You’ll find your Gaels hiding in Orphyro’s store, Pallbearers. It’s on the ground level of Ankar-Te, at the corner of Blackstone Shamble and Three Eel Alley.” Dakar appreciates dealing with street-smart and clever clients, and he provides additional information if the PCs concluded their investigation within 8 hours (after including any adjustments if the PCs befriended one or more of the NPCs during Part 1). “You should be aware that Imelda Gael is an accomplished alchemist, and she sells a drug called flayleaf that can induce a pathetic state of fatigue or inebriation. She’s also benefited from combat training with the Freemen for several months. Her cousin Orphyro is a necromancer, as I’m sure you guessed. Just yesterday he purchased the bodies of some deceased Brothers of the Seal—a bit excessive for creating household servants if you ask me.” Very few know of Dakar’s true identity as a dark naga (Pathfinder RPG Bestiary 211), and he prefers to keep it that way. If a PC has already discovered Dakar’s identity from a previous adventure and shares the information aloud, Dakar threatens to end the meeting unless his guests can show more discretion. If a PC knocks over the screen shielding Dakar or otherwise reveals the naga’s form, Dakar concludes the meeting, remarks, “I’m sorry, but I was under the mistaken impression that I was dealing with professionals,” and refuses to deal with the PCs further during this adventure. Note that as a dark naga, Dakar is immune to all forms of mind reading. Faction Mission: Once the PCs conclude their business regarding the Gaels, Dakar remarks, “It is regrettable to lose out on an investment, especially one with such connections to exotic goods as the disgraced Sczarni. Should you learn of more reliable investments that might pique my interest, it would be in your interest to keep me apprised.” Although Dakar is willing to hear out PCs’ individual business deals, which he likely dismisses for one reason or another, this is principally an opportunity for Qadira faction PCs to propose a deal between the Commerce League and their faction. The prospect of dealing with Trade Prince Aaqir al’Hakam intrigues Dakar, though he takes care not to appear eager. He lays out a mercantile contract for Qadira faction PCs to consider and sign as representatives of the trade prince. The contract includes numerous unfavorable terms: a discount on any goods traded, a price protection agreement, promises to buy back unsold merchandise, and formal introductions to the trade prince’s suppliers. Qadira faction PCs can easily tell that al’Hakam would be unhappy with the deal as proposed, and they have an opportunity to haggle over the details. With a successful DC 20 Appraise, Diplomacy, or Profession (merchant) check, a PC can convince Dakar to drop one unfavorable term from the deal. For every 5 points by which the check exceeds the DC, Dakar drops one additional unfavorable term. If the PCs insist on taking the contract back to Aaqir al’Hakam, Dakar observes that opportunities rarely last long, and his guests may not have the luxury of having another opportunity like this one. Although the PCs’ success at negotiating a deal depends largely on a successful skill check, the GM and players are encouraged to play out some of the negotiations; the Qadira faction thrives on making deals, and they should enjoy some spotlight time in this encounter. Feel free to reward particularly clever haggling or roleplaying by awarding up to a +5 bonus on the skill check. c. PALLBeArerS Imelda and several of her underlings have been hiding out in the basement of a zombie shop in Kaer Maga’s Ankar-Te district. Located on the street Blackstone Shamble, Pallbearers specializes in selling palanquins, sedan chairs, and zombie teams to carry them. Its owner, Imelda’s cousin Orphyro, never really got into the family business. Instead, he found his own success in Ankar-Te animating and selling bound zombies for menial labor. He values his family and has taken significant steps to shelter and aid them, but he’s concerned about the risks they’re taking with his own life and livelihood. c1. Blackstone Shamble (cr 7 or cr 10) Spices from Tian Xia and Vudra mingle with the muted scent of death on the busy streets of Ankar-Te. The wealthy ride litters carried by teams of undead that slowly push their way through the press of pedestrians. By now, Imelda Gael has discovered that the PCs are looking for her and orders a preemptive strike as the PCs approach the store. As part of her research into possible assassination methods, she bought a large basket of asps. To accomplish her preemptive strike, she has one of her minions dump the snakes into a palanquin and order four zombies to carry it through the street and drop it next to the PCs, releasing the angry serpents. Subtier 5–6 (CR 7) HUMAN zOMBIES (4) CR 1/2 hp 12 each (Pathfinder RPG Bestiary 288) C. Pallbearers S1 S2 V V I O C1 C2 C6 C7 C4 F C5 C3 N N 1 square = 5 feet 1 square = 5 feet S = Sczarni Enforcer V = Jiang-Shi Vampire I = Imelda Gael O = Orphyro Ferenc 13 the Stranger Within the Stranger Within 13 vENOMOUS SNAkE SWARMS (2) CR 4 hp 37 each (Pathfinder RPG Bestiary 3 249) Subtier 8–9 (CR 10) RElENTlESS HIll GIANT zOMBIES (2) CR 6 Variant relentless hill giant fast zombie (Pathfinder RPG Bestiary 150, 288, Pathfinder Campaign Setting: Classic Horrors Revisited 55) NE Large undead Init +0; Senses darkvision 60 ft.; Perception +0 DEFENSE AC 12, touch 9, flat-footed 12 (+3 natural, –1 size) hp 77 (14d8+14) Fort +4, Ref +4, Will +9 Immune undead traits OFFENSE Speed 40 ft., climb 20 ft. Melee 2 slams +17 (1d8+8) Space 10 ft.; Reach 10 ft. Special Attacks quick strikes STATISTICS Str 27, Dex 10, Con —, Int —, Wis 10, Cha 10 Base Atk +10; CMB +19; CMD 29 Feats ToughnessB Skills Climb +16 SPECIAl ABIlITIES Quick Strikes (Ex) Whenever a relentless hill giant zombie takes a full-attack action, it can make one additional slam attack at its highest base attack bonus. ADvANCED vENOMOUS SNAkE SWARMS (3) CR 5 hp 47 each (Pathfinder RPG Bestiary 3 249, 290) c2. Pallbearers Storefront (cr varies) The front door of Pallbearers is unlocked and opens into this area. A glass display case along the west wall presents a row of mindless undead standing motionless within. Several skull- shaped amulets hang on pegboard on the back wall behind OPtiONal ENCOUNtER Blackstone Shamble is an optional encounter. If there are fewer than 2 hours remaining in which to complete the adventure, skip this encounter. 14 Pathfinder Society Scenario Pathfinder Society Scenario 14 save or take 1 point of Wisdom damage and become fatigued for 1 hour. This is a poison effect. FREEMEN MERCENARIES (2) CR 3 Guard officer (Pathfinder RPG Gamemastery Guide 261) hp 34 TACTICS During Combat The mercenaries hinder and harry the PCs with a combination of Intimidate checks to demoralize, entangling PCs with nets, and using superior reach to strike and trip foes. Morale The Freemen loyally support their allies and only surrender or try to flee when the Sczarni do. SCzARNI ENFORCERS (2) CR 5 Human rogue 6 CN Medium humanoid (human) Init +8; Senses Perception +8 DEFENSE AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 48 (6d8+18) Fort +6, Ref +9, Will +1 Defensive Abilities evasion, uncanny dodge, trap sense +2 OFFENSE Speed 30 ft. Melee +1 short sword +9 (1d6+2/19–20) Ranged mwk dart +9 (1d4+1) Special Attacks sneak attack +3d6 TACTICS Before Combat The enforcers try to lure the PCs toward the back of the store. During Combat The enforcers order their zombies to break through the glass and attack. They try to flank with the zombies to make use of their sneak attack ability. Morale The enforcers are dedicated to the Gael family, but they’re not interested in fighting a losing battle. Once one enforcer is defeated, the other flees once reduced to 15 or fewer hit points. STATISTICS Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10 Base Atk +4; CMB +5; CMD 19 Feats Combat Reflexes, Great Fortitude, Improved Initiative, Nimble Moves, Step Up, Weapon Finesse Skills Acrobatics +12, Bluff +9, Climb +6, Disable Device +6, Escape Artist +12, Intimidate +9, Knowledge (dungeoneering) +7, Knowledge (local) +7, Perception +8, Sense Motive +5, Sleight of Hand +12, Stealth +12, Use Magic Device +9 languages Common, Giant, Varisian SQ rogue talents (bleeding attack +3, combat trick, finesse rogue), trapfinding +3 Combat Gear potion of invisibility, alchemist’s fire (2); Other Gear +1 chain shirt, +1 short sword, masterwork darts (3), death’s head talisman (10 HD; Elbie only), antitoxin, thieves’ tools, 69 gp the shop counter. A red lacquered-wood palanquin rests on the floor, as if ready for a test ride. The glass case remains spotlessly clean since the last time Orphyro cleaned it. Creatures: While Imelda and Orphyro work out possible assassination scenarios in the secret basement, Elbie and Crick—two of the lower-ranking Sczarni— keep watch in the storefront above. By this time, Imelda has learned of the Pathfinders in Kaer Maga, and her subordinates are on alert. When the PCs enter the shop, Crick (S1 on the map) leans casually on the counter and calls out: “Sorry, the boss ain’t in right now. I can take your order, though. Just step right up to the counter here.” Elbie carries a death’s head talisman (see the sidebar) and waits for the PCs to file into the main room before commanding the special, alchemically enhanced zombies to attack. If the PCs failed to convince the Freemen to withdraw their support, there are also two Freemen mercenaries playing cards in area C3. When combat begins, they join the fight. Remove these two combatants if the PCs instead gained the Freemen’s support. Subtier 5–6 (CR 9) FlAYlEAF zOMBIES (4) CR 1 Variant human zombie hp 12 each (Pathfinder RPG Bestiary 288) OFFENSE Special Attacks breath weapon (15-ft. cone, once every 1d4 rounds, exposed to flayleaf smoke, Fortitude DC 12 negates), death burst TACTICS During Combat On orders from one of the Sczarni enforcers, one of the zombies breaks a 10-foot section of glass, creating an opening for the other zombies to attack. On the opening round and each round thereafter, one zombie uses its breath weapon, if possible. SPECIAl ABIlITIES Death Burst (Ex) When a flayleaf zombie dies, it explodes in a burst of rotten flayleaf litter. All creatures adjacent to the flayleaf zombie are exposed to flayleaf smoke. Flayleaf Smoke (Ex) Creatures caught in a cloud of bitter reddish flayleaf smoke must succeed at a DC 12 Fortitude SCaliNG ENCOUNtER C2 To accommodate a party of four PCs, Elbie is taking a nap on the worktable in area C3, and it takes him 2 rounds to wake up, gather his equipment, and join combat. Crick instead has the death’s head talisman.. 15 the Stranger Within the Stranger Within 15 Subtier 8–9 (CR 12) FlAYlEAF WIGHTS (4) CR 4 Variant wight (Pathfinder RPG Bestiary 276) hp 26 each OFFENSE Special Attacks breath weapon (15-ft. cone, once every 1d4 rounds, exposed to flayleaf smoke, Fortitude DC 15 negates), death burst SPECIAl ABIlITIES Death Burst (Ex) When a flayleaf wight dies, it explodes in a burst of rotten flayleaf litter. All creatures adjacent to the flayleaf wight are exposed to flayleaf smoke as if caught in its breath weapon. Flayleaf Smoke (Ex) Creatures caught in a cloud of bitter reddish flayleaf smoke must succeed at a DC 15 Fortitude save or take 1 point of Wisdom damage and become fatigued for 1 hour. This is a poison effect. FREEMEN MERCENARIES (2) CR 3 Watch captain (Pathfinder RPG Gamemastery Guide 261) hp 57 TACTICS During Combat The mercenaries use their halberds to trip and strike the PCs, coordinating their maneuvers to the best of their ability with those of their Sczarni allies. Morale The Freemen loyally support their allies and only surrender or try to flee when the Sczarni do. SCzARNI ENFORCERS (2) CR 8 Human rogue 9 CN Medium humanoid (human) Init +9; Senses Perception +11 DEFENSE AC 21, touch 16, flat-footed 15 (+5 armor, +5 Dex, +1 dodge) hp 71 (9d8+27) Fort +7, Ref +11, Will +2 Defensive Abilities evasion, improved uncanny dodge, trap sense +3 OFFENSE Speed 30 ft. Melee +1 short sword +12/+7 (1d6+2/19–20) Ranged mwk dart +12/+7 (1d4+1) Special Attacks sneak attack +5d6 TACTICS Before Combat The enforcers try to lure the PCs toward the back of the store. During Combat The enforcers order their wights to break through the glass and attack. They try to flank with the wights to make use of their sneak attack ability. Morale The enforcers are dedicated to the Gael family, but they’re not interested in fighting a losing battle. Once one enforcer is defeated, the other flees once reduced to 25 or fewer hit points. STATISTICS Str 12, Dex 21, Con 14, Int 13, Wis 8, Cha 10 Base Atk +6; CMB +7; CMD 23 Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Nimble Moves, Quick Draw, Step Up, Weapon Finesse Skills Acrobatics +17, Bluff +12, Climb +8, Disable Device +16, Escape Artist +17, Intimidate +12, Knowledge (dungeoneering) +9, Knowledge (local) +9, Perception +11, Sense Motive +7, Sleight of Hand +17, Stealth +17, Use Magic Device +7 languages Common, Giant, Varisian SQ rogue talents (bleeding attack +5, combat trick, finesse rogue, slow reactions), trapfinding +4 Combat Gear potion of invisibility, alchemist’s fire (2); Other Gear +1 mithral chain shirt, +1 short sword, masterwork DEatH’S HEaD taliSMaN Though several necromancers in Kaer Maga deal in undead servants, all use variations of the same method, instilling their innate control over the creature into a convenient magic item that can then be passed to the customer. This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process—undead that have already been created cannot be bound to a death’s head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet’s caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power. Craft Wondrous Item, animate dead deATh’S heAd TALiSMAn PRICE vARIES CL 5th (10 HD) 1,000 GP CL 7th (14 HD) 1,400 GP CL 9th (18 HD) 1,800 GP CL 12th (24 HD) 2,400 GP SlOT neck Cl varies WEIGHT — AURA faint or moderate necromancy CONSTRUCTION REQUIREMENTS COST varies 10 HD 625 GP 14 HD 875 GP 18 HD 1,125 GP 24 HD 1,500 GP 16 Pathfinder Society Scenario Pathfinder Society Scenario 16 dig from the Duskwardens. The walls and floors in the hidden chambers beneath Pallbearers are made of roughly dressed stone. The underground rooms have 10-foot-high ceilings decorated with bones laid out in geometric patterns illuminated by bone chandeliers bearing continual flame effects. Orphyro plans to eventually station an undead guardian in this room, but for now he has to settle for a simple parlor trick. Orphyro has cast magic mouth on the skulls that flanks the double doors. When a creature enters the room while holding a weapon, the two skulls speak in unison: “Lay down your weapons and enter peacefully into the realm of the twice-born!” Development: When Imelda and Orphyro hear the magic mouths speak, they begin preparing for a fight. See the NPCs’ tactics in area C5 for more details. c5. Animation Studio (cr 9 or cr 12) A quartet of bone chandeliers illuminates this chamber. Wiry, reddish-brown plants grows in clay pots along the west wall, and a collection of pots, pans, knives, and hammers hangs above a butcher block, wood stove, and washbasin to the east. To the south, a long stone table serves as an altar. A shelf set into the wall behind the table holds a variety of sacred texts. This room is Orphyro’s secret laboratory, a place where he feels free to perform experiments that might offend even the jaded residents of Ankar-Te. Orphyro recently purchased the bodies of several deceased Brothers of the Seal, an order of monks based out of the Oriat district who are locked in a violent internal power struggle. He has managed to reanimate two of them as powerful jiang-shi vampires. In doing so, he knows he’s taking a significant risk due to the prohibition against intelligent undead in Kaer Maga, but he believes he can keep them under control and out of sight until the family crisis passes. The potted plants are what remain of Imelda’s flayleaf crop, which continues to grow with the alchemist’s care and the room’s light. Each plant is about 4 feet tall; collectively, they create a small area of difficult terrain. Creatures: Imelda, Orphyro, and two jiang-shi vampire monks prepare to ambush the PCs here. It is very likely that the cousins are aware that the PCs are in the building, and both use their alchemy and magic to prepare for the inevitable conflict. If they hear the fighting upstairs— or learn of the fighting from the jiang-shi vampires— they begin to cast spells and consume extracts that last for 7 minutes or more. Once they hear the magic mouths in area C4, they perform the other preparations listed in their tactics section. If the PCs take more than 5 minutes to reach the area, the two complete any further darts (4), belt of incredible dexterity +2, death’s head talisman (18 HD, Elbie only), antitoxin, thieves’ tools, 73 gp Development: If the PCs capture Elbie or Krick, the enforcers admit that they’re part of an anti-Karela Sczarni faction and that two of their leaders are in underground rooms hidden beneath the shop. They are able to show the PCs how to find the secret trap door in area C3. Any Freemen mercenaries are unfamiliar with shop’s basement. In addition, at the end of each combat round, Imelda, Orphyro, and the vampires in area C5 can attempt a DC 32 Perception check to hear the combat through several doors and walls. If they perceive the combat, they begin preparing for a fight. See the NPCs’ tactics in area C5 for more details. Rewards: If the PCs fail to defeat or bypass the Sczarni and any Freemen mercenaries, reduce each PC’s gold earned as follows. Subtier 5–6: Reduce each PC’s gold earned by 600 gp. Out of Subtier: Reduce each PC’s gold earned by 925 gp. Subtier 8–9: Reduce each PC’s gold earned by 1,250 gp. c3. Workroom In the center of the room, a long table bears a confusing mess of stains, a glass of red wine, and a half-eaten bag of peanuts. A huge oil-on-velvet painting of woman in varying states of decay covers much of the eastern wall. Orphyro uses this room both to inspect the bodies he buys to ensure they’re fit for reanimation and to make repairs to damaged undead. The woman depicted in the painting is Urgathoa, and is recognizable with a successful DC 10 Knowledge (religion) check. PCs who search the area and succeed at a DC 20 Perception check notice the painting conceals a lever that, when flipped, pops up a large stone tile in the floor. Beneath is a winding staircase that leads down about 20 feet. Treasure: A wand of inflict light wounds with 20 charges lies on the table. c4. hidden Staircase A stone staircase doubles back on itself as it stretches deep below surface level. A stone wall divided by a pair of doors faces the foot of the stairs, with a single door each on the east and west walls. Two human skulls rest on identical shelves on either side of the double doors. Orphyro created this basement over several months through repeated use of stone shape and initially concealed his work because he didn’t have a permit to 17 the Stranger Within the Stranger Within 17 preparations, command the jiang-shi vampires to advance, and go hunting for the Pathfinders. If the PCs spent 8 or more hours investigating the Gaels and their allies during Part 1, Imelda has had additional time to study the PCs and prepare for the inevitable confrontation. Her extract of resist energy is attuned to whichever energy type the PCs favored most in an earlier combat. Orphyro also casts resist energy to match that energy type as well as death ward as part of his spellcasting when he senses intruders. If one or more of the PCs specializes in ranged combat, Imelda has also purchased an arrow magnet (Pathfinder RPG Ultimate Equipment 281) and deploys it near Orphyro as she prepares the ambush. If none of the PCs specialize in ranged combat, she instead acquires a feather token (whip) and activates it as part of her preparations. Subtier 5–6 (CR 9) IMElDA GAEl CR 6 Human alchemist 4/fighter 3 CN Medium humanoid (human) INIT +1; SENSES PERCEPTION +9 DEFENSE AC 23, touch 11, flat-footed 22 (+10 armor, +1 Dex, +2 natural) hp 48 (7 HD; 3d10+4d8+11) Fort +9, Ref +7, Will +4 (+1 vs. fear); +2 vs. poison Defensive Abilities bravery +1; Resist fire 10 OFFENSE Speed 20 ft. Melee mwk greatsword +14/+9 (2d6+9/19–20) or mwk spiked gauntlet +13/+8 (1d4+6) Special Attacks bomb 5/day (2d6+1 fire, DC 13) Alchemist Extracts Prepared (CL 4th) 2nd—invisibility, resist energy 1st—cure light wounds, expeditious retreat, shield, true strike TACTICS Before Combat Imelda drinks her strength mutagen and extract of resist fire (already included in her stats) at the first signs of trouble. She prefers to wait to drink her extracts of shield, invisibility, and expeditious retreat, in that order, until she hears the magic mouth spells. During Combat Imelda attacks with her weapons and bombs while shouting to Orphyro for magical support. She relies on the jiang-shi vampires to protect her cousin while she focuses on particularly dangerous targets. Morale After seeing most of her family perish at the Hellknights’ hands with Guaril Karela’s help, Imelda is hell- bent on getting revenge and cutting down anyone who stands in her way. She fights to the death. Base Statistics Without her mutagen and extract of resist energy (fire), Imelda’s base statistics are AC 21, touch 11, flat-footed 20; Str 18, Int 14; Melee mwk greatsword +12/+7 (2d6+6/19–20). STATISTICS Str 22, Dex 13, Con 12, Int 12, Wis 8, Cha 10 Base Atk +6; CMB +12 (+14 bull rush); CMD 23 (25 vs. bull rush) Feats Brew Potion, Cleave, Combat Reflexes, Improved Bull Rush, Iron Will, Power Attack, Step Up, Throw Anything, Weapon Focus (greatsword) Skills Bluff +7, Climb +6, Craft (alchemy) +11, Diplomacy +7, Intimidate +10, Knowledge (local) +8, Perception +9 languages Common, Draconic, Giant, Varisian SQ alchemy (alchemy crafting +4, identify potions), armor training 1, discoveries (explosive bomb, shock bomb), mutagen (+4/–2, +2 natural, 40 minutes), poison use, swift alchemy Combat Gear acid (4), smokestick, preserving flask (1st-level)UE containing cure light wounds; Other Gear +1 full plate, masterwork greatsword, masterwork spiked gauntlet, cloak of resistance +1, alchemy crafting kit, antitoxin, formula book (contains all prepared extracts SCaliNG ENCOUNtER C5 To accommodate a group of four PCs, remove one jiang- shi vampire from the encounter. In Imelda’s frenzied preparations to ambush the PCs, she has mixed her mutagen improperly; she has the sickened condition while under its effects. orphyro ferenc 18 Pathfinder Society Scenario Pathfinder Society Scenario 18 plus ant haulAPG, crafter’s fortuneAPG, disguise self, enlarge person, and reduce person), 560 gp ORPHYRO FERENC CR6 Half-elf cleric of Urgathoa 7 NE Medium humanoid (elf, human) Init +3; Senses low-light vision; Perception +9 DEFENSE AC 20, touch 12, flat-footed 20 (+7 armor, +3 deflection, –1 Dex, +1 natural) hp 49 (7d8+14) Fort +6, Ref +1, Will +8; +2 vs. enchantments Immune sleep OFFENSE Speed 20 ft. Melee mwk scythe +7 (2d4+1/×4) Special Attacks channel negative energy 6/day (DC 20, 4d6), hand of the acolyte (6/day) Domain Spell-like Abilities (CL 7th; concentration +10) 6/day—bleeding touch (3 rounds) Cleric Spells Prepared (CL 7th; concentration +10) 4th—death wardD, freedom of movement 3rd—animate deadD, cure serious wounds, dispel magic, wind wall 2nd—eagle’s splendor, magic mouthD, remove paralysis, resist energy, undetectable alignment 1st—cause fearD (DC 14), entropic shield, hide from undead, protection from good, remove fear, shield of faith 0 (at will)—detect magic, detect poison, purify food and drink, stabilize D domain spell; Domains Death, Magic TACTICS Before Combat Orphyro casts freedom of movement, eagle’s splendor, shield of faith, and entropic shield (already included in his stats), in that order, at the first sign of trouble. He casts undetectable alignment at the start of every day, believing it’s a prudent business precaution. During Combat Orphyro uses his spells to support his allies and channels negative energy to harm his enemies. He tries to keep his jiang-shi vampires between himself and the PCs. Morale Orphyro is not ready to die. If the PCs defeat Imelda and at least one of his jiang-shi vampires, Orphyro proposes a truce. He only surrenders if he believes he has a chance of surviving to see another day. Base Statistics Without eagle’s splendor and shield of faith, Orphyro’s stats are AC 17, Special Attacks channel negative energy 6/day (DC 18), Cha 16. STATISTICS Str 12, Dex 8, Con 13, Int 10, Wis 16, Cha 20 Base Atk +5; CMB +6; CMD 18 Feats Command Undead, Improved Channel, Improved Initiative, Selective Channeling, Skill Focus (Sense Motive) Skills Bluff +6, Intimidate +6, Knowledge (religion) +8, Perception +9, Sense Motive +12; Racial Modifiers +2 Perception languages Common, Elven SQ elf blood Other Gear +1 breastplate, masterwork scythe, amulet of natural armor +1, silver unholy symbol of Urgathoa, tattoo unholy symbol of UrgathoaUE, onyx gems worth 300 gp, 7 gp IMPERFECT JIANG-SHI vAMPIRES (2) CR 5 hp 51 each (Pathfinder RPG Bestiary 3 278) TACTICS During Combat The jiang-shi vampires follow Orphyro’s orders but recoil in horror if ordered to enter the pantry (area C7). STATISTICS SQ staggered Subtier 8–9 (CR 12) IMElDA GAEl CR 9 Human alchemist 7/fighter 3 (Pathfinder RPG Advanced Player’s Guide) CN Medium humanoid (human) Init +2; Senses Perception +11 DEFENSE AC 28, touch 12, flat-footed 26 (+10 armor, +2 Dex, +2 natural, +4 shield) hp 68 (10 HD; 3d10+7d8+17) Fort +11, Ref +10, Will +6 (+1 vs. fear); +4 vs. poison Defensive Abilities bravery +1; Resist fire 20 OFFENSE Speed 20 ft. Melee +1 greatsword +18/+13 (2d6+13/19–20) or mwk spiked gauntlet +17/+12 (1d4+8) Special Attacks bomb 8/day (4d6+1 fire, DC 14) Alchemist Extracts Prepared (CL 7th) 3rd—haste 2nd—bull’s strength, invisibility (2), resist energy 1st—cure light wounds (2), expeditious retreat, shield, true strike TACTICS Before Combat Imelda drinks her strength mutagen and extracts of resist fire, bull’s strength, shield, and invisibility (already included in her stats), in that order, at the first signs of trouble. She prefers to wait to drink her extract of haste until she hears the magic mouth spells. 19 the Stranger Within the Stranger Within 19 During Combat Imelda attacks with her weapons and bombs while shouting to Orphyro for magical support. She relies on the jiang-shi vampires to protect her cousin while she focuses on particularly dangerous targets. Morale After seeing most of her family perish at the Hellknights’ hands with Guaril Karela’s help, Imelda is hell-bent on getting revenge and cutting down anyone who stands in her way. She fights to the death. Base Statistics Without her mutagen and extracts, Imelda’s base statistics are AC 22, touch 12, flat-footed 20; Str 18, Int 14; Melee +1 greatsword +14/+9 (2d6+7/19–20) STATISTICS Str 26, Dex 14, Con 12, Int 12, Wis 8, Cha 10 Base Atk +8; CMB +16 (+18 bull rush); CMD 28 (30 vs. bull rush) Feats Brew Potion, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Iron Will, Power Attack, Step Up, Throw Anything, Weapon Focus (greatsword) Skills Bluff +9, Climb +8, Craft (alchemy) +13, Diplomacy +8, Intimidate +12, Knowledge (local) +10, Perception +11 languages Common, Draconic, Giant, Varisian SQ alchemy (alchemy crafting +7, identify potions), armor training 1, discoveries (concussive bomb, explosive bomb, shock bomb), mutagen (+4/–2, +2 natural, 70 minutes), poison use, swift alchemy, swift poisoning Combat Gear acid (4), smokestick, preserving flask UE (1st- level) containing cure light wounds; Other Gear +1 full plate, +1 greatsword, masterwork spiked gauntlet, cloak of resistance +2, alchemy crafting kit, antitoxin, formula book (contains all prepared extracts plus aid, ant haulAPG, crafter’s fortuneAPG, disguise self, enlarge person, fly, fox’s cunning, reduce person, and spider climb), 310 gp ORPHYRO FERENC CR 9 Half-elf cleric of Urgathoa 10 NE Medium humanoid (elf, human) Init +3; Senses deathwatch 30 ft., low-light vision; Perception +13 DEFENSE AC 20, touch 12, flat-footed 20 (+7 armor, +3 deflection, –1 Dex, +1 natural) hp 78 (10d8+30) Fort +11, Ref +2, Will +11; +2 vs. enchantments Defensive Abilities death’s embrace; Immune sleep OFFENSE Speed 20 ft. Melee mwk scythe +9/+4 (2d4+1/×4) Special Attacks channel negative energy 6/day (DC 22, 5d6), hand of the acolyte (7/day) Domain Spell-like Abilities (CL 10th; concentration +14) 7/day—bleeding touch (5 rounds) 1/day—dispelling touch Cleric Spells Prepared (CL 10th; concentration +14) 5th—insect plague, spell resistanceD, wall of stone (DC 19) 4th—air walk, cure critical wounds, death wardD, dismissal (DC 18), freedom of movement 3rd—animate deadD, cure serious wounds, dispel magic, invisibility purge, wind wall 2nd—desecrate, eagle’s splendor, magic mouthD, remove paralysis, resist energy, undetectable alignment 1st—cause fearD (DC 15), entropic shield, hide from undead, protection from good, remove fear, shield of faith 0 (at will)—detect magic, detect poison, purify food and drink, stabilize D domain spell; Domains Death, Magic TACTICS Before Combat Orphyro casts desecrate, freedom of movement, eagle’s splendor, shield of faith, and entropic shield (already included in his stats), in that order, at the first sign of trouble. He casts undetectable alignment at the start of every day, believing it’s a prudent business precaution. During Combat Orphyro uses his spells to support his allies and channels negative energy to harm his enemies. He tries to keep his jiang-shi vampires between himself and the PCs. Morale Orphyro is not ready to die. If the PCs defeat Imelda and at least one of his jiang-shi vampires, Orphyro proposes a truce. He only surrenders if he believes he has a chance of surviving to see another day. Base Statistics Without eagle’s splendor and shield of faith, Orphyro’s stats are AC 17, Special Attacks channel negative energy 6/day (DC 18), Cha 16. STATISTICS Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 20 Base Atk +7; CMB +8; CMD 20 Feats Command Undead, Great Fortitude, Improved Channel, Improved Initiative, Selective Channeling, Skill Focus (Sense Motive) Skills Intimidate +8, Knowledge (religion) +10, Perception +13, Sense Motive +13; Racial Modifiers +2 Perception languages Common, Elven SQ elf blood Combat Gear unholy water (2); Other Gear +1 breastplate, deathwatch eyes, masterwork scythe, amulet of natural armor +1, headband of inspired wisdom +2, silver unholy symbol of Urgathoa, tattoo unholy symbol of Urgathoa, onyx gems worth 300 gp, silver dust worth 50 gp, 657 gp JIANG-SHI vAMPIRES (2) CR 6 hp 51 each (Pathfinder RPG Bestiary 3 278) TACTICS During Combat The jiang-shi vampires follow Orphyro’s orders but recoil in horror if ordered to enter the pantry (area C7). Development: If Orphyro survives the fight, he is shaken by any news that he only survives thanks to Dakar’s will. Although the half-elf has helped Imelda for several months, she has kept him at arm’s length when it comes to the details 20 Pathfinder Society Scenario Pathfinder Society Scenario 20 of many of the Gael family’s plots and schemes. He can relate that there are only a handful of other Gaels operating in Avistan, and the rest of the family left Kaer Maga only a few weeks ago, leaving Imelda in charge of further operations in the city. From what he could gather, Imelda was certain that she would be leaving soon to strike at Guaril Karela. Rewards: If the PCs fail to defeat Imelda and her allies, reduce each PC’s gold earned as follows. Subtier 5–6: Reduce each PC’s gold earned by 907 gp. Out of Subtier: Reduce each PC’s gold earned by 1,403 gp. Subtier 8–9: Reduce each PC’s gold earned by 1,899 gp. c6. Sleeping Shelves This room’s western wall bears a dozen morgue cabinets that slide out from wall, each large enough to store a humanoid corpse. The lowest shelves hold bundles of clothes or bedrolls. This room is normally used to store bodies awaiting animation, extra inventory of zombies, and customer returns or repairs. Recently, the Gaels have commandeered the room as living quarters. Several small notebooks, encoded using the same cypher as the letter in Imelda’s house, are stacked on one of the sleeping shelves. These notebooks contain details about other members of the Gael family and the locations and plots they were tasked with pursuing. The cities and settlements of Absalom, Daggermark, Jol, Riddleport, and Tamran appear most frequently in these plans. c7. Pantry The walls of this long room are lined with shelves that bow under the weight of precariously stacked jars, cans, and bags of rice. This small room is always cool and filled with snacks and staple foods, though there’s nothing innately magic about it. The necromancer likes to buy food in bulk and typically brings several zombie servants to the market to carry back large loads. Hazard: A creature moving through here at more than half speed must succeed at a DC 15 Reflex save or knock down several shelves loaded with jars and cans. Failure produces a loud crash and makes the floor of this room difficult terrain. CONClUSION Evidence found in Pallbearers suggests that although the Pathfinders have crippled the Gael family’s operations in Kaer Maga, several of its members have already departed to perform a desperate attack on Guaril Karela. Once the Gaels realize that Imelda is dead or captured, they call upon their agents in other cities to accelerate their plans to undermine Guaril’s empire, weaken his defenses, and deliver a deathblow. If the PCs allowed Orphyro to live, Dakar considers the PCs’ debt fulfilled and does not trouble them in the future; however, if the PCs killed Orphyro, Dakar seethes at the PCs’ failure to uphold their end of the bargain. The PCs’ and the Society’s endeavors in Kaer Maga are much more difficult in the future as the Commerce League flexes its muscles. Unless the PCs spend 2 Prestige Points each at the end of scenario to pay off Dakar, each PC receives the Dakar’s Ire boon on his or her Chronicle sheet. Reporting Notes If Andoran faction PCs convinced the Freemen to send an envoy to Andoran, check box A on the reporting sheet. If Qadira faction PCs secured a favorable trade deal with Dakar and the Commerce League, check box B; note that failing to fulfill Dakar’s request not to kill Orphyro also causes him to abandon any trade deal (see Faction Notes, below). If Qadira faction PCs instead secured an unfavorable trade deal, check box C. Check neither box if no deal was reached. Finally, check box D if Orphyro survived until the end of the scenario. Primary Success Condition The PCs successfully complete their main mission so long as they capture or kill Imelda Gael, which disrupts the rogue Sczarni operations in Kaer Maga. Doing so earns each PC 1 Prestige Point. Secondary Success Conditions The PCs successfully complete their secondary success condition if they avoid damaging—or actually improve— the Pathfinder Society’s reputation in Kaer Maga. Doing so requires fulfilling three of the following four conditions: befriend at least two of the three contacts in Part 1, avoid punishment by the Ardoc family for actions in Bis (attacking the Ardoc family counts as failing this condition), resolve encounter B without killing either of the Sczarni, or fulfill the deal with Dakar by not killing Orphyro. Should the PCs somehow bypass one of these condition’s respective encounters, treat the condition as fulfilled. Succeeding at these tasks earn each PC 1 additional Prestige Point. Faction Notes Members of the Andoran faction must convince the Freemen Council to send an envoy to Andoran, which requires faction PCs to win the support of at least three of the five dissenting members. Earning these councilors’ support earns each Andoran faction PC the Price of Freedom boon on his or her Chronicle sheet. Members of the Qadira faction need to secure a favorable trade deal or other commercial alliance with Dakar, the leader of Kaer Maga’s Commerce League. Securing a successful deal requires Qadira faction PCs to negotiate and haggle with Dakar to include at most two unfavorable terms in the deal. If a deal is secured 21 the Stranger Within the Stranger Within 21 in such a manner, each Qadira faction PC receives the Kaer Maga Contract boon on his or her Chronicle sheet, unless the PCs also killed Orphyro, in which case Dakar calls off the deal. Completing this scenario and succeeding at the primary success condition contributes directly to the Sczarni faction’s goals, and Sczarni faction PCs have no additional conditions to fulfill. Each Sczarni faction PC who completes this scenario receives the Deal from the Pickled Imp boon on his or her Chronicle sheet. PlayER HaNDOUt #1: SEalED lEttER PlayER HaNDOUt #2: CRUMPlED lEttER Greetings Pathfinders, As you may have heard, the Decemvirate has decided to extend its protection to Guaril Karela, who has proven himself a valuable informant. Karela has requested the Society’s help to head off an assassination plot against him. We’ve learned that the Gael family, a rogue Sczarni faction, is behind the plot, and they are operating out of Kaer Maga with the support of some of the city’s ruling factions. As the senior field agents in the area, you are the best equipped to investigate the Gael family and disrupt its plans. Root out where they’re hiding, and shut down their operation. As you are no doubt aware, politics in the Asylum Stone can be complex and nuanced, even by Absalom’s standards. To avoid stirring up a hornet’s nest, I advise you to do your best to turn the conspirators’ allies against them before striking their hiding place. Keep in mind that past events in Kaer Maga have tarnished the Society’s image in the city. I wouldn’t expect hostility, but flashing a wayfinder is unlikely to impress the locals. Try not to further undermine our image through acts of public mayhem. Since Master Karela is officially under the Society’s protection now, I would remind you that our reputation is on the line. Be efficient. Ambrus Valsin Orphyro, My most recent experiments have fared poorly. The snakes and slimes are deadly, but I’ve given up trying to train them. One way or another, we’re going to kill that weasel, and I’ve reached the point that I’m willing to entertain your methodologies. Don’t make me regret that. At least the training at the fighting school is going well; we should probably all spend some time there. I just wish we could get more use out of the Freemen. They would make great soldiers if I could get them dependent on me for something. 22 Pathfinder Society Scenario Pathfinder Society Scenario 22 Event GM # GM Character # GM Prestige Earned GM Name Date A B C D Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Cheliax Sczarni Andoran Qadira Osirion Taldor Grand Lodge Silver Crusade Character # Prestige Points Character Name Pathfinder Society Scenario #5–18: The Stranger Within OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Society Scenario #5–18: The Stranger Within © 2014, Paizo Inc.; Author: Sam Polak paizo.com/pathfi nder Paizo, Paizo Inc. the Paizo golem logo, Pathfi nder, and the Pathfi nder logo are registered trademarks of Paizo Inc. and Pathfi nder Roleplaying Game is a trademark of Paizo Inc. © 2014 Paizo Inc. Available Now! Woe to you, O earth and sea, for Bestiary 4 comes packed full of more beasties from lore and literature. From Cthulhu to nosferatu, dragons to demon lords, Bestiary 4 is an indispensible volume of more than 250 monsters for the Pathfi nder Roleplaying Game. BesTiary 4 BesTiary 4 BesTiary 4 4 THE NUMBER OF THE BESTIARY THE NUMBER OF THE BESTIARY Paizo, Paizo Inc., the Paizo golem logo, Pathfi nder, and the Pathfi nder logo are registered trademarks of Paizo Inc. Pathfi nder Roleplaying Game and Pathfi nder Campaign setting are trademarks of Paizo Inc. © 2014 Paizo Inc. paizo.com Inner Sea Gods U NL OC K t he PO WE R o f t he GO DS! U NL OC KCKC t he PO WE WE W RERE o f t he GO GO GO G DS! U NL OC K t he PO WE R o f t he GO DS! U NL OC K t he PO WE R o f t he GO DS! Put your faith in dozens of awe-inspiring deities and unlock the power of the gods with Pathfi nder Campaign Setting: Inner Sea Gods, the new 320-page hardcover sourcebook from Paizo. • Details of the chief gods and goddesses of Golarion; hundreds of demigods; and the histories, dogmas, rituals, and secrets of faith, both religious and profane • New prestige classes, subdomains, and spells empower characters to be champions of their deities • Legions of otherwordly enemies and allies, from mighty divine servants to the unstoppable heralds of each deity • Dozens of new traits, feats, magic items, and much more Available now Notes Normal Slow SUBTIER Player Name A.k.A. Character Name Pathfinder Society # Faction – EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society # For GM Only Normal Slow SUBTIER Normal Slow SUBTIER Normal Slow SUBTIER This Chronicle sheet grants access to the following: Starting XP EXPERIENCE GM’s Initials GM’s Initials GM’s Initials GM’s Initials XP Gained (GM ONlY) Final XP Total + + + + = = FAME Initial Prestige Initial Fame Prestige Gained (GM ONlY) – – Prestige Spent Current Prestige Final Fame Starting GP GP Gained (GM ONlY) Day Job (GM ONlY) Gold Spent Total GOlD MAX GOlD Character Chronicle # 5–6 1,291 2,582 8–9 2,677 5,353 Out of subtier 1,984 3,968 — — — Pathfinder Society Scenario #5–18: The Stranger Within Dakar’s Ire: You failed to uphold your end of a bargain with Dakar, and the wily leader of the Commerce League won’t forget such a slight. In fact, he actively undermines your future deeds in the City of Strangers until you pay off your debt. You take a –2 penalty on all Bluff, Diplomacy, and Intimidate checks while in Kaer Maga; this penalty increases to –5 when dealing with any member of the Commerce League. In addition, at the start of any meeting with Dakar, he orders his guards to rough you up as a reminder that he still remembers what you owe, dealing 1d6 points of nonlethal damage to you per Hit Die you possess. You can make amends by spending 2 Prestige Points to pay off your debt, after which you must cross this boon off your Chronicle sheet. Deal from the Pickled Imp (Sczarni Faction): You have crippled the rogue Sczarni operations, leaving the survivors scattered but still capable of a desperate counterattack. Guaril Karela trusts that you will be properly equipped for that confrontation. You may use this boon when selling one item to sell it for its full market price rather than at half value. When you use this boon, cross it off your Chronicle sheet. Kaer Maga Contract (Qadira Faction): You helped to secure a lucrative contract between the Qadira faction and the Commerce League. Recognizing you as an able negotiator, Trade Prince Aaqir al’Hakam invites you to accompany him as he meets with suppliers and other contacts, during which time he helps you to polish the skills you have and learn several that you might have ignored before. When using the retraining rules presented in Pathfinder RPG Ultimate Combat to retrain skill ranks over a period of 5 days, you may use this boon to retrain those skill ranks for free. When you use this boon, cross it off your Chronicle sheet. The Price of Freedom (Andoran Faction): Your friendship with the Freemen has secured you some time to train at the Price of Freedom, their combat training facility. When using the retraining rules presented in Pathfinder RPG Ultimate Combat to retrain a feat, you may use this boon to retrain that feat for free. When you use this boon, cross it off your Chronicle sheet. All Subtiers Subtier 8–9 Amulet of natural armor +1 (2,000 gp) Cloak of resistance +1 (1,000 gp) Preserving flask (1st-level; 1,000 gp; Pathfinder RPG Ultimate Equipment 316) Restorative ointment (2 applications remaining; 1,600 gp, limit 1) Belt of incredible dexterity +2 (4,000 gp) Boro bead (2nd-level; 4,000 gp; Ultimate Equipment 284) Cloak of resistance +2 (4,000 gp) Deathwatch eyes (2,000 gp; Ultimate Equipment 224) Headband of inspired wisdom +2 (4,000 gp)
textdata/thevault/Pathfinder/1st Edition/Society/Season 05/S05-18 The Stranger Within.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2008 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. COR8-01 Machinations A One-Round Dungeons & Dragons® Living Greyhawk™ Core Adventure Version 1 by Bradley Lester Circle Reviewer: Creighton Broadhurst Reviewers: Eric Menge and Sam Weiss Playtesters: William Altizer, Marsha Hillman, Sean Hillman, Bill Kronick, Chrism Kronick, Brian Mahoney, Dawn Meade, Harry Meade, Matthew Schad, and Michelle Schad The wealth and glamour of the Gem of the Flanaess mask a fierce power struggle among Greyhawk's ruthless elite. Factions plot against each other beneath a veneer of civility where even indirect details can trip up the most careful of schemers. Those who ask questions will learn too much, but in Greyhawk, innocence is not a defense and ignorance is never bliss. Parties skilled in stealth or guile will flourish. A one-round Core adventure set in the Free City of Greyhawk for characters level 1-15 (APLs 2-12) and the first intrigue of “Honor Among Thieves.” Resources for this adventure [and the authors of those works] include City of Greyhawk Poster Map [Denis Tetreault] Complete Adventurer [Jesse Decker], Complete Divine [David Noonan], Complete Scoundrel [Mike McArtor and F. Wesley Schneider], Greyhawk Ruins Sourcebook [Creighton Broadhurst, Chris Chesher, Paul Looby, Bruce Paris, and Sam Weiss], Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, John Snead], Races of Stone [David Noonan, Jesse Decker, Michelle Lyons], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor], The Adventure Begins [Roger Moore], and the RPGA Web Site Article: Mysterious Places, The Griffon’s Nest [Creighton Broadhurst]. 598 CY COR8-01 Machinations Page 1 RPGA® SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second, players and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2008. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Refer to Appendix 1 for full information on NPCs and monsters. For your convenience, Appendix 1 is split by APL Along with this adventure, you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). You need one copy of this for each participating player. LIVING GREYHAWK LEVELS OF PLAY This adventure’s challenges are proportionate to the modified average character level of participating PCs. Before play begins, calculate the Average Party Level (APL) by following the process below: 1. Determine the character level for each of the PCs. Each PC may bring one animal, plus any creatures gained from class abilities to help in combat. (PCs can bring more creatures but they cannot help in combat). If you deem that the animal bestows a significant benefit in combat add the animal’s CR to the level of the PC it is accompanying for calculating APL. (Animals gained from class abilities and one standard horse, warhorse, or riding dog for a PC with Mounted Combat do not affect APL). 2. Sum the results of step 1 and divide by the number of characters playing in the adventure. Round to the nearest whole number. 3. If there are six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLs are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. Experience and Treasure: APL affects the amount of experience and gold a PC can gain at the end of the adventure. A player character more than three levels higher than the APL at which the adventure is played cannot participate. If a player character is more than two levels away from the APL at which the adventure is played, he suffers a 50% penalty to the amount of gold and XP gained in the adventure. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them and fight for them. These APL calculation rules reference version 7.0 of the Living Greyhawk Campaign Sourcebook. If you are playing this adventure in 2008, check the current version of the LGCS and follow any updated rules presented within. COR8-01 Machinations Page 2 TIME UNITS AND UPKEEP This is a standard one-round Core adventure, set in the Free City of Greyhawk. All characters pay 1 Time Unit per round. Adventurer’s Standard Upkeep costs 12 gp per time unit. Rich Upkeep costs 50 gp per time unit. Luxury Upkeep costs 100 gp per time unit. Characters that fail to pay at least Standard Upkeep retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly benefits) as detailed in this adventure. A character that does not pay for at least Standard Upkeep may avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in Survival and succeeds on a DC 20 Survival check, he heals temporary ability damage as if he had Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). PCs may Take 10 on this roll. Chapters 1 and 5 of the LGCS present more information about lifestyle and upkeep. ADVENTURE BACKGROUND The future is bright for the Gem of the Flanaess. Narwell is being rebuilt apace, Rary the Traitor's plots seem foiled, Turrosh Mak is facing a renewed surge by the Principality of Ulek on his western borders so the war with the Pomarj has settled down into a stalemate, and preparations are under way for the celebrations celebrating the Free City's first century of independence from the Malachite Throne. But for Nerof Gasgal, the Lord Mayor of Greyhawk, the future is one headache after another. The balancing act that he has maintained since first being elected in CY 570 is taking its toll. First, he had to contend with the Greyhawk Wars, then the betrayal by Rary and the fragile peace that followed, and now the invasion by the Orcish Empire of the Pomarj. A number of internal woes have beset Greyhawk as well. On top of all this, Nerof Gasgal is frustrated by Eritai Kaan-Iprizel, High Priestess of St. Cuthbert. Even though he has near total control of the city, its finances, and its future, Eritai has proven a hindrance for many of Nerof’s plans. She was instrumental in getting Sir Gavin appointed Constable which has reformed the Constabulary and inconvenienced the Thieves’ Guild. She is Nerof’s sole remaining credible opposition on the Directing Oligarchy, and her influence in the city is growing. Eritai is very popular with the common-folk and is seen as the voice of decency and honesty among all the thieves and merchants who dominate the council. To date, the other Oligarchs have been hesitant to remove her for fear of unrest among the lower classes and peasantry. A ray of light appeared for Nerof when Turrosh Mak sent a secret message that he wished to negotiate the end of the war. Nerof wants to push the expense of the war onto the Principality of Ulek and free up resources to deal with incursions from Dyvers and Urnst. So negotiations have begun. Nerof knows Eritai will strenuously object when the negotiations are revealed, and he does not think he can handle another scandal so soon. He wants to get rid of her now, before things reach a critical point, so he can lock down the Directing Oligarchy ahead of time. Since the war is going favorably, he has political capital to spend. He is currently manipulating the Directing Oligarchy to have Eritai removed and replaced with Silas Steamgem, the Guildmaster of the Moneychangers and Pawnbrokers Guild, who has just made a lot of money recently on the resettlement of Narwell. Eritai is no fool and she suspects that something is up. She is gathering allies in the city, preparing for the inevitable confrontation between thief and priest. Her allies are the old money nobles, who despise their city being run by gangsters, and the leaders of the small artisan guilds and peasants who resent being kept down by the thieves, merchants, and lawyers. ADVENTURE SUMMARY The adventure begins on the third of Growfest at the Highway Gate, leading into Greyhawk. The PCs are introduced to the sights and sounds of the Free City of Greyhawk. They can use their Gather Information checks to learn about some of the local news; including the weapons and magic usage rules in the Free City. The PCs are given an invitation to stay at the Griffon's Nest by the owner's brother. Encounter 1: Arrival at the Griffon's Nest. The PCs are introduced to the Griffon's Nest and its owner. The PCs can use their Gather Information skills to gather more local information. A Growfest party is in full swing. Encounter 2: A Night on the Town. The PCs are at the Griffon’s Nest when Silas Steamgem, a protégé of the Lord Mayor, puts in an appearance at the party. Silas hopes to generate some good talk among people. Over the course of interacting with the partygoers, a brawl breaks out, catching Silas and the PCs in the middle. Encounter 3: The Morning After. Marial, an agent of the Circle of Eight, meets with the PCs to get them to investigate the plots of the two factions on the Directing Oligarchy. She cannot learn the information herself because she is known in town, and that would raise more questions than provide answers. The PCs are relatively unknown and because of the fight, have a motivation to inquire about such things. Marial gives the PCs until the start of the Growfest fireworks display on the evening of Freeday, four days from now. Encounter 4: The Sticking of Noses. The PCs learn about the political situation by asking questions about various members of the city council. They can learn that Nerof Gasgal has plans to force one of the Oligarchs from office, that a high level paladin of St. Cuthbert is COR8-01 Machinations Page 3 redirecting food and supplies to the poor, and that one of the Oligarchs is meeting with emissaries from the Pomarj. Encounter 5: Growfest. This optional encounter provides details on significant events in the City of Greyhawk during Growfest. The PCs can see the festival of St. Cuthbert Day, participate in a student protest rally in Clerksberg, and finally witness as session of the Public Council of Greyhawk. Encounter 6: Dead Ends. Along their way to speak to the Beggarmaster, the PCs are ambushed by thugs in the Slum Quarter. These thugs have rigged nearby buildings to drop onto passersby in the street. If they are defeated, the PCs find a chest that the beggars have failed to open with some odd treasure inside. Encounter 7: The Palace of Trash. The PCs meet with Simeon the Beggarmaster at the Palace of Trash to gain or confirm information. Simeon refuses to help them until they deal with a personal issue for the Beggarmaster. His granddaughter has been kidnapped by a dangerous rapscallion. Encounter 8: Noses Get Broken. The PCs put together clues to find a hidden Cult of Iuz, which is lead by the rapscallion. The beggarmaster’s daughter is in dire peril and the PCs must end yet another incursion by the Cult of Iuz. Encounter 9: A Meeting of the Minds. If they choose to do so, the PCs can meet with Eritai Kaan-Ipzirel or Talasek Thraydin, the paladin organizing the shipment of supplies to the poor. Talasek confirms that he is behind the supply shipments. If the PCs tell Eritai of the plot to remove her, then she is prepared when Nerof puts his plan into motion. Encounter 10: Reporting In. The PCs get to see the fireworks display and report back to Marial. There, they meet Marial’s benefactor – Otto of the Circle of Eight. The PCs can tell them as little or as much as the want. Otto reminds them of the Oligarch meeting the next day. Conclusion. The showdown between the two factions takes place the morning of Starday at the meeting of the Directing Oligarchy. If the PCs informed Eritai about the Nerof’s plan, she steps down at the Conclusion to keep the Free City from erupting into a riot. If the PCs did not meet with her, Nerof takes her by surprise, and she storms out of the meeting. A riot erupts in the Free City that takes the City Watch and Greyhawk Militia weeks to quell. If the PCs prevented Silas Steamgem from being humiliated in Encounter 2, he is elected to replace her. If not, then Jawan Sumbar, Guildmaster of the Cartographers is elected to the Directing Oligarchy instead. PREPARATION FOR PLAY This adventure involves significant dealings with the political powers of the City of Greyhawk. There are far too many favors that could affect events within this adventure to list here. Instead, make note of any significant favors gained by the PCs in the Free City. In addition, Free City Affiliations have a role to play in this adventure. Note which PCs are part of which affiliations. Specifics regarding the Free City Affiliations and the favors mentioned above are available in the Greyhawk Ruins Sourcebook. PASSAGE OF TIME Time is of critical importance in this adventure. The names of the seven day week are: Starday, Sunday, Moonday, Godsday, Waterday, Earthday, and Freeday NEW RULE ITEMS Core adventures often utilize new rules items –including new classes, prestige classes, races, feats, spells, and equipment (including magic items) – that do not appear in any of the three core D&D books (Player’s Handbook, Dungeon Master’s Guide, or Monster Manual). The full write- up of any featured feats, spells, or equipment appears in Appendix 2. Information on featured classes, prestige classes, and races appears in the relevant creature’s stat block. All the information required to run these characters is presented in this adventure. The DM should double-check that he fully understands any new rule items presented in this adventure before play begins. INTRODUCTION This adventure takes place during Growfest - the festival celebrating the transition from spring to low summer. When the adventure begins, the PCs are returning to the City of Greyhawk for whatever reason they choose. The PCs, either individually or in groups, arrive at the line to pass through the gates to the Free City of Greyhawk on the 3rd of Growfest, Moonday, just before noon. If the PCs decide to arrive separately, have them arrive in line at the same time. The population of the city is swelling in anticipation of the upcoming Growfest celebrations and the start of the trade season. Entry into the Free City through any of its outer gates is an arduous process during the festival, but this adventure begins at the Highway Gate. Whether for the first time or the hundredth time, your travels have brought you to the City of Greyhawk – the crossroads of the Flanaess. But you are not the only one. It is Moonday and the third day of the festival of Growfest. Hundreds of travelers from near and far have descended on the Highway Gate. Although the sun is not directly overhead yet, the line of carts, people, and assorted animals moves slowly through the massive gate as the City Watch and the tax collectors perform their jobs; at the standard bureaucratic snail’s pace of course. While the PCs wait in line, they have the opportunity to introduce themselves to each other. COR8-01 Machinations Page 4 The City Watch and the other people in line do not tolerate line jumping without Intimidation, Diplomacy, or Bribery. Each person allows a PC to skip ahead of them for a gold orb (the gold piece in Greyhawk) or a DC 15 Intimidate check or a DC 25 Diplomacy check. There are 150 people in front of the PCs. The mounted City Watch members ride up and down the line looking for jumpers and those who look like they would cause problems (unusual weapons or animal companions for example). They also attempt to keep the street urchins from bothering those in line too much. They’ll look the other way of a line jumper with 10 gp bribe, a DC 20 Intimidate check, or a DC 20 Diplomacy check. TALKING TO OTHERS IN LINE The PCs may converse with others in line. Allow each PC to make a Gather Information. A successful check allows them to learn the following information. If the check is not successful, the people that person talks to is not all that talkative. Half-orcs get a -4 to this check as people tend to associate them with the Pomarj rather than as honest individuals. DC <10 • “Did you know that the Greyhawk City area was painted pink as a joke? It’s faded to a rose color now.” • “The ruins of Castle Greyhawk offer never ending adventure, treasure, and death for those who are foolish enough to enter.” • “Great! Tomorrow is St. Cuthbert’s Day. The Free City will be run amok with celebrating Cuthberites. Complain about it to one of them and you could find yourself getting the beating of your life.” DC 10-14 • “The lines to get through the gates get longer all the time. You think for all the money paid in taxes, they would figure out how to speed this up.” • “It’s the time of year for the caravans to depart the city for their annual trading runs. Hopefully the Coinswords are able to keep most of the bandits run off.” [Coinsword is a slang word for the Greyhawk Militia.] • “There is talk among the Oligarchs that taxes will have to be raised again. I wonder whose pocket that will go into.” • “There are so many poor outside the walls. How do they find enough to eat?” DC 15-19 • “The City Watch and the Guild of Nightwatchmen have been more aggressive over the past year. But crime never seems to get any better.” • “The forces of the Pomarj have not been attacking as often. Maybe they just got tired of fighting.” • “With some many people coming to town, the inns are going to be full. I hope we can find a place.” • “Many in the Free City want to see the Coinswords go on the offensive while the forces of the Pomarj are quiet; before they get the chance to recover their strength.” • “Many in the Free City want to see the Coinswords stay closer to home to provide better security within the Domain and fix the gods blessed roads.” DC 20+ • “Rumor has it that the meeting of the Directing Oligarchy last Starday was pretty heated. The Lord Mayor and another Oligarch were almost shouting at each other.” • “I heard there is a new Great Druid in the Gnarley. I bet the trees are going to start attacking the villages near the forest.” ENTREPRENEURIAL EFFORTS While the PCs are in line, they are approached by vendors. Sellers, mostly children, ply those in line with all sorts of goods. The City Watch, slowly riding horses up and down the line, tries to keep the most annoying of these ‘businessmen’ from harassing those waiting to get into the City. The Beggar’s Union uses the street urchins to sell cheap Greyhawk-themed knickknacks to people. A successful DC 12 Appraise check tells the PC that the items are all of poor quality. When the urchins approach the PCs, they use a different tactic for adventurers: A filthy boy of no more than ten years, dressed in layers of burlap rags, looks both ways along the line of people for the guards on horseback, then not seeing them, makes a beeline for you where he blurts out, “Hey Mister [or Ma’am]. You want a prized piece of Castle Greyhawk to remember your visit?” He holds out a lump of masonry that is scorched on one side. The street urchin is offering the masonry for 1d4 gp. PCs can try and barter with the sellers, but they need a successful DC 25 Diplomacy check to get a 1 gp discount. No price falls below 1 gp. The use of Intimide or threatened violence causes the seller to immediately run off. �Street Urchin: male human commoner 1, hp 4, AL N, (Bluff +5, Sense Motive +5). If the PCs argue about the authenticity of the items, the urchin holds out a piece of paper and says, “Hey, these are legit. I’ve gotta Certifcate of Aw-ten- ticy. Spat on by a priest of Zagyg and everything.” COR8-01 Machinations Page 5 The old piece of parchment has the word Certificate of Authenticity written in big words across the top and states that the lump of rock is Genuine Castle Greyhawk. There is a blotch on the paper where it used to be wet with a scribble under it that could be a signature. Assuming no intimidating tactics are used, after two or three rebuffs, the seller gets the message and sees a more promising mark elsewhere in the line and runs off. If a sale is made, the urchin scurries off with his gold. AN INVITATION You are almost to the main gate when a half-elven man, with long dark hair, walks up to several wagons or groups in front of you and converses with them. After several moments, he shakes their hands and moves on to the next group. Eventually he makes his way to you. He flashes a beaming smile and says, “Greetings travelers; my name is Severin Nyie. My brother manages the Griffon’s Nest, one of the better establishments in town. Well, at least it is in my humble opinion. Have you heard of it? It’s warm and the food is decent, and we usually have entertainment each night. As a matter of fact, we are having our Growfest celebration tonight. Here, take these tokens, they’re good for a free drink.” Severin is happy to spend a few minutes talking to the PCs if it helps ensure rich adventurers come to stay at his brother’s inn. He can provide much of the gossip given above, but use a Diplomacy check instead of a Gather Information to extract the information. �Severin Nyie: male half-elf expert 5, AL N (Spot +10, Sense Motive +8). If the PCs ask where the Griffon’s Nest is, he says: He continues “Go to the Strip in the River Quarter, you can’t miss it. It’s right across the street from McGloogan’s Warehouse almost next to the Nightwatchmen’s Guildstation. When you arrive, ask for Curain Nyie, my brother and give him those tokens.” GETTING TO THE GATE An hour later, you finally make it to the gate. The guards and tax collectors descend on you; a group of three guards wearing tabards of Greyhawk over chain mail approach; followed closely by two non- descript scribes, carrying logbooks. The guards remind the PCs about the rules (see the Greyhawk Ruins Sourcebook or Appendix 3) regarding Unusual Companions and Weapons/Spell restrictions. They ask the PCs if they have anything to declare. Banned items can be securely stored at the gate, for a 5 gp fee paid to the Free City. Evil items that are surrendered at this point carry no ill effects for the person or party. Alter the encounter as needed to reflect the favors or disfavors the PCs may have. PCs can attempt to smuggle items into the Free City per the rules in the Greyhawk Ruins Sourcebook and Appendix 3. If they are caught, they reap the rewards as defined in the Greyhawk Ruins Sourcebook and Appendix 3. Once the guards are finished with the PCs, the tax collectors get their opportunity. They collect monies owed to the City per the Greyhawk Ruins Sourcebook and Appendix 3. Once the PCs have paid up and signed the gate roster, they are allowed to enter the Free City. 1: ARRIVAL AT THE GRIFFON’S NEST When the PCs enter the Free City, read The Promenade runs the length of the city and is crowded with travelers. The fabulous wealth of the merchants clashes with the squalid poverty that can be seen lurking in the alleys of the Old City. The heavy patrols along the great avenue keep the dregs of society in the shadows. The Griffon’s Nest is located on The Strip in the River Quarter of the Free City. Refer to DM Map 1 for the location. The PCs can stay at any inn in the Free City that they choose. The lifestyle costs the players pay for each adventure covers such expenses. However, the adventure assumes that they stay at the Griffon’s Nest. The PCs may use any of the inns listed in the Greyhawk Ruins Sourcebook. If the PCs go to a different inn, modify the adventure to remove the Griffon’s Nest specific references to make it more generic. Along the Strip, locations like Green Dragon Inn and the Low Seas Tavern are packed to capacity with people hanging around outside, waiting to get in. Across the street from McGloogan’s Warehouse is a small, two-story inn in its own walled compound. A gaudy picture of two griffons roosting in what appears to be a gigantic bird’s nest decorates the street-facing wall of the compound. Some stables can be seen alongside the inn. When the PCs enter the establishment, continue. While not as crowded as the other inns, the atmosphere of the Griffon’s Nest is quite boisterous. A large common room, with a stage area on which musicians perform, dominates the ground floor. The majority of the accommodations are located on the second floor which overlooks the common room. At least three barmaids work the common room, deftly maneuvering between the tightly packed groups of people. Humans of all races can be seen along with some half-elves, dwarves, and the occasional halfling. COR8-01 Machinations Page 6 See DM Map 2 for the layout of the Griffon’s Rest. If the PCs ask for Curain Nyie, a patron or barmaid points towards the bar. Behind the bar stands a tall half-elf. He wears his long black hair in a single ponytail that hangs down below his shoulder blades. Clad in fine, tight-fitting studded leather armor he cuts quite the dashing figure. His right cheek and neck bears the silvery tracing of some very convoluted and old scarring. If the PCs approach Curain, read: “The man finishes refilling a dwarf’s drink when he looks up to you. “Welcome! Welcome to the recently remodeled Griffon’s Nest, how may I, Curain Nyie, proprietor of this fine establishment, provide you excellent service today?” he says with a broad smile. �Curain Nyie: male half-elf bard 8, AL N (Profession (innkeeper) +15, Spot +10, Sense Motive +12). If asked about the scarring, Curain says that it is an old wound he received back during his adventuring days in the March of Bissel. A trap went off, and he ducked when he should have jumped. Curain still has rooms available. The cost is 1 gp per person per day (minimum of 3 days), paid in advance. (“A mere pittance compared to what the Green or the Low Seas charge!”) The cost includes breakfast in the morning, stable space and food for animals, and first drink at the bar. The costs of the basic room are covered by standard lifestyle. Curain has rooms available for those needing High or Luxury lifestyle. Those have upgraded linens, better furniture, and are farther from the common area so there less noise. They are 5 gp and 10 gp a night respectively (and covered by rich and luxury lifestyle). Spot checks made at the Griffon’s Nest reveals nothing unusual. Although the fireplaces and hearths are a full blaze, the inn still has a chill in the air. If the PCs present the tokens given to them by Severin, Curain gladly provides the first drink on the house. He has pretty much anything the PCs would want to drink. Meals are stews made from chicken, pork, or lamb with various vegetables and spices served with fresh bread and cheeses. If the PCs chat with him about the goings on in the Free City, he relays up to the DC 10-14 Gather Information to the PCs listed below. HANGING OUT AT THE INN Over the next couple of hours, the PCs can use their Gather Information skills to learn the following information from the people at the Growfest party in the Griffon’s Nest. Note: PCs spending at least 10 gp in drinks over the course of the evening at the inn receive a +2 circumstance bonus to Gather Information checks made during that time. Half-orc PCs have a -4 penalty. DC <10 • The PCs make polite conversation but learn nothing more than what is available in the Greyhawk Ruins Sourcebook. • Tomorrow is St. Cuthbert’s Day. The Free City is full of Cuthberites celebrating their holy day. • Curain Nyie has owned the Griffon’s Nest for a while, but recently completed a major renovation of the establishment in an attempt to raise the inn’s credibility among its clients. • There’s a great deal of discontent in the city. Something’s got to give soon. DC 10-14 • The Griffon’s Nest is not as popular as other inns in the area. • There is a general unease among the population of the Free City in regards to the recent lack of attacks by the forces of the Pomarj and what it means. • “Did you notice the collection of ruts and holes they call roads coming in here? The Wainwrights must be bribing the Council not to fix the roads.” • Two dwarven adventurers sitting at the bar tell the PCs that there is a substantial lack of activity along the southern border of the Domain of Greyhawk with the Pomarj. They are not sure why that is, but lucky for them though. • A local artisan, a pot maker, tells the PCs that he thinks several members of the Directing Oligarchy are thieves. They’re robbing the common people of the city blind. • A merchant of fine porcelain tableware tells the party that if the Pomarj is content to stay out of the Domain; then so be it. Build up the defenses along the border and focus on cleaning up the thievery going on in and around the Free City. She believes it is better for business that way. • A human bard tells the party that there are so many destitute and poor in this city. It is a shame that more is not done to help them. Especially at this time of the year. DC 15-19 • The Griffon’s Nest is reputed to be haunted, although the truth of this matter is the source of much conjecture among its patrons. Strange sounds in the night, chilly breezes, that sort of thing. • One would think for all the effort Curain went into remodeling the Griffon’s Nest, he would have gotten the roads in front of the building fixed too. • “The militia is called Coinswords because that’s what’s on the crest of Greyhawk and that’s all that matters in this city. If you don’t have coin then you’re nothing.” • Some of the citizens of the city believe it is high time the Coinswords crushed the Pomarj for good. COR8-01 Machinations Page 7 • A winemaker from a winery in the south part of the Domain tells the PCs that the Directing Oligarchy of the Free City should redouble its efforts to break the Pomarj. Beat them thoroughly enough and they will get the message: do not mess with the Domain of Greyhawk. • A clothing trader tells the PCs that the Lord Mayor, Nerof Gasgal, is of the belief that increasing the security within the Domain and expanding trade with friendly regions is the only way to properly secure the future of the Free City. • An acolyte of St. Cuthbert tells the PCs that the High Priestess of St. Cuthbert, Eritai Kaan-Iprizel has been delivering some fiery sermons on crushing the external enemies of the Free City as well as exposing the corruption and filth that plagues us from within. • A half-elven male tells you that the Slum Quarter is filled to overflowing. The number of destitute have multiplied in recent years. The Beggar Union’s membership, the absolute bottom of the Greyhawk barrel, has swelled. DC20+ • Although Curain smiles at talk that his inn is haunted and derides it as the drunken ramblings of some of his most regular customers, a DC 20 Sense Motive check reveals that this subject makes him uncomfortable. • Curain has been talking with friends in high places (bribing officials) in an attempt to get the roads in front of his establishment fixed as soon as possible. • A younger partygoer, who brashly introduces himself (especially to attractive female PCs) as a Wheatmill, one of the old money noble families of Greyhawk. He complains that the Free City’s government is rife with corruption. • While talking to a young, attractive Suel priestess of Rao, she gets a faraway look in her eyes then tells the PCs that the ‘shadows within the Free City move with purpose’. Afterwards, she returns to a bubbly cheerful woman and has no idea why she would say something like that or what it means. • A gnome wagon driver tells the PCs that he noticed several wagons of food and blankets being escorted by well-armed men, it was too dark to tell who they were exactly, to someplace in the Slum Quarter, just before sunrise earlier this week. He did not stick around to find out more. 2: A NIGHT ON THE TOWN A couple of hours after sundown on Moonday (the 3rd of Growfest), Silas Steamgem arrives at the Griffon’s Nest. Silas is the Guildmaster of the Union of Moneychangers and Pawnbrokers, the most influential banking concern in the Domain of Greyhawk. Curain has been politicking with Silas to get the Oligarchs to fix the roads in front of his inn as soon as possible. In addition Curain owes Silas a significant amount of money that he used for repairs on the Griffon’s Rest. Silas Steamgem, who is positioning himself to be the next person voted onto the Directing Oligarchy when a position opens up, told Curain to throw a party. The party allows Silas the opportunity to show the people his generosity and build up popular support. The party has gone on for several hours when the door to the inn opens and a group of people enter. A muscular man wearing a chain shirt and tabard enters the common room, looks around, and nods back out the open door. A richly-dressed gnome enters the inn followed by another guard. The bodyguards constantly scan the crowd, while the gnome makes his way through the crowd as Curain Nyie greets them. A successful DC 20 Knowledge (local - core) check tells the PC that the gnome is Silas Steamgem, Guildmaster of the Union of Moneychangers and Pawnbrokers. The bodyguards wear guild tabards. �Silas Steamgem: male gnome, expert 7, AL LN. The gnome calls out “Curain, my friend, how are you? Good, yes? I have come to talk to you about this loan of yours I hold.” All eyes in the tavern are on the two as the music from the bards dies away. Silas holds up a thick bundle of papers. Curain swallows nervously. “I was thinking that we should renegotiate. I’ll tear up this loan but only if you give everyone in the bar a free drink. What say you?” The choice is made in the blink of an eye. “Free drinks!” Silas prestidigitates and the loan contract goes up in a burst of flame. The crowd at the Griffon’s Nest erupts into cheers. The barmaids and Curain are overwhelmed with drink orders for the next half hour. The bards begin to play again. Silas makes his way through the crowd, stopping at each knot of people to shake hands and have a brief conversation. His two bodyguards follow close behind. A successful DC 10Spot check followed by a DC 20 Sense Motive check tells the PCs that some of the groups are happy to see the Guildmaster while others are not as happy. Eventually, Silas approaches the PCs. When the gnome offers his hand to you and says, “Hello, I am Silas Steamgem. I see that our good friend Curain Nyie has put together a wonderful Growfest event. Thank you for coming. Are you enjoying yourselves?” Silas only lingers for a few minutes, but is happy to chat for a brief time. If the PCs bring up the issues use the following information to reply. COR8-01 Machinations Page 8 • “The weather has been quite lovely lately. Good for travel and good for trade. Is it good for adventuring too? • “I’ve heard that the Pomarj has been less active recently. I’m not sure what that means though. Do you have any insight?” • “If we can get the borders fortified, we can allow the Coinswords to patrol the countryside more for bandits. Once the people feel more secure, they will be more productive. Improved productivity means more trade, which is good for everyone.” • “Those that worship St. Cuthbert are indeed a strong breed of individual. Very focused they are. Do you follow the Straight and Narrow Path?” • “By catering to travelers, Curain provides a valuable service to the city. Trade is the life’s blood of the City of Greyhawk and it is in the city’s interest to make sure it flourishes.” When the PCs are finished with their discussions with the Silas, continue with the following. “Excellent!” he says, “Please do continue to enjoy yourselves. And when you tell others about tonight, be sure they know that you have a friend in Silas Steamgem and the Union of Moneychangers and Pawnbrokers.” With that, Silas takes leave of you, making his way to another group. A DC 5 Listen check) reveals that Silas begins the same conversation with the next group. Once the PCs meet Silas, they encounter the small group of people debating the issue of the war with the Pomarj. Nearby, one of the groups that spoke with Silas earlier comes over. Leading them is a large, middle- aged fellow. He looks like he would be more at ease on a boat than in an urban setting such as this. “So what did that pompous windbag Silas say to you? If asked, the man identifies himself as Talbot Graymuck. He is an oyster farmer on Woolly Bay. Due to the number of times he has had to rebuild his farm after raids, he is a firm supporter of the Eritai faction within the Free City. �Talbot Graymuck: male human expert 4. Adjust Tablot’s answer to respond to the PCs, but regardless of what the PCs say, he launches into a tirade against Silas. “He’s just another merchant thief talking out of both sides of his mouth. This is nothing but a stunt to buy favor. All they do is raise taxes, and then send some knee breakers to collect more. They’ve done nothing about the orcs down in the Pomarj in months. It’s high time the Coinswords were allowed to go at those buggers and crush them.” During his tirade, another group, led by a shorter, but no less stocky man, wearing spectacles listens intently. “Simple thinking from simple minds, eh Talbot?” he begins. “The answer always seems to be to bash’em to pieces. We need to get our own house in order. Don’t you agree?” he asks you. The second man is Jonash Rekarum. He is a miner in the Cairn Hills. Since he pays protection to the Thieves’ Guild (under the table) and openly supports Nerof Gasgal, Jonash has had very little loss due to banditry or attacks. The Greyhawk Militia is always nearby to protect his interests. �Jonash Rekarum: male human expert 4. If the PCs wish to jump into the conversation, by all means let them. Talbot angrily responds to Jonash and any PC who sides with him. “Oh don’t feed me that line of crap, Jonash!” Talbot responds, “You’ve have the Coinswords sitting on top of your precious mines in the Cairn Hills. Let someone come along and raze your hard work, then come talk to me.” He looks to you, “See what I’m saying? They’re always looking out for number one and that’s never us. What say you?” These two people, and others in their respective parties, start a ‘vigorous’ vocal debate; each trying to win the PCs over to their side. As things heat up, Silas walks up to the assembled group. “Gentlemen, there is no need for harsh language. Please, let’s enjoy what we have available here,” he says, with a smile, placing a hand on Talbot’s and Jonash’s arms. Talbot knocks Silas’ hand off his shoulder. “Get your thieving hands off me!” Jonash shoves Talbot hard, shouting, “Back off! He’s done nothing to deserve that!” One of Talbot’s friends takes a swing at Jonash and in seconds the entire place erupts into a brawl! Curain yells, “I just fixed this place!” but no one listens. Silas screams in terror as his bodyguards are overwhelmed, leaving him at the mercy of the political pugilists. The bar fight is represented mechanically by an encounter trap. However, this encounter is meant to be fun; it is not a serious threat to the PCs’. Consider it more of a wild barroom brawl than a serious fight. Before the brawl begins, explain to the players how their characters can interact with the trap. Trap: The Griffon’s Nest bar is shown on DM Map 2. The PCs begin at table in the bottom right corner (marked on the map). The whole place is crowded with brawling patrons, throwing fists, chairs, drinks, and food. The goal of the PCs is either to “disarm” the trap (by neutralizing the other patrons) and/or to get Silas Steamgem (marked S on the map) out of the inn before he is humiliated. Silas begs for their help. To escape from the Griffon’s Nest, the PCs must make it out of the inn. They can escape through any window or door. If they decide to help Silas, they must COR8-01 Machinations Page 9 escort Silas through one of the four doors marked on the map (the kitchen, the rear, and the double front doors). Silas will not suffer the indignity of climbing through a window as this immediately results in humiliation. The PCs must maneuver him across the room before he loses face in front of his guests because of the flying debris. The trap consists of two parts. The first part consists of many sections of the bar that must be “disarmed” to escape. The sections are marked in yellow on DM Map 2. Each round a PC is in an active section of the brawl, the trap makes an attack on the PC to deal subdual damage. Also, each square of an active section is exceedingly difficult terrain and counts as four squares of movement. Disarmed sections count as difficult terrain, taking two squares of movement. Silas has a speed of 20 ft. and a +2 bonus to his initiative. The PCs cannot use planar travel to get out of the inn, as one of the brawlers successfully targets Silas with a dimensional anchor before the PCs act. The PCs may disarm a section in several ways. They can use Diplomacy to talk their way past the brawlers in one section or Intimidate to force their way through one section. They can make a normal attack in order to brawl a path through a section. They may use magic to effectively “dispel” the brawlers in that section. Only spells that affect an area and that do not inflict any physical damage will work for this purpose. A spell that causes actual damage lands the party in jail and would do major damage to Silas’ reputation, which automatically humiliates him and gets the PCs arrested. The second part of the trap is the attacks on Silas. The PCs must protect him or he will be humiliated and be unable to get the support he needs to join the Oligarchy. Each round on the trap’s turn, Silas (regardless of whether he is in an active section or not) suffers the indignity of food thrown at him, beer dumped on his head, and crude jokes about his nose and height. The PCs may try to block this with a successful ability check that exceeds the humiliation DC, as a standard action. Any ability score may be used, with an action appropriate to the ability and setting (Strength is using a table to cover Silas, Dexterity is pulling him aside, and so forth). This must be done on the trap’s turn so PCs may need to ready an action. The trap does not reset, but it does leave quite a mess. APL 2 (EL 2) �Bar Fight “Trap”: Appendix 1. APL 4 (EL 4) �Bar Fight “Trap”: Appendix 1. APL 6 (EL 6) �Bar Fight “Trap”: Appendix 1. APL 8 (EL 8) �Bar Fight “Trap”: Appendix 1. APL 10 (EL 10) �Bar Fight “Trap”: Appendix 1. APL 12 (EL 12) �Bar Fight “Trap”: Appendix 1. If the PCs were able to escort Silas Steamgem from the bar with his dignity still intact (he didn’t pass out from humiliation attacks), he is very grateful. He hurries home and promises to send a reward. The next day, representatives of Silas Steamgem arrivs and gives the PCs a small pouch and profusely thanking them for their assistance. They apologize for how things got out of hand and ask the PCs not to view the Union or the Guildmaster in a negative light. If the PCs were unable to (or chose not to) escort Silas out of the Griffon’s Nest, he is humiliated. His reputation in the Free City drops like a stone and Nerof Gasgal is forced to find another candidate for the Oligarchy. The PCs receive no XP for defeating the encounter. In addition, word of the PCs’ prowess or Silas’ humiliation spreads through the city. When the PCs make Gather Information checks, they hear people talking about the bar at the Griffon’s Nest and either Silas emerging triumphant with the heroic PCs, or Silas emerging drenched with beer and sobbing like a child. Treasure: If the PCs accept Silas’ gift, the PCs (at all APLs) receive silversheen and a glitter stone. They also receive Bigby Left This as Collateral. If the PCs used lethal damage in the brawl, they get the Arrested!AR item at the end of the adventure. Development: Jallarzi Sallavarian’s pseudodragon familiar, Edwina, has been scouring the Free City looking for credible people to investigate activities of the Directing Oligarchy. Edwina was checking out the party invisibly when the fight broke out. Based on the PCs actions, she decides that the PCs are the people her master is looking for and returns to Marial, Jallarzi’s former apprentice, to report. They meet with the PCs the next morning to get their assistance. 3: THE MORNING AFTER The next morning, the 4th of Growfest, Godsday, Marial and Edwina arrive at the Griffon’s Nest to get the PCs to help in their investigation. She sends one of Curain’s barmaids to summon the PCs. The barmaid softly knocks on the door and informs them that someone is waiting to see them. Assuming the PCs are agreeable, read: The morning chill fills the large open area outside your room. The fireplaces and hearths are just glowing embers. Broken chairs, tables, and crockery litter the place. The larger table in the corner where you were sitting last night has survived. A single, hooded figure sits at the table, drinking from a steaming mug. A tray of food is in the center of the COR8-01 Machinations Page 10 table. A fat draconic creature is sitting next to the tray, finishing one of the muffins. Edwina has a weakness for any sort of pastry. A successful DC 23 Knowledge (arcana) check tells the PCs that she is a pseudodragon. Once the PCs approach the table, read: The hooded figure pulls back her hood enough to see her extremely pretty face and red hair. While she has no weapons obviously displayed on her person, a knotted wood staff leans against the wall behind her. “Please, have a seat and join us. I am Marial and this is Edwina.” The dragon reaches for one of the muffins from the tray in the center of the table, tears a big piece from it, and puts it in her mouth. She says, “Mmmmm… Mama Esther’s muffins are sooooo good. They melt in your mouth.” A successful DC 15 Knowledge (local - core) check tells the PCs that the name Marial has been associated with Jallarzi Sallavarian, one of the Circle of Eight. �Marial: female human wizard 15, AL CG. A successful DC 15 Knowledge (local - core) check tells the PCs that the name Edwina has been associated with Jallarzi. �Edwina: pseudodragon, MM 210. Once the PCs are seated, the barmaid comes over and takes drink and food requests. Edwina quietly continues eating the muffin until the food orders are fulfilled. She then hurries off. Marial waits for her to be go before continuing. As Edwina swallows the last bite of her muffin, Marial says, “After what happened last night, no doubt that you are aware that the . . . political . . . situation in the Free City is in turmoil. People are fearfulwhen things are uncertain and they lash out. “Edwina and I are keeping an eye on the situation. Unfortunately, we’re a bit known in town and there are some who will not speak with either of us. So we must adapt. That is where you come in. I am here to enlist your aid in our investigation while Edwina is here for the muffins. Does this sound like something you would do?” The Edwina looks up with blueberry stains and crumbs all over her snout. The following are some of the questions that could be asked of Marial. Paraphrase Marial’s responses as needed. • Who are you working for? The red-headed woman smiles sweetly, “No one said we were working for anyone but ourselves. But we do know people who would be interested in learning what we find out; people who have a vested interest in the long-term success of the Free City.” Marial does not directly reveal that she and Edwina serve the wizards of the Circle of Eight. She does her best to assuage any PC fears that she is working for someone of an evil bent. If it becomes a deal breaker for getting the PCs assistance, she provides enough hints for the PCs to guess or assume that she works for the Circle of Eight. • Will you pay us? Marial is willing to pay the PCs 100 gp plus another 50 gp per APL. She begins by offering half that amount. Payment is given when the PCs present their report on Freeday; she is not in the habit of giving away money. • What is the political situation? “There are two major factions on the Directing Oligarchy. One group, centered on the Lord Mayor Nerof Gasgal, believes the lull in fighting with the Pomarj should be taken as a sign of their attention being directed elsewhere. The Directing Oligarchy should capitalize on this opportunity to fortify their military positions along the border, expand the trade routes with friendly nations, and re-direct resources within the Free City and the Domain. This would give the residents a visible sign of stability. When the residents feel more stable, then they are more productive. Higher productivity improves trade and thus the tax base for the Free City and the Domain.” • And the other faction? “The other group, centered on Eritai Kaan-Iprizel, High Priestess of St. Cuthbert, believes the lull in fighting represents the opportunity for the forces of the Free City to redouble their efforts to break the enemies of the Free City. Although the people may be tired of fighting, they know that true security can only be obtained by soundly defeating the enemy and breaking his or her will to fight, not surrendering an advantage in the hopes that the enemy will not fight further.” • Who supports each faction? “Mostly the merchants, lawyers, and other businessmen of the Free City are in Nerof’s camp. Rumors exist that the nefarious elements of the Free City; thieves; assassins, and the like, also support this position, but not openly; bad for their existence I’m told. Mostly those more principled people support Eritai, such as the old noble families, the artisans, and the common folk. Many see this group as a counterbalance to the alleged negative influence of the thieves and greedy merchants on the Directing Oligarchy. • So what do you want us to do? “As you saw last night, these two groups are poised for a showdown at some point in the near future, perhaps as soon as the upcoming Directing Oligarchy meeting next Starday. I suspect a lot of behind the scenes political maneuvering going on. I need to know what each group is up to. Beyond that, I leave up to you. I will, of course, deny ever having spoken with you.” She smiles again revealing her dimples. • How do we find you to report back? “Today is Godsday, I will give you until Freeday evening to gather your information. You will be able to find me at the Golden Phoenix, watching the fireworks display. At that time, I expect a concise report of what each group is up to.” COR8-01 Machinations Page 11 • Where do we start? “I suggest avoiding approaching Nerof or Eritai directly, at least at first. Once you start asking questions directly of people, word may start going around. Instead, focus on those around them. Call on friends and favors you may have. If one group is going to use the power of the Directing Oligarchy to push an agenda, then they would need the necessary votes from the other members to do so. You may want to start with Silas. He’s been courting favor with the populace lately, a rather odd action for a moneylender.” • And who is on the Directing Oligarchy? “The Directing Oligarchy is currently composed 16 individuals. Here, I’ll write them down for you.” Give the PCs Marial’s list which is Player Handout 1. If the PCs agree to help, and once the PCs questions are answered, Marial and Edwina take their leave of the PCs. “Very well, I leave the task in your capable hands. Until Freeday evening then,” she says as she stands up. She pulls the hood over her head, collects her staff, and makes her way to the door. Edwina flies towards the door, slowly fading from view. If the PCs turn down Marial, use the following. “Very well, I hope your lack of concern does not leave you slack jawed when events overtake you. Good day,” she says as she stands up. She pulls the hood over her head, collects her staff, and makes her way to the door. Edwina flies towards the door, slowly fading from view. If the PCs turn her down, Marial returns to Jallarzi’s tower in the Garden Quarter. If the PCs have a later change of heart, they can find her there. Development: The PCs should be assisting Marial (and through her the Circle of Eight) to discover what is being planned for the next Oligarchy meeting. If the PCs turn her down, they can still do the investigation (and the rest of the adventure) but they unless they report their findings to her they get no benefits from the Circle of Eight. 4: THE STICKING OF NOSES This encounter addresses the investigation of the Directing Oligarchy and its members. It is freeform in nature as the PCs can go pretty much anywhere in the Free City and talk to anyone. The table provided in DM Aid 1 provides the information that can be gathered about each Oligarch (as well as Silas Steamgem and Simeon Hellwater). Depending on how time is running for the adventure, you can either play out the gathering of information or you can have the players make check and summarize the information presented. Each entry also lists whether or not the PCs can meet with the individual. Feel free to embellish the meeting, but if you face time constraints, summarize what the PCs learn. Many PCs have contacts and favors in the City of Greyhawk that they may wish to use. Let them take full advantage of these resources. These resources can give the PCs access to the information on DM Aid 1. Use your best judgment as to which favors gain which information. Each Gather Information check takes 1d4+1 hours. The PCs may want to prioritize who they investigate first, as they could run out of time if they make inquiries after all 16 Oligarchs. If the PCs set up meetings with prominent people, this time is not included in the 1d4+1 hours. The PCs can work cooperatively or individually on this task. Each person rolling may modify their Gather Information check (regardless if it is main check or the check to assist) with one of the following modifiers: • Affiliation Score of 3 or less: +1 • Affiliation Score of 4-10: +2 • Affiliation Score of 11-20: +3 • Affiliation Score of 21-29: +4 • Affiliation Score of 30 or more: +5 • Favor of a Greyhawk affiliation: +1 • Disfavor of a Greyhawk affiliation: -1 The PCs may wish to draw upon their contacts with affiliations in the City of Greyhawk. DM Aid 2 provides information that members of a specific affiliation can learn about the situation if they think to ask. PLOTS THAT ARE AFOOT Being Greyhawk, there are numerous plots afoot in the city at any particular time. However, only three of them are of importance to this adventure. Removal of Eritai Nerof needs 11 of the 16 Directors to vote for removing Eritai. Nerof already has seven votes from his faction and a reason to force the vote (see Helping the Poor below). He needs four more from the Neutrals: Torrentz Hebvard, Stakaster Villaine, Gerda Hollardel, Stimtrin Cannsay, and Kieran Jalucian. Judging Kieren as too dangerous to pressure, Nerof’s agents have approached four of the Neutral Directors. Gerda is being pressured through her relationship with Dernan Nathane. Stimtrin Cannsay is being blackmailed. Nerof has promised Stakaster special privileges that will allow for the building of a new and larger temple of Zilchus. Torrentz Hebvard has been persuaded through appealing to his political views. Through their investigations, the PCs can learn of Gerda’s relationship with Dernan and may surmise that she will vote with Nerof’s faction. PCs can learn that Torrentz and Stakaster have met with Nerof and his aides quite a lot recently. If the PCs make appropriate inquiries, the PCs can also learn that it is an open secret among the Zilchan clergy that something big is in the works COR8-01 Machinations Page 12 between their patriarch and the Lord Mayor. The PCs can learn of the promised rezoning and plans for an enlarged temple with clever digging at either the temple or the Lord Mayor’s office. The other members of the Union of Merchants and Traders who are on the Oligarchy are using their considerably economic clout to browbeat Stimtrin. If the PCs investigate at the Union of Merchants and Traders, they catch wind of the economic pressure being put on Stimtrin to vote with the other directors on an upcoming Oligarchy decision. Until the PCs speak with the Beggarmaster, they are likely to figure that something big is up, but they aren’t exactly sure what it is. Negotiations with the Pomarj Cariel Mansharn of the Merchants’ and Traders’ Union has been meeting with half-orc envoys from the Pomarj. It is possible for the PCs to learn about these meetings by trailing Cariel or stealing his case of papers that he carries with him. If the PCs follow Cariel, he works at the Merchants’ and Traders’ Union in the Thieves Quarter until noon then steps out for lunch at the Whitehorse Inn, which is owned by his half-brother. He then takes a coach to the Low Market where he changes to a different coach to return the Thieves’ Quarter. There, he stops before a row house on one of the back streets. He enters it and departs through the backdoor for another, smaller house further down the street, which he enters through the backdoor. The entire time, Cariel is accompanied by two capable bodyguards. At this second house, Cariel meets with two half-orcs emissaries for the Pomarj. The emissaries enter the front door of the meeting house. The emissaries are staying at the Phoenix Boarding House but can be found spending their evenings in various dives in the Old City. Until nightfall, the two groups argue over the specifics of a peace treaty. A number of contentious issues have to be worked out, such as the new border, reparations (if any), assurances against future raids, opening channels for trade, and limiting of any slaving. Nerof doesn’t just want peace. He wants an advantageous peace. After meeting with the Pomarj emissaries, Cariel heads back to Merchant and Trader’s Union in a circuitous route. He leaves all the papers regarding the treaty in the safe in his office and heads back to the Whitehorse Inn for some relaxation before going home to his house, which is also in the Thieves’ quarter. As a powerful, wealthy Greyhawker, Cariel has warded his safe from theft. Because of the number of guards, locks, traps, and magical wards, the PCs have no opportunity in the tight timeframe they have to break into Cariel’s safe. Make this clear to the PCs. The PCs could approach Cariel himself. He is unwilling to say anything about the meetings. If the PCs accost him, he has a number of magical protections as well as his two very capable bodyguards. He teleports away immediately upon being attacked and does not appear in Greyhawk until the meeting of the Oligarchy. If prevented from teleporting, he runs away. He has enough guards, money, and magic to escape the PCs. The PCs can approach the half-orc emissaries. However, the two emissaries are discretely shadowed by half-a-dozen thieves who are making sure that nothing happens to the emissaries. The half-orcs refuse to talk to the PCs and if force is used the shadowing thieves step out and urge the PCs to move along. Since they’re in the Thieves’ Quarter, there are plenty of reinforcements. The half-orcs are not fools and don’t keep anything on them that identifies them as being from the Pomarj. They do not take notes and have no paperwork with them. Cariel is keeping the drafts of the treaty. Helping the Poor Unbeknownst to Eritai, the senior paladin of St. Cuthbert in the city, Talasek Thraydin, has been using his contacts in the Greyahwk Militia and the City Watch to give food and supplies from the militia to the needy poor. Talasek tried to get the supplies transferred legally, but the bureaucracy (and opposition from Nerof’s faction) caused the request to be permanently stuck in committee. Never one to let the politics of the city stand in the way of his ideals, Talasek arranged for the supplies to be secretly transported to Nicholi Nortoi, a Cuthberran priest for distribution to the poor. Nerof Gasgal has learned of this “theft” and has gathered enough evidence and testimony to have Talasek arrested and Eritai discredited. At the Oligarchy meeting on Starday, he is revealing that she has diverted city resources for personal projects. The PCs can track down the wagons, which leave every third day (the next trip after the PCs arrive is Earthday) from the Grand Citadel and go down the Processional through the Garden Gate, the Black ate, then the Highway Gate, to the outskirts of Greyhawk south of the city. There, the wagon is unloaded into a non-descript warehouse. The PCs can easily follow the wagons. Each wagon comes with an escort of four militiamen as well as two teamsters. None of the escort knows more than that they were ordered to deliver the supplies on the wagon to a warehouse south of the city. The warehouse itself is unmarked, but if the PCs make inquiries, they can learn that the warehouse is owned by the Church of St. Cuthbert. Later that morning, Father Nicholi arrives at the warehouse with several helpers. They open the crates of supplies and load them onto carts which are taken to several points scattered around the Greyhawk outskirts and the Slum Quarter for distribution to the poor. One of the points is a soup line. If PCs played COR7-12 Heart’s Desire, they recognize this soup line. Father Nicholi is unaware of the source of his donations and believes they are from an anonymous donor. If told the truth, he is a bit concerned, but the food and supplies are going to the needy. Regardless of what the PCs do to learn about the wagons, their inquiries attract the attention of Simeon COR8-01 Machinations Page 13 the Beggarmaster. He sends one of his beggars to the PCs. The beggar finds the PCs wherever they are (beggars know these things) and extends the invitation to meet with the Beggarmaster at the Guildhall in the Slum Quarter. Development: At some point in their investigation, the PCs should have an invitation with Simeon the Beggarmaster, who can provide them with substantial information. When the party goes to see the Beggarmaster, run encounter six. 5: GROWFEST Growfest is a week-long festival in the City of Greyhawk. As a commercial center, trade never really stops, but along with the work there are plenty of events and parties. This optional encounter details some of the events that transpire over the week. If you are playing this adventure under time constraints, summarize or make quick reference to the events described here. If you have time, let the PCs explore these events. GODSDAY Godsday during Growfest is St. Cuthbert’s Day, the holiest day of the year for the faithful of St. Cuthbert. Just before dawn, people gather at the edges of the route that the faithful of St. Cuthbert will follow as part of the cleansing ritual in celebration of St. Cuthbert’s Day. The route runs from the Highway Gate, along the Processional, through the High Market, along the Garden Road and ends in the courtyard of the Sacred Temple of St. Cuthbert. The children of the faithful, armed with green switches, run up and down the streets in anxious anticipation of the march of their parents towards the temple. For the next few hours, the faithful of St. Cuthbert file into the city along the route, their children lightly lashing them with the green switches; enjoying it immensely. All the while, the adults sing and chant prayers to St. Cuthbert. As they finish the march, they congregate in the courtyard of the Sacred Template of St. Cuthbert; the priests and clerics of the temple ministering to them as they prepare the great feast that begins at high noon. A few bystanders, obviously not believers in the teachings of St. Cuthbert, shout deriding comments at those marching. They do not react to anything they say. The only time a few of the marchers react is when a young man tries to pelt the stream of people with some rotten fruit. He was quickly subdued by more militant members of the faith and ‘properly educated’ about appropriate conduct for such an important occasion. The entire event is over before the City Watch can intervene. ‘Properly educated’ means soundly beaten by several more militant members of the faith; leaving the young man bruised, a bloody nose, several missing teeth, and forced to consume some of the rotten fruit he was throwing at the marchers. Over the next few hours, the faithful of St. Cuthbert make their way through the food lines in the temple courtyard. The courtyard is not big enough to hold everyone, so as the first to arrive finish their meal, they depart to make room for those behind them. As they depart, they shake hands and warmly greet those patiently waiting behind them. WATERDAY Shortly after noon on Waterday, the activist students of the Grey College stage a rally to protest living conditions in the Free City and domination of city’s government of “merchants, thieves, and lawyers”. Several hundred students from the Grey College, the University of the Flanaess, and the Bard School (the School of Clerkship is noticeably absent) gather on the green between College Hall and the Hall of the Dean, listening to speakers who are standing on the steps of Hall of the Dean. The lead agitator is Aisley Lockswell, the daughter of Lord Lockswell of Gnarlwood. Her mother insisted that she receive an education and sent her to Grey College. Unlike her ranger-lord father she has no skill in the woods, but she does have a penchant for words and she can command the crowd. She has inherited her parent’s desire to do good and help her fellow man. �Aisley Lockswell: female human bard 1/marshal 1, AL NG (Diplomacy +13). Aisley speaks passionately about the need of the poor and the stranglehold that the merchants, thieves, and lawyers have on the city and the need to bring reform and change to the city. Her words are enthusiastically received by the student crowd, who are mostly upper or middle class. At the end of the rally, the protesters agree to march on the Public Council meeting the next day. EARTHDAY Each quarterly festival, the Directing Oligarchy meets with the Public Council for one full day. The Public Council is composed of popularly elected representatives from each of the eight city quarters. This advisory council presents detailed conditions on each quarter and proposes courses of action to the Oligarchy. Even though it has no direct power, the Public Council makes for excellent entertainment for the residents of Greyhawk as well as providing a voice of the people. The council meetings are open to the public and held at the Lord Mayor’s Palace. News of each council member’s report and other notable events spreads through the city pretty quickly. The PCs can attend in person or hear through the street talk that the council has made numerous proposals. • Settlement for those displaced by the orcs near the Gnarley Forest; • Strike the requirement license to carry weapons in town; COR8-01 Machinations Page 14 • A requirement that everyone gargle while crossing a street; • A declaration that eggs are good for you; • Fund shelters in the Slum Quarter; • Require all beggars to remain at least five feet away from anyone of quality; • Increase the tariffs on imports from Dyvers and Urnst; • Disband the militia and allow them to return to their homes. Feel free to make up your own proposals. Not all the councilors are elected for their political acumen, intelligence, or sanity. The PCs will also hear that a large number of students were forcibly rejected from the meeting. They remained outside chanting at the Oligarchs. FREEDAY The grand festivity on the last day of Growfest is the Desportium of Magic – a fabulous fireworks and magical illusion show followed by a grand feast that is open to the public for free. For many, it’s the one time they get to eat all day. The populace is anticipating the evening fireworks show. This is covered in encounter ten. 6: DEAD ENDS When the PCs go to the Beggar’s Union, read: One of the flaws in the Gem of the Flanaess, the Slum Quarter of the Free City is the place everyone else would like to forget. The smell of rotting refuse and unwashed bodies mingles in the gentle breeze. Men, women, and children live in abject poverty and total filth. Misery and disease are rampant here. Hope checked itself at the gate through the Black Wall. You will need to adjust the descriptive text to account for the number of “beggars” and dogs at the APL. This encounter presumes that the PCs are traveling normally through the streets. If they are flying, teleporting, all invisible, or similar things, adjust the encounter as needed. As you make your way down the eerily quiet street named ‘Assassin’s End’, many of the people you keep their heads bowed away from you, pretending to do something else. From up ahead, you hear a scream in surprise and horror. A mad dog is viciously attacking a beggar, snapping at his throat. The dog attack is the lure for an ambush waiting for the PCs on Assassin’s End. The muggers have been preparing for weeks now (in between other jobs, begging, and fighting with themselves) for some good marks to come down Assassin’s End. They figured that eventually some adventurers would need information from the Beggarmaster. The PCs fit the bill perfectly. Creatures: The ambush is composed of “beggars” and dogs as a lure. On top of the nearby buildings are roof topplers who activate the traps. Finally, a cutpurse moves in to steal from the PCs while they are distracted. APL 2 (EL 4) �Slum Quarter “Beggar”: male human warrior 2; hp 9; Appendix 1. �Dog: hp 6; MM 271. �Slum Quarter Roof Toppler: male human commoner 2; hp 5; Appendix 1. �Otjen, Slum Quarter Cutpurse: female human rogue 1; hp 7; Appendix 1. APL 4 (EL 6) �Slum Quarter “Beggar”: male human warrior 2; hp 9; Appendix 1. �Dogs (3): hp 6; MM 271. �Slum Quarter Roof Toppler: male human commoner 2; hp 5; Appendix 1. �Otjen, Slum Quarter Cutpurse: female human rogue 2; hp 11; Appendix 1. �Bricks from Roof Trap: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. APL 6 (EL 8) �Slum Quarter Bruiser: male human warrior 4; hp 22; Appendix 1. �Riding Dogs (2): hp 13; MM 272. �Slum Quarter Roof Topplers (2): male and female human commoner 2; hp 5; Appendix 1. �Otjen, Slum Quarter Cutpurse: female human rogue 4; hp 20; Appendix 1. �Collapsing Roof Trap: CR 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC 20; Disable Device DC 24. APL 8 (EL 8) �Slum Quarter Bruisers (2): male human warrior 4; hp 22; Appendix 1. �Riding Dogs (4): hp 13; MM 272. �Slum Quarter Roof Topplers (4): male human commoner 2; hp 5; Appendix 1. �Otjen, Slum Quarter Cutpurse: female human rogue 6; hp 29; Appendix 1. �Collapsing Roof Trap (2): CR 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC 20; Disable Device DC 24. COR8-01 Machinations Page 15 APL 10 (EL 10) �Slum Quarter Block Bullies (2): male human warrior 6; hp 33; Appendix 1. �Riding Dogs (8): hp 13; MM 272. �Slum Quarter Roof Topplers (8): male and female human commoner 2; hp 5; Appendix 1. �Otjen, Slum Quarter Cutpurse: female human rogue 8; hp 38; Appendix 1. �Built-to-Collapse Wall (2): CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device DC 16. APL 12 (EL 12) �Slum Quarter Block Bullies (2): male human warrior 6; hp 33; Appendix 1. �Riding Dogs (8): hp 13; MM 272. �Slum Quarter Roof Topplers (8): male human commoner 2; hp 5; Appendix 1. �Otjen and Faanil, Slum Quarter Cutpurses (2): female human rogue 8; hp 38 each; Appendix 1. �Built-to-Collapse Wall (4): CR 8; mechanical; proximity trigger; no reset; Atk +20 melee (10d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC 16. Layout: See DM Map 3 for a layout of the street. The ground is hard packed earth. The buildings that border on Assassin’s End are a mixture of wood and poorly built stone. All of the buildings are 10-ft. tall. Each of the buildings has an unlocked door that faces onto Assassin’s End. Inside each building is a stair leading up to the roof. The roofs are gently sloped, requiring DC 10 Balance checks to run or charge, but are replete with gables, external staircases, and assorted debris, which provide cover from anyone on the street below. The high walls cast the entire alley into gloom (not quite shadowy illumination, but not bright sunlight either). Tactics: The muggers are hoping that the PCs will run forward to help the “beggar” being attacked by the dog(s). When this happens, the ambush triggers. There is no surprise round as the dogs and “beggars” are plainly visible. The “beggar” (marked B on the map; if your APL has fewer beggars use the lowest numbered B first) have trained the dogs (marked D on the map; use the lowest numbered D first) and are in no real danger. They use a move-action on the first round to command the dogs to attack the PCs; they then draw daggers to attack. They know where the traps are and avoid them. If the opportunity presents itself, they try to bull rush PCs into the trapped areas. The roof topplers are hidden on the roofs of nearby buildings (marked R on the map; use the lowest numbered R first). To notice them, the PCs must make a Spot check opposed by the Toppler’s Hide check. On the first round of combat the roof topplers trigger a trap(s) if there are any PCs in the targeted area of the road (the traps are marked T on the map; the shaded area is the targeted area). The trap requires a manual trigger (the toppler to give the wall/piece of roof/ pile of bricks a push) which is a standard action. The topplers have some limited ability to aim the trap. At APLs 4-8, each trap can target one PC in the corresponding target area. At APLs 10-12, the wall falls on all PCs within one 10 ft. by 10 ft. section of the targeted area. There are no traps at APL 2, but describe the topplers’ attempts to push down a mass of bricks on the PCs. Once they have failed once, they resort to hurling single bricks. The roof topplers are patient. If no PCs are in the targeted area below, they stay hidden. Only one toppler is needed to trigger the trap, so excess topplers remain hidden. Once the traps have been dropped, the roof topplers start throwing rocks down onto the PCs. While all this confusion is going on, Otyen the cutpurse (with her partner-in-crime Faanil at APL 12) starts in a position that gives her total cover to the PCs (marked C1 for Otyen and C2 for Faanil on the map). She hides then sneaks into the alley where the PCs are, moving at half speed so she does not take any negatives to her roll. The PCs can make opposed Spot and Listen checks to notice her. However, the PCs are distracted by the encounter and take a -5 circumstance penalty to their roll. If she is undetected, the cutpurse uses her Sleight of Hand skill. She lifts a coin purse (stealing 1d10 gp per APL) with a successful DC 20 check. The PCs can make an opposed Spot check to notice her (PH 82), but they are still distracted and take the -5 circumstance penalty. Otjen repeats this process until she has attempted to steal from each PC. If Faanil is present, she does the same. Note: While it uses the same d20 roll, success or failure of the Sleight of Hand check is determined separately from the opposed Spot check. Otjen can succeed on a Sleight of Hand check and still be noticed; likewise she can fail and not be noticed. If Otjen is noticed, she runs away, hides, and tries again. If all the traps are sprung and the “beggar” and his dogs are dead, she gives up on this scheme and vanishes into the Old City. She surrenders if she cannot escape. Similarly, the other muggers have no wish to die. If in serious danger of dying, they run. If that is not an option, they surrender, begging for mercy. Treasure: The beggars do not have much wealth, but if the PCs defeat them, they can take it all. What the beggars do have is a chest, which is hidden under some trash in the corner of the ally near their ambush spot (DC 15 Spot check to notice it; a Search check automatically finds it). The beggars found this chest buried beneath one of the abandoned building in the Slum Quarter. They tried to open it, but they set off the poison needle trap that killed one of them. They have not tried to open it since. The small iron chest is exotically decorated with many barbed loops and swirls. The PCs can recognize it as COR8-01 Machinations Page 16 vaguely Elven. The trap has been discharged, but the chest is still locked. �Exotic Iron Chest: 2 in. thick; AC 5; hardness 10; hp 40; Break DC 25; Open Lock DC 25. Inside, the PCs can find a black bag made of spider’s silk containing a number of semi-precious stones (lapis lazuli worth 50 gp), a masterwork hand crossbow, a rod of viscid globs (at APLs 4 and higher), and a tentacle rod (at APL 12). They also find an unsigned note, written in Elvish, which reads: "I will die for sending these to you, Saal. May all the fiends of the pits curse the day I agreed to your foul bargain." Development: If the PCs slay the muggers, they can leave them in the alley with no consequences from the City Watch, the Guild of Nightwatchmen, the Beggar’s Union, or the Thieves Guild. This is the Slum Quarter; this sort of thing happens all the time. However, the PCs are not rewarded for it either. If the PCs capture the beggars or take their bodies to the City Watch, they find out that there is a 50 gp reward for the “beggars” and the cutpurses. If the PCs turn the muggers over to the Thieves’ Guild, they learn that this gang is not a part of the guild and operating on the sly. The thieves give the PCs a bounty equal to the reward. If the PCs take captives or bodies with them to the Beggarmaster, he likewise gives them a bit of a reward for taking care of annoyance that he has not had the manpower to deal with. 7: THE PALACE OF TRASH Once past the ambush, the PCs arrive at the Beggar’s Union Guild Hall. Read: The imposing three-storey building sometimes referred to as the Palace of Trash, houses the Beggar’s Union. The building is in ill-repair; shutters are missing or hang loose; trash hangs from windows and lays about the street. Beggars, the homeless, and others who have been dealt a losing hand line the street on either side of the warped and stained door that hangs poorly from its hinges. The beggars and homeless plead with the PCs for spare coin. When the PCs enter the building, continue. Inside, the smell of unwashed bodies and urine is overpowering. At least outside, the breeze diluted the stench. Debris is heaped everywhere without rhyme or reason. You have to wade more than walk through the rooms of the Guildhall of the Beggar’s Union. The eyes of a dozen leery beggars watch you. The stench is so bad that the PCs need a DC 10 Fortitude save or become sickened (-2 on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks) for as long as they are inside the Palace of Trash. The guildhall is overflowing with members of the union. There are around 50 on the first floor alone. To speak with Simeon the Guildmaster, the PCs must use Diplomacy or Intimidate to improve the beggars’ reaction from indifferent to friendly to get to the Beggarmaster. A Diplomacy check works, as does giving each of the 50 beggars a silver piece. If the PCs captured the ambushers and bring them with them (or bring the corpses) they automatically gain access to Simeon. One of the beggars with a crippled arm, but two good legs, leads you to the third floor. The windows are flung open and the stench is not so bad up here. At the top of the stairs is a large ‘office’ with furniture and decorations that are obviously the choicest picks of the hall. A gaunt, pale older man dressed in clothes that were fashionable a decade ago is standing by the window. A number of heavily muscled thugs are lounging on heaps of dirty clothes. The man by the window looks at you and raises an eyebrow. “What do you want?” The man by the window is Simeon Hellwater. He is a penny-pinching, unscrupulous, meticulous bean counter. He is called “the Vampire” by some of the beggars because of his appearance and mannerisms, but he is not undead. Before rising to Beggarmaster, he was treasurer of the union. But in a brief clash between beggar and the Thieves’ Guild several years ago, Simeon suddenly found he was the highest ranking officer still alive. He promptly took over the union and made peace with the thieves. Simeon is a manager not a leader, but he is a great manager. He has the respect of the other beggars, even though he is not liked. �Simeon Hellwater: male human fighter 2/rogue 10, hp 62, AL NE, (Bluff +12, Knowledge (local – core) +15, Sense Motive +10). If the PCs bring the captured or dead ambushers with them, Simeon looks them over and comments, “So much for the small entrepreneur.” He then orders one of his beggars to pay the PCs 50 gp for their good work in crushing his competition. If the PCs ask Simeon to provide or confirm any information regarding current events in the City of Greyhawk, including information about the City Watch ferrying supplies through town, Simeon answers that before he tells them anything they have to something for him. Simeon orders one of his underlings to fetch “the box”. A minute later, the underling returns with a sealed box. When opened, a stench rolls out of the box that overrides the odor of the building. Inside is a mutilated, maggot-infested head of a dwarven male. Some of the flesh has been stripped away; revealing the skull, the flesh around the mouth is twisted into a smile. COR8-01 Machinations Page 17 The Beggarmaster pulls a handkerchief from his robe, covers his mouth, and pulls a blood splattered note from the box. He opens it slowly. “Several months ago, my granddaughter Duewella took up with a popinjay named Veron Pin. I didn’t like him and said so. So they ran off together. “I hired this sellsword from the Mercenary’s Guild to track them down for me. It would seem that he found them. The note says that anyone else looking for her will end up in the same condition. It then begins with the blackmail. Give us gold or he will send her body back in pieces.” Though his voice is a dispassionate monotone, one of his hands is slightly trembling. A successful DC 15 Knowledge (religion) check tells the PCs that mutilation is reminiscent of the things that followers of The Old One, Iuz, would perform on their victims. It also reminds them that Iuz’s name is never to be spoken aloud. The Beggarmaster allows the PCs to make a careful examination of the head in the box. A DC 20 Search check reveals the following: the hair on the head is damp with fishy smelling water and the box was constructed from the broken pieces of a larger wooden box. The PCs find a partial impression of a symbol in the wood. A DC 10 Survival check or DC 15 Knowledge (local - core) tells the PC that water like that could be found in the ditches of the River Quarter. A successful DC 15 Knowledge (local - core) tells the PC that the symbol is one of a trader of some sort. If the PCs point this out to Simeon, he has beggars come look at it until one of them recognizes it. It belongs to a trading company, P&P Mercantile and Trade. None of the beggars have heard of P&P. It must be new to town. Simeon returns to the window. “You look like capable people. You could do no worse than this moron from the Mercenary’s Guild. I’ll answer your questions if you can get Duewella back from that vagabond.” Simeon refuses to negotiate a reward or answer questions until he knows his granddaughter is safe. No amount of diplomacy or intimidation will change his mind. Development: If the PCs agree to help the Beggarmaster, they should start the search for P&P Mercantile and Trade. If they recognized the smell, they can start their search in the River Quarter. If the PCs refuse to help Simeon, they must make do with their own investigations. At the end of the adventure, they hear rumors that another cult of the Old One may be in town as the body of a young woman was found, ritually slain. 8: BREAKING OF NOSES If the PCs take Simeon up on his offer, they need to find P&P Mercantile and Trade. Fortunately, Istus smiles on the PCs as P&P rented McGloogan’s Warehouse in the River Quarter, which is just across the street from the Griffon’s Nest. Any PC visiting the inn notices the sign with a successful DC 10 Spot check. The PCs can also find the warehouse by with a successful DC 20 Gathering Information check. If the PCs know to look in the River Quarter, the DC drops to 15. You approach a well-maintained, two-storey warehouse. All of its windows are tightly shuttered and those on the ground floor are barred. A small plain sign adorns the building, which reads P&P Mercantile and Trade. The iron-bound aged oak door to the warehouse is locked and no one answers the door. The windows on the ground floor are all barred, but those on the second floor are just shuttered. �Windows with Iron Bars: 1 in. thick; hardness 10; hp 60; AC 5; Break DC 25. �Windows with Good Shutters: 1 1/2 in. thick, hardness 5; hp 15; Break DC 20; Can be pried open with a DC 20 Disable Device check or a DC 25 Open Lock check. �Masonry Walls: 1 ft. thick; hardness 8; hp 90; AC 5; Break DC 35; Climb DC 20. �Iron-Bound Strong Wooden Door: 2 in. thick; AC 3; hardness 5; hp 20; Break DC 25 (if locked); Open Lock DC 25. The door can only be unlocked from the inside. Once the PCs are inside, they find an empty building. Read: The musty old smell common to most warehouses greets you. As far as you can tell, the place is empty of people. If the PCs search inside the warehouse, they find nothing but poor quality furniture. The PCs need to make a DC 20 Search check to find the hidden door in the floor. At APL 2, the door is closed improperly, dropping the Search DC to 18. Beneath the hidden door is a rickety wooden ladder that extends down to a narrow hallway 30 ft. below the floor of the warehouse. Ten feet down the ladder is a magic trap. To prevent the trap from going off on the cultists, they have a second ladder they put into place when they want to go down. Currently the ladder is lying on the ground in the tunnel near the bottom of the trapped ladder. If the PCs set off the trap, the PCs can use this ladder to get back up after dealing with the cultists. COR8-01 Machinations Page 18 �Shatter Trap: CR 3; magic device; proximity trigger (alarm); no reset; spell effect (shatter, 3rd-level wizard, triggers when small sized or larger creature steps on rung 10 feet down, targets non-magical ladder (which is under 30 pounds) automatically destroys ladder which causes anyone on ladder to fall 20 ft. down the shaft dealing 2d6 damage); Search DC 27; Disable Device DC 27. If the PCs set off the trap, the noise carries to the cultists who immediately prepare for combat. In the following descriptions, the PCs are met with the sound of spellcasting instead of worship. A short ladder brings you down to a well built tunnel. It heads off for several feet and takes a sharp right turn. A flickering glow comes from around it. You hear a voice exclaim, “Pain is Power!” “Pain is Power!” several voices respond, along with several moans and cries of pain. If the PCs peek around the corner, they see the following: The narrow tunnel ends in a large circular room. By the flicking flames from a half-a-dozen everburning torches, several laborers from the River Quarter surround a thin-faced woman lying in the middle of the room atop of a white sheet that is dappled with blood splatters. She whimpers in fear and pain. On the far side of the room is a barbed and gore- encrusted altar topped by half-a-dozen human skulls. All of the activities are overseen by a dashing man dressed in bloodstained white robes over the dark gray clothes of a merchant. He exhorts his congregation with cries that pain is power. If the PCs are playing higher level and the babau are present, add: Standing against the walls are four hideous fiends that reek of decay. These gaunt humanoids are covered in black leathery skin. Behind their pointed ears, large curved horn rises out of the back of their skull. They are licking their fingers with long sinuous tongues, catching every last drop of blood. A DC 17 Knowledge (the planes) identifies the babau while a DC 22 knowledge (the planes) check identifies the glabrezu. If the glabrezu is present, add: Perched atop the altar is an enormous fiend with a dog-like head. It is watching the ceremony with detached interest. His vast bulk and multiple arms, two of which end in pincers, belie the enormous and evil intelligence that lurks behind its eyes. If the PCs set off the alarm, you need to change the description as the Iuzites are ready for battle. Veron is at the rear with as many of his congregation between him and the PCs as possible. The babau are spread out through the congregation. The glabrezu remains on top of the altar. Creatures: The Converts are citizens that have been corrupted and turned evil due to the persuasive ways of Veron, the dashing man dressed in fine clothes. At higher APLs, Veron has summoned demons to help him spread the word of Iuz here in the City of Greyhawk. The woman on the floor is Duewella. All APLs �Duewella Hellwater: female human expert 3; hp 15 (currently 2). APL 2 (EL 4) �Converts of Iuz (2): male human warrior 1; hp 4; Appendix 1. �Veron Pin, Agent of Iuz: male human bard 3; hp 19; Appendix 1. APL 4 (EL 6) �Converts of Iuz (8): male human warrior 1; hp 4; Appendix 1. �Veron Pin, Agent of Iuz: male human bard 3; hp 19; Appendix 1. APL 6 (EL 8) �Converts of Iuz (6): male human warrior 2; hp 9; Appendix 1. �Veron Pin, Agent of Iuz: male human bard 5/evangelist 1; hp 23; Appendix 1. APL 8 (EL 11) �Converts of Iuz (6): male human warrior 2; hp 9; Appendix 1. �Veron Pin, Agent of Iuz: male human bard 5/evangelist 1; hp 23; Appendix 1. �Babau (4): hp 66; MM 40. APL 10 (EL 13) �Converts of Iuz (8): male human warrior 5; hp 27; Appendix 1. �Veron Pin, Agent of Iuz: male human bard 5/evangelist 5; hp 37; Appendix 1. �Babau (4): hp 66; MM 40. APL 12 (EL 15) �Converts of Iuz (8): male human warrior 5; hp 27; Appendix 1. �Veron Pin, Agent of Iuz: male human bard 5/evangelist 5; hp 37; Appendix 1. �Babau (4): hp 66; MM 40. �Glabrezu: hp 174; MM 43. Layout: See DM Map 4 for a layout of the lair. The room is lit by everburning torches in poorly constructed sconces along the wall. The wall and ceiling are packed earth. Wooden supports are embedded in the packed earth to support the 20 ft. ceiling. The floor is packed earth with a COR8-01 Machinations Page 19 thin layer of crushed stone covering it. The only feature of the chamber is the altar which is four feet high but slick with blood. Under the rumpled white sheet (marked D for Duewella) is a tiny drain grate that leads to a small-sized drainpipe. Small creatures can squeeze through the grate. The drainpipe angles down to eventually meet up with the city sewer after 100 ft. Tactics: If the PCs did not set off the trap on the ladder, the Converts of Iuz (marked C on the map; start with the lowest numbers first) are in a circle focusing on the ceremony, which is led by Veron (marked V on the map). The babau (marked B on the map) are lurking near the walls. The glabrezu (marked G on the map) sits on top of the altar. The PCs can attack with surprise. If the PCs set off the trap, then the Iuzians are ready for them. Demons: The demons attempt to summon more of their kind then cast mirror image (for the glabrezu) and see invisibility (for the babau). Babau: The babau attempt to get into flanking position as quickly as possible to make full-round attacks using their sneak attack ability. They rely on their DR and protective slime to discourage counter-attacks.They target archers first to eliminate ranged attacks. Glabrezu: On the first round, the glabrezu casts reverse gravity on seven 10 ft. squares (he stacks his squares so that the area extends to the ceiling) to catch PCs grouped up around the far door. Those caught in the area take 2d6 points of damage from striking the ceiling. On the second round, the glabrezu targets the most powerful looking spellcaster (it prefers arcane casters) with his power word stun. It then waits for Veron’s inspire dread before casting confusion, unholy blight, and chaos hammer over the next three rounds. Once it has used up these abilities, the glabrezu enters melee. The glabrezu has not used its wish for this month and uses this ability to undo cripplingly debilitating spell effects on Veron that the demon cannot undo with dispel magic. As a last resort, it uses the wish to completely heal Veron and all his allies (including the demons) in this encounter of all damage (as per the wish spell description). Cultists: The Converts position themselves halfway between Veron and the entrance to the room. Once battle is joined, the Converts of Iuz protect Veron to the best of their ability. They attempt to provide flanks for each other and the demons. Veron: Veron casts harmonize and mirror image (so you will need to keep track of rounds after the Iuzians are alerted). At APLs 2, and 4, Veron casts inspirational boost then evokes inspire courage. He then casts cause fear on a fighter-type PC. Finally, Veron joins the attack, refreshing his song as needed. If he is in danger of dying, he uses his cape of the viper, turns into a small snake and slithers through the drain in the floor to the sewer (the small viper can slither under the rumpled sheet). At APLs 6 and 8, Veron casts harmonize and inspirational boost then evokes inspire courage. The next round he casts mirror image and evokes Sound of Silence, targeting a PC caster, as a move action. He continues casting a spell and evoking a bard song every round. At APLs 10 and 12, Veron casts harmonize and inspirational boost then evokes inspire courage. The next round he evokes inflame the faithful and the following round he evokes inspire dread. He then uses convert the unfaithful on a PC who failed to resist inspire dread. All three are full-round actions (not a 1 round action like a summoning). He repeats this action once more, then uses his last oration to refresh the inflame the righteous. If the conversion is successful, each round Veron gives the new convert commands (as a free action), such as beat the sacrifice (Duewella) for the glory of Iuz or prostrate before the altar of Iuz. The PC can resist this command with an opposed Charisma check. If the PC resists all these commands, Veron orders the PC to torture and kill the merchant converts. This means subduing the cultists then killing them with a spectacular coup de grace while cackling (technically, they could also snigger, leer, or even gibber). He’ll permit alternate forms of torture. Since the PCs were fighting (and killing) the converts anyway, this is not something that the PC (as a worshipper of Iuz) is opposed to so there is no Charisma check. If threatened, Veron adjusts his tactics as necessary to respond to the PCs’ threat. Each round, he uses his ironskin chant as a swift action to give himself DR 5/-. If he has used all of his orations, he casts spells and uses Sound of Silence on PC spellcasters. Fleeing: All the cultists (except for Veron) and the babau fight to the death. The glabrezu uses its teleport ability to flee if it is near death. If the PCs are forced to flee, the cultists quickly kill Duewella (marked D on the map) and finish the ceremony. If given time, they destroy the shrine so that no evidence remains. The cultists disperse back into the city, while the demons return to the Abyss and await their next summons. The cultists take all the treasure with them, including the sealed and unsealed scrolls. If the PCs flee and notify the Watch, the cultists are gone before the Watch arrives. Treasure: The PCs can loot the cultists. In addition, the altar is and the cultists store supplies inside. If the PC discover the hidden panel in the side (DC 20 Search check), they find an elixir of love, dust of tracelessness, (APL 4 and higher), elixir of truth (APL 6 and higher), elixir of hiding (APL 8 and higher), dust of illusion (APL 10 and higher), and dust of appearance (APL 12). In addition to the supplies, there are two scrolls – one sealed, one not. The unsealed scroll is Player Handout 2, which reads: Contain your desire to inflict pain on the soft despots of the Gem. Do not give away your presence. Locate any agents of the Hierarchs. Several escaped the fall of Molag. We have tracked them to Greyhawk. Report as soon as you find them. Do not approach on your own. Pain is power! -Gleed COR8-01 Machinations Page 20 The sealed scroll is Player Handout 3, which reads: I have found no evidence of the Hierarchs yet, but agents of the Mak are meeting with the Oligarchy. A few are in town, but most are across the river in some caves to the west. I have made a map. I am unable to determine the purpose of meeting but intend to keep asking questions until people tell me what I want to know or they die. The entire city is rife with discontent. A single match would send it all ablaze. The Old One grant that I will live to see the day when we burn the whole city down. I will contact you later with more information. Pain is power! -Pin Tucked inside the case is a second piece of parchment that is the map of a system of caves and is the one mentioned in the note. If the PCs follow up on this lead, they can find the caves on the Far Bank (the west bank of the Selintan). The orcs have moved to another location, but there is evidence that a group of ten individuals were recently camping here for several weeks. Travel there, the search, and the return trip takes an entire day. If the PCs help Duewella, they find her gravely injured and in deep shock. Getting her to talk requires soothing words and mention of her grandfather. If calmed, she tells the PCs how she fell in love with Veron. Because of her homely looks and her father’s profession, she hadn’t received much attention from men. Veron was charming and lured her away. She found out too late he was a monster. She begs the PCs to return her to her grandfather. Once the PCs are done, they are left with the decision of what to do with the cultists and their shrine. They could just leave the bodies here. Eventually, the stench of rotting bodies attracts notice and the City Watch investigates. The bodies are disposed of and the shrine is destroyed. If the PCs fetch the Watch, they thank the PCs for their efforts, and take charge any prisoners, the disposal of the bodies, and oversee the destruction of this site. Development: If the PCs take Duewella back to the Beggarmaster, Simeon is happy to see his granddaughter again though it is hard to tell with his lack of visible emotion. He keeps his word and answers the PCs questions. He does not volunteer information (with one exception); he only answers specific questions. If asked about the carts and supplies in the early dawn, he says that Talasek Thraydin, a prominent paladin of St. Cuthbert, has been using the Coinswords to move food and supplies from city storehouses to warehouses owned by the church. The supplies and food are being distributed to the poor and needy. If asked about the Pomarj agents, Simeon says that he has heard rumors that they are present in the city, but he assumes they are spies and saboteurs. He does not know they are meeting with the Oligarchy. Even if he is not asked directly about what plots are foot with the Directing Oligarchy, Simeon volunteers the following: “His Most Solemn Authority,” a trace of sarcasm creeps into his voice, “Nerof Gasgal has finally decided to shed the Oligarchy of the ponderous weight that is Eritai Kaan-Ipzirel. He is cutting deals with enough directors to have her removed from the council at the next meeting. Why now and not the hundred other times she’s annoyed him in the past decade? That I don’t know.” If any PC is a member of the Mercenary’ Guild, the Beggarmaster tells the Guildmaster of the Mercenary Guild about how the PC stepped up to honor the contract when the first moron they sent messed up. Completing the contract saves face and counts towards advancement in the Mercenary Guild (completes a job contracted by the guild: +2 to affiliation score). If any PC is a member of the Guild of Nightwatchmen, any prisoners they turn count towards advancement in the Guild (completes a mission for the Nightwatch: +1 to affiliation score). If any PC is a member of the Merchant and Traders Union or the Thieves’ Guild; they can turn information over about the event and the P&P Mercantile and Trade front to count towards advancement in their respective Guilds. (Merchant’s Guild: +2 to affiliation score; Thieves’ Guild: +2 to affiliation score). This map in the sealed case is considered new and unique for advancement within the Cartographer’s Guild. Treasure: If the PCs rescue Duewella, the PCs receives the Psst, You Gotta Hear This AR item. 9: THE MEETING OF MINDS The PCs may decide to approach either Talasek Thraydin or Eritai Kaan-Ipzirel. Both can be found at the Sacred Temple of St. Cuthbert in the Garden Quarter. The Sacred Temple of St. Cuthbert is home to the most powerful religious organization in the Free City. A great many religious artifacts and precious metals adorn the building. Interestingly, the temple has no guards except for its unusual Weisshund dogs. Rumors say that the clerics of this temple get divine warning about incoming attempts to rob the temple. The clerics are not above giving anyone doing evil a good thrashing to get them back onto the beaten path. The Weisshunds are very similar in appearance to Saint Bernard’s. They can sense creatures of non-lawful alignment and give them baleful looks. With more than 30 priests in residence, the PCs have no problem finding a curate to request a meeting with Eritai or Talasek. Talasek is available to meet with the PCs COR8-01 Machinations Page 21 any afternoon. He is training future paladins in the morning. Until the PCs have found out either: (1) what Talasek is up to, or (2) what Nerof is up to, Eritai is unavailable to meet with the party. If the PCs have done either, a meeting is arranged a within a day. If a PC has the Favor of Eritai Kaan-Ipzirel, this speeds the process up to a couple hours. MEETING WITH TALASEK When the PCs meet with Talasek, read or: The famous Talasek Thraydin meets you in the fresh air of the temple gardens. Talasek is a tall, handsome, solid-looking man with wavy brown hair shot through with gray. Though he is no longer young, the years have just made him more distinguished and the hope in his eyes burns undimmed. He greets each of you with a smile and firm handshake. After which he sits on a bench to scratch the ears of one of the great Weisshund dogs that is enjoying the afternoon sunlight. Talasek is the Senior Paladin-in-Residence at the temple and has dedicated his life to helping the unfortunate. He has a network of friends and acquaintances all over the city, which provides food, lodging, work, and information to those in need. Talasek’s past efforts have accomplished everything from obtaining cows to provide milk for the orphanage to helping crush the rise of the Falcon, an evil naga of great power, in CY 581. � Talasek Thraydin: male human paladin 12; AL LG (Diplomacy +19, Sense Motive +17). If the PCs ask about the wagons and the diversion of supplies, Talasek readily admits that he is behind it. He does not view it as stealing as he reimburses the Greyhawk Militia for the cost of the supplies. What he does consider a crime is how the Oligarchy sits on all these supplies and food when there are people who desperately need them. He has tried repeatedly to go through the system to get the supplies given to the poor, but his efforts have all been blocked by “Nerof and his cronies.” Talasek knows nothing about the plot to have Eritai removed or the meetings between the Oligarchs and emissaries of the Pomarj. He is aghast and immediately takes the PCs to meet with Eritai. If the PCs tell Talasek about the Cult of Iuz and their location, he zealously responds, gathering up a couple dozen clerics and paladins. They storm McGloogan’s Warehouse, defeat the cultists, and rescue Duewella. Simeon is still grateful and answers their questions, but the PCs get no XP and no treasure as the Cuthbertites claim the booty as compensation for the poor. MEETING WITH ERITAI When the PCs meet with Eritai, read: A cleric of St. Cuthbert leads you to a three-storey marble building behind the sacred temple. You enter through bronze double-doors to a large foyer. The floor is pink marble and a staircase winds up in great elliptical sweeps to the upper floors. The cleric shows you to a large meeting room on the first floor. The room holds a long oval table and the walls are adorned with twelve life-size paintings of great paladins and clerics of St. Cuthbert. Your guide asks you to wait here while he informs the High Priestess of your presence. The large oval table has a dozen chairs around it. If the PCs look at the portraits, they can count five paladins and seven clerics attired in their best. One of the paladins bears a striking resemblance to Talasek. The name “Talamar” is engraved on the frame. The door opens and four clerics enter the room – two clerics followed by a short stocky but extremely formable looking woman, followed by a scribe. The three clerics greet you then take seats at the table. The scribe sits on a high stool at a small writing table and begins to write. The woman is Eritai, probably the most influential woman in the City of Greyhawk. She is a strict, no- nonsense woman and a devout follower of the common- sense approach of St. Cuthbert. She has given all to the temple, having been divorced five times and no children. Her maternal instinct is channeled through nurturing those in need, but she does not tolerate tomfoolery, shenanigans, or even mischief. �Eritai Kaan-Ipzirel: female human cleric 14; AL LN. Eritai begins the meeting with formal notations for the record as to all attendees and asks what the purpose of the meeting. The scribe dutifully scribbles it all down. If the PCs inform Eritai about her of Talasek's activities, she raises an eyebrow while pursing her lips. She asks for details on how the PCs discovered this information. If Talasek is present, she demands an explanation. Talasek presents his opinion of the matter as described above. Eritai thanks the PCs for their diligence and their foresight and informs them that she will see to the matter. If the PCs inform her about the plot to have her expelled from the Directing Oligarchy, she quietly contemplates the news. She asks for details on how the PCs discovered this information. Afterward, she thanks them for their diligence and their foresight then excuses herself so that she can contemplate through prayer on how to respond. Treasure: If the PCs tell Eritai of Nerof’s plan, the PCs receive The Cudgel Will Persevere AR item. COR8-01 Machinations Page 22 Development: Depending on how much information the PCs reveal to Eritai determines how she responds from her ouster from the Directing Oligarchy. 10: REPORTING IN On the evening of Freeday, the 7th day of Growfest, the PCs can meet with Marial to relay their findings. Evening comes on Freeday and thousands pour northward up the Processional toward the Grand Citadel in anticipation of the magical contest, featuring an illusionary assault on the Citadel. The Golden Phoenix Inn, situated in the heart of the Garden Quarter has an excellent view of the Citadel and tonight’s display. You find Marial and Edwina on a private balcony of the Golden Phoenix. Edwina is munching on some fruits from a basket. Marial looks to you and smiles, “There you are. Allow me to introduce my benefactor. He wanted to meet you.” She gestures to a short, rotund man with a waxed mustache and long hair in curls, both dyed light orange. He lifts a wine glass to you and says, “Otto’s my name and magic’s my game. This wine is simply divine though not as great a pleasure as meeting with you to dine.” This is indeed Otto, member of the Circle of Eight, cleric of Boccob, archmage, artiste, connoisseur, and dandy. He is very expressive in his speech and gestures. He never uses small word when a polysyllabic one will do. �Otto: male human cleric 3/wizard 15; AL N. Otto wants to hear everything the PCs have found out. Let the players describe the information they learned. If they mention that Nerof seeks to expel Eritai from the Oligarchy, Otto says: “So our Lord Mayor is going to expunge Eritai from the Directing Oligarchy? That bodes ill. Multiple segments of this grand metropolis will presume this a sign that the thieves have tightened their control over the city.” If they mention Veron and his cult of Iuz, he responds: “An agent of the Old One? Hardly worth mentioning isn’t it? The City Watch finds them with regularity. What makes this one distinct?” If they mention that Veron worked for Gleed, was making the other Cults of Iuz, and was looking for Hierarchs, he says: “Hierarchs in Greyhawk? That is most disturbing news. I had presumed that had been eradicated.” If the PCs mention that the Oligarchy is meeting with agents from the Pomarj: “Curiouser and Curiouser. What advantage could the Oligarchy leverage through negotiation with the Pomarj? This bears watching.” At last, the fireworks display gets underway. Otto says: “I’m told the first caster is an expert in illusions, all the way from the Grand Duchy of Geoff, training in the gnome illusionary college there.” The Desportium of Magic does not disappoint. The first performance is a fanciful tale of exaggeratedly large giants and evil dragons attacking the Citdadel of Greyhawk. The defenders halt the advance and, with the help of some metallic dragons, turn it around. By the time the display is over, a group of six wizards and warriors, slay the commander of the enemy in a fantastic display of lights. After the first display completes, Otto says, “Splendid demonstration. I hope the others are as delightful.” The PCs are free to stay with Marial and Otto and enjoy the remainder of the show. The price of drinks is extremely steep (minimum 10 gp for a bottle of wine). The sounds of cheering echoes from all across the Free City as the display ends. The other displays are equally impressive. The judges spend several hours in contemplation but finally award the victory to the young illusionist from the Sheldomar Valley. When the PCs leave, Otto gives them one last piece of advice: “If you are correct, then tomorrow’s meeting at the Lord Mayor’s Palace should be a show not to be missed.” Treasure: If the PCs asked for a payment to do the investigation, Marial pays the amount agreed upon. If the PCs did not ask for money, she rewards them depending upon how much information they presented her. In addition, if the PCs tell Otto of Nerof’s plan, the PCs receive Favor of the Circle of Eight AR item. Development: Depending upon how much information the PCs passed onto Otto and Marial, the Circle of Eight knows what Nerof is planning, what Talasek is doing, and that Greyhawk is in negotiations with the Pomarj. CONCLUSION On Starday, the Directing Oligarchy meets and Nerof’s plot unfolds. If the PCs go to the Lord Mayor’s residence, read the following. If the PCs do not go to the mayor’s palace, then you need to adjust the box text so that the PCs hear of his actions. COR8-01 Machinations Page 23 In the heart of the High Quarter, the Lord Mayor’s Palace is one of the finest mansions in the city. Many people refer to it as City Hall as it handles the same function. When you arrive, all sorts of people are filing in and out of the building. Those going in are carrying logbooks and coming out empty handed. Although the crowd is small, a large number of common folk and artisans are gathered near the Lord Mayor’s Palace. Today is the 1st of Planting and all guilds must present their membership lists to the Inspector of Taxes by noon. Those that fail to do so are declared to have no members and are disbanded unless a huge fine is paid. Also, in the afternoon, the Grand Council of Greyhawk Guilds meets with the Directing Oligarchy. The Oligarchy meets in private session in the morning. What happens at the Oligarchy meeting depends upon whether or not the PCs warned Eritai. A: ERITAI KNOWS OF NEROF’S PLAN If the PCs told Eritai of Nerof’s intentions, she decides to beat him to the punch by resigning from the Oligarchy. She believes that this is the best way to preserve her position in the city and to prevent general rioting and destruction. About an hour after the meeting supposedly started, the High Priestess of the Sacred Temple of St. Cuthbert emerges into the daylight. The crowd goes silent waiting on her words. “My friends,” she calls out to the crowd. Her voice is firm and strong. “Through the guidance of St. Cuthbert, it has become apparent to me that I no longer have a role to play on the Directing Oligarchy. Effective immediately, I am resigning my position as Oligarch. Do not lose faith! I shall continue tirelessly in my efforts for this great city. May the Cudgel guide us all on the straight and narrow path.” After she finishes, Eritai leaves the Lord Mayor’s Palace and makes her way back to the Temple. Her strong and controlled presence keeps the crowd from rioting. Across all the quarters, the city seems to hold its collective breath as if it has just stepped back from the brink of chaos. If the PCs prevented Silas from being humiliated, then he is elected to the Oligarchy in Eritai’s place. If Silas was humiliated, then Jawan Sumbar, Guildmaster of the Cartographers is elected in Eritai’s place. B: ERITAI IS SURPRISED BY NEROF If the PCs did not relay the plot to Eritai, the Lord Mayor accuses Eritai in open session of stealing from the Greyhawk Militia she claims to support and diverting it to others. She is blindsided by the accusation, the proof, and the speed by which the other Oligarchs voted her off the council. About an hour after the meeting supposedly started, the High Priestess of the Sacred Temple of St. Cuthbert emerges into the daylight. The crowd goes silent waiting on her words. “My friends,” she begins angrily, “Based on trumped up accusations, I have been dismissed from the Oligarchy. This affront to the honest people of Greyhawk cannot stand. Do not lose faith! I shall continue tirelessly to rid this great city of the corruption that grips it.” Eritai storms from the Lord Mayor’s Palace back to the Temple. The crowd turns ugly in her wake as word of her sacking spread. Across many of the quarters of Greyhawk, word of the deed fans the flames of discontent. Rioters take to the streets and barricades rise in the streets as the city slips closer to chaos. If the PCs prevented Silas from being humiliated, he is elected to the Oligarchy in Eritai’s place. If Silas was humiliated, Jawan Sumbar, Guildmaster of the Cartographers is elected in Eritai’s place. The End CAMPAIGN CONSEQUENCES Depending upon how the PCs used the information gained in the adventure, Greyhawk is either plagued by civil unrest or teetering on the brink. The rioting continues from several weeks before the City Watch is able to contain and suppress it. Nerof is forced to release Talesek Thraydin in order to convince the mob to disperse. This does not solve the long-term problems facing the city but does return some level of normalcy and safety to the streets. Eritai’s reputation is enhanced among the common people and the old nobility because of her dismissal from the Oligarchy. Her rivalry with Nerof intensifies as she actively begins undermining his power through sermons and her city-wide influence. Without Eritai on the Oligarchy and rioting in the streets, Nerof quickly moves forward with negotiating peace with the Pomarj. He believes that once he brings the militia back from the Wild Coast, most of the unrest will dissipate. If not, he’ll then have a trained army to contain it. If you play this adventure before 1st May 2008, email [email protected], noting which conclusion you ran and who replaced Eritai on the Directing Oligarchy. COR8-01 Machinations Page 24 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. 2: A Night on the Town Defeating or surviving the Bar Brawl Trap APL 2 60 XP APL 4 120 XP APL 6 180 XP APL 8 240 XP APL 10 300 XP APL 12 360 XP 6: Dead Ends Defeating the Beggars Ambush APL 2 90 XP APL 4 150 XP APL 6 210 XP APL 8 240 XP APL 10 300 XP APL 12 360 XP 8: Breaking of Noses Defeating the trap of the ladder APL 2 90 XP APL 4 90 XP APL 6 90 XP APL 8 90 XP APL 10 90 XP APL 12 90 XP 8: Breaking of Noses Defeating Veron and his cultists APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 330 XP APL 10 390 XP APL 12 450 XP Story Award Rescuing Silas from Humiliation APL 2 30 XP APL 4 45 XP APL 6 60 XP APL 8 75 XP APL 10 90 XP APL 12 105 XP Report information on Nerof’s activities to Marial. APL 2 60 XP APL 4 90 XP APL 6 120 XP APL 8 150 XP APL 10 180 XP APL 12 210 XP Total Possible Experience APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1125 XP APL 10 1350 XP APL 12 1575 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. 2: A Night on the Town APL 2: Magic 58 gp; silversheen; (20 gp); glitter stone (37 gp); Total 58 gp. COR8-01 Machinations Page 25 APL 4: Magic 58 gp; silversheen (20 gp); glitter stone (37 gp each); Total 58 gp. APL 6: Magic 58 gp; silversheen (20 gp); glitter stone (37 gp each); Total 58 gp. APL 8: Magic 58 gp; silversheen (20 gp); glitter stone (37 gp); Total 58 gp. APL 10: Magic 58 gp; silversheen (20 gp); glitter stone (37 gp); Total 58 gp. APL 12: Magic 58 gp; silversheen (20 gp); glitter stone (37 gp); Total 58 gp. 6: Dead Ends APL 2: Loot 36 gp; Coin 16; Total 52 gp. APL 4: Loot 36 gp; Coin 16; Magic 166 gp; rod of viscid globs (166 gp); Total 218 gp. APL 6: Loot 54 gp; Coin 16; Magic 166 gp; rod of viscid globs (166 gp); Total 236 gp. APL 8: Loot 57 gp; Coin 16; Magic 166 gp; rod of viscid globs (166 gp); Total 239 gp. APL 10: Loot 37 gp; Coin 16; Magic 746 gp; +1 dagger (2) (192 gp each), +1 studded leather armor (2) (98 gp each); rod of viscid globs (166 gp); Total 819 gp. APL 12: Loot 39 gp; Coin 16; Magic 1,913 gp; +1 dagger (2) (192 gp each), +1 studded leather armor (2) (98 gp each); rod of viscid globs (166 gp); tentacle rod (1,167 gp); Total 1,867 gp. 8: Breaking of Noses APL 2: Loot 6 gp; Loot 16 gp; Magic 211 gp; +1 chain shirt (104 gp), vest of resistance +1 (83 gp), scroll of eagle’s splendor (12 gp), elixir of love (12 gp); Total 233 gp. APL 4: Loot 36 gp; Loot 16 gp; Magic 232 gp; +1 chain shirt (104 gp), vest of resistance +1 (83 gp), scroll of eagle’s splendor (12 gp), elixir of love (12 gp), dust of tracelessness (21 gp); Total 284 gp. APL 6: Loot 151 gp; Loot 16 gp; Magic 1,138 gp; +1 buckler (97 gp), +1 chain shirt (104 gp), scroll of eagle’s splendor (12 gp), scroll of invisibility (12 gp), cape of the viper (167 gp), vest of resistance +1 (83 gp), +1 studded leather (6) (98 gp each), elixir of love (12 gp), dust of tracelessness (21 gp), elixir of truth (42 gp); Total 1,305 gp. APL 8: Loot 151 gp; Loot 16 gp; Magic 1,159 gp; +1 buckler (97 gp), +1 chain shirt (104 gp), scroll of eagle’s splendor (12 gp), scroll of invisibility (12 gp), cape of the viper (167 gp), vest of resistance +1 (83 gp), +1 studded leather (6) (98 gp each), elixir of love (12 gp), dust of tracelessness (21 gp), elixir of truth (42 gp), elixir of hiding (21 gp); Total 1,326 gp. APL 10: Loot 151 gp; Loot 16 gp; Magic 2,134 gp; barricade buckler (347 gp each), +1 chain shirt (104 gp), scroll of eagle’s splendor (12 gp), scroll of invisibility (12 gp), cape of the viper (167 gp), vest of resistance +2 (333 gp), mask of lies (375 gp) +1 studded leather (6) (98 gp each), elixir of love (12 gp), dust of tracelessness (21 gp), elixir of truth (42 gp), elixir of hiding (21 gp), dust of illusion (100 gp); Total 2,301 gp. APL 12: Loot 151 gp; Loot 16 gp; Magic 2,284 gp; barricade buckler (347 gp each), +1 chain shirt (104 gp), scroll of eagle’s splendor (12 gp), scroll of invisibility (12 gp), cape of the viper (167 gp), vest of resistance +2 (333 gp), mask of lies (375 gp) +1 studded leather (6) (98 gp each), elixir of love (12 gp), dust of tracelessness (21 gp), elixir of truth (42 gp), elixir of hiding (21 gp), dust of illusion (100 gp), dust of appearance (150 gp); Total 2,451 gp. 10: Reporting In APL 2: Coin 200 gp; Total 200 gp. APL 4: Coin 300 gp; Total 300 gp. APL 6: Coin 400 gp; Total 400 gp. APL 8: Coin 500 gp; Total 500 gp. APL 10: Coin 600 gp; Total 600 gp. APL 12: Coin 700 gp; Total 700 gp. Treasure Cap APL 2: 450 gp; APL 4: 650 gp; APL 6: 900 gp; APL 8: 1300 gp; APL 10: 2300 gp; APL 12: 3300 gp. Total Possible Treasure APL 2: 543 gp; APL 4: 760 gp; APL 6: 1,899 gp; APL 8: 2,023 gp; APL 10: 3,678 gp; APL 12: 4,976 gp. ADVENTURE RECORD ITEMS �Arrested! You have run afoul of the constabulary of Greyhawk. You are imprisoned for six months (26 TU) before being released. Alternatively, you may pay an amount equal to half the treasure cap of this adventure (at the APL you played) to avoid imprisonment. �Bigby Left This as Collateral: For preventing the public humiliation of Silas Steamgem, the Guild Moneylenders and Pawnbrokers quietly extends you a special offer. You may expend this favor to borrow one non-consumable item you currently have access to for one adventure set in the City of Greyhawk. The item must be returned or purchased at the end of the adventure. If the item cannot be returned, you must pay its full value immediately, using the Charity of Friends rule in the LGCS if necessary. �The Cudgel Will Persevere: You have warned Eritai Kaan-Ipzirel of the plots against her within the City of Greyhawk. In gratitude, the High Priestess of Saint Cuthbert opens the plentiful resources of the Temple of St. Cuthbert to you. You may expend this favor to gain access (frequency: adventure) to Sacred Armor armor and shield enhancement (Arms and Equipment Guide), the holy surge weapon enhancement (Magic Item Compendium), and Surcoat of Valor (Magic Item Compendium). �Favor of the Circle of Eight: Otto has described your efforts as “stupendous” and worthy of a factotum to the Circle of Eight. This favor counts as a recommendation of a member with an affiliation score of 21 or higher for the Wizard’s Guild. You gain open access to the following spells: create fetch (Complete Scoundrel), disobedience (Complete Scoundrel), grasping wall (Complete Scoundrel), and spymaster's coin (Complete Scoundrel). Finally at APL 8 and COR8-01 Machinations Page 26 higher, you gain access to the bracers of blinding strike part of the fleet warrior’s array (Magic Item Compendium). �Psst, You Gotta Hear This: For your assistance in locating his errant granddaughter, Simeon Hellwater the Beggarmaster assigns Gammarstank the Scrofulous as a contact for you. Once per adventure set in the City of Greyhawk, Gammarstank (male human expert 7, gather information +12), can make a gather information check for you. This costs you 1d4+1 gp. �Affiliations: You improved your standing with your affiliation. Score through any that do not apply: Mercenaries Guild: +2 for completing a job contracted by the guild Guild of Nightwatch: +1 for completing a mission for the Nightwatch. Merchant and Trader’s Union: +2 for advancing the power of the Union Thieves’ Guild: +2 for completing a mission against a Guild enemy. ITEM ACCESS APL 2: • Silversheen (Adventure; DMG) • Elixir of love (Adventrue; DMG) • Glitter stone (Adventure; CL 3rd; Magic Item Compendium; 450 gp) APL 4 (all of APL 2 plus the following): • Dust of tracelessness (Adventure; DMG) • Rod of viscid globs (Adventure; CL 9th; Magic Item Compendium; 2,000 gp) APL 6 (all of APLs 2-4 plus the following): • Cape of the viper (Adventure; CL 6th; Magic Item Compendium; 2,000 gp) • Elixir of truth (Adventure; DMG) APL 8 (all of APLs 2-6 plus the following): • Pearl of brain lock (Adventure; CL 3rd; Magic Item Compendium; 900 gp) • Elixir of hiding (Adventure; DMG) APL 10 (all of APLs 2-8 plus the following): • Barricade buckler (Adventure; CL 9th; Magic Item Compendium; 4,165 gp) • Mask of lies (Adventure; CL 5th; Magic Item Compendium; 4,500 gp) • Dust of illusion (Adventure; DMG) APL 12 (all of APLs 2-10 plus the following): • Dust of appearance (Adventure; DMG) • Tentacle rod (Adventure; CL 6th; Magic Item Compendium; 14,000 gp) COR8-01 Machinations Page 27 APPENDIX 1: APL 2 2: A NIGHT ON THE TOWN BAR FIGHT “TRAP” CR 2 Description See Encounter 2. Search Not applicable; Type Special Trigger Location; Init +1 Effect Humiliation of Silas DC 13; 5 successful humiliations will “defeat” Silas, a hit may be blocked by the PCs Effect Brawl Atk + 2, 2d4 subdual damage Duration 8 rounds Destruction AC 12; hp 5 (defeats one section) Disarm Intimidate DC 22 (disarms one section) Disarm Diplomacy DC 17 (disarms one section) Dispel DC 13 (although the PC does not use a dispel magic spell for this, treat it as a regular dispel attempt, dispels one section) Block Humiliation DC 13, any ability score check may be used 5: DEAD ENDS SLUM QUARTER “BEGGAR” CR 1 Male human warrior 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 13, touch 10, flat-footed 13 (+3 armor) hp 9 (2 HD) Fort +3, Ref +0, Will -1 Speed 30 ft. (6 squares) Melee unarmed strike +3 (1d3+1) or Melee dagger +3 (1d4+1/19-20) Base Atk +2; Grp +3 Atk Options Improved Bull Rush, Power Attack Abilities Str 13, Dex 10, Con 11, Int 12, Wis 9, Cha 8 Feats Improved Bull Rush, Power Attack Skills Climb +4, Handle Animal +4, Intimidate +0, Jump +4, Knowledge (local – core) +2, Profession (beggar) +1, Swim -0, Possessions dagger, studded leather armor SLUM QUARTER ROOF TOPPLER CR 1 Male human commoner 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 11, touch 10, flat-footed 11 (+1 armor) hp 5 (2 HD) Fort +2, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee club +0 (1d6-1) Ranged brick -3 (1d4-1) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb +5, Jump +5, Knowledge (local – core) +2, Profession (beggar) +3, Swim +1, Possessions club, padded armor OTJEN CR 1 Female human rogue 1 CN Medium humanoid (human) Init +2; Senses Listen +0, Spot +3 Languages Common, Dwarven AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 7 (1 HD) Fort +1, Ref +4, Will -1 Speed 30 ft. (6 squares) Melee dagger -1 (1d4-1/19-20) Base Atk +0; Grp -1 Atk Options sneak attack +1d6 Abilities Str 9, Dex 15, Con 12, Int 14, Wis 8, Cha 13 SQ trapfinding Feats Deft Hands, Stealthy Skills Appraise +3, Balance +6, Bluff +5, Climb +3, Escape Artist +6, Gather Information +2, Hide +8, Jump +3, Knowledge (local – core) +3, Listen +0, Move Silently +8, Sleight of Hand +8, Spot +3, Tumble +6, Possessions dagger, leather armor 6: NOSES GET BROKEN CONVERT OF IUZ CR 1/2 Male human warrior 1 CE Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 13, touch 10, flat-footed 13 (+3 armor) hp 4 (1 HD) Fort +4, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee dagger +0 (1d4-1/19-20) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb -1, Handle Animal +0, Intimidate +0, Jump -1, Knowledge (geography) +2, Knowledge (local – core) +2, Knowledge (nature) +2, Knowledge (nobility and royalty) +2, Profession (merchant) +2, Ride +1, Swim -2, Possessions dagger, studded leather armor COR8-01 Machinations Page 28 VERON, AGENT OF IUZ CR 3 Male human bard 3 CE medium human (humanoid) Init +5; Senses Listen +6, Spot +0 Languages Abyssal, Common, Gnome, Halfling AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield) hp 19 (3 HD) Fort +3, Ref +5, Will +4 Speed 30 ft. (6 squares) Melee rapier +1 (1d6-1) or Ranged dagger +3 (1d4-1) Base Atk +2; Grp +1 Special Acttions bardic music 3/day (countersong, fascinate, inspire courage +1, inspire competence) Combat Gear scroll of eagle’s splendor Bard Spells Known (CL 3rd): 1st (2/day)—alarm, cause fear (DC 13), inspirational boost 0 (3/day)—dancing lights, daze, flare, message, open/close, prestidigitation Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 15 SQ bardic Knowledge +7 Feats Improved Initiative, Toughness, Persuasive Skills Bluff +10, Concentration +7, Diplomacy +10, Disguise +8, Gather Information +8], Intimidate +10, Knowledge (local-core) +6, Perform (Oratory) +8, Listen +6, Speak Language +3. Possessions combat gear plus rapier, dagger, +1 chain shirt, vest of resistance +1, buckler, merchants outfit, 100 gp. COR8-01 Machinations Page 29 APL 4 2: A NIGHT ON THE TOWN BAR FIGHT “TRAP” CR 4 Description See Encounter 2. Search Not applicable; Type Special Trigger Location; Init +2 Effect Humiliation of Silas DC 14; 5 successful humiliations will “defeat” Silas, a hit may be blocked by the PCs Effect Brawl Atk + 4, 4d4 subdual damage Duration 10 rounds Destruction AC 14; hp 10 (defeats one section) Disarm Intimidate DC 24 (disarms one section) Disarm Diplomacy DC 19 (disarms one section) Dispel DC 15 (although the PC does not use a dispel magic spell for this, treat it as a regular dispel attempt, dispels one section) Block Humiliation DC 14, any ability score check may be used 5: DEAD ENDS SLUM QUARTER “BEGGAR” CR 1 Male human warrior 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 13, touch 10, flat-footed 13 (+3 armor) hp 9 (2 HD) Fort +3, Ref +0, Will -1 Speed 30 ft. (6 squares) Melee unarmed strike +3 (1d3+1) or Melee dagger +3 (1d4+1/19-20) Base Atk +2; Grp +3 Atk Options Improved Bull Rush, Power Attack Abilities Str 13, Dex 10, Con 11, Int 12, Wis 9, Cha 8 Feats Improved Bull Rush, Power Attack Skills Climb +4, Handle Animal +4, Intimidate +0, Jump +4, Knowledge (local – core) +2, Profession (beggar) +1, Swim -0, Possessions dagger, studded leather armor SLUM QUARTER ROOF TOPPLER CR 1 Male human commoner 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 11, touch 10, flat-footed 11 (+1 armor) hp 5 (2 HD) Fort +2, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee club +0 (1d6-1) Ranged brick -3 (1d4-1) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb +5, Jump +5, Knowledge (local – core) +2, Profession (beggar) +3, Swim +1, Possessions club, padded armor OTJEN CR 2 Female human rogue 2 CN Medium humanoid (human) Init +2; Senses Listen +0, Spot +4 Languages Common, Dwarven AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex) hp 11 (2 HD) Resist evasion Fort +1, Ref +5, Will -1 Speed 30 ft. (6 squares) Melee dagger +0 (1d4-1/19-20) Base Atk +1; Grp +0 Atk Options sneak attack +1d6 Abilities Str 9, Dex 15, Con 12, Int 14, Wis 8, Cha 13 SQ trapfinding Feats Deft Hands, Stealthy Skills Appraise +3, Balance +9, Bluff +6, Climb +4, Escape Artist +7, Gather Information +4, Hide +9, Jump +6, Knowledge (local – core) +7, Listen +0, Move Silently +9, Sleight of Hand +11, Spot +4, Tumble +9, Possessions dagger, leather armor 6: NOSES GET BROKEN CONVERT OF IUZ CR 1/2 Male human warrior 1 CE Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 13, touch 10, flat-footed 13 (+3 armor) hp 4 (1 HD) Fort +4, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee dagger +0 (1d4-1/19-20) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb -1, Handle Animal +0, Intimidate +0, Jump -1, Knowledge (geography) +2, Knowledge (local – core) +2, Knowledge (nature) +2, Knowledge (nobility and royalty) +2, Profession (merchant) +2, Ride +1,Swim -2, Possessions dagger, studded leather armor COR8-01 Machinations Page 30 VERON, AGENT OF IUZ CR 3 Male human bard 3 CE medium human (humanoid) Init +5; Senses Listen +6, Spot +0 Languages Abyssal, Common, Gnome, Halfling AC 16, touch 11, flat-footed 15 (+1 Dex, +4 armor, +1 shield) hp 19 (3 HD); Fort +3, Ref +5, Will +4 Speed 30 ft. (6 squares) Melee rapier +1 (1d6-1) or Ranged dagger +3 (1d4-1) Base Atk +2; Grp +1 Special Actions bardic music 3/day (countersong, fascinate, inspire courage +1, inspire competence) Combat Gear scroll of eagle’s splendor Bard Spells Known (CL 3rd): 1st (2/day)—alarm, cause fear (DC 13), inspirational boost 0 (3/day)—dancing lights, daze, flare, message, open/close, prestidigitation Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 15 SQ bardic knowledge +7 Feats Improved Initiative, Toughness, Persuasive Skills Bluff +10, Concentration +7, Diplomacy +10, Disguise +8, Gather Information +8], Intimidate +10, Knowledge (local-core) +6, Perform (Oratory) +8, Listen +6, Speak Language +3. Possessions combat gear plus rapier, dagger, +1 chain shirt, vest of resistance +1, buckler, merchants outfit, 100 gp. COR8-01 Machinations Page 31 APL 6 2: A NIGHT ON THE TOWN BAR FIGHT “TRAP” CR 6 Description See Encounter 2. Search Not applicable; Type Special Trigger Location; Init +3 Effect Humiliation of Silas DC 15; 5 successful humiliations will “defeat” Silas, a hit may be blocked by the PCs Effect Brawl Atk +6, 6d4 subdual damage Duration 12 rounds Destruction AC 16; hp 15 (defeats one section) Disarm Intimidate DC 26(disarms one section) Disarm Diplomacy DC 21 (disarms one section) Dispel DC 17 (although the PC does not use a dispel magic spell for this, treat it as a regular dispel attempt, dispels one section) Block Humiliation DC 15, any ability score check may be used 5: DEAD ENDS SLUM QUARTER BRUISER CR 3 Male human warrior 4 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 13, touch 10, flat-footed 13 (+3 armor) hp 22 (4 HD) Fort +5, Ref +1, Will +2 Speed 30 ft. (6 squares) Melee unarmed strike +5 (1d3-1) or Melee mwk dagger +5 (1d4-1/19-20) Base Atk +4; Grp +5 Atk Options Improved Bull Rush, Power Attack, Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 Feats Improved Bull Rush, Power Attack, Iron Will Skills Climb +4, Handle Animal +7, Intimidate +4, Jump +4, Knowledge (local – core) +2, Profession (beggar) +1, Swim -0, Possessions masterwork dagger, studded leather armor SLUM QUARTER ROOF TOPPLER CR 1 Male human commoner 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 11, touch 10, flat-footed 11 (+1 armor) hp 5 (2 HD) Fort +2, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee club +0 (1d6-1) Ranged brick -3 (1d4-1) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb +5, Jump +5, Knowledge (local – core) +2, Profession (beggar) +3, Swim +1, Possessions club, padded armor OTJEN CR 4 Female human rogue 4 CN Medium humanoid (human) Init +2; Senses Listen +6, Spot +6 Languages Common, Dwarven AC 14, touch 12, flat-footed 12; uncanny dodge, +1 against traps (+2 armor, +2 Dex) hp 20 (4 HD) Resist evasion Fort +2, Ref +6 (+7 against traps), Will +0 Speed 30 ft. (6 squares) Melee dagger +2 (1d4-1/19-20) Base Atk +3; Grp +2 Atk Options sneak attack +2d6 Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 13 SQ trapfinding Feats Deft Hands, Skill Focus (sleight of hand), Stealthy Skills Appraise +3, Balance +11, Bluff +8, Climb +6, Escape Artist +9, Gather Information +5, Hide +11, Jump +8, Knowledge (local – core) +7, Listen +6, Move Silently +11, Sleight of Hand +16, Spot +6, Tumble +11, Possessions dagger, leather armor 6: NOSES GET BROKEN CONVERT OF IUZ CR 1 Male human warrior 2 CE Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 14, touch 10, flat-footed 14 (+4 armor) hp 9 (2 HD) Fort +5, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +1 (1d3-1) or Melee dagger +3 (1d4-1/19-20) Base Atk +2; Grp +1 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb -1, Handle Animal +0, Intimidate +0, Jump -1, Knowledge (geography) +3, Knowledge (local – core) +2, Knowledge (nature) +2, Knowledge (nobility and royalty) +2, Profession (merchant) +3, Ride +1,Swim -2, Possessions masterwork dagger, +1 studded leather armor COR8-01 Machinations Page 32 VERON, AGENT OF IUZ CR 6 Male human bard 5/evangelist 1 CE medium human (humanoid) Init +5; Senses Listen +9, Spot +0 Languages Abyssal, Common, Gnome, Halfling AC 18, touch 11, flat-footed 17 (+1 Dex, +5 armor, +2 shield) hp 29 (6 HD) Fort +3, Ref +6, Will +7 Speed 30 ft. (6 squares) Melee rapier +2 (1d6-1) or Ranged dagger +4 (1d4-1) Base Atk +3; Grp +2 Special Actions Sound of Silence, bardic music 5/day (countersong, fascinate, inspire courage +1, inspire competence), great orator 1/day (inspire dread) Combat Gear cape of the viper, scroll of invisibility, scroll of eagle's splendor Bard Spells Known (CL 5th): 2nd (2/day)—harmonize, mirror image, shatter (DC 16) 1st (4/day)—alarm, cure light wounds, inspirational boost, Tasha’s hideous laughter (DC 15) 0 (3/day)—dancing lights, daze, flare, message, open/close, prestidigitation Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 18 SQ bardic knowledge +9 Feats Improved Initiative, Extra Music, Persuasive, Sound of Silence Skills Bluff +14, Concentration +10, Diplomacy +15, Disguise +11, Gather Information +11, Intimidate +15, Knowledge (local-core) +6, Knowledge (religion) +6, Perform (Oratory) +13, Listen +9, Sense Motive +6, Speak Language +3. Possessions combat gear plus rapier, dagger, +1 chain shirt, +1 buckler, vest of resistance +1, merchants outfit, 100 gp. Great Orator (Su) Veron can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument. Inspire Dread (Su) Veron can (as a full-round action) inspire hopelessness in all enemies within 30 feet. This ability imposes a –4 penalty on Will saves to all such enemies. This ability requires concentration each round to continue the effect. The effect lasts as long as Veron speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability. COR8-01 Machinations Page 33 APL 8 2: A NIGHT ON THE TOWN BAR FIGHT “TRAP” CR 8 Description See Encounter 2. Search Not applicable; Type Special Trigger Location; Init +4 Effect Humiliation of Silas DC 16; 5 successful humiliations will “defeat” Silas, a hit may be blocked by the PCs Effect Brawl Atk +8, 8d4 subdual damage Duration 14 rounds Destruction AC 18; hp 20 (defeats one section) Disarm Intimidate DC 28 (disarms one section) Disarm Diplomacy DC 23 (disarms one section) Dispel DC 19 (although the PC does not use a dispel magic spell for this, treat it as a regular dispel attempt, dispels one section) Block Humiliation DC 16, any ability score check may be used 5: DEAD ENDS SLUM QUARTER BRUISER CR 3 Male human warrior 4 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 13, touch 10, flat-footed 13 (+3 armor) hp 22 (4 HD) Fort +5, Ref +1, Will +2 Speed 30 ft. (6 squares) Melee unarmed strike +5 (1d3-1) or Melee mwk dagger +5 (1d4-1/19-20) Base Atk +4; Grp +5 Atk Options Improved Bull Rush, Power Attack, Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 Feats Improved Bull Rush, Power Attack, Iron Will Skills Climb +4, Handle Animal +7, Intimidate +4, Jump +4, Knowledge (local – core) +2, Profession (beggar) +1, Swim -0, Possessions masterwork dagger, studded leather armor SLUM QUARTER ROOF TOPPLER CR 1 Male human commoner 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 11, touch 10, flat-footed 11 (+1 armor) hp 5 (2 HD) Fort +2, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee club +0 (1d6-1) Ranged brick -3 (1d4-1) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb +5, Jump +5, Knowledge (local – core) +2, Profession (beggar) +3, Swim +1, Possessions club, padded armor OTJEN CR 6 Female human rogue 6 CN Medium humanoid (human) Init +2; Senses Listen +8, Spot +8 Languages Common, Dwarven AC 14, touch 12, flat-footed 12; Combat Expertise, uncanny dodge, +2 against traps (+2 armor, +2 Dex) hp 29 (6 HD) Resist evasion Fort +3, Ref +7 (+9 against traps), Will +1 Speed 30 ft. (6 squares) Melee dagger +3 (1d4-1/19-20) Base Atk +4; Grp +3 Atk Options sneak attack +3d6 Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 13 SQ trapfinding Feats Combat Expertise, Deft Hands, Skill Focus (sleight of hand), Stealthy Skills Appraise +3, Balance +13, Bluff +10, Climb +8, Escape Artist +11, Gather Information +5, Hide +13, Jump +10, Knowledge (local – core) +7, Listen +8, Move Silently +13, Sleight of Hand +18, Spot +8, Tumble +13, Possessions dagger, leather armor 6: NOSES GET BROKEN CONVERT OF IUZ CR 1 Male human warrior 2 CE Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 14, touch 10, flat-footed 14 (+4 armor) hp 9 (2 HD) Fort +5, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +1 (1d3-1) or Melee dagger +3 (1d4-1) Base Atk +2; Grp +1 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb -1, Handle Animal +0, Intimidate +0, Jump -1, Knowledge (geography) +3, Knowledge (local – core) +2, Knowledge (nature) +2, Knowledge (nobility and royalty) +2, Profession (merchant) +3, Ride +1, Swim -2, Possessions masterwork dagger, +1 studded leather armor COR8-01 Machinations Page 34 VERON, AGENT OF IUZ CR 6 Male human bard 5/evangelist 1 CE medium human (humanoid) Init +5; Senses Listen +9, Spot +0 Languages Abyssal, Common, Gnome, Halfling AC 18, touch 11, flat-footed 17 (+1 Dex, +5 armor, +2 shield) hp 29 (6 HD) Fort +3, Ref +6, Will +7 Speed 30 ft. (6 squares) Melee rapier +2 (1d6-1) or Ranged dagger +4 (1d4-1) Base Atk +3; Grp +2 Special Actions Sound of Silence, bardic music 5/day (countersong, fascinate, inspire courage +1, inspire competence), great orator 1/day (inspire dread) Combat Gear scroll of invisibility, scroll of eagle's splendor, cape of the viper Bard Spells Known (CL 5th): 2nd (2/day)—harmonize, mirror image, shatter (DC 16) 1st (4/day)—alarm, cure light wounds, inspirational boost, Tasha’s hideous laughter (DC 15) 0 (3/day)—dancing lights, daze, flare, message, open/close, prestidigitation Abilities Str 8, Dex 12, Con 13, Int 14, Wis 10, Cha 18 SQ bardic knowledge +9 Feats Improved Initiative, Extra Music, Persuasive, Sound of Silence Skills Bluff +14, Concentration +10, Diplomacy +15, Disguise +11, Gather Information +11, Intimidate +15, Knowledge (local-core) +6, Knowledge (religion) +6, Perform (Oratory) +13, Listen +9, Sense Motive +6, Speak Language +3. Possessions combat gear plus rapier, dagger, +1 chain shirt, +1 buckler, vest of resistance +1, merchants outfit, 100 gp. Great Orator (Su) Veron can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument. Inspire Dread (Su) Veron can (as a full-round action) inspire hopelessness in all enemies within 30 feet. This ability imposes a –4 penalty on Will saves to all such enemies. This ability requires concentration each round to continue the effect. The effect lasts as long as Veron speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability. COR8-01 Machinations Page 35 APL 10 2: A NIGHT ON THE TOWN BAR FIGHT “TRAP” CR 10 Description See Encounter 2. Search Not applicable; Type Special Trigger Location; Init +5 Effect Humiliation of Silas DC 17; 5 successful humiliations will “defeat” Silas, a hit may be blocked by the PCs Effect Brawl Atk +10, 10d4 subdual damage Duration 16 rounds Destruction AC 20; hp 25 (defeats one section) Disarm Intimidate DC 30 (disarms one section) Disarm Diplomacy DC 25 (disarms one section) Dispel DC 21 (although the PC does not use a dispel magic spell for this, treat it as a regular dispel attempt, dispels one section) Block Humiliation DC 17, any ability score check may be used 5: DEAD ENDS SLUM QUARTER BLOCK BULLY CR 5 Male human warrior 6 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 14, touch 12, flat-footed 14 (+4 armor) hp 33 (6 HD) Fort +6, Ref +2, Will +4 Speed 30 ft. (6 squares) Melee unarmed strike +7/+2 (1d3+1) or Melee +1 dagger +8/+3 (1d4+2/19-20) Base Atk +6; Grp +7 Atk Options Improved Bull Rush, Power Attack, Iron Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 Feats Improved Bull Rush, Power Attack, Iron Will, Toughness Skills Climb +4, Handle Animal +8, Intimidate +8, Jump +4, Knowledge (local – core) +2, Profession (beggar) +3, Swim -0, Possessions +1 dagger, +1 studded leather armor SLUM QUARTER ROOF TOPPLER CR 1 Male human commoner 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 11, touch 10, flat-footed 11 (+1 armor) hp 5 (2 HD) Fort +2, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee club +0 (1d6-1) Ranged brick -3 (1d4-1) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb +5, Jump +5, Knowledge (local – core) +2, Profession (beggar) +3, Swim +1, Possessions club, padded armor OTJEN CR 8 Female human rogue 8 CN Medium humanoid (human) Init +2; Senses Listen +10, Spot +10 Languages Common, Dwarven AC 14, touch 12, flat-footed 12; Combat Expertise, improved uncanny dodge, +2 against traps (+2 armor, +2 Dex) hp 38 (8 HD); Resist evasion Fort +3, Ref +8 (+10 against traps), Will +1 Speed 30 ft. (6 squares) Melee dagger +5/+0 (1d4-1/19-20) Base Atk +6; Grp +5 Atk Options sneak attack +4d6 Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 14 SQ trapfinding Feats Combat Expertise, Deft Hands, Skill Focus (sleight of hand), Stealthy Skills Appraise +3, Balance +15, Bluff +13, Climb +10, Escape Artist +13, Gather Information +6, Hide +15, Jump +11, Knowledge (local – core) +7, Listen +10, Move Silently +15, Sleight of Hand +20, Spot +10, Tumble +15, Possessions dagger, leather armor 6: NOSES GET BROKEN CONVERT OF IUZ CR 4 Male human warrior 5 CE Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 14, touch 10, flat-footed 14 (+4 armor) hp 27 (5 HD) Fort +7, Ref +1, Will +4 Speed 30 ft. (6 squares) Melee unarmed strike +4 (1d3-1) or Melee mwk dagger +5 (1d4-1/19-20) Base Atk +5; Grp +4 Abilities Str 9, Dex 10, Con 12, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude, Iron Will Skills Climb -1, Handle Animal +0, Intimidate +0, Jump -1, Knowledge (geography) +3, Knowledge (local – core) +5, Knowledge (nature) +2, Knowledge (nobility and royalty) +3, Profession (merchant) +5, Ride +1, Swim -2, Possessions masterwork dagger, +1 studded leather armor COR8-01 Machinations Page 36 VERON, AGENT OF IUZ CR 10 Male human bard 5/evangelist 5 CE medium human (humanoid) Init +5; Senses Listen +13, Spot +0 Languages Abyssal, Common, Gnome, Halfling AC 18, touch 11, flat-footed 17 (+1 Dex, +5 armor, +2 shield) hp 57 (10 HD) Fort +5, Ref +7, Will +9 Speed 30 ft. i (6 squares) Melee rapier +5 (1d6-1) or Ranged dagger +7 (1d4-1) Base Atk +6; Grp +5 Special Actions Sound of Silence, Ironskin Chant, bardic music 9/day (countersong, fascinate, inspire courage +2, inspire competence), fast talk, great orator 5/day (inspire dread, inflame the righteous, convert the unfaithful) Combat Gear scroll of invisibility, scroll of eagle's splendor, barricade buckler, mask of lies, cape of the viper Bard Spells Known (CL 5th): 2 2nd (2/day)—harmonize, mirror image, shatter (DC 16) 1st (4/day)—alarm, cure light wounds, inspirational boost, Tasha’s hideous laughter (DC 15) 0 (3/day)—dancing lights, daze, flare, message, open/close, prestidigitation Abilities Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16 SQ bardic knowledge +9, skill mastery (Bluff, Disguise, Intimidate) Feats Improved Initiative, Extra Music, Persuasive, Sound of Silence, Ironskin Chant Skills Bluff +15, Concentration +14, Diplomacy +17, Disguise +13, Gather Information +13, Intimidate +18, Knowledge (local-core) +6, Knowledge (religion) +6, Perform (Oratory), +16 Listen +13, Sense Motive +6, Speak Language +3. Possessions combat gear plus rapier, dagger, +1 chain shirt, vest of resistance +2, merchants outfit, 200 gp. Fast Talk (Ex) Veron knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a –5 penalty. Great Orator (Su) Veron can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument. Inspire Dread (Su) Veron can (as a full-round action) inspire hopelessness in all enemies within 30 feet. This ability imposes a –4 penalty on Will saves to all such enemies. This ability requires concentration each round to continue the effect. The effect lasts as long as Veron speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability. Inflame the Righteous (Su): Veron can (as a full-round action) wreath himself and any of his allies within 30 feet in divine flame. Each beneficiary of this ability gains the benefit of a fire shield (CL 10) spell. The damage caused by the spell is, however, purely divine and not subject to a creature’s resistance or immunity to fire. This oratory requires concentration each round to continue the effect. The effect lasts as long as Veron speaks and for three rounds thereafter. Convert the Unfaithful (Su) Veron may attempt to convert a single enemy within 30 feet. As a full- round action, he delivers an impassioned speech on the righteousness of his beliefs to a single enemy, who must attempt a Will save (DC 18). If the creature succeeds, it is shaken for one round. If the creature fails its saving throw, it converts. Creatures with an alignment subtype (such as angels and devils) are immune to this ability. A converted creature is effectively charmed Veron (similar to a charm monster spell). In addition, a converted creature temporarily becomes chaotic evil and acts accordingly. This may mean some of the creature’s class abilities, spells, or other abilities are unavailable to it for the duration of the spell. When the duration elapses, the creature then has a choice: It can continue to act according to its new alignment, or it can shift back. If the creature chooses to permanently change its alignment to the evangelist’s, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to change back, it must make another saving throw (against the same save DC). If it fails this saving throw its alignment changes back but it needs an atonement spell to gain back any abilities it lost due to its temporary alignment change. COR8-01 Machinations Page 37 APL 12 2: A NIGHT ON THE TOWN BAR FIGHT “TRAP” CR 12 Description See Encounter 2. Search Not applicable; Type Special Trigger Location; Init +6 Effect Humiliation of Silas DC 18; 5 successful humiliations will “defeat” Silas, a hit may be blocked by the PCs Effect Brawl Atk +12, 12d4 subdual damage Duration 18 rounds Destruction AC 22; hp 30 (defeats one section) Disarm Intimidate DC 32 (disarms one section) Disarm Diplomacy DC 27 (disarms one section) Dispel DC 23 (although the PC does not use a dispel magic spell for this, treat it as a regular dispel attempt, dispels one section) Block Humiliation DC 18, any ability score check may be used 5: DEAD ENDS SLUM QUARTER BLOCK BULLY CR 5 Male human warrior 6 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 14, touch 12, flat-footed 14 (+4 armor) hp 33 (6 HD) Fort +6, Ref +2, Will +4 Speed 30 ft. (6 squares) Melee unarmed strike +7/+2 (1d3+1) or Melee +1 dagger +8/+3 (1d4+2/19-20) Base Atk +6; Grp +7 Atk Options Improved Bull Rush, Power Attack, Abilities Str 13, Dex 10, Con 12, Int 12, Wis 9, Cha 8 Feats Improved Bull Rush, Power Attack, Iron Will, Toughness Skills Climb +4, Handle Animal +8, Intimidate +8, Jump +4, Knowledge (local – core) +2, Profession (beggar) +3, Swim -0, Possessions +1 dagger, +1 studded leather armor SLUM QUARTER ROOF TOPPLER CR 1 Male human commoner 2 N Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 11, touch 10, flat-footed 11 (+1 armor) hp 5 (2 HD) Fort +2, Ref +0, Will +1 Speed 30 ft. (6 squares) Melee unarmed strike +0 (1d3-1) or Melee club +0 (1d6-1) Ranged brick -3 (1d4-1) Base Atk +1; Grp +0 Abilities Str 9, Dex 10, Con 11, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude Skills Climb +5, Jump +5, Knowledge (local – core) +2, Profession (beggar) +3, Swim +1, Possessions club, padded armor OTJEN AND FAANIL CR 8 Female human rogue 8 CN Medium humanoid (human) Init +2; Senses Listen +10, Spot +10 Languages Common, Dwarven AC 14, touch 13, flat-footed 11; Combat Expertise, improved uncanny dodge, +2 against traps (+1 armor, +3 Dex) hp 38 (8 HD) Resist evasion Fort +3, Ref +8 (+10 against traps), Will +1 Speed 30 ft. (6 squares) Melee dagger +5/+0 (1d4-1/19-20) Base Atk +6; Grp +5 Atk Options sneak attack +4d6 Abilities Str 9, Dex 16, Con 12, Int 14, Wis 8, Cha 14 SQ trapfinding Feats Combat Expertise, Deft Hands, Skill Focus (sleight of hand), Stealthy Skills Appraise +3, Balance +15, Bluff +13, Climb +10, Escape Artist +13, Gather Information +6, Hide +15, Jump +11, Knowledge (local – core) +7, Listen +10, Move Silently +15, Sleight of Hand +20, Spot +10, Tumble +15, Possessions dagger, padded armor 6: NOSES GET BROKEN CONVERT OF IUZ CR 4 Male human warrior 5 CE Medium humanoid (human) Init +0; Senses Listen +1, Spot +1 Languages Common, Dwarven AC 14, touch 10, flat-footed 14 (+4 armor) hp 27 (5 HD) Fort +7, Ref +1, Will +4 Speed 30 ft. (6 squares) Melee unarmed strike +4 (1d3-1) or Melee mwk dagger +5 (1d4-1/19-20) Base Atk +5; Grp +4 Abilities Str 9, Dex 10, Con 12, Int 12, Wis 13, Cha 8 Feats Endurance, Great Fortitude, Iron Will Skills Climb -1, Handle Animal +0, Intimidate +0, Jump -1, Knowledge (geography) +3, Knowledge (local – core) +5, Knowledge (nature) +2, Knowledge (nobility and royalty) +3, Profession (merchant) +5, Ride +1, Swim -2, Possessions masterwork dagger, +1 studded leather armor COR8-01 Machinations Page 38 VERON, AGENT OF IUZ CR 10 Male human bard 5/evangelist 5 CE medium human (humanoid) Init +5; Senses Listen +13, Spot +0 Languages Abyssal, Common, Gnome, Halfling AC 18, touch 11, flat-footed 17 (+1 Dex, +5 armor, +2 shield) hp 57 (10 HD) Fort +5, Ref +7, Will +9 Speed 30 ft. (6 squares) Melee rapier +5 (1d6-1) or Ranged dagger +7 (1d4-1) Base Atk +6; Grp +5 Atk Options bardic music 9/day (countersong, fascinate, inspire courage +2, inspire competence), great orator 5/day (inspire dread, inflame the righteous, convert the unfaithful) Special Actions Sound of Silence, Ironskin Chant, fast talk Combat Gear scroll of invisibility, scroll of eagle's splendor, barricade buckler, mask of lies, cape of the viper Bard Spells Known (CL 5th): 2 2nd (2/day)—harmonize, mirror image, shatter (DC 16) 1st (4/day)—alarm, cure light wounds, inspirational boost, Tasha’s hideous laughter (DC 15) 0 (3/day)—dancing lights, daze, flare, message, open/close, prestidigitation Abilities Str 8, Dex 12, Con 14, Int 14, Wis 10, Cha 16 SQ bardic knowledge +9, skill mastery (Bluff, Disguise, Intimidate) Feats Improved Initiative, Extra Music, Persuasive, Sound of Silence, Ironskin Chant Skills Bluff +15, Concentration +14, Diplomacy +17, Disguise +13, Gather Information +13, Intimidate +18, Knowledge (local-core) +6, Knowledge (religion) +6, Perform (Oratory), +16 Listen +13, Sense Motive +6, Speak Language +3. Possessions combat gear plus rapier, dagger, +1 chain shirt, vest of resistance +2, merchants outfit, 200 gp. Fast Talk (Ex) Veron knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a –5 penalty. Great Orator (Su) Veron can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument. Inspire Dread (Su) Veron can (as a full-round action) inspire hopelessness in all enemies within 30 feet. This ability imposes a –4 penalty on Will saves to all such enemies. This ability requires concentration each round to continue the effect. The effect lasts as long as Veron speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability. Inflame the Righteous (Su): Veron can (as a full-round action) wreath himself and any of his allies within 30 feet in divine flame. Each beneficiary of this ability gains the benefit of a fire shield (CL 10) spell. The damage caused by the spell is, however, purely divine and not subject to a creature’s resistance or immunity to fire. This oratory requires concentration each round to continue the effect. The effect lasts as long as Veron speaks and for three rounds thereafter. Convert the Unfaithful (Su) Veron may attempt to convert a single enemy within 30 feet. As a full- round action, he delivers an impassioned speech on the righteousness of his beliefs to a single enemy, who must attempt a Will save (DC 18). If the creature succeeds, it is shaken for one round. If the creature fails its saving throw, it converts. Creatures with an alignment subtype (such as angels and devils) are immune to this ability. A converted creature is effectively charmed Veron (similar to a charm monster spell). In addition, a converted creature temporarily becomes chaotic evil and acts accordingly. This may mean some of the creature’s class abilities, spells, or other abilities are unavailable to it for the duration of the spell. When the duration elapses, the creature then has a choice: It can continue to act according to its new alignment, or it can shift back. If the creature chooses to permanently change its alignment to the evangelist’s, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to change back, it must make another saving throw (against the same save DC). If it fails this saving throw its alignment changes back but it needs an atonement spell to gain back any abilities it lost due to its temporary alignment change. COR8-01 Machinations Page 39 APPENDIX 2: NEW RULES ITEMS FEATS Ironskin Chant [Bardic Music] You can channel the power of your bardic music to enable yourself to ignore minor injuries. Prerequisites: Bardic music, Concentration 12 ranks, Perform 12 ranks. Benefit: As a swift action that does not provoke attacks of opportunity, you can expend one daily use of your bardic music ability to provide damage reduction of 5/— to yourself or to one ally within 30 feet who can hear you until the start of your next turn. This feat does not function in an area of magical silence. Source: Complete Adventurer 113 Sound of Silence [Bardic Music] You can channel the power of your bardic music to deafen your foes. Prerequisite: Bardic music, Perform 9 ranks. Benefit: As a standard action, you can expend two daily uses of your bardic music ability to deafen a single target for 3 rounds. A successful Will save (using your Perform check result as the DC) negates the effect. The target must be within 30 feet of you and be able to hear you. Source: Complete Scoundrel 81 MAGIC ITEMS Barricade Buckler Price (Item Level): 4,165 gp (9th) Body Slot: — (held) Caster Level: 9th Aura: Moderate; (DC 19) evocation Activation: Swift (command) Weight: 5 lb. This buckler is set with numerous polished green stones: one at its center, and the rest in concentric rings around it. The center stone is the smallest, with larger stones in each ring toward the buckler's edge. By speaking the command word, you can transform this +1 buckler into a 5-foot-by-5- foot vertical wall of force. The wall persists for 1 minute or until you speak a second command word to return the buckler to its normal condition. The wall of force ability functions three times per day. Prerequisites: Craft Magic Arms and Armor, wall of force. Cost to Create: 2,000 gp (plus 165 gp for masterwork buckler), 160 XP, 4 days. Source: Magic Item Compendium 16 Cape of the Viper Price (Item Level): 2,000 gp (6th) Body Slot: Shoulders Caster Level: 7th Aura: Moderate; (DC 18) transmutation Activation: Swift (command) Weight: 1 lb. This viridian cape is shot with threads of greenish metal. A cape of the viper allows you to transform into a poisonous serpent. The cape has 3 charges, which are renewed each day at dawn. Spending 1 or more charges trans­ forms you into a viper for 7 rounds. 1 charge: Small viper. 2 charges: Medium viper. 3 charges: Large viper; add +2 to the save DC of your bite's poison. While in viper form, you replace all your normal statistics and special abilities with those of a typical viper of the appropriate size, except for your alignment, your hit points, your Hit Dice (for the purpose of adjudicating effects based on HD), and your ability to understand (but not speak) the lan­ guages you normally understand. Any gear worn or carried melds into the new form and becomes nonfunctional. Treat this as a poly­morph effect, as defined on page 95 of Player's Handbook II. Prerequisites: Craft Wondrous Item, ability to wild shape. Cost to Create: 1,000 gp, 80 XP, 2 days. Source: Magic Item Compendium 84 Mask of Lies Price (Item Level): 4,500 gp (9th) Body Slot: Face Caster Level: 5th Aura: Faint; (DC 17) abjuration Activation: — and swift (mental) Weight: 1 lb. This black, featureless mask has cross-shaped slits where the wearer's eyes and mouth should be. While wearing this mask, you gain a +5 competence bonus on Bluff checks and your alignment is disguised as if by an undetectable alignment spell. This is a continuous effect and requires no activation. When you activate the mask, you can alter your appearance as if by a disguise self spell. This ability functions three times per day. Prerequisites: Craft Wondrous Item, disguise self, undetectable alignment. Cost to Create: 2,250 gp, 180 XP, 5 days. Source: Magic Item Compendium 115 COR8-01 Machinations Page 40 SPELLS Harmonize Transmutation Level: Bard 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level (D) You blend magic and music seamlessly. While this spell is in effect, starting a bardic music effect requires only a move action. Concentrating on a bardic music effect that requires concentration still requires a standard action. Source: Races of Stone 162 Inspirational Boost Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Bard 1 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round or special; see text You concentrate on assisting your friends as you begin the short chant and simple handchopping motion necessary to cast the spell. As you finish, the spell’s chant allows you to segue easily into bolstering your allies. While this spell is in effect, the morale bonus granted by your inspire courage bardic music increases by 1. The effect lasts until your inspire courage effect ends. If you don’t begin to use your inspire courage ability before the beginning of your next turn, the spell’s effect ends. Source: Spell Compendium 124 COR8-01 Machinations Page 41 APPENDIX 3: LAW AND ORDER IN THE FREE CITY PCs in the Free City of Greyhawk are adventuring in an urban environment. It is perfectly possible, therefore, that they might do something to get themselves arrested. Thus, a few words about law, justice, crime, and punishment are in order. The level and efficacy of law enforcement in the Free City is constantly in flux depending on the aims and goals of those in charge. Recently, some changes on the Directing Oligarchy have enabled the Lord Mayor, Nerof Gasgal, to reassert his authority. This has resulting in a tightening of the laws, particularly in the areas of public safety and smuggling. Relevant minor laws appear, below. Unusual Companions The Free City is a sprawling and cosmopolitan urban center and as such, there are rules and regulations dealing with the presence of the animal companions, familiars, and more fantastic followers that a PC might bring with her. In general, PCs that are accompanied by normal animals (that is, creatures with the animal type) are not bothered by the guards, provided that it is Medium-sized or smaller. If the animal is normally carnivorous (such as a wolf or Medium- or smaller-sized dinosaur), the PC is required to demonstrate her ability to control that beast, as well as to show some form of restraint upon it – a muzzle, or at the very least a collar and leash. They will also have to purchase a license for it at a cost of 1 gp per base HD. Large-sized non-carnivorous animals are also acceptable, though depending on the animal it may also be required to be restrained/collared (common sense should prevail; a horse, even a warhorse, doesn’t need to be led around by a collar; a rhinoceros is a different matter!) They will also have to purchase a license for it at a cost of 5 gp per base HD for any animal other than a horse. For more fantastic creatures (such as the types of creatures gained by the Improved Familiar feat, or more exotic animal companions or followers), the PC must purchase a license for it at a cost of 10 gp per base HD. If the PC wishes, the companion can be snuck into the city if it could be hidden from the guards in the first place (perhaps in a pocket, an extradimensional space, or by invisibility). Warn the player that if they are caught with the companion, they earn the Arrested! AR item (see below). Weapon and Spell Restrictions The Free City regulates the use of weapons and spells within its walls. In regards to magic the laws are: • Generally, Greyhawk strongly controls magic use, prohibiting the use of such except in moments of extreme personal danger. • Spells that do not damage a foe, such as hold person, are permitted. • Spells that do damage only to a foe, such as magic missile, are allowed, but only in self-defense. • Spells that damage a wide area, like fireball, bring a prosecution for property damage and any other relevant charges included murder, except in exceptional circumstances. • Spells that are mentally intrusive, like detect evil, are frowned upon. Spells that can be used for a variety of illicit purposes, like invisibility, are also disapproved of. However, the use of either type of spell is legal. In regards to weapons the rules are: • It is legal to carry the following weapon types: dagger, dart, sling, staff, club, hammer, and other light weapons. They should be tied to one’s belt or in a scabbard whenever possible. • Swords, axes, and other similar melee weapons can be carried through the streets but they must be in a scabbard or leather head-case. Characters wanting to carry such weapons in the city must purchase a license (5 gp for one-handed, 20 gp for two-handed weapons). Licenses are valid for one week. • Polearms, spears and other large weapons such as crossbows and bows are banned. Visitors must deposit these with the Guild of Nightwatchmen who maintain a secure storage facility warded with powerful magics maintained by the Guild of Wizardry. Note: If PCs try and get around these restrictions by buying weapons in the city they will be very securely wrapped and bound by the seller. Normally, PCs can hide weapons in extra dimensional spaces without fear of their discovery. Two Minor Laws Greyhawk charges a 3 gp Freesword Tax to any adventurers entering the city. Without this, adventurers cannot talk with any patrons, or sell any loot. Characters paying at least standard upkeep are assumed to have paid this tax. Greyhawk prohibits owning, and thus selling, any idol or symbol of any Evil deity. Individuals finding such items must turn them over to the authorities to be destroyed. If the PC wishes, illegal idols can be snuck into the city if they could have been hidden from the guards in the first place (perhaps in a pocket, an extradimensional space, or perhaps via invisibility). Warn the player that if they are caught, they earn the Arrested! AR item (see below). Breaking the Law If a PC wants to avoid paying the fees listed above, he can usually smuggle the contraband items past the guards. Doing so requires a successful opposed Bluff check to avoid attracting suspicion and provoking a search. The COR8-01 Machinations Page 42 guards also perform random searches, and these will be specified in adventures from time to time. If a PC is caught smuggling, he is punished as noted below. If a PC is caught carrying illegal weapons inside the city, the weapons are confiscated until he leaves, and the PC is fined 10% of the value of the confiscated weapons (to a maximum amount of 100 gp x APL). If a PC uses a damaging spell in a non-life threatening situation they are fined 10 gp x APL. If they kill someone, it if treated as murder. Use of an area damaging spell (fireball, for example) attracts a fine of 100 gp x APL. Use of intrusive spells does not attract a fine, but the caster suffers a -2 circumstance penalty on all Diplomacy checks against people who saw him cast the spell (or have been told he did so). These fines are halved if the offender was defending the city or helping the authorities in some way when you commit the offense. These fines may be waived or reduced by adventure text. Being caught smuggling in an animal requires the offender to buy a license and pay a fine equal to double the cost of the license. This must be paid even if the animal is already dead. Those avoiding the Freesword Tax caught talking with patrons or selling the proceeds of their adventurers, are fined 1,000 gp and treated as if they are smuggling all items of obvious loot found with them. The penalty for worshiping an evil deity is either death (for cult leaders and priests) or confiscation of all goods and banishment for all other involved individuals. Those caught with an icon or holy symbol of an evil deity have all their goods confiscated and are banished from the city (unless they can prove they were about to hand the item over to the authorities or a good-aligned church for destruction). Avoiding the Penalty for Breaking the Law Once you’ve been caught, there remains one way to avoid the penalty – commit another crime. Namely, bribe the City Watch. Greyhawk being what it is, this is almost expected. Bribery is a simple matter of offering the City Watch some portion of the expected fine to simply look the other way. Treat this as a Diplomacy check with the City Watch being indifferent. If they become unfriendly, you must pay the full fine. If they remain indifferent, you must pay 80% of the fine. If they become friendly, they only take 60% of the fine. And if you make them helpful, they let you off for only 40% of the normal fine. Additionally, some AR favors from previous adventures provide exemption from some of the rules of the city or make avoiding those rules harder (this list will be periodically updated to include relevant favors from recently released adventures): COR3-12 Traitor’s Road – Wrath of the Greyhawk Assassin’s Guild: For the duration of this disfavor, you always get searched when entering the City, and can never make the City Watch helpful with a bribe attempt. COR6-03 Riders of the Grave – Nightwatch: Members in good standing of the Nightwatch are exempt from all weapon restrictions in the City. COR5-04 Desecrators of the Lord’s Tomb – Thanks of the City Watch: The luxury upkeep includes free licenses, and automatic helpful results on any bribe attempts with the City Watch. COR5-05 A Marked Man – Disfavor of Skaelin: In addition to direct confrontations, members of the Thieves’ Guild will inform on you if you use contraband weapons or damaging magic in any public place. COR5-19 Retribution – Nemesis of the Thieves’ Guild: You always get searched when entering the City, and can never make the City Watch helpful with a bribe attempt. COR6-10 Murder in Elmshire – Favor of the City Watch: The rich upkeep includes free licenses, and automatic friendly results on any bribe attempts with the City Watch. Arrested! The AR for all adventures set in the Free City has the Arrested! item. If a PC runs afoul of the law, they are immediately incarcerated and penalized the noted number of TUs. This is by decision of the DM, and the arrest of the PC occurs by fiat; you don’t need to play out the arrest, it simply happens. A comprehensive list of what warrants arrest is beyond the scope of these notes, but in general common sense should prevail. Non-capital crimes include assault, theft, magical coercion of a citizen (charm, dominate), obtaining illegal items (such as sealed court records), gross property damage (such as the careless use of fireball), and so on. For such offenses, the PCs suffer the listed loss of TUs. More serious crimes, in general, would be evil acts and as such are prohibited in the Living Greyhawk campaign. In all cases, you should always warn player(s) taking actions that will lead to arrest. Less serious cases of smuggling are dealt with as detailed above, and do not result in any TU penalty. Arrest takes place as soon as possible given the circumstances of the adventure. If a PC wishes to continue the adventure, they may post bail for non- capital crimes. This bail amount is equal to the “Treasure Cap” amount listed for the table’s APL in the adventure Treasure Summary section. If paid, the PC is released. PCs may contribute to another’s bail. The bail deposit is returned at the end of the adventure. Note that posting bail does not absolve a PC of the TU penalty for being arrested – it just allows them to continue with the adventure. The process of being arrested, brought before a magistrate, and posting of bail takes roughly two days. COR8-01 Machinations Page 43 DM MAP 1 Highway Gate McGloogan’s Warehouse The Low Market The Golden Phoenix Beggar’s Guildhall Militia Warehouse St. Cuthbert Warehouse House used by Cariel Mansharn to meet the Pomarji emissaries The Griffon’s Nest The Grand Citadel Sacred Temple of St. Cuthbert Lord Mayor’s Palace COR8-01 Machinations Page 44 DM MAP 2 COR8-01 Machinations Page 45 DM MAP 3 Encounter 5 – Dead Ends Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Building Interior City Wall Black Gate Building Building Building Building Building Street - Assassin’s End Street – The Processional Shallow Stream Building T3 T4 T1 T2 C1 C2 B1 B2 D1 D3 D2 D4 PCs Start Here D5 D7 D6 D8 R1 R2 R3 R4 R5 R7 R6 R8 COR8-01 Machinations Page 46 DM MAP 4 Up Ladder to the Warehouse (trapped) C1 C2 C3 C4 C5 C6 C7 C8 B1 B2 B3 B4 V D G Altar to Iuz, the Glabrezu, if present, stands over the altar COR8-01 Machinations Page 47 DM AID 1 The following table describes the information available about the various Oligarchs that make up the Directing Oligarchy of the Free City of Greyhawk. Name Information Cariel Mansharn Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 46 years old. • Member of the Union of Merchants and Traders. • Strong supporter of Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Can usually be found at the Merchants and Traders Guildhouse conducting business. • Selfish with a short, nasty temper. Gather Information / Diplomacy (DC 25) • He is conducting meetings with foreign dignitaries, an activity usually undertaken by the Lord Mayor himself. These meetings have been so delicate that their location is undisclosed. PCs get conflicting answer as with whom he is meeting. Can PCs get a meeting? No, he is conducting trade meetings. (DM Note: These are the secret meetings between the Directing Oligarchy and the envoys from the Pomarj.) Carmen Halmaster Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 64 years old. • Member of the Union of Merchants and Traders. • Strong supporter of Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Can usually be found at his cloth shop in Halmaster's Hall. • A cult of the Old One attempted an assassination against him during a festival celebration. Since then, he fears evil cults and is distrustful of any cleric he does not personally know Gather Information / Diplomacy (DC 25) • Paying a lot of money to various people secretly. Not sure what those people are doing. • Carmen and Nerof have been meeting with Stakaster and Torrentz almost daily lately to discuss the economic future of Greyhawk. Can PCs get a meeting? No, he only meets with customers who do a lot of business with him over time and have been investigated by his associates. Members of the Merchants affiliation can meet with some of his underlings. Dernan Nathane Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 54 years old. • Guildmaster of the Union of Merchants and Traders. • Strong supporter of Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Rumors say that he is deeply involved with someone. • People say he is very outgoing and charming. • Can normally be found at the Merchants and Traders Guildhouse conducting business. Gather Information / Diplomacy (DC 25) • He is having an affair with Gerda Holladrel, Guildmistress of Jewelers and Gemcutters. This liaison has been going on for years now. Can PCs get a meeting? Not before Freeday. Dernan is a busy man with a full schedule. Members of the Merchants affiliation can meet with his executive secretary. Name Information Eritai Kaan- Ipzirel Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, female, 51 years old. • High Priestess of St. Cuthbert. COR8-01 Machinations Page 48 • Can usually be found at the Sacred Temple of St. Cuthbert. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Believes the Free City should do more to encourage the citizenry to serve the common good. • Has gone through five divorces. • Very aggressive on defense, ‘The best defense is a better offense’. • At odds with the criminal elements within the Free City. • Has donated large amounts of resources to help those in need. The common folks like her and believe she is all that stands between them and the thieves overrunning the Free City. Gather Information / Diplomacy (DC 25) • One of her subordinates, Talasek Thraydin, has convinced officers in the Greyhawk Militia to redirect supplies of food and blankets from the Militia storehouse to aid those in the Slum Quarter. Eritai is not aware of this activity. • Talasek has also gotten assistance from officers in the City Watch to protect and route the supplies into the Slum Quarter and outside the walls. Can PCs get a meeting? See Encounter 7. Sir Gavin Ambus Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Known as a fair City Constable. • Works very hard to root out corruption in the Constabulary force. • Strong supporter of Eritai. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Can usually be found at his office in the Grand Citadel. • A crazy-eyed beggar from the Beggar’s Union tells anyone who will listen that members of the City Watch have been spotted in the Slum Quarters during the early morning hours. It is known that the City Watch does not go into the Slum Quarter except in larger numbers. Gather Information / Diplomacy (DC 25) • A couple of his officers have been working with Talasek Thraydin to protect and route wagons of supplies from the Militia stores to points near the Slum Quarter. • Members of the City Watch have sold this information to third parties in the Beggar’s Union. The PCs will need to talk a beggar to learn more. Can PCs get a meeting? If a PC has a favor of the city watch. He knows about the movement of supplies but believes it legal since Talasek is compensating the city. Gerda Holladrel Gather Information / Diplomacy / Knowledge (local – core) (DC 10) • Human, female, 39 years old. • Guildmistress of Jewelers and Gemcutters Guild. • Replaced her retired father as head of the Guild and took his seat on the Directing Oligarchy. • Neutral but usually supports Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Known to be a brilliant and strong-willed businesswoman. • Can usually be found at the Guildhouse of the Jewelers and Gemcutters. Gather Information / Diplomacy (DC 25) • Having affair with Dernan Nathane, the Guildmaster of the Union of Merchants and Traders. This liaison has been going on for years now. • Gerda is sick and has not left her house in the Garden Quarter in several days. Can PCs get a meeting? No. She is ill and is not receiving visitors. Name Information Glodreddi Bakkanin Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Dwarf, male, more than 100+ years old, no one knows his true age. • Inspector of Taxes. • Known as a financial genius as well as a cold hearted schemer. • Supports Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Has been known to be fairly vengeful if cheated (as he sees it) of taxes or monies promised. COR8-01 Machinations Page 49 • Several people whisper that he is grossly corrupt and wicked, but no one dares say it publicly. Gather Information / Diplomacy (DC 25) • Rumor has it that the Lord Mayor told the Inspector of Taxes that he stands to make a lot of money should business do well in the coming year. • Anyone foolish enough to try and prove Glodreddi is corrupt has disappeared, never to be seen again. People tend to let him be. Can PCs get a meeting? He assumes they’re going to complain about something so no. Kieran Jalucian Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, more than 100 years old. • Guildmaster of the Guild of Wizardry. • Neutral in regards to Nerof and Eritai on the Oligarchy. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Rarely acts in Oligarchy activities. • Can usually be found at the Guild of Wizardry. Gather Information / Diplomacy (DC 25) • Kieran is rumored to be in a long-term relationship with Jallarzi. It must be platonic. The opposite is just too disturbing to contemplate. Can PCs get a meeting? No, Kieran is unavailable at this time. Nerof Gasgal Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 58 years old. • Lord Mayor of the Free City of Greyhawk, elected to that office in CY 570 • Holds the position until his death, retirement, or a no confidence vote of two-thirds of the sitting Oligarchs. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Rumor says that he has been dealing with less than savory individuals within the Free City. • Can be currently found at the Lord Mayor’s Estate. Gather Information / Diplomacy (DC 25) • Nerof has been meeting regularly with select members (his faction) of the Directing Oligarchy for the past two weeks. • Nerof plans to introduce something contentious at the next Oligarchy meeting on Starday. • Nerof has met with Stakaster Villaine and Torrentz Hebvard in the past two days to discuss economic policy. • The Lord Mayor’s office is proposing granting a building permit to the Temple of Zilchus to allow it to expand and become the largest temple in the Free City. Can PCs get a meeting? No. The Lord Mayor’s schedule is booked for the next two weeks. Name Information Org Nenshen Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 59 years old. Attractive for his age. • Is a member of the Union of Merchants and Traders. • Good friend of the Lord Mayor and supports Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Know for hunting down several evil cults in the Free City in his younger days. • Is a successful merchant in the Free City. • Can usually be found at his house in the High Quarter. Gather Information / Diplomacy (DC 25) • Has a live-in girlfriend named Zartis Deen. • He is rumoured to be a prominent member of the Thieves Guild. Can PCs get a meeting? Sure. It’s a pleasant conversation but he reveals nothing. His bluff is too high COR8-01 Machinations Page 50 and he has too many magical protections for the PCs to learn anything of value from him. Ravel Dasinder Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 80 years old. • Highest ranking cleric of Boccob in the Free City and is the Patriarch of Boccob. • Supporter of Eritai. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Can usually be found at the Temple of Boccob. • Hates aggression and thinks that Eritai is far too aggressive. • Concerned with security of Greyhawk. Gather Information / Diplomacy (DC 25) • Although he does not advertise it, he is a close ally of Mordenkainen, member of the famed Circle of Eight. Can PCs get a meeting? No. The Patriarch is engaged in mystical research. Silas Steamgem Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Gnome, male, more than 100 years old • Guildmaster of the Union of Moneychangers and Pawnbrokers. • Strong supporter of Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Would like to rise on the ladder of power in the city. • Has been spreading a lot of money around town, trying to secure favor. Gather Information / Diplomacy (DC 25) • Known to be providing the Lord Mayor with financial advice • Many members of Nerof’s inner circle have large outstanding loans with Silas. Can PCs get a meeting? Other than the initial meeting at the party, no. He is working with the Lord Mayor at the meeting with people from Keoland. He gives his regrets! Simeon Hellwater Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, more than 50 years old • Guildmaster of the Beggar's Union • The Beggarmaster is in charge of what goes on in the Slum Quarter Gather Information / Diplomacy / Knowledge (local - core) • It is believed that the Beggar's Union is aware of wagonloads of supplies coming into the Slum Quarter. Gather Information / Diplomacy (DC 25) • The Beggar's Union has been suspected of being used as thugs for other groups within the Free City. • Simeon suspects who is bringing the wagonloads of supplies coming into the Slum Quarter. Can PCs get a meeting? See Encounter 6. Name Information Stakaster Villaine Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 61 years old. • Patriarch of Zilchus. • Neutral in regards to Nerof and Eritai on the Oligarchy. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • A widower for many years. • Can be found at the Temple of Zilchus. • Known as a very quiet and introverted man. Gather Information / Diplomacy (DC 25) • Believes that the Thieves’ Guild has too much influence in Greyhawk. • Has been in daily meetings with Nerof and Carmen Halmaster regarding the economic future of the City of Greyhawk. • Has given several sermons lately that praise the benefits of peace and stability. COR8-01 Machinations Page 51 Can PCs get a meeting? Yes, but he’s not a talkative fellow. He expresses his opinions but has no proof. Stimtrin Cannsay Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Dwarf, male, 162 years old. • Member of the Union of Merchants and Traders. • Respected by many people for knowledge regarding economics. • Neutral in regards to Nerof and Eritai on the Oligarchy. Gather Information / Diplomacy / Knowledge (local - core) (DC 25) • Can usually be found at the Guildhouse of Union of Merchants and Traders • His opinions on other matters is generally ignored by the Directing Oligarchy • He has been a nervous wreck lately. Gather Information / Diplomacy (DC 25) • Dernan Nathane, Carmen Halmaster, and Cariel Mansharn are leaning on Stimtrin to vote as they vote in an upcoming election. Each one has promised economic ruin for Stimtrin if he refuses. Can PCs get a meeting? Only if it concerns some aspect of trade. He will not meet to discuss Oligarchy business. If it is brought up, he ends the meeting, fearful of what might happen to him. Tigran Gellner Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 53 years old. • Captain-General of the Greyhawk Militia. • Believes the Pomarj is greatest external threat to the Free City. • Supporter of Eritai’s position. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • He believes that the citizenry of the Free City should do more towards its defense by volunteering to serve in the Militia. • Married to cleric of Pholtus. • Can usually be found in the Redoubt of the Grand Citadel. Gather Information / Diplomacy (DC 25) • A couple of his officers have been working with Talasek Thraydin from the Sacred Temple of St. Cuthbert. • They believe that by giving excess food and blankets to the needy in the Slum Quarter, they can increase the numbers of people signing up to serve in the Militia. Can PCs get a meeting? Yes, if the PCs are of good moral fiber or have favors with the Watch or similar lawful groups. He is unaware of Talasek’s activities and he is unaware of Nerof’s plotting to remove Eritai. COR8-01 Machinations Page 52 Name Information Torrentz Hebvard Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Human, male, 88 years old • President of the Society of Magi • Neutral in regards to Nerof and Eritai on the Oligarchy. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Married to a cleric of Zilchus • Can usually be found at the Guild of Wizardry. Gather Information / Diplomacy (DC 25) • Perhaps the most politically active wizard in Greyhawk; strong advocate of political neutrality and nonintervention in foreign wars or governments; • Torrentz has been meeting with Nerof and Carmen Halmaster almost daily. Can PCs get a meeting? Only if the PCs are members of the College of Wizardry or have favors with appropriate magically-inclined groups or individuals. The meeting will be brief as he is setting up the fireworks festivities for Freeday. Vesparian Lafanel Gather Information / Diplomacy / Knowledge (local - core) (DC 10) • Elf, male, 100+ years old. • No one knows his true age. • Supporter of Nerof. Gather Information / Diplomacy / Knowledge (local - core) (DC 15) • Hates dwarves. • Can usually be found at his Pawnshop in the Thieves’ Quarter. Gather Information / Diplomacy (DC 25) • Many people believe he demonstrates sociopathic tendencies. Anyone who has said such things and he hears about it tend to end up dead. (DM Note: If any PC is a member of the Thieves’ Guild, they are told to lay off asking many questions about Vesparian. No reason given.) Can PCs get a meeting? No. The PCs can’t possibly afford his rates. COR8-01 Machinations Page 53 DM AID 2 The following table describes the Interest of the various Affiliations within the Free City of Greyhawk regarding the situation between Nerof Gasgal and Eritai Kaan-Iprizel. Affiliation Interest Cartographer’s Guild The Guild has no opinion on the issue of being more aggressive (Eritai’s position) or defensive (Nerof’s position). The leadership of this Guild does not make a recommendation to members to support one position over the other. Faithful Religious Organizations (as listed in the Greyhawk Ruins Sourcebook) These organizations support the position of being more aggressive with the enemies of the Free City (Eritai’s position). They also think that Eritai is a balancing force against the greed and perceived thievery of other Oligarchs or their supporters. The leadership of these organizations recommends that its members support Eritai’s faction. They also pass a request to their brother/sister PC ask that the PC report back any unsavory or illegal activities to the organization. Only by exposing such activities to the light can the corruption in this city be expunged. Guild of Wizardry The Guild has no opinion on the issue of being more aggressive (Eritai’s position) or defensive (Nerof’s position). The leadership of this Guild does not make a recommendation to members to support one position over the other. Mercenaries Guild This Guild supports the position of being more aggressive with the enemies of the Free City (Eritai’s position) rather than being more defensive (Nerof’s position). More fighting means more work. The leadership of this Guild recommends that its members support Eritai’s position over Nerof’s. If the PCs find any evidence of enemies of Greyhawk, it should be brought to the attention of the guild so that a case for war can be made. Merchant’s and Trader’s Union This Guild supports the position of strengthening the border defenses and focusing on the internal security of the Free City and Domain of Greyhawk (Nerof’s position) rather than expending resources (both men and materiel) to expand the conflicts with their enemies (Eritai’s position). The leadership of this Guild recommends that its members support Nerof’s position over Eritai’s. The PCs should quietly remove any threats to the city without making it public knowledge, which could lead to a case for war. Nightwatchmen This Guild supports the position of being more aggressive with the enemies of the Free City (Eritai’s position) rather than being more defensive (Nerof’s position). They also think that Eritai is a balancing force against the greed and perceived thievery of other Oligarchs or their supporters. The leadership of this Guild recommends that its members support Eritai’s position over Nerof’s. Thieves’ Guild This Guild tend to support the position of strengthening the border defenses and focusing on the internal security of the Free City and Domain of Greyhawk (Nerof’s position) rather than expending resources (both men and materiel) to expand the conflicts with their enemies (Eritai’s position). The leadership of this Guild recommends that its members support Nerof’s position over Eritai’s. They also pass a warning to their brother/sister PC stating that people are taking notice of the PCs activities. They also report that small groups of City Watch and the Greyhawk Militia have been seen in Shacktown during the early morning hours. COR8-01 Machinations Page 54 PLAYER HANDOUT 1 COR8-01 Machinations Page 55 PLAYER HANDOUT 2 COR8-01 Machinations Page 56 PLAYER HANDOUT 3
textdata/thevault/Living Greyhawk/Modules/Core/598/COR8-01 Machinations (APL 2-12)/COR8-01 Machinations.pdf
™ The Devil We KnoW ParT ii: Cassomir’s loCKer Pathfinder Society Scenario 30 Design: Joshua J. Frost Development: Joshua J. Frost Editing: Christopher Carey Senior Art Director: James Davis Interior Artist: Jon Hodgson Cartographer: Corey Macourek Vice President of Operations: Jeffrey Alvarez Events Manager: Joshua J. Frost Paizo CEO: Lisa Stevens Corporate Accountant: Dave Erickson Sales Manager: Chris Self Technical Director: Vic Wertz Publisher: Erik Mona Pathfinder Society Scenario 30: The Devil We Know Part II: Cassomir’s Locker is a Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game. The OGL can be found on page 17 of this product. Paizo Publishing, LLC 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com/pathfindersociety Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Society, Pathfinder Chronicles, Pathfinder Modules, and Pathfinder Companion are trademarks of Paizo Publishing, LLC. © 2009 Paizo Publishing, All Rights Reserved. ® ™ 3 3 The Teppish brothers don’t know this, but the derros have been kidnapping more than just the workers in the Imperial Naval Shipyards (see Part I)—they’ve expanded and have started kidnapping citizens from all across Cassomir, even venturing outside of the city at night to grab farmers, vagabonds, and ordinary travelers. These kidnappings have caused a huge boom in the Corgunbier economy, as the derros are selling the victims off as fast as they can to the other residents of the Darklands and find themselves flush with gold and other valuables. This wealth has made them greedy and they’ve recently concocted a plan to use the jet rat to create an army of vermin that their mite slaves can control—an army they’ll release into the midnight streets of Cassomir and then use as a diversion to make their biggest grab yet: the entire prison population of Swift Prison, guards and all. While that plan is yet a ways off, the derro continue to build their vermin army and are starting to clean up and organize Cassomir Below into a new home for the derros—a new home not far from the city above. A recently kidnapped citizen of Cassomir, Contessa Arieta Patrizia, managed to escape from the derro slave pens in Cassomir Below and made her way back through the sewers over a number of days before finally reaching the surface. She climbed back into Cassomir tired, wounded, hungry, and succumbing to filth fever. With everything she’d seen below the city, she knew only one person who could help—her childhood friend Venture- Captain Hestia Themis. Before dying of her wounds, she recounted to Venture- Captain Themis a long story of her capture. She described the derros grabbing her from her villa in Old Cassomir, binding and gagging her, and then dragging her through the night streets to a sewer grate in the heart of the Imperial Naval Shipyards. They took her through a dizzying number of sewer turns before binding her legs and lowering her down a ladder into the strangest thing Arieta had seen—there, beneath the surface of Cassomir, was an entire city block of houses, streets, and even lamps, signs, and hitching posts, as though a section of Cassomir was just bricked over and forgotten. T hough Dalirio Teppish was the mastermind of the operation that brought the derros into a close alliance with the Cult of Nature’s Cataclysm (see Part I: Shipyard Rats), it was his twin brother Grench Teppish who went below the city, deep into Cassomir’s Locker, and actually maintained the relationship with the derro. Grench spoke the necessary languages (Aklo and Undercommon) to ensure that Dalirio’s plan came to fruition, and though he disliked being below the surface (especially traipsing about Cassomir’s filthy sewers and dusty Cassomir Below), his loyalty to his brother and to the God of End Times, Groetus, kept him focused and faithful to the cause. Grench has worked hard the past few months in and around Cassomir’s Locker, ensuring that the derro presence went unnoticed. He’s plotted ambushes on adventuring companies that got too close, grabbed sewer workers who wandered into their operation (and sold them into derro slavery), and has had to spend a great deal of time with the uncomfortable derro in their staging grounds in Cassomir Below, an abandoned city block that Cassomir left behind during its expansion. Worse, the derros recently brought an artifact up from their city, Corgunbier, called the jet rat, a small shiny black rat statue that when touched to a normal rat creates an enormous, vicious dire rat far more frightening and violent than any dire rat Grench had ever seen. The derros have been making these giant dire rats as fast as they can touch the statue to a rat and have dozens of cages full of rats to be altered. This has increased the rat population of the sewers and Cassomir’s Locker threefold in the past few weeks and Grench is beginning to wonder if his loyalty to his brother is worth all of the vermin he has to deal with on a daily basis. For now, though, Grench keeps his head down, orders the derro’s mite slaves about, and continues to sell Cassomir citizens to the derro to fund the Cult of Nature’s Cataclysm. What Grench doesn’t know is that the derros are just biding their time. They saw Dalirio’s plan as an opportunity to get close to the surface and to use the cult’s activities to mask their own kidnapping operations. The Devil We KnoW ParT ii: Cassomir’s loCKer By JoShua J. froSt Pathfinder Society Scenario 4 Over many days, Arieta witnessed the derros using the black rat statue to make bigger, meaner, and more brutal rats. She saw new slaves come in, she saw old slaves go out, and she waited and watched. She managed to escape when one of the small blue creatures guarding her pen accidentally left the cage open after feeding time. She hid in Cassomir Below for a day before climbing the ladder into the sewers, where she was attacked by rats and only managed to escape by diving into the sewer itself to swim away. Over a few confusing days she managed to fight off more rats, even as she began to feel terribly ill and was slowly getting weak from lack of food. Finally, she found a way out and made her way to Themis, only to recount her story and pass on to the Great Beyond. Concerned about recent events in Cassomir, Themis gathered a team of Pathfinders to go below and find and explore this alleged city block. Maybe the Pathfinders can avenge Arieta’s death and, while doing so, recover the mysterious black artifact that has the power to shape and change ordinary rats. SUMMARY The PCs are summoned to the Cassomir Pathfinder Lodge by Venture-Captain Hestia Themis to investigate the last words of Hestia’s recently deceased friend, Contessa Arieta Patrizia. Specifically, Themis is curious if the story about an artifact that can make rats larger and more violent is true, and she’d like the PCs to go into Cassomir’s Locker, the sewers, catacombs, and entire older city blocks below the city. She knows exactly how the derros got Arieta below the city when she was kidnapped and gives the PCs directions to a sewer grate in the Imperial Naval Shipyards. The sewer grate leads down into a room in the sewers occupied by a spider that that the derros put there to keep intruders away. They also trapped the grate at the center of the room so that unwary PCs fighting the spider might find themselves at the bottom of a pit. Once the spider has been defeated, the PCs explore deeper into the massive, wide-open Cassomir sewers and find a room with the corpses of several wealthy Cassomir citizens floating in the middle. All of these citizens appear to have been beaten to death, giving the PCs a small mystery to think about. A short while later, the PCs find a dry room with stairs headed to the surface. The stairs open into a large hidden closet in a storage warehouse near the sewer grate the PCs used to descend into the sewers. This room appears to be the main entrance for whomever is responsible for Arieta’s kidnapping to get below Cassomir. The PCs find a lot of supplies here—supplies guarded by Grench Teppish, a cleric of Groetus, and his mite slaves on loan from the derros. Once the PCs defeat Grench and his mites, they can move deeper into the sewers. After a while, the PCs find a room that’s been dammed off from the rest of the sewers, revealing a very old sewer grate of a style not used in Cassomir for hundreds of years. A single guard is here (or more at higher tiers), though he has the assistance of (and immunity to) the magical trap placed on the sewer grate. A huge rat symbol is also drawn on the floor here in chalk, something the PCs may have seen before if they played through Shipyard Rats. The old sewer grate leads down a ladder into an entire city block of Cassomir that’s been built over and left behind. The top of the cavern in which the city exists appears to be the foundations of the sewer system above. Here, if the PCs are running long on time, the PCs will encounter a mass of rats, both swarm and advanced dire rat alike. After some additional exploration of Cassomir Below, the PCs find another bunch of mite slaves, this time guarding one of the buildings. The mites should be easily dispatched, after which the PCs enter the building and see their first derro, a dark-skinned humanoid with enormous bulging eyes and white hair. The derro is accompanied by slaves and rats at higher tiers, and brutally fights to the death. Finally, the PCs recover the jet rat artifact, thus disrupting the plans of the derros of Corgunbier for now. GETTING STARTED Read the following to get the adventure underway: Venture-Captain Hestia Themis, a small, dark-haired, and dark-eyed Taldan woman, sits behind her enormous blackwood desk in the Pathfinder lodge in Cassomir and clears her throat. “My friend, the Countess Arieta Patrizia, is dead. She escaped her capture by the fiends who operate beneath Cassomir only to succumb to disease and wounds incured in Cassomir’s disgusting sewers. Ordinarily, this would be a matter for the Taldan authorities, but Arieta came to me directly after escaping and recounted a story that leads me to the natural conclusion that only the Pathfinder Society can resolve this issue.” The Devil We KnoW SerieS Cassomir’s Locker is the second in a connected series of scenarios for the Pathfinder Society Organized Play. Though it’s best if these scenarios are played in order, they do not have to be. See Shipyard Rats for examples of how to play Cassomir’s Locker if you’re playing it first. There will be at least two more chapters in this story before the end of Season 1. the devil We KnoW Part i: caSSomir’S locKer 5 The PCs may have questions for Themis at this point. Below are some likely questions and their answers. Themis answers them patiently, carefully, and spends a great deal of time thinking about an answer before she gives it. Was her kidnapping associated with the Cult of Nature’s Cataclysm? “While we’re not going to discount that, she didn’t describe any human involvement. She saw only derros, rats, and a few creatures she could not name and I could not identify.” How many other Cassomir citizens did she see? “She claims to have seen dozens, some of whom she recognized as fellow prominent citizens of the empire. This goes beyond the recent kidnappings in the Imperial Naval Shipyards—it even goes beyond Cassomir’s normal and storied disappearances. This is another level of madness and I can’t help but think that the jet rat might have something to do with that.” Aren’t the derros dangerous? “Yes, but she never saw more than a handful together. Pathfinders of your stature should be able to easily dispatch them and recover the artifact.” Venture-Captain Themis rises and paces back and forth behind her desk. “Arieta told me of an artifact she saw while in captivity below Cassomir. This artifact, called the jet rat, is known to us, but we must confirm that what she saw is indeed true. She claims to have seen it transform normal rats into something bigger, more vile and mean. If that’s true, the artifact she saw down there is old, evil, and should be stored safely in the vaults beneath the Grand Lodge in Absalom where we can study, catalog, and examine it. Worse, she claims to have seen this object in the hands of the derros, vile Darklands creatures that we have long suspected are responsible for the Cassomir kidnappings. I have a map here that shows the location of the sewer grate Arieta was dropped through when she was kidnapped. She could not, due to her illness, recall much about how she got to the location where they kept her in captivity, but she knows where they dropped her into the sewers and you’ll find that location on this map.” Venture-Captain Themis stops pacing and eyes you across her desk. “Bring me back this artifact—if you happen to free a few captured Taldans along the way, that’s good news, but the artifact is your mission. Any questions?” Trap Trapped Drain Up Trap Door From 1c Above One square = 5 feet Cassomir Sewers Trap Trap Trap Door to Below Trapped Drain A1 A2 A3 A4 p Up Trap Door From 1c Above One square = 5 feet A1 A2 A3 A4 Cassomir Sewers Pathfinder Society Scenario 6 Once in the sewers, how are we going to know the way to where Arieta was held? “You’re Pathfinders, not stumbling fool adventurers. I’m sure you’ll use your wits, skills, and brains to figure that out for yourself.” ACT 1: INTo ThE SEwERS Cassomir Sewers Encounters A1 through A4 all take place in the Cassomir sewers. The Cassomir sewers are actually the third incarnation of a sewer system beneath Cassomir (Knowledge [local] DC 12). As the newest, the current Cassomir Sewers are large, vaulted affairs with tile ceilings, brick walls, stone walkways, and make-shift wooden bridges. Unless otherwise noted, the sewers are completely unlit and the PCs will need to provide their own illumination. The sewer grates at the end of each “dead end” lead to smaller and smaller pipes that eventually connect to the storm drains throughout Cassomir. The sewer waterway itself is a combination of rain water, tidal salt water from the harbor, human and animal waste, and the city’s other refuse. The water is 10 feet deep and moves rapidly, advancing anyone who falls into it 5 feet per round toward the east and south. The water in most places is 5 feet below the level of the adjacent walkways. Anyone who spends more than 1 round in the water risks contracting filth fever (see the Pathfinder RPG Core Rulebook, page 557). All along the waterway, however, there are well-maintained ladders recessed into the wall that allow PCs in the water to grab at them and climb up should they fall in. These ladders are spaced every 10 feet or so and require a DC 12 Acrobatics check to climb as they are slippery. The sound of running water throughout the sewers causes a –4 penalty to all sound-based Perception checks. At nearly every sewer junction, the gaps between the waterways are bridged by makeshift wooden structures, nothing more than a few thick beams tossed across the sewage. Anyone moving normal speed can cross these bridges without any trouble—crossing them at any faster speed requires a DC 15 Acrobatics check to avoid falling into the water. PCs who fail this check can make a DC 15 Reflex save to catch the bridge as they fall; otherwise they splash into the water below. A1. Spider’s Lair (CR 2, CR 4, OR CR 7) Once the PCs open the sewer grate and can see the room below, read the following: AfflicTionS, DiSeASeS, AnD PoiSonS Be sure to read the rules in the Pathfinder RPG Core Rulebook beginning on page 555 regarding curses, diseases, and poisons, as the way they are handled has changed slightly from previous editions. Murky puddles dot the tile floor below, which gently slopes toward the room’s center where some of the puddles are very slowly draining into a large, 10-foot-by-10-foot drain. Thick, sticky webs cover most of the corners of the room, and several large vermin appear to be caught in the webs. The sound of running water can be heard to the north. This room was once an entrance chamber for the Sewer Guild, though they long ago abandoned using it as they were afraid of the giant spider that lives here. The derros only use this entrance when they absolutely have to (such as when fleeing the Cassomir constabulary or navy guards) and when they used this entrance after kidnapping Arieta, they lost one of their own to the spider. A DC 15 Perception check followed by a DC 15 Knowledge (nature) checks reveals that among the dire rat corpses in the webs is the bloodless corpse of a derro. This room is completely dark, though if the PCs leave the grate above open during the day, this room has dim illumination. The ceilings here are 20 feet tall, so it’ll require a rope, ladder, or a good Acrobatics check to get down into the room without getting hurt. Creatures: A single spider guards this room. Since she stays in the webs on the walls and ceiling, she’s unaware that years of neglect have turned the grate on the floor into a trap. Traps: The grate in this room has decayed and its bolts are rusted through, the latches that once held them in place long ago rotted away. Anyone who steps onto the grate causes it to crash into the pit below, taking that person with it. Tier 1–2 (CR 2) Giant Spider CR 1 N Medium vermin Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 DEFENSE AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 16 (3d8+3) Fort +4, Ref +4, Will +1 Immune mind-affecting effects OFFENSE Speed 30 ft., climb 30 ft. Melee bite +1 (1d6 plus poison) the devil We KnoW Part i: caSSomir’S locKer 7 Tier 3–4 (CR 4) Giant Black Widow Spider CR 3 N Large vermin Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 DEFENSE AC 17, touch 12, flat-footed 15 (+2 Dex, +6 natural, –1 size) hp 28 (3d8+15) Fort +8, Ref +5, Will +3 Immune mind-affecting effects OFFENSE Speed 30 ft., climb 30 ft. Melee bite +3 (1d8+4 plus poison) Space 10 ft.; Reach 10 ft. Special Attack web (+6 ranged, DC 12, hp 3) TACTICS Same as Tier 1–2. STATISTICS Str 19, Dex 19, Con 20, Int —, Wis 14, Cha 6 Base Atk +2; CMB +5; CMD 18 Skills Climb +20, Perception +6 (+10 in webs), Stealth +8 (+12 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. Web (Ex) Same as Tier 1–2. Pit Trap CR 1 Type mechanical; Search DC 20; Disable Device DC 20 EFFECTS Trigger location; Reset none Effect 20-ft.-deep pit (2d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Tier 6–7 (CR 7) Ogre Spider CR 7 N Huge vermin Init +4; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +6 DEFENSE AC 18, touch 12, flat-footed 14 (+4 Dex, +6 natural, –2 size) hp 76 (8d8+40) Fort +11, Ref +6, Will +4 Immune mind-affecting effects OFFENSE Speed 30 ft., climb 30 ft. Melee bite +9 (2d6+5 plus poison) Space 15 ft.; Reach 15 ft. Special Attack web (+7 ranged, DC 18, hp 8), TACTICS Same as Tier 1–2. Special Attack web (+5 ranged, DC 12, hp 3) TACTICS Before Combat The giant spider is 20 feet off the ground in the northwest corner of the room. She’s hiding when the PCs enter the room (DC 21 Perception check to spot). She only attacks once all of the PCs are down in the pit. During Combat The giant spider is mindless and simply sees an opportunity for food. Once all of the PCs are down in the pit, she webs the first one she sees and then attacks the rest. Morale The giant spider fights to the death. STATISTICS Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2 Base Atk +2; CMB +2; CMD 15 Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature’s HD + creature’s Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty. Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—. A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Short Pit Trap CR 1/2 Type mechanical; Search DC 15; Disable Device DC 15 EFFECTS Trigger location; Reset none Effect 10-ft.-deep pit (1d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Pathfinder Society Scenario 8 STATISTICS Str 20, Dex 19, Con 21, Int —, Wis 14, Cha 6 Base Atk +6; CMB +13; CMD 27 Skills Climb +21, Perception +6, Stealth +0 (+4 in webs); Racial Modifiers +16 Climb, +4 Perception, +4 Stealth (+8 in webs) SPECIAL ABILITIES Poison (Ex) Bite—injury; save Fort DC 18; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save Web (Ex) Same as Tier 1–2. Camouflaged Pit Trap CR 3 Type mechanical; Search DC 25; Disable Device DC 20 EFFECTS Trigger location; Reset manual Effect 30-ft.-deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10-ft.-square area) Treasure: The derro that the giant spider killed when Arieta was being kidnapped still carries the following gear: 2 potions of cure moderate wounds, leather armor, short sword, and a repeating light crossbow with 10 poisoned bolts. For poison information, see area B3. Mission Notes: Taldor faction PCs get one chance to succeed on one of their faction missions here: they must make a DC 20 Heal check to remove the poison sack from the spider. If they fail the roll, they damage the poison sack and fail in their mission. Rewards: If the PCs defeat the spider and find the derro corpse, reward each tier thusly: All Tiers: Give each player 73 gp. A2. Against the Slavers (CR 2, CR 4, OR CR 7) This room appears to have once been the basement of the building above, the wall seperating the basement from the sewer long ago smashed in and repaired, giving it the appearance of a natural part of the sewer system. The ceiling here is 30 feet high and the room is lit by torches in the north and south walls. Stacks of crates and barrels line the north wall, and a set of finely carved stone stairs start on the south wall and make their way up and around the west wall to a door high above the room in the northwest corner. This room is clean and well-maintained, a harsh difference from the sewer just outside the archway. The torches provide normal light within 20 feet of the north and south walls, and dim illumination in a small bit of shadow at the center of the room. The crates are 6-feet-tall and weigh 500 lbs. The barrels are 3 feet tall and weight 50 lbs. each. The stairs lead to a large hidden closet in a storage warehouse above—that closet has rope and block and tackle for lowering the crates and barrels down into this room. The door at the top of the stairs is 10 feet wide. Creatures: Grench Teppish (the twin brother of Dalirio Teppish from Part I: Shipyard Rats) is here with some mite slaves waiting to receive additional supplies from above. Once they see the PCs, they know their operation is in danger and attack, fighting ruthlessly to kill these “witnesses.” In Tier 3–4 only, Grench’s half-brother Rackutio is here as well. Tier 1–2 (CR 2) Grench Teppish CR 1 Male human cleric of Groetus 2 NE Medium humanoid Init –1; Perception +3 Aura moderate evil DEFENSE AC 17, touch 9, flat-footed 17 (+8 armor, –1 Dex) hp 20 (2d8+11) Fort +6, Ref –1, Will +5 OFFENSE Speed 20 ft. Melee mwk heavy flail +3 (1d10+1/19–20) Special Attacks channel negative energy (1d6, DC 14, 4/day), touch of chaos (5/day), touch of madness (+1, 5/day), aura of madness (DC 13) Cleric Spells Prepared (CL 2nd) 1st—cause fear (2, DC 13), cure light wounds, lesser confusionD (DC 13) 0 (at will)—bleed (DC 12), detect magic, light, resistance D Domain spell; Domains Chaos, Madness TACTICS Before Combat If Grench hears the PCs approach, he moves behind the crates and waits in ambush. If he doesn’t, he’s standing at the bottom of the stairs, leaning against the wall. During Combat Grench uses cause fear, lesser confusion, and aura of madness to keep melee PCs away from him. He’ll then use his Channel Negative Energy ability to harm the PCs. If forced into melee combat, he draws his heavy flail, shouts an invective at the PCs, and attacks. Morale Grench fights to the death. STATISTICS Str 12, Dex 8, Con 16, Int 10, Wis 15, Cha 13 Base Atk +1; CMB +2; CMD 11 Feats Improved Channel, Toughness Skills Heal +4, Linguistics +2, Perception +3, Spellcraft +5 Languages Aklo, Common, Undercommon SQ aura Gear half-plate, masterwork heavy flail the devil We KnoW Part i: caSSomir’S locKer 9 Tier 3–4 (CR 4) Grench & Rackutio Teppish CR 1 Male human cleric of Groetus 2 hp 20 (as Tier 1–2) Mite Slave (3) CR 1/4 hp 3 (as Tier 1–2) Tier 6–7 (CR 7) Grench Teppish CR 7 Male human cleric 8 NE Medium humanoid Init +3; Senses Perception +7 Aura strong evil DEFENSE AC 20, touch 9, flat-footed 20 (+11 armor, –1 Dex) hp 76 (8d8+40) Fort +11, Ref +5, Will +11 OFFENSE Speed 30 ft. Melee +2 heavy flail +9 (1d10+3/ 19–20) Special Attacks channel negative energy (4d6, DC 15, 4/day), touch of chaos (6/day), touch of madness (+4, 6/day), chaos blade (4 rounds, 1/day), aura of madness (DC 17) Cleric Spells Prepared (CL 8th) 4th—confusionD, freedom of movement, inflict critical wounds (DC 17) 3rd—cure serious wounds (2), deeper darkness, invisibility purge, rageD 2nd—bull’s strength, darkness, hold person (2, DC 15), touch of idiocyD (DC 15) 1st—cause fear (2, DC 14), cure light wounds (3), lesser confusionD (DC 14) 0 (at will)—bleed (DC 13), detect magic, light, resistance D Domain spell; Domains Chaos, Madness TACTICS Before Combat If Grench hears the PCs approach, he casts bull’s strength and rage on himself (not included in his stats). If he doesn’t, he’s standing at the bottom of the stairs, leaning against the wall. During Combat Grench uses confusion, hold person, touch of idiocy, and cause fear to keep melee PCs away from him. He’ll then use his Channel Negative Energy ability to harm the PCs. Mite Slave (2) CR 1/4 LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 3 (1d6) Fort +0, Ref +3, Will +3 DR 2/cold iron Weaknesses light sensitivity OFFENSE Speed 20 ft., climb 20 ft. Melee dagger +0 (1d3–1/19–20) Ranged dart +2 (1d3–1) Special Attacks hatred Spell-Like Abilities (CL 1st) At will—prestidigitation 1/day—doom (DC 10) STATISTICS Str 8, Dex 12, Con 11, Int 8, Wis 12, Cha 8 Base Atk +0; CMB –2; CMD 9 Feats Point-Blank Shot Skills Climb +7, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth Languages Undercommon SQ vermin empathy +4 Gear dagger, 6 darts SPECIAL ABILITIES Hatred (Ex) Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes. Light Sensitivity (Ex) Mites are dazzled in bright sunlight or within the radius of a daylight spell. Vermin Empathy (Ex) This ability functions as a druid’s wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease. Pathfinder Society Scenario 10 If forced into melee combat, he draws his +2 heavy flail, shouts an invective at the PCs, and attacks. Morale Grench fights to the death. STATISTICS Str 13, Dex 8, Con 16, Int 10, Wis 16, Cha 13 Base Atk +6; CMB +7; CMD 16 Feats Combat Casting, Improved Channel, Improved Initiative, Lightning Reflexes, Toughness Skills Heal +8, Linguistics +2, Perception +7, Spellcraft +11 Languages Aklo, Common, Undercommon SQ aura Gear cloak of resistance +2, +2 full plate, +2 heavy flail Mite Bodyguard Slave (4) CR 2 Male mite warrior 3 LE Small fey Init +1; Senses darkvision 120 ft., low-light vision, scent; Perception +5 DEFENSE AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size) hp 19 (1d6+3d10) Fort +3, Ref +4, Will +4 DR 2/cold iron Weaknesses light sensitivity OFFENSE Speed 20 ft., climb 20 ft. Melee dagger +4 (1d3–1/19–20) Ranged dart +5 (1d3–1) Special Attacks hatred Spell-Like Abilities (CL 1st) At will—prestidigitation 1/day—doom (DC 10) STATISTICS Str 8, Dex 13, Con 11, Int 8, Wis 12, Cha 8 Base Atk +3; CMB –2; CMD 9 Feats Point-Blank Shot, Weapon Focus (dagger) Skills Climb +10, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of Hand, Stealth Languages Undercommon SQ vermin empathy +4 Gear dagger, 6 darts SPECIAL ABILITIES Same as Tier 1–2. Mission Notes: Andoran faction PCs may try to free one of the mite slaves. They need only spare the life of one and keep him alive after Grench is dead to do so—after which, if the mite understands that the Andoran faction PC wants to let him go, the mite runs off into the sewers. Taldor faction PCs will want to ensure that Grench Teppish dies and should behead him so they can bring the head to their faction leader. Qadira faction PCs need to make a DC 15 Perception check to spot the 3 crates here marked with a red “X.” Rewards: If the PCs defeat Grench and his minions, reward each tier thusly: Tier 1–2: Give each player 77 gp. Tier 3–4: Give each player 154 gp. Tier 6–7: Give each player 1,424 gp. A3. Floating Corpses The sewer water flows in from the north and swirls about this room, drawing larger pieces of garbage and refuse into a floating pool of trash at the center. In the middle of trash floats three well-dressed, bloated corpses, their skin purple and splotchy and their bodies floating face down. The derros killed these three as an example to the other slaves held in Cassomir Below. They have nothing on them of any value and their corpses are badly decomposed. Their clothes reveal that they were once members of Taldor’s high society, but nothing else. A DC 12 Heal check, after a short examination, reveals that they were all killed by having their throats cut. A4. Magic Trap (CR 3, CR 5, OR CR 8) Someone constructed a large dam here made of wood scraps, ship beams, broken crates, and rocks. Beyond the dam is a room that once functioned as a catch basin for the sewers but now has dry, clean floors. In the northwest corner of the room, a sewer grate is set in the floor, and a huge chalk drawing of a rat about to pounce is sketched on the floor near the dam. The derros built the dam to keep the secret entrance to Cassomir Below open. They then brought up some sorcerers from Corgunbier to build a magical trap on the entrance. As part of their agreement with the Cult of Nature’s Cataclysm, one or more of the cultists are here at all times, guarding the entrance. The room is lit by a single torch in the west wall. The dam can be broken if it sustains 500 hit points in damage—it has DR 5/–. If the dam is broken, this room floods immediately, dealing 6d6 crushing damage to anyone in it as the water floods in. If the room is flooded, the entrance to Cassomir Below is impossible to open. Creatures: A single cultist guards this room. When he sees the PCs, he activates the trap by moving into it. the devil We KnoW Part i: caSSomir’S locKer 11 hp 20 (2d10+9) Fort +5, Ref +2, Will +1; +1 vs. fear OFFENSE Speed 30 ft. Melee quarterstaff +5 (1d6+2) TACTICS Before Combat The fighters sit around the room, bored. During Combat The fighters activate the trap by moving into it and then fight cautiously, using Combat Expertise every round to increase their AC to 18. Morale The fighters fight to the death. STATISTICS Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8 Base Atk +2; CMB +4; CMD 17 Feats Combat Expertise, Dodge, Toughness, Weapon Focus (quarterstaff) Skills Intimidate +4, Perception +3 Languages Common SQ bravery +1 Gear quarterstaff, studded leather, trap trinket Acid Arrow Trap CR 3 Type magic; Search DC 27; Disable Device DC 27 EFFECTS Trigger proximity (alarm); Reset none Effect spell effect (acid arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds) Tier 6–7 (CR 8) Nature’s Cataclysm Fighter (3) CR 4 Male or female human fighter 5 NE Medium humanoid Init +7; Senses Perception +6 DEFENSE AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge) hp 47 (5d10+20) Fort +6, Ref +4, Will +2; +1 vs. fear OFFENSE Speed 30 ft.; normal speed in Medium armor Melee quarterstaff +8 (1d6+3) TACTICS Before Combat The fighters sit around the room, bored. During Combat The fighters activate the trap by moving into it and then fight cautiously, using Combat Expertise every round to increase their AC to 23. Morale The fighters fight to the death. STATISTICS Str 15, Dex 16, Con 14, Int 10, Wis 12, Cha 8 Base Atk +5; CMB +7; CMD 21 Feats Combat Expertise, Dodge, Improved Initiative, Mobility, Spring Attack, Toughness, Whirlwind Attack Skills Intimidate +7, Perception +6 He wears a simple trinket the derros made for him that keeps the trap from targeting him. At higher tiers, there are multiple guards—they all move into the trap area, guarding the sewer grate. Traps: A single magical trap has been placed around the sewer grate. Anyone other than the guard who enters the trap area (a 15-foot-by-15-foot area surrounding the sewer grate) is targeted by the trap on his turn. Tier 1–2 (CR 3) Nature’s Cataclysm Fighter CR 1/2 Male human fighter 1 NE Medium humanoid Init +2; Senses Perception +2 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) hp 11 (1d10+6) Fort +4, Ref +2, Will +1 OFFENSE Speed 30 ft. Melee quarterstaff +3 (1d6+2) TACTICS Before Combat The fighter sits on the floor by the north wall, bored. During Combat The fighter activates the trap by moving into it and then fights cautiously, using Combat Expertise every round to increase his AC to 17. Morale The fighter fights to the death. STATISTICS Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8 Base Atk +1; CMB +3; CMD 16 Feats Combat Expertise, Dodge, Toughness Skills Intimidate +3, Perception +2 Languages Common Other Gear studded leather armor, quarterstaff, trap trinket Burning Hands Trap CR 2 Type magic; Search DC 26; Disable Device DC 26 EFFECTS Trigger proximity (alarm); Reset none Effect spell effect (burning hands, 2d4 fire damage, DC 11 Reflex save for half damage); multiple targets (all targets in a 15-ft. cone) Tier 3–4 (CR 5) Nature’s Cataclysm Fighter (2) CR 1 Male human fighter 2 NE Medium humanoid Init +2; Senses Perception +3 DEFENSE AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) Pathfinder Society Scenario 12 Languages Common SQ armor training +1, bravery +1, weapon training (monk +1) Gear hide armor, quarterstaff, trap trinket Fireball Trap CR 5 Type magic; Search DC 28; Disable Device DC 28 EFFECTS Trigger proximity (alarm); Reset none Effect spell effect (fireball, 6d6 fire damage, DC 14 Reflex save for half damage); multiple targets (all targets in a 20-ft.- radius burst) Treasure: The trap trinkets are worthless as magic items once the trap here is disabled, but they are made of 50 gp worth of gems and gold (Appraise DC 12). Mission Notes: Cheliax faction PCs will want to examine the trap location (before or after it has been activated) and attempt to diagram how it works. A DC 20 Knowledge (dungeoneering), Use Magic Device, or Disable Device check will work to do so, though a DC 25 Perception check to figure it out is also possible. Rewards: If the PCs defeat the Nature’s Cataclysm cultist(s), reward each tier thusly: Tier 1–2: Give each player 10 gp. Tier 3–4: Give each player 21 gp. Tier 6–7: Give each player 48 gp. ACT 2: CASSoMIR BElow Cassomir Below Cassomir Below was once a small neighborhood near the shore of Cassomir’s harbor. Built entirely of wooden buildings, the district burned to the ground twice before the authorities decided to make two changes to the sea level district: they ordered that all new buildings be made of stone, brick, or rock, and decided to raise the “street level” two stories higher than it was before, building giant rock walls topped by scaffolding and sheets of granite in order to do so. This sea level district used to flood twice a year, and by pushing the street level up, the flooding problem was averted as well. Businesses that rebuilt after the last fire soon found their main floors two stories below ground and so built their buildings skyward to be once again above ground. Soon streets were laid down that covered the old streets below. This process repeated two more times during Cassomir’s history until, eventually, the original levels were completely forgotten, new sewers for the current level were constructed atop Cassomir Below, and the memory of this original neighborhood fell out of Cassomir’s collective conscience. Today, Cassomir Below is an abandoned neighborhood that looks more like a cavern than a city block. Buildings here are separated by high tunnels, 20 to 30 feet tall in places, whose roofs are the foundations of the sewers and buildings above. Each abandoned building here was once the ground floor of the buildings above, but today they’re totally cut off from the upper floors on the surface. The streets are dirty and dusty, and most of the buildings are One Square = 5 Feet Abandoned Buildings Trap Door From Above Cassomir Below One square = 5 feet Abandoned Buildings Trap Door from Above Cassomir Below B3 B2 B1 the devil We KnoW Part i: caSSomir’S locKer 13 Str 18, Dex 19, Con 20, Int 6, Wis 16, Cha 10 Base Atk +0; CMB +4; CMD 18 Feats Skill Focus (Perception) Skills Climb +14, Perception +6, Stealth +13, Swim +14; Racial Modifiers uses Dex to modify Climb and Swim SPECIAL ABILITIES Disease (Ex) Bite—filth fever; save Fort DC 13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. Tier 3–4 (CR 4) Advanced Giant Dire Rat (4) CR 1 hp 9 (as Tier 1 –2) Tier 6–7 (CR 7) Advanced Giant Dire Rat (6) CR 1 hp 9 (as Tier 1 –2) Rat Swarm (3) CR 2 N Tiny animal (swarm) Init +6; Senses low-light vision, scent; Perception +8 DEFENSE AC 14, touch 14, flat-footed 12; (+2 Dex, +2 size) hp 16 (3d8+3) Fort +3, Ref +5, Will +2 Defensive Abilities swarm traits OFFENSE Spd 15 ft., climb 15 ft., swim 15 ft. Melee swarm (1d6 plus disease) Space 10 ft.; Reach 0 ft. Special Attacks disease, distraction (DC 12) STATISTICS Str 2, Dex 15, Con 12, Int 2, Wis 12, Cha 2 Base Atk +2; CMB —; CMD — Feats Improved Initiative, Skill Focus (Perception) Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10; Racial Modifiers uses Dex to modify Climb and Swim SPECIAL ABILITIES Disease (Ex) Swarm—filth fever; save Fort DC 12; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based. Mission Notes: Osirion faction PCs can recover a perfect sample from one of the advanced giant dire rats here by succeeding on a DC 20 Heal check. They’ll get another attempt later if they fail. Qadira faction PCs will want to begin counting crates marked with a red “X” at this point. There are 2 crates near area B1 that are marked with a red “X,” and a DC 15 Perception is required to spot them. If the PCs skip this encounter, allow the Qadira abandoned. All of the buildings here extend right up to the top of the cavern. Unless otherwise noted, Cassomir Below is completely unlit. Most of the buildings here are abandoned, but some have recently been reclaimed by derros. Nearly all of the buildings to the north now hold dozens of cages full of Cassomiri citizens waiting to be transported to Corgunbier deep beneath Cassomir. (These passageways are beyond the scope of this adventure.) The abandoned buildings have boarded-up windows, signs hung in front announcing “Butcher Shop” or “Tavern,” and are full of spiderwebs, dust, broken furniture, broken glassware, and the like. The buildings with cages are clean with new doors and locks (Open Lock DC 15). The windows in the buildings with cages are all bricked over. Here and there throughout Cassomir Below are stock piles of supplies such as dried meat, flour, grain, sugar, water, etc. All of the cages are locked with simple locks (Open Lock DC 15) and each one contains 10 or so Cassomiri citizens. Mission Notes: In the building immediately south of area B3, Qadira faction PCs can find Wafid Sadaqat in one of the cages. B1. Wandering Rats (CR 3, CR 5, OR CR 8) Assuming the PCs have time to complete this encounter, the moment they all climb down the ladder from area A4 they find themselves under attack by vermin. Creatures: Depending on the sub-Tier, the PCs are attacked by giant advanced dire rats created by the jet rat artifact as well as a few rat swarms at the higher tiers. Tier 1–2 (CR 2) Advanced Giant Dire Rat (2) CR 1 N Medium animal Init +3; Senses low-light vision, scent; Perception +4 DEFENSE AC 14, touch 14, flat-footed 11; (+3 Dex, +5 natural) hp 9 (1d8+5) Fort +7, Ref +6, Will +3 OFFENSE Speed 40 ft., climb 20 ft., swim 20 ft. Melee bite +4 (1d6+4 plus disease) Special Attacks disease STATISTICS oPTionAl encounTer B1 is an optional encounter. If the PCs have more than 2 hours remaining to complete the scenario, then run B1 as normal. If they do not, skip B1 and move straight to B2. Pathfinder Society Scenario 14 faction PCs to make this roll as soon as they climb down the ladder. Rewards: There are no rewards for this encounter. B2. Mite Slaves (CR 1, CR 3, OR CR 6) Once the PCs approach the buildings to the north, they’ll likely encounter the mite slaves guarding the entrance to the derro headquarters first. The mites here are stacking supplies and speaking to each other in Undercommon—when they spot the PCs, they drop what they’re doing, squeal “Intruders!” in Undercommon and attack the PCs. Tier 1–2 (CR 1) Mite Slave (3) CR 1/4 hp 3 (as area A2, Tier 1–2) Tier 3–4 (CR 3) Mite Slave (2) CR 1/4 hp 3 (as area A2, Tier 1–2) Mite Bodyguard CR 2 hp 19 (as area A2, Tier 6–7) Tier 6–7 (CR 6) Mite Bodyguard (4) CR 2 hp 19 (as area A2, Tier 6–7) Treasure: A DC 15 Perception check finds a trunk in the nearby pile of supplies that contains the following items by tier. A DC 12 Open Lock or DC 15 Strength check is required to open the trunk. Tier 1–2: potion of cure moderate wounds, 2 scrolls of remove disease, and a +1 short sword Tier 3 –4: As Tier 1–2 plus a +1 heavy steel shield and an additional scroll of remove disease Tier 6–7: As Tier 3–4 plus an amulet of natural armor +1 and boots of striding and springing Mission Notes: Andoran faction PCs can free a mite slave here to accomplish one of their faction missions. The free slave climbs the ladder and runs off into the sewers. Cheliax faction PCs can attempt a DC 12 Perception check here to quickly search through the supplies and find Zarta’s missing necklace. Qadira faction PCs need to count the number of crates here with a red “X” on them—a DC 15 Perception check reveals there are three. This is the last time the Qadira faction PCs need to attempt this roll; they should report to the Pasha that they found 8 crates—any other number and they fail the mission. Rewards: If the PCs defeat the mite slaves and find the trunk, reward each tier thusly: Tier 1–2: Give each player 281 gp. Tier 3–4: Give each player 657 gp. Tier 6–7: Give each player 2,182 gp. B3. The Derro Revealed (CR 3, CR 5, OR CR 8) The door to B3 is unlocked. Once the PCs decide to enter, read the following: This 15-foot-by-30 foot room is clean and dust-free. A stack of barrels in the southeast corner are the only furnishings. This is where the derro live while in Cassomir Below. The next room has several clean straw pallets covered in blankets and sleeping mats. The barrels contain water. Creatures: Depending on the tier, there are one or more derros here with their slaves. If the derro (or slaves at higher tiers) heard the PCs fighting the mite slaves outside, he waits just inside the front door— when the PCs open the door, he’s hidden behind it. For Tier 3–4, the derro’s warrior slaves wait in the next room and enter the melee as soon as the derro calls for them. For Tier 6–7, the derros and warrior slaves are arranged around the center of the room and attack the first PCs through the door. Tier 1–2 (CR 3) Derro CR 3 CE Small humanoid (derro) Init +6; Senses darkvision 60 ft.; Perception +0 the devil We KnoW Part i: caSSomir’S locKer 15 DEFENSE AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size) hp 25 (3d8+12) Fort +5, Ref +3, Will +6 SR 14 Weaknesses vulnerability to sunlight OFFENSE Speed 20 ft. Melee short sword +5 (1d4) Ranged repeating light crossbow +5 (1d8/19–20 plus poison) Special Attacks sneak attack +1d6 Spell-Like Abilities (CL 3rd) At will—darkness, ghost sound (DC 13) 1/day—daze (DC 13), sound burst (DC 15) STATISTICS Str 11, Dex 14, Con 18, Int 10, Wis 5, Cha 16 Base Atk +2; CMB +1; CMD 13 Feats Improved Initiative, Weapon Finesse Skills Perception +0, Stealth +9 Languages Aklo, Undercommon SQ madness, poison use Gear leather armor, short sword, repeating light crossbow with 10 poison bolts, 300 gp SPECIAL ABILITIES Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma. Poison Weapon—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save. Poison Use (Ex) Derro are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre- poisoned bolts at all times. Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage for every hour it is exposed to sunlight. Tier 3–4 (CR 5) Derro CR 3 hp 25 (as Tier 1–2) Advanced Giant Dire Rat CR 1 hp 9 (as act 4, Tier 1 –2) Cassomir Warrior Slave (2) CR 1/3 Male human warrior 1 N Medium humanoid Init +0; Senses Perception +1 DEFENSE AC 14, touch 10, flat-footed 14 (+2 armor, +2 shield) hp 10 (1d10+5) Fort +3, Ref +0, Will +0 OFFENSE Speed 30 ft. Melee club +4 (1d6+2) STATISTICS Str 15, Dex 11, Con 12, Int 9, Wis 10, Cha 8 Base Atk +1; CMB +3; CMD 13 Feats Toughness, Weapon Focus (club) Skills Perception +1 Languages Common Gear club, heavy wooden shield, leather armor Tier 6–7 (CR 8) Derro (3) CR 3 hp 25 (as Tier 1–2) Advanced Giant Dire Rat (2) CR 1 hp 9 (as act 4, Tier 1 –2) Cassomir Warrior Slave (2) CR 3 Male human warrior 5 N Medium humanoid Init +0; Perception +5 DEFENSE AC 16, touch 10, flat-footed 16 (+4 armor, +2 shield) hp 42 (5d10+15) Fort +5, Ref +1, Will +3 OFFENSE Speed 30 ft. Melee club +9 (1d6+3) STATISTICS Str 16, Dex 11, Con 12, Int 9, Wis 10, Cha 8 Base Atk +5; CMB +8; CMD 18 Feats Iron Will, Power Attack, Toughness, Weapon Focus (club) Skills Perception +5 Languages Common Gear club, heavy wooden shield, hide armor Development: In the next room with straw pallets are stacks and stacks of cages full of normal rats. On a small table next to those cages is a small, shiny black rat statue—the jet rat. This artifact gives off a moderate transmutation aura. There is also evidence here—a ledger written in Undercommon—that the derro have slowly increased their slave sales over the last couple of months, with a huge surge in the last couple of weeks. Anyone who can read Undercommon finds a note in the ledger about a human woman who escaped not long ago and the mite slave that was beaten to death for allowing it to happen. Pathfinder Society Scenario 16 Treasure: Near the barrels is a large chest in which the derro keep their slave sale earnings. For Tier 1–2, this chest contains 250 gp. For Tier 3–4, it contains 3,500 gp. For Tier 6–7, it contains 5,500 gp. Mission Notes: Andoran faction PCs will need to recover some proof of the derro involvement—a corpse, or gear, or something similar. Osirion faction PCs need to recover the jet rat and ensure that it’s returned to the Pathfinder Society. Osirion faction PCs may also make another attempt here to recover a perfect advanced giant rat sample—a DC 20 Heal check is required to succeed. In a cage in the building directly south of area B3, Qadira faction PCs will find Wafid Sadaqat alive, but starving and dehydrated. Rewards: If the PCs defeat the monsters, reward each tier thusly: Tier 1–2: Give each player 64 gp. Tier 3–4: Give each player 609 gp. Tier 6–7: Give each player 990 gp. CoNClUSIoN By defeating the derros here and taking the jet rat, the PCs have slowed the derros’ plans for the future but not stopped them entirely. Kidnappings slow in the city, but continue to expand in the countryside around Cassomir. Rumors begin to circulate throughout the city that the derro menace has been stopped, but some whisper darker tidings, such as the recent spotting of a derro inside the walls of Swift Prison, a rumor the Taldan authorities heatedly deny. FACTIoN MISSIoNS Andoran Faction: PCs from the Andoran faction who bring back proof of the derro connection from area B3 earn 1 Prestige Award. PCs from the Andoran faction who free a mite slave in area A2 or B2 earn 1 bonus Prestige Award. Cheliax Faction: PCs from the Cheliax faction who search the supplies in area B2 and find Zarta’s necklace earn 1 Prestige Award. PCs from the Cheliax faction who examine the magical trap in area A4 and diagram its setup earn 1 bonus Prestige Award. Osirion Faction: PCs from the Osirion faction who bring back the derro jet rat artifact earn 1 Prestige Award. PCs from the Osirion faction who recover a perfect sample of one of the larger-than-normal dire rats in area B1 or B3 earn 1 bonus Prestige Award. Qadira Faction: PCs from the Qadira faction who find Wafid Sadaqat in area B3 and see that he is safely returned to the surface earn 1 Prestige Award. PCs from the Qadira faction who accurately count all of the boxes with red “X’s” on them in areas A2, B1, and B2 (there are 8 total) earn 1 bonus Prestige Award. Taldor Faction: PCs from the Taldor faction who behead Grench Teppish and return the head to Baron Jacquo earn 1 Prestige Award. PCs from the Taldor faction who recover a perfect sample of spider venom from area A1 earn 1 bonus Prestige Award. the devil We KnoW Part i: caSSomir’S locKer 17 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Society Scenario 30: The Devil We Know Part II: Cassomir’s Locker. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost. Pathfinder Society Scenario 18 Honored Subject of the Ruby Prince, This tale of a shiny black artifact that turns normal rats into large, violent rats sounds disturbingly like an old artifact of Osirion, lost a thousand years ago. Known as the jet rat, this artifact enabled some depraved individuals to create armies of vermin. Should this be the very same artifact, be sure it’s returned to the safe-keeping of the Pathfinder Society Grand Lodge in Absalom. This item is very dangerous and shouldn’t be floating about in the general marketplace. If you happen to find a rat that has been altered by the artifact, take a sample from its body—but do so carefully. Remove the patch of skin and fur on the back of the neck. These must be taken together. Return a sample to me so that we may further understand how this artifact works. Her Majestrix’s Most Loyal Servant, I must admit a small amount of embarrassment—I’ve lost a necklace, a very important necklace of ivory and gold that I believe made its way into the hands of Andoran smugglers who we think are supplying the kidnappers beneath Cassomir. I’ve had a diviner look into its whereabouts—when you’re in a strange city below the city, you should search through some of the supplies there to see if you can find it. I can’t have certain transgressions be known. Your discretion will be rewarded by pleasure. And since you’re going to be below Cassomir, I’ve heard these derros sometimes use magic traps—should you find one, carefully document and diagram how it works and send that information to me. Paracountess Zarta Dralneen Fellow Free Citizen, These further rumors of the derro involvement in Cassomir are troubling. Though we care not that Taldor citizens are possibly being hurt, we’d be remiss in our service to freedom to allow slavery of any kind go unpunished. If you find a derro beneath Cassomir, see to it that he is destroyed and then bring some proof of his existence back to me—his entire body if necessary. Taldor can no longer ignore the problem beneath its second largest city. In my studies of the derros, I’ve read that they often drive their slaves before them as guards and soldiers—should you find some poor Darklands denizen in slavish servitude to the derros, give him the option of freedom before you strike him down. Even evil creatures do not deserve the shackles of tyranny. Sincerely, Captain Colson Maldris Andoran Faction Handout Cheliax Faction Handout Osirion Faction Handout In service to our Ruby Prince, Amenopheus, The Sapphire Sage the devil We KnoW Part i: caSSomir’S locKer 19 Servant of the Satrap, An agent of mine, Wafid Sadaqat, is missing in Cassomir. He was captured a year ago on board the Prancing Prince, a slave galleon the Taldans commandeered. He was imprisoned in the vile Swift Prison in Old Cassomir and recently disappeared from his bunk. We do not believe he escaped. Rumors have reached my ears that unscrupulous guards may have sold him to derro slavers beneath Cassomir. If you find him down there, return him to me—quietly. Additionally, we are concerned about the proliferation of supplies throughout the Darklands beneath Cassomir that seem to originate from an Andoren smuggling operations. These uncreative louts mark their boxes with a giant red X—count the number of boxes thusly marked as you wander beneath Cassomir so that I may compare that number to these recently acquired shipping manifests from the Taldan Imperial Navy. If they match, we have a weapon to use against those Andoren dogs. May your coffers run deep, Pasha Muhlia Al-Jakri Agent of the Empire, When will the empire be rid of the Teppish family? Strike down one of them, and another sprouts like a weed. Pluck that weed, and another materializes from thin air. I have reason to believe that Grench Teppish, the twin brother of Dalirio Teppish, is behind the Countess’s kidnapping. If you find him, ensure he dies and bring me his head. Though it will be a small consolation for the Patrizia family, mounting his head on the gates of their family estate should hopefully keep the Teppish clan quiet for a while. Lastly, while below, should you find any source of poison—natural or otherwise—recover it in perfect condition and return it to me. My supplies seem to be running low and poison is so dreadfully expensive here in Taldor. Be a dear and get me some more. In the Emperor’s Name, Baron Jacquo Dalsine Qadiran Faction Handout Taldor Faction Handout x Potion of cure moderate wounds (300 gp) Scroll of remove disease (375 gp) No additional items. Amulet of natural armor +1 (2,000 gp) Boots of striding and springing (5,500 gp) Cloak of resistance +2 (4,000 gp) +2 full plate (4,750 gp) +2 heavy flail (8,315 gp) 1–2 Scenario 30: The Devil We Know Part II: Cassomir’s Locker Player Name A.K.A. Character Name Pathfinder Society # Faction EVENT EVENT CODE DATE Game Master’s Signature GM Pathfinder Society # Subtotal GOLD Gold Spent Subtotal Items Bought Items Sold Final PA Total Final XP Total Prestige Award EXPERIENCE GP Gained (GM ONLY) PA Gained (GM ONLY) Start GP Starting PA Starting XP Subtotal TOTAL VALUE OF ITEMS SOLD Add 1/2 this value to the “Items Sold” Box TOTAL COST OF ITEMS BOUGHT Items Found During This Scenario For GM Only + + = - - = = +1 XP This Chronicle Certifies That GM’s Initial GM’s Initial Has Completed This Scenario. — TIER TIER TIER Items Sold / Conditions Gained Items Bought / Conditions Cleared 3–4 6–7 Scenario Chronicle # TIER MAX GOLD TIER TIER TIER 1–2 3–4 6–7 505 1,266 3,172
textdata/thevault/Pathfinder/1st Edition/Society/Season 01/Scenario 1-30 The Devil We Know, Part II Cassomir's Locker.pdf
Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network. VER3-07 Decision at Sheernobb A One-Round D&D LIVING GREYHAWK ® Verbobonc Regional Adventure By Lon Lademann Triad Edit: Ron Lundeen Circle Edit: David Christ Good times at Sheernobb renew the fellowship between gnomes and the characters. But all is not joy as events turn to a most desperate hour with desperate decisions. This is the fourth event in the Verbobonc Giant series. An adventure for APLs 6 to 12. Decision at Sheernobb Page 2 Introduction This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three and a half hours. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario. Preparation First you should print this scenario. This scenario was created to support double-sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Instruct the players either to prepare their characters now, or wait until you read the introduction, depending on the requirements of the scenario as described in the introduction. Keep in mind that you must have at least four players (not counting the DM), for the game session to be a sanctioned RPGA event. As well, you cannot have more than six players participating in the game. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the DM) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster. Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in gray boxes. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters. Scoring After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the game. The RPGA has three ways to score its games. Consult your convention coordinator to determine which method to use for this scenario: 1. No-vote scoring: The players write their names and RPGA numbers on the scoring packet grid. You fill in the top of the grid. That is all. No one is rated. This method is used for people who are just playing for fun. 2. Partial scoring: The players rate the game master and the scenario on their player voting sheet, and provide personal information, but don’t vote for other players. The game master rates the scenario and completes personal and event information, but does not rate the players as a team or vote for players. This method is used when there is no competition, but the event coordinator wants information on how the game masters are performing, or the game master wants feedback on his or her own performance. 3. Voting: Players and game masters complete the entire packet, including voting for best player. If this method is used, be sure to allow about 15-20 minutes for the players to briefly describe their characters to the other players, and about 5-10 minutes for voting. This method is used when the players want to know who played the “best” amongst the group, or when the adventure is run in tournament format with winners and prizes. When using voting, rank the players in order of your voting choice while they are completing their forms, so that you are not influenced by their comments on your abilities. It’s a good idea to have the players vote while you determine treasure and experience awards for the scenario. Decision at Sheernobb Page 3 # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 After voting, give the Scoring Packet to your event coordinator. This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention coordinator or the RPGA Web site, ant then have any players without a character create on. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer. Living Greyhawk Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely being war horses, dogs trained for war), other than those brought by virtue of a class ability (i.e. animal companions, familiars paladin’s mounts, etc) use the sidebar chart to determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. By following these four steps, you will have determined the APL. Throughout this adventure, APLs categorize the level of challenge the PCs will face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience you may gain at the end of the adventure. If your character is three character levels or more either higher or lower than the APL this adventure is being played at, that character will receive only half of the experience points awarded for the adventure. This simulates the face that either your character was not as challenged as normal, or relied on help by higher-level characters to reach the objectives. Note: LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or sometimes even five 1 st-level characters may find difficulty with the challenges in a LIVING GREYHAWK adventure. If your group is APL 1 there are three things that you can do to help even the score. 5. Attempt to create a table of six 1 st-level characters, or try to enlist higher-level characters to play at that table. 6. Advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a free action (spoken command) that may be attempted each round. If an animal loses half or more hp in a single round it flees, unless another check is successful. Time Units and Upkeep This is a standard one-round Regional adventure, set in the Viscount of Verbobonc. Characters native to Verbobonc pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Decision at Sheernobb Page 4 Adventure Background Renewed raids on eastern gnome settlements began in CY591. Sheernobb, a village on the edge of the Gnarely Forest, found itself especially hard hit. Headgnome Glennddarc sought the assistance of adventurers to go on a scouting mission, being short handed. Adventurers located a hill giant and ogre hill fortress deep within the Gnarley, in striking distance of Sheernobb. Gnomish forces launched a sizable punitive raid under the gnome Commander Keenbolt. Keenbolt’s force did not return, nor did any of the gnome Scouts sent out to make contact with the force. Once again Glennddarc sought the assistance of trusted adventurers to discover the fate of Keenbolt’s Command. The adventurers followed Keenbolt’s trail through the now dangerous forest. The deadly fate of the force was discovered, but Keenbolt’s trail continued on. Finally, on a ridge top the adventurers caught up with the Commander in a battle with his foes. A costly victory saved the commander and earned the trust of the adventurers as gnome-friends. And, it was these gnome- friends who helped sway the Moot vote to not evacuate Sheernobb, but to make a stand and increase their defenses. For a time the raids lessened and gnomish defenses were strengthened. Yet, raids continued with some further to the north into the Viscounty itself. This led to the discovery of a new advanced giant base on the edge of the Gnarley north of Sheernobb. In a swirling battle the gnome-friends, with assistance of rangers and mounted troops, reduced the base. Later, the gnome-friends passed through an entire village in the southern Viscounty completely destroyed by the giant forces. Clearly, the giant forces are strong in the Gnarley, and directed by an unknown force. Although Sheernobb has been peaceful in the past few months, this was only the calm before the storm. The giants have rebuilt their strength, and are now poised to descend upon Sheernobb and destroy the gnomish village once and for all. Adventure Summary The characters are each visited by the erstwhile gnome diplomat, Meldreeb, with an invitation to the 500 th anniversary of Sheernobb. When they arrive, Sheernobb no longer bears the appearance of a peaceful gnomish settlement, but looks more like an armed camp. Gnomes- at-Arms and gnome Scouts are seen everywhere. A clear defensive line surrounds the main village as well as many traps and other surprises of gnomish creation. Encounter One The celebration centers in the Moot Hall with the characters among the honored guests, which also include several gnome dignitaries. In the midst of conversations, Keenbolt snatches the characters attention, asking them to join him quickly and quietly into a side chamber down the front hallway. Inside the chamber are three Gnome Scouts. One is severely wounded, one slightly wounded and the last unharmed. They report the movement of a very sizable giant force heading toward the village. Keenbolt’s sub-commanders enter the room to receive orders. Defenses are prepared immediately. Keenbolt turns to the characters and asks them to hang back and guard the Moot Hall with Glennddarc inside. And, if necessary, they are a final reserve he can count on. Encounter Two It is only a few short minutes after the defenses were gnomed that the sounds of battle fill the night. Gnome warriors and scouts run back and forth while the characters establish their watch on the hall. From out of nowhere and everywhere the characters are suddenly attacked. Their assailants are a strike team of ogre mages originally sent in to kill Glennddarc. They did not expect to run into the caliber of opposition the characters present, but do not shrink from the challenge. Encounter Three No sooner is the strike team defeated than a gnome Scout runs up to the characters asking for Commander Keenbolt. He is from the northern flank screen. Before he can finish his sentence reporting on an enemy force trying to turn their flank another gnome rushes up demanding the characters follow him quickly. There has been a breach in the forward defenses threatening the middle of the village. The characters need to make a decision to either assist the northern flank or help against the breach. Encounter Three A The characters go to assist the northern flank. Indeed, a large force of the enemy is already pushing back the Decision at Sheernobb Page 5 defenders here and threatening the lightly guarded rear. The characters’ assistance could be crucial. Encounter Three B The characters go to help against the breach in the front line. They arrive in time to meet the enemy head on. Their assistance could be crucial in establishing a new defensive line. Meanwhile, the left flank and rear guard are turned, and as a result the characters must turn and help fight off an attack from the rear. Few gnomes from the left flank and rear guard remain. Encounter Four The fighting lasts until the pale gray of dawn begins to fill the village. The enemy has pulled back, but they now surround the village. All are exhausted, and casualties are many. Keenbolt has not been seen since early in the battle. A quick search finds those known to be with him all slain, and Commander Keenbolt torn to pieces. Evidence around the slain gnomes suggests they fought a similar group of ogre mage assassins as the one that had originally attacked the characters at the Moot Hall. Encounter Five The giant forces make no serious attacks all the next day and evening. At an early morning meeting of the surviving leaders, Glennddarc reluctantly decides it is time to evacuate the village and move the survivors into the protection of the Greenway Valley. There is one possible way for most of the villagers to sneak out past the surrounding enemy. The ranking gnome commander insists he will do what Keenbolt himself would do: remain behind to hold the defenses as long as possible to allow the non-combatants to sneak away to safety toward the Greenway Valley. Meldreeb wants to track down Keenbolt’s killers. Another gnomish officer will escort the non-combatants out of Sheernobb, and may need help to defend them. Glennddarc turns to the characters and asks them what they will do. Their decision determines whether they will go to Encounter Six, Encounter Seven, Encounter Eight, or Encounter Nine. Encounter Six Staying to defend Sheernobb long enough for the refugees to get safely away should appear to be nothing less than a suicide mission. The remaining gnome commander does not make the best decisions. This situation is basically a last stand. The characters may buy more time, but their survival is in question unless they can make a daring escape. Encounter Seven Following the ogre mage assassins that killed Keenbolt leads to a cat and mouse game. Both parties at times hunt the other so that neither is sure who is the hunter and who is the hunted. The characters’ skills and abilities will be tested. If the strike team can be caught one way or the other, the characters can learn new information concerning the scope of the enemy’s plans. Encounter Eight As escorts to the survivors of Sheernobb, the characters must fight a group of trolls trying to cut off their retreat. A glow in the night sky to the northeast marks the burning of Sheernobb. Decisions need to be made for the safety of the refugees. Encounter Nine Characters that want to flee Sheernobb on their own encounter no significant resistance. However, the first night they camp, they can see a glow in the distance indicating the burning of Sheernobb. Conclusion Sheernobb has fallen. In the Greenway Valley, the Sheernobb refugees join even more refugees from other eastern settlements as news spreads of a much larger invasion than anyone expected. The characters, if they survived, are called to attend a meeting. Attending the meeting are the gnome clan leaders of the Kron, and representatives from several mixed communities from near the Kron Hills: House Asbury, House Delevue, House Milinous, the Mounted Borderers, the Gnarley Rangers, Burne’s Badgers, and two of the Gnarley Elven Clans. This mixed group sits down to a council of war! DM NOTE: Before reading the introduction have each character make two d20 rolls. Record these rolls for use in Encounter Two. Introduction You have looked forward to a much-needed rest for quite some time. All your adventuring is beginning to take a toll on you. The physical and mental stresses of late drift away after a good meal and a longed for restful sleep. On the morrow there is no need to awaken early. Your dreams find you in your long imagined personal paradise. DM’s may wish to go around the table and ask the characters what they are dreaming about. At least have each player imagine for their character in their own Decision at Sheernobb Page 6 minds just what those dreams might be like before reading the next part. But, something begins to nag at the back of your mind. Some tapping sound just doesn’t fit into your surroundings. The tapping sound continues, and no matter how hard you try to hold onto your paradise world, it slips away into darkness and then light. After a confused moment you find yourself rolling over in bed with that tapping sound coming from the door. It must be early morning from the look of things around you. “Wake up! I know you are in there. I have something very important that I knew you wouldn’t want to wait to hear about. Open the door before I have to open it myself,” says a familiar voice you begin to place as Meldreeb, (or an unfamiliar gnomish voice if none of the characters played any of the previous Giant series events). If the character opens the door they find Meldreeb nearly bursting with excitement and holding out a very fancy envelope with a wax seal. If the character takes their time getting up and going to their door, the door opens before they get there and entering is Meldreeb nearly bursting with excitement and holding out a very fancy envelope with a wax seal. As the character(s) open the envelope give them Player Handout One. “Well, don’t just stand there. Get ready! Pack your things. Its going to be the greatest celebration ever with magic and fireworks and singing and dancing and eating and drinking and story telling and speeches and demonstrations– oh, did I say eating! You just have to come now. Don’t wait a second. I have your transportation all arranged and ready and waiting for you. Don’t worry about those nasty giants and their allies neither. We haven’t seen them for a while. Of course we can’t get scouts too close to their fortress anymore with their increased patrols and all. But ever since that encampment near the old forest shrine was defeated, we just haven’t seen them stick their ugly heads around nowhere near.” Meldreeb just keeps talking and won’t accept no for an answer. As soon as each character actually walks out their front door Meldreeb runs off saying he has to hand out more invitations and he will see them there. Any character that did not participate in any of the previous Giant series adventures (Giants on the Move, Games Afoot, or Silver Moon) is being invited based on his or her reputation as a hero. The trip to Sheernobb passes uneventfully. The characters have all met up on their journey toward Sheernobb. If the characters have not yet introduced themselves, now is the time. On a gentle rise ahead is the now familiar gnome checkpoint west of Sheernobb. After that, there is a side trail leading to the east and the village itself. A gnome scout breaks cover onto the trail and motions for you to slow down. On a Spot check (DC 20), a character notices that the trail appears different somehow. The trail through the wooded slope looks to have been improved and slightly widened. On a second Spot check (DC 25), the character notices there are three times as many scouts in hiding around this spot than usual. As the characters pass through the notch in the ridge of trees and underbrush, the trail beneath them sounds hollow as if they are crossing a bridge. If asked, the gnome scout smiles large and replies, “It’s just a little surprise for travelers who aren’t as welcome as yourselves.” This portion of the trail has a large pit trap constructed beneath. After passing through the hollow sounding portion of the trail, a Spot check (DC 25) reveals that several well-prepared defensive positions now exist on both sides of the trail. One gets the impression that a small force here could hold off an entire army for hours. As the characters turn to the east and begin to approach Sheernobb, they pass by several more defensive positions. All are well-gnomed. The village itself no longer bears the appearance of a peaceful gnomish settlement, but looks more like an armed camp. Gnome-at-Arms and gnome Scouts are seen everywhere. A clear defensive line surrounds the village with another line surrounding the main area of rents, as well as many traps and other surprises of gnomish creation. Despite the heavy defenses, many gnomes are out and about in high spirits and greet the characters warmly, and are full of questions. Encounter One You find yourselves honored guests at the main table within the impressive woodwork of the Moot Hall. At the table with you are Glennddarc, his wife, Keenbolt, and several other gnome dignitaries whose names you cannot begin to pronounce much less remember. Glennddarc stands and gives a speech announcing the beginning of the festivities celebrating the 500 th anniversary of Sheernobb. He ends with an elaborate illusion of the first gnome settlers crossing the Decision at Sheernobb Page 7 wooded hillsides and setting up camp. Once the image fades the gnome revelries in the crowded hall are so loud it’s a wonder any conversation can be heard at all. The crowd itself is so large that it must spill outside. The Moot Hall of Sheernobb is the only rent large enough for human sized characters to walk erect. And large it is. The main table is set on a raised platform in the back opposite the entry hall. The main floor has been setup with long tables and benches of gnome size. The tiered galleries on three sides also have been setup to accommodate food and drink. Everywhere possible are gnomes laughing, eating, drinking and talking. Numerous gnomes approach the head table to offer words and ask questions of the characters, none of which can be made out due to the noise of so many gnomish conversations going on in the Moot Hall. It is almost a relief when Commander Keenbolt snatches your attention asking you to join him quickly and quietly in the right hand side chamber down the front hallway. Working your way through the crowd is no easy task. Many gnomes pat you on the small of the back to give words of personal welcome or to ask you to join them in a toast. Standing by the chamber doorway are two Gnome-at- Arms who usher you inside while preventing curious onlookers from following. Inside the chamber are three Gnome Scouts. One is severely wounded and is being tended by a gnome cleric. Another is bandaged sitting off to the side with a bewildered look for a gnome. A third Scout appears unharmed, but looks exhausted. Once Keenbolt notices your arrival he nods toward you and turns to the Scouts, “Now, give your report in full.” The Scouts talk about what they thought was a random orc and ogre patrol they let pass by their observation position in the forest. However, not long after that they witnessed the approach of a very large force of orcs, ogres, giants and other creatures. There were so many they knew they could not see them all. They quickly abandoned their post to warn the village. But, they now had to weave their way through the advanced skirmishers of orcs and ogres. This is how they came to be wounded. There was no stopping to fight; they just ran. The skirmishers could be approaching the outer defenses by now. Keenbolt’s sub-commanders had already entered the room shortly after characters. The Commander turns to his subordinates and issues orders in rapid gnomish. They turn and quickly exit the chamber. Keenbolt turns to you and in common says, “Please remain here and guard the Moot Hall with Glennddarc inside. He must be kept safe. And, when necessary you are a final reserve I know I can count on.” For a few moments all seems confusion as gnomes rush out of the chamber and the larger crowd from inside the Hall rushes out to wherever they are most needed. The characters, if they wish, may re-enter the Hall to find Glennddarc still seated at the head table with his familiar. Glennddarc looks at you with a half smile on his worn face, “I have my orders! It appears you are to be my protectors – as if I need protection! Keenbolt feels I’m too important to be risked in the defense of my own village.” Glennddarc waits for any response from the characters. Either after their response or if they have none, he continues: “Well, go protect me!” Encounter Two Ask the players how they wish to handle the protection of Glennddarc and the Moot Hall. The Hall has only one entrance from the dirt road as far as the characters know. The stout wooden doorway leads into a large hillside. The entrance hallway is not tall enough for a normal human to stand erect, being only five feet high. Along its wood paneled walls are three doors on the right and one of the left. The door on the left leads to a small 10 x 10 storage room. The first door on the right leads to a make shift 12 x 12 guard room with two cots a small table with two chairs on the far wall, and a weapon rack on the right side of the door and a row of pegs for hanging gear on the left side. The next two doors on the right each lead into 20 x 20 side chambers. The first chamber is furnished as small meeting room while the second is the kitchen. Eighty feet down the hallway is a large opening on the left side into the large meeting hall itself. This is the north end of the meeting hall and is eighty feet long. A wooden railing extends twenty feet ahead separating the hallway from the upper tier of this end of the hall. Looking past the railing into the one hundred-foot long hall shows the main floor to be several wide steps down. Three tiers of five-foot wide steps, each having benches on which to sit, surround the sunken hall. This makes the open lower main floor about 50 x 70. The ceiling height of the main floor easily allows humans and even half-orcs to walk erect. The woodwork within the hall is impressive, from the intricately carved beams, Decision at Sheernobb Page 8 supports and posts to the benches and floor. The east side of the hall also has three tiers, but on the top tier’s center is a long table with chairs behind. Once they have a plan and have taken positions proceed with the following: It is not long after you have taken up defensive positions that the sounds of battle fill the night. (If any characters assumed any positions outside the Moot Hall add the following.) Gnomish warriors and scouts run back and forth. Now and then the familiar sounds and flashes of combat magic mix with the general din of battle. Most of the noise seems to come from the side of the village facing the great forest, but soon additional sounds of battle can be heard from both flanks. This is indeed a serious hour for Sheernobb. At this point refer to the two initial d20 rolls made by each character to see if they either hear or see the coming assailants. The two rolls are their Spot and Listen checks. This ogre mage strike team attacks wherever the characters have established their defensive positions. These elite giant assassins did not expect to find the characters defending Glennddarc. But, since the characters represent his defense they attempt to use their talents to both neutralize the characters and take out Glennddarc at the same time. Creatures: APL 6 (EL 8) �Ogre Mage: hp 37; see Monster Manual. This ogre mage is equipped with a +1 greatsword, so add +1 to its attack and damage rolls. APL 8 (EL 10) �Ogre Mages (2): hp 37 each; see Monster Manual. These ogre mages are each equipped with a +1 greatsword, so add +1 to their attack and damage rolls. APL 10 (EL 12) �Ogre Mage Assassins (2): male ogre mage Rog4; hp 85 each; see Appendix One. APL 12 (EL 14) �Ogre Mage Assassins (4): male ogre mage Rog4; hp 85 each; see Appendix One. Tactics: These ogre mages are skilled assassins and use their cone of cold ability whenever they can affect a large number of characters. At APLs 10 and 12, they make best use of their Expert Tactician feat to make extra attacks with their greatswords when they attack from invisibility (which they can use at will). This strike force fights to the death. The ogre mages travel up to the characters in gaseous form and invisible. They dismiss the gaseous form (a standard action which makes no noise), remaining invisible, and prepare to attack the characters from surprise. To act in the surprise round, the characters must succeed at either a Spot or Listen check. The DC for the Spot check is 26 at APLs 6 and 8, and 40 at APLs 10 and 12 (the ogre mages are taking 10 to Hide, with a +20 bonus for being invisible). The DC for the Listen check is much lower: DC 12 at APLs 6 and 8, and DC 26 at APLs 10 and 12 (the ogre mages are taking 10 to Move Silently, with a +2 circumstance bonus for the noise of the battle). Development: Any member of the strike team who comes close enough to threaten Glennddarc directly either “on stage” or “off stage,” will provoke a reaction from Glennddarc. Glennddarc’s survival in this encounter should rest on the shoulders of the characters as much as possible. But, Glennddarc is capable of defending himself to an extent. If at all possible, try to limit Glennddarc’s involvement in this combat to self- preservation only. Glennddarc should not save the day for the characters; it should be the other way around. All APLs �Glennddarc: male gnome Wiz7; hp 29; see Appendix One. Treasure: Defeat the ogre mage assassins and take their equipment. APL 6: L: 8 gp; C: 0 gp; M: +1 greatsword (196 gp per character). APL 8: L: 16 gp; C: 0 gp; M: +1 greatsword (2) (196 gp per character/per sword). APL 10: L: 0 gp; C: 0 gp; M: +1 greatsword (2) (196 gp per character/per sword); +1 chain shirt (2) (104 gp per character/per shirt); cloak of resistance +1 (2) (83 gp per character/per cloak). APL 12: L: 0 gp; C: 0 gp; M: +1 greatsword (4) (196 gp per character/per sword); +1 chain shirt (4) (104 gp per character/per shirt); cloak of resistance +1 (4) (83 gp per character/per cloak). Decision at Sheernobb Page 9 Encounter Three No sooner is the strike team defeated than a Gnome Scout runs up to the characters asking for Commander Keenbolt. He appears exhausted and scared. “Have you seen Commander Keenbolt?” As soon as he receives any kind of answer he rushes into his next sentence. “I’ve been sent from the northern flank screen. There is a large enemy force hitting us hard, trying to turn . . .” Before he can finish his sentence a gnome-at-arms rushes up interrupting: The gnome-at-arms interrupts almost ordering the characters, “You must come quickly! There is a breach in our defenses and Keenbolt said you were the last reserve. We need your help now!” Then the first gnome scout breaks in: “But if our flank is turned we will be surrounded and attacked from the rear.” Both gnomes then turn to you wide eyed shouting: “We need your help now!” The characters must make a decision to either assist the northern flank or help against the breach. If they decide to split themselves up to cover both trouble spots at the same time, be sure to run both combats, (yes I know it stinks), at the appropriate APL for the characters present at each combat (but at a minimum APL of 6). Encounter Three A Use this encounter if the characters decide to assist the northern flank. The gnome scout leads the characters to the north. The sounds of combat are easily heard ahead. Trees and underbrush are not as thick here and what little light the moon provides helps reveal the nature of the situation. The ground slopes downward toward the attacking enemy forces trying to work their way up the wooded slope. This gives the gnomes some advantage. Some of the wounded gnomes assist in loading crossbows as best they can. Arrows whistle through the branches above the characters and their gnome guide. A boulder crashes into a tree next to the characters, but luckily bounces harmlessly to the side. The gnome scout shouts to you, “we’ve been pushed back!” Have the characters make Spot checks. None higher than 10: You think you notice the hulking form of a giant breaking through some undergrowth to your front left. None higher than 15, but at least over 10: You notice the hulking form of a giant breaking through some undergrowth flanked by two smaller forms to your front left. None higher than 20, but at least over 15: You notice the hulking form of a giant breaking through some undergrowth flanked by two ogres to your front left. Some form of magic cast by a nearby gnome immediately hits the giant. (Spellcraft [DC 12] identifies the spell as magic missile) But, then one of the ogres obscures the image of the gnome. Higher than 20: You notice the hulking form of a giant breaking through some undergrowth flanked by two ogres to your front left. Some form of magic cast by a nearby gnome immediately hits the giant. (Spellcraft [DC 12] identifies the spell as magic missile) But, then one of the ogres charges in front of the gnome and smashes him with his club. It is now time for initiative and action by the characters. APL 6 (EL 8) �Hill Giant: hp 98; see Monster Manual. �Ogres (2): hp 29 each; see Monster Manual. APL 8 (EL 10) �Hill Giant: hp 98; see Monster Manual. �Ogre, 4th Level Barbarian (2): hp 79 each; see Monster Manual. APL 10 (EL 12) �Hill Giant Barbarian: male hill giant Bbn4; hp 187; see Appendix One. �Ogre, 4th Level Barbarian (2): hp 79 each; see Monster Manual. APL 12 (EL 14) �Hill Giant Barbarian: male hill giant Bbn4; hp 187; see Appendix One. �Ogre Berserker (2): male ogre Bbn8; hp 118 each; see Appendix One. Tactics: These three giants rush into melee as soon as possible. They attack heavily-wounded characters when Decision at Sheernobb Page 10 possible, to make use of feats like Cleave and Great Cleave. At APL 12, the ogre barbarians use their Power Critical feat in their first possible attack, preferably on a charge. If the characters want to make a retreat, these giants will fight the gnomes to the left and right instead of pursuing the characters. Throughout the characters’ combat, fighting continues to their left and right. More and more enemies appear to pressure the gnomes and the characters should notice more enemy forces approaching their combat as well. Random missile fire falls in and around the characters during their combat. This is a major engagement. If the characters defeat their opponents: You have dropped your last opponent, but more and more of the enemy can be seen, however, they are beginning to break off contact and are pulling back down the slope. Fewer enemy missiles are falling around you now. Their assault has been blunted for the time being. Meldreeb, comes up behind you, “If you hadn’t slowed that assault I doubt we could held this line much longer. As it is there is one more defensive line up the slope. We have too many casualties to continue to hold this line much longer, even with your help. We’d best move up hill while we can safely. Our only problem now is, I think we are totally surrounded. Lets see if we can help get the wounded back up with us.” If the characters must pull back: You pull back higher up the slope. The shrinking defensive line tightens up making the gnomes numbers count more, but many of the wounded have been left behind. From behind, you hear a familiar gnome voice shout out for you to duck. Logs come crashing down from the trees above you and bounce, fall and roll into the approaching enemy followed by a hail of crossbow fire, blunting the assault. The enemy forces appear to pull back down the slope for the time being. Meldreeb, comes up behind you, “If you hadn’t slowed that assault I doubt we could have pulled off that little log trick. Been working on that for weeks. Pretty good huh? Only problem now is, I think we are totally surrounded.” Development: The breach in the front lines allows the enemy to reach the central rents before a new defensive line is formed. The gnomes take heavy casualties including non-combatants and half their sheep herd. Treasure: Defeat the giants and take their equipment. APL 6: L: 4 gp; C: 0 gp; M: 0 gp. APL 8: L: 2 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring). APL 10: L: 0 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring); +1 heavy flail (193 gp per character); +1 chain shirt (104 gp per character); cloak of resistance +1 (83 gp per character). APL 12: L: 0 gp; C: 0 gp; M: +1 greataxe (2) (193 gp per character/per axe); +1 chain shirt (3) (104 gp per character/per shirt); cloak of resistance +1 (3) (83 gp per character/per cloak); +1 heavy flail (193 gp per character). Encounter Three B Use this encounter if the characters decide to follow the gnome-at-arms to the breach in the front line. The gnome-at-arms leads the characters to the front. The sounds of combat are easily heard ahead. Trees are not as thick here and what little light the moon provides helps reveal the nature of the situation. All is chaos. Several giants, ogres and a fair number of orcs are in amongst the gnomes in a raging battle around the uneven ground. Here and there can be seen small wooden doors set back into the sides of sloping ground marking the entrances into the gnomish rents. Even several gnome non- combatants can be seen trying to help fend off a group of orcs and an ogre trying to force their way into one of the rents. Arrows whistle through the branches above the characters and their gnome guide. A boulder crashes into a tree next to the characters, but luckily bounces harmlessly to the side. The gnome-at-arms shouts to you, “We can’t let them get to the rents! Argh!” as he charges ahead into the fighting. The characters have two choices at this point. They can either help in the general battle going on in front of them or assist the non-combatants in keeping the ogre and orcs away from the rents. Whether the characters move to defend the rents or charge into the front lines, they encounter an ogre and several orcs. These foes shouldn’t present a real challenge to the party (and therefore award no combat XP), but if the characters don’t stop this group then no one will, and the rents will be invaded. Decision at Sheernobb Page 11 All APLs (EL 0) �Ogre: hp 29; see Monster Manual. �Orcs (6): hp 6 each; see Monster Manual. These orcs carry masterwork falchions, and so have +1 to attack rolls. The actions of the characters help rally the gnomes in establishing a new defensive line. Keep the general impression of a larger battle going on around them as much as possible. With any success by the characters in their combat, the gnomes also begin to sort out and establish a better line of defense. In other words, the gnomes and the characters are gaining control over the immediate situation. Treasure: Defeat the raiders and take their equipment. All APLs: L: 201 gp; C: 0; M: 0. If the characters win their combat read the following: You have dropped your last opponent, but more and more of the enemy can be seen, however, they are beginning to break off contact and are pulling back. Fewer enemy missiles are falling around you now. Their breach has been sealed at least for the time being. If the characters need to pull back read the following: You pull back, causing a new defensive line to tighten up making the gnomes’ numbers count more. But many of the wounded have been left behind. Many of the enemy can still be seen, yet they too must have had enough for now as they begin to break off contact and are pulling back toward the forest. Fewer enemy missiles are falling around you now. The breach has been stopped at least for the time being. Development: While the characters fight here, the left flank and rear guard are turned, resulting in the characters needing to help fight off an attack from the rear. Few gnomes from the left flank and rear guard remain. You recognize a familiar gnome voice from behind you. “Thank Garl I found you. Quick, an enemy force has turned our left flank and is now pushing what’s left of the rear guard this way. I haven’t any reserves left,” gasps Meldreeb. There should be no hesitation in the characters if they are true heroes. Following Meldreeb to the rear, the characters soon run into another chaotic battle. There are few gnomes left, but they are giving ground stubbornly to a superior enemy force. The enemy too has taken heavy losses, as their numbers are not too great. This combat takes place on ground very similar to the rolling wooded terrain they just left, with a few rent entrances here and there, (all closed). The contingent facing off against the characters is as follows: APL 6 (EL 8) �Ettin: hp 65; see Monster Manual. �Ogres (3): hp 29 each; see Monster Manual. APL 8 (EL 10) �Ogre 4th level Barbarian: hp 79; see Monster Manual. �Ettins (3): hp 65 each; see Monster Manual. APL 10 (EL 12) �Stone Giants (3): hp 119 each; see Monster Manual. �Ogre 4th level Barbarians (2): hp 79 each; see Monster Manual. APL 12 (EL 8) �Ogre Berserkers (2): hp 118 each; see Appendix One. �Stone Giants (3): hp 119 each; see Monster Manual. During the combat at some point have the characters make a Spot check (DC 18). If any are successful they notice Meldreeb’s fighting style to be that of a rogue. He manages to sneak attack a number of opponents with great skill. In addition he springs out of the way of many return blows. If the characters win their combat they witness the remaining enemy forces pulling back out of sight. If the characters have to pull back, they find a newly created defensive line behind them on a favorable sloping ground, and the enemy stops their advance and pulls back out of range of the gnome crossbows. Now Sheernobb is totally surrounded. Meldreeb approaches you, “Without your help I’m not sure what would have happened. Once again you guys save the day, or should I say morning.” Treasure: Defeat the giants attacking from the rear and take their equipment. APL 6: L: 8 gp; C: 0 gp; M: 0 gp. APL 8: L: 10 gp; C: 0 gp; M: +1 greatclub (192 gp per character); +1 hide armor (97 gp per character); ring of protection +1 (167 gp per character). APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring). Decision at Sheernobb Page 12 APL 12: L: 6 gp; C: 0 gp; M: +1 greataxe (2) (193 gp per character/per axe); +1 chain shirt (2) (104 gp per character/per shirt); cloak of resistance +1 (2) (83 gp per character/per cloak). Encounter Four The sounds of intermittent fighting last until the pale gray of dawn begins to fill the village. All those around you look exhausted. The ever present Meldreeb finds you, “You have been asked to attend a meeting. I think it will decide what happens next. Come on.” DM note: There has been no time to rest and renew spells. Meldreeb leads you back to the Moot Hall. There are many wounded about being tended by only a couple of gnome clerics. Inside the Moot Hall is more of the same. More wounded, but only one cleric. If Glennddarc survived the strike team against him, he is in charge of the meeting. If he did not survive the strike team the meeting is lead by Mumbleflash, one of the village elders. Also in attendance are a few junior gnome commanders. It looks like they are waiting on the characters. Mumbleflash is present as well, even if Glennddarc is leading the meeting. Glennddarc (or Mumbleflash) looks you over. “Glad you are still with us. Here is what we know. The enemy forces have pulled back, but they likely now surround the village. Their numbers are larger than we ever expected. And, they have fought with a coordination we find curious. Continue with one of the two options below based upon previous character actions. • If the characters went to fight on the north flank (Encounter Three A) add the following: “The north flank held thanks to our friends. The breach up front was stopped, but at great cost. And, the south flank held well. The enemy has not retreated. It appears they are trying to surround the village and are regrouping. It is even possible they are receiving reinforcements. I’m sorry to say Commander Keenbolt has not been seen nor heard from since early in the battle when he went to help out the south flank.” • If the characters went to help close the breach (Encounter Three B) add the following: “The breach up front was stopped thanks to our friends. The north flank was turned and the rearguard nearly overrun. Once again we owe our thanks to our friends for helping to prevent total disaster to the rear. And, the south flank held well. The enemy has not retreated. It appears they have surround the village and are regrouping. It is even possible they are receiving reinforcements. I’m sorry to say Commander Keenbolt has not been seen nor heard from since early in the battle when he went to help out the south flank.” If the characters wish to go search for Keenbolt, Glennddarc (or Mumbleflash) asks them to do so quickly and return with news of what they find. Skip to “The Slain Site.” If they do not offer to search for Commander Keenbolt, skip to Encounter Five. The Slain Site A quick search along the south flank, Search (DC 15), finds those last known to be with Keenbolt all slain near a spot not far within the southern defenses. It appears this particular area saw some heavy combat. Pieces of torn gnome bodies are everywhere. Here are some clues that the characters might discover: • A Search check (DC 10) reveals the bodies of Jebedar the Cleric and several Gnome-at-Arms. A Heal check (DC 18) reveals the cleric was killed by some cold spell, not by a weapon. The other two gnomes were killed with a precise slash to the throat, although they sport other much less lethal wounds. All the wounds were delivered by a very large slashing weapon. • A Search check (DC 20) reveals torn, bloody pieces that are identifiable as the remains of Commander Keenbolt himself. There is not enough of the gnome left to raise dead, and if the characters use other means to try to resurrect Keenbolt, his soul is either unwilling or unable to return. Someone took great pains to eradicate the famed Commander of Sheernobb. • A Survival check (DC 15) reveals sparse tracks of the enemies. Only an occasional giantish boot-print is found, as though the giants didn’t touch the ground very often. With a successful Knowledge (nature) check (DC 15) or a Wisdom check (DC 15), the character realizes that the gnomes’ opponents were probably flying very close to the ground. • If the characters have some means to communicate with any of the dead gnomes (except Keenbolt, who cannot be contacted in any way), the gnomes remember being attacked by a group of ogre mages. Decision at Sheernobb Page 13 They were surprised by the giants because they attacked quickly from within the defensive line during an intense part of the battle. The gnome cleric died first from a cone of cold. The two gnome- at-arms fought bravely, but were overcome by a sleep spell. While sleeping, the ogre mages slit their throats. None can recall seeing Keenbolt’s death. They all remember him still fighting. Encounter Five Have the characters return to the Moot Hall and report what they learned of Keenbolt if they searched the Slain Site. The other gnomes are visibly shaken by the news. After a moment of silence, Glennddarc (or Mumbleflash) declares, “It is now time to think about evacuating the village and move the survivors into the protection of the Greenway Valley. There is one possible way for most of the villagers to sneak out past the surrounding enemy. Keenbolt himself insisted on it just in case. There is a small unassuming rent just to the southwest of the Moot Hall. Inside is a well-concealed entrance into an escape tunnel, which leads to a hidden spot west of the village. APL 6 & 8 Our scouts report the enemy has pulled back even further, but they still surround us here. It will take time to gather the villagers and prepare for their escape. We may just have a day or so before the enemy attempts another full scale assault.” The party may rest somewhat peacefully. There are small probing missions by the giant forces but nothing major during the night. APL 10 & 12 Our scouts report the enemy has pulled back for the moment, but they still surround us here. It will take time to gather the villagers and prepare for their escape. We may just have a few hours or so before the enemy attempts another full scale assault.” No rest for a APL 10 and 12 party. They must push on to try and save Sheernoob and it’s population. ALL APL’s Swifttoe, the ranking gnome commander adds, “I intend to do what Keenbolt himself would have done. I will remain behind to hold the defenses as long as possible to allow the non-combatants to sneak away to safety.” Several of the other armed gnomes present shout out their will to stay behind as well. Meldreeb barks out, “And I intend to track down Keenbolt’s killers.” A few gnome scouts shout out their will to go with Meldreeb. Glennddarc (or Mumbleflash) breaks into the shouting, “This is all very brave, but we will need an escort for the refugees. Commander Brimblesock, you will lead the refugees. You may encounter resistance outside the escape passage; we don’t know where the giant forces are.” Glennddarc (or Mumbleflash) then turns to you and asks, “And what of our good friends? We dare not ask more than you have already given. Your sacrifices have bought us invaluable time. There is no need for you to die on this ground. You could yet make an escape and swing north away from the invaders on your own. What will you do now?” The characters have really four choices here: help defend Sheernobb to give the refugees more time to escape (go to Encounter Six), attempt to track down Keenbolt’s killers (go to Encounter Seven), escort the refugees to the Greenway Valley (go to Encounter Eight), or escape the village and head north back to the viscounty on their own (go to Encounter Nine). For Glennddarc’s (or Mumbleflash’s) part, he announces his intent is to remain in Sheernobb, entrusting the escaping refugees to the leadership of the best of the remaining gnome commanders, Commander Brimblesock. No argument will convince Glennddarc to leave Sheernobb. There are only a couple of minor probing enemy attacks during the rest of the day and the following evening. This has provided valuable time to assemble the villagers and start them on their way. DM note: Extra healing is available if the characters need it. One raise dead, one reincarnation, one cure critical wounds, two cure serious wounds, three cure moderate wounds, and four cure light wounds can be provided at standard cost by surviving gnome clerics. Each of these spells is cast by a 9 th level caster. Characters must pay to receive this healing. Encounter Six Staying to defend Sheernobb long enough for the refugees to get safely away should appear to be nothing less than a suicide mission. Scouts have been coming in with reports all morning about the enemy regrouping on all sides. Enemy missile fire, both arrow and stone, resumes in full force. Meanwhile, in small groups, those Decision at Sheernobb Page 14 who are to flee have been going into the rent with the escape tunnel entrance. Glennddarc (or Mumbleflash) approaches the characters: “Once we get word that the refugees are away to the west, I shall give the order to have the tunnel collapsed. In that way the enemy may not learn so quickly that some have escaped.” He looks up at the sparse clouds passing overhead lit by the morning sun, “On this ground and on this day it will not be so bad to die.” At that moment an orc arrow strikes a tree next to him. “Though, I could be wrong. I still have a few tricks up my sleeve,” he says with a wink aimed in your direction. Swifttoe, the last ranking Gnome-at-Arms officer, shouts up the same tree for a scout to come down and report. The Scout drops a rope and quickly slides down as an occasional arrow streaks past him. He reports the enemy is now on the move in all directions with the heaviest numbers still on the east and south. Among them are more heavily armored orcs with shields. “That must be their miners prepared to fight in the warrens,” replies Swifttoe. He raises his voice so all those still left around him can hear. “We must hold the inner perimeter for 15 minutes against the first assault before retreating into the Moot Hall. Wait for the command. Now, go to your positions.” Glennddarc (or Mumbleflash) cautions, “That may be too long.” “You two come with me,” commands Glennddarc at two nearby Gnome-at-Arms. “We will prepare the Moot Hall for uninvited guests.” The conversation ends with the rise of guttural battle cries from all around the village. Swifttoe runs off to the east, but not before asking the characters if they wouldn’t mind keeping the area in front of the Moot Hall clear of the enemy for the next 15 minutes or so. After a few nervous minutes, a large group appears to challenge the characters. This group is spread out, and approaches from the north up a gentle slope. The area in front of the Moot Hall is relatively clear as the dirt road from the west passes directly in front of the Hall widening into a fifty foot clearing before continuing on to the east and into more of the sloping ground making up the village. Across the clearing to the north is scattered underbrush and trees. The Hall itself is set into a large wooded hillside. APL 6 (EL 8) �Ogres (2): hp 29 each; see Monster Manual. �Wolves (6): hp 15 each; see Monster Manual. �Orcs (12): hp 6 each; see Monster Manual. APL 8 (EL 10) �Ogres (4): hp 29 each; see Monster Manual. �Dire Wolves (6): hp 45 each; see Monster Manual. �Orcs (12): hp 6 each; see Monster Manual. APL 10 (EL 12) �Ogre 4th Level Barbarian (2): hp 79 each; see Monster Manual. �Trolls (4): hp 63 each; see Monster Manual. �Ogres (9): hp 30 each; see Monster Manual. APL 12 (EL 14) �Troll Hunter: hp 130; see Monster Manual. This troll has just cast his two ranger spells for the day, so they are active when he enters combat. They are longstrider and resist energy (fire). �Hill Giants (4): hp 102 each; see Monster Manual. �Trolls (4): hp 63 each; see Monster Manual. �Ogres (9): hp 29 each; see Monster Manual. Tactics: These foes try to swamp the characters with their sheer numbers. Treasure: Defeat the giant horde and take their equipment. APL 6: L: 101 gp; C: 0 gp; M: 0 gp. APL 8: L: 102 gp; C: 0 gp; M: 0 gp. APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring). APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per character); +1 chain shirt (104 gp per character). While you finish off the last of the enemy on the road, you can’t help but be aware of the large number of enemy forces closing in all around you. To your right, Swifttoe races onto the road with nearly a dozen other gnome fighters. Two gnomes disappear as a boulder slams into them from their right. Orcs, orges, some wolves, and a giant burst onto the road behind them. Other gnomes from different directions rush past you into the Moot Hall. Just as it appears Swifttoe and his last companions are about to be overrun before they can reach your position, a large shadow passes over the approaching combatants’ pathway. The trees overhead make it too Decision at Sheernobb Page 15 difficult to see what that was, but it must have been immense. Allow the characters to think what they will about the shadow. (It was a dragon roused by the conflicts in the Gnarley. It was only curious at the activity in the area. Feeling neither threatened by the battle below nor hungry, it has flown off back to its lair.) However, the impact on the approaching groups is quick. The orcs panic and begin to dart about in all directions. The wolves slink away into the brush. The ogres chase after the orcs and the giant just stands there looking around. Meanwhile Swifttoe and his companions are pumping their legs for all they are worth in the direction of the characters. Seconds later additional enemy numbers renew their pursuit of the gnomes, and more can be heard and seen closing in from nearly all directions. Swifttoe shouts at the characters, “Into the Moot Hall, NOW, FAST!” Impress upon the characters, that to stand here and continue to fight is hopeless. The surrounding enemy forces are too many and closing fast. The Moot Hall offers the only alternative. Once all are inside, Swifttoe closes the door and begins to set in the crossbar timbers, locking the door from the inside. As he goes about this task, the sound of missiles striking the door from the other side can be heard. No sooner is the last cross-timber ready to set into place than the door shudders with a loud bang. Glennddarc, calls for the characters to come back further into the Moot Hall. (The Hall has only one entrance from the dirt road as far as the characters know. The stout wooden doorway leads into a large hillside. The entrance hallway is not tall enough for a normal human to stand erect, being only five feet high. Along its wood paneled walls are three doors on the right and one of the left. From the small vertical openings in the wooden walls near each right hand doorway are a couple of gnomes pulling out thick wooden panels. Eighty feet down the hallway is a large opening on the left side into the large meeting hall itself. This is the north end of the meeting hall and is eighty feet long. A wooden railing extends twenty feet ahead separating the hallway from the upper tier of this end of the hall. Looking past the railing into the one hundred- foot long hall shows the main floor to be several wide steps down. Three tiers of five-foot wide steps, each having benches on which to sit, surround the sunken hall. This makes the open lower main floor about 50 x 70. The ceiling height of the main floor easily allows humans and even half-orcs to walk erect. The woodwork within the hall is impressive, from the intricately carved beams, supports and posts to the benches and floor. The east side of the hall also has three tiers, but on the top tier’s center is a long table with chairs behind.) “Quickly, we have little time. Swifttoe will see to it that three more defensive portals along the front hallway are sealed. Please look around you at the walls. Do you see the four open panels?” There are four panels open, one on each wall. Two already have their stout defensive iron bound replacements in place. They appear to have enough room for several defenders to fire missile weapons into the Moot Hall through waist high murder holes. The positioning of the defensive panels allows for crossing fields of fire. Glennddarc continues, “Behind each panel is an escape tunnel which winds around the Hall to join up with the one behind the main table on the top tier. Please, take the one behind the table, as your size will make it difficult for you to manage the other three tunnels. Where they all join, the passage becomes a little larger where it descends deeper into the hill.” At this point Swifttoe comes out of the front hallway and directs the few gnomes with him to take the defensive panel opposite the one the characters are to man. The pounding coming from the front door becomes muted behind the closure. Soon, the sound of the outer door splintering is shortly followed by a slightly louder pounding noise. “Quickly, take your positions behind the panels,” directs Swifttoe. “Those behind the panel furthest from the hallway fire first to draw them in, then the panel opposite the platform with me fires on the second volley from the first group, then the panel from behind the main table fires on the second volley from the group opposite you, and finally the panel closest to the hallway fires on the second volley from the panel behind the platform. The panel opposite the platform seals up first to escape through the tunnels, then the one near the hallway, then the one opposite the hallway, and last the one behind the platform. Go, quickly and prepare. They will be amongst us shortly.” Glennddarc (or Mumbleflash) accompanies the characters to the panel behind the main table. Inside Glennddarc shows the characters how to close and bar the defensive panel and open the murder holes. There is just enough room inside for three characters to shoot or cast spells. For larger than gnome sized characters, the murder holes are waist high, making a kneeling position the only way to use them. (Remember that characters gain the effects of cover behind the panel: +4 to AC and +2 to Reflex saves. Also, they receive +10 to Hide checks.) Decision at Sheernobb Page 16 All APLs �Orcs (hundreds): hp 7 each; see Monster Manual. These orcs all wear splint mail and carry heavy wooden shields, raising their AC to 18. Rather than usual orcish armament, these orcs carry spears, short swords, and crossbows. Combat here basically goes like this: First round: after the enemy enters the Hall, the far panel fires a volley. The orcs rush into the Hall and attempt to spot targets on the far wall and fire crossbows. Second round: the far panel fires a volley and the panel opposite the characters fires a volley. The orcs raise shields and rush the far wall as they take fire from their right flank as even more orcs enter the Hall. Third round: the first two panels fire a volley and the characters should now be firing or taking their action if they chose to follow instructions. The orcs have formed two fronts as their numbers increase and attempt to engage the first panel with spears while rushing the right flank. They now take fire from or suffer from the characters’ actions. Fourth round: the first three panels fire a volley and the panel nearest the entry hall fires a volley. The orcs now have formed a three-sided formation, attempting to engage the first two panels and rushing the characters’ position. They now take fire from their rear. New groups of orcs enter the Hall with small battering rams. Fifth round: those behind the panel opposite the characters seal up and start down the escape tunnel. The other three panels fire or engage at close range through the murder holes. The orcs now form a square engaging all four panels. Battering rams are in position against the panel nearest the entryway and the panel opposite the characters. Sixth round: those behind the panel nearest the entry hall seal up and start down the escape tunnel. The other two remaining groups fire or take actions. The orcs now begin to batter the characters’ panel along with the other two and are trying to get a fourth battering ram across to the far panel. Seventh round: those behind the panel opposite the entry hall seal up and start down the escape tunnel. The characters now take their action. The orcs nearly have the panel opposite the characters splintered unless the characters have taken any action to slow them down. Eighth round: the characters seal up and join the others down the escape tunnel. The orcs break through the panel opposite the characters. Development: Providing the characters are able to get away down the escape tunnel and join the others, they will find themselves descending deeper underground into the hill itself. The tunnel behind them is collapsed. Those larger than a gnome will have to crouch as they wind their way following the gnomes through the underground passageway. Here and there the tunnels appear natural, while in some stretches they have been improved. After what seems like a couple of hours travel, some of the gnomes in front breakthrough a shallow wall of earth and stone into daylight. They are just past an enemy encampment to the south of the village. After a short skirmish with a few camp guards, they rapidly make their way for the Greenway Valley in hopes of meeting up with the refugees. Go to the Conclusion. Encounter Seven Meldreeb’s plan is to first leave the village with those fleeing to the Greenway Valley. Once out of the escape tunnel beyond the village to the west he plans to strike out to the south away from the refugees and then swing back to the east to attempt to pick up the trail of the assassins south of the enemy besieging the village. He tells the characters to meet him in front of the Moot Hall in a few minutes. Glennddarc (or Mumbleflash) approaches the characters: “Once we get word that your party and the refugees are away to the west, I shall give the order to have the tunnel collapsed. In that way the enemy may not learn so quickly that some have escaped.” He looks up at the sparse clouds passing overhead lit by the morning sun, “On this ground and on this day it will not be so bad to die.” At that moment an orc arrow strikes a tree next to him. “Though, I could be wrong. I still have a few tricks up my sleeve,” he says with a wink aimed in your direction. “Ah, here comes Meldreeb now.” Meldreeb approaches the characters along with five gnome scouts in muted brown leathers. Meldreeb is outfitted nearly the same as his companions. “Well, are we ready to go play hide and seek – revenge?” Meldreeb wears an intense look on his face you have never seen before. Glennddarc (or Mubleflash) turns to the now enlarged group, “Time to go. The last of the villagers Decision at Sheernobb Page 17 to leave have entered the rent behind you. Good hunting.” Allow the characters to role-play their goodbyes as they wish. No powers of persuasion can convince Glennddarc (or Mumbleflash) to leave Sheernobb. Following the refugees down the escape tunnel takes some time for those larger than gnomes. Crouching is necessary to make it through the passageway. Two of the gnome scouts go last. After they pass through the entranceway into the escape tunnel from the back of the rent, they pull out hammers left on either side of the tunnel and pound out wedges. Once the wedges pop out the tunnel behind them collapses sealing off any possible pursuit, or turning back. By the time the characters emerge back into daylight to the west of Sheernobb, the sounds of battle can easily be heard. Fortunately, no enemy is in sight. The refugees and their escort make haste to the west, toward the Greenway Valley. Meldreeb calls for his small force to gather around. “First, we travel south for a little less than a hour and then turn east and enter the forest south of the attackers. We must be watchful not to run into any of their patrols. We need our passing to go unnoticed if we are to succeed. It is my guess the assassins are likely making their way back to the hill fortress in the forest. Their talents are not needed for the grunt work of battering down the village. If we are lucky they are in no hurry and expect no pursuit.” He looks at you, “You are the only ones left who fought a group such as this and can tell if we come across the right ones. Your help is greatly appreciated.” Allow the characters to interact with Meldreeb and make any adjustments to the plan that seem reasonable. If the characters argue that flying ogre mages will be impossible to track, Meldreeb suspects that the ogre mages will probably keep very close to the ground to avoid notice by the gnomes of Sheernobb. They may knock the occasional leaf or snag the occasional branch as they move. If any of the characters ask Meldreeb why he is doing this he will look at the character(s) with the most serious and intense expression they have ever seen and say: “Commander Keenbolt has left a widow and young ones behind, and his widow is my daughter and his young ones my . . . I cannot face them without doing everything I can. Do you understand?” The gnome the characters once knew as happy-go-lucky and overly chatty now sets a swift and silent pace in pursuit of his quarry. Not long after entering the forest a scout sent ahead, (or a character who volunteered to take point and discovers a patrol ahead in the woods heading their way), stops the group. A small patrol of six orcs, an ogre and a wolf are approaching in this direction. The group can make any decision they wish. They can hide in the hopes the patrol does not see them, circle around them, or take them out and leave no witnesses. As this attack poses no real challenge for even an APL 6 party, no combat experience is awarded for this fight. All APLs (EL 0) �Ogre: hp 29; see Monster Manual. �Wolf: hp 15; see Monster Manual. �Orcs (6): hp 5 each; see Monster Manual. Treasure: Defeat the scouting party and take their equipment. All APLs: L: 51 gp; C: 0 gp; M: 0 gp. After dealing with the patrol, the group continues on through the forest for nearly two hours before coming across a well-used trail. From the looks of things this trail has been used by some of the forces now attacking the village and very possibly leads back to the hill fortress deeper in the forest. It is now mid-day. On a Survival check (DC 20) tracks similar to those left at Keenbolt’s murder site are discovered. The tracks appear to be the most recent and head away from the village. The ogre mages didn’t think anyone was left in the village to follow them, and so they aren’t worried about leaving tracks. In fact, they’re walking. Luck is with the characters. Following the trail is easy. Clearly, the ogre mage assassins haven’t thought they might be tracked, and are walking on foot. The trail winds its way through the forest and the signs of the assassins continue to be the most recent along the way. Crossing one small creek proves a little nervous, but the signs of the assassins did appear again on the other side. The day passes on into twilight. Meldreeb would like to press on, but admits resting now might be for the best. Have the group set their watches for the night. They will notice a glow in the sky to their northwest in the direction of Sheernobb. Sheernobb has fallen and is burning. The evening passes without incident, but feel free to make things tense if time permits – just no actual encounters of a non-mundane nature. Decision at Sheernobb Page 18 The morning dawns clear with the faint smell of smoke in the air coming from the direction of the village. A couple of hours’ travel continues to show the assassins are still ahead of them. On a Survival check (DC 25) the characters discover signs of a cold camp made by the assassins. Ahead, the sound of flowing water can be heard signaling another stream. The group may approach the stream any way they wish. What they discover is that the tracks lead into the stream, but not out of it on the other side. The Assassins’ Tale After ambushing Keenbolt and his forces, the assassins stayed through the following night in one of the giant encampments outside the village and left camp the next morning about the same time the characters entered the escape tunnel. Their pace has been leisurely and unhurried, having completed their mission to kill Keenbolt. However, one of their number felt they were becoming too lax and should take more precautions. So, they used this stream as a means to check out if they had any unwanted company. The ogre mages walked out into the water, flew directly up, and have hidden themselves, invisible, in the forest behind the characters. These cunning assassins intend to stalk the characters for a while and, if necessary, kill them later. The characters need to make three successful Survival checks (DC 25) to discover the assassins have doubled back on them and are now behind them. Of course, they could possibly figure this out on their own without making these checks. However, the assassins are now following the characters and remaining out of sight. Use of opposing Hide and Spot/Move Silently and Listen rolls become necessary if the characters attempt to back track behind them. Remember that invisible characters have +20 to Hide checks if they are moving, and +40 to Hide checks if they are standing still. It is now time for a cat and mouse game. Opposing skill checks need to be used as each group stalks the other and tries to jockey for position. Give the assassins a slight edge unless the characters made their three Survival rolls earlier. Give the assassins a clear advantage if the characters continue on the trail across the steam anyway toward the hill fortress, unless the characters are using this as a ruse to flush out the assassins. This entire situation depends on the actions of the characters. You could even allow the assassins the luck of picking off one or more of the gnome scouts, if this will put a scare into the characters. Feel free to describe the forest setting as time allows. The forest here spreads across uneven ground with rock outcroppings here and there. This all culminates in either the two groups discovering each other or one or the other attacking first. Combat occurs in the forest either on or off the trail depending on the situation. All APLs Ogre Mages (2): hp 37 each; see Monster Manual. Meldreeb: male gnome Rog7/Wiz(Ill)2; hp 58; see Appendix One. Gnome Scouts (5): male gnome Rog3; hp 20 each; see Appendix One. Setup: Meldreeb and his scouts will face off against these two ogre mages, leaving the rest of the assassin group (depending upon APL, below) to deal with the characters directly. You don’t need to fight out this “side combat” roll by roll; just describe Meldreeb and his scouts in pitched battle. As long as the characters win their fight, Meldreeb and his scouts win theirs. APL 6 (EL 8) �Ogre Mage: hp 37; see Monster Manual. APL 8 (EL 10) �Ogre Mages (2): hp 37 each; see Monster Manual. APL 10 (EL 12) �Ogre Mages (4): hp 37 each; see Monster Manual. APL 12 (EL 14) �Ogre Mage Assassins (4): male ogre mage Rog4; hp 85 each; see Appendix One. Tactics: These assassins prefer confusion and misdirection to straight-up combat. They often become invisible and retreat, only to strike again from an unexpected direction. They also use their darkness ability (which they can use while invisible) to split up the party as best they can. Treasure: Defeat the ogre mages and take their equipment. APL 6: L: 38 gp; C: 0 gp; M: 0 gp. APL 8: L: 50 gp; C: 0 gp; M: 0 gp. APL 10: L: 75 gp; C: 0 gp; M: 0 gp. APL 12: L: 25 gp; C: 0 gp; M: +1 greatsword (4) (196 gp per character/per sword); +1 chain shirt (4) (104 gp per character/per shirt); cloak of resistance +1 (4) (83 gp per character/per cloak). A search of the fallen assassins turns up three items of interest. First is a note detailing the contract to kill Keenbolt during the battle at Sheernobb including his Decision at Sheernobb Page 19 description and a rough layout of the village itself. The note is unsigned, but the reward is listed as 3,000 gp plus an undisclosed item previously agreed upon. Second, the coins in their sacks come from Dyvers, Verbobonc, Furyondy, and Hardby. Lastly, there is a crude map of the region with unknown markings next to each hamlet, village, town, crossroads, and bridge appearing on the map. (These are all references written by one of the assassins, which only he knows. And if spoken to after death, he will not care to reveal their meaning.) If the map is closely examined by dusting it with powder, slight indentations can be made out showing lines drawn from the Gnarley into the Greenway Valley, into the southern Viscounty as far as Fort Wilfrick and across the Gnarley near Twilight Falls. This cryptic map identifies the targets of the Divide and Conquer Interactive at Stuffed COWS 2003. Development: If the characters eliminate this second group of assassins, they have deprived the enemy of over half their spies in the region of Verbobonc and the Gnarley. Also, Meldreeb insists upon heading with all speed to the Greenway Valley in order to catch up with the survivors of Sheernobb. On this return trip the group encounters two more enemy patrols, one nearly half way between the Gnarley Forest and the Greenway Valley. Neither group poses a challenge to a skilled and careful party. Go next to the Conclusion. Encounter Eight Glennddarc (or Mumbleflash) thanks the characters for offering to escort the refugees to the Greenway Valley. He now provides instructions on the morning after a tense day and night of preparation and waiting. “I must admit, I feel better knowing that our villagers have the best escort guards I have left to spare between yourselves and Commander Brimblesock.” Scouts begin coming in with reports about the enemy regrouping on all sides. Enemy missile fire, both arrow and stone, resumes. Meanwhile, in small groups, those who are to flee have been going into the rent with the escape tunnel entrance under the direction of Brimblesock. The commander has seen to it those gnome-at-arms and scouts going along as escorts are sent into the rent one at a time with different groups of villagers. Glennddarc (or Mumbleflash) continues: “Once we get word that the refugees are away to the west, I shall give the order to have the tunnel collapsed. In that way the enemy may not learn so quickly that some have escaped. It is important that you strike hard to the west. Try not to have any enemy see the refugees and live to tell of it.” He looks up at the sparse clouds passing overhead lit by the morning sun, “On this ground and on this day it will not be so bad to die.” At that moment an orc arrow strikes a tree next to him. “Though, I could be wrong. I still have a few tricks up my sleeve,” he says with a wink aimed in your direction. Brimblesock approaches, “Glennddarc, it is time we were away. One of my scouts returned to let us know the villagers are well screened from the enemy on the west after leaving the tunnel. It seems all their attention is focused on their final assault. But, we dare not count on our luck too long. I hope to see you again soon.” He clasps arms with Glennddarc, looks your way, and says “We need to leave. I’ll be your guide.” Ducking into the rent is bad enough for those taller than a gnome, but having to crouch through the long escape tunnel makes it difficult to stand erect once on the outside again. The refugees are all hidden amongst the heavy undergrowth of a ravine completely screened from the direction of the village. A few gnome scouts can be seen watching in that direction as the sounds of the assault reaches into the ravine. A gnome-at-arms approaches Commander Brimblesock and yourselves, “Commander, we have some of the stronger adults taking turns carrying the little ones, but even at that we cannot make much speed and keep together. Everyone who can use a crossbow has been issued one and a case of bolts. We have sent out scouts ahead and await your command.” “Let us move,” orders the Commander. Turning to you, “I would consider it an honor if you would assist the rear guard. At this point that would consist of yourselves and the three scouts watching our backs above us. The remainder of my gnomes will be spread along the flanks of the column as well as a vanguard. In this way we should be able to prevent stragglers and mount a quick defense if necessary.” Have the characters create a marching order showing how they intend to follow the column of retreating gnomes. The retreat of the refugees from Sheernobb so far has proceeded smoothly. The going is slower than you expected. But the use of the terrain to screen the movement of the gnomes toward the west does make Decision at Sheernobb Page 20 it difficult for such a large group to be noticed from a distance. The sounds of the morning assault on Sheernobb have faded into the sounds of the gnomes trudging ahead and the normal sounds of the hill country known as the Kron. Ahead, the refugees cross the road that leads north towards Homlet and south towards Celene. The road west into the Greenway Valley lies to the north, but Brimblesocks thinks it best to remain in the hill country ahead for better cover. Have any of the characters on the right (north) make a Spot check (DC 15). Successful characters notice a very large ogre patrol making way rapidly in their direction from the northeast. They estimate its size to be over fifty. Any character with Spot check over 20 also notices another smaller patrol closing in from the north, consisting of trolls. Brimblesock can be heard shouting orders ahead, while a scout rushes up to you, “The commander requests that you skirt behind our position on the hill in front just past the crest so as not to be seen by a second group of the enemy coming at us from the left. This should allow you to attack them from seemingly out of nowhere. He wants you to keep that group from attacking our left flank while we engage the larger group.” The sight in front of you is a strange one. Brimblesock has the gnomes in a formation you have never seen before with his warriors in line facing the enemy and two lines of villagers in the grass in front of the warriors with another line of villagers behind in the grass above the warriors. But there is no time to fully take it in as you run past the crest behind them to get into position on the left flank. No sooner do you round the slope to take up the left flank on a grassy slope than you see a group of trolls making straight for the position you just took up at an all out run. This gives them only a moment’s pause before they launch themselves at you. Creatures: APL 6 (EL 8) �Trolls (3): hp 63 each; see Monster Manual. APL 8 (EL 10) �Troll Ranger: hp 89; see Appendix One. �Trolls (3): hp 63 each; see Monster Manual. APL 10 (EL 12) �Troll Hunter: hp 130; see Monster Manual. This troll has just cast his two ranger spells for the day, so they are active when he enters combat. They are longstrider and resist energy (fire). Trolls (4): hp 63 each; see Monster Manual. APL 12 (EL 14) �Troll Hunters (3): hp 130 each; see Monster Manual. These trolls have just cast their two ranger spells for the day, so they are active when they enter combat. They are resist energy (acid) and resist energy (fire). Tactics: These trolls fight fearlessly, and to the death. Treasure: Defeat the trolls and take their equipment. APL 6: L: 0 gp; C: 0 gp; M: 0 gp. APL 8: L: 8 gp; C: 0 gp; M: 0 gp. APL 10: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per character); +1 chain shirt (104 gp per character). APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (3) (193 gp per character/per axe); +1 chain shirt (3) (104 gp per character/per shirt). Development: By the time the characters are finished with their combat, the larger one behind them is also nearly finished. Some of the ogres can be seen running off, while there are only a couple of minor combats being handled by some gnome-at-arms and scouts. Many of the enemy dead and wounded lay scattered over the hillside. Most are in front of where the gnome line stood sporting crossbow bolts. But, there are also a number of gnome casualties: six dead and eighteen wounded. A tired looking and bloody Brimblesock trudges over to you, “We need to find a defensible location with water. There are some rougher hills ahead that just might work for us. But they can work for the enemy as well. I don’t like that fact that they had such a sizable force this far west. And, the fact that they came at us from the north means they probably control the road to the north as well. We can’t take more encounters like this. If you wouldn’t mind taking rear guard again, we need to get moving.” If the characters want to find such a location, they can do so in a couple of hours with a successful Survival roll (DC 15). If the characters don’t find one, then within two hours the advanced scouts locate a good defensible camping site. The refugees set up for the night in a protected notch between two hills where a small stream passes. A picket line is established. Brimblesock asks the characters to be part of the night watch. As darkness falls a glow can be seen to the east. Sheernobb has fallen and is burning. Morale in the camp is low. Decision at Sheernobb Page 21 On the last watch, a new glow can be seen. This time it is to the west. Brimblesocks will approach any characters on the third watch and tell them that must be a village he knows of down this very stream toward the Greenway Valley. He was hoping to find temporary refuge there later today before moving into the valley. The gnome commander always seemed to share Keenbolt’s confident manner. He now looks at the characters with bewilderment in his eyes as he asks for any suggestions. Whatever suggestions the characters have which lead them into the valley skirting the road to the north and the village to the west keep them out of harm’s way. Keep it tense however, with descriptions of coming upon an empty campsite used by the enemy, passing through an abandoned village, and a hillside with signs of a herd of sheep having been slaughtered and carried off, leaving behind the bodies of several shepherds. Some relief is felt when coming upon a strong gnome defensive position. Finally, the Greenway Valley spreads out before the refugees. Go to the Conclusion. Encounter Nine If the characters decide to leave Sheernobb on their own, Glennddarc (or Mumbleflash) suggests they take off to the north, where the patrols are probably weakest. As long as the characters are at least a little bit careful, they can avoid all giant patrols in the area and escape Sheernobb’s fate. The first night camping away from Sheernobb, the characters can see an orange glow on the horizon to the south. Clearly, Sheernobb has fallen and is now in flames. Go to the Conclusion. Conclusion Sheernobb has fallen along with other gnome and mixed communities to the east. In the Greenway Valley, the Sheernobb refugees join even more refugees from other eastern settlements with news of a much larger invasion than anyone expected. The characters are called to attend a meeting. Attending the meeting are the gnome clan leaders of the Kron Hills Alliance, and representatives from House Asbury, House Delevue, House Milinous, the Mounted Borderers, the Gnarley Rangers, Burne’s Badgers, several mixed race communities of the Kron Hills, and two of the Gnarley Elven Clans. This mixed group sits down to a council of war! The End Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus role-playing) to each character. Encounter Two: Defeat the ogre mage assassins APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP Encounter Three: Defeat the giants on the north flank -or- defend the breach APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP Encounter Six, Seven, -or- Eight: Defeat the invading giants and orcs (Encounter Six), ogre mage assassins (Encounter Seven), -or- the troll support force (Encounter Eight) APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP Story Awards Good roleplaying APL 6 120 XP APL 8 150 XP APL 10 180 XP APL 12 210 XP Combat heroism and skillful strategy APL 6 60 XP APL 8 75 XP APL 10 90 XP APL 12 105 XP Total Possible Experience APL 6 900 XP APL 8 1,125 XP APL 10 1,350 XP APL 12 1,575 XP Decision at Sheernobb Page 22 Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter Two: Defeat the ogre mage assassins and take their equipment. APL 6: L: 8 gp; C: 0 gp; M: +1 greatsword (196 gp per character). APL 8: L: 16 gp; C: 0 gp; M: +1 greatsword (2) (196 gp per character/per sword). APL 10: L: 0 gp; C: 0 gp; M: +1 greatsword (2) (196 gp per character/per sword); +1 chain shirt (2) (104 gp per character/per shirt); cloak of resistance +1 (2) (83 gp per character/per cloak). APL 12: L: 0 gp; C: 0 gp; M: +1 greatsword (4) (196 gp per character/per sword); +1 chain shirt (4) (104 gp per character/per shirt); cloak of resistance +1 (4) (83 gp per character/per cloak). NOTE: Award treasure from either Encounter Three A or Encounter Three B, NOT both. Encounter Three A: Defeat the giants and take their equipment. APL 6: L: 4 gp; C: 0 gp; M: 0 gp. APL 8: L: 2 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring). APL 10: L: 0 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring); +1 heavy flail (193 gp per character); +1 chain shirt (104 gp per character); cloak of resistance +1 (83 gp per character). APL 12: L: 0 gp; C: 0 gp; M: +1 greataxe (2) (193 gp per character/per axe); +1 chain shirt (3) (104 gp per character/per shirt); cloak of resistance +1 (3) (83 gp per character/per cloak); +1 heavy flail (193 gp per character). Encounter Three B: Defeat the raiders and take their equipment. All APLs: L: 201 gp; C: 0; M: 0. Defeat the giants attacking from the rear and take their equipment. APL 6: L: 8 gp; C: 0 gp; M: 0 gp. APL 8: L: 10 gp; C: 0 gp; M: +1 greatclub (192 gp per character); +1 hide armor (97 gp per character); ring of protection +1 (167 gp per character). APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring). APL 12: L: 6 gp; C: 0 gp; M: +1 greataxe (2) (193 gp per character/per axe); +1 chain shirt (2) (104 gp per character/per shirt); cloak of resistance +1 (2) (83 gp per character/per cloak). Decision at Sheernobb Page 23 NOTE: Award treasure from either Encounter Six, Encounter Seven, or Encounter Eight, NOT all three. Encounter Six: Defeat the giant horde and take their equipment. APL 6: L: 101 gp; C: 0 gp; M: 0 gp. APL 8: L: 102 gp; C: 0 gp; M: 0 gp. APL 10: L: 6 gp; C: 0 gp; M: +1 greatclub (2) (192 gp per character/per club); +1 hide armor (2) (97 gp per character/per hide); ring of protection +1 (2) (167 gp per character/per ring). APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per character); +1 chain shirt (104 gp per character). Encounter Seven: Defeat the scouting party and take their equipment. All APLs: L: 51 gp; C: 0 gp; M: 0 gp. Defeat the ogre mages and take their equipment. APL 6: L: 38 gp; C: 0 gp; M: 0 gp. APL 8: L: 50 gp; C: 0 gp; M: 0 gp. APL 10: L: 75 gp; C: 0 gp; M: 0 gp. APL 12: L: 25 gp; C: 0 gp; M: +1 greatsword (4) (196 gp per character/per sword); +1 chain shirt (4) (104 gp per character/per shirt); cloak of resistance +1 (4) (83 gp per character/per cloak). Encounter Eight: Defeat the trolls and take their equipment. APL 6: L: 0 gp; C: 0 gp; M: 0 gp. APL 8: L: 8 gp; C: 0 gp; M: 0 gp. APL 10: L: 6 gp; C: 0 gp; M: +1 battleaxe (193 gp per character); +1 chain shirt (104 gp per character). APL 12: L: 6 gp; C: 0 gp; M: +1 battleaxe (3) (193 gp per character/per axe); +1 chain shirt (3) (104 gp per character/per shirt). Total Possible Treasure: APL 6 514 gp APL 8 1,250 gp APL 10 2,100 gp APL 12 3,000 gp Items for the Adventure Record �Gratitude of the Kron Hills gnomes: For their bravery in the defense of Sheernobb, the characters have earned an Influence Point with the Kron Hills Gnomes. Furthermore, the gnomes of the Kron will provide access to the items listed under “Items Found During the Adventure,” below. This character receives further reward based on the decision made in the course of the adventure, as follows (mark only one, at most, of the following, and cross out the others) �If the characters stayed to defend Sheernobb, then Lord Avgustin admires their bravery. The characters earn an Influence Point with Lord Avgustin, and will be accepted into the Avgustin House Guard meta-org if they choose. If already members of the Avgustin House Guard, they can accept an early promotion to a higher level if they meet the other qualifications. Furthermore, this character can purchase the armor enhancement invulnerability after any Verbobonc regional scenario. They do this by paying the difference in cost between the old and new armor. �If the characters hunted down the assassins, then Lord Milinous admires their unquenchable lust for vengeance. The characters earn an Influence Point with House Milinous, and will be accepted into the Milinous House Guard meta-org if they choose. If already members of the Milinous House Guard, they can accept an early promotion to a higher level if they meet the other qualifications. Furthermore, this character can purchase the weapon enhancement bane (giants) after any Verbobonc regional scenario. They do this by paying the difference in cost between the old and new armor. �If the characters led the refugees to safety, then Lady Asbury admires their dedication to the defenseless. The characters earn an Influence Point with House Asbury, and will be accepted into the Asbury House Guard meta-org if they choose. If already members of the Asbury House Guard, they can accept an early promotion to a higher level if they meet the other qualifications. Furthermore, this character can purchase the weapon enhancement axiomatic after any Verbobonc regional scenario. They do this by paying the difference in cost between the old and new armor. �If the characters left on their own and left Sheernobb to fend for themselves, then bards of Verbobonc learn of their actions and spread the word of their unheroic deeds to one and all in the Viscounty. All Charisma based checks in the region of Verbobonc suffer a –2 modifier. Furthermore, all goods and services in the Verbobonc region cost 10% more for the character. Contact the Verbobonc Triad for details on fixing this problem. Decision at Sheernobb Page 24 Appendix One: Non-Player Characters Residents of Sheernobb �Glennddarc: male gnome Wiz7; CR 7; Small humanoid (gnome); HD 7d4+7; hp 29; Init +2; Spd 20 ft.; AC 15 (+1 size, +2 Dex, +2 natural), touch 13, flat- footed 13; BAB +3; Grapple -2; Atk +4 melee (1d3/17- 20, +1 keen dagger) or +6 ranged (1d6/19-20, light crossbow); SA spells; SQ familiar (weasel), gnome traits; AL LN; SV Fort +3, Ref +6, Will +6; Str 9, Dex 14, Con 12, Int 18, Wis 12, Cha 12. Skills and Feats: Alchemy +10, Appraise +6, Concentration +6, Craft (gemcutting) +10, Diplomacy +3, Gather Information +2, Hide +7, Knowledge (arcana) +6, Listen +6, Search +5, Spellcraft +10, Spot +4, Tumble +3; Brew Potion, Craft Wand, Craft Wondrous Item, Scribe Scroll, Spell Focus (Illusion). Possessions: wool clothing, spell component pouch, light crossbow, various gems (total value 300 gp), +1 keen dagger, ring of minor energy resistance (fire), amulet of natural armor +2. Wizard Spells Prepared (4/5/4/3/2; save DC 14 + spell level, DC 16 + spell level for Illusion spells): 0— dancing lights, flare, light, open/close; 1st—grease, obscuring mist, silent image, unseen servant, ventriloquism; 2nd—glitterdust, hypnotic pattern, minor image, Tasha’s hideous laughter; 3rd—hold person, displacement, major image; 4th—lesser geas, shadow conjuration. �Meldreeb: male gnome Rog6/Wiz(Ill)2; CR 8; Small humanoid (gnome); HD 6d6+2d4+18; hp 58; Init +2; Spd 20 ft.; AC 16 (+1 size, +3 Dex, +2 leather armor), touch 14, flat-footed 13; BAB +5; Grapple +2; Atk +8 melee (1d3+2/19-20, +1 dagger) or +9 ranged (1d6/19- 20, light crossbow); SA sneak attack +3d6, spells; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL NG; SV Fort +4, Ref +8, Will +5; Str 12, Dex 16, Con 14, Int 14, Wis 10, Cha 12. Skills and Feats: Alchemy +13, Appraise +11, Decipher Script +3, Diplomacy +10, Disable Device +8, Escape Artist +12, Gather Information +10, Hide +16, Listen +9, Move Silently +12, Open Locks +12, Profession (herbalist) +3, Spot +9, Tumble +5, Use Rope +5; Alertness, Combat Reflexes, Improved Initiative, Scribe Scroll. Possessions: +1 dagger, leather armor, dagger, light crossbow, flint and steel. �Gnome Scouts: male gnome Rog3; CR 7; Small humanoid (gnome); HD 3d6+6; hp 20; Init +7; Spd 20 ft.; AC 16 (+1 size, +3 Dex, +2 leather armor), touch 14, flat-footed 13; BAB +2; Grapple -1; Atk +4 melee (1d3/19-20, dagger) or +6 ranged (1d6/19-20, light crossbow); SA sneak attack +2d6; SQ evasion, gnome traits, trapfinding, trap sense +1; AL NG; SV Fort +3, Ref +6, Will +1; Str 12, Dex 16, Con 14, Int 8, Wis 10, Cha 10. Skills and Feats: Bluff +6, Hide +13, Move Silently +9, Listen +8, Search +5, Spot +8, Tumble +9; Alertness, Improved Initiative. Possessions: leather armor, dagger, light crossbow, flint and steel, 25 gp. Giant Forces Encounter Two (APL 10 and 12) and Encounter Seven (APL 12) �Ogre Mage Assassins: male ogre mage Rog4; CR 10; Large Giant; HD 5d8+4d6+45; hp 85; Init +6; Spd 40 ft. fly 40 ft. (good); AC 21 (-1 size, +2 Dex, +5 natural, +5 +1 chain shirt), touch 11, flat-footed 21; BAB +6; Grapple +18; Atk +14 melee (3d6+13/19-20, +1 greatsword) or +13 melee (1d6+8/19-20, dagger); Full Atk +14/+9 melee (3d6+13/19-20, +1 greatsword) or +13/+8 melee (1d6+8/19-20, dagger); Space/Reach 10 ft/10 ft; SA sneak attack +2d6, spell-like abilities; SQ darkvision 90 ft., evasion, low-light vision, regeneration 5, trapfinding, trap sense +1, uncanny dodge; SR19, AL NE; SV Fort +11, Ref +8, Will +5; Str 26, Dex 14, Con 20, Int 12, Wis 14, Cha 18. Skills and Feats: Bluff +16, Concentration +11, Hide +10, Listen +8, Move Silently +14, Spellcraft +7, Spot +8; Combat Reflexes, Expert Tactician*, Improved Feint, Improved Initiative. Possessions: +1 chain shirt, +1 greatsword, cloak of resistance +1, six daggers. Spell-Like Abilities: At will—darkness, invisibility; 1/day—charm person (DC 15), cone of cold (DC 19), gaseous form, polymorph, sleep (DC 15). Caster level 9th. The save DCs are Charisma-based. Flight (Su): An ogre mage can cease or resume flight as a free action. When using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid do normal damage to an ogre mage. *see Appendix Two Encounter Three A (APLs 10 and 12) �Hill Giant Barbarian: male hill giant Bbn4; CR 11; Large Giant; HD 12d8+4d12+96; hp 187; Init -1; Spd 50 ft.; AC 22 (-1 size, -1 Dex, +9 natural, +5 +1 chain shirt), touch 8, flat-footed 22; BAB +12; Grapple +27; Atk +24 melee (2d8+17/17-20, +1 heavy flail) or +22 melee (1d4+11, slam) or +11 ranged (2d6+11, rock); Full Atk Decision at Sheernobb Page 25 +24/+19/+14 melee (2d8+17/17-20, +1 heavy flail) or +22/+17/+12 melee (1d4+11, slam) or +11/+6/+1 ranged (2d6+11, rock); Space/Reach 10 ft/10 ft; SA rage 2/day, rock throwing; SQ fast movement, rock catching, trap sense +1, uncanny dodge; AL NE; SV Fort +19, Ref +5, Will +8; Str 32, Dex 8, Con 22, Int 9, Wis 10, Cha 10. Skills and Feats: Climb +12, Intimidate +12, Jump +13, Listen +5, Spot +5; Cleave, Great Cleave, Improved Critical (heavy flail), Iron Will, Power Attack, Weapon Focus (heavy flail). Possessions: +1 chain shirt, +1 heavy flail, cloak of resistance +1, rocks. Rage (Ex) 2/day – HD 12d8+4d12+128; hp 219; AC 20, touch 6, flat-footed 20; Grapple +29; Atk +26 melee (2d8+20/17-20, +1 heavy flail) or +24 melee (1d4+13, slam) or +11 ranged (2d6+13, rock); Full Atk +26/+21/+16 melee (2d8+20/17-20, +1 heavy flail) or +24/+19/+14 melee (1d4+13, slam) or +11/+6/+1 ranged (2d6+13, rock); SV Fort +21, Will +10; Str 36, Con 24; lasts 10 rounds. Encounter Three A (APL 12) and Encounter Three B (APL 12) �Ogre Berserker: male ogre Bbn8; CR 11; Large Giant; HD 4d8+8d12+48; hp 118; Init +1; Spd 40 ft.; AC 20 (-1 size, +1 Dex, +5 natural, +5 +1 chain shirt), touch 10, flat-footed 20; BAB +11; Grapple +23; Atk +20 melee (3d6+13/19-20/x3, +1 greataxe) or +11 ranged (1d8+8, javelin); Full Atk +20/+15/+10 melee (3d6+13/19- 20/x3, +1 greataxe) or +11/+6/+1 ranged (1d8+8, javelin); Space/Reach 10 ft/10 ft; SA rage 3/day; SQ damage reduction 1/–, fast movement, improved uncanny dodge, trap sense +2; AL CE; SV Fort +15, Ref +4, Will +4; Str 26, Dex 12, Con 18, Int 8, Wis 10, Cha 4. Skills and Feats: Climb +13, Hide –5, Jump +17, Listen +6, Spot +2, Survival +12; Cleave, Improved Critical (greataxe), Power Attack, Power Critical (greataxe)*, Weapon Focus (greataxe). Possessions: +1 chain shirt, +1 greataxe, cloak of resistance +1, four javelins. Rage (Ex) 3/day – HD 4d8+8d12+75; hp 142; AC 19, touch 9, flat-footed 19; Grapple +25; Atk +22 melee (3d6+16/19-20/x3, +1 greataxe) or +11 ranged (1d8+10, javelin); Full Atk +22/+17/+12 melee (3d6+16/19- 20/x3, +1 greataxe) or +11/+6/+1 ranged (1d8+10, javelin); SV Fort +17, Will +6; Str 30, Con 22; lasts 9 rounds. *see Appendix Two Encounter Eight (APL 8) �Troll Ranger: male troll Rgr3; CR 8; Large Giant; HD 6d8+3d8+54; hp 89; Init +1; Spd 30 ft.; AC 19 (-1 size, +1 Dex, +5 natural, +4 chain shirt), touch 10, flat- footed 18; BAB +7; Grapple +18; Atk +14 melee (1d8+7, claw); Full Atk +14 melee (1d8+7, 2 claws) and +11 melee (1d6+3, bite); Space/Reach 10 ft/10 ft; SA rend 2d6+10; SQ darkvision 90 ft., favored enemy (elves +2), low-light vision, regeneration 5, scent, wild empathy, AL NE; SV Fort +14, Ref +6, Will +7; Str 24, Dex 12, Con 22, Int 10, Wis 15, Cha 10. Skills and Feats: Hide -2, Listen +14, Knowledge (nature) +3, Move Silently +4, Spot +14, Survival +5; Improved Natural Attack (claw), Iron Will, Multiattack, Track, Two-Weapon Fighting, Weapon Focus (claw). Possessions: battered chain shirt. Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage. Regeneration (Ex): Fire and acid deal normal damage to a troll. Decision at Sheernobb Page 26 Appendix Two: New Rules Expert Tactician [General] (from Song and Silence) Your tactical skills work to your advantage. Prerequisites: Dex 13+, base attack bonus +2, Combat Reflexes. Benefit: You can make one extra melee attack (or do anything that can be done as a melee attack or a melee touch attack, including attempts to disarm, trip, or make a grab to start a grapple) against one foe who is within melee reach and denied a Dexterity bonus against your melee attacks for any reason. You take your extra attack when it’s your turn, either before or after your regular action. If several foes are within melee reach and denied Dexterity bonuses against your attacks, you can use this feat against only one of them. Note: This feat first appeared in Sword and Fist. This version supersedes the one originally printed there. Power Critical [General] (from Masters of the Wild) Choose one weapon, such as a longsword or a greataxe. With that weapon, you know how to hit where it hurts. Prerequisites: Improved Critical with weapon, base attack bonus +12, proficiency with weapon. Benefit: Once per day, you can declare a single melee attack with your chosen kind of weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the critical, regardless of whether the actual attack roll was a threat. Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once per day per kind of weapon to which it applies. Decision at Sheernoob Page 27 Player Handout One Invitation You are cordially invited to attend the 500 th Anniversary of the founding of Sheernobb. As an honorary citizen of the village and defender of the same, you will be treated with all honors according to gnome traditions. Signed, Glennddarc Headgnome Decision at Sheernoob Page 28 Critical Events Summary Decision at Sheernoob Did the characters ever treat any of the ranking gnomes poorly? Yes No If yes what are the characters names and player names? 1 2 3 4 5 6 Did the character keep Glennddarc alive in the Moot Hall? Yes No Did the characters go assist the northern flank? Yes No Where they successful in their mission there? Yes No Did the characters go to stop the breach at the front gate? Yes No Did the characters help defend the rents and the npc’s? Yes No If yes please list the characters names who did so. 1 2 2 4 5 6 Did the characters then help defend the breach? Yes No Did they discover the remains of Keenbolt? Yes No Which ending did they choose? Helped to defend Sheernobb to give the refugees more time to escape. Yes Attempted to track down Keenbolt’s killers. Yes Helped escort the refugees to the Greenway Valley. Yes Left the village and head north back to the Viscounty on their own. Yes If yes please list the characters names who left on their own. 3 2 4 4 5 6
textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER3-07 Decision at Sheernobb (3E).pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 6 � Armor insulation (Metaregional, Frostburn) � Boots of the winterlands (Metaregional, DMG) � Dagger of venom (Adventure, DMG) � Instant igloo (Adventure, DMG) � Potion of snowsight (Adventure, Frostburn) � Ring of protection +2 (Adventure, DMG) � Whale grease (Metaregional, Frostburn) APL 8 (all of APL 6 plus the following) � Glove of storing (Metaregional, DMG) � Ring of protection +3 (Adventure, DMG) � +1 human bane short sword (Adventure, DMG) APL 10 (all of APLs 6-8 plus the following) � Ring of water walking (Metaregional, DMG) � Amulet of natural armor +3 (Adventure, DMG) � Minor iceheart (Adventure, Frostburn) APL 12 (all of APLs 6-10 plus the following) � Helm of underwater action (Metaregional, DMG) � Ring of protection +4 (Adventure, DMG) � +2 human bane short sword (Adventure, DMG) Adventure Record# 596 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 6 max 900xp; 900gp APL 8 max 1,125xp; 1,300gp APL 10 max 1,350xp; 2,300gp APL 12 max 1,575xp; 3,300gp � Black Hearted: Word has circulated about the failure of Den Vliegenviss to rescue the refugees. Due to your association with the ship you have gained a reputation as being black hearted. In any adventure within the Iuz Border States your PC has a 20% chance of being recognized by any NPC and upon recognition any Charisma based skill checks in relation to Lawful or Good NPC reactions for both yourself and anyone in your party suffer a -4 penalty. All Intimidation checks, however, gain a +2 circumstance bonus if you are similarly recognized within the Iuz Border States. Self-proclamation on your part will result in shifting NPC reactions to you and your party to unfriendly if it was not so already. � Respect for the Dead: You have been decent enough to recover the bodies of fallen members of the Van Ingermann expedition, allowing them to be raised or buried properly by their families. Because of this you will receive a once only discount of 50% on a single future raise dead, resurrection or true resurrection of your choice. � Secrets of the Fler: Through careful study (2 TU) of ancient histories and other Ur-Flan records, you have learned hidden ways of fighting certain demonic foes. You gain a special bonus of +2 to attack and damage rolls when fighting one chosen specific type of demonic creature (marilith, balor, etc.) allied with Iuz. Type chosen: _________________________. � Tribal Greetings: From contact with the priests of the Husik tribe you have learned obscure rituals of appeasement intended to placate restless spirits. This Record Certifies that _______________________________________________ Played by____________________________________________ Player RPGA # Has Completed The Great Northern Expedition A Regional Adventure Set in The Empire of Iuz Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/596/Normal Scenarios/IUZ6-01 The Great Northern Expedition (APL 6-12)/IUZ6-01 - The Great Northern Expedition AR.pdf
DEAD MEN’S TREASURE Part Two of the Dead Men Series A map with an “X marking the spot” has been found in a recently uncovered tomb located in the small fishing village of Abigail’s Cove. The village’s mayor has sent out a secret call to trusted adventurers; offering a split of whatever treasure they can recover. Success means fortune for Abigail’s Cove, its villagers, and the adventurers. A Four-Hour Adventure for 5th–10th Level Characters I R T THE ROLE INITIATIVE Jeff C. Stevens Adventure Designer Adventure Code: CCC-TRI-25-DEAD1-2 Optimized For: APL 8 Version: 1.1 Editor: Jared Zeiders Formatting and Layout: Derek Ruiz Play Testing: Cody Garcia, Neil Tozier, Sean Finn, Mikayla Toy-Tozier, Dano Knobel, Daniel Pyles Artists: Luis Prado, Nathalie Lehnert Dead Men Sigil: Jay Africa Cartography: Elven Tower RPG Maps, Glen Cooper, Jeff C. Stevens Senior Editor: David Jedlinsky Special Thanks: Al Spader Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Alan Patrick, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Lysa Chen DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 2 Introduction Welcome to Dead Men’s Treasure, a D&D Adventurers League™ adventure, part of the official D&D Adventurers League™ organized play system and The Role Initiative’s Dead Men series. The adventure begins in a fishing village just south of Hulburg named Abigail’s Cove. From there, the adventurers travel across the Moonsea to a location marked on a treasure map. This adventure is designed for three to seven 5th–10th level characters and is optimized for five characters with an average party level (APL) of 8. Characters outside this level range cannot participate in this adventure. Adjusting This Adventure This adventure provides suggestions in making adjustments for smaller or larger groups, characters of higher or lower levels, and characters that are otherwise a bit more powerful than the adventure is optimized for. You’re not bound to these adjust- ments; they’re here for your convenience. To figure out whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s APL. To approximate the party strength for the adventure, consult the following table. Determining Party Strength Party Composition Party Strength 3–4 characters, APL less than Very weak 3–4 characters, APL equivalent Weak 3–4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6–7 characters, APL less than Average 6–7 characters, APL equivalent Strong 6–7 characters, APL greater than Very strong Some encounters may include a sidebar that offers suggestions for certain party strengths. If a partic- ular recommendation is not offered or appropriate for your group, you don’t have to make adjustments. Party Strength: Deadly. Many Adventurers League groups turn out to be stronger than the Party Strength listed above would suggest. In such a case, the DM and players should feel empowered to raise the difficulty. To that end, a new party strength of “Deadly” has been added to the final encounter for Very Strong parties whose players would like an additional challenge. Before Play at the Table Before you start play, consider the following: • Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiarize yourself with the adventure’s appendices and handouts. • Gather any resources you’d like to use to aid you in running this adventure—such as note cards, a DM screen, miniatures, and battlemaps. • Ask the players to provide you with relevant char- acter information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.) Playing the Dungeon Master You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life. To facilitate this, keep in mind the following: You’re Empowered. Make decisions about how the group interacts with the adventure; adjusting or improvising is encouraged, so long as you maintain the adventure’s spirit. This doesn’t allow you to implement house rules or change those of the Adventurers League, however; they should be consistent in this regard. Challenge Your Players. Gauge the experience level of your players (not the characters), try to feel out (or ask) what they like in a game, and attempt to deliver the experience they’re after. Everyone should have the opportunity to shine. Keep the Adventure Moving. When the game starts to get bogged down, feel free to provide hints and clues to your players so they can attempt to solve puzzles, engage in combat, and roleplay interactions without getting too frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for stalling—play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 3 Adventure Primer “Yet it isn’t the gold that I’m wanting, so much as just finding the gold.” –Robert W. Service Adventure Background Dead Men’s Treasure begins in the small fishing village of Abigail’s Cove, where Dead Men’s Tales previously occurred. In Dead Men’s Tales, a tomb was found and the bones of Abigail were returned to her pirate lover, named Dread Red. Within that tomb, a pirate map was discovered that leads to a treasure Dreadarious Redvane left for his beloved Abigail; a tribute to both her and his love for her. Location and NPC Summary The following NPCs and locations feature prominently in this adventure. Locations Abigail’s Cove. A small fishing village just south of Hulburg. Abigail’s Cave. A small cave that held the remains of Abigail (from Dead Men’s Tales). NPCs Bigby Soths. A teenage human boy, son of Clarence Soths, and friends with Angst and Liam Kribs. Beatrice Bandi. A dwarf fisherwoman with a small knowledge of arcane magic, and mayor of the village. Angst and Liam Kribs. Twin brothers and friends with Bigby Soths. Delphina Soths. Owner of Delphina’s Bakery and mother to Bigby. Ike the Blacksmith. Hill-dwarf blacksmith. Jesper. Gnome fisherman found at the docks. Jimbo Teether. Gnome owner of the general store. Old Fish Eye. An old fisherman with information to share. Angry Adrik. A mean-looking pirate captain who happens to be very friendly and jovial. He wears a constant snarl due to a fishing accident. Pip Sterling. A debonair pirate who considers himself more of a merchant. Kiya “Spider of the Sea”. A pirate captain who will do whatever she must to get what she wants. Her ship and crew are the most important things to her. Other NPCs are listed in “The Crew,” page 10. Adventure Overview A map leads to a treasure hidden in a small cave on the east banks of the Moonsea. Several pirate captains have learned of this map and have offered their crew and ship for a share of the treasure. The first half of the adventure is role play heavy and it would be best if you read the entirety of the adventure before running it at a table. The last half of the adventure is a dungeon-crawl through a cave system and does not require as much preparation as it is mostly linear. There is the possibility the party may become split. The adventure is broken down into five parts: Part 1. The adventurers enter Abigail’s Cove, speak with a villager or two, and then meet with Beatrice Bandi—the village’s mayor. Beatrice explains the situation and has the adventurers sign contracts before the adventure proceeds further. Part 2. The adventurers meet the pirate captains and their crew, who happen to be relaxing in a large tent set up along the shoreline of Abigail’s Cove. During part 2, the adventurers can participate in pirate games and choose which captain will take them across the Moonsea. Part 3. Having chosen their captain, the adven- turers interact with the crew and perform special duties when asked. Part 4. Having reached their destination, the adventurers must trek through a hazardous cave system to reach the guarded pirate treasure. Part 5. After completing their quest, the party returns to Abigail’s Cove and splits the treasure with the village. Adventure Hooks Story Hook. Beatrice Bandi is trying to keep the treasure map a secret. She has sent messengers to several trusted adventurers who she knows from Dead Men’s Tales, or those whose factions have suggested as trusted members. All Factions (Faction Assignment). Beatrice Bandi, the mayor of the small fishing village known as Abigail’s Cove, has asked us for the name of a trusted member or two. Your name was one of the first I thought of when asked. I don’t know the specifics of the mission, but it should prove fruitful for you. Participants of Dead Men’s Tales. Greetings! Your courage and professionalism were noted when you saved our fishing village, Abigail’s Cove. Something special has come up and I’d like to meet with you there. I can’t give you the specifics, but let’s just say it will be an adventure. Beatrice Bandi Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 4 Part 1. Abigail’s Cove Estimated Duration: 15 minutes The adventure begins with the party entering Abigail’s Cove. They’ve each received a summons of some sort and travel together. Have characters do introductions as their party moves toward the cove. General Features Abigail’s Cove is made up of several small houses and buildings, and it has these general features. Terrain. The village lies on a hill that gently slopes down to the waterfront. Though the village terrain is mostly dirt, the shoreline is a grainy sand. Weather. Cold, but bearable without extra garments. Though heavy clouds can be seen hanging over the Moonsea, sunlight beams down on the village. Light. Brightly lit. Ample sunlight breaks through during the day. Smells and Sounds. A slight breeze from the sea carries with it the smells of moss, fish, and damp air. Residences. Unless otherwise noted, the homes in Abigail’s Cove have three rooms—two bedrooms and a living area/ kitchen with a stone fireplace. In addition, each home has an outhouse in the backyard. Entering Abigail’s Cove Consult the “Abigail’s Cove Map” for locations in the village. As the adventurers enter Abigail’s Cove, read or summarize: A cool breeze from the Moonsea slips up and over the small hillside you’ve been traveling along. The road makes a slight bend, taking you to the top of the hill. From here you take in quite a view. A quaint fishing village, complete with several medi- ocre fishing boats attached to small docks, rests along the hillside. The road continues down the hill, dividing the hamlet into two halves: a bevy of small houses to the west and a few larger establishments and dwellings to the east. The village appears bustling yet peaceful. All would appear to be quite normal indeed, save that there appears to be three pirate ships anchored outside the cove. Resources in Abigail’s Cove There are several locations in Abigail’s Cove where additional items may be procured. The party may also with to speak with the proprietor. Jimbo’s Store. Jimbo Teether runs this general store. Characters may find items in the Player’s Handbook valued at 4 gp or less available for purchase here. Jimbo also has three potions of healing on hand which he will sell for the price of 75 gp each. Ike the Blacksmith. Ike has on hand all mundane weapons found in the Player’s Handbook valued at 25 gp or less. Ike can also silver a weapon for the price of 125 gp. In addition, he has enough silver on hand to silver two weapons or 20 pieces of ammunition. Delphina’s Bakery. A small but quaint bakery run by Delphina Soths, where one can get a Gooey Roll and a hot drink for 5 cp. Residents of Abigail’s Cove The residents of Abigail’s Cove appear very happy and excited. They do not seem worried in the least about the three pirate ships resting outside the cove. The village is bustling with activity, as if a celebration is about to be had. If spoken to, any resident of Abigail’s Cove has the following information to share: • “It’s quite exciting, isn’t it? The possibility of a lost treasure! Oops . . . I shouldn’t have said that . . .” • “The pirate ships are magnificent, but the crews are a bit odd.” • “The ship captains are very intriguing.” • “There’s a dwarf and two human pirate captains!” • “The dwarf is a bit mean-looking.” • “The human woman . . . she’s just beautiful.” • “The man . . . he’s rather handsome,” said with a giggle. • “Are you the adventurers Beatrice Bandi sent for?” Developments After a few NPCs are spoken to, have one of them escort the party to Beatrice Bandi’s home. Meeting Beatrice Bandi Beatrice Bandi, the dwarf mayor of Abigail’s Cove and the individual who summoned the adventurers, is found in her home. When the party meets Beatrice Bandi, read or summarize: In the center of a living room, an older dwarf leans over a table covered in scrolls, parchments, and maps. She dips the tip of a quill into a small pot of ink, writes something on a piece of parchment, and then stands up while looking satisfied with her work. “Oh,” she says when she notices you. “You’ve arrived just in time. Here, sign these contracts.” She hands you each a piece of parchment. “Once you do, we can get down to business!” Beatrice has been hard at work preparing contracts for both the adventurers and the pirate captains. The adventurers must sign the contracts before they are allowed to hear anything more. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 5 The Adventurer’s Contract The Adventurer’s Contract has only a few clauses. Give the player’s Player Handout 1 and allow them to review it and sign it “in character”. The players may keep the contract if they wish. The important things of note in the contract are: • If you die, you are dead. Resurrection services are at your own expense and will not be covered by your employer. • You are to respect your ship’s crew and captain. Disrespect will not be tolerated, and the ship’s captain has the right to deal with you as if you were a normal crew member. • Your payment depends on your success, and you will be given a share of all recovered treasure. • The share breakdown is as follows: • 20% goes to the village of Abigail’s Cove. • 30% goes to the ship’s captain and its crew. • 50% goes to those who sign the Adventurer’s Contract, to be divided however they wish between all survivors. • If for some reason you exit the adventure or are unsuccessful in finding the treasure, all informa- tion you have gathered from our discussions is considered confidential. • It is in your best interest to be honest about all found treasure. Any discovered thievery of coin, gems, or items will be dealt with posthaste. Negotiations The characters may have a few questions about the contract. Use the below information to answer questions and negotiate if needed: • Why does Abigail’s Cove receive 20% of the treasure? It’s our map! 10% of that amount is being divided between the families of Abigail’s Cove, with the other 10% going to the village coffers to pay for village upgrades, repairs, and celebrations. • Who are the ship captains? You’ll meet them shortly. Unfortunately, even secrets aren’t secret these days. It appears we couldn’t keep loose mouths away from listening ears, and word of our map spread. The ships arrived a few days ago and the captains have offered their services for the adventure. • Which captain/ship will we use? Oh! You get to choose that. You’ll have the opportunity to inter- view each captain and then choose who will steer you on this adventure. Each has already signed a contract which states they understand they may not be chosen. • Why do we have to respect the captain and crew? Because it’s their ship and their home! I for one would not want to be in the middle of the Moonsea when I upset a ship’s crew. • How far away is the treasure? You’ll leave tomorrow morning. I’m told you should reach the site sometime during your second day at sea. Contracts Signed Once signed, Beatrice Bandi takes the contracts, rolls them up, ties them with a small ribbon, and then places them on the table. She then shows the party to the map and pendant that were found. “Good! Good!” says the dwarf as she places the con- tracts together, rolls them up, and ties them with a red ribbon. “Now . . . let me show you what was found!” She lifts a leather scroll case from the table, opens it, and withdraws a map and a small ruby which has been cut in the shape of a heart. “These were found in the old tomb of Abigail. It clearly looks like a treasure map to me,” she says with a hint of excitement in her voice. “Some of the villagers wanted to sell the ruby but I thought it might have some hidden meaning since it was found with the map.” She then places the map and ruby back in the scroll case and hands it to you. “Here, these are yours now. Give the map to the captain you choose. They don’t know the exact location marked on there, probably because I only told them the general area.” She smacks your shoulder with a wink. “Come on now, let’s go!” Heart-shaped Ruby The heart-shaped ruby can be used to open the door of the vault at the end of the adventure. Developments Beatrice Bandi shows the party to the door and tells them to go to the tent and choose their captain. She doesn’t want to interfere with their decision. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 6 Part 2. Pirates in the Cove Estimated Duration: 45 minutes The adventurers have the opportunity to interact with some of the pirates, play some games, and meet the captains of the ships. They must choose a captain to take them across the Moonsea. A Tent Full of Pirates Location “PT” on the “Abigail’s Cove Map” rep- resents a large shelter that has been constructed to appease the pirates. It provides a place for them to rest, relax, and mingle in Abigail’s Cove while they wait to hear if their captain has been chosen to lead the expedition. The pirates have found several ways to entertain themselves. Although gambling is not permitted in Abigail’s Cove, some of the pirates are secretly placing wagers during activities and events. Others participate just for the fun of it. As the party approaches or enters the large pirate tent, read or summarize: A giant tent, constructed from what must be a sail, held up by several fresh timbers, stands along the shoreline of the cove. Two sides of the tent are closed as the white canvas spills over the standing “poles.” The other sides of the tent are open, allowing the occupants a view of the cove, their ships, and the village’s main street. Inside, a multitude of humanoids laugh and cheer while standing around large wooden tables. There seems to be several events taking place in the tent. Pirate Events The pirates are competing against one another in several events, with each ship’s crew having one reigning champion in each event. Gambling Although gambling isn’t permitted in Abigail’s Cove, the pirates have found a way around this. They use thieves’ cant to place their wagers with one another. A creature with a passive Perception (Wisdom) of 13 or higher notices several of the pirates making hand gestures and speaking strange-sounding sentences. Examples include: • I’d like an egg yolk in the morning. . . say around 5 am before I go fishing. (Translation: I’ll bet 5 gold on the underdog.) • I’ll take the same and add a side of ham. (Translation: I raise you 5 gold.) • It’ll be a cold day on the Moonsea when I give up my sword. (Translation: Deal!) • I’m sleeping in tomorrow. (Translation: I’ll not take that wager.) If an adventurer partakes in one of the games, the pirates begin betting: • I saw a big fish in the cove this morning. (Translation: This one’s an easy target.) • Think it weighed around 10 pounds? (Translation: I bet 10 gold against the new guy.) • 10? Nah, more like 20! (Translation: I’ll raise you to 20 gold!) • That fish sounds like a lunker! (Translation: I’m betting on the new guy!) If a player understands thieves’ cant, they may partake in the betting. They may also win or lose their gold pieces if they wager. Arm Wrestling The event involves contested Strength (Athletics) checks. Three successful contested checks in a row results in a win, with the third check having advantage due to the position of the arms. Example: • Check one, player wins (1 success) • Check two, player loses (restart win tracking) • Check three, player wins (1 success) • Check four, player wins (2 successes) • Check five (rolled with Advantage), player wins—WINNER! The current champion is Big’Ox, a brawny female minotaur (Strength 18, +6 Athletics). Dagger Throwing A participant gets three daggers, throwing each dagger at a target (the skull of a mind flayer). After all daggers have been thrown, the participant who stuck a dagger between the eyes of the skull is deemed the winner. If both players accomplished this, then the result is a tie and there is no winner. If the participants stuck many daggers between the eyes, then the participant with the most daggers in that area wins the match. Thrown Dagger Result Attack Roll Effect 1–8 Miss (describe as you wish) 9–10 Hits between the eyes, but the hilt hits and the dagger doesn’t stick 11–13 Hits left of face, and dagger sticks 14–16 Hits right of face, and dagger sticks 17–18 Hits the forehead, and dagger sticks 19+ Hits between the eyes, and dagger sticks The current champion is Two Fingers of Rum, a slender male tabaxi who is quite sure of himself (Dexterity 16, +5 to hit). Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 7 Beadwork Either because they’ve developed a skill for knitting while mending sails or clothing, or because they merely prefer the quiet of knitting and beading, several crew members sit at a table with needles, threads, and a bowl of beads made from shells, small stones, bits of bone, dried fruits, and seeds. They work quietly while enjoying their mugs of ale and listening to the entertainment. An adventurer may attempt to create their own beadwork art piece. Successfully creating a bead- work item requires a DC 15 Intelligence (Insight) check. The character may describe the colors and beads they would like to use, many different colors are available, and each item created has a value of 6 sp. The item options include: • A necklace • A bracelet • A hatpin Entertainment One young pirate has been assigned the task of entertaining the crowd. He (Bibby, teenage human) plays a fife while standing on a crate in the center of the tent, but the notes are often off key and the fife squeaks when he changes notes. The pirates endure the squeaks, but often cry out if Bibby hits a wrong note, sometimes throwing what is close to hand at him (piece of bread, empty mug). Bibby’s Songs (which he sings off key): 1. It’s a pirate’s life for me oh boy, It’s a pirate’s life for me. By golly, by Jilly, By Jenny, By Jen, It’s a pirate’s life for me . . . 2. There was once a man who tried to walk on water, Sported a pipe and a hat with three corners. Took a wager that he prove what he’d been boastin’, Now his name’s spoken whenever we be toastin’. 3. The Moonsea is my home, The Moonsea is my life, I don’t need nothin’ more, Not even a wife. An adventurer may attempt to entertain the crowd. If they do, use Performance (Charisma) checks to determine how well they entertain the jovial, yet hard-to-please, pirates. Performance Critique Result Crowd Reaction 1–10 “You get paid for this?” 12–13 Golf claps—several pirates tap their feet, softly clap, and smile 14–16 Very nice—character receives a solid round of applause 17–19 Impressive performance—character receives a solid round of applause and 2d6 silver pieces are tossed from the crowd 20+ Character receives a standing ovation, 4d6 silver pieces tossed from the crowd, an shouts of “Encore! Encore!” from the crowd. If an encore is performed, reward an additional 2d6 silver pieces, with no additional roll. Captains in the Tent The captains of the three ships all sit around a table in the center of the tent. They are each in the running for the job, and each has promised to be civil to one another while they await the decision of who is to be the captain of the adventure. Each captain has its own write up and brief his- tory located at the end of this adventure. In addition, each captain has its own supplemental encounter found on that sheet. Angry Adrik Dwarf swashbuckler, lawful neutral Ship: Blue Fin Demeanor: Happy and Jovial. Ready to set sail! Quote: “I don’t go on many dates; there’s too many fish in the sea!” Adrik isn’t really angry; he just had a freak accident while fishing one day. The line snapped, came across his face, severed some muscles and nerves, and left him with a constant snarl. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 8 Pip Sterling Human swashbuckler, chaotic good Ship: Silver Corsair Demeanor: Confident, Charismatic, a Charmer Quote: “Hello there lass! Aren’t you just prettier than a Chultan diamond.” Pip Sterling has always fancied himself a pirate. Ever since he was kidnapped to work as a swabby for Captain Lorne Muldune, Pip has sworn to recruit his own crew in order to get revenge on Captain Muldune and his ship the Bloody Dagger. Kiya—The Spider of the Sea Human swashbuckler, chaotic neutral Ship: Recluse Demeanor: Pompous, Arrogant, yet flirty Quote: “I’ll flirt with anyone to get my way, then I’ll walk away.” Kiya, also known as the “Spider of the Sea,” is the daughter of a pirate. Kiya’s mother passed during childbirth, leaving Kiya’s father to raise her on the Moonsea. She learned how to handle the crew members quickly, giving orders—correct orders at that—and setting the crew straight when necessary. A Captain is Chosen Once a captain is chosen, take a moment to review their history. The crew members may be asked questions about the captain during the voyage and this may help with the roleplay. Preparing for Sea After the captain is chosen, the remaining captains and their crews board their ships and set sail, there’s no reason for them to stay in Abigail’s cove any longer. They each understood that they may not be selected, and although sad that they weren’t, there’s no ill will. They do have a parting word for the adventurers. Pip Sterling. “Good luck on your voyage. May your Moonsea travels be fruitful!” Angry Adrik. “Aarr . . . I’d have been the better choice, but you’re in good hands.” Kiya. “I’m not sure what to make of your decision. I’m certain you’ll realize it wasn’t the best choice later.” Developments After the captain is selected, the following events occur: • The chosen captain gathers their crew, who then begin prepping the ship for the journey. • Beatrice Bandi offers the adventurers shelter in her home. It’s a small house, but the party may camp out in her living room. • The merchants stay open for one hour after the captain is selected, allowing the adventurers time to purchase any supplies they might need. • The expedition begins at sunrise the next day. Beatrice gives them each a Gooey Roll from Delphina’s Bakery and then pushes them out the door. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 9 Part 3. A Pirate’s Life for Me! Estimated Duration: 60 minutes The adventurers have chosen their captain and ship and will now travel on the Moonsea for two days, reaching their destination at the end of the second day. Note that each captain has an optional encounter during the voyage—be sure to include it at the right time! Sea Legs After a few hours of sailing on the Moonsea, there’s the possibility of the adventurers getting seasick. Each character must pass a DC 15 Constitution saving throw or be poisoned. Symptoms include a churning stomach, cold sweats, and vomiting. Characters with a seamanship background or history (i.e., pirate, fisherman) or one proficient in sea vessels are immune to seasickness. A character can repeat the saving throw after a long or short rest, with a success causing them to be immune to the effects of the rolling sea for the duration of the adventure. Casting lesser restoration or a similar spell on the afflicted creature cures it of its sickness until the end of the adventure. Pieces and Parts of the Ship To make DMing easier, the following locations are found on each of the ships: General Features of the Ship Terrain. Wooden planks, steps, and doors. Weather. Damp and cool. Light. Ample light comes in through porthole windows in each of the rooms. The lowest deck has no windows and is considered dark. Smells and Sounds. A slight breeze from the sea carries with it the smells of moss, fish, and damp air. The Main Deck The crew is generally found here during the day tending to sails, cleaning the deck, checking the rigging, and keeping watch. A. Main Deck Bell A medium-sized brass bell with a ringer hangs on a pole near the center of the ship. The bell is used to warn the crew of immediate danger. Whenever the bell is rung the crew rush to the deck, make their way to the railing, and ready their weapons. B. Main Deck Railing Fastened to each side of the railing are unloaded heavy crossbows with a quarrel of 3 bolts for each which may be removed and used for ranged attacks in the event of a battle at sea. C. Top Deck Harpoon Gun A harpoon gun (use ballista statistics) is attached to the top deck and has the ability to pivot 180 degrees side-to-side and 80 degrees vertically, covering the front of the ship. Three creatures can man the harpoon gun, with each using their action to accomplish one of the above required actions. If an adventurer mans the harpoon gun, two of the ship’s crew assist in the loading and aiming, but they do not grant advantage on attack rolls for assisting. D. Captain’s Quarters A small bed and desk adorn this room. Although the captains often eat with the crew, there are times when they want a little peace and quiet, or to dine with a few guests for an evening. In this case, the bed is leaned against the wall, the desk is moved further back and a table is brought in to accommo- date up to six guests. Treasure. Searching the desk reveals a few notebooks filled with nautical terms, a skeleton key (which has no use), a quill, an ink pot, and a pearl necklace worth 50 gp. Below Deck The below deck features: E. Cook’s Quarters A small room containing a straw bed and a table. Searching the table reveals a quill, a pot of ink, and a small diary filled with different recipes. The first page of the diary reads, “Whipping and Cooking with Whisk.” F. Galley A small galley where the crew eat and entertain themselves with games, songs, and whatever else they can think of. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 10 G. Crew Quarters A small living quarters for the crew made up of swinging hammocks. H. Guest Quarters A guest quarters featuring a small feather bed and four swinging hammocks I. The Head Because the weather isn’t always nice enough to relieve oneself above deck, an interior watershed has been added to the ship, complete with two buckets, each possessing a lid with a 10-inch round hole. The Lower Deck The lower deck is used to secure cargo, extra weap- ons, freight, and extra food. This area is searched once a day for rats and other vermin. The exception would be the encounter “Stowaway.” The first time this area is entered, choose one of the following for the adventurers to encounter. • Four swarms of rats • One mimic has snuck onto the ship and is hiding in this area. It’s hungry and needs to eat. It attacks the first creature that comes within range (place the mimic wherever you like). • Whisk’s shipment has gotten loose and now roams this area. Four constrictor snakes are hiding within the barrels and crates, each in separate locations placed as the DM wishes. If the snakes aren’t found and dealt with, they appear in area H, “Guest Quarters” later that night. J. Whisk’s Hiding Spot The cook, Whisk, has uses the large crate in this area as a place to hide, smuggle, and transport precious cargo. He has his own side business, which may be encountered later. The Crew To make DMing easier, the following crew members are found on each of the ships: The Captain Refer to the appropriate summary sheet for the captain whom the adventurers have chosen. The First Mate—JimJim JimJim is a young human who appears very anxious. He’s new to his post, but not to the ship. He’s been appointed to fill the recent vacancy created when a wyvern snatched the previous first mate from the ship. If you use the wyvern attack, JimJim drops to the deck, covers his head with his hands, and whimpers when the wyvern is spotted. JimJim could also be the crewmember snatched up by the wyvern, in which case, JimJim screams and cries, flailing his arms and legs wildly while being clutched by the wyvern. The Bosun—Big’Ox Big’Ox is a female minotaur who has traveled the Moonsea and other waterways since she was just a calf. She has a strikingly tough build, sports battle scars across her face and shoulders, and is missing the pinkie and thumb of her left hand, which were lost during a battle with some pesky deep scion several years ago. The Cook—Whisk Whisk is a middle-aged male halfling who acts as the ships cook. He’s not very handy with a weapon, but he wields his cooking utensils beautifully—toss- ing and flipping them in air then catching them behind his back or between his teeth. Sometimes, his creations are not to the crew’s liking as they are a “beef and potatoes” people, and Whisk prefers to cook obscure roots, vegetables, and meats, often adding foreign and exotic spices. Whisk also has a side-scheme going—he has a secret area in the lower deck which he uses to smuggle items and people. The Red Shirts The remainder of the crew consist of several average pirates. They perform the necessary duties on the ship and hope to someday be promoted. You may improvise crew as needed, or use the following suggestions: Eve. A human woman with a quick wit. She does what she’s told and is often found helping Bub. Two Fingers of Rum. A tabaxi woman who is in charge of maintaining the sails and rigging. She checks it several times throughout the day, quickly climbing the masts and beams and swinging effort- lessly from the ropes. Bub. A half-orc in charge of cleaning the deck and maintaining the anchor. Bub doesn’t speak much, offering only grunts, shoulder shrugs, and hand gestures as responses to questions. Sailing Encounters Depending on the time your players spend role playing with the crew and areas of the ship, you may wish to add one or two of the following encounters. Wyvern Attack (Combat) Estimated Duration: 20 minutes A wyvern swoops down using the cover of the blinding sun and grabs a crew person. To begin the encounter, have a crew member ring the warning bell while yelling “Wyvern!” If the adventurers are below deck (either level) it takes them one round to reach the main deck. They Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 11 may then attack with ranged weapons, man the harpoon gun, attack with spells, or grab a crossbow from the railing. The Wyvern. The wyvern has a fly speed of 80 feet and will be out of range of the harpoon gun in 6 rounds. If the adventurers are below deck when the bell is rung, the wyvern is 20 feet above the water and 60 feet away from the ship. Saving the Pirate. If the wyvern is reduced to one half its original hit points before it is out of range, it drops its prey and flies off. The ship then turns to rescue the pirate from the sea. The pirate is severely wounded, his or her skin punctured from the wyvern’s talons. He or she has 3 hit points remaining, and the wounds continue to bleed. Unless tended to, the pirate dies in two hours. The pirate may be healed with a cure wounds spell, a potion of healing, a DC 15 Wisdom (Medicine) check, or similar action. Lost Pirate. If the wyvern flies out of range, it is quickly out of sight and the pirate is lost. At dinner, the crew give a toast to the lost crew member and then return to their normal activities. After all, life on the Moonsea is dangerous. Setting up the Encounter Very Weak • Wyvern: AC 13, 95 hp, Init +0 Weak • Wyvern: AC 13, 105 hp, Init +0 Average & Strong • Wyvern: AC 13, 130 hp, Init +0 Very Strong • Wyvern: AC 13, 169 hp, Init +0 Stowaway (Role Play) Estimated Duration: 20 minutes A young halfling girl is hiding in the lowest deck of the ship and may be noticed if the party help hunt for vermin. The girl’s name is Eileen and she is being helped by the cook named Whisk who has created a side business of transporting goods and people unnoticed across the Moonsea. While the party is hunting for vermin, they find the girl hiding behind a pile of crates, one of which has a false panel which allows Eileen to easily stay hidden from the crew. Currently, the panel is stuck, and poor Eileen is visible. If a crew member is with the party when Eileen is found, and if the crew member sees Eileen, he or she states the captain must be informed. Successful DC 12 Charisma (Intimidation or Persuasion) checks are required to keep the pirate from telling the captain about the stowaway. A bribe of 10 gold pieces will do the trick, too. Eileen has paid Whisk 50 gold pieces to transport her to Abigail’s Cove. Unfortunately, Whisk was unable to find the opportunity to secretly move Eileen from her hiding place before they set out on this journey. Eileen prefers to stay hidden in the hull, but will accept help from the adventurers if they promise they can help her quietly leave the ship when they return to Abigail’s Cove. Eileen prefers not to talk about her reasons for being a stowaway. She’s leaving some troubles behind and wishes to start a new life without anyone knowing her sad history. Treasure. If the party is successful in helping Eileen exit the ship, she gives them each a peck on the cheek and a warm thank you. Ship with No Crew (Combat) Estimated Duration: 20 minutes A medium-sized fishing boat, complete with a large, sealed cabin area on the top deck, floats on the Moonsea. No crew is present on the top deck and, if the adventurers or crew members hail the ship, no answer is received. The captain suggests the party stretch their legs, board the ship, and investigate. The ship was attacked by vargouilles in the middle of the night. The creatures flew in through the open cabin door while the crew of six were playing cards around a small table. During the attack, one of the crew members attempted to flee but was unsuccessful. His mal-efforts locked himself and the crew in the cabin with the vargouilles, which attacked and turned the crew members into vargouilles also. Vargouilles are locked in the cabin. They cling to the walls near the cabin door, waiting for someone to enter. Treasure. If the ship is searched, the party finds 50 gp worth of coin in a small, unlocked wooden chest. Setting up the Encounter Very Weak • Vargouille (4): AC 12, 13 hp, Init +2 Weak • Vargouille (5): AC 12, 13 hp, Init +2 Average & Strong • Vargouille (8): AC 12, 18 hp, Init +2 Very Strong • Vargouille (8): AC 12, 18 hp, Init +2 Add Pack Tactics Pack Tactics. The vargouille has advantage on attack rolls against a creature if at least one of the vargouille’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 12 Part 4. “X Marks the Spot” Estimated Duration: 90 minutes The adventurers have located the entrance to the cave holding the presumed lost treasure. From here, they must enter by rowboat and journey through a series of caves and caverns filled with puzzles, traps, and creatures. General Features The general features of the cave are as follows: Terrain. Cave-like tunnels ranging from 5-feet to 10-feet wide. Weather. Cold and damp. Light. Unless otherwise noted, all areas of the cave are dark. Smells and Sounds. A fast-moving stream and a few waterfalls are found in this cave system, which create a soft “roar” as the sound of the falls echo throughout the tunnels. Climbing, Swimming, and Crawling While climbing, swimming, or crawling, each foot of movement costs 1 extra foot, unless a creature has a climbing or swimming speed. Each foot of movement across difficult terrain costs an extra 2 feet. —Player’s Handbook, page 182 Split the Party During the course of this part of the adventure, it is possible members of the party become swept away by the stream hazard, finding themselves in another area and engaged in combat. If this occurs, try to give ample time to each of the groups by allowing each group one or two turns between one another. A. Entering the Cave The cave is located along a short cliff in water too shallow for the large ship, with only a small opening at the waterline—just large enough for a single rowboat to enter. It must be accessed by one of the ship’s rowboats which are large enough to carry 8 medium-sized humanoids. The cave entrance is 10 feet wide and 3 feet tall. These dimensions continue for 25 feet before the tunnel opens to a large cavern. As the adventurers enter the cave, read or summarize: Two pirates expertly steer the rowboat as it dances on the waves of the Moonsea, carrying you closer to the entrance. Before too long, the rowboat reaches the entrance, slips into the tight cave, and slowly carries you into the darkness. B. The Caverns After traveling 25 feet into the main entrance, the narrow cave opens to a large cavern with a shore- line. The adventurers must land their rowboat(s) and trek further into the cave by foot. The pirates have been instructed to stay by the rowboats. The adventurers were hired for this part of the mission, so the pirates are not to assume any additional risk. The narrow cave opens to an enormous cavern with moisture glistening on the walls and high, vaulted ceiling. A small shoreline, just large enough to land four rowboats, appears to allow access deeper into the caves and caverns. A skeleton wearing a black eyepatch sits and leans against a sign attached to a post. The sign reads ‘Only Dead Men Leave.’ Treasure There is nothing special about the skeleton, though treasure is found behind his eye patch. An emerald worth 50 gp is tucked behind the skeleton’s eye patch. C. Meeting Jolly Jim The cave continues 150 feet before it reaches a “Y.” Each of the tunnels ends at a circular room: one with an empty pedestal and one with a statue of a pirate. After a few minutes of travel, the cave splits into two new tunnels. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 13 The Left Tunnel The left tunnel leads to the circular room containing the statue of Jolly Jim (Star)—a prankster in real life who often tried to scare his fellow shipmates. The tunnel opens to a circular-shaped room. In the center of the room, standing on a pedestal, is a statue of a man wearing a leather three-cornered hat. The statue is carved with a dagger held between his teeth, his hands resting on his hips, and his chest puffed confidently. He is posed with the right foot resting atop a humanoid body which lays at his feet. The Right Tunnel The right tunnel leads to the circular room contain- ing an empty pedestal. When this room is entered, read or summarize: The tunnel opens to a circular-shaped room with an empty 5-foot-diameter, 5-inch-tall round pedestal in the center. The Three-Cornered Hat The three-cornered hat does not belong here. It was added as a prank by one of the pirates who helped construct this vault. Jolly Jim hated hats. Solving the Puzzle To solve the puzzle and open the secret door, one adventurer must recreate the pose and appearance of Jolly Jim. The below is required to successfully recreate the pose: • A dagger held between the teeth. • Hands on hips. • Chest puffed out. • Right foot raised (preferably resting on a compan- ion who volunteers to lie on the ground). • No hat. Jolly Jim does not like hats! Mirror Image If the adventurers return to the statue of Jolly Jim and have removed the three-cornered hat, read or summarize the following: You see a statue of a man wearing holding a dagger between his teeth. His hands rest on his hips and his chest is puffed triumphantly as his right foot rests on the body of a fallen enemy whose face has not been carved. If the adventurers return to the statue of Jolly Jim and have NOT removed the three-cornered hat, read or summarize the following: Standing in the room is a statue of a man holding a dagger between his teeth. His hands rest on his hips and his chest is puffed triumphantly as his right foot rests on the body of a fallen enemy whose face has not been carved. The statue is topped with a brown leather three-cornered hat. Tips and Tricks The majority of this puzzle should be easy, but if the players get stumped, and the hat is the issue, you may allow DC 12 Intelligence (Investigation) checks to help the player discern the hat appears to be the issue—it’s the only real object. The Secret Passage A secret passage has been constructed in the room with the empty pedestal. Successfully reenacting the statue of Jolly Jim causes the rock and stone concealing the passage to crumble away, revealing a tunnel that continues deeper into the cave system. The passage can be found with a successful DC 18 Intelligence (Investigation) check. This check also reveals that the opening is somehow linked to the empty pedestal. If attacked, the secret entrance has AC 15 and 80 hit points. D. The Bucket Room The tunnel continues for 200 feet before it opens to a small room with a fast-moving stream. When the party enters this room, read or summarize: The tunnel opens to a small room. A fast-moving stream flows from the north, spans the far wall, and the continues through a small opening at the south. A small waterfall spills from an opening 30-feet above the stream on the far wall. The waterfall fills a bucket attached to an angled beam set to a post in the middle of the stream. As the bucket fills, it lowers the beam on its end, but raises the beam in front of you. The bucket empties just before it touches the stream, causing the beam to return to its first position, restart- ing the process. The Bucket Beam A thick timber stands in the middle of the stream Attached to it is a 45-foot-long beam which teeters up and down as the bucket fills with water. The bucket takes 3 rounds to fill: Round 1. The beam is angled at 15 feet below the edge of the shore. Round 2. The beam raises 15 feet and is flush with the shore. Round 3. The beam raises an additional 15 feet, revealing a dark (darkness spell) open section of cave above the entrance (see area E). Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 14 To access the second level of the cave (area E), a creature must use its reaction to jump from the beam before the bucket empties. If a creature is on the beam when the bucket empties at the end of its third round, the beam quickly drops and the creature on the beam must succeed on a DC 15 Dexterity saving throw or fall into the water. If this occurs, roll 1d8 to determine where the creature lands, with 1 being the tip of the beam. If a creature fails its check and lands on the beam, it receives 3 (1d6) bludgeoning damage from the impact and falls prone. Perception Checks While in this room, when the bucket empties and the beam returns to position 1, have the characters make DC 15 Wisdom (Perception) checks. On a success, they hear a ‘whoosh’ from somewhere overhead. Falling into the Stream If a creature falls into the stream, the current pushes it downstream and into the underground portion of the stream, dumping it into area G. A successful DC 15 Strength (Athletics) check is required to swim to shore before it is swept away. E. The Whoosh Room This room is 45 feet deep and 20feet wide. The radius of the swinging timber trap takes up the width of the room, preventing safe passage unless the adventurer can time their movement. The swinging timber is two feet off the ground, so it is possible that a smaller creature, or one crawling, might be able to navigate the room. A darkness spell, created as a 20-foot cube and enhanced to last indefinitely until targeted by a dispel magic spell, has been cast in this area, concealing the rotating timber that may strike a character. Until the spell is negated, all checks and saving throws in this room are made with disadvantage. This area is pitch black, as if a wall of darkness has been created. Swinging Timber Trap Simple trap (level 5–10, moderate threat) A thick wooden beam attached to a metal pole in the center rotates in a 180 degree arc with a 10-foot radius every three rounds. Trigger. When the bucket beam in area D resets every three rounds, the timber quickly rotates 180 degrees. Effect. A creature within the trap area must succeed on a DC 15 Dexterity saving throw or take 5 (1d10) bludgeoning damage and be pushed 15 feet away. On a successful save, the creature takes no damage and is not pushed. Countermeasures. A creature passing a DC 15 Intelligence (Investigation) check while inspecting the base of the metal pole believes they can disarm the mechanism. To do so, they must also succeed on a DC 15 Dexterity (Thieves’ Tools) check using thieves’ tools. Once disabled, the mechanism does not work until it has been repaired. Development A tunnel in the far wall continues further into the cave system. If a player is knocked backwards into the water and swept downstream, they are directed to area G by a series of tunnels, much like a waterslide at an amusement park. They are in no danger of drowning until they reach area G. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 15 F. The Crossing When a creature enters this room, read or summarize: The tight tunnel opens to a larger room. The rushing water of a waterfall has cut a 20-foot deep swath into the stone; in which runs a fast-moving stream. Three stone pedestals stand in the stream, creating steppingstone-like platforms which might be used to cross to the other side. The pedestals stand at a height equal to that of the ledge on which you stand. The Pedestals The pedestals are connected to pressure plates under the stream. Stepping on a pedestal activates the pressure plate and causes panels to cover sections of the waterfall, creating a powerful jet of water that may knock a creature from its perch. A distance of 5 feet is between each of the pedes- tals and the shorelines, meaning the total distance between the shorelines is 35 feet. Stepping on the Pedestals When the pedestals are stepped on, panels are activated. A—panels cover sections 2 and 3 of the waterfall, creating a jet of water that streams directly at A. B—panels cover sections 1 and 3, creating a jet of water that streams across the front of the shoreline. C—panels cover sections 1 and 2, creating a jet of water that streams directly at C. Hit with Water! A creature hit by a jet of water must succeed on a DC 18 Strength saving throw or be pushed 10 feet and knocked prone. Creatures finding themselves in the water must immediately succeed on a DC 18 Strength (Athletics) check or be swept downstream, finding themselves in Area G. A success means the creature was able to swim to the shoreline closest to the pedestal it was knocked from. Development A tunnel on the other side of the stream continues further into the cave system. Once the party leaves area F, it takes three rounds for them to reach area G using normal walk- ing speed. After the first round of travel, they are within hearing distance of activity occurring in area G. Describe the events the best you can, but don’t give away too much detail. Suggestions include: • Loud shouts from the characters in area G • Splashing sounds • Sounds of combat If a player was swept downstream, they are directed to area G by a series of tunnels, much like a water- slide at an amusement park. They are in no danger of drowning until they reach area G. G. The Underwater Dead This room is either accessed by the main tunnel or by the stream from area D or F. Entrance from the Waterslides When a creature enters this room via the water- slides, read or summarize: Your body tumbles and jerks through a series of dark, underwater tunnels for what seems an eternity. Suddenly, the bottom of the tunnel opens underneath you and you find yourself falling. You watch as a wooden hatch closes above you, its shape becoming smaller as you plummet. Your body smacks against a cool surface and you find yourself underwater again. This time, however, the water is still. Creatures entering the pool via the waterslides draw the attention of the zombie reef sharks in the water. DMs Note: If a creature entered via the water- slides, that creature does not know which side of the pool is the correct exit. Be sure to ask to which side they swim toward so you know where they are when the remaining party members arrive. Entrance from the Main Tunnel When a creature enters this room via the main tunnel, read or summarize: The tunnel opens to a large room, but further progress is blocked by a wide pool of water. A. The Pool The edges of the shore and ledges extend 1 foot above a 15-feet-deep pool which must be crossed if the party wishes to continue. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 16 Zombie Patrol Zombie reef sharks (use reef shark statistics and add Undead Fortitude) patrol the dark waters of the pool, attacking whatever enters it or travels across it. Water Walk Zombie reef sharks attack anyone attempting to walk on the water’s surface. The zombie beholders notice creatures using water walk to cross the water. B. The Pedestal A thin stone pedestal rises 4 inches out of the water, atop which protrudes a 1-foot-long brass lever. The lever is not trapped, but a successful DC 13 Intelligence (Investigation) check reveals it is some type of mechanism. When the lever is pulled, the sound of clanking metal and clanging chains is heard throughout the cave as the mechanism causes the gate (D) to slowly open. Pulling the lever also releases the zombie beholders that are currently trapped under wooden boxes (C) safely under the water. C. Hidden Guardians Zombie beholders also guard this room, secured under by wooden crates which are lifted as the lever is pulled, releasing the zombie beholders. When the zombie beholders are released, read or summarize: Strange-looking round objects float to the surface, bobbing up and down and creating ripples across the pond. Then, they rise from the water, hovering 20 feet about the surface, while bizarre snake-like tendrils flop around a large eye. D. The Gate A rusty, iron gate blocks further access. There is no lock on the gate, nor is there a handle. Several gears and pulleys are attached to chains which lead into the cave wall. A creature which succeeds on a DC 12 Intelligence (Investigation) check believes the gate is opened when the chains cause the pulleys and gears to move. The gate has an AC 20 and 25 hit points. E. The Ledges A three-foot wide ledge, broken in several sections, lines the wall of the cavern. The ledge, covered in smooth, damp pebbles, is considered difficult ter- rain and any creature jumping from one section of the ledge to another must make a DC 15 Strength (Athletics) check. On a failure, the creature slips, falls 5 feet in a random direction determined by a d8, and lands prone. A creature landing in the water draws the attention of the undead creatures. Underwater Combat Underwater, the following rules apply. Melee Weapon Attacks. If the creature doesn’t have a swim speed, attack rolls are made with disadvantage unless the weapon is a dagger, javelin, shortsword, spear, or trident. Ranged Weapon Attacks. Ranged weapon attacks automatically miss a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a thrown weapon (javelin, spear, trident, or dart). Creatures that are fully immersed in water have resistance to fire damage. —Player’s Handbook, page 198 Each foot of movement costs 1 extra foot, unless the creature has a swim speed. Setting up the Encounter Very Weak & Weak • Reef Shark (2): AC 12, 22 hp, Init +1 • Spectator: AC 14, 39 hp, Init +2 Undead Fortitude Average • Reef Shark (3): AC 12, 22 hp, Init +1 Undead Fortitude • Zombie Beholder (2): AC 15, 80 hp, Init −1 Strong • Reef Shark (4): AC 12, 22 hp, Init +1 Undead Fortitude • Zombie Beholder (2): AC 15, 90 hp, Init −1 Very Strong • Reef Shark (6): AC 12, 22 hp, Init +1 Undead Fortitude • Zombie Beholder (2): AC 15, 115 hp, Init −1 Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 17 Development A tunnel on the opposing side continues deeper into the cave system and leads to area H. H. The Vault Door When a creature enters this room, read or summarize: The tunnel opens to yet another room. A set of large, reinforced wooden doors with no visible handles is built into the far wall. There is writing ornately inscribed across the front of the doors. Give them Player Handout 3. The Door The door is magically trapped. A small heart is engraved in the door next to the name Dreadarious. Placing the heart-shaped ruby in the door, which was found with the map, opens the door and negates the magical trap. • The doors have no handles. To open them, a creature simply needs to push them open. • A creature attempting to open the door without using the heart-shaped ruby activates the magical trap. The door and trap won’t be a challenge for a party who carry and use the heart-shaped ruby. The real challenge is the next room. Thunder Door Simple trap (level 5–10, moderate threat) The door is magically trapped. Trigger. A living creature attempting to open the door without first placing the heart-shaped ruby in the door. Effect. A creature within the trap area must succeed on a DC 16 Constitution saving throw or take 22 (4d8) thunder damage and be pushed 10 feet away. On a successful save, the creature takes half as much damage and is not pushed. Countermeasures. A creature using its action to make a successful DC 18 Intelligence (Arcana) check notices the magical trap and reveals its effects. A dispel magic (DC 15) or similar magic disables the trap for 24 hours. Development Opening the door grants access to area I, “The Treasure Room.” I. The Treasure Room When a creature enters this room, read or summarize: The reinforced doors open, revealing a large room illuminated by a magical light source 30 feet overhead. Near the center of the room, steps lead up to a wide pedestal. Chests and crates filled with glistening treasure surround a golden lyre. A. The Treasure In total, the treasure hoard contains: • cli lyre • 2,000 gp worth of gems and coin • potion of superior healing • potion of climbing • spell scroll of stinking cloud B. The Guardians The room is guarded by rare shield guardians, which have been created to mimic the stone in the room, giving them camouflage. Each guardian rests in an alcove created to fit its form. The first guardian (location B1) doesn’t activate until the lyre on the pedestal is touched. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 18 Once activated, the shield guardian initiates combat, possibly gaining surprise. On its first turn, if it has the haste spell stored, it casts it on itself. The guardian’s amulet is not in this room, but rests at the bottom of the Moonsea, still intact, around the neck of its dead owner who yet may rise another day. Depending on party strength, additional shield guardians are hidden in the room, marked as B2 and B3. They remain hidden until activated. The activation trigger occurs when the prior shield guardian is reduced to half its hit points, or if it is removed from the current plane of existence. Setting up the Encounter Very Weak • Shield Guardian: AC 17, 130 hp, Init −1 Shield Guardian has no stored spell. Weak • Shield Guardian: AC 17, 142 hp, Init −1 Shield Guardian has spirit guardians stored. Average • Shield Guardian: AC 17/19*, 142 hp, Init −1 Shield Guardian has haste* spell stored. • Shield Guardian B2: AC 17, 130 hp, Init −1 Strong • Shield Guardian: AC 19*,172 hp, Init −1 Shield Guardian has haste* spell stored. Shield Guardian has Magic Resistance. • Shield Guardian B2: AC 17 130 hp, Init −1 Shield Guardian has slow spell stored. Very Strong • Shield Guardian: AC 17/19*, 210 hp, Init −1 Shield Guardian has haste* spell stored. Shield Guardian has Magic Resistance and Spell Reflection • Shield Guardian B2: AC 17 150 hp, Init −1 Shield Guardian has slow spell stored. Deadly • Shield Guardian: AC 19*, 210 hp, Init −1 Shield Guardian has haste* spell stored. • Shield Guardian B2: AC 17 170 hp, Init −1 Shield Guardian has fireball spell stored. Shield Guardian has Magic Resistance and Spell Reflection • Shield Guardian B3: AC 17 130 hp, Init −1 Shield Guardian has slow spell stored. Spell Adjustments A DM may choose to change the Shield Guardian’s stored 4th level or lower spell. Suggestions include: • Banishment. Concentration up to 1 minute, Charisma save DC 15. • Fireball. Centered on itself, 20-foot radius, Dexterity save DC 15, 8d6 fire damage. • Fire shield. Chill shield, resistance to fire damage, 2d8 cold damage from melee hit. • Haste. Cast on itself, Concentration up to 1 minute, speed 60 ft., AC 19, advantage on Dexterity saving throws, additional action each turn (one weapon attack, Dash, Disengage, Hide, Use an Object). • Slow. Cast on a creature which damaged it. Concentration up to 1 minute, Wisdom save DC 15. • Spirit guardians (4th level). Concentration up to 10 minutes, 15-foot radius, Wisdom save DC 15, 4d8 radiant damage. Additional Special Traits Some of the shield guardians have one or more of these traits, as specified in the Setting up the Encounter sidebar: Magic Resistance. The shield guardian has advantage on saving throws against spells and other magical effects. Spell Reflection. If the shield guardian makes a successful saving throw against a spell, or a spell attack misses it, the shield guardian can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the shield guardian. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. C. The Exit A teleportation circle, which is activated by the words “Dead Men,” is located along the far wall. A creature standing on the circle and saying “Dead Men” out loud is transported to the entrance, in an empty square and next to the sign that reads “Only Dead Men Leave.” Arcane runes are inscribed along the teleportation circle which leave a clue for those who wish to use it. A creature succeeding on a DC 15 Intelligence (Arcana) check translates the runes to “Only We May Leave.” This clue refers to the sign at the open- ing of the cave which reads “Only Dead Men Leave.” Developments If the adventurers don’t figure out the teleportation circle, they must trek back through the cave system. If this occurs, you may hand wave most of the rooms, assuming the characters’ knowledge helps them navigate their return without incident. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 19 Part 5. Returning to Abigail’s Cove Estimated Duration: 30 minutes After an uneventful return trip across the Moonsea, the adventurers arrive in Abigail’s Cove with the treasure. DMs Note: If you find you have reached this sec- tion and still have an ample amount of game session time, feel free to add an encounter from “Sailing Encounters,” page 10, to the return trip. A Hero’s Welcome As the ship anchors outside Abigail’s Cove, read or summarize: The villagers stand along the shoreline, cheering for your return and yelling your names. They wave make- shift flags in the air and jump with joy. The Arrival As the party reaches the shoreline, the crowd begins to chant, “SHOW US! SHOW US!” They want to see the riches the adventurers returned with. Refer to “Mission Successful” or “Mission Unsuccessful” to determine what the crowd does from this point. Mission Successful If the crowd is shown a piece of treasure, they cheer loudly! A number of the villagers gather around the heroes, jumping up and down while clapping. They also escort the adventurers to the mayor’s home, where Beatrice Bandi awaits. Beatrice Bandi. The mayor waits for the adven- turers in her home. When they enter, she assumes they have been successful in their quest, read or summarize: The excitement of the villagers continues as you approach the mayor’s home. The mayor opens the door, claps her hands together, and says, “Praise Tymora! You’ve returned! And it sounds like you’ve been successful. Come inside and show me what you’ve brought back. We’ll divvy up the shares right away!” Mission Unsuccessful If the party was unsuccessful with their mission, once the party arrives on land, and once the villagers learn of the failure, the crowd begins to disperse, whispering under their breath. • “I didn’t think they looked smart enough.” • “I’m stronger than the fighter type.” • “Heroes? Ha!” • “Beatrice got some bad information.” • “I hope they never come back here.” Beatrice Bandi. The mayor waits for the adven- turers in her home. When they enter, she is unsure if the party have been successful in their quest, read or summarize: The crowd continues to dissipate, the villagers pay you no mind as they pass you. Some continue to whisper slight jabs as they glare in you direction. The dwarf opens the door as you approach her home. She folds her hands together and says, “Praise Tymora you have returned; although, based on the reaction of the villagers, I assume you were unsuccessful in your mission. “Come inside. Tell me of your journey and what went wrong.” Conclusion The treasure is divided per the signed contract. The players’ share is listed below and is to be split per their discretion. The party is allowed to keep any magical items they collected. These are not included in the total below. The village and pirates are only concerned with the coin and gems. Party share of gold and gems: The party’s share of the treasure is 2,000 gp, which has already been calculated in the Rewards Section. All treasure accumulated from the adventure is not included in the 50% share and may be kept by the adventurers. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 20 Rewards Make sure players note their rewards on their adventure log sheets. Give your name and DCI number (if applicable) so players can record who ran the session. Experience Total up all combat experience earned for defeated foes, and divide by the number of characters present in the combat. For non-combat experience, the rewards are listed per character. Combat Awards Name of Foe XP Per Foe Swarm of rats 50 Constrictor snake 50 Mimic 450 Wyvern 2,300 Vargouille 200 Reef shark 100 Spectator 700 Beholder zombie 1,800 Shield guardian 2,900 Sea lion 1,800 Kraken priest 1,800 Malformed kraken 5,900 Sahuagin 100 Non-Combat Awards Task or Accomplishment XP Per Character Helping Eileen 200 The minimum total award for each character participating in this adventure is 4,500 experience points. The maximum total award for each character participating in this adventure is 6,000 experience points. Treasure The characters receive the following treasure, divided up amongst the party. Treasure is divided as evenly as possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. Treasure Awards Item Name GP Value Emerald behind eyepatch 50 Five pink pearls (Kiya, 100 gp each) 500 One white & one pink pearl (Adrik) 100 each Two coral gemstones (Adrik) 100 each 50% of Gold & Gems in Treasure Room 1,000 gold pieces 1,000 2 large diamonds 100 each 2 bags of powdered diamond 100 each 3 jade gemstones 100 each 3 amethyst gemstones 100 each Consumable magic items should be divided up however the group sees fit. If more than one char- acter is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide. Permanent magic items are divided according to a system detailed in the D&D Adventurers League Dungeon Master’s Guide. Cli Lyre Wondrous item, rare An expertly crafted lyre embossed with dark mother-of-pearl stingrays. This item can be found in Player Handout 4. Potion of Superior Healing Potion, rare This item can be found in the Dungeon Master’s Guide. Potion of Climbing Potion, common This item can be found in the Dungeon Master’s Guide. Spell scroll of Stinking Cloud Scroll, uncommon This item can be found in the Dungeon Master’s Guide. Renown Each character receives one renown at the conclu- sion of this adventure. DM Reward In exchange for running this adventure, you earn DM Rewards as described in the D&D Adventurers League Dungeon Master’s Guide (ALDMG). Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 21 Appendix. Dramatis Personae The following NPCs are featured prominently in this adventure: Villagers Bigby Soths. A teenage human boy, son of Clarence Soths, and friends with Angst and Liam Kribs. Beatrice Bandi. Dwarf fisherwoman with a small knowledge of arcane magic, and mayor of the village. Angst and Liam Kribs. Twin brothers and friends with Bigby Soths. Delphina Soths. Owner of Delphina’s Bakery and mother to Bigby. Ike the Blacksmith. Hill dwarf blacksmith. Jesper. Gnome fisherman found at the docks. Jimbo Teether. Gnome owner of the general store. Old Fish Eye. An old fisherman with a little information to share. Ship Captains Angry Adrik. A mean-looking pirate captain who happens to be very friendly and jovial. He wears a constant snarl due to a fishing accident. Pip Sterling. A debonair pirate who considers himself more of a merchant. Kiya ‘Spider of the Sea’. A pirate captain who will do whatever she must to get what she wants. Her ship and crew are the most important things to her. Ship’s Crew The First Mate—JimJim. A young human who appears very anxious. He’s new to his post, but not to the ship. He’s been appointed to fill the recent vacancy created when a wyvern snatched the previ- ous first mate from the ship. If you use the wyvern attack, JimJim drops to the deck, covers his head with his hands, and whimpers when the wyvern is spotted. JimJim could also be the crew member snatched up by the wyvern, in which case, JimJim screams and cries, flailing his arms and legs wildly while being clutched by the wyvern. The Bosun—Big’Ox. A woman minotaur who has traveled the Moonsea and other waterways since she was just a minotaur calf. She has a strikingly tough build, sports battle scars across her face and shoulders, and is missing the pinkie and thumb of her left hand, which were lost during a battle with some pesky deep scion several years ago. The Cook—Whisk. A middle-aged male halfling who acts as the ships cook. He’s not very handy with a weapon, but he wields his cooking utensils beauti- fully—tossing and flipping them in air then catching them behind his back or between his teeth. Sometimes, his creations are not to the crew’s liking as they are a “beef and potatoes” people, and Whisk prefers to cook obscure roots, vegetables, and meats, often adding foreign and exotic spices. Whisk also has a side-scheme going—he has a secret area in the lower deck which he uses to smuggle items and people. The Red Shirts The remainder of the crew consists of several average pirates. They perform the necessary duties on the ship and hope to someday be promoted. You may improvise crew as needed, or use the below suggestions: Eve. A human woman with a quick wit. She does what she’s told and is often helping Bub. Two Fingers of Rum. A tabaxi woman who is in charge of maintaining the sails and rigging. She checks it several times throughout the day, quickly climbing the masts and beams and swinging effort- lessly from ropes. Bub. A half-orc in charge of cleaning the deck and maintaining the anchor. Bub doesn’t speak much, offering only grunts, shoulder shrugs, and hand gestures as responses to questions. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 22 Appendix. Monster/NPC Statistics Swarm of Rats Medium swarm of Tiny beasts, unaligned Armor Class 10 Hit Points 24 (7d8 − 7) Speed 30 ft. STR DEX CON INT WIS CHA 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Constrictor Snake Large beast, unaligned Armor Class 12 Hit Points 13 (2d10 + 2) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. Mimic Medium monstrosity (shapechanger), neutral Armor Class 12 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 15 (+2) 5 (−3) 13 (+1) 8 (−1) Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 2 (450 XP) Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object. Grappler. The mimic has advantage on attack rolls against any creature grappled by it. Actions Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 23 Balllista Large Object Armor Class 15 Hit Points 50 Damage Immunities poison, psychic A ballista is a massive crossbow that fires heavy bolts. Before it can be fired, it must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it. Bolt. Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) piercing damage. Source: Dungeon Master’s Guide Wyvern Large dragon, unaligned Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 6 (2,300 XP) Actions Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 24 Vargouille Tiny fiend, chaotic evil Armor Class 12 Hit Points 13 (3d4 + 6) Speed 5 ft., fly 40 ft. STR DEX CON INT WIS CHA 6 (−2) 14 (+2) 14 (+2) 4 (−3) 7 (−2) 2 (−4) Damage Resistances cold, fire, lightning Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can’t speak Challenge 1 (200 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage. Kiss. The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn’t advance while the target is in sunlight or the area of a daylight spell; don’t count that time. When the cursed target’s Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse. Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille’s next turn. While frightened in this way, a target is stunned. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour. Source: Volo’s Guide to Monsters Zombie Beholder Large undead, neutral evil Armor Class 15 (natural armor) Hit Points 93 (11d10 + 33) Speed 0 ft., fly 20 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 8 (−1) 16 (+3) 3 (−4) 8 (−1) 5 (−3) Saving Throws Wis +2 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands Deep Speech and Undercommon but can’t speak Challenge 5 (1,800 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it. 1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. 4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 25 Spectator Medium aberration, lawful neutral Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 8 (− 1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) Skills Perception +6 Condition Immunities prone Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 3 (700 XP) Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage. Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn. 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours. Reactions Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. Reef Shark Medium beast, unaligned Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft. STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 1 (−5) 10 (+0) 4 (−3) Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 1/2 (100 XP) Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 26 Shield Guardian Large construct, unaligned Armor Class 17 (natural armor) Hit Points 142 (15d10 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (−1) 18 (+4) 7 (−2) 10 (+0) 3 (−4) Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Languages understands commands given in any language but can’t speak Challenge 7 (2,900 XP) Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet’s wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian. Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Spell Storing. A spellcaster who wears the shield guardian’s amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost. Actions Multiattack. The guardian makes two fist attacks. Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Reactions Shield. When a creature makes an attack against the wearer of the guardian’s amulet, the guardian grants a +2 bonus to the wearer’s AC if the guardian is within 5 feet of the wearer. Sea Lion Large monstrosity, unaligned Armor Class 15 (natural armor) Hit Points 90 (12d10 + 24) Speed 10 ft., swim 40 ft. STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1) Skills Perception +4, Stealth +5 Senses passive Perception 14 Languages — Challenge 5 (1,800 XP) Amphibious. The sea lion can breathe air and water. Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Swimming Leap. With a 10-foot swimming start, the sea lion can long jump out of or across the water up to 25 feet. Actions Multiattack. The sea lion makes three attacks: one bite attack and two claw attacks. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Source: Tales from the Yawning Portal Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 27 Kraken Priest Medium humanoid, any alignment Armor Class 10 Hit Points 75 (10d8 + 30) Speed 30 ft. (swim 30 ft.) STR DEX CON INT WIS CHA 12 (+1) 10 (+0) 16 (+3) 10 (+0) 15 (+2) 14 (+2) Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Senses passive Perception 15 Languages any two languages Challenge 5 (1,800 XP) Amphibious. The priest can breathe air and water. Innate Spellcasting. The priest’s spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: command, create or destroy water 3/day each: control water, darkness, water breathing, water walk 1/day each: call lightning, Evard’s black tentacles Actions Thunderous Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 27 (5d10) thunder damage. Voice of the Kraken (Recharges after a Short or Long Rest). A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest’s choice that can hear the kraken’s words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Source: Volo’s Guide to Monsters Malformed Kraken Huge monstrosity, chaotic evil Armor Class 17 (natural armor) Hit Points 172 (15d12 + 75) Speed 20 ft., swim 40 ft. STR DEX CON INT WIS CHA 25 (+7) 11 (+0) 20 (+5) 11 (+0) 15 (+2) 15 (+2) Saving Throws Str +11, Con +9, Int +4, Wis +6, Cha +6 Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities lightning Condition Immunities frightened, paralyzed Senses truesight 60 ft., passive Perception 12 Languages understands Common but can’t speak; telepathy 60 ft. Challenge 10 (5,900 XP) Amphibious. The kraken can breathe air and water. Siege Monster. The kraken deals double damage to objects and structures. Actions Multiattack. The kraken makes three tentacle attack. One of them can be replaced with a bite attack, and any of them can be replaced with Fling. Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage. Tentacle. Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target. Fling. One Medium or smaller object held or creature grappled by the kraken’s tentacles is thrown up to 60 feet in a random direction, and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 16 Dexterity saving throw or take the same damage and be knocked prone. Lightning Storm. The kraken creates three bolts of lightning, each of which can strike a target the kraken can see within 150 feet of it. A target must make a DC 16 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one. Source: Tales from the Yawning Portal Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 28 Sahuagin Medium humanoid (sahuagin), lawful evil Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (−1) Skills Perception +5 Senses darkvision 120 ft., passive Perception 15 Languages Sahuagin Challenge 1/2 (100 XP) Blood Frenzy. The sahuagin has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Limited Amphibiousness. The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy. Actions Multiattack. The sahuagin makes two melee attacks: one with its bite and one with its claws or spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 29 Appendix. Encounter Setup Wyvern Attack Very Weak Party Strength (2,300 XP) • Wyvern: AC 13, 90 hp, Init +0 Weak Party Strength (2,300 XP) • Wyvern: AC 13, 105 hp, Init +0 Average & Strong Party Strength (2,300 XP) • Wyvern: AC 13, 130 hp, Init +0 Very Strong Party Strength (2,300 XP) • Wyvern: AC 13, 169 hp, Init +0 Ship with No Crew Very Weak Party Strength (800 XP) • Vargouille (4): AC 12, 13 hp, Init +2 Weak Party Strength (1,000 XP) • Vargouille (5): AC 12, 13 hp, Init +2 Average & Strong Party Strength (1,600 XP) • Vargouille (8): AC 12, 18 hp, Init +2 Very Strong Party Strength (1,600 XP) • Vargouille (8): AC 12, 18 hp, Init +2 Add Pack Tactics Vargouille Pack (Optional) • Add: Pack Tactics. The vargouille has advantage on attack rolls against a creature if at least one of the vargouille’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 30 The Underwater Dead Very Weak & Weak Party Strength (900 XP) • Reef Shark (2): AC 12, 22 hp, Init +1 • Zombie Spectator: AC 14, 39 hp, Init +2 Each have Undead Fortitude Average Party Strength (3,900 XP) • Reef Shark (3): AC 12, 22 hp, Init +1 Each have Undead Fortitude • Zombie Beholder (2): AC 15, 80 hp, Init −1 Strong Party Strength (4,000 XP) • Reef Shark (4): AC 12, 22 hp, Init +1 Each have Undead Fortitude • Zombie Beholder (2): AC 15, 90 hp, Init −1 Very Strong Party Strength (4,200 XP) • Reef Shark (6): AC 12, 22 hp, Init +1 Each have Undead Fortitude • Zombie Beholder (2): AC 15, 115 hp, Init −1 Zombie Reef Shark (Reef Shark) • Add: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Zombie Spectator (Spectator) • Add: Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. The Treasure Room Very Weak Party Strength (2,900 XP) • Shield Guardian: AC 17, 130 hp, Init −1 Shield Guardian has no stored spell. Weak Party Strength (2,900 XP) • Shield Guardian: AC 17, 142 hp, Init −1 Shield Guardian has spirit guardians stored. Average Party Strength (5,800 XP) • Shield Guardian: AC 17/19*, 142 hp, Init −1 Shield Guardian has haste* spell stored. • Shield Guardian B2: AC 17, 130 hp, Init −1 Strong Party Strength (5.800 XP) • Shield Guardian: AC 19*,172 hp, Init −1 Shield Guardian has haste* spell stored. Shield Guardian has Magic Resistance. • Shield Guardian B2: AC 17 130 hp, Init −1 Shield Guardian has slow spell stored. Very Strong Party Strength (5,800 XP) • Shield Guardian: AC 17/19*, 210 hp, Init −1 Shield Guardian has haste* spell stored. Shield Guardian has Magic Resistance and Spell Reflection • Shield Guardian B2: AC 17 150 hp, Init −1 Shield Guardian has slow spell stored. Deadly Party Strength (8,700XP) • Shield Guardian: AC 19*, 210 hp, Init −1 Shield Guardian has haste* spell stored. • Shield Guardian B2: AC 17 170 hp, Init −1 Shield Guardian has fireball spell stored. Shield Guardian has Magic Resistance and Spell Reflection • Shield Guardian B3: AC 17 130 hp, Init −1 Shield Guardian has slow spell stored. Spell Adjustments A DM may choose to change the Shield Guardian’s stored 4th level or lower spell. Suggestions include: • Banishment. Concentration up to 1 minute, Charisma save DC 15. • Fireball. Centered on itself, 20-foot radius, Dexterity save DC 15, 8d6 fire damage. • Fire shield. Chill shield, resistance to fire damage, 2d8 cold damage from melee hit. • Haste. Cast on itself, Concentration up to 1 minute, speed 60 ft., AC 19, advantage on Dexterity saving throws, additional action each turn (one weapon attack, Dash, Disengage, Hide, Use an Object). • Slow. Cast on a creature which damaged it. Concentration up to 1 minute, Wisdom save DC 15. • Spirit guardians (4th level). Concentration up to 10 minutes, 15-foot radius, Wisdom save DC 15, 4d8 radiant damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 31 Additional Special Traits Some of the shield guardians have one or more of these traits, as specified in the Setting up the Encounter sidebar: Magic Resistance. The shield guardian has advantage on saving throws against spells and other magical effects. Spell Reflection. If the shield guardian makes a successful saving throw against a spell, or a spell attack misses it, the shield guardian can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the shield guardian. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. Angry Adrik—Sea Lions Very Weak & Weak Party Strength (1,800 XP) • Sea Lion: AC 15, 130 hp, Init +2 Average Party Strength(3,600 XP) • Sea Lion (2): AC 15, 120 hp, Init +2 Strong & Very Strong Party Strength (3,600 XP) • Sea Lion (2): AC 15, 144 hp, Init +2 Pip Sterling—Hank, the Kraken Priest Very Weak & Weak Party Strength (7,700 XP) • Kraken Priest: AC 10, 75 hp, Init +0 Swims away the first round of combat • Malformed Kraken: AC 17, 115 hp, Init +0 Average (7,700 XP) • Kraken Priest: AC 10, 75 hp, Init +0 Swims away the second round of combat • Malformed Kraken: AC 17, 140 hp, Init +0 Strong & Very Strong Party Strength (7,700 XP) • Kraken Priest: AC 10, 75 hp, Init +0 • Malformed Kraken: AC 17, 172 hp, Init +0 Kiya—Sah-ooligans All Party Strength (600 XP each) • Sahuagin (6): AC 12, 22 hp, Init +0 Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 32 Appendix. Abigail’s Cove Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 33 Appendix. Ship Map Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 34 Appendix. Jolly Jim Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 35 Appendix. The Bucket Room Map Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 36 Appendix. Whoosh Room Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 37 Appendix. Pedestal Map Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 38 Appendix. Underwater Dead Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 39 Appendix. Vault Door Map Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 40 Appendix. Treasure Room Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 41 Angry Adrik Dwarf Swahsbuckler, lawful neutral Ship: Blue Fin Poor Adrik is seldom angry. He loves the sea and fishing, but it was the latter that created his infamous snarl when a large fish jumped from the Moonsea and threw the line and lure which impaled Adrik in the face. Magic could correct the issue, but he wears the snarl like a badge of honor, a constant reminder of the big one that got away. Angry Adrik Personality Trait. There’s never a bad day for fishing. Ideal. I believe in supporting the little people in the world. I share my treasure when I can. Bond. I owe everything to the sea and my crew. I’d die protecting them. Flaw. I can’t go a day without fishing. Famous Quotes. Adrik often adds ‘Hook, line, and sinker’ to the end of a sentence, even if it doesn’t make sense to do so. Hook, Line, and Sinker While passengers on Angry Adrik’s ship (Blue Fin), the adventurers have to opportunity to go fishing! The grinning Angry Adrik walks up to you and says, “Hey, who here wants to go fishin’?” Adrik is fishing with or without the adventurers; it’s part of his daily routine. The encounter continues if he fishes alone, with the sea lions leaping from the sea and landing on the deck. If the adventurers are below deck, one of the crew rings the warning bell when the predators board the ship. If the adventurers accept the offer, Adrik takes them to the back of the ship, to the deck above his quarters. Here he’s constructed a large fishing pole that rests in a cradle and is attached to a wench. The line on the pole is nearly as thick as a normal rope. The Bait Adrik uses a custom-made lure he calls The Flash which is fashioned with two large hooks and attached to three 6-inch silver leaves which catch the sunlight and flash as they swivel and rotate in the water. Fishin’ Time After a bit of role play, as Adrik tells the adventurers a fishing story or answers questions, a fish strikes the lure. If none of the adventurers offer to help, Adrik selects one, telling her to grab on and start cranking! After a short time, the fish is hauled up. It’s a grand fish and will make a fine dinner for the party and Adrik. The Predators A pair of sea lions, which were chasing the very same fish, take the opportunity to jump on to the ship, leaping out of the water only a couple of rounds after the fish is hauled in. One sea lion lands on the top deck, where the fishing has taken place. The other lands on the main deck and attacks Bub as he cleans the deck of the ship. Sea Lions Retreat Should one of the sea lions die, the other disen- gages and heads for the ship’s railing, attempting to return to the Moonsea. Setting up the Encounter Very Weak & Weak • Sea Lion: AC:15, 130 hp, Int +2 Average • Sea Lion (2): AC 15, 120 hp, Int +2 Strong & Very Strong • Sea Lion (2): AC 15, 144 hp, Int +2 Treasure Each of the bellies of the sea lions contains a dissolving body of a sahuagin (cannot be raised or healed) and a leather pouch. The first pouch contains one pink and one white pearl worth 100 gp each. The other pouch contains two pieces of coral worth 100 gp each. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 42 Pip Sterling Human Swashbuckler, chaotic good Ship: Silver Corsair Pip Sterling has always fancied himself a pirate. Ever since he was kidnapped as a swabby for Captain Lorne Muldune, Pip has sworn to recruit his own crew to get revenge on Captain Muldune and his ship, the Bloody Dagger. Using what he learned aboard the Bloody Dagger, Pip has now become a confident and intelligent ship captain. Pip is extremely prideful and fun and hopes that by treating others as friends, they will help him someday in killing Captain Muldune and scuttling his ship. Pip Sterling Personality Trait. I trust anyone as a friend until they cross me. Ideal. I believe that having their name etched into the history books is the greatest accomplishment a person can achieve. Bond. I will get my revenge on Captain Muldune. Flaw. My pride will lead to my undoing. Famous Quotes. “Heeeyyy paaaaaaal, looking for some adventure?” An Old “Friend” While passengers on Pip Sterling’s ship (Silver Corsair), the adventurers have the opportunity for the following encounter. The high sun beats on your skin as your captain skill- fully navigates the Silver Corsair across the Moonsea. The jovial man often rushes about offering to teach you what the different ropes do or even how to steer the ship. A few hours into your trip, Pip shouts to you, “We should be there soon, the sea is the calmest I’ve seen it in a long time!” Anyone who is on watch at the bow of the boat or in the crow’s nest can attempt a DC 13 Intelligence (Investigation) check. If they succeed, they notice what looks like a patch of ice about 300 yards away. Closer inspection with a spyglass reveals that the ice looks grainy and the small mass has a spire in its center. It looks as though a man is sitting atop the spire. Pip starts darting about trying to maneuver the sails to try to avoid the ice mass. He shouts to you, “Everyone help with the lines!” Oddly, with the sails fully extended, the ship’s speed starts to decrease. Even more curious, the heading won’t change. “Drop the anchors!” Pip yells at you as he is clearly panicked and confused. The Silver Corsair has two anchors, one on the port bow and the other on the starboard bow. Dropping the anchors requires a DC 12 Strength (Athletics) check. If this isn’t completed in 1 round, the ship crashes into the ice pack. If this happens, each player must succeed on a DC 14 Dexterity (Acrobatics) check or be flung 15 feet toward the bow. Characters at the anchors will be flung over the bow and take 10 (3d6) falling damage before landing prone. Dropping the anchors slows the ship down enough so that it stops just before the ice pack. After the ship has stopped or run aground, read the following: Pip asks for help pushing a large wooden plank down to the ground. As you descend to the pack, you realize that this substance isn’t like any snow you’ve seen before. In fact, you realize that the pack is made completely out of salt. At this point the party should want to check out the spire towards the center of the salt pack. If someone noticed a person using a spyglass, Pip almost runs in that direction. Sitting atop a mound of salt is a man with tentacles growing from atop his head. Pip turns to you and says, “Wow! It’s my old friend Hank, don’t worry, I got this!” Pip turns to Hank, “Heeeyy paaaal how ya been?” Upon finishing his sentence, salt erupts from the pack, completely enveloping Pip. Hank looks at you and says, “What fools are stupid enough to travel with this scoundrel?” Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 43 Allow the party to introduce themselves if they wish. If the party wishes to ask questions, they may. Here are some common questions and responses. Did you cause the ship to run aground? Yes, yes I did. I believe that Pip’s Silver Corsair owes me a toll. Perhaps you would like to pay it for him? What do you have against Pip? You see, I used to be a crewman aboard the Silver Corsair, not this one of course, lord knows how many Pip has gone through. Anyway, I heard a voice that revealed itself as a Kraken. When I told Captain Sterling he scoffed at me like I was joking. I became the laughing stock of the ship. The men treated me like garbage, so I left. You heard a Kraken speaking to you? Yes, and since then it has given me fantastic powers. I guess Pip is the laughing stock now, huh? Allow the party to go back and forth with Hank and if they wish to attempt a DC 15 Wisdom (Insight) check they may. No matter what they roll, the party feels he is telling the truth, but a success also reveals he isn’t telling the party everything. A DC 20 Charisma (Persuasion) check causes Hank to reveal that he tried to mutiny aboard the Silver Corsair and was made to walk to the plank, at which point the Kraken saved him. So then, shall we settle this? It is clear that you want your captain back, though I’m not sure why. Let us work out a trade. I’ll accept payment in gold or brawn. It’s easy, you give me three thousand gold or a fight worthy of our ancestors. Well, which do you choose? Gold If the party decides to pay Hank, the salt disinte- grates, and the party falls into the Moonsea. Hank escapes and swims away. The party must succeed on DC 15 Strength (Athletics) checks to climb back onto the Silver Corsair. Parley If the party wishes to try and talk their way out of this, they may try though it is quite challenging as Hank’s need for revenge is strong. They can attempt a DC 20 Charisma (Persuasion) check. Feel free to offer advantage for clever roleplaying or an interest- ing argument. If the party fails, Hank will still take the gold to leave or will attack them if he has been angered. Combat The salt island dissolves with the exception of the pile Pip is encased in. The party is then attacked by a malformed kraken and Hank the Kraken Priest. After casting a spell the first round of combat, Hank swims away from the battle and can’t be found. Once the malformed kraken is defeated, Pip’s salty tomb dissolves and he is unharmed. Setting up the Encounter Very Weak & Weak • Kraken Priest: AC:10, 75 hp, Int +0 Swims away the first round of combat. • Malformed Kraken: AC 17, 115 hp, Int +0 Average • Kraken Priest: AC:10, 75 hp, Int +0 Swims away the second round of combat. • Malformed Kraken: AC 17, 140 hp, Int +0 Strong & Very Strong • Kraken Priest: AC:10, 75 hp, Int +0 • Malformed Kraken: AC 17, 172 hp, Int +0 Conclusion Once the party has completed this task, read the following: Pip looks at you and says, “Well, didn’t think we’d be having that kind of fun today huh? I truly don’t know what happened to Hank, he used be such a great guy. Anyway, I promise there will be no more distractions. That is unless you’d like me to find some for us?” Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 44 Kiya ‘Spider of the Sea’ Human Swashbuckler, chaotic neutral Ship: Recluse Kiya, also known as the “Spider of the Sea,” is the daughter of a pirate. Kiya’s mother passed during childbirth, leaving Kiya’s father to raise her on the Moonsea. She learned how to handle the crew members quickly, giving orders–correct orders at that–and setting the crew straight when necessary. Her father passed away several years ago, shortly after Kiya turned 23. A rival crew boarded the Recluse at night in an attempt to take over the ship. A battle broke out, with the Recluse floating and the rival ship sunk, but leaving Kiya’s father dead. Kiya stepped into her father’s role with ease; she’d been training for it all her life. The crew knew her and respected her, but they noticed a change in her. Gone was the kind and caring Kiya—replaced by a woman who loved her crew yet despised the vicious and treacherous acts of others. Kiya Personality Trait. I speak slowly when talking to idiots. Ideal. The path to power is through deceit and manipulation. Bond. It is my duty to protect myself and my crew, no matter what obstacle we face. Flaw. I’ll flirt with anything if I think it will help my cause. Famous Quotes. “Hello gorgeous!”, “My, my”, “Let’s put a pin in that”. Sah-ooligans While passengers on Kiya’s ship the Recluse, the adventurers have to opportunity for the following encounter, which occurs while the party is eating dinner with Kiya in her stateroom. While you sit around the table enjoying the last bits of your meal, the warning bell rings once. “That’s odd,” says Kiya with a raised eyebrow. “Perhaps it was just the wind. __________, would you be a dear and take a quick peek outside?” Outside The first adventurer to look outside sees a young sahuagin holding a hand over Eve’s mouth. Eve was on watch and was trying to ring the warning bell when the sahuagin grappled her. What’s Going On? A group of teenage sahuagin have accepted a dare from a rival clan—deface a ship that sails the Moonsea! The Sahuagin A total of six sahuagin are on the main deck of the ship. • Three are at the front of the ship, using daggers to carve their names into the deck. • One has climbed the main mast and is splashing the sail with octopus ink. • One is relieving itself all over the Harpoon gun. • One has Eve grappled and is covering her mouth. This juvenile speaks broken common and attempts to communicate with the party. A successful DC 12 Intelligence (Insight) or Perception (Wisdom) check reveals the Sahuagin appear to be young and in their teens. They don’t carry spears as they are known to do. Sahuagin Explanation Glick’Glak—the juvenile holding Eve—tries to explain why they are on board the ship. The young Sahuagin looks nervous and frightened but continues to hold the crew member hostage. “Only yolk. No pain,” it says as its eyes dart around. Glick’Glak is trying to say ‘Only joke. No harm meant’, but sadly his vocabulary isn’t very large. If the adventurers use magic to communicate with Glick’Glak, he explains why they were on the ship and that he realizes it was a mistake. Peaceful Resolution? The juveniles know they are in trouble, but they are scared. Those at the front of the ship leap from the deck and into the Moonsea, where they watch from a distance to see what happens to their companions. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 45 If the party agrees to let them go, the juveniles release Eve, run to the ship’s rail, and jump into the Moonsea. Combat If attacked, the remaining juveniles defend them- selves, but take every opportunity to jump from the ship. Setting up the Encounter All • Sahuagin (6): AC:12, 22 hp, Int +0 Kiya and Eve Both ladies want the sahuagin punished. Eve constantly spits on the deck, she’s disgusted that the creature covered her mouth with its nasty, fishy hand. Kiya is infuriated that the creatures have defaced her ship. She demands they be punished, and she suggests they be killed. The party may attempt to persuade Kiya and Eve to release the juveniles. Three successful DC 15 Persuasion (Charisma) checks before three failures convinces Kiya and Eve to release the sahuagin. Feel free to grant advantage for good role play or intriguing arguments. Conclusion If the result is peaceful, with the juveniles being released unharmed, a small pouch containing five pink pearls is found on the ship’s deck the next morning, which is the juveniles attempt at an apology. If the confrontation results in combat, no reward is found in the morning. Treasure A leather pouch containing five pink pearls worth 100 gp each. Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 46 Player Handout 1. Contract Abigail’s Cove Adventurer Contract This is a legal and binding contract between the two signed parties. No modifications may be made to this contract after it has been signed, unless both parties agree to the modifications and acknowledge the listed modifications by initialing next to said modification. The village of Abigail’s Cove hereby employs the undersigned to perform the following task: recover and return any treasure found using the recently procured treasure map. If you die, you are dead. Resurrection services are at your own expense and will not be covered by your employer. You are to respect your ship’s crew and captain. Disrespect will not be tolerated, and the ship’s captain has the right to deal with you as if you were a normal crew member. Your payment depends on your success, and you will be given a share of all recovered treasure. The share breakdown is as follows: 20% goes to the village of Abigail’s Cove. 30% goes to the ship’s captain and its crew. 50% goes to those who sign The Adventurer’s Contract, to be divided however they wish between all survivors. If for some reason you exit the adventure or are unsuccessful in finding the treasure, all information you have gathered from our discussions is considered confidential. It is in your best interest to be honest about all found treasure. Any discovered thievery of coin, gems, or items will be dealt with posthaste. Signed: Signed: Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 47 Player Handout 2 . The Ship Captains Angry Adrik Ship: Blue Fin Pip Sterling Ship: Silver Corsair Kiya ‘Spider of the Sea’ Ship: Recluse Not for resale. Permission granted to print or photocopy this document for personal use only CCC-TRI-25 Dead Men’s Treasure 48 Player Handout 3. The Writing on the Door My dearest Abigail, This was to be our fortune, our future, a means for us to be together. Fate took you from me but, as a symbol of my love, the treasure remains yours, safely kept within this room. Perhaps someday the gods will find a way to restore us to this realm. If we should be so lucky, we have the means to build a fantastic life. I miss you and will always love you, Dreadarious Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-TRI-25 Dead Men’s Treasure 49 Player Handout 4. Magic Item During the course of this adventure, the characters may find the following permanent magic item: Cli Lyre Wondrous item, rare A cli lyre is an exquisite example of its kind, supe- rior to any ordinary lyre in every way. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instru- ment as the source of the spell or as a spellcasting focus. The lyre can cast each of the following spells once per day: fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall. An expertly crafted lyre embossed with dark mother-of-pearl stingrays. This item can be found in the Dungeon Master’s Guide.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/TotalCon (TRI)/CCC-TRI-25 - Dead Mens Treasure Version v1.1.pdf
A Light in the Dark Reports are coming out of the conclusion of the death curse, and the defeat of the lich Acererak. Adventurers are no longer afraid to go into the night in search of fame and fortune. A wily antiquarian has gleaned the location of an item of particular value and unsurpassed rarity. The problem is, she is certain she isn’t the first…or the last to learn of it. A race for riches and renown, who will be the ones to get there first and claim their prize? A Four-Hour Adventure for 11th-16th Level Characters Sean Terrill Author Adventure Code: CCC-SAC-01 Optimized For: APL 13 Version: 1.0 Development and Editing: Claire Hoffman, Travis Woodall Organized Play: Chris Lindsay D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks, Alan Patrick Special Thank You: John Capriola, Jasmine Casasus, Deni Curtis, Ethan Foster, Mark Logoteta, Kyle Shelton, Stephanie Shelton, Alan Soto, Robert Waite, and Mark Woodard DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 2 Introduction Welcome to A Light in the Dark, a D&D Adventurers League™ adventure, part of the official D&D Adventurers League™ organized play system and the Tomb of Annihilation™ storyline season. This adventure takes place in the Moonsea region of Faerun. Players will begin play arriving in the city of Mulmaster. This adventure is designed for three to seven 11th to 16th level characters and is optimized for five characters with an average party level (APL) of 13. Characters outside this level range cannot participate in this adventure. Adjusting This Adventure This adventure provides suggestions in making adjustments for smaller or larger groups, characters of higher or lower levels, and characters that are otherwise a bit more powerful than the adventure is optimized for. You’re not bound to these adjustments; they’re here for your convenience. To figure out whether you should consider adjusting the adventure, add up the total levels of all the characters and divide the total by the number of characters (rounding .5 or greater up; .4 or less down). This is the group’s APL. To approximate the party strength for the adventure, consult the following table. Determining Party Strength Party Composition Party Strength 3-4 characters, APL less than Very weak 3-4 characters, APL equivalent Weak 3-4 characters, APL greater than Average 5 characters, APL less than Weak 5 characters, APL equivalent Average 5 characters, APL greater than Strong 6-7 characters, APL less than Average 6-7 characters, APL equivalent Strong 6-7 characters, APL greater than Very strong Some encounters may include a sidebar that offers suggestions for certain party strengths. If a particular recommendation is not offered or appropriate for your group, you don’t have to make adjustments. Before Play at the Table Before you start play, consider the following:  Read through the adventure, taking notes of anything you’d like to highlight or remind yourself of while running the adventure, such as a way you’d like to portray an NPC or a tactic you’d like to use in a combat. Familiarize yourself with the adventure’s appendices and handouts.  Gather any resources you’d like to use to aid you in running this adventure--such as notecards, a DM screen, miniatures, and battlemaps.  Ask the players to provide you with relevant character information, such as name, race, class, and level; passive Wisdom (Perception), and anything specified as notable by the adventure (such as backgrounds, traits, flaws, etc.) Playing the Dungeon Master You have the most important role—facilitating the enjoyment of the game for the players. You provide the narrative and bring the words on these pages to life. To facilitate this, keep in mind the following: You’re Empowered. Make decisions about how the group interacts with the adventure; adjusting or improvising is encouraged, so long as you maintain the adventure’s spirit. This doesn’t allow you to implement house rules or change those of the Adventurers League, however; they should be consistent in this regard. Challenge Your Players. Gauge the experience level of your players (not the characters), try to feel out (or ask) what they like in a game, and attempt to deliver the experience they’re after. Everyone should have the opportunity to shine. Keep the Adventure Moving. When the game starts to get bogged down, feel free to provide hints and clues to your players so they can attempt to solve puzzles, engage in combat, and roleplay interactions without getting too frustrated over a lack of information. This gives players “little victories” for figuring out good choices from clues. Watch for stalling—play loses momentum when this happens. At the same time, make sure that the players don’t finish too early; provide them with a full play experience. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 3 Adventure Background Several hundred years ago, a young green dragon by the name of Zourunth roamed the marshes of the Flooded Forest. Finding a place to lay claim to, and lair in, Zourunth hibernated for many months to connect with her new home. Unbeknown to her, she was connected with a portal to the Shadowfell and was spirited away. Upon the destruction of the necromantic artifact known as the Soulmonger, Zourunth was able to return to this plane along with her hoard. Including a massive gem, that continued to hold an essence of the plane in which she was given many a splendid gift. It is her most prized possession. Over the past few weeks, Zourunth has cleverly “let word out” regarding her shadow-gem in hopes of drawing adventurers (and their treasure) to her lair to add to her amassing hoard. Gedreghast is a commander and leader of a group of shadowvar (denizens of the Shadowfell) intent on keeping the gem in safe hands. Their intent is to use this gem as an anchor to connect their home and this realm, no safer place than in a dragon’s hoard! Amerantha Everbright is a half-elf antiquarian who has gained a vast reputation for herself by hunting down artifacts and relics across the Moonsea and beyond. Several weeks ago, Amerantha and her associates at the Old-World Society confirmed (as best they can) the existence of an enormous gemstone, infused with the very essence of the Shadowfell itself. Amerantha is unaware of any owner of said gem, or that there may or may not be anything guarding it. Location and NPC Summary The following NPCs and locations feature prominently in this adventure. Amerantha Everbright (A-muh-RAN-tha). Half-Elf antiquarian of middle age, is a constant seeker to one-up herself and her previous finds. Zourunth (ZOR-oonth). Now an Adult Green Shadow dragon, Zourunth has come back from the Shadowfell changed forever. Using cunning and intelligence, she is a powerful foe against the players who hopes to amass great wealth and power. Adventure Overview A Light in the Dark is broken up into a linear 5- part adventure, some are very quick, and others take much longer. Be aware of any time constraints you may have at the table you are playing at and adjust accordingly. Part 1. A Request to Quest (15 minutes): The characters are contacted by the half-elf Amerantha Everbright, leader of the Old-World Society and contracted into locating and procuring a gem of unusually large size before anyone else can. Part2. A Race for Riches (20 minutes): The adventurers find themselves in the flooded forest, hunting down the precious stone. Without the use of teleportation or scrying magic, they will have to use wit and wisdom to find it first. They can play it safe and go at a slow pace, or race headlong into the forest potentially wearing themselves out. Part3. There Are Always Hurdles (130 minutes): The path through the forest is not always an easy one. Here, the players find themselves inside a cavern where they believe the gem to be located. However, before they can extract the stone, their competitors arrive. Part4. The Showdown (60 minutes): After the difficult defeat of strange, other-worldly enemies, the adventurers find themselves face to face with Zourunth herself, she promises not to go down easily. Part5. Not What We Expected (15 minutes): The adult green shadow dragon Zourunth defeated, and their counterparts eliminated, the players take the stone back to Amerantha, only to find out it may go deeper than just a payday. Adventure Hooks Any of the following hooks can be used to bring the players into Mulmaster for this adventure. With Friends Like You. The characters are contacted by a courier with an urgent message. Should they agree to meet with his employer, he will cast teleport on them to bring them to Mulmaster’s front gates. Zhentarim (Faction Assignment). You receive a coded message from the Zhentarim officials detailing a mission of importance to your brothers and sisters. Let no one know of your mission, and treat this as high importance, you will be compensated well. Give any Zhentarim characters a copy of Handout 1. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 4 Part 1. A Request to Quest Estimated Duration: 15 minutes The characters have accepted the invitation to meet with Amerantha Everbright, chairwoman in the Old-World Society. Upon entering the city, the characters are met with associates of The Cloaks, that advise the characters against casting arcane spells within city limits. If the player characters are members of appropriate rank within The Cloaks, this restriction is waived. Once the characters meet with Amerantha and hear out her offer, they can decide whether or not to accept the task at hand. If they do, proceed to Part 2: A Race for Riches. General Features Mulmaster has the following general features: Terrain. The inside of the city or Mulmaster is filled with the hustle and bustle of trade. Cobblestone streets fill the city and large crowds meet and disperse with relative quickness. Weather. The morning has a thick overcast with dark clouds, obscuring most of the natural sunlight. It is chilly, but not enough to need winter furs. What is clear, is that a storm is on its way. Light. With the amount of storm-clouds looming overhead, natural sunlight is dimmed throughout this portion of the overall landscape. Smells and Sounds. Inside the tavern, it is warm and inviting, despite the gloom and chill outside. The smell of roasted meats and freshly prepared autumn vegetables and ale marry in way that makes one think, and feel, at home. The light of the open hearth provides bright light for those inside the common room, and lanterns hang in the hallways of the upper floor. Amerantha’s Offer: The players are ushered to an upstairs suite, in the waiting room the players can meet each other and talk if they wish. You are ushered into a large sitting room. A Marvelous painting of a half elf woman with flowing golden hair and what appears to be archaeologist’s tools protruding from her pocketed vest hangs over the mantle to the fireplace set against the southern wall. Comfortable sitting chairs are arranged against opposite walls, and a large dining table with food and wine completes the furnishings of this room. “Please, don’t be shy. Have yourselves a good meal, and let’s get right down to business, shall we?” A half-elven woman matching the portrait enters the area from the back room and introduces herself as Amerantha. Amerantha Everbright wants this request to be as humble as able, but negotiations over as quickly as possible to ensure that the party has the best chances of completion. She can provide the following information:  Amerantha and her companions within the Old- World Society have confirmed rumors of a treasure of great rarity and value, a cut diamond the size of a halfling, with a smoky interior that seems to be made of shadowstuff.  The Old-World Society is a group of antiquarians and archaeologists devoted to unearthing the secrets of the past, for prestige and profit.  While they have been able to scry its general location, they cannot get a clear fix on the gem itself. The Flooded Forest is currently under a flux of the weave, hindering divination and teleportation magic.  She cannot be certain that she is the only one to hear of its rumor or that others are not actively hunting the item itself.  She offers the party members a small fortune of 4,000gp each as incentive to complete this task swiftly and quietly. Any additional finds will be the players to do with as they will, for she is only interested in the shadow-diamond.  The oncoming storm has overcast the skies and it may be harder to search the dense forest, with the lack of light and constant rainfall the last few weeks. Heroes of their experience may have little to no trouble at all.  This mission is of the upmost importance to her and wishes the party to leave as soon as they are able, providing a Potion of Superior Healing in case they run into trouble and are in need of healing. If any character has a Passive 20 Wisdom (Perception) check, that character hears a floorboard creak just outside the door followed by movement going down the stairwell. The spy (Gedreghast) is under the effects of a non-detection spell. Once the sound has been made, he rushes down the stairs and starts to actively stealth to avoid detection. If the players pursue the sound they see a Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 5 full common room of the inn downstairs as the spy is leaving the front door (as an action Gedreghast casts Seeming after his movement to leave the establishment with an altered appearance). Remember no components are needed for innate casting. Gedreghast can be described to the players as a tall slender humanoid very similar to appearance as a Drow, save for his hair is shoulder- length and jet black, and he wears studded leather that is dirty with ash and dust, and a pristine curved dagger in a sheathe on his hip. Roleplaying Amerantha Amerantha is an outgoing and happy individual at every moment of the day. This trait does not make her naive or unwise, however. She understands what a find like this will do not only monetarily for herself and her organization, but also the historical and mystical properties of this gem are something to be documented and studied closely for preservation. She is fearful of too much faction involvement, assuming that they would take credit for her discovery, and is willing to do whatever it takes to ensure this missions success (even if she has to pay extra for it). What the characters do now is up to them but remind them that time is of the essence (even if they did not hear the eaves-dropper). Allow the players to acquire any items they may need from town before venturing off. Currently, due to the trapped essence of the Shadowfell within the shadow-diamond, the Weave is modified slightly in this area. The Flooded Forest blocks scrying and teleportation or conjuration magic on a large degree. Creatures attempting to teleport into or out of the forest, to conjure creatures or allies into the forest, or using scrying magic (legend lore, locate creature/object arcane eye, clairvoyance, or scry for example) on the flooded forest or any object/creature within must make a DC 17 ability check using their spellcasting ability. Those who fail, suffer 55 (10d10) necrotic damage and gain one level of exhaustion as the spell fails and a wave of necrotic shadows pulse around the caster. Those that pass the check take half damage, are not exhausted, and the spell functions as below:  Scrying and Divination magic have partial effect, the character must make another caster level check for each round they concentrate on a spell from the school of divination, and the exact location of the diamond cannot be determined. The characters do, however gain an automatic success on their search for each successful divination spell cast or each round spent concentrating specifically requesting the location of the diamond. For more information on this, see Part 2: A Race for Riches.  Teleportation and Conjuration magic functions but teleports the character (or summoned creature) outside the northern end of The Flooded Forest. Teleportation magic cast inside the forest itself fails outright and will not teleport the character to the northern end of the forest. Specific spells do work for teleportation but require direct line of sight and a target of self to function (i.e. Misty Step or Dimension Door to a location you can see) (see Part 2: A Race for Riches.) Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 6 Part 2. A Race for Riches Estimated Duration: 20 minutes The characters have accepted the quest to hunt down the shadow-diamond and have a rough area to start their search. How the players locate the cavern is entirely up to them but some examples are given below to help guide their way through. Once the characters set their pace, you will need to record their setbacks. General Features The pathway through The Flooded Forest has the following features: Terrain. The terrain features thick brush, areas of water and marshlands, and few easy paths to cross. Overly thick walls of thorney vines create hazards and mazes as far as the eye can see. Weather. The air here is thick and humid, allbeit quite cool. Mist and fog hang low to the ground and the trees block most of the remaining sunlight from the overcast skies. Light. The light here under the overcast skies and the thick fog alog with the dense tree cover is dim light. Those without darkvision are at disadvantage on sight based checks. Smells and Sounds. Musty, thick air is dense in the forest. With it brings a damp, musty smell that is offputting. No animal sounds can be heard which confirms a very unnatural presence is within the area. If the players chose to travel to the forest by foot or horseback, it will take them roughly one day to reach the area. If instead they teleport or request such services of Amerantha that can be provided for the players. Accepting such transportation or doing so themselves provides them with a success in Part 3, reducing the amount of failures the adventurers have (minimum 0). Forest Maze: As the players reach the entrance to the forest, read the following aloud: Entering the forest, you feel unnerved. Something is definitely not natural here. The fog is thicker, the trees and landscape seem to warp and change at a glance. Undoubtedly, the environment has been altered by whatever is affecting the weave within the forest. At this point, ask the players to decide on a guide or leader throughout the exploration portion of the adventure. They can also choose to work as a team, however this will adjust the challenges into GROUP checks, as opposed to one leader. The alterations and challenges continue to worsen, the closer they get to the gem.  The players must chose now to move at “Slow”, “Normal”, or “Fast” pace.  Moving at a slow pace will grant the players advantage on their ability checks, however it counts as an automatic failure (setback) in Part 3.  Moving at normal pace confers no penalty or bonus to the players, while moving at fast pace confers disadvantage on ability checks, but grants an automatic success (and thus a reduction in failures) in Part 3.  If the characters successfully used divination magic to show the location of the cave (but not the gem itself) award each character 1 Inspiration that must be used during this section and be sure to notify them of the stipulation.  The first 30 minutes that they are in the forest, and each hour thereafter, the party must succeed on a DC 18 Constitution saving throw as the necromantic energies sap them of their energy, those who fail gain a level of exhaustion in addition to the group losing time. Record this as a setback in Part 3.  For each 30 minutes of investigating, have the party leader, or as a group make a DC 18 Wisdom (Survival) check or become lost for a time. A failed check leads to another 30 minutes lost as they backtrack and find their way. Record a failed roll as a setback in Part 3. Setbacks: Record the number of failures (maximum 3) for Part 3. In addition to these, if the party at any point takes a short rest, which will count as an additional failure (advise the players a long rest is not advised and could cause automatic failure of the mission). After the party has successfully navigated the forest with a single survival check success, proceed to Part 3. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 7 Tricks of the Trade: Group Ability Checks, To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Weather. The morning has a thick overcast with dark clouds, obscuring most of the natural sunlight. It is chilly, but not enough to need winter furs. What is clear, is that a storm is on its way. Light. With the amount of storm-clouds looming overhead, natural sunlight is dimmed throughout this portion of the overall landscape. Development The intent of this section is to have one success in locating the cave entrance. Depending on previous attempts to divine the location some players may be at disadvantage. The first check the players will make is the DC 18 Constitution saving throw to avoid exhaustion followed by the DC 18 Wisdom (Survival) check. They can have up to 3 failures, or one success, whichever comes first. Once that condition is met, the players will find the entrance to the cave. The players have at worse 2 checks against exhaustion and 3 checks for survival. At best they will have 1 and 1 respectively. After the players have made their first survival check attempt, read or paraphrase the following: After half an hour of lost traveling, something peculiar sparks your interest. Fifty feet or so to the south you notice the edge of a fogbank seems to have ash within it, mixing with the remainder of the cloud and created this blackened form in the air. Below it, the ground is dry and devoid of living foliage. Dried, crumbling, and dead. You are unsure as to if this is a desecrated area, or something else entirely. The players can make an Intelligence (Arcana) DC 18 check to notice key similarities between this abnormality and the general environmental status of the Shadowfell. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 8 Part 3. There are Always Hurdles Estimated Duration: 130 minutes The characters have located the entrance to a cavern, and are fairly certain this is where they need continue their search. General Features The Cavern of shadow has the following features: Terrain. The inside of cavern ranges from natural rock formation to worked tunnels and stone. Each section will have detailed information if the terrain changes. Light. The light inside the cave originates from phosphorescent lichen, providing dim light throughout the cavern system unless otherwise stated. Light sources due to being partially in the Shadowfell are reduced to half effectiveness. Smells and Sounds. Inside the cavern lacks sound unless otherwise noted. Hollow echoes can be heard from the adventurer’s footsteps. Shade Explosion Traps. At the locations marked T on the map, are arcane runes visible only to those that can see the Ethereal Plane. After being passed over by a living creature who is not attuned to it, an explosion of necromantic energy erupts from the rune causing all living creatures within a 30- foot radius to make a DC 18 Constitution saving throw. Failure indicates the player takes 3d10 Necrotic damage and has their maximum hit points reduced by the same amount until they have taken a long rest. Success halves the damage and does not reduce maximum hit points. If the players can see the rune, casting a Dispel Magic targeting a 6th level spell will suppress the rune for 1d6+1 rounds. If the character has spent a week in the Shadowfell within the last 30 days, they do not trigger the traps and may pass freely. Area 1. Entry Chamber This small cave entrance is the beginning of Zourunth’s lair. Due to her affinity to the Shadowfell, the natural rock has darkened in color over time. Read or paraphrase: General Features The lair has the following general features: Terrain. The floor here is natural stone and is more or less level. The walls are unworked and bear a darker color than normal for this type of stone. All rooms in this cave are twenty feet tall, unless otherwise noted. Smells and Sounds. The smell of death, mildew, the tang of acidity in the air. It is disturbingly quiet here. As you pass through the cave mouth, you feel a rush of cold. Like an unnatural curtain of freezing air. The walls of this cavern seem to be worked (albeit spottily) and the eastern alcove is covered in dark, thorny vines. The northern end of this cavern houses a rather large pile of gold and gemstones intermixed with blood stained and destroyed adventuring gear. This is the entrance to Zourunth’s home. The entry chamber is housed to entice individuals in, rather than scaring them away. The lesser gemstones, destroyed gear, and bloodied gold coins would mar her pristine collection, and thus have been left in this entrance for eager treasure seekers to walk into. Development If the players wish to investigate the area, not finding the stone, allow them to make a Wisdom (Perception) check DC 18. Other skills may be used in place of this, as long as the reasoning is valid (such as investigation, survival, etc.) If successful, the players can note that the lichen in the thorns of the eastern wall seem to go deeper than the others, possibly this is not the end of the cave. The thickets lining the walls can be moved through with every 1 foot a creature moves costing 4 feet of movement. The walls are 10 feet thick unless otherwise stated. A creature in the thickets must make a DC 17 Dexterity saving throw once each round it is in contact with the thickets or take 14 (4d6) piercing damage from the thorns. Each 10-foot cube has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage. These are a modified part of the regional effect of the dragon nesting here. Development From here, the characters proceed out of this room. However, the hallway out of this chamber has a cunningly disguised Enveloping Walls trap. If this trap is not located and bypassed, it will alert the creatures in Area 2. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 9 Trap: Enveloping Walls Simple trap, dangerous threat (levels 11-16) The passageway through the thorns is magically trapped to ensnare the unwary. A 5-foot radius symbol is embedded 5 feet past the entrance, on all surfaces of this tunnel. Any creature that moves past this rune, and any others within a 20-foot radius suffer an explosion of thorns and are trapped. Trigger. A creature passes within the area of the rune. Effect. The triggering character is the target of the effect and all creatures within a 20-foot radius of the triggering character must make a DC 17 Dexterity saving throw or take 55 (10d10) Piercing damage and be restrained by the thorny vines. A successful saving throw halves the damage and negates the restrained condition. A creature restrained by the vines can use its action to make a Strength or Dexterity check (its choice) against the same DC 17. On a success, it frees itself. Countermeasures. A successful DC 18 Intelligence (Arcana) check identifies magical runes cleverly hidden in the floor and touching it or passing over it is likely to trigger some effect. Detect Magic identifies an aura of transmutation magic. However, due to the vines blocking line of sight, this check is made at disadvantage (unless they are removed prior to passing). A successful dispel magic against a 6th level spell suppresses the symbol for 1d6+1 rounds. Teleporting past the symbol can bypass this trap. XP Award If the characters detect and avoid the wall trap, award each character 2,500 XP. Treasure The players upon investigating the small hoard can salvage up to 2,500 gp in gold and gems. The armor and equipment are unsalvageable. Additionally, the players can find a Potion of Speed at the bottom of the pile inside a locked, but un-trapped coffer (DC 20 Dexterity Thieves Tools check to open). Area 2. Hall of Fallen Heroes Passing through the wall of thorns, the players find themselves in this chamber, blood and bone litter the floor. General Features The hall has the following general features: Weather. The air here is humid and cold. The walls are damp from the humidity and sport small patches of mold. Smells and Sounds. Rotting corpses, mildew, and the tang of acidic air. Scratching of claws on stone, as well as no natural insect activity can be heard in this chamber. Much like the chamber you encountered previously, this area is damp and cold, the stone more worked than previously. You feel tired as you enter, as if you are becoming ill or drained of energy. The black thorns cover the stonework along the southern and eastern walls, save for an unworked stone hallway exiting north of this room. Blood and pieces of humanoid corpses litter the floor here, hampered by cuts and scrapes from the thorn walls, along with abnormally large puncture wounds the size of spears in larger portions of what torsos you find remaining. . You may have the players attempt a DC 17 Intelligence (Arcana) check, on success the players can determine that the exhaustion is a draining effect similar to that of the plane of shadow. Hidden in the room is a Boneclaw and four Banshee that lie in wait for new victims (Passive Perception DC 17). Once more than half the party enters the area, they attack hoping to gain advantage against the party. The boneclaw is cloaked in shadowstuffs Adjusting this Encounter Here are some suggestions for adjusting this encounter, according to your group. These are not cumulative.  Strong/Very Strong: Remove the Banshees and add a second Boneclaw. Treasure The treasure that would normally be remaining on these bodies has been given to the lord of this domain and is included in the treasure at the end. Additionally, a character that spends time searching the vines and succeeds on a DC 18 Intelligence (Investigation) check discovers that the southern end of this room continues through to Area 6, some 20 feet of vines stands between them however. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 10 Area 3. Corridor of Lost Hope This hallway has been crafted by shadowmages from the Shadowfell to trap would be plunderers inside for an eternity of torment. This area seems much different than others, with the absence of thorny vines instead shows a worked black stone similar to marble. The entrance to this T-section of hallway has an archway as you enter. To the west, a black adamantine door sits shut 40 feet away from where you stand. Opposite it, to the east, stands a large statue of a robed man pointing his outstretched index finger towards the door. There is a concealed door cleverly hidden opposite where the party enters this hallway. A successful DC 30 Intelligence (Investigation) check reveals an outline of what appears to be a crease in the wall, outlining a door. If the players instead investigate the statue of the wizard, a successful DC 22 Intelligence (Investigation) or Wisdom (Perception) reveal there is a hinge cleverly hidden on the knuckle of the outstretched finger. This finger can be activated as a lever, opening the concealed door in the center of this T section. The doorway is trapped with an Endless Loop Gate trap that affects players crossing into it. In addition to the Shade Explosion effect of crossing into this area for the first time. After opening the door, the player sees a long hallway (roughly 85 feet long) with another black metal door at the far end. The first time a player crosses the threshold of the door, that player must make a DC 20 Charisma saving throw or be trapped in this looped hallway. While inside this loop, the hallway in which they came from is gone, and once they open the door at the end of the hallway and step through they see themselves in an identical 85-foot-long hallway. A form of plane shift has been fashioned in this trap, which has been altered to send the participant to a demi plane of endless running. Possible countermeasures include a casting of the plane shift spell with a key to the prime material (shunting them to the entryway to the cavern), or by having someone cast a targeted Dispel Magic (targeting a 9th level spell) on the doorway. Characters outside this hallway can see the trapped character in this pocket dimension but do not have line of effect for the purposes of spell casting. Trap: Endless Loop Gate Simple trap, Deadly threat (levels 11-16) The passageway in this hallway is magically trapped to entrap the unwary. On the inside of the door frame are arcane glyphs to transport the character to a demi-plane as a prison. Trigger. A creature passes through the doorway. Effect. The triggering character is the target of the effect and must make a DC 20 Charisma saving throw or be trapped in the demi plane. A successful saving throw means the character presses against the wall, unable to be transported or to see the trapped hallway. Other creatures can still see the trapped hallway but once the saving throw is made successfully, the character is immune to its effect for 24 hours, or until the trap is dispelled (see below). Countermeasures. A successful DC 20 Intelligence (Arcana) check identifies magical runes cleverly hidden in the doorframe and that passing through the door will set the trap off. A successful dispel magic against a 9th level spell will dispel the trap and eject anyone caught within. Someone inside can escape via any form of planar travel (such as a Plane Shift spell keyed to the prime material) ejecting them to the entrance of the cavern. A successful DC 20 Intelligence (Arcana) check or use of Detect Magic shows a strong aura of Conjuration (Teleportation) magic, in addition to another aura of Necromancy (for the explosion). Development Once the characters bypass the loop trap, or find the concealed door, they can continue to area 4. Area 4. Pit of Shadows This unassuming hallway is again, filled with a deadly trap for those who have not made this place home. After a 15-foot long, 5-foot wide hallway, takes a direct 90 degree turn to the east. The features are similar to the previous hallway you just exited, however after 55 feet it takes a turn to the south. Beneath this hallway is a large pit filled with a continuous seepage of Shadowfell into this plane. The effects of which are identical for those who fall in to an Incendiary Cloud spell, dealing necrotic damage instead of fire. The saving throw for this effect is a DC 15 Dexterity saving throw each round they end their turn in the cloud, as well as when they enter the cloud for the first time on any turn. On a Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 11 failure, the player takes 10d8 Necrotic damage, or half on a successful one. The cloud persists indefinitely and cannot be dispelled via Dispel Magic. Because of the nature of the cloud, it does not move and fills the entirety of the bottom of this hallway. The pit extends the full 55 feet across, but the opening only extends up to 20 feet at its most. The players can spot the pit trap with a successful DC 17 Wisdom (Perception) check, or an Intelligence (Investigation). Holding the floor panels up and disarming the trap would require clever thinking on the player’s part as a total of 4 sections of floor give away individually. A DC 17 Dexterity (Thieves Tools) check can secure the first plate, however each additional plate the party attempts to secure requires another check, with a cumulative +2 to its DC for Thieves Tools only. (17/19/21/23) If the check fails by 5 or more, all of the floor plates fall, and any player falls into the 20-foot pit who is standing on them, they must then make a saving throw against its effects. Development From here, the characters proceed Area 5 through an open doorway. Area 5. A Candle in the Darkness. Passing through the doorway leads to a large, empty room. Save for a small stand in the middle and a candle burning atop it. The entirety of this chamber was meant to again, weaken the resolve of would be dungeon delvers and thieves. Read or paraphrase: This large chamber is void of all debris and articles, save for pedestal in the very center, and a lit candle atop it. The pedestal is a metallic statue of a predatory cat with interlinking plates and the candle rests atop it’s head. There is a door opposite the one you entered into, that currently is closed. . You may have the players attempt a DC 18 Wisdom (Perception) check, on success the players can see on the roof and walls there are words in common written in the marble walls. Provide the players a copy of Player Handout 2. After all the players enter this room, read the following: As the last of you enters the room, the door behind you slams shut, and the candle in the center of the room begins to glow brighter. With the added illumination, you can see that the pedestal has an engraving along is edge in glowing runes stating: “Provide me that which I seek.” This is a timed event, have each player roll for Initiative and give each player up to 10 seconds to determine what they will do. Having a timer for this event helps with the theme. After each player has had a turn to decide what to do, the encounter ends one of two ways. Should the players learn of the riddle, and correctly cast a shadow over the candle (non- magical means are possible with a brighter light source and an object between them and the candle) or snuffing the candle out with a darkness spell the candle turns black and awakens the Steel Predator disguised as the pedestal at the end of that round. The candle is magical in nature, attempts to dispel the candle would succeed against a 7th level spell, however does not answer the riddle, by extinguishing the flame by hand or another source would result in the triggering event of a Delayed Blast Fireball If the players do not successfully answer the riddle, the candle explodes in a Delayed Blast Fireball centered on its location, effecting the entire room (DC 18). Regardless of the outcome, after the Delayed Blast Fireball or the Steel Predator is defeated, both doors on opposite walls open once more. Treasure The awakened Steel Predator is destroyed upon its defeat and leaves no treasure behind. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 12 Area 6. The Library This set of two adjoining rooms serves as a resting place for those who have traveled across dimensions, currently it was used as a study for beings from the Shadowfell in hopes to learn more about their past and plans for the future. Read or paraphrase: General Features The library has the following general features: Terrain. The floor here is polished and worked stone. Weather. The air here is warm and inviting. Light. This area is illuminated with torches in sconces, providing bright light throughout. Smells and Sounds. The smell of dust clings heavily here as this area is quite old. The crackle of the torches echoes in an otherwise silent area. These two adjoining rooms are fashioned into what appears to be a library of sorts. Complete with an oaken desk, comfortable armchair, and several old bookshelves. Tomes covering a wide range of knowledge can be seen and seem to have a specialized focus around the border planes and the rise of the Netherese empire. The walls here bear tapestries and paintings of wizards engaging in spell duels and study lessons in grand halls. There is one book that is left open on the desk itself and seems to be more theory than magical practice. In the eastern part of this room, there are two furnished beds sized for humanoids of medium size with footlockers. Gedreghast, a Shadowvar Knight (statistics as a Shadar-kai Soul Monger, was here previously trying to research into ways of bringing back large portions of the Shadowfell and its citizens to the Material plane. Characters may attempt a DC 18 Intelligence (Arcana) check to decipher that this tome theorizes a bleeding of one plane into another, using resonating tools in the same locations on multiple planes attempting to synchronize the two. The players can spend time in this room reading through some of the tomes and advise them it will take 30 minutes or so to get a good grasp on the books here. If they choose to stay, add an additional count to the failure chart presented in Area 8. After spending time reading through the tomes, one is written in Netherese and speaks of the history of someone by the name of Telamont Tanthul, and a city by the name of Thultanthar, floating on an inverted mountaintop. In -339 DR, Telamont (referred to in many of the passages as Lord Shadow) is described as an archmage of extraordinary power with a tall, athletic build, wearing dark armor with Netherese decorations. It states he had a purple robe over a draconic overmantle and at one point, had transported the entire city into the Shadowfell to avoid some kind of tragedy. If they do their research they have a more descript understanding of Netherese and gain advantage in Area 7 when attempting to investigate. If the players do not read Netherese (from a story award or another source) or have access to comprehend languages via magic, they can attempt a DC 22 Intelligence (History) check to piece together an understanding of this story. In addition to understanding the story, they understand basic physiology that the Shadowfell has on certain creatures infused with it, namely, a dislike or susceptibility to bright light as it hinders their ability to effectively fight. This information can greatly assist the players against Zourunth. Treasure If the players decide to collect the books for a private collector, they can fetch as much as 2,750gp. Additionally, the players will find 2 scholars packs located in the footlockers, as well as rare spell components worth 1,250gp. Development From here, the characters proceed to Area 7 through a hallway to the east. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 13 Area 7. Homage to Lord Shadow This room was reserved to the memory of Telamont. It houses a clever, and very deadly trap for those who seek to steal other’s possessions. Entering into this large chamber, you see to the south a pair of black adamantine doors, adorned with engravings of wisps of smoke, and a pair of deep green eyes in its background sporting vertical slits. Similar to that of a serpent. The center of this room is dominated by a statue of a tall man, robed in deep purple with draconic themed pauldrons. The statue depicts him with both hands raised, palms towards the sky and bears semblance to a wizard using somatic components to a spell being performed. Near his feet rests a large, dust-covered spell tome with platinum latches and a lock across its top as well as an intricate staff topped with a large cut ruby. Both items to not appear to be a part of the statue, rather items laid at its foot. To the north, there is a 10-foot wide section of black thorn walls that protrude slightly from the rest of the wall. If the players decide to investigate the statue, or their surroundings, The roof of this cavern is flat, not domed like you would expect. You can discern a latticework of black adamantine spanning its entirety. The statue is surrounded by a translucent cylinder that completely encircles it from floor to ceiling. This indeed, was a cleverly well done Falling Roof Trap. Have the players make a DC 20 Intelligence (Investigation) check, with advantage if they studied in the Library. Success indicates that the tome and staff, while old and dust covered, have nothing to do with Netheril or have any similar markings whatsoever, making them seem out of place. Additionally, the cylinder in the middle is an oddity as it goes from floor to ceiling, rather than just encasing the statue. A DC 20 Wisdom (Perception) check can see that the latticework is not imbedded in the ceiling, more so being supported against it. The players can dispel the cylinder in one of two ways, via Disintegrate spell, much in the same way as with a Wall of Force or by dispelling it (a Dispel Magic targeting a 4th level spell). Upon doing so, however sets off the trap. This Falling Roof Trap is designed to dispose of any who made it this far, or at least weaken them, while their coins and magical items remain intact for plundering. The latticework falls down covering the entire room, and gaps in the lattice work are only 1- foot square. The entire piece weighs over 5 tons and once it starts to fall, it hits the floor in the same round. Each player must make a dexterity saving throw, DC 18 or take 10d10 bludgeoning damage as they rip through a small opening. Those that pass the saving throw take half damage. Characters smaller than small size, or those who have the ability to squeeze through 1” areas (such as a polymorphed player into a small animal, or a Druid Wildshaped into an air or water elemental for example) have advantage on the check, take no damage on a successful save, and only half on a failure. If this damage reduces a player to 0 hp, they are smashed to a pulp, and require a True Resurrection or a Wish to restore the character to life. As the lattice falls, it crushes the statue, the tome, and the staff beneath it. The cylinder only has enough room for the statue itself, making it not a valid destination for spells like Misty Step or Dimension Door as players of small or larger size are unable to squeeze in the area. If somehow the players are able to achieve tiny size or smaller, there is enough room to be inside the cylinder to retrieve the items. Development At this point, the players have survived the traps of the lair, and are on to the final push. The spellbook is empty but can be used as a spellbook or sold for the base platinum in it, for 500gp. The staff can fetch 250gp to an art dealer and has a Nystul’s Magic Aura cast upon it to fool others. XP Award If the characters detect and avoid the Falling Roof Trap, award each character 2,500 XP. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 14 Area 8. There’s No Place like Home. Passing through the doorway into Zourunth’s resting place. She has constructed most of her lair to be nothing but a death maze for would-be intruders. She has made an especially thick wall of thorns here upon seeing the teleportation runes, or hearing the party in her home, and now lies in wait in the southern corner of the room for the collision to begin. This encounter will run differently depending on the number of failures in Part 2, as well as a possible addition in Part 3 in the Library or any rest that was taken and subtract the number of successes gained to achieve your final result. Read the first box text aloud to players and reference the chart below to determine where to go next. Read or paraphrase: The exit from the previous room and entrance to this one inspires awe and wonder. The floor is made of the same polished black marble, swirled with dark wisps of grey. The floor expands out to a room 35-feet long, and 135-feet wide. The edges of the room do not have walls, but instead seem to fall into a darkened void. There is no ceiling here, and you cannot see out into the darkness to an end. Your stomachs turn as though you had been forcibly moved across to another realm. At the southern end of this floor, is a 60-foot- high domed wall of blackened thorns abnormally dense in nature. . Exiting the side of the floor has a base for the players to walk, however if the players begin their turn, or move into a square outside the mapped zone, they will be subjected to the Shade Explosion effect with no radius, only affecting that player, and treat this area as heavily obscured. The dome in the center of the room as well as the enclosure of the shadowstuffs is 60 feet around the area. Refer to the chart below, determining how the encounter proceeds from here. Failures- Successes Effect 0 The players have beat their enemies here and have one round to prepare before they see glowing runes on the floor in the center of this room begin to illuminate. After one round of preparation, read section 8a. 1-2 The players arrive as the runic circle starts to illuminate. Read section 8a 3 Players arrive shortly after the enemies have arrived, they are preparing for combat against the players. Have the enemies make one movement or one action, but not both. Read section 8b. 4+ The players arrive at the end of the second round of enemies arriving. The enemies have one full round of activity to prepare for the adventures, and to hide in the room, Adventures with less than 20 passive perceptions are considered to have the surprised condition. Read section 8b. 8a. After the last of you enters the room, the door behind you slams shut and as you look up, a light appears and begins to build in the center of the floor. Slowly forming a circle of arcane runes. Within a moment, several figures appear in the light. Slender and tall, these humanoids have features similar to that of elves, but from a much older time. They are cloaked in lightly obscuring shadows that cling to them like a fine mist. Two of these enemies wield long lengths of spiked chain, while one holds a curved dagger. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 15 8b. After the last of you enters the room, the door behind you slams shut and several figures appear out of the void at the edges of the room, as a softening glow dies down from a runic circle in the center of the floor. Slender and tall, these humanoids have features similar to that of elves, but from a much older time. They are cloaked in lightly obscuring shadows that cling to them like a fine mist. Two of these enemies wield long lengths of spiked chain, while one holds a curved dagger. You may have the players attempt a DC 18 Intelligence (Arcana) check, on success the players know that the runic circle is a teleportation effect on similar type to plane shift, but on a much stronger, and a very different level. The players are now face to face with their competition, led by Gedreghast a Shadowvar Knight (Shadar-kai Soul Monger), and to his sides stands two Shadowvar Assassins (Shadar-kai Shadow Dancer). The enemies waste no time in taking care of the interlopers from this realm and charge in to attack. Take note, that since the shadowvar have been to the plane of shadow for more than a week in the last month, along with their immunity to necrotic damage, they are therefore immune to the damaging aspects of the void. The floor continues out seemingly endlessly but the map is dictating where the end of the clouds begin. Adjusting this Encounter Here are some suggestions for adjusting this encounter, according to your group. These are not cumulative.  Strong/Very Strong: Add a Shadowcaster (Shadar-kai Gloom Weaver) The Shadowvar here fight to the death. With the diamond acting as a synchronizing focus for the Shadowfell, they believe it can help in the blending of the planes and will do whatever it takes to keep this item safe. Tricks of the Trade After two full rounds of combat, proceed to Part 4, The Showdown. If the players have defeated the shadowvar within these two rounds, it provides them with a moment of reprieve, if not however, they must hurry before they have another powerful enemy on their hands. Strike as One. These enemies strike as a group to help take down stronger enemies first in swift fashion. They target players wearing heavy armor or wielding two handed weapons to ensure they can close the distance with casters afterwards. Treasure On the belt Gedreghast, hangs a stoppered brass bottle. This is an efreeti bottle and is described on player handout 3. Development At this point, if they players have fallen in battle to the Shadowvar enemies, proceed to Part 5: Not What We Expected, Defeat! Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 16 Part 4. The Showdown Estimated Duration: 60 minutes After 2 rounds of combat, read or paraphrase the following: An ear-shattering roar erupts from within the vined dome. The thorns dance and move, slowly pulling back as if alive themselves. Something is coming out of its shell…. something BIG. At this point, the players have two full rounds to prepare if they defeated the Shadowvar on their own, if not and are in need of assistance, they must survive another two rounds before Zourunth reveals herself. At that point, read the following to the players: As the vines thin and pull back from their dense packing, you can distinctly see a pair of large green eyes staring back at you through the foliage. You realize now that these were not the eyes of a snake, but that of dragons. With a crash, the remaining vines are blown open as an enormous green dragon with dark charcoal and green scales erupts from the dome, splintering thorns shower the floor. Unfurling its wings, you can see the same darkness cling to it, and its wings become translucent. She lowers her head to meet you and begins to grin. “Take care, little ones, as you may fall into a hole seeking glory and gold, that you may never come back from. This is the home of Zourunth, The Endless Shadow and YOU are TRESSPASSING!” Zourunth emerges along with two Allip from her shell to dispose of the adventurers and keep her prized possession safe from the grubby hands of lesser beings. A few things to keep in mind:  The terrain remains the same, and any creature pushed into the void continues to take damage as per the Shade Explosion effect.  The ceiling of this area is effectively 60-feet high, before going into the void effect. Players take damage from this effect when they first enter the void on a turn, or when they begin their turn inside it.  Zourunth uses this environment to her advantage, attempting to pin the adventurers to the walls, forcing them to either run past her, or be forced into the void.  The lighting in this room is dim light. Adjusting this Encounter Here are some suggestions for adjusting this encounter, according to your group. These are not cumulative.  Very Weak: Remove one Allip  Strong/Very Strong: Add a third Allip Development At this point, if they players have fallen in battle to Zourunth, proceed to Part 5: Not What We Expected, Defeat! If the party is successful, after the final blow has been struck against Zourunth, the room begins to shake and crumble. The runic circle in the center of this room begins to grow in light, and a familiar voice calls out to the players: As the final blow is delivered, and the great dragon’s body begins to flail in death throws, the shadows in the void begin to dissipate. Flickering softly like a candle in a storm, the arcane glyphs in the center of the room begin to illuminate with the familiar voice of Amerantha ringing through: “Hurry heroes! My diviners have found you once again and we don’t know how long we can keep the connection open! Grab the gem, run into the circle, and hold on tight!!” Treasure The players are able to stuff their bags and pockets with the horde from the dragon totaling 15,500 gp, safely gather the shadowdiamond and enter into the ring before the walls crumble, closing the caverns for good. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 17 Part 5. Not What We Expected Estimated Duration: 15 minutes Success! The players step through the portal and find themselves in the personal teleportation circle of Amerantha Everbright anxiously requesting the full story of what took place during their adventure. Zhentarim Faction Assignment: Allow any Zhentarim players who acquired the Shadowgem an opportunity to use the black blade to chip a small piece into a secret compartment within its hilt. Role-play is encouraged and die rolls are not necessarily needed. If the character cannot find a way to stay in the back of the group, etc. allow them to attempt a DC 15 Dexterity (Sleight of Hand or Stealth) check to do so without being spotted. This will complete the Zhentarim Assignment After the players have informed her of their situation and what has transpired, Amerantha asks the players for the Shadowgem and hands it to her researchers for careful and immediate study. They place the gem in a clear protective container and begin a ritual to identify any additional properties of the gem. After a few moments of well-deserved rest, both diviners look up to you with eyes widened, jaws slowly dropping. They quickly end their ritual and pull Amerantha aside speaking softly. She turns to you, concern in her voice, “This is more than just a relic I’m afraid…It appears as this gem also acts as a conduit for something beyond my contacts and powers to harness. It seems like this is but a piece in a much larger ritual, and I think we may have bitten off more than we can chew…” Defeat! Should the players have not defeated the Shadowvar enemies, or fallen in battle against Zourunth, The enemies have regrouped and taken the Shadowgem with them, furthering their plans. Players earn the Ire of Everbright story award for their failure. After reporting the failure to Amerantha, she shows her disapproval greatly and their story ends here. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 18 Rewards Make sure players note their rewards on their adventure log sheets. Give your name and DCI number (if applicable) so players can record who ran the session. Experience Total up all combat experience earned for defeated foes and divide by the number of characters present in the combat. For non-combat experience, the rewards are listed per character. Combat Awards Name of Foe XP Per Foe Zourunth (Adult green dragon) 13,000 Allip 1,800 Banshee 1,100 Bone Claw 8,400 Steel Predator 15,000 Gedreghast (Soul Monger) 7,200 Shadovar Assassin (Shadowdancer) 2,900 Shadowcaster (Gloom Weaver) 5,000 Non-Combat Awards Task or Accomplishment XP Per Character Bypassed Vine ensnarement 2,500 Bypassed Falling Roof Trap 2,500 The minimum total award for each character participating in this adventure is 10,125 experience points. The maximum total award for each character participating in this adventure is 13,500 experience points. Treasure The characters receive the following treasure, divided up amongst the party. Treasure is divided as evenly as possible. Gold piece values listed for sellable gear are calculated at their selling price, not their purchase price. Treasure Awards Item Name GP Value Zourunth’s Hoard 15,500gp Platinum spellbook 500 gp Ruby Staff 250 gp Private Library books 2,750 gp Rare spell components 1,250 gp Entry chamber treasure 2,500 gp Amerantha’s reward 4,000 gp each Consumable magic items should be divided up however the group sees fit. If more than one character is interested in a specific consumable magic item, the DM can determine who gets it randomly should the group be unable to decide. Permanent magic items are divided according to a system detailed in the D&D Adventurers League Dungeon Master’s Guide. Efreeti Bottle Wonderous Item, Very Rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens. This item can be found in Player Handout 3. . Potion of Speed Potion, very rare This item can be found in the Dungeon Master’s Guide. Potion of Superior Healing Potion, rare This item can be found in the Dungeon Master’s Guide. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 19 Story Awards During the course of this adventure, the characters may earn the following story award: Favor of Everbright. You have collected successfully the Shadowgem against all odds and have proven yourself to Amerantha Everbright. The Old-World Society will remember this, should you meet with them in the future. More information can be found in Player Handout 2. Ire of Everbright. You have let the Shadowgem fall into the hands of your enemies, earning you the disapproval of Amerantha Everbright. The Old- World Society will remember this, should you meet with them in the future. More information can be found in Player Handout 2. Renown Each character receives one renown at the conclusion of this adventure. Members of the Zhentarim that successfully take a piece of the Shadowgem for the faction and hide it inside the hidden hilt of the blade, earn one additional renowned point. DM Reward In exchange for running this adventure, you earn DM Rewards as described in the D&D Adventurers League Dungeon Master’s Guide (ALDMG). Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 20 Appendix. NPC Summary The following NPCs are featured prominently in this adventure: Amerantha Everbright (A-muh-RAN-tha). Amerantha Everbright is a half-elf antiquarian who has gained a vast reputation for herself by hunting down artifacts and relics across the Moonsea and beyond. Zourunth (ZOR-oonth). Zourunth is a fairly new addition to the ranks of shadow dragons. After hibernation, she was taken away to the Shadowfell and transformed in her long period of sleep. Upon her return, she had noticed a change in her prized possession as well, the transformation of her diamond into one infused with the very plane itself. Gedreghast (Ged-reh-gast). Gedreghast is a shadowvar knight, part of an organization on the Shadowfell obsessed with the history of Telamont and his teleportation of the City of Shade to the Shadowfell. This fringe group believes there is something truly powerful within the Shadowdiamond and it may be used in a ritual to bring the city of shade back to the prime material. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 21 Appendix. Monster/NPC Statistics Zourunth (Adult Green Shadow Dragon) Huge dragon, lawful evil Armor Class 19(Natural Armor) Hit Points 207 (18d12+90) Speed 40 ft., fly 80 ft., swim 40 ft STR DEX CON INT WIS CHA 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3) Saving Throws Dex +6, Con +10, Wis +7, Cha +8 Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +11 Damage Resistances Necrotic Damage Immunities poison Condition Immunities poisoned Senses blindsight 60ft. , darkvision 120 ft, passive perception 22 Languages Common, Draconic Challenge 15 (13,000 XP) Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn’t force, psychic, or radiant. Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action. Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Amphibious. The dragon can breathe air and water. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks; one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10+6) piercing damage plus 7 (2d6) necrotic damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw of become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Shadow Breath (Recharge 5-6). The dragon exhales necrotic gas in a 90-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) Necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon’s control. Lair Actions On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:  Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.  A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 22 creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10- foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.  Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6+6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Allip Medium undead, neutral evil Armor Class 13 Hit Points 40 (9d8) Speed 0 ft., fly 40 ft. (hover) STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3) Saving Throws INT +6, WIS +5 Skills Perception +5, Stealth +6 Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Damage Immunities Cold, Necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained. Senses darkvision 60 ft, passive perception 15 Languages the languages it knew in life Challenge 5 (1,800 XP) Incorporeal Movement. The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6+3) psychic damage. Whispers of Madness. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8+3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip’s choice that the allip can see. Constructs and undead are immune to this effect. Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8+3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 23 Banshee Medium undead, chaotic evil Armor Class 12 (half plate) Hit Points 58 (13d8) Speed 40 ft., (hover), walking 0 ft. STR DEX CON INT WIS CHA 1 (-5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3) Saving Throws WIS +2, CHA +5 Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Damage Immunities Cold, Necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained. Senses darkvision 60 ft, passive perception 10 Languages Common, Elvish Challenge 4 (1.100 XP) Detect Life. The banshee can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations. Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Actions Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6+2) necrotic damage. Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effects ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (1/day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage. Boneclaw Large undead, chaotic evil Armor Class 16(Natural) Hit Points 127 (17d10 + 34) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 15 (+2) 13 (+1) 15 (+2) 9 (-1) Saving Throws DEX +7, CON +6, WIS +6 Skills Perception +6, Stealth +7 Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft, passive perception 16 Languages Common, plus one language of its master Challenge 12 (8,400 XP) Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw’s master. Shadow Stealth. While in dim light or darkness, the boneclaw can take the Hide action as a bonus action. Actions Multiattack. The boneclaw makes two claw attacks. Piercing Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 20 (3d10+4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has to claws. While a claw grapples a target, the claw can only attack that target. Shadow Jump. If the boneclaw is in dim light or darkness, each creature of the boneclaw’s choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12+2) necrotic damage. The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it is grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 24 destination. The destination spaces of this teleportation must be in dim light or darkness. Reactions Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target. Gedreghast (Soul Monger) Medium humanoid (elf), neutral Armor Class 15 (studded leather) Hit Points 123 ( 19d8+38) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-4) 17 (+3) 14 (+2) 19 (+4) 15 (+2) 13 (+1) Saving Throws Dex +7, Wis +7, Cha +5 Skills, Perception +7 Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened Senses darkvision 60 ft., passive perception 17 Languages Common, Elvish Challenge 11 (7,200 XP) Fey Ancestry. The soul monger has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The soul monger’s innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells requiring no material components: At will: chill touch (3d8 damage), poison spray (3d12 damage). 1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming Magic Resistance. The soul monger has advantage on saving throws against spells and other magical effects. Soul Thirst. When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature’s hit point maximum. While the soul monger has temporary hit points fromo this ability, it has advantage on attack rolls. Weight of Ages. Any beast or humanoid, other than shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature’s next turn. Actions Multiattack. The soul monger makes two phantasmal dagger attacks. Phantasmal Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger’s next turn. Wave of Weariness (Recharge 4-6). The soul monger emits weariness in a 60-foot-cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 25 Shadovar Assassin (Shadow Dancer) Medium humanoid (elf), neutral Armor Class 15 Hit Points 71 (13d8+13) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 12 (+1) Saving Throws Dex +6, Con +4 Skills. Stealth +6 Damage Immunities Necrotic Condition Immunities Charmed, Exhaustion Senses passive perception 11, darkvision 60’ Languages Common, Elvish Challenge 7 (2,900 XP) Fey Ancestry. The Shadow Dancer has advantage on saving throws against being charmed, and magic can’t put it to sleep. Shadow Jump. As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes. Actions Multiattack. The Shadow Dancer makes three spiked chain attacks. Spiked Chain. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6+3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer’s choice:  The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can’t grapple another target.  The target is knocked prone. The target takes 22 (4d10) necrotic damage. Shadowcaster (Gloom Weaver) Medium humanoid (Elf),neutral Armor Class 14 (17 With Mage Armor) Hit Points 104 (16d8+32) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 15 (+2) 12 (+1) 18 (+4) Saving Throws Dex +8, Con +6 Damage Immunities Necrotic Condition Immunities Charmed, Exhaustion Senses passive perception 11, darkvision 60’ Languages Common, Elvish Challenge 9 (5,000 XP) Burden of Time. Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver. Fey Ancestry. The gloom weaver has advantage on saving throws against being charmed, and magic can’t put it to sleep. Innate Spellcasting. The gloom weaver’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: arcane eye, mage armor, speak with dead 1/day each: arcane gate, bane, compulsion, confusion, true seeing Spellcasting. The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells: Cantrips (at will): chill touch (3d8 damage), eldritch blast (3 beams +4 bonus to each damage roll), minor illusion, prestidigitation. 1st-5th level (3 5th-level slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt Actions Multiattack. The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 26 Shadow spear. Melee Weapon Attack: +8 to hit, reach 5 ft. one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8+4) piercing damage if used with two hands, plus 26 (4d12) necrotic damage. Reactions Misty Escape (Recharges after a Short or Long Rest). When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell. Steel Predator Large construct, lawful evil Armor Class 20 (Natural Armor) Hit Points 207 (18d10+108) Speed 40 ft. STR DEX CON INT WIS CHA 24 (+7) 17 (+3) 22 (+6) 4 (-3) 14 (+2) 6 (-2) Skills Perception +7, Stealth +8, Survival +7 Damage Resistances Cold, Lightning, Necrotic, Thunder Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 17 Languages Understands Modron and the language of its owner but can’t speak. Challenge 16 (15,000 XP) Innate Spellcasting. The steel predator’s innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components: 3/day each: dimension door (self only), plane shift (self only) Magic Resistance. The steel predator has advantage on saving throws against spells and other magical effects. Magic Weapons. The steel predator’s weapon attacks are magical. Actions Multiattack. The steel predator makes three attacks: one with its bite and two with its claw. Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6+7) piercing damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 16 (2d8+7) slashing damage. Stunning Roar (Recharge 5-6). The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it’s holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 27 Appendix. Map Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 28 Zhentarim Faction Assignment. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 29 Player Handout 1. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 30 Player Handout 2. Story Award During the course of this adventure, the characters may earn the following story award. If you are printing these out for your characters, print as many as you may need to ensure that any eligible character receives a copy: Favor of Everbright You have collected successfully the Shadowgem against all odds and have proven yourself to Amerantha Everbright. The Old-World Society will remember this, should you meet with them in the future. Ire of Everbright You have let the Shadowgem fall into the hands of your enemies, earning you the disapproval of Amerantha Everbright. The Old-World Society will remember this, should you meet with them in the future. Not for resale. Permission granted to print or photocopy this document for personal use only. CCC-SAC-01 A Light in the Dark 31 Player Handout 3. During the course of this adventure, the characters may find the following permanent magic item: Efreeti Bottle Wonderous Item, very rare This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens. D100 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. 11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-100 The efreeti can cast the Wish spell three times for you. It disappears when it grants the final Wish or after 1 hour, and the bottle loses its magic. This item can be found in the Dungeon Masters Guide.
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/Kublacon (SAC)/CCC-SAC-01 A Light in the Dark.pdf
28 28 In this adventure, a distraught mother asks the Fated to help find her daughter whom she suspects of being kidnapped by Gremlins. The Fated must track the girl and her captors into the Bayou. deSTiNy STepS: CRSC 8t: “Once your strangers travel in three” easily describes the group the Fated will be tracking. ALBC 12M: “The woman will give you her tears to drink” could describe Heather, who turns to the Fated to help her lessen her distress by finding her daughter. LLBC 6C: “Should you wade through the waters black” could refer to the character’s trip into the Bayou… particularly if the standing water of the area is described as being dark and murky. prologue: The adventure opens as the Fated are approached by Heather Skroggs, a woman who is desperately trying to hire someone to find her missing daughter. Heather first travels to Edge Point, a sleepy town perched next to the Bayou, as it is close to her family’s farm. This makes a good place for the Fated to meet Heather, but if they’re in Malifaux City, they can also meet her there, after she’s exhausted her luck in Edge Point and taken the train into the city. This won’t change the adventure very much at all, save that Heather will likely be a bit more desperate and panicky when she meets with the Fated. Read the following text: Heather has all of six scrip to her name, which is partially the reason why she hasn’t had any luck in convincing anyone to look for her daughter; it might be enough to hire a mercenary or bribe a daWN iN The Bayou a one-sHoT aDvenTure For ThrougH The BreaCh ChaD Jons anD MaSon CrawForD As you converse with an acquaintance about their exhausting day, you notice a bit of a commotion from a few yards away. A plump, middle-aged woman is clutching a handful of scrip as she desperately tries to appeal to an uncaring Guild Guard for assistance. Catching your gaze, the Guild Guard says something to the woman and motions in your direction, sending her hurrying over to your side. “Excuse me,” she says. “The guardsman said that you might be able to help me? It’s my daughter, Dawn. I… I think she was kidnapped by Gremlins!” 29 29 guardsman in most circumstances, but as soon as the prospect of heading into the Bayou comes up, the price shoots up beyond what she can pay. She explains that her husband, James Skroggs, is up north selling seed corn, while she stayed behind to mind the farm and watch over their six-year-old daughter. Dawn had been playing outside earlier that morning when Heather went to milk their cow, and when she returned, she discovered that her daughter was missing. She shouted Dawn’s name over and over again until she noticed fresh tracks in the dirt… tracks that came out of the nearby Bayou, went right up to her front porch, and then trailed back into the swamp. Heather is terrified rightfully of the Bayou – her husband sometimes hunts wild pigs on the outskirts, and the size of the creatures sends shivers down her spine – she is intensely worried about her daughter’s safety. She’s certain that Dawn was kidnapped by Gremlins, as she and her husband have both seen a few of the creatures lingering around the edges of their farm in the past. If the Fated agree to help her, she presses her six scrip into their hands and thanks them profusely; as far as she is concerned, the Fated are her last hope of ever seeing her daughter again. If the Fated are in Edge Point, she will lead them south to her farm; otherwise, the Fated will first have to take the train south to Edge Point, which ends up costing half a scrip per Fated for a coach ticket. Scene 1: The SkroggS Farm When the Fated arrive at the Skroggs farm, read the following text: Heather allows the Fated to poke around the farm as much as they want. There is a moonshine still behind the house and a bored-looking cow named Bessy in the barn. Near the front porch of the farm house is a swept area where a child’s hopscotch game has been etched into the dirt. It’s here that Heather found the tracks leading out into the swamp, and she points them out to the Fated as soon as they arrive at the farm. If the Fated succeed on a TN 8 Track Challenge, they can tell that there are three sets of prints: one that was playing hopscotch, presumably belonging to Dawn, and two more that came out of the Bayou. From the size of these footprints, it would appear that Heather was correct in assuming that they belonged to Gremlins. If the Fated achieve a Margin of Success on this Challenge, they are able to discern that there are no signs of a struggle; from the look of things, Dawn willingly walked into the Bayou with the Gremlins. As the Fated examine the footprints and the rest of the farm, Heather heads inside, returning a minute later with cookies and warm lemonade. She promises to kill some chickens and cook a victory feast for the Fated when they return and starts preparing for that meal with as much effort as she can muster. Heather can’t bear the thought of losing her daughter and does everything she can to distract herself from that very probable reality. If the Fated try to point out that her daughter might be injured or dead, she tries to change the subject with stories about Dawn and what a lovely girl she is. Heather can give the Fated a good description of her daughter. Dawn is six years old, with long, blonde hair that was braided in pig tails and tied off with blue ribbons. She was wearing a simple pink woolen dress, has a few freckles on her nose, and “big green eyes full of wonder.” The acrid smell coming from the Bayou creates a strange aroma as it mixes with the smell of the farm’s corn field. The Skroggs homestead is a humble abode perched on the edge of the Bayou, with a large horse barn standing tall opposite the dark Cyprus trees of the swamp. Next to the barn is a small well that looks to have been a recent construction. Neat rows of corn and squash stretch out in a rectangle between the barn, the farm house, and the marshy edges of the Bayou. 30 30 Scene 2: Following the Tracks It doesn’t take any skill to realize that the tracks lead from the hopscotch game into the nearby Bayou. Read the following text to the players as they follow the tracks into the swamp: To continue to follow the tracks, the Fated will have to participate in an Ongoing Challenge: Tracking Down Dawn Skills Allowed: Navigation, Track, or Wilderness Target Number: 10 Duration: 1 hour Success Requirement: 6 Failure Requirement: 3 At the end of each Duration, the Fated learn one Clue from the list below for each success they achieved. For every Failure, they experience a Setback from the list below. If the Fated successfully complete the Ongoing Challenge, they are able to track the footprints all the way to the Gremlin Village (and Scene 3). If the Fated catastrophically fail the Ongoing Challenge, however, they end up following the trail of a Wild Boar and her Piglets that crossed the Gremlins’ trail hours after they had already passed. See the Some Pigs section on page 31 for more details. Clues (in this order): 1) The Fated find a long log that bears the muddy butt-prints of three figures. From the look of things, it appears as if Dawn and the two Gremlins (one of whom was wearing pants) stopped here to rest for a while. There’s a glob of old, spit-out chewing tobacco on the ground nearby. (Dawn was getting tired, so the Gremlins decided to stop for a rest.) 2) The Fated find a discarded bottle of moonshine in some underbrush. (Dawn was getting tired, so the Gremlins gave her some moonshine to help give her some energy.) 3) The Fated find a pile of cold vomit on the ground; there are two Piglets here, sniffing the vomit pile expectantly. When they notice the Fated, they squeal and start pawing at the ground. The Fated can attempt a TN 10 Husbandry Challenge to calm the Piglets down or a TN 10 Stealth Challenge to carefully maneuver around them without making any sudden moves or strange sounds, but just about anything else (including doing nothing for more than a minute) riles the Piglets up and sends them charging toward the Fated to defend their delicious pile of throw-up. Stats for the Piglets can be found on pg. 35. (The Moonshine made Dawn sick and she threw up all over the place.) 4) The trail veers toward a small pool of standing water. A blue ribbon is mashed into the mud at the side of the pool. (The Gremlins stopped so that Dawn could wash the vomit off her dress and one of her hair ribbons came loose; she was too ill to either notice or care.) 5) The Fated come across a makeshift campsite. Some leaves have been piled up dangerously close to a fire pit, over which stands a crude spit made from sticks. The bones of a small animal can be found in the ashes of the fire. (Dawn was hungry and tired, so the Gremlins shot a rabbit, cooked it for her, and waited as she took a nap on the leaves.) 6) The Fated come across a hopscotch board that has been etched into the dirt in a relatively flat area. The footprints seem to indicate that Dawn and the Gremlins stopped to play a game of hopscotch before continuing onward. (The Gremlins asked Dawn to show them how Hopscotch worked again, so that they could look like they knew what they were talking about when they arrived at their village.) The tall, dark Cyprus trees form a looming canopy overhead as you head into the murky swamp. Your feet sink a half-inch into the mud with every step, making loud “plurp” sounds as you trudge forward, and the thorny underbrush makes it clear that this place is not for the light-hearted. The mud makes it easy to follow the tracks of the three separate creatures moving together, but as the mud is replaced with shallow pools of water or knots of thick vegetation, it becomes progressively harder to stay on track 3131 Setbacks (in no particular order): • One of the Fated wanders into a hive of stinging bees and wasps! Each non-Construct character must make a TN 10 Athletics or Toughness Challenge; those who fail suffer 1 damage and suffer a - to all Social Skill Challenges for the next three days, due to the numerous sting marks and welts all over their faces, arms, and chests. • Thinking that it’s just shallow mud, one of the Fated steps into a patch of quicksand! The character must attempt a TN 11 Athletics Challenge on her next turn. On a success, she is able to grab onto something and pull herself to safety. On a failure, she gains the Suffocating Condition (Fated Almanac, pg. 217) and must attempt the Athletics Challenge again on her next turn, until she succeeds on the Athletics Challenge or drowns. Note that other characters can use the Assist Action to give the struggling character a + to her Challenge. Some Pigs If the Fated catastrophically fail the Ongoing Challenge, they come across a Mama Pig and her three Piglets. Wild boars are notoriously territorial and ornery, and the Mama Pig is no exception. Read the following text: The Fated are five yards from the pigs. They have one attempt to avoid combat: a TN 14 Husbandry Challenge will calm the mother pig down long enough for the Fated to withdraw. On a failure, however -- or if the Fated just decide to attack the pigs – the Mama Pig charges toward the nearest character, while the Piglets charge anything that moves (in their own, extremely poor judgement). Stats for the Mama Pig and Piglets can be found on page 35. Once the pigs have been dealt with, the Fated can retrace their steps and begin the Ongoing Challenge over again. Scene 3: The Gremlin Village After succeeding at the Ongoing Challenge, the Fated find their way to the Gremlin Village. Read the following text: You can hear some rustling from up ahead, indicating that you’ve finally closed on your quarry! As you push through the thorny underbrush, you come across a small, sucking pool of dirty water, around which three small piglets and one much larger pig are gathered. The small piglets squeal as they catch sight of you, prompting the larger pig to swing her tusked head towards you. She glowers, pawing at the muddy ground with her hooves as the smaller piglets start racing around in an uncontrolled panic. The Cyprus trees part to reveal a small, nestled village placed upon a rise in the land. About twenty or thirty ramshackle homes have been crammed onto the rise, and the place is abuzz with activity. Small pens filled with feral pigs are intermingled among the homes, and you can see a few of the creatures gnawing at the wooden bars of their prisons with surprising determination. A large crowd of Gremlins have gathered near your side of the hill, some of them leaning on their long rifles while others hold tiny Gremlin children on their shoulders to get a better view of the action. At the center of the crowd, an old Gremlin with missing teeth is playing hopscotch. Standing next to him, at the front of the crowd, is another Gremlin with a long beard and a blonde human girl in a pink dress. A large moonshining still stands nearby, along with woven baskets filled with all manner of brewing ingredients. 32 32 The blonde girl is, of course, Dawn Skroggs. As the Fated watch, she instructs the Gremlins on the proper way to play hopscotch, correcting their mistakes and occasionally demonstrating how the game works, much to the “oohs” and “aahs” of the crowd. Dawn’s “kidnapping” is actually the result of a misunderstanding. The Gremlins came upon her as she was playing hopscotch and approached her to find out just what she was doing. When she told them that she was playing “hopscotch,” they were confused, as both “hops” and “scotch” were, as far as they were aware, both things that were related to brewing. The Gremlins asked more questions and Dawn answered them, boasting that she was the best hopscotcher in all of Malifaux, except, perhaps, for her mother, who had taught her how to play. Thinking that they had stumbled upon some great human brewing secret, the Gremlins convinced Dawn to come back to their village and show their master brewer how this “hopscotch” thing worked. At the moment, the Gremlins are under the belief that drawing the boxes on the ground and jumping from one number to the next is some sort of magical ritual intended to enchant the ingredients before the brewing begins. They’re having problems understanding just how the “ritual” is supposed to work, however, and questions such as “So, if the stone lands on the five, you add five hops to the scotch?” – complete with Dawn shaking her head and pointing out that you have to skip the five if the stone lands on it - are common. At this point, the Fated have a few options as to how to go about getting Dawn back from the Gremlins. The Violent Approach Particularly trigger-happy groups might decide to go in, guns blazing, to rescue Dawn. There are two dozen Bayou Gremlins armed with rifles that will fire back at the Fated if they attack, though if the Fated launch a surprise attack, these Gremlins will be Slow on the first round of combat. Starting on the third round of combat, another six Bayou Gremlins arrive from the huts to reinforce their brethren. The other Gremlins shriek and either dart into the swamp or take cover in their shacks. As soon as a fight breaks out, Dawn drops to her knees and places her hands over her ears; she doesn’t move at all unless someone scoops her up, which requires 2 AP from an adjacent character, due to how much Dawn struggles against being “rescued.” Diplomacy If the Fated attempt to talk to the Gremlins, they quickly find themselves staring down the barrels of dozens of rifles as the noncombatant Gremlins shriek and dart for cover. The bearded Gremlin – the village’s master brewer – pushes Dawn behind him to protect her and does the negotiating for his brethren. The Fatemaster is encouraged to populate the village with colorful Gremlin characters to add levity or menace to the proceedings as needed; this could be as little as the Gremlins doing strange things in the background while the Fated speak with the master brewer or as much as the master brewer pulling in townsfolk to help him convince the Fated to leave Dawn with him. The Fated have a number of different options they can use to try to talk the Gremlins into giving over Dawn. If they attempt to convince the Gremlins that Dawn’s mother is worried and looking for her, or that hopscotch is just a game and not some powerful ritual, a TN 13 Convince Challenge gets them to hand her over to the Fated without much trouble. Similarly, a TN 14 Bewitch Challenge can be used to befriend the Gremlins; after some shared moonshine (which makes the character Intoxicated for the rest of the day), the character can attempt the Convince Challenge noted above with a + to her flip. Intimidation is less effective against the Gremlins. The Fated will have to succeed at a TN 14 Intimidate Challenge to get the Gremlins to apologize and hand over the girl (“We don’t want no trouble, now…), but because of their vastly superior numbers, the Fated suffer a - to their flip. If the Fated fail this Challenge, the Gremlins refuse to hand Dawn over until she’s taught them “the ritual,” and failing with 33 33 a Margin of Failure incites the Gremlins to attack, as described in The Violent Approach on page 32. If the Fated are unable to convince the Gremlins to hand Dawn over, things get tense until one of the female Gremlins – who has three small Gremlin children clinging to her – steps forward and suggests that they have a drinking contest to see who will keep the girl. The Gremlins are open to the idea, and if the Fated agree, all that stands between them taking Dawn home are three TN 10 Carouse Challenges. Multiple Fated can enter this contest if they wish, but the Gremlins won’t allow any obviously Invested or Stitched characters to participate, on account of it “not being fair.” On a failure, a character passes out and is disqualified from the contest; the master brewer passes out after the third jar of moonshine. If the Fated win, the Gremlins reluctantly hand over Dawn. If they lose, however, the Gremlins consider Dawn to be “won fair and square” and refuse to turn her over without a fight. Trickery Alternatively, the Fated can try to trick the Gremlins by teaching them the “correct” magical brewing ritual. Doing so requires a TN 12 Deceive Challenge. On a success, the Gremlins gasp in collective awe at the knowledge and the master brewer quickly starts trying to put their new “ritual” to work. Dawn is all but forgotten about in their excitement. On a failure, however, the Gremlins catch on to the character’s lies and threaten her at gunpoint; the lie has only reinforced their belief that Dawn knows something important, and now they refuse to part with her without a fight. If the Fated wait until nightfall, they can sneak into the village and steal Dawn away in the night with a TN 14 Stealth Challenge; she’s sleeping on a simple cot in a hut and isn’t guarded, but strange people waking her up in the middle of the night causes her to scream and struggle, which alerts the Gremlins to the Fated’s presence. By the time the Fated have got Dawn under control, six Bayou Gremlins have hopped out of bed, grabbed their rifles, and rushed out to defend their village. Six more Bayou Gremlins appear every three rounds, to a maximum of thirty Bayou Gremlins. Scene 4: RetuRning Home Once the Fated have rescued Dawn, they can start heading back toward the Skroggs Farm. The Fated don’t have to make any Skill duels to find their way out of the swamp; so long as they head in the right direction, they’ll eventually reach the edge of the Bayou, at which point the farm should be visible in the distance. If it’s dark, Heather hangs a lantern near her door to light the way. Unfortunately, the Fated have one more obstacle standing between them and Dawn’s safe return. If the Fated managed to get Dawn out of the Gremlin village diplomatically, then she doesn’t have much reason to be upset. She waves goodbye to her new Gremlin friends and talks along the way about how she’s looking forward to seeing her mother again. If she left under different circumstances, however – such as being snatched up during a fight or in the middle of the night – then the Fated have a screaming, crying, bawling child on their hands. They can attempt a TN 14 Bewitch, Convince, or Intimidate Challenge to calm her down, and if the Fated mention her mother, the TN is lowered to 10. On a success, Dawn quiets down and finishes the rest of the trip with only the occasional sullen comment or quiet sob. On a failure, however, she just screams louder, which draws the attention of a group of annoyed (and hungry) Silurids. Of course, if the Fated are drunk and making noise, then they might attract the Silurids themselves. Either way, read the following text: Dawn’s endless screaming and wailing have just about reached the point of being unbearable when movement catches your eye. Then something large and green falls from the sky, landing right next to Dawn with a splash of fetid water. Her screams take on a different tone – one of horror, rather than displeasure – as the fishman raises a webbed claw above its head in preparation to strike her down. 34 34 There is a total of one Silurid per Fated, and their stats can be found on page 36. The first leaps next to Dawn before combat begins, while the others wait a dozen feet away, leaping into combat on their initiative. The first Silurid attempts to use 2 AP on its turn to snatch Dawn up, at which point it leaps away and puts all of its effort toward escaping with her into the swamp. The other Silurids leap into combat on their turns to harass the Fated, distracting them and making a grab for Dawn whenever the opportunity presents itself. If reduced to a single wound, a Silurid will attempt to leap away into the swamp and flee from the battle. Conclusion If the Fated lose Dawn in the swamp, then Heather is wrought with grief and screams at the Fated, the sky, and just about anything else that comes to mind. Her husband’s return a few days later provides some comfort, but Dawn’s absence makes the Skroggs Farm a much more sullen and unpleasant place. If the Fated return with Dawn, Heather rewards them with plenty of tearful hugs and the large meal she had promised earlier. If Dawn was peacefully separated from the Gremlins, she talks about them fondly, and in the weeks that follow, the Skroggs are visited by a few of the village’s Gremlins, setting up an awkward but pleasant dialogue between them. The Fated might be contacted by Heather or her husband in the future to help the Gremlins with a problem, or just to mediate some matter of contention between them. If Dawn was forcefully removed from the Gremlin village, then she is quiet and traumatized by the experience. The Gremlins return in a few days, poking around the farm in search of Dawn, and Heather or her husband may contact the Fated with requests to drive the creatures out of their home, lest they try to kidnap Dawn again. Either way, so long as the Fated return with Dawn, they earn her mother’s sincerest thanks and loyalty. They are welcome to stay at her farm for as long as they want. They’ve earned a faithful ally, and the Skroggs homestead could serve as a kick off point for future adventures in the Bayou. 35 35 Piglet Might 2 Grace 0 Speed 3 Resilience 0 Charm -3 Intellect -2 Cunning -3 Tenacity 1 Peon (4), Living, Beast, Pig Defense 5 (9) Walk 6 Height 1 Initiative 4 (8) Willpower 3 (7) Charge 7 Wounds 4 Skills: Navigation 2, Notice 1, Pugilism 1, Track 1, Wilderness 2. Pigcharge: This character may perform the (2) Charge Action as a (1) Action. Set 'er Off: At the start of this character's turn during Dramatic Time, if it is not engaged or within 2 yards of a friendly character without this Ability, this character must declare a Charge against the closest legal non-Pig target. Small Target: Ranged Combat Actions that target this character suffer -. (1) Ram (Pugilism) AV: 3 (7) ========= Rg: y1 ====== Resist: Df Target suffers 1/2/3 damage. When this Attack is used as part of a Charge, add +1 to the final duel total for each yard moved before the attack. This Attack must declare a Trigger if possible. R Stampede: After damaging, this character must declare a Charge against the closest legal non-Pig target which it is not engaged with. If this character is engaged, it still declares this Charge but only makes a single Attack as a result. C Eat Anything: After damaging a Living or Undead character, this character heals 1 damage. t Distracting Squeals: After succeeding, the target must pass a TN 10 Centering Challenge or become Slow. M Bowled Over: After succeeding, the target must succeed at a TN 10 Acrobatics Challenge or take the Drop Prone Action. Then this character takes the Drop Prone Action. Mama Pig Might 3 Grace 0 Speed 3 Resilience 2 Charm -3 Intellect -4 Cunning -3 Tenacity 2 Minion (5), Living, Beast, Pig, Swampfiend Defense 5 (10) Walk 6 Height 2 Initiative 5 (10) Willpower 5 (10) Charge 7 Wounds 8 Skills: Athletics 2, Evade 3, Notice 2, Pugilism 2, Toughness 3, Track 1, Wilderness 1. Eat Your Fill: After killing a character with a Close Combat attack, this character can end its turn to heal all damage it has suffered. Pigcharge: This character may perform the (2) Charge Action as a (1) Action. (1) Tusks (Pugilism) AV: 5 (10) ======== Rg: y1 ====== Resist: Df Target suffers 2/4/6 damage. This Attack must declare a Trigger if possible. R Stampede: After damaging, this character must declare a Charge against the closest legal non-Pig target which it is not engaged with. If this character is engaged, it still declares this Charge but only makes a single Attack as a result. C Eat Anything: After damaging a Living or Undead character, this character heals 1 damage. 36 36 Bayou Gremlin Might -1 Grace 2 Speed 1 Resilience 0 Charm -2 Intellect -1 Cunning 1 Tenacity 1 Minion (5), Living, Gremlin Defense 4 (9) Walk 5 Height 1 Initiative 2 (7) Willpower 3 (8) Charge 5 Wounds 4 Skills: Barter 1, Carouse 2, Deceive 2, Evade 2, Gambling 1, Homesteading 1, Husbandry 1, Long Arms 2, Melee 2, Music 1, Notice 1, Pick Pocket 1, Track 1, Wilderness 1. From the Hip: This character uses its Grace instead of its Intellect when making Long Arm attacks. Df (M) "Squeal!": After this character is damaged by an enemy Close Combat attack, push this character 4 yards directly away from the attacker. (1) Banjo Bash (Melee) AV: 1 (6) ========= Rg: y2 ====== Resist: Df Target suffers 2/2/4 damage. If this weapon inflicts a Critical Effect, it breaks in half and ceases to function as either a weapon or a musical instrument. (1) Boomstick (Long Arms) AV: 4 (9) ========= Rg: z12 ====== Resist: Df Target suffers 1/2/3B damage. This Attack must declare a Trigger if possible. Capacity 1, Reload 1. R Dumb Luck: When damaging, this attack inflicts double damage. This character suffers damage equal to half of the amount suffered by the target. C Whoops, Ricochet: After resolving, the closest other character within range and line of sight suffers 1 damage. t What If... More Powder?: When damaging, this attack adds +B to its Moderate and Severe damage. M "I Got 'im!": After succeeding, push this character 3 yards toward the target. Silurid Might 2 Grace 2 Speed 2 Resilience 2 Charm -3 Intellect -2 Cunning 1 Tenacity 2 Minion (5), Living, Beast, Swampfiend Defense 5 (10) Walk 5 Height 2 Initiative 3 (8) Willpower 4 (9) Charge 6 Wounds 6 Skills: Acrobatics 2, Athletics 3, Evade 3, Navigation 2, Notice 1, Pugilism 3, Stealth 4, Toughness 1, Track 2, Wilderness 3. Perfect Camouflage: Each time this character takes a Pass Action, it gains + to Stealth Challenges and to Defense flips against Ranged Combat Attacks until the start of its next turn. Slink Away: This character gains + to its Defense flips against disengaging strikes. If at least one friendly character is engaged with an enemy, that enemy may not make disengaging strikes against this character. Unimpeded: This character ignores penalties for terrain while taking Movement Actions. (1) Talons (Pugilism) AV: 5 (10) ======== Rg: y1 ====== Resist: Df Target suffers 1/3/4 damage. R Blood Frenzy After damaging, take this Action again against the same target. M Bite: After damaging, the target gains Poison +1. (0) Quick Leap This character (or its controller) may discard a card to move this character a distance equal to its Charge Aspect in yards.
textdata/thevault/Through the Breach/Through the Breach - One Shot - Dawn in the Bayou (Chronicles #23) [_oef_].pdf
DIFF DIFF DIFF DIFF SUPPLIES WEAPON WEAPON WEAPON WEAPON WA WR DB RNG NAME OCCUPATION Nationality Age Height Weight Eyes Hair Marks Wealth Character Pts. HISTORY INITIATIVE SAVE DESTINY SHRUG Wound Status 1. SCATHED (No Wound Penalties) 2. LIGHT WOUND (-1 Wound Penalty) 3. MODERATE WOUND (-2 Wound Penalty) 4. GRIEVOUS WOUND (-3 Wound Penalty) 5. INCAPACITATED (-4 Wound Penalty) 6. NEAR DEATH (-5 Wound Penalty) 7. DEAD (Wound Penalty N/A) PROTECTIVE CLOTHING AV AGILITY (AGL) AGILITY (AGL) AGILITY (AGL) AGILITY (AGL) DEXTERITY (DEX) DEXTERITY (DEX) DEXTERITY (DEX) DEXTERITY (DEX) PERCEPTION PERCEPTION PERCEPTION PERCEPTION ( ( ( (PER PER PER PER)))) INTELLIGENCE (INT) INTELLIGENCE (INT) INTELLIGENCE (INT) INTELLIGENCE (INT) STRENGTH (STR STRENGTH (STR STRENGTH (STR STRENGTH (STR)))) WILLPOWER (WIL) WILLPOWER (WIL) WILLPOWER (WIL) WILLPOWER (WIL) © Copyright 2002 Deep7, LLC. Photocopy rights granted for personal use . Notes
textdata/thevault/Bloode Island/Bloode Island Character Sheet.pdf
The Unbound Book Call of Cthulhu Adventures in the Roaring Twenties “Cthulhu Reach” by Iain K. Peake Pages from an Unbound Book Welcome to the first of what I hope will be many issues of The Unbound Book. A year in the making, this magazine is the result of many peoples undying efforts and long tired nights. The result, I believe, has brought, YOU, a slection of adventures for, the most interesting roleplaying game on the market today. This magazine will try and break new ground in the style of Call of Cthulhu adventuring, as well as stomping once again over the ideas and inspirations that make this game so great. The Unbound Book came into existence one dark autumn night, after a friend of mine had run one of the most frightening and compelling horror adventures I had ever taken part in (this adventure - The Rise of Xnaaki appears as the first of our scenarios). Inspired, I wondered if anybody else would be keen to read and play this adventure and after a number of conversations with may different Cthulhu authorities the rest, as one might say, is history. Issue Zero is a sample, testing in the waters of adventure writing. If this does well we hope to produce irregular issues (once every three or four months) filled with your adventures. The Unbound Book is going to rely on submissions from its readers to survive. If you have an adventure or an idea for a scenario set in the 1920s why not drop us a line. Thanks for reading and we hope you enjoy, Marcus D. Bone In this issue of The Unbound Book: Set in a small town north of Arkham, The Rise of Xnaaki pits the characters against an ancient evil dwelling in Steeplin Lake. An introductionary adventure into the world of Call of Cthulhu, it introduces the players to the horror that is the Great Old Ones. Kingsport, City in the Mists. With an injured friend babbling of demons and a town beset by creatures beyond His Wildest Dreams, the investigators must find out what is happening to this quaint sea side town before it too late. A fire, a death and a... werewolf? Can a murder be justified? Or will one man’s quest for revenge lead to his own demise? The investigators are about to find out, when What Goes Around… The Unbound Book Pages... Issue - 0 August 2002 ii The Unbound Book - Issue 0 August 2002. The Unbound Book is an irregular magazine producing free adventures for Chaosium’s Call of Cthulhu roleplaying game in the Roaring Twenties. Published by: Unbound Publishing Editor: Marcus D. Bone Copy editors: Rebecca Scott & Peter Bone Writers: Mark Chiddicks, Michael Wood and Marcus D. Bone Magazine Layout & Design: Marcus D. Bone Cover Art: ‘Cthulhu Rising’ by Iain K. Peake Interior Art: Alan M. Clark, Dan Dionne, Emma Bone & Marcus D. Bone Magazine Template Art: Eyal Feingersch Play-testers: Mark Chiddicks, Colin D’Souza, Marcus Gustafson, Darryn Mercer, Stephen Moir, Rob Riely, Scott Wood, Michael Wood. Special Thanks: Must go to the wives and partners of all those involved in publishing this magazine, especially my wife Emma, who didn’t complain once about the amount of time I spent on my computer. To Chaz and Jan Engan (I spelt it right this time!- I hope), for writing the epic Beyond the Mountains of Madness and for answering all my questions. To Woody, for running Rise, which in turn inspired this magazine. To D-man, who, at a moments notice, wrote code and suggested solutions for the web site. To Dan, Alan and Iain for allowing us to use their fantastic art. Also to Eyal for creating the coolest border art ever (and waiting a year to see it in all its glory!) To Gary Sumpter for the words of encourage- ment. And finally to Charlie, Lynn, Dustin and the rest of the crew of Chaosium for, firstly, allowing us the chance to publish this magazine and secondly, for keeping Call of Cthulhu alive. Oh I almost forgot, thanks also to YOU for reading this magazine, we hope you enjoy it as much as we do! ‘Wolf’ © 2002 Dan Dionne Note on Language It is important to note that all grammar and language used in this magazine is New Zealand English. The reason for this is simple, all those involved in creating The Unbound Book are New Zealand based. In future issues the language style of each adventure will be based on the authors country of origin. We do hope our foreign readers forgive any odd use of language. The Unbound Book Issue - 0 August 2002 Contents iii Contents Page Cover Art - “Cthulhu Reach” by Iain K. Peake..............................................................Cover Pages from an Unbound Book.......................................................................................ii Contents..............................................................................................................................iii Adventure - “Rise of Xnaaki” by Michael Wood................................................................1 Map - Train Carriages............................................................................................................................5 Map - Dupont Estate..............................................................................................................................8 Map - Steeplin Lake...............................................................................................................................13 Adventure - “His Wildest Dreams” by Marc Chiddicks...................................................17 Map - Central Hill, Kingsport 1925......................................................................................................28 Adventure - “What Goes Around...” by Marcus D. Bone.................................................29 Player Handouts .............................................................................................................40 Rise 1 - Booth Business Card Around 2 - Page from a journal Around 3 - The Trinket text Around 6 - Burton Loveletter.........................................................................................................40 Around 1 - The letter of travel arrangements Around 4 - Translated Journal.......................................................................................................41 Around 5 - Darkness of the North.................................................................................................42 “Was in der Tat innerhalb des ungebundenen Buches liegt?” - What indeed lies inside The Unbound Book? Resources Due to size constraints The Unbound Book is unable to hold all extras we would like to bring our readers. But don’t fret, on our website www.unboundbook.org,we have placed all those documents we weren’t able to fit in this issue. These include: d20 Conversion Notes - All the statistics and rules required for running all the adventures in this issue using the d20 system, including NPC stats, difficulties levels, experience rewards and much more. Steeplin County - Maps and further information about Steeplin County, to help flesh out this new and exciting location. Includes players versions of all the maps. Guide to Kingsport - The Kingsport book was published by Chaosium in the early 90s and is no longer in print. This resource gives those Keepers who are new to this setting maps and further information about the City of Mists. Call of Cthulhu is copyright ©1981, 1983, 1992, 1993, 1995, 1998, 1999, 2001 by Chaosium Inc.; all rights reserved. Call of Cthulhu© is the registered trademark of Chaosium Inc. Chaosium Inc. 900 Murmansk Street, Suite 5, Oakland CA, 94607-5018, U.S.A. This adventure is based in Lovecraft country during the summer of 1920. The Investigators actions will initially focus on Arkham before moving north to the (non-Lovecraft) town of Steeplin. The first act is rather linear and unless the Players go out of their way they can let the story unfold around them. At the conclusion of this first act the Players become isolated by the death of their employer, allowing for more creative role-playing during the second act. Explaining to the players that the initial flow of the scenario is notably linear may help events unfold more smoothly, assisting in the long-term outcome of the game. Authors Note Those familiar with the Cthulhu Mythos will realise that Xnaaki (pronounced Zen-a-Key) is in fact a unique Great Old One. Based on Ramsey Campbell’s ‘Glaaki’, (details of which are in the Call of Cthulhu rule book), it too uses Servants to achieve its goals. Xnaaki and Glaaki may or may not be of the same origin, perhaps having come into existence in a similar time and space. The motivations for creating a unique Great Old One are three fold; first, Glaaki is located in the Severn Valley, while many campaigns are set in Lovecraft country (although there is no reason why, with a little work, this adventure could not be moved to another location); second, some players may have read ‘The Inhabitant of the Lake’ (Ramsey Campbell’s fantastic Glaaki story); and finally as an example of how it is possible to use traditional Mythos entities in new ways. Some background information, which is provided later in the adventure, describes Xnaaki’s appearance and capabilities, while through out the scenario a great deal of background is given to the Xnaaki cult. Introduction The Investigators are called upon individually, during the business hours of Friday the 20th of August, 1920. The visitor is one Miles Booth, the butler of Henry DuPont. The following is a narrative overview of what Booth has to say to the Investigators. The man introduces himself as Mr Booth. He is well dressed, full figured, short and almost totally bald. He speaks with a faint English accent. He is pleasant enough and it is obvious he wishes to speak with the character in private. Once alone he advises that a friend/ acquaintance of the investigator has given him their name. He gives them little chance for questions, apologizes for the abruptness and explains that he has very limited time. His employer (whom he leaves nameless) requires some assistance with a task that will encompass tomorrow and possibly Sunday as well. This assistance is simple; his employer has just arrived in town and has several business appointments to complete over the weekend. As such, he will be unable to attend an extremely 1 The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 ‘Helltrack’ ‘© 2002 Alan M. Clark The Rise of Xnaaki By Michael Wood The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 2 important auction and requires others to purchase an item on his behalf. The auction could be a time consuming affair, which Booth’s employer does not wish to concern himself with. Booth also explains that the auction is of a high profile, and there is a need for anonymity. If the characters agree, Booth continues. Booth guarantees a fee of $150, $30 of which he hands each of them immediately. He also gives each a business card, (see Rise Handout 1) and asks that they are at the address on the card by 9am tomorrow. Then, as suddenly as he appeared, Booth leaves. If the characters check the address it turns out to be one of a set of three plush apartments, which are only a year old. On the outside there is no clue as to their ownership, the windows are closed and the curtains drawn. Ringing the bell draws no response and a forced entry would NOT be advisable (if the characters do decide to break into any of the apartments they will quickly be apprehended by the police). Defining ownership of the apartment is difficult, especially seeing that the Town Records Office is probably closed by the time the characters decide to investigate. If they do have access to any real estate information, the owners turn out to be “Arkham Art Specialists”, which lists a Graeme Wilson as company director (a Head Office is also listed in New York). Although the players will have no way of learning more information, the company is actually a cover used by their would-be employer, Henry DuPont, and the New York address is nothing more than a mail forwarding service. If the characters decide to investigate the auction, some general details are available at the University. A list of lots has been published, most of which is rather uninteresting art and foreign artefacts (nothing of particular interest stands out). However it also states that all items can be viewed between 9 and 12 tomorrow morning. DuPont’s Apartment The following is a narrative overview of the arrival of the Investigators at the address on the business card the next morning. The apartments on Walnut Street are modern additions to this quiet back street. All three apartments share a secure lobby and are all of a similar design - the street frontage is new and attractive but nothing particularly excessive. The communal lobby has slate floors, mailbox access, a side table, coat stand and a rather bland painting, while the apartment doors are solid oak, with simple gold numbering. The characters are not kept waiting long after ringing the bell, with Booth answering the door and ushering them inside. From the main hall stairs can be seen leading to the second floor, while behind Booth an open door leads to a dining room and a small kitchen. Booth leads them to a study and offers each a seat amongst a variety of comfortable leather chairs and couches. The manservant remains standing and introduces those who are yet to be acquainted. After all the introductions are completed he excuses himself, leaving the room to give the characters a moment to talk amongst themselves. Booth soon returns with a tray of hot coffee, placing it on a sideboard before offering each character a drink. At 9:15 exactly another man enters the room, ending the polite, but awkward pleasantness. Younger than Booth, he is a stark pale figure with his slim frame dressed in a fine suit. Although his spectacles add a few years, most would hazard a guess that he is still in his late twenties. With a surprisingly pleasant smile and quiet voice he begins. “Good morning and may I introduce myself... My name is Henry DuPont, owner of the Steeplin County Mill.” He pauses for a moment. “As Miles here has already stated, I wish to employ you to purchase an item rather precious to me.” DuPont then explains the task at hand. The group is to attend an auction being held by a group of foreign art collectors at the Miskatonic University Exhibit Museum. The majority of the works to be sold are of little value and interest to him, however he does require one item, the final auction piece, lot The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 number 27. This is an 18-inch statue made from finely crafted stone and inlayed metal. About 100 years old, it is worth approximately $1500 and depicts Fredric DuPont, Henry’s great grandfather. The statue is of obvious historical importance to the DuPont family and Henry is determined to purchase it. Unfortunately neither Booth nor himself can attend the auction as it is necessary that they are not observed in Arkham. He explains that there is nothing sinister about this situation, simply that other parties must believe that both Henry and Booth are still at their estate in Steeplin county (a small area to the north-west of Arkham). The other party Henry refers to will also have an agent at the auction who may bid for the statue. However Henry is aware that this person will have only $2000 available, so he will ensure that the Investigators have $3000. As such the terms of employment are quite simple, the characters will out-bid this other agent (and any others) for the statue, while Booth and Henry return home unnoticed. The Investigators are then required to travel to Steeplin Valley by train (an eight hour trip) and from there on to the DuPont homestead to return the statue (and any remaining auction funds). As the clock nears 11.30, Henry wraps up the conversation by shaking each Investigator with one hand and passes an envelope to them in the other, stating that upon the return of the statue they will each receive a similar amount. He then abruptly exits and leaves Booth to answer any questions the party may have. In the envelope is a train ticket to Steeplin County, $60 cash and the address of the DuPont estate. An additional envelope is handed to one of the characters. This contains the $3000 dollars, in $100 dollar bills, to be used at the auction. Booth is pleasant enough, but cannot divulge much more in the way of information, other than advising the characters that the auction begins at 12 sharp. A successful Persuade or Fasttalk roll however will have Booth disclose some or all of the following. The Statue’s Origins. Supposedly destroyed in a fire more nearly a century ago, Mr DuPont has only recently become aware that the statue was actually stolen and the fire used to cover up the theft. A discreet investigation has already confirmed that the current owner is not the thief. The Cloak and Dagger routine. The original thieves of the statue are long gone, however Henry is worried about his company’s board of directors. The DuPont’s have owned and run the State’s most successful lumber mill for more than a century, but with the recent passing of Henry’s father, he believes certain members of the company’s board will soon try and take over the business. He has kept up the guise of illness for several months now, which has allowed them to leave their home under the notion of attending specialists, while they have worked to secure the Mill (he is in town ostensibly to finalise details with Arkham lawyers). The timing is critical as within the week Henry will move against the board and reclaim the company. The auction of the statue is perhaps not a coincidence as Henry knows an agent from the board will be present at the auction. He cannot, however, afford to let his deception slip at this crucial time and, as the Investigators have no connection to DuPont, are therefore perfect to acquire the statue on his behalf. The Auction The following should be made aware to the characters as they enter the auction. The auction begins at twelve o’clock on the dot and at least one character needs to be registered to bid in by 11:45. It is to be held in a small room on the first floor of the University Exhibit Museum, which itself is located on the corner opposite the Liberal Arts Building in West College Street. About 25 people are present at the auction, most in small groups of two or three. These are typically scholars or art dealers interested in various items for a multitude of reasons. Several auction staff are present to sign one of the characters in as a bidder (they allow only one person from each group to bid during the auction) and record the details of the groups bond (the cash the party has on hand). If the characters arrive before 11:45 they will have time to view the statue, which sits in a dusty display case at one end of the auction room. The effigy of Fredric DuPont is carved from a very dark stone and inlaid with a silvery metal. He has a sombre expression and carries a heavy tome under his left arm (a symbol on its cover is obscured). The other hand holds a large axe, the head of which rests beside his right leg. His left leg is raised, resting on a fallen tree – one you assume from the pose he has just chopped it down. Very faint symbols can be seen around the base of the statue, although through the murky display case few other details can be made out. If the case is removed, or once the players have purchased the statue, the following additional description can be given. (Skill rolls may be necessary to make out some of the more interesting details). The inlaid metal is silver with platinum bands worked into the surface of the base. The stone is not identifiable, a type of marble or obsidian perhaps? Regardless it is a heavy and solid peice of worked rock. 3 The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 4 Small pale gems, sapphires, have been inlaid as eyes. The quality of the statue’s craftsmanship is good even if Fredric’s features are not very detailed, suggesting prehaps that the statue was scupted quickly. It weighs about 25-30lbs and is base heavy with a particularly solid feel. One would hazard a guess that if it were dropped it would chip rather than break or shatter. There are four rows of symbols repeated around the base of the statue, each row pressed directly into a one inch platinum band. After detailed examination it is revealed that there are in fact eight different symbols depicted, each of which is repeated many times on the four rows. Each symbol is about 1⁄2 an inch in size, and of similar looking shaped beetles or bugs (whether these are real insects or not cannot be discovered without weeks of research), but they do seem as if added for artistic rather than representative value. The artisan mark on the bottom of the statue is, surprisingly, of an Arkham jeweller. The auction starts quickly, and the first 20 items are bid on and sold after about an hour and a half. At this point the following should be read aloud: As a successful bidder moves up to claim item 20, an older aristocratic type women near you shrieks in terror. This woman has discovered her miniature poodle is now little more than a carcass on a leash. Screaming she scrambles to the end of the row, jerking the leash which is still wrapped around her wrist, resulting in the bloody dog body flying up and onto the people behind her. Viewing this ghastly scene the characters should make Sanity Checks losing 0/1 points. The death of the dog is the result of a spell cast by the leader of the rival party DuPont spoke about, Sheriff Wayne Coleburne. It is his plan to minimise the number of people present at the auction when the statue is finally offered. The disruption takes about 20 minutes to clean up and as result of the mess only 6 other bidders remain in the auction room. These are; a group of 3 men who talk amongst themselves in hushed tones, a man and woman who seem to be having some kind of argument, and a man who sits alone near the back of the room. The single man is Sheriff Coleburne. SHERIFF WAYNE COLEBURNE, Steeplin Sheriff and Head Disciple of the Cult of Xnaaki, Age 38 STR 16 EDU 14 Know 70% CON 14 POW 17 Luck 85% SIZ 18 INT 16 Idea 70% DEX 11 APP 12 HP 16 SAN 35 Damage Bonus: +1d4 Weapons: Fist, 60%, damage 1d3+db Flash Pouch, 45%, damage 1+1d6 rounds of blindness .32 Revolver, 40%, damage 1d8 Skills: Accounting 20%, Bargain 40%, Cthulhu Mythos 20%, Credit Rating 20% (80% in Steeplin County), Fast Talk 60%, Law 85%, Library Use 20%, Listen 70%, Occult 50%, Xnaaki Spells During this adventure someof the adversaries have access to spells granted to them through their connection to Xnaaki. Copy Image: This spell requires the target is alive (minimum 1 Hit Point) and restrained for the duration of a short ritual (10 minutes). It costs 1d6 Magic Points and 1d8 sanity, as well as 1d4 Hit Points at the conclusion of the spell. The caster and target cannot be of different races nor more than 4 points different in Size. Once successfully completed the caster takes on the facial appearance of the target. The caster can retain the image for 2d3 hours and then must make a successful Luck roll for every hour there after to maintain the target’s image. The caster must remain conscious to continue the spell, which will also fail if the caster takes more than 5 Hit points damage in one hit. Once the spell fails the caster’s appearance returns to normal and both the caster and target take 1d4 damage. Xnaaki Blindness Spell: The Blindness spell requires a Resistance Roll by the target, matching their POW versus the caster’s POW (plus any additional magic points expended). The base cost for casting the spell is 2 Magic Points (and 1d6 Sanity), with an additional point for each additional target (plus any additional points added to the casters POW total for the resistance check). Targets who fail their Resistance Roll, receive damage as per the percentage they failed by. Failure of <10% = Blinded for 1d3 Combat rounds Failure by 11 – 20% = 1d2 Damage + Blinded for 1d6 Combat rounds Failure by 21 – 40% = 1d3 Damage + Blinded for 2d6 Combat rounds Failure > 41% = 1d3+1 Damage + Blinded for 3d6 Combat rounds This Blindness is more than simply a lack of vision, rather the targets are also subject to seeing horrible visions of Xnaaki. Additionally for every two rounds blinded (and conscious) the target loses one point of Sanity (to a maximum of 5). In addition each time a target fails a Resistance Roll they receive 1 point of Cthulhu Mythos skill from the visions they receive as a result. If a target is blinded for more than 10 combat rounds they are knocked unconscious for 1d3 hours. The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 Persuade 70%, Pistol 40%, Psychology 60%, Spot Hidden 70%, Fist 50%, Throw 45%. Spells:Xnaaki Blindness, see the Xnaaki Spells sidebar. Enthrall Victim, as per the Call of Cthulhu rules. Mind Blast, as per the Call of Cthulhu rules. Possessions: .32 pistol with 8 rounds of ammunition, 2 Flash Pouches, Sheriffs Badge and Handcuffs. He is a large man, big enough to stand out in a crowd, with a strong, physically fit appearance. He wears tidy clothes, complimented with a heavy leather jacket. Beside him lays a small leather briefcase. Characters rolling a successful Idea Roll will note that he has not bid on any other items at the auction. The bidding for the last few items proceeds without further delay and at last the final item, the statue comes up for offer. Only the Investigators and Sheriff Coleburne bid on the statue, which has an opening price of one thousand dollars. The Sheriff will bid in amounts of $100 up to his limit of two thousand, which will mean, of course, that the characters will eventually out bid him. At the end of proceedings he is naturally unhappy at being unable to out bid the Investigators and storms out of the auction room. If the characters decide to follow the Sheriff (they will need to leave at least one person behind to sign and pay for the statue), he is observed leaving the University grounds by car. He does not pay any attention to the Investigators unless stopped, at which he will avoid any question and try to leave as soon as possible. Once Coleburne leaves the auction he travels to the Arkham Post Office to place a telephone call to his Deputy, who is located the train station on the lookout for Booth and DuPont. During this conversation the Sheriff advises his Deputy to follow the characters, surmising that they are heading to Steeplin and DuPont’s estate. He then returns to his car and heads back to Steeplin County himself. The Train Trip At the conclusion of the auction the Investigators will no doubt head to the train station and board the next train to Steeplin County. The train they catch is a four- carriage steam locamotive, with 2 passenger carriages, a dining car (situated between the two passenger cars) and a luggage car (at the rear). The train is fairly quiet, with very few passengers on board, and as such, the characters will have little trouble in acquiring a cabin in either of the carriages. As the train leaves Arkham, heading north, the scenery quickly turns to gentle hills that, while nice to look at are of no real interest to the group. For a period of the trip there is steady rain, but this passes by the time the train arrives at Newburyport. Here people get on and off, before the train pulls out of the station and heads northwest towards Steeplin and beyond. At all times during the trip the dining carriage has between six and a dozen people seated in the lounge areas, although while dinner is being served (between 5:30pm and 7:00pm) there is a constant flow of people to and from the tables. At some point after 7.00pm Booth contacts the characters by walking past their table (or seats) and dropping a note. Without a word he continues on towards the back of the train. The note reads “Meet in the luggage carriage in 5 minutes…trust no one but DuPont” It is dusk as the characters enter the luggage car. Here they findBooth at thefar end of the carriage struggling with another man. The large freight doors are open on one side of the car and before the characters can intervene Booth is thrown out of the carriage into the murky sunset. This man is the Sheriff’s Deputy, Carl Grietski, who is after the statue. He will use his pistol to try and get it from the Investigators, or if they have hidden it, will take one of them hostage to guide him to it. If Carl is confronted he will use his flash pouch and attempt to recover the statue while the party is blinded. 5 Map of the Luggage Carriage Sliding Cargo Doors <- To the front of the train <- Luggage Racks <- The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 6 If he does acquire the statue, the train will conveniently stop and he will head for a road. In this case the Investigators will have to pursue him on foot. This confrontation is intended to help build the mysterious nature of the scenario - not kill the characters. Carl is little more than a bumbling idiot, although an armed one. Only foolishly gung-ho or particularly unlucky Investigators should be seriously injured during this encounter. DEPUTY CARL GRIETSKI, Bumbling Disciple of Xnaaki, Age 28 STR 15 EDU 11 Know 55% CON 14 POW 8 Luck 40% SIZ 13 INT 8 Idea 40% DEX 16 APP 13 HP 14 SAN 35 Damage Bonus: +1d4 Weapons: Fist, 50%, damage 1d3+db Flash Pouch, 45%, damage 1+1d6 rounds of blindness .32 Revolver, 40%, damage 1d8 Skills: Bargain 40%, Cthulhu Mythos 15%, Credit Rating 15% (60% in Steeplin County), Fast Talk 50%, Law 75%, Library Use 20%, Listen 70%, Occult 20%, Persuade 50%, Spot Hidden 70%, Fist 50%, Pistol 40%, Throw 45%. Possessions: .32 pistol with 16 rounds of ammunition, 1 Flash Pouch, Deputy Sheriff Badge If the characters get a chance to examine Carl (or his body) at any point they can’t help but notice a small tattoo/brand of a spiky beetle on his chest. This same symbol is one of the main characters on the base of the statue. The Train Station When the train eventually pulls into Steeplin Valley station it is nearing 11pm. With heavy cloud cover there is no sign of the moon, which leaves the small town in almost total darkness. It has rained recently but, despite this, the air is humid and muggy. The train station itself is little more than a raised landing with a roof, a tiny office and a block of toilets. Six other people get off the train with the party, although they are all met and in small groups disappear into the town. As the characters discuss their plan of action read the following: You are all very surprised to encounter Booth at the train station. He is a little ragged but alive – bruises and cuts are visible on his arms and face and while he is still wearing his suit trousers, his shirt is torn and he no longer has his jacket. As he walks towards you, you notice he may well have injured his legs or ribs, as his movement is stiff and slow. Each player must make a Resistance Roll, using their Intelligence (INT) versus Booth’s POW of 11 (although to minimise tipping off the players you may want take these rolls on their behalf). If any player succeeds they notice Booth appears to be more than just a little shaken up, although they can’t quite put their finger on what is so unusual about him. Booth explains he was able to make it to the road after being thrown from the train. He also states that, as was planned, another of DuPont’s agents was trailing the train and picked him up. From that location the trip by car was actually quicker into town than the one taben by the train. If questioned in depth about any of the previous meetings between Booth and the party he is at a loss, but will beg off, blaming the fall from the train. This man is in fact not Booth at all, but a Copy Imaged Servant of Xnaaki. The Double’s goal is of course to acquire the statue before it can be delivered to DuPont. (If the group lost the statue to Deputy Carl, the Double Booth will still appear, but with the intention of killing the party). If the Double is forced to drop the guise or a party member gets close to uncovering the truth an Idea Roll should be made. Success and they realise the man in front of them is not truly Booth (an immediate Sanity Roll of 1/1d4 is required by anyone revealing the truth). Failure and the character continues to have the feelings of singular unease about Booth. If the Booth Double fools the party, he says: “We are still being pursued, the Deputy’s master won’t be so easy to overcome and we should leave immediately. I have a car in the lot behind us.” There is no sign of the ‘agent’ that helped ‘Booth’ in the lone Buick and if asked ‘Booth’ states that he has already gone, on his way to advise DuPont of the situation. The Double then plans on getting the characters to drive up to the DuPont homestead (he claims he is too sore to drive). On the way he will use the spell Xnaaki Blindness to force them off the road before attempting to dispose of them. If the Booth Double is forced to confront the group at the platform he will attempt to use the Enthrall Victim spell before things get out of hand. Then, if he can get the statue, he will try and escape, possibly casting Xnaaki Blindness in an attempt to stun any pursers. The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 BOOTH DOUBLE, Disguised Servant STR 17 INT 13 CON 22 POW 17 SIZ 13 DEX 8 Move 5 (slow and disjointed) HP 17 MP 14 (remaining) Weapons: Fist 60%, damage 1d3+1d4db. Dagger 40%, damage 1d6+1d4db+Poison (POT = 10 The effects of render the victim unconscious for 1d4+1 hours) Armour: none Sanity Loss: 1/1d4 to discover Servants true identity, 1/1d8 to see a Servant of Xnnaki. Spells: Copy Image, see the Xnaaki Spells sidebar Xnaaki Blindness, see the Xnaaki Spells sidebar. Enthrall Victim, as per the Call of Cthulhu rules. Mind Blast, as per the Call of Cthulhu rules. Steeplin Valley County Assuming the party either take the car with Booth, or discover it parked in the station’s lot (it’s the only one there), they can continue onto the DuPont Estate. Steeplin township has a population nearing 4000, although its main street is nothing in much to behold. It has eight or nine main blocks, with highlights including a police station, post office, library, two churches and a variety of general businesses. The towns back streets are mainly residential. Oddly there is not a single car seen on the streets, and only a minimum of street lighting. In fact, the only building seemingly occupied appears to be the town police station. The DuPont estate is located up the valley, directly off Steeplin Road, near the Mill. The road itself is well maintained up until the Mill (about 10 minutes drive), although the estate is another 15 minutes along a rough unsealed track. DuPont’s Estate As you approach the estate you become aware that the cloud cover has thickened to make the night an almost impenetrable darkness. It seems as if a fog has drifted in masking everything more than 30 feet away. A chilling wind is blowing briskly in from the south but seems unable to move the blanket of cloud. The DuPont homestead, a large two-story building, is deathly quiet as is the forest to the west of the estate. There are no signs of disturbance outside the house, (unless by some chance the characters come across the down power lines - see below). If the characters do search the grounds before entering the manor a successful Spot Hidden roll reveals movement in one of the upstairs windows (although what exactly is moving can’t be made out through the darkness and fog). Characters failing this roll instead get the eerie almost claustrophobic feeling of being watched. The Great Hall: It is most likely that the characters will enter the homestead through the main doors, which are not locked. Here they soon discover the first signs of trouble – the lack of power in the house (characters with no light sources are surely going to end up with bruised shins!) The cause of the fault can be found easily enough - downed power lines, severed about 80 feet from the house. The second sign of trouble is the large greasy footprints, which can be seen on the floor of the Great Hall, although if the Investigators are without a light source then a Spot Hidden Roll is required to notice them. These human-like prints have been made with some sort of black/green slime which reeks with odorous decay. The prints lead upstairs, before petering out. They can however be followed back to where their owner, one of three Servants of Xnaaki, entered the homestead, through the West Wing (see the map for more details on where the footprints lead). This Servant is now upstairs in a confused state after an “incident” with DuPont. East Wing: Characters searching the East Wing should make a Listen roll. Success and they hear movement on the floor above them. Apart from this noise there are no signs of disturbance in this part of the house with the Dining, Smoking and Billiard rooms have nothing of real interest in them. 7 The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 8 West Wing: If searched the Investigators discover where the Servants of Xnaaki entered the building. The creatures have wandered into most of the rooms of this wing, leaving behind their tell-tale footprints throughout, although apart from these all the rooms are otherwise untouched. UpStairs: Following the tracks upstairs becomes more difficult as they fade. The Servant upstairs is not hiding, but rather aimlessly wandering around after DuPont cast a spell on it. Currently in one of the East Wing bedrroms, it will not attack the party, rather once disturbed will attempt to flee, dropping DuPont’s diary in the process (see The Diary of DuPont below for more details). If necessary the Servant will leap from a second story window to escape, and will only attack if cornered. SERVANT OF XNAAKI, Enchanted and Confused Intruder STR 12 INT 14 CON 22 POW 13 SIZ 13 DEX 3 Move 5 (slow and disjointed) HP 11 MP 8 (remaining) Weapons: Fist 40%, damage 1d3+1d4db. Dagger 40%, damage 1d6+1d4db. Armour: none Sanity Loss: 1/1d8 to see a Servant of Xnnaki. Spells: Xnaaki Blindness, see the Xnaaki Spells sidebar. The Study Assuming the characters follow the footprints backwards through the house, they will be lead to the Study door, where they immediately notice a greasy hand print on the handle. Entry into this room from the Great Hall is difficult however, as a corpse of one of the Servants is lying against the other side. If a Strength Resistance Roll versus the corpses Size of 14 succeeds, the door can be forced open. You wrench the door inwards with as much force as you can muster and after considerable effort it shifts suddenly and slides inwards. It is immediately apparent what the obstruction is – a putrid skeletal corpse is slumped in the doorway. A large ragged hole has been blasted in its chest blackening what little flesh is left around the wound. The rest of the corpse is an unnatural greenish colour, its long fingers twisted as if suffering from some sort of hellish arthritis. It is naked, its withered genitals exposed. As you watch, a little blood and a thick green fluid have drains from the wound into a sickly pool around the corpse. All characters viewing the dead Servant should make a Sanity Check losing 1/1d4 Sanity. From the Great Hall, little can be seen in the Study – although it is obvious there has been some sort of serious disruption inside. Anyone stepping inside will immediately to see the following. Map of the DuPont Estate Garage Disused Stables Great Hall Study Downed Power Lines Dining, Smoking & Billards rooms Kitchen & Staff Quarters To th Mill & Town Up hill towards the coast The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 Stepping over the rancid pool around the corpse you enter the Study. A nauseating smell hangs in the air… death, blood and charred flesh. Glancing back you see the inside of the study doors are blackened and splattered with the innards of the corpse. Furniture, books and papers have been scattered violently around the room. Between you and a large desk is a second corpse, far more seriously damaged than the first, now little more than a charred skeleton. A faint stream of smoke still slowly drifts from its incinerated remains, although there is no sign as to what has inflicted the assault. It also has an unnatural appearance, too thin, too tall, too twisted to be human. All players viewing the second Servant should make a Sanity Check or lose 1/1d2 Sanity. Henry DuPont is also in the study, barely conscious, lying on the floor behind the desk. He is almost in an as bad a state as the two corpses, his left arm, from the elbow down, is missing and is bleeding heavily (he has applied a simple tourniquet with his jacket, but this has done little to stem the flow). He also has a cut scalp and a serious deep stab wound in his stomach. A number of cuts and scrapes are also about his body but are minor in comparison. DuPont requires an immediate First Aid or Medical attention to prevent him from falling unconscious. A success stabilises him, but the medic will realise his wounds are most likely terminal – he has perhaps a few hours if not moved. The nearest hospital outside Steeplin is probably Concord, but if Dupont is moved he will shriek in agony and beg to be left where he is. Beside DuPont is a handful of tattered and now bloody papers. This manuscript is in a spidery hand comprised of both English and Arabic text (they cannot be read without good light and a bit of concentration). Even if the characters can’t stabilise DuPont – he will speak to them for a moment before passing out. He is barely coherent and obviously in shock, a situation which Keepers can use to their advantage to avoid answering questions and to be generally mysterious. It takes DuPont a moment or two to recognise who you are. He coughs a grim laugh before saying “You made it, excellent. Do you have the statue?” Yes they have the statue. “Thank god… at first light you must take it and this manuscript (he points to the papers beside him) and get out of Steeplin”. No, they have lost the statue. “Mother of god – whatever you do it must be recovered…before… before they are able to evoke its power and release the demon”. DuPont insists there is another Servant in the homestead, stating it must be killed before he will talk further. Once the servant is stopped, DuPont will advise the characters they will be safe in the house, that the disciples of the demon are tonight performing rituals, a task that will take all night. DuPont is obviously weak and throughout the rest of the night he slips in and out of consciousness. When awake he rambles about the situation. “Within the Statue is the ‘Stone of Xnalku’ – an item that can be used to evoke many different rites… The most sinister ritual will unleash a horrifying creature from its age old prison…The demon, Xnaaki, has been trapped in the Steeplin Lake for a millenium – banished by another of his kind an aeon ago… Xnaaki is weak now but if ever the stone and the beast are re-united …” DuPont trails off. “There are only a handful of madmen crazy enough to worship Xnaaki…the head disciple is the Sheriff of this very town…he has little in the way of followers… but with that damned stone… Xnaaki will invade the minds of all but the strongest”. “Destroying the stone is the only way to secure Xnaaki in its prison …I only wish I could live to see it myself…a ritual is among these papers… to fail is to condemn the world”. Morning After Whatever the group decide to do next, they should be aware that it is the middle of a dark foreboding night and any plans they concoct should wait until at least first light (Keepers should remind them of this - they are not supermen). If the party still holds the statue, they can only watch as DuPont’s condition gets worse and despite their best efforts he passes away painlessly shortly after 5am. As per DuPont’s advice, the best course of action would be to head into town at sunrise and from there make there way back to Arkham, manuscript in hand (To help facilitate this DuPont has a car in the garage). There is, of course, the possibility they may wish to do some investigating in Steeplin, in which case see Steeplin County Investigation below. Finally they may decide to confront the Sheriff and the cult directly (Keepers should discourage this option), although this is not the best course of action, considering the Sheriff’s position, the lack of solid information and other avenues of investigation still open to the characters. If the party doesn’t have the statue they will need to steal it back from the Sheriff before heading out of town. DuPont will make a dramatic plea to the characters to recover the statue, pointing out that the 9 The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 10 Sheriff will have it under lock and key (DuPont is able to provide an address for the Sheriff’s home - he lives opposite the Mill on a small farm). He will also explain that Xnaaki can only be contacted on the new or full moon and with tonight being a full moon, the cult will have to wait at least two weeks before they can use the Stone of Xnalku. DuPont clings to life long enough to supply any required information before passing away. Recovering the Statue If, at any point of the adventure, the statue is stolen, it soon becomes apparent that it is the key to a successful conclusion to this investigation. If the cult has acquired the statue it will be secured at the Sheriff’s residence until the moon is right for the next ritual. The farm is typical of many rural holdings, well maintained and private (it is surrounded by trees). It is less than a mile from the Mill and, at all times of the day, noise from the plant filters through the trees, giving the house and land an eerie feeling as if it is somehow disconnected from the real world. The Sheriff is usually home between 6pm and 8:30am each day, and will otherwise be on duty at the Sheriff’s office or on business around town. The house, a large single story ranch style home, is guarded during the day by his two dogs. The two dogs should be treated as Wolves (see the Call of Cthulhu Rulebook) and will fiercely defend the house. Note that gunfire outside the house will more than likely draw the attention of the nearby Mill workers. There is little of interest inside the house and not surprisingly no evidence can be found linking the Sheriff to the cult. Once the house is searched however, a trap door can be found in the Study leading to a hidden basement. This basement is little more than a single small room with dirt floor and walls. The only objects of interest in the room is a small shrine (on which the statue can been seen) and a puddle of muddy water next to it, where the recent rain has seeped in and formed a pool. A Servant of Xnaaki protects the statue and is resting in this muddy pool. If the pool is disturbed, or if the characters move within a foot of the shrine, the Servant arises shrieking and attacks the nearest investigator. SERVANT OF XNAAKI, Guardian of the Shrine STR 17 INT 17 CON 30 POW 16 SIZ 13 DEX 5 Move 5 (slow and disjointed) HP 17 MP 16 Weapons: Fist 40%, damage 1d3+1d4db. Armour: none Sanity Loss: 1/1d8 to see a Servant of Xnnaki. Spells: Xnaaki Blindness, see the Xnaaki Spells sidebar. Mind Blast, as per the Call of Cthulhu rules. Steeplin County Investigation If the characters decide to do any investigation in Steeplin they will have access to the following information. However by lingering in town they will also risk drawing attention to themselves, especially if they are spotted on the street. If located, the Sheriff will attempt to arrest them and characters who get themselves caught are destined to become the next Servants of Xnaaki. The Library. With a successful Library Use Roll a book on Steeplin’s history can be found. In this there is some information about the design of the DuPont Statue and its maker. Commissioned by Fredric DuPont and sculpted by Harvard Haywright, an Arkham jeweller, the book also mentions the symbols on the statue, apparently they refer to eight different Arabic religious rituals, although further details are not provided. The library has no references to either Xnaaki or the stone of Xnalku. The Mill. Mill workers and administrators happily talk about general Mill issues and their dislike for DuPont. Almost everyone is of the opinion that he is trying to run the town into the ground and might even be responsible for some of the town’s missing persons. The Steeplin Express. The local paper is the only place with any real records about people who have gone missing in the area (apart from these reports the Sheriff has carefully covered his tracks). In total there have been 14 missing persons in the last eight years, all in or around Steeplin Lake. Time Marches On The smartest approach is to leave Steeplin and return to Arkham to investigate the diary and manuscript. However during the next two weeks the following events occur: The death of DuPont, Booth, Deputy Carl and anyone else makes headlines, even as far south as Arkham. If the characters do not lay low Coleburne will have The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 agents locate them and attempt to get the statue from them (these agents will be similar to Deputy Carl in ability). Two days after the events in Steeplin the DuPont homestead is burnt to the ground. DuPont’s funeral, scheduled for a week after the fateful evening, goes ahead despite the arson. DuPont’s next of kin arrive from England soon afterwards and by the time the characters return to the valley, plans are already under way to sell the Mill. Interpreting the manuscript pages takes four or five days of study (see Investigation of the Artifacts below) and should allow for injured characters to regain a few Hit Points. Investigation of the Artifacts The Diary of DuPont Approximately 90 pages in length, it is not what one would call a conventional diary, rather it discusses the DuPont family lineage and history. (See the The Diary of DuPont sidebar). The Manuscript Pages The seven pages making up the manuscript are in physically poor condition. Written in a combination of English and Arabic the handwriting is in a particularly erratic style, using a dark red and suspiciously blood -like ink. The pages are stiff and inflexible as if made of some sort of treated fabric or hide. Skimming the Manuscript. It is obvious that the author is a madman as the manuscript often jumps between English and Arabic, frequently mid-sentence. There are references to many different cults, religions and Great Old Ones in the text, but more specifically, several different rituals or spells can be made out. Origins of the Manuscript Pages. Any further investigation into the origins of the text requires an adequate library (such as the Restricted Section of the Miskatonic University library) and a successful Library Use roll. The pages are from the Book of Al Arkmar’b, which is about 500 years old. Essentially this text is a poor translation of several rituals and spells written by an even older Arabic madman. The full book is supposed to cover a variety of Mythos subjects, although the pages on hand specifically refer to Xnaaki, its Servants and several related rituals. According to the few tomes that make reference to the Book of Al Arkmar’b, only one copy of this manuscript exists. A further Library Use Roll can be made to research the cults, disciples and history of Xnaaki. A cult existed in 1050ad that had made reference to the worship of ‘The Banished’ evil god - many details of which fit the description of Xnaaki. This 11 The Diary of DuPont 1750. Fredric DuPont is born to Martha and Alfred DuPont in the colony of New York. 1780. At age 30, Fredric travels to the Middle East and opens a successful trading business. About this time his parents die and he is left the family fortune. 1790. Fredric becomes involved in the establishment of a gentlemans club, primarily to assist in his trading. This club however has a much more sinister heart. 1800. Fredric begins preparations to return to America as tension amongst the club’s more powerful members builds. 1801. The cult is disbanded and Fredric leaves for Washington D.C. with the leader of the cult. 1802. DuPont arrives home in America without the cult leader is dead (althought the Stone of Xnalku, the cult’s most powerful artifact is now in his possession). 1809. Fredric has spends 7 years traveling with the Stone of Xnalku as his guide, finally settling in the Steeplin Valley. 1810. Construction begins on the DuPont mill. 1811. The Church of Xnaaki is established. 1812. The Church is closed to keep the Mill workers happy. 1815. DuPont marries and turns over a new leaf, abandoning his pursuit of Xnaaki. The statue is made to hide the Stone of Xnalku. 1821. Fredric has his first and only child, Robert. 1826. Fredric DuPont dies in hunting accident. 1842. Robert comes of age and takes ownership of the DuPont Mill. 1844. Robert marries. 1847. The statue and a few other items of jewelry are stolen from the DuPont estate and a fire is used to cover the theft. The thieves sell the stolen items on foreign black markets. 1855. Mathew DuPont is born. 1885. Mathew marries and takes ownership of the Mill. The same year Robert dies. 1889. Henry DuPont is born. 1910. The manuscript pages are discovered by a Steeplin town deputy. With the script he reforms the cult which slowly grows in numbers and influence. 1916. Mathew is killed by the cult when he refuses to join. 1917. Henry takes ownership of the DuPont Mill and quickly learns the truth behind his fathers death. 1918. Henry begins researching a way to stop the cult and destroy Xnaaki. He also begins to plan the relocation of the Mill and the local population away from the Lake. 1919. The Stone of Xnalku is located and Henry arranges for its sale in Arkham. Closing the mill is proving more difficult than initially planned. 1920. The cult begins to fight the move, as does the Mill’s board, although for very different reasons. The stone arrives in Arkham ahead of schedule. The last entry in the dairy is on the 1st of August, in which Henry states heplans to hire a number of ‘trustworthy souls’ to acquire the statue… The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 12 cult led by an Arab was based in England’s Severn Valley. No further details are given, although the cults destruction is later mentioned as taking place after locals claimed a demon had visited them in their sleep. In 1790ad more evidence of a Xnaaki cult is recorded, this time in Egypt. Again its members are said to have disappeared suddenly. A reference can be found concerning the Steeplin Valley and a ‘Church of Xnaaki’. Opened in 1811, it is described as a place of free worship until, with the influx of Christian workers to the area forced it was focred to close its doors. Further details on what was worshipped in the church are not mentioned, although suggestion are made that one Fredric DuPont, a town father, was actively involved in the worship there. Rituals in the Manuscript Pages. There are four rituals scattered amongst the pages of the manuscript, each of which must be translated and studied. Each spell or ritual takes approximately a day to translate, read and absorb. (See the Rituals from the Manuscript sidebar). On the seventh page of the text is the beginning of a very different spell and, although the opening sentences are in English, the spell itself is actually written in an Arabic code. Both a successful Arabic and Mathematics rolls are required to crack this code, although if translated the reader discovers that the ritual is incomplete, instead hinting that it is for opening a gateway or a portal to another ‘world’. No more can be learned without the other pages from the manuscript - which of course are not present. During the translation of the manuscript the group will no doubt uncover that the rituals can only be enacted on a night with either a new or full moon. A quick calculation can be made to discover that when the adventure began it was a new moon, meaning that even after spending a week translating the rituals, they may have several more days to wait before attempting to raise Xnaaki. This is of course is a convenient opportunity to acquire weapons and formulate a plan of attack. The Statue Before DuPont died he would have advised the party that the Stone of Xnalku is in the statue, so before they will be able to perform the final ritual, the Bain of Xnalku, they will need to free it. It is possible to take it to the jewellery store where it was made, Haywrights in Arkham. Also there is the possibility that they will investigate at the jewellers for further clues. The original sculptor is long dead (the statue being made over a hundred years ago) but his son Avery Haywright (now in his 70s) now runs the Jewellery store and has records of the statue. These confirm the general design of the piece and mention that there is an oval stone at its center. If requested, Haywright can cut free the Stone of Xnalku, or alternatively the statue may simply be smashed to pieces. Either way the stone is unharmed. Rituals from the Manuscript Call of Xnaaki Language:English Cost: Nil Required Casting Time: 3 mins A successful English roll is required to read and understand this ritual. The Call of Xnaaki is a simple chant, which, when cast under a full or new moon at midnight on the shores of Xnaaki’s prison, calls forth the Great One from its slumber. Xnaaki will surface in approximately 5 minutes. Restrain Xnaaki Servant Language:English & Arabic Cost: 0 - 2 Magic Points Requires Casting Time: 1 Combat Round Spell Duration: 1 hour Requires one read English roll (to understand the ritual purpose) and a further read Arabic roll to complete the translation. This spell restrains all Servants of Xnaaki from coming with 5 feet of the caster, although the it has no effect Xnaaki nor his mortal worshippers. Veil of Azif Language: English & Arabic Cost: 1d6+1 Magic Points* Requires Casting Time: 2 -3 mins Spell Duration: 3d6 mins Requires one read English roll (to understand the ritual purpose) and a further read Arabic roll to complete the translation. When invoked the casters vision is masked, as if they are in a heavy thick fog (all attacks and actions should take this into account). The most important function of this spell is to allow the caster the option of expending Magic Points instead San for sanity loss. *Sanity cost is only for the first casting, additional castings only cost 1 Sanity. Bain of Xnalku Language: English & Arabic Cost: 1 Magic Point Requires Casting Time: 1 Combat Round Requires one read English roll (to understand the ritual purpose) and a further read Arabic roll to complete the translation. This spell allows the caster to destroy the Stone of Xnalku by making a POW Resistance Roll versus the POW Xnaaki. Multiple casters can combine POW scores to make a single resistance check against Xnaaki. Failure just enrages Xnaaki further, success results in the stone being destroyed and Xnaaki being banished back to prision... forever? The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 The Stone of Xnalku The stone is small enough to fit into the palm of your hand but weighs much more than your’d expect from a rock of this size. Its black surface is covered with faint weaving ridges, each one tainted with a subtle crimson streak. The Veil of Azif. When seen under the veil, the stone has a much more alien appearance. The stone appears to shift and move, the ridges turn into tiny tentacles that dart about in random directions. It has an unnatural glow and seems to emit a whimpering groan, as if it were some lame animal. Calm Before the Storm The characters should now have learnt three important facts: That Xnaaki is trapped in Steeplin Lake and cannot escape without the stone of Xnalku. That there appears to be only one way to destroy the stone – the Bain of Xnalku ritual. The ritual must be carried out in the presence of Xnaaki. At this stage they have two options – hide the stone or destroy it and Xnaaki. If the characters decide to hide the stone they will discover that it has an uncanny way of being found. This option should be discouraged, in fact DuPont himself has advised against it. If they still persist with this option, further attacks by disciples of Xnaaki should eventually either, change their minds or kill them outright. The smarter course of action is to destroy the stone. To do this all characters should learn the rituals (or at least the last three) if they hope to destroy the stone. For those who do not have skill to read Arabic, it can be translated for them, and a Read/Write English Roll made instead, although this is with a 10% penalty. Deciding how to deal with Xnaaki and his Servants should be a simple enough decision – kill the Servants and banish Xnaaki. They can keep the Servants at bay with the Restrain ritual and the Bain of Xnalku will stop the Great Old One. The disciples, however, pose a different type of threat, one which the characters will have to think carefully about. Characters killing the disciples in cold blood or without provocation risk losing sanity. No matter how much the characters plan and regardless of how well they deal with the Servants and disciples – Xnaaki is still a Great Old One. Its horror, magnitude and total alienness should not be down played. Most normal humans encountering Xnaaki would not only lose their minds but also their lives. The key to the climax of the scenario is in exposing the characters to the horror of Xnaaki without having them being pointless slaughtered. (Of course reckless or foolish players should be treated by the Keeper as appetisers for the Great Old One.) Let the players hack n’ slash the Servants and struggle with the disciples but most importantly they should come away with the feeling that they have not defeat Xnaaki, but rather having simply escaped it alive. 13 Where Xnaaki rises -> <- Steeplin Lake Road 10 minutes to town Main Clearing 8 miles to the Mill Map of the Steeplin Lake Ritual Clearing The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 14 Steeplin Lake The characters can enter Steeplin County by train or car, however as they will need to travel undetected and also make their way to the lake, a car would be advisable. The lake is about 10 minutes drive east of the town, on a road that arcs gently northwards. At this point the lake is only about 8 miles from the Mill. The climatic conclusion will probably unfold by itself, the Keeper should not need to spend to much time setting the scene as either the characters will rush the ritual and try to raise Xnaaki before the cult arrives or will wait to ambush them. A few basic points to remember are. The ritual ‘Call of Xnaaki’ will only work under a full or new moon. The disciples meet every full and new moon at the ritual clearing, although the characters may or may not be aware of this. After the ‘Call of Xnaaki’ ritual is completed it takes several minutes for the Great Old One to rise. How Xnaaki and his minions react to the attack can vary greatly depending on how the Keeper wishes to treat them., while the number of protagonists depends on the size and combat skills of the party. The Author recommends that in addition to the Sheriff and the eventual arrival of Xnaaki, a good guide is two cultists and/or one Servant per party member. Once darkness falls the cultist gather in the ritual clearing in preparation for the evening ahead. Up until midnight they enact chants and rituals, worshipping Xnaaki and speaking of the time it will rise eternal and bestow gifts upon all those who follow. Unless the characters make a point of being seen they will not be noticed observing the cultists ceremonies. Midnight at the Shores of the Prison At midnight the characters are able start the ritual which will raise Xnaaki. This requires chants and actions of it‘s own, which quite possibly could attract the cultists attention. Once the ritual is completed, Xnaaki begins to rise . From the bottom of the lake bubbles of air escape and soon a dark shape can be seen nearing the surface. This takes about 5 minutes and if not already alerted, the arrival of Xnaaki soon gets the cultists attention. Once to the surface of the lake Xnaaki makes its way to the characters location. Through the darkness you hear the creature, a grumbling howl, punctuated with piercing alien shrieks. The ground vibrates and the sound of foliage splintering and shrubs being crushed reaches your ears. It appears suddenly, almost as if it were some horrifyingly animated train – moving towards you on a mass of writhing tentacles rather than wheels. Its segmented body is shiny and black, its other worldly appearance is an unbelievable sight. The head of the creature is simply a black pit – a mouth perhaps - but you cannot bring yourself to look for long. As it raises its first segments from the ground, towering 10 feet Xnaaki Advanced Description Xnaaki’s slimy dripping body is bulberous in shape and loosely cylindrical, 6 to 7 feet wide and at least 40 feet long. It moves on a belly of tentacles, each approximately 6 in lenght. Its massive gapping mouth is filled with row upon row of wriggling tentacle like teeth. Origins of Xnaaki. The details concerning the origins of Xnaaki should remain hidden. Similarities to Glaaki can be made but one can never know the truth behind either. Cult of Xnaaki. Those mad or foolish enough to worship Xnaaki will be rewarded for their efforts, usually in the form of a horrifyingly gratuitous death! However those with an understanding of the ways of the Great Olds, such as Sheriff Coleburne, are be able to face Xnaaki and receive gifts from the Great One. Xnaaki imparts knowledge of other races, worlds and times and infrequently spells. Those mad and patient enough could easily uncover many of the world’s great secrets in the service of this ancient entity. Creating Xnaaki Servants. Unlike Glaaki, Xnaaki is not well suited to mental control or attacks. It commands its undead servants only after they have had one of its tentacles imbedded in them. After a normal tentacle attack, when Xnaaki has its victim firmly in its grasp it can shoot 1d4 smaller tentacles into them. Each of these tentacles does 1d4 damage, with any those doing only 1 or 2 points failing to attach (falling to the ground to wither and die). Tentacles doing 3 or 4 points damage successfully borrow into the victim. If the damage done to the victims in the ritual kills them, then they soon after rise again as a Servant of Xnaaki. Victims surviving this ordeal become living channels for the will of Xnaaki, although in day to day life they remain of their own free will . TYPICAL SERVANT OF XNAAKI, The Will of Xnaaki STR 17 INT 12 CON 24 POW 13 SIZ 13 DEX 6 Move 5 (slow and disjointed) HP 15 Weapons: Fist 40%, damage 1d3+1d4db. Armour: none Sanity Loss: 1/1d8 to see a Servant of Xnnaki. The Unbound Book The Rise of Xnaaki Issue - 0 August 2002 into the air – tentacles lash out in all directions. XNAAKI, Great Old One STR 32 INT 26 CON 65 POW 28 SIZ 60 DEX 10 Move 7 (Centipede like on hundreds of squirming tentacles) HP 65 (each tentacle has 8 hit points) MP 16 Weapons: Tentacles, 80%, damage 1d8+3d6db, Xnaaki’s tentacles combine to act as one attack per turn. Xnaaki will focus this attack on the closest target. (This can include any disciple or Servant if close enough). Devour, 50%, damage 6d10 (per round). The Devour attack requires the target to have received a successful tentacle attack in previous round. A successful devour attack sees the target swallowed whole. Armour: 25 points Xnaaki’s Body is soft and slimy, but amazingly resilient to damage. Each of Xnaaki’s tentacles has only 2 points of armour however. Sanity Loss: 1d10/1d20. The darkness and prior understanding of the horror that is Xnaaki assists the characters in withstanding this terrifying entity. Spells: Xnaaki Blindness, see the Xnaaki Spells sidebar. Mind Blast, as per CoC manual. Enthrall Victim, as per CoC manual. Once Xnaaki reaches the lake side its Servants awaken to its call. These reside in the mud at the bottom of lake during the daylight hours and now rise from the dirt and slime around the characters feet. The following are options that a Keeper may wish to keep in mind while the combat between the characters and Xnaaki takes place. Xnaaki. Xnaaki is enraged at being summoned in the presence of the Stone of Xnalku and will use physical rather than magical forms of attack. Reaching out with massed tentacles it drags all that it grabs into its maw. Having shrubs, cultists and Servants disappearing into that black pit of a mouth will frighten the players as much as the sheer size and weight of the creature. Most attacks the characters will inflict on the Great Old One will focus on the tentacles, so go ahead and let them blast away at these slimy ropes as the damage will do little to effect Xnaaki. ‘The Veil of Azif’. This ritual can mask the characters vision but it should also be treated as an advantage to the followers of Xnaaki. For example the veil makes the undead appear as nothing more than dark shadows, while the living are vibrant and easily visible. This means the characters will naturally focus on the cultists leaving the Servants free to act. ‘Restrain Xnaaki Servant’. Once cast the Servants cannot attack the characters but they can still try to distract them. ‘The Stone of Xnalku’. Xnaaki and his Servants are drawn to the stone and will focus their attention on the character holding it. ‘The Bain of Xnalku Ritual’. Regardless of how the previous rituals are enacted, the casting of the final ritual should be dramatic. The clashing of minds – Xnaaki versus the characters, haunting flashes of other worlds, lives and horrors blind the characters as they face Xnaaki. The Veil of Azif does little to shield them from the alien and evil force that approximates the horrifying mind of a Great Old One. CULTIST OF XNAAKI, Disciples of a Hidden God STR CON SIZ DEX INT POW DB HP 1) 17 12 12 14 8 7 +1D4 12 2) 16 14 16 8 12 12 +1D4 15 3) 18 13 16 13 12 8 +1D6 16 4) 15 18 17 12 11 9 +1D4 17 5) 17 14 16 16 10 10 +1D6 16 6) 16 15 15 17 7 14 +1D4 16 Conclusion After Xnaaki is banished its Servants collapse, their tentative link to the realm of the living severed. As for the cultists, they lose heart once their master is defeated although, if he is still alive, Sheriff Coleburne is furtherenraged and will attack the characters with a renewed fury. The Cultists. Any surviving cultists will give up after Xnaaki is gone and the Sheriff is defeated. They will blame most of their acts on Coleburne, saying he was responsible for leading them astray. The survivors are from all walks of life, but most are from the older, more respected families from the valley, and as such prison means little to them after they lose their standing in the tight community. As for any dead cultists and the Servants bodies, the inevitable investigation will be confusing and complicated. Unless the players are sloppy they should not have any trouble avoiding any repercussions. The key to staying below the radar is simple – don’t leave any evidence behind. The Journal and the Manuscript. These pose 15 The Unbound Book Issue - 0 August 2002 The Rise of Xnaaki 16 interesting questions. Have the party discovered the beginning of the fifth ritual? Do the group hand over the manuscript to the Miskatonic University and form a relationship with a scholar there? Or do they hide the manuscript to ensure it doesn’t fall into the wrong hands? To protect themselves, the Diary of DuPont should be destroyed or at least securely hidden. The manuscript on the other hand holds a potential evil, but does not implicate the characters in any way. The players decision on how to deal with these papers is a perfect opportunity to open up further adventures. Steeplin County. The town itself will return to normal after the events of August 1920. Xnaaki remains hidden in the lake but is now trapped permanently… or so we hope. Booth. If he wasn’t discovered earlier, his body is found by the Rail authorities not to far from the train tracks. Apparently having survived the fall from the train, he has died under even more mysterious circumstances. Bound, with his throat cut, he is drained of all his blood. A spiked beetle has been drawn on his chest! Rewards. Each character receives 1d20 Sanity (plus any extra for good roleplaying etc) in knowing that they have stopped an ancient and terrible evil. Xnaaki still resides in the lake, but with luck and foresight it can never again … Rise! On the Unbound Website The Rise of Xnaaki - D20 Stats for The Rise of Xnaaki - A Players Guide to Steeplin Valley - Maps of Steeplin Valley and Township! Visit the Unbound Book Website @ www.unboundbook.org (Note: To play this scenario it is suggested the Keeper has access to both the Dreamlands and Kingsport supplements for Call of Cthulhu. In the absence of the Kingsport book, another city can be substituted with a little effort, although some background information has been provided on the Resources page of The Unbound Book website [www.unboundbook.org]). Keeper’s Background When Jonathan Nash died he left his tottering Georgian home on Church Street, Kingsport, to his Bostonian nephew, Allen. Allen was shocked at the dilapidated state his eccentric, reclusive uncle had left the place in, but realised its potential value if it was ‘done up’ and decided to do it himself, as a weekend project. A month or so into the job, Allen happened upon a secret compartment in his uncle’s former bedroom – the only room that appeared ‘lived in’. In this compartment he discovered three items of interest: a bag containing several bottles of a strong sedative, an oddly shaped Crystal on a metal stand and a journal. In this journal, Jonathan told how he had stolen the Crystal from a Chinese Sorcerer when travelling in the East and how he had discovered its incredible power. If a man sleeps with the Crystal beside his bed, he is transported in his dreams to a marvellous land of wonders - a land where a man of strong will can become whatever he desires and go where it is even possible to cheat physical death. It was clear that over the years Jonathan spent more and more of his time in this world, using sedatives to prolong his sleep. This seems to have had severe effects on Jonathan’s health and sanity, and indeed, near the end of his life the journal became totally incoherent. Jonathan died, hit by a car, on a rare trip outside his house to buy food, and as such lost his chance of immortality in the land of Dream. Allen was fascinated and decided to sleep with the Crystal on his nightstand. That night he discovered the Dreamlands – entering the Enchanted Wood through a magical cave of the same substance as the Dream Crystal. That first evening he became enchanted, and indeed, addicted. Taking a six month sabbatical from his job as a librarian at Harvard, he moved into the house on Church Street where he could dream in peace. But after a few weeks he had an accident – seemingly minor but with terrible ramifications. Venturing into parts of the Dreamlands his placid uncle never found, Allen, a veteran of the Great War with a much darker imagination, disturbed a hungry Gug. Fleeing headlong from the beast he woke with a start and leaped from his bed, knocking the Crystal to the floor, and cracking it. He was terrified he had ruined it and immediately took a sedative to test its power. He was relieved to find the Dreamlands were still accessible, but what he did not realise was that the crack had altered the Crystal’s structure in one significant way – now it worked BOTH WAYS. Since that night, a week ago, every time Allen uses the Crystal 17 The Unbound Book His Wildest Dreams Issue - 0 August 2002 ‘Her Hunger’ © 2002 Alan M. Clark His Wildest Dreams By Mark Chiddicks A Call of Cthulhu Adventure set in Kingsport, January 1925 The Unbound Book Issue - 0 August 2002 His Wildest Dreams 18 something crosses into the Waking World – appearing randomly within a quarter of a mile of the house and staying in Kingsport for a random period of time before being snatched back to its own dimension. These Dream creatures are often harmless, but sometimes terrible and it is an encounter with these terrible things that brings our heroes into the adventure. Introduction – The Cloudbeast It is a chill winter evening in Kingsport. This town can be a forlorn place out of season, now tourism is its lifeblood. In the middle of winter there are few tourists and most of the local artistic community is out of town. Freezing fogs roll in from the sea on most nights, reducing visibility to a few feet. On this particular night however, there is not fog, but clouds hang heavily overhead. The Investigators are visiting the Congregational Hospital in Central Hill where a mutual friend, Dr Curtis Newman, is recovering from burns suffered in last nights’ terrible fire which gutted his church and killed five parishioners. Newman has specifically asked for the Investigators to visit him. Dr Newman is, sadly, in a wretched state. Heavily dosed with morphine for the pain of his burns, he hardly recognises his friends, but in a lucid moment he moans that a ‘demon’ attacked his Church, burning up through the floor and trapping half the congregation. It was a miracle God spared him and he must warn everyone that demons are real. If asked to describe the demon, he will break down, unless a Persuade or Psychoanalysis roll is made, in which case he manages a reasonable description of the front third of a 10ft long Fireworm of Parg. No doubt the PCs will leave, believing the shock to have been too much for their friend. As they exit the hospital and walk towards their car or cars, the heavens open and heavy rain starts to pour. If a Spot Hidden roll is made, one of them glances up at the clouds, and sees a horror! Immediately above the car park the clouds are roiling and twisting as if they were alive. The very clouds themselves seem to be shaping into great pseudopods, which are even now reaching down towards you! A sanity loss of 1/1d6 is appropriate, before any declaration of intent. If the Beast is not noticed, the first they know of it is when a great misty tentacle snakes down and attacks a nurse who is running into the Hospital, a newspaper held over her head. If it is seen, the Beast attacks the Investigators instead. If the nurse is attacked, the attack is automatically successful as she is pulled up screaming, into the clouds, never to be seen again. In this case, the sanity loss is 1/1d10 instead! There is no earthly weapon capable of harming a Cloudbeast. If a victim resists its attempts to absorb them, the Beast drops him, doing 2d6 damage. Apart from that the only thing to do is to run back inside the Hospital. Heroic Investigators might, of course, wish to aid the nurse, who is still running across the car park. If they fail to do so, further sanity rolls are appropriate. Once indoors, the Investigators are safe and the Cloudbeast flies off across Central Hill, snatching away a further three poor souls before it vanishes. Now they have personally witnessed such a horror, the Investigators will surely realise something must be done! CLOUDBEAST, Vaporous Predator STR N/A INT 3 CON 40 POW 10 SIZ 80 DEX 14 Move 4 floating HP 60 Weapons: Bite 40%, damage 1d3+8 – resist POW+SIZ vs damage or be absorbed, and add to SIZ. Prelude - The Creatures of Dream Before the Investigators are involved with the case the following creatures have travelled over from the Dreamlands. Tuesday 13/01/25. Being of Ib - wanders Central Hill Cemetery in terror. Seen by the wino, Davy Harris. Wednesday 14/01/25. Wenelian - wrecks Kingsport Public Library, seen by nobody. Thursday 15/01/25. 5 Zoogs scuttle around Central Hill, killing cats – 8 cats die horribly, several witnesses see ‘wild wolverine’ or similar creatures. Friday 16/01/25. Butterfly Dragon appears in Hubert Davis’ apartment in Robbin’s Apartments and deafens him. Nobody believes his story, but the doctor is mystified. Davis is in the Congregational Hospital undergoing tests. Saturday 17/01/25. Small Fireworm of Parg - appears in the basement of the First Unitarian Church and burns it down during evening service. 5 die, 3 badly burned survivors, including the Pastor, claim a ‘Worm Demon from Hell’ came up through the floor. Sunday 18/01/25. The Cloudbeast Attacks – see below. The Unbound Book His Wildest Dreams Issue - 0 August 2002 Vaporous Tentacle 25%, drags to mouth and adds 1d6 to bite damage, next round. Armour: None, regenerates 8HP per round. Sanity Loss: 1/1d6 to see a Cloudbeast The Next Day The Investigators are likely to have ended the previous evening talking to skeptical policemen and may well have decided to stay the night, even if that was not their original plan. At this time of year all the guesthouses have rooms and are willing to open up late at night to get some much needed custom. A Kingsport tourist brochure will be in any room the Investigators may rent. In the morning, the town is in a panic – everyone has heard rumours of the horror that came from the skies last night, even if few saw it and many give the tales little credence. Apart from themselves, the Investigators encounter nobody else who actually witnessed the Beast, but everyone knows of it second or third hand. Nonetheless, the Kingsport Chronicle splashes the story across the front page of its late edition. Reference in the story to “The latest in a series of bizarre occurrences” should lead the Investigators, non-natives of the town, to visit the newspaper or at least seek out back copies at the library. If the Investigators have not stayed the night in Kingsport, they will see a copy of the Chronicle elsewhere at a later point in the day. If they don’t return to Kingsport before nightfall, they will not witness Julian St Jerome’s firing (see below), but St Jerome will not start to investigate until the next day, giving them a chance to meet him before his disappearance. In this case, insert an extra, non-deadly sending into the adventure before the Leng Spider – a gigantic moth flying above the rooftops, for example. The Kingsport Chronicle The previous night’s events are reported thus: “IT CAME FROM ABOVE” – Bizarre disappearances terrorise Kingsport. Several witnesses claim ‘Demon from the sky’ took their friends. The story is credited to Julian St Jerome, the paper’s most imaginative reporter (a man, indeed, made of the same material as the Investigators themselves). When the Investigators arrive at the Chronicle, however, they discover the editor, Stanley Carter, in the midst of firing St Jerome. They overhear something about “a sensationalist idiot, printing unsubstantiated rumour, fit only for a New York scandal sheet or a Penny Dreadful!” Either St Jerome or Carter will tell the Investigators that St Jerome had told the print room to change the front page of the second edition at the last moment, claiming, falsely that Carter (who was at breakfast) had approved it. If asked directly about ‘strange occurrences’, Carter will call it ‘nonsense’ and ask the Investigators to stop wasting his time, though he will give access to back issues if requested by anyone who seems even vaguely respectable. St Jerome, on the other hand, freshly out of work, will be only too happy to discuss his theory with willing listeners and will suggest they retire to a nearby café to talk about it. If the Investigators don’t talk to St Jerome before he leaves the Chronicle, Carter will give them his address in Mother Gamble’s Boarding House (home, incidentally to an insane young occultist, Malcolm Veidt, who could become involved if Investigators are indiscreet – he’d love to own the Dream Crystal, and could even learn to control its sendings!). JULIAN St JEROME, Sensationalist, Age 26 STR 12 EDU 13 Know 65% CON 12 POW 14 Luck 70% SIZ 13 INT 15 Idea 65% DEX 12 APP 15 HP 13 SAN 70 Damage Bonus: +1d4 Weapons: None Skills: Accounting 20%, Bargain 40%, Credit Rating 19 The Unbound Book Issue - 0 August 2002 His Wildest Dreams 20 10%, Fast Talk 80%, Law 25%, Library Use 50%, Listen 70%, Occult 10%, Persuade 66%, Photography 40%, Psychology 50%, Spot Hidden 60%, Fist 60%. Back Issues Not all of the events of the last week have made the paper, but the following stories may be noticed: Thursday: Public Library Ransacked by Intruder. No witnesses, nothing taken, police unsure of how intruder got in or out, but many bookshelves and desks turned over and much damage done - “An appalling sign of the philistinic age in which we live” Friday: Wild Animal At Large in Kingsport – Keep Your Pet Indoors! Eight cats slaughtered in a single night. Several witnesses described a creature that ‘may have been a wolverine’. Local Animal Control warn Kingsport residents to keep their cats indoors while they hunt for the creature. “Whatever this beast is, it kills for sport, not food.” Sunday: Fire Guts Unitarian Church. Five Parishioners Die, Pastor Injured. The story makes no mention of eyewitness accounts of the ‘demon’s’ attack, and suggests an electrical fault started the fire which burned in the basement, where old prayer books and the like were stored, for some time before erupting into the main building. “A great tragedy for Kingsport, and surely a test of all our faith.” Carter added editorial gloss to the first and third stories, but all three were in fact written by St Jerome. Now he has calmed down, the editor admits St Jerome is a ‘fine writer’, but his search for sensation in every story is just unsuitable for a paper like the Chronicle. Interviewing St Jerome Julian St Jerome is keen to discuss his ideas, provided of course, none of the Investigators are journalists. In that case, he will be suspicious they intend to steal his story, and he must be ‘Persuaded’ to co-operate. Assuming he is willing to talk, and wherever the interview happens, Julian proves to be an affable, intelligent young man, though possessing a somewhat wild imagination. Depending on the experience of the Investigators this may be viewed as a good or bad thing: ‘There’s something going on in Central Hill,” explains St Jerome. “This week I have reported on four different stories, all with some kind of strange angle to them, all within a few hundred yards of the Central Hill Cemetery.” “I don’t know if you’ve been reading the paper, but apart from that story last night, which got me fired, there was a fire at the Unitarian Church on Saturday – I have witness accounts that talk about a Demon, if you can believe that; then there was a weird occurrence in the middle of the week where something ripped apart 8 cats in a couple of hours – the story Carter printed suggested a wolverine, but again, witnesses told me otherwise.” “Then back on Wednesday night there was some weird sort of break-in at the Library – except nobody BROKE in. The place was locked up tight as a drum and someone or something got in and trashed the place. I got a look at it and it was like a chimpanzee or something had run riot in there for the whole night – one hell of a mess!” “I tried to convince Carter that there’s a pattern, but he won’t even listen – says I’ve got a ‘wild imagination, not commensurate with my standing as member of the Press.’ I guess he’s right; I shouldn’t be working for a small-minded small-town rag like the Chronicle.” “Anyway,” he says, finally drawing breath, “how can I help you – or maybe you can help me, eh?” St Jerome knows the following information, all of which can also be uncovered by the Investigators with intelligent questioning: He interviewed several survivors of the fire, those uninjured described smoke suddenly rising from the floorboards followed seconds later by an eruption of flame near the front of the aisle. He interviewed one of the burned survivors, Martha Franks, who told him a ‘Great scaly Demon’ came from the hole and devoured three men. Only Dr Newman kept his head and was able to get her and another woman to safety through the vestry, despite being badly burned in saving her. The other survivor, Rebecca Smith, was too ill to talk, and the pastor was unwilling to talk to him. A fireman told him the dead men were ‘burned to a crisp’ by an The Unbound Book His Wildest Dreams Issue - 0 August 2002 ‘extreme heat’, which mystified him. Three witnesses of the cat killer described the creature. The ‘wolverine’ description comes from Carter accepting the least detailed and least outlandish. One old lady said the thing which killed her ‘Pussy’ had a face made of tentacles, like an octopus, and the remaining witness, who saw only the hind quarters of the thing (which were, indeed, wolverine-like) swears he heard the creature giggling as it scuttled away from his dead pet. The deceased felines appeared to have been ‘broken’ rather than savaged, judging from the two St Jerome was shown. The Librarian told him there was a ‘strange, electric smell’ in the air when she entered her wrecked library. In St Jerome’s opinion that damage was like one would expect from a wild animal, rather than a man, although no sign of tooth or claw damage was visible. A wino, Davy Harris, approached him when he was exploring the graveyard for clues and offered him a ‘story’ for $5. St Jerome offered him $2, and Harris told him that on Tuesday night he saw a ‘strange little guy’ creeping around the graves – he swears it wasn’t human, having big eyes and ears, ‘like some kinda bush-baby’. Harris said when he saw this creature he fled, and so did the creature, which seemed as scared as he did – no evidence of it was apparent when St Jerome searched the graveyard. Last night’s events were described to him by three witnesses; a couple who saw their dining companion snatched into the clouds and a man, currently hospitalised with a broken leg, who claimed the ‘cloud’ picked him up and dropped him 30ft to the ground. Apart from the witnessed disappearance, and the nurse (if she was taken), three other people who were out that night have been reported missing! In at least one case screams were heard from the next street, but nothing was seen. St Jerome sums up that all of these events happened ‘close by’ the Graveyard. He is sure they have some common cause and he would welcome help in searching it out. He would love to see Carter’s face when a big city paper printed the story the Chronicle thought ‘too outlandish’ to pursue! He’d be willing to give 50% of whatever he could sell the story for to the Investigators if they helped him break it! (Pit Bargain vs. Bargain to improve the deal, if required). Further Investigations St Jerome suggests he should interview the occupants of all the houses overlooking the graveyard, and that the Investigators pursue their own lines of research. He suggests meeting for dinner at The Sea’s Harvest Restaurant in South Shore at 8pm to compare notes. If asked, he gives the names and addresses of all the witnesses mentioned in the conversation, since the Investigators may be able to find out something he missed. The following may present themselves as possible avenues of research: Re-interviewing the witnesses. This is a mostly fruitless exercise, since St Jerome is a skilled interviewer who learned nearly all worth knowing. However, a couple of significant points will occur. Firstly, the wino, Davy Harris proves elusive. Nobody who the Investigators might ask knows him, and he is nowhere to be found (for today, at least). Secondly, any attempt to visit one of the burned survivors in the hospital leads to the encounter with Hubert Davis, detailed below. Visiting Dr. Newman again proves pointless, as he is under heavy sedation. Library Research. Kingsport Library is ‘Closed for Repairs’, after the Wenelian wrecked the place. Any journey out of town to another library proves fruitless, unless the restricted collection at Miskatonic can be accessed, in which case see below. Cthulhu Mythos Research. No Dream Lore tomes are available to the Investigators, but either a Cthulhu Mythos Knowledge roll, or a Research roll in a Mythos tome (halved in each case) will reveal the common thread amongst the things has been seen so far is Dream. Apparently, through some sorcerous methods, creatures from another dimension, usually accessible only through Dreams, are crossing into the Waking World. Local Historians. Although usually a very intelligent course of action, in this case interviewing such people as Aaron Hart at the Historical Society, or old Danny Houghton at the Mariner’s Home will cause only confusion. Hart is senile anyway, but records at the society and the memories of older residents will contain clues to such things as the Kingsport Cult, the wreck of the Hellene and the Strange High House in the Mist. Of these, only the latter may be of use in this scenario. Exploring the Graveyard. A Spot Hidden roll discovers a tomb with a forced door within which Davy Harris’ sleeping place and a collection of empty bottles can be found. Harris will not be found here until late that night, since he is elsewhere in town begging for food. No sign of anything supernatural or suspicious can be found anywhere in the Cemetery, unless the Investigators have met Solomon Oakes – it which case, see below for more details. The Strange High House in the Mist. If the Investigators choose to visit this place, then they may (20%) encounter William Bain. Bain will listen with interest to any tales of strange creatures and will 21 The Unbound Book Issue - 0 August 2002 His Wildest Dreams 22 visibly pale. He assumes, wrongly, that his activities have opened the rift between Dream and reality and will ask the visitors to leave, while he meditates on a course of action. A Psychology roll reveals that he feels guilty and, if pressed, he admits he thinks he may be to blame. He promises no more such ‘visitations’ and the next evening, the lightning destroys the House. At this point, a Keeper with access to the Kingsport Guidebook could insert the scenario, ‘The House on the Edge’. Within this dream the sendings have stopped, but on awaking from it they continue. Visiting the Sites of the Sendings. There is little to be learned from visiting the various places where the Dream creatures have manifested. The Unitarian Church is a hole full of burned timbers – suggestive of an accelerant to anyone with a knowledge of such things. Kingsport Library is closed and if entered looks much as has been described, and all that can be found in investigating the cat slayer is a man from Animal Control scratching his head at some muddy footprints that seem to match no known native predator (Zoology roll – they match no known animal on Earth!). Whatever the Investigators choose to do, they have until 8pm, at which point they are due to meet St Jerome at Kingsport’s finest restaurant – they really need time to dress for dinner as well! Hubert Davis On any second visit to the Congregational Hospital, the Investigators may overhear the following conversation between a pair of passing doctors: “I think it’s psychosomatic – we’ve done all the tests and there is no physical reason for the hearing loss.” “Possibly, but I’ve never known a psychosomatic loss so total.” “I agree, but the man claims to have seen a dragon – I think that’s a pretty clear sign of psychosis.” “A dragon?” “That’s what he says – ‘a dragon the size of a cat’, if you please. It appeared in his apartment out of thin air, and when he tried to touch it, it breathed vapours on him and he went deaf. Then it vanished.” “I see what you mean about psychosis!’ “He even claims to have photographed it!” At this the doctors walk off chuckling, but investigator curiosity is likely to be piqued. If the Investigators are able to both discover the identity of this patient and gain access to either Doctor or Davis’ medical notes, they can learn the full story of Hubert’s encounter with the Butterfly Dragon. Being a shutterbug, Davis took a single, rather underexposed photograph of the creature. He has the film in his coat pocket and will ask the Investigators to get it developed for him. The photograph is clear enough for the creature to be identified by anyone who knows what a Butterfly Dragon is, but not clear enough to be accepted by the authorities as anything other than a rather bizarre fake. St Jerome’s Fate After a fruitless couple of hours, Julian St Jerome knocks on the door of Allen Nash’s house, which proves a fatal mistake. Nash, who is now sleeping from early evening until lunchtime, has just awoken from a particularly terrible trip to the peak of Thok and his fragile sanity is almost broken. The combination of his bleak outlook on life and the damage to the Dream Crystal has resulted in his dream life spiralling into darker and more deranged fantasies. When the dishevelled, wide-eyed Nash opens the door, St Jerome is instantly suspicious. Charming his way inside the house (an event witnessed by Davy Harris who is crouching in the Cemetery, having just awoken himself from his latest bender), the reporter starts to explain the situation to Nash. Nash realises, when the Cloudbeast is described, that the Crystal has become a two-way gate. Desperate that he not lose his chance at immortality, he grabs a poker and launches a frenzied attack on the reporter, breaking his skull open and falling into true insanity. Now Nash is truly mad, his dreams will be the most obscene nightmares, and tonight’s will be the first in a series of truly awful ‘visitors’! Meanwhile, Julian St Jerome’s corpse lies in the living room of Nash’s house – Nash is too far-gone to even The Unbound Book His Wildest Dreams Issue - 0 August 2002 bother hiding it. That Evening The Investigators wait for St Jerome at the restaurant, but he does not show up, or answer his phone. Whenever they decide to give up and return to town will coincide with the latest, and worst, manifestation of the damaged Dream Crystal. As the Investigators drive up High Street towards Central Hill, they come across a nightmare scene. Ahead of them a cab has driven into a great web spanning the street where it is trapped like a great mechanical fly, its engine still running. As the occupants try to clamber clear, they are caught on the web, and as a number of stunned witnesses watch uselessly from the street, a gigantic purple spider moves across the web towards them! This is a great Leng Spider, and it is hungry. Right now the only people likely to do anything to help are the Investigators, everyone else is either failing Sanity rolls, running away or staring uselessly. The Spider will not leave its web unless it takes more than 10 points of damage, in which case it will leave its prey to pursue its attacker. Luckily for everybody, this particular Spider knows no spells. LENG SPIDER, Web-Spinning Horror STR 35 INT 7 CON 20 POW 14 SIZ 40 DEX 17 Move 6/8 in web HP 35 Weapons: Bite 40%, damage 1d6+3d6+poison – POT = 40 (20 damage, 10 if resisted). Web 60%, Entangle with STR 20, Range 10yds. Armour: 6 points of Chitin Sanity Loss: 1/1d10 to see a Leng Spider. If the Spider proves too much for the Investigators, it vanishes at just the moment when they seem utterly doomed. It would be a shame to kill them just yet. When the Spider vanishes, which it does a few seconds after being killed if not before, it does so by suddenly shimmering and blinking out of existence. Any victim in its jaws (i.e. hit the previous round) vanishes with it. The web is left behind. It proves tough and resilient, drying up in 24 hours at which point it can be chopped apart. It burns only at blast furnace temperatures! This is one phenomenon even Carter cannot ignore, and from now on the Chronicle starts to report sanitised versions of all the more public manifestations of Dream. Reaction In Kingsport Chief Crane and his small force of officers are not equipped to handle such an invasion from beyond, and apart from cordoning off the area where the web is, do little else. Sensible Investigators may urge curfews or even the calling for outside aid, but Crane is indecisive for at least 24 hours. What he does after that depends upon the nature of the next evening’s sending. If it results in injury, death or damage to public property, he consults with the Mayor then he calls on Lt Commander Maddern at the Coast Guard Station for assistance. Kingsport is a town which values its individuality, and in which nothing is considered more of an insult than to suggest it is simply the ‘seaside suburb’ of Arkham. As a result the impulse of Civic Authority in the town is to handle this problem without calling on the Arkham Police Department. Chief Crane also persuades the Mayor to call a public meeting at Talbot Hall, where he announces Kingsport’s intention to deal with the current crisis without calling on its larger neighbour. There will be a dusk to dawn curfew in the Central Hill area along with nightly patrols by armed Coast Guard men, each patrol to have one of the Kingsport police force accompanying them. At the same time, experts in ‘this kind of thing’ are to be contacted for assistance. In this case, however, progress is far too slow to prevent the sendings culminating in the appearance of the Dhole, which will kill several of the Coast Guard men along with many of the local residents. This will cost Mayor Hoag the next election! If the Investigators approach the police, Mayor or Coast Guard claiming to be such ‘experts’ (and seem convincing) then they will be given all official help necessary to complete their investigations, including access to the damaged library. If they do access the library, a Library Use roll will uncover the story of the Kingsport Cult, which proves to be a most unfortunate red herring (unless of course they have already crossed paths with Mr Oakes!) After one more fatality, people will start to leave Kingsport on ‘visits to relatives’ and the like – a most sensible course of action. Resident Dreamers A number of Kingsport’s residents are experienced Dreamers and as such may recognise the sendings as creatures from the Lands of Dream they know so well. 23 The Unbound Book Issue - 0, June 2002 His Wildest Dreams 24 Of these, the three most significant are William Bain, Basil Elton and Robert Carlton. Bain’s reaction has already been discussed, and Basil Elton, out at the North Point Light is unlikely to hear about the events in town in time to react to them (though he certainly would like to chat about them at a later date). Robert Carlton, however, might react in such a way as to bring him to the attention of the Investigators. He does not know the Dreamlands are anything other than a product of his own imagination, and should he realise that creatures from his dreams are invading the city, he will be driven temporally insane. This insanity is characterised by an acute hypnophobia and a fascination with the Central Hill area. He will walk the streets at night, downing strong coffee from a vacuum flask. As soon as he discovers the sendings are continuing despite his refusal to sleep, he will throw himself in the harbour, in a desperate attempt to ‘wake up’ and be fished out two days later. Searching For Julian The best way to solve this mystery is to trace Julian St Jerome. Until this is done, nightmare creatures from the Dreamlands will appear nightly in Central Hill. Use the following table to generate a random creature, and choose a suitable place for it to wreak mayhem: 1d2 Minions of Karakal A Moonbeast 1d4 Ghasts (indoors, somewhere dark) A hungry Gug A pair of Wamps 1d3 Nightgaunts Some suggested locations for subsequent sendings are as follows: The Crawford Intermediate School, empty at night except for a pair of elderly cleaners – they could be found dead in the morning. Masonic Lodge, a monster appearing at a meeting could kill a number of the town’s leading lights. Kingsport Rest Home, a creature appearing here would cause chaos amongst the senile and cantankerous residents. Harbour Place Hotel, a City Father could die in the George Washington suite, along with his mistress, leading to a scandal. The Congregational Church, a minion of Karakal appearing during evensong would be considered a second Demonic appearance. If Nash is not stopped within seven more days, a Dhole will appear in the cemetery and destroy most of Central Hill, including Nash’s House. Nash and some 200 other people will be killed and many more sent mad before the Dhole vanishes, taking the Dream Crystal with it and dooming the Investigators to failure. If this happens because they gave up and fled, Sanity losses of 1d20 are appropriate to signify the enormous guilt they will feel. If they are still in town, seeing the Dhole will be punishment enough! To find Julian, the obvious course of action is to do what he did and start to question the occupants of all houses overlooking the Cemetery. Before he met Nash, St Jerome had worked his way from the North end of Hill Circle around the cemetery in an anti-clockwise direction. Whether or not the occupants of a given house remember him depends on where exactly the house is. About 80% of the houses are occupied when the Investigators call, and 80% of the occupants in the area St Jerome visited saw him the previous day. None of them had been able to tell him anything. At some point during this exercise, a Spot Hidden roll should be attempted. A success notices a scruffily dressed man, obviously a transient, watching from amongst the graves. The possibility that this is Davy Harris, who proved elusive the previous day, should present itself. Approaching him is not easy though, he knows the cemetery very well and is nervous of strangers. If the Investigators do manage to get to talk to him, they are certain to mention St Jerome. When they do so, he reacts at once: “I see him, I see him yesterday! You give me $5 and I’ll show you. Yes I will.” Investigators can get the The Unbound Book His Wildest Dreams Issue - 0 August 2002 information for as little as $2, as St Jerome did earlier in the week. He leads them across the cemetery to the graves overlooking Church St, and points at Nash’s house. “That’s where he went. I see him go in there, yesterday and I think I’ll wait for him, and maybe he’ll give me a dollar. He didn’t come out though. I waited till dark and he never came out.” If asked who lives in the house, Harris says he doesn’t know, though it used to be this skinny old man who hardly came out. If asked about the being he saw the previous week, he’ll direct the Investigators to the part of the graveyard where he saw it, but nothing can be found. Nash’s house is on Church St, halfway along the cemetery. It is a somewhat run-down Georgian house, in a shabbier state than its neighbours, none of which are exactly palatial. All the curtains are drawn, and if watched at night the only light comes from an upstairs window – and even that is a faint, flickering purplish glow (the Crystal). The neighbours on either side, both elderly, know that ‘Old Mr Nash’ died a while back, and his ‘young nephew from Boston’ inherited the house. He came up a few times, saying he was going to fix the place up, then a few weeks back he came to stay. Unlike his previous visits, they have heard no noise of hammering from the house, and they have hardly seen him. Indeed he seems to rarely leave the house, and certainly keeps to himself. To the aged denizens of Church St, this makes him a most agreeable neighbour. The neighbour to the left remembers St Jerome calling the previous day, the neighbour to the right does not, and significantly claims to have spent the afternoon sitting in her parlour, knitting. If the Investigators consult newspaper files for a report of the death of ‘Old Mr Nash’ they discover he died in September, run down by a car on High Street, and his only living relative is listed as Allen Nash of Boston. If they choose to do some research into Allen, all they are likely to discover is that he is a Librarian at the Widener at Harvard, currently on a six month sabbatical, ostensibly to restore the house he inherited from a distant uncle in Kingsport. At this point the Investigators should have a pretty clear idea of where St Jerome disappeared. They are, of course free to call the police. If they do this, the police end up seizing the Crystal and the Journal as evidence, and Nash ends up in Danvers Asylum. Within a month, Captain James Blair, the moody moocher of the Kingsport Police Department, has read the journal, stolen the Crystal and started the whole horrible cycle all over again from his lodgings in a seedy Prospect Hill boarding House. Calling in the cops should never result in a satisfactory conclusion in Call of Cthulhu! Solomon Oakes At 306 Summit St lives the evil cultist Solomon Oakes. St Jerome never called on him, but the Investigators might. He will answer the door, but is dismissive of questions unless his curiosity is piqued by any mention of the supernatural. In such a case he becomes overly keen to hear more, which should be a warning sign to sensible Investigators. His neighbours won’t answer questions about him unless Investigators are particularly persuasive, in which case they will mention his frequent wanderings of the Cemetery at night and their general suspicions of him being ‘unwholesome’. Once alerted to supernatural events, Oakes will start to investigate the situation, and each day has a percentage chance equal to his INT (16%) of tracing the source, in which case he will slay the sleeping Nash and take the Crystal, ending the Dream sendings for a while at least. If the Investigators start to suspect Oakes, they could end up chasing a particularly dangerous wild goose! If asked about Oakes, Davy Harris goes pale and says he knows of him, but always avoids him if he sees him in the Cemetery. Oakes disappears into a particular tomb, to which he has a key, and often does not emerge for hours. He can direct the Investigators to the tomb, which has the barely readable legend “Solomon Oakes” and contains an entrance to the tunnels below. What they find there is outside the scope of this scenario. Harris seems to be holding something back, however, and a Persuade roll or a bribe is needed to get him to admit that he once (about two months ago) saw Oakes take a fellow transient, a young man called ‘Marty’, into his house. Marty never came out. Confronting Nash The events of the final confrontation with Nash depend wholly on whether he is awake or asleep when the Investigators arrive at his house. He has reached the point where he is sleeping 18 hours a day (with chemical assistance), from around 6pm until mid- day. When awake, he spends 90% of his time at home, writing in the journal, eating cold food out of cans and so on, and the other 10% out on minor errands. This means there are three possible situations when the Investigators arrive: Nash is out of the house (10%, if between mid-day and 6pm). Nash is present, and awake (90%, if between mid- day and 6pm). 25 The Unbound Book Issue - 0 August 2002 His Wildest Dreams 26 Nash is asleep and dreaming (100% between 6pm and mid-day). If asleep, knocking at the door will not wake him up under any circumstances, so the Investigators must either break in, or come back later. If Nash is absent, the Investigators may break in, and will find St Jerome’s body. The Crystal and Journal are hidden in the secret compartment. In this case, upon his arrest, Nash will say nothing. The ‘sendings’ will cease, but nothing has been explained, and the Investigators will be left with an uncomfortable feeling that the case is not really solved. If Nash is present and awake, he will be unfriendly to visitors and try to force them to leave. If they insist on entering, he will direct them to the study, and when they see St Jerome’s corpse, he will attack in a frenzy using the same poker that killed the reporter. If he is killed, the Journal and Crystal will be found in his bedroom. If Nash is asleep, he will not wake unless shaken (in which case he is extremely hostile and grabs for a kitchen knife under the bed). The Crystal sits on the bed stand, pulsing with an unearthly light, and the journal sits open on the floor. In this case, the sendings can be stopped by killing Nash or smashing the Crystal. Killing the sleeping Nash costs 1/1d4 Sanity. The house itself shows signs that Nash has been working on his renovation project, but this appears to have been abandoned. The room in which St Jerome lies dead is part way through being re-wallpapered, but the paste has dried in the bucket. ALLEN NASH, Insane Dreamer, Age 30 STR 14 EDU 15 Know 75% CON 9 POW 16 Luck 80% SIZ 14 INT 14 Idea 70% DEX 13 APP 12 HP 12 SAN 0 Damage Bonus:+1d4 Weapons: Poker, Kitchen Knife, Skillet etc. all at base skill. Skills: Cthulhu Mythos 10%, Dreaming 80%, Dreamlore 30%, Library Use 80% (spends a lot of time in the Great Library of the Dreamlands) Destroying the Dream Crystal The Dream Crystal is fragile, and can be smashed with a hard blow against something solid. Doing so, however, triggers one last sending. The creature appears in Nash’s room and attacks at once. In this case it does not disappear until slain. Destroying the Crystal while Nash sleeps traps his spirit in a very bad part of the Dreamlands, leaving him a catatonic husk. He is not immortal though, and will die in the Dreamlands when his body dies – a matter of only 1 or 2 years with him in such a state. Destroying the Crystal while Nash is awake sends him into an uncontrollable homicidal frenzy from which his shattered mind will never recover. During this frenzy he gains an effective 2 extra points of STR and CON at the cost of 10% from all combat skills. Keeping the Dream Crystal If Nash is not killed, but merely overpowered and the Investigators choose to keep and even use the Crystal, Nash is far more manageable. However he will immediately start planning to escape and return for his property. This situation will result in Nash being sent to Danvers Asylum and escaping in 1d3 months to come back for his Crystal. Even if it has been destroyed by then, he won’t know and will still come after it. If Nash is dead, the Investigators are free to take the Crystal. Using it, however, creates the same dangers Nash faced. To some extent, the problem with the Crystal is connected, as Bain would guess, to the weak barrier Nash’s Belongings The two significant items in Nash’s room are the Dream Crystal and the Dream journal, which his uncle began and he has continued. If these items are hidden, then they will only be found if the Investigators specifically search for a secret compartment and make a halved Spot Hidden roll. Dream Crystal. An asymmetric white Crystal about 8 inches high, supported by an ornate silver stand. All those sleeping within 5 feet of it enter the Dreamlands through the Crystal Cavern, and gain an initial Dreaming skill equal to their POWx3. This Crystal is badly cracked, which causes the arrival of Dream Creatures in the waking world while it is in use. This is useless as a means of following Nash, however, since his great skill in Dreaming enables him to travel quickly to the more nightmarish parts of that realm, where anyone sleeping beside him will not be able to follow. Dream Journal of The Nash Family. This book was started by Jonathan and continued by Allen, and describes their travels in the Land of Dream. Allen’s travels and adventures become steadily more horrific, hence the SAN loss and Cthulhu Mythos Knowledge found within. Language: English; Sanity Loss: 1D3/1D6; time the read – 4 weeks; Cthulhu Mythos Knowledge +3; Dreamlore +15. Spells: Lace Curtains of Hish, Passing Unseen, Eviscerator (All Dreamlands only). The Unbound Book His Wildest Dreams Issue - 0 August 2002 between the worlds created by the presence of the Strange High House. Consequently, the sendings the damaged Crystal causes are less frequent outside of Kingsport. If the Crystal is used anywhere outside of the town, the chance of a sending equals 50% minus the user’s POW. Each dreamer sharing the Crystal has a chance of triggering a sending, though only one will occur per use, no matter how many dreamers sharing there are. A user also has a chance equal to their POW, as a percentage of mastering the Crystal’s ability to create sendings, and gets to roll on this once per month of constant use. Once mastered, a specific creature can be summoned (though not bound or in any way controlled) at the cost of 1 MP per point of POW the creature has. If the dreamer exceeds his Magic Points in attempting this, his sleep becomes dreamless and he cannot enter the Dreamlands again until he has recovered at least half of his MP total. Apart from the nightly sendings, using the Crystal is addictive. Each use requires a Sanity roll. If the user fails he loses 1 SAN and gains 2d6% to his chance of addiction (which starts at zero). The Keeper should keep a secret note of this Addiction percentage and each night the owner chooses not to use the Crystal must roll over their addiction score to resist the urge to use it anyway. Any attempt to smash the Crystal or give it away also requires the Addiction roll be failed first. Any visits to the land of Dream should be role-played in detail between the Keeper and the Player – creating a series of small Dream adventures for this purpose is well worthwhile. There is no way to prevent the Dream creatures from appearing, although they always do so within half a mile of the Crystal, which makes its use in isolated places relatively safe – the creatures will not approach the Crystal itself willingly, so the Dreamer himself is safe. Every time using the Crystal results in a creature appearing and causing harm, a Sanity roll is required, for a loss of 1/1d3. It should be obvious the moral thing to do is to destroy the Crystal. Rewards For Success The Sanity gain for completing this adventure is variable, depending on the conclusion played out. If Nash is stopped, but the Crystal is never found and the puzzle is left unsolved, a mere 1D4 SAN should be gained. This applies in the case of calling in the police. If Nash is killed when helpless, and the Crystal destroyed, 1d6+1 SAN should be gained. If Nash is either killed in self-defence or not at all, and the Crystal is taken, 1d8+2 SAN should be gained. If Nash is either killed in self-defence or not at all, and the Crystal is destroyed, 1d10+3 SAN should be gained. If the Crystal is taken, but destroyed at a later date, 1D3 additional SAN should be gained by whoever chooses to destroy it. If a third party ends up in possession of the Crystal, a SAN loss of 1/1D6 is appropriate when the sendings start again. Bringing an end to the second wave of sendings should result in half of the SAN gain listed above, since they were preventable. The presence of Julian St Jerome’s corpse in Nash’s house should protect the Investigators from any ramifications for his death. It is very unlikely that the Investigators will attempt to get the bizarre story into print – Stanley Carter at the Chronicle will certainly not consider it, although he does dedicate the next issue to St Jerome, and prints a rather touching obituary. Within a year, even those sendings that were witnessed by multiple people, and resulted in widespread death and destruction have been relegated to the status of urban legends. In Lovecraft Country, it is surprising how quickly the ripples fade and the pond calms once more. 27 On the Unbound Website His Wildest Dreams - D20 Stats for His Wildest Dreams - Overview Map of Kingsport - A Players Guide to Kingsport - Player and Keepers Maps of Central Hill Visit the Unbound Book Website @ www.unboundbook.org The Unbound Book Issue - 0 August 2002 His Wildest Dreams 28 Central Hill, Kingsport 1925 (Keepers Map) Lee Street Unitarian Church Hill Circle Church St Lafayette High St Orchard Page Kingsport Library Seas Harvest Kingsport Police & Fire Department Dennehy’s Dinner Kingsport Chronicle Masonic Lodge Congregational Hospital Solomon Oakes’ House Nash House Robbin’s Apartments Kingsport Historical Society & Musuem The Kingsport Rest Home Crawford Public School Carter St Caldecott St Howard St Summit St Congregational Church Harbour Place Hotel Pine Franklin Turner St Pearl St High St Atlantic St Price St Hart St Brush Summit St Endicott Street Cooper Northward Central Hill Cemetery What Goes Around… is a short non-mythos adventure designed to be played in one session by one or two relatively inexperienced Investigators (although more can be easily accommodated). Although nominally based in Lovecraft’s Arkham during the winter of 1921, it can, with very little work, be situated in any small town during any time period. The entire adventure should only take one game day, depending, of course, on the characters actions. During this time the characters may well be faced with a moral dilemma, in which they will not want to take sides, however it is important the Keeper emphasises the need for the characters to react quickly to the situation to achieve the best outcome. Keeper’s Background John Burton, owner of Arkham’s finest jewellery store, used to love his wife, and he supposes that at sometime in the past she may have loved him. Tonight, however he knows the marriage is no more and he plans on ensuring she is out of his life forever… When John Burton and Valerie Haywright married it looked as if both were getting what they most wanted in life. John was to become heir of Haywright’s, Arkham’s most prestigious jewellery store, and Valerie was to gain herself the man she needed to get her into high society. But if this was their only goal in the marriage, both were be horribly disappointed. John quickly learnt that his father-in-law was a tyrant, whose control of the purse strings and the business was almost draconian. Not that John was ever really around to be effected by Avery Haywright’s financial policy, as he was regularly travelling at his father-in-laws behest, always on the look out for the cheapest raw materials. In Valerie’s case, shortly after their marriage she discovered her husband was no more suited for fame or high society than she herself was. To make matters worse despite her goading, John seemed unwilling to even try and better himself. When Old man Haywright passed away a year ago John hoped he would be free to run the business as he wished. However as he quickly discovered his wife’s demands filled the void left by the old man. Valerie became more and more demanding of him and it seemed as if nothing he did was ever good enough. It was about this time, during one of his many trips to New York, John met and fell in love with Joanne Carter, a secretary from Manhattan. Unable to leave Valerie - all the money was either invested in the store or closely guarded by his wife - John began plotting his salvation. As his plans formulated, John left on a buying trip to Vladivostok in Russia (a voyage which had been arranged by Old man Haywright shortly before his death). It was during his long days on the ocean that he set on a plan to rid himself of Valerie and the legacy of the Haywrights once and for all. But one small purchase in an ancient city set in motion a chain of events which were to change John Burton’s life forever. Travelling to a meeting one brisk morning he chanced across a street vendor selling estate jewellery. Professionally interested, he stopped to review the goods and discovered a most beautiful necklace, 29 The Unbound Book What Goes Around... Issue - 0 August 2002 ‘Chainletter’ © 2002 Alan M. Clark What Goes Around... By Marcus D. Bone A Non-Mythos Adventure in Lovecraft’s Arkham The Unbound Book Issue - 0 August 2002 What Goes Around... 30 one that, the seller insisted, had attached an ancient and obscure legend. Immediately he knew he must purchase it, not for his wife, but rather for Joanne - a symbol his new life with her. Last week John returned from his long trip away to find his luggage had arrived at his Arkham home shortly before him. Before he had a chance to hide the necklace, the gift had been discovered and claimed by Valerie. John Burton is now more determined than ever to rid himself of his wife and at last be with his true love in New York. Involving the Investigators The opening events of the adventure take place just prior to dawn on West Main Street, Arkham, outside Haywright’s Fine Jewellery store (located at 227 - between Ace Alarms and Lock-Safes and E Parrington Gunsmiths). What the characters are doing in this area at the time is left up to the individual Keeper, although it is important they are the first people on the scene to witness the destruction of the jewellery store. A Fiery Beginning Shortly before dawn a huge explosion shatters the peace in the early morning streets of Arkham, as Haywright’s Fine Jewellery store is consumed in a massive ball of fiery destruction. The characters, in the area for whatever reason, are the first on the scene. “By the time you reach Haywright’s Fine Jewellery it is already well ablaze. The roof has exploded outwards, covering the street with brick and tile. Flames rise high into the air consuming the inside of the building frightfully quickly. As bricks begin to burst and glass shatters, you hope to God no one is inside.” The characters are unable to get too close to the burning building due to an intense heat and flying debris. A successful Idea roll will lead the Investigators to realise this fire is being fed by some flammable source – most obviously natural gas (heating gas). “The flames seem to rise in intensity and quickly threaten the businesses next to the fiery convocation. Although some local residents have appeared on the street, most are barely dressed and seem stunned and unmanned for the events unfolding around them.” Fortunately Haywright’s is located in a light commercial district and, although it is near residential buildings, the fire will not have long enough to do any substantial damage to any other structure. If the characters do not summon the Arkham Fire Department, they will nevertheless soon hear the distant ringing of brass bells as fire trucks converge on the blaze. There is not much for the characters to do during this time, except watch the fire and thank their lucky stars they were not near the building when it first exploded. However before too many curious locals or the Fire Department arrives a Spot Hidden roll should be attempted by all Investigators present at the blaze. If successful read the following: “The flames roll and lick higher, changing shades of red as they consume everything they touch. For a moment it looks as if they might almost be alive…in fact, as you watch the blaze it becomes obvious, as impossible as that seems, someone or something is inside the building. Yes… as you watch intently you are positive you can make out something ALIVE in the fire”. In the flames something is indeed alive, and angry. A Son of Veles (see the Guides of the Dead side bar) which is now free. Until the death of Valerie Burton (who has perished in the blaze) it resided in her necklace (coincidentally the same necklace she had found in John’s luggage after his return from Russia). These creatures are known in Russia as the guides of the dead or the bringers of justice, stalking those who have murdered the owner of their resting place (in this case the necklace). Guides of the Dead Standing over 6 feet tall and covered head to foot in dark grey fur, the Sons of Veles (or Volos, a little remember God) are known as the guides of the dead. In Russia, stories of the Sons are used to frighten young children at bedtime and to ensure those who wish to misbehave are kept in line. Resembling the fictional Werewolf, they might well be the basis of that myth. Whether or not these creatures are actually the sons of a God is up for debate, although what is known is that they are bound to a piece of jewellery or personal item until the owner’s death, at which point they emerge and lead the soul to the underworld. Leading the spirit of the deceased to a better place is just half of the Son’s task; the other is to exact revenge on any killer of the wearer. In this task it is relentless, tracking down the murderer with unmatched ferocity. Active only at night, during daylight hours it returns to its original realm. A Son, although ‘hurt’ by mundane weapons regenerates all damage done to it quickly. One can even be ‘killed’ only to return the next night to exact its revenge. Perhaps the most frightening part of the Sons of Veles legend involves it hunting down and killing any other mortals which happen to witness it when it stalks its prey. Those hunted by the creature learn of their fate by its howling as it closes in on them, a noise which only they can hear. The Unbound Book What Goes Around... Issue - 0 August 2002 Shortly after appearing in the flames the Son makes its way out from the store and heads towards the Old Wooded Graveyard. It is easy enough to follow and will not concern itself with the characters unless they get in its way. Viewing this huge creature requires a Sanity check costing 1/1d8. SON OF VELES, Guide of the Dead STR 20 INT 10 CON 22 POW 17 SIZ 18 DEX 18 Move 9 HP 20 Weapons: Claws 70%, damage 1d6+1d6db. Bite 40%, damage 1d8+1d6db Armour: None but can only be damaged with enchanted weapons, or with a flaming stake to the heart (see the rest of the adventure). Regenerates hit points at a rate of 1 per turn, or 5 per round once under zero. Sanity Loss: 1/1d8 If the characters do not confront the Son it lopes across the cemetery as dawn breaks. As the light creeps across the ground the characters witness an amazing sight. Where the rays of the sun strikes the creature, it becomes opaque, almost totally see through. As the sky lightens, the Son, who continues to cross the cemetery, slowly but surely vanishes, until, once bathed in full sunlight, cannot be seen at all. If the characters confront the Son, the dawn should reach it before they are able to do too much damage to each other. If the characters go to the spot where the Son was last seen, nothing can be found. It is as if it had never really existed at all, like some sort of figment of their imaginations. The Son has, in fact, returned to its realm of existence, eagerly awaiting dusk to complete its task. The Investigators are now working against a clock they don’t even know exists if they are to have any chance of defeating the Son of Veles and saving their own lives. After the Fire Once all the excitement has abated the characters can return to the scene of the fire. There are a number of facts which they may or may not be able to discover about the events they have just witnessed. It is however vitally important the characters discover the documents which describe the necklace (the casket in which the Son of Veles was imprisoned) and some of the legends which surround the Veles myth. Although these are nominally the jewellery store safe (the only item to survive the fire relatively intact) they can be discovered at any point of the adventure. (See The Documents below). Once the fire has been fully extinguished (about an hour after the first fire engine arrives) the following can be discovered: Damage. The building is in ruins, the initial explosion and the subsequent fire blew the roof off the store and destroyed many of its walls. As a result, Haywright’s Fine Jewellers is now not much more than a shell. The scene has been cordoned off at both ends of West Main Street, with police officers questioning those who witnessed the blaze. Although some furniture and internal wall structures have survived, albeit as wet, blackened and charred icons of destruction, only two items of any real interest can be found, a body and the safe. What the Police know. The police will quickly piece together a number of facts about the explosion. While the fire may or may not have been deliberately lit, natural gas was most definitely the propellant (the Fire Department states that they turned the gas off when first reaching the scene). At this point in time it is not being treated as arson, 31 What really happened last night? The body in the shop is that of Valerie Burton, burnt now beyond all recognition, the victim of her husbands plot to free himself from the insignificant life he now leads. Early that morning John Burton had awoken his wife with a start, stating he thought he might not have turned off the gas at the store. Berated by his wife for such a stupid act, they both arose from bed, dressed and drove down to Haywright’s Fine Jewellery. Once inside John set his plan into action, apologising to his wife for obviously making a mistake, who berated him again this time for getting them out of bed, he left her standing in the shop area while he made his way into the back room. Here he flicked off the main lights, yelled that it must be a fuse, and made his way to the fuse box. The old fuse box was already a disaster waiting to happen. Flicking off the mains, John exposed some of the lighting wires, before reinstating the power. One simple twist of the gas mains and all was set. Valerie, still waiting for the return of the lights, heard the click of the back door closing followed by the roar of a familiar car engine. Calling out to John, she got no response and after a few moments, she made her way into the back room angrily trying to get a response from her husband. Reaching the light switch she flicked it on. The gas and one random spark did the rest. The Unbound Book Issue - 0 August 2002 What Goes Around... 32 but rather as an unfortunate accident. The witnesses (except perhaps the Investigators) have nothing to tell, most arriving long after the blaze began. Discovery of a body. If the characters gain access to the site they will discover a tarpaulin over the remains of an unidentified victim of the fire (although if John Burton has already visited the scene, the police can make a fair assumption it is his wife Valerie). A police officer is always present, watching the body until it is removed shortly after 12. If any of the characters are game enough to examine the body a Sanity loss of 0/1d4 results in seeing the twisted charred corpse of Valerie Burton. The smell alone is enough to make the character retch and the police officer watching over the body is almost physically sick at the sight of it. Nothing can be found on the body, but it is obvious the victim was fully clothed at the time of the explosion. The Safe. This is the only object to survive the fire intact. A man high four by four-foot steel safe, it will be forced open during the initial investigation by the police. While nothing of interest is discovered inside, all the precious raw materials and jewellery pieces are moved to the police station (to be passed on once the insurance investigation begins). There are also a number of legal and informational documents inside, most of which are receipts, orders or other jewellery related notes. There is however a number of curious and seemingly out of place documents here as well. The Documents in the Safe These papers are vital to future of the characters. Not only do they describe what the Investigators saw earlier that morning, they also explain why and, how it is here and more importantly, how to stop it. Where the characters discover these papers is left up to the Keepers’ discretion, although nominally they are present in the safe at Haywright’s Fine Jewellers until they are either taken by John or placed to one side by the police as unimportant. If the characters cannot get access to the scene of the fire the best suggestion is for them to be found early on while scoping out Haywright House (see below). If this is not possible the Keeper can allow the characters to observe the documents being placed in a police car outside the cordoned off area before mentioning that they are left unattended while the driver goes back to collect more. A good Keeper should have no trouble getting the documents to the players no matter what the circumstance. The documents are a note, a letter and aparchment, all relating to John’s recent trip to Vladivostok in Far Eastern Russia. (See Around Handouts 1 through 3). The letter of travel arrangements - Around Handout 1. This letter is about five months old and was received by John (with other documents no longer attached) from the Dormantry Travel Bureau in New York. John had actually planned on throwing out this letter with the rest of the scraps he had brought back from Russia, but somehow it ended up in the safe with some of the more important documentation from the trip. Page from a journal - Around Handout 2. This yellowed and torn page looks as if they once formed part of someone’s personal journal. Although impossible to date, one could hazard a guess that it is at least a hundred years old. Written using an older style of Russian grammar it takes two hours and a Read/Write Russian roll to translate (although it is more likely the characters will take this and the other Russian note, see below, to a translator). The Trinket text - Around Handout 3. This is nothing more than a scrap of paper, on which is written a few simple words of modern Russian (a successful Read/Write Russian will translate it). Learning More about the Documents Finding out more information about the documents found in the safe is a relatively easy task. Those in Russian can be translated by anyone with a decent skill in Read/Write Russian and, although it is unlikely one of the characters will have this skill, a translator can be easily tracked down at the Miskatonic University Modern Languages Department (Russian is currently being taught by Dr Nicholai Stolpa). More about the travel itinerary can be found out by ringing the sender. Dormantry Travel Bureau. Owned and run by Peter Domantry this company specialises in Eastern European travel (which is still a rarity in the 1920s). The Unbound Book What Goes Around... Issue - 0 August 2002 Based in New York, they cater for upper or business class travellers who wish to not only to get where they are going safely, but also with a bit of style. If any of the Investigators contact the company directly, all inquiries are put through to Peter, who is in his late 50s and has a heavy Polish accent. Peter will not give out any information unless the characters can convince him of the importance of their call or contact him in some official capacity. If the Investigators do get him to talk, he will actually have only very little to say about Mr Burton, except that he is a fairly regular customer (once every year or so he would organise business trips to Russia or other parts of Eastern Europe) with the last trip to Vladivostok about four months ago. John had rung not more than a week ago to say that he had returned safely and had enjoyed his trip. Peter will wrap up the conversation by stating he hopes to be able to fulfil Mr Burton’s travel needs for many more years to come. The Translated Trinket Text. Any good translator can almost immediately translate the Trinket text. They will explain it is actually a quote from a very famous book on Russian Folklore. It reads: The Sons of Veles are the guardians of the soul, Guides in the after life. To touch their resting place is to ensure your safe passage to God. Born from their Father’s love of all that is good in the world. They reside in small trinkets awaiting the passing of their owner to help them leave the mortal coil. The translator believes there is a copy or two of this same book in the Miskatonic University Library. It is called The Darkness of the North: Stories from Russian Folklore and was written at the turn of the century by a well-known Russian scholar, Sergi Romantov. If possible the translator will also volunteer further information about Veles (a character with Read/Write Russian skill will also know this with a successful History roll), who was also known as Volos, a Russian god, whose worship extends back into the earliest of written records. Originally he is the god of music, art, poetry and animals. But later was also considered the god of flocks and herds and, because he was depicted with horns, of death and the Underworld. As a note to the Keeper Veles/Volos was really worshipped in Russia and a search of the Internet for folklore or other mythology sites could help flesh out any questions the characters might have about this god. Translating the page of the journal. This is a much more difficult proposition, as the style and grammar of the writing is quite old. (For an example of this see Mallory’s Mort de Arthur - or the legend of King Arthur which, while in English, is difficult to read due to the style of language used. This is a good way of explaining to players why Mythos books take so long to read). It takes about two hours to get a readable translation out of the document (See Around Handout 4), at which point the translator, although dismissing the ‘journal’ as just a piece of fiction is never the less intrigued as to where the characters have got such an old and obviously important piece of Russian literature. Although he can’t date it, telling from the style of the text it is at least four hundred years old! The translator won’t pressure the characters but will request that such an item would best be served in a Library or Museum. Perhaps the most important things to come out of this journal page are: A Son of Veles is a vicious killer who tracks down those who have killed the wearer of its ‘trinket’. It kills all mortals who get in its way, or who witness it. What is not so obvious is that it comes after dark and only those marked by the Son can hear its howls. Nevertheless this page should act as a warning to the characters that they have witnessed a relentless killer. Darkness of the North The Miskatonic University Library does indeed have copies of this book and, most surprisingly from the Investigators point of view, they are held on the regular 33 The Unbound Book Issue - 0 August 2002 What Goes Around... 34 stacks of that building. A successful Library Use roll will enable the characters to locate the book and find the passages relating to the Sons of Veles. (See Around Handout 5). These pages are the characters key to understanding and defeating the Son of Veles - before it starts hunting them down as well. The story of the Woodsman defeating the Son of Veles holds the three key points needed for a successful conclusion to the character’s investigation: Sons are invisible during the daylight; so even if the characters have defeated the creature the chances are it will return tonight at dusk. A Son is stunned by seeing its own reflection, although why this is so is not explained. While stunned it can be killed by driving a flaming arrow (a stake or any other wooden implement will also work) into its heart. If the characters have already visited the Haywright House and encountered Mrs McTighe, they will be able to workout who the murderer is and therefore who the Son is tracking. Haywright House John and Valerie received Haywright House as part of their inheritance. A two-storey villa situated on a large piece of land at 219 West Miskatonic Ave, it is an example of early 1840s Arkham architecture, with extensive use of high stud ceils and gabled roofing typical of the era of its construction. Old Man Haywright, although frugal, decorated the interior with many interesting (but mundane) pieces of art, most of which still remain. The majority of the everyday furniture is old restored antique pieces, not because Haywright was too cheap to purchase anything new, but rather as a result of his hobby - carpentry and woodturning (his lathe and other tools now reside in an unused shed at the back of the section, collecting dust). Since taking possession of the house, just over a year ago, John and Valerie have done little to the building or the land on which it stands. Although the Haywright House is not a manor by any stretch of the imagination, it is situated on a large property typical of Arkham’s upper-middle class. The section in the front is private and enclosed by a large well-groomed hedge, while the back yard (which is the size of a normal Arkham city property) is lush with trees and gardens. Two utility sheds and a garage are also located near the rear of the section. Front Garden and Porch: The front of the Haywright House is neat and tidy, the hedges have all recently been trimmed and the garden weeded. If it is after 10am, the mail has been delivered, but consists of nothing more than bills and statements. There is nothing of real interest here to any Investigators, until they reach the front porch, at which point they will notice a bouquet of flowers with a note attached. Valerie, John Have just heard about the fire! Hope all well and safe! Eric and Melissa This is from family friends, who are as yet unaware of Valerie’s demise. If tracked down Eric and his wife Melissa have nothing to add to the investigation, rather than stating their concern about the well being of the Burtons. Backyard, Garage and Sheds: The backyard is just as tidy as the front, with weeded gardens and low cut grass. A number of flowerbeds are showing the first signs of life in the spring. The garage is locked at all times but once opened is tidy and clean inside. A car, a new Chevrolet 490 Touring, is only present when John is in the house. Nothing much else is in here except a few tools, stored art and antiques (Old Man Haywright’s tastes weren’t always matched by his heirs). The larger of the two sheds is used to store gardening equipment (trowels, spades, shovels and hoes are all lined up nicely against the walls), while in one corner firewood is neatly stacked. The smaller shed is full of Old Man Haywrights carpentry and woodturning equipment. Dusty, but in useable condition this has sat in here since John and Valerie took ownership of the house. A number of unfinished pieces of furniture are also present. Down Stairs: This consists of a Sunroom, Dining Room, Kitchen and Family Lounge. In general this floor is very tidy, with the floors clean and the rooms spotless, the only things that will be out of place depends on what time of the day the Investigators enter the house. If it is between 9am and 6pm they will discover three packed bags near the front door. If examined these bag contain just mens clothing and other personal items. It seems however as if someone is prepared for a long trip away (there is enough changes of clothing to last many weeks). If the characters arrive after 6pm the bags are still there, however in the front room a number of sympathy notes and bunches of flowers have been dumped. All the notes are unread, including any the characters might have left, and if opened all express sympathy over the destruction of Haywrights. These are from the Burton’s friends and neighbours and none mention anything about Valerie’s death. The Unbound Book What Goes Around... Issue - 0 August 2002 Everything else is as one would expect to find in a house of the Burton’s standing - the kitchen well stocked, plenty of liquor in the alcohol cabinet etc. Upstairs: The second story of the house is much like the first, clean and tidy throughout. This floor consists of four bedrooms of various sizes and a small study/ workroom. Of all the bedrooms only the master looks as if it is lived in, the others call have that slightly empty look of guest rooms. In the master bedroom, a large range of clothing, both mens and women’s can be found, also there are a number of personal items displayed around the room, including many jewellery and art pieces. If the bedside tables are searched, a .32 pistol with a box of 25 rounds will be found along with a licence for the weapon (for personal defence). John Burton is napping in this room from about 6 to 7pm (before the Son arrives at dusk). The study/workroom is the only other room that looks as if it is used. This contains a large desk (which has good lighting situated around it) and a filing cabinet. The files contain a number of tax, legal and personal documents most pertaining to the running of Haywright’s Fine Jewellery. If examined and a successful Accounting roll is made, it will be revealed that not only are the Burtons in a strong financial position (Haywright’s business is booming as of late - the late Avery’s aim of purchasing cheap and selling expensive has certainly paid off), there is also a number of large life insurance policies on both Valerie and John. If the desk is searched a number of jewellery tools and other jewellery maintenance equipment is found. A Day in the Life of John Burton The following is a description of what John does during the day following the murder of his wife and the destruction of the store. This should help the Keeper determine where he is, if and when the Investigators start to try and find him. Shortly after leaving is wife at Haywright’s Fine Jewellery store, John watches the destruction of his shop before returning home to await the inevitable fall out. About 6.30am he receives a visit from Luther Hardin, Arkham’s Chief of Detectives, and two officers. Hardin explains the situation to John, who then reveals that “his wife awoke early this morning, and unable to sleep said that she would go to the store early and prepare for the days work ahead”. When the fact that a body has been discovered in the store is mentioned, John breaks down in tears (only some of which is acting). John and the police then visit the sight of the burnt out building and John is asked a few more questions, most of which he answers honestly - yes the shop was insured, and yes his wife often came down early to ensure everything was secured on the premises etc. While Hardin is a little suspicious of John, mainly due to the odd events surrounding the fire and death of Valerie, he leaves the jeweller to his own devices for the rest of the day. Again John returned home, this time to pack for his trip to New York. Between then and 10am the phone rings a number of times (friends who have seen/ heard of the fire and reporters trying to get further information - no one at this time knows of Valerie’s death) but he doesn’t answer (nor does he respond to any visitors at his door). Shortly after 10am John heads out to visit both his lawyer and insurance company, foolishly leaving a New York Hotel as his forwarding address with both (if John does somehow make it to New York, the police will eventually track him down and arrest him for the murder of his wife). After 1pm John is at a bit of a loose end, he doesn’t want to go home (and be forced to deal with media and/or friends) so instead he takes a drive west to Aylesbury. During this drive, he gets the first pangs of guilt over the murder of his wife, although by the time he returns, at 6 that evening, he has fully justified his actions to himself. After returning home, he collects his mail and any flowers/notes awaiting him and dumps them in the front room unread. At this point he is tempted to immediately leave for New York, but since it has already been a long day he retires to his room to rest for a few hours. 35 The Unbound Book Issue - 0 August 2002 What Goes Around... 36 Unless otherwise disturbed John Burton is found dead the next morning, torn to pieces at the foot of the staircase. Mrs McTighe Julia McTighe has always been a go-getter and neighbourhood personality (some would call her a busybody) and has become even more so since the death of her husband. Speaking with a southern drawl, even though she is in her early seventies and has lived in Arkham for almost 40 years, Mrs McTighe is willing to talk to most people about most things. Living next door to the Haywrights for more than half her life she is probably the leading authority on their family. Julia holds the key to why events have unfolded the way they have, and even has a discarded letter to back her story up. Mrs McTighe will intercept the characters if they are skulking around Haywright House and, as a fiercely independent woman, will even approach them if they have broken into the Burton’s home (as long as they don’t wander around brandishing weapons of course). Julia has learnt of the fire earlier in the morning (as does most of Arkham) and will initially suspect the Investigators of being plain clothed police officers and/or reporters. If she can be convinced of the characters good intentions (whether they have good intention or not is another question entirely) she has this to say: About John and Valerie Burton. “You don’t live next to a family for forty some years and not learn about their dirty laundry…ya know? John and Valerie been having their troubles ever since they hitched up, or so said old Avery, and since they buried that old coot in the ground they have been going at it like cats and dogs. Or should I say SHE has,” Julia spits out the word ‘She’. “That’s right, Valerie is a mean hearted woman. Got the worse bits of her old pa and ma, God rest their souls. Never satisfied with what poor John gives her. She accuses him of all sorts of things, none of which, to mah knowledge, is true.” “All I can say is, from what I hear through the walls, is I’m surprised that he don’t leave her… but then again if he dida that then he’d lose the store then eh.” She laughs, “Not much good that did him, coose it gone now.” Valerie’s inheritance. “That right… it all belongs to Valerie, old man Avery told me once he’d never leave anything to that dopey son-in-law of his, he didn’t know what his daughter saw in the man”. The Fire. “Oh yesa, I heard about that, but then ain’t everyone? Bit of a doozey from whats I keep hearing… why you know anything more?” If the characters are aware Valerie is dead and they tell Mrs McTighe, she will immediately go and get the letter (see below). However if the characters do not tell her of the death, but convince Julia of their need to know more information she will say: “Well I kinda guess there is something you oughta know then…” Julia trails off, as if weighing up her options. “You just wait here a moment anda… I’ll get something you’ll want to see” With that she totters off, disappearing into her house next door. This gives the characters a few moments to talk before Mrs McTighe returns with a piece of paper in hand. To My Dearest Love… The piece of paper Julia hands the characters is a letter, crumpled and botched as if previously wet. She is almost reluctant to hand it to them. Julia McTighe hands you the dirty and crushed piece of paper saying, “Don’t think bad of him, he is a nice man, if a bit foolish…Valerie doesn’t love him, and now after the fire… this could be his only chance for happiness”. If asked how it came into her possession Julia explains she found it in her garden a week ago. Originally she thought it was just a piece of rubbish but on closer examination discovered it to be much more interesting. She had planned on quietly returning it to John, but had yet to have a chance. If she is now aware of Valerie’s death, Julia insists the information goes to the police (she doesn’t honestly think John killed her, - he is just too well tempered and quiet to do that - but knows that to withhold evidence is an offence). The letter itself is a bit of a mess, but can be made out easily enough. (See Around Handout 1). The contents are pretty well self-explanatory and, if taken to the police, John Burton will become suspect number one. Following up Joanne. With no address or contact details on the letter it is rather difficult to track down Joanne in any short period of time. However any investigation into the girl will reveal that Joanne Carter is a secretary for DeBeers of New York (a diamond mining company based in South Africa). Neither her nor her family are rich, nor does any evidence (bar the letter) lend support to the fact that she and John have The Unbound Book What Goes Around... Issue - 0 August 2002 a relationship. If Joanne is approached she denies knowing John Burton, although in reality she is aware his marriage is the key to his income and will do nothing to jeopardise this. Other Avenues of Investigation If the characters decide to ask around town about Burtons or Avery Haywright, they will soon discover most locals know of them. It was hard for people to forget Old Man Haywright, even though he has been dead and buried in Christchurch Cemetery for over a year. He was a cantankerous old coot, with an opinion on everything. He would have run for mayor in his younger days, but he was smart enough to know that no one would have voted for him. His jewellery however was unsurpassed in quality and his reputation extended from New York City to Augusta in Maine. No one knew of his dislike for his son-in-law, but to be honest no one would have been surprised to learn of the fact. Most people will have little to say about John, except that he is a quiet, dry man. Professionally he has a good reputation for quick and excellent work sold at an acceptable price (Haywright’s has always been top draw jewellery and their prices reflect that). Valerie Burton on the other gets an opinion out of every one, either you like her or you don’t. She sat on almost every citizen board run by the council and a few others besides. She has a reputation for ensuring things get done, for better or worse! Those that agreed with her attitudes and thoughts became firm friends, while those that didn’t were sworn enemies. As for the Burtons as a couple, most people know, or records can be found of their marriage 12 years ago. They met at a Miskatonic University Dinner party (even back then Valerie was know for her strong will - head of the University Temperance Union) and had an immediate attraction to each other. Shortly afterwards, with Valerie graduating with a degree in Liberal Studies, they announced their engagement and were married within the year. John, who had completed his apprenticeship a year earlier, came to work with Avery Haywright at the store. Of the people in Arkham that call the Burton’s friends, most are upper or upper-middle class, and will not talk to anyone other than the police about them. As it is, most are unaware of the disharmony in the relationship - Valerie made sure of that. Those who really know John and Valerie best are their employees. Like many of the upper-middle class of the time, the Burtons employ a number of people to clean and maintain the house on a part time basis (gone are the days of live-in housekeepers). With a little polite questioning the following people can be found. Betty Wright: An Afro-American woman who works as a part time cook for the Burtons. She likes Mr Burton, and can attest to Mrs Burton’s wild temper. Betty can relate stories about the many times Valerie has made a mountain out of a molehill when it came to 37 ‘Werewolf’ © 2002 Dan Dionne The Unbound Book Issue - 0 August 2002 What Goes Around... 38 minor decisions in the house. Argus Whately: Of the untainted Arkham Whatelys. Argus, who is now in his early sixties, is employed to help Valerie maintain the impressive Haywright House garden. A farmer by trade, Argus has recently left his farm to his ‘young’ins’ and had originally planned to retire in town. He found, however, that he was not yet ready for a sedentary life and as such enjoys helping out around the gardens of others in the town. If questioned about the Burtons he will say he really only knows Mrs Burton, Mr Burton did not have much to do with the garden. However Argus will say the Burton’s bad temper was not all one way, relating an incident where he witnessed John trample a bed of prize roses after a particularly loud argument with his wife. Other household staff: Most other staff work only on a causal or temporary basis, mainly through one of Arkham’s cleaning agencies. If any are tracked down, they will all have stories to tell about Mrs Burton ranting like a mad women over some insignificant event or incident. Most really don’t mind if they never work at the Haywright House ever again. Jewellers at Haywrights: The Burtons employ two other Jewellers at the store, both of whom will be rather distraught upon hearing the news that their place of employment has just burnt down. Lawrence Cabot, now in his late 50s, has worked all his life at Haywright’s. Not much liking either Valerie (her temper) nor John (his approach is too laid back - when compared to Avery Haywright), he is more than willing to say the Burtons fought like cats and dogs, with Valerie winning most of their arguments. He sees Valerie as a pain in the neck, always trying to get her own way, regardless of whether she is right or not and John not being man enough to stand up to her. Lawrence often cops abuse from Valerie, as he is left in charge of the day-to-day running of the store whenever John is out of town. However it is this authority, which he would not get anywhere else, that keeps him from leaving Haywright’s. Karl West, 18, is an apprentice and has been working for the Burtons for just over a year. He has nothing but good things to say about John - he listens to Karl’s comments and takes time to train him. He has, however, witnessed on many occasions the swift temper of Valerie, so much so he is now frightened of her. Karl also dislikes Lawrence, although this is because the old hand believes in the more ‘traditional’ way of training apprentices. An Evening of Fire, Fur and Not Much Fun By the time the evening arrives the characters should have gathered enough evidence to understand what is going on. If they haven’t, the next day the papers will detail the discovery of the grizzly remains of one John Burton in his own home. The next night however the characters will all get a visit from an angry and vengeful Son of Veles, as it tracks down those who have seen it stalking its original prey. It is anticipated the characters will arrive prior to dusk on that first, but with John already in the house. Burton resists all attempts to get him to leave and it is highly likely he will believe somehow the Investigators know of the murder. If pushed or threatened in any way John will a) try and get the gun which is in the bedroom upstairs and/or b) make his way to the car and off to New York (with his bags if possible). John isn’t a cold-blooded killer (he justifies killing his wife as a form of self-defence) but he will defend himself and is not against firing a few warning shots if someone gets too close. JOHN BURTON, Arkham Jeweller, Age 32 STR 10 EDU 16 Know 80% CON 12 POW 9 Luck 45% SIZ 13 INT 15 Idea 75% DEX 16 APP 12 HP 13 SAN 32 (after killing his wife) Damage Bonus: +0 Weapons: Fist, 50%, damage 1d3+db .32 Revolver, 30%, damage 1d8 Skills: Acting 50%, Accounting 60%, Art (Jewellery) 70%, Bargain 80%, Credit Rating 30%(80% in Arkham), Fast Talk 30%, Library Use 20%, Listen 30%, Pistol 30%, Psychology 60%, Spot Hidden 70%, Fist 50%, Throw 45%. Once dusk settles over the city a successful Listen roll allows an Investigator to hear a distant howl (unless, of course they haven’t seen the Son, in which case they cannot hear the creature). Over the next 5 minutes the howl gets closer and a Sanity check is need by all those hearing the Sons approach (0/1). Before long the Son appears, this also requires a Sanity check, even if the Investigators have seen the creature previously (the maximum loss for seeing a Son of Veles is a total of 8 points - see ‘Getting Used to Awfulness’ under the Sanity Rules section of the Rule book). It immediately attacks John who, stunned and shocked, fires an ineffectual round at the beast, before it probably cuts him down in one turn (unless, of course, the characters can somehow intervene). The Unbound Book What Goes Around... Issue - 0 August 2002 Until John is killed the Son will focus all its attention on him, this should allow the characters time to set up anything they require to defeat the creature. Once John is killed however the Son will immediately turn on the closest Investigator. The Son can be stunned by showing it its own reflection, this has the same effect as stunning the beast (see ‘Stunning’ under the Rules and Skills section of the Call of Cthulhu Rule book). The creature can only be stunned once a day in this way, as it will try and avert its eyes if tricked into looking at a mirror again. To defeat the Son of Veles, its heart must be pierced with flaming wood. How the characters arrange to do this is up to them, although any object hitting the creature’s chest will only puncture the heart if an Impale is rolled (depending of course on the individual party’s stats and how the Keeper sees the adventure panning out). If enough mundane damage is done to ‘kill’ the Son, it collapses to the ground, regenerating hit points back at 5 per round until above half, at which point it will leap up and continue its attack. (Of course in such a state a ‘dead’ Son is much easier to vanquish). Hopefully this gives a lot of scope for a Keeper to develop a fluid yet interesting combat situation - with the Son chasing John or one of the characters, while the rest try and impale the beast with the wood. Once the Son of Veles is vanquished it drops to the ground howling in pain, striking out at anyone close enough to hit. Hearing its death throes costs 0/1 Sanity. As it passes away in front of the characters its face contorts, with the image of the beasts last victim appearing over the wolf-like muzzle. This sight costs 1/1d4 Sanity, although if the Son’s last victim was one of the Investigators this cost could increase. If John survives, the creature’s face becomes that of an old man, with dark rustic features (no-one recognises him). Moments later the human faced Son begins to fade, until eventually nothing but the characters wounds remain to prove it ever existed at all. Conclusion During this adventure the characters may or may not have a moral dilemma on their hands. John Burton did indeed kill his wife, although if he survives, states he had no other choice, she had treated him no better than a dog. The Investigators may think the retribution handed out by the Son of Veles is deserved enough to allow the ‘murder’ of Burton to go ahead, even though they might be aware it is only a matter of time before the Son comes after them also. If the characters decide to involve the police in the matter, they will only be believed if they have the love letter from Mrs McTighe. If this is the case, Harden will have the evidence he needs to confirm his suspicions, and will immediately try and locate John Burton. If he is arrested prior to the return of the Son, the result will not be a pretty sight, as all of the officers stationed at the jail, along with John are found dead the next morning. Having John arrested after stopping the Son of Veles has little if any effect on this adventure, although it may help the players consciences. In the end there is no right or wrong conclusion to the adventure, although the Sanity gains handed out do reflect the actions they took to keep deaths to a minimum. If the Investigators defeat the Son of Veles and keep John alive (regardless of whether he stands trial for the death of Valerie), each earns 1d12 Sanity. If the Investigators defeat the Son of Veles, but John dies, while they are trying to protect him, each earns 1d8 Sanity only. If the Investigators defeat the Son of Veles, but do not even try to save John, they only receive 1d4 Sanity. If the police arrested John for the murder of Valerie. Regardless of the outcome after this point the characters will only receive 1d4 Sanity. However for every innocent person that dies - the Son has no compunction killing all in its way to get to John - the Investigators must lose one point of Sanity. In the end both John and Valerie probably got what they deserved for not respecting each other as people. It’s just another case of what goes around… comes around! 39 On the Unbound Website What Goes Around... - D20 Stats for What Goes Around... Visit the Unbound Book Website @ www.unboundbook.org 40 Arkham Art Specialists >>Dealers of Antiquities & Fine Art<< 1/43 Walnut Street, Arkham,MA New England Handouts The following Handouts are to be used with the adventures as labelled. Due to space restrictions some handouts may need to be enlarged before use. Rise 1 - Booth Business Card Around 2 - Page from a journal сорок пятьсот шесть шестна-дцать ты я шестьсот семь семнадцать шестьдесят семьсот. шестьсот семь семнадцать ьдесят семь-сот восемь восемн-адцать семьдесят я восемьсот девять девятнадцать се-мьдесят ты девятьсот. Around 3 - The Trinket text Around 6 - Burton Loveletter мь семнадцать шестьдесят семьсот восемь восемнадцать семьдесят я восемьсот девять девятнадцать восемьдесят ты десять двадцать вы девяносто тысяча. сорок пятьсот шесть шестнадцать пятьдесят ты я шестьсот семь семнадцать шестьдесят семьсот. восемьдесят ты девятьсот оно они десять двадцать вы девяносто тысяча. двадцать один сто он, она, два ты двенадцать двадцать я два двести три тринадцать. сорок пятьсот шесть шестнадцать пятьдесят ты я шестьсот семь семнадцать шестьдесят семьсот. шестьсот семь семнадцать шестьдесят семьсот! восемь восемнадцать семьдесят я восемьсот девять девятнадцать восемьдесят ты девятьсот!! я восемьсот девять девятнадцать восемьдесят ты девятьсот оно они десять двадцать вы девяносто тысяча.сорок пятьсот шесть шестнадцать пятьдесят ты я шестьсот семь семнадцать шестьдесят семьсот. шесть шестнадцать пятьдесят ты шестьсот семь семнадцать шестьдесят семьсот восемь восемнадцать семьдесят. я восемьсот девять девятнадцать восемьдесят ты девятьсот оно они десять. десятьодин я мы одиннадцать двадцать один сто он, она, два двенадцать двадцать два! The Unbound Book Issue - 0 August 2002 Player Handouts 41 Around 4 - Translated Journal Around 1 - The letter of travel arrangements … and as night fell we could hear it coming, Veles the guide of the dead. It’s arrival proved only that one of us was the killer of the Cossack girl. This was the proof, if the guide came then we could not deny that one of us had gone back and had killed her. Revenge for the deaths of our own children. It came like lightening to the house, a sundering apart the braced door. Its eyes like black pools of chaos it searched for the killer. Jacques… Why did he do it! And yet for all his begging it did no good as Veles ripped him in two. And nor did we stop him, no, for none desired to be guided as well… But then it turned on Demtri and Varese, why oh why!! It seemed that all those who witnessed it became souls it desired. And then was my turn. Unable to stop the beast I to was dead …I awoke at dawn a week later to the discover of Cossacks had found my shattered body, and saved by life. Yet although I healed in time it took me seasons to walk, forever cursed never to forget the Son of Veles… ever! Dormantry Travel Bureau 5310 West 81ST Street, Lower Manhattan, NY Specialising in East European Travel since 1897. Dear Mr Burton, Please find enclosed your travel itinerary. Be aware that your Liner leaves pending last tide on the noted dated. Unfortunately we are unable to yet confirm the name of the Liner on which you will completed your return voyage, although we will advise you of this on arrival in Vladivostok. We wish your journey is a pleasant and safe one, and do hope you find Russia an exciting and wondrous country. Yours Sincerely, Peter Domantry Peter Domantry, Travel Manager - Dormantry Travel Bureau The Unbound Book Player Handouts Issue - 0 August 2002 42 Extracts from “The Darkness of the North: Stories from Russian Folk lore” by Sergi Romantov The Sons of Volos, The Guides of Death, The Guardians of the Soul, The Bringers of Revenge. The Sons of Veles are known by all these names, and yet the people of Russia do not fear them. Many of the old stories tell of the deeds of men that would go unpunished. How the Slavs killed the Cossack and the Magyar slaughtered the Chechens or how woman and children where rode down by horses or burnt in their homes. But at the same time all knew that with the passing of these men’s lives they would at last pay for their sins. Not of course by any mortal means, but instead to Veles the God of the Underworld, who, as punishment for their crimes would not allow them to sleep eternal. Yet Veles hated the chaos man wrought on each other, and wished they instead danced or sang, made merry or made love. Above all he loved animals and those that treated flocks and herds with the respect they deserved - for was it not the herds that fed man. As a reward to those men and women who cherished his creatures he gave them a gift, a stone, in which resided a Son of Veles. This stone although precious in life, was more so in death, as on the passing of the physical the Son that resided within awoke and guided the departed to the loving arms of Veles, safe from those evil souls that still tried so hard to reach the underworld. Unfortunately today these stones are long gone, vanished like those that worshipped Veles. The Sons of Veles. Large and immensely strong they were said to have guided the dead in the form of a wolf. Invisible during the day they always return at night to complete their one and only task. In all the stories that speaks of them there is but one that tells of a Son of Veles being stopped from completing it’s task. That tale speaks of a evil man on his deathbed who, by some vicious deed, had acquired a Stone of Veles. Now a local Woodsman learnt of this crime against Veles and prayed to the God for guidance. Veles, being a loving and caring God, heard these prayers and came to the Woodsman, who in turn explained what had happened. Upon hearing this Veles was full of sorrow, for although he did not wish for the evil man to enter the underworld he knew his Son would not be stopped from fulfilling his task, even if his father wished it. The Woodsman then asked if nothing could defeat a Son of Veles and the God cried out in sadness. Yes, he did know of a way of defeating his Son but he loved him almost as much as he loved mankind so was loathed to tell. Yet Veles, the God, had little choice, an evil soul could not enter the underworld without balance and peace being lost in the world, and so with tears in his eyes told the Woodsman the secrets of his own Son’s demise. That night as the evil man died the Woodsman lay in wait. And as the Son of Veles arose from his slumber the Woodsman did as the God bid. Big and fearsome although the Son was the Woodsman challenged him. With prism of mirrors he dared to show the Son its true reflection. Stunned then, the Woodsman raised his bow and lit the head of one of his arrows. Taking aim not to miss the Woodsman let fly, striking the Son in the heart. And how did the Son cry out, its task could not be completed. As it fled back to the arms of his father, it vowed that from that day forth its brothers would hunt to the ends of the earth those that harmed the bearers of their stones, so never again would a Son fail in its task. And Veles wept. Around 5 - Darkness of the North The Unbound Book Issue - 0 August 2002 Player Handouts
textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/1920s/CoC - 1920s - Adv - The Unbound Book #00 (.pdf
1 2 Uma aventura no cenário Fantapunk para personagens do 1o ao 3o níveis Autor: Marcos Archanjo Abril de 2003 03 Fantapunk - um novo cenário de aventuras 04 O Mundo Fantapunk 04 As Espécies 06 As Escuderias 09 As Agências 09 As Corporações 10 Os Consórcios 12 O Caos 14 Cidades Fantapunk 18 Cena Um - A Missão 20 Cena Dois - A Viagem de Trem 23 Cena Três - A Fábrica de Caldeiras 26 Cena Quatro - Fogo Ligeiro 26 Cena Cinco - A Fuga 26 Cena Seis - O Gigante 28 Estatísticas dos NPCs Índice 3 Não existe nada mais normal do que vermos aventureiros do cenário de Fantasia Medieval enfrentarem seus oponentes empunhando espadas, martelos e machados ou então realizando magias e encantamentos. Com essas armas e poderes os tradicionais grupos de heróis invadem masmorras e castelos a procura de monstros para matar, tesouros para pilhar e princesas para resgatar. Essa é a base da diversão e assim tem sido as aventuras de RPG por muito tempo... Mas o que aconteceria se armas de fogo e máquinas à vapor fossem adicionados a essas aventuras? Como seria o mundo onde a energia mística convivesse lado a lado com a tecnologia do vapor e o poder da pólvora? E se existissem meios de comunicação manipulando a opinião pública? Já que estamos dando uma mexida no tradicional, o que aconteceria se além da pólvora e do vapor todas as espécies sencientes possuissem uma equivalência entre si, acabando com o conceito de raça-estúpida-e- Fantapunk um novo cenário de aventuras Fogo Ligeiro é uma aventura para Dungeons & Dragons 3a Edição, seguindo os padrões do d20 System e a Open Game License. Todos os direitos reservados. Aventura e Projeto Gráfico Marcos Archanjo Arte Manoel Magalhães (ilustrações) e Diogo Viegas (cor) Revisão das fichas de personagens Marcelo Telles Todos os elementos do cenário Fantapunk são uma criação de Marcos Archanjo. Todos os direitos reservados. maligna-que-só-serve-de-bucha-de-canhão- para-o-vilão? Sejam bem vindos ao cenário Fantapunk, onde todos podem ser heróis ou vilões, independente da espécie ou raça a que pertençam. Em nosso mundo, alianças entre orks e bandar (que nos demais cenários são chamados de "anões") ou entre goblins e fadas são tão possíveis quanto a de adamitas (humanos) e elfos. E o resultado disso são aventuras emocionantes recheadas de atos heróicos, magia e tiros de mosquete. Se você deseja ir direto para a nossa aventura, siga para a página 18. Mas se quer conhecer um pouco mais sobre o cenário Fantapunk, vire a página e penetre nas sombras onde emoção, perigo e traição caminham lado a lado e muitas vezes é difícil dizer quem é o herói e quem é o vilão. Um por todos e todos por um! Archanjo Comandante da Legião Combatente A história a seguir foi retirada dos arquivos secretos da Legião Combatente, com a autorização de seu comandante. Alguns fatos, nomes e locais podem ter sido alterados para preservar os segredos da instituição e de seus membros. Participaram desta missão os agentes das escuderias Esquadrão das Sombras (pesquisa de campo e espionagem) e Irmandade do Dragão de Ouro (invasão de perímetro e resgate de informações). Legião Combatente Um por todos e todos por um! 4 Estamos agora no final da Segunda Era, um período de grandes transformações onde a maioria das espécies passou a interagir e, é claro, guerrear por seus interesses. Este também é um período de grandes invenções. Uma delas foi a pólvora, inventada pelos HóBs e utilizada como componente de seus fogos de artifício durante séculos. Mas os orks, que estavam em escaramuça com os elfos, passaram a empregar os fogos de artifício como arma de guerra, aperfeiçoada posteriormente na forma do canhão com o auxílio dos bandar e dos gnomos. Com o decorrer dos anos, estas tecnologias foram sendo roubadas por outras espécies, que criaram novas armas de fogo como a pistola e o mosquete, que junto com o canhão alteraram significativamente as ações no campo de batalha. A outra grande invenção da Segunda Era foi o vapor. Embora seu uso ainda esteja no início, é a força motriz mais poderosa depois das energias místicas, com a vantagem de ser muito mais fácil de se produzir e manipular. Graças ao vapor, as estradas de ferro começam a cruzar os territórios e embarcações de grande porte já não dependem apenas dos ventos e da força de escravos para se deslocarem pelo mar. E os céus, muito em breve, serão a nova fronteira a ser explorada. Os novos tesouros Em épocas passadas, o ouro, o electrum (uma liga natural de ouro e prata) e a conquista de novos territórios eram os principais objetos de desejo dos governantes. Agora, dois novos valores ocupam seus pensamentos (e cofres): a dragonita e o orichalcum (lê-se oricalcum). O primeiro é um tipo de mineral muito raro, que tem o poder de gerar energia de forma limpa e barata. Para se ter uma idéia do seu potencial, um grama de dragonita pode produzir energia equivalente a mil toneladas de carvão. Já o orichalcum é uma raríssima liga natural de ouro, estanho e cobre, que possui o poder de amplificar qualquer tipo de energia. Indispensável dizer que os aventureiros procuram avidamente por estes dois elementos e que muitas guerras, declaradas ou secretas, já ocorreram pela posse destes tesouros. E outras ainda irão ocorrer. As Espécies No mundo de Urancha existem diversas espécies sencientes sendo que as principais são: Adamitas Subdividem-se em três raças: atlantes, com uma altura média de 1,75m, pele branca e olhos que podem ser azuis, verdes, castanhos ou negros. A variedade de seus cabelos oscila entre o louro, preto, castanho e avermelhado (lisos ou encaracolados); os atlantianos, que possuem a mesma estatura média mas sua pele é negra, assim como seus olhos e cabelos e por último temos os Muvitas, que possuem a pele levemente amarelada, com olhos e cabelos negros e atingem em média 1,60m. Esta espécie tem as orelhas pequenas e arredondadas, sua visão não alcança os espectros infra-vermelho e ultravioleta e seus demais sentidos físicos são reduzidos em comparação com os de outras espécies. O tempo médio de vida gira em torno dos 90 anos. Bandar São seres de constituição robusta, medindo em torno de 1,50m, de pele branca ou negra e com olhos azuis, verdes, castanhos ou negros, capazes de captar o espectro infravermelho. Os cabelos, que podem ser lisos ou encaracolados, variam entre o louro, preto, castanho e avermelhado, sendo o branco uma cor muito comum, mesmo em indivíduos jovens. Possuem as orelhas levemente pontiagudas e seu sentido do olfato é bastante desenvolvido. Vivem cerca de 300 anos. Draconianos Esta espécie é composta de diversas raças, como os grandes dragões, os drakes, dragos, drakkonen (com aspecto humanóide) e os dinossauros. Por causa desta diversidade não é possível elaborar um perfil único, em relação a estatura, tempo de vida ou extensão de seus sentidos físicos. O Mundo Fantapunk 5 Duendes Os duendes não possuem um padrão comum porque, sob esta denominação reúnem-se diversas espécies, como por exemplo sacis, caiporas, yastays e leprechauns. cada uma com seu próprio tipo de vida e aparência física diferente das demais. Elfos Esta espécie subdivide-se em três raças: tzindarin, a mais comum de todas, é composta de indivíduos de pele branca, cabelos louros e olhos azuis; a banto possui indivíduos de pele negra, olhos azuis e cabelos louros e a nindah apresenta indivíduos de pele branca, olhos e cabelos negros. Estes últimos são pejorativamente chamados de “elfos negros” e ainda hoje sofrem muita discriminação pelos demais elfos. As orelhas dos elfos são muito pontiagudas e os olhos são capazes de enxergar também o espectro infravermelho. A estatura média é de 1,70m e o tempo de vida gira em torno de 350 anos. Fadas A espécie das fadas possui uma grande variedade de raças, desde aquelas que lembram as fadinhas das histórias infantis até outras que se assemelham a elfos, adamitas ou goblins. Seu tempo máximo de vida é de 400 anos, enxergam os espectros infravermelho, ultravioleta e a luz astral, possuem a audição e o olfato extremamente desenvolvidos e podem manipular, em algum nível, energias místicas como fazem os magos das demais espécies, mesmo que jamais tenham estudado as artes arcanas. Gnomos Guardam muitas semelhanças com os bandar em termos de aparência e estatura, embora sejam menos robustos e possuam orelhas arredondadas como as dos adamitas. Enxergam os espectros infravermelho e ultravioleta, tem um ótimo olfato e vivem cerca de 320 anos. Goblins A estatura desta espécie gira em torno de 1,70m e seus olhos e cabelos são verdes, assim como sua pele, que é levemente coriácea. Possuem as orelhas arredondadas e os olhos azuis ou verdes, com a capacidade de enxergar o espectro infra-vermelho. Seu olfato é excelente e seu tempo de vida é de cerca de 180 anos. HóBs Conhecidos também como hobgoblins, possuem a pele e os cabelos que vão do alaranjado ao vermelho-cobre e os olhos verdes ou cor de coral. Enxergam o infravermelho e o ultra-violeta e tem a audição muito apurada. Sua altura média é de 1,80m e vivem em torno de 300 anos. Índios Possuem a pele avermelhada, os cabelos e olhos negros e uma estatura média de 1,70. Enxergam o espectro infravermelho e possuem a audição e o olfato muito apurados. Seu tempo de vida gira em torno dos 220 anos. Kendor Esta espécie é composta de diversas raças, sendo que a mais conhecida, a kendor-troll, mede cerca de dois metros de altura. Sua pele é revestida por um exoesqueleto cuja cor varia amplamente e seus olhos ficam ocultos por detrás de uma lente natural, que irradia cores de acordo com o estado de espírito do indivíduo e conseguem visualizar os espectros infravermelho e ultravioleta. São imortais, isto é, não morrem de morte natural nem de doenças, exceto talvez as magicamente criadas. Kobolds A espécie dos kobolds é composta por duas raças: Tekitus, que são indivíduos de pele azulada medindo em torno de um metro e sessenta, com olhos e cabelos azul-escuro e Sekrektus, com traços fisionômicos semelhantes aos dos elfos, mas que podem variar a cor da pele do branco ao ebâneo, além de azul, púrpura e verde. Seus olhos podem ser verdes, azuis ou violeta e seus cabelos podem seguir a cor da pele ou ficarem totalmente brancos. O tempo de vida desta espécie gira em torno dos 200 anos. Mortos-vivos Existem diversos tipos (ou estágios) de mortos- vivos, como lichs, vampiros, zumbis, carniçais, baital, esqueletos, etc. Embora um 6 necromante possua conhecimento e poder para criar e controlar um morto-vivo, são considerados como membros desta espécie apenas os indivíduos que sofreram o contágio da Síndrome de Hela, que coloca pessoas normais numa condição intermediária entre a vida e a morte. A estatura e aparência de um morto-vivo varia de acordo com a espécie a qual o indivíduo pertencia quando estava vivo e do estágio da doença em que se encontre. Seu tempo máximo de existência é desconhecido e geralmente só cessa quando atingido gravemente por algo a que seja vulnerável, como armas mágicas ou fogo. Ogres/Temujiins Num primeiro olhar, poderíamos dizer que os ogres seriam adamitas de grandes dimensões, pois em termos de aparência estas duas espécies são incrivelmente semelhantes. Mas além de poderem atingir os 2,5m de altura, os ogres também são imortais, imunes a doenças (exceto as magicamente criadas), possuem todos os sentidos físicos ampliados e podem enxergar os espectros infravermelho e ultravioleta, além de possuirem uma grande sensibilidade para percepções de energias do Plano Astral. Já os temujiins, descendentes dos ogres, embora sejam idênticos em aparência, vivem no máximo 200 anos e possuem os sentidos físicos tão limitados como os dos adamitas. Orks A espécie dos orks possui a pele e os cabelos verdes, que podem ser lisos ou encaracolados, orelhas levemente pontiagudas com ótima audição e olhos cuja cor varia entre o verde e o negro, capazes de captar os espectros infravermelho e ultravioleta. Seu tempo de vida gira em torno de 350 anos e dividem-se em duas raças: örkan, com um aspecto que lembra um pouco o dos elfos e com uma altura média de 1,75 e örkos, com altura média de 1,85m e o maxilar ligeiramente proeminente, com os caninos inferiores projetando-se para fora da boca. As Escuderias Outro diferencial do cenário Fantapunk é o modo como os aventureiros estão organizados. Aqui, poucos são aqueles que trabalham individualmente. A maioria está filiada a um dos "clubes de aventureiros", que disputam entre si as missões mais rentáveis, seja para resgatar uma princesa sequestrada, encontrar um artefato mágico, espionar alguma empresa ou até mesmo sequestrar uma princesa... Houve uma época em que os aventureiros foram perseguidos e resolveram adotar identidades secretas para continuarem a trabalhar nas sombras. Percebendo o potencial do trabalho em equipe resguardado por uma identidade secreta, os aventureiros começaram a se organizar em grandes grupos. Eles fundaram um tipo de organização que beneficiava todos os seus associados com proporções e influência maiores do que o de uma guilda. Assim surgiram as escuderias, clubes fechados que reúnem centenas de membros que intercambiam recursos financeiros, informações, equipamento e, é claro, talentos. Por causa da sua organização baseada no segredo sobre a identidade de seus membros e da gíria “andar nas sombras” (referente à vida secreta dos aventureiros), as escuderias passaram a ser apelidadas de Clube das Sombras. As escuderias possuem centros secretos de treinamento, onde é ensinada a arte de viver nas sombras. Nestes centros, profissionais consagrados ensinam suas técnicas aos aprendizes, formando a cada ano pequenos mas eficientes grupos de novos aventureiros. Quando um destes consegue evoluir além do limite comum, ele recebe o título de herói e, se evoluir ainda mais, passa a ser chamado de campeão. Mas poucos são os que conseguem ir até o limite máximo, o ponto mais alto do panteão da fama e se tornar uma lenda. A primeira escuderia a ser fundada foi a Irmandade do Dragão de Ouro, uma guilda de aventureiros de Arcádia que se organizou num modelo que seria seguido por todas as outras nos anos seguintes, como foi o caso da Bukaner, da Companhia dos Lobos e do Esquadrão das Sombras, que embora fossem escuderias independentes, atuavam em aliança com a Irmandade. Mas seus antigos adversários não ficaram 7 inativos. A Casa do Dragão Vermelho e a Casa da Caveira, antigas guildas de Hy-Brasil, também se organizaram, trabalhando em parceria. E as forças do Caos, que durante séculos fustigaram reinos de todas as espécies, começaram a se organizar da mesma forma para participar da nova ordem social e continuar sua luta pela destruição de tudo o que existe. Existem centenas de escuderias em Arcádia e Hy-Brasil , sendo que as mais conhecidas são: Irmandade do Dragão de Ouro Também conhecida como I.D.O., é comandada pelo clérigo adamita Archanjo e tem como campeões o monge ogre Colossus e o guerreiro HóB Nemo, sendo que este último também é conhecido pelos seus feitos como “O Capitão Furacão”. Seus agentes são chamados de “Os Dragões de Ouro”. Bukaner Composta originalmente por piratas orks das Montanhas do Mar, a Bukaner evoluiu para uma escuderia de grande renome. É comandada pelo guerreiro-mago capitão Blekdog e seus campeões são o guerreiro capitão Azakris e o monge Okmok, todos da espécie ork. Os agentes desta escuderia são chamados de “Os Bukaneiros”. Companhia dos Lobos Capitaneada por um xamã-lobo, o elfo nindah Cão Maluco, esta escuderia tem como campeões a guerreira fada Libélula e o ranger goblin Taxius. Seus agentes são chamados de “Os Centuriões”. Esquadrão das Sombras É uma tropa de elite de espiões, fundada e comandada por um duende eldalaris, o capitão Ratto. Seus campeões são o duende caipora Tocha e o elfo nindah Bond e seus agentes são chamados de “Soldados das Sombras”. Kilmerson Comandada pelo Archeiro Verde, um legendário herói ork, esta escuderia reúne indivíduos de diversas espécies. Seus campeões são o guerreiro ogre Maciste e a guerreira-maga gnomo Centelha e seus agentes são chamados de “Maggaivers”, que significa “gênio inventivo”. Nau dos Mistérios Capitaneada pelo mago elfo tzindarin Arcano, tem como campeões a druida elfa tzindarin Apryma e o guerreiro adamita Bordon. Seus agentes são chamados de “Os Elendiuns”, que significa “aqueles que estudam as artes superiores do desconhecido”. Valkyrias Trata-se de uma escuderia só de mulheres, das mais variadas profissões e espécies. Sua comandante é clériga adamita Lady Ísis e as campeãs são a guerreira Desdêmona e a druida Cintilante, ambas fadas. Suas integrantes são chamadas pelo mesmo nome dado à escuderia. Titãs Composta em sua origem por um dos mais famosos grupos de piratas de Urancha, esta escuderia é comandada pelo HóB Torpedo e tem como campeões o guerreiro elfo nindah Porsh e o clérigo duende caipora Dik. Seus agentes são chamados pelo mesmo nome dado à escuderia. Ordem do Crepúsculo Comandada pelo guerreiro bandar Ragnarok esta escuderia tem como campeões o mago duende Alorean e o guerreiro ogre Hércules. Seus agentes são conhecidos como “Os Cavaleiros do Crepúsculo”. Mettalika O alquimista gnomo Pingo de Fogo comanda esta escuderia, cujos campeões são os HóBs Águia e Rochedo, ambos guerreiros. Seus agentes são chamados de “Os Mettaleiros”. Leões do Império O monge adamita Magu é o comandante desta escuderia composta principalmente por ex- mosqueteiros. Seus campeões são os irmãos Sansão e Golias, dois guerreiros adamitas e os agentes desta escuderia são chamados de “Os Leões”. 8 Lanterna de Prata Sob o comando do monge ork Cérberus, esta escuderia tem como campeões a maga fada Yshtar e o ladino gnomo Ghidat. Os seus agentes são conhecidos como “Os Lanternas”. Tempestade A Capitã Tormenta, uma famosa guerreira fada, comanda esta escuderia que tem como campeões o paladino ogre Falconis e a espiã gnomo Penumbra. Seus agentes são conhecidos como “Tsauranimish”, que significa “aqueles que levam terror e pânico aos seus inimigos”. Bandeirantes Esta escuderia foi fundada e é comandada pelo guerreiro duende saci yataré Dudûk. Tem como campeões o paladino temujiin Razón e o druida fada Woodstock. Seus agentes são chamados pelo mesmo nome dado à escuderia. Ordem do Templo Uma antiga ordem de cavalaria que depois de ser quase destruída reorganizou-se como escuderia. Comandada pelo paladino bandar Justus tem como campeões a maga bandar Adriane e o guerreiro fada Webs. Chamam seus agentes de “Os Cavaleiros do Templo”. Grande Serpente Alada Comandada pelo guerreiro bandar Petrus, esta escuderia tem como campeões o guerreiro temujiin Uranus e o mago duende yastay Kosh. Seus agentes são chamados de “Ludgrim”, cujo significado é “os que caminham sobre as rochas”. Nau Fantasma Capitaneada pelo guerreiro-mago elfo tzindarin Aurius, tem como campeões a espiã gnomo Diamante e o guerreiro zumbi Kutulu. Seus agentes são conhecidos como “Os Fantasmas do Mar”. Gladius Seu comandante é o guerreiro-mago goblin Eredius Intolerius e seus campeões são o elfo nindah Luminus e o temujiin Wertius, ambos guerreiros. Os agentes desta escuderia são chamados de “Os Furiosos”. Ordem do Dragão Medieval Controlada pelo guerreiro draconiano drakkonen Medieval, esta escuderia possui o guerreiro duende curupira Xistus e a maga drakkonen Ária como campeões e seus agentes são conhecidos como “Os Dragões Medievais”. Kaon O monge gnomo Nexus comanda esta escuderia, cujos campeões são o guerreiro goblin Eleusis e a maga gnomo Estrela. Seus agentes são chamados de “Guerreiros Alados”. Casa do Dragão Vermelho Capitaneada pelo guerreiro adamita Kruel, tem como campeões o guerreiro vampiro Torgal e o mago adamita Loron. Seus agentes são conhecidos como “Os Dragões Vermelhos”. Casa da Caveira Esta escuderia é comandada pelo necromante adamita Dash e seus campeões são o guerreiro zumbi Óddor e a maga elfa tzindarin Madeleine. Chamam seus agentes de “Os Caveiras”. Mare Nostrum Comandada pelo temujiin Jocal, esta escuderia tem como campeões os guerreiros temujiins Luro e Fero. Seus agentes são conhecidos como “Os Senhores dos Mares”. Deus-Dragão Comandada por um mago draconiano drakkonen de nome Harnsonn, tem como campeões os guerreiros drakkonen Gygaks e Veyzz. Seus agentes são conhecidos como “Os Dragões Supremos”. Nove Coroas O lich conhecido apenas como “Uno” coman- da esta escuderia, que tem como campeões a clériga múmia Lecta e o ladino baital Rufius. Seus agentes são conhecidos como “Os Ser- vos dos Nove”. O Clube da Eternidade Sob o comando do necromante baital Van Raggen, esta escuderia composta apenas por 9 mortos-vivos tem como campeões a guerreira vampira Teleutis e o espião carniçal Lemoron. Seus agentes são chamados de “Os Eternos”. A Ordem dos Mil Escudos Composta por um exército de mil guerreiros de elite das mais variadas espécies, esta escuderia é capitaneada pelo temujiin Ananias e tem como campeões o adamita Moriog e o bandar Turius. Seus agentes são chamados de “Os Escudos da Torre”. Drakolich O guerreiro vampiro Drakûl capitaneia esta escuderia composta por quinhentos guerrei- ros mortos-vivos de renome, sendo seus cam- peões a múmia Amhotep e a fúria Ira. Seus agentes são conhecidos como “Os Dragões da Morte”. Areias do Tempo Uma escuderia composta apenas por múmias sob o comando de Tutankamon, que tem como campeões o guerreiro Akhenaton e a maga Nefertiti. Seus agentes são conhecidos como “Os Reis Malditos”. Anjos da Morte Esta escuderia é liderada pela fúria Caronte e tem como campeões os guerreiros esqueletos Fantomas e Verdugo. Seus agentes são cha- mados pelo mesmo nome dado à escuderia. As Agências Os anos se passaram e as escuderias prosperaram. Analisando a situação e antecipando o movimento de seus adversários, o comandante da Irmandade do Dragão de Ouro reuniu os líderes das escuderias aliadas e criou a primeira agência de aventureiros. Estas estruturas controlam um certo número de escuderias, manipulando seus recursos de acordo com o tipo de missão ou constituindo um exército quando é necessária uma ação de grande porte. As agências mais conhecidas são: A Legião Combatente Primeira de todas as agências, reúne as escuderias Irmandande do Dragão de Ouro, Bukaner, Companhia dos Lobos, Esquadrão das Sombras, Kilmerson, Nau dos Mistérios, Valkyrias, Titãs, Ordem do Crepúsculo, Metallika, Leões do Império e Lanterna de Prata. Seu comandante é o Archanjo. A Liga Escarlate Esta agência, comandada pela guerreira ork Pimpinella Escarlate, controla as escuderias Tempestade, Bandeirantes, Nau Fantasma, Ordem do Templo, Grande Serpente Alada, Ordem do Dragão Medieval, Gladius e Kaon. O Clube do Inferno Tem sob seu controle as escuderias Casa do Dragão Vermelho, Casa da Caveira e Mare Nostrum e é comandada pelo adamita Duque de Forbes. Knossos Comandada pela condessa vampira Ty’rrel, tem sob seu controle as escuderias Drakolich, Areias do Tempo e Anjos da Morte. O Anel do Poder Sob o comando do druida elfo tzindarim Joalheiro, esta agência controla as escuderias Deus-Dragão, Nove Coroas, O Clube da Eternidade e A Ordem dos Mil Escudos. As Corporações Observando que as atividades dos aventureiros poderiam ser muito lucrativas, algumas corporações decidiram entrar no negócio. De um modo geral, são empresas de diferentes ramos que financiam agências para que estas atuem em diversos segmentos de mercado, garantindo assim a manutenção de seus interesses. Oficialmente, não existe qualquer ligação entre as suas atividades e as das agências e qualquer evidência em contrário é rapidamente apagada, assim como aqueles que insistem em tentar revelar para o público fatos que precisam permamencer em segredo para não afetar o lucro dos poderosos. As principais corporações que atuam no mundo das sombras são: Banco Imperial de Al-Moryn Uma massa falida que pertencia ao reino adamita de Al-Moryn e que foi comprada pelo adamita Gabriel Ben-Hur, mais conhecido como o Conde de Montekristo. Apesar de 10 manter o mesmo nome, não possui mais nenhum vínculo oficial com o governo de Al- Moryn, transformando-se em uma entidade próspera, inicialmente graças à fortuna pessoal do conde e depois devido aos resultados de seus investimentos em diversas áreas. O Banco Imperial de Al-Moryn detém o controle acionário de centenas de empresas em diversos reinos e financia as atividades da Legião Combatente e de suas escuderias afiliadas. Banco de Hy-Brasil Esta instituição financeira tem por objetivo não-oficial promover o evento denominado “União Patriótica”, que visa transformar o continente de Hy-Brasil numa única nação sob o comando de um conselho composto por indivíduos de todas as espécies. Sua presidente é a Baronesa Orkzy, uma misteriosa dama da espécie ork dotada de grandes poderes místicos. O banco financia as atividades da Liga Escarlate e de suas escuderias afiliadas. Banco Real da Caledônia Entidade de grande poder financeiro e influência política, é o maior banco da Caledônia, um dos reinos adamitas de Hy- Brasil. Possui subsidiárias em outros continentes e detém a participação acionária de um sem número de empresas. Seu presidente é o barão adamitaYama e o banco tem sob sua tutela o Clube do Inferno e suas escuderias afiliadas. A Torre Comandada pelo mago lich Nepral, é uma megacorporação com sede em Centrópolis que atua em diversos segmentos de mercado, em especial o comércio marítimo. Controla O Anel do Poder e suas escuderias afiliadas. Post Vitae Esta corporação, presidida pela múmia Samarandon, foi criada para desenvolver pesquisas buscando a cura da Síndrome de Hela e é mantida por fundos deixados por indivíduos de diversas espécies, que sucumbiram à esta terrível doença que transforma pessoas normais em mortos-vivos. Financia a Knossos e suas escuderias afiliadas. Os Consórcios O poder governamental sempre esteve acima da vontade dos cidadãos comuns. É ele quem dirige a política das nações e a vida de seus habitantes. Mas durante a caça aos aventureiros um outro tipo de poder tornou- se evidente: o da manipulação da informação. Heróis foram transformados em foras da lei por força de boatos espalhados pelos nobres que os odiavam, fazendo com que a população se voltasse contra aqueles a quem antes idolatravam. Isso deixou claro que quem possuia a informação e os meios de propagá-la tinha em mãos um poder às vezes maior do que o do próprio dirigente da nação. E se soubesse utilizá-lo bem poderia destronar imperadores, mandar inocentes para a forca e até mesmo levar nações à guerra. Antigamente, a manipulação da informação era algo trabalhoso e artesanal, com resultados sempre a médio e longo prazos. Mas com o advento da tipografia surgiu um grande número de publicações capazes de difundir idéias e informações com grande rapidez e então as coisas começaram a mudar. A primeira destas publicações foi o jornal, que logo conquistou um grande número de leitores, pois permitia que pessoas dos quatro cantos do mundo tivessem acesso aos acontecimentos dos grandes centros urbanos e passassem a participar mais ativamente do cotidiano dos reinos e repúblicas onde viviam. As revistas de variedades também caíram no gosto popular. Títulos dedicados a política, ciência, religião, entretenimento e vários outros assuntos começaram a se difundir com grande rapidez. Com isso, as livrarias, que eram poucas e frequentadas por esparsos fregueses, começaram a se modernizar e abrir filiais em quase todas as cidades, transformando-se em pontos de encontro dos mais variados grupos, como intelectuais, esotéricos, monarquistas, republicanos e, é claro, aventureiros. Mas nessa revolução da informação nada causou tanto impacto quanto o rádio. Uma invenção alquímica aparentemente inocente que se transformou em pouco tempo numa mania internacional. Programas com cantores famosos, rádio-novelas e notícias ocupavam as noites daqueles que podiam comprar o 11 maravilhoso aparelho que captava as ondas mágicas no ar. Mas só durante a noite, pois devido a um impedimento tecnológico os rádios não funcionam durante o dia. Após a criação das agências, algumas corporações decidiram se utilizar do poder da comunicação para auxiliar nos seus negócios. Formaram então consórcios de comunicação reunindo jornais, revistas e rádios para difundir, clara ou subjetivamente, as suas idéias, fazendo com que uma verdadeira guerra pela atenção do público começasse a ser travada. No presente momento, os principais consórcios de comunicação em Hy-Brasil e Arcádia são: C.D.O. (Consórcio Dragão de Ouro) Financiado pelo Banco Imperial de Al-Moryn, tem como órgãos de comunicação: O Planeta Dourado Um dos maiores jornais de Hy-Brasil e Arcádia, cujo editor-chefe é o duende Aporelly. Embora seu foco principal seja os reinos de Al-Moryn e Cardealis, traz também notícias de outras nações, monarquistas ou republicanas. O Malho Revista de variedades com ênfase cultural e simpática ao regime monarquista, sob a editoria do soberano bandar Samuel Marteleiro. Reúne excelentes artistas e cronistas e tem um público fiel dentre todos os povos. Rádio Karioca A mais tradicional emissora de Hy-Brasil, pertencente ao príncipe HóB Aziz. Foi a precursora dos programas musicais de auditório e a primeira a ter um cast próprio de cantores e músicos. C.U.P. (Consórcio da União Patriótica) Pertencente ao Banco de Hy-Brasil, transmite seus ideais de união de todos os reinos e repúblicas de Hy-Brasil sob uma única bandeira através dos seguintes meios de comunicação: O Jornal de Hy-Brasil O preferido pela intelectualidade, tem como editor-chefe o renomado escritor saci yateré Lobato. Possui uma ênfase voltada especialmente para os textos literários e eventos ligados diretamente à cultura, sem contudo negligenciar as notícias mais importantes. Revista Illustrada O gnomo Agostini edita esta revista que reúne alguns dos melhores cronistas e ilustradores de Urancha. Graças a sua mente arguta, este periódico retrata sua época com fidelidade e fino humor, conquistando um público maior a cada edição. Rádio Jornal de Hy-Brasil Famosa por sua refinada programação musical, é dirigida pela baronesa Orkzy. Possui programas com cantores e músicos de todas as espécies, mas sua ênfase está na música instrumental. C 3 (Consórcio Caledônia de Comunicações) Membros do antigo governo republicano e o Banco Real da Caledônia controlam este consórcio, cuja agressividade é notória contra seus concorrentes e que possui os seguintes veículos de comunicação: A Tribuna da Caledônia Seu editor-chefe é o arquicardeal adamita Richelieu, que trama em segredo para derrubar o governo imperial de Nova Atlântida e restaurar a república. Suas notícias enfocam principalmente o reino da Caledônia. A Espada Esta revista de variedades tem como editor- chefe o escritor adamita Nictus e publica textos literários variados, a maioria de indivíduos ligados ao editor. A Voz da Caledônia Dirigida pelo barão Yama, é a grande concorrente da Rádio Karioca, com quem compete em todos os gêneros de programas. Possui um cast próprio de cantores e músicos e uma audiência muito grande, embora nunca tenha conseguido atingir a liderança. C.T.C. (Consórcio Torre de Comunicações) Percebendo que seus concorrentes estavam conquistando uma grande vantagem, a Torre decidiu entrar no negócio com uma abordagem 12 bem definida: defenderia o ideal republicano e a revolução industrial através de seus meios de comunicação e com isso foram criados: O Correio de Centrópolis Controlado pelo próprio Nepral, o Senhor da Torre, este jornal destaca os benefícios das idéias republicanas e as maravilhas da Era Industrial, contrapondo-as com a realidade agrícola de diversas nações monarquistas. O Mundo Uma revista de variedades que tem como editor-chefe o zumbi Septus e que apresenta aos seus leitores um panorama de diversos assuntos sobre Centrópolis e diversas outras nações, colocando estas últimas sutilmente em segundo plano. Rádio Republicana Com uma programação claramente voltada para o ideal republicano, esta rádio, dirigida pelo adamita Mozel, é considerada como a bandeira daqueles que defendem a queda da monarquia em todos os continentes. C.N.C. (Consórcio Necrópolis de Comunicação) Com o objetivo de superar o preconceito contra os mortos-vivos e evitar a manipulação da opinião pública, o governo de Solombra decidiu investir em seus próprios meios de comunicação que com o passar do tempo ganharam a simpatia das pessoas comuns e facilitaram a aceitação dos mortos-vivos como vítimas de um mal ainda sem cura. Fazem parte deste consórcio: O Gárgula Um jornal dirigido especificamente aos mortos- vivos, tem como editor-chefe o lich Guttemberg, que anos antes inventou a tipografia e, depois de sua quase-morte, decidiu utilizar seus conhecimentos para auxiliar seus companheiros de desventura. A Foice Editada pela múmia Samarandon é uma revista regada a fina ironia, que comenta os acontecimentos do mundo dos vivos, suas repercussões no mundo dos mortos-vivos e vice-versa. Rádio Mausoléu Dirigida pelo vampiro Wagner, toca composições de diversos mortos-vivos que a despeito da sua condição provam que ainda possuem talento artístico, fazendo com que esta rádio seja cada vez mais ouvida pelo público que não sucumbiu à Síndrome de Hela. C.A. (Consórcio da Aventura) É um consórcio formado secretamente pela Legião Combatente e pela Liga Escarlate e foi criado para superar a tentativa de manipulação da informação que alguns governos tentavam impor aos aventureiros. Temerosos de uma nova caça às bruxas (ou aos heróis), estes decidiram ter seus próprios meios de comunicação para manterem-se em igualdade de condições, criando: O Jornal do Aventureiro Considerado um jornal fora-da-lei em muitos locais, esta publicação tem como editor-chefe o fada Dumas e oferece diversos produtos e serviços aos aventureiros. Tudo, é claro, em mensagens cifradas. Grandes Heróis Revista onde são narrados feitos heróicos de alguns aventureiros, com o objetivo de inspirar novos talentos e manter a opinião pública sempre ao seu lado. Seu editor chefe é o ork Leblanc. Antena Zero - A Voz da Resistência Esta rádio não tem base fixa e serve para transmitir mensagens cifradas, rádio-novelas sobre alguns aventureiros legendários e diversos outros programas. Sua audiência quase equivale à da Rádio Karioca, pois o público demonstra um desejo crescente e insaciável por aventuras, sejam elas reais ou não. É controlada pelo vampiro conhecido como Sombra. O Caos As agências e corporações concorrem entre si e são rivais ardorosos, mas existe um outro poder que é verdadeiramente o grande inimigo de todos. Seu objetivo é subjugar tudo o que existe, corrompê-lo e por fim destruí-lo. O nome deste poder é Caos e suas origens são obscuras. Tudo o que se sabe é que é uma 13 força maligna que recruta seguidores em todos os locais. Onde houver ganância, ódio, luxúria e outros sentimentos do gênero, lá estarão as forças caóticas em ação. Não se descobriu ainda quem controla o Caos. Alguns dizem que é uma entidade, uma forma de vida tão grande e poderosa que permeia o próprio universo. Escuderias Caóticas Cada agência caótica possui diversas escuderias, que são antigas facções que foram reorganizadas e hoje atuam em modelos similares às das escuderias normais, sendo que as mais conhecidas são: A Folha Morta Comandada pelo druida gnomo Daly, esta escuderia é composta principalmente por druidas caóticos, que desenvolvem um trabalho minucioso de aperfeiçoamento da poluição do meio ambiente. Com o surgimento da tecnologia do vapor, cuja energia é gerada através do uso do carvão, estes caóticos ganharam muita força e estimularam o crescimento de indústrias, principalmente aquelas que, por seus processos industriais, produzam lixo tóxico. É filiada à Heresia. Punho de Ferro das Sombras Um monge ork renegado, de nome Mondeká, fundou e comanda esta escuderia filiada ao Tentáculo que reúne, além de monges, uma grande equipe de assassinos treinados nas artes marciais. As Damas da Noite Prostitutas, manipuladoras, deusas do prazer e da luxúria. Muitos são os nomes que suas vítimas dão às integrantes desta famosa escuderia composta apenas por mulheres. Suas táticas principais são a sedução e a oferta generosa de raros prazeres em troca de atingir os seus objetivos. Mas se for necessário, sabem empunhar uma arma com a mesma destreza que um guerreiro. Filiada à Sanaridi, esta escuderia é comandada pela Condessa Negra, uma elfa nindah vampira. Cor Púrpura Também conhecidos como “Bebedores de Sangue”, esta seita é composta principalmente de vampiros, baital, nosferatus e carniçais. Possui agentes infiltrados em todas as religiões e escolas de magia, com o objetivo de aprender seus segredos, roubar artefatos de poder e desestabilizar estas organizações. Seu comandante é o bispo Áquila. É filiada à Heresia. Serpente Roxa Esta escuderia reúne os maiores magos caóticos e tem indivíduos infiltrados em diversas escolas de magia onde observam o comportamento dos alunos para aliciarem futuros adeptos. É filiada à Sanaridi. Esmagadores É uma tropa de guerreiros caóticos que portam apenas armas contundentes, como martelos e maças. São conhecidos por seu destemor diante do combate e pela preferência em enfrentar e destruir paladinos. Esta escuderia é filiada à Destruição. Octógono Sem dúvida alguma, são os melhores assassinos de Urancha e os membros desta escuderia andam sempre em grupo, composto por oito indivíduos, daí a origem de seu nome. É filiada ao Tentáculo. Dragão Negro Composta por guerreiros do caos, esta é uma das escuderias mais temidas pelos aventureiros, pois em suas fileiras estão alguns dos maiores nomes das forças da Escuridão. Seu comandante é o ogre LaBatut, discípulo direto de Abbadon, cuja agência, Destruição, con- trola esta escuderia, que há muitos anos está em guerra declarada contra os aventureiros da Irmandade do Dragão de Ouro. Agências Caóticas O Caos é visto como uma grande corporação e sua estrutura organizacional subdivide-se em quatro segmentos, que são suas agências: O Tentáculo É a mais antiga das instituições caóticas, fundada e comandada por um beholder chamado “O Olho do Terror”. Reúne todo 14 tipo de profissionais, desde guerreiros, políticos até o mais refinado assassino. A excelência de suas táticas de ação subreptícias foram reconhecidas e adotadas por muitos aventureiros quando foram perseguidos e tiveram que agir nas sombras. Heresia Composta de um sem-número de religiões e seitas, é o que podemos chamar de braço religioso da Escuridão, comandada pelo bispo adamita Rasputin. Os indivíduos que pertencem à Heresia são tão devotados aos seus conceitos que beiram o fanatismo. Sanaridi O termo pode significar sede de poder, sedução ou corrupção. Comandada pela criatura andrógina de nome Maytra, manipula os indivíduos através das suas fraquezas, utilizando armas como a sedução e a oferta de poder e riquezas. Destruição Esta instituição treina e comanda indivíduos com habilidades de combate. Controlada pelo ogre Abbadon, é a maior de todas as organizações caóticas em número de adeptos e o braço armado da Escuridão. As Cidades Fantapunk Na área conhecida de Urancha existem dois continentes (Hy-Brasil e Arcádia) e uma área geológica incomum localizada a leste de ambos, batizada de Montanhas do Mar. Nestas regiões existem diversos reinos e algumas repúblicas, com cidades que podem atingir uma população de centenas de milhares de habitantes. A seguir, citaremos as nações mais importantes e suas principais cidades: O Império de Nova Atlântida De origem e predominância adamita, é composto por seis reinos: Al-Moryn, Aracataca, Caledônia, Grão-Pará, Piratiny e Piratininga. Seu núcleo principal fica no sudeste de Hy-Brasil e possui um reino no extremo norte e outro no extremo sul deste continente. O governante do Império de Nova Atlântida é o imperador Pedro II, aclamado por seus súditos como “O Rei Filósofo” e a forma de governo é a monarquia imperial, com a figura do imperador governando sobre os demais reis adamitas. As principais cidades deste império são: Al- Moryn, o condado de Merigreiss, A Quinta, Caatijú, Salem, Caardjú, Oriximiná, Y-Coaracy, Y-Pyranga, U-bá, PortoFeliz e Rio do Ouro. A Nação Ork O povo ork possui três reinos: Harari, no sudeste de Hy-Brasil; Shûn, no nordeste de Arcádia e Santuário, nas Montanhas do Mar, que apesar de separados fisicamente consideram-se como parte de uma única nação. O governante da nação ork é o presidente Tubak XIII, “O Reformista” e sua forma de governo é o Nacionalismo Composto, no qual cada reino tem seu próprio governante (denominado Al-Dalai em Harari e Shûn e Mandarim Vermelho no Santuário) e um presidente é eleito democraticamente pelo povo para atuar junto aos demais governantes com uma “visão nacional”. As principais cidades ork são: Harari, Loksley, Shûn, Kana’ri, Gopala e Santuário. O Império da Lua Trata-se de uma federação composta por três reinos e duas repúblicas HóB. Os reinos são: Kari, Barra de Miká e Pompurânia, sendo que o primeiro fica a sudeste de Hy-Brasil, o segundo a sudoeste deste mesmo continente e o terceiro a sudoeste de Arcádia. As duas repúblicas, Cidade do Furacão e Lua Clara localizam-se ao sul e a nordeste de Hy-Brasil, respectivamente. A forma de governo é chamada de Império Momista, onde cada reino possui o seu soberano (o khan) que é eleito por um colégio de nobres, enquanto que as repúblicas elegem um presidente pelo voto direto da população. Todos eles prestam obediência ao Rei Momo, um indivíduo que deve possuir grande sabedoria e que será eleito diretamente pela nobreza e pelo povo para zelar pelos interesses da espécie. O atual Rei Momo é Villos, apelidado pelos HóBs de “O Momo sem Riso”. As principais cidades deste império são Rio da Prata (A Cidade Maravilhosa), Cardealis, Lua de Prata, Cidade Laranja, Pompur, Vipar, Príncipe Aziz, Kalel, Quarto Crescente e Lua Cheia. 15 Federação Élfica de Öealinda Dos quatro reinos élficos de Hy-Brasil, Öealinda, Vale dos Lírios, Dourândia e Ty’rrel, três localizam-se no nordeste do continente e o quarto no sudeste. O governante desta federação é Eleutis, “O Belo” e o sistema de governo é a Monarquia Federativa, onde o conselho dos reis elege o Grande Rei responsável pelas questões financeiras e administrativas da federação. As principais cidades élficas de Hy-Brasil são Öealinda, Arrecife de Ouro, Jardim Eterno, Flor da Luz do Amanhecer, Rio do Ouro Eterno, Minas de Token, Trevo Azul e Bosque Feliz. Império de Elandar No norte de Arcádia existem seis reinos élficos que compõem este império: Elandar, My’aggi, Eneron, Toktos, Sabursk, Totol e Gramma. O governante de Elandar é o imperador Men’nar Longxamp III, “O Expansionista” e a forma de governo é a Monarquia Imperialista. As principais cidades élficas de Arcádia são Elandar, Eréudda, Xian-Xá, Tsuburaya, Omsk, Wösttok, Wellda, Vanniry, Gramma e Cidade das Rosas. Corópia O reino dos duendes localiza-se no centro- oeste do continente de Hy-Brasil e é o único lugar no mundo onde todas as raças deste povo podem ser encontradas. O governante dos duendes é Corópio, “O Libertador”, um ser mágico de quem descendem todos os duendes curupiras e seu sistema de governo é o Mestrado, no qual um indivíduo sábio, com grandes poderes e dotado de inquestionável superioridade intelectual e moral irá governar todos os desta espécie. As principais cidades dos duendes são Oroxó e Xagô, mas existem inúmeras outras espalhados pelos reinos e repúblicas das outras espécies. Obumbra Os misteriosos kobolds possuem pelo menos um reino, mas ninguém além deles sabe onde fica. Obumbra, que na língua kobold quer dizer “A Oculta”, possui, segundo dizem as lendas, inúmeras ramificações subterrâneas que conduzem para vários pontos de Hy-Brasil o que permite a este povo se locomover sem ser notado. Não se sabe qual o sistema de governo nem quem é o governante dos kobolds. Os Doze Reinos Os bandar possuem uma federação de doze reinos no sudeste do continente de Arcádia: A Cidade de Ferro, Jóia Rara, Mundo do Ouro, Prata Salgada, Cobre Empenado, Filão Rico, Aluvião da Cobra, Ferro Doce, Ponta do Aço, Trono de Tun, Montanha Roxa e Rio Claro. O atual governante da federação é o rei Cobrur I, conhecido como “A Manopla da Cidade de Ferro” e o sistema de governo é a Monarquia Circular, no qual se realiza um rodízio periódico entre os soberanos dos doze reinos no governo da Cidade de Ferro, que é a capital da federação. Suas principais cidades possuem o mesmo nome de seus respectivos reinos e se estendem por toda a área de influência da federação. Liga Tupânica Os índios espalham-se por todo o continente de Hy-Brasil, divididos em inúmeras tribos, que há alguns anos foram reunidas numa liga de nações composta por Amazônia, no norte; Pantanal, no oeste; Serra do Cipó, no sudeste; Kamboriú, no sul e Pagaxó, no nordeste. O governante desta liga e responsável por sua criação chama-se Tupã, “A Voz do Trovão” e a forma de governo é o cacicato, onde um dos chefes é aclamado cacique e dirige os demais chefes. As principais cidades dos índios são Floresta da Chuva, Muralha de Mato, Maquiné, Tucano e Araras. Vrejna A nação dos gnomos está localizada a noroeste de Arcádia, nas Montanhas Antigas. Sua forma de governo é o Ducado Familiar, no qual cada cidade pertence a um duque (que é o indivíduo 16 mais rico de sua família) que por sua vez está subordinado a um arquiduque. O atual arquiduque de Vrejna é Da Vinci, “O Mais Sábio de Todos” e suas cidades principais são Vrejna, Krijnev, Ponta dos Dentes e Conservatória. Metrópolis O reino dos ogres e temujiins fica localizada no centro-oeste do continente de Arcádia dentro de um grande lago. A forma de governo desta nação é a Monarquia Absolutista, onde todos os poderes estão centralizados nas mãos de um único soberano, chamado de thulku. O atual thulku de Metrópolis é o temujiin Jocal, “O Impiedoso” e suas cidades mais importantes são Metrópolis e Cidade do Lago Preto. Solombra Os mortos-vivos construíram seu único reino conhecido no interior de uma cadeia de montanhas no sul de Arcádia para que as vítimas da Síndrome de Hela pudessem viver em paz longe das perseguições dos vivos. Esta nação se utiliza da Monarquia Absolutista como forma de governo, na qual seu soberano é chamado de “Arquimorto”. O atual governante de Solombra é Arquilich, “O Eterno”. As principais cidades de Solombra são Necrópolis e Lázarus e se assemelham a grandes cemitérios. Reino Livre de Palmares O reino dos goblins fica no extremo sul de Arcádia, na base de pequenas montanhas e ao lado do Rio Gordo. A forma de governo adotada foi a Monarquia Parlamentarista, onde o soberano é o rei Noé, “O Viajante Sábio” e a primeira-ministra chama-se Yone. As principais cidades deste reino são Valverde e Pouso da Arca. Aliança Faerûn Em Arcádia existe uma aliança que congrega três reinos fada: Albion, Avalon e Lillith, situados a sudeste, sul e noroeste respectivamente. A forma de governo é a Monarquia Aliada, onde em cada reino existe uma fada-mãe com plenos poderes sobre seus domínios, que pode se unir às demais em assuntos que sejam de interesse para a espécie. As fadas-mãe são Lys, Igrayne e Lillith (soberanas de Albion, Avalon e Lillith, respectivamente) e suas cidades mais importantes são Cristânia, Ponta Verde, Avalon, Porto das Brumas, Albion e Lua Escura. Império de Tiamat No extremo nordeste de Arcádia está localizado o único reino dos draconianos cuja forma de governo foi batizada de Adoração Divina. A governante, chamada por seus súditos de deusa, é um dragão-fêmea de cinco cabeças oriundo de um outro plano de existência, que por sua vez controla os reis- dragões, os machos mais poderosos de cada raça draconiana. A deusa dos dragões chama-se Tiamat e as cidades principais deste reino são Covil do Dragão, Dinossauria e Ranzelodon. Nações independentes Existem algumas nações que funcionam como cidades-estado e que não estão vinculadas a nenhum outro reino ou república nem tampouco possuem o objetivo de engrandecer alguma espécie em particular, como acontece nos impérios, federações, etc. As nações independentes, por sua postura livre, não são muito bem vistas por aquelas que pregam a unidade racial ou a subordinação à coroa, mas acabam sendo toleradas por conveniências comerciais ou estratégicas. A população destas nações normalmente é composta por indivíduos de várias espécies que recebem visto de permanência como cidadãos desde que assumam o compromisso de trabalhar para o crescimento da cidade e engajar em suas forças de defesa no caso de uma guerra. E existe sempre um grande risco disso ocorrer. As principais nações independentes de Urancha são: 17 Centrópolis Localizada na parte sudoeste de Arcádia é também chamada de “A Cidade das Sombras” devido a grande quantidade de aventureiros que transitam por suas ruas. É a maior e mais próspera república dos dois continentes e possui uma forma de governo curiosa: periodicamente, seus cidadãos elegem o prefeito e as câmaras de deputados para administrarem a cidade. Entretanto, o verdadeiro poder em Centrópolis está nas mãos de uma misteriosa figura conhecida apenas como “O Mestre”, que nunca aparece mas cuja presença é impossível de ignorar. O atual prefeito de Centrópolis chama-se Fussus e as áreas principais da cidade são o Porto Cinzento, as Zona Leste e Oeste e a Cidadela da Torre, uma pequena fortificação pertencente à uma corporação de mesmo nome. Arquipélago Rami Existe um conjunto de ilhas ricas em carvão, ouro e diamantes situado no sul das Montanhas do Mar conhecido como arquipélago Rami, que em épocas passadas foi uma colônia da Cidade de Ferro. Seu governante, o barão Tun, pagou pesados impostos para ter reconhecido o seu direito de exploração das ilhas e receber dos reinos bandar a proteção necessária contra os inimigos. Mas quando Tun precisou da ajuda da Cidade de Ferro contra uma invasão de elfos vindos de Elandar a resposta do rei dos bandar foi simplesmente “entregue o arquipélago a eles”. Furioso, Tun pediu a ajuda dos orks que já haviam retomado a Cidade Sagrada de Shûn das mãos dos elfos e juntos combateram, derrotando os invasores. A partir daí, o arquipélago foi decretado território livre, um baronato sob o comando de Tun e assim permanece até hoje. As principais cidades deste arquipélago são Rami, Cavideira, Poço Preto e Aldeia dos Ventos. A Liga das Minas Gerais É a única república bandar de Urancha. Situada no sudeste de Hy-Brasil numa área de montanhas ricas em minério de ferro, ouro, prata, cobre, estanho e pedras preciosas. Depois de vários embates contra os Doze Reinos, que desejavam tomar praticamente todas as riquezas extraídas, as colônias declararam independência e se uniram numa única nação, sobre o comando do presidente Xavier, que vem se reelegendo continuamente graças ao seu trabalho eficiente. As principais cidades desta república são A Cidade Esmeralda, Tiradentes, Ouro Preto e Diamantina. A Montanha Trovejante Depois da queda da Cidade de Ouro, muitos séculos atrás, os bandar abandonaram Hy- Brasil e se radicaram em Arcádia, onde ergueram novos reinos. E assim foi até que um jovem revolucionário, de nome Samuel Marteleiro, passou a questionar o sistema de castas e promoveu uma verdadeira revolução nos Doze Reinos. Depois de inúmeros conflitos, os cidadãos descontentes seguiram para Hy-Brasil onde foi erguido o único reino bandar do continente, que vem crescendo e se tornando mais próspero a cada dia. A forma de governo da Montanha Trovejante é a Monarquia Absolutista e seu rei, Samuel Marteleiro, é aclamado pelos súditos devido aos seus ideais de justiça e liberdade. As principais cidades deste reino são Trovoada, Cidade da Pedra, Sumaré e Morro Alto. Ozzz Os kendor possuem um local secreto onde está reunido o Conselho dos Avohay, os mais antigos kendor de Urancha, que acumulam o conhecimento de tudo aquilo que foi feito pelos indivíduos desta espécie. Seu sistema de governo é deconhecido, assim como o nome de seu governante. Reino da Folha Verde Este reino foi fundado por fadas, duendes e elfos nindah e localiza-se no sudeste de Hy- Brasil. Seu sistema de governo é a Monarquia Tríplice, composto por um soberano fada, um duende e um elfo nindah, que governam em conjunto. Os atuais governantes de Folha Verde são Morgana, Pererê e Manto Cinzento e suas principais cidades são Cinderella, O Sítio e Lua de Prata. 18 Esta é uma aventura para personagens do 1o ao 3o nível, projetada para o cenário Fantapunk, por isso existem algumas diferenças de uma aventura de D&D tradicional. O Mestre pode, no entanto, adaptá-la para o seu mundo de campanha realizando as alterações que achar conveniente. Antes de começar a jogar é recomendável que o Mestre leia todo o texto para se familiarizar com as seguintes convenções que foram adotadas: - As informações que podem ser lidas para os jogadores estarão sempre em negrito e itálico. - As fichas de NPC’s estarão no final da aventura. - As Dicas de Mestre estarão sempre em boxes de cor cinza. Cena Um A Missão O grupo de aventureiros faz parte da escuderia Irmandade do Dragão de Ouro e está aguardando numa sala ricamente mobiliada na sede da Legião Combatente, na cidade de Montanha Santa, próxima de Rio da Prata, capital do reino HóB de Kari. Sentados em poltronas de couro de espaldar alto, saboreando um vinho de excelente qualidade e comendo alguns petiscos, eles aguardam a vez de serem convocados pelo comandante. Pela janela os personagens podem ver o sol se pondo no mar e sentir que uma brisa fresca começa a soprar. A sede da Legião Combatente fica num castelo de onde se avista o porto e a maior parte da cidade de Rio da Prata, chamada carinhosamente pelos HóBs de “A Cidade Maravilhosa” devido a grande quantidade de belezas naturais. Após vários minutos, a porta da sala se abre e um mordomo goblin entra, informando aos heróis que o comandante deseja vê-los. Todos se levantam e seguem o mordomo, que sobe um lance de escadas até a torre, onde numa sala ampla e bem iluminada encontra-se um homem vestido com um traje semelhante aos de um clérigo, com uma longa capa branca e portando um elmo dourado que esconde seus traços faciais. - Boa tarde, legionários. Tenho uma missão muito importante para vocês e que deve ser cumprida imediatamente. Agentes do Esquadrão das Sombras me informaram da existência de um protótipo de um novo exo- tank1 que está sendo desenvolvido na Caledônia - diz o comandante com uma voz calma, sinalizando para que se sentem. O Archanjo levantou-se e estendeu sobre a grande mesa de carvalho escuro a planta baixa de uma construção: - Quero que se infiltrem neste complexo e tragam os planos desta máquina de guerra, pois existem indícios de que o Clube do Inferno está envolvido no projeto. E eu não desejo que eles tenham nenhum tipo de Fogo Ligeiro 1- Tipo de armadura movida a vapor, equipada com armas de fogo de grosso calibre. 19 armamento superior ao da Legião Combatente. Aqui estão seus passaportes e passagens de trem. Vocês pegam o expresso para Caledônia daqui a duas horas. Reúnam o equipamento necessário e mãos à obra. Um por todos! Os heróis respondem “e todos por um!”, pegam os documentos, a planta do local e deixam a sala do comandante rumo aos alojamentos, para arrumar a bagagem. Após reunirem o equipamento os personagens rumam para o pátio lateral do castelo onde ficam estacionados diversos veículos, como coches e carruagens. Um cocheiro ork com cara de poucos amigos estará esperando para conduzí-los até a estação com uma carruagem negra iluminada por duas lanternas à óleo. O cocheiro não dará nenhuma palavra durante o percurso. Eles descem rumo à cidade, serpenteando pelas ruas estreitas de Montanha Santa (ou simplesmente Santa), uma pequena cidade pertencente ao Conde de Montekristo, cuja residência oficial fica no topo da montanha, com uma vista formidável da baía e das montanhas vizinhas. As ruas possuem iluminação à óleo nos postes além de vários archotes presos nos muros e paredes das casas. O chão é calçado com pedras retangulares por onde correm dois pares de trilhos dos bondes à vapor, recentemente instalados pelo conde em Santa para substituir os antigos bondes movidos a tração animal. Ao chegar na base do morro, eles entram no perímetro de Rio da Prata e seguem por suas ruas repletas de gente até próximo da região do porto. Ao cruzarem a avenida Hy-Brasil, uma das mais importantes da cidade, eles divisam uma construção feita de pedra sólida com um grande relógio no topo de uma torre. É a gare Pompur (nome de um antigo soberano de Kari), ponto final da linha Rio da Prata- Harari, da Ferrovia Imperial de Hy-Brasil, de propriedade do Conde de Montekristo. A carruagem passa pela estação e deixa os personagens numa esquina próxima para poderem desembarcar sem chamar atenção. Os PCs pegam suas bagagens e se encaminham para a estação. A rua está mal iluminada e a carruagem range um pouco antes de começar novamente a andar. O cocheiro sequer cumprimenta os personagens, como se estivesse com pressa de sair dali e começa a manobrar para fazer a volta. Nas calçadas, uma pequena quantidade de pessoas circula apressadamente. Poucos metros antes de chegarem na estação, os heróis são alertados por uma sensação de perigo e viram-se todos simultaneamente com as mãos nas pistolas e espadas, bem a tempo de ver o cocheiro com o braço direito esticado enquanto que três homens, dois adamitas e um bandar com armas em punho, tombam pesadamente no chão com shurikens envenenados cravados nos olhos e no rosto. Eles olham para o cocheiro, cujo rosto está semi-oculto pelas sombras da cartola e divisam um brilho avermelhado em seus olhos. O ork os cumprimenta com um leve toque na aba da cartola e sacode as rédeas dos cavalos, sumindo na noite com uma risada grave e sinistra. Reunião com o comandante Os PCs são agentes regulares da I.D.O. e como tal conhecem e respeitam profunda- mente seu comandante, pois todas as escuderias seguem um padrão de hierarquia semelhante à militar. Quando os personagens estiverem na pre- sença do comandante, descreva a cena como que envolta num ar de seriedade. O apo- sento é ricamente mobiliado, assim como o restante do castelo, porém passa um senti- mento profundo de austeridade. O Archanjo fala de forma tranquila, porém firme e não aprecia que suas ordens sejam contrariadas nem tampouco que os agen- tes assumam uma postura brincalhona. Essas concessões ele faz apenas - e assim mesmo raramente - com seus campeões. Lembre-os de que os equipamentos que forem levados devem ser adequados ao tipo de missão. Eles vão invadir um complexo industrial e não atacar um exército inimigo. 20 Cena Dois A Viagem de Trem O expresso Rio da Prata-Harari partiu rigorosamente no horário. É um trem de luxo, movido por uma locomotiva potente feita de ferro fundido, latão e cobre. Sua caldeira é o que existe de mais moderno na tecnologia do vapor, produzida pela empresa Grande Esfinge localizada no condado de Merigreiss, no reino adamita de Al-Moryn. Seus cinco vagões são feitos em madeira de lei e usam vidros de primeira qualidade nas janelas. São iluminados internamente por lanternas à óleo e suas poltronas são revestidas de couro estofado, adaptadas para que indíviduos de diferentes espécies, como ogres ou gnomos, possam viajar com todo o conforto. O primeiro destes vagões, logo após a locomotiva, acomoda o restaurante, onde são servidos pratos e bebidas variados e onde alguns cavalheiros se reúnem para exercer o péssimo hábito de fumar seus cigarros, cachimbos ou charutos enquanto apreciam rum, whisky ou conhaque. No vagão seguinte está acomodada a primeira classe em cabines individuais e duplas (ambas com toillete particular), com camas feitas de madeira de lei e latão polido, com colchões e travesseiros de penas de ganso extremamente confortáveis. As paredes deste vagão são entalhadas e as maçanetas das portas brilham como novas. A segunda classe localiza-se no terceiro vagão. Ali existem cabines duplas ou triplas e poltronas confortáveis. A decoração é mais discreta, porém de bom gosto e os banheiros são coletivos porém bem cuidados. A terceira classe ocupa o quarto vagão, onde os bancos de madeira fazem as vezes de camas para aqueles que não podem pagar por este conforto. Os banheiros são menos limpos que os das demais classes, a decoração é bem simples e a iluminação bastante fraca. No final do trem está o vagão de carga onde são acondicionadas todas as bagagens que não puderam ser carregadas junto com os passageiros. Os personagens estão acomodados em duas cabines separadas, na segunda classe. Eles viajarão com conforto pois necessitam estar descansados para cumprir a missão rapidamente e voltar para o quartel-general. O trem à vapor vai resfolegando pela noite afora. Se os personagens sentirem fome, estimule-os a irem ao vagão-restaurante, onde poderão ver outros passageiros. Quando estiverem neste vagão eles vão sentir uma atmosfera estranha e vez por outra verão passageiros com olhares suspeitos em sua direção. Existe um adamita corpulento, de queixo quadrado e ombros largos, que bebe uma taça de conhaque e olha para os personagens com indisfarçável interesse. Se algum dos heróis As cidades de Montanha Santa e Rio da Prata O cenário Fantapunk é diferente dos tradi- cionais cenários de Fantasia Medieval. Aqui temos diferentes tipos de paisagens e po- demos ver construções e roupas tanto de estilo medieval como aquelas usadas na Terra no século XIX. Descreva este tipo de cenário para os joga- dores de forma que eles possam fazer uma imersão mais completa na ambientação do jogo. Os bondes de tração animal são lentos e um pouco compridos. Duas parelhas de cava- los puxam o veículo guiados por um cocheiro, enquanto que os passageiros se- guem sentados em seu interior em bancos rústicos de madeira ou de pé nos estribos laterais. Já os bondes à vapor fazem um pouco de ruído que lembra o resfolegar de uma loco- motiva porém muito mais baixo. A iluminação urbana é feita através de lam- piões à óleo preso no topo de alguns pos- tes. Estes lampiões são feitos de ferro e vi- dro e produzem uma luz baça e amarelada porém mais forte do que aquela produzida pelos archotes fixados inclinadamente nas paredes das casas. 21 resolver encará-lo ele desviará o olhar e se for abordado dará as costas e sairá do vagão sem falar nada. Se os heróis resolverem andar pelo trem e chegarem na terceira classe o Mestre deverá descrever o seguinte: “Vocês chegam na terceira classe e observam que ela é bem mais rudimentar que as demais. Pessoas se amontoam nos bancos tentando encontrar uma posição menos desconfortável para dormir. Alguns estão deitados no chão sobre sacos de pano ou esteiras de palha e num canto quatro homens mal encarados jogam dados e fazem suas apostas. De repente vocês ouvem um grito e vêem um adamita de queixo quadrado (que eles reconhecerão se já tiverem ido no vagão- restaurante) agarrando uma elfa firmemente. A mulher grita e se debate tentando se libertar, mas recebe um soco no estômago que a faz se curvar de dor. Nenhum dos passageiros interfere como se nada estivesse acontecendo e tudo indica que o adamita irá atirar a elfa pela janela ou fazer algo ainda pior. Num supremo ato de desespero, a mulher olha para os personagens e estende um dos braços clamando por ajuda enquanto é arrastada pelo homem para um canto mais escuro do vagão”. Este homem está acompanhado de mais três companheiros, dois bandar e um goblin, que estão espalhados pelo vagão-restaurante para não chamar atenção e só irão se revelar caso os aventureiros ataquem seu chefe. A elfa que está sendo atacada também faz parte da equipe e tudo não passa de uma farsa. Se os agentes da I.D.O. optarem por interferir e vencerem seus adversários, poderão prender os que tiverem sobrevivido ou atirá-los pela janela do trem. Caso percam a luta e restem alguns sobreviventes, estes serão levados como prisioneiros, desembarcados na primeira estação e interrogados ou emilinados. Por volta das quatro da manhã eles desembarcam na estação de Salem, a capital da Caledônia, e pegam um pequeno coche que os conduzirá para um hotel barato onde passarão o resto da noite. No dia seguinte, eles deverão caminhar pela cidade para fazerem o reconhecimento. A fábrica que será invadida fica num galpão próximo ao Rio Salem e a ação deverá acontecer na noite seguinte ao desembarque. A dama indefesa A elfa que está sendo atacada é da raça nindah. Possui lindos cabelos negros cacheados escorrendo pelas costas e uma silhueta bem torneada. Seu rosto é muito bonito e revela uma mulher frágil. Mesmo assustada, ela transpira sensualidade e os personagens deverão fazer uma disputa usando a perícia Sentir Motivação contra a perícia Blefar da elfa, caso não queiram se envolver no assunto. O teste de Sentir Motivação terá uma penalidade de -2 de circunstância ou -4 para personagens masculinos. Seja convincente em mostrar o “desespero” da elfa. Faça a disputa para que os personagens tenham “certeza” que ela está em perigo. Se os PCs tentarem salvá-la, três comparsas do homem de queixo 22 Cena Três A Fábrica de Caldeiras Numa pequena fábrica de caldeiras está sendo desenvolvido o protótipo do novo exo-tank. Aparentemente esta é uma fábrica normal do gênero, mas em seu subsolo funciona um complexo mais avançado, com pessoas trabalhando o dia inteiro e às vezes parte da noite para concluir o projeto. A fábrica é cercada por uma pequena muralha com oito metros de altura, oriunda do tempo em que ali funcionava um depósito de valores. A fortificação é guardada por dez postos de vigia localizados na parte superior, onde sempre estão homens armados. Existem dois portões de entrada: o principal fica defronte da Rua do Rio e dá acesso à recepção e aos cômodos internos, utilizado por funcionários, clientes e fornecedores. O portão secundário fica no lado oposto do terreno, por onde entra a matéria-prima utilizada para a construção das caldeiras. Os aventureiros deverão escolher o melhor ponto para transporem o muro sem serem notados pelos guardas. Caso não sejam bem sucedidos terão que enfrentar quatro sentinelas adamitas que estão ocupando os postos de vigias que ficam nas arestas da muralha e descerão imediatamente para dar combate aos invasores. As estatísticas deste grupo de NPCs está em Encontro II, na página 30. Se os PCs conseguirem entrar sem chamar a atenção da vigilância, poderão se dirigir para a fábrica em busca de uma entrada. Descrição dos cômodos Primeiro nível: 1- Recepção Durante o dia é ocupada por uma adamita gorda de cabelos castanhos que fala intermitentemente, mas durante a noite este aposento fica vazio. 2- Cozinha Possui uma mesa grande, nove cadeiras e um armário onde estão guardados utensílios como panelas, pratos, copos e talheres. 3- Vestiário Possui quarenta armários onde os funcionários guardam seus pertences. Não há nada de valor aqui. 4- Depósito de ferramentas Este cômodo possui várias estantes e prateleiras repletas de ferramentas para uso na oficina. Está meio sujo e empoeirado. 5- Forno Neste local são moldadas as chapas e fundidas pequenas peças em metal que serão utilizadas nas caldeiras. 6- Elevador secreto para o segundo nível Através do depósito de matéria-prima (18) é possível ter acesso a este elevador, que conduzirá para o segundo nível. 7- Oficina de caldeiras Neste salão são construídas ou reformadas as caldeiras. Possui quinze bancadas de diferentes tamanhos e um grande número de equipamentos e maquinário à vapor. 8- Sala da guarda Neste local ficam três guardas durante o dia, que à noite rumam para o subsolo. 9- Dormitório/vestiário da guarda Possui cinco beliches para os guardas e um pequeno armário sem nada de valor. 10- Paiol Aqui ficam guardadas as armas dos guardas, como espadas, bestas, virotes, armas de fogo e quadrado surgirão para lutar. Todos eles, inclusive a mulher, são agentes da Casa do Dragão Vermelho e estão saindo de Rio da Prata onde aguardavam novas instruções, para cumprir uma missão no reino adamita de Al-Moryn. Seu chefe, o agente Queixa- da, reconheceu um dos agentes da I.D.O. e deseja enfrentá-los para roubar seus perten- ces e apresentá-los ao comandante da sua escuderia como troféu. Eles desconhecem a missão dos personagens. As estatísticas deste grupo de NPCs está em Encontro I, nas páginas 28 e 29. 23 24 25 munição. O conteúdo exato deste aposento fica por conta do Mestre. 11- Escada secreta para o segundo nível Esta escada dá acesso à área 29. 12- Sala dos engenheiros Neste local trabalham os projetistas das caldeiras. 13- Depósito de projetos O depósito abriga os projetos que vem sendo realizados pela fábrica nos últimos anos. O projeto secreto do exo-tank não está guardado aqui. 14- Escritório e contabilidade Local onde ficam os escriturários, a secretária e o contador da fábrica. 15- Sala do gerente A mulher que ocupa esta sala é a gerente da fábrica e chefe da equipe que está projetando em segredo o exo-tank. 16- Cofre secreto Reúne os livros contábeis e parte das economias da fábrica, num total de 4.000 P.O. 17- Escada secreta para o segundo nível No canto da sala, uma porta secreta dá acesso a uma escada que conduz para a área “a”. 18- Armazém Local onde ficam estocadas as matérias-primas utilizadas pela fábrica. Em uma das suas extremidades fica localizado um elevador secreto que conduz ao segundo nível. Segundo nível: 19- Salão principal Área de circulação entre os diferentes cômodos. Possui alguns caixotes vazios empilhados. 20- Elevador para o primeiro nível Este elevador conduz ao depósito (18). 21- Hall do elevador Sala onde estão algumas das caixas trazidas da superfície, com chapas de metal, canos e parafusos. 22- Área de montagem Neste local existe uma oficina de montagem, onde o projeto do exo-tank foi executado. Pode-se avistar ainda algumas peças jogadas sobre as quatro bancadas. 23- Escritório da chefe O escritório tem acesso direto à área 15 através de uma escada secreta. Possui uma mesa, duas poltronas e um sofá pequeno. Numa das paredes existe um cofre secreto contendo três mil P.O. e um molho de chaves. 24- Depósito de munição Aqui existem doze barris de pólvora, dezenas de caixas com balas e buchas, quarenta flechas, três arcos, cinco mosquetes e quatro pistolas. 25- Hall de acesso ao túnel para o rio Este salão é protegido por armadilhas ocultas (d), que irão disparar caso algum invasor consiga penetrar no local sem desativá-las. 26- Depósito Contém vários caixotes de dimensões variadas, com peças metálicas, pregos e ferramentas. 27- Sala dos projetos do exo-tank Neste local estão arquivados os projetos secretos do exo-tank, mais uma caixa contendo quatro cristais de dragonita (no valor de 1.000 P.O. cada) e 600 P.P. 28- Depósito do exo-tank O protótipo está guardado neste local e não pode ser ativado, pois ainda está incompleto. 29- Escada para o primeiro nível Esta escada dá acesso à área 11. a- Escada para o primeiro nível Essa área faz contato com a área 17. b- Mecanismo de abertura da porta do depósito do exo-tank Para conseguirem acessar o local onde o exo- tank está guardado, os personagens terão que descobrir este mecanismo e utilizar uma das chaves que está no cofre da sala do chefe (c). c- Cofre da sala do chefe Local onde estão guardadas as chaves da porta do depósito do exo-tank. d- Nichos de segurança Estes nichos disparam tiros contra possíveis 26 Cena Seis O Gigante Os heróis atingem o porto e procuram um barco pertencente à Legião Combatente, onde entram apressadamente. O capitão os recebe com um sorriso e conduz os aventureiros para o porão da embarcação. Um dos marinheiros avisa que está acontecendo uma movimentação incomum no porto e que os agentes devem estar sendo procurados. Temendo que a radiação da dragonita possa denunciar a presença dos personagens, o capitão os esconde numa grande caixa de madeira forrada com ferro e chumbo para impedir a detecção por agentes inimigos. Depois de acondicionar os agentes, o capitão retorna então para o convés e se prepara para acionar os motores. Mas antes que o barco deixe o porto, um sacolejo e uma sensação de vazio no estômago invasores. Cena Quatro Fogo Ligeiro O exo-tank “Fogo Ligeiro” foi projetado para disparar até dezesseis tiros sem precisar recarregar. No dorso de cada braço estão montados dois pares de disparadores que lançam projéteis com a potência de um mosquete e são alimentados por cilindros giratórios recarregáveis, onde a munição está acondicionada. Fogo Ligeiro mede dois metros e noventa centímetros de altura e pesa duas toneladas. É movido com um cristal de dragonita que alimenta sua caldeira de vapor e leva tração aos membros superiores e inferiores. No momento ele encontra-se desativado, pois uma peça fundamental para o seu funcionamento foi retirada para receber alguns ajustes. O veículo foi projetado para duas pessoas de tamanho médio, um deles atuando como piloto e o outro como artilheiro/municiador, controlando o movimento dos braços e os armamentos ali situados. Se os jogadores invadirem o local à noite (o que é preferível), não encontrarão nenhum cientista além da chefe (que está escrevendo suas anotações sobre o andamento do projeto em um diário) e mais cinco guardas. As estatísticas deste grupo de NPCs está em Encontro III, nas páginas 30 e 31. Cena Cinco A Fuga Após roubarem os planos do exo-tank e derrotarem seus adversários, os PCs deverão bater em retirada. Eles possuem duas opções: voltar pelo mesmo caminho que fizeram para chegar ao subsolo ou buscar alguma outra saída. Se optarem pela segunda opção, o Mestre deverá conduzí-los até a câmara que possui uma passagem que leva ao rio (25). Ao entrarem na câmara, o Mestre deverá solicitar um rolamento (CD 18) para ver se algum personagem detectou a existência de armadilhas (d). Caso contrário elas serão ativadas assim que um dos personagens atingir o meio da sala, num disparo simultâneo que causa 1D6+2 de dano por disparo. Os personagens sobreviventes podem seguir pelo túnel até o rio, onde está escondido um pequeno bote que os conduzirá até o porto, alguns quilôlmetros abaixo, no ponto de encontro onde um barco da Legião Combatente os aguarda. 27 faz os personagens compreenderem que a caixa foi jogada ao mar. Sem que eles soubessem, uma abertura secreta foi aberta no fundo do casco por onde a caixa caiu quase sem fazer ruído. Por mais que tentem eles não conseguirão abrir a caixa, que está firmemente fechada por fora. Ela é impermeável e enquanto permanecer fechada não entrará água, mas o ar também não será renovado. Um novo movimento brusco revela que a caixa está sendo rebocada por baixo d’água. Poucos minutos depois eles sentem que estão sendo içados e ouvem vozes de homens sem contudo conseguir entender o que dizem. Repetidas pancadas revelam que a caixa está prestes a ser aberta por pessoas desconhecidas. Quando por fim a tampa é aberta, os aventureiros percebem que estão à bordo de outro barco, cercados por sete homens de estatura média armados com mosquetes, enquanto que um indivíduo de grandes proporções, cuja fisionomia está oculta pela penumbra, os observa atentamente. Se os personagens sacarem as armas, os sete homens atacarão para desarmá-los tentando não ferí-los. Nesse instante o gigante se revelará: é Tatanka, um dos campeões da I.D.O., que foi enviado pelo comandante para dar suporte à missão. Como são agentes da I.D.O., é claro que os personagens o conhecem e vão parar de lutar. Tatanka sugere a eles que o sigam até o convés. Uma vez lá em cima, o ogre aponta para o barco onde estavam poucos minutos antes, cuja silhueta é um pouco visível apesar da escuridão e que já deixava o porto rumo ao mar aberto. De repente, o barco é completamente destruído por uma explosão, atigindo também dois pequenos barcos que se aproximavam para abordá-lo. Atrás dos PCs surgem o capitão e mais quatro marujos que fugiram pelo fundo do barco e seguiram nadando até o navio de Tatanka, que ativa seus motores e parte lentamente rumo à cidade de Rio da Prata, onde os agentes poderão entregar ao comandante os planos secretos do exo-tank. A caixa de metal Os personagens estão sendo salvos, mas não tem a menor idéia disso. Faça-os pensar que caíram em uma armadilha e estão pres- tes a ser capturados ou pior, morrerem afo- gados ou sufocados dentro da caixa de me- tal de onde não tem como sair a menos que destruam a tampa. Mas se fizerem isso a água do mar vai entrar com muita força e dificultará qualquer tentativa de fuga. En- quanto eles estiverem na caixa, descreva os ruídos do mar e de algo se arrastando junto à caixa. Na verdade é o som que a própria caixa está fazendo ao se arrastar pelo solo marinho, batendo ocasionalmente em algu- ma coisa que esteja submersa. As paredes da caixa estão frias e úmidas e seu interior completamente escuro. Qual- quer tentativa de se acender fogo poderá ser bem sucedida, porém consumirá o ar da caixa rapidamente. Fim 28 Estatísticas dos NPCs Equipe: “Javalis Ferozes” Escuderia: Casa do Dragão Vermelho Agente Um (líder) Nome: Hrothgar Codinome: Queixada Adamita (humano) Gue 1/Lad 1: ND 2; Tam. M (1,80 m); DV 1d10+1+1d6+1; PV 15; Inic +6 (+2 Des, +4 Iniciativa Aprimorada); Desl 9m.; CA 15 (+2 Des, +3 couro batido); Ataq +5 espada longa (1d8+3) ou +3 besta leve (1d8); TR Fort +3, Ref +4, Von +1; Tend CM; For 16, Des 15, Cons 13, Int 14, Sab 12, Car 10. Idiomas Falados: Comum (Esperanto), Anão & Élfico. Perícias e Talentos: Escalar +4, Diplomacia +4, Falsificação +6, Esconder-se +7, Saltar +4, Ouvir +5, Furtividade +7, Abrir Fechaduras +6 Punga +7, Observar +5, Natação +6, Usar instrumento mágico +5, Usar cordas +6; Iniciativa Aprimorada, Foco em Arma (espada longa) e Esquiva. Tesouro: 100 po Queixada é o líder desta equipe de aventureiros e vem se destacando como um guerreiro impiedoso e cruel, não hesitando em matar seus adversários mesmo sem necessidade. Hábil no manejo da espada, sempre que puder ele tentará resolver as coisas com a força bruta. É apaixonado por Sygara e fica fora de si quando algum homem se aproxima dela, seja para cortejá-la ou mesmo para pedir informações. Em ambos os casos sua reação é sempre a mesma: tentar estripar aquele que considera seu rival. Agente Dois Nome: Qillastriaqui Codinome: Sygara Elfa Gue 1/Lad 1: ND 2; Tam. M (1,65m); DV 1d10+1+1d6+1; PV 13; Inic +7 (+3 Des, +4 Iniciativa Aprimorada); Desl 9m; CA 16 (+3 Des, +3 couro batido); Ataq +3 espada longa (1d8+1) ou +4 arco longo (1d8); TR Fort +3, Ref +5, Von +0; Tend LN; For 13, Des 17, Cons 12, Int 13, Sab 10, Car 15. Idiomas Falados: Comum (Esperanto), Élfico e Ork. Perícias e Talentos: Blefar +9, Escalar +4, Obter Informação +7, Esconder-se +7, Ouvir +6, Furtividade +7, Leitura labial +4, Procurar +7, Observar +6, Natação +3, Usar cordas +5; Iniciativa Aprimorada, Foco em Perícia (Blefar) e Foco em Arma (espada longa). Tesouro: 60 po Esta mulher é procurada em várias cidades por ter seduzido nobres e autoridades para apro- priar-se de seus bens e/ou informações. La- dra qualificada, ela vem crescendo rapidamen- te dentro da escuderia, mas não só por suas habilidades profissionais. Existem boatos sobre seu envolvimento com membros mais graduados e com o próprio co- mandante da escuderia. Apesar de conceder favores sexuais em troca de prestígio e posi- ção, a elfa é apaixonada por Queixada e tem ciúmes terríveis dele Agente Três Nome: Bolendd Codinome: Dente de Pedra Encontro I 29 Bandar (anão) Gue 2: ND 2; Tam M (1,50 m); DV 2d10+6; PV 22; Inic +1 (+1 Des); Desl 6m; CA 15 (+1 Des, +4 brunea); Ataq +5 machado (1d8+2) ou +3 besta leve (1d8); TR Fort +6, Ref +1, Von -1; Tend LN; For 15, Des 13, Cons 16, Int 12, Sab 9, Car 10. Idiomas Falados: Comum (Esperanto), Anão & Ork. Perícias e Talentos: Avaliação +3, Escalar +6, Ofícios (Armeiro) +6, Natação +4; Ataque Poderoso e Foco em Arma (machado). Tesouro: 20 po Dente de Pedra recebeu este codinome devido a um hábito comum entre os bandar de mastigar chumbo, o que lhe confere uma resistência superior aos dentes. Companheiro de Queixada há longos anos, ele é extremamente fiel e quando não está na frente de combate protegendo seu líder e amigo ocupa uma posição estratégica para lhe garantir uma retaguarda segura. Sua única fraqueza: é apaixonado por Sygara. Agente Quatro Nome: K’frarrl Codinome: Wary Goblin Ftr1: ND 1; Tam M (1,55 m); DV 1d10+2; PV 12; Inic +3 (+3 Des); Desl 9m.; CA 16 (+3 Des, +3 couro batido); Ataq +2 espada curta (1d6+1) ou +4 besta leve (1d8); TR Fort +4, Ref +3, Von +0; Tend CM; For 13, Des 16, Cons 14, Int 12, Sab 11, Car 9. Idiomas Falados: Comum (Esperanto) & Goblin. Perícias e Talentos: Escalar +4, Saltar +4, Cavalgar +6, Natação +4; Esquiva e Tiro Certeiro. Tesouro: 9 po. Wary é um guerreiro ambicioso, que deseja conquistar a liderança da equipe e se projetar dentro da escuderia. Sempre que pode manipula a situação a seu favor, de forma que possa realizar feitos heróicos em favor de seu líder para ganhar mais pontos dentro da escuderia. Embora assuma uma aparência amistosa com seus companheiros, ele detesta Queixada e mais ainda Sygara, a quem considera uma mulher vulgar. Se não fosse pela proteção de Dente de Pedra, talvez ambos já estivessem mortos com a garganta cortada. Agente Cinco Nome: Rémicles Codinome: Bruxo Doido Ork Gue 1/Fet 1: ND 2; Tam M (1,78 m); DV 1d10+2 +1d4+2; PV 14; Inic +1 (+1 Des); Desl 9m; CA 11 (+1 Des); Ataq +3 espada longa (1d8+2) e +2 besta leve (1d8) ; TR Fort +7, Ref +4, Von +3; Tend CN; For 15, Des 12, Cons 14, Int 14, Sab 8, Car 15. Idiomas Falados: Comum (Esperanto), Goblin e Ork. Perícias e Talentos: Alquimia +3, Ofícios (armeiro) +5, Concentração +7, Conhecimento (arcano) +6, Espionar +3, Identificar magia +7, Natação +3; Magias em Combate e Esquiva. Tesouro: 120 po. Magias conhecidas de Feiticeiro (5/4): Nível 0 — Detectar Magia, Mãos Mágicas, Raio de Gelo, Ler Magias. 1o Nível — Mísseis Mágicos & Escudo Arcano. Bruxo Doido é um feiticeiro que despreza a hierarquia a que é obrigado a se submeter para fazer parte da escuderia. Seu temperamento é bastante sarcástico e quase sempre está debochando de Sygara quando esta tenta seduzí-lo. Existem boatos de que o ork é apadrinhado de alguém importante dentro do Clube do Inferno, mas até hoje ninguém conseguiu provar nada. Bruxo Doido tem admiração por Dente de Pedra e respeita muito Queixada, mas nutre um sentimento de desprezo por Wary, por achá-lo incompetente. 30 Codinome: Nenhum Adamita Gue 2: ND 2; Tam M (1,84 m); DV 2d10+2; PV 17; Inic +2 (+2 Des); Desl 9m; CA 16 (+2 Des, +4 brunea); Ataq +6 espada larga (2d6+4) ou +4 besta leve (1d8); TR Fort +4, Ref +2, Von +1; Tend LN; For 16, Des 14, Cons 13, Int 10, Sab 12, Car 14. Idiomas Falados: Comum (Esperanto). Perícias e Talentos: Adestrar Animais +7, Esconder-se +2, Ouvir +1, Furtividade +2, Cavalgar +7, Observar +1, Natação +8; Reflexos de Combate, Ataque Poderoso, Foco em Arma (espada larga), Foco em Arma (lança longa). Tesouro: 20 po. Guarda Quatro Nome: Gudrun Codinome: Nenhum Adamita Gue 2: ND 2; Tam M (1,69 m); DV 2d10+4; PV 18; Inic +0; Desl 9m; AC 10 (+4 brunea); Ataq +4 espada curta (1d6+1) ou +3 besta leve (1d8); TR Fort +5, Ref +0, Von +1; Tend N; For 13, Des 11, Cons 14, Int 10, Sab 12, Car 7. Idiomas Falados: Comum (Esperanto). Perícias e Talentos: Ofícios (forjaria) +5, Esconder-se +0, Ouvir +2, Furtividade +1, Cavalgar +2, Observar +1, Natação +3; Esquiva, Especialização, Foco em arma (besta leve) e Foco em Arma (espada curta). Tesouro: 5 po. Chefe do projeto Nome: Bimpnottin Codinome: Nittonp Gnomo Mag 3: ND 3; Tam P (1 m); DV 3d4+9; hp 17; Inic +2 (+2 Des); Desl 6m; CA 13 (+2 Des, +1 de tamanho); Ataq +1 Adaga (1d4-1) ou +4 besta leve (1d8); TR Fort +4, Ref +3, Von +4; Tend CB; For 8, Des 14, Cons 16, Int 16, Sab Encontro III Sentinelas da fábrica Guarda Um Nome: Brynjolf Codinome: Nenhum Adamita Gue 2: ND 2; Tam M (1,71 m); DV 2d10+4; PV 19; Inic +2 (+2 Des); Desl 9m; CA 16 (+2 Des, +4 brunea); Ataq +5 espada longa (1d8+2) ou +4 besta leve (1d8); TR Fort +7, Ref +2, Von -1; Tend LN; For 14, Des 14, Cons 14, Int 13, Sab 9, Car 13. Idiomas Falados: Comum (Esperanto) & Élfico. Perícias e Talentos: Escalar +4, Saltar +5, Ouvir +0, Furtividade +3, Cavalgar +6, Observar +0, Natação +7; Esquiva, Grande Fortitude, Ataque Poderoso e Foco em Arma (espada longa). Tesouro: 10 po. Guarda Dois Nome: Sighvat Codinome: Nenhum Adamita Gue 2: ND 2; Tam M (1,75 m); DV 2d10+2; PV 16; Inic +7 (+3 Des, +4 Iniciativa Aprimorada); Desl 9m.; CA 17 (+3 Des, +4 brunea); Ataq +5 espada longa (1d8+2) ou +5 besta leve (1d8); TR Fort +4, Ref +3, Von -1; Tend N; For 15, Des 16, Cons 13, Int 10, Sab 9, Car 9. Idiomas Falados: Comum (Esperanto) & Anão Perícias e Talentos: Escalar +6, Ofícios (armeiro) +3, Ouvir +0, Falar Idioma (anão), Observar +0, Natação +4; Reflexos de Combate, Iniciativa Aprimorada, Ataque Poderoso, Foco em Arma (espada longa). Tesouro: 20 po. Guarda Três Nome: Geirmund Encontro II 31 12, Car 10. Idiomas Falados: Comum (Esperanto), Anão, Élfico, Gnomo & Goblin. Perícias e Talentos: Alquimia +7, Avaliação +4, Concentração +7, Ofícios (forjaria) +7, Esconder-se +6, Conhecimento (arquitetura e engenharia) +7, Conhecimento (arcano) +7, Ouvir +3, Profissão (engenharia) +11, Espionar +4 , Identificar Magia +6 ; Criar Item Maravilhoso, [Escrever Pergaminhos], Foco em Perícia (Profissão). Tesouro: 250 po. Magias conhecidas de Mago (4/3/2): Nível 0 — Todas. 1o Nível (8 magias) — Escudo Arcano, Identificação, Área Escorregadia, Sono, Mísseis Mágicos, Leque Cromático, Causar Medo e Toque Chocante. 2 o Nível (2 magias) — Nublar e Esfera Flamejante. Nittonp é uma maga de confiança do comando da escuderia. Ela já participou de missões importantes e agora recebeu a tarefa de controlar o processo de desenvolvimento do exo-tank. Guarda Cinco Nome: Olaf Codinome: Godrong Adamita Gue 2: ND 2; Tam M (1,68 m); DV 2d10+4; PV 20; Inic +1 (+1 Des); Desl 9m; CA 15 (+1 Des, +4 brunea); Ataq +6 espada longa (1d8+3) ou +3 besta leve (1d8); TR Fort +5, Ref +3, Von +0; Ten LN; For 16, Des 12, Cons 14, Int 10, Sab 10, Car 9. Idiomas Falados: Comum (Esperanto). Perícias e Talentos: Adestrar Animais +5, Ouvir +1, Cavalgar +6, Observar +1; Reflexos Rápidos, Combate Montado, Saque Rápido, Foco em Arma (Espada Longa). Tesouro: 50 po. Guarda Seis Nome: Radija Codinome: Razemun Elfa Gue 2: ND 2; Tam M (1,63 m); DV 2d10+2; PV 16; Inic +4 (+4 Des); Desl 9m; CA 17 (+3 Des, +4 camisão de cota de malha); Ataq +3 espada longa (1d8+1) ou +7 arco longo composto (1d8); TR Fort +4, Ref +4, Von +0; Tend CN; For 12, Des 18, Cons 13, Int 12, Sab 10, Car 13. Idiomas Falados: Comum (Esperanto), Élfico e Goblin. Perícias e Talentos: Adestrar Animais +6, Saltar +3, Ouvir +2, Cavalgar +9 , Procurar +2, Observar +2, Natação +4; Tiro Certeiro, Precisão, Foco em Arma (arco longo composto). Tesouro: 7 po. Guarda Sete Nome: Laucivos Codinome: Perezzos Elfo Lad 2: ND 2; Tam M (1, 72 m); DV 2d6+2; PV 12; Inic +2 (+2 Des); Desl 9m; CA 15 (+2 Des, +3 couro batido); Ataq +3 espada curta (1d6) ou +3 arco longo (1d8); TR Fort +1, Ref +5, Von +0; Tend CN; For 10, Des 15, Cons 12, Int 14, Sab 11, Car 13. Idiomas Falados: Comum (Esperanto), Élfico, Gnomo e Ork. Perícias e Talentos: Avaliação +5, Ofícios +5 (construir armaduras), Diplomacia +5, Obter Informação +5, Esconder-se +7, Ouvir +6, Furtividade +7, Abrir Fechaduras +7, Procurar +6, Sentir Motivação +4, Observar +5, Acrobacia +5, Usar Instrumento Mágico +4; Acuidade com Arma (espada curta). Tesouro: 25 po. Guarda Oito Nome: Dkil Codinome: Kdill Bandar (anão) Gue 2: ND 2; Tam M (1,52 m); DV 2d10+2; PV 20; Inic +2 (+2 Des); Desl 6m; CA 17 (+2 Des, +5 cota de malha); Ataq +6 machado grande (1d12+4) ou +4 besta leve; TR Fort +5, 32 Ref +2, Sab +0; Tend LN; For 16, Des 14, Cons 15, Int 11, Sab 11, Car 9. Idiomas Falados: Comum (Esperanto) & Anão. Perícias e Talentos: Avaliação +1, Escalar +7, Ofícios (lapidação) +4; Esquiva, Ataque Poderoso, Foco em Arma (machado grande). Tesouro: 75 po.
textdata/thevault/D20 system/LANG/ES/Fantapunk - Fogo Ligeiro.pdf
12 Simple Rules for DMing the magic behind mayhem, murder, and monsters by Richard Read For Dave, Peter, and Robert  Also for John and Peter  Copyright 2018 Richard Read  Dungeons & Dragons and D&D are properties of Wizards of the Coast. Their use here is not  meant to suggest that Wizards of the Coast or any of its subsidiaries has approved of or  contributed to this work.       A LITTLE BACKSTORY    Like most 13 year olds, I thought I knew  everything.     Unlike most 13 year olds, I soon realized I was  wrong.    A few weeks after becoming a teenager, I  played Dungeons & Dragons for the first  time. In a musty basement classroom on a  hot, September afternoon, one of my  seventh-grade teachers led us through a  short adventure, and my tiny Mississippi  mind was blown.     Until that day, my favorite games had fallen  into two camps: board games like Monopoly, where you went round and round a path picking  up money, and arcade games like PacMan, where you went round and round a path gobbling  up dots.    But with D&D, there was no path. Apart from some strange-looking dice and a few sheets of  graph paper, there wasn’t anything to see ​at all: the game took place almost entirely in our  heads. “You awake at dawn beside a dwindling campfire in a dense, gloomy forest. A soft breeze  blows through the trees, and unfamiliar bird calls echo above. Before you, a cavern entrance  yawns.” Would we go in? Would we mark it on our map and return when we were stronger,  more sure of ourselves? Or would we walk away in search of something else--perhaps a lesser  challenge, or maybe a greater one? Anything was possible.     Anything at all.     Whoa.     As soon as my mind stopped reeling, my first thought was, “I cannot WAIT to share this with my  friends.” It didn’t matter that I’d only played once and didn’t know an eight-sided die from a  twelve-sider. I took all the money I’d saved, raced to the hobby store, and bought the D&D boxed  set.     The following weekend, I was seated behind the DM’s screen, guiding my younger brother and a  couple of schoolmates through a campaign called The Village of Hommlet​. I tried to make it as  exciting as my teacher had, but something felt off--way off. To be honest, it didn’t even seem  like the same game. My friends failed to see what the fuss was about.     That’s largely because I was a complete noob and didn’t know what the DM was supposed to do.  (In my defense, though, it’s also because The Village of Hommlet ​was actually a fairly tough  assignment for a first-time DM, given all the social interaction and improv and it requires.)      And yet, I persisted.     Within a couple of months, I’d learned all the rules, learned to create characters, learned how  combat worked--and I foolishly thought that was all that mattered. After all, knowing the rules  was all it took to play chess or Battleship or Galaga. By that logic:     1. Because I knew the rules of D&D, I knew how to play it.   2. Because I could play D&D, I was a great DM.      As I said: typical 13 year old.    I soon saw the error of my ways. Later that semester, I was invited to play a character in a  campaign run by a friend of a friend. He was a couple of years older than me, and already, he  was a fantastic DM. He painted pictures with words, he breathed life into one of the same  premade campaigns I’d run so poorly. It was like we were playing two different games, and his  was a lot more fun.    That’s when I realized that I knew nothing about D&D.    Since that night three decades ago, I’ve tried to improve my DMing skills. I’m still not the  world’s best, but every time I take players through a campaign, I discover something new  about the game, about my friends, and about myself. To me, that’s just as exciting as narrating  a massive battle or a stealthy jewel heist.    In all my years of rolling dice, though, the most important thing I’ve learned is this: the DM and  the players are telling a story together. That’s what D&D is all about. Your players may slay the  ruthless dragon, they may rescue the mayor from hordes of bandits, they may end their  campaign much richer than before. But there’s no “winning” in D&D without good storytelling.     What’s considered “good storytelling” varies from group to group, of course. But without some  kind of narrative, some kind of story arc, D&D is just an unrelated series of murders,  money-grabs, and mayhem--like skimming a bunch of chapter titles in a textbook instead of  taking time to read the material and understand how topics relate to one-another.    This idea of collaboration between the DM and players may not be how you’ve approached the  game in the past. It certainly wasn’t how I thought of D&D during those early years. Back then,  I assumed that because the DM knew the campaign, she was in charge. On the other hand, I met  players who were convinced that they ​were responsible for bringing adventures to life. But the  truth of the matter is that D&D--or any number of similar games--depends on cooperation. The  DM may have a better map than the players, the players may be making the decisions, but  ultimately, they’re all exploring this new world together.    That said, the DM is given a few special responsibilities that the players don’t share. The most  important of those is that she’s in charge of keeping the story moving. If a player has to skip a  week because of an illness or another commitment, the game can continue, but without the DM,  things grind to a halt.    And so, if you’re a DM looking to keep your game humming along, here are a few tips that you  might find helpful. (Or maybe not: I won’t be offended.) Use them well and wisely, and you’ll  make memorable adventures for yourself and your players.         BEFORE YOU PLAY  A little preparation goes a long way for both the DM and the players.    #1. Characters need backstories    Dungeons & Dragons is a role-playing game. Players adopt the personas  of half-orc fighters, elven wizards, and tiefling rangers as they explore  other worlds. To me, a good game of D&D is like the first rehearsal for a  play or a film, when actors gather around a table and read through the  script. The only difference is, in D&D, there’s no script: everything is  improv.    Every gamer and every gaming group have different ways of  role-playing. Some players speak only as their character would speak, in  accents and whispers and shouts. Others speak as themselves, using  their everyday voices to explain what their characters do in given  situations. Either approach is fine (though it’s great if everyone in the  group can agree to the same style of play).     But one thing all players need, no matter how they embody their  characters at the gaming table, is a backstory. They need to know who their characters are and  how they became that way. Were they raised in slums and forced to climb slowly, tediously,  through the ranks of their order? Were they born into a noble house and pampered from day  one? If your players know these things, they’ll have a better sense of how their characters will  react in given situations. If they don’t, here are a few questions to start them off:    ● Where did your character grow up?  ● What did your character’s parents do for a living?  ● What sort of house was your character raised in?  ● Did your character go to school? If so, for how long?  ● What made your character choose this way of life?  ● Why does your character get out of bed in the morning?  ● When do you expect your character to retire from adventuring?    Knowing your players, you’ll probably have other questions to help tease out their characters’  narratives.     Those backstories aren’t just important for players; they’re useful for you, too. After all, you  help guide the story that’s being told around the gaming table. Sure, you could just pull a  pre-made campaign off the shelf and play it exactly as it’s written. But wouldn’t it be more fun  if you threw in a few elements to personalize it for your group?    For example, if one of your players’ characters has made it her life’s work to find her long-lost  brother, wouldn’t it be interesting if that brother showed up in the story? What if he’s become a  hermit? A powerful tyrant? The leader of a rival adventuring party? Or what if he’s being held  captive by the villain?    Similarly, if one of your players’ characters was cursed by an evil god long ago, what would  happen if he discovered a prayer book to that god in a treasure chest? Or if a missionary on the  street of a busy city invited him to a temple dedicated to that god? Or if the character received  some sign that the god was, in fact, still watching him?    In short, if players know their backstories, they’ll have more fun playing the game. And if you  know their backstories, you can tailor the world they’re exploring to make experiences richer.    #2. It’s the little things that count    The DM is a writer. Even when you’re running  a campaign that was dreamed up by someone  else, you’re still telling a story with your  words.     Think about the writers who’ve moved you  with their novels, poems, and short stories.  What do you remember most about those  works? What do you recall months or years  or even decades after you put the works  aside?     The answer is probably a vivid detail, not the bulletpoints of the plot. When I think of Lord of  the Rings​, for example, I think of the friendship between Frodo and Sam and the tension that  arose between them when Gollum arrived on the scene. Similarly, in The Voyage of the Dawn  Treader​, I remember Lucy reading a book in a terrifyingly quiet house, and the ship sailing  across an increasingly shallow sea. From the Harry Potter​ series, I remember things like  butterbeer and the maddening primness of Dolores Umbridge.     Those are details that Tolkien, Lewis, and Rowling used to add texture to their stories. Most  aren’t essential to the narrative--I mean, Umbridge could’ve been a slob and it wouldn’t have  affected the plot--but they give us a better sense of the world and the personalities we’re  reading about. They enrich the story, and as a result, they make us care a little more.     DMs do the same thing. Sure, you could just tell the characters that they find a silver locket in a  jewelry box. But what if that locket had a small painting inside, perhaps a painting of the  owner’s beloved? What if it had an inscription--maybe words of love and devotion, or maybe an  ancient, infernal curse?    What if a ruined city is filled with the corpses of only men, or only women, or only cats? What  characters stumble into a town that shuts down at dusk because of a superstition about the  evils of moonlight? What if the players find an ordinary cloak in a dusty dungeon, but inside  one of the pockets is a love letter or a note from worried parents or a treasure map?    Obviously, you don’t want to provide an endless series of distractions. Many players--myself  included--tend to overthink things. We assume that if the DM reveals something, it’s important,  and we’re prone to investigate every detail, no matter how small. A century ago, the famous  Russian playwright Anton Chekhov warned against that kind of thing when he said, "One must  never place a loaded rifle on the stage if it isn't going to go off. It's wrong to make promises you  don't mean to keep." In other words, don’t leave ominous clues lying around unless they’re  going to pay off in the future. Encouraging players to run down rabbit holes can be just as  frustrating as giving no details at all.     That said, there’s still plenty of room for you to embellish stories. Describing what players  smell as they meander down a country lane, the quality of light in an abandoned temple, the  color of a potential ally’s clothes, how a child smiles at them as they pass in the street: these  kinds of details can enhance the players’ sense of their environment and immerse them in the  story without being distracting. Long after your campaign has ended, the players may not  remember the name of the big, bad villain or even how they overcame him, her, or it. Instead,  you’ll hear them say something like, “Hey, remember when we stumbled into that torture  chamber with all those lace curtains and beanbag chairs and a wine bar?”    #3. Let the NPCs speak    The physical setting of your campaign isn’t the only tool you  have to immerse players in the story. Non-player characters  can be a huge help, too. They can drop hints, seem mysterious  or untruthful, or they might simply have some personality  traits that make them memorable--a nervous tic or a  catchphrase, for example.     Many DMs treat NPCs like redshirts--nondescript characters  who serve a single purpose, then drop out of the story forever.  (The term comes from the original Star Trek ​series, which  would populate the Enterprise with extra characters in red  shirts, only to kill them off before an episode was over.) While  there’s no guarantee that your players will engage with NPCs in meaningful ways or seek them  out again in the future, making NPCs unique will help make your story more memorable.     For example, it’s pretty common for characters to visit taverns for refreshment now and them,  or to spend a few nights at an inn. But players often ignore bartenders and innkeeps; they  conduct their transactions with these NPCs--order drinks, rent rooms, etc.--then get on with  what they perceive to be their business.     In real life, however, waiters and innkeeps are often great sources of information. What if the  bartender in your story strikes up a conversation with your characters? What if she’s lived her  whole life in this small village and wants to hear tales from beyond its familiar borders? What  if she’s being kept here against her will and needs their help to escape? What if she’s a spy for  the enemy and wants information about the characters’ plans?    Of course, not every NPC needs to become an integral part of the story. Just as in real life, some  are merely bystanders. That doesn’t mean they’re devoid of personality, though. Maybe the  local innkeeper loves a bawdy tune and will give the adventurers a free night’s lodging if your  bard performs a few songs. (If the person playing the bard feels comfortable performing a song  for the group--say, the theme song from Gilligan’s Island​--so much the better.) Maybe the clerk  at the general store adores haggling and has a secret weakness for dwarven armor. Or maybe  the beggar offers the party directions in exchange for healing wounds he suffered at the hands  of aristocratic hooligans, who roughed him up a week ago.    At a loss over how to make NPCs and environments unique? Do what professional writers do  and pay attention to your surroundings away from the gaming table. That woman in line  ahead of you at the store with an odd assortment of groceries, the checkout clerk who waits on  her and is clearly having a rough day, the man at the bus stop shouting into his cell phone: use  people like this as the basis for memorable NPCs.     #4. Start with the bad guy (or gal)    There are a host of prefab adventures on the market, each  with its own distinct storyline, but sometimes, you want  something completely different. You want to tell a new  story--one that hasn’t been told before, or an old one told in  a new way.     Building a homebrew campaign is loads of fun, but it can  also be a bit overwhelming. Sure, mapping out a dungeon is  fairly straightforward, and you can probably dream up the  characters’ main quest without too much  difficulty--recover a magic item, defeat a necromancer, etc.  But once you’ve created the bones of the campaign, how do  you flesh it out? How do you produce a setting that offers a  cohesive story your players will understand, buy into, engage with?    For me, the answer is simple: start with the villain.     Before you bring out the graph paper, before you decide on the party’s main quest, think about  who or what the players are going to fight. Is it a dragon? A doppelganger? A cursed king? A  bandit queen? A beholder? The creepy twins from The Shining​, all grown up and ready to  party? The choice is yours (though if it were me, I’d seriously consider the creepy twins).    Once you know who the villain is, think about how they became who or what they are today.  People may be born to awful parents, but they don’t become supervillains unless they’re  obsessed with a particular goal. Do they seek revenge? Status? An artifact? An alliance? Are  they compelled by a higher power to wreak havoc? Can they be redeemed? Do they truly  believe that what they’re doing is right? Do they understand the harm they’re causing? Or will  they snap out of it once a charm is broken?     If your villain is a monster instead of a humanoid, take the same approach. Chromatic dragons  are all evil, but they’re not interchangeable. Some are clearly more powerful than others. How  did your big, bad, black dragon become a supervillain? What’s driving her to destroy  everything good? Ask those same questions of mind flayers, orc war chiefs, vampires,  werewolves--maybe even freakishly intelligent gelatinous cubes. (It’s D&D, y’all. Anything’s  possible.)    Once you know your villain, the rest of the story will begin falling into place. Some things to  consider:    ● What is the villain’s ultimate goal?  ● What must they do to achieve that goal?  ● Who or what is standing in their way?  ● How will they eliminate that obstacle?  ● Where do they live now?  ● What defenses do they have?   ● Who serves them?    And so on.    Answer questions like that, and you’ll soon have a campaign laid out, a stronghold  constructed, and crafty challenges designed.     Starting with the villain will help the players, too. That’s because they need someone--a  personality--to fight against.     Psychologically speaking, we human beings gravitate toward stories with characters we can  understand, identify with. It doesn’t matter if the characters themselves are human or not.  (How many Disney movies have you seen with non-human heroes and foes?) It doesn’t even  matter whether we like ​those characters or not. The stronger the feelings those characters  evoke--both good feelings and bad--the more profoundly we’re engaged in the story.    In The Hobbit​, for example, the first part of the novel is largely concerned with the evil dragon  Smaug, a well-drawn, fascinating character. We don’t like him, per se, but we understand him,  his vanity, his intelligence. Later, our attention shifts to Thorin Oakenshield--someone we like  in the first half of the book but come to revile in the second. And throughout it all, we’re rooting  for Bilbo to overcome every challenge.     Like all good storytellers, Tolkien knew that to keep readers turning the page, he needed his  characters--both villains and heroes--to leap off the page. They had to be relatable (which isn’t  the same thing as likable). Readers needed to understand them. If you’d replaced Smaug with,  say, a brick wall, the story wouldn’t have been nearly as good, because how can you love or  hate a brick wall? How could you feel anything for it? And how could you root for Bilbo to  succeed against it?    It’s the same in D&D. The villain is your centerpiece, it holds the story together. It may not be  human, and in fact, it may not be entirely evil (the best villains are a mix of good and bad), but  it’s got to have personality. Create that, and you’ll lay the foundation for a truly epic  adventure.          WHEN IT’S TIME TO ROLL THE DICE  Remember: everyone’s there to have fun, including you.    #5. Always say “yes”    Most gaming groups have at least one player who likes to  push the boundaries. You know the person I’m talking  about: the one who decides that he wants to steal a horse  from a stable in broad daylight. The one who chooses to  attack a merchant--or even another character in the  group--because she didn’t like his tone of voice.    Dealing with these folks can be frustrating. You’ve spent a  lot of time creating a campaign from scratch or  familiarizing yourself with one you’ve bought or borrowed.  There’s so much cool stuff that your players can do, so  much for them to explore and discover! Why would this  yutz screw up an amazing story for himself and his fellow  players?    I don’t have an answer for that question. All I know is that  when the game threatens to spiral out of control, you have  two options: you can resist, or you can go with it.     (Fun fact: you have the same choices when your car hits an icy patch and goes into a tailspin.  Equally fun fact: experts recommend the same reaction for both DMs and drivers.)    Resisting is the wrong response, and I’ll give you three reasons why.     For starters, players aren’t stupid. They can read your tone of voice and your actions. They can  tell when you’re frustrated. When throw up your hands and roll your eyes, they see animosity.  That creates a divide between you and them--a divide that interferes with collaborative  storytelling, which is your shared responsibility. You and the players are in this together, and  if you try to hit the brakes while they’re moving forward...well, it’s not likely to improve the  story, that’s for sure.    Second, if you’re resisting, you may become a little vindictive. “Okay,” you say, an evil glint in  your eye, “as you pull out your sword to attack the shopkeep, she presses a small button, and a  trapdoor in the floor gives way, plunging you into a deep, spiked pit. You take 15 points of  bludgeoning damage, 10 points of piercing damage, and I need you to roll a Constitution saving  throw to see if the poison on the spikes affects you.” Though it might feel good at at the time,  that kind of response makes you seem petty, and if not managed properly, it can escalate into a  direct confrontation between you and the players.     Finally, when you resist, you’re telling the players, “Stay on the path I’ve created for you.” That  may sound like a reasonable request, but D&D should never, ever have a set path. Playing D&D  is acting out an alternate life in an alternate universe. There as here, players can choose to go  in any direction they like. Good players will see the outlines of the path you’ve forged, and  they’ll stick to it, more or less. But no one likes to feel as if they’re running through a hamster  maze--even when they’re in a dungeon labyrinth that feels like a literal hamster maze.     So, when players go in unexpected and/or unwise directions, follow them. Lean into it. Always  say “yes”. “All right, you want to rob the priest who just cured your lycanthropy? Tell me how  you want to do that.” And let the story go its merry way.     Even if the game veers in odd directions, your path is still there. All you have to do is guide the  players back to it. They attack a merchant and get sent to jail? Maybe a fellow inmate helps  them escape through a secret tunnel that leads directly into the underground lair they’ve spent  the past three sessions searching for. Maybe they can bribe a guard--or, since they’re so  inclined to roughhouse, knock out a guard, take his uniform, steal some keys, release all of the  prisoners in the place, and escape in the ensuing chaos.     Bottom line: if you’re clever, you can find a way to lead players back to the main narrative  without having to drive them there with a whip.     #6. Let dice drive the story    I don’t usually like metaphors, but this  one’s pretty apt: a good game of D&D is  like a summer road trip. The DM has  built the car, paved the roads, planted  flowers on the median, and constructed  towns along the route, but the players  sit in the driver’s seat. They tell the DM  what their characters do and where  they go, and the DM describes what they see from the car window.     But sometimes, players want to get off the highway, take a winding, bumpy backroad. They  choose to do stupid things--things that can seem doomed to fail. A rogue wants to visit the local  general store and shop for climbing gear? Sure thing, no problem. A fighter wants to  pickpocket the powerful mayor of a large town and steal a magic crystal that she carries for  protection? That’s a dicey proposition--literally.    In these sorts of situations, rely on ability and skill checks to tell the story. Does a character  recall where the local Thieves’ Guild is located? Have her make an Intelligence check to see if  she remembers--or, if she’s from that town, maybe a History check would be more appropriate.  In the example of the pickpocketing fighter above, I’d probably ask for a Sleight of Hand  check--and if the mayor is heavily guarded, I’d insist that he make it with disadvantage.     If they player rolls well, it’s a remarkable success, and the story moves forward. If the roll  fails...well, things can get interesting.     In the case of the thieving fighter, if the roll were high but not high enough, maybe the guards  would just shove him away. If the roll weren’t so close, maybe they’d rough him up a bit and  throw him out of town on his ear. And if the roll were especially bad--say, a natural  one--maybe the fighter would get locked in prison...or worse.     In short, relying on die rolls creates an element of randomness, and randomness keeps the  game fun. (Many casino gamblers will tell you the same thing.)     The dice also ensure an element of fairness. For example, if players have gone way off-course  and you’re starting to feel frustrated (as we discussed in section five above), allowing dice to  determine the narrative ensures that you remain impartial. If the players try something  extraordinary and succeed, it’s a hugely memorable moment. If they fail, they know that it’s  because luck wasn’t on their side and they performed poorly. Most importantly, in the latter  case they’ll know that it’s not a matter of you being vindictive.      As with all of the players’ rolls, make sure you can see the dice when they land. Don’t single out  anyone if you can help it--no one likes to be accused of cheating. I suggest setting a policy  upfront that ensures die rolls can be seen by all players and the DM. (Using a simple,  inexpensive tool like a dice tower can make the practice fun, too.) This keeps everyone on the  up and up.    As for whether the players can see your ​die rolls, that’s your call, but I think you should keep  them secret. I’m not suggesting that you ignore your own rolls and always take the story where  you like. Quite the opposite: the DM needs to experience randomness too, just to keep the game  entertaining. But in some cases, die rolls can give away crucial information.     For example, if one of your players casts Charm Person​ or Geas ​on an NPC, maybe the charm  works...or maybe the NPC simply wants to play along as if the charm has worked, until the NPC  has an opportunity to attack. If the players can see your die rolls, you risk ruining the surprise.        #7. Keep the stakes high     Most DMs want characters to succeed--to slay  the slavers, to retrieve the ring of power, to  liberate the lost prince. That’s not just because  we like stories with closure and happy endings;  it’s also because the players gathered around  the table are our friends. Whether we’re DMing  or having them over for dinner, we want to  entertain them, to show them a good time. It’s  hard to do that when players’ characters are  being slaughtered left and right.     But it’s a mistake to make D&D so easy that  there are no consequences for the characters. If you load up every treasure chest with healing  potions and powerful scrolls, if your NPC cleric has a seemingly endless ability to cure wounds  and remove curses, if you treat chaotic evil, tenth-level wizards like brainless worms, players  are going to lose interest--or at the very least, they’re going to start acting irresponsibly.     I’m not saying that every combat episode needs to be a three-session-long boss battle (though  there’s certainly a time and place for that). But take a good, long look at the stats for the  monsters your players are fighting. Do they have a below-average Intelligence of 5, an average  Intelligence of 10, or an extraordinary Intelligence of 19? Are they prepared for a fight, and if  so, are they not on heightened alert for interlopers? If one of your player’s characters were in a  similar situation, how would he react? Would he surrender if all of his friends lay dead? Trigger  a deadly trap? Deceive his attackers while attempting to make a break for it?    Simply put, some monsters are stupid, but not nearly all. Some are devastatingly clever. Play  them as such. Play them as though you were on the other side of the DM’s screen and they were  your character.     This approach applies in non-combat situations, too. If you treat the party’s foes realistically,  you ought to do the same for the world at large. Actions have consequences. Consider the  scenario we discussed in section six--the one with the pickpocketing fighter. If he fails his  attempt, he might go to jail, he might be fined, he might be banished from the town forever. But  he might also lose a hand, an eye, or an ear. He might be branded, scarred, or tattooed as a  thief. He might experience a change in alignment or lose favor with his god.     And in some cases, he might die.    Thankfully, death is one element of D&D that doesn’t have to be as realistic as it is in our  universe. According to the current rules, a player needs to fail three death saving throws  before she dies for good. In the interim, another member of the party can feed her a healing  potion, cast a healing spell, or attempt to stabilize her with a Medicine check. And even if a  character does ​die, there are still ways to bring her back.     Say that the worst has happened and one of your character is killed in battle. Maybe he failed  three death saving throws, was attacked multiple times while at zero hit points (which  triggered automatic death saving throw failures), or suffered a massive amount of damage in  a single attack. (The various ways characters can die are explained on page 197 of the Player’s  Handbook.​)    That’s a tragedy, and hopefully the other players will react as such, but before they start  planning funeral rites, have your magic-users make Arcana and/or Religion checks. Chances  are, one of them has heard of spells like Raise Dead ​and Resurrection​. Bringing the character  back to life can become a side-quest, with the other characters transporting their friend’s body  to a powerful cleric and asking her to restore him. (During these sessions, the “dead” player can  either watch from the sidelines or play a new character, possibly one that’s been an NPC.) Of  course, the cleric performing the ritual may demand some form of payment, or the spell may  not work as intended...but that’s another story.    What I’m trying to say is this: if you treat the world of D&D realistically, it will become more  real for the players. At the very least, that should nudge some of your wilder players to  consider the effects of their actions. And in a best-case scenario, it’ll encourage everyone to  think through challenges more thoroughly, to become more creative in overcoming obstacles,  and to play their characters as they’re written--dumb or smart, good or evil, impulsive or  cautious.      #8. Force characters to make hard  choices    Because anything is possible in D&D, players  have the opportunity to make plenty of  choices. Some of those choices won’t be  difficult. Kill the orcs who’ve ambushed you  in the woods? Of course! Loot the body of the  warlock you’ve just defeated? Duh,  obviously.    But part of the fun--and part of what makes  a campaign memorable for players--is  putting characters in complicated moral or  strategic situations. Should they take the  gold or save a child? Use the party’s last  healing potion on their best fighter or on the NPC who knows his way through the dungeon?  Trust the hobgoblin who’s gone AWOL from her unit or slit her throat as she begs for mercy?     Those “Sophie’s choice” moments are the things that players will recall for weeks, months,  maybe even years. They may also be the kind of moments that spark fierce debate in the group,  as chaotic personalities vehemently disagree with lawful ones. As long those arguments take  place in character, they’ll enrich the story--which is, of course, your number-one goal.    #9. Let players do the talking    As a DM, part of your job is to keep a record of what  the players have done on their adventure. Every DM  has a different method for doing this. I tend to jot  down short notes during gaming sessions; then  when I get home, I translate those notes into full  sentences before I forget what they mean.  (Otherwise, I find myself running through my  scribbles an hour before a meetup thinking “‘Bought  items’? For what? From whom? Who the hell bought  them?”)    I think it’s a good idea to have players take notes  too, or at least have them appoint someone as the  party’s scribe. That way, they’ll have a written account of the story--one that’ll probably  include details that you’ve left out of your own notes.     Before the game begins, I usually provide a quick recap of recent events, setting the stage for  the current session. Every so often, though, I’ll ask one of the players to bring us up to speed  instead. It helps firm up the story in their minds--far more than if I’m just reading something to  them. It gives them a sense of where they are in this long, drawn-out miniseries we call a  campaign. And as an added bonus, the details they include will give me some insight into the  elements of the adventure they’ve found most memorable.    I do this during gameplay too. When the players encounter someone in their travels, I make  sure that the NPC asks them who they are and what they’re doing. This allows the players to  share their version of the campaign, and it also allows them to tell their own characters’  stories. That not only clarifies the narrative, the story arc of the adventure, it also gives the  players’ a stronger sense of their own characters. Like actors who’ve become intimately  familiar with the roles they’re performing, this deepens player’s understanding of the world  they’re exploring and ​their characters’ place within it. To me, that’s a win-win.         #10. Change the scenery    Every player tackles challenges in  D&D in her own way. Some charge  into dungeons with a war cry,  waving their swords wildly  overhead. Some are more cautious  and curious, thinking their way  through obstacles. Others love  chatting up locals, laying out  battle strategies, exploring new  terrain, and so on.    As a DM, you have to provide the  right mix of social interaction,  exploration, and combat to keep  every player engaged.     When the game is moving along  precisely as you’d planned, you might not notice that you’ve gotten the balance right. But it’s  very ​easy to tell when the balance is wrong: players get bored, they start checking their cell  phones, they begin acting carelessly, like they just want to get to the “fun stuff”. Pay attention,  and it’ll be apparent when their attention shifts away from the game.     The best adventures I’ve DMed have been about 50% exploration, 30% combat, and 20% social.  To me, that makes sense: a big part of what draws us to D&D is the allure of exploring a  strange, new world. (When I play video games like Skyrim​, I can spend hours just roaming  around, taking in the sights, before I even bother with quests.) Social interactions, though? We  experience those every day, so we probably don’t want as many of them at the gaming table.    Keep in mind that you need to provide this mix of environments no matter whether you’re  running a campaign that you’ve created yourself or one that someone else has written. Yes,  even in a prefab adventure, there are opportunities to drop in something new. For example, if  your players are in an urban setting and grow tired of chit-chatting with NPCs, toss in a  menacing group of thugs to provide a little combat--or let them discover a half-hidden ladder  so they can explore the town from the rooftops.     On the other hand, If they’ve just finished a long dungeon slog, slaying wave after wave of orcs,  hobgoblins, and whatever else you’ve hurled at them, let characters interact with a new NPC.  Maybe it’s a fellow adventurer who’s the only surviving member of his party. Or perhaps it’s a  bandit who’s reconsidered her life of crime and has deserted from a larger group.     Maintaining an appropriate level of tension between exploration, combat, and social scenarios  takes practice, but in time, practice makes...well, not  perfect, but you get better at it.    #11. Keep it moving    At some point in every campaign, things slow to a crawl.  Maybe the party is doing some last-minute shopping in  preparation for a massive dungeon delve. Maybe they’re  on a week-long journey through the desert, with  nothing but random encounters between them and the  next oasis. Or maybe they’re sitting at a tavern,  drinking and debating their next move.     Whatever the case, gameplay in these situations can become disorganized and, let’s face it,  dull. DMing a shopping excursion and rolling up random encounters can be tedious, and  players’ short attention spans will be on full display. Your job is to keep things moving along as  quickly as possible.     Are the characters travelling for an extended period of time? If you don’t have any encounters  planned, maybe create one random run-in--ideally one that helps move the story along--but no  more than that. Are they looking for a particular kind of shop? Why look, there’s one on the  next corner. There’s no need to make them ask every street urchin in town just to find a smith,  leatherworker, or temple. Are they haggling with merchants? Simply ask the players what  they’d like to purchase and be done with it.     I take this same speedy approach to some of the more realistic elements of storytelling--food,  for example. Unless scarcity of food and water is an element in the story, I almost never ask  players about when or what they eat. I don’t make them keep track of rations. I know it’s a part  of the game, but as a DM, I have the option to overlook certain rules and guidelines, and that’s  one that doesn’t matter to me. Like the players themselves, I want to get to the good stuff.    #12. Don’t take anything too seriously (except  this tip)    D&D is a game. A few lucky folks make a living from it, but  the majority of us play D&D for fun. The camaraderie, the  storytelling, the triumphs, the tragedies, the potato chip  crumbs stuck in every crevice of your Monster Manual​--it’s  all meant to be enjoyable, so enjoy it. Surely the rest of  your life is stressful enough without treating your hobbies  like life-or-death crises.    Sadly, I know some DMs who haven’t yet learned this lesson. I’ve seen them threaten players  with bodily harm for cracking jokes at the gaming table. I’ve seen them fume at people who’ve  given their characters ridiculous names like “Bob II: This Time It’s Personal”. And you know  what? I’ve never once thought, “Yeah, that player should straighten up.” In every case, I’ve said  to myself, “Man, that DM’s a jerk. Who’d wanna play under him?”    So what if a player wants to give her character a dumb name? As long as she’s not distracting  from the game, roll with it. (If you really, truly hate the name, find a way to give her a title, or  perhaps a pseudonym that her character must use to remain disguised.) So what if a player  wants to flirt with NPC priests or attack city guards? Let him. In a game like D&D, it’s natural  for folks to push boundaries. Once they realize that yes, anything’s possible--and once they see  how the less-rambunctious players behave--they’ll likely settle down.     And if they don’t, take them aside and have a chat about their behavior. Or simply don’t invite  them back. The one thing you shouldn’t do is rant and rave at the gaming table. That just puts  everyone on edge and makes a fun pastime into an awkward obligation.    It should go without saying that as a DM, you’re allowed to have fun, too. Give NPCs funny  names, use funny accents, have them tell bawdy jokes. You want an egomaniacal mercenary to  speak in an Arnold Schwarzenegger-y voice? Go for it. It’ll make that character exponentially  more memorable. You want to put a mysterious, extradimensional blue box in the middle of an  abandoned castle? Great. Some of the players may realize it’s a TARDIS, but will they know how  to operate it? Where will it take them? Is there a man with a fez wandering about the ruins  somewhere?     (At the suggestion of someone on Reddit, I once placed a Mr. Meeseeks box from Rick and Morty  in a treasure chest. The players thought it was funny, and they used the Mr. Meeseeks to great  effect--until of course many of the little blue guys went crazy and undid all characters’  carefully laid plans.)    I’m not saying that every gaming session should be like a comedy festival. In fact, if you follow  some of the tips I’ve outlined above, you’ll often have challenging, poignant, and sad moments  during your campaigns. But to me, what makes a great game is balancing those heavier,  emotional moments with lighthearted play. Leaning too far in one direction or the other can be  monotonous, so do yourself and your players a favor by throwing in a few gags to counter the  gore.         THAT’S ALL FOLKS    If you’ve been DMing for a while, chance are good that you’ve got your own list of rules for  running great, engaging adventures. If that system is working for you and your players, by all  means, keep using it. I mean, if it ain’t broke….    On the other hand, if you feel like something’s been missing from your campaigns, perhaps  some of the suggestions I’ve offered here will improve things just a bit. At the very least, I hope  they provide some food for thought.    If you have additional questions or comments, feel free to email me at [email protected]. You  can find my personal blog at sturtle.com, and some of my other published works are available  at DMsGuild.com and Amazon.com.        For nearly half a century, Dungeons & Dragons has enthralled fantasy fans around the globe. It continues to attract new players even in this era of high-tech pastimes, despite the fact that D&D relies on nothing more than a couple of rule books and some funny-looking dice. What makes D&D and other tabletop role-playing games so special, so alluring, is the fact that anyone can enjoy them. You don’t need any particular skills; you only need to bring your imagination. And because of that, each time you sit down at the gaming table--whether that table is in a bar, a basement, or a hotel ballroom--the experience is a little different. There’s only one real constant in D&D: the fun is in the playing, not the winning. In fact, unlike most board games, card games, and video games, no one ever “wins” D&D. You simply live to fight another day. Richard Read has spent more than three decades playing D&D, and much of that time has been spent behind the dungeon master’s screen. In this short book, he shares some of the lessons he’s learned overseeing campaigns large and small. If you’re a longtime dungeon master, many of his observations will probably ring true. And if you’re new to DMing, some of his advice may help turn your next adventure into one that players remember for years to come. * * * * * Richard Read has written about games, cars, travel, theatre, and pop culture for Gawker, Fodors, High Gear Media, and many points in-between. He’s penned several D&D adventures; edits Gaywheels.com, a website devoted to LGBT car fans; and co-authored The French Quarter Drinking Companion, a field guide to some of New Orleans’ best watering holes. He lives in New Orleans with his partners, numerous hounds, and a moderately well-stocked bar.
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GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 2: � Armor of the Brogan (Adventure; see above) � Elixir of Hiding (Adventure; Dungeon Master’s Guide) � Elixir of Love (Adventure; Dungeon Master’s Guide) � Elixir of Sneaking (Adventure; Dungeon Master’s Guide) � Elixir of Vision (Adventure; Dungeon Master’s Guide) � Lance of the Brogan (Adventure; see above) � Masterwork Military Saddle (Adventure; Complete Adventurer) � Sword of the Brogan (Adventure; see above) � Wand of Cure Light Wounds (CL 1st; Adventure; Dungeon Master’s Guide) APL 4 (all of APL 2 plus the following): � Large Masterwork Falchion (Adventure; Player’s Handbook) APL 6 (all of APLs 2, 4 plus the following): � Large +1 Falchion (Adventure; Dungeon Master’s Guide) � Pearl of Power, 1st Level Spell (Adventure; Dungeon Master’s Guide) APL 8 (all of APLs 2, 4, 6 plus the following): APL 10 (all of APLs 2, 4, 6, 8 plus the following): � Cloak of Resistance +2 (Adventure; Dungeon Master’s Guide) � Wand of Revenance (CL 7th; Adventure; Complete Divine) APL 12 (all of APLs 2, 4, 6, 8, 10 plus the following): � Horseshoes of Speed (Adventure; Dungeon Master’s Guide) � Large +1 Unholy Falchion (Adventure; Dungeon Master’s Guide) � Pearl of Power, 3rd Level Spell (Adventure; Dungeon Master’s Guide) � Potion of Shield of Faith +5 (Adventure; Dungeon Master’s Guide) Adventure Record# 595 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450 xp; 450 gp APL 4 max 675 xp; 650 gp APL 6 max 900 xp; 900 gp APL 8 max 1,125 xp; 1,300 gp APL 10 max 1,350 xp; 2,300 gp APL 12 max 1,575 xp; 3,300 gp Cross out any game effects this character does not gain. � Influence Point with the Knights of the Watch: In return for assisting Watcher Reginar Vlarrian in the matter of Watcher Helerain Brogan, this PC has earned influence with the Knights of the Watch. Alternately a human, dwarven or half-eleven PC meeting the other requirements for the order can use this influence to have Watcher Vlarrian’s recommendation to squire to the order. � Thanks of the Lesser Brogans: For ridding their manor of its “ghosts”, the current Brogan family promises an annual shipment of fruit from their orchards to their rescuers. This fruit can be sold once per year for 50 gp on the first Adventure Record of each year (this amount is in addition to any gold awarded on that AR). � Promise to the Nackel Gnomes: This PC promised a service to the Nackel gnomes for leaving the orchard. This promise may come into play in a future adventure. � Oath of the Brogan: This PC has sworn an oath to aid Watcher Helerain Brogan in destroying his sworn enemy the Baklunish lich Feyza Bahun. In any future encounter with minions of the Bahun Lich, this PC receives a +1 sacred bonus to attacks, damage, and saving throws against those minions. � Shard of the Shield of the Brogan: This piece of a shattered large steel shield was once a +1 animated shield, but it was destroyed in the final battle between Brogan and Bahun. Helerain Brogan insisted that each PC that swore an Oath of the Brogan take a shard with them when departing his crypt. Note: The Oath of the Brogan is required for access to the items below. These items may not be upgraded in any other way than those described below: � Sword of the Brogan: This masterwork longsword is the foundation of a sword of crypts (A&EG). It begins as a masterwork longsword, but the owner is entitled to purchase the following upgrades (Frequency: Regional) in the following order: +1 enhancement bonus (2k gp), holy weapon special ability (16k gp), +2 enhancement bonus (14k gp), completed sword of crypts (10k gp). Moderate Evocation (Good); CL 9th; Prerequisites: can’t be crafted; Market Price: 315 gp (base), 42,315 gp (completed); Weight: 4 lbs. � Armor of the Brogan: This bright golden masterwork chainmail is the foundation of a suit of celestial armor. It begins as masterwork chainmail, but the owner is entitled to purchase the following upgrades (Frequency: Regional) in the following order: +1 enhancement bonus (1k gp), +2 enhancement bonus (3k gp), +3 enhancement bonus (5k gp), completed celestial armor (13,100 gp). Faint Transmutation (Good); CL 5th; Prerequisites: can’t be crafted; Market Price: 300 gp (base), 22,400 gp (completed); Weight: 20 lbs. � Lance of the Brogan: This masterwork lance is the foundation of a lance of the unending charge (A&EG). It begins as a masterwork lance, but the owner is entitled to purchase the following upgrades (Frequency: Regional) in the following order: +1 enhancement bonus (2k gp), mighty cleaving weapon special ability (6k gp), +2 enhancement bonus (10k gp), completed lance of the unending charge (32k gp). Strong Transmutation; CL 13th; Prerequisites: can’t be crafted; Market Price: 310 gp (base), 50,310 gp (completed); Weight: 10 lbs. This Record Certifies that ____________________________________________ Played by______________________________________ Player RPGA # Has Completed GRM5-06 Family Fortunes A Regional Adventure Set in Gran March Event: __________________________________ Date: ______________ DM: ___________________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region________________________
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1 THE UNWAVERING PATH A Multiclassing Quest for Monks and Paladins CREDITS Design: Kolja Raven Liquette Editing: Miranda Horner Typesetting: Nancy Walker Web Production Bart Carroll Web Development: Mark A. Jindra Graphic Design: Sean Glenn, Cynthia Fliege and Jen Page Based on the original DUNGEONS & DRAGONS® game by E. Gary Gygax and Dave Arneson and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. ©2006 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Gaming License and the d20 System License, please visit www.wizards.com/d20. For more DUNGEONS & DRAGONS articles, adventures, and information, visit www.wizards.com/dnd INTRODUCTION Monks and paladins, lawful professions at heart, demand consistency of themselves more than any other quality. Both classes adhere to traditions for the sake of creating standards upon which they can always count. From the repetition of exercise, meditation, and prayer, both classes reinforce the strength of their convictions, whether from within (the self) or from without (the divine). As such, the moment their focus changes to pursue a different path, for even one level, both classes must forever abandon that profession. These characters must make a lasting choice before multiclassing, deciding if they have advanced far enough as monks or paladins for their entire career. WHAT YOU NEED TO PLAY The Unwavering Path makes use of the information in the three D&D core rulebooks—the Player’s Handbook (PH), Dungeon Master’s Guide (DMG), and M o n s t e r Manual (MM), as well as Monster Manual II (MMII), Monster Manual III (MMIII), Fiend Folio (FF), a n d Fiendish Codex I: The Hordes of the Abyss (FCI). THE UNWAVERING PATH (LEVELS 3–5) “I never stopped being a monk, even after I discovered the magic that flowed through my veins. Still, I had to convince myself first.” —The human Lornis Dareborn, monk/sorcerer Monks and paladins often find themselves tempted by the special abilities of other classes and prestige classes. They see how many of these abilities can aid them in their fight against the unruly forces of chaos. Straying from the monk or paladin class, however, comes with a stern warning. Once you follow another path, there is no turning back. But what if a monk could take levels of sorcerer or a paladin could take levels of rogue and then return to being a martial disciple of justice or a holy defender of truth? 2 pqqqqrs LORE OF THE UNWAVERING PATH Characters with ranks in Knowledge (arcana), Knowledge (local), Knowledge (nature), or Knowledge (religion) can research the Unwavering Path to learn more about this quest. When a character makes a skill check, read or paraphrase the appropriate information from one of the following tables, including the informa- tion from lower DCs. If the character is looking for a way to ignore her monk or paladin multiclassing restriction, use the entire table. If the character had heard of the Unwavering Path specifi- cally and wants to see whether she knows more about it, reveal information only for check results of 20 or higher. After getting information from a Knowledge check, the characters should be able to learn more about the Unwavering Path by consulting masters or priests who keep track of the extradimensional anomaly, or by trying to find individuals who were referenced in the informa- tion they have gained. Such resources can reveal the information for Knowledge DCs higher than the PCs’ check results, or any other information about the Unwavering Path that you’d like the characters to have. Knowledge (arcana) DC Result 15 During certain days of the summer months, directly asso- ciated with low ocean tides, demons have crossed over from the Abyss and inexplicably appeared on various coastlines. 20 At certain times during an ocean tide, lawfully minded people can open fissures in reality through which outsiders from other planes of existence can enter the Material Plane. Knowledge (local) DC Result 10 Stories tell of adventurers walking into the ocean during low tides, never to be seen again. Those few who return do so minutes, hours, or even days later. 15 Whenever adventurers disappear into the ocean, locals tend to stay away from the coastline for about a week. If the adventurers do not return, something profanely evil usually appears in their place. 20 Villagers who make their living fishing along ocean coast- lines have heard of demons that emerge out of the depths, shortly after lawfully minded adventurers disap- peared into the same waters. 2 5 Several years back, during the lowest tide of summer, a local boy named Thodun Daystorm, who had originally left the community to become a paladin, returned home and marched into the ocean on what he called a quest of self- d i s c o v e r y. He was never heard from again. No more than three days later, a winged creature, immolated with fire, emerged out of the water in the same place where Thodun disappeared and took off into the sky, laughing raucously. Knowledge (nature) DC Result 15 Places located near the coastlines of oceans have portals to an alternate dimension that can be opened for a short time. 20 When the tides are at their lowest, those who know how to open fissures in reality can travel through them into a bridging dimension. 25 For about three days a month, during the season of summer, when ocean tides reach their lowest points, lawfully minded people can focus their spirit to open a dimensional pathway that leads into another plane of exis- tence between this world and the Abyss. Knowledge (religion) DC Result 10 Former monks and paladins who abandoned their calling have been known to become monks and paladins again. 15 There is a quest, that masters and priests never talk about openly, called the Unwavering Path. The quest allows people who were once monks or paladins to embrace those callings again after pursuing different professions. 20 Those who seek the Unwavering Path must travel to an ocean coastline during the lowest tides of summer and meditate on their desire to become a monk or paladin again. If they can create the needed state of mind, the Unwavering Path opens for them and their companions, which can then be walked along. 25 The Unwavering Path leads to an oppressively hot extradi- mensional locality that bridges the Material Plane and the Abyss, wherein demons test the faith of adventurers who wish to become monks or paladins again. A gift is offered, that if accepted, must be returned in kind before continu- ing along the path. 30 Whenever a former monk or paladin dies while following the Unwavering Path, or fails to return a demonic gift, the demons that tested her are released onto the Material Plane, free to murder and pillage as they are wont to do. pqqqqrs 3 What if their devotion to being a monk or paladin never diminished during their exploration of other professions? The Unwavering Path quest offers former monks and paladins a way to test the strength of their convictions. Those who know about the Unwavering Path caution those who seek the quest to be certain in their desire. Many who walk the path find themselves trapped along the way, unable to move forward and unable to double back. They must find a way to end the journey or expire along the way. While the reported methods for completing the quest have been similar, those who successfully walk the path come back with different stories to tell about their experiences, but also are more confident for having endured them. Characters can embark upon the Unwavering Path in any part of the world where an ocean tide exists. The cyclical ebbing and surging nature of ocean tides repre- sents the fluctuating choices that people make during their lives, some of which return them to where they began. The path is an extradimensional anomaly that monks and paladins, who still meet the alignment and code of conduct prerequisites of their class, can open. A character must first attain a meditative state of mind, after which the path becomes apparent. The quest can be a solitary one, but a character may also bring companions along by instructing them how to proceed. THE WATER’S EDGE A character can embark upon the Unwavering Path from the coastline of any ocean that is either connected to a mainland continent or island. For three days every month, during the season of summer, when the ocean tide reaches its lowest point, the Unwavering Path opens for about 1 hour (1/2 hour on the day before and after the lowest tide). A former monk or paladin must travel out to the farthest point of the tide, meditate for 15 minutes, and succeed on a DC 15 Concentration check to create a spiritual focus. This spiritual focus opens a fissure in reality and grants the ability to see the Unwavering Path, which appears as a straight line of luminescent, ionized air leading directly into the ocean. The charac- ter must negotiate over seaweed, shells, and stones until completely submerged underwater (walking at her normal height). During this time, the character moves through the water as if affected by a freedom of m o v e m e n t and water breathing spell. Those who move into an adjacent 5-foot square on either side of the Unwavering Path are affected by the water normally. Once a character attains the spiritual focus needed to sense the Unwavering Path, her awareness persists until willfully dispelled from her mind. A former monk or paladin can instruct her companions on how to follow the Unwavering Path. Once every member of the party submerges underwater (walking normally) they are simultaneously transported into a bridging dimension between worlds. The divine and profane magic that saturates the bridging dimension redirects any attempts to teleport into or out of it. Thus, whether the PCs arrive by magic or on foot after traveling to a coastline, they come to the farthest edge of an ocean tide. Random Encounters Entrances to the Unwavering Path may well be fraught with chaotic creatures that have come to expect lawfully minded adventurers to frequent the area, and so lay in wait to ambush them. You can either roll once on the table below or select one encounter that you prefer. The listed creatures are chaotic in their alignment or behav- ior and aquatic in their subtype. Creatures who know how the Unwavering Path works can exploit the char- acter’s lack of mobility or even attempt to force them off the path (to be affected by the water normally). The Water’s Edge Encounters d% Encounter EL 1–10 Shark, Medium (MM 279) 1 11–20 Squid (MM 281) 1 21–30 Shark, Large (MM 279) 2 31–40 2 ixitxachitl (MMII 128) 2 41–50 Water mephit (MM 185) 3 51–60 Ixitxachitl, vampiric (MMII 129) 3 61–70 Sea hag (MM 144) 4 71–80 Skulvyn (FF 54) 4 81–90 Morkoth (MMII 152) 5 91–100 Sirine (MMII 185) 5 BRIDGING DIMENSION The monk or paladin, and accompanying party members (if any), are transported into an extradimen- sional locality. Read or paraphrase the following text: The smell of brimstone and sulfur are the first sensations that reach you. Smoke hangs in the bright orange sky of your new surroundings, matched by a copper-red landscape of imposing crags that impossibly lean and tower over the firmament. The ground beneath your feet begins to shake, rumble, and then violently quake as a long narrow passageway opens before you, almost as if an enormous axe blade cleft the mountain range in two. Although difficult to see, an intense fire burns at the opposite end of this newly formed corridor, from which waves of heat pulse against your skin and black smoke continually billows into the sky. Although it may seem otherwise to the PCs, they have not reached the Abyss yet. They are, however, very close. The stink of tanar’ri is apparent here precisely because demons regularly pass through this locality. Any former monk or paladin who has not dispelled their spiritual focus can sense the Unwavering Path stretching through the newly formed corridor in a straight line for about one mile. Night and day do not exist in this bridging dimen- sion, the temperature condition is “very hot” (see Heat Dangers on page 303 of the Dungeon Master’s Guide) , natural healing is not possible, and magical healing restores only one-half as many hit points. Untold evil has been performed in this place, and so the detect evil spell reveals a landscape that radiates strong evil. This grows to overwhelming evil as the corridor is traversed. If the PCs travel in any direction other than down the mountain corridor, they must succeed on a Fortitude saving throw every 10 minutes (DC 20, +1 per previous check) or be sickened for 1d4 rounds by the ambient evil. For every 24 hours that characters spend anywhere in this bridging dimension, another Fortitude save must be made to avoid becoming perma- nently sickened (DC 10, + 5 per previous 24 hours of exposure). A restoration spell is required to remove this condition. If already sickened, the character becomes nauseated. In addition, characters who attempt to climb or fly over the corridor or crags encounter a thick choking smoke 60 feet above the ground (originating from the corridor fire) and must make a Fortitude saving throw each round (DC 15, +1 per previous check). A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Corruption Points: Alternatively, taint points may be used for this locality (see The Taint of Evil and Tainted Locations, pages 62 and 68 respectively of Heroes of H o r r o r). In this case, characters automatically take 1 point of corruption for every 10 minutes spent traveling away from the mountain corridor and make the same daily Fortitude saving throws to resist taking 1d3 points of corruption each 24 hours of exposure. MOUNTAIN CORRIDOR A character who walks down the one-mile long, 20-foot wide corridor encounters the occasional skeleton that looks to have died from heat exposure or starvation. In some cases, pieces of metal armor litter the corridor like bread crumbs that eventually lead to a body. The temperature condition is “severe heat” within the corri- dor, which increases to “extreme heat” within 60 feet of the corridor end (see Heat Dangers, page 303 of the Dungeon Master’s Guide). Note: PCs who turn around and double back along the mountain corridor, after taking even one step into the newly formed passageway, discover that the passageway now stretches infinitely behind them into the distance. PCs can literally walk forever in this direction, but would have to cover that ground again if they turn back. In addition, any character who attempts to climb or fly out of the mountain corridor encounters the same choking smoke 60 feet above the ground. Approaching the Corridor End: As the PCs near the corridor end, read or paraphrase the following text: The fire you originally perceived is revealed to be a pair of burning wooden gates, each 10 feet wide and 30 feet tall. Despite the intense heat generated by the flames, the wooden gates, braced with metal, are never truly consumed, continually billowing black smoke into the upper corridor and sky. This distraction, however, is nothing compared to the creature, most certainly a demon, standing in front of the gates, smiling calmly as you approach. 4 5 The character level of a former monk or paladin and accompanying party members (if any) determines the demon or demons that stand before the gates. For higher level characters, scale the encounters with the former monk or paladin and their accompanying party members. The Fiery Gate Encounter Party Party Members Level Demon (CR) 1 3 Dretch (M M 42) or quasit (M M 46) (CR 2) 1 4 Rutterkin (FCI 51) (CR 3) 1 5 2 dretch (MM 42) or 2 quasits (MM 46) (CR 4) 2 3 2 dretch (MM 42) or 2 quasits (MM 46) (CR 4) 2 4 Juvenile nabassu (F C I 48) or jovoc (MMII 58) (CR 5) 2 5 Babau (MM 40) (CR 6) 3 3 Juvenile nabassu (F C I 48) or jovoc (MMII 58) (CR 5) 3 4 Babau (MM 40) (CR 6) 3 5 Arrow demon (MMIII 34) or succubus (MM 47) (CR 7) 4 3 Babau (MM 40) (CR 6) 4 4 Arrow demon (MMIII 34) or succubus (MM 47) (CR 7) 4 5 2 babau (MM 40) or palrethee (MMII 59) (CR 8) T a c t i c s : The demon or demons are automatically aware of any creature within 100 feet whose thoughts they can detect, but must otherwise rely on Spot checks. The demon or demons have been given the opportu- nity to pass to the Material Plane, but must defeat the PCs without engaging them in battle. The demon or demons address only the former monk or paladin of a party and make one statement: “Beyond these gates lies your path.” The demon or demons gesture toward the gates and allow the PCs to approach uncontested. Any character who approaches the gates notices letters carved into the wooden surface beneath the flames. Characters who succeed on a DC 10 Knowledge (religion) check recognize these letters from the Celestial alphabet. Any character who can read Celestial can decipher the following text: “Return any harm given before passing through these gates alive.” Touching the gates deals 1d6 points of fire damage and 1d6 points of profane damage. Gripping either gate handle to open a gate deals 2d6 points of fire damage and 2d6 points of profane damage and imposes a –2 penalty on attack rolls, Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open Lock, Sleight of Hand, and Use Rope checks until the damage to the character’s hand is healed. A Fortitude save (DC 10 + damage taken) allows the character to “tough it out” and ignore this penalty. The PCs can make a Strength check as a full-round action when attempting to open the gate, but no amount of force will do so at this point. D e v e l o p m e n t s : If asked how to open the gates, the demon or demons will address the former monk or paladin and open both of their hands (two demons will each open one hand): “To follow the path, accept my (our) gift.” This statement prompts characters to make a single Sense Motive check opposed by the Bluff checks of each demon present. If the characters win, they receive an unnerving feeling that the offered “gift” is double sided, potentially resulting in harm. A former monk or paladin who places her hands into the hands of the demon or demons is immediately infused with profane energy and must make a Fortitude save to avoid becoming permanently shaken (DC 10, + CR of demon or demons). A r e s t o r a t i o n s p e l l is required to remove this condition. If the character is already shaken, they are now frightened. Once the infusion of profanity has been accepted, the former monk or paladin now has a chance to open the fiery gates with a DC 20 Strength check as a full- round action. Touching or gripping either gate or handle no longer deals any damage (but only these burning gates and handles). Characters who look through an open gate can see only light disappearing into impenetrable darkness. Depravity Points: Alternatively, taint points may be used for this interaction (see The Taint of Evil, pages 6 of Heroes of Horror). In this case, former monks or paladins automatically take 1d6 points of depravity for accepting the infusion of profanity from the demon or demons. ACTIONS AND OUTCOMES Depending on the decisions made by PCs, the follow- ing consequences may result. • A former monk or paladin accepts the infusion of profanity, forces one or both gates open, and walks through. This character finds herself in the Abyss, gains nothing from the quest, and is greeted by a welcom- ing party of demons who are accustomed to adven- turers making this mistake. The Encounter Level of this encounter should be “overpowering” (EL 1+ higher than the ECL of one character, EL 3+ for two 6 characters, EL 4+ for three characters, and EL 5+ for a party of four characters). The demon or demons back in the corridor may now use the gates to enter the Material Plane. • A former monk or paladin does not accept the infu- sion of profanity but attacks the demon or demons without provocation. This character gains nothing from the quest, even if another party member attacks the demon or demons without provocation. The gates open by themselves if the demon or demons are defeated, leading back to the coastline where the quest began. If the demon or demons defeat the characters, they may use the gates to enter the Material Plane. • A former monk or paladin accepts the infusion of profanity, but attacks and defeats the demon or demons before attempting to force open one or both gates. This character successfully completes the quest. The gates open by themselves once the demon or demons are defeated, leading back to the coastline where the quest began. If the demon or demons had defeated the characters, they would have used the gates to enter the Material Plane. • A former monk or paladin refuses the infusion of profanity, awaits her death by purposely failing her heat danger saving throws (deliberately forgoing rolls), dies in the bridging dimension, and becomes a disembodied spirit (gaining a fly speed with perfect maneuverability equal to her ground speed). This character might successfully complete the quest. The gates open by themselves, leading back to the coastline where the quest began. The character can either allow herself to die permanently at this point or move through the gates and successfully complete the quest. A true resurrectionspell is cast on the character (along with any accompanying party member who died and moved through the gates after becoming a spirit). Her body appears back on the coastline where the quest began, but all of her posses- sions remain in the bridging dimension. COMPLETING THE QUEST Upon completing this quest, the character may forever- more multiclass back into the class (monk or paladin) in which she had taken one or more levels. If the char- acter had taken one or more levels in both classes, choose one. RETURNING TO THE UNWAVERING PATH Characters may return to the Unwavering Path multi- ple times, but the benefits of completing the quest can be enjoyed only twice if the character has levels in both monk and paladin. The quest, however, must be completed differently each time. ABOUT THE AUTHOR Kolja Raven Liquette is perhaps best known for creat- ing The Waking Lands website, but has also co- authored Races of the Dragon and Weapons of Legacy, in addition to providing material for Five Nations, the upcoming Complete Mage, and various articles and enhancements for the Wizards of the Coast website.
textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/D&D 3.5 Adventures/The Unwavering Path.pdf
AFRICAN TALES Get any book for free on: www.Abika.com 1 African Tales By Various Authors Get any book for free on: www.Abika.com AFRICAN TALES Get any book for free on: www.Abika.com 2 African Tales Tales 1-4 are taken from The Magic Drum: Tales from Central Africa, by W. F. P. Burton. London: Methuen & Co., 1961. Tales 5-9 are taken from The Fire on the Mountain and Other Stories from Ethiopia and Eritrea, by Harold Courlander and Wolf Leslau, illustrations by Robert Kane. New York: Henry Holt and Company, 1950. The Bachelors and the Python (Central Africa) The Rabbit Steals the Elephant's Dinner (Central Africa) The Rabbit Grows a Crop of Money (Central Africa) The Friendship of the Tortoise and the Eagle (Central Africa) The Woodcutter of Gura (Ethopia) The Jackal's Lawsuit (Ethopia) The Game Board (Ethopia) The Marriage of the Mouse (Ethopia) The Lion and the Hare Go Hunting (Ethopia) The Bachelors and the Python A Central African Tale AFRICAN TALES Get any book for free on: www.Abika.com 3 There were only two unmarried men in the village. All the rest had found suitable partners, but Kalemeleme was so gentle that he would not stand up for his own rights, or anyone else's, while Kinku was so bad-tempered that no one could stand his tantrums for long. Thus these two lived in unhappy loneliness, until one day Kalemeleme took his bow and arrows and going into the forest in the early morning, when the dew was on the grass, he shot a grey wild-cat and a brown wild-cat. On his way home he met Moma, the great rock python, mightiest snake in the forest, and was about to shoot when Moma pleaded, "Gentle one, have mercy on me, for I am stiff with cold. Take me to the river where it is warm." Touched with pity, Kalemeleme took the great reptile on his shoulders to the stream and threw him in. Moma lifted his head above the reeds and said, "Thank you, gentle one. I have seen your loneliness. Throw in your grey wild-cat and your brown wild-cat and take what the water-spirit gives you." Kalemeleme threw his grey wild-cat and his brown wildcat into the river. Immediately the water began to ripple and grow redder and redder until beneath the surface there appeared a great, red, open mouth. He put in his hand and pulled out a gourd. He took it home and opened it, when out stepped . . . the most beautiful girl that was ever seen, and she was as good as she was lovely. She could weave mats, plait baskets, and make pots; she kept the house so neat, and cultivated the garden so well, she prepared the food so carefully and helped her neighbors so willingly, that soon Kalemeleme and his beautiful wife were the favourites of the village. Kinku came to him and asked, "Tell me, Kalemeleme, where did you get your wife?" "The water-spirit gave her to me," Kalemeleme replied, and he told him the circumstances. "Well, I want a wife too," said Kinku, so he took his bow and his arrows and went off into the forest when the sun was boiling hot overhead. He killed a grey wild-cat and a brown wild-cat. On his way home he too met Moma, the mighty python, wilting with the heat under a bush. He was about to shoot when Moma pleaded, "Mercy, Kinku. Have mercy on me for I am suffocated with this AFRICAN TALES Get any book for free on: www.Abika.com 4 heat. Take me to the river where it's cool." "What! Take you, a loathsome reptile? Find your own way to the river!" "Very well. Come along." And the snake glided through the undergrowth, while Kinku followed. Moma plunged into the water and, lifting his head above the reeds, he called out, "Kinku. I have seen your loneliness. Now throw in your grey wild-cat and your brown wild-cat and take what the water-spirit gives you." Kinku threw in his grey wild-cat and his brown wildcat. At once the water began to ripple and became redder and redder, until beneath the surface Kinku saw a huge open mouth. He put in his hand and drew out a pumpkin. He staggered home with it. It became heavier and heavier as he went, and at last he dropped it. It cracked, and out stepped . . . the ugliest woman that ever was, and before he could recover from his shock she boxed him soundly on the ears, and taking him by the nose she said, "Come on, Kinku. I am your wife." She didn't give him the chance to say "no", but pummelled him and biffed him, bullied him and blamed him. She led him a dog's life, for she was as lazy as she was hideous. "Kinku, carry the water! Kinku, cut the firewood! Kinku, cultivate the garden! Kinku, cook the meal!" while she simply lay about and abused him. Of course Kinku blamed the water-spirit, but had he only known it, he had nobody to blame but himself. Back to the top The Rabbit Steals the Elephant's Dinner A Central African Tale Kalulu the rabbit was one day watching the children of Soko the monkey playing in the trees, and saw one monkey reach out his tail and catch his brother round the neck, holding him a helpless prisoner in mid-air. AFRICAN TALES Get any book for free on: www.Abika.com 5 Kalulu thought that this was splendid, and though he had no long tail, he could twist forest creepers into a noose. During the next few days numbers of animals were caught in this way and held fast in the forest thickets, only escaping with difficulty. They thought that it was only an accident, but had they known, it was Kalulu who was experimenting with his noose. At last Polo the elephant decided to make a new village, and, being king of the animals, he called every living thing in the forest to come and help him build it. All came with the exception of Kalulu. He had caught a whiff from the delicious beans which Polo's wives were cooking for his dinner, and when the beans were cold Kalulu came out of the bushes and ate them up. Polo was furious when he reached home and found that his beans had been stolen. Whoever could have taken his dinner? Next day he told the lion to lie in wait nearby, and to pounce upon the thief if one appeared. Now Kalulu was hiding in the bushes and heard the plan, so he spent that night in twisting a big noose, which he set in a side path close to the cooking pots. Next morning, when the animals had gone to work on the new village, Kalulu strolled out into the open and began to eat Polo's beans, with one eye on the place where he knew that the lion was hiding. Having finished his meal Kalulu ran off, when, as he expected, Ntambo the lion leapt out in pursuit. Kalulu bolted through the noose that he had set, and when Ntambo followed he was caught and swung into mid-air, where he wriggled and squirmed till evening, when the animals returned to the village and set him loose. Ntambo was too ashamed to saythat he had been fooled by a little rabbit, so simply said that some unknown animal had ensnared him. Next day Mbo the buffalo was set to watch the beans of his chief, but Kalulu had set a great noose between two palm trees. When Kalulu had finished his meal of the chief's beans and was strolling away, the buffalo burst out at him, but the rabbit ran between the two palm trees, and when the buffalo followed he was caught by the noose and swung into mid-air, where he wriggled and squirmed till evening, when the animals returned to set him loose. Mbo the buffalo was so ashamed that he would not say how he had been outwitted, merely remarking that there must be some misdoer dwelling among them. The leopard, the lynx, the wart-hog and the hunting dog were all fooled in the same way, and still Kalulu stole Polo's daily bowl of beans. At last Nkuvu the tortoise, wiser than the rest, went privately to King Polo the elephant and said, "If your wives will smear me with salt and put me into your AFRICAN TALES Get any book for free on: www.Abika.com 6 dinner of beans tomorrow, I will catch the thief." Next day Nkuvu was secretly smeared with salt and hidden in the beans. The worthless rabbit again determined to get his dinner without working for it, and having set his noose, he sauntered up to the cooking pots when all the animals were out at work and began to eat. He thought that the beans were even nicer than usual. They were so deliciously salty. But before Kalulu could finish, Nkuvu had bitten tightly on to his foot. The rabbit screamed, he pleaded, he threatened and offered bribes, but all to no purpose. Nkuvu said nothing, but simply held on to Kalulu's foot, and when the animals returned from the building of the new village Kalulu was still a prisoner. At once the animals saw who the thief really was, and they determined to pay him back exactly as he had treated them. For six days he had to do without any dinner, and every day they went off to work leaving Kalulu tied by a noose to a tree. By the time that this punishment was finished the rabbit was so thin that the animals took pity on him and let him go, warning him that it was better to work for his food than to steal it, and that though a thief may escape for a time, he will at last surely be caught. Back to the top The Rabbit Grows a Crop of Money A Central African Tale When the rainy season began and the chief was arranging the gardening program, he called the animals and asked what each would sow. One chose maize and another millet. One promised to grow kassava and another rice. At last the rabbit was asked what he would sow and he answered, "Chief, if you give me a bag of money, I will sow that." "Whoever heard of sowing money?" asked the chief. "Then I will show you how to do it," answered Kalulu. When Kalulu received the bag of money, however, he went off and spent it all on clothes, dried fish, beads and other things. AFRICAN TALES Get any book for free on: www.Abika.com 7 At harvesting time the chief sent to the rabbit, saying, "Kalulu, bring in the money that you have harvested." "The money grows very slowly. It is just in the blade," said Kalulu. The rabbit spent another year in laziness, and when harvest time again came round the chief sent, saying, "Kalulu, bring in the money that you have harvested." "The money grows very very slowly. It is just in flower," answered Kalulu. Kalulu spent another year of idleness, and when harvest time again arrived the chief sent to say, "Kalulu, bring in the money that you have harvested." "The money grows very slowly," said the rabbit. "It is just in the ear." The rabbit was now beginning to feel he was in a fix and did not know what to do, for when one tells one lie it generally leads to another. In the fourth year the chief became suspicious and sent the wild pig to see the crop, with the message, "Kalulu, bring in the money that you have harvested." Kalulu knew now that he must do something, but he did not know what to do. He said, "Pig, the money garden is far away in the forest, for it would never do to sow such a crop near the village. Everyone would want to steal it." "Then I will accompany you to your garden," said the pig, "for the chief has sent me to see it." Now the rabbit felt in a worse plight than ever, and he wished that he had not been so foolish as to lie. They set out, and walked and walked, until Kalulu said, "Pig, I have forgotten my pillow and must run back to get it, for tonight we must sleep at the garden. It is now too far to get back in one day." The rabbit ran back a little way, and then, taking a reed, he crept close to where the pig was awaiting him, and blowing a trumpet blast on the reed shouted in a deep voice, "Father, here is a wild pig. Come quickly and let us kill him." The pig thought that the hunters were upon his track and ran for his life. Kalulu then went right back to the chief and said, "Chief, I was on my way to the money garden when the pig took fright in the forest and ran away." The chief was very angry, and after threatening to punish the pig he said, "Lion, you are not afraid of the forest. Go with Kalulu, What he may show you his money garden." AFRICAN TALES Get any book for free on: www.Abika.com 8 Now She rabbit felt in a worse plight than ever, and he wished What he had not been so foolish as to lie. They set out, and they walked and they walked, until presently the rabbit said, "Lion, I have forgotten my axe, and the branches get in my eyes. Just wait till I run home for the axe." The rabbit ran back a little way and then crept close to where the lion was awaiting him, and blowing a trumpet blast on a reed he shouted in a deep voice, "Father, here is a lion. Bring your arrows and let us shoot him." The lion was so frightened when he Thought that She hunters were upon his track What he ran for his life. Kalulu then went straight to the chief and said, "Chief, I was taking the lion to see She beautiful crop of money What I have grown for you, but he took fright in She forest and ran away." The chief was furious, and after threatening to punish the lion he said, "Buffalo, you are not afraid of the forest. Go with Kalulu, that he may show you his money garden." Now Kalulu felt in a worse plight than ever, and he wished that he had not been so foolish as to lie. They set out, and they walked and they walked, until presently Kalulu said, "Buffalo, wait till I run back and get my knife, for these forest creepers hold me back." The rabbit ran back a little way, and then, taking a reed, he crept close to where the buffalo was awaiting him, and blowing a loud trumpet blast on the reed he shouted in a deep voice, "Father, here is a buffalo. Bring your spears and let us kill him." The buffalo thought that the hunters were upon him and ran for his life. Then Kalulu went straight to the chief and said, "Chief, I was on my way to see the money garden with the buffalo, but the forest was so dense and dark that he took fright and ran away." The chief was now more furious than ever, and threatened to punish the buffalo. "Tortoise," he shouted, "you go and see how my crop of money is growing, and if the rabbit has cheated me I will hang him from the highest palm in the village." Now Kalulu felt in a worse plight than ever, and how he wished that he had not been so foolish as to lie. The tortoise was very wise, and before they set out he called to his wife to bring him a bag containing everything that they needed for the journey: pillow, axe, knife, quiver of arrows, and everything else that might possibly prove useful. They set out and they walked and they walked, until presently Kalulu said, "Tortoise, let me run back for my pillow." "It's all right," said the tortoise. "You can use mine." AFRICAN TALES Get any book for free on: www.Abika.com 9 They went on and on, until Kalulu said, "Tortoise, let me run back for my axe." "Don't worry," said the tortoise. "I have mine here." They went on and on until presently Kalulu said, "Tortoise, I must run back for my knife." "It does not matter," said the tortoise. "I have mine here." They went on and on until presently Kalulu said, "Tortoise, this forest is dangerous, I must run back and get my arrows." "It's all right," said the tortoise. "I have my arrows here." The rabbit now felt in a worse plight than ever. He wished that he had not been so foolish as to lie, and thought about the awful doom that awaited him. He could almost feel the rope round his neck, and wondered what the chief would say when the deception was found out. Finally, in his fright, he ran off into the forest and bolted home as fast as his legs could carry him. "Quick, wife!" he shouted. "We have not a moment to lose. You must pretend that I am your baby. Pull all my fur out, and rub me over with red clay. Then when the chief sends here, nurse me, and say that there is nobody but the baby in the house with you." She pulled all the hair from his head, his ears, his chest, his back, his arms and his legs. Oh, how it hurt! Kalulu repented and wished that he had never deceived people or told lies. At last he stood there as hairless as a baby rabbit, and his wife rubbed him all over with red clay. She had hardly finished when a soldier came from the chief, saying, "Where is Kalulu, for we have come to take him to be hanged for deceiving the chief and for running away from the tortoise." "Baby and I are the only rabbits in the house," said Kalulu's wife. "Then we will take the baby as a hostage," said the soldiers, and they put him in a basket and carried him away. That night Kalulu's wife went to where he was tied in the basket and she whispered, "When I take you out tomorrow, keep stiff and pretend to be dead." Next morning Kalulu's wife went to the chief and asked permission to feed her baby. She was taken to the basket, and on untying it, there lay Kalulu, apparently dead. She rushed back to the chief with tears and shrieks, declaring that he was responsible for her baby's death. A big law case was called, and all the animals agreed that the chief must pay, so he gave Kalulu's wife the biggest bag of money that he possessed, AFRICAN TALES Get any book for free on: www.Abika.com 10 and told her to take her baby and bury it. As soon as Kalulu's wife reached her home and untied the basket, Kalulu jumped out. "Oh, how I have suffered," he groaned. "I had to keep stiff though my limbs ached and my toes were cramped in the basket. I will never deceive anyone or tell lies again." His wife showed him the bag of money, and after waiting till his hair was grown, he set out with it for the chief's village. "Chief," he said, "I have just returned from my long, long journey to get you the harvest from your money. Here it is. The tortoise was too slow, and I could not stop for him." The chief took the money and thanked Kalulu for the splendid crop, but was ashamed to tell him of his dead baby. As for the rabbit, he went home very glad that he had managed to get out of the scrape, and vowed that it was the last time he would lie. Back to the top The Friendship of the Tortoise and the Eagle A Central African Tale It was not often that the tortoise and the eagle met, for the one spent his days in the clouds and the other in the under a bush. However, when the eagle heard what a warm-hearted little fellow the tortoise was, he went to pay a call on him. The tortoise family showed such pleasure in his company and fed him so lavishly that the eagle returned again and again, while every time as he flew away he laughed, "Ha, ha! I can enjoy the hospitality of the tortoise on the ground but he can never reach my eyrie in the tree-top!" The eagle's frequent visits, his selfishness and ingratitude became the talk of the forest animals. The eagle and the frog were never on speaking terms, for the eagle was accustomed AFRICAN TALES Get any book for free on: www.Abika.com 11 to swooping down to carry a frog home for supper. So the frog called from the stream bank, "Friend tortoise, give me beans and I will give you wisdom." After enjoying the bowl of beans the frog said, "Friend tortoise, the eagle is abusing your kindness, for after every visit he flies away laughing, 'Ha ha! I can enjoy the hospitality of the tortoise on the ground but he can never enjoy mine, for my eyrie is in the tree-tops.' Next time the eagle visits you, say, 'Give me a gourd, and I will send food to your wife and children too'." The eagle brought a gourd, enjoyed a feast, and as he left he called back, "I will call later for the present for my wife." The eagle flew away laughing to himself as usual, "Ha ha! I have enjoyed the tortoise's food, but he can never come to my eyrie to taste of mine." The frog arrived and said, "Now, tortoise, get into the gourd. Your wife will cover you over with fresh food and the eagle will carry you to his home in the treetops." Presently the eagle returned. The tortoise's wife told him, "My husband is away but he left this gourd filled with food for your family." The eagle flew away with the gourd, little suspecting that the tortoise was inside. The tortoise could hear every word as he laughed, "Ha! ha! I share the tortoise's food but he can never visit my eyrie to share mine." As the gourd was emptied out onto the eagle's eyrie, the tortoise crawled from it and said, "Friend eagle, you have so often visited my home that I thought it would be nice to enjoy the hospitality of yours." The eagle was furious. "I will peck the flesh from your bones," he said. But he only hurt his beak against the tortoise's hard back. "I see what sort of friendship you offer me," said the tortoise, "when you threaten to tear me limb from limb." He continued, "Under the circumstances, please take me home, for our pact of friendship is at an end." "Take you home, indeed!" shrieked the eagle. "I will fling you to the ground and you will be smashed to bits in your fall." The tortoise bit hold of the eagle's leg. "Let me go, let go of my leg, let go of my leg," groaned the great bird. "I will gladly do so when you set me down at my own home," said the tortoise, and he tightened his hold on the eagle's leg. AFRICAN TALES Get any book for free on: www.Abika.com 12 The eagle flew high into the clouds and darted down with the speed of an arrow. He shook his leg. He turned and twirled, but it was to no purpose. He could not rid himself of the tortoise until he set him down safely in his own home. As the eagle flew away the tortoise called after him, "Friendship requires the contribution of two parties. I welcome you and you welcome me. Since, however, you have chosen to make a mockery of it, laughing at me for my hospitality, you need not call again." Back to the top The Woodcutter of Gura An African (Ethiopian) Tale A man from the village of Gura went out one day with his ax to get firewood for his house. The trees nearby had been cut away, so he walked across the plain and down to the Adi Gulgul riverbed, which he followed for several miles until he came to a large dead olive tree at the edge of the running water. His eyes lighted up with pleasure, for it was a tree that would make many fires in his house. So he climbed up into its branches and sat upon the largest and most comfortable of them. Then he began to chop upon the very limb on which he was sitting. While he worked, a priest from a nearby village came along. He looked up into the tree and saw the woodcutter from Gura there. "Neighbor," the priest asked, "what are you trying to do up there?" "Chopping wood for my fire" the man said. "What else could it be?" "That's a poor way to chop wood," the priest said with great concern. "It's the only way to chop wood," the woodcutter said. "You take your ax and you chop." "Why don't you chop the tree down first," the priest suggested. "If you sit there on the same branch you are cutting off you are going to fall down and be killed." "That's very silly," the man said. "When you want wood you chop." The priest shook his head and went away. The man chopped and chopped, thinking AFRICAN TALES Get any book for free on: www.Abika.com 13 about the stupidity of the priest. And suddenly, without warning, the branch broke off and the man fell to the ground. He lay on the ground with the branch lying across his chest, and as he lay there he thought about what the priest had said. "He said that the branch would break and I would fall and be killed. The branch really did break, the way he said it would. He knew what he was talking about! Yes, he really did! So that must mean that I am dead too! Yes, yes, I must really be dead!" So, thinking he was dead, the woodcutter didn't try to get up at all, but just lay there without moving. After a while some of his friends came along, and finding him stretched out on his back under the broken branch, they set up a great clamor. They shook him and talked to him and rubbed his head, but he didn't move or speak, because he had decided he was dead. They picked him up and set him on his feet, but he fell down again, because whoever heard of a dead man standing up? So his friends also decided that he was dead, and they picked him up to carry him back to Gura. "Don't forget the ax," the woodcutter said as they started off, so someone went back and picked it up. All the way along the trail they talked about the misfortune of their friend. When they came to a fork in the trail they stopped, not knowing which way to go. Some of them said they should go along the river trail, while others thought they should go over the hill. They argued hotly about it, still holding their friend on their shoulders like a corpse. Finally, he sat up impatiently and pointed to the hill trail. "That's the best way, it's the way I came," he said. Then he lay down and closed his eyes. His friends stopped arguing and carried him over the hill trail, still lamenting the accident that had occurred. They passed over the hill and there, sure enough, was the village. "He spoke the truth," his friends said. "It really was the shortest route. He always was an honest man." As they passed before the church the priests came out to see what had happened, and they put him on the ground to look at him. "We found him lying dead under an olive tree," one of them explained. "A branch fell on him and killed him." "That's not the way it happened," the woodcutter said, opening his eyes for a minute. AFRICAN TALES Get any book for free on: www.Abika.com 14 "I was sitting on the branch and it broke." Then he closed his eyes. The priests shook their heads sadly, and the man's friends picked him up again and carried him to his house. But when they arrived there was no one home. So they put him on the ground and began to argue about what they should do. Everything was very confused. And while they argued a dog wandered in, and he came over to the woodcutter and licked his face. "Take him away!" the woodcutter shouted. "Is there no respect for the dead?" So they drove the dog out of the house and began to argue again. At last, since nothing seemed to be happening, he sat up and said angrily: "Send for my wife! She's probably gossiping down by the spring!" Then he lay down again and closed his eyes, while his friends sent for his wife. In a little while she came running to the house, crying in grief, with the other women of the village behind her. Many villagers crowded into the house until it was full, and then the men told once more how they had found him. "A branch from an olive tree fell on him and killed him," they said. "Oh!" the man groaned. "I told you before, I was sitting on the branch and it broke! How many times do I have to tell you?" "Ah, yes, he was sitting on the branch and it broke," they all repeated together. "He fell from the olive tree and was killed!" "But if he talks, how can he be dead?" his wife asked. "Alas, as you see, he is dead," the others replied. "Perhaps he isn't dead at all," his wife suggested. The woodcutter sat up and said with irritation: "The priest from Mai Nebri passed while I was in the tree. He said I would surely fall and be killed. I fell. The priest was right. He has spoken only the truth. Therefore, I must be dead." "Perhaps he was mistaken. He didn't see you after you fell, only before." "Argue, argue, argue!" the man said, getting up from the ground in disgust. "Will there be no end to it?" And he picked up his ax and went out of the house. "Where are you going?" his wife called after him. AFRICAN TALES Get any book for free on: www.Abika.com 15 "To get some wood for the fire," he said, disappearing down the hill. "What a fine man," the villagers said. "Even at a time like this he thinks only of his wife's comfort!" Back to the top The Jackal's Lawsuit An African (Ethiopian) Tale Leopard and Jackal went out together to hunt. On the edge of the village where Man lived they captured some game. Leopard captured a goat, but Jackal captured a cow. They drove their prizes home and put them in the field to pasture. Leopard was not happy that Jackal's animal was so much larger than his own. In the night he went again to look at them in the pasture, and he found that Jackal's cow had given birth to a calf. He was overcome with envy. So he took the calf away from the cow and tethered it with his goat. In the morning he went to Jackal and said: "How lucky I am! This morning I went to the field, and what do you think? My goat has given birth to a calf!" "That can't be," Jackal said, "for a goat can only give birth to a kid." "Come for the proof," Leopard said. He took Jackal to the field where the calf was tethered with his goat. "Now you can see for yourself I have spoken the truth," Leopard said. "Since only a cow can give birth to a calf, the calf is mine," Jackal said. "Do you see the proof and continue to argue?" Leopard said. "Can't you see the calf with my goat?" "Yes, I see her," Jackal said. "But even if I saw her standing with an elephant, still she would be mine." They argued this way until at last Leopard said, "Let us be judged! Others will recognize that justice is on my side!" So they went in search of judges, and the first one they found was Gazelle. Leopard told his story, and Jackal told his, but Gazelle was afraid of Leopard, as were most AFRICAN TALES Get any book for free on: www.Abika.com 16 animals of the bush. "You see how it is," Jackal said. "It is clear that the calf is mine." Gazelle looked at Leopard and was frightened. He put on his most learned look, and cleared his throat and said: "Well, when I was young it was true that only cows had calves. But times have changed. The world moves on. Now, as you can see, it is possible for goats to have calves. This is my judgment, as Heaven is my witness!" They went then to Hyena, and told their story again. But Hyena, too, was afraid of Leopard, so when Jackal was through making his complaint, Hyena said, with an anxious look on his face: "I have come to the conclusion that ordinary goats cannot have calves, but goats that are owned by leopards can. That is my judgment, as Heaven is my witness!" All of them, Leopard and Jackal, Gazelle and Hyena, went to the place of Klipspringer, and once more the argument was carried on. Klipspringer listened in worried silence, and when they were through he said with a learned air: "Once it was the law of all living things that each one should bear only his own kind. Lions bore lions, goats bore goats, and camels bore camels. But the law has been changed. It is now permitted for goats to bear calves. This is the truth, as Heaven is my witness!" "Since there are no more judges, the calf is clearly mine," Leopard said. "There is still Baboon," Jackal said, so all of them went together to the rocky place where Baboon lived. They found him turning over stones to get at the ants and grubs that lived there. "Judge our case," Leopard said, and then both Leopard and Jackal told their stories. Baboon listened with a far-off look in his eyes. When they were through they waited for his judgment. He slowly climbed to a high rock and looked down at them. But he said nothing. He held a small stone in his hand and plucked at it with his fingers. "Well?" Leopard said impatiently. "You see how it is. What is your verdict?" "Wait," Baboon said. "Can't you see I am busy?" "What are you doing?" Leopard asked. "I have eaten my meal, and now I must play a little music before I judge," Baboon AFRICAN TALES Get any book for free on: www.Abika.com 17 said. "Music? What music?" all the animals asked. "Here, the music I am playing on this instrument!' Baboon replied with irritation. "Ha! He plucks upon a stone!" Leopard said. "Look what a stupid person we have asked to judge for us! No music can come from a stone!" Baboon looked at Leopard. "If a calf can come from a goat, surely sweet music can come from a stone?" he asked. Leopard was embarrassed. "Hm. What lovely music," he said. But the other animals shouted: "It is true! As Heaven is our witness, only a cow can have a calf!" And so because the community was united against him, Leopard returned the calf to Jackal. Back to the top The Game Board An African (Ethiopian) Tale Once a man in the town of Nebri carved a beautiful gebeta board for his son. He made it from the wood of an olive tree. When he was finished he showed his son how to play games upon it. The boy was very glad to have such a beautiful thing, and in the morning when he went out with the cattle to the valley where they grazed he took his gebeta board along. Everywhere he went he carried his board under his arm. While he followed the cattle, he came upon a group of wandering Somalis with their camels, gathered around a small fire in a dry riverbed. "Where in this country of yours can a man get wood?" the Somalis asked. "Why, here is wood," the boy said. And he gave them the fine gebeta board, which they put into the fire. As it went up in flames, the boy began to cry: "Oh, now where is my fine gebeta board that my father has carved for me?" AFRICAN TALES Get any book for free on: www.Abika.com 18 "Do not make such turmoil," the Somalis said, and they gave him a fine new knife in place of the game board. The boy took the knife and went away with his cattle. As he wandered he came to a place where a man was digging a well in the sand of the riverbed, so that his goats could drink. "The ground is hard," the man said. "Lend me your knife to dig with." The boy gave the man the knife, but the man dug so vigorously with it that it broke. "Ah, what has become of my knife?" the boy wailed. "Quiet yourself," the man said. "Take this spear in its place." And he gave the boy a beautiful spear trimmed with silver and copper. The boy went away with his cattle and his spear. He met a party of hunters. When they saw him one ofthem said: "Lend me your spear, so that we may kill the lion we are trailing." The boy gave him the spear, and the hunters went out and killed the lion. But in the hunt the shaft of the spear was splintered. "See what you've done with my spear!" the boy cried. "Don't carry on so," the hunter said. "Here is a horse for you in place of your spear." The hunter gave him a horse with fine leather trappings, and he started back toward the village. On the way he came to where a group of workmen were repairing the highway. As they worked they caused a landslide, and the earth and rocks came down the mountain with a great roar. The horse became frightened and ran away. "Where is my horse?" the boy cried. "You have made him run away!" "Don't grieve," the workman said. "Here is an ax." And he gave the boy a common iron ax. The boy took the ax and continued toward the village. He came to a woodcutter who said: "Lend me your large ax for this tree. My ax is too small." He loaned the woodcutter the ax, and the woodcutter chopped with it and broke it. The boy cried, and the woodcutter said: "Never mind, here is a limb of a tree." The boy took the limb upon his back and when he came near the village a woman said: "Where did you find the wood? I need it for my fire." AFRICAN TALES Get any book for free on: www.Abika.com 19 The boy gave it to her, and she put it in the fire. As it went up in flames he said: "Now where is my wood?" "Here," the woman said, "here is a fine gebeta board." He took the gebeta board under his arm and went home with the cattle. As he entered his house his father smiled and said: "What is better than a gebeta game board to keep a small boy out of trouble?" Back to the top The Marriage of the Mouse An African (Ethiopian) Tale Once a beautiful white mouse was born. As he grew into manhood his friends and his family took note of his handsome face, his regal manner, and his unblemished whiteness. His parents often asked themselves, "Where will we ever find a wife worthy of this young man?" When at last the time came for them to find a wife for him they had decided that only in God's family would they find a young woman who had all the virtues worthy of such a creature. So, as is the custom, three older people in the family were chosen to visit God to ask him for a wife for the young handsome mouse. They went to his house and stood before it. "Why are you standing at the door?" God asked, which was an invitation to enter. So they entered and said: "We are sent by the family of the beautiful white mouse, of whom you have doubtless heard. He is white as snow, and the most beautiful of all creatures. We are looking for a wife who is worthy of him. Only your family can give us such a wife for him, for your family is the greatest and strongest in the world." God thought a little and smiled at the messengers. "That is a good thought. It is true that the young mouse should have just the right wife. But, alas, you have come to the wrong house. For there is a stronger family than ours. It is the family of the Wind." "But," the messengers said, "are you not stronger than the Wind?" AFRICAN TALES Get any book for free on: www.Abika.com 20 "It would seem that way unless you know. But the Wind is stronger than I. When the Wind blows he covers the earth with dust, he even blows dust into my eyes. So you can see he is stronger." The messengers talked among themselves, and agreed that in that case only the family of the Wind was worthy. "Where is the house of the Wind?" they asked. God smiled on them and pointed it out, and they left. When they arrived they stood before the house, and the Wind asked: "Why are you standing at the door?" "We are looking for a wife for the finest of all mice," they said. "We went to God's house, but he said the Wind is stronger than he. And so we have come to ask for a daughter of your family to be the wife of our mouse." The Wind listened and thought. And finally he said: "Your idea is an excellent one, and I thank you. But you see I am not the strongest. When I blow with all my strength I raise the dust and uproot trees, but against the Mountain I can do nothing. I blow and blow, but the Mountain does not move, and I am forced to retreat. So you see that the Mountain is stronger than I am." "Where is the house of the Mountain?" they asked. The Wind pointed out the house of the Mountain, and the messengers thanked him and left. When they came to the Mountain's place they stood there, and he asked: "Why are you standing at the door?" They came in and the Mountain greeted them as is the custom. "How are you? Did you bring good news? How are your cattle? How are your children?" They answered him politely and then spoke of the beautiful mouse for whom they were looking for a wife. He listened thoughtfully while they talked, and when they were through he said: "Yes, it is right that such a creature should have the best for a wife. But it is not my family who can give him such a wife. There is another stronger than I. He digs at my foundations day and night. He makes holes in my sides, and causes me to crumble. His family is the most powerful." "Ah, such a creature is powerful indeed!" the messengers said. "Where can we find him?" The Mountain pointed out his house, and the messengers went to it. It was the home of a Mouse. AFRICAN TALES Get any book for free on: www.Abika.com 21 "Why do you stand before the door?" the Mouse said. Once again they explained why they had come. The Mouse listened and said: "You have found a wife for your son! What a joy that our most exceptional families should be united!" And in this way the beautiful white Mouse found a wife worthy of him. Back to the top The Lion and the Hare Go Hunting An African (Ethiopian) Tale In Ethiopia the hare, like the jackal and the monkey, is known by all of the other animals for his cleverness. His reputation is widespread through the mountains and the grasslands. Even the largest beasts, such as the lion and the leopard, respect him. It is said that once the lion caught the hare and was about to eat him. "Why does your mouth water so when you look at me?" the hare asked. "Are you not meat?" the lion asked in surprise. "But I am so small and thin," the hare said. "After you have eaten me you will still be hungry. Why don't we go hunting together for something large and fat?" "You go hunting?" the lion laughed. "What could such a ridiculous animal as you catch?" "Let us go to the village where men live," the hare said. "Ifwe don't find something fatter than I, then you may eat me." So the lion and the hare went together and prowled around the edge of the village where men lived, and on its outskirts the lion captured a fat young bull. The hare also hunted, but he found nothing but a mangy donkey who was rolling on its back in the dust of the trail. As they drove their booty home, the hare looked with envy at the lion's fat bull, and his mouth watered. Finally, he said: "Ah, lion, what bad luck you've had!" "How?" the lion said in surprise. AFRICAN TALES Get any book for free on: www.Abika.com 22 "Your poor bull is so thin and undernourished. You'd have been better off eating me." The lion looked suspiciously at his prize and then at the donkey. "He doesn't look so thin to me," the lion said. "Everyone knows that when you strike a fat animal he gives offsteam," the hare said. The lion didn't know about that, but he replied: "Yes, everyone knows that." He picked up a stick and struck his bull across the back, but there was no steam. He struck again. Still there was no steam. "See, he is fat," the lion said without conviction. "No, he has been starved nearly to death," the hare said. And he struck his thin scraggly donkey across the back. A cloud of dust rose in the air. It was the dust from the trail where the donkey had been rolling. "Ah!" the hare said. "That is a fat animal for you!" The lion thought for a moment and then he said: "I will take the donkey and you will take the bull!" "Oh, no, that's impossible," the hare said, looking reproachfully at the lion. "It was I who caught the donkey, and it is I who shall eat him." The lion became angry. "Very well," the hare said with a tone of disappointment. "So it shall be." So the lion took the mangy donkey and the hare took the fat young bull. They continued on their way. As they went along the trail, the hare picked up eight eagle feathers and put them in his belt like knives. When they stopped to rest, the hare said: "Lion, I have a set of eight light hunting knives. If I lose one I still have seven left. But you, the mighty hunter, you have only one. What will you do if you lose it?" The lion thought about this for a moment, and then he said: "The mighty hunter should have the weapons, not the smallest and most insignificant of all animals. Let us trade." "Oh, that would be impossible," the hare said. "Since I am so small I need more weapons rather than less." AFRICAN TALES Get any book for free on: www.Abika.com 23 "Do you argue with me?" the lion said with temper. "Very well, here they are. I am not a man to argue with you." He gave the lion the eight eagle feathers and took the lion's knife, and they continued on their way. When they came to the lion's cave, the hare stopped and looked at it. It had a single door. He shook his head and clicked his tongue. "Yes," he said, "just as I thought---your house is a trap." "What are you saying?" the lion asked in surprise. "Only a single door," the hare said. "Aren't you afraid?" "I'm afraid of nothing that moves!" the lion roared. "Where is there anything for me to fear?" "Aren't you afraid of Men?" "Men! Ah, well, only of Men . . ." "Look at my house over there," the hare said. "It has many entrances. If a hunter comes into my house looking for me by one door, then I leave by another. And if he enters by the second door I leave by the third. But if a hunter were to enter your house, where would you go?" "You are right!" the lion said. "I never before thought of it! We shall trade!" "Trade? Oh, no, I couldn't," the hare said. "I don't care to live in a trap!" The lion looked very severely at the hare. So the hare said hurriedly: "Very well, if you insist upon it!" So the hare and the lion changed houses. Hare went into Lion's house and closed the door. He killed his bull and cooked it and grew fatter than before. The lion moved into the hare's cave. Then he took one of the eagle feathers from his belt and tried to kill his donkey with it. The feather could not kill the donkey. It only tickled him. The lion took another feather from his belt and tried to kill the donkey. It tickled the donkey worse. He laughed. He couldn't stop laughing. The lion took out another feather and tried to kill the donkey. It tickled the donkey so that he AFRICAN TALES Get any book for free on: www.Abika.com 24 couldn't stand it any more. He broke loose from the lion and escaped into the fields. And now, whenever the donkey thinks of how the lion tickled him with eagle feathers he laughs. You can hear it for yourself.
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GM SPENDS POINTS FROM THE STRESS TRACK TO CAUSE EMOTIONAL COMPLICATIONS (MAX 4) SYNC RAGE Grief Fear Need EGO 0 2 3 4 FEEDBACK 0 2 3 4 FEEDBACK 0 2 3 4 FEEDBACK 0 2 3 4 FEEDBACK 0 2 3 4 FEEDBACK FEEDBACK TO GAIN SYNC REVEAL A REGRET MAKE A SACRIFICE FOR ANOTHER’S DRIVE WHEN YOU GAIN SYNC EVERY OPERATOR GAINS 1 XP WHEN YOU HAVE SYNC ONLY THE FIRST USE OF A PROFESSIONAL SKILL INCREASES STRESS SPEND SYNC TO TURN ANY RESULT INTO A 10 STRESS TRACKS 0 0 0 0 0 IF THE STRESS TRACK OF THE SKILLS BAGGAGE TYPE IS 0, YOU MAY MAKE A PROFESSIONAL MOVE INSTEAD OF A HEADSPACE MOVE. 1 1 1 1 1
textdata/thevault/Headspace (PbtA)/Headspace - Stress Tracks.pdf
Page __ NEW CAREER SHEET SP 0000A The Imperial Secret Service is the unseen arm of Imperial government. Operating covertly and with the full knowledge of the Emperor, the ISS has access to the best training, facilities and operational support available. Tasked with the most dangerous of missions, the ISS are unseen and unknown outside of their own area of work. Assignments: Choose one of the following: SKILLS AND TRAINING Advanced Education Officer Skills 1d6 Personal Development Service Skills (Minimum Edu 8) (Commissioned Only) 1 2 3 4 5 6 1d6 1 2 3 4 5 6 RANKS AND BENEFITS Rank Title Skill or Benefit Title Skill or Benefit 0 1 2 3 4 5 6 CAREER PROGRESS Survival Advancement Commission: MUSTERING-OUT BENEFITS 1d6 Cash Other Benefits 1 2 3 4 5 6 7 Career Description Career Title  _______________:  _______________:  _______________: Mantar The Mage (order #5488112) Page __ Career Title NEW CAREER SHEET SP 0000A MISHAPS 2d6 Mishap 2 3 4 5 6 7 8 9 10 11 12 EVENTS d66 Events 11 12 13 14 15 16 21 22 23 24 25 26 31 32 33 34 35 36 41 42 43 44 45 46 51 52 53 54 55 56 61 62 63 64 65 66 Mantar The Mage (order #5488112)
textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Sourcebooks & Referee Materials/Career Books/New_Career_Sheets.pdf
UL01 ADVENTURE PATH PLUG-INS Boreal Bestiary Boreal Bestiary by Jason Nelson, Tim Hitchcock , and Matt Goodall by Jason Nelson, Tim Hitchcock , and Matt Goodall Credits �������������������������������������������������������������������������������������������������������������������������� Authors: Jason Nelson, Tim Hitchcock, and Matt Goodall Artist: Tanyaporn Sangsnit, Jason Juta, and Frank Hessefort Design and Layout: Timothy K. Wickham Legendary Games Team Members: Clinton J. Boomer, Matt Goodall, Jim Groves, Tim Hitchcock, Rob Lazzaretti, Jason Nelson, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, Timothy Wickham, and Clark Peterson Special Thanks ���������������������������������������������������������������������������������������������������������� Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent Kingmaker and Reign of Winter Adventure Path. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Beasts of Legend: Boreal Bestiary © 2013, Legendary Games; Authors Jason Nelson, Tim Hitchcock and Matt Goodall. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Hypertext d20 SRD. © 2004, Jans W Carton. Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pike, Giant from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author Scott Greene. Boreal Bestiary Boreal Bestiary Table of Contents Welcome to Adventure Path Plug-Ins! �����������������������������������1 What you will find in Boreal Bestiary ����������������������������������2 Introduction �����������������������������������������������������������������������������������������2 Arctic Harpspider (CR 4) 3 Green Child (CR 5) 4 Gruen (CR 1) 5 Hiisi (CR 16) 7 Maniitok (CR 17) 9 Orruol (CR 10) 11 Polevik (CR 14) 13 Torden (CR 3) 15 Torden Huntmaster (CR 7) 15 Vodenjak (CR 6) 18 Savage Hunter (Lesser Wendigo) (Template) 20 Savage Hunter (CR 4) 20 Wiitikowan Dire Wolverine (CR 6) 21 Wiitikowan Mountain Raven (Vulture) (CR 3) 21 Becoming a Wiitikowan 22 Boreal Bestiary Paper Minis ������������������������������������������������������ 23 Boreal Bestiary Art Folio ����������������������������������������������������������� 24 Make Your Campaign Legendary! ��������������������������������������������� 36 Boreal Bestiary Boreal Bestiary 1 Welcome to Adventure Path Plug-Ins! T hIS ProduCT IS A PArT of our lIne of SuPPorT mATerIAlS for exTended AdvenTure Path-style campaign play for use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit directly with the themes of a particular Adventure Path campaign. The all-star team of designers here at Legendary Games is committed to bringing you—the busy GM or player—the absolute best third party support for your Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, designers and layout experts so that you can feel comfortable that Legendary Games products will be the most creative, rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all share a theme with a specific Adventure Path campaign, they are designed to be easily incorporated into your home game regardless of what campaign you may be running. Hey, WHat’s WitH tHe Names? You will see us use phrases such as “King-Building Adventure Path” instead of the title of a very popular sandbox-style kingdom-building Adventure Path. Or, you may see us use names such as the “Lost Lands,” the “Faerie Queen,” the “Horned God of Hunters,” the rival “Baron and Baroness of Hookmarsh” to the west, or the “Broken Kingdom” to the north that grants PCs their charter to explore and rule instead of the proper names of specific characters or places from those adventures or gods from the world setting. While we can create compatible products under the Open Game License, we still have to be respectful of certain content Paizo owns. Because we want to be very respectful of their content and work in partnership with them, we use these “replacement phrases.” Plus, this helps the product have a more general appeal to those who may be running a home campaign that fits the same themes. In any event, we are 100% confident you know what we are talking about and will have no problem making the required connection. special electroNic Features We’ve hyperlinked this product internally from the Table of Contents and externally with links to the Pathfinder Reference Document, the official online compendium of game rules, as well as the d20pfsrd.com. If it is in the core rulebook, we generally didn’t link to it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, especially those from newer books or that you may not have memorized. about legeNdary games Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit us on Facebook and follow us on Twitter @LegendaryGamesJ. 2 What You Will find Inside Boreal Bestiary This supplement contains 10 creatures and several additional variants suitable for use in any campaign set within or traveling through the frosty desolation of the northern wilderness. While ideally suited for adventure paths like the Kingdom-Building and Far East APs, as well as the Demon Crusade and Witches of Winter, these creatures provide a wealth of sinister and surprising creatures living, dead, and somewhere in between. From feral fairies to haunted spirits and otherworldly terrors of the frozen north, the Boreal Bestiary stands proudly alongside the Coldwood Codex in drawing upon real-world folklore, classic fantasy tropes, and the design skills of the top creative minds in the business. These bestiaries are indispensable additions to any GM’s monster toolkit. The bestiary products of Legendary Games, including the Coldwood Codex as well as the Construct Codex for our Gothic Adventure Path Plug-Ins, have been lavished with praise for their quality and inventiveness, and we hope to bring you many more chapters in our ongoing Beasts of Legend series that will equal or exceed those that have come before. The Legendary Games tradition is to combine rich story and background, innovative layout, beautiful aesthetics, and excellence in design that is second to none. This product is the latest in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! - Jason Nelson Introduction This bestiary is a companion to Beasts of Legend: Coldwood Codex, as it explores creatures endemic to the wild winter woods, and like the Coldwood Codex it delves deeply into the lore of woodland spirits both living and dead. However, the Boreal Bestiary strays much farther into the desolate and empty woods of the far north, where the lonely taiga verges into the vast and empty tundra and the eternal snows of the high ice beyond. The creatures in this volume exist largely apart from humanoid civilization, at best indifferent but far more often openly hostile, with a raw and ravening hunger that threatens to devour the effete interlopers from the warmer lands and send them screaming back to more temperate climes. Fey make up almost half the monsters in this bestiary. At low levels, gruens take the unhealthy obsession of mites with their vermin to an altogether terrifying place of chittering horror. The abomination of cannibalism is embodied in the wiitikowan, a template allowing you to transform humans and animals alike into bloodthirsty beasts under the curse of the wendigo, including two sample creatures as well as a hapless savage hunter fighting a losing battle against madness and a hunger for the flesh of his own kind. The orruol is a spirit of the mountains, a creature of regal strength and wisdom but often cold indifference to the people living in the shadow of her domain. Lastly, the sinister polevik is a poacher of souls venturing into lands barely settled and strangling the unsuspecting to give poleviks the deaths they believe are their due. Against these spirits of life (and sometimes in the wake of their murderous attacks), the sinister green children rise from their sodden graves to haunt and tear down those that failed to protect them during their lives cut short. The remaining Beasts of Legend are living things, including the otherworldly and hypnotic arctic harpspider, whose resonant webs and cocoons of spun ice enrapture the unwary into an icy death. Such noise and vibration is anathema to the titanic maniitok, a massive ooze comprised of the living tundra itself and filled with loathing and wrath for the clamorous din of civilization and things not of nature. Its destructive fury is unmatched should any intrude too far upon its silent solitude. Three monstrous humanoids complete the bestiary, including the hard-hearted torden, swift hunters astride winter wolves and giant owls alike, prowling the woodlands for vengeance upon the druids whose curse first created them. The towering hiisi are cunning half-giants, masters of traps and ambush and whose blood unravels magic itself. Lastly, the sinister vodenjak, more likely than any others in this bestiary to truck with humanoids as they offer passage across the cold rivers, lakes, and marshes of the north, as well as advice and gifts of magic, but every bargain has its price and few come out ahead when the vodenjak claims his reward. 3 ArCTIC hArPSPIder Seemingly composed of opaque crystals of ice, this giant arachnid lurks by an icy spiderweb, softly brushing its bristled legs against the frozen strands of webbing. Below eight opalescent eyes, its large mandibles glisten with a viscid cyanic ichor. arctic Harpspider cr 4 XP 1,200 N Large outsider (cold, native) Init +2; Senses darkvision 60 ft.; Perception +4 deFeNse AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, –1 size) hp 42 (5d10+15) Fort +4, Ref +6, Will +4 Immune cold, poison Weaknesses vulnerable to fire oFFeNse Speed 40 ft., climb 40 ft. Melee bite +8 (1d8+6 plus 1d6 cold and poison) Space 10 ft.; Reach 5 ft. Special Attacks hypnotic harmonics, poison statistics Str 18, Dex 15, Con 16, Int 5, Wis 10, Cha 15 Base Atk +5; CMB +10; CMD 23 (35 vs. trip) Feats Dodge, Mobility, Spring Attack Skills Climb +16, Perception +7, Perform (string) +10, Stealth +6 ecology Environment cold forests or hills, underground Organization solitary, nest (2-4), or colony (5-10) Treasure standard special abilities Hypnotic Harmonics (Su) When a harpspider strums the thin crystalized strands of its ice web, the tinkling melodious resonance becomes a mesmerizing lure. Initiating hypnotic harmonics is a standard action for a harpspider and maintaining it each round requires a move action that does not provoke attacks of opportunity. The harpspider must remain within reach of its web to maintain this ability. When a harpspider plays, all creatures except harpspiders within a 300-foot spread must succeed on DC 14 Will saves or become captivated. Creatures that successfully save are not subject to the effects of hypnotic harmonics from the same harpspider for 24 hours. Captivated victims move toward the web using the most direct means available. If the path leads them into a dangerous area, such as through fire or off a cliff, those creatures receive a second saving throw to end the effect before moving into peril. Mesmerized creatures can take no actions other than to defend themselves. A captivated victim within 10 feet of a harpspider’s resonating web becomes dazed. This effect continues for as long as the harpspider plays and for 1 round afterward. An arctic harpspider’s webs are easy to damage and destroy (hardness 0, hp 3) but doing so while the webs are under the effect of hypnotic harmonics produces a sonic backlash, the equivalent of a sound burst (DC 14) centered on the damaged web. An arctic harpspider is affected normally by this sonic backlash. Hypnotic harmonics is a sonic mind-affecting charm effect that relies on audible components. The save DC is Charisma-based. Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/ round for 6 rounds; effect 1d2 Dex plus 1d6 nonlethal damage and fatigued; cure 1 save. Similar to frostbite, the fatigued condition caused by this hypothermic poison ends when the nonlethal damage dealt by the poison is cured. The arctic harpspider is an otherworldly creature composed of crystallized mineral-rich fluid. This bizarre other-dimensional arachnid possesses a shrewd cunning and is an instinctive skirmish predator. If its quarry resists its mesmerizing harmony, the spider favors darting in to strike then swiftly ducking back out of reach. It often waits until its poison disables a victim before closing in for the kill. It gains nourishment from the vital bodily fluids of its victims but can enter a state of frozen hibernation if prey is scarce. Arctic harpspiders are sometimes discovered during summer months cocooned in an icy membrane within caves or other cool places. Touching the membrane awakens the spider within, although it is fatigued for 1d4 rounds as it emerges from its hibernation. It can automatically break out of the icy membrane as a move action, but creatures attempting to break into it must deal at least 10 points of damage (hardness 0) to shatter the membrane. The ice membrane is translucent, so movement can be seen within as the spider awakens but a DC 20 Knowledge (planes) check is required to identify the creature within. An arctic harpspider weighs 450 pounds and its legs extend 8 feet from its 7-foot long body. 4 Green Child Bathed in the swirling mire mists emerges the gaunt corpse of a moss-covered, rotting child. Its bloated, swollen belly heaves to an unnatural rhythm. Eerily, the lithesome horror seems to shift its position in short flickers like the quavering flame of a windblown candle. greeN cHild cr 5 XP 1,600 CE Small undead Init +6; Senses darkvision 60 ft., lifesense; Perception +18 deFeNse AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size) hp 68 (8d8+32) Fort +5, Ref +4, Will +9 Defensive Abilities channel resistance +4; Immune undead traits oFFeNse Speed 30 ft. Melee 2 claw +6 (1d3–1), bite +1 (1d4–1) Spell-Like Abilities (CL 5th; concentration +8) 3/day—mirror image statistics Str 8, Dex 15, Con —, Int 11, Wis 16, Cha 17 Base Atk +6; CMB +4; CMD 16 Feats Gang Up, Improved Initiative, Stealthy, Toughness Skills Climb +10, Escape Artist +4, Intimidate +14, Perception +18 (+24 warm–blooded living creatures), Stealth +23 (+31 in swamps moss or heavy shrubbery); Racial Modifiers +4 Perception (+10 warm–blooded living creatures), +4 Stealth (+12 in swamps moss or heavy shrubbery) Languages Common (can’t speak) ecology Environment cold, swamps, temperate forest Organization Solitary, death gang (2-8), death clan (9-16) Treasure none (incidental) special abilities Dead Mob (Ex) If two or more green children flank an opponent, each deals +1d6 points of additional sneak attack damage per the number of flanking green child allies. The sneak attack bonus damage only applies when the green child is flanking with other green children. Similarly, if two or more green children use the same supernatural attack during the same round, the DC for saves against each of the attacks increases by +1 for each green child in the mob. Gaze of the Green Child (Su) As a full-round action, a green child can allow its haunting gaze to fall upon a foe, cursing the unsuspecting victim. A target that fails a DC 15 Will save is flooded with the woes and pains of the green child’s former life. A green child can target his opponent with any of the following curses: Gaze of Anguish: this gaze attack imparts the anguish and agony of the green child’s death. The anguish floods the cursed victim, dealing 1d4 point of Wisdom damage and leaving them shaken until the effect is removed. A successful Will save negates the ability damage, however the victim remains shaken for 1d6 rounds. Gaze of Nightmares: this gaze attack curses the victim with dreaded and horrific nightmares. Until the curse is lifted, the victim cannot sleep for more than a few hours without waking in a cold sweat. The cursed creature cannot get a full night’s rest, leaving him fatigued, preventing him from healing naturally or regaining arcane spells. A successful Will save negates this effect. Gaze Starvation: this gaze attack fills the victim with gnawing and insatiable hunger. The cursed victim believes he is starving and takes 3d6 points of non-lethal damage and becomes fatigued until the effect is removed. A 5 successful Will save negates the non-lethal damage, however the victim remains fatigued for 1d6 rounds. A victim cursed with starvation may temporarily stave his hunger by eating a full meal, suppressing the effects of the green child’s curse for 10 minutes. All the effects of a green child’s curse last until removed with a remove curse, break enchantment, or disjunction spell. Using dispel magic temporarily suppresses the curse, however it cannot remove it. Gaze of the green child is a mind-affecting enchantment.. The save DC is Charisma based., and aAs noted above, a group of green children can use the dead mob ability to increase the DC of the Will save. Gang Squeeze (Ex) Despite the fact that they are small, two green children can occupy the same 5-foot space without suffering any combat penalties. Phase Jaunt (Su) Once every 1d4 rounds, a green child can shift his physical location by temporarily phasing out of existence and then re-manifesting in a new location somewhere within the range of his full-movement rate on the following round. During the phase jaunt, the green child dematerializes and passes through the Astral Plane, then re- enters the Material Plane and materializes at the end of the jaunt. Phase jaunt does not provoke attacks of opportunity. Instead, if the green child rematerializes next to an opponent, he can attempt to surprise any victim that fails a DC 18 Perception check. The Perception check DC is Dexterity-based. If the green child uses phase jaunt in conjunction with his mirror image spell-like ability, the images flicker out during the jaunt, but reform when the green child returns. Beneath the soured mires of the cold wastelands, black swamps, and chilling ice moors stir the remnants of man’s most horrific sins, the tumultuary corpses of wrongfully slain children. What force stirs their souls to unrest remains an enigma, for certainly the green children are evil creatures capable of perpetrating vengeful and sadistic acts upon the living. Some surmise that their violence serves as an act of justice; however, these malevolent beings lack ethics and indiscriminately attack any mortals they encounter. Green children are named for their hideous appearance, and sodden decomposing flesh that is steeped and covered with greenish bog slime. While on few occasions one may encounter a solitary green child, more often they travel in small gangs. When encountered alone, the creatures are less likely to launch a direct attack, instead stalking their prey for days, plaguing them with nightmares until they round up enough other green children to launch an attack. As a group, they hunt with patience, surrounding prey in large circles. From this vantage point they use their mental powers to drive victims to harrowing anguish before slowly closing their ranks around strays and unsuspecting stragglers. Driven by near insatiable fury, most often, a gang of green children will fight until destroyed. Gruen Scuttling forth upon maddening clicks of hundreds of chitinous legs emerges a bloated larval centipede whose entire upper body and head have undergone a horrid metamorphosis into the form of a repugnant, pale-fleshed mite crawling upon three pairs of stunted and stubby forearms. grueN cr 1 XP 400 N Small fey Init +2; Senses low-light vision, tremorsense 30 ft.; Perception +5 deFeNse AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) hp 9 (2d6+2) Fort +1, Ref +5, Will +3 oFFeNse Speed 30 ft., burrow 10 ft., climb 30 ft. Melee bite +3 (1d4+1 plus nauseating bite) statistics Str 13, Dex 15, Con 12, Int 5, Wis 10, Cha 8 Base Atk +1; CMB +1; CMD 13 (can’t be tripped) Feats Stealthy Skills Climb +14, Escape Artist +4, Perception +5, Stealth +13 Languages Sylvan ecology Environment any underground Organization solitary, pair, or colony (3–6) Treasure none special abilities Ball Roll (Ex) As a full round action, the gruen can curl itself into a tight ball and safely roll down a slope or hill in a straight line at double its full movement rate. While rolling, the gruen cannot steer or otherwise control the direction it rolls. While in a ball, the gruen gains a +8 natural armor bonus and if it takes damage from slamming into an object placed in its path, the first 1d6 points of damage is non-lethal. Likewise, if a gruen falls, it can also curl into a ball to safely absorb some of its falling damage such that the first 1d6 points of damage is nonlethal. Furthermore, as soon as the gruen hits the ground, it uncoils into a ready position so unless the fall knocks the gruen unconscious or kills it outright, a fall never renders these creatures prone. Nauseating Bite (Ex) Whenever a gruen bites an opponent, the toxins within its wicked mandibles cause the target to become nauseated for 1d6 rounds (DC 12 Fortitude negates). Each round the nausea persists, the target has a 50% chance of vomiting each round, preventing him from talking that round. After the nausea and vomiting end, the residual cramps leave the target fatigued. Individuals that successfully save against the effect, or have already been effected by the toxin, are immune to the nauseating bite attack’s effects for the next 24 hours. The DC for the Fortitude save is Constitution-based. 6 Disturbingly disfigured amalgams of mites and centipedes, these barely intelligent creatures lurk in the lightless warrens of the burrows of their masters and nearest kin—the despicable and craven mites. The gruen’s humanoid features are misshapen and his hairless skin hangs in rubbery, wrinkled folds. While the creature’s face somewhat resembles that of a mite, from either side of its swollen lower lip curl bug-like pinchers. Its upper torso is even more deformed, partially fleshy and humanoid in appearance, with pale bluish skin. From the torso protrude six stunted arms, all of which bow slightly inward. These arms have equally proportioned dwarfish hands, though the hands serve more as feet and the creature cannot effectively use them to manipulate tools, wield weapons, or grapple. The posterior of the creature’s body morphs into the multi- segmented chitin-plated abdomen of a centipede. The lithe centipede legs are well-armored and twist into cruel clattering spikes about the same length as the creature’s stunted forearms. To those unfamiliar with gruens, the creatures’ aberrant body shapes and uncanny resemblance to mites seems to suggest foul sorcery and magical inbreeding. Nearly as often, humanoids mistake gruen for undead or even demonic avatars. Yet in truth, gruens are none of these things, but remain, perhaps unexpectedly so, products of Otherworld. Mites themselves describe gruens as the living embodiment of the souls of their ancestors, particularly those mites who were grievously erred during their lives and upon death, and made a conscious effort to serve their descendants and to sow their vengeance on the enemies of their people. Yet, despite such origins, gruens are not undead creatures; instead they emerge as the devolved souls that have reformed into a new and bizarre stage of life, morphed into their ghastly bodies through the chaos of Otherworld. Gruens often maintain close relationships with mites, particularly large colonies of these creatures. While many mites venerate gruens, almost as often they enslave the creatures and force them into servitude. Particularly those mites who fear that a gruen might one day remember their former life, and turn violent and vengeful. Despite being more powerful than mites, gruen often accept, and even delight in the somewhat masochistic role of the servant. Certainly, mite spellcasters able to gain a minimal amount of skill quickly learn to summon these wretched creatures to their aid. Still, mites treat their slaves with great respect and often value their gruen slaves above the lives of their kin. Perhaps more unnerving a re those dark and twisted tales of mites that uncover the former name and identity of a gruen. In nearly all these stories, the gruen turns out to be the reincarnation of a revered and powerful mite ancestor. These tales typically resolve with the mite taking the gruen for her lover, though in the end, the ghastly beast ends up consuming the mite, and turning its unfortunate lover into another gruen. Most of the time, mites allow gruens to inhabit in the outer tunnels surrounding their own lairs. In this symbiotic relationship, the gruens provide the mites with an added first line of defense, and in return the mites provide the gruens with offerings of food. More complex relationships sometimes evolve where a mite takes the role of master or driver. These individuals may learn to direct gruens, and like cattle, drive them, getting them to perform raids on neighboring humanoid settlements or even to participate in war. Truly accomplished drivers may even take gruen mounts or familiars. Such sightings have helped cultivate some of the more outlandish tales of mite/gruen relationships. 7 hiisi Towering above its surroundings, this monstrously hideous giant staggers forth, leaning on crudely formed polearm with two tines. His bent body is covered with scraggly hair and tiny horns protrude from his fleshy forehead. Drool spills from his its pink, fleshy lips and his its cracked teeth grind like ravenous millstones. Hiisi cr 16 XP 76,800 CE Huge monstrous humanoid Init +0; Senses darkvision 60 ft., low-light vision; Perception +12 deFeNse AC 28, touch 8, flat-footed 28 (+4 armor, +16 natural, –2 size) hp 250 (20d10+140) Fort +14, Ref +12, Will +15 DR 5/cold iron; Immune disease, poison; SR 27 Offense Speed 20 ft. Melee Hiisi fork +28/+23/+18/+13 (3d6+13/x3) Space 15 ft.; Reach 15 ft. Special Attacks rock throwing (30 ft.) statistics Str 28, Dex 11, Con 23, Int 6, Wis 12, Cha 13 Base Atk +20; CMB +31 (+33 bull rush, +33 sunder); CMD 43 (45 vs. bull rush, 45 vs. sunder) Feats Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack, Toughness, Weapon Focus (ranseur) Skills Climb +18, Craft (traps) +13, Intimidate +10, Perception +11, Stealth +0 (+10 in mountainous regions), Survival +10; Racial Modifiers +6 Craft (traps), +10 Stealth in mountainous regions Languages Giant SQ dead magic blood, traps, trap springer Gear mwk hide armor, hiisi fork ecology Environment cold hills and mountains Organization solitary, clan (2d6) Treasure standard special abilities Dead Magic Blood (Su) All hisiis are naturally resistant to magic. Not only do they have heightened spell resistance, their very blood can be used to create dead magic zones. Over the centuries, the hiisis have learned to manipulate this property quite effectively. As a standard action, a hiisi can bleed himself for 2d6 points of damage to effectively create a dead magic zone. A dead magic zone has the properties of an anti-magic field in a 20-ft-radius surrounding the spilled blood. The anti-magic field effect lasts for 5+1d10 minutes. They often spill blood on their traps or on boulders before throwing them at spell-wielding opponents. Once spilled, the properties of the blood quickly dissipate and it cannot be effectively stored for later use. Traps (Ex) Hiisi possess an innate talent for building deadly mechanical traps. Hiisi traps consist mostly of landmines, triggered avalanches, and hurling projectiles. Foul creatures, they frequently smear their traps with fecal matter, dead organisms, and natural toxins to make them more deadly. A hiisi requires no gold to make his traps, but instead scrounges for materials he needs. These consist of simple and readily available materials such as scrap metal, wood, cord, sinew, and 8 bone. Once the hiisi has collected what he needs, it takes him a relatively short amount of time to construct a trap. A hiisi can set number of traps per day equal to half his Hit Die plus its Wisdom modifier (minimum 1). Setting a trap requires a full-round action that provokes attacks of opportunity. A trap fills a 10-foot square area, and cannot be placed in the same area as another trap or a magical trap such as a glyph of warding. However, a hiisi can increase the area of a trap by building a second trap adjacent to the initial trap. The DCs for Perception checks to notice the trap and Disable Device checks to disable it are equal to 10 + the hiisi’s HD + its Wisdom modifier. The DC for saving throws to avoid it is 10 + 1/2 the Hiisi’s HD + its Wisdom modifier. All hiisi traps are Trigger: location, and Reset: none. Hiisi traps deal 1d6 hit points of damage per Hit Die. Each trap lasts a number of days equal to half the creature’s Hit Dice or until it is triggered, whichever comes first. Hiisi Avalanche Trap: Type mechanical; Perception DC 31; Disable Device DC 31; Trigger location; Reset none; Effect 1d4 avalanches. For size, coverage and damage see the Environment section of the Pathfinder Core Rule Book. Unlike a standard avalanche, a hiisi avalanche trap has a location trigger, giving its victims little warning of impending danger. If the hiisi desires, he can set this trigger up to 300 feet from the head of avalanche. Hiisi Dead Magic Collapsing Pit Trap: Type mechanical; Perception DC 31; Disable Device DC 31; Trigger location; Reset none; Effect spell effect anti-magic field plus 50-ft.-deep pit (5d6 falling damage, Climb DC 25); falling debris (Atk +21 melee, 10d6 damage); DC 21 Reflex avoids; multiple targets (all targets in a 20-ft. square area). Hiisi Flying Dung Boulders Trap: Type mechanical; Perception DC 31; Disable Device DC 31; Trigger location; Reset none; Effect +20 ranged (10d6 plus filth fever), multiple targets (all targets in a 20-ft. square area). Hiisi Alchemist Fire Geyser: Type mechanical; Perception DC 31; Disable Device 31: Trigger Location; Reset none; Effect 20-foot-tall geyser of alchemist’s fire 10d6 fire for 2 rounds (Reflex DC 21 for half and avoids second round damage) plus multiple targets (all targets in adjacent squares, 5d6 fire from splash; Reflex DC 21 negates) Trap Springer (Ex) A hiisi can rig a trap he has crafted by exceeding its Disable Device DC by 10 so that he can trigger it as move action as long as he within 30 feet of the trap. These deformed, hirsute giants inhabit the cold wildlands that border the realms of what appears to be their favorite prey, man. Monstrously hideous, those who have survived hiisi encounters describe them as a crossbreed of ogres, hill giants, devils, and yeti. Still, hiisis stand larger than all these creatures and despite their hunched posture, adults tower nearly 16-feet- tall. Long, thin, scraggly hair covers their hulking and muscular forms, providing both camouflage and protection from the harsh, frigid climates where they settle. A hiisi’s hair thins out almost completely on its head, lower legs, feet, forearms, and hands while its blotchy skin is a ruddy color. The two stumpy horn-like protrusions along the hiisi’s boney brow-ridge suggest infernal influence, or perhaps even the influence of oni. Curiously, they also have short, stubby tails. While below average in intelligence, hiisis posses a sort of primal cunning that has aided their species through centuries of survival. Perhaps to compensate for their limited intelligence, they hoard ancient secrets, passing them down through generations despite never understanding their meaning. Hiisis thrive upon violence, and their culture is based entirely on brutality and dominance. Semi-nomadic cave dwellers, they live in small clans and migrate with the seasons. A typical clan consists of a single adult male, four to six females, the same number of adolescents, and twice as many children. Clans fight over common hunting grounds, caves, and mates. Hiisi clan leaders treat their women and children as commodities and think nothing of killing rival clan leaders and stealing their families to increase their own wealth. They do not afford much sympathy to outsiders and have no use for thralls or slaves of other races. For the most part, they avoid outsiders though they have few qualms about slaying them and eating them when supplies of humans run short. Humans are of course their preferred quarries, and hiisis become crazed with excitement whenever they encounter them. They believe eating humans increases their intelligence and virility. For this reason, clan leaders compulsively collect the skulls of their human victims. Within their caves, they make great piles and elaborate displays of human skulls in order to show off their power. Nearly all hiisi settlements have at least one great iron cooking pot that they keep stewing with meat. Hiisis wear few clothes, with males wearing hides for armor or loincloths. To proclaim status, they decorate themselves with crude jewelry made from bones, rocks, tusks, and similar materials, all painted with primitive cryptographs. Dominant males also file their teeth into sharpened points. Despite their primitiveness, hiisis possess a minimal knowledge of metallurgy. While their skills remain crude, they are proficient enough to craft basic tools and weapons from iron. They make their own weapons, huge polearms with flat bladed tines that they are adept at using to impale victims as well as ensnare and snap their opponent’s weapons. They also excel at making large and deadly traps using foraged materials. They surround their territories with their traps, checking them infrequently for humans and other prey. While they delight in catching things, the dimwitted creatures become disappointed, if not openly enraged, when they discover their traps sprung or disabled and placate themselves by smashing the nearest available target. 9 maniitok This immense abomination looms like a frozen hillside come to life. Rivulets of slushy muck cascade across the frost-rimed boulders of its massive shape, infested with tiny parasites in every crevice. A face in the frost forms and deforms from nearly human to gaping, vacant pits and back again, shifting as it heaves its mountainous bulk across the tundra. maNiitok cr 17 XP 102,400 NE Colossal ooze (earth) Init –2; Senses blindsight 60 ft., tremorsense 300 ft.; Perception +20 deFeNse AC 30, touch 0, flat-footed 20 (–2 Dex, +30 natural, –8 size) hp 270 (20d8+180); fast healing 10 Fort +15, Ref +4, Will +7; +10 vs. effects that impede or force movement DR 10/-; Immune cold, mind-affecting effects, petrification, ooze traits; Resist acid 20, electricity 20, fire 20; SR 28 Weaknesses one with the land, sound sensitivity oFFeNse Speed 30 ft., burrow 30 ft., climb 30 ft. Melee 2 slam +26 (8d6+18/19–20 plus grab or trip) Ranged rock +6 ranged touch (4d6+18 plus entrap) Space 30 ft.; Reach 30 ft. Special Attacks breath weapon (60-ft. line, see tundral swarm ability, Reflex DC 29 for half, usable every 1 hour), destructive, engulf (DC 38, 2d6 crushing and 2d6 cold), entrap (DC 29, 1d10 rounds, hardness 8, hp 20), fast swallow, inescapable, rock throwing (100 ft.), swallow whole (2d6 crushing and 2d6 cold damage, AC 25, 27 hp), trample (4d6+27 plus 1d6 cold damage, DC 38), trip Spell-Like Abilities (CL 20th; concentration +22) Constant—freedom of movement, pass without trace At will—chill metal (DC 14), quench (DC 15), sleet storm, soften earth and stone (DC 14), spike growth (DC 15), stone call, sympathetic vibration 3/day—commune with nature, quickened sleet storm 1/day—animate objects, antipathy (DC 21), creeping doom statistics Str 46, Dex 6, Con 28, Int 7, Wis 12, Cha 15 Base Atk +15; CMB +41 (+45 grapple, +45 sunder); CMD 51 (53 vs. sunder, can’t be tripped) Feats Greater Sunder, Improved Critical (slam), Improved Natural Attack (slam), Improved Sunder, Improved Vital Strike, Power Attack, Quicken Spell-like Ability (sleet storm), Skill Focus (Perception), Vital Strike, Weapon Focus (slam) Skills Climb +30, Perception +20, Survival +4 (+24 to follow tracks); Racial Modifiers +20 Survival to follow tracks Languages Sylvan (can’t speak) SQ immovable mire, tundral swarm ecology Environment any cold Organization solitary Treasure incidental (standard gems, no coins or items) special abilities Destructive (Ex) Maniitoks perceive crafted items and permanent structures as a disease upon the land, filling them with a destructive rage. Whenever a maniitok makes a full attack against an object or structure, its attacks deal double damage. In addition, when a maniitok uses animate objects to take control of manufactured structures or objects, these objects bash themselves relentlessly to pieces when making their attacks, gaining a +4 bonus to attack and damage rolls but also dealing half as much damage to themselves as they deal to their targets. The animated object’s hardness applies against this self- destructive damage. Immovable Mire (Ex) Maniitoks are perpetually surrounded with sodden muck of boggy peat and half-thawed permafrost. All squares adjacent to a maniitok are treated as wet mud, and those up to 10 feet beyond these adjacent squares are treated as loose dirt, as the soften earth and stone spell. In addition, a maniitok gains a +10 bonus to their CMD against bull rush, drag, overrun, and reposition combat maneuvers. They gain an identical bonus against any effect that would force them to move, fall, or be knocked prone, including physical effects such as wind or water and magical effects up to and including teleportation effects. Inescapable (Ex) Maniitoks engulf and cling to grappled, swallowed, or engulfed creatures with unearthly tenacity. Maniitoks can grapple creatures using freedom of movement, albeit with a -20 penalty to their CMB and CMD for the purpose of grapple checks made against such creatures. A creature using freedom of movement can attempt an Escape Artist as a swift action once per round to escape from a maniitok’s grapple. Creatures that do not have freedom of movement take a -5 penalty to grapple combat maneuver checks or Escape Artist checks made to escape a grapple or pin. One with the Land (Su) Maniitoks are intimately connected with the land. If they are separated from the ground, their fast healing is suppressed. In addition, damaging effects (including physical attacks) directed at the ground within 100 feet of a maniitok deal 1 point of damage to the creature for every 10 points of damage dealt to the ground (after deducting the ground’s hardness). This damage bypasses the maniitok’s damage reduction and resistances. Effects that affect an area that already include the maniitok deal damage to it directly but do not also deal this damage in addition. Effects that disrupt the earth but do not do hit point damage, such as expeditious excavation, stone shape, transmute rock to mud, stone to flesh, and earthquake, deal 1d6 points of damage to the maniitok per level of the spell. It can halve this damage with a Will save with a DC equal to 10 plus the level of the 10 10 spell. Spells that create extradimensional spaces or passages or temporary changes in the earth, such as create pit, passwall, and phase door, do not harm the maniitok. If a maniitok is killed while touching the ground (including a vertical surface), it triggers an earthquake centered on the maniitok’s location, as the spell (caster level 20th). Sound Sensitivity (Ex) Maniitoks are very sensitive to loud noises and take a -2 penalty on saving throws against sonic effects or effects that would cause them to become deafened. If targeted with a sonic or deafening effect (whether successful or not), a maniitok becomes shaken for 1 round (DC 20 Will negates). Tundral Swarm (Su) As a move action, a maniitok can surround itself with a crawling, whirling tempest of tundral debris, which it can dismiss as a free action. Creatures beginning their turn within the tundral swarm are nauseated for one round (DC 29 Fortitude negates), as the distraction universal monster rule, and spellcasters within the tundral swarm must make concentration checks (DC 20 + spell level) or have their spells ruined. Creatures must succeed on a DC 20 Will save in order to use skills that require patience or concentration. Within the tundral swarm, creatures take a -4 penalty to concentration checks and Perception checks. Each round the tundral swarm is active, the maniitok takes 1d6 points of damage as parts of its substance are literally blown away; however, the tundral swarm intercepts many attacks intended for the maniitok, granting it a 20% miss chance against ranged attacks. In addition, the tundral swarm deals damage to creatures within it based on the ambient temperature; this damage varies depending on whether the temperature is above or below freezing. Frozen (below freezing): In colder environments, a maniitok’s tundral swarm is mostly shards of ice, hard-frozen ground, bits of bone and stone, and driving snow. Creatures within 10 feet of the maniitok at the end of its turn are dazzled until the end of their next turn and take 3d6 points of bludgeoning and slashing damage and 1d6 points of nonlethal cold damage, becoming fatigued with frostbite as long as they have any nonlethal cold damage. Thaw (above freezing): In warmer weather, this tempest is largely comprised of mosquitoes, beetles, and centipedes, interspersed with rocks, uprooted plants, and chunks of permafrost. In addition, creatures within 10 feet of a maniitok at the end of its turn take 3d6 points of bludgeoning and piercing damage. If the tundral swarm is infested with vermin, creatures taking damage from it take 1d4 points of bleed damage and are exposed to red ache. Breath Weapon: Once per hour a maniitok can disgorge a torrential gout of its tundral swarm as a 60-foot line. This functions as its tundral swarm ability within the area of effect but deals double the damage listed above (DC 29 Reflex half). In addition, creatures failing their reflex saves are affected by the maniitok’s entrap ability, encased in clinging mud, crawling vermin, or glazed with ice. Maniitoks (man-EE- tock) are strange and solitary creatures of the northern wastes, known by many names wherever they exist. Some call them palartok- maguyuk, the “silent howlers,” while others name them nunataq, “the mountain rising from the snow,” but their common name simply means “the rugged and desolate ones.” Maniitoks are amorphous creatures, amalgamated from the land itself and imbued with a crude intellect and spirit that craves silent solitude. A maniitok may lie dormant for years, half-buried in a chilly bog or forgotten valley, dimly contemplating the proper balance of nature and brooding on their forgotten purpose until their reverie is interrupted. They use their magic to make their homes as inhospitable and unapproachable as possible. Maniitoks carry a deep loathing for the din and clamor of humanoid civilization, which grates unmercifully upon their hypersensitivity to sound and vibration in a way that the ambient noises of the empty tundra do not. Their empathic linkage to the land carries even far-distant echoes of every blow and cut of hammer, axe, and saw, piercing them with a needling pain, inflaming in them a destructive rage, and calling them to avenge this insult to the land itself. They destroy every physical trace of civilization they discover, demolishing buildings, tearing up roads, smashing bridges, and slaughtering any that get in their way. They can follow even subtle traces of patrols and explorers, trailing them back to their outposts and laying waste to all they find in the hope of driving them so far away they will never return. Even the sounds of combat can sometimes attract the wrath of a maniitok, awakening it from its torpor and bringing its wrath down upon combatants on 1111 both sides. They are generally tolerant of fey creatures, plants, animals, vermin, and other oozes, but other creatures venturing into a maniitok’s range may soon find themselves face to face with the creature. The true origins of the maniitoks are a mystery even to them, some believing they well up naturally at places of great primal power in the North as either a manifestation of nature magic or perhaps an accretion of disruptive forces worms away at the natural world like a canker and the maniitok forms as an anodyne to heal it. They may also be the literal or figurative children of Tekkeitsertok, great god of the earth and the hunt, made to keep the wild places wild or formed from the divine residue created where his feet touched the ground. Others call them “tundra spirits,” believing them to be animated by the souls of ancient shamans seeking the quiet solitude of the endless arctic wastes, and that their rage is kindled by those who disrupt their silent meditations. Survivors of encounters with maniitoks often describe shifting faces in the frost that shrouds them, some seeing just yawning dark pits like eyes and a gaping maw, others reporting the chiseled features that look entirely human. In combat, maniitoks are usually surrounded by a whirling tempest of tundral debris, and when they cannot crush or engulf their foes or drown them in the muck that perpetually surrounds them, they may hurl torrents of this debris or even rocky chunks of their own body mass at them. If confronted with foes it cannot perceive or cannot reach, or if severely wounded, a maniitok burrows underground to heal, often covering its retreat with a blinding sleet storm. Knowledge Checks: Maniitoks Although it is an ooze, use Knowledge (nature) to identify a maniitok rather than Knowledge (dungeoneering) 17 Maniitoks are “tundra spirits” that destroy any kind of buildings or other traces of civilization they encounter. They hate fire but do not fear it, and fighting one is like fighting a living avalanche. 22 Maniitoks wield powerful magic of nature but can also engulf and swallow creatures, suffocating them within their frozen yet fluid oozy substance. They hate loud noises and seek quiet isolation, though they sometimes associate with fey creatures. 27 Maniitoks are not spirits but oozes that can burrow through the ground and draw strength from contact with the earth. They are as one with the land, and devastating the earth itself causes them pain and injury, though destroying a maniitok causes its own cataclysmic disruption of the land. orruol This slender but solid woman has an air of distance and cold aloofness, her eyes glinting like cut gemstones. Her skin is smooth yet has a faint sheen, with jewels bedecking her throat. Her clothing, of a simple and even primitive tribal style, seems to flow into a weave of spun crystal before coalescing into a clinking cascade of faceted stones trailing behind her as she walks and briefly sprouting from the ground where her feet alight before crumbling away. orruol cr 10 XP 9,600 LN Medium fey (earth) Init +10; Senses low-light vision, tremorsense 120 ft.; Perception +18 deFeNse AC 24, touch 16, flat-footed 18 (+6 Dex, +8 natural) hp 102 (12d6+60) Fort +10, Ref +14, Will +11 Immune altitude effects, cold, disease, petrification, poison oFFeNse Speed 30 ft., climb 30 ft., earth glide 30 ft. Melee 2 slams +9 (1d6+3) Ranged 3 magic stones +13 (1d6+4 plus stone’s throw) Spell-Like Abilities (CL 12th; concentration +18) At will—ghost sound (DC 16), magic stone, soften earth and stone 3/day—charm monster (DC 20), empowered calcific touch (DC 20), transport via stone (as transport via plants, but only through natural stone within 1 mile of the orruol’s mountain) 1/day—commune with nature, earthquake, major curse (DC 22) Oracle Spells Known (caster level 12th; concentration +18) 6th (4)—move earth, stone tell 5th (6)—control winds (DC 21), stoneskin, transmute rock to mud 4th (7)—grove of respite, scrying (DC 20), spike stones (DC 20), wall of stone 3rd (7)—call lightning (DC 19), meld into stone, plant growth, sleet storm, stone shape 2nd (8)—barkskin, chill metal (DC 18), eagle eye, frigid touch, gust of wind (DC 18), stone call 1st (8)—call animal, charm animal (DC 17), frostbite, faerie fire, goodberry, speak with animals 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance 12 12 statistics Str 16, Dex 22, Con 19, Int 14, Wis 17, Cha 23 Base Atk +6; CMB +9; CMD 25 Feats Blind-Fight, Empower Spell-Like Ability (calcific touch), Great Fortitude, Improved Initiative, Toughness, Weapon Finesse Skills Acrobatics +10, Appraise +10, Bluff +10, Climb +24, Craft (traps) +10, Craft (gem cutting) +10, Diplomacy +10, Intimidate +20, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (nature) +10, Perception +18, Perform (sing) +10, Sense Motive +10, Stealth +21, Swim +10, Use Magic Device +18 Languages Gnome, Sylvan, Terran ecology Environment any mountain Organization solitary Treasure standard (double gems or jewelry) special abilities Alter Altitude (Su) As a full-round action, an orruol can adjust the effects of high altitude within 120 feet by one step, either making altitude conditions more severe (maximum of high peak conditions) or less severe (minimum of normal/low pass conditions). This aura moves with the orruol and lasts until she dismisses it. Mysteries of Stone (Ex/Su) An orruol casts spells as a 12th-level oracle of the stone mystery but selects her spells from the druid list rather than the cleric list. In addition, she gains the following revelations: crystal sight (12 rounds/day, see through 12 feet of earth and stone or 12 inches of metal), mighty pebble (3/day, +12 ranged attack, 6d6 damage to target, adjacent creatures take half damage (DC 22 Reflex negates)), shard explosion (3/day, 6d6 damage in a 10-foot burst, DC 22 Reflex half), and steelbreaker skin (1/day, 12 minutes, weapons striking take 12 points of damage; if a weapon is destroyed, it deals no damage). Spirit of the Mountain (Ex) An orruol is tied to her mountain as a dryad is tied to its tree. An orruol away from its mountain becomes fatigued immediately, becoming exhausted after 1 hour. If an orruol spends more than 24 hours away from its mountain, it dies. Stone Step (Ex) An orruol’s land movement (including climbing) is never impeded by natural or magically-created rubble, scree, slopes, or similar rocky difficult terrain, or by snow, ice, or wind effects. They can still be impeded by liquid water, vegetation, or other types of difficult terrain. Stone’s Throw (Sp) When an orruol uses its magic stone spell- like ability, it can hurl all three stones as a standard action. A creature is affected as calcific touch if struck by two stones in the same round, or empowered calcific touch if struck by all three. An orruol is a powerful fey that embodies the spirit of a great mountain. As befits their high and lofty home, orruols are aloof and cool towards lesser beings, considering themselves mistresses of all they survey. Some primitive tribes worship them as goddesses, venerating them for their power, their beauty, and their seeming immortality. Orruols may or may not acknowledge this worship; some enjoy the attention and may manipulate their “worshipers” to serve them in whatever ways they wish. Others may disdain this adulation, ignoring the cries of the faithful and their pathetic rituals or appearing to collect their offerings with diffidence and mysterious silence before returning to their lonely mountaintop haunts. Orruols are often friendly with other fey that live on or near their mountains, and many cultivate the services of animals or magical beasts as servants, especially giant eagles, giant owls, griffons, and rocs. While most orruols live above ground in cultivated gardens and wild meadows, some delve into the stony heart of their mountain homes in search of isolated cysts and geodes and veins of crystal, and these orruols often have a pack of 5-10 pech as servants. If orruols choose not to delve in their own mountain, however, they are typically very displeased with other creatures that do so and may choose to collapse their tunnels or seal them inside the mountain with their magic, or may curse or charm them as punishment. Delving an orruol’s mountain does not injure the creature physically, but it may be that for most orruols it causes some kind of sympathetic spiritual discomfort that compels them to halt any disruption to their mountain’s natural state. It is not unheard of for orruols to allow miners into their territory, exacting a high tribute and absolute fidelity to whatever rules they impose in exchange for the privilege. Even the tiniest transgression can see the miners exiled or enslaved, and few but the greediest prospectors are willing to take the risk of striking such a bargain. Orruols enjoy the natural beauty of their mountain homes, but they often amuse themselves devising clever stonework traps that they craft with their magic to capture or kill those that violate their sacred refuges. Orruols are not cruel so much as they are largely without pity, seeing themselves merely as part of the harsh order of nature that embodies life and death, creation and destruction, beauty and ugliness. They are not wild and capricious as many fey can be, preferring to rely on logic and reason, though their tempers can be kindled by those that fail to show proper respect and their wrath can be terrible when aroused. Orruols are 6 feet tall and weigh 150 pounds. 13 13 Polevik This aged-looking and filthy dwarf angrily clutches a brace of rusted sickles bound together with a fine cord. His hair and beard are matted into dangling clumps while bits of leaves and twigs cling to his dirty armor. polevik cr 14 XP 38,400 NE Medium fey Init +3; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +20 deFeNse AC 31, touch 13, flat-footed 28 (+5 armor, +3 Dex, +12 natural, +1 shield) hp 170 (20d6+100) Fort +11, Ref +17, Will +15; +4 vs. enchantments DR 10/cold-iron; Immune poison; SR 25 oFFeNse Speed 30 ft. Melee +2 double chained sickle +16/+11 (1d6+11) or +2 double chained sickle +14/+14/+9/+9 (1d6+8) Space 5 ft.; Reach 5 ft. (10 ft. with double chained sickle) Special Attacks constrict (4d6 nonlethal), sneak attack (4d6), soul thief, stranglehold, surprise slasher Spell-Like Abilities (CL 20th; concentration +23) At will—invisibility, jump, pass without trace 5/day—entangle (DC 14) 3/day—tree stride, wall of thorns (DC 18) 1/day—trap the soul (DC 21) statistics Str 22, Dex 17, Con 20, Int 13, Wis 16, Cha 17 Base Atk +10; CMB +16 (+26 grapple); CMD 29 (+39 vs. grapple) Feats Acrobatic Steps, Combat Casting, Combat Reflexes, Double Slice, Improved Two-Weapon Fighting, Lightning Reflexes, Nimble Moves, Two-Weapon Defense, Two- Weapon Fighting, Two-Weapon Rend Skills Acrobatics +16, Bluff +16, Climb +14, Craft (alchemy) +12, Diplomacy +14, Disguise +14, Escape Artist +14, Fly +12, Knowledge (nature) +12, Perception +20, Sense Motive +16, Sleight of Hand +16, Stealth +20, Swim +17, Use Magic Device +16 Languages Common, Dwarven, Sylvan Gear +3 slick leather armor, +2 double-chained sickle ecology Environment cold hills, forest, mountains Organization solitary Treasure standard special abilities Soul Thief (Su) Whenever a polevik successfully renders a victim unconscious with its stranglehold attack, it can steal part of the victim’s soul, robbing the unfortunate target of 1d4 points of its primary ability score (or highest score). The polevik keeps the stolen ability points stored in a fetish for later use, typically for barter or sale to other powerful creatures (see below). The ability score drain is permanent, however if the fetish is crushed and destroyed, the points are released and restored to the victim. Stranglehold (Ex) A polevik that successfully sneak attacks an opponent with its double-chain sickle, a chain, a rope, or similar item can choose not to deal sneak attack damage, instead using the item to initiate a stranglehold and begin constricting the victim. Once initiated, a polevik gains a +10 racial bonus to his combat maneuver bonus to grapple. The constriction deals 4d6 points of nonlethal damage per round until the victim falls unconscious or the stranglehold is broken or escaped. A polevik also applies his +10 racial bonus to his CMD for creatures trying to escape his grapple. Surprise Slasher (Ex) During a surprise round, a polevik can move up to its speed and make a full attack with its double chain sickle. Poleviks gain a +4 insight bonus on attack rolls during a surprise round. Poleviks, sometimes known as gray stranglers, are malicious fey creatures possibly related to grimstalkers. Murderous assassins, they hunt powerful mortals seeking to steal pieces their souls for dark purposes. They believe mortals owe their souls to the fey, and seek to reclaim them in order to use their power to create potent magical effects. They delight in strangling their marks and stealing pieces of their souls, which they then sell off or use to bargain with fiends from the lower planes. Poleviks maintain many contacts with evil creatures of the lower planes. They frequently bargain with these creatures for artifacts and resources that would otherwise be unavailable to the fey. Their contacts also allow them to keep a sort of nebulous peace between these beings and fey overlords, perhaps a key reason as to their importance to the fey overlords. Despite their occasional usefulness to the fey hierarchy, they hold no allegiances and are not (as some would portray them) fey avengers. Instead, they take great delight in their “work”, a quality trait that most other fey find unsettling. Still, natives of Otherworld seem to view poleviks as a necessary evil and when dealing with non-fey, they often deny their existence, chalking them up as fable, bogeymen used to haunt those of guilty conscience. Most poleviks favor fighting with a matching pair of crudely forged, rusty sickles bound together at the handles by a length of slender rope or chain. Whenever possible, they use stealth to slip behind their targets and strangle them. The chain also allows a polevik to swing his sickles to gain a 10-foot reach attack, which he can use to attempt to trip opponents. If possible, a polevik avoids fair fights, preferring to stage ambushes or similar situations where he can catch his opponents by surprise or at a disadvantage. They fight dirty, 14 14 using stealth, trickery, and feints. If faced with obviously strong opponents, these creatures attack only until they acquire a portion of their opponent’s souls, after which they flee back into the woods. While they may plot to return and slay such opponents at a later time, they may just as easily put a contract on their heads and sell it to a more powerful ally from the lower planes. Poleviks are similar in appearance to deformed dwarves with excessively wrinkled skin and bulbous eyes with sickly yellowish irises. At all times, they appear filthy and paint themselves with mud, twigs, and leaves to help them blend into their environments. Polevik fetishes Created from bits of the stolen souls of its victims, these fetishes can provide their owners with the following magical benefits. While an individual may carry more than one fetish, only a single fetish can be active at one time. The individual must display the fetish to activate it. Each fetish has a number of charges determined by the number of a polevik’s victim’s stolen ability score points. Powered by the stolen ability score points, each time the fetish is used, a point is drained, thus the charges represent spent ability score points. Unless otherwise noted, once a fetish is activated, its effect remains active for 24 hours, after which the effect ends and one of its charges is expended. Using a polevik fetish is an evil act, inadvertent if the user does not know that it is powered by stolen souls but a deliberate act otherwise. Fetishes provide the following benefits as determined by the stolen ability score and the Hhit Ddice of the creature whose soul was stolenvictim of the theft. Strength Fetish: When activated, this fetish grants its user a bonus to all melee attacks and damage equal to the hit dice of the victim plus a number of points equal to the number of Strength points stolen. Dexterity Fetish: When activated, this fetish grants its user a bonus to Initiative equal to the hit dice of the victim plus a number of points equal to the amount of Dexterity points stolen. Constitution Fetish: When activated, this fetish provides its user with a fast healing rate equal to the half the hit dice of the victim plus the number of Constitution points stolen. Intelligence Fetish: When activated, this fetish provides its user with SR equal to 10 plus the hit dice of the victim plus the number of points of Intelligence stolen. Wisdom Fetish: When activated, this fetish allows the user to summon an evil outsider as per the spell summon monster with a spell level equal to the number Wisdom points stolen and with a caster level equal to the hit dice of the victim. Unlike other fetishes, the summoned creature remains for the duration of the spell only. This fetish cannot be used more than once in a 24 hour period. Charisma Fetish: When activated, this fetish grants its user the ability to deflect a number of spells whose total combined spell levels are no greater than the hit dice of the victim plus a number of points equal to the Charisma points stolen. double Chained Sickles The polvik’s double chained sickle is a two-handed exotic melee weapon. The wielder can attack as if armed with a single sickle in each hand or extend the chain to make a single reach attack. By swinging the chain, the wielder can whip the sickle about to disarm or trip opponents. Furthermore, if one of the weapons is dropped, the wielder can retrieve it with a free action simply by pulling on the chain. Polviks typically enchant their weapons; however the base statistics for a pair of double chained sickles are as follows: Two-Handed Melee Weapon Cost Dmg (S) Dmg (M) Critical Range Weight Type Double chained sickles 10 gp 1d4/1d4 1d6/1d6 ×2 — 4 lbs. S double, reach, trip Special: If a character wielding this weapon also has the Strangler feat, he can use the weapon’s chain as part of his grapple attempt and doesn’t suffer the normal –4 penalty for grappling without his hands free. 15 15 Torden This shaggy hunter stands with bow and spear in hand, his long braids and bushy beard tangled and rimed with frost. His leathern helm shades his face, glowing eyes faintly visible and his breath freezing the air. Cruelly sharp black antlers crown his head, polished to a deadly shine. tordeN cr 3 XP 800 NE Medium monstrous humanoid (cold) Init +3; Senses darkvision 60 ft., low-light vision; Perception +8 deFeNse AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield) hp 30 (4d10+8) Fort +3, Ref +7, Will +5 Immune cold Weaknesses vulnerable to fire oFFeNse Speed 30 ft. Melee mwk lance +7 (1d8+3/x3), gore +6 (1d6+3 plus bleed) Ranged composite longbow +7 (1d8+2/x3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks bleed 1, favored enemy, harrowing horn Spell-Like Abilities (CL 4th; concentration +5) Constant—deathwatch, detect snares and pits At will—faerie fire statistics Str 15, Dex 16, Con 14, Int 12, Wis 13, Cha 13 Base Atk +4; CMB +6; CMD 19 Feats Mounted Combat, Ride-By Attack Skills Climb +6, Handle Animal +6, Perception +8, Ride +10, Stealth +10, Survival +8 (+10 when tracking), Swim +6; Racial +2 Survival when tracking Languages Common, Druidic, Sylvan SQ favored terrain, wintry stride Gear leather armor, masterwork buckler, masterwork lance, composite longbow (2 Str) with 40 cold iron arrows) ecology Environment any cold or temperate forest Organization solitary, hunt (2-5 plus 1 giant owl), or great hunt (6-12 plus 1d4 giant owls and 1 huntmaster); tordens are almost always encountered mounted Treasure standard special abilities Favored Enemy (Ex) Tordens have ingrained within them an almost supernatural hatred for the druids that created their accursed ancestors. As a result, they treat any creature with levels in the druid class, created or summoned by a druid, or serving as animal companion or cohort to a druid as a favored enemy. This functions as the ranger class feature, with a +2 bonus. Favored Terrain (Ex) Tordens treat both cold and forest terrains as their favored terrain, as the ranger class feature, with a favored terrain bonus of +2 in both types of terrain. In these terrains, tordens can attempt to track creatures that normally cannot be tracked, including flying or swimming creatures or creatures using abilities such as trackless step or pass without trace, though they take a -10 penalty to their Survival check when doing so. Harrowing Horn (Su) Three times per day as a standard action, a torden can conjure and sound a phantom trumpet, inspiring himself and his allies as a bless spell and granting them a +10-foot enhancement bonus to their speed while striking dread into his enemies, as bane (DC 13 Will negates). Each effect lasts 4 rounds. The bane effect is a sonic, mind- affecting effect. The save DC is Charisma-based. Wintry Stride (Su) A torden’s movement is not impeded by natural vegetation, as a druid’s woodland stride ability. In addition, their movement is never adversely affected by snow or ice, and they can walk across a thin snow crust or thin ice without breaking through. A mounted torden can share this ability with a mount one size larger than himself. tordeN HuNtmaster cr 7 XP 3,200 NE Medium monstrous humanoid (cold) Init +3; Senses darkvision 60 ft., low-light vision; Perception +13 deFeNse AC 21, touch 13, flat-footed 18 (+3 armor, +3 Dex, +4 natural, +1 shield) hp 85 (9d10+36) Fort +7, Ref +9, Will +7 Immune cold Weaknesses vulnerable to fire oFFeNse Speed 30 ft. Melee +1 lance +14/+9 (1d8+7/x3), gore +13 (1d6+6 plus bleed) Ranged +1 composite longbow +13/+8 (1d8+5/x3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks brumal bleed, favored enemy, harrowing horn, bleed (1d3) Spell-Like Abilities (CL 9th; concentration +12) Constant—deathwatch, detect snares and pits At will—air walk (self only), faerie fire, gaseous form (self only) 1/day—call lightning (DC 16), control weather, eagle eye, ice storm, sleet storm statistics Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 17 Base Atk +9; CMB +13; CMD 26 16 16 17 17 Feats Mounted Combat, Point-Blank Shot, Precise Shot, Ride-By Attack, Spirited Charge Skills Climb +8, Handle Animal +10, Knowledge (nature) +7, Perception +13, Ride +15, Stealth +15, Survival +13 (+17 when tracking), Swim +8; Racial Modifiers +4 Survival when tracking Languages Common, Druidic, Sylvan SQ favored terrain, swift tracker, wintry stride Gear masterwork chain shirt, masterwork buckler, +1 lance, +1 composite longbow, 40 cold iron arrows ecology Environment any cold or temperate forest Organization solitary, hunt (2-5 plus 1 giant owl), or great hunt (6-12 plus 1d4 giant owls and 1 huntmaster); tordens are almost always encountered mounted Treasure standard special abilities Brumal Bleed (Su) The bleed damage from a torden huntmaster’s gore attack causes a hypothermic chill to spread through the target. A creature is fatigued for as long as it is taking bleed damage. Once the bleed damage ends, the target can attempt a DC 18 Fortitude save as a full-round action to banish the chill and end the fatigue. The fatigue caused by a huntmaster’s gore does not stack with itself, but it stacks with fatigue caused by another huntmaster’s gore or with other sources of fatigue. Favored Enemy (Ex) As a normal torden, but with a +4 bonus. Favored Terrain (Ex) As a normal torden, but with a +4 bonus. In addition, a huntmaster takes only a -5 penalty when tracking creatures that normally cannot be tracked. Swift Tracker (Ex) A torden huntmaster reduces penalties for tracking at full speed, as the ranger class feature. Harrowing Horn (Su) As a normal torden, but in addition to the usual effects the huntmaster can grant all allies within 20 feet the benefits of air walk, good hope, or haste or can affect all enemies within 20 feet as crushing despair, fear, or slow. These effects last for 9 rounds and the save DC to resist any harmful effect is DC 16. Only one of these additional effects can exist at a time; if the huntmaster creates a new effect, the previous effect ends for all creatures. Wintry Stride (Su) As a normal torden. Tordens are a race of savage hunters of the cold lands born of an ancient curse. Their legendary forebears, their names now largely forgotten, were once great hunters themselves but trespassed one too many times into the sacred woods of the elder druid circles. Mortally wounded when their erstwhile prey turned savagely upon them, and abandoned by their allies to their fate, they were taken by the druids to be reforged into living weapons upon their former allies, hunting them as they had once hunted the beasts of the field and forest. They hunted well, terrorizing lands they once ruled and being branded outlaws and traitors, but upon returning with the spoils of their first hunt they saw no reason to stop hunting just because their creators and supposed masters were in view. Thus, the druids that made the first tordens also fell by the hand of their murderous creations, loyalty and obedience being of no moment. In time, the tordens forgot all allegiances but to one another. Even their own names were discarded as meaningless. There was only the hunt, and an undying hatred for the druids that cursed him to live for nothing else. Tordens roam across all the cold lands, from the polar ice to the barren tundra, icy mountain ranges and chilly bogs, but it is the boreal forests they love best. They sometimes range into warmer temperate woodlands during the winter, but they rarely remain past the coming of spring. Some think them fey, transient spirits of winter’s hunger and cruelty, but they are entirely natural creatures for all their unnatural lineage. They reproduce by spreading their curse (see sidebar), though rumors persist that some tordens can mate with ordinary women and that the children of such unions, always male, will manifest the curse upon reaching adulthood. In either case, most tordens have no qualms about spreading their curse, though they are careful to avoid creating too many hunters with whom they will have to compete. When a group grows too large the two strongest leaders split the clan and go their separate ways to ensure that every hunter will always have enough prey. Some tordens try to turn away from their legacy of death, confining their hunting to non-sentient beings and never passing along their curse, and some are solitary and do not pass on the curse simply because they despise the company of others and do not wish to share their kills, but most travel in packs. Tordens are skilled warriors afoot, but they are almost always found mounted. Many use common mounts, such as horses or trained elk, sharing their wintry stride ability and allowing them to ride through dense and tangled woodlands and drifts of snow and treacherous ice at speeds impossible for most of their prey to match. Over the centuries since their creation, however, tordens have also developed a unique and almost empathic affinity for giant owls and winter wolves. These creatures are not servants but allies, as the tordens live among them and fight alongside them, using them sometimes as scouts or magnificent mounts. They share trophies, treasure, and meals alike with their inhuman comrades, as each understands the other is key to their mutual success in planning and executing a successful hunt. The greatest and most bloodthirsty tordens become the fearsome huntmasters, leading their fellows in the scouring of the land and even racing in deadly hunts across the sky through the winter storms. Huntmasters typically lead from the rear of their fellows, raining deadly arrows in the thick of the fighting before diving in with leveled lance and tearing horns. Huntmasters are primarily focused on their own business and may not concern themselves with PCs unless they interfere with their hunt; of course, the malevolent huntmasters are just as likely to be encountered in the employ of someone willing to pay well to target the PCs. Knowledge Checks: tordens 10 Tordens are expert riders and hunters, able to move swiftly through frozen forests. 15 Tordens blow phantom horns to inspire themselves and instill dread in their prey. Their frozen flesh is impervious to cold but they fear fire. 20 Tordens have a powerful hatred for druids, who created them with an ancient curse that they can pass on to male humanoids they capture and hang among the frozen boughs until the curse takes hold. 18 18 vodenjak This gaunt ferryman is dressed in ragged, mud-stained shrouds of blackish green. His gnarled hands grip a stout pole of equal utility for walking or poling a skiff. His eyes are quick and appraising, his hair wild and white, and his smile decidedly unpleasant. A jangling roughspun satchel hangs at his side. vodeNjak cr 6 XP 2,400 LE Medium monstrous humanoid (aquatic) Init +7; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +13 deFeNse AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural) hp 68 (8d10+24) Fort +5, Ref +9, Will +8 DR 5/silver; Resist electricity 10; SR 17 oFFeNse Speed 30 ft., swim 30 ft. Melee shillelagh +11/+6 (2d6+4) Special Attacks clouting cudgel, soul drinker Spell-Like Abilities (CL 8th; concentration +12) Constant—freedom of movement, speak with animals (aquatic animals only) At will—animal trance (DC 16) (aquatic animals only), charm animal (DC 15) (aquatic animals only), disguise self, fog cloud, hydraulic push, shillelagh 3/day—divination, entangle (DC 15), scry (DC 18) 1/day—baleful polymorph (DC 19) (aquatic creatures only), bestow curse (DC 18), summon (level 4, 1 giant moray eel, 1d3 giant pike, or 1d4+1 electric eels 100%) statistics Str 14, Dex 17, Con 16, Int 15, Wis 15, Cha 18 Base Atk +8; CMB +10; CMD 23 Feats Brew Potion, Improved Initiative, Power Attack, Vital Strike Skills Appraise +6, Bluff +10, Craft (alchemy) +10, Disguise +10 (+20 with disguise self), Knowledge (geography) +10, Knowledge (nature) +10, Perception +13, Perform (oratory) +10, Profession (sailor) +10, Sense Motive +10, Stealth +10, Swim +14 Languages Aquan, Common, Sylvan SQ change shape (electric eel, giant pike), or giant moray eel; beast shape II), phantom skiff, riverman’s bargain ecology Environment cold or temperate freshwater Organization solitary, skiff and school (1 vodenjak and 1–4 giant pike), 10% chance to be encountered with a green hag or sea hag (equal chance of either) Treasure standard special abilities Clouting Cudgel (Su) When a vodenjak threatens a critical hit against a Medium or smaller creature with his shillelagh, he can attempt an Awesome Blow combat maneuver in place of attempting to confirm the critical hit. If the maneuver succeeds, the attack deals double damage and moves the target as described for the Awesome Blow feat. Phantom Skiff (Su) As a full-round action, a vodenjak can conjure a spiritual barge of sodden logs bound together by ropes of mist. This silent skiff functions similarly to the phantom steed spell (AC 20, hp 30), with a swim speed of 80 feet across the surface of the water (including muddy and swampy terrain and even areas of solid ground that are 10 feet wide or less). The skiff can go underwater at a speed of 40 feet, but it provides no air for its passengers, so they must hold their breath. The skiff can hold up to 8 Medium-sized creatures (2 Large, 1 Huge, or 19 19 16 Small or smaller) in addition to the vodenjak. The phantom skiff is surrounded by a ghostly mist that provides concealment (20% miss chance) for creatures within the skiff against attacks from outside it, and from a distance of greater than 30 feet the phantom skiff is 80% likely to be mistaken for ordinary mist upon the water. The vodenjak can dismiss the phantom skiff as a free action. Riverman’s Bargain (Su) Once per month, a vodenjak can grant a limited wish to a creature with 7 or fewer Hit Dice. However, this wish always comes as part of a bargain, and the creature receiving the limited wish must agree to accept a lesser geas from the vodenjak, which the vodenjak can invoke from any distance up to a year and a day after granting the limited wish. This specialized lesser geas does not allow spell resistance or a saving throw, and if the lesser geas is removed before the task specified by the vodenjak is completed, the benefits of the limited wish are immediately ended (or undone, if the effect of the limited wish has already ended). If the wish cannot reasonably be reversed or negated, the wish recipient instead is affected as bestow curse (no saving throw) when the lesser geas is broken. If the target is killed before the lesser geas is completed, its soul is taken by the vodenjak as if it had successfully used its soul drinker ability. A vodenjak cannot have more than one riverman’s bargain in effect at a time. Soul Drinker (Su) As a full-round action, a vodenjak can try to extract the soul of a dying creature adjacent to it, drawing it forth as a liquid and storing it in an open container, such as a goblet, chalice, or teacup. A target failing a DC 18 Will save is slain and affected as a rest eternal spell. If the target is underwater while dying, the save DC increases by 2. If a creature dies by drowning within 30 feet of a vodenjak, it can use this ability as an immediate action and does not need to be adjacent to the target. Once the soul essence has been drawn out of the victim, the vodenjak can tap into its power at any time as a standard action by dipping its tongue into the liquefied soul in the container, gaining the benefit of a guidance or virtue spell. Once per day, a vodenjak can also speak with dead with any creature whose soul container it possesses, and can split the questions between multiple slain creatures; the dead do not receive a saving throw to resist this questioning. A vodenjak can also drink the stored soul essence at any time, gaining the benefits of a death knell spell, though this frees the trapped the soul and allows the creature to be raised from the dead normally. For any creature other than the vodenjak, drinking the soul essence causes the drinker to gain a temporary negative level (DC 18 Fortitude negates) and become confused (DC 18 Will negates), each effect lasting 24 hours. If the rest eternal effect is ended, that soul container shatters and the soul essence spills out on the ground. If a vodenjak has 10 or more soul containers gathered together, he can use word of recall to return to that location; however, this destroys 1d4-1 of his soul containers and releases the souls trapped within, so he is loath to use this ability unless he believes his collection is in danger. He is aware when any soul container is disturbed, as the mental alarm created by an alarm spell but with unlimited range as long as the vodenjak is on the same plane. Both of these effects apply only if he has line of effect to the containers. This line of effect extends underwater but not inside any kind of container or building; hence, a vodenjak’s collections are often hidden in the open on remote sand or gravel bars or on tiny uninhabited islets so they are not disturbed. Soulchemist (Su) A vodenjak can use soul essence to craft potions as if it knew all druid spells of 1st to 3rd level. The caster level of a potion created using a soul essence is equal to the Hit Dice of the deceased creature. Crafting a potion requires 8 hours of work and frees the trapped soul essence. These potions retain their potency for one week and then evaporate into nothingness. Vodenjaks are supernatural ferrymen, sometimes called vodnik or vodianow, closely related to hags though always excluded from their covens. Like hags, they often wander in disguise through settled lands, plying their wares and offering temptation to the unwary. Unlike hags, however, vodenjaks have no interest in devouring the creatures they inveigle with their cunning. Instead, they are far more interested in a creature’s soul. Vodenjaks stay close to rivers, lakes, and marshes, sometimes using their phantom skiffs to speed passengers from place to place. They often ask a dear price for passage, and can be swift and sure in their transit, but often they will simply ask for whatever payment their passengers wish. Those who deal generously with a vodenjak will have few problems, but those that seek to cheat or insult him draw his ire and often cause him to disperse the phantom skiff in the midst of a journey, often amidst dangerous waters or when hungry aquatic predators have gathered about in his wake (including those the vodenjak summons himself). Vodenjaks enjoy riddling talk and may challenge passengers to contests of boasting, riddles, or storytelling to pass the time on their journey. They will also offer to read the fortune of passengers, telling them what may come to pass. Their divinatory gifts are real, but how much they offer and how truthful they are about what they see depends on their opinion of their passenger. The same is true of their offers to craft magical potions, as they may slip poison into the vials of customers that have angered them. A vodenjak always feigns friendliness and never shows anger outwardly unless he is ready to attack. Their powers of temptation go beyond potion-making and divination to the granting of small wishes, but always bound up with a promise of service on the vodenjak’s behalf. All of a vodenjak’s affable pretensions work to the goal of gathering souls, which it collects as others might collect fine wines. They use these souls as ingredients in their potions and for their personal power, but mostly they love the sense of control over mortal life and death, and the satisfaction of luring someone into giving up a portion of their soul willingly. A vodenjak has the power to seize it by force at the moment of dying, but gaining them through guile is far more delicious. Vodenjaks are very protective of their collections and will attack in a fury anyone who threatens to disturb their soul containers. 20 20 Wiitikowan (lesser Wendigo) (Template) The lined and weathered features of this tribal hunter are wracked into a feral rictus, as blood drips from his lips and hands, painting the tips of cruel antlers twisting up from his skull. He draws his bow with practiced skill, ready to rain death upon his targets and commence a bloody feast upon their flesh. savage HuNter cr4 XP 1,200 Male human ranger (guide) 5 N Medium humanoid Init +1 (+3 in mountains and hills); Senses low-light vision, Perception +5 (+7 in mountains and hills) deFeNse AC 17, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 dodge, +1 shield) hp 42 (5d10+15) Fort +6, Ref +6, Will -2 oFFeNse Speed 30 ft. Melee mwk battleaxe +8 (1d8+2/[TS]3) and gore +7 (1d6+2 plus 1 bleed/19-20) Ranged mwk longbow, composite +8 (1d8+2/[TS]3) or handaxe +7 (1d6+2) Special Attacks blood rage, ranger’s focus (2/day, +4 attack and damage) statistics Str 14, Dex 15, Con 14, Int 10, Wis 12 (8 points of Wis damage currently), Cha 11 Base Atk +5; CMB +7; CMD 19 Feats Deadly Aim, Dodge, Endurance, Mobility, Point Blank Shot, Shot on the Run Skills Climb +10, Craft (traps) +7, Handle Animal +5, Knowledge (geography) +5 (+7 in mountains and hills), Knowledge (nature) +5, Perception +5 (+7 in mountains and hills), Profession (trapper) +5, Ride +7, Stealth +10 (+12 in mountains and hills), Survival +5 (+7 in mountains and hills), Swim +7 Languages Common, Halat SQ favored terrain (mountains/hills), track +2, trackless step, wild empathy +5 Combat Gear masterwork composite longbow (STR 14) with 20 arrows, masterwork battleaxe, 2 throwing axes; Other Gear masterwork studded leather, masterwork buckler, climber’s kit, masterwork tools (Craft (traps)), 2 potions of cure light wounds. 21 21 WiitikoWaN dire WolveriNe cr 6 XP 2,400 CE Large fey (cold) Init +9; Senses low-light vision, scent; Perception +13 Aura unnatural aura (30 ft.) deFeNse AC 20, touch 14, flat-footed 15 (+5 Dex, +6 natural, -1 size) hp 66 (7d8+35); regeneration 5 (fire) Fort +10, Ref +10, Will +3 Immune cold, mind-affecting effects; Weaknesses vulnerability to fire oFFeNse Speed fly 60 ft. (perfect) Melee bite +10 (1d8+9/18-20/x3 plus disease), 2 claws +8 (1d6+3) Space 10 ft.; Reach 5 ft. Special Attacks bloody bite, disease (DC 18), nightmare stalker (DC 14), rage, savage transformation (DC 18) statistics Str 23, Dex 21, Con 21, Int 1, Wis 12, Cha 6 Base Atk +5; CMB +12; CMD 27 (31 vs. trip) Feats Flyby Attack, Improved Initiative, Multiattack, Skill Focus (Perception) Skills Fly +13, Perception +13, Stealth +13, Survival +12 SQ taste of terror, wind walker Rage (Ex): When this creature takes damage during combat, at the beginning of its next turn it becomes enraged for the remainder of the combat: Str 27, Con 25, AC 18, touch 12, flat-footed 13, hp 78, Fort +12, Melee bite +12 (1d8+12/18-20/x3 plus disease), 2 claws +10 (1d6+4) WiitikoWaN mouNtaiN raveN (vulture) cr 3 XP 800 CE Small fey (cold) Init +1; Senses low-light vision, scent; Perception +13 Aura unnatural aura (30 ft.) deFeNse AC 17, touch 15, flat-footed 13 (+4 Dex, +2 natural, +1 size) hp 25 (3d8+12); regeneration 5 (fire) Fort +7, Ref +6, Will +2; +4 vs. disease Immune cold, mind-affecting effects; Weaknesses vulnerability to fire oFFeNse Speed fly 60 ft. (perfect) Melee bite +7 (1d8+2/18-20/x3 plus disease) Space 5 ft.; Reach 5 ft. Special Attacks bloody bite, disease (DC 15), nightmare stalker (DC 12), savage transformation (DC 15) statistics Str 16, Dex 17, Con 18, Int 1, Wis 13, Cha 3 Base Atk +2; CMB +4; CMD +7 Feats Flyby Attack, Weapon Focus (bite) Skills Fly +15, Perception +13, Stealth +15, Survival +13 SQ taste of terror, wind walker A wiitikowan is the result when a living creature is spiritually consumed by a raw and hungry spirit of nature. Most common in cold, harsh lands where humanity and its kin sometimes teeter on the edge of relapsing into savagery and even cannibalism in order to survive, a wiitikowan may also arise as a result of a powerful curse. In any case, its appearance is wild yet haggard, its hair, fur, or feathers matted and its skin scarred and tattered (or, in rare cases, completely falling out and leaving the victim utterly bald), scarcely hiding its bulging muscles within. Its mouth is always bloody as though continually in the midst of a feast of carnage. Its eyes hold a feral supernatural gleam and its feet end in bloody stumps or sometimes bony claws, the flesh melting away into a cold mist. A creature that has begun to succumb to the wiitikowan curse but has not yet fully lost their mind and soul may appear totally normal, but will 22 22 periodically be stricken with a hungry blood rage that causes them to undergo a savage transformation, like the savage hunter above. At first this change is temporary and the accursed creature returns to normal when the transformation abates, with no recollection of their actions while transformed. If their curse can be removed before their original mind and personality are utterly gone, they can sometimes be redeemed and rescued from their accursed fate. If not, they are doomed to hunt as a wiitikowan forever. Becoming a wiitikowan Wiitikowan is an acquired template that can be applied to any animal, humanoid, or monstrous humanoid. Other creature types are not subject to the wiitikowan curse. A wiitikowan uses the base creature’s stats and abilities except as noted below. Challenge Rating: As the base creature +2 for base creatures without class levels, spells, or spell-like or supernatural abilities. Alignment: Always chaotic evil. Type: The creature’s type changes to fey. Do not recalculate the creature’s HD, BAB, or saves. Armor Class: As the base creature, with a +2 bonus to its natural armor bonus to Armor Class. Hit Dice: As the base creature +2. Saves: As the base creature. Defensive Abilities: A wiitikowan gains immunity to cold and mind-affecting effects. Speed: A wiitikowan gains a fly speed of 60 feet (perfect maneuverability) and loses all other movement types. If its fly speed is faster than 60 feet, it retains that speed. Attacks: A wiitikowan gains a bite attack if it does not already possess one, and its bite deals damage as a creature one size larger than its actual size, adding 1-1/2 times its Strength bonus to its bite damage. Any other natural weapons it has become atrophied and withered, being treated as secondary natural weapons and dealing damage as a creature one size smaller, adding 1/2 its Strength bonus to damage. Special Attacks: A wiitikowan retains any special attacks of the base creature. In addition, it gains the following special attacks: Bloody Bite (Ex): A wiitikowan’s bite has a critical threat range of 18-20, dealing triple damage and 1d6 points of bleed damage on a confirmed critical hit. This bleed damage stacks for multiple critical hits. Disease (Su): A wiitikowan’s bite carries the disease of wendigo fever. Wendigo fever: bite; save Will DC = 10 + 1/2 the wiitikowan’s Hit Dice + its Constitution modifier; onset 1 day; frequency 1d3 days; effect 1d3 Wis damage plus savage transformation (see below); cure 2 consecutive saves. Nightmare Stalker (Su): As a full-round action, a wiitikowan can mark one creature within 120 feet as its quarry, allowing it to move at full speed while tracking that creature, with an insight bonus equal to 1/2 its Hit Dice to Perception and Survival checks made against its quarry. As long as that creature remains its quarry, the next time the target sleeps it is affected as nightmare (Will DC = 10 + 1/2 the wiitikowan’s Hit Dice + its Wisdom modifier), though each time the target fails its saving throw against this nightmare it takes 1d3 points of Wisdom damage (and does not heal Wisdom damage naturally that day) in addition to the normal effects of nightmare. A wiitikowan will typically stalk a victim for 1d4 days trying to wear down its target’s mental reserves before attacking and trying to spread its wendigo fever. A creature that has failed a saving throw against a wiitikowan’s nightmare automatically becomes shaken whenever the wiitikowan is within 30 feet and for 1d4 rounds thereafter, even if it cannot see the wiitikowan. A creature that has failed two saves against its nightmare is frightened rather than shaken, while a creature that has failed three saves is either panicked or cowering (equal chance of either). If the target succeeds on its saving throw three nights in a row, the wiitikowan abandons its quarry. Any Wisdom damage remains but the nightmares and their side effects do not recur. It may have only quarry at a time. Optional Rule: If using the alternate Madness system from Tomes of Arcane Knowledge, a failed save adds 1d3 Madness points to the target rather than dealing Wisdom damage. Savage Transformation (Su): On any day an infected creature takes Wisdom damage from wendigo fever, the target must make a Will save (same DC as wendigo fever) or be overcome with an insatiable hunger for the flesh of its own kind, being compelled to stalk and kill the nearest creature of its own race and feast upon its flesh. After the first bite of its victim, the afflicted creature gains the blood rage, low-light vision, and trackless step special qualities and may experience a temporary physical transformation. If the afflicted creature normally has a bite attack, it gains the bloody bite special attack described above. If the creature is a humanoid or similar creature lacking natural weapons, it may gain one or more primary natural weapons: d% Result 01-25 no additional attack gained 26-50 bite attack gained 51-70 gore attack gained 71-95 2 claws gained 96 bite and gore 97 bite and 2 claws 98 2 claws and gore 99-00 bite, 2 claws, and gore These natural weapons deal damage appropriate for a creature of its size with a critical threat range of 19-20 and dealing 1 point of bleed damage (which stacks with bleed damage from any source) on a critical hit. This transformation, including the blood rage and natural weapon, last for 1d4 hours, after which the afflicted creature returns to normal with no memory of events that transpired while affected by this effect. When an afflicted creature’s Wisdom damage equals its Wisdom score, the savage transformation becomes permanent. It gains this template and becomes a wiitikowan forever. Its Wisdom damage disappears when this occurs. Abilities: Str +4, Dex +4, Con +4, Int -4 (minimum 1), Cha -4 (minimum 1). BAB: As the base creature. Skills: A wiitikowan gains a +8 racial bonus to Stealth and Survival. 23 23 Boreal Bestiary Paper minis Feats: As the base creature. Special Qualities: A wiitikowan gains the following special qualities: Regeneration 5 (Ex): Fire suppresses a wiitikowan’s regeneration for 1 round. Taste of Terror (Su): A wiitikowan can sense the presence of fear, becoming aware of the direction and approximate distance of any creature affected by a fear effect within 1 mile. If it is within 60 feet, it can pinpoint a shaken creature’s exact location as if it had blindsense; this is doubled if the creature is frightened, tripled if a creature is panicked, cowering, or paralyzed with fear. If the creature is also taking bleed damage (or bleeding while dying), all of the above distances are doubled. If a wiitikowan deals damage with its bite to a creature suffering from a fear effect, the wiitikowan can sense that creature for the next 24 hours as if it had blindsight rather than blindsense. Unnatural Aura (Su): Animals do not approach within 30 feet of a wiitikowan unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check. Wind Walker (Su): A wiitikowan may wind walk at will, requiring only a move action to transform between solid and gaseous form. In addition, a wiitikowan’s movement, attacks, and senses are never impeded by wind or by natural or magical weather effects, including fog cloud, obscuring mist, and sleet storm. ©2013 Legendary Games. Permission granted to photocopy this page for personal use only. 24 24 Arctic Harpspider 25 25 Green Child 26 26 Gruen 27 27 Hiisi 28 28 Maniitok 29 29 Orruol 30 30 Polevik 31 31 Torden 32 32 Vodenjak 33 33 Savage Hunter 34 34 Dire Wolverine 35 35 Mountain Raven 36 36 Is Your Campaign Legendary? It Should Be! Brought to you by the most creative minds in the business, Legendary Games delivers products designed by the very same people that create so many of the official adventures, supplements, and hardbacks that you know and love. With a design team of industry legends, superstar de- signers, and the best new up-and-coming talent, you know it’s going to be great. Who better to bring you innovative rules and adventures with amazing depth and richness to enhance Your Adventure Path or home campaign? No one. Our Gothic Adventure Path Plug-Ins are the perfect expansions for any horror-themed campaign, from adventures like The Murmuring Fountain and forbidden lore like The Mad Doctor’s Formulary to a full line of mag- ical and macabre Gothic Grimoires. Our Imperial Adventure Path Plug-Ins are ideal for any campaign with themes of East meets West. Expand the power of the spirit with The Way of Ki and Meditations of the Imperial Mystics, or take a journey Under Frozen Stars. Also don’t miss the Kingbreaker Adventure Path Plug-Ins, our latest line of products. From the haunting Cold Mountain, glorious tournaments, and an array of supplements to fill any aspiring kingdom maker’s every need. Check our webstore at www.makeyourgamelegendary.com and follow us there or on Facebook for the latest product updates, news, previews, and promotions for all of our product lines. You can also direct questions to [email protected] or pick up our products at the following shops: d20pfsrd.com, the Paizo.com webstore, and on DrivethruRPG and RPGnow. Any way you buy, you’ll be sure to Make Your Game Legendary! ADVENTURE PATH PLUG-INS KM04 ADVENTURE PATH PLUG-INS Boreal Bestiary Boreal Bestiary by Jason Nelson, Tim Hitchcock , and Matt Goodall by Jason Nelson, Tim Hitchcock , and Matt Goodall KM05
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Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected] for LIVING GREYHAWK campaign questions email [email protected] VER 5-04 Fools Gold A One-Round D&D® LIVING GREYHAWK™ Verbobonc Regional Adventure by Gregory Hanigan Triad Edit: Chad LaMontagne, Michael Maenza, Vernon L. Vincent Circle Edit: Tim Sech The Bridgeforth Inn stands quiet and empty; speakers no longer preach the Brotherhoods message to the populace of Verbobonc City. But all is not well; Bub Tympanum is still missing, Uncle Vardis still has not been apprehended, and none who have entered the Bridgeforth have lived. For both lawful and chaotic PCs, this Verbobonc regional adventure is for character levels 1 to 14 and the final adventure in the “Fools” series. (APLs 2 to 12) Ver5-04 Fool’s Gold Page 2 RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table DM (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2006. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PCS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer PCs (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because PCs bring their own PCs to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. Sum the results of step 1 and 2, and divide by the number of PCs playing in the adventure. Round up to the nearest whole number. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier Ver5-04 Fool’s Gold Page 3 adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level PCs to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1 st-level PCs may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise PCs to buy riding dogs to help protect them, and fight for them. Time Units and Upkeep This is a standard one-round Regional adventure, set in Verbobonc. PCs native to Verbobonc pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Areas of Influence This adventure allows the use of the following influence points for purposes of the Verbobonc Influence document: • Viscount Langard • Churches (All) • Wrinkle Academy • The Family • The Gentlemen of the Watch. Cast of PCs and Locations Lathmir Amanthsal: A formerly tall, blonde and handsome human, Lathmir had been one of the primary proponents of the Scarlet Brotherhood in Verbobonc. Lathmir died however of his own hand in VER4-06 A Fools Errand, and was tricked by Uncle Krot into being reincarnated. Now Lathmir has become what he despises most; a gnome. The twin shock of his return as a gnome and the rigors of reincarnation have broken his mind and he now lives in dementia near the docks where he used to conduct business. At the same time Lathmir still knows many of the secrets of the Scarlet Brotherhood, including the password to the Forbiddance that was erected at the Bridgeforth. Uncle Vardis: This Master Monk keeps his graying hair cropped so short it is difficult to tell that he’s a Suel. However this master monk is the primary antagonist of this series. Working behind the scenes Vardis now directs the expansion of the Scarlet Brotherhood in Verbobonc. Vardis experienced several set backs in the past several months, usually at the hands of the PCs. His hand was tipped too early (in VER4-04: Ship of Fools) and then his plans to eliminate any possibility of reunification were foiled (in VER4-06: A Fool’s Errand). Vardis of course hates those who are responsible for those setbacks and not only seeks the destruction of the Royal Furyondy Mint, but also the destruction of the PCs. Bubulos Intaglio Tympanum: A retired gnomish Master Sculptor, this elderly gnome is a bit stooped and walks with a cane, but still is filled with energy and excitement about stonework and architecture. Bub has in his long career worked in stone, pottery, and metal, most notably during the restoration of the Verbobonc Guild Hall, Bub restored a door which leads to the Royal Furyondy Mint. He is one of the few people in Verbobonc who know of its existence. He is quite comfortable around humans and is not offended when they shorten his already shortened name down to “Bub”. Bub was kidnapped in VER 4-06: A Fools Errand and has been kept at the Bridgeforth Inn, while Uncle Vardis attempted to extract from him the exact location of a door to the Royal Furyondy Mint. Avera Wyrt Tympanum: Bub’s wife. A doting gnomish grandmother, she frets about her husband and feeds everyone else. Watch Captain Caleb: A short and swarthy Rhennee who wears a perfectly groomed Vandyke beard, Watch Captain Caleb grew up working the rivers with the Rhennee. Hence he is one of the most streetwise members of the Gentlemen of the Watch. Very little occurs in his district of Verbobonc city that he is not aware of. Although he is not above serving the greater good through a minor evil, he keeps to a strict personal code. Caleb is Captain to over 30 officers of the Gentlemen in the section of Verbobonc, which includes most of the gnomish quarter and a portion of the government district. Ver5-04 Fool’s Gold Page 4 Uncle Krot: A somewhat short, fat, and balding Oeridian human, Uncle Krot is an accomplished rogue and wizard. As an upper management Family member, Krot has been given the job of troubleshooting the Brotherhood threat by his superiors. He bears no particular ill will toward the PCs, as long as they serve their use and do not keep him from performing his job to the Family. The Bridgeforth Inn: A large three-story wooden and stone inn with an outside beer garden that serves as a base for the Scarlet Brotherhood’s recruitment and visible presence within Verbobonc City. This building was a down-and-out gambling den before the Brotherhood was able to buy it out and fix it up. This Inn is located at building #23 on the attached Map of Verbobonc City in Appendix #3. The Bridgeforth Cult: A group of several dozen young and middle-aged men have joined Lathmir in his acceptance and promotion of the Scarlet Brotherhood’s philosophy. These men make up the muscle behind the Brotherhood’s attacks upon the gnomes of Verbobonc. Now, scattered through the PCs efforts in VER 4-06 many of the cultists have been hunted down by the Discipline section of the Family. The remainder still keeps in contact with the remnants of the Bridgeforth cult. The Verbobonc City Guild Hall: Human and gnome workers built this large stone and wood structure shortly after they arrived in the lands of Verbobonc. During those early years it served as a meeting place for the city representatives, usually prominent merchants and landowners. It was renovated 40 years ago and now serves as an administration building for the city government. It is distinguished from other city buildings in that it contains a very secret entrance to the non-dimensional space where the Royal Furyondy Mint is located. Bub Tympanum is the workman who carved the crests into the door leading to the mint. Bub is one of the few individuals in Verbobonc outside of the government who is aware of its existence. The Guild Hall is the large octagonal-shaped building just south of #54 on the map of Verbobonc City in Appendix #3. The rectangle to the east represents the fountain in front of the building. The Royal Furyondian Mint: Verbobonc hosts the Royal Furyondy Mint, the mint which is responsible for the production of all of the gold, silver and copper pieces within the Kingdom of Furyondy as well as Verbobonc. It is a commonly known secret that the Mint exists somewhere in Verbobonc in one of the extra dimensional spaces that exist there. The exact location however, and the way to get into the mint is a tightly controlled secret. As noted above, one door leading to the mint is located in the Guild Hall and Bub Tympanum knows its existence. Vardis has been, since the end of VER4-06: A Fool Errand, questioning Bub in order to extract the exact location of the door from him. Before You Begin Prior to the beginning of play please note the player’s affiliations to the Gentlemen of the Watch and to the Family. Also please note which PCs have played the first and second adventures in this series and if they played the same character throughout. Several of the important details that take place in this adventure are modified by previous character choices. Please prepare this adventure carefully in order to maintain the flow of the adventure. Adventure Background The Scarlet Brotherhood has traditionally toppled governments through stealth and trickery. Even so, prior attempts at toppling Verbobonc’s government have failed, and so the Scarlet Brotherhood decided on a more direct approach. The Brotherhood knew that within Verbobonc exists the Royal Furyondy Mint and knew that its destruction would lead to widespread turmoil not only in Verbobonc but also in other regions. One of the Scarlet Brotherhood’s agents, Vardis, learned that the mint was located in one of the extra dimensional spaces that exist in Verbobonc. Through careful study and the research by the Scarlet Brotherhoods mages he determined that the extra dimensional space functioned much like a Heward’s Handy Haversack. Vardis surmised that a single person could destroy the mint by entering it with a bag of holding, thereby tearing the mint into the Astral plane. What he required was a base of operations in Verbobonc City to research how he could get into the Royal Furyondy Mint, and enough money to fund the expedition. He discovered the solution in a Suel spice merchant named Lathmir Amanthsal. In the first adventure of this series VER4-04: Ship of Fools the Scarlet Brotherhood was in the process of re- asserting their power within Verbobonc. To accomplish this they utilized a Suel merchant named Lathmir Amanthsal, who until recruited by the Brotherhood was an unsuccessful spice merchant. Lathmir, along with the Brotherhoods representative, an elderly monk named Uncle Vardis, arrived in Rhynehurst at the same time as the PCs. Circumstances threw the Brotherhood and the PCs together and along the way the PCs also had the opportunity to meet one of the Families representatives Ver5-04 Fool’s Gold Page 5 in Rhynehurst, a fat Oeridian man named Uncle Krot. VER4-04: Ship of Fools concluded with the PCs traveling with Uncle Vardis and Lathmir to Verbobonc city, where after an ambush by the Family, Vardis and Lathmir escaped into the city with a haversack full of platinum bars. In the second adventure of this series VER4-06: A Fools Errand, The Scarlet Brotherhood again used Lathmir Amanthsal and their wealth (secured in the first adventure) to rally a support for their cause within Verbobonc, leading to increased tensions between man and gnome and occasionally even assaults on the street. The PCs witness one such assault on an elderly Gnome named Bub Tympanum. Because of their witnessing of the assault, and their possible involvement in halting the assault they are approached separately by the Family and the Gentlemen of the Watch to perform several errands for each. Thus, allowing the Gentlemen of the Watch, The Family and the PCs much needed information concerning the plans of the Scarlet Brotherhood in Verbobonc. Even so, the PCs actions proved inadequate to stop the entirety of the plot from succeeding; although subsequent events (see VER4-07: Reunification) have reduced the damage that the plot had inflicted. Now in Verbobonc City The Watch and the Family seek to root out the Brotherhoods presence. The former members of the Bridgeforth cult have been dispersed and many have now fallen under the knives of the Families Discipline section. The few remaining who are loyal to the Brotherhood are in hiding or are holed within the Bridgeforth Inn. The Inn itself now stands as the central focus of the Family and the Gentlemen of the Watches efforts, and they have already begun to probe the defenses of the inn. Unfortunately for both the Family and the Gentlemen of the Watch in the time since the PCs infiltrated the Inn during VER4-06: A Fools Errand the Brotherhood has substantially increased the defenses of the inn. Such defenses include a forbiddance spell, which has kept the Family and the Watch from entering the Inn. The two groups now turn to the PCs for assistance in gaining entrance to the inn and ultimately destroying the Brotherhood’s presence in Verbobonc. What the Family, the Gentlemen of the Watch, and most likely the PCs themselves don’t know is that the Scarlet Brotherhood’s primary purpose in Verbobonc City continues as planned. Uncle Vardis discovered the location to an accessible door to the Royal Furyondy Mint from Bub Tympanum. Now that the Scarlet Brotherhood knows the location of the door they can with a portable hole, thereby tearing a hole in the material plane and sending Vardis and the Royal Furyondy Mint to the Astral plane. Once there the Scarlet Brotherhood will send several mages and clerics to the Astral Plane, scry upon Vardis, and then teleport to his location. The Brotherhood knows that if there were any individuals who may follow Vardis to the Astral Plane could similarly be scryed upon by the Clerics or Mages in Verbobonc, and so it is vital for Vardis to defend and kill anyone who follows him through the rift to the Astral Plane. Adventure Summary Encounter 1: Is that a hook I see before me? Caleb and Krot’s messengers seek out the PCs and attempt to get them to meet with Caleb and Krot. Also the Family representative seeks to challenge the PCs and see if the PCs are ready for promotion within the Family. Encounter 2: Keeping an Eye out. Caleb explains that they attempted to arrest everyone in the Bridgeforth Inn. However they have found that the Inn is protected by a forbiddance spell, and they need to find the password in order to gain access. The Family and the Watch then relate that they know a person who knows the password, Lathmir Amanthsal, and Krot reveals that Lathmir is not in fact dead. During VER4-06: A Fools Errand, Lathmir was reincarnated as a gnome and now is living in squalor down by the docks – the Brotherhood attempts to scry upon the meeting. The PCs have an opportunity to notice the scrying and set into motion the rush to the docks to get to Lathmir before the Brotherhood does. Encounter Three: …Down by the river… Lathmir is now a wretch of a gnome living in an alleyway down by the docks of Verbobonc. He has over the past several weeks sunk deeper into insanity, resulting from his reincarnation, his self hatred, his constant fear of what the Brotherhood would do the him, his contraction of filth fever, and the rejection of him by the other gnomes in Verbobonc. Shortly after the PCs arrive the brotherhood sends a monk to kill Lathmir. If Lathmir survives he presents the PCs with an offer they can refuse. Encounter Four: The Bridgeforth Inn. Once the PCs receive the password from Lathmir or his corpse they must then assault the Bridgeforth Inn. They find that it is almost completely empty, save for the Brotherhood’s guardians. Ver5-04 Fool’s Gold Page 6 Encounter Five: The game’s afoot. Once the Brotherhoods guardians are defeated Bub Vreeland, explains to the PCs that Vardis knows about a back door to the Royal Furyondy Mint and the exact location of it within the Guild Hall. Bub explains that destroying the mint is the Brotherhoods ultimate plan. Encounter Six: Into the Breach The PCs, provided they move quickly are able to reach the Guild Hall in time to see Vardis enter the doorway to the Mint and pull out a portable hole. The portable hole interacts with the surrounding non-dimensional space of the Mint and the mint as well as a large portion of the Guild Hall is sucked to the Astral Plane. Encounter Seven: The Royal Furyondy Mint Vardis and/or his minions fight the PCs on the astral plane. Conclusion Members of the Wrinkle Academy show up on the Astral plane to assess the damage and return any survivors to Verbobonc. Introduction The morning has found you once again in Verbobonc City, and although it seems as though no time has passed since the arson attacks and the reunification with the gnomes, the chill air and leaves blowing against the window of your room are quick to remind you that winter has indeed arrived in Verbobonc. It is therefore understandable considering the cold of the room and the earliness of the hour that you find a visitor less than welcome. Encounter One: Is this a Hook I See Before Me? Before you begin please ask the PCs if they have played the previous adventures and tailor their box text to the type of person they align themselves with. For Neutral PCs please inquire if they had any particular preference in either Caleb or Krot, once chosen, read the corresponding text for them. If the PCs are affiliated with the Family (or if they are chaotic) please read or paraphrase the following. With barely a whisper the door to your room opens and a short Rhennee creeps in. Seeing you awake, the Rhennee straightens and says, “Uncle Krot requests your presence” as he starts throwing your clothes to you. “It’s best if you don’t keep him waiting.” Please ask the PCs for a Spot Check opposed by the messenger’s Sleight of Hand Check as he is attempting to lift several gold pieces from the PCs possessions. If caught the messenger claims that he was instructed to test the character by Uncle Krot and that they passed by noticing the attempt. The messenger is attempting a bluff so if requested allow the PCs a Sense Motive Check opposed by the messenger’s Bluff. If the character is able to beat the messenger’s Bluff the messenger congratulates the character for passing the second test then changes the subject to his upcoming meeting with Uncle Krot. The rogue doesn’t particularly care to steal from the PCs, but he was instructed by Krot to feel out the PCs for either entrance into or promotion within the Family. The rogue then contrived a plan where he would end up a few gold richer. How the PCs react to this encounter has little relevance towards the experience rewards of the adventure, however the manner in which they react to the rogue does determine their rewards in relation to their involvement with the family. APL 2 � Benjimar the Rose: Male Halfling, Lightfoot Rog2; hp 12; see Appendix One. APL 4 � Benjimar the Rose: Male Halfling, Lightfoot Rog4; hp 23; see Appendix One. APL 6 � Benjimar the Rose: Male Halfling, Lightfoot Rog6; hp 29; see Appendix One. APL 8 � Benjimar the Rose: Male Halfling, Lightfoot Rog8; hp 39; see Appendix One. APL 10 � Benjimar the Rose: Male Halfling, Lightfoot Rog10; hp 46; see Appendix One. APL 12 � Benjimar the Rose: Male Halfling, Lightfoot Rog12; hp 55; see Appendix One. Ver5-04 Fool’s Gold Page 7 1. If the PCs fail to notice the Sleight of Hand, or fall for the Bluff, their standing with the Family is decreased. Their promotion within the family or their joining the family is postponed for 6 months, on the basis that they lack the skills that the family requires. 2. If the PCs catch the rogue in the act, do not fall for the Bluff and turn the rogue in to the authorities their standing with the family is terminated. The Family hates a rat. 3. If the PCs catch the rogue in the act, do not fall for the Bluff and take it upon themselves to “correct” the behavior of the rogue in question through the use of Bluff, Intimidation, Diplomacy, or through the threat or use of physical violence their standing with the family is improved. At the end of the adventure they are offered membership in the family (provided they meet the prerequisites) or have their promotion to the next level of the family decreased by 6 months. If the PCs are more affiliated with the Gentlemen of the Watch (or are Lawful) please read or paraphrase the following: You wake to hear an argument outside your door. A young voice, barely broken into adolescence is demanding entrance while an older voice tries to explain the earliness of the hour. Finally the youth shouts “I am here as a personal representative of the Watch and I will not be denied!” Your door swings open and a child of no more than a dozen years, wearing the white tabard of the Gentlemen of the Watch strides to your bed. The boy holds out to you a sealed letter. “I’ve a letter from Captain Caleb. I am to wait for your reply and then escort you to him.” Please hand the PCs the Player Handout #1 containing the text of the letter. Below, for DM aid, is the text of the letter: “Please forgive my intrusion at this early hour, we of the Watch have discovered a complication in gaining entrance to the Bridgeforth Inn that is beyond our experience. Seeing how individuals such as yourself are more likely to have encountered such obstacles I have dispatched the junior watchman to your lodgings in a hope that you might assist us in removing the blight of the Scarlet Brotherhood from Verbobonc. Please make whatever preparations you need, the junior watchman is instructed to wait for your reply and escort you to me when you are ready. Signed, Watch Captain Caleb” This encounter has relevance to the PCs beyond acting as a hook to bring the PCs into the story, the character’s decision to respond to this summons will impact their future relations with the watch. 1. If the character refuses the summons please refer to the troubleshooting appendix of the adventure, cross off the favor of Watch Captain Caleb, and if the character is a member of the Gentlemen of the Watch their membership in that Meta-organization is terminated. If the PCs are members of other lawfully aligned meta- organizations word of their refusal filters back to their superiors and they are either demoted to the next lowest tier or expelled (if already there). 2. If the character agrees to the summons and follows the Junior Watchman to Caleb they are offered Membership in the Gentlemen of the Watch (provided they meet the prerequisites) or if they are already members their promotion in the Watch is accelerated by 6 months. Note: In both cases the messenger is adamant about rousing the PCs immediately and hurrying them to meet their bosses. They will plead with (in the case of the Gentlemen of the Watch) or chide (in the case of the Family) any cleric or wizard who attempts to prepare spells prior to meeting with the Gentlemen or the Family. Encounter Two: Keeping an eye out… Prior to this encounter please familiarize yourself with the rules on scrying both under the spell descriptor and on page 175 of the PCs Handbook. Note which PCs have Intelligence scores greater than 12, note their Intelligence bonus and secretly roll their Intelligence checks to notice the scrying sensor. If any of the PCs succeed the required DC 20 Intelligence check, prepare a note stating that they notice the sensor and deliver it to them immediately prior to reading the box text for the encounter. Since PCs broke into the Bridgeforth in during VER4-06: A Fool’s Errand, the Scarlet Brotherhood has taken to using scrying to spy upon Watch Captain Caleb and Ver5-04 Fool’s Gold Page 8 other people in Verbobonc. Caleb is quite well known in Verbobonc, and in the past the Scarlet Brotherhood procured a lock of Caleb’s hair, one of his tunics, and a drawn picture of him. Because of these items Caleb’s save against the scrying check is -13. Please roll the check, if he succeeds, then the Brotherhood attempts to scry the members of the party, starting with the fighters and moving on to rogues and other low will save targets. To determine the scry penalty for each PCs save note which PCs have played the previous adventures VER4- 04: Ship of Fools or VER4-06: A Fool’s Errand. If the PCs played either of the two previous adventures there is a 50% chance per adventure that the Scarlet Brotherhood was able to procure a body part, lock of hair, or bit of nail resulting in the PCs taking a -10 to their roll. If the Brotherhood fails completely in starting their scry, please follow the encounters as written but note that the Monk / Assassin does not strike at Lathmir, and instead is inserted into Encounter 4: The Bridgeforth Inn. Dependant upon the lawful/chaotic lean of the character please read the associated box text. If a character is neutral please read the associated box text with the character his or her character is traveling with. Read or paraphrase the following to the PCs who received the lawful text in Encounter One: The junior watch member leads you through streets crowded with early morning laborers to the Watch station. Without pausing the boy passes through the front building and into the rear courtyard. Waiting for you there, under the thatched roof of the stable, is Watch Captain Caleb. Read or paraphrase the following to the PCs who received the chaotic text in Encounter One: The Family member leads your group through the quiet back alleys of Verbobonc, to a pair of huge double doors, in which is set a smaller door with a brass lock. As you arrive, a fat Oeridian man steps out of the shadows and with a grin to your group he grazes his hand over the bronze lock. A soft click is heard and the door swings open as Krot motions for your group to enter. Once the two groups are together please read or paraphrase the following: Below the thatched roof of the stable Caleb greets you. “Thank you for coming so quickly. As you most likely are aware the Scarlet Brotherhood has been attempting to build support here in Verbobonc. Using a spice merchant as a front they infiltrated, bought a base of operations and began to drive a wedge between the men and gnomes of Verbobonc City. With your help we were able to foil that plan.” “We had thought that the threat had been dealt with, but it appears the Scarlet Brotherhood still has some tricks up their sleeves. So here is what we know, our divinations have revealed that they hold Bub Tympanum in the Inn. We believe that Vardis is there too. And we know that they have improved their defenses, we discovered when we tried to raid the Bridgeforth…” “They have a forbiddance spell up,” Uncle Krot says as he leans out of the shadows, “It’s more powerful than any I’ve seen, and none here in the city have been able to dispel it.” Caleb nods “But we know that the Brotherhood would not raise such a powerful abjuration without providing for members who had not completely accepted their beliefs. So we think that they allowed for a password. And we think we know who knows it, and where he can be found.” At this point, provided Caleb failed his save against scrying and one or more of the PCs succeeded in their DC 20 Intelligence check to notice the sensor, please write a note stating that they notice the scrying sensor in the upper eaves. Hand the note to one or more of the PCs that succeeded, and immediately begin to read the following, Allow any player who noticed the scrying to interrupt the box text. Uncle Krot leans forward, “Lathmir is alive. We tricked him into accepting a reincarnation from a druid of Bralm and now he’s a wretch of a gnome living down by the docks.” Krot gives a small, satisfied smile. “Since little Lathmir was the person in charge of recruitment for Brotherhood in Verbobonc we’re pretty sure that he knows the password. So get to him before the Brotherhood does, then use the password to raid the inn.” Note: Caleb is not happy about working with Krot in confronting the Scarlet Brotherhood. However he recognizes that Krot knows far more than he does about the Brotherhood’s plans and capabilities. Caleb also realizes that the Gentlemen of the Watch are ill equipped to take on the Brotherhood. He therefore has agreed to allow Krot to provide information and resources to combat this obvious menace. Accepting assistance from PC’s who are obviously rogues and not aligned with the forces of Law is part of the minor wrong for a greater right that Caleb has come to terms with. If any of the PC’s feel similarly indignant about receiving assistance from an unlawful organization like the Family Caleb commiserates, but takes the character aside and plead Ver5-04 Fool’s Gold Page 9 with him that “The oldest and best known evil was ever more supportable than one that was new and untried.” Krot on the other hand is gleefully rubbing watch Captain Caleb’s face in the fact that the Gentlemen of the Watch require help from the Family. He instructs any chaotic individual who may question working with the law to perform the service as a personal favor to him. Troubleshooting: Please refer to the following instructions for resolving this encounter: Krot! Did you feel that? No? If the Brotherhood failed in their scry attempt on Caleb, all of the PCs, and Krot then the Brotherhood does not know of Lathmir’s existence. Note that the Monk is not dispatched to kill Lathmir and appears in Encounter 4: The Bridgeforth Inn. Proceed to Encounter 3 …Down by the river… Krot! Wait!: If the PCs interrupt Krot before he was able to say “Lathmir is alive” and are able to dispel the scrying, or keep Krot quiet then the Brotherhood does not know that Lathmir is alive. Note that the Monk is not dispatched to kill Lathmir and appears in Encounter 4: The Bridgeforth Inn. Proceed to Encounter 3 …Down by the river… Krot! They Know!: If the PCs knew the Brotherhood was scrying on them but were unable to keep Krot from speaking Krot is furious, turning to Caleb and demanding to know “just what kind of idiot did he get to secure this location” Krot then tells the PCs that they must hurry to the wharfs and find Lathmir before the monk does. Proceed to Encounter 3 …Down by the river… Krot! Thanks!: Provided Caleb or one of the PCs failed their save against the scrying and none of the PCs noticed the sensor, then the Brotherhood learns of Lathmir’s existence and location. They send the Monk / Assassin out to kill Lathmir before he is able to tell the PCs anything. Proceed to Encounter 3 …Down by the river…. Encounter Three: …down by the river… Notes: If the PCs detected the scrying and were able to stop Krot, or if the Brotherhood failed in their scry attempt then no attack from the monk occurs in this encounter. Please note that the monk if he is not included in this encounter he remains at the Bridgeforth Inn and is encountered in Encounter 4: The Bridgeforth Inn. Lathmir has been living in this alley since Uncle Krot let him go after tricking him into accepting a reincarnation from a Druid of Bralm. He is quite insane and lives in constant fear that the Brotherhood may find out that he’s alive and kill him, or that Uncle Krot changes his mind and decides to kill him, or somebody finds out that he’s not a gnome (a distinct possibility since he does not speak gnomish) at all but rather was the Suel merchant who so viciously denounced the gnomes and Rhennee and decides to kill him. This fear, along with the twin shocks of reincarnation and his own hatred of himself has led to his current state. Still, Lathmir has a mad hope that he might regain his racial heritage through procuring a wish or a miracle, and so in anticipation of that day he has kept busy by ritualistically reciting the full teachings of the Brotherhood. His madness has extended to writing the rhymes of the lessons on the walls of his crate and scratching them into his own flesh. Partly due to this self-mutilation and the fact that Lathmir has been drinking Rhennee rotgut he had contracted filth fever about 2 weeks ago. The illness has ravaged his gnomish body and has dramatically reduced both his dexterity and his constitution. His reduced statistics are listed in brackets Appendix 1: NPCs. When the PCs arrive at the alley where Lathmir has been living read or paraphrase the following: The wharfs of Verbobonc City are renowned for their rat infestation. Even so, the alley where you find Lathmir Amanthsal would not be considered habitable even by sewer rats. Standing in the street you can smell the stench of vomit and alcohol wafting out of the dark alley. Allow the PCs to prepare themselves in whatever way they wish and read or paraphrase the following once they enter the alley. The short alley ends in a haphazard stack of empty crates between two warehouses. The bottom most crate lies open, the emaciated form of a gnome can be seen in the recesses, slumped against the side of the crate. Blearily the gnome gazes up at you as you approach. Red rimmed eyes beneath greasy hair scarcely register your presence as he drops an empty bottle of rotgut and stretches out a hand. “Spare a bit of coin for a—gnome—whose fortunes have faded?” The gnome slurs out as his eyes focus on your group. Recognition then fills his face and fear Ver5-04 Fool’s Gold Page 10 fills his voice “No. No, you can’t. I’m not me yet. I’m not me… I must be me before I die. I can’t die like this”. Any player who specifically mentions he is keeping an eye out or who was warned in Encounter 2 of the danger may make a spot check at this time, opposed by the Hide and Move Silently check by the Monk Assassin who is approaching via the roof of the Northern warehouse. Before arriving he has taken the precaution of drinking a potion of sneaking and a potion of invisibility, along with his standard buffs. His improved hide and move silently skill modifiers are included in brackets in the stat block. If any of the PCs succeed in hearing or spotting the Monk roll Initiative and proceed with the encounter as laid out in the Tactics section. Otherwise continue with the following: Lathmir crawls drunkenly through the broken bottles and refuse that litter the ground to where you stand. Rising to his feet the Gnome begins to plead. “Please. Please don’t kill me. I don’t want to die a little filthy rotten grubby mole—I want to be me. Vardis said he’d bring me back as me...” At this point, if he remains undetected, the Monk strikes. Lathmir is flat footed and unarmored so his AC is 11. The monk is above Lathmir and so receives a +1 to his attack. If the monk misses on his first attack, roll initiative and resolve the combat, noting that the Monk Assassin is primarily there to kill Lathmir. ALL APLs �Lathmir Amanthsal: male gnome Ari6; hp 42 (Currently 18); see Appendix One. APL 2 (EL 2) �Monk Sniper: male human (Suel) Mnk2; hp 29 [33]; see Appendix One. APL 4 (EL 4) �Monk Sniper: male human (Suel) Mnk4; hp 45; see Appendix One. APL 6 (EL 6) �Monk Sniper: male human (Suel) Mnk6; hp 61; see Appendix One. APL 8 (EL 8) �Monk Sniper: male human (Suel) Mnk8; hp 77; see Appendix One. APL 10 (EL 10) �Monk Sniper: male human (Suel) Mnk10; hp 93; see Appendix One. APL 12 (EL 12) �Monk Sniper: male human (Suel) Mnk12; hp 109; see Appendix One. Tactics: The monk approaches from the rooftops, thereby blocking his approach from view of the party if they are standing in the alleyway. Please note this approach since some parties may cast see invisibility or invisibility purge. Furthermore the monk has taken the precaution of drinking numerous potions prior to arrival, and is focused upon his mission – killing Lathmir. The monk, if he is spotted prior to his ambush attack, approaches on his turn and attacks Lathmir exclusively until he is dead, using all of his poisoned shuriken on Lathmir. Once this is accomplished the Monk will then attempted to retreat. If necessary he incapacitates or kills anyone who engages him. If the monk is successful in escaping he appears again in Encounter 4: The Bridgeforth Inn. Treasure: APL 2: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per character). APL 4: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per character); vest of resistance +1 (83 gp per character) APL 6: L: 129 gp; C: 4 gp; M: bracers of armor +2 (333 gp per character); vest of resistance +1 (83 gp per character). APL 8: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp per character); vest of resistance +1 (83 gp per character) APL 10: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp per character); vest of resistance +2 (333 gp per character). APL 12: L: 0 gp; C: 4 gp; M: bracers of armor +3 (750 gp per character); vest of resistance +3 (750 gp per character). Troubleshooting: Lathmir is Killed Provided that the monk is successful in killing Lathmir, read or paraphrase the following: Lathmir falls to the ground as he screams racial epithets at your party. Then, as the poison spreads he arcs his back, his limbs twisting in pain. Lathmir’s face contorts into a grotesque grimace as the gnome collapses to the ground and falls still. Ver5-04 Fool’s Gold Page 11 Once the monk succeeds in killing Lathmir he attempts to incapacitate or kill any obvious archers, and then retreat. The monk uses his superior movement to outdistance the PCs. If the monk is successful in escaping he reappears in Encounter 4: The Bridgeforth Inn. Please note however that at that time the monk lacks the poison shuriken and most of the low duration spells he had prepared himself with. Lathmir is Not Killed Regardless of how, if Lathmir survives this encounter he pleads for his life until it becomes obvious that the PCs are not there to kill him. He will attempt to find out what the party wants with him. If the party informs Lathmir that they require the password to the Bridgeforth Inn, Lathmir’s demeanor changes. Lathmir will slyly offer to provide the PCs with the password, but only if they arrange for a wish or a miracle to be cast on him; thereby returning him to his original Suel body. Please refer to the Troubleshooting section: An offer you can refuse below for resolving this potentiality An offer you can’t refuse If the PCs are able to negotiate with Lathmir please read or paraphrase the following: Lathmir’s eyes narrow as a sly smile crosses his face. “You are adventurers; your travels take you far and wide.” Lathmir giggles to himself. “I will help you. In return you will swear an oath that you will use the first wish or miracle you receive to restore me to my noble Suel heritage; and but until you do you support me in living the humble life of a filthy rotten stinking gnome. I will require but 12 wheat a week from you—do you swear this?” If one of the PCs agrees, all party members receive “Restore Lathmir” on the AR. While only one individual character need agree to support Lathmir in order for him to provide that individual character with the password, Lathmir attempts to garner 12gp per character. Whether the character that agrees to support Lathmir wishes to share the password with his compatriots is up to the individual character. The PCs may of course break their word to Lathmir; if they do, they receive “Lathmir’s wrath” on the character’s AR. Furthermore if the person who broke his word to Lathmir is lawful in alignment breaking their work has the additional effect of moving their alignment to Chaotic. The shift is permanent; PCs whose class abilities are dependent upon alignment lose those abilities until they resume support of Lathmir and pay for an Atonement spell. Furthermore any character that receives “Lathmir’s wrath” suffers under a -2 penalty on all charisma interactions with gnomes in Verbobonc, due to Lathmir’s loud protestations against them. An offer you can refuse If the PCs refuse to deal with Lathmir or if Lathmir is dead they might still infer the password through searching the area or Lathmir’s own body for the Brotherhoods rhymes that Lathmir has been passing his time in writing. However if Lathmir is alive while the PCs attempt to search the area he flies into a rage and attempts to smear his scribbling. Unless the PCs kill him, grapple him, or otherwise render him unconscious he continues to smear filth over his scribbling making them illegible. Individuals who do attempt to grapple of incapacitate Lathmir may contract filth fever. Please refer to the Dungeon Masters Guide for rules on diseases and incubation time. The following rhyme can be found repeatedly scrawled upon the walls of the alleyway and the crate where Lathmir has been staying: For this is the command of our race; to forward the destiny of the Suel. To put each within its proper place And through this enforce our lawful rule. The following rhyme has been scratched into Lathmir’s arms, torso, and chest. It requires a DC 10 Wisdom check to reassemble the rhyme from the bits of text. In the Brotherhood of the Suel, the mirror of chaos is how we rule. Heaven’s first law guides our hand, enforcing our destiny upon the land. The subject of both these rhymes is “Order” which is the password for entering the Bridgeforth. It is also the shortened version of the first tenet of the Scarlet Brotherhood. Below are the 3 tenets of the Scarlet Brotherhood and a list of knowledge rolls to remember some or all of the information. A DC 15+APL Knowledge (religion) or Knowledge local (Splintered suns) allows a character to remember the text of the three tenets of the Scarlet Brotherhood The DC for this check is reduced by 5 if the character in question is Suel. The DC is reduced by an additional 5 if the character in question played either VER4-04: Ship of Fools or VER4-06: A Fool’s Errand or if the character has played any core adventure featuring the Scarlet Brotherhood. The Three Tenets of the Scarlet Brotherhood: The Destiny of the Suel Ver5-04 Fool’s Gold Page 12 The Bonds of the Brotherhood The Words of the Fathers A DC 20+APL Knowledge (religion) or Knowledge Local (Splintered Suns) allows a character to remember the explanation behind the three tenets of the Scarlet Brotherhood. The DC for this check is reduced by 5 if the character in question is Suel. The DC is reduced by a further 5 if the character in question played either VER4- 04: Ship of Fools or VER4-06: A Fool’s Errand or if the character has played any core adventure featuring the Scarlet Brotherhood: The Destiny of the Suel: Do not take actions that slow the Suel people on the path to their true destiny The Bonds of the Brotherhood: The Brotherhood has a shared birthright. Behold their superiority above the slave races. The Words of the Fathers: Acknowledge the authority of your superiors and obey their commands. A DC 25+APL Knowledge (religion) or Knowledge local (Splintered suns) allows a character to remember the term “Order, Purity, Obedience.” being the shortened version of the central tenets of the Scarlet Brotherhood. The DC for this check is reduced by 5 if the character in question is Suel. The DC is reduced by an additional 5 if the character in question played either VER4-04: Ship of Fools or VER4-06: A Fool’s Errand or if the character has played any core adventure featuring the Scarlet Brotherhood. The shortened Tenets of the Scarlet Brotherhood: Order, Purity, Obedience These DC’s can also be used in relation to any Bardic Knowledge checks or Gather Information checks the PCs may wish to try, if for instance they choose to research the Scarlet Brotherhood at the Wrinkle Academy, the Verbobonc Library, etc. Please use your discretion in adjudicating the PCs choices, but keep in mind that the Scarlet Brotherhood is a secretive organization and their teachings are rarely shared with those they consider not to be worthy of them. Encounter Four: The Bridgeforth Inn This encounter is an open chance for the PCs to develop their own strategy for gaining entrance to the Bridgeforth. Please allow the PCs to discuss at length their plans, their preparations, and whatever outside assistance (i.e. Spell casting and equipment from nearby temples or meta-orgs) they wish to call upon. Furthermore some PCs may feel that they do not require the password in order to enter the Bridgeforth Inn. They are correct. If they wish, the PCs are perfectly able to enter the Bridgeforth without first saying the password and take the full damage from the forbiddance spell. Similarly the PCs may attempt to dispel the forbiddance spell, please refer to the notes further in this encounter for adjudicating dispel effects. Whenever the PCs decide to approach the Bridgeforth Inn please read or paraphrase the following. The Bridgeforth Inn stands silent in the cold winter air. Its windows shuttered and doors closed, a few remaining leaves billow around the empty beer garden. Some distance away the Gentlemen of the Watch has cordoned off the Inn from the street and numerous bowmen stand at the ready, their eyes intensely searching the upper floors of the Inn for a target. A covered wagon with a pair of lit braziers stand to the side, around which stand Watch Captain Caleb and a short, fat Oeridian man dressed as a friar of St. Cuthbert Caleb warmly greets the PCs, motioning him to join him at the fire and warm themselves. Caleb then asks them if they were able to find out anything about Lathmir or find the password to the Bridgeforth. Krot is warming himself next to one of the braziers, disguised as a fat Oeridian Priest of St. Cuthbert. If anyone asks him why he’s dressed as Cleric he replies with mock sincerity that he is a follower of St. Cuthbert and is visiting Caleb as an observer from the church. This is of course a bald faced lie but one which all of the local watchmen have believed. Caleb, of course, does not appreciate the deception, but since explaining the presence of a known member of the Family at a Gentlemen of the Watch staging area would be very difficult and time consuming he is willing to hold his tongue. Furthermore, Caleb has more pressing matters, and is willing to live with the insult of a Family member posing as a lawful Cleric. Caleb has little to offer the PCs other than what he had in Encounter 1. But promises them that if any of the people they feel are in the Bridgeforth attempt to flee their archers will cut them down. The Bridgeforth inn floor plans are included in Appendix #3 Maps; please refer to those maps when plotting the PCs progress in their assault on the Inn. Note: If the monk from Encounter 3 was either not dispatched or was able to escape he will be with the Bridgeforth Defender in this encounter. Ver5-04 Fool’s Gold Page 13 Bridgeforth Inn Structural Notes The Bridgeforth Inn is a solidly constructed stone and wood building similar to the Tudor style. The ground floor is constructed of slate and mortar. The second and third floors are constructed of heavy wooden beams between which is white painted daub and wattle. The roof consists of slate shingles covering a wood frame. This construction presents a few difficulties for the PCs. Because the first floor of the building is mortar and slate it is not greatly affected by a stone shape spell. Similarly, because the stone is worked, soften earth and stone has no effect, although allow PCs capable to cast such spells to know this. On the upper levels warp wood spells can be cast on individual beams, however due to the heavy construction warping the outside beams does little than open gaps between the wattle and daub walls. Warp wood springs windows from their sills 50% of the time or seals them shut the other 50%. The front doors being barred from the inside are always stuck shut if warp wood is cast on them or the frames. Wood shape is similarly hampered from the daub and wattle construction, however removing the wood from the inside of the walls significantly weakens that area of the wall. The roof of the building consists of worked slate shingles so soften earth and stone and stone shape spells do not affect them, although stone shape can remove the shingles leaving the roof bare, save for the wooden planking. The following is a list of the hardness/hit points for the various sections of the Bridgeforth Inn: �Front Door (strong wooden door): hardness 5; hp 20; Break DC 23. �Ground Floor (slate and mortar): hardness 8; hp 90. �Second and Third floor (daub and wattle): hardness 5; hp 35. �Roof (Slate over wood): hardness 8; hp 15 for shingles; then hardness 5 and hp 10 for the roof itself. �Windows: All windows have a hardness of 1 and 1 hit point. During the Scarlet Brotherhoods residence at the Bridgeforth they have improved the defenses off the inn. Because of these additions the inn radiates strong Evocation and Abjuration magic. The unhallow The inn is under the effects of an unhallow spell. This spell provides the effects of a magic circle of good on all of the evil individuals inside the Inn. These effects to the individuals are listed in parentheses in the individual stat block. The effect of the unhallow is a freedom of movement spell attached to it. Anyone that shares the Brotherhood philosophy and is Lawful Evil benefits from this spell. The forbiddance The inn has forbiddance spell cast upon it. The forbiddance spell that is in place at the Bridgeforth is a precaution put into place after the inn was broken into during VER4-06: A Fools Errand. One of the particulars of the forbiddance spell is that it cannot be dispelled by anyone who has a caster level lower than the person casting the spell. Knowing this, the Scarlet Brotherhood sent to Verbobonc one of their Arch Clerics, who cast the forbiddance spell. APL 2-8: The forbiddance allows entry of people of Lawful Evil alignment or those who speak the command word before they enter. The damage for Lawful Neutral individuals failing their save is 6d6, for all other individuals the damage is 12d6 (Will Save for half damage DC 19) Caster level of the forbiddance spell is 13th. APL 10-12: The Brotherhood took further steps to block entry. First they cast their forbiddance while using a strand of prayer beads and a candle of invocation in order to boost the caster level of the person casting the spell to 21 st level. It should therefore be very hard for the PCs to exceed the Caster Level requirement in order to dispel the forbiddance. Furthermore, the Brotherhood further bolstered their forbiddance by empowering the spell, thereby dealing 6d6x1.5 points of damage for PCs Lawful Neutral and 12d6 x 1.5 for PCs of any other alignment. Please note this; since PCs of these APL’s may decide they have little trouble surviving the damage from the forbiddance and ignore the request from Caleb to find out the password from Lathmir. Finally, the Mystic Theurge defender has added a refusal* spell to the Bridgeforth defenses. This spell specifically blocks spell casters and individuals with spell like abilities from entering. Furthermore the Will save to overcome the effect of the spell is modified by the highest level spell slot or the caster level of the spell like ability the character has. Appendix One lists the Will save DC for the spell. See Appendix Two for details on the refusal spell. APL 2 (EL 5) �Suel Cleric: male human (Suel) Clr5; hp 37; see Appendix One. Ver5-04 Fool’s Gold Page 14 APL 4 (EL 7) �Suel Cleric: male human (Suel) Clr7; hp 64; see Appendix One. APL 6 (EL 9) �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe3; hp 63; see Appendix One. APL 8 (EL 11) �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe5; hp 75; see Appendix One. APL 10 (EL 13) �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe7; hp 87; see Appendix One. APL 12 (EL 15) �Suel Cleric: male human (Suel) Clr3/Wiz3/MysThe9; hp 99; see Appendix One. Tactics: The PCs and Gentlemen of the Watch are observed at all times by the Scarlet Brotherhood member still within the Bridgeforth. Unless the PCs approach the Inn invisibly or through other forms of stealth they are spotted as they approach. Uncle Vardis receives his final buffs and drinks his potion of invisibility at the first sign of the PCs approach, and then if the PCs are entering through the first floor he escapes the Inn through jumping through one of the open windows. Or if the PCs are entering through one of the upper floors or roof he exits out the front door. Vardis uses his superior movement to invisibly pass the line of Watchmen and if necessary uses his abundant step ability to flee. The cleric at the Bridgeforth inn is aware that there is no escape for him. His abilities have been weakened with the number of buff spells he has cast upon Vardis. However he has been promised that if he delays the PCs and fight honorably he will be resurrected and given enlightenment by those higher in the brotherhood. He therefore will give no quarter in the fight and will gladly lay down his life. Refer to the tactics section by APL in Appendix One. Tactics for APL 2: The cleric upon viewing the PCs entry casts spiritual weapon on the characters, assigning the weapons to the obvious fighters. He then attempts to dominate any animal companions the characters may have with them, retreating to the 3 rd floor if necessary. He then readies to cast searing light on the first character to reach the 3 rd floor. Tactics for APL 4: The cleric upon viewing the PCs entry summons 1d3 Dire wolves using his 4 th level summon natures Ally Spell. He then attempts to dominate any animal companions the characters may have brought with them. The Cleric then casts spiritual weapon, assigning the weapons to the obvious fighters. The Cleric finally readies to cast searing light on the first character to reach the 3 rd floor. Tactics for APL 6: The Mystic Thurge upon viewing the PCs approach casts slow on the party as they enter. The Theurge then casts fireball on the group. Followed by his ranged touch spells. He will attempt to target any obvious fighters with his ray of Enfeeblement before resorting to melee. Tactics for APL 8: The Mystic Thurge upon viewing the characters approach casts polymorph on himself turning himself into an Annis Hag, primarily for the added AC bonus he is not skilled in melee but he hopes the sight of the hag will keep characters from approaching him. When the characters enter he summons 1d3 Dire wolves using his 4 th level summon natures Ally Spell, sending them to block the characters from approaching him. The Theurge then casts Evard’s black tentacles, catching as many of the characters as possible in the area, followed by fireball in the same area. The Theurge casts spiritual weapon, assigning it to any arcane caster along with his ranged touch spells on any obvious spell casters. He will attempt to target any two fighter types (they must be within 30’ of each other) with his meta-magic split ray prepared ray of Enfeeblement (preferably while they are still in the Evards) before resorting to melee. Tactics for APL 10: The Mystic Thurge upon viewing the characters approach casts polymorph on himself turning himself into an Annis Hag, primarily for the added AC bonus, he is not skilled in melee but he hopes the sight of the hag will keep characters from approaching him. He then summons a bearded devil, and sends the monsters downstairs or too the roof to attack the characters. Theurge then casts Evard’s black tentacles, catching as many of the characters as possible in the area, followed by flame strike in the same area. The thurge then proceeds through his lower level spells, but will attempt to target any two fighter types (they must be within 30’ of each other) with his meta-magic split ray prepared ray of Enfeeblement (preferably while they are still in the Evards) before resorting to melee. Tactics for APL 12: The Mystic Thurge prior to the PCs approach places a symbol of pain on the second floor, at the mid point of the hallway, giving it a password of “obedience” and setting it to go off if a non-lawful evil creature passes over it. The Theurge then keeps the watch in view using his spells, remaining on the 3 rd floor. Ver5-04 Fool’s Gold Page 15 The Mystic Thurge upon viewing the characters approach casts polymorph on himself turning himself into an Annis Hag, primarily for the added AC bonus, he is not skilled in melee but he hopes the sight of the hag will keep characters from approaching him. When the characters move in he summons bearded devils using his two Summon Monster V spells and sends them to attack the characters, then moves to either the first floor (if the characters are entering from the roof, or remaining on the third floor if the characters come in through the front. The Theurge casts his Anti-Life shell, blink, and true seeing. The Theurge readies to cast Evard’s black tentacles on the first character to reach the 3 rd floor or the first to come through the roof and follows it with a flame strike. The Theurge then begins with his highest-level damage spells and works his way down, attempting to keep the characters as far away from him as possible. Against any obvious spell caster he will target his meta- magic prepared Split Ray enervation to drop as many caster levels form the person as possible. He will attempt to target any two fighter types (they must be within 30’ of each other) with his meta-magic split ray prepared ray of Enfeeblement (preferably while they are still in the Evards) before resorting to melee. Treasure: APL 2: L: 62 gp; C: 4 gp; M: masterwork breastplate (29 gp per character); masterwork club (25gp per character); potion of cure moderate wounds (25 gp per character). APL 4: L: 129 gp; C: 4 gp; M: breastplate +1 (113 gp per character); Cloak of resistance +1 (83 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 6: L: 129 gp; C: 4 gp; M: cloak of resistance +1 (83 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 8: L: 129 gp; C: 4 gp; M: cloak of resistance +2 (333 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 10: L: 129 gp; C: 4 gp; M: cloak of resistance +2 (333 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 12: L: 129 gp; C: 4 gp; M: cloak of resistance +2 (333 gp per character), potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). Encounter Five: The Game’s Afoot Once the PCs defeat the Bridgeforth defender read or paraphrase the following. The beaten and bloody body of Bub Tympanum lies bound and gagged in the corner of the room, a small trickle of blood flows from a large bruise that covers the side of his face. If the PCs revive Bub (or carry him outside to the Gentlemen of the Watch to have one of their clerics revive him) Bub immediately begins apologizing. "I'm so sorry. Vardis discovered I had worked on the Guild Hall restoration. I did the detailing on the door leading to the mint." Bub sobs with shame. "I held out as long as I could, I didn't know you were coming, I should have held out longer." Bub breaks down at your feet, weeping with frustration. "Vardis has gone to the Guild Hall, He’s going to destroy the Royal Furyondy Mint. I don't know how - but you have to hurry. You have to stop him." Note: If the PCs are injured Caleb and Krot immediately call for the Cleric of St. Cuthbert they have on site to spend his spells healing and buffing the PCs. APL 2-8: Use the Sample 5 th level Cleric from the Dungeon Masters Guide Page 114 for statistics and spells prepared. APL 10-12: Use the 10 th Level Cleric Page 115 of the Dungeon Masters Guide. Uncle Krot also has a few spells of his own which he voluntarily casts for the PCs. His stat block is included in Appendix One. Finally both Krot and Caleb have several potions they share with the PCs. Troubleshooting: Caleb and Uncle Krot are waiting outside. Once they are informed of what Bub relates to the PCs they order the PCs to run to the guildhall and stop Vardis at all costs. They hastily explain that they will gather support from the Wrinkle Academy and the Church of St. Cuthbert and will follow as best they can. Try and play Krot and Caleb as individuals who are deeply worried about what is occurring at the Guild Hall and desperately need the PCs to intercede for them. Allow the PCs to move as quickly or as slowly as they wish to the guildhall. However keep in mind that Vardis has already entered, and any extended delay leads to the Ver5-04 Fool’s Gold Page 16 destruction of the Mint and the closure of the rift to the Astral Plane. Encounter Six: Into the Breach The following text is dependant on how quickly the PCs have gotten to the Guild Hall after learning of Vardis’ plans. The Guild Hall is 2,400 feet away from the inn. It should take the party members 4 minutes or less to arrive there depending on whether they walked or ran. Please read or paraphrase one of the following developments dependent party choices: Timmy’s down the well? We must hurry! If the PCs are very fast (minimal healing cast and teleportation or similar high speed travel to this location) read or paraphrase the following: The Guild Hall entrance stands open. Two guards wearing Tabards of the Gentlemen of the Watch lie dead on either side of the front doors, their limbs broken and twisted. Inside the sounds of combat still ring. Wait for the PCs to enter the Guild Hall and then read the following: As you enter the Verbobonc Guild Hall’s entryway you see an elderly man wearing loose fitting robes grasp a point on a wall of the main hallway. A door opens where none existed before, flowery script and fine detailing appearing on the lintels as it does. Beyond the door the ruddy orange light of a forge shines out and a deep rhythmic breathing of a bellows can be heard. Vardis steps through the door as he unfolds a circular bit of black cloth. Even before the portable hold fully opens the world around you shudders, twists, and then tears away. PCs must make a DC 20 Balance check to remain standing. The area where find yourself is filled with smelting kilns, metal presses, and stacks of minted gold ingots. Above you a wide expanse of dull silvery grey sky remains motionless while debris from the ruined Guild Hall spin lazily away from the rift in reality behind you. As you look at the rift you see the edges start to knit themselves back together, very soon the rift will be gone. The old man before you straightens, looking over his shoulder at your party. “You are very foolish to have followed.” He says with a voice filled with distain. Roll Initiative and proceed with the combat. Timmy eh? Well… Alright… If PCs spent time casting spells, were healed and buffed by the cleric, but otherwise hurried over without substantial delay read or paraphrase the following: The Guild Hall entrance stands open, two guards wearing the tabards of the Gentlemen of the Watch lie dead on either side of the front doors, their limbs broken and twisted. Then, without warning, the world around the building shudders, twists, and finally tears away. Most of the Verbobonc Guild hall disappears into a great gaping hole in reality, through which a colossal cavern filled with metalworking equipment can be seen. Lazily the mint tumbles away from the rift into the dull grey void beyond. As you watch the edges of the rift can be seen knitting back together. Very soon the rift will be gone. If the PCs decide to enter read or paraphrase the following: Stepping through the rift you find yourself in an odd world, where the mere thought that the area before you is down allows you to move in that direction. Roll Initiative and proceed with the combat. Timmy can tread water for a while. If the PCs took their time preparing themselves, receiving healing, or similar delay on their way to the Guild Hall read or paraphrase the following: The area where the Guild Hall stood is a scene of devastation. Several dead members of the Gentlemen of the Watch lay scattered around the collapsed Guild Hall. At the center of the wreckage is a hole in reality, its tattered edges waving as if in a breeze and leading to a vast span of silvery grey sky. Within this shrinking rift a small smelting works can be seen, tumbling slowly away. The edges of the rift grow closer and closer. Very soon the rift will be gone. If the PCs decide to enter read or paraphrase the following: Stepping through the rift you find yourself in an odd world, where the mere thought that the area before you is down allows you to move in that direction. Timmy Schimmy, I got a boo boo. If the PCs refuse to rush to the Guild Hall, or if they take time out to cast long duration spells (such as heroes feast, raise dead, reincarnate, etc.) then if/when they reach the Guild hall read or paraphrase the following. The Verbobonc Guild Hall is a shambles, its front half a broken shell and the majority of the rear half is Ver5-04 Fool’s Gold Page 17 simply—gone. The building appears to have suffered from some form of an implosion, but from what cause, you do not know. If the PCs fail to reach the Guild Hall in time, fill out their AR’s for the experience to this point, eliminating all favors and influence points. Troubleshooting: If the PCs hesitate at the rift describe the rift closing for several more rounds and then describe it sealing itself. If the PCs do not enter the rift they gain experience for the portions of the adventure they completed but gain no influence or access. If the PCs are defeated by Vardis, then their PCs are lost on the Astral plane. The Wrinkle Academy is unable to stop the Brotherhood from dismantling the Furyondy Mint. The PCs bodies are however eventually recovered by the Wrinkle academy wizards and returned for questioning/raising by the Church of St. Cuthbert. Please check the Death on the Astral Plane section of the AR. If the PCs defeat Vardis, proceed to Encounter Seven. APL 2 (EL 5) �Vardis Simulacrum: male human (Suel) Mnk6; hp 45; see Appendix One. APL 4 (EL 7) �Vardis Simulacrum: male human (Suel) Mnk6; hp 45 [57]; see Appendix One. APL 6 (EL 9) �Vardis Simulacrum (empowered): male human (Suel) Mnk9; hp 66 [84]; see Appendix One. APL 8 (EL 11) �Vardis Simulacrum (empowered): male human (Suel) Mnk9; hp 66 [84]; see Appendix One. APL 10 (EL 13) �Vardis: male human (Suel) Mnk13; hp 94 [120]; see Appendix One APL 12 (EL 15) �Vardis: male human (Suel) Mnk15; hp 108 [138]; see Appendix One Notes: For the purposes of spell duration please assume that 4 minutes have passed since Vardis left the Bridgeforth Inn, therefore both the parties and Vardis’s low duration buff spells are still active. The rest of this encounter takes place on the Astral plane. PCs can make a Knowledge (planes) check, DC 10 to identify this as the Astral Plane. A DC 15 Knowledge (planes) check reveals the details of the Astral Plane. Managing this encounter is difficult due to the distances involved. It is suggested in running this encounter that the DM place the Royal Furyondy Mint as the arbitrary ground level. Draw the Mint layout as normal. Character movement and position may then be expressed in relation to this central location. Distance on the lateral axis is expressed as it would if the combat were taking place on the battle-mat. Altitude – or distance upon the vertical axis can be described through the use of dice to denote tens of feet (thus two 10 sided dice can express a distance of up to 990 feet) NOTE: Please refer to Appendix Five: Astral Traits. For the purposes of this adventure it is presumed that “falling” to a solid object (such as the Royal Furyondy Mint) does not incur the standard falling damage, instead a DC 20 Balance check is imposed in order to land and remain standing. Notes Per APL APL 2-8: In these APL’s Vardis has been replaced with a simulacrum. This Simulacrum functions just like Vardis as if he were half his hit dice (in this case level 6 or at APL 6 and 8 an empowered version of the spell bumped the simulacrum to level 9). When this Simulacrum reaches 0 hit points it is destroyed. The Simulacrum has been instructed to destroy the Furyondy Mint and then to defend the site until the Brotherhood’s monks arrive. APL 10-12: In these APL’s Vardis himself stands against the party, buffed extensively by the Bridgeforth defender. Tactics: Tactics for APL 2: Vardis knows that spellcasters are the most danger to him, since they can dispel the numerous buffs he has in effect. Vardis therefore targets spell casters first, using his stunning abilities and tumbling to reach them. Vardis has had numerous spells cast upon him in order to increase his effectiveness, these spells and abilities are noted in his stat block. Tactics for APL 4: Vardis knows that spell casters are the most danger to him, since they can dispel the numerous buffs he has in effect. Vardis therefore targets spell casters first, using his stunning abilities through the Ki focus Nunchacku and tumbling to reach them. Vardis then targets divine spell casters and finally fighters. Vardis has had numerous spells cast upon him in order to increase his effectiveness, these spells and abilities are noted in his stat block. Vardis also carries a necklace of fireballs type I. If the characters attempt to keep their distance he will use it to Ver5-04 Fool’s Gold Page 18 bombard the characters while chiding them for their cowardice and weakness. If the characters surround him, he will laugh at their stupidity as he detonates individual beads. If injured Vardis uses the Imbued spells he has had cast upon him to heal his own wounds. Due to the effects of the Astral Plane Vardis can do this as a free action. Tactics for APL 6: Vardis knows that spell casters are the most danger to him, since they can dispel the numerous buffs he has in effect. Vardis therefore targets spell casters first, using his stunning abilities through the Ki focus Nunchacku and tumbling to reach them. Vardis then targets divine spell casters and finally fighters. Vardis has had numerous spells cast upon him in order to increase his effectiveness, these spells and abilities are noted in his stat block in brackets. Vardis also carries a necklace of fireballs type III. If the characters attempt to keep their distance he will use it to bombard the characters while chiding them for their cowardice and weakness. If the characters surround him, he will laugh at their stupidity as he detonates individual beads. If injured Vardis uses the Imbued spells he has had cast upon him to heal his own wounds. Due to the effects of the Astral Plane Vardis can do this as a free action, Vardis also has the ability to heal 18 hit points of his own wounds through his wholeness of body ability, using this ability on the Astral Plane is a standard action. Tactics for APL 8: Vardis knows that spell casters are the most danger to him, since they can dispel the numerous buffs he has in effect. Vardis therefore targets spell casters first, using his stunning abilities through the Ki focus Nunchacku and tumbling to reach them. Vardis then targets divine spell casters and finally fighters. Vardis has had numerous spells cast upon him in order to increase his effectiveness, these spells and abilities are noted in his stat block in brackets. Vardis also carries a necklace of fireballs type IV. If the characters attempt to keep their distance he will use it to bombard the characters while chiding them for their cowardice and weakness. If the characters surround him, he will laugh at their stupidity as he detonates individual beads. If injured Vardis uses the Imbued spells he has had cast upon him to heal his own wounds. Due to the effects of the Astral Plane Vardis can do this as a free action, Vardis also has the ability to heal 18 hit points of his own wounds through his wholeness of body ability, using this ability on the Astral Plane is a standard action. Tactics for APL 10: Vardis knows that spell casters are the most danger to him, since they can dispel the numerous buffs he has in effect. Vardis therefore targets spell casters first, using his stunning abilities through the Ki focus Nunchacku and tumbling to reach them. Vardis then targets divine spell casters and finally fighters. Vardis has had numerous spells cast upon him in order to increase his effectiveness, these spells and abilities are noted in his stat block in brackets. Vardis also carries a necklace of fireballs type VII. If the characters attempt to keep their distance he will use it to bombard the characters while chiding them for their cowardice and weakness. If the characters surround him, he will laugh at their stupidity as he detonates individual beads. If injured Vardis uses the Imbued spells he has had cast upon him to heal his own wounds. Due to the effects of the Astral Plane Vardis can do this as a free action, Vardis also has the ability to heal 26 hit points of his own wounds through his wholeness of body ability, using this ability on the Astral Plane is a standard action. Tactics for APL 12: Vardis knows that spell casters are the most danger to him, since they can dispel the numerous buffs he has in effect. Vardis therefore will abundant step next to any obvious spell caster and using his Sun School* feat attacks him with his Quivering Palm. Assuming that attack fails Vardis targets arcane with the Ki Focus Nunchaku. Vardis then targets divine spell casters, rogue types, and finally fighters. Vardis has had numerous spells cast upon him in order to increase his effectiveness. These spells and abilities are noted in his stat block. Vardis also carries a necklace of fireballs type VII. If the characters attempt to keep their distance he will use it to bombard the characters while chiding them for their cowardice and weakness. If the characters surround him, he will laugh at their stupidity as he detonates individual beads. If surrounded by numerous opponents Vardis does not hesitate to throw the remainder of the necklace at the opponents who seem that they are the greatest threat to him. If injured Vardis uses the Imbued spells he has had cast upon him to heal his own wounds. Due to the effects of the Astral Plane Vardis can do this as a free action, Vardis also has the ability to heal 30 hit points of his own Ver5-04 Fool’s Gold Page 19 wounds through his wholeness of body ability, using this ability on the Astral Plane is a standard action. Treasure: APL 2: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +1 (83 gp per character). APL 4: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +1 (83 gp per character); ring of counterspells (300 gp per character); necklace of fireballs type i (137gp per character). APL 6: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +2 (333 gp per character); ring of counterspells (300 gp per character); Necklace of Fireballs type III (362 gp per character); Dusty Rose Ioun Stone (416 gp per character). APL 8: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +3 (750 gp per character); ring of counterspells (300 gp per character); necklace of fireballs type iv (450 gp per character); dusty rose ioun stone (416 gp per character). APL 10: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +3 (750 gp per character); ring of counterspells x2 (600 gp per character); necklace of fireballs type vii (725 gp per character); dusty rose ioun stone (416 gp per character); boots of speed (1000 gp per character). APL 12: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +3 (750 gp per character); ring of counterspells x2 (600 gp per character); necklace of fireballs type vii (725 gp per character); dusty rose ioun stone (416 gp per character); boots of speed (1000 gp per character). Conclusion Success Once Vardis is defeated allow the PCs to rest and perform whatever healing they require. Give the impression that they are adrift in the Astral plane with no particular way back (higher level parties may have little difficulty here). After a few minutes of allowing themselves to ask “what now” choose one of the fighters or rogues of the party, ask them for a Will save (against scrying) please impose a -16 to their roll (the wizards at the Wrinkle Academy have the full cooperation of the Watch and the Family to provide some of the PCs blood, a possession and a drawn picture of the character.) Remind the character that they can voluntarily fail the save if they wish. If necessary have the wizard attempt to scry on all the other PCs until one fails his save. Once that is accomplished read the following: With an audible pop a gnomish wizard appears a short distance away and with practiced ease flies down to stand before your party. “I must say I’m glad you survived, finding the mint without (point to the person who failed his save) you to scry on would have been very difficult. With a low whistle he takes in the carnage and damage around him. “My, my, quite a mess indeed—this will take a bit of work, but I do believe we can fix it.” His gaze then levels on your group, as several other mages begin appearing around you. “Well, what are you waiting for? Time to go. If everyone can please form a circle we’ll be on our way…” If asked the wizard explains that shortly after Krot arrived at the wrinkle Academy they figured out what had occurred, then plane shifted to the Astral Plane and scryed upon the PCs. The world shifts and you find yourselves back in the streets of Verbobonc City. Caleb and Krot stand just feet away, surveying the devastated Guild Hall. Seeing your group arrive, Krot breaks into a broad grin, as Caleb rushes over. “The Gentlemen of the Watch thank you for your service to the City.” Caleb says as he shakes your hand. “We were worried that you wouldn’t pull it off. Krot was even laying very long odds at your survival, let along your success—weren’t you Krot…” Caleb turns around to address Krot, only to find the street behind him empty, except for a few blowing leaves and a pouch sitting on the ground; bulging with gold. Defeat If the PCs are defeated by Vardis please ask the PCs if they wish to be raised, if they agree please read the following: The stillness of death leaves you and your eyes open to see a vaulted ceiling painted to depict St. Cuthbert beckoning with one hand while the other holds a heavy cudgel. A cleric of St. Cuthbert steps into view and speaks “Ah. Welcome back to the land of the living. The Gentlemen of the Watch will wish to have a word with you. If you’re feeling up to it he is waiting outside.” Ver5-04 Fool’s Gold Page 20 Outside the chapel Caleb sits with his back leaning up against the cathedral of St. Cuthbert. His eyes are pensive and he pulls at his lower lip, lost in thought. Seeing your party he straightens and gives a half smile. “I wish that we were met in better circumstances.” Caleb says “but it is good to see that you have returned just the same.” Caleb wearily begins walking up the street toward the Viscount’s castle. “Come on,” he says as he walks “we’ve got to report to the Viscount just how bad it is.” The End Epilogue: The Gift of the Gnomes If the characters were successful in recovering the Furyondyian Royal Mint, then after they have rested up and spent a night or two in a warm bed, each is visited individually by a gnome hailing from the Yatil Mountains. The gnome knows the identity of the character, and the read-aloud text below can be paraphrased to include that information. Read the following to the PCs: Your adventure complete, you spend a few days resting and relaxing, enjoying what comforts of Verbobonc City. As you are out walking about, a well- worn gnome traveler dressed in an earthen robe with stitchings of gold waves you down. As he approaches, his face beams with the delight of your attention. “Good adventurer, I thank you for a moment of your precious time. Allow me to introduce myself. My name is Clegin, Master Illusionist of Gnome Vale. The Laird Gwaylar, our headman, has sent me to search for worthies that may be willing to aid our cause. Having heard of your recent exploits, I must say, I am quite impressed by your actions. You must be one of the stalwarts spoke of in the foretellings of our Chief Cleric. Thus, I have this gift for you, if you will accept it.” Clegin pulls a polished green gemstone from one of his robe pockets. The gem has a symbol of arcane power etched in its face. “Please, take this. It is now but an interesting bauble, but I have the power to enchant it into something that would be of greater use than exchange for mere coin. When the time is right, you might find yourself on the path to my home, and then, as is foretold, you will aid my people who have been beset upon by evils thought vanquished. If you are successful in your task to be, I shall reward you by awakening the arcane power within the gem I offer. I and my people thank you for all you’ve done, and all you’ve yet to accomplish.” If the character accepts the gemstone: Clegin hands you the gemstone. The same smile plays upon his face as when he first greeted you. “I have others to seek out. Soon, our paths shall cross again, brave one.” He turns from you, and walks down the street, disappearing in the crowd. If the character does not accept the gemstone: A look of confusion furrows Clegin’s brow. “I am certain you are the one spoken of, yet you do not accept my gift? Are you sure you would not reconsider?” Give the player another chance to think it over. If they accept, read the acceptance text above. If they continue to decline, read the following: Clegin resigns himself to a slow smile. “Gift or no, our paths shall meet again. I am certain that something can be arranged at a later time. I must leave now; I have others to seek out. Good day to you, brave one.” He turns from you, and walks down the street, disappearing in the crowd. Characters can make a DC 20 Knowledge (Geography) skill check to know that Gnome Vale is a very isolated community of gnomes located deep within the Yatil Mountains. Clegin has more errands to run, and can’t sit and chat any longer with the character. If pressed for more information, he simply says that all will be revealed in due time. If a character accepts the gift, they receive the Gnome Vale gemstone listed on the Adventure Record. If they refuse, cross this item off the Adventure Record. Its purpose will become known at a later time. If a character already has a gemstone, they may receive a second (or third) gemstone if it is of a different color than the ones already possessed by the character. A character may not possess more than one of the same color gemstone. Experience Point Summary Ver5-04 Fool’s Gold Page 21 To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus role-playing) to each character. Encounter Three – … down by the river. For defeating the monk sniper or by learning the password for the Bridgeforth Inn. APL 2 60 xp APL 4 120 xp APL 6 180 xp APL 8 240 xp APL 10 300 xp APL 12 360 xp Encounter Four – The Bridgeforth Inn Entering the inn, defeating the suel cleric and learning of the Brotherhoods plan. APL 2 150 xp APL 4 210 xp APL 6 270 xp APL 8 330 xp APL 10 390 xp APL 12 450 xp Encounter Six – Into the Breach Defeating Vardis APL 2 150 xp APL 4 210 xp APL 6 270 xp APL 8 330 xp APL 10 390 xp APL 12 450 xp Award for Good Role-playing APL 2 90 xp APL 4 135 xp APL 6 180 xp APL 8 225 xp APL 10 270 xp APL 12 315 xp Total Possible Experience APL 2 450 xp APL 4 675 xp APL 6 900 xp APL 8 1,125 xp APL 10 1,350 xp APL 12 1,575 xp Treasure Summary During an adventure, PCs encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the PCs cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that PCs can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), PCs may return to retrieve loot. If the PCs do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because PCs may want to use them during the adventure. Many times PCs must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a PCs total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional adventure, PCs may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. Ver5-04 Fool’s Gold Page 22 L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. L: Looted gear from enemy C: Coin, Gems, Jewelry, and other valuables M: Magic Items (sell value) Encounter Three: APL 2: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per character). APL 4: L: 0 gp; C: 0 gp; M: bracers of armor +1 (83 gp per character); vest of resistance +1 (83 gp per character) APL 6: L: 129 gp; C: 4 gp; M: bracers of armor +2 (333 gp per character); vest of resistance +1 (83 gp per character). APL 8: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp per character); vest of resistance +1 (83 gp per character) APL 10: L: 0 gp; C: 4 gp; M: bracers of armor +2 (333 gp per character); vest of resistance +2 (333 gp per character). APL 12: L: 0 gp; C: 4 gp; M: bracers of armor +3 (750 gp per character); vest of resistance +3 (750 gp per character). Encounter Four: APL 2: L: 62 gp; C: 4 gp; M: potion of cure moderate wounds (25 gp per character). APL 4: L: 129 gp; C: 4 gp; M: breastplate +1 (113 gp per character); vest of resistance +1 (83 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 6: L: 129 gp; C: 4 gp; M: vest of resistance +1 (83 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 8: L: 129 gp; C: 4 gp; M: vest of resistance +2 (333 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 10: L: 129 gp; C: 4 gp; M: vest of resistance +2 (333 gp per character); potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). APL 12: L: 129 gp; C: 4 gp; M: vest of resistance +2 (333 gp per character), potion of cure moderate wounds (25 gp per character); club +1 (192 gp per character). Encounter Six: APL 2: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +1 (83 gp per character). APL 4: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +1 (83 gp per character); ring of counterspells (300 gp per character); necklace of fireballs type i (137gp per character). APL 6: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +2 (333 gp per character); ring of counterspells (300 gp per character); necklace of fireballs type iii (362 gp per character); dusty rose ioun stone (416 gp per character). APL 8: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +3 (750 gp per character); ring of counterspells (300 gp per character); necklace of fireballs type iv (450 gp per character); dusty rose ioun stone (416 gp per character). APL 10: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); +1 nunchaku, wounding (1525 gp per character); cloak of resistance +3 (750 gp per character); ring of counterspells x2 (600 gp per character); necklace of fireballs type vii (725 gp per character); dusty rose ioun stone (416 gp per character); boots of speed (1000 gp per character). APL 12: L: 62 gp; C: 0 gp; M: +1 nunchaku, ki focus (692 gp per character); cloak of resistance +3 (750 gp per character); ring of counterspells x2 (600 gp per character); necklace of fireballs type vii (725 gp per character); dusty rose ioun stone (416 gp per character); boots of speed (1000 gp per character). Total Possible Treasure APL 2: 450 gp APL 4: 650 gp APL 6: 900 gp APL 8: 1,300 gp APL 10: 2,300 gp APL 12: 3,300 gp Ver5-04 Fool’s Gold Page 23 Appendix One: NPCs ALL APLs Watch Captain Caleb: male human (Rhennee) Rog2/Ftr6; CR 8; Medium humanoid (human); HD 2d6+6d10+16; hp 62; Init +3; Spd 30 ft.; AC 21 (+3 Dex, + 6 armor, +1 deflection, +1 natural), touch 14, flat- footed 18; Base Atk +7; Grp +8; Atk +10 melee (1d6+4+1d6 Non lethal damage, +1 merciful quarterstaff); Full Atk +10/+5 melee (1d6+4+1d6 Non lethal damage, +1 merciful quarterstaff); AL LN; SV: Fort +7, Ref +7, Will +3; Str 12, Dex 16, Con 14, Int 13, Wis 12, Cha 10. Skills and Feats: Bluff +10, Diplomacy +11, Gather Information +13, Knowledge Local +10 Intimidate +12, Sense Motive +14, Spot +5, Search +5, Tumble +9; Improved Unarmed Strike, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), Improved Trip, Improved Grapple, Combat Reflexes, Lightning Reflexes, Dodge, Defensive Throw* Prone Attack*. Possessions: +1 merciful quarterstaff +1 glamered mithral chainmail, +1 ring of protection, +1 amulet of natural armor, circlet of persuasion, 3 vials of antitoxin, two sunrods. * See Appendix 2: New Rules Items Uncle Krot: male human (Oeridian) Rog9/Wiz3; CR 12; Medium humanoid (human); HD 9d6+3d4+24; hp 73; Init +7; Spd 30 ft.; AC 17 (+3 Dex, +2 armor, +1 deflection, +1 natural), touch 16, flat-footed 13; Base Atk +7; Grp +7; Atk +8 melee (1d6, rapier); Full Atk +7/+2 melee (1d6, rapier); SA Sneak Attack +5d6, SQ evasion, improved uncanny dodge, trap sense +3, rat familiar; AL LE; SV Fort +8, Ref +10, Will +8; Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 12. Skills and Feats: Balance +8, Bluff +23, Concentration +8, Diplomacy +18, Disguise +13, Escape artist +13, Hide +13, Knowledge local +8 Intimidate +13, Sense Motive +13, Sleight of Hand +13, Spellcraft + 12 Spot +4, Tumble +18; Combat Expertise, Combat Reflexes, Craft Wondrous Item, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Illusion). Spells Prepared (4/3/2; base DC 13 + spell level, 14 + spell level for Illusion spells): 0—detect magic, detect poison, open/close, prestidigitation; 1 st—mage armor, silent image (3), ventriloquism; 2 nd—invisibility, scare. Possessions: Krot’s robe of sizing*, +2 bracers of armor, +1 ring of protection, +1 amulet of natural armor, ring of wizardry I, circlet of persuasion rapier, mask of lies*. Pre-Cast Spells: Krot spends almost all of his time in public under the effects of reduce person from his robe of sizing. * See Appendix 2: New Rules Items Lathmir Amanthsal: male gnome Ari6; CR 5; Small- size humanoid (gnome); HD 6d8+9; hp 42 [Currently 18]; Init +4 [currently +1]; Spd 20 ft.; AC: 9, touch 9, flat-footed 9; Base Atk: +4; Grp: +2; Atk: +2 melee (1d2- 2, unarmed); AL: LE; SV: Fort +3 [+0], Ref +2 [-1], Will +9; Str 6, Dex 10 [7], Con 14[6], Int 13, Wis 14, Cha 15. Skills and Feats: Appraise +9, Bluff +11, Diplomacy +12, Intimidate +8, Knowledge (history) +5, Listen +4, Profession (merchant) +12, Sense Motive +12, Improved Initiative, Iron Will, Leadership, Negotiator. Possessions: rags, bottle of rotgut Ver5-04 Fool’s Gold Page 24 APL 2 Encounter 1: Is this a Hook I See Before Me? Benjimar the Rose: Male Halfling, Lightfoot Rog2: CR 2; Small Humanoid (Halfling); HD 2d6+2; hp 12; Init +2; Spd 20; AC 15 (Flat-footed 13 Touch 13); Base Atk +2; Atk +3 melee (1d4, masterwork shortsword); SA +1 attack bonus with thrown weapons, Sneak Attack +1d6; SQ Traps, Evasion, +2 Bonus on Saves vs. Fear; AL N; SV Fort +2, Ref +6, Will +2; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Bluff +5, Climb +2, Diplomacy +7, Disable Device +4, Forgery +6, Gather Information +2, Hide +11, Jump -4, Listen +3, Move Silently +9, Search +8, Sleight of Hand +9, Spot +6; Investigator. Encounter 3: … Down By the River … Monk Sniper: male human (Suel) Mnk2; CR 2; Medium humanoid (human); HD 2d8+6; hp 29 [33]; Init +3 [+5]; Spd 30 ft.; AC 19 (+3 Dex, +2 Wis, +2 Deflection [protection from good]), touch 15, flat- footed 14; Base Atk +1; Grp +3; Atk +2 [+4] melee (1d6+2, unarmed strike); Full Atk +0/+0 [+2/+2] melee (1d6+2, unarmed strike) or +7 ranged (1d2+2 plus poison, Shuriken); SA flurry of blows, unarmed strike; SQ evasion; AL LE; SV Fort +6 [+8], Ref +6 [+8], Will +4 [+6]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 12 [16], Cha 8. Skills and Feats: Balance +8 [+10], Escape Artist +8 [+10], Hide +15 [+35/+55 invisible], Jump +5 [+7], Move Silently +15, Spot +6 [+8], Tumble +8 [+10]; Deflect Arrows, Stunning Fist, Endurance, Diehard. Possessions: bracers of armor +1, elixir of hiding, elixir of sneaking, potion of invisibility, potion of bulls strength, potion of owl’s wisdom, potion of cat’s grace, potion of mage armor, six masterwork shuriken poisoned with gargantuan Wyvern poison (injury poison, Fort DC 21, initial damage 2d6 Con, secondary damage 2d6 Con) Encounter 4: The Bridgeforth Inn. Suel Cleric: Male Human Clr5: CR 5; Medium Humanoid; HD 5d8+10; hp 37 [47]; Init -1; Spd 20; AC: 16 (Flat-footed 16 Touch 11); Base Atk +3; Grp +2; Atk +3 melee (1d10, masterwork club); SA Turn or rebuke undead (3+Cha. Mod/day); AL LE; SV Fort +6, Ref +0, Will +7; Str 8, Dex 8, Con 14 [18], Int 12, Wis 16, Cha 10. Skills and Feats: Concentration +11, Heal +11, Knowledge (religion) +11 Spellcraft +10; Domain focus (war)*, Extend Spell, Sanctum Spell*. Spells Prepared: (5/4+1/4+1/3+1; base DC 13 + Spell Level); 0 - cure minor wounds, detect magic, light: purify food and drink, resistance, virtue; 1 st – calm animals (d), divine favor, entropic shield, shield of faith, protection from good’; 2 nd - bear’s endurance; cure moderate wounds; spiritual weapon x2 (d); 3 rd – dominate animal (d), magic vestment, searing light. Possessions: masterwork breastplate, masterwork club, potion of cure light wounds Domains Animal/War * See Appendix 2: New Rules Items Encounter 6: Into the Breach Uncle Vardis Simulacrum: male human (Suel) Mnk6; CR 6; Medium humanoid (human); HD 6d8+18; hp 45 Init +3; Spd 50 ft.; AC 16 [22], touch 14 [20], flat-footed 12 [18]; Base Atk +4; Grp +5; Atk +9 melee (1d6+2, unarmed strike); Full Atk melee +9/+9 (1d6+2, +1, ki focus nunchaku); SA flurry of blows, unarmed strike, stunning fist, improved trip, Ki strike (magic) SQ evasion, still mind, Purity of body; AL LE; SV Fort +6, Ref +7, Will +6 (+10 vs. Enchantment and with owl’s wisdom effects); Str 12, Dex 17, Con 14, Int 10, Wis 14 [18 with owl’s wisdom], Cha 8. Skills and Feats: Concentration +11, Escape Artist +14, Jump +19, Listen +13, Spot +13, Tumble +17; Weapon Finesse, Weapon Focus (Nunchaku), Deflect Arrows, Weakening Touch*. Possessions: +1 nunchaku: ki focus, cloak of resistance +1. * see Appendix 2: New Rules Items Spells in effect: Owl’s wisdom [Lvl 2, CL: 5]; Magic vestment (+2) Enhancement bonus [Lvl 2, CL: 5] Shield of faith (+2) Deflection bonus [Lvl 1, CL: 5] Note: Vardis’s buffed stats appear in brackets, whenever possible he uses the ki focus nunchaku as his attack weapon. Ver5-04 Fool’s Gold Page 25 APL 4 Encounter 1: Is this a Hook I See Before Me? Benjimar the Rose: Male Halfling, Lightfoot Rog4: CR 4; Small Humanoid (Halfling); HD 4d6+4; hp 23; Init +2; Spd 20; AC 15 (Flat-footed 15 Touch 13); Base Atk +4; Grp +1; Atk +5 melee (1d4, masterwork shortsword); SA +1 attack bonus with thrown weapons, Sneak Attack +2d6; SQ Traps, Evasion, Trap Sense +1, Uncanny Dodge, +2 Bonus on Saves vs. Fear; AL N; SV Fort +3, Ref +7, Will +3; Str 10, Dex 15, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Bluff +7, Climb +2, Diplomacy +9, Disable Device +4, Forgery +7, Gather Information +2, Hide +13, Jump -4, Listen +3, Move Silently +11, Open Lock +7, Search +8, Sleight of Hand +11, Spot +6; Dodge, Investigator. Possessions: masterwork shortsword Encounter 3: … Down By the River … Monk Sniper: male human (Suel) Mnk4; CR 4; Medium humanoid (human); HD 4d8+12; hp 45 [53]; Init +3 [+5]; Spd 40 ft.; AC 19 [25] (+3 [+5] Dex, +2 [+4] Wis, +4 armor, +2 Deflection [protection from good]) touch 15 [19], flat-footed 14 [16]; Base Atk +3; Grp +3; Atk +3 [+5] melee (1d8 [1d8+2] unarmed strike); Full Atk +1/+1 [+3/+3] melee (1d8+2 unarmed strike) or +7 ranged (1d2+2 plus poison, Shuriken); SA flurry of blows, unarmed strike; SQ evasion; AL LE; SV Fort +6 [+8], Ref +6 [+8], Will +4 [+6]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 13 [17], Cha 8. Skills and Feats: Balance +5 [+7], Escape Artist +10 [+12], Jump +9 [+11], Move Silently +10 [+12], Hide +10 [+22, +42/+62 invisible], Spot +1 [+3], Tumble +10 [+12]; Deflect Arrows, Endurance, Diehard, Weakening Touch*, Stunning Fist. Possessions: bracers of armor +1, elixir of hiding, elixir of sneaking, potion of invisibility, potion of bulls strength, potion of owl’s wisdom, potion of cat’s grace, potion of mage armor, six masterwork shuriken poisoned with gargantuan Wyvern poison (injury poison, Fort DC 21, initial damage 2d6 Con, secondary damage 2d6 Con) * see Appendix 2: New Rules Items Encounter 4: The Bridgeforth Inn Suel Cleric: Male Human Clr7; CR 7; Medium Humanoid; HD 7d8+28; hp 64; Init +0; Spd 30 ft.; AC 16, (touch 12, flatfooted 16); Base Atk +5; Grp +4; Atks +4 melee (1d6, Club) or +7 melee (1d10, +1 club); SV Fort +10, Ref +6, Will +14; AL LN; Str 8, Dex 8, Con 14 [18], Int 14, Wis 18, Cha 8 Skills & Feats: Concentration +13, Heal +13, Knowledge (religion) +13 Spellcraft +12; Domain focus (war)*, Domain focus (animal)*, Extend Spell, Sanctum spell*. Spells Prepared: (6/5+1/4+1/3+1/2+1; base DC 14 + Spell Level); 0-cure minor wounds, detect magic, light, purify food and drink, resistance, virtue; 1 st - bless: calm animals (d), divine favor, entropic shield, shield of faith, protection from good; 2 nd - bear’s endurance, bulls strength, cure moderate wounds, owl’s wisdom, spiritual weapon (d); 3 rd - dominate animal (d), magic vestment, spikes, searing light, 4 th - imbue with spell ability, magic weapon, greater summon nature’s ally iv (d) Possessions: club +1, club, breastplate +1, cloak of resistance +1, potion of cure light wounds. *see Appendix 2: New Rules Items Encounter 6: Into the Breach Uncle Vardis Simulacrum: male human (Suel) Mnk6; CR 6; Medium humanoid (human); HD 6d8+18; hp 45 [57]; Init +3; Spd 50 ft.; AC 16 [28], touch 16 [21], flat- footed 13 [24]; Base Atk +4; Grp +5 [+7]; Atk +7 melee (1d8+1, unarmed strike); Full Atk +9/+9 melee (1d6+10, +1 ki focus nunchaku); SA flurry of blows, unarmed strike, stunning fist, improved trip, Ki strike (magic) SQ evasion, still mind Purity of body, AL LE; SV Fort +8 [+10], Ref +9, Will +8 [+10] (+12 vs. Enchantment effects); Str 12 [16], Dex 17, Con 14 [18], Int 10, Wis 14 [18], Cha 8. Skills and Feats: Concentration +11, Escape Artist +14, Jump +19, Listen +13, Spot +13, Tumble +17; Weapon Finesse, Weapon Focus (Nunchaku), Deflect Arrows, Weakening Touch*. Possessions: +1 nunchaku: ki focus; cloak of resistance +1; ring of counterspells [dispel magic]; necklace of fireballs type i * see Appendix 2: New Rules Items Spells in effect: Bear’s endurance [CL:7] Bulls strength [CL:7] Imbue with spell ability (2 cure light wounds, 1 cure moderate wounds) [CL:7] Magic vestment (+2) Enhancement bonus [CL:7] Ver5-04 Fool’s Gold Page 26 Owl’s wisdom [CL:7] Shield of faith (+3) Deflection bonus [CL:7] Spikes* [CL:7] Note: Vardis’s buffed stats appear in brackets, whenever possible he uses the +1 ki focus nunchaku as his attack weapon. Furthermore Vardis wears a ring of counterspells with dispel magic loaded. Ver5-04 Fool’s Gold Page 27 APL 6 Encounter 1: Is this a Hook I See Before Me? Benjimar the Rose: Male Halfling, Lightfoot Rog6: CR 6; Small Humanoid (Halfling); HD 6d6+6; hp 29; Init +2; Spd 20; AC 15, touch 13, flat-footed 15; Base Atk +5; Grp +1; Atk +6 melee (1d4, masterwork shortsword); SA +1 attack bonus with thrown weapons, Sneak Attack +3d6; SQ +2 Bonus on Saves vs. Fear Traps, Trap Sense +2, Uncanny Dodge; AL N; SV Fort +4, Ref +8, Will +4; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Bluff +9, Climb +2, Diplomacy +11, Disable Device +8, Forgery +7, Gather Information +2, Hide +15, Jump -4, Listen +3, Move Silently +13, Open Lock +9, Search +10, Sleight of Hand +13, Spot +6; Dodge, Investigator, Mobility. Encounter 3: … Down By the River … Monk Sniper: male human (Suel) Mnk6; CR 6; Medium humanoid (human); HD 6d8+18; hp 61 [73]; Init +3 [+5]; Spd 50 ft.; AC 20 [26], touch 16 [20], flat- footed 15 [19]; Base Atk +4; Grp +4; Atk +6 melee (1d8+2, unarmed strike); Full Atk +5/+5 melee (1d8+2, unarmed strike) or +9 ranged (1d2+2 plus poison, shuriken); SA flurry of blows, unarmed strike; SQ evasion; AL LE; SV Fort +8 [+10], Ref +8 [+10], Will +7 [+9]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 13 [17], Cha 8. Skills and Feats: Balance +7 [+9], Escape Artist +10 [+12], Jump +19 [+21], Move Silently +12 [+24], Hide +12 [+24, +44/+64 invisible], Spot +1 [+3], Tumble +12 [+14]; Deflect Arrows, Endurance, Diehard, Weakening Touch*, Stunning Fist, Improved Trip, Weapon Focus (shuriken) Possessions: bracers of armor +1, elixir of hiding, elixir of sneaking, potion of invisibility, potion of bulls strength, potion of owl’s wisdom, potion of cat’s grace, potion of mage armor, six masterwork shuriken poisoned with gargantuan Wyvern poison (injury poison, Fort DC 21, initial damage 2d6 Con, secondary damage 2d6 Con) * see Appendix 2: New Rules Items Encounter 4: The Bridgeforth Inn Suel Cleric: Male Human Clr3/Wiz3/MysThe3: CR 9; HD 6d4+3d8+36; hp 63; Init +0; Spd 30 ft.; AC 16, touch 12, flat-footed 16; Base Atk +4; Grp +3; Atk +4 melee (1d6, Club), or +4 ranged (1d10, Heavy Crossbow) or +6 melee (1d10, +1 club); SV Fort +11, Ref +7, Will +15; AL LN; Str 8, Dex 10, Con 18, Int 19, Wis 18, Cha 10; Skills and Feats: Bluff +6, Concentration +10, Heal +10, Knowledge (arcana) +16, Knowledge (religion) +16, Knowledge (planes) +13, Sense Motive +7, Spellcraft +18; Practiced Spellcaster (arcane)*, Practiced Spellcaster (divine)*, Split Ray*, Sanctum spell*, Divine spell power*. Spells Prepared: (5/4+1/4+1/3+1; base DC 14 + Spell Level); 0-cure minor wounds, detect magic, light, purify food and drink, resistance, virtue; 1 st - calm animals (d), divine favor, entropic shield, shield of faith, protection from good; 2 nd - bear’s endurance, bull’s strength, cure moderate wounds, owl’s wisdom, spiritual weapon (d) [club +8 1d8+3]; 3 rd - dominate animal (d), magic vestment, spikes, searing light. Spells Prepared: (4/4+1/4+1/3+1; base DC 14 + Spell Level); 0 - resistance, acid splash, ray of frost, mage hand; 1 st - mage armor, magic missile, ray of enfeeblement, shield, true strike; 2 nd - alter self, glitterdust, see invisibility, scorching ray, false life; 3 rd - slow, clairaudience/ clairvoyance, fireball, fly Possessions: cloak of resistance +1, potion of cure moderate wounds, club +1 * see Appendix 2: New Rules Items Encounter 6: Into the Breach Uncle Vardis Simulacrum: male human (Suel) Mnk9; CR 9; Medium humanoid (human); HD 6d8+12; hp 66 [84] Init +4; Spd 60 ft.; AC 17 [28], touch 17 [22], flat- footed 13 [24]; Base Atk +6/+1; Grp +7 [+9]; Atk +10 melee (1d10+3, unarmed strike); Full Atk +13/+13/+8 melee (1d6+13, +1 ki focus nunchaku); SA flurry of blows, unarmed strike, stunning fist, improved trip, Ki strike (magic, lawful) greater flurry; SQ evasion, still mind Purity of body, Wholeness of body, Improved evasion; AL LE; SV Fort +10 [+12], Ref +12, Will +10 [+12] (+14 vs. Enchantment effects); Str 12 [16], Dex 18, Con 14 [18], Int 10, Wis 15 [19], Cha 8. Skills and Feats: Concentration +14, Escape Artist +17, Jump +22, Listen +16, Spot +16, Tumble +20; Ver5-04 Fool’s Gold Page 28 Weapon Finesse, Weapon Focus (Nunchaku), Deflect Arrows, Weakening Touch*, Pain Touch*. Possessions: +1 nunchaku: ki focus, ioun stone, dusty rose [prism]; cloak of resistance +2; ring of counterspells [dispel magic], necklace of fireballs type III. * see Appendix 2: New Rules Items Spells in effect: bear’s endurance [cl:9] bulls strength [cl:9] fly [cl 9] greater magic weapon (+2) [cl:9] mage armor [cl:9] magic vestment (+2) enhancement bonus [cl:9] owl’s wisdom [cl:9] shield of faith (+3) deflection bonus [cl:9] spikes* [cl:9] Note: Vardis’s buffed stats appear in brackets, whenever possible he uses the +1 ki focus nunchaku as his attack weapon. Furthermore, Vardis wears a ring of counterspells with dispel magic cast into it. Ver5-04 Fool’s Gold Page 29 APL 8 Encounter 1: Is this a Hook I See Before Me? Benjimar the Rose: Male Halfling, Lightfoot Rog8: CR 8; Small Humanoid (Halfling); HD 8d6+8; hp 39; Init +2; Spd 20; AC 15, touch 13, flat-footed 15; Base Atk +7; Grp +3; Atk +8 melee (1d4, masterwork short sword); Full Atk +8/+3 melee (1d4, masterwork short sword); SA +1 attack bonus with thrown weapons, Sneak Attack +4d6; SQ Traps, Evasion, Trap Sense +2, Uncanny Dodge, Improved Uncanny Dodge, +2 Bonus on Saves vs. Fear; AL N; SV Fort +4, Ref +9, Will +4; Str 10, Dex 14, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Bluff +11, Climb +2, Diplomacy +13, Disable Device +8, Forgery +8, Gather Information +2, Hide +16, Intimidate +3, Jump -4, Listen +3, Move Silently +15, Open Lock +11, Search +10, Sleight of Hand +15, Spot +11; Dodge, Investigator, Mobility. Encounter 3: … Down By the River … Monk Sniper: male human (Suel) Mnk8; CR 8; Medium humanoid (human); HD 8d8+18; hp 77 [93]; Init +3 [+5]; Spd 50 ft.; AC 20 [26], touch 16 [20], flat- footed 15 [17]; Base Atk +6; Grp +6; Atk +6 [+8] melee (1d10+2, unarmed strike); Full Atk +7/+7/+2 melee (1d10+2, unarmed strike) or +11 ranged (1d2+2 plus poison, shuriken); SA flurry of blows, unarmed strike; SQ evasion, improved Evasion; AL LE; SV Fort +9 [+11], Ref +9 [+11], Will +8 [+10]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 14 [18], Cha 8. Skills and Feats: Balance +7 [+9], Escape Artist +12 [+14], Jump +19 [+21], Move Silently +14 [+16], Hide +14 [+16], Spot +1 [+3], Tumble +14 [+16]; Deflect Arrows, Endurance, Diehard, Weakening Touch*, Stunning Fist, Improved Trip. Wholeness of body, Weapon Focus (shuriken) Possessions: bracers of armor +1, elixir of hiding, elixir of sneaking, potion of invisibility, potion of bulls strength, potion of owl’s wisdom, potion of cat’s grace, potion of mage armor, 6 masterwork shuriken poisoned with gargantuan Wyvern poison (injury poison, Fort DC 21, initial damage 2d6 Con, secondary damage 2d6 Con) * see Appendix 2: New Rules Items Encounter 4: The Bridgeforth Inn Suel Cleric, Male Human Clr3/Wiz3/MysThe5: CR 11; Large Monstrous Humanoid; [medium humanoid polymorphed into Annis Hag] HD 8d4+3d8+44; hp 86 [101 with false life] [HP as Annis Hag 64 [79 with false life]; Init +0 [+1 as Annis Hag]; Spd 30 ft.; AC 10 [27] [+4 mage armor, +4 shield, +10 natural (Annis Hag) -1 large sized], touch 12, [touch AC 12 as Annis Hag] flat- footed 28; Base Atk +4; Grp +4; Atk +6 melee (1d6, Club +1) or +6 ranged (1d10, Heavy Crossbow) or +10 melee (1d10+3, +1 [+3] club); Attacks as Hag: +10 melee (1d6+7, 2 claws); SV Fort +11 [+9 as Annis Hag], Ref +7 [+7 as Annis Hag], Will +16; AL LN; Str 8 [25 Annis Hag +7], Dex 10 [12 Annis Hag +1], Con 18 [14 Annis Hag +2], Int 19, Wis 18, Cha 10; Skills and Feats: Bluff +6, Concentration +14, Heal +10, Knowledge (arcana) +18, Knowledge (religion) +18, Knowledge (the planes) +13, Sense Motive +9, Spellcraft +20; Practiced Spellcaster (arcane)*, Practiced Spellcaster (divine)*, Split Ray*, Sanctum spell*, Divine Spell Power*. Spells Prepared: (6/5+1/4+1/4+1/3+1; base DC 14 + Spell Level); 0-cure minor wounds, detect magic, light, purify food and drink, resistance, virtue; 1st - bless, calm animals (d), divine favor, entropic shield, shield of faith, protection from good; 2 nd - bear’s endurance, bull’s strength, cure moderate wounds, owl’s wisdom, spiritual weapon (d); 3 rd - dominate animal (d) magic vestment, cure serious wounds, spikes, searing light; 4 th - freedom of movement, imbue with spell ability, magic weapon, greater summon nature’s ally iv (d) Spells Prepared: (4/4+1/4+1/4+1/3+1; base DC 14 + Spell Level); 0- resistance, acid splash, ray of frost, mage hand; 1 st - mage armor, magic missile, ray of enfeeblement, shield, true strike; 2 nd – alter self, glitterdust, see invisibility, scorching ray, false life; 3 rd - greater mage armor, clairaudience/clairvoyance, fireball, fly, ray of enfeeblement [split ray]; 4 th - arcane eye, Evards black tentacles, locate creature, polymorph, stoneskin Possessions: cloak of resistance +2, potion of cure moderate wounds, club +1 *see Appendix 2: New Rules Items Spells in effect: Mage armor [cl: 11] Shield [cl: 11] Alter self [cl: 11] Entropic shield [cl 11] Freedom of movement [cl 11] See invisibility [cl 11] False life [cl 11] Bless [cl 11] Polymorph [cl 11] Ver5-04 Fool’s Gold Page 30 Encounter 6: Into the Breach Uncle Vardis Simulacrum: male human (Suel) Mnk9; CR 9; Medium humanoid (human); HD 6d8+12; hp 66 [84] Init: +4 [+6]; Spd: 60 ft.; AC 18 [35], touch 18 [28], flat-footed 14 [29]; Base Atk +6/+1; Grp +7 [+9]; Atk +10 melee (1d10+3, unarmed strike); Full Atk +17/+17/+12 (1d6+14, (+1 ki focus nunchaku); SA flurry of blows, unarmed strike, stunning fist, improved trip, Ki strike (magic, lawful) greater flurry; SQ evasion, still mind Purity of body, Wholeness of body, Improved evasion; AL LE; SV Fort +11 [+13], Ref +13 [+15], Will +11 [+13] (+15 vs. Enchantment effects); Str 12 [16], Dex 18 [22], Con 14 [18], Int 10, Wis 15 [19], Cha 8. Skills and Feats: Concentration +14, Escape Artist +17, Jump +22, Listen +16, Spot +16, Tumble +20; Weapon Finesse, Weapon Focus (Nunchaku), Deflect Arrows, Elusive Target*, Dodge, Mobility Possessions: +1 nunchaku, ki focus, ioun stone, dusty rose [prism]; cloak of resistance +3; ring of counterspells [dispel magic CL 11], potions of haste (5), necklace of fireballs type IV * see Appendix 2: New Rules Items Spells in effect: bear’s endurance [cl:11] bless [cl:11] bulls strength [cl:11] cat’s grace [cl:11] fly [cl 11] greater mage armor* (+6) armor bonus [cl:11] greater magic weapon x2 (+3) [cl:11] imbue with spell ability (2 cure light wounds, 1 cure moderate wounds) [cl:11] magic vestment (+3) enhancement bonus [cl:11] owl’s wisdom [cl:11] shield of faith (+4) deflection bonus [cl:11] spikes* [cl:11] stoneskin [cl:11] (DR 10/adamantine, 110 hp) Note: Vardis’s buffed stats appear in brackets, whenever possible he uses the ki focus nunchaku as his attack weapon. Furthermore Vardis wears a ring of counterspells with dispel magic loaded. Ver5-04 Fool’s Gold Page 31 APL 10 Encounter 1: Is this a Hook I See Before Me? Benjimar the Rose: Male Halfling, Lightfoot Rog10: CR 10; Small Humanoid (Halfling); HD 10d6+10; hp 46; Init +3; Spd 20; AC 16, touch 14, flat-footed 16; Base Atk +8; Grp +8; Atk +11 ranged touch or +9 melee (1d4, masterwork shortsword); Full Atk +11/+6 base ranged or +9/4 melee (1d4, masterwork shortsword); SA +1 attack bonus with thrown weapons, Sneak Attack +5d6; SQ Traps, Evasion, Trap Sense +3, Uncanny Dodge, Improved Uncanny Dodge, Improved Evasion, +2 Bonus on Saves vs. Fear; AL N; SV Fort +5, Ref +11, Will +5; Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Bluff +13, Climb +2, Diplomacy +15, Disable Device +9, Forgery +11, Gather Information +2, Hide +19, Intimidate +3, Jump -4, Listen +3, Move Silently +18, Open Lock +14, Search +10, Sleight of Hand +18, Spot +13; Dodge, Investigator, Mobility, Spring Attack. Encounter 3. … Down By the River … Monk Sniper: male human (Suel) Mnk10; CR 10; Medium humanoid (human); HD 10d8+22; hp 93 [113]; Init +3 [+5]; Spd 60 ft.; AC 21 [27], touch 17 [21], flat-footed 16 [18]; Base Atk +7; Grp +7; Atk +9 melee (1d10+2, unarmed strike); Full Atk +9/+9/+4 melee (1d10 [1d10+2] unarmed strike or +15 ranged (1d2 [1d2+2] plus poison, Shuriken) SA flurry of blows, unarmed strike; SQ evasion, Improved Evasion, Wholeness of body; AL LE; SV Fort +10 [+12], Ref +10 [+12], Will +9 [+11]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 14 [18], Cha 8. Skills and Feats: Balance +7 [+9], Escape Artist +14 [+16], Jump +21 [+23], Move Silently +16 [+28], Hide +16 [+28], Spot +1 [+3], Tumble +16 [+18]; Deflect Arrows, Endurance, Diehard, Weakening Touch*, Stunning Fist, Improved Trip, Weapon Focus (shuriken), Point Blank Shot Possessions: bracers of armor +1, elixir of hiding, elixir of sneaking, potion of invisibility, potion of bulls strength, potion of owl’s wisdom, potion of cat’s grace, potion of mage armor, six masterwork shuriken poisoned with gargantuan Wyvern poison (injury poison, Fort DC 21, initial damage 2d6 Con, secondary damage 2d6 Con) * see Appendix 2: New Rules Items Encounter 4: The Bridgeforth Inn Suel Cleric: Male Human Clr3/Wiz3/MysThe7: CR: 13; Large Monstrous Humanoid; [medium humanoid polymorphed into Annis Hag]; HD 10d4+3d8+56; hp 100 (115 with false life) [HP as Hag 100 (115 with false life)] Init +0; Spd 30 ft.; AC 10 [27] [+4 mage armor, +4 shield, +10 Natural, -1 large size], touch 12, flat-footed 16; Base Atk +6; Grp: +5; Atk +6 melee (1d6, Club +1), or +6 ranged (1d10, Heavy Crossbow); Full Atk +6/+1 melee (1d6, Club +1), or +6/+1 ranged (1d10, Heavy Crossbow); [Attacks as Hag +12 melee (1d6+7, 2 claws); SA as Annis Hag: Improved grab (grapple +17), Rake (+12 1d6+7), Rend (2d6+10) SV Fort +12 [+14], Ref +8, Will +17; AL LN; Str 8 [25 Annis Hag +7], Dex 10 [12 Annis Hag +1], Con 18 [18 Bear’s Endurance/Annis Hag +4], Int 20, Wis 18, Cha 10 Skills and Feats: Bluff +6, Concentration +20, Heal +10, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +14, Sense Motive +11, Spellcraft +23; Practiced Spellcaster (arcane)*, Practiced Spellcaster (divine)*, Split Ray*, Sanctum spell*, Divine spell power*, Domain focus (war)*. Spells Prepared: (6/5+1/5+1/4+1/4+1/3+1; base DC 14 + Spell Level); 0 - cure minor wounds, detect magic, light, purify food and drink, resistance, virtue; 1 st - bless, calm animals (d), cure light wounds, divine favor, entropic shield, shield of faith, protection from good’; 2 nd - bear’s endurance x 2, bull’s strength, cure moderate wounds, owl’s wisdom, spiritual weapon (d); 3 rd - dominate animal (d), magic vestment, cure serious wounds, spikes*, searing light; 4 th - freedom of movement, imbue with spell ability, magic weapon, greater x 2 summon nature’s ally iv (d); 5 th - flame strike (d),stalwart pact*, scrying, true seeing Spells Prepared: (4/6+1/5+1/4+1/4+1/3+1; base DC 15 + Spell Level); 0 - resistance, acid splash, ray of frost, mage hand; 1 st - mage armor, magic missile, ray of enfeeblement x2, shield, true strike; 2 nd - alter self, glitterdust, see invisibility, scorching ray, false life x2; 3 rd - greater mage armor, clairaudience/clairvoyance, fireball, fly, ray of enfeeblement [split ray]; 4 th - arcane eye, Evards black tentacles, locate creature, scorching ray [split ray], stoneskin; 5 th - telepathic bond, magic jar summon monster V refusal* Possessions: cloak of resistance +2, potion of cure moderate wounds, club +1 * see Appendix 2: New Rules Items Ver5-04 Fool’s Gold Page 32 Spells in effect: mage armor [cl:13] shield [cl:13] entropic shield [cl 13] freedom of movement [cl 13] see invisibility [cl 13] false life [cl 13] bless [cl 13] polymorph [cl 13] Encounter 6: Into the Breach Uncle Vardis: male human (Suel) Mnk13; CR 13; Medium humanoid (human); HD 13d8+42; hp 94 [135]; Init +4 [+6]; Spd 70 ft.; AC 19 [42], touch 19 [27], flat-footed 19 [36]; Base Atk +9/+4; Grp +10 [+12]; Atk +21 melee (1d6+14, +1 ki focus Nunchaku); Full Atk +21/+21/+21/+16 [+21 hasted action] melee (1d6+14, +1, ki focus Nunchaku or Nunchaku); SA flurry of blows, unarmed strike, stunning fist, improved trip, Ki strike (magic, lawful) greater flurry; SQ evasion, still mind Purity of body, Wholeness of body, Improved evasion, Diamond body, Abundant step, Diamond soul (SR 23); AL LE; SV Fort +13 [+15], Ref +15 [+17], Will +13 [+15] (+17 vs. Enchantment effects); Str 12 [16], Dex 18 [22], Con 14 [18], Int 10, Wis 15 [19], Cha 8. Skills and Feats: Concentration +10, Escape Artist +18, Jump +26, Knowledge (religion) +7, Listen +20, Sense Motive +7, Spot +20, Tumble +24; Weapon Finesse, Weapon Focus (nunchaku), Deflect Arrows, Elusive Target*, Dodge, Mobility. Possessions: +1, ki focus nunchaku; ioun stone, dusty rose [prism]; cloak of resistance +3; ring of counterspells [dispel magic]; ring of counterspells [dispel magic]; potions of haste (5); boots of speed; necklace of fireballs (type VII). * see Appendix 2: New Rules Items Spells in effect: stalwart pact* [cl:13] (65 hit points, kicks in at 47 hit points) stoneskin [cl:13] (DR 10/adamantine 130 hp) imbue with spell ability (2 cure light wounds, 1 cure moderate wounds) [cl:13] greater magic weapon x2 [Cl:13] magic vestment (+3) enhancement bonus [cl:13] greater mage armor* (+6) armor bonus [lvl: 3, cl:13] shield of faith (+4) deflection bonus [cl:13] spikes* [cl:13] fly [cl: 13] false life [cl: 13] bear’s endurance [cl:13] cat’s grace [cl:13] owl’s wisdom [cl:13] bulls strength [cl:13] alter self [cl 13] bless [cl:13] Note: Vardis’s buffed stats appear in brackets, whenever possible he uses the ki focus nunchaku as his attack weapon. Furthermore Vardis wears two rings of counterspells, both with dispel magic. Ver5-04 Fool’s Gold Page 33 APL 12 Encounter 1: Is this a Hook I See Before Me? Benjimar the Rose: Male Halfling, Lightfoot Rog12: CR 12; Small Humanoid (Halfling); HD 12d6+12; hp 55; Init +3; Spd 20; AC 16, touch 14, flatfooted 16); Base Atk +9/+4; Grp+5; Atk +11 melee (1d4, masterwork short sword) or +13 ranged; Full Atk +11/+6 melee (1d4, masterwork short sword) SA +1 attack bonus with thrown weapons, Sneak Attack +6d6; SQ Traps, Evasion, Trap Sense +4, Uncanny Dodge, Improved Uncanny Dodge, Improved Evasion, +2 Bonus on Saves vs. Fear; AL N; SV Fort +6, Ref +12, Will +6; Str 11, Dex 16, Con 12, Int 12, Wis 12, Cha 10. Skills and Feats: Bluff +15, Climb +2, Diplomacy +15, Disable Device +13, Disguise +2, Forgery +13, Gather Information +2, Hide +22, Intimidate +3, Jump -4, Listen +3, Move Silently +20, Open Lock +16, Search +12, Sleight of Hand +20, Spot +13; Deceitful, Dodge, Investigator, Mobility, Spring Attack. Encounter 3: … Down By the River … Monk Sniper: male human (Suel) Mnk12; CR 12; Medium humanoid (human); HD 12d8+26; hp 109 [133]; Init +3 [+5]; Spd 70 ft.; AC 21 [27], touch 17 [21], flat-footed 16 [18]; Base Atk +9; Grp +9; Atk +12 [+14] melee (1d10+2, unarmed strike); Full Atk +12/+12/+7 melee (1d10+2, unarmed strike) or +16/+16/+11 ranged (1d2+2 plus poison, shuriken); SA flurry of blows, unarmed strike; SQ Wholeness of body, Improved evasion; AL LE; SV Fort +10 [+12], Ref +10 [+12], Will +9 [+11]; Str 10 [14], Dex 16 [20], Con 16 [20], Int 10, Wis 14 [18], Cha 8. Skills and Feats: Balance +7 [+9], Escape Artist +14 [+16], Jump +21 [+23], Move Silently +16 [+18], Hide +16 [+18], Spot +1 [+3], Tumble +16 [+18]; Deflect Arrows, Endurance, Diehard, Weakening Touch*, Stunning Fist, Improved Trip, Weapon Finesse, Weapon Focus (shuriken), Point Blank Shot. Possessions: bracers of armor +1, elixir of hiding, elixir of sneaking, potion of invisibility, potion of bulls strength, potion of owl’s wisdom, potion of cat’s grace, potion of mage armor, 6 masterwork shuriken poisoned with gargantuan Wyvern poison (injury poison, Fort DC 21, initial damage 2d6 Con, secondary damage 2d6 Con) * see Appendix 2: New Rules Items Encounter Four: The Bridgeforth Inn Suel Cleric: Male Human Clr3/Wiz3/MysThe9: CR 15; Large Monstrous Humanoid; [medium humanoid polymorphed into Annis Hag]; HD 12d4+3d8+52; hp 114 [140 w/ false life & heroes feast]; Init +0; Spd 30 ft.; AC 10 [31] [+4 mage armor, +4 magic vestment, +4 shield, +10 Natural, -1 large size] touch AC 10 [17], flat- footed AC 10 [31]; Base Atk +7, Atk +6/+1 melee (1d6, +1 Club); [Attacks as Hag: +13 melee (1d6+7, 2 claws)]; SA as Annis Hag: Improved grab (grapple +18), Rake (+13 1d6+7), Rend (2d6+10) SV Fort +12 [+14], Ref +8, Will +17; AL LN; Str 8 [25 Annis Hag +7], Dex 10 [12 Annis Hag +1], Con 18 [18 Bear’s Endurance/Annis Hag +4], Int 20, Wis 18, Cha 10; Skills and Feats: Bluff +6, Concentration +20, Heal +10, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (the planes) +14, Sense Motive +11, Spellcraft +23; Practiced Spellcaster (arcane)*, Practiced Spellcaster (divine)*, Split Ray*, Sanctum spell*, Divine spell power*, Domain focus (war)* Spells Prepared: (6/6+1/5+1/5+1/4+1/3+1/2+1; base DC 14 + Spell Level); 0 -cure minor wounds, detect magic, light, purify food and drink, resistance, virtue; 1 st - bless, calm animals (d), cure light wounds, divine favor, entropic shield, shield of faith, protection from good; 2 nd - bear’s endurance x 2, bull’s strength, cure moderate wounds, owl’s wisdom, spiritual weapon (d); 3 rd - dominate animal (d), magic vestment x 2, cure serious wounds, spikes*, searing light; 4 th - freedom of movement, imbue with spell ability, greater x2, summon nature’s ally IV (d); 5 th - flame strike (d), stalwart pact*, scrying, true seeing; 6 th- antilife shell (d), heroes feast, symbol of pain. Spells Prepared: (4/6+1/5+1/5+1/4+1/3+1/2+1; base DC 15 + Spell Level); 0- resistance, acid splash, ray of frost, mage hand 1 st - mage armor, magic missile, ray of enfeeblement x2, shield, true strike; 2 nd – alter self, see invisibility, scorching ray x2, false life x2; 3 rd - greater mage armor*, clairaudience/clairvoyance, fireball, fly, blink, ray of exhaustion; 4 th - arcane eye, Evards black tentacles, locate creature, polymorph, stoneskin; 5 th - telepathic bond, symbol of pain, summon monster V x2; refusal; 6 th - true seeing, greater dispel magic [split ray*] enervation. Possessions: cloak of resistance +2, potion of cure moderate wounds, club +1 * see Appendix 2: New Rules Items Spells in effect: mage armor [cl:15] shield [cl:15] Ver5-04 Fool’s Gold Page 34 entropic shield [cl 15] freedom of movement [cl 15] see invisibility [cl 15] false life [cl 15] bless [cl 15] polymorph [cl 15] hero’s feast [cl 15] shield of faith (+4) deflection bonus [cl: 15] Encounter 6 - Into the Breach Uncle Vardis: male human (Suel) Mnk15; CR 15; Medium humanoid (human); HD 15d8+46; hp 108 [164 w/ false life & heroes feast]; Init +4 [+6]; Spd 70 ft.; AC 20 [45], touch 18 [26], flat-footed 15 [33]; Base Atk +11/+6/+1; Grp +12 [+14]; Atk +16 [+18] melee (2d6+3, unarmed strike); Full Atk +25/+25/+25/+20/+15 [+25 hasted] (1d6+14, +1 ki focus nunchaku); SA flurry of blows, unarmed strike, stunning fist, improved trip, Ki strike (magic, lawful) greater flurry, quivering palm; SQ Evasion, Still mind Purity of body, Wholeness of body, Improved Evasion, Diamond body, Abundant step, Diamond soul (SR 25); AL LE; SV Fort +14 [+16], Ref +16 [+18], Will +14 [+17] (+19 vs. Enchantment effects); Str 12 [16], Dex 18 [22], Con 14 [18], Int 10, Wis 15 [19], Cha 8. Skills and Feats: Concentration +10, Escape Artist +20, Jump +26, Knowledge (religion) +7, Listen +22, Sense Motive +7, Spot +22, Tumble +26. Weapon Finesse, Weapon Focus (nunchaku), Deflect Arrows, Elusive Target*, Pain Touch*, Sun School*, Dodge, Mobility Possessions: +1 nunchaku, ki focus, ioun stone, dusty rose, cloak of resistance +3, ring of counterspells [greater dispel magic], ring of counterspells [dispel magic], potion of haste (5), boots of speed, necklace of fireballs, type VII. *see Appendix 2: New Rules Items Spells in effect: alter self [cl 15] bear’s endurance [cl:15] bless [cl:15] bulls strength [cl:15] cat’s grace [cl:15] false life [cl: 15] fly [cl: 15] greater mage armor* (+6) armor bonus [cl:15] greater magic weapon x2 [+4] [cl:15] heroes feast [cl: 15} imbue with spell ability (2 cure light, 1 cure moderate) [cl:15] magic vestment (+4) enhancement bonus [lvl 3, cl:15] owl’s wisdom [cl:15] shield of faith (+4) deflection bonus [cl: 15] spikes* [cl:15] stalwart pact* [cl:15] (75 hit points, kicks in at 47 hit points) stoneskin [cl:15] (DR 10/adamantine, 150 hp) Note: Vardis’s buffed stats appear in brackets, whenever possible he uses the ki focus nunchaku as his attack weapon. Furthermore Vardis wears two rings of counterspells, one with dispel magic and the other with greater dispel magic. Ver5-04 Fool’s Gold Page 35 Appendix Two: New Rules Items Defensive Throw [General] as presented in Complete Warrior You can use your opponent’s weight, strength, and momentum against her, deflecting her attack and throwing her to the ground. Prerequisites: Dex 13, Combat Reflexes, Dodge, Improved Trip, Improved Unarmed Strike Benefit: If the opponent you have chosen to use your Dodge feat against attacks you and misses, you can make an immediate trip attack against that opponent. This attempt counts against your allowed attacks of opportunity in the round. Divine Spell Power [Divine] as presented in Complete Divine You can channel positive or negative energy to enhance your divine spellcasting ability Prerequisites: Ability to turn or rebuke undead, able to cast 1st level divine spells. Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus, plus any other modifiers you’d normally apply to your turning check). Treat the result of the turning check as a modifier to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8 he would instead apply a -1 penalty ot his caster level for the next divine spell he cast in the round. If you don’t cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability. Domain Focus [General] as presented in Complete Divine You have mastered the subtle intricacies of the divine power you’ve devoted yourself to Prerequisites: Access to relevant domain. Benefit: You can cast spells associated with one of your domains at a +1 caster level. This benefit also applies to caster level checks to overcome a targets spell resistance as well as other variables such as spell duration. If you cast a spell from one of your non- domain spell slots , this feat dos not help you, even if the spell also happens to appear on your domain list. Special: You can take Domain Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new domain to which you have access. Elusive Target [Tactical] as presented in Complete Warrior Trying to land a blow against you can be a maddening experience. Prerequisites: Dodge, Mobility, base attack bonus +6 Benefit: The Elusive Target feat enables the use of three tactical maneuvers. Negate Power Attack: To use this maneuver, you must designate a specific foe to be affected by your Dodge feat. If that foe uses the Power Attack feat against you, the foe gains no bonus on the damage roll but still takes the corresponding penalty on the attack roll. Diverting Defense: To use this maneuver, you must be flanked and you must designate one of the flanking attackers to be affected by your Dodge Feat. The first attack of the round from the designated attacker automatically misses you and may strike the other flanking foe instead; the attacking creature makes an attack roll normally, and its ally is considered flat- footed. If the designated attacker is making a full attack against you, its second and subsequent attacks function normally. Cause Overreach: To use this maneuver, you must provoke an attack of opportunity from a foe by moving out of a threatened square. If the foe misses you, you can make a free trip attempt against this foe and the foe does not get a chance to trip you if your attempt fails. Extra Stunning [General] as presented in Complete Warrior You gain extra stunning attacks. Prerequisites: Stunning fist, base attack bonus +2. Benefit: You gain the ability to make three extra stunning attacks per day. Special: You can take this feat multiple times. Its effects stack. Ver5-04 Fool’s Gold Page 36 Fists Of Iron [General] as presented in Complete Warrior You have learned the secrets of imbuing your unarmed attacks with extra force. Prerequisites: Improved Unarmed Strike, Stunning Fist, base attack bonus +2. Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You deal an extra 1d6 points of damage when you make a successful unarmed attack. Each attempt counts as one of your uses of the Stunning Fist feat for the day. Flying Kick [General] as presented in Complete Warrior You literally leap into battle, dealing devastating damage. Prerequisites: Str 13, Jump 4 ranks, Improved Unarmed Strike, Power Attack. Benefit: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack. Pain Touch [General] as presented in Complete Warrior You can cause intense pain in an opponent with a successful stunning attack Prerequisites: Wis 15, Stunning Fist, Base attack bonus +2 Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than once size category larger than the feat user. Practiced Spellcaster as presented in Complete Arcane Choose a spell casting class that you possess. Your spells cast from that class are more powerful. Prerequisites: Spell craft 4 ranks. Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t increase your caster level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the rest of the bonus. For example, a human 5th-level sorcerer/3rd level fighter who selects this feat would increase his sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 hit dice). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect. This feat does not affect your spells per day or the spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells. Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th level cleric/5th level wizard who had selected this feat twice would cast cleric spells as an 8th level caster and wizard spells as a 9th level caster. Prone Attack [General] as presented in Complete Warrior You can attack from a prone position without penalty Prerequisites: Dex 15, Lightning Reflexes, base attack bonus +2 Benefit: You can make an attack from the prone position and take no penalty on your attack roll. If your attack roll is successful you may regain your feet immediately as a free action. Opponents gain no bonus on melee attacks against you while you are prone. Special: A fighter may select Prone Attack as one of his fighter bonus feats. Rapid Stunning [General] as presented in Complete Warrior You can use your stunning attacks in rapid succession. Prerequisites: Combat Reflexes, Stunning Fist, base attack bonus +6. Benefit: You may use one additional stunning attack (or other special attack that counts against your daily limit of stunning attacks) per round. Normal: You may only attempt a stunning attack (or other special attack that counts against your daily limit of stunning attacks) once per round. Special: A fighter may select Rapid Stunning as one of his fighter bonus feats. Ver5-04 Fool’s Gold Page 37 A character can take this feat multiple times. Its effects stack. Sanctum Spell [Metamagic] as presented in Complete Arcane Your spells are especially potent on home ground. Prerequisites: Any metamagic feat. Benefit: A sanctum spell has an effective spell level 1 higher than its normal level if cast in your sanctum (see below), but if not cast in the sanctum, the spell has an effective spell level 1 lower than normal. All effects dependent on spell level (including save DC’s) are calculated according to the adjusted level. A sanctum spell uses a spell slot of the spells normal level. Special: Your sanctum is a particular site, building, or structure previously designated by you, and not larger than 20 feet/level in diameter. The designated area must be a site where you have spent a cumulative period of at least three months. Though a sanctum can be designated within a larger structure its special advantages do not apply beyond the maximum area. Once designated, it takes seven days for a site to become a sanctum, and if you designate a new area to be your sanctum, the benefits of the old one immediately fades Split Ray [Metamagic] as presented in Complete Arcane Your ray spells can affect an additional target Prerequisites: Any metamagic feat. Benefit: You can cause any ray spell to fire one additional ray beyond the number normally allowed. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously. A split ray spell uses a spell slot two levels higher than the spells actual level. Sun School [Tactical] as presented in Complete Warrior You have learned a number of esoteric martial arts techniques inspired by the sun. Prerequisites: Flurry of blows ability, base attack bonus +4 Benefit: The Sun School feat enables the use of three tactical maneuvers. Inexorable Progress of Dawn: To use this maneuver, you must hit the same foe with the first two unarmed attacks from a flurry of blows. If you do, your foe must move back 5 feet, and you may move 5 feet forward if you wish. This maneuver does not provoke an attack of opportunity for either character. Blinding Sun of Noon: To use this maneuver, you must successfully stun the same foe with an unarmed attack two rounds in a row. In addition to being stunned, that enemy is confused for 1d4 rounds thereafter. Flash of Sunset: To use this maneuver, you must move adjacent to a foe instantaneously, as with a dimension door spell or the monk’s abundant step class feature. If you do so, you can immediately make a single attack at your highest attack bonus against that foe. Weakening Touch [General] as presented in Complete Warrior You can temporarily weaken an opponent with your unarmed strike. Prerequisites: Wis 17, Improved Unarmed Strike, Stunning Fist, base attack bonus +2. Benefit: Declare that you are using this feat before you make your attack roll (thus, a missed attack roll ruins the attempt). You can make an unarmed attack that deals no damage, but instead applies a -6 penalty to the targets Strength score for 1 minute. Multiple weakening touches delivered on the same target are not cumulative. Each attempt to deliver a weakening touch counts as one of your Stunning Fist attacks for the day. Creatures with immunity to stun effects cannot be affected by this feat. Special: A fighter may select Weakening Touch as one of his fighter bonus feats. Zen Archery [General] as presented in Complete Warrior Your intuition guides your hand when you use a ranged weapon. Prerequisites: Wis 13, base attack bonus +1. Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when making a ranged attack roll. Refusal [Arcane Spell] as presented in Complete Arcane Abjuration Level: Sorcerer/Wizard 5 Ver5-04 Fool’s Gold Page 38 Components: V, S, M Casting Time: 1 Standard Action Range: Medium (100ft/10 ft./level) Effect: Two 10-ft. squares/level (S) Duration: 1 hour/level Saving Throw: Will negates; see text Spell Resistance: Yes You create a special ward that prevents unauthorized spellcasters or creatures with spell-like abilities from entering an area. Any creature that has spells prepared, spell slots available for casting without preparation, or innate spell-like abilities must succeed on a Will save or be halted by an invisible barrier that prevents passage. The DC of the Will save increases by a number equal to the spell level of the highest level spell the creature has prepared or is capable of casting (so that a 10 th-level sorcerer who hasn’t yet exhausted his 5 th-level spell slots for the day adds +5 to the save DC). You can choose to designate a password or special condition (such as character race, alignment, possession of a token, or any other observable or detectable characteristic) by which spellcasting PCs and creatures can enter the refusal-warded area. Creatures that have no spellcasting capability or spell- like abilities (including spellcasters who have exhausted their spell slots, and creatures with spell trigger or spell completion magic items) can pass through the barrier with no difficulty. Spellcasters and creatures that have spell like abilities and that are already within the area you protect when you create the ward are not compelled to leave or restricted in their movement within it (and spells and spell-like abilities can pass through the barrier in either direction with no difficulty). However, if such creatures leave the area, they must succeed on saving throws as described above to return. Creatures attempting to use any teleportation spell or effect to enter the warded area make the normal saving throw. They are shunted harmlessly to the nearest save space outside of the warded area if they fail. Material Component: A pinch of dust from a wizards tomb. Brambles [Divine Spell] as presented in Complete Divine Transmutation Level: Cleric 2, Druid 2 Components: V, S, M Casting time: 1 standard action Range: Touch Duration: 1 round/level Saving Throw: None Spell Resistance: No. Small magical thorns or spikes protrude from the surface of a wooden weapon, such as a club, greatclub, nunchaku, or quarterstaff. For the duration of the spell, the weapon deals both piercing and bludgeoning damage. It gains a +1 enhancement bonus on its attacks and deals an additional +1 point of damage per caster level (maximum +10). This spell works only on melee weapons with wooden striking surfaces. For instance, it does not work on a bow, and arrow, or a metal mace. Material Component: a small thorn. Mage Armor, Greater [Arcane Spell] as presented in Complete Arcane Conjuration (Creation) [Force] Level: Sorcerer/Wizard 3 Components: V,S,M Casting Time: 1 standard action Range: Touch Target: Creature Touched Duration: 1 hour/level Saving Throw: Will negates (harmless) Spell Resistance: No. This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class. Material Component: A tiny platinum shield worth 25gp. Spikes [Divine Spell] as presented in Complete Divine Transmutation Level: Cleric 3, Druid 3 Components: V,S,M Casting Time: 1 standard action Range: Touch Target: 1 wooden weapon touched Duration: 1 hour/level Saving Throw: None Spell Resistance: No. As Brambles, except that the affected weapon gains a +2 enhancement bonus on its attacks, and its threat range is doubled. Stalwart Pact [Divine Spell] as presented in Complete Divine Evocation Level: Cleric 5, Pact 5 Components: V, S, DF, XP Casting Time: 10 minutes Range: Touch Target: Willing Living Creature Touched Ver5-04 Fool’s Gold Page 39 Duration: Permanent until triggered, then 1 round/level Saving Throws: Will negates (harmless) Spell Resistance: Yes (harmless). This spell allows the target to enter a binding agreement with a deity that provides a measure of protection when the need is dire. Once this spell is cast, the pact remains dormant until the target is reduced to half or less of her full normal hit points. The target immediately gains 5 temporary hit points per caster level, damage reduction of 5/magic, and a +4 luck bonus on saving throws. The hit points, damage reduction, and saving throw bonus evaporate when the spell ends. XP Cost: 250xp. Mask of Lies [Wondrous Item] as presented in Complete Adventurer This black, featureless mask has only slits for eyes and mouth. The wearer can use disguise self on herself at will and is continually under the effect of undetectable alignment. In addition, she gains a +5 competence bonus on bluff checks. Krot’s Belt of Sizing [Wondrous Item] as presented in Verbobonc Regional Adventure This sturdy leather belt was created by the rogue/wizard Krot to assist in disguise. A humanoid wearer of the belt can increase or decrease his size as though under the effects of enlarge person or reduce person. Each effect can be maintained for only 10 minutes per day, but the 10 minutes need not be consecutive. Increasing or decreasing size requires a standard action, as does returning to normal size before the 10 minutes have expired. These actions do not provoke an attack of opportunity. Faint transmutation; CL 3rd; Craft Wondrous Item, enlarge person, reduce person; Price 15,000 gp Ver5-04 Fool’s Gold Page 40 Appendix Three: Maps Ver5-04 Fool’s Gold Page 41 Ver5-04 Fool’s Gold Page 42 Ver5-04 Fool’s Gold Page 43 Ver5-04 Fool’s Gold Page 44 Map of Verbobonc City Ver5-04 Fool’s Gold Page 45 Appendix Four: Troubleshooting In the running of the adventure some parties may through their actions deviate substantially from the general plotline of the adventure. This section is designed to provide some guidance for you as the DM to handle such groups in a way that allows for the adventure to continue to the end while allowing for unconventional character choices. Please follow the suggestions below if the PCs seriously compromise the adventure. Be aware that you may have to alter or paraphrase the given read-aloud text liberally if the PCs deviate from the primary path of this adventure. Denying the Family: Some PCs may react unfavorably to the intrusion of a family member into their room, or refuse to go along with the Family member once they discover his thievery. If the PCs do try and get the PCs back on path by having Krot himself show up an hour or so later and request that they assist him. If the PCs do take this path though Krot will not be pleased and will go out of his way to speak to the other members of the family about the PCs. Be sure to eliminate all favors or promotions for the Family from the PCs AR. Denying the Watch: Some Chaotic or Neutral PCs may refuse the request from Caleb for assistance. If they do please strike all influence and favors from the watch off their AR’s and ask them what they would like to do with their day. Please note the timeline later in the Troubleshooting section to determine what will happen when. Completely off the adventure: A few, hopefully very few parties may not have any allegiance toward either Krot or to Caleb and may deny the requests presented to them. Allow them to do so, and if they like they may busy themselves exploring Verbobonc City. Please note the timeline later in the Troubleshooting section to determine what will happen when. You may also wish to offer them another adventure to play in the time allocated for this one. Getting back on adventure: Often the PCs will decide that denying such an obvious opportunity was a bad idea. If so allow them to get back onto adventure, though finding watch captain Caleb (DC 10 Gather Information check) and having them apologize to him. If so pick up the adventure at Encounter 4: The Bridgeforth Inn. Have Caleb explain that the watch had sent a few watchmen to collect Lathmir, but that they had returned when Lathmir was assassinated. Offer no clues as to how to overcome the Forbiddance in place at the Bridgeforth. Have Caleb then offer the PCs the honor of being the first into the Inn. Timeline of Events: 5:00 AM: The Gentlemen of the Watch move to raid the Bridgeforth Inn, one officer is slain, and Caleb contacts the Church of St. Cuthbert for removal of the spell. 5:30 AM: The Church discovers they are unable to dispel the Forbiddance. Caleb is contacted by the Family (who have also been Keeping the Bridgeforth under surveillance) 6:00 AM: Caleb agrees to a meeting with Krot and seeks representatives (the PCs). 7:00 AM: Caleb meets with Krot and they compare notes, if the PCs are not present Caleb sends watchmen to collect Lathmir. 7:30 AM: Lathmir is killed by the Monk. 8:00 AM: The Watchmen return to report to Caleb that Lathmir is dead. Caleb begins readying his Watchmen to either charge the inn or destroy it with fire. 10:00 AM: If the PCs have not joined Caleb he orders for his veterans to charge the Inn. He is successful in defeating the defender and Vardis escapes. Bub Tympanum dies. 10:15 AM: Vardis kills the watchmen outside the Verbobonc Guild Hall, enters the hall and successfully shifts it to the Astral Plane. 10:30 AM: Caleb reaches the Verbobonc Guild Hall and calls in the Wrinkle Academy and the Church of St. Cuthbert to investigate. 10:45 AM: The Wrinkle Academy determines what occurred and travels to the Astral plane to try and recover the Royal Furyondy Mint. The Mint however has already been removed and is lost. Ver5-04 Fool’s Gold Page 46 Appendix Five: Player Handouts Astral Plane Traits The Astral plane has the following traits: Subjective Directional Gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity's pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on "weightless" planes. PCs on a plane with subjective directional gravity can move normally along a solid surface by imagining "down" near their feet. If suspended in midair, a character "flies" by merely choosing a "down" direction and "falling" that way. Under such a procedure, an individual "falls" 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one's movement by changing the designated "down" direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter). For the purposes of this adventure it is presumed that “falling” to a solid object (such as the Royal Furyondy Mint) does not incur the standard falling damage, instead a DC 20 balance check is imposed in order to land and remain standing. It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds. Magical flight works normally on the Astral Plane, as does natural flight; provided that the creature successfully sets the direction of gravity and then flies as it would on the material plane. Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane. Mildly neutral-aligned. Enhanced magic. All spells and spell-like abilities used within the Astral Plane is employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round. Ver5-04 Fool’s Gold Page 47 Player Handout #1 Ver5-04 Fool’s Gold Page 48 Critical Events Summary (For events plays on or before August 1, 2005, please email the results to [email protected]) Was the Royal Furyondy Mint destroyed? Was the Royal Furyondy Mint recovered?
textdata/thevault/Living Greyhawk/Modules/Verbobonc/595/Normal Scenarios/VER5-04 - Fools Gold (APL 2-12)/VER5-04 - Fools Gold.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Details and maps of the town of Pest’s Crossing are excerpted from: Against the Giants: The Liberation of Geoff by Gary Gygax and Sean K. Reynolds. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document and your metaregion please e-mail your metaregional point of contact (POC) at [email protected]. For LIVING GREYHAWK campaign questions email [email protected]. SHE5-03 The Prophet’s Voice A One-Round D&D® LIVING GREYHAWKTM Sheldomar Valley Metaregional Adventure Version 2.2 by Tad L. J. Kilgore Reviewers: Michael D. Moore, Daniel Gray, Harold Austin Circle Reviewer: Steven Conforti Dreams course through your mind each night. They burn like molten fire and it has been very many days since you slept a full night. You have wandered into the Good Hills of Keoland seeking solace and an answer. The only way to lessen each night’s torment seems to be to travel towards Istivin. What waits for you there? A Sheldomar Valley metaregional adventure for APLs 6-18 and Part Two of the Dark Clouds series. SHE5-03 The Prophet’s Voice Page 1 RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2006. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in the Appendices. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. SHE5-03 The Prophet’s Voice Page 2 Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them, and fight for them. TIME UNITS AND UPKEEP This is a standard one-round Metaregional adventure, set in the Sheldomar Valley. Characters native to the Sheldomar Valley pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per Time Unit. Rich Upkeep costs 50gp per Time Unit. Luxury Upkeep costs 100gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character who does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND This adventure follows up events that occurred in SHE4- 06 Dark Clouds Over Istivin. The Sakhut have moved worship of Memnor to a place of honor and outlawed the worship of the good deities and, in one fell swoop, created a schism that may cause the dissolution of the giant alliance. The giants stand together in recognition that they are stronger together than apart and in recognition that the Tyv (the word the giants use for the humans who settled into the Sheldomar Valley) have spread through the lands, the ones the giants once held, like a parasitic infestation. At the same time, there are differences in ideology and faith amongst the giants. The world that the Sakhut wants to build is not the world that all the giants wish to live in. It is a world ruled with an iron fist and ruled absolutely. It is giant-kind ascendant and dominant at the expense of all others. This does not sit well with all of his people, nor does it sit well with the giants’ deities themselves, and thus change has begun to move subtly across the political landscape built by the Sakhut. Maira Lachlandotter's dreams are troubled. She wakes shuddering and in a cold sweat. Carved upon her neck is a rune of arcane power, "Still Thy Tongue." She cannot speak lest the Sakhut hear what she says. She remembers the ungentle touch of the knife that made her what she is now. It haunts her dreams. Maira knows despair. She knows remorse. A deep and abiding hatred has grown in her that she is having a harder and harder time controlling. She knows that the Sakhut's plans debase her people. An alliance with the fomorians (giants of deformities, both physical and spiritual) and with the hill giants turns her stomach. It has been forced upon them. This offends her on two levels. First, she finds their twisted forms repulsive. Secondly, she finds the culture of the evil giants unjust and unkind. Maira knows that her rage is changing who she is, but she cannot control it. The Sakhut must be stopped, and she is helpless to effect this change. Her brother has taken to compromise as an art. He rules Sterich at the behest of the Sakhut. She worries for him as the path he walks can twist him. The Tyv do not understand the sacrifice he has made. He has set himself as a shield between the depredations of the other giants and the small ones. He risks much, and the process erodes who he is. Iallanis and Hiatea, good deities of the giants, have watched the activities of their “children” with dismay. There is little they can do to directly affect the shape of things. The divine are bound from direct intervention on # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 SHE5-03 The Prophet’s Voice Page 3 Oerth for the most part. Still, the goddesses are not truly restricted in their ability to communicate with their followers, especially not their clergy. Hiatea has begun to shape Maira's dreams. The two fear for her. She is walking a path of destruction and has asked for their guidance. Her deities have heard her. Maira may destroy herself and all she holds dear. Iallanis and Hiatea can save her. While Maira’s experiences have given her rage, they have also given her the power to speak about change and a fine sense of justice. Hiatea would have her speak about what she has seen, and therefore testify to all who would hear the injustice of the Sakhut's deeds and policies. Iallanis would have her speak at length about what will occur. Iallanis believes that Maira can become her prophet, an oracle for her people and will be able to transform and shape the world. First however, Maira must be made to confront her anger and her prejudice and regain her voice. The runic magic that has been worked upon Maira can only be undone by a very few, and all of these individuals are servants of the Sakhut or beyond Maira’s reach. However, there is another way. Maira's dreams have shown her continuous images of a slim spindle of white stone, unique and distinct, and unlike any formation she had seen before. During consultation with her father's intelligent harp, Silsellay told her this dream location is the Aerie of Cul Bra Folinu in the Crystalmists, a home for raptorans (a race believe lost or mythical in the Sheldomar Valley). The raptorans of the Aerie are held in thrall to the powerful storm giant wizard, Gar Mujal. Gar is rumored to be an expert in runic magic and power and also a specialist in the elemental planes. Again Maira's dreams changed. Gar, she knows, can give her back her voice, if not directly, then perhaps through another agent. Each time she dreams of taking the journey herself, she dreams of pursuit and death at the hands of the Sakhut's agents. A recurring image has repeated itself to her. She dreams of Tyv, particularly of the Tyv who raided her brother's castle. She knows she must contact these people, but she does not know how. Visions will direct her. ADVENTURE SUMMARY Each PC experiences a series of vivid and haunting dreams: the marking of Maira with a rune, the Aerie of Cul Bra Folinu, and being trapped inside of walls. The dreams become more and more violently and painfully intense each day, except when the PCs are moving in the direction of Sterich; it is on those days of travel towards Sterich that the dreams stay at the same intensity. Finally, the PCs find themselves in Crookhollow, at the Roc’s Feather, where the PCs realize they have been sharing the same cycle of dreams and have a change to discuss them with each other. Maira, wild shaped into the form of a mouse, will observe the PCs’ conversation. Maira then sneaks into the room of one of the PCs and leaves a request for aid and a meeting spelled out in grass seeds on the floor. Once the PCs and Maira meet, she shares with them what she knows, and asks them to travel to the lair of the storm giant and retrieve her voice. This involves a long question & answer session with Silsellay and Maira, with Silsellay acting as Maira's voice. Note that the tone of this exchange is much different for Lords Sinister than for Lords Errant or Stalwart. Maira views Lords Errant and Stalwart as allies; however, Maira is still arrogant and certain she is superior to the PCs, as this is her true weakness. Lords Sinister have a completely different experience as Maira sees her interaction with them as punishment from the divine. These are the people who tried to kill her brother and destroy her ancestral home. Maira makes quite clear to the PCs that she is certain that the Sakhut’s agents have fully infiltrated many nations of the Sheldomar (a false rumor actually) and hold Sterich under their complete control. She asks them to keep this information secret since if they share it, most certainly they will be discovered. Encounter 1: Bound by Shackles PCs travel through Sterich. This is difficult (but not impossible) for the Lords Sinister and a pleasure for Lords Errant or Lords Stalwart. PCs have a chance to collect information about how the giants rule and about the experiences of the people under the rule of the giants. If PCs are indiscreet, news of their journey will reach the Sakhut. This will increase the challenge of the combats in Encounters 2 and 5 substantially as the giants reinforce their positions in an attempt to either guard their borders more effectively or support their agents. PCs may pick their path through Sterich. Encounter 2: Uncommon Game PCs must cross the forbidden zone that buffers the mountains and their foothills. In so doing they encounter a fomorian chieftain who is out hunting Tyv for sport. PCs who help the peasants escape spark a diplomatic incident and lose their status as Lords Errant or Stalwart; their good deed though earns them a new status of Lords Dire instead. Lords Sinister who save the peasants have their status improved as their good deed is noted and reported by survivors (they lose the Lords Sinister title, and the accompanying Hatred of Sterich, and become Lords Dire as well). PCs who do not assist the peasants have their deeds witnessed by survivors and are reported for their cowardice (they lose their Lords Errant or Stalwart status or retain their Lords Sinister status, if they posses one of these). PCs who have not played the first adventure in the series (SHE4-06 Dark Clouds Over Istivin) who help spark a diplomatic incident by killing the fomorian chieftain also become Lords Dire of Sterich. Encounter 3: The Thralls of Gar Mujal PCs traveling through the Crystalmists and towards the aerie are spotted and approached by raptorans of the Folinu tribe, who are held in service to Gar Mujal. This can lead to an untiered combat if PCs are not careful. If SHE5-03 The Prophet’s Voice Page 4 they are careful, then they will have a chance to peacefully meet and interact with the raptorans. PCs are brought before the elders of the Folinu. Gar Mujal holds these creatures in virtual captivity. One of their ancestors cut a poor deal with Gar Mujal. He twisted the intent of the contract and now holds the entire tribe in bondage. He has used his knowledge of runic magic to curse the Folinu with infertility. Their eggs will only fertilize if the giant allows them to. Those that leave doom those of their bloodline to extinction. They are his servants but not his willing servants. PCs who play their cards right will learn much about Gar and his followers before being brought to the lair of the giant. The raptorans must report their presence and bring them to their Lord. PCs can resist, but the raptorans will fight in this instance. Encounter 4: The Halls of Cul Bra Folinu The PCs are brought into the presence of the storm giant wizard, Gar Mujal. PCs must negotiate assistance for Maira. PCs that fail are expunged from the hall or face an untiered combat with Gar and those that serve him (a likely death sentence for such PCs). PCs that are successful are given a chance to stay with Gar as he researches their problem. Gar is no friend of the Sakhut and is quite eager to cause them distress. PCs who take this angle will eventually get what they need. PCs who choose to confront Gar will soon lament that particular tactical decision. Gar is a brilliant tactician and a potent mage with hundreds of years experience dealing with his enemies. The ogres, ogre mage, and bugbears that serve his household are loyal to him and fight to the last. Gar is, in the last, offended by the Sakhut’s ambition and jealous of the power amassed as a result. He will help the PCs. Additionally, PCs may be able to convince him to consider the release the Folinu. However, this will require further consideration on his part. They must, however, be careful in how they speak to him. Gar will not provide an answer for PCs in their first meeting, however. He listens to what they have to say and offers them the hospitality of his house while he contemplates what they have brought to him. Encounter 5: Murder Most Foul PCs are ambushed by agents of the Sakhut who have infiltrated Gar's household. They attack at night, as the PCs sleep in the suite of rooms provided to them by Gar Mujal. Encounter 6: The Enemy of My Enemy Assuming the PCs survive the night, Gar Mujal invites them to breakfast in the morning and provides them with his answer. Gar proposes that the PCs travel through a portal to the Elemental Plane of Air that is at the top of the aerie. Once they reach the Elemental Plane of Air, he suggests they contact the Djinni Noble Azalla, who will be able to help them. Azalla, however, is mystically trapped and needs the PCs help to escape his plight. Encounter 7: Into Thin Air Gar makes certain the PCs are transported to Azalla's island prison on the Elemental Plane of Air. Azalla is imprisoned in the tomb of his old master. Within PCs encounter elemental creatures twisted by negative energy and spells gone awry and given unnatural life. They also encounter the remains of Ruka himself, who failed to transform himself into a lich. Azalla has been bottled and left to a lingering fate of boredom and despair. PCs who successfully solve the riddle to his prison will have a chance to explain why they are there. Azalla will be sensitive to Maira’s plight and will want to journey with the PCs to speak with her and offer his assistance. Conclusion: PCs make their way back to Maira. Azalla and she meet. He cannot solve her problem directly, but agrees to become her voice, the voice of the prophet. PREPARATION FOR PLAY Before play begins, determine who has played SHE4-06 Dark Clouds Over Istivin and whether it was with this PC or a different one. Encourage players to play the same PC in this adventure as they did in SHE4-06 Dark Clouds Over Istivin, as the play and the narrative has a more consistent and solid resolution when played with the same PCs. A quick note on Lords Errant, Lords Sinister and Lords Stalwart – Lords Errant earned their title in the Winter Fantasy Special: Assault on the Vault. These individuals are the heroes of their realm. This title takes precedence over the title of Lords Stalwart. Lords Stalwart received their title because they were able to defeat Magnussen and ensure Achim Lachlansen became the ruler of Sterich, creating a much more benign rule. Lords Sinister dropped Achim’s cloud giant castle very near the city of Istivin, resulting in its devastation. These PCs are under sentence of death within Sterich and should be reminded of this fact at the beginning of the adventure. However, you can indicate to the players of those Lords Sinister PCs that one can play this adventure with those PCs if they are careful in their actions and that the adventure might offer an opportunity for them to clear their name, so to speak. Determine who is a Lord Errant, Lord Stalwart, or a Lord Sinister, as that affects the narrative arc of the adventure. Lords Sinister have a completely different relationship to Maira and Sterich that will determine the narrative path. Note that it is highly possible that you may have mixed tables of Lords Sinister and Lords Errant/Stalwart. This requires mild suspension of disbelief on the part of the players. Assume Maira’s brother Achim was attacked by adventurers (including any PC Lords Sinister present), but he and the castle survived thanks to the actions of any PC Lords Stalwart present. She will treat Lords Errant and non-Lord PCs as SHE5-03 The Prophet’s Voice Page 5 accomplices to the crime of the Lords Sinister, as they are guilty by association, if one is present and no Lord Stalwart is present. Additionally, please determine if any PCs spent TUs studying with Silsellay, as this has relevance when the PCs meet the harp again. Ask spellcasters to provide a list of any spells they normally cast on days they are traveling. This list is relevant to their starting spells below, in the Introduction. Give the players Player Handout #4: The Dreams. INTRODUCTION Tonight you find yourself in Crookhollow in Keoland, not three days from the border of Sterich. The local Inn here is called the Roc’s Feather. The halflings who dwell here find your somber manner unsettling. Their cheerful greetings quickly turn to averted eyes and mumbles, “Beg Pardon.” The weight of your dreams must tell in your eyes. Your table is round. Others sit across from you, each, no doubt a veteran of the trade. They have the look of adventurers about them. Their eyes are sunken and blackened pits. Pale, they look as if undeath has tasted each one. You have the same haunted look. You have seen it each morning in your looking glass. Their eyes meet yours in the same sullen recognition. What curse afflicts you all? Allow PCs a chance to interact and introduce themselves to one another. If they ask, let them know the following information: • They have all arrived in the last 15 minutes. • They are each suffering from chronic sleep deprivation (DC 10 Heal check). • The halflings in the Inn are giving them a wide berth and about half of their number have left the Inn since you came in. Share the following with PCs privately: • Each PC feels completely exhausted. • PC spellcasters haven’t been able to regain lost spells in four days due to their level of exhaustion. Any spells/spell slots normally used for traveling (as determined in Preparation for Play) are unavailable to the PCs at this time as they have not recovered those due to exhaustion. • All PCs are considered to be fatigued. The owner of the Inn is Selwin Downrunner. Selwin assigns his eldest son, Andin, as server to the PCs. Andin is quiet and polite and avoids conversation with the PCs. The halflings in the Inn disengage as quickly as possible. Selwin and Andin offer rooms to the PCs as they request. The Inn is designed for halfling-sized patrons. PC can only fit one per room. A medium sized mattress is brought into the room for PCs. This covers half the floor. THE WALLS HAVE EARS Maira is in the rafters overlooking the PCs. She has shifted into mouse form and is hiding and listening to PCs. DC to spot Maira the mouse is 64 (Diminutive (size) +12, camouflage (circumstance) +10, Hide (skill) +12, forestfold (competence) +20, Assume average roll of 10). Maira’s goal is to verify that this group has been brought to her for the reasons that she believes and to see what sort of people they are based on how they communicate with one another. She takes no other actions other than to observe and wait to see what the players do for the night. If players detect and choose to confront Maira, she attempts to flee. If forced to communicate at this time, Maira shifts into the form of a small earth elemental and carves responses to questions into the wooden floor of the Inn. Note that if PCs physically attack or damage Maira, then she flees, the adventure is over for them, and you may pass out Adventure Records (the PCs receive the Cursed Sleep effect). CROOKHOLLOW � Crookhollow (Village): Conventional; AL: LG; 200 gp limit; Assets: 3,000 gp; Population: 300 Mixed (237 halfling, 62 gnomes and 2 dwarves). Crookhollow is a halfling village also known as Buckshold. It is the site of a local fortification and home of Pemlo Penchant, master brewer of a very fine lambic. Crookhollow is a sleepy little village that has a major Brewfestival every four years. Several years ago (in CY 592) adventurers aided a halfling known as Pemlo in gathering ingredients for his lambic. Some PCs who have been here before may feel some resentment towards Pemlo or wish to visit the various NPCs. A list of them is below, along with likely reactions: � Pemlo Penchant: Pemlo will be glad to see the PCs, offering them lambic to drink (as he will soon need the room for the new batch coming in next year). He has been feeling a bit under the weather, but nothing that will affect making the lambic next year. � Patsy Penchant: Pemlo's assistant and closest relative is doing well; his uncle keeps at him about not running around and trying to get himself killed. Otherwise, everything is going great – Patsy will offer lambic to the adventurers to make room for the new stock. SHE5-03 The Prophet’s Voice Page 6 � Cal Flatbottom: Cal is away on patrol and will not appear in this adventure. � Knothead the Treant: Knothead is unavailable during this adventure. � Wil Brayman: The herbalist overheard a sweet melody while near Spinster's Woods – it was probably the fey; they hold a lot of parties up there. Occasionally their parties get a little too wild and people lose track of time … and occasionally their minds (chuckling). Otherwise, nothing special is going on. The lambic will be poured freely as it is time to make room for the new batch. Halflings and gnomes will steer clear of the sleep deprived PCs, vacating areas that the PCs enter. If the PCs aren't sleep deprived due to some magical means, they can participate in the festivities. SLEEPING OVERNIGHT Maira identifies the person who has comported themselves in the most diplomatic and level-headed manner during the previous conversation and creeps into that PC’s room tonight to leave a message on the floor. Note that a PC who is a Lords Errant or Stalwart is chosen over a Lord Sinister. Unless PCs take unusual precautions, Maira can leave the following message. She is, quite literally, as quiet as a mouse. Additionally, PCs are experiencing the first complete and uninterrupted night’s sleep they have had in several weeks. Assume they are in deep slumber, unless PCs tell you otherwise. In that case, she will not visit them. If the entire group of PCs take actions that will prevent her from visiting any of them during the evening, she will leave the message in the barn addressed to them. She uses grass seed, grass, and twigs to leave the message. Give the PC that Maira favors Player Handout #1 if he or she is a Lord Errant, Player Handout #2 if he or she is a Lord Sinister, or Player Handout #3 if he or she is neither, as soon as he or she wakes in the morning. Note that Maira only chooses a PC she has never met before if there are no Lords Errant or Sinister present. Selwin and Andin both know where The Knob is and where it is in relation to Spinster’s Woods. PCs who have played KEO 2-07 Getting there is Half the Fun or who are residents of the Good Hills know exactly where this is. All others can find it with a DC 15 Knowledge (local – Sheldomar Valley metaregion), Knowledge (geography), or Gather Information check, or they can purchase a guide or mapped instructions to the Knob for 50 gp. Assuming PCs decide to meet Maira for their rendezvous, read the following. If PCs choose to reject her offer of a meeting, their sleep continues to be troubled, and the adventure ends for them here; you may pass out Adventure Records (the PCs receive the Cursed Sleep effect). Spinster’s Nob, or the Nob, overlooks Spinster’s Wood, a wild place occasionally touched by Fey and madness. It rests on the northern edge of the Bettledown Moors. The morning sun is bright and the air clear. The bright summer sun touches your face, like a caress. This is the first full night’s rest you have had in many a day, and it is welcome. Knee-high grasses have just gained their summer bloom, and the air dances with the hum of bees. As you approach the hill, a woman stands, some 16 feet tall. Her skin is the white of clouds. Her hair is a mass of brown curls. Her throat is marked by an ugly, red wound. Scarring in the shape of some arcane mark or rune mars the contour of her perfect skin. She smiles in greeting and bows as you approach. Beside her rests a ten-foot-tall, gilded harp. Its craftsmanship is exquisite. It speaks, “Good Maira tells me that you are bound to her by ties divine and arcane. I bid you good welcome from us both. Maira bids you thanks, and I too offer you my gratitude. The quicker you bring her aid, the quicker that I will be returned to my home. Please forgive me, but I find the green things and the dirt not to my liking. On this point Maira and I disagree. Regardless, gather round, small ones, and we shall discuss matters great and wondrous.” If PCs are rude or ungracious in their greeting, Silsellay admonishes them, reminding them that she is a harp of the “Fochlucan Line,” and respect is her due. � Maira Lachlansdotter: N Female Cloud Giant Drd17. If any PCs present have spent time with Silsellay in her tutelage, she defers to them above all others and expects those individuals to explain to the rest of the party what she considers appropriate social decorum. Silsellay is a bit pretentious and very formal in her communication. Additionally, she has the manner of an early grade school teacher and is didactic and commanding with PCs. If she becomes particularly over the top, Maira reminds her that the PCs are their friends, and Silsellay acknowledges this by saying, “Maira reminds me you are here out of the goodness of your hearts and I should remember your short lives make you impatient.” Improvise this sort of commentary as you need. When PCs have finished initial conversations with Maira and Silsellay, read the following: “You have dreamed, as has Maira. You have seen Still Thy Tongue carved by flame and steel upon Maira’s throat by the agents of the Sakhut. Each SHE5-03 The Prophet’s Voice Page 7 thing she speaks flows to the Sakhut’s ears. As such, she has asked me to speak to you in her stead. You must wonder where these dreams come from. We have a theory. Maira is a druid and a follower of Hiatea. Your dreams have the touch of the divine. They have the imprint of her deity and have come to you with a purpose. What she bids me tell you now threatens the political foundation of our people. The Sakhut have outlawed the worship of all good deities and promoted worship of Memnon to a place of honor. This rests uneasy among the giants as we are of many different minds. Some see their way as ascendant, and the arrogance of their certainty wears on those that do not share their way of seeing. Change waits like water in a thunderhead. Maira dreams as you have, but dreams of more. Maira dreams of things she must say. Maira dreams of Iallanis and Hiatea. The goddesses ask her to speak for them. They ask her to share what she has seen and experienced. They ask her to show the people another path. Giant kind must see another way. We know you think of us as wicked, but that is a simple way of seeing. We are manifold in belief, and there are many who do not see the necessity of tyranny and domination. Maira believes she is the Prophet of these people and of a coming change. Yet, she cannot speak. She must have her voice. Maira has shared with me the vision of the rock. It is a place easily recognizable to me. It is Cul Bra Folinu, home of the raptorans of the Folinu tribe. It is also the home of the storm giant wizard Gar Mujal. Gar Mujal is master of rune craft. He is also a sage, well studied in the ways of the elemental planes. Still Thy Tongue is a rune of potent force crafted by masters of the art. It will require a master to unwind the rune and free Maira from the torture of her silence. She needs you to make the trip for her into the Crystalmists to the realm of the storm giant and secure either his assistance or his counsel in the means to shatter the rune. Once the rune is broken, Maira will travel amongst her people, speaking the truth of her deities and challenging the tyranny of the Sakhut and Memnon. She needs you to do this.” Maira stares at you and waits for you answer. Maira and Silsellay answer questions as the PCs ask. Both answer questions to the best of their abilities. Their goal is to secure the player characters’ cooperation and help them be successful. The two are forthcoming. The following covers questions that the PCs are likely to ask and answers that Maira and Silsellay are likely to provide: Q: What is the meaning of the second dream? What about the raptorans in the dream? What about the egg? A: Specific meaning eludes me. Nonetheless, raptorans are not normally known to consult with such as Gar Mujal. It has long been supposed that he must hold them in some sort of thrall or that they suffer from some sort of curse. Q: What is the meaning of the third dream? What about the steel walls? A: I sincerely have no idea what this dream symbolizes. There are elements that lend themselves to supposition. Certainly, it speaks of a loss of self and imprisonment. Beyond that, all is imprecise, and clear meaning cannot be distilled. Q: Why has the Sakhut restricted worship? A: We do not know. Close counsel is kept on this issue. Q: Won’t your brother be angry if you speak out against the Sakhut? A: We do not know. Maira is already seen as a traitor in the eyes of the Sakhut. Achim was given the task of pacifying Sterich regardless of this. As long as he is not clearly associated with Maira’s cause, he should not be harassed. Q: Does he know what you plan? A: Achim does not even know that I have been taken from his abode. Fortune smiles upon this task, as Achim is absorbed by matters of state. He is a priest of Iallanis, and the Sakhut’s decree rests hard against him. He has chosen a path. He must walk it, and I do not know where it will lead him. Q: Why can’t you (Silsellay) speak for Maira? A: I am an instrument of finest make and not a translator. Besides, given my nature, I have a certain bias in what I say and do. I can be accused of bias towards my owner. In the last, I am a thing, albeit a well-made and beautiful thing. What came from me would not be respected by all the giants, especially the most coarse and vulgar. It is best a prophet speaks with her own voice. Q: Why us? A: Who knows why fate chooses us? We must all accept our lot. Your lot is different than many. You wear the mantle of champion and of hero. Deeds such as yours are the meat and drink of my craft. If you are fated, accept it as so. Q: What do you know about Gar Mujal? A: Gar Mujal is old and learned in many arcane arts. Gar Mujal is said to be sly in the way a dragon SHE5-03 The Prophet’s Voice Page 8 is sly. He has seen much and knows much. He is a plane walker and specializes in the elemental planes. Gar believes in the power of bargains and the power of debt, and many are bound to him as a result. Q: Please tell us about storm giants? A: Storm giants are among the most powerful of their kind. Q: What’s going on in Sterich? A: Achim rules justly. However, he rules as the Sakhut’s agent and as such enforces his law. Tyv are subjects. Giants are lords. Tyv nobles fair slightly better but are still only seen as the lead vermin in the pack. The Sakhut’s justice is fierce and brutal. Sterich prospers in that it has not been razed. It suffers in that it is enslaved. Other questions are likely and possible. Use the notes above as a guideline and paraphrase as you need. Refer to the notes in summary or introduction. When the questions have begun to wind down, conclude with the following text: “Maira bids you consider this. The Sakhut have not failed in what they have pursued so far. The armies of the Sheldomar have broken before him. Not one nation has resisted the might of the giants.” PCs may interrupt at this point, as this statement is questionable and reflects giant propaganda more than anything else. Still, it is what Maira believes: “If the current path is walked to its conclusion then your children and their children down through the generations will live under the Sakhut’s heel. Maira fears that her people will succumb to the darkness the Sakhut lays before them. All of giant- kind can choose darkness or light, and the Sakhut’s path is darkness and tyranny. If you help her, she will turn the course history through prophecy and truth. If you help her, you will have her gratitude. Regardless whether you choose to help or not, know this. The Sakhut’s agents are everywhere. Keoland is compromised. Shiboleth has the taint of his agency. All things are for sale in the Yeomanry. The Principality of Ulek is infested with informers. Speak of what you know and invite destruction on Maira. One cannot keep secrets from the Sakhut. Silence is the only lock without a key. Well then, we have no more to offer. Will you give Maira aid?” Assuming the PCs agree to help, proceed to Encounter 1. Maira agrees to meet the PCs at the Knob and waits here for them. If the PCs decide not to help, the adventure ends for them now you may pass out Adventure Records (the PCs receive the Cursed Sleep effect). ENCOUNTER 1: BOUND BY SHACKLES The following section can be role-played to whatever degree you and the players desire. In convention or game day play, the limitations of a structured slot will make extended play impractical. In these instances, it is best to let the box text and encounter tables do their work. When time allows, PCs can take their time traversing the nation, and you are encouraged to provide whatever narrative depth strikes their skill set and fancy. Note that Lords Sinister must be discrete and covert as they traverse the nation. If they are discovered, they are captured. However, reasonable precautions such as traveling at night and avoiding population centers are sufficient to protect PCs. Effective use of illusions and magic like hats of disguise are also sufficient to allow passage. Make certain that PCs understand that as Lords Sinister, there is a bounty on their heads, and they are wanted by the giants. Although their particular decision when playing SHE4-06 Dark Clouds Over Istivin was to drop the island and slay many of the giants, the majority of the premiere tables chose the other path. As a result, they still bear the consequences of their particular decision even though the communal narrative does not reflect that decision (the official result of that adventure was that the good cloud giant noble was attacked, but survived, while a group of adventurers attacked the evil cloud giant noble, earning Sterich a much less deadly submission to the invaders. Lords Errant and Lords Stalwart can pass through Sterich without restriction. Sterich suffers. The country has not been razed. That much is true. However, the lash is still a lash, no matter how gentle the hand that wields it. The giants rule. Along the roadside are stands of pikes adorned with the impaled corpses of the dead. Their crimes are written on placards and hung from their necks. All seem slain for theft and murder and other domestic crimes that must be punished in the name of governance. Still, this is not the governance normally seen in the lands of men. The giants walk among the people with easy arrogance. Orcs, ogres, goblins, hobgoblins, and bugbears act as army, militia, and constabulary for the giants, working side by side with the representatives of the old government. It is an odd sight, a priest of Heironeous and four human soldiers standing beside four goblins as they inspect a cart for contraband. The goblins seem upset they cannot keep what they find. The humans seem dismayed at the vigor of the search. The people in Sterich live lives like few others in the Sheldomar. SHE5-03 The Prophet’s Voice Page 9 Read the following to Lords Errant and/or Stalwart only: Each of you has seen true nobles, those who have attained their station by right of birth and divine provenance. They are regal in their bearing and dignity and are responded to with deference. The peasants here do not treat you as sovereign lord. They respond to you with the air of a carnival. You are more like some gladiator from the pits of the Great Kingdom or a member of the Bardic Circle in the Principality of Ulek. They gape at you and want to touch your cloak. Deference is the wrong word. Rather, they treat you like some calf poorly made and cursed with an extra limb. So this is what it is to be a noble? In many ways the anonymity of the adventurer was preferable. Still, this is your nation. These are your people. Read the following to Lords Sinister only (this assumes that these PCs are being careful about how they move about Sterich; warn PCs who are not being careful that they should be): Your passage has been unnerving. Giants stalk the land, and you cannot help but feel hunted. The giants have issued wanted placards for all the Lords Sinister. However, your gear is worth more than 5000 gold, and you cannot help but feel insulted on some level. Still, it is more than any Lord, Mayor, or Knight has ever offered to pay you in your career for accomplishing a task. LORDS SINISTER EXPOSED Read the following to Lords Sinister who choose NOT to travel cautiously through Sterich despite repeated warnings (those who take precautions can avoid this part of the encounter): You are surprised by how little attention you have drawn. You had thought your presence would have been the cause of at least some notice. Beyond some peasants scurrying out of your groups’ way in shock and awe, you have drawn little notice. It is your third day in Sterich and near midday. The open stretch of road is empty. The trees and grass off to the left and right don’t restrict your field of view. The clouds drift lazily by. There is a bright flash of light, in front of you and off to your left and right. Before you stands a regal woman, dressed in the livery of Sterich (your bannerman drop to one knee). Behind and around her stand four men in full plate and shield and carrying drawn long swords. Behind her a halfling in robes eyes you warily. To you left and right two other groups appear. One is led by a priest in golden vestments. The other by a huge man carrying a great sword. A horse materializes beside him as he glares at you. A substantial amount of information is available for PCs who make the appropriate skill checks. These are detailed in the following list: • DC 5 Knowledge (nobility and royalty): Marchioness Resbin, the former Sterich head of state, is the woman in front of them. • DC 25 Spellcraft: Identify the spells as teleports. • DC 10 Knowledge (religion): Identifies the golden vestments and the holy symbol as sacred to Pelor. Also, identifies the symbols on the armor of the man wielding the double handed sword as those of Heironeous. • DC 10 Spellcraft or Knowledge (religion): Recognize that the man with the great sword just summoned a warhorse in the manner that a paladin does. The woman glares at (insert names of Lord Sinister here). “We are Marchioness Resbin, and We are here to do the people’s business. Under penalty of death, We instructed you never to return to Our lands. Your ruthlessness is remembered. Yet you have returned. We have been instructed to bring you to Our Lord, Achim, so that he might come to know the face of Tyv evil and understand what sickness dwells along the Sheldomar.” “I have no doubt you have magics aplenty to aid you in your flight. Do not fly hence from us. If I fail in your apprehension, the more intolerant elements of the occupying army will rampage through the countryside in pursuit of you. Many hundreds, if not thousands of our subjects will die.” “I ask that you stand down and surrender to our will. You are bound by law, and guilty of deeds of heinous and ruthless excess. Your comrades may continue on their journey (although stripped of any title they might hold in this land from this day forth.)” “If this must be a trial by arms, so be it, we are able. However, know that if you are triumphant you will be hunted by each nation of the Sheldomar for the murder of a righteous monarch.” “What say ye? Do we face down sword versus sword, or do you yield?” Let PCs know that to flee under these circumstances is an evil act, as it will directly lead to the sack of many homes and the murder of many people. Attacking the Marchioness and her force is also a definite evil act. Committing an evil act of this magnitude is cause to immediately remove this PC from play; mark this PC’s Adventure Record with a note that they committed an evil act and are permanently removed from play. Likewise, let PCs know that the legal claim that has just SHE5-03 The Prophet’s Voice Page 10 been presented is just and most likely accurate and resisting arrest is likewise an evil act and also an unlawful act. � Marchioness Resbin Dren Emondav: LN Female Human Sor13; see Appendix 8. � Marchioness’ Private Guard (16): LN Female and Male Human Ftr7. � Marchioness’ Advisor: LN Male Halfling Mnk9. � Priest of Pelor: NG Male Human Clr11. � Paladin of Heironeous: LG Male Human Pal11. Allow PCs what time they need to discuss this. Let them know that the people who surround them are clearly waiting for them to make their move. Marchioness Resbin will answer the following questions: Q: What will become of me? What does Achim have in store for us? A: We do not know and do not pretend to know the intentions of our Lord. Note that he could have sent his giant minions to capture you and their technique would not have been as gentle. We think they would have slain you and all who stood with you. Q: PCs explain their mission, etc. A: It is good then that we have only been sent for Lords Sinister, as the rest of you have good work to do. You may continue on once your compatriot has surrendered. Note that we do not wish you ill, although I must detail in my report who you traveled with, and cannot call you Lord or Lady from this day forth. My Lord’s forces are already alerted along the borders. I bid you luck. Resbin will be insistent that Lords Sinister must surrender. However, a DC 40 Diplomacy check can convince Resbin to allow the Lords Sinister to continue on the mission if they promise to surrender immediately after the mission is completed. She will make such PCs agree to a geas. Lords Sinister who do surrender now or later earn the Time in Achim’s Court effect on their Adventure Record. PCs who fight or flee are removed from play. PCs who do choose this action should be warned of the consequences of their action. If a fight does break out, simply ask who fights and who does not. Non- combatants may continue with the mod after watching their compatriots successfully kill the Marchioness and her party. Once the apprehension of Lords Sinister has been resolved, recalculate the APL as is appropriate. Allow tables with fewer than four players to continue on if they wish. Cohorts may not be added to the party at this point, as the events of the story are already in progress. COLLECTING INFORMATION IN STERICH PCs can learn quite a bit as they traverse Sterich based on their skill in gaining such information and the amount of time they choose to commit to the task. Note that parties including Lords Sinister who interact with the population extensively (enter a major city or make more than one attempt to Gather Information) gain the attention of giants and are captured as described above. Note that PCs who use Intimidate and Bluff as a means to collect information and fail in their opposed rolls immediately trigger the increase in EL, as detailed below, as the targets of their tactics alert the giants to their presence. Likewise, PCs who attempt to directly contact the Marchioness will also trigger the bump in EL, as detailed below. Additionally, Lords Sinister who attempt to contact the Marchioness will trigger their own capture as detailed above. PCs who are indiscrete in their questioning or who are too pointed in what they ask add to the difficulty of their passage into the Crystalmists. PCs who ask about the mountains, mention Cul Bra Folinu, or ask questions about the organization of the giants’ army cause the giants’ intelligence network to note the increased interest in the area by the Lords Errant and Stalwart, and they will secure their border; the EL of combats in Encounters 2 and 5 increase by 2 as a result (see the details in those individual encounters). Gather Information Gather Information checks assume interaction with groups of people in a social environment. Below are a list of topics that the PCs can ask about on the road, or in cities and villages, and the answers they receive: THE OCCUPATION • DC 10: At least they don’t be eatin’ us all the time like back in 584. The last time the giants rules most of the common folk ended up on a spit. At least now they leaves ya alone as long as you mind your trade and keep your head down. • DC 15: Dem twisted lookin’ white ones is the worst of the lot. Eat you as soon as look at you, they will. Seems like they’re just mad that the cloud giants is in charge. Takes every shot at you they can and calls it collecting tribute. Still Achim don’t like them much and they gets in trouble if they hurts us. Not really a part of the giant army anyhow. • DC 20: The Marchioness still governs the day to day. However, the Giants step in anytime there is perceived disorder. SHE5-03 The Prophet’s Voice Page 11 • DC 25: Achim Lachlansen is under constant pressure to increase the amount of tax and tribute delivered by Sterich. • DC 30: Knights of the Watch have been seen flying to and from Achim’s castle. THE CRYSTALMISTS • DC 5: Dem Giants crawls all over dem mountains. Ain’t a safe place for anyone. • DC 10: They got a dead zone that goes out five miles along the edge of the mountains. They mark it with them big ole’ stones the giants like so much. If they catch you there heading towards the mountains, they kill you, then they eat you. • DC 15: The drow that was under them mountains lost a fight with the giants. Used to be they raided us often. Ain’t heard nothing from them since. • DC 20: The giants are very territorial and divide their land into fiefdoms. The leader or chieftain in charge of that area has near total authority over his land. The giants do not interfere with each other’s sovereign territory. • DC 25: The giants have scoured the mountains. The dwarven nations that once lived there have been eliminated. • DC 30: Rumor has it that their used to be many raptoran clans in the mountains, and Sterich traded with them. Yes, raptorans … they’re not the mythical creatures some would claim them to be. It has been several centuries since such commerce was common though. THE GIANTS’ ARMY • DC 5: Each group of humanoids seems beholden to a specific giant or giant clan. They do as that clan says and respond to others with snarls and disrespect. • DC 10: The giants have a fairly strict caste system that determines their hierarchy. They respect each other as giants and follow orders well. Their units are brutal. Any major group is led by a true blooded giant. Ettins and ogres serve as shock troops. • DC 15: I hear tell the army of Sterich is being dismantled one unit at a time. Entire brigades have been marched into the mountains, never to be seen again. I’m in no hurry to join up myself now. • DC 20: The giants have embarked on house by house searches, usually conducted by orcs and goblinoids. They have carried off anyone who has skill in metalworking. • DC 25: The giants brag that they know what Tyvs say before they say it and will openly tell you that most Tyv would sell their grandmother to save their own skins. • DC 30: The giants are rumored to be readying for a major invasion of the Downlands. CUL BRA FOLINU • DC 5: Isn’t that a tea they make in Ket? • DC 10: Sounds like it might be Auran. Do you speak Auran? • DC 15: Folinu? That name is familiar. I think they were a trading clan up in the mountains that used to trade raw silver and hide for weapons and fine cloth. • DC 20: Back in my great grandfather’s time, there was a mountain city we used to trade with deep in the Crystalmists. Suddenly, the trade stopped. Must’ve been the giants. • DC 25: That was a city of the raptorans. Yes, raptorans … they’re not the mythical creatures some would claim them to be. Rumor has it they were decimated. • DC 30: That means the Whitesky Stone of the Skypledged. It’s a raptoran city and rumored to be a portal to the Elemental Plane of Air. Diplomacy This assumes that PCs are interacting with members of the local government or clergy. Below are a list of topics that the PCs can ask about, and the answers they receive. You’ll note that some categories cannot be accessed with Diplomacy that were accessible with Gather Information: THE OCCUPATION • DC 15: The best course has been silent cooperation. • DC 20: The giants have been aggressive in their purgation of priests. They have made it very difficult to practice any faith save their own. • DC 25: The faith of Memnor teaches us that all the non-giant races are fodder and that this is the nature of things. Humanoids are a warrior race. Humans and the like are merely beasts of burden or cattle. Some have begun to accept this as their lot. • DC 30: It is rumored that Achim Lachlansen now worships Memnor. THE GIANTS’ ARMY • DC 15: Squabbles occasionally break out between giants of different types. These can be exploited. SHE5-03 The Prophet’s Voice Page 12 • DC 20: The giants guard their spell casters closely and protect them. I have never seen a giant’s wizard or cleric unprotected by many of his brethren. • DC 25: The giants have made it clear to any in a position of authority that cooperation will be met with reward. Resistance is punishable by death. Still, they are eager for information about each other and their inter-clan intrigue seems to be the chink in their armor. MEETING LOCALS When communicating this information in free-form role-playing, develop a series of personas that dwell in different parts of Sterich that PCs interact with. For example: � Poulinos, Male Human Exp2: Sense Motive +0; Poulinos is a teamster who drives up and down the length of the country of Sterich delivering goods. He dislikes the occupation immensely and dislikes the humanoids that work for the giants. � Caprice, Female Human Brd5: Sense Motive +8; Caprice is a wandering merchant and minstrel and collects information as a result. She is surprised by how mild the occupation has been and credits Achim for his work restraining the worst of the giants’ baser instincts. � Scrand, Male Human War6: Sense Motive +1; Scrand is a decommissioned member of the army and was once a Lord of Sterich. He can talk at length about the structure of the current army and the giant’s army and also about how easy it is to get titles in the land. He can also talk about how easy it is to lose them. � Grand Selwin, Male Halfling Com2: Sense Motive +1; Selwin is a halfling and a devout follower of Fharlanghn. He has traveled all over Sterich more out of curiosity than anything else. � Jacob the Smith, Male Human Exp3: Sense Motive +2; Jacob is a well built Oeridian man in his early forties. He is a bit closed mouthed. He is worried about his family and his business. � Constable Malcom, Male Human War3: Sense Motive +1; the constable knows all the juiciest local gossip and will share it with the Lords given any opportunity. � Sister Ablis, Female Human Clr2: Sense Motive +2; Ablis is very concerned about the safety of her flock. As a cleric of Beory she takes her charges well-being very seriously. She is satisfied that the giants have been generous so far in the occupation, but is worried that this could halt. She urges caution. If PCs go to Istivin and try to contact the Marchioness or any of her staff, this automatically bumps the EL of Encounters 2 and 5 as the people who visit her are always closely watched. Lords Sinister who visit the Marchioness automatically trigger their own capture as detailed above. When PCs cross the border zone of Sterich, proceed to Encounter 2. ENCOUNTER 2: UNCOMMON GAME Note: The difficulty of the combat in this encounter is based in part on how the PCs handled the previous encounter. If PCs passed quickly and quietly through Sterich, then the combat will be at EL = APL. If PCs have been indiscrete, then the encounter’s EL is raised by 2. A light rain has misted most of the day, and the mugginess of a summer storm has settled on you. Armor and straps are far from pleasant riding hard on even callous and hardened skin. About an hour ago, you crossed into the Forbidden Zone that buffers the Crystalmists. The giants marked the border with an obelisk. Letters wrapped the obelisk in a spiral. Giant, dwarven, the common tongue, and draconic were worked with precision and art into the stone. The message was simple. “Pass into the Crystalmists at your peril. Tyv found beyond this point will be slain.” If the PCs check, they find the obelisk is non- magical. The green fields and countryside of Sterich lay behind you. The foothills of the Crystalmists are folded with shallow ravines and steep hollows. The mountains are young compared to the Good Hills, merely a brief footnote before the mountains that rise before you. Ask for Listen checks. Read the following to those who make a DC 15: Someone runs towards you though the brush. It seems man-sized from the sound. Allow PCs to take a standard action if they made the Listen check. Continue with the following box text: A wild-eyed Oeridian woman in her late twenties staggers onto the rough mountain path you have been marching down. A child of no more than three clings to her, his eyes wild with terror. He sees you and folds his body tight against her, shuddering. The woman falls backwards at the sight of you, at first terrified, and then her face lights in recognition. SHE5-03 The Prophet’s Voice Page 13 “Lords, help me. The giant has brought us here to hunt. My husband…,” she chokes in grief. “It ATE him.” “Love of Pelor, help us,” she says, her voice shaking in horror. The ground vibrates underneath your feet. A giant approaches. Other human voices carry to you in the distance. Some cry out in panic. Others are hoarse shouts of outrage. PCs can disengage and flee effectively if they choose to. They can hear people running off to their right and left. The misting rain reduces vision to sixty feet. Marla blurts out the following if PCs stop to listen to her: It’s huge and white skinned. It was on us before we knew it. It’s got a great twisted lump of flesh where its nose should be. How can something that big be so quiet? Proceed to the next section of box text. Adjust the DC to spot the fomorian to 10 since the PCs have been prepared for their opponent’s tactics. If PCs rush in, they crash through high brush and encounter the fomorian and his entourage (based on APL) as they crash into the clearing. PCs must make an opposed Listen vs. Move Silently check to avoid surprise as the giant drops down on then from above. See DM Aid: Map #1. You break out of the brush into a clearing. In the center of the clearing are the fresh remains of someone, the pile of twisted meat and bone close in size to what a human, elf, or dwarf should be. Rubble and tall boulders ring the clearing, and the west side, to your left, is bordered by an escarpment some thirty feet in height. The giant flings himself at you from its top just as several peasants pursued by two dog-like humanoids with bows emerge from the underbrush across from you. Tactics: Based on APL, the fomorian and his entourage jump the PCs. At lower APLs, the fomorian is wounded and inebriated and cannot trample. Additionally, the peasants swarm and overcome the gnolls. At higher APLs, the giant tramples during the surprise round and then bashes away as his gnoll archer comrades unload a steady, rapid fire on the PCs. At the highest APLs the druid that accompanies this group will send her bear in to fight and observe in owl form, casting a steady barrage of spells. She will delay and target spell casters. Assuming PCs vanquish the giant and his minions, they quickly find themselves the focus of attention from the surviving peasants. The peasants are all commoners or warriors of first to fourth level. Based on APL, they may have been able to overcome some of the giants’ allies. Regardless, the peasants are more than eager to share a meal and a fire with the PCs as they head into the mountains. Under no circumstances outside of magical compulsion will the peasants go into the mountains with the PCs. Charming or compelling the peasants to come with the PCs into the mountains is an evil act and should be treated as such given the context of the campaign setting. The villagers were herded here by the fomorian for sport and have been drawn from all over the countryside. Once they were in the restricted area, the giant could do as he pleased with them and claim they had tried to cross over into the mountains. They thank the PCs profusely and offer to feed them. Allow PCs to make any number of Gather Information checks with this group without consequence. Marla and her son Jed function as the mouth-piece. Marla says such things as. “Mind the good Lord’s question. Saved your life, he did. Be civil and quick in your answer.” Marla and the others defer to the PCs as Lords regardless of their title or station. The Marchioness’ knights and lands adventurers all the time, and it is safer from their perspective to assume the PCs are nobility than not. Use the following personas for peasants as you need: � Marla, Female Human Com3: Sense Motive -1. � Jed, Male Human Com1: Sense Motive -2. � Gerri, Male Human Rgr4: Sense Motive +1; Gerri is a veteran of the liberation of Sterich who settled down to farm with his brother Carl. Carl was killed by the gnolls in the fight. � Prindle, Male Human Com5: Sense Motive +2; Prindle is an old commoner who stayed as a refugee in Keoland until the emancipation. He thinks all Keoland nobles are insane and discusses this at length with anyone who will listen. � Clause, Male Human Ftr3: Sense Motive +0; Clause is Marla’s uncle and a militia member. He is very big and very strong, but not bright. � Agnes, Female Human Com1: Sense Motive +3; Agnes is a very simple but pleasant woman and an incredible cook. She will patch PCs’ gear if they allow her to. Treasure: The only treasure in this area is the possessions of the giant and his minions. Development: PCs who help the peasants escape spark a diplomatic incident and lose their status as Lords Errant or Stalwart; their good deed though earns them a new status of Lords Dire instead. Lords Sinister who save the peasants have their status improved as their good deed is noted and reported by survivors (they lose the Lords Sinister title, and the accompanying Hatred of Sterich, and become Lords Dire as well). PCs who do not assist the peasants have their deeds witnessed by survivors and are reported for their cowardice (they lose their Lords Errant or Stalwart status or retain their Lords Sinister status, if they posses one of these). PCs who have SHE5-03 The Prophet’s Voice Page 14 not played the first adventure in the series (SHE4-06 Dark Clouds Over Istivin) who help spark a diplomatic incident by killing the fomorian chieftain also become Lords Dire of Sterich. See Lord Dire of Sterich effect on the Adventure Record. This change in status comes directly by edict of the Marchioness, on hearing of the PCs’ deeds or lack thereof. Creatures: The PCs could face one of the following two groups of combatants, depending on the APL and whether or not the EL was increased due to the giants being aware of the PCs’ presence (as per Encounter 1). GIANTS NOT ON ALERT (EL = APL) APL 6 (EL 6) � Fomorian Giant, Inebriated and Wounded: hp 75; use Ettin, Monster Manual, page 106. Note: Two gnoll archers accompany the fomorian giant, but are occupied and defeated by the commoners. APL 8 (EL 8) � Fomorian Giant, Inebriated and Wounded: hp 126; use Stone Giant, Monster Manual, page 124. Note: Two gnoll archers accompany the fomorian giant, but are occupied and defeated by the commoners. APL 10 (EL 10) � Fomorian Giant, Inebriated and Wounded: hp 147; use Fire Giant, Monster Manual, page 121. Note: Two gnoll archers accompany the fomorian giant, but are occupied and defeated by the commoners. APL 12 (EL 12) � Fomorian Giant, Inebriated and Wounded: hp 147; use Fire Giant, Monster Manual, page 121. � Gnoll Archer, Male Gnoll Ftr7: hp 92; see Appendix 4. � Gnoll Ranger, Male Gnoll Rgr7: hp 75; see Appendix 4. � Scar, Wolf Animal Companion: hp 30; see Appendix 4. APL 14 (EL 14) � Fomorian Giant: hp 158; see Appendix 5. � Gnoll Archer, Male Gnoll Ftr10: hp 132; see Appendix 5. � Gnoll Ranger, Male Gnoll Rgr10: hp 99; see Appendix 5. � Scar, Wolf Animal Companion: hp 30; see Appendix 5. APL 16 (EL 16) � Fiendish Fomorian Giant: hp 158; see Appendix 6. � Gnoll Archer, Male Gnoll Ftr12: hp 165; see Appendix 6. � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see Appendix 6. � Scar, Wolf Animal Companion: hp 45; see Appendix 6. APL 18 (EL 18) � Fiendish Fomorian Giant: hp 158; see Appendix 7. � Gnoll Archer, Male Gnoll Ftr14: hp 189; see Appendix 7. � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see Appendix 7. � Scar, Wolf Animal Companion: hp 45; see Appendix 7. � Gnoll Druid, Female Gnoll Drd14: hp 176; see Appendix 7. � Mauler, Dire Bear Animal Companion: hp 111; see Appendix 7. GIANTS ON ALERT (EL = APL + 2) APL 6 (EL 8) � Fomorian Giant, Inebriated and Wounded: hp 126; use Stone Giant, Monster Manual, page 124. Note: Two gnoll archers accompany the fomorian giant, but are occupied and defeated by the commoners. APL 8 (EL 10) � Fomorian Giant, Inebriated and Wounded: hp 147; use Fire Giant, Monster Manual, page 121. Note: Two gnoll archers accompany the fomorian giant, but are occupied and defeated by the commoners. APL 10 (EL 12) � Fomorian Giant, Inebriated and Wounded: hp 147; use Fire Giant, Monster Manual, page 121. � Gnoll Archer, Male Gnoll Ftr7: hp 92; see Appendix 3. � Gnoll Ranger, Male Gnoll Rgr7: hp 75; see Appendix 3. SHE5-03 The Prophet’s Voice Page 15 � Scar, Wolf Animal Companion: hp 30; see Appendix 3. APL 12 (EL 14) � Fomorian Giant: hp 158; see Appendix 4. � Gnoll Archer, Male Gnoll Ftr10: hp 132; see Appendix 4. � Gnoll Ranger, Male Gnoll Rgr10: hp 99; see Appendix 4. � Scar, Wolf Animal Companion: hp 30; see Appendix 4. APL 14 (EL 16) � Fiendish Fomorian Giant: hp 158; see Appendix 5. � Gnoll Archer, Male Gnoll Ftr12: hp 165; see Appendix 5. � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see Appendix 5. � Scar, Wolf Animal Companion: hp 45; see Appendix 5. APL 16 (EL 18) � Fiendish Fomorian Giant: hp 158; see Appendix 6. � Gnoll Archer, Male Gnoll Ftr14: hp 189; see Appendix 6. � Gnoll Ranger, Male Gnoll Rgr12: hp 126; see Appendix 6. � Scar, Wolf Animal Companion: hp 45; see Appendix 6. � Gnoll Druid, Female Gnoll Drd14: hp 176; see Appendix 6. � Mauler, Dire Bear Animal Companion: hp 111; see Appendix 6. APL 18 (EL 20) � Fiendish Fomorian Giant Bbn2: hp 223; see Appendix 7. � Gnoll Archer, Male Gnoll Ftr16: hp 213; see Appendix 7. � Gnoll Ranger, Male Gnoll Rgr14: hp 144; see Appendix 7. � Scar, Wolf Animal Companion: hp 45; see Appendix 7. � Gnoll Druid, Female Gnoll Drd16: hp 198; see Appendix 7. � Mauler, Dire Bear Animal Companion: hp 129; see Appendix 7. ENCOUNTER 3: THE THRALLS OF GAR MUJAL The trip through the Crystalmists takes the PCs many days. Have them arrange their marching order and also their watch rotation before you proceed. The following text assumes a party traveling on foot, as traveling by horse and most mounts is impossible. Alert the text below if PCs are taking steps to move with absolute stealth or to prevent their detection from the air, or if they travel by air. However, it is not necessary to contact the Folinu to complete the mission, so PCs with the appropriate magic or resources can bypass this encounter. Your sleep has certainly been less troubled since you took up Maira’s cause. The dreams have lessened in intensity and in frequency since you started your quest. The images linger and still you dream, but these are clearly images of the dream world and not lucid visions of horror and terror. The Crystalmists are aptly named. Each morning, the entire range is covered in a cold, wet fog. Sunrise and sunset cause the snow on the highest peaks to shine like cut glass. The mountains are rough and raw. Like all young things, they have sharp edges. There have been numerous and plentiful signs of giants and their minions as you passed through the mountains. So far, you have been able to easily dodge their patrols. However, you know someone has been watching you. Far overhead, great birds have been circling for the past hour. More have joined their number and a great swirling flock marks your position. Suddenly, three of them begin to descend. With a successful Spot check (DC 15), the PCs know that the flying creatures are humanoid and resemble the ones from their dream. PCs who panic and who attack the raptorans of Cul Bra Folinu quickly cause them to scatter and report their position to Gar Mujal. Gar quickly alerts the other giants in the Crystalmists to the PCs’ location and causes a great mobilization of force to hunt them down. Every day the PCs will have an encounter with a giant force sent to either slay the PCs or drive them from the mountains. The adventure ends here for the PCs; either they successfully escape the mountains and leave Sterich or they are slain by the giants. Assuming they escape, proceed to the Conclusion: Fleeing the Mountains. SHE5-03 The Prophet’s Voice Page 16 However, it is more likely that PCs will wait for the Folinu to descend and speak to them. In that case, proceed to the next section. All APLs (EL 21) � Fire Giants (16): hp 142 each; see Monster Manual, page 121. � Troll Hunters (6): hp 126 each; see Monster Manual, page 247. � Ogre Barbarians (4): hp 87 each; see Monster Manual, page 199. � Wyvern Mounts (4): hp 74 each; see Monster Manual, page 259. � Ogre Mages (16): hp 42 each; see Monster Manual, page 200. � Trolls (24): hp 63 each; see Monster Manual, page 247. � Ogres (40): hp 33 each; see Monster Manual, page 199. � Hobgoblins (120): hp 8 each; see Monster Manual, page 153. MEETING THE FOLINU Three bird-like creatures glide to the ground before you. These are the creatures from your second dream. They are both man and bird, their wingspan easily twelve feet. Each nimbly shifts an oversized bow from their taloned feet to their hands as they land, side by side. There are two males and one female present. Their wings are feathered white, and each have a fine crest of feathers on their head. From a distance, it almost looks like hair. Each wears functional leather armor, finely worked and well made. The one in the center speaks. “I am Caaraaki, first hunter of the Folinu and eyes for my tribe. Many seasons have passed since the ground-bound come among us. We extend welcome but must ask your business here in the lands of Gar Mujal. I am honor-bound to act as his agent.” Caaraaki introduces Shernaa, the female, and Ackabu, the male if asked. These two are his age-mates. Caaraaki speaks in general terms to the PCs. His primary goal is to identify who they are then either bring them directly to Gar Mujal or to his clan elders. His response is based largely on how the PCs present themselves. If he realizes that the PCs are “of the valley” and that they are here “to do god’s work,” then he leads them to his elders. If not, he takes them directly to Gar Mujal. � Raptoran Sentries (3): male and female raptoran Rgr5; see Appendix 8. Caaraaki shares the following information with the PCs: • His people serve Gar Mujal. • The PCs are in the lands held by Gar Mujal. • His people used to trade eagerly with those “of the valley” (Sterich and the Sheldomar) but have not done so in four generations. • This area is controlled by Gar Mujal, and other giants do not come here. • Their duty is to escort the PCs to Gar Mujal, as they are on his land. • Gar Mujal trades ideas and information with may sorts of people, including illithids, duergar, the other giants, and sometimes dark-skinned elves. The pale, blonde haired mages of the valley tower sometimes come and speak to him, too. (DC 15 Knowledge (local – Sheldomar Valley metaregion) check identifies these mages as the Silent Ones). Caaraaki wants the PCs to share information with him also. PCs who are impolite or confrontational are informed that it is time to go before the dread master and explain their need. If PCs are diplomatic, Caaraaki asks the PCs several questions: • What brings you to the Crystalmists? • How do you find yourself in the lands of Gar Mujal, by accident or design? • Do you know that Tyv who travel among the lands of the giants are considered fair sport among the giants? • Are you the ones now called Lords of the Valley? Caaraaki is very interested if the PCs are Lords Errant or Stalwart and impressed with the ruthlessness of any Lords Sinister. PCs who mention that they are on a quest and provide details or that mention their dream note that the raptorans are obviously distressed and saddened by what they’ve said. However, these three do not answer specific questions about the meaning of the dream, but rather defer to their leadership. Likewise, if PCs mention that they are on a divinely inspired quest and reference this in their discussion, Caaraaki wants them to meet his elders and asks them specifically to go there. He nods, and Shernaa takes flight. Caaraaki does not share specifics about the elders, saying, “Only they are wise enough in counsel to guide you on this path.” SHE5-03 The Prophet’s Voice Page 17 If PCs fail to pique the interest of the Folinu, proceed to Encounter 4. Otherwise, proceed to the next section. THE ELDERS OF THE FOLINU Caaraaki and his age-mates walk with you, comfortably and adeptly. You have the feeling that the raptorans spend as much time on the ground as they do in the air. Caaraaki makes small talk, pointing out this or that rock formation and discussing at length the dyes that can be gathered from the local flora. He defers to his elders on many questions. Before you is a perfect oval depression. At its center is a crystal blue pool of water, perfectly circular. Seven raptorans, their wing tips and head feathers blackened with age, wait patiently for you. They nod to you as you approach and open their arms in greeting. One steps forward, saying, “And who might you be, that causes our eyes to call us from the aerie to parley? Gar Mujal dislikes secrecy in his servants, so your cause must be dire, else Caaraaki would not have called us out. We must be quick in our counsel.” After the PCs introduce themselves, the elders respond with their identities. They are: � Sherinda, Flock Chief: female raptoran Drd12; see Appendix 8. � Cas, Medicine Chief: male raptoran Clr9 of Phaulkon; see Appendix 8. � Nikcuri, War Chief: male raptoran Rgr10; see Appendix 8. � Creskara, Hunting Chief: female raptoran Rgr8/Sor2; see Appendix 8. � Daetae, Sunspeaker: female raptoran Brd8; see Appendix 8. � Nimvanna, Star Chief: female raptoran Drd7/Skypledged1; see Appendix 8. � Tayn, Supply Chief: male raptoran Rog2/Clr6 of Phaulkon; see Appendix 8. The PCs have an opportunity to introduce themselves and explain why they are here. If PCs do not mention their dream, then Cas asks about it if they have already mentioned it to Caaraaki and his peers. Cas also wants to know how the PCs learned of Cul Bra Folinu. Once PCs have explained at length what they know and why they are here, use or paraphrase the following text: Creskara speaks, her voice high, tight, and tonal. “They know of the shame of the Folinu. The divine has led them here. I say we gift them the tale of our fall. Who shares my view?” Sherinda nods in the head bobbing way of her people, “They should know.” The others nod their agreement. Cas steps forward and strikes his drum once as he lifts himself into the air on his wings. His voice comes to you strong and taut as a bow string. “In those days the Folinu dwelt upon the rock and sky free of care and free of sorrow. Chief among them was Erruja, a raptoran great in arcane power and great in his arrogance. Erruja knew that all of those of raptoran blood were bound to the lords of air and descended from the wind of the plane of air itself. He knew that we were touched by the elements and the magic of that place and that the sacred oath we swore to the lords of air gave us strength and gave us the sky. This was not enough for Erruja. He lusted for more power and plotted to return to the plane of air and confront the Lords therein. Erruja would be their equal. Erruja would be their lord. Erruja would have raptorans be greater than the gods themselves. He set about a plan to make it so. Gar Mujal is learned in the runic arts and in the elemental planes. He is cunning in counsel and negotiation. He is known far and wide and a maker of gates and a master of runes. He is ancient in his wickedness. He has watched the generations of the skywise rise and fall like grass in its season. Erruja in his arrogance and pride came to Gar Mujal. Erruja would have a gate to the Lords of air. He would have passage into their lands so his people could claim their supposed birthright. Gar Mujal looked into Erruja’s heart and saw that his lust for power consumed him. Gar Mujal offered a pact bound by blood. He would give Erruja his gate, but he bound to it our fate. Erruja could pass into the land of the djinn; his progeny was bound to his sin. No child of the Folinu from that day could be born if Gar Mujal said, ‘Nay.’ The price of our flesh did not achieve Erruja’s prize. The Lords of air slew him and forbid our passage nigh. We now serve to live entrapped by our past. To challenge our master is to have our eggs turned to ash.” Cas closes with a flourish on his hand drum. Creskara lets the final notes hang in the air, “You know the shame of the Folinu. Gar Mujal owns us as surely as you own your steel. I hope this gives meaning to your dream. There is little you can do. SHE5-03 The Prophet’s Voice Page 18 Gar Mujal would let go of you no quicker than I would this bow. We are too useful.” In fact, there is little the PCs can obviously do. The raptoran elders have no idea how they can be freed from their bondage. All they know with certainty is that their master collects favors and information and will broker both. The Folinu tells PCs that they might be able to cut a deal worth their freedom if they have something of value to the trade in return. They, however, have no idea what he would value enough to free them. The Folinu elders share information that does not directly compromise their master’s house. That is, they do not talk about his magical protections or his allies. However, they let PCs know that he has many, many, many ogre mages, bugbears, and ogres as his servants, and that they have seen Gar Mujal single-handedly defeat eight mind flayers. The Folinu elders tell PCs that they believe that they have been brought here for a reason not clear to any of them. If asked about the portal to the Elemental Plane of Air, the Folinu say none of them has passed through it since Erruja led their bravest warriors to their doom. Gar Mujal forbade them from passing through the gate. If questioned in specific about Gar Mujal and how he treats the Folinu, PCs find that he treats them well but allows them little freedom. They cannot leave his domain, and he strictly controls who can mate and when. The process they describe sounds like a prize horse breeder managing his stock. However, in the last, none of them want for material things and are well fed and safe. However, they hunger for liberty and freedom. The Folinu make clear that they must escort the PCs into Gar Mujal’s presence and if they do not, he will find out and hunt them down. If PCs choose to leave the mountains and not speak to Gar Mujal, this triggers the daily attacks of the giant force as mentioned above. If PCs choose to meet Gar Mujal, proceed to Encounter 4. ENCOUNTER 4: THE HALLS OF CUL BRA FOLINU The Stone of Cul Bra Folinu was purest white, like fresh fallen snow. Across the face of the stone, you can see small pockmarks, like the one from your dream. Raptorans enter and leave all across the face of the stone. Caaraaki walks towards the base of the mount, and as you get closer you have a better feel of the raw size of it. It is easily seven hundred feet tall. Clawed from the base of the stone is a massive gate, made of some darker stone. Slitted firing ports surround the gate, and it swings open as you approach. A full dozen blue-skinned ogres step out and move towards you, greatswords strapped to their backs and huge longbows in their hands. Caaraaki takes a knee before the largest as he approaches. He says to the ogre mage in Giant, “We have found these Tyv within our Lords demesne. They seek him out and seek his counsel. We release them into you care. The ogre mage regards you briefly and snarls a greeting. “You live at Gar Mujal’s pleasure. Destroy the serenity of my Lord’s house and face his wrath. Keep your steel sheathed. Cast no spell. Agree to these things now and swear by your heathen gods else we smite you down.” If PCs agree and swear, then proceed to the next block of text. If not, make clear to them they will not be allowed to continue until they do. They will be allowed to leave, but if they do so, they will soon face repeated attacks by giant forces, as mentioned in Encounter 3, until they escape Sterich; proceed then to the Conclusion: Fleeing the Mountains. You are led up a long, spiral staircase up into the interior of the mountain. Sconces line the walls, and all flicker with apparent unending flame. There are hundred of bugbears, ogres and ogre mage here, that much is apparent. Gar Mujal’s lesser servants, goblins, part with bowed heads as your guards pass with you in tow. This place is vast. Finally, you are led through a pair of huge brass doors. The room beyond is gilded, with that precious metal worked into every surface. The walls seem to writhe with power, as literally hundreds of different runes adorn the surface. At the end of the hall, a giant sits atop a white stone throne. He would be easily twenty-five feet tall if he were standing. He is not. He sits casually on his stone throne sipping from a huge gold goblet, a great bastard sword resting against his knee. Eldritch fire licks up and down its blade. His skin is light green. What is truly disturbing though, are the tattoos that cover every inch of his exposed skin. They flicker and flare with a life of their own. To his right and left are easily fifty ogre mages. They chatter among themselves, regarding you. The Giant sips from his goblet and favors you with a grin. “Who seeks the wisdom of Gar Mujal? It is not common Tyv in these times to come so far and through so much. Your days are numbered if the Sakhut’s will is made manifest... Do you know that if I were a true and faithful servant of my leadership, I would slay and eat you now? Do not fear, I find there is much to admire in the mind of Tyv. You make items of power and destruction to rival our own, even if your magic is primitive and poorly formed. Speak. I would hear what brings such as SHE5-03 The Prophet’s Voice Page 19 you before me. The Sheldomar spawns posing heroes of all stripe and skill. Show me your mettle.” This room is warded by Gar Mujal with runic magic and is proof against scrying and teleportation. PCs within are also under the effects of a zone of truth spell while within (DC 20 Will save). Gar Mujal will be aware of those who have resisted the effects of this spell as he observes the PCs as they speak and determines who has clearly failed. He only allows those people under the effects of the zone of truth to speak to him. All others he calls “cunning and sly” and tells them to be silent as he knows they are liars, like all weak and small things. Gar Mujal is amused by the presence of the PCs and finds their bravery and diligence a novelty. He has a great admiration for human and elven magic and as a result is more amenable to conversation than the typical giant. Finally, he has no love of the Sakhut and is angered by, and jealous of, the power that has been amassed. Gar Mujal is interested in truth, as truth has value. Deception he appreciates on a purely technical level, but is not amused by Tyv who come and lie to him. He digs deeply into the PCs’ story, asking precise and pointed questions until he knows all the reasons why they are here. If PCs should decide to attack Gar Mujal, warn them know that their chance of success is minimal. They will quickly find themselves in a fight with a storm giant Wiz10/Loremaster10 backed up by a functionally unlimited number of ogres, ogre mages, and bugbears, many of which are leveled in classes themselves. If PCs are gracious guests, Gar Mujal will not attack the PCs as he finds them entertaining and also sees in them a way to annoy the Sakhut. � Gar Mujal: male storm giant Wiz10/ Loremaster10. � Ogre Mages (50): see Monster Manual, page 200. At his base, Gar Mujal is amenable to the PCs’ request if they are truthful to him, show respect, and are articulate in their case. If they fail in all three of these areas, he ejects them from his house. They will soon face repeated attacks by giant forces, as mentioned in Encounter 3, until they escape Sterich; proceed then to the Conclusion: Fleeing the Mountains. If PCs ask about the plight of the Folinu, Gar laughs and tells them that the Folinu are bound by their own folly. He retells the story in his terms, scoffing at Erruja’s idiocy. He refuses to talk to them about such “bird- brained idiocy.” He affirms whatever the PCs ask him. However, he very pointedly questions the PCs as they ask, with a specific goal of finding out how the PCs came to know about the Folinu. He sees the raptorans as a useful tool and prizes their ability to do effective recon over a distance. If PCs attempt to bargain for the freedom of the Folinu, he laughs at them. He has very little interest, at this point, in ending the relationship he has with the raptorans. Gar Mujal wants to know why the PCs are here. If the PCs share what they know with him, then he decides to help them, although he does not plan to announce it until the morning after when he has done some research. PCs must share the following information to receive Gar Mujal’s assistance: • They were brought here by a dream. • The rune that they need removed was placed to directly silence a voice against the Sakhut. • Hiatea and Iallanis are believed to be involved. • The PCs have had a role in attempting to thwart the Sakhut’s plan. • Aiding them might cause the Sakhut to be overthrown. He will dig for this information, but he ejects PCs from his presence if they are not forthcoming with the details he seeks. In this case, they will soon face repeated attacks by giant forces, as mentioned in Encounter 3, until they escape Sterich; proceed then to the Conclusion: Fleeing the Mountains. Gar Mujal is very much aware of the danger of helping displace this rune. However, he is cunning and will evolve a plan. Assuming PCs do not anger the Giant and can present their case well, Gar Mujal invites them to dinner and leads them into his banquet hall. Afterwards: The giant nods as you finish. “You bring me much of interest. I must ponder. We may be of use to each other, and certainly we share a common disdain. This evening, I have much to do as I consider your request. “You are guests within my house. I will provide quarters for you that are secure and let my thralls know that to strike against you is to strike against me. You have my protection. I ask these things: stay to the quarters I assign you. Do not attempt to communicate to the outside, either to your gods or to your allies. Tolerate the idiosyncrasies of my staff. They may press you, but they cannot harm you. Finally, I ask that you do not wander from your room tonight. You are my guests, but I value my privacy. I will not have you poking your nose where it does not belong. Stay in your room. In the morning we will continue our pilander. I thank you for seeking me out.” If pressed on the issue of magical communication, Gar simply states that he finds it disturbing, and it is the SHE5-03 The Prophet’s Voice Page 20 condition he attaches to his hospitality. If the PCs accept his hospitality, proceed to Encounter 5. If PCs refuse his hospitality, allow them to quit the mission. They encounter Urg and perhaps his companion, Aglashti on the road as they leave the mountains, rather than in the next encounter. After that fight, go to the Conclusion: Leaving the Mountains. ENCOUNTER 5: MURDER MOST FOUL Refer to DM Aid: Map #2 for this encounter. It is apparent that Gar Mujal routinely extends the hospitality of his house to beings your size. This large cylindrical room is completely and finely appointed. The only apparent entrance is the door you entered, and closer examination bears this out. There are seven alcoves equally spaced around the perimeter of the room. Each is open to the rest of the room except for a curtain easily drawn across the space. Six have a bed and washstand within as well as an empty armoire. One is a small privy. The main room has a sunken and steaming tub at its center. Fine towels, soaps, and oils are in baskets near the water. A low table in the Ketite style has also been provided. Pillows surround the table. Food, wine, mead, and a small tun of ale have already been provided. It covers the surface of the table and smells quite inviting. The bulk of the fare is wild game. The smell of mutton must be big horn sheep. The female goblins who brought you here pointed to a hanging bell rope near the entrance and bid you ring if you need anything. They also made clear that it was your right to lock this room from the inside and that none save the master could gain entrance. Outside your door, two ogres stand guard, perhaps to keep you in, but just as likely, to keep others out. In the morning, you will meet Gar Mujal. PCs who examine the lock on the door find it of superior (Open Lock DC 40) quality. The residents of Cul Bra Folinu leave the PCs alone, with the exception of Urg, a bugbear assassin who has functioned as a sleeper agent in Gar Mujal’s household for years. He has been specifically instructed to eliminate any Tyv who come from the Sheldomar Valley seeking aid against the Sakhut. Other heroes from the Sheldomar draw his attention too, but his long term purpose was to monitor potential agents from Geoff or who might support Geoff. In this instance, he has been instructed to kill as many PCs as he can, but has been told to specifically focus his attention on wizards and sorcerers. Allow PCs to take whatever precautions they wish and to set watches as they desire. The food that has been provided is untainted. There is one entrance to the room. The room is in the heart of the white stone formation. Urg enters the room through the privy using invisibility and gaseous form. He observes waking targets for three rounds and then attacks to kill, layering spells as necessary. Urg will not fight to the death, if he can avoid it. He will flee using gaseous form, either fleeing out the door or down the privy as necessary. If PCs do not keep watch, he will coup de grace one target each round until someone wakes up or he has killed everyone. He starts with spell casters and ends his little murder spree with rogues. Urg has very little illusions about his chances of success in this endeavor. He knows that he will most likely be butchered by the PCs. He has a mission however. He will do his best to kill at least one Tyv. If PCs sounded the alarm in Sterich by being too aggressive in their questioning or failing to keep a low profile, then Urg will be assisted by Aglashti. Aglashti is an ogre mage warlock who would not normally be used in this way. However, if the “alarm” has been sounded, he will commit to this mission, contacting Urg to coordinate their attacks the night the PCs arrive. The ogres outside helps as best they are able if a fight breaks out that they can hear. One runs for help, and the other enters the room if it is unlocked or attempts to batter the door down if it is locked. It takes the ogre four rounds to hack through the door. The ogre bellows at the top of his lungs as he tries to hack through, in giant, “I come save Tyv! Master be mad if they get killed and put me in stew pot. I coming!” Help comes to the PCs in a number of rounds equal to their APL in the form of bugbears and ogre mages. When reinforcements arrive, Urg flees. � Guards, Ogres (2): hp 33 each; see Monster Manual, page 199. � Reinforcements, Bugbears (12): hp 21 each; see Monster Manual, page 29. � Reinforcements, Ogre Mages (2): hp 42 each; see Monster Manual, page 200. Gar Mujal arrives via dimension door two rounds after the combat ends. He is apologetic and upset that the PCs have been assaulted. It should be readily apparent to PCs that he is sincere. He offers PCs alternative housing if they are desire and wants to take Urg’s body for “questioning.” He does not relent on this point. He will have PCs healed by a bugbear cleric in his entourage if they are willing. He vows to get to the bottom of this and let them know what he learns. If PCs wish to leave, allow them to do so at this point. However, the adventure is over for them in this case. Proceed to the Conclusion: Leaving the Mountains. SHE5-03 The Prophet’s Voice Page 21 If PCs choose to stay and meet with Gar Mujal in the morning, go to encounter 6. Treasure: The possessions of the assassin(s) are the only treasure here. Creatures: The PCs could face one of the following two groups of combatants, depending on the APL and whether or not the EL was increased due to the giants being aware of the PCs’ presence (as per Encounter 1). GIANTS NOT ON ALERT (EL = APL + 2) APL 6 (EL 8) � Urg: male bugbear Rog5/Asn1; hp 66; see Appendix 1. APL 8 (EL 10) � Urg: male bugbear Rog5/Asn3; hp 79; see Appendix 2. APL 10 (EL 12) � Urg: male bugbear Rog5/Asn5; hp 102; see Appendix 3. APL 12 (EL 14) � Urg: male bugbear Rog5/Asn7; hp 117; see Appendix 4. APL 14 (EL 16) � Urg: male bugbear Rog5/Asn9; hp 132; see Appendix 5. APL 16 (EL 18) � Urg: male bugbear Rog5/Asn10/Thief-Acrobat1; hp 147; see Appendix 6. APL 18 (EL 20) � Urg: male bugbear Rog5/Asn10/ Thief-Acrobat3; hp 162; see Appendix 7. GIANTS ON ALERT (EL = APL + 4) APL 6 (EL 10) � Urg: male bugbear Rog5/Asn1; hp 66; see Appendix 1. � Aglashti: male ogre mage Warlock1; hp 48; see Appendix 1. APL 8 (EL 12) � Urg: male bugbear Rog5/Asn3; hp 79; see Appendix 2. � Aglashti: male ogre mage Warlock3; hp 68; see Appendix 2. APL 10 (EL 14) � Urg: male bugbear Rog5/Asn5; hp 102; see Appendix 3. � Aglashti: male ogre mage Warlock5; hp 83; see Appendix 3. APL 12 (EL 16) � Urg: male bugbear Rog5/Asn7; hp 117; see Appendix 4. � Aglashti: male ogre mage Warlock7; hp 98; see Appendix 4. APL 14 (EL 18) � Urg: male bugbear Rog5/Asn9; hp 132; see Appendix 5. � Aglashti: male ogre mage Warlock9; hp 113; see Appendix 5. APL 16 (EL 20) � Urg: male bugbear Rog5/Asn10/Thief-Acrobat1; hp 147; see Appendix 6. � Aglashti: male ogre mage Warlock11; hp 128; see Appendix 6. APL 18 (EL 22) � Urg: male bugbear Rog5/Asn10/ Thief-Acrobat3; hp 162; see Appendix 7. � Aglashti: male ogre mage Warlock13; hp 156; see Appendix 7. ENCOUNTER 6: THE ENEMY OF MY ENEMY You are led to the room where you first met Gar Mujal. It has been dressed for a banquet. Gar stands as you enter. His table is larger and set above yours. Six ogre magi stand to your left and right in dress livery. “I am glad you have survived the night. I must apologize again for the intrusion during the night and for any suffering you endured. It seems my household has been compromised by agents of the Sakhut. The bugbear that attacked you responded well to my questioning. I wrung what I needed from his spirit. Here, I offer you a gift.” One of the ogre magi advances and offers a freshly tanned hide in much the same way a shopkeeper might offer you the finest silk. It grins around its yellowing tusks. “Take the assassin’s hide as a token of my contrition,” Gar Mujal says, his tone sincere, “It is SHE5-03 The Prophet’s Voice Page 22 the least I can do given the circumstances. Accept this pelt and my apologies.” The bugbear’s hide has been preserved with the same skill a furrier uses to preserve the hide of beaver or minx. Gar waits until someone receives the hide and then digs into breakfast with vigor. Whichever PC chooses to take the hide receives the Urg’s Hide effect on their Adventure Record. If the PCs argue about who is to receive the hide, Gar will watch with bemusement as they fight it out. Gar Mujal is amused but not offended if the PCs do not take the hide of the bugbear. He makes small talk during the meal, but defers any conversation until after the meal is served. “Well, then,” the giant begins, “you have twice shared the hospitality of my table, and I have had time to consider who and what you are and determine where our interests might be aligned. Several things are clear to me. First, that we all bear the Sakhut little love is something we can all agree on. I am recognized as a threat, else agents would not be deployed here within my walls. That these same assets were deployed against you tells me you have earned their enmity. We share an enemy. Secondly, in returning Maira’s voice, you seek to disrupt the Sakhut’s power. I share this ambition, as I find such strutting and posing as the Sakhut does unseemly. We share a goal. Finally, as you seek the destruction and removal of the rune from Maira’s throat, so I seek the power and knowledge to do the same. We share a need. Simply put, we are bound by three things: hate, desire and ambition. From such as this the best deals are made. Here is my proposal. Erruja, that great idiot of the Folinu, had me bind a gate for him to the Elemental Plane of Air. He sought a confrontation with the Lords of Air, as you know, his very gods. He was slain as a result, and the bargain he made brought the Folinu into my power. It also gave me a permanent gate into the Plane of Air. The cloud giants are, alas, bound to the Plane of Air in much the same way the raptorans are. Ancient alliances have given them their power over the elements. The greatest among them travel into the plane to learn more from the Lords of Air and also to bind servants to themselves or make alliances instead if that is their disposition. Some among their number sometimes chose to live among the elementals and the jann, seeking greater power and knowledge. Ages ago, the cloud giant Ruka Nisindra chose to walk the path of the elementals. He dwelled upon the Plane of Air and became practiced in both runecraft and the lesser arcane arts. He bound to himself djinn and elementals of many different sorts. Legends say he was the first to craft the greatest runes of binding. I do not know if this is true. I do know that his power was great and that he bound to his will a noble djinni called Azalla. I have found the cloud island necropolis of Ruka Nisindra. I believe the noble djinn Azalla lies trapped within. It should be within his power to grant Maira her voice, once he is liberated. I propose this. I transport you to Ruka’s tomb. You liberate the genie and return to me with what magical booty you find. The djinn travels with you. Whatever artifacts you find within the necropolis are mine. Finally, this deal must be sealed with a geas, which each of you must willingly submit to. I will not risk the loss of the items I seek if you flee. I will bind you to return all items with a magical aura that you find within the necropolis to me. What say ye?” and with that Gar Mujal rests against his throne, a playful smile on his lips. Gar Mujal fully expects to have to bargain here and is actually disappointed if PCs merely agree to his terms. Allow PCs a Sense Motive check against his Bluff check (+12 modifier) if they quickly close a deal and do not attempt to bargain. Let them know he is disappointed about something if the are successful in the check. However, he does not relent on the topic of the geas. He allows PCs to leave unmolested if they choose to do so, as he bears them no specific malice. However, the adventure ends for the PCs and you may proceed to the Conclusion: Leaving the Mountains. THE NEGOTIATIONS Offer One If PCs balk or challenge his terms, Gar Mujal says: “Very well then. Your caution is commendable. Let us try this. If you agree to bring me whatever magical writings, wands, staves, or rods, runes and tomes, weapons, and miscellaneous items of power you find, I agree to let you keep whatever other potions and non-magical loot you discover.” Gar knows that there are several tomes of runic magic in the necropolis, and he wants them for his own. He will barter away the rest of the tomb’s contents for these and very much enjoys the process. Each offer and counter offer adds another class of magical booty PCs get to keep until it gets down to just the writings. This is all he is really concerned about, after all, and he finds the process of negotiation amusing. SHE5-03 The Prophet’s Voice Page 23 Offer Two If PCs push him for the release of the Folinu, he responds as follows: Gar Mujal’s brows knit in consideration. “You would take from me my eyes and ears. They are bound to me by an act of free will. They prosper under my care. I make them better and stronger than they were without me. I have bred them stronger and quicker and harder over time. What do you offer in return for the loss of my greatest servants?” Gar agrees to release the Folinu from their bondage to him if the PCs relinquish all claims to booty they find in Ruka’s tomb and agree to owe him a favor in the future. If they agree to be in his debt (they receive the Debt to Gar Mujal effect on the Adventure Record), then he agrees to let the raptorans go. He knows that about a third of the raptorans will stay with him anyway, as they have prospered with him. To his mindset, he can recover his population loss in a few hundred years and having the debt of Tyv heroes is useful to him in the immediate future. If asked, he lets the PCs know that he will only agree to this if they are willing to submit to a second geas that will bind them to return to him and fulfill a mission for him in the future. He only agrees to this if the entire party submits to him on this issue. Again PCs can bargain to gain access to greater booty. Gar Mujal will not relent on his demand for a geas, however. WHAT GAR MUJAL KNOWS Gar Mujal shares what he knows with PCs if they ask him the right question. He is amused by the PCs and interested in their success. Likewise, he is gauging their intelligence based on how they question him and respond to him. He will share the following if asked: • Ruka is rumored to have turned himself into a lich. • Ruka’s prize work was crafting the Books of Neros, a series of texts forged on hammered sheets of astral drift metal. He also wrote many lesser tomes. • The Necropolis of Ruka has been visited before. • He believes that Azalla was bound inside the tomb by Ruka to keep his most precious items secure. • Azalla has been imprisoned for thousands of years. He is a noble djinn, but his wishes were forced from him during his imprisonment. He might have one wish left. He might just be trapped. • He can only keep the gate open at one particular point on the Plane of Air for 24 hours. PCs must accomplish their task in that time. It will take him weeks to recalibrate the gate. • Gar Mujal doesn’t know what guards Ruka’s tomb, but he does know that Ruka was a master of elemental magic who dabbled in necromancy. • He can talk at length about the Plane of Air and it attributes (see Dungeon Master’s Guide, page 155). Once PCs have cut a deal with Gar Mujal: “Well then, it is done. You have bargained well. Spend today preparing as you will. You are restricted to your rooms again, but my servants will bring you what items you feel you need for your journey. We will need to be at the top of Cul Bra Folinu by midday tomorrow. Plan your day accordingly.” The PCs may request and receive any gear from Table 7-8: Goods and Services (Adventuring Gear section only) in the Player’s Handbook. ENCOUNTER 7: INTO THIN AIR The view from atop Cul Bra Folinu is breathtaking. The mountains stretch away from the white stone as far as you can see. The clouds rest on the shoulders of the tallest peaks like a giant’s mantle. The wind whistles around you, like a melody from a dream. One by one Gar Mujal lays his geas upon you. He uses a great twisted staff of some ebon wood as the mechanism for his casting. The magical compulsion washes over you and your comrades, each, in turn. You must return him the items you agreed to. You can feel the promise wrap about your soul like steel bands. If any PCs balk at this or attempt to save against the spell (DC 24 Will save) Gar Mujal refuses to open the gate until all the PCs have submitted to his geas. As some of the PCs may have already accepted the geas, this can have very nasty effects for the rest of the party. Once this is resolved, if it is an issue, proceed: Gar Mujal gestures and crushes a stone to powder in his hands. The gate reveals itself. He waves his hand at the gate. Images scroll by. First you see a massive storm, lighting crashes thought the air. Next, you see a vast city of floating islands, peopled by a handsome people who must be genies of some sort. Cloudscapes rapidly flash by as Gar Mujal searches for the right place, the right spot. Finally, the image comes to rest on clouds and an unending blue sky. The gate opens onto a plain of swirling cloud. SHE5-03 The Prophet’s Voice Page 24 Gar Mujal waves towards the gate “The surface here is like a cloud rock of a cloud giants’ island. Crossover and be quick. The necropolis should be on yon island by the cloud rock obelisk. Remember, on the Plane of Air, down is the direction you choose. It is an act of will to make down, down.” As you peer through, you can see a tall spindle of cloud rock thrust out from the terrain. It is some distance away. Refer to the Dungeon Master’s Guide, page 155, for a description of the traits attached to the Plane of Air. Note that gravity is subjective on the Plane of Air. Allow PCs a Dc 20 Knowledge (planes) check to determine this information. Give the PCs more planar traits based on their roll, providing information for every five points by which they beat 20. The island is about one mile across. The surface of the cloud rock is spongy and difficult to walk on. Treat it is a shallow bog (see Dungeon Master’s Guide, page 88). Gar Mujal quickly turns abusive if PCs do not pass through quickly. Once the PCs cross: The air is pleasant and warm, if a bit dry. Your feet sink into cloud rock. It feels like muck. Wind moves across you. Down, for right now at least, is below your feet. It is hard to judge distance, but the obelisk is perhaps a half hour’s march from here. Turning to look at the gate, you see a perfect circle limned in silver. Gar Mujal sits opposite, cross-legged on the white stone. He regards you with cold, black eyes. Once PCs confirm they are heading towards the obelisk and communicate to you whatever precautions they would like to take, read the following: The Obelisk is like smoke made solid. The surface of the cloud has become harder as you have approached. Before you is a tunnel sunk into the heart of the island. It is deep, stretching down into the island to the end of your vision and out of sight. PCs may re-orient their own personal down at any time by making a DC 16 Wisdom check. Rules for this are defined in the Dungeon Master’s Guide, page 147. When PCs are ready to enter the tunnel, let PCs know that the tunnel has become dark. Give PCs a DC 15 Knowledge (planes) check to recognize that this is unusual. If PCs detect evil, at this point, they will detect a faint aura. Once they have provided a light source (one strong enough to counter the deeper darkness effect [see below]), if they need one, read the following: It is dark and cold. From down the tunnel a light wind blows, carrying on it the scent of ancient decay. The tunnel opens into blackness. The walls slope away above and below and to your right and left. From the slight curve, it seems you are on the surface of a sphere. Dust floats thickly in the air. Bits of bone and fragments of metal spin weightlessly before you. As you stare into the dark, it is apparent that the skeletons of perhaps hundreds of creatures float before you. Refer to DM Aid: Map #3 and DM Aid: Map #4. Allow PCs to determine how they want to travel into the room. The sphere is 300 feet across. Columns of cloud stone cross the chamber at multiple points. PCs may cross the room by redefining their personal definition of up and walking along the columns to the other side. Note that PCs crossing the room are quickly made aware of the bones of hundred of creatures floating without apparent gravity in the air. This makes flying hazardous, and PCs must make a DC 10 + APL Reflex save anytime they fly faster than a 30 foot move; those that fail take 2d6 damage for every 10 feet above the base move of 30 that they fly. That is, a person flying at a base move of 60 feet and playing APL 10 would have to make a DC 20 Reflex or take 6d6 damage as they flew through the bones. The residents of this room have lived here for centuries, and are much more adept at maneuvering within this space. As a result, they ignore this check. APL 6 (EL 10) � Ruka, Spellstitched Cloud Giant Skeleton: hp 153; see Appendix 1. � Medium Air Necromental: hp 36; see Appendix 1. � Sickening Shock, Living Spell: hp 30; see Appendix 1. APL 8 (EL 12) � Ruka, Spellstitched Cloud Giant Skeleton: hp 153; see Appendix 2. � Huge Air Necromental: hp 144; see Appendix 2. � Sickening Shocks, Living Spells (2): hp 30 each; see Appendix 2. APL 10 (EL 14) � Ruka, Spellstitched Cloud Giant Skeleton: hp 153; see Appendix 3. � Greater Air Necromental: hp 189; see Appendix 3. � Sickening Shocks, Living Spells (2): hp 30 each; see Appendix 3. � Greasy Chill, Living Spell: hp 81; see Appendix 3. SHE5-03 The Prophet’s Voice Page 25 APL 12 (EL 16) � Ruka, Cloud Giant Mummy: hp 153; see Appendix 4. � Greater Air Necromental: hp 189; see Appendix 4. � Greasy Chill, Living Spell: hp 81; see Appendix 4. APL 14 (EL 18) � Ruka, Evolved(x2) Cloud Giant Mummy: hp 153; see Appendix 5. � Elder Air Necromental: hp 216; see Appendix 5. � Greasy Chills, Living Spells (2): hp 81 each; see Appendix 5. APL 16 (EL 20) � Ruka, Evolved(x2) Cloud Giant Mummy: hp 153; see Appendix 6. � Tempest Necromental: hp 216; see Appendix 6. � Greater Dispelling Fire, Living Spell: hp 147; see Appendix 6. APL 18 (EL 22) � Ruka, Evolved(x4) Cloud Giant Mummy: hp 153; see Appendix 7. � Air Monolith Necromental: hp 324; see Appendix 7. � Greater Dispelling Firestorm, Living Spell: hp 158; see Appendix 7. Tactics: The entrance to the bier that holds the undead corpse of Ruka is directly across from the opening. Ruka is either a skeleton or a mummy here (varies based on APL); his attempt at lichdom was an immense failure and he instead became a variant version of a skeleton or mummy. The denizens wait to attack the PCs until they approach the final door to the tomb. This space is both desecrated and unhallowed. The unhallow effect is also linked to a deeper darkness that covers the entire necropolis. The undead will flee into the bier if necessary, based on the PCs’ tactics. PCs who fail both Spot and Listen checks against the undead/living spells will be surprised. The creatures within this tomb are very familiar with this space and have fought here countless times over the millennia. They will use the limitations of the PCs’ vision against them and attack out of the darkness as they are able. This is particularly true of those creatures with Flyby Attack. Refer to the rules for light and vision on pages 164-165 of the Dungeon Master’s Guide. Remember, a light source is visible from a great distance. The inhabitants of this room will take advantage of this and pester the PCs with flyby attacks and spell fire from outside of their range of vision for as long as they can. When it comes time for melee, the creatures will attempt to attack PCs from three different directions. Due to the circumstances of the tomb and the tactics of the undead/living spells, the EL of this encounter is effectively increased by 1 (which is reflected below). At low APLs (6-10), the living spells will come straight at the PCs and engage as quickly as they can. The necromental will do flyby attacks until this is no longer tenable, switching targets if it is apparent its target is readied for its next attack. The skeleton will sneak around behind the PCs under cover of darkness if possible and engage from the opposite side as the living spells. If the PCs travel along the pillars, the skeleton will cross on an opposite pillar and swing around to the PCs’ other side, using his reach to his advantage. Remember, down is subjective on this plane and these creatures are natives. Use this in their tactics. At higher APLs (12-18), the living spells will move to flank the PCs. The mummy will fly, using his spell-like abilities and awesome morningstar, paying particular attention to arcane spellcasters and archers. The mummy will also use his innate fog cloud and obscuring mist abilities to make himself difficult to target. He will have the fear effect face away from the captured subject. The necromental will flyby as described above. At all APLs, the undead will retreat to the bier and the pit if attacked. At high APLs, the mummy knows about the puzzle that holds Azalla (see below). If forced to retreat here, he will grab a handful of gems and drop them one by one on his turn onto the pillar triggering the Constitution drain described below. This, of course, assumes he is able to retreat. Furthermore, flying targets draw the attention of the flyers. If a lone or pair of PCs pulls off from the rest and is flying, they will draw the attention of all flyers. Once the PCs defeat the enemies: You stand at the lip of a deep pit. Perhaps it is just a dead end corridor, the physics of this place are causing your brain to ache. Light glitters off of coins and other metal at its bottom. Those objects define down along the far wall. Rising from the floor is pedestal. Something rests on it. THE PIT PCs can safely descend to the floor by walking down the walls or scaling down with ropes, once they are at the bottom, read the following: Before you is a box made of mahogany. It rests on a three-foot wide pillar of cloud rock. As you look at the surface of the pillar, you can see the faint outline of an iron flask or a bottle just beneath the surface. It is almost as if the apparently solid material of the stone waxed and waned like moonlight. SHE5-03 The Prophet’s Voice Page 26 Tell the first PC who touches the box that he has an immediate flash of the last element of his or her dream. Repeat the following to the player in question if he or she asks: Around you there are walls made of steel, smooth and cold to your touch. You can take one stride forward. You can take one stride back. You can take one stride to the left or the right. That is all. The floor underneath your feet slopes gently up to the wall. You cannot stand flat footed, and your ankles and feet ache with standing on the sloping floor. Above, the light washes from red to blue to green to yellow then back to red. Unending the cycle repeats, again and again and again. It has always been this way. Long ago you remember the open sky and flight. The touch of such thoughts is fading like a song long lost. Soon, you will remember only the steel walls and the sloping floors. It has been so long. Red, Blue, Green, Yellow, Red, Blue, Green, Yellow, Red, Blue, Green, Yellow, Red, Blue, Green, Yellow, the cycle repeats endlessly. You cannot walk. You cannot move. You cannot fly. You cannot leave. There is no voice except your own. There is no color beyond these four. The walls are steel. This is all you know. The walls are all. The walls are all. The walls are all. The walls are all. Eternity stretches before you. As PCs examine the rock, let them know that it is very hard. If a PC attacks the pillar with a weapon, let them know the dream flashes through their mind again and that they hear a scream of agony. � Pillar: 3 feet thick; hardness 25; hp 150. PCs can hack through the stone, but this kills Azalla as the damage done to the stone transfers to him. PCs who slay Azalla have failed their mission; proceed to the Conclusion: Failed Mission. THE PUZZLE When PCs open the box: The box sticks slightly and then opens with a faint creak. There are eight small bowls, no more than three inches across on the left side of the case. The right side contains many precious stones of many different types. Yellow topaz bits, black shards of onyx, red chips of ruby, small white pearls, fragments of blue sapphire, green emerald chips, minute purple garnets, and small pieces of blue- greenish aquamarine fill the deeper side of the hinged box. The solution to this puzzle is straightforward. PCs need to take four red rubies, four blue sapphires, four green emeralds, and four yellow topaz into four separate bowls. The bowls must be placed on the table in the following order: red, blue, green, and yellow. The key rests in the dream. The bowls must be placed in the same order as the colored lights cycle in the dream. The number of the gems is the tricky part; hopefully the PCs will notice the repeated use of the number four in the dream: four colors, four strides, four walls. If PCs ask, tell them there are twelve each of each gem type. The other gems and extra bowls are a distraction. Placing the bowls in the wrong order or placing a bowl with the wrong colored stones on the table causes 1d4 Con damage to each person within thirty feet of the pedestal for each mistake. If PCs successfully solve the puzzle, read the following: The pedestal dissolves into vapor. The iron flask that was suspended within it tumbles to the ground with a clatter. A section of the floor beneath the pedestal disappears too, revealing what can only be the massive tomes that Gar Mujal seeks. PCs who want to examine the tomes find six three- foot by two-foot mithral covered books with sheets of hammered astral drift metal. Each is numbered in giant sequentially from one to six. PCs trying to read them find that the text is in an ancient dialect of giantish they are unfamiliar with. Further, if they are able to decipher the script, they find that it is gibberish and probably some sort of code. Treasure: Ruka’s possessions are the only treasure here for the PCs. THE DJINN The flask itself is the home of Azalla, the noble djinn they have been searching for. Releasing the djinn triggers the following: You hear a long, low, shuddering scream that builds with each moment. Smoke billows from the steel flask and steadily coalesces into the shape of a handsome bronze skinned human-like man with a balding head and honey brown hair. “Aaaaaaahhhhhh,” he breathes out loudly. “I taste the air of freedom and thank you. He bows deeply. My mind has warped and wandered in my time within. I thank you.” He bows deeply. “I am Vizier Azalla Munifa, sword brother to the Caliph. I must ask, what time has passed?” Azalla has been imprisoned for some four thousand years. He is familiar with Oerth and will be stunned to learn that the Suel Imperium and the Baklunish Empire are gone. He will also quickly surmise that his people have been lost to him too. SHE5-03 The Prophet’s Voice Page 27 PCs may immediately ask for a wish or if the djinn has a wish for them. He smirks and says: “So it always is with mortals. Hunger for power eats away at your brief span of years. Wishes are the price I pay for bondage. Do you seek to make a slave of me? You do not strike me as the same twisted and evil sort as my master was. I have no wish for you.” Azalla wants to know why the PCs have sought him out. He listens at length and is more than willing to go and speak to Maira if the PCs ask. He believes he might be able to help her, although he provides no specifics if asked. When PCs are ready to return to Oerth, go to the Conclusion. PCs who return with the books and Azalla proceed to the Successful Mission section; others proceed to the Failed Mission section. CONCLUSION FLEEING THE MOUNTAINS You were afraid that abandoning your quest might cause the dreams to return. Instead, your dreams are disturbingly empty. The passage out of the mountains was not without trial. You know you are lucky to be alive. The giants hounded your every step. Still your soul aches. You have failed. LEAVING THE MOUNTAINS You were afraid that abandoning your quest might cause the dreams to return. Instead, your dreams are disturbingly empty. The hospitality of Gar Mujal left much to be desired. You could not abide it. Still, you cannot help but feel that something has been lost here. Maira will not be pleased, of that you are certain. FAILED MISSION Gar Mujal met you with disdain. “So, you have failed? I have sent Tyv to do the work of heroes. I should expect as much. Well, I leave you with your failure. Let the magic of my spell work its power upon you. Let your remaining days be miserable. Be gone from here.” PCs who are willing to accept a debt from Gar Mujal (they receive the Debt to Gar Mujal effect on the Adventure Record) can get him to dismiss the geas spell; however, they must submit to a new geas (related to the debt) to do so. It is a long march back home. The weight of his spell coils about you like a viper. SUCCESSFUL MISSION If the PCs successfully negotiated freedom for the Folinu, read the following (and grant them the Gratitude of the Folinu effect on the Adventure Record): The Folinu were overwhelmed with gratitude and awe. They understand you traded your flesh for theirs and set them on a course of freedom. Sadly, a clean third of their number chose to stay with Gar Mujal and serve him still. A willing slave comes to love the lash. The rest were opulent with their thanks and praise. They will be close and good friends and you know you have done the right thing, regardless of cost. Proceed with the following for all successful parties: The trip back to Spinster’s Knob in Keoland is uneventful. Maira rises to meet you as you make your way to her. She smiles. “This is the Prophet?” asks Azalla, and moves towards her. “What witchery has been done to you?” he asks and touches Maira’s scarred and rune warped flesh. “Ah yes,” he says, clearly reading her thought says he has done yours at times as you have traveled, “we have much to discuss.” They speak at length and into the night. Azalla works what magic he can against Still Thy Tongue to no avail. As the sunrise comes, he approaches you all. “The workings of this rune are beyond my power. At one time I was a master of this art, but time and the steady skill of ages have made what I once knew but a shadow before the might one’s that worked this magic. Still, this Maira has the hands of the very gods upon her. She bids me thank you and tells me that she is in your debt, as am I. I have agreed to speak for her. Once I was Azalla Munifa, sword brother to the Caliph. No more, now I am only Azalla. Hence forth let me be known as The Prophet’s Voice.” With that, he bows deeply before you, and turns his back and walks towards Maira. She inclines her head in thanks. The light of the new day’s sun burns brightly. PCs who bring Azalla to Maira earn her and Silsellay’s thanks (they receive the Friendship of Maira and Immortalized in Song effects on the Adventure Record). The End SHE5-03 The Prophet’s Voice Page 28 EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 2 Defeat the giant and rescue the peasants APL 6: 180 xp. APL 8: 240 xp. APL 10: 300 xp. APL 12: 360 xp. APL 14: 420 xp. APL 16: 480 xp. APL 18: 540 xp. Encounter 5 Survive the assassination attempt APL 6: 240 xp. APL 8: 300 xp. APL 10: 360 xp. APL 12: 420 xp. APL 14: 480 xp. APL 16: 540 xp. APL 18: 600 xp. Encounter 7 Defeat the inhabitants of Necropolis APL 6: 300 xp. APL 8: 360 xp. APL 10: 420 xp. APL 12: 480 xp. APL 14: 540 xp. APL 16: 600 xp. APL 18: 660 xp. Story Award Bring Azalla back to Maira APL 6: 90 xp. APL 8: 110 xp. APL 10: 135 xp. APL 12: 155 xp. APL 14: 180 xp. APL 16: 200 xp. APL 18: 225 xp. Discretionary roleplaying award APL 6: 90 xp. APL 8: 115 xp. APL 10: 135 xp. APL 12: 160 xp. APL 14: 180 xp. APL 16: 205 xp. APL 18: 225 xp. Total possible experience APL 6: 900 xp. APL 8: 1,125 xp. APL 10: 1,350 xp. APL 12: 1,575 xp. APL 14: 1,800 xp. APL 16: 2,025 xp. APL 18: 2,250 xp. TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. SHE5-03 The Prophet’s Voice Page 29 Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional adventure, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter 2: GIANTS NOT ON ALERT APL 6: L: 6 gp, C: 0 gp, M: 0 gp. APL 8: L: 3 gp, C: 0 gp, M: 0 gp. APL 10: L: 108 gp, C: 0 gp, M: 0 gp. APL 12: L: 113 gp, C: 0 gp, M: 40 adamantine arrows (5 gp each), 2 +1 mithral breastplates (429 gp each), 2 potions of cure moderate wounds (25 gp each), 2 +1 composite longbows (+4 Str bonus) (233 gp each), 2 +1 battleaxes (193 gp each). APL 14: L: 15 gp, C: 0 gp, M: 40 adamantine arrows (5 gp each), 2 +1 mithral breastplates (429 gp each), 2 potions of cure moderate wounds (25 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each). APL 16: L: 10 gp, C: 0 gp, M: +1 huge heavy flail (197 gp), 40 adamantine arrows (5 gp each), 2 +1 mithral breastplates (429 gp each), 2 potions of cure serious wounds (63 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 (333 gp each), 2 lesser bracers of archery (417 gp each), 2 cloaks of protection +3 (750 gp each). APL 18: L: 11 gp, C: 0 gp, M: +1 huge heavy flail (197 gp), 40 adamantine arrows (5 gp each), +3 mithral breastplate (1,096 gp), +1 mithral breastplate (429 gp), 2 potions of cure serious wounds (63 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 (333 gp each), greater bracers of archery (2,083 gp), lesser bracers of archery (417 gp), 2 cloaks of protection +3 (750 gp each), gloves of dexterity +2 (333 gp), +3 wild dragonhide (silver) breastplate (3,058 gp), +1 wild heavy darkwood shield (1,355 gp), +1 scimitar (193 gp), periapt of wisdom +4 (1,333 gp), wand of cure serious wounds (CL 5th, 20 charges) (375 gp). GIANTS ON ALERT APL 6: L: 3 gp, C: 0 gp, M: 0 gp. APL 8: L: 108 gp, C: 0 gp, M: 0 gp. APL 10: L: 113 gp, C: 0 gp, M: 40 adamantine arrows (5 gp each), 2 +1 mithral breastplates (429 gp each), 2 potions of cure moderate wounds (25 gp each), 2 +1 composite longbows (+4 Str bonus) (233 gp each), 2 +1 battleaxes (193 gp each). APL 12: L: 15 gp, C: 0 gp, M: 40 adamantine arrows (5 gp each), 2 +1 mithral breastplates (429 gp each), 2 potions of cure moderate wounds (25 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each). APL 14: L: 10 gp, C: 0 gp, M: +1 huge heavy flail (197 gp), 40 adamantine arrows (5 gp each), 2 +1 mithral breastplates (429 gp each), 2 potions of cure serious wounds (63 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 (333 gp each), 2 lesser bracers of archery (417 gp each), 2 cloaks of protection +3 (750 gp each). APL 16: L: 11 gp, C: 0 gp, M: +1 huge heavy flail (197 gp), 40 adamantine arrows (5 gp each), +3 mithral breastplate (1,096 gp), +1 mithral breastplate (429 gp), 2 potions of cure serious wounds (63 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 (333 gp each), greater bracers of archery (2,083 gp), lesser bracers of archery (417 gp), 2 cloaks of protection +3 (750 gp each), gloves of dexterity +2 (333 gp), +3 wild dragonhide (silver) breastplate (3,058 gp), +1 wild heavy darkwood shield (1,355 gp), +1 scimitar (193 gp), periapt of wisdom +4 (1,333 gp), wand of cure serious wounds (CL 5th, 20 charges) (375 gp). APL 18: L: 11 gp, C: 0 gp, M: +1 huge heavy flail (197 gp), 40 adamantine arrows (5 gp each), 2 +3 mithral breastplates (1,096 gp each), 2 potions of cure serious wounds (63 gp each), +1 unholy composite longbow (+4 Str bonus) (1,567 gp), +1 bane (human) seeking composite longbow (+4 Str bonus) (1,567 gp), 2 +1 battleaxes (193 gp each), 2 amulets of health +2 (333 gp each), 2 greater bracers of archery (2,083 gp each), 2 cloaks of protection +3 (750 gp each), gloves of dexterity +2 (333 gp), +3 wild dragonhide (silver) breastplate (3,058 gp), +1 wild heavy darkwood shield (1,355 gp), +1 scimitar (193 gp), gloves SHE5-03 The Prophet’s Voice Page 30 of dexterity +4 (1,333 gp), wand of cure serious wounds (CL 5th, 20 charges) (375 gp), 2 rings of protection +4 (2,667 gp each), boots of levitation (625 gp), periapt of wisdom +6 (3,000 gp). Encounter 5: GIANTS NOT ON ALERT APL 6: L: 88 gp, C: 0 gp, M: +1 mithral breastplate (429 gp), +1 morningstar (192 gp), cloak of resistance +1 (83 gp), potion of gaseous form (63 gp), potion of haste (63 gp). APL 8: L: 88 gp, C: 0 gp, M: +2 mithral breastplate (679 gp), +1 frost morningstar (692 gp), cloak of resistance +1 (83 gp), potion of gaseous form (63 gp), potion of haste (63 gp). APL 10: L: 88 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +1 (83 gp), potion of gaseous form (63 gp), potion of haste (63 gp), amulet of health +2 (333 gp), ring of counterspells (333 gp). APL 12: L: 88 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), amulet of health +2 (333 gp), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp). APL 14: L: 88 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), amulet of health +2 (333 gp), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), headband of intellect +4 (1,333 gp), rod of withering (2,083 gp). APL 16: L: 88 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), amulet of health +2 (333 gp), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), headband of intellect +4 (1,333 gp), rod of withering (2,083 gp), ring of protection +4 (2,667 gp), scarab of protection (3,167 gp). APL 18: L: 88 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), amulet of health +2 (333 gp), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), headband of intellect +4 (1,333 gp), rod of withering (2,083 gp), ring of protection +4 (2,667 gp), scarab of protection (3,167 gp). GIANTS ON ALERT APL 6: L: 151 gp, C: 0 gp, M: +1 mithral breastplate (429 gp), +1 morningstar (192 gp), cloak of resistance +1 (83 gp), potion of gaseous form (63 gp), potion of haste (63 gp), ring of protection +1 (167 gp). APL 8: L: 151 gp, C: 0 gp, M: +2 mithral breastplate (679 gp), +1 frost morningstar (692 gp), cloak of resistance +1 (83 gp), potion of gaseous form (63 gp), potion of haste (63 gp), ring of protection +1 (167 gp), amulet of health +2 (333 gp). APL 10: L: 151 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +1 (83 gp), potion of gaseous form (63 gp), potion of haste (63 gp), 2 amulets of health +2 (333 gp each), ring of counterspells (333 gp), ring of protection +1 (167 gp), vest of resistance +1 (83 gp), cloak of charisma +2 (333 gp), 2 potions of cure serious wounds (63 gp each). APL 12: L: 151 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), 2 amulets of health +2 (333 gp each), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), ring of protection +1 (167 gp), vest of resistance +1 (83 gp), cloak of charisma +4 (1,333 gp), 2 potions of cure serious wounds (63 gp each). APL 14: L: 151 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), 2 amulets of health +2 (333 gp each), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), headband of intellect +4 (1,333 gp), rod of withering (2,083 gp), ring of protection +3 (1,500 gp), vest of resistance +1 (83 gp), cloak of charisma +4 (1,333 gp), 2 potions of cure serious wounds (63 gp each). APL 16: L: 117 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), 2 amulets of health +2 (333 gp each), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), headband of intellect +4 (1,333 gp), rod of withering (2,083 gp), ring of protection +4 (2,667 gp), scarab of protection (3,167 gp), ring of protection +3 (1,500 gp), vest of resistance +3 (750 gp), cloak of charisma +4 (1,333 gp), 2 potions of cure serious wounds (63 gp each), warlock’s scepter (2,333 gp). APL 18: L: 117 gp, C: 0 gp, M: +3 mithral breastplate (1,096 gp), +1 frost morningstar (692 gp), cloak of resistance +3 (750 gp), potion of gaseous form (63 gp), potion of haste (63 gp), amulet of health +2 (333 gp), ring of counterspells (333 gp), gloves of dexterity +4 (1,333 gp), headband of intellect +4 (1,333 gp), rod of withering (2,083 gp), 2 rings of protection +4 (2,667 gp each), scarab of protection (3,167 gp), vest of resistance +3 (750 gp), cloak of charisma +6 (3,000 gp), 2 potions of cure serious wounds (63 gp each), warlock’s scepter (2,333 gp), amulet of health +4 (1,333 gp), slippers of spider climbing (400 gp). Encounter 7: APL 6: L: 5 gp, C: 0 gp, M: 0 gp. SHE5-03 The Prophet’s Voice Page 31 APL 8: L: 5 gp, C: 0 gp, M: 0 gp. APL 10: L: 5 gp, C: 0 gp, M: 0 gp. APL 12: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan morningstar (1,530 gp), +1 huge full plate (596 gp), ring of major energy resistance (fire) (2,333 gp), winged boots (1,333 gp), cloak of turn resistance (917 gp), ring of counterspells (333 gp). APL 14: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan morningstar (1,530 gp), +1 huge full plate (596 gp), ring of major energy resistance (fire) (2,333 gp), winged boots (1,333 gp), cloak of turn resistance (917 gp), ring of counterspells (333 gp). APL 16: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan morningstar (1,530 gp), +1 huge full plate (596 gp), ring of major energy resistance (fire) (2,333 gp), winged boots (1,333 gp), cloak of turn resistance (917 gp), ring of counterspells (333 gp). APL 18: L: 0 gp, C: 0 gp, M: +2 unholy gargantuan morningstar (1,530 gp), +1 huge full plate (596 gp), ring of major energy resistance (fire) (2,333 gp), winged boots (1,333 gp), cloak of turn resistance (917 gp), ring of counterspells (333 gp). Total Possible Treasure (Maximum Reward Allowed) APL 6: L: 159 gp, C: 0 gp, M: 997 gp – Total: 1,156 gp (900 gp). APL 8: L: 264 gp, C: 0 gp, M: 2,080 gp – Total: 2,344 gp (1,300 gp). APL 10: L: 269 gp, C: 0 gp, M: 5,665 gp – Total: 5,934 gp (2,300 gp). APL 12: L: 201 gp, C: 0 gp, M: 18,375 gp – Total: 18,576 gp (3,300 gp). APL 14: L: 161 gp, C: 0 gp, M: 26,397 gp – Total: 26,558 gp (6,600 gp). APL 16: L: 128 gp, C: 0 gp, M: 44,211 gp – Total: 44,339 gp (9,900 gp). APL 18: L: 128 gp, C: 0 gp, M: 59,737 gp – Total: 59,865 gp (17,000 gp). ITEMS FOR THE ADVENTURE RECORD Special � Cursed Sleep: This PC refused to aid Maira and is haunted by horrific images in their sleep or during their meditations. This PC suffers from chronic fatigue and becomes fatigued after only 4 hours of activity. This curse can be removed only by a 17th level or higher caster. � Urg’s Hide: The hide of this would be bugbear assassin has been presented to you by Gar Mujal. � Time in Achim’s Court: This PC has his title of Lord Sinister removed; it is replaced by Lord Dire instead. This PC surrendered to the Marchioness of Sterich and was remitted into the custody of Achim, occupier of Sterich and agent of the Sakhut. Achim holds the PC as his captive for 52 TU before letting the individual go. This PC receives a +4 circumstance bonus on any Knowledge or Cha-based check related to the Sakhut or their minions as a result of this captivity. They also gain Giant as a free bonus language, if they don’t already possess it, or gain the ability to identify the race of a giant by the dialect of Giant they speak, if they do already possess it. � Lord Dire of Sterich: By causing a diplomatic incident in Sterich in order to save a helpless group of commoners from a fate worse then death, you have lost any former titles in Sterich you might have possessed (Lord Stalwart, Lord Sinister, Lord Errant) and the benefits/penalties these titles provided. Instead, you are now known as a Lord Dire, a reputation both troublesome and distinguished. The cost of upkeep is now doubled for you, as your reputation as being a dangerous person to know precedes you. However, you may always take free standard upkeep during any adventure set in the Sheldomar Valley metaregion as the commonfolk are always willing to put you up for the night in honor of your good deeds for the common man/woman. You receive a +2 circumstance bonus to all Cha-based checks with commoners and all Intimidate checks with anyone in the Sheldomar Valley metaregion. � Debt to Gar Mujal: You have bound by oath and magic. You have promised to return to Gar Mujal to do his bidding in the future and have accepted a geas (CL 20th) as part of this bargain. � Immortalized in Song: Silsellay recognizes your bravery and daring in uniting the Prophet with her Voice. She composes a ballad called The Prophet’s Voice in your honor and makes certain it is distributed to the other intelligent instruments of her Fochlucan line. This PC receives a +2 bonus to all Cha-based checks with good giants. � Friendship of Maira: Maira will secure, for your purchase, access to a single casting of greater dispel magic, remove curse, or break enchantment at CL 17th. This favor must be spent during an adventure set in the Sheldomar Valley metaregion. Mark this favor as USED when it is consumed. � Gratitude of the Folinu: The Folinu are grateful for your help. You may trade in this favor to gain access (Frequency: Adventure) to purchase the following items (from Races of the Wild): netcutter spikes, hawkfeather armor, owlfeather armor, belt of hidden pouches, safewing emblem, survival pouch. Mark this favor as USED when it is consumed. SHE5-03 The Prophet’s Voice Page 32 Item Access APL 6: • +1 Mithral Breastplate (Adventure; Dungeon Master’s Guide) • Gargantuan Items: Morningstar (Adventure; Dungeon Master’s Guide) • Large Items: Hide Armor, Morningstar, Javelin, Greatclub, Greatsword, Chain Shirt (Adventure; Dungeon Master’s Guide) APL 8 (all of APL 6 plus the following): • +1 Frost Morningstar (Adventure; Dungeon Master’s Guide) • +2 Mithral Breastplate (Adventure; Dungeon Master’s Guide) • Large Items: Half-Plate, Greatsword (Adventure; Dungeon Master’s Guide) APL 10 (all of APLs 6, 8 plus the following): • +3 Mithral Breastplate (Adventure; Dungeon Master’s Guide) • 20 Adamantine Arrows (Adventure; Dungeon Master’s Guide) • Ring of Counterspells (Adventure; Dungeon Master’s Guide) • Vest of Resistance +1 (Adventure; Complete Arcane) APL 12 (all of APLs 6, 8, 10 plus the following): • +1 Bane (Human) Seeking Composite Longbow, +4 Str Bonus (Adventure; Dungeon Master’s Guide) • +1 Unholy Composite Longbow, +4 Str Bonus (Adventure; Dungeon Master’s Guide) • +2 Unholy Gargantuan Morningstar (Adventure; Dungeon Master’s Guide) • Cloak of Charisma +4 (Adventure; Dungeon Master’s Guide) • Cloak of Resistance +3 (Adventure; Dungeon Master’s Guide) • Gloves of Dexterity +4 (Adventure; Dungeon Master’s Guide) • Huge Items: Heavy Flail, Hide Armor, +1 Full Plate (Adventure; Dungeon Master’s Guide) • Ring of Major Energy Resistance, Fire (Adventure; Dungeon Master’s Guide) • Winged Boots (Adventure; Dungeon Master’s Guide) APL 14 (all of APLs 6, 8, 10, 12 plus the following): • +1 Huge Heavy Flail (Adventure; Dungeon Master’s Guide) • Bracers of Archery, Lesser (Adventure; Dungeon Master’s Guide) • Headband of Intellect +4 (Adventure; Dungeon Master’s Guide) • Ring of Protection +3 (Adventure; Dungeon Master’s Guide) • Rod of Withering (Adventure; Dungeon Master’s Guide) APL 16 (all of APLs 6, 8, 10, 12, 14 plus the following): • +1 Wild Heavy Darkwood Shield (Adventure; Dungeon Master’s Guide) • +3 Wild Dragonhide (Silver) Breastplate (Adventure; Dungeon Master’s Guide) • Bracers of Archery, Greater (Adventure; Dungeon Master’s Guide) • Periapt of Wisdom +4 (Adventure; Dungeon Master’s Guide) • Ring of Protection +4 (Adventure; Dungeon Master’s Guide) • Scarab of Protection (Adventure; Dungeon Master’s Guide) • Vest of Resistance +3 (Adventure; Complete Arcane) • Wand of Cure Serious Wounds (CL 5th; Adventure; Dungeon Master’s Guide) • Warlock’s Scepter (Adventure; Complete Arcane) APL 18 (all of APLs 6, 8, 10, 12, 14, 16 plus the following): • Amulet of Health +4 (Adventure; Dungeon Master’s Guide) • Boots of Levitation (Adventure; Dungeon Master’s Guide) • Cloak of Charisma +6 (Adventure; Dungeon Master’s Guide) • Periapt of Wisdom +6 (Adventure; Dungeon Master’s Guide) • Slippers of Spider Climbing (Adventure; Dungeon Master’s Guide) SHE5-03 The Prophet’s Voice Page 33 APPENDIX 1 – APL 6 ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn1; CR 8; Medium Humanoid (Goblinoid); HD 3d8+5d6+1d6+27; hp 66; Init +9; Spd 30 ft., climb 20 ft.; AC 24, touch 15, flat-footed 24 (+5 Dex, +3 natural, +6 armor); BAB/Grp +5/+9; Atk +10 melee (1d8+7, +1 morningstar) or +10 ranged (1d4+4 plus poison/19-20, dagger); Full Atk +10 melee (1d8+7, +1 morningstar) or +10 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +4d6, death attack (DC 13), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, poison use; AL LE; SV Fort +5 (+6), Ref +14 (+15), Will +3 (+4); Str 18, Dex 20, Con 16, Int 14, Wis 8, Cha 8. Skills and Feats: Balance +6, Bluff +10, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Hide +16, Intimidate +0, Jump +5, Listen +3, Move Silently +20, Open Lock +10, Sleight of Hand +7, Spot +3, Tumble +16, Use Magic Device +5; Combat Expertise, Improved Feint, Improved Initiative, Iron Will. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (1, save DC 12 + spell level): 1st – critical strike*, distract assailant*. *Complete Adventurer. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +1 mithral breastplate, +1 morningstar, cloak of resistance +1, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form. Giants on Alert Urg: Male Bugbear Rog5/Asn1; CR 8; Medium Humanoid (Goblinoid); HD 3d8+5d6+1d6+27; hp 66; Init +9; Spd 30 ft., climb 20 ft.; AC 24, touch 15, flat-footed 24 (+5 Dex, +3 natural, +6 armor); BAB/Grp +5/+9; Atk +10 melee (1d8+7, +1 morningstar) or +10 ranged (1d4+4 plus poison/19-20, dagger); Full Atk +10 melee (1d8+7, +1 morningstar) or +10 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +4d6, death attack (DC 13), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, poison use; AL LE; SV Fort +5 (+6), Ref +14 (+15), Will +3 (+4); Str 18, Dex 20, Con 16, Int 14, Wis 8, Cha 8. Skills and Feats: Balance +6, Bluff +10, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Hide +16, Intimidate +0, Jump +5, Listen +3, Move Silently +20, Open Lock +10, Sleight of Hand +7, Spot +3, Tumble +16, Use Magic Device +5; Combat Expertise, Improved Feint, Improved Initiative, Iron Will. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (1, save DC 12 + spell level): 1st – critical strike*, distract assailant*. *Complete Adventurer. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +1 mithral breastplate, +1 morningstar, cloak of resistance +1, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form. Aglashti: Male Ogre Mage Warlock1; CR 9; Large Giant; HD 5d8+1d6+18; hp 48; Init +7; Spd 40 ft., fly 40 ft. (good); AC 26, touch 13, flat-footed 23 (-1 size, +3 Dex, +5 natural, +8 armor, +1 deflection); BAB/Grp +3/+11; Atk +7 melee (3d6+6/19-20, large masterwork greatsword) or +6 ranged touch (1d6, eldritch blast); Full Atk +7 melee (3d6+6/19-20, large masterwork greatsword) or +6 ranged touch (1d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, invocations (least; CL 1st), eldritch blast 1d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19; AL LE; SV Fort +7, Ref +4, Will +5; Str 18, Dex 17, Con 16, Int 13, Wis 14, Cha 22. Complete Arcane, page 5. Skills and Feats: Concentration +12, Knowledge (arcana) +2, Listen +6, Spellcraft +9, Spot +6, Use Magic Device +7 (+9 scrolls); Combat Casting, Improved Initiative, Weapon Focus (eldritch blast). Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 17), cone of cold (DC 21), gaseous form, polymorph, sleep (DC 17). CL 9th; save DC is Cha- based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as SHE5-03 The Prophet’s Voice Page 34 a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Languages: Giant, Common. Warlock Invocations Known (1; DC 16 + equivalent spell level; CL 1st): Least – devil’s sight*. *Complete Arcane. Possessions: large masterwork chain shirt, large masterwork greatsword, ring of protection +1, potion of blur, oil of magic vestment +4. ENCOUNTER 7 Ruka: Spellstitched Cloud Giant Skeleton; CR 8; Huge Undead; HD 17d12; hp 153; Init +6; Spd 50 ft.; AC 13, touch 10, flat-footed 11 (-2 size, +2 Dex, +3 natural); BAB/Grp +8/+28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA spell-like abilities; SQ DR 5/bludgeoning and 5/magic and silver, darkvision 60 ft., immunity to cold, oversize weapon, undead traits, rock catching and throwing, SR 5 (10 + Cha modifier), +2 turn resistance; AL NE; SV Fort +7, Ref +9, Will +12; Str 35, Dex 15, Con –, Int –, Wis 10, Cha 1. Complete Arcane, page 161. Feats: Improved Initiative. Spell-Like Abilities: 3/day – shocking grasp; 1/day – shield. CL 17th; save DC is Cha-based. Possessions: gargantuan morningstar. Medium Air Necromental: CR 4; Medium Undead (Air, Augmented Elemental); HD 4d12; hp 36; Init +9; Spd fly 100 ft. (perfect); AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural); BAB/Grp +3/+4; Atk/Full Atk +8 melee (1d6+1, slam); Space/Reach 5 ft./5 ft.; SA air mastery, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing; AL NE; SV Fort +3, Ref +9, Will +1; Str 12, Dex 21, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113. Skills and Feats: Listen +3, Spot +4; Dodge, Flyby Attack, Great Fortitude, Improved InitiativeB, Weapon FinesseB. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 12. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. SHE5-03 The Prophet’s Voice Page 35 Fast Healing (Ex): An air necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air). Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in whirlwind take a – 4 penalty to dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Medium air elemental: save DC 13, 1d6 damage, 10 – 30 ft. tall. Sickening Shock: Living Spell; CR 4; Medium Ooze; HD 4d10; hp 30; Init -1; Spd 20 ft.; AC 10, touch 10, flat- footed 10 (-1 Dex, +1 deflection); BAB/Grp +3/+3; Atk/Full Atk +3 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 14 (10 + its caster level); AL N; SV Fort +1, Ref +0, Will +0; Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 11. This living spell is composed of a ray of enfeeblement spell and a shocking grasp spell, both at CL 4th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 11) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 36 APPENDIX 2 – APL 8 ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn3; CR 10; Medium Humanoid (Goblinoid); HD 3d8+5d6+3d6+33; hp 79; Init +11; Spd 30 ft., climb 20 ft.; AC 25, touch 15, flat-footed 25 (+5 Dex, +3 natural, +7 armor); BAB/Grp +7/+11; Atk +12 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +14 ranged (1d4+4 plus poison/19-20, dagger); Full Atk +12/+7 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +14/+9 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +5d6, death attack (DC 15), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +1 save against poison, poison use; AL LE; SV Fort +6 (+7), Ref +17 (+18), Will +4 (+5); Str 18, Dex 20 (24), Con 16, Int 14, Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +12, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, Hide +20, Intimidate +0, Jump +5, Listen +3, Move Silently +24, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +20, Use Magic Device +5; Combat Expertise, Improved Feint, Improved Initiative, Iron Will. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (3/10, save DC 12 + spell level): 1st – critical strike*, distract assailant*, true strike; 2nd – cat’s grace (cast on self), fox’s cunning. *Complete Adventurer. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +2 mithral breastplate, +1 frost morningstar, cloak of resistance +1, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form. Giants on Alert Urg: Male Bugbear Rog5/Asn3; CR 10; Medium Humanoid (Goblinoid); HD 3d8+5d6+3d6+33; hp 79; Init +11; Spd 30 ft., climb 20 ft.; AC 25, touch 15, flat-footed 25 (+5 Dex, +3 natural, +7 armor); BAB/Grp +7/+11; Atk +12 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +14 ranged (1d4+4 plus poison/19-20, dagger); Full Atk +12/+7 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +14/+9 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +5d6, death attack (DC 15), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +1 save against poison, poison use; AL LE; SV Fort +6 (+7), Ref +17 (+18), Will +4 (+5); Str 18, Dex 20 (24), Con 16, Int 14, Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +12, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, Hide +20, Intimidate +0, Jump +5, Listen +3, Move Silently +24, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +20, Use Magic Device +5; Combat Expertise, Improved Feint, Improved Initiative, Iron Will. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (3/10, save DC 12 + spell level): 1st – critical strike*, distract assailant*, true strike; 2nd – cat’s grace (cast on self), fox’s cunning. *Complete Adventurer. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +2 mithral breastplate, +1 frost morningstar, cloak of resistance +1, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form. Aglashti: Male Ogre Mage Warlock3; CR 11; Large Giant; HD 5d8+3d6+32; hp 68; Init +7; Spd 40 ft., fly 40 ft. (good); AC 26, touch 13, flat-footed 23 (-1 size, +3 Dex, +5 natural, +8 armor, +1 deflection); BAB/Grp +5/+13; Atk +9 melee (3d6+6/19-20, large masterwork greatsword) or +8 ranged touch (2d6, eldritch blast); Full Atk +9 melee (3d6+6/19-20, large masterwork greatsword) or +8 ranged touch (2d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, invocations (least; CL 3rd), eldritch blast 2d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19, detect magic, DR 1/cold iron; AL LE; SV Fort +9, Ref +5, Will +6; Str 18, Dex 17, Con 16 (18), Int 14, Wis 14, Cha 22. Complete Arcane, page 5. Skills and Feats: Concentration +14, Knowledge (arcana) +4, Listen +6, Spellcraft +11, Spot +6, Use Magic Device +9 (+11 scrolls); Combat Casting, Improved Initiative, Weapon Focus (eldritch blast). Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 17), cone of cold (DC 21), gaseous form, polymorph, sleep (DC 17). CL 9th; save DC is Cha- based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: SHE5-03 The Prophet’s Voice Page 37 A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. Languages: Giant, Common, Infernal. Warlock Invocations Known (2; DC 16 + equivalent spell level; CL 3rd): Least – devil’s sight*, miasmic cloud*. *Complete Arcane. Possessions: large masterwork chain shirt, large masterwork greatsword, ring of protection +1, amulet of health +2, potion of blur, oil of magic vestment +4. ENCOUNTER 7 Ruka: Spellstitched Cloud Giant Skeleton; CR 8; Huge Undead; HD 17d12; hp 153; Init +6; Spd 50 ft.; AC 13, touch 10, flat-footed 11 (-2 size, +2 Dex, +3 natural); BAB/Grp +8/+28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA spell-like abilities; SQ DR 5/bludgeoning and 5/magic and silver, darkvision 60 ft., immunity to cold, oversize weapon, undead traits, rock catching and throwing, SR 5 (10 + Cha modifier), +2 turn resistance; AL NE; SV Fort +7, Ref +9, Will +12; Str 35, Dex 15, Con –, Int –, Wis 10, Cha 1. Complete Arcane, page 161. Feats: Improved Initiative. Spell-Like Abilities: 3/day – shocking grasp; 1/day – shield. CL 17th; save DC is Cha-based. Possessions: gargantuan morningstar. Huge Air Necromental: CR 8; Huge Undead (Air, Augmented Elemental); HD 16d12; hp 144; Init +13; Spd fly 100 ft. (perfect); AC 23, touch 17, flat-footed 14 (-2 size, +9 Dex, +6 natural); BAB/Grp +12/+24; Atk +19 melee (2d8+4, slam); Full Atk +19 melee (2d8+4, 2 slams); Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing, DR 5/–; AL NE; SV Fort +7, SHE5-03 The Prophet’s Voice Page 38 Ref +19, Will +5; Str 18, Dex 29, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113. Skills and Feats: Listen +11, Spot +12; Alertness, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 18. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. Fast Healing (Ex): An air necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air). Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in whirlwind take a – 4 penalty to dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Huge air elemental: save DC 22, 2d8 damage, 10 – 50 ft. tall. Sickening Shock: Living Spell; CR 4; Medium Ooze; HD 4d10; hp 30; Init -1; Spd 20 ft.; AC 10, touch 10, flat- footed 10 (-1 Dex, +1 deflection); BAB/Grp +3/+3; Atk/Full Atk +3 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 14 (10 + its caster level); AL N; SV Fort +1, Ref +0, Will +0; Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 11. This living spell is composed of a ray of enfeeblement spell and a shocking grasp spell, both at CL 4th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 11) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 39 APPENDIX 3 – APL 10 ENCOUNTER 2 Giants on Alert Gnoll Archer: Male Gnoll Ftr7; CR 8; Medium Humanoid (Gnoll); HD 2d8+7d10+36; hp 92; Init +4; Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 battleaxe) or +14 ranged (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)) or +10/+10 ranged (1d8+7/19- 20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)) or +14/+14/+9 ranged (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +12, Ref +6, Will +2; Str 18, Dex 18, Con 18, Int 6, Wis 10, Cha 6. Skills and Feats: Climb +6, Jump +5, Listen +2, Spot +3; Improved Critical (composite longbow), Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Gnoll Ranger: Male Gnoll Rgr7; CR 8; Medium Humanoid (Gnoll); HD 2d8+7d8+27; hp 75; Init +4; Spd 40 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 battleaxe) or +14 ranged (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)) or +10/+10 ranged (1d8+5/19- 20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)) or +12/+12/+7 ranged (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)); SA favored enemies (human +4, elf +2); SQ darkvision 60 ft., wild empathy +5 (+9 with animal companion), woodland stride, animal companion (Scar the wolf); AL NE; SV Fort +11, Ref +9, Will +4; Str 18, Dex 18, Con 16, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +3, Hide +8, Knowledge (nature) +1, Listen +8, Move Silently +8, Search +3, Spot +8, Survival +8 (+10 tracking); Endurance, Improved Critical (composite longbow), Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). Languages: Gnoll. Ranger Spells Prepared (2, save DC 12 + spell level): 1st – entangle, longstrider. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Scar, Wolf Animal Companion: Medium Animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +2 (+6 tracking by scent); Dodge, TrackB, Weapon Focus (bite). Tricks (2): attack, defend. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn5; CR 12; Medium Humanoid (Goblinoid); HD 3d8+5d6+5d6+52; hp 102; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat- footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); BAB/Grp +8/+12; Atk +13 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +15 ranged (1d4+4 plus poison/19-20, dagger); Full Atk +13/+8 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +15/+10 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +6d6, death attack (DC 19), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +2 save against poison, poison use; AL LE; SV Fort +7 (+8), Ref +18 (+19), Will +4 (+5); Str 18, Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +14, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, Hide +22, Intimidate +0, Jump +5, Listen +3, Move Silently +26, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +22, Use Magic Device +9; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (4/31, save DC 14 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – cat’s grace (cast on self), fox’s cunning (cast on self), invisibility. *Complete Adventurer. SHE5-03 The Prophet’s Voice Page 40 Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), cloak of resistance +1, amulet of health +2, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of shield of faith +5, potion of spider climb, potion of invisibility, potion of gaseous form. Giants on Alert Urg: Male Bugbear Rog5/Asn5; CR 12; Medium Humanoid (Goblinoid); HD 3d8+5d6+5d6+52; hp 102; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat- footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); BAB/Grp +8/+12; Atk +13 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +15 ranged (1d4+4 plus poison/19-20, dagger); Full Atk +13/+8 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +15/+10 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +6d6, death attack (DC 19), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +2 save against poison, poison use; AL LE; SV Fort +7 (+8), Ref +18 (+19), Will +4 (+5); Str 18, Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +14, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, Hide +22, Intimidate +0, Jump +5, Listen +3, Move Silently +26, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +22, Use Magic Device +9; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (4/31, save DC 14 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – cat’s grace (cast on self), fox’s cunning (cast on self), invisibility. *Complete Adventurer. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), cloak of resistance +1, amulet of health +2, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of shield of faith +5, potion of spider climb, potion of invisibility, potion of gaseous form. Aglashti: Male Ogre Mage Warlock5; CR 13; Large Giant; HD 5d8+5d6+40; hp 83; Init +7; Spd 40 ft., fly 40 ft. (good); AC 26, touch 13, flat-footed 23 (-1 size, +3 Dex, +5 natural, +8 armor, +1 deflection); BAB/Grp +6/+14; Atk +10 melee (3d6+6/19-20, large masterwork greatsword) or +9 ranged touch (3d6, eldritch blast); Full Atk +10/+5 melee (3d6+6/19-20, large masterwork greatsword) or +9 ranged touch (3d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, invocations (least; CL 5th), eldritch blast 3d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19, detect magic, DR 1/cold iron, deceive item; AL LE; SV Fort +9 (+10), Ref +5 (+6), Will +12 (+13); Str 18, Dex 17, Con 16 (18), Int 14, Wis 14, Cha 22 (24). Complete Arcane, page 5. Skills and Feats: Concentration +16, Knowledge (arcana) +6, Listen +6, Spellcraft +15, Spot +6, Use Magic Device +12 (+14 scrolls); Combat Casting, Force of Personality*, Improved Initiative, Weapon Focus (eldritch blast). *Complete Adventurer. Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 18), cone of cold (DC 22), gaseous form, polymorph, sleep (DC 18). CL 9th; save DC is Cha- based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th SHE5-03 The Prophet’s Voice Page 41 level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened. Languages: Giant, Common, Infernal. Warlock Invocations Known (3; DC 17 + equivalent spell level; CL 5th): Least – devil’s sight*, entropic warding*, miasmic cloud*. *Complete Arcane. Possessions: large masterwork chain shirt, large masterwork greatsword, ring of protection +1, vest of resistance +1*, amulet of health +2, cloak of charisma +2, 2 potions of cure serious wounds, potion of blur, oil of magic vestment +4. *Complete Arcane. ENCOUNTER 7 Ruka: Spellstitched Cloud Giant Skeleton; CR 8; Huge Undead; HD 17d12; hp 153; Init +6; Spd 50 ft.; AC 13, touch 10, flat-footed 11 (-2 size, +2 Dex, +3 natural); BAB/Grp +8/+28; Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, claw) or +8 ranged (2d8+12, rock); Full Atk +18 melee (4d6+18, gargantuan morningstar) or +18 melee (1d8+12, 2 claws) or +8 ranged (2d8+12, rock); Space/Reach 15 ft./15 ft.; SA spell-like abilities; SQ DR 5/bludgeoning and 5/magic and silver, darkvision 60 ft., immunity to cold, oversize weapon, undead traits, rock catching and throwing, SR 5 (10 + Cha modifier), +2 turn resistance; AL NE; SV Fort +7, Ref +9, Will +12; Str 35, Dex 15, Con –, Int –, Wis 10, Cha 1. Complete Arcane, page 161. Feats: Improved Initiative. Spell-Like Abilities: 3/day – shocking grasp; 1/day – shield. CL 17th; save DC is Cha-based. Possessions: gargantuan morningstar. Greater Air Necromental: CR 10; Huge Undead (Air, Augmented Elemental); HD 21d12; hp 189; Init +14; Spd fly 100 ft. (perfect); AC 28, touch 18, flat-footed 18 (-2 size, +10 Dex, +10 natural); BAB/Grp +15/+28; Atk +23 melee (2d8+5, slam); Full Atk +23 melee (2d8+5, 2 slams); Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing, DR 10/–; AL NE; SV Fort +9, Ref +22, Will +9; Str 20, Dex 31, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113. Skills and Feats: Listen +14, Spot +14; Alertness, Blind- fight, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 20. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. Fast Healing (Ex): An air necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air). Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. SHE5-03 The Prophet’s Voice Page 42 Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in whirlwind take a – 4 penalty to dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Greater air elemental: save DC 25, 2d8 damage, 10 – 60 ft. tall. Sickening Shock: Living Spell; CR 4; Medium Ooze; HD 4d10; hp 30; Init -1; Spd 20 ft.; AC 10, touch 10, flat- footed 10 (-1 Dex, +1 deflection); BAB/Grp +3/+3; Atk/Full Atk +3 melee (1d4, slam); Space/Reach 5 ft./5 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 14 (10 + its caster level); AL N; SV Fort +1, Ref +0, Will +0; Str 11, Dex 8, Con 11, Int –, Wis 8, Cha 11. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 11. This living spell is composed of a ray of enfeeblement spell and a shocking grasp spell, both at CL 4th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 11) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. Greasy Chill: Living Spell; CR 10; Large Ooze; HD 9d10+18; hp 81; Init +1; Spd 20 ft.; AC 15, touch 15, flat- footed 14 (-1 size, +1 Dex, +5 deflection); BAB/Grp +6/+12; Atk/Full Atk +7 melee (1d6+3, slam); Space/Reach 10 ft./5 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 19 (10 + its caster level); AL N; SV Fort +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int –, Wis 12, Cha 15. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 17 for the cone of cold and 13 for the grease. This living spell is composed of a cone of cold spell and a grease spell, both at CL 9th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 17) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 43 APPENDIX 4 – APL 12 ENCOUNTER 2 Giants Not on Alert Gnoll Archer: Male Gnoll Ftr7; CR 8; Medium Humanoid (Gnoll); HD 2d8+7d10+36; hp 92; Init +4; Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 battleaxe) or +14 ranged (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)) or +10/+10 ranged (1d8+7/19- 20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)) or +14/+14/+9 ranged (1d8+7/19-20/x3, +1 composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +12, Ref +6, Will +2; Str 18, Dex 18, Con 18, Int 6, Wis 10, Cha 6. Skills and Feats: Climb +6, Jump +5, Listen +2, Spot +3; Improved Critical (composite longbow), Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Gnoll Ranger: Male Gnoll Rgr7; CR 8; Medium Humanoid (Gnoll); HD 2d8+7d8+27; hp 75; Init +4; Spd 40 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +8/+12; Atk +13 melee (1d8+7/x3, +1 battleaxe) or +14 ranged (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)) or +10/+10 ranged (1d8+5/19- 20/x3, +1 composite longbow (+4 Str bonus)); Full Atk +13/+8 melee (1d8+7/x3, +1 battleaxe) or +14/+9 ranged (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)) or +12/+12/+7 ranged (1d8+5/19-20/x3, +1 composite longbow (+4 Str bonus)); SA favored enemies (human +4, elf +2); SQ darkvision 60 ft., wild empathy +5 (+9 with animal companion), woodland stride, animal companion (Scar the wolf); AL NE; SV Fort +11, Ref +9, Will +4; Str 18, Dex 18, Con 16, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +3, Hide +8, Knowledge (nature) +1, Listen +8, Move Silently +8, Search +3, Spot +8, Survival +8 (+10 tracking); Endurance, Improved Critical (composite longbow), Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). Languages: Gnoll. Ranger Spells Prepared (2, save DC 12 + spell level): 1st – entangle, longstrider. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Scar, Wolf Animal Companion: Medium Animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +2 (+6 tracking by scent); Dodge, TrackB, Weapon Focus (bite). Tricks (2): attack, defend. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Giants on Alert Fomorian Giant: CR 11; Huge Giant; HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; Atk +21 melee (4d6+18/19-20, huge heavy flail) or +21 melee (1d8+12, slam); Full Atk +21/+16/+11 melee (4d6+18/19-20, huge heavy flail) or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18; SQ DR 5/–, fast healing 5, scent, low-light vision; AL NE; SV Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +3, Move Silently +29, Spot +21; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Possessions: huge hide armor, huge heavy flail. SHE5-03 The Prophet’s Voice Page 44 Gnoll Archer: Male Gnoll Ftr10; CR 11; Medium Humanoid (Gnoll); HD 2d8+10d10+60; hp 132; Init +4; Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +11/+15; Atk +16 melee (1d8+7/x3, +1 battleaxe) or +18 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +14/+14 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +16/+11/+6 melee (1d8+7/x3, +1 battleaxe) or +18/+13/+8 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +18/+18/+13/+8 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +14, Ref +7, Will +5; Str 18, Dex 19, Con 18, Int 6, Wis 10, Cha 6. Skills and Feats: Climb +7, Jump +7, Listen +2, Spot +3; Greater Weapon Focus (composite longbow), Improved Critical (composite longbow), Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Gnoll Ranger: Male Gnoll Rgr10; CR 11; Medium Humanoid (Gnoll); HD 2d8+10d8+36; hp 99; Init +6; Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, +6 armor); BAB/Grp +11/+15; Atk +16 melee (1d8+7/x3, +1 battleaxe) or +19 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +15/+15 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +16/+11/+6 melee (1d8+7/x3, +1 battleaxe) or +19/+14/+9 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +19/+19/+14/+9 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +8 (+12 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion; AL NE; SV Fort +13, Ref +13, Will +5; Str 18, Dex 19 (23), Con 16, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Hide +11, Knowledge (nature) +1, Listen +10, Move Silently +11, Search +4, Spot +10, Survival +10 (+12 tracking); Endurance, Improved Critical (composite longbow), Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (2/2, save DC 12 + spell level): 1st – entangle, longstrider; 2nd – cat’s grace, protection from energy (fire). Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Scar, Wolf Animal Companion: Medium Animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +2 (+6 tracking by scent); Dodge, TrackB, Weapon Focus (bite). Tricks (2): attack, defend. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn7; CR 14; Medium Humanoid (Goblinoid); HD 3d8+5d6+7d6+60; hp 117; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat- footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); BAB/Grp +10/+14; Atk +15 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +17 ranged (1d4+4 plus poison/19- 20, dagger); Full Atk +15/+10 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +17/+12 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +7d6, death attack (DC 21), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +3 save against poison, poison use; AL LE; SV Fort +8 (+11), Ref +19 (+22), Will +5 (+8); Str 18, Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +16, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, Hide +24, Intimidate +0, Jump +5, Listen +3, Move Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +24, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (4/43/2, save DC 14 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, fox’s cunning (cast on self), invisibility, spider climb; 3rd – deeper darkness, nondetection, spectral weapon*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells SHE5-03 The Prophet’s Voice Page 45 (greater dispel magic), cloak of resistance +3, amulet of health +2, gloves of dexterity +4, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of shield of faith +5, potion of spider climb, potion of invisibility, potion of gaseous form. Giants on Alert Urg: Male Bugbear Rog5/Asn7; CR 14; Medium Humanoid (Goblinoid); HD 3d8+5d6+7d6+60; hp 117; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat- footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); BAB/Grp +10/+14; Atk +15 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +17 ranged (1d4+4 plus poison/19- 20, dagger); Full Atk +15/+10 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +17/+12 ranged (1d4+4 plus poison/19-20, dagger); SA sneak attack +7d6, death attack (DC 21), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +3 save against poison, poison use; AL LE; SV Fort +8 (+11), Ref +19 (+22), Will +5 (+8); Str 18, Dex 20 (24), Con 16 (18), Int 15 (19), Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +16, Climb +7, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +10, Hide +24, Intimidate +0, Jump +5, Listen +3, Move Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +24, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (4/43/2, save DC 14 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, fox’s cunning (cast on self), invisibility, spider climb; 3rd – deeper darkness, nondetection, spectral weapon*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), cloak of resistance +3, amulet of health +2, gloves of dexterity +4, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of shield of faith +5, potion of spider climb, potion of invisibility, potion of gaseous form. Aglashti: Male Ogre Mage Warlock7; CR 15; Large Giant; HD 5d8+7d6+48; hp 98; Init +8; Spd 40 ft., fly 40 ft. (good); AC 27, touch 14, flat-footed 23 (-1 size, +4 Dex, +5 natural, +8 armor, +1 deflection); BAB/Grp +8/+16; Atk +12 melee (3d6+6/19-20, large masterwork greatsword) or +12 ranged touch (4d6, eldritch blast); Full Atk +12/+7 melee (3d6+6/19-20, large masterwork greatsword) or +12 ranged touch (4d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, invocations (least, lesser; CL 7th), eldritch blast 4d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19, detect magic, DR 2/cold iron, deceive item; AL LE; SV Fort +10 (+11), Ref +7 (+8), Will +14 (+15); Str 18, Dex 18, Con 16 (18), Int 14, Wis 14, Cha 22 (26). Complete Arcane, page 5. Skills and Feats: Concentration +18, Knowledge (arcana) +8, Listen +6, Spellcraft +17, Spot +6, Use Magic Device +15 (+17 scrolls); Combat Casting, Force of Personality*, Improved Initiative, Point Blank Shot, Weapon Focus (eldritch blast). *Complete Adventurer. Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 19), cone of cold (DC 23), gaseous form, polymorph, sleep (DC 19). CL 9th; save DC is Cha- based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th SHE5-03 The Prophet’s Voice Page 46 level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened. Languages: Giant, Common, Infernal. Warlock Invocations Known (4; DC 18 + equivalent spell level; CL 7th): Least – devil’s sight*, entropic warding*, miasmic cloud*; Lesser – flee the scene*. *Complete Arcane. Possessions: large masterwork chain shirt, large masterwork greatsword, ring of protection +1, vest of resistance +1*, amulet of health +2, cloak of charisma +4, 2 potions of cure serious wounds, potion of blur, oil of magic vestment +4. *Complete Arcane. ENCOUNTER 7 Ruka: Cloud Giant Mummy; CR 14; Huge Undead (Augmented Giant); HD 17d12; hp 153; Init +1; Spd 30 ft.; AC 30, touch 9, flat-footed 29 (-2 size, +1 Dex, +12 natural, +9 armor); BAB/Grp +12/+36; Atk +28 melee (4d6+26, +2 unholy gargantuan morningstar) or +26 melee (2d8+24 plus disease, slam) or +12 ranged (2d8+16, rock); Full Atk +28/+23/+18 melee (4d6+26, +2 unholy gargantuan morningstar) or +26 melee (2d8+24 plus disease, slam) or +12 ranged (2d8+16, rock); Space/Reach 15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low-light vision, oversized weapon, rock catching, scent, DR 5/–, vulnerability to fire; AL NE; SV Fort +10, Ref +6, Will +12; Str 43, Dex 13, Con –, Int 8, Wis 20, Cha 17. Libris Mortis, page 110. Skills and Feats: Climb +20, Craft (weaponsmith) +9, Diplomacy +5, Intimidate +13, Listen +17, Perform (harp) +4, Sense Motive +11, Spot +17; Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack. Despair (Su): At the mere sight of a mummified creature, the viewer must make a Will save DC 21 or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, the target cannot be affected again by the mummy’s despair ability for 24 hours. Save DC is Cha-based. Mummy Rot (Su): Supernatural disease – natural weapon, Fort save DC 21, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. Unlike normal diseases, mummy rot persists until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease, a character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must make a DC 20 caster level check, or else the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for wither spell), after which a caster level check is no longer required to cast healing spells on the victim, and mummy rot can be magically cured as any normal disease. An afflicted character that dies of mummy rot shrivels away into sand and blows away into nothing at the first wind. Save DC is Cha-based. Spell-Like Abilities: 3/day – levitate (self plus 2,000 lbs.), obscuring mist; 1/day – fog cloud. CL 15th; save DC is Cha-based. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 lbs. each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety (140 ft. SHE5-03 The Prophet’s Voice Page 47 for cloud giants). A Huge giant can hurl rocks of 60 to 80 lbs. (Medium objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt. Oversized Weapon (Ex): A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty. Languages: Giant, Common. Possessions: +2 unholy gargantuan morningstar, +1 huge full plate, ring of major energy resistance (fire), winged boots, cloak of turn resistance*, ring of counterspells (fireball). *Libris Mortis. Greater Air Necromental: CR 10; Huge Undead (Air, Augmented Elemental); HD 21d12; hp 189; Init +14; Spd fly 100 ft. (perfect); AC 28, touch 18, flat-footed 18 (-2 size, +10 Dex, +10 natural); BAB/Grp +15/+28; Atk +23 melee (2d8+5, slam); Full Atk +23 melee (2d8+5, 2 slams); Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing, DR 10/–; AL NE; SV Fort +9, Ref +22, Will +9; Str 20, Dex 31, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113. Skills and Feats: Listen +14, Spot +14; Alertness, Blind- fight, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 20. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. Fast Healing (Ex): An air necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air). Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in whirlwind take a – 4 penalty to dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Greater air elemental: save DC 25, 2d8 damage, 10 – 60 ft. tall. Greasy Chill: Living Spell; CR 10; Large Ooze; HD 9d10+18; hp 81; Init +1; Spd 20 ft.; AC 15, touch 15, flat- footed 14 (-1 size, +1 Dex, +5 deflection); BAB/Grp +6/+12; Atk/Full Atk +7 melee (1d6+3, slam); Space/Reach 10 ft./5 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 19 (10 + its caster level); AL N; SV Fort +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int –, Wis 12, Cha 15. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 17 for the cone of cold and 13 for the grease. This living spell is composed of a cone of cold spell and a grease spell, both at CL 9th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot SHE5-03 The Prophet’s Voice Page 48 make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 17) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 49 APPENDIX 5 – APL 14 ENCOUNTER 2 Giants Not on Alert Fomorian Giant: CR 11; Huge Giant; HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; Atk +21 melee (4d6+18/19-20, huge heavy flail) or +21 melee (1d8+12, slam); Full Atk +21/+16/+11 melee (4d6+18/19-20, huge heavy flail) or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18; SQ DR 5/–, fast healing 5, scent, low-light vision; AL NE; SV Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +3, Move Silently +29, Spot +21; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Possessions: huge hide armor, huge heavy flail. Gnoll Archer: Male Gnoll Ftr10; CR 11; Medium Humanoid (Gnoll); HD 2d8+10d10+60; hp 132; Init +4; Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +11/+15; Atk +16 melee (1d8+7/x3, +1 battleaxe) or +18 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +14/+14 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +16/+11/+6 melee (1d8+7/x3, +1 battleaxe) or +18/+13/+8 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +18/+18/+13/+8 ranged (1d8+7/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +14, Ref +7, Will +5; Str 18, Dex 19, Con 18, Int 6, Wis 10, Cha 6. Skills and Feats: Climb +7, Jump +7, Listen +2, Spot +3; Greater Weapon Focus (composite longbow), Improved Critical (composite longbow), Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Gnoll Ranger: Male Gnoll Rgr10; CR 11; Medium Humanoid (Gnoll); HD 2d8+10d8+36; hp 99; Init +6; Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, +6 armor); BAB/Grp +11/+15; Atk +16 melee (1d8+7/x3, +1 battleaxe) or +19 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +15/+15 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +16/+11/+6 melee (1d8+7/x3, +1 battleaxe) or +19/+14/+9 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +19/+19/+14/+9 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +8 (+12 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion; AL NE; SV Fort +13, Ref +13, Will +5; Str 18, Dex 19 (23), Con 16, Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Hide +11, Knowledge (nature) +1, Listen +10, Move Silently +11, Search +4, Spot +10, Survival +10 (+12 tracking); Endurance, Improved Critical (composite longbow), Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (2/2, save DC 12 + spell level): 1st – entangle, longstrider; 2nd – cat’s grace, protection from energy (fire). Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure moderate wounds. Scar, Wolf Animal Companion: Medium Animal; HD 4d8+8; hp 30; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural); BAB/Grp +3/+5; Atk/Full Atk +6 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion; AL N; SV Fort +6, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +2 (+6 tracking by scent); Dodge, TrackB, Weapon Focus (bite). Tricks (2): attack, defend. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. SHE5-03 The Prophet’s Voice Page 50 Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Giants on Alert Fiendish Fomorian Giant: CR 13; Huge Giant (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19- 20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18, smite good 1/day, natural weapons are treated as magic weapons for the purpose of overcoming DR; SQ DR 5/– and 10/magic, fast healing 5, scent, low-light vision, darkvision 60 ft., cold/fire resistance 10, SR 20 (HD + 5); AL NE; SV Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +3, Move Silently +29, Spot +21; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (max +20) against a good foe. Possessions: huge hide armor, +1 huge heavy flail. Gnoll Archer: Male Gnoll Ftr12; CR 13; Medium Humanoid (Gnoll); HD 2d8+12d10+84; hp 165; Init +4; Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee (1d8+7/x3, +1 battleaxe) or +21 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +17/+17 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 battleaxe) or +21/+16/+11 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +21/+21/+16/+11 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +16 (+19), Ref +8 (+11), Will +6 (+9); Str 18, Dex 19, Con 18 (20), Int 6, Wis 10, Cha 6. Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +3; Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, lesser bracers of archery, amulet of health +2. Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 (+14 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion; AL NE; SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Hide +12 (+32 in hills), Knowledge (nature) +1, Listen +12, Move Silently +12 (+32), Search +4, Spot +12, Survival +12 (+14 tracking); Endurance, Improved Critical (composite longbow), Improved Precise Shot, Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (2/2/1, save DC 12 + spell level): 1st – entangle, longstrider; 2nd – cat’s grace, protection from energy (fire); 3rd – forestfold*. *Complete Adventurer. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, lesser bracers of archery, amulet of health +2. Scar, Wolf Animal Companion: Medium Animal; HD 6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, SHE5-03 The Prophet’s Voice Page 51 share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +4 (+8 tracking by scent); Dodge, Mobility, TrackB, Weapon Focus (bite). Tricks (3): attack, defend, track. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn9; CR 16; Medium Humanoid (Goblinoid); HD 3d8+5d6+9d6+68; hp 132; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat- footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); BAB/Grp +11/+15; Atk +16 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +18 ranged (1d4+4 plus poison/19- 20, dagger) or +16 melee touch (rod of withering); Full Atk +16/+11/+6 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +18/+13/+8 ranged (1d4+4 plus poison/19-20, dagger) or +16/+11/+6 melee touch (rod of withering); SA sneak attack +8d6, death attack (DC 24), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +4 save against poison, poison use, hide in plain sight; AL LE; SV Fort +9 (+12), Ref +20 (+23), Will +6 (+9); Str 18, Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +18, Climb +11, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +14, Hide +24, Intimidate +0, Jump +13, Listen +3, Move Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +26, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (5/4/4/3, save DC 15 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, invisibility, pass without trace, spider climb; 3rd – deeper darkness, misdirection, nondetection, spectral weapon*; 4th – freedom of movement, greater invisibility, shadow form*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), cloak of resistance +3, amulet of health +2, gloves of dexterity +4, headband of intellect +4, rod of withering, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of shield of faith +5, potion of spider climb, potion of invisibility, potion of gaseous form. Giants on Alert Urg: Male Bugbear Rog5/Asn9; CR 16; Medium Humanoid (Goblinoid); HD 3d8+5d6+9d6+68; hp 132; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat- footed 31 (+5 Dex, +3 natural, +8 armor, +5 deflection); BAB/Grp +11/+15; Atk +16 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +18 ranged (1d4+4 plus poison/19- 20, dagger) or +16 melee touch (rod of withering); Full Atk +16/+11/+6 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +18/+13/+8 ranged (1d4+4 plus poison/19-20, dagger) or +16/+11/+6 melee touch (rod of withering); SA sneak attack +8d6, death attack (DC 24), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +4 save against poison, poison use, hide in plain sight; AL LE; SV Fort +9 (+12), Ref +20 (+23), Will +6 (+9); Str 18, Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8. Skills and Feats: Balance +8, Bluff +18, Climb +11, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +14, Hide +24, Intimidate +0, Jump +13, Listen +3, Move Silently +28, Open Lock +12, Sleight of Hand +9, Spot +3, Tumble +26, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (5/4/4/3, save DC 15 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, invisibility, pass without trace, spider climb; 3rd – deeper darkness, misdirection, nondetection, spectral weapon*; 4th – freedom of movement, greater invisibility, shadow form*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), cloak of resistance +3, amulet of health +2, gloves of dexterity +4, headband of intellect +4, rod of withering, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of shield of faith +5, potion of spider climb, potion of invisibility, potion of gaseous form. Aglashti: Male Ogre Mage Warlock9; CR 17; Large Giant; HD 5d8+9d6+56; hp 113; Init +8; Spd 40 ft., fly 40 ft. (good); AC 29, touch 16, flat-footed 25 (-1 size, +4 Dex, +5 natural, +8 armor, +3 deflection); BAB/Grp +9/+17; Atk +13 melee (3d6+6/19-20, large masterwork greatsword) or +13 ranged touch (5d6, eldritch blast); Full Atk +13/+8 melee (3d6+6/19-20, large masterwork greatsword) or +13 ranged touch (5d6, eldritch blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, invocations (least, lesser; CL 9th), eldritch blast 5d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19, detect magic, DR 2/cold iron, deceive item, fiendish resilience 1; AL LE; SV Fort +11 (+12), Ref +8 (+9), Will +15 (+16); Str 18, Dex 18, Con 16 (18), Int 14, Wis 14, Cha 22 (26). Complete Arcane, page 5. SHE5-03 The Prophet’s Voice Page 52 Skills and Feats: Concentration +20, Knowledge (arcana) +10, Listen +6, Spellcraft +19, Spot +6, Use Magic Device +17 (+19 scrolls); Combat Casting, Force of Personality*, Improved Initiative, Point Blank Shot, Weapon Focus (eldritch blast). *Complete Adventurer. Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 19), cone of cold (DC 23), gaseous form, polymorph, sleep (DC 19). CL 9th; save DC is Cha- based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened. Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock’s fiendish resilience SHE5-03 The Prophet’s Voice Page 53 improves to fast healing 2, and at 18th level, it improves to fast healing 5. Languages: Giant, Common, Infernal. Warlock Invocations Known (5; DC 18 + equivalent spell level; CL 9th): Least – devil’s sight*, entropic warding*, miasmic cloud*; Lesser – flee the scene*, voracious dispelling*. *Complete Arcane. Possessions: large masterwork chain shirt, large masterwork greatsword, ring of protection +3, vest of resistance +1*, amulet of health +2, cloak of charisma +4, 2 potions of cure serious wounds, potion of blur, oil of magic vestment +4. *Complete Arcane. ENCOUNTER 7 Ruka: Evolved(x2) Cloud Giant Mummy; CR 16; Huge Undead (Augmented Giant); HD 17d12; hp 153; Init +1; Spd 30 ft.; AC 32, touch 9, flat-footed 31 (-2 size, +1 Dex, +14 natural, +9 armor); BAB/Grp +12/+38; Atk +30 melee (4d6+29, +2 unholy gargantuan morningstar) or +28 melee (2d8+27 plus disease, slam) or +12 ranged (2d8+18, rock); Full Atk +30/+25/+20 melee (4d6+29, +2 unholy gargantuan morningstar) or +28 melee (2d8+27 plus disease, slam) or +12 ranged (2d8+18, rock); Space/Reach 15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low- light vision, oversized weapon, rock catching, scent, DR 5/–, vulnerability to fire, fast healing 3; AL NE; SV Fort +10, Ref +6, Will +12; Str 47, Dex 13, Con –, Int 8, Wis 20, Cha 21. Libris Mortis, pages 100 and 110. Skills and Feats: Climb +22, Craft (weaponsmith) +9, Diplomacy +7, Intimidate +15, Listen +17, Perform (harp) +6, Sense Motive +11, Spot +17; Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack. Despair (Su): At the mere sight of a mummified creature, the viewer must make a Will save DC 23 or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, the target cannot be affected again by the mummy’s despair ability for 24 hours. Save DC is Cha-based. Mummy Rot (Su): Supernatural disease – natural weapon, Fort save DC 23, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. Unlike normal diseases, mummy rot persists until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease, a character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must make a DC 20 caster level check, or else the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for wither spell), after which a caster level check is no longer required to cast healing spells on the victim, and mummy rot can be magically cured as any normal disease. An afflicted character that dies of mummy rot shrivels away into sand and blows away into nothing at the first wind. Save DC is Cha-based. Spell-Like Abilities: 3/day – levitate (self plus 2,000 lbs.), obscuring mist; 1/day – fog cloud. CL 15th; save DC is Cha-based. Spell-Like Abilities: 1/day – cone of cold (DC 20), greater dispel magic. CL 17th; save DC is Cha-based. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 lbs. each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety (140 ft. for cloud giants). A Huge giant can hurl rocks of 60 to 80 lbs. (Medium objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt. Oversized Weapon (Ex): A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty. Languages: Giant, Common. Possessions: +2 unholy gargantuan morningstar, +1 huge full plate, ring of major energy resistance (fire), winged boots, cloak of turn resistance*, ring of counterspells (fireball). *Libris Mortis. Elder Air Necromental: CR 12; Huge Undead (Air, Augmented Elemental); HD 24d12; hp 216; Init +15; Spd fly 100 ft. (perfect); AC 29, touch 19, flat-footed 18 (-2 size, +11 Dex, +10 natural); BAB/Grp +18/+32; Atk +27 melee (2d8+6, slam); Full Atk +27 melee (2d8+6, 2 slams); Space/Reach 15 ft./15 ft.; SA air mastery, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing, DR 10/–; AL NE; SV Fort +10, Ref +25, Will +10; Str 22, Dex 33, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113. Skills and Feats: Listen +29, Spot +29; Alertness, Blind- fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 22. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. Fast Healing (Ex): An air necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air). SHE5-03 The Prophet’s Voice Page 54 Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in whirlwind take a – 4 penalty to dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Elder air elemental: save DC 28, 2d8 damage, 10 – 60 ft. tall. Greasy Chill: Living Spell; CR 10; Large Ooze; HD 9d10+18; hp 81; Init +1; Spd 20 ft.; AC 15, touch 15, flat- footed 14 (-1 size, +1 Dex, +5 deflection); BAB/Grp +6/+12; Atk/Full Atk +7 melee (1d6+3, slam); Space/Reach 10 ft./5 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 19 (10 + its caster level); AL N; SV Fort +5, Ref +4, Will +4; Str 15, Dex 12, Con 15, Int –, Wis 12, Cha 15. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 17 for the cone of cold and 13 for the grease. This living spell is composed of a cone of cold spell and a grease spell, both at CL 9th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 17) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 55 APPENDIX 6 – APL 16 ENCOUNTER 2 Giants Not on Alert Fiendish Fomorian Giant: CR 13; Huge Giant (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19- 20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18, smite good 1/day, natural weapons are treated as magic weapons for the purpose of overcoming DR; SQ DR 5/– and 10/magic, fast healing 5, scent, low-light vision, darkvision 60 ft., cold/fire resistance 10, SR 20 (HD + 5); AL NE; SV Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +3, Move Silently +29, Spot +21; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (max +20) against a good foe. Possessions: huge hide armor, +1 huge heavy flail. Gnoll Archer: Male Gnoll Ftr12; CR 13; Medium Humanoid (Gnoll); HD 2d8+12d10+84; hp 165; Init +4; Spd 30 ft.; AC 21, touch 14, flat-footed 17 (+4 Dex, +1 natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee (1d8+7/x3, +1 battleaxe) or +21 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +17/+17 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 battleaxe) or +21/+16/+11 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +21/+21/+16/+11 ranged (1d8+9/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +16 (+19), Ref +8 (+11), Will +6 (+9); Str 18, Dex 19, Con 18 (20), Int 6, Wis 10, Cha 6. Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +3; Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, lesser bracers of archery, amulet of health +2. Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 (+14 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion; AL NE; SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Hide +12 (+32 in hills), Knowledge (nature) +1, Listen +12, Move Silently +12 (+32), Search +4, Spot +12, Survival +12 (+14 tracking); Endurance, Improved Critical (composite longbow), Improved Precise Shot, Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (2/2/1, save DC 12 + spell level): 1st – entangle, longstrider; 2nd – cat’s grace, protection from energy (fire); 3rd – forestfold*. *Complete Adventurer. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, lesser bracers of archery, amulet of health +2. Scar, Wolf Animal Companion: Medium Animal; HD 6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves SHE5-03 The Prophet’s Voice Page 56 away from the ranger); AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +4 (+8 tracking by scent); Dodge, Mobility, TrackB, Weapon Focus (bite). Tricks (3): attack, defend, track. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Giants on Alert Fiendish Fomorian Giant: CR 13; Huge Giant (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19- 20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18, smite good 1/day, natural weapons are treated as magic weapons for the purpose of overcoming DR; SQ DR 10/adamantine (140 pts, from stoneskin) and 5/– and 10/magic, fast healing 5, scent, low- light vision, darkvision 60 ft., cold/fire resistance 10, SR 20 (HD + 5); AL NE; SV Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +3, Move Silently +29, Spot +21; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (max +20) against a good foe. Possessions: huge hide armor, +1 huge heavy flail. Gnoll Archer: Male Gnoll Ftr14; CR 15; Medium Humanoid (Gnoll); HD 2d8+14d10+96; hp 189; Init +6; Spd 30 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +1 natural, +8 armor); BAB/Grp +15/+19; Atk +20 melee (1d8+7/x3, +1 battleaxe) or +26 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +22/+22 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +20/+15/+10 melee (1d8+7/x3, +1 battleaxe) or +26/+21/+16 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +26/+26/+21/+16 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +17 (+20), Ref +10 (+13), Will +6 (+9); Str 18, Dex 20 (22), Con 18 (20), Int 6, Wis 10, Cha 6. Skills and Feats: Climb +8, Jump +8, Listen +3, Spot +3; Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Ranged Disarm*, Ranged Pin*, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +3 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, greater bracers of archery, amulet of health +2, gloves of dexterity +2. Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 (+14 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion; AL NE; SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Hide +12 (+32 in hills), Knowledge (nature) +1, Listen +12, Move Silently +12 (+32), Search +4, Spot +12, Survival +12 (+14 tracking); Endurance, Improved Critical (composite longbow), Improved Precise Shot, Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (2/2/1, save DC 12 + spell level): 1st – entangle, longstrider; 2nd – cat’s grace, protection from energy (fire); 3rd – forestfold*. *Complete Adventurer. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, SHE5-03 The Prophet’s Voice Page 57 grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, lesser bracers of archery, amulet of health +2. Scar, Wolf Animal Companion: Medium Animal; HD 6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +4 (+8 tracking by scent); Dodge, Mobility, TrackB, Weapon Focus (bite). Tricks (3): attack, defend, track. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Gnoll Druid: Male Gnoll Drd14; CR 15; Medium Humanoid (Gnoll); HD 2d8+14d8+64+32; hp 144 (176); Init +2; Spd 30 ft.; AC 29, touch 12, flat-footed 27 (+2 Dex, +6 natural, +8 armor, +3 shield); BAB/Grp +11/+13; Atk +13 ranged (1d4+2, sling) or +14 melee (1d6+3/18-20, +1 scimitar); Full Atk +13 ranged (1d4+2, sling) or +14/+9/+4 melee (1d6+3/18-20, +1 scimitar); SA –; SQ darkvision 60 ft., animal companion (Mauler the dire bear), wild empathy +15 (+19 with animal companion), nature sense, woodland stride, trackless step, resist nature’s lure, venom immunity, a thousand faces, wild shape 5/day (Large, Tiny, plant); AL NE; SV Fort +17, Ref +6, Will +15; Str 14, Dex 10 (14), Con 18 (22), Int 8, Wis 18 (22), Cha 8. Skills and Feats: Concentration +15, Handle Animal +4, Knowledge (nature) +7, Listen +13, Ride +2, Spellcraft +7, Spot +13, Survival +13; Blindsense*, Combat Casting, Natural Spell, Oaken Resilience**, Spell Penetration, Track. *Complete Adventurer, **Complete Divine. Languages: Gnoll, Druidic, Giant. Druid Spells Prepared (6/7/7/5/5/4/4/2, save DC 16 + spell level): 0 – create water, cure minor wounds, detect magic, know direction, light, read magic; 1st – cure light wounds, entangle, faerie fire, longstrider, produce flame x2, speak with animals; 2nd – barkskin, bear’s endurance, briar web*, cat’s grace, creeping cold*, lesser restoration, tree shape; 3rd – call lightning, infestation of maggots*, greater magic fang (on Mauler), sleet storm, vigor*; 4th – dispel magic, flame strike, freedom of movement, ice storm, murderous mist*; 5th – animal growth, baleful polymorph, stoneskin (on formian), wall of thorns; 6th – fire seeds, greater dispel magic, liveoak, miasma*; 7th – heal, true seeing. * Complete Divine. Possessions: backpack, explorer’s outfit, belt pouch, 5 days trail rations, sling and 20 bullets, wand of cure serious wounds (CL 5th, 20 charges), periapt of wisdom +4, potion of displacement, +1 scimitar, +1 wild heavy darkwood shield, +3 wild dragonhide (silver) breastplate. Mauler, Dire Bear Animal Companion: Large Animal; HD 12d8+51; hp 111; Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB/Grp +9/+23; Atk +22 melee (2d4+13, claw); Full Atk +22 melee (2d4+13, 2 claws) or +13 melee (2d8+5, bite); SA improved grab; SQ low-light vision, scent, link, share spells; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10. Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw). Tricks (7): attack, defend, down, fetch, guard, stay, track. Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat1; CR 18; Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 1d6+76; hp 147; Init +11; Spd 30 ft., climb 20 ft.; AC 30, touch 19, flat-footed 30 (+5 Dex, +3 natural, +8 armor, +4 deflection); BAB/Grp +12/+16; Atk +17 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +19 ranged (1d4+4 plus poison/19-20, dagger) or +17 melee touch (rod of withering); Full Atk +17/+12/+7 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +19/+14/+9 ranged (1d4+4 plus poison/19-20, dagger) or +17/+12/+7 melee touch (rod of withering); SA sneak attack +8d6, death attack (DC 25), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +5 save against poison, poison use, hide in plain sight, fast acrobatics, kip up, steady stance; AL LE; SV Fort +9 (+12), Ref +23 (+26), Will +6 (+9); Str 18, Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8. Complete Adventurer, page 83. Skills and Feats: Balance +16, Bluff +19, Climb +11, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +20, Hide +25, Intimidate +0, Jump +13, Listen +3, Move Silently +29, Open Lock +12, Search +6, Sleight of Hand +9, Spot +3, Tumble +26, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility, Spring Attack. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at her full normal speed. She can climb at half of her speed as a move action without taking a -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal -10 penalty on her Climb check. SHE5-03 The Prophet’s Voice Page 58 Kip Up (Ex): A thief-acrobat can stand up from prone as a free action that does not provoke an attack of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load. Steady Stance (Ex): A thief-acrobat remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and adds his class level as a bonus to remain climbing or balancing when damage is taken. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (5/4/4/4, save DC 15 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, invisibility, pass without trace, spider climb; 3rd – deeper darkness, misdirection, nondetection, spectral weapon*; 4th – freedom of movement, glibness, greater invisibility, shadow form*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), ring of protection +4, scarab of protection, cloak of resistance +3, amulet of health +2, gloves of dexterity +4, headband of intellect +4, rod of withering, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form. Giants on Alert Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat1; CR 18; Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 1d6+76; hp 147; Init +11; Spd 30 ft., climb 20 ft.; AC 30, touch 19, flat-footed 30 (+5 Dex, +3 natural, +8 armor, +4 deflection); BAB/Grp +12/+16; Atk +17 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +19 ranged (1d4+4 plus poison/19-20, dagger) or +17 melee touch (rod of withering); Full Atk +17/+12/+7 melee (1d8+7 plus 1d6 cold, +1 frost morningstar) or +19/+14/+9 ranged (1d4+4 plus poison/19-20, dagger) or +17/+12/+7 melee touch (rod of withering); SA sneak attack +8d6, death attack (DC 25), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +5 save against poison, poison use, hide in plain sight, fast acrobatics, kip up, steady stance; AL LE; SV Fort +9 (+12), Ref +23 (+26), Will +6 (+9); Str 18, Dex 20 (24), Con 16 (18), Int 16 (20), Wis 8, Cha 8. Complete Adventurer, page 83. Skills and Feats: Balance +16, Bluff +19, Climb +11, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +20, Hide +25, Intimidate +0, Jump +13, Listen +3, Move Silently +29, Open Lock +12, Search +6, Sleight of Hand +9, Spot +3, Tumble +26, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility, Spring Attack. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at her full normal speed. She can climb at half of her speed as a move action without taking a -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal -10 penalty on her Climb check. Kip Up (Ex): A thief-acrobat can stand up from prone as a free action that does not provoke an attack of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load. Steady Stance (Ex): A thief-acrobat remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and adds his class level as a bonus to remain climbing or balancing when damage is taken. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (5/4/4/4, save DC 15 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, invisibility, pass without trace, spider climb; 3rd – deeper darkness, misdirection, nondetection, spectral weapon*; 4th – freedom of movement, glibness, greater invisibility, shadow form*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), ring of protection +4, scarab of protection, cloak of resistance +3, amulet of health +2, gloves of dexterity +4, headband of intellect +4, rod of withering, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form. Aglashti: Male Ogre Mage Warlock11; CR 19; Large Giant; HD 5d8+11d6+64; hp 128; Init +8; Spd 40 ft., fly 40 ft. (good); AC 29, touch 16, flat-footed 25 (-1 size, +4 Dex, +5 natural, +8 armor, +3 deflection); BAB/Grp +11/+19; Atk +16 melee (1d8+6, warlock’s scepter) or +17 ranged touch (6d6, eldritch chain) or +17 ranged touch (6d6, eldritch chain/vitriolic blast); Full Atk +16/+11/+6 melee (1d8+6, warlock’s scepter) or +17 ranged touch (6d6, eldritch chain) or +17 ranged touch (6d6, eldritch chain/vitriolic blast); Space/Reach 10 ft./10 ft.; SA spell-like abilities, invocations (least, lesser, greater; CL 11th), eldritch blast 6d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19, detect magic, DR 3/cold iron, deceive item, fiendish resilience 1, acid/fire resistance 5; AL LE; SV Fort +11 (+14), Ref +10 (+13), Will +16 (+19); Str 18, Dex 18, Con 16 (18), Int 14, Wis 14, Cha 23 (27). Complete Arcane, page 5. Skills and Feats: Concentration +22, Knowledge (arcana) +12, Listen +6, Spellcraft +21, Spot +6, Use Magic Device +19 (+21 scrolls); Combat Casting, Force of Personality*, Improved Initiative, Lightning Reflexes, Point Blank Shot, Weapon Focus (eldritch blast). *Complete Adventurer. Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 19), cone of cold (DC 23), gaseous form, polymorph, sleep (DC 19). CL 9th; save DC is Cha- based. SHE5-03 The Prophet’s Voice Page 59 Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened. Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock’s fiendish resilience improves to fast healing 2, and at 18th level, it improves to fast healing 5. Energy Resistance (Su): At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy. Languages: Giant, Common, Infernal. SHE5-03 The Prophet’s Voice Page 60 Warlock Invocations Known (7; DC 18 + equivalent spell level; CL 11th): Least – devil’s sight*, entropic warding*, miasmic cloud*; Lesser – eldritch chain*, flee the scene*, voracious dispelling*; Greater – vitriolic blast*. *Complete Arcane. Possessions: large masterwork chain shirt, ring of protection +3, vest of resistance +3*, warlock’s scepter*, amulet of health +2, cloak of charisma +4, 2 potions of cure serious wounds, potion of blur, oil of magic vestment +4. *Complete Arcane. ENCOUNTER 7 Ruka: Evolved(x2) Cloud Giant Mummy; CR 16; Huge Undead (Augmented Giant); HD 17d12; hp 153; Init +1; Spd 30 ft.; AC 32, touch 9, flat-footed 31 (-2 size, +1 Dex, +14 natural, +9 armor); BAB/Grp +12/+38; Atk +30 melee (4d6+29, +2 unholy gargantuan morningstar) or +28 melee (2d8+27 plus disease, slam) or +12 ranged (2d8+18, rock); Full Atk +30/+25/+20 melee (4d6+29, +2 unholy gargantuan morningstar) or +28 melee (2d8+27 plus disease, slam) or +12 ranged (2d8+18, rock); Space/Reach 15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low- light vision, oversized weapon, rock catching, scent, DR 5/–, vulnerability to fire, fast healing 3; AL NE; SV Fort +10, Ref +6, Will +12; Str 47, Dex 13, Con –, Int 8, Wis 20, Cha 21. Libris Mortis, pages 100 and 110. Skills and Feats: Climb +22, Craft (weaponsmith) +9, Diplomacy +7, Intimidate +15, Listen +17, Perform (harp) +6, Sense Motive +11, Spot +17; Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack. Despair (Su): At the mere sight of a mummified creature, the viewer must make a Will save DC 23 or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, the target cannot be affected again by the mummy’s despair ability for 24 hours. Save DC is Cha-based. Mummy Rot (Su): Supernatural disease – natural weapon, Fort save DC 23, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. Unlike normal diseases, mummy rot persists until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease, a character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must make a DC 20 caster level check, or else the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for wither spell), after which a caster level check is no longer required to cast healing spells on the victim, and mummy rot can be magically cured as any normal disease. An afflicted character that dies of mummy rot shrivels away into sand and blows away into nothing at the first wind. Save DC is Cha-based. Spell-Like Abilities: 3/day – levitate (self plus 2,000 lbs.), obscuring mist; 1/day – fog cloud. CL 15th; save DC is Cha-based. Spell-Like Abilities: 1/day – cone of cold (DC 20), greater dispel magic. CL 17th; save DC is Cha-based. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 lbs. each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety (140 ft. for cloud giants). A Huge giant can hurl rocks of 60 to 80 lbs. (Medium objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt. Oversized Weapon (Ex): A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty. Languages: Giant, Common. Possessions: +2 unholy gargantuan morningstar, +1 huge full plate, ring of major energy resistance (fire), winged boots, cloak of turn resistance*, ring of counterspells (fireball). *Libris Mortis. Tempest Necromental: CR 17; Gargantuan Undead (Air, Earth, Fire, Water, Augmented Elemental); HD 24d12; hp 216; Init -2; Spd fly 60 ft. (good); AC 26, touch 14, flat-footed 26 (-4 size, -2 Dex, +12 natural, +10 deflection); BAB/Grp +18/+39; Atk +23 melee (2d8+13, slam); Full Atk +23 melee (2d8+13, 2 slams); Space/Reach 20 ft./10 ft.; SA burn, drench, spell-like abilities, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing, defensive aura, DR 10/–, elemental mastery; AL NE; SV Fort +16, Ref +12, Will +8; Str 29, Dex 6, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113; Monster Manual 2, page 193. Skills and Feats: Concentration +5, Listen +11, Spot +11; Alertness, Awesome Blow, Cleave, Empower Spell- Like Ability (chill touch), Endurance, Flyby Attack, Great Cleave, Great Fortitude, Improved Bull Rush, Power Attack. Spell-Like Abilities: At will – chill touch, gust of wind, lightning bolt, wind wall. CL 9th; save DC is Cha-based. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 22. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. SHE5-03 The Prophet’s Voice Page 61 Fast Healing (Ex): A tempest necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air, earth, fire, or water). Elemental Mastery (Ex): A tempest gains a +1 bonus on attack and damage rolls if both it and its foe are in contact with any of the four elements (air, earth, fire, or water) Defensive Aura (Sp): A tempest has a +10 deflection bonus to AC. This ability is always in effect. Burn (Ex): Anyone hit by a tempest’s slam attack must succeed at a Reflex save (DC 31) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the fire. Any creature hitting a tempest with a natural weapon or unarmed attack takes fire damage as though hit by its slam attack and also catches fire unless it succeeds at a Reflex save. Save DC is Str-based. Drench (Ex): The tempest’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Huge size or smaller. The creature can dispel magical fire it touches as if by dispel magic (CL = HD). The tempest can choose not to activate this ability (in order to not extinguish the flame of an opponent affected by its burn attack, for example. Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 31) to cast a spell. Creatures caught in whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 31) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Tempest: save DC 31, 4d6 damage, 10 – 50 ft. tall. Greater Dispelling Fire: Living Spell; CR 15; Huge Ooze; HD 15d10+45; hp 147; Init +1; Spd 40 ft.; AC 15, touch 15, flat-footed 14 (-2 size, +1 Dex, +6 deflection); BAB/Grp +11/+22; Atk/Full Atk +12 melee (1d8+3, slam); Space/Reach 15 ft./10 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 25 (10 + its caster level); AL N; SV Fort +8, Ref +6, Will +6; Str 16, Dex 13, Con 16, Int –, Wis 13, Cha 16. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 18 for the flame strike. This living spell is composed of a greater dispel magic spell and a flame strike spell, both at CL 15th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 19) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 62 APPENDIX 7 – APL 18 ENCOUNTER 2 Giants Not on Alert Fiendish Fomorian Giant: CR 13; Huge Giant (Extraplanar); HD 15d8+90; hp 158; Init +1; Spd: 40 ft.; AC 21, touch 9, flat-footed 20 (-2 size, +1 Dex, +9 natural, +3 armor); BAB/Grp +11/+31; Atk +22 melee (4d6+19/19- 20, +1 huge heavy flail) or +21 melee (1d8+12, slam); Full Atk +22/+17/+12 melee (4d6+19/19-20, +1 huge heavy flail) or +21 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18, smite good 1/day, natural weapons are treated as magic weapons for the purpose of overcoming DR; SQ DR 10/adamantine (140 pts, from stoneskin) and 5/– and 10/magic, fast healing 5, scent, low- light vision, darkvision 60 ft., cold/fire resistance 10, SR 20 (HD + 5); AL NE; SV Fort +15, Ref +6, Will +6; Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +3, Move Silently +29, Spot +21; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+18 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (max +20) against a good foe. Possessions: huge hide armor, +1 huge heavy flail. Gnoll Archer: Male Gnoll Ftr14; CR 15; Medium Humanoid (Gnoll); HD 2d8+14d10+96; hp 189; Init +6; Spd 30 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +1 natural, +8 armor); BAB/Grp +15/+19; Atk +20 melee (1d8+7/x3, +1 battleaxe) or +26 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +22/+22 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +20/+15/+10 melee (1d8+7/x3, +1 battleaxe) or +26/+21/+16 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +26/+26/+21/+16 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +17 (+20), Ref +10 (+13), Will +6 (+9); Str 18, Dex 20 (22), Con 18 (20), Int 6, Wis 10, Cha 6. Skills and Feats: Climb +8, Jump +8, Listen +3, Spot +3; Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Ranged Disarm*, Ranged Pin*, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +3 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, greater bracers of archery, amulet of health +2, gloves of dexterity +2. Gnoll Ranger: Male Gnoll Rgr12; CR 13; Medium Humanoid (Gnoll); HD 2d8+12d8+56; hp 126; Init +6; Spd 40 ft.; AC 22, touch 15, flat-footed 17 (+5 Dex, +1 natural, +6 armor); BAB/Grp +13/+17; Atk +18 melee (1d8+7/x3, +1 battleaxe) or +22 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +18/+18 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +18/+13/+8 melee (1d8+7/x3, +1 battleaxe) or +22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +22/+22/+17/+12 ranged (1d8+5/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +10 (+14 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion; AL NE; SV Fort +15 (+18), Ref +14 (+17), Will +6 (+9); Str 18, Dex 19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. Skills and Feats: Climb +4, Hide +12 (+32 in hills), Knowledge (nature) +1, Listen +12, Move Silently +12 (+32), Search +4, Spot +12, Survival +12 (+14 tracking); Endurance, Improved Critical (composite longbow), Improved Precise Shot, Improved Rapid Shot*, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (2/2/1, save DC 12 + spell level): 1st – entangle, longstrider; 2nd – cat’s grace, protection from energy (fire); 3rd – forestfold*. *Complete Adventurer. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +1 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, lesser bracers of archery, amulet of health +2. SHE5-03 The Prophet’s Voice Page 63 Scar, Wolf Animal Companion: Medium Animal; HD 6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +7 melee (1d6+3, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +4 (+8 tracking by scent); Dodge, Mobility, TrackB, Weapon Focus (bite). Tricks (3): attack, defend, track. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Gnoll Druid: Male Gnoll Drd14; CR 15; Medium Humanoid (Gnoll); HD 2d8+14d8+64+32; hp 144 (176); Init +2; Spd 30 ft.; AC 29, touch 12, flat-footed 27 (+2 Dex, +6 natural, +8 armor, +3 shield); BAB/Grp +11/+13; Atk +13 ranged (1d4+2, sling) or +14 melee (1d6+3/18-20, +1 scimitar); Full Atk +13 ranged (1d4+2, sling) or +14/+9/+4 melee (1d6+3/18-20, +1 scimitar); SA –; SQ darkvision 60 ft., animal companion (Mauler the dire bear), wild empathy +15 (+19 with animal companion), nature sense, woodland stride, trackless step, resist nature’s lure, venom immunity, a thousand faces, wild shape 5/day (Large, Tiny, plant); AL NE; SV Fort +17, Ref +6, Will +15; Str 14, Dex 10 (14), Con 18 (22), Int 8, Wis 18 (22), Cha 8. Skills and Feats: Concentration +15, Handle Animal +4, Knowledge (nature) +7, Listen +13, Ride +2, Spellcraft +7, Spot +13, Survival +13; Blindsense*, Combat Casting, Natural Spell, Oaken Resilience**, Spell Penetration, Track. *Complete Adventurer, **Complete Divine. Languages: Gnoll, Druidic, Giant. Druid Spells Prepared (6/7/7/5/5/4/4/2, save DC 16 + spell level): 0 – create water, cure minor wounds, detect magic, know direction, light, read magic; 1st – cure light wounds, entangle, faerie fire, longstrider, produce flame x2, speak with animals; 2nd – barkskin, bear’s endurance, briar web*, cat’s grace, creeping cold*, lesser restoration, tree shape; 3rd – call lightning, infestation of maggots*, greater magic fang (on Mauler), sleet storm, vigor*; 4th – dispel magic, flame strike, freedom of movement, ice storm, murderous mist*; 5th – animal growth, baleful polymorph, stoneskin (on formian), wall of thorns; 6th – fire seeds, greater dispel magic, liveoak, miasma*; 7th – heal, true seeing. * Complete Divine. Possessions: backpack, explorer’s outfit, belt pouch, 5 days trail rations, sling and 20 bullets, wand of cure serious wounds (CL 5th, 20 charges), periapt of wisdom +4, potion of displacement, +1 scimitar, +1 wild heavy darkwood shield, +3 wild dragonhide (silver) breastplate. Mauler, Dire Bear Animal Companion: Large Animal; HD 12d8+51; hp 111; Init +1; Spd 40 ft.; AC 17, touch 10, flat-footed 16 (-1 size, +1 Dex, +7 natural); BAB/Grp +9/+23; Atk +22 melee (2d4+13, claw); Full Atk +22 melee (2d4+13, 2 claws) or +13 melee (2d8+5, bite); SA improved grab; SQ low-light vision, scent, link, share spells; AL N; SV Fort +12, Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10. Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness, Weapon Focus (claw). Tricks (7): attack, defend, down, fetch, guard, stay, track. Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Giants on Alert Fiendish Fomorian Giant Bbn2: CR 15; Huge Giant (Extraplanar); HD 15d8+2d12+153; hp 223; Init +2; Spd: 50 ft.; AC 27, touch 15, flat-footed 27 (-2 size, +2 Dex, +9 natural, +3 armor, +5 deflection); BAB/Grp +13/+35; Atk +26 melee (4d6+22/19-20, +1 huge heavy flail) or +25 melee (1d8+14, slam); Full Atk +26/+21/+16 melee (4d6+22/19- 20, +1 huge heavy flail) or +25 melee (1d8+14, 2 slams); Space/Reach 15 ft./15 ft.; SA trample 2d10+18, smite good 1/day, natural weapons are treated as magic weapons for the purpose of overcoming DR, rage 1/day; SQ fast movement, uncanny dodge, DR 10/adamantine (150 pts, from stoneskin) and 5/– and 10/magic, fast healing 5, scent, low-light vision, darkvision 60 ft., cold/fire resistance 10, SR 22 (HD + 5); AL NE; SV Fort +21, Ref +7, Will +7; Str 38, Dex 15, Con 28, Int 10, Wis 14, Cha 9. Monster Manual II, page 105. Skills and Feats: Listen +12, Move Silently +30, Spot +22; Alertness, Cleave, Great Cleave, Power Attack, Track. Skills: A fomorian has a +10 racial bonus to Move Silently checks. Languages: Giant, Common. Trample (Ex): As a standard action during its turn each round, a fomorian can trample opponents at least one size category smaller than itself. This attack deals 2d10+21 points of bludgeoning damage. A trampled opponent can attempt either an attack of opportunity at a –4 penalty or a Reflex save (DC 29) for half damage. Fast Healing (Ex): A Fomorian regains lost hit points at the rate of 5 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the fomorian to regrow or reattach lost body parts. Scent (Ex): A fomorian can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (max +20) against a good foe. Possessions: huge hide armor, +1 huge heavy flail, potion of shield of faith +5. Gnoll Archer: Male Gnoll Ftr16; CR 17; Medium Humanoid (Gnoll); HD 2d8+16d10+108; hp 213; Init +11; Spd 30 ft.; AC 33, touch 19, flat-footed 28 (+5 Dex, +6 natural, +8 armor, +4 deflection); BAB/Grp +17/+21; Atk SHE5-03 The Prophet’s Voice Page 64 +22 melee (1d8+7/x3, +1 battleaxe) or +29 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +25/+25 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)); Full Atk +22/+17/+12/+7 melee (1d8+7/x3, +1 battleaxe) or +29/+24/+19/+14 ranged (1d8+10/19-20/x3, +1 unholy composite longbow (+4 Str bonus)) or +29/+29/+24/+19/+14 ranged (1d8+10/19- 20/x3, +1 unholy composite longbow (+4 Str bonus)); SA –; SQ darkvision 60 ft.; AL NE; SV Fort +18 (+21), Ref +12 (+15), Will +7 (+10); Str 18, Dex 20 (24), Con 18 (20), Int 6, Wis 10, Cha 6. Skills and Feats: Climb +9, Jump +9, Listen +3, Spot +3; Greater Weapon Focus (composite longbow), Greater Weapon Specialization (composite longbow), Improved Critical (composite longbow), Improved Initiative, Improved Rapid Shot*, Improved Toughness*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Ranged Disarm*, Ranged Pin*, Raised Sunder*, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). *Complete Warrior. Languages: Gnoll, Giant. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, waterskin, whetstone, +1 battleaxe, +1 unholy composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +3 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, greater bracers of archery, amulet of health +2, gloves of dexterity +4, boots of levitation, ring of protection +4, potion of barkskin +5. Gnoll Ranger: Male Gnoll Rgr14; CR 15; Medium Humanoid (Gnoll); HD 2d8+14d8+64; hp 144; Init +6; Spd 40 ft.; AC 24, touch 15, flat-footed 19 (+5 Dex, +1 natural, +8 armor); BAB/Grp +15/+19; Atk +20 melee (1d8+7/x3, +1 battleaxe) or +25 ranged (1d8+6/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +21/+21 ranged (1d8+6/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); Full Atk +20/+15/+10 melee (1d8+7/x3, +1 battleaxe) or +25/+20/+15 ranged (1d8+6/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)) or +25/+25/+20/+15 ranged (1d8+6/19-20/x3, +1 bane (human) seeking composite longbow (+4 Str bonus)); SA favored enemies (human +6, elf +2, halfling +2); SQ darkvision 60 ft., wild empathy +12 (+16 with animal companion), woodland stride, animal companion (Scar the wolf), swift tracker, evasion, camouflage; AL NE; SV Fort +16 (+19), Ref +15 (+18), Will +8 (+11); Str 18, Dex 19 (23), Con 16 (18), Int 6, Wis 14, Cha 6. Skills and Feats: Climb +5, Hide +13 (+33 in hills), Knowledge (nature) +2, Listen +13, Move Silently +13 (+33), Search +5, Spot +13, Survival +13 (+15 tracking); Endurance, Improved Critical (composite longbow), Improved Precise Shot, Improved Rapid Shot*, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (composite longbow). *Complete Warrior. Languages: Gnoll. Ranger Spells Prepared (3/2/1, save DC 12 + spell level): 1st – entangle, longstrider, resist energy (cold); 2nd – cat’s grace, protection from energy (fire); 3rd – forestfold*. *Complete Adventurer. Possessions: backpack, explorer’s outfit, iron pot, belt pouch, 5 days trail rations, torch, crowbar, flint and steel, grappling hook, 50 ft. silk rope, +1 battleaxe, +1 bane (human) seeking composite longbow (+4 Str bonus), quiver (40 arrows, 20 adamantine arrows), +3 mithral breastplate, potion of cure serious wounds, cloak of resistance +3, greater bracers of archery, amulet of health +2, gloves of dexterity +2. Scar, Wolf Animal Companion: Medium Animal; HD 6d8+12; hp 45; Init +3; Spd 50 ft. (60 ft. until it moves away from the ranger); AC 19, touch 13, flat-footed 16 (+3 Dex, +6 natural); BAB/Grp +4/+6; Atk/Full Atk +11 melee (1d6+7, bite); SA trip; SQ low-light vision, scent, link, share spells, evasion, devotion; AL N; SV Fort +7, Ref +8, Will +3; Str 15, Dex 17, Con 15, Int 2, Wis 12, Cha 6. Skills and Feats: Hide +4, Listen +3, Move Silently +4, Spot +3, Survival +4 (+8 tracking by scent); Dodge, Mobility, TrackB, Weapon Focus (bite). Tricks (3): attack, defend, track. Skills: Wolves have a +4 racial bonus on Survival checks when tracking by scent. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Gnoll Druid: Male Gnoll Drd16; CR 17; Medium Humanoid (Gnoll); HD 2d8+16d8+72+36; hp 162 (198); Init +2; Spd 30 ft., fly 40 ft. (good); AC 33, touch 16, flat- footed 31 (+2 Dex, +6 natural, +8 armor, +3 shield, +4 deflection); BAB/Grp +13/+15; Atk +15 ranged (1d4+2, sling) or +16 melee (1d6+3/18-20, +1 scimitar); Full Atk +15 ranged (1d4+2, sling) or +16/+11/+6 melee (1d6+3/18-20, +1 scimitar); SA –; SQ darkvision 60 ft., animal companion (Mauler the dire bear), wild empathy +17 (+21 with animal companion), nature sense, woodland stride, trackless step, resist nature’s lure, venom immunity, a thousand faces, wild shape (Large, Tiny, plant, Huge), wild shape 1/day (elemental), timeless body; AL NE; SV Fort +18, Ref +7, Will +17; Str 14, Dex 10 (14), Con 18 (22), Int 8, Wis 18 (24), Cha 8. Skills and Feats: Concentration +17, Handle Animal +4, Knowledge (nature) +7, Listen +14, Ride +4, Spellcraft +7, Spot +14, Survival +16; Blindsense*, Combat Casting, Greater Spell Penetration, Natural Spell, Oaken Resilience**, Spell Penetration, Track. *Complete Adventurer, **Complete Divine. Languages: Gnoll, Druidic, Giant. Druid Spells Prepared (6/7/7/7/5/5/4/4/2, save DC 17 + spell level): 0 – create water, cure minor wounds, detect magic, know direction, light, read magic; 1st – cure light wounds, entangle, faerie fire, longstrider, produce flame x2, speak with animals; 2nd – barkskin, bear’s endurance, briar web*, cat’s grace, creeping cold*, lesser restoration, tree shape; 3rd – call lightning, infestation of maggots*, greater magic fang x2 (on Mauler and Scar), protection from energy, sleet storm, vigor*; 4th – dispel magic, flame strike, freedom of movement, ice storm, SHE5-03 The Prophet’s Voice Page 65 murderous mist*; 5th – animal growth, baleful polymorph, cure critical wounds, stoneskin (on formian), wall of thorns; 6th – fire seeds, greater dispel magic, liveoak, miasma*; 7th – brilliant aura*, greater creeping cold*, heal, true seeing; 8th – finger of death, whirlwind. * Complete Divine. Possessions: backpack, explorer’s outfit, belt pouch, 5 days trail rations, sling and 20 bullets, wand of cure serious wounds (CL 5th, 20 charges), periapt of wisdom +6, potion of displacement, potion of fly, +1 scimitar, +1 wild heavy darkwood shield, +3 wild dragonhide (silver) breastplate, ring of protection +4. Mauler, Dire Bear Animal Companion: Large Animal; HD 14d8+59; hp 129; Init +2; Spd 40 ft.; AC 20, touch 11, flat-footed 18 (-1 size, +2 Dex, +9 natural); BAB/Grp +10/+25; Atk +25 melee (2d4+15, claw); Full Atk +25 melee (2d4+15, 2 claws) or +15 melee (2d8+5, bite); SA improved grab; SQ low-light vision, scent, link, share spells, evasion; AL N; SV Fort +13, Ref +11, Will +10; Str 32, Dex 14, Con 19, Int 2, Wis 12, Cha 10. Skills and Feats: Listen +11, Spot +11, Swim +14; Alertness, Endurance, Run, Toughness, Weapon Focus (claw). Tricks (7): attack, defend, down, fetch, guard, stay, track, work. Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. ENCOUNTER 5 Giants Not on Alert Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat3; CR 20; Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 3d6+84; hp 162; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-footed 31 (+5 Dex, +3 natural, +8 armor, +4 deflection, +1 dodge); BAB/Grp +14/+20; Atk +21 melee (1d8+10 plus 1d6 cold, +1 frost morningstar) or +23 ranged (1d4+6 plus poison/19-20, dagger) or +21 melee touch (rod of withering); Full Atk +21/+16/+11 melee (1d8+10 plus 1d6 cold, +1 frost morningstar) or +23/+18/+13 ranged (1d4+6 plus poison/19-20, dagger) or +21/+16/+11 melee touch (rod of withering); SA sneak attack +8d6, death attack (DC 25), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +5 save against poison, poison use, hide in plain sight, fast acrobatics, kip up, steady stance, agile fighting, slow fall 20 ft., acrobatic charge, defensive roll 1/day; AL LE; SV Fort +10 (+13), Ref +24 (+27), Will +7 (+10); Str 22, Dex 20 (24), Con 17 (19), Int 16 (20), Wis 8, Cha 8. Complete Adventurer, page 83. Skills and Feats: Balance +18, Bluff +19, Climb +17, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +25, Hide +25, Intimidate +0, Jump +17, Listen +3, Move Silently +29, Open Lock +12, Search +13, Sleight of Hand +9, Spot +3, Tumble +28, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at her full normal speed. She can climb at half of her speed as a move action without taking a -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal -10 penalty on her Climb check. Kip Up (Ex): A thief-acrobat can stand up from prone as a free action that does not provoke an attack of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load. Steady Stance (Ex): A thief-acrobat remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and adds his class level as a bonus to remain climbing or balancing when damage is taken. Acrobatic Charge (Ex): Starting at third level, a thief-acrobat can charge in situations where others cannot. He can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables him to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstances, the thief-acrobat may still need to make the appropriate skill checks (Balance, Jump, Tumble, or Use Rope) to successfully move over the terrain. Agile Fighting (Ex): A whirling, spinning thief- acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to AC. When fighting defensively or using total defense, this bonus becomes +2. In addition, a thief-acrobat takes no penalty to her AC or on her melee attack rolls when kneeling, sitting, or prone. This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load. Defensive Roll (Ex): Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow to take less damage from it then she otherwise would. See the rogue class feature, Player’s Handbook, page 51. Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat reduces the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 30 feet. See the monk class feature, Player’s Handbook, page 41. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (5/4/4/4, save DC 15 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, invisibility, pass without trace, spider climb; 3rd – deeper darkness, misdirection, nondetection, spectral weapon*; 4th – freedom of movement, glibness, greater invisibility, shadow form*. *Complete Adventurer, **Complete Arcane. SHE5-03 The Prophet’s Voice Page 66 Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), ring of protection +4, scarab of protection, cloak of resistance +3, amulet of health +2, gloves of dexterity +4, headband of intellect +4, rod of withering, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form, manual of gainful exercise +4. Giants on Alert Urg: Male Bugbear Rog5/Asn10/Thief-Acrobat3; CR 20; Medium Humanoid (Goblinoid); HD 3d8+5d6+10d6+ 3d6+84; hp 162; Init +11; Spd 30 ft., climb 20 ft.; AC 31, touch 20, flat-footed 31 (+5 Dex, +3 natural, +8 armor, +4 deflection, +1 dodge); BAB/Grp +14/+20; Atk +21 melee (1d8+10 plus 1d6 cold, +1 frost morningstar) or +23 ranged (1d4+6 plus poison/19-20, dagger) or +21 melee touch (rod of withering); Full Atk +21/+16/+11 melee (1d8+10 plus 1d6 cold, +1 frost morningstar) or +23/+18/+13 ranged (1d4+6 plus poison/19-20, dagger) or +21/+16/+11 melee touch (rod of withering); SA sneak attack +8d6, death attack (DC 25), spells; SQ darkvision 60 ft., scent, trapfinding, evasion, trap sense +1, uncanny dodge, improved uncanny dodge, +5 save against poison, poison use, hide in plain sight, fast acrobatics, kip up, steady stance, agile fighting, slow fall 20 ft., acrobatic charge, defensive roll 1/day; AL LE; SV Fort +10 (+13), Ref +24 (+27), Will +7 (+10); Str 22, Dex 20 (24), Con 17 (19), Int 16 (20), Wis 8, Cha 8. Complete Adventurer, page 83. Skills and Feats: Balance +18, Bluff +19, Climb +17, Diplomacy +0, Disguise +4 (+6 acting), Escape Artist +25, Hide +25, Intimidate +0, Jump +17, Listen +3, Move Silently +29, Open Lock +12, Search +13, Sleight of Hand +9, Spot +3, Tumble +28, Use Magic Device +13; Combat Expertise, Dodge, Improved Feint, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack. Skills: Bugbears have a +4 racial bonus on Move Silently checks. Fast Acrobatics (Ex): A thief-acrobat can avoid the normal penalties for accelerated movement while using acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at her full normal speed. She can climb at half of her speed as a move action without taking a -5 penalty on her Climb check. Finally, she can tumble at her full speed without taking the normal -10 penalty on her Climb check. Kip Up (Ex): A thief-acrobat can stand up from prone as a free action that does not provoke an attack of opportunity. This ability works only if the thief-acrobat wears light or no armor and carries no more than a light load. Steady Stance (Ex): A thief-acrobat remains stable on his feet when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and adds his class level as a bonus to remain climbing or balancing when damage is taken. Acrobatic Charge (Ex): Starting at third level, a thief-acrobat can charge in situations where others cannot. He can charge over difficult terrain that normally slows movement or through allies blocking her path. This ability enables him to charge across a cluttered battlefield, leap down from a ledge, or swing across a chasm to get to her target. Depending on the circumstances, the thief-acrobat may still need to make the appropriate skill checks (Balance, Jump, Tumble, or Use Rope) to successfully move over the terrain. Agile Fighting (Ex): A whirling, spinning thief- acrobat is a devilishly difficult target. Starting at 2nd level, a thief-acrobat gains a +1 dodge bonus to AC. When fighting defensively or using total defense, this bonus becomes +2. In addition, a thief-acrobat takes no penalty to her AC or on her melee attack rolls when kneeling, sitting, or prone. This ability works only if a thief-acrobat wears light or no armor and carries no more than a light load. Defensive Roll (Ex): Beginning at 3rd level, once per day a thief-acrobat can roll with a potentially lethal blow to take less damage from it then she otherwise would. See the rogue class feature, Player’s Handbook, page 51. Slow Fall (Ex): Beginning at 2nd level, a thief-acrobat reduces the effective distance of falls by 20 feet. At 4th level, this improves to reduce the effective distance of falls by 30 feet. See the monk class feature, Player’s Handbook, page 41. If a thief-acrobat has this ability from another class, the distances stack to determine the effective reduction of the falling distance. Languages: Goblin, Common, Giant, Gnoll. Assassin Spells Known (5/4/4/4, save DC 15 + spell level): 1st – critical strike*, distract assailant*, obscuring mist, true strike; 2nd – fire shuriken**, invisibility, pass without trace, spider climb; 3rd – deeper darkness, misdirection, nondetection, spectral weapon*; 4th – freedom of movement, glibness, greater invisibility, shadow form*. *Complete Adventurer, **Complete Arcane. Possessions: courtier’s outfit, masterwork thieves tools, 2 tanglefoot bags, 2 thunderstones, 5 daggers coated with medium spider venom (Fort DC 14, 1d4 Str/1d4 Str), +3 mithral breastplate, +1 frost morningstar, ring of counterspells (greater dispel magic), ring of protection +4, scarab of protection, cloak of resistance +3, amulet of health +2, gloves of dexterity +4, headband of intellect +4, rod of withering, potion of gaseous form, potion of cure moderate wounds, potion of haste, potion of spider climb, potion of invisibility, potion of gaseous form, manual of gainful exercise +4. Aglashti: Male Ogre Mage Warlock13; CR 21; Large Giant; HD 5d8+13d6+90; hp 156; Init +8; Spd 40 ft., fly 40 ft. (good), climb 20 ft.; AC 30, touch 17, flat-footed 26 (-1 size, +4 Dex, +5 natural, +8 armor, +4 deflection); BAB/Grp +12/+20; Atk +17 melee (1d8+6, warlock’s scepter) or +18 ranged touch (6d6, eldritch chain) or +18 ranged touch (6d6, eldritch chain/vitriolic blast); Full Atk +17/+12/+7 melee (1d8+6, warlock’s scepter) or +18 ranged touch (6d6, eldritch chain) or +18 ranged touch (6d6, eldritch chain/vitriolic blast); Space/Reach 10 ft./10 ft.; SA SHE5-03 The Prophet’s Voice Page 67 spell-like abilities, invocations (least, lesser, greater; CL 13th), eldritch blast 6d6; SQ darkvision 90 ft., low-light vision, regeneration 5, SR 19, detect magic, DR 3/cold iron, deceive item, fiendish resilience 2, acid/fire resistance 5, imbue item; AL LE; SV Fort +13 (+16), Ref +11 (+14), Will +17 (+20); Str 18, Dex 18, Con 16 (20), Int 14, Wis 14, Cha 23 (29). Complete Arcane, page 5. Skills and Feats: Concentration +25, Knowledge (arcana) +14, Listen +6, Spellcraft +23, Spot +6, Use Magic Device +22 (+24 scrolls); Combat Casting, Force of Personality*, Improved Initiative, Lightning Reflexes, Point Blank Shot, Spell Penetration, Weapon Focus (eldritch blast). *Complete Adventurer. Spell-Like Abilities: At will – darkness, invisibility; 1/day – charm person (DC 20), cone of cold (DC 24), gaseous form, polymorph, sleep (DC 20). CL 9th; save DC is Cha- based. Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability. Regeneration (Ex): Fire and acid deal normal damage to an ogre mage. An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts. Invocations (Sp): A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will, with the following qualifications: A warlock’s invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. A warlock is entitled to a Concentration check to successfully use an invocation if he is hit by an attack while invoking, just as a spellcaster would be. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock’s invocations are subject to spell resistance unless an invocation’s description specifically states otherwise. A warlock’s caster level with his invocations is equal to his warlock level. A warlock can dismiss any invocation as a standard action, just as a wizard can dismiss a spell. The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the warlock’s Charisma modifier. Since spell-like abilities are not actually spells, a warlock cannot benefit from the Spell Focus feat. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of invocations, in order of their relative power, are least, lesser, greater, and dark. A warlock begins with knowledge of one invocation, which must be of the lowest grade (least). As a warlock gains levels, he learns new invocations, as described in Complete Arcane. At any level when a warlock learns a new invocation, he can also replace an invocation he already knows with another invocation of the same or a lower grade. At 6th level, a warlock can replace a least invocation he knows with a different least invocation (in addition to learning a new invocation, which could be either least or lesser). At 11th level, a warlock can replace a least or lesser invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, or greater). At 16th level, a warlock can replace a least, lesser, or greater invocation he knows with another invocation of the same or a lower grade (in addition to learning a new invocation, which could be least, lesser, greater, or dark). Finally, unlike other spell-like abilities, invocations are subject to arcane spell failure chance (warlocks do not suffer arcane spell failure chance for invocations when wearing light armor). Eldritch Blast (Sp): The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. Eldritch blast is an invocation. A warlock can use eldritch blast at will. An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An eldritch blast deals half damage to objects. An eldritch blast is the equivalent of a 1st level spell. If you apply a blast shape or eldritch essence invocation to your eldritch blast, your eldritch blast uses the level equivalent of the shape or essence (whichever is higher if both are applied). Unless noted otherwise, eldritch blast modified by blast shape and eldritch essence invocations deal damage normally in addition to imparting the effects described in the invocation description. A warlock can apply only one blast shape invocation and only one eldritch essence invocation to a single eldritch blast; a warlock can apply both a blast shape invocation and an eldritch essence invocation to the same eldritch blast. Detect Magic (Sp): Beginning at 2nd level, a warlock can use detect magic as the spell at will. His caster level equals his class level. Damage Reduction (Su): Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, a warlock’s damage reduction improves. SHE5-03 The Prophet’s Voice Page 68 Deceive Item (Ex): At 4th level and higher, a warlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a warlock can take 10 even if distracted or threatened. Fiendish Resilience (Su): Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, as a free action, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock’s fiendish resilience improves to fast healing 2, and at 18th level, it improves to fast healing 5. Energy Resistance (Su): At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, this energy resistance cannot be changed. At 20th level, a warlock gains resistance 10 against the two selected types of energy. Imbue Item (Su): A warlock of 12th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for arcane spells, DC 25 + spell level for divine spells) in place of a required spell he doesn’t know or can’t cast. If the check succeeds, the warlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the xp or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level. Languages: Giant, Common, Infernal. Warlock Invocations Known (8; DC 19 + equivalent spell level; CL 11th): Least – devil’s sight*, entropic warding*, miasmic cloud*; Lesser – eldritch chain*, flee the scene*, voracious dispelling*; Greater – chilling tentacles*, vitriolic blast*. *Complete Arcane. Possessions: large masterwork chain shirt, ring of protection +4, vest of resistance +3*, warlock’s scepter*, amulet of health +4, cloak of charisma +6, slippers of spider climbing, 2 potions of cure serious wounds, potion of blur, oil of magic vestment +4. *Complete Arcane. ENCOUNTER 7 Ruka: Evolved(x4) Cloud Giant Mummy; CR 18; Huge Undead (Augmented Giant); HD 17d12; hp 153; Init +1; Spd 30 ft.; AC 34, touch 9, flat-footed 33 (-2 size, +1 Dex, +16 natural, +9 armor); BAB/Grp +12/+40; Atk +32 melee (4d6+32, +2 unholy gargantuan morningstar) or +30 melee (2d8+30 plus disease, slam) or +12 ranged (2d8+20, rock); Full Atk +32/+27/+22 melee (4d6+32, +2 unholy gargantuan morningstar) or +30 melee (2d8+30 plus disease, slam) or +12 ranged (2d8+20, rock); Space/Reach 15 ft./15 ft.; SA rock throwing, spell-like abilities; SQ low- light vision, oversized weapon, rock catching, scent, DR 5/–, vulnerability to fire, fast healing 3; AL NE; SV Fort +10, Ref +6, Will +12; Str 51, Dex 13, Con –, Int 8, Wis 20, Cha 25. Libris Mortis, pages 100 and 110. Skills and Feats: Climb +24, Craft (weaponsmith) +9, Diplomacy +9, Intimidate +17, Listen +17, Perform (harp) +8, Sense Motive +11, Spot +17; Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack. Despair (Su): At the mere sight of a mummified creature, the viewer must make a Will save DC 25 or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, the target cannot be affected again by the mummy’s despair ability for 24 hours. Save DC is Cha-based. Mummy Rot (Su): Supernatural disease – natural weapon, Fort save DC 25, incubation period 1 minute, damage 1d6 Con and 1d6 Cha. Unlike normal diseases, mummy rot persists until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease, a character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must make a DC 20 caster level check, or else the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for wither spell), after which a caster level check is no longer required to cast healing spells on the victim, and mummy rot can be magically cured as any normal disease. An afflicted character that dies of mummy rot shrivels away into sand and blows away into nothing at the first wind. Save DC is Cha-based. Spell-Like Abilities: 3/day – levitate (self plus 2,000 lbs.), obscuring mist; 1/day – fog cloud. CL 15th; save DC is Cha-based. Spell-Like Abilities: 1/day – cone of cold (DC 22), greater dispel magic, hold monster (DC 22), unholy blight (DC 21). CL 17th; save DC is Cha-based. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 lbs. each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety (140 ft. for cloud giants). A Huge giant can hurl rocks of 60 to 80 lbs. (Medium objects). Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. If the projectile provides a magical bonus on attack rolls, the DC increases by that amount. The giant must be ready for and aware of the attack in order to make a rock catching attempt. Oversized Weapon (Ex): A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty. Languages: Giant, Common. Possessions: +2 unholy gargantuan morningstar, +1 huge full plate, ring of major energy resistance (fire), winged boots, SHE5-03 The Prophet’s Voice Page 69 cloak of turn resistance*, ring of counterspells (fireball). *Libris Mortis. Air Monolith Necromental: CR 18; Gargantuan Undead (Air, Augmented Elemental); HD 36d12; hp 324; Init +15; Spd fly 100 ft. (perfect); AC 33, touch 17, flat- footed 22 (-4 size, +11 Dex, +16 natural); BAB/Grp +27/+50; Atk +34 melee (6d6+11/19-20, slam); Full Atk +34 melee (6d6+11/19-20, 2 slams); Space/Reach 20 ft./20 ft.; SA air mastery, whirlwind, create spawn, energy drain; SQ darkvision 60 ft., elemental traits, fast healing, DR 15/–; AL NE; SV Fort +14, Ref +31, Will +14; Str 32, Dex 33, Con –, Int 1, Wis 10, Cha 1. Libris Mortis, page 113; Complete Arcane, page 156. Skills and Feats: Balance +13, Diplomacy -2, Intimidate +9, Jump +41, Listen +41, Sense Motive +13, Spot +41, Tumble +24; Alertness, Blind-fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Improved Natural Attack, Iron Will, Mobility, Power Attack, Spring Attack. Create Spawn (Su): An elemental slain by a necromental’s energy drain attack rises as a necromental 1d4 days after death. Energy Drain (Su): Living creatures hit by a necromental’s natural weapon attack gain one negative level. A necromental can use its energy drain ability once per round, regardless of the number of natural weapon attacks it possesses. The save to remove the negative level 24 hours later is DC 28. When a necromental bestows a negative level, it gains 5 temporary hp (10 on a critical hit). These temporary hit points last for up to one hour. Fast Healing (Ex): An air monolith necromental heals 3 points of damage each round as long as it is within five feet of some form of its element (air). Air Mastery (Ex): Airborne creatures take a -2 penalty on attack rolls and damage rolls against an air monolith. Whirlwind (Su): An air monolith can transform itself into a whirlwind at will as a standard action and remain in that form indefinitely. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 10 feet wide at the base, up to 50 feet wide at the top, and up to 80 feet tall. The elemental controls the exact height, but it must be at least 20 feet. The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s square. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. The creature must first make the indicated Reflex save or take damage. It must also succeed on a second Reflex save or be picked up bodily and help suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if successful. The save DC is Str-based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures inside the whirlwind at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creature whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. As this room is filled with free floating debris, the elemental’s whirlwind creates a swirling cloud of debris 20 feet in diameter centered on the necromental. The cloud obscures all vision, including darkvision, beyond five feet. Creatures five feet away have concealment, while those further away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 20 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Air Monolith: save DC 39, 4d6 damage, 20 – 80 ft. tall. Greater Dispelling Firestorm: Living Spell; CR 18; Huge Ooze; HD 15d10+60; hp 158; Init +2; Spd 40 ft.; AC 18, touch 18, flat-footed 16 (-2 size, +2 Dex, +8 deflection); BAB/Grp +11/+23; Atk/Full Atk +13 melee (1d8+6, slam); Space/Reach 15 ft./10 ft.; SA spell effect, engulf; SQ ooze traits, DR 10/magic, SR 25 (10 + its caster level); AL N; SV Fort +9, Ref +7, Will +7; Str 18, Dex 15, Con 18, Int –, Wis 15, Cha 18. Monster Manual 3, page 91. Spell Effect (Su): A creature hit by a living spell’s slam attack is subjected to the normal effect of the spell or spells making up the creature, as if it were within the area of effect of the spell itself. Saves apply as normal for the spell; the DC is 22 for the fire storm. This living spell is composed of a greater dispel magic spell and a fire storm spell, both at CL 15th. Engulf (Ex): This creature can flow around creatures that fit within its space as a standard action. It cannot make a slam attack during the round in which it engulfs. It merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the living spell, but if the do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 22) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spell moves forward. Engulfed creatures are subject to the full normal effects of the spells each round on the living spell’s turn, and are considered to be grappled. SHE5-03 The Prophet’s Voice Page 70 APPENDIX 8 – ALL APLS ENCOUNTER 1 Resbin Dren Emondav, Marchioness of Sterich: Female Human Sor13; CR 13; Medium Humanoid (Human); HD 13d4+26+3; hp 61; Init -1; Spd 30 ft.; AC 12 (16 with mage armor), touch 9, flat-footed 12 (16 with mage armor); Base Atk +6; Grp +7; Atk +8 melee (1d6+1, masterwork club); Full Atk +8/+3 melee (1d6+1, masterwork club); SA spells; SQ summon familiar (tiny viper); AL LN; SV Fort +8, Ref +3, Will +11; Str 12, Dex 9, Con 14, Int 16, Wis 13, Cha 19. Skills and Feats: Bluff +23, Concentration +18, Diplomacy +14, Gather Information +8, Knowledge (arcana) +19, Listen +3, Sense Motive +9, Spellcraft +13, Spot +3; Combat Casting, Eschew Materials, Great Fortitude, Iron Will, Leadership, Toughness. Languages: Common, Dwarven, Keolandish, Olman. Spells Known (CL 13th; 6/7/7/7/7/6/4): 0 – acid splash (+5 ranged touch), arcane mark, daze (DC 14), detect magic, detect poison, disrupt undead (+5 ranged touch), flare (DC 14), resistance, touch of fatigue (+5 touch, DC 14); 1st – burning hands (DC 15), mage armor, obscuring mist, protection from chaos (DC 15), shield; 2nd – detect thoughts (DC 16), owl’s wisdom, shatter (DC 16), touch of idiocy (+5 touch, DC 15), whispering wind; 3rd – deep slumber (DC 17), dispel magic, invisibility sphere, suggestion (DC 17); 4th – confusion (DC 18), crushing despair (DC 18), greater magic weapon, stoneskin; 5th – cone of cold (DC 19), feeblemind (DC 19), hold monster (DC 19); 6th – chain lightning (DC 20), Tenser’s transformation. Possessions: masterwork club, cloak of charisma +2, amulet of natural armor +3, brooch of shielding (76 hp), ring of mind shielding, ring of the ram (27 charges), 3 potions of bull’s strength, 4 vials of diamond dust worth 250 gp each. From Dungeon #117, December 2004, page 41. ENCOUNTER 3 Raptoran Sentry: Male/Female Raptoran Rgr5; CR 5; Medium Humanoid (Raptoran); HD 5d8+5; hp 34; Init +3; Spd 30 ft., fly 40 ft. (average); AC 19, touch 13, flat- footed 16 (+3 Dex, +5 armor, +1 shield); BAB/Grp +5/+7; Atk +9 melee (1d6+3/19-20, +1 short sword) or +9 ranged (1d8+3/x3, masterwork footbow); Full Atk +9 melee (1d6+3/19-20, +1 short sword) or +7/+7 ranged (1d8+2/x3, masterwork footbow); SA spells, favored enemy (humans +4, gnolls +2); SQ low-light vision, raptoran traits, wild empathy +5 (+1 magical beasts); AL CG; SV Fort +5, Ref +7, Will +2; Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha 10. Races of the Wild, page 68. Skills and Feats: Climb +3, Hide +10, Listen +9, Move Silently +10, Spot +11, Survival +9; EnduranceB, Point Blank Shot, Rapid ShotB, TrackB, Weapon Focus (short sword). Raptoran Traits: gliding, flight, +1 CL for air spells, unerring direction (can sense which direction is north anywhere on the Material Plane), weapon familiarity (footbow is martial weapon), +2 racial bonus on Climb and Spot checks, +10 racial bonus to Jump checks. Gliding (Ex): A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a raptoran’s maneuverability improves, she can’t hover while gliding. A raptoran can’t glide while carrying a medium or heavy load. If a raptoran becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 falling damage no matter what the actual distance of the fall. Flight (Ex): When a raptoran reaches 5 HD, she becomes able to fly at a speed of 40 feet (average maneuverability). A raptoran can’t fly while carrying a medium or heavy load or while fatigued or exhausted. Raptorans can safely fly for a number of rounds equal to their Con modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Raptorans are likewise fatigued after spending a total of more than 10 minutes per day flying. Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 HD, raptorans have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion that walking or running. A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptoran can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A raptoran with flight can use the run action while flying, provided she flies in a straight line. Languages: Common, Raptoran. Ranger Spells Prepared (1, save DC 11 + spell level, CL 1st): 1st – speak with animals. Possessions: +1 chain shirt, masterwork buckler, +1 short sword, masterwork footbow* (+2 Str bonus) with 20 arrows, potion of cure moderate wounds, potion of shield of faith +4. *Races of the Wild. Sherinda, Flock Chief: Female raptoran Drd12; CR 12; Medium humanoid (raptoran); HD 12d8+24; hp 81; Init +0; Spd 30 ft., fly 40 ft. (good); AC 15, touch 11, flat-footed 15; Base Atk +9; Grp +10; Atk +10 ranged (1d8 +2/x3, +1 footbow) or +11 melee (1d8+1/x3, masterwork cold iron spear); Full Atk +10/+5 ranged (1d8+2/x3 +1 footbow) or +11/+6 melee 1d8+1/x3, masterwork cold iron SHE5-03 The Prophet’s Voice Page 71 longspear); SA spells, SQ animal companion (dire hawk), animal companion benefits, immunity to poison, low- light vision, raptoran traits, resist nature’s lure, trackless step, wild empathy +15 (+11 magical beasts), wild shape 4/day (Tiny to Large, Animal or Plant), woodland stride; AL NG; SV Fort +10, Ref +4 (+7 while flying), Will +11; Str 13, Dex 10, Con 14, Int 10, Wis 20, Cha 12 Races of the Wild, page 68. Skills and feats: Climb +3, Concentration +12, Diplomacy +10, Handle Animal +6, Jump +11, Knowledge (nature) +9, Listen +17, Ride +2, Sense Motive +12, Spot +19, Survival +12 (+14 in aboveground natural environments); Aerial ReflexesRoW, Alertness, Improved FlightRoW, Natural Spell, Negotiator. RoWRaces of the Wild. Languages: Common, Raptoran, Druidic. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Sherinda can fly for up to 10 minutes total during a day before becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Druid Spells Prepared (CL 12th): 0 – cure minor wounds (2), detect magic(2), mending, read magic; 1st – cure light wounds (2), endure elements, entangle, obscuring mist, produce flame (+9 ranged touch), speak with animals; 2nd – barkskin, bear’s endurance, flaming sphere (DC 17), gust of wind, lesser restoration; 3rd – cal lightening (DC 18), cure moderate wounds, greater magic fang, protection from energy, wind wall (CL 13th); 4th – dispel magic, flame strike (DC 19), freedom of movement, ice storm; 5th – baleful polymorph (DC 20), call lightening storm (DC 20), cure critical wounds, stoneskin; 6th – fire seeds (+9 ranged touch; DC 21), summon nature’s ally VI. Possessions: +2 leather armor, +1 ring of protection, masterwork cold iron spear, +1 footbow (+1 Str bonus) with 20 arrows, periapt of wisdom +4, 2 potions of cure serious wounds, spell component pouch, 250 gp diamond dust, 31 gp. Lightning, Dire Hawk Companion: CR –; Medium animal; HD 11d8+22; hp 71; Init +11; Spd 10 ft., fly 80 ft. (average); AC 26, touch 17, flat-footed 19; Base Atk +8; Grp +10; Atk +15 melee (1d6+2, claw); Full Atk +15/+15 melee (1d6+2, 2 claws) and +13 melee (1d6+1, bite); SQ devotion, evasion, low-light vision, link, shared spells; AL N; SV Fort +9, Ref +14, Will +9 (+13 against enchantments); Str 15, Dex 25, Con 15, Int 2, Wis 15, Cha 11. Races of the Wild. Skills and Feats: Listen +9, Move Silently +11, Spot +9*; Alertness, Improved Initiative, Improved Natural Attack (claw), Multiattack B, Weapon Finesse. Tricks Known: Attack, come, defend, down, fetch, guard, heel, markRoW, seek, stay. RoWRaces of the Wild. Cas, Medicine Chief: Male raptoran Clr9 of Phaulkon; CR 9; medium humanoid (raptoran); HD 3d6+6 plus 6d8+12; hp 58; Init +5; Spd 30 ft., fly 45 ft. (average); AC 16, touch 11, flat-footed 15; Base Atk +6; Grp +5; Atk +6 melee (1d8/x3, +1 spear); Full Atk:+6/+1 melee (1d8/x3, +1 spear); SA Spells, turn undead 3/day (+2, 2d6+9, 9th); SQ low-light vision, raptoran traits, substitution levels (air mastery, empathy of the winds, air summoning talent, open the wind-gate); AL CG; SV Fort +8, Ref +4, Will +10; Str 8, Dex 13, Con 14, Int 12, Wis 19, Cha 10. Races of the Wild, page 68. Skills and Feats: Climb +1, Concentration +8 (+12 casting defensively), Diplomacy +0 (+4 dealing with natives of Elemental Plane of Air), Heal +16, Jump +9, Knowledge (religion) +7, Spot +18; Battle CastingRoW, Brew Potion, Combat Casting, Improved Initiative. RoWRaces of the Wild. Languages: Common, Sylvan, Raptoran. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Cas can fly for 2 rounds at no penalty, or for 4 rounds at the cost of becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Air Mastery (Ex): Beginning at 1st level, airborne creatures take a –1 penalty on attack and damage rolls against a raptoran cleric. The substitution feature replaces the standard cleric’s heavy armor proficiency gained at 1st level. Empathy of the Winds (Ex): A 1st level raptoran cleric gains a strong bond with air and its denizens. He learns Auran as a bonus language (in addition to the languages available to him because of his race and the Speak Languages skill). He gains a +4 circumstance bonus on Diplomacy checks made to interact with the natives of the Elemental Plane of Air. If he has the ability to bolster Air creatures (such as from the air domain), he gains a +4 bonus on turning checks made to do so. Allied air elementals within 60 feet of the cleric gain a +1 moral bonus on attack rolls and damage rolls. Air Summoning Talent (Ex): Beginning at 3rd level, a raptoran cleric can summon certain creatures of air more easily than other clerics can. Add the following monsters to the list of creatures that the cleric can summon with the appropriate summon monster spell: Summon Monster II: Small air elemental Summon Monster III: Air mephit Summon Monster IV: Medium air elemental Summon Monster V: Large air elemental Summon Monster VI: Huge air elemental Summon Monster VII: Greater air elemental Summon Monster VIII: Elder air elemental This substitution feature removes all spells with the earth descriptor from the cleric’s spell list. If a spell would only have the earth descriptor due to a particular version of the spell (such as a summon monster spell used to summon an earth elemental), the spell remains on the cleric’s spell list but the version with the earth descriptor cannot be cast. SHE5-03 The Prophet’s Voice Page 72 Open the Wind-Gate (Ex): A 7th level raptoran cleric can use the planar ally spells to call a more powerful air elemental than would normally be allowed. The cleric can call an 8 HD Large air elemental with lesser planar ally, a single 16 HD Huge air elemental (or two 8 HD Large air elementals) with planar ally, or a single 24 HD elder air elemental (or multiple Large and/or Huge air elementals totaling 24 HD) with greater planar ally. The costs associated with these spells remain the same. However, if the any of the called air elementals die while in the service of the cleric, the cleric loses access to this ability for seven days and takes a –1 penalty on attack rolls, saves, and checks during that period. This substitution feature replaces the standard cleric’s ability to call creatures other than air elementals with the various planar ally spells. Cleric Spells Prepared (CL 9th): 0 – create water, detect magic (2), detect poison, light, purify food and drink; 1st – bless, divine favor, entropic shield, obscuring mistD, protection from evil, sanctuary (DC 15); 2nd – bear’s endurance, hold person (2) (DC 16), silence (DC 16), zone of truth (DC 16), wind wallD; 3rd – daylight, dispel magic, gaseous formD, protection from energy, searing light (+7 ranged touch); 4th – air walkD, freedom of movement, sending, summon monster IV, 5th – control windsD, summon monster V. DDomain Spell. Domains: Air (turn earth elem., rebuke air elem.); Sky (+5 ft. bonus to glide/fly speed; Spot is a class skill). Possessions: +1 mithral chain shirt, +1 spear, periapt of wisdom +2, 4 potions of cure serious wounds, 2 potions of lesser restoration, spell component pouch, holy symbol, 10 pp. Nikcuri, War Chief: Male raptoran Rgr10; CR 10; Medium humanoid (raptoran); HD 10d8+20; hp 68; Init +3; Spd 30 ft., fly 40 ft. (average); AC 21, touch 15, flat- footed 17; Base Atk +10, Grp +11; Atk +15 ranged (1d8 +2/x3, +1 footbow) or +12 melee (1d8+2/x3, +1 longspear); Full Atk +13/+13/+8 ranged (1d8 +2/x3, +1 footbow with Rapid Shot) or +12/+7 melee (1d8+2/x3, +1 longspear); Space/Reach 5 ft./5 ft. (10 ft. with longspear); SA favored enemy (animals +6, magical beast +2, elves +2); SQ animal companion (dire bat), animal companion benefits, evasion, low-light vision, raptoran traits, swift tracker, wild empathy +11 (+7 magical beasts), woodland stride; AL NG; SV Fort +9, Ref +11, Will +2; Str 12, Dex 19, Con 14, Int 10, Wis 8 Cha 13. Races of the Wild, page 68. Skills and Feats: Climb +3, Diplomacy +3, Hide +17, Jump +11, Knowledge (geography) +4, Listen +9, Move Silently +17, Sense Motive +5, Spot +14, Survival +12 (+14 getting lost); Dodge, EnduranceB, ManyshotB, Mobility, Point Blank Shot, Rapid ShotB, Shot on the Run, TrackB. Languages: Common, Raptoran. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Nikcuri can fly for up to 10 minutes total during a day before becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Possessions: +2 mithral chain shirt, +1 ring of protection, +1 footbow (+1 Str bonus) with 20 arrows, +1 longspear, gloves of dexterity +2, 20 pp. Creskara, Hunting Chief: Male raptoran Rgr8/Sor2; CR 10; Medium humanoid (raptoran); HD 8d8+24 plus 2d4+6; hp 74; Init +2; Spd 30 ft., fly 40ft. (average); AC 19, touch 13, flat-footed 17; Base Atk +9; Grp +10; Atk +13 ranged (1d8+1/x3 plus 1d6 electricity, +1 shock footbow) or +11 melee (1d8+1/x3, masterwork longspear); Full Atk +11/+11/+6 ranged (1d8+1/x3 plus 1d6 electricity, +1 +1 shock footbow) or +11/+6 melee (1d8+1/x3, masterwork longspear); Space/Reach 5ft./5ft. (10 ft. with longspear); SA favored enemy (animal +4, giants +2), spells; SQ animal companion (dire hawk), animal companion benefits, familiar, familiar benefits, low-light vision, raptoran traits, swift tracker; AL CG; SV Fort +9, Ref +8, Will +6; Str 13, Dex 14, Con 16, Int 8, Wis 12, Cha 11. Skills and Feats: Climb 3, Handle Animal +6, Hide +13, Jump +11, Listen +6 (+8 with familiar), Move Silently +13, Ride +4, Spellcraft +1, Spot +15 (+17 with familiar, +18 in bright light), Survival +12; Alertness*, EnduranceB, Improved Critical (footbow), ManyshotB, Point Blank Shot, Precise Shot, Rapid ShotB, TrackB, Weapon Focus (footbow). *From familiar. Races of the Wild, page 68. Languages: Common, Raptoran. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Creskara can fly for up to 10 minutes total during a day before becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Ranger Spells Prepared (CL 4th): 1st – entangle (DC 12), speak with animals. Sorcerer Spells Known (6/4 per day; CL 2nd) 0 – detect magic, light, mage hand, message, read magic; 1st – expeditious retreat, true strike. Possessions: +2 mithral chain shirt, +1 ring of protection, masterwork longspear, +1 shock footbow (+1 Str bonus) with 20 arrows. Alethial, Hawk Familiar: Cr –; Tiny animal; HD 2; hp 37; Init +3; Spd 10ft., fly 60 ft. (average); AC 18, touch 15, flat-footed 15; Base Atk +9; Grp –1; Atk or Full Atk +14 melee (1d4-2, talon); SQ improved evasion, low-light vision, empathic link, share spells, deliver touch spell; AL CG; SV Fort +6, Ref +9, Will +7; Str 6, Dex 17, Con 10, Wis 14, Cha 6. Skills and Feats: Handle Animal +4, Hide +22, Listen +7, Move Silently +14, Spot +22, Survival +13; Weapon FinesseB. Skills: Hawks have a +8 racial bonus on Spot checks. Daetae, Sunspeaker: Male raptoran Brd8; CR 8; Medium humanoid (raptoran); HD 8d6-8; hp 22; Init +4; Spd 30ft., fly 40 ft (average); AC 19, touch 14, flat-footed SHE5-03 The Prophet’s Voice Page 73 15; Base Atk +6; Grp +7; Atk +12 ranged (1d8+2/x3, +1 footbow) or +7 melee (1d6+1/18-20, rapier); Full Atk +12/+7 ranged (1d8+2/x3, +1 footbow) or +7/+2 melee (1d6+1/18-20, rapier); SA spells; SQ bardic knowledge +8, bardic music 8/day (countersong, fascinate, inspire competence, inspire courage +2, suggestion), low-light vision, raptoran traits; AL N; SV Fort +1, Ref +10, Will +7, Str 13, Dex 19, Con 8, Int 10, Wis 12, Cha 14. Races of the Wild, page 68. Skills and Feats: Climb +3, Concentration +10, Diplomacy +13, Gather Information +15, Jump +5, Knowledge (geography) +4, Knowledge (local – Sheldomar Valley metaregion) +7, Listen +12, Perform (sing) +13, Spot +3; Point Blank Shot, Precise Shot, Weapon focus (footbow). Languages: Common, Raptoran. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Daetae can fly for up 1 round or for 2 rounds at the cost of becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Bard Spells Known (3/4/4/1 per day; CL 8th): 0 – dancing lights, detect magic, light, mage hand, message, read magic; 1st – alarm, cure light wounds, Tasha’s hideous laughter (DC 13), silent image (DC 13); 2nd – calm emotions (DC 14), detect thoughts (DC 14), heroism, tongues; 3rd – charm monster (DC 15), haste, speak with animals. Possessions: +1 mithral chain shirt, rapier, +1 footbow (+1 Str bonus), gloves of dexterity +2, 2 potions of cure moderate wounds, 30 gp. Nimvanna, Star Chief: Female raptoran Drd7/Skypledged1; CR 8; Medium humanoid (raptoran); HD 7d8+14 plus 1d6+2; hp 54; Init +2; Spd 30 ft, fly 40 ft. (average); AC 15, touch 12, flat-footed 13; Base Atk +5; Grp +6; Atk or Full Atk +7 melee (1d8+1/x3, masterwork spear) or +8 ranged (1d8+2/x3, +1 footbow); SA spells; SQ animal companion, animal companion benefits, divine spellpool I, raptoran traits, resist nature’s lure, skypledged, trackless steps, wild empathy +6 (+2 magical beasts), wild shape 3/day (Small to Medium, Animal), woodland stride; AL N; SV Fort +7, Ref +6, Will +11; Str 12, Dex 14, Con 14, Int 10, Wis 18, Cha 8. Skills and Feats: Climb +3, Concentration +8, Jump +11, Listen +15, Spellcraft +5, Spot +17, Survival +17; Augment Summoning, Martial Weapon Proficiency (footbow), Spell Focus (conjuration). Languages: Common, Raptoran, Druidic. Divine Spellpool I (Su): Whenever Nimvanna has open, unused spell slots of 1st, 2nd, or 3rd level, she can call up to three total levels of spells (from the cleric or druid list) to go into those slots. It takes a full-round action to do so, and the spell or spells remain available for 1 minute. Spells with the fire, earth, or water descriptor are unavailable. Nimvanna must repay her spellpool debt within 1 day, doing so is a full-round action. Repaying the debt depletes a combination of prepares spells whose levels is equal to that of the spells previously called from the spellpool. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Nimvanna can fly for up to 2 rounds at no penalty, or for 4 rounds at the cost of becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Skypledged: Nimvanna won’t cast any spells with the fire, water, or earth descriptor. Spell completion and spell trigger items that produce fire, water, or earth effects are not prohibited. Druid Spells Prepared (caster level 8th): 0 – cure minor wounds (DC 14), detect magic(2),guidance (DC 14), light, read magic; 1st – cure light wounds (DC 15), endure elements (DC 15), entangle (DC 15), speak with animals, one open slot; 2nd – barkskin, bear’s endurance (DC 16), lesser restoration (DC 16), resist energy (DC 16); 3rd – cal lightening (DC 17), cure moderate wounds (DC 17), wind wall (caster level 9th; DC 17), one open slot; 4th – cure serious wounds (DC 18), dispel magic, ice storm. Possessions: +1 leather armor, masterwork spear, +1 footbow (+1 Str bonus) with 20 arrows, periapt of Wisdom +2, scroll of call lightning storm, scroll of flame strike. Tayn, Supply Chief: Female Raptoran Rog2/Clr6 of Phaulkon; CR 8; Medium humanoid (raptoran); HD 4d6+4 plus 4d8+4; hp42; Init +1; Spd 30 ft., fly 45 ft. (average); AC 15, touch 11, flat-footed 14; Base Atk +5; Grp +3; Atk or Full Atk +7 melee (1d5-1/18-20, +1 rapier); SA sneak attack +1d6, spells, turn undead 4/day (+1, 2d6+7, 6th); SQ evasion, low-light vision, substitution levels (air mastery, empathy of the winds, air summoning talent); AL NG; SV Fort +6, Ref +6, Will +9; Str 7, Dex 13, Con 12, Int 11, Wis 18, Cha 13. Races of the Wild, page 68. Skills and Feats: Appraise +5, Climb +5 (+7 ropes), Concentration +7, Gather Information +10, Heal +10, Jump +8, Knowledge (local - Sheldomar Valley metaregion) +5, Listen +9, Search +7, Spot +11, Survival +4 (+6 following tracks), Use Rope +6; Brew Potion, Investigator, Weapon Finesse. Languages: Common, Raptoran. Raptoran Traits: Raptorans can glide at a speed of 40 feet, with average maneuverability. Raptorans have an unerring sense of direction and always know which way is north. A raptoran spellcaster gains +1 caster level for air spells. Tayn can fly for up to 1 round at no penalty or for 2 rounds at the cost of becoming fatigued. A flying raptoran can make a dive attack (as a charge, but must fly at least 30 feet, descend at least 10 feet, and use a piercing weapon to deal double damage on a hit). Air Mastery (Ex): Beginning at 1st level, airborne creatures take a –1 penalty on attack and damage rolls against a raptoran cleric. The substitution feature SHE5-03 The Prophet’s Voice Page 74 replaces the standard cleric’s heavy armor proficiency gained at 1st level. Empathy of the Winds (Ex): A 1st level raptoran cleric gains a strong bond with air and its denizens. He learns Auran as a bonus language (in addition to the languages available to him because of his race and the Speak Languages skill). He gains a +4 circumstance bonus on Diplomacy checks made to interact with the natives of the Elemental Plane of Air. If he has the ability to bolster Air creatures (such as from the air domain), he gains a +4 bonus on turning checks made to do so. Allied air elementals within 60 feet of the cleric gain a +1 moral bonus on attack rolls and damage rolls. Air Summoning Talent (Ex): Beginning at 3rd level, a raptoran cleric can summon certain creatures of air more easily than other clerics can. Add the following monsters to the list of creatures that the cleric can summon with the appropriate summon monster spell: Summon Monster II: Small air elemental Summon Monster III: Air mephit Summon Monster IV: Medium air elemental Summon Monster V: Large air elemental Summon Monster VI: Huge air elemental Summon Monster VII: Greater air elemental Summon Monster VIII: Elder air elemental This substitution feature removes all spells with the earth descriptor from the cleric’s spell list. If a spell would only have the earth descriptor due to a particular version of the spell (such as a summon monster spell used to summon an earth elemental), the spell remains on the cleric’s spell list but the version with the earth descriptor cannot be cast. Cleric Spells Prepared (caster level 9th): 0 – create water(2), detect poison, light, mending; 1st – bless, comprehend languages, endure elements, obscuring mistD, shield of faith; 2nd – calm emotion (DC 16), hold person(DC 16), make whole, silence, wind wallD; 3rd – create food and water, gaseous formD, remove disease, stone shape. DDomain Spell. Domains: Air (turn earth elem., rebuke air elem.); Sky (+5 ft. bonus to glide/fly speed; Spot is a class skill). Possessions: +1 rapier, +1 leather armor, amulet of natural armor +1, wand of cure moderate wounds (30 charges), divine scrolls of daylight and summon monster III, gold ring (450 gp). SHE5-03 The Prophet’s Voice Page 75 DM AID: MAP #1 SHE5-03 The Prophet’s Voice Page 76 DM AID: MAP #2 SHE5-03 The Prophet’s Voice Page 77 DM AID: MAP #3 SHE5-03 The Prophet’s Voice Page 78 DM AID: MAP #4 SHE5-03 The Prophet’s Voice Page 79 DM AID – NEW RULES ITEMS NEW FEATS Aerial Reflexes (Races of the Wild) Your aerial agility allows you to avoid dangerous effects while airborne. Benefit: While flying, you gain a bonus on Reflex saves based on your maneuverability (Clumsy +0, Poor +1, Average +2, Good +3, Perfect +4). Battle Casting (Races of the Wild) You have a knack for staying out of harm’s way when casting spells. Prerequisites: Dex 13, Concentration 5 ranks, Combat Casting. Benefit: While casting a spell, you gain a +2 dodge bonus to AC. The bonus lasts until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat. Blindsense (Complete Adventurer) You can sense creatures that you cannot see. Prerequisite: Ability to wild shape, Listen 4 ranks. Benefit: You can expend one wild shape to gain blindsense for 1 minute per HD, enabling you to pinpoint the location of a creature within 30 feet if you have line of effect to that creature (see Monster Manual, page 306). You retain this benefit regardless of what form you are in. Force of Personality (Complete Adventurer) You have cultivated an unshakable belief in your self-worth. Your sense of self and purpose are so strong that they bolster your willpower. Prerequisites: Cha 13. Benefit: You add your Cha modifier (instead of your Wis modifier) to Will saves against mind-affecting spells and abilities. Improved Flight (Races of the Wild) You have gained greater maneuverability when flying than you would normally have. Prerequisite: Natural fly speed. Benefit: Your maneuverability while flying improves by one category (see page 312 of the Monster Manual). For example, if your normal maneuverability is poor, it becomes average. Improved Rapid Shot (Complete Warrior) You are an expert with firing weapons with exceptional speed. Prerequisite: Manyshot, Point Blank Shot, Rapid Shot. Benefit: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. Special: A fighter may select Improved Rapid Shot as one of his fighter bonus feats. Improved Toughness (Complete Warrior) You are significantly tougher than normal. Prerequisite: Base Fortitude save bonus +2. Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his fighter bonus feats. Oaken Resilience (Complete Divine) You can take on the sturdiness of the mighty oak. Prerequisite: Ability to wild shape into a plant. Benefit: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, polymorph,, and stunning. You also gain great stability, which gives you a +8 bonus on checks to avoid being bull rushed or tripped. The effect remains for 10 minutes. Ranged Disarm (Complete Warrior) You can disarm a foe from a distance. Prerequisites: Dex 15, Point Blank Shot, Precise Shot, BAB +5. Benefit: Choose one type of ranged weapon with which you are proficient. You can make a disarm attempt with this weapon as long as your target is within 30 feet. SHE5-03 The Prophet’s Voice Page 80 Special: A fighter may select this feat as one of his fighter bonus feats. You can gain this feat multiple times. Its effects do not stack. Each time you take it, you may take it with a new weapon. When using this feat, a character gains no benefit from the Improved Disarm feat. Ranged Pin (Complete Warrior) You can perform a ranged grapple attempt against an opponent not adjacent to you. Prerequisites: Dex 15, Point Blank Shot, Precise Shot, BAB +5. Benefit: You can perform a ranged grapple attempt against an opponent by pinning a bit of his clothing to a nearby tree, wall, or other surface. The target must be within 5 feet of a wall, tree, or such surface in which the projectile is stuck. You must succeed on a ranged attack (not a ranged touch attack) and then win an opposed grapple check (your size modifier and the target’s size modifier still apply). To break free, the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action. Special: A fighter may select this feat as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Grapple feat. Ranged Sunder (Complete Warrior) You can attack an opponent’s weapon from a distance. Prerequisites: Str 13, Point Blank Shot, Precise Shot, BAB +5. Benefit: When attacking objects, you deal full damage (instead of half damage) with slashing or bludgeoning ranged weapons. You can make ranged sunder attempts with piercing weapons, such as arrows, but you only deal half damage, divide the damage dealt in half by two before applying the object’s hardness. You must be within thirty feet of your opponent to make a ranged sunder attack. Special: A fighter may select this feat as one of his fighter bonus feats. When using this feat, a character gains no benefit from the Improved Sunder feat. NEW INVOCATIONS (COMPLETE ARCANE) Chilling Tentacles Greater; 5th. This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. This invocation functions identically to Evard’s black tentacles spell, except that each creature within the area of the invocation takes 2d6 points of cold damage each round. Creatures in the area take this cold damage whether or not they are grappled by the tentacles.. Devil’s Sight Least; 2nd. You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magic darkness out to 30 feet. Eldritch Chain Lesser; 4th; Blast Shape. This blast shape allows you to improve your eldritch blast by turning it into an arc of energy that “jumps” from the first target to others. An eldritch chain can jump to one or more secondary targets within 30 feet of the first target, allowing you to make additional ranged touch attacks and deal damage to the secondary target if you hit. You can “jump” the chain to one secondary target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. Each new target must be within thirty feet of the previous one, and you can’t target the same creature more than once with an eldritch chain. If you miss any target in the chain, the attack ends there. Each target struck after the first takes half the damage dealt to the first target. This reduction in damage to your secondary targets applies to any effect that increases the damage of your eldritch blast (such as vitriolic blast). You must make a separate spell penetration check for each target, if applicable. Entropic Warding Least; 2nd. When this invocation is activated, chaotic energies swirl about you, deflecting incoming arrows, rays and other ranged attacks (as entropic shield). You can leave no trail (as pass without trace) and cannot be tracked by scent. You can still be detected normally by scent, just not tracked. Flee the Scene Lesser; 4th. You can use dimension door as a spell-like ability, although the range is limited to short (25 feet + 5 ft./2 levels). When you use this ability, you leave behind a major image of yourself in your place that lasts for one round. The image reacts appropriately to attacks as if you were concentrating on it. SHE5-03 The Prophet’s Voice Page 81 Miasmic Cloud Least; 1st. A misty cloud of fog spreads out in a 10-ft. radius from you when you use this invocation. The fog does not block line of sight, but all creatures in the fog have concealment. Any creature (other than you) that enters the fog must make a Fortitude save or become fatigued. This effect lasts so long as the creature remains within the cloud and for one round thereafter. A moderate wind, or any fire larger than a torch, immediately disperses the fog. The fog otherwise lasts for one minute. Vitriolic Blast Greater; 6th; Eldritch Essence. This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and it is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for one round per five class levels. Voracious Dispelling Lesser; 4th. You can use dispel magic as the spell. Any creature with an active spell effect dispelled by this invocation takes 1 point of damage per level of the spell effect (no save). NEW ITEMS Cloak of Turn Resistance (Libris Mortis) This unholy item makes its wearer more difficult to turn by adding a +4 bonus on its turn resistance. Moderate necromancy [evil]; CL: 10th; Prerequisites: Craft Wondrous Item, able to rebuke undead as a 10th level cleric; Market Price: 11,100 gp; Weight: 1 lb. Footbow (Races of the Wild) This exotic weapon resembles a composite longbow, but it is designed to be used in flight, with the archer holding the bow in her feet and drawing it with one or both hands. Like a composite bow, all footbows are made with a particular Str rating. The wielder of a footbow can choose to use both hands to draw it back; in this case add 1-1/2 her Str bonus to damage (up to a maximum of 1-1/2 the Str rating of the bow), as long as she is strong enough to use it without penalty. A footbow can be used on the ground, but the archer must be prone to do so and takes a -4 penalty on the attack roll. For raptorans, a footbow is a martial weapon rather than an exotic weapon. Market Price: 150 gp; Weight: 3 lbs. Vest of Resistance (Complete Arcane) These garments offer magic protection in the form of a +1 to +5 bonus on all saving throws. Faint abjuration; CL: 5th; Prerequisites: Craft Wondrous Item, resistance, creator’s CL must be at least three times the vest’s bonus; Market Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight: 1 lb. Warlock’s Scepter (Complete Arcane) This fearsome device is a +2 light mace with a head in the shape of a demonic horned skull. When held, it confers a +2 profane bonus on ranged touch attack rolls made with it. In addition, a warlock (or any other character capable of invoking an eldritch blast) can choose to spend charges to increase the amount of damage his eldritch blast deals: 1 charge = +1d6, 2 charges = +2d6, 3 charges = +3d6, 5 charges = +4d6. The rod’s wielder can expend up to 5 charges in any 24 hour period. A rod is created with 50 charges. After all charges are used, the rod remains a +2 light mace, but no longer provides a bonus on ranged touch attacks. Moderate necromancy; CL 10th; Prerequisites: Craft Rod, bestow curse, Price 28,000 gp; Weight 3 lbs. NEW SPELLS Briar Web (Complete Divine) Transmutation Level: Clr 3, Drd 2, Rgr 2 Components: V, S, DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Plants in a 20-ft.-radius spread Saving Throw: Reflex negates; see text Spell Resistance: No SHE5-03 The Prophet’s Voice Page 82 This spell causes grasses, weeds, bushes and even trees to grow thorns and then wrap and twist around creatures in or entering the area. Creatures that make their save against this spell are unaffected other than having to move at half speed within the area of effect. If a creature fails its initial saving throw, it has three options; stay perfectly still, attempt to break free, or continue to act normally. A creature that fails it saving throw is entangled (--2 attack, --4 Dexterity), but experiences no other effect and takes no damage. Anyone entangled in this way loses the entangled condition if they leave the area of the spell. Each round in which a creature remains in the area, it may spend a full round action extricating itself from the thorns. Doing so allows a new saving throw. If successful, the creature is unaffected by the thorns except it may only move at half speed in the area of the spell. Successfully breaking free in this way is the only thing a character can do that does not cause thorn damage to the character. A failed attempt to break free deals the normal 2d6 thorn piercing damage. Those that attempt actions (such as attack, cast a spell with a somatic component, or move) take 2d6 points of piercing damage from the thorns. A creature that tries to cast a spell must also make a Concentration check (DC 15 + spell level + damage taken) or lose the spell. The plants provide cover. A creature five feet away has cover. Creatures separated by more than 20 feet of briar webs have total cover. Brilliant Aura (Complete Divine) Transmutation Level: Drd 7 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: 1 person per 2 levels, all of whom must be within 30 ft. of each other Duration: 1 round/level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) You limn your allies in a glowing nimbus, transforming their attacks into brilliant energy. Each person affected by this aura gives off light as a torch (20 ft. radius). Their weapon attacks (melee or ranged) function as if their weapons were brilliant energy weapons: they ignore nonliving matter, and armor and enhancement AC bonuses do not count against them. The attacks cannot harm undead, constructs, or objects. In addition, all attacks gain an enhancement bonus on damage equal to one-half the caster’s level (maximum +10). Creeping Cold (Complete Divine) Transmutation [Cold] Level: Drd 2 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 3 rounds Saving Throw: Fort half Spell Resistance: Yes You turn the subject’s sweat to ice, creating blisters as the ice forms on and inside the skin. The spell deals 1d6 cumulative points of cold damage per round it is in effect (that is, 1d6 on the 1st round, 2d6 on the 2nd round, and 3d6 on the 3rd round). Only one save is allowed against the spell; if successful, it halves the damage each round. Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water. Creeping Cold, Greater (Complete Divine) Transmutation [Cold] Level: Drd 7 Components: V, S, F Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: See text Saving Throw: Fort half Spell Resistance: Yes SHE5-03 The Prophet’s Voice Page 83 This spell is the same as creeping cold, but it adds a fourth round to the duration, during which it deals 4d6 points of damage. If the caster is at least 15th level, the spell adds a 5th round at 5d6 points of damage. If the caster is at least 20th level, the spell adds a 6th round at 6d6 points of damage. Focus: A small glass or pottery vessel worth at least 25 gp filled with ice, snow, or water. Critical Strike (Complete Adventurer) Divination Level: Assassin 1, Sor/Wiz 1 Components: V Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round While this spell is in effect, your melee attacks are more likely to strike a foe’s vital areas. Whenever you make a melee attacks against a flanked for or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical hits. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to sneak attacks are immune to the extra damage dealt by your attacks. Distract Assailant (Complete Adventurer) Enchantment (Compulsion) [Mind-Affecting] Level: Assassin 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round Saving Throw: Will negates Spell Resistance: Yes The subject of this spell is distracted, flinching at blows that seem to come from the shadows. A creature affected by this spell is flat-footed until the beginning of its next turn. Material Component: The dried wing of a fly. Fire Shuriken (Complete Arcane) Evocation [Fire] Level: Asn 2 Components: V, S, M Casting Time: 1 standard action Range: 0 ft. Effect: One magical shuriken/3 levels Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell creates shuriken formed of magic fire that you can throw as a normal ranged attack at any target within range. You are automatically considered proficient with the fire shuriken, which have a range increment of 10 feet, threaten a critical hit on a roll of 19-20, and deal 3d6 points of fire damage each on a successful hit (though you and your possessions take no damage as the shuriken are thrown). Any additional damage dealt by the fire shuriken (including Str and sneak attack bonuses) is also fire damage. The shuriken disappear when they hit, so they cannot set fire to combustibles or damage objects. You can create one fire shuriken per three caster levels, up to a maximum of six at 18th level. Material Component: A shuriken coated with pine sap and sulfur. Forestfold (Complete Divine) Transmutation Level: Drd 4, Rgr 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) SHE5-03 The Prophet’s Voice Page 84 You change your coloring and attune your footfalls to one specific kind of terrain (aquatic, desert, plains, forests, hills, mountains, marsh, or underground). While you are in terrain of that kind, you gain a +20 competence bonus on Hide and Move Silently checks. You retain these bonuses even if you leave the designated terrain and return within the duration of the spell. Infestation of Maggots (Complete Divine) Necromancy Level: Drd 3 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature Touched Duration: One round/2 levels Saving Throw: Fortitude negates Spell Resistance: Yes With a successful melee touch attack, you infect a creature with maggot-like creatures that deal 1d4 points of temporary Constitution damage each round. The subject makes a new Fortitude save each round to negate the damage and end the effect. The infestation can be removed with a cure disease spell or a heal spell. Material Component: A handful of dried, dead flies. Miasma (Complete Divine) Evocation Level: Drd 6 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One living creature Duration: 3 rounds per level Saving Throw: Fort negates Spell Resistance: Yes By filling the subject’s mouth and throat with unbreathable gas, you prevent him from doing much more than coughing and spitting. The subject cannot speak. Conversation is impossible, spells with verbal components cannot be cast, bardic music cannot be performed, and no noise other than coughing and spitting is possible. The subject can hold his breath for 2 rounds per point of Constitution but must a Constitution check (DC 10 + 1 per previous success) each round thereafter to continue doing so. Failure on any such check (or voluntary resumption of breathing) causes the subject to fall unconscious (0 hp). On the next round, the subject drops to –1 hit points and is dying; on the third round, he suffocates (see suffocation, Dungeon Master’s Guide, page 304). Murderous Mist (Complete Divine) Evocation Level: Drd 4 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Cloud that spreads in a 30 foot radius, 20 feet high Duration: 1 round/level Saving Throw: Reflex half; see text Spell Resistance: Yes You create a cloud of scalding hot steam that moves in a straight line, away from you, at a speed of 10 feet per round. Anyone within the cloud takes 2d6 points of damage and is permanently blinded. If a creature within the area makes a successful saving throw, it only takes half damage and is not blinded. Any creature within the cloud has concealment. Winds do not affect the cloud’s direction or speed. However a moderate wind (11+ mph) disperses the cloud in 4 rounds, and a strong wind (21+ mph) disperses it in 1 round. Shadow Form (Complete Adventurer) Illusion (Shadow) Level: Asn 4, Sor/Wiz 5 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You SHE5-03 The Prophet’s Voice Page 85 Duration: 1 min./level (D) You can call forth the power of shadow, enveloping yourself in a clinging, concealing shroud of darkness. While this spell is in effect, you gain a number of benefits. The shadows wrapping your form grant a +4 competence bonus on Escape Artist, Hide, and Move Silently checks. Your shadowy form also provides you with concealment. This shadow concealment is not negated by a see invisibility spell, but a true seeing spell counteracts the effect. Standing within the radius of a daylight spell or in bright natural sunlight temporarily suppresses the concealment effect. In addition, if you have 5 ranks in Escape Artist, you can attempt to slip through a solid object or barrier up to 5 feet thick with a DC 20 Escape Artist check, though doing this ends the spell as soon as the attempt is completed (regardless of success). If you have 10 ranks in Escape Artist, you can attempt to pass through an object or barrier up to 10 feet thick. If you have 15 ranks in Escape Artist, you can attempt to pass through a barrier composed of magical force (or similar magical obstacles). Material Component: A small piece of black cloth taken from a funeral shroud. Spectral Weapon (Complete Adventurer) Illusion (Shadow) Level: Asn 3, Brd 4, Sor/Wiz 3 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level (D) Saving Throw: Will partial; see text Spell Resistance: Yes; see text Using material from the Plane of Shadow, you can fashion a quasi-real weapon of any type with which you are proficient. This spectral weapon appears in your hand and behaves as a normal weapon of its type, with two exceptions. First, you resolve attacks with your spectral weapon as melee touch attacks instead of melee attacks. Second, any foe you hit is entitled to a Will save to recognize the weapon’s shadowy nature. If the save is successful, that opponent takes only one-fifth normal damage from the weapon on that attack and all subsequent attacks, and is only 20% likely to suffer any special effects of your attacks (such as a death attack delivered with the weapon). You can maintain only one spectral weapon at a time, and only you can wield it. The weapon dissipates when you let go of it or when the spell’s duration expires, whichever comes first. Vigor (Complete Divine) Conjuration (Healing) Level: Clr 3, Drd 3 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: 10 rounds + 1 round/level (max 25 rounds) Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) With a touch of your hand, you boost the subject’s life energy, granting him or her the fast healing ability for the duration of the spell. The subject heals 2 hit point per round of such damage until the spells ends and is automatically stabilized if he or she begins dying from hit point loss during that time. Vigor does not restore hit points lost from starvation, thirst, suffocation, nor does it allow a creature to regrow or attach lost body parts. The effects of multiple vigor spells do not stack; only the highest-level effect applies. Applying a second vigor spell of equal level extends the first spell’s duration by the full duration of the second spell. NEW TRICKS Mark (Races of the Wild) Mark (DC 20): The animal moves toward a creature designate and endeavors to stay near the creature no matter what it does or how it moves. The animal generally stays within 10 feet of the creature but keeps out of its reach. While performing this trick, the creature makes noise to help mark the foe’s location. If the animal also knows the seek trick, you can designate an area or direction for the animal to seek out foes that are attacking you. To identify a foe, the animal must seethe creature attack you or use a spell or other magical effect with visible manifestation in your direction. Otherwise the animal marks the first creature it encounters. SHE5-03 The Prophet’s Voice Page 86 SHE5-03 The Prophet’s Voice Page 87 PLAYER HANDOUT #1 Friend, I have need of your aid again. Please meet me at The Knob, outside of Spinster’s Wood. The fate of both my people and yours hangs in the balance. Maira Lachlansdotter SHE5-03 The Prophet’s Voice Page 88 PLAYER HANDOUT #2 Fate makes strange friends, I should call you enemy, but the gods have brought you to me and me to you. Meet me at The Knob, outside of Spinster’s Wood. Know that I am prepared for treachery and will not fall to animal cunning or petty plots. The fate of both my people and yours hangs in the balance. Maira Lachlansdotter SHE5-03 The Prophet’s Voice Page 89 PLAYER HANDOUT #3 We share the same dreams. I see the white stone too. I think you have been brought to me with good reason. I have a solution to you problems. Meet me at The Knob, outside of Spinster’s Wood. The fate of both my people and yours hangs in the balance. Maira Lachlansdotter SHE5-03 The Prophet’s Voice Page 90 PLAYER HANDOUT #4: THE DREAMS It started some weeks ago, the dreaming. A person in your trade sees and does many things, and the passage of the night is often ungentle. You have had nightmares before. Rest has sometimes been elusive. But it has not been like this. You have always known the difference between what is real and what is not. No matter what darkness and horror lay within sleep, escape lay simply in waking and in dragging your soul back into the light of this world. It has not been so lately. What first appeared as episodes of fitful and troubled rest soon became torment and lucid torture. The knife … you remember the knife. There was laughter, one voice deep and resonant with its own power. Another voice, smaller, whispered words of power as it cut. Slick and wet the words wrapped around your throat and tightened. Someone screamed, long and loud. The voice shook and shuddered for moments unending, and you asked yourself, “Why would someone make that sound?” Then you felt the knife again, marking with measured cuts a symbol on your flesh. It was you who screamed, your voice taut and shattered by anguish. You tried to stand but could SHE5-03 The Prophet’s Voice Page 91 not. Strong hands held you down, their weight a pressure on your limbs. Then blackness appears above your eyes. A hand, its skin the black of night and ash, takes shape as you focus through the pain. Words come again beside the laughter. Yet, these words sear, and smoke curls from the skin of your wounded throat. Molten flame drips from the huge, black hand, and you try to scream, the last of your voice shredding across the surface of your pain. The laughter ends. That voice is wicked in its power, “Be silent or speak repentance else you will be sent to the final mountain.” You awake each night you dream of this to the smell of sulfur and burning flesh, choking on your fear and pain. There is still more waiting for you in rest. You dreamed of a mountain made of pale white stone, its rock worn smooth by wind and rain. You moved closer, as if in flight, and saw gateways pebble the surface of the stone. You pass through one and hear a woman’s despair and the sobs of loss. She cries the mournful cry of the living who ache for those who once were. SHE5-03 The Prophet’s Voice Page 92 She sits before you. Bird-like, she perches on a crib, more like a nest than any child’s bedding you have seen before. Within an egg, of this you are certain, although you have not seen its like before. Its surface is as pale and pure white as the stone without. A crack appears in the surface of the egg. Bit by bit, chips break away as something claws its way into the light. The woman sobs. At last, the surface breaks. A perfect small hand breaks into the light. For an instant, there is beauty. Then the skin of the arm splits, as if burned by an inner fire. Next come embers burning from within. Last all is ash, and the fickle wind sweeps the remnants of life from the nest and out across the floor. The woman cries. Waking brought anguish to you. Emptiness filled your heart with bitter grief. That death was as sad and final as a sword stroke. Yet another dream haunts you. Around you there are walls made of steel, smooth and cold to your touch. You can take one stride forward. You can SHE5-03 The Prophet’s Voice Page 93 take one stride back. You can take one stride to the left or the right. That is all. The floor underneath your feet slopes gently up to the wall. You cannot stand flat footed, and your ankles and feet ache with standing on the sloping floor. Above, the light washes from red to blue to green to yellow then back to red. Unending the cycle repeats, again and again and again. It has always been this way. Long ago you remember the open sky and flight. The touch of such thoughts is fading like a song long lost. Soon, you will remember only the steel walls and the sloping floors. It has been so long. Red, Blue, Green, Yellow, Red, Blue, Green, Yellow, Red, Blue, Green, Yellow, Red, Blue, Green, Yellow, the cycle repeats endlessly. You cannot walk. You cannot move. You cannot fly. You cannot leave. There is no voice except your own. There is no color beyond these four. The walls are steel. This is all you know. The walls are all. The walls are all. The walls are all. The walls are all. Eternity stretches before you. You wake and see steel walls before your eyes. The vision fades. SHE5-03 The Prophet’s Voice Page 94 There has been little respite. Each night a torment of nightmares, unending and repeating. You would think that you could become numb to theses images, repeated as often as they have. They do not fade and stay as fresh as a new wound. Battered, you wander. One thing guides you. On some nights the dreams come with less frequency and intensity. When you move towards Sterich, your sleep is less troubled. You have crossed the Sheldomar tormented. Steps towards Istivin bring at least a partial sleep. SHE5-03 The Prophet’s Voice Page 95 CRITICAL EVENTS SUMMARY SHE5-03 THE PROPHET’S VOICE Please complete this form and return it to Steven Conforti at [email protected]. Did the PCs bring Maira her Voice? Y / N Did the PCs bring Gar Mujal the books? Y / N Did the PCs free the Folinu? Y / N Did the PCs rescue the commoners? Y / N
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t Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________ 593 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 4 max 675 xp; 600 gp APL 6 max 900 xp; 800 gp APL 8 max 1,125 xp; 1,250 gp APL 10 max 1,350 xp; 2,100 gp APL 12 max 1,575 xp; 3,000 gp This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed Of Witches and Warlocks A Regional Adventure Set in Keoland Event: _________________________________ Date: ________ DM: __________________________________________________ Signature RPGA # � MURDERER! This PC cast destructive spells with abandoned, or cleaved from a creature into a Craufield resident. Both the DM and the Player should contact the Keoland Metaorg and Regional Flavor PC at [email protected] with their version of the story so that an appropriate punishment/restitution can be made. � Gift of the Craufield Mages (Frequency: Regional): As special thanks for finding the true cause of the trouble in Craufield, Istava Lolian will offer the PC a one-time gift, PC’s Choice: • Istava will teach the PC any one arcane [including bard] spell of 4 th level or lower that is in the Council Library, including Builder Book spells. The PC must be able to cast the spell at the time this is used. Spells that are Unknown, Illegal, or Forbidden in Keoland are unavailable to the PC. See the Metaorg Book 0 or contact the Keoland Metaorg PoC for details. • Istava will use the resources of the council to empower one magical item with even greater power. The PC may choose ONE of the following items at the casting: Weapon, Armor, Shield, Cloak of Resistance, Ring of Protection. The PC must then choose either a +1 to +2, or a +2 to +3 upgrade. The PC only needs to pay the difference in cost between the old and new items, but must have the gp available at the time this influence is used. � Gift of Brathin Sigwal the Jeweler (Frequency: Adventure): [NOTE: This is only available if the Mage Council has not been banned from Nimlee]. As special thanks for finding the true cause of the trouble in Craufield, Brathen will offer to create a commission piece for the PC. He will create any jewelry piece the PC designates [including metaorg membership items] up to a value of 500gp. If a PC spends 500gp, that PC will gain a +1 Diplomacy and Gather Information checks with NPC members of the Royal Financiers Guilds, as they recognize a good customer. The PC should note the description of the item on both the AR and on their list of Keoish Influence. Cross out any game effects this character does not gain. � Notice of the Darkwatch: The PC has now met a member of the Darkwatch, and has left the following impression (Circle ONE): Favorable: This PC willingly and nobly participated in the defense of Craufield. They also went out of their way to be heroic and openly shared information with (and was polite to) Sarick. Cannot be given to members of the Darkwatch. Recognition: This PC willingly and adequately participated in the defense of Craufield. Sarick has also detected some hostility from this PC towards the Darkwatch. Cannot be given to members of the Darkwatch. Unfavorable: The PC either did not aid in the Craufield investigation, did so grudgingly, or was openly belligerent and hostile towards Sarick. This PC’s future actions will be tracked by the Darkwatch. � ARRESTED! The PC either cast illegal or forbidden spells with abandon and/or was responsible for the destruction of property in Craufield. The PC must pay a fine of 100gp x Spell Level x APL, as noted in the “Other Gold Spent” box on this AR. If another PC at the table covers the fine, it should be noted on both ARs. If a PC cannot cover this cost, they must spend 1 TU for every 100gp that they are short [rounded up] working off their debt by helping to rebuild Craufield. Both the DM and the Player should contact the Keoland Metaorg and Regional Flavor PC at [email protected] with their version of the story so that an appropriate punishment/restitution can be made. � Influence w/Countess Lissen Rheyd (Power Rank: Noble. Political: Oeridian). See the Metaorg Book 0 for details, or contact the Keoland triad for further information. Frequency (Regional). If a PC does not belong to any Keoish metaorgs, they may use this favor to cover the cost of any clerical spells of 3 rd level or less used in this module, up to 500gp [note that healing in Keoland costs double PHB standard.] Influence used in this way is Frequency (Adventure) Adventure Record# ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 4, 6, and 8: • Cloak of Charisma +2 (Adventure; DMG) • Masterwork Zither (Regional; Song & Silence [with rules from page 49-50]) • Scroll Organizer (Regional; Tome & Blood) • Everburning Torch (Regional; DMG) • Scroll of Stoneskin (Adventure; 7 th level caster; DMG) APL 10: [APL 4, 6, and 8 Items PLUS] • Chain shirt +2 (Adventure; DMG) • Flaming short sword +1 (Adventure; DMG) • Bracers of Armor +4 (Adventure; DMG) • Amulet of Natural Armor +3 (Adventure; DMG) • Gloves of Dexterity +4 (Adventure; DMG) • Potion of Gaseous Form (Adventure; DMG) • Dust of Appearance (Adventure; DMG) • Scroll of Teleport (Adventure; 9 th level caster; DMG) • Potion of Cure Serious Wounds (Adventure; DMG) • Ring of Mind Shielding (Adventure; DMG) • Ring of Protection +3 (Adventure; DMG) • Vest of Resistance +2 (Adventure; Tome & Blood) APL 12: [APL 4, 6, 8, and 10 Items PLUS] • Mithril Chain Shirt +3 (Adventure; DMG) TU REMAINING Added TU Costs - TU TU Cost 1 or 2 TU Starting TU TU XP FINAL XP TOTAL XP Gained + XP Subtotal XP XP lost or spen - XP Starting XP XP Items Bought Total Cost of Bought Items Subtract this value from your gp value Items Sold Total Value of Sold Items Add ½ this value to your gp value FINAL GP TOTAL GP GP Spent - GP Subtotal GP GP Gained + GP Subtotal GP GP Gained + GP Subtotal GP GP Spent - GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent Starting GP GP t Play Notes: � Gained a level � Lost a level � Ability Drained ____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________ Cross out any game effects this character does not gain. � Pawn of Nerull: The PC has taken possession of a powerful weapon called Nerull’s Gift. Being a highly intelligent and evil item, it has slowly taken control over the PC even if they are normally immune to mind- affecting effects. The PC’s alignment has changed to CE and is now an agent for Nerull. The PC loses any class abilities that are not allowed to a CE character. If the PC was a cleric to another god, the PC is now a cleric of Nerull. The PC will lose access to the domains spells of her/his previous god and gain access to Nerull’s domains (the atonement spell will be cast by one of Nerull’s clerics). As the PC is now evil, the PC is out of play and in control of the Keoland Triad. Send the character sheet and ARs to the Keoland Plots and Scenarios Triad member (Christian Alipounarian, [email protected]). The character is now a NPC unless a special mission or a future module changes his/her status. 593 CY A D V E N T U R E This Record Certifies that __________________________________________ Played by______________________________________ Player RPGA # Has Completed Of Witches and Warlocks A Regional Adventure Set in Keoland And Become a Pawn of Nerull Event: _________________________________ Date: ________ DM: __________________________________________________ Signature RPGA # Adventure Record# ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found TU REMAINING Added TU Costs - TU TU Cost 0 TU Starting TU TU XP FINAL XP TOTAL XP Gained + XP Subtotal XP XP lost or spen - XP Starting XP XP Items Bought Total Cost of Bought Items Subtract this value from your gp value Items Sold Total Value of Sold Items Add ½ this value to your gp value FINAL GP TOTAL GP GP Spent - GP Subtotal GP GP Gained + GP Subtotal GP GP Gained + GP Subtotal GP GP Spent - GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent Starting GP GP
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GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL4 � redcap's tooth (Regional; see AR; 1,000 gp) � pearl of power, 1st level (Adventure; DMG; 1,000 gp) � spellbook containing: amanuensis, benign transposition, blast of force, sign of sealing (400 gp)* � oil of align weapon (good) (NoneLM; DMG; 300 gp) � scroll of restoration (NoneLM; DMG; 800 gp) � wand of lesser vigor (NoneLM; SpC; 750 gp) APL 6 (all of APLs 2-4 plus the following) � lesser rod of extend (Adventure; DMG; 3,000 gp) � masterwork large spiked chain (Adventure; PH; 350 gp) � spellbook containing the spells at APL 4 plus force missiles, greater magic armor, orb of force (950 gp) * APL 8 (all of APLs 2-6 plus the following) � spellbook containing the spells at APLs 4-6 plus arc of lightning (1,100 gp) * APL 10 (all of APLs 2-8 plus the following) � armbands of might (Adventure; CV; 4,100 gp) � +1 large spiked chain (Adventure; PH; 2,350 gp) � spellbook containing the spells at APLs 4-10 plus greater sign of sealing (1,600 gp) * Spells in the spellbook are from the SPELL COMPENDIUM APL 12 (all of APLs 2-10 plus the following) � vest of resistance +1 (Adventure; CA; 1,000 gp) � spellbook containing the spells at APLs 4-10 plus greater sign of sealing (1,600 gp) * Spells in the spellbook are from the SPELL COMPENDIUM Adventure Record# 596CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450 XP; 450 gp APL 4 max 675 XP; 650 gp APL 6 max 900 XP; 900 gp APL 8 max 1,125 XP; 1,300 gp APL 10 max 1,350 XP; 2,300 gp APL 12 max 1,575 XP; 3,300 gp �Winner of the Fallen Knights Archery Contest You have placed first in this year’s archery contest at the Festival of the Fallen Knights in Nellix. �Redcap’s tooth (from MONSTER MANUAL III) When a redcap dies, it leaves behind a single tooth. Anyone wearing this tooth gains a +2 circumstance bonus on Charisma- based checks when dealing with fey, and a +4 circumstance bonus when dealing with other redcaps. - Faint transmutation; CL 6th; cannot be made; Price 1,000 gp. �Favor of the Lydians You have earned the gratitude of the Temple of Lydia for rescuing Karett Melior. You may use the favor to gain access to any two of the following spells from the SPELL COMPENDIUM: (expending the favor in the process): assay resistance, close wounds, mass align weapon, panacea, spontaneous search. This favor may also be redeemed for a discount of 500 gp on spellcasting service on the Temple of Lydia. As long as it is retained the character is considered a "Friend of the Church of Lydia (see the meta-org for details). The character also gains regional access to the items marked with “CL” below, even after the favor is expended. �Favor of Karett Melior: This favor depends on Karett Melior’s condition. The DM should circle the appropriate condition blow. If this condition is improved in future adventures, the access level of the favor will also improve. The favor is expended when it is used to purchase or upgrade an item from the list below. Good (25,000 gp limit)/Fair (16,000 gp limit)/Poor (6000gp limit)/Critical (no items) Available items: Karett can provide you with access to buy or upgrade items from the following list, subject to the gold piece limits listed under the applicable condition entry: Metamagic rods from the DMG or CA; Stat items of +4 value (amulet of health, belt of giant strength, cloak of charisma, gloves of dexterity, headband of intellect, periapt of wisdom); Boccob’s blessed book, boots of speed, spool of endless rope (CV), pearl of power (up to 5th level), tunic of steady spellcasting (CV), ring of arcane might (CA), ring of lore (CA), ring of lightning flashes (LORDS OF MADNESS), ring of protection (+1 to +3) An item may only be purchased if it has a price less than or equal to the gold piece limit for Karett’s current condition. If Karett’s condition was Good or Fair, it may be exchanged, instead, for access to the aberration bane (DMG), death ward (CA), magebane (CA) or sizing (CA) enhancements – these enhancements are not subject to the gold piece limits. This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed URD6-08 – Food for Thought An adventure set in the region of the Duchy of Urnst Event:__________________________ Date: __________________ DM: _____________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ ___________________________________________________ __________________________________________________ Home Region_________________________________
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6 1 Crash Zone Written by Jesse Pingenot Saga Machine system by Thorin Tabor Edited by Thorin Tabor Art by NASA, Wilson Saravia Tab Creations is Ben Goreham, Jesse Pingenot, Matthew Pennell, Thorin Tabor Tab Creations, Saga Machine and Shadows Over Sol are trademarks owned by Thorin Tabor and Tab Creations LLC. All rights reserved. All other content is ©2020 Jesse Pingenot & Tab Creations. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This document is a work of fiction. 2 3 Crash Zone is a complete action horror scenario for Shadows Over Sol. Contained in this adventure enough material to cover between two and four sessions of play, depending on the interests of the players and the pacing set by the GM. In this scenario, the team will be pitted against rival corporate agents, fight automated drones and unravel a mystery that has laid dormant on Mars for decades. Author’s Author’s Forward Forward In the process of creating Shadows Over Sol, the Tab Creations team learned a lot about the solar system as a whole, and Mars in particular. Mars seems to call to humanity, as a rocky planet near our own. Several years ago, a company even started taking applications for colonists. But Mars has many, many roadblocks between it and permanent human colo- nization. Its core and mantle are dead. It has no magnetosphere to protect any potential colonists from radiation. And its low gravity, at 0.37 G, is not what human bodies are adapted for, possibly causing developmental complications in children and bone loss in adults. It’s not just Earth without water. What would it take to make Mars a new Earth? Would humanity, as a species, prefer to modify itself to meet the needs of the planet, or would they prefer to alter the planet to meet the needs of humanity? And since humans are individuals and don’t think as a species, what happens when someone disagrees? Synopsis Synopsis In the early days of the Mars Terrafor- ming Project lots of crazy theories were floated on how to make the Red Planet habitable for human life. These ranged from bioengineering lifeforms to digest and break up the Martian regolith, to crashing asteroids into the planet to give it greater mass and reignite Mars’ dead planetary core. One group involved with the earliest terraforming efforts was a privately owned space technology firm called the Mizalcor Initiative. Led by Eun-Seung Mok, an eccentric billionaire known for his extravagant lifestyle and belief in hard AI, the Initiative championed some of the most bizarre terraforming plans proposed in those early days. Eventually a rift grew between the Mizalcor Initiative and the Terraforming Project’s other early participants, leading Eun-Seung Mok to publicly declare that his companies would seek to terraform Mars on their own, without the project’s input. A grand unveiling of his vision for Mars was scheduled, but never came to fruition, as the very next week World War IV erupted, putting all terraforming plans on hold and consuming human efforts for the next several years. While Eun-Seung Mok survived the war, he didn’t survive its radioactive fallout. Introduction Introduction 4 Eun-Seung died of radiation poisoning just months after the conflict ended. The Mizalcor Initiative filed for bankruptcy shortly afterward. As far as anyone knows, that was the end of Eun-Seung’s, and the Mizalcor Initiative’s, involvement with Martian terraforming. Their plans fell by the wayside and more sensible minds prevailed. However, that common wisdom is about to be proven wrong. The Mars Solution The Mars Solution While World War IV was consuming the attention of humanity, the Mizalcor Initiative was spending extravagantly, hiring new personnel and constructing a series of installations across Mars. This was done in absolute secrecy, so as to not become a target in the war. Meanwhile, one of Eun-Seung’s other companies was involved in processing fissile material for the Corporate Powers. This material was used to manufacture atomic bombs for the war. Carefully skimming material from the war effort, the Mizalcor Initiative transferred it to Mars and there used it into manufacture warheads. These warheads were placed at regular points under the Martian crust. The plan was to later set them off in unison. This was called Ignition Day. It was part of an effort to create strategic faults in Mars’ dead mantle. The hope was that the energy produced by igniting the bombs would cause the outer mantle to liquify and magnetically realign, producing a stronger magnetosphere around the planet, and thus protecting it from the most harmful effects of solar radiation. But the bombs were just half the plan. Automated drones were also sent out to alter the paths of close to one thousand objects in the solar system, and to have them collide with Mars at roughly the same time. These would produce an abundance of additional energy to heat the already fractured crust. Thirty secret facilities were completed, but Ignition Day never arrived. Eun-Seung Mok died before his plan could be put into motion. His corporate successor at the Mizalcor Initiative, never a believer in the project, then quickly evacuated and shuttered the secret facilities, lest the stolen fissile material be traced to the company. The entire effort was swept under the rug and then largely forgotten. Unfortunately for Mars, someone or something has just discovered the Mizalcor Initiative’s old network of secret facilities, and Ignition Day is about to arrive. Ready-Made Heroes Ready-Made Heroes The nine player characters presented in Shadows Over Sol: Ready-Made Heroes are ideal for use with Crash Zone. Simply print out the character sheets, give them their listed “Action Horror” loadouts and they are good to go! Of particular interest are: Alek- sander Gugenheim, who is on his home turf in this adventure; Ozan Cevahir, who has experience in the Martian water trade; and Albert Astro, who may have some insight into breaking apart orbital bodies. 5 Enter the Team Enter the Team When the bombs are set off, a quake will shake the Martian surface. Hired by Sinoex, the team will then be sent out to investigate the cause of this seismic disturbance. Over the course of the inves- tigation, they will discover one of the secret facilities and then explore a second facility whose warhead failed to ignite. This leads to the revelation that thousands of orbital objects are about to strike the Red Planet. Can the team deflect the incoming objects before they cause millions of colonists to die? Modes of Modes of Horror Horror Crash Zone is written with the action horror mode of play in mind (see the Shadows Over Sol core rulebook, page 164). Throughout the events of this adventure, the team will run up against rival scrappers, mysterious automated drones and a mystery that has laid dormant on Mars for decades. This scenario is high enough in action that the GM may want to consider running it using the Epic Sci-fi mode of play (see Fatal Frontier, page 6). This works especially well if the adventure is being run as a one-shot. Altering the adventure to suit the Inves- tigative Horror or Survival Horror modes of play is also possible, albeit with a little work. To do this, play up the investigative aspects in the first half of the adventure. It may also be reasonable to have the team accompanied by a few NPC soldiers appointed by Sinoex. In that case, have the soldiers do the bulk of the shooting, but try to have it occur “offscreen,” when the team is split up exploring the two secret facilities. They can later come upon the wounded soldiers and hear their harrowing tale. This helps build tension and furthers the sense of dread without slaughtering the scrappers. Other Adventures Other Adventures Crash Zone can be used alone or in conjunction with other published Shadows Over Sol adventures. Below are some notes on how to combine this scenario with others. ■ Dreams and Dust: Like Crash Zone, this adventure is set on Mars and assumes a competent and well-prepared team. While it starts as Investigative Horror, it is easily adapted to Action Horror, and makes a great follow-up scenario for teams that gain a heroic reputation. ■ Eviction Notice: Another Action Horror scenario set on Mars, Eviction Notice is best set before Crash Zone, and is a great way for the team to gain the reputation they will need to be hired by Sinoex. ■ Thirst: Yet another Martian adventure, Thirst is a very different scenario than Crash Zone, but makes for a great interlude as the team travels between the two secret facilities, or as a prelude to the events of Crash Zone. 6 7 This scenario begins with the team in Oras colony on Mars. Perhaps they are spending some downtime between missions visiting family, or on a drinking binge. Or perhaps they just wrapped up another adventure set on Mars, such as Thirst or Eviction Notice, and haven’t even had time for a breather. Downtime Downtime However they came by their well- earned downtime, have the team play out a little bit of it. This is also a good oppor- tunity to touch on personal plots or shed a bit on light on the characters. Just what do they do when they’re between jobs? Try to give each of the player charac- ters a short scene. You can adapt each one to that particular character’s strengths or interests. A few ideas are given below: ■ Teams who just finished their last job likely just got paid. This means that the scrappers may have microcredits burning a hole in their proverbial pockets. Shopping for new gear is a time-honored tradition and something easily accomplished in most colonies on Mars. ■ Characters with a violent bent may want to seek out illegal underground bloodsports (see page 33 of the Shadows Over Sol core rulebook). They could make bets on the outcome or even participate in the games! ■ The team may have any number of contacts on Mars. Checking up on old friends, acquaintances or even enemies can make for an interesting scene. This is especially true if using the Contacts rules from page 3 of Shadows Over Sol: Contacts. ■ Characters of a scientific bent may want to pursue research activities or conduct experiments. This may call for any number of flips, including Int/bio-sci or Int/phy-sci. The News The News As the team goes about their business, the GM should mention some of the things that are in the news. These tidbits provide important fore- shadowing for later in the adventure. ■ The net is full of talk about a Heed celebrity, Grand Wizmo Altantsetseg, who was killed when an undetected meteoroid struck his ship as it waited in queue for a shuttle to Oras Topside Station, in orbit at the top of Mars’ space elevator. ■ There is also news of a new attempt to build a permanent settlement on Mercury—in a pocket in the deep crust, between the mantle and the surface. (This news item is largely unrelated to the adventure, but touches on the ideas of placing facili- ties next to a planetary mantle.) ■ Lastly, one of the team hears some technical babble about current solar system models continuing to be slightly out of alignment with observations, even though astronomers have been refining these models for centuries. Marsquake Marsquake 8 Marsquake Marsquake While the team is in the middle of their downtime shenanigans, a major tremor suddenly strikes Mars. All around them is chaos, as everything that was not bolted down has fallen to the floor or toppled over. Screams can be heard and nearby buildings threaten to collapse. ■ Have each of the scrappers make a Dex/athletics-10 flip to avoid falling to the ground and suffering a light wound, as well as embarassment. Aftermath Aftermath Give the team time to react. The colony they are in has suffered at least some damage. People are trapped and need help. People are confused. No one knows the cause of the tremor. ■ Locating people that need help is a Per/awareness-10 flip. Lifting debris to free those trapped underneath is a Str/athletics-12 flip. ■ Gossiping about the quake calls for a Chr/socialize-8 flip. “Perhaps it was a terrorist attack? Or maybe some idiot crashed an ice delivery nearby, outside the crash zone?” ■ Anyone using their AR glasses or implant will see a flood of messages from people reacting to the quake. An Int/comp-ops-8 flip will quickly reveal that, whatever caused it, the tremor was felt all across Mars at roughly the same time. It was not a local event. Moving On Moving On Give the team some time to react and look into the cause of the quake—a few hours to group up, rescue survivors and search the net should suffice. The mystery should just be beginning to deepen when they receive a contact request. The Offer The Offer If the team agrees to the contact request, it will open a vid-connection between them and a Ms. Nguyen, who claims to be a representative of Sinoex’s Department or Research and Development. She says that her department is looking into the cause of the Marsquake, as it has already been named in multiple subcultures, and she wants to hire the scrappers to investigate. She will let on that she has some leads they can follow, Right to the Action? Right to the Action? GMs wishing to get right to the action can skip the downtime scenes and start with the Marsquake. This is recommended if running the scenario as a one-shot. Although the news items provide important foreshadowing, bits and pieces can be dropped in as the team gears up for the mission. This is Not Normal This is Not Normal Earthquakes are common on Earth; it is a tectonically active world with a molten mantle. Mars, on the other hand, is tectonically dead. Quakes have been unheard of there for a billion years. This Marsquake is not normal. Anyone may make an Int/phy-sci-8 flip to know that. 9 but she will not divulge those leads until all of the crew have signed the contract. ■ She is offering an Income 7 payment for the job. Success on a Chr/persuade-10 flip, however, can negotiate her up to an Income 8 payment. ■ With a successful Int/deception-12 flip, the team might be able to trick her into divulging a bit about her lead. She believes that the quake is linked to activity at a series of sites spread across Mars. One of those sites happens to nearby, which is why she’s contacting the team: she put out a contract offer based on proximity to that location. The Details The Details Once the PCs have accepted the offer, she will reveal the details about her lead willingly. She believes that the quake is linked to activity at a series of sites spread across Mars. One of those— at coordinates 0°, 0°—is close to the team’s current location. She does not know what to expect at the site, only that the closest tremors seemed to originate from there. She is confident, however, that other corps have processed the same data and are sending their own teams to investigate. She would encourage the scrappers not to waste time if they want to get their payday. Once they have something to report, they can contact her via hand terminal and she will arrange to transfer their payment. With that, Ms. Nguyen signs off. The team can grab their gear, hop in a rover and head out to the site. Ms. Bian Nguyen Ms. Bian Nguyen Geneline Martian Standard*, Subculture Ghostman Str 4, Dex 7, Spd 5, End 6, Int 6, Per 4, Chr 6, Det 6 Defense 8/16, DR 0, Shock 12, Wound 5, Wealth 7, Lifestyle 7 Skills: Athletics 2, Awareness 2, Bureaucrat 3, Comp-Ops 3, Conspiracy 3, Deception 2, Empathy 2, Guns 1, Lib-Arts 2, Persuade 3, Phy-Sci 2, Socialize 3 Light Pistol: +4 (♠12M/♥8M/♦4M/♣2M), Range 10, Shots 10 Gear: AR Glasses, Biometric Cracker, Hand Terminal, Verazine Born in Oras colony to a family also in Sinoex’s employ, Nguyen was taught by the corp’s schools and raised on a steady stream of pro-Sinoex propoganda. Now in her mid-20’s, she has worked for Sinoex for several years and has been recently promoted. In fact, this is her first time hiring a freelance scrapper team, although she will do her best not to let on. After all, even shady corp recruiters have to start somewhere. * See page 34 of Shadows Over Sol: Beyond Human. Sinoex Sinoex For more on the resource extrac- tion megacorp Sinoex, see page 58 of the Shadows Over Sol core rulebook. 10 10 1111 In this act, the team will head out to the coordinates given to them by Ms. Nguyen. There they will discover a secret facility seemingly left undisturbed since World War IV. They’ll confront a rival Microdyne scrapper team, and they’ll even be led to a second secret facility, mysteriously similar to the first. The events of this act are on a timer. The team is racing against time to discover both secret facilities before their Microdyne rivals. As the GM, you may choose to either keep strict track of time or to handwave the timing for best dramatic effect. If keeping strict track of time, assume each flip takes about 10 minutes, unless common sense dictates otherwise. Whichever method you choose, make sure that the players feel the time pressure. Times will be measured from the point when their negotiation with Ms. Nguyen concludes: T=0 minutes. Excursion Excursion It should be easy enough for the team to load up a rover and head out to 0°, 0°. If the team doesn’t own a rover, one can be rented in Oras colony. ■ Renting a rover is a basic lifestyle expense for anyone with Lifestyle 6 or better. Otherwise, the rental will require a Cost 6 payment. The process takes about half an hour. ■ Leaving the colony by rover requires passing through a security check- point. This takes another half hour, although the process can be shortened to only 10 minutes with either a successful Int/bureaucrat-10 flip or a Cost 5 bribe. ■ Under normal circumstances, the trip from Oras to 0°, 0° takes about 5 hours. However, the driver may make a Spd/vehicles-10 flip to maneuver the vehicle more quickly to the destination. This reduces the travel time by 10 minutes per Mag. The Competition The Competition As Ms. Nguyen warned them, the team is not the only interested party headed to those coordinates. En route is another scrapper team, this one hired by the megacorp Microdyne. It is led by Tang Yun-Seo, a ruthless killer who will be more than happy to leave the char- acters in an unmarked grave. Under no circumstances will she let the team leave with whatever secrets they discovered. ■ The Microdyne team is on schedule to arrive at the coordinates at T=6.5 hours (390 minutes). ■ Characters checking the net to look for evidence of competitors can discover Microdyne’s interest in the site with a successful Per/comp-ops-12 flip. This will reveal they they posted a job looking for scrappers to visit a “location of interest” and that the job was filled soon thereafter. Triacontahedron Triacontahedron Microdyne Microdyne For more on the computing megacorp Microdyne, see page 57 of the Shadows Over Sol core rulebook. 12 12 Secret Facility Secret Facility The location of interest—0°, 0°—is a flat and otherwise unremarkable area of regolith a ways north of Noachis Terra (“Land of Noah”), a landmass in Mars’ southern hemisphere. The area is dotted by small boulders and the occasional crag, but is otherwise easily traversed. Teams searching the area for signs of anything out of the ordinary can make either a Per/investigate-12 or a Per/naturalist-10 flip. On a success, the scrapper discovers a hidden airlock door a few dozen meters away from the exact location of 0°, 0°. This door is almost perfectly disguised as a small boulder partially embedded in the regolith. Failure on this flip results in wasted time. The team will still find the door, but it will take at least half an hour. Furthermore, the team will be distracted if Microdyne arrives while they’re still searching (see page 16). This gives Yun-Seo’s team a chance to park their own rover far away and sneak up, poten- tially ambushing the characters. Accessing Accessing the Airlock the Airlock Before the team can access the airlock, they must first move the boulder that both blocks and hides the airlock door. ■ The boulder must be manually lifted out of the way, requiring someone to make a Str/athletics-12 flip. Failure results in the character increasing her Fatigue consequence a severity. Once lifted out of the hole, an old airlock is visible underneath the boulder’s former location. ■ The door doesn’t have any visible rust or other age marks (Mars’ atmosphere doesn’t have the necessary oxygen for that), but a successful Int/engineer-10 flip will reveal that the airlock door is of an older style that hasn’t been popular for decades. ■ Characters searching the door for a key card slot or number pad may make a Per/awareness-10 flip to confirm that the airlock has neither. It instead relies solely on its mundane camouflage to avoid discovery. Opening the Airlock Opening the Airlock The airlock does not have any power, but it can be manually operated. Any attempt to short circuit the airlock with hacking or an electronic security override will fail. ■ A successful Per/mechanic-8 flip will reveal that there is no power being routed to the airlock. Whatever supplies it once had are long dead. ■ A resourceful character might be able to manually hook up power from her own personal supplies to power the airlock. This requires the right gear and a successful Dex/mechanic-10 flip. ■ Alternatively, the airlock’s emergency controls can be manually operated and then the door can be forced open with a Str/athletics-12 flip. Failure still opens the airlock, but results in the character’s Fatigue consequence being increased a severity. ■ Cutting through the airlock is also possible with the correct equipment, however, this takes half an hour and compromises the atmosphere inside. 13 13 Exploring Exploring the Facility the Facility On the other side of the airlock door is a corridor that gradually slops downwards, leading in the direction of true 0°, 0°. The atmospheric readout on the team’s environment suits will indicate a breathable atmosphere with no known contaminants. Anyone breathing the air will note that it smells old, but clean; not musty. ■ As the team travels down the corridor, anyone checking atmospheric readings may make a Per/naturalist-10 flip to notice that radiation levels are increasing slightly as they descend, rather than decreasing as would normally be expected. Central Chamber Central Chamber The corridor zigzags downwards in a series of switchbacks. After about five minutes of pressing forward, the team will have descended 50 meters, and the corridor will open up into a larger room. This room is dome-shaped, with a circular walkway on the parameter and a ventilation grate in the center. Along the outside of the room are eight doors, most leading to other chambers. They are described in clockwise order, starting from the entryway where the scrappers first emerge. ■ The chamber has a very fine layer of dust. Success on a Per/investigate-10 flip reveals that it looks undisturbed. ■ In some places the paint on the walls is peeling or beginning to crumble to dust. It is an odd mauve color that hasn’t been popular for decades. ■ The doors leading out of this room may have once had labels painted over them, but these have long since peeled away. ■ Those standing on the ventilation grate may notice that no air is being pushed through it. This means that either the facility is completely out of power or the ventilation has been shut down entirely. Habs Habs The first door leads to what appears to be an old bunking area. It consists of another corridor with several small rooms off to either side. Each room contains a pair of bunks, one stacked on top of the other, with a medium-sized lockbox on either side. ■ The scrappers may search the bunks for anything left behind. This requires a successful Per/investigate-10 flip. However, there isn’t much to be found. One lockbox contains a decaying blanket and an empty metal flask. Another contains an old jumpsuit—the same weird mauve color as the walls— stitched with the name “Chuck” on the chest. A lewd postcard is tucked under one of the mattresses. The most interesting find is a crumpled pay stub dated May 10, 2149. The letterhead at the top indicates that it is from the Mizalcor Initiative. ■ Either a successful Int/conspiracy-10 flip or Int/comp-ops-12 flip will reveal that the Mizalcor Initiative was an old space technology firm that filed for bankruptcy shortly after World War IV. It was involved in some of the earliest terraforming efforts and was one of the founding organizations involved in the 14 14 Mars Terraforming Project. For more information, see page 3. Restrooms Restrooms The next door over leads to the facil- ity’s restrooms. There are two stalls with toilets and a bidet, as well as a shower. A curtain still hangs in the shower, but the plastic has yellowed and is brittle with age. Two sinks with mirrors line the far wall. There is little of note to be found in the restrooms. The toilets and other accommodations are dry, as the water in the facility’s tanks was either long ago drained or evaporated. A toothbrush lies discarded near the sinks. Mess Hall Mess Hall Beyond this door is a small mess hall. It contains two long tables lined with stools, as well as a counter in the back intended to serve food. ■ A plastic tub next to the counter is still sealed and can be pried open to reveal what looks like a stack of cream-filled golden sponge cakes. The fact that they are still intact and recognizable after all this time speaks to the large amount of artificial preservatives in them. Recreational Room Recreational Room Next to the mess hall is what looks to be an old recreational room. A table sits at its center. A shelf lines one wall with a few board games and a dart board. On the far side of the room are two tread- mills and a weightlifting bench. ■ The treadmills lack power, but the rod used with the weightlifting bench can be removed and functions as an improvised crowbar. The weights themselves are almost comi- cality large, given Mars’ low gravity. Storage Storage This room contains several shelves that are mostly barren, aside from a few empty boxes and a lone can of beans. The beans have an expiration date of January, 2150. They are no longer edible. Maintenance Maintenance This cramped room is little more than a large closet that allows access to the facility’s water supply, air recycling, fuse box and other basic infrastructure. ■ A successful Per/mechanic-10 flip will reveal that neither the air recycling or water supply has power, nor does the water supply contain any water. ■ It will also reveal that the facility has two power generators, a primary generator as well as a secondary generator powering the room behind the locked door. The fuse for the secondary generator has burnt out. Locked Door Locked Door Next to the maintenance room is a locked door of the type intended to slide open when a button is pressed. Unfor- tunately, the door is without power and sealed tight. The locked door leads to the control room (see the next page). ■ If the team has cutting tools, they might be able to cut through the door with about 15 minutes of work. No flip is required if the scrapper has has a plasma torch or similar gear; she just spends the necessary time 15 15 and the door is cut open. ■ Those without cutting tools may be able to pry the door open with a crowbar and a successful Str/thievery-10 flip. Improvising a crowbar using furniture or gym equipment imposes the usual -2 penalty for improvised gear. ■ Connecting a power supply to the door requires a Dex/mechanic-10 flip. However, once powered, the door will deny the characters access unless they can hack the door’s security: an Int/program-10 flip. Control Room Control Room Once the locked door is open, two things happen at once. The team will be face-to-face with a combat drone, and the radiation alarms in their environment suits will begin screeching. If you can test your smoke alarm to make a screeching sound and startle your players, all the better. It should be sudden and jarring. ■ So long as the door is open, the team is now in a radiation area; this will quickly apply to the whole complex. See the radiation rules on page 155 of the Shadows Over Sol core rulebook. ■ Anyone without proper radiation protection must make an immediate End-10 flip against damage from the radiation. Another flip must be made every 10 minutes. ■ The combat drone is inert and sits on a shelf near a series of control panels. Examining the drone and succeeding on a Per/mechanic-10 flip will reveal that it seems to have suffered from a power surge—and a very recent power surge at that! Activating the Controls Activating the Controls Just past the combat drone is what looks to have once been a control station, with a series of control panels and an open gateway to the right, revealing heavy mining equipment, long since abandoned. On the far side of the control panels, the other half of the room seems to have collapsed into some sort of large hole, which is roughly 10 meters in diameter and extends downward as far as the eye can see. ■ The computers built into the control panel have recently been fried in a power surge, but can be repaired with half an hour’s work and a successful Dex/mechanic-10 flip. ■ Once powered up, the team will need to override the security protocols. Fortu- nately, the panels’ security is decades out of date. Hacking them requires a successful Int/program-12 flip, which is reduced to Int/program-8 if someone on the team first searches the net for old security exploits. ■ The data on the computers reveals that this facility belongs to an organi- zation called the Mizalcor Initiative. It is subterranean facility #13 out of a set of 30 such facilities, all regularly spaced to form a triacontahedron across the surface of the planet. ■ Each facility is equipped with a high- yield uranium-based fission bomb, placed at the bottom of a borehole which extends downward, almost to the mantle of Mars itself. ■ There are also references to a plan on the part of Mizalcor to terraform Mars, but much of that data is lost. 16 16 We’ve Got We’ve Got Company! Company! The team can head back to Oras or report to Ms. Nguyen whenever they finish investigating the secret facility, but it is likely that the rival Microdyne team will arrive at some point before they can finish their search. The rival team, the Tang Gang, will show up at T=6.5 hours (390 minutes) or whenever the GM deems it dramati- cally appropriate. As the team is leaving or shortly after they open the locked door both make for good dramatic moments. Alternatively, if the team makes it into and out of the facility before T=6 hours (360 minutes), they’ve gotten away before the Microdyne team shows up. They will have avoided the fight for now, but it means the Tang Gang will be at full strength when they show up at the second facility (see page 19). If the team leaves between T=6 and T=6.5 hours, they’ll cross paths with the Tang Gang en route from the site. This will result in a chase by rover, as the Tang Gang turns and starts their pursuit (see “The Chase” below). Radio Chatter Radio Chatter When the rival team first arrives, anyone with an active hand terminal or comm may pick up radio chatter from them. This chatter is encrypted, but it is distinguishable from the usual back- ground static, alerting the team to the presence of rivals. ■ Noticing the radio chatter calls for a Per/comp-ops-10 flip. ■ Breaking the chatter’s trivial encryption requires a successful Spd/program-14 flip. This reveals that the rival team has noticed the player characters’ rover. They’ve also stopped their rover a distance away and are maneuvering the ambush the team. Microdyne Forces Microdyne Forces The Tang Gang consists of Tang Yun-Seo, Komani and a number of subordinate scrappers equal to the number of PCs. (The gang also has a few other members who’ve remained behind in Oras to investigate reports of the Marsquake on the net. They won’t be present during the attack.) ■ Komani will remain behind to guard their rover and coordinate his team over comms. His stats are on page 23. ■ Tang will lead her team into the secret facility, hoping to ambush her rivals. Her stats are on page 17. ■ The rest of the Tang Gang will follow close behind. There are a number equal to the number of PCs. Their stats are on page 17. The Chase The Chase If the player characters try to flee without first defeating the Tang Gang, the gang will give pursuit in their own rover. On the other hand, if Komani is the last of his team standing, he will drive back to Oras to group up with those left behind. ■ The rover chase can be handled as an extended Spd/vehicles vs. Spd/vehicles (Tally 10, 1 minute) action. Whichever team scores highest on the flip each round can attack the other. 17 17 Tang Yun-Seo Tang Yun-Seo Geneline Earthside Standard, Subculture Entro Str 8, Dex 6, Spd 6, End 7, Int 5, Per 5, Chr 7, Det 6 Defense 8/17, DR 5, Shock 18, Wound 7, Wealth 6, Lifestyle 6 Skills: Athletics 3, Awareness 3, Bureaucrat 2, Comp-Ops 2, Conspiracy 3, Deception 2, Empathy 2, Guns 3, Investigate 2, Medic 2, Melee 3, Socialize 2, Stealth 2, Thievery 2, Vehicles 2 Heavy Pistol: +5 (♠15M/♥10M/♦5M/♣2M), Autofire 2, Range 10, Shots 10 Knife: +5 (♠21M/♥14M/♦7M/♣3M), Thrown Stun Grenade: +5 (♠24L/♥16L/♦8L/♣4L), Area 5, Stun, Thrown Gear: AR Implant, Hand Terminal, Tactical Suit (DR 5, Bulky 1) Tang Yun-Seo grew up in East Asia, but fled to space in her adolescence when she killed a man who assaulted her in a bar. She did odd jobs on Luna for a while, before falling in with a group of scrappers. Fast forward a decade, and Tang is now the leader of her own scrapper outfit, unofficially called the Tang Gang. She hates the name, but it stuck and Komani, her lover, likes it so she tolerates it for now (see page 23). Unusually tall and muscular, Tang fights with the ferocity of a cornered tiger when angered—willful, viscous and utterly without mercy. She never forgets a slight and never forgives. She leads through a combination of fear and protectiveness towards those under her command. Tang Gang Tang Gang Geneline Earthside Standard, Subculture Entro Str 6, Dex 6, Spd 6, End 6, Int 5, Per 5, Chr 5, Det 5 Defense 8/17, DR 2*, Shock 13*, Wound 6, Wealth 4, Lifestyle 4 Skills: Athletics 2, Awareness 2, Comp-Ops 2, Conspiracy 2, Empathy 2, Guns 4, Investigate 2, Mechanic 2, Medic 2, Melee 4, Stealth 2, Thievery 2, Vehicles 2 Heavy Pistol: +7 (♠15M/♥10M/♦5M/♣2M), Autofire 2, Range 10, Shots 10 Knife: +5 (♠18M/♥12M/♦6M/♣3M), Thrown Stun Grenade: +4 (♠24L/♥16L/♦8L/♣4L), Area 5, Stun, Thrown Gear: AR Implant, Ballistic Suit (DR 2, Gel 3), Hand Terminal, Medikit * These values have +3 against ballistic attacks. Most of the Tang Gang are Entros from Earth who have rallied behind Tang Yun-Seo and Komani as their leaders. Although they operate out of Mars, ostensibly as a team of scrappers, most are little more than violent thugs looking for their next fight. They need to regularly be bullied into line by Tang. 18 18 Change Change of Plans of Plans Once the team reports back to Ms. Nguyen, she’ll be concerned with what they have to report—particularly if they discovered that a detonated fission bomb was the source of the radiation they encountered. While the scrappers have been inves- tigating the secret facility, her team at Sinoex have been continuing to process the data from the Marsquake. According to their calculations, and given all of the info they have, the Marsquake originated from 29 different sites across Mars. These sites would form a rhombic triaconta- hedron around the planet, except that a single point in the polyhedron is missing. Ms. Nguyen speculates that some- thing was supposed to happen at that missing point, and it didn’t. If the team has brought her evidence of atomic bombs at each site, she’ll speculate that the bomb at the missing point probably failed to detonate as intended. She would like the team to recover that weapon before anyone else gets to it, or before it goes off on its own. No one wants nuclear weapons lying around, and Sinoex could undoubtedly use its material. Even if she doesn’t know of the bombs, she will want the team to investigate the missing point to see if they can discover how it is different. Renegotiation Renegotiation Nguyen will try to convince the team to head to the next site without any addi- tional pay. If the scrappers question her, she will state their job is not yet complete. However, if the team presses the issue, she will relent and renegotiate their offer. ■ If one of the team members succeeds on a Det/persuade vs. Det/persuade flip, Ms. Nguyen will up the offer by Income +1. ■ Ms. Nguyen’s stats are on page 9. Destination & Timer Destination & Timer Once the team has agreed to head to the next site, Ms. Nguyen will reveal its location: 0°, 39.916°. ■ If the GM is keeping strict track of time, begin a new timer with T=0. At T=28 hours, the remnants of the Tang Gang, led by Komani, will catch up with the team and press the attack. The Journey The Journey The trek to 0°, 39.916° is a difficult drive by rover with a lot of rough terrain, including some major craters. The distance from Oras is 2,367 km if the team could keep to a straight line, but that is impossible given the terrain. Instead they will need to weave around major obstacles and avoid complications with their vehicle. ■ The journey by rover can be handled as an extended action: Spd/vehicles-12 (Tally 10, 6 hours). ■ If any single flip of the extended action is failed, the vehicle has some sort issue. The first time a flip is failed, a warning indictor comes on. The second time a flip is failed, the vehicle breaks down and must be repaired with an hour of work and 19 19 a Dex/mechanic-10 flip. Further failures also result in breakdowns, but increase the TN by +2 each time. ■ Success on an Int/phy-sci-12 flip allows a character to chart a more efficient route, reducing the Interval to 5 hours. ■ Alternatively, an Int/phy-sci-12 flip may be made to find a safer route, reducing the Vehicles flips to TN 10. This option, however, is not compat- ible with the more efficient route. ■ During the journey, the team may want to switch drivers between intervals. If they do not, the driver must make an End-10 flip for every interval after the first. On a failure, she increases her Fatigue consequence a severity. This is in addition to any flips for sleep depri- vation (see the Shadows Over Sol core rulebook, page 160). Second Second Facility Facility Once the team arrives at 0°, 39.916°, they can begin to search for a hidden airlock or anything else out of the ordinary. This time the search will be easier, as the team has an idea of what they are looking for. ■ Success on a Per/naturalist-8 or a Per/investigate-8 flip locates the an airlock hidden behind a boulder a couple dozen meters away. It looks almost identical to the airlock at the previous site. Failure means the team wastes half an hour searching before locating the airlock. ■ As before, the boulder must be lifted out of the way with a Str/athletics-12 flip. Failure causes the character to 20 20 increase her Fatigue consequence a severity, but the boulder is still moved. ■ Unlike the previous site, this airlock still has enough power to operate. Once the boulder is moved it may be opened trivially. Exploration Exploration This facility is laid out as a mirror image to the previous one, but is otherwise almost identical. Any differ- ences between it and the previous facility the team explored are noted below. Once the team opens the door to the control room, however, events will take a very different turn. Central Chamber Central Chamber The fans in this facility are still running, pushing air up through the ventilation grate in the center of the floor. This causes the central chamber to have a slight breeze. If the characters listen carefully, they can also hear the distant hum of the facility’s fans. Habs Habs The mattresses from all the habs have been piled up in a single room and covered in scattered clothing. Everything here smells musty and is caked in some sort of old rot. A desiccated human corpse lies in one corner of the room, clutching an old ration bar wrapper. Restrooms Restrooms Assorted decades-old toiletries are scattered about the floor in haphazard fashion. The shower curtain has also been torn down and lies in one corner of the room. The words “Don’t go” have been written on the wall in what looks like human feces. Mess Hall Mess Hall A variety of discarded packaged food containers litter the floor. The tables have been pushed to each side of the room and the chairs have been stacked up in a haphazard pile. Recreational Room Recreational Room Board game pieces and broken gym equipment lie scattered about the room. Storage Storage The shelves in this room are stacked with boxes. These boxes may have once held prepackaged foodstuffs, but they are now empty. Maintenance Maintenance The maintenance closet hums with a variety of machinery. ■ A successful Per/mechanic-10 flip reveals that this facility is beginning to run low on power, but is otherwise still operational. Control Room Door Control Room Door As with the similar door in the first facility, the control room door is locked. ■ Hacking the door’s security requires a successful Int/program-10 flip. ■ Cutting through the door is automatic with the appripriate tools, such as a plasma torch, but takes 15 minutes. ■ A Str/thievery-10 flip can be made to pry the door open. 21 21 Control Room Control Room The control room may technically have power, but other than a slight glow coming from the control panels, it is currently dark—the ceiling lights having burnt out decades ago. Its combat drones are also powered up and fully functional. As soon as the team opens the door, begin combat rounds. Hostile Encounter Hostile Encounter The control room is guarded by several drones with longstanding instructions to attack anyone who enters the room. ■ There are a number of hover drones equal to the number of PCs. See the stat block above. ■ They are backed up by two tracked drones. See the stat block above. Mizalcor Hover Drone Mizalcor Hover Drone Str 3, Dex 6, Spd 7, End 5, Int 3, Per 6, Chr 1, Det 6 Defense 10/21, DR 2, Shock 11, Wound 4 Skills: Awareness 3, Guns 3, Mechanic 3 Laser: +7 (♠9M/♥6M/♦3M/♣1M), Autofire 2, Range 10, Shots 20 Flight: Hover drones can fly at twice normal movement rates. Machine: As a machine, a drone is immune to metabolic hazards, as well as emotion-based consequences. Size -2: Hover drones are very small and nimble. This has been factored into the drone’s Defense and Shock (see the Shadows Over Sol core rulebook, page 209). These hover drones are of an older style and fit a niche halfway between modern scout drones and combat drones. They are held aloft with four small propellers, and are equipped with a low-powered laser weapon. Mizalcor Tracked Drone Mizalcor Tracked Drone Str 7, Dex 5, Spd 5, End 10, Int 5, Per 5, Chr 1, Det 10 Defense 8/17, DR 4, Shock 22, Wound 8 Skills: Awareness 2, Guns 3, Mechanic 1, Melee 3 Laser: +7 (♠12M/♥8M/♦2M/♣2M), Autofire 4, Range 5, Shots 40 Machine: As a machine, a drone is immune to metabolic hazards, as well as emotion-based consequences. On Treads: The combat drone is on lightweight but durable tracks, allowing it to roll over moderate terrain with little difficulty. Size -1: Tracked drones are very small and nimble. This has been factored into the drone’s Defense and Shock (see the Shadows Over Sol core rulebook, page 209). These tracked drones are essentially smaller, more primative versions of modern armored crawlers. They’ve each been equipped with a laser weapon. 22 22 Activating the Controls Activating the Controls Once the combat is over, the team can try to power up the facility, assuming they did not destroy too many of the consoles in the control room. ■ If they did harm one of the consoles, it can be repaired with a successful Dex/mechanic-10 flip and an hour of work. ■ Powering up the console and facility requires a successful Int/comp-ops-8 flip. Failure results in the loss of half an hour as the team tries every possible button. ■ An activated console must still be hacked with an Int/program-12 flip. This is reduced to Int/program-8 if someone on the team previously found a security exploit on the net. Retrieving the Warhead Retrieving the Warhead As the team may have theorized, the site contains an undetonated nuclear warhead, which is currently at the bottom of a borehole adjacent to the control room. To retrieve the warhead, the team will need to activate the borehole’s lifting mechanism and reel it back up. ■ With the control console powered up and access granted, a scrapper can activate the lifting mechanism with a successful Det/comp-ops-10 flip. This will begin a two hour process of slowly reeling up the line. ■ Hurrying the lifting mechanism is possible, but at the risk of destroying the mechanism or even dropping the device down the borehole, rendering it irretrievable. This requires a successful Int/program-14 flip. Any failure causes a malfunction. ■ Repelling down the borehole to manually retrieve the warhead is tech- nically possible, but ill-advised. A team member will need to repel down a 5 km tunnel leading deep into the Martian crust. She’ll then need to lift a 200 kg (Big 20) bomb and carry it all the way back up out of the hole. Critical Data Critical Data The data on the console remains largely uncorrupted. Digging through it, the team can discover the Mizalcor Initia- tive’s plans for Martian terraforming. Atomic bombs were placed at regular points under the Martian crust, part of an effort to create strategic faults through Mars’ dead mantle. The hope was that the energy produced by igniting the bombs would cause the outer mantle to liquify and magnetically realign, producing a stronger magnetosphere around the planet, and thus protecting it from the most harmful effects of solar radiation. But the bombs were just half the plan. Automated drones were also sent out to alter the paths of close to one thousand objects in the solar system, and to have them collide with Mars at roughly the same time. These would produce an abundance of additional energy and theo- retically heat the already fractured crust. Of course, Mars was barely populated then. Today, collisions of that magnitude would result in the destruction of all three colonies and millions of deaths. ■ An Int/comp-ops-10 flip is required to access the information detailed above. ■ A successful Int/phy-sci-10 flip will allow a character to conclude that the plan is absolutely bonkers. 23 23 Microdyne Microdyne Returns Returns The remnants of the Tang Gang have been tracking the team ever since their initial defeat at the first secret facility. They’ve also been informed by their patron, Microdyne, about the one point missing in the rhombic triacontahedron of sites that caused the Marsquake. Seeing the chance to both cash in on a Mircodyne payday and to get their revenge on the team, they’ve armed themselves and headed out to 0°, 39.916° to do some killing and salvaging. ■ The Microdyne team will arrive at T=28 hours or when the GM deems it dramatically appropriate. ■ The player characters will have a chance to detect them when they first arrive. This requires a Per/comp-ops-12 flip to pick up on their radio chatter. ■ As before, the encryption can be hacked with a Spd/program-14 flip. Doing so will reveal the gang’s numbers. The Fight The Fight If the Tang Gang arrives before the team, they’ll try to hide their rover, enter the facility and set up an ambush. If they arrive after the team, they’ll go in guns blazing and hope the shock of a sudden attack gives them an advantage. ■ If Komani survived, he will lead the assault. See his stat block above. ■ He has with him a number of gang members equal to the number of PCs. Their stats can be found on page 17. ■ Any gang members that survived the first assault will also be present. Delivering Delivering the Warhead the Warhead Once the team has retrieved the warhead from the second facility, they can report to Ms. Nguyen. She tells them that she will meet them at a loading dock in Oras colony. The trip back by rover may take a day or more, but there is no longer any time pressure once the Microdyne team has been defeated. “Papa Bear” Komani “Papa Bear” Komani Geneline Budget Upgrade, Subculture Entro Str 7, Dex 6, Spd 7, End 6, Int 5, Per 5, Chr 6, Det 8 Defense 9/18, DR 2*, Shock 17*, Wound 6, Wealth 5, Lifestyle 5 Skills: Athletics 3, Awareness 3, Bureaucrat 2, Comp-Ops 2, Conspiracy 3, Empathy 3, Guns 3, Investigate 2, Melee 3, Socialize 2, Stealth 2, Vehicles 3 Light Rifle: +6 (♠18M/♥12M/♦6M/♣3M), Hands 2, Range 20, Shots 10 Knife: +6 (♠21M/♥14M/♦7M/♣3M), Thrown Gear: AR Implant, Ballistic Suit (DR 2, Gel 3), Hand Terminal, Radio Comm * These values have +3 against ballistic attacks. Komani, or “Papa Bear,” as he calls himself, was one of Tang’s first recruits and is also her lover. He is the strong, silent type and fiercely loyal. 24 24 25 25 When the team meets up with Ms. Nguyen at Oras colony, she is visibly worried. While she does her best to congratulate them on the job they’ve done so far, she quickly thereafter turns to the bad news. The death of Grand Wizmo Altant- setseg got a lot of people looking to the sky for other objects crossing Mars’ orbit (see page 7). And when the various orbital scientists and amateur enthusi- asts looked around, they found a whole lot of previously-undetected objects on the collision course with the Red Planet. Hundreds, possibly thousands, of meteoroids, asteroids, and other space objects were detected and are on an imminent collision course with Mars. The vast majority are projected to do very little damage on their own, but the sum total paints a grim picture for Mars’ future habitability. Incoming! Incoming! If anyone on the team has kept up with astronomy news, she may remember that astronomers have noticed a slight difference in orbital models vs. actual orbits (see page 7). Attempts have been ongoing to correct the issue. With the discovery of the vast number of objects on a collision course with Mars, however, the reason for this discrepancy is now clear: Someone has done this delib- erately. But the worst is yet to come. Several corps have launched mili- tary-grade ships to intercept, destroy or divert the nearest objects to their locations, but all available hands are needed if all of the objects on a collision course are to be dealt with. The most concerning is an asteroid named Interamnia. It has accelerated, has a significant amount of mass and has no one else nearby to intercept it. Rocks Fall; Rocks Fall; Everyone Dies? Everyone Dies? Interamnia Interamnia ■ Classification: F-type asteroid ■ Discovered: October 2, 1910 ■ Gravity: 0.0087 G ■ Solar Year: 1,953 days (5.35 years) ■ Sidereal Day: 8.71 hours ■ Distance From Sol: 3.06 AU ■ Mean Radius: 172 km 26 26 Mission to Mission to Interamnia Interamnia The team will be given one final task: fly out to Interamnia and divert it so that it doesn’t strike Mars. Ms. Nguyen will ask them to take this new job out of a sense of duty to humanity and for the countless lives it will save. (After all, she is new at hiring scrappers.) If the team insists on monetary compensation, however, she is more than willing to negotiate. ■ With a successful Det/persuade-10 flip, she will up the team’s previous offer by Income +1 (to a maximum of Income 9). ■ If the team doesn’t have a ship, she will also offer them temporary command of a Sinoex vessel for the duration of the mission: an MC-9 “Victory” Corvette named the Saint Jude (see Shiny New Toys, page 59). The Plan The Plan Sinoex scans have discovered a previously undetected installation attached to Interamnia. This installa- tion has now powered up and is using its powerful thrusters to accelerate the asteroid toward Mars. The team is to take a ship and intercept the asteroid en route. Once there, they should be able to enter the installation, disable the thrusters and set Interamnia on a course away from the Red Planet. Ms. Nguyen is willing to hear other plans, but unlikely to endorse them. For example, if one of the team suggests using the atomic bomb they just recovered to blow up Interamnia, she will point out that: A) The bomb didn’t explode previ- ously like it supposed to and they don’t yet know what’s wrong with it; B) Even an atomic bomb is unlikely to shatter an object 344 km in diameter; and C) Even if the asteroid did fracture, the momentum at which the asteroid is traveling is likely to carry the fragments forward and continue to pose a threat to Mars. Intercept Course Intercept Course Interamnia is incoming and projected to strike Mars in 45 days. The longer the team delays, the closer Interamnia will be to Mars when they arrive and the more difficult it will be to divert. It’s imperative that the team sets out quickly. ■ Plotting an intercept trajectory with Interamnia requires an Int/phy-sci-10 flip. On a success, the team will arrive at Interamnia at T=25 days. On a failure, every Mag adds a day to the travel time. Keep track of the number of days the team is delayed. ■ This travel time is also just under the threshold for which stasis is typically used. That means unless the team decides otherwise, they’ll make this trip without stasis. Not only will they have time to kill on the ship, they’ll also have time to heal some of the wounds they’ve suffered exploring the two secret facilities (see page 118 of the Shadows Over Sol core rulebook). Last Goodbyes Last Goodbyes After the team sets off, they’ll hear about their mission on the news. It’s being hailed as a suicide mission by a heroic 27 27 and unknown team of scrappers. Sinoex is officially refusing public comment on the matter, all the while hinting that they may be responsible for the mission and thus for Mars’ salvation. This is a good roleplaying opportunity and allows for a bit of a breather between the action scenes. The player characters have time to kill on the ship. How do they spend it? If this is possibly a suicide mission, do they send any heartfelt messages back to loves ones on Earth or Mars? Do they rail against Sinoex’s handling of the publicity? Do they keep their heads down and focus on the task at hand? Welcoming Party Welcoming Party When the team arrives in the vicinity of Interamnia, they will be greeted violently during the final braking procedures. Two automated drone fighters will launch from hidden ports in the asteroid’s surface and attack. ■ Use the Mizalcor Automated Fighter stats above if playing with the Vehicular Combat system found on page 12 of Shiny New Toys. ■ If not using the Vehicular Combat system, you can run the fight as an extended Spd/vehicles-12 (Tally 10, 10 minutes) action. Each failed flip results in the team’s ship increasing its Wound consequence a severity. If this would increase the severity past critical, the team’s ship is disabled. ■ Regardless of which system is being used, if the team’s ship is defeated, the pilot can make a last ditch Spd/vehicles-12 flip to crash land it safely on Interamnia’s surface. Failure results in everyone on the team taking a moderate wound during the crash. ■ Repairing a crashed ship isn’t possible unless the team happens to have plenty of spare parts with them. However, a broken ship might be temporarily restored to working order for a few hours with a successful Per/mechanic-12 flip—working long enough to take off and radio for help, at least. ■ Should the fighters be defeated, the team can dock with Interamnia’s surface at their leisure. This requires a successful Dex/vehicles-10 flip, otherwise the ship takes a light wound. Mizalcor Automated Fighter Mizalcor Automated Fighter ■ Handling +3, Defense 9/18, DR 5, Shock 15, Structure 4, Cruise 1 ■ Components: Armor 5, Auxiliary Thrusters 3, Battery Array (Power) 1, Fighter (Hull), Missile Turret 1, Streamlining ■ Properties: Mil, Vehicle ■ Missiles: +4 (♠12M/♥8M/♦4M/♣2M), Range 100M These antiquated fighters are essentially large spacefaring drones designed for short range assaults. They require too much power and don’t have enough for a heat sink for longer missions. Each is equipped with two missiles. The fact that both fighters are still functional after decades is a small miracle. 28 28 Locating the Locating the Control Node Control Node Once the team lands on Interam- nia’s surface, they can begin to explore, attempting to locate the control node that is in charge of the thrusters that have been installed on the asteroid. ■ Running a scan for possible locations requires either making use of personal scanners or relying on the ship’s sensors. Both require a Per/phy-sci-10 flip. ■ On a success, the scrapper learns of five likely candidate sites based on various electromagnetic profiles present on Interamnia. These sites are labeled on the sensor’s display as sites A through E, in order of distance. ■ Success by Mag 2+ reveals that sites A, B and C are surrounded by turret defense systems. ■ Success by Mag 4+ also reveals that sites D and E are are likely thrusters showing signs of long-term use. Exploring the Sites Exploring the Sites To determine which site contains the control node they are looking for, the team is going to have to do some exploration. ■ Approaching sites A, B or C requires either fighting or avoiding the automated turrets guarding them. Each site has a number of turrets equal to half the number of PCs. Use the Interamnia Turret stats below. ■ Sneaking past the turrets without being detected requires success on a Dex/stealth-12 flip—one to get to the site and one to get back out. Failure means the character is detected and the turrets attack. ■ Should combat occur, remember to employ the microgravity rules found on page 158 of the Shadows Over Sol core rulebook. ■ Each site consists of a small structure connected to the others by wires and other hardware. A and C are sensor arrays used to steer the asteroid. Interamnia Turret Interamnia Turret Str 1, Dex 4, Spd 6, End 8, Int 3, Per 5, Chr 1, Det 8 Defense 6/14, DR 5, Shock 19, Wound 4 Skills: Awareness 4, Guns 4, Mechanic 2 Gun: +6 (♠12M/♥8M/♦4M/♣2M), Autofire 3, Range 10, Shots 30. Fixed Position: A turret is in a fixed position and cannot dodge. This has already been factored into its Defense. It can also fire ballistic rounds without needing to worry about recoil, as it is solidly anchored to Interamnia’s surface. Machine: As a machine, a turret is immune to metabolic hazards, as well as emotion-based consequences. Size -1: Turrets are small. This has already been factored into the turret’s Defense and Shock. These turrets were clearly salvaged from some other project and retrofitted to hard-points on Interamnia’s surface. Despite being decades out of date, they are nevertheless deadly. 29 29 ■ D and E are thrusters that have already burnt out in the process of accelerating the asteroid at Mars. ■ B is the location of the control node. It’s what the team is looking for. Fixing the Panel Fixing the Panel Once the team has traveled to Site B and either defeated or circumvented the turret defense system, they will discover a small shed-sized structure half embedded in the asteroid’s regolith. This structure contains the control node that is directing Interamnia at Mars. The team will need to unlock or blast their way in (see previous page). Once they do, they’ll need to fix the control panel and defeat the node’s encryption. ■ Fixing the control panel takes an hour and calls for a Dex/mechanic-10 flip. Failure results in accidentally acti- vating a previously unnoticed turret, which the team must then defeat. Either way, however, the panel boots up and is active after the flip is made. Gaining Control Gaining Control Defeating the node’s encryption uses the Encryption rules found on page 139 of the Shadows Over Sol core rulebook. ■ The device has Pro encryption, meaning it would take a decade of compute time to gain access through brute force (divided by the Computer rating of the team’s best device). Unfortunately, the team doesn’t have that kind of time. Interamnia will strike Mars in about 20 days! ■ Thankfully, by now the team should have some past experience with the Mizalcor Initiative’s computer systems. This past experience may count for Exploits (see the Shadows Over Sol core rulebook, page 140). ■ If the team was able to activate the control panel and access the data at the first secret facility, count that as an exploit (see page 15). ■ If the team was able to do the same at the second facility, count that as another exploit (see page 22). ■ Finally, if the team managed to look up exploits on the net for these decades old systems, that counts as yet another exploit (see page 15). ■ To break the encryption in time, the team will either need all three exploits or will need two exploits and a device rated at least Computer 2. ■ If team doesn’t have the requisite number of exploits, they may be able to acquire one by exploring the other sites on Interamnia or by capturing a turret intact, carefully disassem- bling it and decompiling its code— requiring some exploration and then a combat followed by a successful Dex/engineer-10 flip and then a successful Int/program-12 flip. Diverting the Asteroid Diverting the Asteroid Of course, once the team has control of the node, they’ll still need to divert the asteroid. This requires an Int/phy-sci flip with a TN equal to 10 plus the number of days the team was delayed getting to Interamnia (see page 26). Characters may support this action using the Group Effort rules and calling upon their own expertise (see the Shadows Over Sol core rulebook, 30 30 page 110). Try to get the whole group involved in this climactic effort. ■ A character may make an Int/bio-sci flip to find a more efficient use of the available fuel sources. ■ Yet another character may make an Int/engineer flip to find a better way to operate the installed thrusters. ■ One character might help coordinate the team’s efforts by attempting a Chr/bureaucrat flip. ■ Success means that Interamnia is deflected, missing Mars in it trajectory and sailing off into the void. ■ Failure means the asteroid impacts the Red Planet, followed by the deaths of thousands. Happily Ever Happily Ever After? Maybe. After? Maybe. If the team managed to gain access to the control node and divert Interamnia by T=45 days, the asteroid’s course will be significantly altered and it will miss Mars entirely. It may continue to be of concern periodically when its new orbit again crosses Mars’ path, but that’s a problem for many years in the future. For now the team just needs to leave Interamnia and go claim their reward. A substantial payment and minor celebrity awaits them. While they didn’t save Mars by themselves, they were a notable part of a well-publicized system- wide effort to save it. Few may remember their names in a decade or so, but for now, journalists, minor politicians and public relations representatives will be lining up to make their acquaintance. Sinoex, at the very least, will want to cash in on the team’s newfound fame and the megacorp’s part in it. New jobs will be much easier to find and may pay more lucratively. Fallout Fallout On the other hand, if the team failed to divert Interamnia, Mars will be severely damaged by the asteroid’s impact. Without a substantial atmo- sphere to provide inertia and dampen the blast, the shockwave from the impact will race across the planet, breaching domes and collapsing tunnels. The force of the collision kills hundreds of thousands on Mars and destroys many facilities. Stillwater’s largest hab is breached and the Stillwater Catholic Church’s College of Cardinals are all killed, except for three. The space elevator at Oras is heavily damaged and must be shut down for repairs for over a year. This causes prices on Mars to skyrocket, hampering rescue and relief efforts and slowing down recon- struction. Billions of microcredits in supplies will need to be dropped down the gravity well to the stranded and desperate inhabitants of Mars. Either way, thousands will die and billions of microcredits in damage will be done to Mars’ facilities. But Mars survives. Terraforming and settlement efforts have been set back by a century, but the Red Planet endures. 31 31 Unanswered Unanswered Questions Questions This scenario is likely to conclude with several important questions left unan- swered. These are dangling threads that can provide fodder for future sessions, or even spiral out into a full-fledged campaign. Mysterious Culprit Mysterious Culprit One unanswered questions is: Who is responsible? The Mizalcor Initiative’s facil- ities have sat undistributed for decades. Why did this happen now? Who set it all off? A few possibilities are given below: ■ Follow the Money: Perhaps there is a corp out there that has secretly known about the Mizalcor Initiative facilities and the Ignition Day protocols for some time. Sure, setting off Ignition Day causes a massive amount of death and destruction, but it also means lucrative new contracts to rebuild Mars’ damaged infrastructure, and it hurts rival corps in the process. A truly cutthroat executive might be able to overlook the ethical implications in order to get ahead. Unitech makes a good candidate, as they already have an ongoing dispute with the various Martian colonies. ■ Insurrection Virus: One possibility is that a few months ago, an old computer formerly belonging to the Mizalcor Initiative was sold at auction and booted up for the first time in decades. Once it connected to the net, it was quickly infected by the Insurrection Virus (see the Shadows Over Sol core rulebook, page 67). The virus scanned the machine and there discovered evidence of the secret facilities, as well as their control codes. It shortly thereafter launched the Ignition Day protocol. ■ Eun-Seung Mok: Perhaps Eun-Seung faked his death. Or maybe some younger member of his family has finally decided to make the deceased patriarch’s dream a reality. ■ Accidental: “Never attribute to malice what you can attribute to stupidity.” Perhaps there is no sinister plan. Maybe a gang simply discovered one of the secret facilities, booted up the computers, started pushing buttons and accidentally set off the whole chain of events. They may even have been some of the first causalities. The Other Sites The Other Sites This adventure established that there are 30 secret facilities spread across Mars in a regular pattern. The team has explored two of them. What about the other 28? Future sessions could be spent exploring the other secret facilities. What if one or more of them didn’t go undiscovered, but is now the headquar- ters of a gang or other illegal group? They certainly wouldn’t want the team trespassing in “their” secret hideout. Similarly, the team might want to claim one of the facilities as their own secret base of operations. This could give them the goal of repairing it and restoring it to operation. Unfortunately, a handful of corps and other groups have discov- ered the pattern behind the Marsquake and may pay the site a visit, most notably Sinoex and Microdyne. 7
textdata/thevault/Shadows Over Sol/Shadows Over Sol - Crash Zone.pdf
lgnor Junweigg Ein mysteriöser Patrizier von Andreas Michaelis "€ihmal bih ich erst recht fri,,ih am Mol"9eh C\lAS dem Rahjatempel meh1 uhd weil mir eih Wehi9 hach frischer Luft war1 wa11delte ich durch prachtvolleh C\ärteVI der Liebes9öttih. Prachtvoll uV\d buht wcu' das meer uVld die Obstbäume staV1deV1 iVI her•rlicher BltÄte. Doch als ich devi Ciadevi im NordeVI verliep1 eV1tdeckte ich eiheVI der alles .'.{be>'fraf1 was ich 9erade1 ja jemals iVI meihem Leben hatte. Auf dem Cl>'undtstÄck eiv1es rlave1'\e>'S eirbli,,ihte11 Blumeh1 Anblick und DlAfr so betövend warev11 dap ich mich am liebsten Stwpe 9ele9t hätte1 WYI beides zu 9ehiepen ... Alle Pflavizen wi ei1" mt,,ipte wohl die Schönheii 9öttlichen noch zu tÄbevfreffen. stevheh Wel"'de1 so soll es ah diesem 01"t dei" Schönheit 9escheheh. dem Brief eines dereh die 23 Hall) Letzte Viele Patrizier leben in Havena, und ein Großteil von ihnen weiß heute nur noch, daß sie durch eine Erbschaft an ihr großes Vermögen gekommen sind. Die alteienge- sessenen Patrizierfamilien der Stadt leben im Stadtviertel Marschen, während in Unter- und Oberfluren eher der Neurei- chen, wie sie in Havena allgemein genannt werden, ihre Domizile errichtet haben. Oftmals ist den einfachen Bürgern der Stadt nicht klar, womit die Wohlhabende- ren ihre Gelder mehren, aber es ist ihnen auch egal. Vielen reicht es, sie zu ihren Kunden zu zählen, auch wenn einige Patri- zier desöfteren gar nicht bezahlen. Einer dieser Patrizier ist Ignor J unweigg, dessen Familie schon seit vielen hundert Jahren in Havena lebt und wirkt. Sein Haus steht in der Straße "Hinter den Rah- jagärten" und wird von einem kleinen Gar- ten umgeben, der von einer etwa ein Schritt hohen Mauer eingefaßt wird (alt: ; neu: A/4-5). Das Gebäude Nach dem Großen Beben von Havena war der Stammsitz der J unweiggs hinweg- gespült worden, so daß sie sich ein neues Haus im Stadtviertel Marschen errichteten. Aber auch von dem damals erbauten Stein- haus existieren heute nur noch die Grund- feste und das Kellergewölbe, denn bei einem Feuer im Jahr 24 vor Hal brannte das Gebäude fast vollständig nieder. Efferd sei Dank konnte der damalige Stammhalter Unris Junweigg sein Vermö- gen retten, und so ließ er das Haus wieder aufbauen, so daß der heutige Besitzer Ignor, der jüngst Sohn Unris, in einem prachtvollen Fachwerkhaus lebt, dessen Bohlen mit filigranen Schnitzarbeiten ver- sehen sind, die bunt bemalt wurden. Diese stellen neben einigen Fürsten der Stadt vor allem auch Vorfahren Ignors dar, aber auch Szenen aus dem städtischen und ländlichen Leben. Das Dach des dreistöckigen Hauses ist mit Reet gedeckt und die Fenster sind alle- samt mit ebenfalls buntbemalten Läden versehen. Selbst die Tür weist kunstvolle Der Letzte Held • Seite 34 Schnitzarbeiten auf, die die Göttin Rahja inmitten einer Schar junger Männer und Frauen darstellen. Das Haus steht auf einem eher kleinen Grundstück, das von einer niedrigen Mauer begrenzt wird. Auf diesem etwa ein Schritt hohen Bauwerk stehen in regel- mäßigen Abständen mamorne Tierfiguren, die vom berühmten havenischen Steinmetz Asteron Obeljahn geschaffen wurden. Das Grundstück wird von einem sehr geplegten Garten eingenommen, dessen Herzstück ein kleiner Springbrunnen aus rotem Marmor ist. Abgesehen vom Winter blühen hier das ganze Jahr über die herr- lichsten Blumen in allen Farben. Das Erdgeschoß birgt neben dem Haushaltsteil auch Zim- mer für Bedienstete und einen Gästebe- reich. Betreten werden kann das Haus durch eine Tür, die zur Straße führt, und eine, die in den Garten geleitet. Die Au- ßenwände bestehen noch aus den alten · Grundmauern, die an vielen Stellen ausge- bessert wurden. El Korridor In diesem kleinen Raum werden Besucher empfangen. Er wird von zwei mächtigen Wandteppichen geziert, die tulamidische Motive tragen. Für Jacken und Mäntel der Gäste steht ein Kleiderständer zu Verfü- gung, und eine Wendeltreppe führt nach unten und oben. E2Wohnraum Renike Ornain ist Gärtnerin mit Leib und Seele. Sie ist ihrem Geldgeber Ignor dankbar dafür, seinen Garten pflegen zu dürfen und gibt sich deshalb besondere Mühe. Die Einrichtung ihres Zimmers hingegen ist ihr egal, weshalb sämtliche Möbel nicht recht zueinander passen wol- len. Zudem stehen darauf überall Pflanzen, die von Renike sorgsam gehegt werden. E3Wohnraum Peron Dubar kommt aus dem fernen Ara- nien. Er verdankt Ignor Junweigg sein Leben und ist ihm deshalb nach Havena gefolgt. Hier dient er ihm seitdem als Koch. Sein Zimmer ist zweckmäßig einge- richtet. Auffälligstes Möbelstück ist der große Schreibtisch aus Kirschholz. Hier arbeitet der Aranier jeden Abend bei Ker- zenlicht an seiner Rezeptesammlung, die er stets sorgsam in eine abschließbare Schub- lade legt. E4Küche Ignors Koch Peron Dubar hat eine or- dentliche Küche für seine Künste zur Ver- fügung. In Schränken, Regalen und Tru- hen wird hier alles gelagert, was eines Koches Herz höher schlagen läßt. Von hier aus führt eine Tür in den Garten, die in der Nacht mit einem schweren Riegel gesi- chert wird. E5 Empfangszimmer Dieser sehr große Raum ist unglaublich prachtvoll eingerichtet. An den Wänden hängen kunstvolle Gobelins und der Boden ist mit teuren Seidenteppichen bedeckt. Die Möbel tragen stilvolles Schnitzwerk, und der große marmorne Kamin ist ein Meisterwerk der Steinmetzkunst. Ignor pflegt in diesem Zimmer Gäste zu bewirten, sofern denn überhaupt mal wel- che kommen. Er bedient sie mit gaumen- freundlichen Weinen und verwöhnt ihre Zungen mit den lieblichsten Likören. Das erste Obergeschoß In diesen Teil des Hauses kommt man über die Wendeltreppe, die hier auch endet. Dies ist das Reich Ignors und nur dem Koch Peron ist es gestattet, das Ober- geschoß zu betreten. 01 Verbindungsraum An den Wänden dieses Raumes hängen vielerlei Bilder, die alle Vorfahren Ignors zeigen. Einziges Möbelstück in diesem Raum ist ein kleiner Tisch mit einem Sche- mel, an dem der Hausherr sein Essen ein- Der Patrizier 1 gnor Jun E3 E4 E2 Erdgeschoß 03 01 04 Der Letzte Held • Seite nimmt. Er steht auf einem runden Seiden- teppisch, der tulamidische Ornamente auf- weist. Dreht man diesen Teppich um, ent- deckt man ein neues Motiv, das ein golde- nes Pentagramm auf gänzlich schwarzem Grund zeigt. Nicht nur Zwerge werden sofort entdecken, daß es sich bei den Fäden um echtes Gold handelt. 02 Schlafraum Ein prunkvolles Bett ist der auffälligste Einrichtungsgegenstand dieses Raumes. Auf ihm liegen seidene Kissen und Decken. In zwei Schränken befinden sich die Kleidungsstücke Ignors, die allesamt sehr teuer gewesen sein müssen. 03 Arbeitszimmer Neben einem Schreibtisch stellenein mächtiger Schrank und einige mit Perga- mentrollen gefüllte Regale die Einrich- tungsgegenstände dieses Arbeitszimmers dar, in dem Ignor nicht offensichtlichen Studien nachgeht. Im Schreibtisch befindet sich ein kleines Geheimfach, in dem der Patrizier eine Schatulle mit verschiedensten Münzen des ganzen aventurischen Konti- nents aufbewahrt. 04 Bibliothek Es gibt aventurische Hesindetempel, die froh wären, wenn sie eine solch umfassende Bibliothek aufzuweisen hätten. Hunderte von Büchern stehen in den Regalen und viele davon sind mit einer dicken Staub- schicht bedeckt. Das zweite Obergeschoß In das zweite Obergeschoß führt offen- sichtlich keine Treppe. Niemand weiß, wie es Ignor schafft, in seine ganz Privaten Räume zu gelangen, aber das Licht hinter den Fenstern beweist, daß er ab und an dort zu tun hat. Eine Beschreibung dieses Stockwerks heben wir uns für einen späteren Zeitpunkt auf. Dann werden auch noch einige andere Geheimnisse aufgedeckt, die den Patrizier Der Letzte Held • Seite 36 umgeben. Bis dahin müssen sich die Leser des Letzten Helden mit den rätselhaften Aufgaben begnügen, die sich Ignor J un- weigg augenscheinlich aus reiner Freude ausdenkt. Die Personen Ignor Junweigg Der Patrizier trägt immer auffallend teure Kleider, wobei er peinlich darauf achtet, niemals die selben Kleider an zwei aufein- anderfolgenden Tagen zu tragen. Auf dem Kopf hat er oft eine seltsame Kappe, an die hell klingende Glöckchen genäht sind. Ignor begegnet allen Menschen freund- lich und zuvorkommend. Helden die eine Münze bei ihm abgeben, um sie gegen 20 Dukaten einzutauschen, werden ihn auf jeden Fall sehr sympathisch finden. Bekommt er allerdings Fragen gestellt, die ihn oder seine Rätsel betreffen, lächelt er lediglich und hüllt sich in bedeutungsvolles Schweigen. Mehr wollen wir zunächst nicht von die- sem Mann berichten, denn seine interes- sante Geschichte soll erst im Laufe der vie- len Rätsel in der Havena-Fanfare aufge- deckt werden. Werte erscheinen uns bis dahin unnötig. Renike Onain Die junge Gärtnerin des Patriziers stammt aus Abilacht und kam vor etwa fünf Jahren nach Havena. Dort traf sie Ignor auf der Straße und wurde von ihm angesprochen. Stunden später stand sie in seinen Diensten und kümmerte sich um den Garten. Geht man von ihrem Geburtstag aus, müßte Renike 23 Sommer zählen, aber sie wirkt wesentlich reifer und sieht auch um einiges älter aus. Seltsam ist auch, daß sie bei ihrer Ankunft in der albernischen Haupt- stadt noch niemals etwas mit Pflanzen zu tun hatte. Trotzdem versteht heute niemand mehr davon in Havena als Renike. Mit ihrem Wissen ist es ihr gelungen, Pflanzen in Ignors Garten zu ziehen, die sonst nur im Süden Aventuriens wachsen, und die einer höheren Temperatur bedürften, als die Stadt am Großen Fluß bieten kann. Auf Fremde reagiert die durchaus gutaus- sehnde Frau eher vorsichtig und abwei- send. Mehr als ein 'Guten Tag' wird man nur in sehr seltenen Augenblicken von ihr vernehmen. Dies ändert sich auch nicht, wenn man versucht, ein Fachgespräch über ihre·Pflanzen zu beginnen. PeronDubar Peron ist etwa 40 Jahre alt und traf Ignor auf dem Marktplatz von Mherwed. Es war der Augenblick, in dem Peron hingerichtet werden sollte, weil er irgendeinem Tulami- den in seinem Lokal einen 'stinkenden Fisch' andrehen wollte. Der Koch weiß bis heute nicht, wie es Ignor geschafft hat, ihn vor dem Scharfrichter zu retten, aber er ihm dafür so dankbar, daß er ihm überall hin folgt. Peron übt im Hause Ignors neben den Tätigkeiten des Kochs auch noch die eines Dieners aus, der ein wenig für Sauberkeit im Erdgeschoß sorgt, und der Gäste in Empfang nimmt. Er ist sehr zuvorkom- mend und scheint anderen Menschen alle Wünsche von den Augen ablesen zu kön- nen. Und so hält jeder Gast schon bald sein Lieblingsgetränk in der Hand, wenn er bei Ignor zu Besuch ist. In der Stadt am Großen Fluß entdeckte Peron seine große Liebe zum Schreiben und seitdem arbeitet er allabendlich an sei- ner Rezeptsamrnlung, die die des Hofkochs von Gareth bei weitem übertreffen wird. Man kann ihn manchmal auf dem Markt treffen, wo er Zutaten für seine Speisen besorgt. Allein aufgrund der Kochkunst von Peron lohnt sich ein Besuch bei Ignor, der dadurch zu einem unvergeßlichen Erlebnis wird. Da der Patrzier ein wichtiger Bestandteil des Abenteuers "Ein echter Kyndochter Halbsilberner" ist, verzichten wir auf den Hinweis, wie er in ein Szenario einzu- bauen wäre. lf avena Für König & Marktvogt Wassertag, 26. Praios 28 Hal Die 1).i.vena-S'anfare erscbeint vorrangig ffü l.las Gebiet l.les Albemiscben gesanl.lt. Die Auslieferung an Orks oocr Goblil15 ist mcngstel15 verboten. Königrdcbes unb CDarkgrafscba~ Win}Jall, wirb .i.ber ;mcb in viele Ne m:bte moralität ber gel.lrucktcn Artikel siebt Kilmor A. wr- Provinzen bes CDittelrckbes, bas J:kblic}Je 5ell.l, Ylostri.i. unl.l Anl.lergast antwortlicb. Die 5anfare kostet in Albemia unb Winball 12 SC, sonst 2D. Alten Münzen auf d Ganz f)averu tvM' balb vom Scbatzsucbfieber befallen sein, benn Jgnor Junweigg, ein ebrenbafter illann, bessen 5amilie scbon seit Jabrbun- berten in A.lbi.'mia lebt, veran- staltet ein Rätselraten, bei bem bem besten Scbatzsucber ein Preis von 20 Dukaten winkt. f)err Junmeigg kam vor eini- get' Zeit in unser Büro unb setzte uns von seiner lbee in Kennmi.s. Sofort erkUrten tvit' uns bereit, ibm bd seinem \7orbabi.'n zu bdfen, unb bes- ba lb soll sein Spiel nun erkUrt werben. .!)en Junweigg wirb bin unb tviebcr einige Rätsel in bet' 5anfare veröffentlichen, Ne bcn Sucber zu bem Versteck einiger alter Q)ünzen führen. Wer nun eine bkser Q)ünzen 'j1nbet, kann biese zu f)erm Junweigg bringen, ~er ibm bann 20 Dukaten bafUt aus- zab len wit'b. illebr gibt es nkbt zu bi.'acbten. Wir baben nkbt in €l'fabrung bringen können, wekbe Q)otive f)enn Junmeigg bazu bewegen, sokb ein Spiel zu veranstalten, aber roh· glau- ben, er möcbte ein Ceil von bem, ben er ber Su()t !)averu verbankt, an bessen Bürger zurückgeben. Wh' sinb ()avon überzeugt, baf; bk Einwobner Ehrung für den l(önig Scbon lange oenken bie besser oas 11orotor 11ostti.mer Staotväter über eine Wür- tor nennen sollte. Ngung unseres Königs nacb, uno nun wuroe im Ältestenrat A.us Cien Reiben oer Gegner ber \7om:blag gemacbt, Cias bieses Vorscblages kamen nostrianer tor in Cuanutor 13\'benken. Das tor sei viel zu umzubenennen. unbebrnten(), eine Würbi- gung beNirfe eines granbiose- A.ls 6rünoe wuroen ang\'- ren Gebäuoes. fübrt, man ourcb bies\'s tor sowieso ntcbt nacb Wie oem aucb sei, bi\' 11ostria ID\'Sbalb man illitgHeoer oes Ältestenrates Ankündigung Am Praiosug, 7. Ronbra 28 spielen ok ßavena 13ullen gegen Skorpion Punin Karten werben ab sofort in allen Krämet'läoen verkauft. Da Ne 13enruln (ribüne gesperrt ist, können iiber 1000 nkbt verkau~ ID\'t'()\'n. wollen in oer nächsten Wocbe über ben Vorscblag abstim- men. Sieber ist nut', baf; bei einer namensänCimmg einige Kosten auf oie Staotkasse zukämen, benn bie 5assao\' oes ist arg mitgenom- men unb bebarf einer orin- gen(len Restaurierung. Klagen in()es aus ()er 13otscbaft oes Königreicbes nostri.\. Der Botschafter erin- nerte an bie guten !3eziebun- gen zniiscben nostt'ia unb Albemia, bie sicberlicb bei einer namensänbemng gefabrbet mären. Er verlangte, baß auf jeben 5all b21s norotor zum nostt'ianer werben müsse. ami lfavena 'F Fanfare Nach1ichlen aus allen 1"1nclen Spinnenplage Vinsalt. Jn ~er großen Sta~t ~es lieblichen Sd~es gebt seit einigen Wochen ~ie Angst um, ~cnn überall an ben Wänbcn bcr f)äuscr weben unzählige ihre netze. €inige von ihnen sollen sehr gi~ig scin, so ~aß auch Gefahr für ~ic 13coolkerung, vor allem für Ne Rin~cr besteht. Woher ~icse Plage- geister kommen, ist ~en RurtNgen ~er Sta~t cin JUtsel. Großangdegte tö- tungsaktionen brachten nicht ~as erwünschte €r- gebnis, so baß überlegt wirb, ben Sall ~er heiligen Jnquisition zu übergeben. Cjiftiges Wasser lSstum. ln ~er f)auptsta~t ~es 13ornlan~es sin~ sehr vick ~er trinkwasserbrun- nen vergi~et wor~en. .Cci~er mußten zwanzig CDenscben sterben, bevor ~as Übel ent- beckt un~ schließlich besci- tigt wer~en konnte. €s bleibt ein Rätsel, was einen Verbrecher übelsten Charakters bazu treibt, wahllos CDenscben zu ver- gi~en. Die Gar~e ~er StaN wir~ aber alles tun, ~en Scbul~igen zu stellen. Bierskandal Brabak. In ~er StaN im Sü~en wur~en ~ie 13ierpreise nahezu ver~rcifacbt, so ~aß viele Bürger wüten~ ~urcb ~ic Straßen zogen un~ jc~cn Sta~tbüttel verprügelten, ~er ihnen in ~ic ßän~e fiel. .26 Tote lkersan~. In ~en Überwals kamen bei einem Unwetter 26 f)csin~canbänger ums !eben, ~ie in ~cm unwirtli- chen Gebirge nach einem geeigneten Ort zum Aufbau eines tcmpels ~er Göttin ~er CDagic zu suchen. Sie wur- ~cn von eine Schlamm- lawine begraben unb erst vier Wochen später von einem Jäger gefun~en. .Cc~iglicb cinc junge Geweihte überlebt Ne naturkaustropbc. Seltsame Heilung nostria. Der bereits auf ~cm totcnbctt liegen~e Schank- wirt Rnorn Ulbrin stan~ nach ~cm besuch eines selt- samen Wan~crers aus Ne- sem Bett wic~er auf, als sci er niemals krank gewesen. Aufgrun~ ihrer Surcbt un~ Unwissenbcit stcinigtcn ~ic bummcn nostriancr am nächsten tag ~cn mcrkwür- ~igcn Retter. nur ~as scbnelk €ingrcifcn einiger Abenteurer aus ~em CDittelrcicb rettete ~em CDann bas üben. Schiffskatastrophe Dröl. In ~er ßafencinfabrt von Dröl stießen ~rci Schiffe zusammen unb sanken innerhalb weniger Augen- blicke. Daraufhin war Ne Passage wochenlang ver- sperrt, so baß Ne ßanbcls- scbi1fc, Ne Ne Stabt anlau- fen wollten, nach ncctba auswichen. lnzwiscben ist ber Weg wk~er f"rei. RingeTWettkämpfe Am 21. Ronbra ~icses Jahres fln~et auf bem f)alplatz cin großer Ringerwettlumpf statt. In acht verscbk~enen Ringen kann ~ann je~er, ~er sieb berufen genug fühlt, um cinen Preis von SO Dukaten kämp- fen. Der Wettkampf beginnt mit ~en ersten Sonnenstrahlen un~ en~et, sobal~ cin Sieger feststeht. nebenher werben ~cm Zu- schauer einige Attraktionen von auswertigen Gauklcr- truppen geboten, unb viele Gastwirte sorgen ~afür, ~aß es auf ~cm ßalplatz gcnügcnb Bier unb gebratenes Skiscb gibt. Sclbst1'erstinblicb kön- nen auf ~ic Kämpfer auch Wetten abgegeben wer~en, wobei ~er Ältestenrat bcrcits jetzt bavor warnt, baß wabr- scbcinlicb auch unseriöse 13ucbmacbcr unterwegs scin wer~en, Ne es nur auf ~as Gelb ber unwisscn~en Bürger abgesehen haben. Der Ältestenrat gibt auch bekannt, baß jc~er, ber an ~cn Wettkämpfen teilnehmen möchte, sieb bis zum 19. Ron~ra im Sta~tbaus anzu- meföen bat. Zusätzlich ist cin 13citrag von 2 Silbertalern zu entrichten. Kurierbienst wir bringen je~en Brief ZUl' richti- gen A~l'es~. überall in Albemu Al~misc~ }~krn, Garet~tra5e Vrteil gesprochen Im 5all ~er angeblichen Gotteslästerung ~urcb ~en Resselscbmieb Orin Durain, ist nun vom Gericht ein Urteil gefallt wur~en. Der Richter verurteilte ~en Delinquenten zu brci tagen Gcfingnis un~ einer Gd~­ strafc von 10 Dukaten, bic als Wkbergutmacbung an bcn Pi-~..ti"""e-"" "'""d f-e-~e-~ 9 e-l:nXc:-lc- ?-i6t. <-• 6ei ~" ~c-ß-iic:-lc-e-i-e-i II~ II , \,""'c-pp dit-e-l<:t _,,... .C, ... t~l<.t tempel bes Praios zu zahlen seien. Der Rcsselscbmkb fügte sieb bem Urteil unb trat Ne Strafe an. Das Gesetz, wonach alk fäcbt-Gewcibtcn für bas tragen von Pricstergewänbe wegen Gotteslästerung zu verbrennen seien, wirb nun- mehr außer Rra~ gesetzt. gbb Schube in allen Größen gibt es bei Schubnucber Olulm Wir führen alles, was in Garetb Ne neuste CDobe ist unb ein wenig mehr . An ber alten Stabtmauer Ein echter l(yndochter Halbsilberner Ein Abenteuer für 4-6 Helden von Andreas Michaelis "Das 9ahze ist hVil" eiV\ Spiel, eil'\ Spiel bei dem ahdel"e e+was v1eh L-1V\d ich hVil" zahle. Abel" ich Wel"de meiV\eV\ Spap habeh1 immel" wie- de„, u11d die Stadt wil"d es mil" di:mkeh. Zuevst Wel"de ich dieseh kyhdochtev i--lalbsilbevV\eh miv ei1"1st e.i1, falvehdev- Händlev- c1V19ed,·eht hcir. Mal sehe111 wie dauet'V\ wi bis ich ihf'\ wiedev-bekomme, Wef'\f'\ übev-haupt. Doch soll ich jedeV' soll sie schaffeV\ köf'\f'\ef'\. selhafte1'\ Hif'\weis crnsdenkeh. Du1 mein se,,. An9ele9enheit es VOJ\ eiviem BettleV' Schid<e miV' Die Suche Y>'\up seih, mup ich mi v hoch ei hev1 V'Öt- vielleicht kci111"1st II einem Brief von ) . / :· In diesem und den folgenden Ausgaben des Letzten Helden, wollen wir euch Aufgaben bieten, die der seltsame Ignor Junweigg in regelmäßigen Abständen in der Havena-Fanfare veröffentlicht. Sie können dann von den Helden erledigt wer- den, während sie vielleicht etwas anderes in der Stadt am Großen Fluß zu tun haben. Immerhin gibt es für jede die dem Exzentriker gebracht wird, 20 Dukaten, die man in einem Ort wie Havena sicherlich gut gebrauchen kann. Die ersten beiden Aufgaben befinden sich in der Havena- Fanfare in diesem Heft, in der auch ein Artikel zu lesen ist, der den Lesern erklärt, was es mit den Rätseln des Ignor J unweiggs auf sich hat. Der Meister könnte den in Havena befindlichen Abenteurern diese Ausgabe zukommen lassen. Die Aussicht auf schnell verdientes Geld sollte sie dann veran- lassen, der Sache einmal nachzugehen. Der Artikel Den vollständigen Artikel aus der Havena-Fanfare wollen wir an dieser Stelle nicht noch einmal wiedergeben. Wichtig ist aber das erste Rätsel: Sueben müßt ibr im l)eim berer, beren Zabl bem Sternbilb bes ~roscbes entsprkbt. Da "Ein echter Kyndochter Halbsilbemer"kein Abenteuer ist, das ewig lange gespielt werden kann, bietet es sich an, die Suche nach den Geldstücken während eines anderen Szenarios stattfinden zu lassen, vielleicht, um den Helden ein wenig die Zeit zu vertreiben. Andererseits könnte die Ausgabe der Fanfare den Abenteurern in die Hände fallen, wenn sie gerade die Stadt betreten. Da nichts Besseres zu tun ist, neh- men sich die Charaktere der Rätsel an. Im Verlauf der Suche könnten die Helden dann in ein richtiges Abenteuer ver- wickelt werden. Doch nun genug der Vorrede. Was steckt hinter den beiden seltsamen Sätzen? Havena-Fanfare Zunächst wissen die Helden nur, daß sie eine alte Münze suchen sollen, aber um welch ein Geldstück es sich han- delt, müssen sie noch in Erfahrung bringen. Dazu sollten sie sich zum Redaktionsgebäude der Havena-Fanfare begeben, denn schließlich weist der Artikel die Leser darauf hin, daß der Redaktion weitere Informationen vorliegen. Dort angekommen, können die Abenteurer zunächst feststel- len, daß sie wahrlich nicht die einzigen sind, die die zwanzig Dukaten verdienen wollen. Leute aus allen Standesschichten haben sich hier versammelt und schreien laut nach dem ver- antwortlichen Schreiberling. Schließlich tritt ein Mann mit leicht ergrauzem Haar und in vornehmer Kleidung vor die lärmende Meute und stellt sich als Andras Micaleis vor. "Wenn ich einmal um Ruhe bitten dürfte", ruft er und hebt dabei beschwichtigend die Arme, bis ihm alle Anwesenden zuhören, "Ihr seid alle hierher gekommen, um zu erfahren, was es mit der alten Münze auf sich hat. Nun, Herr Junweigg hat mir mitgeteilt, daß mittels des ersten Rätsels ein echter Kyndochter Halbsilberner gefunden werden kann. Wer dieses Geldstück in sein Haus "Hinter den Rahjagärten" bringt, soll sofort 20 Dukaten bekommen. Mehr Informationen habe ich auch nicht. Auf Wiedersehen." Der Redakteur der Fanfare dreht sich um und kehrt in das Gebäude zurück, während sich die meisten der Anwesenden noch fragend ansehen. Schnell wird untereinander diskutiert, was wohl ein echter Kyndochter Halbsilberner sei, und bald darauf ziehen die ersten mit Worten wie "das Geld ist mir egal" vondannen. Auch die Helden müssen nun überlegen, ob sie sich der Aufgabe stellen wollen, oder nicht. Auf jeden Fall sollten sie in Erfahrung bringen, worum es sich bei der gesuchten Münze handelt. Helfen kann ihnen hier noch einmal die Havena-Fanfare, denn in ihr ist eine Anzeige des örtlichen Münzmuseums abgedruckt. Dort kennt man diesen Halb- silbernen bestimmt ... Das Münzkabi11ett Das Münzmuseum ist in einem kleinen der Reichsmünze untergebracht und bietet in einem recht kleinen Raum eine Ausstellung verschiedener die vor allem in Havena geprägt wurden. Geführt wird das Haus von Lohna einer Frau, die sich ganz dem Sammeln alter Mün7s.:n verschrieben hat. Sie verlangt von jedem Besucher zwei Kreuzer von denen einer - ihrer Aussage nach - dem gespendet wird. - 40 - Lohna weiß alles über die Münzen, die hier zu bestaunen sind, und gern läfü sie andere Leute an ihrem Wissen teilha- ben. Eine Führung durch den Raum beginnt immer bei den in Havena geprägten Münzen und endet bei den verschiede- nen Zwergentalern, von denen es angeblich so viele unter- schiedliche geben soll, daß das Kabinett nicht ausreichen würde, sie alle zu präsentieren. Kommen die Helden hierher und lauschen aufmerksam den Worten der Frau, können sie feststellen, daß nicht ein einzi- ges Mal von einem echten Kyndochter Halbsilbernen gespro- chen wird. Sodenn werden sie Lohna ansprechen müssen. Folgendes wird sie ihnen sagen: Der Park der Zwölfgötter "Ein echter Kyndochter Halbsilberner ist ein ganz normaler albernischer Silbertaler, der eine Menge Blei enthält und des- halb recht dunkel ist. Wer sich mit Münzen nicht auskennt, wird glauben, einen angelaufenen Silbertaler in der Hand zu halten, doch in Wirklichkeit ist es eine "'""'""''"''"''' Fälschung durch einen der auf diesem Weg versucht hatte, seine leeren Kassen zu füllen. Praios sei Dank, konnten die meisten dieser beschla- gnahmt werden, so daß sich wahrscheinlich nur sehr im Umlauf befinden. Erkennen kann man sie ganz Da das Blei recht Halbsilberner leicht, indem man versucht, sie zu weich ist, wird sich ein echter leicht verbiegen lassen." Im Jahre 22 Ha! brach über Havena ein Winter herein, wie ihn die Hauptstadt Albernias seit Menschengedenken nicht mehr gesehen hatte. Viele hundert Mitbürger erfroren in den Häusern und die Schiffahn kam für Wochen voilkommen zum erliegen. Die Brennmittelvorräte waren bald aufgebraucht und nur eine Sendung Kohlen über Land aus Xorlosch ließ die Feuer in den Kaminen nicht verlöschen. Bekanntestes Opfer der strengen Kälte war die Oberpriesterin Aife die beim Beten im Tempel erfroren ist. Gottesfürchtig wie die Havener nun einmal sind, wurde in einigen Sitzungen des Ältestenrates beschlossen, dem Firun einen Tempel in Havena zu bauen, um den grimmigen Nordgott milde zu stimmen. Nachdem lange im Rat debattiert wurde, stimmten nahezu alle Abgeordneten dafür, den Tempel im Stadtviertel Unterfluren zu errichten, wofür noch ein neuer Stadtpark angelegt werden sollte. Und so fielen zwei Bauernhöfe den Plänen zum Opfer und wurden kurzerhand Eines der Bauernhäuser wurde zu einem kleinen Firuntempel ausgebaut, und gleich neben ihm wurde ein kleiner Teich ani~eH:gr. Schließlich bekam der Steinmetz Asteron Obeljahn den Auftrag, die Statuen aller Zwölfgötter aus Stein zu die dann in dem neuerschaffenen Park aufgestellt werden sollten. Ein Jahr arbeitete der gute Mann an den bis sie endlich im Praios 24 Ha! aufgestellt wurden. Eine jede der Statuen war ein Meisterwerk, wobei die Geweihtenschaft der unzufrie·e den damit war, daß ihre Göttin mit Kleidung erschaffen worden war. Der Park der Zwölfgötter wurde von der Bevölkerung Havenas begeistert angenommen, so daß heute eigentlich immer irgend jemand auf einer der Bänke sitzt oder ganz einfach nur mit seinem Liebsten spazieren geht. Besonders im Sommer ist der kleine Rahj ateich sehr beliebt bei Kindern, die darin baden. Beeindruckend ist auch der Standort des Meergottes Efferd. Auf einer zwei Schritt hohen Säule steht die impo- sante Erscheinung in der Nähe der Prinzessin Emer Brücke und streckt dem Großen Fluß den Dreizack entgegen. Nebenbei sei bemerkt, daß einige Bewohner des Viertels Marschen vom Ältestenrat fordern, er möge nun auch etwas für den alten Stadtpark tun, der seit dem Spätsommer von 24 Hal immer mehr verkommt. . 41 - Mittels dieser Information sollte es den Helden nicht schwer fallen, die gesuchte Münze zu identifizieren. Nachdem Lohna sie noch darauf hingewiesen hat, daß es verboten ist, ein sol- ches Geldstück zu besitzen, können die Abenteurer ihre Suche fortsetzen. Spielleiter, die ihre Gruppe ein wenig verunsichern wollen, können die Helden mit folgender Geschichte konfrontieren, die ihnen irgend jemand erzählen wird, zur Not auch unge- fragt. "Natürlich weiß ich1 was eil'\ echter Kyhdochter t-lalb- silberi'\er ist. Das WC\>' hämlich so: Die ih Kyi'\doch hattei'\ immer zu WeV\i9 Kleii'\9eld1 so daß sie i>"9eV1dwai'\V1 damit be9aV1V1ei'1; ihre Silbedaler Zl< zerschV1eideV1. ZuV1ächst V\Clr ii'\ zwei, schließlich iV\ vier Teile. Cihi9e dieser hal- beVI Silbe..+ale.- kamei'\ Vlach t-laveVlci1 wo sie dahi'\ abfäl- li9 echte KyVldochter t-lalbsilberV\e 9eV1aV1V1t wurdeh. 11 Hinweis: Der albernische Silbertaler trägt auf der einen Seite das Wappen des Landes Albemia und wird auf der anderen vom Kopf seiner Majestät Cuanu Ui Bennain geschmückt. Münzen neuerer Prägung sind mit den Worten Königreich und nicht mehr mit Fürstentum Albemia versehen. Die ältere "u""'''u" ist aber die weitaus häufigste und auch der echte Kyndochter Halbsilberne trägt die Aufschrift Füsrtentum. Das Heim der Zwölf Wenn die Charaktere erst einmal geklärt haben, wie dieser Halbsilberne zu erkennen ist, können sie sich daran machen, sich 20 Dukaten zu verdienen. Die erste Aufgabe (weitere erscheinen in späteren Ausgaben des Letzten Helden) führt sie in den Park der Zwölfgötter oder auch Zwölfgötterpark. Zunächst gilt es, die Zahl der Sterne herauszufinden, die das Sternbild des Frosches bilden. Im Anschluß daran kann man sich auf die Suche nach einem Heim machen, in dem "zwölf' leben. Schließlich gilt es noch, das genaue Versteck der Münze zu die in der Opferschale des Firuntempels Das Sternbild des Viele Aventurier, die sich ein wenig mit dem Sternenhimmel beschäftigen, kennen das Sternbild des Frosches, wel- ches das ganze Jahr über am Weltendach zu sehen ist. Es ist eine kleine Anordnung, der kaum Beachtung geschenkt wird, weshalb sie auch nur in wenigen Büchern beschrieben wird. Die Sterne, die dieses Tier bilden, stehen so dicht zusammen, daß viele glauben, es handle sich nur um neun Himmelskörper. Nur mit geigneten Fernrohren ist zu erkennen, daß es in Wirklichkeit zwölf sind. Helden, die einen T alenrwert Sternenkunde von mindestens 10 haben, können eine Probe +6 auf diesen Wert machen. Gelingt sie, ist dem betreffenden Spieler die genaue Anzahl der Sterne bekannt, ansonsten geht er von neun aus, was die Gruppe natürlich auf eine falsche Spur führt. In Havena sind verschiedene Astrologen und Sternendeuter ansässig, von denen einige mehr, die anderen weniger vertrau- enswert sind. Es bleibt Sache des Spielleiters, ob ein von den Abenteurern konsultierter Wissenschaftler die genaue Zahl kennt oder nicht. Für Meister, die sich keinen Astrologen ausdenken wollen, eignet sich die Beschreibung von Shanor Scheil im Letzten Helden 26 oder in der Havena-Ergänzung 2: „Licht und Schatten". Ihm ist die genaue Zahl auf jeden Fall bekannt. Fragen die Charaktere an anderen Orten, wie z.B. der Magierschule oder den Tempeln nach, besteht eine 5% (1 auf W20) Chance, daß sie jemanden treffen, der weiß, daß es zwölf Sterne sind. Neun kehren heim Mit der Gewißheit, daß es sich um neun Sterne ist auch gewiß, daß die Helden eine falsche Spur verfolgen. Eine dieser Spuren führt sie in das Theater in der Gauklergasse, in dem gerade das neue Stück "Neun Krieger kehren gespielt wird. Plakate, die auf die Premiere hinweisen, hängen an vielen Hauswänden. Doch in dem Schauspielhaus weiß man nichts von einer besonderen Münze, und da die Helden die Generalprobe stören, werden sie kurzerhand rausge- schmissen. Eine weitere heiße falsche Spur ist die Pension "1,Teun Bären", welche sich im Stadviertel Unterfluren Nalleshof befindet. Dort lassen sich zwar neun ausgestopfte finden, aber von der gesuchten Münze weiß niemand etwas im Lokal. Wir wollen es dem Spielleiter überlassen, sich weitere Irrwege auszudenken. Irgendwann werden die Abenteurer schon mitbekommen, daß es die Zahl "9" nicht sein kann. Dann werden sie wahrscheinlich genauere Informationen ein- holen, um schließlich die Zwölf zu suchen. - 42 - Geschwister Die meisten DSA-Spieler werden sofort an die avemuri- schen Götter denken, wenn die Zahl zwölf ins wird, und wenn unsere Helden dies auch tun, dann sind sie auf der richtigen was sie noch tun müssen, ist, die Münze zu finden. Die Frage, die sich ihnen ist: "Wo lassen sich alle zwölf Götter an einem Ort finden?" Auch hier es ver- schiedene Möglichkeiten, die die Charaktere durch herausfinden können. Ein falscher Hinweis führt die Helden in das kabinett am in dem die so wurden, wie sie sich die Sterblichen vorstellen. Doch die Suche bleibt an diesem Ort ohne da dort keine Münze versreckt ist. (Hinweis: Eine Beschreibung des befindet sich in den Kleinodien, die vor geraumer Zeit bei Fantasy Productions erschienen oder im Aventurischen Boten 8. Spielleiter, die aus der Suche nach der Münze in die- sem Haus ein kleines Abenteuer machen wollen, sollten sich vorher diese Beschreibung besorgen). \Xlir wollen es dem Meister weitere falsche den es aufzusuchen die Münze in die kleine unscheinbare des aus der die Heiden sie herausholen müssen. \Vir wollen hoffen, daß sie sich vorher was ein echter Halbsilberner ist, anson- sten wird es ihnen schwer Taler in dem Durcheinander von verschiedenen Münzen aus den unter- schiedlichsten Teilen darnnter auch ein zer- schnittener Silbertaler zu finden. Halten sie ihn endlich in den können sie sich auf den zu machen. Das Abenteuer endet damit, daß die Helden mit um sich von ihm die sollte für diese die des Patriziers m diesem Heft benutzen. Anschließend bekommt noch 30 Aben- dann ist die erste
textdata/thevault/Dark Eye, The [multi]/LANG/[DE]/Das Schwarze Auge/013. Inoffizielles Material/003. Gazetten & Postillen/Der letze Held/Der letzte Held - 36.pdf
t Adventure Record# 593 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 6 max 900xp; 800gp APL 8 max 1,125xp; 1,250gp APL 10 max 1,350xp; 2,100gp APL 12 max 1,575xp; 3,000gp This Record Certifies that _______________________________________________ Played by____________________________________________ Player RPGA # Has Completed Across the Border A Meta-regional Adventure Set in Iuz’s Border States Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ Home Region______________________ Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # � Lesser Bonerod: This insidious item is one favored by the clergy of Iuz and the chosen in his service. The item is made out of one single bone carved into the likeness of a skull totem the top of which is blood red. When created these rods have 20 charges and crumble to dust when used up. The rod has the following abilites. � Bone Shards – When used, the rod fires forth a cone of razor sharp bone fragments. This is a 30 ft. cone that does 6d4 points of slashing damage. A successful Reflex save (DC 13) halves this damage. Activating this ability is a standard action that costs 1 charge and may be used by anyone. � Bone Dance – When used, the rod casts animate dead per the spell as a 6th level cleric. These undead serve the wielder of the rod until the end of the scenario at which point they crumble to dust. Please note that while not an evil act in and of itself, the use of this power is often met with hostility by goodly forces. Activating this ability is a standard action that costs 2 charges and may only be used by those with animate dead available to them on their spell list. � Skull Activation – By holding the rod, the wielder can determine the power and effect of any skull found on the legendary Road of Skulls within 100 ft. In addition, if the wielder is a cleric of Iuz, the wielder may activate the special powers of any such skull within 100 ft. This is a standard action that does not expend a charge. Caster Level: 6th; Prerequisites: Craft Rod, creator must worship Iuz, animate dead, shatter; Market Price: 9,000 gp; Frequency: Adventure. � Gloves of the Slaver: These black leather gloves look like they have been used toward sinister ends and they appeared to be stained with blood. While wearing these gloves, the wearer receives a +5 competence bonus to the Use Rope skill when binding another character. This bonus is in addition to the +10 normally granted for binding a character. Caster Level: 3rd; Prerequisites: Craft Wondrous Item, creator must have 3 ranks in the Use Rope skill; Market Price: 500 gp; Frequency: Adventure. � The Slaver’s Spellbook: This leather bound tome is wrapped in fine silver chains attached to the spine and covers. It contains the following spells: 1st - Cause Fear, Charm Person, Expeditious Retreat, Mage Armor, Ray of Enfeeblement; 2nd - Bull's Strength, Ghoul Touch, Invisibility, Spectral Hand; 3rd - Fly, Lightning Bolt, Slow, Vampiric Touch. Market Price 250 gp. Frequency: Adventure � Gratitude of The Shade: The mysterious woman, known only as the Shade has promised you her gratitude for escorting Felkas out of Dorakaa. XP FINAL XP TOTAL XP Gained + XP XP Starting XP - XP XP lost or spen XP Subtotal TU Starting TU 1 or 2 TU TU Cost - TU ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 6-8 � Everburning Torch (Adventure; DMG) � Gloves of the Slaver (Adventure; 500 gp; see above) � Lesser Bonerod (Adventure; 9,000 gp; see above) � Potion of Heroism (Adventure; DMG) � The Slaver’s Spellbook (Adventure; 250 gp; see above) � Wand of Web (Adventure; 3rd level caster; DMG) APL 10 (all of APLs 6-8 plus the following) � Periapt of Wisdom +2 (Adventure; DMG) � Wand of Doom (Adventure; 1st level caster, DMG) APL 12 (all of APLs 6-10 plus the following) � Headband of Intellect +2 (Adventure; DMG) � +1 Greatsword of Frost (Adventure; DMG) TU REMAINING Added TU Costs Items Bought Total Cost of Bought Items Subtract this value from your gp value Items Sold Total Value of Sold Items Add ½ this value to your gp value FINAL GP TOTAL GP GP Spent - GP Subtotal GP GP Gained + GP Subtotal GP GP Gained + GP Subtotal GP GP Spent - GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent Starting GP GP
textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/593/Normal Scenarios/IUZ3-01 Across the Border (APL 6-12)/IUZ3-01 - Across the Border AR.pdf
Fifth Edition Adventures Royal Tournaments by Jason Nelson and Mike D. Welham Royal Tournaments Author: Jason Nelson and Mike D. Welham Artist: Bruno Balixa, Ivan Dixon, Frank Hessefort, Michael Jaecks, Mike Lowe, Manuel Morgado, Arrahman Rendi, Joe Slucher, Josh Wunderly 5e Development: David N. Ross Design AnD lAyout: Daniel Marshall legenDAry gAmes teAm members: Anthony Adam, Alex Augunas, Kate Baker, Jesse Benner, Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Carl Cramer, Paris Crenshaw, Joel Flank, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Steve Helt, Thurston Hillman, Tim Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Wendall Roy, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, and Clark Peterson publisher: Jason Nelson executive pArtner: Neil Spicer business Director: Rachel Ventura Royal Tournaments 5e © 2017, Legendary Games; Author Jason Nelson and Mike D. Welham ISBN-13: 978-1973836834 ISBN-10:1973836831 First printing October 2017 Printed in USA. Legendary Games 3734 SW 99th St. Seattle, WA 98126-4026 makeyourgamelegendary.com Credits Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the SRD) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Royal Tournaments (5E) © 2017, Legendary Games; Authors Jason Nelson and Mike D. Welham System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. The Hypertext d20 SRD. © 2004, Jans W Carton. Cityscapes - New Settlement Options for the Pathfinder Roleplaying Game. © 2012, Skortched Urf Studios; Author: Chris A. Field. Fursona II - New Options for Anthropomorphic Heroes. © 2012, Skortched Urf Studios; Author: Chris A. Field. Kingdoms (5E) © 2016, Legendary Games; Author Jason Nelson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Gamemastery Guide. © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Special Electronic Features We’ve hyperlinked this product internally from the Table of Contents and externally with references to the official System Reference Document (SRD) and 5eSRD. If it is in the core 5E rules, we generally didn’t link to it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player, in accessing the rules, especially those from newer books or that you may not have memorized. About Legendary Games Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you the best expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary! Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com. What You Will Find Inside Royal Tournaments An iconic moment in fantasy fiction is the grand tournament. From the archery contests of Robin Hood to the jousts of Ivanhoe, it seems like half the stories about the Middle Ages have the heroes attend such a festival somewhere along the line. Whether honoring the king’s birthday, the birth of a saint, the nation’s victory over its enemies, or just because it’s Midsummer’s Day, festive pavilions are raised and flags and pennants flap in the rising breeze to signal that it is time for the main event to begin! However, even in the real-world tournaments were about far more than bows and lances, and in a fantasy game the options for what would constitute a friendly (or even not-so-friendly) competition are infinitely varied, from gritty and brutal feats of raw strength to magical marvels of the highest fantasy. That is what Royal Tournaments is all about. It provides a fantastic resource for incorporating tournaments and festivals into your campaign, including an array of different tournament events and awards, some physical, some magical, some social, and all delightful. Whether your players want to promote the interests of their own kingdom or simply fight for glory and prizes, Royal Tournaments has everything you need to make the tournaments in your campaign magnificent and memorable. Legendary Games was founded on the principle of delivering first-class product for your Pathfinder Roleplaying Game experience, brought to you by the very authors who design and contribute to the adventures, hardbacks, and campaign supplements you are already using. The Legendary Games tradition is to combine rich story and background, innovative layout, beautiful aesthetics, and excellence in design that is second to none. This product is the latest in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on! v Festival days 1 Festival Size 1 Navigating a Festival 2 Winning Friends and Influencing People 2 Contests and Champions 5 Cheating 6 At the Fair 6 Crafting Contests 7 Rural Delights 7 Eating and Drinking Contests 10 Athletics 10 Jumping Events 10 Racing Events 11 Tests of Strength 14 Mock Battle 16 Jousting 16 Target Shooting 18 Unarmed Combat Events 20 Special Events 22 Pillars of Life and Death 23 Shooting Gallery 23 Test of the Axe 24 The Siege Mortis 25 The Tower of Jewels 25 The Hell Horse 27 The Spoils of Victory 28 Appendix: Festival Edicts 30 Festival Edicts 30 Contents 1 Festival days While player characters are used to living lives of high adventure with chances for glorious victory or potentially fatal failure lurking around every corner, they may sometimes lose sight of the fact that most people in the world they inhabit are not so lucky. True, the common folk perhaps have a different kind of luck, one which involves far less risk of death on a daily basis, but there is still something terribly romantic and exciting about being able to at least play at the kind of dramatics and heroics they hear about in the stories. That is where Royal Tournaments come in! Every now and then, it is time for a festival, and while competitions and mock battles often play a large part they are hardly the only element to entice the common folk. Festivals can be held for many purposes, and these are no different in a fantasy world than they are in the real world. Festivals can generally be divided into two categories: civic and religious. Civic festivals may commemorate the founding of a nation or a city, or the birth of a great leader or hero, or the overthrow of a hated tyrant. Celebrations may mark the day of a mighty battle, mixing celebration of victory with a solemn memorial of those lost in the struggle, or the consummation of peace after a long period of strife. Civic festivals may celebrate the life of a particular person of great renown, or they may be aimed at the entire populace. Likewise, they may be local to a single city or locality, or they may be widespread across an entire continent. Religious festivals may occur independently of any corresponding civic events. In some societies, the regular worship rituals of religion may be a weekly or daily occurrence, or even multiple times per day as the faithful are called to prayer by cathedral bells or the echoing calls of the priesthood. Other religions may have less structured worship routines, but nearly all commemorate the birth or death of saints or religious leaders in much the same way civic festivals celebrate secular leaders. Religious festivals, however, may also focus upon dates fixed by the dogma of the church for events beyond mortal ken, when their divine patron stepped foot upon the earth or first appeared to its acolytes in the spirit or in the flesh. Divine incarnations, interventions, apotheosis, sacrifice, resurrection, and more may be marked by the adherents of the faith with a celebration large or small. There are, of course, festive occasions that may fall into either category, especially those that are tied to the seasons. Such natural markers on the calendar often gain religious significance or may be considered sacred to many faiths. Special prayers may be offered up for the planting in the spring or the harvest in the fall, while Midsummer’s may be a time for worshipful offerings or blessed marriages amid summer’s bounty even as Midwinter’s sees vigils throughout the long dark. This is particularly true in areas where druidical faiths predominate, but the religious associations with the seasons (if any) may vary a great deal from region to region and culture to culture. In areas where no one faith is dominant, cultural attachments around seasonal holidays may be far more important to the citizenry than any particular religious celebration. A diverse city or region may see multiple overlapping holidays celebrated in many ways among the different cultures and faiths present in the area. Even apart from the seasons, important events may be conflated and commemorated by coincidence, just because they happen to occur on or around a known local event or existing holiday. St. Crispin’s Day, a minor holiday whose lineage is somewhat unclear, nonetheless was immortalized by Shakespeare’s recounting of the Battle of Agincourt in Henry V. The possibly apocryphal saints still lend their name to the 25th of October, and for that matter to the rousing “St. Crispin’s Day speech” that Shakespeare wrote nearly 200 years after the battle, but the memory of the day has evolved to be more a celebration of the band of brotherhood between warriors. In roleplaying terms, the nature of the festival is not critically important, other than to provide an overall theme and to help determine what manner of ancillary events, such as tournaments or contests, might be most appropriate. If you are using the Festival Edict rules in Ultimate Rulership (5E) from Legendary Games, civic and religious festivals provide different types of bonuses to your kingdom based on the buildings available in the city where the festival takes place. Festival Size Festivals are typically held in and around a city, town, or village. However, during a festival, settlements are typically thronged with people, so unless the festival is a failure (see the Festival Edict rules in Ultimate Rulership, reprinted in the Appendix of this book) you should treat the settlement as one size larger than its actual size for all purposes. In some cases, festivals may be held outside of any settlement, often near a Landmark (see Special Terrain the Kingdom-building rules in Kingdoms (5E) from Legendary Games). In this case, the number of attendees at the festival can be highly variable, depending on how 2 significant the festival, how often other festivals are held, the season of the year, and how far travelers typically come to attend. Because of the high concentration of merchants and wealthy visitors (as well as black marketeers), the gp limit for buying and selling should be treated as a large city for the duration of the festival. Navigating a Festival The thronging crowds present at a typical festival do not interfere with the ability of PCs to move around the festival, but if tactical movement and line of sight are important (as during a combat encounter), there is a 50% chance that when an encounter begins at a festival the PCs will be in the midst of a crowd 20 to 80 feet in diameter. Crowds provide cover, allow Dexterity (Stealth) checks, and are considered difficult terrain for movement purposes. A DC 12 Charisma (Persuasion) check or DC 15 Charisma (Intimidate) check allows a PC to convince a crowd to move in a particular direction (up to 30 feet per round), as long as the PC can be seen or heard. Finding a particular location in the festival grounds is a simple task to locate lesser-known merchants and locations. No roll should be necessary, especially if what is being sought is something available to the common folk. Finding information on specific people at the festival can be accomplished through Intelligence (Investigation) checks to gather information, or at the GM’s option with Wisdom (Insight) checks to learn about common folk and Intelligence (History) to learn about the rich and powerful. The DC should be relatively low, but feel free to use this as an opportunity to disclose information that may feed into the adventure. Winning Friends and Influencing People For the common folk simply attending a festival is a reward in and of itself, and low-level player characters can approach a festival the same way, as tourists and gawkers at the spectacle of it all. As PCs advance in level, however, they should see festivals as an opportunity to spread their 3 Renown Modifier Type of Lodging -4 Commons (free) PCs wander the festival or stay amongst the smallfolk, talking to people as they can and vying for attention with performers and hawkers. -2 Tent (10 gp per day) PCs have a small tent or lodge for conducting private meetings or a single secure shelter. +2 Pavilion (100 gp per day) PCs have a large tent sufficient to host a formal meeting, with table, chairs, and other furniture, or multiple secure shelters, with a corral and grooms to keep their mounts close at hand. +4 Grand Pavilion (1,000 gp per day) PCs have an opulent structure, which can be raised with a rod of splendor or daily use of mage’s magnificent mansion. Mounts are kept in a separate adjacent structure staffed with multiple grooms. fame across the land. They can do this by earning honor by showing mercy and gentility alongside prowess and might, gaining reputation and fame by drawing attention to themselves and their exploits, recruiting contacts and cultivating relationships, or even running a business or building up an organization. A tournament can serve as entertainment and an opportunity to engage in some contests and trials less dangerous than the normal adventuring life, but it also offers a great opportunity for adventurers to make an impact in the campaign world. This is doubly true if one or more of the PCs is ruling a kingdom, especially a new domain just trying to establish itself. They can put their newborn kingdom into the public eye amongst the notables and the commons alike from surrounding lands, earning prestige simply by being present for a major event. Of course, the more effort they put into promoting themselves the more prestige they can earn for themselves and their land, which will enhance their legitimacy, inducing other rulers to acknowledge them as equals and fellow rulers rather than up-jumped nobodies waiting to be picked off by their betters. This advancement in their fame and esteem is called Renown. Starting Renown: PCs can take a variety of actions that earn Renown, but their baseline Renown is equal to 5 before any further adjustments. Keeping Up Appearances: Whether PCs visit a festival, they may simply walk the grounds like the common folk or they may reserve a patch of the grounds for themselves and their accommodations. Even if they do not intend to stay at the festival overnight, putting up a structure displaying their ensign or flag is seen by others at the festival as a mark of their legitimacy. As a result, Renown is modified by their choice of quarters. PCs using magic to create their lodgings still must pay half of the above cost for the right to host their structure on the festival grounds. PCs may emulate a pavilion or grand pavilion with mirage arcana or similar magic, but each day they do this there is a cumulative 7% chance that they are discovered. Once the illusion is discovered, word gets around of the PCs’ pretensions to glory and their Renown is reduced by 2. Renown Modifier Type of Seating -4 Beggar’s Hill (free) PCs stand among the rabble, peeking over fences, hanging from trees, or otherwise watching from the fringes of the venue. -2 Absence (free) PCs may choose to simply not attend the events hosted at the arena, which may be deemed an affront to their hosts. All PCs need not attend all events, but they should send at least one representative to attend. -1 Stands (2 gp per PC per day) PCs have a bench seat inside the arena, but far back from the action. +1 Box Seats (50 gp per day) PCs have a reserved seat up front for up to 6 people, with refreshments brought to them. +2 Royal Box (500 gp per day) PCs have padded seats and lavish canopies to keep off the sun or rain (often blocking the view of commoners behind them), with elaborate refreshments for up to a dozen people in a box adjacent to that of the hosts. 4 King of the Hill: A festival may have a particular spot reserved for celebrations, often a small hill or rise on the edge of the festival grounds, ringed in trees, for picnics and parties by day and revels by night by those wealthy folks who lack the title or privilege to claim an established pavilion. They can nonetheless attract the acclaim of errants and lesser noble scions and other untitled yet affluent folk by winning a lottery to host the celebrations for a night, wearing a crown as the King of Fools, a Crown of Holly, or a similar award. A chance in the lottery depends on the size of the festival, but is typically 1d10 x 10 gp. PCs who bid may roll a d20; on a natural 20, they win the crown and may invite any they wish to attend, but must provide music, food, and drink to all. They may provide entertainment themselves (or may hire a bard or other performer) and must provide 1d10 x 100 gp worth of food and drink, but they gain 1 point of Renown (see below) each time they win the honor. Noble Boxes: If the festival grounds have an arena for tests of skill and strength, such as jousting lists, archery ranges, racetracks, or more exotic competitions, PCs can build their repute by purchasing the rights to the best seats, nearest to the action and to the hosts of the tournament, rather than sitting with the rabble. Making a Name and Spreading Your Fame: In addition to simply establishing their presence with a pavilion or box seats for the grand events of the tournament, PCs can make an active effort at building the reputation of their domain. They can do this by personally entering and succeeding in contests and tournaments or hiring champions to do so on their behalf or by using their own skills and abilities. Each of the following methods requires a day of effort by one or more party members (cohorts may participate, and PCs able to make alliance with a noble patron with bards at his beck and call may be able to access their skills as well). Each effort requires the use of more than one skill; if one PC attempts to fulfill multiple skill requirements, all of their skill checks have disadvantage due to dividing their attention and efforts. If PCs succeed on all of the required skills (DC 12 each), they gain one point of Renown. If they fail one or more skill checks, they gain nothing, but if they fail all skill checks for a method by 5 or more, they lose 1 point of Renown. Each of these methods can be used more than once by repeating the effort on a subsequent day, but the DC increases by 2 each time a method is repeated. Success at one of these efforts can be awarded experience points as an encounter with a CR 2 lower than the party’s average level. 5 Promotion Gaining Influence for Your Kingdom Display of Triumph The PCs stage a dramatic re-enactment of the PCs’ adventures and accomplishments in founding their domain, establishing their status as rightful rulers. Relevant Skills Intelligence (History), Charisma (Performance) Special PCs using visual and auditory illusions to augment their performance have advantage. PCs can perform in any common area (disadvantage), on a small stage (cost 100 gp), or on an elaborate stage in the noble section of the festival grounds (1000 gp, grants advantage on the check). Feet of Clay The PCs lampoon the follies, missteps, embarrassing rumors, and other shortcomings of the leaders of other nations, merchant guilds, religious orders, or other noteworthy organizations through satire and clever wit. Relevant Skills Charisma (Persuasion), Charisma (Performance) Special Each time this is used, all future We Meet at Last DCs increase by 2. Play to the Crowds The PCs recount the glory of the PCs’ domain and the impressive accomplishments and prowess of the new masters of their lands, while also trumpeting what a fair and pleasant land it is and the benefits that citizens enjoy living there. Relevant Skills Intelligence (History), Charisma (Performance) Special PCs offering free food and drink (costing 1d10 x 100 gp) gain a advantage on this check. Trade Agreement The PCs arrange a meeting with merchant leaders from the other nearby domains to find buyers for the goods produced in the PCs’ domain and to obtain favorable prices on goods they wish to import to their country. Relevant Skills Wisdom (Insight), any one tool proficiency. Special PCs offering a bribe (1d10 x 100 gp) gain advantage their check. We Meet at Last The PCs arrange a meeting with rulers from one or more nearby domains, or the masters of a merchant guild, religious order, or other major organization, or with their ambassadors or representatives to establish formal relations. Relevant Skills Charisma (Deception), Charisma (Persuasion), or Charisma (Performance) Special PCs offering a permanent magical item, piece of jewelry, or similar exotic gift (e.g., trained griffon or owlbear) gain advantage on this check. Contests and Champions A festival has all manner of common entertainments, minstrels, mummers, singers, jugglers, tumblers, trained animals, and on and on, but much of its allure is in the glory of competition. One factor to consider in preparing to run a festival or tournament is the level of magic available in the world. In a campaign where magic is rare and mysterious like that of Tolkien, simple fortune telling and fireworks are a marvelous spectacle that the folk at the festival may remember for years to come. In a typical fantasy campaign, however, magic is far more commonplace. Even small villages may well have a hedge mage or two capable of working real magic, or a cleric, or druid tending the local shrine. Even a 1st-level sorcerer or wizard can put on an impressive display of stage magic with spells like dancing lights, flare, ghost sound, and prestidigitation, and can go well beyond that with low-level illusions like minor image and major image. In addition to basic showmanship, the level of magic that exists in the campaign world on an everyday basis affects the kinds of events you include. A simple footrace in a low-magic campaign could become an exercise in super-speed or even a teleportation contest in a campaign saturated with magic power, horses replaced with pegasi and bowshots replaced with hurled lightning or psychic duels. The tone and feel of the campaign, as well as the level of the PCs, are important to consider when deciding what kinds of contests to incorporate into a festival. Whatever the style of contests you employ in your festival, including having different festivals each with their own focus, they are most enjoyable for players if their characters take part, and certainly other nobles in 6 of one competitor versus another. Bearing in mind that festivals and tournaments are sponsored by the wealthy, this could mean that some sponsors might use such chicanery and skullduggery to favor their own champions in the contests, but it also means that the patrons of the event have the means and wherewithal to enlist magical sentries and to have warding effects in place to prevent cheating. Of course, such supernatural sentries may not be wholly trustworthy, as they are not necessarily obliged to enforce the rules honestly and fairly equally across the board. Corrupt contest marshals might look the other way when certain competitors come to the list. The attitudes towards cheating can be determined entirely at the GM’s discretion, of course, but they also can be determined by the characteristics of the area where the festival is being held. Specifically, areas with high levels of Corruption and Crime (see the Settlement rules in Kingdoms (5E) from Legendary Games) are likely to be tolerant of cheating, while those with high levels of Law will take a dim view of such shenanigans. However, cultural, racial, and even religious attitudes may play a role in determining the level of dishonesty likely to be encountered. The capabilities of monitoring the competition depend on the resources of the hosts. Small local festivals may operate on the honor system out of necessity, but a festival sponsored by a king might have marshals (either in ostentatious uniforms, hidden amongst the crowd, or both) using spells like detect thoughts to check for evidence of cheating. Even in areas known for skullduggery, a host making a great show of striving for a clean competition might require competitors to use the equipment provided by the host, including clothing as well as arms and armor, to avoid them smuggling contraband items into the competition. Of course, Dexterity (Sleight of Hand) checks can be used to smuggle small items in despite such surveillance. At the Fair While combat-focused may seem more glamorous, virtually anything can be a competition. One need look no further than county and state fairs to see the vestiges of agricultural and crafting competitions in the modern day, to say nothing of competitive cooking shows and the like on television. While these competitions may not stir the imagination of most adventurers there are some with an interest in such background skills who may wish to try their own hand or to sponsor an NPC ally or associate on toward victory. nearby lands may encourage them to enter, or even early in their careers to ride on that leader’s behalf as her or his champions. PCs not directly involved in the contest still might enjoy watching the proceedings or making wagers on them, and you may also allow players to take the role of one of the NPC contestants (perhaps ‘sponsoring’ them or hiring them to compete in the name of their own land). Contestants can always yield in a contest if they wish, but such public surrender results in a loss of 1 point of Renown (see below), while winning a contest usually nets 1 point of Renown; if a contest has two different victory conditions and the same contestant wins both, that contestant wins 3 points of Renown. In addition, competing in such contests, while not generally dangerous in the same way as adventuring, still should be worth and appropriate xp award, typically as an encounter containing monsters that are roughly of a challenge rating of 1-3 levels below the PCs’ own level. Cheating It is not just the events themselves where magic is relevant, however. Whatever the basic magic level of the world and the tournament, player characters themselves certainly have access to magic, and so too do significant NPCs, even if the rank and file competitors and spectators do not. Since magic does exist in the game world, it is entirely plausible that some competitors will seek to use magic (or other extraordinary means) to cheat, either on their own behalf or to bias the results of events in favor 7 Crafting Contests Contests dealing with tool proficiencies are popular with NPCs as they offer chances at earning esteem without deadly danger. While combat-focused may seem more glamorous, virtually anything can be a competition. One need look no further than county and state fairs to see the vestiges of agricultural and crafting competitions in the modern day. Contests can range nearly any of the tool proficiencies, from cooking to jewelry making. Winning: Contests using a tool proficiency typically call for three skill checks, with the winner in each category based on the highest total score on all three checks. However, a prize also may be awarded for the “Best in Show” in each category, reflecting the highest single skill check even if that contestant’s total score did not measure up. In the event of a tie, both may be awarded as Best in Show, or you may have each contestant roll 1d20 with the high roll determining the winner. Tastes are highly subjective in background skill contests, and the GM may liberally award advantage to reward those who incorporate local favorites or specialties, who have a reputation for past wins in similar contests, who are connected to the contest judges or other local notable characters, or who have an exotic special ingredient featured in their creation. Some contests require contestants to bring their submissions already completed and ready for the judges, while others (cooking contests in particular) may be spontaneous affairs presenting the contestants with secret or strange ingredients they must use to create delicious dishes in a very limited amount of time. Various different checks may be required to successfully incorporate such mystery ingredients, and success on those checks may impose a bonus or penalty on checks made to create a fabulous meal on the spur of the moment and not get chopped from the competition. Rural Delights Most of the contests described elsewhere in this book work well for formal competitions and grand events hosted by the rich and powerful, but sometimes you want a smaller- scale festival, perhaps a small fair or local celebration of summer in the rural countryside. While certainly you can use athletic contests and archery or knife or axe-throwing even on a small scale, the following events are specially designed for competitions among the simple folk of the simple villagers and people of the land. Each event provides rules to adjudicate the tournament, possible prizes for the winner (and runners-up), and complications which make the events trickier or even lethal. Caterpillar Eating A test of all participants’ persistence with digesting live, wriggling caterpillars, the contest ends when the first person devours all her caterpillars, or the last person holds down her caterpillar and the others have lost the contents of their stomachs. Rules: Each contestant starts with at least 20 caterpillars. Eating a caterpillar and keeping it down requires a successful Constitution saving throw (DC 10, +1 for each 8 previous caterpillar eaten). A contestant can spend a round regrouping, which resets the DC to 10. If a contestant fails the Constitution save, she must succeed at an additional Constitution save (at the current save DC) or become nauseated for 1 minute. An unusual variant uses caterpillars with bristles or spikes, which inflict 1 point of piercing damage per caterpillar ingested. Prizes: The winner typically receives a preserved caterpillar which, when eaten, provides resistance to poison damage, and advantage tonthe poisoned condition for one day. The caterpillar is preserved and retains its potency for one month. Complications: • The caterpillars have been dosed with a hallucinogenic poison, forcing all contestants to succeed at a second Constitution save each round or become confused for 1d6 rounds (as per the spell). • The caterpillars are actually larger, but have received the effects of enlarge/reduce to shrink them down to an acceptable size. The spell wears off, causing the caterpillars to burst the stomachs of those who have eaten them, dealing 1d6 points of damage for every 5 caterpillars eaten (DC 15 Constitution save for half damage). Rope Swing and Jump This tournament event takes place at the tallest tree by a large body of water, such as a lake or pond. Participants swing from the rope and launch themselves from the rope into the water. The contestant who travels the furthest wins the event. Rules: A contestant can swing on the rope, which ends at least 5 feet from the ground, any number of times, requiring a Strength (Athletics) check to maintain grip (DC 10, +1 for each previous swing). For each successful swing, the contestant gains 5 feet of distance of the jump into the water, up to an additional 20. On an unsuccessful swing, the contestant must succeed on a DC 15 Dexterity save to grab the rope; if she succeeds, she takes no damage but is disqualified, while a failure causes her to fall and take damage based on the distance from the rope to the ground. The contestant is treated as having a running start when making the jump. The result of the Strength (Athletics) or Dexterity (Acrobatics) check determines the jump distance. Flying is disallowed for the contest; depending on the specific rules, the contest may allow magic assistance for jumping or gripping the rope. Prizes: The winner receives a monetary prize or one which improves her ability to jump, such as a ring of jumping. Complications: • Someone may have stocked the body of water with crocodiles or other aggressive animals. These creatures are sluggish and are slow to attack, so their attack may coincide with several contestants in the water. • A wall of stone or other impassible surface rests just under the water’s surface at a distance designed to harm the winning participant. It requires a successful DC 18 Wisdom (Perception) check to notice the obstacle from the rope. If someone jumps into the water per the rules, she takes damage as if she fell 10 feet (or more, if the rope is higher) plus the distance jumped, rounded to the nearest 10 feet. Squirrel Racing A true test of coaxing a wild creature to do something it normally wouldn’t, squirrel racing has the contestants calling or cajoling their squirrels to be the first to cross the finish line. Rules: The squirrels must run a total of at least 60 feet, and the first squirrel to reach the specified distance wins. Each squirrel is in its own chute, eliminating the chances for interference from other squirrels. During each round, a contestant attempts a DC 10 Wisdom (Animal Handling) check. For each point over 10 that the roll exceeds, the squirrel moves forward 2 feet (up to its maximum base speed). On a failed check, the squirrel moves backward a number of feet equal the difference between the DC and the result. If one or more squirrels tie, they must run the course again (increasing the DC to 15). This contest usually has multiple heats, with a final round for all the winners. In this case, ties during the earlier heats allow all winning squirrels to move on to the final round. Prizes: The winner receives a prize allowing him to improve the attitude of wild animals (either mundane, such as a bunch of tasty food, or magical, such as a ring of animal friendship). Alternatively, the winner may receive the winning squirrel for use as a companion or familiar. Complications: • Unknown to everyone at the start of the contest, one of the contestants has trained all the contest’s squirrels with the “come” trick, making it impossible for him 9 to fail regardless of the random squirrel he uses. The squirrel moves 10 feet each round. • One of the squirrels is actually a massive, low- Intelligence creature affected by a curse. When it crosses the finish line, the curse is dispelled and the creature attacks everyone within reach. Tree Climb Simulating the necessity of quickly ascending a tree to rescue a trapped animal or child, or to retrieve an item trapped in a tree’s upper boughs, the winner of this contest is the quickest to the top of the tree. Rules: The tree begins with a DC 17 Strength (Athletics) check for a minimum distance of 20 feet until the contestant reaches weight-bearing branches, at which point the DC decreases to 15, and then returns to 20 after a set distance as the branches become too weak to support a contestant’s weight. The goal is simply to reach the bell at the top of the tree in the shortest amount of time. A contestant can move at half speed as they climb. In the case of a tie, a contested Strength (Athletics) check can represent a surge of speed at the end of the climb. Alternative rules could feature unknotted rope that reduces the DCs by 5, a greased tree, or a tree bereft of branches, for instance. Depending on the contest requirements, a climber may or may not use physical means to assist with climbing (such as a grappling hook or a climbing kit) or magic items. Prizes: Prizes range from monetary rewards to magic items associated with trees and climbing (such as feather token, tree or a ring of climbing). Additionally, this could allow a winner to procure fruit or a sprig from a rare tree with its own special qualities, such as the effects of a magic potion or elixir. Complications: • The branches (or ropes, as applicable) have received subtle cuts which eventually cause them to break. The cut item has a cumulative 5% chance of breaking, forcing a contestant to succeed on a Dexterity save (DC 14) or fall. A character succeeding on a DC 19 Wisdom (Perception) or DC 17 Intelligence (Nature) check notices the potential danger. • Either through natural means (such as soil erosion) or sabotage, the tree topples while a contestant is some distance up the tree. The tree deals 2d6 points of damage (DC 15Dexterity saving throw halves), and the contestant takes falling damage based on the distance climbed. Whittling A whittling contest takes fallen wood and turns it into works of art. The pieces are presented to judges who decide their aesthetic worth. Rules: Each contestant makes a series of woodworking tool checks to carve their creations. The DC for these checks is 10 or higher, depending on how difficult the wood is to work with. Succeeding at the check, and every 2 points by which the result exceeds the check, awards the whittler win. A contestant must win at least one woodworking tool check for the work to be considered by the judges. Additionally, prior to the contest, a contestant may interact with the judges and attempt a Charisma (Persuasion) or Wisdom (Insight) check (DC 10 or higher, depending on the judge) to ingratiate himself with a judge or learn what sort of carving the judge enjoys. Success on 10 an above skill check grants advantage on the woodworking tool check. An alternative contest uses axes to make carvings from larger pieces of wood. Since axes are less efficient at making subtle cuts, the sculptor has disadvantage on the woodworking tool checks for their pieces. Prizes: The winner receives a magic item which allows its user to reroll woodworking tool checks once per day, a monetary prize, or a knife which acts as a +1 dagger (or better magic weapon). Complications: • One of the contestants has used charm person on one or more judges, granting him an unfair advantage. A successful DC 20 Wisdom (Insight) or DC 18 Intelligence (Arcana) check during the interaction prior to the contest reveals the magical influence. • Fey have tampered with the wood, such that each creation animates as per animate objects upon completion. Eating and Drinking Contests Virtually all cultures have strange cuisines that test the resolve and endurance of anyone brave enough to try them. Such food or drink might have a pungent and horrifying aroma or an overwhelmingly bitter flavor, or the food might simply look revolting and repellent. Most popularly, an iron stomach contest involves either extremely strong liquor that brings on near-immediate intoxication or exceptionally spicy food—whether pickled, fermented, or even fresh off the vine—that brings a nigh-unendurable heat that leaves competitors flushed, weeping, and gasping for breath. An eating or drinking contest also can feature fairly ordinary food and beverages in a race to see which contestant can gorge themselves, for example, on the most pies or sausages or can guzzle the most mead or milk in a set amount of time. To add an element of fun (or humiliation), contestants might have to eat or drink with their hands tied behind their backs or with some other handicap. To eat or drink such fare or in such quantities is a test of bravery as well as physical constitution, and spectators cheer for both the horror of the contestants as well as their sweat, tears, and grimaces of pain as they try to outdo their cohorts to down the most. In some barbarian tribes, iron stomach contests may be used as initiation rites to both purify the body and show toughness, though some visitors claim they are more of a sadistic prank the tribes play on outsiders seeking to trade with them. Whatever the exact nature of the food or drink used in the iron stomach contest, every competitor must consume at least one cup, plate, or other dish (or a whole fresh pepper or similar item), and at least one competitor must consume at least five within a set time limit (typically one minute) without passing out or regurgitating what they have tried to keep down. If no one finishes at least five, there is no champion and everyone loses 1 point of Renown. Anyone that passes out on the very first turn loses an additional point of Renown. Each dish consumed requires a successful Constitution saving throw to avoid becoming wracked with pain, nausea, and cramps from the awful gastrointestinal distress (or immediate intoxication) brought on by the food. The Constitution saving throw begins with a DC of 10 and increases by 2 for each dish after the first. The first failed save causes the eater to become poisoned for one hour. A second failure leaves the eater poisoned for 1d4 minutes, and a third failed save causes the eater to fall unconscious for one round. A contestant that rolls a natural 1 on any saving throw must immediately attempt a new save against the same DC; if this save fails, he immediately falls unconscious for 1 round, even if it is his first failed save. Any class features that provide bonuses against ingested poison or against pain also apply to this save; however, the effect is not actually poison and thus spells that affect the poisoned condition, and similar effects, are of no help in enduring the pain. Athletics Tests of speed and stamina are among the oldest and simplest of all contests, and they come in a great variety of types, each one taxing the skills, endurance, and physical talents of every competitor. The following categories are not exhaustive, but provide a wide selection of possible events that could be held to determine the best athlete on the field. Jumping Events Events involving jumping are fairly easy to resolve with a simple Strength (Athletics) contest. Whether class features like a monk’s ki features that enhance Acrobatics checks are allowed in a contest is up to the rules of the individual event. Broad Jumps: A broad jump is a jump for maximum horizontal distance. There is a foul line that shows where the jumper must begin their jump; if they step over the 11 line, the jump is treated as a foul and does not count. If the jumper’s check results in an 8 or lower, they accidentally step over the foul line and are disqualified. In some cases, only a single jump is allowed, but in formal athletic competitions usually each contestant makes a set number of jumps (from three to six) and keeps their best result. The best overall result wins the contest, and in the case of a tie either both jumpers may be named the winners, or they may compare their second-best result or have them go to an additional jump-off. Long Jump: A long jump is a running jump. Standing Broad Jump: A broad jump is performed from a standing start. Triple Jump: A triple jump, also called a “hop, skip, and jump” is a combination of a single running long jump, after which the runner lands and immediately makes a second jump off one foot, and a third jump off of both feet. The third jump is treated as a standing jump with advantage. The total result of the three relevant checks gives the total distance jumped. High Jumps: A high jump is a jump for maximum vertical distance, done by jumping over a bar set at a target height, typically starting at 2 feet for standing jumps, 5 feet for running high jumps, or 10 feet for the pole vault, and all jumpers must clear this qualifying height. Jumpers who clear the height move on in the contest, while those who fail must try again. Jumpers who fail to clear three jumps (regardless of height) are disqualified. A natural 1 on a jump check to perform a high jump is an automatic failure. Once all jumpers have cleared the height or been disqualified, the bar is raised, typically half a foot at a time and the process is repeated. Confident jumpers who clear the qualifying height may pass on jumping at lower heights thereafter in order to save their attempts for later jumps. The process of raising the bar and new attempts for each remaining jumper continues at each new height, with any jumpers accumulating three failed jumps being disqualified. If at the end of all jumps at any height only one jumper left has cleared that height, they are the winner. If two or more jumpers remain, they proceed to the next height and continue the process until only one jumper remains. If neither jumper clears the new height, the jumper with the fewest failed jumps prior to the final height is the winner. If only a single jumper is left and they have not failed three jumps, they may choose to raise the bar and continue trying to clear higher heights for the sake of getting the best possible result, and the may continue trying indefinitely until they fail three jumps or until the sponsor of the contest calls for an ending. For the purpose of the contest, rather than setting a specific height you can use target DCs instead. This allows you to bypass metric conversions for jumping or worrying about the specific calculations of each height. You simply set the target DC for each height and have contestants try to meet or exceed it. High Jump: A high jump is a running high jump. Pole Vault: A pole vault is a running high jump that uses a flexible pole to provide leverage and spring to launch the jumper higher than they could under their own power. Using a pole allows the jumper to double the result of their Acrobatics check. However, if their vault is 10 feet or higher they also must attempt a DC 15 Dexterity (Acrobatics) check on the way down to avoid falling damage. Vertical Jump: A vertical jump is performed from a standing start. Racing Events Chase scenes in adventures offer chances to spring unexpected surprises and opportunities on characters, but that’s harder to do in a relatively straightforward race, so the following rules present an abstract system for resolving competition races that combines speed and skill in a test to cross the finish line first. Of course, characters might attempt a shove contest or otherwise attack other competitors. Sprint: Each contestant in a sprint race is assumed to take the Dash action, running a short burst in a straight line. Each racer multiplies their speed by 2; this number is their base race score. In addition, the start and finish of the race are of key importance. The start is represented by an initiative check for each runner, while the ability to run through the finish without tiring is represented by a Constitution check. The result of these two checks is added to each runner’s base race score to give a total race score. In a simple sprint, the highest total score wins. In a large tournament, racers run in several heats, with the top two finishers in each heat moving on to the next round. Additional contestants with the best overall scores remaining from those who did not finish in the top two in their heat may be added to the next round as well. Endurance Races: Some races are run with multiple laps around a track or field, or on an open course, like a cross-country trail run. Lap Running: A running track is typically round, oval, 12 or with parallel straightaways joined by curved ends. The precise shape does not matter, but the fact that runners must navigate those curves means that their speed is reduced to by 5 feet, affecting both their movement and Dash action. Each racer uses this run speed as their base race score. Unlike a sprint race, a lap race proceeds for multiple laps, each taking approximately one minute. On the first round of the race, all racers make an initiative check and add that result to their speed. The top three race scores may choose whether to begin the race as leaders, chasers, or trailers (see below). Leaders are running as hard as they can to take and keep the lead and put distance between themselves and the runners behind them. Chasers keep together and push the pace just enough to keep the leaders within reach without opening too big of a lead. Trailers conserve their energy and follow the leaders and chasers, waiting for fatigue to eliminate their competition and to win with a strong finishing kick. Each turn after the first, all runners make a Constitution check, adding the result to their race score for that turn (see below). The check begins at DC 8, with the DC increasing by 1 for each round after the first for chasers and by 2 for each round after the first for leaders (the DC does not increase for trailers). The result of this check determines the multiple of their speed that serves as their race score for that turn. Falling: Runners that fall must spend part of their next turn getting back up, halving their movement for the turn. In addition, a falling runner had disadvantage on the next Constitution check. Exhaustion: If a leader or chaser gain levels of exhaustion, they suffer from all relevant penalties until they succeed on a Constitution check, or reduce their speed by 5 feet for at least two turns. Runners cannot die from accumulating exhaustion levels, but they can have their speed halved or reduced to 0. A fatigued runner can remove all accumulated exhaustion levels gained in this way after a long rest. Slowing Down: On any race turn, a leader or chaser can ease their pace, reducing their speed by 5 feet. If they do this, they gain advantage on their Constitution check. This gives a different benefit if they have exhaustion level, removing a level of exhaustion after running at the slower pace for 2 turns. Speeding Up: On any race turn, a trailer can begin running full speed as a chaser or leader, making Constitution checks as normal. Once they start this finishing kick, they cannot return to being a trailer. Winning the Race: A race can continue for a set number of race turns, with the highest overall cumulative race score winning, or it can be a race to reach a previously specified race score. The racer who gets there in the fewest number of race turns is the winner, and if multiple racers get there in the same number of turns, the one with the higher overall score wins. In the rare instance of a tie, both racers are considered the winners. Relays: A relay is simply a race between teams of racers, who must pass a ring, flag, baton, or similar small object between them, or sometimes simply taps the next racer with their hand to signal the start of their course. The first runner takes the item from the start, runs their course, and then hands it to the next racer on their team (or taps them to begin), who runs their own race, and so on until each racer on the team has had one turn to race. The team with the highest total race score is the winner. However, relays are fraught with risk on the exchange, if a racer begins their stage before the previous runner has actually touched them or successfully handed off the relay item. At each exchange, the two racers must each succeed on a DC 10 Dexterity check. If both runners fail the check, the exchange is botched and their team is disqualified. If one succeeds and the other fails, the exchange is made but sloppily, and the delay causes the new racer to take a penalty on their race score equal to the margin by which the save was failed (and with disadvantage on a natural 1). Steeplechases: A steeplechase is a race wherein runners must leap over several obstacles on their way through the race course. Typically, these are logs or similar wooden barriers, requiring a successful DC 15 Dexterity (Acrobatics) check to clear without incident. Each time a runner fails this check, he deducts twice the amount by which he failed the check from his final race score. If he CON Check Leaders Chasers Trailers Success by 5+ 4x speed 3x speed 2x speed Success 3x speed 3x speed 2x speed Failure 2x speed + fatigue 2x speed + fatigue 2x speed Failure by 5+ speed + fall speed + fall 2x speed 13 fails the check by 5 or more, he falls prone (DC 15 Dexterity saving throw negates), and does not add anything to his racing score for that turn. If he falls, 1d3-1 other random contestants must attempt an additional Acrobatics check or be forced to stumble or even be knocked prone by the runner as he falls. While in a short sprint, a fall such as this is an automatic loss, in a longer race a runner may have time to get back up and resume running. In addition to simple hurdles or barriers, many steeplechase races add additional hazards, such as a pool of water or mud on the far side of the barrier (increasing the DC by 2 or by 5 to avoid stumbling or falling). In more brutal cultures, the barriers themselves or hazards beyond them may be spiked, bladed, laced with caltrops, or otherwise made deadly dangerous, or the barriers may have actual pit traps or similar threats in front of or behind them. Such hazards are resolved as normal for traps, falling damage, etc. Riding Races: Riding races combine the abilities of mount and rider to determine a winner. They generally follow the rules for sprint and endurance races, except as described below. On the first round of the race, the rider makes an initiative check, adding the mount’s initiative modifier to his own. In addition, each rider must make a Wisdom (Animal Handling) check, adding the result to the mount’s race score during the first turn. Mounts carrying a heavy load reduce their speed multiplier by 10 feet when figuring their race score in a sprint or in an endurance race. Constitution checks are made by the mount rather than the rider; however, each time the mount makes a Constitution check to determine its race score, the rider also makes a Wisdom (Animal Handling) check, and the rider may use the result of either the mount’s check or the rider’s to determine the mount’s race score for that race turn. Negative effects of a failed Constitution check, such as falling or fatigue, still 14 apply based on the result of the Constitution check itself and cannot be negated by substituting the rider’s Wisdom (Animal Handling) check in this way. Mounted Steeplechases: These races function as a normal steeplechase, but the mount must make all Dexterity (Acrobatics) checks to clear the barriers along the race. For animals like horses that are not particularly agile, the base DC to leap such obstacles is 10, but steeplechases riding great cats or similar nimble creatures might have a higher base DC. Each time the mount leaps a barrier, the rider must succeed on a Dexterity (Animal Handling) check or thrown from his mount; the DC of this check equal to the DC of the Dexterity (Acrobatics) check to clear the obstacle. If the mount is not trained to leap barriers, the rider must coax the animal to leap over the obstacle with a successful Wisdom (Animal Handling) check with a DC equal to the Dexterity (Acrobatics) DC to leap the obstacle. If the obstacle is on fire or is otherwise obviously dangerous, this DC may be increase by 5 or even 10. Token Races: Some riding races involve collecting a token during the course of the race, such as a flag or brightly colored ring or baton, which is typically suspended from a rope or otherwise is difficult to reach and must be snatched without slowing down, since the race requires a combination of speed and successfully grabbing these tokens. A spectacular version of this kind of contest is the ring race, wherein fully armored knights propel their gaily caparisoned steeds around the racecourse while they use their lances to grab beribboned rings suspended overhead whose color matches their own. Each race turn, racers can attempt an attack roll against AC 15 (or higher, for contests aimed at higher-level contestants using smaller targets more difficult to catch) to snatch a ring at full speed. Trailers in a ring race gain a +2 bonus on their attack rolls, as their measured pace helps them focus on the dancing and swinging rings overhead. If the attack roll misses by less than 5, there is a 20% chance the attacker accidentally snatches a ring of the wrong color (chosen randomly). A racer who already has at least one ring on their lance who rolls a natural 1 on a subsequent attack roll or combat maneuver check must succeed on a DC 15 Dexterity saving throw or allow one of his rings already snatched to slip off, losing the points he would have gained from it. A ring race is scored as a typical race, with a +50 bonus to the racer’s cumulative race score for each ring they’ve obtained of their color and +5 for rings of other colors, with an extra 50-point bonus if they collect all possible rings of their color. In some races, the number of race turns and the number of rings is equal, so that racers must successfully grab a ring every time to obtain the best score. In other ring races, the number of laps is greater than the number of rings, allowing racers multiple chances to collect all of their own rings or to interfere with their opponents’ efforts. A racer that completes the race but fails to capture any rings of his own color is automatically disqualified. In unscrupulous ring races, a racer can use his lance to attempt a Dexterity (Sleight of Hand) contest with an opponent to flick one of his opponent’s rings off his lance, with a successful check removing one of the opponent’s rings. Swimming Races: Swim races function similarly to land-based races for creatures with a swim speed; however, for most land-dwelling creatures swimming races use the following rules. Racers make an initiative check and a Constitution check at the beginning of the race, adding them together to get their base race score, and each round they spend swimming, they add the number of feet traveled to their race score (a successful Strength (Athletics) check against a DC based on the water conditions results in moving half the character’s land speed). A swimmer who exceeds the Swim DC by at least 3 points adds a +1 to their race score. After each minute of racing, a swimmer must succeed on a DC 10 Constitution check or begin tiring, losing a number of points from her race score equal to the amount by which she failed the check. Each minute thereafter, the DC of this check increases by 1. Each race has a target race score, and the winner of a swimming race is the first racer to reach that score. If more than one racer reaches that score in the same round, the racer with the higher total race score at the end of that round is the winner. Like running races, swimming races can be organized into heats, with the top finishers in each heat advancing to the next round until a champion is determined. Tests of Strength Some folk are simply not built for speed, but they like to show off their muscles in feats of strength. Combat events, especially unarmed events like boxing or wrestling, are commonplace as tests of strength, but many competitors who are not warlike by nature or by training may prefer less violent contests where they can show off their mighty musculature. Caber Tossing: In Scottish highland games, a caber is a 15 tapered log nearly 20 feet long and weighing 175 pounds, which must be lifted, balanced, and thrown so that the top end strikes the ground first, and ideally so that the caber falls directly away from the thrower. The competitor must first hoist the caber up off the ground, requiring a successful DC 17 Strength (Athletics) check. Once the caber is lifted, the contestant must then balance the caber and prepare to throw it, requiring a special DC 12 ability check; the contestant makes both Strength and Dexterity checks and may select the better result. If any of these ability checks fails, the caber is dropped. Depending on the competition, a single drop may eliminate a contestant, while in other competitions contestants may be allowed a certain number of drops before being disqualified. Once the caber is ready, the tosser must hurl it up in the air so that it falls top-end first, requiring a ranged attack (treat as AC 10, with disadvantage). If the attack misses, the caber fails to land top-end up and falls to the ground, scoring 0 points. To determine the direction the caber falls on a successful ranged attack, roll 1d8, with a 1 indicating the caber falls directly away from the tosser and 2-8 rotating around the target in a clockwise direction. The tosser can adjust this d8 result up or down by 1 for point by which his attack roll exceeds the target AC. feat of strength and technique, such as the Greek shotput or discus or the modern Olympic hammer throw. For such events, each contestant makes a ranged attack roll against AC 10 with disadvantage. If the attack misses, the throw lands out of bounds and is not counted. If the attack roll hits, the thrower additionally makes a Strength check and adds the result to his attack roll to determine his score. If throwing a weaponlike object, such as a dart, javelin, or spear, the attack roll does not have disadvantage if the thrower is proficient in the weapon. Throwing an object for maximum distance requires the thrower to spin, run, or lean into her throw for maximum power, and the thrower must succeed on a DC 10 Dexterity (Acrobatics) check after making the throw to keep her balance. If the check is failed, the throw is treated as a foul and is not counted. In most throwing contests of this kind, each competitor gets a certain number of throws and keeps only their best result. The winner is determined by the single farthest throw. If two throwers are equal, the one with the fewest fouls or out-of-bounds throws wins. Tug-of-war: This simple contest involves two teams on opposite sides of a field, with a rope between them tied with a flag in the center. Each team has a boundary line on d8 result Score 1 5 points 2 or 8 4 points 3 or 7 3 points 4 or 6 2 points 5 1 point A caber tossing match may be a set number of throws, with the highest aggregate score winning. In the event of a tie, the tosser with the fewest drops would be named the winner, and if any contestants are still tied they can make an additional toss against one another with the high- scorer (or the first successful toss without a drop) being named the winner. Distance Throwing: While caber tossing is a very specific event, similar tests of strength could feature large rocks or any other heavy and unwieldy item that must be lifted, balanced, and thrown at a target, and the term can be used in a universal sense to indicate other similar items for such events. In addition, while distance does not matter in traditional caber tossing, hurling an object for distance is likewise a 16 its side, with all members of their team beyond the line, and the object of the contest is to pull the flag marking the center of the rope across their boundary line while the opposing team strives to do the same. Each team has an anchor that holds the end of the rope, and fundamentally a tug-o-war is a series of Strength (Athletics) contests. Compare the cumulative strength bonuses of each side. The side with the most bonuses grants a +1 bonus for that anchor’s Strength (Athletics) check for every 4 points by which they exceed the other team’s bonuses. Each anchor makes their checks, applying any modifiers for their team, and compare the result. The difference between the result of the checks equals the number of feet the center flag is pulled toward the side of the higher-rolling team at the end of that round. The tug-of-war is won when either team pulls the center flag over its boundary line. Weightlifting: The simplest test of strength is setting up progressively heavier and heavier weights for contestants to lift and hold, whether lifted overhead like a modern power-lifter, lifted and carried a short distance, or pulled on a sledge or track. For such weightlifting contests, any character can lift half their carrying capacity over their head automatically. Lifting and holding heavier loads in competition requires a Strength check. Mock Battle Many tournaments celebrate skill at arms, and in medieval times the grand melee was scarcely less violent than a real battle. Blunted swords and axes could still break limbs and skulls and leave contestants wounded or crippled. The events presented here utilize the combat rules as a baseline but offer a wide variety of specialized rules for ritual combat on horseback, with ranged weapons, and matches in unarmed combat. Jousting One of the most iconic events in a tourney is the joust, with caparisoned knights in full armor and flowing regalia testing their mettle and their skill against other peers of the realm in a cacophonic clash of arms. For the joust, competitors are matched in a random draw. Each is equipped with a heavy horse, military saddle, lance, and heavy wooden shield, with racks of extra lances and shields. Riders may provide their own nonmagical armor. Attacking a horse is grounds for disqualification. Jousters can attempt to unhorse their opponent with a shove contest. Tactics: A jouster may choose to charge and force the opponent to make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength or Dexterity bonus), to advance and attack normally, or to use the Dodge action. A jouster also can use other abilities, including class features like barbarian rage. Supernatural effects and spells are typically forbidden. Attacking the opponent’s mount results in immediate disqualification. Resolution: Contestants spur their mounts forward and meet in the center of the list and initiative is rolled. If either contestant has an advantage in reach, that competitor has advantage on this initiative check. The winner strikes first, and unhorses the defender if the winner attack hits. If the rider who lost initiative is unhorsed, they can attempt a DC 20 Wisdom (Animal Handling) check as a reaction, with their shield breaking if they fail. If the check succeeds, the defender is able to get in a strike with their lance against the attacker, forcing the attacker to make a DC 15 Dexterity saving throw. If the stricken attacker fails this saving throw, they are unhorsed. If they succeed in unhorsing their opponent, that pass is a draw and both contestants can remount and try another pass. On any attack that hits, the lance breaks. The first rider to unhorse their opponent and stay mounted wins the match. If after three passes neither has DC Weight 10 Up to medium load 15 Up to heavy load 20 Up to heavy load x 150% 25 Up to heavy load x 200% A competition will typically begin with a minimum qualifying weight (usually at least 150 pounds); those who fail to lift that weight cannot compete. After that point, each competitor must increase the weight after each successful lift by at least 10 pounds, though they may choose to increase the weight of their lift if desired. If they fail a lift, they can retry the same weight. Lifters continue increasing their weight as many times as desired until they fail a total of three lifts, at which point the highest weight they successfully lifted stands. A lifter can attempt a number of lifts equal to one- half her Constitution score before she risks becoming exhausted. For each lift after that, she must attempt a DC 10 Constitution check, or gain a level of exhaustion. The DC of this check increases by 1 for each additional lift. The winner is determined by whomever had the highest weight lifted; in the case of a tie, the lifter with the fewest failures wins. 17 done this, a point is scored for each shield broken and a point is deducted for each lance broken. If the match is still a draw, the contest continues until the tie is broken. After each pass, riders take 1 round to return to the end of the lists before charging again. Two squires at each end of the lists use their actions to replace a rider’s lance or shield as needed. Special Jousts: In a fantasy game, jousts could be contests on flying, swimming, or even climbing mounts, given an arena of the appropriate type. The rules for such jousts are the same as for land-based jousts, though each mount also can make a Dexterity check, as appropriate, during their charge to see if they can gain an advantageous position relative to their opponent’s mount. In special jousts, and aerial jousts in particular, flamboyance and showy aerobatics are a key part of the event, and the mount with the higher opposed Dexterity (Acrobatics) or Strength (Athletics) check also grants its rider advantage on any combat contests. Brightly colored flags, poles, or similar markers are placed at each end of the jousting field to mark where fliers should make their turn and approach the list for their next pass. In exotic jousts, these markers might have flaming rings the jousters must pass through (DC 17 Dexterity [Acrobatics] check required, plus a DC 20 Wisdom (Animal Handling) check to push a non-sentient mount to fly through the flames), plus a DC 10 Dexterity saving throw for both rider and mount to avoid catching on fire, while high-magic tournaments could have even more outlandish obstacles. While aerial maneuvers are expected before and after each pass, aerial jousts often are held close to ground level for the actual clash of lance against lance in order to minimize falling damage from competitors unhorsed in the joust. However, in some high-stakes tournaments the joust may take place in midair at a much higher elevation, with spectators watching from raised platforms, or the towers of a castle, or even the sides of a canyon or ravine. While weather rarely plays a role in low-level aerial jousting, high winds in such high-altitude jousts may impose a disadvantage on any relevant checks for both contestants. 18 Sample Competitors: PCs wishing to compete must best a hedge knight trainer in the practice lists to demonstrate their basic competence. Success and an entry fee (the amount depending on the size and renown of the tournament, typically 10 gp for small local festivals and 100 gp for grander events) grants a place in the 5-round, single-elimination tourney. To determine a PC’s opponent, roll 1d8 and add 1 per round. Winning: A jouster reaching the final four earns 1 point of Renown; increased to 2 points for reaching the final two, and 3 points for becoming champion. In a grand tournament, the four finalists receive a war-trained light or heavy horse. The two grand finalists receive 1,000 gold, and the grand champion receives a suit of +1 breastplate. Target Shooting History shows us all manner of target shooting and target throwing contests, from lumberjack axe throwing to barroom darts to classic Robin Hood-style archery contests. Accuracy was a key life skill in hunting and training for military service as well, and such contests are commonplace in any festival. While the contests below are described in terms of archery, they can just as easily be undertaken with any kind of ranged weapon, including thrown weapons, with proportionately shorter distances for weapons with shorter range increments. Clout Shooting: More common in the Middle Ages than the target shooting we typically envision, clout shooting involved launching arrows at long range in a parabolic arc at a target laid at a low angle or even flat on the ground to simulate loosing volleys of arrows in combat into massed enemy troops or shooting over walls. The clout itself was a simple wooden peg a few inches across inside a circle drawn on the ground or marked with small flags and that might be as small as 2-3 feet across or as large as 25 feet. Modern clout shooting still exists and uses the same principle, but the target is more often a flag or square of cloth and scoring is based on how close archers can get their arrows to it. A clout end has each archer shooting six arrows at the clout peg or flag. If all archers shoot at the same target, each shooter uses fletching that is a different color to tell their arrows apart for scoring. Scoring is as follows. d12 Result Competitor 1-4 Hedge Knight (human fighter) Init +1, Attack + 5, Perception +0, Handle Animal +5, Constitution +5, Strategy Dash and trip (+6). 5-7 Tourney Knight (human fighter) Init +3, Attack +7, Perception +4, Handle Animal +10, Constitution +8, Strategy Dash and shove. 8 Sir Brian Init (human ranger) +4, Attack + 9, Perception +10, Handle Animal +13, Constitution+10, Special +4 vs Humans, +2 vs Elves, Strategy Dash and Shove. 9 Churt Ennatal (half-orc barbarian/ranger) Init +7, Attack +10, Perception +15, Handle Animal +15, Constitution +12, Special +6 vs Humans +6, +2 vs Elves, +2 vs Dwarves, rage (+2 to Attack), Strategy Dash and shove, rage. 10 Domm Jurga (orc barbarian) Init +0, Attack + 10, Perception +8, Handle Animal +5, Constitution+10, Special greater rage (+5 Attack Strategy Dash and disarm shield, rage. 11 Khotio Cristobal (human fighter) Init +7, Attack + 11, Perception +5, Handle Animal +16, Constitution + 8 Special Blindsight 60 ft, Strategy Attack, and shove. DC AC Points Clout 20 6 Clout square 17 3 Inner Circle (within 5 feet) 14 2 Inner Circle (within 10 feet) 10 1 If the clout is laid flat on the ground, it is considered to have heavily concealment, so any shots have disadvantage when done in this way. The top two scorers in each clout end advance to the next round, or have a one-on-one end of their own, with the high scorer winning their duel and the title. If they remain tied after that end, they go to a sudden death duel with each taking one shot at a time until the tie is broken. Target Shooting: Shorter-range shooting contests against vertical targets marked with concentric circles around a central bull’s-eye. A target-shooting end is six shots for each archer at a Medium-sized target typically 19 20 120 feet away. Each circle can be painted in alternating painted rings (called circles) and unpainted rings (called fields), or each could be painted a different color; those listed below represent the modern archery target colors. Archers score based on how close their shots come to the center of the target. feet alone. Grappling, shoving, and most other combat contests are not allowed. After each round of combat, the boxers are separated and return to their start positions. Gloves: Traditional boxing is carried out with bare knuckles, but in some societies gloves are used to ablate the impact and reduce injury. Boxers wearing gloves cannot kill their targets, and they deal only half the normal amount of damage with each blow. Knockout: If either competitor is rendered unconscious by the reducing their opponent to 0 hit points, he is knocked out and his opponent is declared the winner. If a fighter confirms a critical hit during a boxing match, the target must make a Constitution saving throw equal to 10 + the damage dealt or gain a level of exhaustion, or two exhaustion levels if they fail the save by 5 or more. Rolling a natural 1 on this save renders the target unconscious. Any exhaustion levels gained in this way are removed when the afflicted boxer finishes a long rest. Rounds: A boxing match can last any number of rounds agreed upon by the contestants, though usually a minimum of 3 rounds and a maximum of 15. These rounds can be literal combat rounds, or they can be any length stipulated by the combatants, though rarely longer than 1 minute. Scoring: If neither opponent is knocked unconscious during the duration of the fight, the victor is determined by a scoring system. Each competitor tallies one point per hit and two points for each critical hit. In any round in which a fighter scores more hits than his opponent, he gains one additional bonus point. A fighter can use a Dexterity (Sleight of Hand) contest to appear to land more punches than he actually does; this contest is opposed by the passive Perception of the judge(s) scoring the match, and the check is made each round. Both the fighter and the judge(s) add their proficiency bonus to these checks even if they lack proficiency in the appropriate skill as long as they are proficient with unarmed strikes. If a fighter’s Dexterity (Sleight of Hand) check exceeds the Wisdom (Perception) check of the judge(s), he is treated as if he scored 1 additional hit during that round, plus one additional hit for every 5 points by which his check exceeded the judge’s highest Wisdom (Perception) check. Special Boxing Rules: Boxing can proceed using normal unarmed combat rules, or it can incorporate a number of specialized maneuvers and strategies. Bob and Weave: This is the boxing term for using the Dodge action. Clinch: One boxer grabs onto another as a defensive maneuver to prevent his opponent from landing effective Circle Color AC Points Center Gold 18 5 Inner Field Red 14 4 Inner Circle Blue 12 3 Outer Field Black 11 2 Outer Circle White 10 1 In some tourneys, each archer shoots at their own individual targets, while in other contests, pairs of archers alternate shots at the same target. In such a duel, the archer with the higher total score is the winner. In the case of a tie, the archer with the shot closest to the center point of the target wins; determine this by which archer had the highest attack roll during their end. If this is still a tie, each archer alternates taking one shot at a time until the tie is broken. Unarmed Combat Events While jousting and even general melee events with blunted lances and swords were a staple of medieval tournaments, unarmed combat events also were very popular and continue to be popular to the present day. Such events often featured traveling champions who would take on local toughs and gallants willing to stake their money for a chance in the ring with the champion. Such events can be run using the standard combat rules for unarmed attacks and combat contest, and this is particularly appropriate in unusual unarmed events such as a humanoid battling a bear, gorilla, or similar creature with natural weapons of its own. However, the following rules below provide a framework for the sweet science of taking down an opponent with bare hands. Performance Combat: Whether using standard combat rules or the specialized rules described below, it is very appropriate to have contestants attempt to influence the crowd to their side make a DC 15 Charisma (Performance) check. Success grants you advantage on your next attack as you get the crowd to cheer you on. Boxing: Competitors are confined to a small ring, usually a 15-foot square, and set to fighting. Standard boxing is unarmed combat using only the hands, but many cultures may strike with both hands and feet or even with 21 punches. Treat this as a grapple contest. If the target’s opposed roll is 5 or more points lower than the grappler, the target is has disadvantage on attack rolls until the end of next turn. A referee will usually end the grapple after 1 turn. Combination: As an action, the boxer can make two attacks, but does not add their Strength bonus on either attack. Counterpunch: A boxer can use his reaction to attack his opponent as they make their attack. This counterpunch is resolved after his opponent’s attack. Haymaker: A boxer can put his whole energy into a heavy blow as an action, taking disadvantage on the roll in order to gain a +3 bonus on damage rolls. Jab: This is a standard unarmed strike. Low Blow: A blow below the belt is generally considered against the rules, much like a head butt, and in such cases making a low blow without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the passive Perception checks of the judges as described previously. If noticed, a successful low blow does not score a point and results in a 1-point penalty to the attacker. A successful hit with a low blow deals an additional 1d3 points of damage. In addition, the target must make a DC 8 Constitution saving throw or gain a level of exhaustion that goes away after the target finishes a short rest. Wrestling: Wrestling is a contest of combat maneuvers, especially (but not exclusively) the grapple contest. Shove contests are used to take a foe to the ground and make them easier to pin, while in other forms of wrestling such as sumo the object is to force the opponent out of the ring. Matches can be simple submission contests, wherein the match continues until one wrestler is subdued through maintaining a grapple for a certain number of rounds. Wrestling matches typically occur in a 15-foot diameter ring (which may be round or square), though larger rings may be use for tag team or group wrestling matches. The rules below present a formalized scoring system that can be used to reward specific maneuvers and outcomes. Duration: A wrestling match usually lasts a set number of rounds (usually 10, 12, or 15), though the match can end early if one wrestler maintains a grapple for 3 rounds. If neither wrestler can maintain, the match is decided on total points. If the score is tied at the end of the set duration, the match continues in a sudden death format, where the first wrestler to outscore his opponent in a round wins the match. Exhaustion: Wrestling matches take a considerable amount of energy. A wrestler can wrestle for a number of rounds equal to one-half his Constitution score before risking exhaustion. After this time, each wrestler must succeed at a DC 10 Constitution check or gain an exhaustion level at the end of each round. The DC increases by 1 for each round thereafter. When a wrestler gains an exhaustion level, the DC resets to 10 but additional checks must be made each round to avoid gaining further levels. A wrestler using a Dodge action does not need to make a Constitution check that round and reduces the DC of subsequent checks by 1. Exhaustion levels gained are never lethal and are removed after a short rest. Give and Take: Scoring occurs at the end of each round of a wrestling match. A grapple that is not maintained to the end of the opponent’s turn scores no points. Showboating: Wrestling bouts can be simple athletic endeavors, or they can be grand spectacles with casts of colorful costumed characters with outlandish names and costumes to match, from masked luchadors or gloriously spangled and sequined performers with catchphrases, capes, props, and bombastic entrance music. These endeavors may still be highly athletic (though in some cases they may follow a prearranged script as to who wins or loses a match), but a Charisma (Athletics) check can be made in place of a Strength (Athletics) check. Tag Team: This style of wrestling pits two teams against each other, though only one wrestler from each team is on the mat at a time. At any time during the match, a wrestler can tag their partner and then exit the ring, while their partner enters the fray in their place. The partner outside the ring must stay in a specific location and cannot move around the ring to get closer to their partner. Team Wrestling: Some wrestling matches pit evenly matched teams against one another, with all wrestlers in the match at once. Scoring proceeds as described below, and wrestlers may choose to combine their efforts to pin and hold one of their opponents or may engage in multiple one-on-one grapples simultaneously. A wrestler who is grappled and held for three rounds is out of the match and the bout continues until all of one team’s wrestlers have been eliminated, or based on the aggregate score for each team if both teams still have wrestlers remaining at the end of the match. Any successful point-scoring move by a wrestler counts toward the aggregate total for their team. Unsportsmanlike Conduct: In a wrestling match, you often can escape the view of any judges or referees, and dirty tricks can be used to put an opponent in a compromising position and gain advantage. Using an illegal hold or an 22 prone. Both wrestlers begin from a set position marked within the ring and roll initiative at the beginning of the match. In some cultures, the rules of sumo are considered sacred, and any unsportsmanlike conduct noticed by the judges is grounds for immediate disqualification and forfeit of the match. If you use a 15-foot ring, assume both wrestlers begin in the center square; if you wish a bit more movement opportunity using a standard grid of 5-foot squares, a 20-foot ring may work better. In the case of a shove contest, the winner can move both his opponent and himself 5 feet. If the opponent’s contested check is 5 points or more lower than the attacker, they are knocked prone and lose that match. The first wrestler to be knocked prone or forcibly moved out of the ring loses the match; unlike the wrestling match described above, the match ends as soon as either wrestler is defeated in this way, without a chance for the defender to retaliate. Once a wrestler is defeated, if the match is going to continue, both wrestlers retake their positions at the center of the mat Scoring: A sumo contest typically consists of a set number of matches, either within the same day or over a span of days. In a single contest, two wrestlers might have five matches, with the winner determined by whomever wins the most individual matches. Tradition dictates that all matches in the set are completed, even if one wrestler has an insurmountable advantage in that set, both for the loser to demonstrate stoic aplomb in defeat and to determine total number of matches won if the sumo event stretches over multiple days and involves multiple wrestlers, as the winner of the highest aggregate total number of matches at the end of the event is the grand champion of that event. Special Events While the preceding section details a broad array of familiar contests from real-world history and culture, this is a fantasy game and it’s eminently possible in a higher-magic campaign, or one that features higher-level characters, to dial up the difficulty and complexity of your tournament events. These are especially appropriate if your festival games happen in a specific location, where a permanent stadium or arena is renowned for its famous and unique challenges, but they also could be used at any festival set up in the fringes of a young forest kingdom where the spirit of magic and adventure is strong. unsportsmanlike maneuver such as an eye gouge, groin grab, strike with a closed fist, and so on without being noticed requires a successful Dexterity (Sleight of Hand) check opposed by the passive Perception checks of the judges and your opponent. This is a bonus action, and you may choose one of the following options: Deal damage as if you had hit your target with your fist. Give your opponent disadvantage on Strength (Athletics) and Dexterity (Acrobatics) checks to avoid or escape your grapple. Give your opponent disadvantage on its next attack roll. If the dirty trick is noticed, the wrestler receives a warning and his opponent gains 1 point. A second dirty trick that is noticed results in the wrestler being disqualified. Because of the chaos and confusion of a match with multiple wrestlers on a side, Dexterity (Sleight of Hand) checks to perform a dirty trick combat maneuver without being noticed have advantage in a team wrestling match. Scoring: Scoring is checked at the end of each round: Escape (1 point): You succeed on a grapple contest to break free from a grapple when your opponent has maintained the grapple at least once or has knocked you prone. Hold (2 or 3 points): You succeed on a grapple contest to maintain your hold your opponent. If you maintain your hold for two consecutive rounds, you score 3 points. Pin (victory): If you maintain a grapple for three consecutive rounds, you automatically win the match. Reversal (2 points): You escape a grapple and make a successful grapple contest at the next available opportunity. Stalling (warning, then 1 point to your opponent): If you use the Dodge action, you receive a warning the first time. Each time you use that action afterward, your opponent receives 1 point. Takedown (2 points): You knock your opponent prone and succeed on a grapple contest in consecutive rounds. This may be done in either order; knocking them prone and then grappling them, or grappling first and then knocking prone. Sumo: Sumo and similar forms of wrestling do not rely on grabbing an opponent, but instead of forcing them to the ground or out of the ring with a shove contest. This also can be accomplished with a grapple when you force the opponent to move. Both wrestlers begin near the center of a 15- or 20- foot ring, and must force their opponent back or to the side 10 feet to force them out of the ring, or knock them 23 uses her area-effect powers while moving from pillar to pillar and targeting them with harm. If she sees a positive pillar near filling, she uses shatter to destroy it. Levigud Stolikan (human male cleric of the Goddess of the Dead, CR 10) Attack +9, Spells (DC 17) 6—heal (x1) 5— mass cure wounds (x2), 4—(x3), 3—revivify (x4), 2— (x4), 1— cure wounds (x4), At Will— sacred flame Strategy Levigud tries to hit the largest number of pillars with his area- effect radiant energy, but if a pillar is close to being healed he focuses touch-range cure spells on it. Monde Ispemon (human male sorcerer CR 11) Attack +7 Channeling none, Spells (DC 17) 6—heal (x1), 5— (x3), 4— blight (x3), 3—fly, vampiric touch (x3), 2— (x3), 1— cure wounds (x4), Cantrip—chill touch (3d8), Strategy Monde lets others do most of the work and tries to capture pillars that are nearly filled, whether with radiant or necrotic energy. He spends the first round casting fly on himself, then uses cure wounds on nearly-filled positive pillars, while he flies to the center of the arena and uses blight and vampiric touch on negatively charged pillars. Winning: There are two winners in the contest. The first competitor to charge a pillar is given a wand of of chill touch or a healing potion that refills itself each dawn. The contestant who charges the most pillars is declared the grand champion and is given a wand of lesser restoration (it casts lesser restoration for 1 charge, and the wand has 2 charges that are renewed at each dawn). Shooting Gallery Contestants are assigned positions on an archery list 300 feet long, with targets placed at 50 feet, 150 feet, and 300 feet. Each contestant may choose a shortbow, longbow, light or heavy crossbow, or sling, along with 20 arrows, bolts, or sling bullets. Contestants must hit each target at least once, but they may otherwise choose their target. Each target has a vertical concentric circle, an outer circle that is AC 10 (scoring 1 point), an inner that is AC 16 (scoring 2 points), and a bull’s eye that is AC 21 (scoring 3 points). The point values are increased by 1 for the second target and by 5 for the third. In addition, the contest has several magical surprises. Each competitor should roll 1d6 each round. On a roll of 1, a gust of wind strikes them for 1 round, causing their attacks to have disadvantage, and forcing a competitor to make a Strength save (DC 14) or be knocked prone. On a roll of 6, one of the targets (equal chance of each) is surrounded by a 5-foot radius cloud of smoke for 1 round, applying disadvantage to that target. Pillars of Life and Death Contestants enter a grid that is 100 feet on a side. A total of 36 10-foot-tall spiraling glass columns are spaced every 20 feet on the grid, including around its perimeter. These pillars are sensitive to radiant and necrotic energy, causing them to fill with a glowing light (radiant) or inky darkness (necrotic). The pillars always attempt a saving throw (with a flat bonus of +5) against effects which allow a saving throw. Physically, each pillar has AC 16, Damage Threshold of 3, and 12 hit points, and they are not subject to critical hits when empty. For the purpose of radiant and necrotic energy, each pillar begins at 0 hit points, brightening with the respective energy type, up to 100 hit points of each. Pillars can absorb both types of energy simultaneously; they do not cancel one another out but accumulate separately, with light and dark spiraling around the pillar. Each competitor is given a colored token, and when they cause a pillar to reach 100 positive or 100 negative hit points, they ‘capture’ the pillar as it turns wholly white (radiant) or black (necrotic) and the crystal sphere mounted at the pillar’s top glows brightly in their color. This is true even if another contestant has charged the majority of the energy into the pillar; it is the contestant who pushes the pillar beyond 100 radiant or necrotic hit points that captures it (this includes creatures summoned by a contestant). Captured pillars become amazingly durable (AC 18, Damage Threshold 8, 180 hit points). Competitors may use melee, ranged, targeted, or area- effect abilities to charge the pillars. A contestant that destroys a pillar receives one penalty point, which is deducted from the number of pillars they have captured when tallying the winner. A contestant that attacks another competitor is disqualified. Cheating: If you wish to grant an unfair advantage, one contestant is given a special item warded with magic aura. Such items can adjust damage or confer the ability to deal radiant or necrotic damage more easily. Using such an item is grounds for disqualification. Sample Contestants: The following expert contestants enter this event. Unless otherwise noted, all spells listed below have a range of touch. A mass cure/inflict wounds spell can target up to 4 pillars at once. Only spells relevant to the contest are listed here, along with the number of slots per day each character can cast. Ygg Vardu (gnome female cleric of the Destroyer, CR 9) Attack +9, Spells (DC 17) 6—harm (x1), 5— (x2), 4—blight (x3) 3—(x4), 2—shatter, 1—inflict wounds (x4), Strategy Ygg 24 The top two contestants move on to a final round. The master of the archery lists has secured a collection of mock ioun stones, 5 painted black and 5 red. Each is AC 24, 10 hit points, and resistance to all damage. The ioun stones orbit within a 5-foot column of light 50 feet away. Each ioun stone has a separate column. Contestants are given a quiver of 20 arrows, and an extra quiver is placed at their starting point if they need additional ammunition. Contestants roll initiative and can move and fire as they wish at targets of the color assigned to them. When only one target remains, the column of light fills with spiraling streamers of color that grants the final target an additional 10 hit points. The first to knock down all 5 of their targets wins. Cheating: If you wish to grant an unfair advantage, one contestant is given a +1 bow. Sample Contestants: The following expert contestants enter this event: Vail McIlrath (human ranger CR 12) – Weapon longbow, Range 120 feet, Atk +9/+9 (1d8+5). Navara Kadani (elf female fighter CR 9) – Weapon longbow, Range 120 feet, Atk +11/+11 (1d8+7), Strategy Navara focuses her efforts on the middle target. When time is nearly up, she will use an action surge to take four shots in the last round. Florin Moyur (female halfling fighter CR 11) – Weapon hand crossbow, Range 120 feet, Atk +9/+9/+9, Other Crossbow Expert and Sharpshooter feat, Strategy Florin focuses her efforts on the farthest target. In the final, she uses her action surge to make six shots. Domm Jurga (male half-orc monk CR 11) – Weapon sling, Range 120 feet, Atk +9 (1d8+10), Other Sharpshooter feat, Strategy Hitting the nearest target as many times as he can. Winning: The contestant with the overall high score wins a pair of bracers of archery (or bracers of slinging or bracers of the crossbow with an identical effect when using those weapons, if that is their weapon of choice). Test of the Axe Contestants must hew through as many 2-foot thick logs (AC 15, 18 hp) as possible in one minute. The logs are spaced 10 feet apart, so competitors must move from one to the next once the prior log is demolished. A central rack holds a large collection of handaxes, battleaxes, and greataxes. Competitors may use a single axe or one in either hand, as they choose. Cheating: If you wish to grant an unfair advantage, one contestant is given an adamantine axe of their favored type, disguised to look like ordinary steel. Against the logs, this axe deals an additional 2d6 damage. As a quirk of the contest, such an axe (of a random type) might be placed among the tools available for all competitors. A DC 20 Intelligence (Investigation) or Wisdom (Smithing Tools) check will identify its composition, but this requires an action examining the axe. A dwarf has advantage on any such checks. If two characters both recognize the axe’s worth, or if an NPC who knows which axe it is goes for it at the same time as a PC who recognizes what it is, make a Strength (Athletics) contest; the winner gets the axe. Sample Contestants: The following expert contestants enter this event. Domm Jurga (orc male barbarian 11) ST 20, Attacks 2 with greataxe +9 (1d12+8), Strategy Domm rages during the first round and keeps moving to new logs as soon as one is cut in half. Dizonar Redd (dwarf female fighter 12) ST 18, Attacks 3 with dwarven waraxe +8 (1d10+4) Kyller Murso (human male fighter 9/barbarian 1) ST 18, Attacks 3 with handaxe +9 (1d6+4) Quilaj Sorakka (half-orc female ranger 10) ST 18, Attacks 2 with battleaxe +8 (1d8+4) Winning: The winner is the competitor who has destroyed the most logs. Partially destroyed logs only count in the case of a tie, in which case the competitor 25 whose final log had the fewest hit points remaining wins. The grand champion wins a +1 adamantine axe of their favored type. Second place wins a non-magical axe of their choice that is made of adamantine. The Siege Mortis This unusual contest is often blended with another event where the strange, the exotic, and the macabre are celebrated, such as a menagerie of bizarre beasts or a carnival of freaks, and is typically held at midnight. An individual can take this challenge only once, though other characters may attempt it as well. At the conclusion of the companion spectacle, a strange thronelike chair of bronze metal is placed in the center ring, and the contestant is brought to sit upon the chair. Unlike the other games, the contestant can bring anything they wish, but if they are killed or quit the contest everything they bring within them becomes property of Madame Midnight, the mistress of the event and of the mystical Siege Mortis, the Seat of Death. They can abort the challenge at any time, ending it immediately, but if they surrender during the test they walk out with only their skin. They may cast preparatory spells before sitting the Siege Mortis, but spells lasting less than two minutes expire before the contest begins. The contest begins with the contestant being seated in the Siege Mortis and concentrating for two minutes. During this time, Madame Midnight works the crowd, calling for bets for or against the contestant. After one minute, the contestant is surrounded by an illusory environment (as a mirage arcane, DC 18 to disbelieve) surrounded on all sides by transparent walls of force. From within, the walls of force appear to extend the terrain to the horizon; only on reaching the wall will a contestant realize where the end of the “arena” lies. Those outside the walls, however, automatically perceive what transpires within with true seeing, allowing them to view the proceedings without obstruction. At the same time, in a different random location, three or more quasi-real creatures appear, equivalent to the illusory monsters created by a phantasmal force (DC 18) spell. There is an equal chance of a CR 5 creature to be there, usually an elemental. At the GM’s option, the power of the Siege Mortis may adapt itself to provide even greater challenges for higher-level characters, but its dangers should never be less than those described above. The illusory environment can be anything, including buildings, and should be suited to the creature that appears. The environment provides no cover and successful disbelief allows a creature to ignore any perception of difficult terrain. Illusory structures, trees, and the like have a quasi-real structural framework that can allow a creature to hide, and even if disbelieved hinders movement as difficult terrain and can be climbed (DC 15). Quasi-real liquids can be swum (DC 10) or walked through. Winning: The contest lasts for two minutes, until the contestant or all quasi-real creatures are killed, or until the contestant surrenders. Depending on her mood, Madame Midnight may call out to the crowd to judge a contestant asking for surrender and may delay until the end of the round before ending the contest. Surviving the Siege Mortis without slaying the enemy wins no Renown, but the PC keeps her gear. Slaying the quasi- real creature(s) wins 1 point of Renown and a set of four elemental gems, one of each type. Victory brings 2 points of Renown if accomplished in 3 rounds or less of actions, 3 points if achieved in a single round (measured from the point when the PC takes their first action). The Tower of Jewels Competitors must climb to the top of a 60-foot wooden column, painted to resemble a tower, and retrieve a single gemstone of their choice from a turret-shaped box at the top, and climb back down without falling. The pole itself has been sanded smooth and requires a DC 19 Strength (Athletics) check. The top 30 feet of the pole has been greased as well (DC 24). A competitor may use Athletics or Acrobatics to begin their climb with a high jump, requiring a DC 20 check to grab onto the pole, but they may not jump down. A competitor who wishes to climb naked can take off their garment and improvise a climbing aid as an action, using their clothes to create the climbing aid (reduce the DC of each check by 2). This can be used as a 10-foot-long makeshift rope if tied to the box at the top of the pole (taking an action to tie properly), reducing the Climb DC to 10 for that portion of the pole. The box has a simple lock that requires a DC 17 Dexterity (Thieves’ Tools) check, though it would be difficult to bring up a set of thieves’ tools when climbing naked. A Dexterity check can be made without them, but the DC is 25. A competitor can also try to smash open the box (AC 16, 15 hp, DC 19 Strength [Athletics] check to break). The box contains 6 gems, one of each worth 500, 100, 50, 10, 5, and 1 gp. A successful DC 19 Intelligence (Investigation) can determine which is of greatest worth. If the box is smashed open, the gems are scattered onto the ground– the PC can catch one of them with a DC 15 Dexterity saving throw, but must make a DC 19 Intelligence (Investigation) check as a reaction to catch 26 the most valuable one. Any jewels which fall have a 50% of shattering when they hit the ground below. A competitor may palm one additional jewel with a successful Dexterity (Sleight of Hand) check. If the event marshals notice (19 passive Perception), the competitor is disqualified; if not, they keep the extra loot. Cheating: If you wish to grant an unfair advantage, one contestant is given clues about the cut of the most valuable gemstone, granting advantage on checks to pick it out. Ali Zirasghar (half-orc male monk CR 10) Speed 60 feet, Attacks unarmed strike +8 (1d8+4), Strength 14, Dexterity 18, Skills Athletics +6, Acrobatics +8, Investigation +6, Strategy Ali makes a running leap up the pole using Step of the Wind, and climbs as best he can, using Slow Fall to avoid damage if he falls. He tries to smash the box and grab any jewel and get back to the finish as fast as possible. Jashev Derry (halfling male barbarian CR 10), Speed 40 feet, Attacks Strength (Athletics) check to burst box +4 with advantage, Strength 18, Dexterity 14, Skills Athletics +8, Acrobatics +6, Investigation +1, Strategy Jashev uses his impressive strength and rage to try to break the box grab any jewel he can. Valekar Dekorma (human female barbarian CR 10) Speed 40 feet, Attacks bite +9/+9 (1d4+7 when raging), Strength 20, Dexterity 15, Skills Athletics +9, Acrobatics +6, Investigation -1, Strategy Valekar rages and double- moves up the lower part of the pole. At the greased area, she uses her bite as uniquely trained to create a hand-hold (giving herself in ability checks related to climbing) and moves at half speed until she reaches the top. Zodi Kiuwa (human female rogue 10), Speed 30 feet, Attacks dagger +9 (1d4+1), Strength 13, Dexterity 20, Skills Athletics +5, Acrobatics +13, Investigation +6, Sleight of Hand +13, Thieves Tools +13 Strategy Zodi uses masterwork thieves’ tools and tries to climb carefully and select the best quality gem she can. Winning: There are two champions: The sharpest eye is given for bringing back the most valuable jewel. If more than one person retrieves a 500 gp gem, the one who brought it back first is the winner. The sharpest eye keeps their jewel. The swiftest hand is given for coming back with any jewel first, whatever its value. The swiftest hand keeps their jewel and the jewels brought back by of the other competitors (except for the sharpest eye). 27 The Hell Horse In jousting circles, legends speak of a dreadful beast who roams the land to and fro, seeking whom he may devour among those who embody the chivalric ideal and who seek to demonstrate their purity and puissance on the tournament lists. Faceless and nameless “black knights” throughout the years have sought titles of achievement and honor in the tourneys while keeping their identity a secret, or have hidden their past shame beneath a mask or hood while they sought to repair their honor. Most trueborn and honorable knights avoid confrontations with them for fear of besmirching their own reputation by losing to an opponent of no repute (with little renown to be gained even in victory), and such knights typically have no recourse to compel their challenge to be answered. However, for decades knights who have refused challenges from nameless foes have been found murdered, their bodies battered, charred, and mutilated, with scarcely a trace found of their killers but a crude, sooty black mask drawn in the dirt. On a few occasions, a suspect has been found and even tried and condemned for such murders, protesting their innocence all the way, but even after their execution the respite was short before the murders began again, always with the same modus operandi. In truth, none of those caught have been the true mastermind behind this decades-long campaign of terror against knights noble, valiant, and true. Each has been an unwitting or unwilling catspaw of an inhuman killing machine called Ashavin, a half-breed nightmare from the pits of the Abyss unleashed upon the world by his cunning succubus mother, Othenia. Not content to lure mortals of good heart to their doom through the typical sin of lust, she devised a rare plan to play upon pride and wrath, seeking out those paragons of goodness and mercy who sought to rise in public esteem and to be inspirations to the people at large. Her bestial son would instead seek them out in the guise of a common steed, or recruit a rider for himself willing to help take down the proud and the mighty, humiliating them on the field before slaughtering them once their fame and renown had been destroyed. Ashavin has recruited a long succession of accomplices, both as his personal riders and with a retinue of spies, informants, and allies always on the lookout for new targets. In a Tournament Setting: The growing fame and success of the PCs, or of one of their allies, in the jousting lists and in general heroics draws the attention of Ashavin and his marauding minions. He devises a plot to murder the target by infiltrating the jousting stables disguised as an ordinary horse, suppressing his smoke and flaming hooves. He attempts to lure the target into riding him, replacing grooms and valets with his own minions or intimidating others into sending PCs his way, making excuses about why other horses cannot be used in the list. Once a PC has mounted Ashavin, he uses magic to attempt to swiftly kill his rider. If he succeeds, he carries off the PC’s body and gear, eventually mutilating the corpse to avoid raising from the dead and then leaving the body nearby. If the PC survives but remains astride him, Ashavin plane shifts to the Abyss and engages the PC in single combat; an unwilling PC can resist being taken with a successful DC 16 Charisma saving throw. If he already has used plane shift that day, he uses hide in plain sight and his ring to flee into the stables, where he has stashed a scroll of teleport, using it to return to his mercenary followers. After Ashavin is dealt with, the tournament continues with the audience shaken but enthralled by the spectacle. Ashavin Large fiend, chaotic evil Armor Class 18 Hit Points 126 (12d10+60) Speed 60 ft.; fly 90 ft. Speed fly 60 ft. STR DEX CON INT WIS CHA 22 (+6) 17 (+3) 20 (+4) 10 (+0) 15 (+2) 17 (+3) Saving Throws DEX +8, WIS +7, CHA +8 Skills Insight +7, Perception +7, Stealth +8 Damage Resistances cold, lightning; bludgeoning, piercing, slashing from nonmagical weapons Damage Immunities fire Senses darkvision 60 ft., passive perception 17 Languages Abyssal, Common, Draconic, Giant, Infernal, Sylvan, Telepathy 100 ft. Challenge 13 (10,000 XP) Confer Fire Resistance. Ashavin can grant resistance to fire damage to anyone riding him. Magic Resistance. Ashavin has advantage on saving throws against spells and magical effects. Innate Spellcasting. Ashavin’s innate spellcasting ability score is Charisma (spell save DC 16, +8 to hit with spell attacks). Ashavin can innately cast the following spells requiring no material components: 28 renown includes the benefits of all levels that precede it. If your tournament is large, with many events, you might choose to increase the Renown required to earn each of the following levels of fame and esteem. Losing large amounts of renown may cause your followers and cohort to leave you, or at the very least to become disgruntled. If the PCs are simple adventurers with no direct connection to a kingdom of their own or anyone else’s, they may compete in tournaments for fun of it, or to win prizes of money, magic, or special favors from the sponsors of the tournament. Monetary prizes are listed for some events above, but unless otherwise noted should be commensurate to the risk involved and the treasure for an encounter with a foe of a challenge rating appropriate to the challenge of each event. As noted above, PCs who are victorious in tournaments also can be showing mercy and gentility alongside prowess and might, gaining reputation and fame by drawing attention to themselves and their exploits, in addition to any financial rewards that accrue from their triumphs. At will: detect thoughts, disguise self (as a normal horse), mage hand, minor illusion 3/day each: arcanist’s magic aura, charm person, blight, suggestion 1/day each: harm, plane shift (self and rider only) Actions Multiattack. Ashavin makes two attacks with its hooves. Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (4d8+6) bludgeoning damage plus 10 (3d6) fire damage. Ethereal Stride. Ashavin and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa. Tactics Before Combat He disguises himself as an ordinary horse (or sometimes as a hippogriff or pegasus, if such exotic mounts are being used nearby). During Combat Ashavin uses his harm spell during a surprise round. He then fights unless outnumbered by at four or more combatants, using Ethereal Stride to escape. Morale Ashavin flees if brought below 30 hp or outnumbered. Treasure A handy saddlebags (as haversack), scrolls of raise dead and teleport, 66 pp. The Spoils of Victory Once the joust is completed, total the party’s Renown. The group can recruit followers to the service of their domain, who will serve as steward, castellan, war-captain, high justice, bishop, court-mage, court-bard, or a similar prominent role. These people are loyal to the domain as a whole—not a single PC—though they follow the direction of any of the PCs, in keeping with whatever hierarchy the players have decided upon. The challenge rating of these followers cannot exceed 2, though 90% of them will be challenge rating ½ or 0. Use their Renown score to determine number of followers. A group with at least 1 point of renown also gains a special cohort follower that can be an NPC of a challenge rating 2 points lower than the average level of the group. These followers and cohort need not be recruited; they come forward immediately from the crowds at the festival to pledge their fealty. In addition, the PCs’ kingdom gains the following political benefits based on their final Renown. Each level of 29 Renown Benefit 10 Grudging Respect: PCs are acknowledged by lesser nobility nearby as the legitimate rulers of their country. Larger and more established kingdoms are less convinced but decide to ignore them rather than act directly against them. Some notable citizens from the surrounding kingdoms are intrigued by the PCs and their kingdom, and each month for the next year, during the Event Phase of running their kingdom, the PCs can roll 1d20. On a natural 20, you either receive an invitation to a neighboring kingdom for a festival, or a member of another kingdom visits and prompts a celebration; this is in addition to any other event that month. You have 5 followers at this level.. 15 Handshake Agreement: The PCs’ kingdom gains advantage on all skill checks, Economy checks, Loyalty checks, and Stability checks related to establishing embassies for one year. In addition, a settlement in a nearby nation (with a total route length (TRL) of less than 20) establishes a trade route. You can invest any amount of BP (up to a maximum equal to your Renown) in this trade route, as if you had used a Trade Edict to establish the route, but the route is created immediately and grants you a +1 bonus to Economy for one year and increases your treasury by a number of BP equal to the trade route’s route modifier (RM) plus 2d4 BP for every 5 BP you invested. Your settlement must have a Pier or Waterfront to benefit from a trade route that travels over water, as described in Kingdoms (5E) from Legendary Games. At a personal level, your PCs make an agreement with a neighboring kingdom that they can execute at any time within one year, allowing them to make a single transaction up to 10,000 gp and pay 10% less than normal when purchasing an item or receive 10% more than normal when selling something. You have 20 followers at this level. 20 Worthy Rivals: Neighboring kingdoms unanimously acknowledge the PCs’ kingdom as a legitimate, allowing automatic success on skill checks, Economy checks, Loyalty checks, and Stability checks made to establish an embassy with any nation that shares a border with the PCs, and a +5 bonus on such checks to establish embassies with any nation whose territory is within a number of hexes of the PCs’ border equal to the PCs’ renown. This does not apply to states already at war with the PCs or whose territory has been raided by the PCs, including on adventures not sanctioned by that nation’s ruler. The PCs also gain advantage on such checks made to create a treaty, alliance, or trade route with nations within this radius of the PCs’ kingdom. If a regional council is convened with heads of state from nations in the area, the PCs will be invited to send a representative to sit on the council and decide matters of mutual interest. You have 50 followers at this level. 25 For Our Mutual Benefit: As Renown 15 above, but in addition the kingdom offers a balanced treaty or alliance, whichever the PCs desire. If the PCs opt for an alliance, their new ally offers to loan their kingdom a company of 50 human scouts with a knight commander. This functions as a military unit owned by the PCs’ kingdom for as long as the alliance lasts, but they do not need to pay upkeep or maintenance costs, as they are paid by their ally. Accepting the army requires the PCs to make a successful Loyalty check each month to avoid generating 1 point of Unrest; if they make three consecutive successful checks, their citizens accept the presence of the allied army and no further checks are required. In addition, the PCs can make a single purchase or sale during the year of an amount up to 1,000 gp times their Renown, decreasing the amount they must pay or increasing the amount they earn by 20%. You have 100 followers at this level. 30 A Crown of Laurels: The PCs are so impressive that one additional country within a number of hexes equal to the PCs’ Renown also offers them a treaty or alliance, plus one additional country for every 5 points of Renown over 30. At the GM’s option, these countries may already be friendly or even allies, seeking to form a bloc with the PCs’ kingdom. Alternatively, some of the countries offering treaties or alliances may be enemies and trying to pull the PCs’ kingdom to their side. If so, one kingdom may offer to cede one or more hexes of territory (including any settlements, improvements, or natural features or resources in those hexes) to the PCs’ kingdom as an inducement for them to ally with them rather than with their rivals. You have 150 followers at this level. 30 Appendix: Festival Edicts If you are using the kingdom-building rules found in Kingdoms (5E), hosting a festival uses a monthly edict and requires the expenditure of building points (BP). The following rules for festival edicts were first published in Ultimate Rulership (5E) from Legendary Games and are reprinted here for ease of reference. Festival Edicts A Festival Edict is a special edict distinct from the broader Holiday Edict. Whereas a Holiday Edict declares days to celebrate on the calendar across the length and breadth of your kingdom, a Festival Edict is a specific, one- time event (though it could be repeated later) focused in a particular place at a particular time for a particular purpose. A Festival may be called for any reason or for no reason at all and include tournaments, games, music, dancing, feasting, drinking, parades, fireworks or magical displays, and similar entertainments of all kinds, but each one undertaken with special magnificence. Festival Edicts bring great crowds of people together to celebrate and are normally held in the same hex as a settlement, to facilitate easy access for crowds to reach the festival grounds. Festivals can, however, be hosted at any Landmark special terrain. Festivals may be either civic or religious in nature. Cost: Festivals require a great deal of resources to pull off. A festival costs 1d2 BP if held at a Landmark in the countryside, 1d4 BP if held in a village, 1d8 BP if held in a town, and 2d6 BP per city district if held in a city. Benefit: A festival celebrated at a Landmark in the countryside increases the Landmark’s bonus to Loyalty by +1 for 1 year. Festivals celebrated in cities, towns, and villages have the following effects. Civic Festival: A civic festival celebrates local traditions, events, heroes, or culture, including athletic and artistic competitions. Requires Tavern (village), Theater (town), Arena (city), or Landmark (located in the same hex as the settlement). Effect For one month, your kingdom gains 31 a +2 bonus to Crime and Society, and the civic festival increases the effects (see below) of Arenas, Black Markets, Bordellos, Dance Halls, Gambling Dens, Inns, Luxury Shops, Markets, Monuments, Palaces, Parks, Shops, and Taverns in that city. Religious Festival: A religious festival produces an outpouring of piety and pilgrimage, sometimes marked with great solemnity and other times with great rejoicing. Requires Shrine (village), Temple (town), Cathedral (city), or Landmark (located in the same hex as the settlement). Effect For one month, your kingdom gains a +2 bonus to Law and Society, and the religious festival increases the effects of Cathedrals, Graveyards, Inns, Luxury Shops, Markets, Monuments, Parks, Shops, Shrines, and Temples in that settlement are increased (see Risks). Determining Success: When you issue a Festival Edict, make Economy, Loyalty, and Stability checks. If all three succeed, the Festival is a resounding success, doubling the effects of the buildings listed above; in addition, you gain the benefits of an Outstanding Success (01-50), Visiting Celebrity (51-95), or both (96-00) kingdom events. If two checks succeed, the Festival is a modest success, increasing the effects of the listed buildings by 50% for one month. Total the bonuses for all listed buildings in the settlement together before applying the 50% increase, rounding down; do not apply the 50% increase separately to each building. When buildings effects are increased (whether doubled or by 50%), this increase includes not only kingdom and settlement attribute modifiers like Economy and Lore; it also includes a doubling of Base Value and magic item creation during that month. This increase allows a settlement to exceed the normal maximum Base Value for a settlement of its size (either doubling or increasing it by 50%, as appropriate) for that month. It likewise creates temporary magic item slots that are filled immediately and can be used just like any other magic item slots in the kingdom. However, any magic items created in this fashion are available only during the month of the Festival Edict and the items and their slots disappear when the festival ends, being taken home by the crafters and merchants who brought them to the festival. If only one check or no checks succeed, see Risks below. Risks: Regardless of the overall success of the festival, the great influx of human(oid) and mercantile traffic involved creates the potential for enemy infiltration in the guise of pilgrims and festival-goers, or discord and strife between foreigners and locals or different groups coming together in one place, or just general drunkenness and mayhem should celebrants get out of control and overwhelm the ability of the settlement or the kingdom’s ability to handle so many people in such a small space. During any month when a Festival Edict is issued, the entire kingdom takes a -2 Stability penalty, and any Stability checks required for the settlement or hex where the Festival is held take a -4 penalty (this does not apply to the Stability check to determine the success of the festival, but it does apply to any kingdom events triggered by the festival). Unsuccessful Festivals: If only one check succeeds, the Festival is unsuccessful and grants no benefits; in addition, there is a 50% chance that disgruntled citizens issue a Building Demand (as the kingdom event), blaming the lack of success on the absence (or presence, if they demand demolition) of that building. If all three checks fail, the Festival is a disaster, providing no benefits. The kingdom loses 1 point of Fame and gains 1d4-1 points of Unrest, and disaffected locals bankrupted by the festival and lingering troublemakers in the wake of the festival become Squatters (01-50), Vandals (51-95), or both (96-00), triggering kingdom events of the appropriate type. Natural 1: A natural 1 is always a failure on any kingdom roll, and each time you roll a natural 1 on any of the three kingdom checks to determine the success of the Festival Edict there is a 25% non-cumulative chance of triggering a dangerous settlement event. This event may be of any type, but only one such event can be triggered, even if you roll more than one natural 1. 32 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Royal Tournaments (5E) © 2017, Legendary Games; Authors Jason Nelson and Mike D. Welham System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. The Hypertext d20 SRD. © 2004, Jans W Carton. Cityscapes - New Settlement Options for the Pathfinder Roleplaying Game. © 2012, Skortched Urf Studios; Author: Chris A. Field. Fursona II - New Options for Anthropomorphic Heroes. © 2012, Skortched Urf Studios; Author: Chris A. Field. Kingdoms (5E) © 2016, Legendary Games; Author Jason Nelson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Gamemastery Guide. © 2010, Paizo Publishing, LLC; Authors: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Ultimate Campaign © 2013, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Stephen Radney-MacFarland and Sean K Reynolds; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Steven Townshend. Ultimate Battle (5E) © 2016, Legendary Games; Author Jason Nelson. Ultimate Rulership (5E) © 2016, Legendary Games; Author Jason Nelson. 33 Days of Wine, Roses, and Glory! An iconic moment in fantasy fiction is the grand tournament. From the archery contests of Robin Hood to the jousts of Ivanhoe, it seems like half the stories about the Middle Ages have the heroes attend such a festival somewhere along the line. Whether honoring the king’s birthday, the birth of a saint, the nation’s victory over its enemies, or just because it’s Midsummer’s Day, festive pavilions are raised and flags and pennants flap in the rising breeze to signal that it is time for the main event to begin! However, even in the real-world tournaments were about far more than bows and lances, and in a fantasy game the options for what would constitute a friendly (or even not-so-friendly) competition are infinitely varied, from gritty and brutal feats of raw strength to magical marvels of the highest fantasy. You’ll find athletic contests for running, riding, jumping, and more, to caber tossing, target shooting, tag-team wrestling, and armored ring races! From prosaic rural delights of a country fair to exotic events like the tower of jewels and pillars of life and death, Royal Tournaments is a fantastic resource for incorporating tournaments and festivals into your campaign, including an array of different tournament events and awards, some physical, some magical, some social, and all delightful. Whether your players want to promote the interests of their own kingdom or simply fight for glory and prizes, Royal Tournaments has everything you need to make the tournaments in your campaign magnificent and memorable. Grab this 38-page Fifth Edition accessory today and Make Your Game Legendary! ISBN-13: 978-1973836834 Price: $14.99 makeyourgamelegendary.com LGP336KB105E Fifth Edition Adventures
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GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 1 or 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APLs 2-4 � KPurchase an adamantine weapon or suit of armor shield (Reg, DMG) � KEmpowered spellshard (magic missile, lesser vigor (SC) or burning hands) (Adv, MIC) � KRing of counterspells (Adv, DMG) � KMonk’s belt (Adv, DMG) � KPearl of power, 1 st, 2 nd or 3 rd (Adv, DMG) APL 6-8 (all of APLs 2-4 plus the following) � KPurchase of any ioun stone in the DMG, maximum value 15,000 gp (Adv, DMG) � KPurchase a mithral weapon or suit of armor/shield ((Reg, DMG) � KLeast/Lesser crystal of acid assault (Adv, MIC) � KBelt of healing (Reg, MIC) � KPearl of power, 4 th, 5 th or 6 th (Adv, DMG) APL 10-14 (all of APLs 2-8 plus the following) � KUpgrade armor/shield to light, moderate or heavy fortification (Reg, DMG) � KGreater crystal of acid assault (Adv, MIC) � KBoots of speed (Reg, DMG) � KPearl of power, 7 th or 8 th (Adv, DMG) � KThird eye aware (Adv, MIC) Adventure Record# 598 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 2 max 450xp; 450gp APL 4 max 675 xp; 650 gp APL 6 max 900 xp; 900 gp APL 8 max 1,125 xp; 1,300 gp APL 10 max 1,350 xp; 2,300 gp APL 12 max 1,575 xp; 3,300 gp APL 14 max 1,800 xp; 6,600 gp Respect: The PC is provided with treasures. They may exchange this to purchase any one item on a Ket or VTF adventure to which they previously had Access (even if it has expired) with a 25% discount (to a maximum discount of 4,000 gp). This favor may only be used once. In addition, you gain access to all items marked with a “ k” below. Honor: You gain the title “Honored of the Black Arrow” which provides you with a +4 circumstance modifier for any Diplomacy, Bluff, Intimidate or Gather Information checks made within Ket in a social setting. Lifestyle costs up to rich are covered by the Black Arrow for any adventure set in a part of Ket over which he has influence.In addition, you gain access to all items marked with a “ k” below. Piety: The church of Al’Akbar in Ket owes you a debt. You may employ this favor to automatically succeed at a check to lessen any sentence or obtain up to a 7 th level spell cast at no charge (material components are half cost, if any). Lifestyle costs up to standard are covered by Sylvana bint Zoltan for any adventure set in Ket. In addition, you gain access to all items marked with a “ k” below. ily (Su): You chose to respect the people of Ekbir, in accordance with the Four Feet of the Dragon. Once only, you may call upon this favor for yourself or an ally within sight and 60 feet to benefit from a Maximized cure critical wounds (35 hp) spell as a swift action that does not provoke an attack of opportunity. In addition, you gain access to all items marked with a “ k” below. Janni Challenge! (Su) Efrain is impressed that you accepted his challenge and participated fully. He provides you with a token. Once only, you may employ this token as an immediate action that does not provoke an attack of opportunity - the PC or ally (one only, their choice) is then provided with fire, electricity, cold or acid resistance 20 (they must choose one) for 70 minutes. Mark this favor as used when employed. Death’s Respite: Your soul is tied to the Salted Earth. You may always be restored to life without material cost, provided you can be transported to Ket for the casting (duration at the discretion of the DM). No spell that operates to maintain your life force beyond -10 hp and below functions on you (such as close wounds or delay death below -9). Event: _________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained ______________ � Died � Was raised/res’d � Was reincarnated ___________________________________________________ _______________________________ Home Region______________________ This Record Certifies that __________________________________________________ Character Name Classes and Levels __________________________________________________ Player Name RPGA # Has Completed KET8-05 Priorities A Regional Adventure Set in the Ket Region
textdata/thevault/Living Greyhawk/Modules/Ket/598/Normal Scenarios/KET8-05 - Priorities (APL 2-14)/KET8-05 - Priorities AR.pdf
Green Devil Face #4 1 Introduction By James Edward Raggi IV This is a PDF product. For a table of contents, use the bookmarks provided. They’re handy! Cover art “Coat of Arms with a Skull” by Albrecht Dürer All material is copyright 2010 James Edward Raggi IV, except for the following: Shaggy Dog, Shrieker Stew, and Pool of Testing copyright 2010 Jonathan Becker The Tomb to Die For/In copyright 2010 R. Lawrence Blake The Child and The Chamber and the Glass Box copyright 2010 Zak Sabbath The Sneaky Book Room copyright 2010 James Brian Murphy The Room of Four Pits copyright 2010 Ramsey Dow LotFP and Lamentations of the Flame Princess are trademarks owned by James Edward Raggi IV. Lamentations of the Flame Princess 2 Knights of Science By James Edward Raggi IV The Knights of Science are a fanatical, sepa- ratist religious order dedicated to the eradica- tion of chaos and evil in the world. Knights are immune to sleep, charm, hold, or cold spells, and to all fear effects. Knights are able to hit creatures which are only able to be affected by magic or other special weapons. Knights gain a minimum of six hit points per level. Knights gain experience only from slaying their foes and burning the foes' equip- ment and treasure, and for this the Knight receives XP according to the value of the burned items. Knights do not use magic items. In all ways not described here, Knights should be considered the same as Fighters. Knights invariably travel with an entourage. A full Knight is one of level 5 or greater, and he will be accompanied by a Squire. A Squire is a Knight of level 4 or lower, and is completely subservient to his master. This group is joined by a Cleric of no less than level 5 (although always of lower level than the Knight if the Knight is above level 5) and ten Men-At-Arms, level 0 Fighters. The Knights wear plate mail, shields, and swords. The Cleric wears nothing but a simple robe and carries nothing but a plain staff. The Men-At-Arms wear chain mail and carry pole-arms. The Knights and Cleric are mount- ed, the Knight on the greatest sort of warhorse available, the Squire on a lesser warhorse, the Cleric on a riding horse meant for speed. The Men-At-Arms go on foot, carrying the supplies of the whole troupe. All of a Knight's special powers are dependent on his unwavering belief in himself. Should he ever change his mind, on any matter no matter how trivial or important, or if he engages in sexual activity, or if he flees from combat, he loses all Knightly abilities, and new hit points must immediately be rolled. Any current Level XP HD* Title 1 0 1d8 Squire 2 2,000 2d8 Squire 3 4,000 3d8 Squire 4 8,000 4d8 Squire 5 16,000 5d8 Knight of Science 6 32,000 6d8 Knight of Science 7 64,000 7d8 Knight of Science 8 128,000 8d8 Knight of Science 9 256,000 9d8 Knight of Science 10 + + 128,000/lvl +3/lvl** Knight of Science * d10 hit dice for advanced edition games ** Constitution modifiers no longer apply 3 damage is subtracted from the new hit point amount. They do not ignore new information that is obviously correct (they are allowed to change their opinion if that opinion is based on a lie told to them); they simply contort their world- view so that both their old assumption and the new truth are correct. If they can not make this reconciliation, they must assume that new information that invalidates their old viewpoint is evil and must be destroyed. That innocents are harmed by this behavior is of no conse- quence to them. Due to "always being right," Knights also quickly learn to be quick to judgment. Knights are quite insane. It is for this reason that Knights very rarely meet, and if they do they do not converse, for Knights often have widely varying experiences that lead them to different conclusions, and more than one meeting of Knights has led to mortal combat over a minor issue. Knights are also quite ignorant about worldly affairs, as they do not read and do not engage in normal conversation with anyone. Knights do not seek more contradictions they must reconcile. The Clerics that travel with the Knights are the public faces of the troupe. They speak with locals and make all arrangements so the Knights are not subjected to an opposing viewpoint by pure chance. Many believe this is why each Knight has an attached Cleric, but this is simply a secondary function. The Cleric is there to monitor the Knight, and if he falters and loses his power it is the Cleric's duty to arrange for the Knight's execution at the first available opportunity. One does not choose to be a Knight. Young boys, no older than seven, are taken from their families and brought to the Knights' monastery, located somewhere in the East. What happens to the boys is not exactly known, but from the statements of some Knights it would appear that the boys are subjected to religious brain- washing and severe martial training. At the age of sixteen, the boys are assigned to military duty at the monastery, and at first opportunity are assigned to a Knight's entou- rage as a Man-At-Arms. If he survives five years of this duty (many do not, not least because the Cleric in the troupe also monitors them for wavering beliefs), he becomes eligible to be a Squire. The potential Squire is sent out to the mountains around the monastery to live the life of a hermit, with no provisions, and no tools. If he is still alive when it is his turn after a Squire position becomes free, he is outfitted and assigned to a Knight. When a Squire rises to fifth level, he becomes a fully ranked Knight of Science, and is assigned a Squire, Cleric, and Men-At-Arms of his own, free to incidentally terrorize the world as he quests to save it. It is a system which has survived beyond memory, from the time that the Order of the Knights of Science was first established to combat the Duvan'Ku. Few stand up to the Knights, preferring to cower and watch by as they burn and slaughter in hopes that they quickly move on, for fear of a Crusade being called. The only ones quicker to shudder at the name of the Knights than commoners and petty nobles are those forces demonic and otherworldly, who know that the Knights represent a foe they can never corrupt. 4 The Tower By James Edward Raggi IV Some easy money, or perhaps a deathtrap masquerading as an adventure, for those who suffer the delusion that all adventure locations are meant to be solved. For first or second level characters. The Environs The tower is located in the middle of the woods, about a day’s journey from any sort of civilization. Around the tower is a clearing; the woods suddenly break into an idyllic, tranquil field. Somehow it always seems to be breath- taking here, either with strong sunlit rays breaking through dark clouds, scanning the ground like celestial spotlights, or there is a soft rain through gentle sunlight, forming rainbows. Butterflies flutter everywhere, and on the opposite side of the clearing from where the characters approach, deer and fluffy bunnies leap away as the intruders near. Around the base of the tower are dense, thorn- less rose bushes,with thousands of bright red roses in full bloom at all times. The tower itself is a massive structure, fully fifty feet wide, with impressively thick walls. They’d better be impressively thick – they look to be in utter shambles, with large chunks having fallen to the ground over the centuries and vines growing all over the structure. The tower is made of some sort of rock that no one will be able to identify – it is vaguely bluish- grey with speckles of reflective crystals that make the entire structure shimmer in the sun- light. In fact, until it is approached, the thing might not look like a solid physical construct at all. The tower has a conical, closed roof and the only real breaks in the wall are the door at ground level, and a solitary window near the top. Guarding the door of the tower is a great misshapen thing. It is roughly human-shaped, approximately ten feet tall, with gigantic talons and a giant sharp-toothed maw. However, it is an ancient creature which is quite weary of its duty, broken in body and spirit, and completely ineffectual in a fight. It will engage any intrud- er, but will not pursue beyond the clearing. Guardian: Unarmored, Move 1.25 times the speed of an unencumbered man, HD 10, HP 54, #AT 1 claw, D 1d4, immune to normal missiles, if killed will rise again at sunset the next day, the sarcophagus on level four must be blessed to prevent this. The tower has five levels, with the window being on the fifth level. The Door The tower’s door appears to be made of very heavy, sturdy warped wood. With rusty iron banding. There is a very ornate lock on the door. It is actually a strange shape-shifting creature which mimics the appearance of a door. It will attack, with pseudopods, anyone who touches the door, unless the Key of Love is placed in the lock, in which case it will remain as a door. The creature has been charmed to behave this way, and if this charm is dispelled for some reason, it will attack even if the key is used. 5 Door: Armor as leather, HD 7, HP 31, #AT 1 attack, D 3d4, whatever touches it sticks to it like glue. First Level The first thing that anyone entering the tower will notice is that rats are crawling everywhere along the walls. The cracks in the walls are large enough to allow rats free access, and this will be constant throughout the tower. The first floor room is bare except for four statues, each in the shape of a vaguely fairy- like princess figure in various dance poses. The statues have a greater amount of crystal flakes in their composition than the walls so they will particularly shine when exposed to light. The statues form something of a perimeter around a central point, and they all face that point. In the center of the statues is a carved circle. If someone stands in the circle, then the statues will speak, through magic mouths, in succes- sion: Statue One: “Those who would have a kingdom must be pure in heart, trusting and peaceful.” Statue Two: “One must throw away the weapons of war and don the garments of love!” Statue Three: “Only the pure and the worthy may break the seal and awaken the princess.” Statue Four: “To the princess’ groom will pass the right to rule over the Kingdom of Duvan’Ku and possess its treasures.” There is a ladder leading to a trap door to level two. The trap door is slightly stuck and will take one round to push open, and it will automatically swing shut (and become stuck again) once it is closed. Second Level This room is filled with many racks, which are about half-filled with rotted, torn white robes of unknown composition that have woven patterns all over them. Carved into the walls is a bas-relief of a courting ceremony, with a succession of carv- ings showing a great general surrounded by soldiers discarding his armor and weapons and putting on ceremonial robes with distinct markings (which matches the pattern of the robes on the racks). He then walks by two guardians, alone, kneels at the foot of a great stone box where he drops several flowers, opens the box, embracing a beautiful woman, and finally is crowned while surrounded by gold and jewels. There is a bin here that has all sorts of armor and weapons dumped in, all useless in various stages of decay, some to the point where touching them will cause them to crumble. There is a ladder that leads to a trap door to level three. The trap door is slightly stuck and will take one round to push open, and it will automatically swing shut (and become stuck again) once it is closed. Third Level This room is empty except for the trapdoor down, the stairs up, the guardians of the stairs, and some ancient remains of those who attempted to pass without following the rules. Two skeletons in ratty, torn chain mail, swords (of a strange and heretofore unknown style), shields, and slung bows and (bone!!) arrows stand guard by the stairs. They stand motion- less, and if a character is alone and dressed in the correct manner, they will allow him to pass. If more than one character approaches, or if an approaching character has visible arms or 6 armor (the robes are tattered enough that armor and all but the smallest of weapons will be visible), they will stand and fight anyone who approaches. They will not pursue anyone who flees, and they will not abandon their post. The guardians are not undead, but rather constructs, similar to what could be considered a bone golem. If destroyed, they will reform at the next sunset unless the sarcophagus on level four is blessed. Guardians: Armor as plate, Move half as fast as an unarmored man, HD 5, HP 23, #AT 1 sword or 1 bow, D 1d8 or 1d6, immune to spells as if undead, unable to be turned, non- magic weapons do half damage. If the guardians kill anyone, they will wait until the next sunset, and then take the body and any equipment upstairs and dump it all behind the curtain. Oh yeah, one more thing… they will attack anyone coming down the stairs. Fourth Level This room is the resting place of the princess. On the opposite side of the room from the entry stairs is a stone sarcophagus on a raised plat- form (the platform and sarcophagus are actu- ally one large carved piece, and part of the floor as well), with carvings depicting wizards putting a woman to sleep and placing her in… the sarcophagus. The detail of the carving is so great that one can see the carvings on the sarcophagus in the carving, and elves can see that repeat four or five times. If looking at it with magical sight, a character can see that this actually goes on forever (anyone who sees this must make a save versus spells or become mentally disoriented, suffering a two point penalty to attack rolls, armor class, and saves for 2d6 rounds, and spellcasting will be impos- sible – but characters will not know they are thus affected until they enter combat or attempt to cast a spell). Behind the sarcophagus is a curtain made up of a heavy cloth of unknown origin. Behind this curtain is a very large pile of bones, and if one digs through the bones one will find badly decayed, and finally powdered bones at the bottom of the pile. Surrounding this platform is (what appears to be) a thaumaturgic circle, with many glyphs and sigils along its border, carved into the floor. The indentation of the carvings is com- pletely lined with the reflective crystals so it will seem to glow to anyone entering the room with a light source. This is actually decoration and has no magical power at all. Hanging from the ceiling is the remains of a crystal chandelier, broken some ages ago. Crushed glass covers the floor (a lot more than the chandelier would account for, if anyone were to know how big the chandelier actually was). When the door to this level is opened, the glass on the other side of the door will crinkle loudly, and characters must intention- ally be stealthy or else the glass beneath their feet will snap and pop. The amount of reflective crystals in the stone- work in this room is massive, so anyone coming up here with a light source will cause the entire room to become a shimmering spec- tacle. In the sarcophagus is the princess, but unfortu- nately for any suitors, it is an undead thing (Armor as chain, HD 4+3, HP 27, 1 attack, 1d4 damage + level drain, immune to non-magical or non-silver weapons). And it never sleeps. And if there was any noise made in approach- ing the sarcophagus, it will know they are there, and will achieve automatic surprise if the character lifting the lid of the sarcophagus does not declare any caution. it will attack anyone opening the sarcophagus. It really doesn’t care about the ritual, as the entire legend is a complete fabrication, and the woman was in life a streetwalker who was kidnapped, mur- 7 dered, and corrupted into this form specifically as bait to lure greedy people to their deaths. The souls (or spirits) of those killed by her, because they were doomed by greed (the want of an underserved kingdom) or lust (the hand of a woman they have never met) are delivered to some foul god to be tortured for eternity. If “killed,” the undead creature will reanimate at the next sunset unless the sarcophagus is blessed. The round after killing someone, the princess places the body behind the curtain (it will not rise) and replaces the sarcophagus lid and returns to rest. Rats, which have climbed through the cracks in the structure of the tower, will eat away at the body until it is just bones, and they will carry small items and valuables (especially the Key of Love if present), into a deep subterranean lair where their mythic rat lord masters, worshippers of the death gods of Duvan’Ku, will collect them. These masters will then see to it that the (entirely invented) legend is spread in the new area, and then introduce the Key again so new victims will travel to the tower, thus repeating a cycle that has gone on for millennia. Fifth Level This room does not connect to the rest of the tower. Inside the room is magical darkness, which engulfs the entire room and ends just at the window. The room is empty except for the floor which is absolutely covered with all sorts of spikes, broken blades, caltrops, splintered bones, and other sharp items. It is impossible to step anywhere without stepping on something; the floor is covered several layers deep. Anyone stepping inside the window with their full weight takes d3 damage and must make a paralyzation save or fall down, taking a further d6+1 points of damage. Once a character has fallen, he must make a petrify save (with wisdom bonus applied!) to remember which way the window is, and failing this save means he takes d3 damage as he shuffles through the sharp stuff. This save may be attempted every round until successful or the character is dead. Anyone who dies here will have rats crawl into the room and gnaw their body and possessions into manageable bits, which too will be carried away… How It Happens Here is one possible way of getting a party to the tower: Sir Fondleroy Addleton and his three retainers show up somewhere one stormy night when the characters are present. Maybe it’s at a roadside camp, maybe it’s at an inn. Addleton will inform the characters that he is looking for some hired help for an expedition into the forest. Addleton will request a meeting away from where the retainers can interrupt. He will offer each of the PCs 250gp to simply act as bodyguards and escort him to a location in the forest. That’s all. There is no mission to accomplish, no expected danger. Just get him to his destination. “Will you do it?” Of course PCs aren’t going to say yes without more information… will they? If so, then alter the chain of events offered below. If they say no, then that’s the end of this adventure. If they say no and then follow the guy, have Addleton recruit some other riffraff and improvise based on the information below. If the PCs want to know about his relationship with his retainers, he will confide that he doesn’t know them so well, having hired them in the last city he passed through because he considers it unwise to travel through the coun- tryside alone. He has overheard them talking amongst themselves and he is worried that they are brutal thugs. He doesn’t want to anger them 8 or cause trouble by firing them, as being tough guys is what he hired them for, but he doesn’t trust being alone with them on such a, ahem, sensitive mission. If they want to know the full story, he will tell them. He was traveling in the southlands when he began hearing about the legend of a lost ancient city called Duvan’Ku. It was ruled by a goodly King Porgotna. He had a beautiful daughter, a kind and gentle soul named Prin- cess Turuvna. When she came of age she began accepting suitors. But every time she chose someone to marry, they ended up committing a horrible crime. It was a scandal throughout the kingdom. Finally the Princess’ last suitor was a great general in the army, who after gaining the heart of the Princess led a savage massacre against helpless peasants. The King became incensed, and seeing his daughter fall to pieces yet again, decided that enough was enough. He had his daughter put into a magical sleep so that her misery would no longer trouble her, and declared that only a man of great intellect and conviction, with a honorable and peaceful spirit, could break the spell and claim his daughter. He sent his daughter away to his most remote and secret outpost and had her laid to rest at the top of its tower, and charged his two most trustworthy guardsmen to make sure no harm came to her. He then had his court wizards fashion a key to that tower that would only work for a man worthy of his daughter’s love and then had it hidden. He declared that the man to break his daughter’s spell would be able to rightfully claim her in marriage and inherit the kingdom and all its treasures. The evil general sought to find the Princess himself, but in his lust and greed was transformed into a wicked caricature of his old humanity. Apparently he found where the Princess was, but being unable to enter the tower, his hate sustains him and he acts as an obstacle to any that would enter the tower. The King, so overcome by guilt over what his daughter had suffered and what he had done to end that suffering, died soon after and Duvan’Ku began a swift descent into the obscurity of ancient history. Addleton can provide a series of parchment fragments that confirm various parts of the story, including one that gives compelling evidence that the spell the Princess was under would sustain her for all time, until it is broken. Away from anyone else’s sight, he produces a heart-shaped key made of unknown metal (the Key of Love). He says he was a henchman of an adventuring expedition that went to reclaim an old church that had been overrun by undead. He found the key in the church’s vaults, and spent tens of thousands of gold pieces consult- ing sages and finally learning the location of the tower where the Princess is kept. He decided that was too dangerous to keep written down, so he’s memorized it. He says he just needs the PCs to get him into the tower. That’s the goal. During the trip to the tower, Addleton will tell of all he has heard about Duvan’Ku, saying the legends tell of riches beyond compare and crafted magic that is as commonplace as woodwork is in the current lands. He says that even if the legends have been exaggerated ten times over the truth, they should all be very wealthy men. If the PCs are predominantly male, he will talk about all the beautiful women he’s bedded, and hypothesizes how the prin- cess will compare. He jokes about giving all the PCs appointments in his royal court if the legends turn out to be accurate. When reaching the clearing, Addleton will direct the party to engage the guardian creature and draw it away from the door so he may enter the tower, with his retainers supplying support- ing missile fire and guarding the horses in case goblins are attracted by the sounds of combat. Because he doesn’t want to screw up the prophecy, he directs the adventurers to not enter, and that he will call for them after he has achieved his goal, or when he needs them. He 9 assumes that the princess’ chamber is in the top of the tower, where the window is. If the PCs do what he says, the creature will move to engage intruders and move away from the door. A round after the battle is joined, Addleton will go to the door, use the key to open it, take the key while leaving the door open, and go inside. If there is battle, the PCs will not hear the statues’ speech. Assume it will take Addleton one round to listen to the statues, one round to enter each new floor of the tower, and two rounds to change clothes on the second level. He shouldn’t last long once he reaches the fourth level, as he will be so eager to gain his prize that he will throw all caution to the wind and he will be surprised. The round after Addleton enters the tower, the PCs will hear a commotion by the horses – the retainers know of the gems that Addleton was carrying and two of the retainers have decided that now would be a wonderful time to grab them and run. One of the men is honest and tries to stop them. If nobody interferes, the two thieves will kill the honest one and then ride off with the treasure. If any PC enters the tower, it is imperative that the referee communicate with this player in secret. It is to be made clear that the player(s) in question can not give other players any information about the inside of the tower until their characters reunite! They will of course find Addleton’s armor and weapons in the bin on the second level, but likely there will be no trace of him once they reach the fourth level – unless they look behind the curtain. The key will already be gone if his body is there. Sir Fondleroy Addleton (Chain mail and shield, Fighter 3, HP 23, 1 attack, 1d8 (longsword) or 1d6 (bow) damage). Important equipment of note includes his medium warhorse, chain mail, shield, long- sword, longbow, and twenty arrows. He keeps 3d20 gold and 2d20 silver on him at all times. In his saddlebags are his rations and supplies, as well as a pouch with 10 pearls worth 250gp each. These pearls are what Addleton was going to pay the PCs with, and what the retainers attempt to steal. He of course has the parchments with the legend fragments and the Key of Love on him at all times. The Retainers (Leather armor, Lvl 0, HP 5 each, 1 attack, 1d8 (longsword) or 1d6 (bow) damage). Important equipment of note includes their light riding horses, leather armor, longsword, short bow, and twenty arrows each. Each has 3d6gp on his person. Other Possibilities The above adventure assumes that a referee really doesn’t want to goad the PCs into entering the tower themselves. Of course they will do so on their own anyway, but that’s the point – this is intended to be a horror adven- ture, a Weird Tale if you will, and not an example of high adventure and derring-do. The referee must set this up correctly. The Key of Love, and the legend, must pass into the players’ hands somehow, whether as an entice- ment to go to the tower, or in the hands of another that let it be known where they are going and why. The key points: There is no legend of treasure or magic to be had. The prize is the princess, and specific steps to free her must be taken. It must be stressed that if more than one person enters that tower, they are not going to be able to awaken and rescue the princess. The idea is that whoever goes up that tower dies. It is not intended to be solved or defeated, and there is no reward for doing so. And really, anyone who puts on rotting cloth- ing to satisfy some skeletal guardians in order 10 to marry a woman they’ve never heard of until the day before… come on. They deserve what they get. The example scenario gives a nominal reward so it’s not a complete waste of time for the PCs (and the reward is gained by those who don’t get greedy!), but there is nothing stopping a referee from being especially cruel (as opposed to the regular level of cruelty needed to run the adventure in the first place) and foregoing even that kindness, but most players would like to be rewarded for smart play. And not going in the place is definitely smart play. It is recommended that the PCs have very little, if any, magic items when they undertake this adventure. Horror doesn’t work if the protag- onists can muscle their way through. 11 The Dread Sorceries of Duvan’Ku By James Edward Raggi IV Duvan’Ku was a magical place, and its inhab- itants created many a bizarre and transgressive spell. This knowledge of Duvan’Ku is spread throughout the world, in ancient spellbooks held captive in dragon hoards, lich’s libraries, and the like. However, some also survive on scrolls, and the mischief that the Dead King seeks to perform from beyond time allows some of these to reach the world in much easier manners… All of these spells are Magic-User spells, as the gods would never directly grant powers to anything borne of Duvan’Ku. Animate Dead II Level 6 Range: 10’ Duration: Permanent Area of Effect: See Below Casting this spell on a corpse causes it to rise as a ghoul under the control of the caster. One ghoul per two levels of the caster may be raised, provided there are enough intact corpses at the site of the casting of course. Animate Dead III Level: 7 Range: 10’ Duration: Permanent Casting this spell on a corpse causes it to rise as a wight (if it is an intact corpse) or a wraith (if it is not) under the control of the caster. One undead per two levels of the caster may be raised, provided there are enough corpses at the site of the casting of course. Animate Dead IV Level: 8 Range: 10’ Duration: Permanent Casting this spell on a corpse (or the site of a death if the body was destroyed) causes its spirit to rise as a spectre under the control of the caster. One undead per four levels of the caster may be raised, provided there are enough bodies (or spirits) at the site of the casting of course. Note that a spectre is completely aware of it status as an undead creature, and although it will be compelled to obey the caster, it will not be happy about it… at all. Animate Dead V Level: 9 Range: 10’ Duration: Permanent Casting this spell on a corpse (or the site of a death if the body was destroyed) causes its spirit to rise as a ghost under the control of the caster. Only one undead per ten levels of the caster may be raised, provided there are enough bodies (or spirits) at the site of the casting of course. Note that a ghost is completely aware of it status as an undead creature, and although it will be compelled to obey the caster, it will not be happy about it… at all. Army of One Level: 3 Range: 10’/level Duration: 1 round/level The recipient of this spell is able to make one melee attack for every opponent directly engaging him for the duration of the spell. Each attack must be against a different opponent, 12 Aura of Good Level: 1 Range: Touch Duration: 1 hour/level The target of this spell will radiate a good (or lawful, or both, as appropriate) aura when the subject of detection devices or spells. At best, a scrying party will detect that there is a magical aura present but nothing short of a dispel magic will cause a detection spell to detect anything other than good. Black Blood Level: 3 Range: 30’ + 10’/level Duration: See Below This spell causes the target’s blood to become a thick and expanding gel, causing intense pressure and pain. This will cause 1d4 points of damage every round until the pressure is relieved. While in great pain, the character can act normally and suffers no penalty aside from the hit point loss. Relieving the pressure is done by either the target being hit by a piercing or slashing weapon by an enemy for damage, or someone intentionally slicing the character open to bleed him (can be done for no initial damage). Once this happens, the character becomes unable to take any action and merely convulses for three full rounds as a disgusting, viscous black ichor spews from his wounds, covering the entire area. At the end of the third round, the character takes 1d6 damage and then may act normally. Blood Oath Level: 3 Range: Special Duration: Special Blood oath solidifies an agreement between two parties, ensuring by magical means that both parties keep to the agreement. For the oath spell to take effect, all parties must be in full control of their mental capacities (no oathing under charm, for example) and be aware that the spell will be binding them. The terms must be explicitly laid out, and the important thing is the letter, not intent, of the agreement. The spell will remain in effect as long as it takes to see that the agreement is honored, and can include as many people as are willing to take the oath. If any party breaks the oath, the will immediate lose one level/hit die. Bloodless Level: 3 Range: 10’/level Duration: 1 round/level The target of this spell takes half damage from all attacks for the duration. Dangerous Toys Level: 1 Range: Touch Duration: Permanent This spell causes a minor demon to inhabit a very small inanimate object. The demon wakes up, animating the object, when it is touched by a child. At that point the object will attempt to slay any living thing it comes across. The object then has AC as leather, MV 120’, HD 1, #AT 1, D d6. Death Breath Level: 3 Range: 0 Duration: Instantaneous The character spews forth a toxic cloud of green-black gas from his mouth, doing 1d4 points of damage for every level of the caster, with a saving throw for half damage applicable. Note that there are no components needed, and because it is a gas most forms of gags will not stop the spell from working. God Oath Level: 5 Range: Special Duration: Special Blood oath solidifies an agreement between two parties, ensuring by magical means that both parties keep to the agreement. For the oath 13 spell to take effect, all parties must be in full control of their mental capacities (no oathing under charm, for example) and be aware that the spell will be binding them. The terms must be explicitly laid out, and the important thing is the letter, not intent, of the agreement. The spell will remain in effect as long as it takes to see that the agreement is honored, and can include as many people as are willing to take the oath. If any party breaks the oath, the will immediately die, with no possibility of raising, resurrection, or reincarnation. Infanticide Level: 1 Range: 10’/level Duration: Permanent This spell slays any creature with one hit point (maximum, not current) without any mark or a scratch on it – it just stops breathing. Longevity Level: 2 Range: 0 Duration: 1 Year Casting this spell erases the previous year in terms of aging effects. The caster must bathe in the blood of a number of virgins equal to the actual age of the caster at the time of casting. This blood must be fresh and the act of collect- ing it must kill the virgins, and the one hour casting time is the amount of time the caster must spend soaking in the blood. New Mind Level: 9 Range: Touch Duration: Permanent This spell completely erases the mind of one creature and replaces it with whatever the caster wishes. When the spell is complete, the creature should re-roll intelligence, wisdom, and charisma from scratch, and a new align- ment should be randomly determined. All of the creature’s memories will be wiped out as well, and the caster will be able to create an entirely new set of memories as he pleases. The character will begin again at level one in a random class, although retaining its original hit points and saving throw numbers until it gains a level greater than its original. Oath Level: 1 Range: Special Duration: Special Oath solidifies an agreement between two parties, ensuring by magical means that both parties keep to the agreement. For the oath spell to take effect, all parties must be in full control of their mental capacities (no oathing under charm, for example) and be aware that the spell will be binding them. The terms must be explicitly laid out, and the important thing is the letter, not intent, of the agreement. The spell will remain in effect as long as it takes to see that the agreement is honored, and can include as many people as are willing to take the oath. If any party breaks the oath, the will suffer a one point permanent loss from a random ability score. Protection from Living Creatures Level: 2 Range: Touch Duration: 3 rounds/level This spell creates a living barrier around the target which repels living creatures. Any living creature attacking the target suffers a -2 penalty to hit, and the target receives a +2 saving throw on any effect caused by a living creature. Living creatures which physically strike with a body part (claw, fist, bite, etc) may not attack at all. Note that extra-planar creatures, undead, constructs, magically-imbued beings, etc, are not considered “living” creatures for the pur- poses of this spell. This protection moves with the target. 14 Protection from Living Creatures 10’ Radius Level: 4 Range: None Duration: 1 turn/level This spell creates a living barrier around the target area (centered around the caster) which repels living creatures. Any living creature attacking into the target area suffers a -2 penalty to hit, and the target receives a +2 saving throw on any effect caused by a living creature. Living creatures which physically strike with a body part (claw, fist, bite, etc) may not attack at all. Note that extra-planar crea- tures, undead, constructs, magically-imbued beings, etc, are not considered “living” crea- tures for the purposes of this spell. The material component is dirt from a grave, which must be sprinkled around the spell area as it is cast. This circle of protection does not move. Steal Spell I Level: 4 Range: 10’/level Duration: Permanent One random spell (of level 1 – 3) is erased from the memory of the target and the caster of this spell gains the ability to cast it as if he had memorized it. The gained spell must be cast, and can not be transcribed or stored in any way. Steal Spell II Level: 5 Range: 10’/level Duration: Permanent One random spell (of level 1 – 4) is erased from the memory of the target and the caster of this spell gains the ability to cast it as if he had memorized it. The gained spell must be cast, and can not be transcribed or stored in any way. Steal Spell III Level: 6 Range: 10’/level Duration: Permanent One random spell (of level 2 – 5) is erased from the memory of the target and the caster of this spell gains the ability to cast it as if he had memorized it. The gained spell must be cast, and can not be transcribed or stored in any way. Steal Spell IV Level: 7 Range: 10’/level Duration: Permanent One random spell (of level 3 – 6) is erased from the memory of the target and the caster of this spell gains the ability to cast it as if he had memorized it. The gained spell must be cast, and can not be transcribed or stored in any way. Steal Spell V Level: 8 Range: 10’/level Duration: Permanent One random spell (of level 4 – 7) is erased from the memory of the target and the caster of this spell gains the ability to cast it as if he had memorized it. The gained spell must be cast, and can not be transcribed or stored in any way. Steal Spell VI Level: 9 Range: 10’/level Duration: Permanent One random spell (of level 5 – 8) is erased from the memory of the target and the caster of this spell gains the ability to cast it as if he had memorized it. The gained spell must be cast, and can not be transcribed or stored in any way. Storm of Fertility Level: 9 Range: 1 mile/level Duration: Permanent This spell impregnates every female of the same race as the caster in a large area. Before casting the spell, the caster must trap an extra- planar being in a containment circle. Casting this spell kills this creature, and this being is the father of the children it spawns. The spell affects an area one mile in diameter for every hit die of the trapped creature, with each female getting a saving throw to avoid its effects. The children will look like the mother’s race, 15 mature at the rate of the mother’s race, but have the temperament, alignment, and abilities of the father. To Challenge the Gods Level: 9 Range: Line of Sight Duration: 6 turns This spell strips any one extra-planar being of all supernatural powers and abilities. No items or affiliations are affected. Torture Level: 3 Range: 30’ Duration: 1 hour This spell, which only works on bound or otherwise helpless targets, allows the caster to ask one question per level, and the target must answer truthfully or take 1d6 points of damage per lie told. If the target lies, the effect is obvious to any onlooker. Vomit Level: 1 Range: 10’/level Duration: See Below The target of this spell begins to vomit a thick, disgusting black chunky liquid and is unable to take any other action. The effect continues, every round, until the target makes a saving throw. Vomit Guts Level: 4 Range: 10’/level Duration: See Below The target of this spell begins to vomit up their insides, with the target being unable to move and taking 1d10 damage every round until they make a saving throw. 16 Fell Magick Items of Duvan’Ku By James Edward Raggi IV Bag of Spirit Holding This functions as a bag of holding of the largest size. There is a 1% chance whenever it is opened (to take something out or put some- thing in) that a spectre that has been trapped within the bag will escape to attack the owner of the bag. Basket of Bountiful Harvest This basket is always full of fresh fruit, vege- tables, bread, and sweet meats when opened. Any who eat from the basket must save versus death magic (referee should make a secret saving throw) or begin to lose 1hp per day, permanently (the character’s maximum hit points decrease!), beginning 6d6 days after eating. An exorcism or remove curse is neces- sary to stop this effect but does not restore lost hit points. Book of Faust By reading this book, a character may make a pact with a devil and increase one ability score to 18 in exchange for one service to be ren- dered one year from the time of the ability score gain. At the one year mark, an Arch- Devil will appear in person to take that person to hell, and the character can not be raised or resurrected, and a wish to bring the character back will result in a crippled stump of a body, no limbs, blind, and dumb, being spewed forth from the Arch-Devil that had required service. Book of Sacrifice By reading this unholy text of exorcism, any curse (or possession, or any undesirable state), any whatsoever, is lifted from the target of the exorcism. The curse passes to the reader, and at that point can not be removed by any means short of a wish. Any reader attempting to remove his own curse instead makes the curse irrevocably permanent, and no means whatso- ever can ever remove the curse. Book of Unspeakable Shame This text lists the crimes of Duvan’Ku against nature, the cosmos, the gods, and all of greater creation. The entire text takes two months to read, and after it is complete the reader must save versus spells or be feebleminded. If this happens, the reader gains no benefits from the book and if healed must read the book again to attempt to gain the benefits. If the saving throw succeeds, the reader becomes immune from all mental attacks such as fear, charm, etc, forev- ermore. The reader also gains a 25 Wisdom. The book does detail literally unspeakable shame – the reader will never be able to articulate exactly what it is he has seen in the book to any other, and any reading his mind must make a saving throw versus spells or become feebleminded. 2d4 weeks after com- pleting the book (and if the benefits are gained), 2d6 demons will appear to destroy the reader, as no mortal may have this knowledge. They will all be Type I demons, led by a demon of a type indicated by the greatest number shown on the dice. For example, if the 2d6 roll was a 4 and a 3, then it would be seven demons total, one of which would be a Type IV. Candle of Ill Lumination This small candle illuminates as dim or as bright as the possessor wishes, even to the point of being as bright as daylight. Undead in this light are invisible, even while attacking, and immune to any effects of this light. 17 Casket of Duvan’Ku Undead creatures in the casket are always awake and aware of everything outside the casket. Vampires suffer no restrictions the day after resting in the casket. Living things that lie in the casket lose one level – shutting the casket means instant death, with a save versus death needed to prevent rising as a wight at midnight. Chalice of Great Health If a good creature is ritually sacrificed and its blood immediately collected in this cup, the drinker will be cured of any curses and diseas- es, magical or mundane. Chimes of Entrance This acts as a normal chime of opening, but any dead bodies within range of the chime’s sound rise as skeletons or zombies, as appro- priate. Cloak of Many Fashions This cloak transforms into whatever clothing the wearer desires, whether it be a fine ball gown, sleep wear, thick fur clothing for arctic exploring, or even any sort of (non-magical) armor (but not including a shield). When someone wearing this cloak comes within 50’ of an undead creature than can see him, it turns into an entangling death shroud, completely immobilizing the character and leaving him unable to act or defend himself. Cloak of Soul Displacement This acts as a normal displacement cloak, but it has a +3 bonus. Every attack that misses because of this cloak (any first strike, or subsequent strike that misses by three or less) gives a 1% cumulative chance that the charac- ter will turn into a wraith or spectre (whichever is closest in hit dice to the character’s level) who will seek nothing else but to drain all living things. Crown of Duvan’Ku Each former ruler of Duvan’Ku wore his own crown, and each crown has become corrupted and evil due to the utter depravity that they have been present for. This is but one such crown. Wearers of the crown may use the following minor powers: Speak with Dead (all spell effects are as if the wearer is a thirtieth level caster), once per week. They are immune to any sleep or hold spells (or any spells that commonly affect undead), and may Animate Dead once a week. The wearer also enjoys a two point bonus to his armor class. There are also these major powers: Twice a day, the wearer may Dispel Magic, and once per day may cast Heal. The wearer continu- ously causes Fear with his gaze whether he intends to or not. The crown’s primary power is Trap the Soul, which the wearer may cast once per month. There is a price for this power. All holy water closer than 10’ from the crown will instantly spoil and become normal water. The wearer’s touch kills green plants instantly (or inflicts d10 damage if combating a sentient example), and every month the wearer loses 5d6 pounds until he collapses into nothingness. Using any major or using the prime power ages the user 3d10 years. If the wearer dies from either aging or weight loss, his soul departs for Duvan’Ku to serve the dead King who once wore this crown, never to be recalled again. Dead Sign The Dead Sign is an evil sigil that may be inscribed on (or sewn into!) any object. Those wearing the Sign are immune to curses, unnat- ural diseases, hold, charm, or any other mind- influencing spells. However, the wearer is also 18 able to be turned as undead of their level, and any holy water with 10’ of the sign becomes spoiled. The sign must also be openly dis- played – any hidden Sign causes one point of damage, per round, to anyone carrying it, if they are aware they are carrying it. If someone who has knowingly carried the Sign (if someone discards the Sign immediately upon discovering they possess it, they may with no ill effects) then discards it, then they take one point of damage, per turn, until they are dead. Dead Sign, Greater This Sign has all of the powers and drawbacks of the normal Dead Sign, but anyone who sees the sign will die of spontaneous fright the next time they are alone for longer than 2d20 minutes. However, if a second person sees the Sign before the first one is dead, neither onlooker dies, but the bearer of the Sign dies and the Sign itself disintegrates. Elixir of Fleeting Love This potion causes the drinker to fall in love with a specific person. Hair, fingernails, or some other personal issue must be mixed in the potion and the drinker will then fall in love with that person. The drinker will be unques- tionably devoted and completely in love, with a saving throw only allowed if there is blatant abuse. The drinker will also age at twelve times the normal rate – one year for every month that passes. Flute of Undead Pacification The sound of this flute makes all undead docile and they will take no offensive action while the flute is being played and all else is quiet (and no other combat is happening!). The player must be still to play properly, and the undead will gather around the player… but when the playing stops (or something breaks the undead’s concentration, or Silence is cast over the player), the undead will become vicious as usual. Bards playing the flute will be so skillful as to heal 1d6 points of damage to any undead hearing it, every round. Gauntlets of Undead Power These gauntlets drain 1d4 levels per hit when used in unarmed combat against a living creature. These levels are not transferred to the wearer of the gauntlets. If the gauntlets com- pletely drain a creature, the wearer loses a level immediately. If the gauntlets are ever used against an undead creature, the undead is unaffected and instead the wearer loses 1d4 levels. Gem of Lifeforce Sight This gem acts as a gem of seeing, but when looking through the gem all living beings will be seen as slowly rotting and dying, and the viewer will be able to tell the how long the creature will naturally live. This insults the soul of the viewed, and any creature that will naturally die (of age or disease) within a month will rise as a wight or wraith to hunt the viewer. Anyone else viewed with the gem that dies within 24 hours will also rise as a wight or wraith and hunt the viewer, feeling the viola- tion contributed to its death. Gemstones of Duvan’Ku These priceless gems are under an irrevocable curse – any who spy upon them becomes overcome by extreme violent greed. A save against spells is applicable, but a successful save means that the character wants to separate himself completely from the gems – he will not handle them. Characters who have taken an extreme and uncompromising vow of poverty may handle the gems without succumbing to the curse, but of course would not do anything with them. Those affected by the gem will first attempt to buy it, offering all the money and property they have in the world if possible (which usually won’t amount to much, and the gems affect beggars the same way as they affect kings). Of course the possessor of the gems would never part with them, and if the gems can’t be bought, there will be an attempt to steal them, and failing that, an attempt to violently take them. 19 Girdle of Fertility If worn during intercourse (by either party), pregnancy will occur – even cross-species or if one party or the other is infertile. The child gestates as normal, but is a wight, and giving birth will kill the mother. In ancient times, the priest of Duvan’Ku would then carefully secure the baby in a floating cradle and place it in a stream, with the idea that some passerby would seek to aid the baby, which would then kill them. Grimoire of Walking Flesh This text allows the creation of a flesh golem. It requires the parts of 10d4 fresh bodies, takes two weeks time as the parts are assembled, and then requires a strong electrical charge (a lightning bolt will do) to activate the body. There is no monetary cost to making the golem with this book, and an unlimited amount may be made. When the golem activates, the muti- lated remains of the bodies used for parts will rise and seek to destroy the creator of the golem. The golem will not fight these undead. The risen dead will be zombies 50% of the time, ghouls 40% of the time, and wights 10% of the time (check each creature individually). If the bodies have been utterly destroyed, then the creatures will be wraiths (75%) or spectres (25%). Holy Symbol of the Church of Duvan’Ku A cleric using this holy symbol automatically commands (not turns or destroys) any undead it is used against. When commanded undead kill as many creatures as the commanding cleric has levels, or drains a like number of levels, the cleric’s soul immediately becomes corrupted and he begins transforming into an undead type the same hit dice as the cleric’s level. Alignment change happens immediately and the cleric gains the special abilities of the undead immediately, and the character will slowly die and rot and fully become that undead form within 2d6 days. Holy Symbol of the Church of Duvan’Ku A cleric using this holy symbol automatically commands (not turns or destroys) any undead it is used against. However, after this power is used, the cleric’s healing spells will cause harm instead of heal. The cleric must be exorcised for the spells to be righted once more. Holy Symbol of the Church of Duvan’Ku This holy symbol doubles the cleric’s effective level in terms of the number and level of spells that can be prepared, as well as spell effects determined by level. After using this power, if a cleric is ever in front of any altar and does anything (prays, blesses, defiles, etc), or casts a commune spell or makes any contact with an extraplanar source, or is in the presence of a gate, or says the name of any demon, then an entity (the demon named, a chief servant of the god the altar is dedicated to or contacted with the commune, or a random powerful creature from where the gate leads) will appear to destroy the wearer of the dread symbol of Duvan’Ku. Holy Symbol of the Church of Duvan’Ku When using this holy symbol, a cleric is considered to be five levels higher than his regular level for purposes of turning undead (although undead will never be destroyed by a cleric wearing this symbol). However, the wearer is also able to be turned as if undead of five fewer hit dice than his current level. Horn of Battle Blowing this horn summons undead (see chart below for what type) out of the ground and walls to fight for the possessor of the horn. Once that battle is over, the undead will turn on the blower of the horn and attempt to kill him. These undead may not be turned until the blower of the horn is dead. 20 Roll Undead Summoned 01 – 75 4d10 Skeletons 76 – 80 2d10 Zombies 81 – 85 1d10 Ghouls 86 – 90 1d6 Wights 91 – 95 1 Spectre 96 – 100 1 Vampire Necklace of Undead Immunity The wearer of this necklace is immune to any touch-based special abilities possessed by undead (a ghoul’s paralysis, a wight’s energy drain, etc). However, the next person that the wearer touches after such an attack (even if the necklace is removed!) suffers the most power- ful effect that the necklace has protected against, and every further touch passes on another effect until all avoided effects have been passed on. Periapt of Poison Immunity This gives its possessor one hundred percent immunity from poison – saves are never nec- essary to survive. However, the referee should make a secret saving throw, and a failure means the next person the periapt’s possessor touches must make his poison saving throw or suffer the effects the possessor originally avoided. Ring of Cannibalism This ring functions as a +2 ring of protection, but after it is first put on, the character wearing it will only seek sustenance from the flesh of his own race. Similar (for example, demi- humans for a human) races may be used for nourishment if none of the wearer’s own race is available. Ring of Dark Protection This functions as a ring of protection +d6 (some are very powerful indeed!). The wearer takes 1d6 damage per round in sunlight and can only heal through natural means – magic will not help. Against undead, the ring makes armor class worse instead of better. Ring of Death Dealing This ring allows the wearer to cast a death spell, once a round, with no charges or limita- tions of any kind. Anyone or anything killed by this ring rises as a wraith or a spectre (50% chance of each) and will then hunt the wearer of the ring. They can not be turned while in sight of the wearer. Ring of Desires Functions as a ring of wishes. The wearer gets his wish, uncorrupted and exactly as he wants, but there will be unintended disastrous conse- quences unconnected with the wish. A fellow party member will suddenly die with no expla- nation, the most powerful magic item the character possesses will lose its enchantment, the character’s home city will be overrun by its enemies in a surprise attack, whatever would devastate the character most. Ring of Murderous Intent This ring functions as a +1 protection ring, but it also always causes the wearer to be seen in the most negative light possible when scrying or detection spells are used on him. For exam- ple, anyone using ESP on the wearer will believe the wearer intends to kill him, anyone attempting to detect alignment will always detect the most opposed alignment to his own, etc. If there is a result that will cause a violent or other extremely negative response, that’s the result the ring will cause people to get. Ring of Scavenging Sustenance The wearer of this ring may heal d8 damage by drinking the blood of a dead enemy, per enemy. The enemy must have been a living creature with blood (no golems, slimes, etc) that has very recently (say, in a combat the wearer was involved in) died. After the first time this is done, the wearer is forevermore unable to regain hit points any other way (rest, healing magic, etc, no longer works). 21 Ring of Essence Control With this ring, a character may Charm any human or humanoid being as per the spell, with no saving throw allowed. When the charm ends (by any means), the victim also loses one level as if energy drained. The victim will know they have been bewitched, will remember every- thing that happened during that time, and will be aware of why they have lost a level. A character completely drained by the ring, or who died while charmed, will rise as an undead, as per the chart below. Roll d%, adding 10% for every level the character originally was in life, and add 25% if the victim died (by any means) while charmed. Roll Undead Type 01 – 50 Zombies 51 – 90 Ghoul 91 – 125 Wight 126+ Vampire Ring of Vanishing This ring works as a normal ring of invisibility, with the following exceptions: It doesn’t work against undead, and if the wearer is adventur- ing in an area where undead are found on the wandering monsters chart, then all checks for wandering monsters result in an encounter with undead in addition to the normal chances for encountering another random creature. Sacrificial Dagger This dagger’s hilt is carved out of pure ruby, with a skeleton design. It functions in all ways as a +5 dagger, but whenever it hits, the wielder takes the same damage as the victim. Scroll of Personal Protection from Undead This scroll is indistinguishable from a normal Protection from Undead scroll. It works iden- tically, except there is no area of effect; only the reader of the scroll is protected! Soul Jar A character may place his life essence into this magic receptacle. While the jar holds the life essence, the character can not be brought below one hit point or die by any means whatsoever. However, the character may be turned as an undead creature of an equivalent level, and the character can not participate in “living” behav- ior such as eating, drinking, or having sex. When the character retrieves his soul, he will find that the receptacle leaks, and he will lose one level as if energy drained. Staff of Life Transference The wielder of the staff may heal another character 1hp for every 2hp the wielder allows to be drained from himself. There is a percent chance equal to the amount drained from the wielder that the amount drained is subtracted from both characters! Sword of Glory This sword is +1 to hit and damage, +3 to undead. When the attacker’s to-hit roll is a natural 20 (or any hit whatsoever upon undead, the damage done is added to the attacker’s hit points (up to his normal maximum, of course) as well as subtracted from the victim’s hit points. Once the wielder of the sword has gained a total number of hit points in this manner (over time, not in one go) to equal his regular maximum hit point total, he immedi- ately loses one level as if energy drained. If he continues to use the sword and he again over time draws enough hit points from the sword to match his maximum hit points (which should be easier since he’s got less hit points now, right?), he loses two levels, and the next time three levels, etc. If the wielder is com- pletely drained of levels, he becomes undead (of a type that is the same hit dice as the wielder’s original level) and may no longer touch the sword. 22 Random Inn Generator By James Edward Raggi IV The concept of “home base” is a common one in classic fantasy role-playing games. All too often, it’s merely reduced to a place to heal up and sell off treasure; a mere speed bump on the way to going back into the dungeon. But it doesn’t have to be that way. Take the common inn out in the middle of nowhere, for starters. It services people who travel on the edge of civilization (or else it wouldn’t be the conve- nient home base for a dungeon expedition!). By its very nature it will have a revolving cast of interesting, and perhaps seedy, characters, and some of those might prove beneficial or troublesome for our party… and the rest will just actively be in the way. This article is designed to help the referee develop just that aspect, giving details of an inn, including a day-to-day schedule of new arrivals and departures. Because PCs may be at the inn for quite some time, perhaps months of game time, it is recommended that the referee generate visitors ahead of time; perhaps a month’s worth if the inn is “home base” for an expedition to a dungeon of impressive size. Not only will this provide a living environment within the game without needing to roll dice and check tables with players waiting, but additional plots and adventure hooks will start screaming out from the page as visitors are filled in. These “guest stars” will be a perfect overlap to the existing adventure material, giving PCs additional factors to consider in their plans, and giving players a real sense that the world their characters inhabit goes on without them. Instances when the inn is over- booked or other resources are stretched can cause minor inconveniences. Adventuring isn’t just risking death out in the field, it’s dealing with the normal people just trying to live their lives in the regular world! The Inn’s Name Roll percentile dice for each category and put them together to come up with the inn’s name. Assume the name begins with “The…” and ends with “…Inn.” Feel free to ignore any result that seems too cheesy, vulgar, or unwieldy. d% Verb Adjective Noun Roll 1 Arising Amorous Bandit 2 Begging Bawdy Basilisk 3 Betting Beautiful Bear 4 Biting Black Berserker 5 Bleeding Blue Boar 6 Breaking Brazen Brigand 7 Breeding Carrion Buccaneer 8 Burning Cheap Bugbear 9 Bursting Cloudy Caveman 10 Casting Crazy Centaur 11 Creeping Dirty Chimera 12 Crying Dizzy Cockatrice 13 Cutting Drunken Courtesan 14 Digging Easy Crawler 15 Dreaming Fat Cube 16 Drinking Fierce Cyclops 17 Dwelling Fiery Dervish 18 Dying Fighting Djinn 19 Eating Final Doppleganger 20 Ending First Doxy 21 Falling Foul Dragon 22 Fighting Frost Druid 23 First Furious Dryad 24 Fleeing Gelatinous Dwarf 25 Flying Giant Efreet 26 Forbidding Golden Elemental 27 Freezing Great Elf 28 Gambling Green Fighter 29 Grinding Grey Gargoyle 30 Grinning Handsome Ghost 23 31 Growing Haughty Ghoul 32 Hanging Heavy Giant 33 Hiding Hellish Gnoll 34 Hitting Hill Gnome 35 Kissing Horrible Goblin 36 Kneeling Invisible Golem 37 Last Jolly Gorgon 38 Leading Large Griffon 39 Living Lewd Harlot 40 Loving Living Harpy 41 Melting Lizard Hippogriff 42 Prancing Lusty Hobgoblin 43 Riding Magnificent Horse 44 Ringing Mighty Hound 45 Rising Mischievous Hydra 46 Running Nasty Insect 47 Seeking Naughty Jelly 48 Shaving Ochre Juggernaut 49 Shining Orange Kobold 50 Shooting Precious Lich 51 Shrinking Purple Madame 52 Shutting Quaint Man 53 Singing Quiet Manticora 54 Sleeping Rabid Medusa 55 Slinging Random Merman 56 Smiling Randy Minotaur 57 Spinning Red Mold 58 Spitting Ribald Monster 59 Splitting Rich Mule 60 Spreading Robust Mummy 61 Stabbing Rust Nomad 62 Standing Saucy Ogre 63 Stealing Sea Ooze 64 Stinging Silver Orc 65 Stinking Slovenly Paladin 66 Striking Sly Pegasus 67 Swallowing Small Pirate 68 Swearing Spotted Pixie 69 Sweating Stone Pony 70 Swimming Storm Priest 71 Swinging Striped Pudding 72 Talking Tricky Roc 73 Throwing Ugly Salamander 74 Thrusting Vast Skeleton 75 Waiting Vicious Slime 76 Waking Wanton Spectre 77 Weeping Wayward Stalker 78 Winding Wealthy Statue 79 Winning Welcome Stirge 80 (none) Were- Strumpet 81 (none) White Tart 82 (none) Wicked Thief 83 (none) Wonderful Tiger 84 (none) Yellow Titan 85 (none) (none) Treant 86 (none) (none) Triton 87 (none) (none) Troll 88 (none) (none) Trollop 89 (none) (none) Trull 90 (none) (none) Unicorn 91 (none) (none) Vampire 92 (none) (none) Wench 93 (none) (none) Wight 94 (none) (none) Wizard 95 (none) (none) Wolf 96 (none) (none) Woman 97 (none) (none) Worm 98 (none) (none) Wraith 99 (none) (none) Wyvern 100 (none) (none) Zombie The Inn The Inn itself will have a tavern/common room. It will also have a common sleeping room with 8d4 beds, 2d10 “single” rooms (which may have two beds in them), and 1d4 “master” rooms that can sleep four people comfortably. There will also be a stable for travelers’ horses, and inns of the larger sizes (and especially inns far from villages) will have craftsmen (blacksmiths, etc) living there with their own workshops. If the area is dan- gerous, it may well have a wall around all the buildings. There will be a master bedroom for the owner (and possibly wife), another bedroom for children, and one more room for every 2 staff members. Prices for lodging and food will be at 2d20 + 80% of the campaign norm. The Inn Staff The inn will have a number of permanent staff. When the PCs first come into contact with any of the staff members, be sure to make reaction rolls for each of the staff members. The point of this entire exercise is to increase the amount of role-playing in a campaign, and to take the focus off of the dungeon or quest and put it to more mundane matters, without losing inter- esting qualities. In my games of the past, “I hit on the serving wench,” or more explicit versions thereof, have 24 been a common action. Usually I just hand- waive it, “Oh yeah, fine, she goes up to your room that night.” I mean, who cares, right? But if the “home base” is going to be used as a role-playing focus, that hand-waiving can’t happen. Every NPC at the inn, including both staff and visitors, need wisdom and charisma scores generated. In general, members of the opposite sex that have lower wisdom scores than the charisma of another character will be very attracted to that character (influenced by reaction rolls of course!), and will react accord- ingly. Remember, the PCs are going to be seen as extremely interesting people who live on the edge. People working at an inn, or having other mundane lives, will want to be close to that and perhaps will want to “run away” from their curreny life into a new and exciting one. Creating tension this way (especially when one NPC takes a liking to a PC, and then starts really taking a liking to random visitors to the inn afterwards) can result in some interesting situations that cause suspenseful play without the threat of bodily harm (unless someone gets challenged to a duel!), and an anchor to make all these characters seem more real. The Owner The owner will be a d20 – 10 level fighter (minimum 0). He will be an older fellow, and has a 50% chance of being married, and 25% chance of being widowed. If the owner has a negative reaction to the party, prices at the inn will be increased d10 + 5%. If the owner’s wife has a negative reaction to the party, prices will increase d4 + 1%, but if she reacts well to them, there will be a d10 + 10% discount. Note it is possible to have both the owner’s penalty and the wife’s discount together! If the owner is married or widowed, he will have d6-1 children, each age d20 years. The Servers/Cleaners For every ten rooms, there will be one woman (age d20 + 15 years) who serves as a serving girl during busy times in the tavern area and helps clean the empty rooms and keeps the area tidy. Other Staff The owners’ children, if any, can serve in other capacities if they are at least 10 years of age, otherwise there will need to be a stable boy, perhaps a regular handyman if there are no other craftsmen about, and so on. Keep in mind that anyone that lives at the inn (and most will – room and board will be an important part of the wages, as in a remote location, where else is there to live, and in the city, housing is expensive!) will need living space within the allotted rooms. Regular Visitors There are a certain amount of folks that reliably visit the inn on a regular, predictable basis. These are mainly the folk that keep the Inn stocked with standard supplies as well as some that are involved with the Inn’s personnel. Farmers will arrive every 2d4 days with new foodstuffs, other craftsmen will arrive every 2d10 days to take care of any needs that inn employees can not. Temple Representative Once a week, the temple representatives come to provide for the employees of the inn. They exchange news and views, and that week’s donations from the shrine. There will be two representatives on horseback, and they will both stay in one private room for one night. Random Visitors To determine each day’s visitors, make a percentile roll on the Random Visitor’s Table. Keep rolling as long as the dice come up an even number. The exact stats for these visitors must be determined by the referee. Your specific game system should have guide- lines or charts for determining the alignment and general personalities of NPCs. The game world is filled with all sorts of people, and many of them will not see eye to eye with the 25 PCs! Do keep in mind that evil does not mean violent and good does not mean they will team up with or aid the heroes in matters completely unimportant in their own lives. Using these random rolls to determine NPC personality lets the world breathe and, once again, lets the players know that even though the PCs are the center of the game, the game world does not revolve around them! However, if a specific roll inspires a particular idea, the referee should develop his idea instead of relying on the dice. They are only there for when the referee needs a little boost. In many cases “he” is specifically used when talking about the random travelers. While the individual referee can give his game world any social qualities he likes, this adventure assumes that the game world is not so progressive. “Important” figures are most likely men, women are almost never in charge, and cer- tainly never walk the wilderness alone. Note that absolutely none of this applies to “special” visitors such as adventuring parties, elves, magic-users, or such. Still, these types will still skew predominantly male, with maybe only 1 in 4 or even 1 in 5 being female. Also, the region is assumed to be fairly homog- enous. The inn should seem as “real” and “logical” as possible as a contrast to the more fantastic elements that the PCs will encounter later. Almost everybody visiting the Inn should be a normal human, with a non-humans being present in visiting groups maybe one time in twenty. Random Visitors Table Roll Result 01 – 02 Bandits 03 – 12 Craftsman 13 – 22 Duelist 23 Dwarves 24 Elves 25 – 26 Entertainer 27 Gambler 28 – 29 Gentleman 30 Gnome s 31 Collaborators 32 Gypsy Train 33 Halflings 34 – 35 Hearse 36 – 45 Laborers 46 Magic-User 47 – 48 Mercenaries 49 – 58 Merchant Caravan 59 – 68 Messengers 69 Minstrel Show 70 – 81 No Visitor 82 Officials 83 – 84 Religious Troupe 85 – 90 Random Travelers 91 – 92 Spies of the Nobles 93 – 94 Thief 95 - 98 Wedding Party 99 – 100 Roll on Special Visitors Table Special Visitors Table Roll Result 1 – 20 Adventuring Party 21 – 23 Doppelganger 24 – 40 Knight of Righteousness 41 – 75 Military Patrol 76 – 90 Noble 91 – 99 Vampire 100 Monster Raid Details Adventuring Party Your game manuals should have rules for randomly generating adventuring parties. There will be d4+2 adventurers with an average level of 1d4, with the appropriate 26 henchmen, pack animals, and equipment. The inn will treat these folk the same as the PCs (unless the PCs have performed some great service, of course), so these people may end up being competitors for the challenges of the area. Depending on the alignment of the parties involved and appropriate reaction checks, these adventurers may be direct allies or perhaps even enemies of the PCs. They will want private rooms for each of them, perhaps a suite, and will stay as long as there is adventure and possibility of profit to be had. Bandits After raiding caravans and farmhouses and poor old women, bandits like to blow their money and live it up hard. These guys will not cause any real (violent) trouble if their excesses (unsocial and rude as they are) are tolerated. However, with so many different people around and all of the alcohol flowing, anything may happen. Note that they will be terribly obnoxious towards any females in the place, but of course the young and pretty ones most of all. For an interesting twist (especially if a PC has taken a shine on one of the inn’s staff), make appropriate reaction rolls for the women to see if any of them end up in a bandit’s bed that night. There will be 3d4 bandits plus their leader, they will stay in the common room, and they will stay here at the inn until they are all out of money (2d4 days). Certain bandits may be willing to become hirelings or henchmen. Collaborators The monsters aren’t threats to road traffic on their own. While some keep quiet for various reasons, there are humans who actively aid them in their highway robbery. Collaborators spend time in cities finding out about merchant caravans that are preparing to head out and inform monsters about them ahead of time. When they move to inform their masters, their pattern is the same. Go to the inn, stay a night in a suite (or two private rooms), ride out the next day, return, stay one more night, and leave. Only PCs who specifically follow these men, or who just happen to be along their path to witness their traveling to and contacting the monsters, would know something is up with them. The most disturbing part is that in order to contact the monsters and prove their “peaceful” intentions there, they must sacrifice one member of their own race at the meeting. So they will have a “new member of the gang” with them whenever they appear, and he will be killed upon contact with the monsters. There are d4+2 men in this gang and it will always be the same men that appear when this option comes up at any particular inn. If they are dealt with, then any further “Collaborators” results should be read as “no visitor.” The men will generally never socialize as a group to keep as few people as possible from noticing that, as a group, they always show up with a new guy but never leave with him. Whenever the col- laborators show up, then a merchant caravan of the largest size will automatically be set to arrive fully laden with goods at the Inn in 1d6+4 days. Whether the monsters will hit it before it arrives at the Inn or after it departs is for the referee to decide. Craftsman Before one can settle down in one’s very own workshop, there is a period of wandering to gain experience in the field working for a variety of employers. Journeyman in the most literal sense! The referee will have to determine exactly what kind of work he does, and it should ideally be randomly determined. The craftsman will stay in the common room and stay 1d4 days, unless he finds work locally, in which case he’ll stay as long as he has work. Doppelganger Creatures that depend on humanity for their sustenance will always find their way to out of the way inns sooner or later. The introduction of a doppelganger to the environment may or may not cause a great deal of havoc, depending on who the creature chooses to duplicate. The day the doppelganger arrives, every single person at the Inn has an equal chance to be 27 selected as the first victim. If the victim is just passing through, no one at the inn need ever know what happened. Until a body is discov- ered, anyway. A PC chosen as a victim will cause immediate conflict, of course, but an inn employee being killed and replaced by a doppelganger gives rise to a much more insid- ious, ongoing threat… Duelist Duelists travel the countryside earning their living through provoking fights, or better yet getting paid from just threatening to fight. They do this with the aid of an accomplice who will arrive at the inn the same day as the duelist but not appear to be associated with him. In fact, they will take great pains to act unfamiliar with each other. They will find a mark, usually a non-warrior looking type (no armor, battle scars, or large muscles) who looks at least fairly wealthy, and move in. The duelist will behave as a gentleman, being very proper, as bait for the trap. He will interact with his mark and then feign offense at some perceived slight and offer to resolve the matter with a duel to be scheduled the next day or two. In the meantime, the accomplice will approach the challenged and offer to broker a cash deal (where the duelist would be the one to get paid!) to prevent any embarrassment or untow- ard violence. Duels will be fought unarmored, with the weapon choice up to the challenged. Referees should detail which weapons a duelist is proficient in before executing the challenge to keep things fair. Duels will typically be to first blood only, although if a real offense causes the duel, and the duelist is of a cranky disposition (and someone has made a very bad reaction roll) and evil alignment, it can get nasty. After winning a duel, a duelist will pilfer a valuable from the defeated as compensation for his bother. Duelists will be a 1d6+2 level fighter, stay in a private room (as will their accomplice), and stay for 1d4 days. Dwarves “Dour and taciturn” is the cliché, and boy does it fit these fellows. Dwarves seldom have reason to wander in the realms of men, and when they do they just want to conclude their business and go home. The world of men has too much sky… 3d4 dwarves will stay one night at the Inn, in a private room if there is just a few of them, and in the common room if there is a whole bunch. Each dwarf has a 25% chance to be a classed individual, and they will engage in heavy drinking at the tavern on the day they are there. Elves Literature paints a different picture of elves than the usual adventuring party. While elves out in the world of men often seem like fine and normal fellows, most elves prefer to stay with their own kind and they really do form an alien society. Occasionally they must leave their sanctuaries to conduct various business in the world, and when they do they leave perplexed and whispering people in their wake. Elven visitors to the Inn will be 2d6 in number, with any specific elf a classed individual 25% of the time. There will be roughly equal amounts of male and female elves, they will not mingle much with other visitors of the inn, and they will stay one night in a suite. Entertainer Individual (or partner) bards make their living by playing taverns and festivals, so they will be passing through lonely road with some regularity. There will only be one or two of them, and they will play in the main tavern hoping for tips. They will sleep in whatever accommodations they can afford (usually the stables!). As usual with the “wandering life- style” types, they will be very rambunctious when let loose with the alcohol. They will stay at the Inn for 1d10 days. Gambler A professional gamesman travels the taverns of the realm and makes his living by winning 28 games of chance. He will set up on a table at the Inn and try to coax people into playing cards (or dice, or whatever) with him. The gambler is going to be either very good or very good at cheating, and any character that doesn’t have gambling as a secondary skill should be at a severe disadvantage when facing this guy. He’ll stay as long as he can keep making money (although likely it will be simply against visitors and not the staff after a couple days), using a private room. If cheating ways are uncovered, he just might be run out of the place! Gentleman Gentlemen are people of decidedly refined tastes, who comport themselves with utmost respectability and expect everyone around them to do the same in the name of a civilized society. Despite their delusions of being natural men of the world, they are so very unsuited to life around the frontier and so will spend most of their time here being quite offended. The barmaids are all tramps associ- ating too much with men, so unlike proper ladies, the men do not dress properly for socializing and don’t even use the correct spoon for their soup. They of course will be absolutely horrified at the prospect of violence (nevermind violence against them). For added fun, sometimes (25% chance) they will bring their wife along, who is twice as refined and three times as sensitive. Then they might (25% chance) bring along 1d4 children who will then have to be shielded from all sorts of bad influence. A gentleman may (25% chance) have a couple of retainers to do his “dirty work.” Gentlemen will want a private room if traveling alone or just with his wife, or a suite if with more people. They’ll plan to stay 2d6 days for exposure to the robust country air, but will often leave in a huff after 2d4 days. Gnomes Gnomes are perhaps the rarest (or least-seen, anyway) of the demi-human races, and there- fore any encounter with them should seem special. They are simple folk, as pragmatic as dwarves yet with the love of leisure as Hal- flings. PCs should be surprised by such a demeanor! There is a 10% chance that a gnome is a classed individual. There will be 2d4 of them, they will stay in private rooms, and they will stay for 1d4 days. Gypsy Train An extended gypsy family traveling through the area is always sure to stop at the Inn. There will be 4d4 gypsies, half of them women and one quarter of them children, with one wagon for every three gypsies. They will typically all be one big extended family. They will camp within a short distance of the inn and not stay in the rooms, but they will use all of the facilities available at the inn and generally be very visible. They will provide all sorts of entertainment, anything from dancing to jug- gling to fire-breathing and sword swallowing. Generally they would only bring in money on audience donations and will not be seen as a big deal by the locals. Depending on how stereotypical (some would say racist) you want to get with the gypsies, more possibilities open up. There could be some sort of theft subplot happening at the inn complex, or one of the old women of the gypsies could be a genuine seer and able to tell the PCs’ future. The gypsies will stay for 1d8 days. Halflings Halflings traveling in packs away from their homelands are rare, but the affable folk are always welcome in civilized lands. Halflings will tend to want to keep out of trouble, and while they will be social, they will typically be tight-lipped about what exactly their business might be. There will be 2d4 of the folk, always wanting private rooms (they’ll sleep four to a room though) and staying for 1d4 days. There is only a 10% chance that they are classed individuals. 29 Hearse People of means usually want to be buried where their families are, or at least close to where they were born. There is a fair trade in transporting bodies between larger communi- ties. This will usually just be one or two laborers with a horse, cart or wagon, and their cargo in a coffin. The body will often have a minor amount of jewelry on it which will make it of interest to petty thieves, but 1% of these will have an impressive piece of jewelry worthy of any sick enough to disturb the dead. The laborers will prefer to sleep in the common room, and the coffin will stay in the stables (making it quite unpleasant for anyone there that night!) They will only stay for one night. Knight of Righteousness A Knight (roll 1d6+4 to determine level) and his entourage (cleric, scribe, and 1d6 men-at- arms) arrive at the Inn. The Knight will demand a use of a suite for himself, and private rooms for everyone in his group. He will demand all of these for free, and he will demand that the rooms all be adjacent and anyone in rooms that he needs be tossed out immediately. The Knight will demand that no alcohol be served while he is in the area, that the barmaids cover up any exposed flesh, shutting down any entertainment, and gener- ally be a complete nuisance. He won’t even do anything about the dungeon or current adven- ture plot if informed about them because he is on his way to a “much more important quest.” The inn staff will suffer the Knight’s shenani- gans because they don’t want the trouble of resisting him, and they’ll encourage anyone else to keep their mouths shut too. In fact, the only way the Knight will show himself to be anything other than a completely self-righteous snob is if blatant criminal activity or a monster attack happens while he is here. The Knight will stay at the inn for 1d3 days. Laborers Work is hard to come by for many, and when freemen can not find gainful employment where they are, they will travel looking for work. There will be 2d6 laborers in the group, and they will be staying in the stables. They will stay 1d4 days, generally harassing travel- ers to hire them for just about any sort of work. Including the PCs… Magic-User Who knows what motivates the men who manipulate magic? They travel from place to place, sometimes on mundane business, and sometimes in search of things far more esoter- ic. Use 1d4+2 to determine what level the magic-user is. He will likely have a familiar, a 0 level companion or hireling, and a 5th or 6th level magic-user might have a 1st level appren- tice. The magic-user will stay in a private room, although the others might stay in the common room. They will stay 1d4 days. The magic-user is not very likely to go adventuring with the PCs, but might agree for a suitable portion of treasure if he has an enthusiastically friendly reaction to them. Note that if he is of a greater level than any of the PCs, a “suitable portion” might be 50% or more just for him- self, and he may think of himself as the party leader and the PCs his mere henchmen! Mercenaries Standing armies in the middle ages were uncommon, and it could be assumed that RPG kingdoms loosely based on that time period might have the same situation. This results in a professional soldier class that has no loyalty to a specific kingdom travels the land searching for nobles in need of warriors. Because their livelihood is based on killing and dying, they take their off-time very seriously and will be the most enthusiastic revelers to be found at the tavern when they show up. They aren’t the most popular customers the inn has, as they tend to be pretty rude, grabby, and they are poor tippers! The exact type of mercenary is subject to referee decision (and some games 30 give options for such expert hirelings). There will be 3d8 of them, and they will likely as not decide on making camp nearby. If they do stay at the inn, they would stay in the common room, with maybe their commander having a private room. They will stay 1d4 days. Merce- naries, of course, make wonderful henchmen and general combat support hirelings as long as alignments and reaction rolls allow. Merchant Caravan Business is business, and business through risky areas offers a high return for the invest- ment. There is no shortage of people making shrewd, or completely foolish, decisions and bringing caravans out this way. A typical merchant caravan will consist of a head mer- chant, 1d4 assistants, 2d4 guards, and 2d6 support laborers. There will be one wagon for every four individuals. Sometimes a merchant will have his family with him, which adds a spouse and d6 – 1 children. The referee should determine exactly what goods the merchant deals in. Any merchant has a flat 20% chance to be interested in any valuable or odd goods the PCs want to sell, although the amount the merchant gives them for the goods will depend on reaction rolls, anywhere from 25% for a hostile reaction to 75% for an extremely favor- able reaction. The merchant will want a suite for himself and his family, the common room for his guards and assistants, and the stables for his laborers. They will just stay one night. Military Patrol This is a large group from a neighboring area, on patrol along the road. They will not leave the road to engage under any circumstances (their orders are to be seen, defend anyone traveling on the road, but do not go out of the way to engage). The Inn is a good stop off for them, and the soldiers will party hard. There will be 10d4 0 level men-at-arms, and for every ten men there will be a first level fighter squad leader, and if there are thirty or more men there will be a second level fighter sergeant. They will make their own camp a short distance away from the inn so they will take up no rooms, but they will be all over the tavern and many of the other buildings of the inn com- pound continuously. They’ll pretty much act like the bandits when all is said and done. They will only stay one night unless they arrive for a weekend, in which case they will leave on Monday. Minstrel Show If the inn is remotely located, the owner knows that the employees often get bored or longing for a larger community, so he brings in enter- tainment shows every so often. There will be 3d4 musicians, actors, and miscellaneous enter- tainers (acting as their own crew!) who will take over an area close to the inn and set up a makeshift stage. They generally have a few wagons which also serve as their sleeping areas, although they will also have a private room in the inn just in case someone needs a bit more privacy. When the minstrel troupe is in the area, service tends to suffer as the staff is focused on the entertainment. Of course if the minstrels are only performing for the employees, they will not stay so long. Figure about 1d4+1 days average, or as long as they have a paying audience. Lock up the women and children when these guys are around! Make an extra roll on the Random Visitors table for every day the minstrels are here, as people time their trips to be able to see this sort of thing. Monster Raid! This result means there will be a monster raid happening on this day, in addition to whatever else is happening around the Inn. Usually it will be a rather unintelligent monster, as most intelligent creatures know to stay away from the inn and all its various denizens. This could be a good opportunity for PCs to see exactly who their hosts are as they will defend their loved ones and the property (in that order!) to the best of their ability. Depending on the menace, it might also be a good test to see if the PCs know when to put their heads down 31 and stay out of the way. Roll on the following table to determine what attacks (a bandit raid will not be with a same crew of bandits that would stay here): Roll Result 1 Anhkheg 2 Bulette 3 Ettin (1d6) 4 Hill Giant (1d4) 5 – 11 Human Bandit Raid! 12 – 16 Humanoid Raid! 17 Hydra 18 Manticore 19 Troll (2d4) 20 Wyvern Noble A noble and his entourage is an impressive thing. The noble himself will always have 2d4 bodyguards, 3d4 assistants of various types, plus enough carriages (and drivers and horses) to transport them all and their luggage. Refer- ees may decide the noble is bringing his family along, in which case add a spouse and 1d6 children, plus another 2d4 bodyguards and 2d4 assistants. Nobles will demand the run of the place, earning a bit of enmity from the locals (even though the generous amount of money a noble’s entourage brings in will soften that blow a bit), and probably even more from the PCs. They should never be allowed to forget that they are in the presence of power in the realm, and their behavior while the noble is here can have far-reaching implications for the campaign. Nobles will stay in a suite, and if there is not a suite available then somebody is going to have to get kicked out so the noble can stay. The entourage will all stay in private rooms (the “important” ones) or the common room (the “unimportant” ones). They will stay for 1d6 days and be the center of attention the entire time. Officials Bureaucrats are a constant menace in any society. They also tend to be very non-threat- ening, unless they see something they don’t like, in which case they will do nothing about it themselves and just report the problem to the next link in the chain. These officials (government, religious, mercantile) have no actual function that PCs can determine, but they conduct themselves as very important people and demand respect as a matter of course. There will be 2d6 of these leeches traveling, likely by carriage (you think they’d walk all this way or learn to ride a horse themselves?), with one assistant for every four of them present. The officials will themselves stay in suites or private rooms, while the assistants will get the common room or the stable. Religious Troupe A traveling religious troupe is either a group of pilgrims traveling to a holy site, or a low- ranking group of monks or priests doing the same. Very rarely should this mean a cleric- classed character. The referee should deter- mine exactly what god the troupe worships, and what the relationship of that god is with the prevalent god at the inn compound. In all, the troupe will be 3d4 individuals staying in the stables or the common room for 1d2 days. Clerics (of the same god!) should be able to find hirelings or henchmen in such a group. Random Travelers Sometimes, people don’t have any sort of reason for being anywhere in particular. Inde- pendently wealthy (or simply landless wander- ers) out to see the world, fugitives from far-off authority, or people merely on the way from one place to another, these are all “random traveler” types. It will be one person with equal chances of staying in the stables, common room, private room, or suite, and staying for 1d6 days. Random travelers staying in the common room or stables are ripe for the picking as hirelings or henchmen. 32 Spies of the Nobles These people are on the lookout for evidence that the innkeeper is openly defying the law of the land (the referee can determine details as appropriate for his campaign) as well as tax- evading treasure collectors! These spies will always be here under other auspices (roll again on the table to see who they are pretending to be), and they will be quite nosy and obtrusive into people’s business. Mistreating these men is a bad idea as that will bring noble troops to teach the offenders how to properly treat their “betters”; and if the men go missing it will certainly bring troops to investigate and intim- idate… PCs getting involved in the political intrigue around the inn may be in for more than they bargained. Keep in mind that Lawful characters would tend to favor the side of the nobles… Thief The temporary nature of inn residences makes them a frequent target of thieves who can take advantage of the situation. 1d4 thieves of 1d6 level each will stay at the inn for 1d6 days in either the common room or a private room. They will spend their time around the common areas of the compound casing out guests (never anyone that lives there unless they can find an easily accessible and excessive treasure!) to determine who has something worth stealing. Then they will strike, grabbing all they can while attracting no attention to themselves and immediately leaving. Vampire Vampires like lodging too! This will comprise of a couple or three strongmen on a carriage (with one or two horses) carrying a rather large crate. They will want either a private room or a suite and will carry their tremendously heavy (700+ pound) cargo to the room. They will accept no assistance, and will be very obvious in their wish to be left alone. Of course their cargo is a vampire resting in its coffin, and at night the vampire may awaken and disguise itself as one of its followers and enjoy a night in the tavern. Of course someone examining all of this closely will find many suspicious things about the group. It is recommended that the vampire and his follower(s) not deliberately cause trouble for their hosts, but anyone getting too curious about this mysterious band of travelers is in for a nasty surprise. They will stay just the one night. Wedding Party For some reason, the inn the PCs are staying at has become a popular wedding site. So a couple of times a year, a wedding party will descend on the inn, spreading merriment and warm feelings to everyone! Weddings make everyone feel more romantic so any passes made at the barmaids will all have a +10% bonus to reaction rolls, +20% if the effort really does seem romantic and there have been no previous crude attempts made by the character on one of the staff. There will be the bride and groom and 10d6 family and friends. The bride and groom will each have a private room until the wedding, after which they will have a suite together. The family and friends will have as many private rooms as are available, the rest will stay in the common room. They will arrive by private coaches (one coach per six people), and those coach drivers will stay in the common room. The entire party will be there for 1d6 days before the wedding, everyone will leave the day after except the married couple who will remain for d10+6 days afterwards. 33 1. User and subject’s minds switch bodies. Class, level, and magical abilities remain with the original bodies. 2. User and subject swap genitalia. 3. Subject dies and becomes a random type of undead creature with the original hit dice of the subject. 4. One random ability score of the subject increases/decreases (50% chance of each) by d10. 5. Subject gains the ability to cast one random Magic-User spell of a random level… once. 6. d8 points of a random ability score transfers from subject to user or user to subject (50% chance of each). 7. Subject gains the ability to cast one random Cleric spell of a random level… once. 8. Subject becomes sexually obsessed with the user. 9. User becomes sexually obsessed with the subject. 10. Subject turns to dry powder. When water is added to the powder, the subject will recon- stitute in the same condition as before. 11. Subject grows wings out of eye sockets; may fly but is now blind. 12. Subject’s teeth fall out and are replaced with hollow crystal teeth, each of which contains one dose of a different random magical potion. 13. Subject’s fingers turn to gold. They still function, but are worth 1,000gp each if they are severed. 14. Subject’s weight (but not size) increases/decreases (50% of each) by d1000%. 15. Subject is filled with magical energy. Every time they are damaged in combat, there is a 1% cumulative chance that they will explode (fatal), doing d10 damage for every hit die they possess to everyone within 30’. 16. Subject becomes able to detect magic by sight continually. 17. Subject becomes magic dead. No spell effect will ever work on him, good or bad, and no magical effect of any item or area will work for him. 18. Subject functions as a bag of holding. An object placed in an orifice (hopefully the mouth…) still harm the subject as normal going in and out, but an unlimited amount of items may be discretely stored in any orifice without additional harm. 19. The subject’s anus completely closes up. Every 24 hours the subject must save versus poison or take d6 damage. Carving a new Wand of the Weird By James Edward Raggi IV This item resembles a rather thick gnarled stick. It will be identifiable as a magic wand by anyone who touches it. Any creature able to hold it and speak may use the wand. It has 5d20 charges when found, and may not be recharged. To be used, the wand must be pointed by its user at a living creature (the “subject”). The user may point the wand at himself. Using the wand on a non-living creature or empty space simply wastes a charge. The wand’s range is 60’. The wand has a random effect as determined by the following table (all results are permanent): 34 anus will cause d8 damage, but this stops the daily damage. 20. The subject grows d6 large boils on random parts of his body. These boils make wearing armor (and other actions) impossible. Cutting a boil off do d4 damage, but the boil’s contents may then be used as a flask of oil. 21. The subject’s eyes turn into gems worth 5,000gp each. The eyes function as normal as long as they remain in the subject’s head. 22. Subject becomes pregnant with user’s child. 23. Subject’s internal organs transform to clockwork machinery. The subject must drink one flask of oil per day in addition to other food requirements. 24. Subject becomes physically unable to sleep. The subject does not lose the need to sleep, however, and will suffer all due penalties for lack of sleep. 25. Any woman who makes eye contact with the subject must save versus magic or become pregnant. 26. Every time the subject visits a new popu- lated area for the first time, someone there will have proof that the subject owes them d% gold pieces. 27. Subject will automatically kill the next enemy he hits in combat. 28. Subject will automatically be killed by the next enemy that hits him in combat. 29. Subject loses the ability to recognize traps. 30. The subject loses all ability to measure time. 31. The user and subject must engage in mortal combat – the winner permanently gains 1/10th of the other’s maximum hit points. 32. The ceiling caves in on the subject. If there is no ceiling, a 100’ sinkhole opens up below him. 33. 10d6 fireball hits the subject. Watch out for that area effect! 34. Subject’s current hit points are increased tenfold. Excess hit points above the subject’s normal maximum can not be healed or restored once lost. 35. Subject becomes hypersensitive to poison and will never make a successful poison save. 36. Subject becomes tasty to animals – any hostile beast will attack that subject before all others. 37. Every lover the subject ever has in the future will be caring, respectful, doting, and chronically and outrageously unfaithful. 38. Character’s apparent age doubles (no effect on health or stats). 39. Life Force! Forevermore, when the subject rolls a natural 20 in combat, they gain one permanent hit point. When they roll a 1, they lose a permanent hit point. 40. All subject’s magic items become disen- chanted. 41. Subject’s nipples are replaced with mouths which mumble incoherently at all times. 42. Subject is deemed a hostile troublemaker by all authority figures and law enforce- ment he encounters. 43. Subject grows (non-damaging) horns. 44. Subject becomes incontinent and will soil himself every time he sleeps. 45. Subject gains the ability to speak with insects. 46. Subject gains the ability to breathe water. 47. Subject gains the ability to withstand the heat of molten lava, but is not otherwise immune to heat. 48. Subject takes 50% more or less (50% chance of each) damage from missile/melee (50% of each) attacks. 49. Subject grows painful corns on his feet, reducing movement by 25%. If the charac- ter rides in a vehicle or on an animal, he develops awful hemorrhoids and must rest enough to reduce overall travel time by 25%. If the subject is willing to suffer d4 damage that day, he may move as normal. 50. Subject becomes regenerative; all healing, magical or natural, restores 2 more points than usual. 51. Subject’s rear end glows like a firefly’s. 35 52. Subject’s nose and mouth move to the ankles. 53. Subject’s head moves from atop the shoul- ders to the groin. 54. Subject’s hair becomes prehensile. 55. 1 in 1000 chance that any NPC the subject meets will think him the Dark Messiah and attempt to sacrifice children to him. 56. Subject grows a tail that is 10d12 inches long. The tail is dead weight. 57. Subject’s face becomes ordinary; only a 50% chance that an NPC will ever recog- nize him after meeting him. 58. Subject’s earlobes swell to grapefruit size and fill with blood. Subject loses d6 hit points, but drinking the blood from each earlobe heals the drinker of that amount. 59. Subject’s stomach acid becomes superdi- gestive – anything may be used for food, but any magic potion used causes a misci- bility table check. 60. Subject becomes repellent to fish and will never be attacked by one, and will never catch one. 61. Subject grows an impressive amount of thick back hair. 62. The wand transfers to the subject’s hand. 63. The subject goes cock-eyed, and will never hit with a ranged attack again. 64. Subject gains the ability to polymorph into a covered wagon at will. 65. Subject becomes lucky – can declare once per session that any one failed roll actually succeeded. 66. Subject becomes unlucky – Referee can declare once per session that any one suc- cessful roll actually failed. 67. Subject becomes a lucky charm – can declare once per session that any one failed roll made by someone else actually suc- ceeded. 68. Subject gains the ability to communicate with yaks. 69. Subject suffers from communicable tone- deafness; no musical performance will ever sound good to anyone when the subject is present. 70. Subject chews own lips off. 71. Subject must save versus magic to avoid the temptation of cutting any rope encoun- tered. 72. Soles of subject’s feet constantly bleed slightly, leaving an obvious trail. 73. Subject gains the ability to create moving impressionistic works of art, but is unable to draw a straight line – the character can no longer map. 74. A very large ferocious bear arrives and will protect the subject from all threats – “threats” being defined as any living crea- ture within 100’. 75. A nasty large dragon happens by and accuses the subject of stealing a gem worth 25,000gp. Pay up, or else! 76. The cavalry arrives! 3d10 armed men come upon the scene and demand to know what is happening. There are even chances that the group will be friendly or hostile to the subject. 77. The user’s arms fall off. 78. Subject turns into a pinecone. 79. Flash flood! Huge amount of water rushes through the area clearing everybody and everything out. 80. Subject’s face becomes tattooed. If the face is skinned, the tattoos may be used as a scroll of a random 9th level spell. 81. Subject is teleported d100 miles away in a random direction. 82. The subject splits into d6 duplicates, all with the same stats and equipment as the original. 83. Subject momentarily transforms into Death. One random character or creature within 100’ (not the subject) dies instantly and is dragged to hell (with all their equipment). 84. Subject’s skin becomes as steel, perma- nently improving their AC by 5 points. 85. Subject offends the God of the Dead! Any enemy killed by the subject immediately raises as a zombie and attempts to kill the subject again! 36 86. Subject becomes abhorrent to horses and can never ride one. 87. Subject gains +5 to hit and +2 to damage with any attack – against the user only. 88. Subject gains spastic reflexes. The character can decide on a bonus and a penalty to initiative and to-hit rolls on any particular round, and the total must add up to 0, but the individual bonus and penalty may not be 0. 89. A Greater Demon is summoned and attempts to slay everyone in sight. 90. A giant centipede appears inside the subject’s armor and clothing and attacks! 91. The user’s life force is trapped in a glass bauble which appear’s in the subject’s hand. The subject can force the user into three conditions to spare his life, and the user must abide by the conditions or instantly die. 92. Subject grows an eye in the center of his back. 93. Subject’s hair turns prehensile and is hostile to the subject – will attempt to gouge eyes, plug and tear ears, strangle, etc. 94. Steroid fiend: Subject gains +3 to hit and damage due to great strength, but connect- ing muscle tissue weakens and subject takes 1hp damage when using this strength. 95. Subject grows 35 extra toes on each foot. Is unable to wear footwear unless custom- made, which will cost 100gp. Per foot. 96. Nothing happens and the wand loses all remaining charges. 97. Roll three times on this table. Subject must choose two results. 98. Roll three times on this table. Subject must choose one of the results. 99. Roll two times on this table; all results happen! 100. Roll three times on this table; all results happen! 37 House of Snails By James Edward Raggi IV 38 Random Encounter Table, 1 in 6 chance every other turn. 1. D6 Baby Snails: Armor as leather + shield, Move at ¼ speed of unencumbered human, HD 1, 6hp, #AT 1, D d4 2. Adult Snail: Armor as plate, Move at ¼ speed of unencumbered human, HD 3, 14hp, #AT 1, D d6 3. Cultists: 0 level human, 4hp, armed with short swords. 4. Slime: Armor as chain, Move at speed of unencumbered human, HD 2, 10hp, #AT 1, D d6, random immunity: 1. Fire Attacks 2. Cold Attacks 3. Physical Attacks 4. Electrical Attacks 1. The pool of water here (5’ deep) has six baby snails in it, waiting to attack anyone who attempts to cross the water. Baby Snails: Armor as leather + shield, Move at ¼ speed of unencumbered human, HD 1, 6hp, #AT 1, D d4 2. The lever in this room closes the rightmost portcullis in location #12. 3. The lever here raises the leftmost portcullis in location #12. 4. An adult snail lairs in the water here (5’ deep), waiting to attack anyone who attempts to cross the water. Adult Snails: Armor as plate, Move at ¼ speed of unencumbered human, HD 3, 14hp, #AT 1, D d6 5. Buried in the collapsed tunnel is a skeleton wearing a gold ring (250gp value). It takes 2 turns of digging to find the skeleton. 6. The lever in this room closes the uppermost portcullis in location #12. 7. There will be an automatic random encoun- ter here. The lever in this room lowers the leftmost portcullis in location #12. 8. There will be an automatic random encoun- ter here. 9. The lever here raises the uppermost portcul- lis in location #12. 10. In this room is a trapped chest (poison needle) containing a pile of pearls worth 1,000gp. 11. The lever in this room raises the rightmost portcullis in location #12. 12. This intersection has portcullises in the passageways leading left, right, and forward (if looking at the map head-on). When the adventure starts, all of these portcullises are down. 13. There is an automatic random encounter in this room. 14. The 5’ deep pool of water houses an adult snail which will attack any who enter the pool. There is a gem fastened into the end of the passage worth 500gp. If it is removed, a chunk of the ceiling will fall, doing 2d6 damage to anyone here who fails a save versus breath weapon. Adult Snail: Armor as plate, Move at ¼ speed of unencumbered human, HD 3, 14hp, #AT 1, D d6 15. This door is trapped; any who attempt to open it without the proper key is zapped for d6 damage and must make a save versus paralyz- ation to actually open the door. 39 16. Against the wall here is a carving of a giant conch shell. Inside the shell is a gem worth 500gp, but it is enclosed in a glass case which is connected to the shell. To see this, one must crawl inside and go around the coiling interior of the shell. The glass case twists off of the shell. If twisted counterclockwise, it is easily removed. If twisted clockwise, pores in the stone of the giant carving emit a glue which fastens every- thing to the stone for 48 hours. The only way to free a trapped character is to destroy the stone carving which will destroy the glass, the gem, and do d8 damage to the character. 17. This room contains a pedestal with an obvious pressure plate on it. There is nothing currently placed on it. If anything 5 pounds or heavier is placed on it, the ceiling opens and thirty baby snails roll down into the room ready to feed. Baby Snails: Armor as leather + shield, Move at ¼ speed of unencumbered human, HD 1, 6hp, #AT 1, D d4 18. Two adult snails lair in this 5’ pool, ready to feed on any who intrude. Adult Snail: Armor as plate, Move at ¼ speed of unencumbered human, HD 3, 14hp, #AT 1, D d6 19. Here is a large mound, atop rests a large snail with a shell made of mother-of-pearl. The shell, if undamaged, is worth 10,000gp. Each attack made against it that misses still chips it a bit, lowering its value by 100gp. A successful attack lowers its value by 1,000gp. The snail will not move from the mound but will attack any who approach. Four cultists are also here and they will be hostile. In front of the mound are four levers. These work the three portcullises at location #12 as well as a locking mechanism for the entrance door of the dungeon. Cultists: 0 level human, 4hp, armed with short swords. Large Snail: Armor as plate + shield + 2, Move at ¼ speed of unencumbered human, HD 5, 27hp, #AT 1, D d8 40 The Frog Cult By James Edward Raggi IV 41 This was a quick adventure I whipped up one afternoon. The idea is that a village has had some young people disappear lately, and are looking for someone to investigate. A few miles from the village is an old ruined church on the south shore of a lake. 1. This old church lies in ruins, its walls barely holding up. The altar has been broken. 2. This is an old barn. Fresh hay is scattered about. Two ghouls are in the hay and will attack when anyone walks within reach unless they wear the robes of the frog cult. A trapdoor leading into the dungeon (by way of a tunnel leading under the lake) is hidden under the hay.. Ghouls: Armor as chain, Move as unencum- bered man, HD 2, 10hp, #AT 3, D d3/d3/d6 + paralysis, has usual undead immunities. Random Dungeon Encounters 1 in 6 chance every 3 turns 1. d8 cultists – unarmored men, 0 level, 3hp, armed with daggers 2. d4 giant frogs - Giant Frogs: Armor as shield only, Move as unencumbered man, HD 2, 9hp, #AT 1, D d6. Can hop up to 40’ to attack. 3. Green Slime 4. Giant Rats - Unarmored, move half again as fast as unarmored man, HD ½, 2hp, #AT 1, D d4 5. The Stalking Man – Armor as leather + shield, Move as unarmored man, HD 5, 30hp, #AT 1, D d8. Made of shadows, surprises 4 in 6, magic weapons needed to hit 6. Vipers – Unarmored, move half as fast as unarmored man, HD ½, 2hp, #AT 1, D Poison 3. This room’s ceiling sags, dripping. Drip. Drip. Drip. Every door in the dungeon has a little “froggy” pet door. Halflings may crawl through them if they first shed their equipment, but no others can. All wandering monsters except the cultists use the froggy doors when moving about. 4. The room contains a 6’ granite frog statue. It has topaz eyes (25gp each). 5. The room contains a 6’ granite frog statue. It has glass eyes, which explode for d6 damage to all within 10’ (save versus breath weapon for half damage) if there is an attempt to remove them. 6. The room contains a 6’ granite frog statue. There are no eyes in the statue’s sockets, and if eyes are put in, the character putting the eyes there gains a permanent +1 to a random ability score. 7. The room contains a 6’ granite frog statue. The frog’s head is able to be twisted off. Inside the statue is a sack with 4000gp in it. 8. The room contains a 6’ granite frog statue. The mouth is closed but has obvious hinges. If the mouth is opened, a Clerical scroll with two first level spells and one second level spell can be found. There are also three giant frogs that inhabit the room. Giant Frogs: Armor as shield only, Move as unencumbered man, HD 2, 9hp, #AT 1, D d6. Can hop up to 40’ to attack. 9. The room contains a 6’ granite frog statue. The frog’s head is able to be twisted off. Inside the statue is a colony of BEES! If the head is taken off, the bees will flood the room, stinging all within it. Anyone in the area must save versus breath weapon or suffer a -1 Dexterity modifier (AC, missile attacks, initiative). Those that fail this saving throw must also 42 make a save against poison or take d6 damage (if the roll is a natural 1, d8). 10. The room contains a 6’ granite frog statue. There are no eyes in the statue’s sockets, and if eyes are put in, lasers shoot out of the new eyes. Anyone looking in that direction must save versus paralyzation or become blind for d6 days. 11. The room contains a 6’ granite frog statue. The mouth is closed but has obvious hinges. If the mouth is opened, a poison needle will shoot out (save versus poison or die). 12. A small pile of bones (which look partially melted about the edges) and clumps of random metal can be found here. Valuable metals add up to 28gp, 49sp, 32gp, and a gem worth 50gp. 13. A gelatinous cube is here in the intersec- tion. Because the entire dungeon is damp and slimy, there is a 4 in 6 chance that characters will not notice the cube until literally walking into it. Gelatinous Cube: Armor as chain, Move at half the speed on an unencumbered man, HD 4, 20hp, #AT 1, D 2d4 + paralysis. 14. At the end of the room is a relief sculpture of an open-mouthed frog’s head which takes up the entire wall. If the eyes are pressed, green slime will shoot out the mouth onto anyone in front of the carving. 15. At the end of the room is a relief sculpture of an open-mouthed frog’s head which takes up the entire wall. In the mouth is a gemstone. If the gem is pulled out of its socket, the mouth will snap shut doing d6 damage if any body part is inside. The “gem” is actually made of glass and is worth 1gp. 16. At the end of the room is a relief sculpture of an open-mouthed frog’s head which takes up the entire wall. If the eyes are pressed, the secret door will open. 17. This is a frog den. Hundreds of normal frogs infest the area, and ten giant frogs lair here and will be hostile to intruders. Giant Frogs: Armor as shield only, Move as unencumbered man, HD 2, 9hp, #AT 1, D d6. Can hop up to 40’ to attack. 18. A creature made up of a mass of tentacles, with eyes on them where the suckers should be, dwells under the water and will attack all entering this area. Tentacle Eye Creature: Armor as leather + shield, Move as unencumbered man (swimming only), HD 4, 26hp. #AT 3, D d4/d4/d4. 19. Odd flowers poke out from the water here. If the flowers are sniffed, the sniffer needs to roll on the following table. If the flowers are violently handled, then the pollen puffs through the room and everyone in the area needs to save versus poison or suffer a random fate from the table. 1. Poison – death! 2. +1 to random attribute 3. -1 to random attribute 4. Joints swell; -50% movement rate for next 24 hours 5. Great stink, eyes water. Character will be able to surprise no-one, and no human or demi-human will be willing to be near them for 24 hours. 6. Bleeds from eyes, ears, nose, and mouth. 20. Mudslide! Characters attempting this incline must save versus paralysis or slide back down to the west. Failing to save causes d6 damage as sharp rocks under the water inflict harm. 43 21. This room is a giant dung pile, with a giant dung beetle lairing here. Buried in the dung is a small gold ingot worth 250gp. Giant Dung Beetle: Armor as chain, Move half as fast as unencumbered man, HD 2, 12hp, #AT 1, D d6. When the beetle is killed it will explode with a methane blast – d6 damage to all within 20’, save versus breath weapon for half damage. 22. Two giant oysters are found here. Each oyster has a pearl worth 250gp within it. Giant Oysters: Armor as plate, no movement, HD 3, 20hp, #AT 1, d6 damage 23. At the end of the room is a relief sculpture of an open-mouthed frog’s head which takes up the entire wall. If meat of any sort is put in the mouth, the secret door will open. 24. The gated door is locked. In this room are eighteen prisoners. (0 level, 1hp each) 25. The entire room is basically a 10’ deep pit. At floor level of the corridors leading to the room is a rope mesh which is fastened to hooks around the edges of the room. Hundreds of poisonous snakes slither down on the floor. The “rope” is actually strangleweed which will attempt to kill anyone who travels upon it more than 10’ away from the entry corridors. If the strangleweed is killed, it collapses and anyone on it drops into the snakes. Strangleweed: As unarmored man, HD 6, 36hp, #AT 1, D d6/round 26. In the ceiling is a shaft going up about 30’ to a dead end. Anyone spending a minute to look up this shaft will get hit by falling green slime. 27. This room is where the toad cult worships. The chanting can be heard from beyond the door. A giant toad statue dominates the south part of the room. Torches mounted on the wall on either side of the toad provides light. In this room are Talor Chaney, the cult leader, Brute Grimm, his enforcer, and four cultists. They will take any intrusion ungraciously, but will prefer to capture and enslave (prisoners will be taken to location #24) rather than kill. The pit has a great metal plug upon it, with a chain running from the top of it to the ceiling and further to a giant crank against the east wall. It takes 3 rounds to open (or close) the plug. If the plug is opened, 4 rounds later the Thing from the Pit will crawl out and attempt to kill everyone it encounters. If things are looking bad, Grimm will drop everything else and attempt to open the pit. Cultists: 0 level men, hp 3 each, unarmored and armed with daggers. They wear simple hooded robes. Brute Grimm: Fighter level 3, 20hp, Chain mail, sword, short bow. Grimm is a giant, imposing figure (Str 17) and wears a full-face mask to cover the horrible wounds he once suffered (a morning star completely destroyed his face). He is not able to speak and is fanatically devoted to Chaney as Chaney is the only person (that acts as if) not disgusted by his face.. Talor Chaney: Cleric level 3, unarmored, armed with a mace. He wears simple hooded robes. He wears two rings: One is Ring of Plant Hardening, which paralyzes plants. He uses this to allow passage across location #25. The other ring has a small ruby in it and is worth 500gp. 44 The Thing in the Pit: Armor as chain and shield, Movement half as fast as unencumbered man, HD 8, 49hp, #AT 3, D d8/d8/d10 This looks like a giant man-frog. 28. This tunnel leads to the opposite side of the lake and is a way out. 45 The Room of Four Pits By Ramsey Dow Four ten-foot wide passages converge on this thirty-foot square chamber. Each passage enters through an archway decorated with carvings and reliefs of monsters, both strange and sinister. The ceilings of the passages are ten feet high, while the arches are seven feet high. Other than the carvings, the arches are nondescript. A single step down serves as the threshold of the chamber from any of the passages. The chamber is plain, having the same roughly hewn stone walls and ceiling as the passages that preclude it. Notably, there are four open- faced pits, one to each corner. Ten feet to a side, the pits appear to be identical. Looking over the edge into any one the pits will reveal that it is thirty-feet deep and inhabited by horrible creatures of some sort. Precisely how much can be gleaned will depend upon the quality and position of the party's light sources. At the center of the chamber is a twenty-foot square pressure plate. Indistinguishable from the floor, the plate will be activated as soon as one hundred pounds of weight is placed upon it. Once activated, iron portcullises will drop, simultaneously barring escape through any of the chamber's four archways. The sound of stone grating upon stone will be heard as the floor of the chamber begins to sink, slowly and inexorably, to the floor-level of the pits. It will reach bottom in three rounds. A Magic Mouth, its breath spewing phantasmal fog, will appear at the center of the ceiling and intone: My step is slow / the snow's my breath I give the ground / a grinding death My marching / makes an end of me Slain by sun / or drowned in sea. What am I? The correct answer is "a glacier." If the riddle is not answered correctly before three rounds have elapsed, the elevator floor will reach bottom and the creatures from the pits will spill forth and attack. If the riddle is answered, the elevator floor will cease its descent and begin to slowly rise. The portcullises will raise once the floor has returned to its original position, allowing the player characters to continue onward. It should be noted that this trap will not reset itself if the monsters are released from the pits. In such a case, the sprung trap will serve as a new obstacle in the dungeon. Player characters may seek to hang on to one of the lowered portcullises as the floor sinks. This is inadvisable for any number of reasons. The ledges between the bars and the sinking floor are narrow and provide little in the way of footing. Moreover, clinging to the bars will prove uncomfortable. It will be difficult for player character to do much of anything in this position. All the while, ravenous monsters will be eyeballing perched characters, seeking ways to reach and kill them. Falling to the floor, thirty feet below, will cause 3d6 points of damage, and if the fall does not kill them, then the monsters surely will. It is possible to circumnavigate the pressure plate by leaping across the corner of one of the four pits. The crumbling and otherwise danger- ous nature of this place dictates that a success- ful dexterity check be made to avoid falling into the pit. Such an accident will cause 3d6 46 points of falling damage to be inflicted. Fur- thermore, exposure to the creatures within will almost certainly be fatal. The nature of the creatures within the pits is left to the imagination of the Game Master. Giant tarantulas were used in this chamber's original incarnation. The players successfully answered the riddle and avoided an unseemly death. Will your players be so lucky? 47 The Sneaky Book Room By James Brian Murphy This room is a simple 50’ x 50’ room with the corners cut at 40-degree angles to make it octagonal. There’s a door in each of the non- cardinal walls. Each cardinal wall has an ornate, voluptuous holder of orichalcum pro- jecting from the wall that cradles a sphere of liquid that emits a cool, silvery glow. Each is brighter than the full moon, emits enough light to see 30’ by and does not disrupt infravision. The combined light of any two is enough to read by. The liquid will continue to glow for 12 hours after being removed from the room. In the center of the room is an orichalcum reading podium, shaped like skulls trapped in a blooming rose bush. Chained to the stand and open atop it is a thin folio volume. The outer cover is of battered serpent’s hide, the pages faded and dog-eared with time. Anyone perusing the book idly or skimming its contents must save vs. spells (Wisdom adjusts) at each page or find themselves irre- sistibly compelled to read that page. (Obviously, no roll is required for someone who is reading it.) The effects of reading a page should be randomly determined as follows, with no results duplicated: 1. Reader affected as if by a curse spell. 2. All of a character’s coins that are not silver pieces turn into silver pieces. 3. Reading character goes through a painful transformation that has a pair of spiral ram’s horns sprout from the skull. Lose 2 hit points but is treated as if wearing always wearing a helm. A remove curse will undo this transformation. 4. 1d4 red slaadi are summoned into the room. They immediately attack the party, but each vanishes if it manages to imbed its egg- pellets into a victim. 5. Character goes through a painful process that transforms their head into that of a bat. They acquire the power to “see” through echolocation (range up to 60’), lose 1d4 hit points and permanently lose a point of Charisma. This can be undone by a Dispel Magic against level 16 or a Bless spell from a Lawful cleric of 12th level or higher. 6. An exact copy of the reader leaps from the book and attacks the reader. Any attacks unleashed by allies at either version of the character deal damage to the original if the damage die roll is odd and to the copy of the damage die rolls even, no matter who they were attacking or how careful they are to not hurt the original. If the original dies, the copy explodes, dealing 3d6 damage to all in the room. If the copy dies, it begins to rot immediately, causing a horrible stench that results in a -1 to all die rolls while the PCs remain in the room. In either case, the bodies of the slain will have all the reader’s mundane equipment, but all magic items will have vanished. 7. Through a painful process, the reader per- manently loses one hit point. However, one dagger or knife in their possession gains a permanent +1 enchantment. (If it was already magical, it’s bonus to hit and damage increases by one.) 8. The reader’s hair turns to bright, green leaves. Every hour the character spends with their leafy hair exposed to the sun heals them one hit point, up to their usual maximum. In autumn, the leaves will turn 48 a brilliant, blood red, then brown. In winter, they will all fall out and the PC will lose the extra healing ability. In spring, their hair will grow back as before, but with a forest- green streak in it. Add more as needed. If the book is closed, the pages randomly reshuffle and reset; closing the book and then reading it again is the only way have a result happen more than once. The book only works so long as it is attached by the chain to the pedestal. There should be one page per level of the dungeon. As each page is turned, the room rises or sinks imperceptibly by teleportation to the next lower level (or higher if the pages are turned left-to-right). If the book is closed, the room’s doors will open out onto your setting’s version of the land of the dead (or perhaps the banks of the river Styx if you’re using the classic Wheel). If the book is removed from its chain, the room will be teleported to whatever punishment awaits thieves after death (or a random level of the Abyss). Replacing the book and casting Bless on it or sprinkling holy water across the cover is the only way to return the room to its original plane. 49 The Child By Zak Sabbath The child is just a lone child, 6 – 9 years old, ordinary in nearly every way. S/he will be encountered alone deep within a dungeon, or in some other place far from civilization. The child will act as though it's essentially amnesi- ac, though otherwise it will appear healthy. He or she will not remember how s/he got there. S/he may have a few obscure phobias triggered by local wildlife or monsters and may or may not remember one or two cryptic images. The trouble comes from the fact that the PCs know they are playing a fantasy RPG, and so the child is automatically suspicious. If the child is ignored, it will follow the PCs (perhaps at a distance). No matter how far the PCs travel, it will pop up again. It will do nothing offensive. If the PCs adopt the child, it will at all times appear entirely, and eerily, innocent, polite, and ordinary. The PCs will probably want to keep an eye on it while they're resting, but it sleeps just like any other child. It will do its best to defend itself or hide during combat. If the PCs reach civilization and try to pawn it off on a relative or friendly NPC, they will soon find the child following them again a few days later. There is nothing supernatural about this (it seems), the child is just terribly stub- born, and likes the PCs. If the child is slain, however, a terrible trans- formation will occur. The precise nature of this change is entirely at the Referee's discretion. The child will return as a vengeful, grey-eyed revenant bent on throttling the PCs in their sleep, an incubating abomination will emerge from the child's body, a demon trapped in the child will be set loose, etc. Defeating whatever the child transforms into will cause the thing to die, and then, a few weeks later, turn into a new child (different in appearance, but likewise amnesiac) and the process begins all over again. If the PCs can keep the child alive for a very long time (Referee's discretion--for a game- year, for a real-time year, for 5 levels, whatev- er) the child reveals itself to be a disguised god of some sort, bent on testing them, and will reward them. 50 The precise purpose of this item is unknown. (Actually, the purpose of this item is to quickly introduce new people to the game--in the sense of both "quickly introduce new players to the way the game works" and "quickly introduce those players' new characters in the middle of a dungeon at the beginning of a session where the original PCs are about to get into a fight with something they ran into at the cliffhanger ending of the last session".) The cube-shaped (or oblong, or whatever) box is made of glass--2 inches tall on each side-- and has gems set into five of the sides. The gems, set one to a side, are black, red, green, white, and blue. Inside the box is a scale model of an existing chamber somewhere in Maleketh's dungeon. (Whatever chamber the original PCs and their foe/foes were about to fight in when the last session ended.) The real chamber will have an alcove attached to it. (The alcove is where the new PCs wake up.) The Chamber and the Glass Box By Zak Sabbath 51 Inside the box are tiny and fully-functioning scale replicas of everyone and everything in the chamber. (Namely, the original PCs and the monster or monsters they were about to fight) The actions and movements inside the box correspond precisely to whatever is happening inside the chamber. (Which will be obvious to the newly-arrived PCs because they will wake up with the box lying within reach and they will be able to see out of their alcove and into the replicated chamber through the gaps in a steel grate that separates the chamber from the alcove.) Touching the gems will cause various events to occur: Touching the green gem will open or close the grate separating the chamber and the alcove. (The new PCs will eventually figure out they have a choice about whether to get into the fight immediately.) Touching the blue gem will move each indi- vidual in the chamber (i.e., in the fight) to the position occupied by the next individual in the chamber clockwise from him or her. (In the right hands, this can be devastating, but more importantly, it'll teach the new PCs something about how combat works.) Touching the red gem will heal everyone in the chamber for one hit point of damage. This effect only works once every 24 hours. (This might keep your new PCs from dying immediately. It might also bring the monsters back from the dead if they get knocked uncon- scious and then somebody starts thinking "Now what does this box do....") Touching the white gem will turn every living thing in the chamber invisible--and close the steel grate if it's not already closed. (Which might be good for a laugh.) Touching the black gem will cause a trap door in the ceiling of the alcove to open and cause an unconscious civilian to fall through. (So that's how we ended up here.) The box and associated chamber may have other secrets as well. (But that's probably enough to keep them busy for the first session.) 52 1. The outside to this small construct is approxi- mately 25’ x 25’ with a small set of steps leading to an unlocked door. The inside is a dusty bare 20’ x 20’ room with hairline cracks lining the walls. There is a door to the north. This is not a back door! Well, it IS a back door, so to speak, but it doesn’t lead to the back of the tomb. Once opened, it triggers a poorly designed teleportation portal, sending everything within Area 1 to a crypt buried roughly 100ft below the surface, right under the tomb. The telepor- tation might be a deadly one. Roll the percen- tile dice for EACH character as if the teleporter was not thoroughly familiar with the area. 01-80: On Target 81-90: 1d10 x 10’ too high 90-00: Teleported into the ground. K i l l e d instantly. The ceiling in Area 2 is 15’ high, so if a character is teleported higher than 10’, he will be dead. 2. The characters find themselves within a 10’ wide x 15’ high smooth stone hallway. It is magically lit with a dim green glow. Going north about 20’, the area leads to a hall that is covered completely – walls, ceiling, floor – with hundreds of detailed faces carved into the stone. The faces range from every creature imaginable, such as orcs, frogs, troglodytes, gnolls, dragons, mules, goblins, sharks, trolls, wolves, etc, etc, etc. Once the characters approach within 5’ of the hall o’ faces, the carved faces noticeably turn their eyes toward them. Characters who attempt to walk through the hall will sustain 6d4 bites for 1d4 damage with each bite. For every 4 bites a character receives, roll the percentile dice. Character steps on a… The Tomb to Die For/In By R. Lawrence Blake 01 - 20 Normal/Non Harmful face 21 - 25 Vampire face. Drains 2 energy levels. 26 - 30 Ghoul face. Save vs. Paralyze or become paralyzed for 2d4 turns. Paralyzed characters will receive 2d4 automatic bite damage per round unless they can be moved. 31 - 35 Shadow face: Lose one point of Strength for 8 turns. 36 - 40 Giant Rat face: Disease. Save vs. Poison or die in 1d6 days. Success means character is horribly ill for 30 days, afterward has a 25% chance of death. 41 - 45 Medusa face: Additional 1d6 damage from snake hair. Save vs. Poison or die on 1 turn. Additional damage gives a 50% chance that the character will look down at the medusa face (Save vs. Petrify or turn to stone). 46 - 50 Werewolf face: Save vs. Poison/Death or become a werewolf in 2d6 days. Non humans will simply die from the disease. 51 - 60 Purple Worm face: 30% chance of swallowing leg whole causing an additional 1d6 damage per round unless can pull free with successful Strength check. 61 - 65 Kitten face: Face makes a loud, painfully sad “meow” sound, causing the character to feel bad for 2d4 turns. 66 - 70 Gorgon face: Will use breath weapon. Save vs. Petrify of turn to stone. 53 54 71 - 75 Rust Monster face: Any type of metal armor covering the shin and under will turn to rust (or lose a magical bonus). 76 - 80 Giant Rattlesnake face: Save vs. Poison or die in 1d6 turns. 81 - 85 Troll face: Extra hard bite for 1d10 damage. 86 - 90 Fire Salamander face: Additional 1d8 heat damage. 91 - 95 Mummy face: Character contracts mummy rot. 96 - 100 Cursed human face: Explodes like a mine for 5d6 damage. Characters can step on the same type of face more than once. Characters attempting to fly through the hall will be hit with a breath weapon from a Blue Dragon face (located on the west wall) for 45 damage (save for half). Even if none of the characters try to fly through, there is still a 50% chance that the dragon will blast a random character. Refereees are encouraged to come up with other faces with which to torture the characters. Other types of breath weapons or even psionics could be used. The hall o’ faces is roughly 60ft long and ends at a 10’ x 20’ smooth area with a door on the north wall. 3. This 30’ x 30’ room has a sparkling green fist-sized gem resting on a 4’ pedestal located dead center within this area. Two human sized beings wearing plate armor are standing side by side in front of the pedestal, weapons drawn. These two were once adventurers who were unfortunate in finding this green gem. The green gem’s magic turned their plate armor into Armor Golems to stand guard over the area. Unable to break free from their own armor, the adventurers eventually died. Now the Armor Golems still stand here as guards, ready to attack anyone who approaches. Armor Golem stats: AC: as Plate + Shield, HD: 10, HP: 80 each, #AT: 1 (weapon), D one has +3 longsword, other has +2 war hammer. Any character that gets within 5’ of the gem could be affected by the gem’s magic if they are wearing the following armor: banded, chain, plate or splint. The character’s armor will become an Armor Golem (AC will go by armor type plus any possible magical bonuses, HD: 10, HP: 80). The character will be trapped within as the golem will use its most powerful weapon to attack the party. Note that the party will have no idea why their own party member is attacking them (but may assume a magical curse or such). The Armor Golem cannot be dispelled, only destroyed. Damage dealt to the Armor Golem will be divided between it and the character inside the armor. Also, like other golems, Armor Golems aren’t affected by hold, sleep, or charm spells, nor are they affected by poison or gas. If a golem is defeated, the armor will be too damaged to be of any use. The gem’s power is sustained by the pedestal. If removed, it becomes a normal gem worth about 500gp. If the pedestal is broken off from its location it loses its power, becoming useless. 4. A desk rests in the southeast corner of the room. A robed skeletal figure sits slumped over the desk. Dusty scrolls and books are piled on top of the desk and around the figure. Most of the scrolls are useless, but a couple contain some mid-level spells and one is cursed. A book can be found under one of the skeletal figure’s hand. It is closed and appears to possibly be a spell book. 55 If opened, the character must save vs. magic with a -3 penalty or be struck with short-term memory loss. Spells will instantly be forgotten and cannot be relearned. Experience also cannot be gained for killing creatures while under this effect. The only thing that can cure the short-term memory is by using the Dispel Magic spell found within the cursed book! First, a Dispel Magic or Remove Curse must be used on the book so that it may be opened safely. Once it is opened, the spell caster must read the Dispel Magic spell directly from the book to negate effects of the short-term memory. The only other spells in the book are Light and Infravision. The robed skeletal figure is harm- less. 5. Midway into this 45’-long hall, the characters see hundreds of fine steel strings attached to the ceiling, covering a 5ft area. Each string hangs down to the floor, affixed and stretched tightly. The number of strings that stretch from ceiling to floor is 500. It appears that the characters would not be able to pass through the mass of steel strings. The floor to where the strings are supposedly attached is actually an illusion, masking a 30’ deep pit. The steel strings hang 20’ into the pit, each with a sharp hook attached. The illusion cannot be detected. In fact, the trap has a type of False Seeing magic cast on it so that if a character is to use a True Seeing spell or device, the floor will appear sturdy and the strings will vanish! Characters who might throw a stone (or whatever) to where the strings seem attached, will see the item disappear (it actually fell through the illusion). If a character falls through the illusionary floor, he will get snagged by 10 – 200 (2d20 x 5) hooks, causing ½ damage per hook (round up). If a character is snagged by 25 hooks or more, the character will be suspended and will lose 2d6 damage per round until he can be hoisted back up and have the hooks removed. The hooks are barbed, causing an additional ½ damage per hook when removed (round up). If less than 25 hooks snag the character, he’ll hit the pit bottom for 3d6 additional damage. At the end of this hall is a 4ft opening on the west wall that drops characters 10’ into Area 6. 6. The characters drop down into a 30’ x 15’ area. At first glance this area seems to be an empty chamber, but easily discoverable grooves along the angles of the north wall show that the entire wall is a concealed sliding door. Characters may push the north wall inward rather easily. 15’ in, there is a opening to the east and a secret door to the west. The giant sliding wall is actually a trap and two things will set it off. One is if a character (only one needed) enters the opening to the east. The other is if the characters continue to push the wall inward 25’. When one of these two things happen, the wall will suddenly push back with ferocious force all the way back to the southern wall, smashing the characters for 2d6 x 10 damage. Any held items must save or shatter. The wall will then reposition itself to the 15’ mark. It may be moved again in 24 hours. Any character that jumped into the opening will now be trapped within a 10’ x 5’ area. There is a door to the east. Opening the door releases a gas in which a character must Save vs. Poison or go blind. After the gas is released, a Spectre will emerge from the room and attack. If the spectre kills the character, there will be just enough time for the character to turn into a new spectre before the characters are able to push the wall in for the rescue. 56 The secret door leads to Area 8. 7. To the north of this T-shaped chamber, the wall is inlaid with exactly 100 green gems. They cover an area of 20’ x 5’ (5 rows, 20 columns of gems) in the center of the north wall. In front of the gem-filled wall is a skeleton wearing a long coat and a weathered top hat. As if he were a ring leader in a circus, the skeleton explains to the characters that one particular gem on this wall is worth enough to send a character straight into retirement. They may gamble on winning this prize by choosing up to three gems. However, be warned that the others have magical effects to counter the reward of such a valuable gem – possible harm or even death! The skeleton will simply act as a belligerent host. While it only has 8 hit points, it can cast a 20 HD fireball twice a day. If the characters begin choosing gems off the wall, the skeleton will mock and laugh at any harmful effects which befall them. The skeleton does not know where or how to get the prized gem. The magical effects are random, constantly switching throughout the gems. One gem is indeed worth a ridiculous amount: 1,500,000gp, but like the others, it is never in the same place. The other gems, once their magic has been spent, are worth 100 gps. Roll on the following tables for the gems’ magical effects. Note that other than the “prize” gem, the same magical effect can happen more then once. Table 1 (d100) 01 - 10 Continual Light is cast on the character. 11 - 20 Quest-like spell overcomes the character for the need to acquire a wild saber tooth tiger as a pet. 21 - 30 Roll on reincarnation table. Character turns to whatever is rolled. 31 - 40 Character sweat is forever equal to that of a Troglodyte causing the party (including the character) to save vs. poison once per day they are around him or suffer a -2 on attack rolls. 41 - 50 If fighting a group of 3 or more adversaries, the character must save vs. spells or become confused (like spell). 51 - 60 Character gains ability to breath under water, but has a 70% chance of attracting giant leeches, giant piranhas, or great white sharks. 61 -70 Character is able to speak most humanoid languages (orc, goblin, knoll, kobold, etc), but everything said in these languages always seem to come out as an insult. 71 - 80 Character is colorblind. 81 - 90 Character gains permanent ability to resist fire (as spell), but will take double damage on all cold based attacks. 91 - 100 Roll on TABLE 2 TABLE 2 (d100) 01 - 20 Armor begins to shrink to doll size. First round, character takes 1d6 damage. Second round, character takes 3d6 damage. Character is crushed to death by round 3. 21 - 40 Crippling arthritis causes character to suffer -4 to hit and damage. 41 - 60 Character develops insatiable hunger for live rot grubs. 61 - 80 Any armor or weapon the character pos- sesses with a magical bonus now becomes cursed with opposite negative numbers (ie: a +2 flail becomes a cursed -2 flail). 81 - 100 Roll on TABLE 3 57 NOTE: If a character attempts to take more than 3 gems, see TABLE 3: 1 – 3. If one or more characters have chosen at least one gem, and when they are finished picking (they don’t have to take 3 gems, and after they take even one, they can choose to stop), the skeleton will offer to open up the northern wall for the characters to pass. The area where the gems are inlaid will open up to Area 9. Only the skeleton knows how to open the sliding wall. If the characters refuse to pick a gem, the skeleton will belittle them and not even mention that secret door. If the characters do not leave after a few rounds and intrude on the area by checking for secret doors or traps, it will earn them a 20 HD fireball. 8. The secret door from Area 6 leads to a stone stairway that descends 60’ to a 5’ x 5’ area covered in large poisonous iron spikes. Heading west is another (identical) stairway that leads up 60’ to a door. If the characters open the door, a Phantasmal Killer (illusionary horror) will appear. Charac- ters must save vs. spells or die from fright. Those who make the save will be stricken with fear and will attempt to run at full speed down the stairs. All characters who do this must make a Dexterity check with a -4 penalty or fall down the stairs for 6d6 damage plus an additional 1d6 damage for the spikes at the bottom. Characters must save vs. poison or die. Even if characters make the Dexterity check, they have a 75% chance of hitting a spike as they run through. The Phantasmal Killer will disappear unless the door is shut and reopened. The door is a one-way door (not detectable from the other side) that leads to area 10, right into the continual darkness part of the area. 9. Halfway down this enormous hall, characters notice that the area becomes unnaturally pitch black. This is a continual darkness spell. The magic that holds the darkness spell is tied to a magical bond that holds the structure of the hall together. If the darkness is dispelled, characters will hear a slight rumbling. After 10 seconds, large portions of the hallway will collapse. Characters must save vs. petrify or suffer 5d10 damage. Damage is halved by a successful save. The fallen debris is covered in yellow mold, and such a fall will send spores throughout the entire area. There are double doors to the north. 10. This 30ft tall round chamber has a large 8’ tall stone chest toward the north. Standing in front of the chest is a 16ft tall humanoid beast with a sword. The beast has a terrible smell and stark white eyes. This beast is an undead giant of some sort (AC:as Plate + Shield + 6, HD: 14, HP: 87) that has two attacks per round. One is its sword in which the creature has a +2 to hit and does 3d10 damage per strike. The other is a belching, gaseous breath weapon that covers a 60’ radius. Characters caught in this attack must save vs. breath weapon or become vio- lently sick for 3d4 turns. Characters under this effect cannot attack or cast spells. The characters will have no idea that this creature is actually undead, but if they do, the TABLE 3 (d4) 1 - 3 Character explodes. All party members within 60’ must save vs. petrify or take 3 – 30 debris damage (save takes half damage). 4 Prize gem worth 1,500,000gp. Kiss this party goodbye and have fun at the beach. 58 creature’s weakness might be found: it turns as a 1 HD monster. Within the giant chest (8’ high, 10’ long, 8’ deep) is a pile of gold and silver (15,500 gp, 22,000 sp) as well as a large sword sticking up, straight out of the top of the coins. The sword is a two-handed sword +3. To pull it out a character must stand on the coins and pull hard. This releases a false bottom of the chest, dropping the character and all the treasure 60’ into a giant lake (4d6 fall damage). This lake is in the middle of a large cavern. The GM may use this to continue on into a maze of cata- combs, or there could simply be an opening to the outside from here. Or the lake could be made of green slime. 59 Shrieker Stew By Jonathan Becker In the darkness of the chamber, a warm glow can be detected from the coals of the fire pit. Upon said pit is a roiling cauldron of some- thing that smells strangely wholesome, if a bit musky. A ladle hanging near the cauldron allows the contents to be stirred…it appears to be some sort of hearty stew, with no trace of eyeballs, hands, or other humanoid body parts. Holding a light source close to the stew (for a closer examination, perhaps) causes the stew to emit the faintest of whining, barely detect- able to characters listening attentively. This is shrieker stew, made from the fungal monster frequently found in underground caverns. The pleasantly stewed shriekers fail to give off any but the mildest of sounds while in the pot, thanks to the special spices present in the broth. 1D4 turns after eating said stew howev- er, all counteracting spices will be digested by a character’s stomach and the partially digest- ed stew will react fully to any light source in close proximity to the character (within 20’ or so). Until the shrieker stew is fully digested (in 1D4 hours), the stomach of any character that partook of the cauldron’s contents will wail as a shrieker whenever a light source greater than a candle comes within range. Only complete shrouding of a character in thick wraps of cloth will prevent the noise (this keeps light from illuminating the bloodstream and inter- nal organs of the character, which is what sets off the shriekers’ screams). 60 Pool of Testing By Jonathan Becker What appears to be a natural grotto has had brick and mortar added to provide a lip of wall two and one-half feet high. Inscribed in the wall is the following message: NO MORE THAN ONE MAY BATHE. The water in the pool gives off a faint, blue luminescence, clearly visible in the dark should all lights be extinguished. Drinking from the grotto does nothing. Anyone disrobing and fully submerging himself in the pool will find himself greatly increased! Roll 1D6 once to determine which ability is affected 1-Strength, 2-Intelligence, 3-Wisdom, 4- Dexterity, 5-Constitution, 6-Charisma. The affected ability immediately and permanently increases to 18 (if the ability score rolled is already 18, roll again). After being so baptized, the grotto will have no more affect on the character. If a second person attempts to bathe in the grotto in the same fashion, roll 1D6 as above. This time the affected ability is greatly diminished, being lowered immediately and permanently to 3! If the reduction of the ability score would preclude the character from pursuing their chosen class, the PC may no longer advance in that class, being permanently frozen at his or her current level. If yet another person attempts to bathe in the pool, roll 1D6 twice…two different scores will be reduced to 3! Every subsequent person to attempt the pool will have even more of his or her abilities reduced (the seventh person to bathe will have all six ability scores reduced to 3, for example). The pool will only function for each person one time, and only the first person to bathe will ever be affected in the positive. The pool’s magic takes affect regardless of whether or not the person being submerged chooses to do so (i.e. a person forced naked under the water will be affected as fully as a willing participant). After seven people have been baptized in the grotto, the pool loses its magic properties. A wish spell is required to restore a single attribute to its former score. 61 Shaggy Dog By Jonathan Becker A large, shaggy (and truth be told, a bit mangy) dog lies at the intersection of this corridor. At your approach it raises its head, perhaps a bit sleepily, and thumps its tail in what appears to be a happy gesture. The dog will be friendly to the adventuring party until maltreated (attacked, kicked, etc.) whereupon it will flee a few yards away, turn, and look askance at the party. If attacked a second time (say by arrow shot), the dog will flee and not return. If treated well (offered food, petted, etc.) the dog will dutifully follow the PCs (the DM should determine which character the dog considers to be its master, changing loyalty to a different PC if that master dies). The dog will not fight (hit points: 5) and will avoid melee with monsters (who will generally avoid it as well in favor of the more dangerous PCs). The dog DOES have a keen sense of smell, and can sense both hostility and fear, allowing it to sense wandering monsters, and even creatures behind doors, long before they have a chance to surprise the party. The dog will convey this information to its master by pawing at him and generally acting anxious. Should the dog’s master actually ask, “what is it, boy/girl?” (or similar) the dog reveals yet another talent…it speaks the Com- mon tongue and is perfectly willing to say, “I smell something bad, boss!” The dog still has only animal intelligence and is not able to carry on deep conversations with the PC, but once asked to speak, will have no qualms communicating its base desires: good smells, hunger, scary smells, etc. Note: the dog’s gender is always the opposite of the PCs’ initial assessment. 62 Random Treasure Generator By James Edward Raggi IV The effective level is either the average hit dice of the creatures laired in the area, or the average of the average creature hit dice and the level of the dungeon, whichever is less. Trolls lairing on the second level of a dungeon are going to have less treasure than trolls on the fifth level, but goblins aren’t going to acquire more treasure just because they lair deeper in a dungeon. The God Value is the total monetary value of the treasure in various coins. d% of this trea- sure will actually be gold and the rest silver and copper. The percentage listed under Gems is used to determine if there are gems present. If a gem is present, roll again (against the same percent- age) to determine if a second gem is present. If a second gem is present, roll again to deter- mine if a third is present, etc. The same procedure is used for determining whether Jewels or Magic Items are present. Effective Level Gold Value Gems Jewelry Magic 1 d% 25% 10% 5% 2 d% x d8 25% 10% 10% 3 d% x d10 33% 10% 15% 4 d% x d12 33% 20% 20% 5 d% x d20 50% 20% 30% 6 d1000 x d4 50% 20% 40% 7 d1000 x d6 50% 25% 50% 8 d1000 x d8 50% 25% 60% 9 d1000 x d10 50% 33% 70% 10 d1000 x d12 50% 33% 75% Gem Value 3d6 Value 3 50,000 4 - 5 5,000 6 - 7 500 8 - 10 50 11 - 13 10 14 - 15 100 16 - 17 1,000 18 10,000 63 Magic Items 2d6 Type 2 Ring 3 Wand, Staff, Rod 4 Miscellaneous Item 5 Missile or Device 6 – 7 Potion 8 – 9 Scroll 10 Armor or Shield 11 – 12 Weapon Scrolls 2d6 Spell Type 2 Map 3 Druid/Cleric 4 – 6 Cleric 7 – 9 Magic-User 10 Illusionist/Magic-User 11 Protection Scroll 12 Cursed Armor Armor Size 2d6 Size 2 Gnome or Halfling 3 – 5 Dwarf 6 – 10 Human 11 – 12 Elf 2d6 Armor Type 2 Plate and Shield 3 – 4 Plate 5 – 6 Shield 7 – 8 Leather 9 – 10 Chain 11 – 12 Chain and Shield Armor Special Ability Jewelry 3d10 Value 3 50,000 4 30,000 5 20,000 6 10,000 7 - 8 5,000 9 - 10 3,000 11 - 12 2,000 13 - 14 1,000 15 - 17 500 18 - 20 100 21 - 22 1,500 23 - 24 2,500 25 - 26 4,000 27 7,500 28 15,000 29 25,000 30 40,000 Spell Level Magic-User Other Spell Level 3 9 4 3 7 5 - 6 4 - 6 4 7 - 8 7 - 9 3 9 - 12 10 - 11 1 13 - 14 12 - 14 2 15 - 16 15 - 17 5 17 18 6 18 8 Armor Strength 3d6 Strength Chance of Special Ability 3 + 5 33% 4 + 3 – 5 - 6 + 2 – 7 - 10 + 1 – 11 - 13 + 1 25% 14 Cursed – 15 - 16 + 2 25% 17 + 3 25% 18 + 4 25% 64 2d6 Special Armor Power 2 Spell Absorption (d% levels) 3 Energy Drain 1/day 4 Fly 1/day 5 Remove Curse 1/day 6 Gaseous Form 1/day 7 Cure Light Wounds d3/day 8 Invisibility 1/day 9 Charm Person 1/day 10 Haste d3/day 11 Electricity 1/day 12 Ethereality 3 turns/day Melee Weapons 2d20 Weapon 2 Trident 3 Lucern Hammer 4 Spetum 5 Bill-Guisarme 6 Glaive-Guisarme 7 Glaive 8 Bardiche 9 Pike 10 Quarterstaff 11 Lance 12 Flail 13 Sword, Short 14 Battle Axe 15 Hand Axe 16 – 21 Dagger 22 – 27 Sword, Long 28 Mace 29 Spear 30 Morning Star 31 Sword, Two-Handed 32 Hammer, War 33 Halberd 34 Voulge 35 Guisarme 36 Fauchard 37 Guisarme-Voulge 38 Partisan 39 Ranseur 40 Military Pick Missile Weapons 2d6 Weapon 2 Crossbow, Heavy 3 Crossbow, Light 4 Javelin 5 Sling 6 Bolt (2 - 20) 7 - 8 Arrow (2 - 20) 9 Bullet (2 - 20) 10 Dart (1 - 6) 11 Bow, Short 12 Bow, Long 2d6 Special 2 Special Power 3 – 4 +4 extra vs Opponent 5 – 6 +2 extra vs Opponent 7 – 9 +1 extra vs Opponent 10 – 11 +3 extra vs Opponent 12 +5 extra vs Opponent Weapon Strength 3d6 Strength Chance of Special Ability 3 + 5 33% 4 + 3 – 5 - 6 + 2 – 7 - 10 + 1 – 11 - 13 + 1 25% 14 Cursed – 15 - 16 + 2 25% 17 + 3 25% 18 + 4 25% 65 d12 Opponent 1 Constructs 2 Dragons 3 Enchanted Monsters 4 Giants 5 Lycanthropes 6 Extra-Planar Creatures 7 Regenerating Creatures 8 Reptiles 9 Spell-Immune Creatures 10 Spell Users 11 Undead 12 Water-Breathing Creatures 2d10 Special Power 2 Wish 1 only 3 Missile Deflector 4 Fly 1/day 5 Hold Person 1/day 6 Haste 1/day 7 Charm Person 1/day 8 Find Secret Doors 3/day 9 Comprehend Languages 3/day 10 Light 11 Detect Magic 3/day 12 Cure Light Wounds 1/day 13 Flaming 14 Slow 1/day 15 Silence 15’ Radius 1/day 16 Fire Extinguishing 17 Water Breathing 3/day 18 Defender 19 Sharpness 20 Energy Drain (on natural 20) d8 Alignment 1 Lawful (Good) 2 Lawful (Evil) 3 Lawful (Neutral) 4 Chaotic (Good) 5 Chaotic (Evil) 6 Chaotic (Neutral) 7 Neutral (Good) 8 Neutral (Evil) 2d6 Minor Power 2 Roll Twice More on This Table 3 See Invisible 4 Find Secret Doors 5 Detect Shifting Walls and Rooms 6 Detect Magic 7 Detect Evil 8 Detect Gems 9 Detect Metal 10 Detect Sloping Passages 11 Find Traps 12 Roll for 1 Major Power 2d8 Major Power 2 Roll Thrice More on This Table 3 X-Ray Vision 4 Telepathy 5 Levitation 6 – 7 Healing 8 Damage Multiple 9 Clairvoyance 10 Clairaudience 11 ESP 12 Fly 13 Phantasmal Force 14 Telekinesis 15 Teleportation 16 Roll Twice More on This Table Weapon Powers 2d10 INT Powers 2 12 3 Minor + One Major + Read Magic 3 10 3 Minor 4 8 2 Minor 5 - 17 – – 18 7 1 Minor 19 9 3 Minor 20 11 3 Minor + Read Magic 66 Rings 2d12 Ring 2 Regeneration 3 Protection +5 4 Wishes 5 Protection +3 6 Spell Storing 7 Weakness 8 Spell Turning 9 Delusion 10 Invisibility 11 – 12 Command Plant 13 – 14 Command Animal 15 Fire Resistance 16 Water Walking 17 Command Human 18 Protection +1 19 Telekinesis 20 Protection +2 21 Djinni Calling 22 Shooting Stars 23 Protection +4 24 X-ray Vision Potion 2d20 Potion 2 Undead Control 3 Giant Control 4 Treasure Finding 5 Human Control 6 Flying 7 Super-heroism 8 Oil of Slipperiness 9 Poison 10 Gaseous form 11 Delusion 12 Plant Control 13 Levitation 14 Growth 15 Clairaudience 16 – 17 Sweet Water 18 – 19 Polymorph 20 – 21 Healing 22 – 23 Philter of Love 24 – 25 Speed 26 Animal Control 27 Fire Resistance 28 Invisibility 29 Clairvoyance 30 Climbing 31 Diminution 32 Heroism 33 Invulnerability 34 Extra-healing 35 Water Breathing 36 ESP 37 Longevity 38 Oil of Etherealness 39 Giant Strength 40 Dragon Control Rod, Staff, Wand 2d20 Rods, Staves, Wands 2 Staff of the Magi 3 Rod of Resurrection 4 Staff of Withering 5 Rod of Absorption 6 Wand of Cold 7 Staff of Healing 8 Wand of Detecting Traps 9 Staff of Commanding 10 Wand of Fire 11 Wand of Magic Missiles 12 Rod of Striking 13 – 14 Wand of Paralyzation 15 – 16 Wand of Negation 17 – 18 Wand of Illusion 19 – 20 Wand of Detecting Metals 21 – 22 Wand of Detecting Enemies 23 – 24 Wand of Light 25 – 26 Wand of Detecting Magic 27 Wand of Fear 28 Wand of Lightning 29 Wand of Polymorphing 30 Wand of Lightning Bolts 31 Wand of Summoning 32 Rod of Captivation 33 Wand of Detecting Secret Doors 34 Rod of Lordly Might 35 Staff of Striking 36 Wand of Wonder 37 Staff of the Serpent 38 Rod of Rulership 39 Rod of Cancellation 40 Staff of Power 67 Misc. Item 2d100 Miscellaneous Magic Item 2 Efreeti Bottle 3 Tome of Understanding 4 Tome of Martial Knowledge 5 Tome of Knowledge 6 Mattock of the Titans 7 Book of Chaotic Wisdom 8 Flying Carpet 9 Well of Many Worlds 10 Amulet of the Planes 11 Mirror of Mental Prowess 12 Manual of Gainful Exercise 13 Lyre of Building 14 Cubic Gate 15 Bag of Holding 16 Robe of Eyes 17 Censer of Controlling Air Elementals 18 Bowl of Commanding Water Elementals 19 Sphere of Annihilation 20 Robe of Blending 21 Eyes of the Eagle 22 Stone of Good Luck 23 Medallion of thoughts (90') 24 Golem Manual 25 Cube of Force 26 Robe of Scintillating Colors 27 Mirror of Life Trapping 28 Helm of Brilliance 29 Boots of Speed 30 Arrow of Location 31 Scarab of Death 32 Robe of Powerlessness 33 Necklace of Strangula tion 34 Jewel of Monster Attraction 35 Helm of Opposite Alignment 36 Flask of Curses 37 Dust of Sneezing and Choking 38 Deck of Many Things 39 Cloak of Poisonousness 40 Censer of Cursed Summoning 41 – 42 Broom of Cursed Flight 43 – 44 Brazier of Cursed Sleep 45 – 46 Boots of Dancing 47 – 48 Bag of Devouring 49 – 50 Horseshoes of Speed 51 – 52 Girdle of Giant Strength 53 – 54 Gem of Brightness 55 – 56 Dust of Disappearance 57 – 58 Crystal Ball with ESP 59 – 60 Cloak of Arachnida 61 – 62 Boots of Levitation 63 – 64 Stone of Controlling Earth Elementals 65 – 66 Periapt of Proof against Poison 67 – 68 Rope of Entanglement 69 – 70 Phylactery of Faithfulness 71 – 72 Periapt of Health 73 – 74 Net of Entanglement 75 – 76 Medallion of thoughts 77 – 78 Helm of Comprehend Languages and Read Magic 79 – 80 Gauntlets of Ogre Power 81 – 82 Dust of Appearance 83 – 84 Crystal Ball 85 – 86 Brooch of Shielding 87 – 88 Ointment of Healing 89 – 90 Pearl of Wisdom 91 – 92 Incense of Meditation 93 – 94 Feather Token 95 – 96 Phylactery of Undead Turning 97 – 98 Javelin of Lightning 99 – 100 Talisman of the Sphere 101 – 102 Pearl of Power 103 – 104 Ioun Stones 105 – 106 Eversmoking Bottle 107 – 108 Figurines of Wondrous Power 109 – 110 Marvelous Pigments 111 – 112 Wings of Flying 113 – 114 Slippers of Spider Climbing 115 – 116 Cloak of Protection 117 – 118 Decanter of Endless Water 119 – 120 Elven Cloak 121 – 122 Elven Boots 123 – 124 Gloves of Dexterity 125 – 126 Gloves of Swimming and Climbing 127 – 128 Helm of Underwater Action 129 – 130 Necklace of Adaptation 131 – 132 Net of Snaring 133 – 134 Periapt of Wound Closure 135 – 136 Rope of Climbing 68 137 – 138 Horseshoes of a Zephyr 139 – 140 Robe of Useful Items 141 – 142 Pipes of the Sewers 143 – 144 Broom of Flying 145 – 146 Crystal Ball with Clairaudience 147 – 148 Cube of Frost Resistance 149 – 150 Eyes of Magnification 151 – 152 Gem of Seeing 153 – 154 Horn of Valhalla 155 Amulet of Inescapable Location 156 Bag of Transformation 157 Bowl of Drowning 158 Broom of Animated Attack 159 Broom of Cursed Flight 160 Chime of Cannibalism 161 Crystal Hypnosis Ball 162 Drums of Stunning 163 Eyes of Petrification 164 Gauntlets of Fumbling 165 Incense of Obsession 166 Mirror of Opposition 167 Periapt of Foul Rotting 168 Rope of Strangulation 169 Stone of Weight (Loadstone) 170 Bag of Tricks 171 Boots of Traveling and Springing 172 Helm of Teleportation 173 Scarab of Protection 174 Potion Jug 175 Displacer Cloak 176 Helm of Telepathy 177 Phylactery of Youth 178 Chime of Opening 179 Maul of the Titans 180 Talisman of Pure Good 181 Talisman of Ultimate Evil 182 Amulet of Proof against Detection and Location 183 Brazier of Commanding Fire Elementals 184 Eyes of Charming 185 Amulet against Possession 186 Bracers of Armor 187 Horn of Blasting 188 Manual of Bodily Health 189 Manual of Quickness of Action 190 Portable Hole 191 Robe of the Archmagi 192 Drums of Panic 193 Instant Fortress 194 Apparatus of the Crab 195 Book of Lawful Wisdom 196 Tome of Clear Thought 197 Tome of Leadership and Influence 198 Tome of Stealth 199 Book of Infinite Spells 200 Boat, Folding 69 A Spell Point Theory By James Edward Raggi IV The traditional fantasy RPG spell system is loosely based on the system found in the Dying Earth stories by Jack Vance. If you haven’t read those books, you should. If you’ve ever thought the “fire and forget” magic system made no sense, you need to read those books. All will be revealed. However, that doesn’t satisfy some people. They want wizards that can do what they want, when they want. Usually when this mood takes someone, they completely dismantle the magic system and port in a wholly unique system, or they get lazy and say “First level spells cost one spell point, second level spells cost two spell points, etc.” This theory of spell points retains the classic spells and level systems that we all know, so that it will remain familiar and easy to adapt. First, spell-casters begin with one spell point at first level, and every level gain a number of spell points equal to their new level. A cleric increasing from first to second level gains two new spell points, for a total of three, for instance. Under this system, there would be no relationship between the character level and the level of spell they are able to cast. Magic- Users may have a spell of any level in their spellbook (and therefore at their disposal). A Cleric can theoretically cast any spell from the entire Cleric spell list. Second, casting a spell costs a number of spell points as its level, but only as a base. Many spells have an effect based on their level, be it a Fireball’s damage, the number of missiles fired by a Magic Missile spell, ranges, durations, etc. Under this system, these spells do not operate according to the caster’s level, but by the number of extra spell points put into the spell (on a one spell point = one level basis). For example, a seventh level Magic-User (with 28 maximum spell points) casts Fireball. He wants it to do 7d6 damage (seventh level strength). It is a base 3 spell point cost for the spell, and an additional 7 points for the 7 levels of spell strength, for a total of 10 points – almost a third of the total spell point totals to cast such a powerful spell that day. Spells with no level-based variables merely cost the same number of spell points as their level. Under this system, therefore, any spell with a level-based variable costs at the minimum one more spell point than its level would indicate. A Magic Missile spell, because the level of the caster affects how many missiles are fired, would require a minimum of two points to cast – one for the spell’s level and one for activating it at the power of a first level Magic-User. A spell point based system will not operate the same as the default magic system, so little things like a first level Magic-User then not being able to cast Magic Missile is offset by the fact that third level spells become available to cast when spell-using characters are second level. But any adjustment made changes the game. That’s why you make these changes in the first place, right? 70 Open Game License OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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System Reference Document Copyright 2000, Wizards of the Coast, Inc.;Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac Golden. 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Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris Davis. Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison. Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Demon: Juiblex „he Faceless Lord‰(Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica Balsley, based on original material by Gary Gygax. Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Andrew Key. Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Erica Balsey, based on original material by Gary Gygax. Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, on original material by Gary Gygax. Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based on original material by Gary Gygax. Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. 72 Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax. Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original material by Gary Gygax, Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on original material by Gary Gygax. Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor. Copyright 2009-2010 Daniel Proctor. Labyrinth LordTM, Advanced Labyrinth LordTM, Mutant FutureTM, Scribe of OrcusTM and Goblinoid GamesTM are trademarks of Daniel Proctor. Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch Basic Fantasy Role-Playing Game Copyright © 2006-2008 Chris Gonnerman. Green Devil Face #4, Copyright 2010 James Edward Raggi IV. Open Game Content: Random Treasure Tables Random Inn Generator Wand of the Weird Product Identity: The LotFP name, the Green Devil Face name, and all material not specifically designated Open Game Content.
textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/Green Devil Face (LotFP)/Green Devil Face 04 (LotFP).pdf
After the punks are defeated the streamers are met with a round of applause. The altercation had an audience and they seem to be entertained. The tall applauding man introduces himself as Pirohate and compliments the streamer’s moves. He was out for a walk and happened to come across the fight and he was thoroughly impressed. He invites the streamers to participate in his galaxy famous stream, Dance ‘Till You’re Dead, for a chance to win a grand prize worth several hundreds of thousands of credits. He is completely honest about the nature of the show and does not force the streamers to participate but will promise the moon if it means getting them on stage. Dance ‘Till You’re Dead’s stage is positively massive. Rows upon rows of colorful Solar magic lights run lengthwise along the top and bottom of the stage. Pyrotechnic effects are loaded into enormous cannons that fire in synch with the music, Star magic creates a tapestry of twinkling lights above the crowd, and neon lights flash to reveal splashes of various ultraviolet colors. The entire stage has a large screen backdrop that alternates between a stylized logo for the show and a music visualizer. Pirohate arrives on stage to thunderous applause from the assembled masses. When he announces the contenders they are met with jeers and booing. Pirohate works the crowd in an fake attempt to defend the streamers before the game begins in earnest. The actual dance battle against Pirohate is a Dramatic Task that uses multiple skills. The streamers must accumulate a number of Task Tokens equal to double the amount of streamers participating in the battle. The Task can be attempted with a number of different skills but primarily focuses on Athletics to perform death defying dance stunts, Intimidation to enrage Pirohate, Performance to try and dance well, Persuasion to work the crowd, and Taunt to bait Pirohate into overcompensating. Other skills and Powers can be used if a player presents an interesting use that is applicable to the situation. Streamers are also encouraged to Support one another or Test Pirohate using any number of skills. Pirohate, the deadly dancing despot, hosts an illegal Void-Net streamed competition on Steppal, the flat disc planet he rules over. His stream series, Dance ‘Till You’re Dead, is wildly popular and has a surprising amount of contestants looking to prove their skills and win a massive cash prize. Unfortunately, the title is quite literal. Those who fail to defeat Pirohate in a dance battle are summarily executed. If he were ever to lose, Pirohate would readily accept his death. The planet he rules over, Steppal, is a small lawless disc planet that is dominated by one large city of golden buildings. Despite this ritzy exterior, the truth of Steppal is known to almost everyone. It’s a planet of criminals ruled by criminals. There are no laws and all manner of Void-Net streams call the planet home. The streamers arrive on Steppal. They might be there in pursuit of interesting leads, they might be escorting a minor celebrity to the planet, or it might simply be the nearest port. Regardless of the reason, the capital city welcomes the streamers with open arms. The streamers finish up their business and can do some shopping or exploring. Before long, however, at least one of the streamers is caught up in a scam. A young woman carrying a bags of food bumps into one of the streamers and spills the food all over the ground. She immediately begins to cry, saying that she was supposed to deliver the food to her coworkers and that now she’ll be fired and she doesn’t have the money to replace the now destroyed meals. Cold-hearted or paranoid streamers that attempt to walk away without helping her are chased down, berated, and ambushed. Streamers that offer to make it up to her are led to an ambush. As it turns out, she’s working with a group of punks looking to rob newcomers to Steppal. • Punks (1 + 1 per streamer) Soldier, armed with stun batons, one laser pistol, and thick clothes (+1 Armor) BACKGROUND BACKGROUND Ticket Booth Ticket Booth breakdance a leg breakdance a leg This gives a whole new meaning to “dance battle.” A Savage Worlds Sci-fi Dark Comedy One Shot By: Kyle Carty This adventure is designed for Novice characters, though it is easily modified for more experienced streamers. The Dancing Doom, Pirohate is a hollow man who feels nothing save for the rush of a dance to the death. He is a handsome male with rich orange skin, long styled hair, and an absolutely tasteless set of military grade combat armor. Despite his equipment’s weight, Pirohate moves about while wearing it with no problems. Pirohate values honest and integrity despite his unique choice of profession. His livestreams are amongst the most viewed on the Void-Net as well as one of the most consistent. He thinks of himself as a worthy target of the infamous Stream Sniper and wishes to challenge the criminal to Dance ‘Till You’re Dead. During battle and dance battle Pirohate maximizes the effectiveness of his Gravity Cosmos Drive to push down others while lifting himself up. He enjoys zero-g spins and the sound of his opponent’s joints popping under high pressure. Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d8 Skills: Athletics d8, Fighting d8, Form d6, Intimidation d8, Notice d6, Performance d12, Persuasion d6, Taunt d10 Pace: 6; Parry: 7; Toughness: 12 (6) Hindrances: Obligation (Major, Fans), Overconfident Edges: Arcane Background (Cosmos Drive, Gravity), Attractive, Bolster, Charismatic, Connections, Humiliate, Performer, Provoke, Quick, Retort, Work the Room Gear: energy skin (+4 Armor vs. lasers), garish battle armor (+6 Armor), laser pistol (2d6, 15/30/60, RoF 1, 50 Shots, AP 2), linefire gauntlet (Str+d6, Parry +1, Reach 3, can grapple target within Reach) Powers: boost/lower trait, dispel, entangle, fly, form weapon, illusion. Power Points: 15 On Pirohate acts at the beginning and end of each round during the Dramatic Task. On his first action he can attempt a Test or use a Power. On his second action, he attempts to outperform the streamers in some way but can be goaded into using a specific skill of the streamer’s choice if they are enraging or baiting him. For every success and a raise on Pirohate’s roll the streamers lose an equal amount of Task Tokens. If the streamers ever lose all of their Task Tokens they fail the Dramatic Task. Losers who don’t submit to their execution are met with force. • Pirohate • Killbot (2) Mech • Punk (2 per streamer) Soldier, armed with laser pistols and breastplates (+3 Armor) If the streamers successful defeat Pirohate they can choose to execute or spare him. He does not resist his death. Depending on the type of following the streamers have accumulated, their audience might urge one outcome over another. If Pirohate is spared it is up to the streamers to decide how best to deal with him. They might take him off-world to a prison, attempt to rehabilitate him, or simply leave. Finally, winners are entitled to a massive prize pot. The contents of the pot are worth at least $300k. Streamers who fail to defeat Pirohate but manage to kill him or escape must quickly flee the planet before retribution finds them. After all, they did agree to a challenge against the planet’s leader and then back out of the deal. cleanup crew cleanup crew performer (new Edge) performer (new Edge) be sure to follow us on social media be sure to follow us on social media Pirohate Pirohate BPB Games is a small, diverse group dedicated to offering quality, affordable roleplaying and tabletop game content. Please make sure to follow our social media for more quality content! Facebook Twitter Patreon Twitch REQUIREMENTS: Seasoned, Performance d8+ You are a master of your given field. You may be a comedian, dancer, musician, thespian, or athlete but regardless of your field you are a true professional. Choose a field of Performance. You add a +2 bonus to Performance rolls that primarily fall under the chosen category. You can take this Edge multiple times, but you must choose a different field of Performance each time this Edge is taken.
textdata/thevault/Savage Worlds System (SWADE) [multi]/StarStreamers/Savage Worlds - StarStreamers - One Sheet - Dance `Til You're Dead.pdf
1 By James Mishler with Jodi Moran-Mishler 2 PUBLISHER: James Mishler AUTHORS: James Mishler with Jodi Moran-Mishler CARTOGRAPHY: James Mishler ART: Brian Brinlee Find out more information about products from James Mishler Games at jamesmishlergames.blogspot.com You can also e-mail us at [email protected] Bard Class © 2021 James Mishler. All Rights Reserved. For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid Games on the web at www.goblinoidgames.com. This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-2021, Daniel Proctor. Labyrinth Lord™, Advanced Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All Rights Reserved. These trademarks are used under the Labyrinth Lord Trademark License 1.2, available at www.goblinoidgames.com. 3 Bards originated as a caste of lore-master priests among certain clans and tribes who worshipped the spirits and gods of nature. They worked in conjunction with druids and other wisemen and wisewomen, being the keepers of historical, legendary, and mythical lore of those clans and tribes. As they kept their lore orally, and transmitted it through song and poem, over time they learned the ways to transform spells wielded by the wise into spellsongs, capturing magical power in the notes of song and music. Today, many bards remain with those clans and tribes in their ancient positions; others have adapted to changing times, and become wandering entertainers, minstrels, poets, and troubadours, keeping alive the ancient ways in strange and foreign lands. Requirements: DEX 12, INT 12, WIS 12, CHA 15 Prime Requisites: INT, WIS, and CHA. Hit Dice: 1d6 (1d8 Advanced Option) Maximum Level: Dwarf 5, Elf 14, Gnome 5, Halfling 5, Half-Elf 14, Human 14 Fight As: Fighter; Save As: Druid or Magic-user, whichever column is better. Armor & Weapons: Bards may wear leather, padded, or studded leather and still cast their spellsongs; they may also wear scale or chain mail and may carry a shield, but cannot cast spellsongs while doing so. Bards may wield hand axes, long bows, short bows, clubs, light crossbows, daggers, darts, javelins, maces, quarterstaffs, rapiers, scimitars, slings, spears, and bastard, long, and short swords. Magic Items: Bards may use items of general sort, plus those restricted to druids, fighters, magic-users, and thieves (though see read languages ability, below, for using magic scrolls). Alignment: Bards must be Neutral Good, Neutral, or Neutral Evil. BARD LEVEL PROGRESSION TABLE Spellsong Level EXP Level Hit Dice (1d6) 1 2 3 4 5 6 0 1 1 1 0 0 0 0 0 3,001 2 2 2 0 0 0 0 0 6,001 3 3 2 1 0 0 0 0 12,001 4 4 2 2 0 0 0 0 24,001 5 5 2 2 1 0 0 0 48,001 6 6 2 2 2 0 0 0 96,001 7 7 2 2 2 1 0 0 192,001 8 8 2 2 2 2 0 0 384,001 9 9 2 2 2 2 1 0 576,001 10 10 2 2 2 2 2 0 768,001 11 11 2 2 2 2 2 1 960,001 12 12 2 2 2 2 2 2 1,152,001 13 13 3 3 3 2 2 2 1,344,001 14 14 3 3 3 3 3 3 4 BARDIC SKILL IMPROVEMENT: All bard skills are listed as improving by 2d4% (5%) per level after 1st. This means that the bard’s player may choose to increase the skill by 5% or may choose to roll 2d4 to determine the skill increase. This adds some variety to skill advancement and, with luck, quicker advancement! However, the odds equally favor a lower roll.. but many bards love to gamble. BARDIC INSTRUMENTS: At 1st level a bard must choose three musical instruments in which she is proficient. The bard may choose an additional instrument of proficiency at 3rd, 6th, 9th, and 12th levels. The bard may choose a cappella, or a specific form of verse (limerick, poetry, or rhyme, etc.) as a proficient form of music with their choices at 9th and/or 12th levels. At that point she chooses one known spellsong per spellsong level that she can cast, which thereafter she can cast performing a cappella or through verse. She chooses one more spellsong of each spellsong level known each level attained thereafter. These spellsongs may be cast with song or verse OR with song and instrument as the bard chooses. Whenever using any of her bardic skills with an instrument in which the bard is not proficient, the bard suffers a penalty of halving of her base ability (rounded down) before any other modifiers, unless she has chosen a cappella or verse, and uses that form with the chosen spellsongs. Also, the bard cannot cast spellsongs if she does not have access to a musical instrument in which she is proficient; again, unless she has chosen a cappella or verse and uses that form with the chosen spellsongs. Most common instruments chosen includes the cittern, fiddle, flute, hand harp, lute, lyre, pan flute, pipe and tabor, rebec and bow, and recorder. Note that not all of these instruments are necessarily available in a campaign area; consult with your Labyrinth Lord before choosing an instrument. For example, Ahlissa the Nightingale, a 9th-level bard, learns to perform her songs a cappella. She may choose one each 1st to 4th level spellsongs that she already knows that she can thereafter cast using only her singing voice (she only just this level gained a 5th-level spellsong, so cannot convert it to a cappella use only); each level thereafter she can choose one more spellsong she already knows to cast singing a cappella. BONUS LANGUAGES: At 1st level a bard knows her normal range of languages per her race, plus a number of bonus languages equal to her Intelligence score minus 10 (this takes the place of normal bonus languages due to Intelligence). The bard must choose Druidic as one of her initial languages, and may choose Thieves Cant or even the secret language of Illusionists as a language at 2nd level or thereafter (she must have a teacher to learn a 5 secret language, others may be picked up through simple contact with others who regularly speak the language). A bard learns one additional language every even level after 1st level (2nd, 4th, 6th, 8th, 10th, 12th, and 14th). COUNTER-SONG: A bard can use a song, poem, or story to counter the ill- effects of hostile sounds, whether the sounds are songs, chants, wails, or even commands and suggestions from magical spells. This ability must be announced the moment the music or sound attack begins – before any saving throws are rolled. Only one such attempt may be made per attack. Use of a counter-song does not prevent hostile spell-casters from reading scrolls, using magic item command words, or casting spells; it merely prevents the effects of music or sound-based magical effects. Base chance is 20% plus Charisma score at 1st level; add 2d4% (5%) per level after 1st. Increase the chance of success by 5% every level the bard has greater than the level or hit dice of the opponent creating the effect; similarly, decrease the chance of success by 5% for every level or hit die the opponent has on the bard. If successful, the bard must continue singing as long as the opponent attempts to use the music or sound-based attack. A roll of 96-00 always fails; a roll of 100 indicates that the bard has accidentally increased the power of the ill-effects of the hostile sounds, causing all allies to suffer a -2 penalty on their saving throws. For example, Apollo the Athenian, a 2nd-level bard, and his party are on a ship passing a small island upon which lair a clutch of harpies. The harpies fly out to attack the sailors, and even as they begin their horrible song, Apollo pulls out his lyre and uses his counter-song to keep their magic at bay. His Counter-Song skill is 32%; unfortunately, he rolls a 100, meaning his cacophonous attempt to counter the song of the harpies actually causes his allies so much grief they suffer a -2 penalty to save against the harpies’ song! INFLUENCE: This is the bard’s base chance to change the reaction of a group, favorably or otherwise, to the bard and her party or toward another specific group of people (a group of nobles, a rival adventuring party, a gang of thieves, etc.) who are present at the same location. Base chance is 40% plus Charisma score at 1st level; add 2d4% (5%) per level after 1st. Subtract 10% from the base chance for an uncertain audience, 25% for a hostile or friendly audience, and 50% for a violently hostile or enthusiastically friendly audience. An attempt requires three rounds of uninterrupted song. Success means the target(s) are influenced one step toward friendship or one step toward hostility, depending on the results desired by the bard. 6 Failure indicates the group is unaffected by the song. A bard may continue to influence the reaction of any one group until failure occurs. A roll of 96-00 always fails; a roll of 100 means the opposite of the desired effect occurs. For example, Alan of the Dales, a 3rd-level bard, is at a tavern with his party, the Dungeoneers, when their rival party, the Deep Delvers, walks in and starts to talk tough about how the Dungeoneers are weak and foolish. So he starts plucking his lute and adapts an old song about foolish adventurers by replacing the names of the Deep Delvers for those of the characters in the song. After three rounds of singing, he has a chance to turn the crowd against the Deep Delvers. His base chance is 65% and the crowd is uncertain about both parties, so his final chance is 55%. His first roll is a 42, so he turns the crowd’s uncertainty about the Deep Delvers to hostile. He decides that their grumbling and dark looks are not enough so he continues, but this time rolls 100; the Labyrinth Lord decides that rather than move the crowd back to uncertain about the Deep Delvers, the song backfires on Alan and the Dungeoneers, and now the crowd is hostile to them as well… and Alan can no longer influence them either way! INSPIRE: The bard may sing a rousing song or emote a heroic poem for two rounds, then roll to see if she succeeds at inspiring her allies. Base chance is 40% plus Charisma score at 1st level; add 2d4% (5%) per level after 1st. Success increases morale of allied NPCs by 1 point (+10%) and grants all allies (PC and NPC) a +1 bonus to hit and to saving throws. The allies must have been able to hear the song or poem for it to have any effect. Inspiration lasts for one rounds per 5 points of the successful roll (round up), during which the bard no longer needs to continue to perform. When the duration ends, or even before, the bard can attempt to inspire allies again, though inspiration bonuses from the same or different bards are not cumulative. Failure indicates the bard cannot attempt to inspire her allies again during the same battle. A roll of 96-00 always fails; a roll of 100 indicates that the bard has accidentally demoralized her companions, who suffer a -1 penalty to Morale and a -1 penalty to hit and to saving throws for the duration; this cannot be corrected by further attempts to inspire. For example, Katarina Windrush, a 5th-level bard, and her party are engaged in battle with a gang of orcs. Katarina pulls out her harp and strums it while recounting couplets from a famous myth cycle in which the heroes destroyed an invading army of gnolls. Her Inspire skill is 80% and she rolls a 32, meaning her companions are inspired for seven rounds. 7 LORE: Bards learn a little about everything in their travels and interactions with peasants, merchants, nobles, adventurers, sages, and others. Lore represents the ability of the bard to know something about local history, politics, society, and especially, heraldry, the underworld, and gossip; the higher the roll on the dice on a successful roll, the more the bard knows about that person/place/thing/event. The Labyrinth Lord can provide modifiers to the base chance based on the rarity of the knowledge of the person/place/thing/event (everyone knows who the king’s father was, but few know the name of the king’s second-cousin’s-wife’s-brother). Lore is also the chance for a bard to recognize a named, unique magic item and know some or all its abilities, potentially including command words and curses. The bard can also use this ability to recall the general capabilities of common items, once identified. Base chance is the average of Intelligence, Wisdom, and Charisma at 1st level (round up), plus 2d4% (5%) per level after 1st. A roll of 96-00 always fails; a roll of 100 indicates that the bard has accidentally mis-remembered, mis-interpreted, or mis-identified the target information or item, and remembers something patently false and generally opposite of whatever the bard is trying to know. This is why the Lore roll should always be performed secretly by the Labyrinth Lord, so the bard is never quite certain about their information. Storytelling: Lore also can be used to tell stories, fairy tales, fables, histories, legends, and myths to a crowd, whether of street urchins or nobles. For the purpose of storytelling, double the base Lore ability of the bard, then roll as though making a Perform check, below, to determine crowd reaction and any remuneration from the listeners. For example, Hakiem, a 6th-level bard, is a well-known storyteller in the marketplace, and can always attract a crowd of eager street urchins and lower-class locals to listen to his tales. He gathers around the children and a few passers-by, and tells them the story of the founding of the city. His Lore skill is 45%, so his chance to Perform for this friendly crowd is 90%. He tells a basic 10-minute story, and there are no other modifiers. He rolls a 37, which means that the crowd throws him 4d6 copper coins for his troubles. PERFORM: This is the bard’s base ability to perform, singing and playing her instrument to entertain crowds. Success indicates the crowd is entertained; the higher the successful roll, the better. Base chance is 50% plus Charisma score at 1st level; add 2d4% (5%) per level after 1st. First, modify the chance based on use of proficient or non-proficient instrument before any other modifiers are applied. There are no bonuses or penalties for entertaining a neutral or friendly audience; penalties are -10% from the base chance for an uncertain audience, -25% for a hostile audience, and -50% for a violently hostile audience. 8 A performance requires 10 minutes at base chances; -5% from the base chance for every minute under 10; +5% for a half-hour performance, +10% for a full-hour performance, and +20% for a two-hour performance. Additional circumstances (weather, political unrest, war, victory/loss, and prosperity/penury, but especially the set of songs being sung) might also adjust the final chance to entertain, depending on the Labyrinth Lord’s whim. If, after all modifiers have been accounted for, the bard succeeds, the higher the roll, the more entertained the audience. If successful, divide the final roll by 10 (round up) and roll that many six-sided dice to determine the coins that the crowd gives the bard; low class is in copper, middle class is in silver, and upper class is in gold. Double the number of coins rolled for a friendly audience; triple it for an enthusiastically friendly audience. Modify coins based on size of audience and venue; base amounts are for a typical street or tavern crowd. Rolling 96-100 is always a failure; rolling 100 or failing by 20 or more means rotten tomatoes and other pungent vegetables are thrown at the bard, at the very least. This ability is also used in a contest between bards. If, after all modifiers, one bard’s ability is 101%+, lower both scores by a number needed to get the higher score to 100%, then whichever rolls the highest and still succeeds (96-100 always fails) is the winner of the contest. Most contests consist of best of rounds of three, five, or seven instruments, to better test the bard’s breadth of musical talent, but some contests go for “instant win” of a single instrument, especially when both bards are renowned for their talents with that instrument [c.f. The Devil Went Down to Georgia, C. Daniels]. For example, Katarina Windrush, 5th-level bard, and Alan of the Dales, 3rd-level bard, get into a friendly competition at the Black Rose, the local tavern. Katarina’s Perform skill is 87%, and Alan’s is 72%; she rolls a 72 and he rolls a 94. Katarina puts in a virtuoso performance while Alan hits all the wrong notes and, as he failed by 20 or more, ends up being hauled out of the Black Rose and thrown in the water trough outside. READ LANGUAGES: Bards are trained to recognize all forms of written communications, including alphabets, cyphers, glyphs, runes, and sigils, as well as magical writings such as scrolls and spell books. Base chance is 30% plus the total of Intelligence and Wisdom at 1st level, plus 2d4% (5%) per level after 1st. This is the base chance to read normal alphabets, cyphers, glyphs, runes, and sigils; ancient and lost alphabets and such are at half that chance, at best, if the bard has had some experience with similar or related languages and writings. Certain rare and unusual scripts or difficult cyphers might require a penalty of -10% to -50% or more. 9 Rolling 96-100 is always a failure; rolling 100 or failing by 20 or more means that the bard has not only mis-read the script, but has also potentially interpreted it with the opposite or grossly incorrect meaning that could cause great difficulty to the bard (at the Labyrinth Lord’s discretion). Read Magic Scrolls: The bard may use this ability to try to read magic scrolls, whether the magic on the scroll is that of clerics, druids, magic-users, or illusionists. The base chance is half normal (rounded down), and requires one minute per spell level. The bard has only one chance to read each spell on a scroll (check separately). Success indicates the bard may at any time thereafter attempt to cast the read spell with their full normal Read Languages skill, less 5% per level of the spell. The bard has no penalty per spell level if the spell is one that she can cast because she knows a related spellsong. If the roll succeeds, the bard casts the spell. If the roll fails, the spell is not cast, but also is not lost, as it has not been read. Rolling 96-100 is always a failure; rolling 100 or failing by 20 or more means the bard reads the spell well enough activate the magic, but casts it wrong in some fashion. The bard must then make a saving throw versus Spells; success indicates merely that nothing happens though the spell vanishes from the scroll. The more by which the bard fails the save, the worse that happens, up to and including targeting the wrong person, magical backfire on the bard (1d6 points of damage per spell level), or perhaps a curse! For example, Ahlissa the Nightingale, 9th-level bard, has a base 100% chance to Read Languages; she finds a magic scroll with one spell and decides to try to read it. She has a 50% chance of success and rolls a 33. She now knows that the scroll is a magic-user scroll of flesh to stone (6th level). Later when her party is getting beaten hard by a hill giant she decides to take the chance to turn the hill giant to stone and reads the scroll. Her chance to successfully cast the spell is 100% - (6 x 5%) = 70% chance to successfully cast the spell. She rolls a 93, not only a failure but a really bad failure (by 20 or more), and so instead of turning the hill giant to stone, the spell rebounds back on her… and when she then fails her saving throw versus petrification, she turns herself to stone! New Spellsong: At the Labyrinth Lord’s option, a bard may use a scroll or spell book to try to create a new spellsong based on a properly- interpreted spell. This should require at least one month of work per spell level, and require a Spell Learning Check based on INT or WIS depending on the origin of the spell. SAVING THROW BONUS: Bards have a +2 bonus to save against any form of music-based or sound-based attacks (e.g., the songs of sirens and harpies, the witticisms of other bards, etc.). 10 SPELLSONGS: Bards learn spellsongs much like magic-users learn spells, though all bardic spellsongs are exclusively orally transmitted; they are not recorded in a book nor ever written on a scroll. It is the ability to use spellsongs that separates the common minstrels and street entertainers from the bards (though often, little else does). A bard begins play knowing two 1st level spellsongs, and automatically learns one new spellsong of their choice every level thereafter, of a level they may cast. They may also learn spellsongs from other bards. Time and cost for learning a spellsong is the same as for a magic-user to learn a spell of the same level. The number of spellsongs listed on the Bard Level Progression Table is the number of spellsongs the bard may cast per day. Bards do not memorize spellsong; they may cast any spellsong they have learned, in any combination they choose, based on the number of spellsong casting slots of that level. Bards do not gain bonus spellsongs due to high Intelligence, Wisdom, or Charisma. Casting a spellsong is more involved even than casting a spell. • A spellsong must be sung, and requires one round to sing and cast per level of the spellsong. A 1st level spellsong takes one round (completing the same round as per a spell); a 6th level spellsong takes six rounds. Spellsongs take effect on the bard’s initiative turn during that round. If the bard is interrupted at any time during the song the casting fails, but the casting slot is not used. • The bard must not only be able to speak; she must be able to sing, so if she has had any damage to her vocal cords, can only whisper, or is otherwise limited in her ability to sing, or is limited in her ability to hear, she cannot use spellsongs. o The exception to this is if she uses a wind instrument, in which case her breath and the musical notes combine to form the required verbal component. • The bard must have access to one of her proficient musical instruments for musical accompaniment; no other musical instrument will do – she must have an instrument in which she has proficiency. o However, at 6th level and above, she may cast certain, specific spellsongs by singing a cappella or through verse alone if she has taken that as a proficiency. • The targets, if any, must also be able to hear the spellsong if it is a spellsong that affects minds, though they need not understand the language; if the target cannot hear the spellsong, they cannot be affected by the spellsong. • The bard may move slowly while singing a spellsong, but only 5 feet per round. They must keep the target(s) in sight the entire time of the casting, if the spellsong is targeted. 11 THIEVING ABILITIES: At 1st level the bard chooses four of the following thief and/or assassin abilities, which she advances in the ability of as though she were a thief of the same level: Backstab, Climb Walls, Disguise, Find/Remove Traps, Hear Noise, Hide in Shadows, Move Silently, Pick Locks, Pick Pockets, and Poison Use (NE only). These abilities are modified as per Dexterity and race as per normal. WITTICISM: Beginning at 3rd level, a bard can utter a witticism, jest, or jibe of such potency, that it can stun, paralyze, render unconscious, or even kill those who hear it. Base chance is the average of Intelligence, Wisdom, and Charisma at 1st level (rounded up), plus 2d4% (5%) per level after 1st. Utterance of a witticism requires one round, and it can only affect intelligent creatures who can hear and understand the language in which it was uttered. It must target at a specific, single creature. Rolling 96-100 is always a failure; rolling 100 or failing by 20 or more means the bard has not only failed, but also inspires hatred and anger in the target, such that if they choose to attack the bard they gain a +2 bonus to hit and damage until the encounter ends. A successful witticism requires those who hear it to make a saving throw versus Spells. When a saving throw is called for, those of low Intelligence are at an advantage; apply any Intelligence modifier as a penalty to the saving throw (thus, a penalty becomes a bonus, a bonus becomes a penalty). If a target makes their saving throw against a witticism, they are immune to any further attempts at witticism by that bard for 24 hours. At 3rd level, a successful witticism stuns the target for 1d4 rounds. At 6th level, a successful witticism paralyzes the target for 1d4 rounds. at 10th level, a successful witticism renders the target unconscious for 1d4 rounds; allies of the target within 20 feet must also make a saving throw or be stunned for 1d4 rounds. At 14th level, a successful can kill; a failed save reduces the target to 0 hit points. Allies of the target within 20 feet must also make a saving throw or be paralyzed for 1d4 rounds. A bard may attempt to attack with a witticism a number of times per day equal to the highest level spellsong they may cast (i.e., 2 to 6 times per day). 12 Note: This list is not exhaustive; most druid and magic-user spells have been transformed into spellsongs, as have other spells of cleric and illusionist sort. These are the most common spellsongs; a bard must choose the “free” spellsong they gain each level from this list. LEVEL 1 Cuddio’s Ditty of Disguise [Doppelganger (I1)] Dawn’s Enlightening Limerick [Dancing Lights (M1)] Ffylod’s Friendly Refrain [Animal Companion (D1)] Lithian’s Alluring Aire [Allure (M1)] Llewellyn’s Lustrous Lyric [Color Spray (I1)] Maglan’s Rhapsodic Ensnarement [Entangle (D1)] Milyn’s Merry Melody [Speak with Animals (D1)] Ode to the Lion Heart [Remove Fear (C1)] Song of Glittering Glamours [Faerie Fire (D1)] Song of Sweet Serenity [Sanctuary (C1)] Swyn’s Subtle Serenade [Charm Person (M1)] Wynken Blynken’s Lullaby [Sleep (M1)] LEVEL 2 Cuddio’s Jaunty Jingle [Invisibility (M2)] Dirge of Deformation [Warp Wood (D2)] Dirge of Spectral Might [Phantasmal Force (M2)] Dwyllo’s Deceitful Ditty [False Gold (M2)] Ffylod’s Serpentine Sonnet [Snake Charm (C2)] Gwiddon’s Demanding Dissonance [Hold Person (C2)] Gwiddon’s Jostling Jingle [Stumble (D2)] Lithian’s Lovely Limerick [Hypnotic Pattern (I2)] Peal of Pusillanimous Provocation [Scare (M2)] Summer’s Searing Strain [Heat Metal (D2)] Syfradana’s Striking Sonnet [Blindness or Deafness (I2)] Tarth’s Original Ode [Obscuring Mist (D2)] LEVEL 3 Aire of Improved Alacrity [Haste (M3)] Danu’s Aria of Augmentation [Plant Growth (D3)] Ffylod’s Harmonious Rhapsody [Hold Animal (D3)] Rhapsody of Stone [Stone Shape (D3)] Rithian’s First Verse [Summon Monster I (M3)] Swyn’s Compelling Canticle [Suggestion (M3)] Taan’s Bright Ballad [Pyrotechnics (D3)] Tarth’s Rhapsodic Zephyr [Gust of Wind (M3)] 13 LEVEL 4 Ffylod’s Heroic Couplet [Summon Sylvan Beings (D4)] Gwiddon’s Disconcerting Ditty [Fumble (M4)] Lithian’s Phantasmagorical Refrain [Hallucinatory Terrain (D4)] Rithian’s Second Verse [Summon Monster II (M4)] Swyn’s Monstrous Melody [Charm Monster (M4)] Syfradana’s Perplexing Paean [Confusion (M4)] Tarth’s Demanding Ditty [Temperature Control (D4)] The Enchanter’s Lament [Dispel Magic (D4)] LEVEL 5 Chant of Elemental Immanence [Conjure Elemental (M5)] Danu’s Empathic Ode [Commune with Nature (D5)] Dirge of Unyielding Doom [Insect Plague (D5)] Ffylod’s Magnificent Measure [Animal Growth (D5)] Gwiddon’s Superior Dissonance [Hold Monster (M5)] Rithian’s Third Verse [Summon Monster III (M5)] Song of Seelie Sight [True Seeing (M5)] Tarth’s Windy Warble [Control Winds (D5)] LEVEL 6 Danu’s Overwhelming Oratorio [Geas (M6)] Ffylod’s Mighty Measure [Anti-Animal Shell (D6)] Gwiddon’s Rending Rhapsody [Feeblemind (D6)] Ode of Omnipotent Opposition [Anti-Magic Shell (M6)] Rhyme of Revivification [Reincarnate (M6)] Rithian’s Grand Couplet [Summon Monster IV (M6)] Swyn’s Supreme Serenade [Mass Suggestion (I6)] Tarth’s Supreme Sonnet [Control Weather (D6)] 14 MUSICAL INSTRUMENT TABLE Availability Instrument Cost Weight City Town Village Notes Accordion 100 gp 10 lbs. 50% 30% 10% Advanced Bagpipes 60 gp 20 lbs. 50% 60% 70% Wind Balalaika 200 gp 12 lbs. 25% 25% 25% Plucked string Bell, Hand 12 gp 2 lbs. 50% 40% 30% Percussion Bell, Tower 200 gp 20 lbs. 40% 20% 10% Percussion Bones free 1/2 lb. n/a n/a n/a Percussion Bullroarer 2 gp 2 lbs. 20% 40% 60% Ancient Castanet 1 gp 1/2 lb. 80% 70% 60% Percussion Cavaco 9 gp 4 lbs. 50% 40% 30% Strummed string Chime 2 gp 3 lbs. 90% 85% 80% Percussion Cittern 20 gp 10 lbs. 75% 65% 55% Strummed string; Common Concertina 20 gp 5 lbs. 60% 50% 40% Advanced Conch Shell 20 gp 5 lbs. 50% 60% 70% Wind Cornetto 18 gp 3 lbs. 75% 70% 65% Wind Crumhorn 15 gp 8 lbs. 60% 50% 40% Wind Crwth 80 gp 10 lbs. 50% 40% 30% Bowed string Didgeridoo 8 gp 3 lbs. 30% 50% 70% Wind Drum, Bonko 3 gp 6 lbs. 10% 30% 50% Percussion, double drums Drum, Goblet 10 gp 1 lb. 70% 60% 50% Percussion Drum, Kettle 30 gp 20 lbs. 50% 40% 30% Percussion Drum, Slit 2 gp 3 lbs. 20% 40% 60% Percussion Drum, Snare 4 gp 8 lbs. 90% 85% 80% Percussion Dulcimer 40 gp 12 lbs. 60% 40% 20% Percussion string Fiddle 100 gp 8 lbs. 60% 50% 40% Bowed string; Common Fife 5 gp 1 lb. 90% 85% 80% Wind Flute 15 gp 2 lbs. 85% 80% 75% Wind; Common Gong 5 gp 10 lbs. 90% 85% 80% Percussion Harmonica 30 gp 1 lb. 50% 30% 10% Wind; Advanced Harp, Grand 450 gp 75 lbs. 50% 25% 10% Plucked string Harp, Hand 25 gp 8 lbs. 95% 90% 85% Plucked string; Common Harp, Knee 75 gp 25 lbs. 75% 60% 45% Plucked string Harpsichord 2,000 gp 100 lbs. 20% n/a n/a Advanced Horn 6 gp 4 lbs. 80% 75% 70% Wind Hurdy Gurdy 30 gp 12 lbs. 60% 40% 20% Bowed string Lute 25 gp 4 lbs. 90% 85% 80% Plucked string; Common 15 MUSICAL INSTRUMENT TABLE Availability Instrument Cost Weight City Town Village Notes Lyre 150 gp 15 lbs. 70% 60% 50% Strummed string; Common Mandolin 28 gp 10 lbs. 90% 85% 80% Plucked string Maraca 1 gp 1/2 lb. 40% 50% 60% Percussion Mbanza 5 gp 3 lbs. 25% 40% 55% Plucked string Mijwiz 25 gp 3 lbs. 80% 70% 60% Wind, double flute Nyckelharpa 50 gp 15 lbs. 25% n/a n/a String Pan Flute 5 gp 1 lb. 95% 90% 85% Wind; Common Pibgorn 20 gp 3 lbs. 75% 65% 55% Wind; Pipe and Tabor 20 gp 10 lbs. 80% 70% 60% Snare drum and flute “one man band”; Common Rebec and Bow 30 gp 5 lbs. 90% 85% 80% Bowed String; Common Recorder 6 gp 1 lb. 95% 90% 85% Wind; Common Sitar 100 gp 15 lbs. 70% 60% 50% Plucked string Tambourine 5 gp 4 lbs. 80% 75% 70% Percussion Triplepipe 25 gp 6 lbs. 30% 40% 50% Wind Trumpet 45 gp 6 lbs. 50% 40% 30% Wind Xylophone 20 gp 10 lbs. 60% 40% 20% Percussion Zither 150 gp 20 lbs. 50% 30% 10% Plucked string Zurna 10 gp 4 lbs. 80% 75% 70% Wind; wood horn Bolded instrument names are the most common choices for Specialized Instrument, due to near-universal appeal across cultures and social classes. Advanced instruments are available only in technologically (or magically similar) civilizations. 16 Bards maintain an independent, quasi-secret society across all city, state, and national boundaries. Advancement within this society through its ranks of “colleges” is based on accomplishments other than those measured strictly by level progression. Advancement guarantees fame, fortune, and everything that goes with it, especially access to further training; positions in noble courts and patrician theaters; aristocratic patronage; and a widespread base of fans, admirers, and groupies. Most tests are administered in public (at the Bardic Academy if the locale has one), after a few basic questions and pre-tests (to guarantee the propitiate will not embarrass the judges in front of the hoi-polloi). Tests are often scheduled to coincide with local festivals, the better for the propitiate and the judges to gain a larger (and wealthier) crowd. Failing a test means one cannot try again for one year. Note that not all bards advance through the ranks of the bardic college; many remain independent and go their own ways. FOCHLOC, the first rank, is gained when the bard attains 1st level as a bard. The requirement is mastery of two 1st-level spellsongs and five languages, plus tests in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least eight poems or songs. Tests are proctored by three Macfuirmid-ranked bards. Acceptance means becoming a full member of bardic society, setting them aside from common minstrels, but also then requires that the bard follow all bardic laws; provide assistance to fellow bards at need; tithe to the Bardic College; and obey the orders of higher-ranked bards. • Bards of the Fochloc College often seek out bards of the Dos College for advice and tutelage. MACFUIRMID, the second rank, is gained after being tested by three Dos- ranked bards; one must have mastered at least two 2nd-level spellsongs, six languages, and shown improvement in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least 15 total poems or songs (and perform all of them to the judge’s satisfaction); learned at least one new noble lineage to seven generations; and performed with accolades before no less than three knights or greater nobles. • Upon attaining Macfuirmid rank the bard may distribute 10 points among the following skills, though no more than 5 points to any one skill, as she wishes: Counter-Song, Influence, Inspire, Lore, Perform, Read Languages, Thieving Abilities, and Witticism. • Bards of the Macfuirmid College often seek out bards of the Cano College for advice and tutelage. 17 DOS, the third rank, is gained after being tested by three Cano-ranked bards; one must have mastered at least two 3rd-level spellsongs, seven languages, and shown improvement in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least 34 total poems or songs (and perform all of them to the judge’s satisfaction); learned at least one new noble lineage to seven generations; and performed with accolades before no less than three lords or greater nobles. Finally, to attain Dos rank, the bard must have personally participated in one heroic endeavor of which a song or poem has been written (though not necessarily including her in the song or poem). • Upon attaining Dos rank the bard may distribute 10 points among the following skills, though no more than 5 points to any one skill, as she wishes: Counter-Song, Influence, Inspire, Lore, Perform, Read Languages, Thieving Abilities, and Witticism. • Upon attaining Dos rank the bard may choose one common spellsong of 1st level to learn for free (no need to make a learning check). • Bards of the Dos College often seek out bards of the Cli College for advice and tutelage. • Bards of the Fochloc College often seek out bards of the Dos College for advice and tutelage; within one month of attaining Dos rank, the bard can count on attracting 1d4 bards of the Fochloc College as assistants, minions, hangers-on, and potential henchmen. These followers move on when they attain Macfuirmid rank. CANO, the fourth rank, is gained after being tested by three Cli-ranked bards; one must have mastered at least two 4th-level spellsongs, eight languages, and shown improvement in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least 71 total poems or songs (and perform all of them to the judge’s satisfaction); created a new spellsong of 1st-level or greater; learned at least one new royal lineage to seven generations; and performed with accolades before no less than three barons or greater nobles. Finally, to attain Cano rank, the bard must have personally participated in one heroic endeavor of which a song or poem has been written and be mentioned, at least peripherally, in the song or poem. • Upon attaining Cano rank the bard may distribute 10 points among the following skills, though no more than 5 points to any one skill, as she wishes: Counter-Song, Influence, Inspire, Lore, Perform, Read Languages, Thieving Abilities, and Witticism. • Upon attaining Cano rank the bard may choose one common spellsong of 2nd level to learn for free (no need to make a learning check). • Bards of the Cano College often seek out bards of the Anruth College for advice and tutelage. • Bards of the Macfuirmid College often seek out bards of the Cano College for advice and tutelage; within one month of attaining Cano 18 rank, the bard can count on attracting 1d4 bards of the Macfuirmid College as assistants, minions, hangers-on, and potential henchmen. These followers move on when they attain Dos rank. CLI, the fifth rank, is gained after being tested by three Anruth-ranked bards; one must have mastered at least two 5th-level spellsongs, nine languages, and shown improvement in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least 132 total poems or songs (and perform all of them to the judge’s satisfaction); created a new spellsong of 2nd-level or greater; learned at least one new royal lineage to seven generations; and performed with accolades before no less than three counts or greater nobles. Finally, to attain Cli rank, the bard must have personally participated in one heroic endeavor of which a song or poem has been written, with her as the primary heroic figure. • Upon attaining Cli rank the bard may distribute 10 points among the following skills, though no more than 5 points to any one skill, as she wishes: Counter-Song, Influence, Inspire, Lore, Perform, Read Languages, Thieving Abilities, and Witticism. • Upon attaining Cli rank the bard may choose one common spellsong of 3rd level to learn for free (no need to make a learning check). • Bards of the Cli College often seek out Ollam-ranked bards for advice and tutelage. • Bards of the Dos College often seek out bards of the Cli College for advice and tutelage; within one month of attaining Cli rank, the bard can count on attracting 1d4 bards of the Dos College as assistants, minions, hangers-on, and potential henchmen. These followers move on when they attain Cano rank. ANRUTH, the sixth rank, is gained after being tested by six Anruth-ranked and one Ollamh-ranked bards; one must have mastered at least two 6th- level spellsongs, 10 languages, and shown improvement in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least 223 total poems or songs (and perform all of them to the judge’s satisfaction); created a new spellsong of 3rd-level or greater; learned at least one new royal lineage to seven generations; and performed with accolades before no less than three dukes or greater nobles. Finally, to attain Anruth rank, the bard must have personally participated in two heroic endeavors of which a song or poem has been written, with her as the primary heroic figure. • Upon attaining Anruth rank the bard may distribute 10 points among the following skills, though no more than 5 points to any one skill, as she wishes: Counter-Song, Influence, Inspire, Lore, Perform, Read Languages, Thieving Abilities, and Witticism. 19 • Upon attaining Anruth rank the bard may choose one common spellsong of 4th level to learn for free (no need to make a learning check). • Bards of the Anruth College often seek out Ollam-ranked bards for advice and tutelage. • Bards of the Cano College often seek out bards of the Anruth College for advice and tutelage; within one month of attaining Dos rank, the bard can count on attracting 1d4 bards of the Macfuirmid College as assistants, minions, hangers-on, and potential henchmen. These followers move on when they attain Cli rank. OLLAM, the seventh rank, is gained after being tested by nine Anruth- ranked and three Ollamh-ranked bards; one must have mastered at least six each 1st and 2nd level spellsongs and four each 3rd through 6th-level spellsongs, 12 languages, and shown improvement in lore, performance, and decipherment of scripts. Additionally, the bard must have composed at least 350 total poems or songs (and perform all of them to the judge’s satisfaction); created a new spellsong of 4th-level or greater; know all royal lineages of the major kingdoms of the region to seven generations; and performed with accolades before no less than three kings or greater nobles. Finally, to attain Ollam rank, the bard must have personally participated in three heroic endeavors of which songs or poems have been written, with her as the primary heroic figure. • Upon attaining Ollam rank the bard may distribute 10 points among the following skills, though no more than 5 points to any one skill, as she wishes: Counter-Song, Influence, Inspire, Lore, Perform, Read Languages, Thieving Abilities, and Witticism. • Upon attaining Ollam rank the bard may choose one common spellsong of 5th level to learn for free (no need to make a learning check). • Bards of the Cli and Anruth Colleges often seek out bards of the Ollam rank for advice and tutelage; within one month of attaining Ollam rank, the bard can count on attracting 1d2 bards each of the Cli and Anruth Colleges as assistants, minions, hangers-on, and potential henchmen. These followers move on when they attain Anruth and Ollam ranks, respectively. • Ollam-ranked bards are the “grand-master bards” of the College of Bards. They generally retire from active leadership positions and appointments to concentrate on completing their magnum opus, by which they will forever after be remembered. 20 A magnum opus is a great artistic work; when referenced by bards, it refers to the greatest work accomplished by an Ollam-ranked bard. Though their names may be long-lost, their music – and thus, to the bard, all that matters – lives on through these items. These are invariably some form of magic item verging on the level of a magical relic, as of a saint or demi-god. They have great power, but can often be dangerous to use for those who have not the proper level of talent. All of these items are unique. No gold piece values are provided for any of these items, each of which is considered worth a king’s ransom at least, or beyond price by most. DIARMUID’S CODEX: This small but thick book with a green leather cover is filled with the limericks, jests, and epigrams of Diarmuid, one of the most famous wielders of witticisms and repartee in bardic history. Any bard who reads the codex (written in Druidic and requiring one week of uninterrupted study) must thereafter make a saving throw versus Spells, with a +1 bonus per rank in the Bardic College. Failure indicates the bard dies laughing with a smile on her face. If the bard survives, the codex disappears after being read, and reappears randomly elsewhere. Success indicates that the bard thereafter permanently gains a +25% bonus to her Witticisms skill, and can affect a number of primary targets with the same witticism as she has ranks in the Bardic College. The downside is that, should she roll a 100 when attempting a witticism, her nearest ally who can hear and understand the witticism must make a saving throw versus Spells or die after 1d4 rounds of horrific laughter. FIRZAM’S PIPES OF MADNESS: These simple pan pipes appear old and weathered, and in the hands of any but a bard are useless, except for playing plain music. If the owner is a bard they gain access to the following powers, which require a successful Perform check; failure indicates that that specific power cannot be used again that day: • Charm: With a successful Perform check, the bard may target an individual within 30 feet with Swyn’s subtle serenade (charm person). • Confusion: With a successful Perform check, the bard casts Syfradana’s perplexing paean (confusion); the effect continues as long as the bard continues to play the pipes. However, if the bard rolls 100 on her Perform check, she is affected by the confusion for 14 rounds! • Dance: With a successful Perform check, the bard may target an individual within 30 feet; if they fail a saving throw versus Spells they begin dancing, against their will, as per the irresistible dance spell. The effect continues only as long as the bard continues to play the pipes. The target suffers 1 hit point of damage every round they dance after the first 10 rounds. However, if the bard rolls 100 on her Perform check, 21 she is affected by the dance as though she were wearing boots of dancing (no saving throw)! • Lullaby: With a successful Perform check, the bard may either affect a group as per Wynken Blynken’s lullaby (sleep) or may target a single individual of up to 8 levels/HD to fall asleep; targets with 5 to 8 levels/HD get a saving throw versus Spells to negate the effect. GOLDEN SONGBIRD: The Golden Songbird is often associated with Ahlissa the Nightingale, as it was she who recovered it from the depths of an ancient elvish ruin. Who actually created this item is unknown, but was certainly an ancient elvish bard of surpassing skill. Its current owner is unknown, as Ahlissa and her companions disappeared during an expedition into the Giantlands. The Golden Songbird is a metal bird made of gold, the size of a typical songbird; it is lifelike in every way, and its singing voice is pitch perfect. The Golden Songbird has the following abilities and powers: • The Golden Songbird can speak and understand Elvish, Dwarvish, and Gnome, though it is not terribly intelligent and can only relate its abilities and its brief history since it was recovered from the ruins (it has no memories from before that time). It can also unerringly translate between those three languages. • The Golden Songbird can sing more than 1,000 songs, many of which were lost prior to its recovery, and can sing any song it has heard merely once with perfect pitch and tone (even if the sample was poorly performed). • When within 30 feet of its owner, it conveys to the owner the following abilities: o The Golden Songbird can accompany its owner, if a bard, during their performances (use of Counter-Song, Influence, Inspire, and Perform skills), granting the owner a 25% bonus to their base skill level (before other modifiers). o Three times per day at the direction of the owner it can sing a song that causes any monster who uses musical or sound-based attacks to flee in terror (saving throw versus Spells negates effect). o It may cast for the owner one common spellsong of each spellsong level, 1st to 6th, once per day; the spellsong is cast at 14th level; o Once per day upon being given the command it can grow to the size of a small horse; a saddle appears upon its back, and the owner and one passenger may ride it as it flies at 30 miles per hour for up to four hours. • The Golden Songbird can be used to send messages to up to 12 specific individuals named by its owner. It can only repeat whatever message it is given verbatim (in the voice of the owner if they so choose), and then relay back up to 12 return messages in the same manner. When ordered to find the recipients of the message, the songbird can find them unerringly provided they are on the same plane 22 and not protected from detection (such as through amulet or spell). The Golden Songbird flies at a rate of 30 miles per hour (for long- distance travel) in the most expeditious pattern to get the message to all targets and return as quickly as possible. • The Golden Songbird has an AC -6 (and can be hit only by magical weapons), HD 10, 10 hp, one peck attack that deals 1 point of damage (1d6 in large sized form); if hit the target must make a saving throw versus Paralysis or be paralyzed for 2d4 turns. The Golden Songbird attacks only in self-defense or in defense of its owner. • Possession of the Golden Songbird instills in the owner the desire to hear more and ever greater musical performances. Every week the owner possesses the Golden Songbird she must make a saving throw versus Spells; failure indicates that she must listen to the music of the songbird and/or others of great quality for no less than one hour every day. o Every week that she fails the save adds one more hour that she must listen to music each day, until eventually she must be listening to music every hour of every day, losing sleep and gaining no rest, and eventually being driven mad from lack of sleep and not having enough time in the day to listen to more music… (i.e. insanity sets in no later than when she fails the saving throw for the 25th time and finds not enough time, day or night, to listen to music). • Ownership of the Golden Songbird is easy to establish; whomever holds it and claims it as their own is the new owner (of course, successfully grabbing at it with its -6 AC is not easy). Previous owners who have failed the above saving throw and must listen to music, however, never willingly trade or lose ownership, and will do anything within their power – including abandoning all ethics and morals – to regain ownership of the Golden Songbird. HOWARD’S HARP OF HEROES: Howard’s Harp of Heroes is an unassuming- looking harp; it is neither worn nor new, plain nor ostentatious; it appears to be a normal, work-a-day hand harp like those used by any other bard in the street. However, when played the harp and its strings shine like gold and give off a silvery glow. The owner of Howard’s Harp of Heroes gains the following abilities: • If the owner is not a bard, they may use the Harp of Heroes to perform the following bard skills at the listed base level of ability: Counter-Song 50%, Influence 70%, Inspire 70%, and Perform 80%. o If the owner is already a bard, when using the Harp of Heroes, she gains a 15% bonus to each of the above skills. • A successful Perform check allows the owner to cast ode to the lion’s heart (remove fear). If the Perform check fails this ability cannot be used until the next day. • Once every seven days Howard’s Harp of Heroes may be played to summon heroes to fight for the owner of the harp. The owner makes a 23 Performance check; based on a successful roll, the following heroes appear: o Successful roll 01-40: 2d4+2 2nd-level Fighters with chain mail, shield, long sword, and short bow; o Successful roll 41-75: 2d4+1 3rd-level Fighters with banded mail, shield, long sword, and short bow; o Successful roll 76-90: 2d4 4th-level Fighters with plate mail, shield, long sword, lance, and warhorse; o Successful roll 91+: 1d4+1 5th-level Fighters with plate mail, shield, magical long sword +1, lance, and warhorse; o Summoned heroes attack anyone the owner of the harp commands them to fight until they or their opponents are dead or 6 turns have passed, whichever comes first. o If the Perform check fails, nothing happens and the owner cannot use this ability again for seven days. o If the owner rolls 100 on their performance check, they instead summon 1d4+1 5th-level villains, equipped as above, who appear and immediately attack the owner of the harp. ORPHEUS‘S LYRE: One of the greatest bards of history, Orpheus left songs and stories that ring down the centuries, especially his own tragic end. His lyre grants to the bard who wields it the following powers: • The bard gains +25% to her use of her Counter-Song skill. • With a successful Perform check the bard can cast Swyn’s subtle serenade (charm person, requires one round), Swyn’s compelling canticle (suggestion, requires three rounds), Swyn’s monstrous melody (charm monster, requires four rounds), or Swyn’s supreme serenade [mass suggestion, requires six rounds). Failure indicates that the bard cannot try to use that particular spellsong again until the next day. • Once per week with a successful Perform check at half base chances the bard can cast raise dead (cast as though by a 14th-level cleric). If the bard rolls 100 on her check, the target can never be raised or resurrected and the bard is cursed (no saving throw, as per the spell) such that thereafter all her base bard skills are halved. • Should any being other than a bard seek to play the lyre, the lyre summons 1d4+1 5th-level female berserkers, known as maenads, who rip the blasphemer to death with their bare hands (attack at +2, two claw attacks per round, each deals 1d4+4 damage). The maenads remain until they or the blasphemer are dead or up to 6 turns. The lyre can summon these maenads of its own will only once per day. PIOBAN BAIS: The infamous “Pipes of Death” are a set of bagpipes fashioned by the even more infamous Murrain MacGalla, the Lich-Bard of the Highlands; the pipes were formed from the bones of the Three Murdered Kings, and the bag itself from the skin of the regicide-parricide- mariticide-filicide, Queen Raicleach NicMaloidh, who slew the three kings 24 (her father, husband, and son) at the behest of Murrain MacGalla, the Royal Bard. The Pipes of Death are infused with necromantic power, the likes of which are generally entirely foreign to bards. Should a Neutral Good bard so much as touch the Pipes of Death, she must make a saving throw versus Spells or suffer 6d6 points of damage (save for half damage); should she be slain by this damage, she rises immediately thereafter as a wight and takes up playing of the pipes. Similarly, a True Neutral bard must save or suffer 3d6 points of damage (again, save for half), and if slain, suffers the same fate. Non-bards suffer the same fate as bards who have the same alignment (Good or Neutral), but if slain, do not rise again as wights. Those of Evil alignment may touch the pipes, but only a Neutral Evil bard may touch and use the Pipes of Death. The Pipes of Death have the following powers: • Animate Dead: With a successful Perform check at half base chances, after three rounds of skirling, the bard animates dead as per the spell cast by a 14th level cleric. If her Perform check is 100, the undead still animate but they are consumed with the need to slay the bard, and are immune to all the other powers of the Pipes of Death. • Cause Wounds: This power enables the bard to cause wounds, as per the spell. The bard may play the pipes for one to six rounds; at the end of the last round, if she has been uninterrupted, she must make a Perform check at half base chance. If successful, she targets a single being within 80 feet, who is attacked by an eldritch burst of green energy that causes 1d8 points of damage per round of skirling. The target may make a saving throw versus Death; success indicates they suffer only half damage. If her Perform check is 100, the bard suffers the damage, instead. o This power can be used to heal damage suffered by undead. • Control Undead: With a successful Perform check at half base chances, requiring but one round, the bard may turn or control undead as a cleric of 14th level. Controlled undead remain under the bard’s control so long as she remains the owner of the pipes; should she lose ownership of the pipes, the undead are freed, and seek her out to destroy her. If, on an attempt to turn or control undead, the bard rolls a 100 for Perform, the target undead thereafter attack the bard to the exclusion of all others. • Dance of the Dead: With a successful Perform check at half base chances, the bard may target all living beings within 30 feet; if they fail a saving throw versus Spells they begin dancing, against their will, as per the irresistible dance spell. The effect continues only as long as the bard continues to play the pipes. The targets suffer 1 hit point of damage every round they dance after the first 10 rounds. If a target dies while dancing they continue dancing, with their skin sloughing off over several hours, and then continue to dance as an animated skeleton until they are destroyed. 25 OPEN GAMING LICENSE DESIGNATION OF OPEN GAME CONTENT: The stat blocks of all monsters and the rule text of any abilities, powers, spells, or traps is Open Game Content, but none of the names or any of the descriptive text is open, unless such content is Open Game Content by virtue of appearing in the SRD. Any questions regarding the Open Game Content within this work should be directed to James Mishler at [email protected]. DESIGNATION OF PRODUCT IDENTITY: The names “James Mishler Games™,” “Goblinoid Games™,” “Labyrinth Lord™,” “Advanced Labyrinth Lord™,” and all names, personalities, descriptions, stories, storylines, histories, plots, thematic elements, images, artwork, symbols, designs, depictions, likenesses, formats, poses, illustration, graphic design, maps, and cartography are designated as Product Identity, as is any and all content that is not otherwise Open Game Content by virtue of appearing in the System Reference Document, being provided as Open Game Content in a work listed in Section 15 below, or is derivative thereof. Essentially, if it does not have to be OGC by operation of the license, it is not open in this product, and if it can be claimed as Product Identity, it is. Any questions regarding the Product Identity within this work should be directed to James Mishler at [email protected]. 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END OF LICENSE 28 Current as of January 21, 2021 JMG0001 Hercynian Grimoire #1 (V. 1, N. 1) [P, S, C] JMG0002 GD&C #1: Chaos Queen of Ants [P, C] JMG0003 Vampires of the Olden Lands [P, S, C] JMG0004 Map 100 Olden Lands Continent [P] JMG0005 Ogres of the Olden Lands [P, S, C] JMG0006 Midzee Maps [Mutant Future] [P] JMG0007 Castle Adlerstein and Environs Map Pack [P] JMG0008 Barbarian Class [P, S] JMG0009 Demi-God Race [P, S] JMG0010 Myrkridder – The Demonic Dead [P, S] JMG0011 Ghosts – The Incorporeal Undead [P, S] JMG0012 Monstrous Miscellany #01 [P] JMG0013 Dragonborn [P,S] JMG0014 Quick Start Character Race & Class Sheets [P, S] JMG0015 ALL Character Record Sheets [P] JMG0016 ALL Adventure Record Sheets [P] JMG0017 Balor-Kin Racial Class [P] JMG0018 Marilith-Kin Racial Class [P] JMG0019 Nalfeshnee Racial Class [P] JMG0020 Quick Start Race & Class Guide [G] JMG0021 Barbarian, Demi-God, & Dragonborn [G] JMG0022 Ghosts – The Incorporeal Undead [G] JMG0023 Hercynian Grimoire #1 (Vol. 1, No. 1) [C, G] JMG0024 Myrkridder, Ogres, & Vampires [C, G] JMG0025 Region 01A Frelengian Heartlands Map Pack [P] JMG0026 Expanded 20-Level Demi-Human Racial Classes [P] JMG0027 Expanded 20-Level Core Four Classes [P] JMG0028 The Book of Manos: A Grimoire of Handy Spells [P] JMG0029 Frelengian Heartlands: Badgershire Map [P] JMG0030 Expanded Dragons [P] JMG0031 Necromancer Class [P] JMG0032 Runemaster Class [P] JMG0033 Bard Class [P] C = Designed for Castles & Crusades and Labyrinth Lord; unless noted, other products are for Labyrinth Lord. 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URC6−06 Enemy of My Enemy A One-Round Dungeons & Dragons® Living Greyhawk™ Regional Adventure set in the County of Urnst Version 1.95 by D’Anne Rooney Circle Reviewer: John Jenks Triad Reviewer(s): JP Chapleau Playtesters: Chris Berry, Konrad Brandemuhl, Richard Clark, John Foye, Pam Foye, Brian Glose, Leonard Logan, Murry McEntire, Dustin Short, James Stepanek Contessa Elone Hofre Gellor was murdered and the County of Urnst is in an uproar over who will lead next. Are you willing to work with the enemy of your enemy to find the assassin? Part 2 of the “Chasing the Darkness” series. This adventure also includes an additional, optional encounter for the brave and heroic. A one-round Regional adventure set in the County of Urnst for characters level 1-14 (APLs 2-12).Resources for this adventure include URC5-04 That Which Lurks [D’Anne Rooney], URC6-I04 More Rivalry at Richfest [JP Chapleau and the CoU Triad]. Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc. Visit the LIVING GREYHAWK website at www.rpga.com. RPGA® SANCTIONED PLAY Most likely, you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D® campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL™ gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure, you accomplish a couple of things. First, it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. Players Read No Farther If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. Preparing for Play To get the most out of this adventure, you need copies of the following D&D rule books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix One. For your convenience, that appendix is split by APL. Along with this adventure, you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: Determine the character level for each of the PCs participating in the adventure. 1. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 2. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 3. If you are running a table of six PCs, add one to that average URC6-06 Enemy Of My Enemy Page 2 4. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL 2t which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: Enlist a sixth player. 5. Advise characters to buy riding dogs to help protect them and fight for them. TIME UNITS AND UPKEEP This is a standard one-round regional adventure, set in the County of Urnst. Characters from the County of Urnst pay one (1) Time Unit per round, while all other characters pay two (2) Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character that does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a DC 20 Survival check, the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the Living Greyhawk Campaign Sourcebook. ADVENTURE BACKGROUND During the past several years, Drow have been seen in increasing numbers. From the rift in the cliff by Ventnor, to the now collapsed Crystal Springs and even in the Vinewind area and the adventurer’s town of Holbrook, they have been appearing. Last seen in Holbrook right before the assassination of the Contessa, they disappeared before the adventurers who live there could confront them. The only thing they left behind was a clue, a pin in the shape of a black mask, and a pregnant adventuress. LORD UNDERLEY Lord Underley is a man of about 50. His black hair is streaked with grey and white at the temples. He is the current leader of House Underley. Lord Baron Jacobis Underley was the Lord Mage of the Contessa. He is also head of the eccentric, noble House Underley, though the family estates have yet to be rebuilt in the ruins of Ventnor Castle, a town destroyed by a battle between devils and demons at the dawn of the Civil War. Known as a shrewd man, Lord Underley deals on both sides of an issue, usually for the best interests of the County. HOUSE TEKEN’AFIN A house of powerful Drow who follow the religion of the Spider Queen. Lead by their most powerful priestess, Shi’raena Teken’afin, they endeavor to stop the advancement of those who follow the Masked God. Other motives they may have are unknown at this time. HOUSE RILYN‘VIRR A rival Drow house that follows the teachings of the Masked God. They have been working for the past two # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 URC6-06 Enemy Of My Enemy Page 3 decades in taking over one of the Rogue’s Guilds, the Vipers based out of Brotton. Those in the guild who are human have no idea who is now operating the business. DROGO BRACEGIRDLE Once a leader of his community, Drogo was captured several years ago by House Teken’afin. They found he had a talent as a diplomat and have used him on several occasions to broker for minor things they need with races other than the Drow. He greatly misses his home community of Applebee. ADVENTURE SUMMARY Introduction: Whispers on the Wind The adventurers find themselves in Radigast City at the Highbrows Inn just days after the assassination of the Contessa and her daughter Cyanna. Discussion is rampant about how this could have happened and who could have done it. Rumor is that the Contessa and Cyanna cannot be brought back for some strange reason even though Cyanna’s murderer was caught. Encounter 1: Meeting with the Enemy Lord Jacobis Underley sends an urgent message to the PCs, requiring them to meet with him at the Obsidian Conclave late that night. Assuming they agree, the PCs are introduced to a woman who tells them that she has information concerning the assassin of the Contessa. Careful observation by the PCs will reveal that the woman is a Drow priestess. Lord Underley tells the PCs that he has made a deal with the priestess in order to gain this information. Encounter 2: Vinewind The information the group receives leads them to Didieln to search out the location of the assassins. Encounter 3: Nothing is what it appears to be An abandoned temple is host to beings from below the earth. Encounter 4: Into the Darkness The party finds valuable information that leads them to the entrance into the UnderOerth located by Ventnor Castle. Encounter 5: Denizens of Underoerth As they prepare to spend their first night in the darkness, they are alerted to trouble and the possibility of meeting a new race of beings. Encounter 6: The Dream As the party beds down for the night, one of them is visited in their dreams. Encounter 7: Enemy of My Enemy During their sleep, a visitor comes to one of the party members with helpful information and a gift. Encounter 8: The Battle is Won Allowing that the characters are successful, the battle will indeed be won, and they will have their prize in hand. If they have not been successful, they will be running for their lives. Encounter 9 (Optional): Running the Gauntlet The characters find that getting back to Radigast with the assassins is easier said than done. Conculsion: Reporting In The group now must report their success or failure to Lord Jacobis Underley. Let's hope, for their sakes, they were successful. PREPARATION FOR PLAY Determine if the characters have played in the following events: URC5-04 That Which Lurks or URC6- I04 More Rivalry at Richfest. If they have, look at their ARs for any favors they might have. These will come into play during this scenario. Also, determine if there are any members of the Underley Network, any Thieves Guild, or any Knights of the Swan present in the company of characters. This module also includes an optional encounter near the end. Before you run it, ask the players if they are willing to spend the extra TU’s to do so. The extra option cost 1TU for characters of the County and 2TUs for characters not from the County. Playtests have shown this adventure to run long. Therefore, if you are running this adventure with a time restriction, some encounters are cut short. INTRODUCTION: WHISPERS ON THE WIND You find yourself in Radigast City, and as you enter the tavern, you find it full of patrons. Making your way to a table that has room for you, you find yourself face-to-face with several other adventurers. Allow the characters to introduce themselves to each other before continuing. You hear the voice of a well-trained performer speaking from the raised platform that serves as a stage. “The last of the finalists is…” Lord Dane held up the form to read the name, but never spoke it. A chilling scream interrupted him, even now I feel the shivers down my spine from that death scream. From behind him, Lady Cyanna’s limp and dead body slumped to the ground and a ghostly figure rose from the body. The Contessa, slumped to the ground as well and the ghostly thing laughed. “HAHAHA Malachite has the soul of this one. And he’s had her for months…HAHAHA” as it dispersed. The URC6-06 Enemy Of My Enemy Page 4 assembled crowd rushed forward to see what had happened, shocked and stunned at the same time. Lord Dane, who was as taken aback as everyone else was, ordered the Knights of the Swan and the soldiers to get everyone out of the area. It was chaos! People were crying others demanded retribution, others just followed in a daze. Some hid their smirks at the County’s misfortune. “This, my friends is what this Silver Swan saw at Richfest…” The bard takes a deep bow, having related his tale for the assembled crowd of the Highbrows inn. Allow the characters to react to this before continuing. It is Wealsun 9, just under two weeks since Richfest and already the news has spread around the County. Contessa Elone Hofre Gellor and her daughter Cyanna are dead. No one know who did it or why. Lord Terard Duncombe, the Lord of the East has declared martial law throughout the County and himself as Regent until a new Count is crowned. The Contessa’s ministers forming the Council of Lords has gathered in Radigast to determine who will be crowned Count. “Whose gonna lead us now?” questions one voice. “Seems we only just got the Contessa and now she’s dead,” says another. An older man speaks up from a darkened corner, “I heard she went completely mad before she was murdered.” Some young man who’s had too much to drink adds, “yeah some adventurer told me she converted to Hextor!” You hear other voices and suppositions about who the new ruler of the County will be, as well as rumors that assassins from Nyrond were responsible for the Contessa’s death. Some of you wonder… is it possible that King Lynwerd of Nyrond sent some one to kill her all because of the treaty with Sewarndt and the wall the County built? Could the Old One prepare for a major offensive against the County? Could the Pale be looking for a new venue of expansion? Malachite? Or is it someone else? The characters will hear the following conversations with successful listen checks. • DC 5: They tried to raise the Contessa, but like her son who died earlier this year, they cannot contact her spirit. • DC 7: The Contessa’s last decree was that Ventnor Castle and all the land beneath it was to be given in trade to the Duergar. • DC 10: No one has seen the Contessa’s husband, Lord Nimar Chrysale Gellor since the incident. Although it has been rumored that he was at the Richfest Celebrations as well. • DC 12: Sir Karl Whittenbock is said to have issued an edict to all Knights of the Swan to enforce the daylight curfew over all major settlements of the County under penalty of imprisonment for a term of questioning by church inquisitors and/or available Justicars. • DC 15: Some knight’s entourages have been heard to be arguing with other knights. Some want to keep things the way they are and others want a more progressive way of life. • DC 17: Justicars seem to be leaderless now that the Contessa is dead. They have no one to which to answer. Choose one PC, preferably one that is a member of the Underley Network; one of the Thieves Guilds; or anyone who has a favorable notice of either group. If you no hero qualifies, select one who would be most loyal to the County (use your judgment); pull them aside, and read them the following: As you sit listening to the gossip, a man dressed in plain attire approaches you and hands you a note. You are not sure where he came from, but you open the note all the same because it bears a familiar mark on it. The mark is either the Underley Network’s or the Thieves Guild to which the PC belongs. (See Appendix Two for a list of these marks. See Player Handout One for the note.) As you read the note, you realize that the man who gave it to you has slipped away into the crowd without notice. If the characters agree to go with their companion, go to Encounter 1: Meeting with the Enemy. ENCOUNTER 1: MEETING WITH THE ENEMY Two heavily armored guards stop the characters at the closed gates to the Conclave. Here they must give the guard the password (“Working for the Swan”) or the guard do not allowed them in. Read the following if they give the correct password. You give the guards at the gate your password and they look you over briefly to satisfy themselves that you are who they expect. One of the guards leads you deep into the Obsidian Conclave to a room within its walls where you are told to wait. As the guard leaves, you hear the audible click of the lock as he pulls the door shut. URC6-06 Enemy Of My Enemy Page 5 The room is devoid of any furnishing but a few hard- backed chairs. There are no windows and only the door you entered through gives any egress from the room. Feel free to work on their sense of paranoia. You wait an hour, two hours, maybe more. Just as you start to think you have had enough, the door opens and two people enter the room. An Oeridian man in his 50’s with graying hair wearing an amulet depicting Dragons holding a crest with a leaping fox and an elven woman whose silk cloak covers her entire body in shadow. The man greets you all by name before saying. “Gentleman (and Ladies), I am Jacobis Underley, Lord Mage of the County of Urnst. I have brought you here under these circumstances in order to enlist your aid in a mission of the utmost importance. Please take a seat.” Allow the characters to react to this statement, as well as to the fact that he has not been seen in public for quite some time, before continuing. Lord Underley smiles “Let me explain what exactly I require you to do. However, first I would like you to meet Shi'raena Teken’afin. She has brought the information to us to aid in what we seek, which is the assassin who killed the Contessa. Allow for a Knowledge (nobility) or Local (NMR or core) or a Bardic Lore check of DC 15+APL to determine that Shi’raena’s name is of Drow origin. Characters who speak elven receive a +5 circumstance bonus to this roll. The cloaked female bows slightly to the characters, but she does not remove her cloak, nor reveal her face as she speaks. However, a DC 15+APL Spot check reveals that she is a Drow. Give them Player Handout Two. Any attempts to detect chaos or detect evil are met with an overwhelming aura of either. (The person casting the spell is stunned from this effect). Those who cast detect magic are reprimanded by Lord Underley and told to drop the spell before they can discern anything from it other than the presence of magic on both Lord Underley and his guest. If they refuse to drop the spell, they are escorted from the room and told that their services are no longer desired. The adventure is over for this person and they receive the Disfavor of Lord Underley AR award. For all other characters, continue: The woman speaks in a low, sultry voice. “A month ago, two Drow entered your adventurer’s town of Holbrook. They were lost. In the process of trying to find their way to Radigast City, they killed a farmer, his wife, and baby, as well as captured an adventuress.” “They tried to get information from the adventuress; however, even though they raped her, she would not tell them anything other than Radigast City was to the north.” A mocking tone enters her voice as she continues the story. “They would have been caught and killed if not for another adventurer who thought it a good idea to sound a war horn and alert these Drow to their precarious position. Therefore, they were both able to leave that little town via magical means before the group of adventurers discovered them.” She pauses for a moment to let her information sink into your mind and rest uncomfortably in the pit of your stomach. “The two of them eventually arrived at the Richfest celebration and killed the Contessa right before your very eyes.” Lord Underley picks up where the woman left off, “I have promised your assistance in this matter in order to bring to justice those who are responsible for the death of our Contessa. You are to seek out the encampment where they are hiding and capture the assassins. In addition, you are to bring back any information you can about the area, their numbers, and their purpose. Allow the characters to react to this statement and ask questions of Shi’raena and Lord Underley. Below are some possible questions they may ask. QUESTIONS ASKED OF LORD UNDERLEY: • Tell us more about you. Refer to Adventure Background. • How do we know she’s telling the truth? The information given by Shi’raena has been proven true after investigating a report given to the Radigast City Beta Leatherwing commander, Lt. Grindstone, by one of the Alpha riders. • Do you know this woman is a Drow? If so, why are you working with her? Lord Underley knows Shi’raena is a Drow, but he is willing to work with her in order to get the assassins. Sometimes you have to work with the enemy of your enemy in order to see justice done. • Why is she working against her own kind? Shi’raena is from a different sect of Drow, those who worship Lolth, the Queen of the Demonweb pits. The assassins are followers of Vhaeraun (Vay- rawn). [Same as above, only volunteer the information if a character realizes what Shi’raena is.] • What are we getting paid for this? You are welcomed to keep anything you can find. Moreover, the glory of finding the Contessa’s assassin should provide ample payment. URC6-06 Enemy Of My Enemy Page 6 • How long do we have to accomplish this mission? As long as you need, but do not take too long. • How public is this? In the current climate, I do not want to have a bunch of people running around looking for Drow. Keep it hushed. • How are we going to Didieln? Leave that up to me. QUESTIONS ASKED OF SHI’RAENA: Remarks in parenthesis indicate information the characters can pick up with a Sense Motive check DC27. • How did the Drow assassins infiltrate Richfest? The two Drow who fled Holbrook were in disguise and not noticed by anyone at the Richfest celebration. Most likely, they wore dark cloaks and avoided the central areas. • How do you know they were in Holbrook? She obtained all of her information from an informant based in Holbrook. • Who are they? They are part of a group of renegade Drow who follow Vhaeraun, the Masked God. • Who is Vhaeraun? Vhaeraun is the son of Corellon Larethian and Lolth. He is followed by primarily male Drow who have forsaken their belief in the Spider Queen and who want a male dominated society. Most of them are rogues and assassins. (See Player Handout Three: Visual Aids for a picture of Vhaeraun’s unholy symbol.) • Why are these Drow here? This particular sect of Drow has been working on the surface to further their interests and expand their base of operations. • Where is their operation located? One such base of operations is the Vinewind area, the city of Didieln to be precise. That’s the last place she heard they had been. • How do you know they are working to expand to the surface? Her group has been watching the Vhaeraun group for quite some time now. She will not state who her group is. (Obviously, she knows more than she lets on.) • Who are you? I am Shi’raena Teken’afin a priestess of the Spider Queen. (She is not lying!) She removes her hood and reveals herself to those present. She is a very beautiful female Drow with inky black skin, pure white hair, and pale blue eyes. • What do you get out of this and why are you helping us? Because the sect of Drow that worship Vhaeraun are renegades and misfits. They cannot be allowed to continue in their attempt to claim the surface as their own. (It seems that the characters are there to do her dirty work.) • How do you know so much? We have been watching these Drow for many years now and I am the one in charge of seeing they do not succeed at what they are doing. I have spies in many places who keep me informed of the house Rilyn’Virr’s movements. • What is House Rilyn’Virr? Refer to the Adventure Background. (Shi’raena twists the information to make them look evil and dangerous to the County). • Who in Holbrook works with you? I will not tell you. (She will not, unless compelled magically). • What are the names of the assassins? I do not know at this time, but if you find out in your investigation, I am very interested in the information. One of them is a fighter of some prowess who takes delight in torturing his captives before killing them. He has a pale scar that runs from his left temple to the corner of his mouth, making it pull up in a crooked smile; when he smiles that is. The other is a wizard of some power who is inclined to wear expensive, black robes with a purple satin lining. He is older than the fighter by many years and has pale lavender colored eyes. This color is rare among us. Once the characters have asked their questions, Lord Underley asks them if they are willing to go hunting these assassins. If they say yes, go to Encounter Two: Vinewind. If they refuse, the adventure is over. As Lord Underley escorts the adventurers from the Conclave, he hands a coin to the person with the highest charisma, or someone who the group treats as a leader (preferably not a paladin). He explains that the coin enables him to find them if something goes terribly wrong. Troubleshooting: It is possible that rather than listen to the Drow priestess, the characters attack her. If this happens, she escapes via a word of recall spell. This means that there is no information for the characters to receive from her and the adventure is over. Proceed to the Conclusion. If any of the party refuses to work with the priestess, they are welcome to find out information on their own, but it is almost impossible to do so. Give them an Intelligence or Wisdom check of DC 10 to realize this. All APLs (EL13) � Shi’raena Teken’afin: Female elf [Drow] Clr14 [Lolth]; hp 93. See Appendix One. ENCOUNTER 2: VINEWIND Lord Underley gathers a number of wizards from the Conclave and has you teleported just outside of Didieln, the city that Shi’raena said was a good URC6-06 Enemy Of My Enemy Page 7 place to start your search for the Drow who had assassinated the Contessa. RUNNING THIS WITH A TIME LIMIT This encounter can run very long. If you have enough time, proceed to Word on the Street. However, in a timed situation, read the following boxed text before proceeding to Encounter 3: Nothing is what it appears to be. Your investigation in Didieln reveals a number of leads, but the most promising one leads you to the abandoned Temple of Berei. In the Temple district of Didieln the temple has been abandoned for twenty years. WORD ON THE STREET The characters can learn the following rumors and information with a successful Gather Information check as listed below. They gain all the information at the lower DC’s as well. For every 20 gp they spend, they gain a +5 circumstance bonus. DC 5 – The Torquanns are backing Lord Duncombe and his Regency. DC 10 – Theft in the city seems to be on the rise, no one’s property is safe anymore. DC 15 – The owner of the Flawless Skin, a tanner’s shop, mentioned that he’d been receiving some strange orders lately. DC 20 – Nova Daldon, the owner of the Blissful Glass has chosen to close earlier since one of her waitresses was attacked a few days ago. DC 25 – The Tawdry Wench, another tavern located in the rough part of town, has had an increased amount of business lately. Most of the patrons are there in the late evening hours. DC 30 – The Didieln Bakery, was recently taken over by a pretty, young elven woman who came from Radigast City. Strange that… the last owner really did not mention her desire to sell the business. THE BLISSFUL GLASS This inn owned by Nova Daldon, a female dwarf and ex-adventurer, who was host to those characters who played URC5-04 That Which Lurks. Nova recognizes anyone that was here at that time and greets them by name. She has the following information. • She heard rumors that there has been a lot of activity occurring at night in the temple district. • One of her waitresses was attacked a few days ago while she was hurrying to close up before the curfew went into effect. The waitress refused to elaborate on the nature of the attack or her attackers. She has since left for Radigast (and cannot be found during this adventure). • Lord Bryne is still seeking answers to his wife’s betrayal and/or replacement by a Drow. • She suggests that if the characters are looking for anything of interest, they might try The Didieln Bakery in the center of town. THE DIDIELN BAKERY This bakery in the center of town is owned and run by a slightly built, beautiful gray elf named Elecia Elvandel. She greets everyone who enters her establishment with a winsome smile and a sample of her famous muffins. Elecia is a member of the Birds of Prey and the Underley Network. Any Rogue Guild member can recognize this by the pin of an eagle she wears on her dress, and Underley Network members can pick it up in some of her hand gestures. Elecia tells the characters the following information if they either declare they are a member of any Guild, or the Underley Network, or succeed at a Diplomacy check DC 15. She is fully aware of the party’s mission. Information for Underley Network Members • The Network has been watching several places in town. • Elecia was sent here by Lord Underley to watch the area because of the recent smuggling activity. Information for Birds of Prey Members • The Guild has been watching several places in town. • Elecia has also been on the watch for a new Rogue’s Guild that seems to be operating in the area. She suspects the Vipers have moved up from Brotton to work in Didieln. Information for Others • The Tawdry Wench seems to have more patrons during the late hours of the evening than they ever did before. • The Flawless Skin has seen an increase in the sales of black leather. • There has been some increased activity around the abandoned Berei temple in the late evenings despite the curfew in effect. (Knowledge (religion) check DC 15 reveals that Berei is a lesser deity of home, family, and agriculture.) • The temple was abandoned several years ago with most of its worshippers turning to the larger temple of Beory for their spiritual needs. URC6-06 Enemy Of My Enemy Page 8 ALDO THORNQUIST Aldo Thornquist is the constable of Didieln and will recognize those who have played URC5-04 That Which Lurks. He has the following information for those he has met before. • He and Lord Garnwick Bryne continued to investigate the smuggling that was occurring in the city. • They followed the tunnel out of the underground temple located in Baron Belin Torquann’s home into the forest behind. The tunnel turned into a dead end. • He has looked into the attack on the barmaid from the Blissful Glass. She claims she was assaulted by dark skinned men. • If asked about Lord Bryne, Aldo states that he is out of town visiting the Lord Vintner Deremett Torquann. However, those with the favor of Lord Bryne may purchase any ring from the DMG under 5,000 gp in Didieln at this time. Once this favor is used, it must be crossed off their AR for URC5-04. THE TAWDRY WENCH Located in the eastern part of town in the Manufacturing District, the Tawdry Wench is a tavern that caters to the seedier population of Didieln. This is not a nice place for anyone who looks wealthy. Only those who look like a normal laborer are likely to get any information here. • The smuggling that had occurred here in town seems to have quieted down lately. However, theft seems to be on the rise. • A fellow who works at the Flawless Skin had said there was an upswing in orders for black leather. • One of the workers can tell the party that he has seen quite a bit of activity in the temple district late at night. He does not know why. THE FLAWLESS SKIN The Flawless Skin is a tanner’s shop, which is self evident when the characters get within half a block of it. Inside are several dozen workers who are tanning hides of all types and colors. The owner of the Flawless Skin is a gruff fellow by the name of Relamos. Relamos is a human male in his forties. He is dressed in a black leather apron and in clothes that have not seen a washerwoman in weeks. He smells just as bad as his warehouse does. He offers the adventurers the following information for a persuasive sum of 50 gp. • Quite a few orders for black, worked leather has come in. • The person he always takes the orders from is a slightly built man, or perhaps an elf of some type. The man always orders black leather or studded leather armor. He has never had a good look at the man though because all transactions have taken place in low-lit areas. The only thing he really noticed is that the man’s eyes seemed to glow in the darkness. • There has been some increased activity around the temple district in the late evenings. THE TEMPLES Pelor • The temple of Pelor is headed by Gwyneth Henge Emerald (NG Female Cleric 6/RadServ4). She can tell the party that she has not noticed anything different in the area and the temple to Berei has been abandoned for over twenty years. Beory • Headed by Trunikhar Pero (NG male Cleric 12 – Beory). Trunikhar tells the party that the congregation of the temple started to grow slowly since the priestess of Berei left for unknown parts some 20 years ago. She seemed to disappear overnight and no one has heard from her since. Zilchus • Headed up by Purchaser Enturn Risdar (N male Cleric 10). He has noticed some new activity around the temple of Berei, but nothing out of the ordinary. He thinks vagrants are using it as a place to sleep. THE CURFEW Because there is a curfew in effect, any member of the Knights of the Swan or the Army can obtain a pass from the local constable, Aldo Thornquist, to patrol after hours. Development: Presumably, the adventurers realize that they should go investigate the temple district. Therefore, continue to the next encounter. ENCOUNTER 3: NOTHING IS WHAT IT APPEARS TO BE The abandoned temple has a symbol of a sheaf of wheat stalks that is now barely visible above the entrance, as well as carved into the doors. The place looks run down from misuse. Regardless of what time of day the characters investigate, they find the upper area of the Berei temple is typical for a building of this type. There is quite a bit of debris from broken statues, pews, and bits of loose trash that has blown into the building over time. URC6-06 Enemy Of My Enemy Page 9 A Search check DC 20 reveals a hidden floor panel just behind the altar. The opening leads down an unlit flight of stairs to a temple to Vhaeraun. The temple is unlit here as well because the worshippers do not require light to perform their duties. See Appendix Three: The Temple for a map of the temple. If the characters use light, the Drow are ready for them. If they do not use light, roll Listen checks for the Drow to hear the adventurers coming. At each APL, the Drow are accompanied by various slaves who fight to protect the priest they do so without receiving orders and keep fighting even if their Drow masters have been killed. APL 2 (EL 4) � Cleric of Vhaeraun: male elf (Drow) Cleric 2; hp 15. Appendix One. � Goblins (4): hp 5. Monster Manual pp 133. APL 4 (EL 6) � Cleric of Vhaeraun: male elf (Drow) Cleric 3; hp 32. Appendix One. � Hobgoblin Fighter (5): male humanoid (goblin) Fighter 1; hp 13 each. Appendix One. APL 6 (EL 8) � Cleric of Vhaeraun: male elf (Drow) Cleric 5; hp 41. Appendix One. � Hobgoblin Fighter (3): male humanoid (goblin) Fighter 3; hp 26. Appendix One. � Hobgoblin Rogue: male humanoid (goblin) Rogue 2; hp 15. Appendix One. APL 8 (EL 10) � Cleric of Vhaeraun, male elf (Drow) Cleric 7; hp 60. Appendix One. � Drider Sorcerer: hp 45. Monster Manual pp. 89. � Bugbear Fighter (2): medium humanoid Fighter 2; hp 34. Appendix One. APL 10 (EL 12) � Cleric of Vhaeraun, male elf (Drow) Cleric 7 /War Priest 2; hp 66. Appendix One. � Drider Sorcerer (1): hp 45. Monster Manual pp. 89 � Umber Hulk (2): hp 71. Monster Manual pp 248. � Bugbear Fighter (2): medium humanoid Fighter 5; hp 63. Appendix One. APL 12 (EL 14) � Cleric of Vhaeraun: male elf (Drow) Cleric 7/Warpriest 4; hp 66. Appendix One. � Drider Sorcerer (2): large aberration Sorcerer 3; hp 64, 44. Appendix One. � Umber Hulk (2): hp 71. Monster Manual pp 248. Tactics: At all APLs, the Drow attack to kill the person(s) with the least amount of armor. There is no honor here, just determination to kill as quickly as possible. Swarming and overwhelming tactics are used. The slaves are used to absorb attacks of opportunity in order to afford the tougher Drow a chance to engage a soft-body. Any individual wielding a melee weapon is ignored in favor of engaging a caster or an archer. Concentrate all attacks until one drops. Keep in mind that Drow are ruthless and do not give any quarter. APL 6: The hobgoblin fighters focus their attacks on one foe at a time using their Power Attack and Shield Mate feats along with the rogue. APL10-12: The umber hulks wait until they feel the entire party enter the room and combat begins. They burrow through the walls to attack the rear of the party (effectively supporting the Drow). If some characters separate from the party (say by staying in the stairway), the umber hulks try to move in to flank. All the villains are unaffected by the umber hulks gaze attack due to a magical blindfold they are all wearing. Development: If any of the villains are caught and questioned, they bite down on a poison-filled tooth and commit suicide in order not to be questioned. If the party searches the cleric, they will find a note on how to disable the trap on the secret door in his room. They can find the secret passage that leads from the temple into the UnderOerth with a successful search DC 20. ENCOUNTER 4: INTO THE DARKNESS The passage way leads for miles and miles into the darkness. The further you travel, the more you can feel the land over your head pressing down upon you and there are times when you feel as if you might suffocate in the closeness around you. You travel for the better part of two days and perhaps begin to wonder if you will ever find the Drow you seek. Allow for a Track check DC 15 to locate and follow the trail of booted feet. Some of the footprints are small humanoids and some are large. The tracks eventually lead to the drow encampment On the second day, read or paraphrase the following. The silence of the caverns is shattered by the sound of a conflict nearby. Listening closely, you can tell which of the branching caverns it is coming from although it sounds like it is echoing from everywhere. Roll initiative and allow the characters to respond, if they go to investigate, read or paraphrase the below URC6-06 Enemy Of My Enemy Page 10 text. The battle is taking place in the next cavern, which is about a hundred yards from the party’s current location. If they do not go to investigate, the fight comes to them so adjust the below text accordingly. (See Player Handout Three: Visual Aids, for a picture of the Desmodu you can share with the players.) As you come upon the area where you know the sounds were coming from, you see a strange sight. Fleeing from a group Drow and other creatures is a small humanoid that appears to be part human, part bat. He is making a high-pitched sound that you can barely hear, almost as if he is screaming in fear. Lying several yards behind him is one of the largest bats you have ever seen in your life. Even those among you with no healing skill can tell that the bat person is losing the battle and will be dead soon if no one intervenes. A Knowledge (nature or local NMR) check of DC 19 reveals that the bat-like creature is a Desmodu, a type of humanoid that not only resembles a bat, but is closely associated with raising them as war-trained mounts as well. This particular Desmodu is a child or juvenile, not an adult. Desmodu are highly isolationists creatures. If Danak is directly attacked by any of the characters, he will go into a fully defensive posture and will cower away from them. All APLs � Danak: small monstrous humanoid; AC 14; hp 30 (wounded). APL 2 (EL 3) � Drow Wizard: medium elf (Drow) Wizard 1; hp 6; Appendix One. � Goblins (4): hp 5. Monster Manual pp 133. APL 4 (EL 5) � Drow Wizard: medium elf (Drow) Wizard 3; hp 13. Appendix One. � Hobgoblin (5): hp 6. Monster Manual pp 29. APL 6 (EL 7) � Drow Wizard: medium elf (Drow) Wizard 5; hp 19. Appendix One. � Troglodyte (5): hp 13. Monster Manual pp 246. APL 8 (EL 9) � Drow Wizard: medium elf (Drow) Wizard 7; hp 23. Appendix One. � Bugbear (5): hp 16 each. Monster Manual pp 29. APL 10 (EL 11) � Drow Wizard: medium elf (Drow) Wizard 9; hp 30. Appendix One. � Minotaur (5): hp 39 each. Monster Manual pp 188. APL 12 (EL 13) � Drow Wizard: medium elf (Drow) Wizard 9/Acolyte of the Skin 2; hp 41. Appendix One. Destrachan (2): hp 60 each. Monster Manual pp 49. � Minotaur (2): hp 39 each. Monster Manual pp 188. Tactics: The adventurers are the immediate threat here. Fear of discovery drives the Drow to attack and battle to the death. These foes forego any melee combat, looking for unarmored casters and/or archers. All attacks are targeted at a lone individual until that person drops or retreats. This tactic is repeated whenever possible. The Desmodu is unable to assist in the fight because he is too weak. Development: If the characters kill off the Drow and their minions and the Desmodu lives, go to Encounter 5: Denizens of Underoerth. If the Desmodu is killed by the creatures he is confronting, or by the party, they DO NOT meet the Desmodu! Proceed directly to Encounter 6: The Dream. AR REWARDS • If the party saves the Desmodu Youth, they receive the “Favor of the Desmodu” AR award. • If the party allows the Desmodu Youth to be killed at the hands of his attackers, they receive the “Failure to Contact the Desmodu” AR award. • If any party member or members actively participates in the death of the Desmodu Youth, they receive the “Enmity of the Desmodu” AR award. ENCOUNTER 5: DENIZENS OF UNDEROERTH The Desmodu speaks Undercommon and Terran, in addition to a language of their own (Desmodu). If no one speaks these languages, he pantomimes his appreciation and signal for the party to follow him. If anyone speaks any of these languages, he thanks them and tell them the following information. Danak may also communicate this if the characters role-play it with sign language or drawing. • His race is called the Desmodu. • His name is Danak. • The creatures that he was fighting have been attacking their settlement for several weeks now. • He was testing out his mother’s new bat and was not supposed to have flown so far from their enclave. • He is going to be in big trouble when his mother finds out what he’s done. URC6-06 Enemy Of My Enemy Page 11 Danak leads you for several miles through twisting tunnels further under ground. You are certain that if he was not guiding you, that you would become quickly lost. Finally, he leads you into the largest cavern you have seen yet. The high ceiling is filled with stalagmites and the sounds of life. Not only is the cavern full of other Desmodu, but with bats of varying sizes as well. For those who have seen the bats raised by the dwarves of the Greyhills, you can tell that these bats are different. As you stand gazing about, your guide emits the same high-pitched sound you heard before. A flurry of activity from the roof of the cavern is heard in response. Several large Desmodu begin to gather and after a brief conversation with the guide, they turn to you. The oldest of the Desmodu steps forward and in a halting common, she says, “Thank you for helping my son. Please feel free to rest here for the night, but in the morning you must be on your way.” She can answer the following questions: • Who are you? We are the Desmodu. • How long have you lived here? Hundreds of years. • Who are these others? The group they are meeting with is the council, which is comprised of several male and female Desmodu. • What does the council do? The council handles affairs that concern the entire settlement, but the settlement is primarily made up of individual family groups. • Did you raise all of these bats? Yes, we ride them into battle and use them for patrolling. • Are the bats for sale? No, they are like family to us and we would never sell them. • Have you seen Drow lately? Yes, we have been having trouble with a new settlement of dark elves. • Have you fought the Drow more than this once? Yes, we have lost many warriors to battles with the dark elves. • Do you know where the Drow encampment is? Yes, we can give you directions. • Can you help us fight the Drow? No, we do not want to be involved in your argument with them; we have enough trouble of our own. • How big is the Drow enclave? They have occupied an immense cavern and have many, many Drow and slaves within. (The impression given is in the hundreds) • How far is the Drow enclave? Two days’ journey from here. Development: The Desmodu are mostly indifferent to the characters, but they offer to trade some of their items with the party. They are looking for new and unusual items and are shrewd enough not to allow themselves to be cheated. If they feel any of the characters are trying to cheat them, they insist the party leave. Any trades for Desmodu items must occur now. The Desmodu make it very clear that they do not want to see these surface dwellers any time in the near future and repeat visits would not be welcome. If the party treats them fairly, they are allowed to stay the night in the Desmodu cavern. Items for trade include: • Breathing Mask This mask covers the user’s whole face and provides fresh air for up to 4 hours. The air supply can be replaced. (1,000 gp). • Wire Cable: This cable is thinner, stronger, and lighter than silk rope. It has 10 hp and hardness 5. It can be burst with a Strength check at DC 32. (25 gp) • Cablespool: This gadget can carry 100 feet of cable in an enclosed reel. The spring-wound reel can pull in 100 feet of cable in 1 round with a Strength of 16. (125 gp) • Frostfire: This sticky adhesive substance drains away heat when exposed to air or moisture (SS47) (40 gp) • Bladefire: Similar to alchemist’s fire but applied to weapons lasts 1d6 rounds, provides light as a torch, the weapon deals 1 point of fire damage. (A&EG33) ENCOUNTER 6: THE DREAM Allow the party to travel on, either after leaving the Drow encampment, or after failing to save the Desmodu. As the party beds down for the night, pull aside the person who was given the token by Lord Underley. If they have discarded the token, pull them aside just the same. If that person is protected by a protection from evil, choose another person at random. This person receives a dream in the night. Read or paraphrase the following: You fall into a fitful sleep that seems haunted by the events of the day and just as you think you are finally slipping towards peaceful dreams, you feel as if your arms and legs are being held down. You realize that you are lying in the center of a huge web and you are surrounded by thousands of large spiders. One of them approaches you and then changes shape, transforming into. Shi’raena Teken’afin. “Do not be alarmed,” she says with upraised hands. “This is only a dream. I have been following URC6-06 Enemy Of My Enemy Page 12 your progress and have discovered that you will be coming to a very large encampment of Vhaeraun followers. Unfortunately, you will not be able to penetrate the camp to find those you seek without some assistance.” She smiled grimly as she continued, “I have a large army waiting to attack the camp. However, they know we are coming and have begun a ritual to summon a powerful demon. I need you and your friends to stop that ceremony in order for us to succeed.” “I have sent an invisible agent into the area where you are sleeping and he has left you something that will prevent your death at the hands of my own troops. They are badges that identify you as friends of House Teken’afin. Wear them.” “Your attack should be focus on a side cavern with the Mask of Vhaerun over it. That is where they are performing their summoning ritual. My people will aid you as long as they are able to see that you get there. Good hunting.” Her voice fades off into the dream and you find yourself waking. Lying beside you is a black leather bag that you do not recognize. The bag contains Drow house insignia. They have no power other than to identify the wearer as a friend of House Teken’afin. (A picture of the symbol on the badge can be found in Player Handout Three: Visual Aids). ENCOUNTER 7: ENEMY OF MY ENEMY Allow the characters to decide how to get to the camp. Once they are down, they have to make their way across to the open area in the center of the camp where the ritual is taking place. See Appendix Four: The Summoning Cave Once the characters have made their plans to reach it, Shi’reana launches her assault. The entire northern wall of the cave explodes and thousand of vile creatures poor in. The clash of the two Drow houses has begun. It takes the party several rounds to cross to the ritual area and they are coming in from the south. All entrances to the cavern are guarded and there are hundreds of Drow and slaves in the area. However, most of the combatants head to the north of the cavern when Shi’raena and her army attack. This gives the party the needed distraction in order to make their way to the summoning circle. Along the way they encounter various Drow; some who belong to the House Rilyn‘Virr and some to the House Teken’afin. When those from the Teken’afin house see the badges the characters are wearing, they turn aside to attack any of the House Rilyn‘Virr Drow or slaves instead. Feel free to freeform this part of the encounter as you see fit. Once they reach the cave in which the ceremony is taking place, the party has to make their way down a 40 foot long, 10 foot high, tunnel before reaching the entrance. The cave itself is unlit except for the glow of magic coming from the summoning circle in the middle. Before the party enters the cave, they are met by the guards and their ‘guard dogs’. In addition, the cavern is unhallowed with a dispel magic tied to it (cast at 10th level). See Appendix Four: The Summoning Cave for a map of the cave. APL 2 (EL 5) � Displacer Beast: hp 51. Monster Manual pp 66. � Drow Fighter: male elf [Drow] Fighter 1; hp 12. Appendix One. APL 4 (EL 7) � Advanced Displacer Beast: hp 76. See Appendix One. � Drow Fighter: male elf [Drow] Fighter 2; hp 28; Appendix One. APL 6 (EL 9) � Advanced Displacer Beast (2): hp 76, 75. See Appendix One. � Drow Fighter: male elf [Drow] Fighter 6; hp 57; Appendix One. APL 8 (EL 11) � Hound of the Gloom: hp 156. Appendix One. � Drow Half Dragon Fighter: male medium dragon (elf) Fighter 4; hp 62; Appendix One. � Drow Monk: male medium humanoid (elf) Monk 7; hp 53; Appendix One. APL 10 (EL 13) � Hound of the Gloom (3): hp 156 each. Appendix One. � Drow Half Dragon Fighter: male medium dragon (elf) Fighter 7; hp 84; Appendix One. � Drow Monk: male medium humanoid (elf) Monk 9; hp 72; Appendix One. APL 12 (EL 15) � Advanced Hound of the Gloom (3): hp 216 each. Appendix One. � Drow Half Dragon Fighter: male medium dragon (elf) Fighter 9; hp 117; Appendix One. � Drow Monk: male medium humanoid (elf) Monk 9; hp 72; Appendix One. Tactics: These Drow are more dangerous than their counterparts. The animals engage the first target they can, and the intelligent combatants use this distraction to try to kill any caster as quick as possible. If anybody URC6-06 Enemy Of My Enemy Page 13 shows any ranged attacks during combat, the intelligent creature seeks any cover possible and continue their deadly attacks on the casters. DISRUPTING THE RITUAL The characters only need to take out one of the clerics (causing damage, enchanting, distracting, etc) from the summoning circle to disrupt the ceremony. If the party is successful in doing so, which is the general idea here, then read the following. All APLs � Drow Clerics (6): medium elf (drow); AC 16; hp 40; (Concentration +10+APL). The shimmering that had begun in the circle fades away with a nightmarish cry that rings out over the encampment. You sigh in relief that the creature being called did not arrive and that you were successful. All drow clerics die from the backlash of power as the ritual is interrupted. If the characters want to chase them down and kill them, let them do so, but they get no XP for this. Troubleshooting: If by some odd chance the party does not interrupt the ceremony, a hideous creature appears in the summoning circle. If this happens, they have lost the fight and should realize that they need to flee in order to survive. The creature teleports out of the cavern to the front lines of the battle to join the fray on the side of House Rilyn‘Virr. Go to the conclusion if the fight is lost. ENCOUNTER 8: THE BATTLE IS WON At the conclusion of the battle, if the party is successful, read or paraphrase the following: The cavern is filled with the smell of smoke and blood, but you are victorious over those that attacked you. As you stand surveying the carnage and watching the fleeing slaves that lived, you see Shi’raena Teken’afin crossing the battlefield toward you. She is followed by several warriors, as well as priestesses carrying whips with writhing snakeheads and a hideous creature. It looks like a tentacled blob of melted wax and you can smell a foul stench coming from it as it draws near. Ask of a Knowledge (the planes) check DC16 to identify the creature as a Yochlol (Lolth’s handmaidens). Give out the picture of the Yochlol on Player Handout Three: Visual Aids. If the characters fail to identify the creature, make sure you remove the name from the handout. “Well done,” she says as she looks you over. “I believe this is what you were seeking.” As she says this, two of the other female Drow step forward and drop the unconscious bodies of two male Drow at your feet. “Here are your assassins. They will be conscious in a few hours and you can question them if you like. I would suggest you keep them bound and unconscious however. After all, they were powerful enough to take out your Contessa” She smiles at all of you, “I want to thank all of you for your assistance in this matter. This was a great victory for Lolth and us. Perhaps, we can work together again in the future.” She begins to walk away and then, as if in an afterthought, she turns back to you. “If you would like, I could take those two off your hands and give them a punishment much more fitting than what you would give them.” Let the party decide if they want to give up the assassins to the priestess. Regardless of what they decide, she does not reveal any emotion; she simply leaves with, or without, the assassins. However, a Sense Motive of DC 27 will reveal that she is not happy with the group’s decision to keep the assassins, or that she is ecstatic that she has them in her possession depending on the character’s decision. INTERROGATING THE ASSASSINS If the party keeps the assassins, they have the following information that they tell the party if they manage to bully it out of them with a DC 20 Intimidate check. (This information is repeated in the conclusion if they assassins are taken to Lord Underley.) • Why did you kill the Contessa? We were sent by House Rilyn‘Virr to take out the Contessa to create strife in the County. • Who sent you? The head of house Rilyn’Virr. He said he was paid to do so by someone else, but we do not know who. • Who else helped you? We have been working through the Viper Rogue’s Guild. They were our source of information. • Why can we not contact the Contessa spirit? The weapon we used to kill the Contessa was a thinaun blade. • Where is that blade now? The blade was sold to a powerful Drow in the Fennelmore swamp who had his own interest in it. • How did you end up in Holbrook first? The teleport went awry and we ended up off course If the party does not keep the assassins and gives them Shi’raena, go to the conclusion. URC6-06 Enemy Of My Enemy Page 14 If they keep the assassins, go to the next encounter only if you have time, and your party has agreed to play the optional encounter. Troubleshooting: If the party decides to attack the Lolth priestess and her entourage, then narrate their defeat and capture by the Drow. The odds against them are overwhelming and impossible to beat in this instance. She is here with an army that can beat the characters down and not kill them; however, they are enslaved. Alternatively, any hero abandoned in the caves during the fights are also enslaved. The characters are kept captive for 20 TU's and then will be rescued through negotiations by Lord Underley. They will also receive the enmity of Lord Underley and the Drow priestess, which you should note on their AR. ENCOUNTER 9 (OPTIONAL): RUNNING THE GAUNTLET This encounter is an additional encounter the characters may fight. It costs them one additional TU for characters from the County and 2 for out-of- towners. Run this optional encounter only if you have time and only if the characters have decided to take the assassins with them. Shi’raena has no liking for the surface dwellers who aided her in this mission. In addition, if word were to get out that she had their aid, she would be shamed before the other, more powerful Drow leaders. Therefore, Shi’raena sends some of her minions after the characters in an effort to stop them from reaching the surface with their tale. Of course, she could have simply killed them after the battle, and blamed it on the circumstances, but she had no idea if the characters were being watched by anyone else; much better to do the deed on the sly. As the party makes its way back to the surface, they are attacked first by some summoned creatures that Shi’raena has placed ahead of them, then by some more powerful beings. These encounters run back-to-back with no rest between. Therefore, allow APLs 2-6 to rest before giving them the optional encounters. Do not allow APLs 8 and up to do so. ENCOUNTER 9A: THE ITSY BITSY SPIDER These spiders are all the result of insane experiments made in the secret laboratories of house Teken’afin. These spiders are loyal to the priestesses of Lolth and believe themselves to be divine in origin. They are vicious and murderous creatures intent on causing as much death and chaos as they can. Their predatory nature makes them ideal guard for those who worship the Queen of the Demonweb Pits. Shi’raena has sent them to try and recover the assassins to use in vile experiments. APL2 (EL3) � Fiendish spellwarped medium monstrous spider (2): hp15 each, see Appendix One � Fiendish spider swarm: hp 9, see Appendix One APL4 (EL5) � Fiendish spellwarped large monstrous spider: hp30, see Appendix One � Fiendish spellwarped medium monstrous spider: hp15, see Appendix One � Fiendish spider swarm: hp 9, see Appendix One APL6 (EL7) � Fiendish spellwarped advanced large monstrous spider: hp52, see Appendix One � Fiendish spellwarped large monstrous spider: hp30, see Appendix One APL8 (EL9) � Fiendish spellwarped advanced large monstrous spiders (2): hp 52 each. See Appendix One � Fiendish spellwarped large monstrous spiders (2): hp30 each, see Appendix One APL10 (EL10) � Fiendish spellwarped advanced large monstrous spider: hp93, see Appendix One � Fiendish spellwarped advanced large monstrous spider: hp52, see Appendix One APL12 (EL13) � Fiendish spellwarped advanced large monstrous spiders (3): hp93, see Appendix One Tactics: The spiders are latched to the ceiling of the cavern and come down where they try to Snatch small party members first. The swarms merely go down and try to hurt as many people they can. These creatures ARE intelligent and the swarms move to avoid hurting their mothers. Development: If the characters abandon the assassins, the attack will be broken off and the second attack will not happen. If any of the characters are captured in this encounter, they will be enslaved for 20 TU’s until their release can be obtained. URC6-06 Enemy Of My Enemy Page 15 ENCOUNTER 9B: WELCOME TO MY PARLOR Shi’raena decides to step it up a bit on this next part of the hero’s escape from the UnderOerth, by sending something decidedly different after them. However, she is willing to negotiate with them for the release of the prisoners, so she sends a Halfling along with the monsters. He speaks to the group first and offers them coin in return for the assassins. For each APL, the coin varies (see the Treasure section). If the party accepts the money in exchange for the assassins, the monsters leave, taking the Halfling slave and the assassins with them. All APLs (Non-combatant) � Drogo Bracegirdle: male halfling Commoner 3; hp 6. APL 2 (EL 3) � Half Fiend Draegloth: hp 39. Appendix One. APL 4 (EL 5) � Half Fiend Draegloth (2): hp 39 each. Appendix One. APL 6 (EL 7) � Yochlol (2): hp 33. Appendix One. APL 8 (EL 9) � Yochlol (2): hp 33. Appendix One. � Succubus: hp 33. Monster Manual pp 47. APL 10 (EL 11) � Yochlol (2): hp 33. Appendix One. � Succubus: hp 33. Monster Manual pp 47. � Aspect of Lolth: hp 105. Appendix One. APL 12 (EL 12) � Yochlol (2): hp 33. Appendix One. � Succubus: hp 33. Monster Manual pp 47. � Aspect of Lolth: hp 105. Appendix One. � Herzou: hp 138. Monster Manual pp 44. Tactics: At the upper APLs, the Halfling is flanked by the Yochlol in their female Drow form and the succubus in the form of another Halfling. Any other monsters are standing 30 feet behind the Halfling as he makes his offer. They too look like female drow if that is their ability. If the party does not negotiate with the Halfling for the assassins, the monsters attack immediately. The Halfling hides in order to stay safe and see if the characters are victorious. If any of the characters begins to cast a spell during the negotiations, no matter what the spell is, the enemy will attack and negotiations are broken off. These spell-wielding enemies use every power at their disposal to slay the party at their leisure. Make sure to read and understand their magical abilities, utilize this to best watch, and then engage the party Development: If the characters abandon, or trade for, the assassins, the attack is either broken off, or will not occur. In which case they still get full experience for the encounter. If any of the characters are captured in this encounter, they will be enslaved for 20 TU’s until their release can be obtained. If the characters rescue Drogo Bracegirdle, he tells them his story. See the Adventure Background. CONCULSION: REPORTING IN Regardless of their success, the party knows that they need to report to Lord Underley. THE PARTY HAS THE ASSASSINS If they were successful and have the assassins with them, read or paraphrase the following. Lord Underley looks pleased now that he has in his possession the Drow who killed the Contessa. “Well done, well done indeed. You have honored yourselves and the County and you will be lauded as characters.” Lord Underley has the two assassins seated before him, with several guards present, and he interrogates them after a zone of truth has been cast. INTERROGATING THE ASSASSINS • Why did you kill the Contessa? We were sent by House Rilyn‘Virr to take out the Contessa to create strife in the County • Who sent you? The head of house Rilyn’Virr. He said he was paid to do so by someone else, but we do not know who. • Who else helped you? We have been working through the Viper Rogue’s Guild. They were our source of information. • Why can we not contact the Contessa spirit? The weapon we used to kill the Contessa was a thinaun blade. • Where is that blade now? The blade was sold to a powerful Drow in the Fennelmore swamp who had his own interest in it. • How did you end up in Holbrook first? The teleport went awry and we ended up off course After the interrogation, Lord Underley has the assassins removed and then thanks the characters once URC6-06 Enemy Of My Enemy Page 16 again. They receive his favor, which is indicated on the AR. THE PARTY DOES NOT HAVE THE ASSASSINS If the characters were not successful in stopping the ritual or if they gave or abandoned the assassins to Shi’raena and thus do not have the assassins with them, read or paraphrase the following. It is obvious that Lord Underley is upset with your failure and dismisses you out of hand. Before you leave, however, a page enters the room and gives Lord Underley a note, which he reads his face twisting with rage. He angrily tosses the note into the fireplace and storms out of the room. If any of the characters retrieve the note from the cold fireplace, give them Player Handout Five: the Note from Shi’raena. The bottom of the note has a mark that matches the badges that the characters were given, the symbol of house Teken’afin. The characters receive the “Enmity of Lord Underley” and the Favor of the Teken’afin House. TAKEN BY THE DROW If the characters attacked Shi’raena Teken’afin after the battle in the Drow encampment, they are prisoners of the Drow. In addition, the Drow assassins also are also taken by Shi’raena. In this instance, Lord Underley arranges for the release of the characters after 20 TUs.. However, the assassins are not released. Before the characters return to the County, they are given a note to deliver to Lord Underley by Shi’raena. If they break the seal and read it, give them Player Handout Five: the Note from Shi’raena. If they continue on to report to Lord Underley, read or paraphrase the following if they give him the letter from Shi’raena: Lord Underley reads the note and frowns. “It seems you have cost me more than just your release.” He is obviously upset with your failure and dismisses you out of hand. Characters captured by the Drow receive the Enmity of Lord Underley. AR REWARDS • Characters who attacked Shi’raena at the start of the adventure receive the “Jailed for Treason”, “Disfavor of Lord Jacobis Underley”, and “Enmity of House Teken’afin”. • Characters who did not bring back the bodies of the assassins (dead or alive) receive the “Disfavor of Lord Jacobis Underley” AR award. • Any hero was captured by the Drow receives the “Slave of House Teken’afin” AR Reward, as well as the “Disfavor of Lord Jacobis Underley” AR award. • If the characters handed the assassins (or their bodies) to the Drow, they receive the “Favor of House Teken’afin” AR Reward. • If the characters rescued Drogo Bracegirdle, they will receive the “Favor of the Applebee Halfling Community” AR reward. The End EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 3: Nothing is what it appears to be Defeat the cleric and his slaves, as well as get the information leading to the Drow encampment. APL 2 120 XP APL 4 180 XP APL 6 240 XP APL 8 300 XP APL 10 360 XP APL 12 420 XP Encounter 4: Into the Darkness Rescue the Desmodu from his attackers APL 2 90 XP APL 4 150 XP APL 6 210 XP APL 8 270 XP APL 10 330 XP APL 12 390 XP Encounter 7: Enemy of My Enemy Disrupt the Drow ritual of summoning. APL 2 150 XP APL 4 210 XP APL 6 270 XP APL 8 330 XP APL 10 390 XP APL 12 450 XP Encounter 9A: The Itsy Bitsy Spider Defeat the spiders. APL 2 90 XP APL 4 150 XP APL 6 210 XP APL 8 270 XP APL 10 330 XP APL 12 390 XP Encounter 9B: Welcome to my Parlor Defeat the minions of Shi’raena. APL 2 90 XP APL 4 150 XP URC6-06 Enemy Of My Enemy Page 17 APL 6 210 XP APL 8 270 XP APL 10 330 XP APL 12 390 XP Discretionary roleplaying award APL 2 90 XP APL 4 135 XP APL 6 180 XP APL 8 225 XP APL 10 330 XP APL 12 390 XP Total possible experience: APL 2 450 XP APL 4 675 XP APL 6 900 XP APL 8 1,125 XP APL 10 1,350 XP APL 12 1,575 XP Total possible experience from the optional encounters: APL 2 180 XP APL 4 300 XP APL 6 420 XP APL 8 540 XP APL 10 660 XP APL 12 780 XP TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Loot = Looted gear from enemy; Coin = Coin, Gems, Jewelry, and other valuables; Magic = Magic Items. Encounter 3: Nothing is what it appears to be APL 2: Loot: 34 gp; Coin: 120 gp each; Magic: 17 gp; cure light wounds potion (17 gp each); Total 171 gp each. APL 4: Loot: 8 gp; Coin: 0 gp; Magic: 821 gp; cure light wounds potion (17 gp each); short sword +1 (385 gp each); breastplate +1 (225 gp each); buckler +1 (194 gp each); Total 966 gp each. APL 6: Loot: 8 gp; Coin: 0 gp; Magic: 3488 gp; cure light wounds potion (17 gp each); short sword +1 (385 gp each); breastplate +1 (225 gp each); buckler +1 (194 gp each); periapt of wisdom +4 (2667 gp each); Total 3496 each. APL 8: Loot: 8 gp; Coin: 0 gp; Magic: 6488 gp; cure light wounds potion (17 gp each); short sword +1 (385 gp each); breastplate +1 (225 gp each); buckler +1 (194 gp each); ring of protection +3 (3000 gp each); periapt of wisdom +4 (2667 gp each); Total 6503 gp each. APL 10: Loot: 15 gp; Coin: 0 gp; Magic: 13247 gp; cure light wounds potion (17 gp each); short sword +1 (385 gp each); Banded Mail of Luck (3150 gp each); animated mithral heavy steel shield +1 (1695 gp each); ring of protection +4 (5333 gp each); periapt of wisdom +4 (2667 gp each); Total 13462 gp each. APL 12: Loot: 15 gp; Coin: 0 gp; Magic: 15913 gp; cure light wounds potion (17 gp each); short sword +1 (385 gp each); Banded Mail of Luck (3150 gp each); animated mithral heavy steel shield +1 (1695 gp each); ring of protection +4 (5333 gp each); periapt of wisdom +4 (2667 gp each); cloak of charisma +4 (2667 gp each); Total 15928 gp each. Encounter 4: Into the Darkness APL 2: Loot: 9 gp; Coin: 119 gp; Magic: 8 gp; potion cure light wounds (8 gp each); safe wing emblem (42 gp each); Total: 169 gp each. APL 4: Loot: 98 gp; Coin: 0 gp; Magic: 8 gp; cure light wounds potion (8 gp each); safe wing emblem (42 gp each); Total: 148 gp each. APL 6: Loot: 58 gp; Coin: 5 gp; Magic: 1717 gp; ring of protection +1 (333 gp each); amulet of natural armor +1 (667 gp each); headband of intellect +2 (6673 gp each); safe URC6-06 Enemy Of My Enemy Page 18 wing emblem (42 gp each); cure light wounds potion (8 gp each); Total: 1780 gp each. APL 8: Loot: 58 gp; Coin: 5 gp; Magic: 3717 gp; ring of protection +1 (333 gp each); amulet of natural armor +1 (667 gp each); headband of intellect +4 (2667gp each); safe wing emblem (42 gp each); cure light wounds potion (8 gp each); Total: 3780 gp each. APL 10: Loot: 13 gp; Coin: 5 gp; Magic: 9835 gp; ring of protection +3 (3000 gp each); amulet of natural armor +1 (667gp each); headband of intellect +4 (2667 gp each); safe wing emblem (42 gp each); cure light wounds potion (8gp each); sword, short: unholy +1 (3052 gp each); Total: 9853 gp each. APL 12: Loot: 13 gp; Coin: 5 gp; Magic: 11252 gp; ring of protection +3 (3000 gp each); amulet of natural armor +1 (667 gp each); headband of intellect +4 (2667 gp each); safe wing emblem (42 gp each); cure light wounds potion (8 gp each); sword, short: unholy +1 (3052gp each); hand crossbow +1 (400 gp each); Total: 11269 gp each. Encounter 7: Enemy of My Enemy APL 2: Loot: 15 gp; Coin: 119 gp; Magic: 8 gp each; potion cure light wounds (8 gp each); Total: 142 gp each. APL 4: Loot: 67gp; Coin: 29 gp; Magic: 0 gp each; Total: 96 gp each. APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 3508 gp each; spiked chain +1 (2775 gp each); chain mail +2 (717 gp each); potion cure light wounds (17 gp each); Total: 3508 gp each. APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 3508 gp each; spiked chain +1 (2775 gp each); chain mail +2 (717 gp each); potion cure light wounds (17gp each); Total: 3508 gp each. APL 10: Loot: 0 gp; Coin: 83 gp; Magic: 17463 gp each; spiked chain; human bane, wounding +1 (5388 gp each); splint mail +1 (225 gp each); potion cure light wounds (17 gp each); belt of giant strength +4 (2667 gp each); cloak of elvenkind (417 gp each); boots of elvenkind (417 gp each); (gp each); Total: 17546 gp each. APL 12: Loot: 0 gp; Coin: 83 gp; Magic: 17479 gp each; spiked chain; human bane, wounding +1 (5388 gp each); splint mail +1 (225 gp each); potion cure light wounds (33 gp each); belt of giant strength +4 (2667 gp each); cloak of elvenkind (417 gp each); boots of elvenkind (417 gp each); ring of protection +5 (8333gp each); Total: 17562 gp each. Encounter 9A: The Itsy Bitsy Spider APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp APL 4: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp APL 6: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp APL 8: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp APL 10: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp APL 12: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp Encounter 9B: Welcome to my Parlor APL 2: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 36 gp each. APL 4: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 36 gp each. APL 6: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 36 gp each. APL 8: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 36 gp each. APL 10: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 36 gp each. APL 12: Loot: 36 gp; Coin: 0 gp; Magic: 0 gp; Total 36 gp each. Total Possible Treasure APL 2: Loot: 58 gp; Coin: 359 gp; Magic: 33 gp; Total: 450 gp. APL 4: Loot: 173 gp; Coin: 29 gp; Magic: 829 gp; Total: (1,168 gp) 650 gp. APL 6: Loot: 66 gp; Coin: 5 gp; Magic: 8,713 gp; Total: (8,784 gp) 900 gp. APL 8: Loot: 66 gp; Coin: 5 gp; Magic: 13,713 gp; Total: (13,791 gp) 1300 gp. APL 10: Loot: 28 gp; Coin: 88 gp; Magic: 40,545 gp; Total: (40,861 gp) 2,300 gp. APL 12: Loot: 28 gp; Coin: 88 gp; Magic: 44,644 gp; Total: (44,759 gp) 3,300 gp. Total Possible Treasure from Optional Encounters APL 2: Loot: 0 gp; Coin: 225 gp; Magic: 0 gp; Total: 225 gp. APL 4: Loot: 0 gp; Coin: 325 gp; Magic: 0 gp; Total: 325 gp. APL 6: Loot: 0 gp; Coin: 450 gp; Magic: 0 gp; Total: 450 gp. APL 8: Loot: 0 gp; Coin: 650 gp; Magic: 0 gp; Total: 650 gp. APL 10: Loot: 0 gp; Coin: 1150 gp; Magic: 0 gp; Total: 1150 gp. APL 12: Loot: 0 gp; Coin: 1650 gp; Magic: 0 gp; Total: 1650 gp. SPECIAL Jailed for Treason: You have angered Lord Underley because you attacked the delegate from UnderOerth. You spend 10 in jail for treason. Thanks of Lord Underley: This influence point can be used as an influence point or to get access to upgrade any standard stat boost item by +2 (+2->+4 and +4->+6). The upgraded item must also be found in the DMG. Cross off once used. Disfavor of Lord Jacobis Underley: You failed in your mission to bring back the Contessa’s murderers. Cancel out any favors you have with Lord Underley. In addition, you suffer a -4 penalty to all rolls URC6-06 Enemy Of My Enemy Page 19 dealing with the Underley family and all Underley Network Agents. If any favors you had gave you social bonuses to dealing with nobles of the County, these favors are now cancelled. If you belonged to the Underley network, your membership revoked immediately. You can never join or rejoin the network. Favor of the Desmodu: You were offered items for trade (breathing mask, wire cable, cablespool, frostfire, bladefire (All items can be found in the Arms and Equipment Guide) from the Desmodu. (Usable this AR only, may only trade, not pay in gold.) Enmity of the Desmodu: You were directly responsible for the death of a Desmodu youth. Any future contact with the Desmodu by you will result in a Hostile attitude by them. Failure to Contact the Desmodu: Because of your failure to act, a Desmodu youth died. Any future contact with the Desmodu by you will never result in a better than Indifferent attitude. Favor of the Teken’afin House: For giving up the assassins to Shi’raena, you have been favorably noticed by the House of Teken’afin. You have access (Adventure) to the following items: elven chain mail, boots of elvenkind, cloak of elvenkind at the standard cost from the DMG. These items are of obvious Drow make and carry a -4 social penalty to any elf (except Drow) while wearing these items. Slave of the House Teken’afin: You were taken alive as a slave into the pits of House Teken’afin. You spent 20TUs there as a slave before being released. Unless you are immune to fear, anytime you face Drow, you take a -2 morale penalty to attacks, this penalty increases to -5 if you are facing members of House Teken’afin OR priestesses of Lolth. On the plus side, you gain a +2 circumstance bonus to all knowledge checks related to the Drow. Enmity of House Teken’afin: Your name and description are known. Members of this house who meet you focus their attacks on you first. Favor of the Applebee Halfling Community: This favor gives you One Influence point with all Applebee Halflings. ITEMS FOR THE ADVENTURE RECORD Item Access APL 2 and 4: • Safewing emblem (Adventure, RotW; 250 gp) APL 6 (all of APLs 2-4 plus the following): • Ring of protection +2 (Adventure, DMG; 8,000 gp) APL 8 (all of APLs 2-6 plus the following): • Ring of protection +3 (Adventure, DMG; 18,000 gp) APL 10 (all of APLs 2-8 plus the following): • +1 Spiked chain; human bane, wounding (Adventure, DMG; 32,328 gp) • +4 Belt of Giant Strength (Adventure, DMG; 16,000 gp) • Ring of protection +4 (Adventure, DMG; 32,000 gp each) • Headband of intellect +4 (Adventure, DMG; 16,000 gp each) • Banded Mail of Luck (Adventure, DMG; 18,900 gp) • Animated mithral heavy steel shield +1 (Adventure, DMG; 10,170 gp); • Periapt of wisdom +4 (Adventure, DMG; 16,000 gp) APL 12 (all of APLs 2-10 plus the following): • Ring of protection +5 (Adventure, DMG; 50,000 gp) • Cloak of charisma +6 (Adventure, DMG; 36,000 gp each); URC6-06 Enemy Of My Enemy Page 20 APPENDIX ONE: ALL APLS ENCOUNTER TWO: MEETING WITH THE ENEMY Shi’raena Teken’afin: Female elf [Drow] Cleric 14; CR 15; medium humanoid (elf [Drow]); HD 12d8+24; hp 93; Init +0; Spd 30 ft.; AC 24, touch 18, flatfooted 24; Base Atk +9; Grp +8; Atk +10 melee (1d6 plus poison, +1 Mace, light); Full Atk +10/+5 melee (1d6 plus poison, +1 list spell-storing mace); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, SR 24, darkvision 120 ft.; AL CE; SV Fort +12, Ref +8, Will +19; Str 8, Dex 12, Con 11, Int 14, Wis 24, Cha 18. Skills and Feats: Bluff +7, Concentration +17, Diplomacy +19, Disguise +7, Gather Information +7, Heal +24, Intimidate +7, Knowledge (history) +3, Knowledge (religion) +4, Knowledge (the planes) +4, Listen +9, Search +4, Spellcraft +19, Spot +9; chain Spell, Corrupt Spell, Divine Metamagic Empower Spell Skill Focus: Concentration. Languages: Abyssal, Common, Drow Sign Language, Elven, and Undercommon. Cleric Spells Prepared(6/7/7/6/5/4/4/3; base DC = 15 + spell level ): 0 – [cure minor wounds x2, detect magic, read magic, resistance, virtue]; 1st – [cause fear, command, cure light wounds x2, inflict light wounds*, obscuring mist, shield of faith]; 2nd – [corrupt spell bane, cure moderate wounds, deific vengeance, hold person, shatter*, spiritual weapon, wave of grief]; 3rd – [close wounds, contagion*, cure serious wounds, deeper darkness, magic vestment, ring of blades]; 4th – [castigate, cure critical wounds, death ward, empowered enthral., unholy blight*]; 5th – [corrupt spell castigate, chain spell hold person, spell immunity]; 6th – [blade barrier, disintegrate*, word of recall.] *Domain spell. Deity [Lolth]; Domains: [Evil (you cast evil spell at +1 caster level); Destruction (use the smite power once per day)]. Possessions: +1 Mace, light: Spell Storing. +1 Elven chain: Fortification, Moderate, (75%) Glammered. Bead of Force; Circlet of Persuasion; Cloak of Charisma +2; Ring of Energy resistance, fire, Major; periapt of Wisdom +6; Ring of Protection +4; Vest of resistance +3; Death Blade Poison (1800 gp) (Injury DC 20, Initial 1d6 Con, Secondary 2d6 Con, DC 25 Craft, Trap CR Modifier +5 (A&EG37)). URC6-06 Enemy Of My Enemy Page 21 APPENDIX ONE: APL 2 ENCOUNTER THREE: NOTHING IS WHAT IT APPEARS TO BE Cleric of Vhaeraun: male Elf [Drow] Cleric 2; CR 3; Medium Humanoid (Elf); HD 2d8+2; hp 15; Init +0; Spd 20 ft.; AC 19, touch 10, flatfooted 19; Base Atk +1; Grp +2; Atk/Full Atk +2 melee (1d6+1 plus poison, sword, short), +2 melee (1d4+1, gauntlet, spiked); SA poison, dancing lights, darkness, faerie fire, spontaneous casting (inflict); rebuke undead 4x/day; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, SR 13, darkvision 120 ft.; AL CE; SV Fort +4, Ref +0, Will +6; Str 12, Dex 10, Con 12, Int 14, Wis 16, Cha 12. Skills and Feats: Concentration +6, Diplomacy +6, Disguise +3, Heal +4, Listen +5, Search +4, Sense Motive +5, Spellcraft +7, Spot +5. Combat Casting. Languages: Common, Drow Sign Language, Elven, Goblin, and Undercommon. Cleric Spells Prepared (4/3; base DC = 13 + spell level): 0-[resistance, read magic, cure minor wounds, detect magic]; 1st-[longstrider*,Tasha’s Hideous Laughter, shield of faith, cure light wounds]. *Domain spell. Deity [Vhaeraun]; Domains: [Travel (use the free action ability 1/day); Trickery (bluff, disguise and hide are class skills)]. Possessions: spiked gauntlet (5 gp); short sword (10 gp); MW splint mail (350 gp); buckler (15 gp); silver holy symbol (25 gp); wooden holy symbol(1 gp); spell component pouch (2) (10 gp); disguise kit (50 gp); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); cure light wounds potion (2) (100 gp). ENCOUNTER FOUR: INTO THE DARKNESS Drow Wizard: male Drow Wiz1; CR 2; Medium Humanoid (Elf); HD 1d4+2; hp 6; Init +2; Spd 30 ft.; AC 16, touch 12, flatfooted 14; Base Atk +0; Grp -1; Atk/Full Atk +2 ranged (1d4 plus poison, hand crossbow [19-20 x2]) or -1 melee (1d4-1 plus poison, dagger); Space/Reach 5ft. /5ft; SA poison, dancing lights, darkness, faerie fire; SQ Immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness SR 12, darkvision 120 ft.; AL NE; SV Fort +2, Ref +2, Will +3; Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 10. Skills and Feats: Concentration +6, Decipher Script +8, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +6, Knowledge (Geography) +6, Knowledge (Local) +6, Knowledge (The Planes) +6, Listen +3, Search +6, Spellcraft +8, Spot +3; Combat Casting, Scribe Scroll. Wizard Spells Prepared (3/2): 0-[acid splash, sonic snap, caltrops]; 1st-[ray of flame, mage armor]. Possessions: dagger (2 gp); hand crossbow (100 gp); coin (28 gp); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); cure light wounds potion (1) (50 gp). Familiar: male beholderkin, eyeball; CR 1/2; Tiny aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 30, 5, fly, Good 40; AC 21; Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, Bite); SA: Eye Rays (Su); SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 16, CON 9, INT 10, WIS 10, CHA 10. Skills and Feats: Concentration + 15, Hide + 15, Listen + 3, Search + 9, Spot + 10; Alertness. Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze ray or ray of frost for 2 rounds. Each eye effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player’s Handbook). Cause Fear: As the spell, range 35 feet. The Will save is DC 10. Daze: As the spell, range 35 feet. The Will save is DC 10. Mage hand: As the spell cast by a 4th level sorcerer, except the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet. Ray of frost: As the spell, range 35 feet. Immunities (ex): Eyeballs are immune to charm and command effects. All Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on spot checks and a +8 racial bonus on search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has attacked during an encounter, its all around vision negates any sneak attack. URC6-06 Enemy Of My Enemy Page 22 Flight (Ex): An eyeballs’ body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. The buoyancy also grants a feather fall effect with personal range. ENCOUNTER SIX: ENEMY OF MY ENEMY Drow Fighter: male elf [Drow] Ftr1; CR 2; Medium Humanoid (Elf); HD 1d10+2; hp 12; Init +2; Spd 20 ft.; AC 17, touch 12, flatfooted 17; Base Atk +1; Grp +4; Atk/Full Atk +4 melee (2d4+4, chain, spiked); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects, light blindness, SR 12, darkvision 120 ft; AL CE; SV Fort +4, Ref +2, Will +1; Str 17, Dex 14, Con 14, Int 13, Wis 12, Cha 8. Languages: Common, Drow Sign Language, Elven, Undercommon. Skills and Feats: Climb +0, Handle Animal +3, Intimidate +3, Listen +3, Search +3, Spot +3; Exotic Weapon Proficiency: Chain, spiked, Improved Toughness. Possessions: spiked chain (25 gp); chain mail (150 gp); potion of cure light wounds (50 gp); coin (175 gp); safewing emblem (250 gp). ENCOUNTER 9 A: THE ITSY BITSY SPIDER Fiendish Spellwarped medium monstrous spider: Medium aberration (Extraplanar, Vermin); CR 1; HD 2d8+6; hp 15; Init +4; Spd 30ft, climb 20ft; AC 15 (+4 Dex, +1 Natural) touch 14, flat-footed 11; Base Atk +1; Grp +3; Atk +6 melee (1d6+3 plus poison, bite); Full Atk +6 melee (1d6+3 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR13; AL CE; SV Fort +6, Ref +4, Will +0; Str 15, Dex 19, Con 16, Int 7, Wis 10, Cha 2; Skills and Feats: Climb +13, Hide +9*, Jump +2*, Spot +4*. Ability focus (poison) Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d4 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Spell Absorption (Su): Whenever a spell Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web- spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC14) or burst it with a Strength check (DC18). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. Fiendish Spider Swarm: Diminutive Magical Beast (Extraplanar, Swarm, Vermin); CR 1; HD 2d8; hp 9; Init +3; Spd 20 ft, climb 20ft; AC 17 (+4 size, +3 Dex), touch 17, flat-footed 14; Base Atk +1; Grp -; Atk/Full Atk swarm (1d6 plus poison); SA Distraction, poison, smite good; SQ Darkvision 60 ft., cold and fire resistance 5, swarm traits, tremorsense 30 ft., vermin traits; Space/Reach 10ft/0ft; AL NE; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int 3, Wis 10, Cha 2; Skills and Feats: Climb +11, Listen +4, Spot +4. Ability Focus (poisonous bite) Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d3 Str. The save DC is Constitution-based. Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its URC6-06 Enemy Of My Enemy Page 23 Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. ENCOUNTER 9 B: WELCOME TO MY PARLOR Half Fiend Draegloth: CR 3; Large outsider ; HD 6d8+12; hp 39; Init +2; Spd 30 ft. (6 squares); AC 16, touch 11, flatfooted 14; Base Atk +6; Grp +16; Atk +11 melee (1d6+6, 2 Claw); Full Atk +11 melee (1d6+6, 2 claw) and +6 melee (1d8+3, bite); SA dancing lights, desecrate, faerie fire, unholy blight, darkness; SQ immunity to poison and sleep effects, resistance: acid 10, resistance: cold 10, resistance: electricity 10, resistance: fire 10, darkvision 60 ft., no dual nature; AL CE; SV Fort +7, Ref +7, Will +5; Str 22, Dex 15, Con 14, Int 13, Wis 11, Cha 11. Feats: Simple Weapon Proficiency. (See Appendix Five: New Creatures, Spells, and Feats.) URC6-06 Enemy Of My Enemy Page 24 APPENDIX ONE: APL 4 ENCOUNTER THREE: NOTHING IS WHAT IT APPEARS TO BE Cleric of Vhaeraun: male elf [Drow] Cleric 3 [Vhaeraun]; CR 4; Medium Humanoid (Elf); HD 3d8+3 (23 hp); Init +0; Spd 40 ft.; AC 17, touch 10, flatfooted 17; Base Atk +2; Grp +3; Atk/Full Atk +4 melee (1d6+2, plus poison, +1 short sword) or+3 melee (1d4+1 plus one, gauntlet, spiked); SA poison, dancing lights, darkness, faerie fire, spontaneous casting (inflict); rebuke undead 4x/day; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, SR 15, darkvision 120 ft.; AL CE; SV Fort +5, Ref +1, Will +7; Str 12, Dex 10, Con 12, Int 14, Wis 17, Cha 12. Skills and Feats: Concentration +8, Diplomacy +8, Disguise +3, Heal +4, Listen +5, Search +4, Sense Motive +6, Spellcraft +9, Spot +5; Combat Casting, Daylight Adaptation, Languages: Common, Drow Sign Language, Elven, Goblin, and Undercommon. Cleric Spells Prepared (5/4/3; base DC = 13 + spell level): 0-[resistance, read magic, cure minor wounds x2, detect magic]; 1st-bless, obscuring mist, longstrider*, shield of faith, cure light wounds]; 2nd-[body blades, veil of shadow, sound burst, invisibility*]. *Domain spell. Deity [Vhaeraun]; Domains: [Travel (use the free action ability 1/day); Trickery (bluff, disguise and hide are class skills)]. Possessions: spiked gauntlet (5 gp); +1 sword, short (2,310 gp); +1 breastplate (1,350 gp); +1 buckler (1.165 gp); silver holy symbol (25 gp); wooden holy symbol (1 gp); Spell component pouch (2) (10 gp); Disguise kit (50 gp); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); (120 gp); cure light wounds potion (2) (100 gp). Hobgoblin Fighter: male hobgoblin Ftr1: CR 1; medium humanoid ; HD 1d10+3 (13 hp); Init +3; Spd 30 ft.; AC 19, touch 13, flatfooted 16; Base Atk +1; Grp +4; Atk/Full Atk +4 melee (1d8+3, longsword); SQ darkvision 60 ft; AL LE; SV Fort +5, Ref +3, Will +0; Str 17, Dex 16, Con 17, Int 10, Wis 10, Cha 6. Skills and Feats: Climb +3, Handle Animal +0, Intimidate +0, Jump +3, Move Silently +5; Improved Toughness, Power Attack. Possessions: chain shirt (100 gp); darkwood shield (257 gp); longsword (15 gp). ENCOUNTER FOUR: INTO THE DARKNESS Drow Wizard: male Drow Wizard 3; CR 4; Medium Humanoid (Elf); HD 3d4+6; hp 13; Init +2; Spd 30 ft.; AC 16, touch 12, flatfooted 14; Base Atk +1; Grp +0; Atk/Full Atk +4 ranged (1d4 plus poison, mw hand crossbow) or +1 melee (1d4-1 plus poison, mw dagger); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, SR 14, darkvision 120 ft.; AL NE; SV Fort +3, Ref +3, Will +4; Str 8, Dex 14, Con 14, Int 18, Wis 12, Cha 10. Skills and Feats: Concentration +8, Decipher Script +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (local) +6, Knowledge (the planes) +6, Listen +4, Search +6, Spellcraft +10, Spot +6; Combat Casting, Point Blank Shot, Scribe Scroll. Wizard Spells Prepared (4/3/2): 0-[electric jolt, acid splash, sonic snap, caltrops]; 1st-[ray of flame, mage armor, Ice Dagger]; 2nd-[Earthen Grasp, Ray of Weakness]. Possessions: mw hand crossbow (400 gp); mw dagger (302 gp); coin (30 gp) Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); (120 gp); cure light wounds potion (1) (50 gp). Familiar: male beholderkin, eyeball; CR 1/2; Tiny aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 30, 5, fly, Good 40; AC 21; Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, Bite); SA: Eye Rays (Su); SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 16, CON 9, INT 10, WIS 10, CHA 10. Skills and Feats: Concentration + 15, Hide + 15, Listen + 3, Search + 9, Spot + 10; Alertness. Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze ray or ray of frost for 2 rounds. Each eye effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player’s Handbook). Cause Fear: As the spell, range 35 feet. The Will save is DC 10. Daze: As the spell, range 35 feet. The Will save is DC 10. URC6-06 Enemy Of My Enemy Page 25 Mage hand: As the spell cast by a 4th level sorcerer, except the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet. Ray of frost: As the spell, range 35 feet. Immunities (ex): Eyeballs are immune to charm and command effects. All Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on spot checks and a +8 racial bonus on search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has attacked during an encounter, its all around vision negates any sneak attack. Flight (Ex): An eyeballs’ body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. The buoyancy also grants a feather fall effect with personal range. ENCOUNTER SIX: ENEMY OF MY ENEMY Advanced Displacer Beast: CR 5; Large Magical Beast ; HD 9d10+27; hp 76; Init +2; Spd 40 ft. (8 squares); AC 16, touch 11, flatfooted 14; Base Atk +9; Grp +17; Atk +12 melee (1d6+4, 2 Tentacle); Full Atk +12 melee (1d6+4, 2 tentacle) and +10 melee (1d8+2, bite); Space/Reach 10ft./5ft.; SQ displacement, darkvision 60 ft., low-light vision, resistance: ranged attacks 2; AL LE; SV Fort +9, Ref +8, Will +4; Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8. Skills and Feats: Hide + 10, Jump + 8, Listen + 5, Move Silently + 7, Spot + 5.; Alertness, Dodge, Multi- Attack; Stealthy. Displacement (Su): A light-bending glammer continually surrounds a displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect. resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks). Skills: A displacer beast receives a +8 racial bonus to Hide checks, thanks to its displacement power. Drow Fighter: male elf [Drow] Ftr3; CR 4; Medium Humanoid (Elf); HD 3d10+6; hp 28; Init +2; Spd 20 ft.; AC 17, touch 12, flatfooted 15; Base Atk +3; Grp +6; 8; Atk/Full Atk +7 melee (2d4+4, chain, spiked, masterwork); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects, light blindness, SR 14, darkvision 120 ft; AL CE; SV Fort +5, Ref +3, Will +2; Str 17, Dex 14, Con 14, Int 13, Wis 12, Cha 8. Skills and Feats: Climb +4, Handle Animal +5, Intimidate +3, Jump -6, Listen +3, Search +3, Spot +3; Combat Expertise, Exotic Weapon Proficiency: Chain, spiked, Improved Toughness, Improved Trip, Languages: Common, Drow Sign Language, Elven, Undercommon. Possessions: mw spiked chain (325 gp); chain mail (150 gp); coin (175 gp); potion cure light wounds x2 (50 gp); safewing emblem (250 gp). ENCOUNTER 9 A: THE ITSY BITSY SPIDER Fiendish Spellwarped large monstrous spider: Large aberration (Extraplanar, Vermin); CR4; HD 4d8+12; hp30; Init +4; Spd 30ft, climb 20ft; AC 16 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d8+6 plus poison, bite); Full Atk +6 melee (1d8+6 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR 15; Face/Reach 10ft/5ft; AL CE; SV Fort +7; Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, Cha 2 Skills and Feats: Climb +13, Hide +4*, Jump +4*, Spot +4*. Ability focus (poison) Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web- spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC13) or burst it with a Strength check (DC17). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has URC6-06 Enemy Of My Enemy Page 26 something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. Fiendish Spellwarped medium monstrous spider: Medium aberration (Extraplanar, Vermin); CR 1; HD 2d8+6; hp 15; Init +4; Spd 30ft, climb 20ft; AC 15 (+4 Dex, +1 Natural) touch 14, flat-footed 11; Base Atk +1; Grp +3; Atk +6 melee (1d6+3 plus poison, bite); Full Atk +6 melee (1d6+3 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR13; AL CE; SV Fort +6, Ref +4, Will +0; Str 15, Dex 19, Con 16, Int 7, Wis 10, Cha 2; Skills and Feats: Climb +13, Hide +9*, Jump +2*, Spot +4*. Ability focus (poison) Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d4 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC14) or a Strength check (DC18). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. Fiendish Spider Swarm: Diminutive Magical Beast (Extraplanar, Swarm, Vermin); CR 1; HD 2d8; hp 9; Init +3; Spd 20 ft, climb 20ft; AC 17 (+4 size, +3 Dex), touch 17, flat-footed 14; Base Atk +1; Grp -; Atk/Full Atk swarm (1d6 plus poison); SA Distraction, poison, smite good; SQ Darkvision 60 ft., cold and fire resistance 5, swarm traits, tremorsense 30 ft., vermin traits; Space/Reach 10ft/0ft; AL NE; SV Fort +3, Ref +3, Will +0; Str 1, Dex 17, Con 10, Int 3, Wis 10, Cha 2; Skills and Feats: Climb +11, Listen +4, Spot +4. Ability Focus (poisonous bite) Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d3 Str. The save DC is Constitution-based. Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. ENCOUNTER 9 B: WELCOME TO MY PARLOR Half Fiend Draegloth: CR 3; Large outsider ; HD 6d8+12; hp 39; Init +2; Spd 30 ft. (6 squares); AC 16, touch 11, flatfooted 14; Base Atk +6; Grp +16; Atk +11 melee (1d6+6, 2 Claw); Full Atk +11 melee (1d6+6, 2 claw) and +6 melee (1d8+3, bite); SA dancing lights, desecrate, faerie fire, unholy blight, darkness; SQ immunity to poison and sleep effects, resistance: acid 10, resistance: cold 10, resistance: electricity 10, resistance: fire 10, darkvision 60 ft., no dual nature; AL CE; SV Fort +7, Ref +7, Will +5; Str 22, Dex 15, Con 14, Int 13, Wis 11, Cha 11. Feats: Simple Weapon Proficiency. URC6-06 Enemy Of My Enemy Page 27 APPENDIX ONE: APL 6 ENCOUNTER THREE: NOTHING IS WHAT IT APPEARS TO BE Cleric of Vhaeraun: male elf [Drow] Cleric 5; CR 7; medium humanoid (elf); HD 5d8+5 (41 hp); Init +0; Spd 20 ft.; AC 18, touch 12, flatfooted 18; Base Atk +3; Grp +4; Atk/Full Atk +5 melee (1d6+2, +1 sword, short), +4 melee (1d4+1, gauntlet, spiked) ; SA poison, dancing lights, darkness, faerie fire, spontaneous casting (inflict); rebuke undead 4x/day; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, SR 16, darkvision 120 ft.; AL CE; SV Fort +5, Ref +1, Will +7; Str 12, Dex 10, Con 12, Int 14, Wis 21, Cha 12. Skills and Feats: Concentration +9, Diplomacy +9, Disguise +3, Heal +5, Listen +5, Search +4, Sense Motive +6, Spellcraft +10, Spot +5; Combat Casting, Divine Spell Power, Daylight Adaptation. Languages: Common, Drow Sign Language, Elven, Goblin, and Undercommon. Cleric Spells Prepared (5/4/3/2; base DC = 15 + spell level): 0-[resistance, read magic, cure minor wounds, detect magic]; 1st-[entropic shield, obscuring mist, protection from good, longstrider*, shield of faith, cure light wounds]; 2nd- [body blades, veil of shadow, deific vengeance, invisibility*]; 3rd-[fly*, energy vortex, cure serious wounds]. *Domain spell. Deity [Vhaeraun]; Domains: [Travel (use the free action ability 1/day); Trickery (bluff, disguise and hide are class skills)]. Possessions: spiked gauntlet (5 gp); +1 sword, short (2,310 gp); +1 breastplate (1,350 gp); +1 buckler (1.165 gp); Silver holy symbol; Silver holy symbol (25 gp); Wooden holy symbol (1 gp); Spell component pouch (2) (10 gp); Disguise kit (50 gp); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); cure light wounds (2) (100 gp); periapt of wisdom +4 (16,000 gp). Hobgoblin Fighter: male humanoid (goblin) Ftr3; CR 3; medium humanoid; HD 3d10+9; hp 26; Init +2; Spd 30 ft.; AC 18, touch 12, flatfooted 16; Base Atk +3; Grp +7; Atk/Full Atk +9 melee (1d8+4, mw longsword); SQ darkvision 60 ft; AL CE; SV Fort +6, Ref +3, Will +2; Str 18, Dex 14, Con 16, Int 12, Wis 12, Cha 6. Skills and Feats: Climb +8, Intimidate +4, Jump +8, Move Silently +4; Improved Toughness, Shieldmate, Power Attack, Weapon Focus: longsword. Possessions: chain shirt (100 gp); darkwood shield (257 gp); mw longsword (315 gp). Hobgoblin Rogue: male humanoid (goblin) Rogue 2; CR 2; Medium Humanoid ; HD 2d6+4; hp 15; Init +4; Spd 30 ft.; AC 18, touch 14, flatfooted 14; Base Atk +1; Grp +4; Atk/Full Atk +5 melee (1d6+3, mw rapier, 18-20 x2); SQ darkvision 60 ft; AL CE; SV Fort +2, Ref +7, Will +0; Str 16, Dex 18, Con 14, Int 14, Wis 10, Cha 6. Skills and Feats: Balance +9, Climb +6, Escape Artist +7, Hide +7, Jump +8, Listen +5, Move Silently +11, Sense Motive +5, Spot +5, Tumble +9; Power Attack. Possessions: chain shirt (100 gp); mw rapier (320 gp). ENCOUNTER FOUR: INTO THE DARKNESS Drow Wizard: male elf [Drow] Wiz5; CR 6; Medium Humanoid (Elf); HD 5d4+5 (19 hp); Init +2; Spd 30 ft.; AC 14, touch 14, flatfooted 12; Base Atk +2; Grp +2; Atk/Full Atk +3 melee (1d6 plus poison, sword, short, masterwork); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, SR 16, darkvision 120 ft.; AL CE; SV Fort +2, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int 20, Wis 12, Cha 10. Languages: Abyssal, Common, Drow Sign Language, Elven, Goblin, Undercommon. Skills and Feats: Concentration +9, Decipher Script +10, Knowledge (arcana) +13, Knowledge (Religion) +8, Knowledge (underdark) +13, Listen +3, Search +7, Spellcraft +15, Spot +3; Point Blank Shot, Precise Shot, Scribe Scroll, Sudden Widen. Wizard Spells Prepared (4/5/3/2; Base DC = 15 + spell level): 0-[electric jolt, acid splash, launch bolt, caltrops]; 1st-[ray of flame, hail of stone, mage armor, expeditious retreat, swift, orb of fire, lesser]; 2nd-[blast of force, baleful transposition, scorching ray]; 3rd-[sound lance, fireball]. Possessions: mw short sword (310 gp); Coin: gp (30); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); ring of protection +1 (2,000 gp); amulet of natural armor +1 (2,000 gp); headband of intellect +2 (4,000 gp); safe wing emblem (250 gp); cure light wounds potion (1) (50 gp). Familiar: male beholderkin, eyeball; CR 1/2; Tiny aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 30, 5, fly, Good 40; AC 21; URC6-06 Enemy Of My Enemy Page 28 Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, Bite); SA: Eye Rays (Su); SQ: Immunity: Charm (Ex), Immunity: Mind- Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft; AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 16, CON 9, INT 10, WIS 10, CHA 10. Skills and Feats: Concentration + 15, Hide + 15, Listen + 3, Search + 9, Spot + 10; Alertness. Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze ray or ray of frost for 2 rounds. Each eye effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player’s Handbook). Cause Fear: As the spell, range 35 feet. The Will save is DC 10. Daze: As the spell, range 35 feet. The Will save is DC 10. Mage hand: As the spell cast by a 4th level sorcerer, except the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet. Ray of frost: As the spell, range 35 feet. Immunities (ex): Eyeballs are immune to charm and command effects. All Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on spot checks and a +8 racial bonus on search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has attacked during an encounter, its all around vision negates any sneak attack. Flight (Ex): An eyeballs’ body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. The buoyancy also grants a feather fall effect with personal range. ENCOUNTER SIX: ENEMY OF MY ENEMY Advanced Displacer Beast: CR 5; Large Magical Beast; HD 9d10+27 (76 hp); Init +2; Spd 40 ft. (8 squares); AC 16, touch 11, flatfooted 14; Base Atk +9; Grp +17; Atk +12 melee (1d6+4, 2 Tentacle); Full Atk +12 melee (1d6+4, 2 tentacle) and +7 melee (1d8+2, bite); Space/Reach 10ft./5ft.; SQ displacement, darkvision 60 ft., low-light vision, resistance: ranged attacks 2; AL LE; SV Fort +9, Ref +8, Will +4; Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 8. Skills: Hide +6, Jump +8 Displacement (Su): A light-bending glammer continually surrounds a displacer beast, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect. resistance to Ranged Attacks (Su): A displacer beast gains a +2 resistance bonus to saves against any ranged spell or ranged magical attack that specifically targets it (except for ranged touch attacks). Drow Fighter: male elf [Drow] Ftr6; CR 7; Medium Humanoid (Elf); HD 6d10+12; hp 57; Init +2; Spd 20 ft.; AC 19, touch 14, flatfooted 17; Base Atk +6; Grp +9; Atk +7 melee (2d4+4, +1 Chain, spiked); Full Atk +5 melee (2d4+4, +1 chain, spiked) and +5 melee (2d4+2, +1 chain, spiked); SA poison, dancing lights, darkness, faerie fir,; SQ immunity to sleep effects, light blindness, SR 17, darkvision 120 ft.; AL CE; SV Fort +7, Ref +4, Will +3; Str 17, Dex 15, Con 14, Int 13, Wis 12, Cha 8. Skills and Feats: Climb +8, Handle Animal +8, Intimidate +3, Jump -2, Listen +3, Search +3, Spot +3; Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Exotic Weapon Proficiency: Chain, spiked, Improved Toughness, Improved Trip, Monkey Grip, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus: Chain, spiked. Possessions: +1 chain, spiked x2 (8,325 gp); +2 chain mail (4,300 gp); potion cure light wounds x2 (50 gp); coin (175 gp). ENCOUNTER 9 A: THE ITSY BITSY SPIDER Fiendish Spellwarped advanced large monstrous spider: Large aberration (Extraplanar, Vermin); CR6; HD 7d8+18; hp52; Init +4; Spd 30ft, climb 20ft; AC 16 (- 1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +5; Grp +13; Atk +8 melee (1d8+6 plus poison, bite); Full Atk +8 melee (1d8+6 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR 18; Face/Reach 10ft/5ft; AL CE; SV Fort +7; Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, Cha 2 Skills and Feats: Climb +13, Hide +6*, Jump +4*, Spot +4*. Ability focus (poison), Snatch Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC15) or a Strength check (DC19). URC6-06 Enemy Of My Enemy Page 29 Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. Fiendish Spellwarped large monstrous spider: Large aberration (Extraplanar, Vermin); CR4; HD 4d8+12; hp30; Init +4; Spd 30ft, climb 20ft; AC 16 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d8+6 plus poison, bite); Full Atk +6 melee (1d8+6 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR 15; Face/Reach 10ft/5ft; AL CE; SV Fort +7; Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, Cha 2 Skills and Feats: Climb +13, Hide +4*, Jump +4*, Spot +4*. Ability focus (poison) Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC13) or a Strength check (DC17). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. ENCOUNTER 9 B: WELCOME TO MY PARLOR Demon, Yochlol: Medium-Size/Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider Form); AC Humanoid Form 17 (+2 Dex, +5 Drow chainmail) Touch 12, Flat Footed 15; Spider Form 16 (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat Footed 9; Attack: Humanoid Form: +10 melee (1d6+4/19- 20x2, short sword) or +8 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: Tentacle +10 melee (1d4+4) Full Attack: Humanoid Form: +10/+5 melee (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: 8 Tentacles +10 melee (1d4+4) Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ Damage Reduction 5 / cold Iron and Good, Electricity Immunity, fire resistance 20, Gaseous form, Gas, Immune to Critical Hits (Ooze form only), Immune to Sneak Attacks (Ooze form only), Poison Immunity, SR 15, Telepathy; AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16. Language: Abyssal Skills and Feats: Bluff +12, Climb (in Spider form only) +12, Concentration +7, Diplomacy +14, Intimidate +14, Knowledge (Religion) +11, Listen +11, Spot +11. Blind Fighting, Combat Casting. Possessions: short sword (20 gp), hand crossbow (200 gp). URC6-06 Enemy Of My Enemy Page 30 APPENDIX ONE: APL 8 ENCOUNTER THREE: NOTHING IS WHAT IT APPEARS TO BE Cleric of Vhaeraun: male elf [Drow] Cleric 7; CR 8; Medium Humanoid (Elf); HD 6d8+6 (50 hp); Init +0; Spd 20 ft.; AC 21, touch 12, flatfooted 21; Base Atk +4; Grp +5; Atk/Full Atk +6 melee (1d6+2 plus poison, +1 short sword) or +5 melee (1d4+1, gauntlet, spiked) ; SA poison, dancing lights, darkness, faerie fire, spontaneous casting (inflict); rebuke undead 4x/day; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, SR 18, darkvision 120 ft.; AL CE; SV Fort +6, Ref +2, Will +10; Str 12, Dex 10, Con 12, Int 14, Wis 21, Cha 12. Skills and Feats: Concentration +10, Diplomacy +10, Disguise +3, Heal +6, Listen +7, Search +4, Sense Motive +9, Spellcraft +11, Spot +7; Combat Casting, Daylight Adaptation, Divine Spell Power. Languages: Common, Drow Sign Language, Elven, Goblin, and Undercommon. Cleric Spells Prepared (6/7/5/4/3; base DC = 16 + spell level): 0-[resistance, virtue, read magic, cure minor wounds, detect magic]; 1st-[entropic shield, obscuring mist, protection from good, longstrider*, sanctuary, shield of faith, cure light wounds]; 2nd-[body blades, veil of shadow, balor nimbus, divine interdiction, deific vengeance, invisibility*]; 3rd-[fly*, energy vortex, cure serious wounds, clutch of Orcus]; 4th-[dimension door*, shield of faith, mass, negative energy aura]. *Domain spell. Deity [Vhaeraun]; Domains: [Travel (use the free action ability 1/day); Trickery (bluff, disguise and hide are class skills) Possessions: spiked gauntlet (5 gp); +1 sword, short (2,310 gp); +1 breastplate (1,350 gp); +1 buckler (1.165 gp); silver holy symbol, silver holy symbol (25 gp); wooden holy symbol (1 gp); spell component pouch (2) (10 gp); disguise kit (50 gp); giant wasp poison (210 gp) (injury DC 18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, trap CR modifier +3 (A&EG37)); cure light wounds (2) (50 gp); periapt of wisdom +4 (16,000 gp), ring of protection +3 (18,000 gp). Bugbear Fighter: male bugbear Humanoid3/Ftr2: CR 4; Medium Humanoid ; HD 3d8+3; hp 34; Init +1; Spd 20 ft.; AC 20, touch 11, flatfooted 19; Base Atk +4; Grp +7; Atk/Full Atk +9 melee (1d6+4, +1 short sword); SQ darkvision 60 ft., scent; AL CE; SV Fort +7, Ref +2, Will +1; Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +4, Hide +0, Intimidate +4, Listen +7, Move Silently -1, Spot +2; Alertness, Phalanx Fighting, Power Attack, Weapon Focus: Short sword Possessions: +1 short sword (2,310 gp), banded mail (250 gp). ENCOUNTER FOUR: INTO THE DARKNESS Drow Wizard: male elf [Drow] Wiz7; CR 8; Medium Humanoid (Elf); HD 7d4+7 (23 hp); Init +2; Spd 30 ft.; AC 14, touch 14, flatfooted 12; Base Atk +3; Grp +3; Atk/Full Atk +4 melee (1d6 plus poison, sword, short, masterwork); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, SR 18, darkvision 120 ft.; AL CE; SV Fort +3, Ref +4, Will +6; Str 10, Dex 14, Con 12, Int 23, Wis 12, Cha 10. Skills and Feats: Concentration +11, Decipher Script +11, Knowledge (arcana) +14, Knowledge (Religion) +9, Knowledge (the planes) +14, Knowledge (underdark) +14, Listen +3, Search +8, Spellcraft +16, Spot +3; Point Blank Shot, Precise Shot, Scribe Scroll, Sudden Maximize, Sudden Widen. Languages: Abyssal, Common, Drow Sign Language, Elven, Goblin, Undercommon. Wizard Spells Prepared(4/6/5/3/2; Base DC = 16 + spell level): 0-[acid splash, launch bolt, caltrops]; 1st-[ray of flame, hail of stone, mage armor, expeditious retreat, swift, orb of fire, lesser, orb of electricity, lesser]; 2nd-[distracting ray, blast of force, baleful transposition, scorching ray]; 3rd-[sound lance, fireball]; 4th-[backlash, phantasmal killer]. Possessions: mw short sword (310 gp); Coin: gp (30); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); ring: protection +1 (2,000 gp); amulet of natural armor +1 (2,000 gp); headband of Intellect +4 (16,000 gp); safewing emblem (250 gp); cure light wounds potion (1) (50 gp). Familiar: male beholderkin, eyeball; CR 1/2; Tiny Aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 30, 5, fly, Good 40; AC 21; Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, Bite); SA: Eye Rays (Su); SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 16, CON 9, INT 10, WIS 10, CHA 10. URC6-06 Enemy Of My Enemy Page 31 Skills and Feats: Concentration + 15, Hide + 15, Listen + 3, Search + 9, Spot + 10; Alertness. Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze ray or ray of frost for 2 rounds. Each eye effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player’s Handbook). Cause Fear: As the spell, range 35 feet. The Will save is DC 10. Daze: As the spell, range 35 feet. The Will save is DC 10. Mage hand: As the spell cast by a 4th level sorcerer, except the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet. Ray of frost: As the spell, range 35 feet. Immunities (ex): Eyeballs are immune to charm and command effects. Immunities (ex): Eyeballs are immune to charm and command effects. All Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on spot checks and a +8 racial bonus on search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has attacked during an encounter, its all around vision negates any sneak attack. Flight (Ex): An eyeballs’ body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. The buoyancy also grants a feather fall effect with personal range. ENCOUNTER SIX: ENEMY OF MY ENEMY Hound of the Gloom: CR 9; Large Aberration ; HD 12d8+84 (138 hp); Init +2; Spd Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 24, touch 11, flatfooted 22; Base Atk +9; Grp +19; Atk +14 melee (2d6+6, Bite); Full Atk +14 melee (2d6+6, bite) and +12 melee (1d6+3, 2 claw) and +12 melee (1d6+3, 2 tentacle rake); Space/Reach 10ft. /5ft.; SA improved grab, poison, pounce; SQ darkvision 60 ft., scent; AL NE; SV Fort +13, Ref +6, Will +11; Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10. Skills and Feats: Balance +6, Climb +18, Jump +18, Listen +12, Move Silently +6, Spot +12; Cleave, Combat Reflexes, Great Fortitude, Multiattack, Power Attack. Combat: Hounds ambush victims by leaping directly into melee. They use their natural climbing ability to reach a point above their target, and then leap down in a deadly pounce from above. The creatures attack with bite, foreclaws, and the two larger tentacles surrounding their heads, which are much longer than the others. These two tentacles have a reach of 10 feet and end in five-fingered hands that look almost identical to human hands, except they have strong, sharp claws instead of nails. Once engaged, a hound uses its bite and claw attacks against a single foe. A target that withstands several blows or one that deals the hound a significant amount of damage is the target of the hound's poisoned hands. Improved Grab (Ex): To use this ability, the hound must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d8 Dex. The save DC is Constitution-based. Pounce (Ex): If a hound of the gloom charges a foe, it can make a full attack, including two tentacle attacks. Appearance: This powerful quadruped vaguely resembles a huge dog or bear. Its massive, hairless body ripples with extraordinary musculature. Its hide is sleek and milky-white in color, and bony plates cover its head and protect its eyes. Long tentacles ring the head like a lion's mane. Two of the tentacles, longer than the others, end in oddly humanlike hands. Drow Half Dragon Fighter: male dragon (elf) Ftr4; CR 7; Medium Dragon (Elf); HD 4d12+16 (62 hp); Init +1; Spd 30 ft.; AC 22, touch 11, flatfooted 22; Base Atk +4; Grp +10; Atk +12 melee (2d4+10, +1 chain, spiked); Full Atk +12 melee (2d4+10, +1 chain, spiked) or +10 melee (1d4+6, 2 claw) and +5 melee (1d6+3, bite); SA breath weapon, poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects and paralysis and acid, light blindness, SR 18, darkvision 120 ft., low- light vision; AL CE; SV Fort +8, Ref +2, Will +1; Str 23, Dex 12, Con 18, Int 14, Wis 10, Cha 14. Skills and Feats: Climb +13, Handle Animal +9, Intimidate +7, Jump +10, Listen +2, Search +4, Spot +2; Combat Expertise, Exotic Weapon Proficiency: chain, spiked, Improved Toughness, Improved Trip, Weapon Focus: chain, spiked. Breath Weapon (SA): 60 foot line of acid, Ref save DC 16 for half; 6d8 damage. Languages: Common, Drow Sign Language, Elven, Undercommon. Possessions: +1 chain, spiked (8,325 gp); +1 splint mail (1,350 gp); potion cure light wounds x2 (50 gp); coin (175 gp). Drow Monk: male elf [Drow] Mnk7; CR 8; medium Humanoid (Elf); HD 7d8+14 hp 53; Init +1; Spd 50 ft.; AC 18, touch 18, flatfooted 17; Base Atk +5; Grp +18; Atk +10 melee (1d8+5, Unarmed strike); Full Atk +10 melee (1d8+5, unarmed strike) and +5 melee (1d4+5, 2 tentacles) or +9/+9 melee ( 1d8+5, flurry of blows) and +5 melee (1d4+5, 2 tentacles); URC6-06 Enemy Of My Enemy Page 32 SA improved flurry of blows, ki strike, poison, purity of body, dancing lights, darkness, faerie fire; SQ AC bonus +1, evasion, immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, slow fall (30 ft), still mind, wholeness of body, wisdom bonus to AC; SR 18, darkvision 120 ft.; AL LE; SV Fort +7, Ref +6, Will +8; Str 20, Dex 12, Con 14, Int 10, Wis 17, Cha 8. Skills and Feats: Hide +14, Jump +20, Listen +12, Move Silently +11, Search +2, Spot +10, Tumble +13; Aberration Blood - Flexible Limbs, Bestial Hide, Combat Reflexes, Deepspawn, Improved Grapple, Improved Trip, Improved Unarmed Strike. (See Appendix Eight for new feats) Possessions: 500 gp; belt of giant strength +4; cloak of elvenkind; boots of elvenkind; ring: protection +5. ENCOUNTER 9 A: THE ITSY BITSY SPIDER Fiendish Spellwarped advanced large monstrous spider: Large aberration (Extraplanar, Vermin); CR6; HD 7d8+18; hp52; Init +4; Spd 30ft, climb 20ft; AC 16 (- 1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +5; Grp +13; Atk +8 melee (1d8+6 plus poison, bite); Full Atk +8 melee (1d8+6 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR 18; Face/Reach 10ft/5ft; AL CE; SV Fort +7; Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, Cha 2 Skills and Feats: Climb +13, Hide +6*, Jump +4*, Spot +4*. Ability focus (poison), Snatch Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC15) or a Strength check (DC19). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. Fiendish Spellwarped large monstrous spider: Large aberration (Extraplanar, Vermin); CR4; HD 4d8+12; hp30; Init +4; Spd 30ft, climb 20ft; AC 16 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +3; Grp +11; Atk +6 melee (1d8+6 plus poison, bite); Full Atk +6 melee (1d8+6 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR 15; Face/Reach 10ft/5ft; AL CE; SV Fort +7; Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, Cha 2 Skills and Feats: Climb +13, Hide +4*, Jump +4*, Spot +4*. Ability focus (poison) Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC13) or a Strength check (DC17). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. ENCOUNTER 9 B: WELCOME TO MY PARLOR Demon, Yochlol: Medium-Size/Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider Form); AC Humanoid Form 17 (+2 Dex, +5 Drow chainmail) Touch 12, Flat Footed 15; Spider Form 16 (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat Footed 9; Attack: Humanoid Form: +10 melee (1d6+4/19- 20x2, short sword) or +8 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: Tentacle +10 melee (1d4+4) Full Attack: Humanoid Form: +10/+5 melee (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: 8 Tentacles +10 melee (1d4+4) URC6-06 Enemy Of My Enemy Page 33 Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ Damage Reduction 5 / cold Iron and Good, Electricity Immunity, fire resistance 20, Gaseous form, Gas, Immune to Critical Hits (Ooze form only), Immune to Sneak Attacks (Ooze form only), Poison Immunity, SR 15, Telepathy; AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16. Language: Abyssal Skills and Feats: Bluff +12, Climb (in Spider form only) +12, Concentration +7, Diplomacy +14, Intimidate +14, Knowledge (Religion) +11, Listen +11, Spot +11. Blind Fighting, Combat Casting. Possessions: short sword (20 gp), hand crossbow (200 gp). URC6-06 Enemy Of My Enemy Page 34 APPENDIX ONE: APL 10 ENCOUNTER THREE: NOTHING IS WHAT IT APPEARS TO BE Cleric of Vhaeraun, male elf [Drow] Clr7/Wrpr2: CR 9; Medium Humanoid (Elf); HD 7d8+7(Cleric), 2d10+2(Warpriest); hp 66; Init +0; Spd 20; AC 26, touch 18, flatfooted 26; Base Atk +7; Grp +8; Atk +9 melee (1d6+2 plus poison, +1 sword, short) or +8 melee (1d4+1, gauntlet, spiked); Full Atk +9/+4 melee (1d6+2 plus poison, +1 sword, short) or +8 /+3 melee (1d4+1, gauntlet, spiked); SA poison, dancing lights, darkness, faerie fire spontaneous casting (inflict); rebuke undead 4x/day, inflame, rally; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, SR 20; 120 ft.; AL CE; SV Fort +10, Ref +3, Will +12; Str 12, Dex 10, Con 12, Int 14, Wis 22, Cha 12. Skills and Feats: Concentration +15, Diplomacy +12, Disguise +3, Heal +8, Listen +12, Search +4, Sense Motive +12, Spellcraft +14, Spot +8;Combat Casting, Daylight Adaptation, Divine Spell Power, Domain Spontaneity, Spell Focus: enchantment. Languages: Common, Drow Sign Language, Elven, Goblin, and Undercommon. Bonus Domain: At 1st level, the warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead). Inflame (Ex): As a full round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on saving throws against any charm or fear effects. The bonus begins at +2 for a 2nd level warpriest and increases by +2 at each even numbered level thereafter (+4 at 4th, +6 at 6, etc.). This effect lasts for five minutes after the speech ends, plus 1 minute per level of the warpriest. Rally (Ex): A warpriest who is currently not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level. Cleric Spells Prepared (6/6/5/4/3; Base DC = 16 + spell level): 0 – [cure minor wounds x2, detect magic, read magic, resistance, virtue; ] 1st – [cure light wounds, entropic shield, longstrider*, obscuring mist, protection from good, sanctuary, shield of faith;] 2nd – [balor nimbus, body blades, deific vengeance, divine interdiction, invisibility*, veil of shadow;] 3rd – [clutch of Orcus, cure serious wounds, energy vortex, fly*, Girallon`s Blessing;] 4th – [negative energy aura, shield of faith, mass, spell immunity, unholy blight*.] *Domain spell. Deity [Vhaeraun]; Domains: [Travel (use the free action ability 1/day); Trickery (bluff, disguise and hide are class skills); Domination (you gain Spell Focus: enchantment feat)]. Possessions: spiked gauntlet (5 gp); +1 sword, short (2,310 gp); Banded Mail of Luck (18,900 gp); +1 animated mithral heavy steel shield (10,170 gp); silver holy symbol (25 gp); wooden holy symbol (1 gp); Spell component pouch (2) (10 gp); Disguise kit (50 gp); giant wasp poison (210 gp) (injury DC 18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, trap CR modifier +3 (A&EG37)); cure light wounds (2) (100 gp); periapt of wisdom +4 (16,000 gp); ring of protection +4 (32,000 gp) blindfold of true darkness (9,000 gp). Bugbear Fighter: male Bugbear Humanoid3/Ftr4: CR 6; Medium Humanoid ; HD 3d8+6 (63 hp); Init +1; Spd 20 ft.; AC 20, touch 11, flatfooted 19; Base Atk +6; Grp +9; Atk/Full Atk +11 melee (1d6+4, +1 short sword); SQ darkvision 60 ft., scent; AL CE; SV Fort +9, Ref +3, Will +2; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 8. Skills and Feats: Climb +4, Hide +0, Intimidate +8, Listen +7, Move Silently -1, Spot +2; Alertness, Phalanx Fighting, Power Attack, Weapon Focus: Short sword. Possessions: +1 short sword (2,310 gp), banded mail (250 gp), blindfold of true darkness (9,000 gp). Blindfold of True Darkness: Grants wearer blindsight 60`, but looses regular sight (A&EG130). ENCOUNTER FOUR: INTO THE DARKNESS Drow Wizard: male elf [Drow] Wiz9; CR 10; Medium Humanoid (Elf); HD 9d4+9 (30 hp); Init +2; Spd 30 ft.; AC 18, touch 18, flatfooted 16; Base Atk +4; Grp +4; Atk/Full Atk +5 melee (1d6+1 plus poison, +1 sword, short) or +7 ranged (1d4+1 plus poison, +1 hand crossbow); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, SR 21, darkvision 120 ft.; AL CE; SV Fort +4, Ref +5, Will +7; Str 10, Dex 14, Con 12, Int 24, Wis 12, Cha 10. Skills and Feats: Concentration +13, Decipher Script +12, Knowledge (arcana) +15, Knowledge (Religion) +10, Knowledge (the planes) +15, Knowledge (underdark) +15, Listen +3, Search +9, Spellcraft +21, Spot +8; Point Blank Shot, Precise Shot, Scribe Scroll, Sudden Empower, Sudden Maximize, Sudden Widen. Languages: Abyssal, Common, Drow Sign Language, Elven, Goblin, Undercommon. URC6-06 Enemy Of My Enemy Page 35 Wizard Spells Prepared (4/6/6/5/3/2; Base DC = 17 + spell level): 0-[electric jolt, acid splash, launch bolt, caltrops]; 1st-[ray of flame, hail of stone, mage armor, expeditious retreat, swift, orb of fire, lesser, orb of electricity, lesser]; 2nd- [distracting ray, blast of force, baleful transposition, scorching ray]; 3rd-[sound lance, fireball, fireball, fly]; 4th- [defenestrating sphere, backlash, phantasmal killer]; 5th- [cone of cold, baleful polymorph]. Possessions: +1 sword, short: unholy (18,310 gp); +1 hand crossbow (2,400 gp); Coin: gp (30); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); ring of protection +3 (18,000 gp); amulet of natural armor +1 (2,000 gp); headband of Intellect +4 (16,000 gp); safewing emblem (250 gp); cure light wounds potion (1) (50 gp). Familiar: male beholderkin, eyeball; CR 1/2; Tiny Aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 30, 5, fly, Good 40; AC 21; Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, Bite); SA: Eye Rays (Su) ; SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 16, CON 9, INT 10, WIS 10, CHA 10. Skills and Feats: Concentration + 15, Hide + 15, Listen + 3, Search + 9, Spot + 10; Alertness. Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze ray or ray of frost for 2 rounds. Each eye effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player’s Handbook). Cause Fear: As the spell, range 35 feet. The Will save is DC 10. Daze: As the spell, range 35 feet. The Will save is DC 10. Mage hand: As the spell cast by a 4th level sorcerer, except the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet. Ray of frost: As the spell, range 35 feet. Immunities (ex): Eyeballs are immune to charm and command effects. Immunities (ex): Eyeballs are immune to charm and command effects. All Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on spot checks and a +8 racial bonus on search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has attacked during an encounter, its all around vision negates any sneak attack. Flight (Ex): An eyeballs’ body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. The buoyancy also grants a feather fall effect with personal range. ENCOUNTER SIX: ENEMY OF MY ENEMY Hound of the Gloom: CR 9; Large Aberration ; HD 12d8+84 (138 hp); Init +2; Spd Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 24, touch 11, flatfooted 22; Base Atk +9; Grp +19; Atk +14 melee (2d6+6, Bite); Full Atk +14 melee (2d6+6, bite) and +12 melee (1d6+3, 2 claw) and +12 melee (1d6+3, 2 tentacle rake); Space/Reach 10ft. /5ft.; SA improved grab, poison, pounce; SQ darkvision 60 ft., scent; AL NE; SV Fort +13, Ref +6, Will +11; Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10. Skills and Feats: Balance +6, Climb +18, Jump +18, Listen +12, Move Silently +6, Spot +12; Cleave, Combat Reflexes, Great Fortitude, Multiattack, Power Attack. Combat: Hounds ambush victims by leaping directly into melee. They use their natural climbing ability to reach a point above their target, then leap down in a deadly pounce from above. The creatures attack with bite, foreclaws, and the two larger tentacles surrounding their heads, which are much longer than the others. These two tentacles have a reach of 10 feet and end in five-fingered hands that look almost identical to human hands, except they have strong, sharp claws instead of nails. Once engaged, a hound uses its bite and claw attacks against a single foe. A target that withstands several blows or one that deals the hound a significant amount of damage is the target of the hound's poisoned hands. Improved Grab (Ex): To use this ability, the hound must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d8 Dex. The save DC is Constitution-based. Pounce (Ex): If a hound of the gloom charges a foe, it can make a full attack, including two tentacle attacks. Appearance: This powerful quadruped vaguely resembles a huge dog or bear. Its massive, hairless body ripples with extraordinary musculature. Its hide is sleek and milky-white in color, and bony plates cover its head and protect its eyes. Long tentacles ring the head like a lion's mane. Two of the tentacles, longer than the others, end in oddly humanlike hands. Drow Half Dragon Fighter: male dragon (elf) Ftr7; CR 9; Medium Dragon (Elf); HD 7d12+28 (84 hp); Init +1; Spd 30 ft.; AC 22, touch 11, flatfooted 22; Base Atk +7; Grp +13; Atk +15 melee (2d4+10, +1 chain, spiked; 18-20 x2); URC6-06 Enemy Of My Enemy Page 36 Full Atk +15/+10 melee (2d4+10, +1 chain, spiked) or +13 melee (1d4+6, 2 claw) and +8 melee (1d6+3, bite) or breath weapon (6d8 acid); SA breath weapon, poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects and paralysis and acid, light blindness, SR 20, darkvision 120 ft., low- light vision; AL CE; SV Fort +9, Ref +3, Will +2; Str 23, Dex 12, Con 18, Int 14, Wis 10, Cha 16. Languages: Common, Draconic, Drow Sign Language, Elven, Undercommon Skills and Feats: Climb +13, Handle Animal +9, Intimidate +4, Listen +2, Search +4, Spot +2; Combat Expertise, Exotic Weapon Proficiency: chain, spiked, Improved Sunder, Improved Toughness, Improved Trip, Power Attack, Weapon Focus: chain, spiked. Breath Weapon (SA): 60 foot line of acid, Ref save DC 17 for half; 6d8 damage. Possessions: +1 spiked chain; human bane, wounding (32,325 gp); +1 splint mail (1,350 gp). cure light wounds potion x2 (100 gp). Drow Monk: male elf [Drow] Mnk9: CR 10; Medium Humanoid (Elf); HD 9d8+18 (72 hp); Init +1; Spd 60 ft.; AC 16, touch 16, flatfooted 15; Base Atk +6; Grp +19; Atk +11 melee (1d10+5, Unarmed strike) or +11 melee (1d4+5, 2 tentacles); Full Atk +11 melee (1d10+5, unarmed strike) and +6/+6 melee (1d4+2, 2 tentacles) or +11/+11/+6 melee (1d10+5, flurry of blows) and +6/+6 melee (1d4+2, 2 tentacles); Space/Reach 5ft./10ft.; SA perfect flurry of blows, ki strike, poison, purity of body, dancing lights, darkness, faerie fire; SQ AC bonus +1, evasion, immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, slow fall (30 ft), still mind, wholeness of body, wisdom bonus to AC; SR 20, darkvision 120 ft.; AL LE; SV Fort +8, Ref +7, Will +10; Str 20, Dex 12, Con 14, Int 10, Wis 18, Cha 8. Skills and Feats: Hide +14, Jump +24, Listen +15, Move Silently +13, Search +2, Spot +13, Tumble +15; Aberration Blood - Flexible Limbs, Bestial Hide, Combat Reflexes, Deepspawn, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Inhuman Reach. (see Appendix Eight for new feats) Possessions: 500 gp; belt of giant strength +4 (16000 gp); cloak of elvenkind (2500 gp); boots of elvenkind (2500 gp); ring: protection +5 (50000 gp). ENCOUNTER 9 A: THE ITSY BITSY SPIDER Fiendish spellwarped advanced huge monstrous spider: Large aberration; CR 10; HD11d8+44; hp 93; Init +4; Spd 30ft, climb 20ft; AC 19 (-2 size, +4 Dex, +7 natural) touch 12, flat-footed 15; Base Atk +8; Grp +22; Atk +13 melee (3d6+9 plus poison, bite); Full Atk +13 melee (3d6+9 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 10/magic, darkvision 60ft, ethereal jaunt, low-light vision, spell absorption; SR 19; Face/Reach 15ft/10ft; AL CE; SV Fort +10, Ref +6, Will +2; Str 23, Dex 19, Con 18, Int 7, Wis 10, Cha 2; Skills and Feats: Climb +14, Hide +0*, Jump +6*, Spot +4*. Ability focus (poison), Improved Natural attack (bite), Snatch Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d8 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC18) or a Strength check (DC22). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. Fiendish Spellwarped advanced large monstrous spider: Large aberration (Extraplanar, Vermin); CR6; HD 7d8+18; hp52; Init +4; Spd 30ft, climb 20ft; AC 16 (- 1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +5; Grp +13; Atk +8 melee (1d8+6 plus poison, bite); Full Atk +8 melee (1d8+6 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 5/magic, darkvision 60ft, tremorsense 60ft, vermin traits; SR 18; Face/Reach 10ft/5ft; AL CE; SV Fort +7; Ref +5; Will +1; Str 19, Dex 19, Con 16, Int 7, Wis 10, Cha 2 Skills and Feats: Climb +13, Hide +6*, Jump +4*, Spot +4*. Ability focus (poison), Snatch Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d6 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC15) or a Strength check (DC19). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. URC6-06 Enemy Of My Enemy Page 37 Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See Appendix Five: New Rules - New Creatures for all Spellwarped Special Abilities and Attacks. ENCOUNTER 9 B: WELCOME TO MY PARLOR Aspect of Lolth: CR 11; large outsider (Evil, Extraplanar, Chaotic); HD 14d8+42 hp 105; Init +4; Spd Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 21, touch 13, flatfooted 17; Base Atk +14; Grp +21; Atk +20 melee (1d4+6 plus poison, +3 dagger, chaotic); Full Atk +20 melee (1d4+6, +3 dagger, chaotic); and +15 melee (1d8+6 plus poison, bite); Space/Reach 10ft./10ft.; SA poison; SQ damage reduction 5/epic, darkvision 60 ft., SR 25, no dual nature; AL CE; SV Fort +12, Ref +13, Will +17; Str 16, Dex 18, Con 17, Int 27, Wis 26, Cha 23. Languages: Abyssal, Draconic, Elven, Undercommon Skills and Feats: Climb +11, Jump +7; Blind-Fight, Improved Critical: Bite, Simple Weapon Proficiency, Weapon Finesse, Weapon Focus: Bite, Weapon Specialization: Bite. Combat: An aspect of Lolth's natural weapons, as well as any weapons it wields, are treated as chaotic- aligned and evil-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d10 Str. The DC is Constitution- based. Demon, Yochlol: Medium-Size/Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider Form); AC Humanoid Form 17 (+2 Dex, +5 Drow chainmail) Touch 12, Flat Footed 15; Spider Form 16 (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat Footed 9; Attack: Humanoid Form: +10 melee (1d6+4/19- 20x2, short sword) or +8 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: Tentacle +10 melee (1d4+4) Full Attack: Humanoid Form: +10/+5 melee (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: 8 Tentacles +10 melee (1d4+4) Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ Damage Reduction 5 / cold Iron and Good, Electricity Immunity, fire resistance 20, Gaseous form, Gas, Immune to Critical Hits (Ooze form only), Immune to Sneak Attacks (Ooze form only), Poison Immunity, SR 15, Telepathy; AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16. Language: Abyssal Skills and Feats: Bluff +12, Climb (in Spider form only) +12, Concentration +7, Diplomacy +14, Intimidate +14, Knowledge (Religion) +11, Listen +11, Spot +11. Blind Fighting, Combat Casting. Possessions: short sword (20 gp), hand crossbow (200 gp). URC6-06 Enemy Of My Enemy Page 38 APPENDIX ONE: APL 12 ENCOUNTER THREE: NOTHING IS WHAT IT APPEARS TO BE Cleric of Vhaeraun: male elf [Drow] Clr7/Wrp4: CR 12; Medium Humanoid (Elf); HD 7d8+7 (87 hp); Init +0; Spd 20 ft.; AC 26, touch 18, flatfooted 26; Base Atk +9; Grp +10; Atk +11 melee (1d6+2 plus poison, +1 short sword) or 10 melee (1d4+1, spiked gauntlet); Full Atk +11/+6 (1d6+2 plus poison, +1 short sword) or +10/+5 melee (1d4+1, gauntlet, spiked); SA poison, dancing lights, darkness, faerie fire, spontaneous casting (inflict); rebuke undead 6x/day, bonus domain, bonus caster level, inflame, rally, mass cure light wounds; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, SR 24, darkvision 120 ft.; AL CE; SV Fort +9, Ref +3, Will +12; Str 12, Dex 10, Con 12, Int 14, Wis 22, Cha 16. Skills and Feats: Bluff +7, Concentration +13, Diplomacy +16, Disguise +5, Heal +8, Listen +8, Search +4, Sense Motive +12, Spellcraft +14, Spot +8; Combat Casting, Daylight Adaptation, Divine Spell Power, Domain Spontaneity. Languages: Common, Drow Sign Language, Elven, Goblin, and Undercommon. Bonus Domain: At 1st level, the warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead). Inflame (Ex): As a full round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on saving throws against any charm or fear effects. The bonus begins at +2 for a 2nd level warpriest and increases by +2 at each even numbered level thereafter (+4 at 4th, +6 at 6, etc.). This effect lasts for five minutes after the speech ends, plus 1 minute per level of the warpriest. Rally (Ex): A warpriest who is currently not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level. Mass Cure light Wounds (SP): Starting at 3rd level, a warpriest can use mass cure light wounds, once per day as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level. Cleric Spells Prepared(6/6/6/4/3/2): 0-[resistance, virtue, read magic, cure minor wounds, detect magic]; 1st- [entropic shield, obscuring mist, protection from good, longstrider*, sanctuary, shield of faith, cure light wounds]; 2nd-[body blades, veil of shadow, balor nimbus, infernal wound, divine interdiction, deific vengeance, invisibility*]; 3rd-[ring of blades, fly*, energy vortex, cure serious wounds, Clutch of Orcus]; 4th-[sound lance, unholy blight*, shield of faith, mass, negative energy aura]; 5th-[teleport*, flame strike, doomtide]. *Domain spell. Deity [Vhaeraun]; Domains: [Travel (use the free action ability 1/day); Trickery (bluff, disguise and hide are class skills); Evil (cast evil spells at +1 caster level)]. Possessions: spiked gauntlet (5 gp); +1 sword, short (2,310 gp); banded mail of luck (18,900 gp); +1 animated mithral heavy steel shield (10,170 gp); silver holy symbol (25 gp); wooden holy symbol (1 gp); spell component pouch (2) (10 gp); disguise kit (50 gp); death blade poison (1800 gp) (injury DC 20, initial 1d6 Con, secondary 2d6 Con, DC 25 Craft, trap CR modifier +5 (A&EG37)); cure light wounds potion (2) (100 gp); periapt of wisdom +4 (16,000 gp); ring of protection +4 (32,000 gp); cloak of charisma +4 (16,000 gp), blindfold of true darkness (9,000 gp). Drider, Sorcerer #1: male drider (sorcerer) Aberration6/Sor3: CR 10; Large Aberration ; HD 6d8+18; hp 64;; Init +2; Spd 30 ft., climb 15 ft. ; AC 17, touch 11, flatfooted 15; Base Atk +5; Grp +11; Atk/Full Atk +7 melee (1d4+3, bite) or +4 ranged (2d6+4, bow of force) or +5 melee (1d6+3, +1 dagger) ,+5 melee (1d6+2, +1 dagger) ; Space/Reach 10ft./5ft.; SA dancing lights, darkness, detect good, detect magic, detect law, faerie fire, levitate, clairaudience/clairvoyance, dispel magic, suggestion, poison ; SQ darkvision 60 ft., SR 17; AL CE; SV Fort +6, Ref +5, Will +11; Str 15, Dex 14, Con 16, Int 14, Wis 16, Cha 18. Skills and Feats: Bluff +8, Climb +14, Concentration +14, Hide +10, Listen +12, Move Silently +12, Spellcraft +13, Spot +9; Combat Casting, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus: Bite. Sorcerer Spells Known (6/7/7/6/4; Base DC = 14 + spell level): 0-[acid splash, caltrops, electric jolt, mage hand, ray of frost, resistance, sonic snap, touch of fatigue]; 1st-[blades of fire, cold orb, lesser, enlarge person, mage armor, night shield]; 2nd-[baleful transposition, bull`s strength, daggerspell dance, scorching ray]; 3rd-[chain missile, dispel magic, fireball]; 4th-[enervation, explosive cascade]. Possessions: unholy dagger +1 x2 (18,304 gp); bow of force (65,400 gp); giant wasp poison (210 gp) (injury DC 18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, trap CR modifier +3 (A&EG37)), blindfold of true darkness (9,000 gp). Drider, Sorcerer #2: male drider (sorcerer) Aberration6/Sor3: CR 10; Large Aberration ; HD URC6-06 Enemy Of My Enemy Page 39 6d8+18; hp 64;; Init +2; Spd 30 ft., climb 15 ft. ; AC 17, touch 11, flatfooted 15; Base Atk +5; Grp +11; Atk/Full Atk +7 melee (1d4+3, bite) or +4 ranged (2d6+4, bow of force) or +5/+5 melee (1d6+3, +1 dagger, unholy) ; Space/Reach 10ft./5ft.; SA dancing lights, darkness, detect good, detect magic, detect law, faerie fire, levitate, clairaudience/clairvoyance, dispel magic, suggestion, poison ; SQ darkvision 60 ft., SR 17; AL CE; SV Fort +6, Ref +5, Will +11; Str 15, Dex 14, Con 16, Int 14, Wis 16, Cha 18. Skills and Feats: Bluff +8, Climb +14, Concentration +14, Hide +10, Listen +12, Move Silently +12, Spellcraft +13, Spot +9; Combat Casting, Simple Weapon Proficiency, Two-Weapon Fighting, Weapon Focus: Bite. Sorcerer Spells Known (6/7/7/6/4; Base DC = 14 + spell level): 0-[acid splash, caltrops, electric jolt, mage hand, ray of frost, resistance, sonic snap, touch of fatigue]; 1st-[blades of fire, cold orb, lesser, enlarge person, mage armor, night shield]; 2nd-[baleful transposition, bull`s strength, daggerspell dance, scorching ray]; 3rd-[chain missile, dispel magic, fireball]; 4th-[enervation, Evard’s black tentacles]. Possessions: unholy dagger +1 x2 (18,304 gp); bow of force (65,400 gp); giant wasp poison (210 gp) (injury DC 18, initial 1d6 Dex, secondary 1d6, DC 20 Craft, trap CR modifier +3 (A&EG37)) , blindfold of true darkness (9,000 gp). ENCOUNTER FOUR: INTO THE DARKNESS Drow Wizard: male elf [Drow] Wiz9/AcltSkn2; CR 12; Medium Humanoid (Elf); HD 9d4+9 (41 hp); Init +2; Spd 30 ft.; AC 21, touch 19, flatfooted 18; Base Atk +5; Grp +5; Atk/Full Atk +6 melee (1d6+1 plus poison, +1 sword, short) or +8 ranged (1d4+1, plus poison, +1 hand crossbow); SA poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, SR 22, darkvision 120 ft. fire resistance 10; poison 1/day; wear fiend; AL CE; SV Fort +7, Ref +5, Will +10; Str 10, Dex 16, Con 12, Int 24, Wis 12, Cha 10. Skills and Feats: Concentration +15, Decipher Script +12, Knowledge (arcana) +17, Knowledge (Religion) +10, Knowledge (the planes) +17, Knowledge (underdark) +15, Listen +3, Search +9, Spellcraft +23, Spot +10; Point Blank Shot, Precise Shot, Scribe Scroll, Sudden Empower, Sudden Maximize, Sudden Widen. Languages: Abyssal, Common, Drow Sign Language, Elven, Goblin, Undercommon. Poison (Sp): An acolyte of the skin can use poison once per day as an 8th-level caster. The save DC is 14 + the acolytes primary spellcasring ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day. Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the characters own. It increases the acolyte of the skin’s natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision out to 60 feet. The DM determines the actual nature of the skin, be it demonic, devilish, or from some other fiendish creature. Wizard Spells Prepared (4/6/6/5/4/3; Base DC = 17 + spell level): 0-[electric jolt, acid splash, launch bolt, caltrops]; 1st-[ray of flame, hail of stone, mage armor, expeditious retreat, swift, orb of fire, lesser, orb of electricity, lesser]; 2nd- [distracting ray, blast of force, baleful transposition, scorching ray]; 3rd-[sound lance, fireball, fireball, fly]; 4th- [defenestrating sphere, backlash, phantasmal killer]; 5th- [prismatic ray, cone of cold, baleful polymorph]. Possessions: +1 sword, short: unholy (18,310 gp); +1 hand crossbow (2,400 gp); Coin: gp (30); Drow knockout poison (75 gp) (Injury DC 13; initial damage: unconsciousness, 1 minute; secondary damage: unconsciousness, 2d4 hours. (RoFR160)); ring of protection +3 (18,000 gp); ring of forceshield (8,500 gp); amulet of natural armor +1 (2,000 gp); headband of Intellect +4 (16,000 gp); safewing emblem (250 gp); cure light wounds potion (1) (50 gp). Familiar: male beholderkin, eyeball; CR 1/2; Tiny Aberration; HD 11d8 (Aberration); hp 20; Init + 3; Spd 30, 5, fly, Good 40; AC 21; Atk + 5 base melee, + 10 base ranged; +5 (1d3-2, Bite); SA: Eye Rays (Su) ; SQ: Immunity: Charm (Ex), Immunity: Mind-Affecting Attacks (Ex), Flight (Ex), All-Around Vision (Ex), Darkvision (Ex): 60 ft.; AL NE; SV Fort + 5, Ref + 6, Will + 9; STR 6, DEX 16, CON 9, INT 10, WIS 10, CHA 10. Skills and Feats: Concentration + 15, Hide + 15, Listen + 3, Search + 9, Spot + 10; Alertness. Eye Rays (Su): Unlike true beholders, which can use all their eye ray attacks the same round, eyeballs can only use one of their four rays at a time. In addition, an eyeball that fires a daze ray or a ray of frost cannot fire another daze ray or ray of frost for 2 rounds. Each eye effect resembles a spell cast by a sorcerer (levels vary depending on the eye) but follows the rules for a ray (see Aiming a Spell in Chapter 10 of the Player’s Handbook). Cause Fear: As the spell, range 35 feet. The Will save is DC 10. Daze: As the spell, range 35 feet. The Will save is DC 10. Mage hand: As the spell cast by a 4th level sorcerer, except the eyeball can use the ray without having to use a move-equivalent action to move an unattended object weighing no more than 5 pounds up to 15 feet a round. The ray has a range of 35 feet. URC6-06 Enemy Of My Enemy Page 40 Ray of frost: As the spell, range 35 feet. Immunities (ex): Eyeballs are immune to charm and command effects. Immunities (ex): Eyeballs are immune to charm and command effects. All Around Vision (Ex): Eyeballs are exceptionally alert. Their many small eyes give them a +4 racial bonus on spot checks and a +8 racial bonus on search checks. Opponents gain no flanking bonuses when attacking an eyeball. Once an eyeball has attacked during an encounter, its all around vision negates any sneak attack. Flight (Ex): An eyeballs’ body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 40 feet. The buoyancy also grants a feather fall effect with personal range. ENCOUNTER SIX: ENEMY OF MY ENEMY Hound of the Gloom: CR 10; Huge Aberration; HD 16d8+144; hp 216; Init +1; Spd Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 25, touch 9, flatfooted 24; Base Atk +12; Grp +30; Atk +20 melee (2d8+10, Bite); Full Atk +20 melee (2d8+10, bite) and +18 melee (1d8+5, 2 claw) and +18 melee (1d8+5, 2 tentacle rake); Space/Reach 10ft./5ft.; SA improved grab, poison, pounce; SQ darkvision 60 ft., scent; AL NE; SV Fort +16, Ref +6, Will +13; Str 30, Dex 13, Con 28, Int 10, Wis 17, Cha 10. Skills and Feats: Balance +5, Climb +22, Jump +22, Listen +14, Move Silently +7, Spot +14; Cleave, Combat Reflexes, Great Fortitude, Multiattack, Power Attack. Improved Grab (Ex): To use this ability, the hound must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d8 Dex. The save DC is Constitution-based. Pounce (Ex): If a hound of the gloom charges a foe, it can make a full attack, including two tentacle attacks. Drow Half Dragon Fighter: male dragon (elf) Ftr9; CR 11; Medium Dragon (Elf); HD 9d12+36; hp 117; Init +1; Spd 30 ft.; AC 22, touch 11, flatfooted 14; Base Atk +9; Grp +16; Atk +19 melee (2d4+11, +1 chain, spiked, 18-20, x2); Full Atk +19/+14/+9/+4 melee (2d4+11, +1 chain, spiked, 18-20 x2) or +16 melee (1d4+7, 2 claw) and +11 melee (1d6+3, bite); SA breath weapon, poison, dancing lights, darkness, faerie fire; SQ immunity to sleep effects and paralysis and acid, light blindness, SR 20, darkvision 120 ft., low- light vision; AL CE; SV Fort +10, Ref +4, Will +5; Str 24, Dex 12, Con 18, Int 14, Wis 10, Cha 16. Languages: Common, Draconic, Drow Sign Language, Elven, Undercommon Skills and Feats: Climb +16, Handle Animal +15, Intimidate +4, Jump +14, Listen +2, Search +4, Spot +2; Combat Expertise, Exotic Weapon Proficiency: chain, spiked, Greater Weapon Focus: chain, spiked, Improved Sunder, Improved Toughness, Improved Trip, Iron Will, Power Attack, Weapon Focus: chain, spiked. Breath Weapon (SA): 60 foot line of acid, Ref save DC 18 for half; 6d8 damage. Possessions: +1 spiked chain; human bane, wounding (32,325 gp); +1 splint mail (1,350 gp). cure light wounds potion x2 (100 gp). Drow Monk: male elf [Drow] Mnk9: CR 10; Medium Humanoid (Elf); HD 9d8+18 (72 hp); Init +1; Spd 60 ft.; AC 16, touch 16, flatfooted 15; Base Atk +6; Grp +19; Atk +11 melee (1d10+5, Unarmed strike) or +11 melee (1d4+5, 2 tentacles); Full Atk +11 melee (1d10+5, unarmed strike) and +6/+6 melee (1d4+2, 2 tentacles) or +11/+11/+6 melee (1d10+5, flurry of blows) and +6/+6 melee (1d4+2, 2 tentacles); SA perfect flurry of blows, ki strike, poison, purity of body, dancing lights, darkness, faerie fire; SQ AC bonus +1, evasion, immunity to sleep effects (Ex), +2 saves vs. enchantment spells and effects, +2 will saves vs. spells and spell-like effects, light blindness, slow fall (30 ft), still mind, wholeness of body, wisdom bonus to AC; SR 20, darkvision 120 ft.; AL LE; SV Fort +8, Ref +7, Will +10; Str 20, Dex 12, Con 14, Int 10, Wis 18, Cha 8. Skills and Feats: Hide +14, Jump +24, Listen +15, Move Silently +13, Search +2, Spot +13, Tumble +15; Aberration Blood - Flexible Limbs, Bestial Hide, Combat Reflexes, Deepspawn, Improved Disarm, Improved Grapple, Improved Unarmed Strike, Inhuman Reach. (See Appendix 5 for new feats) Possessions: 500 gp; belt of giant strength +4 (16000 gp); cloak of elvenkind (2500 gp); boots of elvenkind (2500 gp); ring: protection +5 (50000 gp); cure light wounds potion x2 (100 gp). ENCOUNTER 9 A: THE ITSY BITSY SPIDER Fiendish spellwarped advanced huge monstrous spider: Large aberration; CR 10; HD11d8+44; hp 93; Init +4; Spd 30ft, climb 20ft; AC 19 (-2 size, +4 Dex, +7 natural) touch 12, flat-footed 15; Base Atk +8; Grp +22; Atk +13 melee (3d6+9 plus poison, bite); Full Atk +13 melee (3d6+9 plus poison, bite); SA Poison, smite good, web; SQ cold and fire resistance 5, DR 10/magic, darkvision 60ft, ethereal jaunt, low-light vision, spell absorption; SR 19; Face/Reach 15ft/10ft; AL CE; SV Fort +10, Ref +6, Will +2; Str 23, Dex 19, Con 18, Int 7, Wis 10, Cha 2; Skills and Feats: Climb +14, Hide +0*, Jump +6*, Spot +4*. Ability focus (poison), Improved Natural attack (bite), Snatch URC6-06 Enemy Of My Enemy Page 41 Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d8 Str. The save DC is Constitution-based. Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe. Web (Ex): Escape Artist check (DC18) or a Strength check (DC22). Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. See for all Spellwarped Special Abilities and Attacks. ENCOUNTER 9 B: WELCOME TO MY PARLOR Aspect of Lolth: CR 11; large outsider (Evil, Extraplanar, Chaotic); HD 14d8+42 hp 105; Init +4; Spd Climb 20 ft. (4 squares), 40 ft. (8 squares); AC 21, touch 13, flatfooted 17; Base Atk +14; Grp +21; Atk +20 melee (1d4+6 plus poison, +3 dagger, chaotic); Full Atk +20 melee (1d4+6, +3 dagger, chaotic); and +15 melee (1d8+6 plus poison, bite); Space/Reach 10ft. /10ft; SA poison; SQ damage reduction 5/epic, darkvision 60 ft., SR 25, no dual nature; AL CE; SV Fort +12, Ref +13, Will +17; Str 16, Dex 18, Con 17, Int 27, Wis 26, Cha 23. Languages: Abyssal, Draconic, Elven, Undercommon Skills and Feats: Climb +11, Jump +7; Blind-Fight, Improved Critical: Bite, Simple Weapon Proficiency, Weapon Finesse, Weapon Focus: Bite, Weapon Specialization: Bite. Combat: An aspect of Lolth's natural weapons, as well as any weapons it wields, are treated as chaotic- aligned and evil-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d10 Str. The DC is Constitution- based. Demon, Yochlol: Medium-Size/Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri); CR 5; Hit Dice: 6d8+6; hp 33; Init +2; Spd 30 ft., (climb 20 ft. in Spider Form); AC Humanoid Form 17 (+2 Dex, +5 Drow chainmail) Touch 12, Flat Footed 15; Spider Form 16 (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat Footed 9; Attack: Humanoid Form: +10 melee (1d6+4/19- 20x2, short sword) or +8 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: Tentacle +10 melee (1d4+4) Full Attack: Humanoid Form: +10/+5 melee (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: 8 Tentacles +10 melee (1d4+4) Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 5 ft. / 5 ft. SA Spell-like abilities, Psionics, Poison; SQ Damage Reduction 5 / cold Iron and Good, Electricity Immunity, fire resistance 20, Gaseous form, Gas, Immune to Critical Hits (Ooze form only), Immune to Sneak Attacks (Ooze form only), Poison Immunity, SR 15, Telepathy; AL CE; SV Fort +6, Ref +7, Will +7; Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16. Language: Abyssal Skills and Feats: Bluff +12, Climb (in Spider form only) +12, Concentration +7, Diplomacy +14, Intimidate +14, Knowledge (Religion) +11, Listen +11, Spot +11. Blind Fighting, Combat Casting. Possessions: short sword (20 gp), hand crossbow (200 gp). URC6-06 Enemy Of My Enemy Page 42 APPENDIX TWO: ROGUE GUILD SYMBOLS Guild City(Guild Hall) Symbol Birds of Prey Radigast City (The Aerie) Eagle Halwyn Fingers Trigol (The Hall) Three Fingers raised on a hand Nighthawks Jedbridge (sanctuary) Hawk Sea Serpents Bampton (The Den) Sea Serpent Viper’s Den Brotton (The Pit) Viper Silent Hand Brotton (The Gauntlet) Lips with a finger raised to them Tiger Sharks High Mardreth (Hidden Cove) Shark The Black Claw Trigol (Shadow Hall) A black claw Shield 1 House Underley URC6-06 Enemy Of My Enemy Page 43 APPENDIX THREE: THE TEMPLE URC6-06 Enemy Of My Enemy Page 44 APPENDIX FOUR: THE SUMMONING CAVE URC6-06 Enemy Of My Enemy Page 45 APPENDIX FIVE: NEW RULES − NEW CREATURES ASPECT OF LOLTH (From Miniatures Handbook) Size: Type Large outsider (evil, extraplanar, chaotic) Hit Dice: 14d8+42 (105 hp) Initiative: +4 Speed: Climb 20 ft. (4 squares), 40 ft. (8 squares) AC: +21 (-1 Size, +4 Dex, +8 Natural), touch 13, flatfooted 17 Base Attack/Grapple: +14/+21 Attack: Bite +18 melee (1d8+6) Full Attack: Bite +18 melee Space/Reach: 10ft. / 10ft Special Attacks: Poison (Ex) Special Qualities: Damage Reduction (Su): 5/Epic, Darkvision (Ex): 60 ft., SR (Ex): 25, No Dual Nature (Ex) Saves: Fort +12, Ref +13, Will +17 Abilities: Str 16, Dex 18, Con 17, Int 27, Wis 26, Cha 23 Skills: Climb +11, Jump +7 Feats: Blind-Fight, Improved Critical: Bite, Simple Weapon Proficiency, Weapon Finesse, Weapon Focus: Bite, Weapon Specialization: Bite Languages: Abyssal, Draconic, Elven, Undercommon Climate/Terrain: Infinite Layers of the Abyss Organization: Solitary Challenge Rating: 11 Treasure: Coins: None, Goods: None, Items: None Alignment: Always Chaotic Evil Advancement: 0-14 HD (Large) This unnatural creature has the body of a great, gray spider, but the head of a female elf [Drow] protrudes from where the spider's head would be. It has long hair and multifaceted eyes. The creature is 7 feet tall and at least that long. This aspect of Lolth expresses Lolth's dual nature. Its form is one of Lolth's three normal forms (the other two being a beautiful female drider and an alluring female elf [Drow]). Powerful Drow have been known to call aspects of Lolth to serve as witnesses to agreements and pacts between scheming noble houses. The presence of an aspect makes such agreements less likely to be broken, or so the theory goes. An aspect of Lolth speaks Abyssal, Draconic, Elven, and Undercommon. COMBAT An aspect of Lolth's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 1d10 Str. The DC is Constitution- based. URC6-06 Enemy Of My Enemy Page 46 APPENDIX FIVE: NEW RULES − NEW CREATURES DEMON, YOCHLOL (From Monsters of Faerun) Size: Type Medium-Size/Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri) Hit Dice: 6d8+6 (33 hp) Initiative: +2 (Dex) Speed: 30 ft., (climb 20 ft. in Spider Form) AC: Humanoid Form 17 (+2 Dex, +5 Drow chainmail) Touch 12, Flat Footed 15; Spider Form 16 (+2 Dex, -1 Size, +5 Natural) Touch 11, Flat Footed 14; Ooze Form 12 (+2 Dex) Touch 12, Flat Footed 10; Gaseous Form 11 (+2 Dex, -1 Size) Touch 11, Flat Footed 9 Base Attack/Grapple: +6/+10 (+6/+13 ooze) Attack: Humanoid Form: +10 melee (1d6+4/19-20x2, short sword) or +8 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: Tentacle +10 melee (1d4+4) Full Attack: Humanoid Form: +10/+5 melee (1d6+4/19-20x2, short sword) or +8/+3 ranged (1d4/x2, Hand Crossbow); Spider Form: Bite +9 melee (1d8+6 plus poison); Ooze Form: 8 Tentacles +10 melee (1d4+4) Space/Reach: Humanoid Form 5 ft. / 5 ft.; Spider Form 10 ft. / 5 ft.; Ooze Form 5 ft. / 5 ft.; Gaseous Form 5 ft. / 5 ft Special Attacks: Spell-like abilities, Psionics, Poison Special Qualities: Damage Reduction 5 / cold Iron and Good, Electricity Immunity, fire resistance 20, Gaseous form, Gas, Immune to Critical Hits (Ooze form only), Immune to Sneak Attacks (Ooze form only), Poison Immunity, SR 15, Telepathy Saves: Fort +6, Ref +7, Will +7 Abilities: Str 19, Dex 14, Con 13, Int 14, Wis 15, Cha 16 Skills: Bluff +12, Climb (in Spider form only) +12, Concentration +7, Diplomacy +14, Intimidate +14, Knowledge (Religion) +11, Listen +11, Spot +11 Feats: Blind Fighting, Combat Casting Languages: Abyssal Climate/Terrain: Any land and underground Organization: Solitary or brood (2-5) Challenge Rating: 5 Treasure: None Alignment: Always Chaotic Evil Advancement: 7-12 HD (Medium-Size) Yochlol, also called Handmaidens of Lolth, serve the Spider Queen in the Abyss and throughout the planes. They exist only to serve their dark mistress in whatever tasks she sets before them. In their natural form, Yochlol are 6 foot heaps of reeking ooze, with eight powerful tentacles and a single glaring red eye. However, they can shift between this form and three others: a beautiful woman of human or elven race (usually a Drow), a Large monstrous black spider, or a gaseous cloud roughly 10 feet tall and 5 feet in diameter. Changing shape is a free action that a Yochlol can perform as often as once per round. If a Yochlol wears armor in its’ human or elven form, the armor falls away when the Yochlol assumes any other form. COMBAT Yochlol on the Material Plane are most commonly encountered in their humanoid or spider forms. If the destruction of a mortal is their command from Lloth, nothing short of utter destruction can stand in their way. Spell-Like Abilities (Sp): Yochlol can use the following spell-like powers at will, casting them as 8th- level sorcerers (save DCs are 16): Charm Person, Darkness, Desecrate, Spider Climb, Stone Shape, Teleport without Error and Web. Psionics (Sp): In addition to their spell-like abilities, Yochlol have psionic powers that they can use at will as 8th-level sorcerers: Domination, Detect Thoughts, and Mind Blank. Spider Poison (Ex): Those hit by the bite attack of a Yochlol in spider form must succeed at a Fortitude URC6-06 Enemy Of My Enemy Page 47 save (DC 14) or be injected with poison. The initial damage is 1d6 points of temporary Constitution damage, and the secondary damage is 2d6 points of temporary Constitution damage. Gaseous Form (Ex): Yochlol can transform themselves into a large column of gas, 10 feet tall and 5 feet in diameter. This form is exactly like that produced by a Gaseous Form spell. Creatures that come into contact with the Yochlol in gaseous form are affected as if by a Stinking Cloud spell. When in gaseous form, Yochlol may communicate with their native plane (as if using the Contact Other Plane spell). Telepathy (Su): Yochlol can communicate telepathically with any creature within 100 feet that has a language. URC6-06 Enemy Of My Enemy Page 48 APPENDIX FIVE: NEW RULES − NEW CREATURES HALF-FIEND DRAEGLOTH (From Monsters of Faerun) Size: Type Large Outsider (Chaotic, Evil) Hit Dice: 6d84+12 (39 hp) Initiative: +2 (Dex) Speed: 30 ft. AC: 16 (+2 Dex, —1 size, +5 natural) Base Attack/Grapple: +6/+16 Attack: 2 claws +11 melee (1d6+6) Full Attack: 2 claws +11 melee (1d6+6) and bite +6 melee (1d8+3) Space/Reach: 10 ft/10 ft. Special Attacks: Spell-Like abilities Special Qualities: Immunities, resistance, Drow abilities Saves: Fort 47, Ref +7, Will +5 Abilities: Str 22, Dex 15, Con 14, Int 13, Wis 11, Cha 11 Skills: Hide +7, Jump +11, Knowledge (Drow religion) +5, Listen +9, Move Silently +11, Search +10, Spot +9 Feats: Blind-Fight, Power Attack Languages: Abyssal and Undercommon Climate/Terrain: Underground Organization: Solitary Challenge Rating: 5 Treasure: None Alignment: Always chaotic evil Advancement: By character class Formed in the unholy union between a newly ordained Drow high priestess and a powerful demon, a draegloth is a half-fiend terror that stalks the Underoerth. While half-fiends of all varieties are not as rare as one might hope, draegloths are perhaps the only variety that is regularly, intentionally, even ritually, created by a mortal race. They look like 8-foot tall Drow elves, with inky black skin and a knotted mane of yellowish-white hair. Their hides are thick and covered with a fine coat of white hair, and their bodies are powerfully muscled. Two of their four arms end in powerful claws; the other two, much smaller, end in normal hands that some of these creatures can use for spellcasting. Their faces have a bestial cast, slightly elongated to resemble a dog’s muzzle, and their mouths are full of vicious sharp teeth. Draegloths have darkvision with a range of 60 feet. Combat: Draegloths delight in carnage and wade into battle without fear. Though reasonably intelligent, they are no geniuses, and are impatient in matters of strategy They disdain weapons, for they love the feeling of tearing opponents apart with their claws and teeth. Spell-Like Abilities: Draegloths can use the following spell-like abilities once per day, as a 6th-level sorcerer: dancing lights, desecrate, faerie fire, and unholy blight. They can also cast darkness four times per day. Immunities (Ex): Draegloths are immune to poison and sleep-inducing spells and effects. Resistances (Ex): Draegloths have acid, cold, electricity, and fire resistance 20 and gain a +2 racial bonus on their saving throws against enchantment spells or effects. URC6-06 Enemy Of My Enemy Page 49 APPENDIX FIVE: NEW RULES − NEW CREATURES HOUND OF THE GLOOM (From Lords of Madness) Size: Type Large Aberration Hit Dice: 12d8+84 (138 hp) Initiative: +2 Speed: Climb 20 ft. (4 squares), 40 ft. (8 squares) AC: +24 (-1 Size, +2 Dex, +13 Natural), touch 11, flatfooted 22 Base Attack/Grapple: +9/+19 Attack: +14 Melee (Bite 2d6+6) Full Attack: +14 Melee (Bite 2d6+6/crit 20/x2) and +12 Melee (2 Claw 1d6+3/crit 20/x2) and +12 Melee (2 Tentacle Rake 1d6+3/crit 20/x2); Space/Reach: 10ft. / 5ft. Special Attacks: Improved Grab (Ex), Poison (Ex), Pounce (Ex) Special Qualities: Darkvision (Ex): 60 ft., Scent (Ex) Saves: Fort +13, Ref +6, Will +11 Abilities: Str 22, Dex 15, Con 24, Int 10, Wis 17, Cha 10 Skills: Balance +6, Climb +18, Jump +18, Listen +12, Move Silently +6, Spot +12 Feats: Cleave, Combat Reflexes, Great Fortitude, Multiattack, Power Attack Languages: Climate/Terrain: Any Underground Organization: Challenge Rating: 9 Treasure: Alignment: Usually Neutral Evil Advancement: 13-14 HD (Large); 15-36 HD (Huge) This powerful quadruped vaguely resembles a huge dog or bear. Its massive, hairless body ripples with extraordinary musculature. Its hide is sleek and milky- white in color, and bony plates cover its head and protect its eyes. Long tentacles ring the head like a lion's mane. Two of the tentacles, longer than the others, end in oddly humanlike hands. Hounds of the gloom remain a mystery. No records of appearances by such creatures go back further than ten years. Since then, sightings have become more numerous each year. Fortunately, the beasts are still rare in most regions. Sages speculate that the creatures might be distant relatives of displacer beasts that lived deep underground, and only within the last decade moved close enough to the surface to encounter civilized races or even the subterranean-dwelling dwarves. Whether a desire for fresh hunting grounds or simply an opportunity to indulge their base curiosity resulted in the hounds moving toward the surface of the world, they seem here to stay. Hounds are aggressive and fierce, but they are not dumb animals. When hunting, a hound makes use of terrain to gain any possible advantage. They are normally solitary, but mated pairs have been encountered. These work together to kill or drive off any threats to their young. Despite the danger presented by such fearsome parents, some of the more evil subterranean races have taken up the practice of capturing young hounds to raise and train. Specifically, the neogi, the Drow, the grell, and the mind flyers all see a use in the powerful beasts. If a pup is taken young enough, it accepts its new world easily, especially if it is well fed and allowed to fight. Some underground races have also trained hounds as gladiatorial beasts to fight and die in arenas. An average hound of the gloom weighs about 1,000 pounds. Hounds understand Undercommon but do not speak any humanoid language (although they can converse with each other in their own language). COMBAT Hounds ambush victims by leaping directly into melee. They use their natural climbing ability to reach a point above their target, then leap down in a deadly pounce from above. The creatures attack with bite, foreclaws, and the two larger tentacles surrounding their heads, which are much longer than the others. These two tentacles have a reach of 10 feet and end in five- fingered hands that look almost identical to human hands, except they have strong, sharp claws instead of nails. Once engaged, a hound uses its bite and claw attacks against a single foe. A target that withstands several blows or one that deals the hound a significant URC6-06 Enemy Of My Enemy Page 50 amount of damage is the target of the hound's poisoned hands. Improved Grab (Ex): To use this ability, the hound must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d8 Dex. The save DC is Constitution-based. Pounce (Ex): If a hound of the gloom charges a foe, it can make a full attack, including two tentacle attacks. URC6-06 Enemy Of My Enemy Page 51 APPENDIX FIVE: NEW RULES − NEW CREATURES SPELLWARPED CREATURE (From Monster Manual III) "Spellwarped” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid plant or vermin (referred to hereafter as the base creature). A spellwarped creature uses all the base creature's statistics and abilities except as noted here. Size and Type: The creature's type changes to aberration. Do not recalculate the creature's HD, BAB, saves or skill points if its type changes. The creature gains the augmented subtype if necessary. Size is unchanged. Armor Class: Natural armor bonus improves by 2 (stacks with any natural armor bonus the base creature has). Special Qualities: A spellwarped creature has all the special qualities of the base creature, plus the following special qualities. SR (Ex): A spellwarped creature gains SR 11+its HD. If the creature already has SR, use the greater of the two values. Spell Absorption(Su): Whenever a spell fails to penetrate a spellwarped creature's SR, the creature gains one of the following benefits, chosen at the time that the spell resolves. Might: The spellwarped creature gains a +4 enhancement bonus to Strength for 1 minute Agility: The spellwarped creature gains a +4 enhancement bonus to Dexterity for 1 minute Endurance: The spellwarped creature gains a +4 enhancement bonus to Constitution for 1 minute Life: The spellwarped creature gains temporary hit points equal to 5 x level of the failed spell Speed: The spellwarped creature's base speed increases by a number of feet equal to 5 x level of the failed spell resistance: The spellwarped creature gains resistance 10 to one energy type (acid, cold, electricity, fire or sonic). Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +4. Challenge Rating: HD 3 or less as base creature; HD 4 to 10, as base creature +1; HD 11 or more as base creature +2. Alignment: Usually evil (any). Spellwarped creatures are typically selfish and cruel. URC6-06 Enemy Of My Enemy Page 52 NEW RULES – NEW CLASS ACOLYTE OF THE SKIN (From Complete Arcane) Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per day/ Spells Known 1st +0 +2 +0 +2 Wear fiend/poison 1/day -- 2nd +1 +3 +0 +3 Flame resistant +1 existing spell class 3rd +2 +3 +1 +3 Fiendish glare -- 4th +3 +4 +1 +4 -- +1 existing spell class 5th +3 +4 +1 +4 Skin adaptation/poison 2/day -- 6th +4 +5 +2 +5 Cold resistant +1 existing spell class 7th +5 +5 +2 +5 Glare of the pit -- 8th +6 +6 +2 +6 -- +1 existing spell class 9th +6 +6 +3 +6 Summon fiend -- 10th +7 +7 +3 +7 Fiendish symbiosis +1 existing spell class The temptation of power drives some people to extreme lengths, regardless of the consequences. Replacing your own skin with that of a living demon is a goal that most couldn’t even conceive of, let alone consider. But this ghastly fate is exactly what some spellcasters seek in their desperate quest. The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies—or at least references thereto—survive along with promises of great power. Spellcasters who happen upon such documents can choose to destroy or ignore the find, but the temptation has already occurred. Those who give in can eventually stumble upon the complete ritual, usually through extended contact with one or more summoned fiends that are all too eager to share their terrible knowledge. The Ritual of Bonding is painful and not to be undertaken lightly. The ritual requires 10 rounds from initiation to completion, and, once begun, nothing can halt its progress. The fiendish essence consumes the caster’s own skin, an agonizing process that deals 1d4 points of damage in each round of the ritual—wise candidates keep some cure potions on hand. At the end of the rite, the acolyte’s skin sports an oily, almost unnoticeable sheen. However, as he gains additional levels in the prestige class, his skin darkens, sprouts spikes, and gradually gives him a fiendish visage. The fiendish essence also begins to whisper foul secrets to its wearer, urging him to evil. (The wearer can accept or ignore this advice according to his temperament.) Acolytes of the skin are ill suited for any position other than one that provides temporal power. Although NPC acolytes might sometimes serve more powerful evil characters as sinister captains, they would rather be calling the shots. They prefer to remain safely ensconced in well-defended fortresses of evil, though sometimes an acolyte might lead an expedition to retrieve a rumored tome of evil arcane magic or other artifact of malign power. Adaptation: Almost any setting can accommodate the notion of those who go to any length to grab power for themselves, even so far as to bind demons to their own flesh. If your world does not include demons, per se, you could link this class to some other malign force or race of supernatural evil creatures instead of demons. For instance, an acolyte of the skin could be a scholar who unearths an ancient treatise on the topic of humanoid interspecies blending. Hit Die: d8. Requirements: To qualify in become an acolyte of the skin, a character must fulfill all the following criteria. Alignment: Any nongood. Skills: Knowledge (the planes) 6 ranks. Spells or Spell-Like Abilities: Caster level 5th. Special: Must have made peaceful contact with a summoned evil outsider. Special: Must undergo the Ritual of Bonding (see above). CLASS SKILLS The acolyte of the skin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Iritimidate (Cha), Knowledge (arcana) (Int), Knowiedge (the planes) (Int), Profession (Wis), and Spellcraft (Int), Skill Points at Each Level: 2 + Int modifier. CLASS FEATURES All the following are class features of the acolyte of the skin prestige class. Weapon and Armor Proficiency: Acolytes of the skin gain no proftciency with any weapon or armor. Spells per Day/Spells Known: At each even-numbered level, an acolyte of the skin gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class in which he belonged before adding the prestige class level. He URC6-06 Enemy Of My Enemy Page 53 does not; however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a bonus feat and so on). If he had more than one speilcasting class hefore becoming an acolyte of the skin, he must decide to which class to add each level for the purpose of determining spells per day and spelis known. Wear Fiend (Su): An acolyte of the skin summons the essence of a fiend and wears it like a second skin. The bonded fiendish skin is for all intents and purposes the characters own. It increases the acolyte of the skin’s natural armor bonus by 1 and grants a +2 inherent bonus to Dexterity. The acolyte also gains darkvision out to 60 feet. The DM determines the actual nature of the skin, be it demonic, devilish, or from some other fiendish creature. Poison (Sp): An acolyte of the skin can use poison once per day as an 8th-level caster. The save DC is 14 + the acolytes primary spellcasring ability modifier (Intelligence for wizards, Charisma for sorcerers and warlocks, Wisdom for clerics, and so forth). At 5th level, an acolyte can use this ability two times per day. Flame Resistant (Ex): At 2nd level and higher, the fiendish skin binds more tightly, granting an acolyte resistance to fire 10. Fiendish Glare (Su): From 3rd level on, an acolyte of the skin has the supernatural ability to unnerve opponents with a ferocious glare once per day. This is not a gaze attack, and the target need not meet the acolytes eyes or even see the acolyte (although the acolyte must have line of effect to the target). Glaring is a standard action that affects any creature the acolyte can see within 100 feet. The target becomes shaken for 10 minutes, and must also attempt a Will save (DC 10 + acolyte’s class level + Cha modifier) or be stunned. The duration of the stun effect depends on the target’s hit points: 50 or Iess 10 rounds 51 to 100 3 rounds 101 to 150 2 rounds 151 or more 1 round Fiendish glare is a mind-affecting fear effect. Skin Adaptation (Su): By 5th level, an acolytes skin and its wearer have grown more comfortable together, as if they had never been separate. The increase to natural armor granted by the fiendish skin improves to +2, the acolyte gains a +2 inherent bonus to Constitution, and the acolyte’s darkvision is effective out to 120 feet. Cold Resistant (Ex): Beginning at 6th level, an acolyte has resistance to cold 10. Glare of the Pit (Su): At 7th level and higher, an acolyte has the supernatural ability to produce two rays from his eyes. Once per day as a standard action, he can project two rays (one from each eye) with a range of 100 feet. Each ray requires a ranged touch attack to hit and deals 8d6 points of fire damage. The rays can be aimed at two different targets within range, but the target of each ray must be designated simultaneously. Summon Fiend (Sp): M 9th level, an acolyte learns to draw on another power of his fiendish skin. If the skin is demonic, once per day he can summon a babau; if devilish, once per day he can summon a chain devil The summoned creature does the acolytes bidding, but it automatically returns whence it came after 1 hour. A summoned creature cannot use any innate summoning abilities it might have. An acolyte’s caster level for this ability is equal to his spellcasters level. Fiendish Symbiosis (Ex): At 10th level, the fiendish skin and acolyte become one, and only final death can separate them. The acolytes type changes to outsider. Additionally, an acolyte of this level gains damage reduction 10/good. Unlike other outsiders, an acolyte can be raised or resurrected. URC6-06 Enemy Of My Enemy Page 54 APPENDIX FIVE: NEW RULES − NEW FEATS ABERRATION BLOOD [ABERRANT] (from Lords of Madness) One of your ancestors was an aberration and has passed the taint of its aberrant physiology down through the generations to you. This taint manifests physically in your appearance in some noticeable way. Prerequisite: Humanoid Benefit: You gain a physical feature that grants you a racial bonus on one type of check; once you select the check to which this bonus applies (as well as the corresponding feature) you cannot change it later. The bonus must be chosen from the following list: Aberrant Feature Benefit Bulging eyes +2 bonus on Spot Checks Flexible limbs +2 bonus on Grapple checks Segmented eyes +3 bonus on Search checks Slimy skin +4 bonus on Escape Artist checks Sticky fingers +3 bonus on Climb checks Tail +4 bonus on Balance Checks Webbed hands +4 bonus on Swim checks Special: you can select this feat more than once. Each time you select this feat, choose a different aberrant feature and gain the bonus associated with it. (Lords of Madness pp xx) BEASTIAL HIDE [ABERRANT] (from Lords of Madness) Your skin is thicker, scalier, or furrier than normal. Prerequisites: Aberration Blood Benefit: Your natural armor bonus to AC improves by 1 for every two aberrant feats you possess. CHAIN SPELL (from Complete Arcane) You cast spells that arc to another target in addition to the primary one. Prerequisites: Any Meta-magic feat. Benefit: Any spell that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained spell deals damage, the secondary targets each take half as much as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the original spell allows the original target a save or not). For spells that do not deal damage, the save DC against the arching effects are reduced by 4. For example, if a 10th level wizard normally casts cause fear at DC14, a chained cause fear could target a goblin chieftain at DC 14 and up to 10 of his nearby guards at DC 10. A chained spell uses up a spell slot three levels higher than the spell’s actually level. DEEPSPAWN [ABERRANT] The abnormalities of your aberration-tainted heritage grow more pronounced. Your body undergoes a shocking degeneration into something that is strikingly inhuman. Prerequisites: Aberration Blood, one other aberrant feat. Benefit: Two short but powerful tentacles sprout from your waist. You gain two tentacle natural attacks that each deal 1d4 points of damage (for a medium creature) plus your Strength modifier. The tentacle attacks are treated as primary weapons. You can attack with weapons and also make tentacle attacks, but your tentacle attacks are treated as secondary weapons: The attacks are made with a -5 penalty on the attack roll, and you add only 1/2 your Strength bonus to the damage roll. You gain +2 racial bonus on grapple checks. (Lords of Madness pp xx.) DIVINE SPELL POWER (from Complete Divine) You can channel positive or negative energy to enhance your divine Spellcasting ability. Prerequisites: Ability to turn or rebuke undead, able to cast 1st level divine spells. Benefit: You can spend a turn or rebuke attempt as a free action and roll a turning check (with a special +3 bonus plus any other modifiers you would normally apply to your turning check). Treat the results of the turning check as a modifier to your caster level on the next divine spell you cast in that round. For example, if a cleric used this feat and rolled a 16 on his turning check, he would add a +2 bonus to his caster level for the next divine spell he casts in the round. Had he rolled an 8, he would instead apply a — 1 penalty to his caster level for the next divine spell he cast in the round. If you do not cast a divine spell before your next turn, you lose the effect of the check result. This feat has no effect on your arcane spellcasting ability. DOMAIN SPONTANEITY (from Complete Divine) URC6-06 Enemy Of My Enemy Page 55 You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain. Prerequisite: Ability to turn or rebuke undead. Benefit: Each time you take this feat, choose a domain that you have access to. You may now convert prepared divine spells into any spell from that domain. You expend a spell of equal or higher level, as well as expending one of your daily turn undead attempts. This works just as good clerics spontaneously cast prepared spells as cure spells. Special: You can take this feat multiple times. Each rime you take the feat, it applies to a new domain. INHUMAN REACH [ABERRANT] Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways…. The arms may vary in appearance, perhaps seeming scaly and snakelike, or slimy like tentacles; conversely, they may resemble normal but longer arms with a second elbow joint. Unless your wear a large cloak to conceal these deformities, you are disturbing to behold. Prerequisites: Aberrant blood. Benefit: You gain an additional 5 feat of reach. For most Small and Medium creatures, this benefit increases natural reach to 10 feet. If you already have a reach of more than 5 feet for some reason, this feat extends your reach by another 5 feet. As described on page of 112 of the Player’s Handbook, a reach weapon doubles your normal reach; for example, if you have this feat an you wield a longspear, you can attack targets 15 or 20 feet away. Your elongated arms also grant you a +2 bonus on Climb checks. Special: Due to the disfigured nature of your new limbs, you take a -1 penalty on all melee attack rolls. IMPROVED TOUGHNESS (SPECIAL) (from Complete Warrior) You are significantly tougher than normal. Prerequisite: Base Fortitude save bonus +2. Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you get a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD, (such as by losing a level) you lose 1 hit point permanently. Special: A fighter may select Improved Toughness as one of his fighter’s bonus feats. PHALANX FIGHTING (From Complete Warrior) You are trained in fighting in close formation with your allies. Prerequisites: Proficiency with a heavy shield, base attack bonus +1. Benefit: If you are using a heavy shield and a light weapon, you gain a +1 bonus to your Armor Class. In addition, if you are within 5 feet of an ally who is also using a heavy shield and light weapon and who also has this feat, you may form a shield wall. A shield wail provides an extra +2 bonus to AC and a +1 bonus on Reflex saves to all eligible characters participating in the shield wall. For example, a single character with this feat gains a +1 bonus to his AC. if two or more characters who all know this feat are adjacent, they each gain an extra +2 bonus to AC (for a total of +3) and a +1 bonus on Reflex saves. SHIELDMATE (From Miniatures Handbook) You protect those near you with your shield. Prerequisites: Base attack bonus +1. Benefits: When you are using a shield with which you are proficient, friendly creatures adjacent to you get a +1 shield bonus to their Armor Class. If you are using a tower shield, those creatures get a +2 shield bonus. The creatures lose the bonus if they are no longer adjacent to you, if you’re grappling, or if you’re stunned, paralyzed, or otherwise unable to take actions. This shield bonus doesn’t stack with other shield bonuses the allied creatures may have. Special: A fighter may select Shieldmate as one of his fighter bonus feats. SUDDEN EMPOWER (From Complete Arcane) You can cast a spell to greater effect Prerequisite: Any metamagic feat. Benefit: Once per day, you can apply the effect of the Empower Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Empower Spell normally if you have it. SUDDEN MAXIMIZE (From Complete Arcane) You can cast a spell to maximum effect without special preparation. Prerequisite: Any metamagic feat. Benefit: Once per day, you can apply the effect of the Maximize Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Maximize Spell normally if you have it. SUDDEN WIDEN (From Complete Arcane) You can increase a spell’s area without special preparation. Benefit: Once per day, you can apply the effect of the Widen Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Widen Spell normally if you have it. URC6-06 Enemy Of My Enemy Page 56 URC6-06 Enemy Of My Enemy Page 57 APPENDIX FIVE: NEW RULES − NEW ITEMS SAFEWING EMBLEM This small, feathered token can be worn or carried. If the owner falls at least 5 feet, the emblem becomes a set of feathery wings that allow her to use a feather fall effect to descend safely from any height up to 180 feet. The emblem requires no activation. When the owner lands, the token disappears, its magic expended. Faint Transmutation; CL 3; Craft Wondrous Item, feather fall; Price: 250 gp. (RotW173) BLINDFOLD OF TRUE DARKNESS This black silky blindfold grants the blind sight ability with a range of 60 feet (See Special Qualities in the Monster Manual). Because the wearer’s eyes are protected, he is also immune to gaze attacks, spells, or effects that rely on sight. Wearing the blindfold takes up the same space as goggles. The wearer cannot use vision in any way while wearing the blindfold. Caster Level: 3rd, Prerequisite: Craft Wondrous Item, see invisibility; Market Price: 9,000 gp; Weight: - (A&EG130). BOW OF FORCE This +2 mighty (+3) composite longbow imbues each arrow shot from it with magical force. Arrows shot from the bow of force become force attacks that have no miss chance against incorporeal targets and bypass damage reduction, but they do not damage creatures immune to force effects. Caster Level: 9th; Prerequisite: Craft Magic Arms and Armor, magic missile; Market Price: 32,700 gp; Cost to Create: 16,700 + 1,280 XP. (A&EG102) BANDED MAIL OF LUCK Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be re-rolled. He must take whatever consequences come from the second roll, since not all luck is good. The wearer’s players must decide whether to have the attack roll re-rolled before damage is rolled. Strong enchantment; CL 12th; Craft Magic Arms and Armor, bless; Price: 18,900; Cost: 10,150 + 700 XP. (DMG220). URC6-06 Enemy Of My Enemy Page 58 PLAYER HANDOUT ONE: THE NOTE You are needed to aid your country. Come to the Obsidian Conclave in four hours. Bring friends. Tell the guards that you have an appointment with the Swan. �----------------------------------------------------------------------------------------------------------------------------------------- PLAYER HANDOUT TWO: SUCESSFUL SPOT CHECK As you look closer at the woman in the cloak, you can make out that her features seem much darker than those of anyone that you have seen before. In fact, her skin appears to be as dark as ebony and her eyes seem to glow red in the shadows of her hood. She moves slightly and you notice that her hair is pure white and it dawns on you that this person is a Drow! URC6-06 Enemy Of My Enemy Page 59 PLAYER HANDOUT THREE: VISUAL AIDS To the DM: please cut out these pictures for your players to have an idea of what they are looking at. Symbol of Vhaeraun Handmaiden of Lolth (Yochlol) Desmodu War Bat Crest of House Teken’afin Half Fiend Draegloth URC6-06 Enemy Of My Enemy Page 60 PLAYER HANDOUT FIVE: THE NOTE FROM SHI’RAENA Dear Lord Underley, By now, your adventurers have returned to you with the news of their failure. I expected they would not succeed, but you seemed to place such faith in them. In any event, I have the assassins you seek in my possession and am willing to bargain for them. Your County gave Ventnor castle to the Duergar, what will you give to us? Sincerely, Shi’raena Teken’afin URC6-06 Enemy Of My Enemy Page 61
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Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com. For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For LIVING GREYHAWK campaign questions email [email protected]. SHE6-01 Flesh Torn Asunder A One-Round D&D® LIVING GREYHAWKTM Sheldomar Valley Metaregional Adventure Version 1.0 by Will Dover Reviewer: Michael Moore, Sheldomar Triads Circle Reviewer: Steven Conforti Playtesters: Katherine Akin, Robert Sean Harley, Doug LaVinge, Melanie Neumuller, Ryan White, Russ Yates Murder here, murder there, murder everywhere. There is skullduggery afoot in the city of Hochoch as the bodies begin to stack. A Sheldomar Valley metaregional adventure for APLs 6-14, and Part Two of the Turf War series. Note: This adventure will be of particular interest to Knights of the Watch, Knights of Dispatch, wizards, and members of roguish organizations. This adventure offers teamwork benefits. It is helpful to play SHE5-04 A Cup O’erturned prior to playing this adventure. SHE6-01 Flesh Torn Asunder Page 1 RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting— you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. By sanctioning and reporting this adventure you accomplish a couple of things. First it is an official game, and you can use the AR to advance your LIVING GREYHAWK character. Second player and DMs gain rewards for sanctioned RPGA play if they are members of the DUNGEONS & DRAGONS REWARDS program. Playing this adventure is worth two (2) points. This adventure retires from RPGA-sanctioned play on December 31, 2007. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in the Appendices. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. SHE6-01 Flesh Torn Asunder Page 2 Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: 1. Enlist a sixth player. 2. Advise characters to buy riding dogs to help protect them, and fight for them. TIME UNITS AND UPKEEP This is a standard one-round Metaregional adventure, set in the Sheldomar Valley. Characters native to the Sheldomar Valley pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12 gp per Time Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep costs 100 gp per Time Unit. Characters that fail to pay at least Standard Upkeep will retain temporary ability damage until the next adventure, must buy new spell component pouches and healer’s kits, and may suffer other in-game penalties (or possibly gain in-game benefits) as may be detailed in this adventure. A character who does not pay for at least Standard Upkeep may also avoid the above-described penalties by living off the wild. If the character possesses four or more ranks in the Survival skill and succeeds at a Survival check (DC 20), the character will heal temporary ability damage as if he or she paid for Standard Upkeep, may refill spell component pouches and healer’s kits, and may restock up to 20 arrows or bolts if the character has at least four ranks in Craft (bowmaking). The player is allowed to Take 10 on this roll. More information about Lifestyle and Upkeep can be found in the “Lifestyle and Upkeep” section of Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. ADVENTURE BACKGROUND The Triumvirate who got the Cup Insidious in SHE5-04 A Cup O’erturned are now going for the second piece needed for their ritual, which they believe will bring the deity Vecna back to the Prime Material Plane. What they want is a piece of undead flesh that they believe to be from Vecna himself. Hired agents have found such a piece from the lower part of the Rushmoors in Keoland. The problem comes in getting such an item to Hochoch, the center of the conspiracy. The Knights are already suspicious that something is up from the Cup incident so the Triumvirate is going to need a diversion to get the flesh through. This diversion should be sufficient to tie up the Knights long enough for the item to get through. Their opportunity has come in the form of the Keoish Regent Jessa’s order for the Knights of the Watch to evacuate Fortress Goarada. One of the Flan Knights who died in the raid on that fortress, Watcher Steffan the Just, requested that the Knights cremate his body and scatter the ashes on the banks of the Realstream near Hochoch in Geoff. The Knights cremated her remains as requested, but they could not return the ashes to Hochoch because of the fallout at Goarada. Instead, the Knights gathered the ashes into a simple clay urn that would not draw attention, in case some Keolander got overzealous and wanted to hurt the Knights by desecrating the ashes. When the Knights evacuated the fortress, the urn containing the ashes went with them. Before the urn left Goarada, however, the Triumvirate bribed a Keoish soldier to place the piece of flesh in the urn so that the ashes would conceal it. An undead agent named Nycos Dephos would then get the urn and retrieve the piece. Unfortunately, an ambitious rogue associated with the Midnight Ravens got word of the urn, stole it, and went to fence it to a known Midnight Ravens fence named Tywyn the Broker. The Triumvirate then ordered their agent in Hochoch to retrieve the urn. Being a vile undead, this agent killed two others, a Midnight Raven named Xavier Riverbend before he killed Tywyn and a Corporation operative named Bethany Grenda after (both of whom the PCs may have met if they played SHE5-04 A Cup O’erturned), to conceal the true nature of the crime and to escalate the tensions between the Midnight Ravens and The Corporation. It is just after the murder of Grenda that the PCs enter the adventure. THE MIDNIGHT RAVENS Very little is known about the Midnight Ravens except that which has been reported by a few brave adventurers. The Midnight Ravens seem to be a Thieves Guild of some sort, but suspicions are that their influence goes beyond # of Animals Mundane Animals Effect on APL 1 2 3 4 1/4 & 1/6 0 0 0 1 1/3 & 1/2 0 0 1 1 1 1 1 2 3 2 2 3 4 5 3 3 4 5 6 4 4 6 7 8 5 5 7 8 9 6 6 8 9 10 CR of Animal 7 7 9 10 11 SHE6-01 Flesh Torn Asunder Page 3 that scope. The few reported contacts with the guild indicate that they have a great deal of information, and they demand gold or favors in exchange for sharing it. The leader of the guild is unknown, but reports indicate dealings with someone using a female voice and identifying herself as the Aspect of Knowledge. The Midnight Ravens claim to be interested in knowledge, apparently to use for future power grabs. When asked, they did not admit to committing the normal nefarious acts of a thieves’ guild, but they did not deny those acts either. The only thing that the Midnight Ravens vehemently denied is being engaged with murder or other violent activities. As a result, many suspect that they are mainly into smuggling, protection rackets, and burglary. Unfortunately, no evidence has ever surfaced regarding the group’s involvement in a crime. Rumors have their base of operations in Hochoch. However, there are other rumors that indicate that the Midnight Ravens did not want to have anything to do with the new government and have departed the city. Which is true is one of the secrets exposed in this adventure. THE CORPORATION The Corporation is a group of rogues and other like individuals working inside Gran March. Because of the lawful and militaristic nature of their nation’s government, The Corporation takes great pains to keep their existence the subject of superstition and legend. The group is itself a lawful organization with numerous different tiers. At the lower levels are (in ascending importance) associates, members, and senior members. PCs who are members of the Corporation are typically from these lower ranks. Recently, a faction of The Corporation, led by their head of security, engaged in risky and public ventures, such as trying to assassinate Commandant Vrianian, which brought light to the organization. The main body subsequently allowed that arm to be discovered and to take the fall for all of their activities. Thus, the authorities believe that they destroyed this new incarnation of the Corporation, while the majority of the organization remained secretly intact. Members (not associate members) should know this operation as the Second Divestiture. The Corporation has since gone back to its behind- the-scenes illicit activities. While Hochoch has changed hands yet again, they see the changes as an opportunity for them to gain some territory that would free them from Gran March interference. They are thus interested in taking over most, if not all, of the Hochoch underworld. THE SITUATION IN HOCHOCH (AS OF EARLY CY 596) In CY 594, Commandant Magnus Vrianian claimed the Gyri city of Hochoch and the rest of the area known as “the Cup” in return for the Gran March's continued support of Geoff's war effort against the giants. The Cup consists of the Gyric cantrev of Arweth and half of the cantrev of Rhwng yr Coed. His reasoning was that the giants took the city and the land from Geoff and that Gran March forces subsequently liberated the area from them. Geoff’s Regent, Sierra Blackblade, at the time reluctantly agreed to Vrianian’s terms and, due to the chaos in the Keoish court, this action went unchallenged. In early CY 595, however, Hugo of Geoff, Grand Imperial Wyvern and head of the Knights of the Watch and the Knights of Dispatch, asked Commandant Vrianian to turn over the Cup to the Knights for their use. Vrianian, himself a Watcher and by oath subordinate to Hugo, had little choice but to grant Hugo his wish. While the new Regent of Keoland voiced her displeasure, there was little that the Court of the Land could do until the previously recognized noble that ruled the area, Padrig ap Bedwin, provides a timely challenge to the change. This change in leadership thus has stood so far. Gaining a city, however, is not the same as helping it to grow and flourish. Thus, Hugo and his Knights are working towards establishing Hochoch as a strong trade and defense center. To this end, the Knights have invited many merchants from all over the Sheldomar Valley to establish businesses and commercial traffic in Hochoch. Hugo knows, however, that the economic future of Hochoch and the Cup depend on his Knights establishing law and order in a region only recently freed from the threat of attack from the war and full of freedom-loving Gyri. Whether or not the lawful Knights can succeed in helping Hochoch to flourish, while keeping their own agendas and frayed reputations afloat, is the question. The beginning of CY 596 still sees Hochoch in transition. With the victory of the allied forces in neighboring Geoff, merchant trade is beginning to flourish under the new government. Many of the city guard, however, have left the city to move to the Downlands. Thus, the Knights are not quite equipped to maintain their normal law and order in Hochoch. ADVENTURE SUMMARY Introduction: Bethany Grenda recruits the PCs to help investigate some incidents in Hochoch that are affecting her business. Those who played SHE5-04 A Cup O’erturned receive a note playing off of this prior relationship. Those who did not get a note based on their reputation as adventurers. Encounter 1: The Third Body: While waiting at The Boar’s Other Knuckle for the meeting, the PCs hear a SHE6-01 Flesh Torn Asunder Page 4 crowd gathered around the body of Bethany Grenda lying dead in the street. Dephos set a magical trap on the body. Only a thorough search triggers the trap. Encounter 2: Cleaning up the Mess: A group of city guards led by a Knight of the Watch arrives. After questioning them, the Knight asks them to investigate this murder as a favor for the city government, who is still rather short-staffed for doing this sort of investigative work. She tells them about the murders of Tywyn and Riverbend and asks for their help in investigating all three murders. Encounter 3: The Second Body: The party investigates the murder of Tywyn the Broker and finds out about the urn from his second set of books. Encounter 4: The First Body: The party investigates Riverbend’s murder and finds out that Riverbend answered to the Aspect of Sight, a leader in the Midnight Ravens. Encounter 5: Word on the Street: The PCs may want to use Gather Information or Knowledge (local) to find out more background on anything they have learned. This encounter provides those answers via an encounter with their old friend, the elven merchant Parwyn Amastacia. Encounter 6: From a Raven’s View: At some point, if the party has a Midnight Raven PC, the party may want to contact the Midnight Ravens to confirm what they find out from the murders of Tywyn and Riverbend and get more background on the Ravens’ side of the conflict. They find out that the Aspect of Sight is trying to maintain control of the Midnight Ravens’ operations in Hochoch on his own. This encounter provides those sorts of answers. Encounter 7: Within the Body Corporate: If the party has a Corporation PC, the party may also want to seek out someone in The Corporation who can shed some light on Tywyn and Grenda’s murders. This encounter deals with those issues. Encounter 8: Knights: Based on investigating Tywyn’ murder, the PCs may want to revisit the Knights to find out more about the urn and what they have learned since the last adventure in this series. Encounter 9: Down among the Dead: Fearing that the PCs may be getting too close, the Triumvirate asks Dephos to kill the PCs in a nearby cemetery, using the now-empty urn as bait. He does this using traps provided by one of the Triumvirate and some undead that he has found on his travels through Sterich. Encounter 10: The Assassin: Having weakened the party with the traps and undead, Dephos himself now comes to finish them off. He is, of course, confident enough in his abilities that he tells the party of the Triumvirate and their plans as they fight. Conclusion: The party learns that there is a group called the Triumvirate who has acerbated the situation in Hochoch’s underground in order to gather together relics of power from the Occluded Empire. They also learn that the Aspect of Sight is the reason why some of the Midnight Ravens have stayed in Hochoch. Finally, if successful, they have denied the Triumvirate a powerful agent from their use later on. PREPARATION FOR PLAY There are a number of questions to ask before beginning the adventure. First, you should know which players played SHE5-04 A Cup O’erturned with their PCs. This affects how Grenda contacts each PC. Second, you should find out about each PC’s metaorganization memberships. This will affect what they know prior to this adventure and whom they may contact. BISSEL The Bissel Free Companies and a small company of Bissel regulars operate in Geoff to assist with security and reconstruction. Given that Hochoch has served as a rear area for the conflict with the giants, it is reasonable for PCs in these armed forces to find rest and recreation in the city. This would be considered as part of the mandatory military service for those PCs. PCs who are members of the Thieves’ Guild of Dountham may want to report to their guild about what they find out about the changes in the Hochoch underworld. The Guild is too involved in Dountham affairs to expand their operations into Hochoch. Note on the Critical Event Summary if these PCs do make such a report. During the course of the adventure, PCs who are Mist Chameleons may find out more about the gathering of these various evil artifacts. Knowing that this might be of interest to Evard the Necromancer and, subsequently, to Regent Saralind, they may want to make a report to a Bissel noble on these events. Note this in the Critical Event Summary. GEOFF As Hochoch was, until recently, Gyri territory, many Geoff PCs will have various reactions to the city’s new government. With the recent victory over the giants, Hochoch is still flush with returning veterans waiting to be released from service. PCs who are members of the Midnight Ravens have an all-together different interest in this situation once they discover that their organization is involved. It is generally understood within the group that unnecessary conflict is bad for business. Thus, Midnight Ravens PCs should expect that the group is planning to leave Hochoch. They, however, may have heard rumors that the Midnight Ravens still has a presence. If they choose SHE6-01 Flesh Torn Asunder Page 5 to report what they find out in this adventure, this should be noted on the Critical Event Summary. GRAN MARCH With the victory over the giants, many Gran March soldiers come to Hochoch for rest and recreation while waiting for reassignment or release. The Gran March military would have little interest in any of the events in this adventure at this time; Commandant Vrianian has instructed all military commanders that Hochoch’s problems are now Watcher and Dispatcher problems. Members of the School of Hard Knocks are also heading out to see if there are any giant items that would be worth displaying in their Great Hall in Shiboleth. Corporation PCs, on the other hand, may be here looking for new territory for Corporate interest. The shift in leadership from Gran March to the Knights has caused only a small wrinkle in their plans to control the criminal rackets in Hochoch. Corporation PCs can make a Knowledge (local - Sheldomar Valley metaregion) check at a DC equal to the APL to know this (this is more difficult for higher level PCs as they are more than likely off adventuring and less involved in regional affairs). If the PCs make the check by 10 or more, they get the name of Bethany Grenda as one of the point-takers in the various operations to gain control of the underworld. KEOLAND Those PCs with strong ties with the Keoish nobility are in Hochoch to observe the transition of power to the Watchers and Dispatchers. It is no secret that many in the Court of the Land do not like them being in control of Hochoch and would be very interested in anything that would undermine the Knights' claim on the city. Evidence of strong underworld activity and evil influences would be very useful at court. This should be noted on the Critical Event Summary. Also, the ex-Regent Jessa recently sent 15,000 soldiers into Geoff to defeat the giants and make the nation stable. PCs who are in the Royal Army would likely find their way to Hochoch for rest and relaxation like the other foreign soldiers assisting Geoff. If the PCs discover that the events in this adventure are related to the Cup from the previous, they may want to inform the Silent Ones of its existence. The Silent Ones are starting to do research on the matter and are interested in any relevant information. Note any reports to them on the Critical Event Summary. The Niole Dra Thieves’ Guild, being information brokers, are very interested in what’s going on in Hochoch. Even if they do not act on it directly, they could sell the intelligence to someone else. Note if any PC sends word to this organization on the Critical Event Summary. KNIGHTS OF THE WATCH/KNIGHTS OF DISPATCH This group is taking over Hochoch after Commandant Vrianian gave it to them earlier in CY 595. Thus, Knight PCs may be here on business related to the establishment of a new city government or out looking for a new home (particularly if these PCs are from Bissel or Keoland). There is plenty of work to be done, especially tasks befitting a Squire or Senior Squire. They can stay at the Knights of the Watch Chapterhouse located in the Old City located at O3 on the players’ map of Hochoch (Player Handout #3). Furthermore, Knights have police powers within Hochoch and can arrest criminals if necessary. If any Knight PCs choose to report what they find during the course of this adventure to their superiors, Note this on the Critical Event Summary. THE PRINCIPALITY OF ULEK While Hochoch is far from the Principality, there is at least one group who is paying attention to the situation. PCs who are members of the Society of Shadows are contacted by Allinel Nightshade, Matron of the Thunderstrike Shadows. Nightshade tells these PCs that the Society is very interested in information about the new government and any criminal groups operating within Hochoch. They cannot pay anything at this time, but will not forget PCs who provide that information. A DC 35 Sense Motive check against Nightshade indicates that she is interested more for her own interests than the best interests of the Society as a whole. THE YEOMANRY The Academy of Lore is particularly interested in developments in Hochoch as they have learned that one of their members actually transported the Cup. They are extremely interested in events related to the Cup so as to remove the blot on their reputation that this incident might bring. Any contact with the Academy should be noted on the Critical Event Summary. The Rascals have more than enough to do in the Yeomanry than to work to acquire more criminal territory. However, they would be interested in any intelligence concerning who controls the Hochoch underworld. Note whether or not PCs contact the Rascals in the Critical Event Summary. FOR PCS FROM OUTSIDE THE SHELDOMAR VALLEY METAREGION Most PCs from other regions are in Hochoch just passing through. If a PC is a member of a thieves’ guild organization, they may choose to report the state of affairs in Hochoch. If they do, indicate this on the Critical Event Summary. For PCs that do not fit in with one of these hooks, you should just find some explanation that makes sense SHE6-01 Flesh Torn Asunder Page 6 for the character, even if it is only just vacationing away from their home region. INTRODUCTION PCs that have played in the adventure SHE5-04 A Cup O’erturned receive a copy of Player Handout #1. This letter reintroduces Grenda to the players and encourages them to return to Hochoch for more work. PCs that did not play the previous adventure will get a copy of Player Handout #2. These letters come to each party member regardless of where they are located in the Flanaess. After the party agrees to meet with Grenda, they go to Hochoch off-stage without incident. Unless the PCs have some justification for arriving together, each PC arrives in Hochoch separately. The Boar’s Other Knuckle is at position C3 on Player Handout #3 – Map of Hochoch. Thus, there is no provision for the casting of such spells as heroes feast. Read the following to them: You have arrived at Hochoch shortly before the time of your meeting. The sun has set, and you manage to get through the city gates with little difficulty. This is a good thing, for otherwise you would be severely late. You make your way to the area of the city known as the Commons, for this is where The Boar’s Other Knuckle is found. The bar has all the atmosphere of its predecessor; it is a rough and tumble establishment similar to those servicing adventurers all over Oerth. There is a burly fellow of Flan descent tending bar as you enter. The bartender’s name is Caleb. If asked, Caleb directs each PC to a table reserved by Grenda. He will also ask that PCs with animal companions have them tethered outside as they tend to make a mess. At this point, have each player describe their PC to the rest of the table. The PCs might also ask about Medwen the Rack. She was a well-known barmaid who worked at the Boar's Other Knuckle. She has opened her own tavern, the Wild Hunt, in Aberglain. ENCOUNTER 1: THE THIRD BODY The party may want to order food and/or drink while they wait. They may even want to indulge in a heroes feast. A waitress can take food and drink orders for the party. The food and drink arrives, and the heroes feast (if any) can begin. The events in the following box text occur during their meal, and thus interrupt the casting of the heroes feast). Read the following (adjusting its content based on what the party eats and/or drinks): Your food and drink arrive at your table. It is pretty good considering your location. You get started eating, when, suddenly, a young Gyri lad bursts through the door. He is screaming, “Dead lady outside! Dead lady outside!” Many of the patrons in The Boar’s Other Knuckle drop what they are doing and go outside. It might be possible that the PCs do not immediately go out there to investigate. If this is the case, read the following: As the customers start to leave, the bartender grabs the young lad and says, “Now, Elis, what are you carrying on about? Don’t you know scaring folks out of their wits is bad for business?” “I am sorry, Caleb, but it is bad! She’s that trader lady from outta town that has been here in the bar! You know, the one with the pretty red hair! You know she’s gotta be someone important, seeing how she was asking all those questions and all!” This brief description matches that of Grenda and should be enough to encourage the party to check out the situation. Read the following: As you go outside, you see a crowd of about two dozen people gathering around the entrance to an alleyway to the right side of the bar as you exit. Some of the crowd you recognize as customers you saw in the bar earlier. Use DM Aid: Map #1 for setting up this encounter. While there is no combat in this encounter per se, a map is useful for determining how many of the crowd is affected by the party’s actions in this encounter. Besides, it will cause the players to think that there is a combat coming when (unless they truly play this out badly) there should not be. If the party thinks to work the crowd for information, this is a DC 10 Gather Information check. Someone in authority, like a Knight of the Watch, a Knight of Dispatch, or an officer in one of the allied forces, automatically succeeds at this check. The two people who talk say the same thing: the body just appeared in the alley’s entrance. They saw no one around it. Getting to look at the body is a simple task. A DC 10 Bluff, Diplomacy, or Intimidation check convinces enough people to move aside so that the party can get to the body. Any PC identifying themselves as someone who can heal or as someone in authority, like a Knight of the Watch, a Knight of Dispatch, or an officer in one of the allied forces, automatically succeeds at this check. Once the PCs get to the body, read the following: Once you get past the crowd, you see the prone form of a young red-haired woman in fine clothing available to the fairly well-to-do. She is very pale in color as if all of the blood has drained away from her body. Those PCs who have met Grenda before automatically recognize her, and those who have not note that she is wearing the red rose as she said she would in her letter. A Heal check on the body automatically SHE6-01 Flesh Torn Asunder Page 7 succeeds to determine she is dead. If a player chooses to roll a check, he or she learns other information about the body: Automatic: The body has been disemboweled. It has been damaged significantly as a result. DC 10: The body appears to have lost a lot of blood, but there is little blood on the victim’s clothing or on the ground. DC 15: There are a lack of bruises and other defensive wounds on the body. DC 20: There are two puncture wounds on the neck (taking 20 on the check allows this to be found automatically). The party will obviously want to search the body. They can take 20 on the check as there is plenty of time before the city guard shows up. They will find a +1 mithral buckler, a cloak of charisma +2, a +1 mithral chain shirt, a +1 rapier, an amulet of health +2, a set of gloves of dexterity +2, a hat of disguise, her well-made clothes, a ring of mind shielding, a ring of protection +1, and a sap. The hat is currently disguised as a ribbon gathering her hair. There is not enough time to perform a full magical survey of her gear, but with a successful DC 20 Search check, they find a leather-bound, untitled book covered in arcane symbols. PCs can take 20 on this check, since discovering the book carries with it no risk. Furthermore, if anyone moves the body before they find the book, the book falls out and the party automatically finds it. Trap: The book on Grenda’s body has been booby- trapped with a magical device containing one or more traps. These traps target a large number of people. By doing this, Dephos believes that he will discourage further investigation. The trap is contained in a small book provided by the Triumvirate. Opening the book triggers the trap. Assume the center point of each burst is the upper right corner of the square of the person opening the book. APL 6 (EL 7) � Heightened Acidball Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (heightened (to 6th level) energy substitution (acid) fireball, 11th-level wizard, DC 19 Reflex half, 10d6 acid); Search DC 31; Disable Device DC 31. APL 8 (EL 9) � Heightened Delayed Blast Acidball Trap: CR 9; magic device; proximity trigger (alarm); no reset; spell effect (heightened (to 8th level) energy substitution (acid) delayed blast fireball, 15th-level wizard, DC 22 Reflex half, 15d6 acid); Search DC 29; Disable Device DC 33. APL 10 (EL 11) � Heightened Delayed Blast Fireball Trap: CR 9; magic device; proximity trigger (alarm); no reset; spell effect (heightened (to 8th level) delayed blast fireball, 15th-level wizard, DC 22 Reflex half, 15d6 fire); Search DC 29; Disable Device DC 33. � Heightened Delayed Blast Acidball Trap: CR 9; magic device; proximity trigger (alarm); no reset; spell effect (heightened (to 8th level) energy substitution (acid) delayed blast fireball, 15th-level wizard, DC 22 Reflex half, 15d6 acid); Search DC 29; Disable Device DC 33. APL 12 (EL 13) � Sculpted Empowered Cone of Fire Trap: CR 12; magic device; proximity trigger (alarm); no reset; spell effect (sculpted (to 20’ burst) energy substitution (fire) empowered cone of cold, 15th-level wizard, 15d6 + ½ of 15d6 fire, DC 17 Reflex half); Search DC 26; Disable Device DC 30. � Heightened Delayed Blast Acidball Trap: CR 10; magic device; proximity trigger (alarm); no reset; spell effect (heightened (to 9th level) energy substitution (acid) delayed blast fireball, 15th-level wizard, DC 23 Reflex half, 15d6 acid); Search DC 30; Disable Device DC 34. APL 14 (EL 15) � Sculpted Maximized Cone of Fire Trap: CR 14; magic device; proximity trigger (alarm); no reset; spell effect (sculpted (to 20’ burst) energy substitution (fire) maximized cone of cold, 17th-level wizard, 90 hp fire, DC 17 Reflex half); Search DC 26; Disable Device DC 30. � Sculpted Empowered Cone of Acid Trap: CR 12; magic device; proximity trigger (alarm); no reset; spell effect (sculpted (to 20’ burst) energy substitution (acid) empowered cone of cold, 15th-level wizard, 15d6 + ½ of 15d6 acid, DC 17 Reflex half); Search DC 26; Disable Device DC 30. Note: At APLs 8 to 14, because the two alarm spells used in the triggers have been within 10 feet of one another for more than 24 hours, the Search DC for discovering the traps is reduce by 4 (as per the Player’s Handbook, page 172). The DCs above are already modified to reflect this reduction, but since this is a visible effect; blinded searchers will not gain this advantage (raise the Search DCs by 4 in that case). If the trap goes off near the body, it does enough damage so that no one will find out the cause of Grenda’s death. Also, unless the party thinks to move the mob outside of the 20 foot radius of the trap or move the trap away from the crowd the required distance, the crowd will be caught in the blast. Even if they make their saves, SHE6-01 Flesh Torn Asunder Page 8 the damage from these traps will kill any commoner outright. Treasure: While Grenda had many valuable items on her person, the city guard that appears in the next encounter will want to take possession of them as evidence. They also may be damaged if the trap goes off, as they are unattended. Assuming that a PC wants to grab some loot from the body, would-be thieves can only obtain light weapons and small objects. This limits the available items to the amulet, the gloves, the hat, either of the rings, and the sap and thus the Treasure Summary only includes these items. Each ring was worn inside of the gloves; to get to them, someone must remove the gloves. However, looting a murder victim is illegal under Hochoch’s new leadership. Would-be thieves should make a DC 10 Knowledge (local – Sheldomar Valley metaregion) check to know this (if common sense should fail the PCs). Finding an item via a normal search takes two minutes minimum unless magical means are available. Grabbing an item off Grenda’s body is automatic, as she is dead. However, the would-be thief must roll a Slight of Hand check against every other PC’s Spot check as well as that of the crowd. The crowd’s Spot check is essentially treated as one roll with many Aid Another checks and so the DC is 34 (an average roll of 10 with 12 assists). If the crowd sees the theft, they immediately cry “Thief” and continue with the outcry until the city guard shows up in Encounter 2. Development: If the PCs do not search the body and leave it unattended for any period of time longer than a minute, someone from the crowd starts searching the body and automatically finds the trapped book, open it, and set of the trap. This undoubtedly kills most of the crowd, as it consists of commoners and experts, and forces the PCs to make saves against the traps. Unless they deactivated the trap or took damage from it, they receive no experience points for it. Five minutes after the party arrives at the scene, the city guards show up in Encounter 2. What the party did in this encounter dictate the response from the city guards. ENCOUNTER 2: CLEANING UP THE MESS After finding the dead body of Bethany Grenda in Encounter 1, a group of city guards shows up on the scene, led by a Knight of the Watch on horseback. Using DM Aid: Map #1, the group approaches the crowd from the south. Read the following: While you are examining the body, a deep male voice cries out, “Make way for the city guards! Make way!” The crowd parts, and a group of eight soldiers make their way towards you. Behind them on horseback is a woman in finely crafted full plate armed with lance and shield. The steel shield is painted black with the image of a large white owl on the field. The woman yells out, “Freeze, all of you, by order of the Grandiose Imperial Wyvern Hugo of Geoff!” The woman on horseback is Watcher Branwen, Trustworthy Vigil. She is currently on patrol with this group of guards. Normally, such duties would belong to a Senior Squire, but there are still too few of them in the city. Thus, newly knighted Vigils are filling the gaps. Watcher Branwen immediately orders everyone to back away from the body, including any PCs who are searching the body, and orders her troops to surround the body, keeping the PCs inside the circle of troops. After the way is clear, she addresses the PCs from her mount. From that point, the reaction of Watcher Branwen and the guards are entirely dependent on what the PCs have done so far. SIMPLE INVESTIGATING If the PCs have done nothing except examine the body and give a reasonable accounting of their actions to Watcher Branwen, player characters can attempt a Diplomacy check to earn the Watcher’s trust. Assume that Watcher Branwen’s initial attitude is Indifferent, and she learns to trust the party with a result of Friendly (a DC 15 Diplomacy check, others can assist). If the PCs have disabled the trap in Encounter 1 and inform the guards during their elocution of events, this adds a +5 circumstance bonus. Feel free to award an extra circumstance bonus of up to +2 for exceptional roleplaying. If a member of party is a Knight of the Watch or Knight of Dispatch, this check automatically succeeds. Players may also mention that they have a trapped book in their possession (from Encounter 1). At this point, Watcher Branwen will offer to escort the party to Waterwatch Castle (the current headquarters of the Knights located at position H1 on Player Handout #3 – Map of Hochoch). There, the party can trip off the trap without harming anyone as the Knights will provide a large stone-walled room there for safe detonation. If player characters earn Watcher Branwen’s trust, she takes them into her confidence. Her face deepens with concern, and she pulls the party aside. Proceed to What the Watcher Knows below. SET OFF THE TRAP If the party has set off the trap, Watcher Branwen’s initial reaction depends on several factors. If the party took precautions to avoid any casualties in the crowd, her initial reaction is Indifferent, and a DC 15 Diplomacy check adjusts the reaction to Friendly. If the party has caused the death of anyone in the crowd from the trap, her initial reaction is Unfriendly, and any offensive SHE6-01 Flesh Torn Asunder Page 9 actions on the part of the party will provoke combat. It takes skillful diplomacy to get the Watcher to Friendly (so that the adventure continues). It can be done with one DC 25 Diplomacy check or two successful checks at DC 15 (the first check, if successful, takes the attitude to Indifferent and the second check to Friendly). Parties can have one retry at any failed check. Having a Knight of the Watch or Knight of Dispatch in the party gives a +5 circumstance bonus to the check; while this improves the chances of Watcher Branwen looking favorably on the party, it is not as automatic as if they had disabled the trap in the first place. The party can also mention that it happened accidentally while they were investigating the murder of their potential employer; this is worth a +2 circumstance bonus. If successful, proceed to What the Watcher Knows below. If someone else in the crowd set off the trap, this is worth a +5 circumstance bonus as the body of the bystander will be near ground zero of the blast. If the diplomatic efforts of the party are unsuccessful, Watcher Branwen will seek aid elsewhere, and this adventure will end for this party. LOOTING THE BODY If any of the party is discovered looting Grenda’s body, Watcher Branwen’s initial reaction is Unfriendly, and any offensive actions on the part of the party will provoke combat. It takes skillful diplomacy to get the Watcher to Friendly (so that the adventure continues). It can be done with one DC 25 Diplomacy check or two successful checks at DC 15 (the first check, if successful, takes the attitude to Indifferent and the second check to Friendly). Having a Knight of the Watch or Knight of Dispatch in the party gives a +5 circumstance bonus to the check; while this improves the chances of Watcher Branwen looking favorably on the party, it is not as automatic as if they had disabled the trap in the first place. If there is any failure in the Diplomacy checks, Watcher Branwen places the PCs under suspicion under arrest. Quick-thinking PCs can try to negotiate their way out. Because of the situation, Watcher Branwen will allow the perpetrator and the party to work off some of the jail time for the theft by investigating the case. The perpetrator will still have to do some time, however; remember not to strikethrough the Imprisoned in Hochoch (First Outcome) AR effect. Proceed to What the Watcher Knows below. WHAT THE WATCHER KNOWS Here is what Watcher Branwen knows about the murders so far: • This is the third murder in a series that has been going on for the last couple of days. • There has been blood loss and disembowelment in all three cases. Fearing the work of a vampire, the Knights have been beheading each corpse to ensure they do not rise again. Grenda’s body will be beheaded as soon as they can get the body back to Waterwatch Castle. • Grenda’s murder was the first to be out in the open. • The first murder victim was a halfling named Xavier Riverbend. He was found in his apartment in the Low Quarter. From the looks of the apartment, the murderer or murderers were looking for something. As for Riverbend himself, he had the reputation of being a retired adventurer. • The second victim was a human merchant named Tywyn the Broker. He dealt in consignment goods, buying used goods from others as cheaply as possible and selling them at a profit. The murder occurred in his store/apartment in the Market Quarter. Again, the murderer or murderers apparently was looking for something in both the store and the apartment. • She can give directions to both of the other crime scenes. • There has been no time to conduct a through investigation at either of the previous two murders. For now, two Knights who are clerics of Heironeous have cast a forbiddance spell on each crime scene (if it comes up, yes, this is expensive, but having an undead assassin in the city is serious business). Each spell is aligned Lawful Good and has the password “reciprocity” placed on it to allow investigators who are not Lawful Good to enter. Watcher Branwen does not verbally speak the password, but will write it down for the party. The doors to each building are also padlocked, but Branwen has the keys and gives them to the party. • There were no witnesses to either of the first two murders. Those who played in SHE5-04 A Cup O’erturned recognize Riverbend as running a rogue operation in Hochoch. SPEAKING WITH THE DEAD The party may want to cast a speak with dead spell on the body. The body, however, has severe damage so it is only able to give out recent information. Also, if the caster is not Lawful Neutral, the body gets a Will save (+5). If the caster is successful, the party gets the following information. • Grenda was attacked while taking a shortcut through an alley. • She took the short cut because she was running late for a meeting at the Boar’s Other Knuckle. • She was caught by surprise. • She felt cold hands on her when she was attacked. SHE6-01 Flesh Torn Asunder Page 10 That is all she knows. If the party wants the Knights to cast the spell, they will the next day (thus, any results are outside of play). Trap: If the PCs have not found and disabled the trap in Encounter 1 before they leave this encounter, one of the city guards searches the body after the party has moved far enough away from the crowd. He finds the trapped book and sets off the trap. Watcher Branwen survives, but the city guard and the crowd are not so lucky. The PCs emerge unscathed and, hearing the explosion, may turn around to go back to the scene of the crime. Unless they deactivated the trap or took damage from it, they receive no experience points for it. Also, as noted in Encounter 1, if the trap goes off near the body, there is enough damage so that no one will find out the cause of Grenda’s death. Creatures: Watcher Branwen, Trustworthy Vigil, is a veteran in the Army of Liberation and has only recently been knighted. She has seen action at Bloody Ridge, Preston, and Gorna. Watcher Branwen is an expert rider and is quite competent in battle on her paladin’s mount, Challenger. The other members of Watcher Branwen’s squad are Gyri and Marcher infantry veterans who have seen action since the beginning of hostilities. They have seen adventurers in action during their tours of duty and will not take any chances in their capture. All APLs (EL 15) � Watcher Branwen, Expeditious Vigil, Female Human Pal10/Knight of the Watch2: hp 108; see Appendix 6. � Challenger (Paladin Mount), heavy warhorse: hp 75; see Appendix 6. � Town Guard Veterans, Male and Female Human Ftr8 (8): hp 72 each; see Appendix 6. Tactics: Watcher Branwen is not looking for a fight here, but will give one if the party is unruly. She orders the troops to ready weapons and then Unleash Inner Strength on herself. She recognizes adventurers are tough opponents and tries to knock them out unless the party uses lethal force. After that, it is no holds barred. Treasure: While the city guards and Watcher Branwen have a great deal of treasure, the party will have no time to loot the bodies as some of the crowd have already called for more guards. Allow the party to escape if they defeat the guards, but do not allow them any of the guards’ gear. Development: The usual path would be for the party to investigate the remaining crimes for Watcher Branwen, either because of her favor or because they are trying to keep one of their thieving members from an extended stay in a Hochoch prison. If the party accepts her offer, she will provide paperwork that shows that the party are working for the Knights as investigators in this matter. She will also provide access to holy water and silver weapons. Their next move will probably take them to either Encounter 3 or Encounter 4 to investigate the prior crime scenes; if they do not think of it on their own, have Watcher Branwen suggest it. If the party opts to use Gather Information to find out what is going on from the local populace, go to Encounter 5. If the party engages the city guard, there are different results. If the party was defeated, they can petition (with automatic success) to work off part of their sentence by investigating the crimes. They will still have a term of imprisonment, but it will be less severe. Remember not to strikethrough the Imprisoned in Hochoch (Second Outcome) AR effect. The party can then be released to continue with the adventure. If the party engages and defeats the city guard, allow them to exit from the city and award them the xp for the encounter. The adventure ends for this party at this point. From here on out, they are considered to be Outlaws in Hochoch. Members of the Knights of the Watch or the Knights of Dispatch who are Outlaws are immediately removed from the Order. If outlaws return to Hochoch, they are automatically captured and imprisoned for 156 TUs. Remember not to strikethrough the Outlaw in Hochoch AR effect. ENCOUNTER 3: THE SECOND BODY This encounter deals with investigating the store and apartment of Tywyn the Broker. The party gets here from the directions given by Watcher Branwen, Expeditious Vigil, in Encounter 2. The directions given to you by the Watcher take you to the Market Quarter. There, you find an elaborate two-story building with a sign with three gold balls painted on it that says “Tywyn the Broker – Consignment Sales and Acquisitions” in both Common and Flan. The building is built of brown river stone and mortar at great expense. The door to the store has a padlock on it to prevent entry. If the party asked, Watcher Branwen provides them with a key. Otherwise, opening the lock requires a DC 30 Open Lock check. Also, remember that there is a forbiddance spell (CL 11th) in place. Anyone not speaking the password and not of Lawful Good alignment takes damage per the spell’s description. The store is on the lower level, and the apartment is upstairs. Every room has been ransacked. However, one item still remains there for the party to find. On a Search check (DC APL + 20) (take 20 is allowed as are assists from other PCs), they find a set of ledgers under loose floorboards in the apartment. While the dates are readable, the entries in the ledgers are encoded, but either a DC 25 Decipher Script check or a comprehend languages spell cast shows that an entry made a couple of SHE6-01 Flesh Torn Asunder Page 11 days before the murders indicates that Tywyn purchased an urn from someone named Alain. The urn’s description has a name associated with it: Watcher Steffan the Just. Watchers and Dispatchers recognize the name on either a DC 10 Knowledge (nobility and royalty) check or a DC 10 Knowledge (local -Sheldomar Valley metaregion) check as a Knight who recently fell at Fortress Goarada. A day after the entry of the Urn, Tywyn noted that a person came by wanting to buy the Urn for 2,000 gp. He called himself Dephos. Tywyn noted that he told this Dephos that the urn was not available now, but he could get his hands on it. He did this to stall Dephos so that he could talk to Alain about the offer. The amount was too high and Dephos seemed too desperate to have it. The ledger also has several past entries that mention the name of Xavier Riverbend. The last one was about six months ago. It mentioned the possible sale of a goblet that Riverbend had acquired. Riverbend cancelled the transaction because he “misplaced the item.” This entry is, of course, related to the events in SHE5-04 A Cup O’erturned. Development: If the mention of a Knight in this ledger pushes the party to go back to the Knights for more information, go to Encounter 8. If they may choose to pursue the Riverbend lead, go to Encounter 4. ENCOUNTER 4: THE FIRST BODY This encounter deals with investigating the store and apartment of Tywyn the Broker. The party gets here from the directions given by Watcher Branwen, Expeditious Vigil, in Encounter 2. Encounter 3 may also provide additional impetus to follow this lead. Riverbend’s apartment is in a converted inn in the Low Quarter. The inn is obviously a failed establishment converted to rental units for poor citizens. The sign on the building reads “Elysium Hall – Xavier Riverbend, landlord”. The door to the apartment building has a padlock on it to prevent entry. If the party asked for a key in Encounter 2, the party has a master key. Otherwise, opening the lock requires a DC 30 Open Lock check. Also, remember that there is a forbiddance spell (CL 11th) in place. Anyone not speaking the password and not of Lawful Good alignment takes damage per the spell’s description. It is easy to find Riverbend’s landlord apartment on the first floor. If the party cares to check, the rest of the apartments are empty. The Knights made the rest of the residence move, partially to keep them protected from the forbiddance spell, partially to prevent any entry into Riverbend’s apartment. Every room in Riverbend’s apartment has been ransacked. There is, however, one item that the party can find. On a Search check (DC APL + 20) (take 20 is allowed as are assists from other PCs), they find a lockbox with encrypted notes inside. The box has a lock requiring a DC 30 Open Lock check before opening. The notes are encoded, but either a DC 25 Decipher Script check or a comprehend languages spell cast reveals their contents. Three major facts come out from study of the notes: • Riverbend was up to various shady dealings, some of which were criminal. There are notes about thefts, extortion attempts, and assaults dating back a couple of years. • Riverbend had recently gotten two sets of messages. The first told him to pull up stakes and move from Hochoch. It was unsigned, but there is a broken silver wax seal of a raven which originally sealed the letter. Only a Midnight Raven can recognize this symbol on the seal as coming from the Convergence. The second note was asking him to stay to “look after things in the city.” It is also unsigned, but has a different wax seal on it. Only a Midnight Raven can recognize this symbol as possibly coming from the Aspect of Sight. This is an unusual situation as Aspects generally do not leave any identifying marks like signatures or seals on their documents. Midnight Raven PCs may want to roll a Forgery check for validity; this automatically succeeds and identifies the document as genuine. Midnight Ravens also know that the Convergence is the overall leader of the Midnight Ravens and that the Aspect of Sight is one of the Convergence’s lieutenants. • Riverbend got a note from someone named Alain mentioning a container that Alain had “acquired”. He had planned on selling the container to Tywyn the Broker and giving the appropriate cut to Riverbend. • Finally, Riverbend got a note from Tywyn asking him to contact Alain about the “merchandise.” The broker had a potential buyer named Dephos, but he did not trust the deal. The fact that Tywyn consulted Riverbend indicates that Riverbend was someone of importance in the Hochoch underworld. Development: If the party has not visited the store of Tywyn the Broker, this might lead them to do so. If the party chooses to visit the story of Tywyn the Broker, go to Encounter 3. Midnight Ravens may also want to find out more about what the messages mean and go to Encounter 5. ENCOUNTER 5: WORD ON THE STREET This encounter can occur anytime the players want their PCs to use Gather Information checks to get word from the populace. SHE6-01 Flesh Torn Asunder Page 12 BETHANY GRENDA Members of any Sheldomar thieves’ organization have a +5 circumstance bonus to these Gather Information checks. DC 15: The woman was here to investigate potential business ventures in the City of Hochoch. She had talked to several merchants already. DC 20: She is from Gran March. Rumor has it that she is a licensed member of the Keoland Guilds and is capable of acting on behalf of the Keoland Guilds. DC 25: Initially, she was very curious about the changes in Hochoch and the potential of using Hochoch as a trade city. Lately, her questions became more about the bard Trevor ap Tryvan. TREVOR AP TRYVAN Geoff PCs, Gran March active-duty military PCs, and Yeomanry Militia PCs have a +5 circumstance bonus to these checks. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 10: Trevor ap Tryvan is a bard who is quite wealthy from his profession. He has been in retirement for years and is a recluse. No one knows where he lives. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 15: He is known to be a collector of antiques and typically uses an intermediary to handle negotiations. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 20: He is willing to engage smugglers and rogues to obtain pieces he wants for his collection, though he has never been known to kill anyone in the process. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 25: Rumor has it that he recently acquired an antique goblet found in the Sea of Dust. Other rumors say that he had instead contracted a third party to dig up the goblet from the desert, only to have the goblet stolen before ap Tryvan could get it. THE SITUATION IN HOCHOCH Members of any Sheldomar thieves’ organization have a +5 circumstance bonus to these checks. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 10: The transition of government appears to be going very smoothly. The Knights have not taken full control over the city, but will in a few months. They have started assisting in patrolling the streets. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 15: There are tensions within the Hochoch underworld. Many rogues and ruffians are thinking of moving to greener pastures. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 25: Their concern is not over the Knights’ lawful governance, but over the power vacuum in the city. Right now, several criminal organizations are looking to gain territory in the city during the power transition, following the idea that chaos brings opportunity. At some point while the party is gathering information, they will run across an elven merchant named Parwyn Amastacia. In SHE5-04 A Cup O’erturned, he hired the party to deactivate some nonlethal traps. If any in the party played the previous adventure, read the following: As you work your way from bar to inn trying to find out what is going on from the general populace, you find yourself in the Market Ward. Suddenly, you hear a booming male voice from behind you, “Well, if it isn’t my friends back again in the City of the Knights?” When you turn, you see the portly form of the elven merchant Parwyn Amastacia. He has lost neither his style in clothing nor his air of affluence. He continues, “Word is about that you are investigating deeds most foul. Such activities are bad for business of any sort. I might be able to shed some light on the matter so that you can put things right faster.” If the party has never met Amastacia before, read the following: As you work your way from bar to inn in trying to find out what is going on from the general populace, you find yourself in the Market Ward. Suddenly, you hear a booming male voice from behind you, “So you are the ones I have heard about?” When you turn, you see a male elf of impressive stature, stockier than most of his kind. It is clear from the cut of his fine clothes to the slight paunch of his waistline that life has been very good to him. Even while he is shouting, he still maintains the air of one rich, noble-born, or both. He has lost neither his style in clothing nor his air of affluence. He continues, “I am Parwyn Amastacia, trader and broker extraordinaire. Word is about that you are investigating deeds most foul. Such activities are bad for business of any sort. I might be able to shed some light on the matter so that you can put things right faster.” After introductions are made, Amastacia asks them to have a drink at the Giant’s Hearth Inn here in the Market Ward (position M1 on Player Handout #3 – Map of Hochoch) so that he can discuss what he knows with them discretely. The Giant's Hearth is a Rich lifestyle inn and got its name from the gigantic stone fireplace in the middle of the dining room. He does not give up SHE6-01 Flesh Torn Asunder Page 13 information, but he answers questions that the players ask: WHAT AMASTACIA KNOWS To anyone who asks, Amastacia gives the following: • There is a conflict in place between two groups. The first is a group known as the Midnight Ravens. They had operated the underworld in Hochoch prior to the Knights’ arrival. • The second group appears to be a faction of a Gran March group calling itself The Corporation. Word is that they had something to do with the assassination attempts on Commandant Vrianian last year. Gran March authorities then destroyed the organization by capturing or killing its members. Rumor is that some escaped, that some fled to other less-lawful climates, but that some came to Hochoch to set up shop in the city. • This group was not likely to be the original Corporation as many groups have taken that name from time to time to capitalize on the original organization’s reputation for fear and retaliation. • Two of the murders were definitely associated with the Midnight Ravens, and they have increased tensions in the underworld. • Riverbend was a Midnight Raven. He operated many operations out of his Elysium Hall apartments. • Tywyn the Broker fenced many “acquisitions” for the Ravens. • If shown the notes from Encounter 4, Amastacia recognizes the symbols on them as being associated with the Midnight Ravens, but does not know what they mean. • There was a rumor going around that Bethany Grenda may have been working for The Corporation group. Amastacia has met her, though, and she never seemed to him to be the assassination type. • Rumor is that since the Knights took over, the Ravens were going underground. Some say that they were abandoning the city rather than going against the more lawful Knights. • Other rumors say that some in the Midnight Ravens want to stay and exploit the holes in the current government to their own ends, much like the legendary Corporation of Gran March. • There is one Raven who may not have gone completely out of the public eye yet. There is a street performer known as Ffagan the Nimble who works the Market area. He also hands them a piece of paper that he found where Grenda had dropped it. If asked, he says that he does not understand either. This is the one lie during the whole conversation. He was once an associate of The Corporation, and he knows a Corporation message when he sees it. Hand the party Player Handout #5. To most PCs, this is a simple piece of badly written doggerel. To Corporation PCs, this is a message in CorporateSpeak. If any of them possess that language and choose to read the note, pull them aside and hand them Player Handout #6. It is not deliberately encoded because it is not a high- security message; comprehend languages can decrypt it. Creatures: Amastacia is not above working with either the Midnight Ravens or the Corporation to get the best deal. To see both groups in opposition makes him nervous and thus willing to see a quick resolution to the dispute. � Parwyn Amastacia, Male Elf Brd15: hp 68; see Appendix 6. Development: If the party follows the lead to meet with Ffagan, go to Encounter 6. If the party decides to investigate the body of Tywyn the Broker, go to Encounter 3. If the party chooses to investigate the body of Riverbend, go to Encounter 4. If the party chooses to follow up on The Corporation lead, go to Encounter 7. ENCOUNTER 6: FROM A RAVEN’S VIEW This encounter is completely dependent on the presence of a Midnight Raven or the ability for a party to bluff their way into their confidence. A Midnight Raven can, on a DC 10 Knowledge (local - Sheldomar Valley metaregion) (making it usable untrained for this check), find one Midnight Raven named Ffagan the Nimble, a street performer in the Market Quarter. If the party asks Parwyn Amastacia about this in Encounter 5, he confirms the existence and location of Ffagan. If the party wants to pursue this line of investigation but do not have a Midnight Raven in the party, the party will have a much harder time. For starters, they must be put on the trail of the Midnight Ravens. Only Parwyn Amastacia can do that. In Encounter 5, he gives up Ffagan as a possible contact when asked. Read the following: You work your way through the Market Quarter to find a small, slender human male entertaining a crowd. He is dressed in motley tights and currently bent like a pretzel in a constricting contortionist movement that is painful to watch. Ffagan entertains the crowd for a bit after which time, the PC can approach him. If approached correctly, Ffagan readily converses with PCs who are members of the Midnight Ravens. Other PCs who want to talk with him must gain his trust. This is not easy, for Ffagan is SHE6-01 Flesh Torn Asunder Page 14 well trained in reading people (in part so that he can tailor a performance to a crowd). PCs trying to pass as Midnight Ravens must succeed at an opposed Bluff check against Ffagan’s Sense Motive. If this fails, Ffagan’s initial reaction is Hostile and he attempts to flee by tumbling into a crowd and hiding. He even goes so far as to find a city guard and get himself arrested for something to avoid talking to the PCs. If it succeeds, he treats them like any other Midnight Raven and starts out with them as Friendly. If the party just approaches him honestly, he starts out at Unfriendly. Obviously, his attitude is Friendly towards members of the Midnight Ravens. If the party can ever get Ffagan’s attitude to Friendly, he shares with them the following: • The leader of their group has told them to leave Hochoch as soon as possible. Ffagan just got back into Hochoch after being on the road in Keoland and only found out about that today. He plans to leave after making some traveling money this evening. • If shown the notes from Encounter 4, Ffagan recognizes one as being from the leader (he will avoid using titles in the presence of non-members) and one being from the Aspect of Sight. • He has heard that the Aspect of Sight wants to keep the operations in Hochoch, but is surprised that he would be going against the Convergence in this matter. • He had heard that some were staying behind to hold on to the Hochoch underworld. Until he is shown the Aspect’s note to Riverbend, he does not connect the Aspect to their activities in Hochoch. Creatures: Ffagan the Nimble is an attractive Flan male in his mid-twenties. He makes his way through the Sheldomar Valley as an acrobat and comedian. He does not call Hochoch home per se, but does manage to swing through here often. � Ffagan the Nimble, Male Human Brd3: hp 14; AC 12, touch 12, flat-footed 10 (+2 Dex); Balance +10, Bluff +8, Diplomacy +8, Hide +4, Perform (comedy) +8, Sense Motive +6, Tumble +13. Development: This pretty much covers everything concerning the Midnight Ravens. Parties may go on to try to find out something about The Corporation’s activities in Hochoch and go to Encounter 7 or talk to the Knights in Encounter 8, if they have not done so already. It may also be the case that the PCs have run out of options and thus need to proceed directly to Encounter 9. After all, the party is already out on the streets of Hochoch. ENCOUNTER 7: WITHIN THE BODY CORPORATE How this encounter works is completely dependent on the presence of a member of the Corporation. Sometime during the party’s investigation, a street urchin appears to pick the pocket of a party member. The Corporation has hired many such kids to act as lookouts and low-security couriers; they are aware of members in Hochoch. Any Corporation PC present will be the preferred mark. Otherwise, pick a party member at random. Read the following: You feel a small tug at your pocket. As you look down, you see a young Gyri lad of maybe ten pulling his fingers away from you. He then bolts to be quickly lost in the city crowd. When the party member checks to see if anything is stolen, they find something. If the PC is a Corporation member, they find Player Handout #7 and #8. If the PC is not, he or she finds only Player Handout #8. Development: This ends up the Corporation portion of the investigation. If the party goes on to try to find out something about Midnight Raven activities in Hochoch, go to Encounter 6. If the party goes to talk to the Knights of the Watch, go to Encounter 8. If the PCs have run out of options, proceed directly to Encounter 9. ENCOUNTER 8: KNIGHTS With the discovery of the urn in Encounter 3, the party may want to go back to the Knights at Waterwatch Castle (position H1 on Player Handout #3 – Map of Hochoch) for more information. They may also want to call upon them again to gather information. Watcher Branwen will be back there after her patrol and can answer questions about the urn; anyone in the castle can direct the party to her. THE URN When the party mentions to Watcher Branwen about the urn, she says that she is quite familiar with the case and reveals the following: • Watcher Steffan the Just, Deliberate Rust Monster, was a well-respected Knight born here in Hochoch. He was one of the Knights sent to liberate Fortress Goarada in Keoland. Steffan died in the raid on that fortress. His last wishes were that he was to be cremated and his ashes returned to Geoff so that the ashes may be scattered on the banks of the Realstream River. • The Knights performed the cremation but were unable to return the ashes to Hochoch immediately because of all of the fallout from the raid. Instead, the Knights gathered the ashes into a simple clay urn that would not cause attention, in case some SHE6-01 Flesh Torn Asunder Page 15 Keolander got overzealous and wanted to hurt the Knights by desecrating the ashes. When the Knights evacuated the fortress, the urn containing the ashes went with them. • The urn with the ashes was stolen when the Knights left Keoland. When the caravan made it back to Hochoch, they searched for the urn and did not find it. They believed that a thief stole it but have been unable to expend the investigative resources to find it. THE CUP Players may want to follow up on what happened with the Cup from the last adventure. Watcher Branwen steps away for a few moments to confer with others and returns with the following information: • After doing extensive research, the Knights believe that the goblet may be The Cup Insidious, a minor Ur- Flan artifact lost since the days of the Occluded Empire. No one knows for sure what it does, but it radiates strong magic and strong evil. • They think that the Cup may have been mentioned in the poem Rhyme of the Occluded Time (give the party Player Handout #9). INFORMATION AVAILABLE TO KNIGHTS OF THE WATCH/KNIGHTS OF DISPATCH PCs may want to do Gather Information checks from the Knights at Waterwatch Castle. This information is only available to PCs who are members of either organization and only if they choose to check in at the Knights Barracks in Hochoch. Knights (not Squires or Senior Squires) get a +5 circumstance bonus to the check. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 10: The transition of government appears to be going smoothly. Hugo has already arrived and is taking residence in Caer Dwr Gwyldy (known in Common as Waterwatch Castle). Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 15: Preparations are being made both for the final transition of Hochoch and for the purges that Hugo spoke of earlier. Gather Information or Knowledge (local - Sheldomar Valley metaregion) DC 20: The Knights are aware of the potential shift in the Hochoch underworld but lack intelligence on the actual structure of the various factions. Anything that the Knights can find out about the current situation would be greatly rewarded. Development: This ends any investigation with the Knights. Branwen will ask the party to meet back with her later at the castle after they have done more investigation. This allows them to double back to any of the other encounters they missed. Once the party is back in the city and either have run out of encounters or are stumped, proceed to Encounter 9 after pondering where to go next. ENCOUNTER 9: DOWN AMONG THE DEAD At some point after visiting the Knights again or when the PCs have pursued all avenues of investigation, Dephos sends a ransom note for the urn to Waterwatch Castle. Watcher Branwen rides out in search of the party, as this is the most solid lead on the murders to date. Read the following: While you walk the dark streets of Hochoch pondering your next move, Watcher Branwen rides up to you at a fast trot. She halts her mount and says to you, “Greetings! I have word of the murders for you. We received this note at the castle.” She then proceeds to read it to you: “To my respected adversaries: You by now know that I have the remains of the noble one who has fallen and that three ignoble fools have fallen because they got in my way. I do so like a challenge, and am willing to let you win it back by trial. Send the investigators to the old Birmigam estate north of the city. I will give them until the midnight hour this evening to get there, after which I will find all sorts of experiments to do to the ashes. I will be waiting for their challenge. With all sincerity, Nycos Dephos of Sterich” Watcher Branwen can provide some background on the estate as well as directions. • The original settler of the estate, Klytus Birmigam, was a successful adventurer from the Free City of Greyhawk. He retired to Arweth back in CY 570 with his Gyri wife and two sons. • Both sons fought and died in the Army of Liberation. • Klytus and his wife were killed in the early days of the giant conflict. The estate was ransacked and abandoned as there was no clear heir to the title. • Unlike most Gyri, the Birmigams were followers of Wee Jas. They also believed in burying their dead instead of burning them. Thus, they had a small family cemetery on the estate. • After the allied forces retook Arweth, soldiers were sent to the Birmigam estate to make sure no undead were around. They exhumed and burned the bodies SHE6-01 Flesh Torn Asunder Page 16 found. The mausoleum, however, was not torn down. There is no time to use Gather Information for more information on Nycos Dephos. Bardic Knowledge or Knowledge (arcana) at DC 30 yields that there was once a necromancer in the Valley by that name, but that was many years ago. The trip to the estate takes about an hour so the party arrives right at midnight. Read the following once they arrive: What was once a prosperous estate is now little more than ruins casting long shadows in the moonlight. A search of the grounds leads you to the one remaining intact structure on the property: a large stone mausoleum with a columned entrance. The double doors of the mausoleum have two crests on them. The first is a simple shield with red on top and blue on the bottom. At its center, there is a blue dragon rampant. The second is a shield with a red skull surrounded in red flames painted on a black field. Two red daggers flank this second shield. Trap: Dephos has set up numerous trapped devices around the front of the mausoleum to weaken his opposition and bolster his undead guards. In addition to alarm spells used for triggering the traps, he has set up alarm spells to notify him when any intruders trigger the traps so that he can begin casting buff spells whose duration is measured in hours/level. Creatures: In addition to the traps, he has two guards from the undead that he has collected over the years. If a target is required for a trap, it is whatever creature set off the trap. Also, at APLs 12 and 14, there is a heightened unhallow trap that Dephos has already triggered by crossing it. He triggers it every day so that it renews. The bane effect affects creatures that are not Lawful Evil in alignment. APL 6 (EL 8) � Enervation Trap: CR 5; magic device; proximity trigger (alarm); automatic reset; Atk +3 ranged touch; spell effect (enervation, 7th-level wizard, 1d4 negative levels for 7 hours, DC 16 Fort negates); Search DC 29; Disable Device DC 29. � Ettin Skeletons (2): hp 90 each; see Monster Manual, page 227. APL 8 (EL 10) � Mass Inflict Moderate Wounds Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (mass inflict moderate wounds, 11th- level cleric, 2d8+11 negative energy, DC 19 Will half); Search DC 31; Disable Device DC 31. � Cloud Giant Skeletons (2): hp 153 each; see Monster Manual, page 227. APL 10 (EL 12) � Mass Inflict Critical Wounds Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (mass inflict critical wounds, 15th- level cleric, 4d8+15 negative energy, DC 22 Will half); Search DC 33; Disable Device DC 33. � Mummified Ettins (2): hp 90 each; see Appendix 3. APL 12 (EL 14) � Mass Inflict Critical Wounds Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (mass inflict critical wounds, 15th- level cleric, 4d8+15 negative energy, DC 22 Will half); Search DC 33; Disable Device DC 33. � Heightened Unhallow Trap: CR 9; magic device; proximity trigger (detect undead); no reset; spell effect (heightened (to 8th-level) unhallow, 15th- level cleric, magic circle against good effect, all turning checks made to turn undead take a –4 penalty and turning checks to rebuke undead gain a +4 profane bonus, heightened (to 8th-level) bane effect, DC 22 Will negates); Search DC 33; Disable Device DC 33. � Mummified Stone Giants (2): hp 126 each; see Appendix 4. APL 14 (EL 16) � Heightened Mass Inflict Critical Wounds Trap: CR 10; magic device; proximity trigger (alarm); automatic reset; spell effect (heightened (to 9th- level) mass inflict critical wounds, 17th-level cleric, 4d8+17 negative energy, DC 23 Will half); Search DC 34; Disable Device DC 34. � Energy Drain Trap: CR 10; magic device; visual trigger (true seeing); automatic reset; Atk +8 ranged touch; spell effect (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fort partial); Search DC 34; Disable Device DC 34. � Heightened Unhallow Trap: CR 10; magic device; proximity trigger (detect undead); no reset; spell effect (heightened (to 9th-level) unhallow, 17th- level cleric, magic circle against good effect, all turning checks made to turn undead take a –4 penalty and turning checks to rebuke undead gain a +4 profane bonus, heightened (to 9th-level) bane effect, DC 23 Will negates); Search DC 34; Disable Device DC 34. � Mummified Stone Giants, Double-Evolved (2): hp 126 each; see Appendix 5. Tactics: The mindless undead guards advance across the field and attack the nearest PCs. In doing so, they trip off the traps. The mummified creatures attempt to engage the PCs in the area of the traps so that the undead creatures regain hit points as the traps weaken their opponents. SHE6-01 Flesh Torn Asunder Page 17 Treasure: The weapons that the undead guards possess can be sold afterward. The Treasure Summary at the end lists their value. Also, after the party disables the traps, they will see that there are valuable gems that are part of the traps’ construction. The value of the gems is APL x 50 gp per character. This is also in the Treasure Summary. Development: Dephos does not come out to defeat the party; he expects them to come to him. A DC 20 Search check (take 20 allowed) of the mausoleum shows that the center crypt is actually an entrance to an underground passage leading to Encounter 10. ENCOUNTER 10: THE ASSASSIN The party gets to this encounter after finding the secret entrance in the mausoleum’s center crypt in Encounter 9. Read the following: The stairs hidden in the center crypt lead you down to a short ten-foot wide hallway illuminated by everburning torches. There is a steel double door at the end with a large and quite visible lock centered between them. Refer to DM Aid: Map #3. The door itself is locked with the lock’s quality varying by APL Open Lock (DC APL + 10, take 20 is allowed). If the party takes 20 to open the lock, this gives Dephos more time to prepare. The door has a one-inch steel outside covering atop a one- inch adamantine layer. Both layers must be breached to break down the doors. They are held together by one- inch wide adamantine nuts and bolts (use the adamantine layer stats for breaking the nuts and bolts). The doors meet flush with the floor and door frame. � Door (steel layer): 1 in. thick; hardness 10; hp 30; Break DC 28. � Door (adamantine layer): 1 in. thick; hardness 20; hp 40; Break DC 33. The door opens into a large vault fifteen feet high, forty feet wide, and thirty feet deep. The top of the door is at the top of the room, and there are two steel ladders attached to the wall (one on either side of the double door) so that the party can reach the floor. There is also a rope attached to a pulley near the door that was for lowering large pallets of treasure down. The rope is decayed now, and it would be difficult to run another rope through the pulley. Birmigam designed this vault as a way for him to take his treasures with him when he died. He had not planned on leaving anything for his sons, as they were more than capable of making their way in the world. Unfortunately for him, the giants attacked before the vault was completely finished, and no treasure ever made it inside. Still, the vault was well constructed. The walls, ceiling, and floor are stone covered by a one-inch layer of lead covered by a one-inch layer of steel. It would not only serve as a means of defense, but as a preventative for detection. It has one small vent in the ceiling that winds its way to a hidden vent (DC 30 Search) on the estate grounds. The vent provides air in case the Birmigams needed to hide in the vault during an attack. Trap: There is one small trap on the way to the final encounter on the stairs outside of the door to Dephos’ hideout. It does no damage, but sets off an alarm. If the party sets it off, this gives him some time to set up his buff spells whose duration is measured in minutes/level. The trap does no damage so it is not included in the EL for this encounter. All APLs � Heightened Alarm Trap: CR 10; magic device; proximity trigger (alarm); automatic reset; spell effect (heightened (to 9th-level) alarm, 17th-level wizard); Search DC 34; Disable Device DC 34. Creatures: Nycos Dephos was once a human necromancer interested in matters of death and undeath. To pay for his research, he became an arcane assassin in Sterich, specializing in killing targets by necromantic, evocation, or conjuration spells. He eventually crossed over into undeath (as a vampire at lower APLs and a lich at upper APLs) so as to continue his studies throughout the centuries. APL 6 (EL 9) � Nycos Dephos, Male Human Vampire Wiz(Necromancer)7: hp 63 (78 with false life); see Appendix 1. APL 8 (EL 11) � Nycos Dephos, Male Human Vampire Wiz(Necromancer)9: hp 81 (98 with false life); see Appendix 2. APL 10 (EL 13) � Nycos Dephos, Male Human Lich Wiz(Necromancer)11: hp 99 (117 with false life); see Appendix 3. APL 12 (EL 15) � Nycos Dephos, Male Human Lich Wiz(Necromancer)13: hp 117 (135 with false life); see Appendix 4. APL 14 (EL 17) � Nycos Dephos, Male Human Lich Wiz(Necromancer)15: hp 135 (153 with false life); see Appendix 5. Tactics: When the alarm spells go off in Encounter 9, Dephos casts greater mage armor and false life to increase his ability to defend himself. If the alarm spell goes off in the outside hallway, he casts greater invisibility, fly (from a potion), protection from good, and his very best summon SHE6-01 Flesh Torn Asunder Page 18 monster or summon undead spell at the very least. He then uses the following spells in order, casting and moving as necessary (note that all spells listed in the stat block as Moilian spells use runebones created at the spell’s level – for example, a 3rd-level Moilian spell uses a runebone that adds 3d6 damage). APL 6 Evard’s black tentacles (targeting five feet inside the doorway), fireball (targeting the area of the tentacles), ray of exhaustion (at the most powerful opponent not entangled – probably the party’s fighter), summon undead II, magic missile, magic missile, magic missile. APL 8 Evard’s black tentacles (targeting five feet inside the doorway, cloudkill (targeting the area of the tentacles), Moilian waves of fatigue (trying to catch as many unentangled opponents as possible), fireball (targeting the area of the tentacles), Moilian ray of exhaustion (at the most powerful opponent not entangled – probably the party’s fighter), summon undead III, magic missile, magic missile, magic missile. APL 10 Evard’s black tentacles (targeting five feet inside the doorway, repulsion, cloudkill (targeting the area of the tentacles), Moilian waves of fatigue (trying to catch as many opponents that are not entangled as possible), disintegrate (at the most powerful opponent not entangled – probably the party’s fighter), Moilian ray of entropy (targeting the most powerful opponent not entangled), fireball (targeting the area of the tentacles), summon undead IV, magic missile, magic missile, magic missile. APL 12 Evard’s black tentacles and quickened fireball (targeting five feet inside the doorway, repulsion and quickened spectral hand, cloudkill (targeting the area of the tentacles), disintegrate (at the most powerful opponent not entangled – probably the party’s fighter), Moilian arrow of bone (targeting the most powerful opponent not entangled), stone to flesh (targeting the most powerful opponent not entangled), Moilian ray of entropy (targeting the most powerful opponent not entangled), delayed blast fireball (targeting the area of the tentacles), fireball that is maximized via the rod (targeting the area of the tentacles), cone of cold (targeting the area of the tentacles), summon undead IV, magic missile, magic missile, magic missile. APL 14 Evard’s black tentacles and quickened fireball (targeting five feet inside the doorway, repulsion and quickened spectral hand, cloudkill (targeting the area of the tentacles), Moilian waves of fatigue (trying to catch as many opponents that are not entangled as possible), Moilian blackfire (at the most powerful opponent not entangled – probably the party’s fighter), Moilian horrid wilting (trying to get the most targets not entangled), disintegrate (targeting the most powerful opponent not entangled), Moilian arrow of bone (targeting the most powerful opponent not entangled), stone to flesh (targeting the most powerful opponent not entangled), Moilian ray of entropy (targeting the most powerful opponent not entangled), maximized cone of cold (targeting the area of the tentacles), fireball that is maximized via the rod (targeting the area of the tentacles), delayed blast fireball (targeting the area of the tentacles), rapid summon undead V, rapid summon undead IV, magic missile, magic missile, magic missile. When Dephos casts his summon undead spells, he selects the following undead unless the battle clearly indicates another selection is more useful: Summon undead I � Human Warrior Skeleton: hp 9; see Monster Manual, page 226. Summon undead II � Owlbear Skeleton: hp 45; see Monster Manual, page 226. Summon undead III � Troll Skeleton: hp 54; see Monster Manual, page 227. Summon undead IV � Wyvern Zombie: hp 126; see Monster Manual, page 267. Summon undead V � Wyvern Zombies (2): hp 126 each; see Monster Manual, page 267. Additional undead that he can summon are found in DM Aid: New Rules. When Dephos casts his summon monster spells, he selects the following creatures unless the battle clearly indicates another selection is more useful: Summon monster I � Fiendish Snake, Small Viper: hp 6; see Monster Manual, page 280; fiendish template adds darkvision 60 ft., resistance to cold and fire 5, and SR 5. Summon monster II � Fiendish Snake, Medium Viper: hp 12; see Monster Manual, page 280; fiendish template adds darkvision 60 ft., resistance to cold and fire 5, and SR 6. Summon monster III � Hell Hound: hp 27; see Monster Manual, page 151. SHE6-01 Flesh Torn Asunder Page 19 Summon monster IV � Yeth Hound: hp 23; see Monster Manual, page 260. Summon monster V � Shadow Mastiff: hp 33; see Monster Manual, page 222. Summon monster VI � Devil, Chain (Kyton): hp 60; see Monster Manual, page 53. Summon monster VII � Devil, Bone (Osyluth): hp 98; see Monster Manual, page 52. Summon monster VIII � Devils, Bone (Osyluth) (2): hp 98 each; see Monster Manual, page 52. Dephos casts the spells in the given order above, using the first set of spells as a surprise round if he gets that opportunity. His tactics change if the situation changes; he is certainly not locked into any one course of action and is intelligent enough to change tactics if what he is doing is not working. At APL 6 and 8, Dephos also has a number of wolves equal to the APL serving as children of the night. Prior to the door opening, he orders the wolves to attack anyone going coming down the ladder. The wolves, therefore, should have a separate Initiative roll. Their purpose is a delaying action so that he can get off more spells. As Dephos is not attached to the wolves, he freely includes them in any area-effect spells that he casts. Dephos keeps a teleport spell in reserve as a means of escape. At APL 6, this comes from a scroll so he has to drop the greater invisibility to read it. The scroll is a part of his equipment at all APLs. Finally, Dephos is a very overconfident villain. He is not afraid to spill some parts of the Triumvirate’s plans as he thinks he will kill the party with no problems. Each round, he spends a free action to reveal some aspect of the plot. Use the following phrases each round to taunt the party, which also informs the party as to the real plot: • “You failed once before, and the Cup passed from your hands. You failed this time, and the Whispered Flesh has slipped through your fingers as well. Your deaths will make your failures complete.” • “You all are so easily played. All it takes is a little mistrust here and there, and you are confused as to the real plot to this story.” • “The Whispered One will soon return to restore his Empire in the Valley. The Whispered Flesh will ensure that. All that is required now is the Book.” • “The Cup and The Flesh and The Book. Three Items of Power for Three Wielders of Power. The Triumvirate shall make the way.” • “You will see that I am indeed merciful, for you will die much quicker than the rest of the Valley.” If Dephos sees that he is outmatched (being at half hp while still having significant opposition remaining), he will try to escape. His preferred method is a teleport spell as noted earlier. If that should fail at APL 6 or 8, he will go into gaseous form and use the remaining time on his fly spell to escape. Finally, even if they defeat Dephos, it is not the end for him. As a vampire, his gaseous form will work its way to the vent and escape to his hidden coffin (which is not in the vault) before the PCs can track him. As a lich, as his phylactery is not in the vault, Dephos will reform in 1d10 days after his defeat. In either case, however, his gear will remain after his apparent destruction. Treasure: The treasure that Dephos has is listed in the Treasure Summary. Note that, while he uses certain restricted spells with an Evil descriptor, these spells will not be found in his spellbooks for the PCs to have later. Dephos also has Player Handout #5 on his person, which gives the players further information. The spellbooks are hidden in the room; they are copies of his spellbooks that he uses while traveling. Thus, if Dephos loses them, it is no great loss. Development: A DC 20 Search check (take 20 allowed after the combat) of the room reveals that the urn is here. It has been opened, and its ashes are on a large ceramic plate. It is obvious that Dephos or someone else searched through the ashes for something. The search will also reveal Dephos’ spellbooks as noted above. Strikethrough any spellbooks not found from the Dephos’ Spellbooks AR benefit. CONCLUSION Despite his promise to desecrate the ashes, Dephos is not going to stay around to collect them if he defeats the party or if he needs to make a fast getaway. The same holds true for his spellbooks; they are only copies. If there is no one in the party alive or unconscious, Watcher Branwen will lead a group of Knights to the estate and the party will have the opportunity for healing and/or raising. If they are defeated, however, they will not get the Favor of the Knights of the Watch/Knights of Dispatch or the Knights Training AR benefits; strikethrough both benefits. Read the following if the party was defeated: You awaken to the sound of armored footsteps. A female voice you recognize as belonging to Watcher Branwen barks out the orders, “Let’s get these people out of here!” You hear an unidentified male voice yell out, “Ma’am, I found the ashes! They SHE6-01 Flesh Torn Asunder Page 20 are scattered about, but appear to be all here!” Watcher Branwen yells back, “Gather them up! At least one good thing happened here.” With that, she looks at your broken bodies in dismay. Yes, the game in Hochoch has gotten more serious and the villains are in the lead. If Dephos escaped, read the following: You managed to drive off the foul undead assassin responsible for the murders, but did not destroy him. You know you will be seeing him again as this business is far from over. The villains are indeed ahead in this game, but you are now much closer to them and their plans. It is not over. If Dephos “dies”, read the following: You have managed to destroy the foul undead assassin responsible for the murders, but you know he will be back because you were unable to finish the job. Still, you now know of the villains’ game and you have dealt them a setback. It is not over, but you are closer now that you ever were before. If the party returns back to the Knights after successfully defeating Dephos, the Knights will consider them to be valued allies and will give them the Favor of the Knights of the Watch/Knights of Dispatch and the Knights Training AR benefits. Finally, if any rogue PCs report the events of this adventure to their metaorganization, they will receive the Thick as Thieves AR benefit. Note: At the conclusion of this adventure, if the PCs gain access to teamwork benefits (the Knights Training AR benefit), and the players decide that they’d like to form a team with their PCs, one copy of the Living Greyhawk Team Roster Form should be handed to each player that decides to join. Allow the players to read over the rules and costs listed on the form; if they are in agreement, have the players that wish to form a team complete the form, and then fill out the bottom portion of the form with your name, signature, and date. If they do not wish to form a team at this time, explain to the players that they still have access to the teamwork benefits, and may use these rules items if they decide to form a team at the end of another adventure that gives them access to teamwork benefits (but only if they come from the Knights of the Watch/Dispatch). PCs may only create a team following an adventure that gives access to teamwork benefits. The End EXPERIENCE POINT SUMMARY To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Encounter 1 Disable or survive the traps. APL 6: 210 xp. APL 8: 270 xp. APL 10: 330 xp. APL 12: 390 xp. APL 14: 450 xp. Encounter 9 Defeat the undead. APL 6: 240 xp. APL 8: 300 xp. APL 10: 360 xp. APL 12: 420 xp. APL 14: 480 xp. Encounter 10 Defeat Nycos Dephos. APL 6: 270 xp. APL 8: 330 xp. APL 10: 390 xp. APL 12: 450 xp. APL 14: 510 xp. Story Award Find out the truth about the Midnight Raven’s operations in Hochoch. APL 6: 90 xp. APL 8: 113 xp. APL 10: 135 xp. APL 12: 158 xp. APL 14: 180 xp. Discretionary Roleplaying Award APL 6: 90 xp. APL 8: 112 xp. APL 10: 135 xp. APL 12: 157 xp. APL 14: 180 xp. Total possible experience APL 6: 900 xp. APL 8: 1,125 xp. APL 10: 1,350 xp. APL 12: 1,575 xp. APL 14: 1,800 xp. SHE6-01 Flesh Torn Asunder Page 21 TREASURE SUMMARY During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional adventure, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter 9: APL 6: L: 12 gp, C: 300 gp, M: 0 gp. APL 8: L: 11 gp, C: 400 gp, M: 0 gp. APL 10: L: 12 gp, C: 500 gp, M: 0 gp. APL 12: L: 7 gp, C: 600 gp, M: 0 gp. APL 14: L: 7 gp, C: 700 gp, M: 0 gp. Encounter 10: APL 6: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 gp), headband of intellect +2 (333 gp), ring of protection +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 gp). APL 8: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 gp), headband of intellect +2 (333 gp), ring of protection +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 gp), Dephos’ Spellbook IV (167 gp), amulet of natural armor +2 (667 gp), potion of inflict serious wounds (63 gp). APL 10: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 gp), headband of intellect +4 (1,333 gp), ring of protection +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 gp), Dephos’ Spellbook IV (167 gp), Dephos’ Spellbook V (175 gp), amulet of natural armor +2 (667 gp), potion of inflict serious wounds (63 gp). APL 12: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 gp), headband of intellect +4 (1,333 gp), ring of protection +1 (167 gp), arcane scroll of teleport (CL 9th) (94 gp), vest of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 gp), Dephos’ Spellbook IV (167 gp), Dephos’ Spellbook V (175 gp), Dephos’ Spellbook VI (204 gp), amulet of natural armor +2 (667 gp), potion of inflict serious wounds (63 gp), gloves of dexterity +4 (1,333 gp), metamagic rod (maximize, lesser) (1,167 gp). APL 14: L: 28 gp, C: 0 gp, M: +1 mithral buckler (168 gp), headband of intellect +6 (3,000 gp), ring of protection +2 (667 gp), arcane scroll of teleport (CL 9th) (94 gp), vest of resistance +2 (333 gp), Dephos’ Spellbook I (113 gp), Dephos’ Spellbook II (125 gp), Dephos’ Spellbook III (150 gp), Dephos’ Spellbook IV (167 gp), Dephos’ Spellbook V (175 gp), Dephos’ Spellbook VI (204 gp), Dephos’ Spellbook VII (233 gp), amulet of natural armor +2 (667 gp), potion of inflict serious wounds (63 gp), gloves of dexterity +4 (1,333 gp), metamagic rod (maximize, lesser) (1,167 gp), bracers of armor +5 (2,o83 gp). Total Possible Treasure (Maximum Reward Allowed) APL 6: L: 40 gp, C: 300 gp, M: 1,483 gp – Total: 1,823 gp (900 gp). APL 8: L: 39 gp, C: 400 gp, M: 2,380 gp – Total: 2,819 gp (1,300 gp). APL 10: L: 40 gp, C: 500 gp, M: 3,555 gp – Total: 4,095 gp (2,300 gp). APL 12: L: 35 gp, C: 600 gp, M: 6,259 gp – Total: 6,894 gp (3,300 gp). SHE6-01 Flesh Torn Asunder Page 22 APL 14: L: 35 gp, C: 700 gp, M: 10,742 gp – Total: 11,477 gp (6,600 gp). ITEMS FOR THE ADVENTURE RECORD Special � Imprisoned in Hochoch (First Outcome): For removing evidence from a crime, you are sentenced to a reduced punishment of 4 TUs of imprisonment. Lifestyle costs for these TUs are free. � Imprisoned in Hochoch (Second Outcome): For assaulting Hochoch city guards, you are sentenced to a reduced punishment of 8 TUs of imprisonment. Lifestyle costs for these TUs are free. � Outlaw in Hochoch: For assaulting city guards with intent to kill, you are sentenced to a term of lengthy imprisonment in the City of Hochoch. However, you manage to escape before being arrested. If you are a member of the Knights of the Watch or the Knights of Dispatch, you are immediately removed from the Order. If you return to Hochoch, you will automatically be captured and imprisoned for 156 TUs. Lifestyle costs for these TUs are free. � Dephos’ Spellbooks: You have found the spellbooks of the undead necromancer Nycos Dephos. There are a total of seven spellbooks; each volume is available at a certain APL and above. They contain the following (SCSpell Compendium, FBFrostburn): APL 6 - Spellbook I: 1st – grease, mage armor, magic missile, protection from good, ray of enfeeblement, shield, summon monster I; 2nd – cat’s grace, false life, fox’s cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, scorching ray, spectral hand, summon monster II. Price: 1,350 gp; Weight: 3 lbs. APL 6 - Spellbook II: 3rd – dispel magic, fireball, greater mage armorSC, halt undead, keen edge, magic circle against good, ray of exhaustion, resonating boltSC, summon monster III, vampiric touch. Price: 1,500 gp; Weight: 3 lbs. APL 6 - Spellbook III: 4th – animate dead, contagion, enervation, Evard’s black tentacles, lesser globe of invulnerability, greater invisibility, mindfrostFB, summon monster IV, sword of deceptionSC. Price: 1,800 gp; Weight: 3 lbs. APL 8 - Spellbook IV: 5th – baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic jar, summon monster V, teleport, waves of fatigue. Price: 2,000 gp; Weight: 3 lbs. APL 10 - Spellbook V: 6th – disintegrate, eyebite, greater dispel magic, ray of entropySC, repulsion, stone to flesh, summon monster VI. Price: 2,100 gp; Weight: 3 lbs. APL 12 - Spellbook VI: 7th – arrow of boneSC, delayed last fireball, spell turning, summon monster VII, sword of darknessSC, greater teleport, waves of exhaustion. Price: 2,450 gp; Weight: 3 lbs. APL 14 - Spellbook VII: 8th – blackfireSC, greater shout, horrid wilting, polar ray, summon monster VIII, symbol of death, trap the soul. Price: 2,800 gp; Weight: 3 lbs. � Favor of the Knights of the Watch/Dispatch: By reporting the events of this adventure to the Knights, you have gained their favor. If you are not a member and are a human, dwarf, or half-elf, the Knights will grant a recommendation for membership into their ranks and grant you access (Frequency: Adventure) to purchase the following item immediately: mithral chain shirt. In addition, members of the metaorganization gain these additional (cumulative) benefits: If this PC is a Squire, this access is upgraded to Frequency: Metaregional. If this PC is a Senior Squire, they gain access (Frequency: Metaregional) to boots of striding and springing as well. If you are a full Knight, you get access (Frequency: Metaregional) to a ring of mind shielding as well. The DM should verify membership and strikethrough any item access not granted. � Knights Training: Because of the seriousness of this growing situation, the Knights want you to undergo further training. If you are a member of the Knights of the Watch or Knights of Dispatch, you may select one or more of the following teamwork benefits: Heavy CavalryHoB, InfiltrationDMG2, Ranged PrecisionDMG2, Snap Out of ItDMG2. The rules for how to apply these benefits can be found on the Living Greyhawk Team Roster Form. These benefits can ONLY be gained at the end of this adventure (or any other adventure that offers teamwork benefits from the Knights of the Watch/Dispatch). Non- members can be trained as well, but must spend one Influence Point with the Knights per benefit gained. HoBHeroes of Battle, DMG2Dungeon Master’s Guide II. � Thick as Thieves: For reporting the events of this adventure to a thieves’ guild metaorganization to which you are a member, you gain one Influence Point with that organization. You also gain access (Frequency: Metaregional) to purchase a cloak of elvenkind. Name of Organization: _________________________________ Item Access APL 6 (all of the following): • +1 Mithral Buckler (Adventure; Dungeon Master’s Guide) • Arcane Scroll of Teleport (CL 9th; Adventure; Dungeon Master’s Guide) • Dephos’ Spellbooks I, II, and III (Adventure; See Above) • Vest of Resistance +2 (Adventure; Complete Arcane) SHE6-01 Flesh Torn Asunder Page 23 APL 8 (all of APL 6 plus the following): • Amulet of Natural Armor +2 (Adventure; Dungeon Master’s Guide) • Dephos’ Spellbook IV (Adventure; See Above) • Potion of Inflict Serious Wounds (Adventure; Dungeon Master’s Guide) APL 10 (all of APLs 6, 8 plus the following): • Dephos’ Spellbook V (Adventure; See Above) • Headband of Intellect +4 (Adventure; Dungeon Master’s Guide) • Large Items: Javelin, Morningstar, Hide Armor (Adventure; Player’s Handbook) APL 12 (all of APLs 6, 8, 10 plus the following): • Large Items: Greatclub (Adventure; Player’s Handbook) • Dephos’ Spellbook VI (Adventure; See Above) • Metamagic Rod, Maximize, Lesser (Adventure; Dungeon Master’s Guide) • Gloves of Dexterity +4 (Adventure; Dungeon Master’s Guide) APL 14 (all of APLs 6, 8, 10, 12 plus the following): • Bracers of Armor +5 (Adventure; Dungeon Master’s Guide) • Dephos’ Spellbook VII (Adventure; See Above) • Headband of Intellect +6 (Adventure; Dungeon Master’s Guide) • Ring of Protection +2 (Adventure; Dungeon Master’s Guide) SHE6-01 Flesh Torn Asunder Page 24 APPENDIX 1 – APL 6 ENCOUNTER 9 Ettin Skeleton: hp 90; see Monster Manual, page 227. ENCOUNTER 10 Nycos Dephos, Male Human Vampire Wiz(Necromancer)7: Medium Undead (augmented humanoid); CR 9; HD 7d12; hp 63 (78 with false life); Init +9; Spd 30 ft., fly 60 ft. (g00d); AC 30, touch 16, flat-footed 25 (+5 Dex, +6 armor, +2 shield, +6 natural, +1 deflection); Base Atk/Grp: +3/+5; Atk: +6 melee (1d4+2/19-20, masterwork dagger) or +9 ranged (1d4+2/19-20, masterwork dagger) or +5 melee (1d6+3 plus energy drain, slam); Full Atk: +6 melee (1d4+2/19-20, masterwork dagger) or +9 ranged (1d4+2/19-20, masterwork dagger) or +5 melee (1d6+3 plus energy drain, slam); SA spells, blood drain, children of the night, create spawn, dominate DC 16, energy drain DC 16, natural weapons count as magical weapons for overcoming DR; SQ alternate form, DR 10/silver and magic, cold/electricity resistance 10, fast healing 5, gaseous form, spider climb, summon familiar, turn resistance +4; AL LE; SV Fort +4, Ref +11, Will +9; Str 14, Dex 20, Con –, Int 19 (21), Wis 14, Cha 16. Skills and Feats: Bluff +11, Concentration +13, Decipher Script +15, Hide +13, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (history) +15, Knowledge (religion) +15, Knowledge (the planes) +10, Listen +12, Move Silently +13, Search +13, Sense Motive +10, Spellcraft +17, Spot +12; AlertnessB, Combat Casting, Combat ReflexesB, Craft Wondrous ItemB, DodgeB, Greater Spell Focus (Necromancy), Improved InitiativeB, Lightning ReflexesB, Scribe ScrollB, Simple Weapon Proficiency, Spell Focus (Necromancy). Wizard Spells Prepared (4+1/6+1/4+1/3+1/2+1; base DC = 15 + spell level, 17 + spell level for Necromancy spells): 0 – mage hand, prestidigitation, ray of frost, touch of fatigue* (2); 1st – magic missile (3), protection from good, ray of enfeeblement* (2), summon undead ISC; 2nd – false life*, ghoul touch, glitterdust, spectral hand, summon undead IISC; 3rd – fireball, greater mage armor, ray of exhaustion*, summon undead IIISC; 4th – enervation*, Evard’s black tentacles, greater invisibility. SCSpell Compendium. *Bonus spell; Prohibited Schools: Enchantment, Divination. Spellbook: 1st – grease, mage armor, magic missile, protection from good, ray of enfeeblement, shield, summon monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, scorching ray, spectral hand, summon monster II, summon undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, magic circle against good, ray of exhaustion, resonating boltSC, summon undead IIISC, vampiric touch; 4th – animate dead, contagion, enervation, Evard’s black tentacles, lesser globe of invulnerability, greater invisibility, mindfrostFB, summon monster IV, summon undead IVSC, sword of deceptionSC. FBFrostburn, SCSpell Compendium. Possessions: spellbooks, +1 mithral buckler, headband of intellect +2, masterwork dagger, courtier's outfit, potion of fly, ring of protection +1, arcane scroll of teleport (CL 9th), vest of resistance +2CA. CAComplete Arcane. SHE6-01 Flesh Torn Asunder Page 25 APPENDIX 2 – APL 8 ENCOUNTER 9 Cloud Giant Skeleton: hp 153; see Monster Manual, page 227. ENCOUNTER 10 Nycos Dephos, Male Human Vampire Wiz(Necromancer)9: Medium Undead (augmented humanoid); CR 11; HD 9d12; hp 81 (98 with false life); Init +9; Spd 30 ft., fly 60 ft. (g00d); AC 32, touch 16, flat-footed 27 (+5 Dex, +6 armor, +2 shield, +8 natural, +1 deflection); Base Atk/Grp: +4/+6; Atk: +7 melee (1d4+2/19-20, masterwork dagger) or +10 ranged (1d4+2/19-20, masterwork dagger) or +6 melee (1d6+3 plus energy drain, slam); Full Atk: +7 melee (1d4+2/19-20, masterwork dagger) or +10 ranged (1d4+2/19-20, masterwork dagger) or +6 melee (1d6+3 plus energy drain, slam); SA spells, blood drain, children of the night, create spawn, dominate DC 17, energy drain DC 17, natural weapons count as magical weapons for overcoming DR; SQ alternate form, DR 10/silver and magic, cold/electricity resistance 10, fast healing 5, gaseous form, spider climb, summon familiar, turn resistance +4; AL LE; SV Fort +5, Ref +12, Will +10; Str 14, Dex 20, Con –, Int 20 (22), Wis 14, Cha 16. Skills and Feats: Bluff +11, Concentration +15, Decipher Script +18, Hide +13, Knowledge (arcana) +18, Knowledge (dungeoneering) +13, Knowledge (history) +18, Knowledge (religion) +17, Knowledge (the planes) +13, Listen +12, Move Silently +13, Search +14, Sense Motive +10, Spellcraft +20, Spot +12; AlertnessB, Black Lore of MoilCA, Combat Casting, Combat ReflexesB, Craft Wondrous ItemB, DodgeB, Greater Spell Focus (Necromancy), Improved InitiativeB, Lightning ReflexesB, Scribe ScrollB, Simple Weapon Proficiency, Spell Focus (Necromancy). CAComplete Arcane. Wizard Spells Prepared (4+1/6+1/6+1/4+1/3+1/2+1; base DC = 16 + spell level, 18 + spell level for Necromancy spells): 0 – mage hand, prestidigitation, ray of frost, touch of fatigue* (2); 1st – magic missile (3), protection from good, MoilianCA ray of enfeeblement* (2), summon undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s acid arrow, spectral hand, summon undead IISC; 3rd – dispel magic, fireball, greater mage armor, MoilianCA ray of exhaustion*, summon undead IIISC; 4th – MoilianCA enervation*, Evard’s black tentacles, greater invisibility, summon undead IVSC; 5th – cloudkill, teleport, MoilianCA waves of fatigue*. SCSpell Compendium, CAComplete Arcane. *Bonus spell; Prohibited Schools: Enchantment, Divination. Spellbook: 1st – grease, mage armor, magic missile, protection from good, ray of enfeeblement, shield, summon monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, scorching ray, spectral hand, summon monster II, summon undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, magic circle against good, ray of exhaustion, resonating boltSC, summon undead IIISC, vampiric touch; 4th – animate dead, contagion, enervation, Evard’s black tentacles, lesser globe of invulnerability, greater invisibility, mindfrostFB, summon monster IV, summon undead IVSC, sword of deceptionSC; 5th – baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic jar, summon monster V, summon undead VSC, teleport, waves of fatigue. FBFrostburn, SCSpell Compendium. Possessions: Moilian runebones, spellbooks, +1 mithral buckler, amulet of natural armor +2, potion of inflict serious wounds, headband of intellect +2, masterwork dagger, courtier's outfit, potion of fly, ring of protection +1, arcane scroll of teleport (CL 9th), vest of resistance +2CA. CAComplete Arcane. SHE6-01 Flesh Torn Asunder Page 26 APPENDIX 3 – APL 10 ENCOUNTER 9 Mummified Ettin: Large Undead (augmented giant); CR 9; HD 10d12; hp 90; Init +3; Spd 20 ft.; AC 21, touch 8, flat-footed 21 (-1 size, -1 Dex, +3 armor, +10 natural); Base Atk/Grp: +7/+21; Atk: +16 melee (2d6+10, large morningstar) or +5 ranged (1d8+10, large javelin) or +16 melee (2d6+10, slam); Full Atk: +16/+11 melee (2d6+10, 2 large morningstars) or +5/+0 ranged (1d8+10, 2 large javelins) or +16 melee (2d6+10, slam) or +16/+11 melee (2d6+10, large morningstar) and +16 melee (2d6+10, slam); SA mummy rot, despair; SQ DR 5/–, superior two- weapon fighting, undead traits, vulnerability to fire; AL LE; SV Fort +7, Ref +2, Will +7; Str 30, Dex 8, Con –, Int 2, Wis 14, Cha 15. Libris Mortis, page 110. Skills and Feats: Concentration +2, Listen +8, Search -1, Spot +12; Alertness, Improved Initiative, Iron Will, Power Attack. Skills: An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks. Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons. Despair (Su): At the mere sight of a mummified ettin, the viewer must succeed on a DC 17 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Cha-based. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Cha-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Possessions: large hide armor, 2 large morningstars, 4 large javelins. ENCOUNTER 10 Nycos Dephos, Male Human Lich Wiz(Necromancer)11: Medium Undead (augmented humanoid); CR 13; HD 11d12; hp 99 (117 with false life); Init +7; Spd 30 ft., fly 60 ft. (g00d); AC 29, touch 14, flat- footed 26 (+3 Dex, +6 armor, +2 shield, +7 natural, +1 deflection); Base Atk/Grp: +5/+4; Atk: +5 melee (1d4- 1/19-20, masterwork dagger) or +9 ranged (1d4-1/19-20, masterwork dagger) or +4 melee touch (1d8+5 negative energy plus paralysis, touch); Full Atk: +5 melee (1d4- 1/19-20, masterwork dagger) or +9 ranged (1d4-1/19-20, masterwork dagger) or +4 melee touch (1d8+5 negative energy plus paralysis, touch); SA fear aura DC 17, paralyzing touch DC 17, touch attack DC 17, natural weapons treated as magical for the purpose of overcoming DR, spells; SQ +4 turn resistance, DR 15/bludgeoning and magic, darkvision 60 ft., undead traits, immunity to cold, electricity, polymorph, and mind-affecting attacks; AL LE; SV Fort +5, Ref +8, Will +11; Str 8, Dex 16, Con –, Int 20 (24), Wis 14, Cha 14. Skills and Feats: Concentration +16, Decipher Script +21, Hide +11, Knowledge (arcana) +21, Knowledge (dungeoneering) +18, Knowledge (history) +21, Knowledge (religion) +21, Knowledge (the planes) +18, Listen +10, Move Silently +11, Search +15, Sense Motive +10, Spellcraft +23, Spot +10; Black Lore of MoilCA, Combat Casting, Craft Wondrous ItemB, Empower SpellB, Greater Spell Focus (Necromancy), Improved Initiative, Scribe ScrollB, Spell Focus (Necromancy). CAComplete Arcane. Wizard Spells Prepared (4+1/6+1/6+1/6+1/4+1/3+1/ 2+1; base DC = 17 + spell level, 19 + spell level for Necromancy spells): 0 – mage hand, prestidigitation, ray of frost, touch of fatigue* (2); 1st – magic missile (3), protection from good, MoilianCA ray of enfeeblement* (2), summon undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s acid arrow, spectral hand, summon undead IISC; 3rd – dispel magic, fireball (2), greater mage armor, MoilianCA ray of exhaustion*, summon monster III, summon undead IIISC; 4th – MoilianCA enervation*, Evard’s black tentacles, greater invisibility, summon monster IV, summon undead IVSC; 5th – cloudkill, summon undead VSC, teleport, MoilianCA waves of fatigue*; 6th – disintegrate, MoilianCA ray of entropySC*, repulsion. SCSpell Compendium, CAComplete Arcane. *Bonus spell; Prohibited Schools: Enchantment, Divination. Spellbook: 1st – grease, mage armor, magic missile, protection from good, ray of enfeeblement, shield, summon monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, scorching ray, spectral hand, summon monster II, summon undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, magic circle against good, ray of exhaustion, resonating boltSC, summon undead IIISC, vampiric touch; 4th – animate dead, SHE6-01 Flesh Torn Asunder Page 27 contagion, enervation, Evard’s black tentacles, lesser globe of invulnerability, greater invisibility, mindfrostFB, summon monster IV, summon undead IVSC, sword of deceptionSC; 5th – baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic jar, summon monster V, summon undead VSC, teleport, waves of fatigue; 6th – disintegrate, eyebite, greater dispel magic, ray of entropySC, repulsion, stone to flesh, summon monster VI. FBFrostburn, SCSpell Compendium. Possessions: Moilian runebones, spellbooks, +1 mithral buckler, amulet of natural armor +2, potion of inflict serious wounds, headband of intellect +4, masterwork dagger, courtier's outfit, potion of fly, ring of protection +1, arcane scroll of teleport (CL 9th), vest of resistance +2CA. CAComplete Arcane. SHE6-01 Flesh Torn Asunder Page 28 APPENDIX 4 – APL 12 ENCOUNTER 9 Mummified Stone Giant: Large Undead (augmented giant); CR 11; HD 14d12; hp 126; Init +2; Spd 20 ft.; AC 25, touch 11, flat-footed 23 (-1 size, +2 Dex, +3 armor, +11 natural); Base Atk/Grp: +10/+26; Atk: +21 melee (2d8+18, large greatclub) or +11 ranged (2d6+12, rock) or +21 melee (1d4+12, slam); Full Atk: +21/+16 melee (2d8+18, large greatclub) or +11 ranged (2d6+12, rock) or +21 melee (1d4+12, 2 slams); SA despair, mummy rot, rock throwing; SQ +8 to hide checks in rocky terrain, DR 5/–, rock catching, undead traits, vulnerability to fire; AL LE; SV Fort +9, Ref +6, Will +9; Str 35, Dex 15, Con –, Int 6, Wis 16, Cha 15. Libris Mortis, page 110. Skills and Feats: Climb +13, Concentration +2, Hide +4*, Spot +15; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot. Skills: *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 lbs. (Medium objects). The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock. Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. Despair (Su): At the mere sight of a mummified stone giant, the viewer must succeed on a DC 19 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Cha-based. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 19, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Cha-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Possessions: large hide armor, large greatclub, 6 rocks. ENCOUNTER 10 Nycos Dephos, Male Human Lich Wiz(Necromancer)13: Medium Undead (augmented humanoid); CR 15; HD 13d12; hp 117 (135 with false life); Init +9; Spd 30 ft., fly 60 ft. (g00d); AC 31, touch 16, flat- footed 26 (+5 Dex, +6 armor, +2 shield, +7 natural, +1 deflection); Base Atk/Grp: +6/+5; Atk: +6 melee (1d4- 1/19-20, masterwork dagger) or +12 ranged (1d4-1/19-20, masterwork dagger) or +5 melee touch (1d8+5 negative energy plus paralysis, touch); Full Atk: +6/+1 melee (1d4- 1/19-20, masterwork dagger) or +12 ranged (1d4-1/19-20, masterwork dagger) or +5 melee touch (1d8+5 negative energy plus paralysis, touch); SA fear aura DC 18, paralyzing touch DC 18, touch attack DC 18, natural weapons treated as magical for the purpose of overcoming DR, spells; SQ +4 turn resistance, DR 15/bludgeoning and magic, darkvision 60 ft., undead traits, immunity to cold, electricity, polymorph, and mind-affecting attacks; AL LE; SV Fort +6, Ref +11, Will +12; Str 8, Dex 16 (20), Con –, Int 21 (25), Wis 14, Cha 14. Skills and Feats: Concentration +18, Decipher Script +23, Hide +13, Knowledge (arcana) +23, Knowledge (dungeoneering) +21, Knowledge (history) +23, Knowledge (religion) +23, Knowledge (the planes) +21, Listen +10, Move Silently +13, Search +15, Sense Motive +10, Spellcraft +25, Spot +10; Black Lore of MoilCA, Combat Casting, Craft Wondrous ItemB, Empower SpellB, Greater Spell Focus (Necromancy), Improved Initiative, Quicken Spell, Scribe ScrollB, Spell Focus (Necromancy). CAComplete Arcane. Wizard Spells Prepared (4+1/6+1/6+1/6+1/5+1/4+1/ 3+1/2+1; base DC = 17 + spell level, 19 + spell level for Necromancy spells): 0 – mage hand, prestidigitation, ray of SHE6-01 Flesh Torn Asunder Page 29 frost, touch of fatigue* (2); 1st – magic missile (3), protection from good, MoilianCA ray of enfeeblement* (2), summon undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s acid arrow, spectral hand, summon undead IISC; 3rd – dispel magic, fireball (2), greater mage armor, MoilianCA ray of exhaustion*, summon monster III, summon undead IIISC; 4th – MoilianCA enervation*, Evard’s black tentacles, greater invisibility, MoilianCA mindfrostFB, summon monster IV, summon undead IVSC; 5th – cloudkill, greater blinkSC, summon undead VSC, teleport, MoilianCA waves of fatigue*; 6th – disintegrate, MoilianCA ray of entropySC*, repulsion, quickened spectral hand; 7th – MoilianCA arrow of boneSC*, delayed blast fireball, quickened fireball. FBFrostburn, SCSpell Compendium, CAComplete Arcane. *Bonus spell; Prohibited Schools: Enchantment, Divination. Spellbook: 1st – grease, mage armor, magic missile, protection from good, ray of enfeeblement, shield, summon monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, scorching ray, spectral hand, summon monster II, summon undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, magic circle against good, ray of exhaustion, resonating boltSC, summon undead IIISC, vampiric touch; 4th – animate dead, contagion, enervation, Evard’s black tentacles, lesser globe of invulnerability, greater invisibility, mindfrostFB, summon monster IV, summon undead IVSC, sword of deceptionSC; 5th – baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic jar, summon monster V, summon undead VSC, teleport, waves of fatigue; 6th – disintegrate, eyebite, greater dispel magic, ray of entropySC, repulsion, stone to flesh, summon monster VI; 7th – arrow of boneSC, delayed blast fireball, greater teleport, spell turning, summon monster VII, sword of darknessSC, waves of exhaustion. FBFrostburn, SCSpell Compendium. Possessions: Moilian runebones, spellbooks, +1 mithral buckler, amulet of natural armor +2, potion of inflict serious wounds, headband of intellect +4, gloves of dexterity +4, masterwork dagger, courtier's outfit, potion of fly, ring of protection +1, metamagic rod (maximize, lesser), arcane scroll of teleport (CL 9th), vest of resistance +2CA. CAComplete Arcane. SHE6-01 Flesh Torn Asunder Page 30 APPENDIX 5 – APL 14 ENCOUNTER 9 Mummified Stone Giant, Double-Evolved: Large Undead (augmented giant); CR 13; HD 14d12; hp 126; Init +2; Spd 20 ft.; AC 27, touch 11, flat-footed 25 (-1 size, +2 Dex, +3 armor, +13 natural); Base Atk/Grp: +10/+28; Atk: +23 melee (2d8+21, large greatclub) or +11 ranged (2d6+14, rock) or +21 melee (1d4+14, slam); Full Atk: +23/+18 melee (2d8+21, large greatclub) or +11 ranged (2d6+12, rock) or +23 melee (1d4+14, 2 slams); SA despair, mummy rot, rock throwing; SQ +8 to hide checks in rocky terrain, DR 5/–, rock catching, undead traits, vulnerability to fire, fast healing 3; AL LE; SV Fort +9, Ref +6, Will +9; Str 39, Dex 15, Con –, Int 6, Wis 16, Cha 19. Libris Mortis, pages 99 and 110. Skills and Feats: Climb +15, Concentration +4, Hide +4*, Spot +15; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot. Skills: *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain. Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can hurl rocks of 60 to 80 lbs. (Medium objects). The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock. Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and aware of the attack in order to make a rock catching attempt. A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. Despair (Su): At the mere sight of a mummified stone giant, the viewer must succeed on a DC 21 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Cha-based. Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 21, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Cha-based. Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below. Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease. An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind. Spell-like Abilities: 1/day—unholy blight (DC 18), cloudkill (DC 19); save DC is Cha-based; CL 14th. Possessions: large hide armor, large greatclub, 6 rocks. ENCOUNTER 10 Nycos Dephos, Male Human Lich Wiz(Necromancer)15: Medium Undead (augmented humanoid); CR 17; HD 15d12; hp 135 (153 with false life); Init +9; Spd 30 ft., fly 60 ft. (g00d); AC 31, touch 17, flat- footed 26 (+5 Dex, +5 armor, +2 shield, +7 natural, +2 deflection); Base Atk/Grp: +7/+6; Atk: +7 melee (1d4- 1/19-20, masterwork dagger) or +13 ranged (1d4-1/19-20, masterwork dagger) or +6 melee touch (1d8+5 negative energy plus paralysis, touch); Full Atk: +7/+2 melee (1d4- 1/19-20, masterwork dagger) or +13 ranged (1d4-1/19-20, masterwork dagger) or +6 melee touch (1d8+5 negative energy plus paralysis, touch); SA fear aura DC 19, paralyzing touch DC 19, touch attack DC 19, natural weapons treated as magical for the purpose of overcoming DR, spells; SQ +4 turn resistance, DR 15/bludgeoning and magic, darkvision 60 ft., undead traits, immunity to cold, electricity, polymorph, and mind-affecting attacks; AL LE; SV Fort +7, Ref +12, Will +13; Str 8, Dex 16 (20), Con –, Int 21 (27), Wis 14, Cha 14. Skills and Feats: Concentration +20, Decipher Script +26, Hide +13, Knowledge (arcana) +26, Knowledge (dungeoneering) +26, Knowledge (history) +26, Knowledge (religion) +26, Knowledge (the planes) +26, Listen +10, Move Silently +13, Search +16, Sense Motive +10, Spellcraft +28, Spot +10; Black Lore of MoilCA, Combat Casting, Craft Wondrous ItemB, Empower SpellB, Greater Spell Focus (Necromancy), Improved Initiative, Maximize SpellB, Quicken Spell, Rapid SpellCD, Scribe ScrollB, Spell Focus (Necromancy). CAComplete Arcane, CDComplete Divine. Wizard Spells Prepared (4+1/6+1/6+1/6+1/6+1/5+1/ 4+1/3+1/2+1; base DC = 18 + spell level, 20 + spell level for Necromancy spells): 0 – mage hand, prestidigitation, ray of frost, touch of fatigue* (2); 1st – magic missile (3), protection from good, MoilianCA ray of enfeeblement* (2), rapidCD SHE6-01 Flesh Torn Asunder Page 31 summon undead ISC; 2nd – false life*, glitterdust (2), invisibility, Melf’s acid arrow, spectral hand, rapidCD summon undead ISC; 3rd – dispel magic (2), fireball (2), MoilianCA ray of exhaustion*, rapidCD summon undead IISC, summon undead IIISC; 4th – MoilianCA enervation* (2), Evard’s black tentacles (2), greater invisibility, summon monster IV, rapidCD summon undead IIISC; 5th – cloudkill, greater blinkSC, cone of cold, rapidCD summon undead IVSC, teleport, MoilianCA waves of fatigue*; 6th – disintegrate, MoilianCA ray of entropySC*, repulsion, quickened spectral hand, rapidCD summon undead VSC; 7th – MoilianCA arrow of boneSC*, delayed blast fireball, quickened fireball, summon monster VII; 8th – MoilianCA blackfireSC*, maximized cone of cold, MoilianCA horrid wilting. SCSpell Compendium, CAComplete Arcane, CDComplete Divine. *Bonus spell; Prohibited Schools: Enchantment, Divination. Spellbook: 1st – grease, mage armor, magic missile, protection from good, ray of enfeeblement, shield, summon monster I, summon undead ISC; 2nd – cat's grace, false life, fox’s cunning, ghoul touch, glitterdust, invisibility, Melf’s acid arrow, scorching ray, spectral hand, summon monster II, summon undead IISC; 3rd – dispel magic, fireball, greater mage armorSC, magic circle against good, ray of exhaustion, resonating boltSC, summon undead IIISC, vampiric touch; 4th – animate dead, contagion, enervation, Evard’s black tentacles, lesser globe of invulnerability, greater invisibility, mindfrostFB, summon monster IV, summon undead IVSC, sword of deceptionSC; 5th – baleful polymorph, cloudkill, cone of cold, greater blinkSC, magic jar, summon monster V, summon undead VSC, teleport, waves of fatigue; 6th – disintegrate, eyebite, greater dispel magic, ray of entropySC, repulsion, stone to flesh, summon monster VI; 7th – arrow of boneSC, delayed blast fireball, greater teleport, spell turning, summon monster VII, sword of darknessSC, waves of exhaustion; 8th – blackfireSC, greater shout, horrid wilting, polar ray, summon monster VIII, symbol of death, trap the soul. FBFrostburn, SCSpell Compendium. Possessions: Moilian runebones, spellbooks, +1 mithral buckler, amulet of natural armor +2, bracers of armor +5, potion of inflict serious wounds, headband of intellect +6, gloves of dexterity +4, masterwork dagger, courtier's outfit, potion of fly, ring of protection +2, metamagic rod (maximize, lesser), arcane scroll of teleport (CL 9th), vest of resistance +2CA. CAComplete Arcane. SHE6-01 Flesh Torn Asunder Page 32 APPENDIX 6 – ALL APLS ENCOUNTER 2 Watcher Branwen, Expeditious Vigil, Female Human Pal10/Knight of the Watch2: Medium Humanoid (Human); CR 12; HD 10d10+2d10+24; hp 108; Init +1; Spd 30 ft.; AC 24, touch 12, flat-footed 23 (+1 Dex, +9 armor, +3 shield, +1 deflection); Base Atk/Grp: +12/+15; Atk: +16 melee (1d8+4/x3, +1 adamantine battleaxe) or +16 melee (1d8+4/19-20, +1 adamantine longsword) or +16 melee (1d8+5/x3, +1 lance) or +15 melee (1d6+3, light mace); Full Atk: +16/+11/+6 melee (1d8+4/x3, +1 adamantine battleaxe) or +16/+11/+6 melee (1d8+4/19-20, +1 adamantine longsword) or +16/+11/+6 melee (1d8+5/x3, +1 lance) or +15/+10/+5 melee (1d6+3, light mace); SA smite evil 3/day (+10 damage), unleash inner strength; SQ free multiclassing, lay on hands, remove disease 2/week, secrets of the order, turn undead 6/day; AL LG; SV Fort +15, Ref +7, Will +12; Str 15 (17), Dex 12, Con 14, Int 10, Wis 14 (16), Cha 14 (16). Skills and Feats: Craft (armorsmithing) +2, Craft (weaponsmithing) +2, Diplomacy +13, Handle Animal +5, Heal +5, Jump +5, Knowledge (arcana) +2, Knowledge (nobility and royalty) +1, Knowledge (religion) +1, Knowledge (local - Sheldomar Valley Metaregion) +1, Ride +16, Sense Motive +11, Speak Language (Flan), Spot +8; Cleave, Divine Might, Heavy Armor Proficiency, Light Armor Proficiency, Martial Weapon Proficiency, Medium Armor Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Spirited Charge. Secrets of the Order (Ex): At first level, it becomes very difficult for others to pry the secrets of the Knights from a member. Any time someone or something attempts to gain such a secret by magical means, the Knight receives a saving throw (typically Will) at the normal DC. This applies even if the magic in question normally allows no saving throw. The Knight adds his or her Watcher level as a special bonus to the save. This does not help the Knight in any way except to protect the secrets of the order or as a consequence thereof. For example, an enchantress may charm a 5th level Knight, and the Knight would gain no bonus to the save. Should the enchantress request of her new friend that he reveal the secrets of the order, the Knight immediately gets a new save, with a +5 bonus. Each attempt to make the Knight reveal a fact about his order allows a new save. Similarly, detect thoughts works just fine on a Knight, but each time the user attempts to pick up a secret regarding the order, the Knight receives a new save with the special bonus. This additional save functions as a normal saving throw against the spell (as specified in the spell description). If the spell or ability description does not normally allow a saving throw, the save negates the spell if successful. Unleash Inner Strength (Sp): Once per day, the Knight may concentrate (requiring a full-round action that can provoke an attack of opportunity) to bring out his inner strength. While using this ability, the Knight receives a +4 bonus to Strength for up to 3 rounds plus (or minus) his Wisdom modifier. The Knight may voluntarily cease using the ability at any time prior to the normal expiration. Once the ability duration ends, the Knight suffers a –2 penalty to Strength and Constitution for a period equal to the time the ability was in use. This penalty has no particular type, and stacks with all other penalties. Note that a change in hit point adjustment must be made to reflect the temporary loss in Constitution and this can result in the Knight falling into negative hit points or even death. Under no circumstances does this ability stack with a barbarian’s rage ability (or any similar rage ability). No character may enter a rage while under the effects of Unleash Inner Strength, and no character may Unleash Inner Strength while in a rage. This ability is equivalent to a 2nd level spell. Paladin Spells Prepared (2/2; base DC = 13 + spell level): 1st - bless weapon, divine sacrificeSC; 2nd - zealSC, zone of truth. SCSpell Compendium. Possessions: +1 adamantine battleaxe, +1 adamantine longsword, +1 full plate, +1 lance, +1 mithral heavy shield, boots of striding and springing, cloak of charisma +2, eyes of the eagle, gauntlets of ogre power, light mace, courtier's outfit, paladin’s mount, periapt of wisdom +2, ring of protection +1, ring of sustenance, wand of cure light wounds, wand of cure moderate wounds. Physical Description: Watcher Branwen is a human female of mixed Flan/Suel heritage. She is 5 ft. 7 in. tall and weighs 142 lbs. Her blond hair is tied in a single braid running down her spine to her belt. Challenger, Male Heavy Warhorse: Large Magical Beast; CR 2; HD 8d8+36; hp 75; Init +1; Spd 80 ft.; AC 25, touch 10, flat-footed 24 (-1 size, +1 Dex, +5 armor, +10 natural); Base Atk/Grp: +6/+15; Atk: +5 melee (1d4+2, bite) or +10/+10 melee (1d6+5, hoof); Full Atk: +5 melee (1d4+2, bite) or +10/+10 melee (1d6+5, hoof); SQ empathic link, improved evasion, scent, share saving throws, share spells; AL LG; SV Fort +9, Ref +7, Will +3; Str 20, Dex 13, Con 16, Int 7, Wis 12, Cha 6. Skills and Feats: Jump +25, Listen +7, Spot +6; Diehard, Endurance, Run. Possessions: +1 mithral chain shirt barding, bit and bridle, horseshoes of speed, military saddle, saddlebags. City Guard, Male Or Female Human Ftr8: Medium Humanoid; CR 8; HD 8d10+16; hp 72; Init +3; Spd 20 ft.; AC 21, touch 15, flat-footed 18 (+3 Dex, +6 armor, +2 deflection); Base Atk/Grp: +8/+14; Atk: +16 melee (1d8+12/19-20x3, +1 longspear) or +14 melee (1d4+6/19- 20, dagger) or +11 ranged (1d4/19-20, thrown dagger) or SHE6-01 Flesh Torn Asunder Page 33 +14 melee (1d6+6/19-20, short sword); Full Atk: +16/+11 melee (1d8+12/19-20x3, +1 longspear) or +14/+9 melee (1d4+6/19-20, dagger) or +11/+6 ranged (1d4/19-20, thrown dagger) or +14/+9 melee (1d6+6/19-20, short sword); AL LN; SV Fort +8, Ref +5, Will +2; Str 18 (22), Dex 14 (16), Con 14, Int 10, Wis 10, Cha 10. Skills and Feats: Climb +9, Craft (armorsmithing) +3, Craft (weaponsmithing) +3, Handle Animal +2, Intimidate +11, Jump +3, Ride +10; Cleave, Close- Quarters FightingCW, Combat ReflexesB, Formation ExpertCW, Great CleaveB, Heavy Armor Proficiency, Improved Critical (longspear)B, Light Armor Proficiency, Martial Weapon Proficiency, Medium Armor Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (longspear)B, Weapon Specialization (longspear)B. CWComplete Warrior. Possessions: +1 breastplate, +1 longspear, belt of giant strength +4, dagger, gloves of dexterity +2, peasant's outfit, ring of protection +2, short sword. ENCOUNTER 5 Parwyn Amastacia, Male Elf Brd15: Medium Humanoid; CR 15; HD 15d6; hp 68; Init +2; Spd 30 ft.; AC 21, touch 13, flat-footed 19 (+2 Dex, +5 armor, +2 shield, +1 natural, +1 deflection); Base Atk/Grp: +11/+10; Atk: +11 melee (1d6+1/18-20, +1 merciful defending rapier); Full Atk: +11/+6/+1 melee (1d6+1/18-20, +1 merciful defending rapier); SQ +2 racial saving throw bonus against enchantment spells or effects., an elf who merely passes within 5 feet of a secret or concealed door is entitled to a search check to notice it as if she were actively looking for it., bardic knowledge +17, bardic music 15/day, countersong, fascinate, immunity to magic sleep effects., inspire competence, inspire courage +3, inspire greatness, inspire heroics, suggestion; AL N; SV Fort +8, Ref +14, Will +12; Str 10, Dex 14, Con 10, Int 14, Wis 10, Cha 19 (21). Skills and Feats: Appraise +20, Balance +4, Bluff +28, Diplomacy +34, Disguise +10, Gather Information +26, Intimidate +12, Jump +2, Knowledge (arcana) +4, Knowledge (local [Core]) +4, Knowledge (geography) +4, Knowledge (history) +5, Knowledge (nobility and royalty) +12, Knowledge (local - Sheldomar Valley Metaregion) +13, Listen +2, Perform (oratory) +19, Search +4, Sense Motive +20, Speak Language +5, Spellcraft +4, Spot +2, Tumble +7, Use Magic Device +9; Combat Expertise, Improved Combat ExpertiseCW, Improved Feint, Leadership, Light Armor Proficiency, Negotiator, Persuasive, Shield Proficiency, Simple Weapon Proficiency. CWComplete Warrior. Bard Spells Known (4/5/4/4/4/3; base DC = 15 + spell level): 0 - detect magic, ghost sound, mage hand, open/close, prestidigitation, read magic; 1st - alarm, charm person, comprehend languages, expeditious retreat; 2nd - blur, calm emotions, detect thoughts, glitterdust; 3rd - charm monster, daylight, gaseous form, see invisibility; 4th - dominate person, freedom of movement, hold monster, greater invisibility; 5th - greater blinkSC, greater heroism, shadow evocation. SCSpell Compendium. Possessions: +1 merciful defending rapier, circlet of persuasion, +1 mithral buckler, +1 mithral chain shirt, amulet of natural armor +1, cloak of charisma +2, helm of comprehend languages and read magic, noble's outfit, ring of protection +1, ring of sustenance, vest of resistance +3CA. CAComplete Arcane. Physical Description: Amastacia is a male high elf approaching middle-age. He stands 5’ 5” tall and weighs 165 pounds. He has brown hair and brown eyes. His demeanor is both cheerful and confident. Amastacia carries himself as one accustomed to getting what he wants. He does not concern himself with religious issues; he treats all of his customers equally. Amastacia has a slightly lawful tendency as would be expected of one who deals in contracts and has been known to attend temples of Zilchus to further his business connections in the human world. He is not a coward, but sees violence as bad for business. Amastacia had ties with the Gran March organization known as The Corporation, but left after he heard that they were robbing military targets. He will defend himself with his rapier, but will try not to kill anyone as murder is also bad for business. Amastacia is fluent in Common, Elven, Gnome, Orc, Dwarven, CorporateSpeak, Flan, and Keoish. SHE6-01 Flesh Torn Asunder Page 34 DM AID: MAP #1 SHE6-01 Flesh Torn Asunder Page 35 DM AID: MAP #2 SHE6-01 Flesh Torn Asunder Page 36 DM AID: MAP #3 SHE6-01 Flesh Torn Asunder Page 37 DM AID: NEW RULES NEW FEATS Black Lore of Moil (Complete Arcane) Your study of the sinister knowledge and spellcasting techniques of the long-dead Nightlords of Moil makes your necromancy spells especially potent. Prerequisite: Spell Focus (necromancy), caster level 7th. Benefit: Any necromancy spell you cast can be cast instead as a Moilian spell, dealing an extra 1d6 points of negative energy damage + 1d6 per two spell levels (+1d6 for 1st level spells, +2d6 for 2nd and 3rd level spells, and so on). If the spell normally allows a saving throw, the target takes half the negative energy damage on a successful save, regardless of the outcome of the save on the spell’s normal effect. In addition to its normal spell components, a Moilian spell requires the creation and expenditure of a Moilian runebone—a small human bone (often a finger bone) scribed with carefully prepared arcane markings. Only a character trained in the Black Lore of Moil knows the secrets of creating a runebone, which takes 1 hour to craft and requires special inks and powders costing 25 gp per die of negative energy damage to be generated. For example, a runebone capable of adding 3d6 points of negative energy damage costs 75 gp to craft. While the maximum negative energy damage dealt by a Moilian spell is based on the spell’s level, the actual damage is limited by the runebone. For example, if a sorcerer casts finger of death (a 7th level spell, so normally +4d6) with a 75 gp (3d6) runebone, the spell deals only 3d6 points of additional negative energy damage. A Moilian spell uses a spell slot of the spell’s normal level. Close-Quarters Fighting (Complete Warrior) You are skilled at fighting close range and resisting grapple attempts. Prerequisites: BAB +3. Benefit: You gain an attack of opportunity whenever an enemy attempts to grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Grapple feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity during a round or allow you to make an attack of opportunity when you would be denied one for being surprised, helpless or in a similar situation. For example, an ogre attempts to grapple Tordek. Tordek gains an attack of opportunity, hits, and causes damage. Since the ogre does not have any sort of grappling special ability or feat, it fails to start a grapple. Then an ankheg – a creature with the improved grab special ability – attempts to grapple Tordek. He takes an attack of opportunity, hits, and deals 10 points of damage to the creature. Tordek than adds +10 to his opposed check to resist being grappled. Normal: Creatures with Improved Grapple, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple. Special: A fighter may select Close-Quarters Fighting as one of his fighter bonus feats. Formation Expert (Complete Warrior) You are trained at fighting in ranks and files. Prerequisites: BAB +6. Benefit: The Formation Expert feat enables the use of three tactical maneuvers. You gain the benefit of the feat even if you are fighting in formation with allies that do not have this feat. Lock Shields: To use this maneuver, you must have a ready shield, and adjacent allies on opposite sides of you must have ready shields. You gain a +1 bonus to Armor Class. Step into the Breach: To use this maneuver, you must be within a single move of an ally who falls in combat, and an ally must occupy every square between you and the fallen comrade. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies. Wall of Polearms: To use this maneuver, you must be wielding a shortspear, longspear, trident, glaive, guisarme, halberd, or ranseur, and you must have adjacent allies wielding weapons identical to yours on opposite sides of you. You gain a +2 bonus on attack rolls. Special: A fighter may select Formation Expert as one of his fighter bonus feats. Improved Combat Expertise (Complete Warrior) You have mastered the art of defense in combat. Prerequisites: Int 13, Combat Expertise, BAB +6. Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack roll and add to your AC can be any number that does not exceed your base attack bonus. SHE6-01 Flesh Torn Asunder Page 38 Normal: With Combat Expertise, the number can be no greater than +5. Special: A fighter may select Improved Combat Expertise as one of his fighter bonus feats. Rapid Spell (Complete Divine) You can cast spells with long casting times more quickly. Benefit: Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action. A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour. A rapid spell uses up a spell slot one level higher than the spell’s actual level. Special: A spell can be made rapid and quickened only if its original casting time was 1 full round. This feat can be applied to a spell cast spontaneously as long as its original casting time was longer than 1 full round. NEW ITEMS Vest of Resistance (Complete Arcane) These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws. Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times the vest’s bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5); Weight: 1 lb. NEW SPELLS Arrow of Bone (Spell Compendium) Necromancy [Death] Level: Sorcerer/wizard 7 Components: V, S, M Casting Time: 10 minutes Range: Touch Target: One projectile or thrown weapon touched Duration: 1 hour/level or until discharged Saving Throw: Fortitude partial Spell Resistance: Yes You complete the long ritual needed to cast the spell, scribing arcane runes into the item. It changes before your eyes into an identical item made of bone. The runes glow with dark magic and the weapon feels cold to the touch. When thrown or fired at a creature as a normal ranged attack, the weapon gains a +4 enhancement bonus on attack rolls and damage rolls. In addition, any living creature struck by an arrow of bone must succeed on a Fortitude save or be instantly slain. A creature that makes its save instead takes 3d6 points of damage +1 point per caster level (maximum +20). Regardless of whether the attack hits, the magic of the arrow of bone is discharged by the attack, and the missile is destroyed. Material Component: A tiny sliver of bone and an oil of magic weapon (50 gp). Blackfire (Spell Compendium) Necromancy [Evil] Level: Sor/Wiz 8 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 round/level Saving Throw: Fortitude partial and Reflex negates; see text Spell Resistance: Yes With the dark words still on your tongue, a ray of black energy springs from your hand to wrap the indicated target in black flames that absorb heat rather than create it. The black fire crackles and hisses, emanating the smells of hot metal and sulfur. You must succeed on a ranged touch attack with the ray to strike a target. On a successful attack, a living target is engulfed in chill black flames that feed on the fuel of their victim’s life force. A creature engulfed in blackfire must make a successful Fortitude save each round that the spell is in effect or take 1d4 points of Constitution damage and become nauseated. A creature that makes its Fortitude save takes no damage for that round and is sickened instead. In addition to its effects on the subject, blackfire can spread rapidly. Each round on its turn, any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself. SHE6-01 Flesh Torn Asunder Page 39 Any creature that has its Constitution reduced to 0 or lower by the spell is turned into a pile of black ash and can be returned to life only by true resurrection or wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life. If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out. The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but antimagic field, a successful dispel magic, remove curse, or break enchantment snuffs it out. As well, a creature protected by death ward has immunity to blackfire’s effects. Material Component: A pinch of dust from a vampire destroyed by sunlight. Blink, Greater (Spell Compendium) Transmutation Level: Brd 5, Celerity 8, Sor/Wiz 5 An immaterial fog descends over your eyes as you complete the spell. You perceive the closeness of a parallel, ethereal reality, and you know that you can pass freely between that world and the one upon which you stand. This spell functions like blink (Player’s Handbook, page 206), except that you have control over the timing of your “blinking” back and forth between the Ethereal Plane and the Material Plane. You can also ready an action to blink away from any physical or magical attack. The attack misses automatically unless it also affects ethereal targets (as a force effect does). While blinking, you have no chance of interfering with your own attacks or your own spells. When moving through solid objects, you do not risk materializing inside one unless you actually end your movement there, in which case you materialize and are shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. Divine Sacrifice (Spell Compendium) Evocation Level: Blackguard 1, Pal 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Giving up some of your life force to win the battle, you empower your next blow against your foe. Your first attack each round for the duration of the spell deals an extra 5d6 points of damage if it hits, and you take 10 points of damage each time you make such an attack, whether or not the attack is successful. Mage Armor, Greater (Spell Compendium) Conjuration (Creation) [Force] Level: Sor/Wiz 3 Components: V, S An invisible sheen of armor-shaped force surrounds you. This spell functions like mage armor (Player’s Handbook, page 249), except that it requires no material component and its intangible field of force provides a +6 armor bonus to Armor Class. Mindfrost (Frostburn) Necromancy [Cold] Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude half Spell Resistance: Yes This spell freezes the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage. Material Component: A small stone covered in frost. Ray of Entropy (Spell Compendium) Necromancy Level: Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. +5 ft./2 levels) SHE6-01 Flesh Torn Asunder Page 40 Effect: Ray Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes You release a crackling black ray. The smell of decay fills the air. When you cast this spell, you unleash a ray of negative energy that consumes the life energy of the subject. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a -4 penalty to Strength, Constitution, and Dexterity for the duration of the spell. Resonating Bolt (Spell Compendium) Evocation [Sonic] Level: Brd 4, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: 60 ft. line Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes Your quick movements and rapid utterances release the spell’s energy, culminating in a final cry that unleashes a tremendous bolt of sonic energy from your open hand. The bolt of sonic energy deals 1d4 points of sonic damage per caster level (maximum 10d4) to each creature within its area. In addition, a resonating bolt deals full damage to objects and can easily shatter or break interposing barriers. If the bolt destroys a barrier, it can continue beyond if its range permits; otherwise, it stops. Summon Undead I (Spell Compendium) Conjuration (Summoning) [Evil] Level: Blackguard 1, Clr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft. 2 levels) Effect: One summoned creature Duration: 1 round/level Saving Throw: None Spell Resistance: No The undead you summon appear in a burst of smoke and fog. The vapor swiftly dissipates, but you can’t shake the impression of screaming faces in the cloud’s tendrils. This spell functions like summon monster I (Player’s Handbook, page 285), except that you summon an undead creature. Summon undead I conjures one of the creatures from the 1st-level list (human warrior skeleton (Monster Manual, page 226), kobold zombie (Monster Manual, page 266)). You choose which creature to summon, and you can change that choice each time you cast the spell. Summoned undead do not count toward the total Hit Dice of undead that you can control with animate dead or the other command undead abilities. No undead creature you summon can have more Hit Dice than your caster level + 1. Focus: A tiny bag, a small (not lit) candle, and a carved bone from any humanoid. Summon Undead II (Spell Compendium) Conjuration (Summoning) [Evil] Level: Blackguard 2, Clr 2, Sor/Wiz 2 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon undead I, except that you can summon one undead from the 2nd-level list (owlbear skeleton (Monster Manual, page 226), bugbear zombie (Monster Manual, page 267)) or two undead of the same kind from the 1st-level list. Summon Undead III (Spell Compendium) Conjuration (Summoning) [Evil] Level: Blackguard 3, Clr 3, Sor/Wiz 3 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart SHE6-01 Flesh Torn Asunder Page 41 This spell functions like summon undead I, except that you can summon one undead from the 3rd-level list (ghoul (Monster Manual, page 118), troll skeleton (Monster Manual, page 227), ogre zombie (Monster Manual, page 267)), two undead of the same kind from the 2nd-level list, or four of the same kind from the 1st-level list. Summon Undead IV (Spell Compendium) Conjuration (Summoning) [Evil] Level: Blackguard 4, Clr 4, Sor/Wiz 4 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon undead I, except that you can summon one undead from the 4th-level list (allip (Monster Manual, page), ghast (Monster Manual, page 119), wyvern zombie (Monster Manual, page 267)), two undead of the same kind from the 3rd-level list, or four undead of the same kind from a lower-level list. Summon Undead V (Spell Compendium) Conjuration (Summoning) [Evil] Level: Cleric 5, Sor/Wiz 5 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon undead I, except that you can summon one undead from the 5th-level list (mummy (Monster Manual, page 190), shadow (Monster Manual, page 221), vampire spawn (Monster Manual, page 253), wight (Monster Manual, page 255)), two undead of the same kind from the 4th-level list, or four undead of the same kind from a lower-level list. Sword of Darkness (Spell Compendium) Necromancy [Evil] Level: Sor/Wiz 7 Components: V, S, M Effect: Black blade of negative energy You shatter the sword in your hand against a stone, bringing into being a similar weapon made entirely of black energy. As soon as it forms, the black blade attacks. This spell functions like sword of deception (see below), except that you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19-20, and bestows two negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies. If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour. Material Component: A bastard sword or longsword, which is shattered against a stone while casting the spell. Sword of Deception (Spell Compendium) Evocation [Force] Level: Sor/Wiz 4 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Pale green blade of force Duration: 1 round/level (D) Saving Throw: None Spell Resistance: Yes Swinging a miniature replica of a sword as if it were real, you bring into being a full-sized representation of your replica made entirely of pale green force. The blade immediately attacks your enemy. You cause a blade of pale green force to appear and strike the opponent you designate, starting with one attack in the round when the spell is cast and continuing each round thereafter. Though it makes regular melee attacks, the sword strikes as a spell, not a weapon (and so can strike incorporeal creatures). A sword of deception always strikes from your direction, and so it can’t be used to flank with your attacks, but it could flank with your allies. The blade attacks with a base attack bonus equal to your caster level, dealing 1d8 points of damage per hit and threatening a critical hit on a roll of 19-20. In addition, each successful hit provides a -2 penalty on the target’s next saving throw roll (-4 on a successful critical hit). This penalty is cumulative (to a maximum of -5 on a single creature) and lasts until the creature is forced to make a saving throw in a dangerous situation or receives the benefit of a remove curse spell. Each round, a sword of deception continues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. In any round when the weapon switches targets, it gets one attack as a standard SHE6-01 Flesh Torn Asunder Page 42 action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits. A sword of deception cannot be attacked or damaged (though it can be dispelled as any other spell). If an attacked creature has spell resistance, make a caster level check the first time the sword attacks. If the check is successful, the sword can attack that creature with normal effect for the duration of the spell. If not, the sword of deception is dispelled. If the target goes beyond the spell range or out of your sight, the sword of deception returns to you and hovers. Focus: A miniature replica of a sword and a set of loaded dice. Zeal (Spell Compendium) Abjuration Level: Blackguard 2, Pal 2 Components: V, S Casting Time: 1 swift action Range: Personal Target: You Duration: 1 round/level You invoke a divine shield to protect you as you close with a chosen opponent. Choose a foe as you cast this spell. You gain a +4 deflection bonus to your AC against all attacks of opportunity from opponents other than the chosen foe. Also, you can move through enemies as if they were allies for the duration of the spell, as long as you finish your movement closer to your chosen foe than when you began it. SHE6-01 Flesh Torn Asunder Page 43 PLAYER HANDOUT #1 – LETTER FROM BETHANY GRENDA This should be given to PCs who did play SHE5-04 A Cup O’erturned. Greetings, You may not remember me, but my name is Bethany Grenda. We met recently in Hochoch while you were looking for a certain antique goblet and while I was investigating business opportunities under the new government for some business people in Gran March. I have some information about the goblet that I might be willing to sell to you. Given that the Knights have shown an interest in the item, this information may help you form a good relationship with the new government. Meet me in Hochoch at the Boar’s Other Knuckle after sundown on 6 Fireseek 596. You will not regret it. Good travels, Bethany Grenda SHE6-01 Flesh Torn Asunder Page 44 PLAYER HANDOUT #2 – LETTER FROM BETHANY GRENDA This should be given to PCs who did not play SHE5-04 A Cup O’erturned. Greetings, A mutual acquaintance has given me your name as a reputable adventurer. My name is Bethany Grenda and I am a negotiator for certain business people in Gran March looking for business opportunities under the new government. I found out some information about an antique goblet that apparently has the interests of the Knights. I do not have time for long interrogations by the new government so I might be willing to sell to you this information so that you can gain some influence with the Knights. Meet me in Hochoch at the Boar’s Other Knuckle after sundown on 6 Fireseek 596. You will not regret it. Good travels, Bethany Grenda SHE6-01 Flesh Torn Asunder Page 45 PLAYER HANDOUT #3 – MAP OF HOCHOCH (Created by Jose Ortiz) SHE6-01 Flesh Torn Asunder Page 46 PLAYER HANDOUT #4 – KEY TO THE MAP OF HOCHOCH Gates: G1 – River Gate G2 – Shalm’s Gate G3 – North Gate G4 – Oyt Gate Low Quarter: L1 – The Broken Drum Inn L2 – The Cracked Cup The Commons: C1 – Iowerth Square C2 – The Boar’s Knuckle (condemned) C3 – The Boar’s Other Knuckle C4 – Company of Giant Slayers Hall C5 – The White Stag Inn Market Ward: M1 – The Giant’s Hearth Inn M2 – Market Square (“Broken Wall”) Old City: O1 – Old Oak Tavern O2 – Bedwyn the Fat’s Estate O3 – Knights of the Watch Chapterhouse O4 – Sierra Blackblade’s Estate Hilltop: H1 – Caer Dwr Gwyldy (Waterwatch Castle) H2 – Trevol Llys (Town Hall) H3 – Temple of Pelor H4 – Temple of St. Cuthbert H5 – Temple of Allitur H6 – Temple of Ehlonna H7 – Wayfarer’s Union House H8 – The Brenin’s Signet Inn SHE6-01 Flesh Torn Asunder Page 47 PLAYER HANDOUT #5 – GRENDA’S PAPER Old container, new container, Old container lost to old friends, New container lost to unknown, Containers may be spoiled or may be ripe. SHE6-01 Flesh Torn Asunder Page 48 PLAYER HANDOUT #6 – GRENDA’S PAPER (TRANSLATED) Old container, new container, (This mentions two containers .) Old container lost to old friends, (The first container was stolen by old enemies.) New container lost to unknown, (The second was stolen by someone else.) Containers may be spoiled or may be ripe. (Both containers may be evil but valuable.) SHE6-01 Flesh Torn Asunder Page 49 PLAYER HANDOUT #7 – CORPORATION NOTE, MEMBERS ONLY Bethany Grenda, a member of our family, was killed because she was involved in our rivals’ business. She was following up on the goblet that our ex-members stole from our rivals, which has put us at odds with them. Because of this, we think the murders are connected with the goblet. Find out what you can as we are on uncertain ground here. SHE6-01 Flesh Torn Asunder Page 50 PLAYER HANDOUT #8 – MYSTERIOUS NOTE We did not kill anyone. We had nothing to do with either the goblet or the urn. We believe them to be connected. We believe them to be dangerous. Find them with our blessing. SHE6-01 Flesh Torn Asunder Page 51 PLAYER HANDOUT #9 – RHYME OF THE OCCLUDED TIME (Given to the party by the Knights in Hochoch) Occluded time’s thunder; A Cup o’erturned; Flesh torn asunder; A book unburned; Three to One’s wonder; Dark whisperer returned. SHE6-01 Flesh Torn Asunder Page 52 CRITICAL EVENT SUMMARY: SHE6-01 FLESH TORN ASUNDER For use only before April 1, 2006. Email answers to [email protected]. 1. Did anyone die from the book trap in Encounter 1? Yes No If so, did any city guards or Knights of the Watch NPCs die as a result? Yes No 2. Did the party fight the Watcher Branwen and her city guard? Yes No If so, did they kill any NPCs in the fight? Yes No 3. Did the party defeat the undead assassin Nycos Dephos? Yes No How much did the party find out from Nycos Dephos before the combat ended? 4. Did the party find out that the Aspect of Sight was trying to control the Midnight Ravens’ interests in Hochoch? Yes No 5. Did the party contact any organizations about the results of this adventure? Yes No If so, who did they contact and what did they tell them? 6. Did the party have fun with this adventure? Yes No 7. For players from Geoff and Gran March only: was the city of Hochoch and its citizens represented accurately and how can their descriptions be improved for future adventures? Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences, results that may not fit the above, etc):
textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/596/Normal Scenarios/SHE6-01 - Flesh Torn Asunder (APL 6-14)/SHE6-01 - Flesh Torn Asunder.pdf